FMC BW
FMC BW
FMC BW
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INTRODUCTION
FANTASTIC MEDIEVAL CAMPAIGNS is a new version of the ruleset for fantasy wargaming
campaigns, first published in 1974. As such, this compiler does not feel compelled to
tell you that this book is at all complete, since it is theoretically and practically not so.
The variety of readings of the original text emerge from a variety of perspectives—from
historical wargamers to science-fantasy enthusiasts to casual players—and the tension
between these conflicting interpretations of the text gave rise to the role-playing game
hobby as it exists today.
This book contains suggestions and guidelines for how to design and run your own
fantasy campaign. In keeping with the spirit of the originals, you may use, ignore, or
modify as many of the rules given here as you desire, whether due to your own
personal preference, to meet the needs of players as the campaign develops and
progresses, or mere whim. Feel free to make such changes in the margins of this book
itself. It’s your book. It’s not limited edition or anything.
Chapter I explains possible characters one might play, and spells cast by characters
who are magically inclined. Chapter II details monsters and creatures, and the sorts of
treasure they guard, that might be encountered by those characters. Chapter III
describes the base procedures of the campaign and how to prepare such a campaign
for play. Having read all three chapters, you will have learned a flexible framework to
design and play a fantasy campaign wherein characters rise in stature from rags to
riches, or else meet a grisly end trying.
PREPARATION 3
PREPARATION
The recommended age for players is twelve years and older. You will require the
following materials:
This very rulebook! Graph paper (six lines per inch is best).
One pair of four-sided dice. Sheet protectors.
One pair of eight-sided dice. Three-ringed lined paper.
Four to twenty pairs of six-sided dice. Drafting equipment and colored pencils.
One pair of twelve-sided dice. Scratch paper and pencils.
One pair of twenty-sided dice. Imagination.
Appendix A for miniature rules. Four to fifty players.
One three-ring notebook per participant. One patient referee.
The referee prepares the campaign for the other players. First, they must draw at least
half a dozen levels of the Underworld, populate them with horrible monsters, and then
distribute treasure for the adventurers to recover. This process is described in greater
detail in Chapter III.
Each player must decide what role they are playing in the campaign, e.g. whether they
are human or not (p. 6-7), and whether they are a fighter, a mage, or a cleric (p. 4-5).
Then their characters will advance as they gain “experience” if they survive (p. 20-3).
TYPES OF CHARACTERS
You may decide to change type later, but only if you have an unmodified score of 16 or
more in the prime requisite area of the class (p. 10). Elves are not restricted in this way!
Fighters include the characters of elves, dwarves, halflings, and of course humanfolk.
They can use all magical weaponry and have more hit dice than do other characters.
However, they can use few types of magical items besides weaponry, and no spells.
Fighters that attain the level of Lord may conquer land, build castles, and levy taxes.
The base income for a barony is a tax of 10 gold pieces per inhabitant per game year.
Lords may invest in their property in order to improve tax revenue (p. 147).
Mages are restricted to humanfolk and elves. Those that attain the level of Wizard are
perhaps the most powerful characters, but being initially weak they require protection
from fighters. They may use all sorts of magical items except for magical weapons and
armor (unless the mage is an elf). Mages may only arm themselves with daggers.
Wizards may manufacture such items as potions, scrolls, and any other magical items
for use or for exchange. The item’s value depends on the cost of manufacture and the
quantity of game time required to enchant it (p. 54).
Clerics are limited to humanfolk only. They gain some of the advantages from both of
the other two classes in that they have the use of magic armor and all non-edged magic
weapons (no arrows!), as well as their own selection of spells. In addition, they are able
to use more magical items than are fighters.
NON-HUMAN TYPES
Dwarves can only be fighting types, and they cannot progress beyond the sixth level.
They have a high level of magic resistance, and thus they add four levels when rolling
saving throws such that, for example, a sixth-level dwarf equals a tenth-level human.
They note slanting passages, dangerous traps, shifting walls, and recent construction in
underground settings. Finally, they are able to speak the languages of gnomes, kobolds,
and goblins besides the common tongue.
Elves can begin as either fighters or mages and freely switch class in between sessions,
but not during the course of one session. They may use both magic spells and weapons,
and use magic armor while acting as mages. However, they may not progress beyond
fourth-level fighter nor eighth-level mage. They easily detect hidden or secret doors.
Finally, they are able to speak the languages of orcs, hobgoblins, and gnolls in addition
to their own (Elvish) and common speech. Refer to p. 194 in Appendix A to learn more.
Halflings are limited to the fighter class, and cannot progress beyond the fourth level.
However they have magic resistance as dwarves (add four levels for saving throws),
and incredible missile accuracy. Refer to p. 195 in Appendix A to learn more.
...
There is no reason that you cannot be allowed to play as any type of character, provided
you begin relatively weak and work up to the top. For example, if you wanted to play as
a dragon, you would have to begin as a young one and progress as other characters do.
Decide on the specific steps with your referee.
NON-HUMAN TYPES 7
8 CHAPTER I: MORTALS & MAGIC
CHARACTER ALIGNMENT
Before the game begins, it is necessary to determine your character’s cosmic stance, be
they lawful, neutral, or chaotic. Below are examples:
LANGUAGES
Each type of creature has its own language, though 20% of non-humans also know the
common human tongue. Each alignment also has its own particular divisional tongue,
known only by members of that stance but recognized as such by all creatures of any
alignment. That is to say that a chaotic creature who hears another creature speak the
language of lawful beings will recognize it and immediately become hostile and attack.
As discussed on the next page, characters determined to be highly intelligent will speak
additional languages of other creatures.
10 CHAPTER I: MORTALS & MAGIC
DETERMINATION OF ABILITIES
The referee will roll three dice to rate your character’s six categories of ability and help
you select one of the aforementioned roles. Note your scores, roll three dice for how
many tens of gold pieces you start with (30-180), and then pick a character type.
The first three categories are the prime requisites for each of the three classes: fighters,
mages, and clerics respectively. The effects of the prime requisites are as follows:
Strength is the prime requisite for fighters. Clerics use strength on a 3-for-1 basis in
their prime requisite, but only for the purposes of gaining experience. Strength will also
help characters in opening traps and so on.
Intelligence is the prime requisite for mages. Both fighters and clerics use intelligence
in their respective prime requisites on a 2-for-1 basis. A character with an intelligence
above 10 may learn an additional language for every point above 10.
Wisdom is the prime requisite for clerics. It may be used on a 3-for-1 basis by fighters,
and a 2-for-1 basis by mages, for their respective prime requisites.
Only points above 9 may increase the prime requisite score in the ratios noted above.
DETERMINATION OF ABILITIES 11
Dexterity indicates your character’s missile ability and also their agility with actions
such as striking first, casting a spell, etc.
In addition, charisma can be used to decide (e.g.) whether or not a witch will turn you
into a frog or enchant you into her lover. It will also help you to attract employees or
various monsters to your character’s service.
12 CHAPTER I: MORTALS & MAGIC
NON-PLAYER CHARACTERS
Players may employ one or more non-player characters. These may be nothing more
than mercenaries hired to participate in and share the profits from some adventure.
However, it is likely that the players will want to acquire a regular entourage of various
character types, monsters, and an army of some form.
3 to 4 1 -2
5 to 6 2 -1
7 to 9 3 –
10 to 12 4 –
13 to 15 5 +1
16 to 17 6 +2
18 12 +4
Only the lowest level of character types can be hired. You may advertise by posting
notices at inns and taverns, frequenting public places to seek out the desired employee,
or sending messengers to whatever place the desired character type would be found
(elf-land, dwarf-land, etc.). This costs money and time, and the referee must determine
expenditures. Once some response has been obtained, you must make an offer to tempt
the desired character type into employment.
A minimum of 100 gold pieces would be required to tempt a human being into service.
Dwarves are more interested in gold, mages and elves desire magical items, and clerics
desire to serve their patron deity in some way.
RECRUITING MONSTERS 13
RECRUITING MONSTERS
You can employ a monster if they are of the same alignment as you, or if they have been
charmed and can thereby be ordered to serve you. The term “monster” includes anyone
that inhabits a dungeon, including even humanfolk, so this is one way for you to enlist
higher-level characters into your own character’s service.
You must offer the monster a reward to entice them into accepting employment by you
(i.e. not just sparing their life). The monster will react randomly to your offer, as the
referee rolls two dice and adjusts for charisma and any other circumstances.
Regular employees will serve with relative loyalty provided that they are paid on time,
are treated fairly, are not unexpectedly endangered, and receive bonuses for taking part
in dangerous activities. A loyalty score can be determined by rolling three 6-sixed dice,
plus charisma modifiers. The players cannot know it without reading thoughts.
Periodic re-checks of loyalty should be made. Length of service, rewards, and so on will
bring additional pluses. Poor treatment will bring minuses.
INHERITANCE 15
INHERITANCE
The referee may allow you to designate one relative of your character to inherit their
property if for any reason they unexpectedly go missing for, say, one game-month. The
relative would then inherit the character's estate, paying 10% tax on all property value.
The relative must start at the lowest level of their chosen class, but they will have the
advantage of having received an inheritance.
If the original character returns, they take possession of their estate once more (at the
referee’s discretion as to the relative’s willingness to give it up) but must pay another
10% tax to regain their property. The relative may also live on as a non-player character
in the service of the original player character. Their loyalty would be set at a penalty of
0 to –6, and they may intrigue to regain control from the original character.
Characters without a relative will lose all their possessions should they disappear and
not return before whatever amount of time is decided upon as establishing death.
16 CHAPTER I: MORTALS & MAGIC
There is no theoretical limit to how high you may progress. Distinct names have only
been included for base levels, but this does not influence progression.
HIT DICE
This indicates the number of dice which are rolled to determine how many hit points a
character can take. Plusses are the number of pips to add to the total of all dice rolled,
not to each die. Thus a lord gets 9 dice plus 3 pips, not 9 dice plus 27 pips.
FIGHTING CAPABILITY
This is a key to use with the original war gaming system described in Appendix A.
Figures are represented as one or more units on a battlefield, depending on the scale.
Hence one unit is a measure of fighting capability with respect to the capabilities of one
regular soldier, though the type of soldier depends on the weapons and armor of the
character themselves. Special units like heroes and wizards have unique capabilities.
STATISTICS REGARDING CLASSES 21
Spells
Fighter Level Experience Hit Dice Fighting Capability 123456
Spells
Mage Level Experience Hit Dice Fighting Capability 123456
Spells
Cleric Level Experience Hit Dice Fighting Capability 123456
All successful hits do 1-6 points of damage unless noted otherwise. Fighters improve
their fighting ability every 3 levels, clerics every 4 levels, and mages every 5 levels.
Refer to the tables on the right to determine what score must be met or exceeded on a
twenty-sided die to land a hit, based on the target’s armor class.
Armor class is decreased by 1 for missiles shot at medium range or by 2 for missiles
shot at short range.
CLASSIC COMBAT SYSTEM 25
SAVING THROWS
Rolling the twenty-sided die greater than or equal to the value indicated means there is
either no effect (e.g. of death ray, wand magic, petrification, or spell) or one-half effect.
SAVING THROWS 27
Spell Level 1 (p. 30) Spell Level 2 (p. 32) Spell Level 3 (p. 34)
1. Detect Magic 1. Detect Invisible 1. Fly
2. Hold Portal 2. Levitate 2. Hold Person
3. Read Magic 3. Phantasmal Forces 3. Dispel Magic
4. Read Languages 4. Locate Object 4. Clairvoyance
5. Protection/Evil 5. Invisibility 5. Clairaudience
6. Light 6. Wizard Lock 6. Fire Ball
7. Charm Person 7. Detect Evil 7. Lightning Bolt
8. Sleep 8. Detect Thoughts 8. Protection/Evil 10”
9. Continual Light 9. Invisibility 10”
10. Knock 10. Infravision
11. Slow Spell
12. Haste Spell
13. Protection/Missiles
14. Water Breathing
MAGE SPELLS TABLE 29
Spell Level 4 (p. 36) Spell Level 5 (p. 40) Spell Level 6 (p. 44)
1. Polymorph Self 1. Teleport 1. Stone to Flesh
2. Polymorph Others 2. Hold Monster 2. Reincarnation
3. Remove Curse 3. Conjure Elemental 3. Invisible Stalker
4. Fire Wall 4. Telekinesis 4. Lower Water
5. Ice Wall 5. Transmute Earth 5. Part Water
6. Confusion 6. Stone Wall 6. Project Image
7. Charm Monster 7. Iron Wall 7. Anti-Magic Field
8. Growth of Plants 8. Animate Dead 8. Death Spell
9. Dimension Door 9. Magic Jar 9. Geas
10. Wizard Eye 10. Contact Higher Plane 10. Disintegrate
11. Massmorph 11. Passwall 11. Move Earth
12. Hallucinatory Terrain 12. Cloud of Death 12. Control Weather
13. Feeblemind
14. Growth of Animals
30 CHAPTER I: MORTALS & MAGIC
KNOCK Range 6”
Opens secret doors, held portals, magically-locked doors, barred or otherwise secured
gates. See Hold Portal (p. 30) and Wizard Lock (p. 33).
FIRE BALL
Shoots out from the caster’s finger and explodes with a radius of 2”. The shape of the
ball will conform to the shape of the space, and the damaged dealt will be in proportion
to the user’s magic level (e.g. a sixth level mage rolls six dice of damage).
INVISIBILITY 10”
Extends to a radius of 10” around the magic-user.
LIGHTNING BOLT
Creates a bolt of lightning 6” long and up to 3/4” wide. If the space is not long enough
to support the full length of the bolt, the missile will double back and possibly even hit
its creator, though it will not do so for more than 24”. Otherwise as Fire Ball.
CONFUSION
Immediately effective against creatures with two or less hit dice. Otherwise, the caster
rolls a 12-sided dice below or equal to their mage level to avoid a turn-long delay.
Creatures with four or more hit dice can make a saving throw against magic to avoid
being affected for each turn the spell lasts lest they become confused. The spell will
affect 2 to 12 creatures plus 1 for each level above eighth of the magic-user. Roll two
dice to determine how the creatures act while confused. On 2-5, they attack the party.
On 6-8, they stand idly. On 9-12, they attack each other.
DIMENSION DOOR
A limited version of Teleport which allows an object to be teleported up to 36” in any
direction, even up or down. The spell cannot be miscast, so the object always arrives
exactly where it is expected to by the caster.
POLYMORPH OTHERS
Unlike Polymorph Self, this lasts until it is dispelled. The recipient also receives all
characteristics of the new form, e.g. breathing fire if turned into a dragon, except for
any mental abilities.
38 CHAPTER I: MORTALS & MAGIC
REMOVE CURSE
Removes a curse. Casting this on a cursed sword would turn it into an ordinary sword.
User must be adjacent to the object.
CONJURE ELEMENTAL
Conjure an Elemental of one of four types: air, water, fire, or earth. Only one of each
type may be summoned by a magic-user per day. Lasts until the Elemental is dispelled
or until the magic-user breaks concentration, in which case the monster will turn on
their creator. A conjured Elemental will have 16 hit dice.
MAGE SPELL DESCRIPTIONS, 5TH LEVEL 41
If the caster goes insane, he will remain as such for a number of weeks equal to the
level of the plane they had tried to contact, and they will remain totally incapacitated
until that time has passed. For each level above the eleventh, the user should have a
5% better chance of retaining their sanity.
The spell is usable only once per game week, or at the referee’s discretion.
42 CHAPTER I: MORTALS & MAGIC
FEEBLEMIND
May cause another magic-user to become feeble-minded until the spell is dispelled.
This spell has a 20% better chance of success than others. This means when a mage
attempts to save against the spell, the score to meet or exceed increases by 4 pips.
MAGIC JAR
The user houses their soul inside an inanimate object and then attempts to possess the
body of any other creature within 12” of their so-called magic jar (literal or otherwise).
The user’s soul-container must be within 3” of their body at the time the spell is cast.
The creature whose body is to be possessed can make a saving throw.
If the possessed body is destroyed, the mage’s spirit returns to their magic jar and from
there it can either return to the mage’s original body or attempt another possession.
However, if the mage’s original body is destroyed, they must find a new body to keep.
MAGE SPELL DESCRIPTIONS, 5TH LEVEL 43
TELEPORT
Instant transportation from place to place. Teleporting to an uncertain area has a 75%
chance of killing the one teleported. If the user is uncertain about the topography of the
destination, roll percentile dice also. A score 1-10% indicates death if solid material is
contacted, and a score of 91-100% indicates that the user will fall from 10 to 100 feet.
However if the magic-user has carefully studied the area, they only have a 1% chance of
teleporting “low” and a 4% chance of teleporting “high” (now from 10 to 40 feet).
CONTROL WEATHER
Execute one of the following weather control operations: Rain, Stop Rain, Cold Wave,
Heat Wave, Tornado, Stop Tornado, Deep Clouds, Clear Sky. Whew!
DISINTEGRATE Range 6”
Cause any non-magical material to disintegrate. Creatures must make a saving throw.
GEAS Range 3”
Forces a recipient to perform a task desired by the caster. Any attempt to deviate from
the task results in weakness and eventually death. The referee must carefully manage
the casting and performance of the geased individual. Lasts until the task is completed.
INVISIBLE STALKER
Conjures a supernatural monster that follows the command of the caster to the letter.
Then it will continue on its mission until it is completed, regardless of time or distance.
They cannot be dispelled once conjured except by death. Read more in Chapter II.
MAGE SPELL DESCRIPTIONS, 6TH LEVEL 45
REINCARNATION
Brings a dead character back to life in the form of perhaps another race. Roll on the
Character Alignment table matching the character’s original alignment for the
reincarnated individual’s new form. If they come back as a human being, roll again for
class and roll 1 to 6 for their level in that class. Do this also for elves and dwarves.
Spell Level 1 (p. 48) Spell Level 2 (p. 49) Spell Level 3 (p. 50)
1. Cure Wounds 1. Find Traps 1. Remove Curse
2. Purify Food & Water 2. Hold Person 2. Cure Disease
3. Detect Magic 3. Bless 3. Locate Object
4. Detect Evil 4. Speak With Animals 4. Continual Light
5. Protection/Evil
6. Light
Underlined spells have opposite effects when cast by evil (i.e. chaotic) clerics, because
they’re evil. For example, the Raise Dead spell becomes Finger of Death.
CLERIC SPELLS TABLE 47
Number: The score to match or exceed to turn away, rolled with two six-sided dice.
T: Undead are immediately turned away, equal in number to two dice.
D: Undead are immediately dispelled or dissolved, equal in number to two dice.
Hit dice values of the undead monsters are given to adapt the cleric’s abilities against
undead monsters of the referee’s making.
48 CHAPTER I: MORTALS & MAGIC
DETECT MAGIC
Detects any enchantment laid on a person, place or thing. It has limited range and
duration, but I won’t tell you either of those things.
CURE DISEASE
Cures any sort of disease. This is the only way to remove a disease caused by a curse.
REMOVE CURSE
Removes a curse. Casting this on a cursed sword would turn it into an ordinary sword.
User must be adjacent to the object.
CLERIC SPELL DESCRIPTIONS, 4TH LEVEL 51
CREATE FOOD
Create enough food to last a dozen party members for a whole day. This doubles for
each cleric level past the eighth, e.g. a tenth level cleric can create food for thirty-six.
QUEST
Compels another character to do a quest lest the cleric curse them any way desired.
The referee bases the efficacy of the curse based on the phrasing of the curse and both
the alignment and actions of the victim.
CLERIC SPELL DESCRIPTIONS, 5TH LEVEL 53
Anti-clerics (i.e. those who are chaotic) cannot raise the dead but they instead can kill
any creature within 12” upon a failed saving throw. Good clerics may cast this spell just
sparingly, but misuse of it will immediately turn them into a bad cleric.
54 CHAPTER I: MORTALS & MAGIC
MAGICAL MANUFACTURE
Mages and clerics both carry one spell book per level of magic they use. To duplicate
such a book of spells, it costs the same as researching a spell of that magical level. For
example, it costs 2,000 gold pieces to duplicate a first level spell book.
Wizards—that is, mages of the eleventh level or greater—may produce various kinds of
magical items, the costs of which are a function of the item’s potency.
MAGICAL RESEARCH
Both mages and clerics may expand their knowledge of magic by researching spells.
The cost of research depends on the level of the magic being researched: the first level
costs 2,000 gold pieces, second costs 4,000, third costs 8,000, fourth costs 16,000, fifth
costs 32,000, and sixth costs 64,000. It takes one week to attempt to research a spell.
For every amount of gold pieces equal to the base amount of investment required, there
is a cumulative 20% chance of success at researching the spell. Thus spending 10,000
gold pieces to research a first level spell will take one week with a 100% success rate.
The researcher can only research spells of the level of magic they are able to use,
though they may share their research with others of the same skill level.
Monster Reference Table ........................................................................................................... 58
Monster Descriptions.................................................................................................................. 64
Other Monsters ............................................................................................................................ 93
Categories of Treasure ............................................................................................................... 94
Magic Items & Treasure Maps.................................................................................................. 96
Categories of Magic Items ......................................................................................................... 97
Magic Swords ............................................................................................................................... 98
Magic Armor ............................................................................................................................... 104
Miscellaneous Magic Weapons .............................................................................................. 105
Magic Scrolls & Curses ............................................................................................................ 106
Potions ......................................................................................................................................... 108
Magic Rings................................................................................................................................. 110
Wands & Staffs........................................................................................................................... 112
Miscellaneous Magic Items ..................................................................................................... 114
Magic Item Saving Throws...................................................................................................... 117
Artifacts ........................................................................................................................................ 118
Metals, Gems, & Jewels ............................................................................................................ 119
CHAPTER II
58 CHAPTER II: MONSTERS & TREASURES
AC is the armor class of the monster type, used in combat to determine whether or not
a hit attempted against this monster succeeds. As before, it is scaled from 9 to 2.
Movement in Inches is the movement rate of the monster type, which is converted to
different scales depending on the environment in which the encounter takes place, e.g.
it is converted to tens of feet while in the Underworld. If a second number is given, that
indicates the flying speed of the monster whereas the first indicates walking speed.
HD is the hit dice value of the monster type, used to determine how many hit points a
monster of that type may sustain before defeat. It is also used to indicate how many
rolls a monster of that type are allowed when attacking a regular unit (e.g. an average
human being), with any modifiers being applied to only one of the attack dice rolled.
For example, a troll makes 6 attacks, and adds +3 to one of those attacks.
Percent in Lair is how many monsters of that type inhabit their lair at any given time.
TC indicates the class of treasure guarded by that monster (pp. 94-5). Sometimes a
quantity of gold pieces (g.p.) is given instead of or alongside the normal treasure types.
For example, goblins are said to each possess 1-6 pieces, whereas ogres are said to
have 1,000 pieces in addition to treasure of type C.
MONSTER REFERENCE TABLE 59
The monster descriptions on subsequent pages will reproduce the values listed above:
number appearing (No.), armor class (AC), movement in inches (Move), hit dice (HD),
percent in lair (% in Lair), and treasure class (TC).
60 CHAPTER II: MONSTERS & TREASURES
Invis. Stalkers – 3 12 8 – – 81
Elementals 1 2 Variable – – 72
Djinni – 5 9/24 7+1 – – 66
Efreets – 3 9/24 10 – – 71
MONSTER REFERENCE TABLE 63
Ochre Jelly 1 8 3 5 – – 83
Black Pudding 1 6 6 10 – – 68
Green Slime – – – 2 – – 76
Gray Ooze – 8 1 3 – – 76
Yellow Mold – – – – – – 92
64 CHAPTER II: MONSTERS & TREASURES
MONSTER DESCRIPTIONS
ANIMALS, LARGE No. 2-16, AC —, Move —, HD —, Lair —, TC —
This includes giant insects and prehistoric megafauna, like dinosaurs. Armor class can
range between 9 to 2, while hit dice can range between 2 and 20 (e.g. a Tyrannosaurus
rex might have 20 hit dice). Damage caused by hits can range between 2 to 4.
Djinni can create illusions which last until touched, without having to concentrate to
sustain them. They can also form a living whirlwind that is 1” at the base, 2” at the top,
and 3” tall, and which acts as an air elemental.
MONSTER DESCRIPTIONS 67
If two dragons are encountered, they will be a mated pair of adult dragons. If three or
four are encountered, they are to be a family unit of two adult parents and one or more
very young children. If one parent is attacked, the other parent will attack at double the
damage value unless they are being simultaneously attacked.
If the adventurers want to subdue the dragon, hits scored against that dragon count as
subduing rather than killing points. Each round, the referee calculates the percentage
of subduing hits over the dragon’s maximum hit point count. Then they roll percentile
dice to find if the dragon has been subdued. No more than eight human-sized creatures
can participate. A dragon will remain subdued until they see an opportunity to escape.
Subdued dragons can be sold for 500 to 1,000 g.p. (i.e. 400 + 100 × 1-6) per hit point.
Sleeping dragons may be attacked with a free melee round by the attacker, and with +2
on hit dice for chances of hitting. Elemental vulnerabilities give the attacker +1 per die,
and resistances give -1 per die instead. Only talking dragons can use magic. As for HD,
60% of dragons have the amount listed whereas 20% have one less and 20% one more.
Dwarves hate goblins to the extent that if there are any goblins nearby, dwarves will
attack them regardless of any other orders. Dwarves are also twice as successful at
fighting larger creatures like ogres, trolls, and giants compared to humanfolk et al.
Only one elemental of each type can be created per day. concentrate on controlling the
elemental lest it attack its creator or anything in its path. Moving, being attacked, or any
other action will break their concentration. Once control is lost it cannot be regained.
Air Elementals move by flying at a rate of 36”. When engaged in aerial combat, they
add +1 to damage of which they normally deal one die. They can turn into a whirlwind
and sweep all nearby creatures under two hit dice away. The size of the whirlwind is 3”
at the base, 6” at the top, and a height equal to their hit dice.
Earth Elementals move 6” per turn and cannot cross water, but they deal three dice of
damage against any opponent they hit that stands on the earth, or else two dice. They
can act as a battering ram against walls and score 3 to 18 damage hitting them.
Fire Elementals move 12” per turn, and they score either two dice of damage against
all non-fire-using opponents or one die plus one pip against fire-using opponents. They
cannot cross water and must be conjured from flame or lava.
Water Elementals move 18” through the water per turn, or otherwise only 6” per turn.
In water they score two dice of damage, but they only score one die outside the water.
They must be conjured from a body of water.
MONSTER DESCRIPTIONS 73
Those armed with magical weapons add one pip per die of damage.
74 CHAPTER II: MONSTERS & TREASURES
There is also a chance that each powerful figure will possess magical items as follows:
Any one bandit has a 50-50% chance of being either chaotic or neutral. Brigands are a
type of bandit only aligned with Chaos and with +1 morale.
MONSTER DESCRIPTIONS 79
Berserkers are bloodthirsty warriors. They will have exceptional fighters in their ranks
at the same rate as bandits. They never check morale, and when fighting regular folk
they add +2 to their dice score due to their bloodlust. Their armor class is as leather,
they move 12”, and each individual has 1 + 1 hit die. They are all neutral.
Buccaneers are seafaring bandits. 60% are light foot, 30% light crossbow, and10%
heavy crossbow. Pirates are buccaneers aligned with Chaos.
Troglodytes fight as second level fighters armored with weapons as morning stars.
They have no armor, but each has 2 hit dice. They have –1 morale and are neutral.
Nomads are mounted raiders who live on the steppe or in the desert. Encampments
are guarded by an additional 20 to 40 medium foot armed with composite bows.
Dervishes are zealous, lawful nomads who fight as berserkers with a +1 to hit dice and
are led by a cleric from the eighth to tenth level (i.e. a patriarch).
80 CHAPTER II: MONSTERS & TREASURES
Each head counts as one hit die, where each die is of 6 pips rather than from 1 to 6.
Thus a six-headed hydra has six hit dice with a total of 36 hit points. Each head can
only be killed by dealing at least 6 points of damage against it.
Hydras of five heads fight as fifth level fighters, six heads as the sixth level, et cetera.
Usually, all of a hydra’s heads can fight simultaneously.
MONSTER DESCRIPTIONS 81
However, invisible stalkers resent being given missions that last for over a month, e.g.
guarding a mage from all harm for that period. In this case they will fulfill the letter of
their mission while perverting the spirit of it. A resentful invisible spirit in the situation
described will, on a two-dice score of 12, would perhaps abduct the mage and then
suspend them in its non-dimensional plane where they are safe from all harm.
Nixies themselves are armed with daggers and javelins which they can throw 6” away.
Underwater, they are accompanied by 10-100 large and ferocious fish that will attack
on command. The fish are afraid of fire, although the nixies are not.
Orcs either live in a cave complex (on a roll of 1 to 4) or in a village (on a roll of 5 to 6).
Whereas a cave complex will be guarded by patrols, a village will be fortified by a ditch
and palisade, and they will have a tower and also one light catapult for every fifty orcs.
The likelihood of a lair having certain powerful units depends on its population:
There is a fifty-fifty chance that orcs will be encountered with a caravan of 1-8 wagons,
each carrying 200-1200 gold pieces and each guarded by 10 orcs. There is a fifty-fifty
chance that the caravan will be led by a fighter or a mage. Roll a die for their level.
Fighters: a roll of 1 is a champion, 2-4 is a superhero, and 5-6 is a lord. For mages, a
roll of 1 is a sorcerer, 2-4 is a necromancer, and 5-6 is a wizard.
MONSTER DESCRIPTIONS 85
86 CHAPTER II: MONSTERS & TREASURES
Besides that sort of situation, rocs will only be hostile towards non-lawful characters,
and have an 20% chance to be friendly to lawful characters or ignore them otherwise.
MONSTER DESCRIPTIONS 87
Giant Crocodiles (AC 5, HD ?) are 20’ long and can move 15” in water or 9” on land.
They deal two dice of damage per successful hit. They can also be rammed by ships,
but the ramming ship has a 50% chance of being damaged unless it has a ram.
Giant Fish (AC ?, HD ?) move from 30” to 50” per turn depending on the type of fish.
Some can ram ships. They are vulnerable to missiles when attacking small vessels.
Giant Leeches (AC 8, HD 2) move 6” per turn in swamps. They do not deal damage,
but on the first hit they will attach to their target, and on every second turn they drain
one level of character experience. They can only be detached by killing them.
Giant Octopus (AC 7, HD 4) can make one attack per tentacle, and move 9” per turn.
They have a daily jet ability where they move thrice their rate and squirt ink.
Giant Snakes (AC 6, HD 6) move 20” per turn and swallows foes like purple worms.
They can wrap themselves around longships or smaller vessels and constrict them,
causing 10% damage per turn.
Giant Squids (AC 7, HD 6) move 12” per turn and have the same jet ability as do giant
octopuses. They have a shell which covers their stern, and thus has an AC of 3. Those
which are especially large attack like giant squids but with twice the rate of damage.
88 CHAPTER II: MONSTERS & TREASURES
Unicorns have saving throws versus magic as does a mage of the eleventh level (p. 25).
They can also sense enemies approaching within 24”, and can teleport themselves and
their rider up to 36” once per day as though they cast Dimension Door.
90 CHAPTER II: MONSTERS & TREASURES
Vampires also hate garlic, mirrors, and the sight of the cross; upon encountering these,
they will immediately retreat. At the end of the night, they return to their coffin whose
underside is covered with soil from their native land. Anyone killed by a vampire also
becomes a vampire under the service of the one who turned them.
Vampires drain two levels of character experience upon a successful hit, and they will
restore 3 hit points per turn in battle. They can summon 10-100 rats or bats, or 3-18
wolves. Finally, they can also transform into a giant bat or a cloud of mist.
MONSTER DESCRIPTIONS 91
OTHER MONSTERS
The list of monsters hitherto is not the final word for your campaign! You may invent all
manner of monsters as referees have from the beginning. Below are some examples
inspired by popular literature and classic folklore:
CATEGORIES OF TREASURE
Types of treasures are indexed from A-I, and they represent a variety of loot carried by
the various types of monsters hitherto explained. For classes G and H, roll for gems
and jewelry using the two distinct percentages indicated. Each percentage indicates the
likelihood of finding a particular treasure (e.g., “1 Map : 50%” is a 50% likelihood).
Individual members of class A also carry their own treasure along with hostages, the
specifics of which are detailed on the right.
For an explanation of coins, gems, and jewelry, refer to page 119. For treasure maps
and magical items, refer to pages 96-7.
A Land 1-6 : 25% 1-6 : 30% 2-12 : 35% 6-36 : 50% Any 3 : 40%
Desert 1-4 : 20% 1-4 : 25% 1-6 : 30% 10-40 : 50% 3 Magic : 60%
Water – – 5-30 : 60% 10-60 : 60% 1 Map : 50%
Sword, Armor, Or
B 1-8 : 50% 1-6 : 25% 1-3 : 25% 1-6 : 25%
Misc. weapon : 10%
Any 2 : 20%
D 1-8: 10% 1-12 : 15% 1-6 : 60% 1-8 : 30%
1 Potion
Any 3 : 30%
E 1-10 : 05% 1-12 : 30% 1-8 : 25% 1-10 : 10%
1 Scroll
CATEGORIES OF TREASURE 95
3 non-weapons : 35%
F – 2-20 : 10% 1-12 : 45% 2-24 : 20% 1 Potion
1 Scroll
Any 4 : 20%
1-100 : 50%
H 3-24 : 35% 1-100 : 50% 10-60 : 65% 1 Potion
10-40 : 50%
1 Scroll
1 10,000-40,000 silver
1-8 M&T Map Destinations
2 5,000-30,000 gold
1 M1, T1 3 T1 and T2
2 M1, T2 4 T1 and 2-20 gems
3 M4, T3 5 T2 and 5-30 gems
4 Map to M6, T7 6 T1, T2, and 1-100 gems
5 M4, T5
7 10-60 gems and 2-20 jewelry
6 Map to M1, T1 8 T1, T2, and T7
7 M8, T6 All items will be guarded by monsters such as
8 M7, T8 those found on the fifth or sixth levels (p. 131-3).
CATEGORIES OF MAGIC ITEMS 97
MAGIC SWORDS
All bonuses indicated are for to-hit rolls, but only bonuses against specific monsters
deal bonus damage. Roll for the magic sword’s base specialty, and then refer to the
following pages to determine the sword’s intelligence and egoism et cetera.
SWORD ALIGNMENT
Each magic sword has a cosmic alignment, as determined using the table on the right
This will affect the abilities of the sword, such as those asterisked.
Characters who pick up a sword of a different alignment than their own take 1-6 points
of damage, or 2-12 if the sword’s alignment opposes the wielder’s own, i.e. if one party
is chaotic and the other is lawful. Non-player characters who are told to pick up swords
take half damage since they are not acting of their own volition.
Also, if the sword’s intelligence + egoism score exceeds the wielder’s intelligence by 6+,
then the sword will control the wielder as though they were the sword’s own alignment.
A lawful character might thus become neutral or even chaotic. Determine the sword’s
intelligence and egoism scores by referring to the following pages.
HIGHER PURPOSE
One out of ten magic swords were produced by powerful entities for a cosmic purpose.
Such swords have an additional special ability based on their alignment. These abilities
only work against targets of the sword’s higher purpose. For example, if a lawful sword
has a higher purpose to slay (chaotic) mages, then it will only be able to paralyze them
and their minions, but not other opponents regardless of alignment or type. Finally, its
intelligence and egoism are both of the maximum score possible (12).
MAGIC SWORDS 99
1-6 0 – None
7 1 – Empathy
8 2 – Empathy
9 3 – Empathy
10 3 – Speech
11 3 Read Magic Speech
12 3 Read Magic & 1 Superpower Telepathy
MAGIC SWORDS 101
% Powers % Superpowers
The opposite page describes how to handle contention between the magic sword and
its wielder, given factors such as the fighter’s own strength and intelligence et cetera.
MAGIC SWORDS 103
Egoism comes into play when the sword tries to exert its own agency over its wielder,
or even attempts to control the wielder’s mind. The matrix below is used in cases such
as these, where the scores compared are calculated as per the tables farther below.
6 or more 100%
2 to 5 75%
0 to 1 50%
In a situation where the wielder’s particular score is only three points higher than that
of the sword’s, the wielder has a 75% chance of keeping control. If the inverse is true,
the wielder has a 25% chance. Compare the total scores below for sword and wielder,
then roll to determine which entity exerts control over the other.
MAGIC ARMOR
Unlike with normal armor, the bonus of a % Magic Armor
magic piece of armor is subtracted from 01-30 Shield + 1
the hit dice of an opponent. 31-60 Armor + 1
To find which spells are contained on a scroll, roll 1-6 to determine the spell’s level,
and then randomly decide the spell of that level which is written on the scroll (p. 28-9).
Any scroll has a 25% chance of containing spells usually cast by cleric types (p. 46).
PROTECTION SCROLLS
13-14 Protection from Lycanthropes Curses take effect right after the scroll containing
it is read. In order to incentivize reading, scrolls
15-16 Protection from Undead
might disappear if not read by the adventurers.
17-18 Protection from Elementals Each has radius of effect of 3”.
POTIONS
Potions might last for 7-12 turns, and some can be partly drank for partial effect.
Growth grows one to 30’ in height, in Plant Control allows one to control 1-6
proportion to their body. plants or any ground-covering plants in a
Shrinkage shrinks one to 0.5’. 1” square area for up to 6”.
Giant Strength allows one to deal two Human Control has the same effect as
dice of damage. Charm Person does, except that it affects
Gaseous Form allows one to penetrate 1-12 persons with HD 1-3, 2-8 of HD 4-6,
any non-air-tight space, provided they 1-4 of HD 7-9, or 1 of HD 10+.
leave behind their gear. Giant Control allows one to control 1-4
Speed allows one to move twice as fast. giants, though they can attempt saves.
Delusion will cause the user to believe it Dragon Control allows one to command
is any other type of potion desired, and 1-3 dragons of one of the six types.
the potion appears as such. Invulnerability grants a bonus of +2 to
Healing will restore 2-7 hit points of defense and saving throws.
damage, as Cure Wounds does. Fire Resistance causes the user to not
Longevity will reduce one’s age by ten be harmed by fire, gives a +2 bonus on
years, countering the effects of a Staff of saving throws against fire balls and
Withering (p. 112). dragon breath, and subtracts -1 from
Animal Control allows one to control 6- damage dealt by those or by balors.
36 small animals, 2-6 medium animals, Treasure Finding works within 36”.
or 1-6 large animals. Heroism turns nobodies into heroes, and
Undead Control allows one to command increases level of fighters 5-7 to 7-9 (+2),
2-8 undead of HD 1-4 or 1-4 of HD 4+. or of fighters 8-10 to 9-11 (+1).
POTIONS 109
MAGIC RINGS
One ring may be worn on each hand, and can be worn by any character. Descriptions
below are only for rings whose effects are unlike those defined for spells and potions.
Mammal Control allows the wearer to Telekinesis allows the user to cast the
control 3-18 small mammals or 1-8 large Telekinesis spell as a tenth-level mage.
mammals within 6”. Monsters excluded. X-Ray Vision allows the wearer to see
Protection gives a +1 bonus to defense through up to 10’ of rock or 6” of iron.
and saving throws. Lead and gold do not work, and it takes
Three Wishes is what it says on the tin. one turn to investigate a 1” square area.
The referee ought to exploit loopholes to Spell Turning causes all magical spells,
avoid giving players too much power, e.g. including those of dragons and of clerics
if a player asks for more wishes, throw (but not the Finger of Death in particular)
that player back into time to when they to turn against the caster who caused it.
first found the ring. Roll percentile dice to figure out what %
Delusion makes the wearer believe see of the magical effect is turned against the
whatever they desire or believe. spell’s original caster. Does not work on
Regeneration restores 1 hit point per wands or staffs, but only spoken spells.
turn, even if the wearer is killed (though Spell Storing contains 1-6 spells of the
unless their body is burnt or otherwise first to sixth levels. Upon wearing it and
utterly destroyed, as a troll). thinking of spells, the wearer will know
Djinn Summoning allows the wearer to what spells are stored, though they may
summon a djinn monster immediately. only be restored by clerics or mages.
The djinn is the ring-wearer’s servant. There is a10% chance it has cleric spells,
and a 10% chance for anti-cleric spells.
MAGIC RINGS 111
% Magic Rings
01-09 Invisibility
10-15 Mammal Control
16-21 Human Control
22-30 Weakness
31-39 Protection
40-49 Three Wishes
50-60 Delusion
61-70 Water Walking
71-80 Fire Resistance
81-85 Protection (5’ radius)
96-90 Regeneration
91-92 Djinn Summoning
93-94 Telekinesis
95-96 X-Ray Vision
97-98 Spell Turning
99 Spell Storing
00 Many Wishes (4-24 count)
112 CHAPTER II: MONSTERS & TREASURES
Detect Metal points towards any mass Staff of Snakes gives a +1 bonus to to-hit
of metal and indicates what type it is. and damage rolls, and can also transform
Detect Enemy reveals any hidden or into a snake and wrap itself around a
invisible enemies within 6” that are normal-sized opponent for 1-4 turns.
aware of your presence. Staff of Striking scores 2-12 hit points of
Detect Magic works within 2”. damage upon a successful hit.
Detect Doors & Traps works within 2”. Staff of Withering scores 1-6 hit points
Illusion has an effect like Phantasmic of damage and ages the victim 10 years.
Forces without requiring concentration. Staff of Power combines the abilities of
Fear affects creatures in a cone, who Continual Light, Cold, Telekinesis, Fire
must make a saving throw or else flee. Balls, Lightning Bolts, and Striking. The
Cold projects a cone-shaped icy wind; a user may also spend all charges to deal
successful save halves damage. that many points of damage times eight,
Negation negates the effects of wands or distributed across all creatures within 3”.
of staffs, though the latter at a 3/4 rate. It also allows the wearer to summon 1-4
Staff of Healing restores 2-7 hit points elementals of the same random type (air,
per person per day (many people/day). earth, fire, or water).
Staff of Commanding has the combined
effects of Animal/Plant/Human Control. Staff of Wizardry explained on the right.
WANDS & STAFFS 113
Staff of Wizardry combines the abilities Webs (for Staff of Wizardry) cover a 1”
of Staff of Power, Paralyzation, Passwall, by 1” by 2” area. It will take giants and
Invisibility, Whirlwind (the Djinn ability), such two turns to break through them,
Firewall, and Webs as given on the right. and smaller creatures will take longer.
It also gives a +1 to-hit bonus in the same However, a flaming sword can slash
way that a magical sword does. through them in just one turn.
114 CHAPTER II: MONSTERS & TREASURES
Helms of Teleportation require that the Gauntlets of Ogre Power give the user
wearer also ready a Teleportation spell. the strength and damage rate of an ogre,
It then allows the magic-user to teleport though they do not improve to-hit rolls.
themselves endlessly across the cosmos. Girdles of Giant Strength give the user
Helms of Opposition reverse the given the strength and accuracy of a hill giant,
alignment of the wearer, or if the wearer if these things exceed the user’s own
is neutral then they will randomly switch Mirrors of Life Trapping trap the souls
to a lawful or chaotic alignment. Then of a human-sized target that looks into it,
the wearer, under the helm’s influence, including undead. Up to 20 souls can be
will refuse to take it off. trapped in the same mirror, and they can
Flying Carpets can transport up to three talk to the magic-user. They are trapped
passengers at 18”/turn, although it flies until released by the magic-user or until
at 30”/turn if only one person is riding it. the mirror is broken. An unsuspecting
Works as a broom of flying otherwise. person has a 90% of being entrapped,
Drums of Panic force targets of HD 5 or and this is inverse for a knowing person.
less to make a saving throw versus magic The magic-user cannot do anything else
or else flee the encounter. The effect has while operating the mirror. Range of 1”.
a radius of 1” only.
Horns of Blasting has the effect of a
double bombard on physical structures,
deal 2-12 damage, and deafen creatures.
The sound travels in a cone 10” from the
horn with a 2” base.
MAGIC ITEM SAVING THROWS 117
Staff of Power 10 –
Staff of Wizardry 12 –
Fire Ball Wand 14 Save versus 16 if struck by a lightning bolt.
Lightning Bolt Wand 14 Save versus 16 if struck by a fire ball.
Ring of Fire Resistance 10 Save versus 12 if struck by a lightning bolt.
Ring of Protection 12 –
Magic Armor +1 14 –
Magic Armor +2 12 –
Magic Armor +3 10 –
Magic Helms 3 Check whenever user is hit, not just upon death.
Items that are not listed above shall be immediately destroyed upon facing adversity.
118 CHAPTER II: MONSTERS & TREASURES
ARTIFACTS
Artifacts are exceptionally powerful and rare magical items whose effects must thus be
defined judiciously by the referee. Examples of powerful artifacts might include a time
machine, a stone crystallization projector, a set of magical regalia, et cetera. If saving
throws are allowed for artifacts, they ought to be limited and also require a high score.
Each artifact is aligned with either Law or Chaos, so if a character of the opposite
alignment (or even a neutral character) touches it, then they shall face consequences
such as those listed below.
1-6 Consequence
1 Instant death.
2 Paralysis.
3 Loss of six levels.
4 Loss of four levels.
5 Insanity for 1 month.
6 10-60 hit points of damage.
METALS, GEMS, & JEWELS 119
Roll a die for each gem, or for every five 6-15 100 gold pieces.
or ten gems if you are dealing with large 16-18 500 gold pieces.
quantities. Each roll of 1 indicates that 19-20 1,000 gold pieces.
the gem is of the next higher category.
– 5,000 gold pieces.
Categories above 1,000 gold pieces are
– 10,000 gold pieces.
listed but they are not indexed with the
initial die roll from 1-20. – 25,000 gold pieces.
– 50,000 gold pieces.
Although metal will be destroyed by fire
– 100,000 gold pieces.
or lightning, fire will not destroy gems
but for 10% of the time if the referee – 500,000 gold pieces.
There should be numerous levels of the dungeon which go out in all directions, and
which are not quite stacked neatly on top of one another. You ought to construct at
least three levels to begin with, noting entrances into other levels (stairs, trapdoors,
slanting passages, etc.). Then on the lowest level of the dungeon, you ought to leave
room for players to descend into even lower levels in the future.
Throughout the dungeon, obscure areas and fabulous treasures should be hidden and
hard to find. The layout of a level affects the route most traveled by players, and you
should take into the passages and rooms most frequently explored by players to design
the rest of the dungeon.
The fear of death is the most exciting part of this game, in that players risk the lives of
their characters to explore the dangerous Underworld in search of rare treasures.
Therefore you should include as many tricks and traps as is fair for the adventurers.
Keep in mind that monsters live in the dungeon, and survive these! For example:
Level 1
Level 2 Level 2
Level 3
Level 4A Level 4B
Level 5
Level 5 ½
Level 5 ¾
Caverns
Level 6
124 CHAPTER III: FANTASY ADVENTURES
A. 30 nomads led by a polar werebear-lama (i.e. a seventh level cleric). They worship a coffin thinly
lined with gold (1k g.p., can be scraped off in 3 turns) which they have retrieved from inside the
tomb. They believe it is the sarcophagus of their ancient Goddess-Queen who descended from
heaven. Inside the coffin is a red mummy who will attack those who disturb its rest. The bandits will
defend their treasure. They fear the lamassu, the Queen’s tomb guardian who wanders the halls.
B. Eleven empty stone sarcophagi, whose lids have been toppled off, their undersides scratched. There
are 1-6 g.p. in each. The room smells like rot. One sarcophagus remains intact, containing a red
mummy with 10-60 g.p. Passages to catacombs.
UNDERWORLD DUNGEON LAYOUT 125
C. 3 passages. East goes to D. South leads to I. touch unless removed. Behind the mosaic is
West is a one-way portal to the surface of hot copper lining which, when electrified,
Mars; the air is cold, light, and inhospitable. opens the secret door and releases a lamassu
D. A room with the atmosphere of Mars. Torches (as an old green dragon) from a trapdoor
extinguish. Everyone inside suffocates (as a opposite it.
trap) each turn until the switch is found, but J. 7 mummies. The true tomb of the Martian
then a light shines from behind and those Queen. Her sarcophagus has three layers: a
inside are faced with a mirror. red stone box whose lid weighs a ton, an
E. A shrine to an unknown god. Images of silver box worth 1k g.p., and a gold box worth
lamassu mauling their victims. Passages split 10k g.p. The Queen is as a hostile, thirsty
off into catacombs. Light shines through from vampire who sustains on spinal fluid. She
above. emerges from the gold box.
F. A throne room with 2 still cherubim (as
winged basilisks) guarding an gold throne
worth 2k g.p. There are 4k g.p. on the floor,
and sculptures reaching down. The cherubim
awake to attack those who touch the gold.
G. Granary. Each room has 1-6 zombies and 1-6
small jars of ancient honey, each worth 10 g.p.
and healing 1-3.
H. Stores of amphorae with stuck lids. Jars of
wine are worth 100 g.p., but jars of spinal
fluid harm human beings (as a trap) when
opened. Flip a coin to determine the contents
of a jar.
I. 4 mummies. The Queen’s apparent tomb
chamber, now without the tomb. A mosaic of
the solar system centered around a red planet
made of 10 ruby gems (roll for value), hot to
126 CHAPTER III: FANTASY ADVENTURES
There is a 2-in-6 chance of any yet-unused dungeon room being occupied by monsters.
You may use the Monster Matrix table to select monsters found in that particular room,
and determine the number appearing by considering the level of the dungeon and the
specific kind of monster occupying the space.
UNDERWORLD ADVENTURES
Wherever movement rates for characters are given in inches, convert to tens of feet.
Two moves constitute a ten-minute turn, or 240’ for a character lightly encumbered,
except during chases where moves per turn are doubled and mapping is not allowed.
One turn every hour must be spent resting, and or two turns after a chase.
Time spent searching an area, loading treasure, listening behind a door, detecting
thoughts, hiding from monsters, and so on will be determined by the referee relative to
the duration of a turn. For example, detecting thoughts will take only a quarter turn,
whereas searching a ten foot segment of a wall for secret passages will take a full turn.
There are also ten rounds of combat per turn.
Doors in the dungeon must generally be forced open at a roll of 1 or 2 per character, or
at a roll of 1 for smaller characters like dwarves or halflings. Up to three characters can
attempt to open a door together, but anyone on the opposite side shall certainly notice.
Doors will usually shut close after being opened by players, although they will open
automatically for monsters if they are not being held in place by the player characters.
One can try to wedge open a door with spikes, but the spikes will slip 2 out of 6 times.
Characters can listen at a door to detect sound on the other side, at a roll of 1 or 2 for
dwarves, elves, or halflings and a roll of 1 for anyone else. The undead are silent.
Everyone has a 2-in-6 chance of detecting a secret passage, except for elves who have a
4-in-6 chance when searching, and will detect them automatically at the usual rate of
success (2-in-6) just by passing them.
UNDERWORLD ADVENTURES 129
Traps or pits are only triggered on a roll of 1 or 2 per character that passes over them.
Some light source or other means of sight must be used in the pitch black Underworld.
Torches, lanterns, and magic swords serve this purpose, but they also alert monsters
as to the presence of the characters so that they cannot be surprised unless they are
coming through a door. Monsters themselves generally have infravision as long as they
are not in the service of a player character.
Fire Balls and Lightning Bolts will bounce off walls back towards they who cast them.
One foot of stone wall may be destroyed for every ten feet that the range is too short,
and then the missile will only rebound half the left-over distance from being cast.
A party that surprises another has the advantage of a first move, whether to run away,
cast a spell, or ambush the other party. Monsters that have the element of surprise will
either approach the players or attack them.
WANDERING MONSTERS
At the end of each turn, the referee will roll a six-sided die to see if a monster wanders
in the direction of the party on a roll of 6. The direction of appearance is random.
130 CHAPTER III: FANTASY ADVENTURES
UNDERWORLD ENCOUNTERS
Use the tables here to determine the wandering monster encountered by the players.
Provided that the level of the dungeon corresponds with that of the monster, the
number of monsters that appear will be based on the specific creature and the number
of adventurers in the party. A party of 1 to 3 adventurers would draw the basic number
of monsters, 4 to 6 would bring twice as many, and so on. The referee should use their
discretion because this could be affected by any number of factors. There are dungeons
inhabited by up to 300 goblins, but how many could fit abreast in a typical passageway,
and how many would the party run into anyway? Even the strongest fighter in the world
can be overwhelmed by sheer numbers of weaker monsters!
Monsters will automatically attack or pursue any adventurers they detect, unless they
recognize the party as an obviously superior force. There is no chance of avoiding a
fight if the monster has surprised the party and is within 20’, and if the adventurers
choose to flee an encounter, the monster will pursue them as long as there is no more
than a distance of 90’ between them. Monsters will only follow players around a corner
or past a door or up the stairs (or down) on a roll of 1 or 2. There is also a 90% chance
that an unintelligent monster will be distracted by food, or 10% for intelligent ones, and
finally 50% for semi-intelligent ones. Treasure has the opposite effect, being more likely
to distract intelligent monsters. Finally, burning oil will scare off many monsters from
pursuing the adventurers.
Outside of pursuits, intelligent monsters act according to the score of two six-sided dice
modified by plusses or minuses based on bribes offered, alignment compatibility, etc.
Refer to the table on the right for the outcome of the roll.
UNDERWORLD ENCOUNTERS 131
You may also consider the following monsters, depending on the level and the party's
surroundings: Giant Crabs, Giant Leeches, Giant Octopodes, Crocodiles, Giant Squids,
Sea Monsters, Nixies, Mermen, Griffons, Pterodactyls, Rocs, Invisible Stalkers,
cyborgs, robots, androids, shadows, and doppelgängers.
134 CHAPTER III: FANTASY ADVENTURES
WILDERNESS ADVENTURES
The Wilderness is a frontier region consisting of unexplored land, cities and castles,
and the areas surrounding the castles which house dungeons. The referee must have a
ground map of the region’s dungeons, a map of the terrain surrounding them, and then
a map of the settlement closest to the dungeons where the party will likely be based.
The terrain beyond the party’s immediate surroundings should be known only to the
referee, who may use the map on the next pages for off-hand adventures in the wild.
Players may instead keep a blank hex map which they draw over as they explore the
strange and unfamiliar wilderness. The greatest distance across a hex is 5 miles, and
each move as described on the opposite page constitutes one game day and one turn.
All creatures must rest one day of the week. Dragons may instead travel on foot for 3
weeks (21 days) and then sleep for 1 week, or sleep for 3 weeks if they traveled by air.
At the end of each day-turn, the referee rolls to see if a random event occurs (p. 136).
WILDERNESS ADVENTURES 135
WILDERNESS ENCOUNTERS
At the end of each turn (i.e. after each day), the referee rolls one six-sided die to see if a
random encounter happens or if the party gets lost. Convert inches to tens of yards.
Players will spot monsters at 40 to 240 yards, unless the monster has surprised the
players in which case it will be spotted at 10 to 30 yards. Monsters that are 10 yards
away can attack. Two encounter checks are made for aerial and aquatic travel.
If the party becomes lost, the referee rolls a die to see in which way the party wanders.
The party corrects their course by one direction change.
Tables for monsters of the types listed above are given on the subsequent pages, from
122 to 127.
WILDERNESS ENCOUNTERS 137
There will be 2 to 12 folk accompanying any fighter, mage, or cleric in the wilderness,
each from the first to fourth level of their respective class.
WILDERNESS CASTLES
There is a 3-in-6 chance that the occupants of a castle will meet the adventurers if they
are passing through the hex. Otherwise, there is a 2-in-6 chance if adjacent to the hex,
or 1-in-6 chance if there is a hex between the castle and the party (i.e. 2 hexes away).
However if the party is on the castle hex and they hail the castle, the occupants will
always come forth provided that the party does not appear very strong and hostile.
Determine the castle’s occupant using the table on the right. Patriarchs are always
lawful and evil high priests are always chaotic, but other owners will either be hostile
(die 1-3) or neutral (die 4-6) towards the party. Roll 1-4 for who is guarding them.
Fighters will demand a jousting match or a toll of 100 to 600 gold from the party.
Upon failure, the occupant of the castle will take the loser’s armor. However, upon
success, the occupant will host the entire party for up to one month, supply them with
two weeks of rations, and provide heavy warhorses if the party so requires.
Mages will try to force the party via a Geas spell to look for treasure, with the mage
taking at least of all treasure gained and the first choice of magical items. They prefer
miscellaneous magic, wands/staves, or rings (in that order) over other magical items.
Otherwise, they require a toll: a magic item or 1,000 to 4,000 gold.
Clerics require passerbys to give a tithe (10%) of all their money and treasure, or if this
is not possible, they will instead compel the party to pursue a lawful or chaotic Quest.
Evil high priests will try to slay Lawful or Neutral passerbys who do not give tithes.
Occupants will pursue the party on a roll of 1-3 if they are hostile, or a 1 if neutral.
WILDERNESS CASTLES 143
There will be between 30 and 180 soldiers guarding the walls of the castle, one-half of
which will be light footmen armed with crossbows, and the rest will be heavy foot.
Castle occupants who are accompanied with personal guards capable of horse-riding
(or able to move as fast as a horse by themselves) will themselves be mounted, as will
their guards. There is also a chance that there will be others in the owner’s party:
WILDERNESS EVASION
When being pursued, the party has an initial chance to evade based on their numbers.
Refer to the table below and roll the twenty-sided die at or above the score indicated.
Add +5 if the party is in a woods, or +2 if they are but have also been surprised.
If the party surprises the monsters, then their chance of evasion doubles. On the other
hand, if the monsters surprise the party, then evasion is impossible except in a woods.
WILDERNESS PURSUIT
If evasion fails, the party will be chased by the pursuer into random hexes on the map
(with possible directions from the current hex indexed from 1-6). There is a 50%
chance that the pursuer, provided they are faster than the party, will catch up to them.
This is reduced to 25% in woods or swamps. If one party is twice as fast as the other,
add or subtract 25% to reflect the relative difference. Also account for surprise.
If the pursuit does not come to an end, repeat the steps above.
Every hex traveled while in pursuit costs a half-day (half-turn) of rest. On a day of rest,
the referee rolls two dice for random encounters instead of one.
146 CHAPTER III: FANTASY ADVENTURES
CHARACTER UPKEEP
Adventurers must spend 1% of their experience point count in gold pieces as upkeep
until they build a castle and take control of the surrounding area. If they build a castle
nearby an area they do not control, they must still pay upkeep to the local authorities.
Hence castles ought to be built in the wilderness or in territories conquered by the
burgeoning baron.
CASTLE TERRITORIES 147
CASTLE TERRITORIES
Aspiring lords must clear the wilderness of monsters and competitors to gain control.
The player must move an armed force onto a hex to try to clear it. The referee rolls to
see if there is a monster on that hex. If not, then the hex is already clear. Otherwise, the
player must use force. Territories within twenty miles of a castle, i.e. within four hexes,
will remain clear without any subsequent shows of force.
Each territory holds 2-8 villages with 100-400 inhabitants each. Each inhabitant pays
10 gold pieces a year, or 20 gold pieces if the castle is owned by a cleric-type.
Players may invest in additional infrastructure for their territories, which will increase
the population there (unless it would not make sense for the sort of project undertaken,
such as hunting and trapping). Possible projects include:
Villagers will not accept abuse by their leaders, and will rebel if they are angry enough.
Among their numbers will be thieves, militias, and city watches. A strong leader might
even intervene to take matters into their own hands.
148 CHAPTER III: FANTASY ADVENTURES
CASTLE CONSTRUCTION
Each fortification structure, whether a Furnishings Single Double
wall or a tower or a barbican, has an Wooden Door 10 g.p. 15 g.p.
additional 5’ short wall for combatants to
Reinforced Door 20 g.p. 30 g.p.
take cover from above the building.
Iron Door 50 g.p. 75 g.p.
Barbicans are gateways on a wall 40’ Wooden Stairs, 10’ 30 g.p. 45 g.p.
long flanked by two round towers, both Stone Stairs, 10’ 90 g.p. 140 g.p.
30’ wide and 30’ tall.
Window or Slit 10 g.p. 15 g.p.
Bastions are wide, hollow towers with a
walkway around the perimeter 10’ wide,
Other Structures &c. Unit
and thus a ceiling-less center 40’ wide.
Moat or Ditch 2k g.p.
Buildings are 120’ by 120’ and have two
stories of 10’ each, plus an attic and a Earthworks 1k g.p.
cellar. They include two doors per floor. Wooden Palisade (180’) 1.5k g.p.
Great Keeps can have up to two layers. Wooden Building 500 g.p.
The cost of the lower half does not
Light Catapult 250 g.p.
include the cost of gates et cetera.
Heavy Catapult 400 g.p.
Towers can be round or square, and they
cost different amounts based on how Cauldron & Oil 50 g.p.
wide or how tall they are. The width of a Portable Covered Ram or Saw 1k g.p.
round tower is its diameter. Siege Tower w/ Green Cover 2k g.p.
Moats, Ditches, and Earthworks are
Add 10’ tower height 20% g.p.
180’ long, 20’ wide, and 10’ deep.
Subtract 10’ tower height -10% g.p.
CASTLE CONSTRUCTION 149
Large Tower
40’ tall × 40’ diameter
10,000 g.p.
Barbican
Bastion Incl. 2 Towers
60’ diameter 40’ long
3,000 g.p. 14,000 g.p.
Stone Building
120’ × 120’, 2 Stories of 10’ Barbican
Incl. Attic & Cellar Incl. 2 Towers
2,500 g.p. 40’ long
20,000 g.p.
Barbette
1,000 g.p.
Gate House
4,500 g.p.
& Gate 3,000 g.p.
& Portcullis with
Drawbridge 2,000 g.p.
Medium Tower
20’ tall × 30’ diameter
5,000 g.p.
150 CHAPTER III: FANTASY ADVENTURES
CASTLE EMPLOYEES
Characters may advertise specific positions at their castle by spending 100-600 gold
per week. The rate of successful employment depends on how generous the offer is.
Dwarves and elves are uncommon, and specialists are rare.
Characters may seek out gossip from locals at a tavern by buying a round of drinks for
10-60 gold or by bribing the bartender 1-10 gold. The referee may mislead the players
with the intent to entice them into some activity or to warn them of something.
Alchemists can reproduce a potion at Engineers are required for any major
half the value of the original, or can construction projects, like strongholds or
research potions at twice the time and excavations.
financial cost of a mage. Sages can be employed by fighters to
Animal Handlers specialize in one offer sagely advice, and that’s it.
species, and each one can handle up to Sailors are necessary to man ships as
six of that species. described in the Naval Combat rules.
Armorers are required at a rate of one Ship Captains lead sailors on a ship.
for every fifty fighters. When not Smiths assist armorers and are also nec-
maintaining arms, they can produce one essary to maintain beasts of war and bur-
suit of armor, three shields, or five den at a rate of fifty per smith.
weapons per month. This is doubled with Spies can be acquired through hiring,
two assistants (incl. one smith) or tripled drafting, or corruption. In the last case, it
with six (incl. two smiths). is very unlikely that the spy should follow
Assassins are very rare, so the referee through rather than continue to serve
must limit how many can be employed. their official master.
CASTLE EMPLOYEES 151
Cost (g.p./month)
Unit Classes Human Dwarf Elf Orc*
Non-Fighter 1 – – –
Light Foot 2 – – 1
Heavy Foot 3 4 5 1.5
Archer 5 – 10 2.5
Crossbowman 4 5 – –
Longbowman 10 – – –
Light Cavalry 10 – – –
Medium Cavalry 15 – – –
Heavy Cavalry 20 – – –
* Orcs may only be employed by chaotic characters.
152 CHAPTER III: FANTASY ADVENTURES
First, keep changing the world so that there is always something unfamiliar to players.
Make minor changes to existing areas, or expand them with new passages or rooms.
Expand the existing map to accommodate player exploration. Replace monsters in old
areas with new monsters. This will keep the world fresh for players to want to keep
exploring even after they think they’ve found all there is to explore.
Second, don’t be afraid to stray from laws of nature in the real world. Characters could
breathe in space, or the world could be flat. The important thing is that the fictional
world is consistent with itself as much as necessary to suspend the players’ disbelief.
Even still, however, there is no reason not to toy with the world’s internal logic for fun.
Third, there is no limit to the possibilities that a fantastic world can offer. You could
have the campaign take place on Mars or some other made-up planet, just as well as
you could have it take place in a Tolkienesque middle earth. The world need only be
interesting to explore and entertaining for the participants, referee included.
Keep these principles in mind, and they will result in a fun campaign for all involved.
The remainder of this chapter is concerned with various modes of combat, now that
you have an idea of the structures of activity that keep the game going.
GROUND COMBAT 153
GROUND COMBAT
The system used for combat on land is the one-to-one system given in Appendix A,
except that what would count as kills would instead count as individual hits from 1-6.
Massive battles can be fought using the 20:1 mass combat scale, with fantastic types
fighting other fantastic types at 1:1 or otherwise acting as regular 20:1 units.
154 CHAPTER III: FANTASY ADVENTURES
AERIAL COMBAT
This system requires a hexagonal playing board at least 48” by 48” large or even better
6’ by 6’ large. Orders given in this mode should be written down so that the referee can
resolve them simultaneously. Each move order should cover direction, length, and any
change in altitude. It is only possible to fire missiles if the unit has not been attacked in
melee, so you should not write orders to fire missiles ahead of time.
MOVEMENT
Movement straight ahead is at the flying rate of the particular unit.
A flying unit’s flight class or FC is equal to how many inches a unit must move between
making turns, as a function of that unit’s relative size. Each FC also is also mapped to a
Turns/Move number, i.e. how many 90° turns a unit can make each move.
Flying units can climb up a number of inches equal to how many inches they move.
The move-cost of climbing, however, is double that of the altitude gained plus their FC.
Flying units can dive and lose altitude at a rate of half the number of inches they travel,
whether moving straight forward or turning. A sharp dive increases the unit’s move
rate by 50%, but movement must be straight-ahead and any such horizontal movement
is one-tenth the rate of descent.
MELEE RESOLUTION
Flying creatures will melee within 3” of each other, although a unit may only attack if
their position allows them to (as in melee on the ground).
AERIAL COMBAT 155
MISSILE FIRING
When a flying creature is hit by a missile, refer to the tables on the opposite page to see
where they are hit and if a critical hit is scored.
Sling catapults can fire grapeshot at an apex equal to one-half the catapult’s total range,
and at a height equal to the total range for catapults propelled by a counterweight.
Other kinds of catapults reach half that height. In any case, the hit area is spherical.
Ballistae can deal two dice of damage when shooting large darts, and they shoot them
straight-up into the air at the maximum range.
Crashes cause the rider to fall from the air and take 1-6 damage per 1” fallen.
Bombings can be carried out by flying creatures. Large creatures such as dragons can
carry a load equal in size to what is shot from a large catapult, while smaller creatures
can carry smaller loads. Bombing runs must be in a straight line for the whole turn, but
diving is allowed. Creatures carrying bombs fly at two thirds their usual rate.
Roll two dice and subtract one from the other; the difference is the number of dice
rolled to find how many inches the bomb lands to the left (positive) or right (negative).
For example, if a 2 and a 6 are scored, roll 4 dice for how many inches to the right; or if
a 6 and 3 were rolled, roll 3 dice for how many inches to the left.
Also roll a die to determine if the bomb lands left or right (1-2), if it lands left or right
and short or long (3-4), or if it lands short or long (5-6).
AERIAL COMBAT 157
NAUTICAL COMBAT
This system is at a 1:1200 scale with respect to ships, but situations involving melee
and boarding should be played out on a separate board using a more reasonable scale
for one-on-one combat. As with aerial combat, orders are written down so that they
might be resolved simultaneously by the referee.
The movement of ships depends on their size and their mode of propulsion, referring to
the chart on the right.
OARED MOVEMENT
Ships powered by rowers have 30 fatigue points to spend, or 40 for seafaring peoples
such as Vikings. The costs of movement given different rates are given below the oared
movement table. An increase in speed is gradual, but a decrease can be done quickly.
Movement with the current has a 5” bonus, or a 5” minus against it. Backing speed is
half forward speed. Oared ships can turn 45 degrees for every 10” moved.
SAILED MOVEMENT
Ships powered by the wind can only move in a light or strong breeze. In a calm wind,
sailed movement is impossible as it is in a gale. Ships move 3” in the direction of such
a stormy wind if there is one. Sailed ships can turn 30 degrees for every 12” moved.
The categories of movement reflect the direction of the ship relative to the wind.
Galleys caught in a strong wind have a 1-in-10 chance per turn of shipping water and
thereby reducing their speed by one quarter. If a galley loses three quarters of its speed,
it sinks. They may not sail on the ocean because of the high waves, although Viking
longships are built for the open seas.
NAUTICAL COMBAT 159
MISSILE FIRING
Large ships can take from 18-24 hit points of damage, small ships from 9-15 hit points,
and boats only 3 hit points. Catapults will score damage against ships. If a ship takes as
many points of damage as it can endure, the ship will sink.
RAMMING
A ramming ship must have its mast lowered and it must travel at its fastest speed.
Then, upon ramming the target, it must back oars. The rammed ship takes 10-60%
damage and there is a 25% chance it will sink in 3-18 turns unless patched.
Patching a hole in a rammed ship requires 5 turns and 10 workers, and there is a 75%
chance of success. Upon failure, another attempt must be made with the same costs.
If a ship is rammed in its side, it will lose 20% of its crew (15% of which are rowers if
the ship is oared). Otherwise the ship loses only 5% of its crew, none of them rowers.
SHEARING OARS
Any vessel that passes by an oared vessel will shear that ship’s oars and kill half of the
rowers on that side of the ship. If both ships are oared, then they will shear each other’s
oars unless orders are given to ship rowers on that side of the ship.
A ship with sheared oars cannot move for 3 turns, and then it will move at half speed.
However, if its oars are sheared again, it will not be able to move at all.
NAUTICAL COMBAT 161
GRAPPLING
Any vessel within 1” of another ship may attempt to grapple it at a 20% rate of success.
Grappled ships cannot move. Any crewmate has a 20% chance of success at cutting the
grapple. Up to three attempts to grapple can be made per turn, as can attempts to cut
grapples.
BOARDING
Only grappled ships can be boarded. One crewmate can board a ship for every 3 feet of
deck space parallel to the other ship. Swimming crewmates can also climb aboard the
ship, though any defenders on the ship will have the high ground.
Once the ship is boarded, a melee commences with some additional guidelines.
162 CHAPTER III: FANTASY ADVENTURES
COMMAND RANGE
A leader’s range of influence is equal to their Charisma score in inches. They may have
up to two lieutenants whose own range is equal to the leader’s minus one, but these
must remain within the range of the actual leader to pass orders. The leader’s range
improves by 1” for every 10’ above the other troops they are, such that a leader atop a
20’ tower will improve their range of influence by 2”.
Any units outside of the command range will not respond to orders, and units that are
preoccupied in melee have only a 4-in-6 chance of responding to orders. Orders can be
given in advance, e.g. three turns, so that the units have that many attempts to respond.
Units with no space to retreat are forced off the ship. They must make a saving throw
with an x-in-6 chance of failure per 10’ fallen. Upon failure, they take 1-6 hit points of
damage per level they fall, or 1-6 per two levels if they fall onto water. Units that are hit
by fallen figures must also make saves and possibly then take damage as if they had
fallen themselves.
Non-combative actions such as breaking down doors or cutting ropes take either a
fraction of a unit’s total movement points, or take multiple turns to accomplish, based
on the capabilities of the unit. For example, a giant could break down a door in half a
turn, whereas it might take ten normal folk a whole turn to break down the same door.
Likewise, it might take a normal person three turns to cut a rope that a giant could cut
through in a single turn.
164 CHAPTER III: FANTASY ADVENTURES
Crew Type
Type of Ship Rowers Marines Soldiers Sailors Misc.
A ship is captured when all its crew is demoralized or when its defenders are defeated.
Before then, the crew of the ship is busy with various tasks:
Units wearing armor have a chance of drowning, and during a storm any swimmer has
a 50% chance of drowning per turn. Only daggers and wooden weapons such as clubs
can be carried when swimming.
PASSAGES OF TIME
The referee should keep a record of the campaign organized into week-long chunks.
For example:
Event Duration
Underworld Expedition 1 week
Wilderness Adventure 1 day/turn
Real-life Week 1 week
The time for underworld expeditions includes preparation time and considers a regular
one-day adventure into a dungeon. Real-life time does not count for players’ characters
out in the wilderness, but it does for players who are absent or characters who are in a
dungeon.
A character heals 1 hit point of damage per full day of rest. However, they do not heal
on the first day of rest. Hence a character that rests for 7 days restores 6 hit points, or
20 hit points over 21 days of rest.
PASSAGES OF TIME 167
Introduction................................................................................................................................. 170
Rules for Mass Combat ............................................................................................................ 172
Firing Artillery ............................................................................................................................ 174
Resolving Missile Fire .............................................................................................................. 176
Resolving Melees ....................................................................................................................... 177
Morale After Casualties ............................................................................................................ 178
Charges ........................................................................................................................................ 179
Rules for One-on-One Combat ................................................................................................ 180
One-on-One Melee ..................................................................................................................... 182
Jousts & Tournaments .............................................................................................................. 184
Sieges Using 1:1 Figures ......................................................................................................... 186
Rules for Fantasy Combat ....................................................................................................... 188
Special Fantasy Units ............................................................................................................... 190
Fantasy Unit Descriptions ....................................................................................................... 192
Map Effects ................................................................................................................................. 202
APPENDIX A: RULES FOR MINIATURE WARGAMING
170 APPENDIX A: CHAIN OF COMMAND
INTRODUCTION
This is an abridged version of the mass combat and one-on-one wargaming ruleset
prescribed for use with the original 1974 fantasy wargame. These rules were originally
published separately from the other game, so I have tried to preserve this distance
between the two games by keeping these rules in an appendix, rather than incorporate
them as part of the main body of the fantasy game text.
Regardless of the scale you use for this game—since rules are included for both mass
combat and one-on-one combat—it is to be played by moving miniature figures around
on a table representing a battlefield. You can construct terrain by using random things
around your house, by purchasing professionally-made set pieces for your table, or by
using a sand table and sculpting features onto wet sand. The scale of the features will
likely depend on the scale of the battle taking place. Use your discretion.
If you were to play this game by itself without incorporating any of the features from the
more famous fantasy wargame, you may decide to use a point value system to allow
opponents to fight with units of equal value. These are given on the page to the right,
along with the morale ratings of those troops which will be used when determining if a
unit will flee after a melee has taken place. You might consider 300 total points in play.
Refer to p. 173 for statistics regarding regular units, or to p. 189 for fantasy units.
Although I have left out some historically-specific statistics regarding figures such as
samurai and landsknechts, you may also adapt these rules to simulate certain battles
from world history or from fantasy works.
INTRODUCTION 171
TURN-BASED PROCEDURE
1. Initiative: Both sides roll a die. The side with the higher score has the choice of
electing to move first (“Move”) or last (“Countermove”).
2. Move: The side that has first move moves its figures. Horse archers can “split their
move” by firing halfway through. Meanwhile, stationed enemy archers can shoot at
units in range after they have moved half their distance (“pass-through fire”).
3. Countermove: The side that has second move takes its turn, the same as in step #2.
4. Artillery: Heavy ranged weapons like catapults are fired.
5. Missiles: Archers and crossbowmen shoot their shots.
6. Melees: Hand-to-hand combat is resolved between units within 3” of each other.
SIMULTANEOUS PROCEDURE
1. Orders: Both sides write orders for each of their units including direction of
movement and facing.
2. Move: Both sides move their units according to their orders, making one-half of their
total movement rate at first and checking for any unordered melee due to opponents
making contact. Also conduct split-moves and missile fire, and any pass-through fire.
Finally, complete movement of units as ordered.
3. Artillery: Heavy ranged weapons like catapults are fired.
4. Missiles: Archers and crossbowmen shoot their shots.
5. Melees: Hand-to-hand combat is resolved between units within 3” of each other.
RULES FOR MASS COMBAT 173
FIRING ARTILLERY
Light catapults fire every two turns, and heavy catapults every three turns, so long as
the unit has four crew members working and has not moved during any of those turns.
For each missing crew member, add one turn to the rate of fire.
A catapult can fire 45 degrees left or right of the current direction it faces. The player
firing a catapult must state the distance they are firing and in what angle away from the
current direction. For example, one might fire a light catapult 20” away at an angle of
20 degrees to the right.
For added difficulty, roll two differently-colored dice, where one represents an overshot
and the other represents an undershot. Take the higher of the two dice, and that is the
amount in inches by which the catapult under- or over- shoots. If the two dice are equal,
then the catapult shoots exactly where you intend.
FIRING ARTILLERY 175
CANNONS
Unlike how catapults shoot their projectiles at an arc, light and heavy field guns shoot
cannonballs at a straight line until they run into an obstacle or until they run out of
momentum and stop bouncing. This means that a cannonball will hit multiple times on
the battlefield, as indicated on the table on the opposite page. The ranges indicate the
distances for which the cannonball will kill any figure in its path.
On the table, you might use dowels whose length is equal to the artillery’s total range.
Paint the dowel using alternating colors, such that the length of one color segment
corresponds to the range listed above. For example, when painting a 30” dowel to use
for a light field gun, paint the first 16” white, the next 6” black, 3” white, and 5” black.
You may use a 6” variation measure placed at the opposite end of the dowel from the
cannon’s muzzle to represent how the cannonball’s path may shift to the right or left.
Mark the measure in 1.5” segments numbered 1 to 6, with 3 and 4 in the center divide.
Then roll to see if the cannonball diverts to the left or the right, if not straight ahead.
Finally, bombards can also be used similarly to a catapult in that one can be fired at an
arc rather than straight ahead. This negates the ability for the cannonball to bounce.
1 to 2 – 1 – – – – – –
3 to 4 1 2 – 1 – – – 1
5 to 6 2 3 2 2 1 2 – 1
7 to 8 3 4 2 3 1 2 – 1
9 to 10 4 5 3 3 2 3 1 2
11 to 12 Numbers of troops firing that are more than the 1 2
13 to 16 maximum must be split up to read this table. For 2 3
example, 16 archers are divided into units of 8.
17 to 20 3 3
Rather than roll against the armor of their target, soldiers bearing firearms need only
roll to determine if they shoot with accuracy, upon which their targets will be killed.
They must roll 5-6 if their target is 12-18” away, 4-6 if 6-12” away, and 2-6 if 0-6” away.
Subtract 1 from the roll if the target is under cover, or add 1 if the shooter has cover.
Firearm users shoot at the same rate as heavy crossbowmen do.
RESOLVING MELEES 177
RESOLVING MELEES
Melees are resolved by rolling dice, the numbers of which are indicated below, and
counting the number of sixes which represents the number of unit casualties. The first
value given is a ratio of dice rolled per unit, e.g. a light horse unit rolls two dice against
a light foot, while there must be at least two light foot units to roll a single die versus a
light horse. The plus indicates the bonus added per die.
Type Versus: LF HF AF LC MC HC
Difference of 100 or more: Units fully surrender. Need 1 guard per 5 captives.
Difference of 80 or more: Units retreat by one-and-a-half moves.
Difference of 60 or more: Units retreat by a full move.
Difference of 40 or more: Units back up by a full move, in good order.
Difference of 20 or more: Units back up by a half move, in good order.
178 APPENDIX A: CHAIN OF COMMAND
Peasants 1/4 8
Light foot 1/4 8
Heavy foot 1/3 7
Armored foot 1/3 6
Light horse 1/4 8
Medium horse 1/3 7
Heavy horse 1/2 6
Upon success, you need not check morale again until your forces have again dwindled
by that same proportion since the last time you checked morale. Upon failure, the unit
is removed from the table. Melee morale ratings given prior do not apply here.
ARMY COMMANDERS
Army commanders give +1 morale to the unit to which they are attached and also to all
allied units (not mercenaries) within 12”. If the commander is joined to a unit, they will
share their fate. It takes 3 turns to permanently rally an joined unit. The commander is
the last to die in a 1:20 unit, but if killed then their whole army checks morale at -2.
CAVALRY CHARGES 179
CHARGES
A charging unit moves the full distance listed in a straight line, or at most a 45° curve.
They must, along their path, collide and engage in a melee; then they must defeat their
foe before or during the first round of melee in order to continue on their path.
A unit targeted by a cavalry charge must check morale using the scores shown below.
Upon failure, that unit retreats one and a half moves with their backs to the enemy, and
must rally to put themselves back in order. Subtract 1 from the total score if the cavalry
charges at the flank, or subtract 2 if the cavalry charges at the rear.
Peasants 9 10 11 LC 5 6 7
LF 8 9 10 MC 4 5 6
HF 7 8 9 HC 3 4 5
AF 6 7 8
180 APPENDIX A: CHAIN OF COMMAND
The values on the tables below and to the right indicate the score that must be met or
exceeded when rolling two six-sided dice in order to kill the target.
Armor Class
Ranged Weapons 1 2 3 4 5 6 7 8 H1 H2
15” Short bow 6-7-8 6-7-8 6-7-8 7-8-9 8-9-0 9-0-1 1-2-X 2-X-X 0-2-X 2-X-X
18” Horse bow 5-6-7 5-6-8 5-6-8 6-7-8 8-9-0 9-0-1 1-2-X 2-X-X 9-0-1 2-X-X
18” Light crossbow 5-6-7 5-7-8 5-7-8 6-7-9 8-9-0 0-1-X 1-2-X 2-X-X 9-0-X 2-X-X
21” Longbow 5-6-7 5-6-7 5-6-7 5-6-8 6-7-9 8-9-0 9-1-X 1-2-X 7-9-2 9-1-X
24” Composite bow 5-6-7 5-6-7 5-6-7 5-7-8 6-8-0 8-0-1 9-2-X 1-X-X 7-0-2 0-2-X
24” Heavy crossbow 4-5-6 4-6-7 4-6-7 5-7-8 6-8-9 7-9-0 8-0-1 0-1-2 7-9-2 9-1-X
18” Firearm 5-6-8 5-6-8 5-6-8 5-6-8 6-7-8 6-8-9 7-9-0 8-0-2 6-9-1 8-0-2
0 represents 10, 1 represents 11, and 2 represents 12. X represents the impossible.
The first score listed indicates short range, the second medium, and the third long.
Thus someone armed with short bow can kill at short range at a score of 6 or more.
Armor class descriptions are given on the right.
RULES FOR ONE-ON-ONE COMBAT 181
Armor Class
Melee Weapons 1 2 3 4 5 6 7 8 H1 H2
ONE-ON-ONE MELEE
When two figures are within 3”, each will attempt one or more hits against the other.
The first attacker cannot be counterattacked unless they fail to kill their opponent.
TURN ORDER
The first blow is struck by the attacker unless the defender has a weapon two classes
higher, or unless the defender is fighting from above. Each subsequent blow is dealt by
the one who struck first previously, unless the other fighter has a weapon two classes
lower or is fighting from above.
For example, a unit with a spear will be able to attack one with a dagger first, but on
subsequent rounds the one with the dagger will attack first.
On the second round of a melee, a horse will attack with its rider. Light horses fight as
with 1 mace, medium horses as with 2 maces, and heavy horses as with 2 flails.
An unmounted unit may declare their intent to unhorse the mounted unit, and may try
to do so by rolling as if to kill (no subtraction). The once-mounted unit may be stunned.
On 1-2, they are not. On 3-5, they are stunned 1 turn. On 6, they are stunned 2 turns.
ONE-ON-ONE MELEE 183
PARRYING
The ability of a defender to parry depends on how much higher their weapon class is
compared to their attacker’s.
1 to 3: You may parry by subtracting two from the attacker’s roll, but you negate your
ability to counterattack.
4 to 7: You may either deal the first blow or parry the attacker’s roll by subtracting 2.
Upon a successful parry, you may then counterattack the attacker. The attacker
breaks their weapon instead of killing you if they roll equal to the original kill score.
8 or more: You may deal the first blow and also parry (subtract 1 instead of 2) or
strike the second blow. A roll equal to the kill score breaks the weapon.
MORALE
Check morale if one third of an army has been killed, using the same morale tables as
for mass combat. Soldiers defending a castle usually need not check morale.
184 APPENDIX A: CHAIN OF COMMAND
Helmet E E E C A E Stances 4 to 6
Shield, Upper Left A F E F F E Stances 3 to 6
Shield, Upper Center ABF A D F AF AB Any stance 1 to 6
Shield, Upper Right D E F D D A Stances 2, 4 to 6
Shield, Middle Left F AF E F E F Stances 4 to 6
Shield, Middle Center AF D F AF ABF F Any stance 1 to 6
Shield, Middle Right D E AF D D D Stances 4 to 6
Shield, Bottom F D A F ABF F Stances 1, 4 to 6
F -1 –
C +3 –
B – -10
A +20 –
186 APPENDIX A: CHAIN OF COMMAND
Bear in mind that bombards can be treated either as a catapult that shoots at an arc, or
as a cannon that shoots straight ahead.
WAR MACHINES
Siege towers and war machines can move at a rate of 0.5” per individual pushing it, for
a total of 4” per turn with eight individuals pushing. Siege towers can carry 8 figures,
i.e. 5 on the drawbridge story and 3 on the top. Up to 5 figures can climb the ladder.
For machines with battering rams, whoever is defending against them may try to
disable them on a two-dice score of 9+.
SIEGES USING 1:1 FIGURES 187
MANTLETS
Up to two figures can push a moveable mantlet for 3” per turn each, or a total of 6”.
The mantlet will then give cover to three foot figures, and one of these figures can shoot
through the slit of the mantlet while still remaining in cover.
LADDERS
A figure carrying a ladder moves at half-speed, and it takes two figures to carry one.
They cannot charge, but may be treated as indestructible while carrying the ladder.
Three figures maximum may attempt to climb the ladder at once.
A big rock dropped down a ladder will kill the first person, has a 3-in-6 of killing a
second person if there is one, and a 1-in-6 chance of killing a third person. Someone
can also try to push down the ladder, killing the first two figures and stunning a third.
BOILING OIL
Oil will burn in a 3” by 4” puddle for three turns, and will immediately cause wooden
structures to burn such that any occupants must evacuate within one turn. After five
turns, the structure is totally burnt down.
Some powerful units are represented as multiple regular units, e.g. a hero fights as four
units and a troll as six units. Some of these, like heroes, require an equal number of
simultaneous hits to be killed in combat. Others, like ogres, require that number of
cumulative hits throughout the battle to be killed, indicated by an asterisk *. Other
monsters, like treants, are even impervious to normal attacks (as opposed to fantastic
attacks by other special units). This is indicated by a hyphen under the Defend column,
meaning that they cannot be killed by cumulative or simultaneous normal attacks.
Some entries double for other unit types, e.g. dwarves as gnomes or goblins as kobolds.
These are indicated on the entry for the specific unit type.
RULES FOR FANTASY COMBAT 189
Unit Type Move Special Charge Fly Range Attack Defend Page
Halflings 12 A – – 15 LF LF 195
Pixies 9 A – 18 – LF LF 198
Dwarves 6 B 9 – – HF LF 192
Goblins 6 B 9 – – HF LF 195
Elves 12 ABC – – 18 HF HF 194
Orcs 9 B 12 – 15 HF HF 197
Heroes 12/18 D 15/24 – 18 4 units 4 units 196
Superheroes 12/18 DEF 15/24 – 21 8 units 8 units 198
Wizards 12/30 ABDEP – – 24 Special 200
Wraiths 18 BDEFG 24 36 – 2MH – 201
Ghouls 9 BG 9 – – LC HC 195
Werebear 9 BH 12 – – AF AF 199
Werewolf 12 BH 18 – – HF HF 199
Ogres (Trolls) 9 B(I) 12 – – 6HF 6HF* 197
Treants 6 K 6 – – 6AF – 198
Giants 12 BM 18 – – 12HF 12HF* 195
Elementals – – – – – Special 193
Dragons 9 BEFP 15 24 – 4HC – 192
Rocs – EFL – 48 – 4LC 4HC* 198
190 APPENDIX A: CHAIN OF COMMAND
An asterisk * indicates that the unit may withdraw from combat if the attacker rolls less
than the score necessary (which would otherwise have no effect). A dagger † indicates
that other magic-users are at lesser values; thus, a seer has no chance of killing a giant.
Dragon 8 10 2 9 5 4
Elemental 10 11 2 9 4 4
Ghoul 12 12 8 11 9 8
Giant 9 10 4 9 6 5
Hero* 12 10 6 11 7 8
Werefolk 12 12 6 10 7 9
Ogre 12 11 10 9 8 8
Roc 12 12 5 10 5 6
Superhero* 10 8 4 9 8 8
Treant 12 12 3 8 4 4
Wizard*† 9 6 6 11 8 7
Wraith* 12 7 11 12 8 9
SPECIAL FANTASY UNITS 191
Dragon 5 8 8 6 10 7
Elemental 7 7 7 7 8 10
Ghoul 9 11 12 12 10 7
Giant 6 7 9 7 10 10
Hero 9 10 10 12 11 11
Werefolk 8 10 10 12 10 12
Ogre 7 9 11 11 11 12
Roc 6 9 8 9 10 9
Superhero 5 8 8 11 9 8
Treant 7 11 7 7 10 10
Wizard 8 9 10 10 10 5
Wraith 9 10 10 12 12 7
192 APPENDIX A: CHAIN OF COMMAND
Dragons will immediately attack, in the following order of preference, other dragons,
giants, rocs, trolls, elementals, and treants. Dragons need never check morale.
Red dragons breathe fire in a cone that has a diameter of 0.5” at the source and one of
3” at the other end which is 9” away. Blue dragons breathe lightning in the same way
that a wizard uses the Lightning spell, except that their breath also extends for 9”.
White dragons breathe an ice-cold cloud of air in the same shape as the red dragon’s
fire breath except it is only 4” long.
Air Elemental: Fly at a rate of 24”, attack as 4LC, are impervious to normal attacks,
and get a bonus of +2 against units in the air.
Earth Elemental: Move at a rate of 6”, attack as 4HC, are impervious to normal
attacks, and get a bonus of +1 against units on the ground.
Fire Elemental: Move at a rate of 12”, attack as 4MC, are impervious to normal
attacks, and get a bonus of +2 against units that also employ fire such as red dragons
or wizards that can cast flame.
Water Elemental: Move at a rate of 6” (or 12” in the water), and must remain within
6” of water at all times. They attack as 4LC on land or as 4HC while in the water.
They are impervious to normal attacks, and get a bonus of +2 when fighting from or
within 3” of a river or lake.
194 APPENDIX A: CHAIN OF COMMAND
ELVES & FAIRIES Mv. 12, Rng. 18, Att. HF, Def. HF
Elves may split-move to shoot arrows despite moving on foot. However, mounted elves
cannot do this because they are not used to horse-riding. Invisible elves cannot attack—
or be attacked, for that matter, unless their opponent has some ability to detect them—
but they can reveal themselves and attack on the same turn. Elves also have improved
fighting capabilities against other fantasy units, detailed below.
GIANTS Mv. 12, Ch. 18, Att. 12HF, Def. 12HF (Cumulative)
These massive folk fight as 12 heavy foot with an extra die for their huge weapons, and
they defend as 12 armored foot. They must take 12 cumulative hits before being killed
by missiles or melee. Giants also act as mobile, small catapults with a range of 20” and
without a minimum range restriction. They can move on turns they don’t throw stones.
Finally, they never need to check morale.
HEROES Mv. 12/18, Ch. 15 (24), Rng. 18, Att. 4 units, Def. 4 units
Heroes and anti-heroes have the fighting capabilities of four figures, although the exact
type of unit they are depends on their arms and equipment. Thus a hero can take the
form of four light foot or four heavy horses. They never check morale, and add +1 to the
morale check of the unit accompanying them.
OGRES & TROLLS Mv. 9, Ch. 12, Att. 6HF, Def. 6HF (Cumulative)
Ogres are somewhere between humanfolk and giants. They can be killed by an elf in
three hits, or by a hero type (or with a magical weapon) in one hit. Otherwise, they
require six cumulative hits to be killed.
Trolls can only be killed in fantastic combat by another special fantasy unit, and they
need never check morale. Use the table below for what scores are necessary for other
units to defeat a true troll.
Elemental 6
Giant 10
Hero 10
Magical weapon 8
Superhero 8
There are also giant orcs which fight as armored foot and have a PV of 2.5.
198 APPENDIX A: CHAIN OF COMMAND
SUPERHEROES Mv. 12/18, Ch. 15 (24), Rng. 21, Att. 8 units, Def. 8 units
These figures are twice as powerful as regular heroes. When one approaches an enemy
unit within their charge movement, that unit must check morale. Superheroes can also
kill a dragon on a dice score of 8+, adding +1 when using an enchanted arrow.
WIZARDS Mv. 12/30, Rng. 24, Att. 2AF (2MC mounted), Def. 2AF (2MC mounted)
There are five levels of wizardry, and they differ with respect to their abilities and value.
The Minus column indicates how any magic-user’s fantastic combat or spell roll will be
modified based on that unit’s level. The Dodge column indicates what two-dice score
that level of magic-user must meet to dodge a magical missile cast by another wizard.
Seer -4 1 24” 11 20 50
Magician -3 3 36” 10 25 70
Warlock -2 4 48” 9 30 80
Sorcerer -1 5 60” 8 40 90
Wizard 0 6 or 7 Infinite 7 50 100
A wizard can either cast a fire ball (with the hit area of a large catapult) or a lightning
bolt (0.75” by 6”, effect of impact as a heavy field gun). The range of either spell is 24”.
They will kill any unit, with some fantastic exceptions:
In order to cast a spell, a wizard must be stationary and not hit by any attack that turn.
Each spell has a level in parentheses, equal to the two-dice score to cast it in one turn.
If the dice score rolled is greater than the one listed, the spell is cast on that same turn.
The roll is modified by caster level; thus, a seer must roll 10 (6 + 4) to cast Confuse.
WRAITHS Mv. 18, Ch. 24, Fly 36, Att. 2MC, Def. —
These ghostly figures are impervious to all attacks except those made by magical arms
or by other special units.
202 APPENDIX A: CHAIN OF COMMAND
MAP EFFECTS
To create a map, take twenty 3” by 5” index cards and illustrate them as follows.
Each side draws up to four cards, the weaker side getting the first pick, and then places
each terrain ‘tile’ wherever they like.
Terrain impacts unit movement and action. Refer to the topmost table on the opposite
page, and note that the effects of terrain can double for manmade obstacles, e.g. a ditch
and rampart can be treated as hilly terrain.
WEATHER
If the local weather is unknown, you may determine the initial weather by rolling a six-
sided die and referring to the topmost rows of the lower tables on the opposite page.
Every other turn of the ensuing battle, cast the die again to see how the weather there
continues to develop. An arrow indicates that the weather changes from one state to
another, e.g. the “Clouds Appear →” event indicates that the weather changes from
clear to cloudy, and so on the next roll the cloudy table will be used.
Underlined events signify special conditions of the battlefield due to harsh weather.
When there is excess heat, fatigue is doubled and there is a greater chance of fire in dry
grass or woods (this only applies during the summer. When there are three consecutive
turns of heavy rain, the terrain becomes muddy and so all movement is halved.
WEATHER 203
MONSTERS INDEX
Animals ..................................................................... 8, 46, 49, 59, 64, 108-9, 134, 138-9, 148
Balors ............................................................................................ 108, 131, 133, 136, 141, 153
Bandits ........................................................................................................... 78, 79, 95, 130, 135
Basilisks ................................................................................................61, 65, 66, 131, 136, 141
Berserkers ............................................................................................................ 79, 82, 130, 135
Black Pudding ................................................................................................................ 63, 65, 76
Brigands ......................................................................................................................... 78, 95, 135
Buccaneers .................................................................................................................... 79, 95, 135
Centaurs.....................................................................................................................8, 62, 66, 139
Chimerae ....................................................................................... 8, 61, 66, 131, 136, 141, 153
Cockatrices ...........................................................................................61, 66, 93, 133, 138, 155
Dervishes ....................................................................................................................... 79, 95, 135
Djinni ........................................................................................ 62, 66, 71, 110-1, 113, 133, 191
Dragons ....................................................................................................................... 8, 14, 27, 61,
66, 67-9, 70, 84, 86, 99, 108-9, 131-4, 136, 141, 153, 169, 187-8, 190-1, 194, 196, 198
Dragon Turtle ............................................................................................................... 61, 70, 138
Dryads ........................................................................................................................8, 62, 71, 141
Dwarves ............................... 4, 6, 8, 12, 62, 71, 75, 105, 128, 139, 150-1, 171, 188-9, 192
Efreets ............................................................................................................... 62, 71, 114-5, 135
Elementals...... 40, 62, 66, 72, 93, 106-7, 112, 114-5, 135, 155, 171, 189-93, 197, 200-1
Elves ...............................4, 6, 8, 12, 45, 62, 73, 74, 128, 139, 150-1, 171, 189, 194, 197-8
Gargoyles ................................................................................................ 8, 61, 74, 133, 143, 155
Ghouls ...................................................................... 8, 47, 60, 74, 132, 139, 171, 189-91, 195
MONSTERS INDEX 207
SPELLS INDEX
Animate Dead ........................................................................................................................ 29, 40
Anti-Magic Field .................................................................................................. 29, 44, 106, 201
Bless ........................................................................................................................................ 46, 49
Charm Monster ..................................................................................................................... 29, 36
Charm Person ......................................................................................... 28, 30, 36, 83, 99, 108
Clairaudience ............................................................................................. 28, 34, 101, 109, 115
Clairvoyance......................................................................................................... 28, 34, 101, 109
Cloud of Death.............................................................................................................. 29, 40, 201
Commune ............................................................................................................................... 46, 52
Confusion................................................................................................................................ 29, 36
Conjure Elemental ......................................................................................................... 29, 40, 72
Contact Higher Plane........................................................................................................... 29, 41
Continual Light............................................................................................... 28, 32, 46, 50, 112
Control Weather.................................................................................................................... 29, 44
Create Food............................................................................................................................ 46, 52
Create Water .......................................................................................................................... 46, 51
Cure Disease ................................................................................................................... 46, 50, 76
Cure Wounds (+) ............................................................................................. 46, 48, 51 (+), 108
Death Spell............................................................................................................................. 29, 44
Detect Evil ....................................................................................................... 28, 32, 46, 48, 101
Detect Invisible ...................................................................................................................... 28, 32
Detect Magic .............................................................................................................28, 30, 46, 48
Detect Thoughts ..................................................................................28, 32, 34, 101, 109, 115
SPELLS INDEX 211
TABLES INDEX
Aerial Combat Flight Classes.................................................................................................. 155
Aerial Combat Hit Locations ................................................................................................... 157
Alignment .........................................................................................................................................8
Artifact Consequences .............................................................................................................. 118
Bandit Unit Composition ........................................................................................................... 78
Castle Construction Costs ................................................................................................... 148-9
Castle Employee Costs ............................................................................................................. 151
Cleric Spells Table ...................................................................................................................... 46
Cleric Statistics ............................................................................................................................ 23
Curses........................................................................................................................................... 107
Contact Higher Plane.................................................................................................................. 41
Dragon Maturity ........................................................................................................................... 67
Dragons ....................................................................................................................................... 68-9
Encumbrance & Movement ....................................................................................................... 18
Equipment Costs ....................................................................................................................... 16-7
Equipment Weights ..................................................................................................................... 18
Fighter Statistics.......................................................................................................................... 21
Giant Kinds ................................................................................................................................... 74
Hireling Loyalty & Morale.......................................................................................................... 14
Hirelings & Charisma ................................................................................................................. 12
Horses & Mules ............................................................................................................................ 77
Mage Spells Table .................................................................................................................... 28-9
Mage Statistics ............................................................................................................................. 22
TABLES INDEX 215
CHAIN OF COMMAND
Cavalry Charge Morale Check................................................................................................ 179
Cannon Fire................................................................................................................................ 175
Elf Abilities.................................................................................................................................. 194
Fantasy Unit Abilities ............................................................................................................... 188
Fantasy Units ............................................................................................................................. 189
Fantasy Units, Special ............................................................................................................. 190
Joust Stances .............................................................................................................................. 185
Joust Tournaments.................................................................................................................... 184
Morale & Point Values ............................................................................................................. 171
Mass Combat Units .................................................................................................................. 173
Mass Melee ................................................................................................................................. 177
Mass Missile Fire ...................................................................................................................... 175
Morale After Casualties ........................................................................................................... 178
One-on-One Missile Fire .......................................................................................................... 180
One-on-One Melee..................................................................................................................... 181
Siege Defense & Damage ........................................................................................................ 186
Terrain Movement Effects ....................................................................................................... 203
Troll Kill Scores ........................................................................................................................ 197
Weather ....................................................................................................................................... 203
Wizard Levels............................................................................................................................. 200
Wizard Missiles ......................................................................................................................... 200
Wizard Spells ............................................................................................................................. 201