FMC BW
FMC BW
MEDIEVAL
CAMPAIGNS
FANTASTIC MEDIEVAL CAMPAIGNS, VERSION GAMMA
Copyright © 2023 Marcia B. All rights reserved. The publication and its textual content
is licensed under CC BY-NC-SA 4.0. The author does not endorse derivatives by bigots.
ILLUSTRATIONS
Ben Overmyer (CC BY 4.0): pp. 109, 111, 115, 176.
Emanoel Melo (CC BY 4.0): pp. 132, 140.
Emiel Boven (CC BY 4.0): pp. 19, 39, 40, 54, 55, 80, 91, 93, 100, 107, 131, 153, 161,
164, 167, 183, 197, 200.
Gus L. (CC BY-NC-SA 4.0): cover; pp. 123-5, 149.
Hodag RPG (CC BY 4.0): pp. 1, 4, 5, 7, 9, 13, 24, 26, 31, 38, 57, 65, 70, 75, 82, 88, 104,
121, 126, 127, 139, 146, 169, 188.
Kalin Kadiev (CC BY 4.0): p. 102.
MorrieB (CC BY 4.0): p. 15.
Nick L.S. Whelan (CC BY 4.0): pp. 16, 33.
Skullboy (CC BY-NC-ND 4.0): p. 85.
Thank you as well to Alex Chalk, Alison Candiloro, Ava Islam, Bee, Ben Laurence,
BlindAudelay, Brendan S., Comrade Pollux, CountingWizard, Daniel Collins, Derek B.,
DymeNovelti, Emmy Verte, Ènziramire, Idle Cartulary, Ian McDougall, John B., Joshua
McCroo, Kordell Stewart, LtPinback, Luke Gearing, Magnolienne, Milton, Miranda
Elkins, Peter C., qpop, Ramanan Sivaranjan, Ruby Lavin, SageDaMage, Sandro A.D.,
SebastianDM, Ty Pitre, Vodka Gobalsky, Walton Wood, Warren D., Wayspell, W.F.
Smith, Yochai Gal, Zedeck Siew, and Zenopus Archives.
MY SOUL YEARNS TO SPEAK OF FORMS CHANGED INTO NEW BODIES.
INTRODUCTION
FANTASTIC MEDIEVAL CAMPAIGNS is a new version of the ruleset for fantasy wargaming
campaigns, ûrst published in 1974. As such, this compiler does not feel compelled to
tell you that this book is at all complete, since it is theoretically and practically not so.
The variety of readings of the original text emerge from a variety of perspectives4from
historical wargamers to science-fantasy enthusiasts to casual players4and the tension
between these conûicting interpretations of the text gave rise to the role-playing game
hobby as it exists today.
This book contains suggestions and guidelines for how to design and run your own
fantasy campaign. In keeping with the spirit of the originals, you may use, ignore, or
modify as many of the rules given here as you desire, whether due to your own
personal preference, to meet the needs of players as the campaign develops and
progresses, or mere whim. Feel free to make such changes in the margins of this book
itself. It9s your book. It9s not limited edition or anything.
Chapter I explains possible characters one might play, and spells cast by characters
who are magically inclined. Chapter II details monsters and creatures, and the sorts of
treasure they guard, that might be encountered by those characters. Chapter III
describes the base procedures of the campaign and how to prepare such a campaign
for play. Having read all three chapters, you will have learned a ûexible framework to
design and play a fantasy campaign wherein characters rise in stature from rags to
riches, or else meet a grisly end trying.
PREPARATION 3
PREPARATION
The recommended age for players is 12 years and older. You will require the following
materials:
ø FANTASTIC MEDIEVAL CAMPAIGNS! ø Graph paper (six lines per inch is best).
ø One pair of 4-sided dice. ø Sheet protectors.
ø One pair of 8-sided dice. ø Three-ringed lined paper.
ø Four to twenty pairs of 6-sided dice. ø Drafting equipment and colored pencils.
ø One pair of 12-sided dice. ø Scratch paper and pencils.
ø One pair of 20-sided dice. ø Imagination.
ø Chain of Command for miniature rules. ø Four to ûfty players.
ø One three-ring notebook per participant. ø One patient referee.
The referee prepares the campaign for the other players. First, they must draw at least
half a dozen levels of the Underworld, populate them with horrible monsters, and then
distribute treasure for the adventurers to recover. This process is described in greater
detail in Chapter III.
Each player must decide what role they are playing in the campaign, e.g. whether they
are human or not (pp. 6-7), and whether they are a ûghter, a mage, or a cleric (pp. 4-5).
Then their characters will advance as they gain <experience= if they survive (pp. 20-3).
TYPES OF CHARACTERS
You may decide to change type later, but only if you have an unmodiûed ability score of
16+ in the prime requisite area of the class (p. 10). Elves are not restricted in this way!
Fighters include the characters of elves, dwarves, halûings, and of course humanfolk.
They can use all magical weaponry and have more hit dice than do other characters.
However, they can use few types of magical items besides weaponry, and no spells.
Fighters that attain the level of Lord may conquer land, build castles, and levy taxes.
The base income for a barony is a tax of 10 gold pieces per inhabitant per game year.
Lords may invest in their property in order to improve tax revenue (p. 147).
Mages are restricted to humanfolk and elves. Those that attain the level of Wizard are
perhaps the most powerful characters, but being initially weak they require protection
from ûghters. They may use all sorts of magical items except for magical weapons and
armor (unless the mage is an elf). Moreover, they may only wield daggers in combat.
Wizards may manufacture such items as potions, scrolls, and any other magical items
for use or for exchange. The item9s value depends on the cost of manufacture and the
quantity of game time required to enchant it (p. 54).
Clerics are restricted to humanfolk only. They gain some advantages from ûghters and
mages insofar as they may put on magic armor and wield all non-edged magic weapons
(no arrows!), as well as their own selection of spells. Moreover, they can use a greater
variety of magical items than can ûghters.
NON-HUMAN TYPES
Dwarves can only be ûghting characters, and cannot progress beyond the sixth level.
They have a high degree of magic resistance, such that their player adds 4 levels when
rolling saving throws; for example, a sixth-level dwarf saves as a tenth-level human.
They are keenly aware of slanting passages, dangerous traps, shifting walls, and recent
construction in the Underworld. Finally, they are able to speak the tongues of gnomes,
kobolds, and goblins alongside common speech.
Elves can begin as either ûghters or mages and freely switch class in between sessions,
but not in the middle of an adventure. They may use both magic spells and weapons,
and use magic armor while acting as mages. However, they may not progress beyond
fourth-level ûghter nor eighth-level mage. They easily detect hidden or secret doors.
Finally, they are able to speak the languages of orcs, hobgoblins, and gnolls in addition
to their own (Elvish) and common speech. Refer to p. 198 to learn more.
Halûings are limited to the ûghter class, and cannot progress beyond the fourth level.
However they have magic resistance as dwarves do (adding 4 levels for saving throws),
and incredible missile accuracy. Refer to p. 199 to learn more.
í
There is no reason that you cannot be allowed to play as any type of character, so long
as you begin relatively weak and work your way up to the top. For example, if you
wanted to play as a dragon, you would have to begin as a young one and advance like
other characters. Align with your referee on your character9s own path of development.
NON-HUMAN TYPES 7
8 CHAPTER I: MORTALS & MAGIC
CHARACTER ALIGNMENT
Prior to the game, you must determine your ûgure9s cosmic stance, limited as below.
LANGUAGES
Each type of creature has its own language, though 20% of non-humans also know the
common human tongue. Each alignment also has its own particular divisional tongue,
known only by members of that stance but recognized as such by all creatures of any
alignment. That is to say that a chaotic creature who hears another creature speak the
language of lawful beings will recognize it and immediately become hostile and attack.
As discussed on the next page, characters determined to be highly intelligent will speak
additional languages of other creatures.
10 CHAPTER I: MORTALS & MAGIC
DETERMINATION OF ABILITIES
The referee will roll 3 dice to rate your character9s six categories of ability and help you
select one of the aforementioned roles. Note your scores, roll 3 dice for how many tens
of gold pieces you start with (from 30-180), and then pick a character class.
Strength is the prime requisite for ûghting types. Clerics use strength on a 3-for-1 basis
in their prime requisite, but only for the purposes of gaining experience. Strength will
also help characters in opening traps and so on.
Intelligence is the prime requisite for mages. Both ûghters and clerics use intelligence
in their respective prime requisites on a 2-for-1 basis. A character with an intelligence
above 10 may learn an additional language for every point above 10.
Wisdom is the prime requisite for clerics. It may be used on a 3-for-1 basis by ûghters,
and a 2-for-1 basis by mages, for their respective prime requisites.
Above are the eûects of prime requisite scores on a character9s rate of advancement.
Only points above 9 may increase the prime requisite score in the ratios noted.
DETERMINATION OF ABILITIES 11
Constitution represents your character9s health and endurance. It will inûuence such
things as the number of hits they can take and how well they can withstand severe
eûects such as paralyzation, petriûcation, etc.
Dexterity indicates your character9s missile ability and also their agility with actions
such as striking ûrst, casting a spell, etc. A score of 13 or more lets you add 1 pip when
ûring a missile, whereas a score of 8 or less means you must subtract 1 pip.
In addition, charisma can be used to decide (e.g.) whether or not a witch will turn you
into a frog or enchant you into her lover. It will also help you to attract employees or
various monsters to your character9s service.
12 CHAPTER I: MORTALS & MAGIC
NON-PLAYER-CHARACTERS
Players may employ one or more non-player-characters of the lowest experience level.
These may be nothing more than mercenaries hired to participate in and share the
proûts from some adventure. However, it is likely that the players will want to acquire a
regular entourage of various character classes, monsters, and an army of some form.
You may advertise by posting notices at inns and taverns, frequenting public places to
seek out the desired employee, or sending messengers to wherever the desired type
might be found (e.g. Elûand or Dwarûand). The referee determines how much time and
money your eûorts cost. Once some response has been obtained, you must make an
oûer to tempt your prospective hireling into employment.
A minimum of 100 gold pieces would be required to entice a human being into service.
Dwarves are more interested in even more gold, mages and elves desire magical items,
and clerics desire to serve their patron deity in some way.
RECRUITING MONSTERS 13
RECRUITING MONSTERS
You can employ a monster if they are of the same alignment as you, or if they have been
charmed and can thereby be ordered to serve you. The term <monster= includes anyone
that inhabits a dungeon, including even certain humanfolk, so this is one way for you to
enlist higher-level characters into your own character9s service.
You must oûer the monster a reward to entice them into accepting employment by you
(i.e. not just sparing their life). The monster will react randomly to your oûer, as the
referee rolls 2 dice and adjusts for charisma and any other circumstances.
Hirelings serve loyally if they are paid on time, are treated fairly, and receive bonuses
for endangerment. One9s loyalty is determined by rolling 3 dice plus any modiûers, and
players cannot know this score without reading thoughts. Loyalty should be rechecked
periodically. Length of service, rewards, and so on will bring additional pluses, whereas
poor treatment will bring minuses.
INHERITANCE
The referee may allow you to designate one relative of your character to inherit their
property if for any reason they unexpectedly go missing for, say, one game-month. The
relative would then inherit the character's estate, paying 10% tax on all property value.
The relative must start at the lowest level of their chosen class, but they will have the
advantage of having received an inheritance.
If the original character returns, they take possession of their estate once more (at the
referee9s discretion as to the relative9s willingness to give it up) but must pay another
10% tax to regain their property. The relative may also live on as a non-player-character
in the service of the original player-character. Their loyalty would be set at a penalty of
0 to 36, and they may intrigue to regain control from the original character.
Characters without a relative will lose all their possessions should they disappear and
not return before whatever amount of time is decided upon as establishing death.
16 CHAPTER I: MORTALS & MAGIC
There is no limit to how high your character may advance. Distinct names have been
included for base levels, but this does not inûuence progression per se.
HIT DICE
The ûrst value, appended with a 9d9, shows the number of dice rolled to determine how
many hits a character can take. Plusses are the number of pips to add to the total of all
dice rolled, not to each die. Thus a Lord gets 9 dice plus 3 pips, not 9 dice plus 27 pips.
FIGHTING CAPABILITY
This is a key to use with the medieval wargaming system given in Chain of Command.
Classes are represented as one or more ûgures on a battleûeld, depending on the scale.
Hence one ûgure is a measure of ûghting capability with respect to the capabilities of
one regular troop, though the type of troop depends on the weapons and armor of the
character themselves. Special ûgures like heroes and wizards have unique capabilities.
STATISTICS REGARDING CLASSES 21
Spells
Fighter Level Experience Hit Dice Fighting Capability
123456
1. Veteran 0 1d + 1 1 ûgure + 1 333333
2. Warrior 2,000 2d 2 ûgures + 1 333333
3. Swordsman 4,000 3d hero 3 1 or 3 ûgures 333333
4. Hero 8,000 4d hero 333333
5. Swashbuckler 16,000 5d + 1 hero + 1 or 5 ûgures 333333
6. Myrmidon 32,000 6d hero + 2 or 6 ûgures 333333
7. Champion 64,000 7d + 1 superhero 3 1 333333
8. Superhero 120,000 8d + 1 superhero 333333
9. Lord 240,000 9d + 3 superhero + 1 333333
Spells
Mage Level Experience Hit Dice Fighting Capability
123456
1. Medium 0 1d 1 ûgure 133333
2. Seer 2,500 1d + 1 1 ûgure + 1 233333
3. Conjurer 5,000 2d 2 ûgures 313333
4. Theurgist 10,000 2d + 1 2 ûgures + 1 423333
5. Thaumaturgist 20,000 3d 3 ûgures 421333
6. Magician 35,000 3d + 1 3 ûgures + 1 422333
7. Enchanter 50,000 4d hero 3 1 432133
8. Warlock 75,000 5d hero 433233
9. Sorcerer 100,000 6d + 1 hero + 1 433213
10. Necromancer 200,000 7d wizard 444323
11. Wizard 300,000 8d + 1 wizard 444333
Spells
Cleric Level Experience Hit Dice Fighting Capability
123456
1. Acolyte 0 1d 1 ûgure 333333
2. Adept 1,500 2d 1 ûgure + 1 133333
3. Priest 3,000 3d 2 ûgures 233333
4. Vicar 6,000 4d 3 ûgures 213333
5. Curate 12,000 4d + 1 3 ûgures + 1 223333
6. Bishop 25,000 5d hero 221133
7. Lama 50,000 6d hero 222113
8. Patriarch 100,000 7d hero + 1 222223
All successful hits do 1-6 points of damage unless noted otherwise. Fighters improve
their ûghting ability every 3 levels, clerics every 4 levels, and mages every 5 levels.
Refer to the tables on the opposite page to determine what score must be met or
exceeded on a 20-sided die to land a hit, based on the target9s armor class.
Armor class is decreased by 1 pip for missiles shot at medium range or by 2 pips for
missiles shot at short range.
CLASSIC COMBAT SYSTEM 25
SAVING THROWS
Rolling greater than or equal to the score indicated means that there is either no eûect
(e.g. of death ray, wand magic, petriûcation, or spell) or one-half eûect (e.g. ûre balls,
lightning, wands of cold).
SAVING THROWS 27
1-3 12 13 14 15 16
4-6 10 11 12 13 14
7-9 8 9 10 10 12
10-12 6 7 8 8 10
13+ 4 5 5 5 8
1-5 13 14 13 16 15
6-10 11 12 11 14 12
11-15 8 9 8 11 8
16+ 5 6 5 8 3
1-4 11 12 14 16 15
5-8 9 10 12 14 12
9-12 6 7 9 11 9
13+ 3 5 7 8 7
28 CHAPTER I: MORTALS & MAGIC
KNOCK Range 6=
Opens secret doors, held portals, magically-locked doors, barred or otherwise secured
gates. See Hold Portal (p. 30) and Wizard Lock (p. 33).
FIRE BALL
Shoots out from the caster9s ûnger and explodes with a radius of 2=. The shape of the
ball will conform to the shape of the space, and the damaged dealt will be in proportion
to the user9s magic level (e.g. a sixth-level mage rolls six dice of damage).
LIGHTNING BOLT
Creates a bolt of lightning 6= long and up to 3/4= wide. If the space is not long enough to
support the full length of the bolt, the missile will double back and possibly even hit its
creator, though it will not do so for more than 24=. Otherwise as Fire Ball.
CONFUSION
Immediately eûective against creatures with 2 or less hit dice. Otherwise, the caster
rolls a 12-sided dice below or equal to their mage level in order to avoid a 1-turn delay.
Creatures with 4 or more hit dice can make a saving throw against magic to avoid
being aûected for each turn the spell lasts lest they become confused. The spell will
aûect 2-12 creatures plus one for each level above eighth of the magic-user. Roll 2 dice
to determine how the creatures act while confused. On a 2-5, they attack the party. On
a 6-8, they stand idly. On 9-12, they attack each other.
DIMENSION DOOR
A limited version of Teleport which allows an object to be teleported up to 36= in any
direction, even up or down. The spell cannot be miscast, so the object always arrives
exactly where it is expected to by the caster.
POLYMORPH OTHERS
Unlike Polymorph Self, this lasts until it is dispelled. The recipient also receives all
characteristics of the new form, e.g. breathing ûre if turned into a dragon, except for
any mental abilities.
38 CHAPTER I: MORTALS & MAGIC
REMOVE CURSE
Removes a curse. Casting this on a cursed sword would turn it into an ordinary sword.
User must be adjacent to the object.
ANIMATE DEAD
Animates corpses into zombies, and skeletons into& skeletons. For how many such
monsters are created, roll 1 die per magical level of the caster (this requires corpses).
Lasts until the spell is dispelled or until the undead are redead.
CONJURE ELEMENTAL
Conjure an elemental of one of four types: air, water, ûre, or earth. Only one of each
type may be summoned by a magic-user per day. Lasts until the elemental is dispelled
or until the mage breaks concentration, in which case the monster will turn on their
creator. A conjured elemental will have 16 hit dice.
MAGE SPELL DESCRIPTIONS, 5TH LEVEL 41
If the caster goes insane, they will remain as such for a number of weeks equal to the
level of the plane they had tried to contact, and they will remain totally incapacitated
until that time has passed. For each level above the eleventh, the user should have a
5% better chance of retaining their sanity.
The spell is usable only once per game week, or at the referee9s discretion.
42 CHAPTER I: MORTALS & MAGIC
FEEBLEMIND
May cause another magic-user to become feeble-minded until the spell is dispelled.
This spell has a 20% better chance of success than others. This means when a mage
attempts to save against the spell, the score to meet or exceed increases by 4 pips.
MAGIC JAR
The user houses their soul inside an inanimate object and then attempts to possess the
body of any other creature within 12= of their so-called magic jar (literal or otherwise).
The user9s soul-container must be within 3= of their body at the time the spell is cast.
The creature whose body is to be possessed can make a saving throw.
If the possessed body is destroyed, the mage9s spirit returns to their magic jar and from
there it can either return to the mage9s original body or attempt another possession.
However, if the mage9s original body is destroyed, they must ûnd a new body to keep.
MAGE SPELL DESCRIPTIONS, 5TH LEVEL 43
TELEPORT
Instant transportation from place to place. Teleporting to an uncertain area has a 75%
chance of killing the one teleported. If the user is uncertain about the topography of the
destination, roll percentile dice. A score from 1-10% indicates death if solid material is
contacted, and a score from 91-100% indicates that the user will fall from 10-100 feet.
However if the magic-user has carefully studied the area, they only have a 1% chance of
teleporting <low= and a 4% chance of teleporting <high= (now from 10-40 feet).
CONTROL WEATHER
Execute one of the following weather control operations: Rain, Stop Rain, Cold Wave,
Heat Wave, Create Tornado, Stop Tornado, Deep Clouds, or Clear Sky. Whew!
DISINTEGRATE Range 6=
Cause any non-magical material to disintegrate. Creatures must make a saving throw.
GEAS Range 3=
Forces a recipient to perform a task desired by the caster. Any attempt to deviate from
the task results in weakness and eventually death. The referee must carefully manage
the casting and performance of the geased individual. Lasts until the task is completed.
INVISIBLE STALKER
Conjures a supernatural monster that follows the command of the caster to the letter.
Then it will continue on its mission until it is completed, regardless of time or distance.
They cannot be dispelled once conjured except by death. Read more in Chapter II.
MAGE SPELL DESCRIPTIONS, 6TH LEVEL 45
REINCARNATION
Brings a dead character back to life in the form of perhaps another race. Roll on the
cosmic alignment table corresponding to their original alignment for the reincarnated
individual9s new form. If they come back as a human being, roll again for class and roll
1-6 for their level in that class. Do this also for elves and dwarves.
Underlined spells have opposite eûects when cast by evil (i.e. chaotic) clerics, because
they9re evil. For example, the Raise Dead spell becomes Finger of Death.
CLERIC SPELLS TABLE 47
ø Number: The score to match or exceed to turn away, rolled with 2 dice.
ø T: Undead are immediately turned away, equal in number to 2 dice.
ø D: Undead are immediately dispelled or dissolved, equal in number to 2 dice.
Hit dice values of the undead monsters are given to adapt the cleric9s abilities against
undead monsters of the referee9s making.
48 CHAPTER I: MORTALS & MAGIC
CURE DISEASE
Cures any sort of disease. This is the only way to remove a disease caused by a curse.
REMOVE CURSE
Removes a curse. Casting this on a cursed sword would turn it into an ordinary sword.
User must be adjacent to the object.
CLERIC SPELL DESCRIPTIONS, 4TH LEVEL 51
CREATE FOOD
Create enough food to last 12 party members for a whole day. This doubles for each
cleric level past the eighth, e.g. a tenth-level cleric can create food for 36 individuals.
QUEST
Compels another character to do a quest lest the cleric curse them any way desired.
The referee bases the eûcacy of the curse based on the phrasing of the curse and both
the alignment and actions of the victim.
CLERIC SPELL DESCRIPTIONS, 5TH LEVEL 53
Evil clerics (i.e. those who are chaotic) cannot raise the dead but they instead can kill
any creature within 12= upon a failed saving throw. Good clerics may cast this spell
just sparingly, since misuse of it will turn them into a bad cleric. Presumably, an evil
cleric also becomes good when they raise one too many corpses.
54 CHAPTER I: MORTALS & MAGIC
MAGICAL MANUFACTURE
Mages and clerics both carry one spell book per level of magic they use. To duplicate
such a book of spells, it costs the same as researching a spell of that magical level. For
example, it costs 2,000 gold pieces to duplicate a ûrst level spell book.
Wizards4that is, mages of the eleventh level or greater4may produce various kinds of
magical items, the costs of which are a function of the item9s potency.
MAGICAL RESEARCH
Both mages and clerics may expand their knowledge of magic by researching spells.
The cost of research depends on the level of the magic being researched: the ûrst level
costs 2,000 gold pieces, second costs 4,000, third costs 8,000, fourth costs 16,000, ûfth
costs 32,000, and sixth costs 64,000. It takes one week to attempt to research a spell.
For every amount of gold pieces equal to the base amount of investment required, there
is a cumulative 20% chance of success at researching the spell. Thus spending 10,000
gold pieces to research a ûrst level spell will take one week with a 100% success rate.
The researcher can only research spells of the level of magic they are able to use,
though they may share their research with others of the same skill level.
Monster Reference Table ........................................................................................................... 58
Monster Descriptions.................................................................................................................. 64
Other Monsters............................................................................................................................. 93
Categories of Treasure ............................................................................................................... 94
Magic Items & Treasure Maps.................................................................................................. 96
Categories of Magic Items ......................................................................................................... 97
Magic Swords ............................................................................................................................... 98
Magic Armor ...............................................................................................................................104
Miscellaneous Magic Weapons...............................................................................................105
Magic Scrolls & Curses ............................................................................................................106
Potions .........................................................................................................................................108
Magic Rings.................................................................................................................................110
Wands & Staûs ...........................................................................................................................112
Miscellaneous Magic Items .....................................................................................................114
Magic Item Saving Throws ......................................................................................................117
Artifacts ........................................................................................................................................118
Metals, Gems, & Jewels ............................................................................................................119
CHAPTER II
58 CHAPTER II: MONSTERS & TREASURES
Armor Class (AC) is used to determine whether or not an attack against this monster
succeeds as per pp. 24-5. Bracketed values refer to <ascending AC= (pp. 228-9).
Movement (Mv.) is the monster9s movement rate on the tabletop, which is converted to
diûerent scales depending on the environment in which the encounter takes place; e.g.,
it is converted to tens of feet while in the Underworld. If a second number is given, that
indicates the ûying speed of the monster whereas the ûrst indicates walking speed.
Hit Dice (HD) is used to determine how many hit points a monster of that type may
sustain before defeat. It is also used to indicate how many rolls a monster of that type
are allowed when attacking a regular ûgure, with any modiûer being applied to only
one such attack. For example, a troll makes 6 attacks, and adds 3 pips to one of them.
Treasure Class (TC) indicates the type and quantity of treasure guarded by a monster
(pp. 94-5). Sometimes an amount of gold pieces (g.p.) is given instead of or alongside
the normal treasure types. For example, goblins are said to each possess 1-6 pieces,
whereas ogres are said to have 1,000 pieces each in addition to treasure of type C in
their lair.
MONSTER REFERENCE TABLE 59
MONSTER DESCRIPTIONS
ANIMALS, LARGE No. 2-16, AC 4, Mv. 4, HD 4, Lair 4, TC 4
This includes giant insects and prehistoric megafauna, like dinosaurs. Armor class can
range from 9 to 2, while hit dice can range between 2 and 20 (e.g. a Tyrannosaurus rex
might have 20 hit dice& apparently). They should deal 2-4 dice of damage.
It also has a base saving throw of 6 against magical spells, although the diûculty of this
roll increases by 1 pip for each mage level past the eleventh. Thus the balor must throw
a 7 versus a mage of the twelfth level.
If an armored character runs through a black pudding, it will corrode the boots and
leggings of the armor suit such that these pieces will fall oû the next turn. Finally, it can
crawl through small crevices and on ceilings or walls.
66 CHAPTER II: MONSTERS & TREASURES
Djinni can create illusions which last until touched, without having to concentrate to
sustain them. They can also form a living whirlwind that is 1= at the base, 2= at the top,
and 3= tall, and which acts as an air elemental.
MONSTER DESCRIPTIONS 67
If 2 dragons are encountered, they will be a mated pair of adult dragons. If 3-4 dragons
are encountered, they are a family unit of 2 adult parents and 1-2 very young children.
If one parent is attacked, the other parent will attack at double damage unless they are
being simultaneously attacked.
If the adventurers want to subdue the dragon, hits scored against that dragon count as
subduing rather than killing points. Each round, the referee calculates the percentage
of subduing hits over the dragon9s maximum hit point count. Then they roll percentile
dice to ûnd if the dragon has been subdued. No more than eight human-sized creatures
can participate. A dragon will remain subdued until they see an opportunity to escape.
Subdued dragons can be sold for 500-1,000 g.p. (i.e. 400 + 100 × 1-6) per hit point.
DRAGONS (CONTINUED) No. 1-4, AC 2 [17], Mv. 9/24=, HD 5d to 12d, Lair 60%, TC H
There are six kinds of dragon, each with diûerent breath weapons and other attributes.
A dragon is able to use its breath three times per day, so sometimes it will bite instead.
On a two-dice score of 7 or more, the dragon will breathe if it has any uses left that day.
There are three shapes of dragon9s breath:
Sleeping dragons may be attacked with a free melee round by the attacker, plus 2 pips
on hit dice for hitting. Taking advantage of elemental vulnerabilities gives the attacker
1 pip per die, while resistances subtract 1 pip instead; for example, an efreet attacking
a white dragon deals 10 extra damage. Only talking dragons can use magic. 60% of
dragons have the hit dice value listed whereas 20% have one less and 20% one more.
Dwarves are diûcult to hit by clumsy big monsters like ogres, giants, and so on owing
to their short stature; because of this, such monsters deal half damage against dwarves.
Refer to Chain of Command for more information (p. 196).
Only one elemental of each type can be created per day. concentrate on controlling the
elemental lest it attack its creator or anything in its path. Moving, being attacked, or any
other action will break their concentration. Once control is lost it cannot be regained.
Air Elementals move by ûying at a rate of 36=. When engaged in aerial combat, they
add +1 to damage of which they normally deal 1 die. They can turn into a whirlwind
and sweep all nearby creatures under 2 hit dice away. The size of the whirlwind is 3= at
the base, 6= at the top, and a height equal to their hit dice.
Earth Elementals move 6= per turn and cannot cross water, but they deal 3 dice of
damage against any opponent they hit that stands on the earth, or else 2 dice. They can
act as a battering ram against walls and score 3-18 damage hitting them.
Fire Elementals move 12= per turn, and they score either 2 dice of damage against all
non-ûre-using opponents or 1 die plus 1 pip against ûre-using opponents. They cannot
cross water and must be conjured from ûame or lava.
Water Elementals move 18= through the water per turn, or otherwise only 6= per turn.
In water they score 2 dice of damage, but they only score 1 die outside the water. They
must be conjured from a body of water.
MONSTER DESCRIPTIONS 73
One half of elves in an army carry bows, the other half spears, and all also have swords.
They can move silently and appear invisible while wearing their gray-green cloaks.
Those armed with magical weapons add 1 pip per die of damage.
74 CHAPTER II: MONSTERS & TREASURES
GIANTS No. 1-8, AC 4 [15], Mv. 12=, HD 4, Lair 30%, TC E + 5,000 g.p.
These monsters act as light catapults, being able to throw stones as such. They will
otherwise deal 2 dice of damage when hitting a foe due to their large weapons.
Wandering giants can carry from 1,000 to 6,000 gold pieces in their shoulder sack.
GOBLINS No. 40-400, AC 6 [13], Mv. 9=, HD 1d 3 1, Lair 50%, TC 1-6 g.p.
Being the natural enemy of dwarves, goblins will automatically attack any dwarf it sees.
They can see well in darkness, but subtract 1 from both their attack and morale dice
while ûghting in daylight. Likewise subtract 1 pip from their hit points as indicated, but
to a minimum of 1 pip. The goblin king and his 5-30 guards ûght as hobgoblins (p. 77).
They are otherwise as in Chain of Command (p. 199).
76 CHAPTER II: MONSTERS & TREASURES
There is also a chance that each powerful ûgure will possess magical items as follows:
ø Fighters have a 5% per level chance of having a magical sword, shield, or armor.
ø Mages have a 5% per level chance of having a magical staû, ring, or misc. magic.
ø Clerics have a 5% per level chance of having a magical misc. weapon or armor.
Any one bandit has a 50-50% chance of being either chaotic or neutral. Brigands are a
type of bandit only aligned with Chaos and with +1 morale.
MONSTER DESCRIPTIONS 79
Berserkers are bloodthirsty warriors. They will have exceptional ûghters in their ranks
at the same rate as bandits. They never check morale, and when ûghting regular folk
they add +2 to their dice score due to their bloodlust. Their armor class is as leather,
they move 12=, and each individual has 1 hit die plus 1 pip. They are all neutral.
Buccaneers are seafaring bandits. 60% are light foot, 30% light crossbow, and10%
heavy crossbow. Pirates are buccaneers aligned with Chaos.
Troglodytes ûght as second level ûghters armored with weapons as morning stars.
They have no armor, but each has 2 hit dice. They have 31 morale and are neutral.
Nomads are mounted raiders who live on the steppe or in the desert. Encampments
are guarded by an additional 20-40 medium foot armed with composite bows.
Zealots are fanatic, lawful nomads who ûght as berserkers with 1 hit die plus 1 pip,
and are led by a cleric from the eighth to tenth level (i.e. a patriarch).
80 CHAPTER II: MONSTERS & TREASURES
HYDRA No. 5-12 heads, AC 5 [14], Mv. 12=, HD 1d/head, Lair 25%, TC B
The original text prescribes that a hydra be not the creature of standard mythology, but
instead a dinosaur with many heads. Why not!
Each head counts as one hit die, where each die is of 6 pips rather than being from 1-6.
Thus a six-headed hydra has 6 hit dice with a total of 36 hit points. Each head can only
be killed by dealing at least 6 points of damage against it.
Hydras of ûve heads ûght as ûfth level ûghters, six heads as the sixth level, et cetera.
Usually, all of a hydra9s heads can ûght simultaneously.
MONSTER DESCRIPTIONS 81
However, invisible stalkers resent being given missions that last for over a month, e.g.
guarding a mage from all harm for that period. In this case they will fulûll the letter of
their mission while perverting the spirit of it. A resentful invisible spirit in the situation
described will, on a two-dice score of 12, would perhaps abduct the mage and then
suspend them in its non-dimensional plane where they are safe from all harm.
KOBOLDS No. 40-400, AC 7 [12], Mv. 9=, HD 1/2 d, Lair 50%, TC 1-6 g.p.
Kobolds are like goblins (p. 75), but even weaker.
Nixies themselves are armed with daggers and javelins which they can throw 6= away.
Underwater, they are accompanied by 10-100 large and ferocious ûsh that will attack
on command. The ûsh are afraid of ûre, although the nixies are not.
OGRES No. 3-18, AC 5 [14], Mv. 9=, HD 4d + 1, Lair 30%, TC C + 1,000 g.p.
Ogres range from 7-10 feet tall, and they deal 1 die plus 2 hit points of damage. Those
who wander outside their lair will carry with them 100 to 600 gold pieces.
84 CHAPTER II: MONSTERS & TREASURES
Orcs either live in a cave complex (on a die result of 1-4) or in a village (on a roll of 5-6).
Whereas a cave complex will be guarded by patrols, a village will be fortiûed by a ditch
and palisade, and they will have a tower as well as a light catapult for every 50 orcs.
The likelihood of a lair having certain powerful ûgures depends on its population:
There is a ûfty-ûfty chance that orcs will be encountered with a caravan of 1-8 wagons,
each carrying 200-1200 gold pieces and each guarded by 10 orcs. There is a ûfty-ûfty
chance that the caravan will be led by a ûghter or a mage. Roll for the leader9s level.
For ûghters: a roll of 1 is a Champion, 2-4 is a Superhero, and 5-6 is a Lord. For
mages: a roll of 1 is a Sorcerer, 2-4 is a Necromancer, and 5-6 is a Wizard.
MONSTER DESCRIPTIONS 85
86 CHAPTER II: MONSTERS & TREASURES
PURPLE WORMS No. 1-4, AC 6 [13], Mv. 6=, HD 15d, Lair 25%, TC D
These giant worms can be up to 509 in length and 109 in diameter. When they roll 20%
over the minimum die score required to hit its target, they will have swallowed up them
up and this victim will perish in 6 turns. After 12 turns, their remains will be rendered
unrecoverable. Purple worms need never check morale, and are always hostile.
Besides that sort of situation, rocs will only be hostile towards non-lawful characters,
and have an 20% chance to be friendly to lawful characters or ignore them otherwise.
MONSTER DESCRIPTIONS 87
Giant Crocodiles (AC 5 [14], Mv. 9=, HD ?) are 209 long and can move 15= in water.
They deal 2 dice of damage per successful hit. They can also be rammed by ships, but
the ramming ship has a 50% chance of being damaged unless it has a ram.
Giant Fish (AC ?, Mv. ?, HD ?) move from 30= to 50= per turn depending on the type.
Some can ram ships. They are vulnerable to missiles when attacking small vessels.
Giant Leeches (AC 8 [11], Mv. 6=, HD 2d) inhabit swamps. They do not deal damage,
but on the ûrst hit they will attach to their target, and on every second turn they drain
one level of character experience. They can only be detached by killing them.
Giant Octopus (AC 7 [12], Mv. 9=, HD 4d) make one attack per tentacle per turn.
They have a daily jet ability where they move thrice their rate and squirt ink.
Giant Snakes (AC 6 [13], Mv. 20=, HD 6d) swallow foes like purple worms. They can
also wrap themselves around longships or smaller vessels and constrict them, causing
10% damage per turn.
Giant Squids (AC 7 [12], Mv. 12=, HD 6d) have the same jet ability as giant octopuses.
They have a shell which covers their stern, and thus has an AC of 3 [16]. Those which
are especially large attack like giant snakes but with twice the rate of damage.
88 CHAPTER II: MONSTERS & TREASURES
Unicorns have saving throws versus magic as does a mage of the eleventh level (p. 27).
They can also sense enemies approaching within 24=, and can teleport themselves and
their rider up to 36= once per day as though they had cast Dimension Door.
90 CHAPTER II: MONSTERS & TREASURES
Vampires also hate garlic, mirrors, and the sight of the cross; upon encountering these,
they will immediately retreat. At the end of the night, they return to their coûn whose
underside is covered with soil from their native land. Anyone killed by a vampire also
becomes a vampire under the service of the one who turned them.
Vampires drain 2 levels of character experience upon a successful hit, and they will
restore 3 hit points per turn in battle. They can summon 10-100 rats or bats, or 3-18
wolves. Finally, they can also transform into a giant bat or a cloud of mist.
MONSTER DESCRIPTIONS 91
They live and travel in groups of diûerent sizes: a pack is from 2-4, and a family is from
5-8. Larger groups of up to 20 werefolk are more likely to be a bunch of packs (2/3) than
several families (1/3). Families consist of two adults with children that are each 1/2 to 9/10
fully grown. The mother will defend her children at triple strength for four rounds but
will lose half her strength afterward. The father will protect its mate at double strength
if she is attacked. When the adults are killed, their young who are 9/10 mature will
ûght until dead, but the younger oûspring are subdued.
OTHER MONSTERS
The list of monsters hitherto is not the ûnal word for your campaign! You may invent all
manner of monsters as referees have done since the beginning. Below are examples
inspired by popular literature and classic folklore:
CATEGORIES OF TREASURE
Types of treasures are indexed from A-I, and they represent a variety of loot hoarded by
the monsters hitherto explained inside their lairs. For classes G and H, roll for gems
and jewelry using the two distinct percentages indicated. Each percentage indicates the
likelihood of ûnding a particular treasure (e.g., <1 Map : 50%= is a 50% likelihood).
Individual members of class A also carry their own treasure, and in aggregate have a
certain proportion of hostages, the speciûcs of which are detailed below.
For an explanation of coins, gems, and jewelry, refer to p. 119. For treasure maps and
magical items, refer to pp. 96-7.
TC 1,000s c.p. 1,000s s.p. 1,000s g.p. Gems & Jewelry Maps or Magic
A Land 1-6 : 25% 1-6 : 30% 2-12 : 35% 6-36 : 50% Any 3 : 40%
Desert 1-4 : 20% 1-4 : 25% 1-6 : 30% 10-40 : 50% 3 Magic : 60%
Water 4 4 5-30 : 60% 10-60 : 60% 1 Map : 50%
Sword, Armor, Or
B 1-8 : 50% 1-6 : 25% 1-3 : 25% 1-6 : 25%
Misc. weapon : 10%
Any 2 : 20%
D 1-8: 10% 1-12 : 15% 1-6 : 60% 1-8 : 30%
1 Potion
Any 3 : 30%
E 1-10 : 05% 1-12 : 30% 1-8 : 25% 1-10 : 10%
1 Scroll
3 non-weapons : 35%
F 4 2-20 : 10% 1-12 : 45% 2-24 : 20% 1 Potion
1 Scroll
Any 4 : 20%
G, 1-100 : 50%
H 3-24 : 35% 1-100 : 50% 10-60 : 65% 1 Potion
J, 10-40 : 50%
1 Scroll
MAGIC SWORDS
All bonuses indicated are for to-hit rolls, but only bonuses against speciûc monsters
deal bonus damage. Roll for the magic sword9s base specialty, and then refer to the
following pages to determine the sword9s intelligence and egoism et cetera.
SWORD ALIGNMENT
Each magic sword has a cosmic alignment, as determined using the table on the right.
This will aûect the abilities of the sword, such as those asterisked.
Characters who pick up a sword of a diûerent alignment than their own take 1-6 points
of damage, or 2-12 if the sword9s alignment opposes the wielder9s own, i.e. if one party
is chaotic and the other is lawful. Non-player-characters who are told to pick up swords
take half damage since they are not acting of their own volition.
Also, if the sword9s intelligence + egoism score exceeds the wielder9s intelligence by 6+,
then the sword will control the wielder as though they were the sword9s own alignment.
A lawful character might thus become neutral or even chaotic. Determine the sword9s
intelligence and egoism scores by referring to the following pages.
HIGHER PURPOSE
One out of ten magic swords were produced by powerful entities for a cosmic purpose.
Such swords have an additional special ability based on their alignment. These abilities
only work against targets of the sword9s higher purpose. For example, if a lawful sword
has a higher purpose to slay (chaotic) mages, then it will only be able to paralyze them
and their minions, but not other opponents regardless of alignment or type. Finally, its
intelligence and egoism are both of the maximum score possible (12).
MAGIC SWORDS 99
% Powers % Superpowers
01-15 Note shifting walls and rooms 01-10 Clairaudience
16-30 Detect slopes 11-20 Clairvoyance
31-40 Locate secret doors 21-30 Detect Thoughts
41-50 Detect traps 31-40 Telepathy
51-60 Detect invisible things 41-50 Telekinesis
61-70 Detect evil and/or gold 51-59 Teleportation
71-80 Detect meals 60-68 X-Ray Vision
81-90 Detect magic 69-77 Illusion Generation
91-95 Detect gems (# and size) 78-82 Levitation
96-99 Reroll twice, ignoring this result 83-87 Flying
00 Roll on superpower table 88-92 Healing (1/hour or 6/day)
93-97 Multiply str. by 1-4 for 1-10 turns
% # Languages Spoken 98-99 Reroll twice, ignoring scores > 97
01-50 One language 00 Reroll thrice, ignoring scores > 97
51-70 Two languages
71-85 Three languages
86-95 Four languages
96-99 Five languages
00 Reroll twice, ignoring 00 if rolled
102 CHAPTER II: MONSTERS & TREASURES
The opposite page describes how to handle contention between the magic sword and
its wielder, given factors such as the ûghter9s own strength and intelligence et cetera.
MAGIC SWORDS 103
Egoism comes into play when the sword tries to exert its own agency over its wielder,
or even attempts to control the wielder9s mind. The matrix below is used in cases such
as these, where the scores compared are calculated as per the tables farther below.
In a situation where the wielder9s particular score is only three points higher than that
of the sword9s, the wielder has a 75% chance of keeping control. If the inverse is true,
the wielder has a 25% chance. Compare the total scores below for sword and wielder,
then roll to determine which entity exerts control over the other.
MAGIC ARMOR
Unlike with normal armor, the bonus of a % Magic Armor
magic piece of armor is subtracted from 01-30 Shield + 1
the hit dice of an opponent. 31-60 Armor + 1
To ûnd which spells are contained on a scroll, roll 1-6 to determine the spell9s level,
and then randomly decide the spell of that level which is written on the scroll (p. 28-9).
Any scroll has a 25% chance of containing spells usually cast by cleric types (p. 46).
PROTECTION SCROLLS
POTIONS
Potions might last for 7-12 turns, and some can be partly drank for partial eûect.
Growth grows one to 30 feet in height, in Plant Control allows one to control 1-6
proportion to their body. plants or any ground-covering plants in a
Shrinkage shrinks one to 1/2 foot. 1= square area for up to 6=.
Giant Strength allows one to deal 2 dice Human Control has the same eûect as
of damage. Charm Person does, except that it aûects
Gaseous Form allows one to penetrate 1-12 persons with HD 1d-3d, 2-8 of HD
any non-air-tight space, provided they 4d-6d, 1-4 of HD 7d-9d, or 1 of HD 10d+.
leave behind their gear. Giant Control allows one to control 1-4
Speed allows one to move twice as fast. giants, though they can attempt saves.
Delusion will cause the user to believe it Dragon Control allows one to command
is any other type of potion desired, and 1-3 dragons of one of the six types.
the potion appears as such. Invulnerability grants a bonus of +2 to
Healing will restore 2-7 hit points of defense and saving throws.
damage, as Cure Wounds does. Fire Resistance causes the user to not
Longevity will reduce one9s age by ten be harmed by ûre, gives a +2 bonus on
years, countering the eûects of a Staû of saving throws against ûre balls and
Withering (p. 112). dragon breath, and subtracts -1 from
Animal Control allows one to control 6- damage dealt by those or by balors.
36 small animals, 2-6 medium animals, Treasure Finding works within 36=.
or 1-6 large animals. Heroism turns nobodies into heroes, and
Undead Control allows one to command increases level of ûghters 5-7 to 7-9 (+2),
2-8 undead of HD 1d-4d or 1-4 of 4d+. or of ûghters 8-10 to 9-11 (+1).
POTIONS 109
MAGIC RINGS
One ring may be worn on each hand, and can be worn by any character. Descriptions
below are only for rings whose eûects are unlike those deûned for spells and potions.
Mammal Control allows the wearer to Telekinesis allows the user to cast the
control 3-18 small mammals or 1-8 large Telekinesis spell as a tenth-level mage.
mammals within 6=. Monsters excluded. X-Ray Vision allows the wearer to see
Protection adds 1 pip to defense and through up to 109 of rock or 6= of iron.
saving throws. Lead and gold do not work, and it takes
Three Wishes is what it says on the tin. one turn to investigate a 1= square area.
The referee ought to exploit loopholes to Spell Turning causes all magical spells,
avoid giving players too much power, e.g. including those of dragons and of clerics
if a player asks for more wishes, throw (but not the Finger of Death in particular)
that player back into time to when they to turn against the caster who caused it.
ûrst found the ring. Roll percentile dice to ûgure out what %
Delusion makes the wearer believe see of the magical eûect is turned against the
whatever they desire or believe. spell9s original caster. Does not work on
Regeneration restores 1 hit point per wands or staûs, but only spoken spells.
turn, even if the wearer is killed (though Spell Storing contains 1-6 spells of the
unless their body is burnt or otherwise ûrst to sixth levels. Upon wearing it and
utterly destroyed, as a troll). thinking of spells, the wearer will know
Djinn Summoning allows the wearer to what spells are stored, though they may
summon a djinn monster immediately. only be restored by clerics or mages.
The djinn is the ring-wearer9s servant. There is a10% chance it has cleric spells,
and a 10% chance for anti-cleric spells.
MAGIC RINGS 111
Detect Metal points towards any mass of Staû of Snakes adds 1 pip to to-hit and
metal and indicates what type it is. damage rolls, and can also transform
Detect Enemy reveals any hidden or into a snake and wrap itself around a
invisible enemies within 6= that are normal-sized opponent for 1-4 turns.
aware of your presence. Staû of Striking scores 2-12 hit points of
Detect Magic works within 2=. damage upon a successful hit.
Detect Doors & Traps works within 2=. Staû of Withering scores 1-6 hit points
Illusion has an eûect like Phantasmic of damage and ages the victim 10 years.
Forces without requiring concentration. Staû of Power combines the abilities of
Fear aûects creatures in a cone, who Continual Light, Cold, Telekinesis, Fire
must make a saving throw or else ûee. Ball, Lightning Bolt, and Striking. The
Cold projects a cone-shaped icy wind; a user may also spend all charges to deal
successful save halves damage. that many points of damage times eight,
Negation negates the eûects of wands or distributed across all creatures within 3=.
of staûs, though the latter at a 3/4 rate. It also allows the wearer to summon 1-4
Staû of Healing restores 2-7 hit points elementals of the same random type (air,
per person per day (many people/day). earth, ûre, or water).
Staû of Commanding has the combined
eûects of Animal/Plant/Human Control. Staû of Wizardry explained on the right...
WANDS & STAFFS 113
Staû of Wizardry combines the abilities Webs (for Staff of Wizardry) cover an
of Staff of Power, Paralyzation, Passwall, area of 1× 1× 2=. It will take giants and
Invisibility, Whirlwind (the Djinn ability), such two turns to break through them,
Firewall, and Webs as given on the right. and smaller creatures will take longer.
It also adds 1 pip to to-hit rolls in the However, a ûaming sword can slash
same way that a magical sword does. through them in just one turn.
114 CHAPTER II: MONSTERS & TREASURES
Helms of Teleportation require that the Gauntlets of Ogre Power give the user
wearer also ready a Teleportation spell. the strength and damage rate of an ogre,
It then allows the magic-user to teleport though they do not improve to-hit rolls.
themselves endlessly across the cosmos. Girdles of Giant Strength give the user
Helms of Opposition reverse the given the strength and accuracy of a hill giant,
alignment of the wearer, or if the wearer if these things exceed the user9s own
is neutral then they will randomly switch Mirrors of Life Trapping trap the souls
to a lawful or chaotic alignment. Then of a human-sized target that looks into it,
the wearer, under the helm9s inûuence, including undead. Up to 20 souls can be
will refuse to take it oû. trapped in the same mirror, and they can
Flying Carpets can transport up to three talk to the magic-user. They are trapped
passengers at 18=/turn, although it ûies until released by the magic-user or until
at 30=/turn if only one person is riding it. the mirror is broken. An unsuspecting
Works as a broom of ûying otherwise. person has a 90% of being entrapped,
Drums of Panic force targets of HD 5 or and this is inverse for a knowing person.
less to make a saving throw versus magic The magic-user cannot do anything else
or else ûee the encounter. The eûect has while operating the mirror. Range of 1=.
a radius of 1= only.
Horns of Blasting has the eûect of a
double bombard on physical structures,
deal 2-12 damage, and deafen creatures.
The sound travels in a cone 10= from the
horn with a 2= base.
MAGIC ITEM SAVING THROWS 117
Items that are not listed above shall be immediately destroyed instead.
118 CHAPTER II: MONSTERS & TREASURES
ARTIFACTS
Artifacts are exceptionally powerful and rare magical items whose eûects must thus be
deûned judiciously by the referee. Examples of powerful artifacts might include a time
machine, a stone crystallization projector, a set of magical regalia, et cetera. If saving
throws are allowed for artifacts, they ought to be limited and also require a high score.
Each artifact is aligned with either Law or Chaos, so if a character of the opposite
alignment (or even a neutral character) touches it, then they shall face consequences
such as those listed below.
1-6 Consequence
1 Instant death.
2 Paralysis.
3 Loss of 6 levels.
4 Loss of 4 levels.
5 Insanity for 1 month.
6 10-60 hit points of damage.
METALS, GEMS, & JEWELS 119
UNDERWORLD ADVENTURES
Before beginning a campaign that takes place in the Underworld, you ought to draw
out vast dungeons and labyrinths for your players to navigate using graph paper or
some other material. The foremost principle of dungeon design is to keep the layout
interesting for your players.
There should be numerous levels of the dungeon which go out in all directions, and
which are not quite stacked neatly on top of one another. You ought to construct at
least three levels to begin with, noting entrances into other levels (stairs, trapdoors,
slanting passages, etc.). Then on the lowest level of the dungeon, you ought to leave
room for players to descend into even lower levels in the future.
Throughout the dungeon, obscure areas and fabulous treasures should be hidden and
hard to ûnd. The layout of a level aûects the route most traveled by players, and you
should take into the passages and rooms most frequently explored by players to design
the rest of the dungeon.
The fear of death is the most exciting part of this game, in that players risk the lives of
their characters to explore the dangerous Underworld in search of rare treasures.
Therefore you should include as many tricks and traps as is fair for the adventurers.
Keep in mind that monsters live in the dungeon, and survive these! For example:
1A
1B
3A 3B
4 1/2 4
4 3/4
7
124 CHAPTER III: FANTASY ADVENTURES
Swinging Pendulum
1-6 h.p. damage
Spiked Pit
1-6 h.p. damage
UNDERWORLD ADVENTURES 125
A. 30 nomads led by a polar werebear-Lama (i.e. F. A throne room with 2 still cherubim (as
a seventh level cleric). They worship a coûn winged basilisks) guarding an gold throne
thinly lined with gold (1k g.p., can be scraped worth 2k g.p. There are 4k g.p. on the ûoor,
oû in 3 turns) which they have retrieved from and sculptures reaching down. The cherubim
inside. They believe it is the sarcophagus of awake to attack those who touch the gold.
their ancient Goddess-Queen who descended G. Granary. Each room has 1-6 zombies and 1-6
from heaven. Inside the coûn is a red small jars of ancient honey, each worth 10 g.p.
mummy who will attack those who disturb its and healing 1-3.
rest. The nomads will defend their treasure. H. Stores of amphorae with stuck lids. Jars of
They fear the lamassu, the Queen9s tomb wine are worth 100 g.p., but jars of spinal
guardian who wanders the halls. ûuid harm human beings (as a trap) when
B. Eleven empty stone sarcophagi, whose lids opened. Flip a coin to determine the contents
have been toppled oû, their undersides of a jar.
scratched. There are 1-6 g.p. in each. The I. 4 mummies. The Queen9s apparent tomb
room smells like rot. One sarcophagus chamber, now without the tomb. A mosaic of
remains intact, containing a red mummy with the solar system centered around a red planet
10-60 g.p. Passages to catacombs. made of 10 ruby gems (roll for value), hot to
C. 3 passages. East goes to D. South leads to I. touch unless removed. Behind the mosaic is
West is a one-way portal to the surface of hot copper lining which, when electriûed,
Mars; the air is cold, light, and inhospitable. opens the secret door and releases a lamassu
D. A room with the atmosphere of Mars. Torches (as an old green dragon) from a trapdoor
extinguish. Everyone inside suûocates (as a opposite it.
trap) each turn until the switch is found, but J. 7 mummies. The true tomb of the Martian
then a light shines from behind and those Queen. Her sarcophagus has three layers: a
inside are faced with a mirror. red stone box whose lid weighs a ton, an
E. A shrine to an unknown god. Images of silver box worth 1k g.p., and a gold box worth
lamassu mauling their victims. Passages split 10k g.p. The Queen is as a hostile, thirsty
oû into catacombs. Light shines through from vampire who sustains on spinal ûuid. She
above. emerges from the gold box.
126 CHAPTER III: FANTASY ADVENTURES
STOCKING DUNGEONS
More rooms will be uninhabited than will be occupied by monsters or even humanfolk.
Determining where monsters shall be placed, and whether they guard any treasure, is a
very diûcult task when faced with a whole dungeon. Therefore you ought to place the
most signiûcant treasures ahead of time, with or without guardians, and then switch to
a random determination of monsters and treasures for the rest of the dungeon.
There is a 2/6 chance of any dungeon room being occupied by monsters. You may use
the Monster Matrix table to select monsters found in that particular room, and
determine the number appearing by considering the level of the dungeon and the
speciûc kind of monster occupying the space.
UNDERWORLD EXPLORATION
Convert tabletop movement rates to tens of feet. Two moves constitute a ten-minute
turn, or 240 feet for an unencumbered ûgure, except during chases where moves are
doubled and mapping is not allowed. One turn every hour must be spent resting, or two
turns after a chase.
Time spent searching an area, loading treasure, listening behind a door, detecting
thoughts, hiding from monsters, and so on will be determined by the referee relative to
the duration of a turn. For example, detecting thoughts will take only a quarter turn,
whereas searching a ten foot segment of a wall for secret passages will take a full turn.
There are also ten rounds of combat per turn.
Doors in the dungeon must generally be forced open at a roll of 2/6 per character, or at a
roll of 1/6 for smaller characters like dwarves or halûings. Up to three characters can
attempt to open a door together, but anyone on the opposite side shall certainly notice.
Doors will usually shut close after being opened by players, although they will open
automatically for monsters if they are not being held in place by the player-characters.
One can try to wedge open a door with spikes, but the spikes will slip 2/6 times.
Characters can listen at a door to detect sound on the other side, at a roll of 2/6 for
dwarves, elves, or halûings and a roll of 1/6 for anyone else. The undead are silent.
Everyone has a 2/6 chance of detecting a secret passage, except for elves who have a 4/6
chance when searching, and will detect them automatically at the usual rate of success
(2/6) just by passing them.
UNDERWORLD EXPLORATION 129
Traps or pits only have a 2/6 chance of triggering per character that passes over them.
Some light source or other means of sight must be used in the pitch black Underworld.
Torches, lanterns, and magic swords serve this purpose, but they also alert monsters
as to the presence of the characters so that they cannot be surprised unless they are
coming through a door. Monsters themselves generally have infravision as long as they
are not in the service of a player-character.
Fire Balls and Lightning Bolts will bounce oû walls back towards the caster who shot
them. 1 foot of stone wall may be destroyed for every 10 feet that the range is too short,
and then the missile will only rebound half the left-over distance from being cast.
A party that surprises another has the advantage of a ûrst move, whether to run away,
cast a spell, or ambush the other party. Monsters that have the element of surprise will
either approach the players or attack them.
WANDERING MONSTERS
After each turn, there is a 1/6 chance that a monster wanders in the party9s direction, as
checked by the referee. The direction of the monster9s appearance is random.
130 CHAPTER III: FANTASY ADVENTURES
UNDERWORLD ENCOUNTERS
Use the tables here to determine the wandering monster encountered by the players.
Provided that the level of the dungeon corresponds with that of the monster, the
number of monsters that appear will be based on the speciûc creature and the number
of adventurers in the party. A party of 1-3 adventurers would draw the basic number of
monsters, 4-6 would bring twice as many, and so on. The referee should use their
discretion because this could be aûected by any number of factors. There are dungeons
inhabited by up to 300 goblins, but how many could ût abreast in a typical passageway,
and how many would the party run into anyway? Even the strongest ûghter in the world
can be overwhelmed by sheer numbers of otherwise weak monsters!
Monsters will automatically attack or pursue any adventurers they detect, unless they
recognize the party as an obviously superior force. There is no chance of avoiding a
ûght if the monster has surprised the party and is within 20 feet, and if the adventurers
choose to ûee an encounter, the monster will pursue them as long as there is no more
than a distance of 90 feet between them. Monsters only follow players around a corner
or past a door or up the stairs (or down) 2/6 of the time. There is also a 90% chance that
an unintelligent monster will be distracted by dropped food, 10% for intelligent ones, or
ûnally 50% for semi-intelligent ones. Treasure has the opposite eûect, being more likely
to distract intelligent monsters. Finally, burning oil will scare oû many monsters from
pursuing the adventurers.
Outside of pursuits, intelligent monsters act according to the score of 2 dice modiûed
by plusses or minuses based on charisma, bribes oûered, alignment compatibility, etc.
Results from 2-5 are negative, from 6-8 are uncertain, and from 9-12 are positive.
UNDERWORLD ENCOUNTERS 131
You may also consider the following monsters, depending on the level and the party's
surroundings: giant crabs, giant leeches, giant octopodes, crocodiles, sea monsters,
giant squids, nixies, mermen, griûons, pterodactyls, rocs, invisible stalkers, cyborgs,
robots, androids, shadows, and doppelgängers.
134 CHAPTER III: FANTASY ADVENTURES
WILDERNESS ADVENTURES
The Wilderness is a frontier region consisting of unexplored land, cities and castles,
and the areas surrounding the castles which house dungeons. The referee must have a
ground map of the region9s dungeons, a map of the terrain surrounding them, and then
a map of the settlement closest to the dungeons where the party will likely be based.
The terrain beyond the party9s immediate surroundings should be known only to the
referee, who may use the playing map from the tabletop game OUTDOOR SURVIVAL
(Avalon Hill, 1972) to run adventures in the wild. Players may meanwhile keep a blank
hex map which they draw over as they explore the strange and unfamiliar Wilderness.
MOVEMENT
The greatest distance across a hex is 5 miles, and each movement rate (Mv.) on the
opposite page constitutes one game day and one turn. Horsed parties move only as fast
as a draft horse, and ûying vehicles move at half their rate while exploring. Each type of
terrain has a movement cost, also listed on the opposite page, which equals how many
points of daily-allotted movement it costs for a party to traverse a hex of that type.
WILDERNESS ENCOUNTERS
At the end of each turn (i.e. after each day), the referee rolls one 6-sided die to see if a
random encounter happens or if the party gets lost. Convert inches to tens of yards.
Players will spot monsters at 40-240 yards away, unless the monster has surprised the
players in which case it will be spotted at 10-30 yards away. Monsters that are 10 yards
away can attack. Two encounter checks are made for aerial and aquatic travel.
If the party becomes lost, the referee rolls a die to see in which way the party wanders.
The party may then correct their course by one direction change, which means that the
party only has a 3/6 chance of ending up in a diûerent hex than they originally intended.
Refer to pp. 138-41 for each category and subcategory of wilderness encounter.
Any ûghter, mage, or cleric in the Wilderness will have a posse of 2-12 less experienced
characters, each from the ûrst to fourth level of their respective class. They are likely to
have some magic items on hand, based on their class:
WILDERNESS CASTLES
There is a 3/6 chance that the occupants of a castle will meet the adventurers if they are
passing through the hex. Otherwise, there is a 2/6 chance if adjacent to the hex, or 1/6 if
the party is two hexes away. If the party is on the castle hex and they hail the occupant,
the latter will always come forth if the party appears neither formidable nor hostile.
Determine the castle9s occupant using the table on the right. Patriarchs are always
lawful and evil high priests are always chaotic, but other owners will either be hostile
or neutral towards the party (50-50 either way).
Fighters will demand a jousting match or a toll of 100-600 gold from the party. Upon
failure, the occupant of the castle will take the loser9s armor. However, upon success,
the occupant will host the entire party for up to one month, supply them with two
weeks of rations, and provide heavy warhorses if the party so requires.
Mages will try to force the party via a Geas spell to look for treasure, with the mage
taking at least of all treasure gained and the ûrst choice of magical items. They prefer
miscellaneous magic, wands/staves, or rings (in that order) over other magical items.
Otherwise, they require a toll: a magic item or 1,000-4,000 gold.
Clerics require passerbys to give a tithe (10%) of all their money and treasure or, if this
is not possible, they will instead compel the party to pursue a lawful or chaotic Quest.
Evil Patriarchs will try to slay lawful or neutral passerbys who do not give tithes.
Hostile occupants will pursue the party 3/6 of the time, or 1/6 if they are neutral.
WILDERNESS CASTLES 143
After determining the castle9s occupant, roll from 1-4 to determine their entourage, and
then roll on the superscripted range for how many ûgures of that type are present.
Occupant9s Entourage
1-6 Occupant 1 2 3 4
1 Lord Champions 1-8 Griûons 1-6 Myrmidons 1-10 Giants 1-4
2 Superhero Myrmidons 1-8 Rocs 1-4 Ogres 1-4 S9bucklers 1-10
3 Wizard Dragons 1-4 Balors 1-4 Wyverns 1-4 Basilisks 1-4
4 Necromancer Chimerae 1-4 Manticores 1-6 Werefolk 1-12 Gargoyles 1-12
5 Patriarch Heroes 1-20 Superheroes 1-6 Treants 1-10 Hippogriûs 1-8
6 Evil Patriarch Trolls 1-10 Vampires 1-6 White Apes 1-20 Spectres 1-10
There will be 30-180 soldiers guarding the walls of the castle, one-half of which will be
light footmen armed with crossbows, and the rest will be heavy foot. Castle occupants
who are accompanied with personal guards capable of horse-riding (or able to move as
fast as a horse by themselves) will themselves be mounted, as will their guards. There
is also a chance that there will be others in the owner9s party:
WILDERNESS EVASION
When being pursued, the party has an initial chance to evade based on their numbers.
Refer to the table below and throw the 20-sided die so it meets or exceeds the target.
Add +5 if the party is in a woods, or +2 if they are but have also been surprised.
If the party surprises the monsters, then their chance of evasion doubles. On the other
hand, if the monsters surprise the party, then evasion is impossible except in a woods.
WILDERNESS PURSUIT
If evasion fails, the party will be chased by the pursuer into random hexes on the map
(with possible directions from the current hex indexed from 1-6). There is a 50%
chance that the pursuer, provided they are faster than the party, will catch up to them.
This is reduced to 25% in woods or swamps. If one party is twice as fast as the other,
add or subtract 25% to reûect the relative diûerence. Also account for surprise.
If the pursuit does not come to an end, repeat the steps above.
Every hex traveled while in pursuit costs a half-day (half-turn) of rest. On a day of rest,
the referee checks for random encounters twice.
146 CHAPTER III: FANTASY ADVENTURES
CHARACTER UPKEEP
Adventurers must spend 1% of their experience point count in gold pieces as upkeep
until they build a castle and take charge of the surrounding area. If they build a castle
nearby an area they do not control, they must still pay upkeep to the local authorities.
Hence castles ought to be built in the Wilderness or in other territories conquered by
the burgeoning baron.
CASTLE TERRITORIES 147
CASTLE TERRITORIES
Aspiring lords must clear the Wilderness of monsters and competitors to gain control.
The player must move an armed force onto a hex to try to clear it. The referee rolls to
see if there is a monster on that hex. If not, then the hex is already clear. Otherwise, the
player must use force. Territories within twenty miles of a castle, i.e. within four hexes,
will remain clear without any subsequent shows of force.
Each territory holds 2-8 villages with 100-400 inhabitants each. Each such inhabitant
pays 10 gold pieces a year, or 20 gold pieces if the castle is owned by a cleric-type.
Players may invest in additional infrastructure for their territories, which will increase
the population there (unless it would not make sense for the sort of project undertaken,
such as hunting and trapping). Possible projects include:
Villagers will not accept abuse by their leaders, and will rebel if they are angry enough.
Among their numbers will be thieves, militias, and city watches. A strong leader might
even intervene to take matters into their own hands.
148 CHAPTER III: FANTASY ADVENTURES
CASTLE CONSTRUCTION
Each fortiûcation structure, whether a Furnishings Single Double
wall or a tower or a barbican, has an Wooden Door 10 g.p. 15 g.p.
additional 59 short wall for combatants to Reinforced Door 20 g.p. 30 g.p.
take cover from above the building.
Iron Door 50 g.p. 75 g.p.
Barbicans are gateways on a wall 409 Wooden Stairs, 109 30 g.p. 45 g.p.
long ûanked by two round towers, both Stone Stairs, 109 90 g.p. 140 g.p.
309 wide and 309 tall.
Window or Slit 10 g.p. 15 g.p.
Bastions are wide, hollow towers with a
walkway around the perimeter 109 wide,
Other Structures &c. Unit
and thus a ceiling-less center 409 wide.
Moat or Ditch 2k g.p.
Buildings are 1209 by 1209 and have two
stories of 109 each, plus an attic and a Earthworks 1k g.p.
cellar. They include two doors per ûoor. Wooden Palisade (1809) 1.5k g.p.
Great Keeps can have up to two layers. Wooden Building 500 g.p.
The cost of the lower half does not
Light Catapult 250 g.p.
include the cost of gates et cetera.
Heavy Catapult 400 g.p.
Towers can be round or square, and they
cost diûerent amounts based on how Cauldron & Oil 50 g.p.
wide or how tall they are. The width of a Portable Covered Ram or Saw 1k g.p.
round tower is its diameter. Siege Tower w/ Green Cover 2k g.p.
Moats, Ditches, and Earthworks are
Add 109 tower height 20% g.p.
1809 long, 209 wide, and 109 deep.
Subtract 109 tower height -10% g.p.
CASTLE CONSTRUCTION 149
Large Tower
409 tall × 409 diameter
10,000 g.p.
Great Keep, 2nd Level
Small Tower Base Level: 40,000 g.p.
159 tall × 159 diameter & 2nd Level: +32,000 g.p.
4,500 g.p.
Barbican
Bastion Incl. 2 Towers
609 diameter 409 long
3,000 g.p. 14,000 g.p.
Stone Building
1209 × 1209, 2 Stories of 109
Incl. Attic & Cellar Barbican
2,500 g.p. Incl. 2 Towers
409 long
20,000 g.p.
Curtain Wall
109 × 909
3,500 g.p.
Square Tower
309 tall × 309 wide
4,000 g.p.
Barbette
1,000 g.p.
CASTLE EMPLOYEES
Characters may advertise speciûc positions at their castle by spending 100-600 gold
per week. The rate of successful employment depends on how generous the oûer is.
Dwarves and elves are uncommon, and specialists are rare.
Characters may seek out gossip from locals at a tavern by buying a round of drinks for
10-60 gold or by bribing the bartender 1-10 gold. The referee may mislead the players
with the intent to entice them into some activity or to warn them of something.
Alchemists can reproduce a potion at Engineers are required for any major
half the value of the original, or can construction projects, like strongholds or
research potions at twice the time and excavations.
ûnancial cost of a mage. Sages can be employed by ûghters to
Animal Handlers specialize in one oûer sagely advice, and that9s it.
species, and each one can handle up to Sailors are necessary to man ships as
six of that species. described in the naval combat rules.
Armorers are required at a rate of one Ship Captains lead sailors on a ship.
for every ûfty ûghters. When not Smiths assist armorers and are also
maintaining arms, they can produce one necessary to maintain beasts of war,
suit of armor, three shields, or ûve each smith supporting up to 50 beasts.
weapons per month. This is doubled with Spies can be acquired through hiring,
two assistants (incl. one smith) or tripled drafting, or corruption. In the last case, it
with six (incl. two smiths). is very unlikely that the spy should follow
Assassins are very rare, so the referee through rather than continue to serve
must limit how many can be employed. their oûcial master.
CASTLE EMPLOYEES 151
Cost (g.p./month)
Figure Class Human Dwarf Elf Orc*
Non-Fighter 1 4 4 4
Light Foot 2 4 4 1
Heavy Foot 3 4 5 1.5
Archer 5 4 10 2.5
Crossbowman 4 5 4 4
Longbowman 10 4 4 4
Light Cavalry 10 4 4 4
Medium Cavalry 15 4 4 4
Heavy Cavalry 20 4 4 4
* Orcs may only be employed by chaotic characters.
152 CHAPTER III: FANTASY ADVENTURES
First, keep changing the world so that there is always something unfamiliar to players.
Make minor changes to existing areas, or expand them with new passages or rooms.
Expand the existing map to accommodate player exploration. Replace monsters in old
areas with new monsters. This will keep the world fresh for players to want to keep
exploring even after they think they9ve found all there is to explore.
Second, don9t be afraid to stray from laws of nature in the real world. Characters could
breathe in space, or the world could be ûat. The important thing is that the ûctional
world is consistent with itself as much as necessary to suspend the players9 disbelief.
Even still, however, there is no reason not to toy with the world9s internal logic for fun.
Third, there is no limit to the possibilities that a fantastic world can oûer. You could
have the campaign take place on Mars or some other made-up planet, just as well as
you could have it take place in a Tolkienesque middle earth. The world need only be
interesting to explore and entertaining for the participants, referee included.
Keep these principles in mind, and they will result in a fun campaign for all involved.
The remainder of this chapter is concerned with various modes of combat, now that
you have an idea of the structures of activity that keep the game going.
GROUND COMBAT 153
GROUND COMBAT
The system used for land combat is the one-to-one system given in Chain of Command,
except that what would count as kills would instead count as individual hits from 1-6.
Massive battles can be fought using the 20:1 mass combat scale, with fantastic types
ûghting other fantastic types at 1:1 or otherwise acting as regular 20:1 ûgures.
154 CHAPTER III: FANTASY ADVENTURES
AERIAL COMBAT
This system requires a hexagonal playing board at least 48 × 48= or even 69 × 69 in area.
Orders given in this mode should be written down so that the referee can resolve them
simultaneously. Each move order should cover direction, length, and any change in
altitude. It is only possible to ûre missiles if the creature has not yet been attacked in
melee, so you should not write orders to ûre missiles ahead of time.
MOVEMENT
Movement straight ahead is at the ûying rate of the particular creature.
A ûying creature9s ûight class or FC equals how many inches that creature must move
between making turns, as a function of its relative size. Each FC also is also mapped to
a Turns/Move number, i.e. how many 90° turns a creature can make each move.
Flying creatures can rise at half their movement rate, or dive at twice their movement
rate whether going straight forward or turning. A sharp dive increases the creature9s
move rate by 50%, but it must be straight-ahead and any such horizontal movement is
one-tenth the rate of descent.
MELEE RESOLUTION
Flying creatures will melee within 3= of each other, although a creature may only attack
if their position allows them to (just as in melee on the ground).
AERIAL COMBAT 155
MISSILE FIRING
When a ûying creature is hit by a missile, refer to the tables on the opposite page to see
where they are hit and if a critical hit is scored.
Sling catapults can ûre grapeshot at an apex equal to one-half the catapult9s total range,
and at a height equal to the total range for catapults propelled by a counterweight.
Other kinds of catapults reach half that height. In any case, the hit area is spherical.
Ballistae can deal 2 dice of damage when shooting large darts, and they shoot them
straight-up into the air at the maximum range.
Crashes cause the rider to fall from the air and take 1-6 damage per 1= fallen.
Bombings can be carried out by ûying creatures. Large creatures such as dragons can
carry a load equal in size to what is shot from a large catapult, while smaller creatures
can carry smaller loads. Bombing runs must be in a straight line for the whole turn, but
diving is allowed. Creatures carrying bombs ûy at two thirds their usual rate.
Roll 2 dice and subtract one from the other; the diûerence is the number of dice rolled
to ûnd how many inches the bomb lands to the left (positive) or right (negative). For
example, if a 2 and a 6 are scored, roll 4 dice for how many inches to the right; or if a 6
and 3 were rolled, roll 3 dice for how many inches to the left.
Also roll a die to determine if the bomb lands left or right (1-2), if it lands left or right
and short or long (3-4), or if it lands short or long (5-6).
AERIAL COMBAT 157
NAUTICAL COMBAT
This system is at a 1:1200 scale with respect to ships (where 1= represents 100 feet),
but situations involving melee and boarding should be played out on a separate board
using a more reasonable scale for one-on-one combat. As with aerial combat, orders
are written down so that they might be resolved simultaneously by the referee.
The movement of ships depends on their size and their mode of propulsion, referring to
the chart on the right.
OARED MOVEMENT
Ships powered by rowers have 30 fatigue points to spend, or 40 for seafaring peoples
such as Vikings. The costs of movement given diûerent rates are given below the oared
movement table. An increase in speed is gradual, but a decrease can be done quickly.
Movement with the current has a 5= bonus, or a 5= minus against it. Backing speed is
half forward speed. Oared ships can turn 45 degrees for every 10= moved.
SAILED MOVEMENT
Ships powered by the wind can only move in a light or strong breeze. In a calm wind,
sailed movement is impossible as it is in a gale. Ships move 3= in the direction of such
a stormy wind if there is one. Sailed ships can turn 30 degrees for every 12= moved.
The categories of movement reûect the direction of the ship relative to the wind.
Galleys caught in strong wind have a 1/10 chance per turn of shipping water and thereby
reducing their speed by one quarter. If a galley loses three fourths of its speed, it sinks.
They may not sail on the ocean because of the high waves, although Viking longships
are built for the open seas.
NAUTICAL COMBAT 159
MISSILE FIRING
Large ships can take from 18-24 hit points of damage, small ships from 9-15 hit points,
and boats only 3 hit points. Catapults will score damage against ships. If a ship takes as
many points of damage as it can endure, it will sink.
RAMMING
A ramming ship must have its mast lowered and it must travel at its fastest speed.
Then, upon ramming the target, it must back oars. The rammed ship takes 10-60%
damage and there is a 25% chance it will sink in 3-18 turns unless patched.
Patching a hole in a rammed ship requires 5 turns and 10 workers, and there is a 75%
chance of success. Upon failure, another attempt must be made with the same costs.
If a ship is rammed in its side, it will lose 20% of its crew (15% of which are rowers if
the ship is oared). Otherwise the ship loses only 5% of its crew, none of them rowers.
SHEARING OARS
Any vessel that passes by an oared vessel will shear that ship9s oars and kill half of the
rowers on that side of the ship. If both ships are oared, then they will shear each other9s
oars unless orders are given to ship rowers on that side of the ship.
A ship with sheared oars cannot move for 3 turns, and then it will move at half speed.
However, if its oars are sheared again, it will not be able to move at all.
NAUTICAL COMBAT 161
GRAPPLING
Any vessel within 1= of another ship may attempt to grapple it at a 20% rate of success.
Grappled ships cannot move. Any crewmate has a 20% chance of success at cutting the
grapple. Up to three attempts to grapple can be made per turn, as can attempts to cut
grapples.
BOARDING
Only grappled ships can be boarded. One crewmate can board a ship for every 3 feet of
deck parallel to the other ship. Swimming crewmates can also climb aboard the ship,
though any defenders on the ship will have the high ground.
Once the ship is boarded, a melee commences with some additional guidelines.
162 CHAPTER III: FANTASY ADVENTURES
COMMAND RANGE
A leader9s range of inûuence is equal to their charisma score in inches. They may have
up to two lieutenants whose own range is equal to the leader9s minus one, but these
must remain within the range of the actual leader to pass orders. The leader9s range
improves by 1= for every 10 feet (1= on the tabletop) above the other troops they are,
such that a leader atop a 20-foot tower (2=) will improve their range of inûuence by 2=.
Any ûgures outside of the command range will not respond to orders, and ûgures that
are preoccupied in melee have only a 4/6 chance of responding to orders. Orders can be
given in advance, e.g. three turns, so that ûgures have that many attempts to respond.
Figures with no space to retreat are forced oû the ship. They must make a saving throw
with an 1/6 chance of failure times 109 fallen (e.g., falling 309 results in a 3/6 chance).
Upon failure, they take 1-6 hit points of damage per level they fall, or 1-6 per two levels
if they fall onto water. Those that are hit by fallen ûgures must also make saves and
possibly then take damage as if they had fallen themselves.
Non-combative actions such as breaking down doors or cutting ropes take either a
fraction of a ûgure9s total movement points, or take multiple turns to accomplish, based
on the capabilities of the ûgure. For example, a giant could break down a door in half a
turn, whereas it might take ten normal folk a whole turn to break down the same door.
Likewise, it might take a normal person three turns to cut a rope that a giant could cut
through in a single turn.
164 CHAPTER III: FANTASY ADVENTURES
Crew Type
Type of Ship Rowers Marines Soldiers Sailors Misc.
Galley, Large 100 50 4 20 4
Galley, Small 50 20 4 10 4
Longship 64 max. 4 4 4 75
Merchant, Large 4 4 4 4 20
Merchant, Small 4 4 4 4 15
Warship, Sailed 4 4 40-60 4 4
NAUTICAL COMBAT 165
Figures wearing armor have a chance of drowning, and during a storm any swimmer
has a 50% chance of drowning per turn. Only daggers and wooden weapons such as
clubs can be carried when swimming. One cannot swim while wearing plate mail.
PASSAGES OF TIME
The referee should keep a record of the campaign organized into week-long chunks.
The following activities or events may serve as a basis:
Event Duration
Underworld Expedition 1 week
Wilderness Adventure 1 day/turn
Real-life Week 1 week
The time for Underworld expeditions includes preparation time and considers a typical
one-day adventure into a dungeon. Real-life time does not count for players9 characters
out in the Wilderness, since Wilderness exploration occur in cycles of 1 week long, but
it does for players who are absent or characters who are in a dungeon.
A character does not restore any hit points for one day of rest, but restores 1 hit point
every other day after the ûrst.
PASSAGES OF TIME 167
Introduction.................................................................................................................................170
Rules for Mass Combat ............................................................................................................172
Formations ..................................................................................................................................174
Fatigue..........................................................................................................................................175
Firing Artillery ............................................................................................................................176
Resolving Missile Fire...............................................................................................................178
Resolving Melees .......................................................................................................................180
Morale After Casualties ............................................................................................................182
Charges ........................................................................................................................................183
Rules for One-on-One Combat ................................................................................................184
One-on-One Melee .....................................................................................................................186
Jousts & Tournaments ..............................................................................................................188
Sieges Using 1:1 Figures .........................................................................................................190
Rules for Fantasy Combat .......................................................................................................192
Fantasy Figure Descriptions ...................................................................................................196
Map Eûects .................................................................................................................................206
APPENDIX A: RULES FOR MINIATURE WARGAMING
170 APPENDIX A: CHAIN OF COMMAND
INTRODUCTION
This is a semi-abridged version of the mass combat and one-on-one wargaming ruleset
prescribed for use with the original 1974 fantasy campaign manual. These rules were
originally published separately from the other game, so I tried to preserve this distance
between the two games by keeping these rules in an appendix, rather than incorporate
them as part of the main body of the fantasy game text.
Regardless of the scale you use for this game4since rules are included for both mass
combat and one-on-one combat4it is to be played by moving miniature ûgures around
on a table representing a battleûeld. You can construct terrain by using random things
around your house, by purchasing professionally-made set pieces for your table, or by
using a sand table and sculpting features onto wet sand. The scale of the features will
likely depend on the scale of the battle taking place. Use your discretion.
If you were to play this game by itself without incorporating any of the features from the
more famous fantasy wargame, you may decide to use a point value system to allow
opponents to ûght with ûgures of equal value. These are given on the page to the right,
along with the morale ratings of those troops which will be used when determining if a
unit will ûee after a melee has taken place. You might consider 300 total points in play.
Refer to p. 173 for statistics regarding regular ûgures, or to p. 193 for fantasy ûgures.
The one-on-one tables have been adapted for use with 20-sided dice on pp. 240-3, if the
reader desired to incorporate that particular feature from this war game while keeping
in the <spirit= of the later fantasy game. Also on pp. 232-3 are new rules for abstracting
multiple ûgures as a singular unit, inspired by mass combat in this system.
INTRODUCTION 171
Bow 3 Ogres 8 15
Composite Bow or Longbow 4 Trolls 4 75
Crossbow 1.5 Balors 50 75
Firearm 1.5 Treants 20 15
Light Catapult or Field Gun 15 Giants 4 50
Heavy Catapult or Field Gun 20 Elementals 4 4
Bombard 30 Dragons 4 100
Pike 1 Rocs 4 20
172 APPENDIX A: CHAIN OF COMMAND
TURN-BASED PROCEDURE
1. Initiative: Both sides roll a die. The side with the higher score has the choice of
electing to move ûrst (<Move=) or last (<Countermove=).
2. Move: The side that has ûrst move moves its ûgures. Horse archers can <split their
move= by ûring halfway through. Meanwhile, stationed enemy archers can shoot at
ûgures in range after they have moved half their distance (<pass-through ûre=).
3. Countermove: The side that has second move takes its turn, the same as in step #2.
4. Artillery: Heavy ranged weapons like catapults are ûred.
5. Missiles: Archers and crossbowmen shoot their shots.
6. Melees: Hand-to-hand combat is resolved between units within 3= of each other.
SIMULTANEOUS PROCEDURE
1. Orders: Both sides write orders for each of their units including direction of
movement and facing.
2. Move: Both sides move their units according to their orders, making one-half of their
total movement rate at ûrst and checking for any unordered melee due to opponents
making contact. Also conduct split-moves and missile ûre, and any pass-through ûre.
Finally, complete movement of units as ordered.
3. Artillery: Heavy ranged weapons like catapults are ûred.
4. Missiles: Archers and crossbowmen shoot their shots.
5. Melees: Hand-to-hand combat is resolved between units within 3= of each other.
RULES FOR MASS COMBAT 173
FORMATIONS
Figures of the same type can move in formation as one <unit=. It costs a movement
penalty in order to change formation, and this cost is doubled for untrained units like
peasants. Units caught changing formation are treated as if they are ûanked.
FATIGUE
Continuous activity wearies troops, according to the following conditions.
Units who are fatigued both attack and defend at the next lowest level (for example, a
fatigued heavy foot is equal to light foot), and also subtract 1 from their morale dice.
FIRING ARTILLERY
Light catapults ûre every two turns, and heavy catapults every three turns, so long as it
has 4 crew members working and has not moved during any of those turns. For each
missing crew member, add one turn to the rate of ûre.
CANNONS
Unlike how catapults shoot their projectiles at an arc, light and heavy ûeld guns shoot
cannonballs at a straight line until they run into an obstacle or until they run out of
momentum and stop bouncing. This means that a cannonball will hit multiple times on
the battleûeld, as indicated on the table on the opposite page. The ranges indicate the
distances for which the cannonball will kill any ûgure in its path.
On the table, you might use dowels whose length is equal to the artillery9s total range.
Paint the dowel using alternating colors, such that the length of one color segment
corresponds to the range listed above. For example, when painting a 30= dowel to use
for a light ûeld gun, paint the ûrst 16= white, the next 6= black, 3= white, and 5= black.
You may use a 6= variation measure placed at the opposite end of the dowel from the
cannon9s muzzle to represent how the cannonball9s path may shift to the right or left.
Mark the measure in 11/2= segments numbered 1 to 6, with 3 and 4 in the center divide.
Then roll to see if the cannonball diverts to the left or the right, if not straight ahead.
Finally, bombards can also be used similarly to a catapult in that one can be ûred at an
arc rather than straight ahead. This negates the ability for the cannonball to bounce.
Archers on foot can ûre 45° on either side of themselves, or 180° on their left side while
on horseback. Two ranks of ranged ûgures are able to shoot so long as the ûrst rank is
itself composed of ranged ûgures. Otherwise, the second rank can shoot over the heads
of their comrades so long as the enemy is more than 3= away. Such indirect ûre results
in the target being treated as the next-highest armor class (<armored= targets becoming
virtually immune to missiles), and in the shooters9 range being reduced by one third.
FIREARMS
Rather than roll against the armor of their target, soldiers bearing ûrearms need only
roll to determine if they shoot with accuracy, upon which their targets will be killed.
They must roll 5-6 if their target is 12-18= away, 4-6 if 6-12= away, and 2-6 if 0-6= away.
Subtract 1 from the roll if the target is under cover, or add 1 if the shooter has cover.
Firearm users shoot at the same rate as heavy crossbowmen do.
THROWN WEAPONS
Melee ûgures may throw axes, javelins, or spears at a rate of once per turn. They may
throw their weapons at charging enemies, but cannot engage in indirect ûre.
RESOLVING MISSILE FIRE 179
RESOLVING MELEES
Melees are resolved by rolling dice, the numbers of which are indicated on the opposite
page, and counting the number of sixes representing the number of ûgure casualties.
The ûrst value (X:Y) is a ratio of dice rolled per ûgure; for example, a light cavalry ûgure
rolls 2 dice against a light foot, while there must be at least two light foot ûgures to roll
a single die versus a light cavalry. The plus, if given, indicates the bonus added per die.
Missile troops defend as light foot troops, and dismounted knights attack or defend as
armored foot. Peasants attack and defend as light foot troops, except that they have the
aforementioned chance of not performing in combat (p. 171).
ZONES OF CONTROL
Units have a zone of control within a reach of 1=, preventing movement from therein.
Allied units within 3= of a melee may be commanded to move into the fray and ûght so
long as they have not moved more than half their rate that turn. Such units can move
up to 6= into the battle.
RESOLVING MELEES 181
Attacker Versus: LF HF AF LC MC HC
Light Foot 1:1 1:2 1:3 1:2 1:3 1:4
Heavy Foot 1:1 + 1 1:1 1:2 1:2 1:3 1:4
Armored Foot 1:1 + 2 1:1 + 1 1:1 1:1 1:2 1:3
Light Cavalry 2:1 + 1 2:1 1:1 1:1 1:2 1:3
Medium Cavalry 2:1 + 2 2:1 + 1 2:1 1:1 + 1 1:1 1:2
Heavy Cavalry 4:1 + 1 3:1 + 1 2:1 + 1 2:1 + 1 1:1 + 1 1:1
Upon success, you need not check morale again until your forces have again dwindled
by that same proportion since the last time you checked morale. Upon failure, the
ûgures are removed from the table. Melee morale ratings given prior do not apply here.
ARMY COMMANDERS
Army commanders give +1 morale to the unit to which they are attached and also to all
allied units (not mercenaries) within 12=. It takes 3 turns to permanently rally a joined
unit. If the commander is joined to a unit, they will share their fate. The commander is
the last to die in a unit, but if killed then their whole army checks morale at -2.
CAVALRY CHARGES 183
CHARGES
A charging unit moves the full distance listed in a straight line, or shifting at most 45
degrees. They must, on their path, collide and engage in melee; then they must defeat
their foe before or during the ûrst round of melee in order to continue on their path.
A unit targeted by a cavalry charge must check morale using the scores shown below.
Upon failure, that unit retreats one and a half moves with their backs to the enemy, and
must rally to put themselves back in order. Subtract 1 from the total score if the cavalry
charges at the ûank, or subtract 2 if the cavalry charges at the rear.
Armor Class
Ranged Weapons 1 2 3 4 5 6 7 8 H1 H2
15= Short bow 6-7-8 6-7-8 6-7-8 7-8-9 8-9-0 9-0-1 1-2 2 0-2 2
18= Horse bow 5-6-7 5-6-8 5-6-8 6-7-8 8-9-0 9-0-1 1-2 2 9-0-1 2
18= Light crossbow 5-6-7 5-7-8 5-7-8 6-7-9 8-9-0 0-1 1-2 2 9-0 2
21= Longbow 5-6-7 5-6-7 5-6-7 5-6-8 6-7-9 8-9-0 9-1 1-2 7-9-2 9
24= Composite bow 5-6-7 5-6-7 5-6-7 5-7-8 6-8-0 8-0-1 9-2 1 7-0-2 0-2
24= Heavy crossbow 4-5-6 4-6-7 4-6-7 5-7-8 6-8-9 7-9-0 8-0-1 0-1-2 7-9-2 9-1
18= Firearm 5-6-8 5-6-8 5-6-8 5-6-8 6-7-8 6-8-9 7-9-0 8-0-2 6-9-1 8-0-2
The missile ranges are divided into thirds to represent short, medium, and long range.
The ûrst score listed in each cell above indicates short range, the second medium, and
the third long. 0 represents 10, 1 represents 11, and 2 represents 12; for example, the
short bow can kill an unarmored target at short range on 6+, or at long range on 8+.
If a second or third score is not listed, it is impossible to ûre a missile from that range;
for example, the short bow cannot kill a target wearing plate mail at medium range.
RULES FOR ONE-ON-ONE COMBAT 185
Armor Class
Melee Weapons 1 2 3 4 5 6 7 8 H1 H2
1 Dagger 6 7 8 8 9 10 12* 12* 8 10
1 Hatchet 7 7 8 9 10 10 11 12 9 11
3 Mace 8 8 8 9 8 8 7 8 10 12
4 Sword 7 8 8 9 8 9 10* 11* 8 10
5 Battle axe 8 8 8 8 7 7 9 10 7 9
6 Morningstar 6 6 7 7 6 7 8 8 8 8
7 Flail 7 7 7 7 6 7 6 7 6 8
8 Spear 8 8 9 9 10 10 11* 12* 7 9
9 Polearm 6 6 6 7 7 8 9* 10* 6 8
9 Halberd 8 8 8 7 6 6 7 8 7 9
10 Longsword 6 6 6 6 5 5 6 7 6 8
11 Lance, mounted 5 5 5 5 6 7 8 9 5 7
12 Pike 8 8 8 8 8 8 9 10 5 7
* If the target is prone, use a score of 7 instead.
ONE-ON-ONE MELEE
When two ûgures are within 3=, each will attempt one or more hits against the other.
The ûrst attacker cannot be counterattacked unless they fail to kill their opponent.
TURN ORDER
The ûrst blow is struck by the attacker unless the defender has a weapon two classes
higher, or unless the defender is ûghting from above. Each subsequent blow is dealt by
the one who struck ûrst previously, unless the other ûghter has a weapon two classes
lower or is ûghting from above.
For example, a ûgure with a spear will be able to attack one with a dagger ûrst, but on
subsequent rounds the one with the dagger will attack ûrst.
On the second round of a melee, a horse will attack with its rider. Light horses ûght as
with 1 mace, medium horses as with 2 maces, and heavy horses as with 2 ûails.
An unmounted ûgure may declare their intent to unhorse a mounted one, and may try
to do so by rolling as if to kill. The once-mounted ûgure may be stunned. On 1-2, they
are not. On 3-5, they are stunned 1 turn. On 6, they are stunned 2 turns.
ONE-ON-ONE MELEE 187
PARRYING
The ability of a defender to parry depends on how much greater their weapon class is
compared to that of their attacker:
ø 1-3: You may parry by subtracting 2 pips from the attacker9s roll, but you negate your
ability to counterattack.
ø 4-7: You may deal the ûrst blow or parry the attacker9s roll by subtracting 2 pips.
Upon a successful parry, you may then counterattack the attacker. The attacker
breaks their weapon instead of killing you if they roll equal to the original kill score.
ø 8 or more: You may deal the ûrst blow and also parry (subtract 1 pip instead of 2) or
strike the second blow. A roll equal to the kill score breaks the weapon.
MORALE
Check morale if one third of an army has been killed, using the same morale tables as
for mass combat. Soldiers defending a castle usually need not check morale.
188 APPENDIX A: CHAIN OF COMMAND
Bear in mind that bombards can be treated either as a catapult that shoots at an arc, or
as a cannon that shoots straight ahead.
WAR MACHINES
Siege towers and war machines can move at a rate of 1/2= per individual pushing it, for
a total of 4= per turn with eight individuals pushing. Siege towers can carry 8 ûgures,
i.e., 5 on the drawbridge story and 3 on the top. Up to 5 ûgures can climb the ladder.
For machines with battering rams, whoever is defending against them may try to
disable them on a two-dice score of 9+.
SIEGES USING 1:1 FIGURES 191
MANTLETS
Up to two ûgures can push a moveable mantlet for 3= per turn each, or a total of 6=.
The mantlet will then give cover to three foot ûgures, and one of these ûgures can shoot
through the slit of the mantlet while still remaining in cover.
LADDERS
A ûgure carrying a ladder moves at half-speed, and it takes two ûgures to carry one.
They cannot charge, but may be treated as indestructible while carrying the ladder.
Three ûgures maximum may attempt to climb the ladder at once.
A big rock dropped down a ladder will kill the ûrst person, has a 3/6 chance of killing a
second person if there is one, and a 1/6 chance of killing a third person. One can also try
to push down the ladder, killing the ûrst two ûgures and stunning a third.
BOILING OIL
Oil will burn in a 3 × 4= puddle for three turns, and will immediately cause wooden
structures to burn such that any occupants must evacuate within one turn. After ûve
turns, the structure is totally burnt down.
Some powerful types are represented as multiple regular ûgures, e.g. a hero ûghts as
four ûgures and a troll as six. Some of these, like heroes, require an equal number of
simultaneous hits to be killed in combat. Others, like ogres, require that number of
cumulative hits throughout the battle to be killed, indicated by an asterisk *. Other
monsters, like treants, are even impervious to normal attacks (as opposed to fantastic
attacks by other special ûgures). This is indicated by a hyphen under the Defend
column, meaning that they cannot be killed by cumulative or simultaneous normal
attacks. Special abilities include:
Some entries double for other races, e.g. dwarves as gnomes or goblins as kobolds.
These are indicated on the entry for the speciûc ûgure type.
RULES FOR FANTASY COMBAT 193
Figure Type Move Charge Fly Range Attack Defend Special Page
Halûings 12= 4 4 15= LF LF A 199
Pixies 9= 4 18= 4 LF LF A 202
Dwarves 6= 9= 4 4 HF LF B 196
Goblins 6= 9= 4 4 HF LF B 199
Elves 12= 4 4 18= HF HF ABC 198
Orcs 9= 12= 4 15= HF HF B 201
Heroes 12/18= 15/24= 4 18= 4 ûgures DR 201
Superheroes 12/18= 15/24= 4 21= 8 ûgures DEFR 202
Wizards 12/30= 4 4 24= 2AF/2MC ABDEPR 204
Wraiths 18= 24= 36= 4 2MC 4 BDEFGR 205
Ghouls 9= 9= 4 4 LC HC BG 199
Werebear 9= 12= 4 4 AF AF BH 203
Werewolf 12= 18= 4 4 HF HF BH 203
Ogres (Trolls) 9= 12= 4 4 6HF 6HF* B(I) 201
Balors 6= 9= 15= 4 2HC 4 BQ 196
Treants 6= 6= 4 4 6AF 4 K 202
Giants 12= 18= 4 4 12HF 12HF* BM 199
Elementals 4 4 4 4 Special 4 197
Dragons 9= 15= 24= 4 4HC 4 BEFP 196
Rocs 4 4 48= 4 4LC 4HC* EFL 202
194 APPENDIX A: CHAIN OF COMMAND
Defender
Attacker Balor Dragon Elem. Ghoul Giant Hero Ogre
Balor 7 11 11 4 8 4 6
Dragon 6 8 10 2 9 5 5
Elemental 10 10 11 2 9 4 7
Ghoul 12 12 12 8 11 9 9
Giant 9 9 10 4 9 6 6
Hero* 11 12 10 6 11 7 9
Ogre 10 12 11 10 9 8 7
Roc 12 12 12 5 10 5 6
Superhero* 9 10 8 4 9 8 5
Treant 12 12 12 3 8 4 7
Werefolk 10 12 12 6 10 7 8
Wizard* 7 9 6 6 11 8 8
Wraith* 10 12 7 11 12 8 9
Average 10 11 10 5 10 6 7
RULES FOR FANTASY COMBAT 195
An asterisk * indicates that the ûgure may withdraw from combat if the attacker rolls
less than the score necessary (which would otherwise have no eûect).
A dagger indicates that other magic-users are at lesser values, as indicated on p. 204;
thus, a seer has no chance of killing a giant.
Defender
Attacker Roc S9hero Treant Werefolk Wizard Wraith Average
Balor 11 7 8 6 8 11 8
Dragon 8 8 6 4 10 7 7
Elemental 7 7 7 4 8 10 7
Ghoul 11 12 12 8 10 7 10
Giant 7 9 7 5 10 10 8
Hero* 10 10 12 8 11 11 10
Ogre 9 11 11 8 11 12 10
Roc 9 8 9 6 10 9 9
Superhero* 8 8 11 8 9 8 8
Treant 11 7 7 4 10 10 8
Werefolk 10 10 12 9 10 12 10
Wizard* 9 10 10 7 10 5 8
Wraith* 10 10 12 9 12 7 10
Average 9 9 10 7 10 9 9
196 APPENDIX A: CHAIN OF COMMAND
DRAGONS Mv. 9=, Ch. 15=, Fly 24, Att. 4HC, Def. 4
All dragons can see well at night as in day. All troops within 15= must check morale,
and the dragon can detect any hidden or invisible ûgures within this range. A dragon9s
breath weapon kills any type of ûgure it touches except for superheroes, wizards, or
other dragons who all survive on a two-dice score of 7 or better. After breathing this
way, the dragon must land and rest for one turn.
Dragons will immediately attack, in the following order of preference: other dragons,
giants, rocs, trolls, elementals, and treants. Dragons need never check morale.
Red dragons breathe ûre in a cone that has a diameter of 0.5= at the source and one of
3= at the other end which is 9= away. Blue dragons breathe lightning in the same way
that a wizard uses the Lightning spell, except that their breath also extends for 9=.
White dragons breathe an ice-cold cloud of air in the same shape as the red dragon9s
ûre breath except it is only 4= long.
DWARVES & GNOMES Mv. 6=, Ch. 9=, Att. HF, Def. LF
Since these folk live underground, they can ûght at night and day. They are diûcult to
hit by clumsy big monsters like ogres, giants, and so on, so only one-half normal kills.
Dwarves hate goblins such that if there are any nearby, dwarves will attack them ûrst.
FANTASY FIGURE DESCRIPTIONS 197
ø Air Elemental: Fly at a rate of 24=, attack as 4LC, are impervious to normal attacks,
and add 2 pips against ûgures in the air.
ø Earth Elemental: Move at a rate of 6=, attack as 4HC, are impervious to normal
attacks, and add 1 pip against ûgures on the ground.
ø Fire Elemental: Move at a rate of 12=, attack as 4MC, are impervious to normal
attacks, and add 2 pips against ûgures that also employ ûre such as red dragons or
wizards that can cast ûame.
ø Water Elemental: Move at a rate of 6= (or 12= in the water), and must remain within
6= of water at all times. They attack as 4LC on land or as 4HC while in the water.
They are impervious to normal attacks, and add 2 pips when ûghting from or within
3= of a river or lake.
198 APPENDIX A: CHAIN OF COMMAND
ELVES & FAIRIES Mv. 12=, Rng. 18=, Att. HF, Def. HF
Elves may split-move to shoot arrows despite moving on foot. However, mounted elves
cannot do this because they are not used to horse-riding. Invisible elves cannot attack4
or be attacked, for that matter, unless their opponent has some ability to detect them4
but they can reveal themselves and attack on the same turn. Elves also have (limited)
attack capabilities against some fantastic ûgures, detailed below.
GHOULS & WIGHTS Mv. 9=, Ch. 9=, Att. LC, Def. HC
Despite ûghting with the statistics of horse units, these ûgures actually move on foot.
They cannot be harmed by regular missiles, can see in darkness as in light, and must
subtract 1 pip from all rolls while under the sun. Any other type of ûgure it touches will
become paralyzed for one turn, although the ûgure will have the opportunity to strike at
the ghoul before becoming paralyzed.
GIANTS Mv. 12=, Ch. 18=, Att. 12HF, Def. 12HF (Cumulative)
These massive folk ûght as 12 heavy foot with an extra die for their huge weapons, and
they defend as 12 armored foot. They must take 12 cumulative hits before being killed
by missiles or melee. Giants also act as mobile, small catapults with a range of 20= and
without a minimum range restriction. They can move on turns they don9t throw stones.
Finally, they never need to check morale.
GOBLINS & KOBOLDS Mv. 6=, Ch. 9=, Att. HF, Def. LF
Being the natural enemy of dwarves, a goblin will automatically attack any dwarf it
sees. They can see well in darkness, but subtract 1 pip from their attack and morale
dice while ûghting in the full daylight.
HEROES Mv. 12/18=, Ch. 15/24=, Rng. 18, Att. 4 ûgures, Def. 4 ûgures
Heroes and anti-heroes have the ûghting capabilities of four ûgures, although the exact
type of ûgure they are depends on their arms and equipment. Thus a hero can take the
form of four light foot ûgures or four heavy cavalry ûgures. They never check morale,
and add 1 pip to the morale check of the unit accompanying them.
OGRES & TROLLS Mv. 9=, Ch. 12=, Att. 6HF, Def. 6HF (Cumulative)
Ogres are somewhere between humanfolk and giants. They can be killed by an elf in
three hits, or by a hero type (or with a magical weapon) in one hit. Otherwise, they
require six cumulative hits to be killed.
Trolls can only be killed in fantastic combat by another special fantasy ûgure, and they
need never check morale. Use the table below for what scores are necessary for other
ûgures to defeat a true troll.
ORCS Mv. 9=, Ch. 12=, Rng. 15, Att. HF, Def. HF
Orcs react to light as goblins do. They also quarrel with each other, and you can
assume that if there are two units of orcs, they hail from diûerent nations or bands.
Thus if two units of orcs approach each other during a charge, and they do not melee
with a common enemy, there is a 3/6 chance that they will ûght each other.
There are also giant orcs which ûght as armored foot and have a PV of 2.5.
202 APPENDIX A: CHAIN OF COMMAND
PIXIES & SPRITES Mv. 9=, Fly 18=, Att. LF, Def. LF
These creatures are very small, and they can become invisible in battle as the elves do
except that they remain invisible even while ûghting. They do not take any casualties
during the ûrst round of a melee, but afterwards their attackers are able to perceive the
invisible pixies by their slight shadows.
SUPERHEROES Mv. 12/18=, Ch. 15/24=, Rng. 21=, Att. 8 ûgures, Def. 8 ûgures
These ûgures are twice as powerful as regular heroes. When one approaches an enemy
unit within their charge movement, that unit must check morale. Superheroes can also
kill a dragon on a two-dice score of 8 or better, adding 1 pip with an enchanted arrow.
If <werefolk= (the root <were-= meaning <male=) seems like a less intuitive term than
<lycanthrope= (the root <lyc-= meaning <wolf=), consider at least that not all werefolk are
wolves whereas most characters in this book are assumed to be men.
A wizard can either cast a ûre ball (with the hit area of a large catapult) or a lightning
bolt (3/4 × 6=, eûect of impact as a heavy ûeld gun). The range of either missile is 24=.
They will kill any ûgure, with some fantastic exceptions:
In order to cast a spell, a wizard must be stationary and not hit by any attack that turn.
Each spell has a two-dice score in parentheses (equal to level + 2) in order to cast it on
the next turn. If the dice roll greater than that number, the spell is cast immediately.
The roll is modiûed by caster level; thus, a seer must roll 10 (6 + 4) to cast Confuse.
WRAITHS Mv. 18=, Ch. 24=, Fly 36=, Att. 2MC, Def. 4
These ghostly ûgures are impervious to all attacks except those made by magical arms
or by other special ûgures.
206 APPENDIX A: CHAIN OF COMMAND
MAP EFFECTS
To create a map, take twenty 3 × 5= index cards and illustrate them as follows.
Each side draws up to four cards, the weaker side getting the ûrst pick, and then places
each terrain 8tile9 wherever they like.
Terrain impacts unit movement and action. Refer to the topmost table on the opposite
page, and note that the eûects of terrain can double as manmade obstacles; e.g., a ditch
and rampart can be treated as hilly terrain.
WEATHER
If the local weather is unknown, you may determine the initial weather by rolling a die
and referring to the topmost rows of the lower tables on the opposite page.
Every other turn of the ensuing battle, cast the die again to see how the weather there
continues to develop. An arrow indicates that the weather changes from one state to
another, e.g. the <Clouds Appear ³= event indicates that the weather changes from
clear to cloudy, and so on the next roll the cloudy table will be used.
Underlined events signify special conditions of the battleûeld due to harsh weather.
When there is excess heat, fatigue is doubled and there is a greater chance of ûre in dry
grass or woods (this only applies during the summer. When there are three consecutive
turns of heavy rain, the terrain becomes muddy and so all movement is halved.
MAP EFFECTS 207
ABILITY MODIFIERS
These rules expand the domain of a character9s ability scores throughout the course of
the game. They deemphasize the function of classes (hitherto) to deûne and abstract
characters9 capabilities, and emphasize instead the speciûc capabilities of individuals.
It is here that scoring abilities by the highest 3 of 4 dice may become desirable.
Strength modiûes a ûghting-type character9s to-hit chance, damage rolls, the amount of
coin-weight they can carry unencumbered, and their chance of opening doors. Those
who have a strength score of 18 are also considered to have super strength, and roll
percentile dice to see if they get any additional bonuses as a result. The values given in
parentheses for opening doors refer to magical portals.
Intelligence informs the likelihood of a mage knowing certain spells. The mage rolls to
see if they know a spell the ûrst time they attempt to use it, if they do not have a scroll.
Upon failure, the mage does not know the spell. If the mage attempts this for each spell
available and does not meet the minimum of spells known, they can try each one again.
Likewise, if the mage 8knows9 the maximum number of spells this way, they cannot see
if they know other spells.
Dexterity improves ûghters9 defensive capabilities, with each point above 14 resulting
in 1 pip of armor class (or 31 from attackers9 rolls). Thus a ûghter with 18 dexterity and
wearing no armor, AC 9 [10], has a virtual AC of 5 [14].
ABILITY MODIFIERS 211
5-6 31 4 350 /6
1
7-9 4 4 4 /6
2
10-12 4 4 +50 /6
2
13-15 +1 4 +100 /6
2
16 +1 +1 +150 /6
3
17 +2 +2 +300 /6
4
18 +2 +3 +500 /6
5
51-75 +3 +3 +600 /6
5
00 +4 +6 +1,200 /6 (3/6)
6
212 APPENDIX B: OPTIONAL RULES
Intelligence (3-18) Chance to Know Min. per Level Max. per Level
3-4 32 2 3
5-7 31 2 4
8-9 4 3 5
10-12 4 4 6
13-14 +1 5 8
15-16 +1 6 10
17 +2 7 All
18 +2 8 All
Survive Survive
Constitution (3-18) Hit Dice Bonus Resurrection Transformation
3-6 31* 30% 35%
7-10 4 50% 55%
11-12 4 75% 80%
13-14 4 85% 90%
15 +1 90% 95%
16 +1 95% 98%
17 +2 98% 99%
18 +3 99% 100%
* To a minimum of 1.
ABILITY MODIFIERS 213
A. The referee decides which diseases if any are present. By default, four are certain to
exist in a game-world: crud, grippe, spotted fever, and advanced leprosy.
B. Disease outbreak is rolled for each week of a siege, using the base chance to catch a
disease plus 10%. Diseases whose chance has an asterisk (*) increase their chance
per week of siege by 4%.
C. Instead of using the original Disease spell or diseases from curse scrolls, you may
use a random disease by rolling from 1-10.
D. The extent to which player-characters suûer the symptoms of a disease depends on
their constitution score, as shown on the table below the disease matrix.
E. Casting Cure Disease only works if the patient is still alive. Otherwise, Raise Dead is
necessary to bring them back to life. The spell will not prevent recurrence.
F. Victims of a disease lose 4% of their strength points for each day they spend out of
bed when they should be resting. Their strength is returned after recovery, but if they
do not rest at all then the loss is permanent and they also lose a proportional number
of constitution points. Reduction or recovery takes place at midnight or sunrise.
G. Hirelings will only act while sick if they succeed on a loyalty check. Otherwise, they
will rest for the full recovery time. If forced, their desertion rate is doubled.
DISEASES & EPIDEMICS 215
Tuberculosis can only be cured by total Advanced Leprosy is, using these rules,
inactivity. Victims have a 10% chance of the disease spread by mummies (p. 82).
transmitting it to someone else. Fatality After three days of not being cured, it
rates vary from 40-80% depending on if becomes near-fatal (95%). However, each
the victim rested while ill. Survivors have subsequent day of not being cured, this
a 45% chance of permanently losing 1-3 chance decreases by 2%.
points of constitution. Grippe is a catch-all for minor sicknesses
Typhoid Fever is caused by consuming such as colds, stomach viruses, or the ûu.
ûlthy food or water. Victims have a 40% Evil clerics may reverse the Cure Light
chance of transmitting it to others, and Wound or Bless spells to cause grippe.
there is a 10% chance of being a carrier Spotted Fever is transmitted by giant
but otherwise asymptomatic. Treatment ticks, each one having a 80% chance of
reduces the fatality rate to 2%, but any carrying the disease. Victims have a 5%
complications increase the fatality rate to chance of becoming insane, in addition to
40% (or just 10% with treatment). it having a 45% rate of fatality. Survivors
Typhus is spread by parasites in ûlthy of spotted fever become immune.
food or water. During sieges, the rate of
contraction increases by 15%. Survivors
have a 10% chance of relapsing in 3-4
years, and then every 5 years thereafter.
There is no immunity.
218 APPENDIX B: OPTIONAL RULES
HIT LOCATIONS
Rather than each ûgure having one <pool= of hit points, the ûgure has multiple pools
corresponding to diûerent body parts. Each body part has a number of hit points equal
to a percentage of the ûgure9s total typical hit points (the total of all the pools will not
add up to 100%). Roll a twenty-sided die to see which location you hit using the charts
on pp. 220-225.
Some body parts may be associated with speciûc attacks by the monster, and so by
destroying them you disable those particular attacks. Other body parts act as buûers,
able to be damaged but not contributing to the total number of hit points necessary to
defeat the ûgure (e.g. a lizard who can easily survive without its tail).
LOCATION CHARTS
We will consider six body diûerent plans: humanoids, ûyers, reptiles, insectoids, ûsh,
and snakes. Each one can be hit from diûerent angles, resulting in diûerent likelihoods
of landing a hit in diûerent locations.
In the case of limbs like arms, legs, and wings, there are multiple of each, and there are
one or more on each side. For example, attacking a humanoid on the left side means
you will hit its left arm (if you hit an arm). Insectoids have multiple legs and wings.
HIT LOCATIONS 219
HEIGHT
Compare the height (in feet) of the attacker versus that of the defender. Being taller
than the defender makes the attacker more likely to hit a mortal wound area, whereas
being excessively shorter makes them less likely.
For example, a human player-character who is 59 tall attacking a giant who is 109 tall is
59 shorter than their target. Therefore, they modify their hit location roll by 312, which
greatly reduces the chance that they will deal any mortal wounds except from the rear.
The attacker can add the length of their weapon, also in feet, to their own height if the
weapon9s length does not exceed the defender9s height. Otherwise, the attacker rolls
for hit location as normal, except with plus 1 for each 19 long that their weapon is.
220 APPENDIX B: OPTIONAL RULES
There are also the following eûects: Legs** 1-4 1-4 1-4
* Also wings, if applicable.
ø The loss of a leg reduces movement to ** Also tail, if applicable.
a crawl.
ø The loss of an arm reduces crawling
speed by 1/2.
ø The loss of a wing prevents ûying.
ø The loss of a tail reduces the
creature9s dexterity by 1-6 points.
HIT LOCATIONS 221
METRIC CONVERSION
Both tabletop measurements and in-world distances can be converted into metric units.
Rather than using the literal conversion rates of the units (e.g. 19 equals 0.3048 m), the
guidelines here are simply based on using a 30 cm or 300 mm ruler at the table.
Treat 1= as 2.5 cm or 25 mm. When you would convert 1= to tens of yards, read 25 mm
as 10 m so that an unencumbered character has a movement rate of 120 m. When you
would convert 1= to tens of feet, read 25 mm as 3 1/3 m (more simply, 75 mm as 10 m)
so that an unencumbered character has a movement rate of 40 m. In other words, treat
1 yard as 1 meter and 1 foot as 1/3 meter within the scope of the game-world.
When exploring the Wilderness, 5 miles equals approximately 8 km. Unlike later rules,
Wilderness exploration does not interface with tabletop measurements here because it
uses movement points of hex tiles instead.
Ultimately, you need not think about literal feet, yards, or meters as much as the units
by which characters move. There are no in-game measurements in this ruleset which
do not serve as justiûcations for otherwise abstract units. FMC does not really use feet,
yards, or miles: it uses squares, hexes, and distances measured in increments of those
things. It just happens that the ruler is a useful measurement tool for miniature ûgures.
So, the size of the square or hex in the game-world is whatever makes the most sense.
It is less important that a character move 1209 or 40 m per exploration move than that
their ûgure moves 12 squares in increments of 3 squares, where each square is 1 inch
or 25 mm wide on the tabletop. Of course, it being 12 squares is a relic of the imperial
system, but messing with that means messing with the internal logic of this ruleset.
METRIC CONVERSION 227
For example, a ûfth level ûghter has a to-hit bonus of +2, and so their player adds 2 pips
to their twenty-sided die when attempting an attack. A target wearing leather armor has
an ascending armor class of 12, so the player must roll the die greater than or equal to
12 3 2 = 10 in order to land a hit and deal damage.
You may also combine this system with the alternate attack tables on pp. 246-9,
derived from the ones in Appendix A (p. 184), at least against <humanoid= characters.
Simply substitute the to-hit target scores above with the ones from the other table.
MODERN COMBAT RULES 229
1d 19 +0 8d 12 +8
1d + 1 18 +1 9d 11 +9
2d to 3d 17 +2 10d or more 10 +10
3d to 4d 15 +4 Using this variation, treat ûgures with bonuses to
4d to 6d 14 +5 hit dice as the next higher <level= on the table,
e.g. a troll with HD 6d + 3 adds +7 to their attack.
6d to 8d 13 +6
Refer to p. 245 for a more standard progression
9d to 10d 11 +8 rate for diûerent character types9 hit dice. Finally,
the author would recommend to treat rolls equal
11d or more 9 +10
to AAC as failures rather than as successes; this
Alternatively, roll a twenty-sided die and add the is reûected in the T column.
target9s DAC so that a sum that meets or exceeds
the attacker9s T score lands a hit.
230 APPENDIX B: OPTIONAL RULES
RESOURCE DEPLETION
It is not unusual to track light sources, such as one torch lasting one hour (that is, six
turns of exploring the Underworld). However, if torches are to Underworld exploration
as rations are to Wilderness exploration, it seems that the rate of depletion should not
be one but six torches per six turns since torches are purchased in sets (units?) of six.
Whether that means one torch is depleted per Underworld turn, or if all six torches are
consumed as a unit after every six turns, is unclear. It is likewise unclear whether one
ration is depleted per day of travel, or whether a week9s rations are consumed as a unit.
The diûerence may reûect a shift in focus from cycles of play to small increments.
SIMPLE ENCUMBRANCE 231
SIMPLE ENCUMBRANCE
Rather than counting individual coins, determine the character9s speed based on what
armor they are wearing and whether they are encumbered (e.g. by carrying treasure).
SLOT INVENTORY
Containers can be abstracted to contain not some amount of coin-weight, but instead
an abstract amount of item-units. Consider 50 coin-weight or 5 pounds to be 1 slot.
Container Capacity
Small Sack 1 slot
Large Sack 6 slots
Backpack 6 slots
SIMPLE SKIRMISHES
These two new rules serve to simplify the modern classic combat system (pp. 228-9):
1. Add ûgures9 hit dice value to their to-hit and damage rolls, using the Necropraxis
scheme on p. 229. Scores equal to AAC miss.
2. Allow # ûgures with HD ~1d to attack as one unit, treating the value of # as in step 1.
Modiûers to hit dice apply to the unit; e.g., 5 goblins have a total modiûer of 5 3 1 = 4.
This reduces how many rolls are necessary in ûghts by treating many ûgures as a unit.
For example, a Hero (fourth-level ûghter) need not attack 4 times against 4 orcs, but
rather the 4 orcs attack the Hero once as a 4d HD ûgure. Both add +4 to their to-hit
rolls versus ascending AC, and on a successful hit they add +4 to their damage rolls.
The author recommends using the standard hit dice progression scheme on p. 245.
The diûerence between a unit of regular ûgures and a fantastic ûgure (that ûghts with
the strength of many regular ûgures) seems, initially, to be only within the game world.
After all, the math is the same regardless if you are a Hero or a unit of 4 orcs. However,
fantastic ûgures can take many dice of damage and not reduce their ûghting capability,
whereas a unit loses individual ûgures (and thus its capability) as it is dealt damage.
SIMPLE SKIRMISHES 233
The referee, to simplify things, may simply remove the ûgure with the least hit points if
a unit is hit. Thus, in a group of 4 orcs with h.p. {4, 2, 5, 3}, the ûgure with 2 h.p. will be
defeated ûrst. Alternatively, the referee could assign each ûgure the average h.p. they
would typically have, as below, such that it always takes 4 h.p. of damage to defeat an
orc ûgure. Moreover, a Hero will always be able to defeat at least 1 orc or 2 kobolds on
a successful attack. The same is true on average, anyway.
MISCELLANEOUS NOTES
It takes two ûgures with HD 1/2 to constitute one regular ûgure. Halûings count as 3/2
their current level when ûring missiles (e.g. a level 4 halûing shoots with a +6 bonus).
Each head of a hydra is like a ûgure with HD 1d + 1.
234 APPENDIX B: OPTIONAL RULES
The underlying basis of this standard is that the minimum wage worker receives 1 gold
piece each month (50 copper pieces) for a total of 12 gold pieces per year, of which 1/12
is taxed by the state and another 1/12 is tithed by the church. This new system accounts
for both wages given to workers and the taxes received from citizens, as well as all the
costs of items purchased by player-characters throughout their adventures.
SILVER STANDARD 235
The referee should treat experience as 1:1 with respect to silver pieces and 10:1 with
gold pieces, such that 1 silver piece yields 1 experience point, while 1 gold piece yields
10 experience points. Then, they should divide all quantities of monetary treasure in
the Underworld and Wilderness by 10 to retain the same progression rate as before.
236 APPENDIX B: OPTIONAL RULES
SUPPLEMENTARY CLASSES
These are a selection of character types published in supplemental materials after the
original three-volume set. They represent paradigm shifts in how the game was meant
to be played4from war-gaming to dungeon-crawling to role-play to roll-play. Included
are paladins (p. 236), monks (pp. 237-9), thieves (pp. 240-1), and assassins (pp. 242-3).
PALADINS
Fighters who have scored 17 or more in charisma may opt to become paladins so long
as they are and continue to be lawful, for a paladin who commits even one chaotic deed
is irrevocably disbarred from all status and beneûts previously earned. They cannot
even so much as associate with non-lawful characters, nor accumulate treasure except
enough to build a <modest= castle (200,000 g.p.) and employ 200 guards to defend it.
All other revenue must be given to the poor or to religious institutions, i.e. not just to
another player9s character in the campaign.
Such powers that paladins wield include the ability to lay their hands on the wounded
or diseased, curing 2 hit points per level, or healing one disease per ûve levels, each
day. Paladins themselves cannot fall ill, are immune to all magic (if they have a holy
sword), and have a 10% saving throw against non-melee attacks. Those of the eighth
level or above detect all evil within 6", and may command it to dispel.
The paladin may also choose a gifted and highly intelligent heavy horse (AC 5, Mv. 18",
HD 5d + 1) to serve as a companion. If the horse perishes, the paladin cannot obtain a
second horse for 10 years. Finally, the paladin cannot have more than four magic items
besides their armor, shield, and up to four weapons that they regularly wield.
SUPPLEMENTARY CLASSES 237
MONKS
Human clerics may become monks if they score 15 or more in wisdom, 12 or more in
strength, and 15 or more in dexterity. Monks may be of any alignment: 75% are lawful,
20% are neutral, and 5% are chaotic. They have hit dice as mages, but saving throws
as clerics. They can also dodge missiles by throwing a save as if against a death ray or
poison. Successful saves against other types of attacks deal no damage instead of half,
and starting at eighth level a failed save results in the monk taking only half damage.
Although they cannot wear armor, they can wield any weapons desired and add 1 pip
of damage per two levels attained, up to 8 pips. When they attack unarmed, any hit 5
pips (25%) better than necessary has a 75% chance of stunning the opponent for 3-12
turns and a 25% chance of killing them. Otherwise, damage is dealt according to their
experience table (UH column, p. 239), and they may make multiple attacks per round.
Monks cannot cast spells, but they can wield magic weapons, rings, and miscellaneous
magic items as thieves do. They cannot, however, use potions or scrolls. They also may
not recruit any retainers until the sixth level, at which point they may have a number of
followers equal to their charisma score plus their experience level. No follower may
exceed the monk in experience, nor can they hail from another order, nor can hirelings
in general be employed except on a per-mission or other temporary basis.
Monks receive +2 to opening locks, +3 to removing traps, and +2 to stealthing (p. 243).
When climbing, at ûfth level, they can fall 20' unharmed if there is a wall within 2' that
they can latch onto. This increases to 40' and 4' respectively at eighth level, and at the
eleventh level they can survive a fall from any height if there is a surface within 6'.
238 APPENDIX B: OPTIONAL RULES
MONKS, CONTINUED
They also have other special abilities:
The following additional abilities are encoded on the monk9s statistics table:
ø Armor Class (AC): Instead of wearing armor, the monk improves their base armor
class as they progress in their class.
ø Movement (MV): Base movement rate increases each level.
ø Cure Self (CS): Heal 1-6 hit points plus 1 pip per level past the sixth, starting at the
seventh level.
ø Surprise Rate (SR): Decreased rates of being surprised by enemies starting at third
level, although especially quiet ûgures will double the likelihood listed.
ø Hide Thoughts (HT): The Detect Thoughts spell has only a 10% chance of success
starting at sixth level, minus 1% for each level thereafter.
ø Multi-Attacks (MA): Multiple attacks per melee round starting at fourth level.
SUPPLEMENTARY CLASSES 239
In order to permanently progress as a grand master, i.e. from sixth to seventh level and
thereafter, the monk must seek out and defeat the current holder of the next title. Such
duels are not to the death unless the other monk9s alignment is opposed.
240 APPENDIX B: OPTIONAL RULES
Thieves have special abilities that improve with each experience level:
ø Hear Noise (HN): Unlike other characters, thieves will improve the initial 1/6 chance
of hearing noises behind doors. By ûfteenth level, they automatically succeed.
ø Hide in Shadows (HS): Thieves have a chance to hide or move through shadows
undetected, so long as whoever they are hiding from does not see them as they hide.
ø Open Locks (OL): Thieves have a chance to quickly open a lock. Upon failure,
however, the door must be forced open (which is, as always, time-consuming).
ø Move Silently (MS): This is the likelihood that a thief can move without any sound,
or that they can steal something without being noticed by a nearby observer.
ø Remove Traps (RT): Thieves have the ability to disable or remove small, harmful
devices. Upon failure, the trap activates and harms the thief and others nearby.
They may also silently strike an opponent from behind, doing at a minimum 2 dice of
damage (2-12 h.p.) and increasing their to-hit chance by +4. This ability improves by yet
2 more dice every 4 levels, or the same rate that their regular to-hit chance improves.
They are also always able to quickly climb up or down sheer surfaces.
Third-level thieves can read regular languages, such as those written on treasure maps,
without casting a spell. Ninth-level thieves can even read and cast magic-user scrolls.
SUPPLEMENTARY CLASSES 241
1. Apprentice 0 1d 1 ûgure /6
2 19 18 17 19
2. Footpad 1,200 1d + 1 1 ûgure + 1 /6
2 18 17 16 18
3. Robber 2,400 2d 2 ûgures /6
3 17 16 15 17
4. Burglar 4,800 2d + 1 2 ûgures + 1 /6
3 16 15 14 15
5. Cutpurse 9,600 3d 3 ûgures /6
3 14 14 12 14
6. Sharper 20,000 3d + 1 3 ûgures + 1 /6
3 12 12 10 13
7. Pilferer 40,000 4d hero 3 1 /6
4 11 10 9 11
8. Master Pilferer 60,000 4d + 1 hero /6
4 10 8 8 9
9. Thief 90,000 5d hero + 1 /6
4 8 6 6 7
10. Master Thief 125,000 5d + 1 superhero 3 1 /6
4 6 4 4 5
The original three classes of the game correspond with the gentry, the bourgeoisie, and
the clergy. The thief does not ût neatly into this scheme, so its invention may represent
a shift from campaign progression to all-you-can-crawl dungeons. Yet, the thief is also
thought to be a more fundamental archetype of typical fantasy literature than the cleric.
The real question: does FMC emulate fantasy literature, or is it its own bizarre beast?
242 APPENDIX B: OPTIONAL RULES
ASSASSINS
Human thieves may become assassins if they score 12 or more in dexterity, strength,
and intelligence. Assassins perform as thieves except at two levels lower than others.
They may only wear leather armor, but can use shields and any weapons, magical or
otherwise. Only Guildmasters have retainers: a number of non-assassin hirelings equal
in number to their charisma score, or up to 50 assassin followers who begin at the ûrst
level and must be trained.
Like other thieves, they may read and cast magic scrolls at a high level of experience.
They also can speak an extra alignment language with an intelligence score from 16-17
or all three with a score of 18. Finally, they have hit dice and saving throws as clerics.
Assassins may use poisoned weapons, but every potential foe within 109 has a ûfty-ûfty
chance of recognizing it as such, and thereafter ûghting ferociously to defend their life
with +4 to land a hit and +4 to damage if a hit lands. If an assassin opts to poison their
target via food or drink, the referee must play out this scenario with the acting player in
order to see if their plan succeeds.
As in Chapter III (p. 151), the cost of an <Assassin-level= assassin is 2,000 gold pieces;
the cost of a lower-level assassin equals that amount minus 250 gold pieces per level
below the sixth, and the cost of a higher-level assassin is 2,000 times 2 for each level
above the sixth. In addition to gaining experience as usual, assassins earn additional
points equal to 90% of their commission plus experience points by the target9s level, all
adjusted by the assassin9s own level (p. 20). The remaining 10% of the commission is
tithed by the Guildmaster.
SUPPLEMENTARY CLASSES 243
The title of Guildmaster is less one of experience than of authority. Any Prime Assassin
who wishes to advance must challenge the current Guildmaster to a duel to the death,
thereby becoming the new Guildmaster if successful. They may then build a stronghold
for themselves. Only one Assassin9s Guild is allowed per region, whether a large city or
a sizable tract of land (e.g., 2,500 square miles).
244 APPENDIX B: OPTIONAL RULES
VARIABLE DAMAGE
Rather than each hit dealing 1-6 points of damage, you may vary damage by weapon.
The average damage remains from 1-6, or: from 1-7 for large melee weapons, from 1-6
for ranged-only weapons, and from 1-5 for small melee weapons which can be thrown.
The ranges from 1-7 and 1-5 can be approximated by rolling 8-sided and 4-sided dice
respectively, but this produces a greater deviation from the mean than there really is.
VARIABLE HIT DICE 245
With regards to simple skirmishes (pp. 232-3) or to combat in general, you may allow
characters to improve their to-hit or damage rolls as if they had their original hit dice,
allow them to increase their combat capability every couple of levels as shown above,
or use a more standard hit dice scheme as below (originally from Necropraxis):
The user has the choice of using a simpler rule for employing weapon class than the
one given in Chain of Command. From a draft of the original fantasy game: a ûgure
wielding a weapon of a class 4 levels lower than their opponent attempts two attacks
that turn, or three attacks if 8 levels lower.
WEAPONS VERSUS ARMOR 247
ALTERNATE METHOD
Using these tables, refer to the target9s ascending AC. Then, roll the die and add your
character9s attack bonus from p. 229, as well as the weapon modiûer indicated below.
Ranges below are divided into thirds to represent short (-0), medium (-1), and long (-2)
range. Weapon classes for melee weapons are also given for use with pp. 186-7.
Values in the <Avg.= column indicate the average modiûer of a weapon across its row.
For example, a longbow on average adds +1 to hit while a ûrearm adds on average +3.
Although this calculation <simpliûes= the matrix, it also elides the relative strengths of
weapons against diûerent types of armor (as well as general trends across the matrix).
WEAPONS VERSUS ARMOR 249
POSTFACE
Isn9t this a funny place to put a postface? Throughout the three chapters and ûrst
appendix of this book, I9ve spared you my opinions about what I would change or even
slightly adjust in the original 1974 guidebook for fantasy adventure games. After all,
this book is ûrst and foremost a reference for myself to easily refer to that old thing
without navigating through three booklets at a time, each one being a delightful mess
and organizational disaster in itself.
This appendix is the only section where, besides including some material from the
original supplements, I9ve given some commentary on what each addition changes in
the core ethos of the original ruleset. It9s also the only place where strictly <new=
material appears, the rest of the text untouched. However, what motivates me is not
some sense of ûdelity to the original text, as if the perfect game sprung out fully formed
from the minds of two Midwestern American men in 1974.
I9ve mentioned in passing that I have less interest in running this game than I do
reading its manual. To be precise, I am more comfortable being a player than a referee,
so in general I am quite happy playing whatever if it means that I get to spend time with
my friends. That being said, this book has a certain jankiness and tedium to it that4as
a player4I would ûnd diûcult to interact with in practice. I9m also just not a fan of the
sword-and-sorcery genre of literature that inûuenced this book and many of its players.
There is little reason for me, personally, to seek out this book speciûcally as a guide for
the games I would most enjoy playing.
Yet the book draws me in anyway and I might as well be spellbound to it. What
appeals to me is not wargaming or dungeon-crawling or even the fantasy aesthetic (do I
sound like a middle-aged man from Wisconsin to you?) but the way in which it does not
POSTFACE 251
survive being read. There is no system in this book, in the sense that the rules given
inside are not systematic. They are inconsistent and incohesive and require you to ûll in
its gaps with your own experience or intuition. A wargamer reading this book comes
out of it with a wargame, and a fantasy literature reader comes out of it with a fantasy
literature simulator. Fifty years later, its primary audience are role-playing gamers, and
when they read this book they come out of it with a role-playing game. Do any of these
lenses come out unscathed? Are any of them <right=?
This book is not a system but, maybe, it is a mirror. The way that you read and use it
speaks less to the book itself than to how you rationalize things and solve problems.
Even if this is not as intended, it is desirable in a book like this since it teaches you to
make things up and worry less about the formalities of a gaming system than about
whether you are facilitating your own enjoyment of the game, regardless of what that
enjoyment looks like or how diûers from others9.
I don9t know if I will ever run or play a fantasy wargame, but the little brown books
changed the way in which I read all sorts of guides books for all sorts of games. Often I
felt trapped by the language used by tabletop RPG books, <Thou shalt do this, and thou
shalt do that.= Reading the booklets was the ûrst time I felt like I was simply reading a
guide for someone9s tabletop campaign.
I hope that you ûnd FMC useful if you are a longtime player of those booklets, if you
are interested in trying exploring the primordial fantasy adventure game, or if you just
want a breath of fresh air. Regardless of how you will use this thing, as they would say:
FIGHT ON!
GLOSSARY
ability category. One of six categories by charisma. Ability category for leadership
which characters are scored in order and force of personality.
to determine their general abilities. cleric. Clerical character type.
Acolyte. First-level cleric. Conjurer. Third-level mage.
Adept. Second-level cleric. Constitution. Ability category which
alignment. Character9s cosmic stance: scores character9s general health.
Law, Chaos, or Neutrality. copper piece (c.p.). Currency worth 1/50
armor class (AC). Character9s defense of a gold piece in terms of exchange
ranking based on their armor type. value and experience, though it has
Descending armor class (DAC) is the same weight.
from 9 to 2, while ascending armor Curate. Fifth-level cleric.
class (AAC) is from [10] to [17]. dexterity. Ability category.
barony. Stronghold ruled by a Lord. dwarf. Non-human ancestry which can
Bishop. Sixth-level cleric. progress up to becoming a sixth-level
castle. Pocket of civilization located in ûghter, or Myrmidon.
the Wilderness, ruled by a high-level elf. Non-human ancestry which can
classed character. Include those built progress up to becoming a fourth-
by player-characters and non-player- level ûghter or eighth-level mage,
characters. alternating classes between
cavalry. Troop that moves on horseback. adventures if desired.
Can be light, medium, or heavy. Enchanter. Seventh-level mage.
chainmail. Armor type of AC 5 [14].
Champion. Seventh-level ûghter.
GLOSSARY 255
MONSTERS INDEX
Animals ..................................................................... 8, 46, 49, 63, 64, 108-9, 134, 138-9, 148
Balors .................................................... 8, 61, 64, 84, 108, 133, 135, 139, 141, 153, 193-96
Bandits .................................................................................................... 59, 78, 79, 95, 132, 135
Basilisks ...................................................................................... 61, 64, 66, 125, 133, 139, 141
Berserkers ..................................................................................................... 59, 79, 82, 132, 138
Black Pudding ................................................................................................................ 63, 65, 76
Brigands .................................................................................................................. 59, 78, 95, 138
Buccaneers ............................................................................................................. 59, 79, 95, 138
Centaurs .................................................................................................................... 8, 62, 66, 140
Chimerae .......................................................................................8, 61, 66, 133, 139, 141, 153
Cockatrices ...........................................................................................61, 66, 93, 133, 139, 155
Djinni ........................................................................................ 62, 66, 71, 110-1, 113, 135, 193
Dragons ...................................................................................................... 8, 14, 27, 61, 66, 67-9,
70, 84, 86, 99, 108-9, 125, 133, 135-7, 139, 143, 155, 171, 193-6, 192-3, 196, 198, 200
Dragon Turtle ............................................................................................................... 61, 70, 139
Dryads ....................................................................................................................... 8, 62, 71, 141
Dwarves ............................... 4, 6, 8, 12, 62, 71, 75, 105, 128, 139, 150-1, 171, 192-3, 196
Efreets ............................................................................................................... 62, 71, 114-5, 135
Elementals ...... 40, 62, 66, 72, 93, 106-7, 112, 114-5, 135, 155, 171, 193-97, 201, 204-5
Elves...........................4, 6, 8, 12, 45, 62, 73, 74, 128, 140, 150-1, 171, 193, 198, 201-202
Gargoyles ......................................................................................... 8, 20, 61, 74, 133, 143, 155
Ghouls ...................................................................... 8, 47, 60, 74, 132, 133, 171, 193-95, 199
MONSTERS INDEX 259
SPELLS INDEX
Animate Dead ........................................................................................................................ 29, 40
Anti-Magic Field ..................................................................................................29, 44, 106, 205
Bless ........................................................................................................................................ 46, 49
Charm Monster ..................................................................................................................... 29, 36
Charm Person.......................................................................................... 28, 30, 36, 83, 99, 108
Clairaudience ............................................................................................. 28, 34, 101, 109, 115
Clairvoyance .........................................................................................................28, 34, 101, 109
Cloud of Death .............................................................................................................. 29, 40, 205
Commune ............................................................................................................................... 46, 52
Confusion................................................................................................................................ 29, 36
Conjure Elemental ......................................................................................................... 29, 40, 72
Contact Higher Plane........................................................................................................... 29, 41
Continual Light............................................................................................... 28, 32, 46, 50, 112
Control Weather.................................................................................................................... 29, 44
Create Food............................................................................................................................ 46, 52
Create Water .......................................................................................................................... 46, 51
Cure Disease ................................................................................................................... 46, 50, 76
Cure Wounds (+) ............................................................................................. 46, 48, 51 (+), 108
Death Spell ............................................................................................................................. 29, 44
Detect Evil ....................................................................................................... 28, 32, 46, 48, 101
Detect Invisible ...................................................................................................................... 28, 32
Detect Magic ............................................................................................................ 28, 30, 46, 48
Detect Thoughts ..................................................................................28, 32, 34, 101, 109, 115
SPELLS INDEX 263
TABLES INDEX
Aerial Combat Flight Classes ..................................................................................................155
Aerial Combat Hit Locations ...................................................................................................157
Alignment ........................................................................................................................................ 8
Artifact Consequences ..............................................................................................................118
Bandit Unit Composition............................................................................................................ 78
Castle Construction Costs.................................................................................................... 148-9
Castle Employee Costs .............................................................................................................151
Charisma & Hirelings ................................................................................................................. 12
Cleric Spells Table ...................................................................................................................... 46
Cleric Statistics ............................................................................................................................ 23
Constitution & Survivability....................................................................................................... 11
Contact Higher Plane.................................................................................................................. 41
Curses ...........................................................................................................................................107
Dragon Maturity ........................................................................................................................... 67
Dragons .......................................................................................................................................68-9
Encumbrance & Movement ....................................................................................................... 18
Equipment Costs .......................................................................................................................16-7
Equipment Weights ..................................................................................................................... 18
Fighter Statistics .......................................................................................................................... 21
Giant Kinds ................................................................................................................................... 74
Hireling Loyalty & Morale.......................................................................................................... 14
Horses & Mules ............................................................................................................................ 77
Mage Spells Table ....................................................................................................................28-9
TABLES INDEX 267
Nautical Movement....................................................................................................................159
Nautical Movement Cost ..........................................................................................................159
Nautical Wind Direction ...........................................................................................................159
Nomad Unit Composition .......................................................................................................... 75
Orc Leaders ................................................................................................................................... 84
Prime Requisite Scores .............................................................................................................. 10
Saving Throw Scores .................................................................................................................. 27
Time Records..............................................................................................................................166
To-Hit Armor Class Scores ........................................................................................................ 25
Treasure Classes.......................................................................................................................... 95
Turn Undead ................................................................................................................................. 47
Underworld Encounters ...........................................................................................................131
Underworld Monsters ........................................................................................................... 132-3
Underworld Treasures..............................................................................................................125
Wilderness Castle Occupants .................................................................................................141
Wilderness Events .....................................................................................................................144
Wilderness Monsters .......................................................................................................... 138-41
Wilderness Evasion ...................................................................................................................144
Wilderness Movement Rates...................................................................................................135
Wilderness Terrain Costs ........................................................................................................135
TABLES INDEX 269
CHAIN OF COMMAND
Cavalry Charge Morale Check ............................................................................................... 183
Cannon Fire................................................................................................................................ 177
Elf Abilities ................................................................................................................................. 198
Fantasy Unit Abilities ............................................................................................................... 192
Fantasy Units ............................................................................................................................. 193
Fantasy Units, Special ............................................................................................................. 194
Joust Stances.............................................................................................................................. 189
Joust Tournaments ................................................................................................................... 189
Morale & Point Values ............................................................................................................. 171
Mass Combat Units .................................................................................................................. 173
Mass Melee ................................................................................................................................. 181
Mass Missile Fire ...................................................................................................................... 179
Morale After Casualties ........................................................................................................... 181
One-on-One Missile Fire .......................................................................................................... 184
One-on-One Melee .................................................................................................................... 185
Siege Defense & Damage ....................................................................................................... 190
Terrain Movement Eûects....................................................................................................... 207
Troll Kill Scores ........................................................................................................................ 201
Weather ....................................................................................................................................... 207
Wizard Levels ............................................................................................................................ 204
Wizard Missiles ......................................................................................................................... 204
Wizard Spells ............................................................................................................................. 205
THIS PAGE INTENTIONALLY LEFT BLANK.
THIS PAGE INTENTIONALLY LEFT BLANK.
The ûrst role-playing game manual is a work whose implications have been drowned out by history.
It is vague and often unhelpful, oûering not a system but a collection of loose guidelines and ideas
which contributed to the proliferation of numerous (and also conûicting or mutually exclusive) play
styles and cultures.
The goal of FANTASTIC MEDIEVAL CAMPAIGNS, rather than to oûer a new take on the original fantasy
role-playing game, is to refresh our memories and problematize our preconceptions of a text (or even
of a whole genre) that we have taken for granted. The rules are one-to-one with the original manual,
even where there is confusion or falsehood. There is no beneût of a standard vocabulary. There is no
one way of doing anything.
There is only unadulterated fantasy4and a clean, modern layout that9s easy to navigate!