0e Referee's Companion

download 0e Referee's Companion

of 51

Transcript of 0e Referee's Companion

  • 8/17/2019 0e Referee's Companion

    1/51

     

    1

    Treasure

    Hunters

    Adventure Rules for Fantastic Heroes Monsters

    O.E. Compatible Prolix Edition

    Referee’s ompanion 

  • 8/17/2019 0e Referee's Companion

    2/51

     

    2

    Chapter One: ON CHARACTER CLASSES & RACES

    On Ability Scores

    The very first thing a player shall see upon

    opening his Player’s Guide is a litany of

    the physical & mental abilities which in

    part define his prospective player-

    character, & a discussion of the concept of

    Prime Requisite. Following this, a

    description of the several common races

    and a more in-depth

    treatment of the class

    system of the game.

     You shall note well

    that the ability score

    generation process is

    brutal, and

    generally

    producescharacters which

    are very average

    in their ability

    scores.

    In order to illustrate how little ability

    scores determine the fate of the several

    playing pieces in your world, examine the

    following, Table 1.1:

    Table 1.1: Ability Modifiers

     Ability Score Modifier

    3-8 -19-12 0

    13-18 +1

    That’s it: Minus One to Plus One. 

     While this is an intentional choice made

    because ability scores are not, and should

    not, be the focus of the character, you may

     wish to present an alternate generation

    system to players which produces

    “modeled” characters rather than

    organics.

    Table 1.2: Exceptional Abilities

    2 dice Result

    2-9 One Exceptional Ability

    10-12 Two Exceptional Abilities

    The player may assign these exceptions to

    any abilities he shall wish, but in the case

    of two exceptional abilities, he must assign

    them to two different abilities (no

    “stacking.”) 

    If you and the player should wish it, he

    may voluntarily choose to take one

    Inferior Ability in order to gain an

    additional Exceptional Ability in some

    other stat.

     Whilst each kind of hero has a Prime

    Requisite ability, even those with Inferior

    scores in that ability shall qualify for the

    class in question. A weakling may be a

    Fighter or a dolt may be a Wizard, and so

    forth; they only suffer by virtue of

    foregoing the added XP that the

    Exceptional score provides.

     Again, they are not limited by their throwsexcept to some degree by race. There are

    no minimum requirements to meet in

    order to train in any of the several

    professions presented at the start.

     Ability Scores by Age Category

     Youth & Experience are not the same

    thing, and this is reflected by how ability

    scores change as the characters age in the

    game world. In the case of the usual

    method of ability score generation

    presented in the Player’s Guide, consider

    offering the players a chance to start their

    heroes off at an age most appropriate to

    their class & conception of the character.

     Ageing effects on ability scores are shown

    on Table 1.3.

    By this table, it appears advantageous for

    Fighters to start out as Youths, whilst

     Wizards and to a lesser extent Clerics

    shall enjoy the fruits of Experience. And,

    everyone has the chance to get better a

    spotting & listening as they age.

    Table 1.3: Ability Scores By Age

     Age Modifier Youth -1 WIS +1 CON +1 STR

     Adult No Adjustments

    Mature-1 STR -1 CON +1 INT +1

     WIS

    Old-2 STR -2 DEX -1 CON

    +1 INT +1 WIS +1 CHA

    This should result in rather elder Wizards

    and rather virile Fighters, which nicely fits

    literature of sympathetic genre.

    Optional Backgrounds

    Backgrounds are an optional part ocharacter generation. Each one describe

    a kind of job or training that a particular

    Player-character had before he took up

    the torch and shield.

    Should you decide to use backgrounds

    Table 1.4 below should replace Table 1.7

    in the Player’s Guide during character

    generation.

    These backgrounds are suited best for

    Men, but Demi-men may use these

    backgrounds as well.

    These backgrounds are not the only ones

    possible; particularly in the case of players

    of Demi-men; it is advised that the player

    and Referee should collaborate to devise a

    background more to their liking. But a

    this is a Realm of Men, only those

    backgrounds for which Men are suited are

    given on the table.

     Additionally, if a player wishes, he may

    skip throwing against the table and pick

    the background he likes best.

    In any case, if one player-character has theadvantage of a background, then all the

    rest ought to as well, even if these are

    “retro-fitted” on to the characters

    afterward, but do not award the associated

    kit or gold.

  • 8/17/2019 0e Referee's Companion

    3/51

     

    3

    Table 1.4: Character Backgrounds

    6x6 1 2 3 4 5 6

    1-2  Alchemist Archer Berserker FlyerNomad or

    DervishSage

    3-4  Amazon Bandit or BrigandBuccaneer, Pirate

    or SailorGem-cutter Orcish

    Smith or

     Armourer

    5-6  Animal Trainer Barkeep Engineer Man-at-Arms Pilgrim Spy

    BACKGROUNDS for HUMAN

    CHARACTERS and OTHERS

    Each background additionally gets a +2

    Reaction throw with others of the same

    background.

     Alchemist

     Ability: Beginner's Alchemy (make a

    Healing Potion in 1 week for 50s.)

    Equipment: 1 Healing Potion, Mortar &

    Pestle

    Starting Money: 2 Dice x 10s. 

     Amazon

     Ability: Invoke Goddess (re-throw one die

    throw per day, but only if wearing bronze)

    Equipment: Bronze Maille & Shield, Bronze

    Sword (Arming or Backsword), Long Bow,

    2 Flasks Military Oil

    Starting Money: 1-6 x 10s.

     Animal Trainer

     Abilities: Animal Handling (+4 Reaction

    throw for normal animals)Equipment: Mule, Guard Dog (1+1 HD,

     AC 9, 1-6 bite)

    Starting Money: 2 Dice x 10s.

     Archer

     Abilities: Rapid Fire (Fire arrows twice per

    round if not moving or in melee)

    Equipment: Long Bow, Quiver, 15 arrows, 5

    silver arrows

    Starting Money : 2 Dice x 10s.

    Bandit (or Brigand, if Chaotic)

     Abilities: Evasion (Flee skirmish without

    being hit, but only if wearing Jack Armour)

    Equipment: Cloak, Jack Armour, Shield,

    Short Bow, Quiver, 20 arrows, Treasure

    Map (ruin)

    Starting Money : 2 Dice x 10s.

    Barkeep

     Abilities: Ear for Listening (Knows 2-12

    local rumours)

    Equipment: Fine Spirits (50s. value, +2

    Reaction throw if a shot is offered, 10 shots

    total)

    Starting Money : 2 Dice x 10s.

    Berserker

     Abilities: Rage (+2 to attack & AC 7 if no

     Armour, will not flee/surrender), +1 hp at

    1st level)

    Equipment: Bearskin Cloak, Tooth-bitten

    Shield

    Starting Money: 1d6 x 10s.

    Buccaneer (or Pirate if Chaotic, or

    Sailor)

     Abilities: Swimming (Only drown on 1-in-6

    per Turn in rough seas), Ship-craft, Rope

    Use

    Equipment: Cutlass (Arming sword),

    Spyglass, Treasure Map (island), Pet

    Monkey (1 hp), 50’ Rope with Grappling

    Hook

    Starting Money : 3 Dice x 10s.

    Engineer

     Abilities: Eye for Construction (detect

    dungeon traps as a Dwarf & secret doors as

    an elf) Equipment: Lantern, Steel Mirror,

    Chalk Stick, Level, Measuring Stick (6’,

    ruled)

    Starting Money : 3 Dice x 10s

    Flying Animal Pilot

     Abilities: Aerial skirmish Training,

    Tumbling (-1 point per die falling damage)

    Equipment: Potion of Flying, Jack Armour,

    5 JavelinsStarting Money : 2 Dice x 10s.

    Gem-Cutter

     Abilities: Appraise (gems & jewelry), Cut

    Gems (Increase value of a gem 10%, 4 in

    6)

    Equipment: Magnifying Lens, Diamond

    Dust (50s.  value, use 10s. worth to cut agem)

    Starting Money : 2 dice x 10s.

    Man-At-Arms

     Abilities: Years of Guard Duty (surprised

    only on 1 in 6; sleep standing up)

    Equipment: Maille, Shield, Arming Sword

    Dagger, Crossbow, 30 Quarrels in

    Case

    Starting Money : 2 Dice x 10s.

    Nomad (or Dervish)

     Abilities: Surprise Outdoors (1-4 in 6, i

     wearing only Jack), Archery whils

    RidingEquipment: Light Horse, Lance, Horse

    Bow, Leather Armour

    Starting Money : 1 Die x 10s.

    Orcish

     Abilities: Brawling (+1 on attack throws i

    not in full daylight, 1-6 damage withou

     weapon)

    Equipment: Leather Armour, Shield, Hand

     Axe

    Starting Money: 1 Die x 10s.

    Pilgrim

     Abilities: Traveling (Add 1 hex to daily

    movement)

    Equipment: Sturdy Staff, Holy Relic

    Starting Money : 1 Die x 10s.

    Sage

     Abilities: Identify Magic Item (Takes 1 week

    and uses 100s. of materia

    components) Equipment: Reference

    Books, Blank Vellum Book, and Ink &

    Quill

    Starting Money : 3 Dice x 10s.

    Smith (or Armourer)

  • 8/17/2019 0e Referee's Companion

    4/51

     

    4

     Abilities: Fire-tough (-1 point per dice fire

    damage), Forging (Weapons/Armour at 1/2

    cost, full time)

    Equipment: Maille shirt, Shield, Hammer,

    Tongs, 12 Iron Spikes, Crowbar

    Starting Money : 2 Dice x 10s.

    Spy

     Abilities: Double Talk (+1 on all reaction

    throws), Disguise, Languages (Doublenormal number)

    Equipment: 2 Daggers (1 hidden in boot)

    Starting Money : 4 Dice x 10s.

    On Thieves

     What if a non-Thief attempts a thief skill?

    Hide:  Anybody can hide. Hiding is an all-

    or-nothing thing. Either you're hidden or

     you're in view. Thieves, however, have a

    chance to hide in shadows.  A thief

    generally prefers to hide rather than to

    hide in shadows. It's nice to have a chanceto hide in shadows when you need it,

    though.

     A normal Hide chance, useable by

    anyone, is thrown on a 2-in-6, the same as

    Surprise, and modified by Metal Armour

    (-1) and Dexterity, minimum 1-in-6.

    Hobbits have a similar ability, having a 2-

    in-6 chance of hiding in shadows. They

    also have a 5-in-6 chance of hiding in

     woods or underbrush.

    Stealth:  Anybody can move quietly.

    Thieves, however, have a chance to

    move silently . If successful, there is

    no chance for the thief to be heard. If the

    thief fails to move silently, they should still

    be considered to be moving quietly.

    N.B.: The surprise mechanic can also be

    used to cover the stealth tactic. Thieves

    are simply expert at it.

    Find & Remove Traps:  Anybody can

    search for traps. Dwarfs have a 2 in 6

    chance for the mechanical sort. Everyone

    else has a 1 in 6 chance. Finding traps ismodified by Wisdom, minimum 1-in-6.

    Eaves-Dropping:  Anybody can hear

    noise. Thieves are expert eaves-droppers.

    Listening is modified by Wisdom. Demi-

    Men Listen on a 2-in-6. Men Listen on a

    1-in-6.

    Climb sheer surfaces: Anybody can climb.

    Generally, the Referee can simply declare

    something climbable or unclimbable. In

    stressful or unusual situations, the Referee

    may call for an appropriate ability check.

    Thieves, however, have a chance to

    climb sheer surfaces.

    Pick A Lock & Prestidigitation:  These are

    Thief-only skills as the book is written.

    However: a non-Thief might be able to

    learn these abilities by spending

    appropriate Time, Money and XP for

    instance. The skill would not be tied tothe character's level, but would require

    additional training to be improved. 

    Playing without the Thief

    It might be an anathema to players

     weaned on more modern kinds of games

    to consider playing without the Thief

    class. However: the Thief is not a

    necessity for even the most trap-leaden

    dungeon!

     Anyone can push a ten-foot pole ahead ofhimself to check for low-lying traps.

     Anyone can open a mundane lock of the

    Medieval kind with the proper equipment

    & time. & barring that, a doughty Fighter

    can bash it to bits. Characters with proper

    mountaineering equipment can scale walls

    & tall peaks.

    Certainly, any Adventurous Sort can and

    should do "Thiefly" things. The nature of

    the dungeon itself insists upon it!

    The Thief, however, is expert at

    dungeons. More-so than the others, the

    Thief is a product of the "meta-game"

    rather than a fantasy-Medieval archetype.

     And being the dungeoneering expert, he

    instead of the others is expected to face

    certain dungeon challenges. This leaves

    many characters (& their players) out of

    the action at critical moments.

    One solution to this problem is to limit

    the Thief's core abilities; in exchange,

    make him a true expert at that which he

    knows. This is the Thief as presented

    Treasure Hunters.  Another solution is to eliminate the Thief

    & to bolt some subset of Thief abilities

    onto the "chassis" of one or more of the

    other classes: perhaps Fighters can learn

    to read scrolls, or a Wizard can learn to

    pick a lock & so forth.

    Should you decide to use this method,

    each Thief ability learnt shall cost 1500

    XP, 100s., and 1-6 weeks training, just as

     when an actual Thief reaches Level 2.

     Another possible solution is to eject the

    Thief from the game entirely.

    It is perfectly OK for the Referee to say

    "Thieving is a way of life, not a character

    class," and have it be done with.

    For a short time at the dawn of the

    Famous Game, there was no Thief class

    only Fighting Men, Wizards, and Clerics

     And that worked well. It should work a

     well today for you at your table, should you wish it.

    Should one wish to keep a remnant of the

    Thief, one could re-write the class. Below

    is presented a very simple variant focused

    on exploration rather than larceny

    Treasure Hunter

    Treasure Hunters are the Extraordinary

    Individuals who leave hearth-and-home

     with nary more than their cunning and wi

    (and perhaps a sword and lantern) to learnof the Greater World and claim it’s

    Treasure as his own.

     Arms & Armour Proficiency: Treasure

    Hunters may use any weapon. They wea

    only Jack Armour. They may carry

    Shields, but must drop them before

    attacking and before using many of their

    class skills.

  • 8/17/2019 0e Referee's Companion

    5/51

     

    5

    Only Men are Treasure Hunters. The

    other races may use their Natural Abilities

    to fill the same role.

    Prime Requisite: Treasure Hunters with

    Exceptional Intelligence gain a +10%

    bonus to Experience earned.

    The following are the special abilities of

    the Treasure Hunter.

    Uncanny Dungeoneering:  TreasureHunters are good at feeling their way

    around in the dark. Whilst not technically

    Darkvisioned, they shall be able to

    manoeuvre in the dark without penalty

     whilst moving carefully, and are not

    penalized for being blinded.

    In a very dark or completely dark

    environment, they will not be able to

    report visual clues, but they will be able to

    report with great accuracy what their other

    senses tell them.

    Treasure Hunters can instinctively spot

    slanting passages, stonework & mechanical

    traps, or unusual and new underground

    construction on a throw of 5-6 on one die.

    They can find a secret or concealed door

    on a throw of 5-6 on one die (rather than

    the normal 1-in-6) even when not actively

    searching.

    Treasure Hunters hide in shadows

    indoors 2-in-6 times and hide anywhere

    out-of-doors 5-in-6 times.

    Finally, they may Listen for sounds on a

    throw of 4-6 on one die rather than the

    normal 6 on one die chance.

    Polyglot:  Learning new languages is fun &

    easy for the Treasure Hunter. He shall

    start the game knowing two languages

    (plus one for Exceptional Intelligence,

    should he have it), and learn a new one at

    levels 2, 5 and 8.

     At Level 4, they read any language on a 5-

    in-6 throw.

     At Level 8, Treasure Hunters may

    attempt to cast magic spells from scrolls 

     with a 5-in-6 chance.

    Lucky: Treasure Hunters have the most-

    favourable Saving Throw of all characters.

    Should you decide to dispense with the

    Thief class, inform your players ahead-of-

    time. In the case of the Halfling, you may

     wish to extend his ability to progress as a

    Fighter in exchange, but that is up to you.

    Table 1.5: The Treasure Hunter

    Level Progression

    XP Level BAB HD Save

    0 1 0 1 8

    1,250 2 0 2 8

    2,000 3 0 2+1 7

    5,000 4 +1 3 7

    10,000 5 +1 4 6

    20,000 6 +1 4+1 6

    40,000 7 +2 5 5

    80,000 8 +2 6 5

    160,000 9 +2 6+1 4

    320,000 10 +3 7* 4

    480,000 11 +3 7+2 3

    640,000 12 +3 7+4 3

    780,000 13 +4 7+6 2

    900,000 14 +4 7+8 2*Hit point modifiers from Constitution no

    longer accrue.

    On the Cleric

    Let’s push open the temple doors for a

    moment. The Cleric as written is a kind

    of pseudo-Christian figure on the model

    of the Teutonic Knights, Hospitalars,

    Turcopoles, & &c. They progress through

    ordeals of blood & faith to a rank of High

    Priest (Level 9), where they may establish

    their own diocese and attract somenumber of fanatics to their fortified

     Abbey.

    Therefore we are not talking about the

    common village priest, but rather a far-

    flung militant religious order with a few

    key characteristics:

    The study of their sacred texts allows

    them to elicit miraculous power from

    their god which is inaccessible to the

     vulgar masses.

     Any Cleric who rises to sufficient

    power within his hierarchy (just priorto Level 7) must choose between Law

    and Chaos. Particularly powerful and

    pious warriors are the sweetest souls

    for plunder.

    His holy order puts additional

    restrictions upon him. Specifically

    noted in the Player’s Rules book is a

    prohibition on edged weapons in

    skirmish & volley. Other

    prohibitions may be placed on the

    Cleric as the Referee decides.

    The original Cleric was another "meta

    game" answer to a particularly nefarious

     vampire that confounded the severa

    players of the Famous Game. Conceived

    of was a monster hunter with knowledge

    of the unearthly, which he put to good use

    against the servants of Cain. Almos

    immediately afterwards, the trappings othe Church were retro-fitted on to the

    character, bearing forth a semblance o

    the Cleric as we know him today.

    But there is no reason,  per se , for God to

    ordain certain fellows with greater divine

    power than others. Without restorative

    magic and the turning of the undead, the

    dungeon would be a more deadly

    proposition; but again, the Cleric class is

    not necessary for the game. In Medieva

    lore, priests who performed miracle

    largely did not also don Plate Armour andsmite enemies directly- these were usually

    two different kinds of Men. The latte

    kind is represented in the game as a

    Fighter or Paladin, but the former is

    missing (probably because a true pries

    type would not be as fun to play in the

    dungeon!)

    Removing the Cleric from the game would

    leave a gap in the PC's direct access to

    healing & restorative magic. It would

    make the silent, perfectly fearless undead

    even more fearsome. But there are hint

    as to how to go about this even going back

    to the equipment lists in Chapter One.

    Bandages are useful. Not in skirmish, bu

    afterwards. Holy Relics can be used to

    turn the undead away in the hands of any

    believer. Garlic can ward off a vampire

    Elfs are naturally immune to ghou

    paralysis.

    There is room for a "village priest" or

    "hedge wizard" who is clever in the ways of

    potions and herbalism to provide a source

    for the abilities that the Cleric shouldnormally bring forth. Certainly, some o

    the higher-order restorative magic could

    be performed by traditional clergy under

    the right circumstance (and for the proper

    tithe). Would this new kind of character

    call him an Alchemist or Hedge Wizard

    or Village Priest, be a fun character to

    adventure with? That depends upon the

    player. He might even have some of the

    skills we associate with a Thief: reading

    languages and casting from scrolls.

  • 8/17/2019 0e Referee's Companion

    6/51

     

    6

    Below is presented a very simple

    replacement for the traditional Cleric for a

    kind of game where God watches and

     waits.

    Hedge Wizard

    Hedge Wizards are the clever men and

     wise women who live in cities, towns & villages. They know a little magic and

    create potions & charms. They are

    helpful against the un-dead and Lycans,

    and other unusual beasts which threaten

    common folk from time to time.

    Sometimes, Hedge Wizards are priests;

    sometimes, they are simply quite clever.

     Arms & Armour Proficiency: Hedge

     Wizards are not skirmishers. Their magic

    is rarely offensive in nature. Therefore,

    they do not train in Armour or Shields.

    Each one may use the dagger and oneother weapon they choose.

    Prime Requisite: Hedge Wizards with

    Exceptional Intelligence gain a +10%

    bonus to Experience earned.

    The following are the special abilities of

    the Hedge Wizard.

    Dowsing:  By making a WIS Save, a

    Hedge Wizard can locate an object,

    person, or something else by using two

    crossed sticks or a crystal on the end of a

    piece of string. On a successful Save, the

    tool will indicate the direction to the thing

    being sought, allowing the Hedge Wizard

    to track it down.

     At each even gained and at level one, the

    player may choose a type of thing to be

    able to track from the following list:

    Specific Person, Specific Animal, Water,

    Mineral, Disease, Magic, Traps,

    Habitation, Evil. 

     Water, Disease, Traps, Habitation andEvil are all general, and will direct toward

    the nearest source of the thing. Mineral

     will detect a specific mineral named at the

    time of Dowsing. Detect Person, Item or

     Animal all detect the specific thing named

    at the time of Dowsing.

    Apothecary:  By collecting plants and

    Essential Oils (which requires access to

    suitable wilderness or spending money in

    the appropriate shop), spending one hour

    to prepare them each day, the Hedge

     Wizard may make poultices, bandages &

    other preparations to create a variety of

    effects.

     At each odd level gained including level

    one, the player chooses one new type of

    effect to be able to create from the

    following list:

     Antidote, Cure a Disease, Cure

    Lycanthropy,  Salve, &  Purify Food and

    Drink.

     Antidote   will create an antidote to a

    poison. A specific kind must be used, and

    can be created to nullify the effects of any

    poison over the same time period over

     which the poison has acted. Cost to

    prepare: 25s. Time Needed: 1 Day  

    Cure Disease  will allow the Hedge Wizard

    to cure most diseases, includingsupernatural diseases; for the rarer kinds,

    special and expensive ingredients may be

    required. Cost to prepare: 25s-100s. Time

    Needed: 1 Day

    Cure Lycanthropy  will allow the Hedge

     Wizard to cure Lycanthropy. This cure

    takes four strong men to stand guard, a

    silver chalice, ample Belladonna, and

    fresh Holy Water each day for 28 days.

    Cost to Prepare: 700s. Time Needed: 28

    Days

    Salve  will create a soothing balm which

    can be applied to wounds, or an

    invigorating tonic. In either form, it cures

    1d6+1 Hits of damage and can be used by

    any being once per day. Cost to prepare:

    25s. Time Needed: 2 Days

    Purify Food and Drink will make spoilt or

    rotten food and drink edible again, though

    not if it is thoroughly rotten or desiccated.

     Alternatively, it can be used to preserve

    food and drink for a long ocean voyage &

    &c. Cost to prepare: 10s. Time Needed:

    1 Day

    Talismans of Crystal-Power and Pure-

    Metal: The Hedge Wizard can craft

    Talismans of Great Power from pure

    materials from the Earth and Sea, and his

    own vast knowledge of natural philosophy.

    For the cost of 500s. per “plus,” he can

    craft simple pieces of Jewelry, Belts, & &c.

     which grant a bonus to Saving Throws.

    These Talismans must always touch the

    skin of the wearer, and take up item slots

     just as “magic” items would. 

     Alternatively, a Talisman may contain any

    one Level 1 Spell from the Cleric, Druid

    or Wizard lists. Such a spell may be

    “cast” out of the charm 1 -6 times before

    the Talisman crumbles to dust. More

    common Talismans are those which Cure

    Light Wounds and Turn the UndeadThese Talismans cost 750s. to make.

    Both kinds require one week to

    manufacture.

    True Wizard Magic: Hedge Wizards may

    perform any Wizard Cantrip from

    memory, once per ten-minute Turn. To

    common folk, this is what constitutes

    “magic.” 

    Table 1.6: The Hedge Wizard

    Level Progression

    XP Level BAB HD Save

    0 1 0 1 9

    1,500 2 0 1+1 9

    3,000 3 0 2 8

    6,000 4 +1 2+1 8

    12,000 5 +1 3 7

    25,000 6 +1 3+1 7

    50,000 7 +2 4 6

    100,000 8 +2 4+1 6

    200,000 9 +2 5 5

    320,000 10 +3 5+1* 5440,000 11 +3 5+2 4

    *Hit point adjustments from Exceptiona

    Constitution no longer accrue.

    HOWEVER, unlike the Thief, there is an

    historical antecedent for a holy warrior

    archetype. Think very carefully before

    pulling the Cleric from the game. The

     very obvious knock-on effects are those

    affecting classes based off the Cleric

    Paladin, Druid, and Ranger

    Furthermore, the implied setting o

    Treasure Hunters   relies upon the

    ecclesiastical hierarchy buttressing the

    temporal powers of the Realm. Replacing

    every Evil High Priest with an Evil High

    Bureaucrat would likely make the game

    less fun, especially as characters approach

    Level 9 and beyond.

    & On the Anti-Cleric

    The treatment of the “Anti-Cleric” in the

    Player’s Rules book is simplistic, allowing

  • 8/17/2019 0e Referee's Companion

    7/51

     

    7

    for quick choice at character generation.

    But there is a lot of territory to explore

     with a simple reversal in outlook. Here

     we will explore some of the ways the

    Referee can adjust the Anti-Cleric to open

    up new options for the forces of Chaos

    (and possibly the canny player.)

    Imagine telling your player, "Sure you can

    play a Cleric, but he can't heal and he can't

    turn undead." Surely the response wouldbe, "What kind of Cleric is that supposed

    to be? That's not a Cleric!" And your

    player would be correct.

    The Anti-Cleric is a different class

    altogether.

    Anti-Cleric

    The Anti-Cleric is a priest of the regular

     variety when it comes to temporal and

    ecclesiastical politics. However, he is a

    Heresiarch - one who is opposed to theLaw of the World and opposed to the

    Order or Men and Civilisation as it stands-

    in his black heart. The Anti-Cleric as Evil

    High Priest is the ultimate foil to those

     Adventurous Men who seek to broaden

    the reach of the Realms of Men.

    Clerics worship God, while Anti-Clerics

     worship the Devil, or what-ever

    cosmogony you should decide upon for

     your game world.

     Arms & Armour Proficiency: As the

    tongue and sword of Cain in the Mortal

     World, the Anti-Cleric shan’t use any

     volley weapon. Up-close blood-letting is

    his mandate. He favours barbed swords

    and daggers. He is able to wear any

     Armour and use any Shield.

    Prime Requisite: Anti-Clerics with

    Exceptional Charisma gain a +10% bonus

    to Experience earned.

    Clerics always Turn Undead and cast all

    reversible petitions in the normal way;

     Anti-Clerics Beckon Undead , and cast allreversible petitions in the reversed

    manner, which we shall call antispells .

     Anti-Clerics fight and Save as Clerics.

    They share Hit Dice and an experience

    progression table. Their spells come from

    the Cleric spell list with some exceptions.

    Magic Item Use and Creation: Anti-

    Clerics may use any kind of Holy Relic,

    including potions, scrolls, rings, other

     jewelry, Armour, arms & vestments,

    amongst other things. They are barred

    from using magic swords and items which

    cannot be used by beings of Chaotic

    alignment.

     Anti-Clerics may manufacture potions and

    scrolls starting at Level 5 and other kinds

    of magic items starting at Level 9.

    Weird Lore:  Upon the discovery of the

    ancient, forbidden or weird, the Anti-

    Cleric shall be able to identify something

    useful about it from his profane studies on

    a 4-in-6 throw.

    The Petitioning of Divine Power

     Anti-Clerics, through their devout

    servitude of one or more demons, petition

    for personal power. Should the Anti-

    Cleric be in good stead with his chosen

    liege, he shall be able to wield thesepowers for gain. The Anti-Cleric’s

    petitions fall into four categories & each

    requires different preparations and

    prayers.

    Aura:  Auras are long-acting petitions

     which protect one being (either the

     Anti-Cleric or another) or ward a

    small area from some effect. The

     Anti-Cleric may have one in effect at

    any time and may maintain the Aura

    indefinitely. Example: Protection

    from Good.

    Command: Commands are petitions

    useable at short notice, even whilst

    seducing a woman of virtue.

    Example: Beckon the Undead.

    Ritual: Rituals are petitions of some

    not-insignificant power which require

    ten minutes to call. Example: Cause

    Light Wounds.

    Prayer:  Prayers are petitions for

    miraculous events beyond the power

    of Man. They take a day to call

    upon. Example: Flesh to Stone.

    Demon Summoning:  Anti-Clerics canconjure and/or control a demon whose

    true name they discover in their treatises

    of demonology. To do so, Anti-

    Clerics throw a standard Petition Check

    modified by his own level as normal & by

    the Hit Dice of the summoned demon. A

    7 or more succeeds and a 6 or less fails.

    This is a Prayer-length action, lasting at

    least one night.

    If successful, throw for the demon on the

    Monster Reaction Table, modified by the

    caster’s Charisma.

    Demons love gold and magic; offerings

    shall make the demon more amenable to

    the Anti-Cleric. 10 gold marks per Hi

    Die shall grant a +1 to the Anti-Cleric’

    initial throw. A permanent magic item the

    Demon fancies (Ref eree’s option) shal

    also grant a +1.

    If the throw is unsuccessful, the demon is

    free to do what it wants (like

    disemboweling the Anti-Cleric) for a

    number of rounds equal to its Hit Dice

    Thence, it departs back to its realm.

    Should the demon be seduced by the

     Anti-Cleric, he shall serve for 2-12 x

    caster’s level in days (the Referee shall

    hold the result of this throw in secret.)

    Once this time has elapsed, the demon isfree to do what it wants (like

    disemboweling the Anti-Cleric) for a

    number of Rounds equal to its Hit Dice

     Artifacts may allow the summoning

    of demon princes.

    The Anti-Cleric may banish the Demon

    back to its infernal realm with but a word

    at any time prior to losing its servitude

    Should he do so, he will confound the

    Demon and earn its eternal enmity.

    Table 1.7: The Anti-Cleric

     Anti-Cleric Level Progression

    XP Level BAB HD Save

    0 1 +0 1 9

    1,500 2 +0 2 9

    3,000 3 +0 2+1 8

    6,000 4 +1 3 8

    12,000 5 +1 4 7

    25,000 6 +1 4+1 7

    50,000 7 +2 5 6

    100,000 8 +2 6 6

    200,000 9 +2 6+1 5

    320,000 10 +3 7* 5

    440,000 11 +3 7+2 4560,000 12 +3 7+4 4

    680,000 13 +4 7+6 3

    800,000 14 +4 7+8 3*Hit point adjustments from Constitution no

    longer accrue.

    Limitation: The Anti-Cleric is a servant o

    a Great and Terrible Power. He mus

    always act in accordance with that power

    to the best of his ability. To do otherwise

     will cause him to lose the ability to petition

  • 8/17/2019 0e Referee's Companion

    8/51

     

    8

    and use unholy relics. The Anti-Cleric

    must be wily as well, for he must appear  to

    act as his Church requires whilst pursuing

    his own deviant ends. 

    Some specific uses of Reversed Spells

     Anti-Clerics possess the ability to

    Beckon the Restless Dead , calling the

    newly slain upon the battlefield as

    servitors, for a time. These servitors are

    of equal in Hit Dice to half the Anti-Cleric’s level, in numbers equal to the

    Cleric’s Turn Undead spell. These

    Beckoned Dead shall last Ten Rounds,

    and then crumble into dust or otherwise

    depart the Mortal realm.

    His Cause Light Wounds   antispell

    needs neither touch nor a To-Hit

    throw- it applies automatically. The

     wound of 2-7 Hits (or more for higher

     versions) manifests at the end of the ten-

    minute Turn, but the pain shall grip its

    target immediately, causing some degreeof horror.

    Granting Darkvision: The Light spell

     will blind a creature if cast upon a

    creature's eyes. This property of this

    spell is inverted by the Anti-Cleric to

    good effect. The Darkness   antispell

    spell grants a creature Darkvision of 60’

     when cast upon that creature's eyes.

    However, Continual Darkness only

    allows the same effect, rather than

    providing eternal Darkvision.

    Other wrinkles may come up by theReferee’s and player’s imagination take

    hold.

    On the Seduction of the Cleric

     With this revised Anti-Cleric class,

    reversed Cleric petitions are not normally

    available to anyone before Level 7. All

    kinds of Clerics cast the regular sort of

    magic. Clerics may attempt reversed

    spells with some risk to their souls.

     When first he attempts an antispell, the

    Cleric may not even know he calls upon adark god, rather than this own (Referee’s

    option).

     When he does so, he immediately loses

    the ability to Turn the restless dead, but

    retains his healing powers.

     A Lawful or Neutral Cleric so choosing

    must make a CHA Save or immediately

    see his Cosmic Alignment move one step

    closer to Chaos. Make this Throw in

    secret. Each time a reversed spell is

    attempted, make the same Save.

    That Cleric who finds himself on the side

    of Chaos upon otherwise meeting the

    requirements for the seventh experience

    level undergoes a further ordeal &

    prospect of apotheosis- a seduction by

    dark forces who promise to provide to

    him personal power of a different sort.

    Specifically: A demon prince appears

    before the Cleric and bargains with him

    for his immortal Soul. The precise nature

    of this visitation and subsequent contest

    may vary considerably, but should always

    put the Cleric at some disadvantage.

    The Cleric may use Parley, trickery, spells

    of the regular kind, and force of arms-

    anything he has at his disposal- to turn

    away the demon in personal and exclusive

    combat. If he does, his Alignment

    becomes Neutral, and he may begin to walk the path back toward the side of Law.

    Or, he may decide to succumb to the

    demon’s seduction and be granted the

    powers of a darker sort.

     At this point, the Cleric becomes an Anti-

    Cleric, An Heresiarch . He may only use

    reversed forms of those spells which have

    such forms: their antispells, & otherwise

    follows the rules of the Anti-Cleric class.

    On Clerics Achieving a New Experience

    Level

    The “training” template by which normal

    player-characters achieve their new

    Experience Level shall work well for the

    Cleric as well. However, those looking for

    some greater verisimilitude shall wish to

    examine this alternate system, which shall

    apply to Clerics at the Referee’s option. 

    On Religious Conversion

    Instead of paying for normal training costs

    in money & time, the Cleric must win

    converts to his religion and tithe before hemay attain the next experience level. He

    must convert one new person for each

    experience level he now has each time he

    shall be otherwise eligible to gain a level

    (eg four people for a 4th-level cleric to

    attain level 5, and then another 5 for level

    6.)

    Missionary Conversion

    Obviously this must occur in a populated

    area. No cleric will win converts working

    alone in the wilderlands! For each game

    day the cleric spends prostheletising, he

    has the chance to win 1-3 converts. For

    each potential convert, throw against the

    reaction table, with normal modifiers for

    Charisma and a special +1 for any helpful

    and well-known act the Cleric may have

    done for the people of the location wherehe is preaching. A result of 9 or more for

    any one of these attempts results in one

    convert. A result of 12 or more results in a

    potential new cleric or paladin, depending

    upon the race, cosmic alignment, and

    ability scores of the converted. A new

    convert will follow the cleric for one

    adventure if he is no higher than half the

    cleric's level or a Normal Man for no pay

    but the cleric must supply appropriate

    adventuring gear and ensure his relative

    safety. This is a special Retainer which

    does not count against the cleric's normalimit, does not earn XP, and does not take

    a share of treasure.

    Individual Conversion

    Sometimes in the course of play, the

    Cleric character may wish to attempt to

    convert a specific other character. In this

    case; throw two dice: this is the number o

    hours of one on one time the cleric must

    spend in order to attempt conversion

    This time does not need to be continual

     At the end of this variable period, the

    Referee shall throw reaction for the NPC

     An adjusted throw of 2 or less results in

    enmity; an adjusted throw of 3-5 results in

    a failed conversion. An adjusted throw of

    9-11 results in conversion. An adjusted

    throw of 12 or more results in the NPC

    becoming a follower per the conditions o

    the general case. An adjusted throw of 6-8

    results in uncertainty; more time is

    needed. Throw two more dice to

    determine how many more hours of one

    on one time are necessary before another

    reaction throw may be made.

    Modifiers:

    Different race: -2

    Different alignment: -2

    Cleric has performed miracles in the

    presence of the character: +1

    Cleric has saved the life of the

    character: +2

    Cleric has performed miracles of Leve

    5 or 6: additional +1

  • 8/17/2019 0e Referee's Companion

    9/51

     

    9

    The Cleric's Charisma modifier also

    applies.

    In either case, each man so converted

    shall supply a testimonial of his

    conversion, either oral or written, and the

    cleric shall tithe 10% of his wealth to his

    Church rather than paying for his level in

    time and money.

    Optional Classes

    The four races and four classes presented

    at the start of the Player’s Rules book are

    meant to cover most of the pseudo-

    European mediaeval fantasy role-playing

    archetypes which the new player may wish

    to try out. Not all of them, by any means,

    but a wide enough range that each player

    may have a character of a kind he wishes

    to play when he first sits down at the table

    to try his luck and courage against the

    fantastic and weird unknown.

    Quickly, however, you shall come upon

    people (and perhaps you are one yourself)

     who wish to stretch the boundaries and try

    things that are slightly different.

    This is encouraged. It is good to try new

    things in games.

    In order to establish some of the

    metaphysical truths of the world the

    characters inhabit, the choices for race

    and class are limited intentionally.

    Presenting a limited milieu gives structure

    and enables players to grasp the basics of

    the world around them.

    Therefore, it is suggested that no player be

    allowed to play a kind of race which has

    not appeared yet in the story. His or her

    first PC ought to be one of the traditional

    kinds. This allows the Referee to have a

    good grasp upon what a particular kind of

    new race or profession ought to be able to

    do before allowing one into his world, in

    the hands of a clever player. The same

    goes for classes: It is suggested that there

    are just four kinds for the first go.

    For subsequent PCs, you should work

     with your players to come up with a

    character race or class which is fairly well

    balanced though advantages and

    restrictions compared to those other

    characters played.

    In the following pages, classes of a

    moderately advanced nature are

    presented. THESE ARE PURELY

    OPTIONAL. It is up to the Referee to

    decide which are appropriate for his

    campaign world and which are not.

    On the New Classes

    Paladin: Only Men may be Paladins.

    Monk:  Anyone may be a Monk. Demi-

    Men may only rise to the rank of Grand

    Master and never higher.

    Assassin:  Any race may become an

     Assassin. Men may rise to any level.

    Demi-Men may only attain level 8.

    Druid: Men and Elves may be Druids, but

    Elves may only rise to Level 8.

    Ranger: Hobbits and Men may become

    Rangers. Hobbits are limited to level 6 in

    the class.

    Paladin

    Paladins are a kind of Lawful Fighter

    ordained by God to take the field of battle

    like the Fighter; to bring the Holy Word

    like the Cleric; & additionally to serve as

    an example of how to live a Godly life.

    His is a narrow path to tread, and falling

    off this path means losing his exceptional

    power, perhaps forever.

    Requirements: A Paladin must have

    Exceptional Charisma, and may not have

    Inferior Strength or Wisdom. He must

    be of Lawful cosmic alignment, and always

    remain so.

    Prime Requisite: Paladins with

    Exceptional STR gain +10% to XP

    earned.

     Arms & Armour Proficiency: Paladins

    may use any Armour and Shield and may

     wield any Weapon, just as the Fighter.

    Class Abilities of the Paladin:

    Aura of Purity:  At all times, the Paladin

    radiates an aura of Law and goodness

    such that Chaotic or evil beings are loathe

    to touch his person, & he gains a +2AC

     versus attacks by same. Additionally,

    Paladins are immune to any magical fear 

    effects or conditions based thereupon

    including the Ghoul’s touch. 

    State of Grace: The Paladin applies his

    Charisma modifier to his Saves.

     A Paladin may Detect Evil at-will, like the

     Wizard and Cleric Spell of the same

    name. He does not have to Petition for it.

    Holy Smite: The Paladin may smite  hi

    enemies once per day. He gains a +3 To

    Hit and a +3 to damage on one skirmish

    attack, declared as usual during theDeclare Actions step in combat. At Leve

    3, he may smite  twice per day; at Level 6

    and 9, he gains one additional use of this

    ability per diem.

    Laying On Hands: A Paladin may cure 1

    3 hits damage per experience level of any

    creature who has been wounded. Thi

    healing may be spread amongst any

    number of uses. The number of dice

    used per application must be chosen

    before hands are laid.

    Cleave: At Level Two, as the Fighter.

    Sense Invisible:  At Level Four, as the

    Fighter.

     At Level Eight, a Paladin may Dispel Evi

    as a standard action at will. Merely by

    pointing at an evil being or object, he may

     will it banished. Against devils and

    demons, this banishment sends them back

    to their home plane rather than destroying

    them. For free-willed undead and living

    creatures, they receive a Save to resist this

    banishment.

  • 8/17/2019 0e Referee's Companion

    10/51

     

    10

    Table 1.8: The Paladin

    Paladin Level Progression

    XP Level BAB HD Save

    0 1 +1 1+1 10

    2,250 2 +1 2+1 10

    4,500 3 +2 3+1 9

    9,000 4 +2 4+1 9

    18,000 5 +3 5+1 8

    36,000 6 +3 6+1 8

    78,000 7 +4 7+1 7

    150,000 8 +4 8+1 7

    300,000 9 +5 9+1 6

    450,000 10 +5 10+1* 6

    600,000 11 +6 10+4 5

    800,000 12 +6 10+7 5

    1,00,000 13 +7 10+10 4

    1,200,000 14 +7 10+13 4*Hit Point Modifiers from Constitution no

    longer accrue.

    Class Limitations of the Paladin:

    Alignment: For all these granted powers,

    the Paladin must be careful never to allow

    himself to be corrupted, nor to slip into an

    alignment other than Lawful. Should the

    Paladin ever change alignment or act in a

    significantly non-Lawful manner (by the

    Referee’s judgment), he shall be reduced

    to a Fighter forevermore and abide by the

    benefits and restrictions of that class going

    forward.

    Wealth: A Paladin may not retain wealth

    in amounts greater than that which is

    needed to maintain his arms & Armour,

    his Retainers and Henchmen, and a frugal

    manner of living; In any event, 50% of all

    treasure won must be given to the Church.

    This only counts against money, gems and

     jewels; other winnings are not so tithed.

    Upon reaching Level 9, the Church will

    pay 50% of the cost of construction of his

    stronghold.

    Magic: A Paladin may only own ten magic

    items at a time, including his Armour and weapons.

    Associations:  Paladins may only hire

    Lawful henchmen and will seek out

    Lawful NPCs to associate with in every

    possible case.

    On Paladins and Fighters:  Men who

    begin as Fighters may actually become

    Paladins, for Paladins are a kind of

    Fighter. Fighters who have always been

    Lawful may ascend to Paladinhood. To

    do so, they must be Ordained in a special

    ceremony conducted by Lawful Clerics,

    other Paladins, or a mix of these two.

    Such a ceremony takes one day. Upon

    completion of this ceremony, the Fighter

    “cashes in” his Experience Points &Levels earned as a Fighter, and becomes a

    Paladin possessing the same number of

    Experience Points. Note that in some

    cases, this shall mean he is of a lower

    experience level than he was before.

    Paladins who Fall from Grace as judged

    by the Referee are instantly and forever-

    more Fighters of the same level ; it may be

    necessary for the player-character to shed

    some of his XP in order to qualify to be a

    Fighter of the same Level as he was a

    Paladin.

    Those Paladins who have Fallen may

    never regain Paladin status, except in cases

    decided so by the Referee. Exceptional

    character actions and heroic atonement

    shall be necessary in such a case. 

    Monk

     A Monk is a Far-Eastern-style priest who

    trains his Body & Mind in order to elevate

    his Spirit. In some ways, he is the

    opposite number to the Assassin.

     Arms & Armour Proficiency: Monks may

    use simple weapons such as the Club,

    Dagger, Quarterstaff, and Horseman’s

    Flails made primarily of wood. They may

    use Long Bows (Yumi)   of simple

    construction. They never wear Armour

    or use other weapons.

    Prime Requisite: Monks have no Prime

    Requisite and never earn an experience

    bonus from one.

    Requirement: All Monks begin the gameas Lawfuls. They may become Neutrals,

    but if they become Chaotic, they may

    never again advance in the Monk class or

    any other . They must have Exceptional

     Wisdom at the time they begin their

    careers. Monks may not dual-class or

    multi-class as other characters can.

     A Monk does not advance by level a

    other classes do, but rather accepts new

    titles as he progresses in his studies. He

    never pays for training as other classes do

    upon attaining a new level.

    The following are class abilities of the

    Monk.

    Favourable Hit-Dice: A Monk begins play

     with an extra 1-6 Hit Points from an extra

    Hit Die. He also continues to gain Hi

    Dice throughout his long path toEnlightenment.  Unarmed Attacks: A

    Monk may use his body as a weapon

    much as a Fighter might use a sword

    Striking this way deals 1-6 Hits and i

    augmented by Exceptional Strength. As a

    Monk progresses, he may attack more

    often than other classes based upon his

    swiftness-of-body. Immaculates gain two

    such attacks per Round; Grand Masters of

    the West Wind gain three, and so forth.

    Thief Abilities:  A Monk gains a limited

    repertoire of Thief Abilities as heprogresses, as indicated on the Table.

    Holds Breath:  An Initiate has mastered

    his breathing such that he may hold his

    breath twice as long as normal.

    Stands from Prone: The Monk needs no

    time to stand from prone and suffers none

    of the usual disadvantages whilst doing so.

    Spell Immunities:  The Grand Master i

    immune to certain spells altering his body

    and mind.

    Leaping: The Grand Master of the South

     Wind may leap 4-14 feet horizontally and

    2-7 feet vertically, modified by

    Exceptional Strength, double the norma

    leap.

  • 8/17/2019 0e Referee's Companion

    11/51

     

    11

    Table 1.9: The Monk

    Title XP BAB HD SV Attacks AC MV Special

    Novice 0 +0 2 10 1 8 Unarmed Attacks; Climb as Thief.

    Initiate 3,000 +0 3 10 1 8 130' Holds breath twice normal.

    Disciple 6,000 +0 3+1 9 1 8 Stealth as Thief.

    Immaculate 12,000 +1 4 9 2 10 Stands from prone immediately.

    Master 25,000 +1 5 8 2 10 140' Body strikes as magical weapon.

    Grand Master 50,000 +1 5+1 8 2 10 Immune to Haste, Slow, ESP and Geas.

    GM of the West Wind 100,000 +2 6 7 3 12 Hide as Thief.

    GM of the South Wind 200,000 +2 7 7 3 12 150' Leap twice normal distance/height.

    GM of the East Wind 350,000 +2 7+1 6 3 14 Throws Saves twice; takes better.

    GM of the North Wind 550,000 +3 8 6 4 14 Unearthly Balance.

    GM of Winter 700,000 +3 9 5 4 16 160' All DEX checks at +1

    GM of Autumn 850,000 +3 9+1 5 4 16 Stops Ageing; Immune to age effects.

    GM of Summer 1,000,000 +4 10 4 5 18 Speaks with Animals.

    GM of Spring 1,150,000 +4 11 4 5 18 170' Speaks with Plants.

    GM of Dragons 1,300,000 +4 11+1 3 5 20 True Seeing , always on.

    GM of Flowers 1,450,000 +5 12 3 6 20 180' Immune to all Magic.

    Unearthly Balance:  whilst running at full

    speed and unencumbered, a Grand Master

    of the North Wind may run on any solid

    or semi-solid surface for a distance of 150’or less. This includes walls, water and

    other surfaces. The Grand Master of the

    North Wind may attempt to run up a

     waterfall or down a sheer cliff face, for

    instance, on a 5-in-6.

    Ageless:  The Grand Master of Autumn

    never feels the bite of winter. He stops

    ageing and is immune to any ageing effect.

    Total Magic Immunity: The Grand Master

    of Flowers is immune to all magical effects,

     whether infernal or benign.

    Teaching:  As a Grand Master of the

    several Winds, a Monk shall attract 4-24

    Lawful followers, of which 1-6 shall be

    Novices, and the balance of which shall be

    Normal Men. Which ones are which shall

    remain a mystery to be resolved through

    role-play should the Monk wish it.

    Limitations: The following are limitations

    of the Monk.

    Poverty:  All Monks have taken a Vow of

    Poverty. He may not own land and heonly gains XP from treasure as it is

    Squandered, not as it is collected.

    He may only own four magic items, none

    of which may be a Weapon, Armour or

    Shield. He may use Cleric scrolls at the

    start of his career, but he must always cast

    them in the normal way, never in reverse.

    Class Restrictions:  A Monk may never

    take levels in any other class. Should the

    Monk ever become Chaotic, he can never

    attain the next title in his progression. Hemay continue to adventure and gain XP,

    but he will never earn another title –  nor

    can he attain a level in any other class. 

    Assassin

    Hashashin , or Assassins, are Near-East-

    inspired holy warriors. Rather than

    petitioning God for spells as the Western-

    style Cleric will do, the Assassin uses

    powers of stealth and fear to destroy the

    enemies of their faith, making the world

    safer for those who believe as they do.

    Despite their superficial resemblance to

    Thieves, they are priests of a kind more

    akin to the Monk, and each countsmembers of the other class as natural

    enemies.

     Arms & Armour Proficiency: An Assassin

    may wear Jack Armour but may never use

    a Shield. He may use any weapon.

    Prime Requisite: Assassins have no Prime

    Requisite and never earn an experience

    bonus from one.

    Requirement: All Assassins begin the game

    as Chaotics. They may become Neutrals

    but if they become Lawful, they may never

    again advance in the Assassin class.

    The following are the special abilities o

    the Assassin.

     At Level One, the Assassin gains three

    abilities.

    Assassinate: Whenever a defender i

    unaware of the Assassin or is unable to

    actively defend itself (bound or surprised)

    the Assassin may make one specia

    skirmish attack. This special attack gains a

    +2 to-hit. If successful, the target musSave or die. If the target makes his save

    nothing further happens.

    This is not a magical power, and is no

    subject to magic resistance. It is not a hi

    point attack, and therefore having a lot of

    Hit Points does not help. However, it is an

    attack based upon precise knowledge o

    physiology. Therefore, it is useless agains

    incorporeal, undead, or very alien

    creatures that the Assassin has no

    encountered and studied before.

     At Level One, the Assassin may use thiability once per day. At Level Five and a

    each subsequent level divisible by five, he

    gains another use of this ability per day.

    Poison Use: By collecting plants (which

    requires access to suitable wilderness or

    spending money in the appropriate shop)

    spending one hour to prepare them each

    day, the Assassin may manufacture

    poisons.

  • 8/17/2019 0e Referee's Companion

    12/51

     

    12

    Poison Use will create any type the

     Assassin desires, per the Poison chart.

    Disguise.  Whenever the Assassin has time

    to prepare (at least three Turns), he may

    make a disguise that will fool others into

    thinking he is someone other than himself.

    The base chance is 5-in-6 modified by

    Charisma, but the Assassin only has to

    throw a check to pass close inspection.

    This throw suffers a -1 penalty forimpersonating the opposite sex, another

    race, or when the person inspecting is very

    familiar with the actual person

    impersonated.

     At odd levels Five through Nine, the

     Assassin may learn any ability available to

    the Thief.

    Table 1.10: The Assassin

     Assassin Level Progression

    XP Level BAB HD Save

    0 1 +0 1 9

    1,500 2 +0 2 9

    3,000 3 +0 2+1 8

    6,000 4 +1 3 8

    12,000 5 +1 4 7

    25,000 6 +1 4+1 7

    50,000 7 +2 5 6

    100,000 8 +2 6 6

    200,000 9 +2 6+1 5

    320,000 10 +3 7* 5

    440,000 11 +3 7+2 4

    560,000 12 +3 7+4 4680,000 13 +4 7+6 3

    800,000 14 +4 7+8 3

    *Hit Point Modifiers from Constitution no

    longer accrue.

     Assassins who cast spells from scrolls shall

    cast the reversed version of spells in every

    case where the spell has a reversed version.

     At Level 10, the Assassin shall acquire 4-24

    followers, 1-6 of which will be Level One

     Assassins, and the balance of which will be

    Normal Men. All shall be Chaotics andmany will be evil in nature.

    Druid

     A Druid is a Nature priest of the Old

    Religion, based loosely upon pre-Christian

    Germanic paganism. Their voice is the

     wind; their faithful, the trees. Their

    cathedrals are the very forests themselves.

    Prime Requisite: Druids with Exceptional

     WIS gain +10% to XP earned.

     Arms & Armour Proficiency: A Druid

    generally shuns large quantities of worked

    metal. His weapon choices include the

    sickle (A crescent-shaped dagger unsuitable

    for throwing), the spear, club, quarterstaff,

    a Horseman’s flail primarily made of

     wood, like those used to thresh crops, and

    the sling. For Armour, the Druid usesonly Jack Armour fashioned from animal

    and plant stuffs. A Druid will never use a

    gun.

    Requirement:  whilst the Cleric and other

    holy men are consumed by the struggle

    between Law and Chaos or good and evil,

    the Druid is always Neutral, for Nature

    herself is so. A Druid who otherwise

     would qualify to attain his next experience

    level may not do so whilst the Referee

    should judge his cosmic alignment to be

    other than Neutral; this can be remedied

    through role-play.

     All of the following are the special abilities

    of the Druid.

    Nature Lore: The Druid is able to name &

    identify natural plants, plant creatures and

    fungi. He is able to name & identify any

    natural animal of the normal or monstrous

    kind. He can identify all minerals. He can

    determine whether food and water are

    fresh or spoilt.

    Animal Empathy:  The Druid may makeParley with any natural animal, just as Men

    and others may Parley with monsters or

    one another. This does not involve

    language,  per se , but body language &c.,

    and does not convey complex ideas.

    Tracking:  A Druid tracks on a 5-in-6 in

    forested areas or other wild place similar to

    his home. Wisdom modifier applies,

    however the chance may never exceed 5-

    in-6.

    Pass Without Trace: Upon reaching Leve

    Three, the Druid may not be tracked in his

    home territory except by another Druid o

    higher level.

    Languages:  All Druids speak the Old

    Language which is known by Men as

    Druidic. It is known only by Druids and

    never taught to outsiders. It is sometime

     written, but its alphabet does not resembleany common alphabet in use today.

     At levels Four through Nine inclusive, the

    Druid may learn one language of a kind o

    forest creature. His choices include Pixie

    Dryad, Elven, Treefolk, Giant, the tongue

    of the Manticore, or Draconic.

    Spell-Craft: Like the Cleric, the Druid may

    petition for powerful spells; but instead of

    petitioning Gods, he petitions Nature itself

    His spell list is different than other spell

    casters, and is appended below.

    Table 1.11: The Druid

    Druid Level Progression

    XP Level BAB HD Save

    0 1 +0 1 9

    2,500 2 +0 2 9

    5,000 3 +0 2+1 8

    10,000 4 +1 3 8

    20,000 5 +1 4 7

    40,000 6 +1 4+1 7

    80,000 7 +2 5 6

    160,000 8 +2 6 6

    320,000 9 +2 6+1 5500,000 10 +3 7* 5

    700,000 11 +3 8 4

    900,000 12 +3 8+1 4

    1,100,00

    013 +4 9 3

    *Hit Point Modifiers from Constitution no

    longer accrue.

    Shape Change:  The greatest power of the

    Druid is that of Shape Change. At Leve

    One, a Druid may assume the form of one

    natural animal of Hobbit- to Man-size

     which has no more Hit Dice than theDruid, one time each day for an indefinite

    period of time. Upon changing forms, the

    Druid heals 1-6 Hit Points damage, should

    he have taken any.

     All of the Druid’s kit is magically merged

    into the animal form. He may not cas

    spells nor speak (unless his assumed form

    is a talking animal such as a parrot.) He

    gains all the natural attacks and defences o

    the animal kind he has chosen.

  • 8/17/2019 0e Referee's Companion

    13/51

     

    13

     At Level Four, a Druid may Shape Change

    to an animal and back twice per day. At

    Level Seven, thrice; At Level Ten, Four

    times; and at Level 13, Five times daily.

    Further, at Level Five the Druid may

    assume a giant animal form; at Level Ten,

    the form of an animal as small as an insect

    or as large as an elephant; at Level 13, the

    form of any natural animal. Each

    transformation To-and-Fro heals 1-6 Hits.

    Table 1.12: Druid Spells

    Type Level Name Type Level Name Type Level Name

    R 1 Cure Light Wounds* R 2 Control Temperature A 3 Anti-Plant Shell

    R 1 Detect Magic R 2 Create Water C 3 Call Lightning

    R 1 Detect Snares & Pits C 2 Heat Metal R 3 Cure Disease*

    C 1 Faerie Fire C 2 Hold Animal R 3 Neutralise Poison*

    R 1 Locate Animals R 2 Locate Plants A 3 Protection from Fire

    R 1 Predict Weather R 2 Obscurement A 3 Protection from Lightning

    C 1 Purify Food & Drink* C 2 Produce Flame C 3 Pyrotechnics

    C 1 Speak With Animals C 2 Warp Wood A 3 Water Breathing

    Type Level Name Type Level Name Type Level Name

    C 4 Animal Growth A 5 Anti-Animal Shell R 6 Animate Rock*

    R 4 Cure Serious Wounds* P 5 Commune with Nature R 6 Conjure Elemental*

    C 4 Dispel Magic R 5 Gaea's Blessing R 6 Control Weather

    R 4 Hallucinatory Forest* C 5 Sticks to Snakes* C 6 Creeping Doom

    C 4 Insect Plague C 5 Summon Animal II* P 6 Feeblemind

    C 4 Passplant P 5 Rock to Mud* C 6 Finger of Death*

    C 4 Produce Fire C 5 Transport via Plants C 6 Fire Storm

    C 4 Speak With Plants C 5 Turn Wood P 6 Reincarnate

    C 4 Summon Animal I* C 5 Wall of Fire R 6 Metal to Wood*

    Ranger

    The Ranger is a kind of forest warden who

    follows the Old Religion as the Druid

    does. Most Rangers are wild Hobbits, but

    some Men train in their ways as well.

    They give up the comfort of civilisation in

    order to better protect it from the

    dangers of the wild.

    Requirements: All Rangers are

    Neutral, but they work well with

    Lawful Fighters and Paladins.

    Should a Ranger become a

    Chaotic, he may no longer

    advance in this class.

    Prime Requisite: Rangers

     with Exceptional WIS gain

    +10% to XP earned.

     Arms & ArmourProficiency: Rangers may

     wear Jack Armour, carry

    a Shield, and use any

     weapon.

    Class Abilities of the

    Ranger:

    Expert Skirmisher:  The Ranger is a dead

    shot with any muscle-powered volley

     weapon, gaining a +1 To-Hit. When

    fighting with two weapons, he shall throw

    to hit twice and take the better, but also

    throw to damage twice, and take the better.

    Nature Lore: The Ranger is able to name

    & identify natural plants, plant creatures &

    fungi. He is able to name & identify any

    natural animal of the ordinary or

    monstrous kind. He can

    identify minerals. He candetermine whether food

    and water are fresh or

    spoilt.

    Animal Empathy: The

    Ranger may be able to

    make Parley with any

    natural animal, just as

    Men and others make

    Parley with one

    another. This does

    not involve language

     per se , but bodylanguage &c., and

    does not convey

    complex ideas.

    Tracking:  A

    Ranger tracks on a

    5-in-6 thrown in

    his native biome, such as forest or desert,

    and 4-in-6 outside it or underground.

     Wisdom modifier applies, but the throw

    cannot be better than 5-in-6 at any rate.

    Spell-Craft: Rangers cast spells from the

    Druid spell list, but are retarded by three

    levels in their ability. That is, they are

    considered level 1 casters at level 4, level 2

    casters at level 5, &c.

    Table 1.13: The Ranger

    Level XP BAB HD Sa

    1 0 +1 2 1

    2 2,500 +1 2+1 1

    3 5,000 +2 3+1 9

    4 10,000 +2 4+1 9

    5 20,000 +3 5+1 8

    6 40,000 +3 6+1 8

    7 80,000 +4 7+1 7

    8 160,000 +4 8+1 7

    9 320,000 +5 9+1 6

    10 500,000 +5 10+1* 6

    11 700,000 +6 10+4 512 900,000 +6 10+7 5

    13 1,100,000 +7 10+10 4

    14 1,300,000 +7 10+13 4

    *Hit Point Modifiers from Constitution nolonger accrue.

    Magic Item Use:  Rangers may use any

    magic item, except for those restricted

    against his race.

  • 8/17/2019 0e Referee's Companion

    14/51

     

    14

    Associations:  Rangers are wary of working

    in groups of their kind. No more than two

    Rangers shall be found working together at

    once.

    Responsibilities:  Rangers adopt one cause

    to fight for, usually the protection of one

    remote outpost or village, or one wild area;

    but sometimes the destruction of a kind of

    monster or evil group. The Player-

    Character Ranger must choose such acause before Level 5.

    Optional Races 

    Really, any sort of race is acceptable for a

    Player-Character, so long as they are able

    physically and mentally cope with the

    rigours of such Adventures. Below are

    presented three cases for potential Player-

    Character races. THESE ARE PURELY

    OPTIONAL, & are shown to give you

    some sense of how to build your own races

    from the Monsters section, literature, or your imagination.

    The Gnome 

    Gnomes are smaller cousins to Dwarfs by

    taxonomy, and have some aptitude with

     Wizard spells. They are consumed by,

    and are serious about, Mirth and

    Discovery.

    Gnome Special Abilities

    Darkvision (seeing in the dark) at a

    range of 60 feet.

    Gnomes can instinctively spot slanting

    passages, stonework traps, stoneworksecret doors, or unusual and new

    underground construction on a throw

    of 5-6 on one die.

    Gnomes gain a +1 to their Save versus

    magic.

    Dwarfs speak Dwarven, Common,

    and the language of small burrowing

    mammals.

    Gnome Limitations

    Gnomes may be Fighters of up to level

    6, Thieves up to level 6 or Wizards up

    to Level 6 or a combination, total

    levels not to exceed 12.

    They may not use a Bow, for it is too

    unwieldy for them.

    Since they are very small, they are

    limited to small weapons.

    Tree Folk

    Treefolk are sapient, animated trees which

    roam within the forests. They are

    consumed by Philosophy. There are no

    female Treefolk, the females having been

    lost at some time in the past. (They are

    not dead; merely lost.)

    Treefolk Special Abilities

    Treefolk are Large creatures. As

    such, they gain a +1 To-Hit and

    damage in skirmish, above and

    beyond any exceptional strength.

    They use the Ogre line to determine

    encumbrance on Table 2.1  in the

    Player’s book. 

    Treefolk may reach out to 10’ distant

     with their branches, to grasp or attack.

    Treefolk speak Common, Elven, and

    Giant. Some speak Druidic, which

    they have learnt from Men.

    Treefolk Limitations

    Treefolk may be Fighters only, of up

    to Level 8.

    They do not engage in Volley fire

    combat, for it is too foreign to them.

    Since they are very large, they are

    limited in the places they may enter,

    and it is hard to find a proper mount

    for them.

    Treefolk start at Level 1 standing 7

    feet tall, and grow one foot taller per

    level.

     Armour costs four to twenty times a

    much.

     As Treefolk are a quite deliberative

    people, they never win Initiative

    Should they fight on a side with being

    other than Treefolk, treat them astheir own side which always goes last.

    The Skeleton

    Occasionally, Lawful Men and Demi-Men

    shall find their work on Earth left undone

    upon their death. Should their bones be

    animated by magic, they shall be in contro

    & not bound to their animator. Such

    skeletons are consumed by Honour and

    are always Lawful.

    Skeleton Special Abilities

    Skeletons have unnatural armour

    They are immune to Piercing attack

    and while unarmoured, have an AC o

    9.

    Skeletons gain a +2 to their Surprise

    throws, surprising on a 4-in-6 throw.

    Skeletons do not require sustenance, do

    not need to breathe, and are immune to

    sleep and charm magic. Skeletons are

    eternal.

    Skeleton Limitations

    Skeletons may be Fighters only, of up

    to Level 8.

    Like all undead, they are Turned by

    Clerics as an undead of hit dice equa

    to their current level. However, they

    gain a Save versus this Turning.

    The preternatural creepiness of an

    obviously undead creature gives

    skeletons a -2 penalty to all Reaction

    Throws with the living, but a +2

  • 8/17/2019 0e Referee's Companion

    15/51

     

    15

    Reaction Bonus with the undead or dead. 

    Chapter Two: THE HIDDEN GAME

    NOW that you have a copy of the Player’s

    Guide and the Referee’s Companion, it

    should come as no surprise to you that

    someone is going to have to “run” the

    game. That someone is you.

    The Great Game is notoriously bad at

    explaining how one goes about this. It was

    generally assumed you would have met

    one of the authors personally, and

    perhaps played in their games. From that

     you would know what a game was

    supposed to be like.

    From our advantaged perched here, the

     very beginnings of the “Role-Playing

    Game” hobby enjoyed by so many, these

    embryonic games seem strange. The

    advice in the Player’s Guide is all theplayer needs to know how to enjoy the

     world you dream up. But in order for you

    to know what you need to invent in order

    to make your game world go, you shall

    need to know what is expected of you.

    So. What is Treasure Hunters? We shall

    assume you know what a RPG is.

    Treasure Hunters  is a RPG centred about

    the  episodic   adventures of a group of

    heroes in a game-world. The ongoing

    sessions of these adventures are

    collectively called a campaign.

    On the Grand Turn

    “Episodic” is of importance here.

    Treasure Hunters  does not simulate every

    day or moment, but rather the “peak

    experiences,” if you will. The rest is taken

    to happen in the back-ground.

    In order to gather up what is, and what is

    not critical to play at the table, let us look

    at the “grand turn” of a hero’s life. 

    1. Run through an adventure.

    2. Count up XPs and treasure.

    3. Bury your dead.

    4. Decide what activities, if any, the heroes

     will undertake in the mean-time.

     Anyone taken to 0 Hits or lower

    requires a week’s bed-rest.

     Anyone wanting to heal any sort of

    Hits damage requires the requisite

    time.

    Training: If leveling up, the hero

    needs to spend time and money to do

    so, including locating a suitable

    trainer.

    Scroll and Spell Book Prep: Wizards

    and Clerics write scrolls. This takes 1day per level of the spell so inscribed.

    Potion Manufacture: 1-6 days per

    potion.

    Sage consultation or the hiring of

    specialists: Time varies.

    Enchant an Item: Up to 30 days.

    Constructions of Various Kinds:

     Varies.

    Henchmen Recruitment: Varies.

    Simple shenanigans: Varies.

    Recovery from infection or disease: 1-

    6 weeks.

    Recovery from being Raised: 1 dayper day spent dead.

    Recovery from casting Raise Dead: 1

    day per level of he who was Raised.

    Buy spell components, new gear, &c.:

     Varies, but it could take many days

    depending upon the rarity of the

    item.

    5. Move the game calendar forward to the

    next time all of the heroes are free & clear

    of their duties.

    6. If a month has passed, many heroes will

    have upkeep costs to pay.

    7. Go back to #1.

    N.B. how little of that is played during

    table time! Much of it is of a mundane

    nature & can be presumed with

    appropriate book-keeping.

    The intent is to simulate sword-and-

    sorcery or high fantasy adventure stories,

    particularly the “pulp” variety of Howard,

    Leiber, & Vance, where the reader joins

    the heroes for the interesting bits, enjoys

    the tale, and leaves them until their next

    outing. We do not, for instance, watchthe great Paladin shopping for cheese or

     washing his underwear. Unless those

    events lead to something more exciting.

    On Resource Management

    Many of the mechanics in Treasure

    Hunters   are those of resource

    management e.g. Hits, food, arrows,

    money, torches, &c.

    But the top-line resource is in-game time

    Heroes who manage that the best wil

    succeed the easiest and fastest. If a hero

    (or his player) ignores henchmen, he wil

    have to do everything himself, and be

    shabbier for it.

    Players with Wizards will eventually wish

    to take an apprentice who can oversee his

    realm; Fighters will travel with a band o

    armed men; Thieves will find their

    shenanigans safer and more lucrative with

    a merry band of cut-throats to run. Any

    Cleric with ambition shall recruit like

    minded Men to his cause.

    In other words, managing time and

    multiplying your effort through the work

    of others (NPCs) is presumed in the rules As heroes gain power, they must seek ou

    subordinates in order to wield that power

    most effectively.

    None of this is written in stone. But it i

    important to understand the assumption i

    there in the rules. If you should decide to

    change the assumption, there may be

    knock-on effects which you are

    unprepared to deal with. Forewarned is

    forearmed.

    On the 2-12 Table

    The 2-12 Reaction Table is possibly the

    greatest single invention in the history o

    the RPG. Scarcely can it be improved

    upon.

    Reaction Table throws are an exception to

    the general rule that all throws ought to

    happen out in the open. You must have

    the players’ trust, so earn it by being fair

     with the dice.

    Table 2.1 is thrown against when any

    negotiation transpires between a PC andan NPC. As Referee, you are free to use

    it to adjudicate negotiations off-stage

    between NPCs, but it is suggested to do

    this away from the table, before or after

    the game proper.

    Table 2.1: Standard Reaction Table

    2 Dice Result

    2 Very Negative / Loyalty -1 &

    check

    3-5 Negative, Check Loyalty

  • 8/17/2019 0e Referee's Companion

    16/51

     

    16

    6-8 Uncertain, continue Parley

    9-11 Positive

    12 Very Positive / Loyalty +1

    "Uncertain" on this table is the players'

    clue to sweeten the pot. And the referee

    doesn't have to throw dice again. But if

    they do, then "negative" means the offer,

    even boosted, is refused; "uncertain" a

    second time means "MORE"; and

    "positive" means acceptance.

    This applies for negotiating with

    henchmen to hire, other NPC humanoids,

    trying to “sweet -talk ”  an ogre into not

    eating you because you're so polite, or

    frightening off some kobolds who mean

    the village no weal. The stakes and raises

    don't have to be monetary, though of

    course they certainly can be.

    It is up to the Referee to apply the

    appropriate modifiers. Usually Charisma

    should be applied. Relative perceivedpower ought to grant a -1 to +1 to the

    players’ side.

    Results of “Very Negative” and “Very

    Positive” ought to have some knock -on

    ramifications: perhaps the players have

    offended the Man-at-Arms so badly that

    he warns his fellows off of you. Perhaps

     you frighten the ogre so well, he decides

    to work for you for a time, and clear out

    the other monsters in his dungeon.

    But why use the table? The answer is

    twofold. First, substituting the dice for

     your judgment as Referee takes a little bit

    of pressure off of you. You don’t have to

    keep the personality and motives of every

    NPC in your head at all times. It also

    ensures results which are fairer than even

    an impartial Referee can consciously

    choose.

    Second, using the table injects a sense of

    uncertainty and the spark-of-life that will

    confound and delight both the Referee

    and the players. You as the Referee are

    also a player, and therefore deserve thesame sense of wonder and discovery the

    other players shall enjoy.

    There is a third reason as well,

    philosophical rather than mechanical.

    The older game is largely un-

    choreographed in the ways modern games

    are. The old style games are like an

    orrery, wound-up at the start of things by

    the Deistic Referee & watched by each of

    the several players as the movement

    unfolds; they are quite unlike a movie,

    book or play, where the actions of each

    player are closely directed.

    On Morale Throws

    Each henchman in the employ of a

    Player-Character or other subordinate has

    a Morale score which starts between 6 and8 based on the PC’s Charisma. 

     Whenever a condition arises where a

    monster would have to make a Morale

    throw, any followers of the PCs and NPC

    allies should make a Morale throw on two

    dice. A throw equal to or below the

    Morale score is a success. Should the

    NPC fail this throw, he will turn on the

    PCs, depart, or whatever action may seem

    appropriate to the Referee.

    Morale is a heat of the moment test. It'schecked in specific (stressful)

    circumstances such as skirmish in a

    similar fashion as a Saving Throw.

    On Loyalty Checks

    Table 2.2: LoyaltyLoyalty

    ScoreMorale Adjustment

    2 or less Will desert at first

    opportunity

    3-4 -2 to Morale

    5-6 -1 to Morale

    7 No Effect

    8-9 +1 to Morale

    10-11 +2 to Morale

    12+Need never check

    Morale

    Loyalty checks are similar to, but differen

    from Morale throws. Loyalty is much like

    another ability score (strength

    intelligence, &c.) It is a score generated on

    two dice that is more-or-less fixed for the

    period of an adventure, unless exceptiona

    circumstances dictate that it should be

    adjusted. It's up to the player whether he

    attempts to cultivate higher Loyalty

    amongst his hirelings (or not!) by goodtreatment, increased payment, &c. Thi

    number is kept in secret from the players

    by the Referee & is thrown on two dice.

    It is modified by situational modifiers

    presented in Table 2.3 and re-thrown (tha

    is, generated anew) at the end of any

    adventure.

    Loyalty Adjustments

    Table 2.3: Loyalty Adjustments

    Modifier Loyalty Adjustment

    Different alignment

    or kind-2 each

    Unpopular Lord -1

    Popular Lord +1

    No festival last season -1

    Extra festival last

    season+1 per festival

    Master switched

    religions-2

    Charisma Modifier modifier

     Years of Service +1 per year

    Gave gift -1 to +2

    Free Training +1 per Level

    Loyalty modifies Morale. A hireling'

    Loyalty score can adjust Morale from the

    6-8 starting range: if a hireling is very loya

    he is less likely to abandon his master

    under duress. If he is disloyal, then he is

    more likely to abandon his master under

    duress. Of course, a Loyalty scores of 2

    or less or 12 or more mean that the

    hireling or henchman never needs to

    check Morale because the result is a fai

    accompli ; but this situation still counts as a

    time when a Morale check would havebeen made.

    There are many situations where the

    Loyalty score supersedes the Morale

    throw: Are any of your

    hirelings/henchmen pocketing extra coin

    or shirking their duties? Cook inflating the

    price of journey bread, exchequer

    skimming from taxes? To answer these

    questions, look to the NPC’s Loyalty

    score. Issues of service are influenced by

  • 8/17/2019 0e Referee's Companion

    17/51

     

    17

    Loyalty but they have nothing to do with

    Morale, since there is no life-or-death or

    equally traumatic struggle taking place.

    Loyalty is not a quantity to be checked

    precisely with a throw-of-the-dice, but

    rather used to judge the quality of service

    a particular henchman or other

    subordinate provides to the PC. It

    modifies Morale as on Table 2.2 and is

    itself modified by Table 2.3  but is neverthrown against by itself. It represents an

    intermediate step between the PC’s raw

    Charisma and the actual relationship he

    has with each of his several followers.

    From this perspective Loyalty and Morale

    are quite different. Morale is a test , whilst

    Loyalty is a quantity .

    Morale and Loyalty are tools which help

    the Referee determine the reactions of

    individual NPC companions to the Player-

    Characters. They inject a degree ofautonomy & breathe life into these

    characters separate from the animating

    force with which the Referee shall imbue

    them.

    On Player Agency

    Much has been written by the usual

    suspects on the philosophical ideal of

    player agency. This is the principle that

    each choice that the several players make

    ought to have a consequence that isdifferent from those consequences that

    flow from making a different choice. In

    other words, each choice presented ought

    to be meaningful.

    This is addressed obliquely in the

    Foreword of the Play er’s Rules. Players

    are entreated to create characters with

    their own motivations and then to seek

    out Adventure on their own, rather than

    act as passive observers or “content

    tourists” in adventures directed by the

    Referee. In order to encourage players tomake these kinds of characters and play in

    this way, it is incumbent upon you as the

    Referee to reward players who self-direc

    by providing legitimate choices to them.

    This can be as simple as ensuring the

    dungeon’s rooms connect together in a

    non-linear way, or it can be as complex as

    generating several possible adventures

    populating them across a large fleshed-ou

    continent, creating several NPCs each with

    his own rumours to give, and telling theplayers to “get after it.” 

    In the following two chapters, specific

    advice is given on how to go abou

    constructing a “dungeon” and how to

    generate and populate the wilderlands

    Bear in mind the concept of player

    agency, and you shall find the unfolding o

     Adventures to be as rewarding for you a

    it is for the rest.

  • 8/17/2019 0e Referee's Companion

    18/51

     

    18

    Chapter Three: ON CREATING A DUNGEON

    Before the players can explore the Mythic

    Underworld, the Referee must map at

    least one such dungeon on a sheet of

    graph paper. A dungeon should have

    many levels and sub-levels that are

    interconnected by stairs, trap doors,

    chutes, slanting passages and so on. First,

    draw a cross section of the entire structureto best understand the means of egress

    between the various levels.

     A dungeon need not be mapped

    completely –  indeed its boundaries may

     well be limitless. It should, however,

    extend as far as the players are likely to

    explore in their initial delve. Therefore,

    plan much of the first level and some parts

    of the second & third levels. Each square

    of a dungeon level plan should represent

    10’ in the dungeon. Dungeon maps must

    remain unknown to the players.

    There ought to be several dungeon

    entrances, that there be a number routes

    between the various levels, & that richer

    areas be harder to find. Deeper dungeon

    levels will be more rewarding but also

    more dangerous, so players should usually

    be allowed to navigate to the desired

    dungeon level when such routes are

    known. Having drawn a cross-section and

    begun mapping of the first few levels, the

    Referee shall note at least one entrance to

    the dungeon (an entry into the firsdungeon level) on his Wildernes

    campaign map and give the dungeon an

    evocative name.

     A Sample Dungeon Cross-Section:

    [DUNGEON CROSS SECTION] 

    On Populating a Dungeon

     With a dungeon level planned, or

    substantially so, the Referee must

    distribute monsters, traps and treasure

    through-out it. The principle treasures

    should be placed thoughtfully then

    random determination used to fill the

    balance of the level (or vice-versa). The

    Referee should throw two dice for each

    chamber or extensive passage and consult

    the following table.

    Table 3.1: Random Dungeon Rooms