RulesPal
Chat
Rulebook
Legends of the Ancient World: Orcs of the High Mountains thumbnail

Legends of the Ancient World: Orcs of the High Mountains

Legends of the Ancient World: Orcs of the High Mountains Rulebook

Table of Contents

Table of Contents

  • Rules
    • Entries
    • Plot Words
    • Battles
    • Player Turn
    • Character Turn
  • Characters and Action
    • Passing a Check
    • Winning an Action
  • Weapons/Armor/Damage
    • Weapons
    • Armor
    • Damage
    • Fatigue
  • Movement
    • Space
  • Attack
    • Strike
    • Shoot/Throw
    • Grapple
    • Grappling Options
  • React
    • Dodge
    • Counterattack
    • Grapple
    • First Attack
    • Zone of Control
  • Magic/Psionics
    • Requirements
    • Fatigue (F)
  • Character Development
    • Advancement
    • Karma/Wish
    • Curse
  • Sample Characters
  • The Adventure
    • Enemy Tactics
    • Checking at Locations
    • Fantasy Economics
    • Begin
    • 002
    • 003
    • 004
    • 005
    • 006
    • 007
    • 008
    • 009
    • 010
  • Appendix A: Skills
    • Athletic
    • Combat Skills
    • Social Skills
    • Survival Skills
    • Trade Skills
  • Appendix B: Weapons/Armor
    • Hand Weapons
    • Pole Arms
    • Missile Weapons
    • Armor & Shields
  • Appendix C: Magic
    • Direct Spells
    • Dynamic and Static Spells
    • Multi-Space Spells (marked by an *)
    • Staffs/Wands
    • Creation Spells (Static)
    • Enchanting Spells (Static)
    • Illusion Spells (Static)
    • Kinetic Spells (Dynamic)
    • Morphing Spells (Static)
    • Seeing Spells (Dynamic)
    • Summoning Spells (Static)

Rules

Players play one or more characters who go adventuring. One player reads the entries aloud, and tracks progress.

Entries

The adventure contains numbered entries. Each entry contains options. Upon choosing an option, turn to the corresponding numbered entry and continue from there.

Plot Words

If you choose an option with an upper-case word in parentheses, record this as a plot word. If you already have a plot word shown in brackets, turn to the corresponding entry.

Battles

When you fight, place your characters on the board as instructed by the entry. Your characters move first.

Player Turn

The active player moves his characters one at a time. When his characters have moved, the next player begins.

Character Turn

In his turn, a character moves, and then executes ONE action. An action can be an attack, casting a spell, or using an item.

Characters and Action

Create a character with three attributes--Strength (ST), Dexterity (DX), and IQ (IQ). Allocate 32 points, with a minimum 8 points per attribute. A character begins with 4 skill points (max 2 per skill). (Appendix A)

Passing a Check

A character must pass 3/DX to hit a foe. Roll three six-sided dice (3d6). If the total is the character's DX or less, he hits and rolls damage (Weapons / Armor / Damage).

Winning an Action

You and your foe each roll any number of dice (d6). The higher roll total wins. A total exceeding a character's attribute fails.

Weapons/Armor/Damage

Weapons

When you hit, roll a number of dice (d6) equal to your weapon's damage rating. The roll total is the damage inflicted on the foe. Heft is the ST required to use the weapon. (Appendix B)

Armor

Reduce incoming damage by the character’s armor protection rating. Reduce the character’s DX by the armor burden.

Damage

A character suffering his ST in damage is incapacitated. He can do nothing. After battle, unless healed to 1ST, he dies. Living characters recover between adventures.

Fatigue

A character suffering (damage + fatigue) equal to his ST is incapacitated. Fatigue recovers with sleep.

Movement

A character can move a number of spaces equal to half his DX, rounded down. After moving, he can execute one action.

Space

Unless grappling, only one character occupies a space.

Attack

After moving, an attacker can attack ONE foe, using one of the following actions:

Strike

An attacker hits an adjacent foe by passing 3/DX. If the attacker hits, roll damage.

Shoot/Throw

An attacker with a missile weapon hits an unobstructed foe by passing 3/DX. A shooter cannot move, but a thrower can. Targets behind cover are 4/DX to hit.

Grapple

An attacker attempts grappling by entering a foe's space. On winning DX, the attacker rolls damage. Otherwise, the weaker fighter exits, and the two are not grappling.

Grappling Options

Grapplers only fight each other. The fighter winning ST can: (1) Roll damage; (2) Exit or eject a weaker foe; or (3) Drag his foe one space. Unarmed damage is d2. Stronger fighters do +1 damage. No armor/grappling.

React

A defender can dodge, counterattack, or grapple one foe, but he cedes his next turn.

Dodge

A defender dodges a strike by passing 3/DX. If he has no space to retreat, he cannot dodge. The defender can view the attacker's hit roll, but not damage roll, before deciding to dodge.

Counterattack

A character surviving an attack can strike or shoot his attacker by passing 3/DX.

Grapple

A defender surviving a strike can attempt grappling by entering the foe's space. On winning DX, the defender rolls damage. Otherwise, the weaker fighter exits, and the two are not grappling.

First Attack

A grappling target who has not reacted this turn can strike or shoot his foe before grappling. The target hits by passing 3/DX. If he hits, he rolls an extra die of damage.

Zone of Control

If an attacker, next to a defender, moves to another adjacent space without attacking, the defender can counterattack or grapple the attacker.

Magic/Psionics

A mage casts a spell by passing 3/IQ. Some spells require the mage to win IQ against his target (Appendix C).

Requirements

A mage can only use spells his IQ or less. He can cast into any unobstructed space. He cannot move in the turn he casts, and he cannot cast while grappling.

Fatigue (F)

"F" is the fatigue the mage suffers when casting succeeds. A staff, wand, or psionic crystal absorbs fatigue for the mage. Staffs, wands, and crystals recharge overnight. Staffs/wands do d6 damage as a weapon.

Character Development

A character earns one experience point (XP) per fight he wins, or plot word he acquires.

Advancement

Characters increase attributes by spending XP = 3/2 x current attribute, rounded down. A character learns one point of a skill/spell by spending 10XP. Only mages learn spells, but they learn no skills.

Karma/Wish

A character passes a failed roll by using a karma point. A character spends a wish to fully revive, even if he just died. Karma, Wishes, & XP roll over to other adventures.

Curse

A curse reduces ST/DX/IQ by one point. A character lifts the curse by expending one wish, or permanently reducing his highest attribute one point. Curses are cumulative.

Sample Characters

Ajax ST14 DX10 IQ8 (Warrior)

  • Skills: Acrobat+2, Sword+2
  • Weapons: Great Sword 3d6-1/14
  • Armor: Cloth 1/0

Magus ST9 DX10 IQ13 (mage)

  • Spells:
    • Fireball: 3d6 IQ12 F3
    • Invisibility: Target is 5/DX to hit. IQ12 F4
    • Shatter Weapon IQ12 F3
    • Sorcerer's Tongue
  • Weapons: Staff d6/8 F13
  • Armor: mage's Cloak 2/0

The Adventure

Enemy Tactics

Foes fight their closest enemy. They do not dodge, and flee on taking 1/2ST damage.

Checking at Locations

When the party must pass a check, one character checks once for the entire party.

Fantasy Economics

10 Copper (c) = 1 Silver (s). 100s = 1 Gold (g). 1c is a day of unskilled labor.

Begin

You begin with four characters, equipped with two weapons (or a weapon and a shield), and armor up to leather. Each character begins with 10 silver pennies.

002

You are in a long tunnel that slopes downwards about 20 yards from south to north. The lower north end of the tunnel smells damp, as if water hangs in the air. Even in the darkness you can see long scratch marks along the walls as if someone resisted being dragged off. You can exit north (031) or south (014).

003

Though he is reluctant, Aspur the woodsman, a Luprian scout, will agree to track the Orcs for you, though he will insist on 15s for his service. Deduct the money from reserve and follow the scout to the caves of the Orcs (025).

004

You look carefully along the platform. You find a belt pouch with 15c and 3s. And, of course, there is the gong. It weighs 12 kg and is not worth much. But then again, some people just like having a gong (031).

005

Carefully picking your way around the room, you uncover a secret cubby holding rough notes and a few noteworthy sketches. Some of the sketches are on paper, others on sheepskin--or what appears to be skin, but with a different texture (008).

If anyone has LITERACY in the Common Tongue, they find a brief tale of how the elder dragon Orm-Umbar escaped from imprisonment and captured Pyrus the summoner (008).

006

As you saunter up to the caves, three Orcs stand up from behind the bushes and attack—the Orcs have initiative (021).

007

Looking up, you find a faint drawing high on the wall. It depicts a mountain and at the very top, tiny dragons appear to fly about (024).

008

You are in the Shaman's room, a large, irregular room with cave entrances on the east and north walls. A large cauldron sits simmering in the center of the room, under a smoke-hole in the ceiling. A stone butcher block sits next to the cauldron, covered in cutting implements, blood and bits of flesh that are best left unidentified. A small chest sits in the corner, next to a pile of rags and pillows. The shaman Snargfist stands next to the cauldron, stirring some foul brew, while his bodyguard Moak picks an axe up from the butcher block.

You have initiative. You start on or adjacent to the D spaces. Snargfist is at X and Moak is at Z. The cauldron at W and the butcher block at Y give anyone standing behind them +1 point of Armor vs. missile weapons as they use the large objects for cover. If you win, you can examine the spell book (012), open the chest (015), or on passing 3/IQ, search the room (005). You can also exit north (018) or east (014).

  • Snargfist (X): ST11 DX14(13) IQ10; wizard’ staff D6-1; cloth 1/1; 18c, 3s, spell book. Snargfist shoots a "magic fist" spell at one opponent per turn. He hits by passing 3/IQ; if he hits, he does 2D6-2 damage.
  • Moak (Z): ST15 DX12(9) IQ9; battleaxe 3D6; chainmail 3/3; 16c, 4s.

009

As you look across the rocky entrance, you see a rough sketch of a fist grabbing a pair of manacles scribbled next to the opening. You seem to recall that this symbol has some sort of significance, but the memory is hazy at best. You have the codeword MANACLE (021).

010

The chest yields 30c, 41s, 1g, 3 gems, and a vial of liquid. You decide to pocket the treasure (008).

If anyone has RECOGNIZE VALUE, they can tell that the gems are worth 60s each. They may be sold in town when you return. If anyone has READ SORCERER’S TONGUE, they can tell that the vial is a Demeran rejuvenation potion which will heal 1D6+1 ST (008).

011

You find a gleaming broadsword. As you draw the sword from its scabbard, the magnificent blade glows with an intense blue light. This is a fine blade indeed, and magical one to boot. It does 2D6+2 and requires ST12 to wield (035).

012

Snargfist’s spell book contains copies of the 4 spells he knows: Fire, Shadow, Magic Fist, and Drop Weapon. A magic user with IQ12 or better and Sorcerer’s Tongue may cast the spells from this book as if they were scrolls. Casting each spell in this way incurs no fatigue, but the spell is erased from the book once it is cast (008).

013

The clean white bones have mysterious runes burned in strange but curious patterns. You do not get a good feeling about the bones (031).

014

You are in the entrance cave, a large room of uneven stone. Clay pots filled with lit oil and straw provide just enough light to make out the piles of dirty furs and discarded rags that make up the bedding for the Orc bandits. Dark openings in the cave walls lead to tunnels north, east, and west, while sunlight filters in through the hanging vines covering the exit to the south. As you enter, two Orcs and two goblin archers stand up and prepare to attack.

You begin on or adjacent to A. The Orcs are at V and S. The goblins are at Z and U. You have initiative. If all enemies are defeated, you can exit north (002), south (021), east (024), west (008), or on passing 3/IQ, search the furs and bedding (026), or search the rest of the room (023).

  • Orc (V): ST14 DX10(9) IQ8; mace 1D6+2; cloth 1/1; 12c, 1s.
  • Orc (S): ST13 DX11(9) IQ8; shortsword 2D6-1; leather 2/2; 10c, 4s.
  • Goblin (Z): ST10 DX11(10) IQ9; bow D6, dagger D6; cloth 1/1; 22c, 3s.
  • Goblin (U): ST10 DX13 IQ9; bow D6, javelin D6; 12c, 3s.

015

The chest is locked. If the heroes have the codeword BIGKEY, go to (010). If one hero has Lock Picking, he can open the chest (010). Otherwise, the chest weighs 4 kg and may be carried (008).

016

As you approach the caves, you spot movement among the piles of debris. Three Orcs lazily lie about, obviously waiting to ambush anyone approaching the caves. However, they have not yet seen you. You have surprise (021).

017

You follow the tracks to a cave located in a ravine at the edge of the High Mountains. Up close, there seems to be a worn path leading to the largest cave opening. Sparse trees, sickly bushes, and piles of rocks and debris surround the largest cave. One character checks 3/IQ. If he passes go to (016), otherwise, approach the caves and go to (006).

018

A crude door and lock block the opening. If the party has the codeword BIGKEY, or if anyone has LOCKPICKING, go to (037). If not, the party can break the door down (029), or give up and go elsewhere (008).

019

The entryway opens into a well-furnished cave. Candles and lanterns light the room, and old furs cover the floor. Clothing, backpacks, and other gear are strewn against the walls, and a long chain connects a frightened looking girl to the north wall. A bed rests against the east wall, and a table with 3 mismatched chairs dominates the center of the room, occupied by three figures. As you enter, a rough-looking elf rises from his chair, motioning to the other seated figures to do likewise. He smiles and says, "My friends," I can offer you one hundred silver pennies, and your lives, to leave now, and forget everything that you see before you!"

You can take his offer (032), exit to the west (024) or attack (035).

020

In a dark corner, almost unnoticeable, lies an odd-shaped lump. You pick it up, brush off some dirt and grime, and a finely crafted key emerges in the shape of an Oak leaf (024).

At one time, this key seem to have been of importance. However, that seems no longer to be the case.

021

You are in a field outside of a cave, on or adjacent to the spaces marked A. The cave entrance is at C. The three Orcs are near the cave entrance at E, F, and G. All other lettered spaces are piles of rubble. Moving through them uses an extra MA per hex. Each of the Orcs will shoot/throw missile weapons for one turn before changing weapons and then charging. Although they are guards, they will let you flee. If you defeat the Orcs, you may loot the bodies and enter the cave entrance to the north (014) or passing 3/IQ, search the cave entrance (009).

  • Orc (E): ST12 DX11(10) IQ10; bow 1D6, mace 1D6+2; cloth 1/1; 6c, 2s.
  • Orc (F): ST14 DX10(9) IQ9; 2 javelins D6, morningstar 2d6+1; cloth 1/1, 4c, 3s.
  • Orc (G): ST11 DX14(12) IQ10; bow 1D6, short sword 2D6-1; leather 2/2; 15c, 4s.

022

You come across an old beaten map on stained paper. The map portrays a large island off the coast of a village named "Seaside." Next to the large island is a small island, connected with a dotted line (035).

023

You find a nicely made silver talisman on a leather neck chain. When you return to town, you can sell it for 5s (014).

If you have the Dark City Games adventure "Crown of Kings," you now have a talisman that works in the mountain (014).

024

You are in a tunnel running east and west. Despite being somewhat dim, it is cleaner than the rest of the caves. On passing 3/IQ, you can search the tunnel (020), examine the walls (007), or you can depart through the opening on the east (019) or west (014).

025

The Orc caves are located in a ravine at the edge of the High Mountains. Aspur points in the direction of the largest cave opening, tells you that the tracks lead there, then makes a hasty retreat. Sparse trees, sickly bushes, and piles of rocks and debris surround the largest cave. One character checks 3/IQ. If he passes go to (016), otherwise, approach the caves and go to (006).

026

Searching through the assorted rags and piles of disgusting furs, you uncover a leather pouch with two vials of liquid labeled with strange lettering. You pocket the vials for sale when you return to town (014).

If one of the characters has the ALCHEMY skill or reads SORCERERS TONGUE you discern that the vials are Demeran rejuvenation potions. Each one instantly heals no more than 1D6+1 points ST for one character (014).

027

You look over the edge of the stone platform, peering into the deep black water several feet below. Shards of old and new clothing hang from sharp rocks by the base of the platform, and splatters of black blood stain the rocks. You think you see movement under the surface, but quickly pull yourself back (031).

028

Buried under the sacks is Snargfist’s treasure hoard. Inside a box are 35c, 24s, and 2g. There are also maps of the surrounding area and several large, feathered hats. While the hats are of no real value (though they are impressive), the maps will be worth 10s when the heroes return to town (037).

029

The door is crude, but sturdy. The heroes can attempt to bash it in by attacking it with weapons. Up to two party members per turn may attack the door. The door has 20 ST and an armor of 3. When the door is out of ST, it cracks and collapses.

This will make a lot of noise. Roll 1D6 each turn. On a 1 or 2, Orc hunters will hear the noise and enter the caves to investigate. To resolve this battle, place your characters adjacent to the C spaces. The 3 Orcs enter on or adjacent to the D spaces. Keep in mind, the cauldron is still at W and the butcher block is at Y. You have initiative. If you survive you may continue to attack the door. If you break it down go to (037), otherwise return to (018).

  • Orc1 (D): ST12 DX12(10) IQ9; shortsword 2D6-1; leather 2/2; 12c, 2s.
  • Orc2 (D): ST13 DX11(9) IQ9; spear D6+2; leather 2/2; 15c, 1s.
  • Orc3 (D): ST12 DX11(9) IQ9; crossbow 2D6; shortsword 2D6-1; leather 2/2; 14c, 2s.

030

As you look through the shelves, you suddenly find yourself peering into the vacant stare of empty eye sockets. What sits before you is a human skull. More unsettling is the fact that the skull seems somewhat fresh. "Cleaned" tissue still clings to it and the odor of death is heavy in the air (037).

031

You are on a stone platform in a large, underground chamber. There are only a few lit oil pots directly to either side of the door, but even with that feeble illumination, you can see that the cavern is huge. It stretches out for well over a hundred feet to the north, well beyond the light given off from the pots. The majority of the chamber is filled with water, and only a small, 20' x 15' stone platform extends out into the lake from the entryway. In the distance, water can be heard slowly dripping from the ceiling into the enormous underground lake. Several large ripples can be seen, indicating movement out about 10 feet from the platform. The water is unfathomably deep, and you would never be able to swim to the far side of the lake, if it exists. The only other fixture here is a large gong. You can search the platform (004), look over the edge of the platform (027), ring the gong (036), or exit back up the tunnel (002).

032

You agree to his offer. The girl whimpers, then bawls as you leave the room, followed by Grim and his bodyguards. He escorts you to the cave entrance and gives you your money, gleefully smirking. You can reenter the cave (014) or leave the helpless girl to a hideous doom and return to town (039).

033

In the piles of gear and clothing, assorted garments emerge that certainly belonged to different people. They are items that no Orc would ever wear. Some garments betray a splattering of blood, others are torn or appear to have been used to bind a victim (035).

034

A sheet of paper on the table catches your eye. At the top of the sheet there is an icon of a fist holding a pair of manacles. You can take the page and sell it in town for 5s (038).

If anyone reads COMMON TONGUE, you see that the page is some sort of list. The first column is the species; the second column gender; then age; weight; condition and price (038).

035

You are in or adjacent to the B spaces. Graentel is chained to the wall at C. There is a bed at C and a table at W. Grim the elf is at Z, Throng the Orc is at X and Gospit the goblin is at Y. You have the initiative. If you win the encounter, you can search the room and free the girl (038), search the table (022), look along the walls (033), or on passing 3/IQ, do a thorough search (011). You may also exit to the West (024) or return to town (040).

  • Grim (Z): ST11 DX13(11) IQ11; shortsword 2D6-1; leather 2/2; 14cs, 100s; Big Key (BIGKEY).
  • Throng (X): ST15 DX11(9) IQ9; battleaxe 3D6, daggers D6; leather 2/2; 40c, 4s.
  • Gospit (Y): ST10 DX12(11) IQ11; 4 javelins D6; cloth 1/1; 22c, 3s. Gospit will throw 3 javelins, saving the last for melee combat.

036

Suddenly an enormous tentacle rises out of the water, followed by a hideous, beaked head. An enormous cave kraken attacks anyone on the platform.

You are on or adjacent to the A spaces. Only the lightly shaded hexes extending from the A spaces are solid; all others are water hexes (including B, C and D). The kraken is a monster with a 5 hex reach; its head is in the water at W. The Kraken has initiative. If you survive, you can search the platform (004).

When a character falls in the water, he immediate drops everything not attached to his body. Characters with SWIMMING skill can swim one space per turn (or climb one space to shore). Any character wearing armor or clothes must pass 3/ST + SWIMMING, but minus the restriction of the armor he is wearing. For example, a character with ST12, SWIMMING+1 wearing chainmail must roll nine (12+13=10) or less to successfully swim one space. (The printed example does not reconcile: it reads "nine (12+13=10)", so it is transcribed as printed.) Each time a character fails, he takes D6 fatigue. A character can spend a turn taking off armor (it sinks and is lost forever), but assuring he will not have to take further swim checks. Any character reaching ST0 falls unconscious and drowns, sinking slowly to the bottom of the lake before he is torn apart and eaten by the Kraken.

  • Cave Kraken: ST22 DX11 IQ5; beak 3D6; skin 1/0. The kraken can attack up to 3 targets per turn both on land and in the water. Each tentacle grapples one target, only rather than attacking, the tentacle must win ST against the character to drag him one space towards his head. Each tentacle has a ST9. Ultimately, the Kraken hopes to drag a victim into its head space where the Kraken will attack with its beak and try to eat the victim. If the Kraken gets a meal, he immediately submerges, leaving the party to go on its merry way. The kraken will not be killed until its head is slain. Tentacles can be attacked individually. Each tentacle is protected by rubbery skin 1-0 and is severed after 9 hits. The kraken will retreat if it loses one tentacle--there is easier food to find (004).

037

With the door no longer blocking the entrance, you enter a small room filled with sacks and broken boxes. Most hold food of questionable origin, old rags, and torn uniforms. A horrible rotting stench hangs in the air. On passing 3/IQ, you can search the shelves (030), the sacks (028) or exit to the south (008).

038

Graentel, petrified with fear after just witnessing the killing of Grim and his Orcs, doesn't quite know whether to weep with joy or cringe in fear. However, she quickly figures out that you are here to save her. She cries hysterically for a few minutes, but gets a handle on herself. She tells you that Grim's BIGKEY will open her manacles, and you free her.

Graentel is scared and would like to leave the caves as quickly as possible. However, she clings to her rescuers and will follow where they go. After all, these brave heroes are obviously powerful enough to clear the caves. Graentel will not enter combat under any conditions, though she will defend herself if attacked. In the event that her skills are useful to the party, she will do her best to aid them.

Under Grim's bed you find a chest with 25c, 20s, and 5g. There are also four vials with writing on them. If you have the codeword MANACLE go to (034). You can search the table (022), exit to the west (024) or return to town (040).

A character with ALCHEMY or SORCERERS' TONGUE realizes that the vials contain Elvish Greensalve. Two vials will instantly heal D6+1 ST per vial. The other two vials contain Assist Potions. Each potion will allow a character to raise one stat of their choice by +1 for one encounter.

  • Graentel: ST9 DX11 IQ10; Farming+1, Animal Handling+1.

039

You return to town. The farmers wail in agony when they realize that their niece is lost, and of course the characters will not receive the additional 30s reward. The party quickly packs up its belongings and leaves town before the locals find out what REALLY happened (END).

040

The heroes return to Leaf’s Hill with Graentel in tow. She runs to her family, who weep with joy. Hugs and kisses are exchanged, and the heroes find themselves hugged if they stand too close. After this emotional reunion, uncle Salmanno turns to the heroes and hands them a small pouch containing 30s.

For the rest of the week, the characters are treated like the heroes that they are. As word of the defeat of the Orc raiders spreads through town, the heroes are given free food and lodging, and every night they are toasted at the inn. Each character is given a shirt and trousers of fine cotton fabric, and each receives a leather rain cloak as well. After a week of rest and relaxation, the heroes finally decide it is time to leave (END).

End

Whether you rescue Graentel or not, you can sell any treasure you acquired in the caves to the town merchants. Armor and weapons looted from bodies are worth 10s each. Unidentified items such as spell books, potions, gongs, and the like may be sold for 5s each.

The heroes will receive XP as normal. Additionally, if the heroes returned Graentel back to her family alive, they each receive an additional XP.

A note on using Demeran rejuvenation potions: Demeran rejuvenation potions are common throughout the land, though they do have one side effect. After 24 hours the user must sleep for 12 hours for EACH rejuvenation potion imbibed during the previous 24-hour period. As this adventure lasts less than 24 hours, this will not come into play during Orcs of the High Mountains. However, if the characters take the potions into further adventures, then the effects may become important.

Appendix A: Skills

  • Skills enable a character to perform an action, or or assist a character in doing so.
  • Enabling skills: You must pass a check, e.g. (3/DX) to use the skill.
  • Assisting skills make it easier for a character to pass a check, e.g. "+1/DX."

Athletic

  • Acrobat: +1DX dodge; -1 damage.
  • Riding (3/DX): Ride large animals.
  • Swimming (3/ST): Enables swimming.

Combat Skills

Each level gives +1DX and +1 damage.

  • HTH: +1ST/DX Hand-to-Hand/Unarmed.
  • Ax: +1 with Ax, Mace, or Club.
  • Bow: +1 with Bow, or Crossbow.
  • Knife: +1 with Dagger.
  • Pole Arms: +1 with Spear or Halberd.
  • Sword: +1 with Sword.

Social Skills

  • Charisma (3/IQ): Control neutral NPC.
  • Leadership (3/IQ): +1 to all friendly rolls.
  • Language (3/IQ): Elvish, Dwarvish, Orcish.

Survival Skills

  • Naturalist (3/IQ): 1 healing herb/day.
  • Navigation (3/IQ): Move extra instruction.
  • Stalker/Stealth (3/DX): Get free turn.
  • Survival (3/IQ): Find one ration per day.
  • Tracker (3/IQ): Identify, follow, erase tracks.

Trade Skills

  • Alchemist (3/IQ): ST/DX/IQ potion per day.
  • Animal Handler (3/IQ): Stop animal attack. Tame one beast in the adventure to serve you.
  • Bard/Storyteller (3/IQ): 1 karma per friend daily, to be used in current day only.
  • Craftsman (3/DX): Earn skilled labor rate.
  • Medic (3/IQ): Heal one damage/level, for damage sustained in current combat only.
  • Merchant (3/IQ): Purchase/sell goods at 10% discount/profit per merchant level.
  • Sailor (3/DX): Handle boats and ships.
  • Scholar (3/IQ): Read 1 instruction ahead.
  • Thief (3/DX): Pick lock/disarm trap. Steal item from store or NPC. On failing 3/DX, 2x guards ST10 DX10 IQ10 arrest thief.

Appendix B: Weapons/Armor

Weapons ratings are for damage/heft. Armor ratings are for protection/burden.

Hand Weapons

  • Dagger d6 (d6+2 grappling)
  • Club d6/8 (can be thrown)
  • Cutlass d6+2/10
  • Short Sword 2d6-1/11
  • Broad Sword 2d6/12
  • Great Sword 3d6-1/14 (2 hands)
  • Morning Star 2d6+1/13
  • Battle Ax 3d6/15 (2 hands)

Pole Arms

Pole arm strike first, even in foe's turn!

  • Lance d6+2/10 (can be thrown)
  • Spear 2d6-1/11 (can be thrown)
  • Halberd 2d6/12 (2 hands)

Missile Weapons

  • Bow d6/9 (2 hands)
  • Long Bow d6+2/11 (2 hands)
  • Cross Bow 2d6/12 (2 turn/reload)

Armor & Shields

  • Cloth 1/0
  • Leather 2/1
  • Chain Mail 3/2
  • Plate 5/3
  • Shield 2/1
  • Large Shield 3/2

Appendix C: Magic

Direct Spells

A mage throws a direct spell by winning IQ against the target.

Dynamic and Static Spells

Dynamic spells are a single action. Static spells remain for the duration of the battle. Static spells cannot be stacked.

Multi-Space Spells (marked by an *)

Mages can throw a multi-space spell on contiguous spaces. Each space costs F.

Staffs/Wands

A staff/wand max capacity = mage's IQ. Increase capacity by expending 2XP/point. Staffs/wants recharge overnight.

Creation Spells (Static)

  • Fire IQ9-F2*: Burns 2 damage (no armor) on anyone in or passing through the space. Animals will not enter.
  • Rope IQ11-F2*: Binding/climbing. Target escapes by winning /IQ against mage.
  • Wall IQ11-F2*: Creates a 1-space solid wall. Cannot cast on occupied space.

Enchanting Spells (Static)

  • Confusion IQ10-F4 (direct spell): Target is 4/DX or 4/IQ for all actions.
  • Slippery Floor IQ10-F1: Character in spell space fights at 4/DX.
  • Reverse Missiles IQ11-F3: All missiles attack shooter instead.
  • Freeze IQ12-F4 (direct spell): Freezes target. Target breaks spell by winning IQ. Target unfrozen if attacked.
  • Invisibility IQ12-F4: Target 5/DX to hit.
  • Flight IQ13-F4: Target flies with MA12.
  • Stone Flesh IQ13-F4: 4/0 armor
  • Dispel Magic IQ14-F4: Kill static spell.
  • Death IQ16-Fx (direct spell): Deliver 1 damage for each F spent.

Illusion Spells (Static)

Illusions persist until disbelieved or killed. Winning IQ against the mage kills the spell.

  • Illusion IQ11-F2*: Create one-space object.
  • Sleep IQ11-F3* (direct spell) Target falls asleep. Wakes if attacked/shaken.
  • Mind Control IQ13-F5 (direct spell): Control target. No suicide. Target recovers by winning IQ vs mage.

Kinetic Spells (Dynamic)

  • Magic Fist IQ8-F2: 2d6 damage
  • Drop Weapon IQ8-F1
  • Shatter Weapon IQ12-F3
  • Fireball IQ12-F3: 3d6 damage. Starts fire.
  • Lightning IQ14-F4: 4d6 damage

Morphing Spells (Static)

Mage assumes the DX, shape and abilities of creature, but retains IQ. Mage returns to human form when willed or unconscious. Mage cannot cast spells in guest form.

  • Werewolf IQ11-F2: STx1 DX12, move 8, Bite d6+1; Skin 1/0.
  • Werebear IQ13-F4: STx3 DX11, Bite 3d6; Skin 2/0. Damage reduced 1/3 in human form.
  • Weregoyle IQ15-F4: STx2 DX11; Claws 2d6, Skin 4/0, flight 16 spaces. Damage reduced 1/2 in human form.

Seeing Spells (Dynamic)

  • Reveal Magic IQ9-F2: Detect magic
  • See Future IQ14-F3: Read one instruction ahead.

Summoning Spells (Static)

Mage summons one being only. Being appears adjacent, and moves the following turn. Being vanishes if mage incapacitated.

  • Summon Wolf IQ9-F3: ST11 DX12 IQ6 MA8; Bite d6+1; Skin 1/0.
  • Summon Warrior IQ10-F3: ST12 DX12 IQ8; Sword 2d6, Shield 2/1.
  • Summon Bear IQ11-F5: ST30 DX11 IQ5; Attack 3d6; Fur 2/0
  • Summon Gargoyle IQ13-F5: ST20 DX11 IQ8 MA16/fly; Claws 2d6, Skin 4/0
  • Summon Giant IQ14-F5: ST45 DX10 IQ8; Club 3d6+3; Shield 3/0.
  • Teleport IQ15-F1: Move one character to any open space.
  • 011
  • 012
  • 013
  • 014
  • 015
  • 016
  • 017
  • 018
  • 019
  • 020
  • 021
  • 022
  • 023
  • 024
  • 025
  • 026
  • 027
  • 028
  • 029
  • 030
  • 031
  • 032
  • 033
  • 034
  • 035
  • 036
  • 037
  • 038
  • 039
  • 040
  • End