Barbarian Prince With Links
Barbarian Prince With Links
barbarian
prince
rules
book
2
This game will be a new experience. You are about to become a character in a story - a story that changes each game. You are the
Barbarian Prince. This is a solitaire game; you play it alone. In this “story game” you read one numbered section after another. Each
describes a new situation, or provides rules about the choices and actions you can make. There are hundreds of events and situation,
so each game will be a new, fresh experience.
The sections are divided into events (e000 numbers) that advance the “plot” of the story, and rules/reference (r000 numbers)
sections that describe situations or choices that often occur.
You can learn this game as you play, simply start with the first event (e001) and read each section as necessary. For convenience, all
the rules are collected together in the beginning of this booklet, and the major charts and tables provided on a special sheet. The
most important rules sections are r203, r204, r215, r220, and r225. You may wish to briefly review these first, if you wish to
understand the basic mechanics of play before you start. If you are an experienced gamer, you can read all the rules sections first
(r201 to r228), and then just refer to them later as you play.
The small metal token is used to mark your current location on the map.
How to Play
Barbarian Prince is a realistic adventure game. You play the game in days. Each day starts with you selecting an action (r203), such
as travelling to a new hex on the map. Depending on the action selected, you will be referred to a chart, where you roll one or two
dice. The dice roll and chart may then indicate a special event section, which you then resolve.
After all events (if any) are resolved for your daily action, you must then eat your main (evening) meal, as described in the food
rules (r215), and if in a town, castle, or temple hex, you must also purchase lodging (r217).
This ends the day, and you continue play with the start of the next day, where you select another action, etc. The game continues
until either you are killed, or 70 days (10 weeks) elapse. If you haven’t won after 70 days, the game is automatically lost!
Many events may lead to fighting, described in the combat rules (r220). You may also have additional characters (r201) join your
“party.” These additional characters are especially useful in fights, although some may have special knowledge or abilities useful in
certain events. Magicians, wizards, witches, priests and monks are especially useful people to have in your party.
All events are self explanatory, and refer to the main rules section that describes how they are resolved. Once you’ve read the rules a
couple of times you won’t need to refer to them again unless you have a specific question. Remember, Barbarian Prince is a realistic
game, so when in doubt about a situation, imagine yourself acting out the event in real life, and select the resolution that seems
most realistic to you.
Booklets: each booklet contains numbered sections. These numbers are not necessarily consecutive; some numbers have been
skipped. For example, e001 to e163 are events, e180 to e195 possessions or references to them, r200 and up rules sections, and
r300 and up references to rules that recur in many situations.
Mapboard: the colour mapboard is gridded into hexagons for ease in movement and location. Each hex has a four-digit identification
code. Partial map hexes are playable territory. You do not leave the mapboard, instead stop at the edge and use that hex instead.
Each hex has a single dominant terrain type, illustrated on the game map key. Some hexes may have extra structures in them, such
as towns, castles, temples, ruins, and/or roads. Rivers run along hexsides, between the hexes.
Game Tracks: there are two record tracks, one for “Food Supply” and one for “Time.” Use a small coin to mark your current status
on each. For example, if you have 47 food units, place a coin on the “40” and one on the “7” boxes. You start the game on the 1st
day of the 1st week. When you finish the 7th day of a week, advance the week marker and return to the 1st day again. The game
ends after the 7th day of the 10th week.
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Token: your metal token can mar the map if used carelessly. We suggest you glue a small piece of cardboard or felt to the underside,
to preserve the life of your mapboard, although a coating of varnish protects map. You can also paint the token for a more realistic
and attractive appearance. Consult your local hobby shop for Heritage paints and techniques for painting metal figurines, or write
directly to Heritage USA, 14001 Distribution Way, Dallas, Texas 75234 and include a stamped, self-addressed envelope and
request “basic painting techniques and information.”
Other Equipment: you’ll need a pencil and paper to keep track of information about your characters, finds and other members of
your party, etc. You will also use this to record how much money you have. Some players prefer to use spare change to represent
money in the game, with one cent representing one gold piece in the game.
Credits
Barbarian Prince is copyright ©1981 by Heritage USA. Designed and developed by Arnold Hendrick, Cover painting by Frank
Cirocco, map, rule illustrations and graphics by Cynthia Sims Millan, typography by Arnold Hendrick, figure design by Max Carr,
map hexgrid and number system courtesy of Simulations Publications, Inc.
Graphic re-visioning by Todd Sanders, using, in part, additional material by Boardgamegeek.com users: Jumbit, AngusBull,
wrrlykam (David Bate) and Brewtal Legend (Julian Jimenez).
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r201 Characters
Each character in the game has a combat skill, an endurance value, and a wealth code. Each is rated numerically, with higher r201
numbers being better. If no wealth code is given, it is presumed to be zero (no wealth).
The characters include yourself (the Barbarian Prince, see r202), any followers who join your “party, ” and any men, women,
creatures or animals encountered in the course of the game. Characters can be friendly or hostile, intelligent or unintelligent.
When a character joins your party, note his (or her) vital statistics as needed. You can voluntarily dismiss or abandon members
of your party if you wish (sometimes expedient when making an escape, or when food or money is short). Other characters
encountered during events need not be permanently recorded. Unless they join your party, these other characters simply go on their
way, and “disappear” from the game.
To determine your own personal characteristics at the start of the game, see r202.
In addition, you have a “wit & wiles” rating, reflecting your ability to react quickly to situations, think your way out of trouble, and
convince people. Roll one die to determine this “wit & wiles.” If the result is 1, consider it 2 instead. If you have played the game
before and won, you may wish an extra challenge by using a wit & wiles rating one less than your previous value; if you lost before,
use a wit & wiles one higher than the previous value.
Each action has its own rules and tables, which often reference an event section, and perhaps an encounter with new characters, or
special dangers. After you finish all these events, at the end of the day you must provide food for your entire party, see r215. If you
are in a town, castle, or temple you must purchase lodging too in many cases, see r217.
After all actions, events, food and lodging are resolved, the day ends. Advance the markers on the time track to the next day, and
start it by selecting another action. This continues until the end of the 10th week, when the game ends.
The game ends sooner if the Barbarian Prince is killed. Better luck next time!
You can continue to perform the same action day after day, or you can vary actions, as you desire. Normally you are limited to just
one action per day, but some action events allow you a bonus action that same day. Other times you may be required to advance the
time track forward a certain number of days, skipping any opportunity for actions.
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r204 Travel
You can travel to new hexes as a daily action (r203). You travel by moving your token across the map, hex by hex. You can’t skip r204
or jump any hex unless a special event allows it.
Travel Speeds (r204a): if any character in your party is without a mount (on foot), the entire party travels “on foot” at
the speed of one hex per day. If everyone in your party is mounted (presumably on horses, mules, or similar beasts), the party as
a whole can travel either one or two hexes per day. If the entire party is riding winged mounts, the party can instead use airborne
travel up to three hexes per day. When airborne, the party flies for the entire day, and lands in the land hex entered to camp for the
night. If your party has winged mounts, you can instead ride or “short hop” one or two hexes per day, as if you were mounted in
the normal fashion. In this case, you enter each hex on the ground.
Getting Lost (see r205): each time you try to leave a hex, you may get lost. See r205 for details. If you get lost, you are
unable to get out of the hex by the chosen route, and are stuck for the rest of the day in the hex where you started. You cannot
select an alternate action.
Travel Events (r204b): each time you attempt to enter a new hex, an event may occur. Find the terrain type you attempted
to enter on the Travel Table (r207) and read to the “Event” column. Roll two dice. If the total equals or exceeds the number
listed, an event occurs. Roll one die and read across to the proper “Event Reference” number listed for that die roll. Then go that
event section.
Roads (r204c): if you leave a hex via a road, you can never get lost — you are following the road. Use the “Road” line on the
Travel Table (r207) for new events. If no road travel event occurs, then consult the Travel Table again for an event in the terrain
you entered, consulting the proper line for the type of terrain in the hex. If a road event does occur, you need not consult the table
again for a normal “terrain” travel event unless you wish.
Airborne Travel (r204d): if you are flying (not short-hopping), each hex entered requires that you use the “airborne” line
on the Travel Table, instead of the normal line for that terrain type. In the last hex you enter for the day, if no airborne travel event
occurs, then you must consult a normal “terrain” type event for the hex where you land (last hex entered). Unlike road travel, the
terrain type event must be consulted for the hex where you finally land (which, due to airborne events, might be different from
where you intended to land!).
River Crossing (r204e): if your travel takes you over a river, you must first consult the Travel Table (r207) for getting over
the river without getting lost (r205), and then for a possible event crossing the river, by using the “River” line of the table. If this
doesn’t prevent you from crossing, you then enter the hex on the other side, check for getting lost moving into that hex, and any
travel events for the terrain entered there. If you are flying, you can fly over a river and ignore all crossing problems (do not check
for getting lost crossing the river, and do not check for river crossing events).
Travel Events and Time (r204f): an event that occurs during travel will normally consume the rest of the day. You
cannot move any further that day, unless the event allows or requires some sort of extra movement. The only exception is events that
are resolved purely through combat (r220), and you killed all those encountered. In addition, events where just talk or negotiate
occurred only take a few minutes. You can continue travel afterwards if you have any speed remaining, and wish to continue.
Transport (see r206): for rules about carrying gold, food, etc., see section r206 for transport capacities and procedures.
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r205 Lost
Each time you attempt to leave a hex (travel to a new hex) there is a danger of becoming lost. Consult the Travel Table (r207) r205
and find the terrain type you are leaving. Read across to the “Lost” column entry. Roll two dice. If the dice total equals or exceeds
the number there, your party is lost. If you move more than one hex in the day, you must check for getting lost before each move
(before you enter each hex).
If you get lost, you cannot travel further that day. You are stuck in the hex you tried to leave. You must check for a travel event (see
r205b) in the hex you tried to enter, as if you actually entered it. This reflects you wandering around on the edges of the new hex
and perhaps encountering something.
Local Guide (r205a): your party of followers may include a guide. If it does, subtract one (-1) from your dice roll for getting
lost. This means it is more difficult to get lost if you have a guide. However, if you get lost despite your guide, roll one die. If
the result is “4” or higher, the guide deserts out of mortification for his failure, or in fear of your anger! If you have more than
one guide, only one will desert (the one you selected as guide for the day), but you are still lost even if you have additional guides
available.
Self-Guiding Moves (r205b): if your party is leaving a hex by travelling along a road, you can never get lost. If you are
travelling by raft (r213, only allowed as a result of certain special events) you cannot get lost. There is no need to roll dice for
getting lost, although travel events can still occur.
Airborne and Lost (r205c): if your party is flying (using an airborne move), use the airborne line on the Travel Table
(r207) instead of the normal terrain line, to see whether you are lost. If you get lost while making airborne travel, there is danger
of extra “wander” and “drift.” Roll one die, if the result is 4 or more, roll one die again and move one hex in that direction (1-N,
2-NE, 3-SE, 4-S, 5-SW, 6-NW) before landing.
River Crossing (r205d): if your party is trying to cross a river, first check to see if you get lost in the crossing. If you do,
this represents an inability to find a proper crossing place (ford, place to swim, materials for a raft, etc.). There is no travel event
afterwards. If you are following a road or airborne; you can cross a river automatically. Crossing by road implies that a permanent
bridge exists there (such as one between hexes 1318 and 1319). Once you cross the river, you must still check for getting lost in the
terrain of the new hex you are trying to enter. If you get lost after you cross the river, you count as across the river, but are still in
the hex where you started the move. Tomorrow you can try again to enter a hex on the opposite side of the river. For example, if
you start in 1017, try to cross to 1118, and cross the river but get lost going into 1118, you end your move back in 1017. However,
you are now over the river, so tomorrow you can try to enter either 1016, 1117 or 1118, which are all over the river, and next to
the place where you start.
r206 Transport
When travelling, any food, gold, and possessions acquired by events must be carried. Many of these items have a weight, in “loads.” r206
You can only carry a certain number of loads. Anything else must be left behind. Objects left behind can be placed in a “cache”
(see r214 for details).
Weights (r206a): each food unit counts as one (1) load. Every 100 gold pieces, or fraction thereof, counts as one (1) load. Each
person carried counts as twenty (20) loads. Weapons do not count as loads.
Transport Capacities (r206b): each man on foot, including porters, can carry up to 10 loads. Two men combined can therefore
carry 20. Any mount can carry 30 loads, or a man riding plus 10 loads (since the man counts as 20).
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r207 Travel Table (for events in this table - r231 to r280 refer to r281)
r207
Terrain Type Lost Event 1 2 3 4 5 6 hunt fodder
Farmland 10+ 8+ e009 r231 r232 r233 r234 r235 yes yes
Countryside 9+ 9+ r232 r236 r237 r238 r239 r240 yes yes
Forest 8+ 9+ r232 r241 r242 r243 r244 r240 yes yes
Hills 8+ 10+ r232 r245 r246 r247 r248 r249 yes yes
Mountains 7+ 9+ r232 r250 r251 r252 r253 r248 no no
Swamp 5+ 10+ r232 r254 r255 r256 r257 r258 yes no
Desert 6+ 10+ r259 r260 r261 r262 r263 r264 no* no*
Cross River 8+ 10+ r232 r265 r266 r267 r268 r269 - -
On Road never 9+ r270 r271 r272 r273 r274 r275 - -
Airborne 12+ 10+ r276 r277 r278 r279 r280 r281 - -
Rafting never 10+ See r230
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r210 Seeking to Hire Followers
In this daily action, you spend the day posting notices, visiting agents and merchants, and inquiring at taverns about the availability r210
of hired help. Roll two dice and consult the list below for results.
2 Freeman joins your part at no cost (except food and lodging), he is combat skill 3, endurance 4.
3 Lancer with a horse can be hired for 3 gold per day, he is combat skill 5, endurance 5.
4 One or two mercenaries can be hired for 2 gold per day each. Each is combat skill 4, endurance 4.
5 Horse dealer in area, you can buy horses (for mounts) at 10 gold each.
6 Local guide available (see r205), hires for 2 gold per day, has combat skill 2, endurance 3.
7 Henchmen available, roll one die for the number available for hire, each is combat skill 3, endurance 3,
and costs 1 gold per day each.
8 Slave market, see e163.
9 Nothing available, but you gain some news and information, see r209 but subtract one (-1) from
your dice roll there.
10 Honest horse dealer in area, can buy horses (for mounts) at 7 gold each.
11 Runaway boy or girl joins your party at no cost (except food and lodging), has combat skill 1,
endurance 3.
12 Porters in any quantity available, hire for ½ gold each per day. In addition, a local guide (r205)
can be hired for 2 gold per day, has combat skill 1, endurance 2.
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Seeking an Audience with the Baron of Huldra Castle (1212)
Note: add one (+1) to your dice roll if you dismiss any wizard, magician, or witch in your party (to take service with the
Baron instead).
2 Audience permanently refused, cannot try again.
3 Meet Baron’s Daughter, e154.
4 Must learn court manners, e149.
5 Confronted by hostile guards, e158.
6, 7 Audience refused today, you may try again.
8 Encounter the Master of the Household, e153.
9 Seneschal requires a bribe, e148.
10, 11 Pay your respects to the Baron, e150.
12 Find favour in the eyes of the Baron, e151.
13+ Baron becomes your Noble ally, e152.
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r212 Make at Offering at a Temple
You spend the day preparing, waiting in line, and finally giving an offering at the temple altar. This action is only permitted at a r212
temple. You must spend at least one gold piece for proper herbs and sacrifice. If you spend ten gold pieces for exceptionally fine
herbs and sacrifices, add one (+1) to your dice roll result. To determine the result, roll two dice:
2 You commit a magnificent error in the rites, the entire temple becomes impure and abandoned,
no longer functions as a temple for the rest of the game. You are arrested and sentenced to
death, e061.
3 Good Omens, but no special result.
4 Bad Omens, you are travelling under a curse. Roll one die for each of your followers, any result
except a “1” means they believe the omens and immediately desert you. You cannot seek to
hire any followers (r210) in this hex for the rest of the game.
5 High Priest insulted by your northern manners, arrested e060.
6 Good Omens, you get free food (r215) and lodging (r217) tonight.
7 Favourable Omens for further worship, if you try this Offerings action again tomorrow,
you can add one (+1) to your dice roll. Otherwise no effect.
8 Gods favour your questions, priests assign a monk to your party. The monk has combat skill 2,
endurance 3, serves as a guide when leaving this or any adjacent hex only.
9 Special omen and riddle provides a clue to treasures, see e147.
10 Fall in love with priestess (see r229). You immediately escape (r218) with her and can never
return to this hex. She is combat skill 2, endurance 4, and has wealth 100 in temple treasures
she has stolen!
11 The High Priest requires an audience with you; see e155.
12, 13 High Priest spends afternoon talking with you, provides you with final clues to some secret
information, roll one die: 1, 2-e144; 3, 4-e145; 5, 6-e146. Alternately, instead of the secret
information, you can use his influence in attempting Offerings again tomorrow, and add
three (+3) to your dice roll here.
14+ Gods declare your cause a religious crusade, and the Staff of Command is passed into your
hands. If you bring this possession to any hex north of the Tragoth River you will command
instant obedience throughout the Northlands, regain your throne and win the game. In the
meantime you are given a pair of warrior monks (combat skill 5, endurance 6) with mounts
to join your party and help you return northward.
While on a raft you travel on the river hex-sides themselves. Your speed is either three hex-sides per day downriver, or two hex-sides
per day upriver. At the end of the day, the raft halts for the night and you camp on either hex adjacent to the hex-side where travel
ended. You can select which hex. After travelling the hex-sides, check once for a travel event (r204) on the Travel Table (r207)
under “Rafting”, and then check once for an event in the hex where you halt for the night.
The Tragoth River flows from east to west. The Nesser River flows from north to south, and the Dienstal Branch feeds into it,
flowing from the marsh into the Nesser. The Largos River flows out of the marsh toward the northeast off the mapboard.
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r214 Cache
If you leave possessions or money behind as your party travels, you can put this in a “hidden cache”. This represents burying them, r214
hiding them with friendly citizens, under a magic or holy spell, etc. Food may never be cached; it is too perishable. Gold and any
other possessions may be cached unless otherwise indicated. Note the hex where you made the cache, and what was in it.
Later in the game, you can return to the cache hex, and try to find it again. It takes a completely daily operation to relocate your
cache (r203). The action includes a possible event in the terrain of the hex where you search (r207). If you get passed that event,
then roll one die:
1, 2, 3, 4 Cache is found intact; you recover all items placed there.
5 You are unable to find the cache, landmarks have disappeared, but you can try
again in the future.
6 You find the cache, but it has been looted, there is nothing there.
r215 Food
After the actions, events and encounters for the day are finished; you and your party must eat their main meal. This may include r215
hunting for food, using food stores, or purchasing a meal (if in a town, castle or temple). Any mounts (animals) with your party
may also required food. If you cannot feed any follower or animal, consult the starvation (r216) rules.
Food Units (r215a): for convenience, food is counted in “units.” Each unit is sufficient to feed one man for one day. Mounts
require two units per day if they are unable to forage for their own fodder. If there is no water available (in a desert hex with no
oasis) then the food requirement doubles for men and mounts, to represent the need to carry water supplies also.
Hunting (r215b): if you are in a farmland, countryside, forest, hill or swamp hex you can hunt for food. Any one character
in your party can be the hunter. Total his combat skill and half (½) his current endurance (his endurance minus wounds), round
fractions down, and then subtract from that the roll of two dice. The result is the number of food units gained by hunting. If the
character can act as a guide, add one to the total. If the total is zero or less, then the hunting was unsuccessful. If the dice roll was
“12” exactly, the hunter himself was hurt, regardless of success or failure, roll one die for the number of wounds he suffered. If
knocked unconscious or killed, the hunt automatically fails and the hunter dies unless hunting with others.
If your party rested today in the hex, you can send additional characters to hunt. Each additional character hunting adds one (+1)
to the skill + endurance level of your hunt. The actual skill and endurance of the additional hunters is not counted. However, if
the additional hunters are guides, for each guide, add one (+1) extra as well.
Populated Regions and Hunting (r215c): if you hunt in a farmland hex, each time roll one die for a possible event,
which occurs after the hunt is finished, but before the evening meal is eaten: 1, 2, 3, 4-nothing; 5-peasant mob in pursuit, see e017;
6-pursued by constabulary, see e050 add two (+2) to the die roll in that event.
Purchased Meals (r215d): if you are in a town, castle, or village you can purchase food for each character in your party.
Normal cost is 1 gold piece per character for food that day. Animals cost 1 gold piece per day to feed at the stables of the town/
castle/village. If you don’t purchase food, you must eat stores, as hunting is prohibited in these hexes.
Food Stores (r215e): food units can be stored and transported (r206) by yourself, other characters, and/or mounts. Food
stores can be purchased in a town, castle or village for 1 gold piece per food unit, but only if you spent the entire day in the hex.
Each food unit is one (1), load to transport.
Animal Fodder (r215f): animals can graze and eat fodder for themselves in any terrain where hunting is possible except
swamps (i.e., in farmland, countryside, forest, or hills). No hunting, stores or purchases are necessary. If you spend the entire day
in a town, castle or temple hex you must stable your animals which cost one (1) gold piece for food, unless you provide the stable
with food stores (two units per animal) to feed them.
Note: the cost of food is separate from the cost of lodging. In towns, castles and temples you must also pay for lodging; see r217.
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r216 Starvation
If you cannot provide food each day for characters or mounts, starvation will begin to affect their loyalty and performance. r216
Follower Starvation (r216a): if followers are not fed, they may desert. Roll two dice for each follower, and subtract
your wit & wiles from the total. If the result is 4 or more the character deserts your party. Otherwise he stays and suffers from
the character starvation effects (see r216b below). If you have food units, or money to purchase it (in a town, castle or temple)
you cannot voluntarily withhold food from your followers unless you go without yourself as well. If there is insufficient food for
all, either you withhold it from all (including yourself) or share out what is available to all (this prevents the effects of character
starvation in r216b, but does not eliminate the risk of desertion described above).
Character Starvation (r216b): if a character goes, without food for a day, on the following day his ability to carry loads
(r206) is halved, with fractions rounded down, and his combat skill is reduced by one. If he goes without food again, load carrying
and combat skill is reduced again. When food is available and eaten again, each day’s normal meal also eliminates the effect of one
day of starvation. A double meal can be eaten to eliminate the effect of two days of starvation, but triple or larger meals have no
additional effect. A character cannot die of starvation within the scope of the game, but after a certain point progressive starvation
makes him nearly worthless!
Mount Starvation (r216c): if animals (mounts) in the party go without food, their carrying capacity is halved for each day
of starvation, just like characters. When carrying capacity reaches zero, the mount dies. If a winged mount goes without food, it is
unable to fly. Unlike characters, as soon as a mount gets a normal meal, it recovers from all starvation effects.
If you decide to not purchase rooms (due to lack of funds, or a desire to save money), you must roll two dice for each character in
your party, and then subtract your wit & wiles from the result. If the total is “4” or more, the character deserts - he refuses to serve
such a penurious leader! If a mount is without stables, roll one die for each mount, a 4 or higher means thieves steal the mount
during the night, it is permanently lost.
Escape (r218a): When your party escapes, you move randomly to one of the six adjacent hexes. Roll one die to determine which
direction to go: 1-N, 2-NE, 3-SE, 4-S, 5-SW, 6-NW. Your party is now in that hex for the rest of the day. No new event occurs
because you have entered that hex, but any events still pending must be determined, and after all event effects are resolved, you must
eat for the day (r215).
Escapes across a river are prohibited, roll again for another route. However, if your entire party has winged mounts able to fly,
you can fly over the river and escape that way, do not roll again. Similarly, you cannot escape off the map, roll again for a different
direction.
Hiding (r218b): sometimes your party escapes an encounter by hiding. In this case, you remain in the hex of the event, but
are hiding there for the rest of the day. No further travel is possible, nor can you do any other actions. You cannot hunt for food
(r215) while hiding, but mounts can forage for their fodder (r215) in the right types of terrain. While in hiding you still eat
(r215) and lodge (r217) normally in a town, castle or temple.
r219 Following
In some events, you may secretly follow, or “trail” the characters you encounter. If you encounter mounted characters, your party r219
must be mounted to follow; if you encountered winged, flying characters your party must have winged mounts to follow.
When you follow, roll one die to determine which direction the chase will lead: 1-N, 2-NE, 3-SE, 4-S, 5-SW, 6-NW. Your party
moves to that hex during the day. All remaining normal travel or actions during the day are ended (even if uncompleted) because
you are following instead.
Next, consult the event that permitted following to see what happens next. This normally requires another die or dice roll.
Sometimes after you follow characters to one hex, you may be required to follow them again before the day ends. In this case, roll
the die once more for direction. Unless events indicate otherwise, after a day following the characters you must either attack them
in combat (r306) or leave them alone and abandon the chase in order to make your own camp and have your evening meal (r215).
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r220Combat
When your character and your party must “fight” characters encountered, these combat rules are used: r220
Combat Procedure (r220a): combat is fought in rounds, and continues until one side escapes or is wiped out. At the start
of each round, you decide which of your characters will face each character encountered. After the opponents are matched against
each other, then all characters on one side strike, and results are applied, followed by all characters on the other side striking back,
and results are applied. You and your characters may strike first or second each round, depending on the circumstances of the event.
Selecting Opponents (r220b): each character in your party is matched against one encountered character. Each should
select a different enemy. If one side has extra characters, you decide which the extra face. They can all face one opponent, or each
can face a different one, provided each character has at least one opponent to face.
Strikes (r220c): When facing multiple opponents, a character can strike at only one each round, but can select which one to
strike against. If two or more characters both face an opponent, both strike at him, but each strike is resolved separately.
To resolve a strike, take the combat skill of the striker, and subtract from it the combat skill of the target character. If the target
has better skill, the result will be a negative number. Next roll two dice, and add the result of the skill comparison to the dice roll.
Finally, add or subtract any special modifiers that apply to the total. These special modifiers are:
+2 Target of strike has wounds equalling half or more his endurance
-1 Striker has one or more wounds
-1 Striker has wounds equalling half or more his endurance (in addition to the above)
Take the total that results, and consult the Combat Table (r220c). If one of the listed numbers has occurred, the target suffers
the number of wounds indicated. If a number results that is not listed on the combat table, the strike missed and no wounds are
inflicted.
Example: A Dwarf (combat skill 6, endurance 7) strikes at the Barbarian Prince (combat skill 8, endurance 9) who has one wound.
The Dwarf takes his 6 skill, subtracts the Prince’s 8, for “-2”, then rolls two dice and gets a “10”. No special modifiers apply, so
the overall result is 8, which means one wound. The Prince now has two wounds, when it is his turn to strike back. The Prince rolls
“7”, so his calculation is 8-6+7-1=8, and thus also inflicts one wound. Note that the two wounds of the Prince caused the “-1”
special modifier to be applied.
Surprise (r220d): if characters achieve surprise in combat, they are allowed one “free” bonus strike at the start of the combat.
Then, when the first round starts, the characters with surprise strike first each round.
Escape (r220e): in a round of battle, instead of striking with characters you may attempt to flee (escape) the battle. Either all or
none escape, you cannot leave some behind. When an escape attempt occurs, none of your characters strike. Instead, roll one die.
A “4” or higher result allows a successful escape; see r218. If anything else occurs, the battle continues. You can attempt to escape
as often as you wish, until you finally succeed.
Routs (r220f): you can attempt to frighten your enemy into running away from the combat, if you wish. Each time you kill one
character in the enemy group, after you finish all strikes, you roll one die. If a “6” occurs the enemy routs, and the battle ends. All
surviving enemy characters flee and disappear, so you can’t take their wealth. Otherwise, it is just as if you killed them all. Opposing
characters with a combat skill or endurance of 9 or higher are never subject to rout, they will always fight to the death.
14
r221 Wounds and Endurance
Every character has an endurance value. This is the number of wounds needed to kill that character. Wounds are caused by combat r221
and other events.
Serious Wounding (r221a): when the number of wounds to a character equals or exceeds half his endurance, he is seriously
wounded. Modifiers to his combat strikes will occur.
Unconsciousness (r221b): when the number of wounds is one less than a character’s endurance value, he has fallen unconscious,
and is totally helpless. His combat skill becomes zero (0) automatically. He can no longer strike in combat, but others can still
strike at him. If the Barbarian Prince (yourself) falls unconscious, roll one die for the attitude of his followers: 4 or more and they
carry him along, 3 or less and they all desert him, taking all his money and possessions in the process (since they have left him for
dead). If his followers carry him, normal transport rules (r207) apply, with the Prince counting as twenty (20) loads.
Death (r221c): when the number of wounds finally equals the endurance value of the character, or exceeds it, the character dies.
If the Barbarian Prince dies, you lose the game!
In addition, certain events may be special possessions that have healing abilities.
A character can be wounded, then heal the wound, any number of times, provided he avoids death.
Poison Wounds: a poison wound cannot be healed in the normal manner. It remains a wound regardless of rest taken, until
either a special possession provides a cure, or the character dies of wounds.
Some events may also provide you with treasures of various types. These may be a fixed number of gold pieces, or refer to a wealth
code, in which case you again roll a die and consult the Treasure Table (r226).
Special Possessions: sometimes the result of the Treasure Table (r226) will include not just gold, but a letter code as well.
This means a special item has also been found, roll again on the Treasure Table and consult the appropriate letter code line for the
specific event that describes the new possession.
Distributing Acquisitions: you decide which characters receive what part of the treasure. You may decide to give your
followers nothing, and retain all the wealth for yourself.
If you do give any money or a possession to a follower, it becomes his personal property. You can never take it back unless the
character dies, at which point you can recover his wealth unless you had to escape from the scene or have already left.
Historical Note: this system for holding wealth is based on ancient Celtic and Germanic social customs, where the chief or leader
owned all property, including all spoils from raids or wars. His band of followers was provided for, and was from time to time given
individual items as gifts for especially valuable services.
15
r226 Treasure Table
die roll (use one die) r226
wealth code 1 2 3 4 5 6
0 Character has no gold or possessions
1 0 0 1 1 2 2
2 0 1 2 2 3 4
4 2 3 4 4 2 6
5 2 3+A 4 6+A 7 8+A
7 3 4 6 8 10 11
10 6 8 9 11 12 14
12 5 9+C 11+A 12 15+A 20
15 10 12 14 16 18 20
21 15 18 20 22 24 27
25 20+A 22 24+A 26 28+A 30
30 23 27 29 31 33 37
50 40 45 48 52 55 60
60 45+A 50+C 55 60+B 70+A 80
70 55 60 65 70 80 90
100 85 90 95 100 110 120
110 80+B 90+C 100+B 110+A 130+C 150+A
A e180 e181 e182 e183 e184 e185
B e180 e186 e187 e188 e190 e193
C e186 e188 e189 e191 e192 e194
In some cases, when you are believed dead, or imprisoned, you will be forcibly parted from the rest of your followers. Your true
love will also be separated from you. As soon as you are free, and reuniting is possible, at the end of each day roll two dice. If the
result is “10” or “11” your true love has finally found you, and rejoins your party. If the result is “12” exactly, you learn that she
died trying to find you, or trying to protect you. When you are reunited, roll two dice again, if the result is “9” or higher she has
acquired a horse for a mount on her own journeys, and brings that with her. If the result is “12” exactly, she has a winged mount
(a Pegasus) which is able to fly.
Advantages of Love: while your true love accompanies you, your wit & wiles is increased by one (+1), due to the extra
emotional strength she provides, not to mention sage advice and quick thinking in tight spots!
The Eternal Triangle: if you have a true love, and somehow acquire a second “true love”, a difficult situation exists. Since
you are torn between the two, neither is a true love; so the effects of this section no longer apply. However, these potential true
loves may not desert you when you request it or they normally would. Whenever desertion would occur, roll one die, a 3 or higher
means the female remains with you that day like a true love, a 2 or less means she leaves. Thus you may lose all competing true loves
save one, and when only one remains, she becomes your real “true love” again.
16
r230 Raft Travel Events
Roll two dice and refer to the appropriate event section. r230
2 e125
3 e126
4 e018
5 e129
6 e127
7 e128
8 r232
9 e051
10 e094
11 e091
12 e126
sections r229 and r282-r299 do not exist. See separate sheet for sections r230-r281
17
r231 - r280 Travelling Event References
When the Travel Table (r201) or an event references one of these numbers, find the appropriate number on the list, roll one die, r231
and read across to get the appropriate event section.
18
r300 Surprise
Your party surprises the characters encountered in combat (r220). r300
r301 Surprise
Roll one die, if your wit & wiles equals or exceeds the die roll, your party surprises the characters encountered, otherwise you strike r301
first in combat (r220).
r302 Surprise
Roll one die, if your wit & wiles exceeds the die roll, your party surprises the characters encountered, otherwise you strike first in r302
combat (r220).
r303 Surprise
Roll one die, if the number of characters in your party is less than the roll, your party surprises the characters encountered; r303
otherwise you strike first in combat (r220).
r304 Attack
Your party strikes first in combat (r220) against the characters. r304
r305 Attack
Roll one die, if your wit & wiles equals or exceeds the die roll, you strike first in combat (r220); otherwise, characters encountered r305
strike first.
r306 Attacked
Roll one die, if your wit & wiles exceeds the die roll, you strike first in combat (r220); otherwise, characters encountered strike first. r306
r307 Attacked
Characters encountered strike first in combat (r220) against your party. r307
r308 Surprised
Roll one die, if you wit & wiles equals or exceeds the die roll, you sense danger, characters encountered strike first against your party r308
in combat (r220); otherwise, you fail to sense danger, they surprise your party.
r309 Surprised
Roll one die, if your wit & wiles exceeds the die roll, you sense danger, characters encountered strike first against your party in r309
combat (r220); otherwise, you fail to sense danger and they surprise you and your party.
r310 Surprised
Characters encountered surprise your party and cause combat (r220). r310
r311 Escape
Your party escapes to an adjacent hex (r218). r311
r314 Escape
They don’t look too bright, you try to talk you way past them. Roll one die, if your wit & wiles equals or exceeds the die roll, your r314
party escapes to an adjacent hex (r218); otherwise, return to the previous event section and select another option.
r315 Escape
With a few well-chosen words you might throw them off - you decide, it’s worth a try. Roll one die, if your wit & wiles exceeds r315
the die roll your party escapes to an adjacent hex (r218); otherwise, return to the previous event section and select another option.
19
r316 Hide
Your party hides in this hex (r218). r316
r317 Hide
You think quickly and try to hide. Roll one die, if your wit & wiles equals or exceeds the roll, your party hides in this hex (r218); r317
otherwise, return to the previous section and select another option - you couldn’t think of a good hiding place fast enough!
r318 Hide
You decide to try hiding. Roll one die, if your wit & wiles exceeds the die roll, your party hides in this hex (r218); otherwise, you r318
couldn’t think fast enough, return to the previous section and select another option.
r319 Hide
You look around for enough cover to hide your party. Roll one die; if the number of characters in your party is equal to or less than r319
the die roll, you can hide (r218) in this hex; otherwise, return to the previous section and select another option. You can’t abandon
members of your party to allow the rest to hide - those abandoned will reveal your hiding place!
r320 Hide
You look around for cover. Roll one die, if the number of characters in your party is less than the die roll, then you can hide (r218) r320
in this hex; otherwise, return to the previous event section and select another option. You cannot abandon members of your party
to allow the rest to hide.
r325 Pass
Characters lose interest in your party, encounter and event ends now. r325
r326 Pass
You think you can lull their suspicions. Roll one die, if your wit & wiles equal or exceed the roll, the characters encountered let r326
your party pass, the event ends. Otherwise, see r330 and add one (+1) to your dice roll there.
r327 Pass
Characters encountered look nasty, but slow on the uptake — you’ll try to talk your way past. Roll one die, if your wit & wiles r327
equal or exceed the roll, the characters let your party pass, event ends. Otherwise, go to r330.
r328 Pass
Characters encountered look rough, but you try to talk your way out of a fight. Roll one die, if your wit & wiles exceeds the roll, r328
they let your party pass and event ends; otherwise, see r330.
r329 Pass
Characters encountered have an unpleasant gleam in their eyes. You try to create a favorable impression anyway. Roll one die, if r329
your wit & wiles exceeds the roll they let your party pass, event ends; otherwise, go to r330 and subtract one (-1) from your dice
roll there.
20
r330 Battle Reference
You are forced to fight with the characters encountered, roll two dice and go to the appropriate section: 2 (or less)-r310; 3-r309; r330
4-r308; 5-r307; 6-r306; 7-r305; 8-r304; 9-r303; 10-r302; 11-r301; 12(or more)-r300.
If they are paid and do join, they will remain until you fail to give them an equal share of any new gold acquired (equal share is at
least as much as you get yourself), or until any member of your party is abandoned or killed. If either of these happens, even if in
the midst of combat, these unreliable mercenaries will immediately abandon your party and disappear!
If you don’t hire them, roll one die: 1, 2-characters ignore you and event ends; 3-r321; 4-r322; 5-r323; 6-r324.
r333 Hirelings
Character(s) encountered need a job! They will hire on with your party at 2 gold per day, provided you pay today’s wages right now. r333
They will remain with your party as long as they are paid every day at the evening meal (r215). If there is more than one, you can
hire some or all, as desired.
If you don’t hire any of them, roll one die: 1, 2, 3, 4-r325; 5-r326; 6-r327.
r334 Ally
You discover the character(s) know about your quest to regain your throne, and they too have a personal grudge against the usurpers r334
there. They will join your party as followers, and remain with you at no cost (beyond food and lodging).
r335 Escapee
Character(s) encountered are fleeing someone. They will join your party if you permit it, and at no cost to you (other than food r335
and lodging), but will disappear whenever you enter any town, castle or temple hex.
If you stop to talk, you decide you should convince them to join your party as henchmen. Roll one die; if your wit & wiles exceeds
the die roll, they will join at 2 gold pieces per day, with today’s pay due right now. You can hire some instead of all if you desire.
If you stopped to talk, but failed to convince them to join as hirelings, roll one die to determine their attitude: 1, 2, 3-r325; 4, 5,
6-r330.
21
r340 Looter
Character(s) encountered look like they are in need of money. You can let them pass (encounter ends) or try to convince them to r340
join you.
If you try to convince them, roll one die. If your wit & wiles equals or exceeds the die roll, they will join your party. They will
remain as long as they get an equal share in any new gold you acquire (i.e., each gets as least as much as you). If you deny them their
share, it is as if you failed to convince them to join, see below.
If you fail to convince them to join (or later deny them an equal share in gold) they may become hostile, roll one die:
1, 2 They attack you personally in combat (r220), and have the first strike.
3, 4 They attack your party in combat (r220); see r330 for situation.
5, 6 They depart angry, but without fighting, event ends.
r341 Conversation
In an extended period of talking, you gradually discover the interests and attitudes of the character(s) you encountered. This takes r341
a good deal of time, you cannot travel any further today, and any other daily actions unfinished cannot be completed either. For
the results of the talk, roll two dice:
2 A hired assassin surprises you into combat (r220) and always strikes at you personally.
3 Bandits, who may surprise you, see r308.
4 Arrogant and surly, the conversation turns into an argument, r305.
5 Character(s) needs 10 gold now, r331; if they join, they will leave your party in a next town, castle
or temple you enter in any event.
6 Character(s) ask for 5 gold now and employment, see r332.
7 Character(s) willing to hire as henchmen, see r333.
8 Character(s) looking for fun and profit, see r338.
9 Character(s) fugitive from local justice, see r335.
10 Character(s) down on luck, looking for a turn in fortunes, see r336.
11 Character(s) obviously plundering mercenaries, see r340.
12 Character(s) discover a common cause with you; see r334.
barbarian
prince
events
book
2
e001 The Adventure Begins
Evil events have overtaken your Northlands Kingdom. Your father, the old king, is dead - assassinated by rivals to the throne. e001
These usurpers now hold the palace with their mercenary royal guard. You have escaped, and must collect 500 gold pieces to raise a
force to smash them and retake your heritage. Furthermore, the usurpers have powerful friends overseas. If you can’t return to take
them out in ten weeks, their allies will arm and you will lose your kingdom forever. Now consult r201 to determine the starting
attributes (r202) of yourself as the Barbarian Prince, and then return to this event and read the paragraph below:
To escape the mercenary royal guard, your loyal body servant Ogab smuggled you into a merchant caravan to the southern border.
Roll one die to see where the caravan takes you (while poor Ogab faces the wrath of the royal guards back home), you are in:
1-Ogon (0101); 2-hex (0701); 3-Ruins of Jakor’s Keep (0901); 4-hex (1301); 5-Weshor (1501); 6-hex (1901).
Now, at dawn you roll out of the merchant wagons into a ditch, dust off your clothes, loosen your swordbelt, and get ready to start
the first day of your adventure. See r203 for possible actions available to you.
Important Note: if you finish actions for a day on any hex north of the Tragoth River, the mercenary royal guardsmen may find you. See e002 after normal
events are concluded, but before you take your evening meal (r215).
Mercenary thugs, dressed by the usurpers as their royal guardsmen, are riding toward you! Roll one die for the number of men, each
of which has combat skill 5, endurance 4, wealth 4. Your options are:
die roll talk evade* fight
1 pass r327 attacked r307 surprise r300
2 pass r328 attack r306 surprise r301
3 pass r329 attack r304 surprise r303
4 bribe to pass (15) r323 hide r318 attack r304
5 bribe to pass (25) r323 escape r311 attack r305
6 attacked r306 escape mtd r312 attacked r306
7 — escape mtd r312 —
* if your party all have winged mounts and/or flying ability, you can use a flying escape (r313) instead of rolling for the evade option;
if your entire party has mounts, add one (+1) to die roll. You can abandon un-mounted members of the party for this.
e003 Swordsman
You meet a swordsman adventurer. He is mounted on a horse with combat skill 6, endurance 6, and wealth 7. Sitting there
on his horse he takes an active interest in your party. Your options are: e003
* if your party all have winged mounts and/or flying ability, you can use a flying escape (r313) instead of rolling for the evade option.
3
e004 Mercenary Band
You observe a small band of mercenaries approaching. The leader is mounted on a horse, with combat skill 6, endurance 6, wealth e004
50. Roll one die for the number of men with him, each having combat skill 5, endurance 4, wealth 4. Troopers are mounted if there
are one or two, on foot otherwise. Your options are:
die roll talk evade* fight
1 conversation r341 hide r319 surprise r301
2 bribe to hire (20) r332 pass r328 surprise r302
3 hirelings r338 pass r329 surprise r303
4 hirelings r339 hide r317 attack r304
5 looters r340 pass r327 attack r305
6 attacked r306 escape mtd r312 attack r306
* if your party has any mounts, add one (+1) to your die roll for this option, results higher than 6 are considered 6;
if your party all have winged mounts and/or flying ability, you can use a flying escape (r313) instead of rolling for the evade option.
e005 Amazons
You see a group of Amazon warriors approaching, all on foot. The number in the group is one die roll plus one (+1). All are e005
combat skill 6, endurance 5, wealth 4. They are blood-sisters, and will always hire out together, serve together, and if any are
abandoned or left behind all will desert you. Your options are:
die roll talk evade* fight
1 conversation r341 escape r311 surprise r302
2 hirelings r338 escape r314 surprise r303
3 hirelings r339 escape r315 attack r304
4 looters r340 hide r319 attack r305
5 pass r327 pass r328 attacked r306
6 attacked r306 hide r317 battle r330
* if your party has mounts, you may use escape mounted (r312) instead of rolling the die when using the evade option.
e006 Dwarf
You encounter a Dwarf Warrior with combat skill 6, endurance 7, and wealth 21. First select one of the three options below (talk, e006
evade, fight). Then, before rolling a die to resolve the option, first roll one die to see if he is alone or accompanied by friends:
1, 2, 3 Dwarf is alone
4 Dwarf has one friend with him, combat skill 5, endurance 6, wealth 12.
5 Dwarf has a number of friends with him equal to one die roll, each is combat skill 5, endurance 6, wealth 12.
6 Dwarf is leader of a band, see e058 for the number of dwarves in it, and use the option selected to resolve the
event in that section.
4
e007 Elf
You encounter an Elf on foot, with combat skill 5, endurance 5, wealth 15. In addition, after you select your option (from the three e007
below), roll one die to determine his additional characteristics, if any:
1 No additional characteristics.
2 He is actually leader of an Elven Band, see e071 and using the option already selected, resolve the event using
that section instead of this (also use e071 to determine how many additional elves in the band will now appear).
3 He is a magician with a nerve gas bomb e190 (if he is forced to fight, he will use the bomb if allowed a
surprise attack in combat, r220).
4 He is a magician carrying a vial that cures poison (e181), and has an assistant with combat skill 3, endurance 3,
wealth 2.
5 He is a priest of an Elvish forest cult with a healing potion (e180).
6 He has a friend travelling with him, who is combat skill 4, endurance 4, wealth 7.
Due to the greater wisdom of Elves, subtract one (-1) from your own wit & wiles throughout this event or encounter. However, if
the Elf joins your party, add one (+1) to your wit & wiles while he is in the party, due to his sage advice and extensive knowledge.
Your options are:
die roll* talk evade** fight
1 inquiry r342 hide r317 surprise r302
2 conversation r341 hide r318 attack r305
3 inquiry r342 escape r314 attacked r306
4 conversation r341 escape r315 attacked r306
5 escapee r335 escape r315 surprised r308
6 plead comrades r336 pass r326 battle r330
7 pass r328 pass r329 surprised r309
8 pass r329 surprised r310 surprised r310
* if the event occurs in a forest, add two (+2) to the die roll.
** if the party is not in forest, you may use escape mounted (r312) instead of rolling the die for the evade option.
e008 Halfling
You encounter a halfling with combat skill 3, endurance 6, and wealth 4. You can attack him, talk with him, or pass by and end e008
the encounter.
If you attack him, you strike first in combat (r220), but after each round roll one die, a “2” or higher means the halfling has
escaped into the brush if still alive, the combat is over.
If you pause to talk with him, you find he’s a long-winded fellow like most halflings, and you cannot travel further today, and any
other daily actions still undone will remain undone. To resolve the results of the talk, roll one die:
1 Banal conversation and many irrelevancies waste your time, nothing is accomplished.
2 Halfling tells you location of his village, which is in an adjacent hex, roll one die for the direction (1-N,
2-NE, 3-SE, 4-&, 5-SW, 6-NW). If you enter that hex, see e070 after any normal travel events are finished.
3 General inquiries are needed, see r342.
4-5 Extended conversation results, see r341.
6 Halfling has choice gossip and very useful information, roll one die again, 1, 2, 3-e147; 4, 5, 6-e162.
Regardless of the outcome of the conversation, the halfling will wander off, ending the encounter.
5
e009 Farm
You spot a small farm ahead. You may detour around it, but that will consume the rest of the day, ending all travel for today. e009
Alternately, you can go up to it. If you approach the farm, you must decide whether to make it a friendly approach, or a raid.
After you make this choice, then roll two dice 2-e012; 3-e012; 4-e011; 5-e014; 6-e010; 7-e011; 8-e013; 9-e015; 10-e012;
11-e016; 12-e016.
If you select a raid, and remain in this hex at the end of today, you may be attacked by a revengeful mob tomorrow morning, before
you have a chance to select your daily action. At that time roll one die, if a 5 or higher results see e017. If any other number occurs,
there is no mob or event.
Raid: farmer and his family are quickly killed, no combat is necessary, but you find he was poor and starving, no food or money
are gained.
Raid: farmer and his family fight back. Together they count as combat skill 4, endurance 7, wealth 1, see r330 for combat
situation. If you kill them all, you gain four times (4x) one die roll in food units as plunder.
Raid: farmer and his family bolt doors and send smoke signals, Farmer and family count combat skill 4, endurance 7, wealth 2 in
combat (r220) where your party strikes first. However, after each round roll one die, a “3” or higher means the Protector arrives
with his men. If they arrive, on the next round they strike first. They are five men strong, the Protector himself is combat skill 6,
endurance 5, wealth 25, and his four men each are combat skill 5, endurance 5, wealth 4.
If you kill all your opponents in the raid, you can find the treasure the farmer tried to hide, see e040.
Raid: family has four retainers, each with combat skill 4, endurance 4, wealth 1. You must fight these in combat (r306), and if
you kill them, then you must fight a second battle against the family itself (r305), which overall has a combat skill of 5, endurance
6, wealth 30. If you kill everyone, then you gain six times (6x) one die roll in food units as bonus plunder.
Friendly Approach: if clan equals or outnumbers your party, they will attempt a surprise attack, see r307. If you outnumber
the clan, they will bar the house and bid you pass on. You can then either pass on, or make general inquiries. If you select the latter,
see r342, but any reavers who do not join your party will automatically attempt a surprise attack, see r307. If they do, those
reavers who joined will not participate in that combat.
Raid: there is a battle between your party and the clan, see r330.
6
e015 Friendly Reaver Clan
Roll one die and add one (+1) for the number of clan members. The leader is combat skill 5, endurance 4, wealth 7; other clan e015
members are combat skill 4, endurance 4, wealth 4.
Friendly Approach: clan leader will discuss terms with you, see r342. Unless combat results, he will also sell food at 2 units
per gold piece, and horses at 6 gold pieces each, regardless of whether he joins your party or not.
Raid: There is a battle between your party and the clan, see r330.
Raid: magician calls upon his powers to defeat and destroy your party. Roll one die for the number of wounds you suffer, one of
which is poisoned. All your followers die or flee, deserting you. You must abandon everything you cannot carry yourself. You will
save any mount you are riding, and its loads, but no other mounts can be saved. If you have the Resistance Talisman (e184) you
can stop his powers and destroy the magician in battle at the cost of destroying the talisman. If you do, roll one die for the wealth
code of the magician: 1-5; 2, 3-25; 4, 5-60; 6-110.
e018 Priest
You encounter a local Priest riding on a donkey (equivalent to a horse as a mount), with combat skill 3, endurance 3, wealth 25. e018
He seems aloof and not disposed to conversation, but he may be afraid of you . . . You can let him pass, ending this encounter, or
select one of the two options below:
die roll talk fight
1 plead comrade r336 surprise r301
2 plead comrade r336 surprise r303
3 plead comrade r337 attack r304
4 conversation r341 attack r305
5 inquiry r342 attack r305
6 pass r325 attack r306
Note: if you do fight the Priest in combat, and kill him, roll one die. If a 5 or 6 results, he casts upon you the “mark of Cain”. You
must immediately roll one die once for each follower in your party. Any time the roll is greater than your wit & wiles the follower
will immediately desert you. In addition, all Monks and Priests in the future will recognize the mark, and will not join your party.
You can never attempt an audience (r211) with the high priest of any temple marked on the map, but may with high priests of
any secret unmarked temples that you find.
* unless a priest or monk is with your party, reduce your wit & wiles by one (-1) temporarily when resolving these events, hermit monks listen poorly.
** monk is not what he seemed, see this event for what you really encountered, select a new option, and resolve the event accordingly.
7
e020 Travelling Monk
You encounter a travelling monk, who has combat skill 4, endurance 5, wealth 4. Roll one die, if the result is 5 or 6 he is e020
accompanied by a companion monk of equal abilities. He seems eager to talk, your options are:
die roll talk evade fight
1 conversation r341 pass r325 surprise r302
2 conversation r341 pass r325 attack r304
3 inquiry r342 pass r326 attack r305
4 plead comrades r336 inquiry r342 attack r305
5 plead comrades r337 inquiry r342 attacked r306
6 surprised r309 escape r311 attacked r306
* if your party has mounts, and the warrior monks do not, you may use escape mounted (r312) instead of rolling the die for the evade option;
if your party all have winged mounts and/or flying ability, you can use a flying escape (r313) instead of rolling for the evade option.
e023 Wizard
You meet a Wizard with combat skill 4, endurance 4, and wealth 60. A henchman with combat skill 5, endurance 4, and wealth 4 e023
accompanies him. Roll one die, if the result is 3 or higher, they are mounted on horses. The wizard seems old, but still active and
perhaps quite powerful. Your options:
die roll talk* evade fight
1 inquiry r342 pass r325 attack r305
2 inquiry r342 pass r325 attacked r306
3 conversation r341 bribe-pass (5) r321 see e024
4 see e024 escape r314 see e024
5 pass r328 escape r313 surprised r308
6 ally r334 see e024 attacked r307
Wizard Fireballs: if you get into combat (r220) with the wizard, he may strike at your party with fireballs, instead of
making a normal strike. Before each strike by the wizard, roll one die. If the result is 5 or 6, he strikes with a fireball spell. When
the spell strikes, roll one die, that is the number of wounds each character in your party suffers, including yourself. If the wizard
has any wounds, he will automatically escape when the fireball strikes. Otherwise, he will remain and allow the battle to continue.
8
e024 Wizard Attack
Wizard attempts to use magic and take control of you and your party. Roll one die; if the result equals or exceeds your wit & wiles, e024
his attack is successful. All your followers become slaves of the wizard and are lost to you. He captures all their wealth, possessions,
and mounts also. If he fails to capture them, your entire party escapes instead (r218).
If your followers became slaves, roll one die again, if the result exceeds your wit & wiles, you too are captured by the wizard. If
not, you escape (r218). If you are captured, you lose all your possessions, wealth, and mount. Each day you are a slave, instead
of a normal daily action, you can do nothing — you are being moved around by the Wizard. Roll one die for the direction of his
travel (1-N, 2-NE, 3-SE, 4-S, 5-SW, 6-NW), he will only move one hex per day. For every three days you spend as a wizard’s
slave, you suffer one wound as a result of starvation and overwork. At the end of each day as a slave (including the end of the day
you are captured), you can roll one die for an escape attempt. If the result is 6 you escape (r218) immediately. If the result is 1
you are caught trying to escape and suffer one extra wound due to his cruel punishments. Any other result is no effect, because no
suitable escape opportunity has arisen. If you finally escape, you do so only with yourself and your weapons, without any money,
food or followers
e030 Mummies
You discover dried mummies of a long lost race. Although a scholar may be interested, you aren’t, because amid the dust and rot e030
you find just one (1) gold piece!
e032 Ghosts
A group of ghosts surprise you in combat (r220), roll one die and add one (+1) for the number of ghosts, each of which is e032
combat value 4, endurance 2. They are guarding an ancient altar. If you kill all the ghosts, you can investigate the altar if you wish.
If you do, roll one die: 1-e037; 2-e039; 3-e041; 4-e042; 5-e044; 6-nothing.
9
e034 Spectre of the Inner Tomb
Looking around the atrium of an old tomb, you notice a hidden passage to the interior. You pass within, but it is a long hall, e034
taking the rest of the day to explore. You sense the presence of a Spectre. You can either retreat now, or continue. If you retreat, the
event ends.
If you continue, at the end of the day, before the evening meal, you finally reach the inner tomb, and find the Spectre. It has combat
value 7, endurance 3, but is only hurt by poison wounds (normal wounds have no effect) or by wounds from a magic sword. Any
priest, monk, magician, wizard, or witch will have magical weapons that are poison to the Spectre.
If you kill the Spectre, roll one die to determine the wealth code of the treasure it guarded: 1-5; 2-12; 3, 4-25; 5-60; 6-110; see
r225 for details.
At the start of tomorrow, roll one die and subtract one (-1) for the number of days you remain mindless and wandering. If the
result is zero, you have recovered. If the result is any other number, each day roll one die for the direction you wander (1-N, 2-NE,
3-SE, 4-S, 5-SW, 6-NW), at one hex per day. You have no travelling events while wandering, and will not eat. When your mind
finally returns, you can begin to function normally again at the start of the next day.
If you kill the Golem, roll one die for the next event: 1-e038; 2-e040; 3-e043, 4-e044; 5-e046; 6-e027.
If you escape (r220e) from the Golem in combat, you lose the rest of your followers and all mounts, only you, your possessions
and your wealth on your body survive. If you defeat the Golem and survive subsequent events without making an escape (r218)
you will rejoin your party at the evening meal (r215).
Any result that includes a pegasus winged mount as a possession actually is a pegasus talisman which you can keep. Whenever you
have any magician, wizard, witch, priest or monk in your party, they can help you use the talisman to call upon an actual pegasus
winged mount, which will immediately appear and serve as your mount (see r204 for details on airborne travel and the use of
winged mounts).
10
e041 Vision Gem
You find a large, fixed stone with multiple facets. You gaze into it without thinking, and find you can look elsewhere. Roll one die e041
for what you discover: 1-e143; 2-e144; 3-e145; 4-e146; 5-e147; 6-nothing of value.
The secret of the alcove is simple: it sends voices and thoughts. Using it you can command an audience with either a High Priest
(e155), the Mayor of a Town (e156), the Lady Aeravir of Aeravir Castle (e160), or Count Drogat of Drogat Castle (e161). For
the audience you are temporarily transported to that location, and will return at the end of that day, just before the evening meal,
regardless of where you are. Followers given from an audience cannot return with you, and are lost.
After use the alcove needs many months to recharge, so it cannot be used again during the game (another alcove, if found, could
be used).
However, there is also a magic spell shimmering around the altar. If your party includes a magician, wizard, or witch you can
determine the nature of the spell by rolling one die and looking at the list below. Otherwise, you only discover the spell by actually
risking it to reach the altar. Alternately, you can avoid the altar and end this event without ever trying to recover the item on the altar.
1, 2 Magic shock field spell, no one can pass through and reach the altar, and anyone who tries
automatically suffers one wound when repulsed.
3, 4 Magic fire, roll one die and suffer that many wounds entering the spell. You can then retreat without
reaching the altar, or can brave the fire further, recover the item, and roll one die again for the wounds
suffered due to this prolonged exposure.
5 Poison air, roll one die and suffer that many poison wounds, but the item on the altar can be
recovered in the process.
6 Fear spell, it has made your party afraid that an evil spell protects the altar, while in reality the fear spell
can do you no harm. You walk to the altar, recover the item and return without injury.
11
e045 Arch of Travel
You find a metal-banded archway inscribed with runes. If any character in your party is a magician, wizard or witch the runes can e045
be read, and the arch used if you wish. Otherwise, the event ends.
If you can use the arch, you can travel through it instead of making a normal daily travel action (see r204). Travel through the
arch allows you to make a magical transfer to any other hex on the map, as you wish. However, you travel forward in time as well, so
when you use the arch, roll one die and that is the number of extra days which pass when you use the arch, advance the time track
by that many days and continue play (by determining if any travel events occur, etc. see r204). You cannot get lost by travelling
through the arch.
As long as your party continues to have a magician, wizard or witch you can return to this hex and use the arch again and again.
However, arch travel is only one-way, from the arch to another hex. You cannot travel from any hex to the arch!
The Gateway to Darkness feeds on death, and is timeless. If you enter it, you must abandon all your followers and mounts, since
it only accepts one living creature at a time. As you step in, a guardian creature with combat skill 7, endurance 7 strikes first at you
in combat (r220). You must fight to the death, you cannot escape. If you kill the guardian, you can then re-emerge from the other
side of the gateway into the same hex you left. However, you have travelled backwards in time. Roll two dice and subtract the total
from the number of days elapsed in the game. You have lost your followers because they are stuck in the future, in another part
of the time stream, even though you have travelled backwards in time, all the gold, possessions, etc. you acquired still apply. The
gateway thrives on paradoxes.
You can enter the portal more than once, if you wish. However, each time you enter there is one additional guardian waiting within,
plus all previously dead ones have come back to life. Therefore, the second time you enter there are always two guardians, the third
time there are always three guardians, etc. Having once entered the portal, you know its secret too, and can use it even if you have
no followers from south of the Tragoth.
If you have any followers, you can call for their aid in the battle, but for each strike a follower makes, roll one die, a 5 or 6 means
the follower strikes you by accident (mistaking you for your double).
If you kill the mirror-thing, the battle ends, and you permanently add one (+1) to your wit & wiles, due to gaining a fuller
understanding of yourself in this contest. In addition, you will (of course) double your possessions and wealth, by gaining that of
the mirror-thing.
12
e048 Fugitive
You encounter a person trying to avoid local justice. He or she will join your party as an ally, but will desert whenever you encounter e048
any Constables (unless your party elects to fight them, and kills them all) or whenever you enter any town, castle or temple. Instead,
you can immediately elect to fight the character encountered, see r300. Roll one die to see exactly who you meet:
1 Swordsman adventurer, combat skill 7, endurance 7, wealth 1. Roll one die again, “6” means she
is a swordswoman with endurance 6 and wealth 4, and you become lovers (r228).
2 Runaway slave, combat skill 2, endurance 4, wealth 0. Roll one die again, a 6 means she is a slave woman
and you become lovers (r228). She can act as a local guide with 5 hexes of where you found her.
3 Priest, combat skill 3, endurance 3, wealth 10. He gives you half his wealth in gratitude (r225) and
can act as a guide for you if you desire.
4 Magician, combat skill 3, endurance 2, wealth 5. He will give you free advice as well, see e025.
5 Merchant, combat skill 2, endurance 3, wealth 0. He can act as a guide if you desire, and will help
you bargain properly for purchases as long as he remains with the party. As a result, you only end up
paying half the normal price for anything you buy, or any bribes you make (round fractions upwards).
Hiring and paying followers must still be at the normal rates. Roll one die again, 5 or higher means he
has a horse as his mount as well.
6 Army deserter, combat skill 4, endurance 4, wealth 2. Roll one die again, a 5 or higher means he has a
horse as his mount also.
You encounter local law enforcements officers. First roll one die to see if they are mounted, a 5 or higher roll means they are. Next
roll one die to see how many you encounter, add one (+1) to the roll if they are mounted, add three (+3) to the roll if they are on
foot. Each constable is combat skill 5, endurance 4, wealth 4.
Now select your option, and roll the die. Add two (+2) to the die roll if you have visited the nearest town, castle, or temple before
and did not leave it by an escape (r218). If you escaped, you cannot add two because you are undoubtedly a “wanted” man. If you
have never visited the nearest town/castle/temple before, you can add one (+1) to the die roll.
die roll talk evade* fight
1 surprised r308 attacked r306 surprised r308
2 attacked r306 hide r320 attacked r307
3 bribe-pass (10) r322 escape r311 attacked r306
4 bribe-pass (15) r323 escape r315 attack r305
5 pass r329 hide r318 attacked r304
6 attacked r306 attacked r305 surprise r303
7 pass r325 pass r325 surprise r302
8 pass r326 pass r325 surprise r301
* if your party has mounts, and the constabulary does not, you may use escape mounted (r312) instead of rolling the die for this option.
if your party all have winged mounts and/or flying ability, you can use a flying escape (r313) instead of rolling for the evade option.
e051 Bandits
You are ambushed by bandits, who surprise you in combat (r220). The number of bandits exceeds the number of characters e051
in your party by two. One of the bandits is the leader, with combat skill 6, endurance 6, wealth 15. The rest are combat skill 5,
endurance 4, wealth 1.
13
e052 Goblins
You sight a band of Goblins in the distance. Roll two dice for the number in the band, each is combat skill 3, endurance 3, wealth e052
1. In addition, they are lead by an additional Hobgoblins with combat skill 6, endurance 5, wealth 5. You saw them first, so you
can either escape (r218) from the area, or attempt to follow them (r219).
If you follow them, after the follow movement (r219) roll one die. If the result exceeds your wit & wiles the band discovers you
and attacks, but your party will get the first strike in combat (r220). If they don’t discover you, roll one die to see where they lead
you: 1-e054; 2, 3, 4, 5, 6-e053.
e053 Campsite
Roll two dice for the campsite location. You may now elect to fight the characters encountered at the campsite, or not. If you don’t, e053
unless otherwise indicated in a previous event, you must hide (r218) in the hex until tomorrow. If you elect to fight the characters
encountered, and kill them, you gain control of their campsite. Campsite locations are:
2 Campsite at a small altar, when you gain control see e043.
3 Campsite at previously unknown ruins, if you gain control see e064.
4 Campsite at the entrance to cave tombs, if you gain control see e028.
5 Campsite is rendezvous with another group of the same size, group encountered is now double its original
size; you must roll one die, if it exceeds your wit & wiles they discover you and attack, although you get
the first strike in combat (r220); if they don’t discover you, roll two dice again and once more refer to
this listing (which could lead to this result again, causing another doubling and check for possible
discovery).
6, 7, 8 Campsite in open ground, no special event as aspect of site.
9 Campsite hidden by terrain and vegetation, if you gain control of it, roll again to see exactly where it is
(if this result occurs again, roll again until some other result occurs).
10 Campsite is at a small building, if you gain control you can investigate, roll one die for event 1-e042;
2-e037; 3-e038; 4-e039; 5, 6-nothing. You need not investigate if you prefer to play it safe.
11 Campsite is near a place where you sense magic, if you gain control of it you must immediately roll one
die: 1-e032; 2-e036; 3-e043; 4-e044; 5-e045; 6-e046.
12 Campsite is near a place of hidden magic. If you gain control of the site, and have a priest, monk,
magician, wizard or witch in your party, roll one die: 1-e022; 2-e036; 3-e043; 4-e044; 5-e045;
6-e046.
but a band of Goblins has already seen you. They charge forward with screams and howls.
If you are unable to escape from this hex for any reason (see r218) or decide not to resist, you are captured, see e061.
If you try to escape, first make your escape move (r218). Then roll one die to see if you elude the pursuing Goblins. If your wit &
wiles is greater than the die roll, you lose them and the event ends. Otherwise, you must either surrender (go to e061 and return
to the keep hex), or fight them.
If you fight, roll one die three times for the number of Goblins, each is combat skill 3, endurance 3, and wealth 1. In addition, there
is one Hobgoblin leader with combat skill 6, endurance 5, and wealth 4. You can strike first in combat (r220). You cannot escape
from combat, you must kill or be killed. If you kill them all, your escape is made good, and this event ends.
If you return to the hex with the Goblin King’s keep any time later in the game, you will be captured automatically by the Goblins,
see e061.
14
e055 Orcs
You sight a band of Orcs in the distance. Roll two dice for the number in the band. One is a chieftain with combat skill 5, e055
endurance 6, and wealth 7. The rest are warriors, combat skill 4, endurance 5, and wealth 1. You can either escape (r218) from the
area, or attempt to follow them (r219).
If you follow them, after the follow movement roll one die. If the result exceeds your wit & wiles the Orcs discover you and attack,
but your party gets first strike in combat (r220). If they don’t discover you, roll one die to see where they lead you: 1-Orc Tower
e056; 2, 3, 4, 5, 6-Campsite e053.
If they lead you to a campsite, you can either avoid them by escaping to an adjacent hex (r218) or you can make a surprise attack
in combat (r220) against them at their campsite.
e057 Troll
A huge stone-skinned Troll confronts your party. Roll one die, if the troll exceeds your wit & wiles, then it strikes first in combat e057
(r220), otherwise you strike first. The Troll is combat skill 8, endurance 8, wealth 15. Furthermore, the Troll’s skin has regenerative
properties. It automatically “cures” one wound at the end of each combat round you fight against it.
If you kill the troll, its stone-skin is a valuable item. Whenever you have an opportunity to buy food at a town, castle, temple, or
from merchants you can sell the skin for 50 gold. It is also known that Count Drogat, of Drogat Castle, will treasure the gift should
you manage to get a personal audience with him.
If your party has fewer members than the dwarf band, you spot them first, and can either follow them (r219), hide or escape from
them (r218) as you wish, or meet them, using one of the three options below.
If your party is equal in size or larger, they spot you first, you must meet them, and select one of the options below:
die roll talk evade* fight
1 inquiry r342 escape r311 surprise r302
2 bribe-join (30) r331 escape r314 surprise r303
3 bribe-hire (10) r332 escape r315 attack r304
4 hirelings r339 hide r317 attack r305
5 pass r328 hide r319 attacked r306
6 attacked r306 attacked r306 surprised r308
* if your party has any mounts, you can use mounted escape (r312) instead of rolling the die if you select the evade option.
Following: if you follow the dwarves, after follow movement (r219) roll one die. If the result equals or exceeds your wit &
wiles the dwarves discover you and attack, striking first in combat (r220). If they don’t discover you, roll one die to see where they
end the day: 1-Dwarf Mines see e059; 2, 3, 4. 5. 6-Campsite see e053.
e060 Arrested
You and your party are arrested by an overwhelming force, and cannot resist. You are put into jail, roll one die for the gravity of e060
the offence: 1 (or less)-e061; 2-e062; 3, 4-e063; 5, 6-see next paragraph (e060a).
15
e060a Minor Offence
You are held overnight, along with your entire party, although the jailers provide food and “lodging” for all. Tomorrow you are e060a
assessed 10 gold pieces fine, plus jailing cost of 2 gold pieces per character (including yourself) and 1 gold piece per mount. Any
whom you pay for are released. Any whom you do not pay for are left in jail and lost. If you cannot pay for anyone’s release (not
even yourself), you and your party are imprisoned, see e063.
Escapes: if you escape from prison, roll one die for each other character in your party, who were imprisoned near you: 1, 2 - they
are part of the escape and join you; 3, 4, 5, 6 - they are unable to join the escape, or have already been executed. Now that the size
of your party is determined, use the escape rules (r218) to determine where you end up. The escape takes the entire day, after it
you must prepare for the evening meal (r215).
Every full week (seven days) you spend in the Dungeon inflicts one poisoned wound on you, due to unhealthy conditions, disease,
and gradual weakness and starvation.
If you escape, it takes the entire day. After it, you must find food for your evening meal (r215).
e063 Imprisoned
You and your party are imprisoned. All your money, possessions and mounts are confiscated and lost. While in prison, you are e063
provided with food and lodging. At the start of each day roll one die, 1 means you escape, any other result means you continue to
remain captive. If you escape, roll one die again for each character in your party, another 1 means they escape with you, any other
result means they cannot escape and are lost. When you escape, including any followers, see r218 for procedure. The escape takes
the entire day, after it you must find food for the evening meal (r215).
e064 Ruins
You discover hidden ruins. You can undertake a search action in them (r208) on any following day you are in the hex, just as if e064
they were ruins marked on the map.
If the result is less than your wit & wiles you talk your way past the guardians, and you can stay at the temple as if it were a
normal temple marked on the map. Thus the rules for food (r215) and lodging (r217) at a temple apply, as well as your ability
to undertake daily actions allowed at a temple (r203). If you later return to this temple, the guardians will continue to permit you
free entrance, with no new die rolls needed. However, if you kill anyone while in this temple hex, or escape from it, the next time
you enter, you must begin this event afresh, including a new die roll.
16
e068 Wizard’s Abode
You come across a wizard’s home. Roll one die: 1, 2-e023; 3-e024; 4-e016 and roll die for your approach (even is friendly, odd e068
is a raid); 5, 6-see e068a in the paragraph below:
However, halflings have a great love of gossip, news and new faces; any day you spend doing a seek news and information action
(r209), you and your party will be wined and dined so much that you need not buy any food for your evening meal, you’ve already
had more than enough!
If you kill any character while in the halfling town, or must escape from the town, for the rest of the game the halflings will dislike
you. You will no longer be wined and dined when seeking news and information. Any time you seek news and information (r209),
hire followers (r210), or seek and audience (r211) in the town, you must suffer an extra minus one (-1) to your dice roll when
resolving these actions.
Note: if your party includes an elf, subtract one (-1) from your die roll; if your party includes a dwarf, add one (+1) to your die roll.
If you do follow the elves, after making a follow move (r219) roll one die to see where you end the day: 1-Elven Town e165;
2-Elven Castle e166; 3, 4, 5, 6-Campsite e053.
If you end up at a campsite, you may peacefully share the campsite with the elves, eating your own food (r215, including hunting
where possible). On the follow day you can select any daily action, or you can continue to follow the elves instead. If you follow
them, make the follow move (r219) and roll again for where you end up. Thus you could follow the elves for a number of days
before arriving at a town or castle.
Alternately, you can fight the elves for control of their campsite at the end of any day (before the evening meal r215). The elves
are able to strike first in this combat (r220).
17
e073 Witch
You encounter a witch with combat skill 1, endurance 3, wealth 5. Roll one die, if it exceeds your wit & wiles she is hostile; if the e073
roll is equal she ignores you and the event ends; if the roll is less she is friendly.
Hostile Witch: your party must escape (r218) immediately. Roll one die for each character in the party, including yourself. If
a “6” occurs the character was turned into a frog before he or she escaped, and is lost. If you are turned into a frog, any lover, magician,
wizard, or friendly witch surviving in your party can turn you back. Otherwise, you will remain a frog for years, and lose the game.
Friendly Witch: roll one die to determine her actions: 1, 2-she joins your party as an ally (r334); 3, 4-she can be hired to
join your party (r333); 5, 6-she gives you a gift, see e195.
e074 Spiders
Giant spiders trap you, roll one die for the number of spiders. Their webs trap your party, and the combat skill of each character e074
is reduced by one. Each spider has combat skill 4, endurance 3, and inflicts only poisoned wounds. It is very likely that you are
surprised also, see r309.
e075 Wolves
This event is postponed until after your finish your evening meal (r215). Ignore this event if in any town, castle or temple. e075
At night a hunting pack of wolves attacks your party. Roll three dice for the number of wolves, each of which is combat skill 3,
endurance 3. They may surprise you, see r309.
At the end of each combat round, if any wolves are still left alive, one of your mounts will be killed by the wolves. Since materials
being transported (r206) by the mount have been unloaded for the night, only the mount itself is lost, not what it carries.
You cannot escape from the wolf attack.
Terrain is difficult for horses. You must either halt for the day to explore alternate routes, or you risk injuries. If you continue
normal travel today, roll one die and subtract three (-3). If the result is 1 or more, that many horses have broken legs or thrown
shoes, and are lost as mounts after the move. This may require you to reorganize transport loads (r206) and/or cache items your
are carrying (r214).
If this event occurs after your last travel move for the day, the difficult terrain applies for any travel (r204) on the following day.
If some other action (r203) than travel is selected for tomorrow, you are presumed to explore alternate routes in the course of
that other action, thus ending this event.
At the start of tomorrow, roll one die. A result of 4 or higher means the rains continue, if you use any mounts they may catch
pneumonia, roll once for each, they fail sick and die on a 5 or 6. You can lead animals at walking speed, including animals used to
transport loads (r206) without risk. If you travel at all (r204) any characters who haven’t yet caught cold must risk it.
At the start of the day after tomorrow the weather will clear and the rain will stop, unless this event occurs again in the meantime.
18
e080 Pixies
A group of small, flying sprites called pixies appear and dance around you and your party. Unless you have a magician, wizard, e080
witch, elf or half-ling in your party they will dance away and end the encounter. If your party includes any one of these characters,
the pixies, may stop to grant you a boon, roll one die: 1-nothing of use; 2-advice see e025; 3-lead you to ancient cache see e038;
4, 5-provide magic gift, see e195; 6-give you a winged pegasus mount see e188.
e081
You encounter a mounted patrol of soldiers. Roll one die for the number in the patrol, each of which is combat skill 6, endurance e081
5, wealth 4. One of the men is the leader, and has wealth 10 instead. Your options are:
die roll talk evade* fight
1 inquiry r342 escape-mid r312 surprise r302
2 pass r327 escape-mtd r312 attack r305
3 bribe-pass (10) r322 escape r314 attack r305
4 bribe-pass (8) r324 hide r318 attacked r306
5 attacked r306 attacked r306 attacked r306
6 surprised r308 surprised r308 surprised r308
* if your party all have winged mounts and/or flying ability, you can use a flying escape (r313) instead of rolling for the evade option.
e082 Spectre
An unearthly spectre from the astral plane appears in the midst of your party, casting a hideous miasma in all directions. One e082
character in your party is the spectre’s victim (r343, magicians, wizards, witches, priests and monks must be first choices as
victims). The victim is turned to smoke and taken by the spectre to the astral plane, never to be seen again, if you are the victim,
you are lost, the game ends. However, a spectre is a magical being, and can be stopped using any possession that protects against
magic attacks or injury.
You are about to sit down for a meal when a large, black bear wanders into your campsite! The bear will randomly attack one
character (r343) after another in your party until all are killed, the bear is killed, or you escape. The bear strikes first in combat
(r220), and has combat skill 5, endurance 5.
If you personally slip, or your mount falls over the edge, you are presumed to catch a ledge somewhere down the cliff and survive,
but roll one die and add one (+1) for the numbers of wounds suffered in the fall. Next roll one die to see if your party finds you,
a 5 or higher indicates they do, the wounds are the only effect. Any lower roll means the rest of your party does not find you, and
disappears with all the mounts, possessions and wealth they were carrying.
19
e086 High Pass
In order to leave the hex by any direction except that which you entered, you must travel through a very high, alpine pass. On your e086
next travel action (r204) (unless you leave by the hex you entered the hex), you must take the high pass as long as you aren’t lost.
When you travel the high pass, roll two dice for the effects of high winds, sub-freezing temperatures, snow, etc. Dice once for your party:
7 (or less) no effect, travel is not hindered.
8 each character in party suffers 1 wound due to cold.
9 each character suffers 2 wounds, mounts die, no caches*.
10 each character suffers 3 wounds, mounts die, no caches*.
11 each character suffers 4 wounds, mounts die, no caches*.
12 each character suffers 4 wounds and 1 poison wound, mounts die, no caches*.
* Due to terrible conditions, if your transport ability (r206) is reduced due to loss of characters or mounts, you cannot cache spare wealth and
possessions. They must be abandoned in the snows and lost entirely.
e090 Quicksand
Your party stumbles into quicksand. Roll one die for each character or mount. If a character is riding a mount, you can either roll e090
for both together as a character, or the character can sacrifice the mount and its load in order to jump from it to safety. Die roll
results are:
1, 2, 3 character or mount struggles out of the quicksand without harm. 4-character or mount escapes only if
another character or mount is already free (to pull it out), otherwise it sinks and dies.
5 character struggles outward using vines and tree routes, but a mount is lost with everything it carries.
6 character or mount is trapped in deepest part, cannot win free, and automatically is lost with
everything carried.
e092 Flood
Rains swell the water level of the marsh and cause flooding. You and your party are stranded on a small knoll, unable to travel e092
further today. At the start of tomorrow, roll one die. If the result is 5 or higher, the waters subside so you can travel again (r204),
otherwise you remain stranded and cannot make any travel (r204), escape (r218) or follow (r219) actions that day. Keep on
rolling the die at the start of each day until travel is possible once more.
20
e093 Poison Plants
You notice poison plants around you today, often a sign of greater evil. You cannot hunt for food (r215) today, and roll one die e093
for an additional event: l-e034; 2-e032; 3-e033; 4-e074; 5, 6-no additional event.
e094 Crocodiles
Very large and very hungry crocodiles attack your party. Roll one die for the number of “crocs”, each of which is combat skill 4, e094
endurance 6. If you are in a swamp, you cannot escape from them in battle. The crocs always strike first in combat (r220), and in
swamp achieve surprise as well.
e098 Dragon
You encounter a huge, winged, fire-breathing Dragon with combat skill 10 and endurance 11. Roll one die, if the result is 1 or 2 e098
you have found it at its lair, which has wealth 110 and wealth 60 both. With any other roll, it has only wealth 30. If you must fight
it in combat (r220) you cannot escape. Your options are:
die roll evade fight
1 escape flying r313 surprise r302
2 escape r315 surprise r303
3 hide r318 attack r305
4 hide r320 attacked r306
5 attacked r306 surprised r308
6 surprised r308 surprised r309
Note: if you kill the Dragon, the Dragon’s eye is greatly valued by high priests of the temples throughout the land, and may be of assistance in gaining an audience.
Carrying the Dragon’s eye counts as one load for transport purposes (r206).
21
e099 Roc
You encounter the Roc, a gigantic bird, which swoops down on your party. The roc is combat skill 9, endurance 8, and wealth 10. e099
Your options are:
die roll evade fight
1 escape flying r313 surprise r301
2 escape flying r313 surprise r303
3 hide r317 attack r304
4 hide r319 attack r305
5 attack r305 attacked r306
6 surprised r308 surprised r308
Note: if you kill the Roc, you can cut off its beak and transport it as one load (r206). Count Drogat of Drogat Castle especially prizes this item, and it may
help you gain an audience with him. In addition, the beak can be sold to any merchant, or in any town, castle, or temple whenever you buy food. The beak is
worth 35 gold.
e100 Griffon
You meet a winged Griffon, which has combat skill 7, endurance 6, wealth 12. The Griffon is intelligent, and could serve both e100
as a member of your party and as a winged mount for another character. However, Griffons are normally quite independent and
ferocious, and this one looks especially unfriendly, if not hostile! Your options are:
die roll talk evade* fight
1 inquiry r342 escape-fly r313 surprise r303
2 plead comrades r337 escape r315 attack r305
3 attacked r306 hide r317 attack r305
4 attacked r307 hide r318 attacked r306
5 surprised r308 pass r325 attacked r306
6 surprised r309 attacked r306 surprised r308
Note: if you kill the Griffon, you can remove its claws and carry them as an extra possession. They are especially valued by Lady Aeravir of Aeravir Castle,
and may help you gain an audience with her.
e101 Harpy
You encounter a Harpy, a bird-woman with combat skill 5, endurance 4, and wealth 4. Harpies are known as dirty, nasty things, e101
but occasionally have allied with humans for mutual gain. Your options are:
die roll talk evade fight
1 inquiry r342 escape-fly r313 surprise r302
2 pass* r329 pass r325 attack r304
3 looter r340 pass r326 attack r305
4 looter r340 pass r327 attack r305
5 surprised r308 pass r328 attack r306
6 surprised r310 pass r329 surprised r309
If the Harpy joins your party, she has her own wings, and can travel airborne without a winged mount if desired. She also counts
as travelling on a normal mount because the wings allow her to make long “airlifted” hops as well.
22
e105 Storm Clouds Ahead
You can land immediately, in the hex you just entered, and avoid any risk. Alternately, if you continue flying today (assuming you e105
have airborne travel remaining, if not this event means nothing), before checking for lost or a travel event, roll one die for what
happens as you try to fly on: 1-e103; 2-e102; 3-e079; 4, 5-no effect; 6-see e105a below.
To talk to the air spirit, roll one die. If the roll equals or exceeds your wit & wiles, communication fails, the air spirit becomes
confused and blows you off course. Roll one die for the direction (1-N, 2-NE, 3-SE, 4-S, 5-SW, 6-NW) and then roll one die for
the number of hexes you are blown in that direction. Move your party to this new hex, and continue with your daily actions (r203).
If the die roll is less than your wit & wiles, you successfully talk with the air spirit. It will help you in your journey. Roll two dice,
and move up to that many hexes immediately, without risk of getting lost, and with no new travel events except for the last hex
(where a normal travel event must be determined).
23
e112 Meet Eagle Clan
While airborne you encounter eagles in flight, roll one die for the number of eagles. Each is combat skill 4, endurance 3, and e112
wealth 1. Your options are listed below. If your party has a character type or mount other than humans, elves, and/or pegasus
mounts, you must select the evade or fight option. Wizards, witches, magicians, priests and monks are presumed human unless
specified as some other race when first encountered.
die roll evade follow* fight
1 pass r325 ambush e113 attack r304
2 pass r325 hunt e114 attacked r305
3 pass r326 hunt e114 attacked r306
4 pass r326 lair e115 attacked r306
5 conversation r341 help e116 surprised r308
6 inquiry r342 allies e117 surprised r309
* if you select follow, see r319 for procedure for a follow move today, and then consult the event listed. If you elect to follow, you must abandon
all members of your party without winged mounts or ability to fly.
e118 Giant
You encounter a 12-foot tall giant, carrying a very big club. He is combat skill 9, endurance 8, wealth 10. Your options are: e118
If the giant joins your party, he is too big to be carried on any mount, so you can’t use mounted travel (r204) while he is with
your party. In addition, he eats double the normal amount of food (r215) each day.
24
e119 Flash Flood
Your party is travelling down a shallow depression, a wadi. Suddenly there is a roaring, and a wall of water rushes toward you. Rains e119
elsewhere have caused a flash flood. Roll one die for each member of your party, 5 or 6 means the character can’t scramble up the
bank fast enough, and is carried away by the flood. This includes the character, any mount, and any wealth or possessions. Those
carried away are permanently lost.
If you are carried away in the flood, any mount of yours is killed, roll one die for the number of wounds you suffer, and you can
only “rescue” one load of material from that which you were carrying (r206). All the rest is lost, and you are so far separated from
your party that they give you up for dead and disappear also.
e120 Exhaustion
The burning days and freezing nights sap the strength of your party. Mounts cannot be ridden, and the load capacity of all men e120
and mounts (r206) is halved. Each character in your party suffers one wound. No rest or healing of wounds (r222) is allowed
until you leave the desert, or are in an oasis hex. Mounts recover normal abilities whenever your leave the desert and rest one day,
or rest a day at an oasis.
e121 Sunstroke
The heat of the sun is unexpected. Roll one die for each character and mount in your party. A 6 means they or it collapses from e121
sunstroke. Mounts that collapse, must be left to die. Characters that collapse must be carried if possible, even if that means other
loads must be abandoned, see r206. If you suffer sunstroke, other characters in the party will carry you if possible, otherwise they
leave you behind and disappear.
If you suffer sunstroke and are not carried for the rest of the day, you suffer wounds equal to one die roll, and revive in time for
the evening meal (r215). However, you are unable to hunt.
If your party continues, carrying any sunstroke victims, there is no special effect except that sunstroke victims cannot participate
in hunting. All characters recover from sunstroke at the evening meal.
e122 Raftsmen
You meet raftsmen at the side of the river, (or 1 gold piece they will transport you across, along with any members of your party e122
and mounts that you wish.
Alternately, starting tomorrow, you can hire them for travel up or down the river. See r213 for details.
If you engage in combat, roll one die at the start of each round, you strike first if the roll is 4 or more, the knight strikes first if
the roll is 3 or less. If either you or the knight is knocked unconscious, the duel ends. If you are knocked unconscious crossing is
prohibited, and travel ends for the day. If the knight is knocked unconscious you can either, leave him here and continue to travel,
or you can halt for the day, treat his wounds, and allow him to join your party (no wages need be paid, but food r215 and lodging
r217 must be supplied). You may give up the combat and end travel for the day after any combat round, without invoking the
usual escape procedure.
e124 Raft
You cross the river using a quickly built raft. Roll one die to determine if any unfortunate incident occurs during the crossing: 1, e124
2-nothing; 3-e094; 4-e125; 5-e126; 6-e127.
25
e127 Raft in Rough Water
Your raft hits white water, all food stores piled on it are lost overboard. All characters, mounts, wealth and possessions are saved. e127
Raft continues its journey safely and you land or continue (as appropriate to your action) without further incident.
e128 Merchant
You meet a friendly merchant. You can either pass by and ignore him, ending this encounter, or you can stop to chat and barter. If e128
you stop, roll two dice and consult the chart below:
2 Merchant has pegasus mount for sale, 50 gold.
3 Merchant mentions cave tombs in this hex, if you go to look, see e028.
4 Merchant has cure-poison vials for sale, each costs 10 gold (see e181 for details of its use).
5 Merchant mentions a farm nearby in this hex, if you investigate see e009.
6 Merchant has food for store, 1 gold per 2 food units, up to a maximum of eight (8) units
may be purchased.
7 Merchant may outwit you, roll one die, if it exceeds your wit & wiles you spend 10 gold needlessly
(or all your money, if you have less).
8 Merchant has healing potions for sale, each costs 5 gold (see e180 for use).
9 Merchant has two horses for sale, 6 gold pieces each.
10 Merchant has coffle of slaves for sale, see e163.
11 Merchant provides some final clues about a treasure, see e147.
12 Learn unique secrets from the merchant, see e162.
26
e130 Meet a High Lord
You meet a high and powerful lord of the land. Roll one die for identity: e130
The Lord has a bodyguard, roll two dice and add one (+1) for the number of guards, each of which is combat skill 6, endurance
6. Your options are:
die roll talk evade fight
1 pass r327 escape-mtd r312 surprise r303
2 pass r329 escape r314 attack r305
3 arrested* e060 escape r315 attacked r306
4 audience** hide r317 attacked r306
5 inquiry† r342 hide r319 attacked r307
6 attacked r307 attacked r306 surprised r309
* If arrested, you are jailed at the Lord’s residence, which is either the appropriate castle, nearest temple for the High Priest, or nearest town for Mayor.
Advance time by one day, to represent time spent reaching jail (which may be by a magical means, if the distance was long).
** If you achieve an audience with Baron Huldra, roll one die: 1, 2-nothing; 3, 4-e150; 5-e151, 6-e152; if you gain an audience with Count
Drogat see e161; if you gain an audience with Lady Aeravir see e160; if you gain an audience with the High Priest see e155; if you gain
an audience with a Town Mayor see e156.
† Any inquiry results that normally allow hiring a character instead permit you to bribe the bodyguards with 10 gold for an audience. If you
pay this, see **Audience notes above. If you don’t, nothing happens, event ends. If you fight and kill all the guards, the Lord must automatically
grant you an **Audience (see above). However, you must still suffer any adverse results from the audience (presumably due to additional guards
in the area, magic protection or powers of the Lord, etc.). Alternately, instead of an audience, you can rob the Lord, who is wealth 100. However,
if you rob Baron Huldra, Count Drogat, or Lady Aeravir you can never enter the castle hex where they rule.
e133 Plague
After considerable searching during the day, you and your party find a variety of items worth 50 gold pieces in all, among many e133
skeletons. Tonight, just before you start to eat (r215), a plague of mind-madness begins to affect your party, due to an ancient
curse on this place.
Roll one die for each character in your party, a 3 or higher means madness has destroyed the mind and the character crumples
into a heap and soon dies, foaming at the mouth. All surviving members of the party immediately escape from the hex (r218)
and camp elsewhere for the night (r215). Mounts are not affected, so survivors can bring mounts, possessions, and wealth of the
entire party with them.
If you are victim of the madness yourself, your northern blood helps you to survive. You will awake the next morning, having gone
without food (r216), and find all your surviving followers dead or escaped with all your wealth and possessions. You can now
decide what action to take for the new day, all normal actions are allowed (r203).
27
e134 Unstable Ruins
In the ruins are many unstable walls and rocks, making your search very dangerous. You can either give up searching these ruins, e134
doing nothing else today, or you can continue.
If you continue, roll one die for each character in your party, if a 6 or higher results he is injured in the rubble, roll two dice for the
wounds suffered. If any character survives the day unwounded, the search might yield results, see r208 and immediately roll again
(which can result in this again, meaning the ruins are doubly dangerous, etc.).
Note this result applies to this ruins, each day you search this ruins all characters in your party must risk the rubble, as described
in the previous paragraph.
e137 Inhabitants
You encounter things living in the ruins, roll one die: 1-e032; 2-e051; 3-e052; 4-e055; 5-e057; 6-e082. e137
e138 Unclean
The ruins are unclean, and have horrible, gruesome creatures populating them. Roll one die for what you encounter: 1-e032; e138
2-e033; 3-e034; 4-e056; 5-e082; 6-e098. If you survive this encounter, you can immediately consult r208 again to continue
your search today, or you can end the searching for the day and have your evening meal (r215).
e142 Gems
The box contains a horde of gems worth wealth 200 (consult for wealth 100 twice). If you have a magician, wizard or witch in e142
your party they also recognize one as a vision gem, see e041.
28
e144 Secret of the Baron Huldra
You learn that the Baron of Huldra is actually a double Bastard, and has imprisoned the true heir to the castle with a hill tribe in e144
the Wredwrock Badlands, in hex 1611.
You can attempt to rescue the heir and install him as the rightful Baron at Huldra if you wish. To do so, you must travel to hex
1611 and defeat the hill tribe. This requires that you have a magician, wizard or priest in your party (to cast a spell), that you have
a magic sword (e186) or shield of light (e193) to impress the tribesmen, or a charisma talisman (e189) to walk among them, or
a nerve gas bomb (e190) to kill them. Alternately, you can simply fight through the guards of the heir, making a surprise attack in
combat (r220) on them, roll three dice and add one (+1) for the number of guards, each of which is combat skill 4, endurance
5. You then escape (r218) from the hex with the true heir, who is combat skill 5, endurance 7.
You then travel with the heir, and if you reach Huldra Castle, your party and the heir have two options. First, you can seek an
audience with the current Baron (r211), and if you roll a “10” or higher (after any modifiers) you can reveal the true heir at the
audience and depose the current Baron instantly. Alternately, you can make a sneak attack on the Baron at night, surprising in
combat (r220) his traditional six bodyguards, each of which is combat skill 6, endurance 6, and then go on to attack the Baron,
who is combat skill 6, endurance 8, and who strikes first in combat.
If you succeed in disposing of the original Baron, the heir will take the throne and will return the favour by marching his army
with you back to the Northlands, to help you regain your throne. You have won the game, due to the aid of the new Baron Huldra!
Using the foulbane, when you attempt to gain an audience (r211) with Count Drogat you add one (+1) to your dice roll, and if
you gain an audience you can ignore the first audience result die roll and try again if you wish. However, you must abide by the
second result regardless of what it is.
Finally, using the foulbane in Drogat Castle you can spend a day, instead of a normal daily action, in arranging for a special theft
of the Count’s personal jewels. At the end of the day you escape from the hex (r218) with wealth 110, but can never return to the
castle hex (due to the Count’s anger). In the process of the theft you might acquire magic items (part of the wealth 110).
Once you have spent for better clothes, this event can still occur again, indicating that you must spend yet more to improve your
appearance!
29
e150 Pay Your Respects
You gain an audience with the Lord or Lady, pay your respects, tell your tales, and receive a purse of wealth 50. You cannot seek e150
an audience with that same lord tomorrow, but after that you could try again.
1, 2 she hates you, see e060, and you cannot seek an audience again in this hex.
3 you dally with her, but she is reserved, this attempt to seek an audience ends with no result
whatsoever, but you can try again another day.
4 she is reserved, you bow and pass on, roll again for seeking an audience (r211) immediately.
5 she takes a liking to you in conversation, and this seems to be of some help, roll again
immediately for seeking an audience (r211) and add one (+1) to your dice roll.
6 she falls in love with you (r228), roll again immediately for seeking an audience (r211) and
add four (+4) to your dice roll. After resolving that, if you leave the hex, she will leave with you.
You will be accused of kidnapping, and are wanted throughout the land. It is as if you had killed
someone in every town, temple and castle south of the Tragoth River. However, to help you in your
quest, your new lover has acquired horses for your entire party (giving everyone mounts) and brings
along her personal jewellery, worth wealth 200 (r225, consult wealth 100 twice).
30
e156 Audience with Town Mayor
You have private discussions with the mayor. Roll one die: e156
If you do make the required offering, and then try for another audience in this hex, your devotion is noted and you can add two
(+2) to the dice roll when seeking the audience (r211).
31
e160 Audience with Lady Aeravir
You are allowed a semi-private interview with the ruler of Aeravir Castle. Roll one die for the result: e160
1 she listens graciously, but has no interest in Northlands problems, you cannot seek another audience
with her, and this results in nothing.
2 she listens but seems distracted, audience ends without result, but you cannot seek an audience again
some other day.
3 she takes pity on you, and gives you a gift of wealth 60 to help in your quest, but decrees that you
cannot seek another audience with her.
4 she finds you favourably endowed with virtue. You and your entire party can eat (r215) and
lodge (r217) at her castle for as long as you wish, whenever you wish. In addition, she provides you
with a gift of wealth 110 to help you on your quest. However, you cannot seek another audience with
her.
5 she has seductive charms; roll one die for the number of days that pass before you come to your
senses again! After the time track is advanced, roll one die on this table again to see what the Lady
thinks. Meantime, your entire party has been living in the castle, but any true love (r228) has
deserted in despair, and you cannot roll for her return until after you leave this hex.
6 the Lady decides to support your cause fully. She gives you one die roll times 150 in gold, and an
escort of three stalwart knights, each of which is combat skill 7, endurance 6, mounts for your
entire party, and one spare pack-horse. Tonight she will hold a grand feast for you and all your
party, providing food (r215) and lodging (r217) free. If any party members have wounds, her
healers will cure all wounds tonight as well, even poisoned wounds.
32
e163 Slave Market
You can purchase slaves at the auction block. e163
Porter slaves are available; roll one die to establish cost in gold per porter. These slaves need not be paid wages, and will function
even if not fed (r215), but each day without food halves their carrying capacity, round fractions down. When their capacity reaches
zero they die. See r206 to use porters.
Slave girls are available, roll two dice and add two (+2) for the cost of each. Each slave girl functions as a Gift of Charm (e182) as
long as she is fed properly (r215), and can be given as such. Slave girls who are not fed lose this ability until they are fed regularly
for as many days as they missed meals. In addition, each day without food for the girl, normal starvation risks (r216) apply. Finally,
for each girl you buy, roll two dice. If the result is “12” exactly you fall in love, freeing her to be your mate, see r228.
Finally, in the market you find an old warrior. Only you spot his hidden qualities. Roll one die to establish the price in gold. Add
two (+2) to this price if you didn’t buy any porters or slave girls. If you buy him, he becomes a willing member of your party at
no pay as soon as you free him. Then roll one die to determine his combat skill and one to determine his endurance. He fights with
you like any other member of your party.
If you are given permission to visit the town, treat it just like a normal town marked on the map for all purposes, including selection
of daily actions (r203), food (r215), and lodging (r217). Any followers hired in the town (r210) will be elves.
If you return to the hex later in the game, you must roll again to see if the elves still give you permission to visit, or arrest you.
If you can visit, treat the castle like a normal castle marked on the map for all purposes, including selection of daily actions (r203),
food (r215), and lodging (r217). Any followers hired in the castle (r210) will be elves.
If you return to the hex later in the game, you must roll again to see if the elves still give you permission to visit, or arrest you.
33
e183 Endurance Sash
You wear this sash around your waist, and its magic adds one (+1) to your normal endurance level. The effect is permanent as e183
long as you retain your possessions. You cannot wear more than one sash, additional ones can be cached (r214) or given to other
characters in your party.
After a combat where the poisoned weapon is used, roll one die. A 6 means the poison has worn off, and the weapon returns
to normal. Since a character often has multiple weapons, he has the option of using his poisoned weapon, or a normal weapon,
as desired.
The jar with the gas is rather heavy, and counts as one (1) load to transport (r206).
The ring can be used to ward poison wounds like normal wounds. The ring can also be used to ward magic attacks against the
wearer, but will not protect others in the party. In a magic attack, two rolls must be made, and the single worst result (to the wearer)
is applied.
34
e192 Resurrection Necklace
This necklace of black opals and tiny bones holds the secret of a second life. If the wearer dies for any reason, including voluntary e192
suicide, at the end of that day the character rises from the dead. The necklace disintegrates as the character revives, and thus only
works once. The resurrection occurs in the same hex, but the character is now free to select any action on the next day.
A character revived by the necklace, having been left for dead, will have lost all possessions and money, and the entire party will have
scattered, although a lover might return (see r228). A character revived by the necklace has a somewhat ghoulish cast, and is a bit
weaker. Endurance is reduced by one. Such appearances are favoured at Drogat Castle, you learn, and so you can add one (+1) if
seeking an audience (r211) with Count Drogat.
has his combat skill reduced by one (-1). If the character with the shield dies, the shield will dull and die, becoming useless. At
the end of each combat where the shield is used, roll one die. If a 6 results, the shield is so banged and damaged by battle that it
is now useless.
To preserve the shield, you may elect to not use it in some combats. You can change your mind during the battle, but must then
check for damage after the battle anyway.
If you return to either Ogon (0101) or Weshor (1501) towns with the helm, you will be instantly hailed as the rightful King of
the Northlands, and win the game.
In the meantime, possession of the helm increases your stature and self-confidence, so increase your wit & wiles by one (+1).
Credits
Barbarian Prince is copyright ©1981 by Heritage USA. Designed and developed by Arnold Hendrick, Original Cover painting by
Frank Cirocco, map, original rule illustrations and graphics by Cynthia Sims Millan, typography by Arnold Hendrick, figure design
by Max Carr, map hexgrid and number system courtesy of Simulations Publications, inc.
Graphic re-visioning by Todd Sanders, using, in part, additional material by Boardgamegeek.com users: Jumbit, AngusBull,
wrrlykam (David Bate) and Brewtal Legend (Julian Jimenez).
35
d
roll down
then across
1 2 3 4 5 6
1
e003
swordsman
e004
mercenary
e005
amazons
e006
dwarf
e007
elf
e008
halfling
e
fold and cut along crop marks to make double sided travel tables
band
Lost
e009 e009 e050 e018 e022 e023 9+
2 farm farm local priest monks wizard
Event
constabulary
9+
e052 e055 e057 e051 e054 e052
3 goblins orcs troll bandits goblin goblins
keep
countryside r207 e
roll down
then across
1 2 3 4 5 6
1
e009
farm
e009
farm
e009
farm
e009
farm
e009
farm
e009
farm
o
Lost
e018 e018 e022 e022 e023 e130 10+
2 priest priest monks monks wizard meet a
Event
high lord
8+
e003 e004 e005 e006 e007 e008
3 swordsman mercenary amazons dwarf elf halfling
band
farmland r207 o
roll down
then across
1 2 3 4 5 6
1
e003
swordsman
e004
mercenary
band
e005
amazons
e006
dwarf
e007
elf
e008
halfling
g
Lost
e098 e102 e023 e051 e068 e022 8+
2 dragon light wizard bandits wizard’s monks
Event
rainstorm abode
10+
e028 e028 e058 e070 e055 e056
3 cave cave band of halfling orcs orc
tombs tombs dwarves town tower
hills r207
g
a
roll down
then across
1 2 3 4 5 6
e003 e004 e005 e006 e007 e008
1 swordsman mercenary amazons dwarf elf halfling
band
Lost
e074 e074 e073 e009 e051 e128 8+
2 spiders spiders witch farm bandits merchant
Event
9+
e071 e071 e052 e082 e080 e080
3 elven elven goblins spectre pixies pixies
band band
forest r207
a
roll down
then across
1 2 3 4 5 6
1
e003
swordsman
e004
mercenary
band
e005
amazons
e006
dwarf
e007
elf
e008
halfling
j
Lost
e022 e009 e073 e051 e051 e074 5+
2 monks farm witch bandits bandits spiders
Event
10+
e034 e082 e164 e052 e057 e098
3 spectre of the spectre giant goblins troll dragon
inner tomb lizard
swamp r207 j
v
roll down
then across
1 2 3 4 5 6
e003 e004 e005 e006 e007 e008
1 swordsman mercenary amazons dwarf elf halfling
band
Lost
e099 e100 e023 e068 e101 e102 7+
2 roc griffon wizard wizard’s harpy light
Event
abode rainstorm
9+
e028 e028 e058 e055 e052 e054
3 cave cave band of orcs goblins goblin
tombs tombs dwarves keep
r207
v
t
roll down
then across
1 2 3 4 5 6
e022 e129 e128 e051 e023 e068
1 monks merchant merchant bandits wizard wizard’s
caravan abode
Lost
e028 e082 e055 e003 e004 e028 6+
2 cave spectre orcs swordsman mercenary cave
Event
tombs band tombs
10+
e005 e120 e120 e120 e067 e066
3 amazons exhaustion exhaustion exhaustion abandoned secret
mines temple
desert r207
t
p
roll down
then across
1 2 3 4 5 6
e018 e022 e023 e073 e009 e009
1 priest monks wizard witch farm farm
Lost
e050 e051 e051 e051 e003 e003 never
2 local bandits bandits bandits swordsman swordsman
Event
constabulary
9+
e004 e004 e005 e006 e006 e008
3 mercenary mercenary amazons dwarf dwarf halfling
band band
on road r207
p
roll down
then across
1 2 3 4 5 6
1
e102
light
rainstorm
e102
light
rainstorm
e103
bad
headwinds
e103
bad
headwinds
e104
good
tailwinds
e104
good
tailwinds
n
Lost
e112 e112 e112 e112 e108 e108 12+
2 meet meet meet meet hawkmen hawkmen
Event
eagle clan eagle clan eagle clan eagle clan attack attack
10+
e106 e106 e105 e105 e079 e079
3 heavy heavy storm clouds storm clouds heavy heavy
overcast overcast ahead ahead rains rains
airborne r207 n
w
roll down
then across
1 2 3 4 5 6
e003 e004 e005 e006 e007 e008
1 swordsman mercenary amazons dwarf elf halfling
band
Lost
e122 e122 e122 e009 e051 e074 8+
2 raftsmen raftsmen raftsmen farm bandits spiders
Event
10+
e123 e123 e057 e057 e052 e055
3 knight at knight at troll troll goblins orcs
the bridge the bridge
wealth code
treasure r226
l
2 e133
x
Plague – follow event instructions.
3 e135 Broken Columns – If you have a magician, wizard, witch, priest, and/or monk,
roll to decipher the inscription: 1 - e042 Alcove of Sending; 2 - e043 Small Altar;
3 - e044 High Altar; 4 - e045 Arch of Travel; 5 - e046 Gateway to Darkness;
6 - e047 Mirror of Reversal.
4 e136 Hidden Treasures – roll one die for treasure, 1 - e037 Broken Chest;
2 - e038 Cache Under Stone; 3 - e039 Treasure Chest; 4 - e044 High Altar;
5 - 500 gold; 6 - nothing.
5 e137 Inhabitants – roll one die: 1 - e032 Ghosts; 2 - e051 Bandits; 3 - e052 Goblins;
4 - e055 Orcs; 5 - e057 Troll; 6 - e082 Spectre.
6 e139 Minor Treasures – roll one die: 1 - wealth 25; 2 - wealth 60; 3 - e038 Cache Under
Stone; 4 - e039 Treasure Chest; 5 - e040 Treasure Chest; 6 - e0140 Magic Box.
7 e131 Empty Ruins – no effect.
8 e132 Organized Search – roll one die less than the number of characters in your party,
including yourself. If you succeed then roll again on this table. If you are alone, no effect.
9 e134 Unstable Ruins – To continue, roll one die for each party member: on a 6 receive
2d6 wounds. If no 6, roll again on this table. The effect is permanent at this ruins.
10 e138 Unclean – roll one die for encounter: 1 - e032 Ghosts; 2 - e033 Warrior Wraiths;
3 - e034 Spectre of the Inner Tomb; 4 - e056 Orc Tower; 5 - e082 Spectre;
6 - e098 Dragon. If you survive, you may roll again on table r208.
11 e135 Broken Columns – see ‘3’.
12 e035 Spell of Chaos – follow event instructions.
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This potion can be applied once to any character (including yourself) This drug can be applied to the weapons of any one character in your
at the end of the day, after the evening meal (r215). The potion party. Its use means that whenever that character strikes in combat
immediately cures all wounds except poison wounds. (r220) and inflicts wounds, for each normal wound given, one extra
poison wound is also given.
e181 Cure Poison Vial
Any character can drink this vial once during the evening meal After a combat where the poisoned weapon is used, roll one die. A 6
(r215). It will cure all poison wounds overnight. Only poison means the poison has worn off, and the weapon returns to normal.
wounds are cured, it has no effect on regular wounds. Since a character often has multiple weapons, he has the option of
using his poisoned weapon, or a normal weapon, as desired.
e182 Gift of Charm
e186 Magic Sword
This is a small item of no real value, but with a magic aura. You can
give this gift to any character(s) you encounter as part of any talk or A character can carry this special sword among his weapons. The magic
talk option. When you use it, you can then roll a second and a third sword adds one (+1) to the combat skill of the character with it. In
time for that option, and select whichever result you prefer. Once addition, the blade’s magic means that every wound it inflicts counts
given away, the gift is gone and useless unless the receiver later fights as poisoned too.
you in combat and you kill him. Then you can recover the gift as part
e187 Anti-Poison Amulet
of the defeated’s possessions.
This protects against all poison wounds. Any poison wound inflicted is
e183 Endurance Sash ignored if the target has this amulet. Normal wounds still take effect.
You wear this sash around your waist, and its magic adds one (+1) When a poison wound is prevented, roll two dice. If the total is 12,
to your normal endurance level. The effect is permanent as long as the amulet has reached its limit, cannot absorb more poison, and must
you retain your possessions. You cannot wear more than one sash, be discarded.
additional ones can be cached (r214) or given to other characters
e188 Pegasus Mount
in your party.
You have acquired a pegasus — a winged horse that allows you to travel
e184 Resistance Talisman airborne. The pegasus is like a normal mount in all other respects,
This jewelled talisman allows you to resist all magic spells and including the same transport ability (r206), food requirements
attacks. Whenever magic is used, you can call upon the talisman to (r215), and lodging when in towns, castles, or temples (r217). You
negate it. However, the talisman may be unable to contain a strong can use the pegasus as a normal mount on the ground, if desired.
spell, so each time it is used roll one die, a result of 6 means the spell
e189 Charisma Talisman
is stopped but the talisman is shattered and broken in the process.
The character that wears this talisman improves his “stature” and
charisma in the eyes of others. If you wear it, add one (+1) to your
wit & wiles in any event or option that involves or results from talk or
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negotiation. This talisman does not improve your wit & wiles when
items
trying to evade, hide, attack, or surprise. Like many magical devices,
this talisman’s spell may eventually wear out. After each use, roll two
e180-e189
dice, if the total is 12 it has worn out and must be discarded.
y
This sealed jar is filled with a deadly and quick-acting gas created This necklace of black opals and tiny bones holds the secret of
by a master alchemist. If you surprise an enemy in combat (r220), a second life. If the wearer dies for any reason, including voluntary
instead of your initial strikes, your entire party can stand off and suicide, at the end of that day the character rises from the dead. The
let you hurl the bomb. When you do, roll one die for each character necklace disintegrates as the character revives, and thus only works
encountered: 1, 2, 3, 4-character killed by gas; 5-character flees once. The resurrection occurs in the same hex, but the character is now
from gas, takes his wealth and possessions with him; 6-character free to select any action on the next day.
unaffected by gas.
A character revived by the necklace, having been left for dead, will have
The jar with the gas is rather heavy, and counts as one (1) load to lost all possessions and money, and the entire party will have scattered,
transport (r206). although a lover might return (see r228). A character revived by the
necklace has a somewhat ghoulish cast, and is a bit weaker. Endurance
e191 Resistance Ring is reduced by one. Such appearances are favoured at Drogat Castle,
This ring creates a magic aura around the wearer. Every time the you learn, and so you can add one (+1) if seeking an audience (r211)
wearer is wounded, roll two dice: with Count Drogat.
2 - 8 blow warded by ring, ignore wounds.
9 -11 blow skids around aura and strikes home, take normal wound e193 Shield of Light
result minus one wound (deflected in the skidding) This enchanted shield will flash and shine in the eyes of any attacker.
12 ring fails, blow has normal effect, and ring melts on your When a character has this shield, any opponent in combat has his
finger, causing injury and one extra wound. combat skill reduced by one (-1). If the character with the shield
dies, the shield will dull and die, becoming useless. At the end of each
The ring can be used to ward poison wounds like normal wounds. combat where the shield is used, roll one die. If a 6 results, the shield
The ring can also be used to ward magic attacks against the wearer, is so banged and damaged by battle that it is now useless.
but will not protect others in the party. In a magic attack, two rolls
must be made, and the single worst result (to the wearer) is applied. To preserve the shield, you may elect to not use it in some combats.
You can change your mind during the battle, but must then check for
damage after the battle anyway.
items e190-e194
In the meantime, possession of the helm increases your stature and
self-confidence, so increase your wit & wiles by one (+1).
y