TEXT: Seven voyages 
  Of Zylarthen 
   
  Rules for Original Style Sword and Sorcery 
  Campaigns Playable with Paper and Pencil 
  and Imagination 
   
  OAKES SPALDING 
   
   
   
  CHARACTERS & COMBAT 
  VOLUME 1 OF FOUR BOOKLETS 
   
   
  PUBLISHED BY 
  CAMPION & CLITHEROW 
   
  
  !
  1 
  SEVEN VOYAGES 
  OF ZYLARTHEN 
   
   
   
  VOLUME 1 
   
  CHARACTERS & COMBAT 
   
   
   
  BY 
  OAKES SPALDING 
   
  AFTER 
  GARY GYGAX AND DAVE ARNESON 
   
   
   
   
   
   
   
  TO JULIE 
  Who was kind even to kobolds 
   
   
   
   
   
  INQUIRIES REGARDING RULES SHOULD BE SENT TO: 
  ospalding@saveversusallwands.com 
   
   
   
   
  Illustrations by John Dickson Batten !
   
   
  ©COPYRIGHT 2014 ! CAMPION & CLITHEROW 
  See Vol. 4 for the text of the Open Game License 
  
  !
  2 
  INDEX!
  !
   
  Introduction   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  4 
  Recommended Equipment   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   4 
  Preparation   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 
  5 
  Character Classes   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    5 
  Alignments   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 
  8 
  Religion   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 9 
  Languages   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    9 
  Creating a Character   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   11 
  Explanation of Abilities   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  12 
  Effects of Abilities   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 16   
  Experience and Levels   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 17 
  Encumbrance   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    19 
  Money, Income and Expenses   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    20 
  Basic Equipment Costs   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    22 
  Basic Equipment Encumbrance   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    23 
  Notes on Equipment   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    24 
  Dwellings   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 25 
  Water Transport   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    25 
  Men at Arms and other Hirelings   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 26 
  Levels and the Experience Points Necessary to Attain Them   .   .   .   .   .   .   .  28 
  Further Statistics Regarding Classes   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    28 
  Attack Matrix I.: Men Versus Men or Monsters (Melee)   .   .   .   .   .   .   .   .   .    30 
  Attack Matrix II.: Men Versus Men or Monsters (Missile)   .   .   .   .   .   .   .   .   .  30 
  Attack Matrix III.: Monsters Attacking   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 32 
  Characters Turning Undead   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    32 
  Saving Throw Matrix   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    33 
  Hit Points   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 33 
  Movement and Time   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    34 
  Combat Actions   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    35 
  Attack Order   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 38 
  Optional Combat Rules   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    39 
  Damage, Death and Healing   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    45 
  Zero Hit Points   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  46 
  Recovery of Hit Points   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  47 
  Magic Use   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 
  47
  
  !
  3 
  FOREWORD 
   
  ONCE UPON A TIME almost forty years ago, two amateur historians—one tem-
  porarily working as a shoe repairman, the other as a security guard—released a 
  little game in the form of three forty page booklets. With an odd but intriguing name 
  suggested by the shoe repairman’s daughter, these “Rules for Fantastic Medieval 
  Wargames Campaigns” sold one thousand copies in their first year, mostly to mili-
  tary hobbyists and collectors of miniature lead soldiers… 
  And that’s where the story ends, at least for our purposes. SEVEN VOYAGES of 
  ZYLARTHEN is a re-imagining of the original edition of the world’s most popular 
  paper and pencil fantasy adventure game, first published by Gary Gygax and Dave 
  Arneson in 1974. The brilliance and charm of that game’s earliest version was its 
  simplicity and elegance, combined with a certain asymmetrical quirkiness. It in-
  voked many sources—King Arthur, the Crusades, Middle-earth, the Arabian 
  Nights, pulp fantasy, fairy tales, even science fiction. Its breadth of tone was a 
  virtue, offering to the players a multiplicity of delights. Our intention was to follow 
  the spirit of the original as closely as possible. We hope that we have (if only par-
  tially and in a small way) captured it. 
  The format and layout of these rules is meant to pay homage to the original 
  game. It goes without saying (though we’ll say it) that the product in your hands is 
  not published by Tactical Studies Rules, TSR (old or new) or Wizards of the Coast, 
  nor is it affiliated with any of them in any way. 
   Happy dungeoneering! Guard the innocent! Avenge the wronged! May you find 
  heaps of gold at the end of your path, or at the least a memorable and heroic de-
  mise! But above all, God grant that you find wonder everywhere! 
   
  Oakes Spalding 
  Feast of All Saints, 2013 
  Campion & Clitherow 
  Chicago, Illinois 
   
  
   
  4 
  INTRODUCTION: 
   
  If you are reading this, you are almost certainly no stranger to paper and pencil fanta-
  sy adventure games, including the first world’s first and still most popular example. Thus, 
  to save words, you will here find little explanatory text of the “what is adventure gaming?” 
  or “how to play” sort. 
  The use of the term “fantasy adventure game” over the more often used “role-playing 
  game” is intentional. Strikingly, the term “role-playing” appears nowhere in the original 
  1974 texts. Ideally, we who like this sort of game are interested in adventure—
  cooperatively exploring a fantastical world of strange terrors and fabulous treasures—not 
  perfectly simulating the attitude and behavior of some grumpy dwarf, or whatever. In-
  deed, too much “role-playing” should be discouraged. “We don’t explore characters; we 
  explore dungeons,” someone once said. Or as C.S. Lewis explained, making a point 
  about good science fiction that could apply equally well here, “To tell how odd things 
  struck odd people is to have an oddity too much; he who is to see strange sights must 
  not himself be strange.” 
  The game has no glossary. It is assumed that you know what is meant by “referee”, 
  “saving throw”, “hit dice” and so on. In keeping with the format of the original rules, the 
  use of particular dice will often only be indicated by the number ranges provided. (“1-6” 
  implies the use of one six-sided die, “2-8” implies the use of two four-sided dice, etc.) 
  When the word “die” is used it means six-sided die, unless otherwise indicated. The term 
  “monster” is sometimes used in the obvious sense and sometimes used to denote any 
  stranger, opponent or enemy of the players—authentically “monstrous” or otherwise. 
  SEVEN VOYAGES of ZYLARTHEN is published under the Open Game License using 
  the Systems Reference Document and other Open Game Content sources. It is not 
  meant to pose as a version of or be a replacement for any edition of the original game. 
  Though much of SEVEN VOYAGES of ZYLARTHEN is not original, we are of course 
  solely responsible for all errors. 
   
  RECOMMENDED EQUIPMENT: 
   
  SEVEN VOYAGES of ZYLARTHEN (the PDFs are sufficient, but you’ll enjoy the 
  game more if you buy the booklets) 
   
  Dice (as many as possible)—three sided (if available), four-sided, six-sided, eight-
  sided and twenty-sided 
   
  Paper (including graph paper for mapping) and Pencils—liberal supplies for all 
   
  Optional 
   
  Paper, plastic or metal figures to denote characters and monsters 
   
  Dominoes or blocks for constructing rooms and hallways (we prefer these to 
  drawing on an erasable board) 
   
  A cigar box or “chest” of pennies, dimes and quarters, as well as a number of 
  small bags—to represent the characters’ hoards of silver and gold 
   
  A ready-made adventure, designed for the original game or for one of the con-
  temporary “retro-clones” such as Swords & Wizardry or Labyrinth Lord 
  
   
  5 
  PREPARATION: 
   
  The referee should be familiar with the rules contained in all four volumes as well 
  as have prepared at least one adventure. The Players may read Volume One: 
  Characters & Combat (though this is not strictly necessary), but they are discour-
  aged from reading the other volumes. One does not wish to diminish the sense of 
  wonder that is crucial for enjoying the game. 
   
  CHARACTER CLASSES: 
   
  There are three basic classes of characters: 
  Fighting-Men / Fighting-Women (henceforth, “Fighting-Men”) 
  Magic-Users 
  Thieves 
   
  In addition, there are three special classes of characters: 
  Dwarves 
  Elves 
  Halflings 
   
  Fighting-Men: Fighting-Men represent the default class. Most able-bodied males 
  able to handle a weapon will be Fighting-Men, and thus it is by far the most com-
  mon class among player characters and non-player characters. Fighting-Men will 
  usually have the most hit points and will progress the most rapidly on the attack 
  tables. Most importantly, they may use all weapons and any armor. At 9th level 
  and above, they may build a castle that will earn 1 Gold Piece per year from each 
  inhabitant of the surrounding area. 
   
  Magic-Users: Magic-Users are the weakest characters in terms of combat, but 
  their spells make them potentially the strongest class of characters in the game (if 
  they can survive the early going). They may use only certain weapons—daggers 
  and staves—and may not use or wear armor. However, Magic-Users have the 
  widest selection of enchanted items. At 11th level or above, Magic-Users may 
  build a stronghold or tower. Also starting at 11th level, they may manufacture en-
  chanted items, scrolls and the like. Magic-Users (and only Magic-Users) know the 
  written language of Magic, accessible through use of the Read Magic spell. 
   
  Thieves: Thieves are nimble practitioners of stealth and guile. This doesn’t mean 
  they are necessarily weak or small—Conan was a Thief. Thieves may use any of 
  the normal weapons of Fighting-Men save the bow (though they may use the 
  crossbow), but some magic weapons will be off-limits to them. For armor they may 
  take advantage of leather, a helmet and a buckler only. Thieves will usually choose 
  to equip themselves lightly. As a consequence they will often be the best choice for 
  operations involving moving quietly, climbing and so on. Thieves have these spe-
  cial talents: 
   
  Hide in Shadows: If unencumbered, a Thief may, if unobserved, slip into the 
  shadows where he will be virtually invisible as long as he remains motionless. 
  Note, though, that many monsters and animals will have a keen sense of smell. 
  
   6 
  Luck: Once per combat encounter a Thief may either reroll one of his own die 
  results or he may call for a reroll of any die result by the referee that affects only 
  him. 
   
  Open Locks: Using the proper tools, a Thief has a 4 in 6 chance of “picking” 
  most locks, even those of a magical nature, in the space of one turn. In the case 
  of non-magical closures he will be allowed to make additional attempts. 
   
  Surprise: Thieves have an enhanced attack bonus when attacking by surprise. 
   
  Use Magical Scrolls: At 10th level a Thief acquires the ability to attempt to use 
  magic scrolls. A die roll of 1-4 will indicate success, 5 will indicate failure and a 6 
  will produce the reverse effect. 
   
  Most Thieves grew up “on the street” in a large city. As a result, all speak Cant—
  the language of the urban underworld. They are adept at making contact with the 
  criminal element or black market in any familiar or even somewhat familiar town or 
  city, as well as where possible, lining up a free or inexpensive “safe-house” to lie 
  low in for a awhile (though that sort of living arrangement may not sit well with all 
  party members). 
  At  10th level a Thief may attempt to establish a guild of thieves, beggars or the 
  like, or, for more “reformed” characters, an orphanage, hospital, home for the indi-
  gent, factory or merchant trading company. Of course nothing precludes creating 
  an entity that combines more than one of these functions! 
   
   
  
   
  7 
   
   
  Dwarves: Dwarves operate as Fighting-Men but may not progress beyond the 6th 
  level (Defender). They have these special advantages: 1) because they are small, 
  hardy and highly resistant to magic they add one step (six levels) when rolling all 
  saving throws; 2) they alone are able to successfully wield the Magic Dwarven 
  Hammer; 3) Ogres, Trolls, Giants and other large humanoids will find Dwarves 
  difficult to catch and thus will suffer a -4 penalty on attacks against them; 4) Dwa-
  rves are skilled at noting new construction, slanting passages, large mechanical 
  traps, shifting passages and the like in underground settings; and 5) Dwarves 
  speak their own language as well as that of Gnomes, Kobolds and Goblins, along 
  with the common tongue of men. 
   
  Elves: Elves are multi-classed Fighting Men/Magic-Users, though they are limited 
  to 4th level (Knight) in the former and 8th level (Solonist) in the latter. For purposes 
  of gaining experience they must choose to operate as only one class or the other 
  during the course of a single adventure, but they may freely switch classes in be-
  tween adventures. At all times they will use the most advantageous of the hit dice, 
  attack tables and saving throws of the levels attained in each class. Elves may 
  always utilize the full weapons and armor of the Fighting-Man, but they may not 
  wear armor while casting spells. In addition, they may perform a split-move and 
  fire maneuver (see below) when using a bow. Their acute senses give them a 2 in 
  6 chance of detecting secret doors merely by proximity or casual observation. 
  Elves speak Elvish, as well as the languages of Men, Orcs, Hobgoblins and Bug-
  bears. 
   
  Halflings: Halflings operate as Thieves but will be limited to 4th level (Dodger) in 
  that class. Like Dwarves, they add one step when making saving throws. They will 
  also have deadly accuracy with slings (+3 on attacks). Player character Halflings 
  will speak the common tongue and their own language. 
   
  Dwarves, Elves and Halflings have a 2 in 6 chance of hearing sounds when listen-
  ing through heavy dungeon doors (the standard chance for blundering humans is 1 
  in 6). On the other hand, due to their relatively low weight and small stature they 
  will generally only have a 1 in 6 chance of opening heavy dungeon doors (2 in 6 is 
  the standard). 
  
   8 
  ALIGNMENTS: 
   
  The Ancient Wars that ravaged Old Earth were an attempt by the one who 
  called himself the Liberator (known by others as Mendax) to consolidate his power 
  over all of material creation. In those struggles, nations and races were often 
  grouped into alignments—the forces of Chaos under the Liberator, the forces of 
  Law that opposed him, and those that chose a middle ground either out of per-
  ceived self-interest or the perception that the principles and aims fought over did 
  not concern them. As always, individuals within those groups were free to make 
  their own determinations—leaving ample room for high acts of heroism as well as 
  low betrayals. 
  The effects of the Wars remain, represented among other things in the old 
  alignment languages, still understood by some, if less frequently used for actual 
  communication. Scholars utilize the language of Law, while Chaos is used to in-
  scribe black magic incantations and cursed scrolls. Many exotic and rare creatures 
  know Neutrality—a relative of the language of Elves. 
   Many would claim that the struggle between Law and Chaos continues today 
  just as fiercely, if less obviously or visibly as before, and with as much at stake as 
  ever. To the extent that this is true, intelligent races and monsters will usually be 
  identified with an alignment. Creatures of animal or lower intelligence, or who are 
  mere animated entities will always be identified with “Neutrality”. A partial list of 
  creatures and their alignments follows: 
   
  Blink Dogs (Law) 
  Bugbears (Chaos) 
  Centaurs (Law, Neutrality) 
  Chimerae (Neutrality, Chaos) 
  Dragons (All) 
  Dryads (Neutrality) 
  Dwarves (Law, Neutrality) 
  Elves (Law, Neutrality) 
  Evil High Priests (Chaos) 
  Gargoyles (Chaos) 
  Ghouls (Chaos) 
  Giants (Neutrality, Chaos) 
  Gnoles (Chaos) 
  Goblins (Chaos) 
  Gorgons (Chaos) 
  Griffins (Neutrality) 
  Harpies (Chaos) 
  Hippogriffs (Law) 
  Hobgoblins (Chaos) 
  Hydrae (Chaos) 
  Kobolds (Chaos) 
  Lizard Men (Neutrality) 
  Lycanthropes (All) 
  Manticores (Chaos) 
  Medusae (Chaos) 
  Men (All) 
  Minotaurs (Neutrality, Chaos) 
  Mummies (Chaos) 
  Nixies (Neutrality) 
  Ogres (Neutrality, Chaos) 
  Orcs (Neutrality, Chaos) 
  Pegasi (Law) 
  Pixies (Neutrality) 
  Rocs (Law, Neutrality) 
  Spectres (Chaos) 
  Trolls (Chaos) 
  Unicorns (Law) 
  Vampires (Chaos) 
  Wights (Chaos) 
  Wizards (Chaos) 
  Wraiths (Chaos) 
  Wyverns (Neutrality)  
  
   
  9 
   
   
  Each player character is presumed to be a partisan of Law, whatever his class or 
  background. It is assumed that players will generally not attempt to have their 
  characters perform actions that are gravely evil (Thieves do not of course consider 
  simple thievery to be such) or that obviously aid the forces of Chaos. From the 
  point of view of a successful and enjoyable game, cooperation among party mem-
  bers is essential. That doesn’t mean that the opinions, interests and goals of each 
  party member will necessarily be completely aligned, or that the morally superior 
  choice or action (if that is what is desired) will always be clear or agreed upon. 
   
  RELIGION: 
   
  The gods are many and varied. Some are malevolent. Most are jealous. All are 
  dangerous. For the majority of mortals, serious and sustained worship of any of 
  the gods is for priests and cultists only. Why devote oneself to one god, when 
  there are a myriad to seek favor from or, more likely, to placate? And since deities 
  are inscrutable and unpredictable, why not hedge one’s bets by giving occasional 
  offerings to many? 
  It is said that many of the gods—from the warrior god Thor to Venus the god-
  dess of beauty and love, from Thoth the patron of scholars to the vile frog-headed 
  Tsathoggus—are also featured in the mythologies and stories of other worlds. No 
  one knows for sure, but it is an intriguing proposition.  
  In an obscure nation, unknown and undiscovered by much of the larger world, a 
  few thousand people practice the monotheistic worship of one whom they call 
  “Pantokrator”. They do not deny the existence of the “other gods”, but argue that 
  they are creations of the One True God, or else perversions of that creation by 
  Mendax. Their theologicians claim that the power and even the very reality of the 
  other gods will fade as the Pantokrator is gradually revealed to other nations. But 
  (according to the same theologicians) even the beginning of that process is still 
  many hundreds of years away… 
   
  LANGUAGES:  
   
  In the world of SEVEN VOYAGES of ZYLARTHEN, language variation is deter-
  mined by species. Most intelligent races (including humans) have their own lan-
  guage. The primary language for humans is the “common tongue”, understood by 
  all humans, or at least all humans within the known world. In addition there are 
  special languages such as the “artificial” languages of Magic-Users and Thieves, 
  as well as the alignment languages used or understood by a few of the more high-
  ly intelligent members of some races. And of course some creatures will speak the 
  languages of other species in addition to their primary language. 
  Knowledge of the right language at the right time can be extremely useful for 
  adventurers, either in making friends (often unlikely friends), or in negotiating, bar-
  gaining, threatening, appeasing and so on. At the least, one might overhear mut-
  terings of treachery or plots by monsters unaware of one’s linguistic prowess. 
   
  
   10 
  SUMMARY OF PLAYER CHARACTER STARTING LANGUAGES: 
   
  Fighting-Men 
  Magic-Users 
  Thieves 
   
   
   
  Common 
  Common 
  Magic 
  Common 
  Thieves’ Cant 
   
   
   
  Dwarves 
  Elves 
  Halflings 
   
   
   
  Common 
  Dwarvish 
  Gnomish 
  Kobold 
  Goblin 
  Common 
  Elvish 
  Orcish 
  Hobgoblin 
  Bugbear 
  Magic 
  Common 
  Halfling 
  Thieves’ Cant 
   
  Player characters of above average intelligence may know additional languages 
  (see below). 
   
  
   
  11 
   
   
   
  CREATING A CHARACTER: 
   
  To create a character, one first determines the character’s six ability scores—
  strength, intelligence, wisdom, constitution, dexterity and charisma—by throwing 
  three dice, six times in order. It is preferable to have each player roll his abilities 
  one by one in sight of the other players and the referee. Then one chooses a 
  character class informed by these scores. 
   
  Charisma Substitution (Optional): Any player may trade points in strength, con-
  stitution or dexterity for points in charisma on a 2:1 basis. This cannot be used to 
  raise the score for charisma above 11. 
   
  Strength for Female Characters (Optional): For a female character, throw two 
  dice to determine her strength score (rounding up to 3 if a total of 2 is obtained). 
  Add one point to each of the five other characteristics (rounding down to 18 if a 
  score of 19 is obtained in any of them). 
   
  Prime Requisite: Each character class has a prime requisite ability. One’s score 
  in this ability may give one a bonus or penalty on all experience points earned. All 
  classes have secondary abilities and two have tertiary abilities. A higher than av-
  erage secondary and/or tertiary ability will add points to one’s primary requisite 
  ability for the purposes of gaining experience only. 
   
  Character Class 
  Prime Requisite 
  Secondary Ability 
  Tertiary Ability 
   
   
   
   
  Fighting Man 
  Strength 
  Intelligence 
  Wisdom 
  Magic-User 
  Intelligence 
  Wisdom 
  -- 
  Thief 
  Dexterity 
  Wisdom 
  Intelligence 
  
   12 
  Prime 
  Requisite Score 
  Experience Point 
  Bonus/Penalty 
   
   
  3-6 
  -20% 
  7-8 
  -10% 
  9-12 
  None 
  13-14 
  +5% 
  15-18 
  +10% 
   
  BONUS POINTS ADDED TO PRIMARY ABILITY* 
   
   
   
  Secondary Ability 
   
   
  1-10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
   
   
   
   
   
   
   
   
   
   
   
  Tertiary Ability 
  1-10 or none 
  0 
  +1 
  +1 
  +2 
  +2 
  +2 
  +3 
  +3 
  +4 
  11 
  0 
  +1 
  +1 
  +2 
  +2 
  +2 
  +3 
  +3 
  +4 
  12 
  +1 
  +2 
  +2 
  +3 
  +3 
  +3 
  +4 
  +4 
  +5 
  13 
  +1 
  +2 
  +2 
  +3 
  +3 
  +3 
  +4 
  +4 
  +5 
  14 
  +1 
  +2 
  +2 
  +3 
  +3 
  +3 
  +4 
  +4 
  +5 
  15 
  +2 
  +3 
  +3 
  +4 
  +4 
  +4 
  +5 
  +5 
  +6 
  16 
  +2 
  +3 
  +3 
  +4 
  +4 
  +4 
  +5 
  +5 
  +6 
  17 
  +2 
  +3 
  +3 
  +4 
  +4 
  +4 
  +5 
  +5 
  +6 
  18 
  +3 
  +4 
  +4 
  +5 
  +5 
  +5 
  +6 
  +6 
  +7 
  *For purposes of gaining experience only 
   
  EXPLANATION OF ABILITIES: 
   
  Strength: Strength is the prime requisite for Fighting Men. It will affect things in a 
  number of obvious ways, the precise occasions and degrees to be determined by 
  the referee. Keep in mind, however, that the strength range presented is the range 
  for fit and healthy adventurers trained in combat. Even a low strength score will not 
  necessarily equate to weakness relative to, say, the general population. 
   
  Intelligence: For player characters the term “intelligence” actually denotes formal 
  education or knowledge, especially that relating to books and literacy. It has noth-
  ing to do with how smart the character is or is perceived to be. Nor does it match 
  up with one’s facility with the spoken word or one’s attitude toward learning in gen-
  eral. A player character’s wit, curiosity and cleverness are the player’s wit, curiosity 
  and cleverness. On the other hand, when intelligence is referenced for non-player 
  characters and monsters, the ability will have its normal meaning. Intelligence is 
  the prime requisite for Magic-Users and the secondary ability for Fighting Men. 
  One’s intelligence score will determine one’s proficiency at reading and writing, 
  and how many additional languages are known, if any, over and above those given 
  by one’s class or race. If one is a Magic-User, it will also determine the number of 
  
   
  13 
  starting spells in one’s magic book and the maximum number of spells that can be 
  known per level: 
   
  Intelligence 18 or more: 
  3 extra languages (Fighting-Men, Thieves) 
  Intelligence 16-17 or more: 
  2 extra languages (Fighting-Men, Thieves) 
  Intelligence 13-15 or more: 
  1 extra language (Fighting-Men, Thieves) 
  Intelligence 11+: 
  1-8 (INT – 10) extra languages (Magic-Users) 
  Intelligence 6 or less 
  Character is illiterate (though not in the lan-
  guage of Magic if the character is a Magic-
  User or Elf). 
   
  The referee will inform each player precisely which additional languages he 
  knows at the start of play (determined randomly from a chart in Vol. 4). Possible 
  languages include: 
   
  Common 
  Uncommon 
  Rare 
  Very Rare 
   
   
   
   
  Law 
  Neutrality 
  Chaos 
  Djinn 
  Goblin 
  Dwarvish 
  Centaur 
  Dryad 
  Kobold 
  Elvish 
  Harpy 
  Silver Dragon 
  Ogre 
  Stone Giant 
  Lizard Man 
  Titan 
  Orcish 
  Werewolf 
  Pixieish 
  Weretiger 
   
  Magic-Users and Elves begin the game knowing the spell Read Magic and addi-
  tional spells corresponding to the number of their additional languages. It follows 
  that Magic-Users and Elves with an intelligence score of 10 or below will start play 
  with no additional spells. 
  In addition, their intelligence score serves as the upper boundary for the number 
  of spells per level that Magic-Users and Elves may know. For example, a Magic-
  User with an intelligence of 15 could know a maximum of 15 1st level spells, 15 
  2nd level spells, and so on. 
   
  Wisdom: This ability represents one’s common sense, emotional maturity and 
  stability as well as one’s capacity for focus and self-denial. Among other things, it 
  will affect one’s chances to turn away or (at higher levels) destroy Undead crea-
  tures—usually accomplished by the forceful presentation of a holy symbol. It is the 
  secondary ability for Magic-Users and Thieves as well as the tertiary ability for 
  Fighting Men.  
   
  Constitution: An exceptionally high or low constitution will modify one’s hit points 
  as well as determining one’s chances for recovering from massive bodily adversity 
  or shock. 
   
  Dexterity: This ability comprises bodily and manual dexterity, quickness and the 
  like. It will affect one’s success with missile attacks and combat initiative. Also, it is 
  the prime requisite for Thieves. 
  
   14 
  Charisma: Having a high charisma (correlated with but not identical to physical 
  attractiveness) can be very useful. One’s charisma score will determine how many 
  close associates—long-term hirelings, friendly monsters to accompany one on 
  adventures, intimate servants, and so on—one can employ at one time. It will af-
  fect the loyalty base of the same—sometimes tested in situations where morale is 
  checked—plus that of any normal hirelings or employees. It will also determine 
  how others react to the character in many situations. 
   
   
  When one first hires a character or creature into service, the referee secretly rolls a 
  loyalty score using three dice, adjusting for various factors, such as initial pay, etc., 
  as well as charisma. This loyalty score will thenceforth affect any morale determi-
  nations. If larger groups—men-at-arms, torch-carriers, bearers, etc.—are hired for 
  a one-time job, the referee may choose to roll once—assigning the same loyalty 
  score to the lot. Loyalty will affect morale thusly: 
   
   
  Morale is checked on two dice, with a result of 7 or higher indicating success. (6 
  or less means the subject refuses to fight, runs away, etc.) Normal hirelings or 
  employees will generally make morale checks in these situations: 
   
  1. 
  If suddenly faced with a monster or danger that their employer failed to in-
  form them or warn them about. Thus, it is in the employer’s interest to be 
  fully forthcoming to his hirelings about the risks of any mission. If the risks 
  are out of the ordinary, then the offered payment or rewards should be 
  commensurate. 
   
  2. 
  After their side suffers its first death. 
   
  3. 
  After at least half of their side runs away (as a result of failing a morale 
  check, or otherwise), is incapacitated or dead. 
  Charisma 
  Score 
  Maximum # 
  Hirelings 
   
  Loyalty Base 
  Reaction 
  Adjustment 
  3 
  0 
  -2 
  -2 
  4 
  0 
  -2 
  -1 
  5-6 
  1 
  -1 
  -1 
  7-8 
  1 
  None 
  -1 
  9-12 
  2 
  None 
  None 
  13-15 
  2 
  +1 
  +1 
  16-17 
  3 
  +2 
  +1 
  18 
  6 
  +4 
  +2 
  Loyalty Score 
  Morale 
  3 or less 
  Will desert or betray at the first chance 
  4-6 
  -2 on morale checks 
  7-8 
  -1 on morale checks 
  9-12 
  No effect 
  13-14 
  +1 on morale checks 
  15-18 
  +2 on morale checks 
  19+ 
  No need to check morale 
  
   
  15 
  Close associates or intimate servants will only make morale checks at the end of 
  each adventure, unless faced with unusual circumstances. Failure means the 
  character or creature will refuse to accompany one on any further missions. 
  One’s charisma score may also come into play when making a reaction check—
  a roll to see how a monster or non-player character reacts to one in a first meeting, 
  a new circumstance or an instance where one is trying to influence a monster or 
  non-player character in some way or persuade him, her or it to do something. A 
  standard reaction check uses two dice, adjusting for circumstances and charisma. 
  Standard reactions might be as follows, with a natural 2 or 12 always having the 
  indicated result regardless of charisma: 
   
   
  It should always be remembered that the aesthetic standards of monsters often 
  vary considerably from those of humans. 
   
   
  Dice Score 
  Reaction 
  2 or less 
  Hostile 
  3-5 
  Negative 
  6-8 
  Neutral or uncertain 
  9-11 
  Positive 
  12+ 
  Extremely favorable or enthusiastic 
  
   16 
  EFFECTS OF ABILITIES: 
   
  Strength 18 
  +1 on all melee damage 
  Strength 16 or more 
  +1 to open heavy doors 
  Strength 6 or more 
  May attempt feat of strength* 
   
    
  Wisdom 14 or more: 
  +2 to turn the Undead 
  Wisdom 7 or less: 
  -2 to turn the Undead 
  Constitution 15 or more: 
  Add +1 to each hit die 
  Constitution 13 or more 
  Survive adversity 100%** 
  Constitution 12 
  Survive adversity 90% 
  Constitution 11 
  Survive adversity 80% 
  Constitution 10 
  Survive adversity 70% 
  Constitution 9 
  Survive adversity 60% 
  Constitution 8 
  Survive adversity 50% 
  Constitution 7 or less 
  Survive adversity 40% 
  Constitution 6 or less: 
  Subtract -1 from each hit die 
  Dexterity 15 or more 
  +1 on initiative 
  Dexterity 13 or more: 
  +1 to fire any missile 
  Dexterity 8 or less: 
  -1 to fire any missile 
  Dexterity 6 or less: 
  -1 on initiative 
    
  * 
  Bend bars or lift heavy gates, etc. (throw strength score or under on six dice) 
   
  ** Some examples: being magically polymorphed by a hostile spell and then pol-
  ymorphed back, turned to stone and back, continuing to fight after receiving a 
  potentially fatal wound, surviving surgery, etc. Whenever an “adversity check” 
  is made a natural roll (the score before any modifiers) of 00 (100) will always 
  result in failure, while a score of 01 will always result in success. 
   
  Once play begins there are many other ways in which ability scores might influence 
  the outcome of diverse actions or events. For example, a high strength score might 
  enable one to better or more safely open a stuck or heavy trap.  A high dexterity 
  score might give one a better chance of sneaking past the guard, and so on. A high 
  score is usually a helpful thing, but not always.  If one walks unknowingly past a lone-
  ly witch’s tower, it might be better to have a low charisma.  Otherwise the witch might 
  be diverted from her solitary evil research and attempt to ensnare one as a lover. 
   
  Changing Character Class: A Fighting-Man may change class into a Magic-User, 
  a Magic-User may change class into a Fighting-Man, and a Thief may change class 
  into either a Fighting-Man or a Magic-User. To do this the character must have a 
  score of at least 16 in the prime requisite score of the class he wishes to change 
  into. He begins at 1st level in his new class and will be completely subject to its 
  rules and restrictions, but may at any time use the hit dice, attack tables and sav-
  ing throws attained for his previous class and level if they are more advantageous. 
  
   
  17 
  EXPERIENCE AND LEVELS: 
   
  As characters complete successful adventures they will have the opportunity to 
  become more effective in combat and better at exercising the unique powers of 
  their class. Success will offer the chance of obtaining experience points, which in 
  turn may enable the character to attain higher and higher levels of power. Levels 
  and the experience points necessary to attain them will vary by class, and the 
  charts detailing the precise breakdown of these will be offered in a subsequent 
  section. However, gaining a new level will almost always require accumulating 
  thousands if not tens of thousands of additional experience points. 
  Experience points are acquired in one of two ways: 
  First, experience points may be awarded for slaying or subduing monsters. 
  Monsters confer experience points according to their level—that is, the actual level 
  rating of the monster (see Vol. 4), not necessarily the level of depth in a dungeon 
  where they may be encountered: 
   
  Level of Monster 
  Experience Points 
   
   
  A 
  10 
  B 
  25 
  C 
  50 
  1+ 
  100 x level 
   
  Experience gained from monsters will generally be divided equally among all 
  members of an adventuring party including non-player party members, such as 
  hirelings. However, after such an equal division, hirelings will only actually receive 
  50% of their share. Point awards from monsters are adjusted proportionately 
  downwards if the average level of the characters in an adventuring party is greater 
  than the dungeon level. For example, suppose a group of 3rd level characters de-
  feats a group of monsters on the 2nd level of a dungeon, and the experience 
  award would normally total 300 points. In this case the group would only receive 
  2/3 (the dungeon level divided by the level of characters) of this total, or 200 
  points. Experience awards are never adjusted upwards in the same fashion. 
  Second, experience points may be purchased with treasure obtained on adven-
  tures on a 1 to 1 basis for player-characters and a 1 to 2 basis for hirelings. Points 
  must be bought within a day or two of returning to the party’s home base or a 
  “safe” area, and only as many may be gained as will be sufficient to take the char-
  acter up one level. 
  In both cases, the character’s experience point bonus/penalty, if any, will modify 
  the actual number of experience points gained. 
  Example: Zylarthen, a Fighting-Man of 4th level (Knight) has already accumu-
  lated 13,000 experience points, needing 3,000 more to attain 5th level (Guardian). 
  He also has a 10% experience point bonus, due to a strength score of 14 and a 
  wisdom score of 13. Zylarthen’s party of eight characters easily defeated a patrol 
  of twelve Goblins (level A monsters) on the 2nd level of the dungeon on the way to 
  a much more difficult but ultimately victorious fight with six Gargoyles (level 3 mon-
  sters) on the 5th level of the dungeon. Zylarthen’s experience point gain so far is: 
  
   18 
  10 Goblins: ((10 x 12 x ½) / 8)) x 110%  
  = 
  8 
  6 Gargoyles: ((300 x 6) / 8) x 110%  
  = 
  248 
  Total from Monsters 
  = 
  256  
   
  The party discovers treasure worth 40,000 Silver Pieces in the lair of the Gar-
  goyles. Zylarthen’s share (based on a prior agreement with the other members of 
  the party) is 4,000. Upon leaving the dungeon and returning to safety in a nearby 
  village, Zylarthen chooses to immediately spend 2,495 Silver Pieces (the maxi-
  mum allowed, as the following totals will make clear) on experience points:  
   
  Total from Treasure: 2,495 x 110% 
  = 
  2,744 
   
  Grand Total: 
  = 
  3,000 
   
  By the end of the adventure Zylarthen will have gained 3,000 experience points 
  and therefore Guardian status, while retaining a small fortune of 1,505 Silver Piec-
  es that he could spend on new weapons, armor, adventuring equipment and the 
  like. 
  In a well-planned adventure, actual combat should yield only a fraction of 
  awarded experience—generally no more than 10% or so. The immediate rewards 
  of combat should not be so great as to encourage combat for the sake of it. From 
  the point of view of experience, successively sneaking around a monster should 
  be almost as advantageous as directly confronting it. This encourages decision-
  making that is more “realistic”. It is rational and prudent to be prepared to fight, or 
  to fight with a greater goal—such as treasure—in mind. But no sane person fights 
  for the fun of it. 
   
  
   
  19 
  ENCUMBRANCE: 
   
  Characters will have a desire to take sufficient equipment and supplies with 
  them on their adventures. As well, they will want to be outfitted in the best possible 
  armor and carry the most effective weapons, including spares (subject to their 
  class restrictions, of course). However, there is a limit to what can be carried. 
  The encumbrance mechanic of SEVEN VOYAGES of ZYLARTHEN keeps track 
  of how many encumbrance units (henceforth designated “!”), representing 2-10 
  pounds of weight, are worn or carried. The majority of weapons, armor compo-
  nents, tools and other like pieces of equipment will have an encumbrance of !. 
  Light or easily carried objects will have no encumbrance. This category includes 
  normal worn clothing (not heavy clothing or armor) and small non-bulky items of a 
  pound or less. In some cases, groups of these items—six torches, twelve iron 
  spikes, twenty-four arrows, etc.—may be treated as having an encumbrance of !. 
  A few weapons, armor components or tools will be so heavy or unwieldy that they 
  will have an encumbrance of !!, !!!, !!!! or in a few cases even greater.  
  Additional Considerations: 
  No more than three weapons or carried combat items (including bucklers, sets of 
  javelins or units of missile ammunition) with an exact encumbrance of ! may be 
  carried without penalty. Additional such weapons will count as triple weight. 
  No more than two weapons or carried combat items with an exact encumbrance 
  of !! may be carried without penalty. Additional such items will count as triple 
  weight. 
  No more than one weapon or carried combat item (including a shield) with an 
  exact encumbrance of !!! may be carried without penalty. Additional such items 
  will count as triple weight. 
  Encumbrance has these effects: 
   
  Encumbrance 
  # Units 
  Base Move 
  Unencumbered 
  0-5 * 
  13 
  Light  
  6-10 ** 
  12 
  Medium 
  11-15 
  9 
  Heavy 
  16-20 
  6 
  Super-Heavy 
  21-25 
  3 
   
  26+ 
  Prohibited*** 
   
  * 
  May only carry individual items with a maximum encumbrance of !. Other-
  wise, encumbrance will be light or medium. A character wishing to move quiet-
  ly, climb a nearly vertical wall or engage in any other similar delicate task is 
  usually advised to be unencumbered. 
   
  ** 
  May only carry individual items with a maximum encumbrance of !!. Other-
  wise, encumbrance will be medium. 
   
  *** At the referee’s discretion, up to 10 additional units may be carried, but both 
  hands will be occupied and the character will be unable to attack or defend. 
   
  Thieves may carry up to 500 coins “for free” (generally, each set of 100 coins has 
  an encumbrance of !). However, they may still not go above the overall maximum 
  of 25 units, counting all carried coins. 
  
   20 
  MONEY, INCOME AND EXPENSES 
   
  The standard unit of account is the Silver Piece. The exchange rate for coins is: 
   
  1 Gold Piece 
  = 
  10 Silver Pieces 
  1 Silver Piece 
  = 
  5 Copper Pieces 
   
  At the referee’s discretion, iron scrip (1 Copper Piece = 4 Iron Pieces) and dia-
  mond in amber coins (1 Diamond Piece = 100 Silver Pieces) may be added to the 
  mix. 
  Expensive items, immovable things such as land or abstract entities such as 
  salaries or rents are usually priced in gold, often without the “Pieces”—“that sword 
  will cost you 4 gold”. “My extensive holdings earn me an income of 5,000 gold a 
  year,” etc. Copper Pieces are the mode of exchange for cheap items or cheap 
  people—“I spent my last copper on a cup of indifferent ale”, “Can you spare a few 
  coppers for the bowl of a poor veteran’s widow who recently lost all her goods in a 
  fire?” (a not uncommon claim of questionable veracity). And so on. 
  In many places, “making change” is illegal for all but officially approved money-
  changers. Thus, one should always try to have a few small value coins available to 
  avoid possible losses due to rounding effects. On the other hand, large value coins 
  are preferable in terms of how convenient they are to carry on one’s person. Ad-
  venturers desiring to convert all or part of their wealth from one form of metal into 
  another should be able to easily do so at any moneychangers for a small commis-
  sion of only 5% or so. 
  All player-characters begin the game with 3-18 Gold Pieces, and they are free to 
  immediately convert any monies that are not spent on starting equipment to expe-
  rience points, as per the rules of the previous section. Mundane living expenses 
  for player-characters and their hirelings—that spent on food and lodging, combat 
  training or standard scholarly or magical research, but not on weapons, arms, 
  transportation, adventuring equipment or other like items—are always assumed to 
  be covered by the rules regarding conversion of money to experience points. Mon-
  ey spent on experience points happens “all at once” in game terms but is pre-
  sumed to take place more gradually during “downtime” within the fictional world of 
  the game. Thus while a player-character might be penniless, at least in game 
  terms—perhaps because he has greedily converted all of his treasure to experi-
  ence points—he need not worry where his next meal is coming from unless out on 
  an actual adventure. 
  Hirelings must always convert the entirety of their treasure share to experience 
  points even if this means that excess monies—those over and above what it would 
  take to gain the next level—would be “wasted”. In practice this means that hire-
  lings must always have their arms, armor and equipment bought for them a part of 
  their contract. (Among other things, this rule prevents player-characters from “ex-
  ploiting” their hirelings by exerting unfair control over their spending decisions.) 
  A player may designate a “relative”—a second character whose abilities they 
  have previously determined and class they have chosen—to inherit the money and 
  possessions of their first character in the event that their first character dies or 
  disappears. A 10% inheritance tax is customary. If this relative resides in an area 
  far from the scene of the most recent adventures, a player may have to wait some 
  
   
  21 
  time to return to the game with his second character. Based on what the referee 
  allows and advises, it will often be easier to get back in the game by, so to speak, 
  starting from scratch with a completely new character.  
  Whatever the game choices of the player, the surviving characters in the adven-
  turing party should feel an obligation to treat the body (if there is one) and posses-
  sions (if any remain) of their dead or missing comrade with respect. 
   
  Physical Coin Tokens (Optional): In our campaign we actually give players little 
  bags of pennies, nickels, dimes, quarters, and (for really nice hauls) half dollars 
  and dollars to represent their coin hoards. Everyone has found this vastly more fun 
  (and potentially less prone to error) than the usual method of crossing digits or 
  hatch marks off of a piece of paper. It makes discovering treasure—or spending 
  it—more real, and even mundane items or inexpensive weapons seem more valu-
  able when you have to pay for them with physical money. 
  We keep about $200 worth of coins in a number of cigar boxes (these look very 
  much like treasure chests), and have a dozen or so mock-velvet bags that we pur-
  chased for a few dollars at a jewelry store. To those who object that this is too 
  great an expense, we would reply that it isn’t actually an expense—we still have 
  the money (perhaps it’s even an admittedly odd way of saving money), and if we’re 
  ever down to our last $200, we can always go back to hatch marks! 
   
  Penny 
  = 
  Copper Piece 
  Dime 
  = 
  Silver Piece 
  Quarter 
  = 
  Gold Piece 
  Kennedy Half Dollar 
  = 
  100 Copper Pieces (!) 
  Presidential Dollar 
  = 
  100 Silver Pieces (!) 
  Eisenhower Dollar 
  = 
  100 Gold Pieces (!) 
   
  Small Washer 
  = 
  Iron Coin 
  Nickel 
  = 
  100 Iron Coins (!) 
   
  
  !
  BASIC EQUIPMENT COSTS (in Silver Pieces):
  Item 
  Cost 
  Item 
  Cost
  Dagger 
  2 
  Axe 
  6 
   
  Mace 
  10 
  Sword 
  7 
  Hammer 
  15 
  Battle Axe 
  15 
  Long Sword 
  40 
   
  Staff 
  1 
  Morning Star 
  5 
  Spear 
  3 
  Pole Arm 
  10 
  Lance 
  6 
  Sling 
  2 
  Bow 
  7 
  Crossbow 
  10 
   
   
   
   
   
   
  3 Javelins 
  3 
  24 Arrows or Quarrels 
  6 
  12 Sling Bullets 
  2 
  Silver Dagger 
  200 
  Silver Tipped Arrow or Quarrel 
  20 
  Leather Armor 
  25 
  Mail 
  200 
  Plate Armor 
  500 
  Buckler 
  4 
  Shield 
  7 
  Helmet 
  10 
  Mule 
  30 
  Light Horse 
  200 
  Warhorse 
  500 
  Barding (Horse Armor) 
  1000 
  Feed, 1 animal/1 day 
  1 
  Leather Back Pack 
  4 
  Large Sack 
  2 
  Small Sack 
  1 
  50’ of Hemp Rope 
  3 
  200’ of Silk Rope 
  200 
  Iron Hook 
  5 
  10’ Pole 
  1 
  12 Iron Spikes 
  8 
  Sledge Hammer 
  7 
  Shovel 
  3 
  Crowbar 
  2 
  Hammer & Nails, 1 lb. 
  6 
  Glue, pint 
  1 
  Brushes & Paint, quart 
  6 
  Lantern 
  10 
   
  6 Flasks of Oil 
  6 
   
  6 Torches 
  2 
  3 Uses of Deadly Nightshade 
  10 
  Silver Holy Symbol 
  25 
  Wolf Bane (blessed), bunch 
  10 
  Garlic (blessed), bud 
  5 
  3 Wooden Stakes & Mallet 
  1 
  Vial of Holy Water 
  25 
  Case, Quire of Paper, Reeds & Ink 
  8 
  Thieves’ Pick & Tools 
  30 
   
  Surgical Tools & Supplies 
  500 
  Chalk 
  1 
   
  Fine Clothing 
  100 
  Steel Mirror 
  15 
  Pair of Dice 
  1 
   
  Deck of Cards 
  2 
  Whistle 
  1 
   
  Hourglass 
  10 
  Water/Wine Skin 
  1 
   
  Good Wine, quart 
  3 
  Standard Rations, 1 person/3 days 
  3 
   
  Iron Rations, 1 person/3 days 
  6 
   
  Free at Start: 
  Magic book  (for Magic-Users) 
  Standard Clothing 
  Whetstone, Olive Oil & Rag 
  Personal Effects (brush or comb, 
  cup, spoon, string and tinderbox)  
  
   
  BASIC EQUIPMENT ENCUMBRANCE: 
  Item 
  Encumbrance 
  Item 
  Encumbrance
  Dagger 
  " 
  Axe 
  ! 
  Mace 
  ! 
  Sword 
  ! 
  Hammer 
  !! 
  Battle Axe ** 
  !!! 
  Long Sword * 
   !! 
  Staff ** 
    !!! 
  Morning Star ** 
  !! 
  Spear * 
  !! 
  Pole Arm ** 
  !!! 
  Lance 
  !!!! 
  Sling ** 
  ! 
  Bow ** 
  !! 
  Crossbow ** 
  !!! 
  1-3 Javelins 
  ! 
  24 Arrows or Quarrels 
  ! 
  12 Sling Bullets 
  ! 
  Silver Dagger 
  " 
  Silver Tipped Arrow or Quarrel 
   
  Leather Armor 
  ! 
  Mail 
  !!!! 
  Plate Armor 
  !!!! !!!! 
  Shield 
  !!! 
  Helmet 
  ! 
  Buckler 
  ! 
  Mule 
  —  
  Light Horse 
  — 
  Warhorse 
  — 
  Barding 
   !!!! !!!! !!!! !!!! 
  Feed, 1 animal/1 day 
  !!!! 
  Leather Back Pack (holds 10 !) 
   
   
   
   
  Large Sack (holds 15 !) 
   
  Small Sack (holds 5 !) 
  50’ of Hemp Rope 
  ! 
  200’ of Silk Rope 
  ! 
  Iron Hook 
  ! 
  10’ Pole 
  !!! 
  12 Iron Spikes 
  ! 
  Sledge Hammer 
  !!! 
  Shovel 
  !! 
  Crowbar 
  ! 
  Hammer & Nails, 1 lb. 
  ! 
  Glue, pint 
   
  Brushes & Paint, quart 
  ! 
  Lantern 
  ! 
  6 Flasks of Oil 
  ! 
   
  6 Torches 
  ! 
   
  3 Uses of Deadly Nightshade 
   
  Silver Holy Symbol 
   
  Wolf Bane (blessed), bunch 
   
  Garlic (blessed), bud 
   
  3 Wooden Stakes & Mallet 
  ! 
  Vial of Holy Water 
   
  Case, Quire of Paper, Reeds & Ink 
  ! 
  Thieves’ Pick & Tools 
   
   
  Surgical Tools & Supplies 
  !! 
  Chalk 
   
   
  Fine Clothing (carried) 
  ! 
  Steel Mirror 
  ! 
   
  Pair of Dice 
   
   
  Deck of Cards 
  Whistle 
   
   
  Hourglass 
  ! 
  Empty Water/Wine Skin 
   
   
  Full Water/Wine Skin, 1 person/1 day ! 
  Standard Rations, 1 person/ 3 days ! 
   
  Iron Rations, 1 person/ 3 days 
  ! 
   
  Free at Start: 
  Magic book  (for Magic-Users)  
  ! 
   
  Standard Clothing 
  Whetstone, Olive Oil & Rag 
  Personal Effects (brush or comb, 
  cup, spoon, string and tinderbox) 
  
   
   
   
   24 
  NOTES ON EQUIPMENT: 
   
  KEY: 
   
  " 
  The first item has no encumbrance. Each additional item of the same type 
  has an encumbrance of !. 
   
  * 
  Generally used one-handed, but may be used two-handed at a +1 bonus 
  to the attack roll. 
   
  ** 
  Used two-handed. Note that the sling only takes two hands to load. 
   
  Animal Transport: Mules, camels and horses come with complete tack and sad-
  dlebags. The relevant statistics are listed below (a man, without arms, armor or 
  equipment, etc., counts as 30 units): 
   
   
  Horse 
   
  Price 
  Carry Ca-
  pacity 
   
  Hit Dice 
   
  Attacks 
  Armor 
  Class 
   
  Move 
   
   
   
   
   
   
   
  Mule 
  30 
  40 
  2+1 
  Nil 
  7 
  12 
  Draft Horse 
  50 
  60 
  2+1 
  Nil 
  7 
  12 
  Camel 
  150 
  50 
  2 
  Nil 
  7 
  15 
  Light Horse 
  200 
  40 
  2 
  Nil 
  7 
  24 
  Warhorse, Medium 
  500 
  60 
  2+1 
  Hooves or 
  bite (1 die) 
  7 
  18 
  Warhorse, Heavy 
  1000 
  75 
  3+3 
  7 
  12 
   
  Only mules may be taken into a dungeon, and even that may be problematic. 
  Camels have been known to go for two weeks without water or food. 
   
  Helmets: These are included in the price and encumbrance of Mail and Plate Armor. 
   
  Illumination: Lanterns illuminate a 30’ radius. One flask of oil burns for four hours. 
  Torches illuminate a 40’ radius and burn for one hour. 
   
   
  ARMOR CLASS TABLE: 
   
  Armor 
  Class 
   
  Description 
   
   
  2 
  Plate Armor & Shield* 
  3 
  Plate Armor 
  4 
  Mail & Shield* 
  5 
  Mail (also Horse Barding) 
  6 
  Leather Armor & Shield* 
  7 
  Leather Armor 
  8 
  Shield Only* 
  9 
  No Armor or Shield 
   
  * Or Buckler
  
   
   
   
   
  25 
  DWELLINGS: 
   
  Item: 
  Features 
  Cost * 
  Cottage 
  1 room (includes garden) 
  50  
  Cottage with Barn 
  As above, with space for 1-3 animals 
  100  
  House (1 story) 
  2 rooms plus 1 kitchen 
  200  
  House (2 story) 
  6 rooms 
  500  
  House (3 story) 
  10 rooms 
  1000  
  Fine Townhouse 
  10 rooms 
  3000 + 
  Manor House 
  20+ rooms 
  10000 + 
  Small Shop 
  Public area plus back room 
  200  
  Tavern 
  Includes guest rooms and stable 
  5000  
  Guildhall 
   
  10000  
  Wizard’s Tower 
   
  100000 + 
  Large Guildhall 
  Includes dormitories, defenses, etc. 
  100000 + 
  Small Fort, Keep or Castle 
   
  100000 + 
  Large Fort, Keep or Castle 
   
  200000 + 
   
  * 
  Smaller buildings may be rented at 15-20% per annum of the cost to buy. For 
  larger buildings, construction time will be at least a year and sometimes much 
  longer. 
   
  WATER TRANSPORT: 
   
   
  Item 
   
  Crew 
   
  Capacity 
  Base Move 
   
  Cost 
   
  Oared 
  Sailed** 
   
   
   
   
   
    
  Raft 
  1-3 
  3 
  5 
  5/10 
  40  
  Boat 
  1-6 
  6 
  10 
  10/15 
  100  
  Small Galley 
  80 
  100 
  15 
  15/20 
  10000  
  Large Galley 
  180 
  300 
  10 
  10/15 
  30000  
  Longship 
  20-80 
  20-80 
  15 
  15/20 
  5000  
  Small Merchant Ship 
  15  
  50 
   
  10/15 
  5000  
  Large Merchant Ship 
  20 
  100 
   
  5/10 
  20000  
  Sailed Warship 
  15 
  50 
   
  10/15 
  10000  
   
  ** Numbers before and after the slash are equal to base move rates under light 
  vs. strong winds, respectively. Roll two dice each day: dice 2-3 = calm, dice 4-8 
  = light breeze, dice 9-11 = strong breeze, dice 12 = storm. No sailed movement 
  is possible if becalmed. In storms, the move rate will be 5-10 in whatever direc-
  tion the wind is blowing. Roll one eight-sided die: die 1 = north, die 2 = north-
  east, die 3 = east, die 4 = southeast, die 5 = south, die 6 = southwest, die 7 = 
  west, die 8 = northwest. 
  
   
   
   
   26 
  MEN-AT-ARMS AND OTHER HIRELINGS: 
   
  Classification 
  Cost 
   
  Classification 
  Cost 
  Non-Fighter* 
  1 
   
  Dwarf Guard 
  5 
  Barbarian 
  1 
   
  Elf Legionnaire 
  10 
  Irregular 
  1 
   
  Halfling Slinger 
  10 
  Peltast 
  2 
   
  Koursor 
  10 
  Hoplite 
  3 
   
  Horse Archer 
  10 
  Javelineer 
  3 
   
  Turcopole 
  15 
  Slinger 
  3 
   
  Cataphract 
  20 
  Crossbowman 
  4 
   
  Fighting-Man 
  Special 
  Varangian 
  5 
   
  Magic-User 
  Special 
  Archer 
  5 
   
  Thief 
  Special 
   
  *Includes Torchbearers, Bearers, Cooks, Scribes, etc. 
   
  Each class must be advertised for separately at a cost of 10-60 Silver Pieces, 
  though the referee may vary this based on local conditions, the size of the market, 
  etc. An attempt will yield 1-10 applicants (exceptions: Fighting-Men, Magic-Users 
  and Thieves). All hirelings come equipped with the standard arms and armor of 
  their class (including horses in some cases) as well as basic traveling gear. How-
  ever, rations, torches, cookware, mapping supplies, etc. must be purchased sepa-
  rately. Typical costs for long-term employment are equivalent to cost in Silver 
  Pieces per month if one has a working stronghold, or per week if one does not. 
  However, for dungeon expeditions and other particularly dangerous short-term 
  missions cost may be expressed in Silver Pieces per day. 
  Any of the fighting classes may be hired as Fighting-Men capable of gaining ex-
  perience points, for an initial outlay of 10 x standard cost plus the promise of at 
  least half shares in any treasure.  
  Experienced Fighting-Men, or Magic-Users and/or Thieves of any kind may be 
  hired solely on the promise of at least half shares in all treasure, but they will be 
  difficult to find. For each attempt to locate an experienced Fighting-Man, there will 
  be a 3 in 6 chance that 1-4 will arrive. For each attempt to locate a Magic-User, 
  there will be a 1 in 6 chance that 1-2 will arrive, while for Thieves the odds are 2 in 
  6 that 1-3 will arrive. Explicitly describing the mission (and perhaps offering addi-
  tional pay or rewards) will provide a greater chance of finding members of these 
  classes but will also increase the odds of attracting particularly unsavory or unusu-
  al types—potentially including even supernatural or monstrous entities. 
  Fighting-Men, Magic-Users and Thieves will have an equal chance of being any 
  level up to and including half the level of their employer rounded up. (1st and 2nd 
  level player characters will only get a response from 1st level types. Those an-
  swering inquiries from 3rd level player characters will be split between 1st and 2nd 
  level types, and so on.) It is important to note that abilities, spells and the like will 
  generally not be known, though candidates with strength scores of 18, charisma 
  scores in the lower or upper 10% ranges or those with below average scores in 
  their prime requisite ability may be noticed. 
  The referee may consult Vol. 2, p. 53 for more information. 
  
   
   
   
   
  27 
   
   
   
   
  
   
   
   
   28 
  LEVELS AND THE EXPERIENCE POINTS NECESSARY TO ATTAIN THEM 
   
   
  * 
  100000 per additional level  
   
  FURTHER STATISTICS REGARDING CLASSES: 
   
   
  Fighting-Men 
  Dice for Accu-
  mulative Hits 
  Attack 
  Capability** 
  Spells & Level 
  1 2 3 4 5 6 
   
   
   
   
   
   
   
   
   
  Fighter 
  1 + 1 
  Man 
  NIL 
  Paviser 
  2 
  Man 
  NIL 
  Thane 
  3 
  Man 
  NIL 
  Knight 
  4 + 1 
  Man + 2 
  NIL 
  Guardian 
  5  
  Man + 2 
  NIL 
  Defender 
  6 
  Man + 2 
  NIL 
  Protector 
  7 + 1 
  Man + 5 
  NIL 
  Vindicator 
  8 + 2 
  Man + 5 
  NIL 
  Lord 
  9 + 3 
  Man + 5 
  NIL 
  Lord, 10th Level 
  10 + 1 
  Man + 7 
  NIL 
  Lord, 11th Level 
  10 + 3 
  Man + 7 
  NIL 
  Lord, 12th Level 
  11 + 1 
  Man + 7 
  NIL 
  Lord, 13th Level 
  11 + 3 
  Man + 9 
  NIL 
  Lord, 14th Level 
  12 + 1 
  Man + 9 
  NIL 
  Lord, 15th Level 
  12 + 3 
  Man + 9 
  NIL 
  Lord, 16th Level 
  13 + 1 
  Man + 12 
  NIL 
   
  ** Bonuses are added to weapon attack rolls. Able-bodied, male non-player char-
  acters—hirelings, townsmen, etc.—are treated as 1st level Fighting Men. 
   Fighting-Men 
   
  Magic-Users 
   
  Thieves 
   
   Fighter 
  0  
  Famulus 
  0  
  Borrower 
  0  
   Paviser 
  2000  
  Chirosophist 
  2500  
  Mouser 
  1500  
   Thane 
  4000  
  Tregetour 
  5000  
  Gilter 
  3000  
   Knight 
  8000  
  Pellar 
  10000  
  Dodger 
  6000  
   Guardian 
  16000  
  Theurge 
  20000  
  Courser 
  12000  
   Defender 
  32000  
  Thaumaturge 
  40000  
  Rescuer 
  25000  
   Protector 
  64000  
  Talismanist 
  60000  
  Targeteer 
  50000  
   Vindicator 
  125000  
  Solonist 
  80000  
  Swordman 
  100000  
   Lord* 
  250000  
  Mirabilist 
  100000  
  Thief 
  200000  
    
    
  Magus 
  200000  
  Master Thief* 
  300000  
    
    
  Archimagus* 
  300000  
   
    
  
   
   
   
   
  29 
   
  Magic-Users 
  Dice for Accu-
  mulative Hits 
  Attack 
  Capability 
  Spells & Level 
  1 2 3 4 5 6 
   
   
   
   
   
   
   
   
   
  Famulus 
  1 
  Man 
  1 — — — — — 
  Chirosophist 
  1 + 1 
  Man 
  2 — — — — — 
  Tregetour 
  2 
  Man 
  3 1 — — — — 
  Pellar 
  2 + 1 
  Man 
  4 2 — — — — 
  Theurge 
  3 
  Man 
  4 2 1 — — — 
  Thaumaturge 
  3 + 1 
  Man + 2  
  4 2 2 — — — 
  Talismanist 
  4 
  Man + 2 
  4 3 2 1 — — 
  Solonist 
  4 + 1 
  Man + 2 
  4 3 3 2 — — 
  Mirabilist 
  5 
  Man + 2 
  4 3 3 2 1 — 
  Magus 
  6 + 1 
  Man + 2 
  4 3 3 3 2 — 
  Archimagus 
  7 
  Man + 5 
  4 4 4 3 3 — 
  Archimagus, 12th Level 
  8 + 1 
  Man + 5 
  4 4 4 4 4 1 
  Archimagus, 13th Level 
  8 + 2 
  Man + 5 
  5 5 5 4 4 2 
  Archimagus, 14th Level 
  8 + 3 
  Man + 5 
  5 5 5 4 4 3 
  Archimagus, 15th Level 
  8 + 4 
  Man + 5 
  5 5 5 4 4 4 
  Archimagus, 16th Level 
  9 + 1 
  Man + 7 
  5 5 5 5 5 5 
   
  Thieves 
   
   
   
  Borrower 
  1 
  Man (+9)* 
  NIL 
  Mouser 
  2 
  Man (+9) 
  NIL 
  Gilter 
  3 
  Man (+9) 
  NIL 
  Dodger 
  4 
  Man (+9) 
  NIL 
  Courser 
  4 + 1 
  Man + 2 (+16) 
  NIL 
  Rescuer 
  5 
  Man + 2 (+16) 
  NIL 
  Targeteer 
  6 
  Man + 2 (+16) 
  NIL 
  Swordman 
  7 
  Man + 2 (+16) 
  NIL 
  Thief 
  7 + 1 
  Man + 5 (+24) 
  NIL 
  Master Thief 
  7 + 2 
  Man + 5 (+24) 
  NIL 
  Master Thief, 11th Level 
  7 + 3 
  Man + 5 (+24) 
  NIL 
  Master Thief, 12th Level 
  8 + 1 
  Man + 5 (+24) 
  NIL 
  Master Thief, 13th Level 
  8 + 2 
  Man + 7 (+31) 
  NIL 
  Master Thief, 14th Level 
  8 + 3 
  Man + 7 (+31) 
  NIL 
  Master Thief, 15th Level 
  9 + 1 
  Man + 7 (+31) 
  NIL 
  Master Thief, 16th Level 
  9 + 2 
  Man + 7 (+31) 
  NIL 
   
  * 
  Bonuses in parenthesis apply during turns where the Thief has surprise for a 
  melee attack.
  
   
   
   30 
  ATTACK MATRIX I.:  MEN VERSUS MEN OR MONSTERS (MELEE) 
   
  Weapon 
   
  20-Sided Die Score to Hit by Target’s Armor Class 
  Class 
  Type 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
   
   
   
   
   
   
   
   
   
   
  0 
  Unarmed 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  1 
  Dagger 
  11 
  12 
  14 
  15 
  16 
  17 
  17 
  18 
  2 
  Axe 
  11 
  12 
  13 
  14 
  14 
  15 
  16 
  17 
  3 
  Sword 
  10 
  11 
  12 
  13 
  14 
  15 
  17 
  18 
  4 
  Mace* 
  11 
  12 
  13 
  14 
  14 
  15 
  15 
  16 
  5 
  Hammer 
  11 
  12 
  13 
  14 
  13 
  14 
  14 
  15 
  6 
  Battle Axe 
  10 
  11 
  11 
  12 
  12 
  13 
  14 
  15 
  7 
  Long Sword 
  9 
  10 
  11 
  12 
  14 
  15 
  17 
  18 
  8 
  Staff 
  10 
  11 
  13 
  14 
  16 
  17 
  18 
  19 
  9 
  Morning Star 
  10 
  11 
  11 
  12 
  13 
  14 
  15 
  16 
  10 
  Spear 
  9 
  10 
  11 
  12 
  15 
  16 
  18 
  19 
  11 
  Pole Arm 
  10 
  11 
  11 
  12 
  14 
  15 
  16 
  17 
  12 
  Lance 
  9 
  10 
  10 
  11 
  14 
  15 
  16 
  17 
  * 
  Thieves only may use a club. It has a cost of 1, an encumbrance of ! and has a 
  -1 penalty to hit against Armor Classes 5, 4, 3 and 2. 
   
  Successful unarmed attacks do 1 hit of damage. All weapon attacks do 1-6 points 
  of damage unless otherwise noted. See Combat, below for considerations regard-
  ing Weapon Class, special features of certain weapons, etc. 
   
  ATTACK MATRIX II.:  MEN VERSUS MEN OR MONSTERS (MISSILE) 
   
  Range 
   
  20-Sided Die Score to Hit by Target’s Armor Class 
  (in feet) 
  Type 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
   
   
   
   
   
   
   
   
   
   
  60 
  Dagger 
  10 
  11 
  14 
  15 
  16 
  17 
  17 
  18 
  60 
  Axe 
  10 
  11 
  13 
  14 
  14 
  15 
  16 
  17 
  60 
  Spear 
  9 
  10 
  11 
  12 
  15 
  16 
  18 
  19 
  80 
  Javelin 
  9 
  10 
  11 
  12 
  15 
  16 
  18 
  19 
  120* 
  Sling 
  10 
  11 
  12 
  13 
  16 
  17 
  19 
  20 
  120* 
  Bow 
  8 
  9 
  10 
  11 
  15 
  16 
  20 
  21 
  120* 
  Crossbow 
  8 
  9 
  10 
  11 
  13 
  14 
  16 
  17 
   
  * 
  If in outdoor conditions or if there is a high arched ceiling, these missile weap-
  ons may be fired at up to triple range with a -10 penalty on the attack roll. 
   
  At all ranges missile attack rolls may also be influenced by concealment or lighting 
  conditions as determined by the referee. Missile fire into melee is discouraged. 
  
   
   
   
  31 
  If missile fire into melee is attempted, it is generally resolved by making an attack 
  roll against a randomly determined melee combatant—foe or friend. 
   
  Most missile weapons may be used or fired once per turn. Slings and crossbows 
  require one full additional turn to prepare each shot. If previously loaded and in 
  hand, such weapons may be used immediately. However, if a character is sur-
  prised, there is a 3 in 6 chance that prepared slings will be dropped and tangled, 
  and loaded crossbows will be accidentally fired. 
   
   
   
  
   
   
   32 
  ATTACK MATRIX III.:  MONSTERS ATTACKING 
   
  Monster’s Sample 
  20-Sided Die Score to Hit by Target’s Armor Class 
  Hit Dice 
  Monster 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
   
   
   
   
   
   
   
   
   
   
  Up to 1 
  Kobold 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  1 + 
  Hobgoblin 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  2 to 3 
  Gnole 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  3 + 1 to 4 
  Gargoyle 
  6 
  7 
  5 
  8 
  9 
  11 
  12 
  13 
  4 + 1 to 6 
  Minotaur 
  5 
  6 
  7 
  5 
  8 
  9 
  11 
  12 
  6 + 1 to 8 
  Troll 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  9 to 10 
  Chimera 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  11 + 
  Purple Worm 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
   
   
  CHARACTERS TURNING UNDEAD: 
   
   
   
  Any character may attempt to turn Undead creatures by pre-
  senting a proper holy symbol. Throwing the number or above 
  on two dice turns 2-12 Undead creatures. Throwing +6 or 
  more over the number destroys 2-12 Undead creatures. Turn-
  ing may only be attempted once (by no more than one charac-
  ter) during any particular encounter. 
  Type of 
  Undead 
  Character Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9-13 
  14+ 
   
   
   
   
   
   
   
   
   
   
   
  Skeleton 
  9 
  8 
  7 
  5 
  4 
  3 
  3 
  2 
  1 
  -1 
  Zombie 
  10 
  9 
  8 
  6 
  5 
  4 
  4 
  3 
  2 
  0 
  Ghoul 
  11 
  10 
  9 
  7 
  6 
  5 
  5 
  4 
  3 
  1 
  Shadow 
  13 
  11 
  10 
  8 
  7 
  6 
  6 
  5 
  4 
  2 
  Wight 
  14 
  13 
  11 
  9 
  8 
  7 
  7 
  6 
  5 
  3 
  Wraith 
  — 
  — 
  14 
  11 
  10 
  9 
  8 
  7 
  6 
  4 
  Mummy 
  — 
  — 
  — 
  14 
  11 
  10 
  9 
  8 
  7 
  5 
  Spectre 
  — 
  — 
  — 
  — 
  14 
  11 
  10 
  9 
  8 
  6 
  Vampire 
  — 
  — 
  — 
  — 
  — 
  14 
  11 
  10 
  9 
  7 
  Ghost 
  — 
  — 
  — 
  — 
  — 
  — 
  14 
  11 
  10 
  8 
  Lich 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  13 
  11 
  9 
  
   
   
   
  33 
  SAVING THROW MATRIX: 
  !
  !
  These represent the number or higher needed on a twenty-sided die to avoid or 
  lessen the particular effects. In some cases, such as a dragon breathing fire, mak-
  ing one’s saving throw means one will suffer half-damage. 
   
  Monsters making saving throws are generally treated as Fighting-Men of a level 
  equal to their hit dice. 
   
  HIT POINTS: 
   
  Hit points are first rolled when a character is created. Each time a character 
  gains a new level, hit points are rerolled using the level table for the appropriate 
  class. For example, a Fighting Man would roll one die and add 1 hit point as a 
  Fighter. He would roll two dice as a Paviser, three dice as a Thane, and so on, in 
  each case applying the hit point bonus/penalty, if any, due to his constitution 
  score. At the start of the game, all die throws should be re-rolled until an unmodi-
  fied score of 4, 5 or 6 is obtained. Thus all beginning characters will have at least 4 
  hit points before any other modifiers. Upon attaining a new level, any die throw that 
  results in a character having the same or fewer hit points than he had at the previ-
  ous level should be re-rolled until a higher total is obtained. 
  Extra Languages (Optional): Any character may begin play knowing additional 
  languages (in addition to those granted by his class, race or a high intelligence) by 
  permanently sacrificing 1 hit point per language. Under no circumstances may a 
  character choose a number of languages such that his starting hit points have the 
  chance to go below 1. The player may choose any common or uncommon lan-
  guage (the referee will provide a list), or may have the referee randomly roll for a 
  rare or very rare language. This option must be chosen before hit points are de-
  termined at first level. 
   
   
  Class & 
  Level 
   
   
   
  Death Ray 
  or Poison 
  All Wands 
  & Poly-
  morph or 
  Paralysis 
   
   
   
  Stone 
   
   
  Dragon 
  Breath 
   
   
  Staves 
  & Spells 
   
   
   
   
   
   
   
  Fighting-Men 
  1-6 
  11 
  12 
  13 
  14 
  15 
  Magic-Users 
  1-6 
  13 
  14 
  13 
  16 
  15 
  Thieves 
  1-6 
  10 
  11 
  13 
  15 
  14 
  Fighting-Men 
  7-12 
  7 
  8 
  9 
  9 
  11 
  Magic-Users 
  7-12 
  10 
  11 
  10 
  13 
  11 
  Thieves 
  7-12 
  7 
  8 
  10 
  12 
  10 
  Fighting-Men 
  13+ 
  4 
  5 
  5 
  5 
  8 
  Magic-Users 
  13+ 
  6 
  7 
  6 
  9 
  5 
  Thieves 
  13+ 
  3 
  5 
  7 
  8 
  7 
  
   
   34 
  MOVEMENT AND TIME: 
   
  Time in the game will flow at different rates, as in a novel or movie. Sometimes 
  the referee may simply say “two-weeks pass”—such as, for example, when the 
  adventurers are back in a relatively safe area, resting and recuperating. In other 
  contexts, such as combat, actions will be tracked and measured down to intervals 
  of a few seconds. Reference will be made to standard fixed units of measurement 
  such as hours, days, weeks and so on. But in addition, there is the turn, which 
  lasts ten minutes during exploration but no more than ten seconds during periods 
  of combat or in pursuit or flight. Reference will thus occasionally be made to the 
  “full turn” versus the “melee turn”. 
  Monsters will each have a base move—a factor of their intrinsic physical speed 
  and endurance. Characters will have a base move based on their encumbrance. 
  Actual movement speeds will usually follow from the base move: 
   
   
  Overland Movement: This assumes a road or clear terrain in good weather. Rug-
  ged terrain or unfavorable conditions may reduce one’s speed by half or more. 
   
  Walking: Denotes careful movement in an underground environment, slow enough 
  to make an accurate map. At the referee’s discretion, walking speed may be in-
  creased by as much as a factor of ten if retracing steps on a known route. 
   
  Encounter: This is the speed at which engagements and combat are conducted. 
  After extended combat characters will generally be required to rest for two full turns. 
   
  Running: This is movement at maximum effort for relatively short periods, for ex-
  ample, when engaged in either pursuit or flight. Obviously one may always drop 
  items to shed encumbrance and thus increase one’s running speed. (In flight, 
  dropping items—food, sharp objects, shiny things, treasure—may also have a 
  chance of disrupting or distracting one’s pursuer.) 
  One downside of running is that one may fail to notice various conditions and 
  features of the underground environment—the placement or exact number of 
  doors or small openings, which precise angle or direction a corridor turns, etc.—
  and thus one may have a greater chance of getting lost or missing some important 
  or potentially dangerous feature. Instead of the referee saying, for example, “you 
  go down a 120 foot corridor, with four doors on either side, spaced 20 feet apart—
  one of them appears to be ajar and you hear soft but sinister laughing behind it”, 
  he might simply state, “you run madly through the tunnel, passing multiple open-
  ings or doors.” Running also carries with it a much greater risk that one will trip or 
  fail to notice an obstacle or trap. As with combat, after an extended period of run-
  ning characters must rest for two turns. 
  Movement Type 
  Movement Rate 
  Overland or Rowing 
  ½ x the base move in leagues per day 
  Sailing 
  1 x the base move in leagues per day 
  Flying 
  2 x the base move in leagues per day 
  Walking 
  2 x the base move in tens of feet per turn 
  Encounter or Running 
  1 x the base move in tens of feet per turn 
  
   
   
  35 
  COMBAT ACTIONS: 
   
  Combat is fast and furious, taking place in turns lasting ten seconds or less. Each 
  turn of combat includes two phases—the movement phase and the melee phase. 
  Possible actions announced, begun or taken within the movement phase of the 
  turn include: 
   
  Take out Weapon: Any combatant may take out a weapon or switch weapons 
  and then move and attack normally. For a combatant already engaged in melee, 
  switching weapons will generally require dropping the first weapon unless the first 
  weapon was a dagger. 
   
  Continue a Melee Engagement: At the beginning of the turn, some combatants 
  will already be engaged in melee. These may continue to engage in melee, or at-
  tempt to disengage from melee. The decision to disengage must be made at the 
  beginning of the turn. A combatant electing to continue in melee may do nothing 
  but attack during the melee phase (or take out or switch weapons) unless his op-
  ponent decides to disengage from melee. If one combatant does decide to disen-
  gage, the one that elected to stand firm will generally get a free attack against his 
  fleeing enemy and may then act as if he had started the turn unengaged. A com-
  batant armed with a two-handed weapon or a weapon of class 8 or higher may not 
  make a free attack against a disengaging opponent if there is at least one other 
  opponent that remains engaged with him. (Among other things, this means that a 
  combatant armed with such a weapon may be more easily outmaneuvered if fac-
  ing two or more opponents.) 
   
  Disengage from Melee: After possibly enduring a free attack, a combatant that 
  has elected to disengage gets a “free” move—“appearing” up to 1/3 of his base 
  move in tens of feet away from his former opponent. He may then choose to move 
  in the normal fashion during the movement phase, and may even find himself en-
  gaged in melee again (perhaps with the same opponent!), at which time he may 
  attack normally. However, he may not prepare or use a missile, ready or cast a 
  spell, read a scroll or engage in any other similar action for the remainder of the 
  turn.  
   
  Prepare Missile: Some missile weapons require a turn or more to prepare—to 
  load, wind, etc.—and cannot be used or fired until at least the turn after prepara-
  tion is completed. A combatant preparing a missile or missile weapon must decide 
  this at the beginning of the turn and then cannot move, make a melee attack or 
  perform any other action for the remainder of that turn. 
   
  Use Missile Weapon or Magic Device: A combatant intending to use a missile 
  weapon or magic device must decide to ready it at the beginning of the turn (slings 
  and crossbows must have already been prepared). At any time during the move-
  ment or melee phase of the turn he may then fire it or use it, unless or until he is hit 
  by an enemy missile, impacted by a device or spell or an enemy combatant reach-
  es him and engages him in melee. Alternatively, he may simply decide to fire it or 
  use it at the beginning of the turn. It’s also permissible for a combatant with a read-
  ied missile weapon or device to, for whatever reason, get to the end of the turn 
  
   
   36 
  without electing to actually use or fire it. In any of these cases the combatant may 
  not move, make a melee attack or perform any other action in that turn. Excep-
  tions: 1) Elves may move at up to half their movement rate before or after firing an 
  arrow. In addition, if they fire an arrow, they may make a melee attack later in the 
  turn. 2) Any combatant with a throwing weapon or magic device already in hand 
  may use it, potentially make a partial move—pro-rated according to when within 
  the turn the weapon was thrown or device was used—and even make a melee 
  attack at the end of the turn. In either case the referee must rule that there is 
  enough time—generally six seconds or half a melee turn—to take out another 
  weapon (presumably a melee weapon!) and make a normal attack. Otherwise the 
  combatant may at the least suffer the disadvantage of attacking last in the subse-
  quent melee turn. For example: consider that Zylarthen has a readied spear and is 
  facing a horde of Trolls 120’ away. If the Trolls elect to charge, Zylarthen could 
  wait six seconds until the Trolls are 60’ away (the Trolls have a Base Move of 12) 
  and therefore in range, hurl his spear at them, and then have just enough time to 
  take out his sword to engage and attack them when melee occurs. On the other 
  hand, if Zylarthen encounters the Trolls at only 20’ distance (perhaps rounding a 
  corner), he could still throw his spear, but he would then attack last in the subse-
  quent melee turn (or the referee might rule that he would not be able to make any 
  attack in that turn, not having enough time to get out another weapon). 
   
  Cast a Spell: If a spell-caster wishes to cast a spell, he must decide to do so at 
  the beginning of the turn (without having to specify the target or even the specific 
  spell). He may then choose the spell and cast it at any time during the movement 
  or melee phase of the turn (including the very beginning of the turn, as with mis-
  siles and devices) unless or until he is successfully hit by an enemy missile, im-
  pacted by a device or spell or an enemy combatant reaches him and engages him 
  in melee. In such a case no spell may be cast that turn. As with readied missile 
  weapons, the caster may end up choosing not to cast any spell. In any event, the 
  caster may not move, make a melee attack or perform any other action in that turn. 
   
  “Simultaneous” Firing or Casting: Opposing missiles, devices or spells simulta-
  neously fired, used or cast at the beginning of the turn will go off, in order, accord-
  ing to an on-the-spot initiative roll using one die, adjusting for dexterity and sub-
  tracting 1 from the roll for those casting 3rd or 4th level spells, and 2 from the roll 
  for those casting 5th or 6th level spells. This is a separate initiative determination 
  from the one that will be made if melee combat occurs later (see below). 
   
  Read a Scroll: The user must begin reading at the start of the turn, and the spell 
  will go off at the end of the turn. 
   
  Move: Combatants not subject to any restrictions caused by the above actions 
  may move up to their full movement allowance. Movement is simultaneous and 
  either side may adjust movement somewhat based on observation of the move-
  ment of the other, subject as always to what the referee believes is reasonable. 
  Enemy combatants that meet during the movement phase must stop. They are 
  then said to be engaged in melee and will later have the opportunity to launch or 
  exchange blows in the melee phase. 
  
   
   
  37 
  Run Past an Opponent: In some situations a combatant may choose to get by or 
  through an opponent instead of engaging him in melee. Whether or not this is pos-
  sible will be up to the referee based on the situation, the distances or clearances 
  involved, whether or not the attempt is made against an opponent that is already 
  engaged in melee and/or the relative strengths and/or sizes of the combatants. (It 
  will be often be easier for a small creature to, say run under a large creature, or a 
  large creature to, say, run over a small creature than for one creature to merely run 
  by another creature of the same size.) If the referee judges it to be possible, he 
  may rule that the moving combatant is subject to a free attack. If the attack hits 
  and does at least 3 points of damage, the moving combatant must stop, but he 
  may then engage normally in regular melee during the melee phase. 
  
   
   38 
  MELEE ATTACK ORDER: 
   
  At the start of the melee phase, each side rolls initiative with one die, aiming to 
  roll high (exception: initiative is not rolled if it is the initial turn of melee for all com-
  batants). Those with exceptional dexterity scores add their modifiers to the initia-
  tive roll, and may therefore potentially act out of step with the rest of their party. 
  Each melee combatant not prohibited from attacking due to actions taken during 
  the movement phase or for some other reason may now attack. Who strikes first is 
  determined as follows:    
   
  In the initial turn of melee, the combatant wielding the weapon with the higher 
  Weapon Class will attack first. If there is a tie, both combatants will attack simulta-
  neously. 
   
  In all subsequent turns of melee, the combatant with the higher initiative roll will 
  attack first. If the initiative rolls are tied, then the combatant wielding the weapon 
  with the lower Weapon Class will attack first. If the Weapon Classes are identical, 
  then both combatants will attack simultaneously. 
   
   
   
   
   
   
   
  
   
   
  39 
  OPTIONAL COMBAT RULES: 
   
  These add more complexity and arguably more realism to the play of the game. 
  Which (if any) of the following rules are chosen should be agreed upon before play 
  begins. 
   
  Attacks Against Large Creatures: Some melee weapons may confer a penalty 
  or bonus on their damage die rolls against large creatures, generally tracking the 
  weapon length and/or size: 
   
  Damage Penalty (-1) 
  Damage Bonus (+1) 
  Dagger 
  Long Sword 
  Axe 
  Spear 
  Mace 
  Pole Arm 
  Hammer 
  Lance 
  Staff 
   
  Morning Star 
   
   
  Charges: In the first turn of melee, one or both combatants may choose to charge, 
  providing they were initially separated by at least 60 feet. Charging characters (on 
  foot or horsed) add +2 to their attack rolls. An attacker wielding a lance from a 
  charging horse will do double damage. A defender wielding a spear against a 
  charge on foot or wielding a pole arm against any charge will do double damage. 
   
  Critical Hit: If a party member rolls an unmodified score of 20 versus a monster, 
  he will automatically hit (even if the score required was 21 or more). In addition, if 
  the score required was 20 or less, the successful attack will do double damage 
  (damage is determined by rolling two dice.) As a consequence of inflicting such a 
  powerful strike, a weapon break roll is required (see below). If the attacker had 
  chosen the Extra Damage option beforehand, with its own potential to do double or 
  more damage (see below), then an unmodified score of 20 will not cause any addi-
  tional doubling. However, a weapon break roll should still be made. 
   
  Disarming an Opponent: On any successful attack, but before rolling damage, 
  the attacker may instead attempt to disarm an opponent. He may only do this if his 
  weapon is at least as long (by weapon class) and is at least as heavy (as meas-
  ured by encumbrance) of that of his opponent. Thus, an attacker wielding a sword 
  (class 3) may not attempt to disarm an opponent wielding a long sword (class 7); 
  an attacker wielding a hammer (!!) may not attempt to disarm an opponent wield-
  ing a battle axe (!!!) and so on. Two dice are rolled, below: 
   
  Score 
  Result 
  2-7 
  Failure 
  8-12 
  Success 
  
   
   40 
  This roll is modified by +1 if the attacker has either a longer or greater mass weap-
  on by category than the defender (apply this bonus only once), by +2 if the attack-
  er is using a pole arm and by -1 for each remaining 5 hit points (rounding down) of 
  the defender. In addition, the referee should assign a modifier of +1 to -1 based on 
  the relative strength of the attacker versus the defender. 
   
  Disrupting a Missile Attack or Spell: A combatant in the process of preparing a 
  missile weapon, readying a missile weapon or device or reading a scroll, but who 
  is hit or affected by an enemy missile, device or spell will be completely disrupted 
  in his efforts for that turn. A spell caster who is so impacted will lose the chance to 
  cast a spell for that turn. 
   
  Driving an Opponent Back: On any successful attack roll, but before rolling dam-
  age, the attacker may elect to forgo his regular damage roll and attempt to drive an 
  opponent in any “back” direction, up to 30’. Roll as for a Disarm attempt, using the 
  same modifiers. If a successful roll results in the defender potentially coming up 
  against a deadly or highly dangerous circumstance—falling off of a cliff, etc.—he is 
  entitled to make a saving throw to avoid harm. 
   
  Extra Damage: Before the attack roll is made, an attacker may choose to attack 
  for two dice damage at a -5 penalty, for three dice damage at a -10 penalty or for 
  four dice damage at a -15 penalty. This option may not be exercised if it raises the 
  new effective number to hit higher than 20. Potential damage bonuses or penalties 
  should be applied to each die. 
   
  Fire: Most monsters are not naturally flammable. However, if successfully hit in 
  melee by a lit torch, they will take 1-2 hits of burn and impact damage. In the world 
  of SEVEN VOYAGES of ZYLARTHEN, common lantern oil is particularly danger-
  ous and flammable. If a monster is flammable—i.e. a Mummy wrapped in dry 
  bandages—or if it has been previously drenched by oil, then a successful torch hit 
  (melee or thrown) will inflict one die of damage for the current turn and the next 
  turn. An attacker may fashion a “Molotov cocktail”—using a flask of oil and a rag—
  that self-ignites upon impact. This will take five turns to prepare. 
   
  ATTACK MATRIX IV.:  FIRE AND OIL 
   
  Range 
  20-Sided Die Score to Hit by Target’s Armor Class 
  (in feet) Type 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
   
   
   
   
   
   
   
   
   
   
  — 
  Torch (Melee) 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  30 
  Torch (Thrown) 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  30 
  Oil 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  30 
  Flaming Oil 
  (“Molotov Cocktail”) 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
   
  
   
   
  41 
  Helmets: If a monster rolls an unmodified 7 against a party member, it is assumed 
  to be a strike against the head. If there is no helmet, then the attack will be an au-
  tomatic hit and in addition will do an extra die of damage if the attack roll would 
  have been a hit anyway. If a helmet is worn, then the attack will be a hit or miss as 
  normal. However, there is a 1 in 20 chance that the helmet will be cleaved or oth-
  erwise ruined. 
   
  Mounted Combat: Mounted attackers are +2 to attack non-mounted opponents. 
  (Thus, they are +4 to attack them if charging.) A mounted attack may be made 
  from a riding horse or warhorse, though if it is made from a warhorse, the horse 
  may also attack. Two-handed weapons cannot be wielded while on horseback.  
  A non-mounted character may choose to attack a mounted character by target-
  ing either the rider or his horse. Against a rider, weapons of classes 0-4 suffer an 
  attack roll penalty of -2. Weapons of classes 5-7 suffer an attack roll penalty of -1. 
  Any hit on a rider will dismount him if the attacker rolls an unmodified 20 or if the 
  attack succeeds by +2 or more if wielding a pole arm, or +4 or more if using any 
  other weapon. Obviously, if the horse is killed, the rider will automatically be dis-
  mounted. 
  A falling rider must make a saving throw or be stunned for 1-6 turns. If falling 
  from a charging horse, he will suffer an additional one die of damage. 
   
  Multiple Attacks: An attacker with two or more hit dice may make multiple attacks 
  in the same turn against multiple opponents of one or fewer hit dice—one attack 
  per hit die of the attacker up to a maximum of four. For party members (not mon-
  sters), multiple attacks are only possible with one-handed weapons of class 7 or 
  lower. In addition, multiple attacks may not be combined with the extra damage 
  option. 
   
  Number of Creatures that May Attack: There is a limit to how many figures may 
  attack a single target simultaneously in melee—a limit partly determined by the 
  size of the combatants. To use the following creatures as examples: If Goblins are 
  small-sized, Men are average-sized and Trolls are large-sized, then 
   
  3 Goblins, 2 Men or 1 Troll could attack 
  1 Goblin 
   
  4 Goblins, 3 Men or 2 Trolls could attack 
  1 Man 
   
  6 Goblins, 4 Men or 3 Trolls could attack 
  1 Troll. 
   
  Of course, extremely small or extremely 
  large-sized creatures may impose different 
  maximum numbers, as determined by the 
  referee. 
   
  
   
   42 
   
   
  Off-Hand Weapons: An attacker who is wielding a dagger or axe in his off-hand 
  will be entitled to an additional attack with that weapon on any natural attack roll of 
  11, thrown by either the wielder or his opponent. If there are multiple rolls of 11, 
  there will be that number of additional attacks. The additional attack or attacks will 
  take place at the end of the turn. 
   
  Shields (and Staves) Shall be Splintered: A defender may attempt to possibly 
  sacrifice his shield (though not his buckler) or staff to block a successful hit against 
  him. This option must be chosen before damage is rolled. Damage is then rolled 
  normally. On a damage roll of 1, the blow is blocked and the shield or staff sur-
  vives. On a damage roll of 2 to 5, the blow is blocked and the shield or staff is de-
  stroyed, and on a damage roll of 6 the blow is only partially blocked—the defender 
  takes half-damage (3 points, unless the attacker has a damage modifier)—and the 
  shield or staff is destroyed. Against an attack doing multiple dice of damage, only 
  one die of damage may be blocked for each “step” of the defender’s fighting capa-
  bility (Man = 1 step, Man + 2 = 2 steps, Man + 5 = 3 steps, and so on). 
   
  Situational To Hit Modifiers: If made from behind, or made against a prone op-
  ponent, attacks are +2 to hit. If made with eyes closed, blinded or against invisible 
  opponents, attacks are -4 to hit. The referee may of course decree that other modi-
  fiers apply, based on the situation. 
  
   
   
  43 
  Space Required for Effective Weapon Use: Most weapons require a certain 
  amount of space to be used effectively, free of obstruction from walls, ceilings or 
  fellow party members. The number below is the required frontage, expressed in 
  feet: 
   
  Dagger 
  3 
   
  Long Sword 
  5 
  Axe 
  3 
   
  Staff 
  5 
  Sword 
  3 
   
  Morning Star 
  10 
  Mace 
  5 
   
  Spear 
  3 
  Hammer 
  5 
   
  Pole Arm 
  5 
  Battle Axe 
  10 
   
  Lance 
  * 
   
  * A lance may only be used effectively while mounted. 
   
  Sword or Axe Versus Wooden-hafted Weapons: An attacker armed with an 
  axe, sword, battle axe or long sword may attempt to break a staff, morning star, 
  spear, pole arm or lance. Roll as with a Disarm, above, though subtracting 1 from 
  the roll. Success indicates the weapon is cleaved in two. 
   
  Unarmed Combat: In certain situations an attacker or set of attackers may be 
  better off attempting to overpower or subdue an opponent through grappling rather 
  than going for a direct kill. A grapple attempt must be declared before attack rolls 
  are made for the side in question. Grappling is an all or nothing affair—attacks 
  against a target cannot be split between grapplers and non-grapplers. Attack rolls 
  are made normally with successful attackers being said to have grappled the tar-
  get. The attacker then rolls one die for each hit die of the total hit dice of the suc-
  cessful grapplers. The defender rolls one die for each of his hit dice. The totals are 
  compared and the results implemented according to the chart below: 
   
  Attacker’s Total vs. 
  Defender’s Total 
   
  Result 
   
   
  +3 or higher 
  Defender is successfully subdued 
   
  -2 to +2 
  Both sides are struggling. Neither can use weapons, 
  and another roll must be made in the following turn. 
   
  -3 or lower 
  All attackers are thrown off and stunned for an indefinite 
  number of combat turns. For each stunned combatant 
  there is a 1 in 6 chance that he will come out of it at the 
  end of each subsequent turn. 
   
  
   
   44 
  Weapon Breaks: Battlefields are littered with broken weapons as well as broken 
  bodies. Weapons have a chance of breaking on an attack roll of 20. In addition, if a 
  monster of 5 or more hit dice or with medium armor (Armor Class 5 or 4) or heavy 
  armor (Armor Class 3 or 2) is slain with a melee blow, there is also a chance of a 
  weapon break. When a weapon break roll is required, use the table below: 
   
   
  Weapon Cost 
  Chance to Break on a 
  Twenty-Sided Die 
   
   
  20+ 
  1 
  7-19 
  2 
  0-6 
  3 
   
  The chance to break is increased by 1 if making a melee attack against heavy 
  armor. A break for a sling, bow or crossbow generally means the weapon is dam-
  aged only temporarily—a string is broken, the winding mechanism is jammed, 
  etc.—requiring at least one full turn to fix. However there will be a 1 in 6 chance 
  that the weapon is permanently ruined. Of course, especially well-made, expen-
  sive or magic weapons may have modifiers making them more difficult to break (or 
  may be allowed an additional saving throw). Poorly made weapons may have a 
  modifier that makes them easier to break. A specialist with the proper tools and 
  equipment can usually mend or re-forge a broken weapon for one-half of the origi-
  nal cost. 
   
  Weapon Class for Monsters: If a monster is using a conventional man-sized 
  weapon, the Weapon Class may be determined accordingly. Otherwise, the mon-
  ster may be assigned a “Weapon Class” based on these guidelines: 
   
   
  Creature 
  Class 
  Giant Ant 
  1 
  Kobold 
  2 
  Wolf 
  3 
  Goblin 
  4 
  Lion 
  5 
  Orc 
  6 
  Giant Snake 
  7 
  Bugbear 
  8 
  Troll 
  9 
  Ogre 
  10 
  Giant 
  12 
  Dragon 
  15 
   
  
   
   
  45 
   
   
   
   
   
  DAMAGE, DEATH AND HEALING: 
   
  For player characters, hit point damage is an abstract representation of the 
  gradual wearing down of a character’s luck, skill and stamina. Thus, hit point loss-
  es that do not reduce a character to zero will often represent only minor injuries—
  nicks and scrapes, bruises, sprains and the like. 
  If a player-character or allied or important non-player character—a hireling, 
  etc.—is reduced to zero hit points, then in game terms he has probably suffered 
  either a fatal blow or a major injury that may prove to be fatal. (There are no “nega-
  tive” hit points. A damage roll that inflicts more hits than the character’s current hit 
  point total will simply reduce him to zero.) Roll a twenty-sided die and apply the 
  results according to the Zero Hit Points table. If the character survives (or at least 
  survives temporarily) but is still at zero hit points, any subsequent successful strike 
  will necessitate another use of the table. However, each additional result should be 
  applied only if the die result is lower than the previously applied result. 
  A note on the table: Many of the results are quite awful. But fighting and violence 
  are like that; the physical effects should not be sugar coated, even for children. A 
  character reduced to zero hit points should expect to die. If, perhaps against the 
  odds, he “wakes”, he should be thankful that he may now regale his friends with a 
  strange tale of gazing into the darkness of dread Sheol . . . and then returning to 
  the abode of the living. Of course, if a character suffers a permanent injury that 
  makes it difficult for him to hold his own in subsequent adventures, or if he is “out 
  of the running” for an inconvenient period of time, it is perfectly acceptable for a 
  player to create a new character in the usual way. After all, heroes do not always 
  suffer heroic deaths. Sometimes they simply retire. 
  Hit point losses for monsters are dealt with differently than for player characters. 
  At the referee’s discretion, monsters that are reduced to 25% or fewer of their total 
  hit points may be assumed to have suffered wounds that will prove fatal at a later 
  time. However, they will keep fighting at full strength for the duration of the present 
  battle. If a monster is reduced to zero or negative hit points, it dies immediately (or 
  at least quickly—it is up to the referee if he, she or it has any last words, etc.). 
  
   
   46 
  ZERO HIT POINTS: 
  !
  Score 
  Result 
   
   
  1-3 
  Instant Death: Decapitated, run through, etc. 
   
   
  4 
  Delayed Death: Death in 1-6 melee turns. Adversity check required to 
  keep fighting. 
   
   
  5 
  Delayed Death: Death in 1-6 full turns. Adversity check required to 
  keep fighting. 
   
   
  6 
  Severed Limb: Die 1-2 = left arm, die 3-4 = right arm, die 5 = left leg, 
  die 6 = right leg. Death in 3-18 melee turns unless wound is staunched, 
  then death in 1-4 days unless surgery is performed. Adversity check 
  required to keep fighting. 
   
   
  7-8 
  Fatal Wound: Death in 1-6 full turns unless surgery is performed. 
  There is a 30% chance of a broken limb (see below), and if there is a 
  broken limb, there is a 50% chance that amputation of that limb will be 
  necessary. Adversity check required to keep fighting. 
   
   
  9-10 
  Fatal Wound: Death in 1-6 days unless surgery is performed.  There is 
  a 20% chance of a broken limb (see below), and if there is a broken 
  limb, there is a 30% chance that amputation of that limb will be neces-
  sary. Adversity check required to keep fighting. 
   
   
  11-14 
  Possibly Fatal Wound: Each night roll a die, with a 1 indicating death, 
  a 6 indicating survival (at 1 point), and a 2-5 indicating no change in 
  status. Surgery may also be performed at any time. Adversity check 
  required to keep fighting. In addition, there is a 15% chance of a broken 
  limb. 
   
   
  15 
  Permanently Debilitating Injury: Die 1 = blindness, die 2 = deafness, 
  die 3 = major facial scar, die 4 = loss of hand, die 5 = loss of foot or 
  serious leg wound (½ movement, -1 on all attacks permanently), die 6 = 
  organ puncture (lose 1 level). Possible cures will be at the referee’s 
  discretion. Character is at 1 hit point. 
   
   
  16 
  Broken Limb: 50%: arm (unusable, -2 on all attacks and defense), 
  50%: leg (movement greatly slowed, -4 on all attacks and defense). The 
  limb will heal in 2-12 weeks of complete rest, half that if surgery is per-
  formed. Adversity check required to keep fighting. 
   
   
  17 
  Serious Wound: Convalescence of days, weeks or months is required, 
  as with surgery (see below), but no actual surgery is necessary. Adver-
  sity check required to keep fighting. 
   
   
  18 
  Knocked Out: Unconscious for 1-6 full turns, then restored to 1 hit 
  point. 
   
   
  19 
  Knocked Out: unconscious for 2-12 melee turns, then restored to 1 hit 
  point. 
   
   
  20 
  Surge of Adrenalin: Knocked down for one melee turn, then restored 
  to 2-12 hit points or the character’s maximum total, whichever is lower. 
  
   
   
  47 
  RECOVERY OF HIT POINTS: 
   
  All player-characters and their important hirelings will have at least a minimal 
  knowledge of how to diagnose injuries, staunch and bandage wounds and even 
  perform simple surgeries. One doesn’t become an adventurer without knowing 
  such things. Due to these skills and techniques, lost hit points may be recovered in 
  a number of ways, though with the exception of surgery, these will generally only 
  restore hit points if the character is not at zero hit points: 
   
  Magic: See specific spell, potion or device effects. Some spells, potions or devices 
  may increase the chances of success for surgery, but only one may be used at 
  one time (their effects will not be cumulative). 
   
  Rest: At the end of each day the adventuring party has the option of either 1) 
  choosing to restore 1 hit point per character or 2) choosing to focus hit point re-
  covery by restoring to one or more characters one die of damage for every five full 
  levels of the adventuring party. For example, a party consisting of three 3rd Level, 
  three 2nd Level and four 1st Level types—a total of nineteen levels—would be 
  able to heal three dice of damage. These three dice could all be used on one 
  character or broken up and applied to two or three characters. In this way even a 
  lone character of 5th Level or higher could recover at least one die of damage. Of 
  course, lone characters of under 5th level, or characters in parties containing fewer 
  than five total levels, may each recover 1 hit point per day as per 1.  
   
  Surgery: Successful surgery may cancel a fatal result, as per the Zero Hit Points 
  Table, above. Surgical tools and perhaps a skin of wine are recommended. Sur-
  gery requires an adversity check, with failure indicating death. Success may re-
  quire substantial recovery time. A die is rolled to determine the length of convales-
  cence: die 1 = 1-3 hours, die 2 = 10-30 hours, die 3 = 1-3 days, die 4 = 10-30 
  days, die 5 = 1-3 weeks, die 6 = 10-30 weeks. After this period, the character will 
  be at 1 hit point and may then regain full hit points in the normal fashion through 
  further rest. In addition, a character that “survives” surgery will permanently lose 1 
  point of constitution. 
   
  MAGIC USE: 
   
  As stated previously, a Magic-User begins with the spell Read Magic and addi-
  tional spells known and in his possession equal to his intelligence score minus 10. 
  These spells will be determined randomly out of the selection of 1st level spells 
  detailed in Vol. 3. Spells are recorded in large hand-written tomes that the Magic-
  User will guard as his most treasured possessions. Further spells may be discov-
  ered in musty libraries, created through research or found in books or scrolls loot-
  ed or acquired in dungeon expeditions. 
  Once a new spell is discovered by a Magic-User, he may copy it into one of his 
  own spell books, and then try to know it. In order to know it, he must be of a high 
  enough level to memorize it (see below). He then will have a 4 in 6 chance to know 
  it on his first attempt. If this is failed, he may try again upon achieving each new 
  level. 
  
   
   48 
  A Magic-User may never know more spells per level than his intelligence score. 
  (A lack of formal education, though not critically detrimental for future success will 
  still have some negative effects that cannot be completely compensated for by 
  self-teaching and hard work.) 
  Out of the spells he knows, A Magic-User may memorize a certain number of 
  them based on his level, per day. He will then be able to cast them. Once cast, 
  spells are gone until they are potentially “replenished” by further memorization, 
  usually requiring the Magic-User’s magic books.  
   
   
  
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Seven Voyages of Zylarthen/Seven Voyages of Zylarthen - Vol. 1, Characters & Combat.pdf