GameMaster's Guide
GameMaster's Guide
Guide
Credits
HackMaster Design Team: David S. Kenzer, Steve Johansson, Jolly Blackburn, Brian Jelke
Contributing Writers: Henry Argetsinger, Barbara Blackburn, Jerimy Grafenstein, John McConnell
Artistry: Steven Cummings, Kevin Daily, Allan Ditzig, George Fields, Brendon and Brian Fraim, Scott Kester,
Russel Lingo, Brad McDevitt, Ed Northcott, Benjamin Pierce, Brian Schomburg, Kevin Stephenson,
Ruth Thompson, Kevin Wadsen, Craig Zipse. Some artwork copyright William McAusland, used with permission.
Beta Testers: Betty Aims, Nema Bezak, Wes Blair, Chris Bragg, Jayson Briscoe, William J Brandel, James Butler,
Bill Cassinelli, Andrew Cenko, Kevan Chapman, Doug Click, Sam Cook, Tom Coster, Kelly W. Crane,
Wesley J. Crowther, Jon Cucchiaro, Patric Downes, Kurtis Evans, Ken Falkner, George Fields, Marcel Fuhrmann,
Ryan Fung, Andrew W. Franklin, Todd Freyburger, Rey Garza, Alby Goldsworthy, Ron Gores, Paul Gunderson,
Andrew Green, Rebekah Green, Mark Hall, Mike Hewison, Steven Ho, Henrik Hoeg, Joe Hooker, Tamás Illés,
Jeff Jones, Tony Knight, Bryan Kyllonen, Chuck Lang, Thomas Latter, Steve Lawrence, Chris Lee, Jacky Lee,
Matt Leonard, Eric Lopez, Ben Lau, Curtis Lusk, David Maddocks, April Martinez, Jan Monk, Anthony McKinney,
Lindsey Milbrandt, Nathan Morgan, Benjamin Pierce , Rahul Pillay, Vishal Nanda, Gordon Ng, Gary Ng, Jon Ng,
Tash Neame, Jai Pawlak, Paul Raasch, Michael T. Rohde, Benicio Rosado, Jay Rutley, Ruth Schwartz,
Samantha Schwartz, Scott Schwartz, Benjamin “Wacky” Sharef, Martin James Siesto, Shaun Sikes, Tim Selby,
Ethan Smith, Carolyn Stogdill, Cameron Straka, Jarrett Sylvestre, Raul Tham, Joseph Tolman , Bethany Tolman,
Ben Torfe, Natalie Watkins, Charles T. Waterman, Max Whittier, Clint Woodall, Jon Woodland, Niall Young,
Christopher J. Zahm, Craig Zipse
This book is protected under international treaties and copyright laws of the United States of America. PUBLISHER’S NOTE:
No part of this book may be reproduced, without the express written consent of Kenzer and Company.
Permission is granted to the purchaser of this product to reproduce sections of this This is a work of fiction. Names, characters, places and
book for personal use only. Sale or trade of such reproductions is strictly prohibited. incidents either are the product of the authors’ imaginations
or are used fictitiously, and any resemblance to actual persons,
living or dead, events or locales is entirely coincidental.
With respect to trademarks: HackMaster is a registered trademark of Kenzer and Company. Hacklopedia of Beasts, the Kenzer and Company logo,
the HackMaster logo and the Hard 8 Enterprises logo are trademarks of Kenzer and Company. © Copyright 2015 Kenzer & Company, Inc. All Rights Reserved.
2
Introduction
Greetings Esteemed Colleague! your lopsided power to cause blue lightning bolts to
We’ve been waiting for you. In the HackMaster crash from the sky and slay any who displease you, and
equation, you are the most important variable. Why? they will play within the context of their characters’
Because the GameMaster is the backbone of the knowledge and not unduly disrupt the game (see Rule
game. Without you the game is incomplete, a narrative 0 and Rule 1 in the HackMaster Player’s Handbook,
without a storyteller to dramatize the tale, a camera page 9). Remember at all times that this is your
without a director behind the lens, a brilliant score game…YOUR game. Not mine and certainly not your
without a conductor. And so on. players’, though they share a part in it to be sure. You
need to run your game as YOU see fit. You are
The tome you hold in your hands is the long awaited
required to be fair and impartial, but also firm. If you
HackMaster GameMaster’s Guide. This book is an
give in to every player whim, however unlikely based
indispensable weapon in your arsenal; a must for those
on the scenario, they will quickly lose interest in your
with a desire to take up the GM’s Shield and referee
game and move on to other more challenging endeavors.
HackMaster. All things HackMaster are made
Remember that players will challenge you and
possible by the secrets contained herein.
always push for something extra – they’re just trying
As a HackMaster GM you bear an enormous weight to survive and thrive. This is OK. In fact, you should
and responsibility on your shoulders: judging and derive great pleasure from their labors and occasionally
running combat, interpreting the actions of your players, even reward them for their efforts. But you are intelligent
creating adventures, world building, assigning enough to know that a level head and prudence is
experience, keeping track of Honor, and so on. And required. Never let them bully you into making a
that’s just at the game. Before the game, you are decision that makes no sense given the circumstances,
preparing the adventure for the next session(s) and or to bend the rules in a way that is always in their
working on your campaign. For many, you also have favor. Remember, what’s good for the goose is good
to get ready to host the game itself, and sadly, most of for the gander! The trick is to remain consistent.
you fork out your hard-earned cash for the game
Never forget this: you bought this book, you put in
books and accessories in order to play the game. In
the time and effort to run this game and you are brave
addition, you must constantly work at mastering the
enough to step out of the shadows and run it in front
rules of the game and honing your skills. Like the
of everyone involved. Without you, there’d be no game
captain of a ship at sea, you must constantly strive to
tonight and everyone would be watching reruns of 30
maintain your game. Clearly, the role of GameMaster
Rock. You are all friends, all equals. But tonight, on
is a daunting job by anyone’s standards.
this night, during this game, you are more equal than
But chances are that if you have felt compelled to others and your vote is the only one that tallies.
answer the call, you have the right spirit, drive and
determination to rise to the challenge. And fear not!
For you are not being sent into the fray unarmed.
Armed with this book you are a formidable individual
with whom all must reckon. You will gird up your
loins, don the armor of confidence that comes with
knowing that you are a cut above the run-of-the-mill
gamer and proclaim, “The GameMaster is David S. Kenzer
always right!” HMGMA# IL10-00000-01
As GM, you will be called upon to be the game
moderator, judge, jury, oft executioner and even
supreme god of your milieu. However, you and the
players have an unwritten contract. You cannot use
3
Table of Contents
CHAPTER ONE: GAMEMASTERING ADVICE Spell Fatigue . . . . . . . . . . . . . . . . . . . . .92 CHAPTER EIGHT: ZERO LEVEL CHARACTERS
Your First Time Behind the Screen . . . . . .6 Spell Mishaps . . . . . . . . . . . . . . . . . . . .92 Class Specifics . . . . . . . . . . . . . . . . . . . . .150
Advice for Game Masters of all Stripes . . .7 Repeat Castings . . . . . . . . . . . . . . . . . .92 Clerics . . . . . . . . . . . . . . . . . . . . . . . . . . .153
“Winging” It . . . . . . . . . . . . . . . . . . . . . . . .8 Spellcasting in Melee . . . . . . . . . . . . . . . .93 Details for Specific Religions . . . . . . . . .153
Railroading . . . . . . . . . . . . . . . . . . . . . . . . .9 Clerical Spellcasting in Melee . . . . . . .96 C HAPTER N INE : NPC S
Sporadic Attendance of Gaming Sessions .9 Saving throws vs. Hybrid Spellcaster . . . .96 Many Hats, Many Shoes: Non-Player
Enhancing Table Ambience . . . . . . . . . . . .9 C HAPTER F IVE : T HE J OURNEY Characters and the Many Roles of the GM . .158
Introducing Non-Crunch Players to the Game .11 Overland Travel Rates . . . . . . . . . . . . . . .98 Building an NPC . . . . . . . . . . . . . . . . . .159
Introducing Players from Other RPG Systems .12 Going Faster . . . . . . . . . . . . . . . . . . . . .98 1. Basic Details . . . . . . . . . . . . . . . . . .159
Table Culture and How to Deal Pulling a Wheeled Wagon or Cart . . .100 2. More Details . . . . . . . . . . . . . . . . . .169
with Disruptive Players . . . . . . . . . . . . . . .14 Mount and Pack Animal Descriptions . .101 3. Complete Detail . . . . . . . . . . . . . . .171
After Action Review . . . . . . . . . . . . . . . . .15 Camels . . . . . . . . . . . . . . . . . . . . . . . .101 NPCs by Type . . . . . . . . . . . . . . . . . . . . .172
C HAPTER T WO : C OMBAT Donkeys . . . . . . . . . . . . . . . . . . . . . . .103 A. Merchants . . . . . . . . . . . . . . . . . . .172
Ranged Attacks Elephants . . . . . . . . . . . . . . . . . . . . . .103 B. Service Providers . . . . . . . . . . . . . .173
Cover or Concealment against . . . . . . . . . Horses . . . . . . . . . . . . . . . . . . . . . . . . .105 C. Hirelings . . . . . . . . . . . . . . . . . . . .173
Missile Fire . . . . . . . . . . . . . . . . . . . . . .17 Ponies . . . . . . . . . . . . . . . . . . . . . . . . .105 D. Cronies . . . . . . . . . . . . . . . . . . . . . .174
Shooting Into Melee Llamas . . . . . . . . . . . . . . . . . . . . . . . .105 E. Henchmen . . . . . . . . . . . . . . . . . . .175
(Interposing Characters) . . . . . . . . . . . .17 Mules . . . . . . . . . . . . . . . . . . . . . . . . .105 F: Monsters . . . . . . . . . . . . . . . . . . . . .177
Arrow Wounds . . . . . . . . . . . . . . . . . . .18 Oxen . . . . . . . . . . . . . . . . . . . . . . . . . .106 G. Notable NPCs . . . . . . . . . . . . . . . .177
Hurled Objects . . . . . . . . . . . . . . . . . . .19 Mounted Combat . . . . . . . . . . . . . . . .106 Personnel Acquisition . . . . . . . . . . . . . . .178
Dropped Objects . . . . . . . . . . . . . . . . .20 Barding . . . . . . . . . . . . . . . . . . . . . . . .106 Hirelings . . . . . . . . . . . . . . . . . . . . . . .178
Melee Attacks Training Horses . . . . . . . . . . . . . . . . . . .107 Henchmen . . . . . . . . . . . . . . . . . . . . .180
Situational & Environmental Modifiers: Water Transit . . . . . . . . . . . . . . . . . . . . .108 Sidekicks . . . . . . . . . . . . . . . . . . . . . . .180
Footing and Combat . . . . . . . . . . . . . . . . .22 Via River . . . . . . . . . . . . . . . . . . . . . . .108 NPC Loyalty and Morale . . . . . . . . . . . .181
Knock Backs . . . . . . . . . . . . . . . . . . . . .25 Ocean Travel . . . . . . . . . . . . . . . . . . . .108 Loyalty . . . . . . . . . . . . . . . . . . . . . . . .181
Extended Trauma Rules . . . . . . . . . . . .25 C HAPTER S IX : B ETWEEN A DVENTURES Tenacity Levels . . . . . . . . . . . . . . . . . . . .182
Torches as Weapons (Update) . . . . . . . .26 Experience and Advancement . . . . . . . . .108 Cost of Successful Employment . . . . . . .184
Disengaging & Re-Engaging Opponents . .26 Formal vs. Self-Training . . . . . . . . . . .108 Experience . . . . . . . . . . . . . . . . . . . . . . .184
Rallying . . . . . . . . . . . . . . . . . . . . . . . . .27 Advantages of Formal Training . . . . . .109 Henchmen, Sidekicks and Protégés . .184
Pursuit and Evasion . . . . . . . . . . . . . . .28 Kobars . . . . . . . . . . . . . . . . . . . . . . . . .110 Mentoring Protégés . . . . . . . . . . . . . .184
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . .30 University Training . . . . . . . . . . . . . . .114 C HAPTER T EN : D ESIGN A DVICE
Improvised Weapons . . . . . . . . . . . . . . .30 Guild Training . . . . . . . . . . . . . . . . . .114 Creating an Adventure . . . . . . . . . . . . . .187
Silvered Weapons . . . . . . . . . . . . . . . . .30 Chivalric Training . . . . . . . . . . . . . . . .114 Telling a Story . . . . . . . . . . . . . . . . . .187
Lithic Weapons . . . . . . . . . . . . . . . . . . .31 Master Teacher . . . . . . . . . . . . . . . . . .114 Step 1: Know Your Party . . . . . . . . . . .188
Holy Water . . . . . . . . . . . . . . . . . . . . . .31 Accelerated Self-Training . . . . . . . . . . . .118 Step 2: Get Your Roster . . . . . . . . . . .189
Saving Throws . . . . . . . . . . . . . . . . . . . . .32 Tutoring Proficiency Suite . . . . . . . . . . .118 Step 3: Pick a Location . . . . . . . . . . . .191
Poison Use . . . . . . . . . . . . . . . . . . . . . .34 Equipment Maintenance & Repair . . . .119 Step 4: Get a Hook . . . . . . . . . . . . . . .192
The Aerial-Terrestrial Combat Interface .34 Armor Damage . . . . . . . . . . . . . . . . . .120 Step 5: Get Some Stuff . . . . . . . . . . . .194
Special Injuries . . . . . . . . . . . . . . . . . . .36 Quality of Goods . . . . . . . . . . . . . . . . . .122 On Traps . . . . . . . . . . . . . . . . . . . . . . .195
Fumbles . . . . . . . . . . . . . . . . . . . . . . . . . .39 Workmanship Categories . . . . . . . . . .122 Treasure . . . . . . . . . . . . . . . . . . . . . . . .201
Critical Hits . . . . . . . . . . . . . . . . . . . . . . .42 Selling Quality Items . . . . . . . . . . . . . . .126 Back to the Dungeon Design . . . . . . .204
Ancillary Critical Hit Effects . . . . . . . .42 Taverns . . . . . . . . . . . . . . . . . . . . . . . . . .128 Step 6: Get Some Details . . . . . . . . . .204
Size Differential Modifier to Effects of Alcohol and Drugs . . . . . . . . .130 Step 7: Test . . . . . . . . . . . . . . . . . . . . .205
Critical Hit Location . . . . . . . . . . . . . .44 Alcohol . . . . . . . . . . . . . . . . . . . . . . . .130 Summary for Creating An Adventure 205
A Note On Extra Damage Dice . . . . . .44 Cannabis . . . . . . . . . . . . . . . . . . . . . . .133 Campaigns: Turning a Series of One Off
C HAPTER T HREE : T HE A DVENTURE Opiates . . . . . . . . . . . . . . . . . . . . . . . .133 Adventures into a Story . . . . . . . . . . . . .205
Stimulants . . . . . . . . . . . . . . . . . . . . . .134 General GM Campaign Advice . . . . .207
Encounter Reactions . . . . . . . . . . . . . . . . .65 Ending the Campaign . . . . . . . . . . . .207
Encounter Results . . . . . . . . . . . . . . . . .66 C HAPTER S EVEN : C HARACTER V ITALS
Feats of Strength . . . . . . . . . . . . . . . . . . . .67 Aging Effects . . . . . . . . . . . . . . . . . . . . .135 C HAPTER E LEVEN : T REASURE T ABLES
Torture . . . . . . . . . . . . . . . . . . . . . . . . . . .68 Group (Party) Honor and Fame . . . . . . .135 C HAPTER T WELVE : N ON -M ONETARY
Long-Term Weariness and Exhaustion . .69 Group Fame . . . . . . . . . . . . . . . . . . . .135 T REASURE
Sleep . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 Group Honor . . . . . . . . . . . . . . . . . . .135 Table 12.1: Valuable Items . . . . . . . . . . .228
Dehydration . . . . . . . . . . . . . . . . . . . . . . .72 Effects of Party Alignment on the Table 12.2: Decorated Weapons . . . . . . . . .229
Starvation . . . . . . . . . . . . . . . . . . . . . . . . .73 Individual . . . . . . . . . . . . . . . . . . . . . .136 Item Details . . . . . . . . . . . . . . . . . . . . . .230
Suffocation/Drowning . . . . . . . . . . . . . . .74 Oaths . . . . . . . . . . . . . . . . . . . . . . . . . . .137 Table 12.3: Shield Ornamentation . . . . .231
Extreme Temperatures . . . . . . . . . . . . . . .74 Blood Oaths . . . . . . . . . . . . . . . . . . . .137 Table 12.4: Visual Subject Matter . . . . . .232
Setting Stuff On Fire . . . . . . . . . . . . . . . .75 God Oaths . . . . . . . . . . . . . . . . . . . . .138 Table 12.5: Sculpture and Statuettes . . . .233
Moving in Darkness . . . . . . . . . . . . . . . . .79 Social Status . . . . . . . . . . . . . . . . . . . . . .138 Table 12.6: Objet d’art . . . . . . . . . . . . . .234
Vertical Clearance for Long Range Missile Fire 79 Obtaining Higher Social Rank . . . . . .139 Table 12.7: Book Titles . . . . . . . . . . . . . .234
Rope . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 Fame and Infamy . . . . . . . . . . . . . . . . . .140 Table 12.8 Jewelry . . . . . . . . . . . . . . . . . .236
Game Benefits . . . . . . . . . . . . . . . . . .141 Table 12.9: Gems . . . . . . . . . . . . . . . . . .238
C HAPTER F OUR : S PELLC ASTING Awarding Fame . . . . . . . . . . . . . . . . . .141
Spell Mishaps . . . . . . . . . . . . . . . . . . . . . .82 Table 12.10: Spices . . . . . . . . . . . . . . . . .239
New Proficiencies . . . . . . . . . . . . . . . . . .143 Table 12.11: Perfumes . . . . . . . . . . . . . . .239
Wearing Body Armor & Employing Shields 82 Nautical . . . . . . . . . . . . . . . . . . . . . . . .143
Spell Volatility . . . . . . . . . . . . . . . . . . . .83 Table 12.12: Provisions . . . . . . . . . . . . . .240
Talents . . . . . . . . . . . . . . . . . . . . . . . . . .144 Table 12.13: Drinking Vessels . . . . . . . . .241
Suffering Injuries whilst Casting . . . . .86 Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . .144
Spell Volatility Caps on Mishap Severity . . .86 Table 12.14: Toys and Games . . . . . . . . .241
Notes on Existing Quirks & Flaws . . . . .147 Table 12.15: Clothing . . . . . . . . . . . . . . .242
Practical Examples of Spell Mishaps . .86 Clarification on the Limits of Glean
Rogue Spellcasting . . . . . . . . . . . . . . . . . .92 Information . . . . . . . . . . . . . . . . . . . . . . .147
4
C HAPTER T HIRTEEN : Q UALITY I TEMS APPENDIX ONE: NPC DESCRIPTIONS . .318 A PPENDIX T HREE : K AL A MAR . . . . .350
Superior Quality Arms & Armor . . . . . .244 Table A1.1: Occupations with Apprentices 323 Brandobia . . . . . . . . . . . . . . . . . . . . . . . .350
Weapons . . . . . . . . . . . . . . . . . . . . . . .244 Table A1.2: Typical NPC Wages . . . . . . .336 Kalamar . . . . . . . . . . . . . . . . . . . . . . . . .352
Alternate Projectile Permanency Rules . . .245 A PPENDIX T WO : D ISEASES . . . . . . .338 The Young Kingdoms . . . . . . . . . . . . . . . .354
Armor . . . . . . . . . . . . . . . . . . . . . . . . .248 Use of Diseases in Play . . . . . . . . . . . . . .338 The Wild Lands . . . . . . . . . . . . . . . . . . . .356
Shields . . . . . . . . . . . . . . . . . . . . . . . .248 Infection: Catching Diseases . . . . . . . . .338 Reanaaria Bay . . . . . . . . . . . . . . . . . . . . .358
Other Quality Items . . . . . . . . . . . . . .248 Disease Statistics and Resistance Checks . . . .339 Svimohzia . . . . . . . . . . . . . . . . . . . . . . . .360
C HAPTER F OURTEEN : M AGIC I TEMS Baseline Chance of Exposure to Disease . . . .339 A PPENDIX F OUR : I NDEX . . . . . . . . .362
Armor and Shields . . . . . . . . . . . . . . . . .250 Death from Disease . . . . . . . . . . . . . . . .339
Jewelry . . . . . . . . . . . . . . . . . . . . . . . . . .256 Treating Disease . . . . . . . . . . . . . . . . . . .339
Miscellaneous Magic Items . . . . . . . . . .262 Remission and Carrying a Disease . . . . .339
Potions . . . . . . . . . . . . . . . . . . . . . . . . . .286 Immunity to Disease . . . . . . . . . . . . . . . .340
Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . .293 Specific Diseases . . . . . . . . . . . . . . . . . . .340
Wands . . . . . . . . . . . . . . . . . . . . . . . . . . .294 Lycanthropy . . . . . . . . . . . . . . . . . . . . . .346
Projectiles . . . . . . . . . . . . . . . . . . . . . . . .300 Transformation . . . . . . . . . . . . . . . . . .348
Weapons . . . . . . . . . . . . . . . . . . . . . . . . .307 Long-term Effects . . . . . . . . . . . . . . .348
Side Effects . . . . . . . . . . . . . . . . . . . . .348
Curing the Disease . . . . . . . . . . . . . . .348
Passing on the Disease . . . . . . . . . . . .349
On Tellene . . . . . . . . . . . . . . . . . . . . .349
Have game designers and other “lucky” notables sign their autographs here. That way they’ll always be handy for emergency dice purgings and luck charging.
Note: To charge a die to roll higher numbers you should stroke the die left to right. For lower numbers stroke right to left. Fame rubs can be used to prime new dice and many game
designers at conventions and store signings are more than glad to oblige fans. As a rule of thumb you should do a minimum of six swipes of the die across the signature (but no more than
ten as that can sometimes have the opposite effect of what is desired). To get you started we’ve added two facsimile signatures of Jo Jo Zeke and Gary Jackson. They’ll only be 32% as
effective as an original signature but they could come in handy in an emergency.
5
1: GM Advice
GameMastering
Advice
Your First Time Behind the Screen ................................6 Introducing Non-Crunch Players to the Game...............11
Advice for GMs of all stripes .........................................7 Introducing Players from Other RPG Systems .............12
“Winging” It ....................................................................8 Table Culture and How to Deal with
Railroading ....................................................................9 Disruptive Players........................................................14
Sporadic Attendance of Gaming Sessions ....................9 After Action Review......................................................15
Enhancing Table Ambiance............................................9
Y OUR F IRST T IME thinking that they need to come straight out of the gate
B EHIND THE S CREEN running games like an experienced GM. You don’t. If
your players aren’t complete jerks they will recognize
So, you’ve played HackMaster as a player and by now
that this is a new experience for you and will then fall
you know the basics. If you’re reading this, then you’ve
into their role as players with a first time GM. This
probably decided to take it to the next level and give
means that most likely they will be extra patient and let
being a Game Master a shot. Bully for you!
you take things at your own measured pace with the
Congratulations! We salute you! You are about to join
knowledge that you are trying to run a fun game for
an elite group of men and women who make the world
them and doing your best. If not, remind them of this
of HackMaster go round. Without GMs, there would
fact. Having another GM at the table to work as a sort
be no HackMaster and the world would be poorer for
of mentor is a fantastic resource not too unlike having
it. The world needs GMs to spread the word about the
a co-pilot to help guide you through what can be a
game and introduce more people to this most excellent
slightly awkward experience for some.
hobby. By becoming a Game Master, you’re in the ideal
position to introduce your friends and acquaintances to Preparation: Don’t think you need to have a verbatim
what we believe to be not only a superior gaming knowledge of every single rule and their exceptions in
system but also a fantastic way to have fun. order to run a game. Extensive knowledge of the rules
will come with time and experience. Truth be told, it is
Depending on your situation, you may be stepping
not even close to the most important skill a GM must
up to the GM screen of your own volition or you may
have. What’s important is to have a novel idea and an
be trying out GMing to allow your own overworked
interesting story to tell. A lame, cookie-cutter dungeon
GM to take a break and experience some down time as
crawl run by a boring, monotone, albeit very
a player. Splitting GM duties is a great way to share the
knowledgeable GM will never be fun no matter how
load of preparing and running games. Regardless of
many rules he can quote. Don’t feel compelled to sweat
your motivations, your first time behind the screen can
the details. If need be, it’s perfectly fine to use an
be a little intimidating. You may be having thoughts
abbreviated set of the rules (such as those in
such as, “am I going to do this right?” or “do I have the
HackMaster Basic) and add on more advanced rules as
chops to make this happen?” Merely by showing the
you become more comfortable with GMing. The rules
gusto to even take the first steps into GMing proves
are there to help you facilitate the game first and to give
that you already have all the chops you could need. This
the players more options second. If they’re good players
book is here to encourage you to take the leap and do
then they’ll understand. If they don’t, then maybe you
it. Will you make mistakes? Sure. We all did. No GM
shouldn’t be playing with them in the first place. As far
is totally perfect no matter how many years (or decades)
as familiarity with the rules goes, at the very least you
of experience he may have. Fear of failure is no reason
should have knowledge of the same basic rules that a
to deny yourself this golden opportunity to facilitate
player does. This means knowing the basics of combat
great roleplaying and great gaming.
or other actions you would take if you were simply
The first thing that intimidates most people is running a single PC. If you already have this knowledge
6
of how to run a PC then voila! You are already able to expect a GM to have every rule memorized. If there’s a
run a basic battle with NPCs. This may sound rules related question at the table, then look it up and
1: GM Advice
challenging, but most of the time the monsters will all bookmark that section for easy reference later. Try to
be identical, and all go on the same count. In reality, limit rule discussion to no more than three minutes.
running an individual monster is far easier than 2) Be consistent. If you make a call or ruling as GM,
running an individual PC—which you are already then stick with it. A GM who flip-flops often will
capable of doing. So, really, this shouldn’t be any sort of quickly garner the ire and mistrust of his players.
a challenge to you at all.
3) Do your homework. If you know that your PCs are
The Rules: After knowing the basics of how to run going to be facing mounted opponents, make sure you
combat, everything else is gravy. All you really need to familiarize yourself with mounted combat rules before
know is where stuff is located in the book so that you the game starts. If you know they’ll need to swim across
can look it up. A lot of people don’t know this, but even a rushing river, then review the swimming (and
the best engineers don’t have encyclopedic knowledge drowning) rules. There’s nothing wrong with looking
of their own field, but rather they have the means to things up during the game, but it can really bog things
look it up. As you’ve already looked things up while down if you need to do it too often.
playing the game as a PC, then you already have this
4) Make players do their homework. Players are
skill.
responsible for knowing how the basic mechanics of
Your first dungeon: We recommend that you get a combat and their class abilities work (this counts
prepared module to run your first few scenarios. These double for magic users). If you have a large group of
products are designed to assist you in running the inexperienced players (or players who haven’t played in
adventure by giving guidance to the GM with ready a long time), it may be a good idea to run an
references on what skills checks need to be made, “introductory session” with small groups of players in
descriptive text, pre-made NPCs, and other benefits. order learn or review these basics before you begin full
The adventures are already populated with appropriate gameplay. Having a table full of people all asking you
foes and have had their overall difficulty balanced for how to do basic actions will slow down your game and
the suggested character level. Using a prepared leave you stressed out.
adventure takes a lot of the weight off your shoulders in
5) Prepare your notes. Unless you’re a GM that likes
terms of time spent in preparation. There are a number
to completely improvise original content (and there are
of low cost or free adventures available on the Kenzer
few that can do it competently), then you’re going to
and Company website to download and play.
want to prepare a basic outline of your night’s
Playing your first game: Be confident. As GM you adventure. Some GMs write episodic adventures, where
are the one in charge. It’s your game – not your players’ each night of gameplay is a self-contained narrative.
game and not our game. Your game. Make of it what you Others simply let their stories progress naturally,
will. The role of GM is really about being a referee and stopping only when it gets too late at night rather than
making judgment calls. Your calls are what set the when their players reach a specific goal or point in the
boundaries of the world and that’s really the most narrative. Most do a combination of both. If you take
important skill you will develop as a game master. Be the latter approach, then you should always prepare
confident and don’t be afraid to make a mistake. It enough content for one and a half nights’ worth of
happens. It will happen. Move on and get to the next adventuring. Having extra content prepared means you
encounter. As you GM, you will find that it is more of won’t be caught off guard if the players breeze through
an art than a science. All the seeming complexity aside, your “impossible” puzzle or find a way around an
the rules only exist in order to assist you in making the “insurmountable” barrier or if great dice rolls let them
aforementioned referee calls. They aren’t and shouldn’t steamroll what you thought was going to be a tough
be a hindrance to your creativity or your flexibility. If fight. Make the effort to include scenarios that test the
you want to look at it one way, the rules are your skills of the characters your players have created. If you
craftsmen’s tools, but you are the artisan. If you stray have a thief who’s good at climbing, put something up
from the rules or make an error, but everyone enjoys the high for him to climb to and get. If you’ve got a
game then you’ve succeeded. Relax, have fun, and your charismatic talker, put in NPCs for him to schmooze
players will have fun too. up. If you’ve got a burly tough guy, find a moment
A DVICE FOR G A ME M ASTERS where his strength could play a pivotal role (like
holding up a falling portcullis or bracing a door against
OF ALL S TRIPES
a group of enemies). Try to put in these nods to your
1) Look it up. You don’t need to know every rule off players’ abilities when applicable and your players will
the top of your head. The core rulebooks are there to have a lot of fun, but if you overdo it then it can seem
be a reference source-- so use them! No one should like pandering or favoritism.
7
6) Strike a balance between order and chaos. You can leads to better and more intense gameplay. If you
prepare all the notes in the world and have a totally encourage your players to create nuanced characters
1: GM Advice
lackluster game. Some of the most fun and memorable with even slightly developed backgrounds, they will give
moments of your games will be something you come you the emotional levers with which to involve them in
up with on the fly. Having a general outline of the your game. If they support an abolitionist cause, put
adventure and specific statistics for monsters or traps slaves in your game world to be freed. If their character
already prepared before you start playing will free up is afraid of public speaking, then manipulate events to
your brain power to improvise scenarios or characters get them in front of a crowd. If they hate spiders – put
you would have never thought of sitting by yourself. spiders in your game! An excellent way to get your
Always keep some paper on hand to record these ideas. players emotionally invested in the world is to put the
7) Engage in organic storytelling. A believable setting (imaginary) characters they hold dear in danger.
is more like a sandbox than a railroad. A railroad takes Players will fight harder and more passionately to save
you from one point to another on predetermined, rigid their character’s beloved dog than they will to save a
paths that can’t be deviated from without wrecking the previously unmet prince no matter how much you
train. A sandbox is a place where you can use available incentivize it with treasure. If your characters like an
materials to build any kind of sandcastle you want, NPC you’ve created, make it clear that failing to
knock it down, and build a better one-- or do complete the adventure set before them will mean that
House Rules:
The rules are something entirely different. Be adaptable and expect character will be put in harm’s way or even be killed. If
nearly perfect as- the unexpected. Players have a knack for throwing a villain seems to strike a chord with your players, try to
is, but if you have
monkey wrenches in even the best laid GM plans. Try let him get away so that the players can then track him
the urge to make
not to write stories that are completely dependent on down. Recurring villains are always the players’ favorite
some changes,
you bought the one element to move forward. If you find yourself enemies. Give them theme songs, or calling cards, or
game and it’s
thinking “they have to do this or it all falls apart” or “if other thematic elements. You’ll know you’ve succeeded
your campaign in creating a great recurring villain if your players
…so go for it! they don’t find that item, then everything is ruined”
then you’re probably painting yourself into a corner. Let visibly bristle at the mention of their name.
the players help you move the story forward by creating 10) Have Fun. If you’re not having fun at the table,
set pieces and scenarios for them to interact with and your players will pick up on it. Write adventures that
then use your common sense to figure out how these you would want to play in yourself. If you ignore all of
interactions will affect change in your setting. If your the above suggestions and your group has a good time
players decide not to raid the bandit camp you set up, anyway, then you’re doing it right. At the end of they day,
then maybe the bandits grow bolder in their raids on playing HackMaster is about having fun with your
surrounding towns. If players decide they want to go friends and making up stories, so go out there and tell
around killing off NPCs, then maybe bounty hunters one!
come looking for them. If players decide not to kill the
evil mage, but to rehabilitate him, then maybe he “ WINGING ” IT
genuinely recants his ways (or just bides his time). At some point in your GM career, you will be at the
Encourage players to create back-stories for their table and realize that you are completely unprepared.
characters in order to give themselves more personality, Maybe the players have moved into an area that you
clear motivations, and defined morals. Let them be a have not yet detailed or perhaps have come to the end
force of change in your setting. of your preparations earlier than expected. In this case,
8) Role Play. Good GMs write interesting NPCs, you can either end the game for the evening or wing it.
Great GMs become interesting NPCs. If the GM If it’s still early in the session, you’ll probably opt for or
doesn’t commit to role-playing, then the players won’t be coerced into the latter.
either. You don’t need to be a great actor to GM well, Going unplanned and ‘winging’ the action can be a
but you do need to make an effort. Put on a hammy ac- daunting task for some GMs (if you love to prepare
cent when you portray the greedy merchant, growl and every detail, then this is you). The key to successfully
make guttural noises when you’re the bugbear chief, winging it is to let go and allow the players to drive the
smile evilly as the black-robed cult leader. Try to give action. Don’t be afraid to let them have their way. Go
each person or creature you portray one character trait with the flow and see where they take you. You will be
to make them memorable to players. Players remember fine if you simply have any NPCs encountered behave
NPCs that they’ve had interesting interactions with far in a likely fashion based on their profession and maybe
better than NPCs which they’ve simply been told are a personality trait or two that you devise on the spot.
“cool” or “funny.” Show-- don’t tell. Just use logic and have the NPCs respond however it
9) Manipulate your players’ emotions. Getting your makes sense. To spice things up, throw in a mouthy
players emotionally involved with your setting always NPC to challenge the players. Such an NPC will often
become a recurring villain or competitor to the players,
8
particularly if they have no means to defeat or fail to S PORADIC A T TENDANCE
one-up the non-player character. Examples include the OF G A MING S ESSIONS
1: GM Advice
sassy bar wench, the insulting minstrel, a
condescending and rude guard, the child pick-pocket, It is not uncommon that a particular player has
the prisoner that won’t talk or give in, a verbally abusive trouble making it to your game on a consistent basis.
old crone, and so-on. When all else fails, ambush them Other players may also have unexpected commitments
with some basic, low-yield monsters (humanoids are rear up in the days preceding a planned gaming session.
great for this as they are well-defined and easy for you Either way, these planned or unplanned absences can
to judge strength relative to the party). Such an be problematic.
encounter may take time, including interrogation and If the adventure picks up from a safe zone — either
eventual incarceration of prisoners, a possible search for “in town” or at a campsite, rest area or other relatively
a lair, division of spoils and so-on. secure haven — the most expeditious thing to do is to
have the absent player’s character remain behind either
R AILROADING recuperating (or carousing) in town or, if in the field,
Players in fantasy games like to feel in-control. What “watching the horses”, “guarding the baggage” or
they really universally hate is when the GM places them “securing the perimeter”. The principal downside to this
on a single choice route and makes them follow it. Such is when the party cannot return to the safe zone at the
a game plays more like the GM reading a novel and the conclusion of the night’s adventure and picks up where
players listening on. HackMaster is a game, and the they left off next game session.
players want to play. Therefore, it’s important to make Should the absent players attend the next game, it is
the players feel like they have choices. This potentially best to simply state that they grew concerned (or bored)
adds a burden to the GM to provide a lot of choices, and sought out their dungeoneering fellows (ignoring
potentially even unlimited choices. Since most of us interim possibilities of getting lost or encountering foes
don’t have the time to create such an environment, my on their own). Yes, it’s a “hand wave” but the alternative
advice is to only provide the appearance of choice such of running a parallel game session for the returning
that the players feel in control. For example, let’s say you player(s) until such time as they locate the rest of the
have just spent a month creating a dungeon for the party is worse. If the players were in the midst of a
players to explore and that’s all you have prepared. battle when time was previously called, you may wish to
Rather than read a long background and tell them they wrap that combat up before allowing the missing PC
are going into the dungeon, try letting them roleplay in to reappear.
a nearby village where they hear three-four different
If, however, the prior session concluded “in situ” (i.e.
rumors that are unrelated completely.Have whichever
in the midst of a dungeon crawl), you may be compelled
one they pick to follow lead to the dungeon you have
to have the absent player’s character act as an NPC
prepared. The other three can be false or lead
during the current game. Running this NPC should not
somewhere that you can prepare later. Here, you get the
be your responsibility as GM. You have enough to
same result, but the players think that they had several
manage without this added burden. If someone cannot
choices and picked their own destiny. Ideally, though,
make it to the game, it is their responsibility to
you should strive to provide 3-4 bona fide adventure
designate a temporary custodian of their character. Your
hooks at any given time. Only use the ‘all hooks lead to
only task should be to circumspectly monitor custodial
my dungeon’ method when you are in truly dire straits;
control to ensure that suicidal or flagrantly out of
hit that drug too often and your players will begin to
character actions are not being proposed by the
see through it.
character’s temporary manager. While in NPC status,
A corollary to the railroad is the intractable problem. the character may earn experience but receives no honor
When you design your adventures, it’s best not to force whatsoever for the game session.
only one possible solution on the players. If you require
only one possible solution and the players cannot solve E NHANCING T ABLE A MBIANCE
it or somehow miss it, you will all be sitting around the GMs are storytellers at heart, it’s true. But, the stories
table bored. This is not fun for anyone, you included. they tell differ from those of other storytellers because
Thus, allow for and provide multiple solutions to all of the participatory nature of roleplaying games.
vexing issues. Even if it is a key/lock scenario, allow Getting people into the mood to not only hear a story,
multiple ways of attaining the key. Ideally, the several but to also help act it out themselves can be helped
solutions to an adventure or campaign problem will not along by good table ambiance. The following
be equal. That is, one may or should be a better solution suggestions are meant to be low cost, simple ways to
than the others. The players may even know this and improve the ambiance at your gaming table.
feel somewhat defeated by solving with a lesser
solution, but at least they can complete their quest.
9
At the movies, the moment when the house lights Around Halloween, it’s easy to find swarms of
dim and the chatter dies down just before things get plastic spiders of many different sizes along with
1: GM Advice
started is a powerful one because you can tell that headstones, webbing, bones, and other creepy
everyone in the audience is ready to experience a story accoutrements. Christmastime furnishes an eagle eyed
and focus in their collective attention. What about a GM with everything he needs to make a snowy
campfire story? The flickering light makes shadows evergreen forest. The internet is chock-full of
loom and the world of the spooky and fantastic seems papercraft PDF files that are ideally suited to the
just that much more plausible. Now try to imagine manufacture of lightweight, easily replaceable buildings
those situations under fluorescent overhead lighting. It which can add a three dimensional flair to your session.
isn’t the same. Always keep an eye out at flea markets, vintage shops,
Dimming the lights at your game is an easy way to and hobby stores for these sorts of inexpensive
unconsciously put people in the mood for a story. You alternatives to mass-mini purchasing.
could try lighting candles or (if you can’t have an open If you don’t have the resources in your area to go
flame in the space) diffusing the light cast by electric scouring for those sorts of items, then a cheap
lamps by draping colored cloth over its lampshade (of alternative can be bottle caps. Bottle caps have unique
course, don’t put a cloth over a bare light bulb and burn logos and can be turned upside down to indicate that
your house down). When you’re taking a break from the they are “dead” or otherwise incapacitated. Because
game, bring the house lights back up. This can be a most bottled goods come in packs, it’s easy to build up
simple way to distinguish between “game time” and a set of identical caps, which can be used to represent
“intermission.” It goes without saying, of course, that different species or groups (that group of red bottle caps
you shouldn’t dim the lights so much that your players over there are goblins archers, while these blue ones up
can’t read their own character sheets. front are their infantry). A big advantage of both
Most GMs use miniatures and maps during their bottle caps and plastic toys is their extreme durability.
games to serve as visual aids. While maps can be easily Some of the best stories told today are films. Many of
reproduced or hand drawn, miniatures are a different the most memorable and beloved films have one thing
matter. Undoubtedly, the best options for miniatures at in common: a great score or soundtrack. Simply
the table are painted miniatures of plastic, lead, or humming these tunes elicit memories of the story they
pewter. These minis add a lot of character to a game accompany. So, it’s no surprise that when it comes to
and allow you to easily distinguish between characters enhancing table ambiance, perhaps nothing is more
and NPCs because, well, they actually look like them. effective than a good soundtrack. Every GM should
The downside of painted minis is that they’re not take advantage of the power of music to not only make
always an affordable or particularly durable option for your game more memorable, but to effectively
GMs playing on a budget. If you can afford to pick up manipulate the emotions of your players.
a few minis, it’s recommended that you have a few in Simply having a large collection of music at hand and
stock to be used by your players or that you buy a letting it roll is one way to add ambiance, but you may
handful to represent commonly encountered enemies find yourself at a loss for words when a rousing lute solo
or NPCs in your campaign (such as orcs, goblins, and the sounds of a crowded tavern accompany your
guards, bandits, etc.). Avoid buying expensive monster description of a gloomy tunnel. The easiest way to
minis that you might only use once. Encourage your effectively utilize music in your game is by the creation
players to provide their own minis to represent their of playlists tailored to specific situations, or emotions
PCs. This not only helps take any financial burdens off you want to elicit. By taking the time to find
your shoulders, but players generally enjoy shopping for appropriate music and sounds from films, instrumental
the “perfect mini” to represent their character. albums, or field recordings (such as the sounds of a
Vintage toys, railroad miniatures, or even diorama crowded room or a thunderstorm) you can really set the
sets make excellent alternatives to professionally made stage for your game.
minis. Generally small and made of hard plastic or For example, a playlist entitled “battle music” could
rubber, these items can readily be bought for much contain military drums, heavy metal music, or war film
lower prices than their “RPG miniature” counterparts. soundtracks depending on your tastes. Conversely, a
Model train figurines can be substituted for all sorts of playlist called “magic” could contain eerie or
townsfolk, but tend to run small (ideal for gnomes or mysterious tracks from science fiction or fantasy films,
halflings) whereas vintage toys usually run a bit large experimental music, or other unusual songs. It goes
(but make for intimidating giants or dire animals). Toy without saying that some of the most emotionally
robots can make great stand-ins for golems, while toy manipulative soundtracks are those used in horror films
animals are sometimes perfectly scaled to represent to build tension or express terror. Use the eerie sounds
normal sized versions of themselves. of these films to put your players in a state of
10
nervousness when you put on a playlist labeled “spooky.” To allay the worries of a new player, it’s important to
You’ll be surprised how well it works. Particular tracks, alter the language you use when describing the
1: GM Advice
if played consistently when players find treasure, functions of the game. RPGs are heavily laden with
confront powerful monsters, or achieve victory can elicit technical jargon that necessarily becomes second nature
strong Pavlovian responses from them. If you manage to to the people who play them for a long enough time.
develop such responsiveness in your players, you can use To players unused to this terminology, however, the
these tracks to immediately change the atmosphere discussion of skill checks, failed saving throws,
around the table with the click of a button. thresholds of pain, d12s, morale modifiers, spell failure,
critical fumbles, and other topics is, well, pretty dense.
I NTRODUCING N ON -C RUNCH Speak to a new player in normal, human language about
P L AYERS TO THE G A ME what’s happening in the game and why it’s happening.
So, you’ve got a friend who’s thought about trying out It’s the GM’s responsibility to act as a translator for
HackMaster, but seems reticent to take the plunge. You players new to the game until they get used to the
may hear them say things like, “I don’t know how to multitudes of new terms. Don’t say “You fail your
play RPGs” “I don’t think I would like doing all that defense roll and take five damage.” Instead, put things
math” or “I’m going to be really bad at it.” For people in context by telling your player “the bandit is too fast
who have never played tabletop RPGs before, first for you. He bypasses your shield and slashes you with
introductions can be confusing, awkward, or (worst of his dagger. Your character suffers a five point wound.”
all) not fun. However, by putting things in context and You may still have to show the new player where to
giving clear instructions, you can help a brand new record the five point wound and remind him to factor
player integrate easily into your group. in his damage resistance from whatever armor he may
be wearing, but at least he knows why his character is
To understand the mindset of the new player joining
taking damage.
your game, it’s helpful to take a step back and examine
what their previous experiences with gaming were Players new to tabletop RPGs in general may be at a
before coming to your table. Older gamers (those near loss as to what they can do in the game. Most other
to or over fifty) most likely had their first gaming board or video games have a fairly limited number of
experiences playing wargames. Wargames tend to be actions you can make and even then you’re usually only
fairly complex and the rules governing them are allowed to do them on your turn. The freeform nature
extremely detailed. Younger players (those near to or of RPGs is such that players have an almost unlimited
under thirty) most likely had their first experiences number of things they can try depending on the
gaming playing video or computer games and might situation. This level of creative freedom can be
not even know what Avalon Hill is. The rules of video potentially nerve-wracking for a new player. If the
games, of course, are many times more complex than player does seem nervous to try anything, just ask them
those of war games. As complex as they may be, “what do you want to do?” without using any
however, they are automated and remain largely unseen RPG jargon.
by their players who may not even be cognizant of the As GM, you know that there are rules governing lots
intricate mathematics underlying the games’ structure. of different actions in HackMaster and that they have
Whatever their background, players tend to fall very specific terminology to go along with them. Avoid
somewhere on the spectrum from “crunch” (rules discussing that unless totally necessary. Instead, just talk
focused) to “fluff ” (roleplay focused) when it comes to through whatever it is the player is trying to do with
their approach to tabletop gaming. Players who lean normal language. If a player tells you “I want to go to a
more towards crunch tend to be more comfortable with bar” then describe them finding a tavern and what it
the “crunchy” conventions already used in HackMaster. looks like. Let the player explore and get comfortable
These players will have no problem approaching and interacting with the made up world you’re running. It’s
learning the rules of the game, but sometimes have a only when a new player does something potentially
tendency to miss the forest through the trees and get a confrontational or dangerous that the rules should come
little too focused on the rules rather than playing the into play.
game. Players who seem disinclined to try Hackmaster Let’s say that same player decides they want to steal
because of its perceived complexity may be coming from one of the tavern’s patrons. The wrong thing to do
from a background in video games where player avatars is to tell them not to do it. Instead, let them know that
have a limited set of actions and choices, or may have no they’ll need to roll two dice (two d10s for a
experience with RPGs of any stripe whatsoever. As pickpocket check) and warn them that if they fail the
GM, it is your solemn duty to aid these new players in roll, they could be caught stealing. Also, let them know
learning the game in an open, fun, and that there could be the same consequences (or worse)
non-intimidating environment. for being caught stealing as there would be in real life.
11
This lets the player know that the game world is HackMaster, then chances are you have at least one
governed by most of the same rules of cause and effect friend who has had some experience playing tabletop
1: GM Advice
as the real world. Once players understand this RPGs. Some people can be reluctant to try out a
important point, then they should have an easier time different game system, while others chomp at the bit
deciding what they want to do and if it’s worth taking for the chance to check out new things. Two of the
the risk. If a player wants to try something ridiculous or more commonly played RPGs today are Dungeons and
unusual, then let them try, but stay consistent with Dragons and Pathfinder. At their core, HackMaster
believable cause and effect. For example, if a player and these two systems function on largely the same
decides he wants to jump up on a table in a rowdy bar logic and so the transition to HackMaster can be fairly
and sing a song (and if he does a good job of it) have the easy in most ways. The mental leap from rolling a d20
patrons roar with applause or buy him a free drink or to determine the outcomes of attacks to using a d20 to
two, but don’t have them be so impressed they offer him determine attack and defense rolls is not a hard one to
their firstborn. If he does poorly, have them pelt him make. There are a few key areas, however, where
with peanut shells or boo him offstage, but don’t have HackMaster and the other two systems do differ
them shank him in an alleyway. If he does the same considerably. Players more familiar with D&D and
thing in a fancy restaurant, have the manager come to Pathfinder may find the following differences between
escort him out, regardless of how good his playing may those games and HackMaster troublesome at first,
have been. When in doubt, try to use common sense before they grow accustomed to the new system. What
and ask yourself, “what would happen if someone did follows is meant to be a GM aid in transitioning
this in real life?” players from D&D and Pathfinder to playing
This approach to teaching the game stresses HackMaster.
incremental mastery of the rules, but also puts a lot of Perhaps the biggest difference between the different
responsibility in the hands of the GM to translate for systems is the rate of progression through character
new players. If you yourself are uncomfortable with the levels. Even at first level, players in Pathfinder and
seeming mathematical complexity of the rules—don’t D&D stand head and shoulders above your run of the
worry! Some great GMs have a poor command of mill NPC. These players can expect to progress fairly
mathematics and at one time were concerned that they rapidly through their character levels and achieve large
could never GM a game because of the math. The truth amounts of power and wealth relative to the world
is that the rules have already done all the work for you around them. By contrast, first level PCs in
and that the mathematical duties of the GM and HackMaster are usually little stronger than the
players rarely extend beyond simple addition and townsfolk around them and only through arduous work
subtraction. Determining the results of skill checks, and luck will they claw their way out of poverty and
attack rolls, defense rolls, and almost everything else is obscurity to become celebrated heroes or notorious
just rolling a die and adding a number to it when all is villains. The speed of progression is essentially half or
said and done. If the language of the game seems to a quarter as fast as it is in Pathfinder or D&D,
sometimes be stilted or technical, realize that this is a meaning that all players will spend a much longer
necessary complication as rules that are written in an amount of time in a comparatively low level of power.
open ended, sloppy way can easily be abused or HackMaster characters are self-contained stories of
misconstrued by those who play only to the letter of the struggle. Nothing will come easy to a HackMaster PC,
rules and not to their spirit. but every little victory he wins is that much more
If you approach the introduction of new players with satisfying. Encounters that could quickly become blasé
common sense, plain language, and establish consistent for a more powered up D&D or Pathfinder team are
rules of cause and effect, then your new players will life and death struggles for a HackMaster group.
quickly learn that the logic of the game world is largely Because of the greater danger posed to PCs in
analogous to that of the real world, but abstracted. HackMaster, there is a great deal less room for error in
Guide them through what check or roll they need to the game and tactical blunders are more readily
make when they need to make it and soon enough you exploited by the enemy. In Pathfinder and D&D, the
won’t even have to prompt them anymore. When that usually ubiquitous presence of powerful healers in a
happens, they’ll no longer be “new players,” but will be party means that it is possible to sustain large amounts
fully integrated members of the group. of damage and be healed fully either immediately after
combat or even during combat. That luxury is not
I NTRODUCING P L AYERS FROM present in HackMaster. Even the most powerful
O THER RPG S YSTEMS curative spells in HackMaster heal few hit points when
HackMaster is only one of a multitude of role compared to those available in D&D and Pathfinder.
playing games out in the world. If you’re GMing Wounds sustained in HackMaster are potentially
crippling and difficult to heal, usually taking long bed
12
rest on top of curative spells to help the process along. move immediately to withdraw from combat to a safer
The result is that, again, every decision you make in location. PCs who see a friend in danger can change
1: GM Advice
HackMaster carries a greater tactical weight to it and course to aid them. Because of the second by second
overextending yourself in combat can lead to a nature of HackMaster combat, the battlefield becomes
quick death. very fluid place, where situations can change quickly.
Combat is the area of the game where the differences Attack and defense are handled differently in
between the systems are the most evident. In D&D and HackMaster as well. Instead of having a static AC
Pathfinder, combat is handled by rolling initiative to see rating, a defender instead rolls his defense much in the
what order characters and monsters get to act in. One same way an attacker rolls his attack. If the attacker
round of combat ends when everyone has gotten to take exceeds the defender’s roll, then his attack hits him. If
their turn around the table. Each turn allows a it’s the reverse, then the attack misses. So, even if a PC
character to take either a move and standard action or rolls low on his attack, his enemy may also roll low on
one full round action. This leads to long stretches of his defense. This partially eliminates the exasperation
combat where there is no action a PC can take until his PCs feel when they’ve waited a whole round to get a
turn comes up again (other than to passively wait). chance to attack a monster and then roll a number they
HackMaster battles are not structured in rounds and know is below their enemy’s fixed Armor Class.
Recruiting new
turns, but in seconds. The GM progresses the battle Because the enemy is also rolling, they are both at the players: The most
second by second and many actions are taken mercy of the dice. accessible thing to
simultaneously. In HackMaster, after your initiative This simple change fundamentally changes the
do is to teach your
friend (and friends
comes up you can do something every second of the pacing and predictability of battles. Instead of of friends) to play. If
battle. There is always an action for a PC to take and positioning and shield use meaning only the relatively that’s untenable,
tactical repositioning becomes very important. Players paltry difference of a +2 to an enemy’s attack or a +1 to you may wish to
check out the
who see that they’re about to become surrounded can its AC, they can instead significantly alter the gaming club at a
local college or visit
a nearby hobby
store. Players always
outnumber GMs
and there’s bound
to be more than a
few potential play-
ers waiting for you
to show up and let
them know what
you have to offer.
You may also
consider playing
online via any of the
popular virtual
battleboard
services that facili-
tate tabletop role-
play such as Roll20.
13
progression of combat. Consider shield use for instance, Certain classes, like thieves, mages, and clerics, receive
if a defender is using a shield and his defense roll only free mastery rolls in many of these more specialized
1: GM Advice
exceeds the attacker’s roll by 10 or less, then his shield skills upon leveling up. This means that, unlike D&D
is struck and he takes reduced damage. Conversely, and Pathfinder where PCs with enough skill points can
deciding not to use a shield means that if your defense ostensibly achieve great skill in whatever they want
roll exceeds the attackers roll by any amount, then you’ll (with comparatively little regard to class), in
dodge his attack, but by forgoing a shield you would HackMaster many skills are more specific to the classes
take a -4 to all your defense rolls (and forgo the sizeable they are traditionally associated with. HackMaster PCs
defense bonus the shield adds). This isn’t the place to go end up being more specialized and more reliant on
into the full specifics of HackMaster combat, suffice to teamwork to be successful as no one character build can
say that it is designed to be fundamentally deeper and be designed to fill all party roles.
more tactically complex than combat found in other Most of the skills of HackMaster have their
games. There is no ideal build and there are multiple equivalents in Pathfinder and D&D. One notable
ways to make a character effective in combat. omission that most players making the transition to
Skills in Pathfinder and D&D work through buying HackMaster seem to notice right away is that of Sense
“ranks” in a particular skill with skill points. The Motive. HackMaster doesn’t use Sense Motive or any
number of ranks you can buy is capped depending on equivalent because it takes away from characterization
how high level you are and your total score in the skill of NPCs and reduces nuance in social interactions.
is modified by one of your six core ability scores. There Players in HackMaster need to use their own reasoning
are class skills where each rank purchased costs only one to tell if an NPC is untrustworthy or dangerous, not be
skill point and there are cross class skills where it costs told so by a skill check.
double. The number of skill points you get to spend
each level is based on your class and intelligence. As a T ABLE C ULTURE AND H OW TO D EAL
result, skill progression in these games is very WITH D ISRUPTIVE P L AYERS
predictable and simple to map out. You could GMs all eventually have to deal with problematic
conceivably sit down and plan out what skill points you players. Whether they’re constantly disputing the GM’s
want to invest in which skill from levels one to twenty rulings, not paying attention, or even trying to actively
and be totally correct. In HackMaster, skill progression ruin other peoples’ experiences, these players can suck
is never predictable as a character purchases rolls of a the fun out a gaming session.
mastery die with build points instead of purchasing
The point of tabletop roleplaying games is to have
static ranks. Because mastery dice rolls are penetrating
fun in a social setting. Every gaming group has to
rolls, a character could experience an unexpected
decide for themselves what constitutes “fun” and what
windfall of skill mastery from a relatively small
constitutes “un-fun.” Generally, groups tend to
investment. However, mastery dice function with
organically develop their own “culture” at their table
diminishing returns, meaning that achieving true
over time. Table culture defines what is considered
mastery is quite difficult. It would be impossible for a
appropriate and inappropriate behavior and can take on
HackMaster character to know exactly what his skills
different forms from something as casual as an
will look like in even one level.
unspoken code of conduct to something well defined
Skills aren’t a given in HackMaster like they are in like a set of written rules, depending on the tastes of
D&D and Pathfinder, where you always receive skill the group. The sorts of interactions most defined by
points upon leveling up. In HackMaster you receive table culture usually concern things like how to divide
fifteen building points (BPs) every level that you can treasure, the ways in which it is generally acceptable to
allocate to weapon specializations, ability score boosts, treat NPCs, and player interaction.
skill mastery, or other attributes. This means that
There is no “right” or “wrong” play style. Where one
players need to make a cost benefit analysis as whether
group might favor a kick in the door, survival of the
it’s worth it to invest in advancing their skills. I say
fittest mentality another group may prefer to use
“invest in advancing their skills” because there is no
violence only as a last resort and instead focus on
guarantee that a PC will get their bps’ worth for buying
diplomatic means to solve their problems. Most groups
a roll of a skill mastery die. If a PC is rolling a d12p for
do a little of both according to the situation. As long as
their mastery die, they could get one point or they could
everyone in the group is more or less on the same page,
penetrate on the die roll and get more than they
then things tend to progress smoothly. When a player
bargained for (I myself once ended up with twenty five
violates the table culture of the group and begins to
points from a single roll).
make the game un-fun for others, however, problems
More general skills tend to be cheaper to purchase arise. Examples of violating a group’s social contract
(such as fire building or observation), whereas include: killing NPCs against the wishes of the rest of
specialized skills like Divine Lore are quite expensive. the group, monopolizing the GM’s time with incessant
14
questions or arguments, haranguing other players for A FTER A CTION R EVIE W
killing foes in a pro-combat group, a player who steals
1: GM Advice
During gameplay, the GM is the be-all end-all source
from his allies in a group where player on player theft is
of authority and power. Your rulings are law, your calls
considered taboo, a player who refuses to divide
must be listened to and you cannot be questioned. This
treasure in a group-approved way, etc. A player who
is necessary to maintain the authority of the GM as he
actively tries to cause grief for other players or inhibit
deals out damage and judgment. However, it also makes
gameplay because “it’s what his character would do”
honest communication between players and GMs
should cease this trollish behavior. These players use the
difficult. A great tactic for bridging this
veneer of role-playing as an excuse to selfishly harass
communication gap is holding an “after action review”
other players for their own satisfaction and should not
when all the dice have been put down and the lights
be welcome at the table.
come back up.
Good competition between players is when players
An after action review is a time where you ask your
respectfully push each other to be the best that they can
players what worked and what didn’t work that session.
be. Players are going to have disagreements with one
This is meant to be a safe time, where both GM and
another—it’s human nature. It’s important to
player alike can discuss how things are going in the
remember that nobody is right all the time and no two
campaign and give each other honest and constructive
people are totally alike. Disagreements between players
feedback. If players seem unwilling to share their
can stimulate interesting dialogue within the group and
thoughts on the game in front of the group, you could
can be great exercises in role-playing. Players can argue
always have them turn in any comments anonymously.
with each other respectfully, or even disrespectfully if
they’re both in on the joke and it doesn’t monopolize Ask the players to share three pros and three cons
game time. about that night’s game. Ask them what they want to
see more of— what they want to see less of. Take their
Groups develop different ways to handle player on
input seriously and try implementing some of their
player conflicts. Some mediate through non-lethal
suggestions. Maybe something you consider to be
duels, tests of skill, democratic voting, rolling a die to
engaging and interesting doesn’t hold for interest for
decide in favor of one player or another, or politely
your players. Maybe something you wrote off as not
agreeing to disagree. Sometimes the best thing to do
especially important is exactly the kind of thing they
when faced with two completely intractable players is to
want in the game. Try out what they suggested at the
encourage them to make a compromise that neither is
next game. Chances are your players won’t always know
totally fine with. If both are willing to sacrifice a
what they want, but use your best judgment and
little of what they want in order for the game to
consider this an excuse to play around with new ideas.
progress, then you can consider this a success.
If player suggestions work, then that’s great! Everybody
Arguments between players become problematic when
wins and the game is improved. If they don’t, then that’s
real world insults get thrown, real world feelings get
fine too. You took a chance on their suggestion and now
hurt, or real world fun is not had. When in doubt,
everyone can see that it might not be a good fit for the
follow the Golden Rule and be an adult.
game.
Sometimes a player doesn’t have any problems
This session isn’t merely limited to players telling the
interacting with the other players, but instead seems to
GM what he should change. This is an opportunity to
be unable to accept anything the GM says as
let your players know if you have any issues with their
competent. He finds the need to dispute calls for skill
play style. For example, this is a good time for a GM to
checks, difficulty levels, monster stats, or really anything
address problems like too much side chatter at the table,
you decide to do. Remember, you are the GM—not
if there were too many calls to consult the rulebook, or
him. You are in charge—not him. A good GM knows
if players are generally just making the game tedious for
when to say “no” and more often than not, you will end
you to run. Let them know now and get everything out
up saying “no, absolutely not” when it comes to a
in the open. If your players are adults, then they’ll make
disruptive player. This is a social game that necessitates
a conscious effort to tone down whatever may
the use of basic social skills and mores. If these basic
be bothering you.
tenets of human interaction prove too challenging for a
player then it may be best to take them aside (before or For some, an after action report may feel a little
after a game) and ask them why they are behaving in awkward or a little forced at first. Remember that a brief
the way that they are. If problems with the player time of awkwardness is preferable to bottling up
persist, then perhaps social games just aren’t for him. feelings about how the game may be going. That only
Don’t let one player ruin the experience for the rest of leads to grudge holding and players “inexplicably”
the group. quitting the game if they think their feelings aren’t
being heard. Don’t ever let someone walk away from the
table angry and frustrated if it can be helped.
15
Combat
2: Combat
he rules for running combat in HackMaster are where the impetus is on you as the game referee to
16
Ranged Attacks S HOOTING I NTO M ÊLÉE
( INTERPOSING C HARACTERS )
C OVER OR C ONCEALMENT A GAINST
The rules for shooting into mêlée presume that the
M ISSILE F IRE shooter does not have an ally directly in his line of sight
Cover helps a potential target by providing a chance that is obscuring the target. Consequently, the danger of
for an otherwise true shot to hit the cover. The exact a missed shot is reflected in it being errantly directed
modifier for cover depends on the degree to which it is to either side of the intended target and threatening
being used as shelter. A human character that stands individuals occupying that space.
behind a two-foot wall is a pretty obvious target, The sole situation this mechanic does not address is
2: Combat
especially when compared to the character that lies that of an ally (or opponent) screening the target. Given
down behind that wall and carefully peers over it. the confined linear nature of certain tactical setups (e.g.
Concealment on the other hand, seeks to fool the the classic corridor battle), you may be presented with
attacker into shooting at the wrong place due to an a situation where this comes into play. Now, intuitively,
inability to completely locate the defender. Table 2.1: anyone that has ever handled a firearm would
Cover and Concealment Modifiers lists the different recognize this as a very dangerous situation. However,
modifiers for varying degrees of cover and concealment. there’s always an Annie Oakley with an itchy trigger
Table 2.1: Cover and Concealment Modifiers finger that can’t suppress the urge to get into the battle
despite being physically restricted from doing so.
Cover Value Concealment Defense and
Cover Saving Modifier Adjudicating this is remarkably easy. The character
10% 19 +1 in the shooter’s line of sight is effectively acting as a
literal meat shield. On any successful hit, the
25% 16 +2
interposing character rolls to see if he inadvertently
50% 11 +4 dodged, bobbed, or weaved in front of the trajectory and
75% 6 +8 accidentally caught the missile just as if he were a shield. Combining Cover
If he does not catch the missile, the target – if himself with a Shield:
90% 3 +12
Should a PC present
100% 1 +16 employing a shield - may then roll to see if that shield a shield while also
catches the missile. Only if both fail to absorb the shot being screened by
25% is cover to the knees, part of the left or right side will the arrow strike the targeted creature. cover, it is up to you
the GM to decide if
of the body screened, a target that is seen for only three Given that even second by second combat (and the it warrants upping
quarters of the speed between shots, etc. Men on a positioning of miniatures) is an abstraction of the the cover value. Do
walled parapet would typically be 25% covered. 50% dynamic dance of death of true combat, seldom does an
not get caught up
in splitting hairs or
cover or concealment equals protection or screening to interposing character completely block a target. A trying to decide on
the waist, half of one side of the body, being seen for similarly sized opponent, when directly in the line of a value for cover
only half of the speed between shots, etc. Figures in fire, offers screening comparable to a large shield. The
between those
values presented in
thick brush and men on a castle wall with embrasures degree to which blocking occurs can be determined the chart. Either the
and merlons would be at least 50% concealed/covered. from the following chart. combination clearly
Shuttered embrasures and narrow windows would meets the
provide 75% cover, while arrow slits offer 90% cover. Table 2.2: Screening Individual’s Cover Value provided to Target standards of the
next step up (give
Cover also has an effect on saving throws, granting Screeners Size Difference Cover Value bonus) or it does
the character the modifier listed on Table 2.1: Cover not. End of
two smaller 19
discussion.
and Concealment Modifiers as a bonus to saving one smaller 16
throws against spells that cause physical damage (for identical 11
example, Fireball, Lightning Bolt, etc.)
one larger 6
Furthermore, a character who has 90% cover (or
two larger 3
more) suffers one-half normal damage on a failed save
and no damage at all if a saving throw is successful. This three or more larger 1
assumes, of course, that the Fireball, Lightning Bolt or For example, an allied gnome titan (size S) is battling a
whatever, hit the cover. A man crouching behind a stone gnole (size L) employing a medium shield. A trigger happy
wall would be protected if a Fireball exploded in front mage directly to the rear of this mêlée decides he wishes to
of the wall, but would not be protected by cover if the assist his buddy by firing his loaded heavy crossbow at the
conflagration occurred behind him, on his side of the gnole. He rolls a modified 17 against which the gnole rolls
wall. an unmodified 7. This indicates the shot is true. However,
the gnome titan is shielding the gnole. Since he’s two size
categories smaller, he only catches the missile should he roll
17
19-20 on a d20. If he does so, he takes full damage (less any Body armor offers substantial protection against
DR provided by his armor). If he doesn’t catch the bolt, the projectiles frequently transforming a potentially serious
gnole gets to roll a d20 for his medium shield. If he gets injury into a manageable incidental wound. By
16-20, his shield catches the missile. Only should both of denuding the missile’s penetrative power, only a small
these interfering objects fail to block the missile will the gnole percentage of hits become lodged deep within the body
be struck. cavity. While this has beneficial consequences in
reducing wound severity and facilitating extraction of
A RROW W OUNDS (A DVANCED R ULE ) said projectiles, until the latter is performed the arrow
Bows afford an attack at range that can inflict injuries remains embedded and the wound may be aggravated
2: Combat
similar to those caused by small and medium mêlée by taking any actions that cause the shaft to jostle about
weapons while rendering a direct physical counter (in effect becoming a lever that facilitates additional
impossible. The advantages do not stop there. tissue damage at the original incision point). Any
While some players may insidiously delve through creature with an embedded arrow (deep or superficial)
the rule set or postulate dubious real life support for may suffer restrictions to their movement or face the
additional lethality advantages, the physics of an arrow potential for further hit point reduction. Crossbow
NOTE: A shafted quarrels impede movement as arrows do - ‘arrow’ is simply
wound simply do not afford greater mortality than the
projectile that used for brevity.
inflicts an actual typically much larger lacerations or punctures a mêlée
wound (i.e. some weapon may inflict. Nay, the supplemental advantages Note, of course, that an arrow could simply be stuck
damage bypasses result from the nature of the arrow wound itself - in its hide or armor when the damage reduction exceeds
DR) may become namely that an item embedded in the body of a victim the damage dealt. This has no game effect, but might
embedded in the causes certain ancillary difficulties such as movement make for some great flavor text during or after combat.
target. This is
restrictions and the risk of second-order damage. A character with one or more embedded arrows
determined by
the severity of the These advanced rules simulate said effects. They suffers movement consequences per the table below.
resultant wound provide a reasonable level of realism at some minor cost Engaging in mêlée is sufficiently vigorous that it adds
not the damage in complexity while presenting a richer gaming
rolled. two movement speeds (i.e. walking during active mêlée
experience and some interesting role-playing counts as running, etc.) Note however that sprinting
1-2 hp: superficial opportunities. represents the pinnacle of activity that may aggravate
3-8 hp: embedded Any barbed projectile with an extended shaft that arrow wounds thus there is no category beyond this.
9+ hp: deeply embedded scores 9 or more points of damage (after discounting Checks should be made upon beginning any
NOTE: Mêlée combat for DR) has become deeply embedded in the target’s restricted activity (e.g. upon beginning to run or on the
demands that a body. You may wish to extend this benefit to additional first second the PC enters combat) and every 60
defender actively move barbed weapons such as javelins (or their naval seconds thereafter.
about to avoid blows equivalent, harpoons).
even if not making any
forward, lateral or
rearward movement. Table 2.3: Embedded Arrow Effects on Movement
For purposes of embed-
ded arrows, this is func- Number of Embedded Arrows
tionally equivalent to
walking. Should a player Movement Type 1 2 3 4 5+
argue that he is
Sprint 1 TC TC + 3 TC + 5 TC + 7
standing still based on
the fact that his Run NA 1 TC TC + 3 TC + 5
miniature isn’t moving
around, simply agree Jog NA NA 1 TC TC + 3
and assign him a -6 De-
fense penalty as clearly Walk NA NA NA 1 TC
he is uninterested in
Crawl/Shuffle NA NA NA NA 1
moving out of harm’s
way. Stationary NA NA NA NA NA
Giving Ground or
making Tactical moves Key:
in mêlée is functionally NA: no effect, the character can perform this action without penalty
equivalent to running 1: A character making this movement suffers 1 HP of damage per embedded arrow
for purposes of TC: A character making this movement suffers 1 HP of damage per embedded arrow and must make a Trauma check
determining the check to avoid collapsing in agony.
debilitating effects of TC +3/+5/+7: A character making this movement suffers 1 HP of damage per embedded arrow and must make a
embedded arrows.
Trauma check at the specified penalty to the roll in order to avoid collapsing in agony.
18
Extra damage is added to the arrow wound total (i.e. a four
Overhand Throwing [Weapon Proficiency]
point injury becomes a five point injury for healing time, etc.).
Removing embedded arrows (and quarrels) For game purposes, Overhand Throwing is considered a
low skill ranged weapon (2BPs).
Another problem, namely removal of the projectile, confronts
those with embedded arrows as well as crossbow bolts. Hearty Proficient Throwers
and impatient PCs untrained in first aid or unwilling to spend
Hurled Items: The variety of items that can be thrown at an
the time to undergo first aid treatment can carefully pull out the
opponent is inestimable. However, some hard and fast rules
offending projectile as long as it is not deeply embedded (i.e. it can be applied to this generalized category.
has inflicted 8 or fewer damage to the individual). Projectiles
2: Combat
that caused only 1 or 2 hp of damage can be removed without Rate of Fire: 7 seconds
complications. Those that have caused 3-8 HPs inflict an
Range: Hurled objects are treated as a Javelin for purposes
additional d4p damage when removed in this fashion. It takes of range penalties
one second per HP inflicted (including the extra d4p damage)
to gingerly remove the arrow. For the truly impatient, any Damage: Most such items have no capability to inflict
projectile not deeply embedded may be crudely yanked out in a tangible wounds. An exception is a rock weighing around
single second although at the cost of 2d4p damage. Attempting 6-8 ounces. Those proficient in hurling such missiles have a
to remove deeply embedded arrows in this fashion causes a potential damage of d6p-3.
similar amount of damage but will only succeed in breaking off Specialization: One can specialize in “Overhand Throwing”
the shaft. All penalties remain in effect and a First Aid provider’s per the rules for other hurled weapons. (I personally would
threshold for success at removal now becomes very difficult. not want to have Nolan Ryan whipping fastballs - or rocks - at
Note that arrow wounds treated by self-extraction of the my head… in game or out.)
projectile are not eligible for subsequent remediation Non-Proficient Throwers
by First Aid.
The First Aid skill obviously goes a long way toward Again, not everyone has mastered the technique of
employing full shoulder rotation to lend force and accuracy
mitigating the ill effects of removal. Superficial punctures do not
to hurled objects. For those that haven’t, the following rules
explicitly require medical attention for removal but if the care
apply:
provider succeeds at an average skill check, he is able to reduce
the severity of the wound by 1 hp. Damage: In the hands of an amateur, the same rock inflicts
Projectiles that have caused 3-8 points of damage can be d6-3 damage.
removed with an average skill check though no hit points are Range: Hurled objects are treated as a Throwing Knife for
restored upon extraction. Deeply embedded missiles (i.e. those purposes of range penalties
that have caused 9 or greater damage) mandate a difficult check.
Their successful removal also results in the loss of one additional Additional Accuracy Penalties: Those not proficient in this
HP. Note that an attempt to remove an arrow or quarrel technique suffer a -2 Attack and +2 Speed penalty.
(whether successful or not) is considered the lone opportunity to
treat said wound- extraction taking precedence over wound
considered a weapon proficiency. While it is not strictly
closure. Arrow extraction takes the same amount of time as
necessary to be able to throw 90 mile an hour fastballs,
wound treatment depending on the PC’s mastery of the First
throwing poorly is a distinct disadvantage.
Aid skill (i.e., Novice: 10 minutes, Average: 6 minutes, etc.).
Frequently the purpose of hurling said object is to have it land
In all but superficial cases, failure of the first aid check inflicts
at or near a desired location. This is the case when attempting
an additional d3p damage and obviously the arrow remains
to establish the impact point of a spell with a physical trigger or
embedded. Those with the first aid skill can make multiple
when throwing an object at some generalized vicinity.
attempts until either the arrow has been removed or the victim
Alternatively, one may attempt to impact a specific creature such
refuses further attempts (or succumbs to HP loss).
as when whipping a rock at his face or flinging a vial of holy
H URLED O BJECTS water at an undead being. Each of these instances will be
discussed in turn.
During their forays into places dark, deep and dangerous
player characters may be interested in hurling palm-sized Attempting to land an object in a specific location: This is
objects (or other things that easily fit in one’s hand) at an equivalent situation to firing at a static defender. One simply
opponents or static targets. Collectively, these are known as declares the spot he’s aiming at, rolls a d20p and applies
grenade-like missiles. appropriate modifiers and compares the result to the GM’s roll
of a d12p.
Now as any current or past little leaguer can tell you, the
ability to accurately throw a 5 ounce ball is not something Miss Location: The degree to which your character fails at
humans are born with. As such, “Overhand Throwing” is an attack roll determines how far off the target your projectile
19
landed. The distance in feet from the target is the amount by Heavy Objects:It is difficult to carefully aim at a target when
which the attack failed. This applies to short range targets only. your arms are shaking from the exertion necessary to lift a heavy
Multiply this value by 2, 3 or 4 for medium, long and extreme weight and hold it outstretched waiting for the opportune time
ranges. To determine the direction, roll a d12 and use that as the to drop it on your enemy. Similarly, while vertical range is pre-
clock hour with 12 being long in a direct line from the thrower set by your height, horizontal range is a function of the dropped
to target. object’s weight. Note that the attack penalties for vertical and
Object Momentum: Unless the hurled object shatters on horizontal range are cumulative and that characters who do not
impact, it will bounce, splatter against, or otherwise impact the take aim (4 seconds) before dropping their object take an
ground and then continue along the same trajectory. How far it additional -6 penalty to attack.
2: Combat
travels is a function of the object’s surface friction. This is left to * Obviously what constitutes ‘heavy’ is largely a function of
the GM to adjudicate as there are a myriad of situational vari- the creature’s strength. Object weight limits are drawn from the
ables that can come into play making a blind determination Strength attribute table in the Player’s Handbook.
impossible. However, a good rule of thumb is that it careens half
again as far as the thrower was from the point of impact. Table 2.5: Penalties for “Heavy” Dropped Objects
Purposefully arcing or trying to lessen “bounce”(such as when
Object Weight* Attack Penalty Horizontal Range
tossing a bean bag) can lessen this to 25%.
no 0 30’
Throwing at a mobile target: Attempting to hit an opponent encumbrance
with a thrown object is simply a ranged attack as covered in the
light -2 20’
Player’s Handbook. If the nature of the hurled object demands encumbrance
that proximity be considered in the case of a miss, use the rules
medium -4 10’
for misses detailed above. encumbrance
D ROPPED O BJECTS heavy encumbrance -6 (cannot be 5’
or greater aimed)
Opponents entrenched in well-prepared defensive positions
have a number of advantages. They can shape the terrain to Damage: Creatures struck by a dropped object suffer a wound
impede access and deny cover to their enemies while gaining per Table 2.6. The GM must determine the weight of the
optimally positioned cover for their own repartee. If fortunate dropped object and the height from which it falls to determine
enough to have the benefit of elevation, they acquire yet another the appropriate amount of damage. Note that all d12s on this
benefit - gravity. While a formidable defensive barrier in its own chart penetrate on an 11 or 12 (lesser die types penetrate as
right in that potential assailants are channeled into narrow and normal). If your PCs for some reason insist on trying to drop an
defined approaches such as stairs or ladders, it is also a force object of truly prodigious weight onto a foe then the Redonku-
multiplier in that it transforms ordinary objects into potentially lous Weight Rule comes into effect. Namely, any creature struck
lethal weapons by virtue of Force = mass x acceleration. Put less by a ridiculously heavy object (such as a 16-ton weight) is
technically, a defender on a wall can drop a variety of plentiful instantly killed. There just is not any surviving an impact of that
and valueless objects to lethal effect. This latter frequently magnitude. Actually being struck by something that unwieldy,
employed tactic shall be discussed below. on the other hand, is extremely unlikely in any circumstance and
Targeting: Throwing rocks, sandbags, anvils, furniture or dead it is up to the GM to determine the possibility of any such
comrades down onto targets is fundamentally different than projectile making contact with its target. Death by Redonkulous
shooting an arrow at the same target when you’re both on the Weighty Object is most likely only to be the fate of the
same horizontal plane (e.g. at similar elevation). First of all, these impressively unlucky or the absurdly inattentive.
attacks function as standard ranged attacks except that targets Mitigating Factors: The damage that falling objects inflict
attacked from height present a far smaller silhouette and are thus upon those struck assumes that said object does not deform and
far more difficult to hit. As such, “dropped objects” have their absorb a portion of the impact momentum. While this is
own range chart. certainly the case for objects such as rocks and anvils, many
objects that may be hurled down on opponents will absorb some
of the impact energy and thus must be derated to reflect this
Table 2.4: Dropped Object Ranges occurring. Use your judgment to fit a particular dropped object
into a category and thus modify the effective weight.
Vertical Distance Attack Die
5’ - 10’ -4 Suggestions to guide your decision appear in Table 2.7.
11’ - 20’ -6 Defense vs. Dropped Objects: This is handled as if the dropped
21’ - 30’ -8 object were any other projectile (i.e. roll a straight d20p for defense
if mobile or d12p if stationary)
31+’ -10 Shield Cover vs. Dropped Objects: This too is handled as if the
dropped object were any other projectile (i.e. if the dropped object
hits, check for shield cover.
20
Table 2.6: Damage Inflicted by Falling Objects
Height
Wt. (lb) 5’ 10’ 15’ 20’ 30’ 40’ 50’ 60’ 60+’
2: Combat
5 d8p-1 d10p-2 d12p-4 d12p-4 d12p-4 d12p-3 d12p-3 d12p-3 d12p-2
50+ d12p-4 d12p-1 d12p+2 2d12p-2 2d12p+4 3d12p+3 4d12p+2 5d12p+1 6d12p
Note: All d12s penetrate on an 11 or 12
For example, a 50-pound sack of onions is considered The Defense penalty stems from proactively shielding the other
“pliable” and thus would have the impact effect of a 25-pound rock party and therefore forgoing all active personal defense.
(50 x 2 = 25).
For example, Brognan the fighter and Ranka the thief are trying
to break into a stone tower. However, three tower guards are ready
Table 2.7: Dropped Object Softness Mitigation
to drop rocks down on their heads if the pair approach too close to the
Category Effective examples locked door at the tower’s base. Because Brognan has a body shield,
Weight the two can approach the tower door at a walking pace while
Very Soft 0 Pillows, loose clothing sheltering beneath his shield. When they get within 10 feet of the door,
Soft 4 Bundled clothing, baled hay, the guards take time to aim and the barrage begins. The tower guards
saddle, green vegetation each have 12 Strength, so the 50 lb rocks they have count as a medium
encumbrance and can be chucked up to ten feet away on the
Pliable 2 Sack of vegetables, corpse
horizontal axis from the 30 foot tall tower. The guards take
Firm w Sandbag, hardwood furniture penalties to their attack for the height from which they are dropping
Solid 1 rocks the rocks (-8) and the rocks’ weight (-4) for a total of -12 to
their attack.
Protection: The potential damage caused by falling objects
has greater variability and a significant upside risk of The first guard rolls a 9 to hit, but with all the penalties
extraordinary results due to d12s penetrating on 11s & 12s. This Brognan’s d8p defense roll of 3 easily beats this, leaving him
reflects the fact that blows to the head are far more common in untouched. The second guard is luckier, rolling a 19 (which is reduced
this type of injury. to a 7 by the penalties) and Brognan’s d8p only comes up a 5. The
50lb rock hits the shield and from the 30 ft elevation it does 2d12p+4
Shields likewise are eminently suited to deflecting dropped damage. The guard does 14 points of damage total, but Brognan’s
objects. When held aloft, they invariably divert the momentum body shield has twice the DR versus dropped objects, bring it up to 12
of the striking object and permit the individual to safely absorb DR. Between that and his ring mail, Brognan absorbs 16 points
a portion of the object’s force. As such, large shields have 1½ from the rock impact, completely shrugging it off. The pair reach the
times higher DR when employed against dropped objects while door and Ranka is able to try picking the lock while Brognan braces
body shields double their DR. The Dodge talent functions himself against the volley.
against dropped objects in the same way it functions against
missile weapons. Note, however, that the potential for shield Knock Backs: Individuals struck by falling objects with
destruction remains the same (see pg. 225 of the Player’s sufficient force to compel a knock back are instead knocked to
Handbook). the ground where they stand and are stunned for d4p+2 seconds.
Stunned individuals can take no action other than defense and
A PC wielding a large or body shield can also use it to protect employ a d8p (plus any Defense bonuses including those gained
an ally from falling objects. With the shield held above his head, from shield use: i.e. +2 to +6) while doing so. Righting oneself
the PC is able to shelter both himself and one ally, but at the is a 3 second action. A double knock back implies that the
cost of agility. While sheltering another, the shield carrying PC individual has been knocked prone and drops all held items as
only rolls a d8p for defense and can only move at walking speed. well as being stunned for 2d4p+4 seconds. This necessitates both
21
getting to one’s feet and gathering up any items previously held after suffering a few casualties. Dropped objects are best
before any actions requiring said items may be taken. If a employed in defense of a position the attacker is compelled to
character is taking shelter under another’s shield when the shield approach in order to satisfy his operational objectives. For
bearer is knocked back/down, they too are knocked back/down, example, storming a castle may require an attacker to endure a
but not stunned. fusillade of dropped objects while attempting to breach the main
gate.
The guards waste no time dropping rocks while Ranka works
feverishly to pick the tower door’s lock. A third stone connects with
Brognan’s body shield, but this time the dice come up 11 and 12, Mêlée Attacks (ADVANCED RULES)
meaning that both rolls penetrate. The total damage from the guard’s
SITUATIONAL & ENVIRONMENTAL
2: Combat
22
properly and in a typical dungeon map there’s nary a hint of an after another, he might reach across the table, grab the dead orc
uneven paving stone thrust up by tree roots, a sloping floor, wet minis and throw them to the side of the map. A half dozen orcs
surfaces, patches of slick moss, or the like. later and the narrow passageway should be piled high with the
Even when flavor text explicitly tells us that a dungeon’s bodies of dead orcs and their incapacitated brethren. The fighter
surface is hewn roughly out of the earth, with plenty of gnarled would realistically be standing amongst and atop these bodies –
roots and a slick topping of mud, these considerations are often some of which may still be writhing in pain! Clearly he should
quickly forgotten unless the GM is on top of his game. be having greater difficulty parrying and attacking than a
counterpart on firm, level ground.
Although most of the action in RPGs takes place in the
mind’s eye, we are still tethered to our sensory input from the real Considering the abovementioned situations, it seems evident
2: Combat
world. This can make it hard to remember, much less realistically that some additional rules are in order. The following table
simulate, the variability of terrain. offers some broad guidance as to common environmental
modifiers to apply to combat, and lists any associated penalties.
The photo on the previous page depicts a typical mineshaft.
Obviously this necessitates judgment calls on your behalf as no
Take a look at that floor. There are large jagged rocks, pieces of
situation is cut and dried. If you are uncomfortable wading into
soft decaying wood and debris, pools of brackish water, and
this gray area, advanced rules may not be for you.
irregular sloping walls that meet the floor at odd angles
obscuring the point where the two meet. Mapping Footing Conditions
Now, imagine a party being ambushed by a half-dozen orcs There are a variety of ways a creative Game Master can
in that very same mine. They would be standing in ankle deep introduce footing conditions to his campaign. One simple way
water among jagged, irregularly spaced rocks while dodging is to color-code your dungeon maps to reflect differences in
blows, being knocked back and attempting to get a sword-strike elevation or conditions. For example shading a grid square green
in. This is clearly not as simple as moving from point A to B could indicate loose pebbles or stones in that space. Blue could
and swinging a sword. be a knee-deep pool, red a pile of debris, and so on.
Consider also this rocky, forested trail running along a There are various ways to attack the problem, and finding a
ridgeline. Imagine fending off a Bugbear patrol as they fight solution that works for you is worth your time. Introducing
from those high rocks to the left. terrain concerns into a system like HackMaster (with its rich
and detailed combat system, where movement is so crucial) adds
Or, imagine a fighter, whose dice are really on fire, slaying orc
yet another layer of tension and realism as combatants move
after orc in a narrow choke point. As the player drops one orc
about to find the ‘good ground.’
23
Table 2.7: Situational & Environmental Combat Modifiers
Enviromental Conditions Atk Def Spd Move Adjustment Knock Backs
Icy/very slick ground -2 -4 +3 Sprinters & runners automatically faceplant1; Count as 1 size category
joggers must make FoA (vs. d20+6) or faceplant; smaller
walkers must make FoA (vs. d20-2) or faceplant
Sloping ground, stairs (high ground) (up to 35°) +1 +1 -1 Sprint, run @ jogging speed, jog @ Count as 1 size category
walking speed larger
Sloping ground, stairs (low ground) (up to -35°) -1 -1 +1 Movement increased as if one movement Count as 1 size category
type category faster (see HoB p. 13) smaller
Very steep ground (high ground) (over 35°) +2 +2 -1 Sprint, run or jog @ walking speed, Count as 2 size categories
walk at crawl speed larger
Very steep ground (low ground) (over -35°) -2 -2 +2 Movement increased as if one movement Count as 2 size categories
type category faster (see HoB p. 13) smaller
Mud, quicksand (over ankle deep) -2 -5 +2 Sprint, run or jog @ walking speed,
walk at crawl speed
Mud, quicksand (up to mid thigh) -3 -8 +3 Crawling speed Count as 1 size category larger
Mud, quicksand (up to chest) -4 d8p +4 Half Crawling speed Count as 2 size categories larger
Under water: piercing weapon -3 d10 +3 Crawling speed Count as 2 size categories larger
Under water: hacking weapon4 -4 d10 +4 Crawling speed Count as 2 size categories larger
Under water: crushing weapon5 -6 d10 +6 Crawling speed Count as 2 size categories larger
1
Faceplant: Suffer d4p damage (which armor DR absorbs), 3 second action to right oneself during which time defense limited to unmodified d12p
2
When fighting on a ladder, a defender rolls an unmodified d12p for Defense (though a shield may be employed adding its bonus)
3
Note: these numbers assume somewhat sturdy footing. If characters are fighting in water while standing on Slick Ground (i.e. a room with marble floors which is slowly filling with
24 water), use whichever modifier imparts more significant penalties. 4 Note that hacking weapons also take a -4 penalty to damage.
5
Note that crushing weapons also take a -6 penalty to damage.
Terrain Adjustments to Charging: making it far more difficult to avoid. The goblin must roll
Because specific mention of additional charge rules above 15 to avoid the gnole. Should it roll 5 or below, the
was mentioned in the Player’s Handbook, it is worth goblin is knocked prone and suffers an Initiative penalty of
noting here that these rules are transparently 15 minus [die roll result] seconds.
incorporated into the Situational & Environmental Knock-Back Direction
Combat Modifiers. For a right-handed attacker, scoring a knock-back
Charging necessitates an attacker moving towards his forces his opponent back in the following direction*
opponent at a rapid clip. As such, the hindrance to (from the point of view of the attacker) as determined
movement posed by obstructed ground or elevation by rolling a d12:
2: Combat
may interfere with an attacker’s ability to mount a
Table 2.8: Knock-Back Direction
charge (or perhaps lessen its impact). Consult the
Charging rules paying specific attention to minimum d12 Direction *
speeds required to enact this combat move (particularly 1 knocked right (90°)
with respect to the net speed of size S creatures and 2 knocked right (45°)
dwarves).
3-7 knocked straight back
Intuitively one would presume that the knockback
effect would be tempered when employed against 8 - 10 knocked left (45°)
defenders on high ground and enhanced when 11 - 12 knocked left (90°)
charging downhill. This too is handled in the * subject to space constraints - if the rolled direction is unavailable
Situational & Environmental Combat Modifiers by (such as it being solid space) reroll. If the second result is also NOTE: It is left to
means of the Knock Back adjustments. occupied, refer to Knock Backs with Insufficient Room.
the GM’s
For southpaws or offhand attacks, reverse the terms left and right.
discretion as to
Knock Backs with Insufficient Room when the
K NOCK B ACKS quantity of fallen
Should an Attacker score a Knock Back in a corpses in a
Impact of Knockbacks on Second Rank: situation in which the recipient of said blow cannot particular location
A front line combatant suffering a blow forceful physically move 5 feet back due to an immovable object (or grid square)
to his rear, the blow counts as if the Attacker scored a becomes so
enough to trigger a knockback may collide with and
overwhelming as
impede those actively engaging his enemy from his rear Near Perfect Defense. The Defender is disorientated to prevent
(through the use of Phalanx Fighting) or merely such that he leaves an opening for the attacker to get in combat.
awaiting their opportunity to step up as replacements a quick hand-to-hand attack (or stab with a knife or
for fallen comrades. dagger if ready).
The PC or creature directly behind the individual Blocked Missiles & Knockbacks NOTE: A vanilla d20
is employed instead
knocked back must roll a d20 and exceed the number of Missile weapons that are successfully blocked by the of a Feat of Agility
feet the person in front of him was knocked back (i.e 5 target through the use of a shield have no knock-back check when
for a knockback, 10 for a double knockback, etc.). effect, unless they are greater mass (such as dropped or determining
If he does so, he avoids a collision with the knocked hurled boulders and other large objects). Impact of
Knockbacks on
back person. If he fails, he himself is knocked back by a
Second Rank owing
number of feet corresponding to the difference between both to the
his die roll and the minimum score needed for success. E XTENDED T RAUMA R ULES cumbersomeness
Should he fail by more than 10, he is knocked prone If a character rolls a 20 on their Trauma check, they the latter would
and suffers an Initiative penalty equivalent in seconds to are automatically knocked unconscious for 5d6p impose on the GM
the number he missed by. as ‘monster’ Feats of
minutes. Additionally, they should reroll the d20. If they Agility are not pre-
Size differentials are integral to this determination. get a second result of 20, they have entered a coma. cisely defined as
Second rank creatures smaller than the first rank They should then reroll the d20 a third time. This roll well as the fact that
creature suffer a -5 penalty to this die roll per size determines how many days they will remain in a coma. perception (a
category while larger creatures gain a +5 bonus per size A result of 20 on this roll indicates a permanent component of
vegetative state. Wisdom) also comes
category.
into play.
For example, a goblin (size S) is waiting behind a gnole Follow these steps when a character fails a Trauma
(size L) for its chance to gain glory by bloodying the surface check:
dwelling intruders. Unfortunately one of these miserable d20 Trauma check: <20 = normal results. Result = 20,
curs strikes a mighty blow and knocks back the gnole. The Knocked Out (5d6p minutes) and reroll.
goblin ordinarily would have to roll a d20 and merely
1st reroll: d20 Coma check: <20, no additional effect.
exceed a 5 to avoid a fellow goblin knocked back into him.
Result = 20, victim in a coma and reroll.
However the gnole looms over him by 2 size categories
25
2nd reroll: d20 Length of Coma check: <20 = that D ISENGAGING &
number of days spent in coma. Result = 20, permanent R E - ENGAGING O PPONENTS
vegetative state.
This topic has probably caused the most
Any character in a coma is subject to the starvation consternation of any in HackMaster. Intentionally or
and dehydration rules. not, it’s the most abused rule in the game with some
T ORCHES AS W EAPONS ( UPDATE ) players constantly seeking to withdraw from opponents
for 1 second so that they can step up the next second
In the Player’s Handbook (p. 281 under “Torches as and immediately attack.
Weapons”), it states “armor does not mitigate this
Some of the "blame" for these tactics falls squarely
2: Combat
26
Insatiable for advantages, he then Scampers Back on
second 35. Since this allows him to retreat at jogging speed,
he clears 10 feet making him disengaged. He must spend
second 36 re-orienting and then on second 37 jogs back to
battle heedless of the consequences this may have on his
allies. He thus can attack again after only 3 seconds but does
so with a -4 penalty. Additionally, his buddy suffers a -4
penalty of his next Attack or Defense roll (whichever comes
first).
2: Combat
Unfortunately for Brian, his buddy is hit by the orc when
it next swings (his friend’s next combat roll was used for
Defense) – only succeeding because of the penalty Brian’s
impetuousness imparted. Sadly, the damage was sufficient
Safe approach vector with 1 ally fighting opponent to kill the character and Brian ended up walking home since
his buddy drove them to the game.
R ALLYING
The Hacklopedia lays forth rules to adjudicate when
and if monsters break morale. What isn’t covered is how
to handle rallying.
For Humanoids/enemy NPCs: NOTE: A PC
employing
There’s a reason a leadership hierarchy is given for in-and-out tactics
humanoids. They serve as more than simply stronger may never attack
versions of the base creature. Only leader types have the quicker than 2
ability to rally their underlings. With no leader nearby, his modified
humanoids cannot rally in the timescale of a typical weapon speed
regardless of
HackMaster combat encounter. They will break circumstances.
Safe approach vector with 2 allies fighting opponent contact and seek the nearest available safe zone. Only
the presence of leader types offers any hope of them
Example: Brian’s character, along with two of his peers, returning to an ongoing skirmish.
is engaged in mêlée with an orc. It is currently second 30
and Brian just attacked on 29. Unintelligent or ‘lone wolf ’ type creatures are
generally unable to rally. Dumb ones (Obtuse
Seeking to gain an advantage, he conducts a Fighting intelligence or less) are compelled to immediately flee
Withdrawal and retreats five feet. However, Brian is not while smarter ones are merely compelled to TIP:
yet disengaged as he is still within the threat range of By way of
break contact. guidance, you
5’+reach. On 31 Brian walks back another 5 feet making
him disengaged. He must spend second 32 re-orienting It isn’t strictly necessary to designate only pre-defined may assume the
leader types as leaders. Their presence in the following
himself to the battlefield. On second 33 Brian walks back Charisma score
halfway to the battle he just left, opting not to jog lest he Hacklopedia is merely a convenience to assist you in
for various types
risk disrupting one of his allies and giving them a -4 establishing an easy to use hierarchy. Individual of leaders
penalty to their next Attack or Defense roll. The orc would monsters can simply be assigned leadership roles by fiat if at a loss for
normally pursue Brian, but is too busy fighting the other (for example, an alpha female owlbear or a ‘sergeant’ actual statistics:
players to pursue. On second 34 he steps up to the orc and man-at-arms). What is important is that you define Sergeant role
some chain of command for your scenario if you wish (small group
may attack, albeit it at a -2 Attack penalty due to the leader): 10
Fighting Withdrawal. to make use of rallying rules. Remember that if
Junior Officer
everyone’s a leader no one’s a leader. role (30-50
All told he spent 5 seconds executing these moves
potentially shaving some time off his weapon speed were he Bear in mind that ‘break contact’ or ‘fleeing from underlings): 12
combat’ does not imply that the creatures flee the Senior Officer
otherwise continuously engaged with the orc. Since he had role (51-200
the advantage of allies to keep the orc pinned down and dungeon or scenario completely never to be seen again.
underlings): 14
room to maneuver (neither of which are a certainty), this It merely implies that they must forfeit the current Commander role
may have been a wise move. ground being fought over. They are free to occupy a (tribal leader,
fallback position. boss): 16
Note that the orc could very well execute a Fighting
Withdrawal as Brian seeks to re-engage thereby effectively Player Characters:
preventing him from re-entering the battle unless he does so This is a corner case as most PCs need never check
at a quicker (and riskier) pace. morale. However, it could occur under some
27
uncommon circumstances. Of greater concern are go cold and what initially seemed like a manageable
allied NPCs who are subject to morale checks. In encounter turns into a life or death struggle. Sometimes
either case, all Player Characters are considered leader the best option is simply to conduct a fighting
types that may attempt to rally individuals who have withdrawal and then run for it.
failed morale. Fleeing a superior opponent unfortunately often
Adjudicating Rally Attempts invites pursuit. They’ve literally got you on the run and
In order to attempt to rally his subordinates, a leader want to press the attack to finish you off.
must satisfy a few preconditions: If the players attempt to disengage from a brawl, the
a) routed troops must be disengaged from the enemy NPCs may pursue. Consider the following factors when
2: Combat
28
pursued remain out of sight. Note: Going invisible or gems and the like - have a chance of going
finding a good hiding place only fools the eyes. completely unnoticed in the heat of pursuit and
Creatures with enhanced senses of smell and hearing conversely a pouch of coins cannot be readily
(i.e. dogs or wolves) will not be thrown off by your assessed as to whether is contains nearly worthless
attempts to hide your visual presence in the least and trade coins or gold. For expediency’s sake, simply
will continue to pursue you undeterred as long as they have the NPCs make a morale check with a -1
can smell or hear you (they must make a successful penalty for every 50sp worth of treasure. Should
tracking check to continue to follow and hone in on they fail, the pursuer will be distracted for the
their target). length of time necessary to gather up the treasure.
2: Combat
c) The enemy of my enemy: The pursued may pass It is your judgment call as to whether or not the
through or near some other creature’s territory that is valuables slacken the pursuers’ greed sufficiently to
hostile to the pursuing force, or at least not friendly to negate further pursuit.
the pursuers. If it is possible that these creatures would Barring explicit counteractions, declining prospects
come into conflict if the pursuit was sustained, the of catching the evaders may still dissuade pursuers.
pursuers must make a morale check with appropriate Each of the following circumstances necessitates a
modifiers based on their knowledge of the potentially tenacity check on the part of the pursuers. Should they
hostile third party. fail, they are simply not sufficiently tenacious to
d) Distractions: PCs may discard food or treasure in continue the pursuit.
their wake with the hope of satiating their pursuers’ a) The pursued are in sight but over 150 feet distant
hunger or greed. Failing this, it may at least delay them. (alternatively, farther away than the pursuer can run in 10
i) Food: Food may distract pursuers of animal seconds); or
Intelligence or below, providing the food is what b) The pursued are out of sight and were over 80 feet
they find palatable. Unless you have a note as to distant (alternatively, farther away than the pursuer can
how hungry or food oriented the creatures are, have reach in 5 seconds) when they left the perception of the
the creature make a tenacity check when pursuer(s). This circumstance requires a successful
encountering the food. If they fail this check, the Tracking check to continue pursuit. If unsuccessful,
pursuers break off pursuit whilst the food is pursuit ends.
consumed. It is your judgment call as to whether
c) Pursuit has continued over 5 minutes, and the
or not the quantity of food slackens the pursuers’
pursuer has not gained perceptibly upon the pursued.
hunger sufficiently to negate further pursuit.
This circumstance reoccurs at 5 minute intervals.
ii) Treasure: Treasure, including coins, gems,
Note: Each and every tenacity check forced upon the
jewelry, rare stuffs such as ivory or spices,
pursuers is subject to a cumulative -1 penalty. At some
miscellaneous valuable items and/or magic may
point even the most persistent pursuer is going to call
cause pursuers of Obtuse or greater Intelligence to
it quits.
be distracted. The value of items dropped, known,
presumed or potential, will impact the likelihood What happens then when both pursuer and evader
of distraction. have identical movement rates? On the face of it, it’s a
race the absconding force cannot win. At best they can
Obviously, very small items of value - notably,
Decision
yes
Matrix
fail Tenacity fail Tenacity fail Tenacity
check check check
29
hope to keep a few seconds ahead of the bloodthirsty (vs. d20+ any reasonable value) to avoid tripping and
adversaries hunting them down. falling since he is looking at the map rather than
From your perspective as GameMaster, this is an pursuing/evading.
intractable situation as the chase could continue
indefinitely when all participants have the same move- Weapons
ment rate. Fortunately, the participants have
I MPROVISED W EAPONS
some options.
You may encounter a situation where your players
Any time that a mêlée participant decides to turn and
decide to make use of everyday objects as improvised
run from battle (i.e., flees - a one second action), his
2: Combat
30
NOTE: Lithic
serious drawback when used to plate weapons. [For Such weapons usually employ a chiseled axe head or weapons do not
require a special
those without a background or interest in material Clovis spear/arrow point lashed to the end of a wooden weapon
science, please bear with me.] The brazing technique, shaft with animal sinew. proficiency. If one
by raising the object to an elevated temperature for an As they are made of stone, they are less effective and can wield a spear,
extended period of time, induces a process called more prone to weapon breakage than metal weapons. it does not matter
annealing in which an extremely hard metallic surface if its tip is stone,
This translates to: bronze or iron.
is softened by altering the grain structure of the metal.
1) A -1 penalty to damage when the defender is
In effect, it reverses the painstaking work hardening
wearing medium armor and -3 if he is clad in heavy
process a skilled weaponsmith employed to create a
armor.
2: Combat
durable blade. It is thus possible for a novice whitesmith
to ruin an excellent blade (or mace, flail or other
weapon) by plating it in silver.
Experienced silversmiths are well aware of this NEAR PERFECT ATTACKS
pitfall and have developed a solution. This method,
known only to advanced whitesmiths, involves A critical hit and a perfect
preparing a liquid amalgam of mercury and silver and defense are diametric extremes of a
coating the weapon surface. The mercury can combative exchange.
subsequently be evaporated in a process requiring lower However, to date, there has not
temperatures and shorter durations that does not existed an obverse to a “near perfect defense”. To
disrupt the blade's temper. The result is an unimpaired remediate this oversight, any roll of a 19 on the die
weapon with a very thin silver veneer that is made during an Attack is considered a “near perfect
nonetheless capable of doling out severe wounds to attack” and grants a +1 damage bonus to the resulting
lycanthropes and other creatures unaffected by iron or wound.
steel blades.
Cost: Knowledge of how to properly silver weapons 2) Any attack roll (on the die) of a 1 or 2 using a
is a trade secret known only to whitesmiths with Lithic Weapon results in that weapon chipping (and
advanced or better mastery. While the cost in materials any additional weapon damage a fumble may call for).
is not insignificant, the cost for this service is raised Such chips impart -1 Attack & Damage penalties.
considerably by the whitesmith guild's monopoly on Should a lithic weapon accrue four such penalties (i.e.
the process. receive a penalty beyond -4) it shatters and is thereafter
Table 2.9: Silvering Costs unusable.
Item to be silvered Cost H OLY W ATER
sling bullet (each) 6 sp
Holy Water is a sacred liquid (normally pure water
arrow, bolt or javelin (each) 20 sp NOTE: “Holy
but, depending on the faith, possibly some other
Water” is a
knife, dagger, hand or throwing axe 75 sp aqueous solution with profound ritual symbolism) used generic term
short swords, other size M weapons, pole arms 150 sp for a variety of religious practices. Most commonly it is applied to ritual
size L swords and axes 250 sp used to grant a blessing to followers at the conclusion fluids used in
of a worship service or ceremony. Alternatively, it is used religious
Silver sling bullets are simply pure cast silver slugs to provide a measure of divine beneficence on the ceremonies
regardless of the
weighing ~ 1 oz. An ancillary benefit is that they may faithful by alleviating their suffering.
morals of said
be used as bullion (value 5 sp). In game terms, holy water provides the following faith (even evil
Wear: Weapons, by their very nature of usage, are benefits to anointed followers of the faith that created religions use
subject to surface wear. No matter how good a coating it. Note that those who have not been inducted into the “holy” water). All
function similarly
is placed on a blade, repeated use will wear it off. To faith, even if of identical alignment, will not receive
except with
simulate this wear, any natural “1” rolled on an Attack these benefits. respect to searing
die results in the silvering wearing off necessitating an They receive the equivalent of a Bless spell when holy the undead –
[expensive] reapplication. water is sprinkled on them. This effect mirrors the Holy Water
consecrated by
standard spell and does not provide for an augmented
faiths that cannot
duration. turn the undead
L ITHIC W EAPONS
If fully imbibed, holy water functions as if a Treat has no effect on
Lithic (stone) weapons are limited to the following: Disease spell had been cast upon the follower. these creatures.
Arrows, Hand Axes, Javelins, (mêlée) Knives, Short Spears,
If the drinker is not ill, holy water restores 1 hp of
Slingstones, Spears, Throwing Axes & Warhammers.
damage if the full contents of the vessel are drank (this
31
effect is superseded by disease remediation – e.g. an aptly named “Saving Throw” of the dice. He rolls a
healing occurs only if the drinker is not sick). d20p and adds his level. In addition, each spell indicates
In most circumstances, holy water is stored in a what type of Saving Throw is permitted (Physical,
consecrated font integral to the altar or otherwise in a Mental or Dodge). Depending on the character’s
prominent location amidst the trappings of attribute scores, he may gain a bonus (or penalty).
ornamentation central to the religious practice. On Monsters simply roll a d20p and add the bonus or
occasion, a priest may have need to utilize holy water penalty for the spell type as listed in their entry in the
outside the confines of his temple such as when Hacklopedia of Beasts.
performing missionary work or attending to the
2: Combat
faithful who cannot themselves reach the church The spellcaster also rolls a d20p, adding his level and
(perhaps due to incapacitation). In such instances, holy any other bonuses or penalties (such as from expending
water must be decanted into consecrated crystal vessels additional or fewer SPs during casting). If the target’s
to retain its potency once withdrawn from the font. total equals or exceeds the spellcaster’s total, he’s made
Such vessels contain 8 fluid ounces – sufficient Holy his save. The specific benefit gained by making a saving
Water to perform 4 individual blessings or an adequate throw is detailed in each spell. A natural “1” result on
volume to enable the benefits stemming from any saving throw indicates automatic failure, unless the
drinking it. mage himself rolls a “1” on the opposed die check. For
For faiths with the power to repel the undead, Holy example, a first level Mage casts a Scorch spell on a kobold.
Water possesses an additional ancillary property - it The spell description reveals that a Dodge save is permitted
inflicts searing wounds upon the malevolent unliving. with a successful save resulting in half damage. The GM
The entire volume of a flask must be used, and inflicts rolls d20p (getting 12) and adds the kobold’s Dodge Save
a discrete 2d4p wound (unless the individual monster's bonus (+2) for a total of 14. The mage also rolls d20p
entry lists a differing value), which bypasses the (getting 10) and adds +1 for his level, for a total of 11. The
monster's DR entirely. kobold made its saving throw (14 beats 11). The mage’s
Saving Throw In addition to searing its corporeal form, Holy Water player rolls 1d3p+6 points of damage, getting 1+6=7. Since
Summary: may compel the undead being to withdraw. The the kobold saved, it sustains half of this value taking a 3
cumulative amount of damage the creature sustains point wound (32 rounded down).
Monsters: Save =
d20p + P/M/D from Holy Water in any 10 second interval should be Poison Saving throws work in a similar fashion to
save listed under used as the basis for a mechanism similar to a turning saves against magic. Since poison is a direct attack on
monster attempt (d20p+ creature’s Will save vs. d20p+ Damage). the body, the Constitution ability score modifies the
If successful, the undead monster is compelled to saving throw. This roll is made against the poison’s
Poisoned conduct a Fighting Withdrawal special combat move
Monster: Save =
virulence factor plus a d20p, as obviously, the more
d20p + (2x ToP)
for the next 30 seconds. The creature’s opponents are, of potent the poison, the more difficult the resistance
vs. d20p+ Poison course, free to press the attack if they so choose but at chance (i.e., save). The victim’s level is of no
Virulence their own mortal peril… consequence, as even the most experienced of warriors
Creating Holy Water: The ritual for creating Holy can succumb to a potent enough poison. Note that even
Disease: Save = a successful save may not be sufficient to avoid all ill
d20p+CON vs.
Water must be performed in an established church by
Disease Virulence. the head priest of the congregation. Guest preachers, effects, especially with the more toxic of poisons. In
Level does not even those more experienced than the rector, may not these cases, the character saves himself from the worst
add. perform this ritual in a church at which they are not the of it, but suffers a lesser effect as stated in the poison’s
resident head of the order. As such, itinerant mercenary description.
Poison: Save = clerics need not concern themselves with these details.
d20p+CON vs.
Characters exposed to disease can also attempt a
d20p+Poison
Those desiring to settle down and manage the saving throw to resist the infection and its effects. Like
Virulence. Level day-to-day affairs of their own flock may consult The poison, disease is a direct attack on the body; thus, the
does not add. Zealots Guide to World Conversion for ritual information. Constitution ability score modifies the saving throw.
Take Talents if a This roll is made against the disease’s virulence factor
concern Saving Throws plus a d20p, as obviously, the more potent the
Not all spells automatically affect other people, contagion, the more difficult the resistance chance (i.e.,
especially those that would be acutely unhappy with the save). The victim’s level affords no modification as
potential results (such as having their skin melted off, or experience and skill cannot help to defeat a contagion.
becoming a charmed slave). Anyone choosing to resist Note that even a successful save may not be sufficient to
the power of your character’s awesome spell usually gets avoid all ill effects, especially with the more virulent of
a chance to save himself (or at least mitigate the spell’s diseases. In these cases, the character saves himself from
effects). Whether or not this is permitted is part of the the worst of it, but suffers the lesser consequence stated
spell’s description. To save himself, a character can make in the disease’s description.
32
Monster Poison
The victim of poisoning is allowed a contested die check versus the toxin. He rolls a d20p and adds his Constitution score
while the GM rolls a d20p and adds the venom’s Virulence Factor. If the GM rolls above the PC’s score, the victim suffers
the full effect of the poison. In some cases, there is an ancillary toxic effect that occurs even if the resistance check is successful.
The chart below summarizes the poison effects of all creatures presented in the Hacklopedia of Beasts.
2: Combat
Ant, Giant Soldier 10 3d4p damage 1d4p damage
Arakian Warrior 7 2d8p points of damage none
Arakian Brood Watcher 9 2d8p points of damage none
Basilisk 9 incapacitates for 4d6 hours and death see effect 3 below
Bombardier Beetle, Giant 8 2d6p tissue damage; rate=1HP/10sec 2d4p tissue damage; rate=1HP/10sec
Catoblepas 7 see effect 3 below none
Centipede, Giant 5 see effect 1 below none
Centipede, Massive 8 2d8p tissue damage; rate=1HP/10sec half damage; rate=1HP/20sec
Chimera (Snake Head) 8 see effect 3 below; death on nat 1 or 2 none
Cockatrice 7 see effect 3 below; no death on nat 1 none
Devil 13 Paralyzed 2d12p hours none
Gorgon 10 Petrification none
Imp 5 Paralysis for 2d12p hours none
Hydra, Aquatic # heads (x2) Paralyzed 2d8p hours none
Leech Man 8 -1 Attack and Defense for 30 minutes none
Lindwyrm 7 Paralysis, bleed at 1HP/10sec bleed at 1HP/10sec
Medusa 14 see effect 4 below see effect 2 below
Scorpion 12 death see effect 3 below
Snake, venomous, asp 9 see effect 3 below none
Snake, venomous, rattlesnake 8 see effect 3 below none
Snake, venomous, Xullith 13 cumulative -2 CON and -2 penalty to Attack, Defense and none
Damage every 5 minutes until dead
Giant Spider, big 5 see effect 2 below; (size Huge and larger none
unaffected) and half duration
Giant Spider, large 6 see effect 2 below none
Giant Spider, very large 7 see effect 3 below none
Giant Spider, huge 10 see effect 4 below see effect 2 below
Giant Spider, gigantic 14 see effect 5 below Per #5 but only d4p
Giant Spider, massive 19 death Paralyzed d4 hours
Giant Spider, gargantuan 25 death Paralyzed d12 hours
Tarantubat 9 -1 STR none
Toad, Giant Poisonous 12 (or 9) incapacitated for 5d4p mins, death on -1 to Attk, Def, Dmg for 5d4p mins
natural 1 or 2 on Poison Save
Wasp, Giant 9 see effect 3 below none
Wererat (lycanthropy) 8 acquire wererat lycanthropy (see p. 352) none
Werewolf (lycanthropy) 12 acquire werewolf lycanthropy (see p. 352) none
Worm, Titanic 16 incapacitated 2d4 hours none
Wyvern 14 2d6p hp loss at rate of 1 HP/s; incapacitated 6d4p minutes; d6p hp loss at rate of 1 HP/s; -1 to Atk, Def, Dmg for 6d4p
natural 1 or 2 on save indicates death minutes
the virulence factor. very diluted poison (the majority having run off the
weapon) depends solely on diffusion to enter the
Undead Energy Draining: Many varieties of the un-
victim’s bloodstream rather than receiving the stimulus
dead sap the life energy of mortals with their touch.
of mechanical advection.
This process, colloquially known as “energy draining”,
is reflected by ability score reductions commensurate 2) Monster poisons are typically complex organic
with the damage inflicted. Characters may attempt a compounds rather than simple molecules. These
saving throw to mitigate this effect by rolling an compounds are subject to degradation once removed
opposed check (a d20p plus their current Constitution from the host organism (said host’s lethality is
score) versus a d20p plus the undead creature’s Will dependent on constantly refreshing its store of toxins
factor. A successful save reduces ability score reduction via a specialized gland). Obviously the death of the host
by half (rounded up). ceases such glandular activity. Any residual poison will
rapidly oxidize once removed from the creature and
Any creature whose ability score is reduced to zero
quickly become harmless. Assume that monster derived
from an energy draining attack perishes. Such a victim
poisons grant the victim a +1 cumulative save bonus for
will rise from the grave the next day, a half-strength
every day that’s passed since it was extracted from a host
undead of the same type and under complete control of
and are completely inert after a fortnight.
the undead that slew him. Lost ability points (for
survivors) can be regained with rest; for each hour of Obviously numerous toxic substances exist but the
complete rest, the victim may attempt a Con check vast majority need to be ingested in order to enact their
(using his original, undrained Con score) against the lethal effect. There is a time and place for this type of
undead’s Will Factor. Success indicates one point nefariousness but it largely falls outside the realm of
returns. A critical failure (roll of one) indicates that the most dungeon crawl variety adventures. What most
loss of that point is permanent. The process continues PCs interested in poisons want is a toxin that they can
until all points have been returned (save any losses due smear on their blade and insta-kill their subterranean
to critical failures – these points are lost permanently). opponents. Unfortunately this is the stuff of Hollywood
fiction.
Prior to complete rest, lost Dexterity points reduce
Attack, Defense and penalize Initiative on a The closest approximation to this sort of poison is
one-for-one basis. While it’s true that this penalty is far one derived from plant alkaloids. These are chemically
greater than recalculating those scores based on the new stable and can be mixed with resins or gum arabic to
Dexterity score, the added penalty reflects the victim’s form a sticky paste that can be applied to arrows or
reliance on Dexterity he no longer possesses. blades. Note that an application is good for one strike
Attempting moves of which he’s no longer capable and only. Information on how to create such a poison can be
so forth makes him even less effective than a character found in The Griftmaster’s Guide to Life’s Wildest Dreams:
of like Dexterity reacting within his normal The Fast Track to Riches and Infamy.
competence. Damage reduction due to Strength loss An individual stuck by a typical poisoned missile (or
should be recalculated from the charts based on the new stabbed by a coated weapon) must save vs. a VF 12 toxin
Strength score (a simple adjustment that can be made (i.e. roll d20p+CON score to meet or exceed d20p+12).
on the fly). Note that drained Constitution results in a Should he fail, the poison begins to take effect after a
loss of hit points on a one-for-one basis because the 120 second delay. The victim will then begin to feel
character’s Constitution score has dropped (until rest dizzy and flushed (suffering -1 to Attack, Defense &
returns some or all of the lost Constitution). Damage and +1 Fatigue). Soon his arms and legs begin
to feel heavy. Every 10 seconds thereafter he suffers an
P OISON U SE additional (and cumulative) -1 penalty to Attack,
Players may look upon venomous creatures as a Defense & Damage and +1 Fatigue. This continues
valuable source for obtaining poisons that they can until penalties equal the amount he missed his save by
harvest and subsequently use to aid them in their (e.g. a PC with 12 CON who rolled 8 on his d20p vs. a
nefarious exploits. This is a mistaken premise for a few d20p result of 14(+12) would continue to accumulate
reasons. penalties until they equaled -6. This occurs 170 seconds
34
after the initial poisoning). Should penalties reach -10 The ‘hard’ part involves the mere 10 remaining fliers
(or -8 for size S characters), the victim becomes immobilized and can no incapable of hovering. These creatures must make a
longer breathe. At this point the GM should consult the flyby ‘strafing’ attack should they wish to attack
asphyxiation rules. ground-based opponents. Functionally, this is no
Multiple injections of plant alkaloid poison are cumulative in effect. different than a Charge Special Combat Move except
Should the victim survive, penalties fade by 1 point every 30 minutes. that no Dexterity based Defense penalty is applied as
the creature can maneuver in flight as it approaches.
Tactical Movement:The assumption is that you’re
As you can see, poisoning opponents can be fatal but onset time is a going to integrate fliers into a functionally
severe limitation. From a tactical perspective, it is often far less trouble to
2: Combat
two-dimensional battlefield. Incorporating elevation
simply hack down your enemies. necessitates some added complexity but nothing
Honor Hits: Using poison against a sentient enemy is a tacit onerous.
acknowledgement that you’re a sniveling wimp and can only defeat your Elevation Notation (Altimeter): It is important to
opponent by underhanded means. Even an assassin calls into question his make note of and track a creature’s elevation. A
skills should he utilize such means – surely if he were a skilled killer he simple solution is set a twenty sided die next to the
would not have to rely on poison as a crutch. miniature you’re using to represent the flying creature.
Anyone using poison – successfully or not – suffers an immediate 2 Each integer (i.e. numbers 1-20) represents 5’ of
point loss of Honor (1 for assassins and priests of the House of Knives) per elevation (functionally a simple altimeter). Thus a
attempt. People simply do not like or trust folks who resort to poison. Harpy currently flying at 10’ would have a die with
the number 2 facing up beside it. Should a creature
The Aerial-Terrestrial land, remove the die.
Combat Interface
A number of creatures possess the power of flight. Thus begs the question, Table 2.10: Flying Monsters
“How do I handle aerial combat?” Before we delve into any mechanics, let’s Monster Hover? Fly Speed
step back and take a bird’s eye view of what we hope to address here. Beetle, Giant Bombadier 20
Creating a realistic mini-game permitting hippogriff mounted knights Dinosaur, Pterosaur 30
to refight Richthofen’s War in all its glory, while undoubtedly cool, is a Eagle, Giant 60
huge undertaking that can only appeal to a very small subset of players
Air Elemental 75
and – more importantly – in very specific and unique situations engineered
by the GameMaster. That an entire party would possess the skills and Gargoyle 25
mounts or magical items necessary to field their own flying circus thus Gorgon 30
enabling everyone at the table to participate rather than acting as Griffyn 35
bystanders to a single player’s exploits is truly a corner case. Harpy 25
As a practical matter, players will be hard pressed to mount a credible Hippogriff 40
offensive aerial threat. Spells such as Flight provide incredible tactical Imp 20
mobility though at a velocity readily tripled by potential adversaries.
Lindwyrm 25
Pixie-Fairy characters, though capable fliers, can scarcely be counted upon
to be more than nuisances to any foe worthy of engagement. Pegasus 40
Pixie-Fairy 30
Engagements with flying creatures will thus predominantly occur at the
“aerial-terrestrial interface”. Roc 50
If you glance at the chart of fliers presented in the Hacklopedia of Beasts, Shadow 40
you will readily note that a majority of these possess the ‘hover’ capability. Sphinx. Andro 30
Simply put, these creatures are able to maintain a relatively fixed position Sphinx, Gyno 25
whilst airborne. When engaging terrestrial opponents, they can be treated Sphinx, Crio 25
much as you would any land based combatant. Obviously they have some Sphinx. Hieraco 40
advantages such as ignoring any penalties stemming from poor ground
Strix 20
conditions (see Situational & Environmental Modifiers: Footing and
Combat) as well as an overhead escape route facilitating special combat Tarantubat 25
moves such as Give Ground, Fighting Withdrawal or Flee. Theoretically Wasp 30
you could arm a Harpy with a pole arm and have her hover outside of the Will ‘o Wisp 15
reach of the PCs’ swords and axes but that’s a special case as all other Wyrm 30 (ungainly)
hover-capable fliers either employ short reach natural weaponry (or very
Wyvern 30
short reach weapons). However, by and large, these creatures can be
handled no differently than any other adversary the party might confront.
35
Second-by-Second Flying Movement Types From a climb, the flier must return to level flight before
Fliers have 4 movement options: level flight, climb, glide and dive. contemplating a dive.
Level Flight: The creature travels forward at its rated fly speed Turning: Fliers can make a 30° facing change each second. If
a flier is simply wheeling around intent on another attack, you
as listed in the Hacklopedia of Beasts.
can consult the table below to determine its turning radius and
Glide: The creature makes a gentle descent losing 1 foot of time to complete the circuit.
altitude for every 2 feet of forward movement. The creature still
Take Off: Fliers with the Hover ability can immediately
moves forward at its rated fly speed as listed in the
bound into the air from a standstill (this action is functionally
Hacklopedia of Beasts (thus from a two-dimensional BattleMap
identical to a climb). This takeoff can be made in any direction
perspective its speed is unchanged). Change the elevation die by
2: Combat
36
Threshold of Pain: A hovering creature failing a Sphinxes:
Trauma Check immediately drops to the ground and Androsphinx: This noble being uses flight primarily
suffers falling damage based on their current height. to gain tactical superiority rather than as a primary
Creatures in flight immediately enter a dive. They attack vector. If airborne, it will initiate hostilities (if
continue to move in a straight line at their last warranted) by roaring as it flies over its opponents,
heading, losing altitude every second at their fly speed keeping out of short range of projectiles. It will wheel
until they impact the ground. Falling damage is around and assess the effectiveness of its roar before
calculated based on their altitude when disabled. deciding on its next action. Were it to fly straight at an
Discussion of specif ic monsters: opponent, it uses both claws as a single attack inflicting
2: Combat
6d12p+6 damage.
Dinosaur, Pterosaur: These reptiles glide to the
Gynosphinx: These narcissistic creatures depend
attack seeking to impale small prey with their beak.
almost exclusively on their wits and magical prowess for
They immediately land thereafter to retrieve the corpse.
defense. Physical combat is a last resort. They will only
These are cowardly creatures accustomed to use flight for evasion or tactical advantage.
ambushing size T prey animals. Conceivably they might
Criosphinx: This sphinx will initiate an attack by
attack a lone size S character.
charging on land and then take flight as its next course
Gorgon: Though capable of flight, this power is only of action (usually the second after as it’s already at
used for circumventing obstacles or as a means of takeoff speed). Once it wheels around, it will fly at any
facilitating escape. Gorgons always attack on the hoof. uncowed opponents and headbutt them again – this
Griffyn: These creatures are aerial ambushers that time from altitude. It may continue to wheel around
will glide down for a massive first strike before landing and headbutt (this being its preferred attack) or land
and then tearing up the wounded and disoriented and engage in terrestrial combat.
victim. When attacking from the air, it uses both claws Hieracosphinx: This creature is another avian-feline
in tandem as a single strike for 4d4p+8 damage. Only hybrid ambusher that will glide in for a massive first
if it fails in this initial attack will it wheel around for strike before landing and advancing on foot to tear up
another pass. its crippled prey. When attacking from the air, it uses
Hippogriff: Perhaps owing to their half-griffyn both claws in tandem as a single strike for 12d4p
parentage, these creatures have a remarkably similar damage. Only if it fails in this initial attack will it wheel
hunting pattern. They too combine their claws in a around for another pass.
single attack when striking for the air, though only Wyrm: These dragon-kin are notably ungainly fliers.
for 4d6p. It must run in a straight line for a full 5 seconds to
Lindwyrm: This dragonesque creature cannot become airborne. In flight, they may only perform 15°
employ the climb or level flight options. As unskilled turns and gain altitude at but 1 foot per 3 travelled.
fliers, their preference is to employ flight as a means of Wyrms can make a single airborne attack while
positioning themselves to deny an easy escape route descending on a land bound creature (utilizing both
rather than to directly attack. Only marine prey will be claws in tandem for 4d10p damage) but must
so assailed, the wyrm being less wary of a crash landing immediately land thereafter.
at sea. When attacking from the air, it uses both claws Wyvern: Sky Vipers relish airborne combat and will
in tandem as a single strike for 4d8p damage. preferentially use this attack form. From a glide they
Pegasus: These equines will employ level flight to will strike at a foe, buffeting and clawing as they pass.
trample an opponent from above. While it gains the They will wheel around using their serpentine neck to
Attack bonus of a charge, effective knockback damage assess the effectiveness of their assault. If stymied by
is not doubled as the kick occurs as the creatures passes terrestrial opponents using long reach weapons, they
over. Pegasi will preferentially wheel around and repeat may fly past at higher altitude (~15’) and lash out with
this attack rather than land. their stinger instead.
Roc: These ginormous birds glide down to execute a Note: Wyverns may bound into the air as a creature
double claw attack for 12d6p that also securely restrains with the Hover capability when taking flight.
the victim – should that be necessary. They will
immediately turn and gain altitude as quickly as
possible. Dead or incapacitated prey can be leisurely
consumed in-flight. Note that creatures smaller than a
horse are unlikely to be considered as either prey or
adversaries.
37
S PEEDING U P C OMBAT Continuously pushing the count, despite player
dawdling or inattentiveness, keeps things moving. Doing
If combat takes an excessively long
otherwise will ensure that all of your battles take 2-3
time to resolve, you have only your-
hours to resolve. Obviously you should moderate this
self to blame. Your job is to direct
zeal if players are learning the ropes but from my
this chaotic and violent aspect of dis-
experience it’s usually the passive GM who is
pute resolution. You are not a peer to
responsible for things dragging. A GM who hesitates
your players and acting as such does a
on the count and allows players to coordinate actions
disservice to all parties.
and talk too much (how much could you actually convey in
2: Combat
Running efficient combat encounters falls on your ONE second of combat?) allows time to stretch out.
shoulders. The key is driving the count. Players will, of Skilled GMs ensure the action proceeds apace thus
course, take as much time as you give them. Without maintaining suspense and tension. You are being a bad
stern discipline, they will attempt to coordinate each and mentor to your players if you permit them to persist in
every second of the battle as if they were moving tank their bad habits. Much as with parenting or coaching,
regiments across the Ukraine in a strategic wargame. you need to correct poor behavior with discipline
This is natural given the fact they are gamers and they regardless of whining and pouting.
are not to be chided for such thinking. It is your fault for
Spells: A second cause of prolonged combat resolution
permitting such extravagant coordination time.
is mages (and occasionally clerics) not knowing the
This is combat, not a chess duel with Bobby Fischer. game effects of a spell they are casting and having to
You must enforce the sense of urgency by rigorously read the spell from the Players’ Handbook upon
advancing the count. Count seconds off at a steady pace. employing it. It is totally unacceptable for a spellcaster to
Should players miss their count, they miss their action delay play for this reason. You are well within your rights
and have to take it on the current second. There’s bound as GM to rule that a player must be fully cognizant of
to be hurt feelings with the obligatory, “Hey, I was going any spell that his character casts and, failing this, the
to…” DO NOT waver by returning to the missed count. spell simply has no effect – mark it off and proceed. It
By doing so, you reinforce the perception that players may seem harsh but it’s for the common good. Trust me,
are in control of the timeline and that they are permitted it takes but one application of this rule to ensure that
endless time to state their actions. You snooze, you lose spellcasters are on top of their game and not wasting
should be your bywords. Players will quickly pick up on everyone else’s time due to their failure to prepare.
this and act accordingly.
38
Fumbles Torn Ligament/Tendon: These results require
2Xd3p weeks to recover from. In addition, half of the
If an attacker fumbles (that is, an attacker rolls a penalties are permanent. For example, Joe the Fighter
natural “1” on his Attack die with his modified total not suffers a torn ligament in his shoulder resulting in a -4
exceeding the defender’s), he should note the difference Attack penalty. He rolls 8d3p getting 15 meaning that
between his modified Attack roll and the defender’s it takes 15 weeks to recover from his injury. Since half
modified Defense roll. Multiply this value by 10 and is permanent, his Attack penalty is reduced to -3 after
add it to a d1000 roll to determine a final result on the 72 weeks and -2 after 15. The -2 is a permanent
Fumbles and Mishaps Table. disability.
2: Combat
Note that if this result is an odd number, the Weapon Damage Due to Fumbles and Mishaps:
defender gains a free counter-attack in addition to the
baneful effect prescribed on the chart. The quality of workmanship of a weapon has a direct
effect on the result of a fumble that indicates weapon
Most of the results are self-explanatory. However, the damage:
following groupings require further elaboration.
Please refer to Chapter 5: Between Adventures
Sprains/Hyperextension: These results impose a (p. 124-127) for details on the susceptibility of low
-1d3 Attack penalty. If the injury occurs to the lower quality weapons or the durability of high quality ones
body, an additional impediment (reducing movement when a fumble result indicates damage to a weapon.
by 50%) is applied.
Weapon damaged/broken results when using natural NOTE: Nursing
Sprains require xd3 weeks to recover from (where X weaponry: If a combatant is using natural weaponry (i.e. a First Aid
is the Attack penalty resulting from the injury). If X>1, (i.e. claws, bite or fisticuffs), any result of 437-616 is provider’s care)
the character gets incrementally better as his injury superseded by the following: does not
heals. For example, if he suffered a -3 Attack penalty encompass
that required 6 weeks to heal, he drops to a -2 Attack “Attacker suffers d4p wound (DR does not apply) to modern physical
claw, mouth or hand. Subsequent attacks using said therapy and does
penalty after 3 the healing time [2 weeks]). not speed heal-
appendage subject to -2 Attack and Damage penalties
Muscle Tear: If a tear is indicated, healing time ing times for
until the wound is healed.”
increases by 50%. sprains,
Magical Items: hyperextensions,
Strains/Pulls: These results impose a -1d4p Attack muscle tears,
In general, magical weapons, armor and items do not
penalty. If the injury occurs to the lower body, an strains, pulls, torn
break upon receiving fumble damage. It is this property ligaments or torn
additional impediment (reducing movement by 50%)
that has allowed these potent talismans to survive tendons.
is applied.
through the ages, unscathed. Should the Fumble table
Strains require xd3 weeks to recover from (where X is indicate that a magical weapon takes damage, it sloughs
the Attack penalty resulting from the injury). If X>1, off the result. This does not mean that magical items
the character gets incrementally better as his injury are indestructible – most have one (and only one) NOTE: If a perma-
heals. specific way they must be destroyed, and specific magic nent limitation
results from an
item descriptions may indicate other specific instances
injury whose
in which they suffer damage. initial penalties
are not divisible
by two, round
down any
fractions to the
next integer. For
example, if Joe the
Is Modified Determine result: Fighter’s torn liga-
Roll Natural 1 Attack roll > (Defense roll -
NO Fumble ment resulted in a
on Attack Die Modified Attack roll) x10
Defense roll? +d1000 temporary -3
Attack penalty,
after recovery he
YES
Defender would have a
gains odd # result permanent
free Attack -1 penalty.
Plus
39
Table 2.12: Fumbles & Mishaps 709 – 710 wrist, right
711 – 712 wrist, left
modified 713 – 714 shoulder, right
d1,000 roll Effect 715 – 716 shoulder, left
717 – 718 elbow, right
No Additional Effect (1-200) 719 – 720 elbow, left
1-200 No special ill effect 721 – 722 neck
723 – 724 back
Hindrance (201-263) 725 – 726 achilles, left
201 - 216 Sweat in your eyes, -1 to attack for 10 seconds 727 – 728 achilles, right
217 - 232 Blood in your eyes, -3 to attack for 10 seconds
233 - 247 Random nearby* ally is Automatically hit Non-weapon injury to self: strains/pulls***
(by their opponent) and ally’s weapon count
2: Combat
40
Table 2.12a: Fumbles & Mishaps
Non-weapon injury to self (689-774)
(Archery Specific) Non-weapon injury to self: sprains/hyperextensions**
modified 689 – 694 wrist, right
d1,000 roll Effect 695 – 698 wrist, left
699 – 704 shoulder, right
705 – 708 shoulder, left
No Additional Effect (1-200)
709 – 712 elbow, right
1-200 No special ill effect
713 – 716 elbow, left
717 – 722 neck
Hindrance (201-263)
723 – 728 back
201 - 216 Sweat in your eyes, -1 to accuracy for 10 seconds
217 - 232 Blood in your eyes, -3 to accuracy for 10 seconds
Non-weapon injury to self: strains/pulls***
2: Combat
233 - 247 Arrows whistles by head of random ally in
729 – 733 forearm
field of fire*. Distraction causes him to be
734 – 738 bicep
automatically hit (by his opponent) and his
739 – 743 tricep
weapon count resets.
744 – 748 lower back
248 - 263 Distracted by glare; add d4p seconds wait
749 – 753 side
time before next shot and -4 penalty to
754 – 758 upper back
Accuracy whilst so distracted
759 – 763 shoulder, left
764 – 768 shoulder, right
Equipment Mishap (264-398)
769 - 774 neck
264 - 276 Boot/footgear breaks, -1 to accuracy
until repaired or discarded
Injure Ally (775-864)
277 - 318 Backpack, pouch or other container strap
775-864 Automatically hit a random ally in field of fire*;
breaks, -1 to accuracy until item repaired or
roll normal damage dice (add strength if
discarded
applicable though no specialization or talent
319 - 343 Belt, girdle, etc. breaks -1 to accuracy until
bonuses)
item repaired or discarded
344 - 364 Armor loosened, -1 to accuracy until
Lose Weapon (865 - 995)
readjusted (by redonning or by another
865 - 941 Drop bow at feet
person helping for 10 seconds)
942 - 964 Drop bow 2 feet away
365 - 370 Armor strap breaks, and -2 to accuracy until
965 - 982 Drop bow 3 feet away
`repaired
Bowstring Breaks (983 -1044)
Weapon damaged/broken (371-616)
983 - 1044 Bowstring breaks, Bow useless until replaced
371 - 436 Bowstring breaks, Bow useless until replaced
437 - 508 String Notch chipped, -1 to hit
Injure self (1045-1100)
509 - 562 String Notch badly chipped, -2 to hit
1045-1100 Shoot own hand or foot; roll damage dice,
563 - 580 Limb cracked, -25% to damage
(add strength if applicable though no
581 - 589 Limb badly cracked, -50% to damage
specialization or talent bonuses), attempt
590 - 616 Limb broken (useless)
Feat of Agility check (vs. d20p) to suffer only
half damage
Unbalanced (617-688)
617 - 630 Overextend: +d4 seconds penalty to
Roll twice summing all results (1101-1200)
next shot
631 - 644 Graze nearest ally in field of fire*: Though
Roll thrice summing all results (1200+)
insufficient to cause a wound, bewildered
distraction causes them to suffer a +d6
* field of fire is defined as 120° arc in front of the shooter, if this
seconds penalty to next attack and a -(d4+1)
area is vacant of allies, the result is negated.
Attack penalty on next roll; if ally is arcane
** one in 6 sprains result in a muscle tear
spellcaster in midst of casting a spell this
*** one in 6 strains result in a torn ligament or tendon
counts as “Caster struck by blow absorbed
If multiple rolls are called for and identical results are obtained,
by body armor” for purposes of Spell
then extend the durations.
Mishaps
645 -658 Off balance: +d4 seconds to next shot
659 - 672 Really Overextend: +d8 seconds penalty to
next shot
673 - 686 Slip: make Feat of Agility check (vs. d20p+6)
or fall prone plus -6 to all defense and attack
rolls for 10 seconds. Righting oneself requires
3 seconds plus time to gather dropped
objects
41
2: Combat
A natural 20 has been rolled for an attack, but what happens treatment is unnecessary or ineffective. Such care may be
next? This section details the procedure for determining the required to ensure that the injury heals properly and does not
effects of a critical hit. have permanent ramifications.
The first thing to do (after gloating or fist pumping, of course) is Attack and/or Defense Penalty: The listed value indicates the
to compare the final adjusted attack roll to the defender’s numerical penalty to-hit until the wound has healed completely.
adjusted defense roll. If the attacker does not exceed the “Fully healed” means that all ancillary effects (such as muscle
defender’s roll, I’m sorry to inform you that it is NOT a critical tears, torn ligaments or broken bones) have fully regenerated
hit. A 20 always hits though no matter how good the opponent’s (either by natural means or via specific clerical amelioration) and
defense roll is so go ahead and roll damage as a consolation prize. not mere hit point restoration.
After doing this the attacker may wish to reconsider what the Speed Penalty: The listed value indicates the numerical
heck he is doing mixing it up toe-to-toe with something he can’t penalty applied to weapon speed until the wound has healed
even crit. completely. “Fully healed” means that all ancillary effects (such
Assuming the attacker DID exceed the defender’s roll, go as muscle tears, torn ligaments or broken bones) have fully
ahead and… regenerated (either by natural means or via specific clerical
1) Determine the efficacy of the strike (i.e. modified Attack roll amelioration) and not mere hit point restoration.
- modified Defense roll) Ability Score Penalty: The wound negatively impacts the
1
2) Roll normal damage. Record how much damage the attacker listed ability until such time as the wound is fully healed. “Fully
inflicted because that baseline roll may be supplemented by healed” means that all ancillary effects (such as muscle tears, torn
additional effects (including extra damage and possible ligaments or broken bones) have fully regenerated (either by
incapacitating effects). natural means or via specific clerical amelioration) and not mere
hit point restoration.
3) Add the values from steps #1 and #2.
Automatically ToPed: Unlike a lesser injury that permits a
4) Subtract the defender’s Damage Reduction score.1 Trauma Save, the wound resulting from the critical hit is so
The result is the attacker’s crit severity level. * agonizing that the recipient is automatically disabled and
Once you’ve determined the crit severity level, roll for the writhing in pain. The duration of this condition is 90 seconds +
location of the wound. Intuitively, smashing someone in the face (crit severity level x2).
is going to be far more traumatic than hitting a finger on their Broken Bones: A broken bone requires a much longer
off-hand. Wound effects are impacted by the type of weapon recovery time, typically a number of days equal to 60+2d8 minus
being used (hacking, crushing or piercing) so roll on the twice the character’s Constitution score. Until the bone is healed,
appropriate table for the weapon. all special penalties of the wound continue to apply.
Ancillar y Critical Hit Effects An individual with expert mastery in First Aid must properly
set broken bones. If this is not done, the wound will not heal
Note: Many of the ancillary wounds resulting from critical properly and half of any stated ancillary penalties [rounded up
hits have a recovery period during which the injury heals. These to the next integer in the case of fractions] will be permanent
times cannot be hastened by nursing or by application of generic (possibly superceding any permanent effects listed).
cure wound spells. Short of receiving celestial aid via a
beneficence specifically tailored to said injury (such as Mend Immobile: The wound has incapacitated a leg to the point the
Broken Bone in the case of a broken bone), the injured party character cannot stand and may only crawl until wound is healed
simply has to endure whatever disabilities the wound imparts (quadrupeds ignore this). Bipedal creatures are limited to a d8p
until such time as it has healed. This is not to say that medical Defense die (though they can still benefit from bonuses acquired
42 1
Note: These steps are done for any successful attack and are not exclusive to critical hits.
via a shield or weapon specialization/talents but not from Strains/Pulls: These results impose a -1d4p Attack penalty.
ability scores). Quadrupeds are limited to a d12p Defense die. If the injury occurs to the lower body, an additional impediment
Permanent Limp: Even when properly set, a severe injury may (reducing movement by 50%) is applied.
leave the recipient with a limp. Such persons may never Run or Sprains require xd3 weeks to recover from (where X is the
Sprint again. If the wound was not properly treated, the Attack penalty resulting from the injury). If X>1, the character
individual may not Jog either and any listed permanent gets incrementally better as his injury heals.
penalties are doubled in severity. Torn Ligament/Tendon: These results require 2Xd3p weeks
Sprains/Hyperextension: These results impose a -1d3 Attack to recover from. In addition, half of the penalties are permanent
penalty. If the injury occurs to the lower body, an additional [rounded up to the next integer in the case of fractions] unless
2: Combat
impediment (reducing movement by 50%) is applied. Sprains remediated by a cleric’s Repair Torn Tendon/Ligament spell. For
require xd3 weeks to recover from (where X is the Attack penalty example, Joe the Fighter suffered a torn ligament in his
resulting from the injury). If X>1, the character gets shoulder resulting in a -4 Attack penalty. He rolls 8d3p getting
incrementally better as his injury heals. For example, if he 15 meaning that it takes 15 weeks to recover from his injury.
suffered a -3 Attack penalty that required 6 weeks to heal, he Since half is permanent, his Attack penalty is reduced to -3 after
drops to a -2 Attack penalty after 1/3 the healing time [2 7.5 weeks and -2 after 15. The -2 is a permanent disability. Note
weeks]). that movement penalties resulting from these injuries are not
Muscle Tear: If a tear is indicated, healing time increases permanent unless specifically mentioned as such in the result.
by 50%. Internal Bleeding: The wound has caused damage to an
internal organ, artery or vein such that it is bleeding into the
Is Modified
Roll Natural 20 Attack roll > Determine Crit
on Attack Die Modified Defense Critical Hit Severity
roll?
Crit Severity
43
Table 2.13: Critical Hit Location Size Adjustments
Attacker Size
T S M L H G E C
T d10,000 d9,000+1,000 d8,000+2,000 d7,000+3,000 d6,000+4,000 d5,000+5,000 d4,000+6,000 d3,000+7,000
S d9,000 d10,000 d9,000+1,000 d8,000+2,000 d7,000+3,000 d6,000+4,000 d5,000+5,000 d4,000+6,000
M d8,000 d9,000 d10,000 d9,000+1,000 d8,000+2,000 d7,000+3,000 d6,000+4,000 d5,000+5,000
L d7,000 d8,000 d9,000 d10,000 d9,000+1,000 d8,000+2,000 d7,000+3,000 d6,000+4,000
H d6,000 d7,000 d8,000 d9,000 d10,000 d9,000+1,000 d8,000+2,000 d7,000+3,000
2: Combat
Note that the above does not apply if the smaller character can fly or otherwise has access to the upper parts of the larger
creature (on a ledge for example). In these cases you will need to eliminate or lessen the modifier. Finally, the above table
does not apply to missile weapons.
victim’s body cavity. Such wounds are not immediately apparent. For mangled arms, such damage to the upper arm, shoulder or
If someone with advanced mastery in the First Aid skill does elbow/inner joint makes use of a shield impossible (one may still
not diagnose that the injured character has internal bleeding, all employ a shield with a mangled hand).
hit point losses the character suffers should be kept secret (but Weapon use is possible only with the loss of 1 (no penalty) or
the character can be informed that he is feeling weakened or in 2 (-2 Atk penalty) fingers however the loss of a thumb renders
pain). Self-diagnosis is, of course, perfectly permissible. this impossible. A mangled hand also makes Climbing, Disarm
The injured person suffers d6-3 hp of damage per hour. A Trap and Lock Picking skill checks always Very Difficult.
natural "1" on the damage roll means the internal bleeding has
stopped on its own. Once the bleeding has stopped, tell the
character his new hit point total. Size Differential Modifier to
Internal Hemorrhaging: This is similar to internal bleeding Critical Hit Location
but far more severe and fatal if supernatural remediation cannot Smallish creatures have trouble smacking big ones in the
be used. The victim sustains d4p hp every 10 minutes until chops. Think of a halfling stabbing with his puny dagger at a
death. As is the case with internal bleeding, the victim should troll. If he’s lucky, he’ll hit the monster in the knee. Now think
not be informed of his exact hit point loss unless it is diagnosed. of the reverse. The troll’s likely to bop him on the head, but will
Severe Bleeding: The wound has opened up a major vein or find it virtually impossible to get the little bugger in the
artery resulting in profuse blood loss. Untreated severe bleeding hamstring. Accordingly, we have taken this into account with
continues to cause damage at the rate of d6-2 hp per minute. Table 2.13: Critical Hit Location Size Adjustments Table.
However, a natural "1" on the damage roll indicates that the
wound has clotted sufficiently on its own to halt further hp loss.
A Note On Extra Damage Dice
A character with the First Aid skill can staunch the bleeding
with a pressure bandage. This requires an average skill check for In cases where the attacker’s weapon utilizes different damage
a novice and can automatically be performed by anyone of dice (such as a mace that inflicts d8p+d6p), bonus damage dice
higher skill mastery. The time required is equivalent to other are awarded in increasing order from lowest to highest. Thus a
applications of critical care. Note that the patient continues to character wielding a mace that happens to score a crit result of
suffer bleeding damage until the first aid provider completes his “1 extra damage die” would roll a d6p and add the result to his
task. damage total. A PC using a broadsword scoring a result of “4
extra damage dice” would add d3p+d6p+d6p+d3p (sequentially
Mangled: The extremity in question has suffered damage
going through the weapon’s damage dice then beginning again
requiring Regeneration to repair. This is a combination of
for the fourth bonus die).
severed ligaments or tendons, nerve damage, crushed bones and
catastrophic tissue loss. The body part will scab over as it heals
(normally or via curative magic) but never again will it be
functional. Mangled body parts affect those downstream (e.g. a
mangled shoulder renders the entire arm useless).
44
C RITIC AL H ITS ON N ON -B IPEDS HACKMASTER BASIC
Perusal of the critical hit charts will reveal that they CRITICAL HIT CHART
are designed for a human form. This is to be expected A related question has been
as the game centers around humans and their close posed requesting a dramatically
kin. The question has been intermittently raised as to simpler critical hit resolution system.
why no analogues exist for creatures with other body Although my initial response was,
forms. Let me address this. “Then don’t use critical hits in your game”
I took the inquiry under advisement when the context
First begin by paging through the 18 pages of
was revealed (mass numbers of monsters were an
2: Combat
charts already presented. Then consider which body overwhelming management issue). If you, as GM, are
form or forms are in need of additional tables. overwhelmed by an exceeding complex battle, you
Quadrapeds? Check. Winged Quadrapeds? Check. may default to the expediency of the HackMaster Basic
Serpents? Check. Blobs? Check. Insects? Check. ruleset. To wit, “If a character rolls a natural 20 on his
Once you start down this path you’ll soon realize attack roll die and his modified total exceeds the
that there’s no way to cover all body shapes short of defender’s total defense, he scores a critical hit.
this volume becoming the HackMaster Critical Hits Critical hits deal double the number of damage dice
Guide. Look for a future digital release covering this for that weapon/attack in the basic game.”
topic.
O DD DICE RANGES
In practice, it really doesn’t matter. How many times You may infrequently come across a table with a
has a monster been critted and lived to tell about it? range of results that, at first glance, seem difficult to
generate. It’s not difficult to grasp the concept.
They don’t. That’s just the way the game works.
Glancing at Table 2.13 to my right, I see a couple
Whatever penalties they assume from the wound are
examples (d4000, d5000, etc). Stop and think about
going to be irrelevant in 10-30 seconds of game time.
how you generate a d10,000. Four ten sided dice,
It really is inconsequential if you simply apply the crit right. A d4000 simply substitutes a d4 for the initial
to the nearest analogous body part. d10. Easy Peasy, no? A d5000? Take half the first d10
If this isn’t adequate, the following simplified crit (i.e. 1-2=1, 3-4=2). No trouble at all.
chart will have to suffice. Now I’ll admit the 7s and 9s are problem children.
The only good solution is to roll a d8 and d10 and
Crit Severity 1-10 11-20 21-30 31-40 41+
re-roll if you get an 8 or 10. Not ideal but, again, not
1 extra 2 extra 3 extra 4 extra overly difficult.
Effect none damage die damage dice damage dice damage dice
You may encounter a d40 in a couple of charts in
this volume. Now, it only seems weird because you’ve
never seen it before. Just break it down. It’s really just
two d20 ranges. Roll a d6 and a d20 in tandem. If the
d6 reads 1-3, take the value on the d20. If it reads
4-6, add 20 to the d20. There, I knew you could
handle it. Kid stuff.
45
Table 2.14a: Crushing Weapon
Roll Location 1-10 11-15 16-20 21-25
1–100 Foot, top no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for 5
for 1 minute minutes
101–104 Heel no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for 5
for 1 minute minutes
105–136 Toe(s) no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for 5
2: Combat
137–140 Foot, arch no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for 5
for 1 minute minutes
141–170 Ankle, inner no additional effect movement penalty -50% for 1 minute 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for 1
for 5 minutes; count reset minute; count reset; held items dropped; -1 Defense
171–200 Ankle, outer no additional effect movement penalty -50% for 1 minute 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for 1
for 5 minutes; count reset minute; count reset; held items dropped; -1 Defense
201–220 Ankle, upper/Achilles no additional effect movement penalty -50% for 1 minute 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for 5
for 5 minutes; count reset minutes
221–964 Shin no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for 5
for 1 minute minutes
965–1,006 Calf no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for 5
for 1 minute minutes
1,007–1,118 Knee no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -2 Def penalty; movement penalty
for 5 minutes; count reset; held items dropped ( -50% for 6 hours, -25% until healed); count reset; held
items dropped;
1,119–1,132 Knee, back no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -2 Def penalty; movement penalty
for 5 minutes; count reset; held items dropped ( -50% for 6 hours, -25% until healed); count reset; held
items dropped;
1,133–1,216 Hamstring no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -1 Atk & Def penalty; movement
for 5 minutes; count reset; held items dropped penalty ( -50% for 6 hours, -25% until healed); count reset;
held items dropped;
1,217–2,000 Thigh no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -1 Atk & Def penalty; movement
for 5 minutes; count reset; held items dropped penalty ( -50% for 6 hours, -25% until healed); count reset;
held items dropped;
2,001–2,330 Hip no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -2 Atk & Def penalty; movement
for 5 minutes; count reset; held items dropped penalty ( -50% for 6 hours, -25% until healed); count reset;
held items dropped;
2,331–2,405 Groin no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -1 Atk & Def penalty; movement
for 5 minutes; count reset; held items dropped penalty ( -50% for 6 hours, -25% until healed); count reset;
held items dropped;
2,406–2,435 Buttock no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped
dropped
46
results 0001-2435
26-30 31-40 41-50 51+
2 extra damage dice;broken bone; movement penalty 3 extra damage dice; broken bone; movement penalty 4 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; shattered
( -50% for 1d12p hours, -25% until healed) ( -75% for 6 hours, -50% until healed) fracture; movement penalty (-75% for 1day, -50% until bone; movement penalty ( -75% for 1day, -50% until
healed), permanent limp healed), permanent limp
2 extra damage dice;broken bone; -2 Attack penalty; -2 3 extra damage dice; broken bone; -3 Attack penalty; -2 4 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; shattered
Defense penalty; movement penalty ( -50% for 1d12p hours, Dex penalty; movement penalty ( -75% for 6 hours, -50% fracture; -3 Attack penalty; -2 Defense penalty; movement bone; -3 Attack penalty; -2 Dexterity penalty; immobile,
-25% until healed) until healed), permanent limp penalty (-75% for 1day, -50% until healed), permanent permanent limp, -1 ATK & DEF penalty
limp & -1 ATK penalty
2 extra damage dice;broken bone; movement penalty 3 extra damage dice; broken bone; movement penalty 3 extra damage dice; broken bone; movement penalty 3 extra damage dice; broken bone; movement penalty
2: Combat
(-50% for 1d12p hours, -25% until healed) ( -75% for 6 hours, -50% until healed) ( -75% for 6 hours, -50% until healed) ( -75% for 6 hours, -50% until healed)
2 extra damage dice;broken bone; -2 Attack penalty; -2 3 extra damage dice; broken bone; -3 Attack penalty; -2 4 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; shattered
Defense penalty; movement penalty ( -50% for 1d12p hours, Dex penalty; movement penalty ( -75% for 6 hours, -50% fracture; -3 Attack penalty; -2 Defense penalty; movement bone; -3 Attack penalty; -2 Dexterity penalty; immobile,
-25% until healed) until healed), permanent limp penalty (-75% for 1day, -50% until healed), permanent permanent limp, -1 ATK & DEF penalty
limp & -1 ATK penalty
2 extra damage dice; movement penalty (50% until 3 extra damage dice; broken bone; -4 Defense penalty; -2 4 extra damage dice; automatically ToPed; [compound 4 extra damage dice; automatically ToPed; shattered
healed); count reset; held items dropped; -3 Defense Str penalty; movement penalty ( -75% until healed); count fracture; immobile; permanent limp, - 2 Defense, -0/75 bone; torn ligaments or tendon; immobile; permanent
reset; held items dropped; permanent limp, -1 Defense, Str limp, -1 ATK penalty, - 2 Defense
-/25 Str
2 extra damage dice; movement penalty (50% until 3 extra damage dice; broken bone; -4 Defense penalty; -2 4 extra damage dice; automatically ToPed; [compound 4 extra damage dice; automatically ToPed; multiple
healed); count reset; held items dropped; -3 Defense Str penalty; movement penalty ( -75% until healed); count fracture; immobile; permanent limp, - 2 Defense, -0/75 fracture, torn ligaments/tendons; immobile; permanent
reset; held items dropped; permanent limp, -1 Defense, Str limp, - 2 Defense
-/25 Str
2 extra damage dice; movement penalty (50% until 3 extra damage dice; broken bone; -4 Defense penalty; -2 4 extra damage dice; automatically ToPed; [compound 4 extra damage dice; automatically ToPed; multiple
healed); count reset; held items dropped; -3 Defense Str penalty; movement penalty ( -75% until healed); count fracture; immobile; permanent limp, - 2 Defense, -0/75 fracture, torn ligaments/tendons; immobile; permanent
reset; held items dropped; permanent limp, -1 Defense, Str limp, - 2 Defense
-/25 Str
2 extra damage dice;count reset; held items dropped; -2 3 extra damage dice; count reset; held items dropped;bro- 3 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; multiple
Defense ken bone; -4 Defense penalty; movement penalty ( -75% fracture; immobile fracture, torn ligaments/tendons; immobile; permanent
until healed) limp, - 1 Defense
2 extra damage dice;count reset; held items dropped; 3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; multiple
muscle tear, -1 Defense broken bone and muscle tear -4 Defense penalty; movement fracture; immobile fracture, torn ligaments/tendons; immobile; permanent
penalty ( -75% until healed) limp, - 1 Defense
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; multiple
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -4 Def penalty; ligaments/tendons, immobile; permanent limp, & -2 Def fracture, torn ligaments/tendons, immobile; permanent
week); -3 Def penalty permanent -1 Def penalty limp, & -2 Def
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; multiple
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -4 Def penalty ligaments/tendons, immobile; permanent limp, & -1 Def fracture, torn ligaments/tendons, immobile; permanent
week); -3 Def penalty limp, & -2 Def
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; compound
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -3 Def penalty ligaments/tendons, immobile; permanent limp, & -1 Def fracture, immobile; permanent limp, & --1 ATK & -1 DEF
week); -2 Def penalty
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; compound
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -3 Def penalty ligaments/tendons, immobile; permanent limp, & -1 Def fracture, immobile; permanent limp, & -1 ATK & -1 DEF
week); -2 Def penalty
3 extra damage dice; count reset; held items dropped; torn 3 extra damage dice; automatically ToPed; [broken 4 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; compound
ligament; movement penalty (-75% for 6 hours, -50% for bone; [immobile); -3 Def penalty] fracture, immobile; permanent limp, & --1 ATK & -1 DEF fracture, immobile; permanent limp, & --1 ATK & -2 DEF
subsequent week); -2 Def penalty
3 extra damage dice automatically ToPed; [movement 4 extra damage dice; automatically ToPed; [internal 4 extra damage dice; automatically ToPed; [internal 4 extra damage dice; automatically ToPed; [sterilized;
penalty (-75% for 6 hours, -50% until healed); -3 Def penalty] bleeding; movement penalty (-75% for 6 hours, -50% until bleeding; movement penalty (-75% for 6 hours, -50% until internal bleeding; movement penalty (-75% for 6 hours, -
healed); -4 Def penalty] healed); -4 Def penalty] 50% until healed); -4 Def penalty]
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; compound
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -3 Def penalty ligaments/tendons, immobile; permanent limp, & -1 Def fracture, immobile; permanent limp, & -1 DEF
week); -2 Def penalty
47
Table 2.14a: Crushing Weapon
Roll Location 1-10 11-15 16-20 21-25
2,436–2,570 Abdomen, lower 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; [50% chance for internal 3 extra damage dice; automatically ToPed; [muscle tear,
dropped bleeding, -2 Str until healed internal bleeding, -2 Str until healed
2,571–3,020 Side, lower no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; [50% chance for internal bleeding,
dropped -2 Str until healed
3,021–3,110 Abdomen, upper 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; [50% chance for internal 3 extra damage dice; automatically ToPed; [muscle tear,
dropped bleeding, -2 Str until healed internal bleeding, -2 Str until healed
2: Combat
3,111–3,125 Back, small of 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped; torn
dropped dropped; 30% chance of internal bleeding muscle and 65% chance of internal bleeding; -2 Str until
healed
3,126–3,155 Back, lower 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped; torn
dropped dropped; 30% chance of internal bleeding muscle and 65% chance of internal bleeding; -3 Str until
healed
3,156–3,425 Chest 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped;
dropped dropped; 30% chance of internal bleeding; broken broken bone and 50% chance of internal bleeding; -3 Str until
bone; -2 Str until healed healed
3,426–3,455 Side, upper no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice count reset; held items dropped;
dropped broken ribs; 30% internal bleeding; -2 Str until healed
3,456–3,485 Back, upper 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped;
dropped dropped; muscle tear; -2 Str until healed muscle tear; -3 Str until healed
3,486–3,500 Back, upper middle 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped;
dropped dropped; muscle tear; -2 Str until healed muscle tear; -3 Str until healed
3,501–3,820 Armpit no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped; -2
dropped Atk (if primary side) or -2 Def (if secondary); -2 Str [all until
healed]
3,821–4,300 Arm, upper outer no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped -2 Atk
dropped & +1 Speed (if primary side) or -2 Def (if secondary); -2 Str [all
until healed]
4,301–4,492 Arm, upper inner no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped -2 Atk
dropped & +1 Speed (if primary side) or -2 Def (if secondary); -2 Str [all
until healed]
4,493–4,588 Elbow no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped, -2 Atk
dropped & +1 Speed (if primary side) or -2 Def (if secondary); -1 Str [all
until healed]
4,589–4,684 Inner joint no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
4,685–5,308 Forearm, back no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
5,309–5,836 Forearm, inner no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
5,837–5,908 Wrist, back no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped, -2 Atk
& +1 Speed (if primary side)
5,909–5,980 Wrist, front no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped, -2 Atk
& +1 Speed (if primary side)
5,981–6,052 Hand, back no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
6,053–6,076 Palm no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
6,077–6,220 Finger(s) no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped if ToP
check failed
48
results 2436-6220
26-30 31-40 41-50 51+
3 extra damage dice; automatically ToPed; [muscle tear, 4 extra damage dice; automatically ToPed; internal 4 extra damage dice; automatically ToPed; internal Target killed instantly; multiple organ failure
internal bleeding, -3 Str until healed - permanent loss of Hemorrhaging; permanent -1 Con Hemorrhaging; permanent -2 Con
0.50 Con]
3 extra damage dice; automatically ToPed; [muscle tear, 3 extra damage dice; automatically ToPed; [muscle tear, 4 extra damage dice; automatically ToPed; internal 4 extra damage dice; automatically ToPed; internal
internal bleeding, -2 Str until healed internal bleeding, -3 Str until healed - permanent loss of Hemorrhaging; permanent -1 Con Hemorrhaging; permanent -2 Con
0.50 Con]
3 extra damage dice; automatically ToPed; [muscle tear, 4 extra damage dice; automatically ToPed; internal 4 extra damage dice; automatically ToPed; internal Target killed instantly; multiple organ failure
internal bleeding, -3 Str until healed - permanent loss of Hemorrhaging; permanent -1 Con Hemorrhaging; permanent -2 Con
2: Combat
0.50 Con]
3 extra damage dice; automatically ToPed; [bruised kid- 4 extra damage dice; automatically ToPed; [broken bone Target killed instantly; broken spine Target killed instantly; broken spine
ney & torn muscle, internal bleeding, -3 Str until healed - (vertebrae), paralyzed until healed (85% chance of it being
permanent loss of 0.75 Strength] permanent)]
3 extra damage dice; automatically ToPed; [broken bone 4 extra damage dice; automatically ToPed; [broken bone Target killed instantly; broken spine Target killed instantly; broken spine
(vertebrae), paralyzed until healed (65% chance of it being (vertebrae), paralyzed until healed (85% chance of it being
permanent)] permanent)]
3 extra damage dice; automatically ToPed; [broken bone, 4 extra damage dice; automatically ToPed; [compound Target killed instantly; ruptured aorta Target killed instantly; ruptured aorta
bruised lung, 75% chance of internal bleeding, -3 Str until fracture, internal bleeding, -5 Str until healed, -1/25 Str
healed, -0/75 Str permanently) permanently)
3 extra damage dice count reset; held items dropped; 3 extra damage dice; automatically ToPed;internal 4 extra damage dice; automatically ToPed;internal Target killed instantly; body cavity crushed
broken ribs; 50% internal bleeding; -3 Str until healed; -0/75 bleeding, broken ribs, -5 Str until healed, -1/25 Str bleeding, broken ribs, -6 Str until healed, -1/50 Str
Str permanently) permanently) permanently)
3 extra damage dice; automatically ToPed; [broken bone, 4 extra damage dice; automatically ToPed [broken bones; Target killed instantly; ruptured aorta Target killed instantly; ruptured aorta
30% chance of internal bleeding, -3 Str until healed, -0/75 Str internal bleeding, -6 Str until healed; -1/50 Str permanently)
permanently)
3 extra damage dice; automatically ToPed; [broken bone, 4 extra damage dice; automatically ToPed [broken bones; Target killed instantly; ruptured aorta Target killed instantly; ruptured aorta
30% chance of internal bleeding, -3 Str until healed, -0/75 Str internal bleeding, -6 Str until healed; -1/50 Str permanently)
permanently)
3 extra damage dice; count reset; held items dropped; -3 3 extra damage dice; automatically ToPed; [torn liga- 4 extra damage dice; automatically ToPed; [torn liga- Target killed instantly; body cavity crushed
Atk (if primary side) or -3 Def (if secondary); -3 Str; -1 Dex; ments; -3 Atk (if primary side) or -3 Def (if secondary); -3 Str; ments; -3 Atk (if primary side) or -3 Def (if secondary); -4 Str;
-0/50 Str permanently -1 Dex; -1 Atk or Def & -0/75 Str permanently) -2 Dex; -1 Atk or Def, -0/50 Dex & -1/00 Str permanently)
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle tear; - 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Arm Man-
& +1 Speed (if primary side) or -3 Def (if secondary); -3 Str [all 3 Atk & +1 Speed (if primary side) or -3 Def (if secondary); -3 ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if gled and Useless
until healed] Str [all until healed]; permanent -1 Atk (if primary else -1 secondary); -4 Str [all until healed]; permanent -1 Atk & +1
Def), -0/75 Str Speed (or -1 Def) and -1/00 Str
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle tear; - 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Arm Man-
& +1 Speed (if primary side) or -3 Def (if secondary); -3 Str [all 3 Atk & +1 Speed (if primary side) or -3 Def (if secondary); -3 ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if gled and Useless
until healed] Str [all until healed]; permanent -1 Atk (if primary else -1 secondary); -4 Str [all until healed]; permanent -1 Atk & +1
Def), -0/75 Str Speed (or -1 Def) and -1/00 Str
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Elbow &
& +1 Speed (if primary side) or -3 Def (if secondary); -1 Str [all primary side) or -3 Def (if secondary); -2 Str [all until healed]; ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if below Mangled and Useless
until healed] permanent -1 Atk (if primary else -1 Def) secondary); -2 Str [all until healed]; permanent -1 Atk & +1
Speed (or -1 Def)
2 extra damage dice; count reset; held items dropped, -2 Atk 2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle tear; - 4 extra damage dice; automatically ToPed; Elbow &
& +1 Speed (if primary side) or -2 Def (if secondary); -1 Str [all & +1 Speed (if primary side) or -3 Def (if secondary); -1 Str [all 3 Atk & +1 Speed (if primary side) or -3 Def (if secondary); -2 below Mangled and Useless
until healed] until healed] Str [all until healed]; permanent -1 Atk & +1 Speed (or -1
Def)
2 extra damage dice; count reset; held items dropped -2 Atk 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Mangled
(if primary side); primary side); -1 Str [all until healed]; permanent -1 Atk ligaments; -4 Atk & +1 Speed (if primary side); -1 Str [all until and Hand Useless
healed]; permanent -1 Atk
2 extra damage dice; count reset; held items dropped -2 Atk 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Mangled
(if primary side); primary side); -1 Str [all until healed]; permanent -1 Atk ligaments; -4 Atk & +1 Speed (if primary side); -1 Str [all until and Hand Useless
healed]; permanent -1 Atk
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; [muscle tear; -4 Atk & +2 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Mangled
& +1 Speed (if primary side); permanent -1 Atk (if primary) primary side); -1 Str [all until healed]; permanent -1 Atk & ligaments; -5 Atk & +3 Speed (if primary side); -1 Str [all until and Hand Useless
+1 Speed (if primary) healed]; permanent -2 Atk & +2 Speed (if primary)
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; [muscle tear; -4 Atk & +2 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Mangled
& +1 Speed (if primary side); permanent -1 Atk (if primary) primary side); -1 Str [all until healed]; permanent -1 Atk & ligaments; -5 Atk & +3 Speed (if primary side); -1 Str [all until and Hand Useless
+1 Speed (if primary) healed]; permanent -2 Atk & +2 Speed (if primary)
2 extra damage dice; count reset; held items dropped; -2 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Mangled
Atk primary side); permanent -1 Atk (if primary) ligaments; -4 Atk & +2 Speed (if primary side); [all until and Hand Useless
healed]; permanent -1 Atk & +1 Speed (if primary)
2 extra damage dice; count reset; held items dropped; -2 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Mangled
Atk primary side); permanent -1 Atk (if primary) ligaments; -4 Atk & +2 Speed (if primary side); [all until and Hand Useless
healed]; permanent -1 Atk & +1 Speed (if primary)
2 extra damage dice; count reset; held items dropped 2 extra damage dice; count reset; held items dropped; -2 3 extra damage dice; [muscle tear; -2 Atk & +1 Speed (if 3 extra damage dice; Finger Mangled
Atk primary side);
49
Table 2.14a: Crushing Weapon
Roll Location 1-10 11-15 16-20 21-25
6,221–7,180 Shoulder, side no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped -2 Atk
dropped & +1 Speed (if primary side) or -2 Def (if secondary); -3 Str [all
until healed]
7,181–9,100 Shoulder, top no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped -2 Atk
dropped & +1 Speed (if primary side) or -2 Def (if secondary); -3 Str [all
until healed]
9,101–9,121 Neck, front 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
2: Combat
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,122–9,142 Neck, back 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,143–9,373 Neck, side 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,374–9,653 Head, side 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,654–9,688 Head, back lower 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,689–9,768 Face, lower side 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed); permanent -1 Looks
dropped
9,769–9,788 Face, lower center 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed); permanent -1 Looks
dropped
9,789–9,823 Head, back upper 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,824–9,903 Face, upper side 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped; permanent -1 Looks penalties until wound healed); permanent -2 Looks
dropped
9,904–9,923 Face, upper center 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped; permanent -1 Looks penalties until wound healed); permanent -2 Looks
dropped
9,924–10,000 Head, top 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
50
results 6221-10,000
26-30 31-40 41-50 51+
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle tear; 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Arm
& +1 Speed (if primary side) or -3 Def (if secondary); -4 Str [all -3 Atk & +1 Speed (if primary side) or -3 Def (if secondary); ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if Mangled and Useless
until healed]; permanent -1 Str -5 Str [all until healed]; permanent -1 Atk (if primary else secondary); -6 Str [all until healed]; permanent -1 Atk & +1
-1 Def), -1/50 Str Speed (or -1 Def) and -2/00 Str
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle tear; - 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Arm
& +1 Speed (if primary side) or -3 Def (if secondary); -4 Str [all 3 Atk & +1 Speed (if primary side) or -3 Def (if secondary); ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if Mangled and Useless
until healed]; permanent -1 Str -5 Str [all until healed]; permanent -1 Atk (if primary else secondary); -6 Str [all until healed]; permanent -1 Atk & +1
-1 Def), -1/50 Str Speed (or -1 Def) and -2/00 Str
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
2: Combat
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed); permanent -2 Looks
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed); permanent -2 Looks
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed); permanent -3 Looks
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed); permanent -4 Looks
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
51
Table 2.14b: Hacking Weapon
Roll Location 1-10 11-15 16-20 21-25
1–100 Foot, top no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for
for 1 minute 5 minutes
101–104 Heel no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for
for 1 minute 5 minutes
105–136 Toe(s) no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for
2: Combat
137–140 Foot, arch no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for
for 1 minute 5 minutes
141–170 Ankle, inner no additional effect movement penalty -50% for 1 minute 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for 1
for 5 minutes; count reset minute; count reset; held items dropped; -1 Defense
171–200 Ankle, outer no additional effect movement penalty -50% for 1 minute 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for 1
for 5 minutes; count reset minute; count reset; held items dropped; -1 Defense
201–220 Ankle, upper/Achilles no additional effect movement penalty -50% for 1 minute 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for
for 5 minutes; count reset 5 minutes
221–964 Shin no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for
for 1 minute 5 minutes
965–1,006 Calf no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for
for 1 minute 5 minutes
1,007–1,118 Knee no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -2 Def penalty; movement penalty
for 5 minutes; count reset; held items dropped ( -50% for 6 hours, -25% until healed); count reset; held
items dropped;
1,119–1,132 Knee, back no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -2 Def penalty; movement penalty
for 5 minutes; count reset; held items dropped ( -50% for 6 hours, -25% until healed); count reset; held
items dropped;
1,133–1,216 Hamstring no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -1 Atk & Def penalty; movement
for 5 minutes; count reset; held items dropped penalty ( -50% for 6 hours, -25% until healed); count reset;
held items dropped;
1,217–2,000 Thigh no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -1 Atk & Def penalty; movement
for 5 minutes; count reset; held items dropped penalty ( -50% for 6 hours, -25% until healed); count reset;
held items dropped;
2,001–2,330 Hip no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -2 Atk & Def penalty; movement
for 5 minutes; count reset; held items dropped penalty ( -50% for 6 hours, -25% until healed); count reset;
held items dropped;
2,331–2,405 Groin no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -1 Atk & Def penalty; movement
for 5 minutes; count reset; held items dropped penalty ( -50% for 6 hours, -25% until healed); count reset;
held items dropped;
2,406–2,435 Buttock no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped
dropped
2,436–2,570 Abdomen, lower 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; -2 Str until healed 3 extra damage dice; automatically ToPed; [muscle tear,
dropped severe bleeding, -2 Str until healed
2,571–3,020 Side, lower no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; -2 Str until healed
dropped
52
results 0001-3020
26-30 31-40 41-50 51+
2 extra damage dice; muscle tear; movement penalty 3 extra damage dice; torn ligament; movement penalty 4 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; shattered
( -50% for 1d12p hours, -25% until healed) ( -75% for 6 hours, -50% until healed) fracture; movement penalty (-75% for 1day, -50% until bone; severe bleeding; movement penalty ( -75% for 1day,
healed), permanent limp -50% until healed), permanent limp
2 extra damage dice; muscle tear; -2 Attack penalty; -2 3 extra damage dice; torn ligament; -3 Attack penalty; 4 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; shattered
Defense penalty; movement penalty ( -50% for 1d12p hours, -2 Dex penalty; movement penalty ( -75% for 6 hours, -50% fracture; -3 Attack penalty; -2 Defense penalty; movement bone; severe bleeding; -3 Attack penalty; -2 Dexterity
-25% until healed) until healed) penalty (-75% for 1day, -50% until healed), permanent penalty; immobile, permanent limp, -1 ATK & DEF
limp & -1 ATK penalty penalty
2 extra damage dice; muscle tear; movement penalty 3 extra damage dice; torn ligament; movement penalty 3 extra damage dice; broken bone; movement penalty 3 extra damage dice; broken bone; severe bleeding;
2: Combat
(-50% for 1d12p hours, -25% until healed) ( -75% for 6 hours, -50% until healed) ( -75% for 6 hours, -50% until healed) movement penalty ( -75% for 6 hours, -50% until healed)
2 extra damage dice; muscle tear; -2 Attack penalty; -2 3 extra damage dice; torn ligament; -3 Attack penalty; 4 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; shattered
Defense penalty; movement penalty ( -50% for 1d12p hours, -2 Dex penalty; movement penalty ( -75% for 6 hours, -50% fracture; -3 Attack penalty; -2 Defense penalty; movement bone; severe bleeding; -3 Attack penalty; -2 Dexterity
-25% until healed) until healed) penalty (-75% for 1day, -50% until healed), permanent penalty; immobile, permanent limp, -1 ATK & DEF
limp & -1 ATK penalty penalty
2 extra damage dice; movement penalty (50% until 3 extra damage dice; torn ligament; -4 Defense penalty; 4 extra damage dice; automatically ToPed; [compound 4 extra damage dice; automatically ToPed; shattered
healed); count reset; held items dropped; -3 Defense -2 Str penalty; movement penalty ( -75% until healed); count fracture; immobile; permanent limp, - 2 Defense, bone; torn ligaments or tendon; severe bleeding; immobile;
reset; held items dropped; -1 Defense, -/25 Str -0/75 Str permanent limp, -1 ATK penalty, - 2 Defense
2 extra damage dice; movement penalty (50% until 3 extra damage dice; torn ligament; -4 Defense penalty; 4 extra damage dice; automatically ToPed; [compound 4 extra damage dice; automatically ToPed; multiple
healed); count reset; held items dropped; -3 Defense -2 Str penalty; movement penalty ( -75% until healed); count fracture; immobile; permanent limp, - 2 Defense, fracture, torn ligaments/tendons; severe bleeding; immobile;
reset; held items dropped; -1 Defense, -/25 Str -0/75 Str permanent limp, - 2 Defense
2 extra damage dice; movement penalty (50% until 3 extra damage dice; torn ligament; -4 Defense penalty; 4 extra damage dice; automatically ToPed; [compound 4 extra damage dice; automatically ToPed; multiple
healed); count reset; held items dropped; -3 Defense -2 Str penalty; movement penalty ( -75% until healed); count fracture; immobile; permanent limp, - 2 Defense, fracture, torn ligaments/tendons; severe bleeding; immobile;
reset; held items dropped; -1 Defense, -/25 Str -0/75 Str permanent limp, - 2 Defense
2 extra damage dice;count reset; held items dropped; 3 extra damage dice; count reset; held items dropped; torn 3 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; Leg
-2 Defense ligament; -4 Defense penalty; movement penalty ( -75% until fracture; immobile Severed; severe bleeding; immobile; Peg Leg proficiency
healed) required to regain movement
2 extra damage dice;count reset; held items dropped; 3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed;Leg
muscle tear, -1 Defense broken bone and muscle tear -4 Defense penalty; movement fracture; immobile Severed;; severe bleeding; immobile; Peg Leg proficiency
penalty ( -75% until healed) required to regain movement
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; Leg
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -4 Def penalty; ligaments/tendons, immobile; permanent limp, & -2 Def Severed, severe bleeding; immobile; Peg Leg proficiency
week); -3 Def penalty permanent -1 Def penalty required to regain movement
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; Leg
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -4 Def penalty ligaments/tendons, immobile; permanent limp, & -1 Def Severed, severe bleeding; immobile; Peg Leg proficiency
week); -3 Def penalty required to regain movement
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; compound
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -3 Def penalty ligaments/tendons, immobile; permanent limp, & -1 Def fracture, severe bleeding; immobile; permanent limp, &
week); -2 Def penalty -1 ATK & -1 DEF
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; compound
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -3 Def penalty ligaments/tendons, immobile; permanent limp, & -1 Def fracture, severe bleeding; immobile; permanent limp, &
week); -2 Def penalty -1 ATK & -1 DEF
3 extra damage dice; count reset; held items dropped; torn 3 extra damage dice; automatically ToPed; [broken 4 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; compound
ligament; movement penalty (-75% for 6 hours, -50% for bone; [immobile); -3 Def penalty] fracture, immobile; permanent limp, & --1 ATK & -1 DEF fracture, severe bleeding; immobile; permanent limp, &
subsequent week); -2 Def penalty -1 ATK & -2 DEF
3 extra damage dice automatically ToPed; [movement 4 extra damage dice; automatically ToPed; [severe 4 extra damage dice; automatically ToPed; [severe 4 extra damage dice; automatically ToPed; [sterilized;
penalty (-75% for 6 hours, -50% until healed); -3 Def penalty] bleeding; movement penalty (-75% for 6 hours, -50% until bleeding; movement penalty (-75% for 6 hours, -50% until severe bleeding; movement penalty (-75% for 6 hours, -50%
healed); -4 Def penalty] healed); -4 Def penalty] until healed); -4 Def penalty]
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; compound
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -3 Def penalty ligaments/tendons, immobile; permanent limp, & -1 Def fracture,severe bleeding; immobile; permanent limp, &
week); -2 Def penalty -1 DEF
3 extra damage dice; automatically ToPed; [muscle tear, 4 extra damage dice; automatically ToPed; severe Target killed instantly; gutted and internal organs spill out Target killed instantly; gutted and internal organs spill out
severe bleeding, -3 Str until healed - permanent loss of 0.50 bleeding; permanent -1 Con
Con]
3 extra damage dice; automatically ToPed; [muscle tear, 3 extra damage dice; automatically ToPed; [muscle tear, 4 extra damage dice; automatically ToPed; severe Target killed instantly; gutted and internal organs spill out
severe bleeding, -2 Str until healed severe bleeding, -3 Str until healed - permanent loss of bleeding; permanent -1 Con
0.50 Con]
53
Table 2.14b: Hacking Weapon
Roll Location 1-10 11-15 16-20 21-25
3,021–3,110 Abdomen, upper 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; -2 Str until healed 3 extra damage dice; automatically ToPed; [muscle tear,
dropped severe bleeding, -2 Str until healed
3,111–3,125 Back, small of 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped; torn
dropped dropped; muscle and 65% chance of internal bleeding; -2 Str until
healed
3,126–3,155 Back, lower 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped; torn
dropped dropped; muscle; -3 Str until healed
2: Combat
3,156–3,425 Chest 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped;
dropped dropped; broken bone; -2 Str until healed broken bone; -3 Str until healed
3,426–3,455 Side, upper no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice count reset; held items dropped;
dropped broken ribs; -2 Str until healed
3,456–3,485 Back, upper 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped;
dropped dropped; muscle tear; -2 Str until healed muscle tear; -3 Str until healed
3,486–3,500 Back, upper middle 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped;
dropped dropped; muscle tear; -2 Str until healed muscle tear; -3 Str until healed
3,501–3,820 Armpit no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped; -2
dropped Atk (if primary side) or -2 Def (if secondary); -2 Str [all until
healed]
3,821–4,300 Arm, upper outer no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped -2 Atk
dropped & +1 Speed (if primary side) or -2 Def (if secondary); -2 Str [all
until healed]
4,301–4,492 Arm, upper inner no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped -2 Atk
dropped & +1 Speed (if primary side) or -2 Def (if secondary); -2 Str [all
until healed]
4,493–4,588 Elbow no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped, -2 Atk
dropped & +1 Speed (if primary side) or -2 Def (if secondary); -1 Str [all
until healed]
4,589–4,684 Inner joint no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
4,685–5,308 Forearm, back no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
5,309–5,836 Forearm, inner no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
5,837–5,908 Wrist, back no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped, -2 Atk
& +1 Speed (if primary side)
5,909–5,980 Wrist, front no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped, -2 Atk
& +1 Speed (if primary side)
5,981–6,052 Hand, back no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
6,053–6,076 Palm no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
6,077–6,220 Finger(s) no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped if ToP
check failed
6,221–7,180 Shoulder, side no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped -2 Atk
dropped & +1 Speed (if primary side) or -2 Def (if secondary); -3 Str [all
until healed]
54
results 3021-7180
26-30 31-40 41-50 51+
3 extra damage dice; automatically ToPed; [muscle tear, 4 extra damage dice; automatically ToPed; severe Target killed instantly; gutted and internal organs spill out Target killed instantly; gutted and internal organs spill out
severe bleeding, -3 Str until healed - permanent loss of 0.50 bleeding; permanent -1 Con
Con]
3 extra damage dice; automatically ToPed; [torn muscle, 4 extra damage dice; automatically ToPed; [broken bone Target killed instantly; severed spine Target killed instantly; severed spine
severe bleeding, -3 Str until healed - permanent loss of 0.75 (vertebrae), paralyzed until healed (85% chance of it being
Strength] permanent)]
3 extra damage dice; automatically ToPed; [broken bone 4 extra damage dice; automatically ToPed; [broken bone Target killed instantly; severed spine Target killed instantly; severed spine
(vertebrae), paralyzed until healed (65% chance of it being (vertebrae), paralyzed until healed (85% chance of it being
2: Combat
permanent)] permanent)]
3 extra damage dice; automatically ToPed; [broken bone, 4 extra damage dice; automatically ToPed; [compound Target killed instantly; ruptured aorta Target killed instantly; ruptured aorta
75% chance of internal bleeding, -3 Str until healed, -0/75 Str fracture, severe bleeding, -5 Str until healed, -1/25 Str
permanently) permanently)
3 extra damage dice count reset; held items dropped; 3 extra damage dice; automatically ToPed;severe 4 extra damage dice; automatically ToPed;severe Target killed instantly; pulmunary artery ruptured
broken ribs; severe bleeding; -3 Str until healed; -0/75 Str bleeding, broken ribs, -5 Str until healed, -1/25 Str bleeding, broken ribs, -6 Str until healed, -1/50 Str
permanently) permanently) permanently)
3 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed [broken bones; Target killed instantly; ruptured aorta Target killed instantly; ruptured aorta
ligament, -3 Str until healed, -0/75 Str permanently) severe bleeding, -6 Str until healed; -1/50 Str permanently)
3 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed [broken bones; Target killed instantly; ruptured aorta Target killed instantly; ruptured aorta
ligament, -3 Str until healed, -0/75 Str permanently) severe bleeding, -6 Str until healed; -1/50 Str permanently)
3 extra damage dice; count reset; held items dropped; -3 3 extra damage dice; automatically ToPed; [torn liga- 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; [torn
Atk (if primary side) or -3 Def (if secondary); -3 Str; -1 Dex; ments; -3 Atk (if primary side) or -3 Def (if secondary); -3 Str; ligaments; -3 Atk (if primary side) or -3 Def (if secondary); ligaments; severe bleeding; -3 Atk (if primary side) or -3 Def
-0/50 Str permanently -1 Dex; -1 Atk or Def & -0/75 Str permanently) -4 Str; -2 Dex; -1 Atk or Def, -0/50 Dex & -1/00 Str (if secondary); -4 Str; -2 Dex; -1 Atk or Def, -0/50 Dex &
permanently) -1/50 Str permanently)
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle tear; - 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed;
& +1 Speed (if primary side) or -3 Def (if secondary); -3 Str [all 3 Atk & +1 Speed (if primary side) or -3 Def (if secondary); ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if Arm Severed; severe bleeding
until healed] -3 Str [all until healed]; permanent -1 Atk (if primary else secondary); -4 Str [all until healed]; permanent -1 Atk & +1
-1 Def), -0/75 Str Speed (or -1 Def) and -1/00 Str
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle tear; - 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed;
& +1 Speed (if primary side) or -3 Def (if secondary); -3 Str [all 3 Atk & +1 Speed (if primary side) or -3 Def (if secondary); ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if Arm Severed; severe bleeding
until healed] -3 Str [all until healed]; permanent -1 Atk (if primary else secondary); -4 Str [all until healed]; permanent -1 Atk & +1
-1 Def), -0/75 Str Speed (or -1 Def) and -1/00 Str
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Arm Severed
& +1 Speed (if primary side) or -3 Def (if secondary); -1 Str [all primary side) or -3 Def (if secondary); -2 Str [all until healed]; ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if at elbow; severe bleeding
until healed] permanent -1 Atk (if primary else -1 Def) secondary); -2 Str [all until healed]; permanent -1 Atk & +1
Speed (or -1 Def)
2 extra damage dice; count reset; held items dropped, -2 Atk 2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle tear; 4 extra damage dice; automatically ToPed; Arm Severed
& +1 Speed (if primary side) or -2 Def (if secondary); -1 Str [all & +1 Speed (if primary side) or -3 Def (if secondary); -1 Str [all -3 Atk & +1 Speed (if primary side) or -3 Def (if secondary); -2 at elbow; severe bleeding
until healed] until healed] Str [all until healed]; permanent -1 Atk & +1 Speed (or -1
Def)
2 extra damage dice; count reset; held items dropped -2 Atk 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Arm Severed
(if primary side); primary side); -1 Str [all until healed]; permanent -1 Atk ligaments; -4 Atk & +1 Speed (if primary side); -1 Str [all until below elbow; severe bleeding
healed]; permanent -1 Atk
2 extra damage dice; count reset; held items dropped -2 Atk 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Arm Severed
(if primary side); primary side); -1 Str [all until healed]; permanent -1 Atk ligaments; -4 Atk & +1 Speed (if primary side); -1 Str [all until below elbow; severe bleeding
healed]; permanent -1 Atk
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; [muscle tear; -4 Atk & +2 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Arm Severed
& +1 Speed (if primary side); permanent -1 Atk (if primary) primary side); -1 Str [all until healed]; permanent -1 Atk & ligaments; -5 Atk & +3 Speed (if primary side); -1 Str [all until at wrist; severe bleeding
+1 Speed (if primary) healed]; permanent -2 Atk & +2 Speed (if primary)
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; [muscle tear; -4 Atk & +2 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Arm Severed
& +1 Speed (if primary side); permanent -1 Atk (if primary) primary side); -1 Str [all until healed]; permanent -1 Atk & ligaments; -5 Atk & +3 Speed (if primary side); -1 Str [all until at wrist; severe bleeding
+1 Speed (if primary) healed]; permanent -2 Atk & +2 Speed (if primary)
2 extra damage dice; count reset; held items dropped; -2 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Hand
Atk primary side); permanent -1 Atk (if primary) ligaments; -4 Atk & +2 Speed (if primary side); [all until Severed; severe bleeding
healed]; permanent -1 Atk & +1 Speed (if primary)
2 extra damage dice; count reset; held items dropped; -2 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Hand
Atk primary side); permanent -1 Atk (if primary) ligaments; -4 Atk & +2 Speed (if primary side); [all until Severed; severe bleeding
healed]; permanent -1 Atk & +1 Speed (if primary)
2 extra damage dice; count reset; held items dropped 2 extra damage dice; count reset; held items dropped; -2 3 extra damage dice; [muscle tear; -2 Atk & +1 Speed (if 3 extra damage dice; Finger Severed
Atk primary side);
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle tear; - 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Arm lopped
& +1 Speed (if primary side) or -3 Def (if secondary); -4 Str [all 3 Atk & +1 Speed (if primary side) or -3 Def (if secondary); ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if off at shoulder; severe bleeding
until healed]; permanent -1 Str -5 Str [all until healed]; permanent -1 Atk (if primary else secondary); -6 Str [all until healed]; permanent -1 Atk & +1
-1 Def), -1/50 Str Speed (or -1 Def) and -2/00 Str
55
Table 2.14b: Hacking Weapon
Roll Location 1-10 11-15 16-20 21-25
7,181–9,100 Shoulder, top no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped -2 Atk
dropped & +1 Speed (if primary side) or -2 Def (if secondary); -3 Str [all
until healed]
9,101–9,121 Neck, front 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,122–9,142 Neck, back 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
2: Combat
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,143–9,373 Neck, side 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,374–9,653 Head, side 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,654–9,688 Head, back lower 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,689–9,768 Face, lower side 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed); permanent -1 Looks
dropped
9,769–9,788 Face, lower center 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed); permanent -1 Looks
dropped
9,789–9,823 Head, back upper 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,824–9,903 Face, upper side 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped; permanent -1 Looks penalties until wound healed); permanent -2 Looks
dropped
9,904–9,923 Face, upper center 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped; permanent -1 Looks penalties until wound healed); permanent -2 Looks
dropped
9,924–10,000 Head, top 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
56
results 7181-10,000
26-30 31-40 41-50 51+
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle tear; 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Arm lopped
& +1 Speed (if primary side) or -3 Def (if secondary); -4 Str [all -3 Atk & +1 Speed (if primary side) or -3 Def (if secondary); -5 ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if off at shoulder; severe bleeding
until healed]; permanent -1 Str Str [all until healed]; permanent -1 Atk (if primary else -1 secondary); -6 Str [all until healed]; permanent -1 Atk & +1
Def), -1/50 Str Speed (or -1 Def) and -2/00 Str
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
2: Combat
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed); permanent -2 Looks
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed); permanent -2 Looks
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed); permanent -3 Looks
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed); permanent -4 Looks
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
57
Table 2.14c: Piercing Weapon
Roll Location 1-10 11-15 16-20 21-25
1–100 Foot, top no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for
for 1 minute 5 minutes
101–104 Heel no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for
for 1 minute 5 minutes
105–136 Toe(s) no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for
2: Combat
137–140 Foot, arch no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for
for 1 minute 5 minutes
141–170 Ankle, inner no additional effect movement penalty -50% for 1 minute 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for 1
for 5 minutes; count reset minute; count reset; held items dropped; -1 Defense
171–200 Ankle, outer no additional effect movement penalty -50% for 1 minute 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for 1
for 5 minutes; count reset minute; count reset; held items dropped; -1 Defense
201–220 Ankle, upper/Achilles no additional effect movement penalty -50% for 1 minute 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for
for 5 minutes; count reset 5 minutes
221–964 Shin no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for
for 1 minute 5 minutes
965–1,006 Calf no additional effect no additional effect 1 extra damage die; movement penalty -50% 2 extra damage dice; movement penalty -50% for
for 1 minute 5 minutes
1,007–1,118 Knee no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -2 Def penalty; movement penalty
for 5 minutes; count reset; held items dropped ( -50% for 6 hours, -25% until healed); count reset; held
items dropped;
1,119–1,132 Knee, back no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -2 Def penalty; movement penalty
for 5 minutes; count reset; held items dropped ( -50% for 6 hours, -25% until healed); count reset; held
items dropped;
1,133–1,216 Hamstring no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -1 Atk & Def penalty; movement
for 5 minutes; count reset; held items dropped penalty ( -50% for 6 hours, -25% until healed); count reset;
held items dropped;
1,217–2,000 Thigh no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -1 Atk & Def penalty; movement
for 5 minutes; count reset; held items dropped penalty ( -50% for 6 hours, -25% until healed); count reset;
held items dropped;
2,001–2,330 Hip no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -2 Atk & Def penalty; movement
for 5 minutes; count reset; held items dropped penalty ( -50% for 6 hours, -25% until healed); count reset;
held items dropped;
2,331–2,405 Groin no additional effect 1 extra damage die 2 extra damage dice; movement penalty -50% 2 extra damage dice; -1 Atk & Def penalty; movement
for 5 minutes; count reset; held items dropped penalty ( -50% for 6 hours, -25% until healed); count reset;
held items dropped;
58
results 0001-2405
26-30 31-40 41-50 51+
2 extra damage dice;broken bone; movement penalty 3 extra damage dice; broken bone; movement penalty 4 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; shattered
( -50% for 1d12p hours, -25% until healed) ( -75% for 6 hours, -50% until healed) fracture; movement penalty (-75% for 1day, -50% until bone; movement penalty ( -75% for 1day, -50% until healed),
healed), permanent limp permanent limp
2 extra damage dice;broken bone; -2 Attack penalty; -2 3 extra damage dice; broken bone; -3 Attack penalty; 4 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; shattered
Defense penalty; movement penalty ( -50% for 1d12p hours, -2 Dex penalty; movement penalty ( -75% for 6 hours, -50% fracture; -3 Attack penalty; -2 Defense penalty; movement bone; -3 Attack penalty; -2 Dexterity penalty; immobile,
-25% until healed) until healed), permanent limp penalty (-75% for 1day, -50% until healed), permanent permanent limp, -1 ATK & DEF penalty
limp & -1 ATK penalty
2 extra damage dice;broken bone; movement penalty 3 extra damage dice; broken bone; movement penalty 3 extra damage dice; broken bone; movement penalty 3 extra damage dice; broken bone; movement penalty
2: Combat
(-50% for 1d12p hours, -25% until healed) ( -75% for 6 hours, -50% until healed) ( -75% for 6 hours, -50% until healed) ( -75% for 6 hours, -50% until healed)
2 extra damage dice;broken bone; -2 Attack penalty; -2 3 extra damage dice; broken bone; -3 Attack penalty; 4 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; shattered
Defense penalty; movement penalty ( -50% for 1d12p hours, -2 Dex penalty; movement penalty ( -75% for 6 hours, -50% fracture; -3 Attack penalty; -2 Defense penalty; movement bone; -3 Attack penalty; -2 Dexterity penalty; immobile,
-25% until healed) until healed), permanent limp penalty (-75% for 1day, -50% until healed), permanent permanent limp, -1 ATK & DEF penalty
limp & -1 ATK penalty
2 extra damage dice; movement penalty (50% until 3 extra damage dice; broken bone; -4 Defense penalty; 4 extra damage dice; automatically ToPed; [compound 4 extra damage dice; automatically ToPed; shattered
healed); count reset; held items dropped; -3 Defense -2 Str penalty; movement penalty ( -75% until healed); count fracture; immobile; permanent limp, - 2 Defense, bone; torn ligaments or tendon; immobile; permanent
reset; held items dropped; permanent limp, -1 Defense, -0/75 Str limp, -1 ATK penalty, - 2 Defense
-/25 Str
2 extra damage dice; movement penalty (50% until 3 extra damage dice; broken bone; -4 Defense penalty; 4 extra damage dice; automatically ToPed; [compound 4 extra damage dice; automatically ToPed; multiple
healed); count reset; held items dropped; -3 Defense -2 Str penalty; movement penalty ( -75% until healed); count fracture; immobile; permanent limp, - 2 Defense, fracture, torn ligaments/tendons; immobile; permanent
reset; held items dropped; permanent limp, -1 Defense, -0/75 Str limp, - 2 Defense
-/25 Str
2 extra damage dice; movement penalty (50% until 3 extra damage dice; broken bone; -4 Defense penalty; 4 extra damage dice; automatically ToPed; [compound 4 extra damage dice; automatically ToPed; multiple
healed); count reset; held items dropped; -3 Defense -2 Str penalty; movement penalty ( -75% until healed); count fracture; immobile; permanent limp, - 2 Defense, fracture, torn ligaments/tendons; immobile; permanent
reset; held items dropped; permanent limp, -1 Defense, -0/75 Str limp,
-/25 Str - 2 Defense
2 extra damage dice;count reset; held items dropped; 3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; multiple
-2 Defense broken bone; -4 Defense penalty; movement penalty ( -75% fracture; immobile fracture, torn ligaments/tendons; immobile; permanent
until healed) limp, - 1 Defense
2 extra damage dice;count reset; held items dropped; 3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; multiple
muscle tear, -1 Defense broken bone and muscle tear -4 Defense penalty; movement fracture; immobile fracture, torn ligaments/tendons; immobile; permanent
penalty ( -75% until healed) limp, - 1 Defense
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; multiple
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -4 Def penalty; ligaments/tendons, immobile; permanent limp, & -2 Def fracture, torn ligaments/tendons, immobile; permanent
week); -3 Def penalty permanent -1 Def penalty limp, & -2 Def
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; multiple
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -4 Def penalty ligaments/tendons, immobile; permanent limp, & -1 Def fracture, torn ligaments/tendons, immobile; permanent
week); -3 Def penalty limp, & -2 Def
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; compound
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -3 Def penalty ligaments/tendons, immobile; permanent limp, & -1 Def fracture, immobile; permanent limp, & --1 ATK & -1 DEF
week); -2 Def penalty
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; compound
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -3 Def penalty ligaments/tendons, immobile; permanent limp, & -1 Def fracture, immobile; permanent limp, & -1 ATK & -1 DEF
week); -2 Def penalty
3 extra damage dice; count reset; held items dropped; torn 3 extra damage dice; automatically ToPed; [broken 4 extra damage dice; automatically ToPed; compound 4 extra damage dice; automatically ToPed; compound
ligament; movement penalty (-75% for 6 hours, -50% for bone; [immobile); -3 Def penalty] fracture, immobile; permanent limp, & --1 ATK & -1 DEF fracture, immobile; permanent limp, & --1 ATK & -2 DEF
subsequent week); -2 Def penalty
3 extra damage dice automatically ToPed; [movement 4 extra damage dice; automatically ToPed; [internal 4 extra damage dice; automatically ToPed; [internal 4 extra damage dice; automatically ToPed; [sterilized;
penalty (-75% for 6 hours, -50% until healed); -3 Def penalty] bleeding; movement penalty (-75% for 6 hours, -50% until bleeding; movement penalty (-75% for 6 hours, -50% until internal bleeding; movement penalty (-75% for 6 hours,
healed); -4 Def penalty] healed); -4 Def penalty] -50% until healed); -4 Def penalty]
59
Table 2.14c: Piercing Weapon
Roll Location 1-10 11-15 16-20 21-25
2,406–2,435 Buttock no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped
dropped
2,436–2,570 Abdomen, lower 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; [50% chance for internal 3 extra damage dice; automatically ToPed; [muscle tear,
dropped bleeding, -2 Str until healed internal bleeding, -2 Str until healed
2,571–3,020 Side, lower no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; [50% chance for internal bleeding,
dropped -2 Str until healed
2: Combat
3,021–3,110 Abdomen, upper 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; [50% chance for internal 3 extra damage dice; automatically ToPed; [muscle tear,
dropped bleeding, -2 Str until healed internal bleeding, -2 Str until healed
3,111–3,125 Back, small of 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped; torn
dropped dropped; 30% chance of internal bleeding muscle and 65% chance of internal bleeding; -2 Str until
healed
3,126–3,155 Back, lower 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped; torn
dropped dropped; 30% chance of internal bleeding muscle and 65% chance of internal bleeding; -3 Str until
healed
3,156–3,425 Chest 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped;
dropped dropped; 30% chance of internal bleeding; broken broken bone and 50% chance of internal bleeding; -3 Str until
bone; -2 Str until healed healed
3,426–3,455 Side, upper no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice count reset; held items dropped;
dropped broken ribs; 30% internal bleeding; -2 Str until healed
3,456–3,485 Back, upper 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped;
dropped dropped; muscle tear; -2 Str until healed muscle tear; -3 Str until healed
3,486–3,500 Back, upper middle 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items 3 extra damage dice; count reset; held items dropped;
dropped dropped; muscle tear; -2 Str until healed muscle tear; -3 Str until healed
3,501–3,820 Armpit no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped; -2
dropped Atk (if primary side) or -2 Def (if secondary); -2 Str [all until
healed]
3,821–4,300 Arm, upper outer no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped -2 Atk
dropped & +1 Speed (if primary side) or -2 Def (if secondary); -2 Str [all
until healed]
4,301–4,492 Arm, upper inner no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped -2 Atk
dropped & +1 Speed (if primary side) or -2 Def (if secondary); -2 Str [all
until healed]
4,493–4,588 Elbow no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped, -2 Atk
dropped & +1 Speed (if primary side) or -2 Def (if secondary); -1 Str [all
until healed]
4,589–4,684 Inner joint no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
4,685–5,308 Forearm, back no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
5,309–5,836 Forearm, inner no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
5,837–5,908 Wrist, back no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped, -2 Atk
& +1 Speed (if primary side)
5,909–5,980 Wrist, front no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped, -2 Atk
& +1 Speed (if primary side)
5,981–6,052 Hand, back no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
6,053–6,076 Palm no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped
60
results 2406-6076
26-30 31-40 41-50 51+
3 extra damage dice; count reset; held items dropped; 3 extra damage dice; automatically ToPed; [movement 4 extra damage dice; automatically ToPed;torn 4 extra damage dice; automatically ToPed; compound
movement penalty (-75% for 6 hours, -50% for subsequent penalty (-75% for 6 hours, -50% until healed); -3 Def penalty ligaments/tendons, immobile; permanent limp, & -1 Def fracture, immobile; permanent limp, & -1 DEF
week); -2 Def penalty
3 extra damage dice; automatically ToPed; [muscle tear, 4 extra damage dice; automatically ToPed; severe 4 extra damage dice; automatically ToPed;severe Target killed instantly; multiple organ failure
severe bleeding, -3 Str until healed - permanent loss of 0.50 bleeding; permanent -1 Con bleeding; permanent -2 Con
Con]
3 extra damage dice; automatically ToPed; [muscle tear, 3 extra damage dice; automatically ToPed; [muscle tear, 4 extra damage dice; automatically ToPed; severe 4 extra damage dice; automatically ToPed; internal
severe bleeding, -2 Str until healed severe bleeding, -3 Str until healed - permanent loss of 0.50 bleeding; permanent -1 Con Hemorrhaging; permanent -2 Con
2: Combat
Con]
3 extra damage dice; automatically ToPed; [muscle tear, 4 extra damage dice; automatically ToPed; severe 4 extra damage dice; automatically ToPed;severe Target killed instantly; multiple organ failure
severe bleeding, -3 Str until healed - permanent loss of 0.50 bleeding; permanent -1 Con bleeding; permanent -2 Con
Con]
3 extra damage dice; automatically ToPed; [torn muscle, 4 extra damage dice; automatically ToPed; [broken bone Target killed instantly; severed spine Target killed instantly; broken spine
severe bleeding, -3 Str until healed - permanent loss of 0.75 (vertebrae), paralyzed until healed (85% chance of it being
Strength] permanent)]
3 extra damage dice; automatically ToPed; [broken bone 4 extra damage dice; automatically ToPed; [broken bone Target killed instantly; severed spine Target killed instantly; broken spine
(vertebrae), paralyzed until healed (65% chance of it being (vertebrae), paralyzed until healed (85% chance of it being
permanent)] permanent)]
3 extra damage dice; automatically ToPed; [broken bone, 4 extra damage dice; automatically ToPed; [compound Target killed instantly; ruptured aorta Target killed instantly; ruptured aorta
75% chance of internal bleeding, -3 Str until healed, -0/75 Str fracture, severe bleeding, -5 Str until healed,
permanently) -1/25 Str permanently)
3 extra damage dice count reset; held items dropped; 3 extra damage dice; automatically ToPed;severe bleed- 4 extra damage dice; automatically ToPed;severe Target killed instantly; body cavity crushed
broken ribs; severe bleeding; -3 Str until healed; ing, broken ribs, -5 Str until healed, -1/25 Str permanently)bleeding, broken ribs, -6 Str until healed,
-0/75 Str permanently) -1/50 Str permanently)
3 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed [broken bones; Target killed instantly; ruptured aorta Target killed instantly; ruptured aorta
ligament, -3 Str until healed, -0/75 Str permanently) severe bleeding, -6 Str until healed; -1/50 Str permanently)
3 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed [broken bones; Target killed instantly; ruptured aorta Target killed instantly; ruptured aorta
ligament, -3 Str until healed, -0/75 Str permanently) severe bleeding, -6 Str until healed; -1/50 Str permanently)
3 extra damage dice; count reset; held items dropped; -3 3 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; [torn Target killed instantly; body cavity crushed
Atk (if primary side) or -3 Def (if secondary); -3 Str; -1 Dex; ligaments; -3 Atk (if primary side) or -3 Def (if secondary); ligaments; -3 Atk (if primary side) or -3 Def (if secondary);
-0/50 Str permanently -3 Str; -1 Dex; -1 Atk or Def & -0/75 Str permanently) -4 Str; -2 Dex; -1 Atk or Def, -0/50 Dex &
-1/00 Str permanently)
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle tear; - 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed;
& +1 Speed (if primary side) or -3 Def (if secondary); -3 Str [all 3 Atk & +1 Speed (if primary side) or -3 Def (if secondary); ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if Arm Mangled and Useless
until healed] -3 Str [all until healed]; permanent -1 Atk (if primary else secondary); -4 Str [all until healed]; permanent -1 Atk & +1
-1 Def), -0/75 Str Speed (or -1 Def) and -1/00 Str
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed;
& +1 Speed (if primary side) or -3 Def (if secondary); -3 Str [all tear; -3 Atk & +1 Speed (if primary side) or -3 Def (if ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if Arm Mangled and Useless
until healed] secondary); -3 Str [all until healed]; permanent -1 Atk (if secondary); -4 Str [all until healed]; permanent -1 Atk & +1
primary else -1 Def), -0/75 Str Speed (or -1 Def) and -1/00 Str
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Elbow &
& +1 Speed (if primary side) or -3 Def (if secondary); -1 Str [all primary side) or -3 Def (if secondary); -2 Str [all until healed]; ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if below Mangled and Useless
until healed] permanent -1 Atk (if primary else -1 Def) secondary); -2 Str [all until healed]; permanent -1 Atk & +1
Speed (or -1 Def)
2 extra damage dice; count reset; held items dropped, -2 Atk 2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle tear; - 4 extra damage dice; automatically ToPed; Elbow &
& +1 Speed (if primary side) or -2 Def (if secondary); -1 Str [all & +1 Speed (if primary side) or -3 Def (if secondary); 3 Atk & +1 Speed (if primary side) or -3 Def (if secondary); below Mangled and Useless
until healed] -1 Str [all until healed] -2 Str [all until healed]; permanent -1 Atk & +1 Speed
(or -1 Def)
2 extra damage dice; count reset; held items dropped -2 Atk 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Mangled
(if primary side); primary side); -1 Str [all until healed]; permanent -1 Atk ligaments; -4 Atk & +1 Speed (if primary side); -1 Str [all until and Hand Useless
healed]; permanent -1 Atk
2 extra damage dice; count reset; held items dropped -2 Atk 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Mangled
(if primary side); primary side); -1 Str [all until healed]; permanent -1 Atk ligaments; -4 Atk & +1 Speed (if primary side); -1 Str [all until and Hand Useless
healed]; permanent -1 Atk
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; [muscle tear; -4 Atk & +2 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Mangled
& +1 Speed (if primary side); permanent -1 Atk (if primary) primary side); -1 Str [all until healed]; permanent -1 Atk & ligaments; -5 Atk & +3 Speed (if primary side); -1 Str [all until and Hand Useless
+1 Speed (if primary) healed]; permanent -2 Atk & +2 Speed (if primary)
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; [muscle tear; -4 Atk & +2 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Mangled
& +1 Speed (if primary side); permanent -1 Atk (if primary) primary side); -1 Str [all until healed]; permanent -1 Atk & ligaments; -5 Atk & +3 Speed (if primary side); -1 Str [all until and Hand Useless
+1 Speed (if primary) healed]; permanent -2 Atk & +2 Speed (if primary)
2 extra damage dice; count reset; held items dropped; -2 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Mangled
Atk primary side); permanent -1 Atk (if primary) ligaments; -4 Atk & +2 Speed (if primary side); [all until and Hand Useless
healed]; permanent -1 Atk & +1 Speed (if primary)
2 extra damage dice; count reset; held items dropped; -2 3 extra damage dice; [muscle tear; -3 Atk & +1 Speed (if 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed; Mangled
Atk primary side); permanent -1 Atk (if primary) ligaments; -4 Atk & +2 Speed (if primary side); [all until and Hand Useless
healed]; permanent -1 Atk & +1 Speed (if primary)
61
Table 2.14c: Piercing Weapon
Roll Location 1-10 11-15 16-20 21-25
6,077–6,220 Finger(s) no additional effect no additional effect 1 extra damage die 2 extra damage dice; count reset; held items dropped if ToP
check failed
6,221–7,180 Shoulder, side no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped -2 Atk
dropped & +1 Speed (if primary side) or -2 Def (if secondary);
-3 Str [all until healed]
7,181–9,100 Shoulder, top no additional effect 1 extra damage die 2 extra damage dice; count reset; held items 2 extra damage dice; count reset; held items dropped -2 Atk
2: Combat
9,101–9,121 Neck, front 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,122–9,142 Neck, back 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,143–9,373 Neck, side 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,374–9,653 Head, side 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,654–9,688 Head, back lower 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,689–9,768 Face, lower side 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed); permanent -1 Looks
dropped
9,769–9,788 Face, lower center 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed); permanent -1 Looks
dropped
9,789–9,823 Head, back upper 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
9,824–9,903 Face, upper side 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped; permanent -1 Looks penalties until wound healed); permanent -2 Looks
dropped
9,904–9,923 Face, upper center 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped; permanent -1 Looks penalties until wound healed); permanent -2 Looks
dropped
9,924–10,000 Head, top 2 extra damage dice; -1 Atk & 2 extra damage dice; -2 Atk & Def; count 3 extra damage dice; -3 Atk & Def; count 3 extra damage dice; automatically ToPed; (-5 Atk & Def
Def; count reset; held items reset; held items dropped reset; held items dropped penalties until wound healed)
dropped
62
results 6077-10,000
26-30 31-40 41-50 51+
2 extra damage dice; count reset; held items dropped 2 extra damage dice; count reset; held items dropped; -2 Atk 3 extra damage dice; [muscle tear; -2 Atk & +1 Speed 3 extra damage dice; Finger Mangled
(if primary side);
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle tear; 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed;
& +1 Speed (if primary side) or -3 Def (if secondary); -4 Str -3 Atk & +1 Speed (if primary side) or -3 Def (if secondary); ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if Arm Mangled and Useless
[all until healed]; permanent -1 Str -5 Str [all until healed]; permanent -1 Atk (if primary else secondary); -6 Str [all until healed]; permanent -1 Atk &
-1 Def), -1/50 Str +1 Speed (or -1 Def) and -2/00 Str
2 extra damage dice; count reset; held items dropped -3 Atk 3 extra damage dice; automatically ToPed; [muscle tear; 4 extra damage dice; automatically ToPed; [torn 4 extra damage dice; automatically ToPed;
2: Combat
& +1 Speed (if primary side) or -3 Def (if secondary); -4 Str -3 Atk & +1 Speed (if primary side) or -3 Def (if secondary); ligaments; -5 Atk & +2 Speed (if primary side) or -4 Def (if Arm Mangled and Useless
[all until healed]; permanent -1 Str -5 Str [all until healed]; permanent -1 Atk (if primary else secondary); -6 Str [all until healed]; permanent -1 Atk &
-1 Def), -1/50 Str +1 Speed (or -1 Def) and -2/00 Str
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed); permanent -2 Looks
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed); permanent -2 Looks
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed); permanent -3 Looks
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed); permanent -4 Looks
4 extra damage dice; automatically ToPed; (-8 Atk & Def Target killed instantly Target killed instantly Target killed instantly
penalties until wound healed)
63
The Adventure
T
his section focuses on providing guidance in The balance of this chapter is devoted to topics that
handling issues that frequently occur in the may see occasional use in your campaign but are of
context of an active adventure. They are not sufficient consequence or complexity that firm rules are
directly related to combat though they may precede, warranted for proper adjudication. For example, the
impact or result from said. rules on sleeping (and crucially, awakening) may spell
Encounter reactions are extremely useful for ‘town’ the difference between life and death for characters
adventures as the results provide an easy yardstick to ambushed in the middle of the night whilst on an
subsequently gauge the tone of the interaction. In extended outdoor trek. Conversely, the very same
tandem with the NPC rules (Chapter 9), it is possible mechanic may be exploited by a party scout who has
to handle many urban encounters with a few die rolls. the good fortune to encounter a nocturnal enemy fast
Obviously improvisational skill goes a long way in asleep during a dungeon crawl.
bringing NPCs to life and is a real-life talent worth Drowning is a persistent threat, not only for
developing. Assuming your players are not of the “kill characters so foolish as to forgo this vital survival skill
first, ask questions later” variety, this mechanic may also but also for those choosing to envelop themselves in a
be employed for monsters the PCs may opt to shell of weighty iron. Water hazards may seem
parley with. mundane but they can be a formidable challenge. You
An important take away with all social interactions is are highly encouraged to situate them to your monsters’
to be true to the NPCs personality. Surely not all NPCs advantage – especially after you tire of platemail clad
are double-dealing chiselers looking to pull one over on dwarven fighters effortlessly hewing their way through
the PCs. While it may be entertaining to employ your supposedly formidable creatures.
sympathy characters that worm their way into the PCs’ Fire, of both the normal and supernatural variety, is
good graces only to betray them, be very cautious when an awesome weapon likely to be liberally used by your
employing this tactic. In doing so, particularly if the players. Certainly every mage is desirous of learning as
PCs have exercised due diligence, you are teaching them many of the wide variety of fiery evocations as possible.
that NPCs are never to be trusted. This singular What often does not permeate their power-crazed
opportunity to get in a passive-aggressive cheap shot minds is collateral damage (excepting the constant
will resonate throughout your campaign. Future refrain of, “Did it set him on fire?). Most domiciles,
role-play will be tainted as the players grow distrustful human or otherwise, have a tendency to contain
of all NPCs, viewing them (perhaps rightly) as sleeper flammable materials – clothing, straw mattresses,
agents waiting for them to let down their guard. furniture, and possibly the very structure itself. When
Devolving to such a state of affairs is bad for your game exposed to swaths of flames they often ignite… and
– something the esteemed B.A. Felton can personally billow forth asphyxiating smoke. Read on to learn the
attest to. full implications of this.
64
Encounter reactions Adjustments: 2 Charisma modifier (positive or
negative) rounded down
It often happens during gameplay that player
characters wish to interact with NPCs (and occasionally Charisma: Obviously personal charm can go a long
monsters) by talking to them. This is colloquially way towards ingratiating oneself with strangers. Note
known as “parleying”. however that being able to communicate with your new
besties is essential to exploit this advantage.
Given the broad range of skills available in
HackMaster, this parley is usually followed by a skill Adjustments: 2 Morale Modifier rounded down;
check representing the true reason the characters cannot be employed if characters cannot communicate
initiated contact – be it to gather information (Current Fame: People are naturally apt to be openly
Affairs, Glean Information, Interrogation), to sway welcoming (or at least favorably disposed) to
attitudes (Diplomacy, Intimidation, Oration, Art of celebrities. Perhaps it is presumed familiarity or the
Seduction, Salesmanship), or to enlist aid (Persuasion, desire to share in some small measure of the acclaimed
Recruiting). individual’s glory. Either way, fame opens doors.
As such, first impressions should not be the last word Adjustments: Local Personality +1, Minor Celebrity
3: The Adventure
in social interactions and cannot substitute for +2, Major Celebrity +3, Famous (or higher) +4
incompetency with people skills. One should not allow Caveat: The deference shown to renowned individuals
the results of a single parley roll to solely dictate the is predicated on said person behaving in respectful
terms of an encounter between the players and your manner. Poor treatment at the hands of a celebrity will
NPCs – particularly when a skill exists to cover the embitter the aggrieved party with the result that he
situation. Likewise, you should not allow a chance (and his friends) thereafter treat any bonuses as
encounter roll to trump pre-planned NPC actions. penalties. EPIC FAME:
That said, encounter reactions could be useful in Achieving this level
several ways. First, they serve to set the tone of a of fame makes the
particular encounter. This is useful in that it can aid you Skills/Proficiencies: character a polariz-
ing figure. Those of
in setting the difficulty level of any subsequent skill The following abilities will positively influence initial an opposite
checks. Second, they provide useful feedback to the social encounters. alignment or belief
will single him out
PCs. Seldom do social interactions escalate Culture/Etiquette: If the character possesses this as the living
immediately to violence. Sensing that one is unwelcome proficiency relevant for the culture in which the embodiment of
should provide an early warning that trouble could interaction is taking place, he knows to avoid faux pas everything they
erupt if they press the matter. Conversely, a friendly despise. As such, his
and can generally elicit a better reaction. This provides aggregate fame
reception should signal that coercive tactics are a +1 bonus on the Encounter Reactions Results table. modifier becomes a
unwarranted. -2 penalty to such
Roguish Influence: Rogues have a natural ability to people. Conversely,
The Encounter Reaction is determined by a ingratiate themselves with strangers thus can often those with some
competing d20p roll between yourself and the elicit a far friendlier welcome. This affords them a +1 commonality
parleying PC. Needless to say, there are many factors (beliefs, patriotism,
bonus on the Encounter Reactions Results table. Every etc) will see him as
that can modify this result. 5 levels hereafter (i.e. at 6th, 11th and 16th level), they an exemplary
gain an addition +1 bonus. symbol of that
which they hold
Base Modifiers (i.e. not situationally dependent) Note that this bonus supersedes the more complex dear. This grants an
mechanics discussed in the Player’s Handbook. additional
The following conditions are more or less permanent as +2 bonus.
they derive from the PC and should not change during a
game session. They apply to all situations. You could in NOTE: NPCs react
Situational Modifiers: to a PC holistically.
theory record each PC’s base reaction modif ier for handy Although we detail
The following modifiers may or may not come into
reference (or delegate that task to them). individual
play during an encounter. They exist to lend realism and contributing factors
Honor: Personal honor is a large contributor towards diversity to encounters giving you some broad stroke as a necessity of
initial impressions. Strangers are inclined to react well variables to adjudicate individual engagements. presenting rules, it
to those in great honor while being antagonistic to is the aggregate
Language: Humans and their ilk primarily modified value as
individuals with low honor.
communicate via the spoken word. An inability to do so well as an element
Adjustments: Legendary +5, Great +2, Average 0, is a very significant impediment to social discourse. of chance that the
stranger is reacting
Low -3, Dishonorable -5, Notorious -8 People, rightly or wrongly, distrust people they cannot to. They do not and
Looks: Like it or not, physical attractiveness makes a communicate with and are apt to react negatively cannot disaggre-
towards them. Rudimentary proficiency can offset this gate the result to
huge contribution in so far as first impressions are determine, say, an
concerned. penalty somewhat but nonetheless marks the speaker individual’s Honor.
as a ‘foreigner’ who should be greeted with caution.
65
TIP: The No Accent
talent eliminates
the explicit reaction
Adjustments: Advanced or better 0; Average Conversely, merchants and shopkeepers will bend
penalties stemming -1, Novice -2 over backwards to accommodate customers’ bad
from poor language
Follow on problems: Little or no proficiency in a manners, idiosyncrasies or language difficulties in hopes
skills. It does not of making a sale.
counteract any region’s primary language severely impacts all social
penalties to social interaction skills. The effect is less pronounced for Adjustment: +5
skill use or the information gathering skills but highly deleterious
power to exert one’s
charisma as the un- when attempting to sway attitudes. In addition, poor Intoxication: In general, people who have a few
accented character language skills reduce or eliminate one’s ability to drinks in them are more prone to be gregarious.
still does not have employ the natural charm stemming from a high
the vocabulary or Adjustment: This affords a +1 bonus per intoxication
mellifluence to Charisma score. level.
properly exert these
skills or traits.
Table 3.1: Penalties for Poor Language Skills Corollary: Mean Drunks (q.v.) are dangerous to
Language Maximum Base Social Skill approach and react very negatively towards strangers
Mastery Modifier from Penalty (-2 per intoxication level).
Charisma
Religious Affiliation: Ardent (i.e. anointed) followers
3: The Adventure
Novice 0 -60
of a religion are inclined identify with and trust
Average +1 -30 co-religionists based on affiliation alone. Conversely,
Advanced +2 -10 those dedicated to a faith inimical to that openly
espoused by a stranger are apt to react poorly.
If a translator is employed, either explicitly via an
NPC or by an internal spokesman proficient in the Note that these adjustments apply to anointed
language, that person’s social skills will dictate the followers only and necessitate either pretentious display
course of events. A suave Rogue relegated to using a of affiliation (such as wearing clerical vestments) or
translator will be hard pressed to exert his engaging blatant interjection of dogma into the conversation.
influence. Adjustment: Co-religionist: +2, Confederate Faith:
+1, Adversarial Faith: -5
Racial Preferences: Bigotry is a fact of life in a world Acquaintances/Name Dropping: Having someone
NOTE: These racial wherein multiple species of sapient life compete for that the stranger knows vouch for you (either expressly
preferences closely survival. Deferring to the political niceties of a or implicitly) can be very useful in establishing trust.
emulate but do not
in every case
multicultural elite and creating a campaign world in This should provide a +1 to +6 bonus to initial
precisely match the which elves, dwarves and half-orcs are best buddies is reactions depending on the status and relationship of
default -20%/-40% simply an overreaction to real world intraspecies the reference. Obviously this must be a judgment call
reaction roll penalty prejudice. We Homo Sapiens were not always the sole
given in the Player’s on your part with ‘bearing a token from a trusted ally or
Handbook for Half- sapient race inhabiting the real world and our superior’ the most influential.
Hobgoblins and extermination of competing Neanderthal and
Half-Orcs. The Social Class: Society within the Kingdoms of Kalamar
Denisovan species bears testament to
values here is hierarchical and deference is generally accorded to
incorporate the interspecies rivalry.
social betters. It is considered impudent for
Racial Preference Initial reaction to strangers is strongly influenced by
Table (PHB p. 37),
commoners to initiate social contact with those of the
which is a finer racial preferences (see Racial Preferences Table on p. 37 upper classes.
gauge of of the Player’s Handbook). Simply put, strangers are
attitudes. The Table 3.2: Class Based Reaction Adjustments
more likely to trust individuals of a race that their
mechanic Lower Middle Upper
presented here cultural norms have accepted as ‘safe’ and will be very
supersedes any wary of those they hate or fear. Lower 0 -4 -8
inconsistencies.
Adjustment: Prefer: +2, Like: +1, Tolerate: +0, Middle +2 0 -4
Dislike: -4, Hate: -8, Fear -10 Upper +6 +3 0
When dealing with races not included in this table,
the default value is hate. E NCOUNTER R ESULTS
-18 or worse: Strangers refuse to have anything to do
Cautious Strangers: Certain individuals, by virtue of with the character, both preparing for battle (drawing
their profession, are inclined to react negatively or at weapons, unslinging shields, etc.) and advancing
least cautiously to strangers. Soldiers and guards typify menacingly to drive him off or fleeing (Tenacity
such types. Their job is to be suspicious and on the dependent). Authority figures (guards, constables)
lookout for trouble. will attempt to apprehend the individual and mount
Adjustment: -2 vigorous assault if resistance is offered. Those jailed
will be subject to intense interrogation to determine
their intent and threat to the community.
66
Social Modifiers: The subjects of social skills receive a Note: Salesmanship skills utilized by merchants are
+80 bonus to their opposed die roll. not subject to modification.
-13 to -17: Strangers refuse to have anything to do
with the individual, preparing for battle (drawing
weapons, unslinging shields, etc.) or fleeing
Feats of Strength
(Tenacity dependent). Authority figures (guards, A Feat of Strength check is a handy yardstick with NOTE: A Feat of
constables) will stop, frisk and interrogate the person which to instantly gauge whether or not a PC can Strength check is an
confiscating any contraband (this may include perform some task requiring the application of opposed roll with
the GM employing
weapons and large sums of money depending on local brute force. a d20+modifier vs.
regulations). Resistance incurs their wrath (see -18 or In situations where you already know (or can readily the PC’s d20+Feat
worse above). of Strength
guestimate) the approximate weight of an object, it is modifier.
Social Modifiers: The subjects of social skills receive a probably better to simply use the Lift or Drag
+40 bonus to their opposed die roll. limitations listed under the Strength attribute. When
-8 to -12: Strangers verbally abuse PCs. If forcibly it comes right down to it, a majority of feats of strength
confronted, strangers are subject to a morale check to come down to lifting or dragging an object.
3: The Adventure
stand their ground and confront the PCs (else they However, there are situations where friction or tensile
scatter). strength pose the challenge and not mass. While force
Social Modifiers: The subjects of social skills receive a could be computed, the math is very complex and
+20 bonus to their opposed die roll. rationally out of the realm of an RPG. Similarly, there
may be common situations where the mass of an object
-3 to -7: Strangers offer a single rude or
discourteous comment before carrying on with Table 3.3: Feat of Strength Checks
whatever they were engaged in before being Modifier Condition
interrupted. act as rope anchor for smaller creature
-8
Social Modifiers: The subjects of social skills receive a descending rope
+10 bonus to their opposed die roll. “fireman carry” a size S creature (with active
-6
assistance from victim)
-2 to +2: Stranger politely excuses himself from the act as rope anchor for smaller creature
interaction claiming some pressing task, appointment -6
ascending rope
or other responsibility. -4 dead lift a size S creature
Social Modifiers: The subjects of social skills receive Act as rope anchor for comparably sized
-4
no bonus (or penalty) to their opposed die roll. creature descending rope
“fireman carry” a size M creature (with active
+3 to +7: Stranger patiently listens to PCs and is -2
assistance from victim)
inclined to be helpful.
act as rope anchor for comparably sized
-2
Social Modifiers: PCs receive a bonus of +5 to their creature ascending rope
opposed die roll when employing social skills. lifting one’s body mass from a dead hang
0
(situation could include pulling oneself up to a ledge)
+8 to +12: Stranger courteously listens to PCs and
proactively offers guidance or help in response to 0 dead lift a size M creature
queries. pull a size M creature up from below (i.e. lifting
0
someone out of a 10’ pit)
Social Modifiers: PCs receive a bonus of +10 to their +5 roll a boulder no taller than one’s self
opposed die roll when employing social skills. +7 opening a heavy stuck door*
+13 to +17: Stranger becomes a friendly casual +8 toppling a large statue or similar object
acquaintance, remembers PC’s name, and will +12 breaking the wooden handle of a weapon
thereafter wave hello or engage in chit-chat +14 Forcing open a heavy, solid locked door
whenever their paths cross. +15 breaking a staff in two
Social Modifiers: PCs receive a bonus of +20 to their +16 roll a really big boulder
opposed die roll when employing social skills. +18 Forcing open a barred door
+18 or greater: Strangers admire the PCs (and +19 bending the bars of an iron gate/portcullis
develop an infatuation if so inclined). They will go +19 lifting a gate
out of their way to become their friends and greatly +20 holding a sliding wall in place
desire to be in their company. +21 ripping manacles out of a wall
Social Modifiers: PCs receive a bonus of +40 to their *The presumption is that dungeon doors are comparable to a solid hardwood entry
opposed die roll when employing social skills. door and the one in question has swelled due to many years or decades of
exposure to a damp underground climate)
67
isn’t readily apparent and a simple Feat of Strength may and likely will be incapable of drawing a map (not
move play along quicker than Googling would. meeting the qualifications for cartography)! They
This then is a handy chart of common Feat of certainly cannot reveal any ‘metagame’ information such
TIP: Torture will
transform the Strength check values: as the levels of their commanders.
subject into an False but plausible results indicate that the subject is
implacable enemy
of the torturer
lying so as to end the torture or interrogation session
should he survive
Torture (i.e. “...Dantooine. They're on Dantooine.”). False but
and escape. Those
HackMaster has a mechanism built into the combat implausible and false but outrageous results during
subject to interrogation indicate that the subject is so unimpressed
interrogation are system that facilitates capturing of prisoners (i.e. the
more likely to let Trauma save and subsequent incapacitation upon or confident as to mock the interrogator. Failure by a
bygones be failure). Unlike most other systems, the PCs do not greater amount garners no information at all. Note that
bygones. unless a torturer rolls a critical failure or the victim a
have to proactively employ a kludgy alternative combat
technique to subdue, knock out or incapacitate their critical success, failure does not prompt backsass from
opponents. Normal melee combat will often provide the the victim. Rather, it is indicative that the victim is too
opportunity to take prisoners as a matter of course. groggy or disoriented to coherently reply.
3: The Adventure
This far more realistic outcome may prompt you – Modifiers: Obviously circumstances can be
willingly or not - to consider aspects of play that rarely manipulated to gain leverage over the subject. These are
occur when the outcome of most if not all battles is the highly subjective though and demand some measure of
death or flight of all adversaries. Coup de grace will input from an on-site adjudicator (i.e. the GM) as only
certainly come into play but its universal application is you can adequately gauge the degree to which they may
not assured. apply given the particular individual being questioned.
Your PCs, depending on their alignment, may opt to That said, the following are mitigating circumstances:
either interrogate or torture their prisoners in order to Subject is imprisoned or confined in a manner such
gain information as to their strengths, defenses or plans. that escape seems hopeless: +5% to +15%
The mechanics for both of these approaches are more Subject witnessed butchering or maiming of
alike than different. Each involves a contested skill associates or comrades clearly demonstrating intent of
check (vs. Resist Persuasion). However, given the large inquisitors to kill uncooperative subjects: +10% to +35%
variance inherent in a competing d100 roll, it may come Subject threatened with pain, suffering or death of a
to pass that even a skilled Interrogator or Torturer may loved one if obstinacy continues: +15% to +50%
fail to break his subject.
Subject is fighting for a cause (religious zealot, clan
Success or Failure: Competing rolls must always be loyalty): -10% to -50%
done in secret. Success indicates that the victim reveals
what information he knows. This requires a judgment
call on your part specific to the scenario you are For torture to be effective, physical pain must be
running. Flunkies are unlikely to know every single applied. This corresponds with inflicting injuries on the
TIP: Obviously aspect of the lair, where the leader’s treasure is hidden victim. One aspect of achieving greater skill as a
torture & interroga- torturer is that the pain can be more skillfully applied
tion are wholly
ineffective if Table 3.4: Torture/Interrogation Results with less resultant collateral damage. An unskilled
one cannot Difference Torture Interrogation torturer will invariably beat his victim to death after a
communicate with between rolls few sessions while a master can keep his subject alive
the subject.
>50% Spills guts Spills guts for possibly weeks.
>25% Provides 50% of remaining Provides 50% of remaining Table 3.5: Torture Damage
relevant knowledge relevant knowledge
Skill mastery damage resulting from torture session
success < 25% Provides 25% of remaining Provides 25% of remaining
knowledge plus something relevant knowledge Novice 2d4p
false but plausible Average d6p
Failure < 10% Reveals false but plausible Reveals false but plausible Advanced d4p
information information Expert d3p
Failure < 25% Reveals false but plausible Refuses to speak or reveals
Master 1
information false and implausible
information
Upon a torture skill check, damage must be rolled. If,
Failure > 25% Passes out or Refuses to speak or reveals and only if, the victim survives should potential success
incoherent outrageously false
information
be determined.
68
Torturing a subject a second time in a day will always Table 3.6: Weariness States NOTE: Weariness
prove ineffective in extracting information. However, states are not
Status Condition cumulative. That is,
the added stress may simply kill the subject. Should a
Rested Normal state a character at a
second attempt be made, the victim must make a CON certain Weariness
check (d20 vs. CON) or die. Subtract 2 from the d20 Tired Fatigue Factor increases by a +1 penalty Status is subject to
roll for every skill mastery level the torturer possesses Fatigue Factor increases by a +2 penalty, the penalties listed
Weary subject must check Fatigue even in first for that state, not an
beyond novice to reflect their greater level of precision aggregation of
battle of the day
and control. current and previous
Fatigue Factor increases by a +3 penalty, modifiers.
Repeated Sessions: If faced with failure or subject must check Fatigue even in first
intransigence – or perhaps to verify suspect revelations Beat
battle of the day. All ability scores drop by 1
– repeated torture can be employed on subsequent days. point. All skill checks are at a -5% penalty.
Note however that this will necessitate a greater time Subject has trouble performing complex
investment. Two hours is required on the second day tasks. Fatigue Factor increases by a +4
and an additional hour every day thereafter (until 6 is penalty, subject must check Fatigue even in
Dog-Tired
reached). Provided the victim still lives, this can go on first battle of the day. All ability scores drop
3: The Adventure
for some time. by 2 points. All skill checks are at a -10%
penalty.
Interrogation: This technique employs
psychological techniques to trick or coerce a subject into Subject has great difficulty performing tasks.
revealing information. It does not rely upon Fatigue Factor increases by a +6 penalty,
subject must check Fatigue even in first
inflicting pain. Exhausted
battle of the day.. All ability scores drop by
This technique has a few advantages compared to the greater of 25% or 3. All skill checks are at
torture. First, it does not typically generate false a -25% penalty.
positives. Second, it may be employed by anyone (even Subject can hardly do more than walk in a
Caregivers). Third, it does not run the risk of killing the trance-like state. Character is despondent
subject. Incarcerated subjects may be subject to and exhibits the thousand-yard stare.
interrogation for years. Fatigue Factor increases by a +8 penalty,
Depleted
subject must check Fatigue even in first
Given these differences, it may be far more palatable battle of the day. All ability scores drop by
for players to employ. the greater of 50% or 6. All skill checks are at
Of course, should interrogation fail, torture can be a -50% penalty.
used as a back-up plan. *If any ability score drops to zero, the character passes out
from exhaustion for 4 hours.
69
“Three fatigue Check” results have occurred, have the Stat down 75% of normal*
PC roll six d20-4 to find the effects. Wounded to under 25% of hit points
Weariness Triggering Events *Impaired (temporarily below normal) stats can
(occuring in last 24 hours) result from critical injuries, undead drain, poison,
One Fatigue Check disease, etc.
Spent a significant portion of time in combat Example: Your players have just routed an orc lair
(or in close proximity) slaying about half of the inhabitants and compelling the
others to flee after failing morale. The players are
Under a lot of mental stress
contemplating skimping on sleep (getting only 4 hours) so
Failed to sleep for at least 6 hours total that they can keep watch in pairs so as to mitigate any
Failed to rest for at least 8 hours total advantage the orcs might gain when they “unquestionably”
return to do battle after regrouping.
q rations
You’ve decided that it’s more in character for the lazy orcs
Inadequate hydration (32 to 64 ounces)
to grab a full night’s sleep before returning to evict the
Exposed to harsh sunlight/glare
3: The Adventure
70
NOTE: Should you
Dozing off on Watch need to employ the
Table 3.8: Situations to Check for Awakening
Awakening from
As a GM you will be confronted, quite often, actually, Modifier Condition Sleep rules with
with both NPCs (especially lazy monsters, like orcs and respect to a
-8 Noise, Soft (twig breaking) monster, you may
goblins) and PCs pulling guard duty in the wee hours. Noise, Medium (speaking in normal tone, distant assume – for
These are the rules for falling asleep on duty. 0 purposes of a Wis-
thunderclap)
dom check - that it
The basic chance for a character to doze off is a +4 Noise, Loud (combat, shouting, thunderclap) has a numerical
competing Wisdom check (d20p + Wis) against a -8 Light, Dim (candle 10 feet away)
Wisdom score
straight d20p+4. Once a character dozes off, if equivalent to its
-2 Light, Medium (torch 10 feet away, dawn) Intelligence as
undisturbed for at least 10 minutes, make a second listed in the
check against a d20p+8, failure indicating the character +2 Light, Bright (sunlight) Hacklopedia. Thus
has fallen into a slumber. If undisturbed for at least 10 -8 Touch, none an Obtuse monster
has a Wisdom be-
minutes more, make a third check against a d20p+12, -4 Touch, Soft (caress) tween 4 & 7 (d4+3).
failure indicating the character has fallen into a deep +2 Touch, Medium (jostled, gently pushed)
sleep. Apply all applicable modifiers from Table 3.7,
Touch, Heavy (vigorous shake, kick, heavy weight
below. Note, standing characters will fall, allowing +8
3: The Adventure
pressing, wetness, lifted)
another save. Sitting characters may fall, but only after
-8 Aroma, Mild (mild flowers, grass)
slumbering unless sitting precariously to begin with.
-2 Aroma, Medium (favorite food cooking)
Table 3.7: Falling Asleep Modifiers to Opposed Wis Check
+2 Aroma, Strong (fresh fecal material)
Modifier Condition
+1 Tired the awakening mechanism occurred (failed Sneaking
+2 Weary roll, thunder, shout, etc). A zero or lower result means
+4 Beat that the character awoke instantly and a negative result
+6 Dog-Tired further modifies the d4p seconds required to come to
+8 Exhausted and act after awakening (once a character wakes, he
+10 Depleted requires d4p seconds to react). Frequency of checking to
+6 No sleep per day before awaken is every second that a trigger exists. For
-4 Slept 4+ hours immediately prior example, a single thunderclap would afford but one roll to
-6 Less Sleep Talent move from deep sleep to slumber, whilst a continuous din
+2 Slept 1-22 hours immediately prior such as battle or an ally raising the alarm over and over
add’ln save Character falls over would allow a new check every second.
-6 Conversing with another character in normal voice Forced Awakening: Sleepers require 2d4p seconds to
-2 Conversing with another character in hushed tones wake up when an alarm is shouted. If jostled, shaken,
-4 Pacing about slapped or injured, this time is reduced to d4p seconds. NOTE: A Coup de
-2 Standing Grace qualifies as
A coup de grace on a sleeping opponent requires an Medium Touch and
+4 Laying down additional d12p if the executioner wants to avoid once awake
and acting, the
Awaking from sleep waking the victim during the process. Recall that a character avoids the
typical coup de grace involves an awake but helpless foe automatic Coup.
There are a myriad of ways for a character to awaken that is already raising a racket. A low d12p roll
from sleep, a cup of cold water tossed in the face, the indicates that the victim is laying on his back, mouth
smell of bacon cooking, a punch in the eye, a loud noise, and throat exposed. A high roll means the victim is
jostling, bright light, warm urine and so-on. In any case, situated in an unhelpful position (arm covering neck,
all involve a sensory detection, either sight, sound, touch on side and facing away, etc.) and the murderer must
or smell. When any sensory information assails a spend extra time carefully maneuvering into an effective
character in such a way that you feel there is a chance position.
for the character to notice, you can make a check (or
request a PC to if you prefer, but do not give anything Example: Let’s consider the common situation where the
away!) for the character to either waken or remain party thief, a sly halfling known as Mack the Knife, wants
asleep (at the character’s option – they may be trying to to eliminate a couple of lazy gnole sentries while they sleep.
sleep through a storm or the incessant bickering of the Mack first Sneaks (32%) up on the snoring Gnoles. It’s
fools on watch). Again, this is a wisdom check, run the a competing check versus the Gnoles Listening (40%), with
same way as the chance to fall asleep, but in reverse – an easy (+80) bonus since they are in deep sleep. Sadly,
with only one check necessitated against a d20p+4. Mack rolls a 04 (4+32+80=116) versus one Gnole that rolls
Awakening: Characters awaken in d12p seconds a 96 (96+40=136) and the other with a 67 (67+40=107).
minus the amount they succeeded in making their The first Gnole can make a check to see if he moves from
Wisdom check to awaken. Add this to the count that deep sleep to a slumber. Since Mack barely (<10%) missed
71
his roll, the GM rules that the noise was a small one, so the second day of poor sleep - whether it be the result of
NOTE: Getting a Gnole suffers a -8 penalty to his waking attempt for this sleeping in armor or camping out with nothing but a
restful night’s sleep condition. Other applicable modifiers are bright light (+2), wool blanket between you and the ground - results in
requires more than
no touch (-8) and strong aroma (+2). These are based on the equivalent of two failed weariness checks. A third
simply plopping
down on the the GM’s subjective interpretation of lighting conditions consecutive night means four failed weariness checks
ground or a stone (torchlight is bright for a Gnole) and the gnole’s keen sense and starting the day out “Dog-Tired”).
floor. A hard of smell. Thus the Gnole attempts a Wisdom check (d20 +3
surface, possibly
uneven or (Wisdom) -12 (conditions) vs. a straight d20p+4. The
interspersed with Gnole fails this roll. Dehydration
roots or stones, is
just not conducive Next Mack positions himself for a coup de grace against Dehydration poses a great threat to mercenaries
to sleep even when Gnole #2. The GM rolls d12p + 3 (normally it takes three traversing the wilderness. Unfortunately players are too
assuaged with a seconds for a thief to Coup de grace an enemy), he rolls a 7 frequently unaware of their true need for water and the
couple of wool
blankets. plus 3 for a total of 10. Rather than simply saying 10 grievous harm that rapidly besets those suffering from
seconds transpire, our good GM describes how the Gnole is dehydration. Most players are complacent and think
laying curled up and has an arm over his snout. He ticks off that a 2 quart waterskin is sufficient to satisfy their
3: The Adventure
a few seconds at a time, while Mack sweats out his needs. This is hardly the case.
positioning and describes his actions. The GM rules the Fortunately, all PCs possess a basic familiarity with
positioning counts as a light touch as well as some moderate fieldcraft (the Survival skill is universal). It is presumed
noise. The second Gnole now rolls a d20p +3 (Wis) + 0 that individuals wishing to become explorers either
(noise) +2 torchlight (bright for a Gnole) +2 for a strong gained these skills via their background or were taught
aroma (strong sense of smell) and +2 for a medium touch elementary survival skills during the process through
nets a d20p+9 vs a d20p + 4. The first Gnole also rolls a which they became 1st level characters. Even at novice
PCs opting to sleep
in situ must have a chance to wake, but only at a d20p-1 since he was not mastery, PCs will know that they need to drink
semblance of a bed touched. Sadly, the Gnoles failed and Gnole #2 was sufficient water to avoid the detrimental effects of
in order to avoid dispatched.
fatigue. The dehydration. As such, you should inform your players
penalties for a night Now Mack goes after Gnole #1. His d12p +3 for the coup that you will be enforcing these rules during their
or two of poor rest de grace yields only a 6. The first Gnole now rolls a d20p overland journeys and let them know their minimal
are not crippling,
but explorers on an +3 (Wis) + 0 (noise) +2 torchlight (bright for a Gnole) +2 requirements to avoid penalties.
extended trek will for a strong aroma (strong sense of smell) and +2 for a A physically active adventurer needs to drink five
literally tire of their medium touch nets a d20p+9 vs a d20p + 4. This time he
miserable quarts of water a day*. Traipsing around all day
accommodations. succeeds by rolling a 14+9=23 versus Mack’s 12+4= 16. The carrying 40+ pounds of gear potentially interspersed
Gnole begins to waken in d12p-3 seconds! Sadly, the GM with intermittent periods of vigorous physical activity
A bedroll will suffice now rolls a 9, for a net of 6…the Gnole wakes fully just as
in most instances to (e.g. melee) is hard, sweaty work.
provide adequate
Mack finishes his coup de grace. He can now sneak back to
*resting characters (i.e those engaged in exclusively
support to facilitate the party, an unscathed hero.
a good night’s sedentary activities) may drink as little as 2 quarts per day
sleep. Alternatively,
characters may
Adequate Rest
gather ersatz Characters and humanoid monsters require 8 There are three states of dehydration: mild, moderate
bedding (straw, dry and severe (the latter life threatening).
leaves) to form a
effective hours of rest (6 of which must be sleep) to
nest of sorts. begin the day Rested (excepting characters with the Mild dehydration sets in the day subsequent to one
Less Sleep talent). Less than that and the character will in which the character did not sufficiently hydrate**.
If the ground is wet
– an endemic
be subject to increased chances of fatigue as indicated Symptoms are noticeable and include thirst, headache
property of certain on the tables, above. and dizziness. Mildly dehydrated PCs suffer the
terrain – this will following effects:
not suffice. A
Deduct one hour of sleep and rest from characters
hammock will raise that are taking their respite in poor environmental -1 penalty to Attack, Defense, Damage & Mental
the sleeper off the conditions (too cold, warm, wet, noisy, light). Feel free Saving Throws and a
ground provided, of
to compound these as seems appropriate. Further, those +3 penalty to their Fatigue Factor
course, that anchor
points exist. insisting on sleeping in armor (save robes or padded)
suffer one less hour of rest while in light armor, two in overland movement penalized by 25%
Inclement weather medium and 3 in heavy. Characters that actually take Recovery from mild dehydration involves merely
(i.e. rain)
is disruptive to their rest in poor conditions, do doze off fitfully, but replacing lost fluids by intermittently drinking
sleep and will suffer the equivalent of one failed fatigue check the next sufficient extra water to make up the previous day’s
ensure a poor day, all day (e.g. they begin the day already “Tired”). deficit. If this is done, all penalties are removed on the
night’s rest unless
the characters can These penalties increase geometrically for each next day.
find shelter or have additional day spent with such inadequate rest (e.g. a
a tent to pitch.
72
** This is an all-or-nothing requirement. Either the PC Recovery from severe dehydration requires nursing
drank 5 quarts of water or he didn’t (assuming he was (i.e. the patient’s recovery is supervised by an individual
active else the 2 quart rule applies). with some mastery in First Aid) else all times are
Moderate Dehydration: If the character continues to doubled. In addition, rest is mandatory for any recovery.
inadequately hydrate, he will develop moderate Every full day of rest restores 1 penalty point to
dehydration on the second day. Symptoms are similar Attack, Defense and damage and 2 points to his Fa-
to, but more intense than, mild dehydration. tigue factor per day until they reach pre-dehydration
Moderately dehydrated PCs suffer the following values.
effects: Note that cure wound spells will not relieve
dehydration.
-3 penalty to Attack, Defense, Damage & Mental
Saving Throws and
Starvation
a +6 penalty to their Fatigue Factor
Starvation presents a far less immediate threat to
they may not sprint
3: The Adventure
survival than dehydration. Edible foodstuffs are usually
overland movement rate is reduced by 50%. readily available to explorers in a pinch although they
may present challenges of their own (nasty sharp claws
Recovery from moderate dehydration involves not and teeth). Rudimentary proficiency in
only replacing lost fluids by intermittently drinking Cooking/Baking is sufficient to transform anything
sufficient extra water to completely make up the from a rat to an owlbeast into an adequate if not
previous days' deficit, but also a full day's rest, as the entirely satisfying meal.
body has endured significant stress. Once this is done, That being said, it is entirely possible for players to
all penalties vanish the next day. If, however, the wind up in a predicament wherein they are short of
character does not (or cannot) rest yet drinks enough food. In such a case it is necessary to enforce the
water to cover the deficit, he still recovers, albeit more starvation rules.
slowly. In this case, one penalty point is lost from Characters completely deprived of food suffer the
Attack, Defense and Damage, and two from Fatigue for following effects:
each subsequent day he attains sufficient hydration.
Days 1-3: PCs lose 1 point of Strength per day
Day 4+: biological starvation adaptation kicks in,
PCs lose 0/40 points of Strength per day from this
Severe Dehydration:If a moderately dehydrated PC point forward
continues to go without sufficient water, the character
becomes severely dehydrated. This condition is both
debilitating and life threatening. This Strength loss is situationally dependent and can
be restored by resuming eating. Returning to an
unrestricted calorie diet restores Strength at a rate of 1
Severely dehydrated PCs suffer: point per day.
-5 penalty to Attack, Defense, Damage & Mental Should a PC’s Strength score reach 0/00, he dies
Saving Throws from starvation.
+10 penalty to their Fatigue Factor Those playing races with a penalty to Strength may
may not sprint or run, strategic (i.e. overland) balk at these rules but one must recognize that there is
movement is reduced by 75% a reason why halflings are notorious for overeating.
chance of spell mishaps increases by 25% They simply are more susceptible to starvation and the
(i.e. add +5 to Table 4.3: Spell Failure Checks) habit of second breakfasts is simply a cultural
adaptation to this weakness. Pixie-faeries are akin to
hummingbirds and are even less tolerant of food
Beginning on the 4th day, the character must perform deprivation!
a Trauma check every 12 hours. Failure indicates he Overweight/Obese exemption: From day 4 forward
collapses and dies. Those fortunate enough to succeed on, overweight characters only lose 0/32 points of
at this check still lose 1 point of Constitution Strength per day while obese characters lose 0/24.
permanently. These flaws are not universally detrimental.
Once this state is reached, drinking sufficient water Gluttons: The -2 Strength penalty is assessed on top
will alleviate the chance of death but does not mitigate of normal penalties beginning on day 1. Although this
any other existing penalties. penalty is largely psychosomatic, it is nonetheless real to
73
characters with this flaw. Should this lead to their Non-swimmer d20+6
premature death, it is a reflection that they simply gave Novice Swimmer d20-2
up the will to live earlier than they might have Average Swimmer d20-4
otherwise had they not been a glutton. For every second a character is drowning, he loses 5
Partial Rations: PCs aware of the fact that they may fractional points of Constitution (i.e. after 20 seconds
be facing starvation can preemptively attempt to stretch he would have lost 1 full point of constitution). In
their rations by curtailing their food intake to half or addition, he sustains a d3p wound every full 10 seconds
quarter rations. This is easily handled by modifying so affected. Once his CON or hit point total reaches 0,
penalties by the requisite ration (i.e half rations result in he has perished.
0/50 Strength penalties during the first 3 days and 0/20
Strength loss thereafter). Note that gluttons cannot
voluntarily abide by these restrictions and will undertake Extreme Temperatures
whatever means possible to consume extra calories!
Hot Weather
Stimulants (appetite suppressants): Taking stims will
reduce Strength loss by 0/10 by day. A character can Engaging in strenuous physical activity in elevated
temperatures can rapidly exhaust even the heartiest
3: The Adventure
3: The Adventure
Beyond these temperatures, characters will have to cold-related Permanent Disablement
don heavier clothing to protect themselves from the CON loss
frigid temperatures. This insulated outerwear may ≥4 points Loss of ability to use Sprint Movement rate
comprise quilted undergarments, gloves, scarf, woolen ≥6 points (above plus) Loss of ability to use Run Move-
stocking cap or ushanka, jacket, heavy boots (valenki), ment rate, permanent -1 Attack penalty
et cetera. The colder the temperature, the bulkier the ≥ 8 points (above plus) Movement rate permanently
outerwear becomes. Obviously, characters normally reduced 50%, Permanent -2 Attack, Defense
wearing bulky armor would purchase overgarments & Damage penalty
fitted to accommodate said equipment. Underdressed
Exposure: It may
The bulk associated with layers of overgarments will Frostbite: Characters exposed to cold for lengthy come to pass that a
have a detrimental effect on those wearing them as it is periods will begin to lose sensation in their extremities PC is stripped
rendering them sluggish and making it more difficult to naked or wearing
simply impossible to bob and weave to the same degree only the barest of
as one could sans this additional accouterment. handle tools effectively. For every full point of CON clothing (loincloth).
lost to exposure, assess a -1 penalty to Attack, Defense In this state of un-
Despite the layers of additional clothing, no dress he is far more
& Damage, +1 to speed, and a -10% penalty to skills
additional DR is gained via cold weather clothing as vulnerable to expo-
requiring tool use as well as Listening. sure. For this spe-
such gear is designed to insulate by trapping air rather
Should a character accumulate 4 points of CON loss cial circumstance,
than resisting the passage of a metal blade. exposure begins
due to exposure, he begins to suffer permanent losses when ambient
The listed level of protection ensures that an
per the following chart: temperatures drop
individual wearing said clothing can remain indefinitely below 60° F. Use the
in an area up to the clothing’s protection level Death: Characters that drop to 0/00 Constitution as exposure rules on
regardless of wind chill. Polar clothing represents the a result of exposure freeze to death. this page but shift
them up one step.
practical limit of wool & fur protective clothing. Recovery: The initial point of CON damage can be Thus the first inter-
GoreTex, Thinsulate, and other synthetic fibers do not recovered within 5 minutes by sitting in front of a val of exposure be-
exist. roaring fire. More serious CON damage (e.g. any CON gins at 59° F to 40° F
and penalties dou-
Frost Damage: Insulated clothing will protect the damage beyond 100 fractional points) necessitates rest ble every increment
wearer from cold damage delivered instantaneously by in a warm environment. If such rest is obtained, 1 full thereafter.
magical means. A PC wearing winter clothing deducts point of CON is restored per 24 hours. Note that
2 points of damage from any such attack while arctic permanent losses represent tissue necrosis and cannot
and polar clothing deducts 4 and 6 points respectively. be restored short of a Regenerate Wounds spell. There is
no need to assign specific flaws such as missing
Exposure: Not dressing warmly enough in cold
digits or ears as the penalties above are in themselves
weather puts characters at risk of suffering from
an adequate representation of the impairments suffered.
exposure. This comes into play whenever the ambient
temperature drops below 40°F (5° C).
As a baseline, PCs temporarily suffer a loss of 0/10 Setting Stuff on Fire
points of Constitution per hour they are exposed to
Setting fires is often the last desperate gamble of a
weather in the range of 39°F to 20°F (4°C to -7°C). For
weak opponent or the crazed notion of an enemy
every 20° increment chillier, the penalty is doubled.
otherwise stymied.
Thus a character would lose Con at a rate of 0/20 per
hour in 19°F to 0°F (-6°C to -17°C) temperatures, 0/40 Resorting to pyromania is not without risks and is
75
rarely a speedy process. Nonetheless, one frequently has Bows & crossbows
to be burned to learn a lesson, so some in depth Frame buildings
mechanics are necessary. Sound hardwood furniture
Softwood trees
Flammability: Seasoned firewood
This is a measure of how readily a material catches Hemp rope
fire and continues to burn of its own volition. There are This material requires d4p+2 minutes of continuous
four classes of flammability. exposure to ordinary fire to ‘catch’ and to continue to
burn of its own volition. FireFinger and Scorch spells are
insufficient to ignite these materials. A Fireball,
Class A: Material in this category can be readily set however, will immediately set these materials alight.
alight with a spark and thus makes excellent kindling. Inanimate objects in the Volume of Effect [VoE] of a
Fireball will begin burning immediately – those in
Torches possession of an individual will only do so if said
person fails his saving throw versus the spell.
3: The Adventure
76
not radiate an excessive quantity of heat. Stomping the d4p damage for each 10s he is in this situation.
flames out, dousing the items with water or pouring a Damage should be assessed at the 10s mark thus
sufficient quantity of liquid over the burning items will someone enduring 9s of flame is unharmed.
also do the trick, although it should be noted that Characters can cover a lot of ground in 10s so unless
stomping may break an item (at the GMs discretion.) the fire is simply enormous or they stop to do
Class C Items: something else, this should not pose an inordinate
Small sized items (i.e. small shield, small weapon, section hazard.
of rope): These items may be extinguished in 10+d6p
seconds. They are more difficult to extinguish than Smoke Inhalation
Class B items as they’ve been heated to a significantly
What will pose an inordinate hazard is smoke.
higher temperature in order to set them alight. Once
Avoiding being engulfed in fire is far easier than
ignited, these materials will be ruined within 3 minutes
avoiding the billowing smoke emanating from said fire.
unless extinguished.
Simply put – burning stuff in a poorly ventilated (or
Medium sized items (medium shield, M-L weapon, suit
unventilated) area is a recipe for disaster. Brick-a-brac,
of armor): These items may be extinguished in 15+d6p
3: The Adventure
clothing, furnishings and wooden supports tend to
seconds. Once ignited, these materials will be ruined
produce a great volume of smoke as they burn. If you’re
within 5 minutes unless extinguished.
in a building this is problematic – if you’re in a confined
Such items may be extinguished by carefully pouring area of tunnels far underground it could easily be fatal.
a half gallon of liquid over them, dousing them in a
How quickly will an area fill with smoke? For game
water source or smothering them in a large piece of
purposes, you’re going to have to make a judgment call.
cloth (blanket, cloak). Unfortunately, the target of a
Though it is possible to precisely model these effects,
fireball (or someone otherwise engulfed in flames) may
most of you don’t have access to a supercomputer and
find that all his ‘smothering material’ is also on fire. He NOTE: Setting
software appropriate to the lengthy task. Following are
may opt to smother the item with his own body but will animals or
some common scenarios to base your call off of: people on fire:
sustain a single burn wound the severity of which is 1
Flesh is extremely
hp for every 2s he does so. Room contents: You need to consider the room’s difficult to ignite.
contents and construction. A bare cave or dungeon Living organisms
Class D Items:
corridor has little or no readily inflammable objects and are extremely
Larger items than those mentioned need to be thus will not generate secondary smoke from ignition of resistant to burning,
doused in several gallons of water, immersed in water or after all the human
objects. Dead or incapacitated NPCs or monsters are body is q water.
covered in sand or dirt in order to be extinguished. The not an adequate fuel source to warrant considering Traditional
time required to do so is highly subjective so you, as smoke effects. Solid wooden doors, tapestries and cremation takes
GM, will have to make a judgment call. However, here hours. As such furry
wooden construction are all potential fuel sources and animals and people
are some common examples to base your judgments on. ignition of said would generate smoke. will suffer burn
Sturdy Wooden Door: 20 minutes to burn through; may damage, but will
Example – Small room filled with stuff: This is a not ignite.
be extinguished in 30s but requires a few buckets of typical “living quarters” setup. It may be an entire cottage or Although clothing,
water a dungeon room up to 500 square feet. Such rooms typically equipment and hair
may singe or burn,
Frame buildings (cottage): from point of ignition will are filled with clothing, bedding and light furniture – all of flesh and fur are not
be thoroughly engulfed in flames in 10 minutes – will which are easily set alight. Fires in these types of areas will fuel sources.
burn for 4 hours until it consumes the building; may be quickly fill them with smoke. 2 minutes from the onset of a
extinguished in 2 minutes by application of several fire these rooms should be considered to be smoke filled.
buckets of water but once burning for 10 minutes the Ventilation: Smoke will expand beyond its initial area
building cannot be reclaimed to fill all adjacent areas not blocked by fire doors. Sturdy
Hay Barn: These types of building are tinderboxes. If wood doors typical of dungeon lairs will serve as fire
set alight, vigorous action (taking no less than 5 doors and block smoke infiltration as long as they
minutes) must be taken within 30s or the building will remain closed. An adequate ventilation source will
become an unquenchable inferno. preclude smoke expansion beyond the initial room but
this needs to be a substantial vent.
Running through fire Rate of smoke expansion: For convenience, assume
that a burning fire fills 200 square feet per minute (i.e.
Characters may find themselves in a precarious
two 10’x10’ map squares). Thus a smoky fire in the orc
situation where they are forced to run (or walk and
bunkroom will expand to fill 20 feet of a 10’ wide
perhaps crawl) through open flames. Maybe they have
corridor each and every minute. This will progress until
to run into a burning building – or out of one that was
the entire structure or lair is inundated with thick
previously a secure post. Either way, this needn’t be a
smoke.
deathtrap. A character (or NPC or monster) will suffer
77
Effects of Smoke: If characters remain in smoke Fire Strike: see Fireball. This spell will also set any
NOTE: It should
be completely filled areas, whether to battle the fire or to engage in flammable object alight including palisade walls. It’s a
intuitive, but just battle, they must make a special check in order to real fire hazard.
in case you simulate the detrimental effect smoke inhalation has.
cannot read Hurricane Force Wind: This spell will extinguish fires
between the For every 30 seconds spent in this area, each PC must (likely scattering the fuel source if loose). It’s also an
lines, any spell make a Constitution check (d20 vs. their CON score). excellent active ventilation source that will clear an area
that can ignite a
Class X A roll greater than the character’s CON score (or a of smoke.
object on fire can natural 20 in any case) means he has begun to suffer
ALSO ignite any from smoke inhalation. Assess a -1 penalty to Attack,
Class of object Magic Beanstalk: May be set alight but is considered
below X on fire
Defense and Damage. Subsequent failures are
a Class D object
as well. I.e. A Fire- cumulative. If a character accumulates penalties of -10,
wall can immedi- he dies. Exiting the smoke permits one to reverse Pillar of Fire: Ignites Class B objects immediately,
ately Class C in 30s and Class D in 3 min. Any flammable
ignite classes
penalties at the rate of +1 per 5 minutes.
objects within the VoE are reduced to cinders at the
A-C, not just C. Visibility: This too is hampered by thick
conclusion of the spell (i.e. if cast over a palisade wall,
asphyxiating smoke. The areas are considered to be in
the wall is set alight at the 3 minute mark and will
dim lighting thus necessitating a -4 Attack and -2
3: The Adventure
78
Withstand Fire (M3): No protection is provided Torrential Fireball (M18): see Fireball. This spell will
against smoke inhalation. also set any flammable object alight including palisade
Heat Seeking Fist of Thunder (M5): The heat source walls. It’s a real fire hazard
that this spell homes in on is obliterated (turned to ash) Freezing Downpour (M19): see Freezing Rain
provided that it weighs no more than 20 pounds. If
heavier, flames are doused in a 20 foot radius from the
point of impact. Moving in Darkness
Massive Smoke Screen (M5): This smoke is not As mentioned in the Player’s Handbook, characters in
asphyxiating. pitch blackness may safely progress at crawling speed
Flame Ball (M6): The flameball will ignite Class B or even at walking speed provided they maintain
objects on touch. It requires 20s of persistent contact to continuous contact with a wall surface (this necessitates
ignite Class C items. a free hand unburdened by grasping a weapon or
encumbered with a shield).
Icy Blast (M7): This spell will extinguish all fires in
its AoE. Idiots are, of course, free to jog, run or sprint
completely blindly. However, they risk bodily injury
3: The Adventure
Lightning Bolt (M9): This spell can ignite class A and
should they impact a solid object. This is summarized
B flammable objects. While it can punch through some
in Table 3.11.
less flammable objects, it will not ignite them. If, for
example, it is used to burn a mousehole through a wall, Table 3.11: Unexpected Contact Injuries
the edges of the hole will exhibit residual ineffectual Movement
Resultant Injury from blindly striking wall
smoking but no fire. Rate
Resist Fire (M9): No protection is provided against 10’/s (d4p-2)+(d4p-2)
smoke inhalation. 15’/s d6p-3 (minimum 1 hp of damage)
Fireball (M10): This spell will immediately ignite 20’/s d6p-1 (minimum 1 hp damage)
Class C objects. It is thus a tremendously dangerous This damage is mitigated by armor DR save for the minimum damage.
spell as it can easily start a secondary fire with
attendant risk of smoke inhalation. Moving about completely blind has other
consequences:
Dense Fog (M11): This fog will block choking smoke.
Smoke cannot infiltrate it and will proceed to fill the Reaction Time: Characters unable to respond to
volume around it. As such, it may be used in extremis to visual stimuli are far likelier to be surprised. As such,
create an airlock. the Initiative die for these individuals is d6+6. Those
possessing the ability to employ lower Initiative dice
Freezing Drizzle (M11): This spell will extinguish
may utilize d4+5, d3+4 and d2+3 sequentially.
fires within 5s as well as eliminate all smoke from its
VoE. Skill Use: Observation cannot be used under these
circumstances. Listening will have to serve as a
Icy Fog (M12): Like Dense Fog, this spell will not
substitute. As GM, you will have to decide how much
allow smoke to permeate. Any preexisting fires in its
of a penalty to assess. Obviously Literacy and
VoE are extinguished and all smoke is elimated. Smoke
Cartography cannot be employed. Other visually
wafting into the Icy Fog is chilled such that its rate of
dependent skills should suffer a -40 to -80 penalty.
expansion is limited by half.
Combat: These rules appear in the Player’s Handbook.
Smoke does not permeate Icy Fog and adjacent
smoke is limited in expansion outside the icy fog. The
icy fog is a cold sink that dampens smoke near it.
Firewall (M13): This spell will immediately ignite
Class C items it contacts and Class D items after 60s of
exposure. Note that it must be in physical contact with
an object for ignition to occur.
Fireball Volley (M14): see Fireball
Frost Ray (M14): This will extinguish fire consuming
an object up to 10’ in height, width, and/or length.
Palisade Wall (M14): This is considered a Class D
flammable item.
Freezing Rain (M15): This spell will immediately
extinguish fires as well as eliminate all smoke from its
VoE.
79
Vertical Clearance for
Long Range Missile Fire
The Player’s Handbook makes note that long-range
missile fire requires adequate overhead clearance. All
missiles are subject to gravity and thus must be
projected in an arc to reach targets. The height of this
arc becomes significant when the target is far away. The
necessary overhead clearance for long distance missile
projection is summarized in Table 3.12.
Sling 20’ 25’ The natural color varies from almost white to light
Light Crossbow 20’ 30’ brown. It can be purchased in many shops
throughout Tellene.
Longbow 25’ 25’
Javelin 15’ 20’
Sisal rope is similar in characteristics and versatility to
hemp rope, and is derived from two plants, the agave
Heavy Crossbow 30’ 40’
sisalana and the henequen plant. The leaves of these
Throwing Knife 5’ 7.5’ plants reach lengths of up to four feet. The fibers are
Throwing Axe 10’ 10’ continuous from end to end and range from white to
almost yellow when processed. Sisal rope has
If insufficient clearance is available, the missile strikes approximately 80% of the tensile strength of hemp rope.
the ceiling during flight and automatically misses the The rough texture of sisal makes it an economical
target. general-purpose rope with excellent knot holding
ability. It is often used in landscape and agricultural
work as well as for securing bundles.
Rope Cotton rope is soft to the touch and is the weakest
Of the many types of gear that a character can carry, natural rope due to the short cotton fibers. Cotton is
one of the most versatile is definitely the ubiquitous coil grown in many semi-tropical areas and is white in color.
of rope. The Player’s Handbook lists two types of rope They are popularly used for tent-lines, hammocks,
(hemp and silk) but there are actually a couple halters and harnesses, crab traps, awnings and more.
additional types of rope available to the Silk rope is also soft to the touch and is very
discerning shopper. lightweight, making it attractive for use on the trail,
There are four primary types of rope available to though it cannot hold quite the weight that hemp rope
players: hemp, sisal, cotton and silk. Most rope comes in can. This type of rope also stretches more than others
half-inch thickness (though silk is one-quarter inch before reaching its breaking point.
thick) and is made with three strands of fiber. (Ropes of Table 3.13 shows the safe load that a rope can hold in
different thicknesses and using more or less strands are pounds. New ropes can actually hold as much as 5 times
available, but for now we shall stick with the this weight; however there is a chance of the rope
more common types.) breaking. Each rope has a listed Break Check. If a rope
Hemp rope is one of the strongest natural rope fibers is subject to a load greater than its listed Load, roll a
found. This general-purpose rope is best suited for jobs d20 and if you roll this number or higher the rope will
where economy, strength and durability are required. break. For each full Load value over its capacity
subtract 1 from its Break Check.
Table 3.13: Rope Any rope forced to bear more than
Rope Cost Thickness lb/50’ Load (lbs) Break Knot 5 times its safe Load will automat-
Check ically break.
Hemp 4 cp 1/2” 10 530 20 0 For example, Tamyn the ranger
Sisal 3 cp 1/2” 10 400 19 -20 lowers down a line of hemp rope
down the pit that the party thief just
Cotton 3 cp 1/2” 10 266 18 0
fell down. He knows that the thief
Silk 4 sp 1/4” 5 300 19 -10
80
The rope is old (the Load should be divided by
at least 1.6 for any random old rope that one
might come across),
The rope has been stored improperly
complete with knots and kinks
(-1 Break Check Value),
The rope was stored wet/damp
(-2/-1 to Break Check Value),
The rope has been left in direct
sunlight,
The rope has been held taut by a
weight for a long period of time,
weighs less than 200 lb, so he’s not concerned. What he or the rope has been continuously
doesn’t know however is that the thief found a masterfully tied/untied over and over.
3: The Adventure
crafted stone idol at the bottom of the pit (by landing on it) Cutting Rope: It is not an infre-
and has tied it to the rope to be hauled up. Assuming the rest quent occurrence for characters to
of the party has sufficient strength to pull them out of the attempt to hack at a rope thinking
pit, there’s now 600 lb of weight being pulled so Tamyn’s they can automatically sever it. This is
player will need to make a Break Check on a d20, with the not the case. Ropes are tough and
rope breaking on a 19-20. Had there been more than 1,060 when under load or free hanging
lb the rope would break on an 18-20. they will give thereby dissipating
The ‘knot’ entry represents the fact that some ropes much of the impact energy.
are better than others for tying knots. Sisal rope has a Should a character strike a rope
rough texture that makes tying knots that stay knotted with a hacking weapon, it must
easier, where silk rope is much easier to handle. Both of attempt a Break Check with a
these ropes grant a 5% bonus to any Rope Use skill penalty equal to the damage
checks made when tying knots. inflicted by the weapon.
Knots also affect a rope by decreasing its overall If a character attempts to saw
strength. The listed load assumes a regular rope with a rope with a knife, it is a 15
no knots or splices. Any type of knot used will reduce second action that, when
the strength of a rope by 50%, whereas a splice will complete, severs the rope.
reduce it by 15%. A hitch tied to a pole will also reduce Larger edged weapons are far
the rope strength by 25%. Knots can be tied by any less effective at this task and
character with Novice mastery in Rope Use and thus double the requisite
generally take 5d4p seconds to tie, subtracting 1d4 per time.
mastery level over Novice. Splices however consist of
de-threading the strands of rope fiber from two
different ropes and then re-tying the strands into each
other to effectively create one longer rope. This requires
Average mastery in Rope Use and takes at least 5 min-
utes (which is why many treasure hunters leave their
rope spliced to a grappling hook, instead of quickly
tying it and hoping for the best).
The last thing to be aware of is that these figures rep-
resent the strength of new rope, using old or used rope
can be a much trickier thing. Many things can happen
to rope if it is not properly maintained (by someone
with Average mastery in the Rope Use skill), but it is
difficult to make a hard and fast list; the following are
some examples that a GM should keep in mind.
Any of the following situations could warrant a
penalty to the rope’s Break Check, or even a reduction
in the base Load it can carry:
81
Spellcasting
Spell Mishaps rules are not everyone’s cup of tea. If, for whatever
4: Spellcasting
82 * Should spell point additions be optional, only exercising that option incurs risk. Characters with the Supernatural
Affinity talent may thus be subject to these rules if providing supplemental spell points to an item whilst clad in armor.
NOTE:
Table 4.1: Chance of Spell Failure due to Protective Gear Numbers in
parenthesis
Armor Worn non-Elf Mage Elf Mage Fighter/Mage Elf Mage/Thief Elf Fighter/Mage
indicate failure
Leather 25 (1-5) 15 (1-3) 0 10 (1-2) 0 range on mage’s
raw opposed
Padded 30 (1-6) 20 (1-4) 5 (1) 15 (1-3) 0 saving throw
die roll.
Studded 35 (1-7) 25 (1-5) 10 (1-2) 20 (1-4) 0
Ringmail 40 (1-8) 30 (1-6) 15 (1-3) 25 (1-5) 5 (1)
Chainmail 65 (1-13) 55 (1-11) 40 (1-8) 50 (1-10) 30 (1-6) NOTE: Quality
or magical body
Scalemail 70 (1-14) 60 (1-12) 45 (1-9) 55 (1-11) 35 (1-7) armor and
shields do not
Banded Mail 80 (1-16) 70 (1-14) 55 (1-11) 65 (1-13) 45 (1-9) reduce the risk
of spell failure
Splint Mail 85 (1-17) 75 (1-15) 60 (1-12) 70 (1-14) 50 (1-10) (unless
specifcally
Plate Mail 95 (1-19) 85 (1-17) 70 (1-14) 80 (1-16) 60 (1-12)
mentioned in
Shield Used the item’s
description).
Buckler 25 (1-5) 15 (1-3) 0 10 (1-2) 0
Small 40 (1-8) 30 (1-6) 15 (1-3) 25 (1-5) 5 (1)
Medium 60 (1-12) 50 (1-10) 35 (1-7) 45 (1-9) 25 (1-5)
4: Spellcasting
Large 80 (1-16) 70 (1-14) 55 (1-11) 65 (1-13) 45 (1-9)
Body 125 (always) 110 (always) 80 (1-16) 100 (always) 70 (1-14)
are specially trained fighter/mages. Elven fighter/mages Spell Point powered items that fail simply result in
are the least susceptible. This bonus is reflective of the loss of expended charges and spell points with no
elvenkind’s deep affinity with magic and is applicable effect. Failed spells may result in a mishap.
only to pure elves not half-elves or grel. Simplif ied Rule: Until you are comfortable using the
When casting a spell or employing any magic device following rules, you may simply declare that a mishap
NOTE:
for which spell points are expended to activate whilst results in nothing more than the spell fizzling and the Spell failures
clad in armor or shield on arm, consult Table 4.1: loss of allocated spell points. Do though try to resultant from
Chance of Spell Mishap due to Protective Gear to implement the subsequent rules as they are the secret wearing body
determine the chance the spell results in a mishap. Note sauce that really adds flavor to spell mishaps. armor or using
that penalties for shield use are cumulative with armor! a shield are not
necessarily
Determination of Failure mishaps. The
2: S PELL V OL ATILITY first two 5%
You’ll notice that the chances of failure are all in
Arcane spellcasting distorts the natural laws of tiers are
multiples of 5%. This was done with the specific
physics to achieve its ends and such tampering always functionally
purpose of eliminating superfluous die rolls. The chance equivalent to
of failure is incorporated into the die roll the Mage carries risks. Pushing these fragile incantations to their
failure by 1 or 2
makes to set his opponent’s saving throw (see Saving limits by amping them up (i.e. adding additional Spell and merely
Throws versus Spells on p. 242 of the Player’s Points to increase the spell’s efficacy) greatly increases result in
Handbook). Failure occurs if the Mage rolls low on this these risks. diminished or no
effectiveness.
d20p roll. Each 5% chance of failure equates to the Maintaining control over these volatile forces requires
See Table 4.4:
lowest sequential number on the die. Thus a 5% chance great focus and mental acumen. Intelligence is thus a Severity of Spell
of failure occurs on a natural 1 while a 15% chance of prime requisite for mages. While those of middling (or Mishap for
failure occurs on a natural 1-3. Intuitively, a poor in some circumstances subpar) intellect may master the details.
casting (represented by a low threshold for saving rudiments of the craft, they may be hard pressed to
against it) should be the one subject to failure. handle the intricacies of advanced spellcasting, or to
Not all spells require determining the opponent’s comprehend the complexity involved in exceeding a
saving throw. That notwithstanding, Mages should dweomer’s baseline formula.
acclimate themselves to always rolling this die as it Before delving into mechanics, we must first
serves double duty in the enhanced magic rules. introduce a fundamental concept of high magic - the
83
Table 4.2: Spell Volatility Rating
Spell Level Normal Casting1 Amped Up Casting2 Overamped Casting3
apprentice 1 3 6
journeyman 2 5 12
1 3 8 18
2 4 10 24
3 5 13 30
4 6 15 36
5 7 18 42
6 8 20 48
7 9 23 54
8 10 25 60
9 11 28 66
10 12 30 72
11 13 33 78
12 14 35 84
13 15 38 90
14 16 40 96
4: Spellcasting
15 17 43 102
16 18 45 108
17 19 48 114
18 20 50 120
19 21 53 126
4
20 22 55 132
1A “normal” casting implies that no additional Spell Points were expended
2An “Amped Up” casting is one in which additional SPs are added though they do not exceed double the spell’s baseline SP cost
3An "Overamped" casting is one in which the total spell points exceed double the baseline SP cost
421st and higher level spells are increasingly volatile - bear this in mind if subsequent rules reference higher thresholds
Spell Volatility Rating (see Table 4.2). level while “Overamped” spells have twice or more the baseline
The Spell Volatility Rating (SVR) is a measure of the level.
difficulty of properly executing any particular incantation. This Example: Scorch is a 1st level spell with a base expenditure of 50
value is a function of the level of the spell and the degree to SP. The default casting inflicts 1d3p+6 points of damage with the
which it is overpowered. Empowering magical effects “by the option to increase this by 1 hp for every additional 10 SP added. By
book” (that is, at their baseline efficacy) is the simplest course as adding from 10 to 40 SP (e.g. a total expenditure between 60 and 90
there is ample guidance in the formula as to how this is to be SP), this becomes an “Amped Up” casting since extra spell points were
carried out. Understandably, volatility increases with spell level, added but not so many such that the total expenditure equals or
but at a measured and gradual pace. Even the most formidable exceeds double the baseline cost (i.e. ≥100). If 50 SP or 60 SP (the
spells will only challenge those of substandard intellect. maximum) are added, the casting is considered “Overamped”.
Being able to amplify a spell’s effects by adding additional SP By default, ANY casting of a spell can result in a mishap.
to the casting is a privilege, not a right. Doing so risks a spell Whoa there Tex – did you say ANY? Yes I did. In practice, a
mishap. Note that this is a risk, not a guarantee, as a mage may character with 5/01 Intelligence could learn a spell. But just
be able to contain a spell surge – especially if he is highly because this doltish individual can learn a spell does not mean
intelligent or well versed in Arcane Lore. he can unerringly cast it.
There are degrees of bolstering spells with additional spell The ability to control the quantum forces involved in
points: “Amping Up” and “Overamping”. These qualitative terms spellcasting is a direct function of Intelligence. Most times when
refer to the amount of extra spell points added as a percentage a spell is cast, the mage must roll a d20p + his level to set the
of the spell’s baseline requirement. “Amped Up” spells are those saving throw threshold for targets of the spell. (Multi-classed
with total spell point expenditure less than twice the baseline mages are subject to a revised rule regarding saving throws given
84
NOTE:
(he is assured of rolling at least 16 on his d20+INT roll). The severity of a
Table 4.3: Spell Failure Checks Thus unless he ‘amps up’ a 8th or higher level spell or mishap may be
less than
over-amps (i.e. puts more than double the baseline SPs
indicated on
Spell Volatility Threshold into a spell) a 3rd or higher level spell, success is this table if the
Rating (INT+d20p Save Roll) guaranteed. underlying
magic wasn’t
1-4 14
very powerful.
5-14 15 Failure See Table 4.5
(p. 86).
Scoring below the required value for that particular
15-24 16
casting’s volatility means the spell fails. Failure here
25-34 17 means that it does not execute as intended. NOTE:
SVR = Spell
35-44 18 Failure by 1: The spell executes. However, any Volatility Rating
additional spell points that were injected into the
45-54 19
casting are lost as the spell functions at baseline NOTE:
55-64 20 capability only. If no additional SPs were employed, 1. Clerics never
then this result is ignored. experience spell
65-74 21
mishaps even
Failure by 2: The spell does not execute. All spell
75-84 22 when casting
points expended are lost. spells that
85-94 23 Failure by >2: A Spell Mishap occurs. originate from the
mage spell list.
95-104 24 Spell Mishaps mean that the mage has completely
lost control of the magic he was funnelling. An
105-114 25
extremely intelligent mage can greatly lessen the scope
4: Spellcasting
115-124 26 of the mishap, as he is far less likely to fail by a
substantial margin.
125-134 27
Bonuses to Spell Failure Check Rolls:
The degree to which the mage botched his Spell
Failure Check Roll dictates the severity of the spell
• Elves get a +1 bonus to all rolls (as do Pixie-Fairies) mishap as illustrated in Table 4.4.
One’s Arcane Lore Mastery is also emminantly useful in avoiding spell
failure. Apply the following bonus based on mastery level of the caster: Table 4.4: Severity of Spell Mishap 2. Mages
• Average Arcane Lore +1 Failure by 3 Tier 1 mishap evoking a spell off
• Advanced Arcane Lore +2 of a scroll utilize
Failure by 4 Tier 2 mishap
• Expert Arcane Lore +3 the base SP for
• Master Arcane Lore +4 Failure by 5 Tier 3 mishap
said spell. There is
Failure by 6 Tier 4 mishap
no penalty should
their inherently weaker spellcasting ability. This is Failure by 7 Tier 5 mishap this spell
presented on page 96, Saving Throws vs. Failure by 8 Tier 6 mishap currently be
Hybrid Spellcaster. Failure by 9 Tier 7 mishap beyond the
Failure by 10+ Tier 8 mishap mage’s ability to
cast natively as he
This same die result* (or the exact same roll should a Note: Wearing body armor or using a shield – when clearly
spell allow no saving throws) should be employed to such usage dictates a chance of spell failure – trumps demonstrated
check for spell failure. Use (value of d20p roll to ordinary spell failure checks due to volatility. Regardless aptitude when
succeeding at his
determine saves + Spellcaster’s Intelligence score) and of the caster’s Intelligence or mastery of Arcane Lore,
arcane lore skill
consult Table 4.3. The result must equal or exceed the the value listed in Table 4.1 holds true. check in the first
volatility rating in the chart or a spell failure has Example: A human mage wearing leather armor place.
occurred. always has a 25% chance of spell failure even if he can 3. Casting
handle the spell’s volatility with ease. In this instance, a die non-memorized
Now before you complain that this places an spells has no
roll of 1-5 on the d20p used to determine an opponent’s
inordinate burden on the poor mage, consider explicit
saving threshold indicates a spell failure. Use the standard
the following: disadvantage,
failure results to determine the extent of this failure (e.g. however note that
“1” does not equate with automatic failure. As such, here 5 would result in loss of extra SP, 4 indicates the spell SP expenditure is
casting spells with a Volatility rating within the mage’s does not execute and 3-1 are spell mishaps of Tier 1 double in this case
capability is always safe (unless he is injured whilst in to Tier 3). which could
the middle of spell casting – see below). Thus a Mage The chance of spell failure resultant from armor or rapidly escalate
spell volatility.
with 15 Intelligence can dispense with checking the shield use is not cumulative with the chance brought
chart unless he casts a spell of 25 Volatility or greater on by casting a spell too volatile for the caster to
handle. Use whichever is worse.
* e.g. the integer value on the die itself (do not include caster’s level) 85
Example: A mage with 12 Intelligence attempts to cast an amped Note: The Combat Casting Talent provides a +2 bonus per
up 9th level spell (SVR=28). He needs to score a 17 on his d20p+INT purchase for all “caster struck/injured/killed” results
roll to be completely successful (thus failing to some degree on a 1-3).
If he were wearing leather armor that imparts a 25% chance of spell
failure, his spell would fail on a 1-5. 4. SPELL VOLATILITY CAPS ON MISHAP SEVERITY
If this same mage cast an overamped 9th level spell (SVR=66), he It may well come to pass that a mage may roll an abysmal spell
would need to score 21 on his d20p+INT roll (failing on 1-8). If he failure check when employing relatively stable magic. The most
were wearing leather armor (or even ringmail) it would not increase severe spell mishaps may only be invoked by truly volatile magic.
his chance of failure as the d20p roll needed to avoid a Spell Mishap As such, there is a natural limit on how disastrous a spell failure
was greater than the chance of failure. may be. Table 4.5 sets caps on what Tier of mishaps may be
encountered as a function of volatility. Results in excess of these
3. SUFFERING INJURIES WHILST C ASTING
tiers default to the highest tier of volatility that particular casting
Sustaining bodily harm while in the midst of spellcasting is a of a spell can incur. Results of “Roll on Tier X+1 chart” are re-rolled.
major distraction and seriously jeopardizes one’s ability to
maintain control over the volatile magical forces the caster is P RACTIC AL E XA MPLES OF S PELL M ISHAPS
invoking. Example One: Lenny the Loser is a little on the slow side for
Normally, a spellcaster would roll the spell volatility check only a mage (Int 9/44) but he has persevered to achieve 8th level. He
if the spell was so mercurial as to strain his intellectual capacity never has fully grasped the subtle nuances of magic but to date
to control it. However, distractions can make this more difficult. has avoided a calamitous mishap.
Assess the following situational penalties should they occur: While exploring the Dungeons of Kreatin Farpang with his
Distractions fellow mercs, he encounters a pair of minotaurs. Eager to employ
his newest bit of magical knowledge, he casts Force Grenade in
Enemy successfully employs distraction skill: -1 order to inflict some material damage on the formidable
4: Spellcasting
Enemy with Advanced Mastery successfully employs opponents. Unable to resist the urge to make the most of his
distraction skill: -2 spell, he amps up the casting by an additional 75 SP to maximize
Enemy with Expert or greater Mastery successfully employs its damage potential at 7d6p.
distraction skill: -3 The additional spell points are less than the spell’s base cost of
120 SP. As such, this particular spell casting merits a Volatility
Injuries (non-cumulative, choose worst aspect of injury)
Rating of 25. To successfully cast the spell, Lenny must roll d20+
Caster struck by blow absorbed by body armor, natural DR his INT score (9) and achieve at least 17. He receives no bonuses
or deflected by shield: -4 to this roll because his Arcane Lore skill mastery is only Novice.
Caster suffers wound: -7 Lenny must roll a d20p+level to set the Dodge based saving
Caster suffers knock back: -9 throw for the Minotaurs. This same roll is used to check for spell
Caster suffers wound sufficient to compel Trauma check: -11 failure (essentially very poor castings are those most likely to
result in a spell mishap).
Caster succumbs to Trauma: -15
He rolls a 7 on the d20. Adding his level (8) means the
Caster knocked unconscious (rolls 20 on ToP save), Minotaurs have to score 15 or greater to save for half damage.
incapacitated by assassin, injury drops caster to precisely 0 Their Dodge save is +11 (see the Hacklopedia of Beasts) and the
hp: automatic spell mishap1 GM rolls 8 and 11 on the die for their saves. Each thus sustains
Caster struck mortal blow (i.e. reduced to negative hp and half damage.
dying): automatic spell mishap1, double volatility Unfortunately, that 7 Lenny rolled – after adding his INT –
Caster killed outright: automatic spell mishap1, triple volatility only nets 16. He needed 17 to avoid a spell failure. Since he
failed by one, the spell is successfully cast but any additional spell
Table 4.5: Spell Mishap Ceiling
points are lost. The spell thus executes at baseline efficacy (4d6p
Spell Volatility Maximum Spell Mishap Tier damage). Lenny rolls 14 points of damage on the dice meaning
≤10 1 that the minotaurs each sustain a 7 point wound as they made
their saving throw.
11-25 2
Later on in the adventure, Lenny casts Low Light Vision on
26-40 3
the group’s human thief to provide him some sensory advantage
41-55 4 as he scouts ahead to reconnoiter the minotaur’s base camp. He
56-76 5 would not normally roll a saving throw threshold since none is
77-105 6 applicable. However, given his low intelligence, he still has a
106-145 7 chance to botch the spell so he needs to roll the d20 anyway to
check for spell failure. Sadly, he rolls a 2. Adding his INT, this
146+ 8
is a net 11. He needed to score 15 to avoid a failure given the
86
1
Spell Mishap severity is equal to the maximum volatility permitted by Table 4.5.
spell’s volatility of 9. Since he failed by 4, this is a Tier 2 Mishap. Since this particular spell is crucial, Zelf ’s player breaks down
Fortunately, given the spell’s low volatility (7), mishaps are all his bonuses.
capped at Tier 1. The GM rolls on the Tier 1 spell mishap table He is casting an amped up 4th level spell. This rates 15
getting 80. Lenny has thus wet himself. Volatility. He would ordinarily need to roll a d20+INT and score
Example Two: Zelf is an 11th level elven Fighter/Mage with at least 16 to complete the spell. With 15 Intelligence, being an
15/07 Intelligence, Advanced Mastery of Arcane Lore and the elf (+1) and advanced mastery in Arcane Lore (+2), this is indeed
Combat Casting Talent (single purchase). He is accompanying a low bar. However, his Defense was not high enough to thwart
his heroic allies into the Death Weaver’s Infernal Halls of Dread. the bugbear and he is struck for damage during the 2 seconds
Given the fearsome reputation of this adversary, he has decided while he is casting the spell. The bugbear penetrates twice on
to risk spell failures by donning his chainmail +2 and small the damage roll doing 28 damage. Even after his chainmail +2’s
shield +3. DR, he takes a wound sufficient to demand a Trauma check –
Given that he has chosen to wear armor and shield of which he fails. Zelf would normally suffer a -9 due to Knock
sufficient defensive value to risk spell failure, he does not burden Back, but because the penalty for succumbing to Trauma is
the GM with computing this extra hazard but annotates on his greater, this penalty is ignored. Succumbing to trauma imposes
record sheet that he has a 35% chance of spell failure. a -15 penalty to his spell failure roll (modified to -13 because of
his Combat Casting Talent).
Again, the chance of spell failure roll is coupled with the
Saving Throw threshold roll he determines when casting a spell. Given this revised situation, Zelf ’s player recalculates his
Since he has a 35% chance of spell mishap, any rolls of 1-7 on chance for a spell mishap. He rolls the saving throw threshold for
said rolls result in a failure (trumping his otherwise competent the giant and uses the value rolled in the following formula:
spellcasting ability). d20p+15(his INT score)+1+2-13 needing to score a 16 or better.
As a wise adventurer, he’s aware that he’s taking some risks Breaking down the numbers into a chart, he faces the
wearing body armor so he decides to be very careful not to be following outcomes:
4: Spellcasting
seduced into amping up spells too vigorously. actual d20p roll outcome
After some preliminary encounters with bugbears, Zelf 11+ spell succeeds
decides to cast Sense Invisible Beings to counteract the creatures’ 10 spell succeeds sans additional SP
repeated skilled ambushing of his group. Though the spell’s 9 spell fails but no mishap
nature does not call for a Saving Throw Threshold roll, Zelf rolls 8 spell mishap (Tier 1)
a d20 anyway in order to check for a spell failure. He rolls a 7 - spell mishap (Tier 2) - cannot be more severe since
indicating a spell failure. Since he rolled the topmost number of 1-7
SVR=16 capped at a Tier 2 mishap (Table 4.5)
the failure range, this equates to “failure by 1”. The spell executes
but any additional SPs Zelf spent to extend its duration are Zelf rolls a 16 on the die and miraculously gets his spell off.
wasted. This result of 16 also means that the giant must roll at least 21
on his modified Dodge save (d20p+14) to save vs. the spell. Per
Later on, the group encounters a number of bugbears serving
a revised rule at the conclusion of this chapter, a Fighter/Mage only
as thralls of a Hill Giant. Zelf is engaged in melee as are the rest
adds the highest level spell he can cast (in this case, five) to the d20p
of his companions. The Hill Giant is dishing out devastating
roll - not his level.
punishment to his adventuring companion, Sir Kalahad.
Although it is risky since he is engaged in melee with a bugbear, The giant rolls a 6 on the die thus succumbing to the Enfee-
Zelf decides to forgo attacking in order to cast Enfeeble on the ble spell. In its weakened condition (now inflicting but 4d6p-3
giant. damage), Sir Kalahad is able to defeat the creature and the party
lives to fight another day. Hooray!
Since Zelf possesses the Combat Casting Talent, he can
defend against his attacker while casting the spell. His defense Example 3: Lars is a 1st level elf fighter/mage with
is a respectable +8 (though less than his normal +10 because he insufferably good stats and skills. Apart from having a 17 in
cannot apply any defense bonuses gained from his weapon Intelligence, he also managed to roll well enough that he is
specialization). Ordinarily, he would attempt to perform his starting off with average mastery in Arcane Lore. Taken
casting just after his opponent made an attack so as get it off together, whenever Lars rolls to calculate Spell Failure, he gets
before his opponent could attack again and possibly to add a 19 to his d20 die roll! 17 from his intelligence and 1
disrupt his spell. Unfortunately, Sir Kalahad cannot more point each for being an elf and having average mastery of
sustain another blow so Zelf begins casting immediately. He Arcane Lore. Lars thinks his many natural gifts inure him to the
dumps an additional 60 SP into the casting to buy as much time ill fortunes of spell failure. Lars is wrong.
as he can for his companion. Initially, Lars wears leather armor and a buckler as his
Zelf has no less than a 35% chance of a spell mishap while protective gear. As an elf fighter/mage, neither of these items
casting in armor. This chance may be aggravated by other adds to his chances of spell failure. But, lucky Lars runs across a
effects such as being injured while casting. medium shield during his adventures and decides that it’s the
perfect thing to protect him from the slings and arrows his GM’s
87
monsters have been outrageously fortunate in hitting Tier One
him with. As an elf fighter/mage with a medium shield, 01-04 Caster sustains a 1 hp wound
Lars’ minimum chance of spell failure now sits at a 25% Artificial Illumination (whether torch, lantern or
05-09
regardless of any of his other bonuses. If Lars rolls a 1- spell) changes color. Sunlight is unaffected.
5 on the die when computing his opponent’s save 1 red
4: Spellcasting
91-00 Roll on Tier 3 chart
91-00 Roll on Tier 2 chart
Tier Three
Tier Two
Spellcaster is ToPped (duration in seconds equals spell
Spellcaster emits skunky odor for 2d12p hours. Animals 01-04
volatility)
01-02 that track by smell gain +50 to Tracking skill checks;
Charisma penalized 1/50 05-08 Spellcaster affected by Retard Reaction for d12p minutes
Any wall within 30' of spellcaster’s current location at the 09-10 -0/50 to random ability score for d12p days
03 11-14 Spellcaster gains Myopia flaw for 2d6p days
time of casting is covered in frost. Will melt normally.
Spellcaster is Teleported 5' (use d8 for direction with 1 being 15-17 Spellcaster deafened for 1 hour
straight ahead & proceeding clockwise). If the space is Spellcaster's face becomes covered in prominent acne -
04-06 18-23
occupied by solid object, caster appears adjacent to it, clears up in a week but temporary -3 Looks
knocked prone. All spells the caster conjures for the next 12 hours
Spellcaster's entire body glows red casting illumination 24-28
07-15 require an additional 10 baseline SPs
equivalent to a torch. Duration 20+d12p minutes Spellcaster is stunned (duration in seconds equal to
16-18 Spellcaster gains Anosmia flaw for 2d4p days 29-32
volatility); see PHB p. 144 (under Groin Stomp) for effects
Spellcaster trips and falls. A 3 second action is required to Ground beneath caster's feet and 10' radially outwards
19-22 33-35
stands up and prepare to take another action. becomes a Slippery Surface for the next 5 minutes
23-26 Spellcaster knocked back 5 feet 36-38 -1/00 to a random ability score for next d12p days
27-28 Spellcaster's palms become hairy (effect lasts a fortnight) 39-43 All food within 30 feet spoils, effect is readily apparent
29-30 One of Spellcaster's teeth fall out Caster becomes Fatigued (-8 Attack, Defense & Damage),
44-50
Random object within 25' is enlarged to double normal 5 minutes of rest is restorative
31-32
size (duration 1 hour) 51-52 Spellcaster gains 5 pounds
All lights within 100' of caster fade such that they emit 53 Spellcaster ages d4p weeks
33-35
only dim light (q.v.), duration 1 hr Caster’s Magic Save Threshold (i.e. his 20p+level roll for
20’x20’ cloud of black asphyxiating smoke appears determining opponent’s saving throws) lowered by d6p
36-41 centered on caster. Consult smoke inhalation rules (p. 77) 54-58
for 1 day. He thus rolls 20p-d6p+level each time a spell is
if characters don't flee cast. This will impact any future Spell Failure check!
42-43 random object within 25' shrunk by 50% for 1 hour Ink bottle explodes ruining all documents in same
44 Spellcaster ages 2d6p days 59-60
container
Spellcaster's skin changes color; returns to normal in d12p Casting results in a detonation, 1hp damage per 20 full SP
45-47 61-66
hours (no DR), 15' radius, no saves permitted
1 Smurf blue Spellcaster teleports 10' in a random xy direction (no z
2 Ochre 67-69 height). If the space is occupied by solid object, caster
3 Lime Green appears adjacent to it, knocked prone.
4 Hot Pink -50% penalty to a random skill with INT as a relevant
70-73
Spellcasters gains compulsion to pantomime as sole form ability, penalty lasts 1 day
48 74-75 -1 penalty to all die rolls for 1 hour (in-game time)
of communication; lasts d4p hours
89
1 yellow
76-78 -0/50 to all abilities for d12p days
2 red
Spellcaster's footwear bursts in flame, as ancillary effect of 3 black
79-83
Fire Finger 4 milky white
84-87 Spellcaster suffers d4p wound 5 purple
88-90 Spellcaster becomes Really Hung Over 6 jade
91-00 Roll on Tier 4 chart 85-86 2 point penalty to all rolls for 1d4p hours
Tier Four 87-90 Knocked out for 5d6p minutes
01-10 Go down a Mishap level, reroll 91-00 Roll on Tier 5 chart
Caster loses 20% of remaining spell points Tier Five
11-13
(counts as a single wound) 01-10 Go down a Mishap level, reroll
Caster teleports 50 feet in random direction; cannot 11-13 Ages 1 year
14-16
occupy solid space 14-17 Caster shrinks 1 inch (permanent)
Lose sense of touch in fingers; -4 Attack penalty, cannot 18-20 Caster’s scalp hair falls out (but then regrows naturally)
17-19 cast spells with Somatic component; effect lasts 1d12p
Permanent compulsion to be a mime (must make Wisdom
hours 21-24
check to speak at table, insists on painting face white).
Caster becomes Invisible & Mute for 1 hour; Player should
25-28 Ages 1d6p Months
be taken aside and other players told that he ‘just
20-22 disappears’, It is left for the Mage to decide how to cope Suffer 1d3 points of damage (no DR) and equivalent
with the situation; the GM should interpret and relay his Constitution drain; Caster may attempt to save (d20+his
actions as the other players would experience them 29-32 CON vs. d20+his level) to reduce Con drain by half;
Caster is Bashed in the Face (as per 7th level spell). This is recovery of Con as per Undead attribute draining with the
23-26 his own errant conjuration so the Mage must roll an Attack caster’s level substituting for the monster’s Will Factor
on himself and then roll to Defend against it. 33-35 Polymorphed to Primate for 3d8p days
27-29 Becomes center of Stink Bomb spell 36-37 Now hates one sibling (or parent)
4: Spellcasting
30-33 Cannot cast failed spell again for 2d6p days* Becomes convinced he is a changeling clone
38-41
Emits vile odor for 2d4p hours; animals tracking by smell of his original self
34-37 can automatically follow; Charisma penalized by 3/00; 42-44 Ages 2d6p Months
clothes must be burned or stink persists 45-46 Skin changes color permanently (roll d6)
Temporary dyslexia (x3 time to read anything, including 1 Navy
38-41
scrolls); lasts 1d8p weeks; Spell Cognition checks affected 2 Cyan
Shaking (-1 to attack, -1 to physical damage rolls, 3 Neon Orange
42-48 +3 seconds to casting times for spells with Somatic 4 Purple
component); lasts 3d12p minutes
5 Forest Green
Lethargy lasting 3d12p minutes (-2 attack penalty,
49-53 Striped (roll d6 for each color using above and 6 = 50/50 chance
+6 initiative, movement is halved) 6
white or black)
54-56 Ages 1d3p months
47-49 Caster blinded for 1 day
57-61 All silver within 30’ of caster changed to copper
50-54 Suffer 2d6p points of damage (no DR)
Weight gain due to stress eating (1 pound per week); lasts
62-63 55-58 Now hated by one sibling (or parent)
1d12p weeks; extra flab is permanent
Arm goes numb for 1d4p hours (50% left, 50% right); can-
Shrunk to 1d4x10% of size for 1d12p hours (see Shrink 59-62
64-66 not cast spells with Somatic component, can’t use arm
spell for additional details)
63-65 Suffer 2d4p points of damage (no DR)
67-69 -2 attack penalty for 1d4p hours
Tinnitus – permanent ringing in ears (-10% to Listening
Choking spasm for 1d4p minutes: cannot attack or cast 66-67
71-73 skill mastery)
spells; defense utilizes a d12
Tingling in fingers (+15% chance of somatic spell
74-75 -2 penalty to damage rolls for 1d4p hours 68 mishaps) for 1d4 weeks, cumulative with Spell Mishap
76-78 -2 to random Ability Score; lasts 1d12p days chances resulting from wearing armor/shield
79-80 -1 to each Ability Score; lasts 1d12p days 69-74 Drained of all SP (regained upon sleep)
Unquenchable thirst (2 point penalty to all rolls until 2 75-78 Suffer 3d4p points of damage (no DR)
81
quarts of water are consumed) 79-81 Suffer permanent loss of 1 hit point
Leg goes numb for 1d4p hours (50% left, 50% right); may Permanent -1d20 mastery to one skill (determined
82
only move at crawling speed, -5 Defense penalty 82-84 randomly); if mastery drops below 01 mage permanently
Suffer 1 point of damage (no DR) and 1 point Constitution barred from gaining any mastery whatsoever in said skill
drain; Caster may attempt to save (d20+his CON vs. 85-86 Age d4 years
83 d20+his level) to reduce Con drain by half; recovery of 1 randomly determined spell the caster has memorized
Con as per Undead attribute draining with the caster’s 87-90 spontaneously enacts (use default SPs which the mage
level substituting for the monster’s Will Factor must deduct); effect is centered on him
84 Caster’s eyes change color permanently (roll d6) 91-00 Roll on Tier 6 chart
*The spellcaster cannot invoke the spell that triggered this particular mishap for either 2d6p days (Tier 4) or permanently (Tier 7).
For example, a mage casts Fireball and gets this particular Tier 4 mishap. He may not cast Fireball again until 2d6p days elapse.
90
Tier Six Permanent lethargy (-2 Attack penalty, +6 initiative,
47-49
01-10 Go down a Mishap level, reroll movement rate is halved)
11-13 Lose 25% of remaining spell points (regained upon sleep) 50-52 Suffer permanent loss of 1d4 hit points
14-16 Caster transformed into a common toad for 3d6p days 53-55 Suffer 3d10p points of damage (no DR)
Constant thirst (must drink 3 times normal volume per 56-58 Severely weakened; permanent -2 to physical damage rolls
17-19
day) permanently 59-61 Needs 2 extra hours of sleep per night – permanently
20-22 Gain Weary flaw 62-64 Max SPs permanently lowered by 100
23-25 Monochrome vision for one month Permanent jitters (-1 Attack, -1 to physical damage rolls,
65-67
26-27 Suffer 3d6 points of damage (no DR) +3 seconds to casting times for spells with Somatic component)
28-30 -2 to each ability score; effect lasts 1d12 days 68-70 Blinded for 3 months
Suffer 1d4p+1 points of damage (no DR) and equivalent 71-73 Cannot regain SPs for 3 months
Constitution drain; Caster may attempt to save (d20+his Spontaneous combustion! Bursts into flames and suffers
74-76
32-34 CON vs. d20+his level) to reduce Con drain by half; 6d8p points of damage (no DR)
recovery of Con as per Undead attribute draining with the 77-79 Permanent -1 to random ability
caster’s level substituting for the monster’s Will Factor 80-82 Suffer permanent loss of d6 hit points
35-38 Blinded for 2d4p+10 days 83-85 Suffer permanent loss of d6p + 2 hit points
39-41 Fall into coma for 4d4p days Permanent -1d100 to one skill (determine randomly); if resulting mastery is
86-88
42-44 Gain Anosmia flaw <0 skill is thereafter inaccessible (cannot be purchased)
45-46 Gain Myopia flaw 89-90 Permanent -0/50 to each ability score
A changeling clone of the mage appears right next to 91-00 Roll on Tier 8 chart
47-49
him; it attempts to assert that it is the real mage Tier Eight
50-53 All gold within 30’ of caster transmuted to lead 01-10 Go down a Mishap level, reroll
Switch gender; normal gender reinstated in 30+1d8p 11-20 Permanently limited to 75% of Spell Point allotment
54-55
days 21-25 Caster permanently transformed into a Rhesus monkey
4: Spellcasting
56-58 Age 2d6p years 26-30 Caster permanently transformed into a common toad
59-61 Permanent monochrome vision 31-33 Permanent 2d4p hit point loss
62-64 Permanent –0/50 to random ability score 34-37 Permanent body rash (-2 points to Dexterity attribute)
65-67 Lose ability to cast spells for 1d4p days 38-40 Permanent -2 to random ability score
Permanent dyslexia (x3 time to read anything, including 41-44 Permanent -1 to each ability score
68-70
scrolls); affects Spell Cognition checks 45-47 Permanent -2 to attack
71-73 Cannot regain SPs for d4p days 48-50 Permanent 2 point penalty to all rolls (-10% to all d100 rolls)
74 Max SPs permanently lowered by 47 51-53 Permanent -2 to all ability scores
75-77 Cannot regain SPs for d6p+6 days 54-55 Suffer damage equal to all but 1d4 remaining hit points
2 randomly determined spells the caster has memorized 56-59 Suffer permanent loss of 2d6 hit points
78-80 spontaneously enact (use default SPs which the mage 60-62 Max SP permanently lowered by 211
must deduct); effect is centered on him
63-65 Suffer permanent loss of 3d6 hit points
81-83 Permanent d3p hp loss
66-70 Max SP permanently lowered by 499
84-86 Permanent 1 point penalty to all rolls (-5% to all d100 rolls)
71-74 May never regain SPs
Lose sense of touch in fingers permanently; -4 Attack
87-90 75-78 Lose ability to cast spells permanently
penalty, cannot cast spells with Somatic component.
79-81 Enters coma for 2d12p days
91-00 Roll on Tier 7 chart
82-84 Contract fatal Wasting disease (see disease rules)
Tier Seven
All spells the caster has memorized spontaneously enact
01-10 Go Down a Mishap level, reroll
85-88 (use default SPs which the mage must deduct); effect is
11-13 Permanent -1 attack penalty centered on him
14-16 Suffer 4d4p points of damage (no DR) Lose 2 spell slots (determine level randomly) - e.g. the mage may never again
Arm goes permanently numb (50% left, 50% right); 89-93 cast a spell of level X & Y where X & Y vary from Apprentice to the highest
17-19
cannot cast spells with Somatic component, can’t use arm level spell he can currently cast; X & Y must be unique
20-22 Drained of 500 Spell Points (regained on sleep) Caster is temporally frozen for d20 years. He is totally
Any gems in the possession of the spell caster are turned 94 unresponsive, inanimate and neither ages nor decays.
23-25 He can take no actions until he awakens.
to glass
26-28 May never cast spell that failed again* Caster enters a permanent vegetative state and will die
95
per the dehydration rules
Alignment change to polar opposite, i.e. LN becomes CN, LG becomes CE, true
29-32 96 Caster Implodes (dead)
neutral gains the ornery and selfish quirks
Lose 1 spell slot (determine level randomly) - e.g. the mage may never again Spontaneous combustion! Caster bursts into flames and
97
33-36 cast a spell of level X where X varies from Apprentice to the highest level spell immediately dies
he can currently cast 98 Caster Explodes (dead) + 6d6p damage in 20’ radius
37-40 Needs 1 extra hour of sleep/night – permanently 99 Caster Explodes (dead) + 5d12p damage in 30’ radius
41-43 Switch gender permanently Caster Implodes, creating a small black hole that sucks
00
44-46 Weakened; permanent -1 to physical damage rolls anything within a 10’ radius into it and then closes.
91
Rogue Spellcasting Table 4.7: Rogue Repeat Casting
Hours since spell last cast d100 roll needed for success
Rogues are not formally trained arcane spellcasters
and lack the phrenic conditioning that their schooled < 1 hr 100
counterparts take for granted. Their approach is 1 - <2 98
pragmatic to the extreme with no knowledge of theory. 2 - <3 96
In essence, they know how a few magical tricks work 3 - <4 95
but not why. This slapdash technique has a number of
4 - <5 93
repercussions.
5 - <6 90
6 - <7 88
1: S PELL F ATIGUE 7 - <8 85
8 - <9 82
Rogues suffer lengthier spell fatigue after casting
spells. Their weariness lasts for 10 seconds plus the 9 - <10 79
casting time of the spell that induced it. 10 - <11 75
11 - <12 72
2: S PELL M ISHAPS
12 - <13 68
Rogues are subject to spell mishaps just as any other
13 - <14 63
arcane spellcaster. See the discussion beginning on p. 82
for details. 14 - <15 59
15 - <16 54
2a: Spell Volatility
16 - <17 49
Any spell cast by a rogue has double the volatility
4: Spellcasting
17 - <18 44
rating indicated on Table 4.2: Spell Volatility Rating.
This stems from their rudimentary knowledge of 18 - <19 38
spellcraft. 19 - <20 33
2a: Wearing Body Armor & Employing Shields 20 - <21 27
Rogues are treated as Fighter/Mages for purposes of 21 - <22 20
determining spell mishaps due to protective gear. If the 22 - <23 14
rogue is an elf, he gains this racial advantage. 23 - <24 07
NOTE: The
danger instigated 3: R EPEAT C ASTINGS If the rogue fails to successfully recast a spell, there
by casting a spell will be consequences. To determine the severity of said,
multiple times In the Player’s Handbook, Rogues are warned that they
risk grave consequences should they attempt to recast you must note the difference between the required
per day is
triggered one of their spells without waiting 24 hours. This number and the actual result rolled. This number is the
exclusively by section provides specific information for those opting to Roguish Spell Failure Rating (RSF Rating). Consult
recasting a spell operate in this danger zone. Table 4.8 to determine the results.
not by casting an Failure to prematurely replicate a spell has potentially
additional unique If a rogue attempts to recast one of his known spells
spell. This option without allowing a 24 rest period, he must roll a d100 severe consequences since the rogue does not have the
is an “ace in the and score the value indicated (or better) on Table 4.7 phrenic discipline to channel the errant magical surge.
hole” unique to Difficulty is a function of time since he last cast the His mind and body must absorb this energy. As such,
rogues – in effect
spell. failure inflicts damage to both the psyche (mental
a high risk gambit effect) as well as the body (physical damage).
when he’s got Note: Gaining increased mastery in Arcane Lore
nothing else in serves to remediate some of the rogue’s inherent
his hand. Luck weakness in spellcraft. If a rogue has progressed beyond
Points may be Mental Effects:
novice mastery, he will gain a bonus to these rolls.
applied to the A rogue will always suffer spell fatigue when casting
chance of success Average Arcane Lore +5 a spell even if botched. The mental effects listed here
(at a rate of 5%
Advanced Arcane Lore +10 are an additional effect.
per Luck Point) or
to dampen the ill Expert Arcane Lore +15 Epileptic Fit: The rogue suffers an epileptic fit of
effects of failure. varying severity. Specific details can be found on p. 138
Master Arcane Lore +20
of the Player’s Handbook. Note that the rogue does not
Elves (and Pixie-Fairies) gain a +5 bonus to these gain the Epilepsy flaw, this is only a single
rolls due to their inherent magical proficiencies. This manifestation of the harm the psychic energy does to
advantage is cumulative with any Arcane Lore mastery his brain.
bonus.
92
Table 4.8: Rogue Repeat Casting Failure Results
RSF Rating Mental Effect Physical Damage Spell Mishap Cast Spell?
01-05 Nosebleed 1 hp
06-10 Suffer Epileptic fit (type 01-03 see PHB) 1d3p
11-15 Gains nervous tic (persists until he gets 8 hours of sleep) 1d4p
16-20 Suffer Epileptic fit (type 04-05 see PHB) 1d6p
21-25 Suffer Epileptic fit (type 06-07 see PHB) 2d3p 1
26-30 Suffer Epileptic fit (type 08-09 see PHB) 2d4p 1
31-40 Suffer Epileptic fit (type 11-15 see PHB) 2d6p 1
41-50 Melancholy 2d8p 2
51-60 Migraine (no ToP check required) 3d6p 2
61-70 Migraine 4d6p 3
71-75 Epileptic fit (16-20) + d20p fractional point INT loss 5d4p 4
76-80 Epileptic fit (16-20) + d100p fractional point INT loss 5d6p 4 spell gone
81-85 Epileptic fit (16-20) + 1 Int point loss 5d6p 5 spell gone
86-90 Epileptic fit (16-20) + d3p Int point loss 5d6p 6 spell gone
91-95 Epileptic fit (16-20) + d4p Int point loss 5d6p 6 may never cast spells again
96 Epileptic fit (16-20) + d6p Int point loss 6d6p 7 may never cast spells again
97 Epileptic fit (16-20) + d8p Int point loss 6d6p 7 may never cast spells again
4: Spellcasting
98 Epileptic fit (16-20) + d12p Int point loss 6d6p 7 may never cast spells again
99 Rogue's mind totally blasted, has 1/01 Intelligence 6d6p 8 may never cast spells again
Intelligence Loss: Absorbing the spell’s energy is Spell Mishap:
traumatic enough to destroy a portion of the rogue’s An errant attempt at premature replication of spells
brain. This is represented by a permanent subtraction may also induce a spell mishap. This mishap is
to the character’s Intelligence attribute. A fractional loss independent of spell volatility and not subject to the
merely results in a 0/xx reduction while a ‘point loss’ is spell mishap ceiling (Table 4.5).
just that – full integers. NOTE:
Melancholy: Absorbing the spell’s energy has Rogues may
triggered a one-time bout of ennui (See Melancholy Cast Spell? take and benefit
from the
quirk, p. 132 of Player’s Handbook). Once the rogue A Roguish Spell Failure may result in the loss of the Diminish Spell
“snaps out of it”, the condition does not reappear as it ability to ever cast the spell again (or in severe failures, Fatigue and
is not chronic. the ability to ever practice magic). Note that the portion Mitigate Spell
Migraine: The rogue develops a migraine from the of the brain in which the knowledge to cast the spell is Fatigue Talents
psychic shock of the spell. In the lesser instance, he does destroyed. Thus the spell as well as the spell slot is lost.
not need to make a Trauma check. It does not merely wipe the slate permitting the slot to
be subsequently filled by another spell.
Nervous Tic: The rogue develops an unmistakable
nervous tic that persists until he gets a good night’s
sleep.
Spellcasting in Melee
Rogue’s Mind Totally Blasted: The psychic shock has
turned the character into a vegetable. Recuperation is Arcane spellcasting requires a great deal of
only possible by expending BPs to raise one’s concentration - enough, in fact, to preclude mounting
Intelligence attribute. an adequate defense against an opponent seeking to jab
a pointed implement through the mage’s liver.
Clearly the best option when entering this extremely
Physical Damage:
vulnerable state is not to do so when within reach of an
This represents the physical toll of absorbing the spell enemy. It’s simple common sense. Regrettably, too often
energy. Damage is considered to be an individual those blessed with an abundance of theoretical
wound. In no case does DR gained from the Tough knowledge lack the good judgment that ordinary people
Hide talent mitigate this damage! take for granted. What follows thus is a discussion both
of the rules that apply to such situations and elementary
tactics.
93
4: Spellcasting
94
Ranged Fire: Whilst casting a spell, an arcane have aided Beska Miltar had he thought of them. He
spellcaster must remain fixed in place. This, in effect, could have chosen a spell without material components
makes him a stationary target. As such, he may only roll (that d4p second penalty to search for components is a
a d12p for defense against the incoming projectile (see real hazard). He could also have delayed beginning his NOTE:
Player’s Handbook p. 218). spell until the orc attacked. Admittedly this is Pixie-Fairy
dangerous as his Defense is limited to D20p-4 (d20p- arcane
Melee: Arcane spellcasting precludes dodging about spellcasters
(explicitly negating any defensive bonus derived from 4 defense die and no weapon defensive bonuses – his
suffering from
Dexterity and implicitly any gained from favorable other defensive bonuses are a wash) but that’s certainly spell fatigue can
Wisdom) or parrying an attack (negating defensive better than a d8p. hover in place.
bonuses derived from weapon specialization or the Spell Fatigue: While under the effects of spell They are
considered a
Parry Bonus talent). The spellcaster thus rolls a d8p for fatigue, an arcane spellcaster suffers a -6 Defense
stationary
his Defense. penalty. target if missile
Example: Beska Miltar is a 7th level human mage. He Example (continued): Beska’s character is now toe-to-toe fire is directed
employs a staff as a weapon and has purchased +1 defense with an orc while suffering the pernicious effects of spell against them
thus may only
specialization and the Parry Bonus with the staff. His fatigue. He is also unarmed having dropped his staff to cast
roll a d12p for
defense bonus from 12 Dexterity offsets the penalty of his his spell. Since – like an idiot - he failed to take any other Defense against
thick robes. In the rare instances he is engaged in combat, he weapon proficiencies, that awkward staff is all he has and such attacks.
employs the Two-handed Weapon fighting style giving him the orc is not about to let him pick it up.
a d20p+2 defense versus his first opponent (usually coupled As an unarmed combatant, his opponent may strike at
with the Full Parry special combat move for a net defense of double speed (p. 236 PHB). Since the orc has a normal
d20p+7). weapon speed of 9, it can attack again in 5 seconds -
Beska Miltar is very wary of becoming engaged in melee gaining an attack before spell fatigue subsides. Beska’s
4: Spellcasting
combat, as it is a task he is eminently unsuited for (and effective Defense is now d20p-10 (d20p-4 defense die plus
Beska’s player wants to gain maximum Honor for a -6 penalty from fatigue). His player cries foul, slandering
role-playing his class). Unfortunately, in their current the good name of this writer/designer and insisting the rules
exploration of a cave complex, he has become separate from are broken and that he’d be better off just lying down as his
his fellow mercenaries. Having cast Candlelight on his staff, Defense is worse than a flat d8p.
he is wandering through a corridor in search of his Another player, sick of this bellyaching, urges him to calm
companions. There he stumbles into a lone orc. down. “Chill dude. Think!” In this moment of clarity,
Beska and the orc are both really surprised by this chance Beska’s player remembers that he has options. Despair gone,
encounter (getting 10 and 14 on their adjusted Initiative he announces that he executes a Scamper Back special
rolls). The mage decides to use his initiative advantage to combat move (Give Ground is unavailable due to the
cast Pepper Spray. He drops his staff (0 counts) and movement penalty caused by spell fatigue and he cannot
rummages for his spell components (taking 3 seconds rolled Fight Defensively or perform a Full Parry sans weapon).
on a d4). Unaware that the orc is about to swing, he begins With the bonus from Scampering Back, his Defense is now
his spell on 14. The orc swings rolling d20p+3 while Beska d20p-5 – admittedly not great but this is pretty much a
may only roll d8p. The modif ied results are 14 and 4 worst case situation instigated by a tactically inept player.
resulting in the mage suffering a 2d8p+2 wound (12 after Tactical Analysis: Had Beska’s player been a wee bit
DR). The spell is ruined and Beska Miltar is in spell better prepared, he might have taken an additional
fatigue for the next 6 seconds (5s + casting time). proficiency with the knife for a mere 2 BP and kept a
He still must roll a d20p to determine his opponent’s pair of such weapons at his sides. While under spell
saving throw as this mechanic also handles potential spell fatigue, he could have drawn these weapons, used the
mishaps. Since he cast a 1st level spell with no additional Two One-Handed weapons, Defending with
spell points, the spell has a volatility rating of 3. He has to Secondary Weapon fighting style to gain a d20p
roll a d20p+ his INT score and get 14 (Table 4.3). defense, executed a Full Parry (+5) and then Scampered
However, since he was injured as he cast the spell, he suffers Back (+5). Even with his -6 penalty from spell fatigue,
a -7 penalty on the roll. He rolls a 3 on the die so the his net Defense would be d20p+4!
adjusted total is 3+13(INT)-7=9. He missed by 5 making Combat Casting: This talent permits the mage (or,
this a Tier 4 mishap (Table 4.4). Since the spell wasn’t very more likely, fighter/mage) to mount a full defense
powerful (volatility 4), this is capped at a Tier 1 mishap against one (or more if repeatedly purchased) opponent.
(Table 4.5). Rolling for Spell Mishap Results (Table 4.6), Some caveats need to be stated:
the temperature rises 9°F in a 5 foot radius from where the
The talent permits the arcane spellcaster to defend
spell failed (i.e. Beska’s current position).
not attack as, obviously, his action is casting a spell.
Tactical Analysis: There are several options that would
A full-unfettered defense is not possible, as a held
95
weapon must be sheathed to free up a hand with which to C LERIC AL S PELLC ASTING IN M ELEE
handle material components or perform somatic gestures. This
Divine spells do not require the mental focus that arcane spells
yields two possible defenses: Shield only or One-handed
do. They merely channel power provided by their deity (thus
Weapon only.
explaining why they may not ‘amp up’ these spells). Accordingly,
Shield only clerics do not suffer from spell fatigue.
Advantage: This yields the best defense as it permits the caster Clerical spells never result in mishaps nor can they be
to roll a d20p and adds the defensive value of the shield as well disrupted per se. Should a cleric be struck for damage whilst in
as a +1 bonus. the midst of a prayer (e.g. casting a spell) or fail a mental saving
Disadvantage: The caster forfeits any defensive specialization throw, he merely has to begin the prayer again (i.e. he can ‘recast’
or talents gained via his weapon. Additionally, opponents may by repeating the entire casting time). A non-injurious blow –
attack twice as often. A shield hit may potentially injure caster one absorbed by body armor - does not necessitate this
and will cause a -4 penalty to spell failure checks (mitigated by +2 inconvenience.
for every purchase of this talent). Priests suffer no explicit Defense penalty when invoking
One-handed Weapon only divine magic (though they do not gain the benefit of defensive
weapon specialization or the parry bonus as they must have a
Advantage: By presenting a weapon, attackers are limited to
free hand to handle material components/catalysts or execute
normal attack frequency. Defensive specialization or talents
somatic gestures).
gained via the weapon are applicable. No chance of injury or
distraction via a shield hit. A caster untrained in shield use must
use this option. Saving throws vs.
Disadvantage: The caster rolls a base d20p-4 for defense.
Hybrid Spellcaster:
Special combat moves may not be executed while casting a
4: Spellcasting
spell. If currently performing a special combat move, the caster Because they are inherently weaker spellcasters,
must allow any time dedicated to that move to elapse before Fighter/Mages, Mage/Thieves & Rogues do not roll d20p +
beginning to cast a spell. level to set their opponents’ saving throw thresholds as indicated
on p. 242 of the Player’s Handbook.
Retrieving spell components one-handed takes twice as long
(i.e. 2d4p seconds). Instead, they roll d20p + the highest spell level they can cast.
Thus an 11th level Fighter/Mage rolls d20p+5 not d20p+11. If
they cannot yet cast 1st level spells, their targets’ saving throw
versus their apprentice or journeyman level spells is determined
by an unmodified d20p.
96
The Journey
5: The Journey
the foothills of mountain ranges are examples of this
modes of overland travel.
type of terrain.
Impassible Terrain: This is left to the discretion of
Roads: The difference that a road or trail makes the GameMaster to determine. Any Mountain Range
cannot be overstated. First of all, movement with a without a pre-cut trail, or a broad river without an
wagon or cart is essentially impossible on anything but obvious crossing are two such candidates for explorers
a road. Any 1st-4th rate road without significant without the special skills necessary to surmount these
obstacles counts as road terrain, although you should be challenges.
clear about whether it is wide enough to handle a team
of oxen pulling a wagon. G OING F ASTER
Open terrain: Open terrain still contains plenty of Table 5.1 lists movement rates that are somewhat
TIP: See page
pitfalls, streams, bogs and scrubby trees. Unless you are below the absolute maximum. It is the distance the 101 for Road
crossing central Illinois in the present day, open terrain listed person or animal can travel if they were exerting Ratings.
should not be construed as flat prairie with no a good deal of effort, but it is still a pace that could be
impediments to movement whatsoever. That being said, sustained for a number of days in a row. In other words,
rolling hills and meadows are significantly easier to as long as the travelers (and their animal companions)
traverse than any other land that lacks road, and such are getting a full night’s sleep and plenty of food, they
terrain shouldn’t pose serious problems to your party. can move at the listed rates indefinitely. Should they
5th rate roads also count as open terrain. wish to push the pace, they can do so, but at the risk of
Semi-Open terrain: Semi-Open terrain is typical of exhaustion.
old-growth forests, or wilderness with slightly steeper Humans, demi-humans and humanoids may push
hills, more undergrowth, smaller rivers etc. It is still very themselves to literally go the extra mile. Doing so
passable, but the going is slower than in open terrain. necessitates a successful check [d20p+ either Wisdom or
Impeded Terrain: Impeded terrain presents Constitution (whichever one is lowest – that being the
challenges that serve to slow travel significantly. These limiting factor) vs. d20p+Fatigue Factor+X]. The
may be the result of topography (steep hills, sandy difficulty of the check (i.e. the value of X) is determined
deserts or frequent water crossings), flora (dense by the amount they wish to push themselves. This must
97
Table 5.1: Overland Movement Rates
Road Open Semi-Open* Impeded1 Restricted1
Camel 30 25 20 d82 d4
Donkey 30 25 20 d10 d4
Dog 25 15 10 d12 d6
Elephant 40 30 20 d103 d63
Horse, heavy 40 25 15 d6 n/a
Horse, light 50 40 30 d6 d3
4
Human , walking 20 15 12 10 d4
-hiking/roadmarching 25 20 15 15 8
-long distance running 40 30 15 15 8
Halfling or Gnome, walking 10 8 6 6 d4
-hiking/roadmarching 15 12 10 8 8
-long distance running 25 20 15 12 8
Llama 25 20 15 d8 5 d45
Mule 35 30 25 d10 d4
Ox 20 15 10 d3 n/a
Pony 30 5 d3 d8 d3
Wagon (pulled by men) 10 5 d3 n/a n/a
Wagon (pulled by horse, mule or donkey) 20 10 d3 n/a n/a
Wagon (pulled by oxen) 10 7 d3 n/a n/a
Chariot, Riding 45 35 d3 n/a n/a
Chariot, War 40 30 d3 n/a n/a
1
NOTE ON GUIDES: Travelling with an experienced guide who knows the lay of the land or type of terrain well imparts obvious benefits. Besides not getting lost or killed quite as
5: The Journey
easily, a party that is travelling with such a guide can always go the maximum distance listed on any movement rate roll (i.e. a d10 would be 10 miles with a guide). This dis-
tance is, of course, still affected by other movement modifiers.
2
Camels are, obviously, excellent desert travellers. If the type of impeded terrain they are moving through is a sandy desert, treat their speed as Semi-Open.
3
Elephants are good at crossing both jungles and deserts. If the type of impeded terrain they are crossing is desert or jungle, treat as semi-open. If the type of restricted terrain
they are crossing is thick jungle, treat as impeded.
4
Humans here includes all size M player races INCLUDING dwarves. Dwarves may be slower during tactical movement but can match other races in strategic movement.
5
Llamas are excellent mountain climbers. If the type of impeded terrain they are crossing is steep hill country, treat as semi-open. If the type of restricted terrain they are cross-
ing is mountainous, roll a d12 for their distance.
Table 5.2a: Going the Extra Mile (People) Table 5.2b: Going the Extra Mile (Animals)
Extra Extra Chance of Death or
Skill Check Modifier Effects if Successful Skill Check
Distance Distance Incapacitation from Exertion
+10% X=102 +1 Fatigue Factor +10% Average Riding or Animal 20%
Handling as appropriate
+25% X=132 +2 Fatigue Factor
2
+25% Difficult Riding or Animal Handling 50%
+33% X=16 +4 Fatigue Factor
as appropriate
1
Physical Conditioning or Tough Guy may improve roll
2 +33% Very Difficult Riding or Animal 75%
skill check is d20p+lower of Wis/Con vs. d20p+Fatigue Factor+X
Handling as appropriate
be stated before the die roll as failure indicates an unwillingness
or inability to do so that manifests as a slower pace throughout Even if successful, characters suffer a Fatigue Factor penalty.
the day not as a sudden loss of drive near dusk. This is fully restored after a full day of rest.
Note that the character’s current Fatigue Factor is added to Note: Characters with the Hiking/Roadmarching proficiency
the competing d20. Thus if suffering under the effects of or Long Distance Running talent are trained for this type of
Long-Term Weariness and Exhaustion (p. 69), this task becomes exertion and follow the rules under those sections in the PHB.
progressively more difficult. PCs with the Physical Animals may be pushed to extend their range on Roads and
Conditioning or Tough as Nails talents add +3 to their roll (or Open terrain. However, such efforts will meet with increasing
+6 should they have both). resistance and risk killing the animal.
98
Table 5.4: Animal Overland Carrying Capacities
Animal Carry Carry Carry Carry Drag Pull Pull Pull
no encumbrance light medium heavy short distance wheeled vehicle wheeled vehicle wheeled vehicle
encumbrance encumbrance encumbrance only lt. encumbrance med. encumbrance hvy. encumbrance
Camel 140 275 550 825 4350 1,100 1450 1875
Courser 120 240 480 720 3840 950 1250 1625
Destrier 180 360 720 1100 5750 2,000 2600 3400
Dog, working 8 16 24 40 200 n/a n/a n/a
Donkey 60 120 240 380 2050 850 1100 1450
Draft Horse 160 320 650 1000 5200 1800 2350 3100
Elephant 1200 2400 4800 7200 36000 n/a n/a n/a
Light Riding Horse 78 160 315 470 2500 800 1050 1350
Llama 50 100 200 300 1600 n/a n/a n/a
Mule 115 230 450 680 3650 1200 1550 2050
Ox 200 400 800 1200 6360 3200 4200 5500
Pony 75 150 300 450 2400 770 1000 1300
Rounsey 87 175 350 525 2800 900 1175 1525
Animal death here includes incapacitation. If this is indicated, right represent weights that may be pulled – albeit at medium
the animal either dies from exhaustion or is crippled by an and heavy encumbrance (see Table 5.3 for appropriate
injury caused by overexertion such that it may never function as penalties).
a working animal thereafter. From a player’s perspective these When using more than one animal to pull a cart (i.e. a team
are identical results. of oxen or horses), the weight is distributed equally among all
Excess Pack Weight beasts. Multiple animals do not move faster (this would be
Listed movement is negatively impacted by the amount the impossible), but each animal’s encumbrance is greatly reduced.
human or pack animal is carrying. Table 5.1 assumes an Thus, a team of two oxen can pull twice as much stuff at normal
5: The Journey
unencumbered or lightly encumbered traveller or mount. walking speed.
Encumbrance is especially important to pay attention to, as the Do not neglect the fact that the wagon represents a
reason your PCs got that Ox in the first place was to load him significant weight in and of itself. Throw in a couple passengers
down with their things. Table 5.3 shows how encumbrance and you’ll quickly see why teams of draft animals were frequently
affects these speeds. Accumulated fatigue is relieved by a full employed. Table 5.5 provides this information.
day’s rest (i.e 24 hours of inactivity).
Table 5.5: Vehicle Information
Table 5.3: Encumbrance Effects on Movement Chassis Weight Capacity (lbs)
Load Carried Effect on Overland Movement (lbs)
None/Light no movement penalties Cart, small 100 200
Medium -25% movement rate Carriage 800 600
+1 Fatigue Factor per day
Wagon, 1000 1600
Heavy -33% movement rate 2 wheeled
+2 Fatigue Factor per day
Wagon, 1300 2500
4 wheeled
P ULLING A W HEELED W AGON OR C ART :
A wagon’s speed is based on the draft animal(s) used to pull it. Example: John’s mercenary company recently purchased an ox
They can move with no penalty (e.g. at values listed in Table and a wagon to transport their things. All told, the party’s gear
5.1) when pulling up to the weight listed on Table 5.4’s Pull (wagon included) weighs 3,5000lbs. This means that the ox
Wheeled Vehicle (lt. encumbrance) column. pulling the wagon is medium encumbered. Because of this, the
ox moves 25% slower than its listed rate (i.e. 15 miles over good
The value in this column represents the maximum weight that
roads) and accumulates +1 Fatigue Factor per day.
can be pulled for long durations without compromising
mobility. Lessening the load will not improve speed. Carrying capacity is largely a function of the weight of the
Overloading wagons, however, will have an acutely detrimental animal. Of course, not all animals will pull carts just because you
effect on distance covered. Values in the two columns to the want them to, and thus their pull weight is listed as n/a. The
99
drag distance below is for very short distances, around 100 feet, C A MELS
at which point the animal is completely exhausted.
Whether single-humped or two-humped, the typical adult
Note on Load Bearing: Table 5.4 lists the weights each of camel stands about 6 feet tall at the shoulder and 7 feet tall at the
these animals may bear or pull. When riding an animal, the hump. This hump of fatty tissue provides the beast with needed
rider’s body weight, his gear, riding gear, barding and any fat reserves while reducing the amount of heat-trapping fat
ancillary stowage must be taken into account. Animals laden to elsewhere.
the point of heavy encumbrance (or forced to pull a heavily
This hump, as well as several other physiological trappings,
encumbering load) must make a tenacity check every hour or
helps the camel thrive in desert areas where other mounts would
they lay down (or stand in place if hitched) and refuse to move.
suffer. For instance, the camel’s thick blonde to reddish fur
For purposes of play, human carrying capacity is given as a serves as insulation from the heat of the sun, while its long ear
function of strength rather than weight. hair and eyelashes help protect these organs from blowing sand.
Its insides retain water most efficiently, and it can masticate
thorny desert plants that would pierce the flesh of many other
Mount and Pack Animal creatures. Its long legs and wide feet also give it better traction
Descriptions: over the desert sand.
In the great outdoors, a good riding or pack animal can be one Single-humped and most wild camels weigh a little over 1,000
of a character’s most useful tools. Often viewed as mere pounds. Two-humped and domesticated draft camels may
transportation, a trained horse or pack animal can aid an weigh up to 1,500 pounds, the latter having been bred to carry
adventurer in a myriad of ways. more weight. Females are nearly identical to the males, but
weigh slightly less (about 10%).
These animals are detailed hereafter so that you can add them
to the campaign. A prudent GM will note an animals’ attributes Camels have been domesticated for perhaps longer than any
carefully, and take care to role-play them thusly. There are no other animal on the main continent. Thus, although wild camels
hard and crunchy mechanics about exactly what temperature or do still live in the deserts of Tellene, most camels encountered
terrain animals can or can’t be led into. Instead, it is up to you to are domesticated ones raised as beasts of burden (as well as for
use common sense and the descriptions below to paint a their flesh and milk, which are staples of desert cuisine).
realistic picture for your party. They might find, for instance, that After mating, a camel’s gestation period lasts for roughly 400
their heavy horse will quickly die of dehydration in a blazing days with an offspring of a single calf. A calf reaches maturity
desert, or that a Llama is only too happy to hike up the side of between three and five years old, and has an average lifespan of
a mountain with them. about 45 years.
5: The Journey
10 0
R OAD Q UALITY Fourth Rate: Roads with this rating may be Third
Rate roads in a state of disrepair, or are otherwise
There are five basic levels of quality defined for roads
inferior in some way such as not having any designed
and they are designated as First Rate through Fifth
drainage or inadequate drainage, unpaved, or even just
Rate.
having rough split logs or narrow bands of paving lain
so that wagons don’t make ruts in the mud. Secondary
First Rate: This quality class defines the primary roads in Brandobia and Svimohzia are of this type.
roads or highways of the Kalamaran Empire. These Fifth Rate: These roads are tertiary tracks that
roads are wide, paved, extremely well built and have connect small villages and farming communities and
superior drainage. They are often made of well-fitted tend to meander more than larger roads. These dirt
paving stones supported by over three feet of packed paths are generally overgrown and weather damaged,
stone, gravel and cement. These roads are used to but are still discernable from enough use that one can
facilitate trade and deploy troops. use the path to get about in a remote area. Beyond this
Second Rate: This quality class generally applies to class are trails in certain areas that see little use. These
First Rate roads in a state of disrepair or roads of an are often in regions unsuitable for roads. Trails are not
original construction quality somewhere between First discernable from wear but often show the best way
and Third Rate. through rugged terrain by markings left from previous
Third Rate: This quality class describes secondary travelers. Of course, such an arrangement is rife with
roads in the Kalamaran Empire or main thoroughfares mischief as unscrupulous individuals and monsters
in places such as Brandobia and Svimohzia. These alter, damage or even remove trail markers.
roads are, for one reason or another, not up to First
Rate standards. Kalamar’s secondary roads are made of As one can see, a primary road implies something
packed earth. Brandobia’s main roads are paved but entirely different depending upon which region of
narrow and not cambered as well as Kalamaran roads, Tellene is being discussed. Primary roads in Kalamar
if at all. In other areas such as the Wildlands or fall into the First and Second Rate categories while
Reanaaria Bay they may be timber roads. Timber roads primary roads in Brandobia, Svimohzia and the
are generally sturdy when new and help prevent Wildlands fall into the Third Rate category.
excessive wheel rutting during rain or snow storms.
5: The Journey
Camels are not discriminating diners, feeding on Fighting while mounted on a camel requires a
more than 80% of the available tree leaves, shrubs and minimum of Average mastery of the Riding skill (melee
bushes, as well as any available crops. Camels have few penalties apply to both attacks and defense). A rider
natural enemies except for wolves, and encounters fighting on camelback is thrown off if he suffers a
between the two are rare, except at watering holes. knock-back or the camel succumbs to a Threshold of
Otherwise, a wild camel’s main enemies are Pain check. Should this occur, the rider suffers 1d4p
overgrazing, poisoned water sources and drought. points of damage and is delayed 10 seconds while he
Cantankerous, single-humped dromedaries are most regains his bearings. If a camel encounters danger, its
common in the Khydoban Desert, as well as in the natural reaction is to flee. This requires a rider (if any)
southern Elos Desert near the city of Miclenon. to succeed at a Riding skill check (Average difficulty) to
Two-humped camels, on the other hand, are more likely rein it in. Likewise, a wounded camel will also attempt
to be found in the northern Elos along the Norga Tors to flee, requiring a Riding check (Very Difficult) to
foothills of the Elenon Mountains. Camels are restrain it each time the animal is wounded.
occasionally transported to the Kalamaran Empire for Camels can be trained for specific feats, such as
use in circuses, so an escapee from an ambushed or biting, tripping another mount, throwing it to the
careless merchant caravan might be encountered ground by putting its head between the other mount’s
wandering the Kalamaran wilderness, but predators legs or using its powerful head and neck to push its
ensure these loners rarely survive for long. opponent to its knees.
Combat: If annoyed, a camel often shows its
temperament by stamping its feet. Those who miss this
sign might find themselves bucked off, bitten, kicked D ONKEYS
or even suffering the indignity of a globule of spittle in Donkeys evolved in the fringes of the Elos Desert
the face. A bite or a kick does 2d6p-2 points of damage, spread through parts of the Young Kingdoms and were
while a successful spit attack (once per encounter, eventually imported to all other areas of Tellene. Due
against creatures within 5 feet) blinds the victim for to these desert origins, a donkey’s body doesn’t waste or
10+2d10p seconds. lose moisture as readily as a horse. The donkey’s body
101
extracts most of the moisture from his own feces and Donkeys, because of the rugged terrain that they
doesn’t need to sweat as much as a horse would (a evolved in, could not just bolt from danger. Running
donkey doesn’t have as large a muscle mass to keep without caution simply placed them in further peril.
cool), making them better adapted to the arid climates Natural selection weeded out the less intelligent, so that
on Tellene. now donkeys usually freeze when frightened, or run a
The donkey has a mighty bray that allows even little way then stop to observe what startled them.
widely spaced donkeys to keep in contact or define their This strong, calm, intelligent beast, without a
territories. Their big funnel-shaped ears can catch tendency to flee in terror after being spooked and with
distant calls and help to dissipate heat. Their ears also a natural inclination to human control, is easy to take
serve as a visual communication system, telegraphing care of and easy to work. Donkeys can be used for
danger or foul moods. They punctuate these messages transportation of supplies, pulling wagons, and when
with tail swishes, other body language, and of course, better mounts are unavailable, as riding animals. On
grunts and moans. Tellene, those who delve into caves and mines often use
Other distinguishing characteristics of donkeys are this animal because of its ability to carry tools, supplies,
tough, compact hooves that can handle sand and rock, and ore. Their sociable disposition and adaptation to
woolly hair that insulates them from heat and cold, and human mastery allows a donkey to be lead without
a lean body mass that requires relatively little fodder, ropes, with the donkey simply following behind its
yet is very strong and enduring. They also have a owner.
digestive system that can break down almost inedible Combat: Donkeys will attack canines to protect
roughage while at the same time extracting and saving themselves and their young (and if properly trained, a
moisture in an arid environment. Donkeys have only donkey will also protect sheep and goats), but that is
five lumbar vertebrae compared to most horses, which the most fight you can expect to get from them. They
have six. They also generally have upright, sparse, spiky are much less nervous than horses and gain a +2 bonus
manes with no forelock. to their Tenacity checks. They kick out and bite when
A male donkey is called a “jack” while a female is annoyed or endangered, and such a blow, if landed, does
called a “jennet” (pronounced, and sometimes written, 1d3p points of damage.
as “jenny”).
Donkeys come in various colors, but the most E LEPHANTS
common is the mouse gray called “gray dun”. There are
5: The Journey
also spotted donkeys, white donkeys, various shades of Elephants are native to the Svimohzish Isle and the
brown that breeders refer to as “chocolate,” black Obakasek peninsula, though they have been
donkeys, sorrel donkeys, and even pink donkeys (their transplanted to other regions (such as the Kalamaran
light, red hair mixes with a gray dun coat to give the Empire, for their circuses) with limited success.
illusion of pink). There are also various roan and frost There are two known species of elephant on Tellene,
patterns. Donkeys come with or without a cross, leg both having the traditional thick skin, sturdy legs, long
stripes, or collar buttons (dots of black hair on the neck, distinctive trunk and large floppy ears. However, the
just below the head). Most have white muzzles, eye elephants of the Obakasek peninsula are slightly hairier
rings, and light bellies. as well as being physically smaller, with a
In the Kingdoms of Kalamar, donkeys are of relatively pink-speckled gray hide, a mostly flat back, less
small stature. Donkeys vary in size and, like horses, their prominent ears and only the males having tusks.
height is measured in 4-inch-long “hands” from hoof Those of the Svimohzish Isle are the largest
to withers (where the neck meets the back). In general, elephants, being less hairy and having rounded backs,
they are 36+ to 48 inches. larger ears and tusks for both males and females.
Regardless of the breed, almost all donkeys exhibit Female elephants are slightly smaller than the males.
the same gentle, calm, and slightly mischievous nature. The Obakasek elephant stands about 7 to 12 feet tall
Behavior & Temperament and weighs roughly 7,000 to 11,000 pounds. The
Svimohzish elephant stands from 10 to 13 feet tall,
Donkeys are cautious of changes in their
weighing between 8,000 and 13,000 pounds, with
environment and have a strong sense of survival. If they
elephants living in the island’s Vohven Jungle being on
deem some action dangerous, they will not do it. It is
the smaller size and those dwelling in the savannas
not stubbornness — rather it is an instinctual defense
favoring the larger measurements.
mechanism and they are usually smart enough to know
when they can’t handle something. A handler should Elephants spend much of their days in warm
never lose his temper or use brute force to accomplish savannas or forests, grazing on vegetation such as grass,
a task because the donkey will thereafter be afraid of leaves, fruits, herbs and bark, using the trunk to pick up
his handler. the food and transfer it to the mouth. They also drink
10 2
a considerable amount of water, sucking it up into the An oliphant moving to contact will head-butt the
trunk and then spraying it into the mouth. first creature in its path inflicting a 4d8p+12 point
Female elephants live in herds consisting of about a wound if it hits. Every six seconds thereafter it may take
dozen adult females and a variable number of younger one of the following actions: a) gore an opponent with
males and females. The male elephant lives a mostly its tusks for 4d8p+4 b) grab a size M or smaller creature
solitary life except when fighting other males for with its trunk and hurl them 8d4p feet away1 (using a
dominance or approaching females for mating. The shield for defense against this attack ensures success for
female elephant has a gestation period of about 22 the elephant as it can envelop the shield and user
months, bearing a single calf weighing around 250 together!) or c) advance by trampling2 whomever is in
pounds. A calf typically reaches maturity at the age of front of it (giving ground is ineffective as the elephant’s
14 and has a lifespan of about 60 years. movement is double a human’s). The choice of attack
method is contingent on the battle.
Because of their size, elephants have few natural
predators other than dinosaurs, lions and giant birds, Loxodon are not malicious creatures and do not fight
though the latter two usually restrict themselves to lone to kill their opponents. Driving them off is its goal. As
calves or weak and wounded members of the herd. such, it will not pursue an enemy in full retreat. CORRECTION:
Svimohz humans occasionally band together and 1
creatures thrown suffer 3d6p damage; armor DR does not apply The Player’s
Handbook
attempt to capture an elephant calf to be trained and 2
trampling causes 5d6p damage; armor DR does not apply mistakenly listed
used as a beast of burden (often at docks or timber the price of
yards). Thus, elephants as pack animals are an extremely elephants. They are
2000 sp for labor
rare occurrence. If your PCs can find and procure one, H ORSES varieties and 5000
however, elephants are very loyal if treated well, can sp for war
Horses are desirable purchases in that they permit
walk long distances in varied terrain, and can carry an elephants.
much speedier overland movement particularly in open
enormous amount of weight.
country or along roads.
Combat: Any elephant attacks if it feels that it or its
Riding horses are typified by the hobby breed, a
calf is threatened, though adult bull elephants are
lightweight horse of about 13 to 14 hands (i.e., 52 to
particularly aggressive during musth (a periodic rise of
56 inches). They are quick and agile beasts capable of
testosterone levels that can last for several weeks) and
traversing long distances. Like all horses, they exhibit a
may attack for seemingly no reason at all. In most cases
wide array of coat colors and distinctive markings.
this is a “mock charge” meant to scare creatures off
Horses must be trained to accept a saddle and rider by
(usually signaled by the ears being extended outwards).
5: The Journey
a trainer (e.g., an individual with the Animal Training:
If the ears are back, the loxodon intends more than
Equine skill possessing at least average mastery).
bluff.
10 3
Horses may only be ridden by elf, grel, half-elf, and rocky roads. in mountainous terrain, with the added
half-hobgoblin, half-orc or human characters with the bonus that they only consume around 5-10% of the
Riding: Equine skill although a halfling may amount of food a horse does.
accompany such a rider. Combat: Llamas have a tenacity of Nervous and their
Warhorses: Horses employed as weapons platforms first instinct is to flee danger. They will kick out if
are bred for temperament first and thereafter for size forced to fight, and such attacks do d4-2 damage.
and strength. To the untrained eye, little visually
differentiates a light riding horse from a light warhorse.
Warhorses need to check tenacity whenever injured M ULES
in combat [ordinary beasts of burden (except donkeys) Mules are the hybrid product of a male donkey and
automatically bolt requiring a [very difficult] Riding a female horse (usually a Quarter Horse or
skill check to restrain them]. The momentum Coursers Thoroughbred). Male mules are called “johns” and
and Destriers provide to the rider when moving at a female mules are called “mollies” or “mare mules.”
trot or faster affords them an extra die or two of Mollies generally have a gentler disposition than johns.
damage respectively when successfully striking Interestingly, most mules are smarter than either the
an opponent. average horse or donkey. Academics call this “hybrid
Warhorses do not attack independently of their rider. vigor.” Agility and stamina are also common to mules,
Rearing or kicking jeopardizes the ability of the rider to which make them excellent pack animals. Unlike
remain in the saddle and interferes with his ability horses, which carry about 65 percent of their weight on
to fight. their front legs, mules carry 55 percent on their front
legs. This trait makes them very well balanced and
surefooted in rugged terrain.
P ONIES A mule doesn’t sound exactly like a donkey or a horse.
Compared to horses, ponies have thicker manes, tails Instead, a mule makes a sound that sounds a bit like a
and overall coat, as well as proportionally shorter legs, donkey's bray, but also has the whinnying
wider barrels, heavier bone, thicker necks, and shorter characteristics of a horse (often starts with a whinny,
heads with broader foreheads. They originated in the ends in a hee-haw).
highlands of Tellene, where food and water were scarce, Mules are sturdy beasts of burden. The particular
thus their shorter and stockier stature. They are used to breed presented here, the mining mule, has been trained
5: The Journey
cold and harsh environs, and are sturdy hardworking in collier work and is thus temperamentally suited to
animals. Ponies are easy to keep and require far less food enter dark caves and caverns (horses will refuse to do
than horses, as well as having the advantage of being so). It as around 45-50” tall (under 13 hands). These
able to pull up to 450% of their body weight. Their animals are less likely to panic than standard horses
temperaments are typically calmer than horses. when faced with danger (gaining a +2 bonus on
Dwarves, gnomes, gnome titans and halflings with the Tenacity checks).
Riding: Equine skill may use ponies as mounts.
These admirable qualities are balanced by the
At the end of this section, you will find additional creature’s self-preserving temperament. All skill checks
rules for training horses, as well as a section on made with respect to mules are one difficulty category
Mounted Combat. greater. This is not because Mules are stubborn without
reason. Actually, mules are intelligent and possess a
strong sense of self-preservation. A packer can’t make
L L A MAS a mule do something if the mule perceives it will get
Originally from the Alpine Highlands of the Ka’Asa hurt, no matter how much persuasion is used. Many
range, the Llama is an ungulate that is well adapted to people confuse this trait with stubbornness. Young
high-altitude environments. A Llama is similar in size mules are naturally and easily startled but if treated with
to a pony, being about 45” tall. They have a unique leg great patience and kindness can easily be broken in. All
structure that causes them to walk with a rolling gait. harsh treatment of any kind must be avoided or it could
They are athletic, dexterous and strong. They possess prove detrimental to successful training.
speed, quickness and impressive jumping ability.
Though typically not employed as mounts, dwarves
A Llamas thick, dry double coat allows them to may often resort to this usage as their weight is
withstand the cold temperatures that are generally frequently overly burdensome for a pony. Mule riders
found at high altitudes. They are excellent climbers due must possess average or better mastery in the Riding:
to their soft, padded hooves and can carry heavy loads Equine skill.
even when they are not on trails, or are climbing steep
10 4
O XEN B ARDING :
Oxen are specifically trained as draft animals. They A warhorse, or any animal trained for combat, is a
are usually castrated adult cattle, making them easy to considerable investment for the average fighter.
control. They can be used for various uses in farming, as Therefore, it behooves the owner to see that his mount
well as transportation. There is no better animal for is as well protected as possible. Other than avoiding
hauling a cart or wagon than an Ox. Generally risks, the best nonmagical protection is horse armor or
speaking, Oxen are yoked in pairs, and multiple pairs barding. Barding is simply some type of armor fitted to
can be employed to gain more carrying capacity. be worn by a mount. It works the same way as the
Generally Oxen respond only to a trained ox-driver. corresponding personal armor described later in this
Therefore, it takes an average Animal Training check chapter in terms of DR.
to successfully operate an oxen-team and give them Full barding covers the head, neck, chest, and body
orders. Oxen have the added benefit of being living, of the beast, while half barding covers the head, neck,
walking sources of beef. If the party’s situation becomes chest, and front quarters. Half barding provides the
dire, and they have Oxen on hand, they have a ready same DR protection as full barding but only to front
source of sustenance. Oxen can pull much heavier loads and front flank attacks. Barding can be made from
for longer periods of time than horses, primarily due to many different materials; stouter types provide
the ability to yoke them, and therefore they are ideal for increasing protection according to the armor of the
heavy work. They are much slower moving however, so construction. All of this, however, is at the expense of
the party that hitches its wagon to an Ox will have to increased weight and lowered maneuverability of the
be prepared to move forward at a plodding pace. mount. Plate barding, for example, is the equivalent of
a fighter’s field plate and is made of carefully
interlocked plates and joints. It provides a DR of 7 to
M OUNTED C OMBAT : the mount. It weighs in at 90 pounds.
Riding horses, ponies, donkeys and mules possess Barded animals also require special attention. Care
neither the temperament nor training to serve as war must be taken to prevent chafing and sores. The mount
steeds. Thus while outfitting these animals with cannot wear the armor indefinitely. It must be removed
barding and charging down opponents with a lance is at night and ideally should not be worn except in
beyond the capability of these mounts, the possibility preparation for a battle or tournament. Removing a
of engaging in mounted combat is nonetheless real. horse’s barding requires 15 minutes for leather and 30
5: The Journey
These mounts are flighty animals and their natural minutes for metal armors. Fitting it takes twice as long.
reaction to danger is to flee. As such, whenever they The weight of barding is carefully distributed to
encounter a hostile creature they will attempt to run in account for the weight of the armor and the rider, so
the opposite direction – regardless of the wishes of their barded animals cannot be used as pack animals! It is
rider. An average Riding skill check is required to rein normal practice to have a second mount for carrying
in the mount. gear and supplies. Note that most mounts have a
Intelligent opponents will usually target the rider natural DR that is cumulative with that of the barding.
with their attacks as he is the greater threat. Predatory
animals or unintelligent monsters are, however, equally
likely to attack the mount or the rider. A mount struck
for damage will make a determined effort to flee –
necessitating a Riding check (Very Difficult) to prevent
this. The rider must attempt the check every time the
animal is wounded.
10 5
Jumping: A horse trained to jump goes against its
Table 5.7: Encumbrance Effects on Horses
instincts and jumps over obstacles not knowing what’s
Speeds for Gallop Canter Trot Walk on the other side. Its rider can also convince it to at-
encumbered horses speed speed speed speed
tempt particularly challenging jumps. Without such
None 40 35 25 20 training a horse may halt or stall when directed toward
Light 40 35 25 20 a wall or fence and throw its rider.
Medium 35 30 25 20 Jumping cannot be attempted at medium or heavy
Heavy no 25 20 20 encumberence.
Speeds for encumbered Destriers Training Requirements: Average mastery of the
None 35 30 25 20 Animal Training (Equine) skill; 1+1d3 week’s time; an
Easy difficulty skill check
Light 35 30 25 20
Benefits: It is a must for a Warhorse, and any good
Medium 30 25 25 20
Warhorse should be trained to jump before it is
Heavy no 20 20 20 purchased.
Saddle Training (can also be taught to Camels,
Saddles: There are two basic saddles—riding and Donkeys, Elephants, Mules and Oxen): A saddle-
pack. Riding saddles take many forms, but their basic trained horse is comfortable with a rider and taught to
purpose is to carry a person. Pack saddles are special respond to commands allowing it to be used as a mount.
frames designed to carry supplies and equipment. The Training Requirements: Average Mastery of the
only practical limit to how much a well-stowed pack Animal Training (Equine) skill. 1+1d4 weeks time; an
saddle can carry is the carrying ability of the animal. average difficulty check
Benefits: Only saddle-trained horses may be
employed as mounts.
Training horses Steady Nerves (can also be taught to Elephants): A
While most horses are only trained for riding, they horse with ‘steady nerves’ has been specially trained and
can be taught additional tricks, behaviors and work conditioned not to follow its instincts and bolt or run
routines here collectively termed skills. This must be when confronted by loud noises, sudden movement and
performed by a character with the Animal Training: other such factors. This is the primary skill that must be
5: The Journey
Equine skill. Some pack animals may also be taught taught to any Warhorse. Such horses are trained to rely
these skills, and this is noted after each skill. upon humans to determine when fear or flight is an
Prior to any training, a horse (or other animal that a appropriate response.
PC wishes to ride) must be broken, a feat that only Training Requirements: Novice mastery of the
those with the Horse Breaking Proficiency (see New Animal Training (Equine) skill; 2+2d4 week’s time; an
Proficiencies, Talents and Skills section) may Average difficulty skill check
accomplish. Benefits: Horses with this skill do not need to make
Once this prerequisite is fulfilled, the horse can then Tenacity checks in combat unless injured.
be transferred to a trainer in order to be taught those Swimming (Can also be taught to Elephants,
skills its owner desires. Donkeys and Mules): All horses are natural swimmers,
A trainer’s mastery level will dictate which skills he is but having the Swimming skill indicates the animal has
able to attempt to teach a horse. If he meets the been trained to swim while saddled and carrying a rider
requirement, he must then devote the prescribed time or load. Otherwise, a horse is likely to balk and not
listed under each skill to teach the skill to the horse. At enter the water. Having the Swimming skill always
the completion of training, he rolls a skill check. If this allows the rider to ‘persuade’ the horse to swim in the
skill check is successful, the horse has learned the skill. direction he wants.
Note that unlike characters, horses have no mastery Training Requirements: Average mastery of the
levels. Animal Training (Equine) skill; 1+1d3 week’s time; an
Many horses that a PC will wish to purchase in the Easy difficulty skill check
course of their campaign have already been taught these Benefits: A character mounted on a horse with this
skills. Horses without key skills like Saddle Training skill may cross a river without knowing how to swim,
should command a much lower sale price than those although the horse must make an average swimming
listed in the equipment lists. check at 45 mastery.
The following is a list of skills that may be taught to
horses (and other riding animals, as noted):
10 6
Water Transit 5.9. Capacity is that of all items loaded into the boat
(thus including the passengers’ body weights).
V IA R IVER Table 5.9: Boat Information
Travelling on water observes some of the same watercraft weight # passengers capacity (lbs)
conventions as overland travel, but is decidedly less
predictable and more risky. Even on a small river a
Canoe, war 150 3-4 1000
patch of rapids can loom unexpectedly, or the depth
become too shallow to continue. Canoe, small 50 1-2 450
However, as it is unlikely you have mapped out your Collapsable 35 1-2 300
boat
river systems to the degree necessary to gauge when and
if portage is required, what follows are some guidelines Bear in mind that canoes are large bulky items.
for handling river voyages. Attempting to travel overland whilst schlepping one of
As boating is a universal skill, it is assumed that these will have as great a negative impact on marching
everyone can paddle a canoe. Drowning may be a risk rate as being heavily encumbered.
for non-proficient swimmers. If you wish to take this
into consideration, you can have the canoers make a
daily easy boating skill check. Failure indicates they O CEAN T RAVEL
have an accident and are dumped into the stream. This section will not cover mechanics of how to man,
Only those with average or better mastery are sail and have piratical adventures at the helm a
permitted to load and transport merchandise in a canoe. bluewater rigged vessel. That’s a topic for an entire
Those without the requisite skill are limited to their book.
man-portable gear. The experienced canoer must ride If your players wish to take an ocean bound voyage,
and navigate the vessel in which goods are being they are going to have to seek passage on a ship.
transported. He cannot use his skill to load other’s boats Nautical transit is an expeditious means of getting from
– doing so will ensure they have an accident (see above). point A to point B as most ships can average 50 miles
While anyone can employ a canoe, those with higher a day. They also need not contend with restricted or
mastery will be far better at covering distance. Table 5.8 impeded terrain.
details the expected rates of transit for upsteam, For all these advantages, not all is rosy on the high
5: The Journey
downstream and currentless boating. seas. Piracy is an endemic problem. The Kingdoms of
Kalamar has many notorious pirate havens including
Table 5.8: Nautical Transit Rates (miles/day)
the ‘free’ city of Aasaer.
Boating mastery
These villains are not the only danger that can
condition
Novice Average Advanced Expert appear over the horizon or from a cloudbank. Naval
warfare is rife in the placid central bay. Enemy frigates
upstream 10 122 15 15 would rather practice commerce raiding than risk a
no current 15 20 25 25 confrontation with a capable peer. Woe to the humble
downstream 20 25 30 35 merchantman not flying the proper flag!
reduce stated rates by 50% if employing a collapsable boat Cabin Fever
Landlubbers confined to a sailing ship for long
You are certainly aware that 10 miles on river does periods of a time without a break (i.e. time on land to
not equate to 10 miles travelled in a straight line. run around and stretch) are susceptible to the effects of
Mathematically, the ‘bendiness’ of a river is termed its cabin fever. After two weeks at sea, every character
sinuosity. A reasonable value for this is 1.5 – meaning must make an opposed Wisdom check (d20+7 vs.
that for every 1.5 miles travelled on the river, 1 mile of d20+Wisdom) with failure indicating that the
progress is made toward the ultimate destination. This character has succumbed to cabin fever. For each
derating factor is far easier to use at the table than additional week at sea, another check is required, with
trying to measure the twists and turns of a little blue a cumulative +2 to the mental illness’ communicability.
line on your map. Once a character has succumbed to cabin fever,
recuperating on land for a full day for each week he was
at sea is the only cure.
The Boats
A character that has cabin fever temporarily
There are two types of canoes available in the Player’s
manifests the Ornery quirk (or doubles its effect if they
Handbook. Pertinent details are summarized in Table
are already so disposed).
107
Between
Adventures
10 8
Table 6.1: Formal Training Costs Clerics do not have a specified contribution (as a
percentage of their wealth) that they are statutorily
Level Training for Cost
obliged to donate to their order. In the strictest sense,
6 100 sp their training is provided pro bono as it furthers the
7 200 sp interests of the religion. However, the training costs
8 300 sp reflect a usual and customary donation from a devotee
9 400 sp
of their rank. As such, even should a cleric self-train, he
is still committed to a donation equivalent to the formal
10 500 sp training cost when he returns to civilization.
11 650 sp Purposefully avoiding these fees subjects the priest to
12 800 sp censure that could involve failure to grant him spells
13 950 sp possibly escalating to excommunication for intransigent
worshipers.
14 1100 sp
Once a thief, rogue or assassin joins a guild, he has
15 1250 sp
essentially sworn fealty to the Guildmaster. From this
16 1450 sp point forward, the boss expects his cut. While opting
17 1650 sp to engage in extraneous pursuits such as looting old
18 1850 sp tombs in faraway places is permissible, it is not
19 2050 sp encouraged. A member’s preferred role, particularly one
with some experience under his belt, is that of a
20 2250 sp
caporegime running his own crew and generating
income for the bosses. Formally training at the guild
M AGE S PELL A QUISITION not only allows access to instructors with appropriate
skill sets but also shows respect to the bosses by
Mages gain a new spell every time they advance, contributing a long overdue taste to their coffers.
either directly from a master or through Opting to self-train purely to save money is a major
self-discovery in a library and laboratory. Mages faux pas likely to embitter the PC’s superiors and could
without access to a medium to large library whilst readily escalate to murder for hire.
self-training (requiring at least a town or some
other place with hundreds of tomes) can only In short, PCs are already fringe elements in their
acquire a new spell from another mage or a found respective church, guild or knightly order by virtue of
spellbook or a scroll. This new spell, however, will their freelance activities (to wit, dungeon delving and
be gained without a cognition check. mercenary work) and unlikely to progress to
meaningful roles within these organizations until such
time as they settle down. Formal training allows them
This extended self-training option is included to
to periodically renew contacts and at least maintain a
allow for player character advancement in situations
presence within the institution. Failure to maintain even
6: Between Adventures
where attending formal training venues is unfeasible
this level of integration by routinely self-training
due to the circumstances of the expedition they are virtually ensures that there will never be a role for them.
currently undertaking. For example, if you’ve set them
off on an adventure to explore a remote wilderness, A DVANTAGES OF F ORMAL T RAINING
recover a lost relic on an uninhabited island or delve Formal training offers numerous advantages. Some
into the NetherDeep, it is almost certain that there will of these are specifically spelled out in the Players
be no opportunity for them to attend formal training Handbook while others have not been revealed to
without having to travel umpteen leagues back to players or are accrued by rolling on the training events
civilization. Rather than denying PCs the opportunity tables.
to advance in level should in-game time permit, they
Published Boons accruing from formal training
can opt to self-train. include:
Self-training should not be the go-to method of One mulligan of a skill mastery roll
advancement for characters with the option of receiving
formal training. However, if you have a min-maxer at The mulligan can apply to any skill mastery roll paid
for during training and need not be made immediately.
your table who’s decided that the aforementioned
That is, a character may pick the most vital roll after
restrictions imposed by this method of advancement
determining all of the results if purchasing multiple
don't overweight the benefit of a few more coins in his
skills or receiving a plurality of skills by virtue of his
pocket, here are a few more items to consider.
class.
10 9
Weapon specialization of +3 and greater may be
A DDITIONAL B ENEFITS A CCRUING
purchased
FROM F ORMAL T RAINING
The opportunity to purchase +3 or higher
specialization is premised on there being an instructor Arcane spellcasters (e.g. mages, fighter/mages &
possessed of sufficient skill to teach this high level of mage/thieves) that receive a new spell during
weapon mastery. It is not a given that every formal advancement may roll twice on the appropriate
training venue has access to virtuoso combat table and choose which one they wish to acquire.
instructors. Those focusing on martial skills (e.g. This benef it is not available when undergoing
kobars) are far more likely to have such master teachers training in a Kobar.
than academic institutions.
Skill mastery may progress beyond 75 without
double BP expenditure K OBARS :
The opportunity to purchase skills is premised on As mentioned in the PHB, Kobars are training
there being an instructor possessed of the relevant skill. schools set up by experienced mercenaries for the
NOTE: It is not a given that every formal training venue has express purpose of mentoring less capable mercenaries.
As an approachable
acquaintance, the
access to such instructors though guilds and monastic Often, the principals were themselves a band of soldiers
PC has gained the and chivalric orders will always have instructors of fortune who stumbled into the role as a means of
NPC’s trust. He may available to mentor students in core competencies. employing their unique skills without the hazard of
seek assistance
from the NPC and if The specific chances of any given skill, proficiency or confronting terrible monsters.
the terms offered weapon proficiency being available for instruction at a Kobars tend to be located along the fringes of
are fair and
reasonable, he can
given venue are detailed under the discussion of civilization where peril and the lure of bounteous
generally be Formal Training Venues. wealth are a siren’s call to individuals willing to risk life
assured of
Opportunity to make contacts and limb.
prompt help. This
contact will not Although a chart is provided to facilitate rapid The purveyors of such training know their area well,
perform
determination of contacts made, this is a poor substitute often having personally explored the region. That law
uncompensated
favors for the PC for your own creativity. You are highly encouraged to and order tends to be weak is another draw for local
but, more supersede this random roll and take advantage of the authorities have far more urgent matters to attend to
importantly, neither
opportunity to introduce NPCs you wish to than driving off rogue encampments posing no
will he seek to cheat
incorporate into your campaign. immediate threat. In fact, hard-pressed governors may
or otherwise take
advantage of the PC often contract out kobar personnel to augment their
For example, said contact may be a mage or cleric
even should the meager forces.
opportunity whose magical services the player characters have
present itself. needed or will need. Alternatively, the contact could be Kobars tend to resemble a shoddy training camp
an individual predisposed to becoming the PC’s rather than a fortified position. A kobar is often a
henchman. He might be a peer level character that temporary enterprise that the principals abandon when
better prospects become available. Oftentimes the
6: Between Adventures
11 0
Table 6.2: Training Events (d100)
01-03 Character picks up a cool nickname assigned to him by the venue’s master or one of its primary instructors. In
game terms, you should assign a nickname (possibly by seeking input from the relevant player). This is intended as
a roleplaying benefit thus the nickname should not be pejorative.
You may wish to have any NPCs that accompany the party adopt the character’s nickname to speed acceptance.
04-06 The stress of training induces some meaningful introspection that guides the player towards unlocking a hidden
talent. He gains d3 building points that he may immediately apply towards purchasing a Talent. The bonus BPs
must be allocated immediately or they are forfeit.
07-09 One of the character’s quirks or flaws proves to be an impediment that he must deliberately focus on overcoming
in order to successfully complete training. As a result of temporarily surmounting his handicap, he gains d3
building points which may be immediately applied towards ‘buying back’ a quirk or flaw. Should the PC forgo
remedying a quirk or flaw during advancement, the points are lost.
10-12 The character wins a significant wager placed with either a peer or instructor. His take consists of 5-10% of his
training costs (e.g. d6+4 percent).
13-15 The venue has a spare +1 weapon (player’s choice) that they are willing to sell for 5x the base weapon cost listed
in the PHB. This opportunity must be seized immediately.
16-18 An instructor has a peculiar fixation on a particular weapon and offers to spend off-hours mentoring interested
students in its proper use. Ideally you should select a weapon the PC would not choose of his own accord in order
to goad him into considering other options he might use in battle. Should you not wish to put much thought into
it, you can roll randomly from available weapon proficiencies. This proficiency comes with no BP cost.
19-21 Adventure Hook/Rumor: Character learns of a rumor through interaction with fellow students or instructors. This
is an opportunity for you as GM to reveal the hook leading to the next adventure you have planned for your players.
Ideally, the PC in question should receive more specific information that you planned to generally reveal in order to
make this truly a benefit rather than something you planned to feed them anyway. Exactly how to implement this is
left to you but you may wish to provide a clue valuable to overcoming an initial obstacle or some piece of
information that would otherwise take the players some time to discover.
22-24 Character has the opportunity to get a cool and unique tattoo if he chooses. You may opt to personalize it to the
venue (tattoo gained by graduating “Kobar Klandring”) and have it be meaningful from a role-playing perspective.
For example, a skinny mage with a tat from a gladiatorial kobar may garner some respect from NPC toughs.
Alternatively, it can be used to prove affiliation with a guild or order.
25-27 Character has a whirlwind romantic tryst with someone affiliated with the venue. This can provide bragging rights
to a cad or at least an interesting story. Details are left to you as GM to develop but do not neglect the opportunity
for pregnancy and a possible unknown child.
6: Between Adventures
28-30 Character impresses a subordinate instructor’s aide with his tales of high adventure. Said individual is dissatisfied
with current role and amenable to becoming a henchman of the PC. If the player has interest in acquiring a
henchman, this chance meeting affords him that opportunity sans the usual complications.
31-33 PC demonstrates exceptional qualities during training of sufficient note for the venue’s master to relate to other
influential associates, friends and acquaintances. Circulation of the tales affords the PC +1 point of fame.
34-36 A person at the training venue, be it a master, instructor, fellow student or member of the support staff has
recently returned from the PC’s place of origin. Upon chance discovery of the character’s home, they provide a
status update as to news from home. As GM, you can tailor this to lay seeds for future adventures or to satisfy the
curiosity of a homesick PC.
Players that have not bothered to develop their back story will, of course, receive nothing.
37-39 PC performs some action during training for which the master or one of his lieutenants owes a minor debt of
gratitude. The exact details are left for you to develop. The PC may thereafter call in a favor from this individual. The
extent of this aid should be strictly limited to such things as casting a restorative or information spell, putting a
good word in to some local person of rank or influence or providing a useful piece of information.
40-42 The challenges of training are sufficiently rigorous such that he is able to substitute a d20p for a d4p when
improving his abilities. Thus he may raise two abilities by d20p (rolling d12p, d10p, d8p & d6p for the
remaining five).
111
Table 6.2: Training Events (continued)
43-45 While conducting late night research, the arcane spellcaster (or rogue) fortuitously stumbles upon a readily
comprehensible formula for a lower level spell. With his mentor’s expert assistance, he may immediately
add this to his repertoire1 sans the need for a spell cognition check.
Ideally, this individual should be chosen to fill a glaring void or provide some other function of immediate and
tangible benefit to the players. Obvious choices would be a linkboy or Sherpa but a muleskinner, handyman or
driver could be better options depending on your campaign. The choice is up to you.
The servant will offer true and faithful service to the best of his abilities but his ultimate loyalty is to the institution
to which he belongs. Upon returning, he will undergo a debriefing session permitting his masters to gain a fair bit
of knowledge as to the group’s personalities, tactics, goals and ambitions.
From a role-playing perspective, this “trial period” may open players to the possibilities of hiring their own NPCs –
particularly those that have never done so before. Abusive treament of such a servant will bring the ire of his institution.
70-72 Instructors and/or masters are ruthless taskmasters competent in their roles but possessed of little empathy.
Without realizing it, they routinely push their students beyond their mental limits. Though the experience is
ultimately successful at its intended purpose (to wit, providing instruction permitting the attainment of the next
level of experience), graduates are traumatized and acquire a quirk.
The PC should roll on the Random Determination of Quirks & Flaws table in the PHB (ignoring any result of 701+).
Full listed BPs should be awarded upon receiving this quirk regardless of pre-existing conditions that might
otherwise reduce the yield.
2
The intent is for the character to return from training with an interesting story and a wound to prove
his veracity. If a statistically improbable roll would result in the character dying, then re-roll the results,
as this is grossly unfair and expressly contrary to the intent of this entry.
112
Table 6.2: Training Events (continued)
73-75 A senior member of the host institution takes a shine to the student perhaps due to some shared interest, a
resemblance to a lost child or simply by virtue of the PC’s winning personality. The night before graduation they
have a lengthy conversation ending with the mentor passing along a treasure map. He explains that he’s held on to
this for decades but for reasons of age, responsibilities or distance cannot foresee ever following up on it. He wishes
the PC to have it binding him under oath to complete the mission. He asks no finder’s fee, only a retelling of the tale
of exploration to sate his curiosity.
As GM, this is an adventure opportunity open to your development. If your players have become homebodies
reluctant to travel, this can be a goad to lure them into exploring other far distant regions. The map may ultimately
prove false if you so desire.
76-78 Through exposure to individuals of wildly dissimilar backgrounds, the PC discovers he has a knack for a skill he
never before contemplated. Randomly determine a skill (or subskill in the case of languages, musical instrument, etc)
that neither the PC, nor any of his companions has yet purchased. The PC receives his initial purchase of the skill for
free at the completion of training.
79-80 During training the PC is compelled to assist staffers in the evenings prepare for the next day’s lessons. Working as
their de facto aides, they inadvertently received instruction in a proficiency from being corrected time again for
‘doing it wrong’. The PC receives d3 BP that he may immediately apply towards gaining the proficiency during this
training interval. Should he opt not to gain the proficiency here and now, the BP are lost. Roll a d10 to determine
which proficiency he received exposure to:
You should re-roll should the PC already possess a given proficiency. Reroll this result if the PC already has all of
these proficiencies.
81-84 During training the PC displayed qualities marking him as a future candidate for leadership within his organization
(if appropriate). Upon graduation, he is given a symbolic promotion and tasked with added responsibilities appropri-
ate to his freelance status. Examples may include missionary or ambassador at large. It is up to you the GM to create
the job objectives the player is expected to achieve. Should he succeed, he can parley this into future ascension
within his order. In essence, he gains the opportunity to fill a working role in his organization and pad his
resume should he desire at some future point in time to become more intimately involved in politics and hierarchy.
85-87 During battle training, character is really put through the paces. The instructor sought to “toughen the sissy up”
6: Between Adventures
through strenuous exercise and vigorous combat practice. The PC receives +1 to his Hit Point roll. If the net result
does not meet the minimum or exceeds the maximum, the PC instead receives +10% to his constitution fractional
score.
88-90 Character’s instructor takes an extra interest in the PC as an individual, seeking perfection as a person, rather than
on his profession. The PC receives consequently extra insights into one of his raw abilities. Roll a d3:
1) Character gains an extra d12p on one of his fractional ability rolls (determine randomly)
2) Character may mulligan any fractional ability roll (player choice)
3) Character may roll any fractional ability roll twice, taking the higher score. The roll must be chosen and
announced by the player ahead of time and completed together (i.e., roll both dice at once)
91-94 Nothing
95-97 Roll twice and choose
98-99 Roll thrice and choose
00 Roll twice and receive both boons (ignore this result if occurs a second time)
113
adventure or two is set far away from a large town, you guild in that particular municipality. One advantage of
should place a kobar within a couple day’s travel of the this is that the PC recieves a 15% discount.
nearest little hamlet. This then becomes Kobar #1. Additionally, care is taken to ensure that guild
Until the campaign action moves a significant distance members receive the best possible training. This
from this locale such that travel to the kobar is excessive translates to an additional mulligan roll on any skills
(say, more than two weeks), this is the sole kobar acquired or improved upon.
available for training. Once the action moves to a new Guild membership is not without its costs. Members
geographical location, establish Kobar #2 near a small may be called upon to support activities at the whim of
village in the new environ. Repeat as necessary. the guildmaster (e.g. GM) as he deems necessary.
M ONASTIC T RAINING :
U NIVERSITY T RAINING : Clerics (and Paladins) must attend monastic training
If the action in your campaign occurs within a at a monastery, cathedral or chapel sponsored by their
reasonable distance of a large town, Universities will be religious institution and supervised by a character two
the most readily accessible venue at which PCs can levels higher. If such an institution is unavailable, they
train. These are permanent institutions supported by may self-train but must always make good the
the civil authority. Though kobars may exist in such difference in training cost by a generous donation to the
areas, their dodgy reputation coupled with harassment church when situations permit.
from the seat of government tends to make them
rarities. C HIVALRIC T RAINING :
While an impressive campus replete with two or Knights are obligated to return to their order to
more august buildings may be encountered in or near a receive training and cannot employ the expediency of
metropolis, those found in smaller cities are far less kobars or university training. In dire circumstances, they
pretentious. Often they may consist of a single may elect to self-train.
nondescript building. Belying their typically modest M ASTER T EACHER :
appearance, the university’s strength lies in its wealth of
contacts. These institutions employ veteran explorers as Master Teachers are rarified individuals that seek out
adjunct trainers who are available as needed to fill the exceptional individuals to mentor. Most are reclusive,
needs of specialty students. It may, however, be the case as they may prefer introspection or have some dark
that these sellswords step foot but once within the secret that demands anonymity on their behalf. Though
actual building and the bulk of their training is actually they maintain a low profile, they do maintain contacts
conducted off site. with select masters of kobars and universities acting
much as a professional league scout keeping tabs on the
University students should expect to provide their
minor leagues. Through these individuals they seek out
own room and board.
the most promising candidates.
If utilizing the Kingdoms of Kalamar setting, Table 6.3
There are no hard and fast rules when to introduce a
6: Between Adventures
11 4
Table 6.3: Cities Offering University Training Table 6.3: Cities Offering University Training (continued)
City Population Location City Population Location
Anowhizh 22,200 Ozhvinmish Svomwhi 18,900 Zazahni
Ardarr-Norr 16,100 Skarrna Svowmahni 123,100 Ozhvinmish
Aroroleta 24,100 Dodera Thygasha 40,063 Khydoban Desert
Ashoshani 88,900 Ozhvinmish U'Rudaketa 16,100 Tokis
Baneta 16,000 Pekal Unvolen 10,400 Eldor
Bet Bireli 10,600 O'par Vrendolen 58,400 Pel Brolenon
Bet Dodera 17,900 Dodera Wimish 20,600 Zazahni
Bet Kalamar 310,000 Kalamar Zenshahn 24,700 Zazahni
Bet Kasel 10,300 Ek'Kasel Zha-Nehzmish 130,200 Ahznomahn
Bet Regor 23,300 Paru'Bor Zoa 49,400 Fautee Peninsula
Bet Rogala 20,900 Pekal Zomo-wim 19,100 Ozhvinmish
Bet Seder 47,800 Tokis
The Meister wishes to mold them in his own image and
Bet Urala 53,300 Basir to implant the virtues, morals and ethics he feels are
Betasa 13,970 Ek'Gakel vital to the presumed future post his mentee will
Burzumagh 27,548 Ul-Karg command.
Bynarr 19,800 Tharrgy Once you’ve determined that a master teacher has
Cosolen 39,100 Cosdol noticed the potential of one of your PCs, he will seek
Crandolen 18,100 Cosdol the character out and devise some way of introducing
Dalen 98,100 Eldor himself without indicating his intent. He may claim
Daruk 11,200 O'par he is an expert hireling looking for employment, that
he is a friend of a friend, that he is looking for
Dayolen 13,900 Mendarn
adventure or any of a hundred other explanations. You
Doulathanorian 18,000 Edosi Forest
must do your best to make it appear the master teacher
Dowond-Brandel 86,100 Pel Brolenon is anything but what he is.
Inolen 23,900 Eldor
The teacher’s intent is to get close to the prospective
Kako-Gyr 19,900 Slen student and closely scrutinize him for several days. At
Kalokapeta 13,300 Ek'Kasel the end of that time, the master teacher will decide
Karasta 25,000 Kalamar whether or not the character is worthy of his tutelage.
Kazullagh 14,403 Ul-Karg There are several factors he will consider that will make
Korem 10,400 Korak or break the deal. The character must have Great
Lathlanian 12,100 Lendelwood Honor, he must be true to his professed alignment and
he must display an interest in achieving a greater
6: Between Adventures
Miclenon 15,700 Elos Desert
purpose other than the looting of tombs and
Monam-Ahnozh 88,500 Meznamish
accumulation of treasure.
Narr-Rytarr 28,000 Rytarr Woods
If any of the conditions are not met, the master
Nenehi 25,700 Ozhvinmish
teacher will simply move on and the PC will never
Nordolen 19,600 Eldor know who he was or the nature of his intent. If all of
Oloseta 26,200 Tarisato the conditions are met the master teacher will reveal his
Ospolen 45,700 Mendarn true identity and his purpose in seeking out the PC. He
P'Bapar 73,100 P'Bapar will offer to tutor the PC and if the PC agrees by
Paketa 20,300 Paru'Bor swearing a god oath that all of his level training will be
Prompeldia 15,800 Elos Desert taken through this Meister (subject to the conditions
laid forth in the Player’s Handbook), the two will enter
Rinukagh 12,200 Norga-Krangrel
into a relationship that will bind them together for
Ronazagh 14,808 Ul-Karg
many months or perhaps even years.
Rosaleta 14,800 Kalamar
The Meister is a ruthless taskmaster that will push
Rynoshok 15,900 Shynabyth
his students to their mental and physical breaking
Segeleta 10,227 Kalamar points. This stems not from cruelty but from a sincere
Shyta-na-Dobyo 17,510 Brindonwood and emotionally detached belief that only in the
Shyta-Thybaj 17,200 Thybaj cauldron can excellence be forged. The seemingly
Sobeteta 56,300 Kalamar extreme tariff they require from their pupils (80% of all
115
Table 6.4: Availability of Training by Institution Type
Kobar University Monastic Thieves’ Assassin’s Beggar’s Chivalric
Guild Guild Guild
Acting 80 100 60 100 100 100 33
Administration x 100 100 80 60 80 100
Agriculture 33 100 80 33 33 33 33
Animal Empathy 60 60 60 60 60 60 80
Animal Herding 33 33 33 33 33 33 33
Animal Husbandry 33 80 60 33 33 33 33
Animal Mimicry 100 80 60 100 100 100 33
Animal Training 100 80 60 80 80 80 100
Appraisal 60 100 80 100 60 100 60
Arcane Lore 100 100 x 80 x x x
Artistry 33 100 33 33 33 33 33
Astrology 33 100 100 33 33 33 33
Blacksmithing/Metalworking 60 100 80 33 33 33 60
Boating 33 80 60 33 33 33 33
Botany 60 100 100 80 100 80 33
Carpentry/Woodworking 60 80 80 60 33 33 33
Cartography 80 100 100 100 100 60 80
Climbing/Rappelling 80 33 33 100 80 100 60
Cooking/Baking 60 100 80 60 60 60 33
Craft 60 100 60 60 60 60 60
Current Affairs 60 100 80 100 100 100 100
Diplomacy 60 100 100 100 60 100 100
Direction Sense 100 60 60 100 100 100 60
Disarm Trap 33 60 33 100 100 80 x
Disguise 60 80 60 100 100 100 x
Distraction 100 60 60 100 100 100 33
Divine Lore x 100 100 x x x 100
Escape Artist 80 60 60 100 100 100 60
Fast Talking 80 60 60 100 100 100 33
6: Between Adventures
116
Table 6.4: Availability of Training by Institution Type (continued)
Kobar University Monastic Thieves’ Assassin’s Beggar’s Chivalric
Guild Guild Guild
NOTE:
Literacy 33 100 100 80 80 100 60 It is not possible
Lock Picking 33 100 33 100 100 100 x to split training
Mathematics 33 100 80 60 33 33 33 between two
institutions. Thus
Mining 33 100 60 60 33 33 33 if a particular
Monster Lore 100 100 100 80 100 100 100 type of training is
Musician 60 100 100 60 60 100 33 unavailable, the
PC must either
Observation 100 33 100 100 100 100 100
forgo it or pay
Oration 60 100 100 60 33 100 100 twice to attend
Persuasion 60 100 100 100 60 100 60 training at two
institutions.
Pick Pocket 33 33 33 100 80 100 x
Pottery 33 100 60 33 33 33 x
Reading Lips 80 80 80 100 100 100 33
Recruiting 60 80 100 60 33 100 100
Religion 33 100 100 33 33 60 100
Resist Persuasion 60 80 100 60 100 60 100
Riddling 60 100 100 100 60 100 100
Riding 60 60 60 60 60 60 100
Rope Use 100 60 60 100 100 100 80
Salesmanship 60 80 60 100 33 100 33
Scrutiny 100 100 100 100 100 100 100
Seduction, Art of 60 60 60 100 100 33 80
Skilled Liar 60 100 60 100 100 100 x
Sneaking 80 33 60 100 100 100 33
Survival 100 33 80 33 33 33 100
Survival, Urban 60 100 80 100 100 100 x
Swimming 100 100 100 100 100 100 100
Torture 60 33 100 100 100 80 60
Tracking 100 33 33 100 100 100 60
Trap Design 33 33 x 100 100 80 x
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Weather Sense 100 80 80 33 33 60 80
117
Table 6.4: Availability of Training by Institution Type (continued)
Kobar University Monastic Thieves’ Assassin’s Beggar’s Chivalric
Guild Guild Guild
Taxidermy 100 100 33 33 33 33 x
Farrier 100 100 60 33 33 33 100
118
students in. These include: near-virtuoso skill in a weapon. The relationship is
Weapon proficiencies more of a partnership than that experienced with
coaching as the student often possesses technical skill
Armor & shield proficiencies on par with that of his tutor. The mentor’s role is to
Novice level Skill Mastery* assist his pupil in realizing his true potential by
Proficiencies overcoming the final impediments countering
his progress.
* The student must have no greater than novice mastery
at the skill prior to undergoing training though he can +4 weapon specialization
exceed this threshold afterwards depending on his degree of Master level skill Mastery
success on the mastery die roll.
Guru (10 BP): prerequisite Mentor
Instructor: (5 BP): prerequisite Trainer The Guru is a rarified individual possessing
This proficiency builds on the character’s experience unsurpassed mastery in a weapon and the skills
as a trainer permitting him to work more closely with necessary to pass this knowledge on to a worthy
a smaller group of students to achieve higher standards. postulant.
An Instructor must possess Advanced Mastery with any +5 weapon specialization
skill that he wishes to teach to his students.
+1 weapon specialization
Average level skill Mastery
Equipment
* The student must have no greater than average Maintenance & Repair
mastery at the skill prior to undergoing training though he Field exploration can be as tough on gear as it is on
can exceed this threshold afterwards depending on his degree the men that wear it. Things break or degrade from the
of success on the mastery die roll. rigors they are subjected to in these most trying of
environments. The following situations may result in
Teacher (6 BP): prerequisite Instructor broken or damaged equipment:
This degree of tutoring mastery is required to instruct
students already possessing a fair degree of mastery in
the subject matter. A Teacher must possess Expert
Mastery with any skill that he wishes to teach to his
students.
+2 weapon specialization
Advanced level skill Mastery
6: Between Adventures
* The student must have no greater than advanced
mastery at the skill prior to undergoing training though he
can exceed this threshold afterwards depending on his degree
of success on the mastery die roll.
119
must make (on a d20p). For example, a character points (i.e. only the initial penetrating die rolls).
sustains 10 points of damage in a fall. The potion vial b) The wearer suffers a critical hit. This causes 1 point
he’s carrying must roll 10 or higher on a d20p else it of armor damage even should the end result not
breaks, spilling its contents. actually injure the wearer. Damage dice rolled as a result
Fire: Characters subject to ancillary damage from of the critical hit may compound damage to armor
being set alight (and opting not to spend the time to should they penetrate.
stop, drop and roll) can suffer up to 6 points of damage. At the GM’s discretion, you may waive this damage
Naturally the fuel source for this damage – to wit, any should the critical hit occur on an area of the body
flammable clothes, load bearing equipment, ropes, etc unarguably not protected by armor. However, upon
will be destroyed. doing so, you must disallow any DR the armor provided
Shield Breakage: Shields are subject to being cleaved against said crit, increasing its damage and severity.
or smashed when sustaining very powerful blows. c) A fumble roll result dictates armor damage
Shields so broken are irreparable. They can also be (specifically result 399-436: Damage own armor
damaged as the result of a fumble. The latter can be (1 point))
fixed.
Though the mechanics governing this process appear
in the Player’s Handbook (p. 225), some confusion exists
as to how the mechanics scale with regards to superior Mechanics of armor degradation: A suit of armor
quality shields. In order to clarify this, a precisely possesses 10 points of structural integrity for every
defined extrapolation appears in Chapter 13: Quality point of DR it possesses. These “armor hit points” if you
Items (p. 250). will represent the armor’s ability to absorb damage.
Once a suit of armor has absorbed 10 points of damage,
Weapon Damage: Numerous results on the Fumbles
its DR rating decreases by 1 (though all other statistics
Table dictate damage to weapons. This may
remain constant).
compromise effectiveness (applying an Attack or Dam-
age penalty) or see the weapon completely broken. For example, a suit of chainmail (normally DR 5)
sustains 10 points of damage from a combination of
All such damage is irreparable.
penetrating damage rolls, critical hits and fumbles. It now
Quality Weapons: If a roll on the Fumble table only affords the wearer DR4. However, the armor’s other
indicates damage to a quality weapon, it receives a aspects (i.e. Defense Adjustment, Initiative Modifier, Speed
contested check (GM’s d20p vs. PC’s d20p+[2x weapon Modifier and Movement Rate Reduction) are unchanged.
bonus]) to slough off the result. Should this check fail, As a practical manner, this damaged suit of chainmail is
any noted impairment is applied to the weapon. Such now somewhat worse than a new set of ringmail.
damage is permanent and may not be repaired.
Quality Armor: Other than an increase in the amount
of damage a quality suit of armor can sustain (to wit,
A RMOR D A MAGE : 10 points per +), quality armor is subject to identical
6: Between Adventures
12 0
Repairing Armor
Armor represents a significant investment and it is often
worthwhile to repair damaged armor rather than replace it.
Armor can be damaged in two distinct manners –
either as the result of a fumble or via impact force as described
above.
Broken straps (resulting from fumbles): This damage, whilst
extremely hindering, does not represent a catastrophic failure of
laboriously precision crafted parts but rather the loss of a vital
but expendable subcomponent. Such parts can be replaced by a
journeyman armorer.
Repair costs are 5sp for a shield or 10 sp for a suit of armor.
Service can be completed in a day for shields and 2 days for
armor.
6: Between Adventures
resize normal armor.
Quality armor refitting costs are based on a standard suit of
armor’s price but such work necessitates a higher skilled armorer.
+1 to +3 armor requires a master armor to refit it (at 30% of
armor cost). +4 & +5 armors may only be repaired by a High
Master armorer (at 60% of the cost of a normal suit of armor of
the type being refitted).
Custom-Built Armor
PCs may wish to purchase a new suit of armor outright when
they stumble upon their first little hoard of coins. This is
natural and expected. However, they should not expect to find a
showroom full of various suits of armor ready to purchase at
their local armorer.
As this is not an economics textbook, elucidating the history
and evolution of economics, money and finance is left for those
interested in the topic to explore on their own. Note well though
121
that modernity’s differences from medieval life go well Counterfeit goods may be created for purposes other
beyond technology. Modern commerce and our than to fleece buyers. Stagecraft is one such example.
expectation thereof is premised upon ubiquitous credit. Another may be an attempt to create false appearances
Sans this, no one can afford to maintain expensive of wealth or status through gilding or fabricating
inventory. As such, armor will have to be commissioned. knock-offs of expensive items. Confidence men are
Commissioning a suit of armor necessitates a 50% notorious for the latter even if their true intention is
deposit and a potentially lengthy wait (see Table 6.6). not to profit from the sale of said items.
Construction must occur under the supervision of a Incidentally worthless goods are categorized as such
master armorer. because the cost (in time or materials) to repair them is
in excess of that necessary to make or buy a new one.
Most worthless goods fall into this category.
Quality of Goods Just because an item is worthless (i.e. no informed
buyer would part with coin for it) does not necessarily
How hard is it to pass out towels, numbnuts? Well, it's a
mean that it cannot occasionally perform its intended
NOTE: skill like anything else. - Night Shift
function. It simply fails with such regularity or performs
Characters The various appraisal skills are not universal. The
possessing the so poorly that it’s not worth the annoyance of using the
maintenance/ upshot of this is that player characters are likely to get item. Given a particularly dire circumstance though,
upkeep proficiency ripped off all the time if they (or an ally) have absolutely they may have a practical use.
receive a +2 bonus no skill in appraising merchandise. Simply put, they are
whenever they As a baseline rule, incidentally worthless items
need to roll to see if unable to gauge the quality of goods until such time as
demand a contested check (player d20p vs. GM d20p)
a piece of it breaks on them.
equipment breaks each and every time they are used. Ordinary items will
(per p. 197 of the Invariably this will create friction with the warrior function if the contested check is successful. However,
PHB).Note that this that’s dumped 200 building points into his weapon skill. they will never perform on par as compared to better
bonus applies only He will whine and complain that anyone could tell that
to normal quality goods. How this works in practice is largely a
equipment
the shoddy equipment he just bought was worthless judgment call. If an item has a quantifiable measure of
(regardless of and that he didn’t need some stupid skill to inform him functionality (e.g. a lantern’s radius of illumination), a
quality). Such of that fact. Gently inform him that it is, in fact, a skill worthless item can muster only one-third of this
individuals DO NOT
receive a bonus
to know the value of goods and that his background rating. If a tool it hinders skilled artisans by imposing a
when rolling to see with armaments is what provided him the rudimentary -50% skill check penalty or a 75% reduction in their
if their shield is skill to immediately recognize subpar weaponry. Follow productivity.
splintered under a
this up by asking him if he knew whether the $1800
heavy blow or if Worthless weapons are considered, as a baseline, to
their weapon is repair bill the mechanic quoted him the last time his
be -4 weapons (i.e they impose a -4 penalty to Attack
damaged as a result car broke down was legitimate or not. Caveat emptor.
of a fumble. and Damage). Additionally, a contested check (with
a -4 penalty, naturally) must be made in conjunction
W ORKMANSHIP C ATEGORIES with each and every Attack or Defense roll. Failure
6: Between Adventures
12 2
In addition, should the wearer suffer a critical hit Defense, adds +3 to the wearer’s Initiative and +4 to his
(regardless of severity), the wearer must attempt a Speed. In addition, should the wearer suffer a critical
contested d20p check with the GM. Failure indicates hit (regardless of severity), the wearer must attempt a
that the armor failed catastrophically – henceforward contested d20p check with the GM. Failure indicates
providing NO DR but all hindrances until removed. that the armor failed and loses an additional 1 point of
Worthless ordinary items that fail the contested DR capability.
check when used catastrophically break and cannot Ordinary items will generally function albeit with TIP:What about
function at all. They may be jerry-rigged by an significant limitations. How this works in practice is Repair spell? A
individual with the Maintenance/Upkeep proficiency again largely a judgment call though you should only repair spell will
restore a formerly
but this requires 1 hour of time per copper piece value demand a contested check for breakage if the
Worthless item
of a new item. Items so repaired may be used again but individual using the item does something out of the rendered Useless
break on any failed check as above. ordinary. If an item has a quantifiable measure of due to breakage
Poor: This category is a catchall for goods that have functionality (e.g. a lantern’s radius of illumination), a back to Worthless
poor quality item can muster only one-half of this status. The spell is
been used and poorly maintained. The item in question
rating. If a tool it hinders skilled artisans by imposing a not sufficiently
may originally have been of extraordinary quality but powerful to
used for many years in rough service or a shoddy piece -33% skill check penalty or a 50% reduction in their
properly mend
of equipment that was discarded when its failings productivity. Note that use of a poor quality item while stress fractures,
became apparent. Either the original owner no longer experiencing a critical failure at a skill check will replace
saw fit to retain the item or, if looted, the destitute (or certainly break the item. numerous
compromised
cheap) owners tried to repair it but failed to do so Poor quality ordinary items that fail a contested check
fasteners or
properly due to their lack of skill. become worthless. systematically
Discarded items may find their way into merchants’ ‘undo’ aggregate
inventories - particularly those that vend to an wear.
Poor quality items may be purchased by PCs for 25%
impoverished clientele. Those savvy in the particular of the price listed in the PHB. Provided they are
line of merchandise (e.g. possessing some mastery in prepared to live with the limitations of these items, it
the appraisal skill relevant to the item in question), will may be a way for a destitute novice PC to broaden his
readily recognize this stuff for what it is despite variety of initial equipment.
attempts on the part of the seller to disguise obvious
signs of wear.
Poor quality goods will never perform as well as an Shoddy goods stem from poor workmanship. This
average quality item. However, unlike worthless items, may be due to a lack of skill on the part of the
they may function well enough if handled gently. craftsman (a legitimate craftsman may offer shoddy
apprentice-made goods at a discount), or may reflect a
Poor Quality weapons are considered, as a baseline, duplicitous artisan that has just rapidly cranked out
to be -2 weapons (i.e they impose a -2 penalty to Attack substandard offerings without adhering to guild
and Damage). In addition to this baseline penalty, they quality or has substituted inferior raw material in order
6: Between Adventures
must also make a contested check at -2 (or to save costs.
catastrophically break) if the user executes a full parry,
critically hits or fumbles. Unlike worthless goods, the Shoddy goods are more difficult to detect than poor
poor quality weapon permits the maneuver (scoring quality ones since obvious signs of use are not present.
damage if applicable) failing as it does so. Naturally they Average mastery is required to recognize these goods
are thereafter useless. as subpar without actually using the goods in service.
Such use will readily reveal that the item is
Poor Quality Shields suffer a -1 Defense penalty to compromised to those with the requisite appraisal skill.
the shield’s listed Defense bonus and a -2 penalty to the
listed Damage Reduction. In addition, they must make Commonplace shoddy goods will become poor
a competing d20p roll whenever they are hit regardless quality within a month of regular use as they simply
of damage. If the shield is struck for 8 hp break under the strain of regular wear.
(buckler/small) or 12 hp (others), the check is made at Shoddy goods will not perform as well as an average
-6. If the shield is struck for 12 hp (buckler/small) or 18 quality item. However, they may function well enough
hp (others) it is automatically destroyed. if handled gently.
Poor Quality Armor has a number of penalties: DR Shoddy weapons are considered, as a baseline, to
is reduced by 2, the Defense Adjustment is penalized be -1 weapons (i.e they impose a -1 penalty to Attack
by 1, the Initiative Modifier is increased by 1 and the and Damage). In addition to this baseline penalty, they
Speed Modifier is increased by 2. Thus a poor quality must also make a contested check at -1 if the user
suit of plate mail has a DR of 5, imposes a -6 penalty to critically hits or fumbles. Failure means that they
12 3
become poor quality weapons (this is the weapon’s new vary depending on locale. These price fluctuations are
‘baseline’ and may be further aggravated by the results purely a function of supply and demand and not an
of the fumble roll). indicator of product quality.
Shoddy Shields suffer a -1 penalty to the listed These goods are generally not designed for rugged
Damage Reduction. In addition, they must make a duty or rough service. In the hands of a dilettante, they
competing d20p roll whenever they are hit regardless may provide years of service. However, if subjected to
of damage – albeit with a +6 bonus. If the shield is frequent or severe use (the definition of which is
struck for 8 hp (buckler/small) or 12 hp (others), the dependent of the nature of the item in question but
check is made at even odds. If the shield is struck for 12 without doubt using them in the challenging conditions
hp (buckler/small) or 18 hp (others) the check is made of exploration qualifies as such), they will invariably fail
at -6. If the shield is struck for 16 hp (buckler/small) or within 6 months.
24 hp (others) it is automatically destroyed. Average quality goods that have been abused, either
Shoddy Armor has a number of penalties: DR is through misuse, overuse or poor maintenance become
reduced by 1, the Defense Adjustment is penalized by functionally equivalent to shoddy goods.
1, and the Speed Modifier is increased by 1. Thus a
shoddy suit of plate mail has a DR of 6, imposes a -6
Professional Grade: these goods are designed to
penalty to Defense, adds +2 to the wearer’s Initiative
accommodate the usage pattern of the most demanding
and +3 to his Speed. In addition, should the wearer
users of the good in question. Clothing features extra
suffer a severity 21+ critical hit, the wearer must
stitching and/or reinforcement, tools are rugged and
attempt a contested d20p check with the GM. Failure
constructed from heavier gauge metal, etc. These goods
indicates that the armor failed and loses an additional
offer no additional features than their average quality
1 point of DR capability.
counterparts. What they do offer is greatly increased
Ordinary items will generally function albeit with service life and reliability. Pro quality gear, if properly
significant limitations. How this works in practice is maintained, can last a decade or more.
again largely a judgment call though you should only
Note that this enhanced reliability does not imply
demand a contested check for breakage if the
imperviousness. Intentional and wanton misuse will still
individual using the item does something out of the
destroy a pro quality item.
ordinary. If an item has a quantifiable measure of
functionality (e.g. a lantern’s radius of illumination), a Pro grade items are better than average. How this
shoddy quality item can muster only two-thirds of this works in practice is again largely a judgment call. If an
rating. If a tool it hinders skilled artisans by imposing a item has a quantifiable measure of functionality (e.g. a
-15% skill check penalty or a 25% reduction in their lantern’s radius of illumination), a pro grade item will
productivity. Note that use of a shoddy item while exceed this by 10%. If a tool it enhances skilled
experiencing a critical failure at a skill check will artisans by awarding a +5% skill check bonus or a 10%
certainly break the item. addition to their productivity. Note that use of a pro
grade item while experiencing a critical failure at a skill
6: Between Adventures
12 4
until item repaired or discarded come up. Success avoids Pro quality gear does not come cheap as such goods
this penalty. bear at least a 4x price premium (and 10x for weapons).
If a character has a pro grade belt, he receives a Serious users that depend on this gear for their
contested check (d20p vs. d20p) should result 319 – livelihood (or life!) will usually pony up the cash
343: Belt, girdle, etc. breaks -1 to attack and defense though. Only high master tradesman can manufacture
until item repaired or discarded come up. Success avoids at this quality level.
this penalty.
Extraordinary quality: For most items, this is the best
Generally, +1 weapons, armor and shields are that money can buy. Such items offer all the reliability
considered “Pro Grade”. Rules for determining of pro gear plus some other tangible benefit. This may
breakage follow: be water repellent clothing, extremely lightweight, rust
resistant or some other very desirable quality. Only
Weapons: If a roll on the Fumble table indicates grand master craftsman may fabricate superior items
damage to a Pro Grade weapon, it receives a contested and then only upon being commissioned to do so.
check (DM’s d20 vs. PC’s d20+2) to slough off the Simply put, these items are very, very expensive and
result. appeal only to the most wealthy and discriminating
Shields: see discussion in Chapter 13: Quality Items customer. Prices start at 12x standard up to 38x for
(p. 250) weapons.
6: Between Adventures
12 5
Extraordinary items are significantly better than Selling Quality Items
average. How this works in practice is again largely a
Your players may at some point wish to cash out their
judgment call. If an item has a quantifiable measure of quality items. Their motivations for doing so may be
functionality (e.g. a lantern’s radius of illumination), an varied. As they accumulate experience and rise to
extraordinary item will exceed this by 25%. If a tool it greater challenges, they likely will be fortunate enough
enhances skilled artisans by awarding a +10% skill to recover items of increasing quality and capability
check bonus or a 20% addition to their productivity. from ever more formidable opponents. That treasured
Note that use of an extraordinary item while +1 short sword acquired in a goblin mine when 2nd
experiencing a critical failure at a skill check allows for level may be entirely superfluous when the very same
a contested check (with a +6 bonus) to avoid damage. character achieves 8th level. Rather than dragging
Even should this occur, the item still retains the around arms and armor that no longer serve a purpose,
properties of a Pro Grade item. it is often more advantageous to dispose of them for a
Practical Advantages of Extraordinary Quality lump sum of coins that serve a myriad of purposes.
Equipment: Characters may acquire a tangible benefit The most pressing need for currency will likely be to
by purchasing extraordinary equipment in that it may facilitate formal training. This expense rears its head at
allow them to avoid certain result on the Fumbles chart. 6th level. Incidentally, this window coincides with the
likely supplanting of initial quality weapons by more
effective ones discovered in later expeditions.
If a character has extraordinary boots or footgear, Formal training venues offer one final advantage not
he receives a contested check (d20p vs. d20p+4) should previously mentioned. These institutions have a ready
result 264-276: Boot/footgear breaks, -1 to attack and use for all manner of armor and weaponry or at the very
defense until repaired or discarded come up. Success least a network of contacts interested in said. As such,
avoids this penalty. they can offer students full resale value for any
If all of a character’s load bearing equipment (i.e. equipment ‘traded in’ and applied towards the cost of
backpack, pouches, sacks, scroll cases & waterskins) are their services.
extraordinary he receives a contested check (d20p vs. Those seeking to dispose of quality equipment on the
d20p+4) should result 277 – 318: Backpack, pouch or open market face numerous challenges.
other container strap breaks, -1 to attack and defense Finding Buyers: There’s an incredibly small market
until item repaired or discarded come up. Success avoids for quality weapons. Most people with significant
this penalty. quantities of hard currency simply aren’t interested.
If a character has an extraordinary belt, he receives What use is a +1 longsword to a wealthy merchant? For
a contested check (d20p vs. d20p+4) should result 319 the cost of said, he could simply buy the services of a
– 343: Belt, girdle, etc. breaks -1 to attack and defense dozen or more men-at-arms and reap a far greater
until item repaired or discarded come up. Success avoids benefit vis-à-vis personal security. He didn’t get rich
without being able to perform a rudimentary cost
this penalty.
benefit analysis.
The other group with hard currency is the gentry.
6: Between Adventures
Generally, +2 weapons, armor and shields are They too pose a problem. First of all, they can perform
considered “Extraordinary”. Rules for determining
breakage follow:
Weapons: If a roll on the Fumble table indicates
damage to an Extraordinary weapon, it receives a
contested check (DM’s d20 vs. PC’s d20+4) to slough
off the result.
Shields: see discussion in Chapter 13: Quality Items
(p. 250)
6: Between Adventures
money as an additional variable in the power factor of chain +3 1380
your game. It’s relatively easy to gradually meter out
plate +3 1950
special treasures and magic to your players since those
items are front of mind. When PCs can purchase ring +3 1220
magic, you must now think second order. Every piece of scale +3 1330
jewelry, every gem, every pile of coins is potentially an splint +3 1650
additional magic item. One slip-up, one big haul and studded +3 1070
suddenly you’ve inadvertently given away the store.
banded +4 2800
Why add this complexity to your already full plate?
chain +4 2270
If the above doesn’t scare you, think about what you’re
incentivizing. It isn’t adventuring. PCs will begin plate +4 3160
looking to business and commerce as means to gain ring +4 1970
their goodies rather than slogging it out with monsters. scale +4 2220
This rules system, and I dare say every other one in splint +4 2700
existence, is built around the premise of adventure role
banded +5 4350
playing. It is not medieval SimCity. There simply aren’t
carefully balanced rules to facilitate that type of game chain +5 3650
because that’s not the point. plate +5 5000
However, if you are determined to disregard our scale +5 3600
advice and wish to allow players to purchase special splint +5 4300
items, Purchase Price should be no less than 250% of
the values listed here. 12 7
Taverns
The time between adventures will likely be when Table 6.8: Tavern Name Generator
your players head out to the local watering hole to
d20 Formula
gather information, recruit followers, exercise their
bragging rights or likely all three. 1 The (A) (C)
These establishments are not equivalent to their 2 Owner’s Name’s (A) (C)
modern analogues. Such places need not reflect the 3 The (A) (E)
chaos of happy hour at a college bar. There is little to do 4 The (A) (F)
at home other than work. Even reading is a 5 Owner’s Name’s (A) (F)
comparatively rich man’s luxury. Those desirous of any
6 Village Name’s (A) (F)
form of news, entertainment or distraction will make
their way out to the local Public House. As such, 7 The (A) (B) (C)
anyone worth socializing with is probably going to 8 The (B) (C)
make an appearance. 9 The (B) (D)
Since taverns, inns and the like form such a key 10 The (B) (F)
social nexus, they will likely be frequently encountered 11 Owner’s Name’s (B) (F)
in your campaign. Essentially, they are the stage upon
which much of your non-adventuring roleplay will be 12 The (A) (F)
conducted. Coming up with unique and catchy names 13 Owner’s Name’s (B) (F)
for all these places can be challenging. To ease this 14 The (B) (A) (C)
burden, we’ve developed an algorithm to assist you in 15 The (C) (D)
quickly determining a prospective tavern’s name.
16 The (B) (D) (C)
All you need to do is roll a d20 and consult Table 6.8
17 The (B) (C) (E)
Tavern Name Generator. This will guide you making
secondary rolls on Table 6.8a to determine name 18 The (B) (C) (F)
elements. Once you’ve determined your tavern name, 19 The (B) (D) (E)
you can proceed to populate it with NPCs developed 20 The (B) (D) (F)
on the fly by use of the mechanism presented in
Chapter 9: NPCs.
6: Between Adventures
12 8
Table 6.8a: Tavern Name Components
d40 A B C D E F
01 Adamantine Amorous Ant Acolyte Axe Alehouse
02 Argent Beautiful Basilisk Barkeep Bed Aleroom
03 Azure Blind Bear Beggar Bell Arms
04 Black Brave Boar Braggard Bottle Bar
05 Bleached Carousing Bull Brigand Bow Barroom
06 Blue Charming Carp Bugbear Bowl Beer Cellar
07 Brass Dancing Cat Butcher Bucket Boozery
08 Bronze Dirty Coney Cobbler Candle Brew-Pit
09 Brown Drunken Crow Cook Castle Cellar
10 Burnished Fat Dolphin Cooper Club Club
11 Copper Feasting Dragon Dwarf Comet Drinkery
12 Dark Feathered Eagle Farmer Crown Grog Shop
13 Ebony Flying Falcon Foole Cup Hostel
14 Ebony Jolly Fox Goblin Dagger House
15 Ebony Lively Frog Hatter Decanter Inn
16 Golden Lone Griffyn Jester Diamond Inn
17 Gray Lucky Hound King Eye Inn
18 Green Mad Lion Lady Fist Inn
19 Green Mellow Manticore Lord Flame Joint
20 Indigo Nimble Moose Lout Flask Libationary
21 Indigo Old Mule Maiden Fork Lodge
22 Iron Prancing Owl Mason Goblet Mead Hall
23 Ivory Quaffing Pegasus Mermaid Hammer Place
24 Leaden Quartered Pig Miller Heart Porch
25 Mithril Rampant Pony Minstrel Jug Promenade
26 Orange Reclining Ram Monk Key Pub
27 Paisley Sassy Rooster Nobleman Lantern Public House
28 Pale Silent Salamander Orc Lock Rummery
6: Between Adventures
29 Red Singing Serpent Priest Log Saloon
30 Rusty Sleeping Sow Queen Moon Shack
31 Sable Sodden Stag Scout Pitcher Spot
32 Sanguine Springing Stallion Seaman Platter Steps
33 Silvery Standing Swan Smith Rose Taphouse
34 Stone Three Toad Sportsman Shield Taproom
35 Tawny Tipsy Unicorn Teamster Spade Tavern
36 Verdant Trembling Weasel Warrior Spoon Tavern
37 Violet Tricky Whale Weaver Star Tipplery
38 White Two Wolf Wench Stick Vault
39 White Vexed Wyrm Wizard Stool Whiskeyroom
40 Wooden Welcome Wyvern Woodsman Tankard Winery
12 9
Effects of Alcohol Table 6.9: Alcohol Effects
and Drugs Intoxication
Effects
Level
A LCOHOL : -5% penalty to Resist Persuasion skill
Alcohol has long been a part of the rich tapestry of Buzzed
checks, -1 Defense
human life, and this is no different on Tellene. Taverns
+1 morale/tenacity level, -15%
are common, and every small town has a drunk or two. penalty to Resist Persuasion skill
Your players will, no doubt, wish to partake in the Sloshed
checks, +3 Iniative, -3 Attack and
rituals of quaffing ale, raising a tankard to a fallen foe, Defense, +1 Speed
or slamming a shot to steel their nerves. By all means,
let them! As any reader (of legal age) can attest, temporarily gain the Talker (loud)
drinking, despite its charms, can incur some heavy quirk, -35% penalty to Language skill
costs. The tables below define these expenditures, checks, -25% penalty to Resist
Wasted
which, as GameMaster are your responsibility to make Persuasion skill checks, +2
sure the player characters pay in full. morale/tenacity level, +6 Initiative,
-6 Attack and Defense, +2 Speed
There are four basic stages of drunkenness in
Hackmaster: Buzzed, Sloshed, Wasted and Passed Out. Character falls asleep and cannot be
roused for d6p+4 hours unless
Buzzed: During the Buzzed stage, a character should
suffering damage ≥ 2 Threshold of
feel a general sense of happiness and anticipation. Passed Out
Pain, if wakened limited to crawling
Things are going great! In this mildly intoxicated state
speed and cannot attack or defend
they are more prone to suggestion and peer pressure
(Defense = d8p)
(suffering -5% to Resist Persuasion). They are mostly
holding it together, and suffer only minor physical Getting there: Determining which stage of
impairments (a -1 penalty to Defense). drunkenness a PC is currently swimming in is relatively
Sloshed: Once a character reaches the Sloshed level simple. Despite your buddy’s protestations after a night
of drunkenness they are officially inebriated. This of drinking tequila, all types of alcohol are equally
might result in a more belligerent and aggressive intoxicating. That is, one glass of wine, one beer, and
attitude (reflected in a +1 morale level and -15% to one shot contain the same amount of alcohol, and thus
Resist Persuasion), or overly gregarious. Their mental induce the same amount of drunkenness. There are, of
faculties and coordination are diminished as well, and course, stronger grain alcohols or specially brewed ales
they suffer a +3 to Iniative, -3 to Attack & Defense and that surpass this baseline, but it is not as if someone
a +1 to Speed. who has five shots of whiskey over the course of an
Wasted: When a character is wasted everyone in the hour will be more drunk than someone who drinks five
room knows it. They gain the Loud Talker quirk until glasses of table wine.
they’ve recovered, and are largely incapable of rational All sapient humanoids are equally affected by alcohol
thought. Their actions are driven by base desires, and
6: Between Adventures
13 0
Table 6.9a: Inebriation Threshold Level by determine if they’re hung over. The character rolls a d20
number of drinks and body weight adding (or subtracting) his Physical Saving Throw
Modifiers and compares it to a number determined by
Weight Buzzed Sloshed Wasted Passed his level of intoxication the previous evening.
(pounds) Out
Table 6.9b: Hangover Check & Duration
45 - 64 2 1 3 5
Intoxication Level Hangover Duration
65 - 84 1 2 4 6
Achieved check (Hours)
85 - 104 1 3 5 8
Sloshed d20-6 dp4
105 - 124 2 3 6 10
Wasted d20+4 2d4p
125 - 144 2 4 7 11
Passed Out d20+15 3d4p
145 - 164 2 5 8 13
165 - 184 2 5 9 15 Should the GM’s roll exceed that of the PC, he is
hung-over. A failure by five means the character spends
185 - 204 3 6 9 17
the first d20p minutes vomiting, and can take no other
205 - 224 3 6 10 18 actions. A failure by ten means that, in addition, they
225 - 244 3 7 11 20 are really hung-over.
245 - 264 3 7 12 21 Effects of a Hangover: A terrible headache,
265 - 284 3 8 13 23 queasiness, shaking, general loss of will to live and
285 - 304 4 8 14 25 questioning of all past life decisions, anger, guilt,
despair, and:
305 - 324 4 9 15 26
Hung-over: Headache, Nausea (Game effect: -1
Constitution: Individuals blessed with good health, a penalty to Attack, Defense & Damage)
strong immune system and who are physically fit (i.e. a
Really Hung-over: Nausea, Severe Regret, Migraine
high Constitution score) are slower to feel the effects of
(Game effect: -2 penalty to Attack, Defense &
alcohol than their feeble peers. In game terms, a
Damage, -10% penalty on skill checks, Arcane Magic
character’s Physical Saving Throw Modifier (derived
use limited to baseline SP expenditure). After hangover
from Constitution) is added to the drunkenness
duration elapses, character proceeds to being simply
threshold levels. Persons with a low score thus have a
hung-over for an equal period of time.
lower threshold.
Time: For every full hour that passes after drinking
has commenced, subtract 1 drink from the PCs total to For example: Kragmar the Human Barbarian goes to the
determine his level of intoxication. tavern to celebrate his slaying of an Orc Band. He is a brute
of a man weighing 253 pounds and having 17
Food: The presumption is that imbibing occurs in an
Constitution. This gives him a +2 tolerance bonus via his
atmosphere in which ample food is available (i.e. a
Constitution score and a +5 tolerance bonus due to his
6: Between Adventures
party, banquet or feast). As such, food does not play a
inherent resistance to poison. He thus must have 10 drinks
significant role in determining intoxication levels.
before even becoming Buzzed!
Over the course of 4 hours he drinks 24 pewters of ale and
Recovery definitely impresses the locals. At this point he has the
Sobering up takes time (or the Induce Sobriety spell), equivalent of 13 drinks in his system (24 consumed, -2 via
and comes with its own hazards. Various inn-keeps and Physical Saving Throw Modif ier, -5 via Barbarian’s
barmaids may hawk foolproof hangover concoctions, Poison resistance and -4 owing to the passage of time).
but in our extensive testing, we have found none that Given his body mass, this puts him at a Wasted level of
are truly effective. intoxication. He subsequently tussles with a couple of
Per the Time discussion above, one drink is brigands trying to roll him on his way back to his quarters
metabolized per hour from the onset of drinking. As but manages to chase them off despite the severe penalties
the number of drinks in the character’s system subsides, his drunkenness imparts (+6 to Initiative, -6 to Attack and
he slowly sobers up (e.g. when his drink total decreases Defense, and +2 to Speed).
to the next lower threshold). Once back in his bunk, he goes to sleep. Eight hours later
Hangovers: Anyone achieving a Sloshed level of he still has the equivalent of 4 drinks in his system (24 -2
intoxication may have a nasty surprise in store once -5 -13 hours) making him still Buzzed. After two more
they sober up (e.g. their drink total drops below Buzzed hours he finally is not intoxicated as the number of drinks
level). They will need to make a competing d20 roll to in his system has dropped to two (below the Buzzed
threshold for a man his size).
131
He must now check to see if he’s hung over. Since he * By convention, Dead Fhokki Ale is served in 40 ounce
achieved a Wasted level of intoxication, he must roll a d20 (1.2 liter) servings. Ritual demands that a small portion be
(adding his +2 Physical Saving Throw Modifier) versus poured onto the ground prior to consumption in honor of
the GM’s roll of d20+4. He rolls a six on the die (total 8) the dead individual with whom the drinker wishes to
while the GM rolls 15 (total 19). Since he missed by ≥5, he communicate. It is a bitter tasting barley beverage fortified
spends the next d20p (8) minutes vomiting. He also missed with grain alcohol. Drinking the entire bottle is equivalent
by ≥10 meaning he’s really hung over. The GM rolls 2d4p to 13 individual drinks as far as potency is concerned.
to determine duration getting a total of seven. Thus for the Brandy, Orluian: This drink grants the user a -1
next seven hours, Kragmar endures penalties of -2 penalty bonus to all his initiative rolls for every three drinks
to Attack, Defense & Damage, -10% penalty on skill checks consumed, up to a maximum of four (note: this bonus
followed by an additional seven hours with penalties of -1 is offset by the drunkenness penalty since each drink is
penalty to Attack, Defense & Damage. a shot of liquor. Modern readers may equate this to a
Never again he mumbles as he shields his eyes from the Red Bull & Vodka). This effect lasts for one hour per
blazing sun. Never again… drink. The man who drinks Orluian brandy is usually
the last man standing after a bar fight. For every 15
drinks consumed in a year, the maximum initiative
bonus decreases by one as the body builds up a tolerance.
Gut Bruiser: This drink is a noxious mélange that is
used to test the mettle of newcomers to a bar. When
the drink is consumed for the first time, the drinker
must make a Poison Saving throw (d20+Constitution
vs. d20+11). If he fails, he sputters and spits the drink
all over the bar and himself. He suffers a 25% penalty
to any social interaction skills (e.g. Glean Information,
Persuasion, Recruiting, Art of Seduction, etc) used on
any of the bar’s regulars. He may try again to drink,
but he suffers a cumulative -2 penalty to all his further
attempts. Subsequent success reduces the social
interaction penalty to 10%.
If he succeeds, he has stomached the liquor. He gains
a 10% bonus to any social interaction skills (e.g. Glean
Information, Persuasion, Recruiting, Art of Seduction,
etc) used on any of the bar’s regulars. Every bar has a
different gut bruiser, so a check must be made for each
new establishment. Once a character has stomached a
bar’s gut bruiser, he can drink it without further checks.
6: Between Adventures
13 2
Mead, Orluian: This drink is a weaker form of the
brandy of the same name. It grants a -1 initiative bonus Table 6.10a: Cannabis Inebriation Threshold
to the drinker for every three drinks he consumes, up to Level by number of hits and susceptibility
a bonus of -2. The effect lasts for one hour per drink
consumed. For every twelve drinks in a year, the Susceptibility Body Pretty Totally
Level Buzz High Stoned
maximum bonus is permanently decreased by one, as
the body builds up a tolerance. Almost None 4-5 hits n/a n/a
Stout Brown Grevan: This drink temporarily Mild 2-5 hits 6-9 hits ≥10 hits
increases the Strength score of the drinker by 0/50 for Average 1-3 hits 4-6 hits ≥7 hits
each drink consumed, up to a maximum benefit of High 1 hit 2-4 hits ≥5 hits
2/00. This lasts for one hour. For every drink
consumed, the maximum effect is permanently
decreased by 0/10. After 20 drinks of stout brown
grevan, it no longer affects the character for a decade.
Table 6.10b: Marijuana Effects
Wine, Elderberry: Elderberry wine is very tasty and
works as an aphrodisiac. If the imbiber consumers 1 Intoxication
Effects
drink (5 oz) of the wine, then for the next hour those Level
persons to whom the drinker might be romantically d4 Initiative penalty, -1 Defense,
Body Buzz
inclined have their Looks score raised by two +1 Speed, -1 to Mental saves
(potentially increasing their Charisma as well). 2d4 Initiative penalty, -2 Defense,
Pretty High
+2 Speed, -2 to Mental saves
6: Between Adventures
7-8 Becomes a pacifist for d12p hours and will refuse to
d8 Effects fight. May employ Full Parry & Fighting Withdrawal
1 Almost No susceptibility fighting styles if attacked.
2-3 Mild susceptibility 9-10 Temporarily gains the Glutton flaw for d4 hours, and
will eat as much food as is physically possible in that
4-7 Average susceptibility time.
8 High susceptibility 11-12 Becomes Absent Minded for d12p hours1
13 Becomes extremely gullible for d4 hours (effect as
A high character should, generally, be very happy and Gullible quirk)1
content, and get along with everyone. 14 Becomes extremely anxious for d6 hours. (-1 to Men-
In addition, any character that is at least Pretty High, tal saves, temporarily gains Guilty Conscience flaw)
must make a roll on Table 6.10c: Marijuana Side Effects. 15 Temporarily gains the Paranoid quirk for d10 hours1
16 Has a psychedelic vision of the future2
1
Repeated use of copious amounts of marijuana can have negative side effects.
A player should keep track of their rolls on the above table. If a player rolls any
of the effects with this note next to them more than twice in a six month period,
this effect becomes permanent. Of course, beyond a general lecture about the
dangers of drugs, you should not inform your players of this.
2
Psychedelic visions are at the discretion of the GM to describe. You might use
this opportunity to nudge the party in a helpful direction, or to totally confuse
them.
13 3
O PIATES Despite these penalties, there are advantages that
may well merit taking opium. It provides the benefits of
Opium exists in the world of Tellene, although it is
the Analgesic spell on the user (Trauma Checks are
not very common and not entirely understood. There
made with a -4 bonus). More importantly, characters
are few, if any recreational users, as skilled healers and
under the effects of Opium heal as if they were
herbalists have learned to make teas and resin from the
receiving Nursing, but remain able to engage in
plant. Its effects can be pleasurable, but its main
rigorous physical activity and normal adventuring.
purpose is as a healing aid for major injuries.
Recovery Time/Onset: Users will feel the effects of the
Ingesting Opium: Taking Opium makes a character
Opium after 20 +d10p minutes. These effects will last
extremely euphoric and groggy, with additional
for d10 hours minus a character’s Physical Saving
debilitating effects that are similar to drunkenness.
Throw modifier.
Furthermore, opium is extremely addictive. Opium is
always sold and taken in prescribed amounts, and, Overdosing: Dying from an overdose is really not
therefore, there are not really stages of intoxication as possible with the less refined level of opiates in the
there are with other drugs. world of Tellene. However, should a character take
more than the prescribed amount of opium they must
Effects of Opium Intoxication: The immediate effects
make a Physical Saving Throw vs. a d20 + 12 to remain
of Opium intoxication are the same as those of being
awake, and the negative effects of the drug are doubled.
Sloshed (+1 morale level and -15% to Resist
Persuasion, +3 to Initiative, -3 to Attack & Defense and Addiction/Tolerance: Opium is extremely addictive.
a +1 to Speed). There is a chance that the user will come to need its
pain relieving qualities. The first time opium is used
presents no chance of addiction. Thereafter, there is a
cumulative 5% chance per subsequent use within a six
month period that an addiction check needs to be made.
Should a roll be needed it is represented as a Mental
Saving Throw against a straight d20 rolled by the GM.
Characters who become addicted need to take
Opium at least once a day. If they do not, they suffer
from physical withdrawal, which continues for d3
weeks or until the character begins to ingest Opium
again. Any character suffering from withdrawal is
penalized as if they possessed the Migraine flaw (q.v.)
albeit at the diminished effect. Should the character
ever take opium again, he is immediately addicted as
he will be a recovering addict for the rest of his life.
Characters begin to build up a tolerance. For every
6: Between Adventures
S TIMUL ANTS
There are natural stimulants in the Kingdoms of
Kalamar – herbs and teas that contain caffeine and can
be drunk, chewed or eaten. However, the effects of
these drugs are no more than a normal cup of coffee.
There are no refined stimulants or synthetic speeds in
Tellene. The effects of drinking or ingesting a normal
amount of a stimulant are a -1 bonus to initiative.
Furthermore, caffeine serves as an appetite
suppressant (see Starvation p. 73)
13 4
Character
Vitals
13 5
or more points higher than the next highest character, Members of a group (together for more than a month
then outsiders will begin to refer to the group by that in the case of new groups) with a Fame greater than 20
character. For example, if the highest Fame character of must have an Honor Token or the Group Honor
the band known as ‘The Red Guard’ is the fighter, cannot increase until the group/clan acquires one (or
Ragnar Freitag, and his Fame exceeds the next highest regains or replaces the one they lost). If a group loses its
member’s Fame by 10 or more points, locals might start Honor Token through theft or carelessness, it may not
referring to the group as Ragnar’s Red Guard or the create a new one unless it finds evidence that the
Red Guard of Ragnar. original one was destroyed or it recovers the original
and retires it with an appropriate ceremony.
G ROUP H ONOR
Group Honor is an average of the Honor values of
Honor Token Benef its (when displayed)
those characters comprising the group. Use an average
of the character’s levels to determine the Group Honor Fatigue Factor improved by one point
category (e.g., Low, Great, etc.). Sidekicks and +1 for one die roll per session
henchman traveling with the group are counted to the
Morale improves one category
average Group Honor calculation as well as category;
however, each such NPC should only be counted as half +1 Honor per month
a member for this determination. For example, if a
group has 5 PCs plus 2 henchmen and a sidekick, sum Members of a group with Great Honor going into
their Honor values and divide by 6½ (5 PCs plus 3 x ½ mass combat under a Group Honor Token receive a +1
NPCs for 6½ total) and do likewise with levels to bonus to all their saving throws, attack rolls and defense
determine the Honor category. rolls, cumulative with any bonuses due to individual
Each month the party adventures together, you Honor.
should recalculate the Group Honor. Then, for any If the group/clan’s Honor is dishonorable, everyone
characters not in the same Honor category as the group, fighting in the group suffers a –1 penalty to all of their
modify that character’s individual Honor one point saving throws, attack rolls and defense rolls. Note that
closer to the Group Honor Category. For example, if if a dishonorable group or party decides to leave their
the party has Average Honor, any characters in Low battle standard behind and simply not carry it into
Honor gain one point of Honor that month, while any combat they would still suffer the –1 since without an
characters in Great Honor, lose one point. This means Honor Token the group’s Honor is automatically
those characters with low Honor will benefit by being dishonorable when engaged in mass combat.
part of the group and having their Honor raised. Those
with high Honor will find their Honor being slowly E FFECTS OF P ARTY A LIGNMENT
dragged down by the others. Remember that any ON THE I NDIVIDUAL
henchmen or sidekicks who are actively part of the
Characters of differing and even opposing alignments
group (i.e., traveling and camping with, not related but
may find it to their mutual advantage to work together
spending their days in another city) also move one point
toward some common goal or aim. The professional
toward the new average.
mercenary party is a perfect example of such an
Honor Tokens enterprise.
Group Honor and Fame can be symbolized in a Each member, regardless of his alignment has his
device called an Honor Token. Group Honor Tokens own agenda. The cleric wants to raise money to build a
take many forms such as battle standards, flags or crests. temple. The fighter wants to raise a grub stake so he
They are publicly displayed when the group travels or can build a keep, attract maidens and have his friends
7: Character Vitals
goes into battle. Such tokens physically represent the over for ale and darts. The mage wants to gain entry to
group’s Honor. They are usually designed so that they one of the secret magical societies and the thief wants
can be folded or disassembled and stored in a special to overthrow the master thief and rule the local thieves'
pouch or case when not in use. guild.
Group Honor Tokens must be prominently displayed None of these individuals has the means and ability
whenever the group is engaged in mass combat (on the to achieve their goals on their own. Skilled allies are in
field of battle, not in dungeon situations). If displayed short supply and finding a party comprised completely
while travelling, the group and all it is members of members of the same alignment is difficult. So, the
(including horses) automatically improve their Fatigue end result is that compromises are often made. The
Factor by one point. If it is lost, stolen or defiled in any lawful cleric looks the other way when the party burns
way, each party member's Honor drops by 10 percent. a village of innocents and professes his hands are clean
since he didn’t take an active role.
13 6
Of course players wish it were only that easy. Certain Whenever a group of two or more individuals has a
character classes do not allow the luxury of such common goal or where there is something to be gained
compromise no matter how beneficial it may be to the by working together, members of different alignments
character’s well-being or career. For example, under no can and do work together well. Take World War II, for
circumstances could a paladin adventure with an evil example. The British and Soviets had drastically
character (unless he was unaware of that character’s opposing philosophical views (and nearly went to war
outlook on life). Players should tread lightly and be in 1905) but when faced with a powerful common
wary of entering a party of wildly mixed alignments, enemy they were able to work together (more or less
since adventuring with those of differing outlook can effectively). To be sure each party had it is own agenda
be riddled with unexpected perils and risks. and reasons for cooperating. And when the common
HackMaster has a built-in mechanic for dealing with enemy was vanquished, the partnership quickly
this situation. For every Honor award given, a full 25% disintegrated and the former allies rapidly became
is based on appropriately roleplaying alignment. If a enemies again. So it is with dungeon delving groups. If
character pals around with those of wildly different a character can justify traveling with another character
alignment from his own (and show it), he will find his of an opposing alignment, there is no reason he should
Honor either increasing at a slower rate or potentially not be allowed to do so. But he should realize there will
decreasing. Remember, if Honor drops low enough, it likely be negative repercussions over the long haul.
triggers an alignment change. Never has your mother's To be sure, parties comprised of characters of
advice in high school been more accurate than in different alignments are going to have a host of
HackMaster, for "you are who your friends are" rings problems. The party members each possess radically
true. This reflects the tendency for adventurers to bond varied worldviews that make cooperation and group
and become like-minded as they face trial after trial as cohesion extremely difficult. For example, a strict
a team over the course of time. In order to maintain his lawful good and a chaotic neutral would find their
alignment, the challenge for the PC is to constantly adventuring marked by animosity and mistrust. Are
take actions appropriate to his alignment that counters they different enough to break the party apart? Will
this tendency to drift. this interfere with the planned adventure or campaign?
A character whose alignment is opposed to that of It all depends on what the group is working toward.
Wildly different characters can find ways to work
the party is far more likely to see shifts in his alignment
together without compromising their moral values,
based on inaction rather than action. A lawful good
while at the same time making adventures amusing
fighter adventuring with a party of chaotic evil
(at least) and maybe even successful in spite of the
alignment and standing by silently as his fellow party
group's problems.
members wreak havoc on the countryside is not going
to remain lawful good for long. Silence implies consent One party member may be in favor of killing a
and, unless he actively protests or has a very valid prisoner of war while another member is opposed to it.
reason for his inaction, he will soon find his Honor Let the players debate the issue and work it out for
plummeting and alignment shifting toward evil themselves. While some lesser GMs may see this as a
and chaos. potential campaign wrecker the veteran GM sees it as
an excellent opportunity for role-playing. Such
As a general rule, parties comprised of characters with in-character debates help flesh out characters and
diametrically opposed alignments, while not restricted, establish identities. What will happen when the cleric
is a bad idea. Neither the player nor GM should realizes that his association with the party comes with
preclude the establishment of player parties of mixed a price and that his own worldviews are now in
alignment. If a player wants to play a chaotic evil question? If things come to a head the cleric may 7: Character Vitals
character and everyone else is playing lawful goods he realize he has to leave the group or risk changing his
should still be allowed to do as he pleases. You should alignment. Perhaps he will recruit more followers of his
take a "let the dice fall where they may" attitude and religion in an attempt to swing the balance.
see what develops. HackMaster, after all, is about
Again, there can be some differences with party
interaction and conflict. Some wonderful role-playing
alignment that cannot be overcome. Paladins as well as
opportunities can be generated from such clerics cannot knowingly pal around with diametrically
mixed-groups. After all, how many novels and movies opposed characters under any circumstances. Let
have you read that dealt with good and not-so-good players role-play their characters and discover and deal
characters working together toward a common (albeit with party member alignment problems on their own.
short-term) goal? Again, this is an excellent tool for encouraging
role-play.
137
Oaths plate mail and their own personal manservants. If you
really want to run a campaign involving the bratty
B LOOD O ATHS children of the nobility, it is, obviously, your prerogative
– but we don’t endorse it. Money and connections can
A blood oath is the
be used to circumvent many ordinary challenges you
simplest form of oath Table 7.2: Breaking a Blood Oath
d20 Honor Lost may wish to lay before your players thereby robbing you
to make. All that’s
of potential plotlines and invariably nudging you
needed is a witness. 01 50%
toward the tired end of the world trope.
When a character 02-05 25%
swears a blood oath 06-09 20% However, if your players are insistent on receiving
he is literally lands and titles, there is nothing stopping you, as the
10-13 15%
swearing by his GM, from turning their greed against them. Perhaps
14-17 10%
Honor. Blood oaths they are the children of a particularly terrible King who
18-19 5% was burned at the stake during a popular revolution.
are usually made
when a character 20 1% Maybe those lands they’ve inherited are full of
promises something. For example, the ranger, Renorian werewolves. Or perhaps their dear old father owes a
Renblas wants to take a short cut through the realms tremendous debt to a powerful figure that is intent on
of Harg the Half-Orkin in order to cross a river before them repaying it to him.
the spring thaw. Harg refuses to let him do so unless he The Social Classes are as follows:
swears a blood oath that when he returns to his
Slaves: They’re slaves, serfs or indentured servants.
homeland he will not talk about what he has seen in
The distinguishing feature of this social class is that
Harg’s lands. Renorian readily agrees and Harg takes
members are unfree and bound by the authority of a
him at his word and allows him to pass.
master. It may well be the case that unfree peoples are
If the blood oath is broken (intentionally or actually better off than the dregs of the LLC. However,
unintentionally) the character loses face (Honor) and that class’ destiny is in their own hands and they are not
must immediately roll on Table 7.2. restricted in their ability to relocate or seek other
Note that keeping/making good on a blood oath has opportunities. Slaves typically derive from warfare and
no benefit whatsoever. A person is expected to keep his conquest. Most societies on Tellene do not have the
word so no incentive is given. If breaking an oath concept of being born into slavery (the slave state of Pel
results in a negative Honor it is recorded as such. Brolenon being the main exception).
Lower Lower Class: This is the absolutely lowest
G OD O ATHS
stratum of free society. Most members fall into this
A god oath is the most solemn of all oaths. Here a category by engaging in pursuits objectionable to the
character isn’t swearing by his Honor but by his patron community such as thieves, whores, drunks or
god. Breaking a god oath is a dangerous thing. It is degenerates. Tangible economic success may improve
cause for immediate loss of 50% of Honor and loss of such persons’ standing though. Others falling into this
anointment (if any) to the god in question. The class are the truly destitute with no fixed abode as well
character can never again be anointed to that god or as persons known to be escaped convicts or slaves.
any god of the same or adjacent alignment. If a cleric or
Middle Lower Class: The vast majority of people fall
paladin breaks a god oath, he is excommunicated in the
into this class. While most have a permanent residence,
eyes of his god (although mortals may not know this
their few possessions are usually of poor quality and
fact), can no longer receive spells, and loses his
malnutrition is a constant concern. Tenant farmers
paladinhood. In effect, that god itself is enforcing the
typify this stratum but conscript soldiers and itinerant
oath or agreement and is responsible for meting out
7: Character Vitals
13 8
Members of this class have more possessions though power: the ability to give orders. Sample titles include: NOTE:
most, save those essential for their livelihood, are of Duke, Viceroy, Marquess, Earl, Count, Viscount, Baron Conspicuous
shoddy quality. Many will have a small nestegg of and Baronet. consumption
copper or trade coins or a marginally valuable heirloom refers to individu-
Upper Upper Class: These are the wealthiest and most als who buy ex-
they could sell in times of hardship. powerful members of society, sovereign nobility and pensive items for
Lower Middle Class: The transition to middle class is royalty. They hold all the land, all the armies, control the express pur-
marked by greater prosperity. A clear indication of this the best artisans, and generally do as they please with pose of displaying
(and one certain to be observed by one’s peers) is the the lower classes. Typical titles of such individuals are: wealth and in-
wherewithal to hire a few employees. Members of this Emperor/Empress, King/Queen, Grand Duke, come rather than
to cover their real
class are likely to follow many of the same pursuits as Archduke, Prince-Elector, and Prince/Princess. real needs. It is
those in the upper lower class albeit with the means to used as a means
hire several farmhands, to take on apprentices or to staff of signaling sta-
Given the hierarchy of pre-industrialized societies,
a store. tus. In practice,
players will hail from the lower orders (see Table 7.3). this mandatory
Entrants into the middle class are very conscious of This is both a reflection of demographics (even 1 in expenditure can-
their position and most of their possessions are of 10,000 is too high a random chance for a PC’s parents not be satisfied
average quality. Many will have a reserve of dozens of to be nobility) and a balancing factor. Being the scion of by ordinary out-
silver coins. a Duke simply affords a beginning character lays for meals,
lodging or equip-
Middle Middle Class: Those in this order are generally unbalancing power. Sure, there are steps you could take ment. A simple
notable in their communities as they command the to remedy this but step back and look at what you’re rule of thumb is
economic livelihood of dozens of men. They are doing. In order to compensate for a freakish roll, you that if a purchase
unlikely to work themselves except in a supervisory role. are now obliged to weave a complicated backstory to provides an in-
Farmers will have several dozen acres of land manned rob the PC of all of his birth advantages because game benefit (or
by a few families of tenants. Tradesmen will be masters somebody felt that there should be a small chance that avoids a penalty)
it is not conspicu-
with a few journeymen in addition to apprentices. a PC could be born into a family of wealth and power. ous. Thus a suit of
Others that belong to this order are municipal officials Why doesn’t he begin play with plate mail, a plate mail, while
and artisans with rarified skills such as goldsmiths, warhorse, a squad of expert bodyguards – hell, even a expensive, also
jewelers and blue water ship’s captains. whole regiment – and, perhaps most importantly, the has great utility
for the individual
Upper Middle Class: This is the highest social rank a authority to issue commands to any NPC in the wearing it and is
non-noble can achieve and includes the wealthiest and campaign? For gods’ sake, he’s the son of the Duke! not a conspicu-
most influential individuals not of peerage. Guild Characters desirous of beginning play with an ous purchase.
masters and high officials are typical representatives. elevated social status may opt to purchase the Parvenu Opting for the
Such people are served by or direct underlings most expensive
proficiency (see end of chapter). food or drink at
exclusively from the middle classes.
an inn, upgrading
Lower Upper Class: Great landed gentry, generals and to private rooms,
Keeping up with the Jones’: Social status is ALL
marshals, greater officials and knights (as well as their purchasing fine
about keeping up appearances. Thus a PC MUST clothing or sim-
families) are principal examples of this class. They are
spend an extra amount of money each month signaling ply footing the
the upper class people who still have day-to-day
to others his elevated social position. bill without an
responsibilities. explicit quid pro
You can call yourself Middle or Upper Class all you
Middle Upper Class: These are local rulers answering quo are accept-
like, but if you are constantly demeaning yourself by not able examples.
only to a sovereign. These nobles run the day-to-day
engaging in conspicuous consumption like your peers,
lives of most of the people on Tellene. There is wealth
you will quickly find yourself moving down the social
involved, but more than that there is prestige and
7: Character Vitals
class table.
13 9
A miser may well maintain his economic status but
will become a pariah amongst his former social peers if Table 7.5: Wealth Effects on Class
he refuses to abide by social niceties and conventions or Effective Social Class Demonstrable Wealth
to “keep up with the Jones’”. Conversely, a prestigious MLC 200+ sp
family may render themselves destitute in a desperate ULC 500+ sp
bid to maintain their social status despite no longer
LMC 1000+ sp
having the financial means to easily do so.
MMC 5000+ sp
Players should view this as an opportunity to
UMC 15000+ sp
role-play. Since they are committed to conspicuous
consumption once attaining a certain social status, they
have the opportunity to spend a little (or a lot) more on Thus an individual wearing chainmail is presumed to
entertainment, accommodations, drinks or personal be no less than middle lower class despite evidence that,
equipment. Note that this expenditure is an ongoing were he wearing cheap leather armor, he was a ruffian
monthly expense. A single large splurge does not ‘roll or brigand. Similarly, a fighter wearing plate mail,
sitting atop a courser in chain barding will be presumed
over’ to cover upcoming months. It is the minimum that
to be a successful mercenary captain (despite his rough
must be spent each and every calendar month.
manners) and thus accorded the respect one would give
If circumstances beyond the character’s control, such to any member of the lower middle class.
as an extended journey in the wilderness, prevent such
Another way to gain social rank is to augment your
expenditure, it must be made good at the first
reputation. In game terms, this means Fame.
opportunity. Failure to maintain conspicuous
Achieving a certain level of Fame will boost your social
consumption results in the loss of one point of Honor status. See Table 7.6 for details.
per month. Should this drop a PC into Low Honor, he
loses one rank in social class. Table 7.6: Fame Effect on Social Class Advancement
O BTAINING H IGHER S OCIAL R ANK : Fame Modifier
Those who chose to lead an itinerant lifestyle No effect unless Upper Class (if so reduce
≤10
scouring the globe in search of treasure will be hard social class by one)
pressed to advance in social rank. They possess none of 11-60 no modifier
the conventional markers of social status such as +1 advancement in social class (Social
61-100
property, servants and reputation. progression limited to UMC if untitled)
A character’s social background (i.e. his starting social additional +1 advancement in social class
101-200
class) will mark him with distinctive mannerisms (Social progression limited to UMC if untitled)
and/or speech patterns that belie his background. additional +1 advancement in social class
201+
However, a display of wealth is one means of (Social progression limited to UMC if untitled)
announcing that you’re successful enough to have
Of course, one can never reach the nobility in this
climbed out of the lower lower class cesspool you were manner alone. At a certain point favors will have to be
born into. One may wear expensive garments and called in, or quests completed that grant the PC’s lands
jewelry to accomplish this feat but in so doing may also and titles, otherwise there is a natural ceiling at Upper
attract the interest of thieves. An alternative is to Middle Class. It should also be noted that no good ruler
passively display one’s wealth via expensive military would simply let a person in his lands amass obscene
hardware. Either way, this conspicuous display will wealth and thus challenge his authority! Players will
effectively promote a character from a lower class to the
7: Character Vitals
14 0
Fame is the oft-overlooked little sibling to the big three of When facing intelligent creatures, characters or monsters,
awards. This is, of course, odd and a bit amusing since most for every 50 points of Fame an individual possesses in excess
players want to become famous heroes. How exactly do they of his opponent, the less famous combatant suffers a
expect to do that if they don’t earn Fame? Fact is, most players –1 Attack penalty and a +1 second penalty to Initiative.
figure it out eventually and begin to work on Fame in earnest to A character’s Fame influences some rolls on hireling tables
catch up. That’s because Fame becomes very important in the (p. 181) and NPC encounter reactions (p. 65) as described
latter stages of a typical HackMaster campaign. Your players will in those sections.
eventually push to become movers and shakers, influence rulers,
Fame modifies morale as explained in Chapter 9: NPCs
and so on. Without Fame, these goals become difficult or even
(p. 184)
completely impossible.
When a character’s Fame reaches Epic he is considered a
Fame is a measure of how far knowledge of a character and his
great hero, suitable material for grand songs, lengthy folktales
deeds extends beyond his clan and circle of comrades. Fame is
and the like. Achieving this level of fame makes the character a
not an indication of how well respected or liked a character is, or
polarizing figure. Those of an opposite alignment or belief will
whether or not he’s a good or bad person. It simply indicates
single him out as the living embodiment of everything they
renown. When a character is famous, your NPCs may seek him
despise. Conversely, those with some commonality (beliefs,
out directly, it will be easier to obtain an audience with nobility,
patriotism, etc) will see him as an exemplary symbol of that
hangers-on and sidekicks will seek him out, and he might get of-
which they hold dear. Essentially, those who might like the
fers and favors. He might also find it easier to gain political posts
character are more disposed to treat him with respect, while
and harder to be convicted.
those who dislike the character are even more likely to hate or
detest him for his superior qualities.
The downside for the famous PC, however, is that NPCs Finally, there’s a 25% chance that the character’s clan will
recognize him wherever he goes. Openly committing a crime attempt to arrange a marriage for the bachelor character. The
without being recognized, or remaining incognito becomes nigh character is under no obligation to accept the offer but refusal
impossible. Such a PC’s Honor whether high or low precedes will anger his clan and result in a –2 penalty on all subsequent
him, such that strangers even in areas where the PC has never encounter reactions with members of the clan.
been know the character’s reputation. Commoners and nobility
alike spread gossip and rumors about him while others such as
hangers-on and various hirelings of every stripe seek him out, Categories of Fame
looking for work, handouts, a free ride or maybe just some Fame falls into several categories.
excitement. Obviously this presents you with an excellent
Obscure (1-10): Only a few people in the local hamlet, thorp
opportunity to create conflicts, irritations and burdens of untold
or village talk about you and your deeds.
variety for the PC – characters looking for silver, favors,
endorsements, recommendations, contributions or just Fame or Local Personality (11-20): Seems like everyone in the nearby
Honor for themselves. town knows who you are and your deeds. Many people in the
nearest city have heard tell of your exploits.
Each character’s Fame begins at zero, though this may be
modified by his Looks and possibly Talents, Flaws, Honor and Minor Celebrity (21-70): Seems like commoners all across the
so-on as described in the Player’s Handbook. county know about you. When a character’s Fame reaches 40
for the first time, his name begins appearing in popular songs
Individual and Group Fame
and stories as a minor or local hero (or villain) of mention. In
Group or family Fame can be calculated in much the same addition, there is a 10% chance per week that a notorious foe
way as group Honor. Likewise, it also causes the adjustment of starts boasting of his ability to vanquish the character (in a
the Fame of individual members of the group on a periodic basis. direct fight; in a contest; through his unit, army or guards;
Follow the same process for adjusting individual Fame due to economically; or any other activity). For example, a wizard may
group Fame as you would for Honor, except that Fame only challenge your mage to a duel, while an economic rival boasts 7: Character Vitals
increases toward the average, it does not decrease from that he produces better goods than the character. If such boasts
associating with non-famous individuals. reach the character's ears, and he refuses to seek out and defeat
the foe, he suffers a loss of 20% Honor.
Major Celebrity (71-100): You’re extremely well known. For
G A ME B ENEFITS
example, the person working on the docks in the next city over
As a character’s Fame or Infamy rises he will soon discover has heard of you, and how you killed a 10-headed hydra with a
that his reputation precedes him as his moves from area to area. rusty dagger while blindfolded.
If he is greatly feared and has a reputation for burning and
Famous (101-200): You and news of your deeds can
looting villages, he may find that his enemies are fleeing long
occasionally be heard even in lands on the other side of the
before his arrival (or making preparations to defend themselves
continent.
against him).
141
Epic (201+): When a character’s Fame reaches 201 he A WARDING F A ME
is considered a great hero, suitable material for epic
You should award Fame when you award experience
songs, lengthy folktales and the like. The character
and Honor as appropriate. Table 7.7 offers guidance on
automatically gains an additional +2 bonus on all
the amount to award for certain actions or occurances.
reaction rolls with characters of lesser Fame. Essentially,
those who might like the character are more disposed to
treat him with respect, while those who are more Gaining a level: Whenever the character trains
famous now start to treat him as a peer. formally with an instructor or in some form of school or
institution, he earns one point of Fame.
Table 7.7: Fame Awards
Completing an Adventure: Once per level, the
Event Award Notes
character can receive a point of Fame if he completes
Gaining a level 1 Upon leveling up some form of mission, deed or quest that has been
when undergoing formally advertised or is somehow recognizable to the
formal training only populace. At your discretion, this could be a temporary
Completing an 1 Must be publicly 10-point award that fades to one point after a week to
Adventure or known, advertised, allow for some temporary local celebrity.
Quest Once per level only. Building stronghold/acquiring land: Once the
Acquiring land 50 One time event; only character builds a tower, fort, church, castle, or
and building a available after 20th somehow acquires ownership and control over a
stronghold level. considerable tract of land, he can earn this substantial
Rising in Social varies One time per social award. Note this is available only after 20th level as the
Class class advancement. character must be of sufficient power for others to take
note. This is a one-time award and is lost completely if
Crazy Heroic 1-5 Must be witnessed.
the holdings are lost or overrun (regaining can return 25
Feat Once per level only.
points of the award, however).
Hiring Minstrel/ 1 Once per level only
Crier Rising in Social Class: As one advances in social class,
one’s Fame tends to increase. This is an upward spiral
Exercise 1 Once per level only
because as one’s Fame increases, it helps him increase
Bragging Rights
his social class. Table 7.7a: Social Class effect on Fame
Reaching Great 5 One time event only lists the Fame benefits associated with each social class.
Honor
These gains are only available at Middle Class and
Reaching 15 One time event only higher as lower social classes are really not notable at
Legendary all. Additionally, the opposite can occur (reductions to
Honor Fame) in rare cases when a PC’s social class drops.
Further, any powerful magic item the character PCs that begin as members of the middle classes
possesses has a chance to become associated with the receive these bonuses automatically.
character on a more or less permanent basis. For
example, a particular hero’s magic sword may become Table 7.7a: Social Class Effect on Fame
known as The Blade of Sir Kalahad. This Social Class Cumulative Fame Bonus
designation may be transitory if the hero’s residual fame
LMC +1 Fame
is less than 100 but is otherwise permanent.
MMC +1 Fame
Weapons are most likely to receive this association
7: Character Vitals
14 2
deserves an increase in Fame because of it. Use a range and should continue to perform activities that increase
of 1-5 points of Fame as a guideline with one being a his Fame.
minor stunt and 5 being something really uncanny. For example, lets say that a high-level mage, Justin
There should be witnesses but even if there aren’t, the Andronicus II, has recently taken ownership of a town,
character may still gain the Fame by trying to spread which he renamed Justintown. Gaining the town and the
the word via bragging rights or other methods various amazing and miraculous deeds he performed to save
described herein. No more than 5 points per experience it have boosted his renown to a Fame score of 106 and many
level may be gained from this method. throughout the continent have heard of him. After
Hiring Minstrel/Crier: In addition to the normal disappearing into the east on a lengthy and fruitless
methods, one can try to squeeze out additional Fame journey with his minions, Justin returns to his town a year
by hiring bards, criers or posting notices about his later. Since his Fame dropped one point per month, it is now
exploits. Success is a function of Honor – Great and 94. He is welcomed back to town as the famous hero he is,
Legendary Honor affords automatic success, Average and is still a major celebrity in the next city over, but those
is 75% likely to succeed, Low only 50% and in other lands have already forgotten his deeds. If he retires
Dishonorable only 25% likely. If you judge the methods completely, centuries after his death, only those living in and
used as effective in spreading the word, and the near Justintown will remember him (10.6 being borderline
aforementioned roll is successful, the character receives between Obscure and Local Personality Fame).
a one-point increase in Fame. This method is only
effective once per level or month, whichever is longer.
Exercise Bragging Rights: Boasting publicly can also
New Proficiencies
increase Fame. This can be as simple as the character Brick Laying (4BP): With the assistance of
frequenting inns or taverns and telling his story to carpenters to emplace joists and other structural
anyone who will listen As with hiring a crier or elements, bricklayers are able to construct the outer
minstrel, success is a function of Honor – Great and shell of buildings up to two stories tall that are notably
Legendary carry 100% and 120% odds of success, more resistant to environmental hazards such as wind
Average is 75% likely to succeed, Low only 50% and than their wooden or straw counterparts. They may also
Dishonorable merely a 25% chance. If the story is false, build a freestanding wall up to eight feet in height.
the character suffers a 1-25% penalty to the Honor More complicated building projects necessitate the
check – determine the extent based on the amount of design expertise of an engineer of advanced or greater
falsehood involved, a slight embellishment should carry mastery.
little or no penalty and Skilled Liars avoid this penalty
Butcher (3BP): A butcher knows the proper
with a successful skill check. Those caught in such a lie
procedure to slaughter livestock or game animals, and
do not lose Fame but they do lose a point of Honor. If
how to cut up the carcass to provide the most meat. He
successful, the character receives a one-point increase knows how to trim away the fat, if desired, and get rid
in Fame. This method is only effective once per level or of everything that is inedible. As a general rule, assume
month, whichever is longer. that most mammals provide about 50+2d4% of their
weight in usable meat. This may vary depending upon
Reaching Great Honor: This award is only available the genus, species (pigs provide an incredible
68+1d6%!) or individual.
one time, upon first attaining Great Honor.
A butcher needs a sharp knife (and the animal, of
Reaching Legendary Honor: This award is only available
course) in order to use his proficiency.
one time, upon first attaining Legendary Honor.
Animals sized Large or greater also require a weighty
hammer or similar tool.
Fading Fame 7: Character Vitals
Farrier (3 BP): prerequisite – Blacksmithing/
Just because a character does something to boost his Metalworking ≥26
or her Fame does not mean he can sit back and coast on A farrier is a specialist in equine hoof care, including
that event forever. Eventually people will put a the trimming and balancing of a horse's hoof and the
character in the back of their minds and perhaps even placing of shoes to the horse's foot.
forget their most daring deeds! In game terms, this is
Mason (8BP): prerequisite – Mining ≥26
represented by the fact that Fame decreases at a rate of
1 point per game month. This loss of Fame can go no Masons are able to construct many different
lower than 10% of the highest Fame the character ever stoneworks, including walls and roads. More
obtained, so as a PC’s fame increases, you should importantly, they have the ability to quarry stone, and to
inform him that he must record not just Fame, but also recognize good stone. No large-scale construction
project that utilizes stonework should ever be attempted
the minimum 10% score. Naturally, the character can
14 3
without the supervision of a mason, who can supply and Individuals taking this suite achieve the stated skill
inspect the necessary materials. mastery in the six skills. Note that there are no skill
Pygmalion (10 BP): prerequisites - Etiquette/Manners, mastery die rolls involved. If a PC already exceeds the
No Accent listed mastery in a skill, he simply receives no benefit
from the suite.
By learning to instinctively mask telltale social class
mannerisms and traits, the character can blend
effortlessly with her social betters. This talent grants a Talents
+1 rank to Social Status. Note however that this bonus
is capped at Upper Middle Class as further Heightened Immunity (10 BP): Individuals who take
advancement is dependent upon peerage. this talent were born naturally hearty and hale. Their
immune system is excellent at fighting off new diseases
N AUTIC AL and viruses it encounters. This provides a +2 bonus to
Rigger (5 BP): prerequisites: Advanced Rope Use, all communicability and severity checks against disease.
Average Climbing/Rappelling Such a bonus is cumulative with any other bonuses or
This proficiency is essential for handling a rigged penalties the PC may possess.
ship as without it the sails cannot be effectively Inheritance (5 BP): The character receives a valuable
employed to utilize the wind for motive power. Riggers family heirloom worth 20+1d12p silver pieces. This
know how to rig a ship while underway (rigging the talent may be purchased multiple times.
stun'sls; rigging the braces, lifts, tacks, sheets, clews, and
bunts; how to raise and lower heavy sails; how to bend Inoculation [specify disease] (3 BP): Individuals who
sails to the spars and reeve the running rigging; how to purchase this talent were exposed to the chosen disease
box haul or club haul the ship). in the course of their childhood. Having survived the
illness (likely a mild form), they now have a great
Seaman’s Cant (1 BP): This proficiency provides the
resistance to it.
user with expanded maritime vocabulary and jargon.
This includes visual familiarity with all naval Taking this talent grants the purchaser a large bonus
technology and the ability to effectively communicate towards one specific named disease. Thereafter, the PC
with sailors in regards to the myriad of tasks that must gains a +7 bonus to any communicability or severity
be performed to sail and maintain a blue water vessel. checks against the disease.
Able Seaman Skill Suite (24 BP): An able seaman Parvenu (25 BP): This talent, which may only be
possesses the following proficiencies and skills: purchased during character creation, is a benefit the
Laborer character derives from his parents (or other close
Maintenance/Upkeep relatives). They are self-made men who arose from the
Rigger lesser social ranks by virtue of their competence at
Seaman’s Cant business or politics. As a result of this chance of birth,
Rope use (Mastery=51)
the PC grew up in a more prestigious family. He
Climbing (Mastery=26)
Swimming (Mastery=26) inherits their social rank and mannerisms that identify
Observation (Mastery=26) him as such (see Table 7.8 below). He also receives
twice the normal starting money (i.e. 70+4d12p silver).
Individuals taking this suite receive the four
proficiencies noted and achieve the stated skill mastery
Table 7.8: Parvenue Social Class
in the four skills. Note that there are no skill mastery die
rolls involved. If a PC already exceeds the minimum d100 outcome
mastery in a listed skill (or possesses one of the 01-60 Lower Middle Class
proficiencies), he simply received a “Go” on that 61-90 Middle Middle Class
7: Character Vitals
portion of his training (and was likely compelled to act 91-99 Upper Middle Class
as an assistant instructor for his less skilled shipmates).
00 Lower Upper Class*
Ship’s Captain Skill Suite (40 BP): prerequisite: Able * On a result of Lower Upper Class, the character may opt to spend an addi-
Seaman Skill Suite tional 25 BP burnishing his pedigree to “Old Money”. In addition to increased
snobbery, this permits another d100 roll. On a 00, the character is elevated in
A Ship’s Captain possesses the following and skills: social rank to Middle Upper Class! (Upper Upper class is simply unattainable
Administration: 26 except through play.)
Boating: 88
Cartography: 26
Direction Sense: 26
Leadership: 26
Literacy: 30
14 4
Skills Bridges: Engineers can build bridges across rivers and
chasms. The Mastery level necessary to do so increases
Engineering by 1 for chasms, and by 1 for every 200 feet. You should
Relevant Abilities: Intelligence note that building an advanced stone bridge can take a
Cost: 7 BP very long time, possibly 3 or 4 years depending on the
Universal: No size of the river. A pontoon or wooden bridge, on the
Prerequisite: at least average mastery in other hand, might be finished in a matter of days or
literacy; for each level of mastery, must have weeks.
equivalent level of Mathematics mastery; to advance Mastery Level The character can...
beyond average, must have average level
of cartography Novice Build a basic pontoon bridge across a
small river
Average Build a pontoon bridge across any size
Engineers are trained to design and supervise
river, build a wooden bridge across
construction of projects such as roads, bridges, small rivers
fortifications, large buildings, and canals. They can also
Advanced Build a wooden bridge across any size
build and operate siege machines. In addition, at river, build a basic stone bridge over a
Average level mastery Engineers gain the ability to do small river
basic surveying and drafting.
Expert Build a pontoon or wooden bridge
They are typically attached as special staff to large across any size river, build a basic
military units where they employ their skills to facilitate stone bridge across small or medium
the unit’s combat mission. During peacetime they may rivers, build an arched stone bridge or
serve their sovereign by applying their skills towards aqueduct
civil projects. Some engineers may take on private Master Build any type of bridge or aqueduct
commissions (usually those retired from service). The over any size river or chasm
latter are normally found only in cities where wealthy
nobles and merchants have the means to undertake the
Construction Projects: Engineers are able to oversee
types of projects that demand their unique services.
major architectural projects. They can plan and execute
An engineer’s services are required for building all manner of building projects from a lowly three room
something complicated like a lengthy bridge or when shack to a grand cathedral. Note that, like bridges,
erecting a large multi-story structure. construction takes time. Larger buildings can take years
Below you can get an idea of what an Engineer can (or even decades) to complete. The size of the project
accomplish at each level of mastery: and the size and skill of the force of laborers that are
being employed are the biggest factors. The timetable of
a construction project is at the discretion of the GM,
Mastery Level The character can... though he can assume that any big project will take
Novice Plan and oversee construction of any months to complete and some much longer: a large
basic 2 story building of less than castle might take 20 years, for instance.
3,000 ft2 at its base
Average Plan and oversee construction of any
basic 4 or lower story building of less Roads: Road building involves significant planning
than 6,000 ft2 at its base and construction ability, as well as the skills necessary to
Advanced Plan and oversee construction of any ensure good drainage systems, survey land and build on
basic 6 or lower story building of less a minimal grade for long distances. Engineers can
than 12,000 ft2 at its base; can imple- typically build an all-weather road at around 1 mile per 7: Character Vitals
ment some advanced construction day over open terrain, as long as they have adequate
techniques such as arches and supplies and a skilled workforce numbering 1000
columns; can build small forts
laborers. A smaller road crew obviously increases time
Expert Plan and oversee construction of a sin- proportionately. Construction rates decrease by half for
gular building of any size that utilizes
well known construction techniques.
each terrain type above this.
Can build small and medium forts and
churches and small castles
Master Can design and supervise construction
of building of any size and complexity,
including castles, impressive cathe-
drals, and buildings with experimental
construction techniques
14 5
Mastery Level The character can... Mastery Level The character can...
Novice Lay out fifth rate roads in any terrain, Novice Build basic, effective earthen berms
lay out fourth rate roads in all but and levies for small rivers; can dig wells
restricted and impassable terrain Average Build effective berms and levies for
Average Lay out fourth rate roads in any terrain, small and medium rivers
lay out third rate roads in all but Advanced Build effective berms and levies for all
restricted and impassible terrain rivers; build basic dams; engage in
Advanced Lay out third rate roads in any terrain, dredging, drain small swamps
lay out second rate roads in all but Expert Build basic canals; build effective
restricted and impassible terrain berms and levies; build more
Expert Lay out second rate roads in any advanced damming projects; engage
terrain, lay out first rate roads in all but in dredging, drain large swamps;
restricted and impassible terrain can design and build small ports
Master All of the above plus ability to build
Master Lay out first rate roads through any
extensive canals, locks, dykes and
land type – may even cut roads
dams; can also design large ports
through mountainous passes
14 6
Alternatively, the leadership ability allows leaders to several generals (all masters). The Marshall’s authority
give orders to be followed out later with full authority. is relayed through his subordinate generals.
Thus, a leader of the appropriate level could order a For example, a Marshall (18 CHA) commands 9
group of men at arms and their sergeant to map and generals (all with 16 CHA). Assuming no exceptional
clear out a cave, giving specific instructions about vari- leadership at the lower ranks, this permits the effective
ous contingencies (again, it is important to remember control of 56,232 troops.
that they are still subject to morale and loyalty rules,
and may need to be paid extra, or may break and
flee – see the NPC Hireling section for full rules). N OTES ON EXISTING Q UIRKS & F L AWS
Unforeseen contingencies and the subordinates’
Gullible: Though gullible characters can gain
reactions to said must be adjudicated by the GM.
mastery in the Persuasion skill, they will never be able
It should be assumed that all humanoid leaders of to succeed in an opposed Persuasion roll (unless it is
war-bands and mercenary groups have the appropriate against another gullible character).
level of leadership mastery based on the chart below.
Miserly: Should this character’s player opt to spend
Leadership does not denote strong, good, or effective money, he must succeed at a Wisdom check (d20p vs.
leadership. The players' decisions are still their own. Wisdom) in order to complete the transaction. Failure
Simply being able to command an army of 3,000, indicates he changed his mind at the last minute
doesn't mean a character will have the tactical deciding that the item “just wasn’t worth the money”.
wherewithal to do so. Appointing brilliant and Thereafter, he must wait at least a month before
effective subordinates can mitigate this, but in the end, reconsidering the purchase.
it is still up to the characters to figure out their own
Current Affairs: PCs with novice mastery will
tactics – subordinates will almost always follow orders
recognize the heraldry of prominent knights and
rather than coming up with their own plans.
nobles.
Other PCs are not counted as controllable, even with
Musician (Vocal): Characters with the Deaf or Tone
a master level of leadership mastery.
Deaf flaws may not become proficient in this skill.
Mastery Level The character can...
Novice Assume command of, and give
effective orders to five subordinates C L ARIFIC ATION ON THE L IMITS OF
Average Assume command of up to 5 G LEAN I NFORMATION
subordinates who in turn can control 5
Glean information is a means of gathering street
subordinates each. (Thus
commanding 30 men) intelligence. People talk and either someone eavesdrops
Advanced Assume command of up to 5
or their acquaintance betrays their trust. In the military
subordinates, who can control 5 this is called HUMINT. Those willing to pay for
subordinates, who can control 5 men. information will find lowlifes eager to sell it them.
(Thus commanding 155 men) There is a limit to what can be known without
Expert Assume effective command of up to 5 actively pursuing a narrowing circle of leads. A reductio
subordinates, who control 5 ad absurdum argument would be that, “Hey, I made my
subordinates, who control 5
Glean Information skill check. Now tell me where the
subordinates, who control 5 men.
(Thus commanding 780 men) King hides his jewels, who guards them and where he
hides the key when he takes a bath.” Learning these
Master Assume effective command of up to 5
subordinates, who control 5 things is not impossible, but it’s going to take more than
a flippant skill roll. Carefully guarded secrets require the
7: Character Vitals
subordinates, who control 5
subordinates, who control 5 intelligence agent to meet a guy who knows a guy
subordinates, who control 5 men. whose brother works in the King’s kitchen. After
(Thus commanding 3905 men) buddying up to and paying this guy off, it turns out HE
The base extent of command (i.e. 5 men) is modified doesn’t know anything either but he knows someone
by the character’s Morale Modifier. Thus a charismatic closer to the source. Over time, and with deliberate
leader can directly control a greater number of roleplay, the PC may find out what he wishes to know.
individuals. This bonus (or penalty) does not cascade The more valuable the secret, the more difficult you
down through subordinate leadership though, of course, need to make it for him.
any modifier the subordinates possess is applicable. There’s no magic formula as to how to handle a
Managing truly huge armies in the field may require situation like this. You just need to make him work
a war counsel comprised of a Marshall commanding for it.
147
Zero Level
Characters
A
s most HackMaster players know, this game is prior to attaining first level. At this time, such a
make use of
about the journey from commoner to hero. character has received the foundation for rapidly
those stats rather
than swap scores While most first-level HackMaster characters building out his first level capabilities, but is not quite
around to fit a are only slightly more powerful than the average store there yet. This period should satisfy the curiosity of you
preconceived clerk, it is equally obvious that the character has had and your players while balancing their ability to
notion of the years of previous experience in order to attain even his perform exciting actions. Overall, starting a campaign
character you meager first-level capabilities. If your players are like this way can be very rewarding for both player and GM.
want to play.
mine, curiosity will eventually overcome them and they This author ran a game like this quite successfully –
Players choosing
to take scores as will begin to ask about their characters’ early lives. probably my greatest campaign. We spent many
rolled receive 50 While family background and relations have been months and dozens of game sessions earning first level
bonus BPs while covered in enough skeletal detail to provide a and the characters (who survived) developed richer
those that swap framework, we have provided little about a character’s backgrounds and history for it. The characters certainly
two scores actual pre-adventuring professional life. Additionally, felt more real; deaths required funeral rites and
receive a bonus
some players desire to know a bit about the campaign eulogies, while legends and verse followed those that
of 25 BPs. Should
you insist on prior to making certain character building choices such survived. Further, the players themselves understood
swapping all of as skills and proficiencies. Roleplaying this out would just how lucky and unique it was to attain 5th-6th level
your stats, your entail essentially another complete (and rather (when they finally made it there) and had a better feel
character begins mundane) game. Most character classes require years for where character power fit with the world at large.
with zero BPs and and years of training, either formal or informal.
must take Quirks At zero-level, the character has undergone
Trudging through endless hours of ecclesiastical study considerable training and is poised for a period of
and Flaws to
garner sufficient was boring enough for the mere tip of the iceberg many accelerated growth. Before we delve in, we should cover
BPs simply to buy of us endured as youths, let alone that required of a where each class begins at zero-level. The zero-level
his class and devoted cleric. Likewise, the ditch digging, road fighter is the classic man-at-arms. He has likely
become a viable marching and mind-numbing physical labor required undergone either formal military or militia training, but
player character. for military training also lacks excitement for most possibly has been trained locally by a chieftain or
players. However, there is a timeframe, just after many former warrior. The apprentice mage, is just that, a
years of training and before first level that may prove budding apprentice who has left his master a few
8: Zero Level PCs
enjoyable and enlightening enough to warrant part of months prematurely, perhaps because his master
the HackMaster experience. We refer to this as perished, disappeared or some falling-out. In any case,
‘zero level play’. he has undergone over a decade of magical study prior.
We define zero level play as that time period after a The thief has spent the better part of his life on the
character completes about 90% of first level training but streets surviving by wit and skill. He may or may not
14 8
STPs: Zero level
characters may pur-
have been an understudy, but in any event has been chase skills, talents
honing his skills for at least a decade or more of E XPERIENCE P OINTS AND and proficiencies at
scratching out survival. The cleric, like the mage, has L EVEL A DVANCEMENT any time provided
they have sufficient
been under formal tutelage. Again, for over a decade or Zero leveled characters begin play with an building points. They
more, he has learned the ins and outs of his religion. experience point deficit. After accumulating 200 EPs are not limited to
Below we detail the previously-earned class abilities for and undergoing training, they become half level.
only those listed for
each class and subclass as well as the rules for their class. Should a
Gaining a further 300 EPs qualifies them for 1st level character gain
advancing to half and first level. after training once again. bonus skills or
preferential access
Rolling the zero-level character to talents by virtue
Level Experience Points of his race, these are
Roll your stats as normal. Players may rearrange their accessible
0 -500 immediately.
scores as they see fit. Those choosing to swap only one
set of two scores gain +25 BPs per the standard rules. 2 -300
Players choosing to run the character with stats as 1 0 ROUNDING: Per
Player’s Handbook
rolled, gain +50 BP, all per the standard character RULE ONE, any
generation rules. These starting BPs may be modified rounding is made to
further by quirks and flaws in the standard way. Note the PC’s detriment.
First Level
that while the character class costs only half BPs at this
point (the other half paid at half level), it still must be Once a PC earns enough experience and has
completed his full month of training, he gains another NOTE: PCs begin-
bought necessitating that the player either take on ning at zero level
enough quirks and flaws or limit arrangement of stats +25 BPs (yes, the character has now received 10 more will have multiple
(or both) in order to buy his class. Roll hit die for class. BPs than others not fighting their way up through the opportunities to
Calculate starting Honor and deduct 4 (if a negative zero levels) and a bonus re-roll hit die for his class. He reroll their hit
points. Since this
number or zero, this character does not qualify to start also gains a set of die rolls to add to his ability score stat differs in degree
out as a zero level PC; he must remain under the %s (yes, a second time). Further, he attains any from the normal
remaining 1st level class abilities (detailed under each mechanics, some
tutelage of his master/teacher/officer and cannot set additional explana-
forth until 1st level – he’s simply not ‘ready for it’). Fame class). New quirks and flaws cannot be taken here; they tion is warranted.
is calculated the same way as for a first level character. must be acquired at character generation. The initial reroll (at
½ level) is simply an
opportunity to bet-
Training a zero level PC Second Level ter the initial roll. If
this roll does not ex-
Once a PC has gained enough experience, he can PCs that have opted to begin at zero level receive the ceed the character’s
train to gain half level (and later first level). Due to the maximum value of their initial hit die when reaching initial hit point roll,
2nd level (if they have not already rolled that value). no benefit is gained.
neophyte nature of the PC, self-training is far more The second reroll (at
difficult than first level PCs. In fact, it requires a month 1st level) provides a
of honing skills in order to do so. However, unlike first Honor third bite at the
apple. Should the
level and higher PCs, the training can be completed Honor is gained in much the same way as 1st level player again fail to
partially and interrupted with no penalty. Additionally, PCs. At half level, a PC can gain 1-4 points of Honor, exceed his initial roll
and should the
it can also be completed somewhat in advance. Any one for each category of Honor, with two overall being highest of his rolls
time the PC gains experience points, he can train average. Upon gaining first level, a PC can again gain to date be less than
toward leveling up. Every ten experience points allows another 1-4 points of Honor, again with two being half the maximum
(i.e. 3 in the case of
training for a day and a half at zero level and one day at average success. Gaining four would put the character a d6), he gains this
half level. Thus, advancement can be done at a gradual on-par with other 1st level PCs. However, a player latter value. The
pace making it seemingly less time-consuming than a working his way through zero level has the chance to third reroll (at 2nd
level if appropriate)
solid month at the end. earn up to an additional 4 Honor (two at each half and is not a roll at all.
1st level), making a character that survives from zero Characters pro-
level slightly more honorable than one that has not. gressing to this
Half Level point receive the
Once a PC earns enough experience and has com- maximum number
pleted his full month of training, he gains +25 BPs, a Fame of hit points their
die type permits.
bonus re-roll hit die for his class. He also gains a set of First level characters are rarely famous, so you
die rolls to add to his ability score stat %s. Further, he probably need to temper any expectations of serious
8: Zero Level PCs
attains certain class abilities (detailed under each class), Fame gain, however, extra-ordinary deeds may call for
though he must now purchase the other half of his class one or even two bonus points of Fame at your
using his 25 BPs (and any he may have left over for zero discretion.
level). New quirks and flaws cannot be taken here; they
must be taken at character generation.
14 9
Class specifics Barbarian
The zero level barbarian is a tribal warrior that has not proven
Fighter:
himself in the eyes of his elders. This may be due to physical
0 level: Begin play with light armor, shield and laborer limitations or the fact that he is deemed insufficiently
proficiencies. Weapon proficiencies may be purchased at half honorable. The progression to first level is a means of proving
cost save for minimal skill weapons which are free. Weapon one’s worthiness.
specialization is limited to a maximum of +1. 0 level: Aspirant barbarians need not satisfy the Strength and
2 level: Advancement to half level provides the medium Constitution requirements of the class (they must, however, do
armor and hiking/roadmarching proficiencies as well as an so before achieving first level or live with the consequences
opportunity to re-roll his hit die. Weapon specialization is detailed hereafter).
limited to a maximum of +2. Such characters derive a substantive benefit given their
1st level: Upon reaching first level, the fighter receives the background and begin play with the following skills — Animal
balance of this class’ starting package of proficiencies and skills. Training (dogs), Boating, Climbing/Rappelling, Hunting and
Swimming as well as an aptitude that permits further skill
He also gains a second re-roll of his hit point die and a bonus
advancement to be purchased for half cost. They also receive the
d4p for fractional ability points that may be applied to each of
Hiking/Roadmarching, light armor, shield, battle axe,
the following abilities: Strength, Dexterity & Constitution.
broadsword, hand axe, knife (melee and thrown), spear, short
Fighter advancement table
bow and throwing axe proficiencies and the Long Distance
Running Talent.
Level Hit Dice (d10) Initiative Attack Bonus Speed
Whilst their background provides several advantages, it also
0 1 +1 -1 +1
imposes the following restrictions: no additional weapon
2 re-roll +1 0 0 proficiencies may be taken, no weapon specialization is
1 2nd re-roll 0 0 0 permitted, literacy may not be purchased and any social or
academia skills are assessed a -2 penalty on the mastery die. In
addition, the Polyglot Talent and Bilingual proficiency are
Ranger: doubly expensive.
0 level: Begin play with light armor & hiking/roadmarching Zero level barbarians, vis-à-vis their cultural background, are
proficiencies as well as a free purchase of the Botany, Fire exceptionally superstitious of magic and must make a morale
Building and Hunting skills. check at -4 when encountering fantastic creatures or magic (see
Weapon proficiencies from the Ranger’s advantageous list Barbarian in the PHB for details of this weakness).
(PHB p. 47) may be taken at half cost. Specialization (maximum ½ level: Upon achieving half level, aspiring barbarians may
of +1) is limited to these weapons. purchase additional weapon proficiencies and may gain weapon
specialization in their tribal weapons (though limited to a +1
2 level: Advancement to half level provides the shield bonus). They gain the Physical Conditioning Talent and may
proficiency as well as free purchases of the Observation, opt to become literate (subject to the -2 mastery die penalty).
Tracking and Survival skills.
Half level aspirant barbarians receive a +1 damage bonus when
The aspirant Ranger may also re-roll his initial hit die. engaging in unarmed combat. They may re-roll their initial hit
Weapon specialization is limited to a maximum of +2 (or +1 in point die (employing a d12) and gain an additional two hit
non-core weapons). points over and above those proscribed by race, constitution and
1st level: Upon reaching first level, the ranger receives the class die roll.
balance of this class’ package of proficiencies (incl. the First Aid Exposure to outside cultures also decreases their Magic
skill). He also gains a second hit point die and another roll of the Phobia such that they need only make a -3 morale check when
mastery die for his Tracking skill. encountering said.
1st level: Upon achieving Barbarian status, the character gains
the Stout Talent. He may also re-roll the previous d12 and
receives an additional +3 hit point bonus. He also gains a d6p
percentile stat bump to Strength and Constitution. In addition,
15 0
his Magic Phobia is moderated to reflect that of the standard Rogue:
barbarian (e.g. a -2 morale check). All other benefits of the class 0 level: Begin play with the following skills: Appraisal (choice
are, of course, acquired at this point. of 3 of 9 subspecialties), Fast Talking, Glean Information,
Washouts: Should an aspirant barbarian not qualify for the class Language (preliminary skill in additional non-native tongue) and
upon achieving first level (e.g. his Strength or Constitution is Listening. 12 luck points are available to the character.
below 12/01), he may only ascend to first level as a Fighter and
Zero level rogues may not specialize in weapons.
is subject to the following conditions:
All prior benefits are retained. This includes starting skills and 2 level: Advancement to half level provides the following
the half cost benefit to advancement in said, skills: Appraisal (choice of 3 of 6 remaining subspecialties),
Hiking/Roadmarching, Long Distance Running, Physical Disguise, Literacy, Seduction (Art of ). The rogue also gains 18
Conditioning, the +1 damage bonus to unarmed combat and the Luck Points (any remaining from 0 level do not roll over) as well
+2 hp bonus gained at half level. However, he is permanently as the No Accent talent.
subject to the -2 mastery die penalty on social/academia skills With respect to melee, the rougue gains the light armor
and forever retains a magic phobia identical to that of a proficiency and special thief abilities vis-a-vis fleeing opponents.
barbarian. He may re-roll his hit point die though only using a Weapon specialization limited to daggers and knives with a
d10. No additional stat bumps are attained. From this point maximum of +1.
forward, he advances as a Fighter.
1st level: Upon reaching first level, the rogue receives the
Barbarian advancement table Appraisal (remaining 3 subspecialties), Diplomacy and Forgery
Level Hit Dice Initiative Attack Bonus Speed skills as well as the choice of two unique skills from the rogue’s
0 d10 +1 -1 +1
secondary skill list (PHB p. 55).
2 re-roll (using d12) +1 0 0 Character may now perform a backstab, specialize in all
weaponry and he also receives the balance of this class’ abilities
1 2nd re-roll 0 0 0
(e.g. full 24 Luck Points) and a second re-roll of his initial hit
washout 2nd re-roll (using d10) 0 0 0
point die.
1st level: Upon reaching first level, the mage adds two new 1 2nd re-roll 60 +1 0 0 a
spells to his repretoir - an additional apprentice spell and a first
level spell. He may also roll an additional mastery die to improve
Fighter/Thief:
his Literacy. Finally, they gain additional mastery in Arcane Lore
equal to their Intelligence Mastery Die modifier. 0 level: Fighter/thieves receive the light armor and shield
proficiencies and one choice from the Core Fighter/Thief skills
Mage advancement table list (PHB p. 65). He may also perform an expeditious coup de grace
Hit Dice Total Spell Attack (7 seconds required). Zero level fighter/thieves possess
Level Initiative Speed
(d4) Points Bonus 5 luck points.
0 1 30 +3 -1 +2 Weapon proficiencies may be purchased at half cost save for
2 re-roll 80 +3 -1 +1 minimal skill weapons which are free. Weapon specialization is
1 2nd re-roll 140 +2 0 0 limited to a maximum of +1.
2 level: Advancement to half level provides the medium armor
proficiency as well as two additional unique choices from the
Fighter/Mage: Core Fighter/Thief skills list. Character gains 7 Luck Points (any
0 level: Fighter/Mages begin with the light armor proficiency. remaining from 0 level do not roll over). Coup de Grace speed
Weapon proficiencies may be purchased at half cost save for decreases to 6s.
minimal skill weapons, which are free. Weapon specialization may 1st level: Upon reaching first level, the fighter/thief receives his
not begin until the character reaches half level (though any fourth unique choice from the Core Fighter/Thief skills list as
weapon talents may be purchased). well as Appraisal: Arms and Armor. He also gains a free skill of
As sub-apprentice spellcasters, zero level fighter/mages have his choice from the fighter/thief special domain (PHB p. 64). A
not yet mastered casting a spell. They do, however, have some Coup de Grace can be performed in 5 seconds and the character
magical tutelage and may employ their spell points in a manner may now execute a backstab
similiar to an individual possessing Supernatural Affinity (q.v.). He also receives a second re-roll of his initial hit point die.
They are, of course, Literate in their native tongue.
2 level: Advancement to half level provides the medium armor Fighter/Thief advancement table
and shield proficiencies. Weapon specialization may now be Level Hit Dice (d8) Initiative Attack Bonus Speed Initiative Die
purchased but is limited to a maximum of +1. 0 d8 0 -1 +1 standard
As a boon, adventuring fighter/mages receive their initial 2 re-roll 0 0 0 standard
purchase of Arcane Lore for free at half level (instead of for half 1 2nd re-roll 0 0 0 standard
price as is the norm) albeit with mastery equal to their
8: Zero Level PCs
Intelligence score until they reach 1st level (save for elves who
may roll their mastery die immediately). They also learn the
magical transcription proficiency.
15 2
Mage/Thief: C LERICS :
0 level: Mage/thieves receive one choice from the 0 level: Prior to ordination, clerics cannot beseech
Core Mage/Thief skills list (PHB p. 67). Zero level their god for divine aid (i.e. they cannot cast spells).
NOTE: Upon
mage/thieves possess 5 luck points. Novitiates begin play as annointed followers of their achieving 1st level,
Weapon specialization may not begin until the deity. They have mastery in Divine Lore and Religion characters receive
the full compliment
character reaches half level (though any weapon talents (own) equal to their Wisdom score. of powers associ-
may be purchased). He may dispatch foes via a coup de Should their religion have a preferred weapon, they ated with their class
as given in the
grace (7 seconds required). gain proficiency in it for free. They also receive a divine Player’s Handbook.
As sub-apprentice spellcasters, zero level icon gratis. The progression
from zero level has
mage/thieves have not yet mastered casting a spell. 2 level: Advancement to half level provides the cleric staggered these
They do, however, have some magical tutelage and may an opportunity to improve his spititual knowledge by benefits, often
employ their spell points in a manner similiar to an awarding less pow-
rolling a mastery die for both Divine Lore and erful analogues of
individual possessing Supernatural Affinity (q.v.). They Religion (own). They may re-roll thier initial hit point certain abilities to
are, of course, Literate in their native tongue. die as well. pre-first level PCs.
If a particular ability
2 level: Advancement to half level provides two Particularily insightful clerics (i.e. those gaining a is not explicitly
additional unique choices from the Core Mage/Thief spelled out here as
bonus spell) gain this at half level permitting them to gained at first level,
skills list. Character gains 7 Luck Points (any cast a first level spell. the Player’s Hand-
remaining from 0 level do not roll over). book takes prece-
1st level: Upon reaching first level, the cleric is finally dence. Note that
Weapon specialization may now be purchased but is entrusted to call upon divine aid (e.g. he may cast a first skills awarded with
limited to a maximum of +1. Coup de Grace speed also level spell - or two, Wisdom permitting). He may also reduced mastery
(i.e. individual d4p
decreases to 6s. reroll his mastery dice for Divine Lore and Religion rolls gained pro-
As a boon, adventuring mage/thieves receive their (own) made at half level. gressively) equate
and likely exceed
initial purchase of Arcane Lore for free at half level results obtained
(instead of for half price as is the norm) albeit with were a simple
Turning/Commanding Undead: Clerics with this mastery die given.
mastery equal to their Intelligence score until they reach
power normally roll a d20p and add their level and
1st level (save for elves who may roll their mastery die
Charisma (and possibly priesthhod) based Turning
immediately). They also learn the magical transcription
modifier. For purposes of this roll, a zero level cleric is
proficiency.
considered as -1 level and a half leveled priest as 0 level.
Half level mage/thieves gain a single apprentice spell.
However, they have not yet fully mastered the process
of casting a spell. As such, they have a 20% chance of Cleric advancement table
suffering a spell mishap (possibly made worse by
Level Hit Dice (d8) Initiative Attack Turning1
wearing protective gear). See Spell Mishaps (p. 82) for Bonus Speed
further details. 0 1 +2 -1 +2 d20p-1
1st level: Upon reaching first level, the mage/thief 2 re-roll +2 0 +1 d20p
receives his fourth unique choice from the Core 1 2nd re-roll +1 0 0 d20p+1
Mage/Thief skills list. He also gains the ability to
Certain clergy may have their own unique tables that supersede
perform a backstab and a Coup de Grace can now be some information listed above.
executed in 5 seconds. 1
Charisma & Priesthood modifiers apply to this base roll.
15 3
D ETAILS FOR S PECIFIC R ELIGIONS The Courts of Justice
The Cathedral of Light 0 level: Begin play with light armor and shield
proficiencies. Weapon specialization is limited to
0 level: Begin play with light armor and shield
longsword with a maximum of +1.
proficiencies. Weapon specialization is limited to mace
with a maximum of +1. Priest gets a +1 Defense bonus Cleric receives the skills History (ancient), Law,
vs. the undead. Literacy (native tongue), Riding (equine) and Tracking
at mastery level equivalent to lowest relevant ability
Clerics receive the skills Fire Building, First Aid and
score +1d4p. He also may detect lies 1% of the time and
Literacy (native tongue) at mastery level equivalent to
recieves a +1 bonus vs. illusion spells.
lowest relevant ability score +1d4p.
2 level: Advancement to half level provides the
2 level: Advancement to half level provides the medium armor proficiency as well as an opportunity to
medium armor proficiency as well as an opportunity to re-roll initial hit die. Weapon specialization in
re-roll initial hit die. Weapon specialization in mace is longsword is limited to a maximum of +2.
limited to a maximum of +2 (others may be taken to a
maximum of +1). Priest recieves a +1 Attack bonus vs. Half level Truthseekers may detect lies 3% of the time
the undead and a +1 bonus to Turning attempts. and receive a +2 bonus vs. illusion spells (superseding
the bonus gained at zero level). These clerics improve
Half level clerics improve their mastery at the skills their mastery at the skills granted at zero level by
granted at zero level by adding a d4p die. adding a d4p die.
1st level: Upon reaching first level, the cleric receives 1st level: Upon reaching first level, the cleric receives
the heavy armor proficiency. He improves his Turning the heavy armor proficiency. These Truthseekers may
bonus to +2 and also improves his mastery at the skills detect lies 5% of the time and recieve a +4 bonus vs.
granted at zero level by adding an additional d4p+3 die. illusion spells (superseding the bonus gained at half
8: Zero Level PCs
15 4
level). They also improve their mastery at the skills 1st level: Upon reaching first level, the cleric receives
granted at zero level by adding an additional d4p+3 die. the Physical Conditioning talent. He improves his
mastery at the skills granted at zero level by adding an
Church of Everlasting Hope additional d4p+3 die. 1st level Journeymen are immune
0 level: Begin play with light armor and shield to any disease (superseding the bonus gained at half
proficiencies. Weapon specialization is limited to staff level).
with a maximum of +1.
Cleric receives the skills Cooking/Baking and First Temple of the Patient Arrow
Aid at mastery level equivalent to lowest relevant 0 level: Begin play with the light armor, knife (melee
ability score +1d4p. They also recieve a +3 bonus vs. any and thrown) and bow (long and short) proficiencies.
contested check to resolve a fear effect. Weapon specialization is limited to bows with a
2 level: Advancement to half level provides the maximum of +1.
medium armor and sling proficiencies as well as an Cleric receives the Hunting skill (full mastery die).
opportunity to re-roll initial hit die. Weapon
specialization in staff is limited to a maximum of +2 2 level: Advancement to half level provides the Crack
(other may be taken to a maximum of +1). Shot talent for thrown knife and bows. Golden Arrows
may now purchase all other Talents benefitting ranged
Half level clerics improve their mastery at the skills
weapon use at half cost.
granted at zero level by adding a d4p die. They also
recieve a +6 bonus vs. any contested check to resolve a Proficiency is gained in all other ranged weapons.
fear effect (superseding the bonus gained at zero level). Weapon specialization limited to +2 for ranged
These priests may cast Cure Trifling Wound in addition weapons (no other specialization possible).
to any bonus spell provided by a high Wisdom score. Half level clerics gain the Tracking skill and another
1st level: Upon reaching first level, the cleric receives roll of the mastery die for Hunting.
the heavy armor proficiency. He improves his mastery 1st level: Upon reaching first level, the cleric receives
at the skills granted at zero level by adding an additional the Crack Shot talent in all remaining ranged weapons.
d4p+3 die. 1st level Merciful Fates are immune to any They also gain a third mastery die in Hunting.
Fear effect (superseding the bonus gained at half level)
and provide allies within 10’ a +1 bonus to their saves.
The Face of the Free
0 level: Begin play with light armor and shield
Temple of the Stars proficiencies. Weapon specialization may not yet be
0 level: Begin play with the hiking/roadmarching undertaken.
proficiency. Weapon specialization is limited to staff Cleric receives the skills Animal Training (pick one
with a maximum of +1. species), Cartography, Literacy (native tongue), Lock
Cleric receives the skills Astrology, Boating, Picking and Survival at mastery level equivalent to
Cartography, Current Affairs, Direction Sense, lowest relevant ability score +1d4p. They also recieve a
Language, Literacy, Riding, Survival, Survival (Urban), +3 bonus vs. any contested Feat of Strength check to
Swimming, Weather Sense at mastery level equivalent escape a hold or +15% to any Escape Artist skill check.
to lowest relevant ability score +1d4p. Zero level
2 level: Advancement to half level provides the
Journeymen have a +3 bonus vs. any communicability or
medium armor proficiency as well as an opportunity to
severity check vis-a-vis diseases.
re-roll initial hit die. Weapon specialization may be
2 level: Advancement to half level provides the light taken to a maximum of +1.
armor proficiency as well as an opportunity to re-roll Half level clerics improve their mastery at the skills
initial hit die. Weapon specialization in staff is limited granted at zero level by adding a d4p die. They also
to a maximum of +2 (others may be taken to a recieve a +6 bonus vs. any contested Feat of Strength
maximum of +1). check to escape a hold or +30% to any Escape Artist
Half level clerics gain the Long Distance Running skill check (superseding the bonus gained at zero level).
and No Accent talents and improve their mastery at the 1st level: Upon reaching first level, the cleric receives
skills granted at zero level by adding a d4p die. Half the heavy armor proficiency. He improves his mastery
8: Zero Level PCs
level Journeymen get a +6 bonus vs. any at the skills granted at zero level by adding an additional
communicability or severity check vis-a-vis diseases d4p+3 die. 1st level Messangers of Liberty gain the
(superseding the bonus gained at zero level). Freedom of Action ability (q.v.) superceding earlier
bonuses.
15 5
The Order of Thought ability score modifier – whichever is more advantageous).
0 level: Begin play with light armor and shield proficiencies. Training in Gambling affords a +3 bonus (again, possibly
Weapon specialization is limited to staff with a maximum of +1. superceding but not augmenting their ability score modifier).
Even novice clerics of The Wise One are natural Polyglots Zero level Challengers of Fate also gain the Gambling skill
(q.v.) and are completely immune to Mind Reading. and 10 Luck Points. Weapon specialization may not yet be
Cleric receives the skills Current Affairs, Glean Information, undertaken.
History (Ancient), Language, Literacy (native tongue), 2 level: Upon advancement to half level, the Challenger of
Riddling at mastery level equivalent to lowest relevant ability Fate gains d6p mastery points in Gambling and is permitted
score +1d4p. another choice from the bonus skill list (above) but it must not
Seekers of Sagacity may always purchase any skills with replicate the skill initially picked. The priest also gains the light
Wisdom as sole ability score modifier at half BP cost (those armor proficiency. Weapon specialization may be taken to a
with other relevant ability score modifiers cost 75% of list). maximum of +1.
Challengers of this level have 10 + half their Wisdom score
2 level: Advancement to half level provides the medium
(rounded up) Luck Points (any remaining from 0 level do not
armor proficiency as well as an opportunity to re-roll initial hit
roll over). They also gain a lone 1st level spell determined
die. Weapon specialization in staff is limited to a maximum of
randomly daily.
+2 (others may be taken to a maximum of +1).
1st level: Upon reaching first level, the cleric gains another
Half level clerics improve their mastery at the skills granted
d6p mastery points in Gambling as well as a third choice from
at zero level by adding a d4p die. They also recieve a +6 bonus
the bonus skill list (above) but it must not replicate the two
vs. any attempt made to Charm them.
skills previously picked.
1st level: Upon reaching first level, the cleric receives the
heavy armor proficiency. He improves his mastery at the skills Challengers of Fate advancement table
granted at zero level by adding an additional d4p+3 die. First Hit Dice Attack
Level Initiative Speed
level Seekers of Sagacity possess the Charm Resistant talent (d6) Bonus
(supplanting earlier bonuses) and are immune to the effects of 0 1 +1 -1 +2
Idiocy and Thought Probe. re-roll 0 0 +1
2
The Conventicle of the Great Tree 1 2nd re-roll 0 0 0
0 level: Begin play with light armor proficiency. Weapon
specialization is limited to staff with a maximum of +1. The House of Shackles
Cleric receives the skills Animal Empathy, Animal Mimicry 0 level: Begin play with light armor and shield proficiencies.
and Forestry at mastery level equivalent to lowest relevant Weapon specialization is limited to the scourge with a
ability score +1d4p+1. maximum of +1.
2 level: Advancement to half level provides the shield Cleric receives the skills Interrogation, Intimidation, Literacy,
proficiency as well as an opportunity to re-roll initial hit die. Recruiting, Rope Use and Seduction (Art of ) at mastery level
Weapon specialization in staff is limited to a maximum of +2 equivalent to lowest relevant ability score +1d4p.
(other may be taken to a maximum of +1).
2 level: Advancement to half level provides the medium
Half level clerics improve their mastery at the skills granted armor proficiency as well as an opportunity to re-roll initial hit
at zero level by adding d4p+1 points. die. Weapon specialization in scourge is limited to a maximum
1st level: Upon reaching first level, the cleric improves his of +2 (others may be taken to a maximum of +1).
mastery at the skills granted at zero level by adding an Half level Bringers recieve a +1 bonus to saves vs. Charm
additional d4p+4. effects.
1st level: Upon reaching first level, the cleric receives the
Church of Chance
heavy armor proficiency. They also improve their mastery at
0 level: Cleric may choose one bonus skill from the following the skills granted at zero level by adding an additional d4p+3
list: Climbing/Rappelling, Disarm Trap, Hiding, Identify Trap, die.
Listening, Lock Picking, Pick Pocket and Sneaking. Skill is
First level Bringers get a +2 bonus to saves vs. Charm effects
acquired with full mastery die.
(superseding the bonus gained at half level).
At any time, should they train in (i.e. purchase) any of the
8: Zero Level PCs
15 6
The Order of Agony
Clerics of the Vengeful One advancement table
Note: A player may opt for this church at zero level even if he does
Hit Dice Attack
not meet the minimum requirements of 12 Wisdom and 13 Level Initiative Speed
(d6) Bonus
Constitution. The onus is on him to improve these abilities before
0 1 +1 -1 +1
attaining first level. Should he fail to do so, the PC is sacrif iced
2 re-roll 0 0 +1
during the initiation ceremony to 1st level.
1 2nd re-roll 0 0 0
0 level: Begin play with light armor, dagger, knife (melee and
thrown) and scourge proficiencies. Weapon specialization is The Conventicle of Affliction
limited to dagger with a maximum of +1. Dagger
0 level: Begin play with light armor proficiency. Weapon
specialization may be purchased in 6 BP increments.
specialization may not yet be undertaken.
Cleric receives the Torture skill at mastery level equivalent
Cleric receives the skills Botany, Literacy (native tongue) and
to their Intelligence ability score +1d6p. They may also
Sneaking at mastery level equivalent to lowest relevant ability
purchase the Pain Tolerant & Tough as Nails talents at any time
score +1d4p.
for 10 BP each.
2 level: Advancement to half level provides the shield
2 level: Advancement to half level provides the shield
proficiency as well as an opportunity to re-roll initial hit die.
proficiency as well as an opportunity to re-roll initial hit die.
Specialization in any weapon may be taken to a maximum
Weapon specialization in dagger is limited to a maximum of
of +1.
+2 (others may be taken to a maximum of +1).
Half level clerics improve their mastery at the skills granted
Half level clerics may also improve their Torture skill granted
at zero level by adding a d4p die.
at zero level by adding a d6p die.
1st level: Upon reaching first level, the cleric receives the
1st level: Upon reaching first level, the cleric receives the
Blind-Fighting talent. He improves his mastery at the skills
medium armor proficiency. He improves his Torture mastery
granted at zero level by adding an additional d4p+3 die. First
by adding an additional d6p die.
level Pestilent Ones gain the ability to injure opponents with
their merest touch.
The House of Knives
Clerics of the Pestilent One advancement table
0 level: Cleric may choose one bonus skills from the
following list: Acting, Curent Affairs, Climbing/Rappelling, Hit Dice Attack
Level Initiative Speed
(d6) Bonus
Disguise, Hiding, Listening, Observation and Sneaking. Skill
0 1 +2 -1 +2
is acquired with full mastery die. Any outright purchases of said
skills always merits a +2 bonus to the mastery die (unless their 2 re-roll +2 0 +1
relevant ability score modifier is more favorable). 1 2nd re-roll +1 0 0
Zero level Veiled Priests may dispatch foes via a coup de grace
(5 seconds required). They also gain the light armor and The Temple of Strife
dagger proficiencies for free. Weapon specialization is limited
to dagger with a maximum of +1. Veiled priests may specialize 0 level: Begin play with light armor and shield proficiencies.
in knives or daggers for 6 BP times the bonus level. Weapon specialization is limited to flail with a maximum of
+1.
2 level: Advancement to half level permits the use of
Cleric receives the skills Cartography and Survival at mastery
backstabs. Weapon specialization in dagger is limited to a
level equivalent to lowest relevant ability score +1d4p.
maximum of +2 (others may be taken to a maximum of +1).
Additionally, Luck Points are never effective if used to counter
Coup de Grace speed decreases to 4s.
the actions of a Minion of Misfortune.
Additionally, they may now take the Attack Bonus, Damage
Bonus, Parry Bonus and/or Swiftblade Talents for daggers and 2 level: Advancement to half level provides the medium
knives at half cost. This option need not be exercised armor proficiency as well as an opportunity to re-roll initial hit
immediately. die. Weapon specialization in flail is limited to a maximum of
+2 (others may be taken to a maximum of +1).
1st level: Upon reaching first level, the cleric gains a second
choice from the bonus skill list (above) but it must not replicate Half level clerics may also improve their mastery at the skills
the skill previously chosen. He also gains the balance of his class granted at zero level by adding a d4p die.
8: Zero Level PCs
abilities as well as a free purchase of either Acting and Disguise 1st level: Upon reaching first level, the cleric receives the
(further increasing his mastery in this skill if chosen and/or heavy armor proficiency. He also improves his mastery at the
purchased before). Coup de Grace can now be performed in skills granted at zero level by adding an additional d4p+3 die.
3 seconds.
157
NPCs
Many Hats, Many Shoes: Non- B. Service Providers .................173 Sidekicks .................................180
Player Characters and the Many C. Hirelings...............................173 NPC Loyalty and Morale ..............181
Roles of the GM...........................158 D. Cronies................................174 Loyalty......................................181
Building an NPC...........................159 E. Henchmen............................175 Tenacity Levels ............................182
1. Basic Details .........................159 F: Monsters...............................177 Cost of Successful Employment.184
2. More Details ........................169 G. Notable NPCs ......................177 Experience..................................184
3. Complete Detail.....................171 Personnel Acquisition ..................178 Henchmen, Sidekicks and
NPCs by Type ..............................172 Hirelings ...................................178 Protégés......................................184
A. Merchants ...........................172 Henchmen ...............................180 Mentoring Protégés.................184
Many Hats, Many Shoes: to play monsters – which is as daunting task as any, for
who can truly know the mind of that wounded orc. The
Non-Player Characters and GM of course!
the Many Roles of the GM One moment you will be playing the guy behind the
After you have the basics of combat and action counter in the leather shop who lost his big toe in the
mastered and successfully deployed, you’ll soon find Hobgoblin Wars of 557 and who adamantly insists he
that nothing is as important to improving the quality of can predict the weather by the way the stub ‘tingles.’
your HackMaster campaign from good to great than The next moment you may be playing the easily
the creation and handling of non-player characters annoyed gate guard with a spastic colon who wishes the
(NPCs). Without non-player characters, the game party, with their incessant moronic questions, would just
resembles an action movie that lacks supporting go away so he can slip off and do his business. Or
characters and a major villain. While such things as perhaps you’ll be the surly barkeep who, in order to raise
rules and plot can be seen as the backbone and skeleton the dowry needed for his daughter’s wedding to a
of a good HackMaster campaign, NPCs are the flesh successful merchant, has taken to watering down his
and muscle that give the body life and movement. An drinks to increase his profits.
NPC is any person, creature, or monster that is A sole interesting NPC can single-handedly save a
controlled by the GM. Most NPCs are either people floundering gaming session – which might otherwise
(intelligent races that live in local society) or monsters be dry and mundane. NPCs are the GM’s mouthpiece.
(intelligent and unintelligent creatures that aren’t With them you can convey information and details
normally found in towns and villages). about your campaign world in such a rich way that the
Taking on the role of an NPC is one of the most players are magically transported, giving them the sense
important aspects of a GameMaster’s job as facilitator that what is happening around them is real.
9: NPCs
and arbitrator of the game. As the GameMaster you With a bit of effort you can focus your whole
must draw upon every fiber of your role-playing skills campaign around a dastardly villain or a simple
throughout the course of your campaign. You will be bleeding heart benefactor. NPCs can convey
required to assume the persona of every non-player information about your world, become the life-blood
character who steps upon the stage. This includes of plot hooks, and provide the catalyst for endless
hirelings, henchmen, sidekicks, cronies, prostitutes, etc. adventures. These are not elements to ignore, and each
Occasionally it might even include objects! (For NPC must be played to the hilt with their own
example, if one of your players happened to stumble personality, quirks, flaws, and traits. Therefore, it is
upon an intelligent sword, you could find yourself important that you play each role to the maximum,
having to assume the role of a back-sassin’, feisty giving every NPC his own personality, quirks and traits.
weapon as it hurls insult after insult at the poor This chapter will aid you in meeting this challenge.
unfortunate who found it). In addition, you’re expected
15 8
Building an NPC Table 9.1: NPC Race
Roll (1d100) Race
The first step in building an NPC is to determine
how big a role he or she will play in the game. Of 01-85 Human (dominant ethnicity)
course, this is not always obvious at first. A player may 86-92 Human (foreigner)
take a shine to a certain NPC or circumstances may 93-00 Non-Human
dictate that they step up to bolster a group’s capabilities
thereby enhancing their involvement in the storyline. Table 9.1a: Foreign Human Ethnicity
In general, it isn’t necessary to flesh out every single Roll (1d100) Ethnicity
detail of an NPC’s backstory if they will only appear in 1-20 Brandobian
the game a single time for a few minutes. The 21-30 Dejy
following charts are accordingly nested in order of 31-40 Fhokki
complexity. Thus a walk on NPC may only need to roll
41-66 Kalamaran
on the first few, while an NPC who is destined to
become integral to the party’s story may need to roll on 67-84 Reanaarian
all of the following charts. 85-100 Svimohz
Fleshing Out NPCs: Whether your NPC is a Table 9.1b: Non-Human Race
walk-on or destined to become a regularly recurring Roll (1d100) Race
staple of your game, you may wish to provide a certain 1-50 Halfling
level of detail, else your NPCs will be little more than
51-66 Half-Hobgoblin
cookie-cutter, two dimensional, humdrum nothings
deserving of whatever abuse your players heap upon 67-78 Half-Elf
them (and you). Luckily, the process of detailing your 79-87 Dwarf
NPCs is not that difficult and can actually be done, at 88-92 Half-Orc
least initially, on the fly. By following this iterative 93-95 Elf
process when introducing an NPC, you’ll guarantee
96-00 Gnome
many memorable encounters.
Your HackMaster NPCs should only be detailed to (b) Gender
the level required by the circumstances. After all, if the If you really need a table – use a d2 (coin flip).
characters are bartering with a random shopkeeper in As a practical matter, HackMaster does not
the city, they needn’t know the details of his extended discriminate between the sexes in character generation
family let alone his quirks and flaws. However, you or NPCs abilities. It is your personal choice whether
should role-play a few defining or unique you wish to follow the historical precedence of
characteristics of the shopkeeper. There are four levels patriarchal societies that tended to limit the
of detail you can go into, and the charts are arranged in opportunities available to women (and thus their
order of necessity. interaction with individuals outside their immediate
1. B ASIC D ETAILS : family).
(c) Name
All NPC characters should begin play with five rolls
(or choices by you as circumstances dictate): Everyone needs a name, right?
(a) Race While there’s nothing inherently wrong with
naming an NPC with the first thing that pops into your
If playing a ‘traditional’ medieval campaign such the
head, Joe, Bob and Hank are not really the stuff of high
default Kingdoms of Kalamar setting, the presumption is
fantasy and tend to break the otherworldly veneer
that the overwhelming majority of people are going to
you’ve carefully built around your campaign. This writer
9: NPCs
be human unless one travels to a demi-human or
and GameMaster has himself fallen into this very trap
humanoid enclave. Additionally, those humans are
by offhandedly naming an NPC ‘Dick’ only to see him
themselves likely to overwhelmingly be of the
inexplicably play a recurring role in the campaign for
dominant ethnicity for that region (with somewhat less
months.
dominance in port towns and border areas). Foreigners
that duplicate the dominant ethnicity are from On the fly name generation is definitely a skill. For
adjacent countries or domestic migrants from the those of you so blessed, carry on should you so choose.
country’s hinterlands. However, if this is not an ability you possess, we have
provided you with a number of charts to facilitate this
Race and ethnicity is thus driven primarily by
task.
geographical location.
15 9
These human names are consistent with each of the Table 9.2a: Brandobian Names
six language groups in the Kingdoms of Kalamar and
Roll (1d100) Female Male
thus give each NPC a cultural marker. Once accus-
01-02 Anseleen Aldus
tomed to the sound of these names, players can more
readily immerse themselves in the campaign world via 03-04 Avita Altamir
the distinctive people and place names unique to each 05-06 Benita Benren
region of the world. Even if you’re comfortable making 07-08 Blesden Brandven
stuff up on your own, you may wish to take advantage 09-10 Blesel Brendoln
of the consistent flavor these name lists provide. 11-12 Brava Brensen
Note that human surnames are not provided. It is un- 13-14 Brennor Brondil
common for non-nobles to have hereditary family 15-16 Brildrel Coldon
names preferring instead an occupational or descriptive 17-18 Coldrel Coldran
suffix to their name where distinction between two 19-20 Cosolel Colnor
similarly named individuals is required. 21-22 Crendril Corbren
Halflings, in addition to utilizing the language of the 23-14 Dandrel Crend
larger human society they are invariably subsumed 25-16 Debnor Dandol
within, also employ said culture’s naming conventions. 27-18 Debsela Darmin
Other demi-humans strongly retain their own 29-30 Elbren Debben
distinctive culture and may adopt a nom de guerre when 31-32 Elvled Defrin
interacting with outsiders (as is common with dwarves 33-34 Evelna Dolcor
lest their true name be inscribed in an adversary’s Book 35-36 Evle Dolm
of Grudges). Half elves, half hobgoblins, and half orcs
37-38 Foladel Dorran
use the naming conventions of the culture they were
39-40 Forlema Ervlen
raised in.
41-42 Gulda Eselnor
43-44 Hanadrel Estand
45-46 Lelten Folcor
47-48 Lencrita Fornol
49-50 Lensel Fortind
51-52 Mindan Glandal
53-54 Mindoleen Granden
55-56 Mindrel Gruthal
57-58 Norlel Hurthal
59-60 Norlen Ichil
61-62 Norvita Ilthan
63-64 Olelita Lanomar
65-66 Pandred Lonvlen
67-68 Pelema Maldus
69-70 Ranselita Munvalnl
71-72 Rennor Nandten
73-74 Sabeleen Norbren
75-76 Sarva Nurband
77-78 Selguld Plonthal
79-80 Selmel Randar
9: NPCs
16 0
Table 9.2b: Dejy Names Table 9.2c: Fhokki Names Table 9.2d: Kalamaran Names
Roll (1d100) Female Male
Roll (1d100) Female Male Roll (1d100) Female Male
01-02 Aneta Balamir
01-02 Adagyr Bajesh 01-02 Defyn Artakk
03-04 Asa Balan
03-05 Adako Bajyr 03-05 Dortha Arturr 05-06 Benali Baram
06-07 Asesh Chojani 06-07 Dunilla Dvokk 07-08 Berisa Bavamir
Dythrok Dvorn 09-10 Dela Darokar
08-10 Ashny Chojen 08-10
11-12 Derilu Desamir
11-12 Ashsha Darja 11-12 Elkka Elmin
13-14 Dorata Famalan
13-15 Chada Gyrjen 13-15 Enga Eselvan 15-16 Dorena Fanam
16-17 Chasha Janad 16-17 Fontharra Fralnurr 17-18 Elenaru Fedamir
18-20 Cheshy Janesh 18-20 Fyvena Froljar 19-20 Falara Feledar
21-22 Falinena Feranis
21-22 Daresh Jaresh 21-22 Ganarra Fythur
23-24 Famaril Folikar
23-25 Darshy Jijen 23-25 Genakk Gornarr 25-26 Fanam Fonamar
26-27 Doka Jish 26-27 Gulli Gortakk 27-28 Febelu Galinon
28-30 Dolshy Jorath 28-30 Gytha Gortha 29-30 Felana Gulasar
31-32 Fera Halanar
31-32 Freesha Jorjen 31-32 Halvena Gurthay
33-34 Fitolima Haraman
33-35 Jondar Khodri 33-35 Hanula Gurvarr 35-36 Gimane Holaras
36-37 Jynda Kokevi 36-37 Lontharra Hostud 37-38 Gira Hovaran
38-40 Jynjen Konish 38-40 Otha Hreath 39-40 Goranu Hul’Mar
41-42 Gosalaka Humatar
41-42 Jynko Kotesh 41-42 Oyatha Hreathwrot
43-44 Hal'Vena Lakaran
43-45 Koda Nyrash 43-45 Ranalkka Hurgil
45-46 Helena Lanokar
46-47 Koji Nyrtesh 46-47 Renerra Hurrkal 47-48 Hilu’A Malaran
48-50 Kony Rijani 48-50 Rortakk Lokkal 49-50 Hiralu Minon
51-52 Ilubek Minoral
51-52 Koshy Rojen 51-52 Rothla Lokkur
53-54 Inara Molamer
53-55 Kylsha Roshani 53-55 Ryndar Mantak
55-56 Irana Moranam
56-57 Kyra Roshnyr 56-57 Rythrok Murrjar 57-58 Kalila Morisato
58-60 Nyrko Sajyr 58-60 Shrokker Ragil 59-60 Kaperele Nelata
61-62 Rijko Sanyr 61-62 Sorykka Rasttak 61-62 Ki’Isa Nerator
63-64 Kilisa P’Ligel
63-65 Rokada Saryf 63-65 Sulli Rastur
65-66 Kinura Palar
66-67 Rosharek Shajen 66-67 Sylla Rasvokk 67-68 Kobela Parama
68-70 Roshy Shako 68-70 Tankarra Ronarr 69-70 Korasela Pavaran
71-72 Shaji Shanath 71-72 Tenga Rythok 71-72 Lalare Pilamel
73-74 Lamasaru Piramar
73-75 Shary Shanjen 73-75 Thanarkka Rywrott
75-76 Linura Pitar
76-77 Slajen Shanko 76-77 Thelka Thalnawr 77-78 Lisanara Pulan
78-80 Theja Shathy 78-80 Thilla Thelturr 79-80 Melana Puramel
81-82 Thena Shiseth 81-82 Thillena Thelvan 81-82 Mepate Relemir
9: NPCs
161
Table 9.2e: Reanaarian Names Table 9.2f: Svimohzish Names
Roll (1d100) Female Male Roll (1d100) Female Male
01-02 Alixoor Belaar 01-02 Amazha Amar
03-05 Arisee Boelain 03-05 Anasvish Anarvis
06-07 Biasa Bouzaar 06-07 Daresvim Ansven
08-10 Boebea Daavao 08-10 Dezha Azhanimahr
11-12 Ceonai Dealaan 11-12 Ehnamo Azvan
13-15 Ceopeari Elaruulan 13-15 Ehnosham Dashaz
16-17 Daaralau Emearer 16-17 Emeni Hilano
18-20 Daolia Geolain 18-20 Hava Hilanozh
21-22 Gaafoor Govuur 21-22 Hazhasha Himvho
23-25 Giitova Haaneir 23-25 Hizavah Imoh
26-27 Haavau Haar 26-27 Lashasvow Izvan
28-30 Huurum Lealaur 28-30 Lehano Jovohr
31-32 Kaavou Lenaiz 31-32 Leshan Lahzni
33-35 Keilaaw Liamar 33-35 Lezosa Lonamvho
36-37 Laarairi Luurear 36-37 Manona Mehnozh
38-40 Leugoo Mearaxiu 38-40 Menahvna Mesvanish
41-42 Lewao Mouzaar 41-42 Mensha Miznamvho
43-45 Luuboor Naavoor 43-45 Minona Mizovohr
46-47 Malee Naerum 46-47 Mohlamo Movazh
48-50 Miana Neila 48-50 Morashez Nimozh
51-52 Moorau Peasor 51-52 Movamo Onsvar
53-55 Naatea Poataar 53-55 Nenimah Ozhivahn
56-57 Naavabi Raalain 56-57 Nomishim Pahnish
58-60 Nooria Raizix 58-60 Parahvna Ranozh
61-62 Raasaava Reenea 61-62 Savano Razhan
63-65 Rianoo Reolaar 63-65 Sharresh Rhovan
66-67 Saosee Reolain 66-67 Shazi Roshanaz
68-70 Seolana Ruuariz 68-70 Shizresh Sanozh
71-72 Taakei Seevaar 71-72 Sisi Selevahn
73-75 Teelia Seluuk 73-75 Svazha Shazahn
76-77 Vaalee Sortureer 76-77 Svowano Shozar
78-80 Vaatisea Sutilla 78-80 Vanazha Suvar
81-82 Vandakeer Taofoor 81-82 Vemresh Vahni
83-85 Vaolai Taunaar 83-85 Vorazam Vozohr
86-87 Vauvoor Vaxea 86-87 Wheminah Whehan
88-90 Veuza Veeroa 88-90 Yozham Wherahzni
91-92 Viasea Vuuawa 91-92 Zeminah Zharven
93-95 Vuubou Wiuxiu 93-95 Zhani Zhulurahn
96-97 Zaeria Wuuvoor 96-97 Zhashosa Zohshanam
98-00 Ziliana Zaarmau 98-00 Zoravam Zovazh
9: NPCs
16 2
Table 9.2g: Dwarven Names Table 9.2h: Elven Names
Roll (1d100) Female Male Family Name Roll (1d100) Female Male Family Names
01-03 Ada Adurmak Beambender 01-04 Ameris Amascai Aladanna
04-06 Adel Arzabak Berylfist 05-08 Asaivelia Amator Avalariel
07-10 Agmar Blim Blackaxe 09-12 Asanita Amelad Bereralaen
11-13 Angelka Bolburd Brassbellow 13-16 Celmereian Bare Calaeclya
14-16 Dagmar Borli Brickhouse 17-20 Coleiana Cateine Calberiel
17-20 Darloka Burlom Brightforge 21-24 Colinaseti Cyrn Cebaenaryn
21-23 Dorra Dargrum Brightstone 25-28 Culerena Devarel Daramariel
24-26 Edda Durmak Bromide 29-32 Culessa Elamaryn Dareriabrilla
27-30 Elta Fargad Bronzehand 33-36 Hanasila Hulirrad Elobalaen
31-31 Farada Fargel Coppereye 37-40 Jelanica Hullitee Gavalennon
34-36 Femek Folok Fellfurrow 41-44 Jelena Hurell Halamaela
37-40 Fonera Forbarek Goldhart 45-48 Jeserel Jumar Halonannon
41-43 Ganila Fulkaft Hammerarm 49-52 Laraneai Melidor Harrobalaea
44-46 Gomore Fuwek Hardsole 53-56 Mehamia Mellitee Isachariel
47-50 Gunor Golzumak Ironhead 57-60 Mehelet Selemar Jenneriaeclya
51-53 Imelka Gurum Ironheart 61-64 Setita Sellitad Jolarilia
54-56 Inafa Kelterak Leadfoot 65-68 Seviavena Shifan Laberiaddlaen
57-60 Kanura Khazuk Oreshod 69-72 Tessevi Sinatai Lhaberel
61-63 Kelarr Klim Plumbfist 73-76 Tulmeree Sincarel Mavabessi
64-66 Ketta Kordur Quartzeye 77-80 Tultetika Telarai Naedredar
67-70 Klass Lomburd Quickvein 81-84 Wylameia Torasceine Nalabouranna
71-73 Kombar Lurgrum Rustbeard 85-88 Wylee Toratin Onaeriel
74-76 Kormeta Rorak Shalebrow 89-92 Wylica Wecarel Paraddlaen
77-80 Kuoro Rurik Shalerock 93-96 Zasaina Werlen Ranamaeriel
81-83 Mieka Tregel Silverbeard 97-100 Zowale Wevelin Sheiredar
84-86 Mosko Trezhek Sootbeard
87-90 Nadel Ulgrum Steelhead
91-93 Zarakil Urdur Steelheart Table 9.2i: Gnomish Names
94-96 Zedda Urgaz Stonehelm Roll (1d100) Female Male Surname
97-00 Zomed Urik Stonesunder 01-05 Caila Banarak Bagazi
06-10 Cainfreda Banil Bagborn
11-15 Fulansa Faeram Cainfort
16-20 Galfreda Faerbast Chivralpa
21-25 Habamel Forbor Dalfort
26-30 Jandy Fulmor Davazi
31-35 Lulla Gromar Galborn
36-40 Meileen Gruthal Galman
41-45 Merabal Gultemp Gozer
46-50 Meripa Gumari Gulazi
51-55 Nandy Habarak Herazi
56-60 Raxeen Herjrast Herit
9: NPCs
16 3
Table 9.2j: Hobgoblin Names (d) Initial Appearances:
Roll (1d100) Female Male Unless the NPC is truly a chance meeting, you will
01-02 Akagh Azgran probably want to opt for the character to be an adult
03-05 Arazagh Azzak human of the majority racial group for the region of
06-07 Brogarz Bekkron-Naz Tellene in which your adventure is taking place (see
08-10 Brogatu Bohagazh
Race). This provides the greatest flexibility.
11-12 Brogulda Dolmak Age: If you want to include opportunities to interact
13-15 Bulanaz Dozhgran with children (perhaps precocious street urchins), feel
16-17 Dazulka Ganakh free to randomly determine the NPCs age using Table
18-20 Dokamett Gharzagh 9.3. Note that children & pre-teens cannot have a
21-22 Gubrakk Ghekkgaz
profession (and teenagers & young adults are fairly
restricted) possibly complicating further programmed
23-25 Guldaz Ghottak
development of the NPC.
26-27 Gulkumek Gornatt
28-30 Gulmabek Graz-Naz First Impressions and Mannerisms: Tables 9.4 and
31-32 Gulmardar Grezat 9.5 provide some interesting details that can be used to
33-35 Gultta Gulak
make the initial encounter with the NPC memorable
and ensure that each one is unique.
36-37 Kaghaz Harrgran
38-40 Kaghe Herkuul They are meant to give the GM a list of easy
41-42 Kakrana Kargran personifications to [hopefully] lead the PCs to say “Oh
43-45 Kanabek Kelghaz it’s that guy.” If you get to this point, you’ve truly
46-47 Kanaraz Kelrand
succeeded. When PCs reach this level of familiarity,
48-50 Kathal Kinshag
they interact more comfortably and naturally with the
recognizable character. That’s solid gold!
51-52 Kolmarz Koron
53-55 Krokamel Krihtak These selections are there to assist you in setting the
56-57 Makkel Kurgaz scene. Face it; interacting with NPC #22 in Hagley
58-60 Makranmek Orakh
Town is probably going to be pretty boring unless the
61-62 Mekkulka Paggagh
module writer has really gone the extra mile to provide
a script and personality for every townsperson. If it’s
63-65 Mrogul Pagrahzak
your own homebrewed setting, you almost certainly
66-67 Mukli Patukhar
don’t have the time to provide this level of detail.
68-70 Mulakk Pulmak
71-72 Nagraz Puwagh These tables, in effect, serve as stage directions for
73-75 Norog Raitagh
you to build a narrative. Those of you with some
exposure to the theater (way back in primary school in
76-77 Raggazh Rargaz
the case of this author) will recognize the concept. The
78-80 Randarz Sagrhar
place where the NPC is encountered is the setting; the
81-82 Silkathal Senakh
memorable first impression suggests a scene, and the
83-85 Sulkro Shagraz
NPC’s unusual habits, coupled with his profession,
86-87 Thakarz Sokak guide exposition. It is then up to you to utilize your best
88-90 Thazu Thaltak improv skills to play out the encounter. You can actually
91-92 Tubrak Thanagazh act out the NPC’s habits (such as always scratching his
93-95 Tukrome Tizraz head, tugging on his beard, staring at the sky when
96-97 Vuthal Tukkraz talking, mumbling, etc.) at the table, adding a visual
98-00 Wrogga Tuvagh element to the role-playing experience. Shtick is good.
(e) Occupation
9: NPCs
16 4
Table 9.4: Memorable First Impressions of NPC Appearance (continued) (d1000)
Appearance (d1000) Lackadaisical Attitude 489 – 500
Accompanied by a Retinue 001 – 005 Leading a Beast of Burden 501 – 514
Bald 006 – 029 Limping 515 – 519
Barefoot and Destitute 030 – 046 Loitering 520 – 540
Beaten Up 047 – 051 Looks like he just got off Work 541 – 550
Big Beard 052 – 075 Loudmouth 551 – 569
Blocking Foot Traffic 076 – 085 Mean Faced 570 – 588
Boisterous 086 – 102 Muttering to Himself 589 – 600
Bug Eyed 103 – 107 No memorable characteristic 601 – 624
Carrying a Baby 108 – 112 Obvious Hayseed 625 – 648
Carrying Heavy Burden 113 – 131 Obviously Looking for Something 649 – 658
Catcaller, Lewd 132 – 152 Outrageous Facial Hair/ Sideburns 659 – 663
Choking 153 – 155 Overly Friendly/ Ingratiating 664 – 670
Chuckling to himself 156 – 169 Picking Flowers 671 – 673
Deformed 170 – 171 Preoccupied 674 – 692
Desperately Rifling through his Bag 172 – 183 Put-Together 693 – 704
Distinctive Headgear 184 – 197 Reeks of Cheese 705 – 709
Dog Walker 198 – 204 Reeks of Fish 710 – 719
Drunk as a Skunk 205 – 214 Running Away from Scene 720 – 722
Eating Street Food 215 – 233 Scantily Clad 723 – 727
Effortlessly Stylish 234 – 238 Shabbily Dressed 728 – 748
Excessive Jewelry 239 – 243 Shady 749 – 762
Exotic Animal Skin Garment 244 – 246 Shirtless 763 – 779
Exotic Pet 247 – 249 Shivering with Cold 780 – 786
Extremely Pale 250 – 261 Shuffling Steps kick up Dust 787 – 798
Farm Strong 262 – 275 Singed 799 – 801
Fatso 276 – 285 Smells of Bacon 802 – 806
Filthy 286 – 304 Smoking Aromatic Tobacco 807 – 823
Flecked with Paint 305 – 311 Soaking Wet 824 – 826
Followed by a Cloud of Bugs 312 – 314 Spiffy Dresser 827 – 833
Fresh Off the Boat 315 – 324 Spotless 834 – 836
Garish Piercings 325 – 331 Starving 837 – 853
Giving you “The Eye” 332 – 348 Surrounded by Children 854 – 860
Glancing about Expectantly 349 – 360 Suspiciously Unremarkable 861 – 865
Haggard 361 – 379 Swagger to his Step 866 – 877
Harassing Others 380 – 386 Terribly Sunburned 878 – 884
Heavily Perfumed 387 – 391 Tough 885 – 891
Hideous 392 – 396 Uninteresting 892 – 912
Hooded 397 – 413 Unique Tattoo/s 913 – 919
Ill 414 – 420 Unusually Physically Attractive 920 – 926
In a Hurry 421 – 437 Unusually Short 927 – 933
In an unusual Costume 438 – 440 Unusually Sweaty 934 – 943
9: NPCs
If circumstances dictate or you simply want to Your run-of-the-mill walk-on character will need
randomly determine an NPC’s profession, please refer little else beyond this.
to Table 9.6 NPC Occupations. Note that detailed
descriptions of these professions can be found in
Appendix 1.
16 5
Table 9.5: NPC Unusual Habits (d100) Mannerisms/ Speech Patterns (continued)
(d100) Mannerisms/ Speech Patterns 51 Never Blinks
01 Always changing the subject 52 Never Closes His Mouth
02 Always chewing a toothpick (or a stalk of grass) 53 Never follows through on anything
03 Always cleaning nails 54 Never Responds With More Than Five Words
04 Always Eating 55 No Grasp of Idioms
05 Always Has the Sniffles 56 No Nonsense and Always to the Point/ Very Curt
06 Always keeps conversation light 57 Nods Head Along Vigorously with Other’s Speech
07 Always Licking His Lips 58 Noticeably Flares Nostrils
08 Always picking his teeth 59 Obnoxious Laugh
09 Always Positive Regardless of Circumstance 60 Obnoxiously Contrary
10 Always scratching his head 61 Only Speaks in Metaphors
11 Always Slicking Down his Moustache 62 Over Enunciator
12 Always smiling 63 Overactive Imagination
13 Apparently Intoxicated- Failing to Hold it Together 64 Overly Apologetic
14 Apparently Intoxicated- Holding it Together 65 Overly Enthusiastic
15 Asks for Advice on Uncomfortable Subjects Overly helpful. Constantly asking “How’re you
66
16 Blinks Too Often doing? You OK? You need anything?”
17 Can’t Seem to Pay Attention Overly Proud/Referential of his
67
Child/Job/Spouse/Parent, etc.
18 Constantly Baiting Others with Small Insults
68 Overly Sexual
19 Crabby Appleton
69 Overly Worrisome/Reticent to Try Anything
20 Debbie Downer
70 Preening and Self Absorbed
21 Distracted
71 Prone to Mood Swings
22 Doesn’t Understand Conversations Have Stopping Points
72 Puts Emphasis on Incorrect Syllables
23 Empahsizes his “S”s a little too much
73 Rambles into Long Stories
24 Ends every sentence with “Know what I mean?”
74 Repeats Sentences Back in a Mocking Tone
25 Every Sentence sounds like a question?
75 Rolls His Eyes
26 Exaggerates
76 Schmoozer
27 Expressive hand gestures
77 Scoffs at Others’ Suggestions
28 Extremely Pretentious Language
78 Secretive Eater
29 Gives Out Guilt Trips Like Candy
79 Serial Interrupter
30 Gives Out Unsolicited Advice
80 Shifty- Eyed
31 Gripes Constantly
81 Singsong Lilt
32 Impressively Foulmouthed without Cursing
82 Singular Interest that He Brings Up in Any Conversation
Inadvertently Demeaning, Refers to other Adults
33 83 Slaps his gut for emphasis
as Sport, Kid, Champ, Tiger
84 Socially Awkward and Nervous
34 Inexplicably Cold (and lets you know)
85 Speaks out of One Side of His Mouth
35 Inexplicably Hot (and makes sure you know)
86 Spitter
36 Insists on hugging in lieu of any other greeting
87 Stares at the Sky when Talking
37 Insufferable Know-it-All
88 Starts every sentence with “uhhh…”
38 Jokingly Insults Friends/Associates
89 Sucks Air Through His Teeth
39 Jumps to Conclusions
90 Takes a Long Deliberation Before Any Reply
40 Keeps Lips Tightly Pursed
9: NPCs
16 8
Example of Use That said, there will be NPCs who are more than a
The PCs step into a bar and begin to “search for chance encounter on the street, at a tavern or the
rumors” from random patrons. I haven’t detailed any of proprietor of a store. These are NPCs that the players
the occupants, so I go straight to these tables to will have a more meaningful interaction with – one that
generate my NPCs. The first one is: may involve dice throwing. This demands some extra
development.
[Table 9.1] Human (dominant ethnicity)
My players are in the country of Ek’Gakel There are two variants to this step that are dictated by
so I’ll assume he’s Kalamaran the type of interaction demanding of dice rolling. The
initial one is for NPCs with some skillset that requires
[Table 9.2] His name is Takane
a check to further gameplay. This usually is the case for
[Table 9.4] He’s overly friendly craftsmen, artisans or merchants engaged in an
[Table 9.5] He’s impressively foulmouthed extraordinary transaction.
without cursing If you refer to Appendix 1, the detailed occupation
[Table 9.6] He’s an Armed Robber descriptions are individually appended by a list of skills
essential to said profession. For skilled tradesmen, a
Using these parameters, I’ll extemporize a bit. He’s
range of mastery is given for apprentices, journeymen
overly friendly because he’s a little intoxicated. That fits
and masters. For others, it is left to your discretion as to
in nicely with the scene being a tavern. Maybe he and
how proficient the particular NPC is at the skill. Just
his criminal pals have just rolled a wealthy traveller and
use your best judgment using the contextual guidelines
have a few extra coins in their pocket. Impressively
of apprentice, journeyman and master to gauge the
foulmouthed fits well for a mugger and provides a
relative proficiency of the NPC in question.
touchstone for how to play this hoodlum. The ‘without
cursing’ addition makes him a little more palatable Once you’ve settled on an appropriate mastery,
without compromising his rough demeanor. resolve the skill check and annotate the NPC’s mastery
as a noted skill for handy reference should it be
Ideas are already popping into my head as to how this
necessary to refer to it in the future.
random NPC can facilitate the plot. Is he somehow
associated with the principal antagonist? Is he Wealth: With anything more than casual contact, an
gathering intelligence on the PCs to relate back to his NPC’s wealth (or lack thereof ) may serve as significant
boss? Maybe that’s an additional reason he’s so friendly. motivation. Individuals down on their luck may be
more responsive to cash inducements and more likely to
I decide to play him as a rough around the edges
get involved in some harebrained scheme proposed to
tough guy that asks the PCs a number of background
them by strangers. Conversely, well-to-do persons have
questions while providing information unrelated to the
little incentive to engage in dangerous or shady
protagonist (selectively cherry picking information
enterprises unless the payoff is substantial. While this
from the rumor table should there be one). I also
may render them unlikely peers, they may have the
decide to save this guy and add him to the primary
wherewithal to employ itinerant mercenaries as flunkies
antagonist’s goon squad or as a replacement for an
to carry out their own grander schemes.
unnamed bandit or brigand elsewhere in the adventure.
Table 9.7 provides a means of determining the
Thus a couple of rolls and a little improv have
prosperity of a randomly encountered NPC. The results
provided me with the means of handling a completely
should be modified by the “wealth” factor that appears
random encounter and, as an added bonus, may add
to the right of the occupation listing in Table 9.6. These
some color and drama when this NPC possibly
are stepwise increments thus a Noble whom you
reappears later in the story.
randomly determine to be destitute should advance two
categories to middling. Feel free to override any results
that contradict your intuitive perception of the NPC.
9: NPCs
2. M ORE D ETAILS
The results are purposefully skewed to reflect a
Many NPCs will only interact with players on a teeming mass of urban poor and, of necessity, are
social basis. That’s just the nature of the relationship. broadly defined categorizations rather than a precise
Once you’re equipped with a basic template providing analysis of net worth. They exist to give you a
some personality characteristics, you really don’t need qualitative feel of the resources the NPC has access to.
much else. Even should the NPC become a recurring How this plays out in game is up to you.
personality, all you need to do is to make some brief
notes on details that you’ve improvised and meaningful
interactions the players have had with the individual.
These will suffice for purposes of continuity.
16 9
Table 9.7: NPC Wealth Affluent: Individuals of this social stratum have it
(d100) Prosperity better than most every other member of their
01 - 30 Destitute community. Not only do they live in comfortable
31 - 70 Poor domiciles with access to varied and interesting food,
71 - 90 Middling they may also even employ a servant or two to perform
91 - 99 Affluent daily chores. In their work life, those of above average
00 Extremely Wealthy income tend to be the ones doling out the pay and
giving orders to those beneath them. These NPCs are
Destitute: An NPC in abject poverty exists at the well dressed and often engage in conspicuous displays
bottom of the socio-economic ladder. This person of their wealth. Expect them to be carrying a handful of
possesses minimal shelter, sleeping in crowded silver pieces on them at all times. Even though those of
tenements, improvised dwellings, or some other above average income are wealthier than those below
undesirable locale. All items owned by this NPC are of them, they are not flush with liquid assets. Much of the
poor or shoddy quality at best and he most likely owns wealth of a merchant is tied up in his wares, while a
only the simple clothes on his back. Do not expect an landlord depends on his property holdings. Amongst
NPC in abject poverty to have even a single trade coin their possessions, there may be two to three items that
to his name. Daily meals are not a guarantee and the could be sold for a tidy profit, such as simple jewelry,
NPC most likely works sporadically in a low skill fine clothes, or small objects d’art. Examples of those
profession. If the NPC has a specialized, of above average income are politicians, successful
higher-earning profession, then his abject poverty may businessmen, plantation owners, famous actors,
be a recent development. Examples of people you may deacons, high-ranking military officers, judges, lawyers,
find in abject poverty are slaves, refugees, derelicts, and anyone else who can have most anything they want.
orphans, streetwalkers, dirt farmers, and anyone else
Extremely Wealthy: These are the absurdly rich.
who has fallen on hard times.
Compared to any other member of their community,
Poor: A poor NPC exists in a very tenuous position. the extremely wealthy have everything in abundance.
Not quite the lowest of the low, the poor have two The homes they live in are always the most extravagant,
advantages over those in abject poverty: they all have their clothing the most elegant. They may employ any
food and shelter. At the low end of the spectrum, poor number of servants in their mansions and chateaus and
NPCs live in cramped, crowded, but secure dwellings if they own businesses, then their employees number in
while at the higher end of the spectrum, they may have the hundreds. Their possessions are always of the finest
very small cottages. Their possessions are all of poor quality and their homes contain multiple objects d’art to
quality and they possess only the most basic essentials demonstrate their copious wealth. Expect them to be
for day-to-day life. Nothing they own could be said to carrying a large number of silver coins on their person
have any resale value. They tend to work in menial jobs, and maybe even a gold piece. Of course, people this
or labor to provide raw materials to other more skilled wealthy rarely ever travel unaccompanied by guards.
professionals, but whatever their profession—it isn’t Wealth can take many different forms for the super
providing much income. Examples of poor NPCs are rich, but oftentimes it is still tied up in their huge tracts
most laborers, apprentices, fishermen, peddlers, of land, ships, wares, or other sources of investment.
itinerant priests, and anyone else who has only just the Examples of the extremely wealthy are nobles, investors,
tiniest slice of economic security. bankers, very successful merchants, top-ranking clergy,
Middling: These NPCs are shopkeepers, small-scale warlords, crime bosses, and anyone else that may own
merchants, and skilled craftsmen. Men and women of more than the rest of their community put together.
average income have homes, adequate nutrition, and
their possessions are all of average quality. While these
The following options are required for NPCs that
NPCs have decidedly more wealth than a poor NPC,
might become involved in combat – even if only as a
most of it is tied up in their home or inventory (if they
9: NPCs
99-00 Chaotic Evil be hijacked for plot purposes. Family squabbles are the
oldest tropes around for good reason. By all means
This level of detail will suffice for nearly all NPCs. consider using this very familiar low-hanging fruit as a
plot device. The stories are already written for you – you
probably were forced to read dozens of them in English
3. C OMPLETE D ETAIL class. Put that experience to use. All you need is a way
This level of detail is for a NPC that the PCs are for the PCs to become entangled in the sordid affair
going to spend A LOT of time interacting with. Few and, guess what, this NPC is the link.
NPCs merit this level of detail. In general, this Sibling rivalries, betrayal, a wicked stepmother, a
additional work should be reserved for those few NPCs house divided and lost children are all conflicts that can
171
Table 9.8: NPC Quirks to determine the NPC’s marital status. If married,
(d1000) Quirk divorced or widowed you can repurpose the “Status of
Siblings” section of character lineage to determine his
001 - 005 Absent Minded
children. If unmarried, roll a d6, on a 6 they have
006 - 030 Ambivalent illegitimate children. Roll d3p to determine number.
031 - 055 Bad Liar
Table 9.9: NPC Marital Status
056 - 095 Bad Sense of Humor (d100) Status
096 - 140 Boor 01 - 20 Unmarried
141 - 185 Braggart 21 - 30 Widowed
186 - 210 Chatterbox 31 - 40 Divorced or Separated
211 - 245 Chauvinist 41 - 100 Married
Male Dwarves, Half-Hobgoblins & Half-Orcs have a -20% modifier to this roll.
246 - 295 Chisler
296 - 300 Chivalrous That should suffice for almost every conceivable
301 - 310 Clingy NPC. If you wish, you may continue this process by
actually rolling out the NPC’s attributes, determining
311 - 335 Cruel
height and weight, assigning hair and eye color, etc.
336 - 340 Delusional However, it is unlikely that these things will actually
341 - 345 Fanatic matter in-game. It’s a rare player that will turn to an
346 - 355 Fop NPC to perform some task (such as making a Feat of
356 - 375 Foul-Mouthed Strength check) when they can do so themselves. If for
some reason you experience a “Let’s get Mikey”
376 - 405 Glutton
moment at the table, you can always determine the
406 - 425 Gullible attribute on the fly.
426 - 465 Inappropriate Sense of Humor
The singular exceptions are those with levels in
466 - 525 Lazy character classes who are likely to fight against (or
526 - 550 Lusty alongside) the PCs during their adventures. If you are
551 - 570 Melancholy using a pre-prepared scenario, these individuals will
571 - 615 Messy certainly be detailed to the level necessary to employ
them. If you’re designing your own adventure, it is best
616 - 645 Nosy
to view these NPCs as monsters because that’s the role
646 - 690 Obnoxious they are playing. Advice on developing a leveled NPC
691 - 735 Obsessive-Compulsive adversary appears in Chapter 10: Design.
736 - 770 Ornery
771 - 790 Ostentatious
791 - 820 Overconfident NPCs by Type
821 - 825 Paranoid For convenience and easier understanding, we have
826 - 835 Picker placed NPCs into six basic categories: merchants,
836 - 860 Quick-Tempered service providers, hirelings, cronies, henchmen
861 - 885 Racist (including followers, protégés and sidekicks), notables,
monsters and others. We discuss each in detail, below.
886 - 900 Scratcher
901 - 905 Short Term Memory Loss
906 - 925 Snob A. M ERCHANTS
9: NPCs
926 - 935 Swindler These NPCs are probably the ones with whom the
936 - 965 Talker PC will have the greatest voluntary interactions with
966 - 000 Touchy (especially at the beginning of a campaign). Their value
is that they sell the equipment PCs need (or want) for
stem organically from a NPC’s family. If that’s too their adventuring activities. Most often merchants will
much drama, there’s always the excuse of having to go have these goods in inventory allowing for immediate
back home to visit relatives as a reason to travel to some acquisition. However, in the case of exotic or high value
out of the way location where the next adventure is items, merchants may be unable to afford the carrying
located. costs required to keep such expensive items in
The NPC’s family can be determined by using the inventory. Such instances will usually require a special
charts under “Character Heritage & Lineage” on p. 122 order accompanied by a sizeable down payment.
of the Player’s Handbook. Table 9.9 below may be used
17 2
Merchants differ from service providers in that they sheer quantities of goods they produce.
do not craft items themselves. Their skills lie in All skilled tradesmen are ranked based upon their
providing a broad selection of merchandise, ability to experience and skill. All start as apprentices and work
negotiate deals and procurement. their way up to journeyman, and if they’re exceptionally
devoted and skilled, masters. Basic wages vary based on
B. S ERVICE P ROVIDERS demand, skill level, quality of work and the region in
which the tradesman labors.
Broadly defined, service providers include the
majority of NPCs who offer some form of service or One advantage of being a skilled tradesman is that
product for cash. They differ from hirelings in that the most are organized into guilds. This ensures not only
latter are paid employees while the service provider is an standardized training, but also rigorous quality
independent agent with clients other than the PCs. standards and a fixed pricing structure. Not all
tradesmen join guilds, though in some cities it can be
Service providers run the gamut, from artisans
illegal to practice outside the guild.
(anything from a cobbler or tailor to an armorer or
jeweler) to contractors (providing building construction
via his own employees) to specialists such as a cleric C. H IRELINGS
induced by generous contributions to implore his deity These poor unfortunate miscreants earn their living
for curative assistance. by hiring themselves out for pay. Why unfortunate, you
Service providers do not have to take guff from PCs. ask? Because in HackMaster it usually means they end
They have other income streams. That said, a plumb up in the employ of a player character — the cruelest
contract is difficult to resist. Service providers will and most heartless of all creatures under the three
endure a difficult client provided the pay is good. Word moons of Tellene. Players love to push around hirelings
to the wise – demanding, fussy and high maintenance and abuse them to no end. And what is the root of all
clients had best be prepared to pay generously. this hostility? No doubt, it is due to pent up frustration
Service providing artisans usually sell their finished and is a misguided way of getting back at the GM.
goods to merchants rather than operating a storefront. Players often resent the GM for all the punishment
In general, retailing is not their strong suit and it is not he deals out to them, and being unable to directly
cost-effective to dedicate precious square footage to a retaliate, they take it out on the little guy. And in the
show floor. world of HackMaster nobody is lower on the totem
B-1. Laborers pole than the hireling. Now, most GMs take a ‘players
will be players’ attitude and tolerate such abuse until
Laborers are the most common form of worker to be
they deem it has gotten out of hand.
found. In a world lacking modern technology and
automation, humans provide much of the motive power This is generally the wrong attitude. Alignment and
to get things done. Honor considerations should always be a factor and be
enforced as warranted. If, therefore, a chaotic evil fighter
This group includes general laborers, most farm
wants to slap around his squire, there is nothing as far
hands, porters, bouncers, link boys and so forth. While
as alignment or Honor to deter him. But, as you will
some of these skills are more specialized than others,
soon see, there are other ways to discourage such
and even might require training, they are still
behavior. Disgruntled hirelings are things to be feared.
considered labors because of the relative ease with
Later in this section, we give suggestions for how
which most people can learn them. The key to being a
hirelings might get back at PCs who are not living up
good laborer is all about the ability to finish assigned
to their end of the employer/hireling relationship as
tasks, however menial or degrading.
described hereafter.
All laborers possess the Laborer proficiency. When
Hirelings typically have some sort of skill or
properly supervised, they can eventually accomplish
specialization that the player characters need on a
9: NPCs
friend. For example, asking a crony to carry contraband contacted by a crony (and asked for aid of some type).
through a heavily patrolled area is a very dangerous While it may be a hassle for the players to deal with
undertaking and a huge imposition on someone. A these requests, it’s pure gold for you as GM. These
Persuasion skill check (with a +25% situational bonus interactions can simply be a means for you to hassle a
owing to the crony relationship) should be made to PC (distracting him from his goals, misdirecting him,
determine just how far out a crony would stick his neck delaying him, causing him undue monetary hardship)
for a PC. or, far better, they can serve as cover for a number of
Whatever the level of aid the crony is willing to offer, plot purposes. The crony and his problem can provide
he is not in it for the long haul. Cronies are probably a story hook, they can incidentally be sources of rumors,
better described as ‘fair weather friends’ than ‘good or they can compel the PC to travel from point A to
17 4
point B. You get the picture. Unfortunately most You should leave it to the player to decide when, or if,
adventures you purchase cannot assume this level of he calls upon a crony for a favor or aid. You will find
connectedness to the community at large and instead that cronies are an excellent tool for immersing your
must employ the tired trope of ‘random NPC with a players into the campaign world. It gives them a sense
problem’. Think how much better it would be for you to that they are a part of a larger community instead of
make some slight adjustments and personalize the simply bursting forth on the scene as if they were a
introduction. The conflict becomes far more real once it paper cutout with no network of friends or roots.
involves people the PCs already know! There are numerous ways a loyal crony can perform
The chance of a PC’s crony seeking him out for one small beneficial act that could mean the difference
assistance is equal to his Honor expressed as a between life and death, or success and failure. After all,
percentage. This check should be made monthly. Thus, as anyone knows, “success all depends on whom you
the more reputable the PC becomes, the more his know.”
cronies migrate toward him in search of assistance. For
every 100 points of Honor, one crony will contact the E. H ENCHMEN
PC (100% chance), and any leftover Honor provides a
percentage chance of additional crony visits. Standard henchmen (hereafter referred to as simply
‘henchmen’) are ambitious NPCs who have opted to
So you can see that once a PC attains a certain level
forgo attempting to make a name for themselves in
of respectability and a reputation for getting things
favor of hitching their wagon to a star. Perhaps they
done, his cronies will begin to view him as their patron.
were unable to gather a sufficiently numerous
Some players will revel in the prestige accorded to them
mercenary group of their own or were the solitary
while others may view these requests as a constant
survivor of a calamitous expedition. Whatever the
source of irritation and an incentive to seek adventure
impetus for their decision, they have decided to
in far off lands. One person’s opportunity is another’s
accompany a renowned figure as extras rather than in
problem to overcome.
the featured role.
If the PC refuses aid to the crony, he will contact
They do not blindly serve a player character simply
1d4p other cronies and report that the PC has
because they admire the ground he walks on. They are
“changed” and is now “too good for them.” Each of
adventurers who serve a player character partly out of
these cronies has a 50% chance of believing the tales
loyalty and partly as a means of improving their own
he’s told and thereafter disparages the PC within his
station in life by gaining skills and experience. They
social circle. Deduct one point of Honor for each crony
have the mettle and backbone to live the life of a
that’s bad-mouthing the PC (one time loss). In
mercenary themselves and are willing to risk their lives
addition, a d20 should be rolled for the rebuffed crony.
for those they respect, but they expect the same in
A result of 1 means that he is so insulted that he
return from those they serve. They are also hard to find.
becomes the PC’s enemy.
Only characters with average or better Honor can
Determining Number of Cronies attract and retain henchmen.
If you wish to employ these rules, you must Followers
determine how many cronies the character has by
Followers are much more reliable than hirelings, who
rolling 2d4p and adding (or subtracting) the character’s
are typically motivated purely by economic self-interest.
Morale Modifier. Details about each crony’s
They are individuals who, while often expecting to be
personality and traits can be fleshed out using the
paid for their efforts, are drawn into the service of those
“Building an NPC” at the beginning of this chapter.
characters with significant power and reputation.
Record the information in your campaign log for
that PC. The construction of a stronghold and the
establishment of a dominion are the usual prerequisite
Inform the player how many cronies he has and their
9: NPCs
for attracting followers. Only certain character classes
background (to the extent you’ve developed it).
attract followers and then only once they’re achieved
Acquiring New Cronies great experience and status. In general, followers are
Players may acquaint themselves with NPCs over the only drawn to player characters exceeding twentieth
course of the campaign. Should they immerse level. Pertinent details appear in the forthcoming
themselves in their role and develop a personal rapport volumes dedicated to these characters.
with a particular NPC, you may wish to elevate the Sidekicks
relationship and make them the PC’s crony. There are
Even more advantageous than a henchman is a
no hard and fast rules for this, it is purely an option and
sidekick. He is a loyal, life-long friend to a PC. He is a
judgment call available to you.
staunch ally, with whom a PC can entrust his very life.
17 5
Under most circumstances, the sidekick is unshakably perseverance. Protégés are your easy solution to this
loyal. He is the boon companion who will strap on his dilemma. When a high level PC perishes, a smart player
sword and fight by his friend’s side no matter what the will have already invested in a protégé, who can fill in
odds. He will ride into the thick of battle, stand toe to for the PC. He will still feel the loss of his cherished
toe with a band of bloodthirsty Ogres or storm the PC and begin anew at lower level (as should be the case
gates of Hell itself for his friend. No one is more loyal as he, well, lost), but your player will not begin
than a sidekick. completely from scratch. Most importantly for you, the
Because of the special nature of sidekicks, each PC new PC will have a pre-existing connection to the other
receives only ONE during his entire career. Sidekicks PCs and will know many of his deceased master’s plans.
will never demand equal shares or payment, but they do In short, the protégé will slide right into the party with
expect to have their basic needs (such as food, shelter minimal disruption.
and equipment and training) covered by the PC, as well The player should look to his sidekick or one of his
as the return of loyalty. After all, one cannot expect a henchmen and decide which one of these NPCs best
sidekick to simply be a doormat. serves as an insurance policy by asking which one would
Once a player reaches 6th level or thereafter, he may he best enjoy as a possible PC should his current
activate his sidekick. The player rolls up the sidekick as character die.
he would a player character, using any and all provisions Mentor/Protégé system
allowed in the PHB (hence all sidekicks enter the game The Mentor/Protégé system allows experienced
at first level). Once finished, the sidekick becomes an players to have their player characters enter into a
NPC under the GM’s control and is handled as any mentor/protégé relationship with an NPC. The
other henchman. The only difference being, of course, mentor/protégé relationship described here allows the
that the sidekick is steadfastly loyal and willing to face player to channel experience points and other benefits
almost any peril as long as the PC is by his side. from his current player character to one lower level
Protégés NPCs in order to bolster their rise to power. A player
normally does this so that if his primary PC dies, he
The concept of mentors and protégés is unique to
can assume the role of his former protégé and not have
HackMaster and one of its finest gifts to the world of
to start over at first level. As mentioned in the Player’s
RPGs. Protégés are henchmen or sidekicks who have Handbook, a PC is allowed to mentor a certain protégé
impressed a PC so much that he decides to take him – this being a function of their Charisma score.
under his wing as a ward and personally groom him as
his successor. This is an excellent way for a player to These are generally NPCs with aptitude that are
invest in the campaign as well as the future. When his already serving the PC in some function – likely as
player character dies or retires, he can activate his henchmen. Once designated as protégés, these
characters exist in a state between being a PC and an
protégé and make him his next player character. The
NPC. We call them Potential Player Characters or
PC can act as a sort of sponsor, funneling portions of his
PPCs. Like henchmen, they are not automatons to be
own experience and treasure to build up his protégés.
controlled at the whim of the player for the benefit of
He can enroll them in accelerated-development
his primary PC! The player is allowed to suggest what
programs, helping them increase in skill level, weapon
course of action the PPC will take (and in practice can
proficiency, knowledge of languages, etc. A PC’s assume control of the NPC) but the GM has the final
Charisma determines the number of NPC protégés say in dictating how protégés behave and interact with
they may mentor. the PC.
The protégé system is very important to the Once a player creates a PPC, a PC can funnel up to
HackMaster GM; you would do well to encourage its half of his earned experience points per level to his
use by your players. Many GMs fear their hard work on protégé. Once a player transfers these, they are gone.
their campaign and unfolding story will be ruined with The method of funneling EPs to a PPC is detailed
9: NPCs
a total-party kill or when one PC dies, forcing that further on in this chapter.
player to begin anew at level one. Some (who play
Default Protégés
games inferior to the great HackMaster) respond by
allowing the dead to return from the grave as easily as If a player has opted not to designate a henchman as
buying the morning paper, making permanent death a protégé and his player character is killed, you may
seem unlikely. Other GMs actually fudge rolls and optionally rule that his henchmen were all protégés that
cheat in order to preserve ‘the game’ (quotes because we simply did not derive any exceptional benefit from their
all know, when there can be no failure, we’ve moved stingy mentor. You can thereby allow the player to
from ‘game’ to ‘predetermined story’). Obviously, both assume the role of one of his deceased PC’s henchmen
rather than rolling a new character and starting from
results are anathema to HackMaster, where every
first level.
advantage must be gained through great wit, effort and
176
F: M ONSTERS the Emperor and summoned to the palace to dine as
the rich and powerful flock to see him.
This heading is placed here to remind the GM that
Monsters are indeed NPCs too.
If simply existing as an opponent, they should be None of these NPCs have much in common. One
played according to their traits, characteristics and was born a notable. Another became one through
strategies as enumerated in the Hacklopedia of Beasts. acquiring wealth, and yet another became one by
becoming famous. Other examples of notables are lesser
Leveled NPCs acting in this same role are essentially
nobility, high officials, wealthy merchants and guild
‘monsters’ as well and do not require further
leaders.
development beyond their combat abilities.
Notable NPCs are only rarely encountered directly
It may come to pass that an intelligent monster or
(especially by low level PCs) since they are shielded by
“exclusively opponent” NPC may be thrust onto the
their entourage, underlings, hangers-on (and would-be
acting stage. They may be captured or some crazy
hangers-on), cronies and other followers.
circumstance may occur at your table that results in the
monster having to interact with the PCs in a social For example, suppose a player character requests to
manner. This needn’t be a problem. Simply go through see or meet with a high official in hopes of establishing
the “Building an NPC” process as you would any other a new contact and increasing his power base. The
NPC. Feel free to reroll any results that are grossly notable NPC’s lieutenant informs the player that
contradictory to your vision of the monster but unfortunately there is a waiting list and he will have to
otherwise just run with it. ‘come back tomorrow.’ When the player shows up for
his appointment the next day, after waiting over an hour
G. N O TABLE NPC S with no word, a lowly page is sent out to the foyer to
These include those NPCs with a sense of inform the player that the busy official has other more
self-importance that makes them more difficult to pressing business and will be unable to attend. After
handle than most other NPC types. Notable NPCs days of such treatment the player finally gets the hint
typically have some level of power, rank, status, fame or and gives up.
position that sets them apart from others. They are The point is not solely to harass the players (though
characters that are not easily approached or befriended that in and of itself can be quite amusing), but rather to
by those of lesser fame or social status. They will not demonstrate to them that there is a world in motion
allow themselves to be intimidated or manipulated by around them and that even NPCs may have important
player characters (at least not by low to mid-level matters to which they must attend (and maybe to have
characters). Notable NPCs will balk at any suggestion a laugh or two at the PC’s expense). The world certainly
that they are in any way the equals of other characters does not revolve around the players. What better way to
(unless, of course, of an equivalent social rank). drive that point home than to introduce an important
Here are a few examples of notable NPCs: NPC who does not have the time to deal with them? It
also forces players to invent creative ways of meeting
A zero-level king born into royalty without a
such important NPCs. What if they forged invitations
single victory under his belt and spoon fed by
to the royal ball, crashed it and while mingling with the
household servants since birth is a notable simply by
guests approached the notable? Or what if they
virtue of his title and wealth. Even though a PC may be
befriended the notable’s carriage driver and greased his
able to kick the king’s ass from noon to Godday you
palm in order to receive a proper introduction? If the
can bet this notable character (the king) will not allow
players fail in their attempts to approach a notable it
himself to be bullied or intimidated; one of the
will not be because the deck was stacked against them.
advantages of power and wealth is that you can hire
It will be a failure of imagination.
muscle with which to surround yourself.
By far the most likely way a PC will meet a notable
A wealthy merchant who owns a manor house, five
9: NPCs
is if the notable initiates an encounter himself. Perhaps
trading vessels and has a harem of women at his beck
the character’s activities have been stepping on the toes
and call may only have a social status of Upper Middle
of a notable’s operation or area of concern and he has
Class by virtue of not being accepted into the gentry.
been forced to intervene or investigate. Or possibly he’s
He nonetheless is extremely rich, famous and
heard of the party’s fame and accomplishments and is
unapproachable.
entertaining thoughts of hiring them for some
A gladiator has had a string of victories in the arena important job. Or maybe, just maybe, a bit of
and has proven to be a crowd pleaser. His fame is on hero-worship has been stirred in his soul and he simply
the rise. In his most recent fight he did the impossible, wants to use his power and contacts to arrange a
he bested the reigning champion achieving an Epic meeting with the characters whose exploits he so
Fame level. Now the lowly slave who once ate alone in admires. What could be more flattering to a player’s
the shadows of his cell has been granted his freedom by ego?
17 7
Requestor’s Table 9.10: Fame and Honor Thresholds
Social Class Required to Gain an Audience
LLC-MLC Major Celebrity or Legendary Honor Epic Fame & Legendary Honor no no
ULC Major Celebrity or Legendary Honor Famous & Legendary Honor Epic Fame & Legendary Honor Epic Fame & Legendary Honor
LMC Minor Celebrity or Great Honor Major Celebrity & Great Honor Famous & Legendary Honor Epic Fame & Legendary Honor
MMC Minor Celebrity or Great Honor Major Celebrity & Great Honor Famous & Legendary Honor Epic Fame & Legendary Honor
UMC Average Honor Minor Celebrity & Great Honor Famous & Great Honor Famous & Legendary Honor
LUC any Average Honor Minor Celebrity & Great Honor Famous & Great Honor
MUC any any Average Honor Major Celebrity & Great Honor
Personnel Acquisition
H IRELINGS
Hirelings are servitors, mercenaries and employees. They serve
player characters primarily for the wages they are paid just as
they would for any other employer. The primary difference (from
the employee’s perspective) in taking up employment with a
band of mercenaries as opposed to seeking service with a local
master is the sheer amount of bother such a lifestyle affords.
Risk of injury or death is certainly a primary consideration but
not the only one. “Adventuring” involves perpetual travel away
from friends and loved ones, frequent under provisioned
9: NPCs
17 8
adversaries had best ensure that any ancillary members Interview Process
of their troupe are there as willing participants. Since these NPCs are intended to accompany the
Disloyalty is at best an irritating distraction from the party and may be exposed to combat, all candidates
mission and at worst can prove fatal. should be detailed to step two.
Bearing this in mind, most services one might Potential hirelings will want to meet with their
consider employing a hireling to perform are better prospective employer both to discuss terms as well as to
purchased on the open market. Master tradesmen size up the PCs. This is an important decision for the
capable of manufacturing goods have a significant NPC and if he gets a bad vibe, he’ll just walk away. A
investment (perhaps their life savings) tied up in their steady job is nice but travelling cross-country with a
shop and equipment. In addition, they likely have a group of sketchy mercenaries warrants caution.
family who will be opposed to their traipsing around
Players, for their part, may wish to take special note
the countryside if not other social obligations within
of hirelings when it comes to guards and other special
their community. Hiring such an individual thus
duties that require skill or some level of
requires a substantial investment unlikely to be
trustworthiness. It is solely their responsibility to
recouped for years. This is for town builders not
ensure no slackers, shirkers or traitors are brought onto
dungeon explorers.
the payroll. This due diligence can be accomplished by
The types of hirelings thus amenable to employment you the GM role-playing the prospective hireling
by itinerant adventurers (as opposed to hiring their during the hiring process. Respond in character to any
services for a few days) can be summarized into this list: questions the PCs may have for the hireling.
Sherpa Whether or not the potential hireling accepts the
Torch Bearer offer comes down to an opposed Recruitment skill
Mercenary Soldier check (vs. Resist Persuasion on the part of the NPC).
Private Guard There are several potential modifiers to this roll
Driver/Hackney summarized below:
Animal Driver
Guide (Wilderness) Table 9.12: Recruitment Roll modifiers
Scroll Caddy Category PC Modifier
Tracker Fame 2 Fame score (as integer bonus)
Honor Notorious -75
These individuals are usually young people with an
Dishonorable -40
inborn sense of adventure making them in many
Low -20
respects kindred spirits to the PCs.
Average no effect
Seeking Hirelings Great +15
There are a number of ways player characters can Legendary +30
recruit potential additions to their retinue, the most Alignment Identical +10
expeditious being contacting an agent. 1 step removed (LGNG,LN) 0
Agents serve as recruiters utilizing their vast network 2 steps removed (LGN,LE,CG) -20
of contacts to find suitable candidates for their client. 3 steps removed (LGNE,CN) -40
They can be found in any small town or larger 4 steps removed (LGCE) -75
community. Hireling Modifier
Wealth Destitute -30
An agent demands an up-front fee of 5 s.p. and a
Poor -15
bonus equal to 3 months wages of his proffered
Middling 0
candidate should that individual be hired. Under
Affluent +40
ordinary circumstances, he can locate a potential
Extremely Wealthy +90
employee in d3 days. However, any preconditions
9: NPCs
placed upon him (candidate must meet x, y and z) adds Fame: Hirelings will be more likely to accept a job
an additional d3 days and a month’s wages to the with someone who is famous, as it might advance their
finder’s fee per condition. Provided that the search standing in their local communities, or bring them
criteria aren’t too onerous, he is guaranteed to be renown in far-off cities.
successful. A PC may add half his Fame score as a bonus to his
Players can conduct their own search by devoting a Recruitment skill check.
day to an Average difficulty Glean Information check. Honor: The NPC may be placing his life in the hands
Success results in locating one candidate willing to of the PCs. Fear of being abandoned in the wilderness,
consider the position. These candidates’ personalities being used as a human shield, being bound and sold
are randomly determined. into slavery or simply not being paid are real concerns.
This calls for a lot of trust that his employers will do
17 9
the right thing. Personal Honor is a measure of the Table 9.13: Monthly Chance of Attracting Henchman
degree to which the PC can be trusted and figures Category Modifier
heavily into whether or not NPCs will hire on Fame Fame score (as base percentage chance)
for service. Honor Notorious, Dishonorable or Low cannot attract henchmen
Average no effect
Functionally, a PC’s Honor provides modifiers as
Great +15%
given in Table 9.12.
Legendary +30%
Alignment: Simply put, NPCs do not want to work
for PCs with significantly varying alignments. An evil
NPC may feel constricted by the risk of punishment if Henchman Candidates: Once one of your players has
voiced an interest in gaining henchmen, you need to
he expresses his true nature in full view of his employer
prepare potential henchmen. Since these NPCs are
while a lawful NPC may find that he simply cannot
going to be leveled characters, you’ll need to do a little
perform in the completely slapdash and unscheduled more prep work. Between sessions, roll up 2-3 zero level
work environment a chaotic PC may establish. characters (or first level if you’d prefer not to use those
The difference between a potential hireling’s rules). Let the dice results guide class choice but try to
alignment and his prospective employer’s provides conscientiously design a proper character that you
adjustments to the PC’s Recruitment skill check as might actually play. It is left to your own discretion
given in Table 9.12. whether to restrict racial choice. The only solid
guideline is that the potential henchman’s alignment
Wealth: Beggars can’t be choosers. Destitute or Poor
should be no more than one step removed from that
NPCs are far more motivated to take any job offer of the PC.
presented. The following modifiers apply to the NPC’s
You may wish to actively manage potential
Resist Persuasion skill check.
Tip: It is left to your henchmen by designing one tailored to a certain
discretion if you H ENCHMEN character class or race. One would do this because said
wish to try to sneak NPC might be important to the plot of one of your
a traitor into the Henchmen are not employees. They are drawn to the planned adventures. For example, if the party needs a
party’s ranks by
having a villain
PC by his reputation and a perceived commonality of cleric, but none of the players bothered to create one on
pose as a potential purpose. There is, of course, a streak of self-interest in their own, you might try creating one and present him
henchman. This de- that the henchman aspires to ride the PCs coattails as
ception should not as the next potential henchman to come calling.
count against the an easier means of achieving success than slogging it As time passes in the campaign and the monthly
PC’s lifetime limit of out on their own.
henchmen. check indicates a henchman approaches the PC to seek
For those interested in acquiring henchmen, the service, pull the first candidate off your prepared list.
initial barrier is Fame. Prior to becoming a minor You must now role-play this interaction. The potential
celebrity (21 Fame), the PC simply doesn’t merit henchman will try to sell himself as a worthy
consideration as a potential patron for aspiring henchman (possibly neglecting to mention his quirks
neophytes. and flaws). It is the PC’s responsibility to conduct an
in-depth interview to determine if he wishes to take
Having gained this level of recognition, his exploits this NPC under his wing. Under no circumstance should
will generally become known to the small community you simply hand the record sheet over to the player and
of would-be treasure hunters and soldiers of fortune. state, “Do you want this guy?”
Potential henchmen will now seek to learn more about
If the PC accepts the offer, you may then hand over
the PC such as his reputation, character and the degree the henchman’s record sheet to the player or continue to
to which their moral and ethical codes match. control him yourself. We recommend the former as it
9: NPCs
Should the PC make it known that he is seeking alleviates a management burden on you, as the
henchmen to accompany him on his grand exploits, henchman is most likely to do as the PC requests
word of this will trickle down within a month to anyway. You need only step in under extreme
potential candidates. Thereafter, there is a chance that circumstances.
he will be approached by supplicants seeking to join his Should the player reject the offer of service, the
entourage. potential henchman will depart. Another will show up
only once the dice dictate. The takeaway from this is
This chance is equal to his Fame (expressed as a
that a very picky player insistent on a particular class or
percentage) further modified by his Honor. This check
race will likely never get any henchman.
should be made once per month until the PC lets it be
known that he is no longer seeking henchmen.
18 0
S IDEKICKS integrated into the group dynamic.
A sidekick is, in effect, a very loyal henchman Pay: Superior wages offer a modest boost to loyalty
possessed of the rare wherewithal to advance as a but not as much as one would assume. Employees
leveled character. Should a player desire to activate his quickly adjust to the ‘new norm’ and become
sidekick, you can leave it to him to roll up and develop complacent. A lack of pay, however, is immediately and
this first level character. The only restriction is that the severely detrimental to loyalty.
player must develop the backstory as to why this new Alignment: An NPC with a moral and/or ethical bent
henchman became his PC’s sidekick. Feel free to kick wholly different from the party alignment will be hard
back a potential sidekick for which the player never pressed to respect them.
bothered to do this or did so in a lame, half-assed
Ridiculous Cruelty: This is an open ended penalty you
manner. You may wish to insist that any sidekicks be
can apply should the PCs be wantonly stupid and
accompanied by a one page essay as a means to enforce
abusive. This can range from -1 (undeservedly slapping
this edict!
an NPC) to -10 (killing an NPC in full view of other
NPCs).
Table 9.14: NPC Loyalty Modifiers
NPC Loyalty and Morale
Category PC Modifier
L OYALTY Notorious -8
Dishonorable -4
Loyalty differs from tenacity in that it represents an
Party Low -2
NPC’s propensity to resist opportunities to betray his Honor Average no effect
employers rather than his ability to overcome the sheer
Great +1
terror of facing one’s imminent death.
Legendary +3
Examples of situations that may test a Hireling or Charisma Party Leader’s Morale Modifier
Henchman’s loyalty include: < 1 month -1
Offered Bribe < 1 year 0
Tenure
Opportunity to gossip about the party’s business 1 - 5 years +2
> 5 years +5
Opportunity to get drunk
no pay/benefits -1/day
Has a chance to steal goods reduced pay/benefits -1/5% increment
Left alone in possible danger Pay standard 0
Ordered to complete long and boring task 1-20% over norm +1
21+% over norm +2
Extreme hardship
Follower +2
Failure of patron to ensure (and pay for) training; Status Henchman +3
this particular instance qualifies as ‘no pay’ Protege +5
Basically, any time a significant temptation is 1 step removed (LGNG,LN) 0
presented to the NPC or if he’s asked to go beyond a 2 steps removed (LGN,LE,CG) -1
Tenure
reasonable expectation of what his duties entail, a 3 steps removed (LGNE,CN) -4
Loyalty check should be made to see if they succumb. 4 steps removed (LGCE) -8
This is a simple competing d20 check with the NPC Special Ridiculous Cruelty varies
adding his loyalty modifier.
Should an NPC’s baseline loyalty drop below zero,
An NPC’s baseline Loyalty to the party is 0. The the party is at risk of a disgruntled NPC. Thereafter, a
following modifiers may apply: simple opposed check of d20p vs. d20p + NPC’s
9: NPCs
loyalty (as determined by factors in Table 9.14) should
Party Honor: Obviously a group true to their word be made daily. Once this check indicates that an NPC
and purpose will inspire loyalty. Dirtbags will not. has become disgruntled, he will remain so until
something substantively changes to alter his perception
Leader’s Charisma: Add or subtract the party leader’s
of his employers (i.e. his baseline loyalty becomes
morale modifier. Note that if the party does not have a
positive).
designated leader, no bonus is appropriate. This
represents the debilitating effects of ineffective Disgruntled Hirelings
personnel management. Special attention must be given to the treatment of
Tenure: Loyalty builds over time. Those brand new hirelings. If a PC or party routinely abuses or maltreats
to an organization are less loyal until they become their hirelings, there could be serious repercussions.
181
Table 9.15: Disgruntled NPC Actions Table 9.16: Fame Effects on Morale
d1000 Retaliatory Action Leader’s Fame Morale Effect
001 - 200 Is upset and moody Minor Celebrity (40+) +1 Morale level
201 - 300 Ruins cooking/food stores Major Celebrity +2 Morale levels
301 - 350 Dirties clothing/armor Famous +3 Morale levels
351 - 380 Puts pebble in shoe or boot Epic +4 Morale levels
381 - 410 Puts pebbles/sand in shoes or boots
If the NPC has character levels, he has Brave
411 - 470 Does shoddy job d3p of next assigned tasks
morale unless he is a henchman/sidekick in which case he
471 - 500 Rigs PC's pants or cloak to fall down
has Fearless morale.
501 - 550 Spreads nasty rumor about PC (loss of 1 honor)
551 - 590 Spreads multiple nasty rumors about PC (loss 2 honor) Protégés: These PPCs have Fearless morale
591 - 620 Verbally insults PC (loss of 3 honor unless PC responds appropriately) If the NPC has a flaw or personality trait that
Verbally insults PC in front of large group (loss of 4 honor specifies they are a coward, obviously they have
621 - 650
unless PC responds appropriately) Cowardly tenacity
651 - 710 Merely pretends to do job (1d4p days)
Fame effects on followers’ morale: If a famous
711 - 740 Spits on PC (loss of 5 honor unless face is saved individual leads an expedition, any NPCs
741 - 770 Steals from PC (2d20cp) accompanying the group will be emboldened. As long
771 - 810 Steals from PC (2d20sp) as said person is alive and well, their morale is increased
811 - 840 Steals equipment per Table 9.16.
841 - 870 Merely pretends to do job (permanent)
Note that morale greater than Fearless corresponds
871 - 890 Openly steals from PC
to Player Character level (i.e. Hero) morale. A decision
891 - 900 Sabotages saddle straps
to flee is solely at the character’s discretion and flight
901 - 910 Sabotages armor straps
cannot be compelled no matter how dire the
911 - 920 Punches or kicks PC (once)
circumstance.
921 - 980 Flees PC
981 - 990 Attacks PC outright Dungeon crawling with hirelings: Convincing some
991 - 995 Turns on PC during battle schmuck to carry your luggage or worse yet carry a
996 - 000 Attempts to assassinate PC or have them assassinated torch (incidentally silhouetting himself as the primary
1000+ Becomes arch-enemy of PC target of any missile armed enemies – a lesson he's sure
to quickly learn) while you engage in some harebrained
Hirelings have many ways of showing their disapproval and extraordinarily lethal endeavor is difficult.
including spitting in food, sabotaging equipment and Convincing them to do so without participating in the
Note:
The tenacity bol- even revolt. presumed bounteous rewards requires a Svengali level
stering effects of Firing a disgruntled hireling presents its own set of reality distortion field.
Fame apply only to
NPCs. For example, problems as well, since the NPC is likely to go back to Simply put, stated rates of pay do not include a
a fellow PC cannot town and bad mouth the PC or party and cause their hazardous duty multiplier. Even paid mercenaries will
disregard his Cow- Honor to drop. As the GM it is your job to stand up for
ard flaw because make the assumption that the preponderance of their
one of his battle the hirelings. Get angry FOR them and respond the time will be spent on relatively secure garrison duty or
buddies is famous. way you feel YOU would if you were treated in the guarding caravans against the occasional brigand. They
same manner. This treatment may even lead to open did not agree to a few silver coins a day to root out
rebellion. entrenched orcs.
Suggested retaliatory actions a disgruntled NPC will In order to convince hirelings (including
take can be determined by rolling d1000 and adding 50 men-at-arms) to enter a dungeon or to actively
for every integer the hireling failed his loyalty check by. participate in an assault of a fortified position, the party
Results appear on Table 9.15. leader must be in Great Honor. If there is no party
9: NPCs
18 3
by one multiplier for each category of fame the leader the experience for the adventure (after-all, these NPCs are
possesses beyond obscure. not full-fledged PCs and are under the direction of a PC).
Legendary Honor and Fame work in tandem, but even They also earn Honor in the standard fashion. Note that
an epically famous leader with legendary honor cannot con- Honor awards to leveled NPCs should generally fall below
vince hirelings to go without pay. those awarded to PCs as the NPC is likely not being
actively role-played. Most players will direct their
Note that hirelings are still subject to tenacity checks as
interaction through their player character and use their
appropriate. Convincing them to follow you into harm’s way
henchman as lifeless drones. Should you have an excellent
does not alter the fact that they are not willing to chance
role-player at your table that provides his henchmen with
overwhelming odds like a reckless player character. Should
distinct personalities, perhaps even to the point of
hirelings accompany the PC, be sure to review the triggers
disagreeing with his player character, feel free to be
calling for a tenacity check. Many of these are not at all
generous.
uncommon.
When henchmen have accumulated enough experience
Dungeon crawling with Henchmen: It bears noting that
points to advance to the next level, you should notify the
standard henchmen and followers will not follow their
PC (if you are maintaining direct control of the NPC) and
mentor into a dungeon or other similarly dangerous locale
he can choose to send the NPC for training. If you’ve
should he be in low honor. There’s simply too great a risk to
permitted the player to take on this responsibility, it will be
entrust their lives to someone who is known to be unreliable.
readily apparent.
Sidekicks and protégés though are sufficiently loyal to
accept this challenge. NPCs follow all the procedures for gaining a level as if
they were a PC. Failure to train the NPC and pay for any
associated costs will cause the NPC to whine, complain and
Cost of Successful generally lower his morale; everybody wants to train when
Employment they have the EPs!
esigning your own scenario may seem a With these tools in hand, you can release your own
18 6
Creating an Adventure should be prepared to describe, extemporaneously,
almost anything in your game world. If you cannot
This section must, necessarily, begin by saying that sketch in the details for your player characters, they will
there can be no “rules” when it comes to creating an not feel engaged and compelled by the world you
adventure. This is not simply a chance for us to wash create. This can mean, depending on your level of
our hands and say “let them figure it out themselves!” It improvisational prowess, a lot of preparation. As for the
is, instead, an admission that what works for one group four pillars presented above:
will not work for another. Some gamers care about
texture, nuance and emotion. Others demand a
large-scale plot with thematic elements. And there are A. Conflict:
those who just want to hack. The best adventures (and Without conflict, there is no story. The simplest
campaigns) will, of course, combine all of these concept of conflict involves one party wanting
elements, and this combination is where the following something, and another party opposing this. Think
guidelines will be of some use. Below you will find a back to your grade school days and remember that this
short, broadly sketched adventure for 5th level can involve Man (or Player Character) vs. any number
characters where we have “shown our work.” In of things, including: self, others, nature, society, etc.
addition there are several useful charts, tables and Creating this type of conflict shouldn’t be a problem in
sidebars to give you ideas for your own campaign HackMaster, as on a basic level, as the game is
concerned with trying to survive increasingly horrifying
T ELLING A S TORY
situations. There is a lot of built-in conflict there. Your
As countless high school and college English and PCs want to gain power and prestige, and it’s your job
creative writing teachers have probably opined to you: to throw things in their way that oppose this. Boom,
there is an art to telling a story. In our experience – conflict.
certain people have a knack for it, and others do not.
B. Compelling Characters:
You should carefully consider whether you have the
chops and more importantly the time to tell a good This is what the NPC tables and the PC backstories
story before embarking on creating your own campaign. are all about. Don’t bring in too many one-dimensional
There is nothing so frustrating as a GM lacking the NPCs. Remember that NPCs want things too, and this
commitment to follow through on an adventure they’ve can add to the conflict you are creating. They have
started for their party. Be clear about the scope of what needs and desires just as “real” as the PCs and thus can
you want to write before you begin, and you can save act in opposition to or in support of your players. When
yourself countless hours of frustration later. creating your adventure feel encouraged to draw upon
your player character’s backstories to find conflict in
Related to this: certain players can appreciate a good
their past, and to draw them into the world you are
story, and others cannot. Feel free to peruse any review
building. A good rule of thumb is that an NPC is
or comment page for a great work of literature online
compelling if your PCs care whether or not they live or
and you will find countless comments (written, no
die. This applies to both friends an enemies. If an NPC
doubt, by the high-school sophomores who have been
have some kind of overarching plot. Take the elements and good to try to get PCs to think outside the box and
you’ve sketched out in steps A-C and figure out the try something new – we encourage it. But you have to
basic structure of the story you are trying to tell. There ask yourself (and be honest) do you want to spend the
should be, basically, a beginning, a middle, and an end. next several gaming sessions dragging your PCs around
The beginning should introduce the conflict, the by the collar? Or do you want them pulling against your
middle should tell us more about the characters and the lead, hungrily sniffing the air ahead of them for more?
party’s engagement with the conflict, and the end You should quickly get to know what kinds of fights,
should reveal how the characters have changed and give hooks, treasure and tricks your PCs find exciting, and
us some sort of resolution to the conflict. make sure you are providing at least some of that to
Now that we’ve covered the basic conventions of them in an adventure. You should, furthermore, keep in
storytelling, on to creating an adventure! mind what your PCs are good at and what skills,
talents and proficiencies they have, and design with this
in mind.
STEP 1: KNOW YOUR PARTY Your principal duty as GameMaster is to act as the
The first step to creating any successful adventure is OPFOR (military jargon for “opposing forces”). This
simple: know your party. You will need to create an is no trivial task. Presenting a proper challenge is far
adventure that is of the appropriate level for your party. more of an art form than a science but you can
An adventure that is challenging, and carries the risk of definitely benefit from some quantitative assistance.
18 8
A HackMaster scenario should entail a series of individual Table 10.1: Suggested Individual Encounter Strength in EPs
encounters that as a whole constitute the adventure. None of
Party Level Number of Player Characters
these encounters should be so formidable as to risk
eliminating a player character party replete with a full stock of 3 4 5 6 7 8
magic spells and uninjured characters. That is, resist the urge 1 38 50 63 75 88 100
to place a single encounter of comparable (or greater) strength
2 75 100 125 150 175 200
than the players. Such battles, if the players survive, will
almost certainly compel the party to retreat and lick their 3 94 125 156 188 219 250
wounds if not bury their dead. Adventures are not singular 4 113 150 188 225 263 300
“fight to the death” struggles but rather a gradual wearing away 5 136 181 227 272 317 363
of the player’s resources (hit points and combat prowess, spells,
6 164 219 273 328 383 438
magic and equipment) as they seek to achieve some
greater goal. 7 197 263 328 394 459 525
8 234 313 391 469 547 625
The chart “Suggested Individual Encounter Strengths in
EPs” provides some guidance as to developing a balanced 9 277 369 461 553 645 738
adventure. Ideally, the adventure should consist of 16 separate 10 323 431 539 647 755 863
encounters each of which comprise monsters with an 11 380 506 633 759 886 1013
aggregate experience value appropriate for the mean
12 445 594 742 891 1039 1188
character level and party size. Obviously not every encounter
can or should match the EP guidance precisely. Some should 13 520 694 867 1041 1214 1388
be more and some less. You may want to have a climatic 14 605 806 1008 1209 1411 1613
battle that constitutes twice or thrice the recommended EPs 15 698 931 1164 1397 1630 1863
balanced with a few encounters that have few if any EPs.
16 802 1069 1336 1603 1870 2138
These latter encounters should nonetheless present a
challenge for the players that offers the possibility of draining 17 914 1219 1523 1828 2133 2438
resources. Examples may be traversing an obstacle that may 18 1036 1381 1727 2072 2417 2763
require a spell or use and abandonment of pitons and rope or 19 1167 1556 1945 2334 2723 3113
a harmless creature or person that could be perceived as
20 1308 1744 2180 2616 3052 3488
dangerous by the nature of the circumstance or paranoid
mistakes by the players. 21 1458 1944 2430 2916 3402 3888
All right, so you know your party’s level, and what makes 22 1617 2156 2695 3234 3773 4313
them tick. Now look at Table 10.1: Suggested Encounter 23 1786 2381 2977 3572 4167 4763
Strength in EPs and figure out what the average EP level for 24 1964 2619 3273 3928 4583 5238
an encounter should be. In our case the party is 5th level, and 25 2152 2869 3586 4303 5020 5738
let’s say that they have 4 player characters. Looking at the
chart, we know that each encounter should be worth (roughly) 26 2348 3131 3914 4697 5480 6263
18 9
enjoyed fighting before? What do you think they might
enjoy fighting this time? Flip through the Hacklopedia Table 10.2: EPs for Leveled Opponents
of Beasts and pick out some monsters of appropriate Character Level EP value Character Level EP value
level that seem compelling. In our case we are going, 1 67 16 1425
primarily, with Lizard Men, so we should see plenty of 2 133 17 1625
them, along with their leaders. This also avails us of the
3 167 18 1842
opportunity to throw in other reptilian creatures, and
doesn’t preclude the inclusion of a lizardman mage or 4 200 19 2075
cleric. 5 242 20 2325
This works for any other creature as well. Pick who 6 292 21 2593
your main bad guys are going to be, and then expand 7 350 22 2877
from there. As an example, maybe you want your party 8 417 23 3178
to be fighting undead, so you pick a few Barrow-
9 492 24 3497
Wights, and supplement them with skeletons,
zombies and shadows. 10 575 25 3832
Our lizard men are worth 45 EPs each, so we can 11 675 26 4184
start getting a rough idea of how many we will need in 12 792 27 4554
our adventure, along with their scaly friends. Write out
13 925 28 4940
a list, and play with it until it totals up to the right
NOTE: amount of EPs. 14 1075 29 5343
This quick & dirty
method of creating 15 1242 30 5764
humanoid mages
and clerics is simply Creatures EPs
a means of crafting
2 Asp (133 each): 266 For leveled monster opponents you should assume
an interesting and
unexpected oppo- 2 Boa Constrictor (100 each): 200 that a level 1 character has the same basic combat stats
nent for the PCs. It as the creature presented in the Hacklopedia of Beasts.
is not intended as a 1 Level 2 Lizard Man Mage: 133
template for players
Level progression proceeds the same way for NPCs as
to create monster
1 Giant Subterranean Lizard: 225* it does for PCs. Therefore, at second level the leveled
PCs. Note that 30 Lizard Men (45 each): 1350 creature gets a hit die re-roll. However, if the die type
tougher fighter-
Lizard Men Sub-Chief: 150 for the class is smaller than the monster die, this bonus
types are already
handled by the is ignored. Since we’re creating a lizard man mage, its
humanoid leader
3 Lizard Man Warband Leaders (67 each): 201 re-roll of a d4 is ignored.
types presented in 5 Lizard Men Warrior Leaders (50 each): 250
the Hacklopedia’s At 3rd level, a leveled creature gains a new hit die
appendix. 1 Rattlesnake: 84 appropriate for its class. Were this mage 3rd level, it
Total 2859 would get a new hit die roll – albeit a d4.
*A Giant Subterranean Lizard, at 450EPs, is probably You should use the better of either the monster’s
10: Design Advice
a bit overpowered for our party if it’s fighting with allies. other combat stats or those offered by the class. Again,
This is, of course, your call. But we’ve elected to have it fight since this is a mage, the base monster combat abilities
alone, thus significantly weakening it and halving its EP meet or exceed those of even an 18th level mage.
award. Magic Users and Clerics should have the baseline
The total (2859 EPs) is pretty close to our suggested number of spells and spell points.
level of 2896. Our 2nd level Lizard Man mage thus has 21+2d8
hit points and 1 spell of each level up to 2 (Apprentice,
journeyman, 1st and 2nd level) available. See Chaper
Leveled Opponents: You can see that we included a
9: NPCs for more guidelines on determining
Lizard Man Mage above. Doubtlessly you too will want
information for NPCs.
to include leveled NPCs as opponents for your players.
You should award experience for these enemies per Table
10.2: EPs for Leveled Opponents. Assigning this Now that we’ve got our basic roster set, let’s group
alternate lizard man mage an EP value equal to a them into the approximately 16 encounters they will
regular level 2 mage might, at first glance, seem stingy comprise. Again, this is a matter of taste and knowing
given his better melee capabilities. However, we are not your party, but follow the guidelines above and
going to assign him the 105 Building Points that a PC remember that an adventure should slowly chip away at
mage would have. If anything, the EPs are too much. your party’s resources.
However, in the larger scheme of designing this scenario,
it really doesn’t matter.
19 0
Encounter 1: destroy your party is good, clean fun. But, simply put, it
1 Asp, 1 Boa Constrictor: 233 EPs has no place in a designed adventure. Random
encounters have their time and place: there is nothing
Encounter 2: wrong with meting out a little randomly generated
4 Lizard Men: 180 EPs punishment to players who are misbehaving or shirking
Encounter 3: all of your carefully placed traps and encounters. But
random encounters can quickly upset the balance of
5 Lizard Men: 225 EPs
your EP ecosystem. If you are going to use random
Encounter 4: encounters, you should strive to make them a kind of
3 Lizard Men, 1 Lizard Man Warrior Leader: 195 EPs controlled chaos. A random encounter should always
Encounter 5: yield, approximately, the same amount of EPs
regardless of where on the table you roll, and there
2 Lizard Men: 90 EPs should be a planned number of them. It shouldn’t be
Encounter 6: the case that your party might net 0 EPs from random
1 Giant Subterranean Lizard: 225 EPs encounters or 1,000, depending on how you roll. A
simple way to guarantee this balance is to draw random
Encounter 7:
encounters from the adventure roster. This way, your
2 Lizard Men, Lizard Man Warband Leader: 157 EPs players will still tremble as you make your hidden rolls,
Encounter 8: not knowing what will hit them next, but thanks to
2 Lizard Men: 90 EPs your careful planning, as different as the flavor of the
encounter might be, the effect on your game will be
Encounter 9: similar no matter where the dice roll.
2 Lizard Men Warrior Leaders, 1 Lizard Man: 145EPs
Encounter 10:
STEP 3: PICK A LOCATION
3 Lizard Men, 1 Lizard Man Mage: 268 EPs
Now that you’ve got an idea of how your adventure
Encounter 11:
will shake out, it’s time for a setting. This can be
1 Lizard Man Warband Leader, 1 Lizard Man Warrior complex and wide-ranging, or a dungeon with only a
Leader, 2 Lizard Men: 207 EPs few rooms. Again, it’s up to you to determine what will
Encounter 12: bring your party the most fun while causing you the
4 Lizard Men: 180 EPs fewest headaches. There’s no “correct” way to do this,
but there are some pitfalls. Adventures should contain
Encounter 13: secrets, puzzles and mysteries, to be sure, but PCs
1 Asp, 1 Boa, 1 Rattlesnake: 317 EPs should have a straightforward enough path that they
Encounter 14: go through the encounters you’ve planned for them.
Why bother doing the work to get a great encounter
Lizard Man Sub-Chief, 2 Lizard Men, 1 Lizard Man War-
191
then it won’t feel real, and lacking that verisimilitude, players Then you can label your map’s rooms with these group
will start to check out. numbers (you can see that we’ve started to do this on the map
above). You can then roll on the appropriate group for the
appropriate room to see who your party is facing, giving some
Now it’s time to populate your adventure, using your location
randomness, but maintaining the correct number of encounters.
10: Design Advice
and your encounter groupings from Step 2. You can do this very
Some rooms will always contain certain encounters and others
precisely, with each room always producing the exact same
should have no encounters at all.
encounter, or a bit more randomly, so that your creatures are
moving about in the dungeon, and players who camp for the As you populate your adventure think about why certain
night won’t know when a lizard man might skulk in. encounters are where they are, and allow this to give you a feel
for your story. In our case, we have a cave full of Lizard Men,
One quick way to add in the randomness that PC nightmares
being led by Sub-Chief. It would seem that they are intelligent
are made of, without making the EP content of your adventure
enough to have placed their leaders’ chambers in a protected
variable, is to group your encounters into a few different tables
back room, that there is a mage who keeps a pet giant lizard (in
and then roll to see which group happens to be in the room your
room 4), and that they have placed snakes around the entryways
players just entered. For instance, we might group our
of their caverns to deter unwelcome visitors.
encounters like this:
19 2
A Note on City or “Mystery” the freedom to roam, and allow for
Based Adventures: multiple entries into the story. This
City adventures, and adventures with a mystery for will require more work, and
your PC to solve, carry with them their own set of possibly some nicely drawn flow-
special challenges. For any adventure taking place in charts, on your part, but hey –
a city or town, you have to recognize that you have them’s the breaks. No one told you
far less control over your PCs than an adventure to write a city campaign.
which takes place in a dungeon or the wilderness. The second problem you will run into is that your
There are far more NPCs to interact with, far more PCs will absolutely, 100% miss your carefully placed
places to visit, and many more opportunities for you clues. No matter how obvious you think you are
players to go wildly off script. making things, PCs will resist and deny and overlook
It is an extremely good idea to dispense with the everything you throw in their path. Your story will not
idea of a linear plot in any city adventure. Things move like an episode of CSI because, again, this is not
should progress in the background as your PCs drift scripted television.
in and out of the story. It is difficult and possibly One solution to this problem is to create one or
game-breaking to get players to do things in a “cor- several “expert” NPCs who can be judiciously used to
rect” order in a city. You can resort to such methods as feed your player characters information, or make skill
saying “no, that shop’s closed right now…. Why don’t checks that they just don’t seem to be making. “You
you try the tavern down the street?” but this type of look over and notice that Jorar is carefully examining
pushing is easy to spot, and you might find that your the entrance to the sewers,” you might say. Hopefully
player characters start resisting. Better to allow them your PCs can take the hint.
and decisive, so they shouldn’t need much pushing. 3. Keep it mysterious: Don’t tell them everything.
When a bloody man-at-arms in tattered armor Play to their weaknesses and desires. Perhaps the NPC
staggers up to them as they are leaving town and who ran up to them saw, as the rest of his travelling
sputters out “L-l-l-lizard men!” they should be raring to party was being brutally slaughtered, the glint of a
go! Unfortunately we all know how PCs can be, and strange object down the hallway. He felt strangely
they might need a bit of extra convincing. compelled by it, actually reaching out for a second as
Here are some general rules for writing a good hook: the noises of battle faded away around him, and then a
Lizard Man jumped in front of him, raising his
1. Make it realistic: Don’t push the boundaries of
morning star and blocking the man’s view, at which
plausibility too much (a one-eyed wizard appears in a
point he turned and fled in terror.
flash of smoke and tells them that he will make them
gods if they board his flying ship and slay the twenty
dragons of doom…ok I will admit this sounds pretty 4. Make it morally compelling: Make it worth it for
badass, but PCs are bound to have a lot of questions, your PCs to complete the adventure, not just in terms
19 3
Wondering how to divvy up those “as you see fit” Finding hidden treasures or clues
story award EPs in a way that will keep players Solving puzzles
motivated and reward deserving play? Here are a few
Most damage dealt out in a sin-
suggestions:
gle blow
Most Valuable Player in a single session*
*Determined by peer vote
Player has a clever idea
Player has an idea that saves the party
A good rule of thumb is that anything that makes
Defeating a creature in single combat the table cheer or applaud in real life
Ingenious use of a special ability deserves a minor story award.
Player casts a spell in an ingenious way, or in a way Bear in mind that these awards form a very minor
that saves the party proportion of the overall award. They’re like handing
Use of a mundane item in an igenious way out lollypops to trick-or-treaters, not $20 bills!
A barely conscious man in leather armor that has set forth in the setup of the adventure. After all, there
been ripped to shreds staggers into town. As a crowd is some overarching purpose behind the adventure –
forms around him he drops to his knees and begins right? Story awards form a pool equivalent to the
sobbing. Through his tears you can make out the monster EPs (181x16=2896 for the previous example of
sputtered words “l-l-l-lizard m-m-men!” If the party an adventure for four 5th level PCs). These should be
moves closer and does an observation check: Upon allocated for achieving major milestones in the
closer inspection, the man appears strong, and carries a adventure. It is suggested that one third to half be
fine looking sword: these must have been worthy foes awarded when satisfying the final objective while the
he ran up against! If the party talks to him: the man rest be awarded as you see fit (rewarding clever play or
explains that a local noble hired him and five of his meeting interim objectives). The use of story awards
fellow men at arms to explore some nearby caves. The alters the dynamic of the adventure, transforming it
nobleman said it might be dangerous, but that he from a mere exercise to rack up the biggest bodycount
doubted it. He claimed that his great-great- (the unfortunate consequence of only awarding EPs for
grandfather had been interred in the cave in his armor monsters slain) to an exercise focused on mission
and with objects of great sentimental value to the accomplishment.
family. He offered to pay them 200 silver if they could Story awards are far and away the most useful tool
recover the items. Unfortunately, once within the caves in your arsenal. Judicious use will break your players of
the men were beset by lizard men, who quickly many of their bad habits. For example, by inserting a
overwhelmed them. During the melee the glint of a time element into the final award (e.g. 100% only if the
strange object down the hallway caught the man’s eye. mission is accomplished within a set time and
10: Design Advice
He felt strangely compelled by it, actually reaching out proportional decreases thereafter), players pay a very
for a second as the noises of battle faded away around real penalty for tactics such as dumping their full magic
him, and then a Lizard Man jumped in front of him, arsenal on every monster and then retreating to relearn
raising his morning star and blocking the man’s view, at spells (see the section on Limiting EP for the Timid
which point he turned and fled in terror. He fears that for more on this). Similarly, PCs gain story awards for
all of his companions are dead, but is sure that the accomplishing tasks whether or not they killed the
nobleman would honor the original arrangement if you monsters. Avoiding a pointless fight (and its inherent
completed the job, and offers you an additional 5 silver drain on resources) when there are other means to
for each of them whose bodies you can bring back. accomplish the goal is now the far wiser choice.
STEP 5: GET SOME STUFF Your work so far should suggest some of these right
off the bat. For instance, going by the hook above, it
Now you’ve got a story, a hook, a location and a
looks like the following story awards might be a good
roster. You need to finish fleshing out your adventure
place to start.
with some story awards, traps and treasure.
Successfully recovering the nobleman’s ancestor’s
Story Awards: The 16 encounters from Step 2
armor and items and returning them to him (1,448EPs,
should form half of the experience available to the PCs.
overarching goal)
The other half comes through ‘story awards’. This is the
part of the reward that comes from meeting objectives Bringing back the corpses of the NPC’s fellow men
at arms (300 EPs)
19 4
Clearing the caverns of lizard men (500 EPs) impose silence (preventing communication and verbal
Successfully navigating X traps: (500 EPs) spells) or even deny magic use altogether. Cursed
ground that weakens a cleric’s ability to turn the
Awards for judicious and clever play, TBD as
undead is yet another example.
adventure progresses (248Eps)
Snares and nets are categorized as hindrance traps
=2896 total
because they rob the PCs of mobility when used in
conjunction with adversarial NPCs or monsters. Sans
You can also see that your story awards suggest ways enemies, snares and nets aren’t very effective detaining
in which you can finish populating your dungeon/ traps if the trapped PC has nearby allies to free him.
adventure. You are going to need to go back to your Alarm: This type of trap is rigged such that those
map and decide where certain objects are (the corpses tripping it make a loud or distinctive noise that notifies
of the men-at-arms, the ancestor’s armor, etc.), the inhabitants to their presence (and thus provides the
especially in the case of traps. adversaries with the advantage of a better initiative die).
O N T RAPS Detain: This trap is similar to the delay trap but its
application is different. A delay trap prevents forward
Traps are a classic staple of every RPG. Every GM
progress while a detain trap is configured to capture the
loves to spring a deadly trap on his unwary players.
victim. Explorers can always turn away from a delay
However, there are a variety of traps each with its own
trap and return from whence they came while a detain
purpose and certainly not all are intended to be lethal.
trap confines them in a prescribed area.
Traps used in game should serve as a means of
A classic example of a detain trap is a portcullis that
grinding down the PCs capabilities. This can be via the
falls behind the PCs preventing their escape from a
obvious means of inflicting injuries (or death). But they
room or dungeon.
can also induce the PCs to expend spells, items or time.
Traps that seek to separate an individual from the
A dungeon crawl should ideally be a test of
party (e.g. a Teleporter or a chute that deposits the
endurance and resource management (to wit, hit points,
victim into another chamber below) are a subset of the
magic reservoirs (spells and consumable magic items)
detain trap as are nets for smaller parties.
and equipment (lighting, rope, shields and other things
subject to breakage)) not a single titanic life or death Wounding: Wounding and killing traps differ in de-
struggle. Employing traps that grind down the PCs’ gree. While wounding traps can certainly prove lethal,
resources – as opposed to haphazardly killing one of in most cases they should not be. Wounding traps are
them – better serves this purpose. It is generally more intended to sap the morale of intruders and encourage
interesting as it compels the PCs to solve a problem them to go away.
rather than simply roll up fresh PCs. Wounding traps are probably the quintessential
Types of Traps: “trap”. Many variations exist from the simple crossbow
on a tripwire to scything blades triggered when a chest
Traps serve a variety of purposes. It is perhaps best to
is opened.
19 5
necessitating readjusting of stats. A seemingly pronounced discouragement to them employing this
innocuous locked jewelry box might miniaturize and skill and compromises their ability to act in accordance
drawn in someone that opens it (with the disabling/ with the “Adherence to Class” aspect of garnering
releasing key hidden elsewhere in the dungeon). The Honor (see p. 114 PHB). Setting off every other trap
possible effects are limited only by your imagination sucks and will probably get them killed for doing what
and creativity. they’re supposed to do.
Curses can also apply to items removed from their Some traps, by virtue of their trigger, may be subject
resting spot (summoning a guardian that tracks down to detection by Observation or Scrutiny. Think about it,
the PCs afterwards). Note that cursed items that have who’s going to just blindly walk into a 10’ open pit?
some malevolent effect whether or not they are (Given torchlight, you may wish to make an open pit an
returned or the guardian is defeated are technically not Easy Observation skill check.) Covered pits should
a trap. obviously be more difficult depending on the skill with
Spoiler: This type of trap does not seek to harm the which they are camouflaged. Trip wires could also be
PCs but rather to deny them some treasure or goal. An subject to Observation (or Scrutiny, if crawling on
example may be a treasure chest that when opened hands and knees) while pressure plates and similar
without disarming it smashes the trove of potion triggers could be discovered via Scrutiny. Let logic
bottles within. guide you in setting the difficulty of the skill check. In
general though, you don’t want to make these skill
Cinematic: This type of trap may contain elements
checks easier than the identify traps skill check as that
of any of the previously mentioned types. What sets it
devalues one of the thief ’s key assets.
apart is its scale and dramatic effect. Think the giant
boulder in Raiders of the Lost Ark. Such traps are
almost always “Rube Goldberg” devices with multi- Disarming or Avoiding Traps:
stage effects. Here too there is a go-to skill – the aptly named
Cinematic traps require a good deal of planning and Disarm Trap. As with locating traps, the challenge level
forethought to carry off. These should be reserved for to perform this skill should scale somewhat with the
special occasions. capabilities of the players. This is most important for
lower level PCs with limited mastery of the skill. From
a player’s perspective, it is very frustrating (e.g. no fun)
Trap Triggers:
when a trap is discovered that can’t be bypassed or
When placing a trap, it is important to denote how disarmed. No one wants to be the guy that has to take
it is triggered. Having specific quantitative notes makes one for the team – especially when the consequences
it simple to adjudicate if a PC sets off the trap. could prove fatal.
Trip wires or pressure plates discharge many Many traps (particularly the alarm, hindrance and
wounding traps. Others are set off by opening a detaining types) should have a means of safely
container. Compromised bridges and ladders often bypassing the trap should it be discovered. Intuitively,
10: Design Advice
have a maximum load capacity or a weak rung that sets a trip wire or pressure plate can be avoided once its
them off. presence is made obvious. Merely bypassing a trap
though leaves the trigger mechanism in place and may
prove an unwelcome hazard in the event of an
Trap Detection:
unexpected hasty retreat through the area.
The Identify Trap skill is the standard “go to” skill for
Wounding or even killing traps should be able to be
discovering traps. You should scale the difficulty of the
discharged with possibly reduced effects via a 10’ pole
check such that is a reasonable yet not insurmountable
or other ingenious workarounds devised by the players.
challenge for the character with this skill. You need not
Planar Servant may function as a go-to trap triggerer
adhere strictly to the trivial, easy, average, difficult, very
provided its capabilities are sufficient.
difficult skill difficulty modifiers. Those are there to
facilitate snap judgments. If you are planning a trap
ahead of time, feel free to apply a reasonable modifier Resetting Traps:
to the roll. Traps to be encountered by novice
You may wish to allow characters skilled in Trap
characters should be much easier to discover while
Design the option of resetting a trap – possibly to have
those in the “Labyrinth of the Liche Lord” could have
a live deterrent in their rear to plague other denizens
penalties far beyond the -10 provided by very difficult.
of the lair. While clever, the creatures that initially
In general, a thief should have at least a q chance of installed the trap are probably well aware of its
discovering a trap if he thinks to search for it. After all, existence and unlikely to stumble into their own deadly
this is his raison d'être. If thieves (and others with this ruse.
skill) fail more often than not it serves as a very
19 6
Regardless, it is your call to make if a trap can be Example Traps
reset. As a guiding principal, the trap should be In actual practice, traps will often combine
mechanical and not destructive to its own components elements of two or more types of traps.
when discharged. A mechanism that discharges
Let’s examine some classics of the genre more
missiles would be an ideal candidate. A collapsing
closely…
ladder would not. Some traps, for example a rockslide,
may be mechanically simple but extremely laborious 10’ (open) pit: OK, here’s the granddaddy of them
to reset. all. A 10’ deep pit bisects the corridor the PCs are
travelling along.
Resetting a trap is bound to be a time consuming
process. The thief must learn how the trap works in Type: Hindrance – This trap is an obstacle that will
minute detail so as to reset it properly. He might force the PCs to stop and figure out a way to
possibly have to overcome slipshod workmanship in circumvent it. Purposely lowering oneself into the pit
order to reset the device. This author has personally (or even just jumping in) will not cause any injuries (see
spent an inordinate time performing seemingly simple p. 282 PHB). Climbing the far side may prove
repairs on his 120 year old house only to discover that problematic for smaller races.
parts are corroded near to the point of failure, the Trap becomes far more problematic if PCs choose to
original workmanship was performed with mismatched flee from an encounter further on since the pit
parts, glue and tape were substituted for fasteners, et compromises one of their assets (namely mobility).
cetera. There is no reason that a trap built by goblins or
Impairment: Although not a wounding trap per se as
left unmaintained for decades would fare any better.
it is not disguised, there is the potential for an
It is also not unreasonable to assume that a set of inattentive PC to blindly fall into it (suffering
carpentry tools would be required to reset a trap. d6p-1 damage).
Perhaps not all of them, but certainly a selection in
Trigger: Stepping unawares into the pit.
order to get the thing back in good working order. Did
the old tripwire snap as the trap discharged? Did some Detection: Identify Traps: automatic if skill
other mechanical part break once the tension on it was employed; Observation: trivial (-90) if observation skill
relieved? Who knows? check employed [allow a passive (average -40) check
even if observation is not specifically used].
This is ample reason for even a simple trap to take in
excess of an hour to reset. Assuming you have not yet Disarmament: This pit cannot be conventionally
deterred the ambitious thief, you can use the following disarmed. Disabling the pit necessitates filling it with
table to gauge success. Feel free to apply the modifiers solid material.
from Table 10.3 to set the difficulty level. 10’ (covered) pit: Closely related to the 10’ pit is the
covered (camouflaged) 10’ pit.
Skill Check Result
Pass Trap reset
Type: Hindrance & Wounding – This trap is
intended to both injure its victim as well as to hinder
Fail by less than 20 PC falsely believes trap to be
movement. Strictly speaking, it is also a detain trap.
12 15
Trigger: Triggers will generally be a tripwire or
13-14 20 pressure plate which when actuated discharges the
15-16 25 missile. Alternative triggers may be actuated when a
chest lid or false door is opened – the act of opening the
17-18 30 lid or aperture being the trigger mechanism.
19-20 35 Detection: Tripwires and pressure plates are subject
21-22 40 to Identify Trap and possibly Observation or Scrutiny
depending on the setup. (Tripwires generally should
23-24 45 have a terminal difficulty of no more than -20 as it is
25-26 50 difficult to better conceal such triggers.)
“Rocks Fall, Everyone Dies”: This type of trap is
27-28 55
intended to cause mass casualties by collapsing a roof or
29-30 60 inducing a rockfall or avalanche.
Type: Killing – This trap is designed to inflict
substantial physical damage on all members of an
Detection: Deciphering the presence of a concealed
adventuring party. While it may be imagined to be a
pit is contingent on the skill with which it is
detain trap, anyone detained under tons of rubble is
camouflaged. Ideally, this should roughly scale with the
likely dead. The trap may function as a hindrance by
level of the PCs bearing in mind the sophistication of
blocking off access.
19 8
Impairment: All PCs in the area of effect will be
Table 10.4: Trap Lethality Rating
subject to physical damage. Modeling this is best done
using the Dropped Objects rules. For example, a Trap Level Average Damage
collapsed ceiling 10’ overhead would inflict d12p-1
(Lethality Rating) (hit points)
damage to all those underneath.
Trigger: Disturbing a critical load bearing structure 1 up to 6
could trigger the trap. This is best if the trap is 2 7-8
incidental such as a mine collapse or structural
3 9-10
weakening of a building. If the trap is intentionally set,
pressure plates or tripwires could dislodge a vulnerable 4 11-12
anchoring point thus inducing the collapse. 5 13-14
Detection: Incidental traps should be subject to 6 15-16
detection via Mining or Carpentry skills as a skilled
craftsman could have the expertise to spot the danger. 7 17-18
8 19-20
Suggestion for Difficulty Modifiers (Table 10.3) 9 21-22
As characters advance in skill levels, it is natural to 10 23-24
assume that the challenges they face ought to scale
11 25-26
proportionately. After all, 6th level fighters are going
toe to toe with far more dangerous adversaries than 1st 12 27-28
level noobs. Naturally, traps faced by such experienced 13 29-30
mercenaries ought to be more lethal and difficult to
locate and disarm as well. Before the argument is raised 14 31-32
that this merely sets up a situation in which the 15 33-34
goalposts keep moving never permitting the thief to
16 25-36
master his craft, consider that these increasingly
formidable traps are worth significantly more EPs. It is 17 37-38
as acceptable to place weaker or stronger traps in your 18 39-40
adventures just as it is to keep throwing 2-3 goblins and
a few tougher individual creatures at experienced 19 41-42
fighters. They either won’t earn many experience points 20 43-44
or are in for a challenge.
21 45-46
The difficulty modifier to Identify Trap and Disarm
22 47-48
Trap skill checks should thus follow this progression.
Traps that may be discovered via Observation or 23 49-50
19 9
avoid it, knock its damage down by 50%. If a save for 2: Pop-Up Buzzsaw Trap
half damage exists, knock its rated damage down by 25%. Design Parameters
1a) A quick and dirty means of deciding how to rate Party Level: 8
a traps Attack bonus (e.g. for a projectile) or Feat of
Appropriate Damage: 19-20
Agility challenge is to just use the Lethality Rating as
the Attack bonus or Feat of Agility challenge. Detection: Identify Traps modifier -5 (alternatively
Scrutiny +5)
2) Mass Casualties: If a trap can likely affect the
entire party, increase its Lethality Rating by 4.
3) Poison: If the trap delivers a debilitating poison, Idea is for a spinning buzzsaw blade to spring from
add +1 to the Lethality Rating for every -1 penalty it the floor smacking the PC that stepped on a pressure
can cause. If lethal, add +10. plate trigger. Placing novelty above inane player
questions such as “what motive power keeps it
spinning?” or “why didn’t we hear it buzzing – does it
Examples of Rated Traps instantly spin up? – that’s totally unrealistic – wait while
I download a shop manual proving that couldn’t
1: Covered Pit Trap happen”, I simply decide that it spins up instantly when
triggered. Want faithful adherence to the laws of
Design Parameters
physics then explain to me why your mage can cast
Party Level: 2 spells. Q.E.D.
Appropriate Damage: 7-8 I decide to allow a Feat of Agility check for half
A 15’ fall does 2d6p (average 8). Pit is thus made 15’ damage. Since this effectively reduces the damage by
deep. 25%, I multiply the target damage (20) by 1.25. (Yes, I
know that isn’t exactly mathematically right, but it’s
Detection: Identify Traps modifier -40 (alternatively
close enough and simple). So the buzzsaw should do
Scrutiny -30)
about 25 points. 5d8p should do it. I also decide that
armor DR should be effective given the nature of the
15’ deep covered pit trap (hindrance & wounding): trap. Plugging these thought into the final trap yields…
Lethality 2
Impairment: PCs falling into the pit suffer 2d6p Buzzsaw trap (wounding): Lethality 8
damage
Impairment: A buzzsaw pops out of the ground
Trigger: Stepping on the pit cover activates the trap slamming its whirring blade into a character that
provided the character (& gear) weighs ≥100 lb. The activates the trap. Damage is 5d8p (less DR). A
concealing cover collapses into the pit once triggered. successful Feat of Agility vs. d20+4 permits half
Detection: Identify Traps (-40) or Scrutiny (-30) damage.
Disarming: automatically successful (forceful Trigger: Stepping on a pressure plate trigger.
10: Design Advice
prodding with a staff will collapse pit cover) Detection: Identify Traps (-5) or Scrutiny (+5)
Disarming: Disarm Trap (-5) though failure subject
This information can be consolidated into a helpful to engaging trap. May be avoided if trigger identified.
graphic:
This information can be consolidated into another
helpful graphic:
200
Experience for Traps Boredom will ensue as they easily overcome challenges
Traps are simply another challenge in an adventure. whilst you become mired in an ever-escalating arms
As such, they are subject to an experience point award race, straining to provide encounters and the lure of
for overcoming them much as an EP award is granted even more powerful treasures to retain their interest in
for besting an encounter with monsters. adventure.
Note that successful detection and avoidance merits Generally, the characters’ opponents dictate the rate
the full award. Setting off a trap garners 25% of the at which they accumulate wealth and special (magical
reward (a lesson is still learned). and superior grade) items, with weaker foes having
proportionately smaller assets than more powerful ones.
Trap Placement
As an addendum to the previous discussion on
It is not necessary, or even advisable, to place only
adventure design, Table 10.6 provides a guideline for
“level appropriate” traps in an adventure. A series of
the quantity of monetary treasure you should place in
irksome lesser traps can be just as challenging.
your adventure. Again, this is premised on a 16
Knowing how to appropriately rate their lethality
encounter adventure appropriate to the number of
ensures that an appropriate quantity of EP is available.
characters and their average level.
Ten Lethality 1 traps can substitute for a single
encounter in an 11th level dungeon. For example, the adventure we’ve designed
constitutes a full adventure in that is comprises 2859
One should also bear in mind the technical skills of
experience points in combatants and obstacles and a
the creatures emplacing the traps. While goblins are
commensurate amount of story awards (For four 5th
certainly clever and capable of building complex “Rube
level characters, per Table 10.1 there should be 16
Goldberg” traps, it seems far-fetched for them to
encounters at a mean value of 181 (2896) and an
employ traps with a magical trigger or effect. Save those
equivalent amount of story awards). Per Table 10.6, this
for “The Tomb of the Liche Lord”.
adventure should have 600 sp worth of recoverable
Table 10.5: Suggested EP values for Traps treasure. Alternatively, if we created an adventure for
the same party but made it shorter – perhaps only
Lethality Rating EP value Lethality Rating EP value
having a total of 3 encounters but with tougher
1 67 16 1425 monsters such that the total EP yield was 650, the
2 133 17 1625
treasure award should be reduced to
650÷2896 x 600 sp or 135 sp.
3 167 18 1842
Note that in both the instance of wealth and in the
4 200 19 2075 case of special item distribution, you may withhold
5 242 20 2325 some or even most of the booty and place it in hidden
treasure chambers or out-of-the-way caches, locked
6 292 21 2593
and/or trapped appropriately. Ideally, a third or more
7 350 22 2877 of the treasure should be hidden or disguised such that
oblivious players will never locate it.
9 492 24 3497
For instance, in populating our Lizard Man Cavern,
the leader and his lieutenants hoard the majority of the
10 575 25 3832 treasure, locked away in a hidden side room off the final
11 675 26 4184 chamber, as well as wearing and wielding any
extraordinary weapons and armor they’ve come across
12 792 27 4554
(which they certainly seek to use to the detriment of
13 925 28 4940 the adventurers).
14 1075 29 5343 Treasure needn’t be all in cash format; in fact, it
absolutely shouldn’t be. Creatures, particularly
15 1242 30 5764
intelligent ones, have valuable items of many types
including gems, jewelry, ore, art (sculptures, paintings,
T REASURE : pottery, etc.), engraved weapons and armor, fine
One of your most important duties as GM is the textiles, expensive furniture, rare woods, trade goods,
awarding of treasure. Award wealth, both monetary armor, weapons, relics and historical items, slaves, tools,
and magical, judiciously or your players will quickly books/paper, animal pelts and so on.
possess über-powerful characters laden with magical
goodies and financial resources like those of royalty.
2 01
Table 10.6: Suggested Treasure Awards for a Full Adventure (silver pieces)
Number of PCs
Party Level 3 4 5 6 7 8
1 90 120 150 180 210 240
2 180 240 300 360 420 480
3 270 360 450 540 630 720
4 360 480 600 720 840 960
5 450 600 750 900 1050 1200
6 900 1200 1500 1800 2100 2400
7 1350 1800 2250 2700 3150 3600
8 1800 2400 3000 3600 4200 4800
9 2250 3000 3750 4500 5250 6000
10 2925 3900 4875 5850 6825 7800
11 3600 4800 6000 7200 8400 9600
12 4275 5700 7125 8550 9975 11400
13 4950 6600 8250 9900 11550 13200
14 5625 7500 9375 11250 13125 15000
15 6300 8400 10500 12600 14700 16800
16 6975 9300 11625 13950 16275 18600
17 7650 10200 12750 15300 17850 20400
18 8325 11100 13875 16650 19425 22200
19 9000 12000 15000 18000 21000 24000
20 9675 12900 16125 19350 22575 25800
21 10350 13800 17250 20700 24150 27600
22 11025 14700 18375 22050 25725 29400
23 11700 15600 19500 23400 27300 31200
24 12375 16500 20625 24750 28875 33000
25 13050 17400 21750 26100 30450 34800
26 13725 18300 22875 27450 32025 36600
27 14400 19200 24000 28800 33600 38400
10: Design Advice
202
Limiting Experience Awards for the Timid before retreating reduces the EP
The mechanism of experience points is a proxy that award by 25%, two encounters by
simulates Player Characters bettering themselves by 50% and a single encounter by 75%.
facing and overcoming challenges. However, as any To illustrate this numerically, the
athlete is familiar with, it is only by pushing oneself to following charts show the opponent
the limit that maximal benefit is derived. Routinely EP thresholds 1st and 6th level PCs
engaging in unchallenging workouts such as jogging must overcome at one sitting to gain the
a mere mile or two, while greatly reducing required stated percentage of EPs.
time and effort as well as risk of injury, will hardly
provide the necessary preparation to significantly
improve one’s sprinting performance or build up the % of Total rated EPs to Award based on
daily accumulated total (1st level PCs)
stamina required to complete a marathon.
# PCs 25% 50% 75% 100%
A parallel situation occurs with adventuring PCs.
Engaging in conservative (some might say timid) 3 38 76 114 152+
forays in which a single opponent is decimated by 4 50 100 150 200+
unbloodied fighters backed by spellcasters unloading 5 63 126 189 252+
their full complement of magical capabilities does not 6 75 150 225 300+
truly test the mettle of any band of mercenaries.
Should this troupe promptly retreat after suffering a % of Total rated EPs to Award based on
few wounds, afraid to take on further encounters that daily accumulated total (6th level PCs)
might now prove risky given that their resources are # PCs 25% 50% 75% 100%
no longer fully topped off, they are not truly pushing 3 164 328 492 656+
the experiential envelope and cannot hope to gain as
4 219 438 657 876+
much from these encounters as their peers that tempt
fate to overcome multiple challenges where the odds 5 273 546 819 1092+
no longer are overwhelmingly in their favor. 6 328 656 984 1312+
To put it more succinctly, taking on one or two
encounters and then retreating to fully heal up and
replenish spells before taking on another encounter Players that are content to only take on opponents
or two is simply not the same as pushing through and when the odds are massively in their favor (full hit
accomplishing the same aggregate number of points and spells) will advance much more slowly
encounters all in one go. than their more aggressive peers – but will likely
suffer fewer fatalities. It’s a tradeoff like everything
To simulate this, only award full experience for else in HackMaster.
overcoming creatures if the characters fight a
Obviously multiple catastrophic injuries may occur
Choose special treasures based on the average party treasures will be in use by the leaders of the foes your
member level to ensure that they receive items party faces. This is a delicate balance of which you must
appropriate to their current toughness and expected be aware as a GM. These items will make your PCs’
strength of opponents. Giving away inordinately fights tougher, but give them greater rewards. In the
powerful items compounds your job since you must case of usable items such as potions and wands, you
then beef up the players’ opponents in order to present need to be cognizant of the fact that if you put the
a challenge. items into the hands of monsters, they will use them,
It is highly probable that some of these special thus leaving your PCs down a special treasure or two.
203
Keep in mind that randomly generated special STEP 6: GET SOME DETAILS
treasures may not always please your characters. Try to
You’ve completed the big hurdles of adventure
get them to view these powerful items as windows of
design at this point, but its important to remember that
opportunity. Perhaps, for example, the Mage who
the little details are what makes an adventure
found a +2 Halberd can take a new weapon proficiency
memorable. It is well worth your time to engage in the
and Phalanx Fighting, instead of whining that he can
following activities once your adventure is fully
never engage in melee combat.
populated and laid out:
B ACK TO THE D UNGEON D ESIGN … 1. Write some flavor text: Give your players a feel of
Following the above charts and guidelines we see the sights, sounds and smells of the world they are
that there should be about 600sp worth of treasure in adventuring in. The more specific you can be, the more
our adventure, as well as four additional level 5 special real the whole thing will feel. NOTE: DO NOT use
treasures. Rolling on the appropriate charts gave us, in flavor text in such a way that it precludes your PCs
this particular instance: Dwarven Scalemail, a +2 actually using their skills. Avoid giving everything away
Scimitar, a Potion of Orcish Steadfastness, a Potion of in a flourish of details as you describe each room to
Speed and a Mage Scroll with the spells Sense precision the minute the players step foot in it. Instead,
Invisible Beings and Entrancing Lightshow on it. hold such text in reserve until such a time as the
players have made the appropriate skill checks. For
These items should be placed, with care, around our
instance, if a PC asks what he sees in the room, have
Lizard Men caves, with the Lizard Man Sub-Chief
him roll his Observation check, and then read your
Wielding the +2 Scimitar, the Mage Lizard Man
flavor text accordingly.
having the Scroll. You can see that it is possible to use
Special Treasures to present your players with tough 2. Flesh out NPCs: Head on over to the NPC
choices. For instance, we could choose to make the section of this book and give your NPCs notable
Dwarven Scalemail and Potions the items that were personalities and motivations. There’s nothing better
interred with the Nobleman’s ancestor, thus giving the for keeping an adventure memorable than a unique
players the choice to keep them and forfeit the EPs, or NPC or two. NOTE: This includes monsters! They
return them and forfeit the treasures (if you do this, can have quirks and flaws too, and if they are
however, you should add some additional items into the intelligent, they certainly shouldn’t be played as rote
dungeon). Whether you choose to walk such a dark and killing machines (unless that’s how the HOB tells you
twisted path is at your discretion as GM to play them). Try giving your monsters distinguishing
10: Design Advice
204
characteristics, or maybe even names. That way you Campaigns: turning a
aren’t always saying, “the Lizard Man attacks you, that
other Lizard Man attacks, this Lizard Man over here is series of one off
also attacking,” which gets boring real quick. You might adventures into a story
instead be saying “The Kregur with the missing eye
HackMaster can be played as one-off adventures,
lashes out at you and calls out in a guttural language to
where the PCs hang it up and retire after one quest (or
his companion. “Chaktuk!” He appears to yell, and
a series of related adventures), however, most players will
“Chaktuk” responds, a smaller and mostly orange Lizard
demand that you allow them to play their PCs in
Man, responds, leaping forward to attack you as well.”
more-or-less continuous play until they tire of it or their
3. Design with your players in mind: Way back in PCs perish. When it comes to ongoing play, also known
Step 1 we asked you to keep in mind the things your as ‘campaign play’, you have several options. We’ll
players like and dislike, as well as their strengths and discuss these below.
weaknesses. Try to include items, traps and moments in
String Theory: The simplest form of play, and where
your adventure that will force them to use their
most novice GMs begin and from which many GMs
relevant skills, and to avoid things that hold no use or
never waiver even after decades of game play, is to
utility for them. If no one in the party has any
simply string individual adventures together and fill in
lockpicking ability, don’t keep everything locked up. If
gaps as needed. The advantage of this stratagem is that
your PC recently pumped building points into his
it is easy on the GM. The players can keep and develop
jumping ability, design some traps that make him jump!
their PCs and the GM simply feeds them a steady diet
of adventure hooks that lead to challenges, monsters and
STEP 7: TEST treasure. KenzerCo’s stable of prepared
HackMaster adventures help immensely with this type
There isn’t much to say here beyond the fact that you of campaign as they provide ready-made play that hit
should always try to do at least some testing before the sweet spot of low-GM stress and prep time. The
running your players through an adventure. This can in- primary disadvantage of this method is that it is the
volve thinking through how your players might least fulfilling. It plays less like a novel and more like a
surprise and annoy you (keeping in mind that you will series of short stories with no theme or thread to pull
absolutely never think of everything, and they are sure them together. It’s a little more like playing Aesop’s
to do something strange, incomprehensible, and Fables than Lord of the Rings. Of course, many
unexpected that breaks your adventure and leaves you memorable events and characters can come from such a
scrambling), playing through some of the battles campaign and it can still be plenty enjoyable.
yourself, or if you have the luxury, getting fellow GMs However, particularly at higher levels, your players will
to weigh in on your adventure’s write-up. After you do begin to develop their own desires and motivations, so
this, make any fixes and tweaks that seem necessary. they may force you to take the campaign to
another level.
Overarching Story: This type of campaign has an
SUMMARY FOR CREATING AN
206
differently – they’ll remember that stupid actions well as increase the joy when they do get to dive in to
result in death, making the stakes seem higher and their favorite situations. But, generally, if your players
more realistic. hate puzzles, constantly stumping them with puzzles
Combination Play: The above ideas – sandbox, only serves to drive them from the game.
stringing adventures, Overarching Story I and II – can E NDING THE CAMPAIGN
be mixed and matched. Sandbox works with any of
them, while overarching stories can be wrapped around Eventually your campaign will come to an end.
or between adventures strung together and so on. Perhaps your players tire of their characters and enter
Undoubtedly, this list is by no means complete; as many into permanent retirement or else some or all of them
shades and styles exist as do GMs. The key is for you perish, forcing a fresh start with new PCs. The latter
to pick a play style that works for you and your players issue often seems like a vexing problem for GMs, even
and run with it. Hopefully the above provides you with forcing some to cheat in order to keep play going. This
some ideas to ponder. is pure folly. Once your players get a whiff of such a
rancid error, they will take advantage and then grow
G ENERAL GM CAMPAIGN ADVICE bored with you and your game. Fear not ending your
Regardless of play-style that you choose, certain self- campaign with death, imprisonment or the like! Not
evident truths exist. Preparing in certain areas will help only will this give your players an opportunity to
any campaign, as will avoiding certain pit-traps. At the improve by learning from their (ultimate) mistake, but
core level, the game must be fun. Do some soul it will dramatically increase the thrill of your next
searching and self-reflection with an end toward campaign. Why? Because your players will always have
determining the elements that you like best about the that creeping feeling that death could await them from
game. Is it tactical combat, weaving a story, being a bad decision. They may not thank you for it, but
surprised and delighted by your players’ crazy ideas or they’ll definitely appreciate it. Every life-or-death
actions? Then reflect a bit on what your players seem to moment or decision will carry extra weight and be that
like, or even outright ask them. Do they like losing much more gripping.
themselves in a fantasy for the evening, exploring If you are running an over-arching story game, such
uncharted lands, solving problems together, leveling up a result can seem a disaster, especially a total party kill
a character over time, the thrill of near-loss or even (TPK). This is where HackMaster’s brilliant protégé
death, camaraderie between the players? Figure out system shines most. Once your players have fully
what type of play that your players want and as long as embraced the protégé system, there will be an endless
it hits some of your own desires, give it to them (if there source of characters already passingly if not intimately
is no overlap, a very unlikely event, you may need a new familiar with the campaign and the deceased’s
group!). Do they like a lot of battles or do they prefer knowledge base. Even magic items and other
puzzles? Are they suckers for bleeding-hearts and possessions can pass this way. The end for a PC will
downtrodden PCs? Do they want to be heroic or more not spell end for the campaign, merely a passing of the
roguish? Do they like to parley or shoot first? guard. One positive byproduct is that it allows that
207
Treasure
Tables
T
his chapter contains randomized tables for Note that clerical scrolls present an exception in that
determining special treasure items appropriate each faith has its own spell list. Unlike arcane scrolls,
for various party strengths. This complements simply selecting X spells of Y level for a clerical scroll is
Chapter 10: Design where the methodology for placing insufficiently precise.
these items into your adventures was discussed. You should observe two rules. First, should the scroll
We suggest you employ random determination be found in the possession of a cleric, it is natural to
instead of choosing items as the former method ensures assume that the prayers contained on this holy writ
that single use or perishable items form a significant derive from his faith’s spell list. Alternatively, if the scroll
portion of the treasure for reasons listed below. is in the possession of a non-cleric (or in no one’s
However, given the possibly unique composition of possession if a secreted and long-lost document), then
your players, you may alternatively choose items to you should determine the faith of the inscriber at
better fit their characters since recovering a sizeable random per the chart below.
number of functionally useless items is demoralizing. A discussion of the specific rules applicable to
Roughly half of the magical and superior grade prizes cross-faith scroll usage can be found in Chapter 14:
11: Treasure Tables
To duplicate a d24, you will need a d6 and a d12. Roll the d6.
On a roll of 1-3, roll the d12 normally. On a roll of 4-6, roll d12+12.
To duplicate a d30, you will need a d6 and a d10. Roll the d6.
On a roll of 1-2 roll the d10 normally, on a roll of 3-4 roll d10+10,
and on a roll of 5-6 roll d10+20.
209
d100 Level 3 Special Treasures d100 Level 4 Special Treasures
01 buckler +1 01 Buckler +1
02-04 body shield
02 small shield +1
05-06 Studded Leather Armor* (Average Quality)
03-06 body shield
07-10 Ringmail* (Average Quality)
11-16 Scale Mail* (Average Quality) 07-09 Scale Mail* (Average Quality)
17-18 Arrows +1 (2d6) (50% all are silvered) 10-17 Chainmail* (Average Quality)
19 Bolts +1 (2d6) (50% all are silvered) 18 2d6 Arrows +2
20-35 Weapon +1 (determine randomly)
19 2d6 Bolts +2
36-39 Silvered Weapon (determine randomly)
40-42 d8p Arrows (or bolts) of Dissuasion 20-21 Huntsman’s Arrow or Bolt (2d4p)
43-45 Huntsman’s Arrow or Bolt (d6p) 22-34 Weapon +1 (choose to suit PCs)
46-50 Misc Item 35-37 Weapon +1 (random)
51-69 Potion (determine randomly) 38-40 Silvered Weapon (choose to suit PCs)
70-75 Healing Ointment
41-50 MIsc Item
76-81 Divine Scroll: d4p spells each being of level d4
51-69 Potion (determine randomly)
82-95 Arcane Scroll: d4p spells each being of level d4
96-00 Wand 70-75 Healing Salve
* randomly determine size per Armor Size Chart (p. 228) 76-81 Divine Scroll: d4p spells each being of level d4+1
** randomly determine per Weapons Chart (p. 228) 82-95 Arcane Scroll: d4p spells each being of level d4+1
96-00 Wand
d10 Potions (lvl 3)
* randomly determine size per Armor Size Chart (p. 228)
1-2 Potion of Orcish Steadfastness
** randomly determine per Weapons Chart (p. 228)
3-4 Minor Healing Potion
5 Elixir of Vocal Mastery
d8 Misc. Item (lvl 4)
6 Potion of Buoyancy
1 Choarek’s Shock Shoes
11: Treasure Tables
7 Potion of Sleep
8 Potion of Giantism 2 Dimarafar’s Debilitating Ring
9 Potion of Water Breathing 3 Elvish Rope
10 Tonic of Intemperance 4 Everful Flascon
5 Rogdan’s Coin
d8 Wands (lvl 3) 6 Trackless Travel Clothes
1 Wand of Discovery 30+d12p charges 7 Wrap of Protection (20 hp)
2 Wand of Flowers (20+d20 charges) 8 Xafoor’s Belt of Buoyancy
3 Wand of Illumination (20+d10p charges)
4 Wand of Water (2d10p charges) d12 Potions (lvl 4)
5 Wand of Mighty Weapons (8+d10p charges) 1 Potion of Orcish STeadfastness
6 Wand of Projectiles (d10p charges) 2-4 Minor Healing Potion
7 Wand of Lightning (d10p charges) 5 Elixir of Vocal Mastery
8 Wand of Healing (d10p charges) 6 Potion of Buoyancy
7 Potion of Sleep
d3 Misc. Item (lvl 3)
8 Potion of Giantism
1 Rogdan’s Coin
9 Potion of Water Breathing
2 Dimarafar’s Debilitating Ring
10 Tonic of Intemperance
3 Xafoor’s Belt of Buoyancy
11 Climber’s Draught
12 Mind Control
21 0
d10 Wands (lvl 4) d12 Potions (lvl 5)
1 Wand of Flowers (40+d20 charges) 1 Potion of Orcish Steadfastness*
2 Wand of Illumination (40+d10p charges) 2-4 Minor Healing Potion*
3 Wand of Water (25+d10p charges)
5 Potion of Buoyancy*
4 Wand of Mighty Weapons (15+d10p charges)
6 Potion of Sleep*
5 Wand of Projectiles (5+d10p charges)
7 Potion of Giantism
6 Wand of Lightning (5+d10p charges)
7-8 Wand of Healing (5+d10p charges) 8 Potion of Water Breathing
9 Wand of Fire & Flame (d10p charges) 9 Tonic of Intemperance
10 Wand of Biting (d10p charges) 10 Climber’s Draught
11 Mind Control
d100 Level 5 Special Treasures 12 Potion of Ardor
01-02 Buckler +1 * for this initial result, roll again for 2nd potion found
03-05 Small Shield +1
d10 Wands (lvl 5)
06-08 Medium Shield +1
1 Wand of Flowers (60+d20 charges)
09 Padded Armor +1
2 Wand of Illumination (50+d10p charges)
10-12 Chainmail* (Average Quality)
3 Wand of Water (30+d10p charges)
13-18 Leather Armor +1
4 Wand of Mighty Weapons (20+d10p charges)
19 2d6 Arrows +2 (25% all are silvered)
5 Wand of Projectiles (10+d10p charges)
20 2d6 Bolts +2 (25% all are silvered) 6 Wand of Lightning (10+d10p charges)
21-32 Weapon +1 (choose to suit PCs) 7-8 Wand of Healing (10+d10p charges)
33-34 Pathfinder arrow/bolt (d6p) 9 Wand of Fire & Flame (5+d10p charges)
35-40 Silvered Weapon +1 (choose to suit PCs) 10 Wand of Biting (5+d10p charges)
41-50 Misc Item
211
d12 Misc. Item (lvl 6) d100 Level 7 Special Treasures
1 Artesidet’s Resilient Bowstring 01-02 Small Shield +1
2 Boots of the Traveler 03-05 Medium Shield +1
3 Brooch of the Stars 06-07 Large Shield +1
4 Draper’s Lucky Coin 08 Body Shield +1
5 Elvish Rope 09-12 Chainmail +1
6 Everful Flascon 13 Padded Armor +2
7 Firefly Stones (2d4p) 14-15 Banded Mail
8 Gohlmaz’s Mighty Shovel 16-19 Leather Armor +2
9 Grandfather Morten’s Flagon 20 2d6 Arrows +2 (75% all are silvered)
10 Hasslefroff’s Harp 21 2d6 Bolts +2 (75% all are silvered)
12 Wrap of Protection (50 hp) 36-37 Silvered Weapon +2 (choose to suit PCs)
38-40 Bolt (or Arrow) of Pain (d4p)
d20 Potions (lvl 6) 41-50 Misc Item
6-7 Potion of Buoyancy* 76-81 Divine Scroll: d4p spells each being of level d4+4
8 Potion of Sleep* 82-95 Arcane Scroll: d4p spells each being of level d4+4
11-12 Potion of Water Breathing* * randomly determine size per Armor Size Chart (p. 228)
13 Tonic of Intemperance*
d20 Misc. Item (lvl 7)
14 Climber’s Draught
1-2 Alelard’s Belt of Ladder Weaving
11: Treasure Tables
15 Mind Control
3-4 Artesidet’s Resilient Bowstring
16 Potion of Ardor
5 Boots of the Traveler
17 Potion of Fleet Feet
6 Brooch of the Stars
18 Strength of Iron Brew
7 Draper’s Lucky Coin
19 Potion of Invisibility
8 Elvish Rope
20 Essence of Analgesia
9 Everful Flascon
* for this initial result, roll again for 2nd potion found 10 Firefly Stones (3d4p)
11 Gohlmaz’s Mighty Shovel
d10 Wands (lvl 6)
12 Grandfather Morten’s Flagon
1 Wand of Flowers (80+d20 charges)
13 Hasslefroff’s Harp
2 Wand of Illumination (54+d10p charges)
14 Linens of Healing
3 Wand of Water (35+d10p charges)
15 Poncho of Many Tapestries
4 Wand of Mighty Weapons (25+d10p charges)
16 Rogvimel’s Helm of Clear Thinking
5 Wand of Projectiles (15+d10p charges) 17 Shot Glass of Wisdom
6 Wand of Lightning (20+d10p charges) 18 Solomar’s Gossamer Garment
7 Wand of Healing (20+d10p charges) 19 Wrap of Protection (65 hp)
8 Wand of Fire & Flame (10+d10p charges) 20 Xafoor’s Earing
9 Wand of Biting (10+d10p charges)
10 Wand of Summoning (d10 charges)
212
d20 Potions (lvl 7) d100 Level 8 Special Treasures
1-2 Potion of Orcish Steadfastness** 01-02 Small Shield +1
3-5 Minor Healing Potion* 03-05 Medium Shield +1
6-7 Potion of Buoyancy* 06-07 Large Shield +1
8 Potion of Sleep* 08 Body Shield +1
9 Tonic of Intemperance** 09-12 Plate Mail
10 Potion of Giantism* 13-16 Splint Mail +1
11 Potion of Water Breathing* 17-20 Scale Mail +2
12 Climber’s Draught 21-33 Weapon +2 (choose to suit PCs)
13 Potion of Ardor 34-38 Silvered Weapon +2 (choose to suit PCs)
14 Potion of Fleet Feet 39 2d6 Arrows +3
15 Strength of Iron Brew 40 2d6 Bolts +3
16 Potion of Invisibility 41-50 Miscellaneous Item (see below)
18 Potion of Duplicity or Potion of Mind Control 76-81 Divine Scroll: d4p spells each being of level d4+5
19 Potion of Prescience 82-95 Arcane Scroll: d4p spells each being of level d4+5
* for this initial result, roll again for 2nd potion found * randomly determine size per Armor Size Chart (p. 228)
82-95 Arcane Scroll: d4p spells each being of level d4+7 1-2 Wand of Illumination (66+d10p charges)
3 Wand of Water (75+d10p charges)
96-00 Wand
4 Wand of Mighty Weapons (45+d10p charges)
* randomly determine size per Armor Size Chart (p. 228)
5 Wand of Projectiles (35+d10p charges)
d20 Potions (lvl 10) 6 Wand of Lightning (37+d10p charges)
1-2 Potion of Orcish Steadfastness** 7 Wand of Healing (40+d10p charges)
3-5 Minor Healing Potion** 8 Wand of Fire & Flame (30+d10p charges)
6 Potion of Buoyancy** 9 Wand of Biting (30+d10p charges)
7 Potion of Sleep** 10 Wand of Summoning (25+d10 charges)
8 Tonic of Intemperance**
9 Potion of Giantism**
10 Potion of Water Breathing**
11 Climber’s Draught*
12 Potion of Ardor
13 Potion of Fleet Feet*
14 Strength of Iron Brew*
15 Potion of Invisibility
16 Essence of Analgesia*
17 Potion of Duplicity or Potion of Mind Control
18 Potion of Prescience
19 Potion of Indefatigable Dynamism
20 Healing Potion
* for this initial result, roll again for 2nd potion found
** freebie - add to treasure & roll again on any such result
215
d100 Level 11 Special Treasures d10 Wands (lvl 11)
01 Buckler +2 1-2 Wand of Illumination (69+d10p charges)
02-04 Small Shield +2 3 Wand of Water (80+d10p charges)
4 Wand of Mighty Weapons (50+d10p charges)
05-07 Medium Shield +2
5 Wand of Projectiles (40+d10p charges)
08 Large Shield +2
6 Wand of Lightning (39+d10p charges)
09-12 Splint Mail +2
7 Wand of Healing (45+d10p charges)
13-16 Scale Mail +3
8 Wand of Fire & Flame (35+d10p charges)
17-20 Studded Leather +3 9 Wand of Biting (35+d10p charges)
21-25 Silvered Weapon +3 (choose to suit PCs) 10 Wand of Summoning (30+d10 charges)
26-37 Weapon +3 (choose to suit PCs)
38 2d6 Arrows +3 (75% all are silvered)
d24 Misc. Item (lvl 11)
39 2d6 Bolts +3 (75% all are silvered)
1 Amar’s Swift Sandals
41-50 Misc Item
2 Asaivalia’s Vambraces
51-75 Potion
3 Bannon’s Scissors
76-81 Divine Scroll: d4p spells each being of level d4+8
4 Crenlen’s Cowl
82-95 Arcane Scroll: d4p spells each being of level d4+8
5 Cyramore’s Shawm of Allurement
96-00 Wand
6 Daltharr’s Helm of Concentration
* randomly determine size per Armor Size Chart (p. 228)
7 Elvish Boots
8 Elvish Cloak
d20 Potions (lvl 11)
9 Frock of Distraction
1-2 Potion of Orcish Steadfastness**
10 Ghanim’s Ring of Hindsight
3-4 Minor Healing Potion**
11 Gloves of Pilphering
5 Potion of Buoyancy**
12 Gorinimar’s Ring of Berserk Strength
11: Treasure Tables
216
d100 Level 12 Special Treasures d24 Misc. Item (lvl 12) continued
01 Buckler +2 19 Rastur’s Woodland Boots
02 Small Shield +2 20 Robes of Storage
03-05 Medium Shield +2 21 Shalebeard’s Knuckles of Steadfastness
06-07 Large Shield +2 22 Shandlemar’s Necklace
08 Body Shield +2 23 The Veil of Mourning
09-12 Ring Mail +3 24 Trained Scarab
13-16 Chain Mail +3
17-20 Banded Mail +2 d20 Potions (lvl 12)
21-29 Weapon +4 (random) 1-2 Potion of Orcish Steadfastness**
30 2d6 Arrows +4 3 Minor Healing Potion**
31 2d6 Bolts +4 4 Potion of Buoyancy**
32-34 Silvered Weapon +3 (choose to suit PCs) 5 Potion of Sleep** or Tonic of Intemperance**
35-36 Dagger +4 6 Potion of Giantism**
37 Pray & Spray Crossbow 7 Potion of Water Breathing**
38 Malden’s Bow 8 Climber’s Draught*
39 Bolt/Arrow of Severe Pain (d4p) 9 Potion of Ardor
41-50 Misc Item 10 Potion of Fleet Feet*
51-70 Potion 11 Strength of Iron Brew*
71-75 Miscellaneous Item (see below) 12 Potion of Invisibility
76-81 Divine Scroll: d4p spells each being of level d4+9 13 Essence of Analgesia*
82-95 Arcane Scroll: d4p spells each being of level d4+9 14 Potion of Duplicity or Potion of Mind Control*
96-00 Wand 15 Potion of Prescience
* randomly determine size per Armor Size Chart (p. 228)
217
d100 Level 13 Special Treasures d24 Misc. Item (lvl 13) continued
01 Buckler +2 19 Pamphlet of Dexterous Acceleration
02 Small Shield +2 20 Rastur’s Woodland Boots
03-05 Medium Shield +2 21 Robes of Storage
06-07 Large Shield +2 22 Shandlemar’s Necklace
08 Body Shield +2 23 The Veil of Mourning
09-12 Plate Mail +2 24 Trained Scarab
13-16 Splint Mail +3
17-20 Scale Mail +4 d20 Potions (lvl 13)
21-29 Weapon +4 (choose to suit PCs) 1 Potion of Orcish Steadfastness**
30-32 Silvered Weapon +4 (choose to suit PCs) 2 Minor Healing Potion**
82-95 Arcane Scroll: d4p spells each being of level d4+10 14 Potion of Prescience
15 Potion of Indefatigable Dynamism
96-00 Wand
16 Healing Potion
* randomly determine size per Armor Size Chart (p. 228)
11: Treasure Tables
17 Potion of Speed
18 Potion of Mental Domineering
d24 Misc. Item (lvl 13)
19 Potion of Unyielding Vigor
1 Adurmak’s Helm of Inscrutable Vision
20 Soporific Potion
2 Amar’s Swift Sandals * for this initial result, roll again for 2nd potion found
3 Asaivalia’s Vambraces ** freebie - add to treasure & roll again on any such result
4 Cyramore’s Shawm of Allurement
5 Ebony Ball of Seeing d10 Wands (lvl 13)
6 Elvish Boots 1-2 Wand of Illumination (75+d10p charges)
7 Elvish Cloak 3 Wand of Water (88+d10p charges)
8 Frock of Distraction 4 Wand of Mighty Weapons (60+d10p charges)
9 Ghanim’s Ring of Hindsight 5 Wand of Projectiles (50+d10p charges)
10 Hilu’A’s Helm of Honor 6 Wand of Lightning (43+d10p charges)
11 Horseshoes of Lissomeness 7 Wand of Healing (55+d10p charges)
12 Jishaja’s Ball of Direction 8 Wand of Fire & Flame (47+d10p charges)
13 Libriam of Translation 9 Wand of Biting (45+d10p charges)
14 Liniran’s Mask 10 Wand of Summoning (42+d10 charges)
15 Mandolin of Summoning
16 Medallion of Shielding
17 Medusa Headed Lantern of Sobeteta
18 Norgren’s Key of Quick Escapes
218
d100 Level 14 Special Treasures d24 Misc. Item (lvl 14) continued
01 Buckler +2 19 Robes of Storage
02 Small Shield +2 20 Shandlemar’s Necklace
21 Sipagar’s Cape of Invulnerability
03-05 Medium Shield +2
22 The Veil of Mourning
06-07 Large Shield +2
23 Trained Scarab
08 Body Shield +2
24 Mask of the Frightful Visage
09-12 Ring Mail +4
13-16 Chain Mail +4
d20 Potions (lvl 14)
17-20 Banded Mail +3
1 Minor Healing Potion**
21-22 Weapon +4 (choose to suit PCs)
2 Potion of Buoyancy**
23-31 Silvered Weapon +4 (choose to suit PCs)
3 Potion of Sleep** or Tonic of Intemperance**
32-33 Weapon +5 (random)
4 Potion of Giantism**
34 2d6 Arrows +4 (50% all are silvered)
5 Potion of Water Breathing**
35 2d6 Bolts +4 (50% all are silvered)
6 Climber’s Draught*
36 Pray & Spray Crossbow
7 Potion of Ardor
37 Malden’s Bow
8 Potion of Fleet Feet*
38 Bolt/Arrow of Severe Pain (2d4p)
9 Strength of Iron Brew*
39 Heat Seeking Bolt/Arrow of Thunder (d6p)
10 Potion of Invisibility
40 Bolt/Arrow of Kismet (d6p)
11 Essence of Analgesia*
41-50 Misc Item
12 Potion of Duplicity or Potion of Mind Control*
51-75 Potion
13 Potion of Prescience
76-81 Divine Scroll: d4p spells each being of level d4+11
14 Potion of Indefatigable Dynamism
82-95 Arcane Scroll: d4p spells each being of level d4+11
15 Healing Potion
96-00 Wand
219
d100 Level 15 Special Treasures d20 Potions (lvl 15)
01 Buckler +3 1 Potion of Buoyancy**
02-04 Small Shield +3 2 Potion of Sleep** or Tonic of Intemperance**
220
d100 Level 16 Special Treasures d24 Misc. Item (lvl 16) continued
01 Buckler +3 15 Medallion of Shielding
02 Small Shield +3 16 Minsel’s Everful Wine Jug
03-04 Medium Shield +3 17 Norgren’s Key of Quick Escapes
05-06 Large Shield +3 18 Pamphlet of Dexterous Acceleration
07 Body Shield +3 19 Shandlemar’s Necklace
08 Boelain’s Blocker 20 Sipagar’s Cape of Invulnerability
2 21
d100 Level 17 Special Treasures d24 Misc. Item (lvl 17) continued
01 Buckler +3
17 Mitrasa’s Painting
02 Boelain’s Blocker
18 Norgren’s Key of Quick Escapes
03 Small Shield +3
04-05 Medium Shield +3 19 Pamphlet of Dexterous Acceleration
06-07 Large Shield +3 20 Sipagar’s Cape of Invulnerability
08 Body Shield +3 21 Spirit of Sorrow
09-14 Banded Mail +5 22 The Veil of Mourning
15-20 Splint Mail +5
23 Trained Scarab
21-23 Weapon +5 (choose to suit PCs)
24 Whenozh’s Magic Carpet
24-25 Silvered Weapon +5 (choose to suit PCs)
26 2d6 Arrows +5 (50% all are silvered) d24 Potions (lvl 17)
27 2d6 Bolts +5 (50% all are silvered)
1 Minor Healing Potion**
28 Malden’s Bow
2 Potion of Buoyancy**
29 Bolt/Arrow of Severe Pain (3d4p)
30 Heat Seeking Bolt/Arrow of Thunder (3d4p) 3 Potion of Sleep** or Tonic of Intemperance**
31 Staff of the Terrifying Mage 4 Potion of Giantism**
32 Shyllas’s Staff of Stunning 5 Potion of Water Breathing**
33 Sabeleen’s Short Sword of Quickness 6 Climber’s Draught*
34 Orc Masher
7 Potion of Ardor
35 B’gel’s Staff of Massive Whacks
8 Potion of Fleet Feet*
36 Spear of the Ages
37 Rathlemore 9 Strength of Iron Brew*
38 Furum’s Leprechaun Blade 10 Potion of Invisibility
39 Forma’s Staff of Rapid Whacks 11 Essence of Analgesia*
40 Bogbek’s Staff of Battle Dancing 12 Potion of Duplicity or Potion of Mind Control*
51-70 Potion
13 Potion of Prescience
11: Treasure Tables
223
d10 Wands (lvl 18) d24 Misc. Item (lvl 19)
1-3 Wand of Illumination 92+d8 charges 1 Adurmak’s Helm of Inscrutable Vision
4 Wand of Mighty Weapons (85+d10p charges) 2 Bastionary Medallion
5 Wand of Projectiles (75+d10p charges) 3 Brovled’s Rings of Reciprocation
29 Rathlemore
30 Furum’s Leprechaun Blade d30 Potions (lvl 19)
31 Forma’s Staff of Rapid Whacks 1-2 Potion of Orcish Steadfastness**
2 24
d30 Potions (lvl 19) d100 Level 20 Special Treasures continued
27 Venus Elixir 76-81 Divine Scroll: d4p spells each being of level d4+16
28 Potion of Hill Giantism 82-95 Arcane Scroll: d4p spells each being of level d4+16
29 Major Healing Potion
96-00 Wand
30 Potion of Hoar Frost Giantism
* randomly determine size per Armor Size Chart (p. 228)
* for this initial result, roll again for 2nd potion found
** freebie - add to treasure & roll again on any such result
d20 Misc. Item (lvl 20)
225
d30 Potions (lvl 20) Random Weapon Determination
1-2 Potion of Orcish Steadfastness** Weapon d1000
2-5 Minor Healing Potion** Axe, battle 001 – 042
6 Potion of Buoyancy** Axe, hand 043 – 057
7 Potion of Sleep** or Tonic of Intemperance** Club 058 – 063
8 Potion of Giantism** Dagger 064 – 117
Flail 118 – 148
9 Potion of Water Breathing**
Knife 149 – 171
10 Climber’s Draught*
Lance 172 – 179
11 Potion of Ardor
Mace 180 – 218
12 Potion of Fleet Feet*
Morning Star 219 – 233
13 Strength of Iron Brew*
Pick, Military 234 – 245
14 Potion of Invisibility
Pole Arm, Bardiche 246 – 262
15 Essence of Analgesia* Pole Arm, Bec de Corbin 263 – 268
16 Potion of Duplicity or Potion of Mind Control* Pole Arm, Bill-Guisarme 269 – 273
17 Potion of Prescience Pole Arm, Fauchard 274 – 275
18 Potion of Indefatigable Dynamism Pole Arm, Fauchard-Fork 276 – 277
19-20 Healing Potion Pole Arm, Fork, Military 278
21 Potion of Speed Pole Arm, Glaive 279 – 297
22 Potion of Mental Domineering Pole Arm, Glaive-Guisarme 298 – 309
23 Potion of Unyielding Vigor Pole Arm, Guisarme 310 – 311
24 Soporific Potion Pole Arm, Guisarme-Voulge 312 – 315
25 Potion of Breathlessness Pole Arm, Halberd 316 – 334
26 Potion of Enhanced Invisibility Pole Arm, Partisan 335 – 340
27 Venus Elixir Pole Arm, Pike 341 – 347
28 Potion of Hill Giantism Pole Arm, Ranseur 348
29 Major Healing Potion
Pole Arm, Short Spear 349 – 371
11: Treasure Tables
226
Non-Monetary
Treasures
2 27
Looking over the provisions list, Table 12.1: Valuable Items (d1000)
oysters strikes my eye. That seems like
something lizardmen might like. I Armor & Weaponry
therefore add a hundred pounds of 001 - 068 Arms cache
oysters to their larder (5 sp). This is not
069 - 148 Arme de vertu (Table 12.2)
a lot of value but it has, again, provided
some character to the tribe. 149 - 189 Bouclier de vertu (Table 12.3)
Vanilla turns out to be quite Artwork
expensive so I opt to give them a 190 - 214 Painting (see Table 12.4 for subject matter)
quarter pound of the stuff (75 sp). This
leads me to think that perhaps vanilla 215 - 261 Sculpture (see Table 12.5 for subject matter)
oyster stew is a special dish of theirs. 262 - 340 Objet d'art (see Table 12.6 for subject matter)
This might be useful for flavor text and
Books, Maps & Documents
is another quirky aspect that I can
play on. 341 - 370 Book (see Table 12.7 for sample titles)
I decide to make the hawking glove 371 - 376 Map or Document
worth 60 sp. There is no real reason for 377 - 378 Scribe Materials
doing so other than I don’t want to
overload any particular item. 10% of Furs & Pelts
the total just seems right. 379 - 492 Furs 'n Pelts
Admittedly I’ve only generated 140 493 - 520 Monster trophy
12: Non-Monetary Treasure
229
Table 12.2: Decorated Weapons [arme de vertu] (d100) continued ceiling with torchlight reflecting off its wings.
Might even serve as a misdirect that could tempt
60 - 61 1 Guisarme-Voluge—Runic inscriptions are etched into the blade using tourmaline
someone to attack and destroy it. Yea, it’s going
2 Guisarme-Voluge—Blade inlaid with the image of a galloping, riderless horse
on the ceiling in the main hall.
3 Guisarme-Voluge—Blade shaped like the grinning face of a dragon
The last item is the statuette of a glaring eye.
4 Guisarme-Voluge—Blade is inset with red corundum in a faux bloodstain
What to do… All of a sudden I catch a glance at
62 - 63 1 Halberd—Head resembles the heads of a chimera: snake spear point, eagle beak hook, and lion’s maw axe blade
my Hacklopedia. That’s it! It’s the eye from the
2 Halberd—Inscription on the head is prayer for good luck, inlaid in silver
cover rendered in 3D. I go back and see where I
Halberd—Gold skull with crown in the center of the head, spear point comes out the crown, blade out
3 am on treasure before assigning a value. I’m at 430
of the mouth, and hook out the back
64 1 Partisan—Head shaped like a jetting squid with coiled tentacles
so I’ll just make it worth 70 sp to even out at 500.
The remaining 100 sp will be dispersed as coins.
2 Partisan—Head shaped like three bladed leave, green tempered metal
3 Partisan—Branching points at the base resemble the outstretched wings of a bat, metal is blackened Epilogue: With several rolls and a little creative
65 Pike—Head resembles a twisting conch shell
thinking, I now have a bunch of unique treasure
to stock my lair with. More importantly, the
66 Ranseur—Head resembles a flame issuing from a brazier
process inspired me to develop a lot of interesting
67 Short Spear—Head is silvered and serrated
details for the monsters. My little dungeon has
68 Spear—Elongated head resembles a wyvern head
definitely benefitted from this system.
69 Spetum—Head is gilt with burnished gold and set with blue citrines
70 Trident—Head has a coral and kelp motif
I TEM D ETAILS
71 Voluge—Filigreed blade etched with eyes peering out from coiling brambles
72 Scourge—Thongs tipped with cruel talons Arms Cache: This is a collection of standard
quality arms, armor & shields. Ideally such a
12: Non-Monetary Treasure
73 Scythe—Small skeletons perching on each other’s shoulders grip this weapons curved blade
cache should offer tangible benefits other than
74 Staff—topped with an open eye made from brass and garnet mere resale value as it can be a replenishment
75 - 76 Sword, Broadsword—A whitish blade emerges from a hilt wrapped in yeti hide source to replace broken shields, restock
77 - 78 Sword, Greatsword—heavy blade is wavy and inlaid with patterns of leaping flame ammunition or to equip allied NPCs.
79 - 84 1 Longsword—Ivory grip carved in the shape of a biting eel Arme/Bouclier de vertu: These are weapons
2 Longsword— Onyx grip and pommel in the shapes of coiling centipedes and shields that have been aesthetically enhanced
3 Longsword—Pommel shaped like a snarling ghoul making them a distinctive and valuable art object
4 Longsword—Pommel has an owl face with amber eyes on their own. This ornamentation, which could
5 Longsword—Hilt emblazoned with silver dwarf runes consist of gilding, filigree, pommel stones,
engraving, et cetera is meant to be a tangible
6 Longsword—Blade is a deep green, inlaid with images of snakes
display of the wealth (and thus inferentially
7 Longsword—Hilt resembles ebony tree branches
power) of the wielder of the object in question.
8 Longsword— Pommel set with four citrines
Such items are not museum pieces as they are
9 Longsword— Cross guard like the horns of a bull
meant to be used to full deadly effect. Quality (i.e.
0 Longsword—Pommel shaped like a blazing sun +1 to +5) items are often so adorned making them
85 Sword, Sabre—Curved silver blade etched with charging horsemen both a special item and a treasure simultaneously.
86 Sword, Scimitar—Golden hilt is wrapped with giant lizard scales, blade is highly plished If you choose to augment a quality item, be
87 - 88 Sword, Short Sword—Bronze-colored blade inlaid with gold filigree depicting darting foxes careful not to assign too great a value to the
89 Sword, Two-Handed-- Wide blade etched with coiling dragons decoration, as the value of this treasure is
90 - 91 Warhammer—Raised icons of a black anvil are on either side of this hammer’s head inaccessible until the underlying quality item is
Warhammer, Great—The cobalt colored head of this warhammer has a stamp on it in the shape of a sold. You don’t want to force players to part with
92
mist shrouded mountain their hard won and best sword just to pay the rent.
93 Axe, Throwing—Haft is capped with silver filigree depicting rushing rivers Paintings: Visual media is rare in the
94 Crossbow, Heavy—Bolts emerge from the golden mouth of a grotesque frowning gargoyle pre-photographic era and recognizable as, if
95 Crossbow, Light—Limbs plated in silver bands etched with scenes of autumn nothing else, a curiosity worth retaining. Those
96 Javelin—Carved with images of falling lightning bolts inclined to destroy artwork out of sheer contempt
97 Knife, throwing—Blackened blades etched with biting flies for anything of aesthetic value are probably
similarly motivated to melt down jewelry and
98 Longbow—Elven runic script runs up and down the limbs inlaid in silver
other art objects for their value as bullion. Bear
99 Shortbow—Images of towering trees in full bloom line the limbs this in mind if you object to ‘monsters’ possessing
00 Sling—Made from hydra leather effete items of value.
Paintings have a distinct advantage, from a
looter’s perspective, in that they are portable.
Other visual media, such as wall murals or
bas-reliefs, have little independent value owing to
230 their fixed emplacement.
Table 12.3: Shield Ornamentation [bouclier de vertu] (d100)
01 - 02 Shield ornamentation: Silver-leaf Boss Shaped like Grinning Demon 51 - 52 Shield ornamentation: Silver Boss resembles a full moon
03 - 04 Shield ornamentation: Gold-Leaf boss shaped like a burning sun 53 - 54 Shield ornamentation: Bronze Boss resembles a swooping bat
05 - 06 Shield ornamentation: Shield is girded with silver 55 - 56 Shield ornamentation: Brass girding shaped like a king’s crown
07 - 08 Shield ornamentation: Shield is inset with five jet stones 57 - 58 Shield ornamentation: Silver boss resembles a grinning skull with emerald eyes
09 - 10 Shield ornamentation: Shield boss is an brass turtle shell design 59 - 60 Shield depicts: A demon sticking out its tongue
11 - 12 Shield ornamentation: Shield is girded with silver rats biting each others’ tails 61 - 62 Shield depicts: A charging bull auroch
13 - 14 Shield ornamentation: Bronze details make the shield resemble a rib cage 63 - 64 Shield depicts: A black stag beetle
15 - 16 Shield ornamentation: Bronze boss shaped like a ram’s head 65 - 66 Shield depicts: An albino bat on a black background
17 - 18 Shield ornamentation: Bronze Boss has a starburst design 67 - 68 Shield depicts: An anthropomorphic Golden Sun with a Placid Expression
19 - 20 Shield ornamentation: Gold boss has a twisting knot design 69 - 70 Shield depicts: A Blue Lobster aggressively displaying its claws
21 - 22 Shield ornamentation: Silver Boss resembles a open eye 71 - 72 Shield depicts: A Lightning bolt from a Storm Cloud
23 - 24 Shield ornamentation: Silver Boss resembles a grotesque face 73 - 74 Shield depicts: A Stag with wide antlers
25 - 26 Shield ornamentation: Boss resembles a smiling medusa 75 - 76 Shield depicts: A Golden Bear Rampart on a black background
27 - 28 Shield ornamentation: Boss is emblazoned with Dwarven curses 77 - 78 Shield depicts: A Blood Red Shark
29 - 30 Shield ornamentation: Black Shield ringed with chunks of yellow amber 79 - 80 Shield depicts: A Snarling Dog
31 - 32 Shield ornamentation: Brass girding resembles coiling snakes 81 - 82 Shield depicts: A Skull Wreathed in Flames
33 - 34 Shield ornamentation: Bronze girding resembles twining centipedes 83 - 84 Shield depicts: A Yellow Background with a Black Hawk
35 - 36 Shield ornamentation: Brass girding reaches inwards like skeletal hands 85 - 86 Shield depicts: A Screeching Medusa’s Head
37 - 38 Shield ornamentation: Gold girding resembles roiling waves 87 - 88 Shield depicts: An Open Eye
2 31
Table 12.4: Visual Subject Matter (d100)
01 A Bearded Philosopher in Deep Thought 51 Disturbing Painting of Eyes Staring out from behind Cattails
02 A Beautiful Svimozhish Lady surrounded by Tropical Birds 52 Fhokki Tribesmen Burn their Chief’s Longship
03 A Cityscape of an Artisan’s Quarter as Viewed from the Artist’s balcony 53 Fireflies in a Field at Night
04 A Congress of White Owls Stare down from a Barn’s Rafters 54 Frogs Languishing on a Lilly
05 A Crumbling Windmill Casting a Long Shadow at Dusk 55 Gnomish Tunnelscape of a Badger’s Den
06 A Dance at Court with Musicians 56 Gnomish Tunnelscape of a Mole Eating Roots
07 A Dark-haired Nobleman Poses Confidently with a Fat Pork Loin 57 Gnomish Tunnelscape of an Ant Colony
08 A Drunken Jester at Sport 58 Grostesque of an Adventurer being Rent Asunder by a Gigantic Beetle
09 A Dwarven Woman Displays Her Beautiful, Black Beard on a Velvet Pillow 59 Grotesque of a Madman’s Twitching Face
10 A Fhokki Woman Standing Over a Slain Ogre 60 Grotesque of a Screaming, Toothless Old Woman
11 A Giant Striding over a Mountainside 61 Grotesque of a Smirking Plague Victim
12 A Golden Tiger Prowls Through Bamboo 62 Grotesque of a Spider Spinning up a Fly in its Web
13 A Grand Potentate with his Seven Frowning Brides 63 Grotesque of an Orcish Cook Preparing a Putrid meal
14 A Grimacing Guardsman with an Eye patch 64 Grotesque of Hyenas Ripping Apart a Wildebeest
15 A Grotesque of a Crippled Hobgoblin Beggar 65 Jesters Chase a Greased Sow to a Crowd’s Delight
16 A Herald with an Incredulous Smile Reads from a Scroll 66 Knights Jout as their Audience Cheers
17 A Heron with a Silver Fish in its Beak 67 Ladies Playing Croquet in a Courtyard
18 A Huntsman Shoots and Misses a Pheasant in Mid Flight 68 Landscape of a Prosperous Apple Orchard in Autumn
19 A Huntsman Spears a Wild Boar 69 Landscape of Peasants Playing on a Frozen Lake
12: Non-Monetary Treasure
20 A Huntsman’s and his Hounds Chase a Black Bear 70 Larks Flying over a Berry Bush
21 A Man Clinging to Flotsam in a Heaving Ocean Swell 71 Lighting Flash over a Desperate Duel between two Swordsmen
22 A Peasant Asleep under a Tree 72 Lighting Storm over Bet Kalamar
23 A Poet Writing in Consternation 73 Lovers Exchange a Furtive Glance over the Dinner Table
24 A Raucous Moot of Fhokki Tribal Chieftains 74 Macabre Portrait of a Well-Dressed Skeleton
25 A Red-bearded Dwarf in his Smithy 75 Merchants Vie for Attention in an Exotic Bazaar Scene
26 A Rowdy Barroom Brawl 76 Oil Merchant Clutching her Small, Trembling Dog
27 A Shadow Looms Over an Remote Cottage 77 Portrait of a Bishop in Exquisite Vestments
28 A Shepard in the a Mountain Glen 78 Portrait of a Famous Reanaarian Actor Applying his Makeup
29 A Ship Floundering in a Storm 79 Portrait of a Kalamaran Officer with his Helmet under one Arm
30 A Smiling Baroness holding her Pet Monkey 80 Portrait of a Portly Spice Merchant
31 A Snowy Peak 81 Portrait of a Red-haired Lady Holding a Quill to Parchment
32 A Svimozhish Scholar Regards a Map 82 Portrait of a Stern Noblewoman Braiding a Young Girl’s Hair
33 A Tropical Parrot in Flight over the Jungle 83 Portrait of a Wealthy Child on a Horse
34 A Wealthy Child ties a Ribbon Round her Tiny Pet Pig 84 Portrait of a Wizened Type Setter Smiling Weakly
35 A Wine Baron’s Morose Wife 85 Rain Falls as Three Aging Journeymen Smoke their Pipes under a Tree
36 An Albino Whale Breaching over a Warship 86 Satirical Portrait of Neighboring Kingdom’s Ruler
37 An Apiarist Tends to his Swarming Hives 87 Shining Fish Jump into the Boat of Two Surprised Fishermen
38 An Apothecary’s Crowded Store Bustles with Activity 88 Still Life of a Wheel of Cheese and a Freshly Cut Apple
39 An Elderly Duchess Presents an Astrolabe 89 Street Musicians Drawing a Crowd
40 An Elderly Lord Holding up his Pet Finch 90 Sunset over the Harbor
41 An Elderly Nobleman Plucks at a Lute in Frustration 91 The Coronation of the Emperor
42 An Inaccurate Rendering of a Crocodile (in deep blue) 92 The Damned are Tormented by Demons
43 An Inaccurate Representation of a Hippopotamus (in pale yellow) 93 The Faithful Ascend to their Reward
44 An Oddly Accurate Still Life of a Noblewoman’s Breakfast 94 The Return of Desmond, the Hero
45 Beautiful Ladies at their Sewing 95 The Twenty Bandit Poets of Reanaaria Bay in Repose
46 Bucolic landscape 96 Thirteen Doctors Inspect a Cadaver on an Operating Table
47 Comedic Painting of a Snorting Ox Charging a Buffoonish Farmhand 97 Townsfolk Marvel at a Bizarre Sea Creature Washed Up on Shore
48 Dejy Tribesmen in a Group Portrait 98 Triptych of the Sinking of the Ship “Maarten’s Battery” by “The Kestrel”
49 Diptych of a Popular Comedic Actress in her Motley and in a Fashionable Gown 99 Triptych of Three Brothers; A Monk, A Knight, and a Drunk
50 Diptych of Exhausted Newlyweds and their Crying Baby 00 Two Sisters Holding Fesitval Masks
232
Table 12.5: Sculpture and Statuettes (d100)
01 A Crouching Tiger, Bronze 51 A Man Locked in a Pillory, wood
02 Three Sneering Goblins, Clay 52 Jellyfish stinging a small eel, glass
03 A Dying Giant Clutches a Wound, Marble 53 Long necked tortoise, black marble
04 A Woman Holds Up a Wolf Pelt in Exultation, Bronze 54 Giant Earthworm, silver
05 A Squid with Many Tentacles, Brass 55 Three-Masted Ship with Billowing Sails, marble
06 Grinning Skull, Black marble 56 Queen Bee on a Honeycomb with Swarming Drones, amber
07 A Man in Quiet Contemplation, Marble 57 Paunchy Fool in Motley, wooden
08 A Dragonfly, Clay 58 Empty Throne, garnet
09 A Grotesque Froglike Person, Bronze 59 Thorny Rose, Rose Quartz
10 Young Maid Reclining, Ivory 60 Corrosive Ooze filled with Victims, glass and jet
11 A Barking Dog, Wood 61 King’s Carriage, silver
12 Falcon Statuette, ebony 62 Giraffe Chewing on Leaves, clay
13 Troll, Wooden 63 Nautilus Shell, Marble
14 Painted Horse, Wood 64 A thin, bearded man staring down from a white throne, Marble
15 Life-size statue of an armless woman, marble 65 Child About to Pour a Bucket of Water on a Sleeping Monk, wood
16 A King Crowned with Coral, Bronze 66 Ghoul chewing on a human arm, onyx
17 A Lounging Pig, wood 67 Wide Eyed Barn Owl, Ivory
18 An anatomically correct skeleton, marble 68 Jaguar Mid-Pounce, ebony
19 Bust of an Ettin, Brass 69 Sarcophagus with Emerging Hand, Sandstone
233
Table 12.6: Objets d’art (d40)
01 A miniature coffin with a hinged lid, brass 21 False fruit, wax
02 Pipe tamper in the shape of a grinning drake, brass 22 Mortar and pestle inscribed with snaking runes
03 Skull Stamp, silver 23 Delicate painted egg in a silver box
04 Tobacco box with a face of leaves engraved on it, tin 24 Fhokki warrior chess set, ivory and ebony
05 Small hand mirror gilt bordered with images of dryads, bronze 25 Carved leaves in autumn colors, garnet and amber
06 Salt and Pepper Shakers in the shape of small elephants, glass 26 Pot painted in the the image of a two-headed calf, clay
07 Long Stemmed Pipe with geometric flourishes, rose wood 27 Candle holder in the shape of a elephant, brass
08 Ornate Paperweight shaped like an Anchor, gypsum 28 Medallion inscribed with a religious scene, copper
09 Inkwell shaped like an open mouthed frog, silver 29 Sportsman’s discus covered in manta ray motifs, tin
10 Snuff Box embossed with a pointed nose, copper 30 Miniature loom and weaver, gold and teak
11 Stoppered bottle with an embossed phoenix, glass 31 Candle holder shaped like a grasping frog, bronze
12 tea-kettle decorated with sheaves of wheat, Porcelain 32 Shoehorn shaped like a pterodon, ebony
13 urn depicting reclining skeletons, Black glass 33 Elaborate toothpick, pearl and gold filigree
14 incense burner shaped like a octopus, Gold 34 Small silver ball
15 Stoppered jar in the shape of a human heart, brass 35 Two dragonfly wings, glass and silver filigree
16 Camouflaged box shaped like a ripe onion, amber 36 Bookmark with constellation designs, velvet and goat hair
17 A small tobacco box shaped like a flower garden, bronze and garnet 37 Shepherd’s crook carved into the shape of an ent, oak
18 Pipe in the shape of a gutted crocodile, rosewood 38 Writing Quill set into a finger bone, bone and peacock feather
19 Tamper shaped like a wide machete, rosewood 39 Tattooist’s tools, fox bone
12: Non-Monetary Treasure
20 Paperweight in the shape of a squatting troll, pewter 40 Fishing hook and night crawler lure, bone and sinew
234
Sculpture: Statuary is an art form of universal appeal. always nice, it does not measure up to the standards of
Statues need not be life-sized depictions of the human an item of value. Ideally, the map is a
form in marble à la Venus de Milo. In fact, such a honest-to-goodness treasure map that prompts a new
treasure is often a booby prize given the immense expedition to determine precisely what “X” marks.
difficulty of transport. You may wish to occasionally Document: This needn’t be a mere scrap of paper.
emplace such an item so as to test your players’ logistic Documents can take a variety of forms. Some may have
ingenuity but this should not be the norm. Most value as legal documents (a deed or even a promissory
sculptures placed as treasure should ideally be no more note), as blackmail (those implicated in the document
than 2 feet in height or 50 pounds in weight. may pay well for it) or as a historical curio. Though
Sculptures usually seek to capture the likeness of a most often paper, a document could well be stone
living form but materials can vary broadly to include tablets or a bronze plaque.
examples such as a painted wooden carving of a troll, an Scribe Materials: Though seemingly appropriate
ebon falcon or an angelic visage captured in bronze. only for novice treasure finds, there’s more to this
Value is highly subjective thus you should feel free to category than the functional (but often highly useful)
assign any value appropriate to the scenario. listings in the Player’s Handbook. Woodcuts, stamps,
Objet d’Art: This category of treasure includes gilded pages awaiting lettering and unusual or rare
well-made decorative pieces, baubles, and tchotchkes. quills are but some examples.
They may be fabricated from precious metals and the Furs and Pelts: One normally thinks of the hides of
most valued pieces will certainly bear gems. The small mammals when the term ‘furs’ is bandied about.
fundamental differentiation between these objects and While fox, beaver and mink pelts are indeed valuable,
jewelry is that the latter is intended to be worn while one should interpret this category more broadly to
the former is not.
235
Table 12.8: Jewelry (d100)
01 Amber pendant with a bee caught inside 51 Large Pin depicting ruby lobsters arranged on a sapphire whirlpool
02 Amethyst pendant shaped like a chrysanthemum 52 Linked Beestings Nose Chain
03 Ammolite rimmed monocle 53 Miniature silver scroll container with a full text stored inside
04 Archer’s gold etched brass thumb ring 54 Moon pendant with a small emerald bat
05 Basic copper pendant with a star motif 55 Necklace with a small golden songbird
06 Birdcage shaped copper necklace with functioning door 56 Noblewoman’s Ivory and Gold Chatelaine
07 Black opal ring shaped like an open eye 57 Onyx earrings shaped like storm clouds
08 Bloodstone Studded Bangles 58 Onyx Scarab inlaid with Lapis Lazuli, Emerald, and Ruby Detailing
09 Blue Jade Encrusted Armlet with Entwining Centipede Pattern 59 Opal and Silk Choker
10 Brass and Bronze Beaded Jaguar Pendant 60 Orange and White Seashell anklet
11 Brass and moonstone circlet with a crescent motif 61 Orca tooth pin topped with miniature amber whale
12 Brass Torc 62 Overlapping silver “fish scales” forearm bracer
13 Bronze hair Fasteners shaped like flying beetles 63 Owl Feather Anklets Bound with Yellow String
14 Bronze Spice Guild Medal on a Blue Ribbon 64 Owl tiara with corundum feathers
15 Charm necklace of polished bone 65 Pale Pink Citrines arranged around a silver nose ring
16 Child size circlet of silver in the shape of coiled flowers 66 Pearl nostril ring
17 Copper coin string earrings 67 Pendant with five jets arranged into a pentagram
18 Copper locket with two lovers’ portraits 68 Pewter and Jet Snuff Ring
19 Copper Medallion with Frog Design 69 Pink Amethyst Amulet with Silver Chain
12: Non-Monetary Treasure
20 Coral and corundum eel shaped bracelet 70 Plucked feather septum piercing
21 Coral bracelets shaped like seahorses 71 Polished Ebony Beaded Necklace
22 Coral facial piercing in the shape of a crab claw 72 Red Agate Amulet with a Moon and Sun Design
23 Crocodile tooth necklace on a brass chain 73 Ring with a perfectly articulated diamond skull
24 Crown of freshly braided flowers tied with a red ribbon 74 Round stone pendant with a strange fossil
25 Delicate lime green peridot protection charm in a silver locket 75 Silver and sunstone dental overlay
26 Disturbing Coronet of Unidentified Mixed Bones 76 Silver brooch with a cameo of a dwarven lady
27 Ebony hairpin carved like a sleeping panther 77 Silver circlet with pink diamond poppies
28 Elaborate brass anklet shaped like writhing adders 78 Silver Hair Fastener
29 Elaborate Carnelian Cylinder Seal in an Owl Shape 79 Silver raven pin
30 Elaborate kraken ring with golden tentacles and aquamarine suction cups 80 Simple Bronze Circlet
31 Elaborate, draping earring of gold dipped ostritch feathers 81 Skull Mask Encrusted in Black Diamonds
32 Emerald Engraved with a Poet’s Profile 82 Slave Master’s Malachite and Iron Diadem
33 Emerald Hand pendant with poseable fingers and golden knuckles 83 Small Conch Pendant
34 Fanged tiger ring with fire opal stripes 84 Small, anatomically accurate ruby heart pin
35 Fire opal ring in the shape of a manticore’s face 85 Spherical “giant’s eye” sunstone pendant
36 Glass pendant holding an ounce of mercury 86 Spider ring with garnet eyes
37 Gold Plated Nautilus Pendant 87 Sunrise Pattern Pendant of blue sapphires, orange amber, and ruby flecks
38 Golden Crown Trimmed with Platinum and Ringed with Heavy Rubies 88 Teal Malachite necklace shaped like a jumping trout
39 Green Beryl ring shaped like a mallard’s head 89 Thin Interlocking Golden Triangles chain
40 Heavy Boar Ivory Torc with Silver-lined Scrimshaw 90 Thin, Silver Puzzle Ring
41 Heavy Braided Gold Chains 91 Tiger Eye cufflinks
42 Hematite ring shaped like a fire giant’s face 92 Tiny platinum devotional icon of the Shining One
43 Icicle Patterned diamond and silver tiara 93 Topaz Brooch Shaped like an Autumn Leaf
44 Ivory hairpin in the shape of an elephant 94 Traditional brass wedding band
45 Jade bracelet 95 Unadorned Ash Prayer beads
46 Jade hoop earring 96 Unassuming pewter ring
47 Jet and Malachite Slave Bracelet in a Spider Shape 97 Wax Stained Bronze Signet Ring
48 Jet and Onyx opera mask in the shape of a bat 98 Wide Brass Bangles displaying Forest Scenes
49 Lapis lazuli pendant set in brass 99 Wide, golden wristbands set with amethysts
50 Lapis lazuli pin carved like a crashing wave 00 Yellow Jasper pendant carved with a grinning sun
236
Alternatively, there’s no reason why these trophies couldn’t be thus a particular type of stone can be expected to have a range
included in an adventure in their ‘harvested’ form. Many sapient of values. +/- 50% is not unrealistic. Viewed broadly, the
creatures collect trophies. It could even occur that the valuable purpose of this chart is to simply provide you with descriptive
remains of one of these creatures lies in the nest of an even most text to append to a particular treasure item so as to enhance the
fearsome beast that recently killed and ate it! role-playing experience.
Monster Trophies The mechanics presented in Chapter 10: Design should be
Creature Trophy Value (sp) your primary guide when it come to treasure awards. Should you
01 Aarnz Hound pelt 20
wish to place a treasure worth 394 sp, just pick one of the 500 sp
stones from the list, say this one is worth 394 sp and be done
02 Anaxar eggs 15 ea
with it. It’s within the margin of error.
03 Arakian Warrior mandible up to 50
04 Arakian Brood Watcher mandible up to 100
Past practice has been to have a rigidly defined grading system
that precisely valued stones on the basis of quality. While the
05 Basilisk frill 100-200
intent to mimic the real world gem trade was admirable, in
06 Black Bear pelt not defined (~ 40 suggested)
practice it simply handcuffs the GM.
07 Brown Bear pelt not defined (~ 80 suggested)
Now, admittedly, one aspect of past system, to wit size (i.e.
08 Grizzly Bear pelt not defined (~ 140 suggested)
carat weight), has superficial merit in that it is intuitive that a
09 Cave Bear pelt not defined (~ 180 suggested)
smaller stone should be less valuable. But viewed from a
10 Cheetah, Wooly pelt 50+ sp
designer’s perspective, even this does not fundamentally add any
11 Chimera pelt 200-400 sp value. It is simply an additional mechanic facilitating substitu-
12 Megalosaurus skin 20-40 sp tion of preexisting low value stones with tiny, but impressive
13 Megalosaurus head 500 sp sounding, gemstones. Rationally, there are already plenty of
14 T-Rex hide 200 stones at each increment of value to provide a variety of options.
Moonstone bone white with inner blue light 50 Courrundum vibrant purple 1000
Onyx* deep black 50 Yellow Sapphire yellow 1000
Rock Crystal clear 50 Sapphire royal blue 1000
Sardonyx* bands of red 50 Star Ruby red with white asterism 1000
Smoky Quartz colorless, but hazy 50 Star Sapphire purple-blue with white asterism 1000
Star Rose Quartz pink with white asterism 50 Black Sapphire deep black 5000
Amber honey yellow 100 Diamond clear 5000
Alexandrite green and purple 100 Jacinth fire red 5000
Amethyst vibrant purple 100 Green Sapphire green 5000
Chrysoberyl burnished gold 100 Ruby vibrant red 5000
Coral Gemstone red 100
If you rolled this type of treasure, consider adding mounts or Sundries: Sundries are, on the whole, not especially valuable
pack animals to your scenario instead of dismissing it out of (as the name implies) but can still be very useful. While they
hand. will not tend to be large individual treasures, sundries like
Herbs and Spices: Herbs and spices combine high value with provisions can still be valuable in large quantities. A bandits’
easy transportability. Pirates target spice ships and trade hideout may be stocked with 50-pound sacks of dried peas and
caravans carrying valuable spices travel under heavy guard to beans that could be used as sustenance for months. Having these
avoid the determined attacks of brigands. Spices can appear as sorts of items as treasure are more in keeping with HackMaster’s
treasure in places where food is prepared. level of realism.
No explicit prices are given in Table 12.10 in order to provide Tools: Tools are vital to the work of many tradesman and
you utmost flexibility in assigning the value you desire. Bear in quality tools are necessary for the creation of luxury and
mind that some of these spices are given precise values on p. 198 superior quality items. Tools make useful treasure because of
of the Player’s Handbook. You need only use these as a guide their inherent utility.
though as expired and stale spices undoubtedly are worth less. Furniture: Dungeon looters (especially novice and poor ones)
Perfumes: Perfumes are highly valuable processed luxuries have a pernicious habit of wanting to strip a lair clean. Solid
used only by the wealthy and, unsurprisingly, they are very furniture does have a value so if your players are of the “back up
valuable. Perfumes are valuable on a “per ounce” basis and even the wagon” variety, this chart should be beneficial. Note that the
a small volume of fine perfume can fetch a high price. With their prices below represent the market value for used, standard,
elegant glass bottles perfumes can make an interesting unadorned items in good condition. A skilled carpenter may
departure from standard treasure. repair broken furniture to restore its value.
238
Table 12.10: Spices (d60)
01 Willow herb 21 Ginger 41 Fingerroot
02 Cudweed 22 Artemisia 42 Cumin
03 Wintergreen 23 Lemon verbena 43 Fenugreek
04 Crushed juniper berries 24 Black mustard seeds 44 Calombra
05 Watercress 25 Wood Garlic 45 Paprika
06 Sage 26 Basil 46 Tobacco
07 Wolvesbane 27 Long seed pepper 47 Mace
08 Mint leaves 28 Anise 48 Frankincense
09 Sassafras 29 Orris root 49 Paracress
10 cloves 30 Myrtle pepper 50 Spikenard
11 Fennel 31 Peppermint leaves 51 Alligator Pepper
12 Barberry 32 Nutmeg 52 Ginseng
13 Parsley 33 Rock Salt 53 Pandan leaf
14 Garlic 34 Salt 54 Wormwood
15 Clary sage 35 Boldo 55 Crushed poppy
16 Thyme 36 Achiote 56 Myrrh
17 Carob 37 Crushed jasmine 57 Cinnamon
18 Lavender 38 Camphor 58 Cardamom
19 Tarragon 39 Quassia 59 Vanilla
Quality furniture tends to be made of valuable woods like unique item by a substantial amount. Ten or even a hundred
mahogany and teak. Furniture can be highly ornamented or times the values listed for these pieces is neither unheard of
sleek and minimalist. Desks with secret compartments, nor unreasonable for exquisite furnishings that embody the
looming wardrobes, and puffy settees can all make great design, craftsmanship and aesthetic virtues of the gentry.
treasure, although particularly heavy pieces may be difficult to As such, the baseline values in the chart below should be
transport. Well-appointed lairs can be stocked with elegant taken to be the value of functional used furnishings.
and expensive furniture. Judiciously apply a 5x, 10x, 50x or 100x multiplier to reflect
Unusual woods, extraordinary craftsmanship or design, increasing luxury.
gilding and other enhancements may raise the value of a
239
Table 12.12: Provisions (all prices in cp unless noted in trade coins)
Cereals Fish, herring, pickled (per lb.) 1
Barley (per lb.) 3 tc Fish, mackerel (per lb.) 3 tc
Bread, honey (loaf ) 3 Fish, pike (per lb.) 1
Bread, rye (loaf ) 7 tc Fish, salmon (per lb.) 2
Bread, wheat (loaf ) 12 tc Fish, trout (per lb.) 2
Corn dodgers (2 weeks rations) 50 Goat, roasted (per lb.) 2
Cornmeal (per lb.) 3 tc Goose, roasted (1) 3
Flour, rye (per lb.) 3 tc Ham (per lb.) 2
Flour, wheat (per lb.) 5 tc Lamb, roast (1) 8
Oatmeal (per lb.) 3 tc Mutton, roasted (per lb.) 1
Porridge (per lb.) 9 tc Oysters (per lb.) 5 tc
Rice (per lb.) 4 tc Pheasant, roasted (1) 1
Dairy Pie, meat (1) 8 tc
Butter (per lb.) 3 tc Rabbit, roasted (1) 1
Cheese (5-lb wheel) 3 Sausage, Blood (1 meal) 1
Cream (per gallon) 6 Sausage, Peppered (1 meal) 2
Milk, cow (per gallon) 2 Sausage, Sailor’s (1 week’s rations) 20
12: Non-Monetary Treasure
24 0
Table 12.13: Drinking Vessels (d40) Table 12.14: Toys and Games (d40)
01 Absurdly Deep Oaken Challenge Tankard with inscribed series of initials 01 Straw Peasant doll
02 Auroch drinking horn rimmed with silver and an ox head detail 02 Clay spinning tops
03 Brass ale pitcher shaped like a whale 03 Leather ball
04 Brass Toasting Tankard Inscribed with Pub Songs 04 Cup and Ball
05 Captain’s tankard with a small silver coffin at its bottom 05 Wooden griffon on wheels
06 Ceramic Drinking Boot 06 Stuffed wool dog
07 Chieftain’s Brass Goat Headed Rhyton 07 Rolling hoop
08 Clear crystal snifter 08 Peg dolls
09 Collapsible Dwarven Whskey Luge 09 Knucklebones set
10 Copper chalice set with pearls 10 Child-size stilts
11 Crystal Eyeball Shot Glass with Stoppered Pupil 11 Small, wooden cart
12 Crystal Wine Flute Wreathed with Grapevine Patterns 12 Hobby-horse with straw mane
13 Drunkard’s Hooch Jug of Well-Fired Clay 13 Wooden Scopperel
14 Dwarven mountain stein with a steel, peak-like lid 14 Painted wooden sword
15 Dwarven-Made Nesting Mugs 15 Bright Red Pinwheel
16 Fhokki Promise-Cup inlaid with coiling, silver wyrms 16 Tin men-at-arms
17 Gnomish ouzo tumbler of etched crystal with berry patterns 17 Copper Frog Clicker
18 Golden Chalice inlaid with mother of pearl devotional icons 18 Maple Fox and Geese Set
19 Hexagonal Bronze Tankard 19 Rude Deck of Playing Cards
241
Table 12.15: Clothing (d100)
01 Auroch hide leather gloves 51 Large Pin depicting ruby lobsters arranged on a sapphire whirlpool
02 Auroch leather hawking glove plated with reflective white gold 52 Linked Beestings Nose Chain
03 Baby’s green velvet swaddling 53 Miniature silver scroll container with a full text stored inside
04 Bearskin Dwarven ladies’ winter beard netting 54 Moon pendant with a small emerald bat
05 Beaver skin hat with peacock feathers 55 Necklace with a small golden songbird
06 Billowing silk pantaloons 56 Noblewoman’s Ivory and Gold Chatelaine
07 Bishop’s Miter with gold brocade and silver devotional icons 57 Onyx earrings shaped like storm clouds
08 Black leather shoes with prominent silver buckles 58 Onyx Scarab inlaid with Lapis Lazuli, Emerald, and Ruby Detailing
09 Black sable cape 59 Opal and Silk Choker
10 Black, floor length gown with dark gossamer brocade 60 Orange and White Seashell anklet
11 Blue satin doublet with polished bone toggles 61 Orca tooth pin topped with miniature amber whale
12 Camel Hair doublet 62 Overlapping silver “fish scales” forearm bracer
13 Canvas peasant’s hood with leather stitching 63 Owl Feather Anklets Bound with Yellow String
14 Canvas surcoat 64 Owl tiara with corundum feathers
15 Caribou arctic coat and breeches set 65 Pale Pink Citrines arranged around a silver nose ring
16 Caribou lined fur boots 66 Pearl nostril ring
17 Comedic actor’s motley 67 Pendant with five jets arranged into a pentagram
18 Copper Belt buckle 68 Pewter and Jet Snuff Ring
19 Crocodile Skin boots 69 Pink Amethyst Amulet with Silver Chain
12: Non-Monetary Treasure
24 2
Furnishings Toys & Games: This entry may seem inappropriate as a
source of monster treasure but it needn’t be. Games, as you are
Item Cost
certainly aware of, aren’t just for children. Those items that are
Bed, four-poster 28 cp children’s toys may be the property of a youngling the monsters
Bench, padded 12 cp abducted, or maybe one of their own.
Bench, wooden 6 cp Transport: This entry references the land and water transport
Bookcase 9 cp sections appearing on p. 203 of the Player’s Handbook. Pick an
item that suits the scenario.
Cabinet 20 cp
Clothing: Items of clothing used as treasure are unique pieces
Chair, upholstered 10 cp
of very high quality, suitable to be worn by noblemen and other
Chair, wooden 3 cp wealthy individuals. These sorts of garments are not for
Desk 30 cp everyday wear and anyone wearing them will stand out in a
Mattress, down 12 cp crowd. Any character with the Appraisal: Textiles skill can
recognize immediately whether a particular piece of clothing is
Pillow, feather 1 cp
valuable or not. Remember that if an opponent is wearing these
Sofa 40 cp valuable clothes and is then hacked to pieces by an adventuring
Stand/Lecturn 5 cp party, the clothing will be ruined.
Stool 1 cp Bolts of Cloth: These items can be very valuable to clothiers,
Table, large 12 cp tailors, upholsterers and others in these trades. Bolts are about as
easy to transport as a tapestry. They may have been looted from
Table, small 6 cp
caravans or merchants and could be silk, brocade, or similar
50 cp
24 3
Quality Items
Arms & Armor A superior quality (+1 or higher) melee weapon adds
its bonus to both the wielder’s Attack and Damage rolls.
In HackMaster, magical armor, shields and weapons
If random determination of a weapon type is called
are rarified items possessing a storied history and great
for, use the chart on the following page.
power. One would never expect to recover such a relic
from a band of hardscrabble goblins or miscreant Damaging Quality Weapons: If a roll on the Fumble
brigands. table (p. 40-441) indicates damage to a Superior
Quality weapon, it receives a contested check (DM’s
There does, however, exist a middle ground between
d20 vs. PC’s d20+2x where x is the weapon’s “+ bonus”)
fabled swords such as Excalibur and workaday blades
to slough off the result.
carried by common footsoldiers. These are known as
“superior quality” items. For Example: Joe the Incredibly Unlucky rolls a
natural 1 on his Attack roll and does not exceed the
These weapons, suits of armor and shields offer
defender’s modified roll. The fumble result is “Sheared
superior performance to their ordinary quality
(useless)”. However, since Joe has a +5 longsword, he
analogues represented in games terms as +X. This
gets to roll d20p+10 and compare it to the GM’s roll of
parallels the bonuses of magical items albeit with
a d20p. If he meets or beats the GM’s roll, his blade is
smaller benefits. In general, superior quality items
unharmed.
manifest a +1 to +5 bonus with anything beyond being
the domain of magic. True Magic Weapons cannot be damaged as the
result of a fumble.
Any bonuses represent superior quality in either
metallurgy and/or craftsmanship. Whereas an ordinary
(i.e. +0) weapon is fabricated of workaday iron with an
edge ground down by the local weaponsmith’s
apprentice sufficient to conceal most of the pitting, a
+5 weapon has a mithril alloy blade meticulously crafted
by the finest weaponsmith and honed to a razor-sharp
edge. Likewise superior quality armor and shields are
constructed of work-hardened steel alloys precision
fitted to offer the wearer excellent resistance to all but
the strongest blows.
These quality items are themselves scarce and highly
prized though not unique. A veteran mercenary could
conceivable acquire several examples of such equipment
even deigning to upgrade and dispose of lesser ones –
an inconceivable affront were the items all truly
magical.
24 4
Table 13.1: Random Weapon Determination Table 13.2: Quality Bow Restrictions
Weapon d1000 Min Str to use Damage bonus
Axe, battle 001 – 042 +1 12/01 +1
Axe, hand 043 – 057 +2 14/01 +2
Club 058 – 063 +3 15/51 +3
Dagger 064 – 117 +4 17/01 +4
Flail 118 – 148 +5 18/51 +5
Knife 149 – 171 Superior Quality Bows: Quality bows are treated
Lance 172 – 179 differently than melee weapons.
Mace 180 – 218 Much as with Odysseus’ bow, such items are capable of
Morning Star 219 – 233 higher draw weights permitting archers with adequate
Pick, Military 234 – 245 strength to increase the missile’s velocity thereby
Pole Arm, Bardiche 246 – 262 inflicting more severe wounds.
Pole Arm, Bec de Corbin 263 – 268 A +1 bow may only be used by archers with at least
24 6
Damage Defense Initiative Speed Movement Weight
Type
Armor Reduction Adjustment Modifier Modifier Rate Reduction (pounds)
Leather 2 -2 0 0 none Light 15
Leather +1 3 -1 0 0
Leather +2 4 0 0 0
Leather +3 5 0 0 0
Padded 2 -3 +1 0 none Light 15
Padded +1 3 -2 +1 0
Padded +2 4 -1 +1 0
Padded +3 5 0 +1 0
Studded Leather 3 -3 +1 0 none Medium 20
Studded Leather +1 4 -2 +1 0
Studded Leather +2 5 -1 +1 0
Studded Leather +3 6 0 +1 0
Note that there is a limit as to how much extraordinary material, superb design and master craftsmanship can build upon fundamental
limitations of armor. Light armor is thus limited to a +3 bonus and medium armor a +4 bonus. 247
A RMOR +2 Shields receive +2 to their DR and Defense Bonus
ratings. They are also more difficult to splinter.
Well-crafted armors, though not actually magical,
NOTE:
Quality versions add 1 point to the standard defense of the armor type +2 Shield Damage Required Save
of armor do (reducing or even eliminating an armor penalty) and 1 Buckler M/L (failure results in
nothing to point to the standard Damage Reduction value. Small Body shield’s destruction)
abrogate the
Armor found is of the type and size as shown on the 12 pts 16 pts Competing d20p roll,
strictures on its
use by ‘stealthy’ chart below. Note that armor always requires re-fitting defender gains +6 bonus
characters (see to be used by a new owner (costing about 10% of the 18 pts 24 pts Competing d20p roll
PHB p. 52) armor value). Armor cannot be resized between races. 24 pts 32 pts Competing d20p roll,
defender suffers -6 penalty
Randomly Determined Armor Sizes
30 pts 40 pts None; shield
Roll (d%) Armor Size
automatically destroyed
01-10 Dwarf
11-20 Elf +3 Shields receive +3 to their DR and Defense Bonus
ratings. They are also more difficult to splinter.
13: Quality Items
21-23 Gnome
24-28 Gnome Titan +3 Shield Damage Required Save
29-31 Grel Buckler M/L (failure results in
Small Body shield’s destruction)
32-36 Half-Elf
14 pts 18 pts Competing d20p roll,
37-46 Half-Hobgoblin
defender gains +6 bonus
47-51 Half-Orc
21 pts 27 pts Competing d20p roll
52-54 Halfling
28 pts 36 pts Competing d20p roll,
55-00 Human defender suffers -6 penalty
35 pts 45 pts None; shield
S HIELDS automatically destroyed
Shields add 1 point to a character’s defense roll and
+4 or better shields are true magic items. They
reduce damage by an additional Hit Point if struck.
mirror quality shield mechanics by adding their “+” to
They are also more difficult to destroy - gaining a
DR and Defense bonus ratings. However, they are
cumulative additional point at each saving throw
NOT subject to breakage.
iteration.
Though the mechanics governing this process appear
in the Player’s Handbook, some confusion exists as to O THER Q UALITY I TEMS :
how the mechanics scale with regards to superior Superior quality items are not limited to merely arms,
quality shields. In order to clarify this, a precisely armor and shields. Most anything can be built in a
defined extrapolation appears hereafter. better than normal fashion.
+1 Shields receive +1 to their DR and Defense Bonus Superior quality tools and equipment will offer their
ratings. They are also more difficult to splinter. user a tangible bonus provided such use is intimately
+1 Shield Damage Required Save related to his job function. Details of this are discussed
Buckler M/L (failure results in
in Chapter 6: Between Adventures under the heading
Small Body shield’s destruction) “Quality of Goods”.
10 pts 14 pts Competing d20p roll,
defender gains +6 bonus
15 pts 21 pts Competing d20p roll
20 pts 28 pts Competing d20p roll,
defender suffers -6 penalty
25 pts 35 pts None; shield
automatically destroyed
24 8
13: Quality Items
24 9
Magic Items
14: Magic Items
Magic items that permit use of a power in effect p. 140). If the viewer succumbs to a migraine, then he
replicating a mage spell are magical effects and not cannot use the helm again until the headache passes or
“spell casting.” As such, they function at baseline spell is relieved.
efficacy and may not be bolstered by spell points. They Tall tales relate that Adurmak regularly employed this
are also exempt from the threat of spell failure. item to peer through his opponents’ cards and thus
amassed a fortune. The plausibility of this story is
contingent on your believing that anyone would ever
Armor and Shields play cards with a dwarf wearing a fully visored helm.
250
M AGIC I TEM P ERMANENCY Such articles are not, however, imperishable. Each
has a fundamental weakness that, if exposed to said,
Magic items are legendary relics imbued with
will destroy it. It is suggested that you use this facet
supernatural power. As befits such items that have
of the object as a strategic plotline in your own
persisted for sufficient time to become storied, they
campaign when introducing the magic item. Since
are nigh indestructible. Such weapons, shields and
each campaign is different featuring varied
armor are impervious to both normal wear and tear
adversaries, geographical loci and accumulated
16 Death of the owner by the hand of a lover 36 Crushed by the foot of a butterfly
18 Bury in the Nickel Basin 38 Cross the sea on the back of a giant turtle
2 51
Fhokki barbarians as bodyguards paying top coin for notable DR 7, Def Adj 0, Init Mod 0, Speed Mod 0
victors of the gladiatorial arenas. Against this formidable new No one knows what fate befell Mort Noir or, for that matter,
challenge, Mort Noir fitted himself in the finest armor any if he ever existed at all. This exquisite body armor attests to the
surreptitious executioner could desire. fact that somebody with deep pockets and a desire for stealth
The human-sized armor features chimera-hide leather dyed certainly existed though.
matte black and is fitted with ebonized mithril alloy studs. Its
raison d'être is to benefit those seeking superlative protection
while pursuing their nefarious capacities. The suit is Ceozaar’s Enduring Plate Mail
14: Magic Items
exceptionally crafted being lightweight yet ballistically resilient. Ceozaar, a Reanaarian hero from an ancient age, forged his
The shoulders, elbows and knees are reinforced with noise reputation by battling Cyclopes plaguing the coastline of his
muting woven spidersilk. homeland. He became so formidable that even the massive
creatures he hunted knew him by monocular sight. Ceozaar
Due to its phenomenal construction, anyone clad in Mort eventually perished at the hands of Haazamoor Single-Eye, a
Noir’s Clandestine Studded Leather suffers no additional massive Cyclops king with a vicious reputation for killing and
Initiative penalty and is treated as if wearing no armor with eating men. Despite his victory, old Single-Eye paid a hefty price
respect to thief skill checks (save for Identifying and Disarming when Ceozaar’s spear found his eye during their climatic battle,
Trap and Lock Picking). Excepting these qualities, it is permanently blinding him. Poets claim Haazamoor survives to
otherwise a suit of Studded Leather Armor +4. this day, a bitter, wretched creature hiding in a remote cave where
he can hear the ocean tide wash against the rocks. They say
Haazamoor claimed Ceozaar’s corpse (and thus his armor),
taking it deep into his seaside cave to keep him company.
One of Ceozaar’s most prized possessions was his armor, a suit
of battered and dinged plate mail he won from a former
swordmaster. The well-worn appearance of the armor is
intentional and acts as a deterrent to covetous adversaries. Every
scratch, dint, and pit was intentionally wrought into the armor
during its forging. Over the years Ceozaar was drubbed by
massive clubs more times than anyone would care to count, but
somehow his armor always managed to survive intact and
mysteriously never exhibited any new scrapes or dents. Ceozaar’s
Enduring Plate Mail is an enchanted set of +6 plate mail.
DR 13, Def Adj 0, Init Mod +2, Speed Mod +2
Silverscales
Ancient texts make mention of trading between sea elves and
men living along the coastlines. Such stories are not false and
even today there are villages and sailors who claim to exchange
goods and services with mermen, sea elves and other more
exotic creatures. Silverscales is just one item said to have
originated beneath the sea – a construction of the sea elves given
to men.
This suit of supple scale mail is unusually lightweight and
malleable. It is constructed from shimmering silvered plates
shaped into the form of scales that gently flex if pressed.
Silverscales functions as a suit of scale mail +6. Submerging
oneself into a body of water will further reveal the powers of this
armor. The armor can never be rusted by any means and its
wearer can breathe underwater indefinitely.
DR 11, Def Adj 0, Init Mod +3, Speed Mod +2
252
it incredibly difficult to delude, trick or control him.
Functionally, it provides a +5 modifier to Mental Saving Throws.
This bonus is supplemental to any other bonuses or penalties he
may possess. The wearer receives an additional +1 bonus if he is
a non-spellcasting Fhokki human.
When battling any creature employing magic spells (be it a
mage, cleric or some creature with spell-like powers), the wearer
is subject — ironically — to becoming instilled with Daltharr’s
irrational hatred of mages. This effect is identical to the quirk
254
contribute to a mage’s chance of spell failure should he wear Lorot, a Kalamaran hero of note and is part of what is known
them. Their benefit is in the preternatural control they can as Peasor’s Kit. The Moon Shield is an
effect upon trolls. enchanted +6 Body Shield. It is believed to have been lost
When the shin guards are rapped with a metal instrument when Peasor perished.
(such as a sword or spear head) and the command word is
spoken, every troll in a 30-foot radius must make a Saving
Throw (Mental) vs. the wearer (d20+CHA morale modifier).
Any troll failing becomes a thrall under complete, albeit it
tenuous, mental control of the wearer of the greaves.
255
He was so addled by this paranoia that he devoted invariably develop other theories (in game terms, each
many long years in his shop developing a solution. So it 1 rolled by the GM results in a new conspiracy theory).
was that Rogvimel created the Helm of Clear Thinking The helm may be lost, discarded or sold but the
that he was thereafter never seen without. Inestimably mental afflictions remain for life.
proud of his accomplishment, he was delighted to show
it to all who remarked upon it. Though dismissed as
nothing but an ordinary iron helmet with a thin layer of Jewelry
tin on the inside, when Rogvimel inexplictably
Brooch of the Stars
14: Magic Items
256
reside there. The most Vela’s father would consent to Though his reputation was buoyed by these incidents,
was to hire private tutors from around Bet Urala, but the mystery was accidentally solved when an errant
soon Vela had outstripped their parochial knowledge. arrow caught the caged slave in the throat, instantly
So, after a year spent spinning her wheels in Bet Urala, killing Brovled. Afterwards the rings disappeared, never
Vela resolved to run away to Bet Kalamar to continue to be seen again.
her studies, the wishes of her father be damned. Vela This set of identical brass rings, also known as the
disguised herself as a man and joined with a caravan Wedded Rings of Wound Sharing, function only when
headed towards the great city. By the time her father both are worn by separate individuals within 50 feet of
2 57
Removing the ring proves impossible, as it always kobolds and others human. Most of the fallen bore deep
seems to strangely and unbeknownst to the wearer lacerations as from an axe blade. I could find but one
shrink in size. Severing the digit does, however, permit creature with such a weapon. Therefore I gained the
removal. impression that this creature, no more than half my
If a Dismiss Enchantment spell is applied to the ring, height, slew a majority of those lying there. It seemed
it receives an opposing roll of d20p+24 to resist being not to matter if the opponent was friend or foe, all
temporarily demagicked. If successful, the ring may be suffered at the hands of this tiny menace.
removed sans amputation By all appearances he must have succumbed to his
14: Magic Items
258
14: Magic Items
injuries and may die when the frenzy lapses and his The ring is strangely constructed, resembling the
bonus hit points vanish. Furthermore, the berserker can heads of two wide eyed jackals peering at oneanother.
only differentiate friend from foe as targets of relative Its power is to act as a reservoir of magic energy
priority. If all high priority targets are slain or are (quantitatively expressed as Spell Points). The owner
beyond the wearer's ability to reach (flying, across a can stockpile a portion of his total spell point capacity
chasm, etc), he will begin to attack his comrades as a power cache in the band. The percentage depends
(starting with the closest person). Additionally, whilst on his Arcane Lore mastery (Novice 10%, Average
frenzied, the character may not retreat or use any 20%, Advanced 30%, Expert 40% and Master 50%). For
defensive combat moves, may not employ ranged example, a 10th level mage (1030 SP) with Advanced
weapons and certainly may not cast spells. mastery in Arcane Lore could store up to 309 SP in the
The crazed effects of the ring last for 60+d20p ring. There is no inherent limit to the quantity of SPs
seconds from the last critical hit scored (thus a 2nd or that can be banked and thus the item’s utility increases
3rd crit extends the frenzy – he’s on a roll!) or until he’s as the wearer gains levels and mastery in Arcane Lore.
killed. Once this ring brings out a creature’s inner Most spellcasters will opt to fill the band in the
battle lust, it may never be removed save by severing interim between their perilous ventures when they have
the finger. the leisure to expend their SPs on ancillary duties. Note
that investing sp in the ring does not reduce your total
sp. For example, if the same 10th level mage (1030 sp)
Lemeta’s Ring of Storing invests 309 SP in the ring, he would have 721 SP
Lemeta’s Ring of Storing is one of the fabled rings remaining for other usage. After resting to recuperate
of Lemeta, an Elven wizard who lived near what is now his spell points, he would then possess 1030 SP as well
Cosolen many ages ago. She amassed great power there as the ability to draw upon the 309 SP he invested in
before the Brandobian people crossed the land bridge the ring the previous day.
from lands afar. It is said that she crafted five magical
While Lemata’s Ring of Storing may at first blush
rings that augmented her arcane power, but almost any
appear to be a magician’s dream come true, such power
accurate record of them is lost. About the time the
comes at a cost. The caster must physically invest a
Brandobians settled around the Lendelwood, she
portion of his vitality into the ring in order to
mysteriously disappeared leaving only myths and
inaugurate this cache. In game terms, for every 25 SP
legends of her beauty and terrible power. How she was
(or portion thereof ) he stores in the ring, the mage
able to achieve such feats with metal and magic is an
forfeits one hit point. Thus, per the previous example,
open question, although there are some who posit that
the mage storing his maximum permissible quantity of
she had a special relationship with the far away dwarves
SP in the ring (309) has lost 13 hp temporarily. Arcane
of Karasta – a theory that gravely discounts elven
spellcasters making such an investment must adjust
finesse in the arts of metalworking. At least two of her
their Threshold of Pain to reflect this and, obviously,
rings remained on the continent, this being
stand a greater chance of being killed. Reducing the size
one of them.
of the magical cache, such as by employment of said in
259
spellcasting, restores banked vitality. For example, if the mage in This effect is identical to the 13th level mage spell Emergency
these ongoing examples used 40 of his cache points to cast Can- Teleport at Random with the following exceptions: the key
dlelight, the cache is reduced to 269 thus restoring 2 of his hit remains in the bearer’s hand after teleportation and upon arrival,
points. the traveler is sufficiently stressed by the experience as to
Using the ring’s stored energy in spell casting is also more temporarily gain the Ornery quirk for one week.
physically demanding than normal, perhaps due to the life These items are typically imbued with 1d12p charges. Once
energy transferal that occurs when doing so. As such, spell the last charge is expended, the (now ordinary) key remains
fatigue is increased by 5 seconds whenever power is drawn from behind with the rest of the owner’s possessions, doubling the
14: Magic Items
the ring to enact a spell (regardless if all or only a portion of the duration of the ornery quirk.
SPs needed to enact the particular spell originate from the ring’s
cache).
Shalebeard’s Knuckles of Steadfastness
Obviously the user must be wearing the ring on a finger to
Ancient Dwarven lore tells of the coming of a beautiful and
gain access to the spell points. However, should the ring fall into
powerful elf named Lemeta to the dwarven fortress of Karasta
another’s hands, the spell points that are currently stored in the
many ages ago. She forged a pact with the dwarves, the like of
ring may be utilized by the new owner (assuming they are
which would rarely be seen again. She desired rings of a
trained to employ spell points). Any HP regained is transferred
quality that no smith today could produce, rings she would
back to the spell caster who originally invested his spell points
imbue with her spirit and power. The dwarves agreed to
into the ring (provided he is still alive). It could well be that the
contribute their masterful whitesmithing and gem cutting skills
new owner has access to a vast reservoir of power that he can
on the condition that for each ring she enchanted for herself,
only partially restore once withdrawn. It is up to the GM’s
she would enchant an item of power for the dwarves. It is said
discretion as to how many spell points are already be stored
that Lemeta crafted five rings for herself. If these legends are
within the ring (but if you truly need a random amount
true, five dwarven tokens of exceptional power were created
roll 2d100).
during this collaboration. Undoubtedly some were passed down
generationally and others secreted as relics. As these items and
Norgren’s Key of Quick Escapes their whereabouts are closely guarded secrets, it is unknown how
Identical tales of the Key of Quick Escapes, a prized many (if any) remain in dwarven hands.
possession of a particularly foul mouthed and rude mage named Shalebeard’s father was often seen wearing a matching set of
Norgren the Wanderer can be heard in seemingly incongruous golden knuckle rings that on his deathbed he bequeathed to his
localities from tropical Zazahi to the frozen shores of Lake son, one of the great smiths of Karasta. There were those who
Jorakk. Said mage had a peculiar habit of infuriating whomever whispered behind his back that these rings were one of the five
he came into contact with, be they friend or foe. Invariably the of Lemeta’s treasures, but no one knew for sure.
story ends with “and he just vanished leaving behind an empty When the Kalamaran Empire overtook Karasta after the
set of new clothes…” Battle of Traska Hill, Shalebeard was numbered amongst the
Norgren the Wanderer (a nickname earned after penning fallen and his body was not recovered. Thereafter, dwarven
many lengthy tales of harrowing journeys from exotic locales sources have been more reticent than normal when the subject
back to his home in Eldor) was never a polite man and often of the rings is broached. One could reasonably infer that these
ran afoul of people that would take umbrage at his sarcastic tone rings were looted from Shalebeard’s corpse as he lay dying on
and flippant attitude. Only his considerable magical aptitude the battlefield.
saved him from losing his life on numerous occasions. Shalebeard’s Knuckles of Steadfastness resemble a set of
Eventually Norgren created this key so he could quickly remove knuckle dusters. Each feature a set of four interconnected rings
himself from the dire situations in which he invariably found wedded to a 14 carat golden plate that spans the wearer’s
himself. Of course, when dropped naked in some unknown land, fingers. Reportedly the dwarven runes “BAMF” are etched into
his already sour personality leapt into overdrive thus explaining the surface.
the unforgettable impression he left in disparate regions.
Both must be worn to deliver their benefits and they obviously
Despite his brilliance, Norgren was very absent minded often restrict the wearing of other rings. The wearer of Shalebeard’s
failing to recognize people he regularly dealt with and routinely Knuckles of Steadfastness gains the benefits of both the Tough
misplacing items. In fact, he may have created multiple copies of As Nails and Pain Tolerant talents (should he already possess
this item based on his history of forgetfulness. either or both no supplemental benefit is applicable). In addition,
The key is renowned for its ability to immediately transport its he adds +2 damage to any near perfect defense and bare-handed
owner out of trouble, should the need suddenly arise. Crafted attacks are made with a +2 Attack bonus with resultant base
from one of Norgren’s housekeys, the item appears to be damage being (d4p-2)+(d4p-2)+2.
nothing more than a plain brass skeleton key with a large oval Long-term possession of these four-finger rings will invariably
ring at its base. When the key is grasped and the phrase “Get me have both a physiological and psychological impact on any
the hell out of here” is spoken aloud, the user is whisked away. non-dwarven owner. After 3 months, he (or she) will gain the
260
Hairy flaw and begin sprouting a thick beard regard- reselling them at a hefty profit. Their source was always
less of race or gender. Once an additional 3 months kept secret lest they be cut out of their role as
passes, he will gain the Delusional flaw and believe that middlemen.
he is a dwarf. This delusion will compel them to gain at One day an elven clipper moored in Aasaer. Not
least Advanced Mastery in the dwarven language (this knowing what to make of these strange sailors, caution
supersedes any other BP allocation). Once any quirk or prevailed and the elves were permitted to roam the
flaw manifests, it becomes a permanent character town unmolested. One of these sea elves chanced across
attribute that cannot be reversed. No BPs are gained. Shandlemar’s shop. He stopped in his tracks and a smile
Xafoor’s Earring
This elaborate earring is a series of interlocking
pearl-beaded rings and a cylindrical coil of gold. It
famously belonged to the pirate Xafoor, a brigand from
Reanaaria who was as large and intimidating as he was
lithe and handsome. Any account of one of Xafoor’s
legendary raids always seems to include at least a
passing mention of the earring. Some wondered
whether it was the source of his luck and power, as he
always seemed to escape trouble at the last moment,
talk his way out of the harrowing situations, or win the
heart of some new nobleman’s daughter. One famous
description of a duel to the death Xafoor emerged from
contains the line, “As Xafoor sprang backwards, landing
nimbly on the topdeck, Lerumroe’s thrust went wide of
the mark. Xafoor’s earring glinted in the sunlight and
seemed to catch Lerumroe’s eye in disbelief. How had
2 61
he not struck Xafoor with his rapier? The blow seemed end that facilitate the free end being securely hitched.
sure to land! Taking advantage of this lapse of Etched into each of the golden hued rings is a
concentration, Xafoor pounced without mercy.” command word.
Xafoor’s Earring is not for everyone. To pull it off, The Belt of Ladder Weaving only functions when
one must either be an intimidating badass, or be able to uncinched. When the first command word is spoken,
truly own the look. Most cannot, and their foolishness the belt transforms into a 100-foot long rope ladder.
reduces their efficacy in battle. To successfully utilize The second command word empowers the ladder to
the power of Xafoor’s Earring, the wearer must have snake outwards, vertically or horizontally, to a point up
14: Magic Items
advanced mastery in intimidation, or a Looks score of to 100 feet distant. Its terminus must contact a solid
at least 17/01. Pulling it off provides up to a 25% anchor point and upon doing so both ends will either
mastery bonus* to art of seduction and persuasion entwine or embed themselves around or in a fixed
checks. Additionally, it grants 5 luck points per day, object at each endpoint forming an attachment
useable regardless of character class. (These points do sufficient to withstand up to a one ton load placed upon
not “roll over,” they must be used that day and are in the trestle. Depending on its orientation, the rope may
addition to those gained from your character class, form either a ladder or bridge permitting ascent,
if applicable). descent or lateral movement.
*The maximum bonus applies to those with but The rope will remain in place until the second
novice mastery. Every mastery step already possessed command word is uttered again. This causes the rope to
by the wearer reduces this by 5% (i.e. Average = 20% to detach from its farthest anchor point. Subsequently
Master = 5%). speaking the first command word again will transform
If one is foolhardy enough to wear the earring the ladder or bridge back into belt form.
without meeting the requirements to “pull off ” the look, The rope is very resistant to severing having a DR 15
he is subject to derisive laughter and scoffing and vs. hacking weapons but a sufficiently forceful blow (i.e.
treated as if he were Dishonorable (accruing all the 16+ damage) will sever one of the two support cables.
disadvantages of that state). His accumulated honor Should both structural cables be severed whilst in
points remain intact, but he cannot access them as long ladder/bridge form, the rope will collapse and the Belt
as he insists on wearing the earring. To save face, an of Ladder Weaving is permanently destroyed.
unworthy person must make a public apology and Attempting to “saw” away at the rope is ineffective.
declaration that they were foolish to wear such
a trinket.
Amar’s Swift Sandals
In southern Kalamar they speak of the legend of
Amar Neshnamohn. This seemingly ordinary
Miscellaneous Svimovish man from the highlands of Zazahni served
Magic Items as an exemplary messenger in the Kalamaran army. He
quickly spirited orders and relays from camp to camp
Alelard’s Belt of Ladder Weaving
never using a horse. Amar had a deep-seated fear of the
The origins of this item are steeped in confusion and
animals and preferred to run. Reportedly he was often
hearsay. What is nearly certain is that it was once owned
more effective than horse borne messengers. Amar is
by an obese and larcenous halfling named
said to have made the 26-mile run from Thovodido to
Alelard. Casual acquaintances never suspected the
Vatotido in just under 2-1/2 hours. After his death,
rotund grocer was an infamous thief responsible for a
Amar’s sandals were enshrined in his tomb though
series of inexplicable robberies from some of the most
grave robbers allegedly desecrated his resting place and
inaccessible towers in Bet Kalamar. For months rumors
stole the footwear.
circulated of an invisible winged burglar. This distressed
wealthy residents and angered several notorious These sandals are supple and comfortable with arch
underworld figures both for the pressure brought to support and a canvas skin underlying the leather straps.
bear on their operations and the fact that they were When worn the sandals permit the wearer to run at a
being cut out of highly lucrative heists by an faster pace than normal. Consult p. 13 of the
independent. Alelard suddenly disappeared one day as, Hacklopedia of Beasts and utilize the column to the left
coincidentally, the high profile thefts ceased. of the wearer’s base movement rate as his new and
improved movement rate.
The Belt of Ladder Weaving is unassuming —
appearing as nothing more than a peasant’s belt In addition to these tactical movement
constructed from a short length of rope. Its only enhancements, wearers gain the benefit of the Long
notable feature is a pair of brass rings woven into one Distance Running talent (should they not already be
possessed of it).
262
Anyone wearing Amar’s Sandals gains the Quirk During one particularly successful mission her band
Animal Phobia: Equine and cannot abide the presence apprehended a group of human mercenaries. One of the
of horses. prisoners was so charming and handsome that Asaivalia
Artesidet’s Resilient Bowstring became enamored. She freed the man and
together they fled the Kalalali Forest to start life anew.
Named for a renowned elven archer, Artesidet’s
The bracers were lost after an orkin raiding party
Bowstring is a magically enchanted string designed
slaughtered their village leaving but a charred ruin.
exclusively for use on a longbow. Periodic attempts by
Eldor to lay physical claim to the Lendelwood have These leather vambraces are of elvish construction,
263
him in a cell containing bellows, anvil, and forge that device is its only notable feature. When worn around
they might force him to reveal his secrets. But Bannon the neck, the device shields the wearer from bodily
would do no work, so the guild members grew bored harm by absorbing the first five points of damage from
and set a guard to watch over their captive until such a any wound (e.g. it provides 5 DR). The powers of the
time that the desire for freedom outweighed the vanity medallion do not work additively with any form of body
of skill. The very next morning, however, the guard was armor. Tough hide and any form of natural armor,
shocked to find Bannon’s cell empty. He rushed to alert however, do work with the medallion. However, a shield
the guild members and they gaped at what they saw: may be employed while still retaining the protective
14: Magic Items
the bars of his cage and the links of his chains had been benefits of this item.
neatly snipped, one and all, and laid down on the floor.
Bannon was never seen after that incident, and its said
that a search of his house revealed that nothing but his Boots of the Traveler
toolbox was missing. Constructed of durable leather, these boots are
reputed to have changed hands hundreds of times and
The Smith’s Scissors is one of Bannon’s magical tools,
never have worn out. It’s a widely held belief the boots
able to cut through metal as if it was parchment. The
have been blessed by the Traveler for the benefit of his
scissors appear to be little different than the run-of-the-
worshippers.
mill variety, but close scrutiny reveals the blades to be
incredibly keen adamantite. The superlative cutting When worn by an anointed follower of the Traveler,
power of the Smith’s Scissors is limited to metal, they these boots conform to the wearer’s feet, automatically
will function as normal scissors on any other material. adjusting in size for the perfect fit.
In addition, the wearer receives the same benefit as if
they had the Hiking/Road Marching proficiency.
Bastionary Medallion Blisters refuse to form and sore feet are never a problem
First mentioned in Greytar’s popular writings, the when wearing these boots. Furthermore, the boots keep
Bastionary Medallion is believed to have been retrieved the wearer at a constant temperature of 68° F regardless
from an ancient Dejy burial site in northern P’Bapar. of his attire or the weather conditions (in effect
Greytar twice mentions the item, bemoaning his permanently replicating the effect of a Moderate
inability to secure it via trade from its current owner, an Personal Climate spell). Should local weather exceed the
itinerant wizard named Iramar Itor. Greytar doesn’t capabilities of Moderate Personal Climate, the
write of what became of Iramar and the medallion, but benefits are lost until such time when conditions return
he does speak fondly of the piece, believing it might to the temperature range of said spell.
hold some ancient magic.
This medallion is an iron disk elaborately decorated
with strange geometric designs. A complex knotted Choarek’s Shock Shoes
triangle is the central motif, laid out in delicate silver Some called the wizard Choarek eccentric –
filigree The image of a shield etched into the others called him much worse. He preferred to think of
himself as a true visionary, and felt little wonder that
many did not understand his work. The truth, of course,
lies somewhere in between. Choarek was an exceptional
inventor – except that his inventions were rarely, if ever
completed. Today he might be known as an “ideas
man,” but in his own time, he was simply known as
flighty, prone to bouts of wild drinking, and not exactly
reliable. Upon his death the Pasha of Ehzhimahn
ordered his belongings put to the torch. He was sick of
exploding contraptions, half working charms, and
potions disrupting the peace in his city. Those who
believed in Choarek’s power were able to spirit away a
small amount of items. Of course, most of them were
complete duds, but here and there a working prototype
could be found – including his recently completed
Shock Shoes.
Choarek’s Shock Shoes allow the wearer to build up
and store a substantial electric charge, which can be
subsequently released to powerful effect. To generate
said charge, the wearer must walk in a shuffling
264
14: Magic Items
manner effectively limiting him to crawling speed. For success – no matter the complications. Her services
every 30 seconds spent doing so, the shoes store 1 point were in high demand and she was beloved throughout
of charge until reaching their capacity of 6 points.Once the city, largely because of her refusal to charge for her
a charge has been accumulated, the wearer may services. Eventually Gimane’s fate became a sad and
discharge it as high voltage current similar in effect to tragic tale when she was kidnapped by slavers and was
a Shocking Touch spell. On a failed attempt the charge never heard from again.
is simply dissipated. During her seven years working as a midwife,
Potential users of this prototype may discover some of Gimane was known for her generosity and compassion.
its design flaws in use. These include: While she refused to accept monetary compensation
Heavy armor will initiate a self-discharge: If the for her work, claiming her actions were a calling from
user is clad in heavy armor, the shoes will immediately the Caregiver, she did occasionally accept gifts. Gimane
discharge and shock the wearer upon accumulating d4p often provided donations of clothing and blankets from
points of charge. her benefactors to aid in her work. During a particu-
larly harsh winter, Gimane sewed discarded swaddling
Grounded metal objects will initiate a blankets together in order to fashion a makeshift cloak
self-discharge: Grasping a metal object connected to for herself after having donated many better garments
earth (e.g. a portcullis, a doorknob, a pile of coins lying to the indigent. This humble item became an emblem
on the ground) will immediately discharge all stored of Gimane’s selfless service. Unbeknownst to her, the
energy injuring the wearer. Lord of Silver Linings rewarded her by blessing this
Water Hazard: Stepping into a puddle-sized, static garment and imbuing it with magical properties.
body of water will immediately discharge all stored After her disappearance, the cloak’s whereabouts are
energy injuring the wearer. Projected water or rain will unknown.
not induce a discharge.
This cloak will only manifest its properties when
Limited charge duration: Accumulated charge will worn by anointed followers of the Caregiver, and is
dissipate at the rate of one point per hour. most potent in the hands of a cleric. The Cloak of the
Caregiver grants the wearer protection from cold per
Cloak of the Caregiver Blessed Warmth (PHB p. 291) and provides DR 4 vs.
Gimane Vitisar, a midwife and anointed follower of physical attacks (though not in association with body
the Caregiver, came to prominence two hundred years armor, e.g. if worn over armor, the higher of two DRs
ago in Bet Rogala. Her ascent to fame, and subsequent takes precedence while all penalties from the armor
disappearance, was at once both grand and tragic. apply). Priests of the Caregiver receive a +10% bonus
During her short life (it’s believed she was only to First Aid skill checks and all healing spells are
twenty-two years old when she went missing) Gimane enhanced by +1 point per die.
became famous for her ability to see any pregnant
woman through the process of child delivery with
265
Crenlen’s Cowl One of the most lurid tales claims a great satyr king
This drab wool, charcoal grey cowl is typical of named Cyramore once charmed the entire village of
something that might be worn by Brandobian peasants, Var’Gig, personally consuming all the food and alcohol
especially those in the north. It is indistinguishable at a in the town before stealing away with the women and
casual glance from a normal cowl, though anyone with turning them into his personal concubines. Once
skill at appraising textiles will note its high thread count released from their enchantment, the men searched
and precise stitching that clearly distinguish it from a valiantly for their missing kinfolk and the despised satyr
meager serf ’s garment. king, all without success. As a sop to their honor, they
14: Magic Items
266
the favor of the gods. Some believe in the luck of D’Ortha’s Ruby Slippers are somewhat garish
rabbits’ feet, refuse to sleep in the same bed as a cat, lightweight shoes bedazzled with hundreds of tiny
never keep a rooster for more than a year, or practice rubies. Their magical power is to teleport the wearer
other nonsensical habits that have no real impact on and anything she carries home. All that needs be done
daily events. Yet, despite the apparent silliness of to trigger this function is for the individual wearing
superstitious activity, there is something karmic about these shoes to click her heels three times. Upon doing
certain items and actions that just cannot be denied. so she immediately disappears, reappearing instantly in
One such item is Draper’s Lucky Coin. Logic front of her home.
2 67
This comfortable gray cloak allows the wearer to
1) It is certain blend into natural surroundings such as: timber,
2) It is decidedly so natural rock formations, undergrowth, etc., making
3) Without a doubt Observation checks to notice the individual far more
difficult. All penalties for the viewer are halved in
4) Yes definitely man-made surroundings or if moving. The cloak
5) You may rely on it affords no benefits if the wearer is in artic/completely
6) As I see it, yes snow covered areas, can be seen on the horizon, or is
14: Magic Items
268
Everful Flascon Constructed of varying strips of colored cloth
This 8 oz. pewter flask, sporting a thin band of stitched together to form rudimentary attire, this
acacia wood around its base, is always filled with raiment is akin to something a sideshow juggler or
effervescent, potable water. If emptied, it refills in 15 street musician would wear to draw attention while
minutes, but only if it is sitting upright. working. To the untrained eye, the Frock of Distraction
is a colorful albeit poorly tailored garment fit for a
One in twenty flascons contain a perpetual supply of
peasant. Wind slices through small holes and gaps
whiskey instead of water. While this might seem a
between the seams, and the material is thin and
boon, all examples are cursed in that they cause the
27 0
from some unknown tomb, “Summoning the the being that summoned it. However, a devil is a
hell-spawn from the volume was a grave error. When I devious creature and the longer it remains on Tellene,
summoned it forth into the world, I thought I could the more likely it will engineer a means of disjoining
make use of him perhaps even bind him to my will. He the chain – either by physically destroying the anchor or
demanded the issuance of a single task, and only one manipulating a thrall to do the job for them. Most sum-
task, so that upon its fulfillment it could be sent home. moners prefer to set the devil to its task quickly so that
I was not so eager to comply, hoping I could divulge it may be released. If tasked with a simple and
some great secrets about its realm, and perhaps precisely defined chore, the devil is often eager to
27 2
Once directions are given, it will continue to roll at a Note that observers will be unable to discern the bird’s
non-stop (i.e. 24 hours a day), 5-foot per-second pace replies.
(32 mph)* until it reaches the destination. Careful Lastly, once per week the wearer may transform into
observers will note that the yellow stripe always rotates a raven (the metamorphosis taking 60 seconds). This
in line with the direction of motion. ability lasts for 1 hour, or until dismissed (this too takes
The ball will always attempt to arrive via the 60 seconds). When in bird form the wearer may only
shortest linear path. This may present challenges for squawk like a bird, but may prematurely reverse this
those following it as it will not seek out roads, bridges, transformation. Anyone unexpectedly caught in
27 3
Once filled with text, it obviously can no longer Inexplicably, a handsome man was seen in Liniran’s
perform its translational function. Any attempt to erase, decrepit and abandoned old shack years after he
scrape or wash off text will destroy the volume. departed on his quixotic journey. The man smiled at
Translated text may be torn from the volume for those who passed by, even waving absentmindedly to
distribution without compromising the binding or someone who had been Liniran’s close friend. Their
destroying the book. suspicions aroused, Liniran’s former associates searched
his cottage discovering that whoever the strange man
was had gone, leaving nothing behind save a pool of
Linens of Healing
14: Magic Items
274
The wearer must make a check (d20p) each day vs. that reverberates outward from the device and can be
d20p + n where n is the number of days the mask has heard for 8 miles. Anything within 250 feet will be
been worn. Should they fail the check, the mask drains physically buffeted by the overpressure. Trees will fall,
away d100 fractional points of Intelligence and buildings will crumble, tunnels will collapse, and the
Wisdom. The wearer may opt to remove the mask at ground will tremor and quake. Anyone (except the horn
any time but such is the allure of dazzling beauty (and blower) in the radius of the blast will suffer 5d4p points
the commensurate attention) that a Wisdom check of damage (which ignores DR), be hurled to the ground
must be made to actually carry through on this intent. (as from a double knockback), and have their count
summoned creatures or when they grow bored of the must make a Mental saving throw (vs. d20p+13) else
vocalist, their interest will wane causing them to fade they are terror-stricken. Such individuals immediately
away and return to whence they came. What can you drop all held items and flee at maximum sustainable
say — fans are fickle. velocity directly away from the mask’s wearer for 3d4p
minutes. As their minds are clouded by utter panic, they
Mask of the Frightful Visage may inadvertently stumble into a pit or chasm without
realizing it (permit a Wisdom check to implement a
Rumor has it that the Mask of the Frightful Visage
course correction). Those afflicted by this hysteria
was never intended to be frightful at all. The young
cannot abide any delay such as possible adversaries or
craftsman and sculptor Brendeben Darselran sought to
obstacles and must disengage or reroute their path to
create a mask that could be worn during ceremonies
facilitate their withdrawal.
celebrating the Shimmering One. He worked intensely
for many months, carving mask after mask – The mask is indiscriminate in its effects and all
determined to create the perfect ode to Ablutor’s beauty. viewers are subject to its terror whether they are
As his work progressed, he began to show his proto- allies or foes.
types to friends and colleagues. All remarked that each
iteration surpassed the last and that these were the most
Medallion of Shielding
beautiful masks they had ever seen. Buoyed by their
Forged from bronze, decorated with interlocking
compliments, Brendeben swore a solemn god oath to
designs, and set with amethysts, this medallion was
Ablutor – for the love of the Shimmering One he
commissioned and created in the town of Nazmish by
would create the finest and most beautiful ceremonial
skilled jewelers as part of a lot of items and treasure
mask ever seen on the face of Tellene, and that it would
demanded by a rampaging warlord who repeatedly
be complete within the month.
threatened to destroy the town. The bribery worked,
There are many theories about what happened next. and the medallion was taken away into the world. How
Some say that the Shimmering One sought to test it subsequently acquired its magical properties is
Brendeben’s faith and resolve, others that the Confuser unknown.
of Ways saw a perfect opportunity to sow mischief, and
still others who say that it was naught but the vagaries
of the human heart. What is clear is that Brendeben fell
deeply in love with a nobleman’s daughter who had
newly come of age. In his desire to woo her, he forget all
else, thinking of nothing but winning her heart. He
crafted her beautiful jewelry and fine statuettes all the
while neglecting his work for the Face of Rapture. At
the end of the month, the mask lay unfinished. Finally
remembering it, Brendeben believed it could serve as
the final gambit in capturing his lady’s fancy. Finding
the mask in his workshop, Brendeben noticed that it
was even more beautiful than he remembered, and
strangely that it was finished. Fatefully disregarding this
oddity for his mind was elsewhere, he went
immediately to his love’s house and after donning the
mask called out for her to look upon his triumph. She
appeared on the balcony above, and looking upon her
pursuer saw a countenance beyond reckoning.
Brendeben’s mask had morphed into a revolting facade
of absolute horror. She leapt from the balcony, taking
2 76
This powerful necklace dampens magical energy are permitted a +3 bonus to their role when
allowing it to absorb a portion of damage delivered by determining if they met said monster’s gaze.
arcane magic (though not divine magic). Any time the The aforementioned tactical benefit carries a
wearer could potentially be physically harmed by arcane strategic liability. All such beings are inexplicably lured
magic, the medallion soaks up the first d12p points. to the lamp like a moth to the flame. Creatures that
This reduction is deducted prior to rolling any Saving might otherwise be content to remain secreted within
Throws. For example: a character suffering 24 points of their lair are compelled to proactively seek out the
magical damage would roll 1d12p and reduce the lantern. The precise mechanics (i.e. how and when they
277
Minsel’s Ever-Full Wine Jug’s Powers
Level 1-5 Level 6-10 Level 11-15 Level 16-20
Annointed follower of Standard Effects. The first pour of any The jug can pour two The jug can pour three
the Passionate One day serves as a minor quarts and refills in 12 quarts, refills in 6
healing potion (2d4p hours. The first & hours. The first three
of healing points). second pours of any pours of any day serve
Imbiber becomes day serve as a minor as a minor healing
intoxicated per Induce healing potion (2d4p potion (2d4p of heal-
14: Magic Items
When the party finally ended, the grounds were What Mitrasa painted were quite plain interiors of
cleaned and a new owner took possession of the buildings or monotonously ordinary scenes of nature,
vineyard. No mention of any such jug was publicized usually bereft of any particularly compelling points of
and it is a matter of intense speculation as to whether interest. Mitrasa had his reasons – he was diligently
it ever existed or where it may be today. working every day to develop and perfect the technique
All pourings from the Ever-Full Wine Jug are of perspective. By the end of his life he had so totally
excellent 90 I.R. vintage Shyta-na-Dobyo. The jug can eclipsed his peers in this pursuit that looking at one of
pour at least a quart of wine a day and is always his masterworks is akin to viewing a mirror or a
magically refilled after twenty-four hours. Anyone who photograph. The exact geometrical precision is uncanny,
drinks the slightest sip of this wine is automatically and gives one the sense that they are peering into
inebriated per Buzzed. Subsequent intoxication occurs another world. Although Mitrasa’s patrons and
at the rate of 3 fluid ounces = 1 drink. admirers were few in number, they were great in power.
Even the Racounter took notice, and unbeknownst to
The above chart shows the effects the wine will have
Mitrasa, granted him a great boon. Such was the
if poured by a member of the Order of the
precision and realism in Mitrasa’s paintings that the
Passionate One:
Loremaster imbued them all with magical power.
The number of currently extant Mitrasa’s Paintings is
Mitrasa’s Paintings unknown, as he never gained much fame, but is
Mitrasa lived and died in obscurity, a fact that could certainly less than fifty. Each painting is signed with
scarcely be believed if one were to see his paintings. Mitrasa’s name and a short prayer to the Eternal Bard.
Each canvas appears, at first glance, utilitarian and The paintings all function in the same manner: an
uninteresting, with each one measuring no more and individual approaching the painting may “enter” the
no less than 48 by 77 inches. Mitrasa never painted world of the composition so long as they recite the
people, rarely painted animals and wasn’t even prayer written on the canvas.
particularly fond of painting fruits, vases, or other In this way, any object may be placed into the
common subjects of still lifes. It is, quite probably, this painting, or a person may step wholly through the
lack of intriguing subject matter that ensured there frame and into the depicted world. Should they enter
would be few purchasers of his work, and even fewer the mural, they can be viewed as a new static element in
admirers. the composition by observers. The image refreshes
immediately upon the addition of a new element but
27 8
only once per hour thereafter. As such, outsiders are trigger events permit a full Wisdom check (roll a d20p
viewing a snapshot in time not a motion picture. under character’s Wisdom score) rather than the more
The world inside the canvas is, at least to initial extreme check required by the flaw. If the wearer gives
observation, completely normal. Those having just away or is divested of the girdle then the flaws persist
entered it can turn around and see what appears to be for three months at which point they disappear.
a framed painting of their reality hung on the wall.
They may exit the painting’s reality at any time by Pamphlet of Dexterous Acceleration
walking towards and climbing through this portal.
This book is a collection of loosely bound sheaves of
27 9
Although the pamphlet dispenses with overly This set of footwear appears to be a standard pair of
technical discussions of kinesiology, it nonetheless boots, albeit lined with fur from a mink and trimmed in
requires average mastery of literacy to read. rabbit fur. The boots are both warm and water
resistant. Wearing the boots provides the following
advantages:
Poncho of Many Tapestries
Cold weather resistance: Rastur’s Boots provide the
Constructed from the remnants of an old tapestry,
equivalent of “winter clothing” without adding any bulk
this garment is heavy and cumbersome; weighing a
(i.e. no Defense or Initiative penalties apply) and are
14: Magic Items
2 81
gains a DR of 20 that is proof against both physical and A key to Elplon’s power was the libriam of dark
magical damage (this effect superseding spells that rituals he referred to as the Spirit of Sorrow. The tome
specifically bypass DR). However, the cape cannot be was of unknown origin; written in ancient Brandobian
properly wrapped if the wearer employs a shield. The and featuring lengthy passages espousing necromantic
wearer must employ both hands to perform this ideology. Elplon was a secret devotee of the Harvester
motion thus negating the possibility of attacking, of Souls and wholeheartedly subscribed to the
employing a device or casting most spells, limiting his malevolent ideas within. The vile book possessed a great
defense to a d12p, and allows the user’s opponents to deal of information on consuming living souls to
attack at half weapon speed. He may, however, move at rejuvenate the living.
14: Magic Items
walking speed. This invulnerability persists for 60 Whilst returning from a successful patrol with
seconds or until the wearer releases the cloak – several elven captives in tow, Elplon and his
whichever comes first. This latter power may be used accompanying soldiers were waylaid and surrounded by
no more than once per week. elves calling for their surrender. Fearing capture, the
dark mage urged his associates to stall for time while
Solomar’s Gossamer Garment he performed some necromantic magic to assist the
most gravely wounded. Survivors relate being absolutely
NOTE: This garb bears the namesake of its last known owner,
horrified at the dark ritual he performed. To a man they
As the wearer of a halfling named Solomar “Green Barrow” Malakar. He
this cloak cannot fled or crawled away, their fear of the mage supplanting
was known as an amateur sage and the resident
threaten adver- any apprehension of seizure by the elves. They related
saries with a authority of fairies and fairy-kin. He once penned, “I
their story to their captors who, shocked and appalled,
weapon, they may would give all my remaining years for just a chance to
attack him at half immediately released them on their own recognizance
frolic with the pixie-fairies in Lendelwood. The
their weapon speed in order to pursue the mage. Not a man that returned
(provided no allies freedom to fly and the ability to remain unseen is truly
was aware of what ensued. What is known is that
of the cloak wearer my heart’s greatest desire.”
can endanger said Elplon never returned to his tower and a subsequent
attacker). Solomar’s Gossamer Garment is a sheer, nearly investigation revealed a veritable charnel house.
transparent, fuchsia-colored hooded cloak. The
Substantial power is woven into the Spirit of Sorrow
garment offers scant refuge from the elements but when
for those willing and able to harness it, chiefly the
the hood is drawn up the wearer will turn invisible (as
Maranam Ritual, which, when invoked, permits the
per the mage spell Invisibility). This effect is useable
reader of this grimoire to extract the life force of a
once per day. The garment is a beautiful example of
sentient being and transfer it to either himself
pixie-fairy couture and affords the wearer a +4
or another.
situational bonus to reaction encounters with members
of that race. This dark rite necessitates burning a fresh tallow
candle rendered from human fat adjacent to the
There is one unusual side effect of this cloak. Every
restrained subject of the ritual. The mage then chants
time the wearer turns invisible there is 1 percent chance
the dirge’s lugubrious verses over the course of 30
that he will permanently transform into a pixie fairy –
minutes. Upon completion, the candle extinguishes
his items (including the cloak) falling uselessly to the
itself in a bright flare and the captive’s life is transferred
ground. Some believe this explains Solomar’s
to a nearby host of the mage’s choice leaving only a
mysterious disappearance.
desiccated husk behind.
The cloak only fits halflings, gnomes, and
In order to successfully complete the ritual, the reader
gnome-titans (or similarly sized creatures).
must succeed at a difficult arcane lore skill check. A
10% bonus is applicable if he possesses average or
Spirit of Sorrow better mastery in the musician (vocal) skill. If the rite
The lands surrounding the town of Unvolen have was successfully performed, the subject of the ceremony
seen numerous battles over the years as Eldorlans is permitted a Trauma check to resist having his life
constantly struggle to gain control of the Lendelwood. extracted. Failing this, all his remaining hit points are
Two score years past, a nefarious mage calling himself transferred either to the mage (at a rate of 1 hp per 2 hp
Elplon Stroddan appeared and used his extensive extracted) or a nearby third party (at a rate of 1 hp per
knowledge of both elves and the arcane to assist his 3 hp extracted).
human allies. He accompanied raiders into the forest, Hit points gained via the Maranam Ritual do not
capturing arcane items of elven design and dozens of equate to those restored via healing. Accrued hit points
prisoners. They entered his tower for advanced may exceed the individual’s hit point total. However,
interrogations and were never seen again. Despite his they are not permanent and will dissipate at the rate of
sinister reputation, he proved a knowledgeable source 1 hp/day. Note that while empowered by Maranam
of information (presumably gained via torture) as well energy, an individual cannot heal naturally and any
as a powerful counterbalance to the elves’ magical curative spells will be ineffective.
282 prowess.
Collateral effects: Readers who fail their arcane lore come with personal well wishes from a respected guild
skill check by 30% or more must themselves attempt a master, or a noble lady, or perhaps even from a merchant
Trauma check. Failure results in transformation to a of particular wealth. The lords and ladies of the court
Spectre. Subjects drained of life by the ritual have a 5% would coo with approval and fawn over the new
chance of rising as a Barrow Wight. treasure and everything would be right with the world.
During the presentation of such gifts one day, a rather
Trackless Travel Clothes small item was brought forth for the king’s inspection.
It appeared to be little more than a dung beetle carved
285
Potions Broth of Animal Control:
It allows the imbiber to control one animal* of his choice
Potions are usually encountered in 4 oz. (125 ml) stoppered
within 100 feet, for one hour utilizing mental commands. The
bottles. Drinking a potion is a 5 second action during which
animal is allowed a Mental saving throw vs d20+12 to resist the
Defense is limited to d8p. Each potion contains 5 25ml “sips.”
imbiber’s will and is allowed an additional save at a +8 if given
Potions, as a liquid, can obviously be introduced to other
any commands that would prove immediately suicidal. During
beverages and certain watery foods (i.e., soups, stew, gruel, what
the hour in which the potion is in effect, the user is able to
have you).
14: Magic Items
286
Potion of Ardor
A sip of this potion will grant the individual who
partakes of it an immediate, deep infatuation with the
first person they make eye contact with (as long as that
person is of the same race as them, i.e. no Dwarves
falling for Elves). This manifests in strong feelings of
desire for a loving relationship. For 1d4p weeks per
Cordial of Clairaudience:
Potion of Breathlessness
It allows the user to focus his hearing to listen in on
When drunk, it seems to expand in volume once it
sounds up to 150 feet away. He can eavesdrop on
reaches the stomach, giving a pleasant feeling of
conversations in other rooms of an inn, whispered
fullness. A potion of breathlessness frees its imbiber
secrets from a table away or the sound of weapons being
from the shackles of aerobic respiration. Those under
drawn in a corridor. This ability lasts for just 20+2d4p
the effects of this potion need not breathe for any
minutes. A side effect is that the drinker is able to roll
reason save speech. As such, these characters are not
one die lower for initiative, as he is unusually prescient
only rendered immune to fatigue, but can survive
at detecting the approach of danger.
normally underwater or in a vacuum. As long as the
character chooses to hold their breath, they are also
immune to poisonous gases, spores, molds, and smokes Climber’s Draught:
of all kinds (unless they can be absorbed through the When drank, myriad, tiny spines sprout from the
skin). Choking attacks no longer pose much of a threat, hands and feet of the imbiber. These spines allow the
either. Note that characters who wish to speak or drinker to climb on any solid surface at crawling speed,
vocalize sounds will still have to draw breath to do so vertically or horizontally (even upside down) without
and so could still risk inhaling dangerous fumes or the need of climbing gear for 30+2d6p minutes. To take
anything else that may be present in the air. This potion advantage of this ability, however, the would-be climber
lasts for 2d4p minutes once drank. must be barefoot and barehanded, as both hands and
feet are needed to support the climber’s full weight.
Particularly strong individuals with a Strength rating of
Potion of Buoyancy:
15/51 or above, however, are able perform these same
Anyone who drinks the entire potion becomes
climbing feats with only their hands-- bypassing the
buoyant and able to float on air for d4p+2 minutes... a
need to go barefoot.
sip lasts only a few seconds (d4p). Imbibers beware -
when the potion wears off, one will fall, and until it This potion does not provide any benefit to anything
wears off, you cannot touch the ground without other than climbing (e.g. pick pocketing, grappling,
assistance. etc.).
While under the effect of this potion, one may
control their altitude by either sucking in air to ascend Potion of Duplicity:
or belching to descend. A lightly laden character may This accursed draught was brewed by priests
ascend or descend at a rate of up to 3 feet per second. dedicated to the Confuser of Ways. Imposters whisper
Heavily laden characters (i.e. those in full metal armor that a fount of this liquid bubbles up from the earth
or otherwise carrying 45lbs or more of weight) may deep underground inside a secret temple located in the
only ascend at 1 foot per second, but can descend at 5 Imomena Hills.
feet per second. The total, supportable weight is the
Whatever the truth, the Potion of Duplicity is
imbiber’s body weight +100 lbs.
extremely hazardous. At first blush the potion appears
to be nothing more than a common healing draught.
Indeed, drinking a small sip (~25 ml) will restore 1 hp
to the drinker’s most severe wound. If used
2 87
conservatively in this manner, a total of 5 sips may be size M weapons, pole arms, and two handed swords can
nursed from the flask each restoring a point of damage be used one-handed, however, though the latter two no
Only very precise testing will discover its true longer add the +3 bonus normally occurring to
insidious nature. A successful Very Difficult Arcane or creatures using them as two-handed weapons. Of
Divine Lore skill check will reveal this potion for what course, larger creatures have the disadvantage of also
it truly is. being better targets for missile weapons.
Consuming a full Potion of Duplicity within a
14: Magic Items
30-minute timeframe will instantly send the drinker Potion of Hill Giantism:
into a body-crippling convulsion. This agony ends after Once the imbiber drinks this potion, he will grow in
a minute when the drinker vomits up a hunk of flesh, stature and girth for ten seconds until he towers as tall
rendering the drinker catatonic for the next five as a hill giant. The character’s appearance changes to
minutes. Over the course of the next 30 seconds this such an extent that he is indistinguishable from a hill
fleshy spawn transforms into a fully adult changeling giant (albeit, a hill giant version of himself ) for
(see HoB page 66-67). This horrid mutation can be 20+d10p minutes. His strength increases to 20/01, his
harmed during its infancy, but the changeling begins attack increases to +16, his DR becomes 4, his Defense
with full hit points and damage reduction and rolls a becomes +7 (and is cumulative with any Defense
d8p for defense, regardless of its current state. Once bonuses from Wisdom and Dexterity the PC may
fully formed, the changeling may attack or properly have), he gains 15 extra HP, and he can uproot trees or
defend itself (or preferably flee) without penalty. Should use some other large object (subject to GM approval) to
it survive, the changeling will assume the clobber foes as proficiently as a hill giant wielding a club
identity of the potion drinker – retaining full would (4d6p+8). Anything needing a normal sized
knowledge of their history and life. hand to manipulate is rendered effectively useless as the
grips become too undersized for practical use. Hafted
size M weapons, pole arms, and two handed swords can
Potion of Fleet Feet
be used one-handed, however, though the latter two no
An imbiber gains a boost to his speed when walking
longer add the +3 bonus normally occurring to crea-
or running, allowing him to move at double his normal
tures using them as a two handed weapons. Intuitively,
rate. This increased celerity also imparts a +3 to the
one retains any specialization bonuses with weapons
drinker’s defense during the hour-long duration of this
able to be wielded in giant form. It is advisable to not
potion.
drink this potion when in a confined area as the
enlargement process is rapid and Hulk-like, tearing
Potion of Giantism: asunder any worn garments or armor.
This odd concoction causes the imbiber to grow Alternatively, if you find this too complicated, the
larger by one size category. Once a person drinks this drinker polymorphs into a hill giant with stats as
potion, he grows at a rate of 1 foot per minute until he reflected in the Hacklopedia of Beasts.
reaches the full growth the potion allows. Once the
character reaches this maximum height, he retains this
stature for d6p hours. Potion of Hoar Frost Giantism:
Once the imbiber drinks this potion, he will grow in
A Potion of Giantism does not affect a character’s
stature and girth for ten seconds until he towers as tall
Strength. However, because Small and Medium
as a hoar frost giant. The character’s appearance changes
characters are increased in size to Medium and Large
to such an extent that he is indistinguishable from a
characters, respectively, each is able to more easily wield
hoar frost giant (albeit, a hoar frost giant version of
larger weapons if they already posses the requisite
himself ) for 20+d10p minutes. His strength increases to
strength. That is to say, a Small size character who
20/01, his attack increases to +18, his DR becomes 5,
grows to Medium size can now wield a longsword in
his Defense becomes +8 (and is cumulative with any
one hand, while a Medium size character who has
Defense bonuses from Wisdom and Dexterity the PC
grown to Large size can now do the same with a
may have), he gains 20 extra HP, and he can uproot
two-handed sword. Characters also gain 2 feet of reach
trees or use some other large object (subject to GM ap-
and their movement speed increases by one category
proval) to clobber foes as proficiently as a hoar frost
(see the Hacklopedia of Beasts).
giant wielding an axe would (4d8p+10). The newly
Any armor or clothing worn when the PC drinks a gigantic imbiber also gains a hoar frost giant’s
Potion of Giantism will be rent asunder by the resistance to cold (including a DR 20 vs. magical cold).
transformation and anything needing a normal sized Any armor or clothing worn when the PC drinks a
hand to manipulate is rendered effectively useless as the Potion of Hoar Frost Giantism will be rent asunder by
grips become too undersized for practical use. Hafted
288
the transformation and anything needing a normal Healing Potion:
sized hand to manipulate is rendered effectively useless This elixir is similar to the Minor Healing Potion in
as the grips become too undersized for practical use. all respects save that it heals 3d6p points, or 1d8p points
Hafted size M weapons, pole arms, and two handed if taken in halves or poured upon a wound.
swords can be used one-handed, however, though the
latter two no longer add the +3 bonus normally
Major Healing Potion:
occurring to creatures using them as a two handed
Save for increased efficacy, this potion functions as
weapons. Intuitively, one retains any specialization
289
24 hour period, however, the need to sleep becomes Potion of Invisibility
irresistible and the imbiber falls unconscious for 24 This potion renders the drinker invisible for 2d6p x
consecutive hours. Characters under the effects of a 10 seconds per sip. A standard potion contains 5 sips.
Potion of Indefatigable Dynamism are imbued with a
A Potion of Invisibility in no way renders a person
intractable energy that does not allow them to sit still
incorporeal; they can still suffer damage and may be
for more than a few minutes. These characters need to
detected using other senses (smell, sound or touch).
act—now! Consequently, sedentary activities like
Those who cannot see the invisible character suffer
magical or mundane studies, meditation, or anything
heavy penalties to hit or to defend against him (-8 to
14: Magic Items
2 91
Potion of Prescience: This potion allows the imbiber Potion of Unyielding Vigor
to recieve a premonition of any danger posed to him for This potion is said to be Dejy in origin. The imbiber
one hour. During this hour the character will always is endowed with great, unyielding strength, raising his
roll d3 for his initiative regardless of circumstance. strength to 20/51 for 3d4p x 10 minutes regardless of
the individual’s current muscular potency. This potion
Potion of Sleep: A sip of Sleeping Potion causes a emulates molten iron and almost seems to glow red as
if with an intense heat, although it is cool to the touch.
person to instantly fall asleep for 8 hours, during which
It smells of burning wood and tastes like a very smoky,
time they cannot be awakened even if sustaining
14: Magic Items
Potion of Speed
This potion gives its imbiber a phenomenal boost to
his speed, allowing him to take all physical actions in
half the time it normally would take (round up). The
effects of a Speed Potion last 4d20p+100 seconds.
After this effect wears off, the drinker is fatigued and
mildly dehydrated (see dehydration rules). Fatigue
penalties (q.v.) are equivalent to -8.
292
Against the individual who bears their wrath, as well carefully resulting in a reading time twice as long as the
as any associates or partner they are aware of, the casting time of the spell in question. Scrolls may be read
affected gains a +80 modifier to any Resist Persuasion by anyone who has successfully deciphered them - even
skill checks that need be made (as well as losing their a fighter! (Note that readers of arcane scrolls are not
previous vulnerabilities), and will actively set themselves subject to spell mishaps having to do with armor and
against the party they feel wronged them. shields).
Vindictiveness will be pursued to the best of their
ability and resources, and any attempt to humiliate (or
Non-vocalists may benefit from this elixir as well as 8 The Conventicle of the Great Tree
it negates laryngitis in any form. 9 Church of Chance
Effects last 4d12p minutes (cured laryngitis does not 10 The House of Shackles
return after the effects end). 11 The Order of Agony
12 The House of Knives
Potion of Water Breathing 13 The Conventicle of Affliction
After drinking a Potion of Water Breathing, 14 The Temple of Strife
characters can respirate underwater for 2d4p minutes 15-20 Re-Roll
per sip. There is a drawback to taking this potion,
however. If the potion hasn’t worn off, the imbiber will
suffer suffocation damage upon coming out of the Clerical scrolls are fundamentally different from
water, much like a fish would. After being in the air for arcane scrolls in that reading the prayer inscribed upon
two minutes, a character under this potion’s influence them invokes a miracle fostered by the author’s deity.
becomes subject to the drowning/suffocation rules (q.v.) The reader need not be currently capable of enacting
as if they were attempting to breathe underwater. Once the spell due to inexperience or even a complete lack of
the potion wears off, the imbiber is able to ecclesiastical training.
breathe air again. Any cleric may attempt to decipher a spell of any
religion. However, they are bound by the convictions of
their religion to never blaspheme by uttering sacrile-
Scrolls gious prayers. Spells that do not appear on their spell
list are considered heretical and thus off limits. Should
Scroll distribution, balance between arcane vs. divine a priest disregard these restrictions, he suffers an Honor
types and spell levels are presented in the hit equal to the spell level of the prayer he invokes via
Treasure Tables. his sinful act.
Notes:Scrolls must first be deciphered before they Other characters may attempt to decipher clerical
may be used. This necessitates either the Arcane or scrolls provided they have some mastery of Divine Lore
Divine Lore skills as appropriate. (q.v.). Should they be an anointed follower of a
Once an individual (who need not be a mage) has particular deity, they too are subject to punishment for
recognized the scroll contents through a successful heresy (i.e invoking sacrilegious prayers) albeit at only
Arcane Lore skill check, he may enact the spell by one-quarter the severity of a priest. Characters that are
reading the scroll aloud. This must be done clearly and not anointed face no such stricture.
293
As a side note, characters with any mastery in Divine Biting [Any]
Lore will have demonstrable evidence of the existence Anyone can use this wand to create a magical attack
of divine beings making the concept of atheism a that simulates a bite. The range is only 3 feet, thus usage
foolish notion. requires the close proximity of melee combat. The
wielder can expend up to three charges to inflict a
magic bite of 1d6p points of damage per charge
Wands (bypassing the armor and defenses of the victim).
Mages can command a ranged attack from the wand
14: Magic Items
294
Discovery The following list of increasingly potent effects
This enchanted wand is constructed of willow, is ten requires the expenditure of charges.
inches long, and tapers towards the end. A thin blade of Fire Finger (1 charge and 5 SP): effect as Fire
brass juts out from the handle, polished to a mirror Finger spell inflicting d3p+6 points of damage with a
sheen. When a charge is expended the top of the wand range of 25 feet
glows with a pink light.
Scorch (2 charges or 20 SP plus one charge; 21+
Wands of Discovery can be used in the following charges remaining required): effect as a Scorch spell
ways: inflicting d3p+15 points of damage.
296
between the nearest targets (if equal-distant, it always
hits a new target) until the bolt has traveled 120 feet or
has struck eight targets. The bolt inflicts 8d6p points
of damage to the first victim, subsequently losing 1d6p
in potency until fizzling out for a mere 1d6p points of
damage on the final mark. Armor and natural hides do
not reduce damage.
2 97
2 charges expended (requires 12 remaining charges)
Charges Weapon Type Damage
3 Axe 2d4p d8 Roll Creatures Summoned
4 Javelin d12p 1 Ants, Giant (3)
5 Bolt/Arrow 2d6p 2 Beetle, Giant Fire (5)
3 Gnole
If a mage spends 30 SPs per charge required for the 4 Orcs (4)
14: Magic Items
use, the wand expends only one charge when used 5 Orkin Wardawg, Lesser
(regardless of how many were originally required).
6 Rats, Giant (11)
7 Ticks, Giant (2)
Summoning [Mage] 8 Wolf, Dire
This wand allows a mage to summon creatures of
varying power levels and numbers to do his bidding (see
the following charts). Summoned creatures appear 3 charges expended (requires 24 remaining charges)
directly adjacent to the mage, encircling him in the case d8 Roll Creatures Summoned
of multiple creatures. Use your best judgment and be
1 Boar
reasonable. Clearly, a human being does not occupy an
entire five-foot square. Summoned creatures may be 2 Bugbear + Goblins (3)
forced to temporarily be in close proximity with 3 Gnoles (2)
someone currently occupying it. This will not inflict 4 Imp
injuries on either party—witness a crowded Tokyo 5 Ogre
subway line. If in the rare circumstance that the
6 Scorpion, Giant
summoner is in a truly confined space and foolishly
summons creatures into it, they all instantly become 7 Troglodytes (4)
ground beef. Caveat Summonitor. 8 Wolves, Dire (2)
Creatures so summoned attack enemies or carry out
some task that requires less than 5 minutes. If the 4 charges expended (requires 36 remaining charges)
latter, the mage must be able to communicate with
them in order to issue them a task. All summoned d8 Roll Creatures Summoned
creatures (this is particularly important for humanoids) 1 Bugbear
NOTE:
Summoned crea-
appear as the default entry in the Hacklopedia of Beasts 2 Hobgoblin + Goblins (5)
tures are in a and are not subject to morale rules as per a standard
3 Orcs (5)
dream-like state not creature of their type.
fully cognizant of 4 Snakes, Venomous (Rattlesnake) (2)
their surroundings. A mage may choose to spend 50 SPs per monster
5 Spider, Very Large + Spider, Large
They unquestion- level summoned to avoid expending any charges beyond
ingly obey the 6 Wasps, Giant (8)
commands of the
the first.
summoner regard- 1 charge expended (requires 1 remaining charge) 7 Weasels, Giant (2)
less of the risk in- 8 Wolves (2)
volved and without
d8 Roll Creatures Summoned
any thought of
racial animosity. If 1 Dogs, Wild (3)
still alive (or un- 5 charges expended (requires 48 remaining charges)
dead) at the conclu-
2 Goblins (3)
sion of five minutes, 3 Kobolds (4) d8 Roll Creatures Summoned
they return to the
4 Rats, Giant (5) 1 Ghoul
spot they were
summoned from 5 Skeleton 2 Goblins (13)
and recall the expe-
rience as a dream. If 6 Spider, Large 3 Orcs (5) + Orkin Wardawg, Lesser
slain, their bodies 4 Spider, Huge + Spider, Very Large
7 Strix
remain on the bat-
tlefield leaving their 8 Troglodyte 5 Toad, Giant
companions to
6 Troglodytes (5)
wonder at their sud-
den disappearance. 7 Weasels, Giant (3) + Weasels (4)
8 Zombie + Skeletons (3)
298
6 charges expended (requires 60 remaining charges) simulate the detrimental effect this intense smoke
inhalation has. For every 10 seconds spent in this area,
d8 Roll Creatures Summoned each PC or monster must make a Physical Save (vs.
1 Ants, Giant Warrior (2) d20+12).
2 Goblins (10) A failed save means they begin to suffer from smoke
3 Orcs (6) inhalation. Assess a -1 penalty to Attack, Defense and
4 Skeletons (3) Damage. Subsequent failures are cumulative. If an
individual accumulates penalties of -10, he dies. Exiting
a slip and fall. The cloud lasts for d6p x 10 minutes, dis- piece of fur glued to the shaft.
sipating over the final minute. Such use expends
3 charges, but the mage may choose to spend 20 SPs to If a creature is hit (though not mandatorily wounded)
reduce this expenditure to two charges. by such a projectile appropriate to its species, it must
attempt a Tenacity check (vs. d20p+4). Failure indicates
Geyser [Mage]: If the Water Wand has 75 or more that it is spooked by the arrow and will scamper off. It
charges remaining, a mage can speak a fourth command will not approach the archer or any in his company for
word to expel a high-pressure jet of water from the end the subsequent d4p+1 days.
NOTE: of the wand that reaches up to 60 feet away. This jet
Creatures subject to lasts for 10 seconds per 4 charges expended, but the
a geyser may not mage may choose to spend 30 SPs to reduce this Armor Piercing
reply with missile
fire. If directed at a
expenditure to three charges plus 10 SPs for each These missiles uniformly feature a diminutive, albeit
target in mêlée, the further 10 seconds of use beyond the first. The jet weighty, warhead fashioned from a heretofore unknown
target’s opponents produces 40 gallons of water per 10 seconds. non-ferrous metal. When striking body armor, chitin, or
may immediately
make a tactical If directed at a single creature for 5 seconds, the force bone, these projectiles are able to puncture the
move to disengage of the geyser inflicts d12p points of damage. The mage protective carapace with ease delivering full weapon
which the target damage to the target.
cannot circumvent
simply points the wand at any target and needn’t roll
or reply to (negat- to-hit. There is no save for the victim, but armor and Translated into game terms, these missiles ignore DR
ing a possible free natural absorption can reduce or eliminate the damage for any target they strike. If the arrow strikes a shield it
attack, rearward
sustained. After the initial 5 seconds, the mage may will pierce through it and go on to the target’s armor,
strike, etc). If they
choose not to continue to direct the jet at the target or switch to a but the armor’s DR then applies. For example, if
disengage and their new opponent. The geyser also knocks Small (and Brognan the archer uses an Armor Piercing arrow to shoot
reach is less than smaller) creatures back, while Medium creatures must
five feet, they too a shieldless opponent and strikes true, then the arrow
are subject to the make a Feat of Agility check (vs. d20p+6) to resist being ignores the foe’s DR. If, however, that opponent had been
effects of the geyser knocked back and Large creatures must make a check wielding a shield (and its cover value would have caught
(mêlée being a, (vs. d20p) to resist being knocked back.
pardon the pun, the arrow), then the arrow would instead pass through the
fluid affair). Damage shield and deal damage to the opponent as a
in this latter case mundane arrow.
should be divided
equally between all
Projectiles
parties involved.
Aerial Buoyancy The Asp (bolts & arrows only)
This missile’s special power is only effective upon These missiles are distinctive in that the shaft has a
impacting a size L or smaller creature though it need texture reminiscent of a snake’s skin. When nocked (in
not physically injure said target to enact its power. a drawn bow or tensioned crossbow), it transforms into
Those struck by this missile must succeed at a Physical a rigid skinny snake. The serpent can be shot like any
saving throw (vs. d20p+6) else they are gently propelled other missile and offers no penalty to accuracy despite
upwards to a height of 10 feet. the lack of fletching post transformation.
If the floating being can contact a wall (either by Any target struck by the missile suffers a wound
proximity or via a pole), it can perform lateral comparable in severity to that inflicted by a projectile
movement by launching itself off the surface but is normally discharged by the bow or crossbow as normal
incapable of descent. Barring this, they are left to hang for a successful hit. However, the missile also discharges
in the air until the effect dissipates. Creatures capable of asp poison into the wound (see Snake: Asp on p. 283 of
flight may employ this power to ascend to higher the Hacklopedia of Beasts).
altitudes but cannot descend below 10 feet. After striking an object, the missile will fall to the
After 5+d6p minutes, the creature will gently float ground and fully transform into an asp (6 hp). Should
back to earth. it have impacted an individual (or his shield), the snake
will Aggressively Attack said person until slain. If it
failed to hit a creature and impacted upon an inanimate
300
surface, the transformation still occurs. However, in this Bodkin
latter case, it remains in place and will only strike out if These missiles uniformly feature a wicked barded
approached within five feet. In either case, the conjured warhead. Should it succeed at hitting and damaging a
snake vanishes if slain or after 5 minutes have expired. target, the missile is considered to be “deeply
embedded” regardless of the actual damage inflicted.
See “Arrow Wounds” (p. 19) for information on the
Bashing (throwing axes only)
procedure for removing such a missile.
These projectiles are renowned for their ability to
deliver an extraordinary blow capable of knocking a
3 01
Dissuasion (bolts & arrows only) Fireball
Arrows of Dissuasion are not designed to kill, rather The bright red vanes on these missiles are a passive
they are meant to scare off any wild beast or other foe mnemonic device to remind archers of the potentially
who approaches too closely. These blunted arrows only lethal capability present within these items. In some
inflict d4p damage but compel the target, if struck instances, javelins have been similarly enchanted
(though not necessarily injured), to make a Mental though not universally encoded with red markings on
saving throw (vs. d20p+12) or be driven away per a the shaft.
failed morale check. These arrows are highly prized by Upon striking a solid surface, these missiles exude a
14: Magic Items
mercenaries savvy enough to understand that Fireball (q.v.) centered at the point of impact. Those in
completing a mission doesn’t always involve the volume of effect are permitted a Dodge save in
slaughtering everything in your path. order to sustain but half the 6d6p damage
resulting from the detonation. The sole exception is an
Distance individual directly struck (e.g. not deflected by a shield)
by the missile who receives no such save.
These enchanted arrows facilitate long distance
archery. When aimed, the target appears closer than it
actually is. This extra sensory perception, coupled with Firefly Stones
a dweomer that mitigates the downward pull of gravity, Furum Kapran, a Halfling poet and orator often filled
permits firing at twice the distances listed in the Player’s his tales with strange items of power. He always insisted
Handbook (each range increment being doubled). on the veracity of these objects. Most of these were
Aiming is a necessity when employing these arrows fairly mundane items, like a broom that cleaned floors
to their full effect. If a snap shot is taken with one of on command, or a rolling pin that made enchanted
these missiles, no extra range is possible. cookies. The rather unimpressive nature of them led few
to question his tall tales, or care much about whether
he told the truth about these ensorcelled wares.
Enraging (bolts & arrows only)
One item he often spoke at length about was
Encouraging an opponent to enter a blind
something he called Firefly Stones. Over the years these
psychopathic rage may at first blush seem to be a truly
small sling stones have also been referred to as Furum’s
horrible decision. However, there may be tactical
Pellets. These stones are more clearly based on fact than
situations where this can decidedly work to the
legend, and many have sought them over the years. It
advantage of those audacious enough to employ
seems that the Halflings of Kapran’s clan were always
this strategy.
on the lookout for the perfect skipping stones. Each
When a creature is injured by this missile (i.e. merely family had their own prized collection of these perfectly
scoring a hit is insufficient, the target must actually smooth rocks. They were prized for both
sustain an injury via a wound sufficient to bypass any functionality and beauty, and a good stone could be the
DR), it is permitted a Mental save (vs. d20+9). Should envy of the whole town. Over the years the best stones
it fail, it becomes incensed at the temerity of the became concentrated in the hands of private collectors,
feckless archer and will thereafter make killing said and some have, undoubtedly, ended up at the bottom
bowman its sole purpose in life. It will immediately of lakes and rivers. It is rumored that some were
dispense with its current actions, disengaging from enchanted to be not only beautiful, but deadly.
mêlée if necessary, in order to reach the offending
These slingstones appear as smooth river rocks or
archer as quickly as possible. It avoids becoming
small, colorful agates. Most are deep red, but some
engaged with other opponents except in the case where
feature colored streaks of black, white, or even blue.
they bar its access. Once within range of the bowman,
They are usually found in batches of ten or twelve.
it will Aggressively Attack until its hated adversary
is dead. When propelled from a sling, a Firefly Stone acts as
a +1 damage slingstone. In addition to the +1 damage
Note that the induced rage does not compel
bonus, a Firefly Stone ignites upon being slung. When
stupidity unless said is the creature’s normal modus
such a stone strikes an object, it inflicts an additional
operandi. As such, a creature will not leap across a
1d3p points of fire damage. Anyone slinging such
crevice to its death simply because it’s the shortest
stones must be cautious, as a missed shot could easily
linear distance to the archer nor will it ignore at its peril
start a fire and ignite Class B flammable items.
those seeking to take advantage of its distraction by
mounting attacks on its rear (though it will not pursue).
If capable of ranged attacks, it will certainly employ
these to purposeful effect.
302
Frightening Note that cover (including that provided by a shield)
Upon impacting an object, this missile delivers a offers no protection from homing missiles. Should the
tremendous (though ineffectual in game terms) target remove the embedded missile, it can no longer
explosive noise coupled with a bright flash of light. grant its unerring power of attraction to its fellows.
Bystanders must immediately perform a Tenacity check
(vs. d20). Those failing this check immediately flee the
Hounds Bane (bolts & arrows only)
area. Animals suffer a -6 penalty to their tenacity check.
Arrows of Hounds Bane are the product of Ka’Varo
Homing (bolts & arrows only) Huntsman (bolts & arrows only)
These missiles usually are found as a set of 7-12 The Huntsman’s Arrow is prized by hunters of
individual projectiles. They are all keyed together to animals and men for its ability to slow its target. The
facilitate follow-on shooting. target struck must succeed on a Physical saving throw
Once any individual missile strikes a target, any (vs. d20+14) or be slowed to a walk. This arrow is most
subsequent missiles shot from the same set will often employed to hinder an escaping opponent or to
automatically hit this target regardless of the shooter’s delay a pursuer. Even the fastest runners will find
accuracy (or lack thereof ), though an attack roll should themselves quickly outpaced or overrun if they have a
still be made to check for a critical hit or fumble. Even Huntsman’s Arrow sticking out of them. After a
wild snapshots will unerringly jink around obstacles or Huntsman’s Arrow strikes its target it loses its magical
corners to strike the individual with an embedded properties and becomes a normal projectile. These
homing arrow unless there is a physical barrier such as arrows provide no damage bonus.
a barred door that prevents this or he passes beyond the
missile’s maximum range. Even in these cases there is a
consolation prize in that the follow-on arrow(s) will
mark the barrier he passed through or the direction in
which he was traveling.
303
Ignition Kismet (bolts & arrows only)
These missiles may be dismissed as junk by a casual It’s said you can never quite seem to find arrows (or
or uninformed observer as their points are apparently bolts) of kismet if you go out looking for them. These
severely rusted. This would be most unfortunate as incredibly useful projectiles instead seem to crop up in
those doing so will be forgoing acquisition of a very unexpected places and at times when you least
useful weapon. anticipate them.
This projectile’s warhead ignites upon forceful Valued by any archer, arrows of kismet add +4 to
14: Magic Items
contact. Its primary purpose is to initiate a fire via the attack and damage and allow their user a re-roll. This
extremely hot temperatures the immolating head can apply to any die in the sequence from initial attack,
generates. Unlike a conventional flaming arrow, the iron an individual damage die or subsequent penetration
warhead burns hot enough to liquefy (effectively dice. The archer must first roll his attack and then
dealing 1d3p damage to the armor’s hit points, per the decide whether or not to use the power of the arrow. If
Armor Degredation Rules on p. 197 of The Player’s he decides not to (probably if the arrow strikes its
Handbook). This is sufficient to initiate a target), he is then free to use it to reroll any individual
self-sustaining fire on even difficult to burn Class D damage dice. For example, an archer shoots an arrow at
flammable items (see “Setting Stuff on Fire”). Note that an ogre. His attack roll is sufficient to strike the creature
ignition does not imply immediate incineration and so he holds off on his reroll. He rolls 2d6p for damage
subsequent firefighting actions may quench the fire. and gets a 5 and a 6 on the dice. He again elects to hold
If an individual is struck by the projectile, he suffers his reroll in reserve. The penetrating die comes up 2 so
a supplemental burn wound of 2d6p+6 hit points and is he now finally uses the power of Kismet and rerolls
subject to follow on damage if clad in flammable that die.
clothing (see the FireFinger spell for details). Should Once fired, an arrow (or bolt) of kismet loses its
the missile impact a shield, it will be set alight. See magical properties and become a normal projectile
Setting Stuff on Fire: Extinguishing Fire (Class C
items) for mitigation details. Of course, because the
arrowhead liquefies as a stage of the ignition process, it Lightning
cannot be re-used. These highly unusual missiles feature a shaft made
from a rod of glass topped by a pure copper warhead.
While it might be understandable to mistake these for
Illuminator ceremonial or artistic representations of the missile in
When this missile strikes an object, be it animate or question, have no doubt that they are very potent
not, it instantaneously begins to emit a powerful white weapons.
light comparable in all respects to an Illumination spell When fired at a target, the projectile leaves a trail of
(PHB p. 366). Obviously if embedded in a creature’s sparks providing transitory illumination. Just prior to
flesh, the centerpoint of this illumination may change as impact, the missile is consumed becoming a powerful
the individual moves about. bolt of lightning.
Should the missile be broken in twain, the light will If the archer’s Attack roll was successful, the target is
continue to emanate from the larger half. If covered in directly impacted by the stroke suffering 6d6p damage
or by an opaque object, it is effectively neutered as long with no saving throw permitted. If not, consult the
as the shielding remains. The light will persist for 30 “Shooting Into Melee” rules in the PHB to determine
minutes once activated. the actual point of impact.
The missile confers no other advantages vis-à-vis Wherever the bolt actually impacts, a 10’ wide stroke
Accuracy or Damage. of lightning will instantly discharge proceeding 50 feet
along the trajectory of the spawning missile. Creatures
Jolting within this region sustain 6d6p damage though may
attempt a Dodge save (vs. d20p+9) to reduce
Upon contacting a creature – even should its DR be
this by half.
sufficient to fully absorb the missile’s impact – this
projectile delivers a powerful electrical Jolt. The target
must immediately succeed at a Trauma Save lest he Messenger (bolts & arrows only)
drop all hand-held items. This curious missile permits the transmission of
verbal messages over distances that may otherwise
hamper said or when ambient noise conditions might
also prove disruptive. It can also be used by a sender
that wishes not to approach the recipient, desires to
304
retain his anonymity or is illiterate and incapable of Pathfinder (bolts & arrows only)
transcribing a note. Pathfinder Arrows glow with the light of a candle
The sender records a message by grasping the shaft once they have struck their target. Foes attempting to
and speaking to it. The next sapient creature to touch escape into the darkness instead reveal their position
the missile (voluntarily or not) hears the message with a Pathfinder Arrow sticking out of their leg. Of
repeated aloud to them (occasionally prefaced by, course, the enemy could take the time to remove the
“Message for you, sir”). arrow, but he would incur extra damage for doing so
and waste valuable time. (see Rules for Removing
305
Each and every one of these missiles is precision The spider silk rope and anchor point are permanent
crafted to the highest standards and provides a +5 fixtures once brought into existence. The rope is, of
bonus to Attack and Damage. This alone is worthy of course, subject to cutting.
recognition but pales in comparison to the missile’s true
power.
Stickiness
If this missile strikes a creature belonging to the race
These projectiles feature a unique quality providing
or species vilified on the projectile, it must attempt a
both combative and utility benefits for when
Trauma check. Should it fail, it is slain immediately. No
impacting an object they disgorge a volume of
14: Magic Items
patrolling the roads between Rosaleta and Bet Kalamar healed (zero bleeding damage being possible).
helping travelers where he could and defeating whole However, a damage roll of a natural “1” indicates the
bands of bandits with his bare hands and the giant wound has clotted of its own accord and ceases to drain
walking stick he never left home without. It is said that hit points. A character with first aid may staunch the
the Nimble Navigator grew so fond of B’Gel wound with a bandage and an Average First Aid skill
and the help he gave to travelers that check though bleeding damage will accrue until such
he blessed his staff with great time as the first aid provider completes his task. Any
power. Those who saw magical healing applied to the wound will stop the
B’Gel fight might certainly bleeding provided it is sufficient to fully remedy the
have believed it, as his initial wound.
enemies would often be
tossed high above the tree tops
with a single whack from his Blood Scourge
great, oaken staff. The Blood Scourge is a fell weapon crafted,
The Staff of Massive Whacks devotees allege, by the Cruel Master himself.
does not resemble a typical sturdy Whether the Ministry of Misery crafted it, or if
staff so much as the trunk of a young Cold Death twisted it into being himself, it is
oak tree. It is cragged and crooked, and extraordinarily capable of inflicting the
quite large. Wielding the Staff of Massive suffering and pain the Giver of Grief holds
Whacks is truly a massive undertaking, and dear. Its existence was initially noted
one must have strength of at least 13/01 to sometime in the late 200s IR being
do so. Given its mass, the Staff of Massive wielded in combat by the cleric Taalri
Whacks has a weapon speed of 13 and inflicts Neehuutau during the Time of Mis-
2d6p+3 damage. In addition, blows from this fortune in 231 IR. It has changed
weapon count as double for purposes of hands many times since then, and
knockbacks. always in the same manner. The
cleric who wields it, blood in his
In most people’s hands, B’gel’s staff functions as a +3
eyes and a sadistic grin
weapon. For anointed followers of the Traveller it
stretching from cheek to
functions as a +4 staff while in the hands of a cleric of
cheek raises the scourge
the Temple of the Stars it is +6.
high. His very life force
seems to enter the foul
Bleeder whip as it strikes a ferocious
This wicked broadsword first surfaced wielded by an blow against his foe. Both cry out
insane dervish in the village of Apmish in Ahznomahn. in absolute agony as they are tattered and
Most think the weapon an accursed relic dedicated to torn, and lie dead and bleeding on the ground. It was
one of the darker gods – and that’s not far from the last seen in the possession of the Reanaarian Minister
truth. Worshippers dedicated to the Seller of Souls of Misery Naaxea Taubi as he prepared to journey east
crafted this insidious sword. It is believed to be one of into the Khydoban Desert.
several items fabricated by the temple elders and The Blood Scourge is a +6 weapon. Anointed
subsequently lost though no documentation exists tying followers of the Order of Agony (laity as well as clergy)
Bleeder to the House of Knives. Even so, the weapon may draw from their own life force in order to
has a sordid history, turning up in tales of murder and potentially inflict more damage on their adversary.
revenge far too often across northern Svimhozia, When attempting to strike an opponent in combat, the
southern Brandobia and the Delnondrian Islands. wielder may issue a quick prayer to the Flaymaster
Bleeder has no other aliases. pledging to suffer for His blessing. Up to six points of
additional damage may be added to the strike, at the
cost of a parallel stigmatic wound to the wielder. Thus
308
if the attacker pledges three points of damage to his Duelist’s Defender
attack, he suffers a three point wound (damage from a
Lewao Nae was a Reanaarian
stigmatic wound ignores DR). Note that for the
pirate noted for both his wicked
stigmatic wound to take effect, the attacker must
sense of humor and his sword arm.
actually succeed at dealing at least a one point wound to
He fought dozens of duels and
his foe. So, in the event that the damage dealt by the
won every one, always fighting
attacker is too low to exceed his opponent’s DR or if
with two blades. While the cutlass
the attack misses altogether, then no stigmatic wound is
in his right hand was deadly, the
309
Frost Reaver Furum’s Leprechaun Blade
Fhokki skalds tell of the saga of Hilgarath. A great Furum Kapran, a halfling lay-about known to his
warrior, Hilgarath ventured into the northern wastes friends in Shyta-na-Dobyo as Furum the Feisty, had
and high mountain ranges in search of the great hoar always been known as a liar and braggart. His stories of
frost giants in order to avenge the death of his father. his exaggerated combat prowess and unreasonable acts
Few held out any hope that Hilgarath would return. of heroism were taken to be nothing more than tavern
Three years to the day Hilgarath returned to his Fhokki tales used to garner drinks and attention. Once when
clan with the skull of Jhek the Younger, a massive Hoar Furum boasted about besting a leprechaun in a battle of
14: Magic Items
Frost Giant, and a battleaxe he called Frost Reaver. wits, several dubious bar patrons challenged his claim.
Eventually Hilgarath grew bored and ventured out into In order to defend his honor, Furum produced an
the world in search of new challenges. What happened intricate knife he claimed to have taken from his
to him and his axe remains a mystery. adversary. No one was sure if it was really swindled from
This battle-axe shimmers with a bluish-white glow. a leprechaun, but it was sufficiently unusual to give him
Frost forms along the edge and wisps of ice-cold air the benefit of the doubt.
waft from the weapon. When used in battle this is a Over the next several months, people began to notice
formidable weapon. Frost Reaver functions as a Furum’s uncanny run of luck. He won every game of
battle-axe +6. This enchanted axe is especially cards, found a stray coin purse, inadvertently stopped a
dangerous when used against creatures susceptible to robbery, and became something of a minor celebrity.
cold damage. In such instances the axe’s damage dice Unfortunately, as is the way of men, there were
penetrate on 2 and 3. detractors who claimed the halfling was nothing but a
Damage from Frost Reaver can never cause sustained thief, swindler, and liar. Eventually his run of
bleeding since the weapon freezes the wound almost exceptional luck wore thin on the locals, and he was run
immediately upon contact. In game terms, anyone stuck out of town, never to be seen again.
by this axe will never bleed profusely from these wounds The Leprechaun’s Blade is an intricately inscribed
thus any bleeding effects on the critical hit table are ig- knife with a slight reddish tint to the blade that appears
nored. to be inherent to the metal. The blade is curved and
Wielders of Frost Reaver are markedly susceptible to sharpened on only one edge. Into its bone handle is
injury via fire and receive a -4 saving throw versus magic etched a four leaf clover. In combat the Leprechaun’s
of this type. Blade is a +6 weapon. The blade also grants an unusual
31 0
amount of luck to its wielder, functionally expressed as who made the weapon even more famous
4 extra Luck Points available in any given day. These with his exploits in Kalamar and Reanaaria.
Luck Points are cumulative with those afforded by a The Grey Gladius is a short sword crafted in the style
character’s class. Unfortunately, the possessor of this of a gladius. The grip is clad in wood and trimmed in
knife develops the Braggart flaw for as long as he owns silver. A silver pommel and guard, decorated with
this item. filigree, complete the weapon. Aside from the etching,
the weapon appears to be a well-crafted, but rather
Gakar’s Beak utilitarian, weapon. However, the Grey Gladius is an
311
task the shooter’s perception is enhanced such that he children. In these popular stories, Blimm bumbles his
can piece together a full silhouette of the target. This way through life as an accident prone, undersized, and
renders all defense bonuses gained from concealment generally comic character who always manages to find
moot save total (100%) concealment or absolute himself in the worst situation imaginable. Blimm often
darkness. In addition, all negative penalties resulting becomes stranded alone against an insurmountable
from myopia do not apply when employing this bow. number of orcs (his most common foe), goblins, or
The bow provides no other bonus to accuracy and is trolls, yet somehow he manages to come out alive, often
ineffective if the shooter elects to take an unaimed snap through sheer luck or buffoonery. Despite Blimm’s
14: Magic Items
shot. This weapon does not diminish the underwhelming combat prowess, he’s still a gnome
benefits of cover. titan, and thus a match for any humanoid
he encounters.
Orc Masher is an exceptionally crafted
Morning Star of Castigation +6 warhammer whose iron head is engraved with a
This weapon gained a measure of fame in southern litany of typical slurs that gnome-titans spew at orcs
Brandobia where it’s said to have been wielded by a during combat – all of which are too crude to be
mercenary warlord named Vrildar Cassimog with great repeated. Predictably, the hammer has been enchanted
success in countless battles. Vrildar was renowned for for increased potency against orcs and black orcs.
his despotic leadership and unusual cruelty, especially Against these foes Orc Masher scores a critical hit on
in regards to the treatment of his own men (to say a natural 19 or 20. Additionally, Orc Masher’s warhead
nothing of those he captured in battle). Any man emits a faint green light whenever these creatures are
caught breaking camp rules was subject to both verbal present within 60 feet (shedding illumination
and physical castigation by Vrildar. Those guilty of theft equivalent to candlelight).
had their hand held by strap against a chopping block
While Orc Masher is a formidable weapon, it carries
and smashed, mercenaries fleeing battle had their feet
a curse. Anyone claiming it as his own gains the
crushed (assuming they survived) and so forth. Men
Blunderer flaw much like the legendary Blimm Zarayt.
caught bedding camp followers (i.e. whores)
suffered a similar, and far more painful, fate.
Eventually Vrildar’s unpleasant and oppressive Pray and Spray Crossbow
punishments took their toll and his men revolted. They Pitar could barely see anything in the underbrush. What
captured their leader and tied him naked to a large table had seemed like a workable plan to escape the enemy cavalry,
and took turns wreaking havoc on his various now appeared to be complete folly. They had become
appendages ensuring a very painful death. His hopelessly lost in the heavy fog, and the orcs sent after them
mangled body was tossed in the river and his weapon of had been picking off the soldiers slowly but steadily. Pitar
choice, the very morning star with which he inflicted was now the only crossbowman left.
so much pain, lost. Witnesses claim Vrildar’s spiteful He heard strange guttural yells and immediately to his
spirit remains in the area, tormenting any living souls he left one of his allies cried out in pain and slumped to the
encounters in search of vengeance. ground, a cruel arrow protruding from his chest.
The Morning Star of Castigation is a +6 weapon “Orcs!” his commander yelled, “Stand and fight men!”
constructed of a solid ball of spiked iron sitting on the Pitar felt his insides clench. In front of him his battle buddy
end of a maple haft. A saying is etched into the shaft, was struck by another arrow, as the horrible orkin yells grew
written in ancient Brandobian. It reads, “And to those closer. Pitar caught a glimpse of a wall of Orcs advancing
who oppose me, I bring you pain.” Anyone possessing towards him, their horrid faces clear for one second – and
this item gains the Cruel quirk lasting as long as they then total darkness as they fell upon the ranks of his platoon.
claim ownership of the morning star (good aligned
Pitar dropped to his knees, closed his eyes, and began to
characters must rid themselves of it or lose
pray. He raised his crossbow, and fired. There were terrible
1 Honor per day).
cries of pain, and Pitar cowered on the ground, sure an orc
blade would find his neck. He was roughly hauled to his feet
Orc Masher a few seconds later. In front of Pitar lay six Orcs with
The gnome titan clans of the Legasa Peaks tell many crossbow bolts buried deep in them. The rest had fled.
tales of their heroes and the legendary weapons crafted Pray and Spray is a light crossbow whose lone
to thwart their favored enemies. One of the more quarrel can be transformed into a fusilade. If the shooter
popular series of stories features Blimm Zarayt and his is an anointed follower of a deity, is in mortal danger*
warhammer, Orc Masher. Reports vary on whether and recites a 3 second prayer (have the PC roleplay it)
Blimm was a real gnome titan, or just a comical folk whilst aiming (or prior to a snapshot), his quarrel is
hero conjured up for the entertainment of gnomish divinely transmuted into a spread of 5 individual
312
missiles (the extra four are transferred from his own bolt worked into the steel – a delicate procedure considering
case – if he does not have sufficient ammunition, the the danger of the noble metal compromising the
effect may be limited). integrity of a steel blade. A set of golden scales form
* A handy reference is that if a battle is ongoing and the cross-guard, and a golden orb, inscribed to
attackers can reach the shooter within 10 seconds or so. Thus represent an all-seeing eye, forms the pommel.
it cannot aid in a bushwacking where the shooter initiates Unquestionably a fine blade, it performs as a +3
hostilities or assist a shooter ensconced in a secure f iring weapon in the hands of a common swordsman. If
position. wielded by an anointed follower of the Courts of
313
Sabeleen’s Short Sword of Quickness is a two-foot
long bronzed blade with a half-moon guard. It is more
typical of a weapon found in an ancient Kalamaran
gladiator pit than P’Bapar, leaving one to wonder how
Sabeleen came into possession of it in the first place.
The pommel of the sword is forged into the head of a
snake with two small emeralds set into the snake’s
eye sockets.
14: Magic Items
31 4
Spear of the Ages the ages it has had a series of
This bronze spear has been wielded in hundreds of nefarious owners, each one
battles over the years. Passed down from legionnaire to allegedly more evil than the
legionnaire, the Spear of the Ages is distinctive and last. It has been seen in the
immediately recognizable. A sharpened bronze head is clutches of such varied
situated at the end of an ash staff. Blackened from years wizards as Shazawish of
of use, battles and exposure, the shaft is hard yet Svowmahni and Luthalon of
flexible. When this item was created is something of a Doulathanorian. It was, in
315
spellbook). Thus only an 11th level mage can employ warriors so deep he nearly went undiscovered.
the full repertoire. Each of these spells is cast at the Acknowledging the barbarian leader’s status as a
baseline level listed in the PHB, but the owner may add worthy adversary, the Grevans permitted him to retain
additional spell points at their discretion. his massive two-handed hammer in death. Fhokki
Claiming ownership of the Staff of the Terrifying legends claim Viljar was buried with his hammer in the
Mage has a psychological effect in that the possessor center of that nameless winter village, a simple
himself becomes skittish. For those unable to tap into rune-stone marking his gravesite. Leaderless, his
the staff ’s powers, they gain the quirk Coward at the Fhokki people were hunted into extinction by the
14: Magic Items
timid level. Those that can manifest the staff ’s full Har’Korri.
horror gain the Coward quirk at the Craven level. This Viljar’s Hammer is a non-standard, two-handed great
malady disappears if the staff is disposed of warhammer made of iron and wood. The head of the
or given away. hammer is alleged to weigh as much as a goat, and the
shaft blackened and oiled to the point of being petrified.
The hammerhead is engraved with Fhokki runes
Troll Slapper depicting thunder.
Gulli, a Fhokki swordswoman, made this weapon
The +6 great warhammer is unusually weighty (10
famous, carrying it into numerous battles before
lb) altering its characteristics. It is a large weapon
meeting her end in Ek’Kasel. Gulli fought along the
requiring a minimum 14/01 Strength to wield
borders of Norga-Krangrel, battling humanoids as a
two-handed. However, the base damage is increased to
hired sword. One day her company became lost and
d10p+d12p+3 (with an additional +6 damage due to the
trapped in a series of caves inhabited by a band of trolls.
The group battled for days against the foul beasts. weapon’s enchantment) and reach to 32’. True to its
When it was all over Gulli was the lone survivor to moniker, the magical hammer is a marvelous
stumble out, one arm broken, bloody and near complete implement for smashing shields and uses full damage
exhaustion. Afterwards she became known as Gulli dice on shield hits.
“Troll Slayer” and her longsword dubbed Troll Slapper.
Constructed of dwarven steel, the blade is inscribed
with dwarven runes bearing the following passage,
“Without the shedding of blood there is no submission”.
The pommel of the sword is shaped into a fearsome
claw. Troll Slapper is an ensorcelled longsword +6.
Injuries from this blade negate regeneration (q.v. trolls)
though natural healing is unaffected. Additionally, any
critical hit delivered will induce Severe Bleeding as an
ancillary effect regardless of chart results.
Viljar’s Hammer
This hammer is known by several names, including:
Shield Breaker, Viljar’s Vengeance, and the Hammer of
the Fhokki Kings. It’s renowned in Fhokki tales as an
ensorcelled item of impressive power. Said to have been
crafted thousands of years ago, Viljar’s Hammer was
once a symbol of rule among the Fhokki people.
Leaders of one particular Fhokki tribe, long since
vanished, passed this hammer from chieftain to
chieftain for generations until it landed in the
hands of Viljar.
Many speculate that Viljar may have been more of a
wild, rampaging berserker than a traditional Fhokki
chieftain, but his influence was undeniable. He rallied
together several Fhokki clans and warred against the
encroaching Grevan menace. For nearly thirty years he
battled against the constant pressure of Grevan
migration, until Viljar’s winter village was punitively
razed. Viljar’s corpse lay amongst a pile of Grevan
316
14: Magic Items
317
Apx1: NPC Descriptions
NPC
Descriptions
T
he presumption is that PCs will generally one thousands of pages long, could anticipate
engage NPCs as the provider of a service with everything that might possibly happen at the table.
payment rendered either in advance or upon Your players may seek out a good or service for which
completion. As a real-world analogy, if your car were no established price exists. The onus is on you to
broken you would take it into a repair shop. The determine a reasonable cost using the daily or monthly
mechanic’s actual salary reported on his W-2 is really wages of NPCs as a guideline.
peripheral to the price you are quoted for the repair.
After all, you are contracting for a service not
Able Seaman: An able seaman is a sailor qualified to
explicitly hiring the mechanic. This is the mechanism
work as a member of the crew on a blue water (i.e.
you should employ when a price for goods or services
ocean faring) vessel. The job requires a great deal of skill
appears in print.
and competent merchant sailors are always in demand
Returning to the car repair example, you are not just – so much so that they face the ever-constant threat of
buying the mechanic’s time. You are also renting his impressment in times of war. They possess the Able
capital. Were you to hire a mechanic, you would also Seaman Skill Suite (see New Proficiencies, Talents and
have to provide him with the tools necessary to Skills Section)
complete his work and a suitable place to perform the
Primary Skill: Boating, Rope Use
repairs. This would be a ridiculous waste of money.
Armorers, weaponsmiths, shield fabricators and Actor: Actors have different social ranks dependent
similarly skilled professional tradesmen have extensive on the local culture. In some areas, they are considered
capital requirements and usually a network of other little different than prostitutes, while in more
specialists they depend upon for subcontracting work artistically minded locales, they sometimes attain
to produce their goods. celebrity status and a great deal of social importance.
Many actors, whether they worship the Raconteur or
Taking a step back, this is a role-playing game about
no, have ties to The Theater of the Arts and its
characters engaging in dangerous exploits in their
adherents. Actors are part of a very small and tight-knit
quest to become heroes of great renown. It is not a 300
community, so they all tend to know one another within
level economics textbook. PCs already have simple
a particular town or city.
means of acquiring the tools of their trade (i.e. the
cash economy). There is no need to create a parallel Primary Skill: Acting, Oration
game with its focus on the minutia of finance, capital Advocate: Also known as barristers or lawyers, these
expenditure, market fluctuations, inventory control, individuals can be found in large communities with
labor management and the host of other concerns that well-established legal traditions. Advocates navigate the
we are seeking to escape from for a few hours by judicial bureaucracy on behalf of persons accused of a
playing a fantasy game. crime. Their effectiveness may be compromised in
That tirade aside, there may be instances where societies where noble privileges override common law.
employment costs matter. The beauty of pen and Primary Skill: Law, Oration, Skilled Liar
paper RPGs (compared to computerized games) is
Agent: These recruiters match job creators with
that there are no boundaries. Players can attempt
suitable candidates. It is their business to know people’s
anything they can imagine. As GM, you are expected
reputations to ensure that their clients are satisfied with
to be more than a mere automaton that implements
the workers they introduce to them. Most are
published rules. There will be gray areas or even
remarkably well informed as to local gossip and rumors.
wholly unexpected circumstances. No rulebook, even
They usually have a number of socially prominent
318
contacts and may sell information on the down low. Primary Skill: Botany, First Aid
319
highly specialized skill set and only the most learned masters Primary Skill: Craft: Baskets
Apx1: NPC Descriptions
would even attempt such a thing. Of course, in areas of Tellene Bath House Attendant: Due of the cost of constructing and
where metalworking has not yet been mastered (or discovered), maintaining them, bathhouses are generally only used by the
the reverse is true and such armorers utilize whatever materials wealthy except in societies that highly value baths. In the steam
are available. rooms, saunas, and warm pools, nobles, merchants, and other
Primary Skill: Craft (armorer); Arms and Armor Appraisal. members of the social elite discuss affairs of state, business deals,
Peripheral Skills: Leatherworking, Blacksmithing. high-class gossip, or other important topics. Bath House
Artist: “Artist” describes a wide range of specialists such as Attendants overhear all this and more as they pour hot water
painters or sculptors who may work in a variety of media. The and bring fresh towels, allowing some to make a tidy profit on
one uniting feature of artists is that, lacking the equivalent of a the side selling what they hear to information brokers or
modern day art market, they are all dependent on the support of interested parties while others simply gossip about what they
rich patrons, whether they be nobles, clergy, merchants, or other may have heard after their workday is done. Utilizing bathhouse
similarly wealthy individuals or groups in order to support attendants as conduits for Glean Information checks requires
themselves while they create their art. Artists also work by merely d4p silver pieces to achieve full effectiveness.
commission and can be contracted out to create whatever it is Primary Skill: Current Affairs, Diplomacy, Listening
they excel at making. Mages may find this particularly useful for Beggar: Professional beggars who are not members of the
the creation of certain spell catalysts, such as the small figurines Beggars’ Guild never last very long on the streets. The Beggars’
required for Summon Warrior Avatar. Guild organizes the places where beggars are allowed to
Primary Skill: Artistry panhandle and also acts as a powerful information broker as
Astrologer: Astrologers all possess at least Advanced mastery beggars overhear and see all sorts of goings on and can generally
in Astrology and are often employed by the court or the church move about unaccounted for. Glean Information checks made
to keep accurate calendars. Some are sought after by mariners if against members of the Beggars’ Guild have a 15% bonus, but
a dedicated navigator cannot be found in port. beggars will never offer a discount for their services, as their rates
are set by their guild leaders.
Primary Skill: Astrology, Mathematics
Primary Skill: Current Affairs, Glean Information, Survival,
Baker: Bakers are found in nearly every civilized settlement
Urban
on Tellene. They encompass a wide variety of people who bake
bread (both leavened and unleavened). Bakers are essential in Bellmaker: Bellmakers are craftsmen who create bells of all
agricultural communities, as bread is one of the most affordable shapes and sizes from hand bells to gigantic church bells.
foods. Some unscrupulous bakers have been known to cut their Primary Skill: Blacksmithing/Metalworking, Craft: Bell
bread with a variety of discarded materials (such as sawdust) in Blacksmith: Blacksmiths are often confused with armorers or
order to further increase their profits. weaponsmiths. While they both work and shape metal, the skill
Primary Skill: Cooking/Baking level and specialization of the latter is vastly greater. NPC
Barbarian: Barbarians are generally nomadic peoples who blacksmiths spend their days crafting metal tools and
have arrived in a settled community generally to trade goods or implements of iron. They work with a bellow, forge, hammer,
to simply explore “civilization.” Barbarians often stick out like and anvil. Blacksmiths cannot craft armor or weapons, but they
sore thumbs in a crowd of city dwellers, clad in skins or unusual are proficient in constructing metal parts such as horseshoes,
textiles and may find the social mores of city folk to be nails, and general tools. They are critical to the functioning of
ridiculous or even insulting. This can often result in any population center from the smallest thorp on to the
misunderstandings or even physical altercations if things get out greatest metropolis as well as to any castle or fort. Needless to
of hand. GMs who need stats for the barbarian should consult say, smiths are in large demand and it is one of the most
the Human: Beserker entry in The Hacklopedia of Beasts. lucrative professions.
Primary Skill: Animal Training: Dogs, Hunting, Survival Primary Skill: Blacksmithing
Barber-Surgeon: Barber-Surgeons not only cut hair and trim Bleacher: Bleachers are laborers engaged in the process of
beards, but also perform a variety of medical procedures, such as bleaching any natural color out of textiles before they are sent to
pulling teeth, bloodletting (with leeches or knives), and a dyer. The process is extremely hazardous to the health of the
amputation. They generally possess an Average mastery of First workers and bleachers tend to have shortened lifespans.
Aid and tend to the wounds of soldiers and the lower classes, as Prof iciency: Laborer
the fees of Physicians and Apothecaries put these services out of Bookbinder: Bookbinders are craftsmen who assemble books.
the reach of many poor people. They are especially valuable to mages as a source of new
Primary Skill: First Aid spellbooks and grimoires.
Basket Maker: Basket makers are craftsmen who create Primary Skill: Craft: Book, Literacy
baskets from wicker or other materials for day-to-day use. Bookseller: Booksellers deal in both common and rare books
320
and in the absence of modern day public libraries are usually Primary Skill: Administration, Current Affairs, Diplomacy,
3 21
Apx1: NPC Descriptions
S KILLED T RADESMAN : They will only accept a job if they feel it will
S KILL M ASTERY L EVEL somehow improve their level of mastery or if they have
some personal stake in the project. For example, a
Master Artisans employ a number of lesser skilled
master artist may agree to work on a new temple because he
apprentices & journeymen to assist them in their work.
serves the god to which the temple is being dedicated. One
While they are fully capable of performing these jobs on
drawback of high masters is that they take their jobs very
their own, farming out the labor-intensive (but less skillful)
seriously. If they find other tradesman of the same type are
preparatory work to these assistants permits them to focus
working under sub-par standards, they are 80% likely to
their attention on the most demanding aspects of the man-
attempt to organize all similar hirelings on the payroll and
ufacturing process.
encourage them to join the guild and demand higher
A master tradesman is capable of producing average standards.
quality goods.
High Masters can unerringly produce average quality
Apprentice: Skill Mastery: 2d12p — NPC has working goods. They can also be commissioned to produce
knowledge of the job or skill. Can perform basic or professional quality goods (and may have such in
fundamental duties associated with the job but is not inventory if in a large city with several competitors they
equipped to handle out of the ordinary situations. wish to distinguish themselves from).
If he talks shop with another tradesman it will Producing superior quality goods is not the norm
become clear that he is not quite up to snuff. because it involves costlier inputs and the substitution of
Apprentices are not sufficiently skilled to produce higher skilled workmen throughout the process
finished goods. Should they attempt to do so, half will be (journeymen handling tasks normally delegated to
of shoddy quality with the remainder being worthless. apprentices and the high master performing far more of
the finishing work). Even then success is not
Journeyman: Skill Mastery: 25+2d12p — NPC has
guaranteed. Only 1 in 5 items given this special care and
detailed knowledge and experience in his field.
attention qualify as ‘pro quality’ with the remainder merely
Typically these individuals are troubled only by the most
average quality.
complex tasks involving a job – however, it is these
details that make the difference between a shoddy item and Grand Master: Skill Mastery: 88+d10p — Like high
an item that performs as intended. 50% of all NPCs in this masters, these individuals have decades of professional
category will possess papers from the appropriate guild that experience in their field. They differ in that they have
oversees their craft or profession. inherently far greater aptitude at the skill that gradually
accumulates over time such that they distinguish
Journeymen cannot reliably produce average quality
themselves from their peers.
goods. Should they attempt to produce goods without the
oversight of a master, 20% will be poor, 60% shoddy and Like High Masters, Grand Masters can unerringly
20% of average quality. produce average quality goods. However, they are
unlikely to engage in “ordinary” craftsmanship. Given their
Master: Skill Mastery: 50+2d12p — NPC is a
mastery and reputation, they usually have an elite (i.e. rich)
competent professional with years of experience in his field.
clientele for whom they work on special commissions
75% of all NPCs in this category will possess papers from
exclusively. They are capable of producing superior quality
the appropriate guild that oversees their craft. They will
goods.
also know, or will be able to recommend, up to 1d8p
additional individuals of their skill category to their Producing superior quality goods is not the norm
employer should a replacement or additional help on a because it involves costlier inputs and the substitution of
project be needed. higher skilled workmen throughout the process
(masters handling tasks normally delegated to
Masters can reliably produce average quality goods
apprentices and high masters performing journeyman
though not unerringly. 1 in 10 items will be of shoddy
tasks). These lesser masters have chosen to forgo more
quality (usually due to some flaw introduced by their
profitable self-employment in hopes of learning from the
apprentices or journeymen). Masters are not capable of
Grand Master and bolstering their own capabilities (a
producing professional quality items.
modern analogue might be grad students and post docs).
High Master: Skill Mastery: 75+d12p — High Master
Even then success is not guaranteed. Only 4 in 10 items
NPCs have decades of professional experience and the
given this special care and attention qualify as ‘superior
respect of fellow masters. Such a master tradesman is
quality’ while 5 in 10 are ‘pro quality’ with the remainder
considered among the top in his occupation. He is well
merely average quality.
known and regarded among his peers. All such individuals
will be members of a guild. Of those, 40% will hold a Guru: Skill Mastery 101+ — A guru’s skill mastery in
position of importance in their guild. his chosen profession/area of knowledge is near mythical.
322
Apx1: NPC Descriptions
Such individuals are very rare and can be Table A1.1: Occupations with Apprentices
employed only on a limited basis and for an 01 - 02 Apothecary 51 - 52 Paper/Parchmentmaker
express purpose. They are in the employ of
03 - 04 Architect 53 - 54 Pastry maker
nobility or merchant princes exclusively.
05 - 06 Armorer 55 - 56 Perfumer
Only Gurus are capable of crafting superlative 07 - 08 Bellmaker 57 - 58 Physician
quality items. Again, this is not a solo endeavor. 09 - 10 Blacksmith 59 - 60 Plumber
The guru needs a competent support staff
11 - 12 Bookbinder 61 - 62 Roofer
consisting of Grand and High Masters to
13 - 14 Bowyer/fletcher 63 - 64 Rope Maker
attempt such a feat of craftsmanship. Staffing
costs alone are extraordinary. 15 - 16 Brewer 65 - 66 Saddler and Spurrier
17 - 18 Butcher 67 - 68 Satchel Maker
19 - 20 Carpenter 69 - 70 Shipwright
Crafting +5 items: This is an undertaking 21 - 22 Cobbler 71 - 72 Silversmith
comparable to the Manhattan project. The 23 - 24 Cutler 73 - 74 Soapmaker
assembled team of gurus is literally seeking
25 - 26 Dye Maker 75 - 76 Tailor
perfection. A Guru tradesman must painstak-
27 - 28 Engraver 77 - 78 Tanner
ingly perform every task, no matter how
29 - 30 Farrier 79 - 80 Taxidermist
mundane. Every step in every process must be
flawless. Even then success is not assured. 31 - 32 Furniture Maker 81 - 82 Tiler
Needless to say, assembling a team of the 33 - 34 Furrier 83 - 84 Toymaker
foremost experts from around the world is on its 35 - 36 Haberdasher 85 - 86 Undertaker
own an incredibly formidable task – a lone guru 37 - 38 Instrument Maker 87 - 88 Vestment Maker
is a rarity. As such, it is imponderable to think 39 - 40 Jeweler 89 - 90 Vintner
that such an item could be commissioned save 41 - 42 Leatherworker 91 - 92 Wainwright
for some truly epic purpose – much less be 43 - 44 Limner/illuminator 93 - 94 Weaponsmith
sitting on a store shelf somewhere with a price 45 - 46 Lithic Weaponsmith 95 - 96 Weaver
tag hanging from it. 47 - 48 Locksmith 97 - 98 Wheelwright
49 - 50 Mason 99 - 00 Wig Maker
consumption plays an important role in Fhokki diet. can become very wealthy merchants. Production of
Primary Skill: Cooking/Baking, Craft: Cheese textiles is an expensive process and high quality bolts of
cloth can fetch high prices. Clothiers often have strong
Cheese Monger: Cheese mongers sell cheeses at
business ties to the tailors, costumers, haberdashers, and
fragrant stands and shops.
other tradesmen who depend on their products for their
Primary Skill: Salesmanship own livelihood. Clothier’s shops tend to be quite ornate
City Guide: City guides can most often be found and well decorated, to show off the owner's success.
near the main entry gates of large cities across Tellene, Primary Skill: Salesmanship
willing to lead newcomers to different areas of interest
Cobbler: Cobblers are tradesmen who make footwear
(such as inns, taverns, restaurants, bordellos, or other
of all types.
destinations) claiming them to be “the best in town.”
Of course, the city guide receives a cut of whatever Primary Skill: Craft: Footwear
profits the business owner nets from the visitor’s Con Artist: Con artists exist wherever fools carry
patronage for bringing them in. Disreputable city money. There are myriad variations to the con artist.
guides may lead visitors into back alleys where gangs of Some may play the role of the stranded indigent who
armed robbers wait to roll them. only needs enough coin “to get home,” while others play
Primary Skill: Current Events, Fast Talking, long cons with their marks, learning how best to exploit
Salesmanship, Survival, Urban these particularly wealthy or gullible targets. One such
con artist in Bet Kalamar managed to pass herself off as
Clergy: Clergy are priests, nuns, or other ordained
the last living relation of an elderly dowager after
representatives of a local religious order. It is up to the
forging documents “proving” her heritage. The con
GM to determine the religion that the clergy member
went unexpectedly well and after the dowagers’ death
belongs to and his rank within the organization.
the con woman inherited all the dowager’s former
Primary Skill: Divine Lore, Religion fortune and titles. She now lives a comfortable life
Clothier: Clothiers (or drapers, as they are also managing her estate, and apparently doing a good
known) are involved in the wholesale cloth trade and job of it.
323
Primary Skill: Acting, Disguise, Distraction, Fast Talking, Per- tiful and engaging companion for their patron in a world where
Apx1: NPC Descriptions
suasion, Seduction, Skilled Liar, Forgery, etc. loving marriages are the exception rather than the rule.
Constable/ City Guard: Constables and city guards are Primary Skill: Seduction, Art of, Current Affairs, Proficiency:
individuals charged with keeping the peace and bestowed with Etiquette/Manners
the right to commit violence by the state. PCs who do not match Crossbow Loader: Such individuals are typically trained
the normal attire or racial appearance of the community they crossbowmen with some disability (be it poor aptitude for the
are traveling in can expect to be stopped and questioned by weapon due to low attributes or compromised vision) that makes
guards regardless of whether they have committed any crimes. it difficult to find or retain employment as a mercenary.
Different communities also have different prohibitions on Basically, they’re horrible shots.
openly carrying deadly weapons and may find themselves
However, given the inordinate delay reloading such weapons
interrogated by the local law.
impose, they can often be usefully employed as “assistant
Primary Skill: Intimidation, Interrogation, Resist Persuasion gunners” when paired with an accurate shooter.
Cook/Chef: Cooks are employed by inns, restaurants, or in Primary Skill: Crossbow Proficiency. Peripheral Skills: La-
private residences creating anything from slops to fine cuisine, borer
depending on their skill.
Cutler: Cutlers ply their trade sharpening blades of all types
Primary Skill: Cooking/Baking and also by crafting knives for culinary or combat usage.
Cooper: A cooper makes casks, barrels, buckets, pipes and all Primary Skill: Blacksmithing/Metalworking
other manner of staved wooden vessels which have been bound
Dairy Seller: Dairy sellers are merchants who deal in milk,
together with hoops. The cooper is an important man about
cream, and some simple cheeses.
town as he makes air and watertight containers that house
everything from agricultural goods, to spirits, to animal waste. Primary Skill: Salesmanship
Primary Skill: Craft: Cooperage. Peripheral Skills: Dogcatcher: Stray dogs can become a real problem if they
Woodworking, Laborer grow too numerous. Strays can easily go feral and form
irritating and sometimes dangerous packs, roaming city streets
Costumer: Costumers create outrageous outfits for mummers,
scrounging for food. Dogcatchers make their living by capturing
performers of all types, and for wealthy patrons attending
and killing problem animals. Armed with nets, nooses, and clubs,
masques. A costumer combines the skills of a tailor with the
these men prowl the back allies of major cities looking for their
creativity of a painter in the odd designs they come up with.
quarry. Any captured dogs are usually drowned so as to leave
Costumers may be found working attached to a theatre troupe
their meat and pelts mostly unspoiled, as many dogcatchers
or might ply their trade taking custom orders in larger cities.
supplement their meager incomes by selling off dog meat to
Primary Skill: Craft: Costume unscrupulous kitchens and pelts to shady furriers. Consequently,
Courier: Couriers range from the simple stable boy willing to most people view dogcatchers as undesirables, unless of course
run a message from the inn to the blacksmith, to highly their community is infested with violent, feral dogs. Then they
organized operations whose employees deliver important tend to be more accommodating.
missives to neighboring countries. Couriers require little more Primary Skill: Animal Empathy, Skinning
than their own two legs to be effective. The more successful ones
Dog Trainer: These individuals train, and likely breed, sentry
are reliable, but also charge a significant amount to deliver their
and wardogs. There is a strong demand for their service as
message. It’s often easy to confuse couriers with merchants – but
vicious attack dogs are often employed for night security in
they are distinctive.
warehouses and private homes. Disreputable trainers may
Couriers generally limit themselves to delivering messages or secretly be on the payroll of a thieves guild as their skill set often
small parcels; they typically do not take responsibility for large comes in handy when canines patrol a lucrative target.
amounts of cargo – though for the right price anything is
Anyone interested in acquiring a trained guard dog will have
possible. A courier generally charges by time and distance; the
to seek out one of these breeders.
farther the message must go, the more expensive the missive.
Some large cities feature courier guilds that specialize in Primary Skill: Animal Empathy, Animal Training: Dogs
delivering communiqués to other parts of the city. Domestic Servant: Domestic servants work in the households
Primary Skill: Laborer, and needs to have reliable personality of the well-to-do as maids, butlers, nannies, whipping boys,
traits scullery maids, or in other capacities. Some live in their own
homes, while others board in servants’ quarters in particularly
Courtesan: Courtesans are well-educated and articulate com-
large houses.
panions to the very wealthy. Courtesans are master navigators
of the byzantine social obligations of the upper crust and are fre- Prof iciency: Laborer
quent sights at important social functions. While courtesans do Driver/Hackney: Drivers operate wagons and carts which
provide sexual services to their patrons, this is a secondary role transport goods from different locations and are often employed
at best. The primary function of a courtesan is to serve as a beau- by merchants and tradesmen. Hackneys own carriages which
3 24
can be rented out to transport passengers through town at speeds Peripheral Skill: Animal Husbandry (raptors), Animal Mimicry
simple furniture for taverns and peasant homes, while high end over untamed country. With a wilderness guide to lead them,
furniture makers create furniture that could be considered true overland travel is always as quick and efficient as possible (see
works of art. NOTE ON GUIDES, Table 5.1, pg 98).
Primary Skill: Craft: Furniture Primary Skills: Tracking, Cartography, Fire Building, Survival
Furrier: Unlike tanners who remove fur from animal skins, Prof iciencies: Glersee, Hiking/Roadmarching
furriers work with animal pelts to create garments that range Groundskeeper: Groundskeepers are usually employed by the
from practical winter survival gear to the decadent trappings of landed elite to manage their private tracts of property or by local
the nobility. Furriers maintain close business ties with trappers government to maintain public gardens and parks. On one end
as they rely on these mountain men to bring them pelts which of the spectrum, a groundskeeper may be little more than a
have not been perforated by incautious harvesting. Furriers can gardener while other groundskeepers may be responsible for the
create custom fur goods if provided with the right materials and upkeep of royal forests or vast topiary mazes. In the latter case,
if you can meet their high prices. a head groundskeeper has the responsibility of coordinating
Primary Skill: Craft (Fur Clothing) Peripheral Skills: hundreds or subordinates in order to keep things running
Skinning/Tanning, Laborer smoothly. Such a person would know every inch of whatever
property he was responsible for.
Garbage Collector: Perhaps one of the lowest members of
society in Tellene, garbage collectors go about their work with Primary Skill: Botany, Forestry
shovels, pitchforks, and a strong back. The trundling carts of the Haberdasher: Haberdashers sew non-helmet headgear is
garbage collectors are often accompanied by several fat hogs many different styles.
which eat copious amounts of organic waste. Without the Primary Skill: Craft: Headgear
garbage collector, the cities of Tellene would be even filthier than
Hay Merchant: Hay merchants sell fodder to be eaten by
they already are.
beasts of burden or used as packing material.
Primary Skill: Laborer
Primary Skill: Salesmanship
Governess: Governesses are the primary caretakers for the
Historian: Historians have an immense wealth of personal
wealthy children of Tellene. Their charges are generally
knowledge on the local history of the area they live in and, from
school-age children whom they teach the standard curricula of
a metagaming perspective, are an excellent source of adventure
the local culture. When encountered, governesses have a 50%
hooks.
chance to have their charges with them.
Primary Skill: History, Ancient
Primary Skill: Diplomacy
Housewife: Housewives are women who manage the
Grain Merchant: Grain merchants buy and resell different
domestic affairs of their homes while their husbands work at
grains from the countryside and resell them to various other
different careers. They are often encountered while running
industries.
errands to different shopkeepers.
Primary Skill: Salesmanship
Primary Skill: Current Affairs
Grocer: Grocers are merchants who deal in fresh food and
Infirm: An infirm person has suffered a terrible accident and
small, everyday household goods.
has been maimed. Roll on the table below to see what their
Primary Skill: Salesmanship accident has cost them.
Groom: Grooms care for and train horses. They are often Infirmity
found in the employ of lords and noblemen, but also work for
01 Blind
stables and large keeps. Some grooms also care for other
02 Missing Hand
animals, including various beasts of burden and sometimes dogs.
03 Two Missing Hands
In addition, groom responsibilities include mucking the
04 Missing Foot
stables, exercising the horses, and tending to the animals’ needs.
05 Two Missing Feet
Primary Skill: Animal Empathy; Animal Husbandry; Animal 06 Missing Arm
Training. Peripheral Skill: Skills: Riding 07 Two Missing Arms
Guide (Wilderness): Wilderness guides have an intimate 08 Missing Leg
knowledge of the local country. Although they may not be famil- 09 Two Missing Legs
iar with every nook and cranny, they certainly are aware of the 10 Leprosy
most expeditious routes to traverse the countryside, hazards to
avoid, significant geological formations and points of interest. Roll a second time on the NPC Occupations list to see what
They are also likely to be aware of any sizeable encampments of their former job was. If their infirmity does not prevent them
humans, demi-humans or humanoids and the presence of any from performing their work (such as a historian with a missing
large predators (unless they have recently migrated into the area). hand), then they are still engaged in that work. If their injury
326
would prevent them from performing their job (such as a stones often act unpredictably when put under the chisel.
longshoreman with a missing leg) then the NPC is a beggar. Try Jewelers are very rarely duped. Any successful jeweler would
their help to put the finishing touches on much of their work, have skill with stonework. Unlike their martial brethren,
often subcontract them. Truly skilled Leatherworkers (Expert however, masons have a wide array of ability, and can be
mastery and above) can create leather armor. employed for most tasks that involve building with stone. This
Primary Skill: Leatherworking. Peripheral Skill: set of NPC’s includes both rough and free masons. Masons can
Skinning/Tanning, Laborer also be hired to do plastering.
Limner/Illuminator:Limners illuminate manuscripts as well Prof iciency: Masonry, Primary Skill: Craft: Stonework,
as doing ornamental painting on other objects. Limners are Peripheral Skill: Laborer
employed most often by the clergy to illuminate their holy texts, Mercenary: Mercenaries are warriors for hire. Most often
but also by warriors of different stripes to paint their shields with ex-soldiers (or tribal fighting men, or former gladiators, or what-
personal insignias. ever else fits the setting best), mercenaries’ most marketable skill
Primary Skill: Artistry is their proficiency with weapons. Mercenaries for hire can
usually be found in taverns, inns, or near recruiting stations.
Lithic Weaponsmith: Lithic weaponmakers are those adept
at crafting high-quality weapons from stone, shale, obsidian, or Primary Skill: Intimidation
other non-metal materials. These artisans are often found in the Mercer: Mercers are merchants who deal wholesale in textiles
more remote (and less technologically advanced) places of the and supply clothiers with their materials. Certain mercers can
world. These weaponsmiths harken back to the crudest become very wealthy dealing in brocaded cloths and fine silks
materials, but their work is of such quality that it can often pass while others make a respectable living as wool merchants.
muster in comparison to iron weapons. While often thought of Primary Skill: Salesmanship
as primitive, less-civilized people need these craftsmen; those
Merchant/Shopkeeper, Other: The list of goods available for
isolated from the outside world and lacking an abundance of
purchase in the Player’s Handbook is not an exhaustive compila-
metals (or the means to extract and manipulate it) find these
tion of the totality of items mankind is capable of fabricating or
artisans indispensable.
willing to sell. Players occasionally want to acquire miscellaneous
Primary Skill: Craft: Lithic weapons knickknacks to customize their character or to fill some
Livestock Merchant: Livestock merchants include any men perceived need. This creativity should generally be encouraged
who sell beasts of burden, riding animals, or creatures bound for provided the intent is not to gain some outsized advantage. In
the slaughterhouse. These men may be plain merchants, many cases, a pre-defined craftsman with adequate skill can
dealing more with figures and sums and never directly coming make the item. Tailors and blacksmiths come readily to mind.
into contact with their wares, while others are more like trail If a player character desires some strange, unique or anachro-
bosses, driving herds of animals to distant markets over open nistic item, this individual has the means of procuring said item
country. Whether a region produces cattle, camels, horses, (provided that you are amenable to including it in your game).
chicken, pigs, ducks, or other animals, livestock merchants will If this profession is randomly determined, use your creativity to
be there already, turning a profit. decide what the merchant deals in.
Primary Skill: Animal Husbandry, Salesmanship Primary Skill: Salesmanship
Locksmith: Locksmiths create locks and strongboxes for Metal Fabricator: Unlike blacksmiths, metal fabricators are
purchase by anyone wishing to secure their valuables. Because involved primarily in the creation of high quality, (sometimes
of their intimate knowledge of locking mechanisms, locksmiths ornamental) metal goods and fixtures for use in architecture.
are also excellent lock pickers. Of course, locksmiths are simple Wrought iron fences, spiraling banisters, sturdy prison bars, and
tradesmen and do not have the stomach to wade into danger in ornate gates all are the purview of the metal fabricator.
the same way a thief does. If a party has a lockbox they just
Primary Skill: Blacksmithing/Metalworking
cannot seem to open, a locksmith will be happy to pop the lock
for a fee (though success is not guaraunteed). Midwife: Midwives are the primary caregivers for women
during pregnancy. They tend to be well regarded and well paid
Primary Skill: Craft: Lock, Lock Picking
for their work, due to its great importance. All midwives have at
Longshoreman: Longshoremen start their mornings before least Advanced Mastery of First Aid.
sunrise, jostling with one another to get work unloading the day’s
Primary Skill: First Aid
cargo. Longshoremen are exclusively involved in the loading and
offloading of ships and boats and are not sailors. Famous for Miller: Millers operate mills, which grind grains into meal
their rough and tumble lifestyles, it is unwise to pick a fight with and flour which are then used in baking. A family that owns one
a dockworker as they are usually a very tight-knit community. mill is better off than a family with a farm, while a family that
After a long workday with low pay, these men have little owns several mills may become very wealthy.
patience for disrespectful types and dockside bars frequently Primary Skill: Agriculture
become the sites of multi-man brawls.
Miner: Miners are skilled laborers who know how to dig
Primary Skill: Laborer mineshafts and harvest the precious ore within. Mining is a very
328
dangerous profession and different miners mine different their social lessers.
329
Plasterer: Plasterers are laborers who insulate the walls of encountered on the street there is a 50% chance that they will be
Apx1: NPC Descriptions
buildings with coatings of plaster. They are always busy with their charge, otherwise they can often be found relaxing in
repairing buildings whose plaster has begun to crack. taverns when off duty.
Prof iciency: Laborer Primary Skill: Intimidation, Observation
Plumber: Plumbers are rarely found in any but the largest Private Watchman: Private watchmen are distinct from
cities of Tellene. Most of them are either employed by private guards in that they are hired to watch over property and
bathhouses or function as civil servants, maintaining fountains not people. They have an Average Mastery of Observation and
and sewer systems. Bet Kalamar employs a small army of Listening and usually have one or more guard dogs with them.
plumbers to keep the sewers and culverts of the great If confronted by formidable opponents, watchmen will release
metropolis clear of debris. These men know the sewer like their hounds and attempt to raise an alarm, rather than stay and
others might know surface neighborhoods; there are safe areas fight to the death. To this end, they are usually equipped with
and then there are certain stretches where not even the most whistles or some other noise maker.
dedicated plumber would dare to tread. Primary Skill: Listening, Observation
Primary Skill: Craft: Plumbing Professor/Natural Philosopher: Professors are the true
Pickpocket: Pickpockets come in many shapes and sizes. academics of Tellene. Usually only found in great universities or
From the dirty street urchin snatching purses to the cunning other centers of learning, professors choose particular fields of
rogue lifting wallets right under a nobleman’s nose, the thing study and dedicate their lives to the furtherance of knowledge.
they all share in common is the desire to relieve you of your coin. However, that is not to say that all professors are “teachers” in the
Pickpockets can be found anywhere where a crowd might gather strictest sense of the word. Some are merely men who have
and may be independent contractors or perhaps in the employ of acquired the means to continue their own studies indefinitely.
a local thieves guild. Whatever the case, all professors share one thing in common:
Primary Skill: Pickpocket, Distraction, Scrutiny they are deep wellsprings of information — though not
necessarily eager to share all they have learned.
Poet: Good poets breathe life into words, bad poets make you
want to take your own life. Poets can be anyone from Primary Skill: Varies
troubadours, to playwrights, to great writers of many stripes. Rabble Rouser/Anarchist/Doom Sayer:These are the men
Most poets tend to be very poor, eking out a subsistence lifestyle who take it upon themselves to preach the truth to the ignorant
while channeling their experiences into verse. However, some masses, whether that truth concerns high taxes, a corrupt
poets, if their great skill is recognized, may find themselves government, the end of the world, death to aristocrats, the
suddenly elevated in social status by the appearance of a wealthy unfairness of guilds, a secret bugbear conspiracy, the second
patron. Monarchs, nobles, and even particularly cultured (and coming of any number of gods, the need to kick these damn half
wealthy) merchants all become the patrons of talented poets in breeds out of the city, the need to assert our place amongst these
order to raise their own prestige. Extremely skilled poets may unwelcoming humans, and so on and so forth. These men are
be, in fact, the writer of the play being put on in the city theater skilled orators, able to whip a crowd into a frenzied mob with
this very evening and consequently may have a measure of fame nothing more than the force of their words. Of course, other
(and possibly groupies). times they’re just crazy people yelling in town squares.
Primary Skill: Artistry : Poetry Primary Skill: Oration
Potter: Potters use clay to create containers of various sizes. Rag Picker: Rag Pickers make their living by sifting through
Clay pots, when made with a tight fitting lid, have the advantage garbage looking for salvageable material that they can sell to be
of being rat proof. As a result, perishable food is often stored in reconstituted into useable goods. Practically any materials is
such containers, meaning that potters always have plenty of work under the purview of the rag pickers from cloth scraps to leather
for their studios. shavings, even human hair is a valuable find (as it is sold to
Primary Skill: Pottery wigmakers). Rag pickers are in this way almost like a
rudimentary form of recycling.
Press Gang: Press gangs are groups employed by local
militaries and navies in times of war charged with the express Primary Skill: Laborer
purpose of kidnapping men and impressing them into military Rat Catcher: Rat catchers perform the indispensible task of
service. They usually accomplish this end by getting their marks culling rats from towns and cities. Rats deplete food stocks and
blotto drunk and then carting them off to whatever ship of spread disease by their mere presence, so that rat catcher is
military barracks they’re destined for. Press gangs will avoid always a welcome visitor to a town. Rat catchers use poison,
capturing anyone who they feel looks particularly dangerous or traps, and trained ratter dogs (typically rat terriers) to hunt down
well armed, looking instead for more vulnerable men. and kill rats wherever they can be found.
Primary Skill: Recruiting, Skilled Liar Primary Skill: Animal Empathy, Animal Training: Dogs,
Private Guard: Private guards are men-at-arms who have Hunting
been employed as bodyguards by wealthy individuals. When
330
Restaurateur: Restaurateurs operate eateries and many of Scroll Caddy: Scroll caddies are prospective mages on the
most regards, except that they are of particular interest to PCs Spy: Spies may hail from other kingdoms, rival churches, or
who wish to “silver” their weapons. Apart from this service, any other organization that wants to collect information
silversmiths mostly make their living by crafting ornamental surreptitiously on anyone else. Roll again on the NPC
luxuries. Occupations table to see what the spy’s cover is.
Primary Skill: Blacksmithing/Metalworking Primary Skill: Acting, Current Affairs, Disguise, Glean
Skinner: Skinners cut animals’ hides from their bodies and Information, Hiding, Listening, Observation, Reading Lips,
clean them before transporting the skin to be turned into leather Skilled Liar, Sneaking
by a tanner. It tends to be a very bloody process and skinners’ Stevedore: Stevedores are distinct from longshoremen in that
places of business reek of blood and death. besides helping to perform the backbreaking labor of loading
Primary Skill: Leatherworking, Proficiency: Laborer, and unloading merchant vessels, they are also tasked with
Skinning/Tanning securing all goods for transport. Stevedores are considerably
Slave Broker: Slave brokers are merchants who deal in human skilled in rope use and knot tying and without them lashing
trafficking and often stage auctions to sell off captured slaves. down cargo, delicate trade goods would be at the mercy of the
Slavery varies in legality by culture in Tellene, but slave brokers rolling sea.
only exist in areas where economies are developed enough to Primary Skill: Rope Use, Laborer
include a large-scale slave trade. They tend to be accompanied Street Performer: Street performers range from the banal to
by armed guards. the bizarre, and any large town is likely populated by at least a
Primary Skill: Salesmanship handful of these eccentric individuals. Sword swallowers, fire
Slave Overseer: Slaver overseers are cruel individuals who are breathers, puppeteers, tumblers, contortionists, magicians,
paid to cow slaves into submissions using beatings and storytellers, and many others all fall under the heading of street
threatening behavior. It takes a special kind of malice to become performer. Some street performers operate independently, trying
a slave overseer and these people are never pleasant to be around. to eke out an existence based on tips, but others band together
They are usually armed with clubs and whips. to form circuses or traveling companies. By working together,
these performers can attract much larger crowds and reap a
Primary Skill: Intimidation
greater profit. A good circus master is always looking for the
Slave/Serf :Slaves and serfs serve similar purposes but are next big act, whomever that might turn out to be.
distinct from one another in certain ways. Slaves exist only in
Primary Skill: Acting, Musician, various other skills
cultures where it is legal to own another person, whereas serfs are
agricultural laborers who pay a percentage of their crop to a local Tailor: Tailors can craft or repair all manner of cloth products.
lord and are not allowed to leave their land. Depending on the They can be commissioned to make a new set of fancy dress,
culture your game is currently taking place in, these two groups sew a simple bag, or whip up a stylish frock. Lower levels of
tend to be at the lowest rungs of society. mastery do not correspond with personal flair. An expert level
tailor might make plain, but eminently functional garb, while an
Prof iciency: Laborer
apprentice might make garish clothes that quickly fall to pieces.
Soapmaker: Soapmakers are craftsmen who work with tallow
Primary Skill: Craft: Clothing, Peripheral Skill: Style Sense,
to create candles and soap for use by the population at large.
Laborer
Extra fat from butchers, skinners, and any other industry that
processes animal carcasses is used by soapmakers to ply their Tanner: Tanners take raw animal hide (usually covered in gore
trade. and filth) and treat it until it becomes workable leather which
they then sell to leatherworkers. The entire process is extremely
Primary Skill: Craft: Soap, Craft: Candle
labor intensive and dirty. Tanneries are terribly malodorous
Socialite Layabout: Wine, parties, lovers, ale, victuals, repeat— places and as such are usually located near the outskirts of town.
this lifestyle is the calling card of the socialite layabout. These
Primary Skill: Leatherworking Peripheral Skill:
men and women have no discernable skills except the ability to
Skinning/Tanning, Laborer)
consume most conspicuously. Get on the good side of one of
these dilettantes, and you may find yourself whisked away into Tavern Keeper: Tavern keepers run bars, pubs, speakeasies,
a world of bacchanalian excess only to be thrown back out once and other watering holes where locals can drown their sorrows
you outlive your novelty. or make merry. Taverns, like inns, tend to be places where
business is conducted amongst tradesmen and merchants, so
Primary Skill: Being Born to Wealthy Parents
there is quite a bit of interesting information passing through.
Spice Merchant: Other than nobles or clergy, spice merchants Tavern keepers may overhear some of it—especially when over
tend to be the wealthiest individuals around. Different spices exuberant patrons decide to tell their bartender their life story
command extraordinary prices for even small amounts in the while they cry into their ale.
marketplaces of Tellene and are extremely easy to transport,
Primary Skill: Administration, Current Affairs, Diplomacy,
meaning that they beget excellent profit margins.
Salesmanship
332
Taxidermist: Taxidermists are tradesmen who preserve hobbyhorses, dolls, and all sorts of other toys for the children of
333
rituals can be especially time consuming and/or expensive and Whoremonger: Whoremongers and madams are enforcers
Apx1: NPC Descriptions
the vestment makers predictably charge high prices to do who manage the work of prostitutes. Customers who mistreat or
their work. refuse to pay a prostitute can be sure to receive a visit from a
Primary Skill: Craft: Vestment, Religion whoremonger (or an enforcer paid by a madam) seeking
restitution through violent means. Pimps and madams often rule
Vintner: Vintners grow grapes in maritime climates, which
their prostitutes through fear and intimidation while others have
are used in the production of wine. Vintners work on large
a less terroristic business relationship dependent on the
estates where they supervise the production of wine from vine to
whoremonger’s personality.
bottle. Good vintages can represent incredible windfalls for
wineries and certain vintners become very wealthy. Primary Skill: Administration, Intimidation
Primary Skill: Agriculture Wig Maker: Wigs may serve as a fashion accessory, comprise
a portion of a uniform or be employed in stagecraft. Alterna-
Wainwright: Wagonwrights construct wagons and hire out to
tively, they may be used as disguises. Wig makers primarily craft
haul goods throughout cities and towns. Wagonwrights use
wigs to mimic a head of hair, but they can also create false beards
typical carpentry tools (hammers, nails, planes, etc.) and lumber
or moustaches. The most expensive wigs are made from human
for constructing their vehicles.
hair, while more economical ones are made from a variety of
Primary Skill: Carpentry/Woodworking; Blacksmithing/Met- animal hair.
alworking
Primary Skill: Craft: Wig
Warehouser: Warehousers are managers who oversee the safe-
Woodcarver: Woodcarvers embellish furniture, create
keeping of other peoples’ goods in their warehouses. Ware-
figurines, and generally carve ornamental luxuries from different
housers often employ a large number of porters and private
types of wood.
watchmen to transport and keep an eye on the goods being
stored on the their property. Primary Skill: Carpentry/Woodworking
Primary Skill: Administration Woodseller: At the low end of the spectrum, a woodseller
deals in firewood to be burned for personal use, while at the high
Weaponsmith: Weaponsmiths differ from blacksmiths in that
end he may provide expensive hardwood to be used in the
the latter are primarily concerned with constructing tools and
creation of luxury goods or ship construction.
iron implements, while weaponsmiths are focused solely on the
art of crafting weapons. Weaponsmiths fall into a general Primary Skill: Salesmanship
category that encompasses swordsmiths and general weapon Wool Merchant: Wool merchants sell raw wool to weavers,
makers. Crafting weapons is a highly specialized skill and there fullers, and other tradespeople involved in the textile industry.
is a canyon separating the unskilled apprentice from the master Primary Skill: Salesmanship
swordsmith who lives on one commission a year. Most of these
Writer/Chronicler: Chroniclers are literate people who
skilled crafters earn a living working for lord or country – though
document important events for posterity. Unlike historians,
some ply their trade in large urban centers or frontier lands
chroniclers create new documents instead of studying old ones.
where arms are a necessity.
Some chroniclers dedicate themselves to recording the lives of
Primary Skill: Craft (weapon making); Arms and Armor important individuals or to creating important works of
Appraisal. Peripheral Skills: Blacksmithing/Metalworking literature (such as a compendium of monstrous beasts). Wealthy
Weaver: Weavers are primarily women who work at looms in and vain people may also hire chroniclers to document their
cottage industries producing textiles from wool or other raw lives.
materials in order to supplement their family’s income. Primary Skill: Artistry, Literacy
Primary Skill: Craft: Textiles
Wheelwright: Wheelwrights are craftsmen engaged in the
production of wheels for carts and other vehicles. Mercenaries and Soldiers
Primary Skill: Craft: Wheel (Primary skills: Laborer, Hiking/Roadmarching. Peripheral
Whore: People in this oldest profession specialize in sundry Skills: Pioneers have at least advanced Mining proficiency. Pole
morale raising events. They are nice to have around when the Arm troops have Phalanx Fighting. Cavalry and Hobilars have
troops or hired help are celebrating a victory or accomplishment, at least advanced mastery in Riding: Equine, Cavalry Archers
or simply need their spirits lifted. Generally a pimp will work have expert level mastery in Riding: Equine)
with 1d12p individual hookers who can be hired singly, of Mercenaries and troops are treated a bit differently than other
course. Hiring soiled doves to entertain the troops raises morale hirelings. These soldiers might be useful for PCs to hire because
temporarily, but often results in peripheral loss of coin as many they provide experienced fighting ability – for all mercenaries
dancing girls supplement their income with thievery when the and soldiers are trained to do one thing: FIGHT! Sell-swords
opportunity presents itself. understand they’re being hired to fight for coins. As such they
Primary Skill: Seduction, Art of. Peripheral Skill: Acting, Pick Pockets don’t typically question orders unless they are particularly cruel
334
or unusual. There’s generally an unspoken bond between these Mercenaries (as individuals and distinguished from mercenary
335
Primary skill: Laborer, Hiking/Roadmarching
Apx1: NPC Descriptions
336
Apx1: NPC Descriptions
Table A1.2: Typical NPC Wages (continued) Table A1.2: Typical NPC Wages (continued)
Hireling Daily Wages (tc) Monthy Wages (cp) Hireling Daily Wages (tc) Monthy Wages (cp)
Fuller 20 20 Scroll Caddy N/A 160
Furniture Maker N/A Contract Work Server/Barmaid 15 15
Furrier N/A Contract Work Sherpa N/A 100
Garbage Collector 150 150 Ship Captain N/A 210
Governess 180 180 Shipwright N/A Contract Work
Groom 25 25 Silversmiths N/A Contract Work
Groundskeeper 30 30 Skinner 37 37
Guide (wilderness) 90 100 Slave Broker N/A Contract Work
Haberdasher 55 55 Slave Overseer N/A 35
Historian 50 200 Slave/Serf 0 0
Inn Keeper N/A 120 Soapmaker 34 34
Instrument Maker N/A Contract Work Spy N/A Contract Work
Jeweler/Gem Cutter/Whitesmith N/A Contract Work Stevedore 45 45
Journeyman N/A 30% of Master Street Performer Tips Tips
Laborer 10 10 Tailor 65 65
Latrine Jockey 7 7 Tanner 40 40
Launderer 37 37 Tavern Keeper N/A 95
Leatherworker N/A Contract Work Taxidermist 100 80
Limner/Illuminator 85 85 Tiler 80 80
Lithic Weaponsmith N/A Contract Work Torch Bearer (Linkboy) 10 10
Locksmith 10 Contract Work Town Crier 40 40
Longshoreman 30 30 Toymaker N/A Contract Work
Mason 105 105 Tracker 15 120
Mercenary 400 160 Translator 20 150
Metal Fabricator 115 115 Undertaker 40 N/A
Midwife 10 N/A Vestment Maker N/A Contract Work
Miller 75 75 Wainwright N/A 95
Miner 40 40 Warehouser 90 90
Minstrel 20 20 Weaver 39 39
Musician 20 20 Wheelwright 80 80
Navigator N/A 280 Whore Varies Varies
Painter 47 47 Wig Maker 82 82
Paper/Parchmentmaker 80 80 Woodcarver 67 67
Pastry Maker 95 95 Writer/Chronicler N/A 140
Perfumer 240 240 Soldiers
Physician 10 350 Archer (long bow) N/A 60
Plasterer 65 65 Archer (short bow) N/A 50
Plumber 90 90 Battle Captain N/A Special
Poet 20+ 20+ Cavalry, archer N/A 80
Potter 56 56 Cavalry, heavy N/A 90
Private Guard 120 120 Cavalry, light N/A 70
Private Watchman 35 35 Crossbowman N/A 35
Professor/Natural Philosopher 500 400 Infantry, heavy N/A 45
Rat Catcher 32 32 Infantry, hobilar (heavy or light) N/A 50 / 30
Roofer 55 55 Infantry, pikemen N/A 35
Rope Maker 70 77 Lieutenant N/A Special
Saddler and Spurrier 100 98 Pioneer (sapper) N/A 70
Satchel Maker 70 73 Sergeant N/A Special
Scribe 110 110 Slinger N/A 25
3 37
Diseases
Apx2: Disease
D
iseases and plagues are common in medieval The second flaw is that the very concept of pathology
realms such as the Kingdoms of Kalamar. Poor is an anachronism. Disease agents, vectors of
sanitation, lack of knowledge of the methods transmission and inoculations are completely unknown
of disease transmission and simple ignorance all add up concepts. Cities did not have proper sanitation methods
to form a very deadly risk factor. and even the use of soap for personal hygiene is
Fortunately, the worst diseases tend to be rare, as they centuries off. Much as with guns, the building blocks
kill off the entire afflicted population and then die off to implement these modern concepts are present but
when they have nowhere else to go. However, some of neither the knowledge nor the methodology (i.e.,
the most advanced diseases can lie dormant for decades Francis Bacon’s concept of scientific inquiry that today
(or even centuries) while waiting for a living victim. we take for granted) is present.
Thus, disease can strike anywhere at any time on Disease should therefore take on more folksy
Tellene. nomenclature (‘the shakes’ versus ‘acute nervous system
disorder’). Their method of transmission cannot be
U SE OF D ISEASES IN P L AY systematically determined (and is undoubtedly wrongly
Perhaps because disease is something everyone can ascribed by the afflicted population).
relate to (certainly more so than sorcery or dragons),
there has always been a trend to mimic real-world I NFECTION : C ATCHING D ISEASES
pathology when incorporating contagions into a RPG. As a GameMaster, you should view disease as another
The results have usually been unworkably complex with tool in your kit with which to challenge your players.
the net result being underutilization except in the case As such, it should be knowingly placed into a scenario
of those specific to a monster. with the same care you would position a monster or a
While such efforts have been admirable, they fall prey poison needle trap. For example, a village the players
to a couple of key conceptual flaws. First is the fact that may travel to could be noted as having the plague. If
any RPG is by its very nature an abstraction. Player they enter the village they are exposed. It simply isn’t
characters are never so detailed as would be required to necessary to denote that the plague is transmitted by
perform a proper immunological study. The simple fleabites, contaminated drinking water or an airborne
Constitution score does not reflect all the nuances retrovirus (although if your players push for an
(endocrinology, genetic susceptibility or resistance, etc) explanation, it is fine to have a suitable one). It’s an area
required to ‘realistically’ determine the progression of a effect and if they enter the area – they’re affected.
disease. Attempting to do is comparable to precisely Similarly, a specific well, offal pit or even an entire
cutting a beam to a sixteenth of an inch tolerance with monster lair can be listed as containing disease X. The
a woodsman’s axe. The tools available don’t support presence of the disease becomes another challenge.
the job.
338
D ISEASE S TATISTICS Table A2.1: Chance of Encountering Disease
AND R ESISTANCE C HECKS
Chance of
Setting
Diseases have 2 baseline characteristics: Encountering Disease
communicability and severity. Wilderness 2%
Rural (small community) 4%
Communicability represents the ease with which a
person exposed to the disease may become infected. City 6%
Severity is a measure of how difficult it is for the victim Shipboard 6%
Apx2: Disease
to withstand the disease.
Crowded encampment 8%
When exposed to the disease, a character must make
Conditional Modifiers
a communicability check against the disease. The PC
(or the GM secretly on his behalf ) rolls d20p and adds Terrain
his Constitution score while the GM rolls a competing Marsh or Swamp +6%
d20p adding the disease’s communicability rating. If the
Tropical climate +4%
GM’s roll exceeds the player’s, the PC has contracted
the disease. Sub-tropical climate +2%
Severity: If a disease is contracted, the PC must make Mountainous terrain -2%
a severity check in the same fashion, with the GM Sub-arctic climate -2%
rolling d20p + the disease’s severity score. If the GM Desert climate -2%
exceeds the PC’s roll, that character suffers the full
effect of the disease [denoted as Major Effect in the Arctic climate -4% NOTE: A failed
disease listing]. If the PC matches or exceeds the GM’s Shipboard (at sea) >2 weeks -4% Cooking/Baking
skill check
roll, he still contracts the illness but only suffers the Season results in
Minor Effect of the disease. These effects are listed “improperly
Summer +2%
under the specific disease listings. cooked meat”
Winter -2% (obviously with
Note that while some diseases mention stages in their
Sanitary Conditions the caveat that
effect, this is for illustrative purposes only.
meat was a
Filthy +20%
B ASELINE C HANCE OF E XPOSURE TO portion of the
meal…)
D ISEASE Average +1%
D EATH FROM D ISEASE remedies. A character with the Major Effect of a disease
can, in this way, reduce the severity of a disease to the
While some diseases are explicitly terminal, others Minor Effect. A character with the Minor Effect who
may prove fatal to the weak and elderly. If a disease makes such a check is brought back to full health in 2d8
causes a penalty to an ability score that lowers said score hours (or the natural end of the diseases’ symptoms,
to zero, the victim dies from the illness. whichever is sooner).
T REATING D ISEASE In addition, the Clerical spell Treat Disease can be
After a character has become sick with a disease, used to similarly treat disease.
there are few treatment options available. Anyone with R EMISSION AND C ARRYING A D ISEASE
Advanced mastery in First Aid can attended to a sick
( ADVANCED RULE )
victim and permit him a second roll against the
severity of a disease. This roll grants the victim a +1 Feel free to use these rules in your game, or not,
bonus to his d20p roll versus severity. A master level of depending on how detailed you’d like to be. Any
First Aid mastery allows a +2 bonus. character whose disease is in remission is considered a
carrier of the disease. Additionally, anyone who is
These checks represent a knowledgeable attempt to
currently infected with the disease is considered a
make sure the diseased is getting the right amount of
carrier. When a character is carrying a disease, those
fluids and nutrition, and may include other folk
who are in close contact with them (for instance fellow
339
Most diseases have no “cure.” Prior to the twentieth century there were no antibiotics, and even today there
are very few effective measures to combat viral diseases. This state of affairs represents a good opportunity to
confuse and harass your players, or to be their friend. As always, the choice is yours, and the right balance of
antagonism and kindness from the GM is key to a fun campaign.
Feel free to send players on wild goose chases for rare herbs and animals that are said to cure diseases, or to
have folksy town elders impart their knowledge of homemade herbal remedies against Brain Fever.
The reality is that none of these folk cures will have any effect at all, but NPCs and PCs will just have to figure
this out on their own. There’s no harm in being realistic about the level of scientific knowledge of the time
Apx2: Disease
party members) must make a communicability check through it, add a +4 bonus to their future
against the disease – this is a one time check. communicability and severity checks against it. In this
NOTE: way, PCs build up immunity against diseases they have
If a half-human Any character whose disease is in remission runs the
character has one risk of the disease returning in the following instances: already encountered.
parent immune to a Note: This general rule does not supersede rules listed
disease and one
under specific diseases. There are several diseases that
not, the character He reaches Exhausted or Depleted level of Weariness
may or may not be one cannot build immunity towards.
immune. If the char- He suffers damage ≥ of 90% of total hit points
acter ever encoun-
ters the disease and He contracts the major effects of another disease
fails to catch it upon S PECIFIC D ISEASES
initial exposure, he
Black Rash
counts as “immune,” These are triggers for the potential of the disease
if not he failed to coming out of remission, as they are great shocks to the Communicability: 4
inherit immunity
from his non- body’s immune system. Such triggers necessitate a Severity: 8
human parent. communicability check against the disease in remission. Where is the disease found? Giant rodents are known
If the check is failed, the disease returns, and a severity carriers of this disease. Communicability should be
check must be made. Note that these checks are subject checked on each and every bite. Rumors persist that
to the immunity rules below, so that over time it other creatures may also be carriers of the black rash.
becomes less likely that a disease will flare up.
Minor effect: After contracting the disease, a dark grey
rash becomes visible at the injury site within d3p hours,
and an hour later it spreads over the entire body,
IMMUNITY TO DISEASE (ADVANCED RULE)
appearing as a dirty bruise. The rash lasts 16+3d12p
Immunity to a Disease comes in two varieties: hours, during which time the victim suffers -2 to
natural and acquired. Some creatures may simply be Attack, Defense, and damage rolls due to soreness and
born with a natural immunity to a specific disease, while discomfort.
others, through repeated exposure or contraction, may
Major effect: As above, but after 3d12p hours the rash
develop immunity over time. Feel free to use these rules
blackens around the mouth and joints. The victim
in your game, or not, depending on how detailed you’d
suffers sharp pains, stiffness and inflexibility in his
like to be.
joints in addition to systemic discomfort resulting in
Natural Immunity: penalties of -4 to Attack, Defense, and damage rolls.
Some species of demi-humans are naturally immune The rash dissipates after 2d4p days abrogating all
to specific diseases; this is noted under the specific penalties.
disease listings. No one is born with total immunity
from a disease that affects their species, but taking the
The Blue Death (a.k.a. Kennad’s Vengeance)
talents Heightened Immunity and Inoculation can
greatly reduce a PC’s chance of catching diseases, Communicability: 6
should they wish to throw their BP away on Severity: 8
such things. Where is the Disease Found? This is a rare disease
Acquired Immunity: found in arctic and sub-arctic regions. The Blue Death
is found in the ponds that form on the northern plains
Every time a character contracts a disease and lives
and forests during the summer months - it is active
340
during the short northern summers and lies dormant character develops a persistent migraine. This causes
in winter. Humans and halflings are the only races the temporary loss of 1 point of Intelligence and
affected by this disease; dwarves, elves and gnomes are Charisma. Should the character engage in strenuous
apparently immune and cannot act as carriers. Orcs and activity (such as melee), he suffers a -2 penalty to
goblinoid races will merely catch a sniffle when Attack and Defense rolls in addition to possible Attack
afflicted, though they can act as carriers. Animals act penalties resulting from compromised Intelligence.
only as carriers. Further, the afflicted character faces a 10% handicap on
Minor Effect: Beginning 4d6 hours after infection all skill checks and arcane magic use is limited to the
baseline spell point expenditure.
Apx2: Disease
victims begin to exhibit symptoms including a chill that
no fire will warm. The disease persists for 1d3p months during which
After an additional 4d6 hours, newly manifesting time the symptoms become worse affecting mood, sleep
symptoms include aching joints. Additionally, the chill patterns and concentration. The patient incurs an
is now noticeable by others as the skin starts to turn additional -1 penalty to Intelligence, Charisma, Attack
bluish-white. The victim no longer sweats even under and Defense (and 10% handicap to skill checks) per
extreme physical strain. Victims suffer -1 to Strength, month.
Dexterity and Constitution, and -10% to skill use. An Once the disease has run its course, ability scores and
Intelligence check is required to cast spells requiring a combat effectiveness are restored at a rate of 1 per week.
somatic component. Anyone touching the victim risks Skill check penalties lessen at 10%/week. Arcane
frostbite (1 hit point/10 seconds of sustained contact spellcasters must wait a week before they can “amp up”
with bare skin). spells and two weeks before they may “overamp”
After another 4d6 hours, the disease breaks, and the an invocation.
victim slowly begins to warm again and after 2d6 hours, Major Effect: As above, however the disease
is back to full health. progresses until either Intelligence or Charisma reaches
Major Effect: Symptoms are the same as above, but 0 and the victim dies. Victims of brain fever are often
progress further: completely unable to work (because of skill check
penalties) long before they die.
4d6 hours after the symptoms listed above, symptoms
include frost forming on the victims’ skin, which turns
ice blue; victims’ hair starts turning blue, as do the The Burning Bowels
whites of his eyes and his irises. Victims suffer -3 to Communicability: 15
Strength, Dexterity and Constitution, -15% to skill use. Severity: 12
Spell casters cannot cast spells requiring somatic
Where is the disease found? The Burning Bowels is
components; an Intelligence check is required to cast
(currently) only found in the Brindonwood north of
spells requiring verbal components. Anyone touching
Ek’Gakel. It is an extremely potent and vile disease.
the victim risks frostbite (1 hit point/5 seconds of
sustained contact with bare skin). Minor Effect: Beginning 4d4p hours after contracting
the disease, the victim begins to suffer heartburn
4d6 hours later, the victim’s skin begins to painfully
followed by mild cramping. Within the next 24+d10
crack. Rifts form at joints whenever the victim moves.
hours, major cramping, heartburn, and horrid breath af-
Victim suffers -6 to Strength, Dexterity and
flict the victim. Victims suffer a 1d3 penalty to strength,
Constitution. Victims cannot move or act of their own
dexterity, and constitution until the disease runs its
accord. Anyone touching the victim without wearing
course.
cold weather protection (e.g. mittens or gloves) sustains
frostbite (1 hit point per second). This effect lass for Full Effect: Symptoms develop as above, but with
4d6 hours after which the victim slowly begins to warm, much greater severity: the initial ability score penalty is
progressing back down through the stages at 2d6 hours 2d3 with an additional 1d3 penalty every 12 hours for
per stage until they regain full health. 72 hours. After this time the fever breaks and,
assuming the afflicted is still alive, they recover their
ability scores at a rate of +1 every 3 days.
Brain Fever
Communicability: 5
The Burning Death (a.k.a. Hell’s Fury, the Boar’s Boon)
Severity: 6
Communicability: 11
Where is the disease found? Brain fever is a waterborne
Severity: 6
disease. Communicability should be checked if one drinks
from a water source contaminated with the disease. Where is the Disease Found? The Burning Death is a
moderately rare disease usually found among the
Minor Effect: A day after contracting the disease, the
3 41
“employees” of various brothels and bordellos in the Constitution and Charisma. The Victim will stumble
seaports of Kalamar, although it can be found in all and shuffle about in a mad, screaming, frothing mania
major cities. The Burning Death is contracted only via suffering 1d4 points of damage per hour. This critical
sexual contact; casual physical contact is not sufficient. stage of the disease continues for d12p hours, during
Minor Effect: Beginning 4d6 days after the infection which time the victim may well die. After this period,
victims develop a very high fever, dizziness and a victims will continue to “dance” suffering the above
burning sensation in their sex organs, especially during penalties (but taking no further damage) for d12p days,
urination. Skin is warm to the touch. Victims suffer a as their Dexterity, Constitution and Charisma are
restored at a rate of 1 point every 2 days. If the victim
Apx2: Disease
342
scores are regained at a rate of 1 point of Dexterity and Orc Shingles (a.k.a. Slow Rot, Swine Rash)
Looks per week. Communicability: 11
Major Effect: As above, however the disease persists Severity: 6
2d4p weeks. Where is the Disease Found? Orc Shingles is found
throughout Tellene among the lower classes (mostly
Goblin Pox (a.k.a. Mage Bane, Babbling Sickness) beggars). It is also found near large Orc populations
worldwide. Orc Shingles is contracted by touch;
Communicability: 8
specifically, touching an afflicted being on an afflicted
Severity: 7
Apx2: Disease
spot of skin. Orcs are particularly susceptible to the
Where is the Disease Found? Goblin Pox is found in disease and take a -3 penalty to rolls against it. Half
regions of high Goblin population. It is most Orcs take a -1 penalty. Elves, on the other hand, gain a
commonly found among forest or swamp dwelling +3 bonus against it, and Half-Elves a +1 bonus.
Goblins. It is rare outside of Goblin communities.
Minor Effect: Beginning 1d6 days after infection
Goblin Pox is passed through the air, usually through
symptoms include itchy skin and a slight rash. Over the
coughs or through the explosive expressions of the
next few days this rash spreads to cover 50% of the
guttural goblinoid language. It is highly contagious, but
body, and in addition symptoms include large boils and
is found in different humanoid species at greatly
open, oozing sores. Victims have a 50% chance of
varying rates. Humans, halflings, half-orcs, dwarves and
suffering a permanent -1 to their Looks score during
gnomes gain a +3 bonus against this disease, while elves
this stage as there is chance of permanent scarification
and Grel have a +6 bonus. Half-elves gain a +4 bonus,
(Those with the “picker” or “scratcher” flaw
while Half-Hobgoblins get a -1 penalty. Hobgoblins
automatically fail this check). Additionally, victims are
and Goblins get a -3 penalty to rolls against this disease.
in extreme discomfort and take a -5% to all skill checks.
Minor Effect: Beginning 1d3 days after infection, These symptoms last for d4 weeks as the rash, boils and
symptoms include a slight rash and small red spots on sores gradually fade.
the skin. Over the next week these grow to larger rashes,
Major Effect: Symptoms develop as above but grow
large red splotches on the skin, fever and dizziness. -5%
to include rashes on 75% of the body, very large
to skill checks. Victims have a 50% chance to lose 1
bleeding boils, open, infected oozing sores and a general
point of Intelligence permanently. Magic-users cannot
physical weakness. Victims suffer -3 to Strength,
utilize 14th level or greater spells while under this
Dexterity and Constitution and -15% to all skill checks.
effect. These effects have a duration of 1d3 weeks.
Victims have a 75% chance of suffering a permanent -
Major Effect: Beginning 1d3 days after infection 2 to their Looks score during this stage as there is
symptoms include rashes, very large red splotches, chance of permanent scarification (Those with the
babbling and muttering and a general mental malaise. “picker” or “scratcher” flaw automatically fail this check).
Victims suffer -1 to Intelligence and -15% to all skill These symptoms last for d4 weeks as the rash, boils and
checks. Victims must roll a d100 and will lose one sores gradually fade. At the end of this period the
(01-80) or two (81-00) points of Intelligence afflicted begins to regain their ability scores at a rate of
permanently due to the disease. Spell casters must roll +1 every week.
a successful Intelligence check to cast spells.
Magic-users cannot use spells above 8th level. This lasts
for 1d4 days after which time the victim’s brain begins Plague (a.k.a. the Kiss of Mangrus)
to turn to mush. Rashes cover 100% of the victim’s body, Communicability: 15
most of which is also covered in horrible red splotches. Severity: 9
Victims suffer -3 to Intelligence and -30% to all skill Where is the Disease Found? Plague is found
checks. Victims must make an additional d100 roll and throughout Tellene. It is one of the most potent
will lose an additional one (01-75), two (76-95) or three diseases due to its high communicability and severity. It
(96-00) points of Intelligence permanently. is most common in urban areas, especially large cities
Magic-users cannot use ANY spells at this stage. This and towns. Communicability should be checked if
state lasts for 1d6 days at which point the victim slowly entering a village or town in which the disease
recovers. This recovery grants them 0/50 points of is present.
intelligence and 5% to skill checks per day until they
Minor Effect: Beginning 1d6p days after infection the
are fully recovered (although they do not regain any
victim manifests symptoms including fever and itching
intelligence points lost permanently).
and blackened skin around the lymph nodes. This
Note: anyone who contracts Goblin Pox has a 50% persists for 2d4p days after which the patient begins
chance to gain the Pocking flaw. feeling tired and dizzy with heightened fever and
swollen lymph nodes. (Characters suffer -1 to Strength
343
and Intelligence and -5% to all skill rolls for the next Major Effect: Symptoms manifest as above with the
1d6p days). The fever then breaks and all penalties are victim suffering -1 to Strength, Dexterity and
removed. Charisma plus all skill use is performed at a -5%
Major Effect: As above, however the fever does not penalty. The symptoms worsen over the next four days
break. For the next d3p days, the victim is bedridden to include sepsis and a horrible stench. At the
with symptoms including continued high fever and culmination of this period (96 hours), the victim’s
chills; severe, bloody cough; large, painful pus-filled incapacitation compounds such that he now suffers -6
buboes; blackened, infected lymph nodes and swollen to Strength, Dexterity and Charisma, a -30% to skill
use and is incapable of moving faster than a shamble
Apx2: Disease
Apx2: Disease
feeling tired and dizzy with heightened fever and to normal at 1%/week assuming an adequate diet.
swollen lymph nodes. (Individuals suffer –1 to Strength Major Effect: As above, however the disease
and Intelligence and –5% to all skill rolls for the next progresses until either Strength or Constitution reaches
1d3p days). The fever then breaks and all penalties are 0 and the victim dies.
removed.
Major Effect: As above, but the fever does not break.
Withering Drips
For the next d3p days the victim suffers heavy and
bloody congestion, continued high fever, chills and Communicability: 7
swollen glands. (Disability increases to –2 Strength, Severity: 6
Constitution and Intelligence and –10% to skill rolls Where is the Disease Found? Withering Drips is
for 1d6p days). common among dwarves who get a -3 to saves against
Following this stage, the symptoms worsen (increases it. It afflicts the other populations to a lesser extent
to –4 to Strength, Constitution and Intelligence and (gnomes and halflings make normal rolls against it, all
–2 to Dexterity, Wisdom and Charisma. Skill checks other races gain a +2 bonus). The disease is carried
are made at –25% and spell casting becomes within bodily fluids of those afflicted or carriers.
impossible). Effects last for 4d4p days at which point Sneezing, intimate contact or ingestion of infected
the patient must attempt a Constitution check. Failure bodily fluids can cause the disease to be spread.
to roll under Constitution score results in d4p points of
Constitution loss and requires a second Constitution Minor Effect: Symptoms will manifest much like a
check in d6p days. Checks continue until one is made common cold or allergies. Itchy, watery eyes, runny
or the victim dies when his Constitution reaches 0. Lost nose, sore throat and coughing are all common. This
Constitution returns slowly over the course of 1 point lasts for a few days, but is followed by a period of
per day once a successful check is made. profound weakness. Those afflicted lose (temporarily) a
Repeated Exposure: Unlike many diseases, one point of Constitution for each day they suffer these
apparently cannot develop partial immunity to the effects. If their Constitution drops to one they will be
Wrack. If a character suffering from the Wrack’s minor bed ridden and unable to do anything but speak. These
effect is exposed to it again, a severity check must be effects last for 2d3 days, at which point the virus has
made to determine if the disease progresses to the major run its course. The diseased regain their constitution at
effect. If the exposed individual resists the disease’s a rate of +1 every 3 days.
severity, nothing happens. If failed, the major effect Major Effect: Symptoms develop as above, but the
ensues. If one already suffers from the Wrack’s major period of weakness is far worse: the release of bodily
effect, additional exposure has no additive effect. fluids becomes pronounced there is increased sweating
and a constantly dripping nose, eyes and mouth.
Charisma is adversely affected by 1d4 points. The
victim will feel a near constant need to go to the
Wasting bathroom. Excessive urination and diarrhea, along with
Communicability: 0 the loss of fluids from their running eyes, nose and
Severity: 7 mouth means the victim must now drink four times the
Where is the disease found? Wasting is a disease carried normal requirement of water or face dehydration. Any
by humans and other intelligent beings (dwarves, elves, strenuous activity will result in uncontrolled bodily
halflings and the ‘monster’ races such as kobolds, functions.
goblins, orcs, hobgoblins, gnoles and bugbears). The afflicted lose a point of constitution for each day
Communicability should be checked if one has close of this period, which lasts for 2d6 days, at which point
contact with an infected victim (e.g. normal speaking the virus has run its course. The recovering party
distance). regains their constitution and charisma at a rate of +1
Minor Effect: A week after contracting the disease, every 3 days.
the victim begins to feel tired and run down (and is
345
Lycanthropy
Unless you have an irrational dislike for shape
changing monsters, a PC in your campaign will
eventually end up on the wrong end of a werewolf
mauling or a nasty wererat bite. The Hacklopedia of
Beasts teaches us that a failed check against such a bite
will result in the player becoming a lycanthrope at the
next full moon. If you are a busy GM, you have the
Apx2: Disease
346
Table A2.3: Type of Lycanthropic Manifestation for the physical and mental manifestations, respectively.
NOTE:
Remember that each bite requires a save! If multiple
Physical (roll d12p+d8p) Not all lycan-
wounds infect a character, roll on these charts for each thropes assume
≤1 Death the half-man
wound, taking the lowest (worst) result.
Mutant offshoot (fox, dog, dire wolf, /half-beast form
2-5 Results descriptions presented in the
etc); roll again next month at -2
Hacklopedia.
6-12 Animal only
Death: Over the course of d6p x 20 minutes the
character suffers through repeated bouts of extremely
13-20 Therianthropic
Apx2: Disease
painful transmorgrifications before finally expiring.
≥21 None
Mutant offshoot: Whether physical or mental, rather
Mental (roll d12p+d8p)
than developing into the standard archetype, something
≤4 Death goes wrong and the character mutates into a closely-
Mutant offshoot; roll again next related (generally same genus) species. If rat, it could be
5-7
month at -2 a mouse or possum. If wolf, it could be a fox or dog. An individual
8-11 Animal This situation is not stable and at each subsequent full afflicted by
werewolf lycan-
Half-mental change (half beast/half moon the character should re-roll (at a -2 cumulative thropy may well
12-19 take the form of
human thought processes) penalty) until death or a different result occurs. a standard wolf
during the full
≥20 None Animal: The character assumes the pure animal moon (or a
Modifiers characteristics of the root animal (i.e., wolf, giant rat, giant rat for
wererat lycan-
etc). When changed, the character is in all respects that thropy). In rare
New Moon: If the PC suffered his infected injury during the new moon,
animal either physically or mentally (or possibly both). cases, the form
apply a +2 bonus for both Mental and Physical manifestations. may be that of a
Use the Hacklopedia description for animal statistics. closely related
Crescent Moon: If the PC suffered his infected injury during the crescent species to the
moon, apply a +1 bonus for both Mental and Physical manifestations. A character that retains his human form but with an werecreature
that infected
animal mentality is combat ineffective and rolls a d12p him though
Half-Humans: Only roll a d12p (i.e. do not add in the d8p) for half-
(unmodified by ability scores but hampered by body these manifes-
human victims when rolling on these charts. tations are
armor if applicable) for Defense. Movement is limited unstable.
Alignment: Only when rolling on the Mental Manifestation chart, apply to walking speed, as the individual will always move on
a -1 penalty for each step the victim’s alignment is removed from the
were-creature. For example, a Chaotic Neutral character would suffer a -1 all fours – an unwieldy form of locomotion for bipeds.
when bitten by a werewolf (CE), while a Neutral character would suffer a Therianthropic/half-mental: These are the pure
-2, Lawful Neutral -3 and a Lawful Good, -4. lycanthropic statistics from the Hacklopedia of Beasts.
NOTE:
Significant Wound: If the wound that caused the Virulance Factor check None: Change does not occur. If both results are A half-mental
change is de-
was substantial (a critical hit, 50%+ or more of hit points in one blow, or ‘none’ the disease never manifests! N.b. it is most likely void of human-
a failed Trauma check), add a -1 modifier to the check. Apply this modi- that the victim will have one “none” result – this ity’s higher
fier multiple times if circumstances dictate (i.e., a critical hit that causes mental func-
manifests as either a lucid mind with an animalistic tions such as
55% hit point loss and TOPs the character is a -3 modifier). speech and
body or a human body with an animal’s mentality. ethics. It is es-
Lingering wounds: If the offending wound remains unhealed for seven sentially a clever
Once you’ve determined the effect of the disease on the animal that
days (that is, it is not completely healed and has at least one hit point re-
victim, you will need to stat out the beast, keeping a comprehends
maining after 7 complete days), apply a -3 penalty. Apply this for each how humanity
week (after 3 weeks, the penalty is -9!). separate record sheet for it. Animal variants have the same interacts
base statistics as presented in the Hacklopedia of Beasts, as socially and the
purpose and
Attributes: Apply the afflicted character’s Physical Saving Throw modifier do monstrous versions. In other words, simply use the utility of human
to the Physical roll and his Mental Saving Throw Modifier to the Mental roll. objects such as
Hacklopedia entries in all respects, rolling hit points and tools. This ren-
preventive properties, namely wolfsbane, belladonna so-on. For the first three moons/months, the character ders them far
deadlier oppo-
and mistletoe. These are the chief protections of will have no control over its impulses in beast form, nents but does
peasantry and characters alike. Each affords a different regardless of the roll on the mental charts above. Such a not alter the
creature’s basic
protection as shown in Table A2.2 young lycanthrope will also lack all special abilities of the instincts (as
Assuming protections fail as does the character’s save, summarized by
monster entry except for general attacks, defenses (such as the lycan-
you will need to determine the type of lycanthrope the DR and silver vulnerability), hit points, damage. thrope’s
PC becomes prior to the next full moon. Table A2.3 alignment).
includes a myriad of potentialities. Roll twice; once each
347
NOTE:
Any armor the
lycanthrope trans-
T RANSFORMATION For example: After two years, a character will have a
24% chance to control tranformations (voluntary or
forms out of is The change itself occurs over d6p x10 minutes of
treated per result involuntary) achieving total control at 62 months.
365-370 on Table
agony. During this time, the character is considered
Controlling stress induced transformation occurs quicker
2.12: Fumbles & incapacitated as if having failed a trauma check. For
with total control achieved at a mere 17 months.
Mishaps each additional month of lycanthropy add a cumulative
-1 to the d6p roll (e.g., d6p-3 on the fourth S IDE E FFECTS
transformation) and by the 7th month, the character
For every 3 full months of infection, the character’s
will change in d6p x 10 seconds. After five years,
human alignment will permanently shift one place
Apx2: Disease
348
Certain rituals can be performed in a church of which Moons of Tellene
the character is an annointed member. A month-long Orbiting Tellene are three moons: Diadolai (Elven
ceremony (full moon to full moon) wherein the Moon), Pelselond (Big Star) and Veshemo (Mother
character imbibes a horrific daily concoction of blessed Above). Diadolai is the smallest of the three moons and
minerals, waters, other liquids and various herbal stuffs is reddish-pink in color. It is on an 80 day cycle from
infused with wolfsbane allows another save at -2. This full moon to full moon. For most of the 80 day period,
ceremony can be repeated (and probably will be as at however, Diadolai does not appear in the nighttime sky.
this point as the clerics probably have the character Because of its size (about 3 the size of Veshemo),
chained in the dungeon) each month. However, each
Apx2: Disease
Diadolai does not give off much light, even when full.
successive month adds a cumulative -2 save penalty (i.e., The elves believe Diadolai to be the home of the gods.
-4 for 2 months, -6 for third month, etc). At some
point, either the PC will recover or perish. Pelselond is a small moon as well, appearing only
slightly larger than Diadolai. Pelselond’s full moon cycle
P ASSING ON THE DISEASE is approximately 34 days and it usually appears white
Lycanthropy is a permanent viral disease that can be or off-white in color. Pelselond has an elliptic orbit and
passed on to offspring. Even those that become infected therefore, appears to be moving at varying speeds across
through a bite may find that any future children are the sky.
born with the disease. In the case of infected males, Veshemo is the largest of the three moons and
there is a 25% chance that any offspring from this sire occasionally eclipses the other moons from view. It is
are born with the disease. Any children birthed by a on a 28 day cycle, which is the basis for the calendar
she-wolf are always born with the disease. that most of Tellene uses. On the 14th of every month
Veshemo is full; but being pale yellow in color, Veshemo
O N T ELLENE gives off only slightly more light than Pelselond.
Lycanthropy ties closely to Veshemo. That said, some Every 280 years the three moons are aligned and full
forms tie to Pelselond and while none tie directly to simultaneously. This event is recognized, but not
Diadolai, the elven star, it has been known to influence necessarily celebrated, by almost every religion on
some lycanthropes. We recommend that Lycanthropes Tellene. Veshemo and Diadolai are full together on
follow the monthly Veshemo cycle, but increase the various days in a 20 year cycle. Veshemo and Pelselond
chance of transformation off-cycle and decrease chance as well as Pelselond and Diadolai are full together at
of control if either (or both!) Pelselond or Diadolai also least once per year. Veshemo, Pelselond and Diadolai
happen to be full. align or are full concurrently once every few years in a
40 year cycle. Two of the moons are in alignment
several times a year.
349
The Kingdoms
of Kalamar
T
ellene is a continental sized region with climate Kalamaran kingdom and resultant internal dissent
ranging from boreal in the far north to tropical reduced that former empire into three kingdoms today
in the southernmost reaches. Tall mountain ruled over by descendants of the former emperor.
ranges, reportedly teeming with savage creatures, The largest of these is the centrally located Kingdom
trifurcate the continent. These natural barriers to of Eldor, a traditionalist and xenophobic society ruled
expansion have demarked several distinct regions each by King Eldoran. Racial intolerance is deeply ingrained
with unique cultures, languages and races of mankind. within the culture. Foreign humans that offer attestable
These lands are not isolated. Trade and warfare societal benefits such as merchants, sailors and skilled
alternate where overland routes facilitate such tradesmen are grudgingly tolerated but woe to those
interaction. Where they do not, mariners and pirates who are even perceived as miscreants or vagabonds for
ply the littoral seas that both wend deep into the land- they will be harshly chastened. Purity of blood is
mass and isolate the large island to the southwest. upheld by writ of law and interracial marriage (e.g.
Due to their superior numbers, human societies between Eldorians and non-Brandobian humans) is an
define (if not dominate) politics and economics in offense punishable by deportation or death.
Tellene’s six major regions. Demi-human and Understandably, few half or demi humans chose to
humanoid populations must often react to human dwell within this kingdom.
policies and actions rather than defining their own way The Eldorans have encroached upon the
forward even should their natural inclination favor Lendelwood elves for generations, seeking to wrest con-
apartheid. The following sections detail the overarching trol of this invaluable economic resource. Admonitions
relationships between the different states of Tellene, to desist have gone unheeded prompting a recent
their ongoing conflicts, and their goals. escalation to bloodshed. Outraged by elven atrocities,
King Eldoran has declared open war on Lathlanian
though is hard pressed to challenge these guerrillas
BRANDOBIA within their native weald.
Brandobia is a lush region with Mediterranean Relations with her southern neighbor are civil but
climate in the middle and southern latitudes gradually tinged with vain disparagement at the fawning
becoming Oceanic in the northern reaches. One could tolerance these realms have displayed for the racially
readily make an analogy to America’s Pacific coast. impure. Such attitudes have not proved a boon to trade.
Separated from the rest of Tellene by the sheer Northerly Cosdol is held in lower regard owing
Elenon Mountains to the east, this region is fairly doubtlessly to the plurality of elves that reside astride
isolated from the wider world, maintaining contact Voldor Bay. Ironically, this has not proven a casus belli.
primarily through sea trade though some precarious King Eldoran is seeking to inveigle its Brandobian
overland routes traverse the Legasa Peaks. humans away from elven influence and warfare is at
Centuries past there existed a vast Brandobian cross-purposes to his ultimate goal.
Empire that dominated the region and even extended The Kingdom of Mendarn is a country rich in
beyond the Elenon Mountains into the north-central natural resources. Mendarn does not share Eldor’s
plains. However, defeat at the hands of the upstart distrust and hatred of foreigners and demi-humans.
350
Apx3: Kalamar
3 51
Consequently many dwarves and halflings make their homes The eponymous Kingdom of Kalamar dominates this area.
within the realm. The Mendarn have colonized the archipelagos The empire is not only the largest and most populous country on
to the west and routinely capture indigenous Dejy slaves to sell Tellene, it also boasts the largest military. Kalamar today is but
to the hobgoblin kingdom of Ul-Karg on the island of a shadow of its former glory, when its borders encompassed
Svimohzia. nearly the entirety of land between the continent’s two great
Cosdol is the northernmost of these kingdoms and is ruled by mountain ranges. In the intervening years, a series of ineffectual
the venerable Archmage Welren. Though human in a country emperors allowed rebellious provinces to assert their independ-
where half-elves and elves form a majority, his authority stems ence from the empire and become kingdoms in their own right.
from his direct lineage back to the Brandobian Emporer. This Today, though the empire has been reduced to half its former
does not imply that elves are without influence. Indeed, the size, it is in resurgence under the energetic guidance of Emperor
king’s most trusted advisors, counselors and confidants all share Kabori. The recent notable subjucation of the Ka’Asa
fey heritage. Mountains has brought the dwarven capital of Karasta under
the dominion of Kalamar and the empire is ruthlessly extracting
Whether an heirloom from his forefather or the product of
its mineral wealth to fuel its war machine.
furtive advocacy, Welren harbors antipathy towards Eldor. Its
king’s covert machinations are no secret to the Archmage and he Kalamar’s chief enemies are the countries of Pekal, Tharggy,
and Paru’Bor, with Pekal being in the vanguard.
Apx3: Kalamar
353
blunt all Tokite incursions to date. She can likely hold her own geared for war, maintenance of the field regiments has placed a
indefinitely against these principally militia forces but were im- herculean burden on the nation’s resources. The present state of
perial legions brought to bear the tide may well turn. readiness is sustainable only through the contributions of men
The lands of Tarisato are a frontier region and unquestion- and matériel from the other Young Kingdoms.
ably less well governed than the other settled areas of Kalamar. The Free State of Ek’Gakel is an oddity in that non-heredi-
Several petty lords rule over ever-shifting fiefdoms here, with tary elected chancellors govern the country. During a past
small Imperial garrisons stationed in their manors and castles monarchical succession crisis, the king was toppled by an alliance
solely to help defend against humanoid attack from the of merchants, peasants, and hired mercenaries.
Obakasek jungle to the south. The lords of Tarisato often Unfortunately, an elected leader may prove to be every bit as
squabble amongst themselves, but the presence of the Imperial incompetent as his royal peers. His Most Excellent Chancellor,
garrisons prevents the boiling pot from simmering over. Bron Epseln, aptly demonstrates this adage. Due to serious
In the Edosi forest, the elven city of Doulathanorian capably policy errors, the once peaceful land is now riven by a multi-
resists outside pressure from the Kingdom of Basir and the polar insurgency in which competing indigenous Dejy clans war
Kalamaran Empire. The forest is a haven for refugees fleeing with each other as well as the central authority. Trade has
from Kalamar and its allies thus most residents are openly vocal collapsed and with it the treasury. Ek’Gakel has opted to plead
Apx3: Kalamar
about their dislike of the Basiran monarch. King Dorlanisti’s poverty and default on their obligations to contribute to the
warders have clashed with imperial troops but take great pains regional military alliance. The consequences of this choice have
to limit casualties for fear of provoking war with the Empire, as yet to unfurl.
he knows there can only be one outcome of such a mismatched The Kingdom of Ek’Kasel has strong ties to the Kalamaran
conflict. Empire and seceded in name only. King Erasar II, a distant
cousin of Emperor Kabori, maintains diplomatic contact with
THE YOUNG KINGDOMS Bet Kalamar. Some rumor that Erasar and Kabori have a dream
of bringing the Young Kingdoms back into the Empire as one
The lands of The Young Kingdoms lie northwest of Kalamar country, with Erasar as its leader. Regardless of the truth of these
proper and are bordered by Shadesh Bay, the Elenon Mountains machinations, Kalamar has been a reliable supplier of war
and the Elos Desert. It is an area characterized by wide prairies, matériel to the kingdom. This has greatly benefitted her
meandering rivers and a few large forests. The climate is ongoing war with Norga-Krangel for, like her ally Korak, the
temperate with cool to cold winters depending on latitude. The cost of waging this seemingly perpetual campaign has severely
majority of the population is found in the northwest or strained her economy.
southeast along the original settlement corridors.
Today’s Young Kingdoms were once the Eastern Brandobian
Empire, a sprawling country marked by its arrogant hostility to
the region’s indigenous humans and demi-humans. This
Empire was toppled by a coalition of disparate goblinoid tribes
united by the legendary hobgoblin king Kruk-Ma-Kali. The
short-lived Krangi Empire of the Central Plains devolved to
infighting following the assassination of Kruk and was defeated
piecemeal by a chastened Brandobian army now allied with Dejy,
dwarves and elves against a common foe. Exhausted by the
reconquista, the Brandobians faced little hope of resisting the
young and confident Kalamaran Empire as its conquering
legions marched into the region.
The Kalamarans severed the Eastern Brandobian Empire into
smaller, more easily governed duchies. In time as the emperors
grew placid and the empire’s fire quelled, these duchies gained
their independence and today are known as the Young
Kingdoms.
The Militocracy of Korak has a proud martial history dating
back to the expulsion of goblinoids during the Brandobian
Empire. Many have commented that, "Korak is not a country
with an army, but an army with a country".
Though the Krangi empire was dispersed, its constituent
elements were not eradicated. The immense Korak army stands
ever vigilant against the constant threat to the entire region
posed by Norga-Krangel. Though the entirety of the nation is
Apx3: Kalamar
355
The City-State of P’Bapar, the first of the Young Kingdoms Paru’Bor was once the northernmost extent of the Kalamaran
to declare independence from Kalamar, is the largest independ- Empire, but is now ruled as an independent monarchy by Prince
ent city-state on Tellene. P’Bapar is known for its vibrant and Ragil V, a distant cousin of Emperor Kabori. Despite their
productive economy and her geographic isolation shields her distant blood relation, the two men are bitter enemies and
from much of the danger endured by her neighbors. Every Kalamar considers Paru’Bor to be one of its chief adversaries.
spring, P’Bapar sends 200 of its soldiers south to Korak to aid in Few faiths outside of the state religion are tolerated in Paru’Bor
the hobgoblin wars and every winter Korak sends cadre to the and practicing a forbidden religion is a crime deserving swift
city to train new recruits. punishment. While small, the military of Paru’Bor is well
The hobgoblin kingdom of Norga-Krangel lies on the disciplined, competently led and profusely equipped.
southern fringe of the Young Kingdoms. The hobgoblin King Joto II, a fanatical anti-theist who has banned the
supreme leader, Krokal-Marg, is a demagogue that stokes the worship of any gods within his domain, rules the Kingdom of
fires of racial hatred by preaching stories of the lost glory of the Shynabyth. The kingdom seeks restitution of disputed land from
Empire of Kurk-Ma-Kali and the world that should have been Paru’Bor but this long-standing dispute pales in comparison to
theirs. the hatred engendered by the long war waged against the
The nation is engaged in incessant border skirmishes with fanatical Theocracy of Slen. King Joto desires nothing less than
Apx3: Kalamar
Korak and Ek’Kasel. Norga-Krangel is currently massing its the theocrat’s head and the extermination of the vile Slen.
troops in anticipation of a final glorious ‘lightning war’ during Shynabyth has a large military bolstered by additional
which they expect to pierce the frontiers and sweep into the mercenaries and is allied with the dwarven Kingdom of Draska.
heartland of the Young Kingdoms. Though the total troop count Eight chieftains rule over the Lands of Skarrna. Known as
of the hobgoblin army is unknown, it is speculated to be massive. Skryvalkkers, each battle lord maintains a personal garrison and
There are many small city-states that ring the coastline of the together they can field a sizable terrestrial force. No individual
Elos Desert: Alnarma, Djishy, Ehzhimahn, the Colony of lord boasts the resources necessary to maintain a warship thus
Miclenon, and Sorgga-Pravaaz (the City of Giants). These cities relegating the Skarrns’ ability to project power to dry land. The
and towns play little to no role in the wider political and lands of Skarrna are a relatively peaceful area and the
economic conflicts of larger states, except to serve as havens for Skryvalkkers maintain good trading relations with their
pirates that threaten trade lanes. However, given their strategic Reanaarian neighbors to the south.
unimportance, these places harbor an unusual number of The Theocracy of Slen is a state that coalesced around a
individuals who prefer lax or nonexistent oversight from church of the Ministry of Misery on the slopes of the Dashda
meddling nobles. Mountains. Ruled by Grand Theocrat Toth Senkan, Slen is
dedicated to the worship of the Flaymaster and Slennish
raiding parties take many slaves from the surrounding country-
THE WILD LANDS side to sacrifice in their profane rites. The Theocrat has been
The Wild Lands are the most northerly of the six regions of engaged in an increasingly atrocious border war with King Joto
Tellene. The untamed lands abound with wild game, fish and II for the past twenty years with neither side able to alter the
timber providing ample resources for the hearty Fhokki status quo despite escalating butchery.
tribesmen that dwell here. Make no mistake though; this is not
the effete agricultural southland. The Wild Lands demand grit
and courage from their human inhabitants for the winters are
long and frigid and they share the territory with gigantic wild
beasts and tribes of savage humanoids.
To the south and west, formidable mountain ranges isolate
the Wild Lands from other human settlement while to the north
lies vast and frigid Lake Jorakk. Further east, unexplored regions
of the world await the first explorers to successfully return.
The Lands of Drhokker are a loose confederation of towns
and villages that cover the vast grassland bounded by the Rokk
Woods, the northern tip of the Narrajy
Forest, the southern edge of the Rytarr Woods and Lake
Adesh. The Dejy herdsmen and Fhokki farmers who make up
the population of Drhokker have no central government.
However, if under a mutual threat, individual tribes and villages
will unite and can potentially muster a sizeable number of
horsemen and warriors.
Apx3: Kalamar
3 57
The Queendom of Tharggy is unique in that women hold Aasaer, the city of pirates, truly warrants its moniker. A vicious
nearly all positions of rank and authority. Following decimation cutthroat named Pacuam enforces his will upon the city through
of her field army at the hands of the Kalamaran Legions, nearly the 200 rogues and cutthroats on his payroll. Answering to no
every able-bodied man lay dead. Rather than submit, her women authority, the city is largely an outlet for stolen goods coexisting
rose to the challenge by mustering a new army and training with seedy taverns and brothels. Only a meager yearly harvest
under the few remaining hoary old veterans in preparation for from ajacent farmlands contributes to any sort of local economy
the next campaigning season. Outnumbered but expertly led and not driven by crime.
doubtlessly grossly underrated by a foe flush with victory Baethel is an unusual city where a gnomish monarch rules over
disease, the Tharggians triumphed over the returning legions a mixed human and gnomish population. Prince Jebim watches
inflicting sufficient losses to compel the Kalamarans to reassess over his populace with the assistance of seven gnomish elders.
the value of conquering the land. The economy is based entirely on agriculture and the farmers of
Today women hold nearly all positions of political and Baethel bring in a mixed crop primarily composed of cabbage,
military power under the leadership of Queen Defyn. Women tomatoes, and walnuts. They have a small military of mixed
too fill the ranks of the army. In time this will change as a new gnomish and human forces.
generation matures, but the society has been fundamentally The City-State of Dynaj can be an unsettling place for
Apx3: Kalamar
altered and is unlikely to ever revert to a patriarchy. visitors. Often it is a desperate port of call for damaged vessels
Tharggy maintains good relations with O’Par and Thybaj and fortunate to escape the Sea of the Dead. The city walls are
has a strong economy based on the export of textiles and food- crumbling and the gates are perpetually open – indicating
stuffs. She maintains a spiteful truce with Dodera and its either a town well in decline or, as the minimal garrison
Kalamaran sponsors. substantiates, a city brazenly confident that no one would dare
The Kingdom of Thybaj is an agriculturally prosperous land occupy a place so close to the ominous desert expanse.
ruled by the Shajody (chieftain) Dakary II. The people are Apart from tending to the needs of damaged vessels, Dynaj’s
notably tolerant and have nurtured strong ties to the numerous economy is based on the export of gold bullion (obtained from
demi-humans in the area. Together they manage to hold off unknown sources in the Khydoban Desert) and beer.
periodic raids from giants and other humanoids who descend The City-State of Genavue is a bustling commercial center
from the Vrykarr Mountains to raid for food and plunder. ruled by Lord Haar. Its industrious population is a mix of
Despite the dangers, these highlands are rich in mineral wealth. dwarves, gnomes, humans and half-elves. The Genavese sover-
As such, Thybaj export large quantities of gemstones, silver and eign fears Kalamaran advances in light of their recent conquest
copper ore, along with wool and livestock. of the dwarven citadel of Karasta (located just over the moun-
Far to the north, situated between Lake Jorakk and Deshada tains) and worries that his city could be the Emperor’s next
Mountains, is a large steppe known as the Lands of Torakk. target. While his spies seek confirmation of Kabori’s intent, the
There is no formal authority in Torakk as all power lies with city’s garrison trains for defense.
independent family groups known as aronaks. The aronaks are North of Genavue is Giilia, known as the City of Bats.
totally self-sufficient and survive via subsistence hunting and For the past 200 years, a vampire known only as Esmaran has
farming. The largest of these aronaks is a group numbering a dominated Giilia. She discourages trade with the outside world
thousand called the Bharrs who live in small settlements on the and consequently the human hostages née residents of the city
coast of Lake Jorakk. The Torakki are little concerned with the go hungry most winters. There is no standing military for
world outside their hunting grounds, instead focusing on the Esmaran relies on three dozen ghouls and their ghast leaders to
realities of daily survival in the face of extreme weather and the protect the city. Once a month, the vampire publicly terrorizes
growing threat both from orkin invaders and Slennish raiding her thralls by feeding upon a human victim before casting the
parties. corpse to these creatures. The population of Giilia is slowly
diminishing as births cannot make good this predation.
REANAARIA BAY Saaniema is a city very proud of its history. The town is dwarfed
by massive stonework and uncompleted architecture that lie on
Reanaaria Bay fills a gigantic rift valley east of the Ka’Asa an island just to the east.
Mountains. Narrow strips of habitable land upon which humans Over three centuries ago, a rebellion against local pirates
have established thriving cities dependent on sea trade and gained sufficient momentum to launch the career of a petty
fishing border its long coastline. To the east, across the arid emperor who conquered many local towns before an angry storm
Arajyd Hills, is the uncharted Khydoban Desert, rumored to be giant eventually quashed his vainglorious army. Today the city is
the haven for undead serving a nefarious master. Reanaaria Bay run by a cabal of landowners, artisans, and merchants who form
feeds into the treacherous waters of the Sea of the Dead, where the real power behind a weak count. The city has a small
allegedly 100-foot wide whirlpools suck unwary mariners down garrison and only a single ship in its navy. Cereal crops and pig
to their briny deaths. Sailors fastidiously avoid these waters by husbandry sustain the economy. Its only substantive export is
hugging the coast until reaching the Kalamaran Sea. large quantities of shrimp.
Apx3: Kalamar
359
Thygasha, the City of Dreams, is a prosperous municipality cheaply in the Vohven jungle with affluent customers not only
inhabited primarily by Dejy. Ruled by the ostentatious and in Svimohzia but also in Kalamar and the cities of Reanaaaria
business-minded Prince Shyja, the city boasts the largest Bay.
military in Reanaaria Bay. Thygasha has a strong agricultural Ahnzomahn guards against hostile monsters and inimical
economy, but is primarily known for its export of the unusually savages with active patrolling of its southern borders. The
beautiful silver sands that line its beaches. These hallucinogenic Confederacy does its best to remain neutral in all political
sands are used in religious rituals and exported all over the affairs, content to simply grow wealthy. It is, however, alleged
known world. that Ahnzomahnii ships sometimes disguise themselves as
Xaarum is a small city of humans, gnomes, and halflings ruled pirates to attack Meznamishii vessels.
by a Duke hamstrung with a council of idiotic barons, full of The Kingdom of Ozhvimish is the largest of the Svimohzhish
sound and fury, but accomplishing nothing. As a result, the nations and defended by the largest army on Svimohzia. In some
community has puttered along contentedly, selling truffles and regards, she may be considered a dual state for the east is
finely made musical instruments. The city has only a token governed by a largely autonomous steward. The country is on
militia and no real conflicts of which to speak. friendly terms with Meznamish and Ahnzomahn (but is
jealous of he latter’s superior trade ties). It has a fractious
The markets of Zoa are the busiest in Tellene. Twelve relationship with Zazahni primarily driven by contentiousness
councilmen who serve for life rule the city. Of these, the most
Apx3: Kalamar
3 61
Index
B
Clerics and Spell Mishaps ............................................................................85
Climber’s Draught ........................................................................................287
B’gel’s Staff of Massive Whacks................................................................308 Cloak of the Caregiver ................................................................................265
Bannon’s Scissors..........................................................................................263 Clothing...........................................................................................................242
Barbarian (0 level) ...............................................................................150-151 Cold Temperatures .........................................................................................74
Barding.............................................................................................................105 Cold Weather Gear .........................................................................................75
Bastionary Medallion..................................................................................264 Combat
Biting (wand of )............................................................................................294 Engaged Foes ..........................................................................................26
Bleeder .............................................................................................................308 Engaged Foes, Modifiers .....................................................................26
Blood Oath......................................................................................................138 Combat Modifiers due to Footing ............................................................24
Blood Scourge...............................................................................................308 Concealment....................................................................................................17
Boats Conspicuous Consumption......................................................................139
Bogbek’s Staff of Battle Dancing ............................................................309 Conventicle of Affliction (0 level) ...........................................................157
Bolts of Cloth .................................................................................................243 Conventicle of the Great Tree (0 level)..................................................156
362
Cordial of Clairaudience ..........................................287
Coup de Grace (sleep).................................................71
Rotting Death .....................................................344
Shakes, The ..........................................................344 F
Courts of Justice (0 level) ........................................154 Wasting .................................................................345 Face of the Free (0 level)..........................................156
Cover and Concealment Modifiers ........................17 Withering Drops ................................................345 Falling Asleep Modifiers.............................................71
Cover, Combining ........................................................17 Wrack, The............................................................345 Fame
Crafting an Opponent..............................................190 Disengaging from Combat .......................................26 Awarding Fame..................................................142
Crash Landing................................................................36 Disgruntled HIrelings ...............................................182 Categories of Fame...........................................141
Creating an Adventure....................................187-193 Disgruntled NPC Actions ........................................182 Fading Fame........................................................143
Design with Players in Mind..........................188 Disruption of Spell Casting .......................................82 Game Benefits of Fame ...................................141
Designing a Dungeon .....................................189 Documents...................................................................235 Group Fame.........................................................141
Difficulty ...............................................................189 Dozing off on Watch....................................................70 Fame and Honor Thresholds Required to Gain an
Fleshing Out NPCs ............................................204 Draper’s Lucky Coin ..................................................266 Audience ..............................................................178
No. of Encounters ..............................................191 Drink Descriptions.....................................................132 Fame, Zero Level Characters).................................149
Populating ...........................................................192 Drinking Vessels .........................................................241 Feats of Strength ..........................................................67
Random Encounters.........................................191 Dropped Object Ranges ............................................20 Fear of Fire, Animal’s....................................................26
Testing your Adventure...................................205 Dropped Objects..........................................................20 Felana’s Cape of Shadows.......................................269
Writing Flavor Text ............................................204 Drowning ........................................................................74 Ferric’s Indestructible Shield..................................253
Creator of Strife (0 level)..........................................157 Drunk, Getting ............................................................130 Fighter (0 level)...........................................................150
Crenlen’s Cowl ............................................................266 Duelist’s Defender .....................................................309 Fighter/Mage (0 level)..............................................152
Critical Hit Flowchart...................................................43 Dungeon Crawling with Henchmen...................184 Fighter/Thief (0 level) ...............................................152
Critical Hits ...............................................................42-63 Dungeon Crawling with Hirelings .......................182 Finding Lost Arrows ..................................................246
Adjudication ..........................................................42 Dungeon Design........................................................204 Fire Note: Setting Animals or People on Fire .....77
Ancillary Effects ....................................................42 Dust (wand of )............................................................295 Fire .............................................................................76-79
Extra Damage Dice..............................................44 Fire and Flame (wand of ) ........................................295
Non-Bipeds ............................................................45
Size Modifiers ........................................................44 E Flammability ..................................................................75
Fleeing..............................................................................28
Table 2.14a: Crushing Weapon .................46-51 Ebony Ball of Seeing .................................................267 Flight ..........................................................................35-36
Table 2.14b: Hacking Weapon ..................52-57 Effect of Corpses on Battlefield ...............................25 Flight (landing)..............................................................36
Table 2.14c: Piercing Weapon ...................58-63 Effects of Smoke ...........................................................77 Flowers (wand of )......................................................296
Cronies...........................................................................174 Elixir of Vocal Mastery ..............................................293 Flying Monsters.............................................................35
So What’s the Catch? ........................................174 Elvish Boots..................................................................268 Flying Monsters (Tactical Movements).................36
Determining Number of Cronies .................175 Elvish Cloak ..................................................................268 Followers.......................................................................175
Apx4: Index
Acquiring New Cronies ...................................175 Elvish Rope...................................................................268 Footing.............................................................................22
Current Affairs .............................................................147 Embedded Arrows Forced Awakening .......................................................71
Custom Built Armor ..................................................121 Effects on Movement...................................18-19 Forma’s Staff of Rapid Blows ..................................309
Cutting Rope..................................................................81 First Aid....................................................................19 Formal Training
Cyramore’s Shawm of Allurement .......................266 Removing ...............................................................19 Advantages .........................................................110
Encounter Reactions.............................................65-66 Costs ......................................................................109
D Situational Modifiers....................................65-66
Encounter Results
Making New Contacts .....................................110
New Spell .............................................................109
D’Ortha’s Ruby Slippers ...........................................267 Social Class Based Reaction.......................66-67 Skill Mastery ........................................................110
d24 .................................................................................209 Encumbrance and Overland Movement .............99 Weapon Specialization....................................109
d30 .................................................................................209 Encumbrance on Horses .........................................106 Formal Training Venues
Daltharr’s Helm of Concentration ........................252 Engineering......................................................................... (Availability of skills by Venue) .....................115
Damage by Dropped Objects..................................20 Bridges ..................................................................144 Freedom of Action .......................................................38
Dealing with Disruptive Players..............................14 Roads .....................................................................145 Frock of Distraction...................................................269
Death & Recovery from Extreme Temperatures75 Construction Projects ......................................145 Froljar’s Shield of Stoutness ...................................253
Decorated Weapons .................................................229 Walls.......................................................................145 Frost Reaver .................................................................310
Degradation of Monster Poisons............................33 Waterways ...........................................................145 Frostbite Damage.........................................................75
Dehydration ...................................................................72 Equipment Breakage (Maintenance/Upkeep Pro- Fumbles & Mishaps ...............................................39-40
Dimarafar’s Debilitating Rings ..............................257 ficiency effect) ....................................................122 Furnishings...................................................................243
Discovery (wand of )..................................................295 Equipment Damage Furniture .......................................................................238
Disease From Falls .............................................................119 Furs and Pelts ..............................................................235
Catching a Disease............................................338 From Fire...............................................................119 Furum’s Leprechaun Blade .....................................310
Chance of Encountering.................................339 Magic Armor .......................................................120
G
Communicability Check .................................339 Quality Weapons ...............................................120
Death from Disease ..........................................339 Shield Breakage .................................................119
Disease Saving Throws....................................339 Weapon Damage...............................................120 Gakar’s Beak.................................................................311
Immunity (Advanced rule).............................340 Equipment Trade Value............................................126 Gauntlets of Ogre’s Brutish Brawn.......................269
Lycanthropy ...............................................346-349 Essence of Analgesia ................................................286 Gems ..............................................................................238
Remission (Advanced Rule) ...........................340 Everful Flascon............................................................269 Ghanim’s Ring of Hindsight ..................................258
Severity Check....................................................339 Excess Pack Weight......................................................99 Glean Information .....................................................147
Treating Disease ................................................339 Experience Points Gloves of Pilfering......................................................269
Diseases EPs Awarded Based on Daily Encounter Total...203 God Oath ......................................................................138
Black Rash ............................................................340 Leveled Opponents..........................................190 Gohlmaz’s Mighty Shovel .......................................270
Blue Death ...........................................................341 Limiting for Timid Players...............................203 Going the extra mile.............................................97-98
Brain Fever ...........................................................341 Most Valuable Player........................................194 Going faster....................................................................97
Burning Bowels ..................................................341 Reduced EPs........................................................203 Gorinimar’s Ring of Berserk Strength .................258
Burning Death....................................................342 Story Award.........................................................194 Grandfather Morten’s Flagon ...............................270
Dancing Death ...................................................342 Extraordinary Items...................................................126 Group Fame .................................................................135
Devil Sweats........................................................342 Extraordinary Quality Items (Weapon Breakage)......126 Group Honor ...............................................................135
Flesh Rot ...............................................................342 Extreme Temperatures ...............................................75 Guild Training..............................................................114
Goblin Pox............................................................343 Gut Bruiser....................................................................132
Orc Shingles ........................................................343
Plague....................................................................343
Rat Bite Fever ......................................................344
363
H L
Musician (Vocal) .........................................................147
Mystery Adventures..................................................193
Haggling .......................................................................127 Laborers ........................................................................173
Half Level Characters................................................149
Hangover Duration ...................................................131
Lair of the Lizardmen................................................192
Lemeta’s Ring of Storing .........................................259 N
Hangovers ....................................................................131 Libram of Translation................................................273 Near Perfect Attack......................................................31
Hasslefroff’s Harp.......................................................271 Lightning (wand of )..................................................296 New Players ....................................................................11
Hatamar’s Black Grimoire........................................270 Linens of Healing .......................................................274 Non-standard die ranges ........................................209
Healing (wand of )......................................................296 Liniran’s Mask ..............................................................274 Norgren’s Key of Quick Escapes............................260
Healing Ointment......................................................289 Lithic Weapons..............................................................31 Notable NPCs ..............................................................177
Healing Potion ............................................................289 Liver Squeezings ........................................................132 Notables: Fame and Social Class ..........................178
Healing Salve...............................................................289 Livestock .......................................................................237 NPCs
Heat Stroke .....................................................................74 Lokkur’s Thunderous Horn .....................................275 Age .........................................................................164
Heightened Immunity .............................................144 Long-Term Weariness and Exhaustion..................69 Alignment...................................................171, 181
Henchmen....................................................................175 Luck Points, Rogue Spellcasting .............................92 Building and NPC ..............................................159
Hilu’A’s Helm of Honor .............................................254 Lycanthrope ........................................................................ Candidates...........................................................180
Hirelings Childern of Lycanthropes...............................349 Character Background.....................................172
Alignment ............................................................180 Curing of...............................................................348 Complete Detail.................................................171
Candidates...........................................................179 Long-Term Effects of ........................................348 Cost of Employment ........................................184
Descriptions ........................................................174 Medicinal Protections and Cures for Lycan- Disloyalty..............................................................181
Dungeon Crawling with Hirelings...............182 thropy....................................................................346 Dungeon Crawling with Henchmen ..........182
Fame ......................................................................179 On Tellene ............................................................349 EPs for Proteges .................................................184
Honor.....................................................................179 Transformation...................................................348 Experience ...........................................................184
Wealth ...................................................................180 Type of Lycanthropic Manifesation ............347 Fame ......................................................................179
Holy Water.......................................................................31 First Impressions and Mannerisms .............164
M
Honey Brew..................................................................132 Fleshing out NPCs.............................................159
Honor .............................................................................135 Gender ..................................................................159
Honor Hits from Poison Use .....................................33 Mage (0 level)..............................................................152 Henchmen ...........................................................184
Honor Token ................................................................136 Mage/Thief (0 level) ..................................................152 Initial Appearances...........................................164
Honor, Zero Level Characters)...............................149 Magic Items Interview Process ..............................................179
Hooks ..................................................................................9 Armor and Shields ............................................250 Languages ...........................................................171
Horseshoes of Lissomeness ...................................272
Apx4: Index
364
Peasor’s Greaves of Trollkin Control.........................................................................254 Ignition ......................................................................................................................304
Penalties for Poor Language Skills..............................................................................66 lluminator .................................................................................................................304
Perfumes............................................................................................................................238 Jolting ........................................................................................................................304
Personnel Acquisition ...................................................................................................178 Kismet ........................................................................................................................304
Pixie-Fairy Spell Fatigue..................................................................................................95 Lightning...................................................................................................................304
Player Attendance ...............................................................................................................9 Messenger ................................................................................................................304
Playing Your First Game.....................................................................................................7 Pain..............................................................................................................................305
Poison Potion Effects ....................................................................................................291 Pathfinder .................................................................................................................305
Poison Saving Throws......................................................................................................34 Pestilence..................................................................................................................305
Poison Use ...........................................................................................................................34 Slaying........................................................................................................................305
Poncho of Many Tapestries .........................................................................................280 Smoke ........................................................................................................................306
Poor (Quality) Items .......................................................................................................123 Sniper .........................................................................................................................306
Potion Characteristics ...................................................................................................286 Spinneret...................................................................................................................306
Potions Stickiness ..................................................................................................................306
Analgesia...................................................................................................................286 The Asp ......................................................................................................................300
Animal Control........................................................................................................286 Webbing....................................................................................................................306
Ardor...........................................................................................................................287 Projectiles (wand of ) .....................................................................................................297
Breathlessness.........................................................................................................287 Prolonged Pursuit .............................................................................................................29
Buoyancy ..................................................................................................................287 Protege
Clairaudience...........................................................................................................287 Activating a Protege .............................................................................................185
Climber’s Draught..................................................................................................287 Building Points........................................................................................................185
Duplicity ....................................................................................................................287 Default ......................................................................................................................176
Enhanced Invisibility.............................................................................................290 Transferring EPs ......................................................................................................185
Fleet Feet...................................................................................................................288 Provisions ..........................................................................................................................240
Giantism ....................................................................................................................288 Pulling Wagons or Carts..................................................................................................99
Hill Giantism.............................................................................................................288 Pursuit and Evasion upon Initial Contact .................................................................28
Hoar Frost Giantism...............................................................................................288
Indefatigable Dynamism.....................................................................................289
Intemperance..........................................................................................................290 Q
Invisibility..................................................................................................................290 Quality Armor Chart ......................................................................................................247
Mental Domineering ............................................................................................290 Quality Armor Effects ....................................................................................................248
Mind Control............................................................................................................291 Quality Bow Restrictions..............................................................................................245
Apx4: Index
Orcish Steadfastness.............................................................................................291 Quality of Goods .............................................................................................................122
Prescience.................................................................................................................292 Quality Projectiles ..........................................................................................................245
Sleep ...........................................................................................................................292 Quality Shield Breakage ...............................................................................................248
Soaring Dram ..........................................................................................................292 Quality Weapons Benefits ...........................................................................................244
Soporific ....................................................................................................................292 Quarrel Cost......................................................................................................................124
Speed .........................................................................................................................292 Quirks & Flaws..................................................................................................................147
Strength of Iron Brew ...........................................................................................292
R
Unyielding Vigor.....................................................................................................292
Venus Elixir ...............................................................................................................292
Vocal Mastery ..........................................................................................................293 Railroading.............................................................................................................................9
Water Breathing......................................................................................................293 Rallying
Pray and Spray Crossbow ............................................................................................312 Barbarian Magic Phobia.........................................................................................28
Professional Grade Items .............................................................................................124 Humanoids/enemy NPCs ......................................................................................27
Proficiencies (New Proficiencies) .....................................................................143-144 Player Characters/allied NPCs..............................................................................27
Able Seaman Skill Suite .......................................................................................143 Random Armor Size.......................................................................................................248
Brick Laying ..............................................................................................................143 Random Weapon Chart................................................................................................245
Farrier .........................................................................................................................143 Ranger (0 level)................................................................................................................150
Butcher ......................................................................................................................143 Rastur’s Woodland Boots ............................................................................................280
Mason.........................................................................................................................143 Rate of Discharge, Dropped Objects..........................................................................22
Overhand Throwing ................................................................................................19 Rate of Smoke Expansion...............................................................................................77
Pygmalion.................................................................................................................144 Rathlemore .......................................................................................................................313
Rigger.........................................................................................................................143 Re-engaging in Combat .................................................................................................26
Nautical Rigger ..............................................................................................143-144 Really Simplified Critical Hit Chart ..............................................................................45
Seaman’s Cant .........................................................................................................143 Recovering Projectiles .........................................................................................245-246
Ship’s Captain Skill Suite......................................................................................144 Recovery ............................................................................................................................131
Projectiles Recruitment......................................................................................................................181
Aerial Buoyancy......................................................................................................300 Recruitment Roll Modifiers .........................................................................................181
Animal Bane.............................................................................................................300 Refitting Armor................................................................................................................121
Armor Piercing ........................................................................................................300 Reorientation Time ...........................................................................................................26
Asp...............................................................................................................................300 Resale Value......................................................................................................................127
Bashing ......................................................................................................................301 Rest, Adequete...................................................................................................................72
Bodkin........................................................................................................................301 Restricted Terrain ..............................................................................................................97
Boulder ......................................................................................................................301 Ridiculous Cruelty ..........................................................................................................181
Dissuasion.................................................................................................................302 Roads.....................................................................................................................................97
Distance.....................................................................................................................302 Road Quality..............................................................................................................97, 101
Enraging ....................................................................................................................302 Robes of Storage.............................................................................................................280
Fireball .......................................................................................................................302 Rogdan’s Coin ..................................................................................................................280
Firefly Stones ...........................................................................................................302 Rogue (0 level) .................................................................................................................151
Frightening...............................................................................................................303 Rogue Spellcasting
Heat Seeking Arrow/Bolt of Thunder..............................................................303 Loss of Spell(s) ...........................................................................................................93
Hobbling ...................................................................................................................303 Repeat Castings ........................................................................................................93
Homing......................................................................................................................303 Roguish Spell Failure ...............................................................................................93
Hounds Bane ...........................................................................................................303 Spell Fatigue...............................................................................................................92
Huntsman .................................................................................................................303 Spell Mishaps .............................................................................................................92
365
Spell Volatility ............................................................................................................92 Spell Mishap Ceiling.........................................................................................................86
Roguish Influence .............................................................................................................65 Spell Mishap Results..................................................................................................88-91
Roguish Spell Failure Rating..........................................................................................92 Spell Mishaps ...............................................................................................................82-91
Rogvimel’s Helm of Clear Thinking ..........................................................................255 Aging (Elves)...............................................................................................................88
Roleplaying............................................................................................................................8 Damage Reduction..................................................................................................88
Rolling the Zero Level Character...............................................................................149 Examples ...............................................................................................................86-87
Rope.......................................................................................................................................80 Failure, Volatility........................................................................................................85
Running through Fire ......................................................................................................77 Non-memorized Spells...........................................................................................85
Spell Volatility ............................................................................................................85
366
W
Avoiding ....................................................................................................................196
Designing Traps ......................................................................................................198
Detection ..................................................................................................................196 Wands ........................................................................................................................294-299
Disarming .................................................................................................................196 Biting .........................................................................................................................294
Experience................................................................................................................201 Discovery ..................................................................................................................295
Observation .............................................................................................................196 Dust.............................................................................................................................295
Placement.................................................................................................................201 Fire and Flame.........................................................................................................295
Rated Traps...............................................................................................................200 Flowers.......................................................................................................................296
Resetting ...................................................................................................................196 Healing.......................................................................................................................296
Suggested Difficulty Modifiers for Identify Trap and Disarm Trap Skill Checks .......................198 Illumination..............................................................................................................296
Suggested EP Values for Traps...........................................................................201 Lightning...................................................................................................................296
Trap Cog Graphic ...................................................................................................200 Mighty Weapons ....................................................................................................297
Triggers......................................................................................................................196 Projectiles .................................................................................................................297
Types of .....................................................................................................................195 Summoning .............................................................................................................298
Trauma: Extended Rules .................................................................................................25 Volcanic Fire .............................................................................................................299
Treasure Water ..........................................................................................................................299
Arme/Bouclier de vertu .......................................................................................230 Wasted (intoxication) ....................................................................................................130
Arms Cache ..............................................................................................................230 Water Transit.....................................................................................................................107
Bolts of Cloth ...........................................................................................................243 Weapon Damage (Irreparable Damage) ................................................................120
Books.................................................................................................................234, 235 Weapon Damage, Fumbles ...........................................................................................39
Clothing.....................................................................................................................242 Weariness States................................................................................................................69
Dispersal....................................................................................................................201 Weariness Triggering Events.........................................................................................70
Documents...............................................................................................................235 Whenozh’s Magic Carpet .............................................................................................284
Drinking Vessels......................................................................................................241 Wilderness Guides and Overland Travel ...................................................................98
Furnishings...............................................................................................................243 Wine, Elderberry..............................................................................................................133
Furniture....................................................................................................................238 Winging It...............................................................................................................................8
Furs and Pelts...........................................................................................................235 Worthless Items...............................................................................................................122
Ivory ............................................................................................................................235 Wounds, Arrow ..................................................................................................................18
Livestock ...................................................................................................................237 Wrap of Protection .........................................................................................................285
Maps ...........................................................................................................................235 Wythmore’s Bit and Bridle of Restraint ...................................................................285
Monster Trophies ...................................................................................................235
Non-Monetary.........................................................................................................227
X
Apx4: Index
Objet d'art.................................................................................................................234
Paintings....................................................................................................................230
Perfumes ...................................................................................................................238 Xafoor’s Belt of Buoyancy ............................................................................................285
Provisions..................................................................................................................240 Xafoor’s Earring ...............................................................................................................261
Random Generation.....................................................................................227-228
Scribe Materials ......................................................................................................235
Sculpture...................................................................................................................235 Y
Spices .........................................................................................................................239 Your First Dungeon .............................................................................................................7
Sundries.....................................................................................................................238 Your First Time Behind the Screen.............................................................................6-7
Tack & Harness ........................................................................................................237
Z
Tapestries ..................................................................................................................243
Tools............................................................................................................................238
Toys & Games ..........................................................................................................243 Zero Level Characters....................................................................................................148
Transport...................................................................................................................243 Experience Points and Level Advancement .................................................149
Utensils/Servingware ...........................................................................................243 Zero Level Rules ..............................................................................................................149
Wealth ........................................................................................................................201
Treasure (Special Treasures)........................................................................................201
Treasure Tables .......................................................................................................209-226
Treasure Tables (Overview...........................................................................................208
Treating Heatstroke..........................................................................................................74 Tables and Charts
Troll Slapper......................................................................................................................316 Table 2.1: Cover and Concealment Modifiers .........................................................17
Turning in Flight ................................................................................................................36 Table 2.2: Screening Individual’s Cover Value provided to Target ...................17
Tutoring Proficiencies ...................................................................................................118 Table 2.3: Embedded Arrow Effects on Movement ..............................................18
Table 2.4: Dropped Object Ranges .............................................................................20
U
Table 2.5: Penalties for “Heavy” Dropped Objects .................................................20
Table 2.6: Damage Inflicted by Falling Objects ......................................................21
Table 2.7: Dropped Object Softness Mitigation.....................................................21
Undead Energy Draining ...................................................................................35 Table 2.7: Situational & Environmental Combat Modifiers ................................24
University Training.............................................................................................114 Table 2.8: Knock-Back Direction...................................................................................25
Useless Items .......................................................................................................122 Safe Approach Vectors ....................................................................................................27
Using a 2D BattleMap .........................................................................................36 Pursuit Decision Matrix ...................................................................................................29
Utensils/Servingware .......................................................................................243 Table 2.9: Silvering Costs ...............................................................................................31
Monster Poison..................................................................................................................33
V
Table 2.10: Flying Monsters ...........................................................................................35
Table 2.11: Turning in Flight .........................................................................................36
Vengeful One (0 level)...................................................................................................157 Fumble Flowchart .............................................................................................................39
Ventilation ...........................................................................................................................77 Table 2.12: Fumbles & Mishaps ....................................................................................40
Venus Elixir........................................................................................................................292 Table 2.12a: Fumbles & Mishaps (Archery Specific) ..............................................41
Vertical Clearance for Long Range Missile Fire.......................................................79 Critical Hit Flowchart .......................................................................................................43
Vestments of Exaltation ...............................................................................................284 Table 2.13: Critical Hit Location Size Adjustments ................................................44
Viljar’s Hammer ...............................................................................................................316 Table 2.14a: Crushing Weapon.....................................................................................46
Villains......................................................................................................................................8 Table 2.14b: Hacking Weapon ......................................................................................52
Visual Subject Matter ....................................................................................................232 Table 2.14c: Piercing Weapon ......................................................................................58
Volcanic Fire (wand of ) .................................................................................................299 Table 3.1: Penalties for Poor Language Skills ..........................................................66
Table 3.2: Class Based Reaction Adjustments .........................................................66
3 67
Table 3.3: Feat of Strength Checks ..............................................................................67 Table 9.1a: Foreign Human Ethnicity.......................................................................159
Table 3.4: Torture/Interrogation Results ...................................................................68 Table 9.1b: Non-Human Race.....................................................................................159
Table 3.5: Torture Damage .............................................................................................68 Table 9.2a: Brandobian Names ..................................................................................160
Table 3.6: Weariness States ............................................................................................69 Table 9.2b: Dejy Names ................................................................................................161
Table 3.7: Falling Asleep Modifiers to Opposed Wis Check................................71 Table 9.2c: Fhokki Names.............................................................................................161
Table 3.8: Situations to Check for Awakening.........................................................71 Table 9.2d: Kalamaran Names....................................................................................161
Table 3.9: Cold Weather Gear........................................................................................75 Table 9.2e: Reanaarese Names...................................................................................162
Table 3.10: Frostbite Damage .......................................................................................75 Table 9.2f: Svimohzish Names....................................................................................162
Table 3.11: Unexpected Contact Injuries..................................................................79 Table 9.2g: Dwarven Names .......................................................................................163
Table 3.12: Overhead Clearance Requirement for Long Range Missile Fire 80 Table 9.2h: Elven Names...............................................................................................163
Table 3.13: Rope.................................................................................................................81 Table 9.2i: Gnomish Names.........................................................................................163
Table 4.1: Chance of Spell Failure due to Protective Gear ..................................83 Table 9.2j: Hobgoblin Names .....................................................................................164
Table 4.2: Spell Volatility Rating ...................................................................................84 Table 9.3: NPC Age .........................................................................................................164
Table 4.3: Spell Failure Checks ......................................................................................85 Table 9.4: Memorable First Impressions of NPC...................................................165
Table 4.4: Severity of Spell Mishap..............................................................................85 Table 9.5: NPC Unusual Habits ...................................................................................166
Table 4.5: Spell Mishap Ceiling.....................................................................................86 Table 9.6: NPC Occupations ........................................................................................167
Table 4.6 Spell Mishap Results......................................................................................88 Table 9.7: NPC Wealth....................................................................................................170
Table 4.7: Rogue Repeat Casting .................................................................................92 Table 9.7: Human Alignment......................................................................................171
Table 4.8: Rogue Repeat Casting Failure Results ...................................................93 Table 9.8: NPC Quirks.....................................................................................................172
Table 5.1: Overland Movement Rates ........................................................................98 Table 9.9: NPC Marital Status......................................................................................172
Table 5.2a: Going the Extra Mile (People).................................................................98 Table 9.10: Fame and Honor Thresholds Required to Gain an Audience ..178
Table 5.2b: Going the Extra Mile (Animals)..............................................................98 Table 9.11: Notable Fame & Social Class.................................................................178
Table 5.3: Encumbrance Effects on Movement ......................................................99 Table 9.12: Recruitment Roll modifiers ...................................................................179
Table 5.4: Animal Overland Carrying Capacities....................................................99 Table 9.13: Monthly Chance of Attracting Henchman......................................180
Table 5.5: Vehicle Information ......................................................................................99 Table 9.14: Recruitment Roll modifiers ...................................................................181
Table 5.6:Barding ............................................................................................................105 Table 9.15: Disgruntled NPC Actions .......................................................................182
Table 5.7: Encumbrance Effects on Horses............................................................106 Table 9.16: Fame Effects on Morale..........................................................................182
Table 5.8: Nautical Transit Rates (miles/day) .........................................................107 Table 10.1: Suggested Individual Encounter Strength in EPs.........................189
Table 5.9: Boat Information.........................................................................................107 Table 10.2: EPs for Leveled Opponents...................................................................190
Table 6.1: Formal Training Costs ................................................................................109 Table 10.3: Suggested Difficulty Modifiers for Identify Trap and Disarm Trap skill checks...........198
Table 6.2: Training Events (d100)...............................................................................111 Table 10.4: Trap Lethality Rating ...............................................................................199
Table 6.3: Cities Offering University Training........................................................115 Table 10.5: Suggested EP values for Traps .............................................................201
Apx4: Index
Table 6.4: Availability of Training by Institution Type ........................................116 Table 10.6: Suggested Treasure Awards for a Full Adventure.........................202
Table 6.5: Armor Repair Cost & Time........................................................................120 Table 12.1: Valuable Items (d100) .............................................................................228
Table 6.6: Armor Refitting & Construction Time ..................................................121 Table 12.2: Decorated Weapons [arme de vertu] (d100) ..................................229
Table 6.7: Quality Item Resale Value ........................................................................127 Table 12.3: Shield Ornamentation [bouclier de vertu] (d100) ........................231
Table 6.8: Tavern Name Generator............................................................................128 Table 12.4: Visual Subject Matter (d100) ................................................................232
Table 6.8a: Tavern Name Components ...................................................................129 Table 12.5: Sculpture and Statuettes (d100) .........................................................233
Table 6.9: Alcohol Effects .............................................................................................130 Table 12.6: Objets d’art (d40)......................................................................................234
Table 6.9a: Inebriation Threshold Level by number of drinks and body weight........131 Table 12.7: Book Titles (d100) .....................................................................................234
Table 6.9b: Hangover Check & Duration ................................................................131 Furs and Ivory...................................................................................................................235
Table 6.10: Marijuana Susceptibility ........................................................................133 Table 12.8: Jewelry (d100) ...........................................................................................236
Table 6.10a: Cannabis Inebriation Threshold Level Monster Trophies............................................................................................................237
by number of hits and susceptibility ..............................................................133 Gemstone Variances ......................................................................................................237
Table 6.10b: Marijuana Effects ..................................................................................133 Table 12.9: Gems .............................................................................................................238
Table 6.10c: Marijuana Side Effects ..........................................................................133 Table 12.10: Spices (d60)..............................................................................................239
Table 7.1a: Character Aging Milestones .................................................................135 Table 12.11: Perfumes (d40)........................................................................................239
Table 7.1b: Character Aging Effects .........................................................................135 Table 12.12: Provisions..................................................................................................240
Table 7.2: Breaking a Blood Oath ..............................................................................138 Table 12.13: Drinking Vessels (d40) ..........................................................................241
Table 7.3: Player Character Starting Social Class .................................................139 Table 12.14: Toys and Games (d40) ..........................................................................241
Table 7.4: Conspicuous Consumption by Class ...................................................139 Table 12.15: Clothing (d100).......................................................................................242
Table 7.5: Wealth Effects on Class .............................................................................140 Furnishings .......................................................................................................................243
Table 7.6: Fame Effect on Social Class Advancement ........................................140 Utensils and Servingware............................................................................................243
Table 7.7: Fame Awards ................................................................................................142 Cloth and Accessories...................................................................................................243
Table 7.7a: Social Class Effect on Fame ...................................................................143 Table 13.1: Random Weapon Determination .......................................................245
Table 7.8: Parvenue Social Class ................................................................................144 Table 13.2: Quality Bow Restrictions........................................................................245
Experience Points and Level Advancement..........................................................149 Arrow Damage ................................................................................................................246
0 Level Fighter advancement table..........................................................................150 Quality Armor ..................................................................................................................247
0 Level Ranger advancement table .........................................................................150 Randomly Determined Armor Sizes ........................................................................248
0 Level Barbarian advancement table ....................................................................151 Quality Shield Damage.................................................................................................248
0 Level Thief advancement table ..............................................................................151 Magic Item Permanency ..............................................................................................251
0 Level Rogue advancement table...........................................................................151 Potion Characteristics ...................................................................................................286
0 Level Assassin advancement table .......................................................................152 Table 14.1: Poison Potion Effects (roll d12)...........................................................291
0 Level Mage advancement table ............................................................................152 Clerical Spell Scrolls Random Church d20.............................................................293
0 Level Fighter/Mage advancement table.............................................................152 Table A1.1: Occupations with Apprentices ...........................................................323
0 Level Fighter/Thief advancement table..............................................................152 Infirmity..............................................................................................................................326
0 Level Cleric advancement table.............................................................................153 Table A1.2: Typical NPC Wages...................................................................................336
0 Level Mage/Thief advancement table.................................................................153 Table A2.1: Chance of Encountering Disease .......................................................339
0 Level Challengers of Fate advancement table .................................................156 Table A2.2: Medicinal Protections and Cures for Lycanthropy.......................346
0 Level Clerics of the Vengeful One advancement table..................................157 Table A2.3: Type of Lycanthropic Manifestation..................................................347
0 Level Clerics of the Pestilent One advancement table ..................................157 Table A2.4: Lycanthropic Personality Quirk...........................................................348
Table 9.1: NPC Race........................................................................................................159
368