Magic World
STEVE PERRIN LUISE PERENNE – Cover and Interior Illustrations Playtesters (in no particular order) – Alan LaVerne! "e#ra LaVerne! $eit% "e&issc%op! "ou P%arr! 'al oe! C%arlie $ran! Rory Root! $en $au*er! Tony 'u%es! 'ilary Po+ers! ,ii -ard! Tadas%i E%ara! .red al/#er! "eanna Sue -%ite! ar S+anson! 0o%n Sapien1a! $at%y -ood! arcie S/it%! 0erry Su/insy! $arl aurer! ie Sinle! Al 'attlestadt! Steve 'enderson! T2 32 ,reen TA&LE 3. C3NTENTS I2 -elco/e to Anot%er -orld 2 2 2 2 2 2 4 II2 Additions Additions to &asic Role5Playin Role5Playin 2 2 6 III2 aic 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 7 IV2 Creatures Creatures ,reat and S/all 2 2 2 2 46 V2 Treasures 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 48 VI2 T%e Vault o* Sarat% 'an 2 2 2 2 2 49
-ELC3E T3 AN3T'ER -3RL" Magic World uses uses Basic Role-Playing Role-Playing to to #rin you adventure in a +orld lie .rodo:s iddle Eart%! t%e ,rey ouser:s Lan%/ar! and Conan:s 'y#orian Ae! a +orld untouc%ed #y t%e /odern ae! +%ere it is possi#le to encounter trolls! draons and ot%er *antastic *ol and creatures2 T%is is a la+less place and e/perors and ins strule and *all ;uicly +%en a+eso/e /en and /onsters can destroy ar/ies in /inutes2 Magic World is is *ull o* *las%in s+ords and #rilliant spells 5 a/#itious ins and sorcerors *i%t constantly to secure t%eir lands and +ealt%! and adventurers dare t%e /ysteries o* t%e ae to snatc% treasures *ro/ t%eir ancient uardians2 &e*ore your c%aracter s%oulders %is +eapon and sets o** on %i% adventure! so/e *acts +ill ease %is pat%2 any %ave one to a *orein land and +ere ro##ed #lind #ecause t%ey +ere inorant o* +%at t%e /oney +as +ort%2 To prevent t%is! your c%aracter s%ould re/e/#er t%at every+%ere in Magic World ! t%e /oney syste/ is #ased on t%e silver coin called t%e Cro+n (Cr)2 T%ere are ten copper pennies to a Cro+n! and *ive Cro+ns to an I/perial! +%ic% is a old piece2 I/perials are in s%ort supply ever since t%e last e/pire collapsed a#out t%ree %undred years ao2 'o+ever! t%ey can #e *ound in t%e treasuries o* so/e o* t%e cities and t%e %oards o* draons2 A copper penny +ill #uy a loa* o* #read and *ive silver Cro+ns +ill *eed and %ouse a c%aracter *or a +ee2 No+ e
II. Additions to Basic Role-Playing -----PROFESSIONS In Magic World , there are four “professions” from which adventurers are usually drawn. The magic workers (magicians) are dealt with in the next chapter, so we will devote ourselves here to the three professions of warrior, rogue, and sage. hile one may start !"ust off the farm#, as a Basic Role-Playing character, each of these professions givers the adventurer increased a$ility in different skills shown in Basic Role Playing as well as some added in this $ook. % profession sets limits on its mem$ers, $ut there is nothing to prevent a character from spending time and money to learn the skills on another profession. % rogue may $ecome literate, a warrior may learn &irst %id, and a sage might $ecome a master of at least one weapon. %s will $e shown in 'hapter III, it is possi$le for anyone to learn magic. till, each profession has its own inclinations and a$ilities. The character who chooses a profession usually constrains himself to the skills necessary for survival in that profession. The player of a $eginning character should sit down and write up a short $iography explaining how the character "oined the profession he is a mem$er of and what motivates him to $ecome an adventurer. tart with the next ma"or event after your character had his adventure with the $ear and $uild the story to fit the world esta$lished $y your referee. The campaign referee should assist players with details of life in the world and any other creative "ogging their imaginations may need. rite this description carefully, for it will form the $asis of your character#s future life in Magic World . ere are three professions open to you.
%**I+* % Basic Role-Playing character may find that prior experi ence in serious fighting will help his adventuring career. -rior fighting experience implies that the character has spent a$out five years since we last saw him as a mem$er of a mercenary troop, the sworn man of some feudal lord, or some similar military career. To see if a Basic Role-Playing character can o$tain this fighting experience, add all of the character/s characteristics together. %ttempt to roll that num$er or less on 0122. If the characteristics add up to more than 34, a roll of 3522 will still indicate that the character could not find a group of fighters to take him. ------------------------------------------------------------------------- EXAMPLE Your character, Havnor the Strong, has SR o! "#, $%& o! "', S() o! "*, (& o! "', P%W o! +, EX o! ", and $HA o! "'. his is a total o! /0. (! you roll /0 or less, Havnor has 1anaged to 2ersuade a stal3art 4and o! !ighting 1en to ta5e hi1 on and he 3ill e1erge !ive years older 3ith 3arrior6s e72erience. --------------------------------------------------------------------------
6enefits of -revious 7xperience as a arrior % character with warrior experience may $egin his advent uring career with a percent a$ility with three weapons and the skill of 8umping e9ual to the average of his T*, '+:, and 07; multiplied $y 4<.
-------------------------------------------------------------------------- EXAMPLE Havnor has an average in these characteristics o! "*.*. his ti1es 89 gives ##.89 :rounding u2 to the nearest 89; 3hich gives <'9 3ith three 3ea2ons :one o! 3hich can 4e a shield; and the s5ill o! =u12ing. ---------------------------------------------------------------------------
The warrioradventurer will still have all of the other Basic Role-Playing skills at the usual level, plus the new skills of *ide at 07;=4<. The warrior will also have > point (ring mail) armor, a horse (see 'hapter I?), silver 'rowns e9ual to his I:T=10122. eapons may $e purchased from the ta$les of melee and missile weapons. SHIELDS
Shield Basic9 a1age $ost in $r
&otes
hield @4<
0oes not $reak
1@
A4 ARMOUR
Ar1our
Points $ost in $r &otes
'loth
1
A4
'an $e worn under other armor
Beather
@
122
'an $e worn under other armor
'uir$oilli
C
C22
6oiled leather
*ing mail
>
522
'hain mail
4
1@22
alf plate
5
1D22
-late
A
@422
-late and chain com$ination
*+EF7 %ny character can choose to $e a goodnatured rogue, like &ritG Bei$er#s Erey Houser, without any 9ualification rolls. The character is assumed to have spent a$out five years in the streets of a city, living $y his wits and skills, picking up various useful skills. Benefits of Previous Experience as a Rogue % rogue#s weapon a$ilities stay the same as the Basic Role Playing character#s except with a short sword and a dagger. ith these weapons, and the skills of 8ump, 'lim$, Bisten, ide, pot idden Item and Hove uietly, the character gains a skill level $ased on the sum of his T*, '+:, I:T, -+, and 07; rounded up to the nearest 4<. e also learns the laterdescri$ed skills of 'ut -urse and &ine Hanipulation at an a$ility of his 07;=4<.
------------------------------------------------------------------------- EXAMPLE Rug4el the Rogue has a SR o! "0, a $%& o! "", an (& o! "*, a P%W o! ", and a EX o! "<. he total o! these characteristics is #<. Rounding u2 gives us a <'9 a4ility in the s5ills listed a4ove. He also has a /89 a4ility 3ith $ut Purse and >ine Mani2ulation. --------------------------------------------------------------------------
The rogue gets neither armor nor horse, $ut he does have his I:Tx10122 in silver 'rowns. %E7 The sageadventurer is an apprentice scholar, seeking wealth with which to support his studies, and trading on the knowledge already ac9uired to get this money. There are seven sagecraft skills. The $eginning sageadventurer will have Biteracy and one other skill at an a$ility e9ual to his I:T=4<. e will know the other skills at an a$ility e9ual to his I:T=C<.
%ll other skills for the sage are those shown in 6asic *ole -laying and will starts at the a$ilities shown there. 6ecause of his need for study, a sage cannot raise a$ove 07;=4< with any skill except for sage skills, Bisten, pot idden Item, and one weapon (usually a staff or onehanded weapon). -revious experience is not limited $y the 07;=4< rule, $ut the sage will $e una$le to further raise, for instance, $roadsword $eyond the D2< at which it was when he $ecame a sage. OTHER SKILLS
6ecoming a age To "oin the sages and gain training in these skills, the player must roll the character#s I:T=4< successfully. agecraft kills BIT7*%'J This is the $asic a$ility to read and write the 'ommon Tongue of the area. This is re9uired for all sages and sorcerers (see 'hapter III). T7 7%BI:E %*T This is the $asic *ole-laying &irst %id kill. % sage who does not specialiGe in this skill will have it at either the 6asic *ole-laying a$ility level of >4< or his I:T=C<, whichever is higher. B+*7 This is a wide category including Begendry, Eenealogy, istory, eraldry, Eeography, and Baw. The sage of Bore is an expert on what has gone $efore (in his own area), what precedents are applica$le to a given situation, etc. The referee must keep in mind that the Bore skills apply only to the local region the sage lives and learns in. % *oman sage could not $e expected to know the intimate details of 'hinese history, the legends of the :orse would $e incomprehensi$le to the %ra$ lore master, etc. T7 H7*'%:TIB7 %*T The sage of Hercantile %rts knows how to 7valuate Eoods, +rganiGe Trade, 6argain, Boad hips, +rganiGe -ack Trains, etc. This is not the career of a sage in most fantastic literature, $ut is a Knowledge skill and important merchants are generally considered great and wise men in their communities. -IB++-J -hilosophy in a medievalLancient culture goes many ways. These are the mathematicians, philosophers, $iologists, Goologists, $otanists, psychologists, and moralists. They are a fascinating com$ination of the practical and the wideeyed dreamer. BI:EFIT The skill of peaking, *eading, and riting another language, a sage who knows this skill will know three additional languages. Thus, a $eginning Binguist sage with an I:T of 1A may know 7lvish, Troll and Illyric at D4< each. %s with Bore, if the Binguist has knowledge of a racial language like 7lvish, the referee should keep in mind that elves from different forests do not necessarily speak the same dialect, and may or may not $e intelligi$le to one another. The $eginning referee should start out small $y having "ust one country with one language and a few ancient tongues, and perhaps racial tongues to keep his players $emused. H7'%:I'%B %*T This is the ruleofthum$ knowledge of $uilding $ridges, houses, catapults, and all manner of mechanical contraptions.
*I07 arriors have 07;=4< skill of staying on and con trolling a horse in com$at or other tur$ulent times. %ll others have a $eginning a$ility of @4<. IH %ny character making a roll of -+=C< has his 07;=4< skill in wim. %ll others start at @2<. 'FT -F*7 *ogues have 07;=4< skill to -ick -ockets, 'ut -urses, *emove 6rooches, etc. %ll others start at 4<. &I:7 H%:I-FB%TI+: *ogues have a 07;=4< skill to *epair mall Items, -ick Bocks, et and 0isarm Traps, Hake 8ewelry, etc. %ll others start at 4<. TRAINING Training in any skill, including com$at, is availa$le at a minimum price of >22 silver 'rowns per 4< learned. 7ach 4< increase takes one game month of the character#s time, during which he cannot do anything else $ut eat and sleep. +nly one skill may $e increased in training during that month. :o one may learn any skill through training to a higher percentage than his I:T=4<. The referee of a campaign must regulate the availa$ility of teachers to do the training, or his players may unrealistically learn everything too 9uickly. % playercharacter cannot train other playercharacters or even nonplayercharacters in that particular skill until he has reached at least 32< with that skill, at which time he is considered a master of that skill. EN!"BRANE # A LI"IT TO ARR$ING APAIT$ 7ach character has an upper limit to the amount he can carry. This upper limit is determined $y the character#s T*. 7very o$"ect and $eing has encum$rance points (7:'). % character will move and fight normally only if he carries no more than his T* in 7:'. Fse the Typical 7ncum$rances list as a guide.
TYPICAL ECUMBRACES
%rmor 7:' :um$er of points of protection eapon 7:' 1 point for onehanded weapons @ points for twohanded weapons 1 point for shields M point for daggers and rocks tandard %dventurer #s -ack 1 7:' +ne IN point 1 7:' C22 gold Imperials 1 7:' C22 silver 'rowns 1 7:' C22 copper pennies 1 7:'
MELEE !EAPOS
Wea2on %xe, 6attle %xe, Ereat 0agger &ist &lail Erapple Ereatsword ammer Kick Hace Haul hortsword pear
taff word ($road)
y2e 1and @and 1and :atural 1and :atural @and 1and :atural 1and @and 1and 1and @and @and 1and
Basic9 @4< 12< @4< 42< 12< @2< 24< 14< @4< C2< 14< @2< 12< @4< @4< 14<
a1age 10DO@ @05O@ 10>O1 10C 105O@ Knockdown @0D 10DO@ 105 105O@ @05O@ 105O1 105O1 10DO1 10D 10DO1
HPs 14 14 14
$ost in $r 142 @42 C2
14
A4
14 14
@42 122
@2 14 @2 14 14 14 @2
>2 122 42 C2 C2 @2 122
&otes
Impales
Impales Impales Impales
MISSILE !EAPOS
Wea2on 6owP 'ross$ow 0agger 8avelin *ock ling
y2e Hissile Hissile Thrown Thrown Thrown Hissile
Basic9 12< @4< @4< @2< >4< 14<
a1age 105O1 @05O@ 10> 10D 10> 10D
HPs 12 12 12 12
$ost :$r; A4 @42 C2 42 @2
Range 1@2 1@2 @2 @2 @2 122
Rate 1LH* (@) Q 1LCH* (C)PP 1LH* (@) Q 1LH* (@) Q 1LH* (@) Q 1LH* (@) Q
&otes Impales Impales Impales Impales
P % character with a T* of 14 or more can $uy and use a $ow for 142 'r which will do 1012O1 points of damage. Q % character with a 07; of 1C or $etter may shoot t wice a round with this weapon if he does nothing else. e will shoot once at his normal 07; and once at the end of the round. PP % cross$ow fires once every three rounds, and must $e cocked on the other two rounds.
%A"AGE BON!S # BENEFIT OF GREAT STR OR SI& % character or monster with a T* or IN of 14 or more will add 105 to the damage it does with any melee weapon, including natural weapons like fist and claw. If the T* or IN exceeds C2, the damage $onus is @05, and a T* or IN of more than >4 gives a C05 damage $onus. There is no additional $onus if $oth T* and IN fit the criteria. Fse the higher of the two to determine the $onus. The natural weapon damages shown for various monsters in 'hapter ? have already $een ad"usted for this $onus. RITIAL AN% F!"BLE ROLLS
'*ITI'%B *+BB It is possi$le that a character will act, evaluate, or perceive so well that the results are $eyond expectation. If the needed roll is 42< or less and the roll made is a 21, this is a critical roll. This means that the event was a model of its kind, and that any possi$le extra $enefit which might result should do so. %fter the skill has reached 44< or more, a roll of 21 or 2@ is a critical. If no specific $enefit is noted, the referee should supply one appropriate to the situation.
In com$at, the critical roll means that the $low was so good it did the maximum possi$le damage to the target (i.e., highest possi$le roll) and ignored any effect of armorLskin or protective magic. The $low can $e parried, and a shield or weapon a$sor$s the damage. ------------------------------------------------------------------------- EXAMPLE Havnor the Strong is #'9 3ith a greats3ord. (n !ighting a troll, Havnor6s 2layer roll '0. he troll does not success!ully 2arry, and Havnor does "# 2oints o! da-
-1age, 2lus # o! SR 4onus to the troll. he troll6s co14ined # 2oints o! ar1or and s5in is not su4tracted. he troll, 3ho has 0' Hits Points, dies. -------------------------------------------------------------------------F!"BLE ROLLS It is also possi$le that a character will foul up a "o$ completely. If his skill is $elow 42<, a skill roll of 33 or 22 results in a fum$le. &rom 44< a$ility forward, a roll of 22 is a fum$le. If a fum$le is rolled, the clim$er falls, the "umper stum$les, the swimmer drowns, the rider is thrown, the cut purse catches his hand in the pouch, the sage "umps to stupid conclusions, and so on. In com$at, the result differs, depending whether the fum$le concerns a melee weapon, a missile weapon, or a natural weapon (fist, claw, etc.). ee &um$les ta$le.
"UMBLES
10122 Helee
Hissile
:atural
2152
0rop weapon
0rop weapon
Trip and fall
5132
&ling weapon
6reak weapon
Bose turn next
1d5 meters away 3122
eapon takes
melee round it friend (self
normal damage if no friend is to itself
it self, do normal damage
logical target)
FIGHTING AT %ISA%'ANTAGE( u)u*ative "o+ifiers
I: T7 0%*K % character who cannot see in the dark $ut must fight in the dark to 1L4 his normal chance with the weapon in his attack and parry (except for grappling attacks). +: T7 E*+F:0 % character who has $een knocked down cannot stand unless left alone for a melee round. &ighting from the ground, his normal attack chance is cut in half and his opponent has an extra @2< chance of hitting him. The parries of $oth fighters remain the same. F*-*I70 If hit unexpectedly from the rear with no warning, a character is twice as easy to hit. That is, his opponent has dou$le normal chance of hitting (3522 is still amiss), and his critical, impale, and fum$le chances are $ased on the ad"usted chance of hitting. The surprised opponent has no attack, parry or 0odge against the attack on that turn. This also applies to helpless, tied up, or unconscious opponents. H+?I:E T%*E7T hen using a missile weapon or thrown weapon against a moving target, an air$one target, or one using partial shelter, the chance of hitting is reduced $y half. These fractions are cumulative. ------------------------------------------------------------------------- EXAMPLE Havnor the Strong is atte12ting to hit a 1anticore 3hich is !lying 2ast so1e treeto2s and 3eaving a1ong the1. He has his nor1al chance o! hitting 3ith the cross4o3 :#'9; ti1es ? !or a 1oving target :*'9; ti1es ? !or a !lying target :"89; ti1es ? !or a 2artially concealed target, !or a total chance o! 9 :/9;. -------------------------------------------------------------------------%A"AGE FRO" OTHER SIT!ATIONS % character can take damage from things other than fight ing. The following are three potentially damaging situations.
&%BBI:E &or every three meters a character may fall, or fraction thereof, the character will take 105 of damage when he hits the ground. Beather, cloth armor, or the magical spell -rotection will a$sor$ some of this, $ut metal armor will not. &I*7 If a character is caught in the middle of a fire, he will take 10> damage each round he is in the fire. %rmor andLor magic protection will only help him for one round, $ut the *esist magic spell will help every round. %s a weapon, a torch will only do 105 damage to a character unless the character fails a roll of -+=4< and his hair or clothing catches fire. If this happens, he will take 10> fire damage as well (which can only $e a$sor$ed $y the *esist magic) each round until he makes a roll of -+=><, indicating the fire has $een put out. To do this, the character cannot do anything $ut fight the fire for every round he attempts the -+=>< roll. % character using a torch as a weapon (treat as a mace) must make a -+=C< roll every time it hits, or the torch will go out. 0*+:I:E % su$merged character (or a character in a situation in which he must hold his $reath) may keep his $reath as long as he makes his '+:=4< roll each melee round. +nce the roll is missed, he takes 10D damage every melee round until he is rescued or until he is dead. RES!LTS OF %A"AGE ,OPTIONAL R!LE% character or monster is unlikely to $e a$le to stand and fight as it takes damage without some effects short of falling over dead. % characterLmonster who has sustained damage e9ual to half his current it -oints in one $low must fall helpless unless the player rolls his current it -oints or less on 10@2. +nce the damage $eing falls, he is helpless to do anything $ut crawl unless the player rolls his current it -oints or less on 10@2 in a later melee round, or unless the damage is healed to the point where the characterLmonster has more than half his it -oints $ack.
III. Magic ----------------INTRO%!TION In Magic World , there are two means of producing magical effects. 6oth methods harness the -+ of the character to perform acts which might $e impossi$le in our world. The two means are orcery and 'eremonial Hagic.
+*'7*J involves using chants and other mnemonics to produce immediate magic spells. This is the skill we will deal with this $ook, as it is the skill most used $y adventuring magicians. 'eremonial magic is usually an old sorcerer#s discipline. Host alchemists, enchanters, necro mancers, and wiGards (see $elow) are retired adventuring sorcerers. '7*7H+:I%B H%EI' involves the use of ritual and dayslong ceremony, usually used to compel other $eings or work one#s will upon inorganic forces. uch magics are su$divided into iGardry ($inding demons), :ecromancy (raising and otherwise controlling the undead), 7nchant ment (making magical items), and %lchemy (making magical su$stances). BEO"ING A "AGIIAN In Magic World there is a orceror#s Euild. This is a strictly neutral, serviceoriented, fraternal organiGation devoted to pro moting the magical arts and training newcomers. It is a mul tinational operation, with no religious or political affiliations. % character developed through the Basic Role-Playing rules may "oin the orcerer#s Euild. &or the purposes of the game, this can $e simulated $y a percentage roll e9ual or less than the total of the character#s I:T and -+. 7ach 122 silver 'rowns given to the guild $ y the character adds one to the suc cess range of the roll.
%n already esta$lished character may attempt to "oin the guild once per game year. If the character is over C2 years old, he is officially not accepta$le, though rich no$les and mer chants have $een known to $uy their way in at an advanced age $y paying 10122=10122 plus 4.222 'rowns. HO. "AGI .ORKS Hagic use is a skill like any other. Hagicians are taught the skill of sorcery $y the guild. owever, the use of each spell is different enough that each spell must $e learned and increased as if it were a different skill.
------------------------------------------------------------------------- EXAMPLE Sangor the Sorcerer gets into a !ight. He 5no3s Blast at 89 and tries it, 4ut his 2layer rolls #* and is unsuccess!ul. As the ene1y is entirely too close, he uses Li!t 3hich he 5no3s at #'9 and his 2layer rolls *<. Sangor ta5es to the air. Later in the 4attle he uses >ire@>rost on so1e !oes at #'9 and the 2layer rolls 00, another success. >inally, a!ter the 4attle, he uses Heal@Wound at <'9 and the roll is #*, another success. Sangor succeeded in three o! his !our s2ell-s5ill rolls. A!ter the adventure is over, his 2layer sees i! Sangor has i12roved any. He only rolls !or the success!ully-used s2ells. >or Li!t, he needs a roll o! "''9-#'9'9. he 2layer rolls */ and he is no3 #89 3ith Li!t. >or >ire@>rost he also needs '9 and the roll is 0", another 89 increase. >or Heal@Wound, the 2layer needs '"-*'
and rolls #8, so he is still at <'9 !or that s2ell. he re!eree 3ill al3ays deter1ine 3hen an adventure is over. --------------------------------------------------------------------------
If the character does not make his roll for a spell, it does not happen and he may try it or another spell in the next melee round. If he fum$les the spell, the referee must detrmine what happened. It will $e as detrimental to t he character as possi$le. %ttacks spells will affect the caster, -erception will give wrong or misleading information, -rotection will protect the ennemy, etc. If the character rolls his critical chance with the spell, it will have dou$le effect, in range, damage, or sensitivity, or what ever seems most appropriate to the referee. %$ility with each spell me $e raised to 122<, and no more. % roll of 22 is always a fum$le. OSTS OF "AGI 7ach point of -+ cast in a spell is called a spell !level#. The character#s -+ will $e reduced $y 1 point for every level of spell he throws. If his -+ is reduced to 2, he dies. The -+ will return at a rate of 1 point for every half hour of full rest or every two hours of movement and action. 7ven a failed or a$orted spell costs 1 point of -+. % fum$led spells costs the same amount of -+ as would have the successful spell as would have the success. LE'ELS OF EFFET/TI"E TO AST SPELLS 7ach spell on the list of spells can $e made more powerful $y adding -+ to the casting of it. This means that the magician spends the time to concentrate his energies and put more -+ $ehind the spell. The exact effect of these extra levels of -+ is descri$ed in each spell description. ummoning the magic to add extra levels of -+ takes time. 7ach level of -+ in the spell su$tracts one from the sorcerer#s 07; for the melee round. Thus, if angor#s 07; is 14 and he wishes to cast a second level &ireL&rost, the spell will happen at 07; 1C (14@). :o sorcerer may use more spell levels than onehalf his I:T (round up). Thus angor the orcerer, with an I:T of 14, can use no more than D levels of any spell he knows. The 07; su$traction for levels of spells can go into minus num$ers within the melee round, preserving the order of play. If a sorcerer with a 07; of 5 wishes to cast an eighth level spell, he must cast his spell at 07; rank minus @ in that melee round. O'ERO"ING PO. %ny magic affecting a living target, such as 'hange or 'ontrol, must overcome the -+ of the target $y comparing the -+ of the caster against the -+ of the target on the *esistance Ta$le. This need not to $e done if the target is willing to receive the spell, as anyone receiving a eal or 7nhancement spell would $e. %n unconscious target cannot resist a spell. "E"ORI&ATION OF "AGI % sorcerer must have spells memoriGed to use them 9uickly. % sorcerer can only memoriGe a certain num$er of spells. This limit is determined $y the I:T of the character.
The sorcerer character may memoriGe half his I:T in spells (round up). Thus angor the orcerer, with an I:T of 14, may have eight spells ready in his mind. %ny other spells he may know he must carry in his spell $ooks. It takes an hour to memoriGe a spell, and if the sorcerer already has memoriGed his limit, the player must choose a spell for the character to forget. % spell my $e used directly from the sorcerer#s $ook, $ut this will take one full melee round per level of effect desired. % sorcerer may use another sorcerer#s spell $ook if the character#s player makes a roll of the character#s I:T as a percentage for each spell he attempts to use. +therwise, the codes and handwriting of the strange spell $ook will not $e comprehensi$le to the character. *eading the strange $ook may $e attempted every time a character#s literacy increases $y 4< or more.
THE SORERER0HARATER
I:ITI%B T*%I:I:E 'haracter inducted into the orcerer#s Euild will receive the following $enefits R BIT7*%'J % character will $e trained up to 42< in Bit eracy if not already literate. I:ITI%B -7BB % character will $e trained up to I:T=C< skill in four spells of his choice, rounded up to nearest 4< H7H+*IN%TI+: T*%I:I:E The character will $e trained in the techni9ues allowing him to keep half of his I:T in spells availa$le in his mind (round fractions up). E%I:I:E -+ % magician needs a high -+ to get into the profession, to fuel his spells, and to successfully overcome the resistance of target. &ortunately, it is possi$le for his permanent -+ to increase in the course of his career. %ny time a magician overcomes the magical resistance of a target, or successfully uses a spell that creates a physical effect, such as &ireL&rost, all, or BightL0ark, his -+ has $een exercised and may increase. u$tract the current -+ of the character from @4, then attempt to roll the result or less on 10@2. ------------------------------------------------------------------------- EXAMPLE Sangor the Sorcerer, 3ith a P%W o! "<, su4tracts that !ro1 08 to get a result o! /. He rolls "0', getting a "*, and Sangor does not succeed in gaining P %W. --------------------------------------------------------------------------
&or every successful roll to gain -+, the magician will gain 1 point of -+. This roll may only $e made once after each adventure (as decided $y the referee), not once for every such successful spell or resistance overcome. The increase will come for the character one game week after the adventure is over, or after a week of rest if the adventure is part of a longterm continued campaign. B+I:E -+ ome of the 'eremonial Hagics, such as 7nchantment or :ecromancy, take permanent -+ away from their practitioners.
T7 +*'7*7*/ T%&& % magician may pay an enchanter to have a staff made for him. The ritual will take a$out six months of the magician#s time and he will have to pay for the enchanter#s upkeep and expenses at a rate of around 1.222 silver 'rowns a month. The magician cannot make other commitments $ecause he must assist in every stage of the ritual, and the final ceremony will cost him a point of -+, permanently su$tracted from his characteristics. % magician who gains a staff is officially a sorceror. The staff acts as a reservoir of -+ for the sorcerer. It will have a -+ e9ual to the sorcerer#s after he has sacrificed the point of -+, and it can $e used to power spells instead of using the -+ of the sorcerer. It regains -+ at the same rate as the sorcerer under movement and action (i.e., 1 point every @ hours) and cannot $e reduced to Gero -+ without wither ing and dying. % staff of a sorcerer has @2 it -oints (rather than the usual 14) and will do an additional 105 damage (for a total of 10DO1d5) to a target struck with it, if its -+ overcomes the -+ of the target (at an expense of 1 point of -+ from the staff). If $roken in com$at, the staff will wither and $ecome useless and dead. % staff may have -rotection and 'ounter magic spells laid on it. % staff need not $e an actual “staff”. orcerer#s have $een known to have "ewels, wands, or even weapons enchanted. owever, the cost of time is dou$led for any nonwood su$stance. % sorcerer may have any num$er of staves. E%I:I:E :7 -7BB orcerers may get new spells $y $uying them at the prices on the list of pells, or $y taking one game month per spell and attempting to make a roll of I:TO-+ as a percentage each game month. 7ach successful roll means that the sorcerer has gained a new spell of his choice from the list $y research and can use it at an initial percentage e9ual to his I:T=C<. If trying to invent a new spell a plyer must first okay the spell with the referee, and then the character must allow six game months and make a successful practice roll fro each month. % missed roll extends the time needed $y another month (i.e., six successful roll must $e made). 7%-+: F7 % sorceror or other magician can increase only in age skills past his 07;=><. kills $rought with the character when he $ecame a magician which are higher than the maximum will stay at that figure, $ut will not increase. ------------------------------------------------------------------------- EXAMPLE Sangor, 3ith a EX o! "8, has a 2ercent s5ill 1a7i1u1 level o! "89 #'9. His 4o3 s5ill at <'9, 4rought 3ith hi1 3hen he 4eca1e a 1agician, 3ill never change so long as he is a 1agician. --------------------------------------------------------------------------
The limit reflects the need for a magician to concentrate on intellectual pursuits, as well as his ina$ility to find time to keep in practice with weapons or with manual skills. uccessful sorcerers can always hire nonsorcerer guards and helpers whose skills are not constrained.
tudent sorcerers are trained in one onehanded weapon, the dagger, and the twohanded staff. 'ommon e9uippage for a magician is a staff, a sword and a dagger, although $rawnier mages are known to su$stitute an axe or a mace for the sword. % magician#s proficiency will all three weapons is e9ual his I:T=C< when leaving guild training. tarting a$ility with all other weapons is limited to their Basic Role-Playing percentage. Hagicians may wear armor $ut they must $uy it themselves. "AGI SPELLS
E7:7*%B :+T7 SPELL RA&CE Fnless otherwise specified, the maximum effective spell range for any spell is 1@2 meters. >REDE&$Y +nly 1 spell can $e attempted in a melee round. RA(%& pells occur instantly, or for one melee round, or for ten melee rounds, or for 14 minutes. $%MB(&(&C SPELLS Two lowlevel spells, such as two -rotection @ spells, cannot $e com$ined to make a higher level spell (a -rotection > spell). If two une9ual spells are applied at the same time, only the higher level spell will take place.
-F*'%7 %:0 H7H+*IN%TI+: +& -7BB 6J :+: H%EI'I%: :on magicians may $uy spells, $ut they are not taught the necessary notation to create or read a spell $ook, and they are not taught how to memoriGe spells. Therefore a non magician cannot carry more than S his I:T in spells (round down any fractions). :on magicians start at @4< with each spell learned. :on magicians cannot research spells. *ange 1@2 meters 0uration Instantaneous This is a magical $eam of light directed at a single target. &or each level of the spell used, the target takes 105 damage. %rmor will a$sor$ the damage, $ut it cannot $e parried. % 'ountermagic spell may stop it, $ut -rotection will not work $ecause the light is not a kinetic force. BLAST
*ange C2 meters 0uration 14 minutes This spell, if it overcomes the -+ of a living creature, will affect three IN points of a target. 7ach individual level adds three IN points of target, and enough levels must $e used to affect the entire target. It may also $e used on a nonliving o$"ect with the same re9uirements. The spell must change the target, which may $e the caster, into another shape. The new shape must $e in the same kingdom (animal, vegeta$le, or mineral) as the original target. &or instance, a troll cannot $e changed into a tree, $ut it can $e changed into a frog. The frog will have all the attri$utes of the troll, including the IN. The spell only affects the shape, not the $asic attri$utes of HANGE
SPELLS S2ell $ost in $ro3ns 6last 1222 'hange @222 'on"ureL0ismiss 7lemental C222 (per elemental) 'ontrol @222 'ountermagic 1222 0ispel Hagic 1222 7nhanceL0iminish @222 &ireL&rost 1422 ealLound 1222 Illusion @222 Invisi$ility C222 Bift 1422 BightL0ark 1222 Bightning @222 -erception @222 -rotection 1222 *esist @222 ealLFnseal 1422 harpenL0ull 1222 peak to Hind @222 Teleport C222 ?ision C222 all 1422 ards @222
P%W gain yes yes yes yes no yes yes yes yes no no yes yes yes no no no no no no no no yes no
the o$"ect, so it cannot $e used to change lead to gold, or the like. &inally, the conditions for life in the new form must $e present R the spell cannot change a man to a fish in middesert, though he might change to a fish in a river or a sea. The target of this spell cannot use the exotic a$ilities of the new shape if it has any. The troll would not $e a$le to $reathe fire if he were changed into a dragon, nor would he have the intelligence or knowledge of a dragon, $ut he will $e a$le to use his physical a$ilities, such as flying, at @4<. 7ach level of this spell can $e used to affect more than one o$"ect instead of a larger o$"ect, or extend the duration of the spell $y 14 minutes. *ange 1@ meters 0uration 12 melee rds This is the spell of con"uring a specific elemental as descri$ed $elow. % magician must specify which sort of elemental he will learn how to con"ure. %ny elemental con"ured will have C05 -+ and C05 07;, and 105 IN per level of the elemental. It has no I:T and must $e directed with the full attention of the magician. %ll elementals are affected $y magic and are immune to poison. Their hit points e9ual their IN. %side from these aspects, each elemental has different a$ilities. ON1!RE/%IS"ISS ELE"ENTAL
E""ECTS O" ELEMETALS O OE AOTHER
Cno1e Sala1ander Syl2h ndine
Cno1e :ormal 'om$at Hutual 0estruction :o effect Bevel vs. Bevel
Sala1ander Hutual 0estruction :o effect Bevel vs. Bevel Hutual 0estruction
Syl2h :o effect Bevel vs. Bevel :o effect :o effect
ndine Bevel vs. Bevel Hutual 0estruction :o effect :o effect
:o effect 7lementals have no effect on each other. Hutual 0estruction The two elementals compare hit points. The one with the fewer points is destroyed, the other is reduced to the difference $etween the hit points. If the elementals have the same hit points, $oth are gone. Bevel vs. Bevel 'ompare the level of the elemental to the level of the target elemental. %n attack is made using the resistance ta$le. If the attack is successful, the target elemental is destroyed. Two elementals automatically attack each other at the same time on the resistance ta$le, which can lead to mutual destruction. :ormal 'om$at The elementals attempt to attack and parry one another, "ust like normal human fighters.
Air # T2e S3*p2 % sylph is a whirlpool of air which will occasionally form into transparent humanoid shape. It can R 1. 'arry an o$"ect through the air at 5 points of IN per level of sylph for 1222 meters in 12 melee rounds. @. Knock down C points of IN per level of sylph. C. 0estroy a salamander $y comparing its level against the level of the salamander on the resistance ta$le and making a successful attack. >. Ignore damage from physical weapons, even those with harpen spells. 4. 6e added to a missile or thrown weapons to increase the chance of hitting $y 4< per level and add 1dC damage per level. 5. Hove without $urden at C5 meters per melee round, 9uadrupled if moving at full speed. A. 'arry messages on scraps of paper up to a kilometer away in 12 melee rounds.
Fire # T2e Sa*a)an+er % salamander usually appears as a liGardlike shape of fire. 'onstantly active, even while $eing held in place $y its summoner, it canR 1. 7ngulf a single target in flames, doing 105 damage per level of salamander. %rmor and -rotection spells protect against this attack. @. Ignitie inflamma$le o$"ect it touches, so they will $urn on their own, doing 10> flame damage per round in addition to the salamander#s fire damage. C. 6e damaged $y physical weapons, $ut will damage them in turn at 105 per level of the salamander. >. %$sor$ flame damage from other sources to heal its wounds. 4. 0estroy a sylph $y comparing its level against the sylph#s on the resistance ta$le and making a successfull attack. 5. Hutually annihilate the hit points of an undine or a gnome until only one survives. A. 'an $e added to a metal weapon to do an additional 105 of damage per level of the salamander plus the damage of the weapon, consuming the weapon#s hit points at the same time, as in C, a$ove. D. Hove at @> meters a round, which triples when moving at full speed.
Eart2 # T2e Gno)e The gnome always forms into a manlike shape. It also can R 1. it physically for 105 damage per level of gnome at @4<. @. 6e damaged $y physical weapons, $ut the attacker must make a roll of -+=4 or less on 10122 or the weapon takes the same amount of damage $ack to itself. C. &ind the nearest source of metals or gems specified $y the summoner. >. 0estroy an undine $y comparing its level to the undine#s on the resistance ta$le and making a successful attack. 4. Hutually annihilate hit points with a salamander until one is gone. 5. Hove 1@ meters a round, which dou$les when moving at full speed. --------------------------------------------------------------------------------------
EXAMPLE A gno1e 3ith "' hit 2oints 1eets a sala1ander 3ith "0. he gno1e 4eco1es a 2uddle o! slag F the sala1ander has 0 hit 2oints. -------------------------------------------------------------------------------------A. 'an $e added to a metal weapon to do an additional 105 of damage per level of the salamander plus the damage of the weapon, consuming the weapon/s hit points at the same time, as in C. a$ove. D. Hove at @> meters a round, which triples when moving at full speed.
.ater # T2e !n+ine The undine will manifest as a tower of water and occasionally take the shape of a $eautiful human female. It can R 1. 7ngulf one target to drown it at 10D pointsLmelee round. 7ach melee round the target may match its -+ against the -+ of the undine on the resistance ta$le to keep it#s $reath and not $e drowned. @. 6e damaged $y physical weapons, $ut will only take half the rolled damage and cannot $e impaled. C. 'arry an o$"ect or person through the water at 5 points of IN per level of undine for a kilometer in 12 melee rounds. >. ash away a gnome $y comparing its level against the level of the gnome on the resistance ta$le and making a successful attack. 4. Hutually destroy a salamander#s hit points until one or the other is destroyed. 5. 6e added to a weapon to let it move normally underwater. A. Hove unencum$ered C5 meters per melee round in water, and 5 meters on land.
The user of this spell may also use it to attempt to dismiss an elemental of the type the user knows how to con"ure. %gain, he must
overcome the level of the elemental with cast level of 0ismiss 7lemental on the resistance ta$le. ------------------------------------------------------------------
EXAMPLE Sangor 5no3s $onGure@is1iss Sala1ander. A !i!th level sala1ander is conGured against his 2arty. He success!ully uses is1iss Ele1ental *. He co12ares his level is1iss against the level o! the sala1ander on the resistance ta4le, a '9 chance. His 2layer rolls 0<, and the attac5ing sala1ander is gone. ------------------------------------------------------------------
*ange 1@2 meters 0uration 12 melee rounds The user of this spell must overcome the -+ of his target. 7ach level of the spell cannot $e used on unintelligent animals. 7ach attack is independent. If the caster wishes to have the victim do anything other than collapse, he must concentrate on the spell, using no other spells or doing anything more than moving slowly and speaking to others in short sentences. hile concentrating, he may control the movements and speech of the target. If the caster is forced to fight or concentrate on any other activity, the victim collapses into sleep. % collapsed victim will revive from unconsciousness and regain control of himself as soon as he makes a roll of his '+: on 0122. The roll may $e attempted once each melee round after the round of collapse. ONTROL
*ange 1@2 meters 0uration 4 minutes This spell puts up a magical shield around the user or on any person or o$"ect he wishes to keep magic from affecting. The level of an incoming spell must $e rolled against the level of the 'ountermagic on the resistance ta$le. % successful roll means the spell penetrated despite the 'ountermagic. It must still overcome the -+ of the target, if needed. % failed penetration means the spell re$ounded on the caster. %ny spell failins to penetrate two 'ountermagics in succession dissipates and is no more. The 'ountermagic protects the target and anything he is carrying. If the character or o$"ect to receive the 'ountermagic already has a -rotection spell, the 'ountermagic will not $e effective unless its level overcomes the -rotection level on the resistance ta$le. If successful, $oth spells will $e in effect. 'ountermagic is effective versus 6last and Bightning, $ut not against &ireL&rost. O!NTER"AGI
*ange 1@2 meters 0uration Instantaneous This is a spell used for ridding oneself or another of the good and $ad effects of a spell such as 'ontrol, Bift, harpenL0ull, etc. Bike 'ountermagic, it must overcome the level of the target spell on the resistance ta$le. It can $e used to destroy an elemental. It must $e directed at a particular spell (though saying, Eet rid that has Eottfried walking like a Gom$ie U will do, if the exact spell is not known) and, if the target is protected $y 'ountermagic, it must get through the 'ountermagic as usual to reach its o$"ective. 0ispel may also $e thrown at a character who is throwing a spell in an attempt to keep the other#s spell from happenning. This can $e handled in the statement of intent phase as Vangor will throw a third level 0ispel to stop the guy in the $lack ro$es from throwing whatever he is throwing this time.V %lways work out the results of the 0ispel $efore the results of the other spell. %ISPEL
*ange Touch 0uration 14 minutes This spell can add one point to either T*, '+:, IN or 07; of the target for each level of the spell used. This spell can also diminish a characteristic in the same manner. ENHANE/%I"INISH
*ange 1@2 meters 0uration Instantaneous 7ach level of this spell does 105 fire or cold damage to everything in a onemeterdiameter circle. Hultiple levels may $e used to set up several fires instead of one large one, or can com$ine the effects. The &ireL&rost appears as a pillar arising from the ground. The damage is a$sor$ed $y armor, -rotection, and *esist spells $ut 'ountermagic has no effect. The spell lasts only one melee round unless something flamma$le is affected. If it is, the $laGe continues, damaging anyone or thing within it at 0> points per melee round. &rost can $e used to put out normal fire, $ut has no effect against salamanders or dragon $reath. FIRE/FROST
------------------------------------------------------------------------- EXAMPLE Sangor the Sorcerer needs to 4loc5 a *-1eters-3ide 2assage, and 3ants to !ry the !irst ran5 o! attac5ing go4lins in the 2rocess. He 2uts 2oints o! P%W into a !ourth level >ire, 2utting t3o >ires, each at level 0, side 4y side to !ill 1ost o! the 2assage3ay. he !ront t3o go4lins each ta5e 0# da1age. -------------------------------------------------------------------------*ange Touch 0uration Instantaneous % level of this spell heals 105 of damage $y wound, &ire, 6last, Bightning, or acid. It does not work against poison or disease. ounding will target on the resistance ta$le. ealing can $ring a character $ack from the dead if the ealing is done within 14 game minutes and the character did not take more than his hits again in damage. Thus, a character with 14 hit points can $e $rought $ack with ealing if he did not take more than C2 points total damage. HEALING/.O!N%ING
*ange C2 meters 0uration 14 minutes This spell allows the caster to $uild up an image of an o$"ect e9ual to C IN points for every level of the effect. This image is totally visual, with no sound, scent, touch, or taste component. It will remain if touched $ut will $e totally insu$stantial and o$vious as an illusion. It is generally used to create images of walls, pictures of people, etc. Fnless the caster concentrates on it to the exclusion of all else, the illusion will not move.
*ange 1@2 meters 0uration 14 minutes This spell illuminates a Cmeterradius circle. 7ach additional level adds C meters to the radius. This light is a$out torch magnitude. The spell must $e cast on an o$"ectX it does not hang in midair. 0ark takes the light away from the same radius circle. The area is in total darkness to anyone seeing in the normal range of visi$le light, even if a torch or other light source is $urning in the area. LIGHT/%ARK
*ange 52 meters 0uration Instantaneous 7ach level of this spell does 105 damage directly to the hit points of the closest target the caster is facing. If t wo target are e9ually close to the caster, the Bightning will strike the target with the most metal. 'ountermagic will protect against the spell. LIGHTNING
*ange 52 meters 0uration Instantaneous The caster may specify one type of thing he is searching for, such as the nearest trap, secret door, gold, magic, stairway, unfamiliar thoughts, etc. This spell will then give the direction to the nearest such thing within the range of the spell. %dditional levels allow for more than one thing at the same time. Thus, the caster may wish to use a level @ -erception to determine the closest two traps, or the closest trap and the closest secret door, etc. PEREPTION
*ange 1@2 meters 0uration 14 minutes This spell works like armor. 7ach level adds one point to the armor protection of the caster. ince this affects the same area a counter spell would affect, any counter spell on the target must $e overcome $y the -rotection to work. If successful, $oth spells stay on the target. PROTETION
ILL!SION
*ange Touch 0uration 14 minutes 7ach level of this effect covers a IN C o$"ect or person. The caster must concentrate on the spell and must do no more than walk or speak. &ighting, throwing spells, or similar distractions such as falling into pits or negotiating a difficult path will $reak the spell. If the spell is $eing maintained $y another, anyone attacking the target must attack at 1L4 of the normal chance. This spell does not stop sound or other senses.
*ange Touch 0uration 14 minutes 7ach level of this spell reduces heat or cold damage taken in a melee round $y one point. If the protected character is hit $y more than one eatL'old attack, each damage roll is reduced $y the level of the effect. Thus, if angor the orcerer, using *esist C, is hit $y a 4point salamander attack, a Apoint &rost, and a 12point dragon $reath, his total damage is (4C)O(AC)O(12C)W1C points. &ortunately for angor, he is 9uite unlikely to $e hit $y any such concentration. RESIST
IN'ISIBILIT$
*ange 1@2 meters 0uration 14 minutes 7ach level of this effect covers a C IN points of the person or o$"ect affected. If the IN is appropriate, the caster may lift the o$"ect and move it through the air. This can $e the caster himself, unsing the spell to fly. The o$"ect will move at @> meters per melee round. 7ach level of the spell a$ove the minimum necessary to move the IN will add 5 meters per melee round to this speed. If the o$"ect does not wish to $e lifted, the caster must overcome its -+. The spell may also $e used to slow down a falling o$"ect too $ig for the level of the spell. &or each level less than needed, the o$"ect is slowed as if it were falling that difference times C meters, up to a 1@ meters reduction. Thus, if a IN 1C o$"ect is falling and the level of the Bift is > (which affectes 1@ IN points), the o$"ect which is faling 12 meters will fall as if falling C meters (1=CWC). owever, if the IN 1C o$"ect is faced with a level 1 Bift, there is a difference of > and the fall would $e e9uivalent to the 12 meters, anyway. The spell may also move an o$"ect such as cart or sledge along the ground if there is a level of spell availa$le for every 5 points of IN of the o$"ect. LIFT
*ange Touch 0uration 14 minutes This spell acts to $ond the edges of any two unliving o$"ects which are at rest and fitted to one another. ome examples are a door in a doorframe, a lid on a $ox, or a sword in a sca$$ard. The two o$"ects $ecome one o$"ect, and cannot $e separated for the duration of the spell. The o$"ects can, of course, $e $attered open or destroyed. % eal spell adds @2 points to whatever hit points the o$"ect has. The reverse spell will open unlocked doors or $oxes and cause sca$$arded o$"ects to fly out of their containers and drop to the ground. It also acts against a eal spell if the level of the Fnseal overcomes the level of the eal on the resistance ta$le. 7ach level of spell adds either 14 minutes to the duration of the spell or adds @2 more points to the hit points of the o$"ect sealed. SEAL/!NSEAL
SHARPEN/%!LL *ange 1@2 metersX 0uration 14 minutes This spell adds 4< to the attack chance and 1 point of damage to any weapon (including $lunt weapons and missile weapons) to which it is successfully applied. If more than one level is used, it can either add multiples of 4< and one point of damage to the weapon, or it can $e distri$uted e9ually among several weapons, up the level of the spell. %pplied to 0ull a weapon, it reduces the chance to hit $y 4< and to damage $y one point per level. 0amage cannot $e reduced $elow one point. SPEAK TO "IN% *ange 1@2 metersX 0uration 12 melee rds 7ach level of this spell allows the caster to speak to another mind, intelligent or not. +nly surface conversation or feelings are transmitted. The target of this spell cannot communicate to any other target of this spell. The caster may, however, cast Bevel 1 peak to Hind on two other characters to let them communicate.
*ange Touch 0uration Instantaneous 7ach level of this spell allows the caster to instantaneously transport C IN points to another place known well to the caster. The range of this transportation is 1,222 meters. If the level of the effect is higher than the IN re9uires, each extra level will extend the range another 1,222 meters. If the o$"ect does not wish to $e transported, the caster must overcome its -+. % fum$le with this spell will send the caster to the center of the earth, to ultimate destruction. TELEPORT
*ange 1@2LC2 meters 0uration 12 melee rounds The caster may see what is happening in any area within the first given range of the spell with which he is familiar. This gives full vision and hearing as if the caster were in the area. If the caster is physically next to any area within the C2 meter range of the spell, he may put the spell into such an area. 7ach extra level of the spell will allow the caster to go $ack as much as a day to see what happenned in an area. This magic may also $e used to touch an item and receive and vision of its previous use or owner. 7ach additional level used gives another use or another picture. 7ach level also allows the user a cumulative 12< chance of learning the activating word for a magical device. The user may only attempt this once for any one o$"ect until he gains an increase in skill with the spell. The caster may not use any other spell while using the ?ision spell, or the ?ision spell will disappear. 'ISION
*ange 1@ meters 0uration 14 minutes This magic $rings a wall out of the ground or stone floor to stand solidly $efore the caster. It will appear anywhere needed within the 1@meter range and will $e 1=1=C meters. 7ach aditional level of the spell will add 1 meter to one dimension of the wall. The wall has C2 hit points if any attempt is made to destroy it. 7ach meter added to the initial wall will add 12 to the hit points. .ALL
*ange Touch 0uration -ermanent ards form a protective s9uare around the person or o$"ect needing guarding or protection. %n area of 3 s9uare meters may $e so guarded. The ards are formed $y four stone created in a preliminary ritual to gain the effect. +nly the caster may take down the ards, although they may also $e dispelled. The ards act as a 'ountermagic and 6last. %ny magic point going either way through the line must overcome a level 1 'ountermagic. %ny o$"ect crossing the line from either direction receives a level 1 6last. 7ach extra level adds C meters to any dimension or another level of 'ountermagic and 6last. The spell must $e successfully cast to set up the wards and successfully cast again to take them down. .AR%
I#. C$eat%$es &$eat and S'all ---------------------Jour Basic Role-Playing character grew up in an area with natural monsters such as $ears, wolves, and intelligent $a$oons. +ur Magic World has many more deniGens than these. This chapter will descri$e a few of these exotic creatures and how they relate to the rest of the world. 7very creature will $e descri$ed in the following format R 07'*I-TI+: % paragraph giving a general description of its appearance, attitudes, and commonness. IN % dice roll giving the IN of the creature. This is also used for the it -oints and, if need $e, the T*. (:ote R this is different from Basic Role-Playing ). I:T % dice roll indicating the I:T of the creature in comparison with a human#s normal C05. 07; % dice roll giving the 07; of the creature for com$at and dodging purposes. -+ % dice roll giving the -+ of the creature for magic and luck purposes. H+?7 The creature#s melee movement a$ility written as meters per melee round. %TT%'K 6y weapon or natural feature, the usual chance of success, and the damage done. %*H+* The type of protection and the num$er of points of its protection.
KIBB Fp to five skill percentages will $e given. *eferees are free to add more. -7'I%B pecial attacks and descriptions of exotic features of the creature will $e given. T*7%F*7 % notation of what sort of treasures attract these monsters and what may $e found in their lairs. ee Treasures, 'hapter ?. -B%J7* '%*%'T7* % few of these creatures can $e played as characters $y players. This section will give notes on rolling up one of these exotics. 6efore reading the descriptions of these exotic $easts, the player should pause to remem$er that the most dangerous opponent he is likely to face will $e other adventurers, with all the skills, magic, and cunning that he himself possesses. HI"AERA 07'*I-TI+: This horsesiGed $east has a lion#s $ody. Three heads come from its shoulders R a dragon#s, a lion#s and a goat#s. These creatures were created $y mad gods centuries $efore and reproduce slowly. They keep the wilderness, although some young have $een captured $y magic workers who use them as pets, mounts, or guardians. 'himaeras love horse meat. IN C05O1@ I:T 105 -+ >05 07; C05 H+?7 C2 meters per melee round %TT%'K A4ility a1age 0ragon head fire $reath 52< C05 per target 0ragon head $ite C2< @0D Bion head $ite 42< 1012 Eoat head $utt 42< @05 'law 52< 10DO105 %*H+* D point skin KIBB ide 42< X 8ump A4< -7'I%B % chimaera can $ite with all of its heads and use one claw in the same 07; against one or more foes. %lternately, the dragon head can $reathe and the other heads attack with $ites and $ites, $ut it cannot claw. T*7%F*7 Fnless it is guarding someone else#s treasure, a chimaera will not have any treasure of its own. There might $e some on the $odies of previous victims.
%E"ONS 07'*I-TI+: These summoned $eings are $rought to this plane $y long rituals known to wiGards. They are $asically humanoid with the following common attri$utes. IN @05O5 I:T C05 -+ C05 07; C05 H+?7 @> meters per melee round %TT%'K A4ility a1age 'law 42< 10D Eoat head $utt 42< 105 %*H+* @ point skin KIBB Bisten A4
-7'I%B % demon will also have 105O1 0emonic features, see list. *oll 10@2 to determine which features are present, either rolling again for duplicates or else dou$ling the feature, as seems appropriate. 7ncountered troops of demons may $e all the same or each different. T*7%F*7 0emons will $e found only guarding the treasures of other $eingsX they have none of their own.
DEMOIC "EATURES
"0' 21 2@ 2C 2> 24 25 2A 2D 23 12 11 1@ 1C 1> 14 15 1A 1D 13 @2
>eature O5 point skin O12 IN O12 07; O12 -+ -incer hands, O105 damage 7xtra T*, O105 damage ings, fly C5 meters per melee round &lame touch, O@05 damage, immune to &ire Bevel C -erception spell at A2< Immune to magic effects Immune to unenchanted weapons Bevel C 'ontrol spell at A2< 'hameleon power, O>2< to ide a$ility 'at feet, O>2< to Hove uietly a$ility 6at ears, O@4< to Bisten a$ility Keen eyes, OC2< to pot idden Item a$ility Kangaroo legs, OC2< to 8ump a$ility ting tail, 105 damage, OC05 poison damage if it penetrates armor alk through walls *oll twice on ta$le
%RAGONS
07'*I-TI+: 0ragons are large, flying, flame or poison $reathing reptilian creatures with a lust for treasure. They are individualistic and selfish, and will never give up an item of the hoard willingly. %nyone stealing something from a dragon will earn its enmity for the rest of its very long life. 0ragons consider themselves the wisest and most cunning creatures, and therefore may $e suscepti$le to flattery. IN >05OC2 I:T C05O5 -+ C05O1@ 07; C05 H+?7 C2 meters per melee round when walking, 52 meters when flying. %TT%'K A4ility a1age &lame $reath 52< C05 to all hit 'law 42< >05 6ite 42< @0DO@05 ing $uffet 42< Knockdown Tail swipe 52< Knockdown %*H+* 12 point skin KIBB &ly 32< X pot idden Item D2< X 8ump A4< X Bisten A4< -7'I%B The flame $reath does damage to all in a Cmeter diameter circle within 52 meters of the dragon. %lternatively, the flame $reathe can $e C05 poison in a C=C=C meter cloud. The dragon may also know up to its I:T in spells at I:T=4< a$ility for each spell. 0ragons are immune to fire. T*7%F*7 % dragon will have a hoard worth its IN=122 'r. %.AR'ES
07'*I-TI+: 0warves are a short, underground race, continually delving after the treasures of the earth. 0warves hate all treasure hoarding dragons, mostly $ecause they want to hoard the treasures themselves. They are excellent warriors with axe and
cross$ow. They hate go$lins and mistrust elves and trolls. They will warily mix with humans. IN @d5OC I:T C05 -+ C05 07; C05 H+?7 1D meters per melee round. %TT%'K A4ility a1age %xe 42< 10DO@ hield parry 42< 'ross$ow >2< @05O@ %*H+* 4 point chainmail KIBB pot idden Item 52< X ide 42< X 'lim$ 42< X 0isarm Traps 52< -7'I%B 0warves are resistant to fire, taking only half damage from it. 0warves can see in the dark. T*7%F*7 % dwarf city will have immense treasure. %n individual dwarf will carry @0122 'rowns at any one time and has a chance e9ual to his -+=@< of having a magical item. -B%J7*'%*%'T7* 0warves may $e playercharacters. *oll >05 for T*, @05O5 for '+: and @05 for IN. % dwarf will have the warrior#s $eginning percentage with an axe and shield, plus similar a$ility in 'lim$ing, iding, pot idden Item, and 0isarm Traps. e will not know how to ride or swim. The dwarf $egins with a set of chainmail and 42< a$ility to make armor. e will not have a magical item. 0warves may $ecome sorcerers, $ut fall under all the restrictions of magic workers. EL'ES
07'*I-TI+: 7lves are longlived, tall forest dwellers. Joung elves often go adventuring among humanity, $ut retire as they mature. Their favorite weapon is the $ow. 7lves hate trolls and disdain dwarves and go$lins IN C05O@ I:T @05O5 -+ @05O5 07; @05O5 H+?7 @A meters per melee round. KIBB Hove uietly A4< X ide A4< X pot idden Item A4< X Bisten A4< %*H+* @ point leather -7'I%B 7lves are natural magicians. %lso, they may only memoriGe a third of their I:T in spells $ecause they take the time to increase past their 07;=4< in all skills. T*7%F*7 7lves treasure fine "ewelry and magic items. These are often extorted from the dwarves. 7lves encountered outside an elven settlement will $e carrying no more than 10@2 'r and may have magical artifacts if the individual elf#s -+ is rolled as a percentage. If he has it, it will $e one of use to him and he will use it against any attacker. -B%J7*'%*%'T7* 7lves may $e playercharacters. T* is @05O@, '+: is C05, and IN and 07; are as shown a$ove. 7lves are tall, slim, and fine$oned. %n elf player character will start with a warrior#s percentage in $ow and rogue#s a$ilities in Hove uietly, ide, pot idden Item, and Bisten. The character will also $e a $eginning magician. GHOSTS
07'*I-TI+: Ehosts are the shadowy and insu$stantial essences of the dead. They usually guard or haunt the scene of a past tragedy. %n encountered ghost may simply try to scare away characters, or tell its tale of woe, or demand or offer help, or attack in mindless rage. The reaction depends on the actions of the characters and the ghost#s reason of $eing. IN Insu$stantial I:T C05 -+ @05O5 07; Fnimportant H+?7 12 meters per melee round. %TT%'K ee pecial KIBB Hove uietly 122<, ide 122< -7'I%B % ghost attacks with its -+ versus the -+ of the tar
get on the resistance ta$le. If this attack should succeed, then the victim collapses. The victim must also make a roll of '+:=4<. If the character does not die, he is unconscious until the player can roll the character#s '+: as a percentage. If the attack is unsucce ssful, the victim may attack the ghost in the same manner. If the victim#s attack is successful, the ghost cannot attack him for a day. If the victim is protected $y a 'ountermagic spell, the ghost must first penetrate the 'ountermagic as if the ghost was a first level magical spell. % 0ispel may $anish a ghost for 10@2 days if the roll succeeds $ased on the level of the 0ispel versus the total -+ of the ghost. This may $e attempted any num$er of times until it works. % ghost is immune to weapons and physical magic such as 6last or &ire. +nce a ghost has attacked a character, it will attack each melee round until the victim is unconscious, dead, agrees to follow the ghost#s wishes, or is stopped $y the character#s successful attack. %lways resolve ghosts# -+ vs. -+ attacks first in the round. GOBLINS
07'*I-TI+: Eo$lins are mean, low, and $asically evil race. Th eir society encourages $rutality and cunning and greed. They hate dwarves, distrust elves, and are often enslaved $y trolls. They are creatures of the night and can only use their fighting and other skills at halfa$ility in the daylight. They see in the dark $y infrared light. IN @05O@ I:T C05 -+ C05 07; C05O> H+?7 1D meters per melee round. %TT%'K A4ility a1age %ny weapon >4< -er weapon %*H+* C point cuir$oilli T*7%F*7 % go$lin hoard will have 10@2 'r (or e9uivalent) per go$lin in it. -B%J7*'%*%'T7* % go$lin character should roll @05O@ for T* and C05 for '+:. %ll other characteristics are as a$ove. % go$lin character has all a rogue#s $eginning skills except that his weapon can $e any hand, missile, thrown, or thrusting weapon. % go$lin character will have @ point leather armor. e cannot *ide or wim. % go$lin may $e a sorcerer $ut must follow all the usual restrictions to $ecome one. HORSES
07'*I-TI+: orses are riding animals. arhorses are trained to fight while ridden and at the direction of their riders. +ther horses will only fight if cornered and will then pay no attention to their riders. % regular horse will generally cost its IN=122 'r. % $eginning warrior#s horse will not $e a warhorse. IN >05O1@ I:T 1 -+ C05 07; C05 H+?7 C5 meters per melee round. %TT%'K A4ility a1age Kick @4< @05 6ite @4< 10D *ear and plunge @4< >05 %*H+* 1 point skin -7'I%B % horse will make one of its attacks per melee round. "ANTIORES
07'*I-TI+: Bike the chimaera, a manticore is a slow$reeding creature. -opular with magic workers as pets and mounts, many have $een raised in a protected environment. They have lion#s $ody and mane (for the males) with a humanoid face, dragon wings, and a scorpion#s tail. They also like horseflesh. IN >05O1@ I:T @05OC -+ C05 07; >05 H+?7 C2 meters per melee round on ground, >4 on air. %TT%'K A4ility a1age
'law >2< C05 6ite >2< 1012 ting 42< C05, OC05 on '+: if it penetrates armor %*H+* > point skin KIBB &ly A4< X pot idden Item 42< X Hove uietly 52< X ide A4< X 8ump D2< -7'I%B The poison in a manticore#s sting is compared against the it -oints of the victim on the resistance ta$le. % successfull roll means the victim takes that many it -oints of damage additional to the sting damage. %n unsuccessful roll means the victim took half the num$er of points rolled. T*7%F*7 Hanticores will accumulate treasure, particularly gold and "ewelry. Ereed was $uilt into their genes when they were created. They are intelligent enough to use treasure to $uy their way out of tight situations. SKELETAL G!AR%IANS
07'*I-TI+: These are intact dead $odies animated $y a necromancer in a days long ritual. They are created to perform special tasks. hile sufficiently $rittle to $e destroyed in one $low, they are usually protected with armor. The spell animating them makes them very deadly with their weapons. %lso, 6last spells and impaling weapons only do their minimum possi$le damage to a skeletal guardian. Thus, and eighth level 6last would do D points, a twohanded spear would do @ points (and impaling would make no difference), etc. IN 1012 I:T 2 -+ 1 07; @05O5 H+?7 @> meters per melee round %TT%'K %$ility 0amage eapon 07;4< -er weapon hield parry 07;x4< %*H+* +ften has 4 point chainmail. KIBB :one. T*7%F*7 keletal guardians are usually created to guard the treasure of others. TROLLS
07'*I-TI+: % strong and deadly twilight race. They are restr icted to the nighttime and shadows, though, $ecause exposure to direct sunlight does 105 damage to them every full hour they are exposed. This is a cumulative effect over the course of the day. Bike go$lins, they can see in total darkness. Trolls may $e sorce rers if they make the necessary rolls. %n encountered troll magic ian will have half his I:T (round up) in spells availa$le at @2 O 1012 x 4< a$ility. IN C05O5 I:T C05 -+ C05 07; C05 H+?7 @> meters per melee round %TT%'K A4ility a1age eavy Hace 42< 10DO@O105 %ny weapon >2< -er weapon O 105 hield parry 42< KIBB ide 42
2<. %*H+* > point ring mail. T*7%F*7 % troll hoard will have 10122 times the num$er of trolls worth of 'rowns in it, and a wandering troll will carry @0@2 'r with him. e also has his -+ as a percentage chance of carrying a magical item. -B%J7* '%*%'T7* -layer character trolls should roll C05O5 for T* and C05 for '+:. The $eginning troll will have the perc ent rolls specified a$ove in the skills a$ove. e will not have a ma gical item. Trolls hate elves, disdain dwarves, and enslave go$lins.
.OL'ES
07'*I-TI+: These vicious canines work in packs of >05 wolves. They are often the pets and guardians of trolls and go$lins. IN @0>O> I:T 1 07; @05O5 -+ C05 H+?7 C2 meters per melee round. %TT%'K A4ility a1age 6ite 42< @05 %*H+* 1 point skin -7'I%B olves will attempt to knock down opponents. Their chance is their IN vs. IN of the target as rolled on the *esistance Ta$le. T*7%F*7 olf packs will not have a hoard as such, though the $odies of wolf victims may have treasure on them.
#. TREASURES --------NON0"AGIAL E7H Y 877B*J %n individual gem will sell for different prices to different $uyers, depending on the needs and resources of the $uyer. hen trying to sell a gem, roll C05 and multiply the result $y @2 to find the offered price for each potential $uyer. It is up to the referee to determine how many $uyers are availa$le in any one are. 8ewelry has a wider spread of possi$le value. &or each potential $uyer, it is a @2 x 10122 'r for each item of "ewelry. 8ewelry can $e many things not ordinarily thought of as "ewelry. 'andala$ra, flatware, $oxes, potion $ottles, and many other incidental items can $e gussied up to $e "ewelery. +T7* IT7H +& ?%BF7 There are many other things which can $e valua$le to the treasure seeker. %mong them are historical documents, maps, deeds, fa$ric, foodstuffs, rare wine, weapons and armor, or ingredients for magical potions.
-lacement of these or any other items in a treasure hoard should $e done with an eye to the difficulty of the guardians. &ive go$lins will not $e guarding a hoard worth a million 'rowns, for
someone would already have taken it from them.
"AGIAL %s well as simple wealth, a hoard may contain magical e9uipment. If the guardians are intelligent, and guarding their own hoard, they will make good use of any of the e9uipment they can in the defense of it. It makes no sense to have trolls guarding weapons with sharpen spells on them and not use them, unless they don/t know how to activate the spell. %$out this, more later. -+TI+: -otions are made $y alchemists. These worthies may once have $een adventurers, $ut they will have $een creating potions and $rewing elixirs for many years to learn their trade, and would not think of adventuring now. %lchemists make three types of potions. -+I+: %n alchemist can $rew a poison which will have a C05 effect on the drinker. %ny poison/s rolled damage must overcome the it -oints of the taker on the resistance ta$le. If successful, it will do that many points of damage to the it -oints. If unsuccessful, it does half the rolled damage. The usual fee for one dose of poison is @2 'r. -+I+: %:TI0+T7 %n alchemist can also $rew an antidote which will take C05 points of damage away from the next poison taken $y the drinker. The poison must $e taken within two hours of the antidote. Thus, ernan the 'on9ueror, a$out to take on a manticore, slugs down an antidote. ure enough, the manticore hits ernan and the poison from the sting does 11 points of damage. *olling the C05 for the antidote, we get a roll of 3, which cust the poison damage down to @. To find how much damage is actually done, compare the @ points of damage against ernan/s '+: of 11 on the resistance ta$le. The poison has only a 4< chance of doing the full @ points of damage. The usual charge for one dose of antidote is 42 'rowns. H%EI' -+TI+: % magic potion will give the user the a$ility to use up to four levels of a specific spell once in the next @ hours. %fter that period the potion will not work. The user/s percentage chance of using the spell is e9ual to his -+x4< for the level one spell, with the usual reduction of 12< per level after the first level. The usual price is half the cost of learning the same level of magic from the orcerer/s Euild. 6++K Hagic $ooks may $e read to create spells as descri$ed in 'hapter III. The chance of an adventurer reading such a $ook is shown in 'hapter III. H%EI' %*TI&%'T &or centuries, enchanters have placed spells into artifacts of wood, metal, and $one. In this way, they can extend their knowledge of spells and assist nonmagic workers $y giving them access to magic. 7ach time the spells are used, the user must supply the -+ for them. The enchanters have found a certain symmetry in a limitation to such enchantments. :o item may have more than 3 levels of magic placed into it. Thus, a sword may $e created with harpen 5 and -erception C in it. To use the artifact, the user must know the activation phrase for it. This can $e found with a ?ision spell, and magicians make money solving these puGGles for nonmagicians. % separate word is needed for each spell present in the artifact. The words are usually ones hard to pronounce and enunciate clearly, to guard against accidental activation, so the user of these artifacts must make a luck roll of -+x4 to create the effect. %n artifact must always operate at its maximum level. The sword a$ove will always $e harpen 5 and cost the user 5 -+ points. I:T7BBIE7:T %*TI&%'T -erhaps one out of one hundred artifacts have had demons placed in them. It takes a com$ination of enchanter and wiGard to make them. The demon is taught one fourth their I:T (round up) in spells, and these $ecome the spells in the artifact. The user commands the demon on a successful roll of -+ vs. the demon/s -+. If successful, the user can then command the demon for a day to do the spells, and the demon has a chance e9ual to its I:Tx4< to cast the spell. The spell will drain the demon/s -+, and cannot $e used to kill the demon. The demon in an artifact does not manifest its demonic features. If the weapon is $roken, the demon is loosed and its features should $e found on the 0emonic &eatures list in 'hapter I?.
#I. Scena$io( #a%lt o) Sa$*at+ Han --Jour character is in the Inn of the 6roken 6lade, a popular adventurer/s hangout in the city of :ew arnath in the Kings dom of &ar 0ales. Jou have struck up a conversation with one avnor the trong, a large, $locky, goodhumored type with a pro$lem. avnor has "ust returned from an adventure in which he was seeking a dragon/s hoard. e returned, $ut the rest of his party did not. e has nothing to show for it $ut a map one of his dying comrades shoved into his hands as a last $e9uest. It seems the dying comrade wanted to use the dragonlooting expedition to raise money for an expedition to the spot on map. . 0o you want the mapZ avnor will gladly "oin you on the expedition, or sell you the map for 1222 'r. If you want to haggle, match your '% against avnor/s (12) on the *esis tance Ta$le. If you are successful, he will settle for 522 'r, $ut not a penny less. The map shows the way from :ew arnath to the C isters Hountains. +n the $ack of the map is the floorplan of the vault of arkath an. If your party is already complete (with or without avnor) you are ready to go. If you need some companions on this perilous venture, the following people are availa$le. HA'NOR THE STRONG you have already met. In his short adventturing career he already has a reputation as a sturdy follower, always ready in a fight and to follow orders. e is male, @4 yearold human warrior.
T* 15 '+: 12 IN 1C I:T 12 -+ 3 07; 1> '% 12 7%-+: Attac5 a1age Parry Points word 54< 10DO1O105 52< @2 hield 52< 1@ 'ross$ow 52< @05O@ %*H+* 4 point chainmail KIBB 'lim$ 4444<. K:+B70E7 Biteracy 12
T* 12 '+: 1> IN 3 I:T 14 -+ 1A 07; 14 '% 1@ 7%-+: Attac5 a1age Parry Points taff 42< @05 44< @2 hortsword 52< 105O1 52< @2 0agger >4< 10>O@ >4< 12 %*H+* C point cuir$oilli -7BB Bift 52444<. -7BB6++K ummonL0ismiss alamander >4<. H%EI' IT7H orcerer/s staff with -+ of 14. KIBB 'lim$ 4444<. K:+B70E7 ealing %rt >422
R!GBEL THE ROG!E is a sandyhaired, shiftyeyed rogue. angor has $een on an adventure with him says he is trustworthy at least as long as things are going well for the party. e tends to $e a whiner, $ut there are few rogues who can match his softfooted expertise, or so he says. e is male, @C yearold human rogue.
T* 1@ '+: 11 IN 1C I:T 1C -+ 1> 07; 1A '% 11 7%-+: Attac5 a1age Parry Points hortsword A2< 105O1 A2< @2 0agger 54< 10>O@ C4< 12 %*H+* @ point leather H%EI' IT7H %mulet with 'ountermagic level >, A2< chance to activate. KIBB 'lim$ A24<. K:+B70E7 ealing %rt >42<. SHERL THE SAGE is a young student anxious to increase her leaming in Bore and Banguages, and in need of funds to finance her education. he can demonstrate a ready hand with sword and spear. he is female, @4 yearold human sage.
T* 1@ '+: 14 IN 12 I:T 1A -+ 1> 07; 1@ '% 3 7%-+: Attac5 a1age Parry Points word 54< 10DO1 >4< @2 hield 44< 1@ @ spear 42< 10DO1 42< 14 %*H+* C point cuir$oilli -7BB ?ision >2<. KIBB 'lim$ 44444<. K:+B70E7 ealing %rt D4
T* 1> '+: 15 IN 1@ I:T 11 -+ D 07; 12 '% 12 7%-+: %ttack 0amage -arry -oints &ist 42< 10C 42< %xe C2< 10DO@ @4< 14 hield @2< 1@ 8avelin @2< 1012 %*H+* @ point leather plus > point ringmail KIBB 'lim$ 44
BAKGRO!N% INFOR"ATION Jour character can easily discover that arkath an was a famous wiGard and necromancer two hundred years ago. e is reputed to have died then, $ut no one ever saw a $ody. The Troll 6ridge (which the party must go) is the only way across a rushing river. It used to $e a waypost of the 7mpire of TGand, $ut is now guarded $y trolls. They usually let a party through for a price, usually in coin. The Three isters are a mountain formation which, looked at from a certain angle, appears like three women. The three mountains are called the Haid, the Hatron, and the ag. FIRST ENO!NTER The trip is uneventful until the party reaches 0ragonwing -ass high in the Hanticore Hountains. *oll 10122, if the roll is 2142, the party will $e attacked $y four manticores (roll
them up from the monster section). The manticores will fly out of the sun at the party as they ride along a fairly clear area in the pass. The manticores are after meat. They will attack horses first. If they kill one, they will leave the fight and collect their prey after the party moves on. If the die roll is 4122, roll again. If this roll is 2142, four manticores attack the party while they are camped at night. 6e sure the party has set up watches. Fnless a pot idden Item roll is made, the manticores will $e on the horses (where have they $een picketedZ) $efore the party is aware of them. The manticores have the same motive as $efore. TROLL BRI%GE hen the party approaches the Troll 6ridge, it will get a $ig surprise. The $ridge is guarded $y elves. They will $e "ust as greedy as the trolls a$out collecting a toll, $ut are less likely to want it in $lood. They are all seasoned warriors, at least A4< with their $ows and swords, and there are a$out twenty of them. They will $oast of having driven out the trolls, though there is no sign of a ma"or $attle. If asked, they will say the trolls went off in the same direction the party is heading. TROLLHO"E "O!NTAINS The Three isters are in the Trollhome Hountains, so called $ecause the troll race reputedly started there. owever, there is no sign of trolls a$out. The reason there is no sign will $ecome
o$vious on successful roll of >2<. The reason is a pair of 'himerae, who have set up a nest in the area. *oll them up from the monster section of the rules. They are large, mean, and hungry, and will gladly feast on horse or man, whichever comes first. If slain and tracked $ack to their lair, the seekers will find that there are a couple of corpses. +ne of them has a $right sword in a ripped sca$$ard. % successful ?ision spell will show that the sword has a harpen > spell in it and a 'ountermagic C spell. % ?ision spell must $e used twice to discover the key words to $oth spells. There are also a$out 1C2 'r worth in pennies, 'rowns, and Imperials scattered a$out the nest.
'A!LT OF SARKATH HAN The situation at the vault is not 9uite as pictured in the floorplan. Keeneyed mem$ers of the party (those having made pot idden ltem rolls) will see that troll tracks lead up to the entrance of the vault. lt takes no special sight at all to see that the dou$le $ronGe doors at the entrance have $een $roken and hang crookedly a"ar, and that the pit trap in front of the doors is open. Eoing up to the entrance will show that the pit trap contains the $ody of a go$lin. omeone listening at the door (make a Bisten roll) will hear the sound of strident snoring. omeone
looking into the doorway will see a pile of rock where the deadfall trap is supposed to $e, and with a pot idden Item roll, will see a small go$lin foot sticking out of the pile of rocks. The trolls have found the vault (that/s why they left the $ridge), and a small group of them and their go$lin slaves are still occupying the place. They have made a few changes to the floorplan. %fter the pit and the deadfall killed two of their go$lins, the trolls had their little compatriots dig around and into the $ody of the vault, as shown on the floorplan. hen the adventurers arrive, there are up to four trolls and up to eight go$lins still in residence. The referee should tailor the num$er of inha$itants to $e a$out two less than the num$er of people in the party. The trolls are mostly $eginners roll them up from the monster section. owever, their leader is Keentusk the or cerer Troll. KEENT!SK THE SOREROR TROLL is a male, >4 yearold magician.
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%lso, as their share of the vault/s magical loot, each of the other trolls has one magical item. +ne has a $elt with a -rotection @ spell in it, one has a iing with an 7nhance > spell in it, and one has a $racelet with a ?ision spell in it. The go$lins are $eginners, with no magical treasure. hen the adventurers arrive, one go$lin is supposed to $e on guard duty in the mouth of the tunnel they dug in the vault. e is asleep. 6eing nocturnal creatures, so are Keentusk and the other trolls and go$lins. If the adventurers make three successful Hove uietly rolls to get $y the doors, clim$ over the rockpile, and approach the guard, he will not wake up, and the party will have complete surprise. If he does wake up, the other trolls and go$lins will $e ready to fight in 105O@ melee rounds, roll for each inha$itant. They will fight the adventurers, doing their $est to force the party out of the vault. SKELETAL G!AR%IANS 6ecause the trolls $urrowed around to the main storehouse, they never fell into the second pit trap, nor opened the doors to the storehouse. Thus, they are entirely unaware of the four to eight (again, the referee must decide on the $asis of the siGe of the party) skeletal guardians in the secret Euard *oom. These will come out only if the pit or the door opens.
The skeletal guardians use sword and shield and wear chainmail (4 point armor). They will attack the nearest
standing person, whether troll or human, and first sweep to the pit edge, then move out to the vault entrance, and go to the doors of the storehouse, "umping the pit, and entering the storehouse if the doors are open. +nly if t he entire corridor and storehouse are cleared will the skeletal guardians enter the troll tunnel, and they will not do that unless there is a standing foe within the tunnel. Their programming does not account for the tunnel. SERET 'A!LT The trolls also never found the secret vault. The party, having the map, can open the secret door. This will give them a view into the room and the sight of the pentacle drawn on the floor of the alcove leading to the room. %nyone crossing this pentacle (whether he does it on the ground or in the air) will trigger the demon(s). There are one or two demons (again, referee/s choice) rolled up from the monster section. They will attack anyone who has crossed the pentacle, no matter where they are now. They will also attack anyone who attacks them, including with spells and archery. %t the same moment the demons appear, the person with the highest current -+ will find a small voice in his mind asking, Vho are youZ// This is the ghost of arkath an. e wants the party to $urn his magic $ooks, which are in the secret vault. If they promise to do so, he will dimiss the demon(s). If they refuse, he will attack in ghostly com$at with a -+ of @4. 6urning the $ooks will free his ghost to go to his eternal reward. TREAS!RE The trolls have a$out 4222 'r in assorted treasure. It will take fullyloaded horses to get it all out (especially the @222 'r in pennies). The secret vault has @0122 Imperials, 420122 'r, and ten "ewels of various types. They are worth @2x10122 'r each. There are also six magical items $esides the $ooks and the censer arkath an has $een inha$iting for the last two hundred yearsR a $ow with a harpen > spell in itX a candle for summoning a third level salamander (it is only good for five more uses $efore $urning out)X a crystal $all with a ?ision 5 spellX a suit of chainmail with a -rotection C spellX a pair of demonhide $oots which will increase 8ump a$ility $y OC2
EN% OF THE SENARIO +r is itZ %re the elves going to want a cut of the lootZ There are still manticores in 0ragonwing -ass, and may$e chimaera in the immediate vicinity if they haven/t $een killed already. 0oes the Kingdom of the &ar 0ales tax the profits of its adventurersZ This can only $e the $eginning of the adventures of this hardy $and. 'arry on, into the wilds and wonders of Magic World [