TEXT:  
  Runebearer
  Adventures in the World of Bostonia
  Overland Travel 
  Though it is possible for all of your adventures to take 
  place in the confines of a city or castle, it is just as likely for 
  your PCs to travel from place to place, doing good deeds 
  along the way. Overland travel is a common event in 
  fantasy fiction and games. Generally though, it is not the 
  main event of a gaming session. It is usually a sidelight, or 
  a quick paragraph of description before the characters get 
  to their destination. This section provides some quick 
  rules for travel times. 
  Movement Rates 
  The daily movement rate for a character is based on their 
  TOU score. A character with a high TOU can move faster 
  for longer while his less durable companions falter and 
  take rests. Characters in a group travel at the speed of the 
  slowest character. 
  Movement Rates 
  TOU Score 
  Movement Rate/Day 
  0- 
  4 mi/6/5 km 
  1-2 
  6 mi/9.7 km 
  3-4 
  8 mi/13.0 km 
  5-7 
  11 mi/17.8 km 
  8-12 
  14 mi/22.7 km 
  13-16 
  17 mi/27.5 km 
  17-19 
  20 mi/32.4 km 
  20-22 
  24 mi/38.8 km 
  23-24 
  32 mi/51.8 km 
  25+ 
  36 mi/58.3 km 
  Encumbrance Penalties to Movement 
  If a character is encumbered, the Encumbrance Action 
  Penalty is subtracted from the character’s TOU score to 
  determine his or her final movement rate. 
   
   Borntraeger the Sheriff has 
  a TOU of 14, which would normally allow him to 
  travel 17 miles per day.  However, he carries a large 
  pack, giving him an action penalty of –2.  This reduces 
  his effective TOU score to 12.   As long as he carries 
  around this heavy pack, he can only travel 14 miles 
  per day. 
  Effects of Terrain on Movement 
  The movement rates listed assume generally flat and 
  mostly clear terrain. Roads, swamps, forests and hills will 
  affect the rate at which the characters travel. 
  Terrain Effects 
  Terrain 
  Movement 
  Road 
  +20-50% Move 
  Light Woods, Grasslands, Plains 
  Normal Move 
  Dense Woods, Swamp 
  -20-40% Move 
  Hills 
  -20% Move 
  Mountains 
  -50-75% Move 
  Pack Animals and Carts 
  Traveling with a pack animal or an animal -pulled cart can 
  greatly increase the amount of goods the party can carry 
  with them. 
  Pack animals can travel virtually anywhere humans can, 
  with much the same restrictions.   
   
  Animal  
  Average Capacity 
  Movement 
  Rate/Day 
  Pack Dog 
  50 lb / 22.6 kg 
  14 mi/22.7 km 
  Donkey 
  150 lb / 68 kg 
  14 mi/22.7 km 
  Pack Mule 
  250 lb / 113.4 kg 
  17 mi/27.5 km 
  Pack Horse 
  250 lb / 113.4 kg 
  20 mi/32.4 km 
  Warhorse 
  250 lb / 113.4 kg 
  32 mi/51.8 km 
   
  Carts travel primarily on roads, their movement bonuses 
  are taken into account in this table.  They can travel over 
  plains or grasslands at –20% of their normal move, but this 
  greatly increases the changes of getting stuck or damaged. 
   
  Vehicle  
  Average Capacity 
  Movement 
  Rate/Day 
  Hand cart 
  200 lb / 90.7 kg 
  11 mi/17.8 km 
  Donkey cart 
  500 lb / 226.8 kg 
  14 mi/22.7 km 
  Mule cart 
  1000 lb / 453.6 kg 
  17 mi/27.5 km 
  2-Mule cart 
  2500 lb / 1134 kg 
  20 mi/32.4 km 
  2-Oxen cart 
  1000 lb / 453.6 kg 
  11 mi/17.8 km 
   
  
   
  Runebearer
  Adventures in the World of Bostonia
  New Ritual Spells 
  Control Undead 
  Casting Time:  
  Very Short 
  Range:  
  100 Hexes 
  Area of Effect: 
  1-3 Undead 
  Initiative: 
  --- 
  Delivery: 
  Direct 
  Difficulty: 
  14 
  Duration: 
  1 Night 
  Save: 
   
  SPI vs. DL 10 
   
  Maintain: 
  None 
  Skill: 
   
  WIL/WIL/SPI 
  Cost: 
   
  75 p 
  Components: 
  Deadman’s Breath, Skull 
   
  This spell gives the caster control of 1-3 undead creatures. 
  The undead will respond to spoken commands. They need 
  to be able to hear the commands, but they do not need to 
  understand them. 
  Control Major Undead 
  Casting Time:  
  Combat 
  Range:  
  10 Hexes 
  Area of Effect: 
  1 Undead 
  Initiative: 
  -1 
  Delivery: 
  Direct 
  Difficulty: 
  22 
  Duration: 
  1 Night 
  Save: 
   
  SPI vs. DL 22 
  Maintain: 
  20 
  Skill: 
   
  WIL/WIL/SPI 
  Cost: 
   
  200p 
  Components: 
  Deadman’s 
  Breath, 
  Skull, 
  Small 
  Diamond 
   
  This is a more powerful version of control undead. Only 
  one creature may be controlled, but the DL of the saving 
  throw is much higher and thus more powerful creatures 
  can be ensorcelled. 
   
  In addition, this spell can be maintained. Each night, the 
  mage must roll to maintain the spell. In addition, the 
  target creature gets another save.  
  Messenger 
  Casting Time:  
  Short 
  Range:  
  Touch, 100 km 
  Area of Effect: 
  1 Bird 
  Initiative: 
  --- 
  Delivery: 
  --- 
  Difficulty: 
  14 
  Duration: 
  1 Message 
  Save: 
   
  None 
  Maintain: 
  None 
  Skill: 
   
  SPI/CHA/WIl 
  Cost: 
   
  3 Buy Points 
  Components: 
  Gold Cage (400p) 
   
  The caster whispers the name of a person to a bird and the 
  bird will find that person if he is within 100 km of the 
  caster. If the person is found, the bird is free and flies 
  away. If the person is dead, or not within range, the bird 
  will search for 1d4 days, and then returns to the caster. 
   
  A bird used for this spell has to be kept in a golden cage 
  for at least 3 days prior to casting. 
  Sense Magic 
  Casting Time:  
  Short 
  Range:  
  Self 
  Area of Effect: 
  6 hexes (12 meters) 
  Initiative: 
  --- 
  Delivery: 
  --- 
  Difficulty: 
  16 
  Duration: 
  10 Minutes 
  Save: 
   
  None 
  Maintain: 
  14/7 
  Skill: 
   
  INT/PER/SPI 
  Cost: 
   
  4 Buy Points 
  Components: 
  Ground Lens (100p) 
   
  The caster of this spell grinds a lens and then consumes 
  the powdered glass. He can then see a glow around 
  magical objects within 12 meters of him. If his line of sight 
  is blocked, then he can feel “something” in that direction, 
  but cannot determine its nature or distance from him. 
  Magic Pocket 
  Casting Time:  
  Combat 
  Range:  
  Touch 
  Area of Effect: 
  1 Object 
  Initiative: 
  +3 
  Delivery: 
  Touch 
  Difficulty: 
  12 
  Duration: 
  Instant 
  Save: 
   
  None 
  Maintain: 
  None 
  Skill: 
   
  INT/SPI/SPD 
  Cost: 
   
  2 Buy Points 
  Components: 
  None 
   
  This spell takes an item small enough to be held in the 
  caster’s palm and instantly teleports it to one of the 
  caster’s pockets. This ritual requires no gestures and only 
  a whispered, one word incantation. 
   
  
   
  Runebearer
  Adventures in the World of Bostonia
  Spice 
  Casting Time:  
  Short 
  Range:  
  Touch 
  Area of Effect: 
  1 Plate 
  Initiative: 
  --- 
  Delivery: 
  --- 
  Difficulty: 
  8 
  Duration: 
  Instant 
  Save: 
   
  None 
  Maintain: 
  None 
  Skill: 
   
  PER/PER/INT 
  Cost: 
   
  1 Buy Point 
  Components: 
  None 
   
  This spell spices a dish to perfection based on the diner’s 
  preferences. It makes otherwise inedible slop edible, and 
  gives a +3 to any cooking skill roll used to make the spiced 
  dish. 
  Animate Rope 
  Casting Time:  
  Very Short 
  Range:  
  6 Hexes (12 meters) 
  Area of Effect: 
  1 Rope 
  Initiative: 
  --- 
  Delivery: 
  --- 
  Difficulty: 
  13 
  Duration: 
  10 Minutes 
  Save: 
   
  SPD vs. DL 14 
  Maintain: 
  11/6 
  Skill: 
   
  WIL/WIL/SPI 
  Cost: 
   
  3 Buy Points 
  Components: 
  None 
   
  This spell animates a coil of rope up to 20 meters long. The 
  rope can move horizontally 6 meters every 5 seconds, or 
  72 meters a minute. Vertically, the rope can move one 
  third of that speed. 
   
  An animated rope can slink along the ground, shimmy up 
  a wall, hold itself taut (so as to hold climbers, or trip 
  people), tie, and untie itself. The rope is not fast, or nimble 
  enough to be used in a combat situation, but might be 
  used to tie a sleeping, or surprised person. A surprised 
  person can make a SPD save vs. DL 14 to avoid being 
  bound. 
  Harmonious Candles 
  Casting Time:  
  Long (6 hours) 
  Range:  
  0 Hexes 
  Area of Effect: 
  1 Room 
  Initiative: 
  --- 
  Delivery: 
  --- 
  Difficulty: 
  15 
  Duration: 
  4 Hours 
  Save: 
   
  None 
  Maintain: 
  None 
  Skill: 
   
  CHA/INT/SPI 
  Cost: 
   
  2 Buy Points 
  Components: 
  8 Candles (16 p) 
   
  This spell enchants a set of candles such that when they 
  are placed at a table and lit, everyone in the room feels a 
  sense of calm and contentment. This makes everyone in 
  the room more likely to listen and compromise, giving the 
  caster a +3 to his diplomacy, orate, and persuade skills. 
   
  The candles can be created and then stored for up to 1 
  week before they are actually used. 
  Discordant Candles 
  Casting Time:  
  Long (6 hours) 
  Range:  
  0 Hexes 
  Area of Effect: 
  1 Room 
  Initiative: 
  --- 
  Delivery: 
  --- 
  Difficulty: 
  15 
  Duration: 
  4 Hours 
  Save: 
   
  SPI vs. DL 20 
  Maintain: 
  None 
  Skill: 
   
  CHA/INT/SPI 
  Cost: 
   
  2 Buy Points 
  Components: 
  8 Candles (16 p) 
   
  This spell enchants a set of candles such that when they 
  are placed at a table and lit, everyone in the room feels 
  becomes agitated, nervous, and paranoid. Insults will be 
  hurled, fights will break out, and no one will listen to any 
  arguments other than their own. This insures that no deals 
  of any sort will be made in the room where the candles are 
  lit. 
   
  Anyone under the spell of the candles can make a SPI save 
  vs. DL 20. A successful save means that the character 
  notices that something is unnatural about the situation. 
  However, unless he knows of this spell, he will not look to 
  the candles as the cause. The candles can be created and 
  then stored for up to 1 week before they are actually used. 
   
  
   
  Runebearer
  Adventures in the World of Bostonia
  New Magic Items 
  Amulet of Leprosy 
  Analyze DL: 
  17 
   
   
  The amulet of leprosy gives its wearer the ability to inflict 
  anyone he touches with a curse of rotting flesh. The 
  wearer must touch the victim on bare flesh, or thin cloth. 
  The amulet does not work through armor. The target’s 
  flesh rots away, doing 5-30 points of persistent damage. 
  The amulet wearer can cause the damage to occur over the 
  course of a single combat round, or over the course of a 
  few hours. 
   
  The amulet is not charged, but it gives the wearer a lesser 
  form of the rot, reducing his charisma by 2 and giving him 
  the ugly disadvantage. In addition, for each point of 
  damage the wearer inflicts with the amulet, the disease 
  shortens his own life by one week. 
  The Black Hand 
  Analyze DL: 
  15 
   
   
  The Black Hand is a powerful necromantic artifact of 
  unknown origin.   It is an ebony wand with a skull carving 
  on one end and a bony hand on the other.  
   
  The Black Hand has two powers that are always in effect, 
  regardless of how many charges the wand holds. 
   
  • 
  Gives a +3 to all Necromantic Spells 
  • 
  Gives a -3 to all Turn Undead/Priest Powers/Sacred 
  Falls spells  (Both within 100 hex radius) 
   
  In addition, the wand has a number of powers that can 
  only be activated by their command words. 
   
  • 
  Paralyze a target who must make a WIL save vs. DL 
  20 or be paralyzed for 10-60 minutes. (2 charges/use) 
  • 
  Control all undead within 100 hex radius. (30 
  minutes/charge) 
  • 
  Transfers 2d4 hit points from a touched target to 
  wielder. Use unarmed combat, or staff to resolve 
  attack. (1 charge/use) 
  • 
  Amplifies summoning spells. They attract 10x times 
  the creatures normally summoned. (3 charges/use) 
   
  The Black Hand recharges by consuming 100 pennies 
  worth of silver and the bones of a living target. The target 
  must be restrained and the recharge process takes 10 
  minutes. The process returns 2d4 charges. 
  Duplicator Amulet 
  Analyze DL: 
  22 
   
  The duplicator amulet is a lead necklace with gold plating. 
  It is set with a number of ornamental onyx and topaz. 
  Symbols of multiplicity are delicately carved in the gold. 
   
  When activated, the duplicator creates a perfect duplicate 
  of the wearer. The duplicate has the same stats, skills, 
  equipment, condition, and hit points as the wearer. If the 
  wearer is wounded, poisoned or diseased, then the 
  duplicate will be identically afflicted. In addition, the 
  memories, thoughts and state of mind of the newly 
  created duplicate are that of the wearer at the moment of 
  activation. 
   
  The duplicate is a living, thinking being and has the same 
  attitude and personality as the original. However, the 
  wearer does not control him and he will act of his own 
  will. Generally speaking, the duplicate will be favorably 
  disposed to the wearer’s point of view. Nonetheless, 
  obviously suicidal behavior will usually be avoided. 
   
  The duplicate will remain with the wearer for 5-60 
  minutes, after which he will disappear. After a duplicate is 
  created, the amulet has to recharge for at least 24 hours 
  before being used again. 
   
  The duplicator amulet has no charges and thus can be 
  used indefinitely. However, each time it is activated, there 
  is a 10% chance that the duplicate created will be 
  deranged and evil. He will try to kill his creator and if he 
  succeeds, he will not disappear after the normal time. 
  Instead, he will take the original wearer’s place. 
   
  After such an incident, the amulet will disappear never to 
  be seen again by the wearer or his evil twin. 
  Everlit Lantern 
  Analyze DL: 
  13 
   
   
  These lanterns are of ancient manufacture and look like 
  regular lanterns, but for the lack of a wick. When 
  activated, they produce as much light as a normal lantern, 
  but without smoke, heat or fuel. 
   
  These lanterns are breakable and if the wielder falls while 
  holding one, there is a 10% chance it will be broken and 
  thus, useless. 
  
   
  Runebearer
  Adventures in the World of Bostonia
  Mage Chime 
  Analyze DL  
  16 
   
  The mage chime is a small, cylindrical, silver chime 
  attached to a leather strap, or silver chain. The chime has 
  runes carved up and down the length of it. When held in 
  the air by its chain, the mage chime will start to ring when 
  a magic spell or device is used within 100 meters. The 
  range of the chime's detection power can be altered by 
  holding the chain at longer or shorter lengths, thus 
  allowing for more exact detection. The detection power 
  includes spells and powers that are cast, or are active 
  within the chime's radius. Magic items that are not being 
  used are not detected. 
   
  If the chime is struck and the proper words of power are 
  spoken, the chime sounds a loud note that disrupts spell 
  casting. All spell casters within 50 meters of the chime get 
  a -4 to all spell casting attempts for 3-12 rounds. The chime 
  automatically disrupts spells that cannot be cast in 
  combat. The chime can only be rung in this fashion 2 times 
  each week. 
  Ring of the Populist 
  Analyze DL: 18 
   
  The Ring of the Populist is a small copper band etched 
  with delicate carvings of a snapping chain. The ring gives 
  the wearer an aura of confidence, competence and trust, 
  making him a natural leader. If the wearer of the ring is in 
  a position of power over others, he gets a +5 to his orate 
  and persuade skills (or gets the skills at a level of 13, 
  whichever is better) when dealing with his underlings. In 
  general, people so affected by the ring will like its wearer 
  and attempt to please him if possible. 
   
  Note, the ring's concept of a position of power is 
  somewhat flexible and includes kings, noblemen, leaders 
  of troops, innkeepers (who lord over their staff), factory 
  foremen, and so on. 
   
  However, the ring also makes the wearer extremely 
  unpopular with his peers and rivals. Others on the same 
  level as the character will envy him. The wearer of the ring 
  gets a -4 to all social skills involving his peers. Worse, they 
  will be driven by their jealousy to try to plot against the 
  ring's owner, and foil his plans at every turn. 
  Spider Ring 
  Analyze DL: 
  21 
   
  This ring will cause its wearer to gain the powers of a 
  spider. He can effortlessly climb up walls and in webs; he 
  gains the poison bite of a giant spider and he can shoot a 
  web that covers a single character unless he makes a SPD 
  or STR save vs. DL 14. If a character fails his save, he is 
  trapped for 2 hours. 
   
  The ring wearer will gain a taste for blood and insects and 
  over the course of 3 months; he will become unable to 
  consume regular food. In addition, the wearer will take 
  1d4 points of damage anytime a spider is killed in his 
  presence. 
  Wand of Whipping 
  Analyze DL: 
  14 
   
  The wand of whipping creates a cone of force that picks 
  up small, loose objects and sprays them in front of the 
  caster at a dangerous velocity. The wand has two uses. 
   
  The first use is to create a cone of debris that will damage 
  anyone within a 5 hex cone in front of the wielder. The 
  debris will do between 3d3 and 3d6 to those in the area of 
  effect. The amount of damage depends on the size and 
  type of debris available. 
   
  The second use is to create a cone of dust in a 5 hex cone. 
  This dust cloud will blind and choke everyone in it who 
  fails a TOU or SPD save vs. DL 11. Anyone who fails the 
  check will be blind for 2-4 rounds. Anyone who fails by 
  more than 3 will be blind and choke in addition, being 
  incapacitated for 2-12 rounds (cannot attack; can defend at 
  –2 only). 
   
  The wand of whipping eats several types of clear gems. 
  Approximately 30 p will replenish 1 charge. 
   
   
   
   
  
   
  Runebearer
  Adventures in the World of Bostonia
  New  Creatures 
  Necroworm 
  Physical 
  8 
  Attack 
  13 
  Swiftness 
  20 
  Defense 
  15 / 13 
  Mental 
  0 
  Damage 
  2d6 + poison 
  • 
  SPI 
  14 
  Perception 
  15 
  Hit Points 
  34 
  Initiative 
  +3 
  Move 
  8” 
  Armor 
  Loc 
  AV 
  1 
  0 
  2-4 
  0 
  5-7 
  0 
  8-9 
  0 
  10-12 
  0 
   
   
  Special Abilities 
  No Flesh: Slashing and thrusting weapons do 1/2 damage. 
  Arrows and thrown piercing weapons do nothing. Axes, 
  maces and hammers do full damage. 
   
  No Mind: This creature is so dumb, that it has immunity 
  to spells based on illusion or fear. In general , most spells 
  affecting the mind of the creature, or spells requiring an 
  INT save will not affect this creature. The GM is the final 
  arbiter as to whether a given mind-based spell will affect 
  this creature. 
   
  Undead: Necroworms take no penalty for wounds 
  sustained, as they feel no pain. In addition, they do not 
  have to roll for unconsciousness. Their SPI score of 14 is 
  their resistance to being turned by a priest. Undead also 
  take damage from water blessed by Stratus. Such water 
  does 2d6 damage for each vial poured on them. 
   
  Poison: Anyone bitten by a Necroworm must make a SPI 
  save vs. DL 12 or the location hit becomes numb. In the 
  case of an arm or a leg, the limb becomes useless. In the 
  case of the head or chest being hit, the victim falls 
  unconscious. The effects last for 10-120 minutes.  
   
  Description 
  The Necroworm is an undead construct created by a 
  powerful necromancer or demon. It has what looks to be a 
  8-10' long human spine upon which sets a ribcage and a 
  human skull. It slithers along the ground like a snake and 
  strikes by biting its opponents. 
  Shambling Corpse 
  Physical 
  22 
  Attack 
  14 
  Swiftness 
  9 
  Defense 
  12 / 10 / 8 
  Mental 
  6 
  Damage 
  1d12+1d4 
  • 
  SPI 
  19 
  Perception 
  9 
  Hit Points 
  50 
  Initiative 
  -1 
  Move 
  6” 
  Armor 
  Loc 
  AV 
  1 
  0 
  2-4 
  0 
  5-7 
  0 
  8-9 
  0 
  10-12 
  0 
   
   
  Special Abilities 
  Undead: Shambling Corpses take no penalty for wounds 
  sustained, as they feel no pain. In addition, they do not 
  have to roll for unconsciousness. Their SPI score of 19 is 
  their resistance to being turned by priests. Undead take 
  damage from water blessed by Stratus. Such water does 
  2d6 damage. 
   
  No Bones: Shambling Corpses take ½ damage from blunt 
  weapons. 
   
  No Mind: This creature is so dumb, that it has immunity 
  to spells based on illusion or fear. In general, most spells 
  affecting the mind of the creature, or spells requiring an 
  INT save will not affect this creature. The GM is the final 
  arbiter as to whether a given mind-based spell will affect 
  this creature. 
   
  Bleeds Bugs: Each successful hit on the Shambling Corpse 
  by a cutting or piercing weapon causes its skin to split and 
  a horde of bugs pour into the attacker's hex. These bugs 
  move 2 hexes/round and will try to attack by crawling on 
  an opponent. 
   
  If they are ever in the same hex as an opponent, the victim 
  must make an AGI save vs. DL 14 or be covered in bugs. 
  The bugs do 2d4 damage on the first round of their attack, 
  and armor DOES protect the victim. On subsequent 
  rounds, the bugs automatically succeed in their attack (no 
  save allowed) and armor does not apply. 
   
  These bugs can be killed by a large crushing attack (such 
  as rolling a barrel or body over them), or by the 
  application of at least a torches-worth of flame. It takes a 
  full round of crushing or flame will kill one "hex" of bugs. 
   
  Crawling Kiss: If the Shambling Corpse hits a character in 
  the head, it has grabbed the head of its victim. This does 
  no damage, but on the next round, the creature will kiss its 
  opponent. As their lips touch, bugs pour from the creature 
  into the mouth of the victim, choking him. 
   
  The victim of such a kiss must make a SPI save vs. DL 12 
  or die. A successful save still leaves the victim nauseated 
  for 2d4 rounds. During this time, he cannot attack, can 
  only make ½ moves, and can defend at a -2. 
   
  Description 
  The Shambling Corpse looks like a slightly decomposed 
  corpse. Closer inspection will reveal the ever-crawling 
  skin, and a jerky gait reminiscent of a puppet on a string. 
  Beetles and centipedes crawl in and out of the eye sockets, 
  nose, and ears. 
   
   
   
  
SOURCE: textdata/thevault/Runebearer/Runebearer Addendum.pdf