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Treasure

Hunters

Book I: Players Guide

Classic-Compatible Role-Playing Game


PRCIS EDITION

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

Chapter 1: WHAT IS IT?

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 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 & leave a
mark upon their fantasy world.

The Mechanics

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.

The Setting

Practitioners of magic can make powerful magic


items. However, magic in the realm of Men is
scarce.
Most common folk do not experience magic on a
regular basis.
These other races allied with Men in the pursuit of
Law are ancient, and that the glory days of their
cultures are behind them.
Therefore, Men initiate the active pursuit of Law,
and the other races follow.
The world is not safe, but filled with humanoid
beasts and stranger monsters allied generally with
Chaos, as well as dangerous mundane fauna.
Eternal vigilance and some bloodshed are
necessary for the continued survival of Men.
Therefore adventuring or treasure hunting is
fairly common among them.

The World is much as it was in the Dark Ages in


Europe, with some common exceptions based on
fantasy literature.
Immortalstranscendent beings of Law, Chaos or
Balance (Neutrality) who have achieved everlasting
life through heroic deeds as mortals--are real and
godlike,
They answer the prayers of their supplicants with
magical powers.
They meddle through their agents in the World,
and they pay attention to Heroes and their
adventures.
Elves, Dwarves, Halflings and Gnomes exist, but
are not commonplace in the realms of Men.
Elves can cast magical spells.
Some Men can learn to cast those spells too.

Like a lot of folks, you might hate dealing with the


ticky-tack corner case rules. So we put them all in
one chapter, arranged alphabetically, for quick
reference. Set it, and forget it.
Combat will be deadly. Avoiding combat (at least
fair fights) is better than risking your neck.
To that end, both combat and non-combat
encounters will be resolved with simple, abstract
mechanics that keep the action moving.
The players and the Referee will be able to tell the
story of whats happening even as the dice
determine the end results.
Players will want to make their own way through
the world, and the Referee needs easy tools to
generate dungeon settings, wilderness settings, and
random encounters on the fly.
Youre busy people with a short window to enjoy a
game, so there are a lot of content tools here to
make the Referees job easy.
We assume youre familiar with the Worlds Most
Popular RPG. Therefore the mechanics are
similar enough that you can use your sourcebooks
and adventures without making many changes.

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.

Some people will really take to the role of their imagined


hero, speaking in an affected voice and perhaps bringing
along props or music. And some wont.

the dice you will need with you to the table rather than
relying on the dice of others.
Paper and Pencil

Some people work diligently to make their hero as effective


and powerful as they can, spending a lot of time re-arranging
their gear and so forth. And some wont.

A lot happens that you will want to keep track of during a


game. Lined paper, graph paper and hex paper may all be
useful to you.

Some people will try many different kinds of heroes, while


others will work on iterating the one kind of hero they have
wanted to play all along.

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

Chapter Two will tell about how to use numbers


to describe the bare-bones of your Hero, and then
outfit him with the weapons, armor and gear hell
need to brave the unknown.
Chapter Three will tell about magic generally and
the specifics of some of the spells known to Elves
and Men.
Chapter Four will explain what youll need to
know about combat and adventuring. It also
contains a section on all the little rules that youll
need to adjudicate 90% of the odd situations you
may find yourself in.
Chapter Five will talk about rewardshow your
Hero can become more powerful and effective
over time and how Experience Points (XP) are
determined and awarded.
The rest of the story is in the Referees Guide and
the sourcebook. The Referee will keep the rules
on monsters, treasure, magic items and generating
content.

Role-Players sling a lot of lingo around at the table and a lot


of that jargon ends up in books like this. Not to worrykeep
this glossary nearby because its like the answer key. You
will catch on and be talking like an old pro (or grognard)
before you know it.
Common Abbreviations
Below are some of the most common abbreviations you will
find in this book.
Abbreviation
Abilities
STR
DEX
CON
INT
WIS
CHA
BAB
HP
HD
AC
XP
PC
NPC
cp
sp
gp
pp
Roll-Under
Roll-Over
SV

Treasure Hunters game mechanics (aka rules) should be


EASY and FAST. The tricky parts will happen on the
Referees side of the table.
What you need to play:
The Dice
In many games of this type, you use all manner of unusual
dice. Treasure Hunters is no different. There are websites
and stores that sell fancy ones. A lot of players like to bring
tons of dice with them. Others have just the handful they
absolutely need. Both are OK, but its important to bring

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.

Table 2.3: Wisdom

Flesh out the

Score

Language Aptitude

Limited senses

4-5

Easy to fool

6-8

A little slow on the uptake

9-12

Normal senses

Step 1: Roll the six basic attributes

13-15

+1 Magic saves

Basic attributes (or Stats) describe the physical and mental


capabilities of your Hero. Each number ranges from 3-18,
but Heroes are a cut above: each of their stats ranges from 818. Roll 2d6+6 for each attribute and write them down on
your character sheet or a piece of paper.

16-17

+2 Magic saves

18

+3 Magic saves

Dexterity (DEX) measures nimbleness and hand-eye


coordination. It is useful when shooting a bow and arrow
and makes you harder to hit.

The six basic attributes are:

Table 2.4: Dexterity

Strength (STR) measures your physical might. It is useful to


swing a sword or to bend iron bars to escape a cage.

Score

Score

Table 2.1: Strength


Modifier for melee attacks,
feats of strength

-3

4-5

-2

6-8

-1

9-12

none

13-15

+1

16-17

+2

18

+3

AC and Ranged Attack Mod

-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.

Intelligence (INT) measures how well your Hero learns and


retains knowledge.
It determines how many bonus
languages you speak.

Table 2.5: Constitution


Score

Table 2.2: Intelligence

Hit Point Per Die Modifier*

-3

4-5

-2

Score

Language Aptitude

6-8

-1

Unable to read or write; broken speech

9-12

none

4-5

Able speak native language

13-15

+1

16-17

+2

18

+3

6-8

Able to read and write simple words

9-12

Able to read and write

13-15

+1 spoken and written

16-17

+2 spoken and written

18

+3 spoken and written

*A character will always gain at least one hit point per hit die, no
matter what number is rolled.

-5-

Charisma (CHA) is a measure of your force of personality.


It is very important, as it determines how well you interact
socially and how many loyal followers you can have at one
time.

Thieves use stealth and dexterity to defeat monsters, tricks,


and traps.
The Cleric is a holy warrior and healer powered by divine
magic.

Table 2.6: Charisma


Score

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:

Step 2: Select your character class


Character classes are like professions. Theres more than
one way to skin a dragon, and theres more than one way to
survive and get rich in the Realm of Men. This book
features just a few archetypical character classes. The
Referees Book has more. If none of them suit you, work
with your friends to devise a class that you like better. Full
descriptions are presented at the end of this chapter.

Table 2.7: Prime Requisites


Class

Prime Requisites*

Elf

STR & INT

Dwarf

STR

Halfling

DEX

Elves are fairies made in humanoid form. They cast magic


spells.

Gnome

STR & INT

Fighting-Man

STR

Dwarves are creatures of the earth and stone, who build


their cities underground.

Thief

DEX

Cleric

WIS

Halfling is the collective name for the Little-Folk, who are


clever and resourceful.

Wizard

STR & INT

Gnomes are little cousins to Dwarves who also sometimes


use magic.

Now that you have selected your Heros character class,


mark it down on your piece of paper. More in-depth
descriptions of the various classes and what they can do
follow.

* See description of class for more details.

The Fighting-Man is exclusively trained in the arts of combat


and war.

The Character Classes


The following sections are in-depth descriptions of the
several character classes open to Heroes in Treasure
Hunters. As noted before, these are not the only professions
open to Heroes. They are presented as a selection of
archetypical Heroes from fantasy literature.

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.

Of all the common races, only Men can be said to be


ascendant; the other peoples have more upon which to look
back than upon which to look forward. While other races
cultures are stagnant, Men continue to innovate in every field
of knowledge, art, commerce and technology.

A Note about Half-Breeds: In many games like this, you


shall discover Half-Elves and Half-Lizardmen and HalfWater-Orc-Minotaurs and what-have-you. In this world of
Treasure Hunters, such offspring are biologically impossible,
except in the case of the Elf and Man. If an Elf and a Man
should truly fall in love, they may petition the Immortals to
grant them but one child. This child must decide upon his
18 birthday whether to live forever as a Man, or let go of his
mortal soul and live as an Elf. It is these half-Elven children
who choose to be Men who are the only kind of Man who
may wield Elf magic. These special individuals are the only
candidates for the Wizard class, presented below.

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 the Common Demi-Humans: Elves, Dwarves, Men, and


Dragons- the world of Treasure Hunters is filled with strange
magic and otherworldly creatures, both deadly and benign.
Of the common kinds of Demi-humans (races like Men in
many respects), four races can be said to be Mens allies in
the eternal war against Chaos: the Elf, the Dwarf, the
Halfling and the Gnome.

Special Abilities of Men

Demi-humans are not simply Men in funny suits. Their


motives are inscrutable and their demeanor alien.
Adventuring is a fundamentally human pursuit. Of the
commoner races, only Men are regularly adventurers. The
others are in decline and no longer predisposed to
exploration, discovery, and expansion. Therefore, the very
idea of a Demi-human Treasure Hunter is strange and outof-the-ordinary. Should you decide to play a Demi-human
Hero, you should be expected to explain why he is not like
the others of his race, but has rather decided to join in this
peculiar pursuit of Men.

Tenacity: Of all the common races, Men hold on to the


mortal coil most tenaciously. The deeds which Man
achieves in life, say bards, live in all Eternity. When
reduced to zero Hit Points, a Man will continue to cling to
life. Each round, he will lose one Hit Point until stabilized
or he reaches -5 Hit Points, at which point he passes to the
afterlife like all mortal creatures do.
Corporeality: Unlike the other common races, he leaves a
body that is more-or-less as it was in life, although devoid of
animating spirit. Therefore Men are the easiest creatures
from which to create monstrous undead, and the easiest to
return to life for great Immortal magic. Only Man can be
Raised from the dead in his former body.

Furthermore, Demi-humans are not as naturally adaptable


and willing to try new things as the Man is. Therefore, they
do not get to choose among character classes, but rather use
their singular natural abilities as best they can on Treasure
Hunts.

Adaptability: Also unique among the common races, Men


have the ability to choose his adventuring profession among
a wide variety of pursuits. This is reflected by a class list
system, rather than using the race-as-class system for other
races.

On Men: Elves, Dwarves and the rest: these are people who
once created artifacts and trophies. Men are the people who

Elves: Elves are fairies made in humanoid form. They are


lighter and smaller than Men, with finer features and a
naturally affinity for magic. While some elves are born in
the forests near the Realm of Man, many were born
hundreds of years ago and come from a land far from their
current homes. Elves do not fear mortality, for they do not
die of old age; those who do die are spirited away to the
Realm of Magic to be born again. An elf is 100 years old
before he considers becoming an adult, and may live 1000
years before departing the Realm of Man.

Elves with a STR and INT of 13+ gain a +5% XP bonus.


Elves with a STR 13+ and INT 16+ gain a +10% XP bonus.
Elf Special Abilities:

Darkvision (seeing in the dark) at a range of 60


feet.
Elves can find a secret or concealed door on a 1-2
on d6 (rather than the normal 1 on d6).
They are immune to Ghoul Paralysis.
Elves are also immune to Sleep and Charm
effects.
At 9 Level and beyond, an Elf can create magic
items, scrolls and creatures in his secluded retreat.
Elves speak Elven, Gnoll, Goblin and Orc. Elf
adventurers also speak the Common language of
Men.

Elf Heroes: Young elves sometimes join Men in adventures


for a number of reasons- but usually, because its fun.

Elf
Requirements: STR 9, INT 9
Prime Requisite: STR and INT
Maximum Level: 10

th

Weapon and Armor Proficiency: Elves may use any kind of


Armor, Helmet and Shield and use any kind of weapon.
They prefer elegant weapons like the sword and bow to
more crude kinds like the Morningstar.

Table 2.8: The Elf


Elf Level Progression

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.

Dwarves: Dwarves are stocky humanoids; culturally, they are


creatures of the earth and stone, who build their cities
underground. They are the best engineers of practical
edifice and fierce, disciplined fighters. They stand about 45 tall and weigh as much as Men. Dwarves live about 400
years. At death, their worldly mantle turns to stone.
Oftentimes, a Dwarf will decorate his homestead with the
stone mantles of his ancestors, just as Men bury their dead.
Only Dwarf men grow beards! The women are as earthy
and strong as their men (and as fond of precious metals), but
slightly hairier than their human counter-parts.

Table 2.9: The Dwarf


Dwarf Level Progression

Dwarf Heroes: Dwarf warriors are usually too busy fighting


evil creatures from the Underdark to worry about the Realm
of Men. Occasionally, a Dwarf will venture into the
overworld for a time, and he generally works well with the
other common races.

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

Upon Reaching 9th level: Once attaining 9th level, Dwarves


are called Dwarf Lord (both male and female Dwarves
prefer this title.) They may build strongholds in hills and
mountains, underground, or even on the borderlands of
Dwarven kingdoms, in order to better defend against surface
threats. 5d6x10 members of their clan will come to man the
battlements and defend the land.

Weapon and Armor Proficiency: Dwarves may use any


Armor, Helmet and Shield and may use any kind of weapon
except the Longbow, which is too unwieldy for them.
Prime Requisite: Dwarves with a STR of 13+ gain a +5% XP
bonus. Dwarves with a STR 16+ gain a +10% XP bonus.
Dwarf Special Abilities

XP

*At level 9, Dwarves automatically take half damage from any


damage-causing spell or spell-like effect. **Hit point modifiers
from Constitution no longer accrue.

Dwarf
Requirements: STR 9, CON 9
Prime Requisite: STR
Maximum Level: 12

Wizards do. They may not craft other types of


magic items.
Dwarves
speak
Dwarven,
Common,
Undercommon and Kobold.

Darkvision at a range of 60 feet.


Dwarves can instinctively spot slanting passages,
stonework traps, stonework secret doors, or
unusual and new underground construction on a
roll of 1-2 on d6
Dwarves gain a +1 to their Save versus poisons.
Forge Lore: Dwarves of level 9 and above may
craft magical weapons and armor in their
stronghold using the same rules as Elves and

Halflings: There are two kinds of Halflings, of course: the


Hobbits and the River Folk. The taller peoples of the land
call both kinds Halflings. They stand 3-4 tall and are built
much like human children. None weighs as much as 85 lbs.

Halflings with a DEX of 13+ gain a +5% XP bonus.


Halflings with a DEX 16+ gain a +10% XP bonus.
Halfling Special Abilities

Halflings (especially the River Folk) prefer trouble to


boredom. They are notoriously curious. Relying on their
ability to survive or escape danger, they demonstrate a daring
that many larger people can't match. Halflings (especially
Hobbits) have ample appetites, both for food and for other
pleasures. They like well-cooked meals, fine drink, pipeweed, and comfortable clothes. While they can be lured by
the promise of wealth, they tend to squander the gold they
gain rather than hoarding it. They often go barefoot.

They do not worship Immortals by alignment like the


members of other races do. Instead they revere any Halfling
hero: Halflings who have accomplished greater deeds during
their lives, often saving the Shires against incredible odds
and now watch over the
Halflings forever regardless
of alignment or particulars
of their Immortality.

Limited to small weapons.


Halflings receive a +2 bonus to their Armor Class
against opponents larger than Man-sized.
Halflings gain a permanent -1 to their Reaction
Modifier.
All Halflings may choose two Thief abilities at 1
Level and shall progress in these abilities in the
same manner as the Thief.
Halflings speak the Common tongue of Man and
get no free extra languages.
st

River Folk Luck: River Folk (only) gain a permanent +1 to


their Saving Throws because they are especially lucky.

Hobbit Cooking: Any injured person under the care of a


Hobbit (only) who is able to prepare meals for him will heal
1 extra Hit Point of damage per day, regardless of other
conditions.

Halfling life expectancy


is the same as Men,
but some Hobbits
live to be 130 years
old due to their
careful
lifestyle.
When they die,
Halfling bodies
turn to good,
dark earth, the
kind
most
suitable for
planting.

Table 2.10: The Halfling


Halfling Level Progression
XP

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.

Requirements: STR 9, CON 9


Prime Requisite: DEX
Maximum Level: 8

Upon Reaching 8th Level: Halflings are the least-ambitious


of the common races and are only able to attain Level 8 in
any class. At level 8, he or she is known as a Sheriff and
may start a new Halfling stronghold and community, soon to
be inhabited by 50 Halfling families mostly comprised of his
own racial subtype.

Weapon and Armor proficiency: Halflings 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 short swords and slings.

10

Gnomes: Gnomes are the smaller cousins of Dwarves and


larger cousins of Halflings. Many Gnomes live in delves
along with Dwarves, but some prefer to live above-ground in
warrens, like Halflings. Of the three, they are the only ones
who have any aptitude for Elf magic. Gnomes with an INT
of 9+ may cast Elf spells. They are excellent engineers, but
use this gift to make life more fun, rather than for large
public
works or weapons of war.

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.

They stand 3 1/2 to 4


1/2 feet tall and are
built somewhat less
stocky
than
Dwarves, weighing
between 70 and 125
lbs. Their hair and
skin can be all the
colors of the forest,
from the lightest green
to the darkest brown.
Gnome women often
cultivate exotic plants
from which to make
fantastic
hair-dye;
Gnome women love
elaborate hairdos and
garish hair colors, while
Gnome men will cultivate
elaborate facial hair and wear all
manner of unusual hats.

Gnomes with a STR and INT of 13+ gain a +5% XP bonus.


Gnomes with a STR 13+ and INT 16+ gain a +10% XP
bonus.
Gnome Special Abilities

Darkvision like Dwarves and Elves to a range of


60feet.
Limited to Small Weapons, as Halflings.
+2AC bonus against creatures larger than Mansized.
Any Gnome with an Intelligence of 9 or more may
cast Elf spells at 1/3 his level starting at Level Two.
These Gomes may cast Cantrips at level one.
Gnomes have the Thief skill Sleight-of-Hand and
advance in it as the Thief does.
Gnomes speak Common, Dwarven, Elven and the
language of small burrowing mammals.

Table 2.11: The Gnome

Gnomes reach adulthood at age 32; they will often live to be


275 years old, although Gnomes even older than that are
known to be alive now. When a Gnome dies, his body turns
to ash and floats away on the Four Winds, leaving his
worldly possessions behind.

Gnome Level Progression

Gnomes are not, as a race, combative. But there are


Gnomes who train and fight both in their own militia and
alongside Dwarves. They are limited to using small
weapons, like Halflings.
Gnomes speak Common,
Dwarven, Elven and the language of small burrowing
mammals.
Gnome Heroes: Gnomes value learning, and many young
Gnomes will join mercantile caravans or seek out the
colleges of Men. Others will set off on their own or with a
trusted pet to see the world for a while before settling down.
If adventure calls, who are they to turn down the advances of
Lady Fortuna?

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.

Upon Reaching 9th level: There is no analogue to feudalism


in Gnome culture; there are no Gnome kingdoms or
baronies. Gnome communities tend to enjoy participative
Classical governments run by town meeting. Therefore a 9
level Gnome is known as a Master or Madame rather
than by a more formal title.

th

11

Fighting-Man
Requirements: None
Prime Requisite: STR
Maximum Level: None

At 8th level, the Fighting-Man becomes deadly with his


choice of melee weapon, bow or crossbow. With his chosen
weapon, a natural attack roll of 20 (before bonuses or
penalties) which can affect a target with level or number of
hit dice equal to or lower than his level deals damage equal
to the targets current hit point total, dropping the target to 0
hit points instantly. This damage does not cause the target to
make a Saving Throw
.
Beginning at 9th level a Fighting-Man gains one additional
attack per round. One further attack is gained at level 14, for
a total of three attacks per round. In the case of reloading
crossbows, this allows light crossbows to shoot one
additional bolt per round, and lessens the reload time of a
heavy crossbow by one round per extra attack.

A Fighting-Man, as his name implies, is exclusively trained in


the arts of combat and war. They are specialists at dealing
and receiving physical blows. Fighters are particularly
burdened in a group of Treasure Hunters because they are
tougher and must take the lead to defend others.
Weapon and Armor Proficiency: Fighting-Men (sometimes
called Fighters) may use any Armor, Helmet and Shield may
wield any weapon.
Prime Requisite: Fighting-Men with STR of 13+ gain a +5%
XP bonus. Fighting-Men with a STR 16+ gain a +10% XP
bonus.

Forge Lore: Fighting-Men of level 9 and above may craft


magical weapons and armor in their stronghold using the
same rules as Elves and Wizards do. They may not craft
other types of magic items.

At 2nd level, Fighting-Men develop the savvy to Intimidate


weaker foes. Treat this ability in the same manner as the
Clerics Turn Undead ability retarded by one level, with the
following exceptions: The target must be aware of the
Fighting-Man; the target must have a mind, be of at least
animal intelligence; and the target must be able to hear (but
not necessarily understand) the Fighting-Man. N.B.: Named
NPCs (determined by the Referee) are Intimidated on the
same line as Infernal or Special undead.

Upon Reaching 9th Level: At level 9 a Fighting-Man may


become a great leader of men, taking control of a parcel of
land and a leadership rank in his society. A Fighting-Man
will, assuming money is at hand, build a castle. He may
ultimately control several villages and towns, but must be a
good, strong leader and provide protection.
Table 2.12: The Fighting-Man
Fighting-Man Level Progression

Beginning at 4th level, the Fighting-Man has honed their


battle-senses to heroic levels. While engaged in melee
combat, he may sense invisible creatures as if they were not
invisible. This ability does not work in normal out-ofcombat conditions, and it is limited to 30.

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

*Hit point modifiers from Constitution no longer accrue.

12

Thief
Requirements: None
Prime Requisite: DEX
Maximum Level: None

the Thief is rushed, must be quiet, or is dealing with a lock


of a kind he is somehow unfamiliar.
Find and Remove Traps: A Thief may only try one time to
find or remove a trap in an area. Note that these are separate
skills, for a Thief must find a trap before he can remove it!
If a Thief uses a tool, such as a 10 pole or small steel
mirror, he receives a +1 bonus to his roll.

Tomb-Raiders; Grave-Robbers; Silver-Tongued Devils;


Clever Rogues: Thieves. Thieves have a range of unique
skills associated with these and similar professions that make
them very handy companions in adventures. However,
thieves can be a bit shady and they sometimes are not as
trustworthy as other classes.

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.

Weapons and Armor: Because of their need of stealth and


free movement, Thieves cannot wear Armor heavier than
Jack, must only use a leather Helmet, and they cannot use
Shields during combat, although they may carry a shield with
them and drop it before attacking or using any skill besides
Listen. Thieves must use diverse weapons and are therefore
able to use any kind of one-handed melee weapon and any
crossbow.

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.

Prime Requisite: A Thief with a DEX of 13+ gain a +5% XP


bonus. A Thief with a DEX of 16+ gain a +10% XP bonus.
The following are class abilities of the Thief:

Climb: Thieves are


adept at scaling sheer
surfaces,
including
walls or steep cliffs.
They require a skill
roll for each 100 feet
they intend to climb.
If the roll fails, they
fall a distance equal
to half the attempted
distance, taking 1d6
points of damage
per
10
feet.
Thieves
are
adept
at
determining
whether they
can climb a
particular
sheer
surface
at a

Backstab: Whenever a defender is unaware of the Thief, is


flanked by the Thief and an ally, or is unable to actively
defend itself (bound or surprised), the Thief may attempt to
backstab. Using this special attack, the Thief may make one
attack which will receive an attack bonus of +4 and will
multiply all damage by 2. At Level 5, this multiplier
increases to x3; At Level 10, x4. Damage is multiplied after
the damage die is rolled.
Read Languages: A Thief of any level can read any language
with 80% probability. This ability does not include magical
writings. If the roll does not succeed, the Thief may not try
to read that particular piece of writing until he reaches a
higher level of experience.
Cast from Scrolls: Starting at level 10, a Thief can read and
cast magic from Wizard Gnome and Elf scrolls with 90%
accuracy. A failed roll means the spell does not function as
expected, and can create a horrible or hilarious effect at the
Referees discretion.
Locks: A Thief is skilled in picking locks, but needs lock
picks to do so. He can only try to pick a lock one time, and
if he fails, he may not try the same lock again until he
reaches a higher experience level. The referee might grant
an additional try depending on the complexity of the lock.
N.B.: Under normal circumstances, a Thief can pick any
lock in ten minutes. The Referee should call for a roll when

glance. Roll the


Thiefs chance of success in climbing the
first 100 before he starts his ascent. If he fails this roll, he
knows that this particular wall is beyond his ability until he
reaches his next experience level.

13

Hide: This is a supernatural ability; while remaining


motionless or using Stealth, a Thief who succeeds with his
Hide roll becomes invisible to all visual senses including
Darkvision. A Thief will always think he is successful in this
skill, and will not know otherwise until others react to his
presence.

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.

Listen: While every character has a chance to listen for


sounds (1 on d6), the Thiefs senses are keener than others.
Thieves can attempt to listen for noises in a cave or hallway
and at a door or other locations but the Thief must be quiet
and in a quiet environment, and remove his Helmet, should
he wear one.

Some Thieves will build a hidden hide-out within a town and


recruit young Men and women to join him in his little gang.
Should a Thief of 9th level choose this option, 5d6 1st-level
Thieves will join him, in time. But forever after, he will be
an Out-Law, unfit to mingle in polite society.

Table 2.13: The Thief


Thief Skill Matrix (2d6) Roll Equal or Higher

Thief Level Progression


XP

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

*Hit point modifiers from Constitution no longer accrue.

14

Cleric
Requirements: None
Prime Requisite: WIS
Maximum Level: None

Turning Undead: Clerics have the ability to Turn, or repel,


the restless dead. The Cleric is able to call upon the power
of his Immortal to repel or even destroy Undead. Undead
so Turned leave the area however they can and will not
attempt to harm or make contact with the Cleric until ten
minutes have passed. There is no limit to Turn attempts a
Cleric may make, but he may only make one per Round, he
may not attack in the same Round, and he must have his
holy symbol displayed to Turn.

Clerics are Men who pledge their lives to serve a particular


Immortal. To this end, they conduct their lives in a way to
further the desires and will of their chosen Immortal, or the
Immortals of Law or Chaos as a group. Adventuring plays
an important role in the battle between Law and Chaos, so
many Clerics are adventurers.

On the Turning Undead table, there will be a dash, a T, a


D, or a number corresponding to the HD of an Undead
creature, versus the Clerics Level. A dash means that the
Cleric has not the power yet to turn that undead type. A T
means that the Cleric automatically turns the undead, and a
D means that the undead are automatically destroyed. A
number indicates that the player must Roll-Over on 2d6 in
order to turn the Undead.

Weapon and Armor Proficiency: Clerics are not restricted


from the use any form of Armor, Helmet or Shield.
However, strict Immortal doctrine determines which specific
weapons from which a particular Cleric may choose, based
upon his chosen Immortal or pantheon. A default option is
to limit the Cleric to bludgeoning weapons only.
Prime Requisite: Clerics with WIS of 13+ gain a +5% XP
bonus. Clerics with a WIS 16+ gain a +10% XP bonus.

Upon a successful roll or a T in the chart, the player rolls


2d6 again and the result equals the number of total hit dice
of Undead creatures turned. A D in the chart requires the
same roll to determine how many HD of Undead are
destroyed. A D# doubles the number of Undead destroyed.
At least one undead creature will always be turned or
destroyed on a successful use of Turn Undead.

The following are class abilities of the Cleric:


Spell-Casting: Clerics can channel divine energy into spells,
which are granted through daily prayer and worship. The
power and number of Cleric spells available to a character
are determined by level. Clerics are also trained to fight.
They are not passive clergy, but holy crusaders. If a Cleric
ever falls from favor due to violating the aims of his
Immortal or breaking the rules of his church, the Immortal
may impose penalties upon the Cleric. These penalties are
entirely up to the Referee, but may include penalties to
attack (-1) or even a reduction in spells available. Your
Referee will guide you in making informed decisions in
these matters.

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

Upon Reaching 9th level: Once attaining 9th level, a Cleric


may establish or build a Stronghold or Temple. So long as
the Cleric is currently in favor with his Immortal, he may
buy or build it at half the normal cost due to divine
intervention. Once a stronghold is established, the priests
reputation will spread and he will attract 1st and 2nd level
followers of the Fighting-Man, Archer, Warlord and Cleric
classes (numbering 5d6 x10). They are completely loyal
(never checking morale). The Referee chooses which
proportions of followers are bowman, infantry, &c.

Table 2.14: The Cleric


Spell Progression
2nd 3rd 4th 5th
1
2
7
9
5
7
1
3
5
2
T
3
2
1
T
T
3
2
D
T
3
2
1
D
D
4
3
2
D
D
4
3
2
D#
D
5
4
3
D# D#
5
4
3
D# D#
6
5
4
1
D# D#
6
5
4
1
D# D#
6
6
5
2
D# D#

*Hit point modifiers from Constitution no longer accrue.

HD Turned (2d6) Roll Equal or Higher


3
4
5
6
7
8
9
11
------9
11
-----7
9
11
----5
7
9
11
---3
5
7
9
11 --T
3
5
7
9 11 -T
T
3
5
7
9 11
D
T
T
3
5
7
9
D
D
T
T
3
5
7
D
D
D
T
T
3
5
D#
D
D
D
T
T
3
D# D#
D
D
D T
T
D# D# D#
D
D D T
D# D# D# D# D D D

** 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

Prime Requisite: Wizards with a STR and INT of 13+ gain a


+5% XP bonus. Wizards with a STR 13+ and INT 16+ gain
a +10% XP bonus.
The following are the class abilities of the Wizard.

A Wizard is a warrior-mage of great power and mystery. He


must be a Man who is born of Elf and Man, and choose to
live a mortal life as Man does. These individuals are
exceedingly rare; no more than nine have ever lived at the
same time.

Magic Item Use: He may use any magic item usable by


Fighting-Men or Wizards, but not those specially made for
Elves. At 9 Level and beyond, the Wizard can create magic
items, scrolls and creatures in his tower laboratory.
th

Spell-Casting: Only Elves, Gnomes and Wizards are able to


use Elf-magic. Among Men, this ability is foreign. Only
Wizards are able to understand and harness arcane power
because of their heritage. Additionally, the Wizard (and
only the Wizard) can hope to cast Sixth-Order magical
spells.
Wizards automatically begin play knowing how to read and
write Elven.
Upon Reaching 9th level: Once attaining 9th level A Wizard
is referred to as a Septarch. They live in seven-sided
towers which they build, guarded by powerful dweomers and
in some cases magical beasts. The stones of these towers are
painted a creamy white, and the roofs are clad in green tile.
These Septarch Towers are usually located in towns, but
some Septarchs, including the evil kind, will instead find a
remote location, far away from prying eyes and meddling
Treasure Hunters. Some Septarchs build dungeons and
crypts below their towers as well where treasure may be
found.

Weapons and Armor: A Wizard can use any Armor,


Helmet and Shield and wield weapons just as a Fighting-Man
does, but does not gain his special abilities. In addition, he
can cast Wizard spells as the Elves do. He may not use a
Shield while casting a spell; he must drop it prior to casting.

Table 2.15: The Wizard


Wizard Level Progression

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

*Hit point modifiers from Constitution no longer accrue.

16

Now on to Step 3: Arrange Background Skills.

These skills are broad and not well-defined. Its up to you


and the Referee, during the course of play, to better define
these skills as you develop your Heros background. In this
way, having a strong background story (even one you make
up as you go along) has a mechanical benefit: a better
collection of skills to use in various non-combat situations.

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.

For instance, if you are a farm boy turned Fighting-Man, you


would have a good Rural Skill. If you come upon a wild
stallion, you may say, Can I try to tame the stallion? I used
to work with ornery horses back on the farm. The Referee
would probably allow it. But if you wanted to tame a Rust
Monster, he might impose a stiff penalty on the attempt.

The Treasure Hunters Four-Skill System:


There are four skills which describe the general knowledge gained by a character prior to achieving level one as an adventurer,
along with parenthetical examples of what specific knowledge each skill might suggest.
Skill 1. Noble (diplomacy, heraldry, falconry, jousting, fine dining, horsemanship, music, spellcraft)
Skill 2. Urban (gather information, trading, merchant, hiring NPC specialists, militia, streetwise)
Skill 3. Rural (animal husbandry, teamster, farmer, homesteading, leather working, music, carpentry, repairs)
Skill 4. Wildlands (trapping, hunting, fishing, survival, tracking, horsemanship, mountaineering, seamanship)
Not every specific skill is available to every character, Referees Option. The specific applications ought to fit with the character's
background. For instance, it would be unlikely that someone who chooses Wildlands as their character's best skill would be skilled
in both mountaineering and seamanship. There may be other specific applications than those listed parenthetically. The player and
Referee must work together to determine them, sometimes in real time at the table.
Based on the character's background, the player shall rank the four skills A-D, A being the best.
With A, the character succeeds at a related task 5 in 6 times, indicating great facility;
With B, the character succeeds at a related task 4 in 6 times, indicating competency;
With C, the character succeeds at a related task 3 in 6 times, indicating some exposure;
With D, the character succeeds at a related task only 1 in 6 times, indicating a lack of experience.
These are background skills and never improve. No skill ought to come up more than once per session (on average). Skill rolls
dont replace role-playing. All skill use decisions are Referee's option and his decision is final.
And that's the whole system!
Step 4: Determine Starting Money and Equipment

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!

Alternately, one may approach a table with players of the


newer kind, who have not played games of this style before.
You shall wish to start them very quickly on the road to
Adventure, and picking and choosing their gear from among
the several choices available in the Players Guide can be an
arduous process which leads to analysis paralysis, as they
call it. This chart below is a superb parry to that unwelcome
& time-consuming thrust.

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

Do some horse-trading of your mundane items amongst


your fellow players in order for each to feel he has

maximized his chances against the unknown; pooling


resources is also encouraged in the hiring of Henchmen.

Treasure Hunters' Kit


Contains: Backpack; Bedroll; Flint and steel; 7 days Trail Rations; Rope, Hemp 50'; 3 Torches; Waterskin with a
pint of water or small beer; a change of common clothes, Jack Armor, one dagger or holy symbol, and one other
weapon. Cash-on-Hand: 3d8sp.

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

Rations, unpreserved (7 days)

3-4

Block and tackle

53-54

Rations, trail (7 days, preserved)

5-6

Book, Blank with ink & quill

55-56

Rope, silk (50 ft.)

7-8

Bottle, wine, glass

57-58

Sack, large (empty)

9-10

Candles (3d6)

59-60

Sack, small (empty)

11-12

Cart

61-62

Spade or shovel

13-14

Case, map, with paper, ink & quill

63-64

Spikes, iron (12), with hammer

15-16

Chain (10 ft.)

65-66

Spyglass

17-18

Crowbar

67-68

Stakes, Wooden (4), with hammer

19-20

Flask of Military Oil

69-70

A Tent

21-22

Garlic (3 cloves)

71-72

Wine (2 pints) in bottle

23-24

Grappling hook

73-74

Wolfsbane (fist full)

25-26

Walking Stick (Works as a Club)

75-76

Dog, Standard

27-28

Holy Symbol, Silver

77-78

Dog, Large

29-30

Holy Symbol, Wooden

79-80

Donkey

31-32

Holy Water (Flask)

81

Pony

33-34

Ladder, 10-foot

82

Mule

35-36

Lantern & 3 flasks of oil

83

Horse, draft

37-38

Lock

84

Horse, riding with saddle & bag

39-40

Manacles with lock

85

Canoe

41-42

Mirror, small steel

86

Bandages (1d6)

43-44

Military Oil (1-pint flask)

87-88

A second weapon

45-46

Parchment, Ink & Quill

89-97

A Normal Shield

47-48

Pick, miners

49-50

Pole, 10-foot wooden

Armor: Armor comes in three pieces and three weights.


Body armor covers the body, either fully or partially

98

Upgrade to Metal Armor

99-100

Basinet or Leather Helm

include chain, scale, splint, banded, koujia, and plate. Suit


Amor is late Renaissance-style full body armor. It is very
rare and may not be re-fitted if captured.

Of the three weights of armor, Metal and Jack encompass a


lot of the specific armor choices available in other games.
Its up to you to decide what your particular suit of Metal or
Jack looks like. Examples of Jack Armor are padded,
leather, studded leather, brigandine, silk or suikan, cord, or
even a thick, heavy cloak. Examples of Metal Armor

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

Shields come in many shapes and sizes. It is assumed your


Hero knows how to use one if it is allowed by his Class, and
most Classes do allow a Shield. Shields are usually made of
wood or wicker (almost never metal), or layers of animal
hide stretched over metal or wood skeletons. A bashing
shield is made of heavy wood reinforced by metal and is
used as a bludgeoning weapon as well as for defense.
Because they are smaller, sometimes 10-12 in diameter,
they provide less protection.

Bandages: When a Man is at zero hits, he will lose one Hit


per round until dead. Bandages stop this and take one
round to apply. They also stop any bleeding effect, and
when applied overnight, heal 1 hp damage.
Battle Standard: A Battle Standard is a tall (8-12) staff with
an elaborate device or flag attached. It identifies the unit or
adventuring group using it. While it is visible (held),
henchmen gain a +1 to morale. When it has fallen, they
suffer a -2 to morale. They may be made into magic items.
Specially-designed Battle Standards and Armor can be fitted
together to allow the bearer two free hands, but this is
unwieldy; the bearer cannot also use a backpack or back
quiver.

Axe, Dane: A Viking-style weapon, 3-5 long, with a curved


axe head. It is popular with Men and Dwarves. It may be
used one-handed or two-handed. When used two-handed,
is +1 to hit and damage.
Dagger, Silver: Silver daggers are -1 to hit, but do normal
damage to werewolves and other shape-changers.

Wood, Rowan: The Rowan tree is sacred to Elves and its


heartwood has magical properties. When fashioned into a
shield, the shield may be Splintered to avoid the effects of
any one magical spell or spell-like power.

A Pilum is like a little harpoon. Whether in melee or


missile combat, they are one-use weapons. On a successful
hit, the attacker may choose to Splinter the defenders shield
instead of dealing damage.

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*

Table 2.17: Weapons


Size
Cost
Damage
T
3 gp
1d4
T
30 gp
1d4
T
5 sp
1d4
S
1 gp
1d6
S
1 gp
1d4+1
S
2 gp
1d4+1
S
7 gp
1d6
M
6 gp
1d8
M
3 gp
1d4
M
16 gp
1d6
M
3 gp
1d6
M
7 gp
1d6
M
1 gp
1d6
M
7 gp
1d6
M
5 gp
1d6
M
5 gp
1d6
M
5 gp
1d6
M
25 gp
1d6
M
3 gp
1d6
M
10 gp
1d8
L
10 gp
1d10
L
25 gp
1d10
L
8 gp
1d8
L
40 gp
1d8
L
15 gp
1d10
L
8 gp
1d8

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.

The Value of the Several Common Coins

Table 2.18: Movement and Encumbrance

The exchange rate of the several coins are:


1 PP = 5 GP = 50 SP = 500 CP

Condition

Movement Rate

No Armor and <80lbs. Gear

120'

No Armor and >80lbs. Gear

80'

No Armor and >120lbs. Gear

40' and -1 AC

Measure of Weight: 100cn (the weight of 100 coins) = 1 lb.

Leather Armor and <40. lbs. Gear

120'

Encumbrance is a measure of how much of a load your


Hero is carrying.

Leather Armor and >40 lbs. Gear

80'

Leather Armor and >80 lbs. Gear

40' and -1 AC

Encumbrance

Characters with a STR score of 15 or more can add 40lbs. to


each category to determine how well they can move while
leaden with armor, gear and treasure.

Metal Armor and <40 lbs. Gear

80'

Metal Armor and >40 lbs. Gear

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.

Step 5: Determine combat scores

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

Upon achieving a new level, the player rolls the indicated


number of dice and then adds the Constitution adjustment
for each level. If that number is higher than the Heros
current Hit Points, then the player shall mark down the new
number as Hit Points. If it is the same or lower, the player
adds 1 to the Heros Hit Point total instead.

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.

The Saving Throw


Saving Throws (Sometimes just called Saves) give your
Hero an extra chance to escape danger at the last possible
moment. Two belong to any being or object. The third is a
gift of the Immortals to those they watch over. To succeed
at a Saving Throw, you must roll equal to or less than (A
Roll-Under) a target number on a d12. A 1 always
succeeds and a 12 always fails. Certain Heroes will have an
additional bonus to their Saving Throws, as indicated in their
class descriptions below.

Table 2.19: Hit Dice & Base Attack Bonus by Level


Elf, Halfling,
Fighting-Man,
Class:
Gnome,
Wizard
Dwarf, Monsters
Cleric, Thief
Level

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

Physical Saves allow you to avoid physical maladies, such as


poisons or a rock falling on your head.
Physical Saves are made making a roll-under with the target
number of your level + your Shields AC bonus where
applicable + your CON modifier.
Magical Saves grant the power to defend against magic spells
and effects.

5d6+1*

5d6+2
5d6+3
5d6+4
5d6+5

Magical Saves are made by making a roll-under with the


target number of your level + the level of the highest-order
spell you can cast, if any + your WIS modifier.
Fate Saves are a last-ditch attempt by an Immortal to save
your life; they are rolled infrequently and only by the

*Adjustments based on Constitution no longer accrue.

20

Referee in secret. Only Heroes have a Fate Save; NPCs and


Monsters only have two Saving Throws.

(whether positive or negative). Starting Heroes can have an


Armor Class as high as 19, but 14-16 is average.

Fate saves are made by making a roll-under with the target


number being your level + your CHA modifier.

Step 6: Determine name, sex, age and alignment.


By now you have a good idea who your Hero is and what his
motivations are. All along we have used the male-gendered
singular pronoun, but Treasure Hunters may be women or
men without mechanical difference and without any bonus
or penalty. The Dark Ages was a more egalitarian time than
popular culture would lead us to believe. Especially among
the nobility, there were many women trained for war and
other dangerous professions. Pick a name, a sex, and an age
for your Hero.

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

When your Hero is reduced to zero hit points, he is


incapacitated and insensate. When he is reduced below
zero Hit Points, he is dead. The one exception to this rule
is that of Men who stay alive but incapacitated up to -4 Hit
Points, and die at -5.

Alignment is a descriptive, rather than proscriptive, measure


of your Heros ethos. Some Heroes tend toward Law, and
adventure to advance the goals of those Immortals who
mean to maintain order. They tend to follow just laws and
treat sentient beings, friend or foe, respectfully. Chaotic
Heroes are more interested in freedom than order, and may
or may not follow laws as it suits them. They are sometimes
tempted by the lure of evil. Neutrality or Balance is a
category that encompasses most common folks and some
Heroes. They are not strongly inclined one way or another,
or perhaps they are actively committed to maintaining a
balance between Law and Chaos.

At each level including 1 level, Heroes gain some number


of Hit Points. The gain equals the roll of their Hit Die plus
or minus their Constitution modifier. Whatever the result,
each character gains at least one Hit Point per Hit Die or
level. At level 10, Heroes and others stop gaining full Hit
Dice plus Constitution modifier, but rather gain a static
number of hit points based on their class.
st

Heroes start the game with 4 Hit Points or more, regardless


of roll. If your roll after adjustment is lower than 4, increase
it to 4 Hit Points. Characters other than the Heroes are on
their own!

Each of these choices is appropriate for a Hero. You are


still the Good Guy, even if you decide to be Neutral or
Chaotic.

Armor Class

Clerics have a special burden when it comes to alignment.


Their class abilities are largely Immortal-granted. That
means they must be careful not to commit too many acts
that oppose the patron Immortal, whether that Immortal is
one of Law, one of Chaos or one of Balance (as Neutral
Immortals are called.)

Armor Class represents how hard it is to hit your Hero or


other characters with weapons and some spells. The higher
the armor class, the tougher you are to hit.
Commonly, Armor Class is adjusted based on your Armor,
Helmet and Shield (naturally), your Dexterity (representing
your ability to make people miss), and sometimes by magic.
Some animals and monsters are naturally tougher so they
have a high Natural Armor Class.

The Referee will guide you when he sees you taking a


potentially alignment-violating action by saying something
like, Are you sure you want to commit to that Chaotic
action? so that you may reconsider. You may still commit
to the ethically-questionable act, but it may affect your Hero
later at the discretion of the Referee.

Treasure Hunters uses ascending armor class, familiar to


players of later versions of the Famous Game.
To calculate your Armor Class, add 10 + your armor bonus
from Armor, Helmet and Shield, + your Dexterity Modifier

21

Chapter Three: Elf Magic and Divine Magic


Elves magic is taught to them from an early age; it is ancient
and it comes easily to the Elf. As we have seen, some Men
and all Gnomes also know a little of this magic, but Gnomes
must wait until Level Two to utilize even First-Order magic.
It is Men, who are ambitious in all things, who are able to
harness the most powerful of all magical spells.

Order spells and one Second-Order spell are replaced, it


will take 4 weeks and 4,000 gp. This activity requires
complete concentration, and a character doing this work
may not engage in any other activity for the time required.
On the Scarcity of Magic: Each time a Wizard, Gnome or
Elf reaches a new experience level which grants additional
spell slots, he learns one spell of the highest order he can
cast. The particular spell learnt is ultimately chosen by the
Referee. The cost and time to learn the spell are included in
the level training's cost and time. In order to learn other
spells, he must research each at a cost of 1000 x spell-order
in GP. These may be spells from the rule book, or original
spells he creates himself. Each spell takes (3d6 + spell-order)
days to research and record.

Generally: Spells are cast by Wizards, Gnomes, Elves,


Clerics and Warlords. Memorized hand gestures combined
with arcane spoken words bring about magical effects. ElfSpell casters are able to memorize a certain number of spells
of different spell orders, depending on the Heros levels of
experience. When a spell is cast, knowledge of the spell is
erased from the mind of the caster.
A character can memorize the same spell more than once if
the character is capable of memorizing more than one spell
of a spell order. There is a fundamental difference between
the spells of Wizards, Gnomes and Elves compared to the
spells of Clerics. Wizards, Gnomes and Elves memorize
spells from spell books. These spells draw upon magical
energies. Clerics do not study spells from books, but instead
receive the knowledge of how to cast specific spells through
prayer to their gods. For this reason, clerics have access to all
clerical spells they are capable of casting when they cast
spells. This is also known colloquially as spontaneous
casting.
All Wizard, Gnome and Elf spell-casters can memorize or
pray for new spells after 8 hours of rest. It takes one hour to
memorize all spells the character is capable of learning or to
pray for them. Wizards, Gnomes and Elves gain additional
spells for their spell books in a few different ways. The
Referee may allow these spell casters to consult
a
Septarch when they gain
levels. Heroes may
quest to capture scroll
spells to add to a
spell book, or find
other spell books
with new spells in
them, along with
his
magical
research.
Scroll spells
of any level
may
be
copied to
a spell
book,
but the
spell
disappears from the scroll. Characters may also copy spells
from one spell book to another, and this process does not
erase spells from a book.

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.

Sometimes a spell book will either be lost or destroyed. A


Wizard, Gnome or Elf can rewrite the spells through
research and memory at a cost of 1 week of game time and
1,000 gp for each spell order. For instance, if two First-

22

Clerics and Warlords have it a bit easier: They are allowed


to cast whichever spells which are on their lists, provided
they partake in their daily prayer hour. Cleric spells are
called Miracles. If a Cleric or Warlord has offended his
Immortal in some way, he will be informed of the penalty
and method of absolution for his transgression during this
prayer-time.

same round, although a Warlord can use a Command and


perform other actions besides attacking.
Should a Cleric or Warlord attempt to cast a spell without
holding his holy symbol, the attempt will succeed. However,
the Hero shall be dealt 1d6 damage per Spell Order rank as
he channels his own life force into the casting.
On Saving Throws: Some spells allow Saving Throws, and
this will be noted in the spell description. When Saving
Throws are allowed, a successful roll will typically reduce or
eliminate a spell effect, depending on the spell description.
On Reversible Spells: Some spells are reversible, and this
will be indicated for each spell. For Wizards, Gnomes and
Elves, the reverse of a spell is considered a different spell, so
that all spell casters must memorize the specific form of the
spell ahead of time. A Wizard, Gnome or Elf may
memorize both forms of a spell. A Cleric can use either
form of a spell without having to pray for the different
versions separately, but the Referee may limit this to some
degree if a reversed spell is against the beliefs of the Clerics
Immortal. A Cleric may draw dissatisfaction from his
Immortal if he casts versions of spells that have effects that
go against his alignment.
On Cumulative Spell Effects: Spells that affect different
abilities can be combined. In addition, spells can be
combined with the effects of magic items. However, spells
cannot
be used to increase the same ability.
For instance, a character cannot
cast two Bless spells for
cumulative effect.
On Beginning Spells: As
discussed previously, clerics
have access to all spells
when they pray for them.
Wizards, Gnomes and
Elves study the spells
from
their
spell
books, and Wizards
and Elves begin
play with a two
spells:
Read
Magic and one
chosen by the
player of any
spell order.
Any
other
spells
can
only
be
added to a
spell book
through
game
play.

On Spell-Casting Constraints: All Wizard, Gnome and Elf


spell-casters need to be able to move their hands and speak
in order to make the gestures and speak the magical phrases
that bring magic effects into being. As a result, these spellcasters cannot cast spells if gagged, his hands are tied, or he
is in an area under the effects of a Silence spell. Spell-casters
may take no other actions during the same round they
intend to cast a spell except for dropping whats in his hands
(never stowing) prior to casting. The spell-caster must
announce the intention to cast a spell prior to initiative being
determined at the beginning of a round. Should an
opponent successfully attack the Hero doing damage, or if
the Hero is required to roll a saving throw and fails prior to
casting a spell, the spell fails. The spell is removed from the
casters memory as if it had been cast. Finally, in most
instances a spell caster must have the intended target of a
spell within visual range (unless otherwise noted), whether
the target is a specific monster, character, or area of effect.
A Cleric or Warlord may cast a spell as long as he can speak
in a loud, clear voice and has one hand free. This means a
Warlord cannot use both a spell and a Command in the

Gnomes gain Read Magic and one first-order spell of their


choice upon attaining Level Two.

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

example, a spell range of 0 is centered on the caster, whereas


with a range of 30 a spell could be centered anywhere within
30 of the caster. A range of touch indicates that a thing or
creature must be touched for the spell to take effect.
Sometimes the range of a spell is the same as the area of
effect, due to the nature of the spell.

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:

Touch someone to cause an involuntary bodily reaction at


any time on a failed Fate Saving Throw (fart, belch, blink,
nod, yawn)
Produce a small lighter-sized flame
Chill an object smaller than 1 cubic foot to 40 degrees.
Clean one man-sized creature or smaller, or one 10' x 10' x
10' cube or smaller. Cleaning the cube takes the magic one
turn.
Summon one diminutive vermin or insect
Kill one tiny vermin or insect
Control up to 1" of hair growth or removal.
Cause one object on his person to appear in his hand or an
object in his hand to disappear off his person.

Travel while hovering 1" off a solid surface for up to 10'


Repair or mend small (minute) breaks or tears
Warm or cool an area by 10 degrees F.
Perform minor changes on small objects (change the color
of parchment; turn a diminutive bat into a diminutive bird).
These changes last from 1 day for very minor (color)
changes, to 1 turn for subtle changes, to 1 round for drastic
changes.
Open or close a regular door. Levitate objects weighing 1
pound or less within 10' of the caster
Cause a soft chime to ring
Animate diminutive objects for 1 turn

First-Order Elf Spells


1. Charm Person brings one humanoid creature within 120
under total control of the caster until dispel magic is cast on
target. Undead are not affected. Save allowed.

8. Read Languages allows the caster to understand unknown


writing. Lasts one Turn.
9. Read Magic allows the caster to understand magical
writing for one Turn, long enough to read one or two spells
or scrolls.

2. Detect Magic reveals magic items and areas as long as the


caster concentrates the presence of magical effects. 1d4
Rounds. Up to 30 range.
3. Floating Disk holds 200 lbs. three feet off the ground and
three feet away from the caster for 12 turns. Slightly concave
and invisible.

10. Shield acts as a normal Shield of AC +2 but hovers in


front of the caster instead of being held. Shield lasts six
turns or until Splintered. It does not stack with other
Shields.

4. Hold Portal locks and holds a portal or aperture for 2d6


turns. Dispel magic removes the hold. Knock opens the held
portal, and dispel magic entirely removes the hold.

11. Sleep causes target(s) of the casters choosing within 60


to fall into deep magical sleep. Targets must be within 30 of
each other. Save allowed.

5. Light* must target an object or location. Light illuminates


as a torch for 6 turns. The opposite, Darkness, cancels
Light and may blind one person or monster for 6 turns.
Save allowed.
6. Magic Missile conjures a missile of magical force which
sits at the casters shoulder for six turns or until discharged,
dealing 1d4+1 damage at a range of 120. It does not miss.
At caster level 5, 10, and 14, one additional missile is
conjured, but only one may be fired per round.
7. Protection from Evil prevents Magical Beasts, summoned
creatures and Undead creatures from entering a 1 circle
around the caster for six turns. During that time, attacks
from evil creatures against the caster are at -1.

HD of Target(s)

Number put to sleep

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

12. Ventriloquism allows the caster to throw his voice up to


240 for 6 turns.

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.

Protection from Evil: The wizard's skin takes on a slick


sheen.

Detect Magic: The wizard's forehead glows slightly with an


arcane sigil.

Read Languages: The wizard experiences a slight delay in


experiencing all visual phenomena.

Floating Disc: The objects carried by the wizard are weirdly


supported, seeming to be held up by invisible wires. This
does not directly affect the encumbrance of the wizard
(although it may reduce the effective encumbrance of items
with bulk).

Read Magic: When the wizard speaks, runes appear in the


air for just a split second.
Shield: The wizard's ears shrink to the size of peas.

Hold Portal: The wizard's hair knots at the tips.

Sleep: The wizard becomes tired and his voice is somewhat


monotone.

Light: The character's skin becomes mildly luminescent. Not


enough to illuminate his current space, but in a pitch black
room,
you
could
eventually
make
out
his
features. Alternately, his eyes may cast a dim light.

Ventriloquism: A tiny mouth appears at the tip of one of the


wizards fingers and silently mouths along with the words that
he speaks.

Magic Missile: The wizard gains a slight echo to his voice.


Alternately, flickers of force may appear across his hands
and arms.

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. Contact Other Plane

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. McWreaths Flying Colors

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. Mirror Image

10. Protection. Evil 10 Radius

10. Polymorph Self

10. Transmute Rock to Mud

10. Reincarnation

11. Phantasmal Force


12. Web

11. Protection from Normal Missiles


12. Water Breathing

11. Remove Curse


12. Wall of Fire
13. Wall of Ice

11. Wall of Iron


12. Wall of Stone

11. Stone to Flesh


12. Magic Sword

25

Sixth-Order Spells

Listing of Miracles (Cleric and Warlord Spells)


First-Order Miracles
1. Cure Light Wounds instantly heals 1d8+1 hit points of
damage. Evil clerics cause light wounds.

opponents are treated as having one fewer hit die. Evil


Clerics are protected from Good.

2. Detect Evil, for 6 turns after its cast, identifies evilly


enchanted objects, or individuals with evil intent, within 120.
Merely harmful objects, like vials of poison or spiked pits,
are not detected. Evil Clerics Detect Good.

6. Purify Food and Drink makes spoiled or poisoned food


and beverages (enough to serve twelve people) safe to
consume. Evil Clerics Spoil food and drink.
7. Remove Fear makes a target immune to magical and
normal fear for 2 rounds. That target automatically makes
his morale saves. An evil Cleric casts Incite Fear, which
forces a morale check each round for two rounds or flee.
Save vs. Magic.

3. Detect Magic reveals for a short time the presence of


magical effects on nearby things.
4. Light illuminates less brightly than daylight a 30 circle
around the cleric for 12 turns. Evil clerics cause darkness.

8. Resist Cold prevents the first 10 points of Cold damage


per round to a single person for 6 turns.

5. Protection from Evil bars magic creatures from


approaching the cleric for 12 turns, during which the Cleric
makes saving throws from evil attacks at +1, and evil

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.

5. Resist Fire prevents the first 10 points of Fire damage per


round to a single person for 6 turns.
6. Silence 15 Radius Stops all sound within 15 of the
Cleric. This also stops spellcasting.

2. Find Traps reveals to the cleric any magical or mundane


traps within 30 for 2 turns.

7. Snake Charm Holds one normal animal fascinated and


still for as long as the Cleric concentrates. No save. Evil
Clerics cast Incite Animal forcing it to attack a random target
until dead.

3. Know Alignment allows the Cleric to discern the


alignment of one character or monster. Magic Save allowed.
4. Hold Person completely halts 1d4 living humanoids
within 120 for 6 turns plus a number of turns equal to the
Clerics level. If cast at a single target, that individual suffers
a -2 penalty to Magic Save.

8. Speak with Animals allows the Cleric communicate with


any animal within 30 for a period of 6 turns. The animal
will not attack the clerics party, and may help them.

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.

6. Dispel Magic as the Elf-Spell.


7. Locate Object gives the cleric a sense of the direction
(though not distance) of a known (in terms of color, size,
shape, etc.) object, if that object is within range (60 plus
cleric level x 10). Hide Object prevents this effect and lasts
until dispelled.

2. Animate Dead is a highly Chaotic spell which creates 4d4


Skeletons, 2d4 Zombies, or 1d4 Ghouls. It requires equal
numbers of bodies of freshly-slain (1 week) Men. Destroy
Undead is the reverse.

8. Remove Curse ends a curse on an individual or object


touched by the cleric.

3. Continual Light lights as brightly as daylight a 240


diameter circle around the cleric, and lasts until dispelled.

9. Striking cast upon a weapon gives that weapon a +20 to-hit


and double damage for its next attack. Range: touch.

4. Cure Disease cures one target of any disease, magical or


otherwise. Evil Clerics cast Cause Disease.

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.

1. Create Food and Water produces a days worth of


drinkable water and passable fare for a dozen men and their
mounts. For every cleric level above 8th, the quantity
doubles.
2. Cure Serious Wounds instantly heals 3d8+3hit points of
damage. Evil clerics cause serious wounds.

6. Speak with Plants lets the cleric communicate with plants


within 30 for a period of 6 turns. The plants obey the Cleric
as best they can.

3. Elemental Immunity protects one target from the first 20


points of elemental damage (Fire, Cold, Acid, Electricity)
dealt each round for six Turns.

7. Sticks to Snakes turns 2d6 sticks within 120 into snakes


for 6 turns. The snakes (half of them poisonous) obey the
cleric. Snakes to Sticks is the reverse.

3. Neutralize Poison stops further damage by poison to one


individual, but cannot revive the dead.

8. Truesight allows the caster to see through all illusions, to


see Invisible creatures, and to see Ethereal creatures. It
negates such spells as Blink and Mirror Image.

4. Part Water creates a dry path up to 20 wide through a


body of water for up to six Turns or until the Cleric
dismisses the effect.
Fifth-Order Miracles
1. Commune lets the cleric ask his deity three questions, and
get answers. Clerics only commune with their deity once per
week. Rarely, the referee may allow more frequent
communication or more questions per casting.

The spell deals 6d8 hit points of damage. A successful Magic


Save reduces the damage to 3d8.
5. Insect Plague brings a blinding 360 cubic foot swarm of
insects, which (under control of the cleric) routes creatures
with fewer than three HD. The swarm lasts up to a day.

2. Conjure Animals summons normal beasts of the earth


(mammals) to attack enemies designated by the caster for
two rounds per caster level. These monsters have 1 HD
total per level of the caster. These animals fight to the death
or until the Cleric dismisses them.

6. Quest compels a target within 30 to complete a task of


the clerics choosing, or suffer a curse of the clerics devising.
Magic Save allowed.
7. Raise Dead brings to life one Man or Halfling touched by
the Cleric, if the target died less than a day ago, plus four
days for each of the clerics levels beyond 7. Instead of
raising the dead, evil high priests kill one creature within
120 with Finger of Death.

3. Dispel Evil, if successful, ends evil effects within 30,


except permanent evil enchantments like those on magic
items. The percentage chance to dispel is the clerics level,
divided by the level or hit dice of the evil being who created
the original effect, multiplied by 100.

8. Word of Recall Teleports the Cleric back to his sanctuary


instantly upon casting. It never fails. The caster must
designate his sanctuary prior to casting or he teleports back
to the last church or temple of his Immortal he has visited.

4. Flame Strike produces a vertical column of divine fire 30


high and 10 in diameter that roars downward on a target.

N.B.: Clerics and Warlords do not suffer side effects like the users of Elf-spells do.

Creating Magic Items


Upon reaching 9th level, Clerics, Dwarves, Elves, Wizards
and Fighting-Men may create magic items and creatures:

they may wield, but may not create magic items of the other
sorts.

Clerics, Elves, and Wizards create Armor (including Shields


and Helmets), Weapons, Rings, Amulets, Scrolls and
Potions.

Creating any magic item takes time, money, and a laboratory


or forge. Some special items also require strange and
unique material components, for which a Hero must pay a
princely sum or quest for personally. Whenever you wish for
your Hero to create a magic item of any kind he can make,
talk with your Referee. Tell him what the magic item will
do, and he will tell you how long it will take, how much
money it will cost, and whether it requires special
components and what those are.

Elves and Wizards may also create magical Wands and


Creatures.
Dwarves and Fighting-Men may create any kind of Armor
(including Shields and Helmets) and any kind of Weapon

27

On Potions: Creating a potion takes one day and costs 250


GP regardless of the spell or effect. Only Clerics may create
healing potions.

bonfire, the remains of a monster with an elemental affinity,


a hand lost to frostbite, a branch struck by lightning. In
addition to the sympathetic component, 100 GP worth of
components are required per wand level, along with one
week of work. Thus, a third level wand costs 300 GP and
takes one week to create.

On Scrolls: Creating a spell scroll takes one hour and 50 GP


per spell order for each spell inscribed thereon. A scroll can
hold up to 8 spells. Those spells may be Elf-spells or
Miracles or a mixture of both, but the inscriber must know
the spell (have it in his book or be able to pray for it) in
order to write it on the scroll. At any rate, only a Thief
would be able to use spells of both kinds.

Along with the sympathetic component and ritual materials,


an object for the wand itself must be procured. Simple
objects may be used for the wand (such as a yew rod or a
bone), though wands made from such mundane materials
crumble to dust, shatter, or otherwise fall apart when
exhausted. More finely crafted wands will simply cease to
function when used up and can be enchanted again in
another wand creation ritual. Traditionally, wands are
batons, though this is not required.

On Wands: The power of a wand is measured by damage


die size, and follows the progression of d4, d6, d8, d10, d12.
Wands cost 100 GP per die size and can be improved as for
100 GP per die increased. It takes 1 week of time to spend
100 GP in this manner. All wands inflict damage of a
specific elemental type, which is determined upon creation,
and elemental damage may have additional effects
depending on circumstance. Elements available are fire,
cold, acid and lightning.

On Rings, Amulets, Armor and Weapons: These items are


permanent magic items which exist until successfully
disjoined by a casting of Dispelled Magic and generally offer
static effects.
Weapons which are magical always glow with the light of a
candle, enough for one person to see what he is doing in the
dark.

Wands may be used to attack a single enemy in sight within


60 feet. An attack roll is necessary and is never adjusted by
distance. Damage inflicted is determined by rolling the
wand die. The target then makes a saving throw, and
decreases damage taken by the margin of success. If the
wand die comes up 1, the wand die size decreases. If the
wand was already at d4, it becomes exhausted until
replenished.

To create these magical items, the caster must first decide


what their abilities are. Armor that has a +1 enchantment
grants a +1 to Armor Class and +1 to Physical Saves.
Weapons with a +1 enchantment grant a +1 to hit and +1 to
damage.

For example, a Wizard creates a Wand of Fire (d8) for 300


GP and three weeks labor. This wand may be used to make
any number of ranged fire attacks until the damage die
comes up 1, at which time it becomes a Wand of Fire (d6).
The wand does fire type damage and thus may also ignite
flammable materials, melt frozen objects, and so forth.

In order to create a magic weapon or armor, a special piece


must first be crafted. This piece costs 300 GP and one week
to craft. Then to add a magical enhancement bonus, the
price increases like this:
3.2: Enhancement Bonuses for Weapons and Armor

As an out-of-turn reaction, no more than once per turn, the


wielder of a wand may counter another wand attack.
(Though no damage is dealt in either case, both wand dice
must still be rolled to test for wand exhaustion.)

Table 3.1: Wand Damage


Cost
Damage
100 GP

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

Example of special abilities appear in the Referees Book


chapter on magical items and treasure.

There are three main types of elemental wands: Fire, Cold,


and Electricity. Evil Wizards sometimes create Acid Wands.
Wizards and Elves may craft any of these wands beginning at
first level. Crafting requires a sympathetic component, which
is not necessarily required to be valuable. Some examples: a

Rings and Amulets never increase Armor Class but


sometimes have other abilities. The base cost of any ring or
amulet is 1,000 GP. This cost is that of the pure precious
metals and rich jewels which must be used in crafting. The

28

creator may buy this jewelry or forge it himself in his


laboratory. Any spell you can think of can be used as the
basis for the ability of a ring or amulet. Based on the spell
order of the spell in question, check Table 3.6.

Table 3.4: Costs for Rings and Amulets


Approx. Spell
Order
Cost
Time

If the ring or amulet has more than one spell or spell-like


effect on it, do not add together the spell orders, but rather
calculate the cost and time separately for each ability and
add them together.
On Magical Creatures: Magical creatures created by Elf-spell
users may be wonderful or terrible, unique or copies of
other creatures. No creature may be precisely copied down
to the last detailfor instance, you could create a Dwarf-like
creature, but you could not create Bob the Dwarfs Twin
Brother.
Magical creatures do not necessarily understand or obey
their creators. For this reason, it is wise to have a dungeon
with strong wards to store your creations until the time is
right.
N.B.: Creating intelligent creatures and then forcing them
into servitude is a highly Chaotic act.
The cost of creating a creature is summarized in the
following table:
Table 3.3: Costs for Creating Magical Beasts
Cost per Hit Die

500GP

Cost per Special Ability

500 GP

INT 6-12

1000 GP

INT 12+

10,000 GP

2nd or more of same creature type

x1/2

Special abilities are explained in the Monster section of the


Referees Book.
The time to create the first of a kind of magical creature is
three days for each 1,000 GP in the cost. After that, each
beast of that type can be created in one day per Hit Die,
regardless of other abilities.

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

Chapter 4: ADVENTURING AND COMBAT

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.

Parley with NPCs or monsters


Load or unload a pack with care; saddle or unsaddle a mount
Combat Time: When your Hero is in combat or facing a
life-or-death scenario where seconds count, the Referee will
inform you he is switching to Combat Time. Combat Time
is marked in one-minute intervals.

How Time is Measured

These one-minute units of Combat Time are called Combat


Rounds, or, simply Rounds.

There are two important measurements of time as your


Hero experiences it passing in game. Neither of these time
periods relate to our objective experience of time passing in
the real world while we play. They refer to the subjective
time experienced by our Heroes in the game world only.

When the Combat Rounds period ends, the Referee will


jump to the end of the current ten-minute Exploration Turn.
The mean-time can be assumed to be a period of binding
minor wounds, re-adjusting gear, and catching ones breath.

Exploration Time: During the course of the game, things will


get tense for your Hero from time to time. Time will
become an important factor in some situations. When we
need to measure time, the Referee will tell you he is marking
Exploration Time.

Some Actions that can be completed in one Combat Round:

The units of Exploration Time are ten minutes each and


they are called Turns. Each Turn is ten minutes of in-game
time long.
Some Actions that can be completed in one Exploration
Turn:

Carefully move your speed, adjusted


encumbrance
Run 5x your speed, adjusted by encumbrance
Search a 10 x 10 area of a dungeon room
Pick a lock or disarm a trap

by

Run 3x your full speed


Make a melee attack*
Make a missile attack*
Cast a spell
Drink a potion*
Switch weapons or equip a new shield*
Barge through a door*
Aid another character*
Make a charging attack
Make a fighting retreat

*You may also move 1/3 of your speed. If in melee, your


opponent may react to this movement.

Combat: How it Works


Eventually you will have to fight for your life. Treasure
Hunters uses a very abstract combat system more in-line
with board games than with other Role-Playing games you

may have played. It is meant to be played fast, fast, fastand


combats are designed to be deadly.

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

Order of Events in One Exploration Turn


1. The Referee rolls for wandering monsters. At the end of every 3 turns, the Referee should check for Wandering Monsters. To
do so, roll 1d6: a result of 1 indicates that the party will encounter a Wandering Monster in the next turn. Additionally, whenever
the party makes excessive noise (combat, forcing a door open, knocking over a great armor rack), the Referee should check for
Wandering Monsters.
2. The party moves, enters room, listens, and may search.
3. If monsters are not encountered, the turn ends. One Turn is marked off. If monsters are encountered, the Referee rolls for the
Number Appearing.
4. The Referee rolls 2d6 to check the distance between the monsters and the party. The Wandering Monster will be 20-120 feet
away from the party when encountered (roll 2d6, multiply the result by 10) in a direction of the Referee's choosing, and will be
headed toward the player characters. Out-of-doors, this number is in yards instead of feet.
5. The Referee rolls 1d6 for both the monsters and the party to check for surprise. Roll 1d6: a result of 1 or 2 means the side is
surprised.
6. The Referee and the party roll 1d6 or for initiative to see who moves first. The side with the higher roll may move first and attack
first in combat for that round.
7. The Referee rolls 2d6 for the Monster Reaction.
Table 4.1: Monster Reaction Table
Roll
2

Reaction
Immediate Attack

3-5

Hostile, possible attack

6-8

Uncertain, continue parley

9-11

No attack, monster leaves or considers offers

12

Enthusiastic friendship

8. The party and the monsters react:


a. If both sides are willing to talk, the Referee rolls for monster reactions and initiative, as necessary.
b. If one side runs away, the Referee should check the chance of Evasion and Pursuit .
c. If combat begins, the Referee should use the Combat Sequence to handle combat.
*

**

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

Order of Events in One Combat Round


Pre-Combat Sequence:
1. Declare Actions. The possible actions are: Fighting Withdrawal, Retreat, Missile Fire Combat, Magic Spells, Melee Combat, and
Special.
2. Initiative: each side roll 1d6; highest wins initiative.
3. The side that wins initiative acts first.
a. Morale checks:
i. Check morale after a sides 1st death.
ii. Check morale when of the side is incapacitated.
iii. Roll 2d6; adjustments of -2 to +2 can be made according to situation (winning battle +1; losing battle -1).
iv. If the result is greater than the monsters' morale score, the monsters will try to retreat or use a fighting
withdrawal. If the result is less than or equal to the morale score, the monsters will continue to fight.
v. monsters that successfully check morale twice will fight to the death.
b. Movement Per Round:
i. Combat movement speed cannot be kept up for more than 60 rounds. To find the movement rate of
creatures during a round, divide the base movement rate by 3 (for example, a character who moves at 60'/turn would
move at 20'/round).
ii. Attacked opponents may only move defensively (fighting withdrawal or retreat)
Combat Sequence:
1. Fighting Withdrawal: A fighting withdrawal may be used in combat if the defender wishes to back up slowly while trading blows
with an opponent. Movement backwards is limited to 1/2 the normal movement rate per round (or less). There must be enough
room to back up. In crowded situations, characters or monsters behind a creature attempting to use a fighting withdrawal will
prevent this form of defensive movement.
2. Retreat: Any movement backwards at more than 1/2 the normal movement rate is a retreat. If a creature tries to retreat, the
opponent may add + 2 to all "to hit" rolls, and the defender is not allowed to make a return attack. In addition to the bonus on "to
hit" rolls, the attacks are further adjusted by using the defenders Armor Class without a shield. Any attacks from behind are
adjusted in the same manner.
i. Spell-casters cannot move and cast spells.
3. Missile Fire Combat:
i. Choose targets
ii. Roll d20 + Base Attack Bonus + Dexterity adjustments + Missile Range adjustments + magic bonuses from
weapons.
iii. Roll for damage
4. Magic Spells (roll saving throws as needed).
5. Melee:
i. Assign henchmen
ii. Choose opponents
iii. Roll d20 + Base Attack Bonus + Strength adjustments and magic bonuses from weapons
iv. Roll for damage
6. Special: This includes drinking a potion, switching your gear around, dropping one weapon in favor of another, activating a
magic item, or any other action your Referee may allow.
c. Side with the next highest initiative acts next, until all sides have completed one round of melee.
d. Referee handles surrenders, retreats, etc.
e. Repeat Combat Sequence until melee is ended.

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:

captured) as well as provide a rallying point should morale


break.
In game terms, a standard is treated as a quarterstaff it can
be held in one hand, but requires two if you are trying to use
it as a weapon (they only deal 1d6 damage). Typically it is
held in the off-hand instead of a shield. Anyone who serves
under a banner gains a +1 bonus to morale when they can
see it, but also suffer a -2 penalty to morale if they see it fall.

Scout: Assumed to travel beyond the light source,


and report back periodically. Using a scout
guarantees that the party will not be surprised
from the front by visible dangers, though the scout
risks being surprised.
Vanguard: protects the center of the group from
melee. Up to two may take the vanguard role
given 10 hallways.
Second rank: may attack with reach weapons if the
vanguard is in melee.
Torchbearer: you might want to double up on this
role, as the light source is an obvious target for the
minions of darkness. They stand nearby other
characters to light the way.
Rearguard: function like the vanguard if the group
is approached from behind.

As mentioned in the Equipment section above, special


standards and armor can be constructed to fit together and
leave the bearers hands free with some restrictions.
There are, of course, many varieties of banners and
standards. If you need help designing one, the Referees
Book has random tables.
Cost of Hirelings:

Breaking Doors: Breaking a door down or performing


another feat of strength requires a Roll-Under the Heros
STR score and takes one Turn. Using a crowbar achieves
the same effect but at +1, and a crowbar can only be used for
certain strength-related tasks.

Performing such spot-engineering creates quite a racket


which will draw nearby attention. The Referee will roll for
wandering monsters whenever your Hero decides to try
something noisy such as this.

Men-At-Arms will demand 10 GP per day, and


twice that or more if there is combat. They also
require gear.
Non-combatants will demand 3 GP per day, and
twice that if there is combat.
NPCs with character class levels get XP and
treasure as their share.
Retainers always get XP and treasure.
Specialists get 100-400 GP per month or per job
(whichever comes first) plus 1d3 x 100 GP upfront.

Each type of hireling expects his family to be justly


compensated upon the occasion of his accidental death. 2550 GP plus their mortal remains is customary.

Battle Standards: Many armies carry standards into battle. It


makes it easier for commanders to figure out where their
troops are, and also gives the troops a point to rally towards
and keep themselves from becoming completely lost in the
confusion of warfare.

Darkvision: Light interferes with Darkvision. A character


may not utilize Darkvision across a pool of light, whether he
is inside it or out.
Fighting Withdrawal: A character in melee may attempt a
Fighting Withdrawal. They do not attack, but move
backwards up to one-third speed (usually 40 or less) and
retain their full Armor Class. Their melee opponent(s) may
take one free attack out of turn against them. If this attack
deals damage, the withdrawal is negated. If it does not, they
may disengage and move away.

However, standards can also be useful for an adventuring


party, particularly one that has many henchmen or retainers.
A good banner will raise morale (or lower it if fallen or

The exception to this free-attack rule is if an ally moves into


melee with the same opponent(s) to cover the retreat.

33

Flaming Oil: There are two types of oil normally available:


lamp oil, and military oil. Lamp oil may be sloshed over
surfaces and then set alight. It will stay that way for 1-10
rounds, depending on the amount of fuel it covers. Items
and creatures take 1d8 damage per round in a fire of this
kind.

place. Sometimes other light sources are compared to one


of these three measurements.
Candles burn continually for one hour and are subject to
being extinguished by gusts of wind. Torches burn
continually for 6 Turns. Lanterns use lamp oil, and burn it
at a rate of one pint per 6 Turns.

Military oil is black and sticky and can be used as a missile


weapon. It stays alight for 3 rounds, dealing 1d8 damage per
round.

The Bulls-Eye Lantern creates a cone of light 100 long and


20 at the far end. They work rather like a modern flashlight
and consume oil at the same rate as normal lanterns. In any
case, a Hero or group carrying a light source in a dark place
or at night cannot cause surprise. Nor can they be surprised
by another group similarly using a light source.

Henchmen in Combat: Each Henchman in combat with a


Hero character gains +1 AC. Whenever the Hero hits an
opponent, the Hero deals an extra 1d4 damage for each
henchmen involved in the melee.

Light and Continual Light spells increase ambient light in an


area rather than acting as a point-source.

Note that this only applies to the Heroes henchmen in


melee with a PC. If your henchmen have ranged weapons,
even if they are not the henchmen of the PC using ranged
weapons, the ranged weapon using PC gains the benefit of
the ranged henchmen for the duration of the missile fire. If
no PCs are using ranged weapons, then the henchmen will
demure due to fear of hitting their bosses.

Missile Fire Ranges: Thrown weapons, arrows, etc. have a


range in feet. At Short range, they are +1 to-hit. At long
range, they are -1 to-hit.
Table 4.2: Missile Fire Ranges with To-Hit Modifiers
RANGES in feet:
Long
Short (+1) Medium (0)
Weapon Type
(-1)
Crossbow
5-80
81-160
161-240
Longbow
5-70
71-140
141-210
Short Bow
5-50
51-100
101-150
Sling
5-40
41-80
81-161
Spear*
5-20
21-40
41-60
Military Oil* or Holy
5-10
11-30
31-50
Water*
Axe* or Dagger *
5-10
11-20
21-30

Henchmen in combat without a PC shall use their own


combat stats.
Commanding non-combat henchmen to fight forces a
morale check at -1 and will lower their permanent morale by
1.
Holy Water must be kept in small, specially-prepared glass
bottles (known as vials) for it to remain holy. For Holy
Water to cause damage, it must be thrown (as a missile
weapon) and successfully hit the target. The effect of a vial of
Holy Water on an undead creature is the same as that of a
flask of military oil: 2d8 per round for three rounds.

* 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.

Light Sources: Mundane


light sources come in
three intensities.

Natural Healing: Heroes heal fast. 1 Hit is healed overnight


regardless. 1 more is healed with the application of
Bandages. 1 more is healed from Hobbit Cooking. And 2
more are healed from bed rest and clean environs.

The Candle creates


enough light for one
person to see what he is
doing.
The Torch
creates enough light for
two people to see what
they are doing.

Normal Men: Most Hirelings are Normal Men. They have


1d6 Hit Points and a +0 Base Attack Bonus, but otherwise
function as Fighting-Men. In the case of Saving Throws,
their level is considered 0, and they therefore only save on a
20.
Retreat, Full: Any melee combatant may attempt a Full
Retreat. He moves away from combat at full speed (usually
120 or less). His melee opponent(s) get a free attack out of
turn against him and the character does not receive the
benefit of his Shield or DEX bonus to AC. If any attack
deals damage to him, the Retreat is negated.

The Lantern creates


enough light for three
people to see what they
are doing in a dark

34

The exception to this free-attack rule is if an ally moves into


melee with the same opponent(s) to cover the retreat.

even one that deals no damage or one that offers no save.


This ability is declared after the effect is resolved
(damage/effect is determined and saving throw is rolled, if
any) but before the effect is applied.

Shields Shall be Splintered!: Upon taking any one physical


melee or missile attack (but not spell), a character with a
shield may negate the attack by giving up his shield. This
means he has interposed his shield against the telling blow.
The player may decide to use this ability after he sees how
many hits damage the attack would have caused.

Thief skills by non-Thieves: Generally, sneaking around can


be attempted by any character. Heroes in Jack Armor and
without a metal Helmet can attempt to sneak on 1-2 on 1d6.
Heroes in Metal armor or with a metal Helmet (or both) can
sneak on a 1 on 1d6. For other actions similar to Thief
skills, use common sense. Some Heroes will get 1 on 1d6
and some will get 1-2.

Upon resolution, a non-magical shield is utterly destroyed.


The character loses any AC bonus from the shield and it
may be discarded. It may be able to be repaired at the same
cost of purchasing a new shield.

Two-Weapon Fighting: A tricky fighting style is wielding a


weapon in each hand. If a Hero should wish it, he may use
a weapon of up to Medium size (Small size for Gnomes and
Halflings) in his main hand and a weapon one or more sizes
smaller in his other hand. Alternately, he may wield a
Bashing Shield in his off hand. If he does so, he may attack
twice: once at-2 to hit, and once at -5 to hit. He may only
apply his Strength bonus to damage to his main hand
weapon.

A magical shield (one with a magic bonus to AC) may be


given up more often without being destroyed. Each time it is
given up, it loses 1 AC point from its magical bonus for 24
hours. For instance, a +2 shield given up once becomes a +1
shield until the next day. A magical shield whose magic
bonus is reduced to +0 will function like a regular shield, and
may even be destroyed by a subsequent use of this ability.
Shields made from the heartwood of the Rowan tree (which
is sacred to Elves) can be given up to avoid one magic effect,

35

Wilderness Travel: Players Daily Steps


1. Mark off a day on the calendar. Note any important events.
2. Record hit points healed and progression of diseases/afflictions.
3. Check Weather.
4. Check Supplies. Mark off supplies used.
5. Plan out route for the day.
Table 4.3: Animal Movement Rates

Type

Movement Per Turn

Movement Per Day

Encumbrance (1/2 speed)

Riding Horse

240 yards per turn

48 miles per day (6 Hexes)

300 lbs.

Pony

120 yards per turn

24 miles per day (3 Hexes)

200 lbs.

War Horse

120 yards per turn

24 miles per day (3 Hexes)

400 lbs.

Draft Horse
Mule

90 yards per turn


120 yards per turn

18 miles per day (2.3 Hexes)


24 miles per day (3 Hexes)

2000 lbs. on cart


200 lbs.

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

Jungle, Swamp, Mountains

x 1/2

Road or clearly-marked trails

x 1

36

Henchmen, Hirelings, Specialists and Retainers


A Word About Definitions:
Once the number of interested parties is determined, the
type of each applicant must be determined. For each, roll
1d12 and consult Table 4.5 Recruit Types.

Hirelings is a general term referring to all the NPCs


Heroes have on hire or may attempt to hire.
Henchmen is a collective term for the NPCs the Heroes
have actually hired and are active participants in adventures.
These include any Men-At-Arms, porters, torch-bearers, and
even other NPC Treasure Hunters with character levels who
choose to be subordinate to the Heroes.

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.

Retainers are loyal NPCs who always follow their Hero


and never check morale. They work for XP and
treasure, they are usually played by the same player as their
Hero, and are limited in number by the Heros Charisma.
Retainers may include loyal animals who receive no treasure.
Hirelings may become Retainers through role-play; no NPC
starts as a Retainer.

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.

Specialists are people with particular rare skills, such as


sages or animal trainers. They work for the agreed-upon
pay, usually on a job-by-job basis.

Roll 1d4, 1d6, and 1d8, then consult Table 4.6 to determine
each man-at-arms hit points and gear:

Attempting to employ hirelings for treasure hunts consists of


two parts:

Table 4.6: Man-At-Arms HP & Gear


(d4)

(d6)

(d8)

Hit
Points

Armor

Weapon/Shield

None

Hand Axe + Shield

2) Determining what sort of duties theyre able to perform.

Jack

Short Sword and Mace

Locating Potential Hirelings: Each day in an urban


environment, characters may attempt to locate hirelings.
This undertaking consists of speaking with barkeepers,
serving wenches, local barflies, and the like as well as posting
notices and/or hiring a crier or agent. Generally speaking,
characters can spend 5gp in each tavern/inn frequented by
adventurous types plus one additional effort which
represents the street.

Jack

Long Sword + Shield

Jack

Short Sword and Spear

--

Metal

Short Sword, Spear + Shield

--

Metal

Short Sword and Short Bow

--

--

Normal Sword, Axe + Shield

--

--

Normal Sword + Short Bow

Roll
1) Finding adventurous types willing to enter the unknown
for pay, and

For example, in a town with a tavern and an inn, three


attempts totaling 15gp expense may be made, one for each
of the two establishments and a third for the rest of the town
in general. The game master may rule that no hirelings are
available, especially in small villages and the like.

Hiring requires parley, the result of which is indicated on


Table 4.7 Hireling Reaction:
Table 4.7: Hireling Reaction Table

Each attempt locates 1d6-2 potential hirelings. Medium


cities get a +1 modifier. Very large cities get a +2 modifier.
Potential Recruit Types:

Roll
1-4
5-11
12

Table 4.5: Recruit Types


Type
Explanation
Non-Combatant
Porter, torch-bearer, &c.
Man-At-Arms
Normal Man
Treasure
Hunter
NPC with Class & Level

Roll

Reaction

Accepts Enthusiastically*

3-5

Accepts Offer

6-8

Uncertain, continue parley

9-11

Refuses Politely

12

Refuses with Prejudice**

* Starting Morale increased by 1.


** Will spread nasty rumors about the Heroes. Further hiring in
that location will result in subsequent Hirelings starting with -1
morale.

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.

shares. Then award 2 shares each to the Heroes and 1 share


each to the Retainers.
Other kinds of hirelings do not earn XP for their
adventures, but rather are paid a flat rate. Unless one is
promoted to Retainer through role-play, his abilities will
never improve.

Treasure Hunters rewards knowledge, discovery and the


acquisition of wealth with Experience Points (XP).
Experience points are a measure of knowledge and personal
power dependent thereupon. When your Hero earns
enough, he gains another level. This usually means his Base
Attack Bonus may go up; his Hit Dice and Hit Points will go
up; and his Saving Throws will go up. Additionally, some
classes advance in their class abilities or gain new abilities
upon achieving another level (especially spell-casters), so be
sure to check what new or improved abilities you will
receive.

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:

Activities Which Grant Experience Points


Heroes need two things to attain a new level; the first is
sufficient Experience Points. The second thing they need is
to spend time and money Training.

Liberating Treasure: When you loot a dungeon or a bandit


camp, you gain money. But you also gain XP at the rate of 1
GP = 1 XP. Magic items also grant XP based on the value
that they would fetch at market. This is the fastest and
easiest way to gain XP.

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.

Observing Monsters: Observing and bypassing monsters and


other opponents or using parley or trickery against them is
just as valuable as killing them outright in Treasure Hunters.
Of course, killing them also grants the XP award. This
award is equal to 100 XP per HD or special ability the
opponent or monster possesses.

For example, if your Hero wishes to achieve Level Three,


he must spend 1d4+1 weeks and 100 x 2 x 2 = 400 GP.

Exploring new areas: Every time you explore a full dungeon


(the Referee will decide how much counts as full
exploration), you will gain XP at the rate of 1000 XP per
dungeon level. Every time you explore a new wilderness
hex, you will receive 1000 XP per Hero participating.

Only when both of these requirements are met can your


Hero level up, add Hit Points and other things, and in the
case of the users of Elf magic, record a new spell in his
spellbook.
Henchmen with levels must train up too; a Hero can train
henchmen of the same class for free. This grants the
henchmen a +1 to morale.

Prime Requisite Bonuses


If your Hero has high Prime Requisites, he will receive a
bonus to all XP received. Rather than determine this
amount as he goes along, it is awarded at the start of the
level. In other words, if your Fighting-Man needs 2,005 XP
for Level 2 and has a STR of 16 or more, he will
immediately start his career with 201 XP.

The Squander Rule: If a player has his Hero intentionally


waste money on things that the Hero may enjoy, but provide
no in-game advantage (nights out on the town, giving lavish
gifts to people other than his friends & hirelings, beautifying
a town he visits, aiding strangers), he should keep track of
the money so squandered.

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.

All participating heroes must split their XP evenly, and give


half-shares to their Retainers as well. In the case of a party
with Retainers, count each Hero as 2 shares and each
Retainer as 1 share. Divide the XP by the total number of

38

APPENDIX A: Adventuring Gear


These items wont kill your enemies, but your Hero ought to have some of them anyway.
ITEM
Armor, Crate
Arrowhead
Backpack, Explorers
Backpack, Standard
Backpack, Waterproof
Bandages
Battle Standard
Bedroll, Heavy
Beer/Ale, Firkin
Belt
Block and Tackle

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.
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means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not
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Open Game License v 1.0 Copyright 2000, Wizards of
the Coast, Inc.

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

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