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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.
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.
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.
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.
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).
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.
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)