(ENG) D&D 5a Ed. - Lamentations of The Flame Princess - Rules & Magic - Full Version - Flip eBook Pages 1-50 (2024)

Mystery and Imagination Adventure and Death Beyond the veil of reality, beyond the infiuence of manipulating politicians, greedy merchants, iron-handed clergy, and the broken masses that toil for their benefft, echoes of other realms call to those bold enough, and desperate enough, to escape the oppression of mundane life. Treasure and glory await those courageous enough to wrest it from the darkness. But the danger is great, for lurking in the forgofflen shadows are forces far stranger and more perilous than even civilization. ffie price of freedom might be paid in souls. LotFP: Weird Fantasy Role-Playing presents a sinister and horrific twist on traditional fantasy gaming. Simple enough for a beginner yet meaty enough for the veteran, this game will make all your worst nightmares come true. ffis book is a revision of the Rules & Magic book originally found in the LotFP: Weird Fantasy Role-Playing boxed set. It contains all the rules needed to play the game. ffis is the first book of a two book set. ffe Referee Core Book: Procedures and Inspirations contains information and guidance about constructing and running campaigns and adventures. Rules  Magic LamentationS of the Flame PrincesS Weird Fantasy Role-Playing LamentationS of the Flame PrincesS Weird Fantasy Role-Playing LamentationS of the Flame PrincesS Weird Fantasy Role-Playing 1 LamentationS of the Flame PrincesS Weird Fantasy Role-Playing LamentationS of the Flame PrincesS Weird Fantasy Role-Playing LamentationS of the Flame PrincesS Weird Fantasy Role-Playing 18+ EXPLICIT CONTENT Player Core Book Rules & Magic ©James Edward Raggi IV 2013 LamentationS of the Flame PrincesS Weird Fantasy Role-Playing LamentationS of the Flame PrincesS Weird Fantasy Role-Playing LamentationS of the Flame PrincesS Weird Fantasy Role-Playing www.lotfp.com ISBN 978-952-5904-45-1 LFP 1003

Poor 1 sp 5 cp Winter Travel 10 sp 5 sp Cooking Pots 1 sp 5 cp Crampons 5 sp 5 sp Crowbar 2 sp 2 sp Drill 5 sp 5 sp Fishing Gear 1 sp 1 sp Flask of Lamp Oil 5 cp 5 cp Garlic 3 cp 1 cp Gem >5 sp >5 sp Grappling Hook 5 sp 10 sp Holy Symbol, Silver 25 sp 50 sp Steel 10 sp 10 sp Wood 1 sp 1 cp Holy Water 25 sp 25 sp Hourglass 100 sp – Ink 1 cp 5 cp Instrument >1 sp >5 sp Jewelry >10 sp >10 sp Ladder, 10' 10 sp 7 sp Lantern 3 sp 5 sp Lard 1 cp 1 cp Lock 7 sp 10 sp Mallet 3 cp 3 cp Manacles 10 sp 15 sp Map, Kingdom 10 sp 25 sp Local 1 sp 5 sp Mirror, Glass 10 sp 15 sp Silver 30 sp – Steel 1 sp 5 sp Nails 1 cp 2 cp Paper 2 cp 2 cp Pick, Miner’s 6 sp 12 sp Pipe 1 sp 5 cp Pole, 10' 1 sp 5 cp Riding Gear 25 sp 10 sp Rope, 50' 3 sp 3 sp Scroll Case 1 sp 3 sp Shovel 3 sp 3 sp Soap 1 cp 1 cp Specialist’s Tools 50 sp – Spike, Iron 3 cp 5 cp Wooden 1 cp 1 cp Spyglass 250 sp – Tent, Grand 25 sp – Pavilion 50 sp – Personal 5 sp 10 sp Regular 10 sp 20 sp Tinderbox 1 sp 5 sp Tobacco 1 sp 5 cp Torch 1 cp 1 cp Vial or Bofile, Empty 5 cp 7 cp Waterskin 1 sp 1 sp Whistle 1 sp 1 sp Wolvesbane 1 sp 1 cp ARMOR CITY RURAL Armor, Leather 25 sp 50 sp Chain 100 sp – Plate 1,000 sp – Shield 10 sp 25 sp Barding, Leather 250 sp – Chain 500 sp – Plate 1,000 sp – MÊLÉE WEAPONS CITY RURAL Cestus 10 sp – Garrote 5 sp – Lance 30 sp – Mancatcher 20 sp – Polearm 30 sp – Rapier 15 sp – Spear 5 sp 3 sp Stafi 5 sp 3 sp Weapon, Great 50 sp – Medium 20 sp 50 sp Minor 5 sp 5 sp Small 10 sp 10 sp Whip 10 sp 25 sp MISSILE WEAPONS CITY RURAL Blowgun 5 sp – Bow, Long 45 sp – Short 25 sp 25 sp Crossbow, Heavy 30 sp – Light 25 sp – Rock – – Sling 1 sp 5 cp Dart 1 sp – Spear 5 sp 3 sp Other ffrown Weapon same as mêlée equiv. Italicized items are Non-Encumbering. Items listed in both italics and bold are Oversized. PRICE LIST ANIMALS CITY RURAL Carrier Pigeon 100 sp 100 sp Dog 1 sp 2 sp Horse, Riding 100 sp 100 sp War 500 sp – Livestock 10 sp 5 sp Mule 50 sp 25 sp Pony 75 sp 50 sp CONTAINERS CITY RURAL Backpack 3 sp 1 sp Barrel 1 sp 5 sp Chest 10 sp 5 sp Pouch 5 cp 1 cp Quiver 5 sp 10 sp Sack 5 cp 2 cp Saddlebag 1 sp 5 cp VEHICLES CITY RURAL Cart 50 sp 25 sp Coach 500 sp – Wagon 150 sp 75 sp Chariot 250 sp – Boat, Raffl 5 sp 5 sp Canoe 30 sp 25 sp Lifeboat 100 sp – Ship, Trireme 10,000 sp – Quadrireme 50,000 sp – Longship 30,000 sp – River Galley 4,000 sp 8,000 sp Riverboat 1,000 sp 2,000 sp Sailboat 6,000 sp 12,000 sp Cog 15,000 sp – Caravel 39,000 sp – Carrack 48,000 sp – Galleon 60,000 sp – Cuffier 45,000 sp – Brig 90,000 sp – Corveffie 135,000 sp – Frigate 180,000 sp – FOOD CITY RURAL Boffile of Wine/Liquor, Poor 5 cp 2 cp Decent >1 sp >1 sp Rich >10 sp – Drink, Cheap 1 cp 1 cp Decent 3 cp 2 cp Good 6 cp 4 cp Rich >15 sp >10 sp Meal, Fancy 1 sp 5 cp Horrid 2 cp 1 cp Rich >15 sp >10 sp Standard 5 cp 3 cp Rations, Iron/Day 2 sp 1 sp Standard/Day 1 sp 5 cp Feed, Animal/Day 1 sp 5 cp SERVICES CITY RURAL Post, Local 1 sp – Municipal 5 sp – Kingdom 15 sp 15 sp Outrealm 25 sp 25 sp Coach, Local 1 sp – Travel, per day 10 sp 10 sp Charter, per day 20 sp – Freight, per pound per day 5 cp 5 cp Ship, Passage, per day 2 sp – Charter, per day 100 sp 100 sp LODGING CITY RURAL Barn – 1 cp Inn, Poor 1 sp 5 cp Average 5 sp 2 sp Secure 10 sp 5 sp Fancy >25 sp >2 sp Extravagant >100 sp >25 sp Rent, 1 month (per 10' sq.) 30 sp 15 sp MISCELLANEOUS EQUIPMENT CITY RURAL Air Bladder 1 sp 1 sp Bedroll 2 sp 1 sp Block and Tackle 2 sp 3 sp Book, Blank 5 sp 10 sp Reading 10 sp 20 sp Spell (Blank) 100 sp – Caltrop 5 cp – Candle 1 cp 1 cp Chain, per foot 1 sp 2 sp Chalk 1 cp 1 cp Clothing, Extravagant >20 sp – Normal 5 sp 2 sp

Poor 1 sp 5 cp Winter Travel 10 sp 5 sp Cooking Pots 1 sp 5 cp Crampons 5 sp 5 sp Crowbar 2 sp 2 sp Drill 5 sp 5 sp Fishing Gear 1 sp 1 sp Flask of Lamp Oil 5 cp 5 cp Garlic 3 cp 1 cp Gem >5 sp >5 sp Grappling Hook 5 sp 10 sp Holy Symbol, Silver 25 sp 50 sp Steel 10 sp 10 sp Wood 1 sp 1 cp Holy Water 25 sp 25 sp Hourglass 100 sp – Ink 1 cp 5 cp Instrument >1 sp >5 sp Jewelry >10 sp >10 sp Ladder, 10' 10 sp 7 sp Lantern 3 sp 5 sp Lard 1 cp 1 cp Lock 7 sp 10 sp Mallet 3 cp 3 cp Manacles 10 sp 15 sp Map, Kingdom 10 sp 25 sp Local 1 sp 5 sp Mirror, Glass 10 sp 15 sp Silver 30 sp – Steel 1 sp 5 sp Nails 1 cp 2 cp Paper 2 cp 2 cp Pick, Miner’s 6 sp 12 sp Pipe 1 sp 5 cp Pole, 10' 1 sp 5 cp Riding Gear 25 sp 10 sp Rope, 50' 3 sp 3 sp Scroll Case 1 sp 3 sp Shovel 3 sp 3 sp Soap 1 cp 1 cp Specialist’s Tools 50 sp – Spike, Iron 3 cp 5 cp Wooden 1 cp 1 cp Spyglass 250 sp – Tent, Grand 25 sp – Pavilion 50 sp – Personal 5 sp 10 sp Regular 10 sp 20 sp Tinderbox 1 sp 5 sp Tobacco 1 sp 5 cp Torch 1 cp 1 cp Vial or Bofile, Empty 5 cp 7 cp Waterskin 1 sp 1 sp Whistle 1 sp 1 sp Wolvesbane 1 sp 1 cp ARMOR CITY RURAL Armor, Leather 25 sp 50 sp Chain 100 sp – Plate 1,000 sp – Shield 10 sp 25 sp Barding, Leather 250 sp – Chain 500 sp – Plate 1,000 sp – MÊLÉE WEAPONS CITY RURAL Cestus 10 sp – Garrote 5 sp – Lance 30 sp – Mancatcher 20 sp – Polearm 30 sp – Rapier 15 sp – Spear 5 sp 3 sp Stafi 5 sp 3 sp Weapon, Great 50 sp – Medium 20 sp 50 sp Minor 5 sp 5 sp Small 10 sp 10 sp Whip 10 sp 25 sp MISSILE WEAPONS CITY RURAL Blowgun 5 sp – Bow, Long 45 sp – Short 25 sp 25 sp Crossbow, Heavy 30 sp – Light 25 sp – Rock – – Sling 1 sp 5 cp Dart 1 sp – Spear 5 sp 3 sp Other ffrown Weapon same as mêlée equiv. Italicized items are Non-Encumbering. Items listed in both italics and bold are Oversized. PRICE LIST ANIMALS CITY RURAL Carrier Pigeon 100 sp 100 sp Dog 1 sp 2 sp Horse, Riding 100 sp 100 sp War 500 sp – Livestock 10 sp 5 sp Mule 50 sp 25 sp Pony 75 sp 50 sp CONTAINERS CITY RURAL Backpack 3 sp 1 sp Barrel 1 sp 5 sp Chest 10 sp 5 sp Pouch 5 cp 1 cp Quiver 5 sp 10 sp Sack 5 cp 2 cp Saddlebag 1 sp 5 cp VEHICLES CITY RURAL Cart 50 sp 25 sp Coach 500 sp – Wagon 150 sp 75 sp Chariot 250 sp – Boat, Raffl 5 sp 5 sp Canoe 30 sp 25 sp Lifeboat 100 sp – Ship, Trireme 10,000 sp – Quadrireme 50,000 sp – Longship 30,000 sp – River Galley 4,000 sp 8,000 sp Riverboat 1,000 sp 2,000 sp Sailboat 6,000 sp 12,000 sp Cog 15,000 sp – Caravel 39,000 sp – Carrack 48,000 sp – Galleon 60,000 sp – Cuffier 45,000 sp – Brig 90,000 sp – Corveffie 135,000 sp – Frigate 180,000 sp – FOOD CITY RURAL Boffile of Wine/Liquor, Poor 5 cp 2 cp Decent >1 sp >1 sp Rich >10 sp – Drink, Cheap 1 cp 1 cp Decent 3 cp 2 cp Good 6 cp 4 cp Rich >15 sp >10 sp Meal, Fancy 1 sp 5 cp Horrid 2 cp 1 cp Rich >15 sp >10 sp Standard 5 cp 3 cp Rations, Iron/Day 2 sp 1 sp Standard/Day 1 sp 5 cp Feed, Animal/Day 1 sp 5 cp SERVICES CITY RURAL Post, Local 1 sp – Municipal 5 sp – Kingdom 15 sp 15 sp Outrealm 25 sp 25 sp Coach, Local 1 sp – Travel, per day 10 sp 10 sp Charter, per day 20 sp – Freight, per pound per day 5 cp 5 cp Ship, Passage, per day 2 sp – Charter, per day 100 sp 100 sp LODGING CITY RURAL Barn – 1 cp Inn, Poor 1 sp 5 cp Average 5 sp 2 sp Secure 10 sp 5 sp Fancy >25 sp >2 sp Extravagant >100 sp >25 sp Rent, 1 month (per 10' sq.) 30 sp 15 sp MISCELLANEOUS EQUIPMENT CITY RURAL Air Bladder 1 sp 1 sp Bedroll 2 sp 1 sp Block and Tackle 2 sp 3 sp Book, Blank 5 sp 10 sp Reading 10 sp 20 sp Spell (Blank) 100 sp – Caltrop 5 cp – Candle 1 cp 1 cp Chain, per foot 1 sp 2 sp Chalk 1 cp 1 cp Clothing, Extravagant >20 sp – Normal 5 sp 2 sp

2013 † Lamentations of the Flame Princess WEIRD FANTASY Role-Playing  Player Core Book: Rules & Magic Written by James Edward Raggi IV

James Edward Raggi IV Writer, Publisher Mattias Wikström/Tigerbyte Layout, Typography Matthew Pook Hardcover Reprint Editing Dave Arneson, David Cook, Matt Finch, Chris Gonnerman, Gary Gygax, John Eric Holmes, Steve Marsh, Stuart Marshall, Frank Mentzer, Tom Moldvay, Dan Proctor Inspiration Rowena Aitken (heads p. 75–151), Aeron Alfrey (p. 138, back endpaper), Ernie Chan (p. 32), Dean Clayton (p. 88, 118), Vincent Locke (p. 72), Eric Lofgren (p. 37, 38, 42, 45, 74, 84, 104, 106, 109, 112, 115, 120, 124, 130, 143, 154), Rich Longmore (p. 28, 52, 158, 159, 160, 161, 162, 163, 164, 165), Russ Nicholson (p. 26, 78), Jason Rainville (p. 65, 66, 67, 68, 71), Cynthia Sheppard (cover, front endpaper, p. 69, 70), Amos Orion Sterns (p. 6, 9, 10, 12, 14, 16, 18–19, 20, 22, 24, 41, 54–55, 56–57, 59, 60–61, 62-63, 64, 73, 83, 86, 152, 166) Illustrations Jeremy Jagosz Character Sheet Lamentations of the Flame Princess Weird Fantasy Role-Playing—Player Core Book: Rules & Magic ©James Edward Raggi IV 2013 First Edition (Revised), Third Printing 2013 Published by Lamentations of the Flame Princess ISBN 978-952-5904-45-1 Funded through: “Lamentations of the Flame Princess” and “LotFP” are trademarks owned by James Edward Raggi IV

Table of Contents  Character Creation ..................................................................5 Roll Ability Scores.................................................................5 Explanation of Ability Scores..................................................5 Summary...................................................................................5 Is the Character Suitable?.................................................6 Choose a Character Class.................................................6 Determine Hit Points..........................................................7 Record Attack Bonus and Saving Throws..................7 Select Alignment....................................................................8 Lawful......................................................................................8 Chaotic.....................................................................................8 Neutral.....................................................................................8 Determine Starting Possessions......................................8 Starting Money........................................................................8 Buy Equipment........................................................................9 Choose a Name......................................................................9 Cleric.............................................................................................11 Fighter..........................................................................................13 Magic-User................................................................................15 Specialist.....................................................................................17 Dwarf ............................................................................................21 Elf....................................................................................................23 Halfling ........................................................................................25 Equipment Lists.....................................................................27 Adventuring: The Rules of the Game ........................31 Architecture...........................................................................31 Climbing.................................................................................31 Doors........................................................................................31 Excavations...........................................................................33 Experience Points...............................................................33 Defeating Enemies................................................................33 Recovering Treasure .............................................................33 Gaining a Level.....................................................................34 Foraging and Hunting......................................................34 Getting Lost...........................................................................35 Hazards..................................................................................35 Ability Score Loss .................................................................35 Aging.....................................................................................35 Damage.................................................................................35 Disease..................................................................................35 Drugs & Alcohol...................................................................36 Falling...................................................................................36 Poison....................................................................................36 Starvation .............................................................................36 Sleep Deprivation .................................................................36 Healing....................................................................................36 Languages..............................................................................37 Light and Vision.................................................................37 Mapping.................................................................................37 Movement and Encumbrance......................................38 Mounts..................................................................................39 Searching................................................................................39 Sleight of Hand ...................................................................40 Stealth......................................................................................40 Swimming..............................................................................40 Time..........................................................................................40 Tinkering................................................................................40 Traps........................................................................................41 Maritime Adventures..........................................................43 Water Vessels........................................................................43 Water Conditions...............................................................44 Crew.........................................................................................44

Encounters at Sea...............................................................45 Waterborne Chases...............................................................45 Waterborne Combat.............................................................45 Vessels and Damage..............................................................45 Ship-to-Ship Combat...........................................................46 Boarding Vessels....................................................................46 Retainers.....................................................................................47 Accountant............................................................................48 Alchemist ..............................................................................48 Animal Handler ...................................................................48 Armorer ................................................................................48 Butler ....................................................................................48 Coachman.............................................................................49 Craftsman.............................................................................49 Guard....................................................................................49 Guide.....................................................................................49 Henchman ............................................................................49 Laborer .................................................................................49 Linkboy .................................................................................49 Mercenary.............................................................................49 Physician...............................................................................50 Sailor.....................................................................................50 Sailor, Captain......................................................................50 Sailor, Navigator ..................................................................50 Sailor, Oarsman....................................................................50 Scholar..................................................................................50 Servant..................................................................................50 Slave......................................................................................50 Slave Master.........................................................................50 Spy.........................................................................................50 Teamster ...............................................................................50 Hiring Retainers.................................................................51 When Loyalty Should Be Checked.......................................51 Property and Finance..........................................................53 Property..................................................................................53 Upkeep ..................................................................................53 Taxes.....................................................................................53 Investment.............................................................................53 Yearly Return........................................................................54 Bankrupt! .............................................................................54 Encounters.................................................................................55 Surprise...................................................................................56 Encounter Distance...........................................................56 Reactions................................................................................56 Combat...................................................................................56 Initiative................................................................................56 Things to Do in One Round..................................................56 Other Combat Issues............................................................58 Unarmed Combat ................................................................62 Clerics...........................................................................................75 Beginning Spells..................................................................75 Preparing Spells Each Day ............................................75 Spell Scrolls...........................................................................76 Writing a Scroll...................................................................76 Protection Scrolls..................................................................76 Creating Holy Water........................................................76 Researching a Spell............................................................76 Time of Magical Activities.............................................77 Casting Spells.......................................................................77 Magic-Users..............................................................................79 Beginning Spells..................................................................79 Preparing Spells Each Day ............................................79 Spell Scrolls...........................................................................80 Writing a Scroll...................................................................80 Transcribing Spells............................................................80 From a Scroll to a Spellbook.................................................80 From Spellbook to Spellbook................................................80 Researching a Spell............................................................80 Creating a Potion ...............................................................81 Creating a Staff or Wand................................................81 Determine What Spells the Item Will Contain....................81 Enter the Original Charges ..................................................81 Recharging a Staff or Wand .................................................81 Time of Magical Activities.............................................82 Casting Spells.......................................................................82 Libraries and Laboratories............................................83 Cleric Spells..............................................................................85 Magic-User Spells..................................................................87 Spell Descriptions.................................................................89 Appendix ................................................................................. 153 Glossary............................................................................... 155 Firearms............................................................................... 157 The Character Sheet....................................................... 167

5 Roll Ability Scores Roll 3d6 for each ability score (Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom), in order, and record them on your character sheet. A player can decide to swap the position of one ability score that was rolled with another. Each ability score has a Modifier which is associated with it: Ability Score Modifier 3 –3 4–5 –2 6–8 –1 9–12  0 13–15 +1 16–17 +2 18 +3 Explanation of Ability Scores Charisma Charisma is the measure of a character’s aptitude for leadership and the respect that others bestow on the character’s authority. It is not a measure of the appeal of a character’s personality (the player must portray the character’s personality) nor a measure of the character’s beauty. Charisma modifiers affect both the character’s ability to hire retainers and the loyalty of those retainers. Constitution Constitution is the measure of a character’s health, vitality, and toughness. Constitution modifiers affect a character’s Hit Points and fitness for certain physical activities such as traveling long distances. Dexterity Dexterity is the measure of a character’s agility and reflexes. Dexterity modifiers affect a character’s Armor Class, ability to hit with ranged weapons, and ability to act first in combat. Character Creation  Summary 1. Roll Ability Scores a. Note Bonuses b. Is the Character Suitable? 2. Choose a Character Class a. Determine Hit Points b. Record To-Hit Bonuses and Saving Throws 3. Select Alignment 4. Determine Starting Possessions a. Roll Money b. Buy Equipment 5. Choose a Name

6 Rules & Magic Intelligence Intelligence is the measure of a character’s knowledge prior to the start of play. Intelligence does not measure a character’s memory or ability to solve puzzles; it is the player’s wits that must be used in these situations. Intelligence modifiers affect the character’s ability to learn languages, are added to saving throw rolls against Magic-User spells, and for Magic-Users it affects the time (and thus expense) required to research spells and create magic items, as well as influencing the saving throws of those subject to the Magic-User’s spells. Strength Strength is a measure of a character’s raw power. Strength modifiers affect a character’s ability to hit in mêlée combat, open stuck doors, or succeed in unarmed combat. Wisdom Wisdom is the measure of a character’s connection to the greater universe, and the strength of the character’s spirit. Wisdom does not affect the character’s ability to make good decisions or judge situations or characters; it is the player’s own judgment which must be used in these situations. Wisdom modifiers affect the character’s non-spell related saving throw rolls, and for Clerics it affects the time (and thus expense) required to research spells and create holy items, as well as influencing the saving throws of those subject to the Cleric’s spells. Is the Character Suitable? If the total of all of the character’s ability score modifiers is less than zero, then the player may discard the character and begin the process again. Choose a Character Class Every Player Character must choose a class. Most people encountered in the game world will have no character class at all, and are known as zero or ‘0’ level characters. A character’s class cannot be changed once play begins. Four of the Player Character classes are human: Cleric, Fighter, Magic-User, and Specialist. Nonhumans are classes unto themselves, and those available to the players are known as Demi-Humans: Dwarf, Elf, and Halfling.

Character Creation 7 Determine Hit Points Randomly determine the character’s starting Hit Points (HP) according to his level chart, and add the character’s Constitution modifier. First level characters have a minimum number of Hit Points they possess. If the rolled amount is less than the indicated number on the following chart, simply use the number shown on the chart instead. Class Minimum Hit Points Cleric 4 Fighter 8 Magic-User 3 Specialist 4 Dwarf 6 Elf 4 Halfling 4 These minimums are not used when rolling for Hit Points gained after first level. For determining Hit Points at level two and higher, it is simply the shown die roll plus the Constitution modifier. The character’s starting Hit Points are the maximum Hit Points the character can ever have without gaining a level. While the character will lose Hit Points in various ways during the course of adventuring, there are different methods of healing damage done. No amount of healing can cause the character to gain more than his normal maximum number of Hit Points. Record Attack Bonus and Saving Throws In combat, the attacking character makes a d20 roll, and if the roll (after all modifiers are applied) is equal to or greater than the target’s Armor Class, the attack is a success. A natural 20 is always a hit (unless the enemy is only vulnerable to special weapon types which the attacker does not possess, but this is a rare situation), and a natural 1 is always a miss. Many characters, including all Player Characters, get an Attack Bonus which they add to their to-hit roll. As the following chart shows, most classes get a +1 Attack Bonus. The Fighter (and only the Fighter) gets an Attack Bonus of +2 at first level, and gains an additional +1 every time a level is gained. Fighter All Others Attack Bonus Level 0 Level 0   0 – Level 1+  +1 Level 1  +2 Level 2  +3 Level 3  +4 Level 4  +5 Level 5  +6 Level 6  +7 Level 7  +8 Level 8  +9 Level 9+ +10 Saving throw charts for Player Characters of all classes and levels are found within the individual class descriptions. The Referee will inform the player when a saving throw needs to be made, and what category of save it is. The number on the chart is the number that needs to be rolled (after all modifiers are applied), or higher, to successfully save. A natural 20 is always a successful save, and a natural 1 is always a failed save. These saving throws cover all possible save situations. When there is a doubt as to which save category to use, start at the left column on the Saving Throw chart and move to the right, using the first category which matches the particular effect. ¶ Paralyzation will cover any effect in which the victim is unable to move (such as petrification, being the subject of a Hold Person or Web spell, etc.). ¶ Poison will be used for any situation where Hit Points are irrelevant and the result is unconsciousness or death. ¶ Breath Weapon is used for area effects. �

8 Rules & Magic ¶ Magical Device includes situations with all magic items that have spell-like effects, be they wands, staves, rings, etc. ¶ Magic includes any magical effect from a cast spell or innate ability. Select Alignment Alignment is a character’s orientation on a cosmic scale. It has nothing to do with a character’s allegiances, personality, morality, or actions. Alignments will mostly be used to determine how a character is affected by certain magical elements in the game. The three alignments are Lawful, Neutral, and Chaotic. Lawful The universe has an ultimate, irrefutable truth, and a flawless, unchanging plan towards which all events inevitably march. As time moves on, all distraction and resistance to this plan falters until everything is in its perfect state forevermore, without alteration or the possibility of possibilities. Those who are Lawful in alignment are part of an inevitable destiny, but have no knowledge of what that destiny is and what their role will be in fulfilling it. So they are forever looking for signs and omens to show them their proper way. Chaotic The howling maelstrom beyond the veil of shadows and existence is the source of all magic. It bends and tears the fabric of the universe; it destroys all that seeks to be permanent. It allows great miracles as reality alters at the whim of those that can call the eldritch forces, and it causes great catastrophe as beings we call demons (and far, far worse) rip into our reality and lay waste to all. Everything that is made will be unmade. Nothing exists, and nothing can ever exist, not in a way that the cosmos can ever recognize. Those who are Chaotic in alignment are touched by magic, and consider the world in terms of ebbing and flowing energy, of eternal tides washing away the sand castles that great kings and mighty gods build for themselves. Many mortals who are so aligned desperately wish they were not. Neutral To be Neutral is merely to exist between the forces of Law and Chaos. Mortal beings exist as Neutral creatures, and remain so throughout their existence unless taking specific steps (often unwittingly) to align themselves otherwise. In fact, most beings would be rather displeased with the notion of pure Law and Chaos, as they are defined in alignment terms. Even most who would claim allegiance to Law or Chaos are not actually Lawful or Chaotic. In the real world, every human being that has ever existed has been Neutral. Clerics must be Lawful. Elves and Magic-Users must be Chaotic. All others are free to choose their alignment. Determine Starting Possessions All characters begin their adventuring careers with money and equipment with which to start their adventuring career. Players will roll for how much money their character begins with, and then buy equipment with that money. All equipment is assumed to have been acquired before play starts. The basic unit of money in LotFP: Weird Fantasy Role-Playing is the Silver Piece. A number of other coins are also used with the following conversion rates: Currency Conversion 1 Gold Piece (gp) = 50 Silver Pieces (sp) = 500 Copper Pieces (cp) Starting Money Every character begins with 3d6×10 sp. If a character starts above first level, then he begins with 180sp plus 3d6×10sp for every level greater than one. For example, a fourth level character would begin with 180+(9d6×10 sp).

Character Creation 9 Buy Equipment The Referee should inform the players if there are any restrictions, changes, or additions to the equipment tables before characters are created. Costs are given for both City and Rural areas (for these purposes a City is a settlement with a population of at least 1,000 people and Rural is any place at least one full day’s travel or more from a City). Since their equipment is considered to have been gathered during their travels prior to the start of play, new characters may use the less expensive prices when buying equipment. All costs are considered to be for average situations, and a Referee can freely decide that some (or all) prices are more or less expensive based on location, culture, economic or political upheaval, strong guilds, etc. All characters are assumed to begin play with a decent set of traveling clothes appropriate for the weather conditions in the starting area of play at no cost, and Magic-Users and Elves have a spellbook containing their beginning spells. These items do not have to be paid for. Choose a Name A character’s name is, after his character class, perhaps the most important identifying feature of a character. The Referee should inform players as to the general theme of the campaign, and it is important to choose a name that will complement that theme.“Ragnar Thorsson the Giant Slayer” would not be appropriate if a Referee has declared that the upcoming game has an ancient Egyptian theme, for instance. A character may be around for quite some time, so care should be taken when choosing a name.

11 Some religions teach the people how to receive the grace of their loving deity. Some religions teach the people how to survive the wrath of a cruel and vicious deity. Some religions simply strive to teach the truth about creation. All religions serving true powers have one thing in common: orders of those selected few who are not mere priests, but spiritual warriors endowed by their deity with mystic powers. These few are known as Clerics. Clerics can cast spells from the Cleric spell list. Full details of a Cleric’s magical abilities are detailed in the Magic section. Cleric  Saving Throws Spells per Level Level Experience HP Paralyze Poison Breath Device Magic 1 2 3 4 5 6 7 1 0 1d6 14 11 16 12 15 1 2 1,750 +1d6 14 11 16 12 15 2 3 3,500 +1d6 14 11 16 12 15 3 4 7,000 +1d6 14 11 16 12 15 3 1 5 14,000 +1d6 12 9 14 10 12 3 2 1 6 28,000 +1d6 12 9 14 10 12 3 3 2 7 56,000 +1d6 12 9 14 10 12 4 3 3 1 8 112,000 +1d6 12 9 14 10 12 4 3 3 2 9 224,000 +1d6 10 7 12 8 9 4 3 3 3 1 10 336,000 +2* 10 7 12 8 9 4 4 3 3 2 11 448,000 +2* 10 7 12 8 9 5 4 4 3 3 1 12 560,000 +2* 10 7 12 8 9 5 4 4 3 3 2 13 672,000 +2* 8 3 8 4 6 5 4 4 4 3 3 1 14 784,000 +2* 8 3 8 4 6 5 5 4 4 3 3 2 15 896,000 +2* 8 3 8 4 6 6 5 5 4 4 3 3 16 1,008,000 +2* 8 3 8 4 6 6 5 5 4 4 3 3 17 1,120,000 +2* 6 2 6 4 5 6 5 5 5 4 4 3 18 1,232,000 +2* 6 2 6 4 5 6 6 5 5 4 4 3 19 1,344,000 +2* 6 2 6 4 5 7 6 6 5 5 4 4 20+ +112,000/lvl +2*/lvl 6 2 6 4 5 8 7 7 6 5 5 4 *Constitution modifiers no longer apply

13 Slaughter defines man’s history. Every new era is defined by the cruelty man inflicts upon man, or the victory fighting against it. To those in power, soldiers are but tools to shape the populace to their whims. The price that is paid to enact their desires is irrelevant to those giving the orders. In battle, there is no law. Man maims man. Horribly wounded men scream for mercy as their life’s blood pours out from cruelly hacked wounds. Their cries are ignored and their lives extinguished by those too cruel or frightened to listen. Poets and politicians speak of the honor of battle for a just cause, but in battle there is no justice. There is just death from metal implements that crush, slash, and stab. To be willing to slaughter at another’s command in the name of peace and nobility, to be hardened to the deaths of loved companions, to be immersed in this worthlessness of life, that is the life of a soldier. Fighters are these soldiers that have seen the cruelty of battle, have committed atrocities that in any just universe will damn them to Hell, and have survived. Fighters begin with the best combat capabilities in the game, and are the only character class to further improve in combat skill as levels are gained. Fighter  Saving Throws Level Experience Hit Points Paralyze Poison Breath DevicE Magic 0* – 1d6 16 16 16 15 18 1 0 1d8 14 12 15 13 16 2 2,000 +1d8 14 12 15 13 16 3 4,000 +1d8 14 12 15 13 16 4 8,000 +1d8 12 10 13 11 14 5 16,000 +1d8 12 10 13 11 14 6 32,000 +1d8 12 10 13 11 14 7 64,000 +1d8 10 8 9 9 12 8 128,000 +1d8 10 8 9 9 12 9 256,000 +1d8 10 8 9 9 12 10 384,000 +3** 8 6 7 7 10 11 512,000 +3** 8 6 7 7 10 12 640,000 +3** 8 6 7 7 10 13+ +128,000/lvl +3**/lvl 6 4 5 5 8 *NPCs only, all Player Characters begin at Level 1 **Constitution modifiers no longer apply

15 Most of the world lies sheltered from the existence of magic, encountering it only as it victimizes them. They huddle in their churches for comfort and trade their freedom and dignity to a ruler as they beg for protection, all for the fear of the supernatural which they do not, and cannot, understand. Magic-Users choose a different path. Instead of cowering away from the darkness, they revel in it. They see the forces of magic as a new frontier to explore, a new tool for the attainment of power and knowledge. If it blackens the soul to equal that of any devil, it is but a small price to pay. Magic-Users can cast spells from the Magic-User spell list. Full details of a Magic-User’s magical abilities are detailed in the Magic section. Magic-User  Saving Throws Spells per Level Level Experience HP Paralyze Poison Breath Device Magic 1 2 3 4 5 6 7 8 9 1 0 1d6 13 13 16 13 14 1 2 2,250 +1d4 13 13 16 13 14 2 3 4,500 +1d4 13 13 16 13 14 2 1 4 9,000 +1d4 13 13 16 13 14 2 2 5 18,000 +1d4 13 13 16 13 14 3 2 1 6 36,000 +1d4 11 11 14 11 12 3 2 2 7 72,000 +1d4 11 11 14 11 12 3 3 2 1 8 144,000 +1d4 11 11 14 11 12 4 3 2 2 9 288,000 +1d4 11 11 14 11 12 4 3 3 2 1 10 432,000 +1* 11 11 14 11 12 4 4 3 2 2 11 576,000 +1* 9 9 12 9 8 5 4 3 3 2 1 12 720,000 +1* 9 9 12 9 8 5 4 4 3 2 2 13 864,000 +1* 9 9 12 9 8 5 5 4 3 3 2 1 14 1,008,000 +1* 9 9 12 9 8 6 5 4 4 3 2 2 15 1,152,000 +1* 9 9 12 9 8 6 5 5 4 3 3 2 1 16 1,296,000 +1* 6 7 8 5 6 6 6 5 4 4 3 2 2 17 1,440,000 +1* 6 7 8 5 6 7 6 5 5 4 3 3 2 1 18 1,584,000 +1* 6 7 8 5 6 7 6 6 5 4 4 3 2 2 19 1,728,000 +1* 5 6 7 4 4 7 7 6 5 5 4 3 3 2 20 +144,000/lvl +1*/lvl 5 6 7 4 4 8 7 6 6 5 4 4 3 2 *Constitution modifiers no longer apply

Saving Throws Level Experience HP Paralyze Poison Breath Device Magic Skill Points 1 0 1d6 14 16 15 14 14 4 2 1,500 +1d6 14 16 15 14 14 +2 3 3,000 +1d6 14 16 15 14 14 +2 4 6,000 +1d6 14 16 15 14 14 +2 5 12,000 +1d6 11 12 14 13 12 +2 6 24,000 +1d6 11 12 14 13 12 +2 7 48,000 +1d6 11 12 14 13 12 +2 8 96,000 +1d6 11 12 14 13 12 +2 9 192,000 +1d6 9 10 12 11 10 +2 10 288,000 +2* 9 10 12 11 10 +2 11 384,000 +2* 9 10 12 11 10 +2 12 480,000 +2* 9 10 12 11 10 +2 13 576,000 +2* 7 8 10 9 8 +2 14 672,000 +2* 7 8 10 9 8 +2 15 768,000 +2* 7 8 10 9 8 +2 16 864,000 +2* 7 8 10 9 8 +2 17+ +96,000/lvl +2*/lvl 5 6 8 7 6 +2/lvl *Constitution modifiers no longer apply

17 Specialist  Fighters are adventurers because they are so inured to death that they cannot settle down to a normal life. Magic-Users are those that have pursued the dark arts and are no longer welcome in society. Clerics are charged by their god to go forth and perform their special duties. Specialists? They do it because they want to. Whether inspired by greed, boredom, or idle curiosity, Specialists are professional explorers risking life and limb simply because a less active life is distasteful to them. In some ways this makes them the only sane and normal adventuring characters, but in other ways it makes them the most unusual. The Specialist is unique because the character class has no special abilities of its own. Instead, a Specialist is better at certain activities that all characters are able to do at a basic level. The Specialist begins at the same default level in these activities as other characters, but receives “points” which can be allocated to improve his ability in the chosen skills. The available skills (and their default starting values for all characters) are: ¶ Architecture (1 in 6) ¶ Bushcraft (1 in 6) ¶ Climb (1 in 6) ¶ Languages (1 in 6) ¶ Search (1 in 6) ¶ Sleight of Hand (1 in 6) ¶ Sneak Attack ¶ Stealth (1 in 6) ¶ Tinker (1 in 6) Most of the rules covering these skills can be found in the Adventuring: Rules of the Game section of this book. For skills that are “x in 6”, allocating a point increases the chance by one. For example, Languages begins at 1 in 6. A Specialist allocating a point to this skill increases his chance to 2 in 6. For other characters, Sneak Attacks are merely attacks made by surprise. A Specialist can multiply the damage done by a Sneak Attack by allocating points to this skill. Assume that the damage multiplier is ×1 for all characters, but for every point allocated to the skill by a Specialist, the damage multiplier is increased by one. If a Specialist has any points in Sneak Attack, then he also gets a +2 bonus to hit above any other bonuses he already has when performing a Sneak Attack. When use of an ability is attempted, the player must roll d6 and if the result is equal to, or less than the ability, the action is successful. In some cases the Referee will make the roll if the character would not immediately know if he was successful. For example, the character will easily be able to tell if he has successfully picked a lock or not, so the player can make that roll. On the other hand, the character would not know, after searching for traps, if he has failed to find a trap or if there simply is not one present. In this case, the Referee will make that roll. If a Specialist has a skill with a rating of 6 in 6, the roll to succeed is made with two dice, and only if both dice come up 6 does the attempt fail. The Specialist must be unencumbered to use any of the class abilities involving movement or suffer a one point skill penalty per level of encumbrance. They must have Specialist Tools (see Equipment section) to use Search for finding traps or to use Tinker for opening locks or other such activities.

21 The Dwarfs are a dying race. Once the most powerful people on the planet, their decline has left them a spiritually shattered people. Once they took great pride in their grand architecture, their technological supremacy, and loved each other just as hard as they worked. Yet they did not change with the world, and as the rest of the world’s inhabitants came into their own, the Dwarfs retreated into their subterranean fortresses. War and impotence stripped the Dwarfs of their pride, and all that was left was to work. And work is the life of the average Dwarf. There is no love, no joy. Just never ending work meant to numb the brain and appease the spirit through the acquisition of gems and precious metals. Dwarfs do not even really breed anymore; such is their disregard for the basic pleasures of existence. Not all are like that though. Some strike out into the world, wanting to live. These types often have just as much trouble settling down in human society as their own, and become wandering adventurers. As a race, Dwarfs are short and stocky, about four feet tall, and one hundred thirty-five pounds. They live about three hundred years. They typically have a ruddy complexion and rather gruff personalities; joviality is an unknown quality in Dwarfs, even those roaming the surface. All Dwarfs value their beards, and the length of one’s beard is the real measure of a Dwarf ’s virility and worth, and often the beard is exquisitely styled and decorated. Dwarfs are not a magic-using race, but are fierce and resilient warriors. They do have a natural connection with the Earth itself and a cultural understanding of construction and due to this has a greater initial Architecture score than other characters. Dwarfs are able to bear incredible burdens; it takes five additional items for a Dwarf to gain the first encumbrance point. A Dwarf receives a +1 bonus to his Constitution modifier (so a Dwarf with a 12 Constitution has a +1 modifier instead of the usual 0 modifier, for example). A Dwarf also continues to apply his Constitution modifiers, if any, to Hit Points gained after level nine. Dwarf  Saving Throws Level Experience HP Paralyze Poison Breath Device Magic Architecture 0* – 1d8 12 10 15 11 14 3 in 6 1 0 1d10 10 8 13 9 12 3 in 6 2 2,200 +1d10 10 8 13 9 12 3 in 6 3 4,400 +1d10 10 8 13 9 12 3 in 6 4 8,800 +1d10 8 6 10 7 10 4 in 6 5 17,600 +1d10 8 6 10 7 10 4 in 6 6 35,200 +1d10 8 6 10 7 10 4 in 6 7 70,400 +1d10 6 4 7 5 8 5 in 6 8 140,800 +1d10 6 4 7 5 8 5 in 6 9 281,600 +1d10 6 4 7 5 8 5 in 6 10 422,400 +3 4 2 4 3 6 6 in 6 11 563,200 +3 4 2 4 3 6 6 in 6 12+ +140,800/lvl +3 2 2 2 2 4 6 in 6 *NPCs only, all Player Characters begin at Level 1

23 Once the epitome of enlightenment and responsibility, elven civilization has fallen before the expansive nature of Man. Where once the Elf nations ruled the forests, the plains and the mountains, their now-small numbers live in secret enclaves, possessing great power, but utterly impotent in matters of projecting it. Unlike the Dwarfs, the Elves recognize that this is simply the way of things, and accept their decline with grace. Their attitude towards Man is not so unified, however. Some see Man as the natural heir to creation and seek to guide him and help him rule in wisdom. Some see Man as a great blight, and work to destroy him before he destroys all natural order. And some, considered young and foolish by their people, walk among Man. Elves are creatures of magic related to the faerie. As such, they typically enjoy living in the deep wilderness and adapting their homes to be in harmony with their surroundings. They are on average about five feet tall, and usually slender. Their most striking features are their pointed ears (how large these ears are will differ from region to region) and disproportionately large eyes which are often a color not found in the other races. Player Character Elves are those gifted individuals that are trained as both Fighters and Magic-Users. Elves use the same spell lists and spell progressions as Magic-Users. Full details of an Elf ’s magical abilities are detailed in the Magic section. Elves’ enhanced senses allow them to Search more effectively than others (2 in 6 chance), and they are less often surprised than other races (1 in 6 chance). Elf  Saving Throws Spells per Level Level Experience HP Paralyze Poison Breath Device Magic 1 2 3 4 5 6 7 8 9 Search 0* – 1d6 15 14 17 15 17 2 in 6 1 0 1d6 13 12 15 13 15 1 2 in 6 2 3,000 +1d6 13 12 15 13 15 2 2 in 6 3 6,000 +1d6 13 12 15 13 15 2 1 2 in 6 4 12,000 +1d6 11 10 13 11 13 2 2 3 in 6 5 24,000 +1d6 11 10 13 11 13 3 2 1 3 in 6 6 48,000 +1d6 11 10 13 11 13 3 2 2 3 in 6 7 96,000 +1d6 9 8 9 9 11 3 3 2 1 4 in 6 8 192,000 +1d6 9 8 9 9 11 4 3 2 2 4 in 6 9 384,000 +1d6 9 8 9 9 11 4 3 3 2 1 4 in 6 10 576,000 +2** 7 6 7 7 9 4 4 3 2 2 5 in 6 11 768,000 +2** 7 6 7 7 9 5 4 3 3 2 1 5 in 6 12 960,000 +2** 7 6 7 7 9 5 5 4 3 3 2 1 5 in 6 13 1,152,000 +2** 5 4 5 5 7 5 5 4 3 3 2 1 6 in 6 14 1,344,000 +2** 5 4 5 5 7 6 5 4 4 3 2 2 6 in 6 15 1,536,000 +2** 5 4 5 5 7 6 5 5 4 3 3 2 1 6 in 6 16 1,728,000 +2** 5 4 5 5 7 6 6 5 4 4 3 2 2 6 in 6 17+ +192,000/lvl  +2**/lvl 3 3 3 3 5 7 6 5 5 4 3 3 2 1 6 in 6 * NPCs only, all Player Characters begin at Level 1 **Constitution modifiers no longer apply

25 Halflings are curious creatures who are popularly known as creatures of leisure, but there is far more to them than that. Usually standing about three feet tall, all other physical features of Halflings will differ by region, but one never varies. They have rather large, hairy feet and prefer to go barefoot. Their feet are sufficiently protected and insulated that they suffer not frostbite in the winter, nor disease or parasitical infestation in warmer climes. Halflings as a race do tend to take their pleasures very seriously, and the fat and happy Halfling stereotype has taken hold because rural farmers, while dedicated and fastidious in their work, have all the food that they could ever want and not a lot of reason to engage in moderation. Those used to that stereotype are very surprised the first time that they meet a chiseled, battle-scarred warrior Halfling. Halflings live on average about one hundred years. One stereotype of Halflings that rings true is that while they tend to be gracious to guests and not shy about invitations, they do prefer to be home. Halfling Player Characters are those that have left their homelands to seek adventure and fortune. They are generally seen as troublemakers (and perhaps a touch crazy) by their kin who are not so inclined. Halflings are very quick and agile folk, and so add one to their Dexterity modifier and receive a one point bonus to Armor Class when not surprised. In the wilderness, Halflings have the uncanny ability to stay hidden and so have a 5 in 6 Stealth skill. Halflings also begin with a 3 in 6 Bushcraft skill due to Halfling society being traditionally in harmony with nature. Due to their size, Halflings cannot use large weapons, and must use medium weapons two-handed. Halfling  Saving Throws Level Experience HP Paralyze Poison Breath Device Magic Bushcraft 0* – 1d6 12 10 15 11 14 3 in 6 1 0 1d6 10 8 13 9 12 3 in 6 2 2,000 +1d6 8 6 10 7 10 3 in 6 3 4,000 +1d6 8 6 10 7 10 3 in 6 4 8,000 +1d6 6 4 7 5 8 4 in 6 5 16,000 +1d6 6 4 7 5 8 4 in 6 6 32,000 +1d6 4 2 4 3 6 4 in 6 7 64,000 +1d6 4 2 4 3 6 5 in 6 8 128,000 +1d6 2 2 2 2 4 5 in 6 9 256,000 +1d6 2 2 2 2 4 5 in 6 10+ +128,000/lvl +2**/lvl 2 2 2 2 4 6 in 6 *NPCs only, all Player Characters begin at Level 1 **Constitution modifiers no longer apply

27 Cost Armor City Rural Base AC Armor, Leather 25 sp 50 sp 14 Chain 100 sp – 16 Plate 1,000 sp – 18 Shield 10 sp 25 sp Varies Barding, Leather 250 sp – 14 Chain 500 sp – 16 Plate 1,000 sp – 18 Characters wearing armor receive the Base Armor Class listed for their armor type. Unarmored characters have a Base AC of 12. Shields increase AC by 1 point versus mêlée attacks, and by 2 points versus missile attacks. Cost Mêlée Weapons City Rural Damage Cestus 10 sp – 1d3 Garrote 5 sp – 1d6 Lance 30 sp – 1d10 Mancatcher 20 sp – – Polearm 30 sp – 1d8 Rapier 15 sp – 1d8 Spear 5 sp 3 sp 1d6 Staff 5 sp 3 sp 1d4 Weapon, Great 50 sp – 1d10 Medium 20 sp 50 sp 1d8 Minor 5 sp 5 sp 1d4 Small 10 sp 10 sp 1d6 Whip 10 sp 25 sp 1d3 The generic “weapon” categories are only for rules and reference purposes. Characters purchasing such an item must specify exactly what sort of weapon is being purchased. Silver weapons cost ten times more than standard weapons, and have a 1 in 10 chance to break whenever they are used to attack, even if the attack misses. ¶ Cestus: This includes all sorts of fist wrappings and brass knuckle weapon types. Users suffer a –2 penalty to hit any opponent with an unadjusted AC of 15 or better. ¶ Garrote: Use of this weapon requires an attack from surprise, or a successful grapple. If a hit is scored, the target is considered grappled and will take 1d6 damage per round. ¶ Lance: This weapon can be used one-handed if charging on horseback. Otherwise, it is effectively a polearm (pike). ¶ Mancatcher: A successful hit with this weapon requires the victim to make a saving throw versus Paralysis. If unsuccessful, the victim is considered helpless, as is the wielder of the mancatcher while the target is being held for purposes of defending against attacks. This weapon must be wielded with two hands. ¶ Polearm: This two-handed weapon can be used to attack from the second rank, can be used to receive a charge, and receives a +1 bonus to hit opponents with an unadjusted AC of 16 or better. Equipment Lists  �

28 Rules & Magic ¶ Rapier: This one handed weapon suffers a –2 penalty to hit opponents with an unadjusted AC of 15 or better. ¶ Spear: This can be used to attack from the second rank, and can be used to receive a charge. ¶ Staff: This must be wielded with two hands. ¶ Weapon, Great: These weapons must be wielded with two hands. Two-handed swords, mauls, and great axes are included in this category. ¶ Weapon, Medium: These weapons include standard swords, battle axes, and maces. Halflings must wield them two-handed. ¶ Weapon, Minor: These are small one-handed weapons including daggers and clubs, and suffer a –2 penalty to hit opponents with an unadjusted AC of 15 or better. ¶ Weapon, Small: These are one-handed weapons, including short swords and hand axes. ¶ Whip: This weapon is ineffective against targets with unadjusted AC 14 or better, but allows mêlée attacks on opponents up to 10' away. An “unadjusted” Armor Class is that of solely the armor and shield. Dexterity modifiers, magical modifiers, or any other adjustments are not counted when determining unadjusted AC. Some weapons can attack “from the second rank.” This is used when there is a definite battle line in combat. Usually only those on the front line of battle can strike, but those weapons usable from the second rank allow anyone immediately behind the battle line to strike as well. Cost Range Missile Weapons City Rural Damage Short Medium Long Blowgun 5 sp – – <20' <50' <80' Bow, Long 45 sp – 1d6 <50' <600' <900' Short 25 sp 25 sp 1d6 <50' <300' <450' Crossbow, Heavy 30 sp – 1d8 <50' <200' <600' Light 25 sp – 1d6 <50' <150' <400' Rock – – 1d2 <10' <20' <30' Sling 1 sp 5 cp 1d4 <50' <300' <450' Dart 1 sp – 1d4 <10' <20' <30' Spear 5 sp 3 sp 1d6 <10' <20' <60' Other Thrown Weapon (same as mêlée equivalent) <10' <20' <30' ¶ Arrows and crossbow bolts cost 5 cp each, sling bullets cost 2 cp each. ¶ Targets at Medium range are –2 to hit, –4 to hit at Long range. ¶ Light crossbows can only be fired every other round and ignore 2AC points, heavy crossbows fire every third round and ignore 4AC points. ¶ Each missile weapon can be fired once per round with the exception of the crossbows noted above. ¶ Slings fired with stones instead of bullets have half the listed range.

Equipment Lists 29 Cost Animals City Rural Carrier Pigeon 100 sp 100 sp Dog 1 sp 2 sp Horse, Riding 100 sp 100 sp War 500 sp – Livestock 10 sp 5 sp Mule 50 sp 25 sp Pony 75 sp 50 sp Cost Containers City Rural Backpack 3 sp 1 sp Barrel 1 sp 5 sp Chest 10 sp 5 sp Pouch 5 cp 1 cp Quiver 5 sp 10 sp Sack 5 cp 2 cp Saddlebag 1 sp 5 cp A quiver plus the arrows or bolts it carries (20 maximum) count as one item together for encumbrance purposes. Cost Vehicles City Rural Cart 50 sp 25 sp Coach 500 sp – Wagon 150 sp 75 sp Chariot 250 sp – Boat, Raft 5 sp 5 sp Canoe 30 sp 25 sp Lifeboat 100 sp – Ship, Trireme 10,000 sp – Quadrireme 50,000 sp – Longship 30,000 sp – River Galley 4,000 sp 8,000 sp Riverboat 1,000 sp 2,000 sp Sailboat 6,000 sp 12,000 sp Cog 15,000 sp – Caravel 39,000 sp – Carrack 48,000 sp – Galleon 60,000 sp – Cutter 45,000 sp – Brig 90,000 sp – Corvette 135,000 sp – Frigate 180,000 sp – Good quality boats cost 5% more. Excellent quality boats cost 15% more. Advanced boats cost 33% more. Poor boats cost 10% less, and Awful boats cost 25% less. Cost Food City Rural Bottle of Wine/Liquor, Poor 5 cp 2 cp Decent >1 sp >1 sp Rich >10 sp – Drink, Cheap 1 cp 1 cp Decent 3 cp 2 cp Good 6 cp 4 cp Rich >15 sp >10 sp Meal, Fancy 1 sp 5 cp Horrid 2 cp 1 cp Rich >15 sp >10 sp Standard 5 cp 3 cp Rations, Iron/Day 2 sp 1 sp Standard/Day 1 sp 5 cp Feed, Animal/Day 1 sp 5 cp Cost Services City Rural Post, Local 1 sp – Municipal 5 sp – Kingdom 15 sp 15 sp Outrealm 25 sp 25 sp Coach, Local 1 sp – Travel, per day 10 sp 10 sp Charter, per day 20 sp – Freight, per pound per day 5 cp 5 cp Ship, Passage, per day 2 sp – Charter, per day 100 sp 100 sp Cost Lodging City Rural Barn – 1 cp Inn, Poor 1 sp 5 cp Average 5 sp 2 sp Secure 10 sp 5 sp Fancy >25 sp >2 sp Extravagant >100 sp >25 sp Rent, 1 month (per 10' sq.) 30 sp 15 sp Costs are per day, unless noted. The cost to buy instead of rent is one hundred times the listed monthly rental price.

RPQOPQOPS 30 Rules & Magic Cost Miscellaneous Equipment City Rural Air Bladder 1 sp 1 sp Bedroll 2 sp 1 sp Block and Tackle 2 sp 3 sp Book, Blank 5 sp 10 sp Reading 10 sp 20 sp Spell (Blank) 100 sp – Caltrop 5 cp – Candle 1 cp 1 cp Chain, per foot 1 sp 2 sp Chalk 1 cp 1 cp Clothing, Extravagant >20 sp – Normal 5 sp 2 sp Poor 1 sp 5 cp Winter Travel 10 sp 5 sp Cooking Pots 1 sp 5 cp Crampons 5 sp 5 sp Crowbar 2 sp 2 sp Drill 5 sp 5 sp Fishing Gear 1 sp 1 sp Flask of Lamp Oil 5 cp 5 cp Garlic 3 cp 1 cp Gem >5 sp >5 sp Grappling Hook 5 sp 10 sp Holy Symbol, Silver 25 sp 50 sp Steel 10 sp 10 sp Wood 1 sp 1 cp Holy Water 25 sp 25 sp Hourglass 100 sp – Ink 1 cp 5 cp Instrument >1 sp >5 sp Jewelry >10 sp >10 sp Ladder, 10' 10 sp 7 sp Lantern 3 sp 5 sp Lard 1 cp 1 cp Lock 7 sp 10 sp Mallet 3 cp 3 cp Manacles 10 sp 15 sp Cost Cont. City Rural Map, Kingdom 10 sp 25 sp Local 1 sp 5 sp Mirror, Glass 10 sp 15 sp Silver 30 sp – Steel 1 sp 5 sp Nails 1 cp 2 cp Paper 2 cp 2 cp Pick, Miner’s 6 sp 12 sp Pipe 1 sp 5 cp Pole, 10' 1 sp 5 cp Riding Gear 25 sp 10 sp Rope, 50' 3 sp 3 sp Scroll Case 1 sp 3 sp Shovel 3 sp 3 sp Soap 1 cp 1 cp Specialist’s Tools 50 sp – Spike, Iron 3 cp 5 cp Wooden 1 cp 1 cp Spyglass 250 sp – Tent, Grand 25 sp – Pavilion 50 sp – Personal 5 sp 10 sp Regular 10 sp 20 sp Tinderbox 1 sp 5 sp Tobacco 1 sp 5 cp Torch 1 cp 1 cp Vial or Bottle, Empty 5 cp 7 cp Waterskin 1 sp 1 sp Whistle 1 sp 1 sp Wolvesbane 1 sp 1 cp Italicized items are considered Non-Encumbering items for encumbrance purposes, although the Referee can rule that quantities of the items do count towards encumbrance. Items listed in both italics and bold are considered to be Oversized.

31 Architecture Clues, warnings, and rewards can be built into the very structures of a character’s surroundings. Determining if a certain portion of a structure was built at a different time than the surrounding construction, determining if a passage shifts or slopes gradually, detecting if a particular structure is unsafe to travel in/on, determining what culture or even specific method of construction was used for any specific structure, all of these things (and more—this list merely illustrates some possibilities) can be important in keeping explorers alive and/or helping them achieve their goals of unlocking ancient mysteries. Any character has a 1 in 6 chance to note any of these features in the surrounding architecture. Use of this skill is not passive; the character must spend one turn examining the structure. Climbing All characters have a base 1 in 6 chance to use the Climb skill, which allows a character to climb walls and other sheer surfaces without obvious handholds. Characters (except Specialists) must be unencumbered to make this attempt. Failure means that the character falls from a random point in the climb. Characters with two free hands can climb ropes and ladders with no die roll needed. Doors Locked doors are impassable without a key, picking the lock (which requires a Tinker skill roll and Specialist Tools), or breaking the door down. Breaking the door down requires the appropriate equipment (some sort of axe for a wooden door, a pick for stone, etc.) and takes 1 turn for wooden doors, 2 or more turns for doors made of other materials. Many doors in dungeons and ruins are merely stuck. To open a standard stuck door (wood with iron banding), a character must successfully make an Open Doors roll (base 1 in a 6 chance), Strength modifiers apply to the roll’s chances, so having a Strength modifier of +1 means there is a 2 in 6 chance of opening the door. Use of a crowbar adds a further 1 to the chance, and each additional person helping adds another (although only two people can attempt to open a standard-sized door). Each attempt takes 1 turn. Doors made of stronger or heavier materials may need a greater number to open (a giant stone door may have a –2 in 6 chance to be opened, requiring bonuses before there is even a chance to open it, for example), or be impossible to open. Adventuring: The Rules of the Game

Adventuring: The Rules of the Game 33 Excavations A single man can excavate 3 cubic feet of earth per hour if he has proper equipment (Strength modifiers apply to the number of cubic feet). He can dig at half of this rate if he has improvised tools, and one quarter of this rate if he has no tools at all. Experience Points Experience Points (XP) are a measure of improvement and progress for Player Characters. They are the way that the game “keeps score.” However, like many other concepts in this game, XP is an abstract concept and not a literal measure of the experiences that a character has had or what a character has learned. Not all character actions and successes will result in XP awards, nor will all adventures involve XP. At the end of every session of play, Experience Points will be awarded to characters who participated in the game. These Experience awards are to be divided equally amongst the surviving participants of the adventure. Characters present for portions of the adventure should only get a share of Experience for the activities in which they participated. Experience Points are gained in two ways—Defeating Enemies and Recovering Treasure. Defeating Enemies Defeating enemies is a minor way of gaining experience. This is not a game about combat or slaying foes; these activities are simply frequent necessities in the harsh reality of the game. Characters who prefer to fight when it is unnecessary are lunatics, possibly psychotic, and not likely to survive long in a game run by a competent Referee. To count for XP purposes, an “enemy” must be a threat and predisposed to hostility towards the player characters. Randomly slaying a villager, slaughtering livestock, hunting, etc., does not count towards XP rewards. For purposes of XP, “defeating” is defined as winning a battle against a foe where force of arms is used or at least threatened. An enemy must be brought to 0hp, or lose a Morale check, or surrender in order to count as having been “defeated.” Sneaking past, tricking, or negotiating with an enemy may prevent combat and lead to other rewards, but it does not translate to XP. Using magic to neutralize or pacify an enemy does count, so spells such as Sleep or Charm do count towards “defeating” an opponent. Enemy Hit Dice XP Award < 1 5 1 10 2 25 3 50 4 75 5 100 6 250 7 500 8 750 9 1,000 10 1,250 11 + 1,500 Sometimes enemies surrender and are ransomed or let free, or flee an earlier battle, and return to fight again. An enemy can only count for XP once in any given game session. Monsters with special abilities count as one Hit Die more, and classed characters count as one Hit Die more than their level. Recovering Treasure This is the primary method for gaining XP in the game. However, not all monetary gains are counted as “treasure.” The following will gain the characters wealth, but they do not count for XP purposes: ¶ Coins looted from bodies outside of adventure locations ¶ Rewards ¶ Selling equipment stripped from foes ¶ Selling magical items that have been used by a player character or retainer ¶ Tax income ¶ Theft of wealth from mundane merchants, rulers, and citizens �

RPQOPS 34 Rules & Magic ¶ Trade, commerce, and other business activity (including selling of mundane items stripped from foes) The following treasures do count for XP purposes: ¶ All valuable objects recovered from uncivilized or abandoned areas ¶ Money hoarded by creatures who have no actual use of it Treasure is calculated for XP only after it has been returned to a secure location. One silver piece worth of treasure is worth 1 Experience Point. Experience is divided between all surviving party members involved in an adventure. Gaining a Level When a character earns enough Experience Points to qualify for the next level, the change will happen the next time the character has returned to a secure location. At that point the character’s level changes, and all benefits of that next level are immediately granted. Three points to consider when gaining a new level: A damaged character that gains a level has his new additional Hit Points added to both the current and maximum total. The character will still be damaged for the same amount of points as before. For example, a 1st level Fighter has a maximum of 8hp, but after a battle only has 3 hp left (5 points lost). The XP gained from the battle and resulting treasure was enough to push him to the next level. After returning to town, the player rolls 1d8 for the character’s additional Hit Points for gaining a level. The player rolls a 5, so the Fighter’s maximum Hit Points increased to 13, and the current Hit Point total becomes 8 (still 5 points lost). Spellcasting characters must still prepare all spells as normal. The increased number of spells available to cast does not automatically make the number of spells already prepared instantly increase as well. Magic-Users and Elves who gain a free spell for their spellbook must still research that spell as usual and take the usual amount of time. It simply will not cost the money that researching a spell usually does. Characters can only gain a maximum of one level per game session. Any Experience Points over halfway to the next level earned from a single session is lost. Foraging and Hunting Characters may be able to find food and water during their journeys overland. To find food in the wilderness, the character must roll against his Bushcraft skill, with terrain modifying the skill as follows: Terrain Chance of Finding Food Plains +1 in 6 Mountain normal Forest +2 in 6 Desert –1 in 6 Jungle +2 in 6 Swamp normal Hunting takes time, and the distance traveled during a day where successful hunting occurs is lessened by 1d4×25%. Unsuccessful hunting takes all day. Success means that 1d4 days’ worth of meals for a single person has been acquired for the party. 1d10 units of ammunition are expended in the attempt. If a character does not have a proper missile weapon, the chance to find food is lowered by 1. If a character has no missile weapon at all, reduce the chance by one more. If it is winter, reduce the chances by another point unless in the desert, where this does not matter. All food gained from foraging and hunting is considered to be the equivalent of “standard rations.” Finding enough water to drink is easy in most environments, but in the desert water can only be found if a Bushcraft roll is successfully made on 1d12 rather than 1d6.

Adventuring: The Rules of the Game 35 Getting Lost Characters can confidently follow trails, roads, and other well-known landmarks without fear of becoming lost. However, when traveling across the wilderness it is easy to lose direction. At the start of each day of travel, the Referee will roll 1d6, and on a 1 the party may go off course. The Referee should then make a secret roll against the highest Bushcraft skill among the characters in the traveling party. If this roll fails, the group is lost. If the roll indicates that the party is lost, it likely will not realize it immediately. The party will continue on in its travels, its members not understanding that they are off course for days. The Referee will decide which direction the group is traveling, and how far off it is from its intended direction. One option is to pick a direction only slightly off course. For example, if the group intended to go south, it is actually headed southwest or southeast. Hazards Ability Score Loss Loss of ability scores only affects the character so much as their modifiers and bonuses will change. A character dropping from Strength 13 to Strength 12 will no longer have any Strength modifier, for example. This is most striking with Constitution, as any change in Constitution modifier is applied immediately to both current and maximum Hit Points. A character who falls to zero in any ability score dies. Aging Characters who grow old will lose their faculties and eventually die. The chart below gives the starting age that characters must make a saving throw versus Paralyzation, at what ages there are penalties to the modifier, and how often the saving throw must be made. A failed saving throw means that one randomly determined ability score will permanently decrease by one point. No Modifier –2 –4 Interval Dwarf 200 250 300 5 Elf Elves do not age Halfling 70 80 100 1 Human 40 50 60 1 If a character is aged by magical means, then all saving throws that would have needed to be made if the aging occurred naturally must be made immediately, with any ability score penalties also being applied immediately. Damage When a character (or creature) suffers damage, the amount of damage is deducted from the character’s current Hit Points. When his Hit Points reach 0, the character becomes unable to take any action, and in most cases falls completely unconscious. The character becomes mortally wounded at –3 Hit Points and will die in 1d10 minutes. No healing, magical or otherwise, can prevent death at this point. Death is instantaneous at –4 Hit Points. Disease Characters exploring in godforsaken ruins, ancient tombs, and trackless wilderness can become exposed to all sorts of plagues and illnesses. Natural, chronic illnesses will not normally be a part of the game as far as player characters are concerned. That said, the Referee is free to introduce an NPC stricken by cancer or some other illness. Diseases are individual in nature, but all have the following characteristics: incubation period, infection time, interval, and effect. When exposed to a disease, the Referee will make a save versus Poison on behalf of the character. If the save is failed, then the character has contracted the disease. The incubation period describes the length of time before the character is affected, and at that point the character must make another save, and then another save at every interval point for the duration of the infection time, or else suffer the effect for each failed save. Each save after the disease is contracted is made with a –2 penalty if the character is not at rest for the duration of the infection. For example, the Green River Fever has an incubation period of one week, an interval of four hours,

36 Rules & Magic an infection time of three days, and the effect of lowering Intelligence. So beginning one week after a character has been infected, that character must make a saving throw versus Poison every four hours for three days (a total of 18 saving throws), or lose a point of Intelligence for each failed save. Drugs & Alcohol Drugs are treated much as poison would be, but the effects of a failed saving throw (no save if intentionally using drugs) are usually much less severe than death. The Referee will determine the effects of specific drugs in his campaign. Alcohol is far more pernicious, as it is quite common for most everyone to use it to excess, as beer and wine are often safer to drink than plain water. Teetotalers will be extremely rare. Drunk characters are –2 to Dexterity and all saving throws. Falling Characters suffer 1d6 points of damage per 10' that they fall, up to a maximum of 20d6 for a 200' fall. Poison There are a variety of ways that a character can become poisoned. When exposed to poison, the character must make a saving throw against Poison or suffer the effects. Typical effects of a poison are instant death, falling into a deep slumber, the loss of Hit Points, or perhaps the reduction in one or more ability scores. Only all-or-nothing effects are considered to be poison. Poisons that cause gradual or incremental effects are considered to be drugs for rules purposes. Starvation A character must eat at least one full meal a day and drink water every day or suffer ill effects. For every 24 hours that a character goes without food, the character must make a save versus Poison or one Constitution point is lost. For every 24 hours that a character goes without water, his Constitution drops by half unless he makes a save versus Poison. After three such failed saves against Poison due to a lack of water, the character will be dead. Constitution losses due to dehydration or starvation recover at twice the usual rate with rest and proper nourishment. Sleep Deprivation A character must sleep at least four hours per twenty-four hour period in order to function properly. If this is not the case, the character suffers a –1 penalty to all rolls (10% penalty for 1d00% rolls) until the situation is corrected. If the character continues on further without taking adequate sleep, there is a cumulative –1/10% penalty for each additional day that passes without proper rest being taken. Healing Damaged characters who have at least half of their Hit Points remaining recover 1hp after a peaceful night’s rest. Taking a watch shift does not prevent this recovery unless something happens during the shift. Damaged characters who have at least half of their Hit Points remaining can also recover an additional 1d3 hp by resting a full day. To count as a full day of “rest,” a character cannot engage in any strenuous activity, including, but not limited to traveling, fighting, researching, running, searching, hunting, or foraging, and the character must have adequate food and water. Basically, the character can do no more than converse and walk around his immediate area. Characters who have less than half of their Hit Points remaining are in worse shape. They recover nothing from a night’s rest, and recover only 1hp by resting a full day. A character at zero or fewer Hit Points will wake up after 1d6 hours. The character will not be able to carry any equipment or stand up, but can communicate and crawl at a movement rate of 10'. If the character rests the entire day in a comfortable bed in a clean room, then an additional 1hp is recovered. Characters who have suffered temporary ability score loss recover at a rate of one point (for all affected ability scores) per day of rest. All affected ability scores regain an additional point at the end of a full week of rest.

Adventuring: The Rules of the Game 37 Characters can make no recovery if resting in a dungeon or similarly hostile environment. Healing restores Hit Points and ability scores only to their normal maximum, never more. Languages Most Characters are assumed to begin play being fully fluent in their native tongue, and are literate as well if they have an Intelligence of 7 or greater. Elves and Dwarfs will know the local human tongue in addition to the tongue of their particular clan (Halflings use the local human language). When a character comes into contact with another language, his chances of knowing the language is 1 in 6, with the character’s Intelligence modifier applying. If a character has a Languages skill at a greater level than 1 in 6, use that as the base chance instead. There is a –1 penalty if the language is not local to the culture (Spanish, French, Swedish, English, and German would be part of the same “cultural group” to use a real-world example). The penalty is –2 if the language is considered to be exotic (English versus Japanese, for example, or the tongue of a different race to use a more common game situation), and –3 if it is an ancient, dead language. A character gets one attempt to know any particular language. If that one attempt fails, the character simply does not know the language. Magical languages cannot be known using this method. Light and Vision Underground, or other places with no light, require characters to carry light sources in order to see. Torches and lanterns emit light in a 30' radius. Candles emit light in a 10' radius. Lanterns use flasks of oil as fuel; a lantern can burn continuously on 1 flask of oil for 24 turns. Torches burn continuously for 6 turns before burning out. Candles will burn for 12 turns. Characters that carry a light source are unable to surprise opponents, because the light gives them away ahead of time. The Referee’s judgment will determine how far characters can see in other situations. Mapping Mapping a structure or underground complex requires one character in the party to have paper and ink and two free hands. The Referee is only obligated to give verbal descriptions of the area, and if asked by a player how his map compares to the real map, the Referee is only obligated to point out very obvious errors. If the player characters are moving at “exploration” speed, then the Referee should give exact dimensions of hallways and areas—taking such measurements is one reason why the party’s progress is so slow. Extremely irregular areas, such as natural caves, can best be left to rough descriptions, since accurate mapping without a full survey team is simply impossible. Outdoor mapping is not as exacting a process. If using the hex map system of overland travel, the Referee simply informs the players what sort of terrain their that characters are moving into and the surrounding terrains as well (unless other terrain obstructs their vision).

Movement and Encumbrance A character’s movement rate is determined by how much gear he is carrying, or how much he is encumbered. In the strictest sense, this should be determined by adding up the weight of all the gear that a character is carrying. Realistically, no one keeps track of such things during a game. However, the Referee has the authority to call an audit of a character’s inventory at any time, so each player should make sure that his character is carrying a reasonable amount of equipment and that all of the equipment fits somewhere on the character or in a pack. Worn items, such as cloaks, jewelry, backpacks, etc., do not themselves count as items for encumbrance purposes. Carried sacks full of stuff count as an oversized item. 100 coins count as one regular item. Character is wearing chain armor* +1 Point plate armor* +2 Points Character is carrying 6 or more different items overall** +1 Point 11 or more different items overall** +1 Point 16 or more different items overall** +1 Point 21 or more different items overall** +1 Point Character is carrying an oversized item*** +1 Point per item *Chain and Plate armor add to the number of Encumbrance points but do not get recorded with the rest of the usual equipment for encumbrance purposes. **Multiple small items of the same type (spikes, arrows, etc.) count as one item for this purpose. Worn clothing, armor, and jewelry do not count for encumbrance purposes. All weapons count as separate items. Very small single items do not count for encumbrance purposes. Oversized items are counted separately. ***Oversized items include great and other twohanded weapons, any item that requires two hands to carry or is as tall as the carrying character. Movement per Turn Movement per ROUND Points Encumbrance Exploration Combat Running Miles per Day 0–1 Unencumbered 120' 40' 120' 24 2 Lightly Encumbered 90' 30' 90' 18 3 Heavily Encumbered 60' 20' 60' 12 4 Severely Encumbered 30' 10' 30' 6  5+ Over Encumbered 0' 0' 0' 0

Adventuring: The Rules of the Game 39 Mounts If an animal is pulling a cart or other vehicle, the load of the vehicle (as per this scheme) is applied to the animal as well. Multiple mounts pulling a vehicle divide the total encumbrance points between them. For every Human or Dwarf riding the animal +5 Points (plus rider’s Encumbrance Points) Elf riding the animal +4 Points (plus rider’s Encumbrance Points) Halfling riding the animal +3 Points (plus rider’s Encumbrance Points) Animal is wearing leather barding +1 Point chain barding +2 Points plate barding +3 Points Animal is pulling a vehicle –10 Points against vehicle load per axle Per 5 items that the animal is carrying +1 Point A Teamster has packed the animal’s load –5 Points Movement per Turn Movement per ROUND Points Encumbrance Exploration Combat Running Miles per Day 0–10 Unencumbered 240' 80' 240' 48 11–15 Lightly Encumbered 180' 60' 180' 36 16–20 Heavily Encumbered 120' 40' 120' 24 21–25 Severely Encumbered 60' 20' 60' 12 26+ Over Encumbered 0' 0' 0' 0 Mules subtract five points from their encumbrance load, but move at half the listed speeds. Ponies move at the listed speeds, but automatically start with 6 points of Encumbrance. All per-day travel distances include periodic rests. Characters apply their Constitution modifier to their per-day travel distance on foot. The movement rates shown on the table above are figured based on an 8 hour day of travel on open road. The terrain type will alter the rate somewhat, as shown on this table: Terrain Adjustment Jungle, Mountains, Swamp ×⅓ Desert, Forest, Hills ×½ Clear, Plains, Trail ×⅔ Road ×1 Bad weather also affects travel: Conditions Adjustment High Winds or Precipitation ×½ Storm Conditions ×⅓ Characters can choose to perform a forced march, traveling 12 hours per day. If this is done, add an additional 50% to the distance traveled. Each day of forced march performed after the first inflicts 1d6 damage on the characters, and also inflicts this damage on animals from the first day. An animal that suffers 5 or 6 points of damage in this manner dies at the end of a day’s journey. Searching Many items and features of interest are hidden from open view, with secret doors or compartments being the classic example. To find these things, characters must search for them. Under normal conditions, searching takes one turn per character per 10' of area searched. Hidden items or features have a base 1 in 6 chance of being found per turn of searching. The Referee can create hidden elements that are more difficult (or easier) to detect at his discretion. If a character’s Search skill is greater than

40 Rules & Magic 1 in 6, use that as the base chance to find something during a search. Note that finding a secret door does not automatically grant a character an understanding of how it works. The Referee may require additional rolls or other actions to be taken before the door can be opened. Sleight of Hand Picking the pockets of an unaware person, hiding a small object from a search, readying a weapon without any observers noticing, swapping out an object on a weight-sensitive plate with a similarly-weighted bag of sand, these and more are examples of Sleight of Hand. A character has a base 1 in 6 chance to successfully perform such an activity. Stealth Stealth allows a character to sneak around and hide. In order to use the Stealth skill, those that the character wishes to hide from must not already be aware of the character’s presence, and there must be somewhere to hide. Stealth is not invisibility! For example, if the character hears enemies coming down a bare hallway, he would not be able to simply hide because of the lack of available cover. In a room with furniture, the character would be able to use Stealth to hide, but if someone were to conduct a search of the room, the character would be found. If a character attacks after successfully using Stealth, that attack is always considered to be a Surprise attack, even if the enemy is already engaged in battle. Swimming It is assumed that every character knows how to swim. Characters move at half their normal movement when swimming. Characters that are encumbered have a likelihood of drowning, though this is at the Referee’s discretion. Heavily encumbered characters, wearing plate mail armor and/or carrying a large proportion of treasure, probably have a chance of 90% or more of drowning. Characters carrying less treasure or wearing lighter armor may have as little as a 10% chance of drowning. Time Within the game, time passes as is convenient for play. If the characters are simply waiting for whatever reason, then the Referee can say, “Two days pass,” or whatever is needed. If nothing of importance happens, then players merely mark off their characters’ food supplies or upkeep costs as appropriate, and handle any other business that occurs during that time. There are periods when keeping a strict record of time is important. Most measures of time are self-explanatory in the rules, as they match our real measurements of time. However, there are three units of time that have special meaning in the game. The “Turn” is ten minutes long. This is often used as a measure of time for spell durations and underground exploring. The “Round” is six seconds long. This is primarily used for time management during combat and for the duration of combat-oriented spells. The “Segment” is one second long. During each round of combat, characters will act in different orders. The exact moment when a character’s action occurs is called the “Segment.” Tinkering Manipulating small mechanical objects is an activity called Tinkering. Tinkering is often used to open locks or remove small mechanical traps. Note that only mechanical locks where the character has access to the keyhole (or other opening mechanism) are able to be manipulated in this manner. Only traps which have been found, and which have

Adventuring: The Rules of the Game 41 a mechanism that is accessible to the character, can be disarmed. For example, a tripwire is a trap which a character can attempt to disarm, as is a lock with a poison needle. A pressure plate which, when pressed, collapses the ceiling, would be an example of a trap that the character could not disarm, because the mechanism itself is behind the walls, floor, or ceiling. Other uses of Tinkering (setting traps, for example, or jury-rigging impromptu devices) should be adjudicated by the Referee on a case-by-case basis. A character gets one attempt to use Tinkering on any particular object. If that one attempt fails, the character must gain a level before attempting to manipulate that object again. The base chance of success for Tinkering is 1 in 6. Traps Dungeons and ruins frequently contain traps, including spear-throwers, covered pits, etc. The Referee will decide what is required to trigger a trap, and what happens when the trap is triggered. In general, there must be some way to avoid or reduce the effect of the trap being sprung. For instance, a save versus Paralyzation is often used to avoid falling into a covered pit, while spearthrowers, automated crossbows, and the like are sometimes treated as if they were monsters (attacking the victim’s Armor Class at a given Attack Bonus). Any character can use the Search skill (base 1 in 6 chance) to determine if an area or object has any secret mechanism or function, including traps. A successful use of this skill does not tell what the function is (it may very well be something that the character should want to trigger!), but will let the character know that it is there and how it is triggered. The search takes one turn per 10' square searched. Trap detection may not be allowed if the trap is purely magical in nature; on the other hand, in such cases Magic-Users, Elves, and/or Clerics may be able to detect magical traps at the given 1 in 6 chance, at the Referee’s discretion.

43 Miles per Day Ship Watercraft Required Crew Sailing Rowing Cargo (tons) Hit Points Raft 1 – 18 0.3 1 Canoe 1 – 18 0.5 3 Lifeboat 1 – 18 0.75 4 Trireme 170 24 18 65 24 Quadrireme 170 24 18 320 36 Longship 75 24 18 40 15 River Galley 20 24 18 50 12 Riverboat 16 24 18 10 6 Sailboat 1 24 – 3 5 Cog 20 48 – 150 20 Caravel 35 72 – 100 25 Carrack 82 48 – 685 34 Galleon 150 48 – 150 104 Cutter 20 72 – 190 27 Brig 45 72 – 250 42 Corvette 84 96 – 270 51 Frigate 84 72 – 610 60 ¶ Good vessels have 5% greater speed and Ship Hit Points. ¶ Excellent vessels have 10% greater speed and Ship Hit Points. ¶ Advanced vessels have 15% greater speed and Ship Hit Points. ¶ Poor vessels have 10% less speed and Ship Hit Points. ¶ Awful vessels have 25% less speed and Ship Hit Points. Water Vessels Characters might employ any number of watercraft. The Watercraft Table details different kinds of water vessels, as well as their speeds when rowed or sailed, their Ship Hit Points and maximum cargo load. Ship Hit Points (SHP) operate in the same manner as Hit Points do for monsters and characters, except that 1 SHP represents 10 Hit Points of damage. Any attack which does less than 10 Hit Maritime Adventures 

44 Rules & Magic Points of damage does not cause the loss of a Ship Hit Point. If a vessel is damaged to 0 or fewer Ship Hit Points, it will no longer move and the ship’s weapons will no longer function. The ship will sink within 1d10 rounds. Water Conditions When traveling on rivers, the listed distances various vessels can travel in a day can be modified if the current is particularly fast or if the vessel is moving upstream. Adjust the average miles traveled each day up or down by 1d8+4 miles, as appropriate. The Referee might invoke other penalties, depending on what hardships a vessel encounters on a river. Shallow water, waterfalls, twisting waters, rapids, or sandbars all might impact on a ship’s travel times. There are many possible conditions at sea that might impact the average travel times listed for each vessel. The Referee should check water conditions at the start of each day by rolling 2d6. A result of 12 indicates strong winds and storms while a 2 means that the day is completely devoid of wind and a ship that is incapable of rowing cannot move for the entire day. Any vessel with sails can attempt to move with the wind to avoid damage from strong winds. However, this may not carry the ship in the direction of preferred travel. The direction will be chosen by the Referee. The vessel travels at the average speed × 3. If the ship encounters land during this travel, it has a 25% chance of finding a safe place to take refuge along the shore. Otherwise, the ship is driven onto the shore and breaks up because either it collides with the harbor wall or its hull is ripped open on the rocks in shallow waters. In these windy, stormy conditions a galley (defined for these purposes as any ship with a rowing speed listed) has an 80% chance of being overrun with water and sinking. If it is near shore when the storm hits, a galley can find a safe harbor 100% of the time if the shore has clear terrain. Otherwise, a galley will find a safe harbor on a roll of 1 or 2 on 1d6. Note that if the roll indicates no wind for the day, ships that can move by rowing can move their normal rowing speed for the day. Sailing ships are unable to move any significant distance under these conditions. Movement Wind Roll Adjustment Conditions 2 No Sailing No Wind 3 –¾ all movement Greatly Unfavorable 4 –½ all movement Unfavorable 5 –¼ all movement Slightly Unfavorable 6–8 None Normal 9 +¼ all movement Slightly Favorable 10 +½ all movement Favorable 11 ×2 all movement* Greatly Favorable 12 ×3 all movement** Fierce Wind *All ships have a 10% probability of taking on water (20% for galleys), which will incur a penalty of –½ to movement instead and inflict 3d6 SHPs worth of damage on the ship. **The ship will travel in a random direction determined at the Referee’s discretion, as discussed previously. Galleys will sink 80% of the time. All ships take 5d6 SHPs worth of damage. Crew If there are fewer crew members on board than the minimum listed, a ship cannot be operated at normal levels of efficiency. If there is less than a full crew, but more than three-quarters of the full crew, a ship’s speed is reduced by 25% or the ship takes 1d6 SHP in damage that day. If there is less than three-quarters crew, but more than one-half of the full crew, a ship’s speed is reduced by 50% and the ship takes 1d6 SHP in damage that day. If there is less than one-half crew, but more than one-quarter of the full crew, a ship’s speed is reduced by 75% and the ship takes 1d6 SHP in damage that day. If there is less than one-quarter of the full crew, then the ship cannot be controlled. It drifts as decided by the Referee and the ship takes 1d6 SHP in damage that day.

Encounters at Sea Monsters can surprise a ship, but because monsters native to the water cannot generally be seen, or “sneaked up on,” a ship can never surprise a monster. When the Referee rolls for a random encounter, the distance between the monster and the ship is 4d6×10 yards. Waterborne Chases When two waterborne vessels, or a ship and a monster, encounter one another, one party may choose to flee. The distance between each of the groups is determined as per a normal encounter. Success depends entirely on luck and the difference between the speeds of the pursued and the pursuer. If the fleeing party is faster than the pursuer, the base chance of escape is 80%. The base chance is 50% if both parties have the same movement rate, but decreases by 10% for every 30' movement that the escapee is slower than the pursuer (to a minimum of 10%). If the fleeing party is successful, the pursuing group cannot try to catch up with the fleeing party for 24 hours, and then only if a random encounter roll indicates an encounter. If the pursued monster or ship fails its roll to flee, the pursuer will gain on the fleeing party at a rate of 10 yards per round if the pursuer is slower than the other party or if the pursuer’s speed is no greater than 30' more than the fleeing party. If the pursuer’s speed is more than 30' faster than the fleeing party, the pursuer will gain on the fleeing party at a rate equal to the pursuer’s speed per round. Waterborne Combat Time and movement functions in the same way in water combat as it does in other encounters. However, one of the major differences to note is that attacks and damage can be directed at waterborne vessels in addition to characters and monsters. Vessels and Damage It takes a half of a crew’s complement a full day to repair 1 SHP while a full complement of crew can repair 2 SHP in a full day. As long as the vessel never loses half or more of its SHP, all damage can

RPQOPQOPS 46 Rules & Magic be repaired at sea by the crew. If the ship takes more than half of its SHP in damage, then the ship cannot be repaired to more than half its original SHP without returning to a proper port where the ship can be beached and refitted. Similarly, a ship that has suffered damage that reduces its SHP to below 25% of its original SHP cannot be repaired to more than 25% its original SHP without returning to a proper port. Ship-to-Ship Combat Combat between ships is usually fought by either catapults or rams, both of which are detailed below. Catapult Rate of Fire: variable; ¹∕₅rounds with 4 crew; ¹∕₈rounds with 3 crew; ¹∕₁₀rounds with 2 crew Range: 150–300 yards Attacks as: Fighter level equal to crew number firing Area effect: 10' square Damage: 3d6 SHP or 1d6 SHP in fire damage per turn Catapults can be operated by a variable number of crew which will affect the rate of fire and attack ability as indicated above. Catapults fire either solid metal-tipped bolts, or combustible loads such as pitch. A bolt inflicts the standard 3d6 damage, while a combustible load sets the target ship alight and does the indicated fire damage. It takes a minimum of 5 crew members 3 Turns to extinguish flames caused by a fire attack. For every five additional crew members, this time can be reduced by 1 Turn to a minimum of 1 Turn. A catapult cannot be used to attack a ship that is closer than the minimum range indicated. Ram Small Ship Ram Damage: (1d4+4)×10 SHP or 3d8hp Large Ship Ram Damage: (1d6+5)×10 SHP or 6d6hp The first amount listed for each size of ship is the amount of SHP damage inflicted when ramming another vessel. The second amount is the Hit Point damage inflicted when ramming large aquatic monsters. Boarding Vessels When one vessel closes with another and comes alongside it, the crew, marines, or occupants aboard either can attempt to board the other. If the occupants of both ships wish to board the other ship, their mutual intent makes the action succeed with no chance of failure. If only one side wishes to board the other, then the side that wishes to board has a 35% chance (–35 on 1d100%) of being able to successfully maneuver its ship into a position along the other from where it can launch a boarding action pull them together with grappling hooks. Once the members of both crews come into contact with each another, combat ensues following the standard combat rules. When characters are in the act of boarding another ship, they suffer a penalty of –2 to their attack rolls and Armor Class.


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