Rules for Fantastic Adventure Campaigns by Matthew Zbikowski
direct all inquiries to tfa1974@aol.com
version 0.2.5, November 2025
This book presents the player rules for Warlords & Wizards, a tabletop role-playing game designed to foster emergent play and sustain player engagement. Dungeons & Dragons (1974), Empire of the Petal Throne (1975), Tunnels & Trolls (1975), Advanced Dungeons & Dragons (1976), the Challenges Game System (1983), Hackmaster 5th Edition (2011), Mini Six (2015), and many more brilliant games served as the inspiration for this project. W&W avoids awarding player characters with “skills” or “proficiencies,” instead trusting player ingenuity and Judge discretion. Simple mechanics are provided for players. Judges, those who serve as neutral arbiters of the rules and architects of the game’s world, receive complex procedural generation tools and advice to support player-driven narratives for in-person play.
Part I of this volume details playable character types, equipment, hirelings, and spells for magic-users, among other things. Players need only read this section.
Aspiring Judges should subsequently consult Part II. It contains reference material and guidelines for constructing a campaign world, populating it with dungeons, monsters, and treasures, and advice on running adventures. To preserve the game’s mystery, it is recommended that players reference this section sparingly, if at all.
The following equipment is typically required for play:
A player’s first task is to construct a character through which he or she interacts with the campaign world created by the Judge. The basic procedure for creating a character is as follows:
Characters have four primary ability categories: body (B), speed (S), mind (M), and ego (E), each starting at a score of 1. Each is modified, in order, by the player with a throw of 1d6, where 1–4 is +0, 5 is +1, and 6 is +2, thus generating scores from 1–3. The player should record these figures on note paper or a character record sheet before moving forward.
| Ability | Roll | Score |
|---|---|---|
| B | 6 | 3 |
| S | 1 | 1 |
| M | 2 | 1 |
| E | 5 | 2 |
During the course of the game, the Judge will call for rolls to determine a character’s success in certain situations, mainly where random chance is involved. For example, if the character above was asked to roll B, the player would roll 3d6, succeeding based on the amount of “5” or “6” results rolled. Thus, higher scores result in higher consistency. In this case, the character has a 70% chance of success if the roll requires only one success. The number of successes rolled, or required for success at a certain task, is sometimes referred to as “Success Level” (SL).
The player should not rely on the Judge to call for a roll. Try to avoid leaving things up to chance at all costs—describe actions thoroughly, and be exacting. If a roll is called for, however, the SL is most often determined by the Judge based on the difficulty of the situation. In some cases, such as combat, the required SL to deal damage may be determined by an enemy roll.
| Prime Requisite | Experience Adjustment |
|---|---|
| 1 | -10% |
| 2–4 | – |
| 5–7 | +10% |
| 8+ | +20% |
One of the four abilities is the “prime requisite” for each class. The experience characters earn is modified by their score in their prime requisite. Fighters are ideally strong; magicians, intelligent. For the example character above, their experience gain would not be modified as a Fighter, but they would suffer a -10% penalty as a Magician.
During the course of the game, various reductions to the ability scores may occur. Always keep track of the maximum for these scores, but base all calculations (load, movement speed, etc.) on the current (i.e. reduced) value.
Once ability scores have been determined, a class must be selected for the player character. There are two classes in W&W: fighter and magician. All types of characters can be fighters, and all types of characters except dwarfs can become magicians. These classes can be further specified if a player so chooses; see Devotions. All characters begin at the lowest (1st) level in their chosen class.
Statistics are given to the “top level,” but there is theoretically no limit to how far most characters can progress.
| Level | Fighter Title | XP | Magician Title | XP |
|---|---|---|---|---|
| 1 | Footman | 0 | Medium | 0 |
| 2 | Veteran | 2,000 | Seer | 2,500 |
| 3 | Myrmidon | 4,000 | Theurge | 5,000 |
| 4 | Hero | 8,000 | Thaumaturge | 10,000 |
| 5 | Armiger | 16,000 | Conjurer | 20,000 |
| 6 | Captain | 30,000 | Evoker | 40,000 |
| 7 | Champion | 60,000 | Mage | 80,000 |
| 8 | Superhero | 110,000 | Archmage | 140,000 |
| 9 | Warlord | 220,000 | Wizard | 280,000 |
Fighters are the ubiquitous warriors of the fantastic medieval genre. Of the classes they are the most formidable in attack, can endure the most damage, and are the only ones entitled to joust.
Fighters can employ any armor or shield, and may use any and all weaponry, including missile weapons and spears, and magic swords and the majority of other enchanted weapons are usable only by them. They are unable to cast spells, and their use of other magical objects is dependent on their Mind score.
A fighter requires 220,000 XP per level beyond the 9th.
When creating a fighter, distribute two points between Body and Speed. This represents the beginning fighter’s physical prowess. Record this to the character sheet, and see Training for details.
Magicians are potentially more powerful than fighters but initially much more vulnerable; they wear no armor and use only daggers and staves as weapons. Magicians’ advantage is magic spells. Magicians own a spellbook containing the spells they can cast and can record or devise new spells in it for a commensurate cost in research materials and time. See Magic.
Magicians covet enchanted items and may use most, except for arms other than daggers and staves, armor, and certain clerical items. Additionally, a Magician can enchant items of their own; the cost and time required are commensurate with the item’s value. High levels of Mind may improve the time required; low levels of Mind may preclude enchanting entirely.
A Wizard requires 280,000 XP per level beyond the 9th.
When creating a magician, distribute two points between Mind and Ego. This represents the beginning magician’s mental acuity and strength of will. Record this to the character sheet, and see Training for details.
The demographics of W&W are overwhelmingly human, and most non-human sentient types are regarded as strange or monstrous. Should a player wish, however, he or she may create a non-human character as detailed below.
Dwarfs are stout, wide folk, formed of stonelike flesh. Their facial features are nonexistent except with great focus or permanently sculpted with hammer and chisel. They typically dwell in hilly or mountainous regions. Their apparent makeup is determined randomly or chosen, at the Judge’s discretion.
| 1d6 | Rock Type | 1d6 | Volcanic | Sedimentary | Plutonic | Metamorphic |
|---|---|---|---|---|---|---|
| 1 | Volcanic | 1 | Andesite | Breccia | Hornblendite | Gneiss |
| 2 | Sedimentary | 2 | Basalt | Conglomerate | Quartz Diorite | Marble |
| 3 | Sedimentary | 3 | Diorite | Chert | Shonkinite | Quartzite |
| 4 | Sedimentary | 4 | Granite | Limestone | Syenite | Schist |
| 5 | Plutonic | 5 | Pumice | Sandstone | Troctolite | Slate |
| 6 | Metamorphic | 6 | Tuff | Shale | Wehrlite | Soapstone |
Dwarfs may become fighters only, and have the following attributes relevant to play:
Elves are elusive creatures descendant from trees and shrubs, nomads who do not build strongholds. Their skin, while not made of tree-bark, appears so, and their hair is silken-soft. A typical elf is tall, slender, and androgynous. Elfin complexions are determined randomly or chosen, at the Judge’s discretion.
| 1d6 | Tree Type | 1d6 | Coniferous (1st d6 odd) |
Coniferous (1st d6 even) |
Deciduous (1st d6 odd) |
Deciduous (1st d6 even) |
|---|---|---|---|---|---|---|
| 1 | Coniferous | 1 | Arborvitae | Fir | Ash | Hornbeam |
| 2 | Coniferous | 2 | Cedar | Hemlock | Beech | Linden |
| 3 | Deciduous | 3 | Cypress | Juniper | Birch | Maple |
| 4 | Deciduous | 4 | Larch | Sequoia | Cherry | Oak |
| 5 | Deciduous | 5 | Pine | Spruce | Cottonwood | Sycamore |
| 6 | Deciduous | 6 | Redwood | Yew | Elm | Willow |
Elves may become fighters, magicians, or battlecasters, a fighter-magician hybrid. A battlecaster may employ any type of weapon and shields, but they may not wear non-magical armor of any sort. A battlecaster may only ever advance to the rank of battlemage (7th level). To advance in experience level as a battlecaster, the sum of the experience requirements must be reached (i.e. 4,500 XP for 2nd level, 140,000 XP for 7th level).
In addition to the above, elves have the following attributes relevant to play:
In the wilder reaches of the world, there exist wretched combinations of men and monsters. These creatures are scorned by most civilized types, including dwarfs and elfin-folk. Ancestry is determined randomly.
| 1d6 | Ancestry | Boon/Bane |
|---|---|---|
| 1–4 | Beast | see “Beastly Types” below. |
| 5–6 | Exotic | see “Exotic Types” below. |
| 1d6 | Ancestry | Title | Boon/Bane |
|---|---|---|---|
| 1 | Bear | Ursin | unarmed (claw) attacks succeed on 4–6. |
| 2 | Bird | Avian | see twice the distance of a normal human. |
| 3 | Dog | Canid | reduce opponents’ speed to 0 with a strong bite. |
| 4 | Goat | Satyriac | may only employ one retainer whose XP gain is doubled. |
| 5 | Rat | Ratfolk | may climb walls, within reason. |
| 6 | Snake | Pantathian | need not roll to use magical devices. |
| 2d6 | Ancestry | Title | Boon/Bane |
|---|---|---|---|
| 2 | Dragon | Dragonborn | tough scales that provide +1 damage reduction (DR). |
| 3 | Giant | Jotun | Speed may never be reduced below 1. |
| 4–5 | Elf | Woodle | need not eat or drink. |
| 6–8 | Orc | Tusker | need not roll when raised from the dead. See Death. |
| 9–10 | Goblin | Greenskin | smell precious metals within 30”. |
| 11 | Vampire | Dhampir | drink the blood of a recently slain creature to regain 1 Body. |
| 12 | Demon | Cambion | immune to the effects of supernatural charm. |
Half-humans may become fighters or magicians. In addition, they have the following attributes relevant to gameplay:
Half-men are about the size and weight of humans, though their features tend to betray their ancestry. A cambion may have small skin-covered horns or a vestigial tail, and a jotun may be up to eight feet in height. Those descended from beasts are more affected. In extreme cases, satyriacs may look like fauns, and avians may have fully feathered bodies or vestigial wings.
Before play begins each character must choose a side in the eternal struggle. Subject to type, characters may be lawful, chaotic, or neutral. Alignment will adjust non-player reactions and loyalty and determine who may serve or be predisposed to attack. Additionally, alignment will determine whether magic swords may be handled safely and the form a player character is reincarnated in. Emphasized entries indicate standard player-types.
| Law | Neutrality | Chaos |
|---|---|---|
| Dwarfs/Gnomes | Beastfolk | Beastfolk |
| Elves | Dwarfs/Gnomes | Humans |
| Humans | Elves | Dragons |
| Centaurs | Humans | Efreet |
| Golden Dragons | Centaurs | Gargoyles |
| Pegasi | Djinn | Giants |
| Treemen | Dragons | Goblins/Hobgoblins |
| Unicorns | Dryads | Gothrogs |
| Werebears | Giants | Kobolds |
| Lycanthropes | Lycanthropes | |
| Minotaurs | Medusae | |
| Ogres | Minotaurs | |
| Orcs/Gnolls | Ogres | |
| Pixies | Orcs/Gnolls | |
| Wild-men | Trolls | |
| Undead |
Many languages are spoken throughout the game world with each intelligent type having its own tongue. Humans also share a “common tongue” which most humans and one-third of other speaking creatures will know.
Additionally, there are the tongues of law, chaos, and neutrality which are known to the speaking membership of those alignments. Creatures of one alignment will recognize hostile alignment tongues without comprehending them and be predisposed to attack. Speaking alignment tongues in the open, or asking another creature of its alignment, is a faux pas that will be met with uncomfortability in the best circumstances.
Player characters initially know a number of languages equal to their Mind score (i.e. 1, initially). Characters typically know the common tongue or their racial language, and may choose to acquire an alignment tongue or the common tongue if their Mind score increases. A character who knows no languages, under whatever circumstance, may speak and understand only basic phrases and is illiterate. Spells and magic items may also aid in the comprehension of unknown languages.
Up to two devotions may be chosen or determined randomly (numbering is provided) for a character. Only one from each category may be selected. The three types of devotions are religions (for any character), oaths (for fighters), and pacts (for magicians). Battlecasters may take any devotion. Any character devoted to a religion may entreat their deity for aid with an Ego roll against SL 3 (i.e. a character with 6 E has a 6% chance of success). Failure leads to Ego loss commensurate to the degree of failure.
If the requirements of a character’s religion are violated, they must regain their deities’ favor through intense prayer and, perhaps, tithe. Oaths and pacts, if broken, are irredeemably lost. Rules are provided for the creation of new religions, oaths, and pacts by the Judge.
Player characters will progress naturally towards subsequent levels of experience as the campaign develops. Generally, a character gains experience in the following ways:
(D^2 / L) * 100, where
D is the lowest dungeon level reached and L is
the character’s level.
In addition to the above, characters can also invest their time into self-improvement efforts. Activities like combat drills, acting classes, intense study or university attendance, faith retreats, etc. will result in +1 to the character’s ability score. The time taken for this training is to be adjudicated by the Judge, and typically at least 100 gp (1,000 sp) must be invested for each +1 of benefit. For example, a fighter with 2 B wishing to improve his might trains with a guard captain over the course of a month for 100 gp. After the training is complete, their new score is 3 B.
Once a player character reaches 6 in an ability, the trainers found in villages, strongholds, or cities no longer suffice. Characters must discover new methods for improvement, be it through costly magical research, ancient knowledge, or by seeking out a Sage to train them in the relevant ability. See Sages.
Any character of any level can build a home with the money to do so. Top-level characters (warlords & wizards), however, may build strongholds, fortifications that allow the character to assert their authority over the surrounding countryside. As such they may invest in their holdings in order to increase their income or effectiveness.
A stipulation for establishing a stronghold with inhabitants is the safety of the land surrounding the keep. The land can be acquired by the following means:
Once the land is acquired, a character may construct a stronghold. This can take the form of the player’s choice. It is encouraged for the player to draw up their keep, castle, manor, etc. on paper, along with choice of materials and such. The Judge is given comprehensive pricing guides to determine the overall cost and labor required. Generally, for any major construction, certain specialists will be required. See Specialists.
| Structure | Cost | Time | Notes |
|---|---|---|---|
| Manor | ??? | ??? | wooden, no walls, not defensible. |
| Keep | ??? | ??? | single stone structure. |
| Small Castle | ??? | ??? | stone structure with walls. |
| Large Castle | ??? | ??? | several structures within large walls. |
| Palace | ??? | ??? | lavish interior, large area encompassed. |
Movement and distance values are given as inches (“) in this rulebook. This is to increase versatility, and to ensure that combat, exploration, etc. are conducted similarly at all scales. The scales for each type of environment are as follows:
Weight in W&W is measured in stone, roughly equivalent to the historical unit. Humanoid creatures and all character types can carry a maximum load equal to twice their Body in stone. Thus, a character with 4 B has a capacity of 8 stone, and one with 6 B has a capacity of 12 stone. Any load carried above this value is subtracted, 1:1, from the character’s speed. If a character with 2 B and 3 S, say, dropped everything trying to haul 6 stone of loot out of the dungeon, they would be reduced to a mere 1 S! Be careful while on expeditions—taking damage during combat thus reduces both load capacity and movement rate.
A maximum load calculation of ten times Body, instead of two, applies to any quadrupedal animal bred or used for carrying packs or riders, whose physiology allows them to carry a much greater load relative to their strength. An even greater modifier (one-hundred times Body) applies only to pulling a wheeled vehicle on clear terrain.
| Animal | Body | Load | Speed |
|---|---|---|---|
| Riding Horse | 2 | 20 | 6 |
| Light Warhorse | 3 | 30 | 5 |
| Heavy Warhorse | 4 | 40 | 4 |
| Mule | 3 | 30 | 4 |
| Donkey | 2 | 20 | 3 |
| Draft Horse | 3 | 300 | 2 |
| Ox | 4 | 400 | 1 |
Time in the underworld is measured in “turns” of six minutes (10 per hour). In one turn, a party may move four times the movement speed of their slowest member or perform one significant action. Inexperienced parties, with low overall abilities, will thus move quite slowly through a dungeon’s corridors. This slow movement rate accounts for mapping and significant caution—hallway traps, for example, will almost always be immediately obvious at this rate. Detection of a concealed trap (e.g. a poison needle in a lock, or a tripwire attached to a door) can require careful observation and description of actions by the player.
It should be noted that only animals trained specifically for close combat (dogs, battle-trolls, etc.) will willingly enter dungeons, and even this is not a certainty. The below list of actions taking one turn is not exhaustive, and the Judge is granted the power to set the difficulty of the tasks as needed. The typical ability rolled is listed in (parentheses).
If failure occurs in some of the above cases, a loud noise is created that may attract unwanted monster attention, or a trap may be sprung. Be intentional.
A chase is resolved in rounds. At the start, the Judge determines the fleeing party’s lead in inches. Each round, both the pursuer and the quarry make an opposed Speed roll (in the case of parties, the Speed of the slowest member).
If the pursuer wins (has more successes), they reduce the lead by the difference in the success rolls. If the quarry wins, they increase the lead by the difference. Ties result in no change. For example, a creature with 3 S rolls 4, 6, and 2 while chasing a creature with 7 S, who rolls 1, 4, 6, 6, 2, and 6. The fleeing creature gains 2” on the pursuer. The chase ends when the lead is reduced to 0 (the quarry is caught, at which point combat is initiated) or the lead exceeds the pursuer’s line of sight (due to corners, fog, etc.).
The Judge may apply penalties for difficult terrain or obstacles, or require ability rolls to navigate them. Failure may end a participant’s movement for that round.
During the course of a dungeon or wilderness adventure, it is expected that one or multiple players take on the role of mapper. In a wilderness, this consists of listing landmarks, biomes, notable creatures, settlements etc. in relation to each other, and is normally done on hex or large-scale graph paper. The best scale is 1” = 5 miles, roughly 1 hex or square in either case.
In a dungeon setting, this mainly consists of laying out the known rooms on a grid. Players will receive descriptions such as: “You move 30’ down the hall, and there is an open door to the left and a staircase heading down straight ahead. Through the door, you can see a circular room 10’ in diameter, with another door on its northeast face.” The most efficient scale to use in this case is one square = 10’, though one square = 5’ is popular as well. Judges may not give exact measurements of rooms—at times mappers are expected to make their best approximation from descriptors such as “smallish” and “oblong.” Players should always assume that rooms are approximately 10’ in height, and hallways 10’ to the highest point of a pointed arch, unless stated otherwise by the Judge.
The above scales and paper suggestions are indeed suggestions, and there are no rules to how a map must be recorded. However, a detailed, accurate map is the cornerstone of a party’s adventuring effectiveness. In the vicious underworld, maps will constantly be tested by shifting passages, slanted halls, and the like. It is prudent, at times, to employ two mappers, such that their interpretations of the Judge’s descriptions can be compared, or should one of them die in such a manner that the map is destroyed or lost.
In unknown wilderness, the Judge checks if the party will get lost once per day. The base chance is 1-in-6 on open plains, 2-in-6 in forests or hills, and 3-in-6 in dense jungle, swamp, or during poor weather. A guide or accurate map prevents this check. If lost, the party’s direction of movement is determined at random and is known only to the Judge until they reorient.
A party can reorient by reaching a major landmark, backtracking successfully, or through a Mind roll under special conditions (e.g., clear skies for celestial navigation). As a reminder, only the Judge may call for this roll.
Combat is the ultimate method of resolving disputes in W&W, and should only be engaged in once other less dangerous methods of conflict resolution have failed or been dismissed as unlikely to succeed.
Before a fight breaks out, be it in a silent woods, in a cramped dungeon hallway, or in a bustling town avenue, the procedure is as follows:
Under normal circumstances, each participant in a combat unaware of the opponent before first sighting them has a 1-in-6 chance of being surprised. If only one of the parties is surprised, that party cannot act in any way until a melee begins, at which point they are shocked into action. If both parties are surprised, the procedure resolves as normal.
Various factors can increase the likelihood of, or completely preclude a party from being surprised. For example, a party carrying light or being noisy will never surprise a group of monsters in a dungeon unless coming through a door—situations like this will be noted by the Judge: “So you know, dragging that chest along will be very loud.”
After surprise has been determined, the next question becomes: “Well, Judge, we see the orcs and they don’t see us, but how close are we?”
When surprise is in play, the encounter distance is 1d6 times two inches (typically from 10–60 feet in a dungeon). This accounts for the surprisers essentially “sneaking up” on the surprisees. If there is no surprise, then the encounter distance is 1d6 times four inches (20–120 feet in a dungeon).
This process continues until the participating figures clash in melee, at which point combat is initiated and the first round takes place.
Characters attacking with a missile weapon roll Body versus the target’s defense score, as Melee (see below). The greater number of successes wins, dealing damage equal to the difference. The defender, thus, wins ties.
Once opponents clash in a melee, it is almost impossible to hit the intended target with a ranged attack. Assuming that all combatants in melee are approximately human-sized, a combatant firing into melee should make a Mind roll (SL = the number of combatants) to determine whether or not the intended target is hit. If this roll fails, the subsequent damage, if any, is dealt to a random combatant in the vicinity. This applies to missile-like spells as well.
Re-arming a crossbow or other sufficiently mechanical ranged weapon is too complex to accomplish during combat unless noted otherwise.
The basic unit of combat is the round. A single round of man-to-man combat lasts two seconds, during which the procedure below is followed.
In addition, the following should be noted:
Any time a character initiates spellcasting, they are vulnerable to interruption. If the caster sustains damage at any point before the spell takes effect, the casting is interrupted and Mind is spent or retained (see Magic).
Once a character abuts one (or multiple) opposing combatants, they are considered engaged in melee.
Initiative is determined by rolling their current Speed and adding one’s weapon speed to the highest value rolled. Initiative is given to the combatant with the higher total. Note that, in some cases, initiative is awarded to a specific combatant, regardless of this roll:
Once who goes first is determined, the procedure for attacking is as follows:
Note that the equipped armor of a defender who is paralyzed, unconscious, or otherwise incapacitated is typically easily circumvented by an attacker, and thus damage reduction is not applied. Damage reduction granted by natural features, such as thick skin or scales, is still subtracted.
| Attack Score: | Body+bonuses | Attacker wins: | Attack Successes>Defense Successes |
| Defense Score: | Speed+bonuses or 1 | Defender wins: | Attack Successes<=Defense Successes |
Given the above established procedure, it is natural that flanking should grant an advantage to the flankers. Under normal circumstances, the defender will only be able to parry a single attack or counterattack a single attacker. When multiple attackers target the same defender, their attack scores are pooled and qualify as a single attack.
The other natural advantage afforded to “mobbing” a single defender is overwhelming them. For each attacker engaged with a defender in melee, the defender’s Speed is reduced by 1. Thus, a defender with 3 S may only field attacks from two attackers before becoming overwhelmed, and thus unable to move or effectively parry. This can prove quite deadly, so wise players may elect to fight in squads!
For an extended example, say eight 1 B goblins surround a 3 B, 5 S Hero wearing full plate armor (3 DR). Given that the Hero has an effective 0 S due to being overwhelmed, he or she may not parry and the goblins, thus, win initiative. Their attack results in a collective attack score of 4 vs. the Hero’s defense score of 1, and the Hero is just barely unscathed. The Hero counterattacks—recall that Heroes are permitted another attack if they slay the targeted creature—and rolls two successes to slay one goblin, then one success to slay another, and so forth until their attack misses. The Hero would be smart to retreat to a more advantageous position once their Speed permits!
All humanlike creatures may initiate wrestling, though nearly all suitably-sized creatures may be grappled with. The Body score a participant has is the number of combat rounds (one round is two seconds) they can grapple without becoming winded and losing their grip. Each round of grappling, each party rolls Body, beginning with the initiator. Record a running total of successes (rolls of 5 or 6) for each combatant.
During this process, both combatants are engaged in melee and unable to move unless both agree to move in the same direction (this seldom occurs). Once one combatant’s total exceeds the other’s current Body, the winning party has pinned the loser to the ground, rendering them immobile.
Improvised combat is much like standard, armed combat. An unarmed strike with a fist or foot deals a maximum of a single point of damage unless otherwise modified. Other implements, such as chairs, tables, farming equipment, stones, or other such bludgeoning devices deal a maximum of two points of damage, and in some cases are liable to break after a few improper uses.
During tense moments in combat, e.g. following the first allied death, 50% allied casualties, or upon reaching of their maximum Body, morale will be checked secretly by the Judge to determine whether or not a creature attempts to flee.
Most, if not all, creatures involved in combat will sustain damage in some form. Most standard (i.e. handheld) weaponry deals a number of damage equal to the difference in success between an attacker and a defender. Some notable exceptions to this formula are siege weaponry, unarmed strikes, some improvised, mastercraft, and magical weapons, and some spells.
Prod the dungeon floor for pit traps… for each 1” (5’) fallen after the first 2” (10’), a character takes 1 Body damage upon reaching the ground. Damage sustained as a result of falling is never reduced by armor. The maximum damage taken from falling (terminal velocity) is 20.
Healing comes in many forms. Some spells or potions will be able to restore lost hit points to a character. The rate of a character’s natural healing is 1 B and 1 M per day of rest. This can be modified by hiring a chirurgeon, spiritual healer, etc. or by certain magic devices and blessings.
Damage to a character’s Speed or Ego represent lingering injuries or shaken confidence/damage to the psyche (see Wounds). These wounds can only be mended through magical means or by a trained healer, who can restore one point to a wounded character’s S or E for each day spent in their exclusive care. See Specialists.
When a character reaches 0 Body, they may elect to take a Wound. If they choose to do so, their maximum Body is reduced by 1, and they are left in a stable unconscious state. Some extraordinary wounds, such as when a character is felled in one attack, may have additional effects as determined by the Judge. Wounds may be accrued from other sources, including curses, magic spells, and certain types of monsters. Certain magics may also drain one’s maximum Speed, Mind, or Ego. Reductions in score maximums are permanent, and therefore must be re-earned through Training.
When a character reaches 0 Body and cannot or chooses not to take further wounds, they are dead. Barring the power of certain high-level magical spells, items, or other miracles, the character may not return to life. In rare cases, magic spells, magic weapons, or exceptionally dangerous monsters are capable of slaying a character outright. Be wary!
Should a character somehow be brought back to life, they must make a Body save against a success level determined by the method of necromancy used. If the check fails, the character is irrevocably dead and may not ever be resurrected.
When a character dies, the player should either proceed to create a character sheet for their heir, if they have one (see Relatives) or create a new character. Brand-new characters always begin play at the lowest level of experience.
Fighters’ method of “friendly” combat. Each jouster will be armed with lance and shield, heavily armored, and mounted upon a mighty destrier.
Each participant selects an aiming point (their attack) and a position in the saddle (their defense).
The aiming point of each player is matched against the position of their opponent and the result found. Results can vary from both opponents missing to both being unhorsed. The result is determined according to the table, and one “ride” has been completed. Results are read as follows:
*Anyone who breaks their lance or has their helm knocked off must assume the Steady Seat position in the next ride.
If neither opponent has been unhorsed the procedure is repeated. The joust is over as soon as either or both opponents are unhorsed or three “rides” have been completed without either party being unhorsed.
| Defensive Position | ||||||
| Helm | Right | Left | Seat | High | Low | |
| Helm | M | M | M | H | U | M |
| T-L | U | B | M | B | B | M |
| T-C | B/U/I | U | G | B | B/U | U/I |
| T-R | G | M | B | G | G | U |
| M-L | B | B/U | M | B | M | B |
| M-C | B/U | G | B | B/U | B/U/I | B |
| M-R | G | M | B/U | G | G | G |
| Base | B | G | U | B | B/U/I | B |
Formal one-on-one combat to settle disputes of honor. Skill and tactical positioning determine victory, though a lethal coup-de-grace may end the duel. Duels are typically conducted with foils or other thin blades and without armor, but this is not a hard-and-fast rule.
Before the duel, sum each combatant’s Body and Speed scores. The combatant with the higher total becomes the Proponent (initial aggressor). Ties are broken with a roll of [1d6]. The exchange sequence below is repeated until the duel ends:
During a duel, a combatant takes damage to their Body score as in normal combat. Once an opponent is below half their maximum B total and takes a hit, they are knocked down, at which point the duelist left standing can choose to show mercy or administer a coup de grace. Either combatant can surrender at any time before this, and being forced back five steps is taken as a forfeit.
Unlike the noble joust, or the tactical duel, psychic combat is the art of death. To an inexperienced observer, however, it may not be obvious that psychic combat is happening at all.
Both magicians must be certain of the duel in their mind, and open their mind to their opponent in order to begin. Psychic combat cannot be initiated without two willing participants (thus, those incapable of magic-use may not participate), and combatants must be aware of their opponent in some way.
Psychic combat proceeds in “waves.” During each wave, each combatant rolls a number of d6 equal to their level (i.e. a Theurge rolls 3d6 per wave and an Archmage rolls 8d6). Compare the number of successes rolled by each party. The difference is subtracted from the loser’s Mind or Ego score, whichever is higher. As always, keep note of the character’s original scores.
If a participant’s Mind or Ego reach 0 during psychic combat, the character dies. The victor will likely have suffered damage to his or her scores as well. For the purposes of play, psychic combat is considered “spellcasting.”
A party of four intrepid first-level adventurers, Dudur (dwarf fighter), Stout Emry (human fighter), Liona (battlecaster), and Macros (human magician) are in play.
Each character begins with 3d6 times 10 silver pieces to furnish themselves with basic equipment. At their option, players may trade among themselves during character creation. All costs in the relevant tables are rendered in silver pieces, and all weights in stone (see Carrying Capacity). The standard currency conversion rate is as follows: 1 gold piece = 10 silver pieces = 50 copper pieces. 1000 coins of any type = 1 stone.
| Item | Cost | Weight |
|---|---|---|
| Backpack | 20 | |
| Bedroll | 60 | |
| Belladonna bunch | 100 | |
| Caltrops | 10 | |
| Garlic bunch | 5 | |
| Hammer | 30 | |
| Holy symbol, wood | 20 | |
| Holy symbol, silver | 250 | |
| Holy water (in vial) | 225 | |
| Lantern, hooded | 80 | |
| Mirror, steel | 60 | |
| Mirror, silver | 180 | |
| Oil (in flask) | 20 | |
| Pole (10’) | 10 | |
| Rations (7) | 70 | |
| Rope, hemp (50’) | 10 | |
| Sack, small | 10 | |
| Sack, large | 20 | |
| Saddle | 250 | |
| Saddlebags | 100 | |
| Spellbook, blank | 500 | |
| Spikes, iron (12) | 10 | |
| Thieves’ tools | 250 | |
| Tinderbox | 30 | |
| Torches (6) | 10 | |
| Waterskin | 10 | |
| Whetstone | 10 | |
| Wine (1 quart) | 10 | |
| Wolfsbane bunch | 100 |
| Item or Service | Cost |
|---|---|
| Ale or beer (mug) | 1 |
| Bath, hot | 5 |
| Gate or roadway toll | Varies |
| Lodging, poor (week) | 15 |
| Lodging, common (week) | 30 |
| Lodging, private (week) | 80 |
| Meal (poor/hot) | 1/3 |
| Passage (caravan/sea) | 5/10 |
| Stabling (day) | 5 |
| Wine (poor/fine) | 2/50 |
| Animal/Vehicle | Cost | Load | Animal/Vehicle | Cost | Load |
|---|---|---|---|---|---|
| Animals | |||||
| 1-6 Dog, Attack | 100 | 5 | Donkey | 80 | 20 |
| Dog, Hound | 50 | 3 | Mule | 200 | 30 |
| Dog, Hunting | 75 | 3 | Horse, Riding | 400 | 20 |
| Ox | 50 | 400 (pull) | Warhorse, Light | 1000 | 30 |
| Horse, Draft | 400 | 300 (pull) | Warhorse, Heavy | 2000 | 40 |
| Land & Water Transport | |||||
| 1-6 Cart (2 wheels) | 1000 | 140 | Sailboat, Small | 20000 | 700 |
| Wagon (4 wheels) | 2000 | 280 | Riverboat | 35000 | 1400 |
| Chariot | 4000 | 50 | Longship | 250000 | 1400 |
| Coach | 15000 | 140 | Caravel | 100000 | 10500 |
| Canoe | 500 | 70 | Carrack | 200000 | 19000 |
| Rowboat | 600 | 140 | Galley, Small | 150000 | 29000 |
| Barge | 1000 | 140 | Galley, Large | 300000 | 52000 |
| Item | Cost | Weight | DR | Speed | Length | Range |
|---|---|---|---|---|---|---|
| Melee Weapons | ||||||
| 1-7 Axe, Battle | 100 | 1 | – | 3 | 3 | – |
| Axe, Hand | 30 | 1/2 | – | 5 | 2 | 2” |
| Club or Cudgel | 10 | 1/2 | – | 4 | 3 | – |
| Dagger | 10 | 1/4 | – | 6 | 1 | 3” |
| Flail | 80 | 1 | – | 2 | 4 | – |
| Lance | 60 | 1 | – | 1 | 5 | – |
| Mace | 40 | 1 | – | 3 | 3 | – |
| Morning Star | 60 | 1 | – | 3 | 3 | – |
| Spear | 30 | 1 | – | 4 | 4 | 12” |
| Staff | 10 | 1 | – | 4 | 5 | – |
| Sword | 150 | 1/2 | – | 4 | 3 | – |
| Sword, Two-handed | 300 | 1 | – | 2 | 4 | – |
| Warhammer | 50 | 1 | – | 3 | 3 | – |
| Missile Weapons & Ammunition | ||||||
| 1-7 Bow, Short | 250 | 1/2 | – | 4 | – | 20” |
| Bow, Composite | 500 | 1/2 | – | 3 | – | 24” |
| Bow, Long | 400 | 1 | – | 3 | – | 28” |
| Crossbow | 150 | 1 | – | 2 | – | 32” |
| Crossbow, Heavy | 250 | 1 | – | 1 | – | 40” |
| Arrows/Quarrels (20) | 50 | 1/4 | – | – | – | – |
| Quiver or Case | 30 | 1/4 | – | – | – | – |
modifier to initiative, higher is faster. See Combat.
determines reach in melee, higher is longer. See Combat.
| Armor | Cost | Weight | Dam. Red. |
|---|---|---|---|
| Gambeson | 100 | 1 | – |
| Brigandine | 800 | 2 | 1 |
| Chain Mail (+coif) | 1,500 | 4 | 2 |
| Plate Armor (+helmet) | Varies | 3 | 3 |
| Barding | Varies | 3 | 2 |
| Shields | Cost | Weight | Effect |
|---|---|---|---|
| Buckler | 300 | 1/3 | Add +1d6 when parrying. |
| Kite | 250 | 2 | Add +1 DR while on horseback. |
| Heater | 500 | 1/2 | Add +2 to defense score when not parrying. |
| Pavise | 200 | 3 | Can be planted in ground to provide cover. Must be carried on back. |
| Round | 100 | 1 | Add +1 to defense score when not parrying. |
| Occupation | Day (cp) | Month (sp) |
|---|---|---|
| animal handler | 3 | 40 |
| carpenter | 6 | 8 |
| hauler | 2 | 4 |
| lackey | 6 | 16 |
| leatherworker | 4 | 12 |
| limner | 20 | 200 |
| mason | 8 | 12 |
| messenger | 1 sp per mile | |
| pack handler | 3 | 12 |
| scribe | 30 | 24 |
| tailor | 4 | 12 |
| teamster | 10 | 100 |
| torchbearer | 2 | 20 |
Players will likely require the services of hired help. Hirelings of various sorts can be found in towns, strongholds, and possibly in villages. Hirelings are ordinary folk who will perform mundane (non-combat) duties; some examples are given to the left. With enough gold there is no limit to how many hirelings a character can employ.
Hirelings will not always feel comfortable traveling through wilderness, dungeons, or other hazardous conditions. In addition, the prices given do not account for the cost of materials, quarters, or board that may be necessary for each profession. Thus, additional costs may be incurred.
| Monthly Fee (sp) | |||
| Type | Human | Dwarf | Elf |
| Light Footmen | 30 | ||
| Footmen | 40 | 50 | 60 |
| Archers | 60 | 90 | |
| Crossbowmen | 50 | 70 | |
| Longbowmen | 90 | ||
| Light Horsemen | 100 | ||
| Horsemen | 160 | ||
| Heavy Horsemen | 240 | ||
Mercenaries are neutrally aligned soldiery whose monthly fee is commensurate with their function and equipment. Elves and dwarfs are the least common. With enough gold there is no limit to the number of mercenaries a character can employ.
Mercenaries may be found in any settlement with a military presence, though the most exotic may only be found in wilderness keeps. Postings may be kept for 100 sp per month that attract between 6–36 mercenaries of various types weekly, so long as the character’s reputation is sufficient.
| Occupation | Cost (month, sp) |
|---|---|
| alchemist | 300 |
| artillerist | 150 |
| armorer | 100 |
| blacksmith | 30 |
| cartographer | 500 |
| enchanter | 800 |
| engineer | 100 |
| healer | 200 |
| guide | Varies |
| jeweler/gemcutter | 300 |
| miner | 50 |
| priest | 150 |
| spy | 500+ |
| steward | 400 |
| weaponsmith | 100 |
Specialists of various sorts can be found in the most populous and enticing cities, towns, strongholds. Specialists range from ordinary folk to leveled non-player characters who perform all sorts of duties; some examples are given to the left. With enough gold there is no limit to how many specialists a character can employ.
Specialists are typically already established where found, and must sometimes be enticed into service. This can take many forms. An alchemist with a successful shop may find it difficult to resist relocating to a state-of-the-art laboratory, even if it is far from their home.
In addition, the prices given do not account for the cost of materials, quarters, or board that may be necessary for each profession. Thus, additional costs may be incurred. Healers, e.g. must be paid 10 sp per day while actively healing a character in addition to the cost of their employment.
Unusual help including monsters and player-types can also be sought. These are called retainers and the number allowed at any one time is limited by a character’s Ego; a character with 5 E, for example, can employ a whopping 5 retainers!
A character can seek retainers during adventures or advertise their need by posting notices, hiring heralds, frequenting taverns, or sending messages to foreign parts where candidates may dwell. Similar to mercenary hiring, postings may be kept for 100 sp per month that attract between 1–6 player-types monthly, so long as the character’s reputation is sufficient. Beyond this, the cost and effectiveness of hiring endeavors is left to the Judge’s discretion.
If a prospective retainer is found the character can make an offer of employment. Only the lowest level player types are employable, and will likely not be tempted for any offer worth less than 50 gp. Dwarfs especially desire gold and gems, magicians desire spells and magic items, and so on.
Player-types can possess arms, armor, and equipment from the outset and (if they are fortunate) can accumulate considerable wealth. If a character disappears on an adventure all of their worldly goods are forfeit! Thus, a character may designate one relative as heir to their estate. Should the character be slain or otherwise mysteriously vanish, “death” can be declared after one game month of unexplained absence.
If designated, the heir then takes possession of all properties, goods, and valuables that belonged to the departed minus 20%, to account for executors, inheritance tax, and whatnot. The player may then assume the role of the heir who must begin at the lowest level for the selected class.
Should the original character unexpectedly return to reclaim the estate, another 20% is lost in addition to the amount spent by the heir, if any. The Judge must adjudicate the reaction of the disinherited heir, who might intrigue to retain control. If the disinherited heir is kept on as part of the player’s household or retinue, their loyalty may be adjusted according to their relation to the original character, at the Judge’s discretion.
Sages are wise and often eccentric characters of myth who have an uncanny expertise in their given field. They often demand service, extravagant payment, or other inconveniences in exchange for their services. The Judge will have a full complement of information regarding sages that can be found in the game world, but some examples include training experts, warlocks, fortune-tellers, hermits, and the like.
When any non-player enters into a player character’s service the Judge will secretly determine their loyalty, which may subsequently be adjusted for excellent or poor treatment. Additional pay, gifts of arms, armor, or magic items, and the rising fame (or infamy) of an employer can increase loyalty. Unjust treatment, poor prospects, or unfit conditions can decrease loyalty.
So long as a non-player is treated reasonably, receives the agreed payment, and is not exposed to unnecessary danger their loyalty will not be tested. In extreme circumstances the Judge will use reaction checks or morale checks to determine the non-player’s behavior.
The use of magic is the primary draw of the magician, and a powerful part of a battlecaster’s repertoire. All spellcasting requires the ability to speak and freedom of movement to perform channeling gestures. Some spells require rare or otherwise costly material components or for a suitable arcane focus to be held in one hand. As mentioned in the section regarding magicians, a beginning Medium is expected to possess a spellbook containing between 1–3 spells, determined randomly by the Judge.
Spells unknown to the magician can be copied into their spellbook from other sources, such as spell scrolls, found spellbooks, or as dictated by sages. This costs 10 gp per spell level of precious inks and vellum and takes a number of days equal to the spell level. Scrolls used in this manner are destroyed utterly through the process of copying the spell.
Should a spellbook be destroyed or otherwise lost during the course of an adventure, the magician may record the spells last memorized into a new spellbook at the same cost and time as above. An additional week is spent sourcing the materials for the book’s cover and binding. See Equipment.
The method that users of arcane magic employ to record spells into their mind is known as memorization. Prior to adventuring, a magician spends time selecting which spells best suit the nature of the intended adventure (perhaps breathe water is not the best choice in a desert…). Thus, a magician need not carry spellbook on his or her person while adventuring—so long as they trust where they leave it!
A magician can memorize a number of spells prior to an adventure equal to their experience level. Spells memorized are stored in the magician’s mind until the adventure ends, at which point the magician mentally purges. The spell is not “spent” once cast, and may be cast again, however the dice committed are still rolled and subtracted from Mind if casting is interrupted. See Combat.
The power of magic spells is commensurate with the number of magic dice (sometimes noted MD) used during their casting. A spellcaster must declare how many dice will be used on any given spell. There is no maximum, however a magician with only 3 M should be extremely cautious using 3 dice or more! The number of dice rolled and their sum are used in the determination of the spell’s power. Each die showing 1–4 is subtracted from the caster’s Mind score. Each die showing a 5 or 6 is “free,” representing expertise in methodology and psychic recycling. Thus, if a magician with 4 M casts a spell with 3 dice and rolls 1, 2, and 6, they are reduced to 2 M due to the mental strain of the casting.
If a spell reduces its caster to 0 M, the spell fizzles before its casting is completed.
When led by a Mage or higher, a group of magicians can cast spells more powerful and complex than what can be memorized. Each magician participating contributes a number of dice they see fit, up to a maximum of their level. The time taken to complete a ritual is commensurate to the amount of dice spent (e.g. a ritual using twenty-five dice takes a minimum of 50 days). Rituals can only be conducted in places of great magical significance or specially designated halls. See Strongholds.
A short list of spells castable only by ritual is provided at the end of this volume, and the Judge has guidelines for the development of new ones.
All magic-using sorts can engage in the creation of entirely new spells, should they be unsatisfied with the repertoire available to them. The Judge will determine the usage of magic dice by the spell, and potentially the minimum required MD for casting, according to the player’s description of the intended effects.
The base cost for spell research is 100 gp and one week. This assumes that the researcher has a laboratory, shrine, or other focused workspace and a well-equipped library at their disposal. If the researcher does not own the research locale, the cost in both time and coin increases tenfold.
There is always a chance for spell creation to fail, or for unintended consequences. Success during spellwrighting is determined by a Mind roll, the success level of which is determined by the Judge based on the complexity of the spell.
Enchanting is the act of manifesting magical energy into physical objects. The power of created magical items is largely dependent on one’s level of attunement, and is detailed below for various item types.
Enchanted items may be found during adventures as treasure. To intuit the function of such magical devices during the throes of adventure is difficult, and requires a successful Mind roll. The difficulty is determined by the Judge, commensurate to the item’s complexity (e.g., a “+1 mace” will be easy to intuit, while an “orb of scrying” or “broom of flying” may not be immediately obvious). Failure on this check precludes understanding the item until the adventure ends, at which point the item’s effects are assumed to be revealed through study. A misunderstood or non-understood item can still be used, but caution should be exercised in doing so. Curses will never be discovered in either manner, and must be specifically identified by magic or by a Sage.
Imbuing is the process by which magic is embedded into existing items, such as armor, weapons, or wands. The process requires a suitable workshop, rare components costing at least 1,000 gp per +1 bonus desired, and one month of uninterrupted work per +1 bonus. The item to be imbued must be of the highest caliber in order to accept enchantment.
To succeed, the magician must make a Mind roll. The difficulty may increase with the power of the desired enchantment. Failure on this check expends all time and materials.
Items with unique enchantments, such as the effects of a spell, are special. They typically require specific components, blessings, or for the item to be constructed of exotic or otherwise magical materials. The creation of exceptional weapons in particular may require an Ego roll. The Judge is provided with guidelines for determining the cost in time and coinage for said items.
Potions may be concocted by any player character who employs the assistance of an alchemist, though the practice is typically reserved for magician-types. A fully-stocked laboratory must be rented or built to facilitate crafting, and this workshop can be dedicated to the creation of only one type of potion at any given time. The basic cost of a potion’s creation is dependent on its effects, and is to be determined by the Judge.
Some potions, at the discretion of the Judge, will require certain rare ingredients for their creation. An alchemist or other expert is sure to know certain recipes, or recipes can be found in dungeons or purchased from vendors. Further, players are free to devise bespoke formulas for potions based on their own knowledge.
Poisons can be concocted in a similar fashion, although few respectable alchemists will voluntarily facilitate their creation.
Conjuration is the synthesis of magical items out of pure arcane energy, that is, “imbuing” without physical components. This method of enchanting is more advanced than imbuing, and comes with greater risk.
It is not typically possible for a sole Magician, even among the most elite Wizards, to conjure on their own. Thus, ritual is the typical method. See Rituals.
A magician may scribe a scroll of any spell in their spellbook. This requires fine vellum and magical inks, costing 100 gp and one day per MD in the spell. For example, a 3 MD heal costs 300 gp and takes 3 days, and the resultant spell is cast with 3 MD.
Upon completion, the magician makes an Mind roll, typically having a success level of 1. On a success, a usable scroll is created. On a failure, the materials are wasted.
Scrolls may not be cast by fighters, and may only be cast by magicians who understand the language it is written in. Reading a scroll takes one round and destroys it.
A character following a religion may consecrate (if Lawful) or desecrate (if Chaotic) land or water, in accordance to the proclivities of their patron deity. Neutral characters may not consecrate or desecrate land or water in this way, but are generally unaffected by either.
Performing this ritual on an area of land requires a holy (or unholy) symbol and 24 hours of continuous rites over the target area. Rare components must be expended, typically consisting of at least 1,000 silver pieces’ worth of powdered silver. The Judge may require an Ego roll if the land has a powerful, opposed spiritual presence.
Success sanctifies or defiles a 10” radius area. Creatures of an opposing alignment must roll Ego (the success level dependent on the extent of the ritual) or check morale to enter. Undead or extraplanar beings of the opposing alignment take 1 Ego damage each round (every two seconds) they remain within the area. The effect is permanent until it is cleansed by a counter-ritual.
The creation of holy or unholy water is similar, requiring a holy (or unholy) symbol, at least 200 sp in herbs and other components, and 1 hour of focus to affect a single phial of water. A phial of holy water, when spilled on an undead creature, instantly vaporizes it if it has a lower total Ego than the water’s creator. Unholy water, similarly, vaporizes living creatures.
Spells are listed alphabetically. The power of each is varyingly determined by the magic dice MD spent by the caster. A number in parentheses (x) with the spell name indicates the minimum quantity of magic dice that must be spent in order to cast the spell. If a range is not listed, assume that the magician must be able to see the spell’s target.