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Barbarian Prince

Compiled Fan Variants


r203 Daily Actions
Actions allowed only in any hex Repair your Armour (r352b) Actions allowed only in certain types of hexes Sell food (r290) in a town or castle Seek an honest job (r344) in town or castle Beg in the streets (r291 OR r345) in town, castle or temple Borrow from a Shylock (r346) in town Rob a house (r347) in town Rob a castle or temple (r348) in castle or temple Rob a passerby (r349) in town Visit the Market (r350) in town Visit the Smithy (r352a) in town or castle

r204 Travel1
River Crossing (r204e): If a river encounter forces you to flee, roll one die. On a 1-4, you flee back across the river to your original hex. On a 5-6, you manage to flee across the river.

r205 Travel3
When you get lost, roll for encounters in the terrain you are currently in rather than that of the hex you are attempting to move into.

r205 Travel5
Each time you become lost, you receive a cumulative -1 modifier to exit that hex in the future. This bonus ends when you successfully leave the hex.

r205 Travel5
All Guides provide their bonus on all terrain, regardless of rules that limit certain Guides.

r217 Lodgings5
If you rest for a night in Lodgings, you may restore one wound.

r220 Combat
Encounter options1: Unless obviously otherwise, you can always choose to attack even if not given the option explicitly. (For example, if you meet goblins, e052.) If the text indicates that you are already aware of their presence, use r305 to determine the first attack. Mounted Combat1: A mounted fighter gains 1 combat skill when fighting against an unmounted warrior. This bonus is not available in towns, castles, ruins, caves, etc.

Combat Table (r220c): Alternate Combat Tables Rulebook Reference Sheet Variant A3
Combat Result -1,3,5, 8,11 10,12,13 17 14 16,18, 19 20+ Wounds 1 2 3 5 6 Combat Result -1,1,3, 5,8,11 10,12,13 17 14 16,18, 19 20+ Wounds 1 2 3 5 6 Combat Result 3,5,8,11 10,12,13 17 14 16,18, 19 20+ Wounds 1 2 3 5 6

Variant B
Combat Result 3,6,8,11 10,12,13 17 14 16,18, 19 20+ Wounds 1 2 3 5 6

Variant C
Combat Result 1,3,5,8, 11 10,12,13 17 14 16,18, 19 20+ Wounds 1 2 3 5 6

Combat Table (r220c): Expanded Combat Table5 This chart replaces the effects of the -1 to-hit result on the main combat chart and expands the effects of negative results. Result Effect -1 1 wound to opponent, miss next combat turn -2,-4,-6,-7,-9,-15 miss next combat turn -3,-5,-8,-11 1 wound to self, miss next combat turn -10,-12,-13,-17 2 wounds to self, miss next combat turn -14 3 wounds to self, miss next combat turn -16,-18,-19 5 founds to self, miss next combat turn -20+ 6 wounds to self, miss next combat turn Restricted Quarters (r220a, r220b)1: At the beginning of a battle, roll a die and cross-index it with your current terrain. This gives a starting location for the fight. Locations impose a restriction on how many characters may fight in each round of combat. All extra characters are deemed to be behind their comrades and may not attack or be attacked. Which characters fight in each round may change if you desire. An (R) next to the name of a location indicates that mounted combat may be used. This overrides the restriction based on terrain mentioned above. Instead of attacking, you may choose to run for a more defensible location. Roll a die to determine a location, and then make a roll against your wit & wiles. Subtract 1 from the roll if your party is all mounted and none of your opponents are; add 1 to the roll if some of your party is unmounted and all of your opponents are mounted. If your wit & wiles is equal to or greater than your roll, then you may fight in either your current location or the new one, whichever is more favorable. Otherwise, you must now fight in the location less favorable for you! Terrain 1 2 3 4 5 6 Town, Ruin Doorway Alley Wall Tree Street Open Temple, Narrow Doorway Staircase Passage Open Open Castle Passage Narrow Narrow Tomb Doorway Staircase Passage Open Passage Passage Desert, River, Tree Open Open Open Open Open Farmland, Countryside Forest Trees Trees Trees Tree Open Open Hills Boulders Slope Slope Tree Tree Open

Mountains Pass Cliff Base Boulders Tree Pass Open Swamp Trees Tree Tree Open Open Open Location Limitation Doorway, Staircase 1 (one character per side may fight) Alley, Narrow Passage, Pass 2 Wall(R), Trees, Boulders, Cliff Base(R) +1 (your party's size plus 1) Tree(R), Slope(R) +2 Street(R), Passage If your party size is at least 3: 3 Otherwise: +3 Open(R) +3 r220g Experience 5: Each time you are victorious in combat, divide the number of enemies by the number of Characters on your side, rounding down. You gain this many experience points. You may spend thirty Experience to gain a permanent one point increase to your Endurance or Combat Skill. Maximum for both values is ten.

r222 Rest & Healing Wounds1


If you rest for an entire day indoors, do not roll for a travel event. You may rest indoors all day in a town, castle, or temple, for the same price as overnight lodging.

r222 Rest & Healing Wounds5


If you rest for an entire day indoors, do not roll for a travel event. You may rest indoors all day in a town, castle, or temple, for the same price as overnight lodging this restores an additional wound.

r222 Healing Poison Wounds3


Roll two dice every day after the evening meal, and consult the table below. This roll is made whether or not you rested that day. If you are at a temple, add +1 to your roll. If you have made an offering today, add +2. Roll Effect 2 or 12 The poison ravages your system. Add one poison wound. 3 Add one poison wound if you did not rest today. 7 You begin to feel better. Reduce your poison wounds bye one. 11 Reduce your poison wounds by one if you rested today. 4-6, 8No change 10 13 or 14 You have been miraculously healed. Remove all poison wounds

r225 Variant Money System3


1 gold Piece = 10 Silver Pieces Daily wages and all food, lodging, and stable costs are paid in silver rather than gold. (1 silver piece instead of 1 gold piece) Rafting: Raftsmen charge 1 silver piece for each person and mount. If using r291, r344 or r345, all proceeds gained from begging and honest work are in silver pieces.

r225 Loot5

When fighting animal enemies with a Wealth Factor of zero, pelts and hides may be acquired from those killed if you are victorious. Each animal type in an encounter gains you a number of pelts/hides as per the table below: Number of pelts/hides Animals in attacking group
1-9 10-16 17+ One hide/pelt Two hides/pelts Three hides/pelts

These pelts/hides may be traded later in settlements. Each pelt/hide has a weight of one load.

r290 Sell Food1


This action can be taken whenever food can be bought - that is, on any day which you spend entirely in a town or castle. Roll a die; if it exceeds your wit & wiles, you fail to find a buyer for your food. Otherwise, you find a merchant who will buy your food at a rate of 1 gold piece for every three food units you wish to sell.

r291 Begging1
Much as it will hurt your Northern pride, if you are impoverished, it is permissible for you to beg in a town or castle, or at a temple. Roll a die and consult the following table (add 1 if you are begging at a temple): 1 You have a run-in with the local constabulary (e050). You qualify for the +1 bonus to the die roll, unless you are a "wanted" man here. 2 No one takes pity on you, and your day is fruitless. 3 You find 1 gold piece in the gutter. 4 You manage to collect small coins from various folk, totalling 1 gold piece. 5 You have a good day, and collect 2 gold pieces worth of coins. 6 A rich man takes pity on you and gives you gold pieces equal to wealth 4. If using the r225 Variant Money System, all proceeds of this action are in Silver Pieces.

r344: Seek an Honest Job4


In a town: If you make a roll on one die less than your wit & wiles rating, you have found a job opening. While working, no other activity is possible. Roll one die to determine the type of job: 1 or Part-time menial work; food and lodging provided. 2 3 or Common labour; food and lodging plus 1 gold per day. 4 5 City guard position; food and lodging plus 2 gold per day. 6 Private bodyguard; food and lodging plus 3 gold per day. In a castle: If you make your wit &wiles roll, as in a town, the captain of the guards appreciates your merits as a swordsman and allows your enlistment: 1, 2, 3, or Castle guard position; food and lodging plus 2 gold per day. 4 5 or 6 Mounted patrolman position; food and lodging plus 3 gold per day. If using the r225 Variant Money System, all proceeds of this action are in Silver Pieces.

r345: Beg in the Streets4


If you are wounded and starving, it is forgivable to beg. To determine the success of the days begging, roll a die: 1 Scorned, buffeted and insulted; no gold received. 2 or 3 Paltry gleanings; 1 gold received. 4 Looked on with compassion; 2 gold received. 5 Meet philanthropist; 3 gold received. 6 Confronted by 1-3 local constables (r305). They are all skill 5, endurance 4 and wealth 4. If you surrender, you must go to e060a (minor offense). If you defeat them, you must escape (r218a) from the hex. If you fight them and are defeated (but not slain), you are thrown into the dungeon (e062). If using the r225 Variant Money System, all proceeds of this action are in Silver Pieces.

r346: Borrow from a Shylock4


A loan of 10 gold may be obtained from a local usurer. Seven days later, or when you are about to leave town, 12 gold is due as repayment. If you cannot repay on time, or if you attempt to leave town without paying, you must make a die roll for a result lower than your wit and wiles rating. If the roll is made, repayment can be avoided for one more day, or you may flee town. If the roll is missed, the usurers henchman will confront you (r305). His skill is 7, his endurance 6, and his wealth 2. If you defeat him, you may escape from town (r218a); if you are defeated, you are slain as an example to other deadbeats. If you owe money to a usurer in a town you have fled from, you will be wanted by the constables there. If you return to the town, you must pay 100 gold, in interest and fines, and even if you pay the fines, no usurer in that town will ever trust you for a loan again. If you return and do not pay 100 gold, you must make a roll on one die less than your wit &wiles rating each turn or be set upon by 1-6 constables with skill 5, endurance 4 and wealth 4 (r305). Unless you escape (r218a), you are taken to debtors prison (e062). If you are so unfortunate as to kill a constable in your failed attempt to escape the hex, you will be sentenced to die (e062).

r347: Rob a House4


If desperation drives you to a life of crime, you may try to rob a rich mans house. If you roll on one die a number less than your wit & wiles, you may rob the house without attracting the guards attention. If you fail the roll, you are confronted (r305) by 1-6 guards, skill 4, endurance 4, wealth 4. If you defeat the guards, you may rob the house. However, if guards are encountered you must escape the hex (r218a) at the end of the turn, as there will be a description out on you. To determine your loot, roll a die. This yields the wealth code for the obtainable loot: 1 2 3 4 or 5 6 10 gold 30 gold 50 gold 100 gold 110 gold

r348: Rob a Castle or Temple4


There are comparatively richer pickings in a castle or temple. To rob without arousing the guards, you must make a roll on one die less than your wit & wiles rating. If you rob a castle in which you are a castle guard, subtract one from the result. If you fail

the roll, you are confronted by 2-12 guards (r305), skill 5, endurance 4, wealth 4. If they defeat you, you are slain. If you defeat them, you may grab some loot and escape the hex. To determine the nature of the loot, roll a die for the castle/temple wealth code: 1 or 2 3 or 4 5 or 6 70 100 110 If one robs a castle/temple, he must escape the hex (r218r). Should he ever return to the hex, he will be beset by 2-12 guardsmen (as above) but has no chance to rob anew.

r349: Rob a Stranger4


Hoping to win a fat purse, you lurk along the dark alleys. Suddenly you hear shuffling footsteps and see a dim outline in the half-light. If you roll on one die a number less than your wit & wiles, you are able to recognize what sort of person is approaching. If you fail to make the roll, you may still attack the stranger, but cannot identify him until committed to the attack. To determine the nature of the passerby, roll two dice: 2 Dwarf skill 6, endurance 7, wealth 21. 3 Priest skill 2, endurance 3, wealth 2. 4 Amazon skill 6, endurance 5, wealth 4. 5 Thief skill 4, endurance 3, wealth 25. 6 Vagabond skill 3, endurance 3, wealth 1. 7 Townsman skill 3, endurance 3, wealth 15. 8 Soldier skill 5, endurance 5, wealth 5. 9 Swordsman skill 6, endurance 7, wealth 7. 10 Nobleman skill 6, endurance 7, wealth 21. 11 Magician skill 4, endurance 4, wealth 60. 12 Elf skill 5, endurance 5, wealth 12. If you slay a priest, you are liable to get the mark of Cain, as described in e018. If you attack a Magician, he may use a wizard fireball, as described in e023. If you attack an Elf, he will turn out to be a Magician-Elf on a roll of 5 or 6 (on one die) and will have the fireball (e023). If you attack a Nobleman, and he survives the surprise attack, he may have servants nearby. Roll a die: 1, 2, or will bring that number of servants 3 4, 5, or will bring no servants. A servant has skill 4, endurance 4, and wealth 2. 6 When you attack a stranger in order to rob him, you get surprise on your side (r220d). However, if he is not dead or unconscious after your surprise attack, there is a possibility that the local constables will be attracted by the noise and shouting. At the beginning of each subsequent combat round, roll a die; on a result of 1, you encounter 1-3 constables (each of them having skill 5, endurance 4, wealth 4).

If you are forced to escape from your victim or the constable(s), you must escape the hex (r218a), since a man of your description will be sought. If you should return to the town after such an escape, each turn you must make a successful wit & wiles roll or be set upon by 1-6 constables (r305).

r350: Visit the Market5


As a daily action you may visit a market looking for useful wares. Roll two dice and consult the table below: 2-4 Nothing - the market is full of worthless tat today and nobody is interested in anything you are selling 5-6 Merchant a wealthy merchant is buying and selling produce, and will buy and sell from you at the following rates: Food: Buy 1/Sell 2 Pelts/Hides: Buy 5/Sell 10 In addition, he will buy Pelts/Hides at 10 gold pieces if, and only if, you immediately spend that money with him. 7-8 Herbalist You have found a herbalist who will sell you Healing Herbs (r353) at a cost of 2 gold pieces each. 9 Apothecary This crafter of potions will sell you his wares or buy excess from you: Healing Potion (e180): Buy 5/Sell 10 Cure Poison Vial (e181): Buy 5/Sell 10 10 Tanner the Tanner will sell you a suit of Leather Armour (r352) for 25 gold pieces. He will repair Leather Armour at the cost of 3 gold pieces per hit point. He will buy Leather Armour at 15 gold pieces, less its repair cost if damaged. 11 Smithy You have found a blacksmith who will sell you armour (r352). He will buy and sell armour at the following prices: Chain armour buy 35/sell 25* Banded buy 45/sell 35* Plate buy 60/sell 40* They will also repair armour at the following rates: Chain armour 3 gold pieces per hit point; Banded 4 gold pieces per hit point; Plate 5 gold pieces per hit point. *Armour buy prices assume the armour is undamaged. For damaged armour, deduct its repair cost. 12 Enchanter You have found a wizard who has retired from adventuring. You may be able to buy something of use from amidst the curious he sells. See r354.

r351: Foraging5
As a daily action if you are in a farmland, countryside, forest, hill or swamp hex you may search the wilds for food and healing herbs. Any one character in your party can be the forager. Total his combat skill and half () his current endurance (his endurance minus wounds), round fractions down, and then subtract from that the roll of two dice. Half () the result (round down) is the number of food units gained by

foraging. Half () the result (round up) is the number of Healing Herbs (r353) gained by foraging. If the total is zero or less, then the foraging was unsuccessful.

r352: Armour5
Each character may wear one suit of armour. Armour will absorb a number of hits depending on its type, and is then useless. Absorbed hits do not become wounds, but unabsorbed ones do. Armour also encumbers and will count as a number of loads. Armour Type Hit Points Weight Repair cost (per Hit Point) Leather 4 1 Load 3 Chainmail 6 2 Loads 4 Banded Mail 8 3 Loads 5 Plate Mail 12 5 Loads 6 352a: Repairing Amour at a Smithy. As a daily action, you may have your armour repaired by a blacksmith in a town or castle. The cost is equal to the amount of Hit Points the armour has lost multiplied by the repair cost of that armour type. 352a: Repairing Amour yourself. As a daily action, you may repair your armour. In any given day, you may repair HP equal to half the armours starting value. .Armours other than Leather may not be restored to a total final value higher than half their starting HP in this way.

r353 Healing Herbs 5


Each batch of Healing Herbs heals one Character of one wound. Each set of ten batches weighs one Load.

r354 Enchanter 5
You've found a retired wizard who spent his early days adventuring. You can search his shop and see what trinkets he may have for sale. Roll one die to determine the type of item found and its base cost. Then roll 1d6 to determine the item found and its extra cost. Item Only one item of each item type can be worn, effects are cumulative: Die Type 1-2 Jewellery 3-4 Armour 5-6 Weapon Jewellery Enchanted jewellery gives the Character a bonus to their Combat Skill while worn. Die Item Cost 1-3 ring 55 gold pieces 4 necklace 70 gold pieces 5 broach 50 gold pieces 6 earring 50 gold pieces Armour

Enchanted Armour gives the Character a bonus to their Combat skill for defending only, while worn. Die Item Cost 1 bracers 40 gold pieces 2-4 shield 45 gold pieces 5 helmet 50 gold pieces 6 boots 42 gold pieces Weapons Enchanted Armour gives the Character a bonus to their Combat skill for attacking only, while carried. Die Item Cost 1 axe 42 gold pieces 2-5 sword 50 gold pieces 6 spear 40 gold pieces Enchantment Level The enchantment level shows what bonus the item will give Die 1-4 5 6 Bonus +1 +2 +3 Cost +0 gold pieces +20 gold pieces +40 gold pieces

Finally, once the purchase has been made the player must decide who will equip the item. Once equipped roll two dice. A roll of 12 indicates the item was cursed and it gives a penalty rather than a bonus! Furthermore, the item cannot be removed without visiting a temple and spending a daily activity and 20 gold pieces to have the curse removed. Roll one die: 1-3 the item is usable with its proper bonus 4-6 the item is destroyed while removing the curse. Don't forget, all sales are final.

e075 Wolves 3
Whenever you encounter wolves, roll 3d6 and add the following modifiers: +1 for each of your followers +1 for each food unit you decide to throw to the wolves +2 for each mount you sacrifice to the wolves. If the final total is less than the total number of wolves, they continue to attack you. If the final total is equal or greater than the total number of wolves, then their hunger has been satisfied for now and they leave you and your party alone.

e082 Specter 2
When the Specter appears, you must select one of your party members to be the target. If you are the only member of your party, then you are the target. Roll 2D6. If the result is greater than the current Endurance of the target, they are swept away by the specter to the astral plane never to be seen again, if you are the victim, you are lost and the game is over. Otherwise the specter is unable to overpower your spirit and

flees. However, the specter can still be automatically stopped by any possession that protects against magical attacks or Injury.

1 2

By Chris Camfield (http://www3.sympatico.ca/ccamfield/games/index.html) By Julian Jumenez (Brewtal_Legend on Boardgamegeek.com) 3 Author unknown (http://www.mhtc.net/~sidhe/bpvariants.html) 4 By Glenn Rahman (Published in Dragon Magazine issue 68. 16th December 1982) 5 By Erik Racer (eracer68 on Boardgamegeek.com)

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