Rules Completed 1.0
Rules Completed 1.0
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].
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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.
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.
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)
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).
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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.
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].
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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].
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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.
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.
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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).
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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.
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).
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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.
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).
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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.
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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.
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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.
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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.
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).
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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!
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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).
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).
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!
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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.
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.
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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.
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).
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.
r347. Block
(0) Ignore up to 2 wounds caused by a single successful strike of an attacking 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.
r353. Dodge
(3) Ignore all wounds caused by a single successful strike of an attacking Character with Skill 8 or less.
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