|
1. Pull an Event Card
|
|
2. Pull a Weather Card
|
|
3. Choose A Daily Action
|
|
4. Commit Action
|
|
6. If Traveling, Check for an Encounter
|
|
5. If Traveling, Check for Getting Lost
|
|
7. Eat meal. Pay for Lodging.
|
|
8. Pay Taxes on Money Earned.
|
|
01-20
|
add 20
|
|
21-40
|
add 15
|
|
41-60
|
add 10
|
|
61-70
|
add 5
|
|
71-90
|
add 0
|
|
91-00
|
subtract 5
|
|
XPs
|
Actions or Kills
|
|
1,000
|
xp's per level of opponent
|
|
1,000
|
xp's for killing opponent in a fistfight
|
|
1,000
|
xp's for killing a Wizard
|
|
1,000
|
xp's for killing a Magician
|
|
1,000
|
xp's for killing a Knight or Warrior
|
|
1,000
|
xp's for each battle won (involving troops)
|
|
5,000
|
xp's for killing King of Overland
|
|
8,000
|
xp's for killing Dragon Valron
|
|
10,000
|
xp's for killing Wizard Morcai
|
|
Level
|
Total Experience
|
XPs to Spend
|
|
1
|
0 - 30,000
|
5,000
|
|
2
|
30,001 - 55,000
|
10,00
|
|
3
|
55,001 - 100,000
|
15,000
|
|
4
|
101,001 - 175,000
|
20,000
|
|
5
|
175,001 - 250,000
|
25,000
|
|
6
|
250,001 - 350,000
|
30,000
|
|
7
|
350,001 - 450,000
|
35,000
|
|
8
|
450,001 - 550,000
|
40,000
|
|
9
|
550,001 - 650,000
|
45,000
|
|
10
|
650,001 - 750,000
|
50,000
|
|
Terrain
|
Percent Chance of Encounter
|
|
Mountain
|
45%
|
|
Desert
|
30%
|
|
Hills
|
55%
|
|
Openland/Plains
|
75%
|
|
Iceland/Tundra
|
30%
|
|
Wood/Forest
|
45%
|
|
Swamps
|
25%
|
|
Darkmen's Domain
|
20%
|
|
Roll
|
Direction
|
|
01-02
|
North
|
|
03
|
Northeast
|
|
04
|
Northwest
|
|
05
|
East
|
|
06
|
West
|
|
07
|
Southeast
|
|
08
|
Southwest
|
|
09-10
|
South
|
|
Weapon
|
Modifier
|
Break
|
Cost (gold)
|
|
Small Round Shield
|
+10
|
01-10
|
20
|
|
Buckler
|
+12
|
01-08
|
30
|
|
Large Round Shield
|
+15
|
01-08
|
25
|
|
Kite Shield
|
+15
|
01-05
|
30
|
|
Tower Shield
|
+25
|
01-05
|
35
|
|
Weapon
|
Modifier
|
Damage
|
Cost
|
|
Dagger
|
+5
|
5
|
5
|
|
Short Sword
|
+7
|
8
|
20
|
|
Broadsword
|
+10
|
12
|
50
|
|
Saber@@@
|
+9 / +11
|
10
|
50
|
|
Longsword
|
+9
|
15
|
75
|
|
Greatsword
|
-4
|
18
|
85
|
|
Mace
|
+9
|
9
|
40
|
|
Morningstar@@
|
+4
|
12
|
50
|
|
Hand Axe
|
-5
|
15
|
50
|
|
Battle Axe
|
-7
|
20
|
100
|
|
Great Axe@
|
-10
|
25
|
125
|
|
War Club@
|
+10
|
20
|
150
|
|
War Hammer@
|
-15
|
35
|
175
|
|
Roll (1d10)
|
Area Hit by Attack
|
|
1
|
Valron is struck in the heart; your first attack kills him!
|
|
2-4
|
Your attack deflects off his scales; no effect!
|
|
5
|
You strike Valron in the left eye causing him to land in a random hex located 1d10 away from the town;
|
|
6-8
|
Valron is wounded and returns home without causing any damage to the town!
|
|
9-10
|
Valron evades your attack and swoops down and fires a blast of fire at you doing -50 damage!
|
|
Roll
|
Reward
|
|
01-20
|
You receive 2,000 gold
|
|
21-40
|
You receive one cavalry and one infantry unit
|
|
41-60
|
You receive 3,000 gold and two infantry units
|
|
61-80
|
You are given one hex of your choice;
|
|
81-00
|
You are given 5,000 gold.
|
|
Roll (1d10)
|
Result
|
|
01
|
Move back one space
|
|
02
|
Move back two spaces
|
|
03
|
Move to the left one space
|
|
04
|
Move to the right one space
|
|
05
|
Fall down in current space; spend one turn getting up;
|
|
06
|
Dropped your weapon; weapon broke; you must find a new one in the Arena or fistfight;
|
|
07
|
Hard pressed; receive -5 wounds;
|
|
08
|
Stand fast! remain in current position;
|
|
09
|
Cornered; opponent gets another strike;
|
|
10
|
Thrown back; move back three spaces; fall down; spend one turn getting up and your weapon is broken; receive -10 wounds;
|
|
Roll (1d10)
|
Town Attacked
|
|
1
|
Kings Castle
|
|
2
|
Igloo
|
|
3
|
Zafton
|
|
4
|
Fire Castle
|
|
5
|
Milestill
|
|
6
|
Wooddam
|
|
7
|
Dwarftown
|
|
8
|
Dwarfhaven
|
|
9
|
Futuretown
|
|
10
|
Elf Mountain
|
|
Roll
|
Result
|
|
10 or less
|
The attack was repelled; heavy casualties. Attacking unit is destroyed!
|
|
11-30
|
Unsuccessful attack; no result;
|
|
31-50
|
Your units penetrate enemy lines; move defending unit back one space; if it cannot be moved back it is destroyed!
|
|
51-80
|
The attack was successful; defending unit is destroyed!
|
|
81-90
|
Defending unit is overwhelmed; its surrenders and is now under your control;
|
|
91-00
|
A slaughter! Defending unit is destroyed along with one opposing unit adjacent to it;
|
|
A. Rest to Heal Wound
|
|
B. Travel
|
|
C. Engage in a Battle
|
|
D. Town Activities
|
|
E. Go To Work
|
|
F. Build or Repair Something
|
|
G. Practice or Train
|
|
Muscle Score
|
Damage
|
|
21-40
|
1
|
|
41-60
|
2
|
|
61-80
|
3
|
|
81-00
|
4
|
|
Walking
|
2 hexes per day
|
|
Mounted
|
3 hexes per day
|
|
Vehicles
|
4 hexes per day
|
|
Flying
|
5 hexes per day
|
|
Roads
|
+1 to usual rate
|
|
200
|
xp's for every week spent working a job
|
|
500
|
xp's for accumulating a week of hunting
|
|
500
|
xp's for every town visited oher than your hometown
|
|
500
|
xp's for every audience obtained with a Mayor/Ruler (once per ruler)
|
|
500
|
xp's for every week spent in the Mountains/Swamps/Arctic Terrain
|
|
1,000
|
xp's for every Skill acquired
|
|
1,000
|
xp's for every Advanced Skill acquired
|
|
1,000
|
xp's for sinking another ship
|
|
1,000
|
xp's for engaging in individual combat
|
|
1,000
|
xp's for studying magic in a town or castle
|
|
2,000
|
xp's for every game completed
|
|
2,500
|
xp's for engaging in a war (every two weeks)
|
|
3,000
|
xp's for becoming a Knight
|
|
3,000
|
xp's for surviving a fight in the Overland Arena
|
|
3000
|
xp's for visiting the Unknown Islands
|
|
5,000
|
xp's for every Weapon of Power acquired
|
|
10,000
|
xp's for capturing King's Castle
|
|
Roll (d100)
|
Result
|
|
01 -18 (or lower)
|
NPC is violent; will attack and fight to the death.
|
|
19 - 30
|
NPC is hostile; they will attack and fight for four rounds of combat.
|
|
31 - 55
|
NPC is undecided; make Presence check. If successful they will cooperate (see next result), but will not join you. If not successful, they will attack and fight until one of you are unconscious.
|
|
56 - 70
|
NPC is cooperative; they will help you but will not join your party or do any life threatening actions for you (i.e. combat.) If they have skills however they will use them for you provided they are paid or you meet any other requirements indicated on the card.
|
|
71 -80
|
NPC will join your party for 1d10 silver pieces per day (or the amount stated on card) and use their skills for you. But will not participate in any combat. If they are attacked while with you they will flee.
|
|
81 - 95
|
NPC character will aid you in combat or other ac¬tivities, as long as you accompany them. Will join your party.
|
|
96 - up
|
NPC is very devoted to you and your cause. They will risk their life for you going first or alone in any com¬bat or dangerous situation. Will join your party an NPC Comrade. These NPC’s may serve you in other capacities also (See: NPC Comrades.)
|
|
Weapon
|
Modifier/Range
|
Damage
|
Cost
|
|
Javelin
|
+8/4
|
6
|
20
|
|
Spear
|
+10/3
|
7
|
25
|
|
Giant Spear
|
+13/2
|
9
|
30
|
|
Pole Axe
|
+8/-
|
10
|
35
|
|
Trident
|
+5/-
|
13
|
40
|
|
Weapon
|
Modifier
|
Range/Rate
|
Cost (gold)
|
|
Sling
|
+10
|
2/1
|
10
|
|
Blowgun
|
+12
|
2/3
|
25
|
|
Short Bow
|
+8
|
4/3
|
50
|
|
Longbow
|
+5
|
5/3
|
70
|
|
Crossbow
|
+3
|
8/1
|
100
|
|
Roll
|
Animal Hunted
|
Agility Score
|
Muscle Score
|
|
01-10
|
Squirrel
|
60%
|
15%
|
|
11-20
|
Rabbit
|
55%
|
20%
|
|
21-30
|
Raccoon
|
50%
|
25%
|
|
31-50
|
Possum
|
45%
|
30%
|
|
51-70
|
Sheep
|
40%
|
30%
|
|
71-80
|
Elk
|
40%
|
40%
|
|
81-90
|
Deer
|
35%
|
45%
|
|
91-100
|
Wild Pig
|
30%
|
50%
|
|
Roll
|
Result
|
|
01-20
|
You have been allowed to study.
|
|
21-40
|
If you have studied in another town prior to this one your request is denied. Otherwise you are allowed to study here.
|
|
41-60
|
You will only be allowed to study if you possess skill as an Alchemist.
|
|
61-80
|
The town council bans you if you are a ‘wizard’ and you are not allowed to study here. Additionally, if you use any magic or spells while you are in this town you encounter the Constable (see: NPC characters) will and be jailed, and tried. If you are not a ‘wizard’ you must roll again.
|
|
81-00
|
The local magicians fear your power. You are attacked by a level 2 magician (Ab-75, Ag-63, En-60, Lu-50, 40% score with this towns magic) He will only use magic in the combat and he has a +2 Staff, -3 damage. He will only fight for four rounds. If you knock him unconscious and do not kill him when he recovers he will teach you what he knows about this town’s magic. It will take three weeks for him to teach you (You can do no other daily actions) and you will only have a 20% score with all the town’s magic and cannot seek to study here in the future. If you kill him you must leave the town or encounter the Constables tomorrow. However you can Seek Permission To Study the next time you return as long as you wait at least a week before returning.
|
|
Ship
|
Price (gold)
|
Time To Build
|
Modifier/Remarks
|
|
Common Ship
|
10,000
|
2 weeks
|
+0/None
|
|
Speed Ship
|
15,000
|
3 weeks
|
-10 Endurance/+2 movement
|
|
Warship
|
20,000
|
4 weeks
|
+15 Endurance/-8 damage/6 hex range/-2 move
|
|
Row Boat
|
300
|
1 Day
|
may be stowed on a ship
|
|
Roll
|
Result
|
|
10 or less
|
Defending unit is destroyed; regardless of attack result;
|
|
11-30
|
Defense is weak; attack roll stands.
|
|
31-50
|
Any attack result less than ‘50’ is considered void; no damage to the defending unit. Any other result applies;
|
|
51-80
|
Strong defense; any attack less than or equal to ‘80’ and the attacker is destroyed;
|
|
81-90
|
Unsurmountable defense; attacker is destroyed
|
|
91-00
|
Counter Attack! Attacking unit is destroyed; other units frightened; +10 modifier to your next attack roll!
|
|
Humans
|
'10' additional Bonus Pool points.
|
|
Elves
|
-10 from initial Muscle score; add +10 to initial Agility score; Can only wear armor of 8lbs or less; carry 50 less pounds than normal; cannot wield weapons over 10 lbs; +10 modifier when using any bow or magic; 60% converse with animals spell;
|
|
Dwarves
|
suffer -10 from their initial Agility score; gain a +10 to their initial Muscle score; have a +10 modifier when using any Axe; do -5 additional damage against an opponent who is not a Dwarf when using an axe; can only ride ponies or donkeys for mounted travel; can carry fifty pounds extra weight; Dwarves with an ability score of 50% or higher can seek employment in any town other than Dwarftown as a Blacksmith’s Assistant;
|
|
Overlanders
|
add +10 to their initial Presence and Wisdom scores; can never get lost unless their Presence score drops below 50%; -10 from their Endurance and Ability scores, may use “Mind Marker”;
|
|
Halflings
|
-10 from Endurance; +20 to their initial Luck score; Purchase Thief Skill for 5,000 XPs less than normal; Move at 3 hexes per day; Can only ride ponies or donkeys but may ride double; Must eat 2 meals per day; +10 to initial score with Shortbow; min 60% with any Sling; cannot use Longbow;
|
|
Roll
|
Result
|
|
01-10
|
The Mayor has been angered by your rudeness. No visit is allowed and you must pay 100 gold pieces or spend 3 days in jail.
|
|
11-20
|
The Mayor will allow you a visit if you are a knight, a warrior, a wizard, or a Dragonslayer. Otherwise he is too busy to see you.
|
|
21-30
|
You are harassed by three Mayoral guards (AB-50, EN-62, “Leather Armor, Ab-6, Max-30 Armor “, +5 Short Swords, -7 damage. 50 gd each) If you fight them they will fight to the death. If you kill them you will encounter the Constables (see: NPC characters) and be jailed and tried (-50 from Defense). If you do not fight them you will be beaten and receive 14 wounds and be thrown out of the town or castle.
|
|
31-40
|
The Mayor is more than happy to see you. Audience per¬mitted.
|
|
41-50
|
Make a Presence check; if successful the Mayor will see you.
|
|
51-60
|
If you are a thief/spy you learn of 300 silver coins hidden in a hex (random direction) five hexes from this town. You may leave town now and try to dig it up (must have a shovel) but you must spend at least one day digging. If you are not a thief/spy, no visit. When you are done digging there is a 65% chance the silver will be there. Otherwise it was just a lie to get you to leave.
|
|
61-70
|
If you have 10,000 or more experience points you are given an audience. Otherwise no visit.
|
|
71-80
|
The Mayor has heard of your adventures and provides you with 110 silver coins to aid you. However he cannot allow you a visit unless you have one of the Weapons of Power.
|
|
81-90
|
The Mayor has fallen ill. No audience is allowed unless you are a Healer, Cleric or capable of healing his ten points of wounds. If so, you will be allowed an audi¬ence after healing him.
|
|
91-00
|
The Mayor will see you for a 50 gold piece fee.
|
|
Armor
|
Absorb
|
Max Absorb
|
Cost
|
|
Cloth, fur
|
5
|
15
|
20
|
|
Gambeson
|
5
|
20
|
30
|
|
Leather
|
7
|
28
|
40
|
|
Scale
|
10
|
40
|
50
|
|
Chainmail
|
15
|
60
|
100
|
|
Partial Plate
|
15
|
90
|
200
|
|
Full Plate
|
20
|
120
|
275
|
|
Improved Plate
|
25
|
175
|
350
|
|
Barding
|
15
|
90
|
200
|
|
Modifier
|
Action
|
|
-30
|
If firing missile weapon while mounted
|
|
-20
|
Opponent has made an evade action
|
|
-20
|
Opponent is mounted and you are not
|
|
-20
|
If you have sustained wounds that are equal to or greater than half your Endurance
|
|
-10
|
If surprised (for first round of combat only)
|
|
-10
|
If fistfighting more than one opponent at a time
|
|
-5
|
If you are wearing armor
|
|
-5
|
If fighting in an Ice or Desert Realm
|
|
+10
|
Opponent has chosen a non-combat action and is fighting more than one opponent at once
|
|
+20
|
Opponent made a failed 'charge' action
|
|
Openland
|
+10 to 'catch' score when hunting in Openland
|
|
Hills
|
+1 point of movement when entering; +1 point of movement when exiting; +10 to attack if fighting opponent not in hills;
|
|
Desert
|
max. 2 hexes per day w/o camels; cannot ride mounts other than camels; 10% daily chance of sunburn; must eat double food rations or 80% chance of malnutrition; no hunting;
|
|
Ice
|
only Snow Dogs can enter ice terrain; -10 wounds per day w/o high boots and heavy coat; must use 'lantern' for fire nightly or -5 from Muscle and Ability scores;
|
|
Mountains
|
one hex per day max w/o donkeys; 80% chance of falling; No hunting; +10 to attack if fighting opponent not in mountains;
|
|
Forest
|
No modifiers;
|
|
Swamps
|
40% chance of Swamp Fever w/o high boots; may not ride any animals; No hunting; 30% chance of Snake Bite w/o long pants; 60% chance of Swamp Encounter each night;
|
|
Roads
|
+1 to normal movement rate; +10 to percent chance of encounter;
|
|
Rivers
|
must stop before crossing; may travel on river with raft;
|
|
Roll
|
Help Available
|
|
01-20
|
Small Farm Boy (Ab-40, Ag-85, En-55) will stay until you enter another town or castle or return to his town or castle. His fee is 1 gold piece a day.
|
|
21-40
|
Magic User (AB-50, AG-62, EN-45, 30% Milestill Magic) Will stay as long as he is needed. Fee is 4 gold pieces a day.
|
|
41-50
|
No Help Available Today
|
|
51-60
|
Worker (Ab-60,Ag-50,En-65) Will stay as long as needed; May hire more than one; Roll 1d10 to see how many are available. 3 gold per day each.
|
|
61-70
|
Local Guide (Ab-55,Ag-55,En-55) Will stay for 2 weeks. Subtract 10% from chance of getting lost with guide w/n ten hexes of town. 5 gold per day.
|
|
71-80
|
Adventurer (AB—60, AG-60, EN-60) +5 Dagger, -5 Damage) Will Only stay for one month. Fee is 6 gold pieces a day.
|
|
81-90
|
Thief (AB~45, AG-84, EN-6O; 50% Thief/spy skill) He will Only stay for one week unless you double his fee after the first week. His fee is 6 gold pieces a day.
|
|
91-100
|
Chiurgeon (Ab-58,Ag-63,En-50) Will only stay for one day. Can be hired to treat wounded players or NPCs. Fee 50 gold per day. Can heal 1d10 wounds per patient per day.
|
|
Condition
|
Modifier
|
|
If Facing your opponent Frontward
|
-5 additional damage; and -5 from opponent's strike
|
|
If Facing Your Opponent's Rear
|
-10 additional damage; and -10 from opponent's strike
|
|
I. Determine Attack Initiative
|
|
II. Units with movement may either withdraw or engage.
|
|
III. Attacking units may now attack. (Roll on Attack Troop Results Table. Defending units make defensive checks. Roll on Defense Troops Results Table)
|
|
IV. Defending unit may now attack (attacking unit must make defense check).
|
|
V. Defending player may now deploy reserves from available troops.
|
|
VI. Attacking units may now occupy any vacant hexes.
|
|
VII. End of Day One.
|
|
VIII. Repeat process until one side surrenders; is destroyed or withdraws from the field of battle completely (thereby forfeiting any lands once held).
|
|
Step 1.) fistfight;
|
|
Step 2.) weapon combat;
|
|
Step 3.) fighters choice;
|
|
Step 4.) repeat starting with step one until one of the fighters is dead!
|
|
Armament
|
Damage
|
Range
|
Cost
|
|
Catapult
|
3
|
3
|
5,000
|
|
Battering Rams
|
4
|
1
|
6,500
|
|
Fixed Crossbows
|
3
|
4
|
6,000
|
|
Small Cannons
|
10
|
4
|
7,000
|
Cheatography n. The art of mapping complex subjects into clear, instantly navigable reference guides.