Games
Master's Brief
Handstones 3" 5+ St -5 Dropped from heights -1 per 4" hit chance but +1 to strike per 2" vertical.
Heavy H.stones 1" 6+ st -3 Dropped from heights -1 per 4" hit chance but +1 to strike per 2" vertical.
Random valuables for the Allied Guards are trebled.
Spotting
concealed persons or creatures
D6 or MD used, distances can be varied or ignored at the Games Master's discretion.
Light Concealment (LC), means behind folds in the ground, partly hidden by tree trunks or rocks.
Hidden (Hi), is concealed behind substantial bushes, rocks or buildings.
Well Hidden (WH), is concealed in long prepared hides in dense bushes or buildings (loopholes).
Keen sighted relates to elves long sight or +2 tracking experts.
For a moving party only one dice is thrown per move relating to the nearest or most likely observer. Once any of a group of persons or creatures has been spotted, others of the party alerted by the observer may dice individually to also spot adding one to their dice. (Most likely so as to fire.) If spotted creatures move position for a better concealment position, throw as for furtive movement.
D6 +F = table chance of spotting. F= Observers moving cautiously (Mo -2") +1, Observer keen sighted +1, Observers moving 8"+ -1, Observers mounted -1, Observers Hvy or plate armoured -1, Alerted +1, Concealed creatures making moderate noise +1. Loud noise +2. Creating a flame or light automatically reveals a hidden position. Ranges in brackets only involved at GM's discretion.
Spotting Table D6 + F | 2" | 6" | 12" | 24" |
Lightly Concealed | 2+ | 4+ | 6+ | 8+ |
LC Furtive movement | 1+ | 3+ | 5+ | 7+ |
LC Firing missiles | 0+ | 2+ | 4+ | 6+ |
Hidden | 3+ | 5+ | 7+ | 9+ |
Hi Furtive movement |
|
|
|
|
Hi Firing missiles |
1+ | 3+ | 5+ | 7+ |
Well Hidden | 4+ | 6+ | 8+ | 10+ |
WH Furtive movement | 3+ | 5+ | 7+ | 9+ |
WH Firing missiles | 2+ | 4+ | 6+ | 8+ |
Games
Masters Plan
Start
Allies D10
gives hands unbound, Each Move MD
alternately Allies & Alpenii, 6
= 2 5 =1 hands unbound 4- none. Bound
hands moves -1", run -3", obs
GM D6 or MD = 1
& 6 1st mens polk 2-5 other polks in sequence. Keep tally &
dice for who when needed. This will only be when the prisoners are halted for
any reason When figure picked D10 -1 if female = 8+ escapist will run
immediately, 5+ Helper will free
others 2 per move but D10 caught on 2-,
2+ will run when 3+ others do, 1- will run only if no guards within
6".
Hoddy
Pypin misses by 1 or 2, hits nearest other st -4. Melee D10 1- hits
friend with sword strike -4.
Berylind Elek Bertin's wife is one of the 8 females in Polk 2, dice for which.
Amazons will try to rescue females if opportunity arises, at the GM's discretion.
1.
Road, entry point for Allied forces & prisoners.
2.
Sword bushes, give cuts and tear the clothes to any entering them.
Women TI3
3.
Crag Man woman & boy hiding, will run towards forest 9 to
escape Move 1.
Man Fol Mo 6", Fa 6/12, TR -1, SR +0 D-4, C-3, W -2, A +2, Ob 1.4, Me 0
-2 = -2
Woman Fol Mo 5", Fa 5/10, TR -2, SR 0, D-4, C-3, W -2, A 0, Ob 0.9, Me -2 -2 =
-4
Boy Fol Mo 5", Fa 4/8, TR -1, SR +0 D-4, C-3, W -2, A +2, Ob 1.1, Me
-3 -2 = -5
4.
Tangle grass BCC -1" any running D10 2- trip & fall st-5
5.
Old Ruin. Any entering D10 +A = 2- floor collapse, fall down into
cellar strike -4.
6.
Pile of hand stones
7.
Cave. Used by Alpenii but bedding & bones indicate previous ogre
occupation
8.
Low wall
9.
Firs
10.
firs, log
11.
Standing stone marking Amazon territory
12.
Thorn Poplars Paraka & 5 sword Amazons
Paraka Off Mo 6", Fa 5/10, TR +3, SR + 1, D-5, C-4, W -3, A +1, Ob
1.2, Me +1-1 = 0 st +2, ShP 7+ strength 4. Speaks Amazon, Kharsh
Amazons Fol Mo 6", Fa 4/8, TR +1, SR + 0, D-5, C-4, W -3, A 0, Ob
1.0, Me +0 +0,
ShP 7+ strength 4, Speak Amazon.
13.
2 live Tangle Trees. Will grab & try to crush any within 3" of
trunk. (Surprise ?)
Fa 20/40 TR 10, SR 2, D -7, C -5, W -3, 3W = C, 3C = D
Me +5 +0 = +5 st -2 Fire
Terror 8
14.
Amazon Bridge
15.
Thorn Poplars 3 Amazon archers. Fol Mo 6", Fa 4/8, TR 0, SR + 0,
D-4, C-3, W -2, A +1, Ob 1.3, Me -1 -1 = -2 dagger st 0,
Selfbow 5" 5+ 10" 6+, 15" 7+, 20" 8+, St -4 quiver of
12 arrows
16.
Bushes, Moves Half Mo rate -1". 0.5" lanes cut 1" per
move, sword or axe, 0.5" mace or dagger.
17.
Cave
18.
Bushes, Moves Half Mo rate -1". 0.5" lanes cut 1" per
move, sword or axe, 0.5" mace or dagger.
Shrub Adders within 1" MD
= 2- bitten, D6 each move 2- unconscious, then 2- coma, then
2- dead or 6 recover to unconscious, then 2- relapse 6 improve to dazed, dazed
needs 5+ to normal.
19.
Sword bushes, give cuts and tear the clothes to any entering them.
Women TI3
20.
Sword bushes, give cuts and tear the clothes to any entering them.
Women TI3
21.
Cave on crag Croppoc giant
youth, Throws stones at prisoners. Pile of 26 handstones
Ind Mo 7", Fa 6/12, TI 2,
TR +2, SR +0 D-5, C-4, W -3, A +2, Ob 1.9,
Me +3 -2 = +1 st -2 fists thrown stones 4" 4+ st -3, 9" 5+ st
-4. Speaks kharsh
22.
Crag
23.
Bushes, Moves Half Mo rate -1". 0.5" lanes cut 1" per
move, sword or axe, 0.5" mace or dagger.
24.
1" Pit trap across road. MD
hvies -1, 5+ trap spotted in time otherwise leaders fall in, st -4.
25.
Bibble's Refreshments Temptation LR 2 7+ to resist, Bibble, 3
swordsmen & Zitskin the giant
Off Mo 6", Fa 6/12, TR +0, SR + 2, D-4, C-3, W -2, A +1, Ob 1.1, Me
-1 -1 = -2 dagger st 0.
Zitskin Fol Mo 7", Fa 6/12, TR +4, SR 0, D-5, C-4, W -3, A +1, Ob
1.9, Me +5 -1 = +4 st +4
3 swordsmen Fol Mo 6", Fa 6/12, TR 1, SR 0, D -4, C -3, W -2 A +1, Ob
1.3 Me 0 + 0 = 0 st 0.
26.
Rozadura Thorn thicket. Can be cut at 1"x 0.5" per move
rate otherwise impassable.
27.
Sorrow Bridge Standing stone marking Porcian Border.
28.
Bushes, Moves Half Mo rate -1". 0.5" lanes cut 1" per
move, sword or axe, 0.5" mace or dagger.
Canoe concealed amongst them. 2 paddlers Mo3", 3 paddlers Mo4",
4 paddlers Mo5"
29.
Rushes, Half Mo -1" D10 light 1-, med 2-, hvy 3-, plate 4-
stuck a move.
30.
Deep River current 1".
31.
Apple trees D10 3+ not to stop and pick a move.
32.
Ruined house
33.
Low wall & coney bushes. Hilgi Ogre giantess hiding
will slay nearest & carry off to eat
Ind, Mo 8", Fa 7/14, TI 4,
TR +2, SR + 0, D-5, C-4, W -3, A +2, Ob 1.4,
Me +5 -1 = +4 Cleaver strike +4 Speaks kharsh (P)
34. Scree, Hilgi will escape this way. Scree moves -3" D10 +A +1 ascending each move, = 3+ OK, 1+
slip down D6 5+ 1" 3+ 3", 2- to bottom, 0- slip down strike -4 down D6 5+ 1" 3+ 3", 2- to bottom.
35.
Ruined House
36.
Bushes, Moves Half Mo rate -1". 0.5" lanes cut 1" per
move, sword or axe, 0.5" mace or dagger.
37.
Bushes, Moves Half Mo rate -1". 0.5" lanes cut 1" per
move, sword or axe, 0.5" mace or dagger.
38.
Ford 1" deducted crossing. stream current 1.5"
39.
Bushes, Moves Half Mo rate -1". 0.5" lanes cut 1" per
move, sword or axe, 0.5" mace or dagger.
40.
Tangle grass BCC -1" any running D10 2- trip & fall st-5
41.
Bushes, Moves Half Mo rate -1". 0.5" lanes cut 1" per
move, sword or axe, 0.5" mace or dagger.
Shrub Adders within 1" MD
= 2- bitten, D6 each move 2- unconscious, then 2- coma, then
2- dead or 6 recover to unconscious, then 2- relapse 6 improve to dazed, dazed
needs 5+ to normal.
42. Scree moves -3" D10 +A +1 ascending each move, = 3+ OK, 1+ slip down D6 5+ 1" 3+ 3", 2- to
Bottom, 0- slip down strike -4 down D6 5+ 1" 3+ 3", 2- to bottom.
43.
Sel Globbingh priest of Lith. Demands a sacrifice for safe passage. Can
call Kraag stone demon
Sel
Off Mo 6", Fa 6/12, TR +4, SR + 4, D-4, C-3, W -2, A 0, Ob 1.0, Me -1-1 =
-2 dagger st 0
Speaks Kharsh, Kazid, Norse. Reads Runes. 4 MPU per move.
Spells: Telepath Kraag, Breaching
Bolt, Cling, Levitate, Earth Tremor, Inflict Vertigo.
Kraag
Fol Mo8", Fa 10/20, TI 6, TR 8, SR 0, D-7, C -6, W -5, A -2, Ob 2.2 Climber +3.
44.
1" Pit trap MD hvies -1, 5+ trap spotted in time otherwise leaders fall in, st
-4.
45.
Cave entrance to Goblin tunnel network. Grimace & 3 Hobgoblins on
guard, 1 with H handstones.
Grimace
Off Mo 6", Fa 6/12, TI 2, TR +3, SR 0, D-5, C-4, W -3, A 0, Ob 1.3,
Me +3 -2 = +1 2h mace St +4. Fransisca 4" 5+ st -2
3x Hobgoblins Ind Mo 5", Fa 5/10, TR +2, SR -1, D-4, C-3, W -2, A -2,
Ob 0.8,
Me +1 -1 = 0 sawaxe st +2 H.
Handstones 2" 7+ st -2.
46.
Bushes, Moves Half Mo rate -1". 0.5" lanes cut 1" per
move, sword or axe, 0.5" mace or dagger.
Calf Biter snake MD 5+ seen
first, 3+ hides a move, 2- bites calf st -4 = if wound or more Mo -1"
47.
Cave 3 Bandits Fol Mo 6", Fa 6/12, TR +1, SR + 0, D-4, C-3, W -2, A
+2, Ob 1.3,
Me +1 -1 = 0 axe st +2. Speak Kharsh attack weaker strengths.
48.
Dead wood Buzzing heard, Soldier Bees D10 -5 swarms per move up to
12. Bees & victims get strikes at one another each round. Victim A +D10
-5 = swarms killed, Swarm D10 -6 = stings
Each 3 stings = -1" move, -1 melee, -1 missiles, -1 spells. To
recover each 3 moves D6 5+ improve
49. Marsh, -1" per 1" & D6 (+1 if roped)
= 3+ OK 2- submerged. Submerged dicing D6 +F Marsh -1, Plate or Heavy -2, Medium -1, Shield -1, Roped +2, Demoralised -1, Unclothed +1, Laden -1, floundering -1= 1- drowned, 2 floundering, 3 Recover losing hand held items, 4 Recover OK in same place, 5 Recover forward 1", 6 Recover forward 2".
50. Cave Amabel herbalist & healer. has antidote to Shrub Adder bites +3 to dicing. Has bandages and dressings plus herbal disease cures.
Amabel Ind Mo 5", Fa 5/10,
TR 1, SR 3, D-4, C-3, W -2, A 0, Ob 0.9, Me -2 -1 = -3 knife st -1.
1MPU per move. Spells: Charm
Beast, Ease Pain, Reshape Flesh. Porcian Passport!
51. Cave Wild Boar Neuserk 2", Mo 6" Fa 5/10, TI 2, TR 2, SR -1, D -4, D-3, D -2, A 0, Ob 1.0
Me +2 -1 = +1 st -2
52. Crag, Flying Panther Bea F Mo 12" (8" laden) Fa 7/14, TI 3, TR4, SR -1, D-5, C-4, W -3 A +2,
Me +4 -1+2 (Swoop) = +5 Teeth st -1. Will attack & carry off prey to eat elsewhere.
53. Crag place where Flying Panther will eat its prey
54.
Bushes Moves Half Mo rate
-1". 0.5" lanes cut 1" per move, sword or axe, 0.5" mace or
dagger.
Shrub Adders within 1" MD = 2- bitten, D6 each move 2- unconscious, then 2- coma, then 2- dead or 6 recover to unconscious, then 2- relapse 6 improve to dazed, dazed needs 5+ to normal