Beruflich Dokumente
Kultur Dokumente
V SCERA
hills have eyes, walls have ears,
Index
Creating a character
4
Attributes ........................................................................................................................... 4
Trades ................................................................................................................................ 5
Starting equipment ............................................................................................................ 7
Rules for playing
8
Success dice ........................................................................................................................ 8
Time .................................................................................................................................. 8
Movement and weight ....................................................................................................... 8
Combat .............................................................................................................................. 9
Ambush ................................................................................................................................ 9
Combat order ....................................................................................................................... 9
Combat dice ......................................................................................................................... 9
Specific situations ................................................................................................................ 9
Negotiation ...................................................................................................................... 10
Damage, healing and death ............................................................................................. 10
Creeds
11
Political ............................................................................................................................. 11
Cults .................................................................................................................................. 11
Protosciences .................................................................................................................... 11
Skills
12
Occult arts
14
Animists ........................................................................................................................... 14
Catholics .......................................................................................................................... 14
Pagans .............................................................................................................................. 15
Occultists .......................................................................................................................... 15
Illness, Poison and Drugs
16
Crimes and punishments
17
Frequent crimes ............................................................................................................... 17
Punishments ..................................................................................................................... 17
Tables and Resources
18
Weapon reference ............................................................................................................ 18
Clothing and armor ......................................................................................................... 19
Raw material and services ................................................................................................ 19
People, beasts and monsters ............................................................................................ 20
Random generation tables ............................................................................................... 21
People and places ............................................................................................................... 21
Weapons, equipment, books ............................................................................................. 22
Encounter tables ................................................................................................................ 23
4 CREATING A CHARACTER
C REATING
A CHARACTER
Name ________________________________
Trade______________________
CON ___
Creed
DEX ___
____________________
Skills:
INT ___
FER ___
Equip:
HP ____
Weight __/__
Protection __
Reals ___
Attributes
Constitution. Represents the raw physical power and vitality of a character. Affects directly on
how many HP a character has, how resistant is against physical strain and illness, and how
much weight she can carry.
Dexterity. A high dexterity makes easier tasks that require manual ability or agility, Influences
greatly aim and reflexes. It is necessary to fabricate tools, improvise weapons, light fires or
mending clothes.
Intelligence. A high intelligence implies a good capacity of understanding of the human beings
and how things work, oratory and persuasive skills, and even knowledge of more than one
language. Great knowledge, abilities and privileged status can be achieved through study.
Fervor. The affinity with the creed chosen, no matter which one. A profound spirituality or a
deep conviction can produce from small miracles to horrible curses. A blind faith helps
remaining firm against persuasion and logic arguments.
CREATING A CHARACTER 5
Trades
A trade doesn't have to be the job of the
character. It is used to designate
archetypically a natural aptitude, certain
habits or a lifestyle.
Each trade provides a bonus to certain
attributes, one skill rolling 1d4, and one item
rolling 1d6.
If the item is marked with a *, the item is
obtained rolling 1d6 in the indicated table of
the Starting equipment chapter.
1d4
Skill
Skinning
Follow tracks
Trap making
Item
1-2
3
4-5
6
Meddler
Rascals, rogues, and usually, social parasite. A
meddler knows how to make its way into life
by hook or by crook, and always without
raising suspicion.
Gain +2 points of intelligence and +1 of
dexterity.
1d4
Skill
Rhetoric
Stealth
Falsify
Hunter
Preparing traps, following a track and
fighting against vermin sharpens aim and
compels to practice manual ability.
It predisposes staying alert and living in the
moment.
Receives a bonus of +2 to dexterity, and +1
to constitution.
1d6
Item
1-2
1d6 Pick-locks
Bureaucratic equipment*
4-5
6 CREATING A CHARACTER
Acolyte
A herald of the creed she upholds, ready to
defend it and promote it. Used to eating well
and studying hard religious texts and treaties.
Add +2 points of fervor and +1 of
intelligence.
Ranger
Solitary and errant, used to an outdoors life
without the help of other human beings.
Although believer, to the contrary of an
acolyte she will dedicate to her creed in an
intimate way, investigating the arts it hides
without preaching.
They get +2 to constitution, +1 to fervor.
1d4
Skill
Cook
alchemy
Herbology
Tool making
Taming
Item
1-2
3
4-5
1d4 Reals
Bureaucratic equipment*
1d4
Skill
Item
Sack (cloth)
2-4
Ocarina
Melee weapon*
CREATING A CHARACTER 7
Starting equipment
1d10 Item
Protec.
Kg
Cost
Trousers / Skirt
Cloth shirt
Leggings
Raffia sack
+1
Tunic
+2
Dress coat
+1
10
Leather cuirass
+2
15
Damage
Kg
Cost
1d8 Item
Cost
Knife
1d4
Stake
1d4
Letter opener
Sickle
1d6
Regional safeguard
10
Pocket knife
1d3
Abacus
12
Hammer
1d4
12
Club
1d4
10
Ruff
14
Dagger
1d4+1
Whip
1d6
Cost
Hand axe
1d8
10
Rod
1d6
Range
Kg
Cost
1d10 Item
Ocarina
Flute
Rope (5 meters)
Slingshot
40
Tobacco (5 uses)
Shotgun
20
Musketoon
10
Rifle
30
Carbine
40
10
Musket
20
10
Bayonet
50
15
Blunderbuss
50
15
Protec.
Kg
Cost
Rags
Sabots
+1
R ULES
FOR PLAYING
Success dice
The most important mechanic, used to
determine if an action was successful or not.
Roll 1d20 and add modifiers.
The target number depends of each action,
and often is the narrator, and not the rules,
who sets it, depending of the difficulty of the
task.
Modifiers include positive bonuses like
dexterity when shooting, or penalties like
doing it under the effects of a drug.
T ime
Gameplay time varies depending on the
circumstances. The narrator can accelerate it
for a narrative purpose (an hour passes or
in the next morning...) or slow it down in
danger situations. In this case time is
measured in turns.
Each turn lasts approximately 10 minutes
inside the game. If the action needs a finer
Combat
Ambush
Combat order
1. Determine ambush and distance.
2. Round starts. Each group rolls 1d6
and the higher result has the initiative
this round. A surprised group loses
initiative automatically.
3. The group with the initiative goes.
The participants act ordered by
dexterity. Groups of similar creatures
(a pack of rats, for example) can take
turn at the same time.
1. Ranged combat
2. Melee combat.
polearms.
3. Movement
This
includes
Combat dice
When a character attacks, roll a success dice
to check if she hits or misses.
In a melee attack, add +1 for each 5 points of
constitution.
When doing a ranged attack, add +1 for each
5 dexterity points.
If it is some kind of magic or spell, the same
formula applies for fervor.
Penalties are also applied when necessary, for
example when using a weapon that the player
doesn't know how to use.
If the roll+modifiers is equal or bigger than
the protection of the target, the attack hits,
and it deals the amount of damage of the used
weapon, discounted from the HP of the
victim.
Enemies roll 1d20 and add their Hit
Dice. If an enemy attack unnamed, it deals
1d6 damage points by default. The rest of the
procedure is the same.
Specific situations
Backstabs
Attacking from the back gets a bonus. Be it
because the enemy is surprised, or when
ambushing from the darkness, or attacking
someone that is fighting in melee with
another foe, it adds +2 to the roll. Meddlers
get +4 instead.
Fighting against something you can't see, or
when blinded, has a penalty of -4 to hit.
Negotiation
There's multitude of circumstances where
combat is not the optimal solution. Be it that
the group is outnumbered, or because the
consequences would be disastrous legal,
political, commercial issues...
Is in this cases where the interpretation of a
player and the intelligence of her player
comes into play. Most of the times it's not
necessary to resort to dice rolls, but a player
can decide to accelerate a negotiation by
using her knowledge or influences. For
example, she can try to falsify a document or
remember an important detail.
This sort of conflicts are resolved the same
way as a success dice, rolling 1d20 plus the
appropriate modifiers.
The narrator will determine what is the
target number for the roll, based on the
difficulty of the task.
This rolls usually gain a bonus of +1 for each
5 points of intelligence. Fervor can be used in
the same way, but only when dealing with
people of the same creed.
Bureaucratic equipment counts as a bonus
when applicable for example when using an
abacus in a commercial transaction.
CREEDS 11
C REEDS
Political
Being in the good side is vital. Subscribers to
political ideas always will try to help other
sympathizers of their ideas, expecting the
same in return.
Imperialism (noble-monarchic)
Extended through all the continent. Most
citizens that are not under the protection of
the Church will declare themselves in favor of
the Empire. Punishment for treason is dying
in the gallows. Punishment for espionage is
mutilation. The reward for reporting spies or
traitors is 5 reals upon capture.
Talasocratism (bourgeois-neutral)
Envoys of the talasocratic reigns form small
groups in commercial cities, living in strongly
fortified ghetto-states, but peacefully. The
Empire tolerates them due to the huge
economic influence of the talasocrats.
Supporters obtain commercial benefits such
as discounts in imported materials like
poisons, drugs, arcane or incunable books,
etc.
Cults
The members of a cult follow pyramidal
structures embedded in political systems, and
built around capital and obedience to the
system.
Catolicism (noble-monarchic)
Approximately, each city has a cathedral,
each town a church and each village an abbey.
Protosciences
Mystic disciplines that try to apply spiritual
theory over the material world. Adepts will
compete with each other, distrusting others
and even killing to appropriate a recent
discovery.
Animism (bourgeois-anarchic)
A rising tendency. It's based on kabbalistic
theories about the spirit embedded in the
matter, and the manipulation of it. They
study from alchemical processes to the
fabrication and control of golems. Arts: Flesh
and stone, Animation.
Occultism (noble-anarchic)
Pursuers of the arcane, catalysts and
manipulators of reality. Renowned for
following higher dreams than the pagan folk
divination, supernatural protection and
cleansing of the soul. Arts: Spell, Divination,
Metal transmutation.
12 SKILLS
S KILLS
Skills improve the chances of success when
facing certain tasks, usually as a bonus to a
success dice.
Generally speaking, the narrator will set an
easy task to a target number of 10, an
specialized on to 15, and a really hard or
impossible to 20-25.
Alchemy
An alchemical explosion can cause chemical
burn (1d4 damage), physical illness, fires and
in some rare cases, mental illness. This skill
comes into action each time an alchemical
mix is made, although it is possible to prepare
larger quantities in order to reduce risks.
Cook
Preparing any kind of food, usually using a
fire. A well cooked meal restores 1 HP, and a
poorly made one will waste food, and can
cause indigestion if consumed (1d4 chance,
1d4 damage). Each character and animal
needs to eat between 1 and 3 times each day.
Building
Knowing how to build a shelter or a hut is
indispensable to survive in the wilderness. A
poorly crafted building has a chance of 1d6 of
collapsing during the night, but at least it
won't attract wild beasts.
Any attempt to disarm or break a wall,
column or masonry without this skill has 1d6
possibilities of the nearest area collapsing
immediately.
Taming
It's possible, although really hard, to
domesticate and train wild animal for the
character's benefit. Tamed beasts need to eat 1
to 3 times per day, and do a 1d20 roll each
night. On a result of 2-3, the animal tries to
scape.
On a result of 1, attacks its owner.
Falsify
Firearms
Handling gunpowder without losing several
fingers (or ruining the gunpowder) requires
certain knowledge. In general, a firearm only
need repair if it's jammed, or after getting
wet.
If a character without this skill attempt to use
a firearm, there's a 1d8 probability of the
weapon getting jammed.
SKILLS 13
Other documents may require sealing wax
and a seal. An specific seal can be
commissioned at a high price, or made from
scratch (high difficulty).
Herbology
Rhetoric
Extra language
Knowing
another
language
opens
unsuspected doors. Vernacular languages
include Vulgata (the common language, and
the most extended), langue fancoyse
(talasocratic) and administrative language
(necessary for legal documents). High
languages include Latin and Sanskrit.
Follow tracks
Tool making
Stealth
The ability to go unnoticed. Specially useful
during combat, to execute backstabs, or
during infiltrations. Failing to check stealth
doesn't have any direct penalty, but impedes
attacking from the back or ambushing.
Trap making
The art of building and laying traps, and
making them unnoticeable. From handling a
simple bear clamp, to prepare and hide a
spiked pit .
Laying a trap without this skill has 1d8
possibilities of being hurt in the process.
14 OCCULT ARTS
O CCULT
ARTS
Animists
Flesh and stone
An advanced power of animism is turning
stone into flesh and vice versa. It requires that
the flesh is fresh and isolated from the body.
To succeed, add 1d20 + fervor, and compare
against the weight (kg) of the object to
convert.
Flesh obtained this way will keep fresh for
about an hour, and can be eaten. The stone
obtained will be limestone (fragile, erodible).
If the flesh contains life, it's possible to
withhold it indefinitely, in the hypothetical
case of achieving to convert in stone a whole
human body.
The effect is permanent.
Limited to 2 uses per day.
Animation
An animist can imbue of spirit, intelligence
and motor capacity to any inanimate body.
To succeed, roll 1d20+fervor and compare
Catholics
Holy water
An acolyte can use holy water as a weapon,
dealing 1d4 damage. This water must be kept
in vials made of transparent glass, and it's
used by throwing the vial (breaks on landing).
Animated creatures, possessed or undead
suffer 1d6 damage points instead.
The water only has effect on corporeal
entities, given that it only works through
contact.
No limit of uses per day.
Guilt
An acolyte can declare someone guilty under
any pretext. This person will suffer a penalty
of -1 to all the rolls for a week.
An acolyte suffering the effects of guilt will
have a penalty of -2 to all rolls instead.
Any cleric can lift the guilt from another
individual.
A person that does not share catholicism can
resist the guilt declaration by rolling
1d20+fervor against the fervor of the
accusing acolyte.
Limited to 1 use per day.
OCCULT ARTS 15
Exorcism
A possessed creature can return to its natural
state by means of torture. This requires access
to the right instruments and having the
subject conscious and immobilized.
Each turn applying torture, the subject suffers
1d4 points of damage and there's a
probability of 1d6 of the exorcism being
successful.
Limited to 1 use per day.
Pagans
Evil eye
Occultists
Spell
Offers an enchantment on an inanimate
object, that affects positively all its rolls with
a bonus of +1.
To check for success, roll 1d2 + fervor and
compare against the weight 2 of the object.
For example, a piece of armor will add +1 to
the protection it offers, and a dagger will do an
extra +1 point of damage. The user can
specify another, more concrete spell for
example, protection against rust or rot,
always with a bonus of +1.
I LLNESS , P OISON
D RUGS
AND
Physical illness
Gout: pain in the joints. -2 to all rolls during
a combat. It is cured with a vegetarian diet.
Leprosy : contagion by contact. Infected
ones have forbidden the entrance to
settlements. It's cured with a ecclesiastic
miracle.
Parasites: louse, flea and crabs. They
disappear burning all thread or wool clothes
and shaving the head.
Venereal: from gonorrhea to syphilis.
There's a 1d10 chance of being infected each
time there's a sexual contact. Most of them
will deal 1d4 damage point each day, and
they will cure (or become chronic) in 4d6
days.
Mental illness
Anxiety: -2 to all rolls. If lasts more that a
week, there's a 1d10 chance of developing
another mental illness, at random. It's cured
with laudanum, given that there's no physical
illness undergoing.
Delirium : total distortion of reality. Mania
persecution. Total distrust towards others. It
will cure in 1d20 days or (if the character is
catholic) by drinking holy water.
Poison
Arsenic: the most discreet poison. It doesn't
have taste but smells like almond. -1 HP pero
hour. Death is assured to happen in 1d6+8
hours if a intestinal washing is not conducted.
Belladonna: the intake of 20 berries causes
an instant comma and death in 1d10 turn,
without remedy. In small doses is relaxing
and hallucinogen.
Hemlock: local anesthetic if applied in a
small dose, otherwise a violent poison with a
strong urine smell. It's hard to use with
stealth, so it's reserved to political executions.
Lead: lead powder and lead bullets that are
not removed can cause poisoning of the
blood, dealing -1 HP per day and a penalty of
-1 to all rolls.
Drugs
Jimsonweed: movement becomes difficult,
depression, somnolence and in extreme cases,
death.
Laudanum: a mix of opium, wine and spice,
discovered by the alchemist Paracelsus. It's
used as anesthetic, to stop coughing and
shooting the nerves. Also for recreational use.
Effects last 1d4 hours. It has a 1d12 chance of
causing addiction to opium (see below).
Mandrake: aphrodisiac and hallucinogenic.
Causes temporal delirium and nymphomania.
Effects last 1d4 hours.
C RIMES
AND
PUNISHMENTS
Frequent crimes
Murder
Any killing with witnesses, and without a
justification. The right to a trial only exists if
several witnesses have different versions. The
witnesses whose version was disproved are
reported for subterfuge. Humiliation and
mutilation.
Witchcraft
Any act that shows that a person is not
following the creed of the catholic Church.
Women are directly burned at the stake, but
men are charged with heresy and have right
to a trial.
Punishments
Mutilation and amputation
Depending of the crime, certain part of the
body is mutilated. More severe crimes carry
amputation of said part.
Jail
Freedom deprivation during 1d4 days in the
nearest prison, where there's a 1d6 chance of
contracting a physical illness and 1d10 for a
mental one.
Loses 1 point of constitution per day.
Garrote vil
Private execution, silent but very painful.
Reserved to espies and enemies of the state.
Burning
Includes
falsification,
crossdressing,
document theft, etc. With right to a trial.
Amputation of the thong or garroted.
Heresy
Gallows
Pillage
Avoiding paying road and bridge tolls,
assaulting villages or travelers. Without a
trial. Mutilation and jail.
Theft
Any misappropriation crime. With right to a
trial. Mutilation and jail.
T ABLES
AND
R ESOURCES
Weapon reference
Melee and
polearms
Damage Kg (kg)
Cost
Melee and
polearms
Damage Kg (kg)
Cost
31
Scepter
1d6
16
32
Scimitar
1d8
12
33
Scythe
1d20
12
34 Shortsword
1d6
10
35
Sickle
1d6
36
Spear
2d8
12
37
Staff
1d4
38
Steel fist
1d4
39
Whip
1d6
40 Whip
1d6
Range
(m)
Kg
(kg)
Cost
Axe
1d8
Banner
1d10
10
Battering ram
4d20
120
580
Boleadoras
1d8
Cains
1d6
Club
1d4
10
Crosier
1d4
18
Dagger
1d4+1
Dalle
2d8
12
10
Dirk
2d4
11
Flagellum
1d8+1
18
12
Grenade
1d2
10
13
Guisarme
2d6
15
14 Haldberd
2d8
12
20
Arquebus
40
12
15
Half pike
2d6
10
Bayonet
50
15
16
Hammer
1d4
Blunderbuss
50
15
17
Javeline
1d12
Bow
40
18
Knife
1d4
Cannon
100
400
5200
19
Longsword
1d8
12
Carbine
40
10
20 Lucerne
2d6
18
Catapult
250
150
3800
21
2d4
15
Crossbow
50
10
3d6
10
Dragon
1d12+2
16
10
Grenade
30
10
24 Pike
3d4
10
12
11
Musket
20
10
25 Pocket knife
1d3
12
Musketoon
10
26 Polemace
3d4
11
13
Rifle
30
27 Rapier
1d8
15
14
Shotgun
20
28 Rod
1d6
15
Sling
40
29 Ropera
1d12
15
16
Slingshot
20
30
2d6
12
Mace
22 Partisan
23
Pennant
Sable
Firearms and
distance combat
Damage
Kg
(kg)
Cost
2d100
400
2500
2 Copper bullets
1d6
1d3
4 Iron bullets
1d8
5 Lead bullets
1d8
6 Lead pellet
1d12
10
Cannon balls
Grapeshot pellet
Protect.
Kg
(kg)
Cost
Item
Protect.
Kg
(kg)
Cost
24 Trousers / Skirt
(thread)
25 Handkerchief
12
26 Cuirass
+2
15
27 Leggings
28 Poncho
29 Couter
+1
30 Canvas Sack
+2
31 Raffia sack
+1
32 Sandals
33 Smock
+1
34 Hat
+0
35 Headdress
+0
15
36 Toga
20
37 Tunic
+2
38 Burgonet
+2
39 Helm
+3
15
40 Sabots
+1
Breeches
+1
Cloth shirt
Nightshirt
4 Hood
+1
+1
6 Helmet
+3
7 Vest
+1
Chilaba
10 Elbow guard
+1
11 Bonnet
12 Chain mail
+5
30
13 Shield, normal
+2
12
14 Spur
15 Gorget
+1
4 Inn, 1 night
16 Cap
+1
5 Scrivener, 1 transcription
17 Greaves
+3
6 Laudanum, 1 cup
10
18 Gauntlets
+2
20
19 Gloves
+1
8 Mercenary (8 hours)
30
20 Rags
9 Saddled horse
35
21 Pauldron
+2
10 Specialized book
50
22 Jerkin
+2
23 Blanket
Dress coat
Name
HD
P Note
20 Gargoyle
4+4
15 Animated
21 Ghoul
6 Animated
22 Goblin
1d6
12 Disappears
23 Golem, flesh
4+2
12 Animated
24 Golem, stone
8+2
15 Animated
29 Boar, wild
3+3
12
30 Kobold
1d4
13 Disappears, can
lay traps
31 Wolf, wild
2+2
12
Name
Alchemist
Bird of prey
4 Bandit
5
Witch
HD
1
1d4
P Note
9 Has key of an
alchemy lab.
12
12 Firearms
1d12
12 Occult art
6 Donkey
10
7 Knight
3+1
15 Has complete
armor set
Horse
1d4
Small game
25 Gorgon
17 Petrifies
26 Herald
10
27 Rat-person
28 Inquisitor
32 Mercenary
1d6+2 13
33 Kid
1d4
7 No equipment
34 Noble
1d4
10
35 Octoplasm
36 Bear
1
4+1
8 Animist
12
37 Grim Reaper
- Lethal
38 Dog, hunting
12
13
12
15
40 Dog, wild
10 Pig
2+2
10
41 Fish, giant
11 Shaman
1d6
10 Occult art
42 Rascal
1d4
12 Centipede,
giant
1d2
9 Poison
43 Cultist
11 Possessed
44 Rat
7 Carries illness
13 Civil
1d6
1d4
12 Carries illness
14 Demon, minor
10
45 Rat, giant
17 Transformation
3+1
12 Carries illness
1d8+2 12
8 Has pick-locks
46 Salamander
14
15 Beetle, giant
1+3
15
47 Soldier
12
16 Scrivener
1d4
8 Has bureaucratic
equipment
48 Soldier, veteran
15
49 Titan
16
18
17 Spy
12
18 Skeleton
11 Animated
19 Ghost
- Incorporeal
50 Trapper
Table 19: Bestiary
1d20 Activity
Condition
Papal bulls
Visiting
Hunting
Hopeless
Accident
Flora
Hunting, witch
Dissected
Basin
Boletus
Pottery
Stuffed
Countrylay
Cypresses
10
Construction
In trance
Fifths
Dock
Ficus
11
Drugs
Spying
God's Gorge
Marsh
Hawthorn
12
Scrivener
Hungry
Gouache
Marsh, reeds
Heather
13
Livestock
Jaded
Hemlock
14
Inquisition
Illuminated
Hilltop
Moss jungle
Holm oak
15
Wood
Misunderstood
Knoll
River
Hop
16
Beggar
Crippled
Lagar
Ruins
Ivy
17
Metallurgy
Nervous
10
Lichen
18
Inn
Hiding something
11
Pebbled
Spring
Moss
19
Suicidal
12
Raviners
Streams
Oaks
20
Crossdressing
13
Seaweed
Sudden cliff
Orchids
14
Shrubplains
Swamp
Reed
15
Smithing
lagoon
Vineyard
Sloe
16
The broken
Well
17
The Gallows
18
1d6
War
Inn
Thistle
Wetlands
Tow
The Gully
Woods, Fog
Vines
19
The Moor
Woods, Oak
Watercress
20
Valdavia
Woods, Pine
Yew
Condition
Agriculture
Anxious
Food
Drunk
Apprentice
Searching, someone
Weapons
Searching, something
Assassin
Catatonic
1d4
Polearms and
distance
Melee
Clothing
Complements
Arquebus
Halberd
Crosier
Leggings
Hood
Bow
Battering ram
Rod
Nightshirt
Helmet
Bullets, copper
Staff
Scepter
Vest
Ruff
Bullets, iron
Boleadoras
Scimitar
Chilaba
Belt
Pellet, grapeshot
Chains
Knife
Headdress
Elbow guard
Bullets, lead
Dalle
Dagger
Skirt
Chain mail
Crossbow
Pennant
Shortsword
Cap
Shield
Bayonet
Grenade
Longsword
Rags
Spur
Cannon
Scythe
Ropera
Jerkin
Gorget
10
Carbine
Guisarme
Rapier
Blanket
Cap
11
Catapult
Javelin
Club
Trousers
Greeves
12
Dragon
Spear
Axe
Handkerchief
Gauntlets
13
Shotgun
Whip
Sickle
Cuirass
Gloves
14
Blunderbuss
Lucerne
Whip
Breeches
Pauldron
15
Rifle
Mace, pole
Hammer
Poncho
Couter
16
Grenade
Pike, half
Mace
Sandals
Sack
17
Slingshot
Partisan
Pocket knife
Smock
Saddle
18
Musket
Banner
Dirk
Hat
Tunic
19
Pellet, lead
Pike
Steel fist
Tunic
Burgonet
20
Musketoon
Rod
Sable
Sabots
Helm
Contains...
Language
Lecture time
Rarity
Blinded or sealed
Divination
Langue fancoyse
1d4 hours
Langue fancoyse
1d4+1 hours
Spell
Latin
2d4 hours
Elemental
Guilt
Latin
1d6 hours
Incunable
Wax tablet
Exorcism
Sanskrit
2d6 hours
Forgotten
Evil eye
Vulgata
3d8 hours
Forbidden
Animation
Vulgata
Impossible
Not edited
Vulgata
Common
Cult
Instant
Impossible
comprehension to acquire
Encounter tables
1d20
Encounter
Place
Between bookshelves
Crawling
From above
Hiding in a hole
In a brothel
In a circle
In a narrow alley
1d4 rascals
In a sacred place
10
In the bonfire/stake
11
In the churchyard
12
In the darkness
13
In the thicket
14
15
Indoors
16
17
Inside a silo
18
Near an altar
19
3d8 hanged
20
Special Encounter
Special conditions
Catacomb dweller
During a carnival
Gypsy caravan
In total darkness
Innocent convict
Talasocratic convoy
Though walls
10