TEXT: 	
    
   
  SEVEN VOYAGES 
  OF ZYLARTHEN 
   
   
   
   
   
   
  PLAYER 
  REFERENCE 
  SHEETS 
   
   
   
   
   
   
   
   
   
   
  PUBLISHED BY 
  CAMPION & CLITHEROW 
  CHICAGO, IL 60607 
  
  	
    
  SUMMARY OF THE “PROS” AND “CONS” OF THE VARIOUS CLASSES: 
   
  FIGHTING-MEN 
   
   
   
  Highest hit dice 
  No additional abilities 
  Most rapid attack progression 
  No spells 
  May use all weapons 
  Limited use of magic items 
  May wear any armor 
   
  May form barony at 9th level 
   
   
   
  MAGIC-USERS 
   
   
   
  May cast spells 
  Lowest hit dice 
  May use all scrolls 
  Least rapid attack progression 
  Widest use of magic items 
  Weapons: dagger and staff only 
  Greater potential to know extra languages 
  May not wear or use any armor 
  May manufacture magic items at 9th level 
   
   
   
  THIEVES 
   
   
   
  May hide in shadows if unencumbered 
  Moderate hit die progression 
  Luck: entitled to one reroll per encounter 
  Moderate attack progression 
  Open locks: 4 in 6 chance 
  May not use the bow or some  
  Enhanced attack bonus for surprise in melee 
  magic weapons (may use magic 
  Extra abilities due to low encumbrance 
  swords and magic daggers) 
  Has “street knowledge” including “Cant” 
  Armor: may wear leather and a  
  May use magical scrolls at 10th level 
  helmet and use a buckler only 
  May carry up to 500 coins “for free” 
   
   
   
  DWARVES 
   
   
   
  As Fighting-Men 
  As Fighting-Men 
  Improved saving throws 
  May not progress past 6th level 
  May use Dwarven Hammer (magical) 
  Decreased chance to open doors 
  Defense bonus vs. Ogres, Trolls and Giants 
   
  May note new construction, etc. 
   
  Enhanced ability to listen at doors 
   
  Additional languages 
   
   
   
  ELVES 
   
   
   
  As Fighting-Men 
  Slow level progression 
  As Magic-Users 
  May not progress past 4th/8th 
  May always use most advantageous tables 
  levels 
  May split-move and fire with bow 
  If operating as a Magic-User, may 
  May sense secret doors by proximity 
  not wear armor 
  Enhanced ability to listen at doors 
  Decreased chance to open doors 
  Additional languages 
   
   
   
  HALFLINGS 
   
   
   
  As Thieves 
  As Thieves 
  Improved saving throws 
  May not progress past 4th level 
  Deadly accuracy with slings 
  Decreased chance to open doors 
  Enhanced ability to listen at doors 
   
  Additional language 
   
  
  	
    
  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:  
   
  Character Class 
  Prime Requisite 
  Secondary Ability 
  Tertiary Ability 
   
   
   
   
  Fighting Man 
  Strength 
  Intelligence 
  Wisdom 
  Magic-User 
  Intelligence 
  Wisdom 
  -- 
  Thief 
  Dexterity 
  Wisdom 
  Intelligence 
   
  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 PRIME REQUISITE* 
   
   
   
  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
  
  	
    
  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* 
  Intelligence 18 or more: 
  3 extra languages 
  Intelligence 16-17 or more: 
  2 extra languages 
  Intelligence 13-15 or more: 
  1 extra language 
  Intelligence 11+ (Magic-Users only): 
  1-8 (INT – 10) extra languages 
  Intelligence 6 or less 
  Character is illiterate (though not in the 
  language of Magic if the character is a 
  Magic-User or Elf).  
    
   
  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 
   
  Charisma Effects: 
   
  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 
  
  	
    
  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. 
   
  Roll on 
  100% Dice 
   
   
  COMMON 
   
   
   
   
  01-35 
  Common 
  01-20 
  Law 
  36-85 
  Uncommon 
  21-40 
  Goblin 
  86-95 
  Rare 
  41-60 
  Kobold 
  96-00 
  Very Rare 
  61-80 
  Ogre 
   
   
  81-00 
  Orcish 
    
  UNCOMMON 
   
   
   
   
   
   
  01-09 
  Neutrality 
  65-73 
  Hobgoblin 
  10-18 
  Bugbear 
  74-79 
  Lizard Man 
  19-27 
  Centaur 
  80-85 
  Merman 
  28-38 
  Dwarvish 
  86-88 
  Stone Giant 
  39-48 
  Elvish 
  89-94 
  Troll 
  49-54 
  Hill Giant 
  95-97 
  Wererat 
  55-64 
  Halfling 
  98-00 
  Werewolf 
    
  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 an 
  uncommon, rare or very rare language. This option must be chosen before hit 
  points are determined at first level. 
  
  	
    
  LEVELS AND THE EXPERIENCE POINTS NECESSARY TO ATTAIN THEM 
   
   
  * 
  100000 per additional level  
   
  FURTHER STATISTICS REGARDING CLASSES: 
   
   
  Fighting-Men 
   
  Hit Dice 
  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  
   
    
  
  	
    
   
  Magic-Users 
   
  Hit Dice 
  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 
  8 + 1 
  Man + 7 (+31) 
  NIL 
  Master Thief, 16th Level 
  8 + 2 
  Man + 7 (+31) 
  NIL 
   
  * Bonuses in parenthesis apply during turns where the Thief has surprise for a 
  melee attack.
  
  	
    
  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/1 week 7 
   
  Iron Rations, 1 person/1 week 
  15 
   
  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/1 week  
   
  Iron Rations, 1 person/1 week 
   
   
  Free at Start: 
  Magic book  (for Magic-Users)  
   
   
  Standard Clothing 
  Whetstone, Olive Oil & Rag 
  Personal Effects (brush or comb, 
  cup, spoon, string and tinderbox)
  
   
   
  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: 
  RATES OF EXCHANGE: 
   
  S 
  Armor 
  Class 
   
  Description 
   
   
   
   
   
   
   
   
  2 
  Plate Armor & Shield* 
  1 Gold Piece 
  = 
  10 Silver Pieces 
  3 
  Plate Armor 
  1 Silver Piece 
  = 
  5 Copper Pieces 
  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 
  
   
   
  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. 
   
  Barbarian: Javelins, Spear, Sword or Axe  Shield  No Armor. Irregular (Morale -1): 
  Spear, Morning Star, Sword or Axe  Leather Armor. Peltast: Spear  Sword or Axe  
  Shield  Leather Armor. Hoplite: Spear  Sword or Axe  Shield  Mail. Javelineer: Jave-
  lins  Sword or Axe  Shield  Leather Armor. Slinger: Sling  Sword or Axe  Leather 
  Armor. Crossbowman: Crossbow  Sword or Axe  Leather Armor or Mail. Varangian 
  (Morale +1): Spear  Battle Axe  Sword  Buckler  Plate Armor. Archer: Bow  Sword 
  or Axe  Leather Armor. Dwarf Guard (Morale +1): Battle Axe or Hammer & Shield  
  Axe  Mail. Elf Legionnaire (1+1 hit dice, Morale +2): Bow (+1)  Long Sword (+1)  
  Buckler,  Mail. Halfling Slinger: Sling (+3)  Sword  Leather Armor. Koursor: Javelins 
  or Lance  Sword or Axe  Shield  Leather Armor  Light Horse. Horse Archer: Bow  
  Sword or Axe  Buckler  Leather Armor  Light Horse. Turcopole (Morale +1): Cross-
  bow  Sword or Axe  Buckler  Leather Armor  Medium Horse. Cataphract (Morale +2): 
  Lance  Mace  Sword  Shield  Mail  Medium or Heavy Horse  Barding. 
   
  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, 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 additional 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 unusual types—
  potentially including even supernatural or monstrous entities. 
  
   
   
  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. 
  
   
   
  ENCUMBRANCE: 
   
  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. 
   
   
   
  1ST LEVEL SPELLS 
   
  Die 
   
  Die 
   
  Die 
   
  1 
  Charm Person 
  8 
  Protection/Evil 
  15 
  Snake Charm 
  2 
  Cure Lt. Wounds 
  9 
  Purify Food/Water 
  16 
  Speak/Animals 
  3 
  Detect Evil 
  10 
  Pyrotechnics 
  17 
  Strength 
  4 
  Detect Magic 
  11 
  Read Languages 
  18 
  Ventriloquism 
  5 
  Hold Portal 
  12 
  Read Magic 
  19 
  Web 
  6 
  Light 
  13 
  Shield 
  20 
  Roll Again 
  7 
  Magic Missile 
  14 
  Sleep 
   
   
  
   
   
  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 weapons 
  may be fired at up to triple range with a -10 penalty on the attack roll.  
  
   
   
  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 
   
   
   
  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. 
   
   
   
   
  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.
  
   
   
  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 
   
  SAVING THROW MATRIX: 
  	
    
  	
    
  CHARACTERS TURNING UNDEAD: 
   
   
  Any character may attempt to turn Undead creatures by presenting 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. Turning 
  may only be attempted by one character during any particular encounter. 
   
   
  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 
  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 
  
   
   
  PREDETERMINED STARTING EQUIPMENT: FIGHTING-MEN 
   
  Fighting-Man (Die: 1) 
  Fighting-Man (Die: 2) 
  Fighting-Man (Die: 3) 
  Battle Axe (3) 
  Morning Star (2) 
  Long Sword (2) 
  Sword (1) 
  Mace (1) 
  Axe (1) 
  Sling (1) 
  Bow (2) 
  Crossbow (3) 
  12 Bullets (1) 
  24 Arrows (1) 
  24 Quarrels (1) 
  Dagger 
  Dagger  
  Dagger 
  Leather Armor (1) 
  Leather Armor (1) 
  Leather Armor (1) 
  Helmet (1) 
  Helmet (1) 
  Helmet (1) 
  Leather Back Pack 
  Leather Back Pack 
  Buckler (1) 
  50' of Hemp Rope (1) 
  1 Large Sack 
  Leather Back Pack 
  Iron Hook (1) 
  50' of Hemp Rope (1) 
  2 Small Sacks 
  Lantern (1) 
  6 Torches (1) 
  6 Torches (1) 
  12 Flasks of Oil (2) 
  Paper, Reeds & Ink (1) 
  Silver Holy Symbol 
  Full Water Skin (1) 
  Full Water Skin (1) 
  Full Water Skin (1) 
  Iron Rations, 1 week (1) 
  Iron Rations, 1 week (1) 
  Iron Rations, 1 week (1) 
  7 Silver Pieces 
  15 Coppers 
  9 Silver Pieces 
  ARMOR CLASS: 7 
  ARMOR CLASS: 7 
  ARMOR CLASS: 6 
  BASE MOVE: 9 
  BASE MOVE: 9 
  BASE MOVE: 9 
  ENCUMBRANCE: M (15) 
  ENCUMBRANCE: M (13) 
  ENCUMBRANCE: M (13) 
   
   
   
  Fighting-Man (Die: 4) 
  Fighting-Man (Die: 5) 
  Fighting-Man (Die: 6) 
  Sword (1) 
  Spear (2) 
  Long Sword (2) 
  3 Javelins (1) 
  Hammer (2) 
  Axe (1) 
  Dagger 
  Dagger 
  Dagger 
  Leather Armor (1) 
  Leather Armor (1) 
  Leather Armor (1) 
  Helmet (1) 
  Helmet (1) 
  Helmet (1) 
  Shield (3) 
  Buckler (1) 
  Leather Back Pack 
  Leather Back Pack 
  Leather Back Pack 
  1 Small Sack 
  1 Large Sack 
  1 Large Sack 
  12 Iron Spikes (1) 
  Crowbar (1) 
  1 Small Sack 
  Lantern (1) 
  Lantern (1) 
  12 Iron Spikes (1) 
  12 Flasks of Oil (2) 
  6 Flasks of Oil (1) 
  Sledge Hammer (3) 
  Pair of Dice 
  Whistle 
  6 Torches (1) 
  Paper, Reeds & Ink (1) 
  Full Water Skin (1) 
  Full Water Skin (1) 
  Full Water Skin (1) 
  Iron Rations, 1 week (1) 
  Iron Rations, 1 week (1) 
  Iron Rations, 1 week (1) 
  5 Coppers 
  4 Silver Pieces 
  10 Silver Pieces 
  ARMOR CLASS: 6 
  ARMOR CLASS: 6 
  ARMOR CLASS: 7 
  BASE MOVE: 9 
  BASE MOVE: 9 
  BASE MOVE: 9 
  ENCUMBRANCE: M (12) 
  ENCUMBRANCE: M (14) 
  ENCUMBRANCE: M (12) 
  
   
   
  PREDETERMINED STARTING EQUIPMENT: MAGIC-USERS 
   
  Magic-User (Die: 1) 
  Magic-User (Die: 2) 
  Magic-User (Die: 3) 
  Quarterstaff (3) 
  Quarterstaff (3) 
  3 Daggers (2) 
  Dagger 
  Dagger 
  Steel Mirror (1) 
  Leather Back Pack 
  Leather Back Pack 
  Leather Back Pack 
  2 Small Sacks 
  1 Large Sack 
  1 Large Sack 
  50' of Hemp Rope (1) 
  50' of Hemp Rope (1) 
  2 Small Sacks 
  Iron Hook (1) 
  Shovel (2) 
  10' Pole (3) 
  Lantern (1) 
  Glue 
  6 Torches (1) 
  12 Flasks of Oil (2) 
  6 Torches (1) 
  Silver Holy Symbol 
  3 Stakes & Mallet (1) 
  Paper, Reeds & Ink (1) 
  Wolf Bane 
  1 Garlic 
  Surgical Tools (2) 
  3 Vials of Holy Water 
  3 Deadly Nightshade 
  Whistle 
  Pair of Dice 
  Magic Book (1) 
  Magic Book (1) 
  Magic Book (1) 
  Full Water Skin (1) 
  Full Water Skin (1) 
  Full Water Skin (1) 
  Iron Rations, 1 week (1) 
  Iron Rations, 1 week (1) 
  Iron Rations, 1 week (1) 
  28 Silver Pieces 
  17 Silver Pieces 
  5 Coppers 
  ARMOR CLASS: 9 
  ARMOR CLASS: 9 
  ARMOR CLASS: 9 
  BASE MOVE: 9 
  BASE MOVE: 9 
  BASE MOVE: 9 
  ENCUMBRANCE: M (12) 
  ENCUMBRANCE: M (13) 
  ENCUMBRANCE: L (10) 
   
   
   
  Magic-User (Die: 4) 
  Magic-User (Die: 5) 
  Magic-User (Die: 6) 
  Quarterstaff (3) 
  Dagger 
  3 Daggers (2) 
  Leather Back Pack 
  Leather Back Pack 
  Leather Back Pack 
  1 Large Sack 
  1 Large Sack 
  1 Large Sack 
  2 Small Sacks 
  1 Small Sack 
  1 Small Sack 
  Crowbar (1) 
  12 Iron Spikes (1) 
  12 Iron Spikes (1) 
  Hammer & Nails, 1 lb. (1) 
  Sledge Hammer (3) 
  Lantern (1) 
  Lantern (1) 
  Brushes & Paint (1) 
  12 Flasks of Oil (2) 
  12 Flasks of Oil (2) 
  6 Torches (1) 
  Silver Holy Symbol 
  3 Vials of Holy Water 
  Chalk 
  Paper, Reeds & Ink (1) 
  Deck of Cards 
  Hourglass (1) 
  3 Deadly Nightshade 
  3 Deadly Nightshade 
  Deck of Cards 
  3 Stakes & Mallet (1) 
  Magic Book (1) 
  Magic Book (1) 
  Magic Book (1) 
  Full Water Skin (1) 
  Full Water Skin (1) 
  Full Water Skin (1) 
  Iron Rations, 1 week (1) 
  Iron Rations, 1 week (1) 
  Iron Rations, 1 week (1) 
  10 Silver Pieces 
  3 Silver Pieces 
  Penniless 
  ARMOR CLASS: 9 
  ARMOR CLASS: 9 
  ARMOR CLASS: 9 
  BASE MOVE: 9 
  BASE MOVE: 9 
  BASE MOVE: 9 
  ENCUMBRANCE: M (11) 
  ENCUMBRANCE: M (10) 
  ENCUMBRANCE: M (11) 
  
   
   
  PREDETERMINED STARTING EQUIPMENT: THIEVES 
   
  Thieves (Die: 1) 
  Thieves (Die: 2) 
  Thieves (Die: 3) 
  Sword (1) 
  Sword (1) 
  Sword (1) 
  Dagger 
  2 Daggers (1) 
  Dagger 
  Helmet (1) 
  Leather Armor (1) 
  Leather Armor (1) 
  Buckler (1) 
  Buckler (1) 
  Helmet (1) 
  50' of Hemp Rope (1) 
  Leather Back Pack 
  Buckler (1) 
  Iron Hook (1) 
  1 Large Sack 
  Leather Back Pack 
  Glue 
  Wolf Bane 
  2 Small Sacks 
  3 Deadly Nightshade 
  Surgical Tools (2) 
  6 Torches (1) 
  Garlic (blessed), bud 
  Pack of Cards 
  Silver Holy Symbol 
  Thieves' Pick & Tools 
  Whistle 
  Thieves' Pick & Tools 
  Full Water Skin (1) 
  Full Water Skin (1) 
  Full Water Skin (1) 
  Iron Rations, 1 week (1) 
  Iron Rations, 1 week (1) 
  Iron Rations, 1 week (1) 
  8 Silver Pieces 
  4 Silver Pieces 
  1 Gold Piece 
  ARMOR CLASS: 8 
  ARMOR CLASS: 6 
  ARMOR CLASS: 6 
  BASE MOVE: 12 
  BASE MOVE: 9 
  BASE MOVE: 12 
  ENCUMBRANCE: L (7) 
  ENCUMBRANCE: L (8) 
  ENCUMBRANCE: L (7) 
   
   
   
  Thieves (Die: 4) 
  Thieves (Die: 5) 
  Thieves (Die: 6) 
  Axe (1) 
  Dagger 
  2 Daggers (1) 
  Dagger 
  Leather Armor (1) 
  Sling (1) 
  Buckler (1) 
  Leather Back Pack 
  12 Sling Bullets (1) 
  Leather Back Pack 
  1 Large Sack 
  Leather Armor (1) 
  2 Small Sacks 
  1 Small Sack 
  Leather Back Pack 
  Crowbar (1) 
  6 Torches (1) 
  1 Large Sack 
  Surgical Tools (2) 
  Silver Holy Symbol 
  1 Small Sack 
  3 Deadly Nightshade 
  Thieves' Pick & Tools 
  Paper, Reeds & Ink (1) 
  Pack of Cards 
  Chalk 
  Chalk 
  Pair of Dice 
  1 Garlic 
  Whistle 
  Full Water Skin (1) 
  Full Water Skin (1) 
  Full Water Skin (1) 
  Iron Rations, 1 week (1) 
  Iron Rations, 1 week (1) 
  Iron Rations, 1 week (1) 
  Penniless 
  1 Gold Piece 
  4 Silver Pieces 
  ARMOR CLASS: 8 
  ARMOR CLASS: 7 
  ARMOR CLASS: 7 
  BASE MOVE: 12 
  BASE MOVE: 13 
  BASE MOVE: 12 
  ENCUMBRANCE: L (7) 
  ENCUMBRANCE: UE (4) 
  ENCUMBRANCE: L (7) 
   
  Roll for each player-character, rerolling if the same roll is obtained until all six 
  scores are met. Then, begin again. Elves use the Fighting-Men columns. Elves 
  may exchange any one weapon for a Bow and 24 Arrows. Halflings may exchange 
  any one weapon for a Sling and 12 Bullets. 
  
   
   
  NOTES: 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Seven Voyages of Zylarthen/Seven Voyages of Zylarthen - Reference Sheets.pdf