TEXT: Five Ancient Kingdoms 
  	
    
  Rules	
    for	
    Fantastic	
    Adventures	
    
  Of	
    Imagination,	
    Danger,	
    and	
    Romance	
    
  	
    
  BECKER	
    
  	
    
  	
    
  	
    
  MEN	
    &	
    METTLE	
    
  Volume	
    1	
    of	
    Three	
    Booklets	
    
  	
    
  Published	
    by	
    Running	
    Beagle	
    Games
  
  	
    
  1
  	
    
  	
    
  Five Ancient Kingdoms	
    
  	
    
  Volume	
    1	
    
  Men & Mettle 
  	
    
  By	
    Jonathan	
    Becker	
    
  	
    
  	
    
  	
    
  Copyright	
    2013	
    
  Jonathan	
    Becker	
    &	
    Running	
    Beagle	
    Games	
    
  All	
    illustrations	
    by	
    Henry	
    J.	
    Ford	
    (from	
    	
    
  Andrew	
    Lang’s	
    The	
    Arabian	
    Nights	
    Entertainments)	
    
  	
    
  ISBN	
    978-­‐0-­‐9845932-­‐2-­‐4
  
  	
    
  2
  TABLE	
    OF	
    CONTENTS	
    
  	
    
  INTRODUCTION	
    
  	
    
  	
    
  	
    
  	
    
  3	
    
  Dice	
    Conventions	
    &	
    “Rule	
    Zero”	
     	
    
  	
    
  3	
    
  “Pushing”	
    
  	
    
  	
    
  	
    
  	
    
  4	
    
  PLAYER	
    CHARACTER	
    CREATION	
    
  	
    
  	
    
  	
    
  Classes	
    
  	
    
  	
    
  	
    
  	
    
  5	
    
  Subclasses	
    
  	
    
  	
    
  	
    
  	
    
  8	
    
  ALIGNMENT	
    &	
    MOTIVATION	
    	
    
  	
    
  	
    
  11	
    
  ABILITY	
    SCORES	
    
  	
    
  	
    
  	
    
  	
    
  12	
    
  HERO	
    POINTS	
    (HPs)	
    &	
    SOCIAL	
    STATUS	
    	
    
  	
    
  13	
    
  ADVANTAGES	
    
  	
    
  	
    
  	
    
  	
    
  14	
    
  MONEY	
    &	
    EQUIPMENT	
    
  	
    
  	
    
  	
    
  18	
    
  Equipment	
    Lists	
    
  	
    
  	
    
  	
    
  19	
    
  FINISHING	
    UP	
    THE	
    PLAYER	
    CHARACTER	
    
  	
    
  20	
    
  Example	
    of	
    Character	
    Creation	
    
  	
    
  	
    
  21	
    
  ENCUMBRANCE	
    &	
    MOVEMENT	
    
  	
    
  	
    
  22	
    
  HIT	
    DICE	
     	
    
  	
    
  	
    
  	
    
  	
    
  22	
    
  EXPERIENCE	
    POINTS	
    &	
    ADVANCEMENT	
    
  	
    
  23	
    
  ENCOUNTERS	
    
  	
    
  	
    
  	
    
  	
    
  Combat	
    Time	
    &	
    Movement	
    
  	
    
  	
    
  24	
    
  Armor	
    
  	
    
  	
    
  	
    
  	
    
  24	
    
  Order	
    of	
    Combat	
    Round	
    	
    
  	
    
  	
    
  25	
    
  Melee	
    Combat	
    
  	
    
  	
    
  	
    
  26	
    
  Missile	
    Combat	
    
  	
    
  	
    
  	
    
  28	
    
  Movement	
    (&	
    Melee)	
     	
    
  	
    
  	
    
  30	
    
  Magic	
    Spells	
     	
    
  	
    
  	
    
  	
    
  31	
    
  Other	
    Types	
    of	
    Attack	
    (fire,	
    grappling,	
    etc.)	
    	
    
  31	
    
  DAMAGE	
    	
    
  	
    
  	
    
  	
    
  	
    
  33	
    
  Healing	
    
  	
    
  	
    
  	
    
  	
    
  34	
    
  SAVING	
    THROWS	
     	
    
  	
    
  	
    
  	
    
  34	
    
  Saving	
    Throw	
    Tables	
    
  	
    
  	
    
  	
    
  35	
    
  Example	
    of	
    an	
    Encounter	
    
  	
    
  	
    
  	
    
  36	
    
  CHARACTER	
    DEVELOPMENT	
     	
    
  	
    
  	
    
  38	
    
  XP	
    Tables	
    
  	
    
  	
    
  	
    
  	
    
  39	
    
  LANGUAGE,	
    REACTION,	
    &	
    RETAINERS	
     	
    
  	
    
  40	
    
  Reaction	
    Check	
    Table	
    
  	
    
  	
    
  	
    
  41	
    
  Retainers	
    &	
    Loyalty	
    Chart	
    
  	
    
  	
    
  43	
    
  METTLE	
    &	
    MORALE	
    
  	
    
  	
    
  	
    
  44	
    
  THE	
    LAND	
    OF	
    BARICA	
    (customs,	
    religion,	
    law,	
    etc.)	
    
  45	
    
  
  	
    
  3
  INTRODUCTION	
    TO	
    FIVE	
    ANCIENT	
    KINGDOMS	
    
  	
    
  It is an Age of Wonders!	
    	
    BARICA	
    is	
    the	
    greatest	
    land	
    in	
    all	
    the	
    world	
    and	
    
  BAGDABHA	
     its	
     greatest	
     city!	
     Here,	
     the	
     common	
     people	
     mingle	
     with	
     wealthy	
    
  merchants	
     and	
     sultans	
     in	
     disguise,	
     while	
     heroes	
     and	
     saints	
     rub	
     shoulders	
     with	
    
  magicians	
    and	
    thieves!	
    All	
    praise	
    to	
    almighty	
    HALAH,	
    God	
    most	
    high!	
    
  	
    
  FIVE	
    ANCIENT	
    KINGDOMS	
    is	
    a	
    set	
    of	
    rules	
    for	
    a	
    fantasy	
    adventure	
    game.	
    It	
    is	
    divided	
    
  into	
    three	
    volumes:	
    Men	
    &	
    Mettle,	
    Magic	
    &	
    Monsters,	
    and	
    Dragon	
    Master	
    Secrets.	
    
  You	
    will	
    need	
    several	
    six-­‐sided	
    dice	
    and	
    at	
    least	
    one	
    other	
    person	
    to	
    play.	
    Unlike	
    some	
    
  games,	
     there	
     is	
     no	
     board	
     or	
     playing	
     pieces;	
     instead,	
     game	
     play	
     takes	
     place	
     in	
     the	
    
  minds	
     and	
     imaginations	
     of	
     the	
     participants	
     as	
     they	
     describe	
     their	
     actions	
     and	
    
  determine	
    the	
    events	
    of	
    the	
    imaginary	
    game	
    world.	
    
  	
    
  Throughout	
    the	
    rules,	
    the	
    game	
    referee	
    is	
    referred	
    to	
    as	
    the	
    Dragon	
    Master	
    (or	
    DM	
    
  for	
    short)	
    while	
    other	
    participants	
    are	
    referred	
    to	
    as	
    players	
    (and	
    their	
    characters	
    as	
    
  Player	
    Characters	
    or	
    PCs).	
    Any	
    character	
    controlled	
    by	
    the	
    Dragon	
    Master	
    is	
    a	
    Non-­‐
  Player	
    Character	
    (NPC).	
    An	
    NPC	
    can	
    be	
    an	
    antagonist,	
    like	
    a	
    monstrous	
    beast,	
    or	
    an	
    
  ally	
    of	
    the	
    Player	
    Characters.	
    	
    This	
    volume	
    (Book	
    1)	
    provides	
    the	
    information	
    needed	
    
  to	
    create	
    PCs,	
    as	
    well	
    as	
    basic	
    information	
    players	
    should	
    know	
    about	
    game	
    play.	
    
  	
    
  Player	
     characters	
     and	
     NPC	
     adventurers	
     all	
     have	
     a	
     level	
     of	
     experience	
     (or	
     simply	
    
  “level”)	
     that	
     measures	
     their	
     status	
     and	
     degree	
     of	
     success	
     as	
     well	
     as	
     their	
     overall	
    
  effectiveness	
     in	
     their	
     profession.	
     PCs	
     generally	
     start	
     as	
     1st	
     level	
     (beginning)	
    
  adventurers;	
     they	
     may	
     achieve	
     a	
     maximum	
     of	
     15th	
     level.	
     	
     Most	
     NPCs	
     (especially	
    
  monsters)	
     are	
     not	
     adventurers	
     and	
     thus	
     do	
     not	
     have	
     “level,”	
     instead	
     possessing	
     a	
    
  number	
    of	
    Hit	
    Dice	
    (HD)	
    that	
    measure	
    their	
    fierceness,	
    size,	
    and	
    power.	
    Over	
    time,	
    
  adventurers	
    can	
    develop,	
    earning	
    levels	
    based	
    on	
    their	
    exploits;	
    creatures	
    with	
    HD,	
    on	
    
  the	
     other	
     hand,	
     do	
     not	
     usually	
     change	
     over	
     time.	
     Both	
     levels	
     and	
     hit	
     dice	
     are	
    
  explained	
    in	
    more	
    depth	
    in	
    the	
    pages	
    that	
    follow.	
    
  	
    
  Dice	
    Conventions	
    and	
    the	
    Rule	
    of	
    Zero	
    
  	
    
  Five	
    Ancient	
    Kingdoms	
    uses	
    only	
    six-­‐sided	
    dice	
    (abbreviated	
    “D6”).	
    Often,	
    the	
    rules	
    
  call	
    for	
    a	
    roll	
    of	
    xD6	
    where	
    “x”	
    is	
    the	
    number	
    of	
    dice	
    to	
    be	
    rolled.	
    For	
    example,	
    a	
    call	
    to	
    
  roll	
    “2D6”	
    means	
    roll	
    two	
    six-­‐sided	
    dice	
    and	
    add	
    the	
    results	
    together.	
    A	
    D3	
    is	
    a	
    request	
    
  to	
    roll	
    D6	
    and	
    divide	
    the	
    result	
    by	
    two	
    (round	
    up).	
    
  	
    
  No	
    matter	
    the	
    number	
    of	
    dice	
    rolled,	
    ANY	
    ROLL	
    OF	
    “1”	
    ON	
    A	
    DIE	
    IS	
    COUNTED	
    AS	
    
  ZERO.	
    This	
    is	
    a	
    very	
    important	
    difference	
    from	
    other	
    games	
    you	
    may	
    have	
    played.	
    Any	
    
  D6	
    that	
    comes	
    up	
    as	
    a	
    “1”	
    should	
    simply	
    be	
    removed	
    from	
    the	
    roll,	
    as	
    if	
    the	
    player	
    had	
    
  rolled	
    1	
    less	
    die.	
    In	
    other	
    words,	
    the	
    result	
    of	
    a	
    D6	
    roll	
    will	
    always	
    be	
    a	
    0,	
    2,	
    3,	
    4,	
    5,	
    or	
    
  6.	
    When	
    rolling	
    a	
    D3	
    the	
    result	
    will	
    always	
    be	
    a	
    0,	
    1,	
    2,	
    2,	
    3,	
    or	
    3.	
    
  
  	
    
  4
  If	
    all	
    dice	
    rolled	
    come	
    out	
    as	
    1s	
    (i.e.	
    “zeroes”)	
    then	
    the	
    entire	
    roll	
    is	
    considered	
    a	
    ZERO	
    
  regardless	
    of	
    any	
    bonuses	
    or	
    adjustments	
    that	
    might	
    have	
    been	
    made	
    to	
    the	
    roll.	
    
  This	
    is	
    called	
    “zeroing	
    out.”	
    For	
    example,	
    when	
    making	
    an	
    attack	
    roll,	
    a	
    player	
    adds	
    
  her	
    attack	
    adjustment	
    to	
    her	
    attack	
    roll	
    of	
    2D6	
    to	
    see	
    if	
    she	
    is	
    successful	
    in	
    injuring	
    
  her	
    opponent.	
    If	
    the	
    player	
    rolls	
    two	
    1s,	
    the	
    roll	
    is	
    considered	
    a	
    0;	
    the	
    player	
    is	
    not	
    
  allowed	
    to	
    add	
    her	
    attack	
    adjustment	
    because	
    she	
    has	
    “zeroed	
    out”	
    and	
    thus	
    failed	
    in	
    
  her	
    attack.	
    
  	
    
  Sometimes	
    the	
    rules	
    call	
    for	
    a	
    player	
    to	
    roll	
    a	
    “D66.”	
    In	
    this	
    case,	
    the	
    player	
    rolls	
    two	
    
  D6	
    dice	
    to	
    generate	
    a	
    two-­‐digit	
    number,	
    with	
    the	
    first	
    die	
    counting	
    as	
    the	
    10s	
    and	
    the	
    
  second	
     die	
     counting	
     as	
     the	
     1s.	
     For	
     example,	
     a	
     roll	
     of	
     3	
     and	
     a	
     roll	
     of	
     5	
     would	
     be	
    
  counted	
     as	
     a	
     roll	
     of	
     “35.”	
     When	
     rolling	
     D66,	
     die	
     rolls	
     of	
     1	
     are	
     still	
     counted	
     as	
     0,	
    
  resulting	
    in	
    a	
    range	
    of	
    numbers	
    from	
    00	
    to	
    66.	
    	
    
  	
    
  Rule	
    Zero	
    is	
    ALWAYS	
    in	
    effect.	
    A	
    roll	
    of	
    1	
    never	
    counts	
    as	
    “1.”	
    If	
    you’ve	
    purchased	
    
  a	
     print	
     version	
     of	
     this	
     game,	
     it	
     should	
     include	
     dice	
     with	
     a	
     “zero”	
     side	
     where	
     the	
     1	
    
  would	
    normally	
    be	
    found;	
    this	
    is	
    to	
    remind	
    you	
    of	
    Rule	
    Zero.	
    
  	
    
  “Pushing”	
    
  	
    
  Sometimes	
    a	
    character	
    wants	
    (or	
    needs)	
    to	
    put	
    more	
    effort	
    into	
    an	
    action,	
    giving	
    extra	
    
  “oomph”	
    for	
    an	
    especially	
    tough	
    action	
    or	
    trying	
    for	
    a	
    spectacular	
    success.	
    A	
    character	
    
  that	
     wants	
     to	
     “push”	
     in	
     this	
     way	
     rolls	
     one	
     extra	
     D6	
     and	
     can	
     use	
     the	
     result	
     as	
     a	
    
  replacement	
    for	
    one	
    of	
    her	
    other	
    dice.	
    Or	
    to	
    put	
    it	
    another	
    way,	
    you	
    roll	
    one	
    extra	
    D6	
    
  for	
    your	
    action	
    and	
    discard	
    the	
    lowest	
    roll.	
    
  	
    
  Characters	
     are	
     only	
     allowed	
     to	
     push	
     themselves	
     in	
     certain	
     types	
     of	
     action,	
     shown	
    
  below:	
    
  	
    
  Action	
    
  Normal	
    Roll	
    
  “Pushing”	
    Roll	
    
  Attack	
    Rolls	
    
  2D6	
    
  3D6	
    
  Magician	
    Spells	
    
  2D6	
    
  3D6	
    
  Thief	
    Skills	
    
  2D6	
    
  3D6	
    
  Undead	
    Turning	
    
  2D6	
    
  3D6	
    
  	
    
  Characters	
    that	
    push	
    themselves	
    in	
    an	
    action	
    have	
    a	
    better	
    chance	
    at	
    succeeding	
    than	
    
  they	
    normally	
    would,	
    but	
    risk	
    catastrophe	
    in	
    the	
    process.	
    If	
    the	
    die	
    roll	
    for	
    the	
    action	
    
  would	
    still	
    result	
    in	
    failure	
    even	
    with	
    the	
    extra	
    die	
    then	
    the	
    action	
    attempted	
    results	
    
  in	
    some	
    disastrous	
    incident	
    due	
    to	
    the	
    character’s	
    over-­‐reaching.	
    The	
    DM	
    determines	
    
  the	
    specific	
    nature	
    of	
    the	
    catastrophe	
    (guidelines	
    for	
    this	
    are	
    given	
    in	
    Book	
    3).	
    
  	
    
  Only	
    adventurers	
    have	
    the	
    fire	
    and	
    ambition	
    necessary	
    to	
    push	
    their	
    actions,	
    and	
    their	
    
  pushing	
    can	
    take	
    on	
    added	
    dimensions	
    when	
    made	
    in	
    conjunction	
    with	
    motivation;	
    
  this	
    is	
    fully	
    explained	
    in	
    the	
    section	
    ALIGNMENT	
    AND	
    MOTIVATION	
    in	
    this	
    book.	
    
  
  	
    
  5
  PLAYER	
    CHARACTER	
    CREATION	
    
  	
    
  As	
     stated	
     in	
     the	
     introduction,	
     all	
     participants	
     other	
     than	
     the	
     one	
     acting	
     as	
     Dragon	
    
  Master	
    (DM)	
    need	
    to	
    create	
    a	
    character	
    for	
    the	
    game.	
    The	
    player	
    character,	
    or	
    PC,	
    is	
    
  the	
     avatar	
     that	
     allows	
     a	
     player	
     to	
     explore	
     the	
     imaginary	
     game	
     world.	
     Character	
    
  creation	
    in	
    5AK	
    is	
    designed	
    to	
    be	
    quick	
    and	
    require	
    minimal	
    input	
    from	
    the	
    player,	
    but	
    
  the	
    first	
    time	
    creating	
    a	
    PC	
    might	
    be	
    a	
    little	
    slow;	
    it’s	
    okay	
    to	
    make	
    several	
    characters	
    
  ahead	
    of	
    time	
    to	
    act	
    as	
    replacements	
    for	
    fallen	
    adventurers.	
    
  	
    
  Players	
    should	
    have	
    a	
    rough	
    idea	
    of	
    the	
    type	
    of	
    character	
    they	
    think	
    would	
    be	
    fun	
    to	
    
  play.	
    They	
    may	
    choose	
    one	
    of	
    the	
    following	
    four	
    classifications	
    of	
    adventurer:	
    
  	
    
  HERO	
    CLASS	
    
  	
    
  Heroes	
    are	
    fighters	
    trained	
    in	
    the	
    weapons	
    and	
    ways	
    of	
    war.	
    
  	
    
  Standard	
    Abilities:	
    The	
    prime	
    requisite	
    of	
    a	
    hero	
    is	
    strength	
    (STR).	
    Heroes	
    can	
    wear	
    
  any	
    armor	
    and	
    are	
    trained	
    in	
    the	
    use	
    of	
    shields.	
    They	
    are	
    trained	
    to	
    use	
    all	
    weapons,	
    
  including	
    swords	
    and	
    bows.	
    
  	
    
  Special	
     Abilities:	
    Each	
     hero	
     must	
     choose	
     a	
    fighting	
     style,	
     the	
     manner	
     in	
     which	
     the	
    
  character	
    engages	
    in	
    melee	
    (hand-­‐to-­‐hand)	
    combat.	
    There	
    are	
    two	
    options:	
    Brute	
    and	
    
  Agile.	
    A	
    character	
    with	
    a	
    brute	
    fighting	
    style	
    uses	
    muscle	
    and	
    force	
    to	
    take	
    advantage	
    
  of	
    an	
    encounter	
    and	
    generally	
    has	
    what	
    can	
    be	
    termed	
    an	
    offensive	
    fighting	
    style.	
    An	
    
  agile	
    fighter	
    tries	
    to	
    make	
    use	
    of	
    natural	
    speed	
    and	
    grace	
    to	
    evade	
    an	
    opponent	
    in	
    
  combat,	
     and	
     has	
     a	
     more	
     defensive	
     fighting	
     style.	
     Heroes	
     receive	
     bonuses	
     in	
     melee	
    
  combat	
    when	
    mounted	
    and	
    do	
    not	
    receive	
    a	
    penalty	
    for	
    missile	
    weapons.	
    They	
    also	
    
  gain	
    the	
    ability	
    to	
    make	
    additional	
    attacks	
    at	
    high	
    levels:	
    beginning	
    at	
    6th	
    level	
    a	
    hero	
    
  can	
    make	
    two	
    melee	
    attacks	
    per	
    round,	
    and	
    at	
    11th	
    level	
    a	
    hero	
    can	
    make	
    three	
    melee	
    
  attacks	
    per	
    round.	
    These	
    extra	
    attacks	
    can	
    be	
    directed	
    at	
    one	
    opponent,	
    or	
    at	
    multiple	
    
  opponents	
    within	
    melee	
    range.	
    A	
    hero	
    of	
    9th	
    level	
    or	
    greater	
    with	
    the	
    means	
    to	
    build	
    a	
    
  castle	
     will	
     be	
     granted	
     the	
     noble	
     title	
     of	
     Emir	
     (or	
     Emira	
     if	
     female)	
     and	
     their	
     land-­‐
  holdings	
    considered	
    an	
    emirate.	
    
  	
    
  MAGICIAN	
    CLASS	
    
  	
    
  Magicians	
     are	
     academics	
     and	
     scholars	
     of	
     the	
     occult	
     arts,	
     able	
     to	
     work	
     wonders	
    
  through	
    the	
    lore	
    they’ve	
    learned.	
    Magicians	
    tend	
    to	
    be	
    secretive	
    and	
    aloof,	
    jealously	
    
  guarding	
    their	
    knowledge	
    from	
    others.	
    
  	
    
  Standard	
    Abilities:	
    The	
    prime	
    requisite	
    of	
    a	
    magician	
    is	
    intelligence	
    (INT).	
    Magicians	
    
  are	
    untrained	
    in	
    the	
    use	
    of	
    shields;	
    neither	
    are	
    they	
    trained	
    to	
    use	
    swords	
    or	
    bows	
    
  and	
    they	
    receive	
    a	
    -­‐2	
    penalty	
    to	
    attack	
    rolls	
    with	
    these	
    weapons.	
    
  
  	
    
  6
  Special	
    Abilities:	
    All	
    magicians	
    detect	
    enchantments	
    and	
    magical	
    effects	
    within	
    15’,	
    
  though	
     they	
     may	
     not	
     recognize	
     the	
     particulars	
     of	
     a	
     specific	
     enchantment.	
     The	
    
  magician’s	
    prowess	
    lies	
    in	
    her	
    ability	
    to	
    learn	
    and	
    cast	
    spells	
    (MAGIC	
    is	
    described	
    in	
    
  the	
    first	
    half	
    of	
    Book	
    2).	
    Magicians	
    are	
    trained	
    to	
    read	
    and	
    understand	
    the	
    language	
    of	
    
  magic.	
    Magicians	
    of	
    at	
    least	
    3rd	
    level	
    can	
    brew	
    magic	
    potions,	
    and	
    upon	
    achieving	
    7th	
    
  level	
     can	
     create	
     more	
     durable	
     magic	
     items	
     (called	
     artifacts).	
     A	
     magician	
     of	
     magus	
    
  status	
     (explained	
     in	
     Book	
     2)	
     who	
     acquires	
     a	
     stronghold	
     attracts	
     a	
     number	
     of	
    
  apprentices	
    equal	
    to	
    D6	
    and	
    adjusted	
    by	
    the	
    character’s	
    CHA	
    modifier.	
    
  	
    
  SAINT	
    (SHAMAN)	
    CLASS	
    
  	
    
  Saints	
    are	
    devout	
    followers	
    of	
    a	
    particular	
    deity;	
    their	
    power	
    is	
    gained	
    through	
    their	
    
  worship	
     and	
     through	
     study	
     of	
     holy	
     books	
     and	
     scriptures.	
     Saints	
     are	
     not	
     sedentary	
    
  clergy	
    members,	
    but	
    rather	
    itinerant	
    holy	
    men	
    and	
    women	
    relying	
    on	
    their	
    faith	
    to	
    
  help	
     them	
     in	
     their	
     adventures.	
     At	
     higher	
     levels	
     they	
     may	
     settle	
     down	
     and	
     build	
    
  temples	
    and	
    churches,	
    attracting	
    faithful	
    followers	
    to	
    the	
    banner	
    of	
    their	
    religion.	
    
  	
    
  “Saint”	
    is	
    the	
    title	
    given	
    to	
    individuals	
    of	
    the	
    class	
    devoted	
    to	
    a	
    monotheistic	
    cult	
    like	
    
  the	
    One	
    True	
    Faith	
    and	
    God	
    (called	
    HALAH	
    in	
    the	
    major	
    religion	
    of	
    the	
    game,	
    though	
    
  sometimes	
    known	
    by	
    other	
    names).	
    A	
    holy	
    man	
    or	
    woman	
    who	
    pays	
    homage	
    to	
    a	
    
  pantheon	
    of	
    self-­‐centered	
    deities	
    or	
    demonic	
    forces	
    of	
    the	
    infernal	
    realms	
    is	
    usually	
    
  called	
     a	
     “shaman.”	
     Those	
     who	
     practice	
     monotheism	
     must	
     be	
     of	
     lawful	
     alignment	
    
  (described	
     in	
     the	
     following	
     section	
     of	
     this	
     book)	
     and	
     follow	
     the	
     doctrine	
     of	
     their	
    
  church	
    or	
    else	
    lose	
    their	
    supernatural	
    abilities.	
    Those	
    who	
    follow	
    the	
    older	
    religions	
    or	
    
  infernal	
    doctrines	
    may	
    be	
    of	
    any	
    alignment	
    (though	
    demon	
    worshippers	
    are	
    generally	
    
  of	
    chaotic	
    temperament).	
    
  	
    
  Standard	
    Abilities:	
    The	
    prime	
    requisite	
    of	
    a	
    saint	
    is	
    wisdom	
    (WIS).	
    They	
    can	
    wear	
    any	
    
  armor	
    but	
    are	
    not	
    trained	
    in	
    the	
    use	
    of	
    shields.	
    They	
    do	
    not	
    receive	
    training	
    in	
    the	
    use	
    
  of	
    swords	
    or	
    bows	
    and	
    suffer	
    a	
    -­‐2	
    attack	
    penalty	
    when	
    using	
    these	
    weapons.	
    
  	
    
  Special	
    Abilities:	
    Saintly	
    magic	
    comes	
    in	
    the	
    form	
    of	
    divine	
    intervention:	
    miraculous	
    
  spells	
    based	
    on	
    the	
    prayers	
    of	
    the	
    saint.	
    The	
    use	
    of	
    this	
    divine	
    favor	
    is	
    explained	
    in	
    
  Book	
    2.	
    Lawful	
    saints	
    may	
    never	
    use	
    the	
    reverse	
    spells	
    listed	
    in	
    the	
    saint	
    spell	
    list	
    (also	
    
  in	
    Book	
    2);	
    such	
    spells	
    are	
    against	
    the	
    teachings	
    of	
    Halah	
    and	
    will	
    not	
    be	
    granted.	
    On	
    
  the	
     other	
     hand,	
     only	
     lawful	
     saints	
     have	
     the	
     ability	
     to	
    Turn	
     Undead	
     as	
     described	
     in	
    
  Book	
     2.	
     Both	
     saints	
     and	
     shamans	
     of	
     9th	
     level	
     who	
     are	
     in	
     good	
     standing	
     with	
     their	
    
  divine	
    patron(s)	
    may	
    construct	
    a	
    temple	
    stronghold	
    for	
    one-­‐half	
    the	
    standard	
    cost,	
    
  and	
     upon	
     completion	
     attract	
     fanatically	
     loyal	
     followers	
     (5D6x10	
     soldiers	
     with	
    
  equipment	
    determined	
    by	
    the	
    DM).	
    
  	
    
  	
    
  	
    
  
  	
    
  7
  THIEF	
    CLASS	
    	
    
  	
    
  Thieves	
    are	
    individuals	
    that	
    make	
    their	
    living	
    by	
    acquiring	
    wealth	
    in	
    ways	
    other	
    than	
    
  good,	
     honest	
     work.	
     They	
     do	
     not	
     have	
     the	
     ability	
     to	
     cast	
     spells,	
     nor	
     are	
     they	
     well-­‐
  trained	
    warriors,	
    but	
    they	
    have	
    other	
    skills	
    that	
    make	
    up	
    for	
    these	
    deficiencies.	
    
  	
    
  Standard	
    Abilities:	
    The	
    prime	
    requisite	
    of	
    a	
    thief	
    is	
    dexterity	
    (DEX).	
    Thieves	
    receive	
    
  no	
    training	
    in	
    the	
    use	
    of	
    shields,	
    and	
    many	
    of	
    their	
    special	
    skills	
    are	
    penalized	
    when	
    
  wearing	
    armor	
    and	
    most	
    choose	
    to	
    go	
    without.	
    Unless	
    otherwise	
    stated,	
    skill	
    rolls	
    
  suffer	
    a	
    penalty	
    of	
    -­‐1	
    when	
    wearing	
    light	
    armor,	
    and	
    a	
    penalty	
    of	
    -­‐3	
    when	
    wearing	
    
  heavy	
    armor.	
    Thieves	
    receive	
    no	
    training	
    in	
    the	
    use	
    of	
    swords	
    or	
    bows	
    and	
    suffer	
    a	
    -­‐2	
    
  attack	
    penalty	
    when	
    using	
    these	
    weapons.	
    
  	
    
  Special	
    Abilities:	
    When	
    a	
    thief	
    manages	
    to	
    surprise	
    an	
    opponent,	
    she	
    may	
    bushwhack	
    
  her	
    foe	
    with	
    a	
    melee	
    attack	
    receiving	
    a	
    +2	
    bonus	
    to	
    her	
    attack	
    roll.	
    Alternatively,	
    a	
    
  thief	
     may	
     use	
     a	
     blunt	
     object	
     to	
     knockout	
     an	
     opponent	
     (victim	
     must	
     succeed	
     at	
     a	
    
  saving	
    throw	
    versus	
    traps	
    or	
    be	
    rendered	
    unconscious	
    for	
    one	
    turn	
    plus	
    a	
    number	
    of	
    
  extra	
    turns	
    determined	
    by	
    a	
    D6	
    roll).	
    A	
    thief	
    may	
    only	
    bushwhack	
    living,	
    humanoid	
    
  targets	
    of	
    roughly	
    human	
    size.	
    	
    
  	
    
  In	
     addition,	
     thieves	
     have	
     a	
     total	
     of	
     nine	
     special	
     skills	
     they	
     hone	
     with	
     time	
     and	
    
  experience.	
    Using	
    any	
    of	
    these	
    skills	
    requires	
    a	
    2D6	
    skill	
    roll	
    (described	
    below),	
    and	
    
  suffers	
    the	
    armor	
    penalties	
    already	
    described:	
    
  	
    
  Climb	
    Sheer	
    Surfaces:	
    the	
    ability	
    to	
    climb	
    smooth	
    walls,	
    cliff	
    faces,	
    etc.	
    with	
    little	
    or	
    no	
    
  climbing	
     equipment.	
     Skill	
     is	
     checked	
     for	
     every	
     100’	
     of	
     climb.	
     Weather	
     conditions	
    
  (snow,	
    rain,	
    high	
    wind,	
    etc.)	
    may	
    apply	
    a	
    skill	
    roll	
    penalty	
    of	
    -­‐1	
    or	
    -­‐2	
    depending	
    on	
    
  severity.	
    Penalties	
    for	
    wearing	
    light	
    or	
    heavy	
    armor	
    are	
    doubled	
    when	
    climbing.	
    
  Contortion:	
    the	
    ability	
    to	
    fit	
    into	
    or	
    through	
    small,	
    tight	
    openings	
    and	
    windows,	
    and	
    to	
    
  escape	
     from	
     bonds	
     (ropes	
     and	
     loose	
     or	
     unfitted	
     manacles).	
     Skill	
     cannot	
     be	
     used	
    
  while	
    wearing	
    armor.	
    
  Disguise:	
     the	
     ability	
     to	
     change	
     one’s	
     appearance	
     to	
     look	
     like	
     another	
     individual	
     of	
    
  roughly	
    the	
    same	
    size	
    and	
    species.	
    Requires	
    the	
    use	
    of	
    appropriate	
    props/clothing.	
    
  With	
    DM	
    approval,	
    a	
    thief	
    can	
    imitate	
    a	
    specific	
    individual,	
    though	
    at	
    a	
    -­‐2	
    penalty	
    to	
    
  the	
    skill	
    roll.	
    Skill	
    cannot	
    be	
    used	
    while	
    wearing	
    armor	
    unless	
    imitating	
    an	
    armored	
    
  individual.	
    
  Find	
    &	
    Disarm	
    Traps:	
    the	
    ability	
    to	
    locate	
    trip	
    wires,	
    snares,	
    and	
    other	
    trap	
    triggers,	
    
  and	
    the	
    ability	
    to	
    circumvent	
    their	
    impact	
    (as	
    explained	
    in	
    Book	
    3).	
    Although	
    this	
    is	
    
  one	
    skill,	
    it	
    must	
    be	
    checked	
    separately	
    for	
    both	
    finding	
    traps	
    and	
    disarming	
    them.	
    
  Armor	
    penalties	
    do	
    not	
    apply	
    to	
    this	
    skill,	
    but	
    armor	
    removal	
    may	
    be	
    necessary	
    to	
    
  avoid	
    (disarm)	
    a	
    trap.	
    
  Forgery:	
     the	
     ability	
     to	
     forge	
     handwriting	
     or	
     official	
     looking	
     documents.	
     Armor	
    
  penalties	
    do	
    not	
    apply	
    when	
    using	
    this	
    skill,	
    but	
    the	
    character	
    must	
    acquire	
    proper	
    
  
  	
    
  8
  writing	
     implements.	
     Some	
     documents	
     cannot	
     be	
     forged	
     without	
     special	
     seals	
     or	
    
  samples	
    of	
    the	
    genuine	
    article.	
    This	
    skill	
    cannot	
    be	
    used	
    if	
    the	
    thief	
    is	
    illiterate.	
    
  Hide	
    in	
    Shadows:	
    the	
    ability	
    to	
    become	
    nearly	
    invisible	
    by	
    staying	
    perfectly	
    still	
    and	
    
  using	
    cover	
    and	
    shadows.	
    A	
    thief	
    cannot	
    attempt	
    to	
    hide	
    if	
    observed	
    by	
    his	
    quarry.	
    
  Once	
     hidden,	
     he	
     remains	
     so	
     until	
     he	
     moves.	
     A	
     hidden	
     thief	
     can	
     automatically	
    
  achieve	
    surprise	
    on	
    an	
    opponent.	
    
  Move	
    Stealthily:	
    the	
    ability	
    to	
    move	
    and	
    act	
    without	
    being	
    noticed.	
    Successful	
    use	
    of	
    
  this	
    skill	
    allows	
    a	
    thief	
    to	
    surprise	
    his	
    opponent,	
    though	
    only	
    when	
    acting	
    alone	
    or	
    
  with	
    other	
    stealthy	
    individuals.	
    Armor	
    penalties	
    are	
    doubled.	
    
  Open	
     Locks:	
     the	
     ability	
     to	
     open	
     locks	
     without	
     a	
     key	
     (and	
     without	
     breaking	
     the	
    
  mechanism).	
    Skill	
    is	
    not	
    penalized	
    by	
    armor,	
    but	
    the	
    thief	
    must	
    have	
    a	
    set	
    of	
    lock	
    
  picks	
    to	
    use	
    this	
    skill.	
    
  Pick	
    Pockets:	
    the	
    ability	
    to	
    cut	
    a	
    purse	
    or	
    slip	
    an	
    item	
    off	
    a	
    belt	
    or	
    a	
    ring	
    off	
    a	
    finger	
    
  without	
    being	
    noticed	
    by	
    one’s	
    target.	
    If	
    a	
    mark	
    is	
    of	
    greater	
    level	
    or	
    hit	
    dice	
    than	
    
  the	
    thief’s	
    level,	
    the	
    thief’s	
    skill	
    roll	
    is	
    penalized	
    by	
    the	
    difference.	
    
  	
    
  A	
    1st	
    level	
    thief	
    has	
    eight	
    points	
    to	
    assign	
    to	
    skills;	
    each	
    point	
    assigned	
    gives	
    the	
    thief	
    a	
    
  +1	
     bonus	
     when	
     attempting	
     the	
     skill.	
     To	
     use	
     a	
     skill,	
     2D6	
     is	
     rolled,	
     bonuses	
     (and	
    
  penalties)	
    added,	
    and	
    if	
    the	
    result	
    is	
    more	
    than	
    8	
    then	
    the	
    thief	
    is	
    successful.	
    Thieves	
    
  with	
    DEX	
    of	
    15	
    or	
    better	
    add	
    +1	
    to	
    their	
    skill	
    roll.	
    For	
    each	
    level	
    earned	
    (starting	
    at	
    2nd	
    
  level),	
    a	
    thief	
    receives	
    two	
    additional	
    points	
    to	
    assign	
    (both	
    points	
    can	
    be	
    placed	
    in	
    
  one	
    skill	
    or	
    assigned	
    individually	
    to	
    two	
    separate	
    skills).	
    	
    
  	
    
  A	
    thief	
    that	
    achieves	
    9th	
    level	
    and	
    acquires	
    a	
    stronghold	
    hideout	
    attracts	
    a	
    gang	
    of	
    
  2D6	
    1st	
    level	
    thieves	
    seeking	
    training	
    from	
    a	
    master.	
    Additional	
    gang	
    members	
    may	
    be	
    
  recruited,	
     if	
     so	
     desired,	
     but	
     apprentices	
     killed,	
     caught,	
     or	
     hanged	
     are	
     not	
    
  automatically	
    replaced.	
    	
    
  	
    
  SUBCLASSES	
    
  	
    
  While	
    most	
    characters	
    fall	
    into	
    one	
    of	
    the	
    classes	
    listed	
    above,	
    there	
    are	
    a	
    number	
    of	
    
  subclasses	
    available	
    for	
    players	
    looking	
    for	
    something	
    different.	
    A	
    subclass	
    provides	
    a	
    
  character	
     with	
     benefits	
     in	
     exchange	
     for	
     the	
     loss	
     of	
     some	
     standard	
     class	
     features.	
    
  Unless	
    otherwise	
    noted,	
    all	
    subclasses	
    use	
    the	
    same	
    experience	
    tables,	
    saving	
    throws,	
    
  etc.	
     of	
     their	
     main	
     class.	
     Subclasses	
     NEVER	
     receive	
     experience	
     bonuses	
     for	
     a	
     high	
    
  Prime	
    Requisite,	
    but	
    they	
    do	
    receive	
    experience	
    penalties	
    for	
    a	
    low	
    Prime	
    Requisite.	
    	
    
  	
    
  Archer	
    (hero	
    subclass):	
    character	
    receives	
    no	
    bonus	
    for	
    a	
    particular	
    fighting	
    style	
    and	
    
  never	
    gains	
    the	
    ability	
    to	
    make	
    multiple	
    melee	
    attacks.	
    Advantages:	
    character	
    adds	
    +1	
    
  to	
    attacks	
    with	
    a	
    bow	
    or	
    crossbow.	
    Archers	
    gain	
    the	
    ability	
    to	
    make	
    multiple	
    attacks	
    
  with	
    the	
    bow	
    (not	
    the	
    crossbow)	
    at	
    the	
    same	
    level	
    they	
    would	
    have	
    earned	
    multiple	
    
  melee	
    attacks	
    (+1	
    extra	
    attack	
    at	
    6th	
    level	
    and	
    +2	
    attacks	
    at	
    11th	
    level).	
    
  
  	
    
  9
  Ascetic	
     (saint	
     subclass):	
     character	
     loses	
     the	
     ability	
     to	
     cast	
     spells,	
     takes	
     a	
     vow	
     of	
    
  poverty	
    (may	
    retain	
    no	
    treasure	
    except	
    what	
    can	
    be	
    carried),	
    and	
    lose	
    all	
    unarmed	
    
  combat	
    abilities	
    when	
    wearing	
    armor	
    or	
    using	
    a	
    shield.	
    Advantages:	
    character	
    can	
    roll	
    
  or	
    choose	
    one	
    additional	
    trait	
    (other	
    than	
    Wealth)	
    from	
    the	
    ADVANTAGES	
    table	
    on	
    
  page	
     15	
     (and	
     may	
     take	
     an	
     additional	
     trait	
     upon	
     achieving	
     8th	
     level).	
     When	
     fighting	
    
  unarmed,	
    the	
    character	
    receives	
    multiple	
    melee	
    attacks	
    like	
    a	
    hero	
    (though	
    at	
    levels	
    
  5th,	
    9th,	
    and	
    13th),	
    and	
    her	
    unarmed	
    blows	
    count	
    as	
    daggers,	
    not	
    fists	
    (or	
    as	
    clubs	
    at	
    7th	
    
  level	
    and	
    as	
    maces	
    at	
    12th).	
    The	
    ascetic	
    always	
    moves	
    stealthily	
    (as	
    the	
    thief	
    skill,	
    but	
    
  no	
     die	
     roll	
     needed)	
     unless	
     wearing	
     armor.	
     Once	
     per	
     day,	
     an	
     ascetic	
     can	
     enter	
     a	
    
  meditative	
    trance	
    to	
    heal	
    damage	
    (a	
    maximum	
    of	
    one	
    HP	
    per	
    level;	
    the	
    trance	
    lasts	
    
  for	
    1	
    minute	
    per	
    HP	
    healed)	
    or	
    to	
    suspend	
    the	
    effects	
    of	
    poison	
    (for	
    a	
    maximum	
    of	
    ten	
    
  minutes	
    multiplied	
    by	
    the	
    character’s	
    level).	
    	
    
  	
    
  Assassin	
    (thief	
    subclass):	
    character	
    receives	
    only	
    half	
    as	
    many	
    skill	
    points	
    (4	
    points	
    to	
    
  start,	
     plus	
     1	
     point	
     per	
     level	
     earned).	
     Advantages:	
     character	
     can	
     choose	
     to	
    
  automatically	
    slay	
    a	
    target	
    with	
    a	
    successful	
    bushwhack	
    attack	
    (victim	
    is	
    allowed	
    save	
    
  versus	
    death;	
    the	
    difference	
    between	
    assassin’s	
    level	
    and	
    target’s	
    HD	
    is	
    applied	
    as	
    a	
    
  penalty	
    to	
    save	
    if	
    HD	
    is	
    less	
    than	
    assassin’s	
    level).	
    Assassins	
    add	
    +2	
    to	
    saves	
    versus	
    
  poison	
    and	
    gain	
    the	
    ability	
    to	
    manufacture	
    poisons	
    beginning	
    at	
    5th	
    level.	
    
  	
    
  Mountebank	
     (thief	
     subclass):	
     character	
     receives	
     only	
     half	
     as	
     many	
     skill	
     points	
     (4	
    
  points	
     to	
     start,	
     plus	
     1	
     point	
     per	
     level	
     earned)	
     and	
     mountebank	
     HPs	
     are	
     penalized	
    
  exactly	
     as	
     a	
     magician	
     of	
     the	
     same	
     level.	
     Advantages:	
     as	
     a	
     failed	
     apprentice,	
    
  mountebanks	
    start	
    the	
    game	
    with	
    a	
    handful	
    of	
    spells	
    and	
    the	
    ability	
    to	
    read	
    magical	
    
  writing	
    (see	
    the	
    MAGIC	
    section	
    in	
    Book	
    2	
    for	
    details).	
    The	
    character’s	
    ability	
    to	
    cast	
    
  spells	
    is	
    always	
    that	
    of	
    a	
    1st	
    level	
    magician,	
    regardless	
    of	
    her	
    actual	
    level	
    of	
    experience.	
    
  	
    
  Northern	
     Barbarian	
     (hero	
     subclass):	
     character	
     refuses	
     to	
     wear	
     heavy	
     armor	
     (light	
    
  armor	
    is	
    acceptable);	
    character	
    speaks	
    with	
    a	
    thick	
    accent	
    and	
    will	
    be	
    marked	
    as	
    a	
    
  foreigner.	
    Barbarians	
    may	
    only	
    choose	
    the	
    brute	
    fighting	
    style.	
    Advantages:	
    character	
    
  receives	
     a	
     +1	
     bonus	
     to	
     attack	
     rolls	
     using	
     any	
     kind	
     of	
     axe.	
     Barbarians	
     always	
     move	
    
  stealthily	
     (as	
     the	
     thief	
     skill)	
     when	
     they	
     wish	
     to	
     do	
     so,	
     and	
     can	
     communicate	
     with	
    
  other	
    barbarians	
    in	
    their	
    own	
    language.	
    
  	
    
  Sorcerer	
     (magician	
     subclass):	
     character	
     cannot	
     brew	
     potions	
     nor	
     create	
     artifacts.	
    
  Sorcerers	
    cannot	
    be	
    raised	
    from	
    the	
    dead	
    if	
    slain.	
    Advantages:	
    character	
    continues	
    to	
    
  receive	
    spells	
    from	
    her	
    infernal	
    mentor,	
    regardless	
    of	
    level,	
    though	
    the	
    magnitude	
    of	
    
  spells	
     received	
     cannot	
     exceed	
     the	
     sorcerer’s	
     level	
     of	
     experience	
     (see	
     the	
     MAGIC	
    
  section	
    in	
    Book	
    2	
    for	
    more	
    information).	
    	
    
  	
    
  Temple	
    Knight	
    (saint	
    subclass):	
    character’s	
    level	
    is	
    treated	
    as	
    one-­‐half	
    normal	
    (round	
    
  up)	
    to	
    determine	
    spells	
    available	
    and	
    has	
    no	
    undead	
    turning	
    ability.	
    Temple	
    knights	
    
  are	
    expected	
    to	
    donate	
    one-­‐half	
    of	
    all	
    treasure	
    to	
    their	
    temple	
    or	
    church.	
    Advantages:	
    
  
  	
    
  10	
    
  character	
     receives	
     training	
     in	
     swords	
     and	
     shields	
     and	
     uses	
     the	
     same	
     melee	
     attack	
    
  bonus	
    as	
    a	
    hero	
    of	
    the	
    same	
    level.	
    Temple	
    knights	
    are	
    immune	
    to	
    fear	
    effects	
    caused	
    
  by	
    supernatural	
    creatures.	
    
  	
    
  Witch	
    (magician	
    subclass):	
    character	
    is	
    limited	
    to	
    spells	
    of	
    the	
    5th	
    magnitude.	
    Spell	
    
  casting	
     requires	
     the	
     use	
     of	
     material	
     spell	
     components	
     (described	
     in	
     the	
     MAGIC	
    
  section	
     of	
     Book	
     2)	
     and	
     because	
     of	
     this,	
     witch	
     spells	
     can	
     never	
     be	
     “fast-­‐cast.”	
    
  Advantages:	
     character	
     can	
     cast	
     spells	
     from	
     the	
     saints	
     spell	
     list	
     as	
     if	
     they	
     were	
    
  magician	
    spells.	
    
  	
    
  
  	
    
  11	
    
  ALIGNMENT	
    AND	
    MOTIVATION	
    
  	
    
  In	
    addition	
    to	
    choosing	
    a	
    class,	
    each	
    player	
    must	
    choose	
    an	
    alignment	
    and	
    motivation	
    
  for	
    their	
    character.	
    Alignment	
    determines	
    the	
    character’s	
    outlook	
    and	
    morality,	
    and	
    
  may	
    be	
    chosen	
    from	
    Law,	
    Neutrality,	
    or	
    Chaos.	
    
  	
    
  Law:	
    these	
    characters	
    believe	
    order	
    and	
    the	
    good	
    of	
    the	
    many	
    outweigh	
    selfish	
    desire	
    
  and	
     the	
     will	
     of	
     the	
     one.	
     In	
     general,	
     lawful	
     characters	
     are	
     HEROIC	
     in	
     temperament,	
    
  putting	
    others	
    before	
    themselves.	
    
  	
    
  Neutral:	
    these	
    characters	
    are	
    basically	
    SELFISH	
    in	
    alignment,	
    doing	
    what	
    is	
    needed	
    to	
    
  further	
     the	
     aims	
     of	
     themselves	
     and	
     their	
     loved	
     ones.	
     Group	
     needs	
     are	
     important	
    
  (especially	
    for	
    the	
    long	
    run),	
    but	
    so	
    are	
    the	
    wants	
    of	
    the	
    individual.	
    	
    
  	
    
  Chaos:	
    these	
    characters	
    believe	
    that	
    the	
    universe	
    is	
    at	
    best	
    random,	
    the	
    gods	
    have	
    
  their	
    own	
    agenda,	
    and	
    the	
    best	
    thing	
    one	
    can	
    do	
    is	
    serve	
    himself,	
    even	
    at	
    the	
    expense	
    
  of	
    others.	
    The	
    character	
    is	
    PSYCHOTIC,	
    believing	
    “might	
    makes	
    right”	
    and	
    one	
    should	
    
  do	
    anything	
    necessary	
    to	
    get	
    an	
    advantage.	
    
  	
    
  Alignment	
     has	
     an	
     effect	
     on	
     how	
     the	
     PC	
     interacts	
     with	
     non-­‐player	
     characters	
     and	
    
  monsters.	
    As	
    with	
    a	
    character’s	
    class,	
    players	
    should	
    choose	
    an	
    alignment	
    that	
    would	
    
  seem	
    fun	
    to	
    play	
    and	
    that	
    fits	
    with	
    their	
    character	
    concept.	
    
  	
    
  MOTIVATION	
    further	
    helps	
    define	
    the	
    PC,	
    explaining	
    the	
    thing	
    that	
    pushes	
    a	
    character	
    
  out	
    on	
    dangerous	
    adventures,	
    rather	
    than	
    staying	
    home	
    and	
    living	
    a	
    “normal”	
    life.	
    In	
    
  conjunction	
     with	
     alignment,	
     motive	
     helps	
     determine	
     how	
     a	
     character	
     behaves.	
     A	
    
  motivation	
    is	
    something	
    that	
    could	
    be	
    used	
    to	
    complete	
    the	
    following	
    sentence:	
    
  	
    
  “My	
    character	
    is	
    willing	
    to	
    risk	
    death	
    for…”	
    
  	
    
  The	
     following	
     options	
     are	
     provided	
     as	
     possible	
     motivations:	
     excitement/curiosity,	
    
  fortune,	
    knowledge,	
    family,	
    glory,	
    duty,	
    love,	
    vengeance,	
    faith,	
    power,	
    revolution,	
    
  and	
    nothing	
    (the	
    character	
    is	
    simply	
    a	
    “fool	
    of	
    fate”).	
    More	
    information	
    on	
    motives	
    
  can	
    be	
    found	
    in	
    Book	
    3.	
    	
    
  	
    
  A	
     player	
     may	
     call	
     upon	
     her	
     character’s	
     motivation	
     once	
     per	
     game	
     session	
     when	
    
  attempting	
    to	
    “push”	
    an	
    action;	
    the	
    DM	
    must	
    determine	
    whether	
    the	
    circumstances	
    
  of	
     the	
     action	
     would	
     warrant	
     the	
     character’s	
     motivation	
     coming	
     into	
     play.	
     If	
     judged	
    
  appropriate	
    to	
    the	
    action/situation,	
    the	
    result	
    of	
    the	
    push	
    die	
    is	
    added	
    to	
    the	
    total	
    roll	
    
  instead	
     of	
     simply	
     substituting	
     for	
     another	
     die,	
     making	
     success	
     even	
     more	
     likely	
    
  (though	
    characters	
    might	
    still	
    fail	
    due	
    to	
    zero	
    outs).	
    Alternatively,	
    a	
    player	
    may	
    cite	
    
  motivation	
    as	
    a	
    reason	
    to	
    reroll	
    a	
    failed	
    saving	
    throw	
    versus	
    death	
    (and	
    sometimes	
    
  versus	
     magic	
     if	
     a	
     spell	
     would	
     thwart	
     the	
     character’s	
     motivation).	
     Such	
     a	
     use	
     of	
    
  
  	
    
  12	
    
  motivation	
    replaces	
    the	
    use	
    of	
    the	
    PC’s	
    motivation	
    “push”	
    for	
    the	
    game	
    session,	
    and	
    
  players	
    must	
    explain	
    why	
    the	
    motivation	
    is	
    appropriate.	
    
  	
    
  Motivation	
    is	
    something	
    that	
    can	
    get	
    the	
    character	
    in	
    trouble	
    at	
    times;	
    it	
    is	
    something	
    
  that	
    might	
    cause	
    a	
    character	
    to	
    “sell	
    out”	
    his	
    or	
    her	
    comrades.	
    It	
    also	
    helps	
    define	
    
  one’s	
    self-­‐identity,	
    and	
    PCs	
    gain	
    confidence	
    (earn	
    more	
    XP)	
    by	
    paying	
    attention	
    to	
    it.	
    	
    
  All	
    player	
    characters	
    require	
    a	
    motivation.	
    
  	
    
  ABILITY	
    SCORES	
    
  	
    
  Each	
    character	
    has	
    six	
    ability	
    scores	
    that	
    describe	
    the	
    character’s	
    basic	
    talents.	
    These	
    
  are:	
     strength	
     (STR),	
     intelligence	
     (INT),	
     wisdom	
     (WIS),	
     dexterity	
     (DEX),	
     constitution	
    
  (CON),	
    and	
    charisma	
    (CHA).	
    Players	
    roll	
    4D6	
    six	
    times,	
    dropping	
    the	
    lowest	
    die	
    of	
    each	
    
  roll,	
    to	
    determine	
    the	
    character’s	
    ability	
    scores.	
    The	
    numbers	
    rolled	
    may	
    be	
    placed	
    in	
    
  any	
     order;	
     any	
     result	
     of	
     zero	
     should	
     be	
     rerolled.	
     Players	
     should	
     remember	
     their	
    
  character	
    classes’	
    prime	
    requisite	
    when	
    placing	
    their	
    abilities,	
    as	
    it	
    helps	
    determine	
    
  how	
    swiftly	
    the	
    PC	
    advances.	
    	
    
  	
    
  The	
    following	
    bonuses	
    and	
    penalties	
    apply	
    based	
    on	
    the	
    abilities	
    rolled:	
    
  	
    
  Prime	
    requisite	
    16-­‐18	
    
  +10%	
    to	
    earned	
    experience	
    
  Prime	
    requisite	
    13-­‐15	
    
  +5%	
    to	
    earned	
    experience	
    
  Prime	
    requisite	
    9-­‐12	
    
  No	
    adjustment	
    
  Prime	
    requisite	
    6-­‐8	
    
  -­‐10%	
    to	
    earned	
    experience	
    
  Prime	
    requisite	
    2-­‐5	
    
  -­‐20%	
    to	
    earned	
    experience	
    
  	
    
  STR	
    >14	
     	
    Add	
    +1	
    to	
    force	
    doors	
    and	
    locks	
    
  STR	
    <7	
    
  	
    All	
    characters	
    -­‐1	
    to	
    open	
    doors,	
    attack	
    rolls	
    in	
    melee	
    
  INT	
    >14	
     	
    Add	
    +1	
    to	
    detection	
    and	
    languages	
    known	
    
  INT	
    <7	
    
  	
    Characters	
    is	
    illiterate	
    and	
    speaks	
    only	
    her	
    native	
    language	
    
  WIS	
    >14	
     	
    Add	
    +1	
    to	
    saving	
    throws	
    versus	
    traps	
    and	
    magic	
    
  WIS	
    <7	
     	
    Subtract	
    1	
    from	
    saving	
    throws	
    versus	
    traps	
    and	
    magic	
    
  DEX	
    >14	
     	
    Add	
    +1	
    to	
    missile	
    attack	
    rolls	
    
  DEX	
    <7	
     	
    Subtract	
    1	
    from	
    missile	
    attack	
    rolls	
    
  CON	
    >14	
    Add	
    +1	
    HP	
    to	
    each	
    hit	
    die	
    rolled	
    
  CON	
    <7	
     	
    Subtract	
    1	
    HP	
    from	
    each	
    hit	
    die	
    rolled	
    
  CHA	
    >14	
    	
    Add	
    +1	
    to	
    reaction	
    rolls	
    with	
    non-­‐player	
    characters	
    
  CHA	
    <7	
     	
    Subtract	
    1	
    from	
    reaction	
    rolls	
    with	
    non-­‐player	
    characters	
    
  	
    
  CHA	
    also	
    determines	
    the	
    maximum	
    number	
    of	
    henchmen	
    that	
    will	
    follow	
    a	
    character,	
    
  as	
    will	
    be	
    explained	
    in	
    the	
    LANGUAGE,	
    REACTION,	
    AND	
    RETAINERS	
    section	
    at	
    the	
    end	
    
  of	
    this	
    book.	
    
  	
    
  
  	
    
  13	
    
  A	
    character’s	
    ability	
    scores	
    are	
    primarily	
    descriptive;	
    in	
    general,	
    they	
    do	
    not	
    change	
    in	
    
  the	
    course	
    of	
    game	
    play	
    except	
    as	
    a	
    result	
    of	
    age,	
    injury,	
    or	
    magical	
    effects.	
    If	
    all	
    the	
    
  ability	
    scores	
    of	
    a	
    new	
    PC	
    are	
    less	
    than	
    13,	
    or	
    if	
    more	
    than	
    two	
    abilities	
    are	
    less	
    than	
    
  seven,	
    a	
    player	
    may	
    declare	
    the	
    character	
    “hopeless”	
    and	
    reroll	
    all	
    ability	
    scores.	
    	
    
  	
    
  HERO	
    POINTS	
    (HPs)	
    AND	
    SOCIAL	
    STATUS	
    
  	
    
  Player	
    characters	
    and	
    NPC	
    adventurers	
    are	
    made	
    of	
    sterner	
    stuff	
    than	
    your	
    average	
    
  men	
     and	
     women,	
     possessing	
     the	
     willpower,	
     ambition,	
     and	
     blessed	
     fate	
     that	
     allows	
    
  them	
    to	
    survive	
    the	
    pain	
    and	
    suffering	
    that	
    would	
    incapacitate	
    a	
    normal	
    person.	
    To	
    
  reflect	
     this,	
     each	
     character	
     has	
     a	
     number	
     of	
     hero	
     points	
     (or	
     simply	
     HPs).	
     HPs	
     are	
    
  diminished	
    when	
    a	
    character	
    would	
    normally	
    suffer	
    damage.	
    A	
    character	
    whose	
    HPs	
    
  are	
     reduced	
     to	
     0	
     is	
     grievously	
     injured	
     and	
     may	
     die	
     (as	
     will	
     be	
     explained	
     in	
     the	
    
  COMBAT	
    section).	
    
  	
    
  The	
    number	
    of	
    HPs	
    a	
    character	
    has	
    is	
    determined	
    at	
    the	
    beginning	
    of	
    each	
    adventure	
    
  (i.e.	
    at	
    the	
    beginning	
    of	
    each	
    game	
    session).	
    Player	
    characters	
    have	
    Hit	
    Dice	
    (HD)	
    like	
    
  NPCs,	
    but	
    the	
    number	
    of	
    HD	
    possessed	
    is	
    tied	
    to	
    level,	
    and	
    no	
    PC	
    has	
    more	
    than	
    nine	
    
  hit	
     dice.	
     Roll	
     D6	
     for	
     each	
     HD	
     a	
     character	
     has	
     (9D6	
     for	
     characters	
     of	
     9th	
     level	
     and	
    
  greater):	
    the	
    result	
    is	
    the	
    number	
    of	
    HPs	
    the	
    character	
    has	
    for	
    the	
    session,	
    based	
    on	
    
  her	
     overall	
     health,	
     fatigue,	
     state	
     of	
     grace,	
     etc.	
     Each	
     D6	
     is	
     adjusted	
     by	
     any	
     CON	
    
  modifier	
    the	
    PC	
    has;	
    in	
    addition,	
    heroes	
    adjust	
    each	
    D6	
    by	
    +1	
    and	
    magicians	
    adjust	
    
  each	
     D6	
     by	
     -­‐1.	
     As	
     each	
     D6	
     is	
     adjusted	
     separately,	
     any	
     result	
     of	
     zero	
     indicates	
     no	
    
  adjustment	
    for	
    the	
    roll	
    (due	
    to	
    zeroing	
    out).	
    	
    
  	
    
  For	
    example:	
    Crystal’s	
    hero	
    is	
    7th	
    level	
    and	
    has	
    a	
    CON	
    of	
    13	
    (no	
    adjustment).	
    At	
    the	
    
  beginning	
     of	
     the	
     game	
     session	
     she	
     rolls	
     7D6	
     and	
     obtains	
     the	
     following	
     result:	
    
  0,0,2,3,5,6,6.	
    Crystal	
    disregards	
    the	
    zeroes	
    completely	
    and	
    adds	
    +1	
    (her	
    bonus	
    as	
    a	
    
  hero)	
    to	
    each	
    of	
    the	
    other	
    dice	
    results	
    for	
    a	
    total	
    of	
    27	
    HPs	
    (3+4+6+7+7	
    =	
    26).	
    The	
    
  maximum	
    result	
    she	
    could	
    have	
    is	
    49	
    (if	
    she	
    had	
    rolled	
    all	
    6s).	
    	
    
  	
    
  No	
    player	
    character	
    may	
    begin	
    an	
    adventure	
    with	
    fewer	
    HPs	
    than	
    their	
    hit	
    dice;	
    this	
    
  minimum	
    value	
    is	
    doubled	
    for	
    heroes.	
    	
    Players	
    may	
    reroll	
    their	
    HP	
    total	
    for	
    the	
    session	
    
  if	
    the	
    result	
    would	
    be	
    less	
    than	
    this	
    minimum.	
    
  	
    
  Characters	
    over	
    9th	
    level	
    of	
    experience	
    add	
    a	
    bonus	
    to	
    their	
    HP	
    total	
    based	
    on	
    their	
    
  class.	
    For	
    each	
    level	
    over	
    9th	
    the	
    character	
    adds	
    +2	
    HPs	
    to	
    their	
    rolled	
    total	
    for	
    the	
    
  session;	
    heroes	
    gain	
    an	
    additional	
    +1	
    HP	
    per	
    level	
    over	
    9th	
    (total	
    of	
    +3)	
    and	
    magicians	
    
  subtract	
     one	
     HP	
     per	
     level	
     (so	
     only	
     receive	
     a	
     +1	
     bonus).	
     These	
     bonus	
     HPs	
     are	
     not	
    
  affected	
    in	
    any	
    way	
    by	
    the	
    character’s	
    CON	
    adjustment.	
    
  	
    
  For	
     example:	
     Jason’s	
     11th	
     level	
     thief	
     rolls	
     9D6	
     for	
     HPs	
     and	
     achieves	
     a	
     result	
     of	
     30.	
    
  Because	
    he	
    is	
    11th	
    level	
    he	
    adds	
    a	
    bonus	
    of	
    +4	
    to	
    the	
    total	
    (+2	
    HPs	
    for	
    each	
    level	
    over	
    
  9th)	
    to	
    obtain	
    a	
    total	
    of	
    34	
    HPs.	
    
  
  	
    
  14	
    
  Social	
    Status	
    
  	
    	
    
  Newly	
     created	
     player	
     characters	
     have	
     one	
     additional	
     score	
     that	
     needs	
     to	
     be	
    
  determined:	
    social	
    status	
    (SOC).	
    SOC	
    determines	
    the	
    character’s	
    social	
    rank	
    prior	
    to	
    
  her	
     adventuring	
     career;	
     it	
     is	
     determined	
     by	
     rolling	
     3D6	
     instead	
     of	
     4D6	
     and	
     a	
     zero	
    
  result	
    is	
    acceptable.	
    	
    
  	
    
  SOC	
    >14	
     Character	
    is	
    of	
    the	
    nobility	
    
  SOC	
    <7	
     Character	
    is	
    of	
    the	
    lower	
    class	
    
  SOC	
    =0	
     Character	
    is	
    an	
    escaped	
    slave/criminal	
    
  	
    
  The	
     character’s	
     SOC	
     is	
     multiplied	
     by	
     10	
     and	
     the	
     result	
     added	
     to	
     20	
     to	
     determine	
    
  beginning	
    wealth	
    in	
    gold	
    coins	
    (called	
    dinars);	
    this	
    will	
    be	
    used	
    to	
    equip	
    the	
    character	
    
  with	
    adventuring	
    equipment	
    and	
    represents	
    the	
    adventurer’s	
    entirety	
    of	
    possessions	
    
  and	
    inheritance.	
    	
    
  	
    
  Even	
    after	
    play	
    begins,	
    characters	
    carry	
    the	
    “mark”	
    of	
    their	
    SOC	
    status	
    with	
    them,	
    and	
    
  it	
    can	
    influence	
    non-­‐player	
    characters’	
    perception	
    of	
    them	
    and	
    their	
    interactions	
    with	
    
  those	
    NPCs.	
    This	
    is	
    described	
    in	
    the	
    LANGUAGE,	
    REACTION,	
    AND	
    RETAINERS	
    section	
    
  found	
    later	
    in	
    this	
    book.	
    
  	
    
  ADVANTAGES	
    
  	
    
  Each	
     PC	
     begins	
     the	
     game	
     with	
     a	
     single	
     significant	
     trait,	
     called	
     an	
     advantage.	
    
  Advantages	
    help	
    distinguish	
    characters	
    from	
    each	
    other,	
    especially	
    those	
    characters	
    
  that	
    share	
    the	
    same	
    class.	
    To	
    determine	
    a	
    character’s	
    specific	
    advantage	
    the	
    player	
    
  rolls	
    D66	
    and	
    consults	
    the	
    following	
    table;	
    if	
    the	
    advantage	
    rolled	
    has	
    a	
    restriction	
    that	
    
  would	
    preclude	
    the	
    character	
    from	
    having	
    it,	
    the	
    player	
    should	
    reroll.	
    	
    
  	
    
  If	
     the	
     DM	
     allows,	
     a	
     PC	
     may	
     acquire	
     one	
     additional	
     advantage	
     at	
     4th	
     and	
     8th	
     levels.	
    
  Some	
    traits	
    cannot	
    be	
    taken	
    after	
    1st	
    level	
    (including	
    Ogre-­‐Kin,	
    Right	
    Stars,	
    Small,	
    and	
    
  Wealth).	
    Others,	
    like	
    Failed	
    Apprentice,	
    might	
    be	
    reinterpreted	
    at	
    higher	
    levels	
    (such	
    
  as	
    the	
    PC	
    dabbling	
    in	
    magic	
    in	
    her	
    spare	
    time).	
    Some	
    advantages,	
    like	
    Bedouin	
    and	
    
  Violent	
    Temper	
    require	
    justification	
    for	
    a	
    PC	
    to	
    acquire	
    it	
    later	
    in	
    life	
    (marrying	
    into	
    a	
    
  Bedouin	
    family	
    or	
    suffering	
    a	
    terrible	
    tragedy,	
    for	
    example).	
    Only	
    a	
    character	
    that	
    has	
    
  suffered	
    more	
    than	
    one	
    major	
    wound	
    may	
    acquire	
    Grizzled.	
    
  	
    
  The	
     ascetic	
     subclass	
     begins	
     the	
     game	
     with	
     multiple	
     advantages.	
     These	
     should	
     be	
    
  determined	
     randomly	
     at	
     1st	
     level,	
     and	
     mutually	
     exclusive	
     advantages	
     (like	
     Ogre-­‐Kin	
    
  and	
    Small),	
    should	
    be	
    rerolled.	
    
  	
    
  	
    
  	
    
  
  	
    
  15	
    
  Roll	
    D66	
    
  Advantage	
    
  Limits	
    
  00	
    
  Academic	
    
  INT	
    >14	
    
  02	
    
  Artisan	
    Craft	
    
  	
    
  03	
    
  Beast	
    Ken	
    
  	
    
  04	
    
  Beauty	
    
  	
    
  05	
    
  Bedouin	
    
  	
    
  06	
    
  Brawler	
    
  	
    
  20	
    
  Dual	
    Handed	
    
  	
    
  22	
    
  Failed	
    
  Apprentice	
    
  No	
    
  magicians	
    
  23	
    
  Falconer	
    
  	
    
  24	
    
  Fisherman	
    
  	
    
  25	
    
  Gambler	
    
  	
    
  26	
    
  Gossip	
    
  	
    
  30	
    
  Grizzled	
    
  WIS	
    >14	
    
  32	
    
  Healing	
    Lore	
    
  	
    
  33	
    
  Heirloom	
    
  	
    
  34	
    
  Horseman	
    
  	
    
  35	
    
  Jinn	
    Relation	
    
  	
    
  36	
    
  Knife	
    Fighter	
    
  	
    
  	
    
  Roll	
    D66	
    
  Advantage	
    
  Limits	
    
  40	
    
  Leader	
    of	
    Men	
    
  CHA	
    >14	
    
  42	
    
  Linguist	
    
  	
    
  43	
    
  Loyal	
    Servant	
    
  	
    
  44	
    
  Martial	
    Skill	
    
  No	
    
  heroes	
    
  45	
    
  Misspent	
    
  Youth	
    
  No	
    
  thieves	
    
  46	
    
  Ogre	
    Kin	
    
  STR	
    >14	
    
  50	
    
  Plague	
    
  Survivor	
    
  CON	
    >14	
    
  52	
    
  Poetic	
    Gift	
    
  	
    
  53	
    
  Political	
    
  Connection	
    
  	
    
  54	
    
  Right	
    Stars	
    
  	
    
  55	
    
  Sailor	
    
  	
    
  56	
    
  Small	
    
  	
    
  60	
    
  Smart	
    Pet	
    
  	
    
  62	
    
  Temple	
    Boon	
    
  No	
    saints	
    	
    
  /shamans	
    
  63	
    
  Tracker	
    
  	
    
  64	
    
  Tumbler	
    
  DEX	
    >14	
    
  65	
    
  Violent	
    
  Temper	
    
  	
    
  66	
    
  Wealth	
    
  	
    
  	
    
  Academic	
    (INT	
    >14):	
    Character	
    is	
    well-­‐read	
    and	
    educated,	
    and	
    has	
    a	
    2	
    in	
    6	
    chance	
    (D6	
    
  roll	
    of	
    5	
    or	
    6)	
    of	
    knowing	
    useful	
    lore	
    related	
    to	
    history,	
    geography,	
    and	
    culture.	
    
  Artisan	
    Craft:	
    Character	
    is	
    trained	
    and	
    has	
    skill	
    in	
    one	
    artisan	
    craft	
    (wood-­‐working,	
    
  stone-­‐working,	
    etc.).	
    
  Beast	
    Ken:	
    Character	
    receives	
    a	
    +1	
    to	
    reaction	
    rolls	
    involving	
    beasts.	
    
  Beauty:	
    Character	
    receives	
    a	
    +1	
    to	
    reaction	
    rolls	
    with	
    members	
    of	
    the	
    opposite	
    sex,	
    
  and	
    is	
    often	
    singled	
    out	
    as	
    an	
    object	
    of	
    affection.	
    
  	
    Bedouin:	
    Character	
    is	
    of	
    the	
    desert	
    and	
    knows	
    how	
    to	
    survive	
    and	
    live	
    off	
    its	
    barren	
    
  landscape;	
     the	
     character	
     has	
     connections	
     with	
     at	
     least	
     one	
     nomadic	
     tribe/family	
    
  and	
    speaks	
    the	
    Bedouin	
    language.	
    
  Brawler:	
    Character	
    receives	
    a	
    +1	
    to	
    attack	
    rolls	
    when	
    unarmed	
    or	
    using	
    improvised	
    
  weapons,	
    and	
    can	
    damage	
    inhuman	
    opponents	
    of	
    up	
    to	
    HD	
    3	
    (as	
    explained	
    in	
    the	
    
  unarmed	
    combat	
    section	
    on	
    page	
    32).	
    Ascetics	
    should	
    reroll	
    this	
    trait.	
    
  
  	
    
  16	
    
  Dual	
    Handed:	
    Character	
    can	
    use	
    either	
    hand	
    equally	
    well.	
    If	
    wielding	
    two	
    one-­‐handed	
    
  weapons	
     in	
     melee,	
     she	
     may	
     choose	
     to	
     reroll	
     the	
     attack	
     dice	
     (though	
     she	
     must	
    
  accept	
    the	
    result	
    of	
    the	
    second	
    roll,	
    even	
    if	
    worse).	
    
  Failed	
     Apprentice	
     (non-­‐magicians):	
     Character	
     knows	
     D3	
     spells	
     of	
     1st	
     and	
     2nd	
    
  magnitude;	
     these	
     are	
     always	
     cast	
     as	
     a	
     1st	
     level	
     magician,	
     regardless	
     of	
     the	
    
  character’s	
    actual	
    level.	
    Mountebanks	
    should	
    reroll	
    this	
    advantage.	
    
  Falconer:	
    Character	
    is	
    trained	
    in	
    the	
    use	
    of	
    hunting	
    hawks.	
    
  Fisherman:	
    Character	
    is	
    trained	
    as	
    a	
    fisherman	
    and	
    can	
    survive	
    through	
    fishing;	
    has	
    
  knowledge	
    of	
    nets	
    and	
    small	
    watercraft.	
    
  Gambler:	
    Character	
    is	
    skilled	
    at	
    games	
    of	
    chance	
    and	
    only	
    loses	
    to	
    non-­‐gamblers	
    1	
    
  time	
    in	
    6	
    (roll	
    of	
    zero	
    on	
    a	
    D6).	
    	
    
  Gossip:	
    Character	
    is	
    gregarious	
    and	
    has	
    a	
    2	
    in	
    6	
    chance	
    (D6	
    roll	
    of	
    5	
    or	
    6)	
    to	
    pick	
    up	
    
  useful	
     information	
     or	
     rumors	
     in	
     communal	
     locations	
     (taverns,	
     marketplaces,	
    
  temples,	
    etc.).	
    
  Grizzled	
    (WIS	
    >14):	
    Character	
    rolls	
    a	
    bonus	
    D6	
    at	
    the	
    beginning	
    of	
    each	
    game	
    session	
    
  and	
    adds	
    it	
    to	
    her	
    HP	
    total;	
    however,	
    all	
    romance	
    reactions	
    checks	
    (see	
    Book	
    3)	
    
  receive	
    a	
    -­‐1	
    penalty.	
    
  Healing	
    Lore:	
    Character	
    can	
    minister	
    to	
    an	
    injured	
    individual,	
    allowing	
    that	
    adventurer	
    
  to	
    recover	
    one	
    hit	
    (D6	
    HPs).	
    If	
    the	
    healer	
    applies	
    her	
    skill	
    immediately	
    (within	
    10	
    
  rounds)	
    to	
    an	
    individual	
    that	
    failed	
    a	
    Poison	
    or	
    Death	
    saving	
    throw,	
    the	
    patient	
    is	
    
  allowed	
     a	
     second	
     save	
     attempt.	
     A	
     character	
     cannot	
     benefit	
     more	
     than	
     once	
     per	
    
  game	
    session	
    from	
    healing	
    lore.	
    
  Heirloom:	
     Character	
     has	
     inherited	
     a	
     magical	
     artifact,	
     determined	
     randomly	
     by	
     the	
    
  DM.	
     If	
     the	
     DM	
     feels	
     the	
     artifact	
     is	
     inappropriate	
     or	
     too	
     potent	
     for	
     a	
     beginning	
    
  character,	
    he	
    may	
    reroll	
    the	
    result	
    (Book	
    3	
    has	
    information	
    on	
    magical	
    artifacts).	
    
  Horseman:	
    Character	
    is	
    a	
    skilled	
    horseman,	
    never	
    falling	
    from	
    the	
    saddle,	
    and	
    capable	
    
  of	
    astounding	
    feats	
    of	
    horsemanship.	
    While	
    mounted,	
    the	
    character	
    receives	
    the	
    
  same	
    bonuses	
    as	
    a	
    hero.	
    
  Jinn	
    Relation:	
    One	
    of	
    the	
    character’s	
    relatives	
    married	
    a	
    Jinni	
    and	
    thus	
    has	
    a	
    contact	
    
  that	
    might	
    prove	
    useful	
    in	
    the	
    correct	
    circumstances.	
    	
    
  Knife	
    Fighter:	
    Character	
    receives	
    a	
    +1	
    to	
    melee	
    attack	
    rolls	
    when	
    wielding	
    a	
    dagger.	
    
  Leader	
    of	
    Men	
    (CHA	
    >14):	
    Character’s	
    maximum	
    number	
    of	
    retainers	
    is	
    unaffected	
    by	
    
  level	
    and	
    the	
    character’s	
    CHA	
    bonus	
    is	
    doubled	
    on	
    the	
    battlefield.	
    
  Linguist:	
    Character	
    has	
    a	
    natural	
    gift	
    for	
    languages	
    and	
    has	
    a	
    2	
    in	
    6	
    chance	
    (D6	
    roll	
    of	
    5	
    
  or	
     6;	
     INT	
     adjustment	
     applies	
     to	
     roll)	
     of	
     being	
     able	
     to	
     communicate	
     with	
     most	
    
  intelligent	
    creatures.	
    With	
    a	
    few	
    weeks	
    of	
    exposure,	
    the	
    character	
    becomes	
    close	
    to	
    
  fluent	
    in	
    any	
    foreign	
    culture.	
    
  Loyal	
     Servant:	
     Character	
     has	
     a	
     normal	
     human	
     (non-­‐adventurer)	
     servant	
     of	
    
  unshakeable	
    loyalty	
    who	
    serves	
    the	
    character	
    in	
    all	
    ways.	
    The	
    servant	
    never	
    needs	
    
  to	
    check	
    mettle.	
    
  Martial	
    Skill	
    (non-­‐heroes):	
    Roll	
    D6	
    to	
    determine	
    if	
    the	
    character	
    is	
    trained	
    in	
    the	
    use	
    
  of	
    bows	
    (2-­‐3),	
    swords	
    (4-­‐5),	
    or	
    both	
    (6),	
    as	
    well	
    as	
    shields.	
    Reroll	
    any	
    zero	
    out.	
    
  
  	
    
  17	
    
  Misspent	
    Youth	
    (non-­‐thieves):	
    Character	
    has	
    4	
    points	
    to	
    spend	
    in	
    thief	
    skills;	
    these	
    
  skills	
    do	
    not	
    improve	
    with	
    experience.	
    
  Ogre	
    Kin	
    (STR	
    >14):	
    Character	
    is	
    large	
    in	
    size	
    and	
    doubles	
    her	
    randomly	
    rolled	
    HPs	
    at	
    
  the	
    beginning	
    of	
    a	
    session.	
    In	
    addition,	
    she	
    adds	
    +1	
    to	
    melee	
    attack	
    rolls.	
    Armor	
    
  costs	
    twice	
    the	
    normal	
    price.	
    
  Plague	
    Survivor	
    (CON	
    >14):	
    Character	
    has	
    a	
    hardy	
    immune	
    system	
    and	
    never	
    suffers	
    
  ill	
     effects	
     from	
     disease,	
     supernatural	
     or	
     otherwise.	
     Magical	
     curses	
     have	
     their	
    
  normal	
    effect	
    on	
    the	
    character.	
    
  Poetic	
     Gift:	
     Character	
     has	
     a	
     gift	
     with	
     words,	
     poetry,	
     and	
     prose,	
     a	
     talent	
     highly	
    
  respected	
     in	
     the	
     human	
     cultures	
     of	
     the	
     Five	
     Ancient	
     Kingdoms.	
     Character	
     can	
    
  receive	
     a	
     reroll	
     to	
     failed	
     reaction	
     rolls	
     if	
     allowed	
     a	
     chance	
     to	
     compose	
     a	
     song,	
    
  sonnet,	
    or	
    phrase.	
    If	
    allowed	
    to	
    write,	
    then	
    the	
    reroll	
    receives	
    a	
    +1	
    bonus,	
    assuming	
    
  character	
    is	
    literate.	
    
  Political	
    Connection:	
    Character	
    has	
    an	
    ally,	
    patron,	
    or	
    relation	
    of	
    high	
    status	
    at	
    court	
    
  that	
    can	
    sometimes	
    intervene	
    or	
    provide	
    assistance.	
    
  Right	
    Stars:	
    Character	
    was	
    born	
    under	
    fortunate	
    stars	
    and	
    receives	
    a	
    +1	
    bonus	
    to	
    all	
    
  saving	
    throws.	
    
  Sailor:	
    Character	
    is	
    a	
    trained	
    seaman	
    and	
    knows	
    how	
    to	
    pilot	
    and	
    work	
    on	
    a	
    sailing	
    
  vessel.	
    Sailors	
    with	
    an	
    INT	
    >14	
    can	
    navigate	
    at	
    sea	
    and	
    act	
    as	
    shipmaster.	
    
  Small:	
    Character	
    is	
    small	
    in	
    size	
    and	
    opponents	
    must	
    subtract	
    1	
    from	
    all	
    attack	
    rolls	
    
  against	
    her	
    (creatures	
    of	
    4	
    or	
    more	
    hit	
    dice	
    must	
    subtract	
    2	
    when	
    attempting	
    to	
    
  attack	
     the	
     character	
     in	
     melee).	
     Small	
     characters	
     must	
     subtract	
     1	
     from	
     each	
     D6	
    
  rolled	
    for	
    HPs.	
    
  Smart	
    Pet:	
    Character	
    has	
    a	
    loyal	
    animal	
    companion	
    (horse,	
    bird,	
    dog,	
    monkey,	
    etc.)	
    
  that	
     is	
     a	
     highly	
     intelligent	
     representative	
     of	
     its	
     species	
     and	
     generally	
     obeys	
     the	
    
  character’s	
    commands	
    and	
    wishes.	
    
  Temple	
    Boon	
    (non-­‐saints):	
    Character	
    is	
    owed	
    a	
    favor	
    from	
    a	
    local	
    temple,	
    shrine,	
    or	
    
  house	
    of	
    worship,	
    which	
    can	
    generally	
    be	
    “cashed	
    in”	
    as	
    a	
    free	
    miracle	
    to	
    aid	
    the	
    
  character	
    (see	
    the	
    entry	
    for	
    priests	
    in	
    Book	
    2,	
    page	
    35).	
    
  Tracker:	
    Character	
    has	
    a	
    2	
    in	
    6	
    chance	
    (D6	
    roll	
    of	
    5	
    or	
    6)	
    to	
    track	
    prey,	
    find	
    paths,	
    or	
    
  determine	
    direction	
    (a	
    trail	
    cannot	
    be	
    lost	
    once	
    found).	
    Add	
    +1	
    for	
    INT	
    >14.	
    
  Tumbler	
    (DEX	
    >14):	
    Character	
    can	
    perform	
    an	
    acrobatic	
    stunt	
    as	
    an	
    action	
    –	
    including	
    
  disengaging	
    from	
    melee	
    combat	
    without	
    suffering	
    a	
    follow-­‐up	
    attack	
    –	
    with	
    a	
    D6	
    
  roll	
    of	
    5	
    or	
    6.	
    Simple	
    tumbling	
    and	
    flips	
    to	
    “show-­‐off”	
    do	
    not	
    require	
    a	
    roll.	
    
  Violent	
    Temper:	
    Character	
    enters	
    a	
    berserk	
    frenzy	
    in	
    melee	
    combat,	
    receiving	
    a	
    +1	
    to	
    
  attack	
     rolls	
     and	
     ignoring	
     the	
     first	
     point	
     of	
     damage	
     suffered	
     from	
     any	
     successful	
    
  attack	
    against	
    her.	
    Character	
    has	
    a	
    “short	
    fuse”	
    and	
    must	
    save	
    against	
    Traps	
    to	
    stay	
    
  calm	
    (i.e.	
    non-­‐combative)	
    when	
    insulted	
    or	
    injured.	
    
  Wealthy:	
     Character	
     multiplies	
     starting	
     wealth	
     by	
     three	
     and	
     never	
     begins	
     the	
     game	
    
  with	
    less	
    than	
    300	
    gold	
    coins	
    (if	
    the	
    random	
    roll	
    would	
    indicate	
    less,	
    increase	
    the	
    
  amount	
    to	
    300).	
    Character	
    owns	
    a	
    set	
    of	
    opulent	
    clothing	
    for	
    use	
    at	
    court	
    and	
    one	
    
  animal	
    (with	
    tack	
    and	
    saddle,	
    if	
    appropriate)	
    from	
    the	
    basic	
    equipment	
    list.	
    	
    
  
  	
    
  18	
    
  	
    
  	
    
  MONEY	
    AND	
    EQUIPMENT	
    
  	
    
  There	
    are	
    three	
    types	
    of	
    currency	
    used	
    in	
    Five	
    Ancient	
    Kingdoms:	
    the	
    gold	
    dinar,	
    the	
    
  silver	
     sequin,	
     and	
     the	
     copper	
     penny.	
     One	
     gold	
     dinar	
     =	
     10	
     silver	
     sequins;	
     one	
     silver	
    
  sequin	
     =	
     20	
     copper	
     pennies.	
     One	
     hundred	
     dinars	
     weigh	
     one	
     pound,	
     but	
     silver	
     and	
    
  copper	
     coins	
     weigh	
     only	
     half	
     as	
     much	
     (about	
     one	
     pound	
     for	
     two	
     hundred	
     coins	
     of	
    
  either).	
    
  	
    
  1	
    gd	
    =	
    10	
    ss	
    =	
    200	
    cp	
    
  	
    
  All	
    prices	
    for	
    items	
    listed	
    below	
    are	
    in	
    gold	
    coins	
    (dinars).	
    
  
  	
    
  19	
    
  WEAPONS	
    
  	
    
  Cost	
    
  Axe,	
    battle*	
    
  	
    
  15	
    
  Axe,	
    hand	
    
  	
    
  9	
    
  Bow*	
    (composite)	
    
  95	
    
  Club,	
    wood	
    
  	
    
  6	
    
  Crossbow*	
    (fires	
    bolts)	
    
  30	
    
  Dagger	
     	
    
  	
    
  3	
    
  Dagger,	
    silver	
    
  	
    
  30	
    
  Flail	
    
  	
    
  	
    
  20	
    
  Mace	
    
  	
    
  	
    
  12	
    
  Maul*	
    
  	
    
  	
    
  22	
    
  Pole	
    arm*	
    
  	
    
  17	
    
  Sling	
    
  	
    
  	
    
  2	
    
  Spear	
    
  	
    
  	
    
  8	
    
  Staff,	
    wood*	
    
  	
    
  5	
    
  Sword,	
    short	
    
  	
    
  16	
    
  Sword	
    
  	
    
  	
    
  25	
    
  Sword,	
    two-­‐handed*	
    
  37	
    
  War	
    hammer	
    
  	
    
  13	
    
  Quiver	
    of	
    20	
    arrows	
    
  5	
    
  Case	
    of	
    30	
    bolts	
     	
    
  5	
    
  Silver-­‐tipped	
    arrow	
    
  3	
    
  *requires	
    two	
    free	
    hands	
    to	
    use	
    
  	
    
  ARMOR	
    	
    
  	
    
  Cost	
    
  Lamellar	
    (scale)	
     	
    
  65	
    
  Half-­‐chain	
    (hauberk)	
    
  75	
    
  Full	
    chainmail	
    
  	
    
  100	
    
  Greaves	
    &	
    Plates	
    	
    
  34	
    
  Helmet	
    (separate)	
    
  30	
    
  Shield	
    
  	
    
  	
    
  18	
    
  	
    
  EQUIPMENT	
    
  	
    
  Cost	
    
  Backpack	
    
  	
    
  12	
    
  Grappling	
    hook	
     	
    
  35	
    
  Hammer,	
    small	
    
  	
    
  5	
    
  Holy	
    symbol,	
    silver	
    
  50	
    
  Holy	
    symbol,	
    wood	
    
  5	
    
  Holy	
    water	
    (vial)	
     	
    
  50	
    
  Iron	
    spikes	
    (12)	
     	
    
  2	
    
  Lamp	
    
  	
    
  	
    
  25	
    
  Lock	
    picks	
    
  	
    
  60	
    
  Mirror,	
    small	
    
  	
    
  12	
    
  Oil,	
    flask	
    	
    
  	
    
  3	
    
  Pole	
    (wood,	
    10’)	
     	
    
  2	
    
  Rations,	
    iron,	
    7	
    days	
    
  13	
    
  Rations,	
    normal,	
    7	
    days	
    
  6	
    
  Rope,	
    50’	
    
  	
    
  2	
    
  Sack,	
    large	
    
  	
    
  3	
    
  Sack,	
    small	
    
  	
    
  1	
    
  Skin	
    for	
    water/wine	
    
  1	
    
  Tinderbox,	
    flint	
    &	
    steel	
    
  5	
    
  Torches,	
    good	
    (6)	
    	
    
  1	
    
  Wine	
    (quart,	
    good)	
    
  3	
    
  Wine	
    (small	
    cask,	
    cheap)	
     1	
    
  Writing	
    Implements	
    
  25	
    
  	
    
  ANIMALS	
    
  	
    
  Cost	
    
  Camel	
    
  	
    
  	
    
  100	
    
  Donkey	
     	
    
  	
    
  20	
    
  Cow	
    
  	
    
  	
    
  15	
    
  Goat	
    
  	
    
  	
    
  3	
    
  Hawk,	
    hunting	
    
  	
    
  45	
    
  Horse,	
    riding	
    
  	
    
  150+	
    
  Horse,	
    war	
    trained	
    
  500	
    
  Mule	
    
  	
    
  	
    
  120	
    
  Ox	
    
  	
    
  	
    
  30	
    
  Sheep	
    
  	
    
  	
    
  4	
    
  	
    
  TRANSPORT	
    
  	
    
  Cost	
    
  Barge,	
    river	
    
  	
    
  375	
    
  Boat,	
    small	
    
  	
    
  250	
    
  Cart	
    (2	
    wheels)	
    
  	
    
  100	
    
  Galley,	
    large	
    
  	
    
  75,000	
    
  Galley,	
    small	
    
  	
    
  25,000	
    
  Merchant	
    ship,	
    small	
    
  12,500	
    
  Merchant	
    ship,	
    large	
    
  50,000	
    
  Raft	
    (sturdy)	
    
  	
    
  100	
    
  Saddle	
    &	
    tack	
    
  	
    
  35	
    
  Saddle	
    bags	
    
  	
    
  10	
    
  Wagon	
    (4	
    wheels)	
    
  300	
    
  
  	
    
  20	
    
  FINISHING	
    UP	
    THE	
    PLAYER	
    CHARACTER	
    
  	
    
  Once	
    a	
    character’s	
    starting	
    equipment	
    has	
    been	
    chosen,	
    little	
    remains	
    to	
    be	
    done	
    save	
    
  to	
    name	
    the	
    character	
    and	
    think	
    of	
    an	
    appropriate	
    background.	
    It	
    is	
    not	
    required	
    that	
    
  a	
    player	
    create	
    an	
    imaginary	
    history	
    for	
    her	
    character;	
    a	
    PC	
    can	
    have	
    its	
    past	
    shrouded	
    
  in	
    mystery,	
    only	
    to	
    be	
    revealed	
    in	
    the	
    course	
    of	
    play	
    (i.e.	
    as	
    the	
    player	
    thinks	
    about	
    it).	
    
  However,	
     having	
     some	
     idea	
     of	
     a	
     background	
     can	
     give	
     the	
     Dragon	
     Master	
     ideas	
     for	
    
  adventures	
    with	
    personal	
    ties	
    to	
    the	
    PCs.	
    	
    
  	
    
  Players	
    should	
    consider	
    their	
    characters’	
    dress	
    and	
    appearance	
    as	
    well;	
    it	
    is	
    assumed	
    
  PCs	
     begin	
     the	
     game	
     with	
     whatever	
     clothing	
     (adventuring	
     and	
     otherwise)	
     is	
    
  appropriate	
     for	
     their	
     characters’	
     SOC	
     status,	
     and	
     at	
     least	
     some	
     sort	
     of	
     temporary	
    
  lodging	
    or	
    shelter.	
    These	
    things	
    do	
    not	
    have	
    to	
    be	
    “purchased”	
    at	
    the	
    beginning	
    of	
    the	
    
  game,	
    and	
    if	
    necessary	
    to	
    purchase	
    such	
    during	
    the	
    course	
    of	
    an	
    adventure,	
    it	
    is	
    up	
    to	
    
  the	
    DM	
    to	
    determine	
    how	
    much	
    such	
    things	
    cost,	
    depending	
    on	
    the	
    (imaginary)	
    local	
    
  economy.	
    
  	
    
  5AK	
    assumes	
    player	
    characters	
    begin	
    the	
    game	
    in	
    the	
    default	
    setting	
    of	
    Barica,	
    and	
    
  information	
    on	
    Barican	
    customs	
    and	
    traditions	
    can	
    be	
    found	
    at	
    the	
    end	
    of	
    this	
    book.	
    
  Special	
    attention	
    should	
    be	
    paid	
    to	
    the	
    section	
    on	
    religion,	
    as	
    whether	
    or	
    not	
    a	
    PC	
    is	
    a	
    
  member	
    of	
    the	
    One	
    True	
    Faith	
    (SALAMA)	
    has	
    an	
    impact	
    on	
    the	
    character’s	
    interaction	
    
  with	
    NPCs	
    in	
    the	
    setting.	
    If	
    the	
    DM	
    intends	
    the	
    game	
    to	
    begin	
    in	
    a	
    different	
    land	
    or	
    
  setting,	
    this	
    should	
    be	
    made	
    clear	
    to	
    the	
    players	
    at	
    the	
    beginning	
    of	
    the	
    game.	
    	
    
  	
    
  The	
    final	
    thing	
    players	
    need	
    to	
    decide	
    before	
    play	
    is	
    how	
    the	
    PCs	
    know	
    each	
    other	
    
  and/or	
     why	
     they	
     have	
     gathered	
     together	
     for	
     an	
     adventure.	
     It	
     is	
     not	
     unusual	
     for	
    
  characters	
     in	
     5AK	
     to	
     be	
     related	
     to	
     each	
     other	
     in	
     some	
     way	
     through	
     their	
     families	
    
  (either	
     as	
     blood	
     relations	
     or	
     through	
     in-­‐laws),	
     and	
     familial	
     relationships	
     often	
     cut	
    
  across	
     different	
     alignments,	
     motivations,	
     and	
     occupation	
     (character	
     class).	
     	
     On	
     the	
    
  other	
    hand,	
    it	
    is	
    possible	
    PCs	
    simply	
    met	
    at	
    a	
    local	
    wine	
    shop	
    or	
    inn,	
    being	
    new	
    to	
    
  town	
    and	
    looking	
    to	
    meet	
    other	
    individuals	
    of	
    an	
    adventuring	
    disposition.	
    DMs	
    can	
    
  help	
    with	
    this	
    discussion;	
    as	
    with	
    PC	
    backgrounds,	
    it	
    is	
    not	
    required	
    for	
    an	
    “elaborate	
    
  backstory”	
    to	
    be	
    generated,	
    but	
    having	
    a	
    rough	
    idea	
    of	
    the	
    PCs’	
    relationships	
    to	
    each	
    
  other	
    will	
    help	
    in	
    their	
    interaction	
    during	
    the	
    course	
    of	
    play.	
    Part	
    of	
    the	
    fun	
    of	
    playing	
    
  5AK	
     is	
     imagining	
     you	
     are	
     “someone	
     else”	
     and	
     relationships	
     with	
     other	
     PCs	
     helps	
    
  encourage	
    this	
    type	
    of	
    play.	
    
  	
    
  What	
    follows	
    is	
    an	
    example	
    of	
    player	
    character	
    creation:	
    
  	
    
  Jonathan	
     sits	
     down	
     to	
     play	
     a	
     game	
     of	
     Five	
     Ancient	
     Kingdoms	
     and	
     looks	
     over	
     the	
    
  different	
     classifications	
     of	
     adventurer	
     available.	
     While	
     it	
     would	
     be	
     fun	
     to	
     play	
     a	
    
  dragon-­‐slaying	
    hero	
    or	
    a	
    pious	
    saint,	
    he	
    decides	
    that	
    the	
    magician	
    class	
    is	
    the	
    one	
    he’s	
    
  most	
     interested	
     in	
     playing.	
     If	
     the	
     character	
     dies,	
     he	
     figures	
     he	
     can	
     always	
     create	
     a	
    
  different	
    class	
    next	
    time.	
    	
    Looking	
    over	
    the	
    subclasses,	
    Jonathan	
    decides	
    to	
    stick	
    with	
    
  
  	
    
  21	
    
  the	
    basic	
    magician	
    rather	
    than	
    choosing	
    to	
    be	
    a	
    witch	
    or	
    sorcerer…this	
    way,	
    if	
    he	
    has	
    
  a	
    high	
    Intelligence	
    (INT)	
    score,	
    he’ll	
    receive	
    a	
    bonus	
    to	
    earned	
    experience	
    points.	
    The	
    
  other	
    subclasses	
    provide	
    interesting	
    variation,	
    but	
    at	
    this	
    time	
    he’s	
    still	
    just	
    learning	
    
  the	
    basics.	
    
  	
    
  Jonathan	
    doesn’t	
    want	
    his	
    magician	
    to	
    be	
    old	
    and	
    doddering;	
    his	
    concept	
    is	
    of	
    a	
    young	
    
  mage	
    in	
    the	
    prime	
    of	
    youth,	
    haughty	
    in	
    his	
    abilities	
    and	
    heady	
    in	
    his	
    magical	
    power.	
    
  Neutral	
    seems	
    to	
    be	
    the	
    appropriate	
    alignment	
    for	
    such	
    an	
    individual	
    and	
    glory	
    to	
    be	
    
  an	
    excellent	
    motivation:	
    someday	
    he	
    hopes	
    to	
    be	
    the	
    greatest	
    magician	
    ever	
    known!	
    
  	
    
  Next,	
    he	
    rolls	
    his	
    ability	
    scores;	
    rolling	
    4D6	
    six	
    times	
    he	
    gets	
    the	
    following	
    results:	
    
  	
    
  5,4,3,0	
    
  2,6,4,2	
    
  0,0,3,3	
    
  0,5,6,4	
    
  2,5,6,0	
    
  4,4,0,0	
    
  	
    
  Jonathan	
    drops	
    the	
    lowest	
    die	
    from	
    each	
    roll	
    to	
    arrive	
    at	
    the	
    following	
    six	
    scores:	
    12,	
    
  10,	
     6,	
     15,	
     13,	
     and	
     8.	
     Only	
     15	
     and	
     6	
     warrant	
     any	
     adjustments,	
     and	
     he	
     immediately	
    
  decides	
    to	
    assign	
    the	
    high	
    score	
    to	
    INT	
    and	
    the	
    low	
    score	
    to	
    DEX	
    (Jonathan	
    decides	
    his	
    
  magician	
    might	
    be	
    a	
    little	
    nearsighted).	
    His	
    final	
    assignment	
    of	
    abilities	
    looks	
    like	
    this:	
    
  STR	
    10,	
    INT	
    15,	
    WIS	
    8,	
    DEX	
    6,	
    CON	
    12,	
    CHA	
    13.	
    	
    
  	
    
  For	
    beginning	
    HPs	
    Jonathan	
    rolls	
    D6	
    and	
    subtracts	
    1	
    (for	
    being	
    a	
    magician):	
    his	
    roll	
    of	
    
  three	
    indicates	
    he’ll	
    start	
    his	
    first	
    adventure	
    with	
    2	
    HPs	
    (not	
    many!)	
    and	
    will	
    have	
    to	
    
  exercise	
     some	
     caution	
     to	
     stay	
     alive.	
     His	
     SOC	
     roll	
     is	
     11	
     (6,5,0)	
     and	
     he	
     has	
     130	
     gold	
    
  dinars	
    to	
    spend	
    (110	
    plus	
    20).	
    Not	
    bad:	
    he	
    purchases	
    a	
    mace	
    and	
    silver	
    dagger,	
    a	
    lamp	
    
  and	
    flask	
    of	
    oil,	
    as	
    well	
    as	
    six	
    torches,	
    a	
    tinderbox,	
    a	
    quart	
    of	
    good	
    wine	
    (and	
    a	
    wine	
    
  skin)	
    plus	
    a	
    50’	
    length	
    of	
    rope.	
    While	
    he	
    still	
    has	
    36gd	
    remaining,	
    he	
    decides	
    to	
    pocket	
    
  it	
     for	
     other	
     possible	
     expenses	
     (probably	
     a	
     donkey	
     or	
     porter	
     to	
     carry	
     his	
     gear).	
     For	
    
  advantages,	
    Jonathan	
    rolls	
    a	
    53	
    (political	
    connection),	
    which	
    could	
    come	
    in	
    handy	
    if	
    
  he	
    gets	
    in	
    trouble	
    for	
    practicing	
    black	
    magic!	
    
  	
    
  Jonathan	
     next	
     reads	
     the	
     section	
     on	
     magic	
     in	
     Book	
     2	
     and	
     sees	
     he	
     begins	
     the	
     game	
    
  knowing	
    four	
    spells,	
    and	
    can	
    acquire	
    a	
    new	
    one	
    from	
    his	
    master	
    every	
    time	
    he	
    goes	
    up	
    
  in	
    level…assuming	
    he	
    wants	
    to	
    remain	
    an	
    apprentice.	
    After	
    choosing	
    the	
    specific	
    spells	
    
  the	
    character	
    knows,	
    Jonathan	
    decides	
    on	
    a	
    name	
    for	
    his	
    character:	
    Hakim	
    the	
    Brave.	
    
  Jonathan	
    doesn’t	
    know	
    if	
    the	
    magician	
    will	
    live	
    up	
    to	
    his	
    name	
    yet	
    or	
    not,	
    but	
    that’s	
    
  the	
    concept	
    he	
    has	
    for	
    the	
    character…he	
    hopes	
    fortune	
    will	
    favor	
    the	
    bold!	
    Reading	
    up	
    
  on	
    Barican	
    lore,	
    he	
    figures	
    his	
    character	
    is	
    probably	
    a	
    heathen,	
    and	
    so	
    will	
    not	
    openly	
    
  carry	
    his	
    mace	
    except	
    when	
    out	
    on	
    an	
    adventure.	
    He	
    won’t	
    know	
    his	
    relation	
    to	
    the	
    
  other	
    player	
    characters	
    until	
    his	
    friends	
    create	
    their	
    own	
    adventuring	
    PCs!	
    
  
  	
    
  22	
    
  ENCUMBRANCE	
    AND	
    MOVEMENT	
    
  	
    
  Movement	
     rate	
     for	
     all	
     characters	
     is	
     given	
     in	
     inches	
     per	
     move;	
     this	
     is	
     called	
     the	
    
  character’s	
    movement	
    allowance.	
    One	
    inch	
    of	
    movement	
    equals	
    10	
    feet	
    inside	
    or	
    in	
    
  the	
     Underworld,	
     and	
     10	
     yards	
     outside	
     or	
     in	
     the	
     Wilderness.	
     All	
     characters	
     have	
     a	
    
  movement	
     allowance	
     of	
     12”	
     per	
     move,	
     modified	
     depending	
     on	
     the	
     armor	
     and	
    
  equipment	
    carried,	
    as	
    follows:	
    
  	
    
  Wearing	
    scale	
    armor:	
    -­‐1”	
    
  Wearing	
    half-­‐chain:	
    -­‐1”	
    
  Wearing	
    chainmail:	
    -­‐2”	
    
  Wearing	
    greaves:	
    -­‐1”	
    
  Carrying	
    a	
    shield:	
    -­‐1”	
    
  Carrying	
    a	
    dagger	
    plus	
    one	
    weapon:	
    -­‐0”	
    
  Each	
    additional	
    weapon:	
    -­‐1”	
    
  Each	
    two-­‐handed	
    melee	
    weapon:	
    -­‐1”	
    
  Carrying	
    a	
    bow/crossbow	
    AND	
    quiver:	
    -­‐1”	
    
  Backback,	
    full	
    (40#	
    weight):	
    -­‐1”	
    
  Small	
    sack,	
    full	
    (20#	
    weight):	
    -­‐1”	
    
  Large	
    sack,	
    full	
    (60#	
    weight):	
    -­‐2”	
    
  STR	
    <7	
    (“low	
    STR”):	
    -­‐1”	
    
  STR	
    >14	
    (“high	
    STR”):	
    +1”	
    
  	
    
  For	
    example,	
    a	
    fighting	
    man	
    with	
    strength	
    15	
    wearing	
    a	
    half-­‐chain	
    shirt	
    and	
    greaves,	
    
  wielding	
    a	
    sword,	
    war	
    hammer,	
    and	
    dagger,	
    and	
    carrying	
    a	
    fully	
    loaded	
    backpack	
    has	
    a	
    
  movement	
    rate	
    of	
    (12”	
    +1”	
    -­‐1”	
    -­‐1”	
    -­‐1”	
    -­‐1”	
    =)	
    9”.	
    If	
    he	
    drops	
    his	
    war	
    hammer,	
    his	
    speed	
    
  will	
    increase	
    to	
    10”	
    (because	
    it	
    costs	
    no	
    movement	
    to	
    carry	
    one	
    hand	
    weapon	
    –	
    a	
    
  sword	
    in	
    this	
    case	
    –	
    and	
    one	
    dagger).	
    If	
    he	
    were	
    to	
    exchange	
    the	
    war	
    hammer	
    for	
    a	
    
  pole	
    arm,	
    his	
    speed	
    would	
    drop	
    to	
    7”	
    because	
    carrying	
    a	
    two-­‐handed	
    melee	
    weapon	
    
  costs	
    him	
    an	
    extra	
    inch	
    of	
    movement.	
    
  	
    
  HIT	
    DICE	
    (HD)	
    
  	
    
  Except	
     for	
     NPC	
     adventurers	
     (who	
     are	
     created	
     using	
     the	
     same	
     rules	
     as	
     player	
    
  characters),	
    all	
    non-­‐player	
    characters	
    and	
    monsters	
    have	
    a	
    stat	
    called	
    Hit	
    Dice	
    or	
    HD,	
    
  describing	
    how	
    fight-­‐worthy	
    and	
    tough	
    the	
    creature	
    is.	
    An	
    NPC	
    with	
    HD	
    1	
    has	
    at	
    least	
    
  some	
     natural	
     ability	
     or	
     training.	
     A	
     non-­‐combatant,	
     “average	
     citizen”	
     NPC	
     (like	
     a	
    
  goodwife,	
    child,	
    or	
    elderly	
    merchant)	
    has	
    zero	
    hit	
    dice,	
    or	
    HD	
    0.	
    	
    
  	
    
  Some	
    creatures	
    add	
    pips	
    (plus	
    or	
    minus	
    points)	
    to	
    their	
    HD;	
    this	
    affects	
    their	
    ability	
    in	
    
  hand-­‐to-­‐hand	
    combat,	
    and	
    is	
    explained	
    in	
    the	
    ENCOUNTER	
    section	
    of	
    this	
    book.	
    
  	
    
  
  	
    
  23	
    
  The	
    number	
    of	
    HD	
    an	
    NPC	
    has	
    is	
    the	
    number	
    of	
    “hits”	
    of	
    damage	
    the	
    creature	
    can	
    
  take	
    before	
    being	
    incapacitated.	
    One	
    “hit”	
    =	
    one	
    grievous	
    wound	
    suffered	
    in	
    mortal	
    
  combat.	
     Most	
     man-­‐sized	
     creatures	
     (including	
     HD	
     0	
     citizens)	
     become	
     incapacitated	
    
  upon	
    suffering	
    a	
    single	
    hit,	
    but	
    large	
    or	
    tough	
    monsters	
    can	
    sustain	
    multiple	
    grievous	
    
  wounds	
    and	
    still	
    function	
    at	
    full	
    capacity.	
    
  	
    
  As	
    described	
    above,	
    player	
    characters	
    (and	
    NPC	
    adventurers)	
    have	
    HD	
    based	
    on	
    their	
    
  level	
     but	
     any	
     damage	
     they	
     suffer	
     is	
     applied	
     to	
     their	
     Hero	
     Points	
     (HPs),	
     which	
     are	
    
  determined	
     at	
     the	
     beginning	
     of	
     each	
     game	
     session.	
     Hits	
     sustained	
     by	
     PCs	
     must	
     be	
    
  converted	
    to	
    HPs	
    of	
    damage:	
    one	
    “hit”	
    =	
    1D6	
    HPs.	
    For	
    every	
    hit	
    a	
    PC	
    suffers,	
    subtract	
    
  D6	
    HPs	
    from	
    those	
    HPs	
    remaining	
    to	
    the	
    character.	
    Some	
    large	
    monsters	
    or	
    especially	
    
  dangerous	
    attacks	
    inflict	
    more	
    than	
    one	
    hit;	
    for	
    example,	
    an	
    ogre	
    inflicts	
    two	
    hits	
    with	
    
  a	
    single	
    attack	
    due	
    to	
    its	
    size	
    and	
    strength.	
    When	
    an	
    ogre	
    successfully	
    lands	
    an	
    attack,	
    
  the	
     adventurer	
     must	
     subtract	
     2D6	
     HPs	
     (one	
     D6	
     for	
     each	
     hit	
     inflicted).	
     There	
     is	
     no	
    
  “minimum	
     damage”	
     that	
     is	
     inflicted;	
     if	
     the	
     damage	
     roll	
     comes	
     up	
     zero,	
     then	
     the	
    
  adventurer	
    subtracts	
    nothing	
    from	
    her	
    HPs.	
    Such	
    is	
    the	
    luck	
    of	
    adventurers!	
    
  	
    
  EXPERIENCE	
    POINTS	
    AND	
    ADVANCEMENT	
    
  	
    
  Characters	
    earn	
    experience	
    points	
    (XP)	
    by	
    adventuring.	
    XP	
    is	
    awarded	
    by	
    the	
    DM	
    at	
    
  the	
     end	
     of	
     every	
     game	
     session,	
     and	
     is	
     gained	
     for	
     finding	
     treasure,	
     defeating	
    
  opponents,	
     and	
     sustaining	
     damage	
     (assuming	
     the	
     character	
     survives).	
     Bonuses	
     are	
    
  received	
     for	
     long	
     journeys	
     and	
     visiting	
     strange	
     lands,	
     for	
     discovering	
     and	
     using	
    
  enchanted	
     artifacts,	
     and	
     for	
     acting	
     in	
     accord	
     with	
     a	
     character’s	
     motivation	
     and	
    
  alignment.	
    Adjustments	
    for	
    a	
    character’s	
    prime	
    requisite	
    is	
    applied	
    to	
    all	
    XP	
    earned.	
    
  	
    
  As	
     characters	
     earn	
     XP,	
     they	
     increase	
     in	
     level	
     and	
     become	
     more	
     effective	
     in	
     their	
    
  adventuring	
    careers.	
    The	
    amount	
    of	
    XP	
    needed	
    to	
    achieve	
    a	
    new	
    level	
    depends	
    on	
    the	
    
  character’s	
    class,	
    and	
    is	
    shown	
    on	
    the	
    tables	
    found	
    later	
    in	
    this	
    book	
    (page	
    39).	
    Most	
    
  player	
    characters	
    begin	
    the	
    game	
    at	
    1st	
    level	
    with	
    zero	
    experience	
    points;	
    all	
    classes	
    
  can	
    reach	
    a	
    maximum	
    of	
    15th	
    level.	
    
  	
    
  During	
     the	
     course	
     of	
     their	
     careers,	
     characters	
     have	
     the	
     opportunity	
     to	
     achieve	
    
  milestones,	
     certain	
     one-­‐time	
     noteworthy	
     events.	
     When	
     a	
     character	
     achieves	
     a	
    
  milestone,	
    he	
    or	
    she	
    immediately	
    advances	
    to	
    the	
    next	
    level,	
    no	
    matter	
    how	
    many	
    XP	
    
  the	
    character	
    still	
    required.	
    A	
    list	
    of	
    potential	
    milestones	
    is	
    provided	
    in	
    Book	
    3.	
    
  	
    
  NPC	
    adventurers	
    that	
    accompany	
    the	
    players	
    (usually	
    retainers	
    in	
    the	
    employ	
    of	
    PCs)	
    
  also	
    gain	
    XP;	
    however,	
    NPCs	
    advance	
    at	
    half	
    the	
    rate	
    of	
    player	
    characters	
    (receiving	
    
  one	
    XP	
    for	
    every	
    two	
    that	
    would	
    have	
    otherwise	
    been	
    awarded).	
    	
    Loyal	
    retainers	
    later	
    
  converted	
    to	
    PCs	
    (usually	
    due	
    to	
    the	
    death	
    of	
    their	
    employer!)	
    receive	
    full	
    normal	
    XP	
    
  from	
    adventures	
    (though	
    past	
    XP	
    awards	
    are	
    not	
    “doubled”).	
    
  
  	
    
  24	
    
  ENCOUNTERS	
    
  	
    
  COMBAT	
    TIME	
    &	
    MOVEMENT	
    
  	
    
  In	
    a	
    combat	
    encounter,	
    game	
    time	
    speeds	
    up	
    from	
    the	
    normal	
    game	
    turn	
    and	
    time	
    is	
    
  instead	
     tracked	
     in	
     10	
     second	
     combat	
     rounds.	
     Movement	
     rate	
     per	
     round	
     is	
    
  determined	
    based	
    on	
    the	
    character’s	
    normal	
    move	
    allowance:	
    
  	
    
  Normal	
    Move	
    
  Allowance	
    
  Movement	
    per	
    
  Combat	
    Round	
    
  Penalty	
    to	
    ALL	
    
  Attack	
    Rolls	
    
  1”	
    to	
    3”	
    
  1”	
    (10	
    feet)	
    
  -­‐4	
    
  4”	
    to	
    6”	
    
  2”	
    (20	
    feet)	
    
  -­‐2	
    
  7”	
    to	
    9”	
    
  3”	
    (30	
    feet)	
    
  	
    
  10”	
    to	
    12”	
    
  4”	
    (40	
    feet)	
    
  	
    
  13”	
    to	
    15”	
    
  5”	
    (50	
    feet)	
    
  	
    
  16”	
    to	
    18”	
    
  6”	
    (60	
    feet)	
    
  	
    
  For	
    every	
    additional	
    3”	
    
  +1”	
    (+10	
    feet)	
    
  	
    
  	
    
  Characters	
    that	
    choose	
    to	
    run	
    (including	
    charges	
    or	
    retreats;	
    see	
    below)	
    should	
    use	
    
  their	
    normal	
    movement	
    allowance	
    as	
    their	
    movement	
    per	
    round.	
    For	
    example,	
    a	
    thief	
    
  with	
    a	
    move	
    of	
    10”	
    can	
    move	
    40’	
    per	
    combat	
    round;	
    however,	
    if	
    he	
    chooses	
    to	
    run	
    he	
    
  can	
    move	
    10”	
    (100’	
    feet)	
    in	
    one	
    round.	
    Outdoors	
    a	
    character	
    can	
    move	
    twice	
    that	
    
  speed	
    (the	
    thief	
    in	
    our	
    example	
    would	
    move	
    200’	
    per	
    round	
    or	
    about	
    67	
    yards).	
    
  	
    
  ARMOR	
    
  	
    
  Depending	
    on	
    their	
    equipment,	
    all	
    characters	
    are	
    considered	
    heavily	
    armored,	
    lightly	
    
  armored,	
    or	
    unarmored	
    for	
    the	
    purpose	
    of	
    combat.	
    Characters	
    wearing	
    full	
    chainmail,	
    
  or	
    half-­‐chain	
    and	
    greaves	
    are	
    heavily	
    armored.	
    Characters	
    wearing	
    only	
    half-­‐chain,	
    or	
    
  wearing	
    lamellar	
    scale	
    (with	
    or	
    without	
    greaves)	
    are	
    lightly	
    armored.	
    Characters	
    not	
    
  wearing	
     armor	
     or	
     only	
     wearing	
     greaves	
     are	
     considered	
     unarmored.	
     Wearing	
     more	
    
  armor	
    makes	
    a	
    character	
    slow,	
    but	
    also	
    reduces	
    her	
    chance	
    of	
    taking	
    serious	
    injury	
    in	
    
  battle.	
    
  	
    
  In	
    addition,	
    armor	
    in	
    good	
    repair	
    can	
    somewhat	
    mitigate	
    damage	
    from	
    injuries	
    the	
    
  characters	
    do	
    sustain.	
    Each	
    type	
    of	
    armor	
    can	
    absorb	
    a	
    number	
    of	
    “hits”	
    of	
    damage	
    
  sustained	
     during	
     a	
     game	
     session,	
     though	
     never	
     more	
     than	
     one	
     hit	
     per	
     successful	
    
  attack	
    (so,	
    for	
    example,	
    only	
    one	
    hit	
    would	
    be	
    absorbed	
    from	
    the	
    attack	
    of	
    an	
    ogre,	
    
  which	
    normally	
    inflicts	
    two	
    hits	
    due	
    to	
    its	
    great	
    strength).	
    Once	
    the	
    maximum	
    number	
    
  of	
     hits	
     has	
     been	
     absorbed,	
     the	
     armor	
     still	
     provides	
    its	
     usual	
     protection	
     (as	
     light	
     or	
    
  heavy	
    armor)	
    but	
    all	
    damage	
    inflicted	
    applies.	
    Between	
    adventures,	
    damaged	
    armor	
    is	
    
  presumed	
    repaired	
    and	
    mended,	
    ready	
    to	
    once	
    again	
    absorb	
    damage.	
    
  	
    
  
  	
    
  25	
    
  No	
    armor:	
    No	
    damage	
    absorbed	
    
  Lamellar	
    (scale)	
    armor:	
    Absorbs	
    one	
    hit	
    of	
    damage	
    
  Half-­‐chain	
    (hauberk):	
    Absorbs	
    one	
    hit	
    of	
    damage	
    
  Full	
    chainmail:	
    Absorbs	
    two	
    hits	
    of	
    damage	
    
  Wearing	
    greaves	
    and	
    plates:	
    Absorbs	
    one	
    additional	
    hit	
    of	
    damage	
    
  	
    
  For	
     example:	
     a	
     PC	
     wearing	
     a	
     chain	
     hauberk	
     with	
     greaves	
     and	
     extra	
     plates	
     is	
    
  considered	
    to	
    be	
    wearing	
    heavy	
    armor.	
    It	
    absorbs	
    one	
    hit	
    from	
    each	
    of	
    the	
    first	
    three	
    
  successful	
     attacks	
     against	
     the	
     PC	
     during	
     an	
     adventure,	
     but	
     all	
     subsequent	
     hits	
     are	
    
  applied	
    directly	
    to	
    HPs	
    (1	
    hit	
    =	
    D6	
    HPs)	
    until	
    the	
    armor	
    is	
    repaired	
    (between	
    sessions).	
    
  	
    	
    
  All	
    armor’s	
    listed	
    (lamellar,	
    half-­‐chain,	
    full	
    mail)	
    include	
    an	
    appropriate	
    helmet	
    in	
    their	
    
  cost	
    and	
    encumbrance.	
    So	
    long	
    as	
    a	
    character	
    is	
    wearing	
    a	
    helm,	
    ALL	
    successful	
    melee	
    
  attacks	
    against	
    the	
    character	
    inflict	
    one	
    less	
    HP	
    of	
    damage.	
    
  	
    	
    
  Two	
    other	
    types	
    of	
    armor	
    may	
    be	
    encountered	
    that	
    are	
    not	
    normally	
    available	
    to	
    PCs.	
    
  Outlander	
     barbarians	
     often	
     wear	
     a	
     combination	
     of	
     cured	
     hides,	
     leather,	
     and	
     iron	
    
  rivets	
     that	
     count	
     as	
     light	
     armor	
     with	
     no	
     movement	
     penalties	
     and	
     no	
     damage	
    
  reduction.	
    Soldiers	
    of	
    the	
    Old	
    Empire	
    wore	
    segmented	
    armor	
    consisting	
    of	
    a	
    coat	
    of	
    
  overlapping,	
    riveted	
    metal	
    plates,	
    covering	
    the	
    body	
    from	
    neck	
    to	
    waist.	
    No	
    longer	
    
  manufactured,	
     it	
     can	
     sometimes	
     be	
     found	
     in	
     good	
     condition	
     and	
     counts	
     as	
     heavy	
    
  armor	
    with	
    a	
    movement	
    penalty	
    of	
    -­‐2”	
    while	
    conferring	
    damage	
    absorption	
    of	
    three	
    
  points;	
     however,	
     it	
     is	
     difficult	
     to	
     maintain	
     and	
     repair.	
     Both	
     barbarian	
     armor	
     and	
    
  antiquated	
    imperial	
    armor	
    include	
    helms.	
    
  	
    
  ORDER	
    OF	
    COMBAT	
    ROUND	
    
  	
    
  Each	
     combat	
     round	
     (10	
     seconds	
     in	
     length)	
     is	
     divided	
     into	
     five	
     phases.	
     Each	
     player	
    
  declares	
    what	
    action	
    their	
    character	
    is	
    taking	
    during	
    the	
    round,	
    which	
    determines	
    the	
    
  phase	
    in	
    which	
    the	
    character	
    acts.	
    The	
    DM	
    determines	
    the	
    actions	
    of	
    all	
    NCPs	
    (though	
    
  NCP	
    retainers	
    of	
    the	
    PCs	
    usually	
    follow	
    the	
    orders	
    of	
    their	
    employers).	
    The	
    five	
    phases	
    
  are	
    (in	
    order):	
    
  	
    
  1. 
  Melee	
    Combat	
    
  2. 
  Missile	
    Combat	
    
  3. 
  Movement	
    (&	
    Melee)	
    
  4. 
  Magic	
    Spells	
    
  5. 
  All	
    Other	
    Actions	
    
  	
    
  In	
    general,	
    no	
    player	
    may	
    take	
    more	
    than	
    one	
    action	
    in	
    a	
    combat	
    round	
    (though	
    high	
    
  level	
     heroes	
     may	
     make	
     multiple	
     melee	
     attacks	
     as	
     part	
     of	
     their	
     “one”	
     action).	
     All	
    
  actions	
    in	
    a	
    given	
    phase	
    are	
    resolved	
    before	
    moving	
    on	
    to	
    the	
    next	
    phase.	
    With	
    a	
    few	
    
  noted	
    exceptions,	
    all	
    actions	
    within	
    a	
    phase	
    are	
    considered	
    simultaneous.	
    
  
  	
    
  26	
    
  Melee	
    Combat	
    
  	
    
  Hand-­‐to-­‐hand	
     combat	
     (called	
     melee)	
     is	
     resolved	
     between	
     all	
     characters	
     actively	
    
  engaged.	
    Two	
    opponents	
    are	
    considered	
    engaged	
    if	
    they	
    are	
    within	
    10	
    feet	
    or	
    so	
    of	
    
  each	
    other	
    and	
    are	
    actively	
    threatening	
    each	
    other.	
    Aside	
    from	
    breaking	
    from	
    combat	
    
  (see	
     Movement	
     phase),	
     a	
     character	
     can	
     take	
     no	
     action	
     other	
     than	
     melee	
     combat	
    
  when	
    engaged.	
    
  	
    
  A	
    melee	
    attack	
    is	
    not	
    a	
    single	
    strike	
    or	
    swing	
    of	
    a	
    blade;	
    rather	
    the	
    die	
    roll	
    represents	
    
  multiple	
    attacks	
    and	
    feints,	
    beating	
    an	
    opponent’s	
    weapon,	
    and	
    mixing	
    in	
    the	
    odd	
    fist	
    
  or	
     kick.	
     Melees	
     are	
     fast,	
     furious,	
     chaotic	
     affairs,	
     and	
     generally	
     resolve	
     quickly;	
     the	
    
  attack	
    roll	
    tells	
    whether	
    or	
    not	
    the	
    combatant	
    is	
    successful	
    at	
    damaging	
    an	
    opponent.	
    
  	
    
  To	
    resolve	
    a	
    melee,	
    all	
    combatants	
    roll	
    2D6	
    and	
    add	
    their	
    melee	
    attack	
    bonus	
    (see	
    
  below).	
    A	
    character	
    may	
    “push”	
    the	
    attack	
    if	
    desired.	
    All	
    attack	
    rolls	
    are	
    resolved	
    in	
    
  descending	
    order	
    (so	
    the	
    highest	
    roll	
    is	
    resolved	
    first);	
    characters	
    incapacitated	
    before	
    
  their	
    roll	
    in	
    the	
    order	
    is	
    reached	
    do	
    not	
    get	
    to	
    resolve	
    their	
    attack.	
    If	
    two	
    combatants	
    
  have	
    the	
    same	
    die	
    result,	
    their	
    attacks	
    are	
    simultaneous.	
    
  	
    
  For	
    a	
    combatant’s	
    attack	
    to	
    succeed,	
    the	
    attack	
    roll	
    must	
    equal	
    or	
    exceed	
    six	
    (6)	
    plus	
    
  the	
    creature’s	
    Hit	
    Dice	
    (HD)	
    (remember:	
    PCs	
    and	
    NPC	
    adventurers	
    have	
    HD	
    equal	
    to	
    
  their	
    level,	
    with	
    a	
    maximum	
    of	
    nine).	
    This	
    target	
    number	
    is	
    modified	
    by	
    the	
    amount	
    of	
    
  armor	
    worn	
    by	
    an	
    opponent:	
    +1	
    if	
    the	
    target	
    wears	
    light	
    armor;	
    +2	
    if	
    the	
    target	
    wears	
    
  heavy	
    armor.	
    A	
    character	
    trained	
    in	
    the	
    use	
    of	
    a	
    shield	
    increases	
    the	
    target	
    number	
    a	
    
  further	
    +1	
    when	
    actively	
    wielding	
    one.	
    
  	
    
  For	
    example:	
    a	
    monster	
    attacking	
    a	
    1ST	
    level	
    hero	
    in	
    heavy	
    armor	
    needs	
    to	
    roll	
    a	
    nine	
    
  or	
    better	
    (6+1+2	
    for	
    armor)	
    to	
    make	
    a	
    successful	
    attack.	
    If	
    the	
    hero	
    is	
    12th	
    level	
    the	
    
  number	
    increases	
    to	
    17	
    (6+9+2).	
    A	
    PC	
    attacking	
    a	
    HD	
    4	
    monster	
    needs	
    to	
    roll	
    a	
    total	
    of	
    
  ten	
    or	
    better	
    (6+4	
    for	
    HD).	
    	
    
  	
    
  Characters	
    determine	
    their	
    melee	
    attack	
    bonus	
    by	
    adding	
    the	
    following:	
    
  	
    	
    
  Monsters	
    and	
    heroes	
    (and	
    their	
    subclasses):	
    add	
    +1	
    per	
    HD	
    
  Other	
    adventurer	
    classes:	
    add	
    +1	
    per	
    two	
    HD	
    (round	
    up)	
    
  STR	
    <7:	
    subtract	
    1	
    
  HD	
    “pips”:	
    add	
    or	
    subtract	
    as	
    noted	
    
  Heavily	
    encumbered:	
    as	
    per	
    Combat	
    Movement	
    table	
    (page	
    22)	
    
  Using	
    a	
    dagger/unarmed	
    attack:	
    subtract	
    1*	
    
  Using	
    a	
    sword	
    untrained:	
    subtract	
    2	
    
  *If	
    both	
    combatants	
    are	
    similarly	
    armed,	
    neither	
    uses	
    this	
    adjustment.	
    
  	
    
  If	
    a	
    combatant’s	
    attack	
    roll	
    succeeds,	
    it	
    inflicts	
    one	
    hit	
    of	
    damage,	
    unless	
    otherwise	
    
  specified.	
    If	
    the	
    roll	
    to	
    attack	
    an	
    NPC	
    or	
    monster	
    exceeds	
    the	
    target	
    number	
    by	
    four	
    
  
  	
    
  27	
    
  or	
    more,	
    the	
    creature	
    is	
    automatically	
    KILLED	
    unless	
    immune	
    to	
    the	
    attack;	
    this	
    rule	
    
  never	
    applies	
    to	
    player	
    characters.	
    The	
    following	
    special	
    rules	
    apply	
    to	
    melee	
    combat:	
    
  	
    
  Fighting	
    Style:	
    Heroes	
    with	
    a	
    brute	
    fighting	
    style	
    add	
    +1	
    to	
    their	
    melee	
    attack	
    bonus	
    if	
    
  their	
     STR	
     is	
     15	
     or	
     better;	
     heroes	
     with	
     an	
     agile	
     fighting	
     style	
     increase	
     their	
     target	
    
  number	
    for	
    opponents	
    by	
    +1	
    if	
    their	
    DEX	
    is	
    15	
    or	
    better,	
    but	
    only	
    when	
    unarmored	
    or	
    
  wearing	
     light	
     armor.	
     Northern	
     barbarians	
     also	
     benefit	
     from	
     using	
     a	
     brute	
     fighting	
    
  style.	
    
  	
    
  Large	
    Monsters:	
    Giants	
    and	
    other	
    huge	
    creatures	
    inflict	
    more	
    grievous	
    wounds	
    on	
    a	
    
  successful	
    attack.	
    A	
    monster	
    with	
    HD	
    4	
    or	
    more	
    inflicts	
    two	
    hits	
    on	
    a	
    successful	
    attack	
    
  roll,	
    a	
    creature	
    with	
    HD	
    8	
    or	
    more	
    inflicts	
    three	
    hits,	
    and	
    one	
    with	
    HD	
    12	
    or	
    more	
    
  inflicts	
    four	
    hits.	
    Large	
    monsters	
    also	
    ignore	
    shields	
    (see	
    below).	
    
  	
    
  Multiple	
     Opponents:	
     When	
     mobs	
     of	
     similar	
     (NPC)	
     creatures	
     “gang	
     up”	
     on	
     an	
    
  opponent	
    they	
    should	
    be	
    treated	
    as	
    a	
    single	
    opponent	
    (one	
    attack	
    roll	
    for	
    the	
    mob).	
    
  Use	
    the	
    usual	
    attack	
    bonus	
    for	
    the	
    creatures’	
    HD,	
    but	
    roll	
    one	
    additional	
    D6	
    for	
    each	
    
  creature	
    after	
    the	
    first,	
    with	
    no	
    adjustment	
    for	
    weapons	
    used.	
    Up	
    to	
    three	
    creatures	
    
  may	
    attack	
    a	
    single	
    opponent	
    of	
    similar	
    size	
    and	
    up	
    to	
    four	
    creatures	
    if	
    smaller	
    in	
    size	
    
  (though	
    this	
    may	
    be	
    restricted	
    based	
    on	
    terrain).	
    Only	
    two	
    larger	
    size	
    creatures	
    can	
    
  “mob”	
    an	
    opponent,	
    and	
    only	
    if	
    they’re	
    no	
    more	
    than	
    double	
    in	
    height	
    (for	
    man-­‐size	
    
  opponents	
    like	
    PCs,	
    this	
    excludes	
    most	
    monsters	
    larger	
    than	
    an	
    ogre).	
    
  	
    	
    
  Shields:	
    A	
    character	
    equipped	
    with	
    a	
    shield	
    and	
    trained	
    in	
    its	
    use	
    adds	
    +1	
    to	
    the	
    target	
    
  number	
    needed	
    by	
    an	
    opponent.	
    An	
    untrained	
    character	
    equipped	
    with	
    a	
    shield	
    can	
    
  use	
    a	
    shield	
    in	
    the	
    same	
    way,	
    but	
    may	
    not	
    take	
    any	
    other	
    attack	
    or	
    action	
    in	
    the	
    round	
    
  (they	
    are	
    too	
    busy	
    defending	
    themselves).	
    Large	
    monsters	
    (HD	
    4	
    or	
    greater)	
    are	
    too	
    
  strong	
    to	
    be	
    deterred	
    by	
    a	
    shield;	
    their	
    opponents	
    receive	
    no	
    benefit	
    from	
    using	
    one.	
    
  	
    	
    
  Swords:	
    A	
    character	
    must	
    be	
    trained	
    to	
    use	
    a	
    sword	
    effectively	
    in	
    melee	
    or	
    else	
    must	
    
  subtract	
    2	
    from	
    her	
    attack	
    bonus.	
    A	
    character	
    using	
    a	
    normal	
    sword	
    with	
    two	
    hands	
    
  adds	
    a	
    +1	
    bonus	
    to	
    her	
    attack	
    rolls,	
    though	
    doing	
    so	
    means	
    she	
    cannot	
    carry	
    a	
    shield	
    
  (or	
    anything	
    else)	
    with	
    her	
    off-­‐hand.	
    When	
    two	
    combatants	
    would	
    otherwise	
    have	
    a	
    
  simultaneous	
    melee	
    attack,	
    a	
    trained	
    character	
    wielding	
    a	
    sword	
    strikes	
    first.	
    
  	
    	
    
  Weapon	
    Variation:	
    Different	
    weapons	
    have	
    special	
    effects	
    in	
    melee.	
    Axes	
    add	
    a	
    +1	
    to	
    
  attack	
    rolls	
    when	
    used	
    against	
    creatures	
    wearing	
    light	
    armor.	
    Blunt	
    weapons	
    (unless	
    
  wooden)	
     add	
     +1	
     to	
     attack	
     rolls	
     when	
     used	
     against	
     creatures	
     wearing	
    heavy	
     armor.	
    
  Flails,	
    in	
    addition	
    to	
    being	
    blunt,	
    can	
    wrap	
    around	
    shields	
    making	
    them	
    useless	
    (the	
    
  shield	
    user	
    is	
    always	
    treated	
    as	
    “untrained”).	
    Characters	
    wielding	
    daggers	
    suffer	
    the	
    
  listed	
     penalty	
     unless	
     fighting	
     an	
     unarmed	
     or	
     dagger-­‐wielding	
     opponent.	
     Characters	
    
  with	
    a	
    STR	
    of	
    13+	
    inflict	
    two	
    hits	
    of	
    damage	
    instead	
    of	
    one	
    with	
    two-­‐handed	
    weapons	
    
  (does	
    not	
    apply	
    to	
    normal	
    swords	
    used	
    with	
    two	
    hands).	
    
  
  	
    
  28	
    
  Missile	
    Combat	
    
  	
    
  Making	
    a	
    ranged	
    attack	
    is	
    mostly	
    the	
    same	
    as	
    a	
    melee	
    attack:	
    combatants	
    roll	
    2D6	
    and	
    
  add	
    their	
    missile	
    attack	
    bonus.	
    The	
    number	
    needed	
    for	
    a	
    successful	
    missile	
    attack	
    is	
    
  still	
    determined	
    by	
    adding	
    the	
    defender’s	
    HD	
    to	
    six;	
    however,	
    the	
    number	
    is	
    further	
    
  adjusted	
    by	
    the	
    range:	
    +1	
    for	
    an	
    attack	
    at	
    medium	
    range;	
    +2	
    for	
    an	
    attack	
    at	
    long	
    
  range.	
    As	
    with	
    melee,	
    these	
    target	
    numbers	
    are	
    further	
    adjusted	
    upwards	
    by	
    1	
    if	
    an	
    
  opponent	
    is	
    wearing	
    light	
    armor,	
    and	
    upwards	
    by	
    2	
    if	
    wearing	
    heavy	
    armor.	
    Shields	
    
  add	
     an	
     additional	
     +1	
     to	
     the	
     target	
     number	
     if	
     the	
     defender	
     is	
     aware	
     of	
     the	
     missile	
    
  opponent.	
    	
    
  	
    
  Characters	
    determine	
    their	
    missile	
    attack	
    bonus	
    by	
    adding	
    the	
    following	
    adjustments:	
    
  	
    
  Heroes	
    (and	
    their	
    subclasses):	
    add	
    +1	
    per	
    HD	
    
  Monsters	
    and	
    other	
    adventurer	
    classes:	
    add	
    +1	
    per	
    two	
    HD	
    (round	
    up)	
    
  Archer	
    subclass:	
    add	
    +1	
    only	
    when	
    using	
    a	
    bow	
    or	
    crossbow	
    
  DEX	
    >14:	
    add	
    +1	
    
  DEX	
    <7:	
    subtract	
    1	
    
  HD	
    pips:	
    add	
    or	
    subtract	
    from	
    roll	
    
  Using	
    a	
    sling:	
    subtract	
    1	
    
  Using	
    a	
    bow	
    untrained:	
    subtract	
    2	
    
  	
    
  Remember	
    that	
    a	
    die	
    roll	
    is	
    never	
    adjusted	
    when	
    a	
    character	
    zeroes	
    out.	
    
  	
    
  A	
    successful	
    attack	
    roll	
    means	
    the	
    character’s	
    missile	
    inflicts	
    one	
    hit	
    on	
    an	
    opponent.	
    
  All	
    missile	
    fire	
    is	
    considered	
    to	
    be	
    simultaneous.	
    Missiles	
    may	
    not	
    be	
    fired	
    or	
    thrown	
    
  into	
    a	
    melee,	
    unless	
    the	
    DM	
    decides	
    the	
    circumstances	
    allow	
    such	
    an	
    action.	
    
  	
    	
    
  Ranged	
    Weapon	
    
  Short	
    Range	
    
  Medium	
    Range	
    
  Long	
    Range	
    
  Bow,	
    Composite	
    
  Up	
    to	
    7”	
    
  Up	
    to	
    14”	
    
  Up	
    to	
    21”	
    
  Bow,	
    Other*	
    
  Up	
    to	
    5”	
    
  Up	
    to	
    10”	
    
  Up	
    to	
    15”	
    
  Crossbow	
    
  Up	
    to	
    6”	
    
  Up	
    to	
    12”	
    
  Up	
    to	
    18”	
    
  Sling	
    
  Up	
    to	
    4”	
    
  Up	
    to	
    8”	
    
  Up	
    to	
    12”	
    
  Thrown	
    Axe	
    
  Up	
    to	
    1”	
    
  Up	
    to	
    2”	
    
  Up	
    to	
    3”	
    
  Thrown	
    Spear	
    
  Up	
    to	
    2”	
    
  Up	
    to	
    4”	
    
  Up	
    to	
    6”	
    
  Thrown	
    Other	
    
  N/A	
    
  Up	
    to	
    1”	
    
  Up	
    to	
    2”	
    
  *Bows	
    used	
    by	
    barbarians	
    and	
    other	
    primitive	
    folks.	
    
  	
    
  Range	
     is	
     given	
     in	
     inches.	
     One	
     inch	
     =	
     10	
     feet	
     when	
     indoors,	
     underground,	
     or	
     in	
    
  cramped	
     (urban)	
     conditions.	
     For	
     non-­‐thrown	
     missiles	
     (bows,	
     crossbows,	
     and	
     slings)	
    
  one	
    inch	
    =	
    10	
    yards,	
    but	
    only	
    in	
    the	
    outdoors.	
    
  	
    
  
  	
    
  29	
    
  Bows:	
     Characters	
     must	
     be	
     trained	
     to	
     use	
     the	
     bow	
     effectively	
     or	
     else	
     suffer	
     a	
     -­‐2	
    
  penalty	
    to	
    attack	
    rolls.	
    A	
    trained	
    character	
    of	
    4th	
    level	
    or	
    greater	
    may	
    fire	
    two	
    arrows	
    
  in	
    a	
    single	
    round	
    of	
    combat	
    instead	
    of	
    one.	
    
  	
    	
    
  Bulls-­‐Eye:	
    If	
    the	
    ranged	
    attack	
    roll	
    is	
    more	
    than	
    four	
    higher	
    than	
    the	
    number	
    needed	
    
  the	
    target	
    must	
    save	
    versus	
    death	
    or	
    die;	
    even	
    if	
    the	
    save	
    is	
    successful	
    the	
    creature	
    
  takes	
    2	
    hits	
    instead	
    of	
    1.	
    Alternatively,	
    a	
    character	
    can	
    choose	
    to	
    inflict	
    no	
    damage,	
    
  instead	
     achieving	
     some	
     sort	
     of	
     spectacular	
     shot	
     (knocking	
     a	
     weapon	
     out	
     of	
     an	
    
  opponent’s	
    hand,	
    severing	
    a	
    rope,	
    etc.).	
    
  	
    
  Crossbows:	
     A	
     character	
     using	
     a	
     crossbow	
     adds	
     +1	
     to	
     missile	
     attack	
     rolls	
     against	
    
  creatures	
    wearing	
    light	
    or	
    heavy	
    armor.	
    Crossbows	
    are	
    slow	
    to	
    reload	
    and	
    may	
    only	
    
  be	
    fired	
    every	
    other	
    round.	
    
  	
    
  Shields:	
    A	
    shield	
    provides	
    the	
    same	
    protection	
    from	
    missile	
    fire	
    as	
    in	
    melee,	
    and	
    in	
    the	
    
  same	
    fashion	
    (i.e.	
    untrained	
    shield	
    users	
    cannot	
    attack	
    while	
    using	
    their	
    shields	
    for	
    
  defense).	
    Missiles	
    from	
    large	
    monsters	
    (like	
    boulders	
    thrown	
    by	
    giants)	
    ignore	
    shields	
    
  completely.	
    
  	
    
  	
    
  
  	
    
  30	
    
  Movement	
    (&	
    Melee)	
    
  	
    
  A	
    character	
    that	
    is	
    not	
    engaged	
    in	
    melee	
    may	
    choose	
    to	
    move	
    up	
    to	
    her	
    full	
    combat	
    
  movement	
    as	
    described	
    in	
    the	
     COMBAT	
    TIME	
    &	
    MOVEMENT	
    section	
    above.	
    If	
    the	
    
  character	
    chooses	
    to	
    run	
    (including	
    charging	
    or	
    retreating;	
    see	
    below)	
    she	
    may	
    move	
    
  up	
     to	
     her	
     full	
     movement	
     allowance	
     in	
     a	
     single	
     round.	
     Movement	
     is	
     resolved	
     in	
    
  descending	
    order	
    of	
    speed	
    (based	
    on	
    a	
    character’s	
    movement	
    allowance).	
    If	
    multiple	
    
  individuals	
    have	
    the	
    same	
    movement	
    allowance,	
    their	
    movement	
    is	
    simultaneous.	
    
  	
    
  An	
    unengaged	
    character	
    can	
    move	
    to	
    attack	
    in	
    melee,	
    either	
    using	
    normal	
    movement	
    
  or	
    making	
    a	
    charge.	
    The	
    moving	
    character	
    makes	
    a	
    normal	
    melee	
    attack	
    roll	
    at	
    the	
    
  end	
    of	
    her	
    movement.	
    If	
    the	
    opponent	
    she	
    moved	
    to	
    engage	
    has	
    not	
    already	
    acted	
    in	
    
  an	
    earlier	
    phase	
    of	
    the	
    combat	
    round,	
    it	
    can	
    change	
    its	
    action	
    to	
    a	
    reactive	
    melee	
    
  attack	
    against	
    the	
    mover.	
    Melee	
    combat	
    during	
    the	
    movement	
    phase	
    is	
    resolved	
    like	
    
  normal	
    melee	
    combat	
    unless	
    the	
    attacking	
    character	
    charged.	
    
  	
    
  If	
    engaged	
    characters	
    wish	
    to	
    break	
    from	
    melee	
    (i.e.	
    get	
    out	
    of	
    melee	
    combat)	
    it	
    is	
    
  done	
    during	
    this	
    phase,	
    either	
    by	
    executing	
    a	
    fighting	
    withdrawal	
    or	
    retreating.	
    Only	
    
  heroes	
    (and	
    their	
    subclasses)	
    can	
    perform	
    a	
    fighting	
    withdrawal.	
    
  	
    
  Charging:	
     The	
     attacker	
     (i.e.	
     moving	
     combatant)	
     can	
     move	
     up	
     to	
     its	
     full	
     movement	
    
  allowance	
     directly	
     towards	
     an	
     opponent;	
     if	
     the	
     attacker	
     attempts	
     to	
     charge	
     past	
    
  another	
    opponent	
    to	
    reach	
    one	
    that	
    is	
    farther	
    away,	
    the	
    closer	
    opponent	
    may	
    choose	
    
  to	
     intercept	
     the	
     charge	
     (i.e.	
     force	
     the	
     charger	
     to	
     attack	
     the	
     interceptor	
     instead).	
     A	
    
  charging	
    attacker	
    receives	
    a	
    +1	
    bonus	
    to	
    its	
    attack	
    roll	
    during	
    the	
    round	
    in	
    which	
    it	
    
  charges	
    but	
    may	
    not	
    use	
    its	
    shield	
    in	
    defense.	
    This	
    bonus	
    is	
    negated	
    if	
    charging	
    an	
    
  opponent	
    in	
    a	
    defensive	
    position	
    (see	
    below).	
    
  	
    
  Defensive	
    Position:	
    If	
    an	
    opponent	
    targeted	
    by	
    a	
    moving	
    attacker	
    (whether	
    normal	
    
  movement	
    or	
    a	
    charge)	
    is	
    in	
    a	
    good	
    defensive	
    position	
    (an	
    elevated	
    ridge,	
    behind	
    an	
    
  obstacle,	
    protected	
    by	
    battlements,	
    etc.)	
    then	
    the	
    defender	
    receives	
    a	
    +1	
    bonus	
    to	
    its	
    
  reactive	
    melee	
    attack	
    roll.	
    	
    
  	
    
  Fighting	
     Withdrawal:	
     Only	
     heroes	
     (and	
     their	
     subclasses)	
     may	
     perform	
     a	
     fighting	
    
  withdrawal:	
    the	
    character	
    disengages	
    from	
    melee,	
    moving	
    up	
    to	
    her	
    normal	
    combat	
    
  movement,	
    directly	
    away	
    from	
    the	
    opponent.	
    
  	
    
  Pole	
    Arms	
    and	
    Spears:	
    A	
    combatant	
    wielding	
    a	
    spear	
    or	
    pole	
    arm	
    who	
    is	
    able	
    to	
    make	
    
  a	
    reactive	
    melee	
    attack	
    may	
    set	
    its	
    weapon	
    against	
    a	
    charging	
    opponent	
    in	
    hopes	
    the	
    
  charger	
     will	
     impale	
     itself.	
     The	
     defender	
     resolves	
     its	
     melee	
     attack	
     first	
     (before	
     the	
    
  charger);	
    if	
    the	
    attack	
    succeeds,	
    the	
    charger	
    takes	
    an	
    additional	
    hit	
    of	
    damage.	
    
  	
    
  Retreat:	
    A	
    creature	
    engaged	
    in	
    melee	
    may	
    break	
    and	
    run	
    from	
    combat	
    (up	
    to	
    its	
    full	
    
  movement	
     allowance)	
     directly	
     away	
     from	
     the	
     opponent;	
     however,	
     by	
     doing	
     so	
     it	
    
  
  	
    
  31	
    
  leaves	
    itself	
    open	
    to	
    attack.	
    The	
    runner’s	
    opponent	
    is	
    allowed	
    an	
    immediate	
    melee	
    
  attack	
    (even	
    if	
    the	
    opponent	
    already	
    acted	
    in	
    the	
    round)	
    and	
    adds	
    a	
    +1	
    bonus	
    to	
    the	
    
  die	
    roll;	
    the	
    retreating	
    creature	
    is	
    not	
    allowed	
    to	
    use	
    its	
    shield	
    in	
    defense.	
    
  	
    
  Magic	
    Spells	
    
  	
    
  All	
    magic	
    spells	
    occur	
    in	
    this	
    phase	
    of	
    a	
    round;	
    however,	
    high	
    magnitude	
    spells	
    take	
    
  multiple	
    rounds	
    to	
    cast	
    unless	
    “fast-­‐cast”	
    (see	
    the	
    MAGIC	
    section	
    in	
    Book	
    2).	
    All	
    spell	
    
  casting	
    is	
    simultaneous.	
    
  	
    
  Counter-­‐spells:	
     When	
     two	
     magicians	
     are	
     on	
     opposite	
     sides,	
     one	
     may	
     choose	
     to	
    
  counter-­‐spell	
     (that	
     is,	
     negate)	
     her	
     opponent’s	
     magic	
     rather	
     than	
     perform	
     her	
     own	
    
  spell.	
    The	
    magician	
    attempting	
    the	
    counter-­‐spell	
    makes	
    a	
    normal	
    spell-­‐casting	
    roll	
    (as	
    
  described	
    in	
    Book	
    2);	
    however,	
    the	
    target	
    number	
    is	
    determined	
    by	
    the	
    magnitude	
    of	
    
  the	
    opposing	
    magician’s	
    spell	
    (as	
    if	
    the	
    counter-­‐spelling	
    magician	
    was	
    attempting	
    to	
    
  cast	
    the	
    same	
    spell).	
    If	
    the	
    counter-­‐spell	
    is	
    successful,	
    the	
    opponent’s	
    spell	
    does	
    not	
    
  take	
    effect	
    and	
    any	
    time	
    spent	
    casting	
    it	
    is	
    wasted.	
    The	
    attempt	
    to	
    counter-­‐spell	
    is	
    
  made	
    before	
    the	
    opponent	
    magician	
    attempts	
    her	
    casting	
    roll.	
    
  	
    
  All	
    Other	
    Actions	
    
  	
    
  All	
    other	
    actions	
    that	
    could	
    occur	
    in	
    a	
    10	
    second	
    combat	
    round	
    (searching	
    a	
    backpack	
    
  for	
    a	
    potion,	
    administering	
    to	
    a	
    fallen	
    comrade,	
    prying	
    a	
    gemstone	
    from	
    a	
    statue,	
    etc.)	
    
  occur	
    at	
    this	
    time.	
    
  	
    
  OTHER	
    TYPES	
    OF	
    ATTACK	
    
  	
    
  Fire:	
    a	
    flask	
    of	
    oil	
    may	
    be	
    set	
    alight	
    or	
    hurled	
    at	
    an	
    opponent	
    with	
    a	
    normal	
    missile	
    
  attack	
    roll	
    (a	
    hurled	
    flask	
    cannot	
    achieve	
    a	
    “bulls-­‐eye”	
    result).	
    Success	
    indicates	
    the	
    
  target	
    takes	
    one	
    hit	
    of	
    damage,	
    and	
    an	
    additional	
    hit	
    every	
    round	
    thereafter	
    until	
    the	
    
  flames	
    are	
    extinguished.	
    A	
    flaming	
    torch	
    may	
    be	
    used	
    as	
    an	
    improvised	
    melee	
    weapon	
    
  (see	
    Brawling	
    below),	
    but	
    will	
    not	
    set	
    a	
    target	
    aflame	
    unless	
    extremely	
    flammable	
    (for	
    
  example,	
    already	
    covered	
    in	
    oil).	
    	
    
  	
    
  Holy	
     Implements:	
     a	
     holy	
     symbol	
     maybe	
     be	
     used	
     as	
     a	
     weapon	
     in	
     melee	
     against	
    
  undead	
    creatures	
    and	
    demons;	
    a	
    successful	
    attack	
    forces	
    a	
    mettle	
    check	
    to	
    see	
    if	
    the	
    
  creature	
    breaks	
    morale	
    (see	
    Mettle	
    &	
    Morale	
    in	
    this	
    book).	
    A	
    vial	
    of	
    holy	
    water	
    may	
    
  be	
    splashed	
    or	
    hurled	
    at	
    short	
    range	
    without	
    an	
    attack	
    roll	
    and	
    inflicts	
    one	
    hit	
    against	
    
  both	
    undead	
    and	
    demonic	
    entities.	
    
  	
    
  Mounted	
    Combat:	
    Heroes	
    receive	
    a	
    bonus	
    of	
    +1	
    to	
    melee	
    attack	
    rolls	
    while	
    mounted,	
    
  and	
    suffer	
    no	
    penalties	
    for	
    using	
    missile	
    weapons	
    when	
    mounted;	
    this	
    bonus	
    may	
    be	
    
  combined	
    with	
    the	
    bonus	
    for	
    a	
    charge	
    (see	
    above)	
    when	
    using	
    a	
    long	
    spear	
    (lance)	
    to	
    
  attack.	
     Other	
     mounted	
     characters	
     receive	
     no	
     such	
     bonuses,	
     instead	
     taking	
     a	
     -­‐1	
    
  
  	
    
  32	
    
  penalty	
     to	
     both	
     melee	
     and	
     missile	
     attacks.	
     Unless	
     using	
     a	
     warhorse,	
     any	
     character	
    
  must	
    make	
    a	
    successful	
    reaction	
    roll	
    to	
    urge	
    their	
    mount	
    into	
    combat	
    (checked	
    only	
    
  at	
     the	
     beginning	
     of	
     an	
     encounter).	
     A	
     character	
     may	
     not	
     use	
     two-­‐handed	
     melee	
    
  weapons	
    while	
    mounted,	
    but	
    a	
    successful	
    lance	
    charge	
    inflicts	
    two	
    hits.	
    
  	
    
  Poison:	
     Whenever	
     a	
     character	
     is	
     poisoned,	
     she	
     generally	
     receives	
     a	
     saving	
     throw	
    
  versus	
    poison.	
    The	
    effects	
    of	
    a	
    failed	
    saving	
    throw	
    usually	
    don’t	
    apply	
    immediately:	
    
  virulent	
    poisons	
    (monster	
    venom	
    or	
    poisons	
    injected	
    into	
    the	
    bloodstream)	
    take	
    effect	
    
  in	
    D6	
    rounds;	
    slow	
    poisons	
    (ingested	
    or	
    contact	
    poisons)	
    take	
    effect	
    in	
    2D6	
    minutes.	
    
  Once	
     a	
     poison	
     takes	
     effect,	
     the	
     victim	
     becomes	
     incapacitated,	
     unable	
     to	
     take	
     any	
    
  action,	
    and	
    dies	
    within	
    10	
    rounds	
    unless	
    a	
    cure	
    or	
    antidote	
    is	
    administered	
    first.	
    
  	
    
  Unarmed	
     Fighting	
     (Brawling):	
     Brawling	
     characters,	
     whether	
     using	
     their	
     fists	
     or	
    
  improvised	
    weapons,	
    are	
    less	
    effective	
    than	
    their	
    weapon-­‐wielding	
    counterparts.	
    All	
    
  attack	
     rolls	
     are	
     made	
     at	
     a	
     -­‐1	
     penalty	
     except	
     against	
     similarly	
     unarmed	
     opponents.	
    
  Unless	
     using	
     an	
     improvised	
     weapon	
     (like	
     a	
     vase	
     or	
     chair),	
     a	
     combatant’s	
     brawling	
    
  attacks	
    have	
    no	
    effect	
    on	
    creatures	
    more	
    than	
    one	
    HD	
    larger	
    than	
    herself;	
    for	
    this	
    
  purpose,	
    ALL	
    human	
    characters	
    (including	
    PCs)	
    are	
    considered	
    to	
    have	
    HD	
    1,	
    limiting	
    
  their	
    targets	
    to	
    HD	
    2	
    or	
    less	
    (or	
    HD	
    3	
    if	
    possessing	
    the	
    Brawler	
    advantage).	
    Characters	
    
  of	
    the	
    ascetic	
    subclass	
    are	
    an	
    exception	
    to	
    this,	
    their	
    fists	
    being	
    treated	
    the	
    same	
    as	
    
  actual	
     weapons.	
     Opponents	
     incapacitated	
     by	
     brawling	
     damage	
     are	
     knocked	
    
  unconscious	
    for	
    3D6	
    minutes,	
    recovering	
    half	
    the	
    damage	
    lost	
    upon	
    awakening	
    (an	
    
  ascetic	
    may	
    choose	
    to	
    do	
    this	
    type	
    of	
    non-­‐lethal	
    damage,	
    if	
    desired).	
    
  	
    
  Unarmed	
    combatants	
    can	
    attempt	
    to	
    grapple	
    an	
    opponent	
    that	
    does	
    not	
    exceed	
    their	
    
  own	
    size,	
    in	
    an	
    attempt	
    to	
    restrain	
    the	
    opponent	
    without	
    doing	
    damage.	
    A	
    successful	
    
  melee	
     attack	
     roll	
     grabs	
     the	
     enemy,	
     and	
     a	
     second	
     successful	
     attack	
     roll	
     pins	
     the	
    
  opponent	
     helplessly	
     (a	
     “kill”	
     result	
     with	
     the	
     initial	
     attack	
     roll	
     pins	
     the	
     opponent	
    
  immediately).	
    The	
    victim	
    of	
    a	
    grappling	
    attack	
    is	
    allowed	
    to	
    make	
    her	
    own	
    unarmed	
    
  melee	
     attack	
     roll	
     to	
     resist,	
     with	
     any	
     success	
     indicating	
     she’s	
     broken	
     free	
     from	
     her	
    
  opponent’s	
     clutches.	
     If	
     both	
     combatants	
     attempt	
     to	
     grapple	
     each	
     other	
     (perhaps	
    
  wrestling	
     over	
     an	
     item	
     or	
     weapon),	
     both	
     make	
     unarmed	
     melee	
     attack	
     rolls;	
     the	
    
  opponent	
    that	
    rolls	
    higher	
    is	
    in	
    control	
    of	
    the	
    engagement,	
    while	
    the	
    lower	
    roll	
    is	
    the	
    
  “defender”	
    who	
    must	
    attempt	
    to	
    break	
    free.	
    
  	
    
  DAMAGE	
    
  	
    
  When	
     a	
     monster	
     or	
     NPC	
     has	
     sustained	
     a	
     number	
     of	
     hits	
     equal	
     to	
     its	
     hit	
     dice,	
     it	
     is	
    
  incapacitated	
    and	
    either	
    dead	
    or	
    mortally	
    wounded	
    (in	
    some	
    circumstances	
    DMs	
    may	
    
  allow	
    PCs	
    to	
    knock-­‐out	
    a	
    creature	
    rather	
    than	
    fatally	
    wound	
    it).	
    	
    
  	
    
  As	
    explained	
    earlier,	
    PCs	
    and	
    NPC	
    adventurers	
    have	
    a	
    number	
    of	
    Hero	
    Points	
    (HPs)	
    
  that	
     measure	
     the	
     damage	
     they	
     can	
     sustain	
     before	
     being	
     taken	
     out	
     of	
     action.	
     HPs	
    
  
  	
    
  33	
    
  represent	
    conditioning,	
    fatigue,	
    luck,	
    and	
    skill,	
    all	
    of	
    which	
    must	
    be	
    “whittled	
    down”	
    
  before	
    an	
    opponent	
    can	
    strike	
    a	
    telling	
    blow.	
    	
    
  	
    
  When	
    a	
    character’s	
    HPs	
    are	
    reduced	
    to	
    zero	
    or	
    less,	
    she	
    falls	
    to	
    the	
    ground,	
    unable	
    to	
    
  take	
    any	
    further	
    part	
    in	
    a	
    combat.	
    If	
    the	
    number	
    of	
    negative	
    HPs	
    is	
    no	
    greater	
    than	
    the	
    
  character’s	
    level,	
    a	
    PC	
    may	
    take	
    some	
    minor	
    action:	
    crawling	
    at	
    a	
    snail’s	
    pace,	
    sitting	
    
  up	
    against	
    a	
    wall,	
    rummaging	
    in	
    a	
    pouch	
    for	
    an	
    item,	
    etc.	
    No	
    character	
    with	
    less	
    than	
    
  one	
    HP	
    has	
    the	
    strength	
    to	
    attack,	
    cast	
    spells,	
    or	
    move	
    normally.	
    	
    
  	
    
  At	
    the	
    end	
    of	
    the	
    turn	
    in	
    which	
    combat	
    occurred	
    any	
    character	
    still	
    at	
    zero	
    (or	
    fewer)	
    
  HPs	
    must	
    make	
    a	
    save	
    versus	
    death.	
    Failure	
    indicates	
    the	
    character	
    has	
    expired,	
    and	
    
  may	
     only	
     be	
     brought	
     back	
     to	
     life	
     with	
     the	
     most	
     powerful	
     of	
     magic	
     or	
     divine	
    
  intervention.	
    If	
    the	
    save	
    is	
    successful,	
    the	
    character	
    is	
    alive	
    but	
    permanently	
    loses	
    1	
    
  point	
    of	
    CON	
    and	
    suffers	
    a	
    major	
    wound:	
    
  	
    
  Roll	
    D66	
     Major	
    Wound	
    
  00-­‐20	
    
  Nasty,	
    permanent	
    scar:	
    reduce	
    CHA	
    by	
    1	
    point	
    
  22-­‐23	
    
  Loss	
    of	
    eye:	
    -­‐2	
    penalty	
    to	
    all	
    missile	
    attacks;	
    two	
    such	
    losses	
    
  result	
    in	
    total	
    blindness	
    (consider	
    retirement)	
    
  24-­‐25	
    
  Loss	
    of	
    ear/hearing:	
    surprised	
    on	
    a	
    0-­‐3	
    (instead	
    of	
    0-­‐2);	
    
  automatically	
    fails	
    listening	
    rolls	
    
  26-­‐30	
    
  Broken	
    jaw:	
    unable	
    to	
    talk	
    for	
    D3	
    weeks	
    (-­‐1	
    penalty	
    to	
    all	
    
  reaction	
    rolls);	
    magicians	
    unable	
    to	
    cast	
    spells	
    
  32-­‐33	
    
  Concussion:	
    save	
    versus	
    death	
    to	
    wake	
    from	
    coma	
    (check	
    daily);	
    
  reduce	
    INT	
    by	
    one	
    point	
    
  34-­‐42	
    
  Broken	
    ribs/torn	
    muscle:	
    -­‐1	
    penalty	
    to	
    attack	
    rolls	
    and	
    spell-­‐
  casting	
    checks	
    for	
    D3	
    weeks	
    
  43-­‐44	
    
  Broken/sprained	
    back:	
    reduce	
    STR	
    and	
    DEX	
    by	
    two	
    points	
    each	
    
  and	
    movement	
    by	
    -­‐2”;	
    save	
    vs.	
    monster	
    for	
    effect	
    to	
    be	
    
  temporary	
    (heals	
    in	
    D6	
    weeks)	
    
  45-­‐52	
    
  Internal	
    organ	
    damage:	
    injury	
    much	
    worse	
    than	
    it	
    appears;	
    roll	
    
  save	
    vs.	
    death	
    (again)	
    or	
    die	
    in	
    about	
    an	
    hour;	
    if	
    successful,	
    
  reduce	
    CON	
    by	
    an	
    additional	
    D3	
    points	
    permanently	
    
  53-­‐60	
    
  Major	
    wound	
    to	
    arm/hand:	
    one	
    arm	
    is	
    useless;	
    roll	
    save	
    vs.	
    
  traps	
    for	
    effect	
    to	
    be	
    temporary	
    (D6	
    weeks)	
    
  62-­‐66	
    
  Major	
    wound	
    to	
    leg/foot:	
    one	
    leg	
    is	
    maimed/useless	
    and	
    
  character’s	
    movement	
    is	
    halved;	
    save	
    vs.	
    traps	
    for	
    effect	
    to	
    be	
    
  temporary	
    (D6	
    weeks)	
    
  	
    
  The	
    save	
    versus	
    death	
    and	
    major	
    wounds	
    rules	
    only	
    apply	
    to	
    characters	
    reduced	
    to	
    0	
    
  HPs	
     or	
     less	
     by	
     combat	
     damage.	
     Poison,	
     assassination,	
     spells,	
     and	
     environmental	
    
  hazards	
    simply	
    kill	
    a	
    character	
    with	
    no	
    saving	
    throw	
    allowed,	
    as	
    will	
    many	
    traps	
    (DMs	
    
  
  	
    
  34	
    
  may	
     allow	
     a	
     save	
     against	
     falling	
     damage	
     if	
     the	
     distance	
     fallen	
     is	
     less	
     than	
     50’).	
     A	
    
  character	
    reduced	
    to	
    a	
    CON	
    of	
    0	
    (or	
    less)	
    is	
    dead	
    and	
    cannot	
    be	
    brought	
    back	
    to	
    life.	
    
  	
    
  HEALING	
    
  	
    
  Player	
     characters	
     roll	
     their	
     HPs	
     anew	
     at	
     the	
     beginning	
     of	
     each	
     game	
     session:	
     this	
    
  represents	
    the	
    character’s	
    over-­‐all	
    health,	
    luck,	
    state	
    of	
    Grace,	
    or	
    heroic	
    resolve	
    for	
    
  the	
    session.	
    Damage	
    sustained	
    in	
    the	
    prior	
    session	
    does	
    not	
    “carry	
    over”	
    (though	
    the	
    
  effects	
    of	
    major	
    wounds	
    can,	
    depending	
    on	
    the	
    amount	
    of	
    game	
    time	
    that	
    elapses	
    
  between	
    sessions).	
    
  	
    
  During	
     an	
     adventure/game	
     session,	
     several	
     avenues	
     of	
     healing	
     are	
     available	
     to	
    
  increase	
     a	
     character’s	
     HPs.	
     Any	
     character	
     can	
     benefit	
     from	
     the	
     ministrations	
     of	
     a	
    
  character	
    with	
    the	
    healing	
    lore	
    advantage	
    while	
    some	
    saintly	
    miracles	
    and	
    witchcraft	
    
  can	
    also	
    be	
    of	
    aid	
    in	
    magically	
    restoring	
    a	
    character’s	
    HPs.	
    Consuming	
    an	
    entire	
    vial	
    of	
    
  holy	
    water	
    can	
    add	
    D6	
    HPs	
    to	
    a	
    PC	
    at	
    the	
    DM’s	
    discretion	
    (though	
    no	
    more	
    than	
    once	
    
  per	
    game	
    session).	
    No	
    character’s	
    HPs	
    can	
    be	
    increased	
    above	
    the	
    maximum	
    possible	
    
  for	
    a	
    character	
    of	
    her	
    particular	
    class,	
    level,	
    and	
    CON	
    score.	
    
  	
    
  SAVING	
    THROWS	
    
  	
    
  Some	
     attacks	
     inflict	
     unusual	
     types	
     of	
     injury	
     on	
     characters,	
     and	
     the	
     saving	
     throw	
    
  (rolled	
    with	
    a	
    2D6)	
    is	
    the	
    character’s	
    chance	
    to	
    resist	
    or	
    mitigate	
    the	
    effect.	
    The	
    saving	
    
  throw	
    represents	
    a	
    combination	
    of	
    a	
    character’s	
    luck,	
    awareness,	
    reflexes,	
    and	
    base	
    
  fortitude.	
     A	
     character’s	
     chance	
     to	
     succeed	
     at	
     a	
     saving	
     throw	
     (or	
     simply	
     called	
     a	
    
  “save”)	
    increases	
    as	
    the	
    character	
    increases	
    in	
    experience	
    and	
    level;	
    regardless,	
    a	
    zero	
    
  out	
     always	
     results	
     in	
     failure.	
     There	
     are	
     five	
     types	
     of	
     saving	
     throw;	
     players	
     should	
    
  always	
    roll	
    against	
    the	
    one	
    that	
    seems	
    most	
    appropriate,	
    unless	
    specifically	
    instructed	
    
  otherwise	
    by	
    the	
    description	
    of	
    an	
    effect.	
    
  	
    
  Poison	
    or	
    Death:	
    This	
    is	
    the	
    save	
    used	
    for	
    all	
    types	
    of	
    venom,	
    as	
    well	
    as	
    to	
    check	
    if	
    a	
    
  character	
    is	
    killed	
    in	
    combat	
    or	
    simply	
    suffers	
    a	
    major	
    wound	
    (see	
    DAMAGE	
    above).	
    
  Traps:	
    A	
    combination	
    of	
    wit,	
    luck,	
    and	
    reflexes	
    to	
    avoid	
    injury	
    from	
    a	
    trap.	
    Characters	
    
  apply	
    their	
    WIS	
    adjustment	
    to	
    this	
    saving	
    throw.	
    
  Monster:	
    Certain	
    monsters	
    have	
    special	
    attacks	
    that	
    require	
    a	
    save,	
    excluding	
    poison,	
    
  dragon	
    fire,	
    and	
    magical	
    spells	
    and	
    effects.	
    
  Dragon	
    Fire:	
    One	
    of	
    the	
    most	
    dangerous	
    attacks	
    in	
    the	
    game.	
    Characters	
    wielding	
    a	
    
  shield	
    can	
    add	
    a	
    +1	
    to	
    this	
    save.	
    
  Magic:	
    Magic	
    spells,	
    including	
    those	
    of	
    a	
    magical	
    artifact,	
    and	
    some	
    divine	
    miracles.	
    
  Characters	
    apply	
    their	
    WIS	
    adjustment	
    to	
    this	
    saving	
    throw.	
    
  	
    
  Characters	
    that	
    donate	
    at	
    least	
    10%	
    of	
    treasure	
    acquired	
    to	
    worthy	
    charitable	
    causes	
    
  can	
     expect	
     to	
     receive	
     a	
     bonus	
     of	
     +1	
     to	
     all	
     saving	
     throws	
     during	
     their	
     next	
     game	
    
  session	
    as	
    a	
    blessing	
    and	
    reward.	
    	
    
  
  	
    
  35	
    
  HERO	
    
  Level	
    
  Poison	
    &	
    
  Death	
    
  Traps	
    
  Monster	
    
  Dragon	
    
  Fire	
    
  Magic	
    
  NH*	
    
  9	
    
  9	
    
  10	
    
  11	
    
  10	
    
  1	
    to	
    3	
    
  7	
    
  7	
    
  8	
    
  9	
    
  9	
    
  4	
    to	
    6	
    
  6	
    
  6	
    
  7	
    
  8	
    
  8	
    
  7	
    to	
    9	
    
  5	
    
  5	
    
  6	
    
  7	
    
  7	
    
  10	
    to	
    12	
    
  4	
    
  4	
    
  5	
    
  6	
    
  6	
    
  13	
    to	
    15	
    
  3	
    
  3	
    
  4	
    
  5	
    
  5	
    
  *Normal	
    Human,	
    see	
    Book	
    2	
    
  	
    
  MAGICIAN	
    
  Level	
    
  Poison	
    &	
    
  Death	
    
  Traps	
    
  Monster	
    
  Dragon	
    
  Fire	
    
  Magic	
    
  1	
    to	
    3	
    
  8	
    
  8	
    
  7	
    
  10	
    
  7	
    
  4	
    to	
    6	
    
  7	
    
  7	
    
  6	
    
  9	
    
  6	
    
  7	
    to	
    9	
    
  6	
    
  6	
    
  5	
    
  8	
    
  5	
    
  10	
    to	
    12	
    
  5	
    
  5	
    
  4	
    
  7	
    
  4	
    
  13	
    to	
    15	
    
  4	
    
  4	
    
  3	
    
  6	
    
  3	
    
  	
    
  SAINT	
    
  Level	
    
  Poison	
    &	
    
  Death	
    
  Traps	
    
  Monster	
    
  Dragon	
    
  Fire	
    
  Magic	
    
  1	
    to	
    3	
    
  6	
    
  7	
    
  9	
    
  10	
    
  8	
    
  4	
    to	
    6	
    
  5	
    
  6	
    
  8	
    
  9	
    
  7	
    
  7	
    to	
    9	
    
  4	
    
  5	
    
  7	
    
  8	
    
  6	
    
  10	
    to	
    12	
    
  3	
    
  4	
    
  6	
    
  7	
    
  5	
    
  13	
    to	
    15	
    
  2	
    
  3	
    
  5	
    
  6	
    
  4	
    
  	
    
  THIEF	
    
  Level	
    
  Poison	
    &	
    
  Death	
    
  Traps	
    
  Monster	
    
  Dragon	
    
  Fire	
    
  Magic	
    
  1	
    to	
    3	
    
  8	
    
  7	
    
  7	
    
  9	
    
  9	
    
  4	
    to	
    6	
    
  7	
    
  6	
    
  6	
    
  8	
    
  8	
    
  7	
    to	
    9	
    
  6	
    
  5	
    
  5	
    
  7	
    
  7	
    
  10	
    to	
    12	
    
  5	
    
  4	
    
  4	
    
  6	
    
  6	
    
  13	
    to	
    15	
    
  4	
    
  3	
    
  3	
    
  5	
    
  5	
    
  	
    
  	
    
  	
    
  
  	
    
  36	
    
  EXAMPLE	
    OF	
    AN	
    ENCOUNTER	
    
  	
    
  Three	
     adventurers	
     –	
     Baqir	
     Cut-­‐Throat	
     (3rd	
     level	
     assassin),	
     Hakim	
     the	
     Bold	
     (2nd	
     level	
    
  magician),	
    and	
    the	
    hero	
    Tariq	
    (2nd	
    level)	
    –	
    have	
    been	
    informed	
    by	
    the	
    local	
    villagers	
    that	
    a	
    
  pair	
    of	
    trolls	
    living	
    under	
    a	
    nearby	
    bridge	
    have	
    been	
    extorting	
    travelers	
    for	
    years.	
    In	
    the	
    
  past	
    this	
    wasn’t	
    a	
    terrible	
    burden,	
    but	
    a	
    recent	
    decline	
    in	
    wanderers	
    has	
    led	
    to	
    frequent	
    
  night	
    raids	
    and	
    the	
    villagers	
    are	
    willing	
    to	
    pay	
    the	
    PCs	
    to	
    rid	
    them	
    of	
    the	
    monstrous	
    rogues.	
    
  Knowing	
    trolls	
    are	
    nocturnal,	
    the	
    PCs	
    decide	
    to	
    scout	
    the	
    area	
    in	
    broad	
    daylight.	
    The	
    bridge	
    
  is	
     ancient	
     but	
     appears	
     stable,	
     large	
     enough	
     for	
     a	
     small	
     horse	
     cart.	
     The	
     party	
     scrambles	
    
  down	
    the	
    rocky	
    slope,	
    and…	
    
  	
    
  Dragon	
    Master	
    (describing	
    the	
    scene):	
    You	
    find	
    yourself	
    on	
    the	
    bank	
    of	
    a	
    shabby	
    excuse	
    
  for	
    a	
    stream…more	
    of	
    a	
    dirty	
    pond	
    that	
    dribbles	
    off	
    into	
    the	
    barren	
    rock	
    in	
    either	
    direction,	
    
  though	
    the	
    gorge	
    probably	
    fills	
    up	
    during	
    the	
    rainy	
    season.	
    Picked	
    bones	
    litter	
    the	
    ground.	
    
  Directly	
    under	
    the	
    bridge,	
    about	
    halfway	
    up	
    the	
    slope,	
    you	
    can	
    see	
    the	
    mouth	
    of	
    a	
    large	
    
  cave,	
    partially	
    hidden	
    by	
    scrub	
    brush.	
    What	
    are	
    you	
    all	
    doing?	
    
  	
    
  Hakim	
    (played	
    by	
    Jonathan):	
    I’ll	
    light	
    a	
    torch	
    and	
    head	
    into	
    the	
    cave.	
    We	
    know	
    these	
    guys	
    
  can	
    talk,	
    having	
    shaken	
    down	
    the	
    locals	
    for	
    years;	
    maybe	
    we	
    can	
    negotiate.	
    
  	
    	
    
  Baqir	
    (played	
    by	
    Steve):	
    Meanwhile,	
    I’ll	
    be	
    sneaking	
    along	
    behind,	
    just	
    out	
    of	
    the	
    firelight,	
    
  so	
    that	
    I	
    can	
    make	
    an	
    assassination	
    attempt	
    if	
    things	
    go	
    south.	
    
  	
    
  Tariq	
    (played	
    by	
    Alex):	
    I’ll	
    wait	
    by	
    the	
    entrance,	
    sword	
    drawn,	
    ready	
    to	
    charge	
    in	
    if	
    I	
    hear	
    
  trouble.	
    I	
    don’t	
    want	
    to	
    sour	
    things	
    by	
    showing	
    up	
    armed	
    and	
    armored.	
    
  	
    	
    
  DM:	
    Okay…the	
    cave	
    tunnel	
    is	
    rough	
    but	
    fairly	
    spacious…wide	
    enough	
    for	
    three	
    of	
    you	
    to	
    
  walk	
    abreast	
    and	
    plenty	
    of	
    headspace	
    (though	
    you	
    can	
    reach	
    up	
    and	
    touch	
    the	
    roof	
    if	
    you	
    
  stretch).	
     After	
     about	
     twenty	
     paces	
     the	
     tunnel	
     turns	
     to	
     the	
     right	
     and	
     opens	
     into	
     a	
     large	
    
  cavern.	
    Hakim,	
    roll	
    a	
    D6,	
    please.	
    [Hakim	
    rolls	
    a	
    5	
    and	
    the	
    DM	
    rolls	
    a	
    3,	
    indicating	
    neither	
    
  side	
    is	
    surprised]	
    	
    While	
    shining	
    your	
    torch	
    around	
    the	
    space,	
    something	
    like	
    a	
    mound	
    of	
    
  earth	
    and	
    rags	
    shifts	
    and	
    stands	
    blinking	
    in	
    the	
    light.	
    Looking	
    down	
    at	
    you	
    from	
    its	
    7’	
    height	
    
  the	
    hairy	
    figure	
    rumbles,	
    ‘Who	
    are	
    you	
    and	
    what	
    do	
    you	
    want?’	
    
  	
    
  Hakim:	
    I	
    straighten	
    to	
    my	
    full	
    height	
    and	
    state,	
    ‘I	
    am	
    Hakim	
    the	
    Brave,	
    worker	
    of	
    wonders!	
    
  The	
    local	
    villagers	
    have	
    asked	
    that	
    you	
    cease	
    your	
    raiding…they	
    are	
    willing	
    to	
    trade	
    with	
    
  you,	
    but	
    your	
    stealing	
    threatens	
    them	
    with	
    starvation!’	
    
  	
    
  DM	
    [rolls	
    a	
    reaction	
    check	
    and	
    gets	
    a	
    10]:	
    ‘Ha!	
    Ha!’	
    the	
    troll	
    laughs	
    in	
    a	
    voice	
    like	
    rolling	
    
  boulders.	
    ‘I	
    like	
    you	
    mage…you	
    have	
    courage	
    and	
    you	
    make	
    me	
    laugh.	
    Because	
    of	
    this,	
    I	
    
  will	
    let	
    you	
    live.	
    Give	
    me	
    that	
    bulging	
    purse	
    at	
    your	
    side	
    and	
    never	
    show	
    your	
    face	
    here	
    
  again,	
    and	
    I	
    will	
    forgive	
    your	
    intrusion.’	
    He	
    grins	
    at	
    you…what	
    do	
    you	
    do?	
    
  	
    
  Hakim:	
    Can	
    I	
    charm	
    him	
    with	
    a	
    spell?	
    
  	
    
  DM:	
     He’s	
     close	
     enough	
     to	
     try,	
     but	
     he’ll	
     know	
     you’re	
     casting	
     a	
     spell.	
     Remember	
     magic	
    
  happens	
    at	
    the	
    end	
    of	
    a	
    round;	
    he	
    might	
    attack	
    and	
    any	
    damage	
    would	
    spoil	
    the	
    spell.	
    
  
  	
    
  37	
    
  Hakim:	
    Hmm…okay,	
    then	
    I	
    set	
    my	
    purse	
    down	
    and	
    start	
    backing	
    away	
    from	
    troll.	
    
  	
    	
    
  Baqir:	
    While	
    the	
    troll	
    is	
    distracted	
    I	
    want	
    to	
    sneak	
    up	
    and	
    murder	
    it!	
    
  	
    
  DM:	
    Roll	
    your	
    move	
    stealthy	
    skill	
    [Steve	
    rolls	
    2D6	
    and	
    succeeds].	
    You	
    surprise	
    the	
    troll;	
    roll	
    
  your	
    attack	
    [Steve	
    rolls	
    a	
    9,	
    adds	
    +2	
    for	
    his	
    hit	
    dice	
    and	
    +2	
    for	
    bushwhacking,	
    but	
    subtracts	
    
  1	
    because	
    he’s	
    using	
    a	
    dagger].	
    Your	
    total	
    of	
    12	
    is	
    enough	
    to	
    wound	
    the	
    thing,	
    but	
    not	
    
  enough	
     to	
     kill	
     the	
     troll	
     outright;	
     however,	
     because	
     you’re	
     an	
     assassin,	
     it	
     needs	
     to	
     save	
    
  versus	
    death	
    [rolls]	
    and	
    fails.	
    Despite	
    its	
    size,	
    the	
    thing	
    dies	
    from	
    having	
    its	
    throat	
    sliced	
    
  like	
    anyone	
    else.	
    
  	
    
  Players:	
    [general	
    cheering]	
    All	
    right!	
    Yeah!	
    
  	
    
  DM:	
    You	
    hear	
    a	
    roar	
    from	
    behind	
    you	
    in	
    the	
    cave,	
    as	
    the	
    troll’s	
    sibling	
    comes	
    charging	
    out	
    
  of	
    the	
    darkness.	
    This	
    is	
    a	
    new	
    combat	
    round,	
    but	
    unless	
    someone	
    wants	
    to	
    cast	
    a	
    spell	
    or	
    
  use	
     a	
     missile	
     weapon,	
     everything	
     occurs	
     simultaneously	
     in	
     the	
     movement	
     phase.	
     [Tariq	
    
  plunges	
    into	
    the	
    cave	
    tunnel	
    to	
    help,	
    heading	
    towards	
    the	
    light;	
    Hakim	
    starts	
    chanting	
    his	
    
  gale	
    spell;	
    while	
    Baqir	
    reactively	
    attacks	
    against	
    the	
    troll’s	
    charge].	
    I	
    roll	
    a	
    4+3+1+1	
    (for	
    
  charging);	
    a	
    total	
    9	
    for	
    the	
    troll’s	
    attack.	
    Steve	
    rolls	
    a	
    10+2-­‐1	
    to	
    get	
    an	
    11	
    for	
    Baqir.	
    Baqir	
    
  strikes	
    first	
    and	
    does	
    one	
    hit	
    of	
    damage;	
    however,	
    the	
    troll	
    can	
    take	
    three	
    hits.	
    Meanwhile	
    
  the	
    troll’s	
    attack	
    does	
    one	
    hit,	
    which	
    translates	
    to	
    [rolls	
    D6]	
    six	
    HPs	
    of	
    damage.	
    
  	
    
  Baqir:	
    I	
    only	
    had	
    six!	
    
  	
    
  DM:	
    Well,	
    you’re	
    out	
    of	
    the	
    fight	
    but	
    you	
    can	
    still	
    crawl	
    away.	
    Tariq	
    shows	
    up,	
    sword	
    in	
    
  hand,	
    but	
    cannot	
    attack	
    this	
    round.	
    Hakim,	
    your	
    spell	
    is	
    of	
    the	
    2nd	
    magnitude	
    and	
    won’t	
    be	
    
  cast	
    till	
    next	
    turn	
    since	
    you	
    didn’t	
    want	
    to	
    fast-­‐cast	
    it.	
    That	
    ends	
    this	
    round.	
    
  	
    
  Tariq:	
    Next	
    round,	
    I	
    charge	
    the	
    troll;	
    I’m	
    using	
    my	
    sword	
    with	
    two	
    hands	
    and	
    so	
    get	
    a	
    +1	
    
  bonus	
    to	
    my	
    roll.	
    
  	
    
  DM:	
    Okay,	
    the	
    troll	
    reacts	
    to	
    your	
    charge;	
    go	
    ahead	
    and	
    roll	
    [Alex	
    rolls	
    a	
    9+2+1+1	
    for	
    a	
    13	
    
  total;	
     the	
     DM	
     rolls	
     a	
     10+3+1	
     for	
     a	
     14].	
     The	
     troll	
     manages	
     to	
     hit	
     you	
     (he	
     needed	
     a	
     10	
    
  because	
    you	
    have	
    light	
    armor	
    and	
    an	
    agile	
    fighting	
    style)	
    but	
    his	
    hit	
    is	
    absorbed	
    by	
    your	
    
  scale	
    armor.	
    You,	
    in	
    turn,	
    plunge	
    your	
    blade	
    deep	
    into	
    the	
    troll’s	
    chest.	
    Since	
    your	
    roll	
    was	
    
  four	
    more	
    than	
    the	
    total	
    needed	
    (you	
    needed	
    a	
    nine)	
    you	
    kill	
    it	
    regardless	
    of	
    the	
    number	
    of	
    
  hits	
    it	
    had	
    remaining.	
    Hakim,	
    you	
    want	
    to	
    stop	
    your	
    spell?	
    Baqir,	
    roll	
    a	
    save	
    versus	
    death.	
    
  	
    
  Hakim:	
    Absolutely!	
    I’ll	
    go	
    check	
    on	
    Baqir.	
    
  	
    
  Baqir	
     [rolling]:	
     Ugh!	
     Missed	
     it!	
     Can	
     I	
     get	
     a	
     reroll	
     for	
     my	
     motivation?	
     My	
     motivation	
     is	
    
  fortune	
    and	
    I	
    know	
    the	
    trolls	
    must	
    have	
    a	
    huge	
    treasure	
    trove	
    from	
    all	
    the	
    folks	
    they’ve	
    
  robbed…I	
    need	
    to	
    live	
    to	
    see	
    it!	
    
  	
    
  DM:	
     Sounds	
     good	
     to	
     me.	
     [Baqir’s	
     reroll	
     is	
     successful]	
     Okay,	
     you’re	
     alive	
     but	
     suffered	
     a	
    
  major	
    wound;	
    a	
    roll	
    of	
    53	
    indicates	
    you	
    have	
    a	
    broken	
    arm	
    in	
    addition	
    to	
    losing	
    a	
    point	
    of	
    
  CON.	
     But	
     you’re	
     alive.	
     Your	
     characters	
     can	
     now	
     start	
     searching	
     the	
     cave	
     for	
     goodies…
  
  	
    
  38	
    
  	
    
  	
    
  	
    
  CHARACTER	
    DEVELOPMENT	
    
  	
    
  At	
    the	
    end	
    of	
    every	
    adventure	
    (i.e.	
    every	
    game	
    session),	
    the	
    DM	
    awards	
    experience	
    
  points	
    (XP)	
    to	
    the	
    party.	
    First	
    the	
    total	
    amount	
    of	
    XP	
    to	
    be	
    awarded	
    is	
    determined	
    
  (based	
    on	
    treasure	
    recovered	
    and	
    opponents	
    defeated)	
    and	
    then	
    it	
    is	
    divided	
    evenly	
    
  amongst	
    all	
    surviving	
    party	
    members.	
    This	
    share	
    is	
    then	
    modified	
    by	
    any	
    adjustment	
    
  
  	
    
  39	
    
  for	
    prime	
    requisite	
    (remember,	
    subclasses	
    never	
    receive	
    prime	
    requite	
    bonuses,	
    only	
    
  penalties);	
     surviving	
     NPCs	
     divide	
     this	
     share	
     total	
     in	
     half.	
     Finally,	
     each	
     character’s	
    
  adjusted	
    share	
    is	
    added	
    to	
    her	
    total	
    XP	
    earned	
    in	
    previous	
    adventures	
    to	
    determine	
    if	
    
  the	
    character	
    has	
    advanced	
    in	
    level:	
    
  	
    
  	
    
  XP	
    Needed	
    to	
    Advance	
    
  LEVEL	
    
  Hero	
    
  Magician	
    
  Saint/Thief	
    
  1	
    
  0	
    
  0	
    
  0	
    
  2	
    
  2000	
    
  2500	
    
  1500	
    
  3	
    
  4000	
    
  5000	
    
  3000	
    
  4	
    
  8000	
    
  10,000	
    
  6000	
    
  5	
    
  16,000	
    
  20,000	
    
  12,000	
    
  6	
    
  32,000	
    
  40,000	
    
  24,000	
    
  7	
    
  64,000	
    
  80,000	
    
  48,000	
    
  8	
    
  120,000	
    
  150,000	
    
  90,000	
    
  9	
    
  240,000	
    
  300,000	
    
  180,000	
    
  10	
    
  360,000	
    
  450,000	
    
  270,000	
    
  11	
    
  480,000	
    
  600,000	
    
  360,000	
    
  12	
    
  600,000	
    
  750,000	
    
  450,000	
    
  13	
    
  720,000	
    
  900,000	
    
  540,000	
    
  14	
    
  840,000	
    
  1,050,000	
    
  630,000	
    
  15	
    
  960,000+	
    
  1,200,000+	
    
  720,000+	
    
  	
    
  In	
    addition	
    to	
    the	
    XP	
    share	
    of	
    an	
    adventure,	
    DMs	
    may	
    award	
    bonus	
    XPs	
    to	
    individual	
    
  characters:	
    these	
    can	
    include	
    XP	
    for	
    damage	
    sustained,	
    clever	
    (and	
    effective)	
    plans,	
    
  heroic	
     speeches,	
     and	
     amusing	
     catastrophes.	
     These	
     individual	
     bonuses	
     are	
     also	
    
  adjusted	
    by	
    a	
    character’s	
    prime	
    requisite.	
    	
    
  	
    
  Characters	
    may	
    never	
    earn	
    so	
    much	
    XP	
    in	
    a	
    single	
    session	
    that	
    they	
    would	
    advance	
    
  more	
    than	
    a	
    single	
    level.	
    For	
    example,	
    if	
    a	
    1st	
    level	
    hero’s	
    XP	
    share	
    (including	
    bonuses)	
    
  would	
    bring	
    her	
    total	
    earned	
    to	
    4000	
    or	
    more,	
    she	
    receives	
    only	
    enough	
    XP	
    to	
    bring	
    
  her	
     total	
     to	
     3999	
     (1	
     XP	
     short	
     of	
     3rd	
     level).	
     Usually	
     such	
     an	
     event	
     would	
     only	
     occur	
    
  because	
    a	
    disaster	
    wipes	
    out	
    most	
    of	
    the	
    party	
    (leaving	
    only	
    one	
    or	
    two	
    survivors	
    to	
    
  divide	
    XP),	
    and	
    while	
    such	
    a	
    somber	
    incident	
    might	
    indeed	
    provide	
    a	
    pivotal	
    learning	
    
  experience,	
    characters	
    cannot	
    benefit	
    overmuch	
    from	
    such	
    tragedy.	
    
  	
    
  All	
     benefits	
     received	
     from	
     advancing	
     in	
     level	
     go	
     into	
     effect	
     immediately	
     at	
     the	
    
  beginning	
    of	
    the	
    character’s	
    next	
    adventure	
    (i.e.	
    next	
    game	
    session).	
    
  
  	
    
  40	
    
  LANGUAGE,	
    REACTION,	
    AND	
    RETAINERS	
    
  	
    
  All	
    PCs	
    speak	
    Barican,	
    the	
    main	
    language	
    of	
    the	
    region	
    of	
    BARICA,	
    the	
    default	
    setting	
    
  of	
     the	
     game.	
     Characters	
     with	
     a	
     high	
     (15+)	
     INT	
     can	
     speak	
     one	
     additional	
     language	
    
  fluently,	
    and	
    all	
    adventurers	
    have	
    a	
    chance	
    (due	
    to	
    their	
    travels)	
    of	
    speaking	
    at	
    least	
    a	
    
  little	
    in	
    most	
    other	
    languages	
    (roll	
    of	
    a	
    6	
    on	
    a	
    D6,	
    add	
    character’s	
    INT	
    adjustment	
    to	
    
  roll;	
     this	
     check	
     is	
     made	
     every	
     time	
     a	
     character	
     tries	
     to	
     “remember”	
     a	
     particular	
    
  language).	
    Available	
    languages	
    in	
    the	
    game	
    of	
    Five	
    Ancient	
    Kingdoms	
    include:	
    
  	
    
  Bedouin:	
    the	
    ancient	
    tongue	
    of	
    the	
    desert	
    tribes	
    of	
    Barica.	
    
  Imperial:	
    the	
    old	
    language	
    of	
    the	
    Rhyma	
    Empire,	
    still	
    the	
    main	
    language	
    spoken	
    in	
    the	
    
  northern	
    kingdom	
    of	
    Corzyntium	
    and	
    found	
    throughout	
    the	
    old	
    Rhyma	
    territories.	
    
  Kitax/Steppes:	
    the	
    language	
    of	
    the	
    Kitax	
    kingdom,	
    far	
    to	
    the	
    east.	
    The	
    nomads	
    of	
    the	
    
  northern	
    steppes	
    speak	
    a	
    guttural	
    version	
    of	
    the	
    same	
    tongue,	
    but	
    knowing	
    one	
    
  aids	
    in	
    speaking	
    the	
    other.	
    
  Northman:	
    the	
    language	
    of	
    the	
    northern	
    barbarians.	
    “Northman”	
    varies	
    wildly	
    due	
    to	
    
  dozens	
    of	
    vastly	
    different	
    tribal	
    dialects;	
    knowing	
    this	
    language	
    allows	
    a	
    PC	
    to	
    know	
    
  “the	
    basics”	
    of	
    the	
    language.	
    	
    
  Sindaran:	
    the	
    ancient	
    and	
    lyrical	
    tongue	
    of	
    the	
    kingdom	
    of	
    Sindar,	
    directly	
    to	
    the	
    east	
    
  of	
    Barica.	
    
  Thebash:	
     the	
     language	
     of	
     ancient	
     Thebasheeba,	
     hidden	
     in	
     the	
     dark	
     jungles	
     of	
     the	
    
  Savage	
    West.	
    
  	
    
  It	
    is	
    said	
    that	
    both	
    JINN	
    and	
    ANGELS	
    (and	
    DEMONS,	
    for	
    what	
    are	
    demons	
    but	
    fallen	
    
  angels?)	
    have	
    their	
    own	
    languages,	
    known	
    to	
    a	
    learned	
    few…but	
    as	
    they	
    also	
    speak	
    all	
    
  the	
     tongues	
     of	
     men	
     it	
     little	
     behooves	
     even	
     the	
     greatest	
     wizard	
     to	
     research	
     their	
    
  speech.	
    
  	
    
  	
    
  In	
    the	
    course	
    of	
    the	
    game,	
    PCs	
    will	
    encounter	
    and	
    interact	
    with	
    a	
    variety	
    of	
    non-­‐player	
    
  characters	
    (NPCs),	
    both	
    intelligent	
    and	
    animal.	
    Some	
    NPCs	
    are	
    straightforward	
    in	
    their	
    
  interaction:	
     a	
     tavern-­‐keeper	
     will	
     greet	
     potential	
     customers	
     warmly,	
     while	
     trained	
    
  attack	
     leopards	
     will	
     attempt	
     to	
     slay	
     trespassers.	
     Some	
     NPCs	
     might	
     have	
     multiple	
    
  
  	
    
  41	
    
  “straightforward	
     reactions;”	
     for	
     example,	
     the	
     palace	
     guards	
     might	
     be	
     fawning	
     and	
    
  helpful	
     to	
     PCs	
     dressed	
     in	
     fine	
     robes	
     of	
     state	
     and	
     bearing	
     extravagant	
     gifts	
     for	
     the	
    
  sultan,	
     but	
     will	
     immediately	
     attack	
     a	
     heavily	
     armed	
     war	
     party	
     carrying	
     drawn	
    
  weapons.	
    
  	
    
  When	
     an	
     NPC’s	
     reaction	
     is	
     unknown	
     or	
     unclear,	
     or	
     whenever	
     a	
     PC	
     attempts	
     to	
    
  negotiate,	
    bargain	
    with,	
    or	
    intimidate	
    an	
    NPC,	
    the	
    DM	
    may	
    call	
    for	
    a	
    Reaction	
    check.	
    
  The	
    player	
    looking	
    for	
    a	
    reaction	
    rolls	
    2D6	
    and	
    adds	
    her	
    character’s	
    CHA	
    adjustment	
    
  to	
    the	
    roll	
    (even	
    if	
    multiple	
    PCs	
    are	
    in	
    a	
    group,	
    players	
    should	
    designate	
    one	
    to	
    be	
    “the	
    
  leader”	
    in	
    any	
    communication	
    attempt).	
    Consult	
    the	
    following	
    table	
    to	
    determine	
    the	
    
  reaction	
    of	
    the	
    NPC(s):	
    
  	
    
  Roll	
    2D6	
    
  REACTION	
    
  2	
    or	
    less	
    
  Enraged,	
    immediate	
    attack*	
    
  3-­‐5	
    
  Hostile,	
    possible	
    attack	
    (especially	
    if	
    
  threatened)	
    
  6-­‐8	
    
  Neutral:	
    curious,	
    uninterested,	
    unsure,	
    
  or	
    confused	
    
  9-­‐11	
    
  Friendly,	
    courteous	
    
  12	
    or	
    more	
    
  Enthusiastic	
    friendship,	
    submissive,	
    
  subservient	
    
  *An	
    NPC	
    that	
    is	
    obviously	
    out-­‐classed	
    will	
    not	
    commit	
    suicide	
    by	
    attacking	
    dangerous	
    PCs;	
    he	
    will	
    
  attempt	
    to	
    flee	
    and/or	
    alert	
    authorities	
    that	
    CAN	
    attack	
    if	
    necessary.	
    
  	
    
  Lawful	
    PCs	
    enjoy	
    a	
    +1	
    bonus	
    to	
    all	
    reaction	
    rolls.	
    Characters	
    of	
    noble	
    birth	
    (SOC	
    >	
    14)	
    
  receive	
    a	
    +1	
    bonus	
    with	
    other	
    members	
    of	
    nobility	
    while	
    PCs	
    of	
    low	
    birth	
    (SOC	
    >	
    7,	
    but	
    
  not	
    0)	
    receive	
    a	
    penalty	
    of	
    -­‐1	
    with	
    anyone	
    except	
    individuals	
    of	
    low	
    birth.	
    PCs	
    with	
    a	
    
  SOC	
    0	
    receive	
    a	
    -­‐2	
    penalty	
    with	
    ALL	
    individuals	
    unless	
    disguised;	
    foreigners	
    may	
    ignore	
    
  SOC	
    penalties	
    but	
    still	
    suffer	
    a	
    -­‐1	
    penalty	
    for	
    being	
    outsiders.	
    Except	
    in	
    times	
    of	
    war,	
    
  wearing	
    armor	
    always	
    carries	
    a	
    penalty	
    to	
    reaction	
    checks	
    (-­‐1	
    for	
    light	
    armor,	
    -­‐2	
    for	
    
  heavy	
    or	
    barbarian	
    armor).	
    	
    
  	
    
  Certain	
    advantages	
    rolled	
    during	
    character	
    creation	
    provide	
    additional	
    bonuses	
    to	
    the	
    
  reaction	
    roll,	
    as	
    can	
    circumstances	
    pertaining	
    to	
    the	
    specific	
    situation	
    (for	
    example,	
    
  offering	
    a	
    large	
    bribe	
    to	
    a	
    susceptible	
    NPC	
    or	
    asking	
    a	
    favor	
    of	
    an	
    NPC	
    whose	
    life	
    was	
    
  earlier	
     saved	
     by	
     the	
     PC).	
     Other	
     circumstances	
     require	
     a	
     negative	
     adjustment:	
    
  presenting	
    the	
    head	
    of	
    a	
    rival	
    as	
    a	
    “gift”	
    to	
    someone	
    the	
    PC	
    hopes	
    to	
    woo	
    is	
    more	
    
  threatening	
    than	
    romantic	
    and	
    should	
    incur	
    a	
    hefty	
    penalty!	
    A	
    reaction	
    roll	
    is	
    always	
    
  worse	
    if	
    the	
    PC	
    is	
    not	
    fluent	
    and	
    not	
    using	
    a	
    fluent	
    translator	
    for	
    the	
    interaction:	
    -­‐2	
    for	
    
  no	
    knowledge	
    of	
    the	
    audience’s	
    language,	
    -­‐1	
    if	
    only	
    a	
    smattering	
    of	
    the	
    language	
    is	
    
  known.	
     Being	
     able	
     to	
     converse	
     in	
     a	
     creature’s	
     native	
     language	
     (even	
     when	
     such	
     is	
    
  unnecessary	
    due	
    to	
    a	
    ready	
    translator	
    or	
    the	
    listener’s	
    own	
    knowledge)	
    is	
    worth	
    a	
    +1	
    
  bonus	
    for	
    the	
    effort.	
    
  
  	
    
  42	
    
  RETAINERS	
    
  	
    
  At	
     some	
     point,	
     PCs	
     might	
     find	
     it	
     advantageous	
     to	
     acquire	
     an	
     entourage	
     of	
     skilled	
    
  persons	
     to	
     act	
     as	
     lieutenants	
     and	
     assistants,	
     providing	
     service	
     in	
     exchange	
     for	
    
  excitement	
     and	
     rich	
     reward.	
     More	
     than	
     just	
     hired	
     mercenaries,	
     these	
     fellow	
    
  adventurers	
    follow	
    a	
    PC	
    out	
    of	
    love	
    and	
    loyalty.	
    
  	
    
  The	
    number	
    of	
    retainers	
    a	
    PC	
    can	
    accumulate	
    is	
    dependent	
    on	
    the	
    character’s	
    CHA	
    
  score	
    and	
    level	
    as	
    shown	
    on	
    the	
    table	
    below:	
    
  	
    
  CHA	
    
  #	
    Retainers*	
    
  Loyalty	
    Adjustment	
    
  2-­‐3	
    
  1	
    
  -­‐2	
    
  4-­‐5	
    
  2	
    
  -­‐1	
    
  6-­‐8	
    
  3	
    
  -­‐	
    
  9-­‐12	
    
  4	
    
  -­‐	
    
  13-­‐15	
    
  6	
    
  +1	
    
  16-­‐17	
    
  8	
    
  +2	
    
  18	
    
  10	
    
  +4	
    
  *Regardless	
    of	
    CHA	
    a	
    PC	
    may	
    never	
    have	
    more	
    retainers	
    than	
    their	
    level	
    of	
    experience,	
    minus	
    
  one.	
    No	
    character	
    will	
    sign	
    on	
    to	
    be	
    a	
    retainer	
    for	
    a	
    1st	
    level	
    adventurer.	
    
  	
    
  The	
     CHA	
     score	
     represents	
     (in	
     part)	
     a	
     character’s	
     ability	
     as	
     a	
     leader	
     and	
     ability	
     to	
    
  inspire	
     loyalty	
     in	
     others.	
     Each	
     retainer	
     has	
     a	
     randomly	
     determined	
     loyalty	
     score,	
    
  determined	
    by	
    a	
    DM	
    roll	
    of	
    3D6	
    and	
    adjusted	
    for	
    CHA	
    as	
    shown	
    on	
    the	
    table	
    above.	
    
  The	
    loyalty	
    score	
    of	
    a	
    retainer	
    represents	
    the	
    NPC’s	
    willingness	
    to	
    stick	
    with	
    the	
    PC	
    
  “through	
    thick	
    and	
    thin,”	
    the	
    retainer’s	
    fortitude	
    when	
    faced	
    with	
    danger,	
    and	
    his	
    (or	
    
  her)	
    basic	
    mettle	
    and	
    staying	
    power.	
    Compare	
    loyalty	
    to	
    the	
    chart	
    that	
    follows:	
    
  	
    
  Loyalty	
    score	
    is…	
    
  Base	
    Mettle	
    Check	
    
  3	
    or	
    less	
    
  Betrays	
    PC	
    at	
    first	
    opportunity	
    
  4	
    to	
    6	
    
  8+	
    
  7	
    to	
    8	
    
  7+	
    
  9	
    to	
    12	
    
  6+	
    
  13	
    to	
    14	
    
  5+	
    
  15	
    to	
    18	
    
  4+	
    
  19+	
    
  Absolutely	
    loyal;	
    never	
    checks	
    
  	
    
  Mettle	
    checks	
    are	
    explained	
    in	
    the	
    section	
    that	
    follows.	
    
  	
    
  Retainers	
     are	
     found	
     by	
     seeking	
     out	
     and	
     posting	
     notices	
     advertising	
     for	
     likely	
    
  candidates,	
     and	
     then	
     interviewing	
     said	
     candidates	
     and	
     making	
     an	
     offer	
     (usually	
    
  involving	
    an	
    appropriate	
    fee	
    for	
    service	
    and	
    a	
    share	
    of	
    any	
    treasure	
    found	
    during	
    an	
    
  adventure).	
    PCs	
    then	
    make	
    a	
    reaction	
    roll	
    (adjusted	
    based	
    on	
    the	
    generosity	
    of	
    the	
    
  
  	
    
  43	
    
  offer	
    relative	
    to	
    the	
    danger	
    of	
    the	
    venture)	
    to	
    see	
    if	
    the	
    potential	
    hireling	
    will	
    accept.	
    
  Any	
    result	
    of	
    five	
    or	
    less	
    indicates	
    refusal,	
    while	
    a	
    result	
    of	
    6,	
    7,	
    or	
    8	
    (“Neutral”)	
    means	
    
  further	
     negotiations	
     (with	
     additional	
     incentive)	
     are	
     possible.	
     Any	
     result	
     of	
     nine	
     or	
    
  better	
     indicates	
     acceptance	
     while	
     a	
     twelve	
     or	
     higher	
     (“Enthusiastic”)	
     provides	
     a	
     +1	
    
  bonus	
    to	
    the	
    retainer’s	
    loyalty	
    score.	
    
  	
    
  	
    
  	
    
  A	
    retainer	
    is	
    an	
    NPC	
    adventurer,	
    and	
    is	
    created	
    by	
    the	
    DM	
    using	
    the	
    same	
    rules	
    for	
    
  making	
     a	
     PC	
     (the	
     DM	
     is	
     responsible	
     for	
     creating	
     and	
     instilling	
     the	
     NPC	
     with	
     a	
    
  background	
    and	
    personality	
    as	
    well).	
    Most	
    NPC	
    retainers	
    begin	
    at	
    1st	
    level	
    and	
    earn	
    an	
    
  equal	
    share	
    of	
    experience	
    rewards	
    for	
    adventures,	
    but	
    remember	
    NPCs	
    cut	
    the	
    actual	
    
  XP	
     earned	
     in	
     half	
     (NPCs	
     gain	
     1	
     XP	
     for	
     every	
     2	
     XP	
     earned).	
     Regardless	
     of	
     loyalty,	
     a	
    
  retainer	
    automatically	
    leaves	
    service	
    if	
    his	
    level	
    of	
    experience	
    ever	
    equals	
    or	
    exceeds	
    
  that	
    of	
    his	
    employer.	
    All	
    retainers	
    expect	
    to	
    be	
    equipped	
    and	
    well	
    maintained	
    by	
    their	
    
  employer;	
    failure	
    to	
    do	
    so	
    results	
    in	
    a	
    penalty	
    to	
    loyalty.	
    
  
  	
    
  44	
    
  METTLE	
    AND	
    MORALE	
    
  	
    
  Not	
     all	
     individuals	
     are	
     made	
     of	
     the	
     same	
     stern	
     stuff.	
     Players	
     decide	
     how	
     bold	
     or	
    
  craven	
    they	
    wish	
    their	
    characters	
    to	
    be,	
    but	
    non-­‐player	
    characters	
    have	
    an	
    attribute	
    
  called	
     mettle	
     that	
     determines	
     their	
     general	
     courage	
     and	
     fortitude.	
     Like	
     a	
     saving	
    
  throw,	
    an	
    NPC’s	
    mettle	
    is	
    the	
    target	
    number	
    that	
    must	
    be	
    rolled	
    on	
    2D6	
    to	
    prevent	
    
  the	
     creature	
     breaking	
     morale	
     and	
     attempting	
     to	
     flee	
     (or	
     attempting	
     to	
     surrender	
    
  when	
    flight	
    is	
    impossible).	
    This	
    is	
    called	
    making	
    a	
    mettle	
    check.	
    
  	
    	
    
  While	
    NPC	
    retainers	
    have	
    mettle	
    based	
    on	
    their	
    loyalty	
    score	
    they	
    never	
    break	
    morale	
    
  in	
    the	
    midst	
    of	
    combat	
    so	
    long	
    as	
    their	
    player	
    character	
    employers	
    continue	
    to	
    fight	
    
  and	
    lead	
    by	
    example.	
    In	
    general,	
    mettle	
    checks	
    are	
    only	
    made	
    for	
    NPCs	
    against	
    which	
    
  the	
    PCs	
    find	
    themselves	
    opposed	
    (i.e.	
    enemies	
    and	
    monsters).	
    The	
    DM	
    should	
    make	
    a	
    
  mettle	
    check	
    for	
    NPCs	
    in	
    any	
    of	
    the	
    following	
    instances;	
    one	
    check	
    is	
    made	
    for	
    the	
    
  entire	
    NPC	
    side	
    and	
    compared	
    against	
    each	
    NPC’s	
    individual	
    mettle:	
    
  	
    
  -­‐ NPCs	
    find	
    themselves	
    outnumber	
    or	
    outclassed	
    (DM	
    judgment)	
    
  -­‐ NPCs	
    sustain	
    casualties	
    of	
    more	
    than	
    50%	
    
  -­‐ NPC	
    is	
    “last	
    man	
    standing”	
    (or	
    outnumbered	
    by	
    four	
    to	
    one	
    due	
    to	
    casualties)	
    
  -­‐ NPCs	
    charged	
    by	
    mounted	
    cavalry	
    
  -­‐ NPCs	
    faced	
    with	
    giants,	
    dragons,	
    or	
    other	
    tremendous	
    monsters	
    
  -­‐ NPCs	
    find	
    themselves	
    on	
    the	
    receiving	
    end	
    of	
    an	
    ambush	
    
  	
    
  The	
    last	
    two	
    situations	
    listed	
    may	
    be	
    applied	
    to	
    NPC	
    retainers	
    as	
    well:	
    if	
    the	
    PCs	
    are	
    
  suddenly	
    surprised	
    (see	
    Book	
    3)	
    by	
    hostile	
    foes	
    or	
    set	
    upon	
    by	
    monstrous	
    foes	
    against	
    
  which	
    they	
    have	
    no	
    reasonable	
    hope,	
    NPC	
    members	
    of	
    the	
    group	
    may	
    well	
    flee	
    or	
    
  surrender,	
     if	
     not	
     already	
     “in	
     the	
     thick	
     of	
     battle.”	
     The	
     reaction	
     of	
     the	
     PCs	
     (or	
     lack	
    
  thereof)	
    to	
    the	
    situation	
    should	
    guide	
    the	
    DM	
    in	
    whether	
    or	
    not	
    to	
    check	
    mettle	
    for	
    
  retainers	
    in	
    their	
    employ.	
    
  	
    
  Flight	
    or	
    surrender	
    occurs	
    on	
    the	
    NPCs’	
    next	
    action.	
    Some	
    circumstances	
    may	
    prompt	
    
  a	
     penalty	
     to	
     the	
     mettle	
     check	
     (though	
     never	
     more	
     than	
     -­‐1	
     or	
     -­‐2)	
     at	
     the	
     DM’s	
    
  discretion.	
    An	
    NPC	
    or	
    group	
    of	
    NPCs	
    that	
    succeeds	
    at	
    two	
    mettle	
    checks	
    in	
    a	
    single	
    
  encounter	
    will	
    fight	
    to	
    the	
    death.	
    
  	
    
  While	
    retainers	
    do	
    not	
    usually	
    break	
    morale	
    like	
    other	
    NPCs,	
    they	
    still	
    have	
    a	
    mettle	
    
  check	
    number	
    based	
    on	
    their	
    loyalty	
    score.	
    At	
    the	
    end	
    of	
    any	
    adventure	
    (i.e.	
    game	
    
  session)	
    that	
    fails	
    to	
    garner	
    much	
    profit,	
    or	
    that	
    sees	
    more	
    than	
    one	
    adventurer	
    die,	
    
  or	
    that	
    results	
    in	
    a	
    retainer	
    receiving	
    a	
    major	
    wound,	
    the	
    DM	
    must	
    check	
    the	
    mettle	
    
  of	
    each	
    retainer	
    that	
    took	
    part	
    in	
    the	
    adventure.	
    If	
    a	
    check	
    fails,	
    the	
    retainer	
    leaves	
    
  the	
    service	
    of	
    the	
    PC	
    forever.	
    Like	
    reaction,	
    mettle	
    checks	
    may	
    be	
    influenced	
    by	
    extra	
    
  rewards	
    given	
    to	
    the	
    retainer	
    as	
    incentive	
    for	
    staying	
    on.	
    
  	
    
  
  	
    
  45	
    
  ***THE	
    LAND	
    OF	
    BARICA***	
    
  	
    
  The	
    following	
    pages	
    provide	
    information	
    on	
    the	
    region	
    of	
    BARICA,	
    the	
    default	
    setting	
    
  of	
    the	
    game.	
    The	
    adventures	
    of	
    the	
    PCs	
    will	
    surely	
    take	
    them	
    all	
    over	
    the	
    game	
    world,	
    
  but	
     is	
     important	
     to	
     understand	
     the	
     mindset	
     of	
     their	
     homeland	
     to	
     better	
     put	
    
  themselves	
    “in	
    the	
    shoes”	
    of	
    their	
    character.	
    	
    
  	
    
  The	
    land	
    of	
    BARICA	
    is	
    a	
    million	
    square	
    mile	
    peninsula	
    that	
    was	
    once	
    the	
    southeastern	
    
  corner	
    of	
    the	
    Rhyma	
    Empire;	
    seas	
    border	
    it	
    to	
    the	
    east	
    and	
    west	
    and	
    a	
    great	
    ocean	
    to	
    
  the	
    south.	
    Most	
    of	
    the	
    peninsula,	
    especially	
    in	
    the	
    north	
    and	
    south,	
    is	
    arid	
    and	
    stony	
    
  desert	
    ill-­‐suited	
    to	
    agriculture.	
    There	
    are	
    few	
    lakes	
    or	
    permanent	
    rivers,	
    and	
    while	
    the	
    
  land	
    contains	
    wildlife	
    suited	
    to	
    the	
    desert,	
    there	
    is	
    little	
    forest	
    at	
    all.	
    However,	
    even	
    in	
    
  the	
    desert	
    there	
    are	
    oases	
    (well	
    known	
    to	
    the	
    nomadic	
    BEDOUIN	
    tribes	
    that	
    wander	
    
  it)	
    and	
    a	
    large	
    central	
    plateau	
    provides	
    fertile	
    valleys	
    and	
    pastures	
    for	
    the	
    grazing	
    of	
    
  livestock.	
     In	
     the	
     north,	
     two	
     great	
     rivers	
     run	
     southeast	
     down	
     to	
     the	
     eastern	
     sea,	
    
  creating	
    a	
    green	
    and	
    fertile	
    land	
    of	
    marked	
    contrast	
    to	
    the	
    rest	
    of	
    Barica;	
    it	
    is	
    in	
    this	
    
  region,	
     especially	
     along	
     the	
     river	
     banks,	
     where	
     one	
     finds	
     most	
     of	
     Barica’s	
     civilized	
    
  peoples.	
    This	
    includes	
    its	
    capital,	
    BAGDABHA,	
    with	
    nearly	
    one	
    million	
    inhabitants.	
    	
    
  	
    
  Barica	
    is	
    ruled	
    by	
    the	
    SALAMAIC	
    CALIPHATE,	
    a	
    nation	
    founded	
    nearly	
    two	
    centuries	
    
  before	
    in	
    a	
    sweep	
    of	
    religious	
    fervor,	
    shrewd	
    political	
    maneuvering,	
    and	
    bold	
    acts	
    of	
    
  conquest.	
    The	
    CALIPH	
    is	
    its	
    hereditary	
    ruler,	
    taking	
    his	
    authority	
    from	
    the	
    tradition	
    
  handed	
    down	
    by	
    THE	
    PROPHET,	
    founder	
    and	
    revealer	
    of	
    the	
    SALAMA	
    religion.	
    
  	
    
  Customs	
    and	
    Traditions	
    
  	
    
  The	
    following	
    traditions	
    existed	
    long	
    before	
    the	
    coming	
    of	
    the	
    Prophet	
    and	
    continue	
    
  to	
    exist	
    as	
    major	
    parts	
    of	
    Barican	
    life:	
    
  	
    
  Family:	
    Family	
    and	
    the	
    honor	
    of	
    one’s	
    family	
    are	
    extremely	
    important	
    to	
    the	
    Baricans;	
    
  it	
    is	
    not	
    unknown	
    for	
    the	
    desert	
    Bedouins	
    to	
    defend	
    their	
    family	
    honor	
    unto	
    death.	
    
  Familial	
    (clan)	
    ties,	
    even	
    of	
    extended	
    family,	
    are	
    the	
    strongest	
    bonds	
    (+1	
    to	
    reaction	
    
  checks	
    with	
    family	
    members).	
    It	
    is	
    not	
    unusual	
    for	
    PCs	
    to	
    be	
    somehow	
    related	
    to	
    
  each	
    other.	
    Marriage	
    is	
    the	
    main	
    way	
    to	
    tie	
    families	
    together.	
    
  Honor:	
    Honor	
    is	
    gained	
    mainly	
    by	
    acts	
    of	
    courage	
    and	
    by	
    being	
    forthright	
    and	
    honest;	
    
  piety	
    and	
    shrewdness	
    in	
    business	
    dealings	
    are	
    also	
    sources	
    of	
    honor.	
    Being	
    made	
    to	
    
  look	
    foolish	
    is	
    one	
    means	
    of	
    losing	
    honor;	
    being	
    deceitful	
    or	
    breaking	
    your	
    word	
    is	
    
  the	
    worst	
    dishonor	
    possible.	
    PCs	
    known	
    to	
    have	
    great	
    honor	
    receive	
    a	
    +1	
    bonus	
    to	
    
  reaction	
    checks,	
    while	
    those	
    known	
    to	
    be	
    dishonorable	
    suffer	
    a	
    -­‐1	
    or	
    -­‐2	
    penalty.	
    	
    
  Hospitality:	
    Being	
    a	
    good	
    host	
    (and	
    a	
    good	
    guest)	
    is	
    both	
    a	
    source	
    of	
    pride	
    and	
    honor	
    
  to	
    Baricans.	
    No	
    Barican	
    will	
    refuse	
    to	
    shelter	
    a	
    person	
    in	
    need	
    (if	
    only	
    for	
    a	
    few	
    
  days)	
    and	
    will	
    freely	
    share	
    what	
    food	
    they	
    have	
    with	
    their	
    guest.	
    Sharing	
    a	
    meal	
    
  creates	
     a	
     “bond	
     of	
     salt”	
     between	
     host	
     and	
     guest	
     that	
     prohibits	
     any	
     hostility	
     or	
    
  
  	
    
  46	
    
  injury	
    being	
    inflicted	
    from	
    one	
    on	
    the	
    other	
    for	
    as	
    long	
    as	
    they	
    share	
    the	
    same	
    roof.	
    
  Only	
     a	
     truly	
     wicked	
     and	
     dishonorable	
     person	
     (of	
     Chaotic	
     alignment)	
     would	
     even	
    
  think	
    to	
    break	
    the	
    bond	
    of	
    salt.	
    
  Modesty:	
     Baricans	
     of	
     all	
     faiths	
     dress	
     and	
     act	
     with	
     modesty.	
     In	
     public,	
     men	
     are	
    
  expected	
    to	
    cover	
    their	
    heads	
    (with	
    a	
    cap	
    or	
    turban)	
    and	
    women	
    to	
    wear	
    shawls	
    or	
    
  head	
    scarves	
    (a	
    helmet	
    for	
    either	
    gender	
    is	
    only	
    appropriate	
    for	
    war-­‐time	
    duty	
    and	
    
  otherwise	
    causes	
    a	
    -­‐1	
    penalty	
    to	
    reaction	
    checks).	
    Failing	
    to	
    wear	
    the	
    appropriate	
    
  headgear	
     marks	
     one	
     as	
     impoverished	
     or	
     as	
     a	
     barbaric	
     foreigner	
     (also	
     worth	
     a	
    
  penalty).	
     Women	
     of	
     high	
     social	
     class	
     (SOC	
     >	
     14)	
     are	
     expected	
     to	
     veil	
     their	
     faces	
    
  when	
     not	
     in	
     the	
     privacy	
     of	
     their	
     immediate	
     family	
     or	
     female/eunuch	
     servants,	
    
  unless	
     only	
     in	
     the	
     company	
     of	
     women;	
     this	
     applies	
     to	
     Barican	
     women	
     of	
     ANY	
    
  religion,	
    and	
    they	
    suffer	
    a	
    -­‐2	
    penalty	
    to	
    reaction	
    checks	
    with	
    members	
    of	
    their	
    own	
    
  social	
    status	
    for	
    failing	
    to	
    do	
    so.	
    This	
    tradition	
    is	
    likewise	
    found	
    in	
    the	
    kingdoms	
    of	
    
  Sindar	
    and	
    Conzantium	
    (described	
    in	
    Book	
    3).	
    
  Negotiation:	
    the	
    art	
    of	
    haggling	
    has	
    long	
    been	
    appreciated	
    in	
    Barica,	
    whether	
    at	
    the	
    
  marketplace	
    (“bazaar”)	
    or	
    between	
    horse-­‐trading	
    sheiks.	
    “Driving	
    a	
    hard	
    bargain”	
    is	
    
  never	
     considered	
     deceitful,	
     so	
     long	
     as	
     the	
     merchandise	
     offered	
     isn’t	
    
  misrepresented	
     (for	
     example,	
     attempting	
     to	
     pass-­‐off	
     a	
     mundane	
     object	
     as	
    
  “magical”).	
     Purchasing	
     items	
     from	
     the	
     equipment	
     list	
     after	
     initial	
     character	
    
  creations	
     costs	
     double	
     the	
     usual	
     price,	
     unless	
     a	
     character	
     wants	
     to	
     haggle.	
    
  Haggling	
    is	
    handled	
    with	
    a	
    reaction	
    check,	
    with	
    adjusted	
    results:	
    2	
    or	
    less	
    –	
    no	
    deal	
    
  done	
    (bazaar	
    closed);	
    3	
    to	
    6	
    –	
    purchase	
    available	
    for	
    double	
    or	
    not	
    at	
    all;	
    7	
    to	
    9	
    –	
    
  items	
    available	
    for	
    the	
    listed	
    price;	
    10	
    or	
    better	
    –	
    items	
    available	
    for	
    a	
    reduced	
    price	
    
  (one-­‐half	
     OR	
     D6x10%	
     for	
     purchases	
     of	
     more	
     than	
     100gd).	
     Haggling	
     can	
     be	
    
  attempted	
    once	
    per	
    market	
    day.	
    
  Slavery:	
    Despite	
    the	
    admonishments	
    of	
    the	
    Prophet,	
    Barica	
    continues	
    its	
    long	
    history	
    
  of	
    keeping	
    and	
    trading	
    slaves.	
    In	
    Barica,	
    slaves	
    are	
    seldom	
    used	
    as	
    laborers	
    (most	
    
  labor	
     is	
     accomplished	
     by	
     paid	
     free-­‐folk);	
     instead	
     they	
     are	
     used	
     as	
     concubines	
    
  (mostly	
     female),	
     guards	
     (mostly	
     male	
     eunuchs),	
     and	
     domestics	
     or	
     household	
    
  servants	
    (either	
    gender).	
    Under	
    the	
    laws	
    of	
    the	
    Caliphate,	
    only	
    a	
    person	
    born	
    of	
    two	
    
  slaves	
     (rare)	
     or	
     taken	
     as	
     a	
     prisoner-­‐of-­‐war	
     can	
     be	
     enslaved,	
     and	
     of	
     the	
     latter	
    
  followers	
    of	
    the	
    One	
    True	
    Faith	
    are	
    exempt	
    (though	
    conversion	
    after	
    slavery	
    does	
    
  not	
    grant	
    a	
    slave	
    freedom).	
    Slaves	
    can	
    expect	
    to	
    be	
    cared	
    for,	
    fed,	
    and	
    clothed	
    in	
    a	
    
  manner	
    equal	
    or	
    near	
    equal	
    to	
    their	
    master,	
    and	
    if	
    abused	
    or	
    mistreated	
    may	
    claim	
    
  justice	
     from	
     the	
     local	
     courts	
     (resulting	
     in	
     a	
     fining	
     the	
     master	
     or	
     possibly	
     forced	
    
  emancipation).	
     Slaves	
     cannot	
     be	
     lent	
     or	
     “hired	
     out”	
     by	
     their	
     masters	
     to	
     others	
    
  (especially	
    concubines!)	
    and	
    if	
    allowed	
    to	
    work	
    for	
    pay,	
    may	
    keep	
    any	
    income	
    they	
    
  earn	
    (many	
    slaves	
    enter	
    agreements	
    with	
    masters	
    to	
    buy	
    their	
    freedom	
    in	
    this	
    way).	
    
  A	
    slave	
    must	
    be	
    freed	
    to	
    legally	
    marry.	
    Slaves	
    are	
    freed	
    upon	
    the	
    death	
    of	
    their	
    
  master,	
     and	
     sometimes	
     freed	
     as	
     punishment	
     for	
     a	
     master’s	
     crimes.	
     Suggested	
    
  prices	
    for	
    slaves	
    are	
    found	
    in	
    the	
    Hireling	
    section	
    of	
    Book	
    3.	
    
  	
    
  
  	
    
  47	
    
  Religion	
    (Salama)	
    
  	
    
  Though	
    the	
    Salamaic	
    Caliphate	
    holds	
    sway	
    over	
    all	
    of	
    Barica,	
    only	
    about	
    30%	
    of	
    its	
    
  people	
    are	
    members	
    of	
    the	
    One	
    True	
    Faith	
    (as	
    it	
    is	
    called).	
    This	
    is	
    because	
    Salama,	
    
  both	
    the	
    religion	
    and	
    the	
    movement,	
    does	
    not	
    force	
    its	
    citizens	
    to	
    convert…though	
    
  there	
    are	
    advantages	
    to	
    doing	
    so.	
    
  	
    
  Followers	
    of	
    the	
    True	
    Faith	
    are	
    expected	
    to	
    believe	
    in	
    the	
    creed	
    of	
    Salama	
    (“Halah	
    is	
    
  the	
     only	
     God,	
     and	
     the	
     Prophet	
     is	
     His	
     Voice”),	
     to	
     fast	
     during	
     the	
     holy	
     month	
     of	
    
  Revelation	
    (commemorating	
    the	
    Prophet	
    discovering	
    his	
    faith),	
    and	
    to	
    perform	
    ritual	
    
  washing	
    and	
    prayers	
    throughout	
    the	
    day.	
    For	
    PC	
    members	
    of	
    the	
    One	
    True	
    Faith,	
    it	
    is	
    
  presumed	
    they	
    follow	
    all	
    these	
    practices	
    unless	
    somehow	
    prevented	
    (for	
    example,	
    if	
    
  imprisoned	
    by	
    heathens	
    or	
    trying	
    to	
    disguise	
    their	
    faith).	
    
  	
    
  Followers	
    of	
    Salama	
    are	
    also	
    expected	
    to	
    be	
    charitable,	
    and	
    give	
    regular	
    alms	
    to	
    the	
    
  poor,	
    including	
    at	
    least	
    2.5%	
    of	
    all	
    treasure,	
    so	
    long	
    as	
    doing	
    so	
    does	
    not	
    reduce	
    the	
    
  PC’s	
    wealth	
    to	
    less	
    than	
    20gd.	
    These	
    alms	
    (called	
    “the	
    zakar”)	
    must	
    be	
    paid	
    at	
    the	
    end	
    
  of	
    every	
    adventure	
    from	
    any	
    loot	
    recovered	
    or	
    income	
    received.	
    Failure	
    to	
    pay	
    the	
    
  zakar	
    results	
    in	
    the	
    character	
    suffering	
    a	
    -­‐1	
    penalty	
    to	
    all	
    saving	
    throws	
    in	
    the	
    next	
    
  adventure	
    (game	
    session).	
    Historically,	
    the	
    Prophet	
    urged	
    his	
    followers	
    to	
    free	
    their	
    
  slaves	
    (and	
    he	
    himself	
    purchased	
    and	
    freed	
    thousands	
    during	
    his	
    lifetime),	
    but	
    this	
    is	
    
  not	
    an	
    absolute	
    requirement.	
    
  	
    
  At	
     some	
     point	
     in	
     their	
     lives,	
     all	
     True	
     Believers	
     are	
     expected	
     to	
     make	
     an	
     overland	
    
  pilgrimage	
    through	
    miles	
    of	
    dangerous	
    desert	
    to	
    the	
    HOLY	
    CITY	
    OF	
    CHEM;	
    characters	
    
  that	
    do	
    earn	
    a	
    one-­‐time	
    award	
    of	
    1000	
    XP.	
    
  	
    
  The	
    Salamaic	
    religion	
    forbids	
    the	
    practice	
    of	
    magic.	
    Magicians	
    (and	
    their	
    subclasses)	
    
  can	
    still	
    choose	
    to	
    be	
    followers	
    of	
    the	
    True	
    Faith,	
    but	
    they	
    suffer	
    a	
    -­‐10%	
    penalty	
    to	
    all	
    
  earned	
     XP	
     (-­‐20%	
     for	
     sorcerers).	
     Known	
     magicians	
     receive	
     a	
     -­‐1	
     penalty	
     to	
     reaction	
    
  checks	
    with	
    non-­‐magician	
    followers	
    of	
    Salama.	
    
  	
    
  Characters	
    living	
    in	
    Barica	
    and	
    lands	
    controlled	
    by	
    the	
    Caliphate	
    are	
    not	
    required	
    to	
    be	
    
  followers	
    of	
    the	
    One	
    True	
    Faith,	
    and	
    are	
    allowed	
    o	
    worship	
    and	
    proselytize	
    as	
    they	
    see	
    
  fit.	
    However,	
    non-­‐believers	
    suffer	
    the	
    following	
    penalties:	
    
  	
    
  -­‐ 
  They	
    are	
    required	
    to	
    pay	
    a	
    poll	
    tax	
    of	
    5%	
    on	
    all	
    treasure	
    and	
    goods	
    owned	
    
  (double	
    the	
    zakar);	
    this	
    money	
    is	
    used	
    to	
    pay	
    the	
    salaries	
    of	
    civil	
    servants	
    and	
    
  for	
    civic	
    improvements.	
    
  -­‐ 
  They	
    are	
    not	
    allowed	
    to	
    bear	
    arms	
    or	
    serve	
    in	
    the	
    military.	
    A	
    character	
    may	
    
  always	
     carry	
     a	
     knife,	
     club,	
     or	
     staff	
     on	
     their	
     person;	
     anything	
     else	
     is	
    
  punishable	
    by	
    confiscation	
    and	
    imprisonment.	
    	
    
  	
    
  
  	
    
  48	
    
  Non-­‐believers	
     found	
     to	
     be	
     ignoring	
     or	
     skimping	
     the	
     poll	
     tax	
     are	
     subject	
     to	
    
  imprisonment,	
    confiscation	
    of	
    goods,	
    and	
    possible	
    enslavement.	
    
  	
    
  A	
    number	
    of	
    different	
    religions	
    are	
    found	
    within	
    the	
    Caliphate,	
    both	
    polytheistic	
    and	
    
  monotheistic.	
     The	
     monotheists	
     (including	
     the	
     Chisholms	
     and	
     the	
     Arasemians)	
     are	
    
  found	
    most	
    often	
    within	
    the	
    urban	
    areas	
    and	
    their	
    temples	
    share	
    the	
    same	
    streets	
    as	
    
  the	
    Salamaic	
    mosques.	
    Shrines	
    to	
    lesser	
    deities	
    (including	
    multi-­‐god	
    pantheons)	
    tend	
    
  to	
    be	
    smaller	
    and	
    harder	
    to	
    find,	
    especially	
    those	
    of	
    demonic	
    cults	
    (whose	
    worship	
    is	
    
  strictly	
    forbidden,	
    poll	
    tax	
    or	
    not!).	
    Due	
    to	
    their	
    relationship	
    with	
    old	
    Rhyma	
    and	
    the	
    
  Conzantium	
    kingdom,	
    known	
    Chisholms	
    suffer	
    a	
    -­‐1	
    penalty	
    to	
    reaction	
    checks	
    with	
    
  members	
    of	
    the	
    One	
    True	
    Faith	
    (however,	
    being	
    a	
    Chisholm,	
    even	
    a	
    Barican	
    Chisholm,	
    
  is	
    much	
    less	
    hazardous	
    when	
    traveling	
    in	
    the	
    kingdom	
    of	
    Conzantium	
    than	
    being	
    a	
    
  Barican	
    Salamaic!).	
    
  	
    
  The	
    ancient	
    city	
    of	
    YERUSAL,	
    far	
    to	
    the	
    southwest	
    of	
    Bagdabha,	
    is	
    deemed	
    a	
    holy	
    site	
    
  to	
    all	
    three	
    of	
    the	
    monotheist	
    religions,	
    for	
    different	
    reasons	
    (Yerusal	
    is	
    only	
    the	
    third-­‐
  most	
    holy	
    site	
    in	
    Salama	
    after	
    Chem,	
    city	
    of	
    the	
    Prophet’s	
    birth,	
    and	
    Mendab,	
    city	
    of	
    
  the	
    Prophet’s	
    death).	
    Yerusal	
    is	
    small	
    compared	
    to	
    other	
    cities	
    in	
    the	
    Caliphate	
    (30-­‐50	
    
  thousand)	
    but	
    it	
    has	
    an	
    almost	
    equal	
    division	
    of	
    the	
    three	
    faiths.	
    It	
    is	
    also	
    a	
    powerful	
    
  dimensional	
     nexus,	
     with	
     magical	
     gates	
     occasionally	
     opening	
     and	
     transporting	
     the	
    
  devout	
    (temporarily)	
    to	
    Paradise	
    or	
    Perdition.	
    Magicians	
    in	
    Yerusal	
    enjoy	
    a	
    +2	
    bonus	
    
  to	
    checks	
    for	
    any	
    type	
    of	
    gate	
    or	
    summoning	
    magic,	
    and	
    all	
    interactions	
    with	
    Angels,	
    
  Demons,	
    and	
    Jinn	
    within	
    the	
    city	
    limits	
    receive	
    a	
    +1	
    bonus	
    to	
    reaction	
    checks.	
    
  	
    
  Monotheists	
     of	
     any	
     type	
     require	
     both	
     parties	
     to	
     share	
     the	
     same	
     religion	
     prior	
     to	
    
  marriage,	
    thus	
    requiring	
    conversion	
    when	
    two	
    lovers	
    have	
    different	
    beliefs.	
    Heathens	
    
  have	
    no	
    such	
    requirements.	
    
  	
    
  True	
    Believers	
    are	
    forbidden	
    from	
    consuming	
    alcohol,	
    though	
    some	
    still	
    do.	
    
  	
    
  Crime	
    &	
    Punishment	
    
  	
    
  Laws	
    vary	
    from	
    city	
    to	
    city,	
    but	
    most	
    law	
    in	
    Barica	
    follows	
    a	
    few	
    basic	
    principles:	
    an	
    
  individual	
    must	
    be	
    caught	
    in	
    the	
    act	
    to	
    be	
    judged	
    of	
    a	
    crime	
    (i.e.	
    the	
    crime	
    must	
    be	
    
  witnessed),	
     the	
     testimony	
     of	
     slaves	
     is	
     generally	
     not	
     considered	
     as	
     evidence,	
     and	
    
  individuals	
    of	
    high	
    honor	
    are	
    believed	
    over	
    those	
    of	
    low	
    honor.	
    The	
    punishment	
    for	
    
  murder	
    (unprovoked	
    killing	
    not	
    in	
    self-­‐defense)	
    is	
    death;	
    the	
    punishment	
    for	
    theft	
    is	
    
  the	
    loss	
    of	
    the	
    right	
    hand	
    (or	
    sometimes	
    flogging);	
    banditry	
    is	
    punished	
    by	
    death	
    (if	
    
  killing	
    is	
    involved)	
    or	
    else	
    as	
    for	
    theft;	
    and	
    adultery	
    punished	
    by	
    stoning	
    (female)	
    or	
    
  flogging	
     (male).	
     Most	
     other	
     crimes	
     are	
     punishable	
     by	
     fining,	
     flogging,	
     and/or	
    
  imprisonment.	
    Execution	
    is	
    almost	
    always	
    accomplished	
    via	
    decapitation	
    or	
    hanging.	
    
  	
    
  Public	
    drunkenness	
    is	
    punishable	
    by	
    flogging	
    (drunken	
    characters	
    receive	
    a	
    +1	
    bonus	
    
  to	
    mettle	
    checks	
    and	
    a	
    -­‐1	
    penalty	
    to	
    all	
    other	
    dice	
    rolls).	
    
  
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  ISBN	
    978-­‐0-­‐9845932-­‐2-­‐4	
    
  
SOURCE: textdata/thevault/Five Ancient Kingdoms (osr)/Five Ancient Kingdoms 1 Men & Mettle.pdf