Professional Documents
Culture Documents
Hunters
Foreword
In 1984, my Mom bought into the famous-RPG mania. She had the purple Basic box; she had the red and blue B-E boxes. She
bought several books we would now call 3rd-party offerings and I can remember a huge dungeon map on graph paper curled up
behind Dads Lay-Z-Boy in the living room for months and months. We never got around to that dungeon. The dragon on the
bottom level is undoubtedly sleeping still and dreaming of making us her dinner.
That dungeon was left un-plundered, but it hardly matters. The Dungeon is by definition endlessly iterative because it is a
metaphor for the unknown. My mom shared that adventure game with me and eventually with my friends. It may have been the
last thing we shared before I committed the unforgivable sin of Growing Up. I dont know whether it was the enjoyment of the
game or the enjoyment of watching our enjoyment of the game that kept her refereeing for us for so long. Whatever the reason, in
this and in other pursuits, she instilled in me a life-long love of make-believe that Ive shared with my wife and my two children. Its
the one passion I share with my mom. The passion persists today.
Thanks, Mom.
Weve played Basic, and Expert, and Labyrinth Lord. Grey Matter is and was an inspiration. Chatting with Frank on DF and
Havard and Urieal and S. Stanley and others has been a blast and I hope to continue corresponding with those men for a good,
long time. I want to give special thanks to Brendan of Necropraxis for several rules, including the rules for Magic Wands.
Kids love RPGs. Love em. It is a simple and pure love that only a child or former child can have. Kids loved them back then,
and they do still. No childs imagination is so small that it can fit within a video game, no matter how big the sandbox and how
much RAM they use to portray it. No video game ever made can compete with tabletop RPGs.
And no video game ever will.
With the advent of the safe generation of children who never travel more than a few miles away from their mom and dad (and God
forbid unsupervised and without a helmet!), imaginative playcreative dramaticsand the youthful power fantasy we humans all
need to indulge in, has become more important than ever.
More than for you, my Contemporary, I offer this RPG to The Kids; not only as a rainy-day exercise or an applied maths problem
but something to stand in for the cops and robbers, Egypt games, and pickup sandlot baseball that belong only to our fathers, and
their fathers.
Treasure Hunters is a different attempt at make-believe; to see what might-have-been if wed lived in Wisconsin or the Twin Cities
during the decade between 1965 and 1974. To see what would have been shared with the world if Id known Dave and Gary, and
they had known us.
To that end, Ive strayed not far from the familiar template of other OSR offerings. You should be able to use this system to play
all your old favorite modules. Thanks to the Internet revolution, we now know were not alone in our desire for the older ways.
If weve discovered a country long-forgotten and made the old new again, its been because we are blessed to be standing on the
shoulders of Ogres-- Quantum and otherwise.
Scott Anderson
Seekonk, Massachusetts
30 April 2014
The Object
In a regular board or card game, theres one winner and one
or more losers. The great thing about cooperative RPGs
(role-playing games) is that there are no losers. In Treasure
Hunters, you assume the role of a fantasy hero. Players
cooperate to set goals, and then cooperate to reach them.
One player, called the Referee, handles most of the rules,
runs the characters and monsters the Heroes encounter, and
makes impartial rulings to keep the action going. There is
conflict, but it is conflict of a dramatic nature rather than the
interpersonal conflict that happens in lots of games.
The Mechanics
The Setting
Play Styles
If youre new to the hobby, be prepared to play with people
who have different strategies they use to get the most out of
the gaming experience.
the dice you will need with you to the table rather than
relying on the dice of others.
Paper and Pencil
Miniatures
Sometimes players play with lead or plastic miniature figures
which represent their Hero. These figures are purely
optional and the game can be played with or without them.
These are all perfectly acceptable ways to play, and they are
examples of the wide range of activities available to players
of Treasure Hunters.
Glossary of Terms
Meaning
Six Stats
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Base Attack Bonus
Hit points
Hit dice (or hit die)
Armor class
Experience points
Player character or Hero
Non-player character
Copper pieces
Silver pieces
Gold pieces
Platinum pieces
Roll this number or lower
Roll this number or higher
Saving Throw
Chapter 2: CHARACTERS
Wisdom (WIS) measures how keen your senses are and
how easily you resist magic. It is also a measure of
common sense.
Creating a Character
Creating a player-character for Treasure Hunters follows a
very simple six-step process:
Step 1: Roll the six basic attributes.
Step 2: Select your character class.
Step 3: Arrange Background Skills.
Step 4: Determine wealth and equipment.
Step 5: Determine combat scores.
Step 6: Determine name, sex and age.
character. Choose alignment.
Score
Language Aptitude
Limited senses
4-5
Easy to fool
6-8
9-12
Normal senses
13-15
+1 Magic saves
16-17
+2 Magic saves
18
+3 Magic saves
Score
Score
-3
4-5
-2
6-8
-1
9-12
none
13-15
+1
16-17
+2
18
+3
-3
4-5
-2
6-8
-1
9-12
none
13-15
+1
16-17
+2
18
+3
Constitution (CON) measures how healthy and strong-ofbody you are. A good Constitution gives you more hit
points.
-3
4-5
-2
Score
Language Aptitude
6-8
-1
9-12
none
4-5
13-15
+1
16-17
+2
18
+3
6-8
9-12
13-15
16-17
18
*A character will always gain at least one hit point per hit die, no
matter what number is rolled.
-5-
Reaction Adj.
Retainers
Morale
+3
4-5
+2
6-8
+1
9-12
13-15
-1
16-17
-2
18
-3
10
Wizards are special Men who can learn to cast spells like the
Elf as well as fight like other Men do.
Select your character class now, or flip to the end of this
chapter to read more and then select it.
Prime Requisites
Each kind of Hero has one or two ability scores which he
uses most regularly in his class abilities. Having aboveaverage scores in these stats means he will find his job easier,
and will advance more quickly than similar characters with
lower scores. The attributes associated with each class are
called Prime Requisites, and they are listed below:
Prime Requisites*
Elf
Dwarf
STR
Halfling
DEX
Gnome
Fighting-Man
STR
Thief
DEX
Cleric
WIS
Wizard
create things now that will become the artifacts and trophies
others will some-day collect. Fool-hardy, curious, creative,
quarrelsome, kind, philosophical, romantic, and passionate:
the shortest-lived of the common races is Man. And
perhaps because of his short life, he is the most ambitious.
Men can be found in every corner of every continent and on
every island of every archipelago. They build great cities and
terrible dungeons. They wage glorious war and sing love
songs of heart-breaking sadness.
If you dont find quite the right character class here (or wish
to play another race), dont hesitate to ask your Referee
about writing a new character class that better reflects your
character concept.
The Heroes of Men: Among all the races, there are far more
human Heroes than all the other kinds put together.
Adventuring life suits them, and ambition drives them. Any
man or woman is a hero in the waitingeven those who
come from unlikely beginnings.
th
On Men: Elves, Dwarves and the rest: these are people who
once created artifacts and trophies. Men are the people who
Elf
Requirements: STR 9, INT 9
Prime Requisite: STR and INT
Maximum Level: 10
th
Spell Progression
XP
Level
BAB
HD
(d6)
+1
1d6
--
--
--
--
4,005
+2
2d6
--
--
--
--
8,010
+2
2d6+1
--
--
--
16,020
+3
3d6
--
--
--
32,040
+4
4d6
--
--
65,000
+4
4d6+1
--
--
130,000
+5
5d6
--
260,000
+6
6d6
--
520,000
9*
+6
6d6+1
670,000
10
+7
7d6*
1st
2nd
3rd
4th
5th
*At level 9, Elves automatically take half damage from any damagecausing spell or spell-like effect. **Hit point modifiers from
Constitution no longer accrue.
Upon Reaching 9th level: Once attaining 9th level, Elves are
entitled Lord Elf or Lady Elf.
They have the
opportunity to establish a hidden sanctuary, usually in a
place of great natural beauty. Within a short time, around
100 families of elves will come to live in the surrounding
areas and defend the new elven community.
Level
BAB
Hit Dice
+2
1d6+1
2,205
+3
2d6+1
4,410
+4
3d6+1
8,820
+5
4d6+1
17,640
+6
5d6+1
35,000
+7
6d6+1
70,000
+8
7d6+1
140,000
+9
8d6+1
280,000
9*
+10
9d6+1
400,000
10
+11
10d6+1*
520,000
11
+12
10d6+4
640,000
12
+13
10d6+7
XP
Dwarf
Requirements: STR 9, CON 9
Prime Requisite: STR
Maximum Level: 12
Halfling
Level
BAB
HD (d6)
+1
1d6
2,005
+2
2d6
4,010
+2
2d6+1
8,020
+3
3d6
16,040
+4
4d6
35,000
+4
4d6+1
70,000
+5
5d6
140,000
+6
6d6
*At 280,000 XP, Halflings automatically take half damage from any
damage-causing spell or spell-like effect.
10
Gnome
Requirements: STR 9, CON 9
Prime Requisite: STR and INT
Maximum Level: 9
Weapon and Armor proficiency: Gnomes may use any
kind of armor, but it must be manufactured for their kind.
They may use any kind of weapon a man can use in one
hand, and additionally the Light Crossbow and Shortbow.
They prefer to use hand axes for versatility, but otherwise
mirror Dwarves preferences.
Spell
Progression
1st 2nd 3rd
SH
XP
Level
BAB
HD
+1
1d6
--
--
--
2,155
4,310
8,620
2
3
4
+2
+2
+3
2d6
2d6+1
-1
1
----
----
17,240
35,000
70,000
140,000
5
6
7
8
+4
+4
+5
+6
6d6
2
2
3
3
-1
1
2
-----
8
8
7
7
280,000
+6
6d6+1
3d6
4d6
4d6+1
5d6
9
9
9
8
*At level 9, Gnomes automatically take half damage from any damagecausing spell or spell-like effect.
th
11
Fighting-Man
Requirements: None
Prime Requisite: STR
Maximum Level: None
XP
Level
BAB
HD
+2
1d6+1
2,005
+3
2d6+1
4,010
+4
3d6+1
8,020
+5
4d6+1
16,040
30,000
5
6
+6
+7
5d6+1
6d6+1
60,000
+8
7d6+1
120,000
+9
8d6+1
240,000
+10
9d6+1
360,000
10
+11
10d6+1*
480,000
11
+12
10d6+4
600,000
12
+13
10d6+7
720,000
13
+14
10d6+10
840,000
14
+15
10d6+13
12
Thief
Requirements: None
Prime Requisite: DEX
Maximum Level: None
Sleight-of-Hand: This skill is the bread and butter of nonadventuring thieves, for it is a quick source of income, but
not without peril. A Thief may use this skill to attempt to
pick-pocket someone. A roll that equals half or less of the
skill target number means the intended victim notices the
Sleight attempt. The Referee will then roll 2d6 on the
reaction table to determine the victims reaction.
Stealth:
When successful, others will not hear the
movements of a Thief. However, the Thief always thinks he
is successful in this skill, and will not know otherwise unless
others react to his presence. A Thief may attempt to move
silently even in unusual conditions, such as stepping on
dried leaves, over egg shells, or between sleeping animals.
13
Upon Reaching 9th level: Once attaining 9th level The Thief
who has spent significant time making connections at Court
with royals and other aristocrats may hope to win a title and
the right to build a stronghold. Otherwise, he is out of luck;
he has not the automatic social standing a Fighting-Man
gains which would permit him to start his own dominion.
Level
BAB
HD
Locks
Traps
SH
Stealth
Climb
Hide
Listen
1d6
10
10
1,205
2d6
10
2,410
2d6+1
10
4,820
3d6
9,640
4d6
20,000
+1
+2
+2
+3
+4
+4
4d6+1
40,000
5d6
80,000
6d6
6d6+1
7d6*
7d6+2
7d6+4
7d6+6
7d6+8
160,000
280,000
10*
400,000
11
520,000
12
640,000
13
760,000
14
+5
+6
+6
+7
+8
+8
+9
+10
14
Cleric
Requirements: None
Prime Requisite: WIS
Maximum Level: None
Cleric Level
XP
Level
0
1
1,505
2
3,010
3
6,020
4
12,040
5
25,000
6
50,000
7
100,000
8
200,000
9
300,000
10*
400,000
11
500,000
12
600,000
13
700,000
14
HD
1d6
2d6
2d6+1
3d6
4d6
4d6+1
5d6
6d6
6d6+1
7d6
7d6+2
7d6+4
7d6+6
7d6+8
1st
1
2
2
3
3
4
4
5
5
6
6
6
6
6
** Special/Infernal
15
10
-------11
9
7
5
3
T
T
**
--------11
9
7
5
3
T
Wizard
Requirements: INT 12, WIS 12, CHA 12
Prime Requisite: INT, STR
Maximum Level: none
Spell Progression
XP
Level
BAB
HD
1st
+1
1d6
2nd
3rd
3,005
+1
1d6+1
6,010
+2
2d6
12,020
+2
2d6+1
24,040
+3
3d6
4th
5th
6th
50,000
+3
3d6+1
100,000
+4
4d6
200,000
+4
4d6+1
400,000
+5
5d6
550,000
10*
+5
5d6+1
700,000
11
+6
5d6+2
850,000
12
+6
5d6+3
1,000,000
13
+7
5d6+4
1,150,000
14
+7
5d6+5
16
Background Skills
Treasure Hunters are considered to be competent people
after all, theyre Heroes! They are able to do some things
other than adventuring very well, and have a wide range of
background knowledge.
We represent this concept
mechanically with the Four-Skill System presented on the
next page.
On Starting Possessions
Its all well and good to be a Hero and be watched by the
Immortals. Its great that you have a character class and
superior Ability Scores. But you cant go out into the world
naked and defenseless!
Starting Money
Roll 3d8 x 10. Thats how many silver pieces (sp) you have.
Thats really not a lot of money! So much more reason to
go on a treasure-hunt.
17
Table 2.16: Starting characters roll 3 times upon the table below for miscellaneous gear.
d100
Gear
d100
Type of Gear
1-2
Blanket, winter
51-52
3-4
53-54
5-6
55-56
7-8
57-58
9-10
Candles (3d6)
59-60
11-12
Cart
61-62
Spade or shovel
13-14
63-64
15-16
65-66
Spyglass
17-18
Crowbar
67-68
19-20
69-70
A Tent
21-22
Garlic (3 cloves)
71-72
23-24
Grappling hook
73-74
25-26
75-76
Dog, Standard
27-28
77-78
Dog, Large
29-30
79-80
Donkey
31-32
81
Pony
33-34
Ladder, 10-foot
82
Mule
35-36
83
Horse, draft
37-38
Lock
84
39-40
85
Canoe
41-42
86
Bandages (1d6)
43-44
87-88
A second weapon
45-46
89-97
A Normal Shield
47-48
Pick, miners
49-50
98
99-100
Helmets cover the head and neck fully with hard metal.
They may look however you imagine. Basinets cover part of
the head with metal. Leather helms are reinforced with
metal but leave the neck, ears and eyes uncovered.
18
WEAPON
Dagger
Dagger, silver
Dart
Axe, hand
Hammer, light
Sling
Sword, short
Axe, Dane
Club
Crossbow, light
Flail, horsemans
Hammer, war
Pilum
Lance
Mace
Morningstar
Pick, horsemans
Shortbow
Spear
Sword, normal
Axe, great*
Crossbow, heavy
Flail, footmans*
Longbow
Maul*
Pick, footmans*
Type
P
P
P
S
B
B
P
S
B
P
B
B
P
P
B
B
P
P
P
S
S
P
B
P
B
P
Weapons, cont'd
Size
Cost
Damage
L
3 gp
1d10
L
7 gp
1d10
L
2 gp
1d6
L
15 gp
1d10
L
4 gp
1d6
-5 gp
1d6
Heavy quarrels (10)
-3 gp
Light quarrels (10)
-1 gp
Bullets, sling (10)
-nil
*These are classified as two-handed weapons.
Armor
ARMOR
Cost
Damage
Body Armor
Jack Armor
30gp
Metal Armor
85gp
Suit Armor
1000gp
Head Armor
Helmet
10 gp
Basinet
5gp
Leather Helm
5gp
Shields
Shield, Normal
10gp
Shield, Bashing
10gp
1d6
Weight
1 lb.
1 lb.
1/2 lb.
3 lb.
3 lb.
-3 lb.
8 lb.
4 lb.
5 lb.
4 lb.
6 lb.
5 lb.
15 lb
5 lb.
5 lb.
4 lb.
2 lb.
4 lb.
4 lb.
12 lb.
12 lb.
6 lb.
3 lb.
12 lb.
6 lb.
WEAPON
Pike*
Pole Arm*
Quarterstaff*
Sword, great*
Trident
Arrows (20)
Other
Horse barding
19
150gp
Type
P
var.
B
S
P
-----
Weight
12 lb.
12 lb.
6 lb.
15 lb.
6 lb.
1 lb.
2 lb.
1 lb
1 lb.
AC
Weight
+1
+2
+4
25 lb.
50 lb.
65 lb.
+2
+1
+1
10 lb.
5 lb.
3 lb.
+2
+1
10 lb.
10 lb.
+5
150 lb.
Condition
Movement Rate
120'
80'
40' and -1 AC
120'
80'
40' and -1 AC
Encumbrance
80'
40' and -1 AC
It behooves the Hero to hire men to cart his extra gear for
him so that he is never too loaded down to run away!
Hirelings of this sort are called Porters or Stevedores.
The Basic Combat Mechanic: Roll 1d20. Add Base Attack Bonus + Misc. Bonuses. If this number is
equal to or higher than your targets Armor Class (a Roll-Over), you score a hit and roll damage.
Base Attack Bonus & Hit Dice
Each Hero and his adversaries have a Base Attack Bonus (or
BAB). This number indicates his experience in combat and
it rises as the Hero gains experience. Based on his class, it
rises at different rates. He also has Hit Dice (HD) which
determines how many Hit Points he has, and therefore how
much damage he can withstand before death.
BAB
HD
BAB
HD
BAB
HD
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
1d6
1d6+1
2d6+1
3d6+1
4d6+1
5d6+1
6d6+1
7d6+1
8d6+1
9d6+1
10d6+1*
10d6+4
10d6+7
10d6+10
10d6+13
+1
+2
+2
+3
+4
+4
+5
+6
+6
+7
+8
+8
+9
+10
1d6
2d6
2d6+1
3d6
4d6
4d6+1
5d6
6d6
6d6+1
7d6*
7d6+2
7d6+4
7d6+6
7d6+8
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
1d6
1d6+1
2d6
2d6+1
3d6
3d6+1
4d6
4d6+1
5d6
5d6+1*
5d6+2
5d6+3
5d6+4
5d6+5
20
Hit Points
Hit Points (sometimes just called Hits) are a measure of
how much damage your Hero can take before dying. Every
time something damages your Hero, it will do some number
of Hit Point damage.
This is a very abstract measure. Sometimes Hit Points will
refer to fatigue when a powerful monster bashes you with its
mighty fists; sometimes it will be an arrow stuck in your
shoulder. Its up to you and the Referee to determine what
any particular Hit Point loss means.
Alignment
Armor Class
21
The only Elf-spells which are always available are FirstOrder spells. These are the entirety of all the catalogued
spell knowledge in the world! A Wizard or Gnome (but
probably never an Elf) NPC may sell your Hero a spell (if
you can find him and if he knows it and if he agrees), but no
collected body of knowledge of spells above the first order
exists anywhere in the Realm of Men. Even the mightiest
arcane library only has hints as to how to create new spells or
re-create spells seen or heard of. For instance, there is no
"Grimoire of Third-Order Spells" ever to be found.
22
23
Spell Details: Each spell has level, duration, and range listed
for convenience, with additional information about each
spell in the description. Order is the spell order, and
availability is determined by the casters level. Duration is the
amount of time the spell is in effect. Range is where the spell
effect is centered, not the area of effect of a spell, which is
mentioned in the spell description, where applicable. For
On Cantrips: Cantrips are the collective name of relatively minor Wizard spells. All Wizards, Elves and Gnomes know how to
perform these spells. Gnomes do not gain First-Order spells until Level Two but may perform Cantrips starting at Level One.
Wizards and Elves often use these effects to enhance their mystique as spell-casters; Gnomes will usually use them to play jokes and
lighten the mood. A Wizard, Elf or Gnome may magically do any of the following once per ten minutes:
HD of Target(s)
up to 1+1 HD
2d8 creatures
up to 2+1 HD
2d6 creatures
up to 3+1 HD
1d6 creatures
up to 4+1 HD
1 creature
24
On Magical Side Effects: Magical energies held in the brain can cause side effects. The wizard acts as a conduit for unknown
forces, there are risks. First-order side-effects should be minor. But higher levels of spells could certainly have more powerful or
more far reaching side effects.
This makes Wizards, &c. unique based on the spells they know and can prepare. It also can make them more useful or a liability.
Of the highest-order spell level spells a Wizard, Elf or Gnome has memorized, the Referee will choose one and inflict that side
effect upon the Hero. This side effect lasts all day regardless of when and whether the triggering spell is cast.
Charm Person: The wizards voice become mildly hypnotic.
Here are the names of some spells that you may discover during your adventures:
Second-Order Spells
1. Arcane Lock
Third-Order Spells
1. Clairaudience/Clairvoyance
Fourth-Order Spells
1. Arcane Eye
Fifth-Order Spells
1. Animate Dead
1. Anti-magic Shell
2. Continual Light
2. Dispel Magic
2. Charm Monster
2. Cloudkill
2. Control Weather
3. Detect Evil
3. Fireball
3. Confusion
3. Death Spell
4. Detect Invisibility
4. Fly
4. Dimension Door
4. Feeblemind
4. Disintegrate
5. ESP
5. Haste*
5. Hallucinatory Terrain
5. Hold Monster
5. Geas
6. Invisibility
6. Hold Person
6. Massmorph
6. Magic Jar
6. Invisible Stalker
7. Knock
7. Infravision
7. Passwall
7. Move Earth
8. Levitate
8. Invisibility 10 Radius
8. Plant Growth
8. Telekinesis
8. Part Water
9. Locate Object
9. Lightning Bolt
9. Polymorph Other
9. Teleport
9. Project Image
10. Reincarnation
25
Sixth-Order Spells
Second-Order Miracles
1. Bless gives the target(s) +1 to hit and +1 morale for 6
turns, although the target(s) must not be engaged in combat
at the time of casting. Targets are friendly characters within
30 of Cleric. Evil Clerics Bane for -1 to hit and -1 morale.
Third-Order Miracles
1. Animal Growth One non-magical normal animal within
60 will be doubled in size for 12 Turns when this spell is
cast upon it. The animal can be a giant version of the animal,
but intelligent animals are unaffected.
26
Fourth-Order Miracles
5. Protection from Evil 10 Radius works like protection
from evil, but extends around the caster 10 in all directions
and lasts for 12 turns.
N.B.: Clerics and Warlords do not suffer side effects like the users of Elf-spells do.
they may wield, but may not create magic items of the other
sorts.
27
1d4
200 GP
1d6
300 GP
1d8
400 GP
1d10
500 GP
1d12
Enhancement Bonus
Cost
Time
+1
500 GP
10 Days
+2
2,000 GP
20 Days
+3
4,500 GP
30 Days
These prices do not include the base cost of 300 GP for the
specially-crafted armor or weapon.
Some weapons and armor have additional spells cast upon
them or other special abilities. These will increase the cost
and time of creation. Your Referee will assign a cost for
each special ability you wish to add, based upon the costs
above.
Basic Wands
28
500GP
500 GP
INT 6-12
1000 GP
INT 12+
10,000 GP
x1/2
29
1st
500 GP
5 Days
2nd
2,000 GP
10 Days
3rd
4,500 GP
20 Days
4th
8,000 GP
30 Days
5th
12,500 GP
40 Days
6th
18,000 GP
60 Days
You may usually have your Hero try any action you can
imagine. In order to succeed at some of these actions
sometimes require rolls-of-the-dice and consultation of
tables. These activities are meant to adjudicate actions, the
results of which may be in question. They are not meant to
supplant the story-telling, but rather to support it.
by
The Basic Combat Mechanic: Roll 1d20. Add Base Attack Bonus + Misc. Bonuses. If this number is
equal to or higher than your targets Armor Class (a Roll-Over), you score a hit and roll damage.
30
Reaction
Immediate Attack
3-5
6-8
9-11
12
Enthusiastic friendship
**
9. End of Turn. The Referee shall check the Hero's remaining hit points, whether or not they need rest, any changes in the party's
marching order, possessions, encumbrance, light sources, the durations of any spells in progress, and the total time the party has
spent in the dungeon.
*EVASION: Sometimes one side wishes to evade (avoid) an encounter. If the evading side has a faster movement rate than the
other and combat has not yet begun, evasion is automatic as long as the evading side is not forced to stop. If monsters wish to evade
and are slower, the characters must decide among themselves whether to chase them. If characters wish to evade and are slower
than the monsters, the Referee must decide what the monsters will do. Use the Monster Reactions table to find the actions of the
monsters. A low score means that the monsters will pursue, and a high score means that the monsters will let the party escape.
*PURSUIT: If either side wants to pursue the other, time is counted in rounds, and both sides are RUNNING (see below).
Monsters will chase evading characters only as long as the characters are in sight. Evading characters may be able to slow this pursuit
by dropping things. Unintelligent monsters will stop to eat food 1/2 the time (a result of 1-3 on 1d6). Intelligent monsters will stop to
pick up treasure 1/2 of the time. Burning oil will usually slow or stop monsters in pursuit.
*RUNNING: Running characters may move at up to five times their normal movement rate (per round). No mapping is allowed
while running. Characters may only run for half of a turn (5 rounds), and must then rest for three complete turns. If forced to fight
before they are fully rested, the characters will fight with a -2 penalty on their "to hit" and damage rolls, and their opponents will gain
a bonus of + 2 on their "to hit" rolls. These penalties will remain until the characters have fully rested. Any successful hit by a
character will still do at least 1 point of damage, whatever the adjustments.
31
32
The following is an explanation of combat maneuvers, principal game assumptions about combat and a
litany of corner-case rules useful in Adventuring and Combat, arranged alphabetically.
Abstract Marching Order: A system used for abstracting
marching order. Rather than worrying about exact order, just
assign the key positions. Roles are:
33
* thrown weapons
Hits on charging creatures by spears or pole arms braced
against the ground will do double damage.
Heavy
Crossbows may be fired only once every two rounds; the
entirety of the intervening round spend reloading.
34
35
Type
Riding Horse
300 lbs.
Pony
200 lbs.
War Horse
400 lbs.
Draft Horse
Mule
Notes:
Encumbrance indicates the maximum load a horse will bear and still move at full speed. If this load is surpassed, they will only
move at half speed.
Only a War Horse will fight. Other mounts will scatter or retreat (mules are a special case) until battle is concluded.
The Pony is for Small characters. They may ride horses, but only as a second rider. They count against encumbrance in this case.
Draft Horses are not meant for riding. They pull carts. One draft horse can pull a loaded cart weighing one ton.
Mules will defend themselves if attacked. They are willing to enter dungeons if guided.
All horses can feed themselves if there is grazing fodder available, but they still need to drink. Where grazing fodder is not
available, it costs 5cp per day for riding horses, 10cp for war and draft horses, and 5cp per two days for ponies and mules.
4.4: Terrain Modifiers for Base Movement Rate
Terrain Type
Desert, Hills, Forest
Speed
x 2/3
x 1/2
x 1
36
Non-Combatants:
These are willing to enter dungeons as part of an expedition
but will not fight except to defend themselves. They will
usually have 1d4+1 hit points and will be armed with a
dagger or a club. Examples are torch-bearers, porters, cooks,
and grooms.
Men-at-Arms:
These swords for hire are the most common type of
dungeon hireling and will fight for their employers granted
they are treated fairly and not given any overly-risky duties.
Normal morale and loyalty rules apply at all times. All menat-arms have a dagger and Basinet.
Roll 1d4, 1d6, and 1d8, then consult Table 4.6 to determine
each man-at-arms hit points and gear:
(d6)
(d8)
Hit
Points
Armor
Weapon/Shield
None
Jack
Jack
Jack
--
Metal
--
Metal
--
--
--
--
Roll
1) Finding adventurous types willing to enter the unknown
for pay, and
Roll
1-4
5-11
12
Roll
Reaction
Accepts Enthusiastically*
3-5
Accepts Offer
6-8
9-11
Refuses Politely
12
37
Chapter 5: EXPERIENCE
Heroes learn and grow from adventuring and making the
unknown, known. They achieve greater personal power and
make the Realm of Men and others safer by overcoming
dangers, slaying monsters, and especially through the
liberation of ancient magic and treasure.
Splitting up Treasure
Sometimes when there are valuable magic items to be had or
some of the treasure is in gemstones, it will be impossible to
split the treasure up exactly evenly. It is up to the players,
and not the Referee or a table, to decide how to split the
physical treasure up. No matter how treasure is split up, the
XP is split evenly.
Upon Attaining a New Level:
Training
Training requires a Master. This master can be anyone who
is of the same class as your Hero and at least the same level
as he seeks to achieve. Training costs 100 GP x (current
level) x (current level) and takes 1d4+1 weeks.
Splitting XP Awards
Upon the death of that Hero, the player may apply 90% of
the Squandered money as XP to the next Hero he creates &
plays.
38
NOTES
Cost as armor 100lb wt. = 80lb
For use when manufacturing arrows in wild
Capacity 80lb
Capacity 40lb
Capacity 30lb
Stabilizes & Prevents further blood-loss, enough for one
ML +1 while visible; ML -2 when fallen. Can be enchanted.
Incl. blanket & small pillow
Effectively reduces the weight of hauled object to
25% normal, but requires 4 times the length of rope.
COST
ENC.
1sp
10gp
5gp
30gp
1sp
50gp
1gp
100gp
2sp
5gp
10cn
3lb.
2lb.
6lb.
10cn
10lb.
5lb.
80lb
50cn
10lb.
Boots, Plain
1gp
1lb.
Boots, Riding/Swash-top
5gp
150cn
Bowstrings
Qty 10.
1gp
10cn
Bull
10gp/week
100gp
1500lb
Large Candle
Burns 1 hour; light for one person
1sp
80cn
Cart
Pulled by mules or draft horses. Holds 1.5 tons
75gp
200lb
Chisel
For chipping away stone
2gp
1lb.
Climbing Hook, hand-held Supports up to 250lb
5gp
4lb.
Cloak, Long
1gp
150cn
Cloak, Short
1gp
1lb.
Cloth, Roll of
Linen, cotton, wool cloth
10gp
40lb
Clothes, Extravagant
Tunic & Pants; blouse & skirt; Robe; etc.
50gp+
3lb.
Clothes, Fine
See Above
20gp
2lb.
Clothes, Normal
See above
5gp
2lb.
Cow
5gp/week
25gp
1000lb.
Disguise Kit
Includes wigs, hair dye, make-up
20gp
5lb.
Drill, Hand
For drilling through wood or metal
10gp
3lb.
Dye/Pigment, jar of Ceramic jar
50gp
50lb.
Elephant
20gp/week
1500gp
4.46 tons
Figs, peck
3sp
1lb.
Fine Porcelain, crate of
500gp
50lb.
Garlic
Used against Vampires
5sp
10cn
Gems, box of
3000gp
5lb.
Glassware, crate of 30lb of glass
50gp
50lb.
Gloves, Heavy
Prevents rope burn, assures better grip on slippery items,
5sp
1lb.
protects against contact poisons and things that harm exposed skin (e.g. needle traps); impossible to pick pockets or remove traps
when wearing these.
Gloves, Soft
Protects against contact poisons and things that
1gp
50cn
harm exposed skin (e.g. needle traps)
Goat or Hound
1gp/week
5gp
50lb.
Grain/Vegetables, Bag of
125sp
40lb.
Grappling Hook
Holds up to 500lb
25gp
8lb.
Hammer, Utility
Does 1d3 damage as weapon
2gp
2lb.
Hat
2sp
30cn
Hides/Furs, bundle of
40gp
40lb.
Holy Symbol
Needed to Turn Undead
25gp
10cn
Holy Symbol, cheap
-3 Turn Undead roll penalty
5gp
10cn
Holy Water
Breakable glass vial
25gp
10cn
Horse, riding or draft
10gp/week
100gp
1500lb/2500lb
Ink, Full Glass Vial Enough to write fifty pages of simple text
1gp
2lb.
Instrument, stringed
Lute, Mandolin
20gp
10lb.
Instrument, wind
Flute, Recorder
5gp
3lb.
39
ITEM
Iron Spike
NOTES
One spike needed for each 5 of a sheer surface
being climbed by a thief or a mountaineer
COST
1sp
ENC.
50cn
Ivory, Tusk of
800gp
100lb
Journal, Blank
Fifty 6 x 9 pages
20gp
3lb.
Knapsack
Capacity 25lb
3 gp
1lb.
Knife, Utility
Does 1d3 damage as weapon
1gp
50cn
Lantern
Burns 4 hours, light for three people.
10gp
3 lb.
Lantern, Bulls-eye Burns 4 hours, light 100 cone, 20 base
20gp
3 lb.
Lasso, Leather
5gp
3 lb.
Leather, Bulk
1 square foot for misc. purposes.
1sp
50cn
Lock-Picks
Optional portion of Thieves tools does not permit trap-removal
15gp
50cn
Magnifying Glass For studying fine details and fire-starting
3gp
50cn
Map, Detailed
Highly detailed map of explored territory
30gp
1 lb.
Map, Explorers
Speculative Map of Unexplored Territory
50gp
1 lb.
Map, General
General trail map of explored territory
10gp
1 lb.
Meat
3sp
lb
Metal, Common, ingot of
1gp
5lb
Metal, Precious, Ingot of
300gp
20lb
Mirror, hand
Made of steel
5gp
50cn
Monster*
Cost: 100gp x (HD+ No. of Bonuses) As Monster
Monster Egg
Dragon eggs are twice as valuable
250gp x HD
10 lb. x HD
Nuts
1gp
1 lb
Oil, Lantern
1 pint, burns 1 hour
2sp
1 lb.
Oil, Military
Does 1d8, covers 10 square, burns 3 rounds
3gp
1 lb.
Oil, Jar of
Ceramic jar
20gp
60lb
Oil, metal flask
Prevents accidental breakage, cannot be used as missile
1gp
2 lb.
Papyrus
One 12 x 12 leaf
1sp
10cn
Parchment
One 10 x 10 leaf
1gp
50cn
Parka
5gp
4 lb.
Pick Axe
1d10 damage but -2 to hit
20gp
20 lb.
Pig
2gp/week
10gp
100lb
Pole, 10
Useful for poking things
1gp
5 lb.
Pony, Riding
5gp/week
75gp
750lbs or less
Pony, War
5gp/week
250gp
1000lbs or less
Pot, Cooking
Capacity 2 Quart
5gp
4 lb. n
Pottery, crate
Empty crate = 20lb; pottery wt. = total 20lb
100gp
50lb
Pouch, Belt
Capacity 500cn (5lb)
5sp
20cn
Precious Wood
1400gp
1 Ton
Preserved Meat, firkin of
20gp
80lb
Quill Pen
For writing
5sp
10cn
Quiver, Back
Holds 40 arrows, prevents wearing of Pack or knapsack
5gp
2 lb.
Quiver, Belt
Holds 10 crossbow quarrels
1gp
30cn
Quiver, plain
Holds 20 arrows
1gp
50cn
Rabbit/Hen
Fodder cost = +2sp/week
25cp
5lb
Raisins
2sp
1 lb
Rare Books, Box of
1000gp
30lb
Rare Furs, bundle of
500gp
50lb
Rations, Iron
Weeks supply, says fresh 2 months
15gp
7 lb.
Rations, Standard
Weeks supply, stays fresh 7 days
5gp
2 lb.
Rice
2sp
1 lb
Rope, 50 foot length
Supports 750lb; for each 10lb more, 5% cumulative chance of failure 1gp
5 lb.
Sack, Large
Capacity 60lb
2gp
50cn
Sack, Small
Capacity 20lb
1gp
10cn
Saddlebags
Capacity 25lb
2gp
200cn
40
ITEM
NOTES
COST
Salt 1lb
For preserving of meat and monster parts. 1lb salt/5lb meat
10gp
Salt
1sp
Salt, firkin of
9 gallon firkin
2,666cp
Salted Fish, Firkin of
15gp
Scroll Case, Waterproof
Holds 1 map, 1 scroll, or 10 leaves of parchment
5gp
Semiprecious Stones, Box of
200gp
Sewing Kit
Repair of cloth and Leather
5gp
Shoes
5sp
Shovel
10gp
Silk, Roll of
200gp
Soap
5sp
Spell-book Cover Waterproof
1sp
Spell-book, Blank 24 x 24 x 6; Holds 24 spells
100gp
Spice, Exotic (saffron, clove)
15gp
Spice, Rare (pepper, ginger)
2gp
Spice, Uncommon (cinnamon)
1gp
Spices, Jar of
800gp
Stake, wooden
To be used against vampires or to secure a tent
1sp
Sugar, Coarse
1gp
Tack-and-harness
Equipment for riding or harnessing one horse
50gp
Tea, Coffee, Tobacco, bag of
75gp
Tent, 2-man
6 x 4 x 4, watertight
20gp
Tent, 4-man
6 x 6 x 5, watertight
25gp
Textiles, Bag of
Textile (Rope, Hessian, wool fiber)
25gp
Thieves Tools
Needed for picking locks, removing traps
25gp
Tinderbox
3gp
Torch
Burns 1 hour. Light for three people. 1d4 as a weapon.
2sp
Twine, 100 ball
Supports 30lb +10lb@10% cumulative fail
2sp
Vial, Glass
Capacity 1 Pint (200cn full)
1gp
Warhorse
15gp/week
500gp
Water/Wineskin
Capacity 1 Quart (30cn full)
1gp
Wax
For Making Impressions
3sp
Weapons/Tools, crate of
100lb - 20lb = 80lb of weapons or tools
Cost of tools/weapons
Whistle
Signaling and bird calls
1sp
Wine/Spirits, firkin of
9 gallon firkin
200gp
Wolfsbane
To ward off lycanthropes
10gp
Wood, Common
Firewood/timber
140gp
Wood, Rowan
Magical wood sacred to Elves
1000gp
41
ENC.
1 lb.
1 lb
200lb
80lb
2 lb.
10lb
80cn
80cn
10 lb.
40lb
1 lb
10cn
20 lb.
1 lb
1 lb
1 lb
60lb
10cn
1 lb
25lbs
50lb
20 lb.
50 lb.
50lb
1 lb.
50cn
1 lb.
1 lb.
lb.
2000lb
50cn
1lb.
100lb
50cn
80lb
10cn
1 Ton
25lbs
42
THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE
BY WIZARDS OF THE COAST!
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game
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reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content"
means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not
embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this License, including translations and derivative works
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of
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43
In a regular board or card game, theres one winner and one or more losers. The great thing
about cooperative RPGs (role-playing games) is that there are no losers. In Treasure
Hunters, you assume the role of a fantasy hero. Players cooperate to set goals, and then
cooperate to reach them. One player, called the Referee, handles most of the rules, runs the
characters and monsters the Heroes encounter, and makes impartial rulings to keep the action
going. There is conflict, but it is conflict of a dramatic nature rather than the interpersonal
conflict that happens in lots of games.
The Treasure Hunters RPG plays FAST! It feels like a board game gone off the rails, rather
than a tactical simulation. It relies on a lot of abstractions to keep the action moving. The
object of Treasure Hunters is to tell a compelling story of Heroes who start from humble
beginnings, accrue power, & fulfil their ambitions and leave a mark upon their fantasy world.
To this end, each player plays the role of one or more Heroes. You are the Good Guys. While
your Heros individual inclination may be toward Law or Chaos (or toward neither), he relies
upon the order that Law provides and seeks to limit the effects of Chaos on the World at
large.
In Treasure Hunters, the best way to achieve personal power is to accrue wealth and loyalty.
As a result of quests for these, monsters will be vanquished, traps will be overcome, and the
unknown will slowly become known.
44