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0% found this document useful (0 votes)
97 views32 pages

Rules Completed 1.0

Uploaded by

Teddy Rusli
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RULES BOOKLET

‘Ultimate’ Edition 2024

“HEROIC COMBAT IN A FORGOTTEN AGE OF BARBARISM AND SORCERY”

1
Introduction
This game will be a new experience. You are about to become a character in a story - a story that changes
each game. You are the Barbarian Prince. This is a solitaire game and you read one numbered section after
another. Each describes a new situation, or provides rules about the choices and actions you can make. There
are hundreds of events and situations, so each game will be a new, fresh experience.
The sections are divided into events (e000 numbers) that advance the "plot" of the story, and rules/reference
(r000 numbers) sections that describe situations or choices that often occur.
You can learn this game as you play, simply starting with the first event (e001) and reading each section as
necessary. For convenience, all the major charts and tables are provided in a Reference Booklet. The most
important rules sections are r203, r204, r215, r220, and r225. You may wish to briefly review these first, if
you wish to understand the basic mechanics of play before you start. If you are an experienced gamer, you
can read all the rules sections first (r201 onwards), and then just refer to them later as you play.

How to Play
Barbarian Prince is a realistic adventure game. You play the game in days. Each day starts with you
selecting an action (r203), such as travelling to a new hex on the map. Depending on the action selected, you
will be referred to a chart, where you roll one or two dice. The dice roll and chart may then indicate a special
event section in the Events Booklet, which you then resolve. All events are self explanatory and also refer to
the main rules section that describes how they are resolved.
After all events (if any) are resolved for your daily action, you must then eat your evening meal, as described
in the food rules (r215), and if in a village, town, castle, or temple, you must also purchase lodging (r217).
This ends the day, and you continue play with the start of the next day, where you select another action, etc.
The game continues until you win (usually by collecting 500 gold, but there are other ways to victory), are
killed, or 70 days (10 weeks) elapse. If you haven't won after 70 days, the game is automatically lost!
Many events may lead to fighting, described in the combat rules (r220). You may also have additional
characters (r201) join your "party." These additional characters are especially useful in fights, although some
may have special knowledge or abilities useful in certain events. Magicians, wizards, witches, druids, priests
and monks are especially useful people to have in your party.
Barbarian Prince is a realistic game, so when in doubt about a situation select the resolution that seems most
natural to you. In general, events follow typical fantasy genres. Elves or dwarves are friendlier than goblins
or trolls; more lenient events occur in terrain such as countryside or farmland, and more dangerous
encounters in mountains or swamps. Habitations are often a source of sanctuary, more actions, or quests.
To start the game, go to event e001.

Edition Note
This is a compilation of ideas, revisions and evolution of ‘Barbarian Prince’ from a humble start in 1981.
It owes mostly to my 40th anniversary edition from 2021, which of course was dedicated to the late Arnold
Hendrick, the original designer of the game. At that time, I resisted too much change from his original
concept, and several rules that I wanted to put in to perhaps modernize the game a little bit more, and
address what many see as flaws in the game, were omitted as I wanted to stay faithful to Arnold’s vision.
With this version however, I have revised and polished the booklets again fully, with many new twists and
surprises for old players, expanding a huge number of the original events, plus adding many completely new
ones. The Rules Booklet in particular has been restructured to give it a better flow, clarifications where
needed and new options. Various ideas from players and fans from BoardGameGeek have been included. I
have also added several optional rules for the game so that it can start easier but get harder as you go
along, which was an issue for many players. There are also new modes for victory rather than just having to
gain 500 gold. I have also used the opportunity to include even more lore from the world of Cal Arath.
But as ever, it is still dedicated to Arnold Hendrick, a Prince amongst gamers and who inspired at least one
14 year-old to design and write many, many games…

2
About the Game
This game includes a rules booklet, an events booklet, a colour map, and a reference booklet with charts and
tables for travel and more.
You will also need some tokens to represent the Barbarian Prince (yourself) on the map, together with tokens
for the various tracks. You will also need two dice (each is a "die," together they are "dice.").
When rolling a die or dice these are usually referred to as 1D6 or 2D6. Occasionally in events a 1D3 is also
mentioned which is simply 1D6 halved so 1- 2 is a ‘1’, 3-4 is a ‘2’ and 5-6 is a ‘3’.
Booklets: Each booklet contains numbered sections. These numbers are not necessarily consecutive. For
example, e001 to e200 are events, r201 and up are rules sections and r300 and up are references to rules that
recur in many situations. Optional, advanced rules for the game introduced in this edition are surrounded
with a text box in the main rules when a rule could be affected by using them:
OPTIONAL RULE
Some tables also refer to optional rules within [parentheses].
Optional rules are then detailed in r234 upwards. Before starting a game, you may wish to refer to r234 and
choose a mode of playing the game that differs slightly from the original 1981 version. Additionally, a great
number of new events (that start with e400) have been added to the Event Booklet. The majority of these are
unique events for all the habitations on the map, together with some brutal encounters for when the Danger
of the game has been increased (see r238).
Map: The colour map is in hexagons for ease in movement and location. Each hex has a four-digit
identification code. Partial map hexes are playable territory. You may not leave the map. If you should leave
the map for any reason, stop at the edge and use that hex instead. Each hex has a single dominant terrain
type, illustrated on the game map key. Some hexes may have extra structures in them, such as villages,
towns, castles, temples, ruins, and/or roads. Rivers run along the side of hexes.
Note that we have differentiated between towns and villages in this version. From the original map, towns
are still represented by two-story houses with black roofs (Ogon, Angleae, etc), while the newly-introduced
villages have the one-story house icon with white roofs (Weshor, Brigud, etc).
In some cases, rumoured treasures and other locations may be off the game map, in which case they are
inaccessible to the Barbarian Prince, and are ignored.
If required to roll for a random direction on the map, roll 1D6: 1: N; 2: NE; 3: SE; 4: S; 5: SW; 6: NW.
Game Tracks and Tokens: There are five record tracks, one for "Food", one for "Time”, one to record the
effects of “Starvation”, one to record the amount of “Gold” you possess and finally one to record the
Endurance of the Barbarian Prince. Use tokens to mark your current status on each. For example, if you have
47 food units, place a token on the "40" and one on the "7" boxes. You start the game on the 1st day of the
1st week. When you finish the 7th day of a week, advance the week marker and return to the 1st day again.
The game ends after the 7th day of the 10th week.
Record Sheet: You will use this to keep track of information about the other characters in your party, your
possessions, any quests or knowledge you gain, and discoveries such as [Site] events (tombs, ruins, etc), that
you may return to later in the game [You can also use the record sheet to track optional rules, such as XP,
Luck, Advantages and Combat Tactics].

3
r201. Characters
Each character in the game has a Combat Skill (S), an Endurance value (E), and a Wealth (W). Each is rated
numerically, with higher numbers being better. If no wealth is given, it is presumed to be zero.
The characters include yourself (the Barbarian Prince, see r202), followers who join your "party," and any
others encountered in the course of the game. They can be friendly or hostile, intelligent or unintelligent.
When a character joins your party, note their statistics as needed. You can voluntarily dismiss or abandon
members of your party if you wish (sometimes expedient when making an escape, or when food or money is
short). Other characters encountered during events need not be permanently recorded.
You also can opt to include and track Experience or XP (r237) as a way of increasing stats and skills.

r202. Your Character


You begin play as the Barbarian Prince, Cal Arath, rightful heir to the throne of the Northlands Kingdom.
Few humans can match your skill with your broadsword ‘Bonebiter’ and you have Skill 8. Life in the harsh
northlands has also developed your powerful body and magnificent physique so you have Endurance 9.
Alas, in making your escape, you could only grab a few coins so your Wealth is 4 (see r225).
You also have a "Wit & Wiles" rating, reflecting your ability to react quickly to situations, think your way
out of trouble, and convince people. Roll 1D3+2 to determine your Wit & Wiles.

You may also include Luck (r235) to change a dice roll and give the Barbarian Prince a break when he
most needs it.
You may also start the game with an Advantage (r236) to give you a bonus in some situations, and/or a
Combat Tactic (r239) to help you in battles.

r203. Daily Actions


At the start of each day, you select an action for you and your party. Your followers will all perform the
same action, supporting and helping you. Each action has separate rules and tables, and can often lead to
encounters, events or dangers. Actions are described in the sections as noted below and include:
Actions allowed in any hex -
 Travel to a new hex (r204), your most common choice.
 Rest in current hex to heal wounds (r222) and improve hunting (r215).
 Search for a previously placed cache (r214).

Actions allowed only in certain types of hexes -


 Search in a Ruins (r208) in a ruins only.
 Seek News & Information (r209) in village, town or castle.
 Seek to Hire Followers (r210) in village, town or castle.
 Seek Audience with Lord (r211) in village, town, castle or temple.
 Make an Offering (r212) at temple.
 Beg (r223) in a village, town, castle or temple.
 Attempt Thievery (r224) in a town, castle or temple.
 Study History (r229) at a castle or temple.
 Visiting a Tavern (r230) in a village, town or castle (can also be done after a daily
action in the habitation).
 Visit the Market (r231) in a village, town or castle.
 Borrow money (r232) in a town.
 Seek Employment (r233) in a village, town or castle.
 Combat Training (r240) in a town or castle.

4
After you finish your actions, at the end of the day you must provide food for your party, see r215. If you are
in a habitation hex (a village, town, castle, or temple), you must also purchase lodging, see r217.
After all actions, events, food and lodging are resolved, the day ends. Advance the markers on the time track
to the next day. This continues until the end of the 10th week when you run out of time.
You can continue to perform the same action day after day, or you can vary actions, as you desire. Normally
you are limited to just one action per day, but some action events allow you a bonus action that same day.
Other times you may have to advance the time track forward some days, skipping opportunity for actions.

r204. Travel
You travel to new hexes as a daily action (r203), moving your token across the map, hex by hex. You can’t
skip a hex unless a special event allows it. Each time you try to leave a hex, you may get lost (see r205). If
you don’t get lost, you may be able to travel further, depending on how you are travelling (r204a). After
checking to see if you are lost, you must then check for a Travel event (r204b) in your current hex.
Travel Speeds (r204a): Characters without mounts travel on foot at the speed of one hex per day. A wagon
can also only travel one hex per day, and can only use roads or cross farmland hexes. If everyone in your
party is mounted on horses, mules, or similar beasts, the party as a whole can travel either one or two hexes
per day. Roads increase these travel speeds however – see r204c. If the entire party is using airborne travel
(riding winged mounts or using magic), the party can instead use airborne travel up to three hexes per day.
Trails: When checking to see if you are Lost (r205), if you roll at least 6 less than the ‘Lost’ number
shown on the Travel Table (r207) for that terrain (for example, 3 or less for ‘Forest’ where the ‘Lost’
number is 9+), you may travel one extra hex that day (if you wish) as you ‘find a trail’ or other marker.
Only one extra hex per day is granted, even if you roll for a trail again the same day. Note that bonuses
for maps or guides (see r205a) do apply here, and make finding a trail more likely.
Travel Events (r204b): Each day when you either enter a new hex, or remain in one, such as a habitation or
ruins, or when you rest (r222), an event may occur. Find the terrain type you are currently in on the Travel
Table (r207), read to the Event column and roll 2D6. If the total equals or exceeds the number listed, an
event occurs. Roll 1D6 twice in that table then go to the event section listed.
If you are including XP (r237) in the game, then certain Travel Events can get more dangerous (see
r238). In addition, all habitations gain a unique event (re-roll if not using such events).

Roads (r204c): Using a road increases the speed of travel by 1 hex, so you can travel up to 2 hexes by road
per day on foot, or up to 3 if mounted. If you leave a hex via a road, use instead the "On Road" table on the
Travel Table (r207) for new events. You must then check the Travel Table again for a possible event in the
terrain entered, using the terrain of the hex (with -1 to the roll if a road event did occur) on the Travel Table.
Airborne Travel (r204d): When airborne, the party flies for the entire day, and lands in the land hex entered
to camp for the night. If your party has winged mounts, you can instead ride or "short hop" one or two hexes
per day, as if you were mounted in the normal fashion, entering each hex on the ground.
When flying (not short-hopping), you use the "Airborne" table on the Travel Table instead of the table for
that terrain type. In the last hex you enter for the day, if no airborne travel event occurs, then you must check
for a normal "terrain" type event for the hex where you land.
Crossing Rivers (r204e): If you try to travel across a river, you must first consult the Travel Table (r207)
for getting to the river without getting lost (r205). If successful, then roll for the possibility of getting lost
crossing the river (r205d) - see the "Crossing River" table (r207). If successful, check for a “Crossing River”
travel event. If this doesn’t prevent you from crossing, you then enter the hex on the other side, check for any
normal travel events for the new terrain entered. If you are flying, you can fly over a river and ignore all
crossing problems (do not check for getting lost crossing the river or for ‘Crossing River’ events). If a river
encounter forces you to flee, roll 1D6: 1-4: You flee back to the original hex; 5-6: You flee across the river.
Travel Events & Time (r204f): An event during travel normally consumes the rest of the day. You cannot
move further that day unless the event allows or requires extra movement. The exceptions are events that are
resolved purely through combat (r220) and you killed all those encountered, or where just talk or negotiation
occurred for a few minutes. You can continue travel after if you have speed remaining and wish to continue.

5
r205. Lost
Each time you attempt to leave a hex and travel to a new one, there is a danger of becoming lost. Consult the
Travel Tables (r207) in the Reference Booklet and find the terrain type you are leaving. Find the "Lost" entry
and roll 2D6. If the dice total equals or exceeds the number there, your party is lost. You may modify this
roll by -1 for each successive day you attempt to leave the hex in the same direction. If you move more than
one hex in the day, you must check for getting lost before each move.
If you get lost, you cannot travel further that day. You are stuck in the hex you tried to leave. You must
check for a travel event (see r204b) in the hex you are in.
Local Guide (r205a): Your party of followers may include a guide. If it does, subtract -1 from your roll for
getting lost (although additional guides in your party do not increase this bonus). However, if you get lost
despite your guide, roll 1D6. If the result is 6, the guide deserts out of mortification for his failure, or in fear
of your anger! If you have more than one guide, only one will desert (the one you selected as guide for the
day), but you are still lost even if you have additional guides available.
Self-Guiding Moves (r205b): If your party is leaving a hex along a road, or from any habitation, you can
never get lost so you need not roll the dice to see if you are lost. If you are travelling by raft (r213) you also
cannot get lost. Note that travel events (r204b) can still occur.
Airborne & Lost (r205c): If your party is flying (using an airborne move), use the Airborne table on the
Travel Table (r207) instead of the normal terrain table to see whether you are lost. If you get lost while
making airborne travel, there is danger of extra "drift." Roll 1D6, if the result is 4 +, roll 1D6 again and move
one hex in a random direction (see page 3) before landing.
Cross a River (r205d): If you try to cross a river, you must check to see if you get lost in the crossing. If
you do, this means you cannot find a proper crossing place (a ford, place to swim, materials for a raft, etc.).
If you are following a road or are airborne; you can cross a river automatically. Crossing by road implies that
a permanent bridge exists there (such as hexes 1318 and 1319). Wagons cannot cross a river unless by road.
Once you cross the river, you must check for a travel event (r204b) in the new hex you entered.

r206. Transport
When travelling, any food, gold, and possessions acquired by events must be carried. Many of these items
have a weight, in "loads." You can only carry a certain number of loads. Anything else must be left behind.
Objects left behind can be placed in a "cache" (see r214 for details).
Loads (r206a): Each food unit counts as one (1) load. Every 100 gold pieces, counts as one (1) load. Each
person carried counts as twenty (20) loads; a halfling is ten (10) loads. Weapons do not count as loads.
Transport Capacities (r206b): Any character on foot, including porters, can carry 10 loads. Two characters
can carry 20. Any mount can carry 30 loads, or a character riding plus 10 loads (since the man counts as 20),
or a wagon. A wagon can then carry 60 loads (three men, anyone not driving the wagon can rest – see r222)

r207. Travel Tables

All the Travel Tables for the various types of terrain hexes and different habitation hexes are given in the
Reference Booklet. Alongside each are the chances of a travel event (r204b), getting lost (r205), if hunting
for food (r215b) is allowed or fodder (r215f) available for mounts.

If you are including XP (r237) as an optional rule, then you may have to add +1 to the horizontal
number on the Travel table (r207) later in your adventure, so your result is 2-7 (see r238 for details).

r208. Searching a Ruins


As a daily action, you spend the day searching an ancient and crumbling ruin with your party. To see what
happens during your search, roll two dice and consult the table in the Reference Booklet. Note that there is a
special event (*) depending if you are in a particular ruins marked on the map, such as Jakor’s Keep (hex
0901). If you are in an unmarked ruin, and your result indicates a *, then there is no event today.

6
r209. Seek News & Information
In this daily action, you spend the day in taverns, streets and the market, talking to locals. Roll 2D6 and
consult the list below for results. If you are in a village, subtract (-1) from the dice roll. If you spend 5 gold
pieces, or your Wit & Wiles is 5+, you may add +1 after you roll the dice (+1 or +2 if both).
1-2 No news of note - nothing seems to be happening.
3 Rumours of nearby ruins. Roll 1D6: 1-3: Roll 1D6 for random direction, another for distance in
hexes, then see e064; 4-5: When searching nearest ruins (r208), roll twice and choose; 6: e176.
4 Rumours of secret rites at nearest temple - add +1 to your dice roll when Making Offerings
(r212) there from now on.
5 Feel at home, learning nothing, but in the future always add +1 whenever resolving this action
(r209) or Seeking to Hire (r210) in this hex.
6 Talk to merchants - you may roll an additional time when using the market (r231) here.
7 Discover cheaper lodgings and food - pay half normal price for both in this hex (but round up)
and gain +1 to your roll when visiting a Tavern (r230)
8 Encounter - roll immediately for a Travel event at this habitation (r207).
9 Find offer of local employment - see r233 with +1 to the roll [or see r241 for this habitation].
10 You hear rumours of the local lord and may add +1 to Seeking an Audience (r211) here.
11 You listen to shady contacts. If you spend 5 gold pieces, you may add +1 to your Wit & Wiles
in an Attempt Thievery (r224) roll tonight or tomorrow.
12 Hear valuable rumours. Roll 1D6: 1-2: See Habitation event (r207) for here; 3: e066; 4: e067; 5:
e068; 6: Just idle gossip. (Roll 1D6 for a random direction/distance in hexes for e066-e068).
13+ Secret informant offers valuable information for 10 gold. If you buy it, roll 1D6: 1: Bogus
secrets prove worthless; 2: e143; 3: e144; 4: e145; 5: e146; 6: e147.

r210. Seek to Hire Followers


In this daily action, you spend the day posting notices, visiting agents and merchants, and inquiring at
taverns about the availability of hired help. Roll 2D6 and consult the list below for results.
2 Freeman joins your part at no cost (except food and lodging), he is S4, E4.
3 Lancer with a horse can be hired for 2 gold pieces per day, he is S5, E5.
4 One or two mercenaries can be hired for 2 gold pieces per day each. Each is S5, E4.
5 Swordsman can be hired for 3 gold pieces per day and is S6, E5.
6 Local guide available (see r205), hires for 1 gold per day, with S2, E3.
7 Henchmen available, roll 1D6 for number, each costs 1 gold piece per day; each S4, E4.
8 Nothing available, but you gain some news - see r209 but with -1 from your dice roll there
9 A slave market, see e163 (see instead e007 at an Elf Haven).
10 A fugitive joins you (e048). You must escape habitation (r218) tonight before the evening meal.
11 A runaway boy or girl joins your party at no cost (except food and lodging), S1, E3.
12 Porters with S1, E2 in any quantity available, hire for ½ gold each per day. In addition, a local
guide (r205) can be hired for 1 gold piece per day, with S2, E2.

r211. Seek an Audience with Lord


In this daily action, you spend the day trying to gain admission to the hall or court for an interview with the
village elder, town mayor, high priest, or castle lord. Roll 2D6 and consult the appropriate table below:
r211a. Seek an Audience at a Village
2-3 Insult the village council, see e060a.
4 Meet hostile guards, see e158 (with only a 10 gold bribe needed).
5 Encounter the Master of the Household, see e153.
6-8 Audience refused today, you may try again on a later day however.
9-10 Audience permitted, see el77 [or see r241a].
11 Meet daughter of the village elder, see e154 (only wealth 50 on a 6 result).
12 Audience permitted, see e177 [or see r241a and if completed, also see e177 with +1 to roll].
7
r211b. Seek an Audience at a Town
2 Grievously insult the town council, see e062.
3 A slanderous aside about the mayor's wife is blamed on you, see e060.
4 Meet hostile guards, see e158.
5 Encounter the Master of the Household, see e153.
6-8 Audience refused today, you may try again on a later day however.
9-10 Audience permitted, see el56 [or see r241b].
11 Meet daughter of the mayor, see e154.
12 Audience permitted, see e156 [or see r241b and if completed, also see e156 with +1 to roll].

r211c. Seek an Audience at a Temple


Note: If your party includes any priests or monks, add +1 to your dice roll. If your party includes any
magicians, wizards, or witches you must either dismiss all of them, or subtract -2 from the roll.
2 Anger temple guards, see e063.
3 Priestess resents a lewd remark, see e060.
4 Encounter hostile guards, see e158.
5 Audience refused today, you may try again on a later day however.
6 You must purify yourself, see e159
7 Audience refused today, you may try again.
8 Allowed audience (e155) if you give the temple a Dragon's eye; otherwise you must deal with
the Master of the Household, see e153.
9 Permitted to pay your respects (e150) or temple healers heal all your party’s wounds for no cost.
10 You must purify yourself, see e159.
11+ Audience permitted, see e155 [or see r241c].

r211d. Seek an Audience with Baron Huldra of Huldra Castle (hex 1212)
Note: Add one +1 to your roll if you dismiss a wizard, magician, or witch in your party to take service with
the Baron instead (to a maximum of +3):
2 Audience permanently refused, you cannot try again.
3 Meet the Baron's Daughter, see e154.
4 Must learn court manners, see e149.
5 Confronted by hostile guards, see e158.
6 Audience refused today, you may try again on a later day however.
7 Encounter the Master of the Household, see e153.
8 Seneschal requires a bribe, see e148.
9 Pay your respects to the Baron, see e150.
10 Find favour in the eyes of the Baron, see e151.
11+ Audience granted, see e152 [or see r241d].

r211e. Seek an Audience with Count Drogat of Drogat Castle (hex 0323)
2 You are the Count's next victim; see e061.
3 The Captain of the Guard dislikes your haircut; see e062.
4 Meet the companion of the Count, see e170.
5 Encounter the Master of the Household, see e153.
6 Confronted by hostile guards, see e158.
7 Gain an audience (e161) if you give a Roc's beak to the doorman; otherwise you are deemed
unworthy and unwise, and are arrested (e060).
8 Seneschal requires a bribe, see e148.
9 Must learn court manners, see e149.
10 Find favour in the eyes of the Count, see e151.
11+ Audience granted with Count, see e161 [or see r241e].

8
r211f. Seek an Audience with Lady Aeravir of Aeravir Castle (hex 1923)
2 You insult the Lady's dignity and are arrested, see e060.
3 You must purify yourself first, see e159.
4 Untoward remark makes the guards hostile, see e158.
5 Must learn better court manners, see e149.
6 Meet the Master of the Household, see e153.
7 Gain audience (e160) if you give a Griffon's claw, otherwise you are refused but may try again.
8 Audience refused, but you may try again.
9 Seneschal requires a bribe, see e148.
10 Audience granted, see e160 [or see r241f].
11 Meet ward of the Lady Aeravir, see e154.
12+ Audience granted, see e160 [or see r241f and if completed, also see e160 with +1 to roll].

r211g. Seek an Audience at a Dwarf Mine (e059)


Note: Add +1 to your dice roll if there is a dwarf in your party; -2 if there is an elf; +1 to the roll if you give
the Dwarf Lord a gemstone that is worth at least 30 gold (see e142):
2 You insult the race of dwarves, see e063
3 A remark about the length of a beard causes offense, see e060
4 Audience is permanently refused, you cannot try again.
5 Confronted by hostile dwarf guards, see e158.
6-7 Audience refused today, you may try again on a later day however.
8 Encounter the Master of the Household, see e153.
9 Seneschal requires a bribe, see e148.
10 Pay your respects to the Dwarf Lord, see e150.
11+ Audience permitted, see e059a [or see r241g].

r211h. Seek an Audience at a Wizard’s Tower (e068a)


Note: If you dismissed any magicians, wizards, or witches add +1 to the roll:
2 You discover that the wizard is allied to the usurpers of your throne, see e061.
3 The wizard thinks you beneath his attention, see e060.
4 Encounter hostile guards, see e158.
5 Audience refused today, you may try again on a later day however.
6 Meet the wizard’s apprentice, see e025.
7 Audience refused today, you may try again on a later day however.
8 Allowed an audience (e068b) if you give the wizard any creature trophies for his magical
researches, otherwise you must deal with the Master of the Household (e153).
9 Permitted to pay your respects, see e150.
10 Meet the wizard’s apprentice, see e025.
11+ Audience permitted, see e068b [or see r241h].

r211i. Seek an Audience at a Halfling Village (e070)


Note: Add one +1 to your roll if your party contains a halfling, elf or wizard.
2 Insult the town council, see e063.
3 A remark about the weight of the mayor's wife is blamed on you, see e060a.
4 Encounter the Master of the Household, e153 (with a bribe of just a food unit needed)
5-6 The Halfling mayor is having a nap. Audience refused today, you may try again on a later day.
7 The mayor’s housekeeper directs you to a local tavern. If you visit the tavern (r230), gain +1 to
the roll. You may try again for an audience on a later date.
8-10 Audience permitted, see e070a [or see r241i].
11 A feast is given in your honour and your party all receives free food tonight.
12+ Audience permitted, see e070a [or see r241i and if completed, also see e070a with +1 to roll].

9
r211j. Seek an Audience at a Cloud Castle (e117)
Note: If your party has a combined Skill of at least 20, gain +1 to the roll (+3 if skill total is 40+):
2 The Hawk Lord despises all men from below his domain, see e063.
3 You insult the Captain of the Guard; see e062.
4 You must prove yourself in combat, e072. If you beat the champion, see e117a
5 Audience is permanently refused, you cannot try again.
6 Confronted by hostile Hawk guards, see e158.
7 Gain an audience (117a) if you dismiss a Roc, Griffon or Eagle from your party; otherwise you
are deemed unworthy and are arrested (e060).
8 Seneschal requires a bribe, see e148.
9 Pay respects to the Lord, see e150.
10 Find favor in the eyes of the Lord, see e151.
11+ Audience granted with Lord (e117a) [or see r241j].

r211k. Seek an Audience at a Giant’s Castle (e118b)


Note: If your party has a combined Skill of at least 30, or you have a giant in your party, gain +1 to the roll
(+2 if both):
2-4 The Giant Chieftain wants to feast on your bones, see e061.
5 The Giants laugh at your plight. Audience is permanently refused, you cannot try again.
6 You must prove yourself in combat against the Giant’s champion (S9, E8 – see r305). If you
beat the champion, you are granted an audience, see e118b
7 Gain an audience (e118b) if you pay 50 gold or you give up any magical item, otherwise you
are deemed ‘too small’ and are arrested (e060).
8 Seneschal requires a bribe, see e148.
9 Pay your respects to the Chieftain, see e150.
10 Find favor in the eyes of the Giant, see e151.
11+ Audience granted (e118b) [or see r241k].

r211l. Seek an Audience at an Elf Haven (e166)


Note: Add +1 to your dice roll if you have an elf in your party; but -2 if you have a dwarf:
0-3 You insult the Elf King, see e062.
4 Confronted by Elf guards, see e158.
5 Must learn better court manners, see e149.
6 Meet the Master of the Household, see e153.
7 Gain an audience (e166a) if you have a wizard in your party, or you give up any magical item,
otherwise an audience is refused but you may try again on a later day however.
8 Audience refused, but you may try again on a later day however.
9 Seneschal requires a bribe, see e148.
10 Audience granted, see e166a [or see r241l].
11 Meet daughter of the Elf King, see e154.
12+ Audience granted, see e166a [or see r241l and if completed, also see e166a with +1 to roll].

10
r212. Make an Offering at a Temple
As a daily action, you spend the day preparing, waiting in line, and finally giving an offering at the temple
altar. You must spend at least 1 gold piece for proper herbs and sacrifices. If you spend 10 gold pieces for
exceptionally fine herbs and sacrifices, add +1 to your roll. Roll 2D6:
2 You commit a magnificent error in the rites, the entire temple becomes impure and abandoned,
no longer functions as a temple for the rest of the game. You are sentenced to death (e061).
3 High Priest insulted by your northern manners, you are arrested e060.
4 Bad Omens, you are travelling under a curse. Roll 1D6 for each of your followers, any result
except a "1" means they believe the omens and immediately desert you.
5 Good Omens, but no special result.
6 Good Omens, you get free food (r215) and lodging (r217) tonight.
7 Favourable Omens for further worship, if you try to Make an Offering again tomorrow, you can
add +1 to your dice roll. Otherwise no effect.
8 Gods favour your questions and the priests assign a monk to your party. The monk has S2, E3
and serves as a guide when leaving this or any adjacent hex only.
9 Special omen and riddle provides a clue to treasures, see e147.
10 Fall in love with priestess (see r228). You immediately escape (r218) with her and can never
return to this hex. She is S2, E4 and has W100 in temple treasures she has stolen!
11 The High Priest requires an audience with you; see e155 [or r241c].
12-13 High Priest spends afternoon talking with you, provides you with final clues to some secret
information, roll 1D6: 1-2: e144; 3-4: e145; 5-6: e146. Alternately, instead of the secret
information, you can use his influence to Make an Offering tomorrow (add +3 to roll here).
14+ The Gods declare your cause a religious crusade, and the Staff of Command is passed into your
hands. If you bring the Staff to any hex north of the Tragoth River you will command instant
obedience throughout the North, regain your throne and win the game. You are given a pair of
warrior monks (each S5, E6, W2) with mounts to join your party and help you return northward.

r213. Rafting on the Rivers


You have the special option of using raft travel along the river, instead of normal travel each day. When raft
travel is available (by finding or making rafts), you ride the raft until you get off (by selecting a daily action
other than raft travel), or when you roll "12" with 2D6 after each day's travel. The latter represents the raft
reaching a stopping point for lengthy loading, unloading, or dismantling.
While on a raft you travel on the river hex sides themselves. Your speed is either four hex sides per day
down river, or three hex sides per day upriver. At the end of the day, the raft halts for the night and you camp
on either hex adjacent to the hex side where travel ended. You can select which hex. After travelling the hex
sides, check once for a travel event (r204) on the Travel Table (r207) under "Rafting", and then check once
for an event in the hex where you halt for the night.
The Tragoth River flows east to west. The Nesser River flows north to south, and the Dienstal Branch feeds
into it, flowing from the marsh into the Nesser. The Largos River flows out of the marsh towards northeast.

r214. Cache
If you leave possessions or money behind as your party travels, you can put this in a "hidden cache". This
represents burying them, hiding them with friendly citizens, under a magic or holy spell, etc. Food may never
be cached; it is too perishable. Gold and any other possessions may be cached unless otherwise indicated.
Note the hex where you made the cache, and what was in it.
Later in the game you can return to the cache to try to find it again. It takes a daily action (r203) to relocate
your cache, although you still roll for a possible event (r207) in the hex searched. After the event, roll 1D6:
1-4 Cache is found intact; you recover all items placed there.
5 You are unable to find the cache, landmarks have disappeared, but you can try again tomorrow.
6 You find the cache, but it has been looted, there is nothing there.

11
r215. Food
After the actions, events and encounters for the day are finished; you and your party must eat their main
meal. This may include hunting for food, using food stores, or purchasing a meal (if in a village, town, castle
or temple). Any mounts (animals) with your party may also require food. If you cannot feed any follower or
animal, consult the starvation (r216) rules.
Food Units (r215a): For convenience, food is counted in "units." Each unit is sufficient to feed one man for
one day. Mounts require two units per day if they are unable to forage for their own fodder (r215f) in a
terrain hex (see r207). If there is no water available (in a desert hex with no oasis) then the food requirement
doubles for men and mounts, to represent the need to carry water supplies also.
Hunting and Fishing (r215b): If you are in a farmland, countryside, forest, hill or swamp hex you can hunt
for food. Any one character in your party can be the hunter. Total his combat skill and half (½) his current
endurance, rounding fractions down, and then subtract a roll of 2D6. The result is the number of food units
gained by hunting. If the character can act as a guide, add +1 to the total. If the total is zero or less, then the
hunting was unsuccessful. If the dice roll was ‘2’ exactly, see e083. If the roll was ‘12’ exactly, the hunter
was hurt (regardless of success or failure); roll 1D6 for the number of wounds suffered. If knocked
unconscious or killed, the hunt automatically fails and the hunter dies unless hunting with others.
If your party rested today in the hex, you can send additional characters to hunt. Each additional character
that joins the hunt adds +1 to the (skill + endurance total) of your hunt. The actual skill and endurance of the
additional hunters is not counted. However, if they are guides, each adds an extra +1 to the total as well.
Hunting may also gain you some pelts that you can sell (r225c) at a market (r231).
If you end the day next to a river, you can fish instead of hunt. You do not roll any ‘hunting’ dice and gain
1D6-1food units (with no chance of being wounded). If you spend the day resting near a river, or on a raft, it
is assumed the entire party can relax and fish, so add +1 food units for each additional party member.
Note that some characters, like druids or witches, may forage for their own food instead as noted in events.
Populated Regions & Hunting (r215c): Hunting is prohibited in a habitation hex. Each time you hunt in a
farmland hex, roll 1D6 for a possible event that occurs after the hunt finishes, but before the evening meal is
eaten: 1-4: nothing; 5: peasant mob in pursuit (e017); 6: pursued by constabulary (e050 add +2 to die roll).
Purchase Meals (r215d): You may buy food for characters in your party if you are in any type of habitation
hex. The cost is 1 gold piece per character per day (although if alone at a temple, the priests will give you
free food). If you don't purchase food, you must eat stores, as hunting is prohibited in these hexes.
Food Stores (r215e): Food units can be stored and transported (r206) by yourself, other characters, and/or
mounts. Food stores can be purchased in a town, castle or village for 1 gold piece per food unit, but only if
you spent the entire day in the hex. Each food unit is one (1), load to transport.
Animal Fodder (r215f): Animals can graze and eat fodder in terrain where hunting is possible except
swamps (so villages, farmland, countryside, forest, or hills). No hunting, stores or purchases are necessary. If
you spend the entire day in a town, castle or temple you must pay a stable 1 gold to feed each mount, unless
you provide the stable with food stores (2 units per animal) to feed them.
Selling & Stealing Food (r215g): You may sell food in villages, towns and castles if you spend a full day
there at the Market (see r231). You can also steal a few loaves if you roll less than your Wit & Wiles on 1D6,
gaining food units equal to the result. If you fail, see e050 (no bonus) in a town or castle, or e017 in a village.

r216. Starvation
If you cannot provide food each day for characters or mounts, starvation will affect loyalty and performance.
Follower Starvation (r216a): If followers are not fed, they may desert. Roll 2D6 for each follower, and
subtract your Wit & Wiles from the total. If the result is 4 or more the character deserts your party.
Otherwise he stays and suffers from the character starvation effects (see r216b below). If you have food
units, or money to purchase it (in a habitation) you cannot voluntarily withhold food from your followers
unless you go without yourself as well. If there is insufficient food for all, either you withhold it from all
(including yourself) or share out what is available to all. Sharing out food prevents the risk of desertion but
does not eliminate the effects of character starvation (r216b).

12
Character Starvation (r216b): If a character goes without food for a day, on the following day his ability to
carry loads (r206) is reduced by 2 and Skill is reduced by 1 (min 1). If he goes without food again, both load
carrying and Skill are reduced again. When food is available and eaten again, each day's normal meal also
eliminates the effect of one day of starvation. A double meal can be eaten to eliminate the effect of two days
of starvation, but larger meals have no additional effect. A character dies if he starves for more than 5 days.
Mount Starvation (r216c): If animals (mounts) go without food, their carrying capacity is reduced by 6 for
each day of starvation. Winged mounts cannot fly. When carrying capacity reaches zero, the mount dies.
Unlike characters, as soon as a mount gets a normal meal, it recovers from all starvation effects.

r217. Lodging in Villages, Towns, Castles and Temples


If you end the day in a habitation, after eating you must normally buy lodging for your party. Each room
costs one gold piece for the night. You and any priests, monks, magicians, wizards, or witches each require a
single room; other followers can share, two per room. Animals are stabled at one gold piece per mount (cost
includes fodder). If you are alone and wounded, a temple will offer you free lodging until you are healed.
If you decide to not purchase rooms (due to lack of funds or to save money), roll 2D6 for each character in
your party, subtracting your Wit & Wiles. If the total is 4+, the character deserts, refusing to serve such a
penurious leader! If you do sleep on the streets, roll 1D6 (add +1 if in a village or temple): 1: e173; 2: e050;
3-7: No event. If a mount is without stables, roll 1D6 for each; on 4+ thieves steal it during the night.
If you stay the day and choose a daily action (r203) in a habitation hex, you still roll on the Travel table
(r207) for a possible event (r204b). You may also visit a tavern (r230) after a daily action, unless in a temple.
You may also purchase a dwelling, costing 40 gold in a village, 50 in a town and 60 in a castle. If you pay 10
gold extra in a town or castle, you can rent a stable too. This lasts for the rest of the game and can provide
safe lodging for 4 characters (and 2 horses in a stable). You can also cache (r214, no roll needed) there,
including food stores. Each night you stay there, roll 2D6 – on a roll of 2 (or 3 if in a town), see e173.

r218. Escape & Hiding


Many times an event leads to your party escaping or hiding from characters encountered in an event.
Escape (r218a): When your party escapes, you move to a random adjacent hex (p3). Your party is now in
that hex for the rest of the day. No new event occurs because you have entered that hex, but any events still
pending must be determined. After all event effects are resolved, you must eat for the day (r215).
Escapes across a river are prohibited (unless your entire party has winged mounts able to fly), so roll again
for another route. Similarly, you cannot escape off the map, roll again for a different direction.
Hiding (r218b): Sometimes your party escapes an encounter by hiding. In this case, you remain in the hex
of the event, but are hiding there for the rest of the day. No further travel is possible, nor can you do any
other actions. You cannot hunt for food (r215) while hiding, but mounts can forage for their fodder (r215) in
the right types of terrain. While in hiding you still eat (r215) and lodge (r217) normally in a habitation.

r219. Following
In some events, you may secretly follow characters you encounter. If you encounter mounted characters,
your party must be mounted to follow; if you encountered flying characters, your party must be able to fly.
When you follow, roll 1D6 to determine a random direction the chase will lead. Your party moves to that hex
and all remaining travel or actions during the day are ended (even if uncompleted) because you are following
instead. Next, consult the event that permitted to follow to see what happens next (normally another roll).
Sometimes after you follow characters to one hex, you may be required to follow them again before the day
ends. In this case, roll 1D6 again for the direction. Unless events indicate otherwise, after a day following the
characters you must either attack them in combat (r306) or leave them alone and abandon the chase in order
to make your own camp and have your evening meal (r215).

13
r220. Combat
You may often need to fight encountered characters. Combat is fought in rounds and continues until one side
escapes or is overcome. At the start of each round, you decide which of your characters will face each
character encountered. After the opponents are matched against each other, all characters on one side strike,
and any results applied. This is followed by all characters on the other side striking back and those results
applied. You and characters in your party may strike first or second each round, depending on the event.
Unless stated otherwise, you can always choose to attack, even if not given the option explicitly (see r305).
Selecting Opponents (r220a): Each character in your party is matched against one encountered character.
Each should select a different enemy. If one side has extra characters, you decide which the extra face. They
can all face one opponent, or each can face a different one, provided each character has at least one opponent
to face (but see ranged combat – r220i). However, a man (or character of equal size) can have a maximum of
4 opponents in a round – so 10 wolves cannot all attack one target (usually a lonesome Prince)!
Strikes (r220b): If facing multiple opponents, a character selects which one to strike against each round. If
two or more characters both face the same opponent, each strike is resolved separately.
To resolve a strike, subtract the Skill of the target character from the Skill of the striker (if the target has
higher Skill, the result will be negative). Then add 2D6 to this number, plus any special modifiers below:
+2 Target has total wounds at least half of endurance (unless * - see r221d)
+1 Striker is mounted (including a winged mount) and target is not (see r220h)
-2 Target of strike chooses only to Defend (see r220g)
-2 Striker has total wounds at least half of endurance (unless * - see r221d)
Consult the Combat Table (r220c) with the above total to find the number of wounds inflicted on the target.
If the total number is not listed on the Combat Table, the strike missed and no wounds are inflicted.
Example: A Dwarf (skill 6, endurance 7) strikes at Cal Arath (skill 8, endurance 9) who has one wound. The
Dwarf takes his 6 skill, subtracts the Prince's 8, for "-2", then rolls 2D6 for a 10. No special modifiers apply,
so the result is 8, which means one wound. The Prince now has two wounds. When it is his turn to strike
back the Prince rolls a 6, so his calculation is 8-6+6 =8 and so inflicts one wound on the Dwarf.
Combat Table (r220c):
3,6,8,11 One wound Critical Strikes: If a character rolls a ‘2’,
10,12,13 Two wounds reduce number of wounds he inflicts by -2.
14,17 Three wounds If a character rolls a ‘12’, increase number
16,18,19 Five wounds of wounds he inflicts by +2.
20+ Six wounds
Surprise (r220d): If characters achieve surprise in combat, they are allowed one free bonus strike at the start
of the combat. Then, when the first round starts, the characters with surprise strike first.
Escape (r220e): In a combat round, instead of attacking you may attempt to flee the battle. Either all or none
escape, you cannot leave some behind. None of your characters may strike if you attempt to escape. You can
attempt to escape as often as you wish, until you finally succeed. Roll 1D6 for an attempt: 1-3: You fail to
escape and the battle continues; 4: You are pursued (r344); 5+: You successfully escape (r218).
Routs (r220f): You may attempt to frighten enemy characters to run from the combat. This may happen at
the start of a combat (only if the total Skill of characters in your party is at least twice that of the enemy
characters) or each time you kill a character in the enemy group, after you finish all of your strikes.
Roll 1D6 (add +1 per previous rout attempt, or if your total Skill is at least 3 times that of enemy characters).
If the total is 6 or more, the enemy routs and the battle ends. Surviving enemy characters flee and disappear,
so you can't take their wealth. Otherwise, it is just as if you killed them all. Opposing characters with Skill or
Endurance of 9+, or magical and undead creatures, never rout, they will always fight to the death.
Defending (r220g): You or a character in your party (but not encountered characters) may choose to try only
to block strikes without having a strike to attack. Their attacker then has a -2 penalty.
Mounted Combat (r220h): A mounted character gains +1 Skill when attacking (not being attacked by) an
opponent who is not mounted. If both characters are mounted (or in a habitation), there is no modifier.

14
Ranged Combat (r220i): If you have more characters than the enemy, or if you surprise your opponents
(r220d), you may elect for characters to use ranged combat (bows, spears, slings etc) and fire missiles rather
than go into hand-to-hand combat. If you do, do not subtract the skill of the target or modifiers due to the
target being wounded (although modifiers due to your wounds do still apply). Elves and halflings are skilled
archers and get a +1 bonus to their Skill. There is also a modifier depending on the size of the target:
-3 (target larger than a man); -4 (target man-sized); -5 (target smaller than a man)

You may also add Combat Tactics (see r239) and Armor (see r242) to the game.

r221. Wounds & Endurance


Every character has an Endurance value. This is the number of wounds needed to kill that character. Wounds
are caused by combat and other events.
Serious Wounding (r221a): When the number of wounds to a character equals or exceeds half his
Endurance, he is seriously wounded. Modifiers to his combat strikes will occur (r220b).
Unconsciousness (r221b): When the number of wounds is one less than a character's Endurance value, he
has fallen unconscious, and is totally helpless. His Skill becomes zero. He can no longer strike in combat, but
others can still strike at him. If the Barbarian Prince (yourself) falls unconscious, roll 1D6 for the attitude of
his followers: 1-3: They all desert you, taking all your money and possessions and leave you for dead); 4-6:
They carry you along - normal transport rules (r207) apply, with the Prince counting as 20 loads.
Death (r221c): When the number of wounds finally equals or exceeds the Endurance value of the character,
the character dies. If the Barbarian Prince dies, you lose the game!
Magical or Undead Creatures (r221d): Indicated by a * next to their Endurance, these enemies do not
suffer combat modifiers due to their wounds, nor fall unconscious, fighting until their Endurance reaches 0.

r222. Rest & Healing Wounds


You and your party can rest during a day as a daily action (r203). You must check for an encounter in the
hex you occupy while resting (see r207). If there is no event that involves combat or requires an escape
during the day, each character in the party heals one wound. You can continue to rest, day after day, until all
wounds are healed (although you can never raise the Endurance of a character above the original value).
If you rest for an entire day indoors in a habitation, do not roll for a travel event. You may rest indoors for
the same price as overnight lodging (for free in a temple). When you rest indoors, you may heal 2 wounds.
In addition, certain events may lead to special possessions that have healing abilities. A character can be
wounded, then heal the wound any number of times, provided he avoids death.
Poison Wounds (r222a): A poison wound cannot be healed normally. It remains a wound regardless of any
rest taken, until either a special possession provides a cure, or the character dies. Each day after the evening
meal, roll 1D6 for each character in your party with a poison wound, adding +1 to roll if you rested today: 1:
Wound festers - gain 1 poisoned wound; 2–5: No change; 6: Poison weakens - remove 1 poisoned wound.

r223. Begging
As a daily action, much as it will hurt your Northern pride, if you are alone and impoverished, you may beg
at a village, town, castle or temple. Roll 1D6 and consult the table below (add +1 if 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. You may also surrender and go to e060a.
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 equal to wealth 2.
5. You have a good day, and collect wealth 4 worth of coins.
6. A rich man takes pity on you and gives you gold pieces equal to wealth 7
7. Priests take you in. You may have free food and lodging at this hex until you leave.
15
r224. Attempt Thievery
This action takes place at night, after any normal event and your evening meal (r215), as you attempt some
burglary on an unsuspecting target or place. You may spend all day preparing and casing the joint as a daily
action (r203), or just try an opportune moment after a normal action but with -2 from your Wit & Wiles
when you roll on actions here, for lack of preparation time.
In a town, you may also try to join the local thieves’ guild to help you with your nefarious activities. To join,
you must pay 20 gold and then roll 1D6 – if you roll less than your Wit & Wiles, you are accepted. In any
crime, another thief (S4, E4, W7) goes with you on the job, adding +1 to your Wit & Wiles rolls. You must
pay 20% of the gold from the job to the guild, or escape (r218a) and never return due to angering the guild.
Choose what type of crime you want to commit from options below [or r241m if a guild-member]:
Rob a House (r224a): In a town you may try to rob a rich man’s house. If you roll less than your Wit &
Wiles on 1D6, you may rob the house without attracting attention. If you fail, you are confronted (r305) by
1D6 guards, each S4, E4, W4. If you defeat the guards, or make the roll, you may rob the house - roll 1D6
for the wealth code: 1: 10; 2: 30; 3: 50; 4: e040; 5: 100; 6: 110. However, if guards are encountered you must
escape the hex (r218a) as there will be a description out on you and ‘wanted’ in this town as a thief.
Rob a Castle or Temple (r224b): There are richer pickings in both. To rob either without rousing guards,
you must roll less than your Wit & Wiles on 1D6 (-1 to roll if you try to rob a castle where you are employed
as a castle guard). If you fail, you are confronted by 2D6 guards (r305), each S5, E4, W4. If you defeat them,
or pass the Wit & Wiles roll, you may grab some loot and escape the hex (218a). Roll 1D6 (-1 to roll if
temple) for the wealth code: 0: 10; 1: e040; 2: 70; 3-4: 100; 5+: 110. After robbing the castle/temple you
escape the hex (r218a). If you ever return you will be immediately attacked by 2D6 guards (as above).
Special Habitations:
Dwarf Mines (e059): Each dwarf guard is S6, E7, W10. Mines have wealth 200 (roll 100 twice).
Wizard’s Tower (e068a): 2D6+1 Skeleton guards (each S5, E4*). Tower has a wealth 110.
Giant’s Castle (e118a): 1D3 Giant guards (each S8, E7, W10). Castle has wealth 110 and wealth 50.
Elf Haven (e166): Each elf guard is S5, E5, W7. Haven has a wealth 60 (but roll twice).
Rob an Inn (r224c): In a village, town or castle you can rob an inn to gain 1D3 horses and 2D6 food in the
same way as r224a above. If you fail, you are confronted by 2 tavern bouncers (r305), each S5, E4, W4.
Rob a Stranger (r224d): You cannot attempt this at a Halfling Village (e070), Wizard’s Tower (e068a) or
Giant’s Castle (e118a). Hoping to win a fat purse, you lurk along a dark alley. If you roll 1D6 less than your
Wit & Wiles, you are able to recognize who approaches and may choose to attack or not. If you fail, you
may still attack the stranger or not, but cannot identify who until you commit to attack. Roll 2D6 for victim
(if at a Dwarf Mine (e059) or Elf Haven (e166), do not roll but use results 2 and 12 respectively):
2: Dwarf – S6, E7, W21.
3: Priest – S2, E3, W2. If you slay a priest, you are liable to get the ‘unholy mark’ (see e018).
4: Amazon – S6, E5, W4. After 1 normal combat round, her blood sister arrives – also S6, E5, W4
5: Thief - S4, E3, W25.
6: Vagabond – S3, E3, W1.
7: Townsman – S3, E3, W15.
8: Soldier – S5, E5, W4.
9: Swordsman – S6, E7, W7.
10: Nobleman - S5, E6, W21. If he survives the surprise attack, he may have servants close at hand. Roll
1D6: 1-3 will bring that number of servants, each S4, E4, W2; 4-6: The noble is alone.
11: Magician - S4, E4, W60. See also e016 for the magician’s magic ability after the surprise round.
12: Elf - S5, E5, W12. The elf may be a wizard – roll 1D6 and on 5+ he will have fireballs (see e023).
When you attack a stranger, see r300. However, if your victim 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 start
of each subsequent combat round, roll 1D6; on a result of 1, add 1D3 constables (each S5, E4, W4) to the
combat. 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 1D6 constables (r305).

16
r225. Acquiring Treasure
Whenever you kill encountered characters, your party may take their wealth at the end of a combat. To
determine the wealth of each defeated character, compare the character's wealth code with 1D6 roll on the
Treasure Table (r226). The result is the actual wealth, in gold pieces.
Some events may also provide you with treasures of various types. These may be a fixed number of gold
pieces, or refer to a wealth code, in which case you consult the Treasure Table (r226).
Special Possessions (r225a): Sometimes the result of the Treasure Table (r226) will include not just gold,
but a letter code as well. This means a special item has also been found. Roll again on the Treasure Table and
consult the appropriate letter code line for the specific event that describes the new possession.
Distributing Acquisitions (r225b): You decide on the characters that receive any treasure. You may give
your followers nothing, and retain all the wealth for yourself. If you do give any money or a possession to a
follower, it becomes their personal property. You can never take it back unless the character dies, at which
point you can recover their wealth unless you had to escape from the scene or have already left. A ‘true love’
(r228) will always add her Wealth to your total.
Animal Pelts and Furs (r225c): When you successfully hunt for food (r215c) you may wish to collect the
pelts to sell at Markets (r231). Each successful hunt gains a number of pelts equal to half the food units
obtained (round down). Each pelt counts as one load. You may also obtain other animal furs from encounters
with wolves, great cats or bears, and these may also be sold – see the event for details.

r226. Treasure Table


When you gain treasure from an encounter, use the Wealth Code and roll 1D6 on the table below:
1D6 roll
Wealth Code
1 2 3 4 5 6
0 Character has no gold or possessions
1 0 0 1 1 2 2
2 0 1 2 2 3 4
4 2 3 4 4 5 6
5 2 3+A 4 6+A 7 8+A
7 3 4 6 8 10 11
10 6 8 9 11 12 14
12 5 9+C 11+A 12 15+A 20
15 10 12 14 16 18 20
21 15 18 20 22 24 27
25 20+A 22 24+A 26 28+A 30
30 23 27 29 31 33 37
50 40 45 48 52 55 60
60 45+A 50+C 55 60+B 70+A 80
70 55 60 65 70 80 90
100 85 90 95 100 110 120
110 80+B 90+C 100+B 110+A 130+C 150+A
A e180 e181 e182 e183 e184 e185
B e196 e186 e187 e188 e190 e193
C e186 e188 e189 e191 e192 e194

17
r227. Trap Locks
To open or enter an item with a trap lock, you must survive the trap. You can have someone else open the
item, but then that person is entitled to whatever is within. To determine what happens, roll 1D6:
1 Poison needle inflicts one poisoned wound.
2 Burning acid explodes over you. Roll 1D6 for the number of wounds suffered.
3 Poison gas escapes. Roll 1D6 for the number of poison wounds suffered.
4 Plague dust inflicts sickness. Roll 1D3 and suffer these many wounds at the end of the day. You
will continue to suffer the same number after every day, until you recover. Roll 1D6 after the
wounds are inflicted. If result is 4+, you recover. Otherwise, sickness continues.
5 Flying spikes and knives explode toward you. Roll 1D6+3 for number of wounds suffered.
6 Trap malfunctions so no wounds are suffered.

r228. True Love


You may fall in love with a female and vice versa. This is "true love," a rare but wonderful situation. Your
true love will always accompany you until death or unavoidable circumstance parts you. Your true love will
never desert you, regardless of whether money or food is properly paid, etc. In lodging (r217), she will share
your room. You can never voluntarily abandon her, and she will not leave even if you order her to go!
In some cases, when you are believed dead, or imprisoned, you will be forcibly parted from the rest of your
followers. Your true love will also be separated from you. As soon as you are free, and reuniting is possible,
at the end of each day roll 2D6. If result 10-11, your true love has finally found you, and rejoins your party.
If the result is 12 exactly, you learn that she died trying to find you, or trying to protect you. When you are
reunited, roll 2D6 again, if the result is 9-11 she has acquired a horse on her own journeys. If the result is 12
exactly, she has a winged mount (a Pegasus) which is able to fly (see r204d).
Advantages of Love (r228a): While your true love accompanies you your Wit & Wiles is increased +1, due
to the extra emotional strength she provides, not to mention sage advice and quick thinking!
However, if your True Love is killed in combat, you add +2 to your Skill for the remainder of this battle.
After the battle (unless in a habitation), you must spend the rest of the day and the next day here building a
funeral pyre in her honor. No rest bonus is given and you can’t go hunting. For the rest of this game, if you
encounter the same type of enemy, the Prince gains +1 Skill against them.
The Eternal Triangle (r228b): If you have a true love, and somehow acquire a second "true love", a
difficult situation exists. Since you are torn between the two, neither is a true love; so the effects no longer
apply. These potential true loves will not desert you, even if you request it. Whenever desertion would occur,
roll 1D6 for each, a 3-6 means the female remains, a 1-2 means she leaves. Thus you may lose all competing
true loves save one, and when only one remains, she becomes your real "true love" again.
‘True Love’ can also be a way of winning the game, if optional rules are used (see r234).

r229. Study History of the Southlands


In this daily action, in a castle or temple, you can decide to spend the day reading through ancient scrolls,
studying the history of the South and hoping to find clues to help regain your throne. Roll 2D6 (+1 if Wit &
Wiles is 5+, +1 if you have a wizard, monk, priest or elf in your party):
2: Your discoveries unearth plague dust in the old scrolls! See Trap Locks (r227) result 4.
3: Annoy archivist – see e060a.
4: Nothing – you have exhausted this library and cannot choose this action here again.
5-7: Your research proves fruitless and you find nothing, but are free to continue again tomorrow.
8: Your research is going well – add +1 to your roll if you choose this action tomorrow.
9: You discover maps of the local area – subtract -2 from lost rolls (r205) in surrounding 2 hexes.
10: You discover knowledge in dusty scrolls – roll 1D6 for the character knowledge (but not abilities) you
gain: 1-2: Arcane rituals (magician); 3-4: Holy writ (priest); 5-6: Nature lore (druid).
11+: You learn of secrets and legends of the Southlands – see e162.

18
r230. Visit Tavern
If you are in a village, town or castle then at the end of the day, after any daily action (r203), but before your
evening meal (r215), you may find a tavern to spend a few hours. Taverns are a good place to either relax
and drink, or perhaps pick up some rumors and gossip from the locals. You must spend 1 gold to buy drinks,
but if you spend 3 gold buying a round, add +1 to your roll. Roll 2D6 (-1 to roll if in a village):
1-2: Sleepy tavern – nothing exciting is happening.
3: Drinking competition – If you wish to enter, spend 3 gold pieces. If you roll less than your current
Endurance on 2D6 (+1 to your roll if in a Dwarf Mine or Halfling village however due to the
constitution of your opponent), your Northern heritage proves durable and you win 6 gold (10 gold
in a Dwarf Mine). If you roll a 12, take a wound due to your aching head!
4: Tavern brawl – Set upon by 1D3+1 drunks each S3, E3, W4 (r305). If a drunk takes a wound, roll
1D6; on a 5-6, the drunk runs from the tavern.
5: Gambling – You may make a wager (maximum of 20 gold in a village, 50 gold in a town or castle).
Roll 1D6: If roll less than your Wit &Wiles, win double your wager; if roll equal, win your wager
back; if roll higher you lose your wager. If you win, roll 1D6 – on a result of 1, see e173.
6: Drunken night – You may spend 2 gold pieces to buy more drinks for your party. Take a wound for
your aching head, but you do not have to pay any characters in your party tonight.
7: A quiet night in the tavern – No special event (but if in a Dwarf Mine, see result 3).
8: Supper & rooms – The tavern keeper is generous and will sell you food (r215) and lodging (r217) at
half price (round up) for as long as you stay here [but roll 1D6 and on a 6, see r241n].
9: Local gossip – Roll on Seek News (r209) table (you may add +1 to the results after you roll).
10: Many meetings – You meet someone in the tavern. Roll 2D6 (you may buy a round of drinks for 1
gold to roll twice on a Talk option, Inquiry (r342) or Conversation (r341) and choose either result):
2: e023; 3: e048; 4: e020; 5: e172: 6: e128; 7: e049; 8: e004; 9: e003; 10: e006; 11: e008; 12: e007.
Note: Ignore any reference to mounts or accompanying characters. At a Dwarf Mine (e059),
replace e007 or e172 with e006; at a Halfling village (e070), replace e004 or e048 with e008.
11: Read local notices – You may roll on Seek to Hire (r210) or Seek Job (r233) Actions [or r241n] or
roll 1D6 for number of days before special event takes place here; roll 1D6: 1-2: e169; 4-6: e199.
12+: Rumors – You learn of interesting stories. Roll 1D6: 1-2: e147; 3-4: e162; 5-6: e176.

r231. Visit Market


In this daily action, you spend the day visiting the market and attempting to buy or sell various items. Roll
2D6 twice and consult the list below for results. If you roll a 2 on your first roll however, you may not roll a
second time. If you are in a village, subtract 1 from both rolls.
You may also sell food, or animal pelts from hunting (r215b), at the market (except at an Elf Haven – e166).
Roll 1D6, if result is equal or lower than your Wit & Wiles, you find a merchant who will buy your food at a
rate of 1 gold piece for every three food units and/or any animal pelts at 2 gold pieces each.
1-2: Market is closed today.
3: Cutpurse picks your pocket – lose half your gold.
4: Horse dealer – may buy horses for 8 gold (or sell them for 5 gold) each, or a wagon for 10 gold.
5: You find an apothecary – see e175 [or a blacksmith - see r242].
6: Animal trader will sell you horses for 7 gold pieces each. If at a village or castle, also see e197.
If at a town, the trader will buy any animal pelts for an extra 2 gold pieces each.
7: Food market – You may buy or sell food for 2 units per gold piece. If in a village, you may buy
food for 3 units per gold piece.
8: Nothing available, but you gain some news - see r209 (-1 to roll there) [or see r241o].
9: Map for sale - acts as a guide (r205a) for the surrounding 2 hexes and cost 8 gold.
10: Meet independent merchant – see e128.
11: Magical trader will buy any creature trophies for 50% above their usual worth. Also roll for an
item on Treasure line A (r226) that the trader will sell for 2d6+1 gold. He will also buy magical
items: A (for 2D6 gold); B (for 4D6 gold); C (for 6D6 gold).
12: Slave market – see e163. If in an Elf Haven (e166), see r210 instead, with +1 to the roll.

19
r232. Borrow from a Moneylender
As a daily action, a loan of 10 gold may be obtained from a local town moneylender. Seven days later, or
when you are about to leave town, 10+1D6 gold is due as repayment. If you cannot repay on time, or if you
attempt to leave town without paying, you must roll less than your Wit and Wiles on 1D6. If successful,
repayment can be avoided for one more day, or you may flee town. If unsuccessful, the lender’s henchman
(S7, E6, W2) will confront you – see r305. If you defeat him, you may escape from town (r218a).
If you owe money to a lender in a town you have fled from, you will be wanted by constables there. If you
return to the town, you must pay 50 gold in interest and fines. Even if you pay the fines no lender in that
town will ever trust you for a loan again. If you return and do not pay 50 gold, you must roll 1D6 less than
your Wit & Wiles each day, or be set upon by 1D6 constables with S5, E4, W4 (r305). You may surrender
and be taken to debtor’s prison (e062), but if you kill a constable before surrendering, see e061 instead.

r233. Seek an Honest Job


As a daily action, if alone (or with a lover**) in a village, town or castle, you may try to find an honest job to
earn some gold. If you roll less than your Wit & Wiles on 1D6 then you are successful. Roll 1D6 below for
what is available, depending on the habitation. While working, no other daily action is possible except
visiting a tavern (r230) at the end of the day. You still roll for a possible event at the habitation (r207).
Village 1-2: Part time menial work – food and lodging is provided, but nothing more…
3-4: Farm work – free food and lodging plus 1 gold per day.
5: Tavern bouncer work – free food and lodging plus 2 gold per day. Each day, roll 1D6:
1-3: Quiet day – no further event; 4: Drunken farm-hand has to be evicted (S4, E4, W2
- see r305); 5: See r230; 6: Set upon by 1D3+1 drunks (each S3, E3, W4 – see r305).
6: Message – see r233a [or r241a].
Town 1: Part-time menial work - food and lodging is provided, but nothing else.
2: Common work - free food and lodging plus 1 gold per day.
3: Tavern bouncer work – gain free food and lodging plus 2 gold per day. Each day, roll
1D6: 1-2: Quiet day – no further event; 3: See r230; 4: Drunken guard has to be
evicted (S5, E4, W4 – see r305); 5: Set upon by 1D3+3 drunks (each S3, E3, W4 - see
r305); 6: Mercenary captain takes a dislike to you – S6, E6, W15 (see r306).
4: Town guard* - free food and lodging plus 2 gold per day.
5: Private bodyguard* – free food and lodging plus 3 gold per day.
6: Message – see r233a [or r241b].
Castle 1-2: Castle guard* - free food and lodging plus 2 gold per day.
3: Personal bodyguard * - free food and lodging plus 3 gold per day. After a week’s
service you may add +2 when trying for an Audience here (r211).
4-5: Mounted patrolman* - free food and lodging, a horse, plus 3 gold per day.
6: Message – see r233a [or see r241 for specified castle].
Dwarf Mines Dwarves allow you to work in the mines – gain free food and lodging, plus 3 gold per
day. Each day, roll 1D6: 1-2: Take 1 wound; 3-5: No event; 6: Find gems (Wealth 50).
Halfling Village Same as a Village above, except work as a tavern bouncer (result 5) is much safer so
subtract 1 from the daily D6 roll, and a drunken farmer (result 4) is S3, E3, W4.
* Each day in the job, roll 1D6: 1-3: A quiet day – no further event; 4: Hurt in training – take 1 wound; 5:
Thief – S4, E4, W15 (r309); 6+: Bandit attack - 1D3+1 in number, each S5, E4, W4 (r305).
**A lover may also get a job while you are working, gaining free food and lodging. She can also earn 1
gold a day if you do. If she has S4 or higher, or any type of knowledge (such as being a gypsy, priestess or
witch), then she can instead earn 2 gold per day in the habitation as a guard, healing, telling fortunes etc.
Message (r233a): You are asked to deliver a message to the nearest habitation (roll 1D6 if two are the same
distance). You are given a horse if you don’t have one (and can buy a second for a lover for 4 gold) and must
leave tomorrow. When you deliver message, you are paid 3 gold for each hex between the two habitations
(by shortest route). Also roll 1D6: 1-2: A reply can be delivered to original habitation for same payment; 3-4:
Gain Letter of Recommendation (e157) to original habitation; 5-6: No further event.

20
Barbarian Prince: Optional Rules
r234. Victory
In the original game, the only way to win Barbarian Prince was to gain 500 gold and return across the
Tragoth River in 70 days (although some events also had ways to victory). This edition features many other
ways to gain that gold by completing quests (r241). Note that these quests are not daily actions (r203) and
can only be reached through other ‘r’ sections and actions. Completing quests can also gain XP (see r237).
Also in this edition, (Ψ) symbols have been added to certain events and represent important plot and story
points regarding the retaking of the Northlands throne. Instead of needing 500 gold, if you have 5 (different)
such events and return across the Tragoth River in 70 days, you will know your destiny and win the game.
In addition, if using Experience (r237), gaining 500XP and crossing the Tragoth River is also a victory.
Optionally, if you would like a traditional ‘fairy tale’ ending to your game, then if you have a ‘True Love’
(r228) for 4 weeks and have 100 gold to settle down at any habitation, this could be considered a victory
(albeit one where you don’t take back your throne).

r235. Luck
Unlike other characters in the game, you also have ‘Luck’ points. These reflect the favour of the gods and
things just going your way. You start the game with 3 Luck points. Once per day (only), you can ‘spend’ 1
Luck point to re-roll a dice result, after which you must reduce your current Luck by one. You can then use
either result, whichever is more advantageous to you.
Luck points can be gained using XP (see r237), and you also gain 1 Luck if you have a (Ψ) event (see r234),
or if you fall in love (r228). Use Luck well and sparingly – just when things get desperate for Cal Arath!
If you are using ‘Luck’ in your game, it is advised you start with a Wit & Wiles rating of 3 (or 4 for an easier
game) rather than rolling 1D3+2, to balance this new system.

r236. Advantages
You may start the game with one advantage from the list below. This will give a slight bonus in certain
situations and might add a little thematic flavour when choosing daily actions (r203) or encounter options.
Agility: You are fleet of foot – add +1 to the die roll when trying to escape a combat (r220e)
if alone or with one other character.
Barter: You are canny in striking a deal – pay half the amount of gold for bribes (r321-r324
or r331-r332) and for daily payment of hirelings (r333, r338-r339).
Constitution: Your Northern hardiness means that you heal quickly when you bind your wounds.
At the end of a battle, immediately heal 1 wound taken in that battle.
Hunter: You are a skilled hunter – add +1 to your Hunt total (r215b) and if wounded on a
hunt, roll 1D6 – the wounds are negated if you roll 4+.
Keen Senses: Add +1 to your Wit & Wiles when rolling on being surprised or ambushed in an
encounter (r308-r309) and treat r310 as r309.
Leader: Add +1 to your Wit & Wiles when rolling for followers deserting you though lack of
food (r216a) or lodging (r217) or when rolling on r336-r337.
Old Friend: You may choose any one character you encounter in a hex that ends in 01-08 who can
join your party due to a Talk encounter option, to be a loyal ally (r334) instead.
Persuasion: You can often talk yourself out of danger – add +1 to your Wit & Wiles when rolling
on r314-r315 or r326-r329
Ranger: Specify a terrain type (Countryside, Desert, Forest, Hills, Mountains or Swamp). Add
+1 to the chance of being Lost (r205) when making rolls on Travel table (r207).
Stealth: Add +1 to your Wit & Wiles when rolling to Hide during an encounter (r317-r318) or
when Attempting Thievery (r224).
You may gain more advantages later in the game if you are using XP (r237).

21
r237. Experience Points (XP)
Using this optional Experience system, Cal Arath can become more powerful in the game by increasing his
various stats, like Skill, Endurance or Wit & Wiles, plus Luck (r235) and gaining new Advantages (r236).
You automatically gain 5XP at the end of each week, 5XP the first time you enter a Castle or Ruins hex
marked on the map, and 5XP when you discover any [Site] or (Ψ) event in the Event Booklet. XP are gained
by completing some quests (see r241). XP are also gained by defeating enemies in combat (r220). At the end
of a combat, total combined Skill and Endurance of the defeated characters (doubled if the character has
magical abilities, like a witch or spectre), then divide by the number of characters in your party who are alive
at the end of the combat (including yourself). The result (rounded down) is the number of XP you gain.
When your total XP total reaches 50, 150, 250, 350 and 450, you can choose each time: a new Advantage
(r236) or a new Combat Tactic (r239), or gain 2 Luck points (r235).
When your XP total reaches 100 and 400, add +1 to your Skill. When your total XP reaches 200 add +1 to
your Endurance. When your total XP reaches 300 add +1 to your Wit & Wiles.
If you ever reach 500 XP and return across the Tragoth River, you instantly win the game as you are such a
powerful leader and warrior, armies will flock to your side without the need for gold!

r238. Increased Danger


If you are including XP (r237) in your game, then there are two modifications to balance the difficulty.
From the start of Week 6, you add +1 to the horizontal number on the Travel tables (r207) in the Reference
Booklet, so your result range is now 2-7. The encounters in the ‘7’ column tend to be more dangerous as they
will occur later in your adventures when you have some followers and increased your abilities.
In addition, if you encounter characters marked with † in the Event Booklet they become more dangerous.
For each 100XP you have, you then add +1 to both the Skill and Endurance of these characters.

r239. Combat Tactics


These rules increase your options in combat and might keep Cal Arath alive a little longer. A Combat Tactic
represents your fighting abilities when in battle and allows you to gain some small bonus – if you use them at
the right time. Each Combat Tactic can only be used once per combat. You begin the game with 1 Combat
Tactic of r345 - r348. Other Combat Tactics can be learnt through gaining XP (r237) or Training (r240). See
r345 to r354 for complete descriptions of each Combat Tactic available. The number in brackets at the start
of a Tactic indicates you must already have that number of Combat Tactics before being able to gain it.

r240. Combat Training


As a daily action if in a town or castle, you may train to try and improve your abilities in combat – either
raising your Skill or gaining a Combat Tactic (r239). This costs 4 gold per day in a town, or 5 gold per day in
a castle. You may also pay for other characters in your party to train, but the cost is for each character
trained. A magician, wizard, witch, druid or priest will never engage in training. If you are employed in a
castle (r233) and have a quiet day, you can opt for training at no cost – roll 1D6 and on 5-6, you get training.
You may also train in a Dwarf Mines (e059) or an Elf Haven (e166) but only if you have a dwarf or elf in
your party respectively (and who can train for 3 gold per day cost in those habitations).
When training, roll 2D6 each day (for each character) and keep track of the total, adding it to previous days
when you trained. If you roll 11 or 12 when training however, instead of adding to the training total, the
character has been wounded in the training and takes 1D6 wounds.
If your total reaches 30, you may opt to reduce your training total to 0 and gain a new Combat Tactic (r239).
If the training total reaches six times the current Skill (so 48 total training if your want to raise your Skill
from 8 to 9, other weaker characters will need less), then raise their Skill by +1 and reduce the training total
to 0. A character may not raise their Skill by more than +3 by training.
22
r241. Completing a Quest
You have been asked to undertake a quest. Note that these are not daily actions (r203) and you can only
access these tables from another section. Roll 1D6 and consult the appropriate table below:
Note: Some quests need you to ‘Investigate’, followed by a number in brackets. This is a daily action (r203)
in the habitation where you roll 1D6 and add your Wit & Wiles. When you reach the number given (after
possibly several days) you have completed the Investigation. If you ever roll a 6 on this action however, you
cannot roll further – the trail has run dry, you cannot find clues, are exposed etc – and you fail the quest.
Completing some Quests can also gain you XP (r237) and is noted below.
r241a. Completing a Quest for a Village
1 Village is under threat from bandits who are camped in a random adjacent hex. If you go there, see
e051 (r330 with 1D6+2 bandits). If you kill the bandits, the villagers will give you 25 gold (5XP).
2 Wolves have been killing livestock. You are offered 30 gold (5XP) to kill them. If you accept, at the
end of a day, roll 1D6 and on a 1-3 see e075 (with r304 as you were waiting for them).
3 Village Elder wants a message delivered to the nearest village or town. When you deliver message,
you are paid 3 gold for each hex between the two habitations (by shortest route).
4 You talk to the villagers and discover that there is a possible quest elsewhere in the village. Roll 1D6:
1-3: r241n; 4-6: r241o.
5 Village healer needs rare herbs from closest forest hex. Roll 1D6-3 (add +2 if a druid or witch is in
your party) for the number you collect each day. The healer will pay 20 gold for collecting 10 for her.
6 A mysterious beanstalk has appeared close to a farm on the outskirts of the village. The villagers will
pay you 25 gold if you climb up and see where it leads. If you agree, see e430 (5XP).

r241b. Completing a Quest for a Town


1 Townsfolk are scared of strange, eerie lights from the local graveyard and offer to pay you 20 gold if
you investigate. If you do, see e435 (5XP).
2 A ruthless prisoner has escaped from jail to a random adjacent hex. If you go there, search for the
prisoner (S6, E5 – see r330) like a cache (r214). If you bring back his head to the town, gain 40 gold.
3 Town mayor wants a message delivered to the nearest town or castle. When you deliver message, you
are paid 4 gold for each hex between the two habitations (by shortest route).
4 The town apothecary needs some rare ingredients from the nearest temple and will pay you 30 gold
and two free potions (roll twice on e175) on if you return here with them (5XP).
5 The town guard are hiring extra men to curb some unrest or prepare for some reason – see r233 for
Town (result 4), but add +1 to the daily 1D6 roll for the job.
6 There has been increased theft. The mayor will pay 50 gold if you Investigate (15). If successful, see
e173 (+1 in number, r303). At the end of each day when investigating, roll 1D6, if 1-2, see e173.

r241c. Completing a Quest for a Temple


1 A monk (S4, E5, W4) must pray at a high mountain (closest mountain hex to temple). If you go with
him on his day-long meditation and return him to temple (5XP), add +2 to Making an Offering (r212).
2 A priest (S3, E3, W25) needs to travel to the nearest habitation but is wary of bandits and dangers on
the journey. You can earn 30 gold when he gets there if you guard him on his travels.
3 Ancient scriptures have vanished from the temple archives. If you Investigate (10), you find them in
the hands of a forgetful monk! You receive free food and lodging at the temple in gratitude (5XP).
4 The temple is hiring guards to prepare for a ceremony – see r233 for Castle (result 1-2), but if you roll
a 5 on the daily 1D6 roll for the job, you must face 1D6+1 zombies (each S5, E5*, W0), see r308.
5 An old priest is meditating in the wilderness (random direction, 1D3 distance in hexes). If you take
him food (3 units, see e019), the high priest here will grant an audience (e155) if you return (5XP).
6 High priest wants an urgent message delivered to the nearest temple. When you deliver the message,
you are paid 4 gold for each hex between the two habitations (by shortest route).

23
r241d. Completing a Quest for the Baron of Huldra Castle (hex 1212)
1-2 A strange hooded figure has been sighted in the castle at night. The Baron offers you 25 gold to
uncover its’ true identity. If you accept, at the end of the day, roll 1D6: 1-2: see e400 (approach and
gain 5XP); 3-6: the figure does not appear, you may wait again tomorrow.
3-4 Baron Huldra has been injured by a giant black bear while hunting. He will pay you 50 gold to kill
the bear and bring back the pelt as a trophy (5XP). The bear was seen in hex 1411 and if you go there
and successfully search for the bear like a cache (r214), then see e084.
5-6 A mysterious knight (S8, E8) is besting all opponents in the Baron’s tournament. You will be
granted an audience (e152) if you defeat the knight (10XP). See r305 and roll 1D6: 1-2 Normal fight;
3-4: Knight uses magic sword (e186); 5-6: Knight is undead (no Skill penalties for wounds).

r241e. Completing a Quest for the Count of Drogat Castle (hex 0323)
1-2 The Count wants you to find a clasp that has been stolen from a crypt and will give you an audience
(e161 with +2 to roll) if it is returned and the thief (brutally) killed (10XP). To find the thief, you
must Investigate (12) and then roll 1D6: 1-2: e170; 3: e023; 4: e172; 5: e128; 6: e020.
3-4 The gallery of portraits in the castle is haunted. The Count offers you Wealth 50 and a magical item
(e195) if you restore order to the gallery and destroy what is haunting it (10XP). If you do not accept,
see e062. If you accept, roll 1D6: 1-2: e032; 3-4: e033; 5: e170; 6: e082.
5-6 The Count will give you wealth 60 to bring back the head of a prisoner who has escaped from the
castle dungeons (to a random adjacent hex). If you go there, search for the prisoner like a cache
(r214) and if successful, see e171 (5XP).

r241f. Completing a Quest for the Lady of Aeravir Castle (hex 1923)
1-2 The Lady suspects a visiting noble to be a spy and will give you wealth 60 to discover the noble’s
true loyalty. Investigate (15) and if successful (5XP) roll 1D6: 1-2: e023; 3-4: e170; 5-6: The noble is
indeed loyal so you also find favour with Lady Aeravir (e151).
3-4 The Lady wants you to find a chalice stolen from her chapel and will give you an audience (e160
with +2 to roll) if it is returned (5XP). To find the chalice, you must Investigate (12) and then deal
with the thief, roll 1D6: 1: e101; 2: e173; 3: e172; 4: e021; 5: e443; 6: e073 (Hostile).
5-6 The Lady is preparing for a powerful ritual in 10 days and requires rare herbs from the druids at the
Temple of Duffyd (hex 2018). If you travel there (the lady will supply up to 3 horses) to get the herbs
and then return before the ritual, the Lady will reward you with 50 gold and an audience (e160).

r241g. Completing a Quest for a Dwarf Lord (e059a)


1-2 A frost giant (†S10, E9, W10), is guarding a dwarf trade-route through the mountains (random
closest mountain hex). The Dwarf Lord of the Mine could use your help in killing it (see r330) and
offers you rare gemstones (e142) if you return with the giant’s head (1 load) as a trophy (10XP)!
3-4 The dwarves have rumours of long abandoned dwarf mines (roll 1D6 for a random direction and
another for distance in hexes, then select closest hills or mountains hex). When you get there, see
e067. When you return back to the Mines here (10XP), gain 40 gold or have an audience (e059a).
5-6 A dwarf blacksmith (S5, E6, W21), will pay you 30 gold if you guard him on his latest trip to pick
up supplies from the nearest town. You can earn another 30 gold by guarding him back to the mine
after 1D6 days at the town (and the dwarf will pay your food and lodging too).

r241h. Completing a Quest for a Wizard (e068b)


1-2 The wizard will pay you wealth 60 to get a creature trophy for his magical research. He has learnt that
they may reside in the nearest mountain hex. If you go there and search like a cache (r214), roll 1D6
for what you encounter (5XP): 1-2: e098; 3-4: e099; 5-6: e100.
3-4 The wizard’s dragon is dying and he needs elixir from the Temple of Duffyd. His magic will transport
you to the temple and gold to purchase the elixir, but you must bring it back to the tower. If you do,
gain wealth 110 plus a Dragonscale shield (+2S when defending against any attack).
5-6 The wizard’s apprentice (see e025 for abilities) has bungled his training and been locked up in the
nearest town. The wizard will pay you wealth 60 to rescue him and return him here (5XP). See r224a
for the rescue, which is like robbing a townhouse, but add +1 to number of guards.
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r241i. Completing a Quest for a Halfling Village (e070a)
1-2 The halflings will pay you 20 gold to collect fireworks (counts as 2 loads) from a magician (e016,
friendly approach), ready for a festival (e169) here in 6 days (5XP). Roll for a random direction of the
magician’s home and 1D3 for distance in hexes.
3-4 There are some strange noises coming from a small forest in an adjacent hex (if none, choose a
countryside hex). The halflings offer you 30 gold to discover what is happening there. If you go to the
hex (5XP), roll 1D6: 1-2: e198a; 3: e071; 4: e178; 5: e435; 6: e080.
5-6 A retired halfling adventurer has an old map that may point to treasure. If you escort his nephew (S3,
E5, W7) to an Elf Haven (5XP), you may have it (e147). Roll 1D6 for a random direction and then
another for distance in hexes, then choose closest forest hex for location of Haven.

r241j. Completing a Quest for a Hawk Lord (e117a)


1-2 The Lord of the Eagles has requested help from the Hawk Lord as harpies are destroying their
nests. If you go to a random adjacent (or closest) Mountain hex and kill them (e101, but add +2 to
number and then see fight option), the eagles will become your allies (see e116, 5XP).
3-4 The Hawk Lord has been betrayed by his advisor and there is insurrection! The Lord offers you
wealth 60 to fight alongside his valiant troops. If you do, see e108 for the hawk-men you must fight
(r330). If you refuse, you must escape the hex and can never return.
5-6 The Hawk Lord will grant you an audience (e117a with +1 to the roll) if you get the egg of a roc,
griffon or dragon. He believes there is a nest in a random adjacent (or closest) Mountain hex. If you
go there (5XP), see e439 and then return with an egg. The Hawk Lord has magic to make it hatch...

r241k. Completing a Quest for a Giant Chieftain (e118a)


1-2 The Chieftain will give you wealth 110 to destroy rock golems constructed too close to the castle (a
random adjacent Hill or Mountain hex) by Zenobia, a seductive sorceress. If you accept, there are
1D3+1 golems (each S8, E8*) led by Zenobia (†S4 and see e023a, E4, W60). See r330 for combat.
3-4 The castle is built on some ancient ruins that can be explored (see e064, 5XP) if you are brave
enough. The Giant Chieftain is always interested in magical treasure and creature trophies, and will
buy any from you (see result 11 on r231).
5-6 The Chieftain’s brother (S9, E8), has fallen into an enchanted sleep - only the magic of a wizard,
magician or witch to wake him. If you have such a character in your party (or return here with one),
he will join you as an ally (r334) and the Chieftain will grant an audience (e118b with +1 to roll).

r241l. Completing a Quest for the Elf King (e166a)


1-2 An elf mage (S5, E5, W15) will give you a magical item (e195) if you help him explore a place of
ancient magic within the forest. Select closest random forest hex and when you get there, search for
the site as if a cache (r214). If successful, see e198 (5XP).
3-4 An elf vision gem has shown a prophecy that the dark wizard Castamaris will rule the Northlands
and your throne is lost. The Elf King gives you 50 gold and bids you leave the Haven immediately
(10XP). You must complete your quest within 9 rather than 10 weeks. (Ψ)
5-6 A wounded unicorn has reached the Haven, injured by a savage beast. The Elf King will grant an
audience (e166a, with +1 to roll) if you go to the forest (random direction, 1D3 hex distance, then
closest forest hex) and kill the creature (10XP). Roll 1D6: 1-2: e171; 3-4: e033; 5-6: e074.

r241m. Completing a Quest for a Thieves’ Guild (r224)


1-2 An assassin (S7, E5, W50) has killed the Guild Head. If you find and kill the assassin - Investigate
(18) and see r330 (assassin gains +2S in a surprise round) you may become the new Guild Head.
Gain 3D6 gold each day, but also roll 1D6 – on a 1, an assassin attacks you (as above, r308) at night.
3-4 You discover an opportunity to rob the nearest temple or castle (or a special habitation if closer). If
you go there, see r224b (due to increased watchfulness, your Wit & Wiles is reduced by 1 for roll).
Add +2 to number of guards encountered, but roll twice for amount of loot gained.
5-6 An important visitor is staying in the town. You can rob them as if you were in their habitation (see
r224b). Roll 1D6: 1-2: Lord of nearest castle (see e130 for wealth); 3: High Priest of nearest temple
(wealth 100); 4: Dwarf Lord; 5: Wizard; 6: Elf Noble.
25
r241n. Completing a Quest for a Tavern (r230)
1 There are rats in the cellar. The tavern owner offers you 20 gold to kill them. If you accept, at the
end of a day, roll 1D6 and on a 1-4 see e432 (with r303 as you were waiting for them).
2 The tavern has been targeted by thieves. You are offered 30 gold to kill them. If you accept, at the
end of a day, roll 1D6 and on a 1-3 see e173 (with r302 as you were waiting for them).
3 The tavern owner wants a keg (counts as 2 loads) of his finest beer delivered to the nearest village,
town or castle. You will be given a horse and paid 4 gold for each hex travelled (by shortest route).
4 An adventurer has gone missing and the tavern will pay 20 gold (5XP) for bringing an old soul
‘home’. Roll for random direction then search in the hex as a cache (r214) to find the body.
5 The tavern keeper needs a bouncer – see r233, using village or town results as appropriate (use
‘village’ if tavern is by a road or ‘town’ if this tavern is in any sort of castle).
6 You talk to folk in the tavern and discover that there is a possible quest in the habitation – roll again
on the appropriate r241 table. If the tavern is not in a habitation hex, there is no quest available.

r241o. Completing a Quest for a Merchant (r231)


1 The merchant wants a bolt (counts as 3 loads) of fine cloth delivered to the nearest town or castle.
You will be given a horse and paid 5 gold for each hex travelled (by shortest route) on delivery.
2 The merchant wants animal pelts (counts as 5 loads) collected from the nearest village. You will be
given a horse and paid 4 gold for each hex travelled (by shortest route) when you return.
3 A merchant caravan is leaving tomorrow towards the nearest habitation – you can sign on as guards
if you wish – see e129 for details.
4 A new merchant is undercutting everyone else. A merchant offers you 30 gold to discover the secret:
Investigate (12). If successful, ‘put the new merchant out of business’ – see e128 (attack option).
5 The merchant has been targeted by thieves. You are offered 40 gold to kill them. If you accept, at the
end of a day, roll 1D6 and on a 1-3 see e173 (with r302 as you were waiting for them).
6 You talk to the merchants in the market and discover that there is a possible quest in the habitation –
roll again on the appropriate r241 table.

r242. Armor
Using these optional rules requires a little book-keeping but might make combat easier to survive.
Armor can absorb wounds in combat before your Endurance starts to be affected. At the end of a combat, if
the armor took any wounds, you must roll 1D6 for the armor: 1: The armor is destroyed; 2: The armor must
be repaired before it can be used again; 3-6: The armor is unaffected by the combat.
Armor is also heavy and counts towards the loads (r206) you carry. Armor can be purchased (and repaired)
at a blacksmith when you Visit the Market (r231). There are three types of armor:
Shield: This absorbs 1 wound in a combat. It costs 5 gold (2 gold to repair; counts as 1 load).
Chainmail Armor: This absorbs 2 wounds in a combat. It costs 10 gold (4 gold to repair; counts as 2 loads).
Plate Armor: This absorbs 4 wounds in a combat and costs 20 gold (12 gold to repair; counts as 4 loads). It
is only available to buy and be repaired at a Castle however.
You may only purchase armor for yourself as the Barbarian Prince (although you may purchase multiple sets
in case of damage) and can obviously only wear one set of armor at a time! Characters in your party or that
you encounter might be wearing armor, but it will already be factored into their Skill and Endurance.

26
Encounter References

r300. Surprise
Your party surprises the characters encountered in combat (r220).

r301. Surprise
Roll 1D6, if your Wit & Wiles equals or exceeds the die roll, your party surprises the characters encountered,
otherwise you strike first in combat (r220).

r302. Surprise
Roll 1D6, if your Wit & Wiles exceeds the die roll, your party surprises the characters encountered,
otherwise you strike first in combat (r220).

r303. Surprise
Roll 1D6, if the number of characters in your party is less than the roll, your party surprises the characters
encountered; otherwise you strike first in combat (r220).

r304. Attack
Your party strikes first in combat (r220) against the characters.

r305. Attack
Roll 1D6, if your Wit & Wiles equals or exceeds the die roll, you strike first in combat (r220); otherwise,
characters encountered strike first.

r306. Attacked
Roll 1D6, if your Wit & Wiles exceeds the die roll, you strike first in combat (r220); otherwise, characters
encountered strike first.

r307. Attacked
Characters encountered strike first in combat (r220) against your party.

r308. Surprised
Roll 1D6, if your Wit & Wiles equals or exceeds the die roll, you sense danger, characters encountered only
strike first against you in combat (r220); otherwise, you fail to sense danger and they surprise you (r220d).

r309. Surprised
Roll 1D6, if your Wit & Wiles exceeds the die roll, you sense danger, characters encountered only strike first
against you in combat (r220); otherwise, you fail to sense danger and they surprise you (r220d).

r310. Surprised
Characters encountered surprise your party (r220d) and cause combat (r220).

r311. Escape
Your party escapes to an adjacent hex (r218). Roll 1D6, if the result is a 1, you are pursued (see r344).

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r312. Escape Mounted
You can ride away if your entire party has mounts - you escape to an adjacent hex (r218). If some of your
party lack mounts, they can be abandoned to permit the rest to escape, or your entire party cannot escape (see
r330). If encountered characters also have mounts, roll 1D6, if the result is a 1-2, you are pursued (see r344).

r313. Escape Flying


You can fly away if your entire party is able to fly - you escape to an adjacent hex (r218). If some of your
party cannot fly, they can be abandoned to permit the rest to escape, or your entire party cannot escape (see
r330). If encountered characters can also fly, roll 1D6, if the result is a 1-3, you are pursued (see r344).

r314. Escape
You try to talk your way past them. Roll 1D6, if your Wit & Wiles equals or exceeds the die roll, your party
escapes to an adjacent hex (r218); otherwise return to previous event and select another option.

r315. Escape
You try to throw them off with a few well-chosen words. Roll 1D6, if your Wit & Wiles exceeds the die roll,
your party escapes to an adjacent hex (r218); otherwise, return to previous event and select another option.

r316. Hide
Your party hides in this hex (r218).

r317. Hide
You think quickly and try to hide. Roll 1D6, if your Wit & Wiles equals or exceeds the roll, your party hides
in this hex (r218); otherwise, return to the previous event and select another option.

r318. Hide
You decide to try hiding. Roll 1D6, if your Wit & Wiles exceeds the die roll, your party hides in this hex
(r218); otherwise you didn't think fast enough - return to previous event and select a new option.

r319. Hide
You look around for enough cover to hide your party. Roll 1D6, if the number of characters in your party is
equal to or less than the die roll, you can hide (r218) in this hex; otherwise return to previous event and select
another option. You can't abandon characters to allow the rest to hide - they would reveal your hiding place!

r320. Hide
You look around for cover. Roll 1D6, if the number of characters in your party is less than the die roll, then
you can hide (r218) in this hex; otherwise, return to previous event and select another option. You cannot
abandon members of your party to allow the rest to hide - they would reveal your hiding place!

r321. Bribe to Pass (amount)


If you pay the amount of gold indicated, characters encountered will let you pass and the encounter ends.
Otherwise, they become hostile and try to stop you, see (r330) and add +1 to your dice roll.

r322. Bribe to Pass (amount)


Characters encountered have a nasty look, but if you pay the amount of gold indicated they will pass your
party and the event will end. Otherwise, go to (r330) and prepare to battle.

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r323. Bribe to Pass (amount)
Characters encountered seem unsavory, you don't know what to expect, except that if you pay the amount of
gold demanded you can pass and the event ends. Otherwise, there is risk of ambush and surprise, go to (r330)
with -1 to your dice roll there.

r324. Bribe to Pass (amount)


Characters encountered have weapons drawn, putting you at a disadvantage. Either you pay the amount of
gold they demand and end this event, or you can let them attack and strike first in combat (r220).

r325. Pass
Characters lose interest in your party, encounter and event ends now.

r326. Pass
You think you can lull their suspicions. Roll 1D6, if your Wit & Wiles equal or exceed the roll, the
characters encountered let your party pass, the event ends. Otherwise, see (r330) and add +1 to your dice roll.

r327. Pass
Characters encountered look nasty, but slow on the uptake — you try to talk your way past. Roll 1D6, if your
Wit & Wiles equal or exceed the roll, the characters let your party pass, event ends. Otherwise, go to (r330).

r328. Pass
Characters encountered look rough, but you try to talk your way out of a fight. Roll 1D6, if your Wit &
Wiles exceeds the roll, they let your party pass and event ends; otherwise, see (r330).

r329. Pass
Characters encountered have an unpleasant gleam in their eyes. Roll 1D6, if your Wit & Wiles exceeds the
roll they let your party pass, event ends; otherwise, go to (r330) with -1 from your dice roll there.

r330. Battle Reference


You are forced to fight with the characters encountered, roll 2D6 and go to the reference: 2(or less): r310; 3:
r309; 4: r308; 5: r307; 6: r306; 7: r305; 8: r304; 9: r303; 10: r302; 11: r301; 12+: r300.

r331. Bribe to Join (amount)


Characters encountered are looking for easy money. They will join your party if you pay the gold requested.
If you don't pay, roll one die: 1-3: Characters ignore you, event ends; 4: r321; 5: r322; 6: r323.
If they are paid and do join, they will remain until you fail to give them (as a group) an equal share of any
new gold acquired (equal share is at least as much as you get yourself), or until any member of your party is
abandoned or killed. If either of these happens, even if in the midst of combat, these unreliable mercenaries
will immediately abandon your party and disappear!

r332. Bribe to Hire (amount)


Character(s) will hire as henchmen for 2 gold each day, provided you pay them the bonus gold they request.
Daily pay starts tomorrow. The character(s) will remain in your party as long as they are paid, or until you
abandon them. If more than one character is encountered, you must hire all or none as a group. The bonus is
paid to the group as a whole. They only work as a group, so if you abandon one of them, they will all leave.
If you don't hire them, roll 1D6: 1-2: Characters ignore you; 3: r321; 4: r322; 5: r323; 6: r324.

29
r333. Hirelings
Character(s) encountered need a job! They will hire on with your party at a cost of 2 gold each day, provided
you pay today's wages right now. They will remain with your party as long as they are paid every day at the
evening meal (r215). If more than one character, you can hire some or all, as desired. If you don't hire any of
them, roll 1D6: 1-3: r325; 4: They pass on news (see event for nearest habitation) and leave; 5: r326; 6: r327.

r334. Ally
You discover the character(s) know about your quest to regain your throne, and also have a personal grudge
against the usurpers. They will join your party as loyal followers, remain with you at no cost (beyond food
and lodging, even helping to pay if they can) and will not desert due to starvation (216b) or lodging (r217).

r335. Escapee
Character(s) encountered are fleeing someone. They will join your party if you permit it, and at no cost to
you (other than food and lodging), but will disappear whenever you enter any habitation hex.

r336. Plead Comrades


You try to talk the character(s) into joining your party, as they seem sympathetic and interested. Roll 1D6: if
your Wit & Wiles equals or exceeds the roll, they will join as followers; otherwise they leave and event ends,
but roll 1D6 and on a 6 they pass on some news (see event for nearest habitation) before they depart.

r337. Plead Comrades


The character(s) encountered look unsavory but willing to talk. You try to convince them to join your party.
Roll 1D6: if your Wit & Wiles exceed the roll, they join as followers. Otherwise, roll 1D6: 1: r325; 2: r330;
3: r340; 4: r341; 5: r342; 6: They pass on some news (see event for nearest habitation) and then depart.

r338. Convince Hirelings


Character(s) encountered look dubiously at you, but you try to convince them to join your party. Roll 1D6: if
your Wit & Wiles equals or exceeds the die roll, they will join as hirelings. You must pay them 1gold each
day if your Wit & Wiles exceeds the die roll; or 2 gold per day if your Wit & Wiles equaled the roll. Today's
pay must be given to each immediately. If more than one is encountered, you can hire some instead of all if
you wish. Those who are not hired (or if you fail to convince them to join) will pass by, ending the event.

r339. Convince Hirelings


Character(s) encountered look askance at you, and will pass by (event ends) unless you stop to talk.
If you stop to talk, you decide to convince them to join your party as hirelings. Roll 1D6; if your Wit &
Wiles exceeds the die roll, they will join at 2 gold pay per day with today's gold due now. You can hire some
instead of all if you desire. If you fail to convince them to join as hirelings, roll 1D6: 1: They pass on some
news (see event for nearest habitation) and then depart; 2-3: r325; 4-6: r330.

r340. Looter
Character(s) encountered look like they are in need of money. You can let them pass (encounter ends but roll
1D6 and on a 6 you gain news - see event for nearest habitation) or try to convince them to join you.
If you try to convince them, roll 1D6. If your Wit & Wiles equals or exceeds the roll, they will join your
party and remain as long as they get an equal share in any new gold you acquire (each gets as least as much
as you). If you deny them their share, or fail to convince them to join, they may become hostile, roll 1D6:
1-2 They attack you personally in combat (r220), and have the first strike.
3-4 They attack your party in combat (r220); see r330 for situation.
5-6 They depart angry, but without fighting, event ends.

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r341. Conversation
In an extended period of talking, you gradually discover the interests and attitudes of the character(s) you
encountered. This takes a good deal of time, you cannot travel any further today, and any other daily actions
unfinished cannot be completed either. For the results of the talk, roll 2D6:
2 A hired assassin surprises you (r310) in combat (r220) and always strikes at you personally.
3 Bandits, who may surprise you, see (r308).
4 Arrogant and surly, the conversation turns into an argument, see (r305).
5 Character(s) needs 10 gold now (see r331) but even if they do join, they will leave your
party when you next enter a village, town, castle or temple marked on the map.
6 Character(s) ask for 5 gold now and employment, see (r332).
7 Character(s) willing to hire as henchmen, see (r333).
8 Character(s) looking for fun and profit, see (r338).
9 Character(s) fugitive from local justice, see (r335).
10 Character(s) down on luck, looking for a turn in fortunes, see (r336).
11 Character(s) obviously plundering mercenaries, see (r340).
12 Character(s) discover a common cause with you; see (r334).

r342. General Inquiry


You are unsure of attitudes, and make some general inquiries to determine what these encountered characters
seem interested in. Roll 2D6:
2 You unwittingly give insult; see (r309).
3 You are unwillingly forced into combat; see (r330).
4 Character(s) interested in loot, see (r340).
5 Character(s) attempt attack on you, see (r306).
6 Character(s) uninterested in you, but may pass on some news – roll 1D6 and on a 6, see event
for nearest habitation, before they depart.
7 Character(s) reveal themselves gradually; you can talk further (r341) or let them pass (r325).
8 Character(s) are for hire; see (r333).
9 Character(s) may be for hire, see (r339).
10 Character(s) may be sympathetic to your cause, see (r337).
11 Character(s) uninterested, but may be for hire, see (r338).
12 Character(s) aloof, but might consider joining you, see (r336).

r343. Victim Selection


One character in your party is the victim or target of the attack. If your party is just you, then you are the
target. Otherwise, select characters in your party one by one, in any order you choose. When you select a
character, roll 1D6. If the result is "6" that character is the target, otherwise select another character and try
again. Continue going through the characters in your party again if necessary, until the target is selected.

r344. Pursued
The encountered characters give chase! Roll 2D6 and add your Wit & Wiles, then subtract the total number
of characters on both sides. Finally, add +1 if in a forest, mountains or habitation hex, or -1 if in a swamp,
desert or farmland hex. If the final total is 8+, then you have successfully escaped (r218); if the total is 7, you
must repeat the roll but with an additional -1 modifier as your pursuers are catching up; if the total is 6 or
less, you are caught by your pursuers and must fight (r306).

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Optional Combat Tactics

r345. Parry
(0) Add +3 to your Skill when defending in one combat round against a Character with Skill 6 or less.

r346. Quick Thrust


(0) Add +2 to your Skill when attacking in one combat round against a Character with Skill 6 or less.

r347. Block
(0) Ignore up to 2 wounds caused by a single successful strike of an attacking Character with Skill 6 or less.

r348. Swift Strike


(0) Strike twice in one combat round against a Character with Skill 6 or less.

r349. Stamina
(1) Ignore all negative modifiers to your Skill due to wounds for 3 combat rounds; then take 1 wound.

r350. Feint
(2) Add +3 to your Skill when defending in one combat round against all Characters with Skill 7 or less.

r351. Vicious Strike


(2) Add +2 wounds to a single successful strike you make against a Character with a Skill of 7 or less.

r352. Blade Mastery


(3) Add +2 to your Skill for one combat round against all Characters with Skill 8 or less.

r353. Dodge
(3) Ignore all wounds caused by a single successful strike of an attacking Character with Skill 8 or less.

r354. Battle Fury


(4) Add +2 to your Skill when attacking in this combat but take 1 wound at the end of each combat round.
Due to your fury you ignore all negative modifiers due to your wounds.

Barbarian Prince Copyright ©1981, Arnold Hendrick, Heritage USA 8700,


40th Anniversary Edition, ‘Ultimate’ Edition, Simon Cogan 2021/2024
With thanks to: Kevin, Steve, Joao, Jonathon, Anna & Jess

32

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