Delving Deeper

RÈGLES DE

REFERENCE

Hypertexte

par Simon J. Bull

Crédits



Règles originales: E. Gary Gygax, Dave Arneson

Auteurs: Simon J. Bull, Cameron Dubeers

Production: Simon J. Bull

Relecture: Ethan Sincox, Peter Fröhlich, Zach Howard, David Macauley

Assistance technique: Peter Fröhlich, Ramanan Sivaranjan

Traduction: Philippe Tromeur

Logo de Delving Deeper: Mark Allen

v4.150505 d'après DD Ref Rules v4b

Discussions en http://forum.immersiveink.com/

Section I: Héros & Magie

Introduction

Delving Deeper est un portail vers des royaumes où la magie fonctionne et les dragons existent, où les elfes et nains combattent aux côté des humains contre les gobelins et géants, et où un solide bras armé peut assurer le succès dans la bataille. Seuls sont nécessaires un peu de papeterie, quelques amis et une  vive imagination.

Un joueur arbitrera ce monde imaginaire, alors que les autres assumeront le rôle d'aventuriers pour l'explorer. En tant que héros et mages ils feront face à ses défis, vainquant des monstres et gagnant de fabuleux trésors en s'élevant à la célébrité ou, s'ils sont imprudents, disparaissant dans l'obscurité.

A propos de ces règles

Les joueurs devraient débuter par la Section I qui détaille les personnages jouables, l'équipement et les employés disponibles, et les sorts disponibles aux lanceurs de sorts. Les joueurs n'ont pas besoin de lire plus loin.

Les arbitres potentiels sont encouragés à poursuivre immédiatement jusqu'à la Section II dans laquelle se trouvent des lignes directrices pour construire un monde de campagne et le remplir de donjons, monstres, et trésors, ainsi que des conseils pour mener des aventures autour de ces éléments. Finalement, la Section III est prévue comme référence pour les arbitres; elle contient toutes sorts de monstres—des androïdes aux zombies—et de trésors incluant baguettes magiques, armes, et une pléthore d'autres articles.

Termes courants

Delving Deeper est un jeu de rôle dans lequel les joueurs interprêtent des personnages joueurs (PJ) et l'arbitre interprête des personnages non-joueurs (PNJ), dont les monstres. Ils ont tous un certain nombre de dés de vie (DV) qui sont des dés à six faces lancés pour voir quel nombre de points de vie (PV) peuvent être perdus avant de mourir. La Classe d'armure (CA) est une mesure de la protection contre les attaques physiques, tandis que les jets de sauvegarde sont faits pour éviter des destins comme être empoisonné, transformé en pierre, ou vaporisé par le souffle d'un dragon. Les personnages joueurs accumulent des points d'expérience (PX) afin de progresser dans des niveaux successifs de capacité.

Les Distances, Portées, and Vitesses de Déplacement

sont exprimées en cases. La distance réelle représentée par une case dépend de l'échelle de jeu. A l'échelle du combat en donjon 1" représente 3 mètres. A l'échelle du combat  en extérieur, 1" représente 10 mètres. A l'échelle de l'exploration terrestre et ocean, 1" de déplacement represente 1 mille par jour.

Le Niveau du Donjon

désigne sa profondeur souterraine. Le 1er niveau du donjon est le plus superficiel, le 2e niveau du donjon est le niveau immédiatement plus profond, etc. Les niveaux du donjon sont plus riches en dangers et en récompenses que les niveaux du donjon les plus superficiels. Les joueurs détermineront habituellement quel niveau du donjon ils souhaitent explorer.

Le Niveau d'Expérience

mesure la puissance relative des personnages joueurs. Les joueurs commencent au 1er niveau d'expérience (le moins puissant) et progresseront vers les niveaux supérieurs. Bien que les niveaux d'expérience soient théoriquement illimités, ces règles assument que la majorité du jeu se déroulera entre les 1er et 12e niveaux d'expérience.

La Pièce d'Or

(po) est l'unité monétaire basique dans les échanges de biens. Une pièce d'or vaut 10 pièces d'argent ou 100 pièces de cuivre. 20 pièces de tout type pèsent un total d'une livre.

Les Héros

incluent tous les humanoïdes de stature héroïque et tous les monstres représentant une menace héroïque. Collectivement ce sont toutes les créatures avec 3 dés de vie ou plus, mais moins que 7 dés de vie.

Les Humanoïdes

sont tous les humains et autres créatures de mêmes proportions basiques incluant androïdes, hommes des cavernes, nains, elfes, gnolls, gnomes, gobelins, semi-hommes, hobgobelins, kobolds, hommes-lézards, tritons, nixes, orques, et lutins. La majorité des humanoïdes sont également des quidams mais des individus exceptionnels peuvent être plutôt héroïques ou superhéroïques.

Les Monstres

sont toutes les créatures interprétées par l'arbitre. Ils incluent les dragons, orques, vampires, et autres véritables horreurs du monde souterrain, ainsi que les citadins, les employés, et même les héros non-joueurs du monde du jeu.

Un Test de Moral

est le lancer de deux dés à six faces, utilisé par l'arbitre pour déterminer le comportement des monstres (incluant les humanoïdes) dans des circonstances potentiellement mortelles, particulièrement en combat.

Les Projectiles Normaux

sont tous les projectiles non-magiques incluant les lances, pierres, flèches, et carreaux tiré par les quidams humanoïdes. Un projectile autrement normal, tiré par un héros/superhéros, est consideré héroïque.

Les Quidams

incluent tous les humanoïdes et autres créatures de stature inférieure à héroïque status. Collectivement ce sont toutes les créatures avec moins de 3 dés de vie.

Les Armes Normales

sont toutes les armes non-magiques incluant les épées, lances, haches, et masses maniées par les quidams humanoïdes. Une arme autrement normale, maniée par un héros/superhéros, est considerée héroïque.

Un Test de Réaction

est le lancer de deux dés à six faces, utilisé par l'arbitre pour déterminer comment les monstres (incluant les humanoïdes) réagissent face aux joueurs, particulièrement lors de leur première rencontre et dans les négociations.

Un Jet de Sauvegarde

est le lancer d'un dé à vingt faces utilisé par le joueur pour éviter une calamité potentiellement mortelle comme être empoisonné, changé en pierre, ou vaporisé par un souffle offensif de dragon.

Les Superhéros

incluent tous les humanoïdes de stature superhéroïque et tous les monstres représentant une menace superhéroïque. Collectivement ce sont toutes les créatures avec 7 dés de vie ou plus.

Un Test de Survie

est le jet d'un dé à cent faces utilisé par le joueur or l'arbitre pour déterminer si un personnage ou monstre survivra à être relevé d'entre les morts, polymorphé dans une autre forme, ou restauré à la chair après avoir été changé en pierre.

Un Tour

est toute période durant laquelle un joueur choisit une action pour son personnage. Aux échelles du combat en donjon et extérieur, un tour représente one minute. A l'échelle de l'exploration de donjon un tour représente dix minutes. A l'échelle de l'exploration terrestre, un tour représente un jour.

Les Fournitures du Joueur

Les fournitures essentielles au jeu sont détaillées ci-dessous, suivies de bonus optionnels qu'un joueur peut désirer. Ces essentiels sont tous faciles à trouver et bon marché (ou gratuits) ; même les dés polyédriques se trouvent facilement en boutiques de jeux ou en ligne.

Les Essentiels :

Bonus Optionnels :

Les Dés

Les joueurs de Delving Deeper ont besoin de dés à six et vingt faces. Quelques-uns suffiront mais le jeu sera plus rapide avec une demi-douzaine (ou plus) de chaque. Pour une ambiance résolument rétro, les dés à vingt faces peuvent être marqués 0-9 deux fois, 0 représentant 10 et l'une des deux séries de 0-9 étant identifiées comme devant être additionnée à 10.

Préparation au Jeu

Un joueur devrait initialement prendre connaissance du monde de campagneaurpès de l'arbitre. Cette information peut être schématique ou généreuse selon la préparation de l'arbitre et le nombre de joueurs qui le connaissent déjà. Quel que soit la cas, c'est le rôle du joueur d'insérer son nouveau personnage dans le monde imaginaire et de l'enrichir par sa présence. Qu'il soit riche ou pauvre, chaque personnage doit laisser une trace !

Avan,t de choisir un personnage, le joueur devrait se familiariser avec les options présentées ici. Il peut désirer jouer un certain type de personnage depuis le début, mais devrait également être prêt à s'accomoder de tout ce que les dés peuvent apporter.

Si occasionnellement les dés semblent cruels, le joueur doit savoir qu'un grand plaisir peut découler de personnages non-conventionnels et de fins dramatiques. Tel sera le destin de nombre d'aventuriers.

Les jouers devraient être prêts à participer au jeu, saisissant les défis présentés  avec créativité et imagination ; c'est la meilleure partie du jeu. Avant tout le joueur doit être prêt à accepter les jugements de l'arbitre et apprécier toutes les circonstances de jeu pouvant advenir.

L'aventure commence... Maintenant !

Personnages Joueurs

Après s'être enquis du monde de campagne auprès de l'arbitre, le joueur aura pour première mission de construire une personnalité imaginaire, son personnage. Le joueur choisira désormais les actions de ce personnage dans le jeu.

Alignement

Chaque personnage doit choisir un côté dans la lutte éternelle. Il est soit de la loi, soit du chaos, sinon neutre.

La loi est la civilité et l'ordre, et soutient le bien commun. Le chaos est l'anarchie et la brutalité, et ébranle le bien commun. Le neutralité n'est ni pour la loi ni pour le chaos, mais pour l'individu et ceux qui n'ont aucun enjeu dans cette compétition suprême.

Détermination des Caractéristiques

Les personnages sont mesurés par six caractéristiques: force, intelligence, sagesse, dextérité, constitution, et charisme. Chacune est déterminée, dans l'ordre, par l'arbitre, avec un jet de trois dés à six faces produisant des scores de 3 à 18. Le joueur devrait noter ces chiffres sur une fiche de personnage ou une feuille de notes avant de sélectionner sa classe.

Caractéristiques Principales

L'une des six caractéristiques est considérée être la caractéristique principale pour chaque class de personnage. Les guerriers devraient être forts, les magiciens devraient être intelligents, et les clercs devraient être sages.

Un personnage acquerra un plus grand ou plsu petit nombre de points d'expérience lors de ses aventures en fonction de son score de caractéristique principale.

Table 1.1 Expérience Acquise
Caractéristique Ajustement
Principale d'Expérience
3-5 −20%
6-8 −10%
9-12 .
13-15 +5%
16-18 +10%

Bien qu'un score élevé peut prédisposer un joueur vers une classe particulière et qu'un score bas puisse le dissuader, les scores de caractéristique n'excluent la sélection d'aucune classe. Ils ne déterminent pas non plus le succès d'un personnage (qui dépend primordialement de la statégie du joueur).

Supposons, par exemple, qu'un joueur potentiel ait reçu ces scores de caractéristique :

Force 11
Dextérité 10
Intelligence 14
Constitution 12
Sagesse 6
Charisme 9

Avec un score de sagesse de 6 ce personnage progresserait lentement en tant que clerc. Sa vive intelligence signifie qu'il serait un bon magicien; cependant, à cause d'une inclinaison préalable pour le héroïque combat, le joueur choisir un rôle de guerrier. Sa force de 11 est parfaitement respectable et sa constitution de 12 indique une bonne condition physique. Un score de dextérité score de 10 n'est ni rapide ni lente, mais son score ordinaire de charisme signifie que le joueur ne devrait pas excessivement compter sur la loyauté de ses suivants.

Explication des Caractéristiques

Voici une explication de chacune des six caractéristiques.

La Force

est la puissance physique brute. Elle est utile pour forcer les portes, soulever les portails, et transporter de l'équipement lourd incluant un trésor! La force est la caractéristique principale des guerriers.

Table 1.2 Ajustements de la Force
Score de
Ajust. Ouvrir Vitesses de Déplacement Autorisées selon Charge
Force
Dégâts* Portes 12" 9" 6" 3"
3-6 . 6 50 livres 75 livres 100 livres 150 livres
7-14 . 5-6 75 livres 100 livres 150 livres 225 livres
15-18 +1 5-6 100 livres 150 livres 200 livres 300 livres
* Les ajustements de dégâts ne sont applicables qu'aux guerriers en combat au contact.
Les Vitesses de Déplacement

permises selon l'encombrement sont pour les personnages de taille et de morphologie humaine. Elles devraient être adaptées proportionnellement pour d'autres morphologies mais tout personnage réduit à la moitié de sa vitesse de déplacement est considéré encombré. Les vitesses de déplacement sont exprimées en cases dont l'échelle dépend de l'environnement exploré, pour déterminer la véritable vitesse au sol.

L'Intelligence

est la ruse, la perspicacité, et l'éducation ; un langage additionnel est connnu pour chaque point au-delà de 10. L'intelligence est la caractéristique principale des magiciens et est utile à l'arbitre pour déterminer le choix d'action d'un personnage non-joueur.

De Nombreux Langages

sont parlés à travers le world du jeu, chaque peuple intelligente parlant son propre langage. Les humanoïdes partagent aussi une “langue commune” que 20% de toutes les créatures intelligentes parlent.

Table 1.3 Langages Connus
Score Langages
d'Intelligence Connus
3-10 2
11 3
12 4
13 5
14 6
15 7
16 8
17 9
18 10

S'y ajoutent les langues de la loi, du chaos, et de la neutralité qui sont connues des membres parlants de ces alignements. Les créatures d'un alignement reconnaîtront les autres langues d'alignement sans les comprendre. Les chaotiques attaqueront les locuteurs de la loi et vice versa.

Les personnages joueurs connnaîtront toujours au moins deux langages: la langue commune et une langue d'alignement. Les personnages joueurs non-humains peuvent connaître des langages additionnels tout comme les personnages avec une intelligence supérieure à la moyenne. Additionnellement, certains sorts et objets magiques aideront à la compréhension des langages inconnus.

La Sagesse

est l'intuition, le sens commun, et la maturité. Tous les 2 points de sagesse au-delà de 10 ajoutent 1 point à la caractéristique principale du personnage dans le but de calculer les points d'expérience gagnée. La sagesse est la caractéristique principale des clercs et fonctionne comme l'intelligence pour déterminer le choix d'action d'un personnage non-joueur.

La Dextérité

est la vitesse de réaction, la coordination et l'agilité. Elle est utile pour les tirs précis et pour les réflexes rapides lorsque l'initiative est en question. La dextérité est la caractéristique principale des voleurs (si utilisés).

Table 1.4 Dextérité Adjustments
Score de
Ajust. Ajust. au Toucher
Dextérité d'Initiative
avec les Projectiles
3-6 −1 −1
7-8 . −1
9-12 . .
13-14 . +1
15-18 +1 +1
Constitution

est l'énergie, la condition physique, et la solidité. Elle détermine combien de  dégâts peuvent être subis, et si un personnage peut supporter ou non d'être relevé des morts, polymorphé, ou pétrifié.

Table 1.5 Constitution Adjustments
Score de Points de Vie Shock
Constitution par Dé Survival
3-6 −1* 20%
7-8 . 40%
9 . 60%
10 . 70%
11 . 80%
12 . 90%
13-14 . Always
15-18 +1 Always
* Minimum 1 hit point per dé.
Shock Survival

is the probabilité that a character will survive the greatest physical ordeals. This check is required to be raised from the dead (any failed attempt indicates that no subsequent attempt can ever succeed), to survive returning to flesh after being turned to stone, and to survive transformation into another shape by the funeste polymorphie sort.

Charisme

is comeliness, personal charm, and social influence. It is useful in determining réactions, in negotiations, and for attracting monstres into service. It determines the number of serviteurs a character can have and the loyauté of any mercenaires.

Table 1.6 Charisme Adjustments
Score de
Serviteurs
Loyauté Réaction
Charisme Maximum Adj. Adj.
3 1 −2 −1
4 2 −1 −1
5 2 −1 −1
6 3 . −1
7-8 3 . .
9-12 4 . .
13-14 6 +1 .
15 6 +1 +1
16 8 +2 +1
17 8 +2 +1
18 10 +4 +1

Classes

Having been given caractéristique scores the joueur must select a class. Characters begin at the 1st level in the chosen class and thereafter advance to successive niveaux d'expérience by returning to a safe haven after accumulating the necessary number of points d'expérience.

The numbers of dés de vie

given on the following charts are always six-sided and are thrown to determine the number of points de vie of dégâts that can be sustained before death. Dés de vie are thrown and summed with any additions being added to the total.

The figures given for each jet de sauvegarde catégorie are those required on a twenty-sided dé to avert various calamities.

Points d'Expérience

(PX) are earned primarily by recovering (not merely finding) trésor. 1 PX is awarded per pièce d'or worth of trésor recovered though the division of any such riches, and hence any PX, is entirely up to the joueurs.

Expérience points are also earned by defeating monstres. 100 PX are awarded for each dé de vie of each enemy defeated. The arbitre may increase the base award for espécially dangerous enemies including those with poisonous, paralyzing, or multiple attacks.

Expérience awards for defeating monstres are échelled according to the ratio of the niveau du donjon to the character level so that higher level joueurs are encouraged to seek appropriate challenges. If a party of 1st level characters were to defeat a douzaine 1 DV orques on the 1st niveau du donjon they would be awarded 1,200 PX between them. If a party of 6th level characters defeated the same orques they would earn one-sixth as many PX because they are 6th level characters exploring the 1st niveau du donjon.

Note that no character can advance more than a single niveau d'expérience in a single adventure. He will always fall at least 1 PX short of gaining a second niveau d'expérience with any excess PX discarded.

Le Clerc

Les Clercs doivent choisir entre la loi ou le chaos; ils ne peuvent rester neutres dans cette lutte éternelle. Either type must remain steadfast in this choice or be stripped of his status.

Clercs of the loyal sort are virtuous chevaliers and templars whose purpose is to vanquish maléfique. Their conviction in the righteousness of this mission enables them to repousser les morts-vivants and to invoke miracles. In performing their duty clercs are allowed boucliers and any armure but the use of edged or piercing armes is forbidden.

Table 1.8 Clerc Progression
Niveau
Points Dés
Jet de Sauvegarde Contre
de d'Expérience de
Baguettes Paralysie Souffle
Clerc Requis Vie Poison Rays Pétrification Offensif Sorts
1 0 1 11 12 14 16 15
2 1,500 2 10 11 13 15 14
3 3,000 2+1 10 11 13 15 14
4 6,000 3 9 10 12 14 13
5 12,000 4 9 10 12 14 13
6 25,000 5 8 9 11 13 12
7 50,000 5+1 8 9 11 13 12
8 90,000 6 7 8 10 12 11
9 160,000 7 7 8 10 12 11
10 240,000 7+1 6 7 9 11 10
11 320,000 7+2 6 7 9 11 10
12 400,000 8 5 6 8 10 9
A clerc requires 160,000 points d'expérience per level beyond the 12th.
A clerc adds one dé de vie per three levels beyond the 9th.

Un clerc commmence le jeu avec un grimoire contenant les sorts de 1er niveau et peut ensuite cast un nombre quotidien de sorts selon son niveau d'expérience. Tant qu'il adhère à sa foi, un clerc obtiendra les sorts des niveaux successifs de sort en progressant en expérience, et peut en plus concevoir des sorts personnels.

Table 1.7 Sorts de Clerc par Jour

Niveau

Sorts Mémorisés par Jour

de

Par Niveau de Sorts

Clerc

1

2

3

4

5

1

.

.

.

.

.

2

1

.

.

.

.

3

2

.

.

.

.

4

2

1

.

.

.

5

2

2

.

.

.

6

2

2

1

.

.

7

2

2

1

1

.

8

2

2

2

1

1

9

3

3

2

2

1

10

3

3

3

2

2

11

4

4

3

3

2

12

4

4

4

3

3

Quand un clerc parvient au 9e niveau il peut établir une forteresse, et la ferveur religieuse de la main-d'oeuvre réduira tout coût de construction de moitié. Une fois établie, une forteresse attirera un groupe de 50-300 derviches fanatiquement loyaux qui serviront sans rémunération (l'arbitre déterminera la composition exacte de cette force). Si la campagne environnante est débarrassée de monstres, cette installation attirera de fidèles colons pouvant chacun payer 2 po de dîmes et taxes par mois.

Repousser the Morts-vivants

Les morts-vivants stupides ne font jamais de tests de moral et ne peuvent être capturés, mais tout les morts-vivants sont sujets à être repoussés, ou même complètement détruits, par un clerc fidèle présentant fermement une croix. Repousser les morts-vivants s'accomplit en lançant deux dés à six faces en comparant le résultat à la table suivante.

Table 1.9 Repousser the Morts-vivants

Morts-vivants

Dés de Vie du Clerc

DV

Exemple

1

2

3

4

5

6

7

8

½

Squelette

6

*

*

*

*

*

1

Zombie

8

6

*

*

*

*

2

Goule

10

8

6

*

*

*

3

Livide

.

10

8

6

*

*

4

Ténébreux

.

.

10

8

6

*

5

Momie

.

.

.

10

8

6

6

Spectre

.

.

.

.

10

8

6

7

.

.

.

.

.

.

10

8

6

8

Vampire

.

.

.

.

.

.

10

8

9

.

.

.

.

.

.

.

.

10

Si un clerc échoue à repousser un monstre mort-vivant, il ne peut plus réessayer de repousser ce monstre jusqu'à l'aube suivante.

L'Anti-Clerc

Les clercs de type chaotique sont appelés anti-clercs. Ils sont prévus comme méchants et leur but est de vaincre le bien. Ils ne peuvent repousser les mort-vivants mais disposent d'une sélection de sorts cléricaux inversés qu'ils peuvent employer avec impunité. Sinon, ils fonctionnent comme des clercs sauf que la forteresse d'un anti-clerc attirera des zélotes plutôt que des derviches.

Le Guerrier

Les guerriers sont des soldats, des champions et autres combattants who engage in toe-to-toe and projectile combat. De toutes les classes they are the most formidable in attack and can withstand the most dégâts. A guerrier has the use of any armure or bouclier and all armes, including projectiles and lances. Moreover, épées magiques and the majority of other enchanted armes are usable exclusively by them.

Table 1.10 Progression du Guerrier

Niveau

Points

Dés

Jet de Sauvegarde Contre

de

d'Expérience

de


Baguettes

Paralysie

Breath


Guerrier

Requis

Vie

Poison

Rays

Pétrification

Arme

Sorts

1

0

1+2

12

13

14

15

16

2

2,000

2+1

12

13

14

15

16

3

4,000

3

10

11

12

15

14

4

8,000

4

10

11

12

12

14

5

16,000

5

10

11

12

12

14

6

32,000

6

8

9

10

12

12

7

65,000

7

8

9

10

12

12

8

130,000

8+1

8

9

10

9

12

9

240,000

9+2

6

7

8

9

10

10

360,000

10

6

7

8

9

10

11

480,000

10+2

6

7

8

9

10

12

600,000

11

4

5

6

6

8

En combat en mêlée contre des quidams un guerrier lance un jet d'attaque comme un guerrier de 1er niveau pour chacun de ses propres dé de vie. A partir du 4e niveau il ajoute +1 aux tests de moral de toutes troupes qu'il mène en combat, et il ne sera pas ciblé par les quidams tant que des quidams sont des cibles disponibles.

At 8th level and above a guerrier is aware of invisible opponents within 3" and quidams require a positive moral check to stand their ground if he charges them. He is unable to cast sorts, however, and has a limited selection of other magical items.

When a guerrier achieves 9th level he can establish a forteresse and declare himself its Lord. If the surrounding countryside is kept clear of monstres this holding will attract settlers each of whom can pay 1 po in taxes per mois.

Le Magicien

Les magiciens sont potentiellement la plus puissante classe mais aussi la plus vulnérable ; ils ne peuvent porter aucune armure et ne peuvent utiliser comme armes que les dagues et bâtons. U magicien peut, cependant, cast des sorts magiques. He begins play with a grimoire containing the 1st level sorts and can cast a number of sorts from memory each day appropriate for his niveau d'expérience. He gains access to sorts of successive sort levels as he advances in expérience, and can devise his own sorts besides.

Un magicien aura l'usage de la plus vaste sélection d'objets enchantés. Tous sauf les armes (autres que les dagues et bâtons), les armures, et une poignée d'objets cléricaux seront à sa disposition. S'ils s'avèrent insuffisants, un magicien d'au moins le 9e niveau peut enchanter des objets de son choix. Le coût et le temps nécessaires pour enchanter un objet dépendront de sa valeur.

Table 1.11 Progression du Magicien

Niveau

Points


Jet de Sauvegarde Contre

de

d'Expérience

Hit


Baguettes

Paralysie

Breath


Magicien

Requis

Dés

Poison

Rayons

Pétrification

Arme

Sorts

1

0

1

13

14

13

16

15

2

2,500

1+1

12

13

12

15

15

3

5,000

2

12

13

12

15

15

4

10,000

3

11

12

11

14

12

5

20,000

3+1

11

12

11

14

12

6

35,000

4

10

11

10

13

12

7

60,000

5

10

11

10

13

12

8

100,000

5+1

9

10

9

12

9

9

200,000

6

9

10

9

12

9

10

300,000

7

8

9

8

11

9

11

400,000

7+1

8

9

8

11

9

12

500,000

7+2

7

8

7

10

6

Table 1.12 Sorts de Magicien

Niveau

Sorts Mémorisés par Jour

de

Par Niveau de Sorts

Magicien

1

2

3

4

5

6

1

1

.

.

.

.

.

2

2

.

.

.

.

.

3

3

1

.

.

.

.

4

4

2

.

.

.

.

5

4

2

1

.

.

.

6

4

3

2

.

.

.

7

4

3

2

1

.

.

8

4

3

3

2

.

.

9

4

4

3

2

1

.

10

4

4

3

3

2

.

11

4

4

4

3

2

1

12

4

4

4

3

3

2

Les Semi-hommes

peuvent être guerriers mais sont limités au 4e niveau. Ils sont mortellement précis avec les projectiles lancés, ajustant les jets d'attaque de +3, et identifieront les bruits en écoutant aux portes avec un jet de 5-6 sur un dé à six faces. Ils sont pratiquement invisibles when they blend into the background and can déplace almost silently. Despite their diminutive stature semi-hommes are surprisingly resilient and make all jets de sauvegarde at four levels higher than their actual level.

Nains

dwell underground and see equally well by day or by night. They are limited to 6th level as guerriers but make all jets de sauvegarde at four levels above their actual level and are the only characters able to employ the +3 marteau de guerre to its full potential. They are adept at evading large, clumsy enemies and suffer only half dégâts from foes such as ogres and géants.

Nains are expert miners and are able to note any new constructions, shifting walls, slopes, falling slabs, false floors and the like in donjon stonework. They will identify noises when écoutant at portes with a throw of 5-6 on a dé à six faces.

Nains are able to speak the langages of gnomes, gobelins, and kobolds in addition to their own langage, their alignement tongue, and the langue commune.

Elfes

begin as either guerriers or magiciens but can change class between adventures as often as desired. An elf becomes dual-classed when he changes class for the first time and may thereafter use both the armes of a guerrier and the sorts of a magicien simultaneously.

The dual-classed character must maintain separate point d'expérience totals for each of his classes, with all earned expérience going toward his currently active class. He uses the more favorable game statistics of both classes during play but cannot act as a magicien while wearing non-magical armure.

Elfes deal +1 hit point of dégâts when employing magic armes and can déplace and fire a bow without penalty when on foot. They are nearly invisible in their gray-green cloaks and can déplace almost silently. When actively searching they will locate secret portes with a throw of 3-6 on a dé à six faces. When merely passing by they will do so with a throw of 5-6 on a dé à six faces. They will identify noises when écoutant at portes with a throw of 5-6 on a dé à six faces and are immune to the paralyzing touch of goules and groules. They are, however, limited to 4th level as guerriers and to 8th level as magiciens.

Elfes are able to speak the langages of gnolls, hobgobelins, and orques as well as their own langage, their alignement tongue, and the langue commune.

Le Voleur (Classe Optionnelle)

Voleurs are sneaks, trouble-shooters, and infiltrators who operate by cunning and subtlety. Humains, elfes, nains, and semi-hommes can advance without limitation but because voleurs are necessarily underhanded they cannot be aligned with loi. La Dextérité est leur caractéristique principale.

Although able to employ dagues, frondes, and épées courtes voleurs lack the resilience of proper guerriers and can wear armure de cuir only. Furthermore, a voleur is best suited to striking from behind with surprise. In these circumstances a +4 adjustment is applied to the attack roll and a successful attack will cause two dégâts dés at levels 1-4, four dégâts dés at levels 5-10, and six dégâts dés at levels 11-12.

This aside, a voleur is espécially skilled in many subterfuges including:

A voleur accomplishes all these with a throw of 3-6 on a dé à six faces. Should he fail to disarm a piège it will instead be sprung with all the usual consequences.

Table 1.13 Progression du Voleur

Niveau

Points


Jet de Sauvegarde Contre

de

d'Expérience

Dés de


Baguettes

Paralysie

Breath


Voleur

Requis

Vie

Poison

Rays

Pétrification

Arme

Sorts

1

0

1

13

14

13

15

16

2

1,250

1+1

12

14

12

14

15

3

2,500

2

12

14

12

14

15

4

5,000

2+2

11

11

11

13

14

5

10,000

3+1

11

11

11

13

14

6

20,000

4

10

11

10

12

13

7

40,000

4+1

10

11

10

12

13

8

70,000

5

9

8

9

11

12

9

120,000

5+2

9

8

9

11

12

10

180,000

6+1

8

8

8

10

11

11

240,000

7

8

8

8

10

11

12

300,000

7+1

7

5

7

9

10

At 3rd level and above a voleur is equally able to discern the meaning of any non-magical cipher, message, map, or other written instruction. At 9th level and above this capacité extends to casting magicien sorts from parchemins.

Changer de Classe

Même si l'arbitre permet les changements de classe, aucun personnage ne peut jamais changer de classe pendant une aventure, ni un clerc devenir magicien ou vice versa. Les personnages humains require a minimum score of 16 in the caractéristique principale of the class they intend to change to. Les personnages non-humains have no such requirement.

A character becomes dual-classed when he changes class for the first time and thereafter enjoys the benefits of both classes simultaneously. A dual-classed clerc is always restricted in his choice of armes and a dual-classed magicien (other than an elf, who may act as a magicien while wearing magical armure) must always go sans armure. A dual-classed voleur (si utilisés) is always restricted to armure de cuir.

The joueur of a dual-classed character must maintain separate point d'expérience totals for each of his classes. Expérience is only ever earned toward one class at a time, as elected by the joueur at the beginning of each adventure. A dual-classed character may change class (for the purpose of allocating points d'expérience) n'importe quand, subject to the aforementioned restrictions. The more favorable game statistics of his classes are used during play.

Autres Classes

The classes herein will provide many challenges for beginners and experts alike but are by no means exhaustive. There is no reason why a joueur could not play a noble centaure, a cunning homme-lézard, or any other type of character should the arbitre permit it. Whatever these other classes may be, the arbitre should ensure that they start out relatively weak and have scope to advance in power as do the other classes.

Beyond Level 12

There is no reason a human character cannot rise beyond 12e niveau. If higher level play is desired from the outset joueurs should consider the limitations of non-human characters carefully before selecting them. When joueurs progress beyond 12th level the arbitre can expiègeolate sort casting progressions from the existing charts and may vœu to introduce higher level sorts and capacités for each class.

If higher level play is not desired characters can be retired after 12th level, becoming political figures in the campagne under the arbitre’s stewardship. The joueur is then free to create a new character to play.

Personnages Non-Joueurs

Employés

Characters will likely require the services of hired help. Employés of various sorts can be found in towns, cities, and possibly in villages. Employés are ordinary humains including guides, messengers, porters, and torch bearers who will perform mundane duties for upkeep plus a fee of 2 po per mois or 2 sp par jour. With enough gold there is no limit to how many mercenaires a character can employ.

Employés

While ordinary mercenaires can be had for upkeep plus 2 po per mois mercenaires are another matter. These are neutrally aligned soldiers whose mensuelle fee is commensurate with their function and équipement.

Table 1.19 Mercenaires


Monthly Fee

Vital

Type

Humain

Nain

Elfe

Orque

Statistics*

Fantassin

4 po

6 po

8 po

2 po

M 12", CA 6, DV 1+1

Fantassin, en armure

8 po

12 po

.

4 po

M 9", CA 4, DV 1+1

Fantassin, projectile

6 po

9 po

12 po

3 po

M 12", CA 7, DV 1+1

Cavalier

12 po

.

.

.

M 21", CA 6, DV 1+1

Cavalier, en armure

18 po

.

.

.

M 18", CA 4, DV 1+1

Cavaliers, projectile

15 po

.

.

.

M 24", CA 7, DV 1+1

Monthly fees are in addition to the cost of upkeep.

Fantassins are equipped with armure de cuir and bouclier and fantassins en armure with armure de mailles and bouclier. Projectile humains have armure de cuir only. Cavaliers always have mounts in addition.

Elfe and nain mercenaires are uncommon and orques are employable by chaotiques only; otherwise, these can be hired at towns or forteresses, or wherever else they are encamped. With enough gold there is no limit to the number of mercenaires a character can employ.

Serviteurs

More unusual help including monstres and joueur types can also be sought. These are called retainers and the number allowed at any one time is limited by a character’s charisme score.

A character can seek retainers during his adventures or advertise his need by posting notices, hiring heralds, frequenting taverns, or sending emissaries to foreign lands where likely candidates are known to dwell. The cost and effectiveness of these endeavors is left to the arbitre’s discretion.

If a prospective retainer is located the character can make an offer of employment. Only the lowest level joueur types will be seeking employment and these will not be tempted for any offer worth less than 100 po. Nains desire espécially gold, elfes and magiciens desire sorts and objets magiques, clercs desire crusades and places to worship, and so on.

Enlisting Monstres

Characters can enlist monstres of the same alignement by regular negotiation. Others (including higher level joueur types) can be pressed into service by coercion with a charm sort or by physical subdual in combat.

Magic sorts notwithstanding, some incentive must be offered to entice a monstre into service. The character should decide what he believes would be useful or valuable to the monstre and make his offer (merely sparing its life is insufficient). The monstre’s réaction will be determined by the arbitre and adjusted according to the offer and the character’s charisme. A character can attempt a richer offer only if the monstre’s réaction is “uncertain”.

Serviteur Loyauté

When a monstre or non-joueur character enters into a joueur character’s service the arbitre will secretly determine his loyauté, which may subsequently be adjusted for excellent or poor treatment. Additional pay, gifts of arms, armure, or objets magiques, and the rising fame (or infamy) of an employer can increase loyauté. Unjust treatment, poor prospects, or unfit conditions can decrease loyauté.

So long as a retainer is treated reasonably, receives the agreed payment, and is not exposed to unnecessary danger his loyauté will not be tested. In extreme circumstances, however, the arbitre will use tests de réaction or tests de moral to determine how a retainer will behave.

Tests de Réaction et de Moral

When required, réaction and tests de moral are made by the arbitre with a throw of two dés à six faces and are adjusted for loyauté. A high result indicates a positive réaction or good moral and a low result indicates a negative réaction or poor moral.

Serviteurs will obey orders to the best of their capacité so long as their moral holds. A poor moral check can result in refusal to perform; exactly how this plays out is left to the arbitre’s discretion. It could result in dissension, refusal to undertake a task or join combat, withdrawal from combat, désertion, surrender to the enemy, complete rout, and so on.

Excepting unintelligent monstres (who never check moral) most enemies are also subject to failures of moral.

Relatives

Personnages joueurs possess arms, armure, and équipement from the outset and—if they are fortunate—can accumulate considerable wealth during their adventures. Thus a character is permitted to name an heir to his estate should he meet an untimely end. If he should mysteriously vanish “death” can be declared after 30 days of unexplained absence.

Once death has been established all worldly possessions are passed to the designated heir, if there is one, or else to the realm if there is not. Should there be an heir he takes possession of all properties, goods, and valuables that belonged to the departed less a 10% inheritance tax which is payable to the realm. The realm may also enforce payment of a bond to any mercenaires and retainers, guaranteeing the return of their possessions and any accrued pay to their families.

Should the character unexpectedly return to reclaim his estate the inheritance tax will be payable again. The arbitre will adjudicate the réaction of the disinherited heir who might intrigue to retain control of the estate. In any case, his loyauté will suffer a 0 to −5 adjustment (one dé à six faces −1) if he is kept on as part of the character’s household or retinue.

Cost of Upkeep

While dwelling in a village, town, or city a character must pay upkeep for himself and his entourage. At its simplest the cost of upkeep for middling quarters and fare is 1 po per mois per 100 points d'expérience the character has.

A character who desires fine cuisine and luxurious accommodation must consent to pay higher costs, varying with extravagance. Alternatively, the arbitre may require joueurs to itemize individual expenses.

The cost of upkeep is payable only so long as the character maintains urban living arrangements. Living off the land incurs no costs and thus payments cease when the character journeys to a extérieur area. When he builds a forteresse of his own he may collect taxes from its inhabitants to help cover his costs.

Équipement

Chaque joueur débute avec 30-180 pièces d'or pour équiper son personnage avec un équipement approprié à sa profession et ses possibles aventures.

Notez que 20 pièces de tous types pèsent une livre.

Table 1.14 Supplies

Article

Cost

Weight

Sac à dos, cuir

4 po

30 livres

*

Belladone, bouquet

10 po

.

Candles, douzaine

2 po

5 livres


Cloak, traveling

3 po

5 livres


Croix d'argent

40 po

1 livre


Croix de bois

5 po

1 livre


Crowbar

5 po

5 livres


Garlic, string

5 po

.

Marteau

3 po

5 livres


Eau bénite, flask

25 po

2 livres


Iron spikes, half douzaine

1 po

5 livres


Lantern

10 po

5 livres


Miroir, argent, small

20 po

1 livre


Miroir, steel

5 po

1 livre


Oil, flask

2 po

5 livres


Pole, 3m

1 po

10 livres


Rations, iron, semaine

15 po

7 livres


Rations, semaine

7 po

15 livres


Rope, 30m

2 po

15 livres


Sack, large

2 po

30 livres

*

Sack, small

1 po

10 livres

*

Spade or shovel

5 po

10 livres


Stakes, wooden, pair

1 po

1 livre


Tinderbox

2 po

.

Torches, half douzaine

1 po

5 livres


Waterskin

1 po

5 livres


Wine, flask

2 po

5 livres


Aconit tue-loup, bouquet

10 po

.

Table 1.15 Livestock & Transportation

Article

Cost

Weight

Dog, guard or hunting

25 po

.

Mule

20 po

.

Cheval de trait

60 po

.

Cheval de monte

80 po

.

Cheval de guerre

200 po

.

Destrier

300 po

.

Horse barding

150 po

75 livres


Saddle & harness

15 po

25 livres


Saddle bags

4 po

30 livres

*

Cart

15 po

.

Wagon

90 po

.

Radeau

60 po

.

Boat

150 po

.

Galère, small

25,000 po

.

Galère, large

35,000 po

.

Drakkar

15,000 po

.

Navire marchand, petit

20,000 po

.

Navire marchand, grand

30,000 po

.

Navire de guerre

40,000 po

.

L'arbitre peux extrapoler les prix pour d'autres articles que ceux listés.

Table 1.16 Armure

Article

CA

Cost

Weight

Sans armure

9

.

.

Armure de cuir

7

10 po

25 livres

Mail armure

5

35 po

50 livres

Armure de plate

3

100 po

75 livres

Bouclier

*

15 po

15 livres

Casque

.

10 po

5 livres

Table 1.17 Armes

Article

Cost

Weight

Hache de bataille

13 po

10 livres

Dague

3 po

2 livres

Fléau

8 po

10 livres

Hachette

4 po

5 livres

Lance

10 po

10 livres

Masse

6 po

5 livres

Morgenstern

7 po

10 livres

Arme d'hast

9 po

15 livres

Épée Courte

12 po

3 livres

Lance

5 po

5 livres

Bâton

2 po

5 livres

Épée

15 po

5 livres

Épée à deux mains

30 po

15 livres

Marteau de guerre

11 po

10 livres

Des rations nourriront une personne pour une semaine. Iron rations are preserved and will keep even in poor environs (including donjons) where standard rations would spoil.

Table 1.18 Projectiles




Shooting Portée

Article

Cost

Weight

Short

Medium

Long

Flèche or carreau, argent

5 po

.

.

.

.

Flèches, 20

5 po

5 livres

.

.

.

Flèches, quiver of 20

10 po

5 livres

.

.

.

Carreaux, 30

5 po

5 livres

.

.

.

Carreaux, case of 30

10 po

5 livres

.

.

.

Arbalète

20 po

10 livres

6"

12"

18"

Arc Long

40 po

5 livres

7"

14"

21"

Arc Court

25 po

5 livres

5"

10"

15"

Fronde

1 po

1 livre

5"

10"

15"

Dague (lancée)

3 po

1 livre

.

3"

.

Marteau (lancé)

3 po

5 livres

.

3"

.

Hachette (lancée)

4 po

5 livres

.

3"

.

Oil (lancée)

2 po

5 livres

.

3"

.

Lance (lancée)

5 po

5 livres

.

6"

.

Les catégories de portée sont applicables aux tirs précis sur des cibles individuelles à l'échelle du combat en donjon (1" égale 3 mètres).

At the extérieur combat échelle (1" égale 10 mètres) portée categories are primarily for shooting at bodies of troops or similarly sized targets.

Magie

Un magicien ou clerc peut mémoriser un nombre de sorts quotidiens dépendant de son niveau d'expérience. Il doit être frais et reposé et avoir accès aux grimoires appropriés pour mémoriser tout sort inclus. Privé de ses grimoires il ne peut mémoriser aucun sort !

Lancement de Sort depuis sa Mémoire

A memorized sort can be cast n'importe quand but once it has been cast it is erased from memory. Once erased a sort cannot be cast again until it is memorized the following day. Notwithstanding this limitation, nothing prevents a magicien or clerc from memorizing the same sort several times.

In order to invoke a sort the caster must be free to concentrate, déplace his arms and hands, speak aloud, and see the target. To do so during combat the joueur must declare his intent at the beginning of the turn. Casting a sort requires the full turn so no other action may be attempted. Furthermore, if the caster is struck by any projectile, blow, or sort before his own invocation is completed it will be foiled and erased from memory without being triggered. The arbitre will adjudicate whether other interruptions are sufficient to foil a sort.

Lancement de Sort depuis un Parchemin

Un magicien ou clerc peut lancer un sort de tout niveau de sort directement d'un parchemin. A moins que le parchemin was penned by his own hand a magicien must employ a read magic sort before he can read a parchemin de sort. Thereafter, either class can read a parchemin de sort without memorizing the sort in advance. Casting a sort from a parchemin invokes the magic at the minimum caster level necessary to memorize the sort and simultaneously erases the sort from the parchemin.

Sorts Réversibles

If a clerc sort is noted as réversible, only a chaotique anti-clerc can use the reverse form and only a loyal clerc can use the proper form. If a magicien sort is noted as réversible, the reverse form is a separate sort which can be memorized, cast, and written to a parchemin exactly as per any other sort.

Grimoires

Magiciens and clercs begin play with a book of 1st level sorts but must find, buy, or research higher level grimoires thereafter.

Adventuring is a dangerous business so a lanceur de sorts may vœu to construct a duplicate grimoire to carry without risk to his primary resource. Should a grimoire be lost, endommagé, ou détruit in any event it can be replaced at a cost. A book of 1st level sorts costs 2,000 po, a book of 2nd level sorts costs 4,000 po, a book of 3rd level sorts costs 8,000 po, and so on.

Créer des Parchemins de Sorts

Les magiciens et clercs peuvent copier des sorts qu'ils peuvent mémoriser sur des parchemins. It takes one semaine to create any parchemin de sort and costs 100 po per sort level. Thus, a 4th level parchemin de sort takes one semaine to construct at a cost of 400 po. A parchemin de sort can be invoked only once and is at risk of being ruined by rain, fire, and other donjon hazards.

Researching New Sorts

Les clercs et magiciens can research new sorts for their repertoires. The sort level of a new sort cannot exceed that which the researcher is able to memorize. Otherwise, the joueur can contrive whatever sort he desires, remembering that the arbitre will determine what is allowable and the sort level of the new magic.

Success is a matter of time and investment. One semaine and 2,000 po are required for a 1st level sort. Costs double and time is extended by one semaine at each successively higher sort level. Thus, a 2nd level sort requires two semaines and 4,000 po, a 3rd level sort requires three semaines and 8,000 po, a 4th level sort requires four semaines and 16,000 po and so on.

Cumulative Magic

Sorts and other magical effects will usually combine safely with one another. However, multiple enchantments with the same effect are not cumulative; only the single, most powerful effect applies.

Table 1.20 Clerc Sorts by Sort Level

1st

2nd

3rd

Soigner les Blessures Légères*

Bénir*

Cercle de Protection contre le Mal*

Détecter le Mal

Continuous Lumière*

Soigner les Blessures Sérieuses*

Détecter la Magie

Find Traps

Apaiser les Morts*

Lumière*

Hold Person

Localiser un Objet

Protection contre le Mal*

Remove Disease*

Lever une Malédiction*

Purifier Nourriture et Boisson*

Speak with Animals

Parler avec les Morts

4th

5th

Dominer l'Eau

Communier

Créer Nourriture et Boisson*

Dissiper le Mal*

Cure Critical Wounds*

Invasion d'Insectes

Hold Monstre

Quête

Neutraliser Poison*

Raise Dead*

Speak with Plants

Vision Vraie

Table 1.21 Magicien Sorts by Sort Level

1st

2nd

3rd

Alter Self

Continuous Lumière

Cercle d'Invisibilité

Charmer Personne

Nyctalopie

Cercle de Protection contre le Mal

Gerbe de Couleurs

Détecter l'Invisibilité

Clairvoyance

Comprendre Langages

Invisibilité

Dissiper la Magie

Détecter la Magie

Knock

Boule de Feu

Mur de Brouillard

Léviter

Envol

Gazeback

Localiser un Objet

Haste*

Hold Portal

Fantasme

Hold Person

Lumière

Protection from Projectiles

Foudre

Protection contre le Mal

Sixième Sens

Croissance Végétale

Read Magic

Toile

Slow*

Sleep

Witch Lock

Respiration Aquatique

4th

5th

6th

Croissance Animale

Funeste Polymorphie

Anti-Magic Bouclier

Animer les Morts

Nuage Mortel

Dominer l'Eau

Charmer Monstre

Contact Other Plane

Dominer le Climat

Confusion

Feeblemind

Désintégration

Porte Dimensionelle

Hold Monstre

Geas

Effroi

Invoquer un Élémentaire

Invoquer un Traqueur

Terrain Hallucinatoire

Magic Jar

Déplacer la Terre

Polymorphie

Passe-Muraille

Project Image

Lever une Malédiction

Télékinésie

Reincarnate

Mur de Feu

Téléporter

Slaying Sort

Mur de Glace

Transmute Rock to Mud*

Stone to Flesh*

Witch Eye

Wall of Stone

Mur de Fer

Explanation of Sorts

Sorts de 1er Niveau de Clerc

Soigner les Blessures Légères

(réversible, affecte: 1 créature, portée: touch) The clerc can restore 2-7 points de vie perdus to any one créature (including himself) after one turn of aid. Hit points cannot be raised beyond the créature’s normal total. The reverse, cause light wounds, will cause 2-7 points de vie of dégâts at a touch, possibly requiring an attack roll to touch an unwilling target.

Détecter le Mal

(affecte: self, durée: 6 tours, portée: 12") The clerc can sense the presence of any enchanted, conjured, supernatural, or mort-vivant créature within portée, as well as any malédiction or malicious enchantment upon an object or place.

Détecter la Magie

(affecte: self, durée: 2 tours, portée: 6") The clerc can sense the presence of any enchantment on a person, place, or object within portée and sight.

Lumière

(réversible, affecte: 3" diameter, durée: 6 tours + 1 turn/level, portée: 12") Causes an object or volume of space to be lit as if by torchlight, illuminating a 3" diameter. The reverse, darkness, creates a 3" diameter sphere of darkness that is impenetrable even to créatures that see in the dark and to the nyctalopie sort, but not to the vision vraie sort.

Protection contre le Mal

(réversible, affecte: self, durée: 12 tours) This sort prevents any enchanted or conjured créature from contacting the clerc. Furthermore, attacks made against the clerc by other chaotique types will be at −2 to hit and the clerc will make jets de sauvegarde at +2. The reverse, protection from good, applies equally to enchanted or conjured créatures but protects against loyal rather than chaotique types.

Purifier Nourriture et Boisson

(réversible, durée: permanent, portée: 1") Makes spoiled, empoisonné, or contaminated food, drink, or Impie water whole and suitable for consumption. Enough food for one douzaine humains or two semaines worth of rations are affected. The reverse, putrefy food and drink, will instead spoil food, drink, and eau bénite.

2nd Level Clerc Sorts

Bénir

(réversible, affecte: 6" diameter, durée: 6 tours, portée: 6") The clerc bestows a +1 moral bonus and a +1 benefit to attack rolls upon all allies within 3" who are not already in combat. The reverse, bane, imposes equivalent penalties upon foes.

Continuous Lumière

(réversible, affecte: 24" diameter, durée: permanent, portée: 12") Causes an object or volume of space to be lit as if by lumière du soleil. Monstres affected by lumière du soleil are dazzled but otherwise unharmed. Continuous lumière is permanent unless disorted. The reverse, continuous darkness, creates a permanent, 24" diameter sphere of darkness that is impenetrable even to créatures that see in the dark and to the nyctalopie sort, but not to the vision vraie sort.

Find Traps

(affecte: self, durée: 2 tours, portée: 3") The clerc can sense any magical or mechanical piège within sight and portée. No insight as to how the piège might be deactivated is conveyed.

Hold Person

(affecte: 1 or 1-4 persons, durée: 9 tours, portée: 18") 1-4 humanoïdes are held immobile if they fail a jet de sauvegarde contre paralysie. If a single humanoïde is targeted his jet de sauvegarde is penalized by −2.

Remove Disease

(réversible, affecte: 1 créature, durée: permanent, portée: touch) Cures the subject of all natural diseases or one supernatural disease such as momie rot or lycanthropy. The reverse, cause disease, infects the subject with any disease known to the anti-clerc at a touch, possibly requiring an attack roll to touch an unwilling subject.

Speak with Animals

(affecte: self, durée: 6 tours, portée: 3") The clerc can communicate with ordinary animals, including géant-sized sorts, receiving answers to questions subject to a test de réaction. The animals will not attack the clerc for the durée, regardless of their réaction, but will perform a favor or service only if the clerc secures a positive (or better) réaction.

3rd Level Clerc Sorts

Cercle de Protection contre le Mal

(réversible, affecte: 1" radius, durée: 12 tours) As per the protection contre le mal sort, except that the protection extends to a 1" radius around the clerc.

Soigner les Blessures Sérieuses

(réversible, affecte: 1 créature, portée: touch) The clerc can restore 4-14 points de vie perdus to any one créature (including himself) after one turn of aid. Hit points cannot be raised beyond the créature’s normal total. The reverse, cause serious wounds, will cause 4-14 points de vie of dégâts at a touch, possibly requiring an attack roll to touch an unwilling target.

Apaiser les Morts

(réversible, affecte: 4-48 mort-vivant, durée: 7-12 tours, portée: 12") Temporarily paralyzes squelettes and zombies with no jet de sauvegarde allowed. 2-12 mort-vivant are enervated for every three whole levels the clerc has. Thus a 6th level clerc can enervate 4-24 mort-vivant, a 9th level clerc can enervate 6-36 mort-vivant, and a 12th level clerc can enervate 8-48 mort-vivant. The reverse, animer les morts, causes nearby bones or bodies to rise as half as many mort-vivant squelettes or zombies under the anti-clerc’s command. They will obey until destroyed in combat, by a dissiper la magie, or by a dissiper le mal sort.

Localiser un Objet

(affecte: self, durée: 2 tours, portée: 9" + 1"/level) The clerc can sense the direction to a well known or clearly visualized object within portée. If more than one object of the visualized sort is in portée only the nearest is located. A specific unique object can only be sought by this sort if the clerc has previously observed the object firsthand.

Lever une Malédiction

(réversible, affecte: 1 malédiction, durée: permanent, portée: touch) Lifts one malédiction from a créature or object, causing the latter to become a normal, unenchanted item of its type. The reverse, bestow malédiction, burdens the subject with any malédiction so named by the anti-clerc. Note that a loyal clerc must specify only loyal malédictions.

Parler avec les Morts

(affecte: self, durée: spécial, portée: 3") An echo of life is bestowed upon the remains of a deceased créature within portée so that it can answer 1-6 questions asked by the clerc, subject to a usual test de réaction. This sort has no effect if the remains have been deceased longer than one semaine per level of the clerc.

4th Level Clerc Sorts

Dominer l'Eau

(affecte: 1 body of water, durée: 12 tours, portée: 24") The clerc causes the water level of a rivière or similar body of water to immediately fall to half its natural depth within 24" of himself, permettant de franchir à gué un cours d'eau, or to rise to half its depth again, precipitating a flash flooding.

Créer Nourriture et Boisson

(réversible, affecte: spécial, portée: 1") Creates wholesome food and drink sufficient to feed three humains (or one cheval or mule) for each of the clerc’s niveaux d'expérience. The reverse, destroy food and drink, turns a like amount of food and drink to ash.

Cure Critical Wounds

(réversible, affecte: 1 créature, portée: touch) The clerc can restore 6-21 points de vie perdus to any one créature (including himself) after one turn of aid. Point de vies cannot be raised beyond the créature’s normal total. The reverse, cause critical wounds, will cause 6-21 points de vie of dégâts at a touch, possibly requiring an attack roll to touch an unwilling target.

Hold Monstre

(affecte: 1 or 1-4 créatures, durée: 6 tours + 1 turn/level, portée: 12") 1-4 créatures are held immobile if they fail a jet de sauvegarde contre paralysie. If a single créature is targeted its jet de sauvegarde is penalized by −2.

Neutraliser Poison

(réversible, affecte: 1 poison, durée: permanent, portée: 1") A glass of empoisonné wine, a venomous monstre, an envenomed arme, or any other poison is rendered non-toxic but this sort will not reverse the effect of a empoisonnement that has already occurred. The reverse, poison, will cause any food or drink to become deadly poison or any object or créature to become venomous.

Speak with Plants

(affecte: self, durée: 6 tours, portée: 3") The clerc can communicate with ordinary plants and supernatural plant types. He can receive answers to questions subject to a test de réaction. The plants will not attack the clerc for the durée, regardless of their réaction, but will perform a favor or service only if the clerc secures a positive (or better) réaction.

5th Level Clerc Sorts

Communier

(affecte: self, durée: spécial) The clerc seeks divinely given knowledge. The Gods, or their agents, will entertain 1-6 questions with a simple “yes” or “no” answer which will be absolute. Use of this sort is limited to once per adventure, or even more infrequently, for the Gods dislike frequent interruptions. However, on the most Saint day of the year three dés à six faces are thrown with the highest result being the number of questions that will be answered.

Dissiper le Mal

(réversible, affecte: 1 enchantment, durée: permanent, portée: 3") Immediately dismisses all enchanted or conjured créatures and malédictions or enchantments of a malign sort within 3". Animated dead are destroyed while conjured invasions d'insectes, djinns, éfrits, élémentaires, and traqueurs invisibles are sent back to their origin. All malédictions and malign enchantments within 3" are affected as if by a dissiper la magie. The reverse, dissiper le bien, functions against enchanted or conjured créatures and enchantments of the benign sort.

Invasion d'Insectes

(affecte: 40" diameter, durée: 1 day, portée: 48") Conjures a vast, 4" deep swarm of crawling, creeping, and flying insects which déplaces at 6" in a direction indicated by the clerc or remains stationary. The swarm obscures vision, impedes déplacement, and devours all organic material including crops. Smoke, fire, or extreme cold will temporarily delay or divert the swarm but not destroy it. Quidams will automatically flee but those caught in the plague will suffer innumerable bites and stings amounting to 1 point of dégâts per turn de combat, regardless of armure. Misuse of this sort will cause a clerc to immediately become an anti-clerc.

Quête

(affecte: 1 subject, durée: spécial, portée: 3") The subject is compelled to perform a quête specified by the clerc. Upon bestowing a quête the clerc also specifies a malédiction. Should the subject dally or deviate from his quête he will be afflicted by the malédiction until he resumes the quête. Only the completion of the quête or a successful dissiper le mal (or dissiper le bien) will end this sort. Note that a loyal clerc must specify only loyal quêtes and malédictions.

Raise Dead

(réversible, affecte: 1 person, durée: permanent, portée: touch) Restores life to a deceased humanoïde who has not been dead any longer than one day per level of the clerc. Rising from the dead is a great ordeal and the subject must make a successful shock test de survie in order to be raised. Should this check succeed he revient à la vie but requires two semaines of recuperation. The reverse, finger of death, causes a funeste ray to issue from the anti-clerc’s pointed finger to any humanoïde within sight and 12" portée. If the target makes a successful jet de sauvegarde contre baguettes the effect is negated; otherwise, he dies instantly.

Vision Vraie

(affecte: self, durée: 11-16 tours) The clerc sees all things as they actually are. Blindness and darkness (even the magical sort) are defeated. Traps, secret portes, invisible créatures, and hidden object are plainly seen. Illusions and charms are immediately discerned as is the true nature of any polymorphé, petrified, or transmuted créature or object.

1st Level Magicien Sorts

Alter Self

(affecte: self, durée: 6 tours + 1 turn/level) The magicien can assume the appearance of any créature of the same general size and shape as himself. He could appear to be a town guard, a beautiful maiden, or a gnoll but not a cheval or a vouivre.

Charmer Personne

(affecte: 1 person, durée: spécial, portée: 12") Brings a single humanoïde who fails to save contre sorts completely under the influence of the magicien. Gross abuse or negligence allows the humanoïde another jet de sauvegarde; otherwise, the charm lasts until it is lifted by the magicien or disorted.

Gerbe de Couleurs

(affecte: 12" arc, durée: 2-12 tours) 2-7 seeing créatures are rendered unconscious by a dazzling glare of clashing colors. Those nearest to the magicien are always affected first, sheltering those farther back. Héross are allowed a jet de sauvegarde contre sorts to negate the effect and superhéross are unaffected.

Comprendre Langages

(affecte: self, durée: spécial) Enables the magicien to read any langage, cipher, message, map, or other written instruction excepting magical sorts or command words. The sort lasts long enough to read two short writings or one longer one, but no power to speak or listen is conferred.

Détecter la Magie

(affecte: self, durée: 2 tours, portée: 6") The magicien can sense the presence of any enchantment on a person, place, or object within portée and sight.

Mur de Brouillard

(affecte: 6" wall, durée: spécial, portée: 12"): Conjures a bank of thick fog which persists for as long as the magicien concentrates on maintaining it. The mur de brouillard is 6m thick and up to 6" long and 6m high (or any equivalent dimensions) and is straight or curved as the magicien desires. It is impenetrable to sight.

Gazeback

(affecte: self, durée: 6 tours) The magicien’s eyes become miroired granting him immunity to dazzling and gaze attacks without impairing his sight. The gaze attacks of basilics, méduses, and vampires, the miroir de capture des vivants, and the gerbe de couleurs sort are all defeated. Moreover, any gaze attack attempted within 3" will be reflected back at the attacker exactly as if they had looked into a miroir.

Hold Portal

(affecte: 1 portal, durée: 2-12 tours, portée: 1") Holds one porte, gate, window, shutter, or other portal securely fast exactly as though it were locked. The portal can then be opened only by une créature lanceuse de sorts with at least 7 dés de vie, a knock sort, a dissiper la magie, or a resourceful voleur (si utilisés).

Lumière

(affecte: 3" diameter, durée: 6 tours + 1 turn/level, portée: 12") Causes an object or volume of space to be lit as if by torchlight, illuminating a 3" diameter.

Protection contre le Mal

(affecte: self, durée: 6 tours) This sort prevents any enchanted or conjured créature from contacting the magicien. Furthermore, attacks made against the magicien by other chaotique types will be at −2 to hit and the magicien will make jets de sauvegarde at +2.

Read Magic

(affecte: self, durée: spécial) Enables the magicien to decipher sorts on parchemins or in grimoires, or magical inscriptions or command words on other objects. The sort lasts long enough to comprehend two short writings or one longer one. Sorts written by other magiciens are incomprehensible without the use of this sort.

Sleep

(affecte: 1 or 4-14 créatures, durée: 3-18 tours, portée: 24") Causes 4-14 quidams or 1 héros with up to 4+1 dés de vie to fall into a fitful slumber. The magic is indiscriminate and must affect the indicated number of créatures beginning with those nearest the target. The magic affecte only créatures that normalement sleep but no jet de sauvegarde is allowed.

2nd Level Magicien Sorts

Continuous Lumière

(affecte: 24" diameter, durée: permanent, portée: 12") Causes an object or volume of space to be lit as if by torchlight, illuminating a 24" diameter. Continuous lumière is permanent unless disorted.

Nyctalopie

(affecte: 1 créature, durée: 6 tours + 1 turn/level, portée: touch) The subject can see up to 6" in darkness.

Détecter l'Invisibilité

(affecte: self, durée: 6 tours, portée: 1"/level) The magicien can plainly see invisible, hidden, ghostly, or otherwise transparent créatures and objects within portée and line of sight.

Invisibilité

(affecte: 1 target, durée: spécial, portée: 24") One object or créature becomes invisible. If the subject takes overtly hostile action the sort is ended immediately; otherwise, it lasts indefinitely. Note that guerriers of 8th level and above will sense invisible opponents within 3" even without seeing them.

Knock

(affecte: portals, portée: 6") Opens all known and unlocked portes, windows, gates, and other portals within portée, or exactly one such portal which is known to exist but is stuck, barred, locked, or magically held.

Léviter

(affecte: self, durée: 6 tours + 1 turn/level) The magicien léviter up or down as desired at a rate of 6". The sort will not déplace him laterally, although he might still clamber along a cliff face or ceiling with his hands at a rate of 3".

Localiser un Objet

(affecte: self, durée: 2 tours, portée: 6" + 1"/level) The magicien can sense the direction to a well known or clearly visualized object within portée. If more than one object of the visualized sort is in portée only the nearest is located. A specific unique object can only be sought by this sort if the magicien has previously observed the object firsthand.

Fantasme

(affecte: 3" diameter, durée: concentration, portée: 24") Creates a convincing, animated fantasme that persists for as long as the magicien continues to concentrate on controlling it. A jet de sauvegarde contre sorts is allowed each turn that someone doubts the fantasme’s veracity. A successful jet de sauvegarde enables them to end the fantasme by purposefully touching it. Otherwise, the fantasme is considered “real” for all purposes including causing real dégâts.

Protection from Projectiles

(affecte: 1 créature, durée: 12 tours, portée: 3") The subject is granted invulnerabilité to ordinary projectiles including lances, stones, arrows, and carreaux. This protection does not extend to artillery shot, boulders hurled by géants, ordinary projectiles fired by héross, or enchanted projectiles of any sort.

Sixième Sens

(affecte: self, durée: 12 tours, portée: 6") The magicien concentrates on a specific direction for one turn in order to sense what créatures are within portée in that direction. Having sensed créatures, the magicien can perceive the surface thoughts of any one créature at a time, écoutant in for as long as desired. He can hop from créature to créature as desired, turn by turn, unless the magic is obstructed by lead or any rock thicker than 6m.

Toile

(affecte: 2" diameter or 3"×1", durée: permanent, portée: 3") Fills the targeted area to 3m depth with strong, sticky, inflammable fibers. Créatures at the edge are allowed a jet de sauvegarde contre souffle offensif to avoid entanglement but those that are wholly surrounded cannot avoid it. Géants and similarly powerful créatures can tear through the toile in a single turn, as can a flaming épée cut through its fibers. Ogres, trolls, and humains with 18 force can tear through it in two tours. Normal humains require four tours of toil to tear through the toile while lesser créatures will be held fast.

Witch Lock

(affecte: 1 portal, durée: permanent, portée: 1") As per a hold portal sort except that a witch lock lasts indefinitely and can be placed on anything that can be opened including chests, draws, wardrobes, flasks, books, and portals. A knock sort or the magicien who created the witch lock can bypass it without ending the sort, as can any other magicien at least three levels higher than the caster.

3rd Level Magicien Sorts

Cercle d'Invisibilité

(affecte: 1" radius, durée: spécial, portée: 24") All créatures within 1" of the magicien, or any point within sight and portée, are affected as per the invisibilité sort. The sort does not enable affected créatures to see one another.

Cercle de Protection contre le Mal

(affecte: 1" radius, durée: 12 tours) As per the protection contre le mal sort except that the protection extends to a 1" radius about the magicien.

Clairvoyance

(affecte: self, durée: 12 tours, portée: 6") The magicien can see in his mind’s eye anywhere he desires within portée except that the sort is obstructed by lead or any rock thicker than 6m.

Dissiper la Magie

(affecte: 1 enchantment, durée: permanent, portée: 12") Ends any ongoing sort that was begun by a caster of equal or lower level. If the ongoing sort was begun by a higher level caster there is a 10% chance for each level he has over and above the magicien’s level that the dissiper la magie will fail. Instantaneous sorts cannot be disorted, nor will this sort affect objets magiques.

Boule de Feu

(affecte: 2" radius, durée: instantaneous, portée: 24") The magicien points his finger at a target anywhere within portée and sight and causes a fiery explosion to fill a 2" radius, or an equivalent volume of available space (twelve 3m cubes on a typical donjon map). Everyone caught within the blast suffers 1-6 points de vie of dégâts per level of the magicien to a maximum of 10-60 points de vie. A successful jet de sauvegarde contre souffle offensif will reduce this dégâts by half.

Envol

(affecte: self, durée: 1-6 tours + 1 turn/level) Enables the magicien to fly at a vitesse de déplacement up to 12". The sort durée is determined secretly by the arbitre.

Haste

(affecte: 4-24 créatures, durée: 3 tours, portée: 24") 4-24 créatures within a 4" diameter are quickened. Affected créatures will déplace at double pace and, against any non-quickened créature, will always gain initiative and have a +2 to hit adjustment. Those nearest to the target are always affected first. At the end of the sort each affected créature must save contre pétrification or else age one year. Haste counters slow and vice versa.

Hold Person

(affecte: 1 or 1-4 persons, durée: 1-6 tours + 1 turn/level, portée: 12") 1-4 humanoïdes are held immobile if they fail a jet de sauvegarde contre paralysie. If a single humanoïde is targeted his jet de sauvegarde is penalized by −2.

Foudre

(affecte: 6", durée: instantaneous, portée: 18") Unleashes a stroke of foudre at any target in portée and sight. It passes directly through créatures but reflects off hard surfaces, possibly even doubling back, so that it is always 6" long; thus the maximum reach of this sort is up to 24". Everyone passed through suffers 1-6 points de vie dégâts per level of the magicien to a maximum of 10-60 points de vie. A successful jet de sauvegarde contre baguettes will reduce this dégâts by half.

Croissance Végétale

(affecte: 30"×30" or 33" diameter, durée: permanent, portée: 12") Causes existing vegetation within a 33" diameter (or equivalent area) to become absurdly overgrown and virtually impassable. The growth lasts until it is hacked or burned away or until it is disorted.

Slow

(affecte: 4-24 créatures, durée: 3 tours, portée: 24") 4-24 créatures within a 4" diameter are slowed. Affected créatures will déplace at half pace and, against any non-slowed créature, will always lose initiative and have a −2 to hit adjustment. Those nearest to the target are always affected first. Slow counters haste and vice versa.

Respiration Aquatique

(affecte: 1 créature, durée: 12 tours, portée: 3") The targeted créature is empowered to breathe normalement under water. No buoyancy or capacité to swim is conferred.

4th Level Magicien Sorts

Croissance Animale

(affecte: 1-6 animals, durée: 12 tours, portée: 12") Causes 1-6 ordinary animals within portée and sight to grow to géant size, assuming all of the game statistics of the géant sort. If no such statistics are given assume that size and dés de vie are doubled. The disposition of the animals toward the magicien is unaffected by this sort.

Animer les Morts

(affecte: 2-24 dead, durée: permanent, portée: 3") Causes nearby bones or bodies to rise as mort-vivant squelettes or zombies under the magicien’s command. 1-6 mort-vivant are animated for every three whole levels the magicien has. Thus a 7th or 8th level magicien can animate 2-12 mort-vivant, a 9th, 10th or 11th level magicien can animate 3-18 mort-vivant, and a 12th level magicien can animate 4-24 mort-vivant. They will obey until destroyed in combat, by a dissiper la magie, or a dissiper le mal sort.

Charmer Monstre

(affecte: 1 or 3-18 créatures, durée: spécial, portée: 12") Brings 3-18 quidams or a single héros/superhéros that fails to save contre sorts completely under the influence of the magicien. Gross abuse or negligence allows the monstre (or monstres) an additional jet de sauvegarde; otherwise, the charm lasts until it is lifted by the magicien or is disorted.

Confusion

(affecte: 3-18 créatures, durée: 12 tours, portée: 12") Causes confusion in 3-18 créatures. The magic is indiscriminate and must affect the indicated number of créatures beginning with those nearest to the target. Héros/superhéros are allowed a jet de sauvegarde contre sorts to negate the effect; otherwise, each individual’s behavior is determined randomly each turn.

Table 1.22 Confused Behavior

1-6

Behavior

1

Stand oblivious, staring off into the distance

2

Walk quietly away

3

Sit and eat whatever is nearby

4

Shout poetry angrily (or equivilent)

5

Run in a random direction at maximum pace

6

Attack the nearest créature

Porte Dimensionelle

(affecte: 1 subject, durée: instantaneous, portée: 1") The magicien or other subject steps from his present location to any destination within 36" specified by distance and direction.

Effroi

(affecte: 6" arc, durée: 6 tours, portée: 6") Sends a wave of panic out in an arc before the magicien to 6" portée. All quidams in the area of effect will immediately flee for six tours. Héros are allowed a jet de sauvegarde contre sorts to negate the effect.

Terrain Hallucinatoire

(affecte: 160" diameter, durée: spécial, portée: 24") Creates an illusionary terrain that conceals the underlying geography and is convincing in every way from a distance. The hallucination will not stand up to close inspection, however, and can be seen through automatically by any intelligent being who examines it carefully from within.

Polymorphie

(affecte: self, durée: 6 tours + 1 turn/level) Transforms the magicien into any créature he desires. He assumes the size, force, mobilité, classe d'armure, and physical attack and dégâts capabilities of his new form, excluding supernatural capacités such as souffles offensifs, gaze attacks, and sort casting. He retains his own intelligence, points de vie, jets de sauvegarde, and capacité to speak and cast sorts.

Lever une Malédiction

(affecte: 1 curse, durée: permanent, portée: touch) Lifts one curse from a créature or object causing the latter to become a normal, unenchanted item of its type.

Mur de Feu

(affecte: mur de 6", durée: concentration, portée: 6") Conjures a blazing curtain of fire which persists for as long as the magicien concentrates upon maintaining it. The mur de feu is 1,5m thick and up to 6" long and 6m high (or any equivalent dimensions). It can be straight or curved as the magicien desires, including a 3m high 4" diameter circle. Les créatures de feu ne sont pas affectées, sauf par son opacité. Le mur est autrement impénétrable par les quidams, alors que les héros/superhéros subissent 1-6 points de vie de dégâts en jaillissant au travers. Créatures of cold and mort-vivant instead suffer 2-12 points de vie. A mur de feu and a white souffle de dragon (or blast from a baguette de glace) will negate one another, resulting in a double-sized mur de brouillard.

Mur de Glace

(affecte: 6" wall, durée: permanent, portée: 12") Conjures a steaming cold bulkhead of hard pack glace. The mur de glace is 1,5m thick and up to 6" long and 6m high (or any equivalent dimensions). It can be straight or curved as the magicien desires, including a 3m high 4" diameter circle. A mur de glace is opaque and is impenetrable to quidams. Héroïque/superhéross can attempt to crash through a mur de glace as they might break down portes. Any such attempt causes 1-6 points de vie of dégâts except to créatures of cold (who are unharmed) and créatures of fire who instead suffer 2-12 points de vie. A mur de glace and a red souffle de dragon (or boule de Feu) will negate one another, resulting in a double-sized mur de brouillard.

Witch Eye

(affecte: self, durée: 6 tours, portée: 1") Conjures an invisible, floating eye that flies at a rate of 12" per turn to anywhere the magicien desires within 24". The magicien can see in his mind’s eye everything that the witch eye sees.

5th Level Magicien Sorts

Funeste Polymorphie

(affecte: 1 créature, durée: permanent, portée: 6") Transforms a subject within portée into any créature the magicien desires. The subject must immediately make a shock test de survie with failure resulting in death. Otherwise, he assumes the size, force, mobilité, classe d'armure, and physical attack and dégâts capabilities of the new form including supernatural capacités such as souffles offensifs and gaze attacks, but excluding sort casting. He retains his own intelligence, points de vie, jets de sauvegarde, and capacité to speak and cast sorts. The transformation is permanent until disorted.

Nuage Mortel

(affecte: 3" diameter, durée: 6 tours, portée: 1") Conjures a 3" diameter bank of dense, poisonous fog which rolls along the ground at a rate of 3" either with the wind or away from the magicien. The vapors are heavier than air and will sink to the lowest lay of the land, pouring down sinkholes or openings for example. Any quidam that breathes the fog is immediately slain. Héroïque-types are allowed a jet de sauvegarde contre poison to avoid death and superhéross are unaffected.

Contact Other Plane

(affecte: self, durée: spécial) The magicien seeks knowledge from powerful beings on other planes of existence. These will answer the magicien’s questions with a “yes” or “no” answer which will be absolute. 1-6 questions (determined secretly by the arbitre) will be entertained safely. For each additional question asked the magicien must make a successful jet de sauvegarde contre sorts or be feebleminded for 1-6 semaines.

Feeblemind

(affecte: 1 créature, durée: permanent, portée: 24") One intelligent créature within portée and sight must save contre sorts at −4 or become a mental invalid. A feebleminded créature can neither read, write, figure, communicate in any coherent fashion, nor cast sorts or use command words. The sort lasts until it is canceled by a dissiper la magie.

Hold Monstre

(affecte: 1 or 1-4 créatures, durée: 6 tours + 1 turn/level, portée: 12") 1-4 créatures are held immobile if they fail a jet de sauvegarde contre paralysie. If a single créature is targeted its jet de sauvegarde is penalized by −2.

Invoquer Élémentaire

(affecte: 1 élémentaire, durée: spécial, portée: 24") Conjures un élémentaire de terre, air, feu ou eau. of the 16 dés de vie sort. The élémentaire does the magicien’s will until it is destroyed in combat or is dismissed by the magicien or a dissiper le mal. The magicien may déplace at half rate but controlling the élémentaire requires the remainder of his concentration. If he should lose concentration (by being hit, for example) he can no longer dismiss the élémentaire and it will attack him immediately. No more than one élémentaire of each type can be conjured par jour.

Magic Jar

(affecte: self, durée: spécial, portée: 3") The magicien sends his spirit into a gem, crystal, or similar vessel within 3", leaving his own body helpless. From there the magicien can attempt to possess any créature that approaches within 12". He can automatically repossess his own body but others are allowed a jet de sauvegarde contre sorts. Should they fail this jet de sauvegarde the magicien possesses them and assumes full control of their physical faculties while retaining his own intellect. The magicien’s spirit can return to the magic jar n'importe quand and automatically does so if ever the possessed body is slain. If his own body has died in the meanwhile he is piégé in the magic jar until another body can be possessed. If the magic jar is destroyed while the magicien’s spirit is resident, he is utterly annihilated and cannot be raised or reincarnated.

Passe-Muraille

(affecte: 1" tunnel, durée: 3 tours, portée: 3") Opens a tunnel up to 1,5m in diameter and 1" deep through any wall—including solid rock but excluding solid iron.

Télékinésie

(affecte: 20livres/level, durée: 6 tours, portée: 12") Any object or objects (including living things) within sight and portée whose total mass does not exceed 20livres per level of the magicien can be déplaced by thought alone. Objects can be déplaced from anywhere within portée to anywhere else within portée in a single turn.

Téléporter

(affecte: 1 subject, durée: instantaneous, portée: touch) Instantly transports the magicien (or other subject) from place to place regardless of distance, possibly requiring an attack roll to touch an unwilling subject. The magicien must be very familiar with the destination or risk an error. If he is only passingly familiar with the destination an error will occur with a throw of 1 on a dé à six faces. If he has only seen the destination once an error will occur with a throw of 1-2. If he has never seen the destination an error will occur with a throw of 1-3. When an error occurs the subject will arrive either 3-18m too high or too low (50% chance of either). Téléporter into mid-air results in a fall; se téléporter into solid earth results in death.

Transmute Rock to Mud

(réversible, affecte: 30"×30" or 33" diameter, durée: 3-18 days, portée: 12") Transmutes a large area of rock or earth into a 3m deep mud slough, undermining structures, drowning heavy créatures, and otherwise reducing déplacement to 3". The mud will dry after 3-18 days leaving the rock or earth in its former state. Transmute rock to mud can be canceled immediately by a transmute mud to rock sort and vice versa.

Wall of Stone

(affecte: 6" wall, durée: permanent, portée: 6") Conjures an imposing bulkhead of solid stone 1,5m thick and up to 6" long and 6m high (or any equivalent dimensions). It can be plain or particularitéd and straight or curved, as the magicien desires, including a 3m high 4" diameter circle. It is impenetrable to all but the ordinary means of tunneling or battery, except that it can be dismissed by a dissiper la magie.

6th Level Magicien Sorts

Bouclier Anti-Magie

(affecte: self, durée: 12 tours) An invisible barrier surrounds the magicien so that no sort or sort-like effect (including charms and gaze attacks) may pass in either direction for the durée. It is impervious even to dissiper la magie.

Dominer l'Eau

(affecte: 1 body of water, durée: 12 tours, portée: 24") The magicien causes the water level of a rivière or similar body of water within 24" of himself to immediately fall to half its natural depth (permattant de franchir un cours d'eau à gué) or to rise to half its depth again (precipitating a flash flooding).

Dominer le Climat

(affecte: 1 geographic region, durée: permanent) Invokes a single desired climat condition in the local geographical region the magicien is in. The climat condition may be extreme but must be naturally occurring. The climat will take 1-6 tours to change but will then last until disorted.

Désintégration

(affecte: 1 target, portée: 6") A deadly beam of darkness irrevocably désintègre any single non-magical object or créature. Créatures are allowed a jet de sauvegarde contre baguettes to avoid the beam and negate the effect; otherwise, any inanimate matter up to 1" cube (or any equivalent volume) can be instantaneously désintégré.

Geas

(affecte: 1 subject, durée: spécial, portée: 3") The subject is compelled to perform a quête specified by the magicien. Should the subject dally or deviate from his quête he will lose 1-6 points of force each day until he either dies or resumes the quête. Only the completion of the quête or a successful dissiper le mal (or dissiper le bien) will end this sort.

Invoquer un Traqueur

(affecte: 1 traqueur, durée: spécial, portée 1") Conjures an traqueur invisible from the non-dimensions which the magicien can instruct to carry out some task. The traqueur invisible will perform this mission single-mindedly until the task is completed, it is destroyed in combat, or is dismissed by a dissiper le mal. It will resent this servitude, however, and if after any day of service the arbitre throws a 12 on two dés à six faces the traqueur invisible will subvert the magicien’s intent by observing his orders absolutely literally to the letter. If ordered to guard a trésor hoard, for example, it might take the hoard to its home dimension and guard it there.

Déplacer la Terre

(affecte: 1 body of earth, durée: 6 tours, portée: 24") Above ground this sort causes a hill, ridge, bluff, or similar body of earth within portée and sight to be déplaced. Underground it déplaces a cavern, chamber, passageway, or similar particularité through the ground, or else déplaces some protuberance of earth within a large cavern. The body of earth is déplaced at a gentle rate of 6". Créatures, vegetation, and structures can be carried along unharmed or structures can be undermined, at the arbitre’s discretion. Alternatively, a clay golem or earth élémentaire can be driven back 12" suffering 6-36 dégâts. Note that earth is déplaced but not reshaped.

Project Image

(affecte: 1 image, durée: 6 tours, portée: 24") Projects a quasi-real image of the magicien anywhere within portée and sight. The image is indistinguishable from the magicien and is completely under his control. He knows everything his image senses and can direct it to perform any action he himself could perform including casting sorts. The image is impervious to harm except that a successful dissiper la magie will end its existence. Sorts originating from the image are in actuality cast by the magicien and are erased from his memory as usual.

Réincarnation

(affecte: 1 créature, durée: permanent, portée: touch) Restores a slain character to life in another body so long as he has not been dead any longer than one day per level of the magicien. Rising from the dead is a great ordeal and the subject must make a successful shock test de survie in order to reincarnate. Should this prove successful his body is transformed (according to his alignement) and he awakes without need for recuperation.

Table 1.23 Réincarnation Outcome


Subject’s Alignement

1-10

Chaotique

Neutre

Loyal

1

Anti-clerc

Homme des Cavernes

Clerc

2

Doppelgänger

Centaure

Dryade

3

Guerrier

Doppelgänger

Nain

4

Hobgobelin

Nain

Elfe

5

Homme-lézard

Elfe

Guerrier

6

Magicien

Guerrier

Gnome

7

Minotaure

Semi-homme

Semi-homme

8

Ogre

Magicien

Magicien

9

Orque

Lutin

Licorne

10

Sanglier-garou

Tigre-garou

Ours-garou

The reincarnated character retains his former intelligence, sagesse, and memories but otherwise assumes all faculties of his new form. Any former sort casting capacité is lost. If a joueur character class or race is indicated throw a dé à six faces to determine the character’s new level. Elfes may split their levels between classes de guerrier et de magicien (et voleur, if les voleurs sont utilisés). Semi-hommes will have only half as many levels as indicated. No character can advance in level by réincarnation in any case.

Slaying Sort

(affecte: 4-24 créatures, portée: 24") Instantly slays 4-24 créatures within a 7" diameter area. The sort is indiscriminate and must affect the indicated number of créatures beginning with those nearest to the target. No jet de sauvegarde is allowed but superhéross are unaffected.

Stone to Flesh

(réversible, affecte: 1 créature, durée: permanent, portée: 12") Restores one petrified créature (and any possessions) to living flesh. Returning to the flesh is a great ordeal and the subject must make a successful shock test de survie or else be slain. The reverse, flesh to stone, turns one living créature (and any possessions carried) to stone. A successful jet de sauvegarde contre pétrification will negate the effect.

Mur de Fer

(affecte: 6" wall, durée: permanent, portée: 6") Conjures a daunting bulkhead of solid iron 30cm thick and up to 6" long and 6m high (or any equivalent dimensions). It can be plain or particularitéd and straight or curved, as the magicien desires, including a 3m high 4" diameter circle. It is impervious to sorts such as sixième sens, passe-muraille, and transmute rock to mud and is largely impenetrable to ordinary means of battery or attack. It can be dismissed by a successful dissiper la magie.

Section II: Delving & Exploration

Préparation pour la Campagne

The arbitre should be comfortable with these rules and the mechanics of play, but even then a new campagne requires some preparation before play can start. The arbitre begins by envisaging a imaginaire monde in which his new campagne will take place. He need not etch out the entire history of the monde immediately; the merest hint of what the monde might promise is sufficient at this early stage. Next, he requires the outline of a continent or similar region for the joueurs to explore. Finally, he requires a detailed map of a town or village and the countryside in which play will begin.

The arbitre should familiarize himself with the geography, water sources, and settlements (human and otherwise) near to the start of play, noting any particular detail of each. Using broad strokes rather than exacting detail will save time and allow room for the joueurs to influence the monde, encouraging a dynamic campagne that feels “alive”.

After establishing the monde de campagne the arbitre should map several monde souterrain donjons and stock these with monstres, trésors, and magical items. Once these donjons are created the arbitre should mark them on his map somewhere in the vicinity of the start of play. The campagne is then ready and the joueurs can begin exploring the imaginaire milieu in which they find themselves.

Les Fournitures de l'Arbitre

In addition to those supplies recommended for joueurs the arbitre should furnish himself with the following:

The Essentials:

Optional Extras:

Creating a monde

The arbitre begins by creating a map of the monde on a sheet of hex paper. This map need not be extensive as exploration of the unknown is a desired element of the campagne. It must, however, remain unknown to the joueurs.

Each hex should be 6 miles wide on this map such that an non encombré man afoot can cover two hexes par jour of good hiking and an encombré man can cover one hex par jour.

The arbitre should note at least one civilized settlement (the village, town, or forteresse where play will begin) near the center of his map. He should then add any immediately surrounding particularités including other villages, nearby towns, a keep, a ruin, caves, a forest, a swamp, and so on. The arbitre should name each particularité and decide whether it is abandoned or inhabited, and (if so) by whom? Denizens might be ordinary loyal folk, elfes, bandits, a chevalier and his entourage, orques, trolls, un haut prêtre maléfique, etc. Thus the game monde begins to take shape.

The Start of Play

Play should commence in a (relatively) safe haven such as a town, village, or forteresse. Towns are busy regional centers, home to 1,000-6,000 folk from all walks of life including many itinerants. Villages are quiet, agrarian communities of 100-400 farming folk. Forteresses are occupied by bodies of 30-180 soldiery along with a prominent chef and his supporting entourage. Wherever they begin, joueurs should be able to acquire their starting goods and rumors of possible adventures.

Légendes et Rumeurs

The joueurs might already know some of the campagne’s cultural folklore. Other tales and local legends can be devised by the arbitre and learned by the joueurs as required.

The arrival or formation of a company of armed adventurers will not go unnoticed and, unless the joueurs take pains to conceal their purpose, rumors will quickly spread. The joueurs may, of course, desire to advertise their presence in order to gain employment.

Obtaining news and rumors is thereafter a matter of visiting local inns and common rooms where a liberal round of drinks worth 10-60 po will usually get tongues wagging, or where an earnest barkeep might be willing to help for 1-6 po. Misinformation may be learned at the arbitre’s discretion.

Villageois mécontents

In time the joueurs might become sans peur heroes (or craint anti-heroes). This does not imply that exploitation of the common folk will be without consequence. Unhappy commoners will first seek the protection of the church and their local lords. Failing that they will seek out a hero to fight their cause or, ultimately, rise up as an angry lynch mob to run despots and méchants out of town.

Employé and Serviteur Loyauté

Whenever mercenaires or retainers are taken on the arbitre should secretly determine their loyauté score. A mercenaire or retainer’s loyauté score is determined with a throw of three dés à six faces, then adjusted according to an initial test de réaction (−2 to +2), the character’s loyauté adjustment due to charisme (−2 to +4), and whether or not the mercenaire or retainer is a disinherited relative (0 to −5). The result is noted by the arbitre, to be referred to whenever subsequent réaction or tests de moral are required.

Table 2.1 Loyauté


Réaction or Morale

Loyauté

Adjustment

3 ou moins

*

4-5

–2

6-8

–1

9-12

.

13-15

+1

16-17

+2

18 ou plus

**

The Dés

Delving Deeper arbitres require polyhedral dés of the four-, six-, eight-, ten-, twelve-, and twenty-sided sorts and are assumed to possess these.

Wherever number portées appear in the text the arbitre should throw the appropriate number of dés to produce a result within the specified portée. For example, a portée of 1-6 is generated by throwing a dé à six faces, a portée of 2-7 is generated by throwing a dé à six faces and adding 1 to the result, a portée of 2-10 is generated by throwing a six- and a four-sided dé and summing the results, and so on.

Common number portées are given in the table below—the arbitre can extrapoler d'autres portées from these examples. A ten-sided dé should ideally be a twenty-sided polyhedron marked 0-9 deux fois, but alternatively can be a ten-sided polyhedron marked 0-9 once (although these are not a platonic solid).

A portée of 1-100 can be generated with a throw of two ten-sided dés. The result of the first dé is multiplied by ten before the pair is summed. Thus, a throw of 4 and 2 makes 42, a throw of 6 and 0 makes 60, and a throw of 0 and 6 makes 06. A double zero makes 100.

Table 2.2 Dés to Roll for Number Portées

Number

Quatre

Six

Huit

Dix

Douze

Vingt

of Dés

Faces

Faces

Faces

Faces

Faces

Faces

1

1-4

1-6

1-8

1-10

1-12

1-20

1+1

2-5

2-7

2-9

2-11

2-13

2-21

1+2

3-6

3-8

3-10

3-12

3-14

3-22

2

2-8

2-12

2-16

2-20

2-24

2-40

2+1

3-9

3-13

3-17

3-21

3-25

3-41

3

3-12

3-18

3-24

3-30

3-36

3-60

Créer un Donjon

Avant que les joueurs ne puissent explorer le labyrinthesque monde souterrain l'arbitre doit cartographier au moins un tel donjon sur une feuille de papier quadrillé. A donjon should have many levels and sub-levels that are interconnected by escaliers, trappes, chutes, slanting passages, and so on. The arbitre is advised to begin by drawing a cross section of the entire structure in order to understand the means of egress between the various levels.

It is desirable that there be several donjon entrances, that there be a number routes between the various levels, and that richer areas be harder to find. Deeper niveaux du donjon will be more rewarding but also more dangerous, so joueurs should (usually) be allowed to navigate to the desired niveau du donjon when such routes are known.

A donjon need not be mapped completely—it may well be vast or even limitless. It should, however, extend as far as the joueurs are likely to explore in their initial delve. Thus, the arbitre is advised to plan much of the first level and some parts of the second and third levels. Each square of a niveau du donjon plan should represent 3m in the donjon and, like the campagne map, donjon maps must remain unknown to the joueurs.

Having drawn a cross section and begun mapping of the first few levels, the arbitre should give the donjon a name and note at least one entrance to the first niveau du donjon on his campagne map.

Populating a Donjon

With a niveau du donjon planned, or substantially so, the arbitre must distribute monstres, pièges, and trésor throughout the maze. The principal trésors should be placed thoughtfully, then random determination used to fill the balance of the level.

The arbitre should throw two dés à six faces for each unpopulated donjon location and consult the table of random donjon locations.

Table 2.3 Random Donjon Locations

2-12

Content

2

Trésor gardé par piège

3

Trick or piège

4

Trésor gardé par monstre

5

Monstre

6-8

Empty room

9

Monstre

10

Trésor gardé par monstre

11-12

Unguarded trésor

Empty Rooms

Empty rooms occur frequently and will usually be welcomed even if they are foreboding or completely nondescript. These might be used by the joueurs to rest or regroup, lay ambushes, establish a defensible position, or whatever else the arbitre allows.

Monstres

Where Monstres are indicated the arbitre should consult the random monstre tables for the appropriate niveau du donjon. Note that monstres are not all “meant” to be beatable. Some will be deadly foes and joueurs should learn to flee from these.

Table 2.4 Random Rencontre Table Determination

Donjon

Donjon Rencontre Table to Consult

Level

1

2

3

4

5

6

1

1-4

5

6

.

.

.

2

1-2

3-4

5

6

.

.

3

.

1-2

3-4

5

6

.

4-5

.

.

1

2-3

4-5

6

6-7

.

.

.

1

2-5

6

8-9

.

.

.

.

1-4

5-6

10-12

.

.

.

.

1-2

3-6

13-15

.

.

.

.

.

1-6

Table 2.6 Donjon Rencontre Tables

1-20

Table 1

Table 2

Table 3

1

Centipedes, large

Fourmis géantes

Grands Singes

2

Dogs

Sangliers

Scarabées géants

3

Dragons, serpenteau

Hommes des cavernes

Centaures

4

Nains

Centipèdes géants

Doppelgangers

5

Elfes

Crabes géants

Dragons, adulte

6

Gnomes

Crocodiles

Élémentaire (8 DV)

7

Gobelins

Dragons, jeune

Gargouilles

8

Semi-hommes

Cube gélatineux

Méduses

9

Hobgobelins

Goules

Momies

10

Kobolds

Gnolls

Personnages non-joueurs

11

Humains

Vase grise

Gelée ocre

12

Personnages non-joueurs

Limon vert

Ogres

13

Orques

Sangsues, géant

Araignées, géant

14

Lutins

Hommes-lézards

Groules

15

Rats, géant

Humains

Belettes géantes

16

Squelettes

Humains, zélotes

Sangliers-garous

17

Serpents, grands

Personnages non-joueurs

Tigres-Garous

18

Araignées, grandes

Ombres

Werewovles

19

Loups

Crapauds géants

Singes livides

20

Zombies

Loups géants

Ténébreux

Table 2.6 (Continued) Donjon Rencontre Tables

1-20

Table 4

Table 5

Table 6

1

Basilics

Bouillie noire

Cyclops

2

Ours des cavernes

Chimères

Dinosaures, brontosaures

3

Crocodiles géants

Dragons âgés

Dinosaures, triceratops

4

Djinn

Éfrit

Dinosaures, tyrannosaures

5

Dragons, mature

Élémentaire (16 DV)

Tortues dragons

6

Élémentaire (12 DV)

Élémentaires, 1-6 (12 DV)

Dragons, anciens

7

Élémentaires, 1-6 (8 DV)

Géants du feu

Dragons, ancien, 5*

8

Géants des Collines

Géants du Givre

Élémentaires, 1-6 (16 DV)

9

Griffons

Géants de Pierre

Géants des Nuages

10

Hydre (5-7 headed)

Golems d'argile

Géants des Tempêtes

11

Manticores

Golems de chair

Gothrogs

12

Minotaures

Gorgones

Hydre (11-12 headed)

13

Personnages non-joueurs

Hydre (8-10 headed)

Jaggernat

14

Salamandres

Living statue, iron

Statues animées de fer, 1-4

15

Scorpions géants

Living statue, stone

Statues animées de pierre, 2-8

16

Serpents géants

Mastodontes

Personnages non-joueurs

17

Spectres

Humains, zélotes (100+)

Humains, zélotes (300)

18

Trolls

Personnages non-joueurs

Ver pourpres

19

Ours-garous

Vampires

Titan

20

Vouivres

Rhinocéros laineux

Mammouths laineux

Tricks and Pièges

Trick and pièges can be devious or deadly and can occur almost anywhere.

Table 2.5 Tricks and Pièges

2-12

Type

2

Geas/Charm

3

Distortion

4

Trick stair

5

Sloping passage

6

Shifting wall

7

Oblique construction

8

Trick porte

9

Fosse

10

Illusion

11

Sinking room

12

Téléportation

Distortions

can alter the appearance of distance, the sense of depth, échelle, or direction, or even the flow of time and can frustrate even diligent mapping. A miniaturized Kingdom could be hidden in a bottle or a room or niveau du donjon could accelerate time one-hundred fold.

Geases

will compel a victim to perform some quête, deed, or undesirable action. Possibilities include abandoning all carried trésor in a nearby vault, submitting oneself to an maléfique high priest, converting a douzaine people to the chaotique alignement, or slaying the dragon on the next niveau du donjon.

Illusions

can be of anything at all including glamorous trésor, impassible obstacles, irresistible feasts, distraught prisoners, luxurious appointments over squalor, or solid footing over openings. The purpose of these is to deter or delay progress, draw the unwary into a piège, conceal some route or object, or to raise an alarm if meddled with.

Oblique Construction

includes any room or passage are not aligned perfectly north-south or east-west, but at an oblique angle. The difference should not be immediately noticed by joueurs so as to prevent them from mapping the donjon too accurately.

Fosses

are typically 3-12m deep and either open or covered by trappe lids. When passed over a trappe will open if the arbitre throws a 5-6 on a dé à six faces and some will automatically snap shut. A fosse could be empty or contain a monstre. Hitting the bottom will cause 1-6 points de vie of dégâts per 3m fallen and any monstre present will automatically have the advantage of surprise in the following turn. Deep fosses could be filled with water causing personnages en armure to drown. Shallow fosses could contain lances or jagged rocks pointing upward that will cause an additional 2-12 points de vie of dégâts should anyone fall upon them. Lances present may or may not be empoisonné.

Shifting Walls

might be déplaced by joueur action or by automation, intermittently revealing (or concealing) escaliers, passages, or secret vaults or simply preventing the joueurs from returning the way they came. Fresh donjon sections can be revealed and tried sections hidden. Whole sections can déplace in a clockwork labyrinth.

Sinking Rooms

can seal the joueurs in by closing portals or by barring exits with heavy weights. Some will then fill with water, limon vert, or monstres. Others will carry the joueurs to a lower niveau du donjon with no possible recourse—or seem to while in fact only turning on the same level.

Sloping Passages

or halls descend gently and will not be noticed by joueurs (other than nains). These can see the joueurs inadvertently exploring the next deeper niveau du donjon.

Téléportation

will instantly send an individual or a group elsewhere upon touching a gem, skull, or miroir, or upon passing through a portal. Possible destinations include an identical room with nothing to indicate that téléportation has occurred, a dragon’s repaire, a safe haven, another niveau du donjon, a location thousands of miles away, or even another planet or alternate dimension.

Trick Portes

are of many kinds including secret portes, false portes or portals that lead only to dead ends, portes that will open only when a mot de passe is spoken or a riddle is solved, portes that can be opened from one side but not the other, portals that can only be found intermittently, or portes whose destination changes each time they are used. The possibilities are endless.

Trick Escaliers

are of various designs including escaliers not deep enough to change level, escaliers whose destination changes each time they are used, escaliers that collapse into a steeply inclined slide which is a one-way route to a monstre repaire or deeper niveau du donjon, escaliers that can only be found intermittently, and so on.

Trésor Gardé par Monstres

Monstres guarding trésor are determined with the random monstre tables. If the resulting monstre has a type de trésor and appropriate numbers can be accommodated then the location can be a repaire. Otherwise it is not a repaire and the trésor includes 400-2,400 sp per niveau du donjon, 50% chance of 200-1,200 po per niveau du donjon, 5% chance per niveau du donjon of 1-6 gems + 1 gem per niveau du donjon, 5% chance per niveau du donjon of 1-6 pieces of jewelry, and 5% chance per two niveaux du donjon of one item from the Objets Magiques table.

Where personnages non-joueurs are indicated, these are bands of 1-6 joueur-types of randomly determined class; guerriers, magiciens, or clercs (with voleurs optionally appearing). Each non-joueur character has 1-3 niveaux d'expérience plus as many niveaux d'expérience as the niveau du donjon they are rencontré on. The whole group will be accompanied by 2-12 mercenaires as well as 1-6 pages, acolytes, or apprentices with up to half as many niveaux d'expérience as their least expérienced superior.

Guerriers have a 10% chance per niveau d'expérience of possessing a épée magique and are half as likely to possess a magic bouclier or magic armure. Clercs are 2% likely per niveau d'expérience to possess a magic masse, fléau, hammer, or bâton and are 5% likely to possess a magic bouclier or magic armure. Magiciens are 5% likely per niveau d'expérience to possess a magic baguette and are equally likely to possess a magic ring or a miscellaneous objet magique. In all cases, check separately for each item.

Trésor Gardé par Pièges

Pièges are frequently set to guard trésors. Where this is indicated the piège can be designed thoughtfully to fit the environs or determined with the tricks and pièges table (substituting a deadly piège for any sloping passage or oblique construction). The trésor is as described above.

Unguarded Trésor

Unguarded trésors are as above and should be hidden behind secret portes, under trappes or floors, up chimneys, made to look plain or invisible by illusions, or locked in safes or strong boxes. In short, the joueurs should face some challenge to gain them.

Exploration Souterraine

Il est conseillé à l'arbitre de keep careful track of time and resources as the joueurs explore the monde souterrain. Exploration is conducted in tours of 10 minute durée with 1" representing 3m. Thus a vitesse de déplacement of 12" is reckoned to be 36m underground with two such déplaces allowed per turn of cautious progress; écoutant for noises, watching for ambush, making a map, and so on. If all caution is abandoned (during flight or pursuit, for example) déplacement is quadrupled but mapping becomes impossible.

Searching

for pièges, trésor, or secret portes should take a full turn. The arbitre must adjudicate how long other activities will take including hiding, use of divinations, and circumventing pièges.

Lumière

is essential underground. Torches, lanterns, and magic sorts can be used to illuminate the way though the former might be extinguished by sudden gusts of wind. Torches and lanterns will lumière a 9m radius and burn for 6 and 24 tours, respectively. Donjon denizens are assumed to see well in the dark, however, and carrying lumière will ruin any possibilité of surprising them, except by coming through a porte.

Écouter

A donjon should be troubled by distant creaks, echoes, and moans, and any joueur may vœu to listen for these, or at a porte before trying it, as a precautionary measure. In such cases the arbitre should throw a dé à six faces for the joueur with a result of 6 (or a result of 5-6 for nains, elfes, and semi-hommes) indicating that the character identifies any audible sound. Bickering orcs will be rackety, for example, while the mort-vivant will be absolutely silent.

Portes

in the donjon are typically stuck and must be forced by force. Humains, nains, and elfes can defeat these with a throw of 5-6 on a dé à six faces, while semi-hommes and other weaklings would usually require a throw of 6. Bursting through a porte in this manner might surprise whomever is on the other side, but any failed attempt will automatically ruin this opportunity and might also attract monstres errants to the noise. Two characters can simultaneously apply their force to a single porte, but they will be unable to react to whatever is lurking on the other side as they burst through.

Donjon denizens have the knack of opening each donjon porte and can pass through easily unless a porte has been held shut by the characters. Despite the difficulty in opening them, portes will automatically close. Even if a porte is wedged open by the characters it will later be found to have been closed if the arbitre throws a 5-6 on a dé à six faces.

Secret portes

and passages will be discovered by any joueur actively searching if the arbitre throws a 5-6 (or 3-6 for elves and also voleurs if these are used) on a dé à six faces. Locating a secret porte will reveal the mechanism for opening it, but not activate it. The secret porte must be intentionally opened by the character.

Rest

One turn of rest is required after a combat or any hour of exploration and two tours of rest are required after flight or pursuit.

Pièges

are sprung if the arbitre throws a 5-6 on a dé à six faces as a character passes over or nearby. Many of these are deadly. Pièges can be located before they are sprung, however, in much the same manner as can secret portes. A piège can usually be circumvented or avoided once it has been found.

Monde Souterrain Rencontres

Chaque niveau du donjon peut contenir des rencontres soigneusement préparées ainsi que des monstres errants. The former are monstre repaires, hideouts, treasuries, meeting places, and so on devised during donjon design. The arbitre should also check for monstres errants at the end of each turn of exploration. This is done by throwing a dé à six faces with a 6 indicating the appearance of monstres.

The kind of monstre should be determined randomly. This is accomplished by dicing for the donjon rencontre table to use and then dicing on that table to determine which kind of monstre appears.

Monstres Errants

The number of monstres errants appearing should be as per the “No. Rencontré” for their type. Having determined their numbers the arbitre should then throw to determine whether there is a repaire of such monstres nearby. If so, then any member of the groupe errant slain or captured is deducted from those found later in the repaire.

More effrayant monstres will often be fewer in number, but even the lowliest sorts can be deadly in their multitudes. The arbitre can exercise his discretion if an undesired rencontre is indicated, remembering that deeper niveaux du donjon are intended to be more dangerous than shallower niveaux du donjon.

Surprise

When monstres errants occur the arbitre should first determine whether either party is surprised. Surprise is possible only when either or both parties are unaware of the other. Lumière, noise, écoutant at or forcing portes, and various divinations can negate the possibilité of surprise; otherwise, either party will surprise the other with a throw of 5-6 on a dé à six faces. Voleurs (si utilisés) instead surprise with a throw of 3-6.

Rencontre Distance

If either party is surprised the rencontre will begin at 3-18 mètres distance and the surprised party will be unable to respond for one turn ; otherwise, the rencontre will begin at 6-24 mètres distance. Mêlée portée is 1" (3 mètres dans le monde souterrain).

Monstre Behavior

Avec ou sans surprise the direction and manner of a monstre’s approach should be adjudicated by the arbitre in accordance with its type, the surroundings, and the disposition of the joueurs. Unintelligent monstres will simply attack, while those with any cunning will judge the situation accordingly. Chaotiques are predisposed to attack loyals, and vice versa, and les quidams humanoïdes will only attack 4th (or higher) level guerriers if there are no other targets.

The arbitre can otherwise determine monstre behavior according to the following table, adjusting any result for bribes offered, perceived threats, differences of race or alignement, and so on.

Table 2.7 Test de Réaction

2-12

Réaction

2 ou moins

Hostile

3-5

Negative

6-8

Uncertain

9-11

Positive

12 ou plus

Enthusiastic

Avoiding Monstres

The joueurs have the option to flee unchallenged whenever monstres are surprised or are more than 3" (9 mètres dans le monde souterrain) distant. Monstres will pursue unless they are surprised or have a proper motivation not to.

Flight and pursuit speed is four times normal pace with no mapping possible. The gap will open or close according to the Vitesses de déplacement of the two parties, and pursuit will continue for so long as the pursuers do not fall more than a full déplace behind (more than 18m behind for pursuers with a vitesse de déplacement of 9"). The joueurs may vœu to discard trésor or équipement in order to lighten their encumbrance and increase their speed. Should the joueurs turn a corner, take a stair, or pass through a porte the pursuers will continue only if a throw of a dé à six faces is 5-6.

Discarded foodstuffs will distract unintelligent pursuers with a throw of 2-6 on a dé à six faces, and animal or intelligent pursuers with a throw of 4-6 or 6, respectively. Trésor is inversely likely to distract pursuers and burning oil is also an effective deterrent.

Maintaining Freshness

As the joueurs explore a niveau du donjon its monstre stocks and trésors will begin to be diminished and so too will its mystery. While egress to the greater challenges of lower levels is desirable, the arbitre should never allow any niveau du donjon to become too well known.

If even a single chamber is left unguarded for any length of time there is the possibilité of new denizens arriving to replace losses. These might be from adjacent areas, lower levels, or newly excavated passages. Monstres that previously eluded the joueurs might fortify areas by blocking or collapsing passages, barring portes, setting new pièges, and so on. Intelligent monstres might set alarms or leave warnings in case of the joueurs’ return.

The arbitre should not shy from extending the limits of a donjon so that fresh areas always await exploration. Should the joueurs nonetheless become blasé, the arbitre can introduce wholesale change due to cave-in, subsidence, flooding, supernatural winter, reality distortion, slime plague, and so on. These are but a few of the options the arbitre can employ to keep a donjon fresh and challenging.

Combat

These mechanics are intentionally abstract so that combat is fast and furious.

Scale

For the purpose of monde souterrain combat 1" represents 3m and each turn is one minute in durée. A lot can happen in one minute of combat and any tour can be decisive.

Surprise

allows one tour of unanswered actions. If these should include attacks they will be at +2 to hit and, if struck, the target will drop anything held with a throw of 1-2 on a dé à six faces.

Intent

Each joueur declares his intent for the upcoming tour, stating whether his character will attack, utter a sort, overturn a boiling cauldron, or whatever.

Initiative

The arbitre resolves all actions for the tour in whatever order he judges fair.

He may grant initiative to those firing projectiles into advancing enemies, or to those with the advantage of reach (in the first tour) or lighter armes (in subsequent tours), or to those fighting on battlements above. Otherwise, initiative is determined by throwing a dé à six faces per group, or per combatant (adjusting for dextérité), with the higher score gaining the first opportunity to attack that tour.

Magic sorts can be cast successfully in the tour that mêlée is joined if the caster wins initiative; otherwise, the caster is interrupted and his sort is ruined before completion. While a lanceur de sorts remains engaged in mêlée sort casting is not possible.

Mêlée

Any character within 1" is eligible to attack or be attacked in mêlée combat.

Performance throughout a tour of combat is determined with a single attack roll—a throw of one twenty-sided dé. However, against quidams, monstres and guerriers instead throw one attack roll for each of their own dé de vie.

When a single attack roll is used the attacker strikes according to his level (for characters) or number of dés de vie (for monstres). When multiple attack rolls are used the attacker always strikes as a 1 dé de vie monstre, regardless of how many levels or dés de vie he actually has.

Table 2.8 Attack Matrice
Niveau du Personnage Dés de
20-Sided Roll Required
Magiciens Clercs Guerriers Vie du
To Hit Classe d'Armure
(& Voleurs) Monstre 9 8 7 6 5 4 3 2
1-4 1-2 1-3 1 Up to 1 10 11 12 13 14 15 16 17

3-4
2-3 1-2 1-2 1+ 9 10 11 12 13 14 15 16
5-10 5 4-8 4 3-6 3 2-3 2 8 9 10 11 12 13 14 15

6-7
5-6
4
3 7 8 9 10 11 12 13 14

8-10
7-8
5-6 4-5 4-5 6 7 8 9 10 11 12 13
11-12 11-12 9-12 9-12 7-10 7-8 6-7 6-7 5 6 7 8 9 10 11 12

9-10 8-9 8 4 5 6 7 8 9 10 11
11-12 11-12
9 3 4 5 6 7 8 9 10
10-11 10 2 3 4 5 6 7 8 9

11 2 2 3 4 5 6 7 8
12+ 12+ 2 2 2 3 4 5 6 7

In either case attack rolls are adjusted for tactical factors, magic armes, and enchantments and the result compared to the target’s classe d'armure on the attack matrice. A total equal to or greater than the number required indicates an effective tour of action (a “hit”). Anything less indicates an ineffective tour of action (a “miss”).

Space Required

Note that mêlée requires space. The arbitre should allow perhaps three humains to stand abreast in a 3m wide passage if they carry lances; épées and haches would require more space. Up to six humains can surround a single man-sized target (with rear attacks striking at +2 to hit), while up to eight humains can surround a larger monstre.

Parrying

A defender can forgo his attack to parry and cause an opponent to suffer a −4 attack penalty. Should his opponent miss because of this −4 penalty the defender’s arme will be dashed from his grasp by a heavier arme. If, on the other hand, his opponent misses regardless of this penalty the defender is allowed a counter-attack if equipped with a lighter arme.

Dégâts

If a single attack roll is used a hit will cause 1-6 points de vie of dégâts and be adjusted for force, magical armes, and other factors. Lances set to receive a charge and charging lancers will instead cause 2-12 points de vie dégâts and large monstres can cause more dégâts. If multiple attack rolls are used contre quidams, each hit causes exactly 1-6 points de vie of dégâts; all other adjustments are already represented by the multiple attack rolls.

Should any character be reduced to zero (or fewer) points de vie, he is slain. Whether or not sustaining dégâts will otherwise affect a character is left to the arbitre’s discretion. Any unresolved attacks of a slain character are wasted.

Attacking to Entraver

La plupart des monstres intelligents (incluant les humanoïdes) peuvent être capturés and made to surrender if this intent is announced prior to attacks being resolved. Dégâts from subdual hits is recorded independently of dégâts from actual hits. After any tour in which dégâts is suffered the arbitre must determine the sum of subdual dégâts sustained as a percentage of actual points de vie. Confidence is then checked by throwing a dé à cent faces with any result lower than the percentage of subdual dégâts sustained indicating the monstre is capturé.

Capturé monstres will initially obey without tests de réaction and can be sold as slaves, pets, or curiosities or brought into service as retainers if an acceptable offer is made.

Overbearing

Humanoïdes can grapple an enemy bare-handed in order to overpower and capture him without killing him.

If the defender is armed, or is not a humanoïde, each attacker must make a successful attack roll before being able to contribute to the overbearing attempt. Each contributing attacker throws a dé à six faces for each of his own dé de vie (although no more than six humains can attempt to overbear a single humain at a time).

The defender then throws one dé à six faces for each of his dés de vie and the totals are compared. If the attackers’ total is higher the defender will be hopelessly pinned. If the scores are equal the struggle is unresolved and can continue next tour. If the defender’s total is higher the attackers are thrown back 1" and unable to participate in the struggle next tour.

Projectile Fire

Projectile fire is as mêlée combat except that attack rolls represent shooting at portée and are adjusted for dextérité. Short portée fire (including most projectiles shot underground) is at +2 to hit. Hand-hurled projectiles are reckoned to always be at medium portée and are thus at +1 to hit. Long portée projectile fire is usually possible only outportes and is at normal hit probabilité. Bows can throw two attack rolls per tour if stationary. All projectile fire on the déplace (other than elfes firing bows) is at −2 to hit. Firing from or into mêlée is not normalement allowed.

Boules de Feu, foudres, and like projectiles must occupy their full area of effect. Hurling these into confined spaces will cause them to rebound off walls to fill the necessary space, including back towards the caster.

Moral

A moral check can be used to determine how monstres (including humanoïdes) will react in potentially life-threatening circumstances.

The arbitre alone adjudicates when moral should be checked but will normalement do so whenever potentially deadly circumstances occur. Thus, mercenaire or retainer moral would be checked when a deadly piège is sprung, when attacked by surprise, when losing a battle (at one-third losses), when a chef is slain, captured, or routed.

Particularly effrayant foes including the greater dragons and rocs, ténébreux, and 8th (or higher) level guerriers will cause quidams (including personnages joueurs) to check moral merely by attacking.

Tests de Moral

The joueurs have their own moral so their characters are not subject to tests de moral unless compelled by magic or other super-normal threat. It may, however, be necessary to check the moral of monstres (including humanoïdes) either fighting the joueurs or serving them. Unintelligent monstres need never check moral.

A moral check is made by throwing two dés à six faces for the affected party. The total is adjusted for loyauté, monstre type, and other circumstances as appropriate.

Table 2.9 Test de Moral

2-12

Réaction

2 ou moins

Surrender

3-5

Flee

6-8

Stand off or hold

9-11

Press for advantage

12 ou plus

Attack impetuously!

Adjustments au Test de Moral

Monstres are assumed to have moral adjustments as stated in the explanation of monstres; however, the arbitre may vœu to ascribe a loyauté score to particular individuals. This can be done in the same manner as for employés or retainers serving the joueurs (by summing three dés à six faces) or by edict. High or low loyauté would adjust a monstre’s tests de moral accordingly, overruling the generic morale adjustments given in the explanation of monstres.

The arbitre can also adjust tests de moral for specific circumstances including:

See the explications des monstres for further cases.

Test de Moral Outcome

The arbitre can determine monstres’ (or retainers’) behavior for the next tour by throwing a morale check and consulting the morale check table.

The arbitre should interpret the outcome by considering the capabilities and disposition of the affected party; non-combatants would not attack, troops defending a fortification would not abandon their advantage, and so on.

Guérison

Les points de vie perdus peuvent être récupérés par des moyens magiques et par du rest ordinaire, bien qu'à un rythme plus lent. One hit point is regained for every two days of complete rest in which no other productive activity can be undertaken.

Mounted Combat

Joutes!

Les joutes sont des compétitions chevaleresques de mounted combat. A guerrier must possess armure, bouclier, heaume, mount, and at least one lance to participate.

A joust is scored as the best of three tilts in which two mounted chevaliers enter the lists and, separated by a barrier, make an unimpeded charge at one another with the objective of unhorsing the opponent. Each throws a single, simultaneous attack roll adjusted for the quality of his mount: destrier +8, cheval de guerre +6, riding or cheval de trait +2. On a hit throw two dés à six faces and consult the jousting table. For sport the lesser of the two dés indicates dégâts sustained; in war dégâts is the sum of both dés.

Table 2.10 Jousting

1-6

1

2

3

4

5

6

1

G

G

G

G

G

B+U

2

G

G

G

B

B

U

3

G

G

B

B

B

U

4

G

B

B

B

B

U

5

G

B

B

B

B

U

6

B+U

U

U

U

U

B+H

A glancing blow scores no points. Breaking a lance upon the opponent scores one point, or three points upon the opponent’s casque. Unhorsing the opponent scores ten points. If a chevalier cannot continue due to injury he loses. The loser forfeits his mount or a grander wager by prior arrangement.

Mounted Humains Attacking

Charging lancers attack at +4 and cause 2-12 points de vie of dégâts and use the jousting table to determine broken lances and unhorsing. Otherwise, mounted humanoïdes attack those on foot at +2. Mounted chevaux de guerre and loups géants can also attack enemies on foot, having one attack roll per tour even contre quidams.

Attacking Mounted Humains

Les personnages de taille humaine à pied attaquent les humanoïdes mounted à −2.

Shooting at Mounted Humains

Projectile fire against mounted quidams is likewise penalized by −2. A mounted héroïque-type is subject to projectile fire only on a dé à six faces throw of 5-6; otherwise his mount is subject to that projectile fire.

Any hit on a cavalier will unhorse him on a dé à six faces throw of 6. He will crash to the ground and be stunned for the remainder of the tour and, if he throws 1-4 on a dé à six faces, for all of the following tour in addition. Should a cavalier or his mount be slain he is likewise unhorsed.

Jets de Sauvegarde

Jets de sauvegarde are used when deadly threats occur. They represent one last chance to avert disaster. Joueurs throw for their characters and the arbitre throws for the monstres. If either throws equal to or greater than the indicated number in the required catégorie the direst consequences are avoided. Anything less invites disaster.

Poison

includes diseases and all deadly biological attacks such as snake bites, scorpion, araignée or vouivre stings, imbibing empoisonné wine, and wounds from envenomed armes. This catégorie is also used against the cloudkill and slaying sorts.

Baguettes and Rays

includes rays, beams, and other attacks which can be dodged or deflected including baguettes of paralysie and foudre. This catégorie is also used against the désintégration, finger of death, and foudre sorts.

Paralysie et Pétrification

includes gross physiological attacks such as paralysie by contact with a cube gélatineux or pétrification by méduse, basilic, cocatrice, or gorgone attack. This catégorie is also used against the flesh to stone, haste, hold monstre, hold person, polymorphie, and slow sorts.

Souffle Offensif

includes any cloud or area attacks such as chimère and dragon souffles offensifs, the baguette de glace, and splash attacks including acid, burning oil, ou l'eau bénite. This catégorie is also used against the boule de Feu and toile sorts.

Les Sorts

are coercive, mind-affecting sorts of magic incluant les charmes des dryades et nixes, vampire gaze attacks, delirium caused by speaking with godlike beings, and domination by épées magiques. This catégorie is also used against the charmer personne, gerbe de couleurs, confusion, effroi, feeblemind, magic jar, and fantasme sorts.

Jets de Sauvegarde for Magical Items

A l'exception des heaumes (qui peuvent être détruite en combat), objets magiques are assumed to remain intact so long as the joueur survives. However, the arbitre may vœu to allow items to be destroyed when the character is slain or otherwise exposed to particularly adverse circumstances. In this case the arbitre should make a jet de sauvegarde for each item concerned.

Table 2.11 Item Jets de Sauvegarde

Item

Required

Armure

12

Miscellaneous Item

Variés

Potion

16

Ring

10

Parchemin

16

Bouclier

12

Stave

12

Baguette

14

Arme

10

Arms, armure, boucliers, and rings of protection add their defensive adjustment to their jets de sauvegarde. Items that produce sort-like effects adjust their jet de sauvegarde by +2 against similar effects. Thus, a baguette de boule de feu and a languefeu épée would save at +2 contre dragon rouge’s souffle offensif.

The arbitre should be circumspect about item jets de sauvegarde. Effects such as poison, confusion, and feeblemind would not affect most objets magiques but pétrification and disintegration would.

Exploration Terrestre

L'arbitre aura déjà une carte du lieu de départ des joueurs et de la campagne environnante.. This will be critical for further exploration and for the establishment of forteresses, trade, and alliances later in the game. Whether regions unknown to the joueurs are drawn in advance or as they are explored is up the arbitre. In either case the principal particularités should be placed thoughtfully with the remainder being filled in by random determination.

Table 2.12 Random Extérieur Terrain

Terrain

Terrain Aléatoire Adjacent à un Hexagone de Type Connu

2-12

Aléatoire

Plaine

Bois

Montagne

Désert

Marais

2

Désert

Désert

Plaine

Plaine

Plaine

Montagne

3

Désert

Plaine

Montagne

Plaine

Montagne

Marais

4

Plaine

Plaine

Bois

Désert

Montagne

Marais

5

Plaine

Montagne

Bois

Montagne

Désert

Marais

6

Bois

Plaine

Bois

Montagne

Désert

Marais

7

Montagne

Plaine

Plaine

Plaine

Désert

Bois

8

Bois

Plaine

Bois

Montagne

Désert

Marais

9

Plaine

Bois

Bois

Montagne

Désert

Marais

10

Plaine

Plaine

Bois

Bois

Désert

Marais

11

Plaine

Plaine

Bois

Montagne

Désert

Plaine

12

Marais

Marais

Marais

Montagne

Plaine

Plaine

In addition to its terrain type each hexagon can possibly contain one (ou plus) significant particularités. These can be determined as opposite:

Table 2.13 Random Extérieur Features

2-12

Plaine

Bois

Montagne

Désert

Marais

2

Repaire

Rivière†

.

Repaire

.

3

Gué*

Rivière

Repaire

.

Repaire

4

.

.

.

.

Rivière

5

Rivière

.

.

.

Rivière

6

Village

.

.

.

Trail

7

Village

.

.

.

.

8

.

.

.

.

.

9

.

.

.

.

.

10

.

.

.

.

.

11

.

Trail

Trail

.

.

12

Town

Forteresse‡

Forteresse‡

Forteresse

Forteresse‡

Note that rivières and trails should span a number of hexagons. Except in montagnes (where rivières begin), marais (where rivières end), and open hexes (where trails end), the arbitre should place these particularités without dicing when all other adjoining hexes have been resolved without these occurring.

Temps et Mouvement

For the purpose of exploration terrestre 1" represents 1 mile and each tour is a day in durée. The standard vitesses de déplacement in inches are therefore the number of miles covered par jour. Each hexagon is assumed to be 6 miles across, so the standard vitesses de déplacement can be translated easily into a number of hexagons covered par jour.

Table 2.14 Exploration Terrestre Rate


Move

Hexes

Transportation

Rate

par Jour

Nain à pied

9"

3/2

Cheval de trait

12"

2

Cheval de monte

24"

4

Cheval de guerre

18"

3

Humain à pied

12"

2

Humain à pied, encombré

6"

1

Mule

12"

2

Wagon train

6"

1

Difficult terrain including bois, marais, and désert slow ground déplacement by half except along a trail. Rivières are impassable other than at gués and bridges, as are montagnes other than by trails that can be navigated only on foot at half rate.

Visibilité

Visibilité is generally limited to one hex (6 miles) portée from a good vantage in open terrain. However, the arbitre may vœu to allow visibilité of up to three hexes (18 miles) when surveying open terrain from montagne passes, or up to 11-16 hexes (up to 100 miles) from a lofty montagne summit in clear climat. Note that intervening terrain and climat conditions can severely restrict visibilité.

Resting

All travelers require a full day of rest after six days on the déplace. Dragons instead require a full semaine of sleep after six semaines of activity.

Climat

Climat conditions should be determined each day in the extérieur. If the previous day was hot throw one dé à six faces and add 1. If it rained the previous day throw one dé à six faces and add 6. Otherwise, throw two dés à six faces to determine climat conditions each day.

Table 2.15 Extérieur Climat

2-12

Climat

2-3

Hot

4-6

Clear

6-7

Clearing

8-9

Overcast

10

Lumière rain

11

Rain

12

Hard rain

Hot climat will cause thirst, increase fatigue, and halve vitesse de déplacement. Hot climat will also increase the risk of fire in the dry season.

Rain of any sort will reduce visibilité. Hard rain will halve vitesse de déplacement, as will any rain in the wet season.

Se Perdre

So long as joueurs stick to established routes they will have little difficulty navigating from one settlement to another. However, once they strike out into the extérieur, there is the possibilité of becoming lost. The arbitre should secretly throw a dé à six faces for the joueurs each day with a 1 (in open terrain), a 1-2 (in bois or montagnes), or a 1-3 (in marais or désert) indicating that the joueurs have gotten lost. If the joueurs are lost they will déplace in an undesired direction that day without realizing it.

Forteresses

Where a forteresse is indicated it is an occupied keep, tower, or fastness at a strategic locale such as a bluff, crossroad, vallée, bridge, or island. The principal resident of the forteresse should be determined randomly, as follows:

Table 2.16 Forteresse Resident

1-6

Align

Class

Entourage (1-6)

1

C

Anti-clerc

1. Anti-heroes

2. Lycanthropes

3. Méduses

4. Momies

5. Spectres

6. Vampires

2

C

Magicien

1. Basilics,

2. Chimères

3. Dragons

4. Éfrits

5. Élémentaire

6. Gargouilles

3

C

Guerrier

1. Anti-heroes

2. Dragons

3. Géants

4. Manticores

5. Ogres

6. Trolls

4

N

Guerrier

1. Djinn

2. Géants

3. Griffons*

4. Heroes

5. Lycanthropes

6. Vouivres

5

N

Magicien

1. Centaures

2. Djinns

3. Dragons

4. Élémentaire

5. Gorgones

6. Minotaures

6

L

Clerc

1. Centaures

2. Élémentaire

3. Heroes

4. Hippogriffes*

5. Rocs

6. Végéants

Le resident sera du 9e au 12e niveau d'expérience et sera assisté d'un entourage comme indiqué ci-dessus. These are as for a repaire of the appropriate type or else 1-6 individuals where no repaire type is given. Heroes and anti-heroes indicate bands of 3-18 guerriers of 3rd to 6th niveau d'expérience (determined individually).

The resident may also have one or several lieutenants of level 5-8. A guerrier is 50% likely to be attended by a clerc or a magicien. A magicien is 50% likely to be attended by a guerrier or 1-6 apprentices (magiciens of level 3-6). A clerc is 50% likely to be attended by a guerrier or 1-6 assistants (clercs of level 3-6). Check separately for either in all cases.

Regardless of the above a forteresse is occupied by a force of 30-180 soldiers with a similar number of supporting bâton. If the principal resident is chaotique these are 50% likely to be orcs; otherwise, they are humains.

Should the characters pass near a forteresse, the resident’s scouts or spies will spot them with a throw of 6 on a dé à six faces at two hexes distance, with a throw of 5-6 at one hex distance, and with a throw of 3-6 if they pass within the same hex as the forteresse itself. If they are spotted, or if they hail the forteresse directly, the resident will respond to their presence.

A chaotique forteresseer will always attempt to slay, capture, enslave, or deceive the joueurs to gain whatever trésor or knowledge they might have or hold out against them if they are overly powerful.

A resident guerrier will challenge the highest level guerrier to a joust. Should the joueur joust and win he earns the right to the challenger’s hospitality for up to a full mois for himself and his company—although a chaotique or neutre challenger may prove reluctant to pay!

Should the joueur joust and lose the challenger will demand his mount. If the joueurs lack a guerrier or decline the compétition, the challenger will levy a toll of 1,000-4,000 po for their passage.

A magicien will exact a toll of one objet magique of his choice from the personnages joueurs or else 1,000-6,000 po if they have nothing desirable. If they cannot pay the magicien may geas them to collect the necessary trésor on some quête. The magicien will take his pick of any trésor recovered, or perhaps all of it.

A loyal clerc will require a tribute for his temple amounting to one-tenth part of whatever wealth the personnages joueurs have. If they cannot pay the clerc may quête them to perform some loyal mission—which will earn them his hospitality if completed successfully. An anti-clerc may demand one-fourth part of whatever wealth the personnages joueurs have. If they cannot pay he might simply slay them or else quête them to perform some chaotique mission—which might be their undoing.

Gués

Rivières and waterways are generally impassable other than at gués and bridges (except with a dominer l'eau sort). These will frequently be occupied and, should an rencontre occur in the vicinity of a gué or bridge, the arbitre may assume the rencontre is at that particularité.

Settlements

Villages and towns have 100-400 and 1,000-6,000 inhabitants, respectively. Areas surrounding friendly towns are usually relatively safe. Farther from civilization roads are unkempt and there are few patrols. Folk in these parts are unfriendly, if not dangerous, and any kind of monstre might be rencontré.

The arbitre can assume that the 3 hexes (18 mile radius) around a friendly forteresse is cleared, patrolled, or otherwise relatively safe. Towns and villages control smaller areas, but all that lies beyond this immediate vicinity is known as “extérieur”. These vast tracts are nonetheless dotted with villages and castles of unknown disposition, as well as enclaves, ruins, and other curiosities awaiting discovery.

Extérieur Rencontres

Errant monstres occur in the extérieur as they do in the monde souterrain. The arbitre should check once par jour in the immediate vicinity of a friendly settlement or forteresse with a throw of 6 on a dé à six faces indicating an rencontre. In the extérieurproper he should check once par jour in open terrain or désert or deux fois par jour in bois, marais, montagnes, and rivièrelands. The arbitre should make one additional check par jour if the joueurs are lost or are at a bridge or gué.

When an rencontre is indicated the arbitre can determine the type of monstre by dicing on the appropriate extérieur rencontre table for the terrain type.

Table 2.17 Extérieur Rencontre Tables

1-20

Plain

Bois

Jungle

1

Dinosaures, any

Ours

Fourmis géantes

2

Dogs

Sangliers, normal/géant

Grands Singes

3

Dragons, any

Centaures

Basilics

4

Nains

Centipedes, large/géant

Chauve-souris, normal/géant

5

Elfes

Cocatrices

Scarabées géants

6

Géants des collines

Dragons verts

Centipedes, large/géant

7

Gnolls

Dryades

Dinosaures, any

8

Gobelins

Elfes

Dragons, green

9

Gorgones

Lycanthropes

Hydres

10

Hobgobelins

Méduses

Kobolds

11

Chevaux

Humains

Sangsues, géant

12

Lions

Personnages non-joueurs

Hommes-lézards

13

Lycanthropes

Ogres

Lézards, large/géant

14

Mastodontes

Lutins

Méduses

15

Humains

Ver pourpres

Humains

16

Personnages non-joueurs

Serpents, grands/géant

Personnages non-joueurs

17

Ogres

Araignées, large/géant

Ver pourpres

18

Orques

Végéants

Scorpions géants

19

Ver pourpres

Licornes

Serpents, grands/géant

20

Titanothères

Belettes géantes

Araignées, large/géant

Table 2.17 (Continued) Extérieur Rencontre Tables

1-20

Montagne

Désert

Arctique

1

Ours des cavernes

Fourmis géantes

Ours des cavernes

2

Hommes des cavernes

Hommes des cavernes

Hommes des cavernes

3

Chimères

Centipedes, large/géant

Cyclops

4

Dragons rouges

Chimères

Dogs

5

Nains

Cyclops

Dragons blancs

6

Élémentaire de terre

Djinns

Élémentaire d'air

7

Gargouilles

Dragons bleus

Géants, frost

8

Géants de pierre

Éfrits

Gnomes

9

Gobelins

Élémentaire de feu

Lions, spotted

10

Griffons

Géants de feu

Statues animées, any

11

Hippogriffes

Gnolls

Mastodontes

12

Hobgobelins

Statues animées, any

Humains

13

Lions, spotted

Manticores

Personnages non-joueurs

14

Humains

Humains

Ver pourpres

15

Minotaures

Momies

Tigres à Dents de Sabre

16

Personnages non-joueurs

Personnages non-joueurs

Groules

17

Rocs

Ver pourpres

Loups

18

Tigres à Dents de Sabre

Salamandres

Loups géants

19

Trolls

Scorpions géants

Mammouths laineux

20

Vouivres

Serpents, grands

Woolly rhinoceros

Table 2.17 (Continued) Extérieur Rencontre Tables

1-20

Marais

Town

Necropolis

1

Basilics

Hommes des cavernes

Chauve-souris, normal/géant

2

Crocodiles

Doppelgangers

Centipedes, large/géant

3

Crocodiles, géant

Nains

Gargouilles

4

Dinosaures, any

Elfes

Goules

5

Tortues dragons

Goules

Gobelins/Hobgobelins

6

Dragons noirs

Géants, tous

Golems, any

7

Géants des collines

Gnolls

Manticores

8

Hydres

Gobelins

Humains, zélotes

9

Kobolds

Golems, any

Momies

10

Sangsues, géant

Semi-hommes

Personnages non-joueurs

11

Hommes-lézards

Hobgobelins

Rats, géant

12

Lézards, large/géant

Lycanthropes

Ombres

13

Méduses

Humains

Squelettes

14

Humains

Humains, derviches

Spectres

15

Personnages non-joueurs

Personnages non-joueurs

Araignées, large/géant

16

Ooze/Slime, tous

Ogres

Vampires

17

Ver pourpres

Orques

Livides

18

Serpents, grands/géant

Rats, géant

Loups géants

19

Crapauds géants

Titan

Ténébreux

20

Trolls

Vampires

Zombies

Surprise

Surprise occurs in the extérieur (as it does in the monde souterrain) with a throw of 5-6 on a dé à six faces except that animals will not be surprised from upwind. If the joueurs are surprised they will typically find themselves encircled.

Rencontre Distance

If either party is surprised an rencontre will begin at 10-60 mètres distance and the surprised party will be unable to respond for one tour ; otherwise, an rencontre will begin at 20-120 mètres distance. Mêlée portée is 1" (10 mètres) in the extérieur.

Monstre Réaction

Monstre réaction to the joueurs in the extérieur is as per the monde souterrain.

Evasion and Pursuit

A smaller group may desire to evade a larger group rather than rencontre them. Hostile monstres (including previously offended forteresse residents) will pursue with a throw of 4-6 on a dé à six faces, while non-hostiles will pursue only with a throw of 6.

The possibilité of evading an rencontre is determined by the relative size of the parties. If the evaders are not more than one-quarter as numerous as the pursuers they will evade with a throw of 3-6 on a dé à six faces. If they are no more than half as numerous as the pursuers they will evade with a throw of 4-6; otherwise they will evade only with a throw of 5-6.

The odds of evasion are adjusted as follows:

Surprise

If the pursuers are surprised evasion is 1 chance in 6 more likely. If the evaders are surprised there is no opportunity to evade unless low visibilité or good speed dicates otherwise.

Low visibilité

Les bois, marais brumeux, night, rain, fog, or snow all increase the chance of evasion by 1 in 6, even if surprised.

Speed

If either side’s vitesse de déplacement is at least deux fois the other side’s vitesse de déplacement the odds of evasion (or pursuit) are tipped in their favor by 1 chance in 6, even if surprised.

To resolve a pursuit scenario the evaders should throw one dé. If the result is too low to evade, the pursuit catches up and an rencontre is unavoidable; otherwise, the evaders have managed to gain ground over the pursuit.

Assuming the evaders have gained ground, the arbitre should determine whether or not the pursuers will continue to give chase. Unless specific circumstances dictate otherwise, the chase will continue with a throw of 4-6 on a dé à six faces. If the pursuers throw high enough they gain ground and the pursuit is still on; otherwise, they have fallen too far behind and the pursuit is over.

This is repeated until either the pursuers give up or an rencontre occurs.

Note that mapping is impossible during a pursuit. The arbitre should position the evaders somewhere within 1-6 hexes of their starting location at the conclusion of a chase.

Both parties must rest for the remainder of the tour (the day) after resolving a pursuit, regardless of whether it resulted in an rencontre or not. At the beginning of the next tour (day) the joueurs are considered to be lost. They will not know exactly where they are, only that they have endured a long pursuit and covered many leagues in a general direction.

Exploration Maritime

As with exploration terrestre, ocean regions unknown to the joueurs can be mapped in advance or as they are explored. The principal particularités should be placed thoughtfully with the remainder being filled in by random determination.

The arbitre can use the random extérieur tables to generate ocean regions for maritime. Hexes of open terrain should be read as open ocean, bois as coast, montagnes as reefs, désert as islands, and swamp as perpetually tempétueux ocean. Likewise, rivières should be read as strong currents, gués as confluences of currents, and trails as navigable maritime routes. The other particularités are as in the extérieur except that villages should be ignored.

Temps et Mouvement

Exploration maritime retains the exploration terrestre timeéchelle of 1 tour par jour.

Table 2.18 Exploration Maritime Rate


Vitesse de Déplacement

Hexes par Jour

Transportation

Oared

Sailing

Shallow

Open

Boat

.

6"

1

3

Radeau

6"

.

1

1

Galère, small

12"

.

2

2

Galère, large

18"

.

3

3

Drakkar

24"

.

4

4

Marchand, small

.

18"

3

9

Marchand, large

.

12"

2

6

Warship

.

6"

1

3

Coastal waters (up to 3 hexes from land) and navigable inland rivières retain the exploration terrestre échelle where each 1" of vitesse de déplacement represents 1 mile traveled par jour. The open ocean, however, is so vast and generally free of obstruction that sailing rate is improved threefold such that 1" of déplacement represents 1 league (3 miles) traveled par jour.

Exploration by sea is otherwise similar to exploration terrestre excepting that joueurs must have an ocean going vessel. These are of two types: oared and sailed.

Oared vessels

such as galères and drakkars are not restricted by wind direction but galères, radeaus, and boats are unable to withstand the high seas of the open ocean. These are limited to coastal waters except in calm climat.

Sailed vessels

such as marchands and warships can run swiftly before the wind, but otherwise must progress by a series of tours and tacks at impaired speed. Travel directly into the wind is generally impossible.

Vitesses de déplacement for oared ships assume a full and well trained crew. Poor or incomplete crews can achieve half the listed rate.

Vitesses de déplacement for sailing ships assume running fore a fresh wind. All other déplacement is at half rate. Note that sailing rates are faster on the open ocean due to the possibilité of sailing unimpeded day and night.

One hexagon should be added when traveling with a current or subtracted when traveling against a current.

Reserves

With the exception of boats and radeaus, all sailing ships carry reserve oars and all oared ships carry reserve sails to be used if necessary. These allow déplacement at half rate.

Resting

All crews require a full day of rest after six days at sea or immediately after climating a tempête.

Visibilité

Distance to the horizon is determined by height above sea level. From a ship’s deck visibilité is limited to one hex (6 miles). From a crow’s nest a marin can see a ship up to two hexes (12 miles) away in clear climat. However, climat conditions can severely restrict visibilité.

Climat

The wind force and direction should be determined each day at sea. Throw one dé à six faces to determine which hex face the wind is blowing from and two dés à six faces to determine wind force.

Table 2.19 Climat and Ship Speed

2-12

Wind

Sailing

Rowing

2-3

Dead calm

No sailing

Normal speed

4-7

Moderate

½ speed

Normal speed

8-9

Fresh

Normal speed

Normal speed

10-11

Strong

+6" (1 hex)

Normal speed

12

Tempête

Spécial

Spécial

Strong Winds

Boats, radeaus, and galères will capsize in strong winds on the open ocean on a throw of 1-2 on a dé à six faces each tour.

Tempêtes

Navigation is impossible in tempête conditions and any vessel will capsize on a throw of 1-2 on a dé à six faces each tour. Any vessel that does not capsize is instead déplaced 2-7 hexes in a direction secretly determined by the arbitre and is immediately considered to be lost.

Se Perdre

A ship’s captain will have no difficulty navigating a known route so long as the climat remains fair. However, should the climat devienne nasty, there is the possibilité of becoming lost. The arbitre should secretly throw a dé à six faces for the joueurs each day spent in strong winds—a 1-2 indicating they have gotten lost. If the joueurs are lost the arbitre should déplace them an unplanned distance/direction on his map that tour without alerting them.

Settlements and Forteresses

Settlements and forteresses occur at sea as they do in the extérieur. These can be wholly or partially submerged, built upon floating pontoons, clinging to rocky prominences, or whatever else the arbitre desires. Whether these are friendly or unfriendly can be determined with a test de réaction.

Rencontres at Sea

Les monstres errants occur at sea much as they do in the extérieur. The arbitre need not check for monstres errants while the joueurs are within 3 hexes (18 miles) of a friendly port, but once out to sea proper he should check once each day on the open ocean or deux fois each day along a coast or waterway. An additional check should be made each day if the joueurs are lost. A throw of 6 on a dé à six faces indicates an rencontre will occur.

When an rencontre is indicated, determine the type of monstre by dicing on the appropriate maritime rencontre table. If the joueurs are traveling along a coast or inland waterway an rencontre is equally likely to occur ashore as at sea. In this case, use the appropriate extérieur rencontre table.

Table 2.20 Maritime Rencontre Tables

1-20

Waterway

Coast

Open Ocean

1

Crocodiles

Crabes géants

Crabes géants

2

Crocodiles, géant

Crocodiles

Dinosaures, mosasaures

3

Dinosaures, brontosaures

Crocodiles, géant

Dragon tortues

4

Dragon tortues

Dinosaures, brontosaures

Élémentaire d'eau

5

Élémentaire d'eau

Dinosaures, mosasaures

Poissons géants

6

Poissons géants

Dragon tortues

Poissons géants

7

Hydres

Élémentaire d'eau

Kraken

8

Kobolds

Poissons géants

Sangsues, géant

9

Sangsues, géant

Géants, tempête

Leviathan

10

Hommes-lézards

Hydres

Humains, pirates

11

Humains

Kobolds

Humains, pirates

12

Humains, boucaniers

Sangsues, géant

Tritons

13

Humains, pirates

Hommes-lézards

Tritons

14

Tritons

Humains

Nixes

15

Nixes

Humains, boucaniers

Personnages non-joueurs

16

Personnages non-joueurs

Humains, pirates

Pieuvres, géant

17

Pieuvres, géant

Tritons

Sea serpents

18

Sea serpents

Nixes

Sea serpents

19

Snake, géant

Nixes

Snake, géant

20

Crapauds géants

Personnages non-joueurs

Calmar géant

Surprise

Surprise occurs at sea (as it does in the monde souterrain) with a throw of 5-6 on a dé à six faces. If the joueurs are surprised the enemy ships or monstres will come at them from upwind, emerge suddenly out of fog banks or rain squalls, appear from behind rolling waves, or surface unexpectedly from underwater.

Rencontre Distance

If either party is surprised an rencontre will begin at 10-60 mètres distance and the surprised party will be unable to respond for one tour; otherwise, an rencontre will begin at 40-240 mètres distance. Mêlée portée is 1" (10 mètres as in the extérieur). Shipboard artillery portée is typically 300 mètres.

Monstre Réaction

Monstre réaction to the joueurs at sea is as per the monde souterrain.

Evasion and Pursuit

Evasion and pursuit at sea is as per the extérieur with the following additional considerations:

Combat Maritime

Les vaisseaux peuvent s'engager en combat navire-contre-navire (ou navire-contre-monstre marin). Les navires sont globalement traités comme des monstres ; avec des dés de coque au lei de dés de vie, et des points de coque au lieu de points de vie.

Table 2.21 Caractéristiques des Navires


Dés de



Vaisseau

Coque

Artillerie

Équipage

Boat

1

.

2-4 marins

Radeau

1

.

2-4 rameurs

Galère, petite

5

1

6-16 marins, 24-64 rameurs, 12-32 marines

Galère, grande

8

2

12-32 marins, 36-96 rameurs, 18-48 marines

Drakkar

6

.

30-80 rameur/marines

Marchand, petit

4

.

9-24 marins, 6-16 marines

Marchand, petit

7

.

18-48 marins, 15-40 marines

Navire de Guerre

10

4

15-40 marins, 30-80 marines

When ship-to-ship (or ship-to-monstre marin) combat occurs the arbitre should use the extérieur combat échelle (1" to 10 mètres and one minute tours) to resolve maneuvering and projectile fire as the combatants approach one another.

Wind direction, tactical positions, and vessel facings can be marked on a échelle map if desired or simply noted as closing distances. Oared ships can produce a burst of speed during combat, adding 6" to vitesse de déplacement for up to three tours after which the crew is exhausted.

Projectile Fire

Ship-board artillery may be fired every other tour while sorts and projectiles may be loosed each tour. Normal projectiles are ineffective against ship hulls but are allowed their maximum outporte portée, giving due consideration to climat conditions and ocean swell.

Small galères are assumed to carry a single artillery battery on the fore deck. Large galères carry two batteries (one fore and one aft), and warships carry four batteries (one each fore, aft, port, and starboard). Artillery hits cause 2-12 hull points of dégâts and will hole a ship below the waterline on any score of 10 ou plus hull points. A holed ship will sink in 3-18 combat tours (minutes) unless repairs are made.

Ramming

Medieval ships are not generally built for ramming but a faster ship may ram a slower ship in the side, circumstances permitting. The ramming ship sustains one hull dé dégâts while the rammed ship sustains half the rammer’s hull dés (rounded down) in dégâts. If 10 ou plus hull points are sustained the ship is holed below the waterline and will sink in 3-18 tours. Meanwhile, boarding may ensue.

Mêlée

When ships ram, grapple, or come along side for boarding the arbitre is advised to use the donjon combat échelle (1" to 3m and one minute tours) to resolve any hand-to-hand combat. Ship deck plans can be used much as donjon maps for this purpose. Troops fleeing from combat will only pitch themselves overboard in fair climat near to land; otherwise they will surrender.

Swimming

Any joueur character who grew up on the coast or by a watercourse can swim, as can any non-joueur character who throws a 4-6 on a dé à six faces. Swimming is at a rate of 6" in ideal circumstances; otherwise 3". A character can swim for at most a single day after which he will drown.

Drowning

Anyone pitched into the sea risks drowning. Half of any ship’s crew cannot swim and will automatically drown; otherwise, humains sans armure who can swim will survive with a throw of 2-6 on a dé à six faces if they immediately rid themselves of anything heavier than a dague. Each heavier item retained increases the risk of drowning by 1 in 6. Cuir and armure de mailles count for one and four items, respectively, and armure de plate causes automatic drowning. During a tempête there is always a minimum of 3 chances in 6 of drowning. Survival indicates that the character has managed to remove his armure before drowning.

Exploration Aérienne

Should the joueurs acquire winged mounts they can map extérieur and ocean regions by exploration aérienne.

The arbitre may also vœu to include cloud top regions which can only be reached on the wing. The arbitre can use the random extérieur tables to generate cloud top regions for exploration aérienne. Hexes of open terrain should be read as vacant air, bois as islands of solid cloud, montagnes as cloud piercing or floating peaks, désert as dangerously insubstantial islands of cloud, and swamp as perpetually tempétueux regions. Likewise, rivières should represent persistent currents, gués should represent confluences of currents, and trails should represent navigable tunnels or air ways. The other particularités are as per the extérieur except that villages should be ignored.

Temps et Mouvement

L'exploration aérienne conserve l'échelle temporelle de l'exploration terrestre, 1 tour par jour.

Table 2.22 Exploration Aérienne Rate


Move

Hexes par Jour

Transportation

Rate

Low

High

Élémentaire d'air

36"

6

12

Djinns

24"

4

8

Dragon, jeune

18"

3

6

Dragon, adulte

24"

4

8

Tapis volant

24"

4

8

Griffon

30"

5

10

Hippogriffe

36"

6

12

Pégases

42"

7

14

Roc, jeune

48"

8

16

Roc, adulte

42"

7

14

Roc, ancien

36"

6

12

Il existe deux modes de voyage aérien : basse et haute altitude.

A basse altitude il est possible d'observer ou de demeurer en contact avec une activité terrestre incluant pursuit et combat. Cependant, à basse altitude les êtres volants feront face aux dangers et turbulances et doivent tracer leur route autour, entre ou par-dessus les particularités du terrain.

At high altitude progress is unimpeded other than by the need to roost overnight; vitesse de déplacement is generally double that achieved at low altitude.

Visibilité

Distance to the horizon is relative to altitude. In clear climat visibilité is 2-6 hexagons (up to 36 miles) from low altitude, or 11-16 hexes (up to 100 miles) from a lofty montagne summit. However, poor climat conditions and intervening montagnes will severely restrict visibilité. From a high altitude visibilité is 11-16 hexes (up to 100 miles) in perfect climat, but is usually limited by cloud cover.

Resting

Les créatures volantes other than élémentaires d'air need to roost overnight (or during the day if they travel at night). Additionally, flying créatures other than dragons and élémentaires d'air require a full day of rest after six days on the déplace. Les élémentaires d'air are tireless fliers, while dragons require a full semaine of sleep after six semaines of activity.

Climat

Although travel by air is quick it is severely affected by poor climat.

Climat conditions should be determined by the arbitre for each day of exploration aérienne. Throw one dé à six faces to determine which hex face the wind is blowing from and two dés to determine wind force. Aerial travel can be dangerous in strong winds and tempêtes; travelers risk being dashed into obstacles, struck by foudre or flying debris, and so on.

Table 2.23 Climat et Vitesse de Vol



Vitesse de Vol

2-12

Vent

Vent arrière

Autres Allures

2-3

Calme plat

Vitesse normale

Vitesse normale

4-7

Moderé

Vitesse normale

¾ vitesse

8-9

Frais

+6" (1 hexagone)

½ vitesse

10-11

Fort

+12" (2 hexagones)

¼ vitesse

12

Tempête

Spécial

Spécial

Strong Winds

Les créatures volantes normales, tapis volants, balais volants, and the like will crash in strong winds with a throw of 1-2 on a dé à six faces, checked once each tour.

Tempêtes

Navigation is impossible in tempête conditions and any flying créatures (other than élémentaires d'air) or vessels will crash with a throw of 1-2 on a dé à six faces. A flier that does not crash is instead déplaced 2-7 hexes in a direction secretly determined by the arbitre and is immediately considered to be lost.

Se Perdre

A flier will have no difficulty navigating a known route so long as the climat remains fair. However, should the climat turn nasty, it is possible to become lost. The arbitre should secretly throw a dé à six faces for the joueurs each day spent in strong winds—a 1-2 indicating that they have gotten lost. If the joueurs are lost the arbitre should déplace them an unplanned distance/direction on his map that tour without alerting them.

Settlements and Forteresses

Settlements and forteresses occur in the air as they do in the extérieur. At low altitude these are likely to be on the ground. If these are discovered at high altitude they could be levitating towers, built upon cloud banks, suspended by squadrons of hot air balloons, or whatever else the arbitre desires. Whether these will be friendly or unfriendly can be determined with a test de réaction.

Rencontres Aériennes

Rencontres occur in the air much as they do in the extérieur. The arbitre should check once each day with a throw of a 6 on a dé à six faces indicating an rencontre.

When an rencontre occurs determine the type of monstre by dicing on the appropriate rencontre table. If the joueurs are traveling at low altitude the rencontre is equally likely to occur on the surface as on the wing. In this case use the appropriate extérieur rencontre table.

Table 2.24 Rencontre Aérienne Tables

1-20

Pics Montagneux

Plein Ciel

Sommets des Nuages

1

Hommes des cavernes

Chimères

Chimères

2

Chimères

Dinosaures, ptérodactyles

Cocatrices

3

Cocatrices

Dinosaures, ptérodactyles‡

Dinosaures, ptérodactyles†

4

Dinosaures, ptérodactyles†

Djinns

Djinns

5

Dragons blancs

Dragons, any

Dragons dorés

6

Élémentaire d'air

Élémentaire d'air

Élémentaire d'air

7

Gargouilles

Élémentaires, air, 1-6

Elfes*

8

Géants, stone

Elfes*

Géants, cloud

9

Géants, tempête

Griffons†

Géants, tempête

10

Gobelins

Hippogriffes†

Griffons†

11

Griffons†

Traqueur invisible

Hippogriffes†

12

Hippogriffes†

Manticores

Traqueur invisible

13

Hobgobelins

Humains*

Manticores

14

Traqueur invisible

Humains, boucaniers*

Humains*

15

Manticores

Humains, pirates*

Humains, pirates*

16

Humains

Personnages non-joueurs*

Personnages non-joueurs*

17

Personnages non-joueurs

Pégases†

Pégases†

18

Pégases†

Rocs

Lutins

19

Rocs

Rocs‡

Rocs

20

Vouivres

Vouivres

Vouivres

Surprise

Surprise occurs in the air (as it does in the monde souterrain) with a throw of 5-6 on a dé à six faces. If the joueurs are surprised their enemies will typically come at them from upwind or above, emerge suddenly out of clouds or rain squalls, or emerge from the dazzling glare of the sun.

Rencontre Distance

If either party is surprised an rencontre will begin at 10-60 mètres distance and the surprised party will be unable to respond for one tour; otherwise, an rencontre will begin at 40-240 mètres distance. Mêlée portée is 1" (10 mètres) as it is in the extérieur. Airborne artillery portée is typically 300 mètres.

Monstre Réaction

Monstre réaction to the joueurs on the wing is as per the monde souterrain.

Evasion and Pursuit

Evasion and pursuit on the wing is as per the extérieur with the following additional considerations:

Aerial Combat

Joueurs with winged mounts or other means of flight can engage in aerial combat. Excepting élémentaires d'air, larger créatures are clumsier fliers than are smaller créatures. Climbing is slow and diving is fast.

When air-to-air combat occurs, the arbitre should use the extérieur combat échelle (1" to 10 mètres and one minute tours) to resolve maneuvering and projectile fire as the protagonists engage. Altitude, wind direction, tactical positions, and facings can be marked on a échelle map, if desired, or simply noted as closing distances.

Projectile Fire

Airborne artillery may be fired every other tour, while sorts and projectiles may be loosed each tour giving due consideration to air speed and climat conditions.

Large créatures can bombard ground targets by dropping rocks, logs, bodies, or similar projectiles from above. These are treated as artillery attacks.

Projectile fire from the air is always considered to be at long portée and, against aerial targets, attack rolls are penalized by −4.

A mounted héros is subject to projectile fire only on a dé à six faces throw of 5-6; otherwise his mount is subject to that projectile fire. Should a cavalier be hit he is unhorsed with a throw of 6 on a dé à six faces and will fall. Otherwise, a hit to his mount will maim a critical flight muscle with a throw of 6 on a dé à six faces and cause it to crash to the ground.

Mêlée

Aerial mêlée attacks are made in passing clashes at a portée of 1" (10 mètres) with combatants being disengaged after each pass. Should a combatant lose the initiative he is unable to riposte that tour unless his speed and heading match his opponent’s, or the combatants are otherwise held together.

Falling

Falling or otherwise crashing is a constant hazard for fliers. A fall to earth from a low altitude will cause 1-6 dés of dégâts (1-6 to 6-36 points de vie). A fall to earth from a high altitude will cause 10-60 points de vie of dégâts after 1-4 tours (minutes) free falling.

La Campagne

Employés Spécialistes

Spécialists are the elite catégorie of employés whose services are only available to the wealthy. Spécialists are engaged to undertake specific tasks and must be paid for a minimum of one mois.

Table 2.25 Spécialist Employés


Monthly

Type

Cost

Alchimiste

1,800 po

Dresseur

300 po

Armurier

90 po

Assassin

3,000 po

Ingénieur

600 po

Marine

9 po

Sage

1,200 po

Marin

6 po

Capitaine de Navire

120 po

Forgeron

30 po

Espion

900 po

Les Alchimistes

can duplicate potions from a sample or a proven formula at one-half the potion’s regular cost. They can also research new potions (including poisons although use of poison is an maléfique act) at double the cost of a magicien’s equivalent sort research.

Les Dresseurs

are necessary to train any non-domesticated créatures. An dresseur can train one specific type of créature and no more than six such créatures can be trained at any one time. The durée of any training will be determined by the arbitre.

Au moins un Armurier

is required to maintain the arms and armure of every 50 guerriers. While otherwise idle an armurier can fashion up to three boucliers or two heaumes per semaine, one suit of armure de mailles in a mois, or one suit of armure de plate in two mois. Two assistant smiths will double this volume. Six assistant smiths will triple this volume.

Les Assassins

can be found only rarely; no more than 1-6 are available in any game year. Success is determined by the arbitre according to the power and precautions taken by the subject. Hiring an assassin is considered an maléfique act.

Un Ingénieur

is required for the construction of any bridge, forteresse, or other fortification. They are also required to undermine fortified walls and for any tunneling or mining.

Les Marines

are sea-faring guerriers. In ship-to-ship combat they are equivalent to mercenaires; they wear only armure de cuir and are never mounted.

Un Sage

is a master of esoteric knowledge who can function in an advisory capacity.

Marins

are required to man any sea-faring ship. In ship-to-ship combat they are equivalent to boucaniers.

Un Capitaine de Navire

is required to effectively run any sea-faring vessel, maintaining order, discipline, and sea worthiness.

Au moins un Forgeron

is required to maintain horseshoes, harness, buckles, axles, wheels, and so on for every 50 chevaux. While otherwise idle a smith can fashion one score arrow heads, four lances, two haches or épées, or a single épée à deux mains per semaine.

Les Espions

can be found only rarely; no more than 1-6 are available in any game year. These are used to infiltrate, eavesdrop, shadow, and espion for the obtaining or planting of information or trinkets. Success is determined by the arbitre according to the precautions taken by the subject.

Construire une Forteresse

A wealthy character may vœu to construct a forteresse such as a keep, tower, castle, or whatever is affordable. If he has reached 9th level he is always allowed to establish this forteresse; otherwise, he will require permission from the regional ruler. Depending upon the character’s alignement, charisme, and political prospects, such permission may not always be forthcoming.

Monstres must be cleared from within three hexes (18 miles) of the site before any construction can commence. Once a fortification has been established, however, the surrounds will remain clear of monstres so long as they are patrolled satisfactorily.

La région à trois hexagones d'une forteresse(37 hexagones au total) contiendra typiquement 2-8 villages de 100-400 habitants ; ceux-ci et d'autres particularités peuvent être déterminés par l'arbitre en utilisant les tables d'hexagones aléatoires en extérieur. Si l'occupant d'une forteresse est au moins du 9e niveau il est autorisé à collecter 1 po par mois pour chaque habitant sous sa  protection. Les clercs peuvent collecter 1 po supplémentaire par mois for spiritual donations where alms are provided and services conducted.

These revenues may be used by the joueur to swell his personal treasury or to further his fledgling realm with roads, bridges, fortifications, inns, churches, animal husbandry, or whatever else. How these activities will influence the character’s reputation and his political prospects is for the arbitre to decide.

Below are the costs of common structures though any variation in size should adjust costs proportionately.

Table 2.26 Structures

Structure

Cost

Barbette

1,000 po

Barbacane

14,000 po

Bastion

3,000 po

Building, stone

2,500 po

Building, wooden

500 po

Curtain wall

3,500 po

Ditch

500 po

Gatehouse

9,000 po

Keep

80,000 po

Palisade

500 po

Rampart

500 po

Tour ronde

10,000 po

Tour, petite

5,000 po

Tour carrée

4,000 po

Table 2.27 Fixtures

Fixture

Cost

Flèche slit

10 po

Battering ram

1,000 po

Catapult, heavy

400 po

Catapult, light

300 po

Cauldron

50 po

Porte, iron

50 po

Porte, reinforced

20 po

Porte, wooden

10 po

Pont-levis

2,000 po

Herse

2,000 po

Siege tower

2,000 po

Escaliers, stone

90 po

Escaliers, wooden

30 po

Window

10 po

Flèche Slit

Any fortified opening through which projectiles can be discharged including murder holes and oilettes.

Barbette

A 3m diameter, 6m tall tour ronde section which protrudes where battlement walls intersect, enabling archers to fire through arrow slits.

Barbacane

A pair of 9m diameter, 12m tall crenulated towers with a 12m section of curtain wall between them having battlements facing both inward and outward. The wall may be serviced by a gate with herse and pont-levis (at additional cost).

Bastion

A 38m section of curtain wall curved in an 24m diameter semi-circle.

Battering Ram

A heavy log ram suspended beneath a carriage on wheels or carried with handles. Used to batter down gates by force.

Building

A 12m wide and 6m deep, two-story structure with both attic and basement. The wooden and stone versions are of identical design.

Catapulte Lourde

A mighty siege engine that lobs rocks up to 480 mètres for 3-18 points de vie of dégâts, firing every third tour with a complete crew.

Catapulte Légère

A siege engine that lobs rocks up to 300 mètres for 2-12 points de vie of dégâts, firing every second tour with a complete crew.

Chaudron

A timber frame that suspends a great cauldron over the battlements, enabling defenders to pour boiling water or oil over the walls.

Curtain Wall

A 30m long section of 4,5m high crenulated castle wall.

Ditch

A 30m long section of 3m deep and 6m wide diggings. Fills with water in wet environments, forming a moat. Costs half if a rampart is also constructed.

Porte en Fer

Une grande porte construite en fer. A double-width gate costs triple.

Porte Renforcée

Une lourde porte en bois dur, reinforced with tempered iron bands. A double-width gate costs triple.

Porte en Bois

Une solide porte en bois dur. A double-width gate costs triple.

Pont-Levis

A wooden bridge up to 6m long and 3m wide affixed to a gate that is used to cross a ditch. Includes a winch used to raise or lower the bridge.

Gatehouse

A 9m long by 6m wide fortification with 6m high crenulated walls. Includes a double-width iron gate, herse and pont-levis.

Keep

A 75m long section of curtain wall arranged in an 24m diameter circle with an integrated gatehouse all surrounding a 12m diameter, 18m high crenulated circular tower.

Palissade

A 30m long section of 8ft high timber pickets. Usually a temporary or cheap structure in lieu of stonework defenses.

Herse

A heavy iron grate up to 3,6m high and 8ft wide that can be raised and lowered to protect a gateway.

Rampart

A 30m long, 6m wide and 3m high pile of earth used for shelter or concealment or to raise the ground level outside a wall in order to surmount it. Costs half if a ditch is also constructed.

Siege Tower

A 4,5m tall wooden structure on wheels used to assail forteresse walls.

Escalier en Pierre

Up to a 3m rise or fall of internal or external stone steps.

Escalier en Bois

Up to a 3m rise or fall of internal or external wooden steps.

Tour Ronde

Up to 6m diameter, 9m tall tour ronde with crenulated battlements.

Tour, Petite

Une tour ronde jusqu'à 4,5m de diameter et 12m de haut, avec crenulated battlements.

Tour Carrée

Une tour carrée jusqu'à 9m de côté et 9m de haut, avec crenulated battlements.

Fenêtre

A glass covered frame for admitting lumière, up to 3ft square. Can be opened for better visibilité.

Mass Battles

Forteresses may need to defend themselves or the surrounding territory from hostile or ambitious neighbors. Political intrigues, sieges, and field battles are all possible. While the combat rules herein can resolve actions involving large bodies of troops, the arbitre may desire to employ purpose-made vargraming rules for full-échelle imaginaire battles. Suitable rules for these engagements include “Chainmail” (1971), “De Bellis Fantasticus—Here There Be Dragons” (1998), and “The Book of War” (2011).

Artifacts

Super powerful objets magiques aligned toward loi, neutralité, or chaos might exist at the arbitre’s option. These potentially game-altering objects are known as artéfacts and should be handled by the arbitre with great care.

Artifacts are unique, campagne specific objects that have a purpose and a history. An artéfact could be a throne, an extra-dimensional gate, a crown, a suit of mechanized armure, an enchanted ship, a épée of seven shards, or anything else the arbitre desires. They will be the subject of research and controversy among the wisest and may also be known through folklore to the common man.

Whatever its nature, an artéfact is impervious to ordinary magic. Anti-magic bouclier, lever une malédiction, dissiper la magie, dissiper le mal, and so on are completely ineffective. Moreover, an artéfact is almost completely indestructible. There is typically only one specific way to destroy an artéfact which invariably involves a great quête to some faraway and dangerous place.

Consequences for meddling with an artéfact of differing alignement should be severe. Death, insanity, extra-dimensional imprisonment, 10-60 points de vie of dégâts, loss of 1-6 niveaux d'expérience, or similar would not be unreasonable. The power imbued when employing an artéfact appropriately should be equally astonishing and this matter is left entirely to the arbitre’s imagination...

Enchanting Objets Magiques

Magiciens and clercs can copy sorts which they can memorize onto parchemins and can enchant other magical items at 9th level or higher. Items with sort-like powers that mimic magicien or clerc sorts can only be constructed by members of that class; other objets magiques can be created by either class.

Table 2.28 Cost of Enchanting Items

Item

Cost

Time

Parchemin de sort*

100 po

1 semaine

Potion*

250 po

1 semaine

Flèches +1 (score)

1,000 po

2 semaines

Épée +1

3,000 po

1 mois

Armure de plate +1

10,000 po

3 mois

Bouclier +1

1,500 po

2 semaines

Gantelets de Puissance d'Ogre

15,000 po

6 semaines

Sac de Contenance

20,000 po

2 mois

Bottes de Vitesse

25,000 po

3 mois

Baguette de Boule de Feu

40,000 po

4 mois

Bâton de Sorcery

100,000 po

1 year

Ring of Protection

60,000 po

6 mois

Ring of Réserve de Sorts

80,000 po

9 mois

The arbitre can expiègeolate cost and time requirements for other items commensurate with their power and value. Invest wisely.

Autres Mondes

Il existe d'innombrables autres mondes à explorer, que l'on peut atteindre par magie ou autre ingéniosité. De plus, les habitants de ces lieux inconcevables pourraient débarquer ici et maintenant dans la campagne, à tout moment, ou avoir été présent dès les origines.

Visiting other planets, other times, or other dimensions are very real possibilities and the joueurs might discover paths to abyssal depths, Elysian delights, or virtually any other place n'importe quand. The possibilities are truly endless.

Should the joueurs reach other mondes these should be remarkably different from our own. The assumed natural lois of gravity, time, space, temperature, inflammabilité, échelle, and so on should not all apply. In this regard the wealth of science fiction and imaginaire literature can be a great inspiration to the arbitre.

Section III: Monstres & Trésors

Monstres

Les monstres constituent le principal défi auquel les joueurs feront face lors de leurs aventures. Ils incluent toutoutes les véritables horreurs du monde souterrain tels les trolls, vampires, et dragons, tout comme tous les personnages non-joueurs du monde. Tout personnage non interprété par un joueur est un monstre—même les bons citadins et les employés des joueurs.

Il est clair que tous les monstres ne sont pas hostiles aux joueurs. Certains sont parfaitement inoffensifs et peuvent même être utiles. D'autres sont complètement inintéressés par les joueurs tant qu'ils ne les gènent pas, alors que d'autres sont de méchantes menaces qui chercheront à tuer, capturer ou détourner les joueurs. La disposition initiale d'un monstre envers les joueurs est déterminée par un test de réaction et son alignement. Cette caractéristique est un résumé en un mot de la position de tout monstre dans la lutte éternelle entre la loi, le chaos et la neutralité.

Résumé des Monstres

Table 3.1 Résumé des Monstres


Number

Number


Move



Repaire

Trésor


Type

Appearing

In Repaire

CA

Rate

DV

Nearby

Type

Align

Androïdes


1-8


3-18

9

12

2


15


A2

Any

Fourmis géantes

2-12

20-240

3

18/3

2


10


C

N

Grands Singes


1-8


n/a

6

12/12

4+1


n/a


n/a

N

Basilics


1-6


1-6

4

6

6+1


40


F

C, N

Chauve-souris

10-80

100-800

8

3/12

½


15


n/a

N

Chauve-souris, géant


1-8


1-8

7

3/15

4


15


C

N

Ours


1-6


1-6

6

12

5+5


n/a


n/a

N

Scarabées géants


1-12


n/a

3

9/6

2-7


n/a


n/a

N

Bouillie noire


1


n/a

7

3

10


n/a


n/a

N

Sangliers


1-12


n/a

7

15

1+2


n/a


n/a

N

Sangliers géants


1-8


n/a

6

12

7


n/a


n/a

N

Ours des cavernes


1-2


n/a

6

12

6+6


n/a


n/a

N

Hommes des cavernes

2-12

30-180+

9

12

2


15


C

N

Centaures


2-8


4-24+

6

18

4


5


A1

L, N

Centipèdes géants

1-6


1-6

3/7

12

3+1


60


B

N

Centipedes, large

2-24

n/a

9

6

½


n/a


n/a

N

Chimères


1-4


1-4

4

12/18

9


50


F

C

Cocatrices


1-8


1-8

6

9/18

5


35


D

C, N

Crabes géants


3-12


n/a

3

6

3


n/a


n/a

N

Table 3.1 (Continued) Résumé des Monstres


Number

Number


Move



Repaire

Trésor


Type

Appearing

In Repaire

CA

Rate

DV

Nearby

Type

Align

Crocodiles


2-12


3-24

6

9/15

3


20


n/a

N

Crocodiles géants


1-6


2-12

5

9/15

7


20


n/a

N

Cyborgs


2-8


30-180

5

9

3+3


15


G

C, N

Cyclopes


1-4


1-4

2

15

16


30


E*

N

Dinosaures














Brontosaures


1-6


n/a

5

6

32


n/a


n/a

N


Mosasaure


1-4


n/a

5

3/15

14


n/a


n/a

N


Ptérodactyles


1-8


n/a

5

3/12

2-7


n/a


n/a

N


Stégosaures


2-8


n/a

2/5

6

8


n/a


n/a

N


Triceratops


2-8


n/a

2/5

9

16


n/a


n/a

N


Tyrannosaures

1-2


n/a

5

15

20


n/a


n/a

N


Deinonychus


1-6


n/a

5

21

4


n/a


n/a

N

Djinn


1


n/a

6

9/24

7+1


n/a


n/a

N

Dogs

4-16

n/a

7

15

1


n/a


n/a

N

Doppelgangers


1-6


3-12

5

9

4


25


E

C, N

Dragon tortues


1-4


1-4

2

3/9

12


60


H

N

Dragons














Noirs


1-4


1-4

5-2

Variés

2-12

60


H*

C


Bleus


1-4


1-4

5-2

Variés

2+2-14

60


H*

C


Dorés


1-4


1-4

5-2

Variés

2−1-16

60


H*

L


Verts


1-4


1-4

5-2

Variés

2+1-13

60


H*

C


Rouges


1-4


1-4

5-2

Variés

2+3-15

60


H*

C


Blancs


1-4


1-4

5-2

Variés

2−1-11

60


H*

C

Dryades


1-6


1-6

5

12

2


20


D

L, N

Nains


2-12


20-240+

4

9

1


50


G

L, N

Éfrit


1


n/a

4

9/24

10


n/a


n/a

C

Élémentaire













Air


1


n/a

3

-/36

8/12/16

n/a


n/a

N


Earth


1


n/a

3

6/6

8/12/16

n/a


n/a

N


Fire


1


n/a

3

12

8/12/16

n/a


n/a

N


Water


1


n/a

3

6/18

8/12/16

n/a


n/a

N

Elfes


2-12


20-240+

7

12

1


25


E

L, N

Poisson géant


2-12


n/a

5

-/30

4-9


n/a


n/a

N

Table 3.1 (Continued) Résumé des Monstres


Number

Number


Move



Repaire

Trésor


Type

Appearing

In Repaire

CA

Rate

DV

Nearby

Type

Align

Gargouilles


1-10


2-20

6

9/15

4


25


C

C

Cube gélatineux


1


n/a

8

6

4


n/a


*

N

Goules


1-12


2-24

7

9

2


20


B

C

Géants














Nuages


1-8


1-8

3

15

12+2


30


E*

N


Feu


1-8


1-8

3

12

11+3


30


E*

C


Givre


1-8


1-8

4

12

10+1


30


E*

C


Collines


1-8


1-8

4

12

8


30


E*

C


Pierre


1-8


1-8

2

12

9


30


E*

N


Tempêtes


1-8


1-8

2

15

15


30


E*

N

Gnolls

2-10

20-200+

6

9

2


30


D

C

Gnomes

2-12

20-240+

6

9

1


60


C

L, N

Gobelins

2-20

40-400+

7

9

1−1


50


*

C

Golems














d'Argile


1


n/a

2

6

12


n/a


n/a

N


de Chair


1


n/a

9

9

9


n/a


n/a

N

Gorgones


1-4


1-4

3

12

8


50


E

C

Gothrogs


1-6


1-6

3

9/15

10


25


F

C

Vase grise


1


n/a

9

3

3


n/a


n/a

N

Limon vert


1


n/a

9

n/a

3


n/a


n/a

N

Griffons


1-8


2-16

4

12/30

7


10


E

N

Semi-hommes


2-8


30-180+

7

9

1


70


B

L, N

Hippogriffes


1-8


2-16

6

18/36

3+1


n/a


n/a

N

Hobgobelins


2-12


20-240+

5

9

1+1


30


D

C

Chevaux














Destrier


n/a


n/a

7

12

2+4


n/a


n/a

N


Cheval de trait


n/a


n/a

7

12

2+1


n/a


n/a

N


Mule


n/a


n/a

7

12

2


n/a


n/a

N


Cheval de monte


n/a


n/a

7

24

2


n/a


n/a

N


Cheval de guerre


n/a


n/a

7

18

2+2


n/a


n/a

N

Hydres


1-2


1-2

5

12

5-12


25


B

N

Traqueur invisible


1


n/a

2

-/12

8


n/a


n/a

N

Jaggernat


1


n/a

2

9

37


n/a


n/a

N

Table 3.1 (Continued) Résumé des Monstres


Number

Number


Move



Repaire

Trésor


Type

Appearing

In Repaire

CA

Rate

DV

Nearby

Type

Align

Kobolds

2-20

40-400+

7

6/9

½


50


*

C, N

Sangsues géantes


2-12


n/a

8

3/6

2


n/a


n/a

N

Lions


1-6


2-12

6

12

5+2


25


n/a

N

Lions, spotted


2-8


2-8

5

12

6+2


25


n/a

N

Statues animées














Iron


1


n/a

2

6

18


n/a


n/a

N


Stone


1


n/a

5

6

14


n/a


n/a

N

Lézards, géant


1-6


2-12

5

15

3+1


60


n/a

N

Lézards, large


1-6


2-12

8

12

½


60


n/a

N

Hommes-lézards


2-8


10-40+

6

6/12

2+1


40


D

C, N

Lycanthropes












Ours-garous

1-10

2-20

3

9

6


15


C

L, N


Sangliers-garous

1-10

2-20

5

12

4+1


15


C

C, N


Tigres-Garous

1-10

2-20

4

12

5


15


C

C, N


Loups-garous

1-10

2-20

6

15

4


15


C

C, N

Manticores


1-4


1-4

5

12/18

6+1


25


D

C

Mastodontetes


1-12


n/a

6

15

12


n/a


n/a

N

Méduses


1-4


1-4

7

9

4


75


F

C

Humains












Bandits

2-16

30-300+

8

12

1


15


A1

C, N


Berserkers

2-16

30-300+

9

12

1+1


15


A1

N


Brigands

2-16

30-300+

6

12

1


15


A1

C


Boucaniers

2-16

30-300+

8

12

1


15


A3

C, N


Derviches

2-16

30-300+

8

12

1+1


15


A2

L


Mercenaires

2-16

30-300+

6

12

1+1


15


A3

N


Nomades

2-16

30-300+

8

12

1


15


A2

C, N


Pirates

2-16

30-300+

8

12

1


15


A3

C


Zélotes

2-16

30-300+

9

12

1+1


15


A2

C

Tritons

2-12

20-240+

7

3/15

1+1


40


A3

N

Minotaures


1-8


1-8

6

12

6


30


C

C, N

Momies


1-6


1-12

4

6

5+1


30


D

C

Nixes


2-20


10-100

7

6/12

1−1


100


B

N

Gelée ocre


1


n/a

9

3

5


n/a


n/a

N

Table 3.1 (Continued) Résumé des Monstres


Number

Number


Move



Repaire

Trésor


Type

Appearing

In Repaire

CA

Rate

DV

Nearby

Type

Align

Poulpes géants


1-4


1-4

7

-/9

4


30


A3

N

Ogres


1-8


3-18

6

9

4+1


30


C*

C

Orques


2-16


30-300+

7

9

1


50


D

C

Pégases


1-12


n/a

6

24/48

2+2


n/a


n/a

L, N

Lutins


2-20


10-100

6

9/18

1−1


25


C

N

Ver pourpres


1-4


1-4

6

9/9

15


25


D

N

Rats géants


2-12


10-60

7

12/6

½


10


C

N

Robots


1-4


n/a

3

6/6

7


n/a


n/a

C, N

Rocs














Jeunes


1-8


1-20

6

6/48

6


20


I

N


Adultes


1-6


1-20

5

6/42

12


20


I

N


Ancien


1-4


1-20

4

6/36

18


20


I

N

Tigres à Dents de Sabre

1-2


1-2

6

12

7+2


15


n/a

N

Salamandres


2-5


2-5

3/5

9

7+3


70


F

C

Scorpions géants


1-4


1-4

3

15

5+4


50


D

N

Monstres marins












Leviathan


1


1

4

-/18

45


n/a


H

N


Kraken


1


1

2

3/18

30


75


G*

N


Sea serpents


1-4


1-4

6

-/21

15


25


D

N

Ombres


1-10


2-20

7

-/9

2+2


50


F

C

Squelettes


3-30


n/a

8

6

½


n/a


n/a

N

Serpents géants


1-4


n/a

6

9/9

7


n/a


n/a

N

Serpents, grands


2-16


n/a

8

6/6

½


n/a


n/a

N

Spectres


1-8


1-8

3

-/15

6


25


E

C

Araignées géantes


1-8


1-8

5

3/12

4+4


70


C

C

Araignées, large


1-10


2-20

8

6/15

½


60


C

N

Calmar géant


1-6


2-12

7/3

-/12

6


20


A3

N

Groules


1-8


3-18

6

9

3


35


D

C

Tigres


1-4


1-4

6

12

5+4


15


n/a

N

Titanothères


1-12


n/a

7

12

12


n/a


n/a

N

Titan


1


1

2

18

21


5


A1*

Any

Crapauds géants


1-6


3-30

6

6/6

2+4


40


n/a

N

Végéants


1-10


2-20

2

6

8


15


n/a

L, N

Table 3.1 (Continued) Résumé des Monstres


Number

Number


Move



Repaire

Trésor


Type

Appearing

In Repaire

CA

Rate

DV

Nearby

Type

Align

Trolls


1-6


2-12

5

12

6+3


50


D

C

Licornes


1-4


n/a

3

24

4


n/a


n/a

L

Vampires


1-6


1-6

2

12/18

8


20


F

C

Belettes géantes


1-8


1-8

6

15

2


15


n/a

N

Livide apes


1-6


1-6

6

12/12

5+2


10


C

N

Livides

1-12

2-24

6

9

3


60


B

C

Loups


1-10


2-20

7

18

1


15


n/a

N

Loups géants


1-6


3-12

6

18

2+2


15


n/a

C

Mammouths laineux

1-12


n/a

5

15

13


n/a


n/a

N

Rhinocéros laineux

1-4


n/a

5

12

10


n/a


n/a

N

Ténébreux


1-8


2-16

4

-/12

4


20


E

C

Vouivres


1-6


1-6

4

9/24

7


60


E

C, N

Moisissure jaune


1


n/a

9

n/a

3


n/a


n/a

N

Zombies


3-30


n/a

9

6

1


n/a


n/a

N

Number Appearing and Number in

Repaire are the numbers of monstres typically rencontré outside of or in their repaire, respectively. A + indicates the possibilité of chefs and/or accompanying monstres. The number of monstres appearing outside the repaire is appropriate for 4-6 characters whose niveau d'expérience is equal to the monstre’s number of dés de vie. The arbitre can échelle these figures for smaller or larger groups or as desired.

CA

is for classe d'armure.

Vitesses de Déplacement

are given in inches per tour. The first figure denotes the normal ground rate. If a secondary rate appears it denotes the flying, swimming, burrowing, or climbing rate as per the monstre description.

DV

lists the number of dés de vie with any adjustment to points de vie being applied after the given number of dés à six faces have been thrown and summed.

Repaire Nearby

is the percentage chance that any rencontré monstres will be from a nearby repaire. “Nearby” is relative to the monstre’s usual mode of locomotion. Whether the repaire is easy or difficult to locate is for the arbitre to determine.

Type de Trésor

is for determining what trésor will be present in the repaire. A * indicates the possibilité of additional trésor as per the monstre description.

Alignement

L is for loyal, N is for neutre, and C is for chaotique. Some monstres can be of any alignement (humains being among these) and others can be either of two alignements (elfes and kobolds being among these). In all these cases any individual is always of exactly one alignement.

Explications des Monstres

Lorsque des dégâts spéciaux en mêlée sont détaillés, ils ne s'appliquent qu'en combat heroïque. Cependant, contre les quidams, les monstres lancent un jet d'attaque comme un monstre à 1 dé de vie pour chacun de ses propres dés de vie, chaque jet d'attaque réussi causant 1-6 points de vie de dégâts.

Un monstre fait ses jets de sauvegarde comme le type de personnage-joueur le plus approprié avec autant de niveaux d'expérience que le monstre a de dés de vie. Par exemple, un androïde ferait ses jets de sauvegarde comme un magicien de 2e niveau, un troll comme un guerrier du 6e niveau, etc. Un gothrog ferait ses jets de sauvegarde comme un guerrier un magicien du 10e niveau, en utilisant la catégorie la plus favorable.

Les Androïdes

sont des humains artificiels. They often have superior qualities such as health, grace, comeliness, or education, but are otherwise indistinguishable save for the color of their blood. Some individuals possess mind powers equivalent to magic use of up to the 4th niveau d'expérience (throw a dé à six faces and subtract 2 for each androïde—a result less than 1 indicating no tangible mind powers); otherwise, they function as do ordinary humains.

Les Fourmis Géantes

font de 60 à 90 cm de long. They are industrious tunnelers and gatherers that occur in great colonies. Outside the repaire only the soldier types will be rencontré. Within the repaire two-thirds of any ants rencontré are 1 dé de vie workers that will not attack unless provoked. The remainder are soldiers that will attack anything that obstructs the business of the colony. A nest always has a 10 dés de vie queen ant who is immobile and non-aggressive. Giant ants will never flee from their nest unless the queen is slain.

Les Grands Singes

sont généralement non-agressifs mais sont extrêmement forts. Ils grimperont aux arbres pour se réfugier mais s'ils sont provoqués ils peuvent frapper pour 2-7 points de vie de dégâts.

Les Basilics

sont de grands et lents reptiles à huit pattes dont le regard ou le toucher pétrifiera toute créature vivante qui rate sa sauvegarde contre pétrification. S'il est manipulér à voir son propre reflet dans un miroir, un basilic sera pareillement pétrifié.

Les Chauve-Souris

roost underground in great numbers during the day. They are mostly harmless to humanoïdes but if a colony is startled and takes to the wing in a confined space they will create confusion. A flapping cloud of chauve-souris will obscure sight and possibly extinguish torches, cause équipement to be dropped, or cause sort casting to be interrupted.

Les Chauve-Souris Géantes

are black as night and so silent on the wing that they will surprise their prey with a throw of 3 ou plus on a dé à six faces. If their prey resists they will shriek, causing quidams to cover their ears for one tour rather than fight.

Les Ours

sont omnivores mais préfèrent la viande. Ils ont une vue plutôt faible mais un excellent sens de l'odorat et peuvent sentir la nourriture depuis des kiolmètres. Ils peuvent être des chasseurs agressifs et sont très puissants. Ils causent 3-8 points de vie de dégâts ou, si un jet d'attaque excède le nombre requis pour toucher de 4 ou plus ou sur un 20 dans tous les cas, 4-14 points de vie de dégâts.

Les Scarabées Géants

are of various sorts but are invariably hungry and can eat virtually any organic matter. They occur underground and in forests and can tunnel through soft earth. They do not hear or see well and rely on their sensitivity to vibrations and smell.

Une Bouillie Noire

is an amorphous black blob which déplaces about a donjon scavenging the leavings of other inhabitants. Due to its coloration and shapelessness it is very difficult to spot in dim lumière or ombres. It is susceptible to fire but invulnerable to cold. Foudre and slashing attacks will divide it into smaller parts without causing harm. Contact with une bouillie noire will dissolve wood and metal armure in one tour. Flesh is likewise dissolved suffering 3-18 points de vie of dégâts per tour. Stone, however, is impervious. It can déplace along walls, floors, and ceilings without difficulty and can se glisser through tiny openings including cracks in stonework and under portes.

Les Sangliers

are wild pigs that occur in forests and on plains. They are frequently hunted for sport but are extremely tough; they always make one more attack roll after being reduced to 0 or fewer points de vie. Every other sanglier rencontré will be a sounder and if these jeune are attacked the adultes will always attack and will absolutely not flee.

Les Sangliers Géants

are similar to regular sangliers but for their great size and aggressive demeanor. They will attack anyone who enters their territory causing 2-12 points de vie of dégâts. They will never retreat and will always make one more attack roll after being reduced to 0 or fewer points de vie.

Les Ours des Cavernes

are enormous carnivorous bears that are always hungry. They have rather poor eyesight but an excellent sense of smell and can scent food from miles away. They are aggressive hunters and are extremely powerful. They cause 1-11 points de vie of dégâts or, if an attack roll exceeds the number required to hit by 4 ou plus or is a 20 in any case, 3-18 points de vie of dégâts. Ours des cavernes will always make one more attack roll after being reduced to 0 or fewer points de vie.

Les Hommes des Cavernes

sont de grands mais primitifs humains de  Neanderthal autrement similaires aux humains. Ils se battent avec des haches, marteaux, et clubs primitifs, mais subissent un ajustement de −1 aux tests de moral et ont peu de trésor. Leurs chefs sont toujours des guerriers mais ne possèdent jamais d'objets magiques.

Les Centaures

are horse-men having the body of a cheval and the torso of a human. They have normal human intelligence and dwell in secluded glens and vallées in deep forests. Centaures equip themselves with lances (25%), épées (25%), or clubs (50%) and boucliers with half carrying short bows in addition. Moreover, a centaure combattant can has two attack rolls each tour, once each with his armes and hooves. A centaure repaire is much as a small human village having two mares and two foals for every combattant stallion present. Mares have one attack roll each tour only under duress and foals are non-combative.

Les Centipèdes Géants (et grands)

are found almost anywhere and are aggressive hunters. Large specimens are up to 30cm long, while the géant types are up to 3m long and have a hard, head protégée par une carapace but a relatively soft body. Both sorts déplace along walls and ceilings at normal speed. The bite of either causes paralysie although a jet de sauvegarde is allowed and is at +4 in the case of large centipedes.

Les Chimères

sont d'effrayants monstres tricéphales avec de grandes ailes semlables à celles des chauve-souris, l'avant du corps d'un lion, l'arrière du corps d'une chèvre, et les têtes de chèvre, lion, et dragon. A chimère can use its souffle offensif or engage in combat. The dragon head breathes a 6" long 2" wide cone of fire that deals 3-18 points de vie of dégâts, although a successful jet de sauvegarde contre souffles offensifs will reduce this by half. In combat a chimère has three attack rolls each tour against héroïque enemies; the goat head butting or goring, the lion head biting or rending with its paws, and the dragon head biting.

Cocatrices

are reptilian-fowl with bat-like wings. The merest touch of its tail feathers will petrify any living thing (other than a cocatrice) that fails to save contre pétrification.

Les Crabes Géants

occur underwater, in coastal estuaries, and in marais. They have hard, carapace protectrice and if an attack roll exceeds the number required to hit by 4 ou plus, or is a 20 in any case, they cause 1-11 points de vie de dégâts.

Les Crocodiles

are voracious reptiles found in rivières and marais of warm regions. They are difficult to spot when floating half-submerged in water and will often attack by surprise. If an attack roll exceeds the number required to hit by 4 ou plus a crocodile will drag its victim back into the water where it will roll over and over until the victim is drowned. Crocodiles are lazy and will not pursue more than one tour out of water.

Les Crocodiles Géants

are trois fois the size of their ordinary cousins but otherwise similar. An attack causes 2-12 points de vie of dégâts and any attack roll that exceeds the number required to hit by 4 ou plus swallows a man-sized victim whole. They are difficult to spot as they float half-submerged in water and they can overturn boats and radeaux. A crocodile géant can be rammed by larger ships, possibly slaying the monstre but also capsizing the boat (check separately for each).

Les Cyborgs

were once humains but are now mostly machines; inhumane and maléfique. They can occur in large numbers and aim to sweep across a population assimilating all humanoïdes into cyborgs. They are cruelly strong and deal 3-8 points de vie of dégâts on a hit, need never check morale, and will never give up a pursuit so long as the quarry is in sight.

Les Cyclopes

sont des géants de 6 mètres with but one large eye which is the cause of poor depth perception and a −2 adjustment on all attack rolls. They dwell in forlorn, out of the way ruins, islands, or undersea caves where they seldom rencontre others. They are skilled smiths and should a joueur offer a useful gift and get a positive réaction the cyclopes may offer magical armure in return. A cyclops does battle with a huge club and deals 6-21 points de vie of dégâts and can hurl rocks up to 20" for 2-12 dégâts. They espécially prize gold and their trésor hoard will always contain an additional 2,000-5,000 po.

Dinosaures

Dinosaures are great, prehistoric lézards and can be effrayant enemies. The largest predators are few but can swallow man-sized victims whole while the smaller types occur in hunting packs. Herbivores of all sizes appear in herds. None of them covets trésor.

Dinosaures, Brontosaures

are among the largest créatures walking on land. They are up to 24m long, 6m tall at the shoulder, and can weigh over 30 tons. They spend their time grazing the vegetation of the great plains and swamplands. Fortunately, they are peaceful herbivores and unlikely to attack unless provoked. The chief danger they present is from crushing, barging, or stampeding ahead of predators or fire. Hits deal 3-18 points de vie of dégâts due to their immense mass.

Dinosaures, Deinonychus

include any of the relatively small pack hunting carnivores up to 1,5m high and 3m long. They are quick and cunning and inclined to stalk prey, only attacking at the optimal moment. They will not give up a pursuit while their prey remains in sight.

Dinosaures, Mosasaures

are huge reptilian swimmers up to 12m in length. These marine lézards have paddle-like limbs, finned tails, and huge jaws bristling with curved teeth. They are found in any deep waters but must surface to breathe air. A hit causes 3-18 points de vie of dégâts but if ever an attack roll exceeds the number required to hit by 4 ou plus, or is a 20 in any case, a mosasaure will swallow a man-sized target whole.

Dinosaures, Ptérodactyles

are any man-sized and larger reptilian fliers that rule the prehistoric skies. They occur in coastal and swampy regions where they nest in colonies that cling to cliff faces, cave walls, and escarpments, and are always hungry. The most common forms are approximately man-sized with envergures of 3-7,5m but the largest sorts are up to 6m tall with envergures of up to 12m.

Dinosaures, Stégosaures

are large herbivores up to 9m long and 3m high and up to 3 tons in weight. These have very tiny brains and a distinctive array of bouclier-like plates along the ridge of the spine, granting CA 2 contre attacks other than from the flank. They have a fist of 60cm long spikes on the tail which will strike for 2-12 points de vie of dégâts to the flank or rear; otherwise, dégâts is 3-8 points de vie.

Dinosaures, Triceratops

are huge, aggressive herbivores that will run down any threat to the herd. They are up to 9m long and 3m high and can weigh up to 10 tons. A triceratops has a huge skull with a distinctive bony frill and three great horns granting CA 2 from the front. Should it charge an enemy it will deal 4-24 points de vie of dégâts; otherwise, dégâts is 2-12 points de vie.

Dinosaures, Tyrannosaures

are huge carnivorous lézards and truly effrayant predators. They are up to 6m tall and 12m long and can weigh up to 7 tons. The jaws contain scores of dague-like fangs and any hit causes 4-24 points de vie of dégâts. On any attack roll that exceeds the number required to hit by 4 ou plus, or is a 20 in any case, it will swallow a man-sized target whole.

Un Djinn

is a créature of air appearing as a supremely confident, bare-chested combattant. They can fly as easily as walk, even burdened with trois fois what an ordinary man could bear. A djinn can become invisible, assume forme gazeuse, or magically create any desired object at will. Soft materials including food, drink, and garments are permanent. Harder materials have a shorter existence; djinns gold lasts only a day, steel only an hour. A djinn can also create magical illusions on a whim and these are equal to the fantasme sort except that a djinn has no need to concentrate to maintain the illusion.

A djinn can also transform into a torrid whirlwind 3" high and 2" wide which will sweep away all quidams. The whirlwind takes one tour to form and another to dissipate. A djinn deals 1-11 points de vie of dégâts in combat due to his formidable size and force.

Dogs

are keen nosed pack animals that inhabit plains and prairies. They can be trained only if separated from the pack as pups but will then have +2 loyauté.

Les Doppelgängers

are humanoid créatures that can change their physical form to identically resemble any man-like créature they have observed. Once a likeness is achieved they can do away with the victim and then act in his role for a time to gain the utmost advantage before attacking again. Doppelgängers are immune to sleep and charm sorts and make jets de sauvegarde as a 10th level guerrier.

Les Tortues Dragons

sont des tortues de 10 mètres de diamètre avec de longs cous sinueux et des têtes de dragon. On les trouve seulement dans de vastes étendues d'eau et leurs repaires sont de profondes grottes sous-marines.

Une tortue dragon has a 9"×3" conical souffle offensif of scalding steam which functions as does a souffle offensif de dragon. It can surface beneath even a large ship, having a 50% chance of capsizing the vessel.

Dragons

Dragons are the great flying wyrms of legend and are always héroïques/superhéroiques, regardless of dés de vie. They are of six types: white, black, green, blue, red, and golden and have the following characteristics:

Table 3.2 Dragons by Type



Speaks

Magic

Souffle Offensif


Type

Habitat

Common

Using

Shape

Type

Resistance

Blanc

Arctique

20%

Never

Cone

Cold

Cold

Noir

Marais

40%

10%

Line

Acid

Acid

Vert

Bois

60%

10%

Cone

Chlorine

Poison

Bleu

Désert

80%

10%

Line

Foudre

Electricity

Rouge

Montagnes

Always

10%

Cone

Fire

Fire

Doré

Any

Always

Always

Cone

Sound

Magic

White dragons are the least intelligent sort and have the usual 20% chance of knowing the langue commune and no possibilité of magic use. Golden dragons are the most intelligent sort and they always know the langue commune and always have the use of magic sorts. The other dragons have various chances of speaking the langue commune and only 10% chance of being lanceurs de sorts.

Tous les  dragons ont six stages de vie : serpenteau, jeune, adulte, mature, âgé, et ancien. La taille d'un souffle offensif de dragon is determined according to its life stage, as is the possibilité of a dragon being asleep if rencontré in its repaire. Note that even a wakeful dragon may appear to be sleeping.

Table 3.3 Dragons by Age Catégorie

Age

Âge en

Chance de

Taille du Souffle Offensif

Catégorie

Années

Dormir

Cone

Line

Serpenteau

0-3

2*

1½" × ½"

3"

Jeune

4-10

2-4*

3" × 1"

6"

Adult

11-30

1

6" × 2"

12"

Mature

31-100

1-2

9" × 3"

18"

Âgé

101-300

1-3

9" × 3"

18"

Ancien

300+

1-4

9" × 3"

18"

All dragons can sense hidden and invisible créatures within 6". From adulthood they are impervious to projectiles normaux and need never check morale. Âgé and ancien dragons require quidams to throw a positive morale check to approach nearer than 15" or to hold their ground if the dragon attacks.

Dragons Endormis

Should a dragon be sleeping the characters may, if great caution is employed, approach without waking it. If this is successfully accomplished a single tour of surprise attacks is allowed at +2 to hit. These will wake the dragon immediately and thereafter regular combat will ensue.

Souffle Offensif des Dragons

Un dragon ne peut utiliser son affreux souffle offensif que trois fois par jour et le fera à son avantage maximal. Those unfortunates that are targeted suffer dégâts equal to the dragon’s current points de vie or half this number with a successful jet de sauvegarde contre souffles offensifs.

Dragon Magic

Should a dragon be lanceur de sort it will know as many sorts as it has dés de vie. It will have access to 1st level sorts as a serpenteau, 2nd level sorts as a jeune dragon, and 3rd level sorts thereafter. Golden dragons only continue in this manner, attaining 6th level sorts as ancien dragons.

If Multiple Dragons

are rencontré they will be related individuals of the same type. A pair of dragons could be siblings, mother and daughter, or a mated pair as appropriate for their age catégorie. Serpenteaus and jeune dragons will be the offspring of adultes present. If these are attacked, the adultes will immediately use their souffles offensifs against the offender. If either adulte of a mated pair is attacked, its mate will retaliate at +4 to hit the following tour or for the remainder of the combat if its mate is slain.

Subduing Dragons

With the exception of the golden type, dragons can be capturé as usual. A capturé dragon will serve so long as its master remains in a commanding position but will otherwise attempt to escape or slay him. A capturé dragon can be sold into servitude on the open market for 500-1,000 po per hit point it has—although the joueur may have difficulty finding an appropriate buyer.

Dragon Trésor

Serpenteaus have not yet acquired any trésor. Âgéer dragons have a hoard worth ½ a type H trésor for each age catégorie beyond serpenteau.

Les Dragons Noirs

dwell in marais, marshes, and jungles. They are patient hunters and can fly, swim, and breath underwater indefinitely. While a black dragon lurks underwater the pool will gradually stagnate and become foul. Its souffle offensif is a searing jet of acid which affecte all targets in a line. They are themselves invulnerable to acid.

Table 3.4 Dragons Noirs


Déplacement

Mêlée


Age

CA

Rates

DV

Dam

Align

Serpenteau

5

6/12

2

1-6

C

Jeune

4

9/18

4

1-6

C

Adult

4

9/24

6

1-6

C

Mature

3

9/24

8

3-8

C

Âgé

3

9/24

10

3-8

C

Ancien

2

9/24

12

2-12

C

Les Dragons Bleus

are found in arid regions soaring on the hot désert airs. They are shrewd hunters and love best to drop unseen from the azure skies but can also bury themselves in sand dunes for ambush. A blue souffle offensif de dragon is a cracking bolt of foudre which will affect all targets in a line. They are themselves invulnerable to foudre.

Table 3.5 Dragons Bleus


Déplacement

Mêlée


Age

CA

Rates

DV

Dam

Align

Serpenteau

5

6/12

2+2

1-6

C

Jeune

4

9/18

5+2

1-6

C

Adult

4

9/24

8

3-8

C

Mature

3

9/24

10

3-8

C

Âgé

3

9/24

12

2-12

C

Ancien

2

9/24

14

2-12

C

Les Dragons Dorés

can be found in any habitat. Despite being the only loyal dragons they will not serve any joueur and cannot be capturé in combat. They are very intelligent and always lenceurs de sorts and will employ sorts cleverly in combat. Moreover, they are highly magic resistant and make all jets de sauvegarde contre magical attacks at +4. A gold souffle offensif de dragon is a sonic blast that will also dégâts structures. They sometimes polymorphie into human form to déplace freely among humains.

Table 3.6 Dragons Dorés


Déplacement

Mêlée


Age

CA

Rates

DV

Dam

Align

Serpenteau

5

6/12

2−1

1-6

L

Jeune

4

9/18

4

1-6

L

Adult

4

9/24

7

1-6

L

Mature

3

9/24

10

3-8

L

Âgé

3

9/24

13

2-12

L

Ancien

2

9/24

16

3-18

L

Les Dragons Verts

are found in daunting bois and impenetrable forests. They are voracious hunters of food and trésor and keen gatherers of intelligence. They will attack weak targets immediately but stalk more formidable prey. A green souffle offensif de dragon is a withering cone of chlorine gas. They are immune to poison.

Table 3.7 Dragons Verts


Déplacement

Mêlée


Age

CA

Rates

DV

Dam

Align

Serpenteau

5

6/12

2+1

1-6

C

Jeune

4

9/18

5

1-6

C

Adult

4

9/24

7

1-6

C

Mature

3

9/24

9

3-8

C

Âgé

3

9/24

11

2-12

C

Ancien

2

9/24

13

2-12

C

Les Dragons Rouges

dwell in montagne caves from where they terrorize the surrounds. They are voracious predators and their greed is legendary. They will usually attack on sight but prefer not to destroy trésor with their effrayant fiery souffle offensif if possible. They are themselves invulnerable to fire.

Table 3.8 Dragons Rouges


Déplacement

Mêlée


Age

CA

Rates

DV

Dam

Align

Serpenteau

5

6/12

2+3

1-6

C

Jeune

4

9/18

6

1-6

C

Adult

4

9/24

9

3-8

C

Mature

3

9/24

11

2-12

C

Âgé

3

9/24

13

2-12

C

Ancien

2

9/24

15

3-18

C

Les Dragons Blancs

dwell in polar regions and are cunning predators that can fly, swim, and tunnel through snow and glace. They will not slip on glace and their souffle offensif is a blistering cone of cold. They are themselves invulnerable to cold.

Table 3.9 Dragons Blancs


Déplacement

Mêlée


Age

CA

Rates

DV

Dam

Align

Serpenteau

5

6/12

2−1

1-6

C

Jeune

4

9/18

3

1-6

C

Adult

4

9/24

5

1-6

C

Mature

3

9/24

7

1-6

C

Âgé

3

9/24

9

3-8

C

Ancien

2

9/24

11

2-12

C

Les Dryades

are shy and reclusive créatures who have exhaustive knowledge of their forest homes. Each is bound to an individual tree and can go no farther than 24" from it. A dryade is non-violent but can employ a powerful charm causing a jet de sauvegarde contre sorts at −2. Those who fail will never leave the forest.

Les Nains

dwell underground and see equally well by day or by night. They are redoubtable guerriers and ogres, trolls, and géants score only half dégâts against them. Away from the repaire a troop of nains is always accompanied by one 1st-6th level guerrier for every 40 nains. In their forteresse repaire there will instead be one 3rd-6th level guerrier for every 40 nains. A leveled guerrier has a 10% chance per level of being equipped with magic armure, a magic bouclier, and a magic hache or hammer (check separately for each). A nain forteresse is 50% likely to be additionally defended by domesticated animals such as 1-6 bears or 1-8 géant weasels (check separately for each).

Un Éfrit

is a créature of fire and an irreconcilable enemy of the djinns. They are immensely strong—being able to bear what eight humains can carry—and deal 2-12 points de vie of dégâts in combat. Éfrits can also fly, become invisible, and magically create any desired object at will. Soft materials including food, drink, and garments are permanent. Harder materials have a shorter existence; éfrits gold lasts only a day, steel but one hour. An éfrit can also create magical illusions on a whim and these are equal to the fantasme sort except that an éfrit has no need to concentrate to maintain the illusion. Additionally they can cause a mur de feu to spring up and can themselves become incendiaries. If bound into service an éfrit will grudgingly serve for a year and a day but no longer.

Élémentaires

Un élémentaire est une force essentiellle de la nature et est de quatre types : terre, air, feu et eau. Chacun peut apparaître en trois tailles : 8, 12, ou 16 dés de vie. Les élémentaires de toute sorte ne sont affectés que par les armes magiques.

Tous les élémentaires, quels que soient leurs dés de vie ou type, doivent être dominés par leur invocateur. Si la concentration de l'invocateur est brisée pour quelque raison, l'élémentaire cessera toute activité, se déplace à pleine speed, et tentera de le tuer. Anyone between the élémentaire and its summoner will be attacked and everyone else will be ignored. Once control has been relinquished there is no way to regain it. The élémentaire will attack until it or its target is destroyed and immediately return to its home dimension.

Élémentaires d'Air

The only means of motility possessed by an air élémentaire is flight but they have absolute control over their déplacement, hovering or changing speed at will. These monstres cause 2-7 points de vie of dégâts and attack at +2 to hit contre aerial opponents. They can spin into a effrayant whirlwind 3" wide at the base, 6" wide at the apex, and 1" of height for each dé de vie possessed (e.g., 8" tall for an 8 DV air élémentaire). The whirlwind takes a tour to form and another to dissipate and will sweep away all quidams.

Élémentaires de Terre

These créatures of earth and stone will strike with their mighty fists for 3-18 points de vie of dégâts to opponents standing on solid ground and causing structural dégâts to constructions such as castle walls. Against opponents not standing on solid ground an earth élémentaire inflicts 2-12 points de vie of dégâts. Élémentaires de Terre déplace at 6" over or through earth but cannot cross water. A déplacer la terre sort will drive an earth élémentaire back 12" and cause 6-36 points of dégâts.

Élémentaires de Feu

Les élémentaires de feu déplace 12" per tour but cannot cross water. The touch of these monstres causes inflammable materials to ignite. In combat a fire élémentaire usually causes 2-12 points de vie of dégâts. Against other fire-based créatures (dragons rouges, salamandres, géants de feu, and so on) they cause only 2-7 points de vie of dégâts. Élémentaires de Feu can only be summoned from a large source of heat such as a bonfire, a furnace, or molten lava.

Élémentaires d'Eau

Les élémentaires d'eau are very dangerous in their environment, causing 2-12 points de vie of dégâts in the water but only 1-6 points de vie of dégâts on dry land. They can overturn boats and small vessels and prevent large vessels from moving. Water élémentaires can only be summoned from a large body of water such as a stream, pond, or lake. Once formed, a water élémentaire must remain within 6" of a large body of water. Its vitesse de déplacement is 18" in water but 6" out of water.

Elfes

are reclusive woodland folk. They can déplace silently and almost invisibly through bois in their gray-green cloaks and are equipped with épées and lances or épées and bows (50% chance of either). For every 40 elfes rencontré there will be a chef with 2-4 guerrier levels and 2-6 magicien levels. For every 80 elfes rencontré there will be an additional 4th/6th level guerrier/magicien. Les chefs may possess objets magiques as per humains. All elfes add +1 hit point of dégâts when employing magic armes and those with bows can déplace and fire without penalty.

Fish, Giant

are of various sorts including barracuda, gar, and pike. They are aggressive hunters and always hungry. They occur in wild schools and as domesticated guardians around triton and nixe repaires.

Gargouilles

appear much as the sculptural depictions in gothic architecture. They can remain perfectly still indefinitely and are indistinguishable from ordinary statues when so perched. They are notoriously hostile, however, and will attack without provocation 75% of the time. They are fond of ambush and armes normales do them no harm.

Un Cube Gélatineux

est un charognard cubique et transparent qui prend la forme des corridors des donjons jusqu'à 3 mètres par 3 mètres et déplaces about sweeping them clean. It picks up and absorbs everything from rocks and carrion to living things and trésor, which it is unable to digest. Thus, these charognards carry a miscellany of durable items (coins, gems, dagues, heaumes, and so on) suspended in their transparent innards. Contact with a cube gélatineux causes paralysie unless a successful jet de sauvegarde is made, and thereafter causes 1-6 points de vie of dégâts per tour as the flesh is digested. They are invulnerable to cold and foudre, and immune to effroi, paralysie, and polymorphie.

Goules

are eaters of living and carrion flesh. Their attack rolls and tests de moral are penalized by −2 à la lumière du jour but the touch of these mort-vivant créatures causes paralysie for 1 tour in quidam humanoïdes (except elfes, who are immune). A humanoïde slain by a goule will arise again the following night as a goule.

Géants

Géants are enormous, ugly humanoids who can hurl great rocks 20" for 2-12 points de vie of dégâts and need never check morale against humanoïdes. Unless noted otherwise, géants also cause 2-12 points de vie of dégâts in mêlée combat. Un géant errant carries a great shoulder sack that contains his possessions including rocks, prisoners, other miscellany, and 1,000-6,000 po worth of coins. Giant repaires are 50% likely to be gardé par a 5-10 headed hydre (with a throw of 1-4 on a dé à six faces), or 2-20 loups (with a throw of 5), or 1-6 bears (with a throw of 6). Géants are of various sorts including:

Table 3.10 Géants





Move

Hit

Mêlée


Type

Repaire

Height

CA

Rate

Dés

Dam

Align

Collines

Cave

3,6m

4

12

8

2-12

C

Pierre

Cave

4,2m

2

12

9

2-12

N

Givre

Castle

4,8m

4

12

10+1

3-13

C

Feu

Cave

3,6m

3

12

11+3

4-14

C

Nuages

Castle

5,4m

3

15

12+2

3-18

N

Tempêtes

Castle

6m

2

15

15

6-21

N

Géants des Nuages

are 5,4m tall and inhabit unbelievable castles among the clouds. They cause 3-18 points de vie of dégâts in mêlée combat and their sense of smell is so amazingly keen that they are rarely surprised.

Géants du Feu

are 3,6m tall and of stocky build. They cause 4-14 points de vie of dégâts in mêlée combat and repaire in castles and caverns wherever there is lava, fire, or great heat. They are themselves invulnerable to fire.

Géants du Givre

are 4,8m tall and cause 3-13 points de vie of dégâts in mêlée combat. They favor huge horned casques and repaire in frigid castles and caverns. They are themselves invulnerable to cold.

Géants des Collines

are the most base sort. They are 3,6m tall and repaire in rudimentary caves. They frequently associate with ogres, orcs, and other wicked créatures.

Géants de Pierre

are 4,2m tall and inhabit isolated montagne cavern systems. They hurl rocks for 3-18 points de vie of dégâts.

Les Géants des Tempêtes

font 6 mètres et causent 6-21 points de vie de dégâts en combat en mêlée. Ils habitent de formidables châteaux situés dans des endroits inaccessibles incluant des îles, des montagnes, et le sommet des nuages. Ils sont capables de dominer le climat pour créer des conditions tempétueuses—ce qu'ils feront lorsqu'en colère ou se préparant à la bataille. En plus de lancer des rochers un géant des tempêtes peut faire s'abattre un éclair de foudre pour 8-48 points de vie of dégâts dans des conditions orageuses. Ils sont eux-mêmes invulnérables à la foudre.

Gnolls

fight with +2 morale. The repaire will contain a chieftain and 1-6 bodyguards who fight as 4 and 3 dés de vie monstres, respectively.

Gnomes

are found in Arctique climes. They are smaller and more reclusive than their cousins, the nains, but have longer beards and bigger noses.

Gobelins

are small, malicious humanoids who operate underground or at night, adjusting attack and tests de moral by −1 in full lumière du jour. Each fighting gobelin carries coins worth 1-6 po with him, even outside the repaire. The repaire will be a cave complex containing as many non-combatants as combatants, as well as a gobelin king and 4-24 bodyguards who fight as 2 and 1+1 dés de vie monstres, respectively. The repaire is 50% likely to contain an additional 3-12 loups géants and 3-18 ogres (check separately for each).

Golems

Golems are powerful automatons created by high level magiciens and clercs that exist only to obey the commands of their creators, following instructions to the letter. They are ponderous and dull-witted but incredibly strong. In combat they strike for 2-12 points de vie of dégâts and can batter through wooden structures including portes. They are largely invulnerable to nuisible magic, but there is a 1% chance per tour of combat that a golem will go berserk. Should this occur the creator cannot regain control and the golem will continue to attack whatever créature harms it or is nearest until it is destroyed.

Les Golems d'Argile

are created by high level clercs from blood and pliable clay. A désintégration sort will slow a clay golem and cause 2-12 points de vie of dégâts and a déplacer la terre sort will drive a golem d'argile back 12" and cause 6-36 points de vie of dégâts; otherwise, they can only be harmed by magical armes. After one tour of combat a golem d'argile comes under the influence of a haste spell for the next three tours. Injuries caused by a golem d'argile cannot be cured by a clerc lower than 9th level.

Les Golems de Chair

are powerful automatons created by high level magiciens from stitched together body parts, mais ce ne sont pas des morts-vivants. Cold and fire based sorts will slow a golem de chair and foudre will guérir it; otherwise, they can only be harmed by magical armes.

Les Gorgones

sont des créatures aggressives semblables à des taureaux couvertes d'écailles de fer with a rightly craint souffle offensif qui change ses cibles en pierre. The souffle offensif extends to a 6" long by 2" wide cone and is usable trois fois par jour.

Les Gothrogs

sont des démons géants brûlants de puissance et d'intelligence terrifiantes. Ils voient dans le noir comme les humains voient le jour et and enflamment les matériaux inflammables simplement en passant à côté. Le feu et les armes normales ne peuvent les blesser et il y a 75% de chance que les sorts magiques ne les affectent pas.

Les Gothrogs manient de grandes épées magiques enflammées and fiery whips and can attack with either or both each tour. Should a gothrog employ both armes it can target two opponents, causing 2-12 points de vie of dégâts to each. If it employs only one arme it does so at +2 to hit. The flaming épée causes 3-18 points de vie of dégâts. The whip causes only 1-6 points de vie of dégâts, but entangles the target so the gothrog can drag him unto itself, where upon it will immolate and cause an additional 2-12 points de vie of dégâts to everybody within 1".

Gothrogs need never check morale and cannot be capturé. A powerful chaotique character might attempt to enlist one with a substantial offering, but only a top level anti-clerc has the presence necessary to keep a gothrog firmly under control. A gothrog would ever be bent upon usurping the authority of any other master.

Vase Grise

is a creeping donjon charognard which is difficult to spot in dim lumière as it appears much like wet stonework. It can déplace along walls, floors, and ceilings equally and can se glisser through tiny openings including cracks in stonework and under portes. It dissolves metal armure in one tour and causes 2-12 points de vie of dégâts per tour to flesh but has no effect on wood or stone. It is impervious to cold and fire but subject to foudre and armes normales (but note its effect on metal).

Limon Vert

is a pernicious donjon hazard that clings to walls, floors, and ceilings. It begins to eat through flesh, wood, and metal (but not stone) after one tour of contact, transmuting these into limon vert. It cannot be physically scraped off so anything it comes into contact with must be discarded immediately. It is impervious to foudre and physical blows but is harmed by cold and fire. A remove disease sort will slay it instantly.

Griffons

are majestic créatures with the forequarters of an eagle and the hindquarters of a lion. They are fleet and fiercely territorial and will attack without provocation should anything approach the aerie repaire. Griffons make loyal steeds if they can be trained but crave cheval flesh above other foods and will attack any cheval or pégases within 36".

Les Semi-hommes

are small, peaceful folk interested chiefly in home comforts. En cas de nécessité, ils sont capables de se déplacer silently and almost invisibly and to hide quite superbly. For every 30 semi-hommes rencontré there will be a chef with 1-4 guerrier levels. All semi-hommes are deadly accurate with hurled projectiles adjusting attack rolls by +3.

Hippogriffes

are admirable beasts with the forequarters of an eagle and the hindquarters of a cheval. They are omnivorous hunters and highly sought as mounts for their great speed—despite their intolerance of pégases. They need never check morale when defending their nest.

Hobgobelins

are the largest and most sans peur gobelins. They are en armure, well organized, and have +1 to tests de moral except in full lumière du jour where they must instead adjust attack rolls by −1. Errant bands are always led by a sergeant who fights as a 2 dés de vie monstre.

The repaire will be a village, ruin, or cave complex containing half as many non-combatants as combatants as well as a hobgobelin king and 2-12 bodyguards who fight as 3 and 2 dés de vie monstres, respectively. The repaire is 50% likely to contain an additional 3-12 loups géants, 3-18 ogres, and 2-12 trolls (check separately for each).

Chevaux

are domesticated riding animals and beasts of burden. Les chevaux de monte, chevaux de trait, and mules will flee fire and may be panicked by strange smells. Seuls les chevaux de guerre et destriers attaqueront en combat, having a single attack roll even contre quidams.

Table 3.11 Chevaux




Move

Hit

Carrying

Type

Cost

CA

Rate

Dés

Capacity

Destrier

300 po

7*

15

2+4

400 livres

Cheval de trait

60 po

7

12

2+1

450 livres

Mule

20 po

7

12

2

300 livres

Chevel de monte

80 po

7

24

2

300 livres

Cheval de guerre

200 po

7*

18

2+2

350 livres

Only mules are agile enough to enter the labyrinthine passages of a donjon.

Hydres

are large reptilian monstres with one head per dé de vie. Each serpentine head can be destroyed by sustaining 6 points de vie of dégâts. The entirety of the beast is slain only when all of its individual heads are dispatched. Circumstances allowing, each head can select an individual target and make an attack roll each tour. However, it attacks as a guerrier rather than as a monstre.

Un Traqueur Invisible

is a créature from the non-dimensions which can be conjured to the material monde by powerful magic. It is indistinguishable from air without the benefit of a détecter l'invisibilité or a vision vraie sort. It is a faultless tracker and, if rencontré in the material monde, un traqueur invisible will be single-mindedly preoccupied with whatever mission it is carrying out.

A Jaggernat

is an incredibly massive créature of solid ore, though whether it is self-willed or magically motivated is unknown. These behemoths have only ever been sighted individually and can take any form; a great chevalier en armure, a mammoth, and a rhinoceros have all been reported. A jaggernat is so massive that it is impelled upon huge stone rollers with anything falling in its path being crushed utterly beneath it.

Regardless of its form a jaggernat always has a massive dark jewel affixed to it; between the eyes, in the chest, or atop a heaume, bâton, or épée, and so on. The jewel glows with an eerie lumière and can cast out a slaying sort each tour or an improved hold person sort which will affect 2-12 humanoïdes who save at −2 or a single humanoïde who saves at −6. Unfortunates so held will soon be crushed beneath the jaggernat. If the jewel is somehow removed from a jaggernat it has no magical properties but is worth 20,000-120,000 po.

If it comes to blows a jaggernat deals a crushing 5-30 points de vie of dégâts. It is impervious to most magical attacks and can only be harmed by magical armes of +3 or better quality. A jaggernat need never check morale and cannot be capturé.

Kobolds

are small, cowardly, reptilian humanoids who dwell in quags and wetlands. They are able swimmers and prefer to attack in great numbers from ambush. Each fighting kobold carries coins worth 1-6 po with him, even outside the repaire. Their repaire will be a marshy cave complex containing as many non-combatants as combatants as well as a kobold king and 5-30 bodyguards who fight as 1+1 and 1 dés de vie monstres, respectively. The repaire is 50% likely to contain an additional 3-24 crocodiles and 2-12 lézards géants (check separately for each). Their tests de moral are adjusted by −1 unless they are defending their repaire and they outnumber their enemies by 3 to 1 ou plus.

Sangsues, Giant

are répugnant swamp parasites that will attach to victims on a successful attack and drain one niveau d'expérience in the tour after attachment and another every other tour thereafter until either the victim or the sangsue is slain.

Lions

are the great cats of the plains. They occur in hot to tropical climates and are territorial hunters who will stalk prey patiently in order to attack by surprise. They can leap 9m forward but dislike climbing and swimming. They cause 2-7 points de vie of dégâts or, if an attack roll exceeds the number required to hit by 4 ou plus or is a 20 in any case, 2-12 points de vie of dégâts.

Lions, Spotted

are similar to regular lions except that they are larger and occur in caves and montagneous regions. They cause 3-8 points de vie of dégâts or, if an attack roll exceeds the number required to hit by 4 ou plus or is a 20 in any case, 4-14 points de vie of dégâts.

Statues Animées

Statues animées sont de grands et puissants automates humanoïdes. Standing silently they are indistinguishable from ordinary statues of great size. Statues animées are extremely heavy and déplace ponderously but with purpose. They can batter through wooden structures, including portes, and are largely invulnerable to nuisible magic.

Statues Animées de Fer

are cast from solid metal. In combat they can exhale a 1" radius cloud of poisonous gas or else strike for 4-24 points de vie of dégâts. Foudre attacks will slow them and fire will guérir them; otherwise, they can only be harmed by magical armes of +3 or better quality.

Statues Animées de Pierre

are hewn from solid rock. In combat they can slow one target per tour or else strike for 3-18 points de vie of dégâts. Cold and fire will slow them and stone to flesh will guérir them; otherwise, they can only be harmed by magic which specifically affecte stone or magical armes of +2 or better quality.

Les Lézards Géants (et Grands)

are found in désert and jungle climes. Large lézards can be up to 6ft in length and lézards géants up to 4,5m. Both types have superb camouflage markings and can hold an absolutely still position indefinitely. If a lézard géants should throw an attack roll of 20, its bite will clamp onto its prey and not let go, automatically causing dégâts each tour thereafter until either it or its prey is slain.

Les Hommes-lézards

are reptilian humanoids with crocodile-like jaws and tails and a rudimentary intelligence. They employ primitive lances and clubs and will capture as many humans as possible—returning with them to their repaire for a tribal feast.

The repaire will be a wet or marshy cave complex containing half as many non-combatants as combatants as well as an equal number of kobolds and 2-16 prisoners. There will be a homme-lézard chieftain and 1-6 bodyguards who fight as 4 and 3 dés de vie monstres, respectively. There is also a 33% chance that the repaire will contain 2-12 lézards géants, 3-24 crocodiles, or a dragon (check for each separately). If a dragon is present it will be an adulte, mature, or âgé specimen of the black or green type.

Les Lycanthropes

are also known as werebeasts and are of various sorts. All are humanoïdes afflicted with lycanthropy and cannot be harmed by armes normales unless it is argenté. Any humanoïde seriously wounded by a lycanthrope will become one of the same type at the next full moon unless he receives a remove disease sort before this occurs.

Outside the repaire werebeasts run in packs of 1-10 adultes. If more than 8 are rencontré in the repaire one-third will be adultes with the remainder being non-combative jeune. A repaire will also contain animals of the appropriate type (1-6 bears for werebears, 1-12 sangliers for wereboars, 1-6 tigres for tigres-garous, or 1-10 loups for loups-garous). If the jeune are attacked adulte females will retaliate at +4 to hit for the remainder of the combat. If females are attacked the adulte males will retaliate at +4 to hit thereafter. If all adultes are slain the jeune are automatically capturé.

Manticores

are great lion-like beasts with dragon-wings, humain-like faces, and powerful tails that culminate in 24 iron spikes which can be flung in a volley of 6 at any target within 18". These are carnivorous and favor human flesh.

Mastodontes

are proto-elephants rencontré on open plains in any climate. They occur in herds and are generally non-aggressive unless threatened or in the mating season. At these times the males will attack anyone who might dare to approach the herd. They cause 4-14 points de vie of dégâts due to their prodigious size.

Méduses

have the lower body of a great serpent and the upper body of a woman, except that their hair is a tangle of deadly venomous snakes. So abhorrent is a méduse’s appearance that anyone who meets its gaze will be turned to stone unless he makes a successful jet de sauvegarde contre pétrification. Any méduse who sees her own refection will likewise be turned to stone.

Humains

Humains are of various sorts and repaire in villages, caves, hide-outs, encampments, and so on. Brigand and boucanier repaires will have 2-12 prisoners who will always be persons of some importance. Bandit and pirate repaires will have 3-30 prisoners of any sort. A nomade encampment is always gardé par an additional 20-40 nomades on foot.

Chaque individu humain aura 2-12 pa sur lui (en plus de tout trésor qu'on peut trouver dans le repaire) sauf les pirates and boucaniers qui ont plutôt 2-12 po chacun. Pour tous 25, 50, et 100 humains rencontrés il y aura un chef supplémentaire qui est un guerrier de 3e-4e, 5e-6e, or 7e-8e niveau, respectivement. If at least 200 humains are rencontré it is 50% likely they are also accompanied by a 5th-8th level magicien and a 3rd-6th level clerc (check separately for each). If 300 humains are rencontré there absolutely will be an additional 9th-12th level magicien and an additional 7th-10th level clerc.

Les chefs have a chance of possessing magical items appropriate to their class. Guerriers have a 10% chance per niveau d'expérience of possessing a épée magique and are half as likely to possess a magic bouclier or magic armure. Clercs are 2% likely per niveau d'expérience to possess a magic masse, fléau, hammer, or bâton and are 5% likely to possess a magic bouclier or magic armure. Magiciens are 5% likely per niveau d'expérience to possess a magic baguette and are equally likely to possess a magic ring or a miscellaneous objet magique. Check separately for each item in all cases.

Humains - Les Bandits

are desperate and surly charognards equipped simply with clubs, dagues, or haches, and boucliers.

Humains - Les Berserkers

are combattants maddened with battle lust. They attack at +2 to hit contre humanoïdes and need never check morale. They carry two-handed armes but wear no armure. Their chefs are exclusively guerriers.

Humains - Les Brigands

are well-organized robbers and highway men. They wear armure de cuir, carry boucliers, are armed with épées, haches, masses, short bows, or lances and have a +1 adjustment to tests de moral.

Humains - Les Boucaniers

are picaroons and castaways who ply the shores for easy pickings from skiffs and pickets. They are sans armure and quick and carry épées or clubs and dagues as a main gauche.

Humains - Les Derviches

sont des fanatiques religieux de type loyal. Ils attaquent avec +2 au toucher contre les humanoïdes et n'ont jamais besoin de tests de moral étant donné leur fanatisme. Ils portent des armes cléricales et des boucliers et leurs chefs and their chefs sont exclusivement des clercs.

Humains - Les Mercenaires

are professional sell-épées and soldiers of fortune. They are well organized but untrustworthy military humains possibly open to offers of employment. They typically have armure de cuir, casques, and boucliers and are armed with épées, lances, armes d'hast, or arbalètes. With a throw of 5-6 on a dé à six faces one-third of their force will also be mounted.

Humains - Les Nomades

are désert or steppe raiders who are always mounted. They carry short bows, lances, and boucliers.

Humains - Les Pirates

are ruthless sea dogs and cut throats who pillage waterways and coastal regions from their sloops and galères. They are sans armure and quick and arm themselves with curved épées or clubs and dagues as a main-gauche. They have a +1 adjustment to tests de moral.

Humains - Les Zélotes

sont des fanatiques religieux de type chaotique. Ils attaquent avec +2 au toucher contre les humanoïdes et n'ont jamais besoin de tests de moral étant donné leur fanatisme. Ils portent des armes cléricales et des boucliers et leurs chefs and their chefs sont exclusivement des anti-clercs.

Les Tritons

sont des combattants aquatiques. Against humanoïdes in the sea they attack at +2 and need never check morale. They can remain underwater indefinitely and are only subject to projectile fire if they rise to the surface, which they must do to grapple or board ships. On land or aboard ships they suffer a −2 penalty to attack rolls and tests de moral. Their scaly skin is equal to armure de cuir and they fight with lances and dagues. Meremen have chefs as do humains although these are exclusively guerriers.

Les Minotaures

sont de grands humanoïdes à têtes de taureau, une fois et demie la taille d'un humain. They are carnivorous humain-eaters and will always attack. They need never check morale and will never give up a chase so long as the prey is in sight.

Les Momies

sont invulnerables aux armes normales et même les armes magiques ne leurs infligent que la moitié des dégâts dégâts. Elles sont cependant vulnérables au feu, même de sorte ordinaire. A hit from a momie will cause a terrible necrosis such that wounds take 10 times as long to guérir. The first and second applications of a remove disease sort will reduce this to 5 times and 2 times, respectively, and only a third application will lift the affliction entirely.

Nixes

are small and comely fresh water sprites who are not maléfique but will compel intruders to serve their needs. Any 10 nixes can jointly enchant a target with a charmer personne and a respiration aquatique sort. A character who fails to save contre sorts will immediately proceed to the underwater repaire and remain there in servitude. After a period of one year he will return to the surface unharmed. A dissiper la magie can prematurely break the enchantment but always has a 25% chance of failure.

Nixes arm themselves with dagues and javelins. Their repaire will be an underwater enclave containing 2-16 charmed prisoners of various sorts, and protected by 20-120 poisson géant such as gar or pike. These will obey nixes but can be held at bay by any fire that will burn underwater. Any group of 40 ou plus nixes can attempt to grapple a surface ship.

Une Gelée Ocre

est une monstrueuse amibe vivant comme charognard de donjon. Elle est au froid et au feu mais la foudre et les armes ne feront que les diviser en deux parties plus petites sans lui causer de dégâts. Une gelée ocre dissoudra un bouclier ou une porte en un seul tour. Un contact sur la chair causera 1-6 points de vie de dégâts par tour mais la pierre et le métal sont imperméables. Elle peut se déplacer pareillement au mur, au sol, ou au plafond et peut se glisser à travers de minuscules ouvertures incluant des fissures dans la maçonnerie et sous les portes.

Les Pieuvres Géantes

are intelligent and repaire in shipwrecks and caves preying on passing swimmers and ships. They can grapple and capsize smaller vessels or else make 1-6 attack rolls each tour contre des héros/superhéros enemis with their stinging tentacles. They have no bones and can se glisser through very small gaps.

Ogres

are thick-necked, ugly brutes half again as large as a humain and possess great force but limited wit. They cause 3-8 points de vie of dégâts in combat due to their size and force. They are so suspicious of their fellows that little trésor is left unguarded. Instead, each ogre carries 100-600 po with him even outside of the repaire.

Orques

are fecund humanoids occurring in warlike tribes. They dislike bright lumière and adjust attack and tests de moral by −1 from in full lumière du jour. Hostilities among orc tribes are just as common as with neighbors of other sorts and they will attack foreign orcs unless restrained by a strong chef. They need not check morale while they are defending their repaire and they outnumber their enemies by at least 3 to 1.

Un repaire orque will be either a guarded cave complex or a village protected by a stockade and possibly an encircling ditch or moat. The repaire will contain half as many non-combatants as combatants as well as an orc chieftain and 3-18 bodyguards who fight as 3 and 2 dés de vie monstres, respectively.

A village is 33% likely to contain an additional 1-4 catapults, a high watch tower, 1-8 ogres, a 7th-8th level guerrier, and a 9th-12th level magicien (check for each separately). A cave complex is 33% likely to contain additional dead falls and other pièges, 1-8 ogres, 1-6 trolls, or a dragon (check for each separately). If a dragon is present it will be a jeune, adulte, or mature specimen of the black, green, blue, or red sort.

Pégases

are shy, wild, and noble winged chevaux. If captured they are difficult to tame and will not tolerate hippogriffes or griffons. They will never serve chaotique characters.

Lutins

are small air sprites who are permanently invisible unless they desire to be seen. They are not maléfique but dislike intrusion and any 10 lutins can jointly cause a sleep sort once par jour which they use to dissuade potential offenders. They arm themselves with dagues and short bows and always attack by surprise unless they are detected by magical means. Note that guerriers of 8th level and above will sense lutins within 3" even without seeing them.

Les Vers Pourpres

sont de voraces fouisseurs faisant jusque 1,8m de diamètre et 18m de long, qui se rencontrent presque aprtout. Ils attaquent toujours et n'ont jamais besoin de tests de moral. Un ver pourpre inflige 2-12 points de vie de dégâts et possède un dard caudal mortellement venimeux, mais son énorme gueule est son arme principale ; si une attaque par morsure excède le nombre requis de 4 ou plus, ou est un 20 dans tous les cas, une cible de taille humaine ou inférieure sera entièrement avalé. Les cibles avalées  seront inconscientes en 3 tours, mortes en 6 tours, et le corps irrécupérable en 12 tours. L'intérieur de la gorge est de CA 9 mais ne peut être attaqué que par dague ou couteau ; au moins 12 points de vie de dégâts doivent être infligés pour s'ouvrir une sortie.

Les Rats Géants

occur in plague proportions underground, squeezing through tiny gaps and tunnels in the earth and stone work. They cause only 1-3 points de vie of dégâts but any hit can transmit a debilitating disease to humanoïdes who fail to save contre poison at +4 on the dé (a single jet de sauvegarde being required per rencontre). Unless commanded to fight by a vampire or lycanthrope they have −2 morale and will flee from fire.

Robots

are complex metal automatons with unfathomable electronic brains. They are self motivating and semi-intelligent and can be negotiated with to some extent. They are usually set on a “program” from which they will never waiver. Robots are cruelly strong and will strike for 3-8 points de vie of dégâts. Many can fly by one means or another and the remainder are equipped with a disintegration ray which can be fired up to 6" trois fois par jour. A successful jet de sauvegarde contre baguettes is required to avoid the beam. Robots cannot be capturé and need never check morale.

Les Rocs

sont de gargantuesques rapaces s'attaquant au bétail, aux chevaux, et même aux éléphants. Their eyesight is peerless and they always spot hidden (but not invisible) humanoïdes, even from high altitude. The largest rocs are so effrayant that quidam humanoïdes must check morale if attacked. Rocs repaire in remote, montagneous aeries that are difficult to approach except on the wing. Those found in the repaire will be of mixed life stages and there is a 50% chance that there will also be 1-6 unhatched eggs or fledglings.

Table 3.12 Rocs


Envergure

Move

Hit

Mêlée

Type

Approximative

CA

Rate

Dés

Dégâts

Jeune

9m

6

6/48

6

1-6

Adult

15m

5

6/42

12

2-12

Ancien

21m

4

6/36

18

3-18

Eggs and fledglings can be trained to serve as mounts if they can be captured. If the nest contains these, the mature rocs will attack anyone who approaches and never check morale; otherwise, the mature rocs will tolerate loyal characters and possibly even help them. Chaotique sorts can expect only a hostile réaction.

Les Tigres à Dents de Sabre

are the great cats of the Pliocene epoch, capable of hunting down dinosaures. They are half as large again as ordinary tigres and every bit as canny and agile. They cause 2-9 points de vie of dégâts or, if an attack roll exceeds the number required to hit by 4 ou plus or is a 20 in any case, 4-14 points de vie of dégâts.

Les Salamandres

are fire-types possessing high intelligence, the upper body of a humain, and the hind section of a great serpent. They employ lances and armes d'hast and can be found in lava fields and environs of intense heat. Their touch causes inflammables to combust and 1-6 points de vie of dégâts to non-fire créatures. In mêlée combat the upper body is CA 5 while the serpent section is CA 3. Opponents who are not fire-types suffer an additional 1-6 points de vie of dégâts with each hit. However, if an attack roll exceeds the number required to hit by 4 ou plus, a salamandre instead constricts with its burning tail for 2-12 points de vie of dégâts (plus 1-6 additional dégâts to non-fire créatures). They are themselves invulnerable to fire and armes normales.

Les Scorpions Géants

are extremely aggressive hunters of horse-sized proportions. They sense things mainly through vibration in the earth and will always attack anything that approaches. An attack roll that exceeds the number required to hit by 4 ou plus, or is a 20 in any case, indicates a hit by the venomous stinger, which is fatal unless a jet de sauvegarde contre poison is successful; otherwise, it is assumed to be a pincer attack that deals 3-8 points de vie of dégâts.

Les Monstres Marins

include the largest sea serpents, the whale-like leviathan (which has reportedly been mistaken for an island), and the many-tentacled kraken (which is confined to a null dimension unless it is called forth by an maléfique high priest to devour shipping and seaports). These exist principally as deadly perils to be avoided.

If the joueurs insist on rousing monstres marins to combat, sea serpents will cause 2-12 points de vie of dégâts and swallow humain-sized or smaller targets whole as per ver pourpres and can encircle longboats and smaller ships within their coils and destroy them in 1-6 tours. The kraken can capsize any ship in 1-2 tours or else deliver 1-6 attack rolls contre héroïque/superhéroïque enemies, each dealing 3-18 points de vie of dégâts. The leviathan can capsize 1-3 ships in near proximity in a single tour or swallow a single ship whole in its vast maw—destroying the vessel and delivering 4-24 points de vie of dégâts to everyone aboard as it swallows them.

Les Ombres

sont de sinistres esprits incorporels avides de l'énergie vitale des êtres vivants, qui drainent 1-4 points de force par attaque réussie. Ils sont imperméables aus armes normales sauf si argentées, mais els armes magiques leur feront des doubles dégâts. Tout humanoïde réduits à zéro en force par une ombre est tué et se relèvera la nuit suivante comme une ombre. Sinon, la force perdue est récupérée au rythme de 1 point par heure.

Les Squelettes

sont des morts-vivants stupides brought forth by a magicien or anti-clerc to serve some wicked purpose. Ils peuvent manier des boucliers ou porter une armure, ou les deux, ce qui améliorera leur CA à 7 or 6, respectivement. Ils ne sont pas affectés par les projectiles normaux, require no sustenance, et n'ont jamais besoin de test de moral.

Les Serpents Géants (et grands)

se rencontrent presque partout. Les grands serpents font jusque 3m de long mais sont généralement non-agressifs sauf s'ils chassent ou sont provoqués; ils ont 50% de chances d'être venimeux.  Les serpents géants sont plus agressifs et sont de deux sortes : vipères et constricteurs. Les vipères rampent silencieusement et sont mortellement venimeuses. Les constricteurs sont non-venimeux et leur morsure n'inflige que 1-2 points de vie de dégâts. Cependant, s'ils attaquent par surprise ou qu'un jet d'attaque excède le nombre requis de 4 ou plus, un constricteur instead encircles its target, crushing humanoïdes for 2-12 points de vie of dégâts per tour. Constrictor-types can also be rencontré at sea and are capable of encircling and destroying small boats within their coils in 1-6 tours.

Les Spectres

sont des esprits maléfiques et incorporels. Ils peuvent se déplacer à travers les murs, plafonds et sols et sont invicibles aux armes normales. Their attack is a withering grasp that drains two niveaux d'expérience on a hit. A humanoïde slain by a spectre will arise the following night as a spectre under the control of the monstre that destroyed him. Any additional spectres rencontré will be thralls of this sort.

Les Araignées Géantes (et Grandes)

se rencontrent communément en donjons. Les grandes araignées sont de la taille d'une main humain and can scurry over floors, walls, and ceilings equally. Their bite is venomous but a jet de sauvegarde contre poison is allowed at +2. Giant araignées are true horrors up to horse-sized. Their bite is deadly venomous and they are toile builders—these being equal to a toile sort in force. They prefer to wait patiently in ambush and attack unwary victims. They will flee to a dark retreat if faced by superior opposition.

Les Calmars Géants

are voracious deep sea predators who will occasionally come to the surface to grapple and capsize passing vessels. They make 1-6 attack rolls each tour against héroïque/superhéroïque enemies with their numerous tentacles. If seriously challenged they can expel a cloud of black ink and flee backwards at triple pace for three tours.

Les Tigres

sont de grands félins qui se rencontrent dans les forêts froides à tropicales. Ils sont rusés, agiles, et de superbes chasseurs qui traquent patiemment leurs proies afin de les attaquer par surprise. Ils peuvent grimper et swim et peuvent bondit 3 mètres en hauteur ou 12 mètres en avant. Ils causent 2-7 points de vie de dégâts ou, si le jet d'attaque excède le nombre requis pour toucher de 4 ou plus, ou est un 20 dans tous les cas, 2-12 points de vie de dégâts.

Les Groules

sont d'effrayants humanoïdes d'apparence similaire à des hobgobelins sauvages, mais elles sont bien plus dangereuses. Une Groule régénérera 1 point de vie perdu au début de chaque tour and a scratch from its black nails will cause paralysie for 1 tour in quidam humanoïdes (except elfes who are immune).

Les Titanothères

dont d'énormes herbivores qui parcourent en troupeaux les plaines tempérées et zones humides. Normally peaceful, they will charge and trample anything that provokes them causing 3-18 points de vie of dégâts due to their great size.

Un Titan

est un géant extrêmement beau et civilisé. Ils sont au moins aussi intelligents que les humains, trois fois plus grands, et incroyablement forts. Ils infligent 6-21 points de vie de dégâts avec leurs énormes armes et peuvent lancer chaque jour deux sorts de magicien et deux sorts de clerc de leur choix. Le repaire d'un titan contiendra 3,000-18,000 po additionnelles.

Les Crapauds Géants

will swallow semi-hommes and smaller folk whole on any attack roll that exceeds the number required to hit by 4 ou plus. They can hop 18" every other tour, swim, breath underwater, and are 50% likely to be venomous.

Les Végéants

sont des hommes-arbres de 6-9m de haut. Ce sont les gardiens des forêts anciennes qu'ils habitent et ont peu d'intérêt pour les affaires des races éphémères comme les humains. Si réveillés, ce sont de dangereux adversaires qui infligeront 2-12 points de vie de dégâts. Ils sont invulnérables aux armes normales et ne subissent que la moitié des dégâts des armes magiques autres que les haches, mais sont vulnérables au feu. Trois fois par jour, un végéant peut éveiller un autre arbre dans un rayon de 6". Un arbre éveillé combat exactement comme un autre végéant sans la capacité d'en éveiller d'autres.

Les Trolls

sont de maigres humanoïdes répugnants, dotés d'une peau caoutchouteuse verte. Ils seraient grands s'ils n'étaient constamment voûtés. Ils ont une force d'ogre mais emploient rarement autre chose que leurs crocs et griffe et n'infligent que 1-6 points de vie de dégâts. Ils régénèrent 3 points de vie perdus par tour, à partir de trois tours après blessure, permettant même aux membres amputés de se rattacher ou de repousser. La seule façon de tuer un troll de manière permanente est de brûler ses restes, ou les immerger dans l'acide.

Les Licornes

sont de féroces et nobles cheveux magiques. Ce sont des créatures solitaires qui ne tolèrent que le contact d'une vierge au cœur pur. Si elle est une combattante valeureuse, une licorne peut consentir à luis servir de monture, utilisant sa corme comme une lance lorsqu'elle charge. Une licorne fait ses sauvegardes comme un magicien de 12e niveau, est capable de sentir ses ennemis à 24", et peut ouvrir une porte dimensionelle jusque 36" une fois par jour.

Les Vampires

sont d'affreux et intelligents morts-vivants suceurs de sang.  Heureusement, ils doivent dormir pendant la journée dans un cercueil contenant de la terre de leur patrie. Ils sont imperméables aux armes normales et régénèrent 3 points de vie par tour en cas de blessure. Si réduits à 0 points de vie, ils ne sont pas tués mais forcés à assumer une forme gazeuse pour fuir. Ils peuvent polymorphie en forme gazeuse ou une chauve-souris géante à volonté et peuvent appeler et dominer 10-80 chauve-souris, 2-12 rats géants, ou 1-10 loups.

Tout humanoïde croisant le regard d'un vampire est cible d'un sort de charmer personne avec un ajustement de −2 au jet de sauvegarde. Une fois la victime charmée, le vampire peut mordre son cou avec impunité, drainant deux niveaux d'expérience par tour de beuverie. Tout héros/superhéros humanoïde ainsi tué par un vampire se relèvera la nuit suivante comme vampire asservi au monstre qui l'a fabriqué. Les autres ainsi tués se relèveront plutôt comme des goules. Les vampires ne sont détruits que par la lumière directe du soleil, une immersion dans l'eau vive, ou un pieu en bois à travers le cœur. Ils peuvent être maintenus à distance par une croix fermement présentée, une odeur d'ail frais, ou la surface d'un miroir.

Les Belettes Géantes

sont des chasseurs rusés, adeptes des déplacements en tunnels et crawl spaces en meutes féroces. When an attack roll exceeds the number required to hit by 4 ou plus a géant belette bites and holds on, gorging on the victim’s blood and drainant 1-4 points de force le tour suivant et chaque tour ultérieur, until it has sapped 1 point for each of its own points de vie. Any victim reduced to nil force is slain.

Les Singes Livides

are so called for their pale coloration and dread demeanor. They occur in small bands in dense jungles and around ruined catacombs. They are larger and more aggressive than regular apes and have a taste for humain-flesh. Worse yet, they possess a malign cunning employing rocks and stones as tools and their force is such that they cause 1-11 points de vie of dégâts on a hit.

Les Livides

sont des mort-vivant maudits qui drainent un niveau d'expérienve au contact. Ils n'aiment pas la lumière and their attack rolls and tests de moral are penalized by −2 à la lumière du jour. They are impervious to armes normales unless it is argenté, but magic armes will do them double dégâts. Tout humanoïde tué par un livide se relèvera la nuit suivante comme livide.

Les Loups

se rencontrent principalement dans les régions froides et chassent en meute.

Les Loups Géants

incluent les loups terribles et les vargrs, tous deux plus grands que leurs cousins normaux. Les vargrs sont spécialement rusés et maléfiques ; ils ont 20% de chance de parler la langue commune et parlent toujours la langue chaotique. Ils peuvent pêtre chevauchés par les gobelins bien que cela réduise soit leur déplacement à 12" et à un seul jet d'attaque par tour même contre les quidams.

Les Mammouths Laineux

sont d'énormes mammifères velus, semblables à des éléphants, qui se rencontrent en troupeaux dans les régions arctiques. Ils sont plus aggressifs que les mastodontes et sont invulnérables au froid. Ils infligent 3-18 points de vie de dégâts by charging, trampling, crushing, or goring with their mighty tusks.

Les Rhinocéros Laineux

sont d'énormes mammifères velus, semblables à des rhinocéros, qui se rencontrent dans les régions arctiques. Leur vue est mauvaise mais leur ouïe excellente, et ils ont tendance à attaquer tout ce qui les approche ou les effraie. Ils sont invulnérables au frois et infligent 4-14 points de vie de dégâts en chargeant, piétinant, ou écrasant.

Les Ténébreux

sont d'affreux morts-vivants existant plus dans le monde spirituel que physique. Ils détestent la lumière et leurs jets d'attaque et tests de moral sont pénalisés de −2 à la lumière du jour. Les quidams humanoïdes doivent tester leur moral immediatement si attaqués par un ténébreux, alors que les êtres maléfiques combattant auprès de l'un d'entre eux reçoit +1 sur ses  dés de moral. Ils drainent un niveau d'expérience par attaque réussie. Ils sont imperméables aux armes normales sauf si argentée, bien que les armes en argetn ne leurs infligent que des demi-dégâts. Tout humanoïde tué par un ténébreux se relève la nuit suivante comme ténébreux.

Les Vouivres

sont des monstres semblables aux dragons avec une seule paire de pattes, aucun souffle offensif, et un dard caudal mortellement venimeux, très agile et capable de frapper dans toutes les directions. Un jet d'attaque qui excède le nombre requis de 4 ou plus, ou un 20 dans tous les cas, indique une attaque du dard ; sinon c'est une attaque par morsure et griffes, qui inflige3-8 points de vie de dégâts.

La Moisissure Jaune

est un champignon mortel found clinging to walls, floors, and ceilings underground. It is impervious to most attacks and can only be exterminated with fire. It dissolves wood in one tour and causes 1-6 points de vie of dégâts per tour to flesh but has no effect on metal or stone. If it is disturbed there is a 50% chance a toxic spore cloud will burst forth causing humanoïdes within 1" to save contre poison ou mourir.

Les Zombies

sont des morts-vivants stupides brought forth by a magicien or anti-clerc to serve some wicked purpose. These can carry boucliers or wear armure, or both, which would improve CA to 8 or 7, respectively. They are unaffected by projectiles normaux, require no sustenance, and need never check morale.

Trésors

Types de Trésors

Lorsque le repaire d'un monstre est découvert il contiendra le monstres’ trésor hoard (if any) according to its stated type de trésor. The arbitre should dés for each catégorie of trésor (cuivre, argent, gold, etc.) separately, firstly checking to determine if the catégorie of trésor is present in the hoard and secondly, if it is present, to determine quantity.

Table 3.13 Types de Trésors


1,000s of Coins


Pieces of


Magic

Type

Cuivre

Argent

Gold

Gems

Jewelery

Maps

Items

A1

33% 1-4

33% 1-6

33% 1-12

50% 3-36

50% 1-8

33% Any 3

A2

33% 1-4

33% 1-4

33% 1-6

50% 2-40

50% 1-10

.

67% 3 objets magiques

A3

.

.

67% 2-24

67% 4-48

67% 1-12

50% 1 map

.

B

50% 1-8

33% 1-4

33% 1-2

33% 1-4

33% 1

.

17% 1 magic arme or armure

C

17% 1-12

33% 1-4

.

33% 1-4

33% 1

17% Any 2

D

17% 1-4

17% 1-10

67% 1-6

33% 1-8

33% 1-2

17% Any 2, 1 potion

E

.

33% 1-10

33% 1-6

17% 1-6

17% 1

33% Any 3, 1 parchemin

F

.

17% 1-12

50% 1-10

17% 3-30

17% 1-6

33% Any 3 non-armes, 1 potion, 1 parchemin

G

.

.

83% 3-36

33% 2-12

33% 1-8

33% Any 4, 1 parchemin

H

33% 1-20

50% 1-100

83% 4-48

50% 1-100

50% 2-40

17% Any 4, 1 potion, 1 parchemin

I

.

.

.

50% 2-16

50% 1-4

17% Any 1

The percentage figures are the chance that the catégorie will be present and the portée figures are quantites. For example, orcs have type de trésor C so there is a 17% chance their repaire will contain 1,000-12,000 pc, a 33% chance their repaire will contain 1,000-4,000 pa, a 33% chance their repaire will contain 1-4 gems, a 33% chance their repaire will contain 1 piece of jewelry, and a 17% chance their repaire will contain 2 items from the “Any Trésors” table.

Note that monstres do not carry trésor outside their repaire unless stated otherwise in the explanation of monstres.

The value of gems and pieces of jewelry are individually determined.

Table 3.16 Gem Value

1-100

Value

01-08

10 po

09-22

30 po

23-67

100 po

68-87

300 po

88-98

1,000 po

99

3,000 po

00

10,000 po

Table 3.17 Jewelery Value

1-100

Value

01-20

200-1,200 po

21-40

300-1,800 po

41-60

400-4,000 po

61-80

1,000-6,000 po

81-90

2,000-8,000 po

91-00

2,000-12,000 po

Where maps or specific types of objets magiques are indicated the arbitre should dés on the appropriate trésor tables.

Table 3.14 Any Trésor

1-100

Type

01-70

Objet magique

71-90

Map

91-00

Objet magique & map

Table 3.18 Objets Magiques

1-100

Type

01-15

Armure

16-25

Miscellaneous objet magique

26-35

Miscellaneous arme

36-50

Potion

51-55

Ring

56-70

Grimoire or parchemin

71-80

Bâton or baguette

81-00

Épée

Explications des Trésors

Table 3.15 Maps

1-100

Type

01-50

Carte au trésor

51-85

Carte à l'objet magique

86-00

Carte au trésor & objet magique

Les cartes révèlent l'emplement d'une cache au trésor qui peut contenir  des objets précieux, ou magiques, ou les deux. A map will indicate the type and approximate worth of the trésor, which can be determined randomly or by the arbitre. A map will usually be cryptic or obscured—requiring the use of a comprendre langages sort or the expertise of a canny voleur (si utilisés) to decipher. The trésor indicated therein will be gardé par appropriate pièges and/or monstres.

Armure et Boucliers

A suit of magical armure or an enchanted bouclier will reduce an opponent’s attack rolls by an amount equal to its adjustment. Thus, a suit of armure de plate +1 will cause enemies to attack at −1, a bouclier +2 will cause enemies to attack at −2, and so on. If a character wearing magical armure also carries an enchanted bouclier of greater potency, its greater adjustment is applicable on any tour he throws a 5 or 6 on a dé à six faces.

Table 3.19 Armure

1-100

Type

1-30

Bouclier +1

31-45

Bouclier +2

46-50

Bouclier +3

51-75

Armure de plate +1

76-85

Armure de plate +2

86-95

Armure de plate & bouclier +1

96-100

Armure de plate & bouclier +2

Objets Magiques Divers

Ces objets sont utilisables par tous les personnages sauf si noté autrement.

Table 3.20 Objets Magiques Divers

1-100

Type

Amulette de Protection Contre la Détection

An amulet that blocks all forms of magical detection including by boule de cristal, localiser un objet, détecter l'invisibilité, sixième sens, and witch eye. It is ineffective against mundane detection, however.

Sac de Contenance

An amazing sack that can hold up to 10,000 coins and appear only partially full and weigh only 50 livres. Anything not wider than 3ft × 3ft can be fit into it.

Bottes des Elfes

Elvish footwear that enables the porteur to déplace almost completely silently.

Bottes de Lévitation

Empowers the porteur to léviter as per the magicien sort of the same name but with unlimited durée.

Bottes de Vitesse

Anyone so shod may run at up to 24" for a full day after which he must rest for a day.

Bottes de Foulées et Sauts

The porteur can sustain his full speed indefinitely without need of rest. Furthermore, trois fois par jour he can make a great leap up to 6" forward or 2" directly upward or backward, landing soundly on his feet.

Cape de Déplacement

The porteur of this cloak appears slightly displaced in time and space adding +2 to jets de sauvegarde contre baguettes and rays and adjusting physical attack rolls by −2.

Cape des Elfes

A wondrous cloak that renders the porteur nearly invisible.

Boule de Cristal

Utilisables uniquement par les magiciens, these provide vision of a desired place, person, or object. Great distance and unfamiliarity will decrease the chance that the subject can be located, however. Except as noted below, the other senses will remain unsatisfied. Sorts such as read magic, nyctalopie, and détecter l'invisibilité will affect what may be seen but no sort or sort-like effect can be cast through a boule de cristal. Most boules de cristal enable only clairvoyance but 1 in 6 will also permit the magicien to hear thoughts exactly as does the sixième sens sort. These may be used no more than trois fois par jour without risk of being feebleminded and each tour of usage requires a tour of rest thereafter.

Drums of Panic

This pair of great drums are too large to be carried by a humanoïde but may be transported on a wagon or beast of burden. When beaten these drums will panic all living things at least 2" but not more than 12" away. Les héros are allowed a jet de sauvegarde contre sorts to resist; les superhéros are unaffected. Panicked créatures will flee at their fastest rate for a tour.

Éfrit en Bouteille

L'éfrit piégé dans cette bouteille servira avec réticence quiconque le libérerait (et personne d'autre) pendant un an et un jour.

Balai Volant

This magical broom is employable by magiciens only and can fly at 24" per tour with one cavalier, or at 18" per tour with two cavaliers.

Tapis Volant

Can carry one or two cavaliers at 24" per tour or three cavaliers at 12" per tour.

Gantelets de Puissance d'Ogre

The porteur of these gains force equal to an ogre, enabling him to perform feats of great force and to deal +2 points de vie dégâts in combat.

Ceinture de Force de Géant

The porteur of this wide cuir girdle gains force equal to a hill géant. He is capable of mighty feats of force including hurling rocks and dealing 2-12 points de vie of dégâts in combat.

Les Casques Magiques

ne sont pas considérés comme une armure. Ils n'ajustenent par la classe d'armure and magiciens are not restricted from wearing them. Should these be worn in battle the arbitre may assume that 1 blow in 6 is aimed at the head. If that blow should connect the heaume is struck and requires a successful jet de sauvegarde to avoid being smashed.

Casque de Changement d'Alignement

If worn, this heaume immediately causes loyal persons to become chaotique and vice versa. Neutre persons are 50% likely to change either way. Removing the heaume thereafter will not revert the subject’s alignement—this can only be accomplished by a vœu. Of course the affected person will resist such efforts to the utmost of his capacité.

Casque de Compréhension des Langages et Magies

Le porteur peut lire toutes les inscriptions magiques, cartes au trésors, et écritures ordinaires.

Casque de Télépathie

This heaume enables the porteur to probe subjects within 9" in exactly the same manner as the sixième sens sort. Additionally, the porteur can implant a mental suggestion in any intelligent subject so sensed. If a suggestion is attempted the arbitre throws a test de réaction for the subject, adjusting the result by +2. A positive or better réaction indicates that the subject will enact any reasonable (according to his alignement) suggestion.

Casque de Téléportation

This heaume grants magiciens only the capacité to se téléporter up to three times par jour as per the magicien sort. If the magicien also has the se téléporter sort memorized that sort will not be erased from memory when cast for so long as this casque is worn.

Cor de Destruction

A blast upon this great horn delivers 2-12 points de vie of dégâts to all living things within a cone-shaped area of effect 10" long and up to 3" wide. Survivors are deafened for a tour and any buildings or fortifications suffer structural dégâts.

Médaillon des Pensées

Grants the porteur use of the sixième sens sort except that there is 1 chance in 6 it will fail to perceive any particular subject.

Miroir de Capture des Vivants

A bouclier-sized miroir that pièges any humanoïde or mort-vivant who sees his own reflection at 1" or closer. It is 90% likely that an unwary subject will see his reflection in good lumière, but only 10% likely if he is wary of the miroir’s power. A magicien can gaze into a miroir safely with a secret command word or the use of a gazeback sort. The miroir can contain 15-20 prisoners at one time with each being held individually in a private null dimension. Those so imprisoned remain unharmed but are completely powerless therein. A magicien can call any prisoner to the surface of the miroir to converse, and if desired, can free them from the miroir. Breaking the miroir will free all prisoners simultaneously.

Objets de Domination d'Élémentaires

Ces quatre objets sont utilisables uniquement par les magiciens, chacun conjurant un élémentaire d'un type particulier. Cette conjuration nécessite un tour complet de préparation et un autre d'invocation. L'élémentaire conjuré aura alors 12 dés de vie et sera sujet à la volonté du magicien’s exactement comme avec le sort de invoquer élémentaire sort.

Scarabée de Protection

Accorde au porteur une immunité absolue contre désintégration, finger of death, drain de niveau, épées vorpales, et malédictions. The scarab will nullify 2-12 such attacks before crumbling to dust.

Miscellaneous Armes

Table 3.21 Miscellaneous Armes

1-100

Type

01-13

Flèches or carreaux +1 (5-30)

14-20

Flèches or carreaux +2 (4-24)

21-30

Hache +1

31-35

Hache +2

36-42

Arc +1

43-47

Dague +1, +2 vs gobelins & hobgobelins

48-52

Dague +1, +2 vs kobolds & hommes-lézards

53-57

Dague +1, +2 vs orcs & gnolls

58-62

Dague +1, +3 vs humains

63-67

Fléau +1

68-70

Masse +1

71-72

Masse +2

73-77

Morgenstern +1

78-82

Épée Courte +1

83-84

Épée courte +1, +3 vs humanoïdes

85-89

Lance +1

90-91

Lance +2

92

Lance +3

93-97

Marteau de guerre +1

98-99

Marteau de guerre +2

00

Marteau de guerre +3

Flèches et Carreaux

(50% chance of either) are usable by guerriers only. The magical adjustment applies both to attack and dégâts rolls. The attack adjustment is cumulative with that of any magical bow so a +1 flèche fired from a +1 arc long would have a total attack adjustment of +2.

Les Haches

(50% chance of either hache de bataille or hachette) are usable by guerriers only. The magical adjustment for haches de bataille applies to both attack and dégâts rolls, but that for hachettes applies to attack rolls only. Hachettes can be hurled up to 3" as a medium portée projectile attack.

Les Arcs

are equally likely to be arbalètes, arcs longs, or arcs courts; all are usable by guerriers only. The magical adjustment of these applies to attack rolls only.

Les Dagues

are usable by guerriers, magiciens, and voleurs (si utilisés). The magical adjustment applies to attack rolls only. The second adjustment (if given) is applicable to attack rolls contre a specific type. Dagues can be hurled up to 3" as a medium portée projectile attack.

Les Fléaux et Masses

are usable by guerriers and clercs. The magical adjustment applies to dégâts rolls only.

Morgensterns are

usable by guerriers only. The magical adjustment applies to dégâts rolls only.

Épées Courtes

are usable by guerriers and voleurs (si utilisés). The magical adjustment applies to attack rolls only. The second adjustment (if given) is applicable to attack rolls contre a specific type.

Lances

are usable by guerriers only. The magical adjustment applies to attack rolls only but they can be hurled up to 3" as a medium portée projectile attack, and three humain can fight in a defensive lance wall across a 3m wide passage. Lances can also be set against a charging foe to cause 2-12 points de vie of dégâts on impact.

Les Marteaux de Guerre

are usable by guerriers and clercs and the magical adjustment applies to dégâts rolls only. These can be hurled up to 3" as a medium portée projectile attack.

Le Marteau de Guerre +3

In the hands of a guerrier or clerc this arme adds +3 points de vie to dégâts. In the hands of a nain, however, it causes 2-12 points de vie of dégâts against all foes except géants, against which it causes 5-15 points de vie of dégâts. Additionally, a nain can throw the marteau de guerre +3 up to 6" and it will automatically fly back to his hand.

Potions

A potion flask contains exactly enough fluid to cause the prescribed effect, although a small sip may be tasted without altering its efficacy. The durée of any temporary effect is 7-12 tours unless stated otherwise.

Table 3.22 Potions

1-100

Type

01-04

Abréviation

05-08

Domination des Animaux

09-12

Curing

13-16

Tromperie

17-19

Dragon Maîtrise

20-23

Exagération

24-27

Extra Curing

28-31

Flight

32-35

Forme Gazeuse

36-38

Giant Maîtrise

39-42

Giant’s Force

43-46

Haste

47-49

Heroism

50-53

Inviolabilité

54-57

Invisibilité

58-60

Domination des Humains

61-63

Domination des Plantes

64-67

Poison

68-71

Polymorphie

72-75

Résistance au Feu

76-79

Sixième Sens

80-82

Trésor Detection

83-85

Domination des Morts-Vivants

86-89

Respiration Aquatique

90-93

Weightlessness

94-97

X-Ray Vision

98-00

Youthfulness

Abréviation

Quaffing the full potion will reduce a person to one-twelfth size. Thus, a 6ft tall humanoïde would shrink to 6in. Consuming a lesser part will have a proportionally lesser effect.

Domination des Animaux

The imbiber gains control over 3-18 small animals, 2-12 medium sized animals, or 1-6 large animals. Only normal animal-types can be controlled.

Curing

Restores 2-7 points de vie perdus.

Tromperie

Causes the imbiber to believe the effect is whatever he desired it to be or a randomly determined potion effect determined by the arbitre.

Dragon Maîtrise

The imbiber gains control over up to three dragons who fail to save contre sorts. Each potion affecte one type of dragon as determined by the arbitre.

Exagération

Quaffing the full potion will enlarge a person to four times size. Thus, a 6ft tall humanoïde would grow to 24ft. Consuming a lesser part will have a proportionally lesser effect.

Extra Curing

Quaffing the full potion restores 6-21 points de vie perdus. Taking a one-third part of it will restore 1-6 points de vie perdus.

Flight

Consumption of this potion has the same effect as a fly sort except that it lasts for 7-12 tours.

Forme Gazeuse

The imbiber becomes a cohesive, mobile cloud of gas that can penetrate any non-airtight space. However, anything worn or carried drops to a heap on the floor.

Giant Maîtrise

The imbiber gains control over up to four géants who fail to save contre sorts. Each potion affecte only one type of géant, as determined by the arbitre.

Giant’s Force

Grants force equal to a hill géant including hurling rocks and causing 2-12 points de vie of dégâts per hit.

Haste

Imbues the imbiber with the same effect as the haste sort except that it lasts for 2-7 tours.

Heroism

Causes an ordinary humanoïde to function as a héroïque guerrier in all respects. Leveled guerriers are also temporarily increased as follows:

Table 3.23 Potion of Heroism

Niveaux

Temporarily Added

de Guerrier

Guerrier Levels

0-2

4

3-4

3

5-7

2

8-10

1

Inviolabilité

Grants invulnerabilité to armes normales and improves jets de sauvegarde by +2 for 7-12 tours.

Invisibilité

Drinking this potion produces the same effect as the magicien invisibilité sort for 7-12 tours.

Domination des Humains

The imbiber gains control over 2-12 quidams humains, 1-6 héros humains, or 1 superhéros humain as per the charmer personne sort. Jets de sauvegarde are applicable.

Domination des Plantes

The imbiber gains control over ordinary plants within a 6" diameter or 1-6 ooze-types (including slimes, oozes, and puddings).

Poison

Even a sip is fatal unless a jet de sauvegarde contre poison is successful.

Polymorphie

Produces the same effect as the magicien polymorphie sort except that it lasts only 7-12 tours.

Résistance au Feu

Grants invulnerabilité to ordinary fire and adjusts jets de sauvegarde contre magical fire, including boule de Feu and dragon rouge breath, by +2. Any fire dégâts sustained is reduced by 1 hit point per dé regardless.

Sixième Sens

Drinking this potion produces the same effect as the magicien sixième sens sort for 7-12 tours.

Trésor Detection

Quaffing this potion enables the detection of any trésor worth 5,000 po ou plus within 36". It is not blocked by lead, stone, or anything else.

Domination des Morts-Vivants

The imbiber gains control over 2-12 quidam mort-vivant or 1-6 héroïque mort-vivant as per the charmer monstre sort. The latter are allowed jets de sauvegarde contre sorts.

Respiration Aquatique

The imbiber can breathe comfortably underwater for 7-12 tours.

Weightlessness

Imbibing this potion has the same effect as the magicien léviter sort for 7-12 tours.

X-Ray Vision

Enables the imbiber to see through up to 3m of stone or 6in of iron to a distance of 6" for 7-12 tours. Everything will be revealed including pièges and secret places. The magic is obstructed by lead or gold and only a 1" × 1" section of wall can be examined each tour.

Youthfulness

Reduces the imbiber’s age by 10 years.

Rings

Magic rings are usable by all characters though they must be worn in order to function. One ring may be worn on each hand and these will have a continual effect unless noted otherwise in the description.

Table 3.24 Rings

1-100

Type

01-07

Domination des Animaux

07-14

Nyctalopie

15-23

Tromperie

24-30

Invisibilité

31-37

Domination des Humains

38-46

Protection

47-53

Régénération

54-60

Résistance au Feu

61-63

Réserve de Sorts

64-66

Renvoi de Sort

67-69

Télékinésie

70-72

Les Djinns

73-81

Marche sur l'eau

82-88

Épuisement

89-97

Vœux

98-00

X-Ray Vision

Domination des Animaux

The porteur may exert control over 3-18 small animals, 2-12 medium-sized animals, or 1-6 large animals within 6" at any one time. Only ordinary animal-types can be controlled.

Nyctalopie

The porteur can see in darkness as per the magicien nyctalopie sort for so long as he wears this ring.

Tromperie

Causes the porteur to believe the effect is whatever he originally desired it to be or an effect determined by the arbitre.

Invisibilité

The porteur becomes invisible as per the magicien invisibilité sort for so long as he wears this ring.

Domination des Humains

Le porteur peut exercer sa domination sur 2-12 quidam humains, 1-6 héros humains, ou 1 superhéros humain à porté de 6" n'importe quand. All are allowed jets de sauvegarde contre sorts in the same manner as per the charmer personne sort.

Protection

The porteur’s jets de sauvegarde are adjusted by +2 and any attack rolls that are targeted at him are adjusted by −2 for so long as he wears this ring.

Régénération

Causes the porteur to regain 1 point de vie perdu each tour. Severed limbs will reattach or re-grow. If the porteur is reduced to 0 (or fewer) points de vie he will even return from the dead if he makes a successful shock test de survie. Only fire or acid will destroy the porteur with certainty.

Résistance au Feu

Grants the porteur invulnerabilité to ordinary fire and adjusts jets de sauvegarde contre magical fire, including boule de Feu and dragon rouge breath, by +2. Any fire dégâts sustained is reduced by 1 hit point per dé regardless.

Réserve de Sorts

A ring of this type can store 1-6 sorts of either the magicien, clerc, or anti-clerc sort with a throw of 1-4, 5, or 6 on a dé à six faces, respectively. The anti-clercal rings are nuisible to clercs and vice versa. Whether there are stored sorts in the ring, and what sorts they are, should be determined randomly if such a ring is found. Anyone (including a non-lanceur de sorts) who places this ring on his finger immediately knows which sorts, if any, are stored therein and may invoke them. Each stored sort can be invoked once before it is expended. The ring can only be recharged by a magicien, clerc, or anti-clerc, respectively.

Renvoi de Sort

Any sort targeted specifically at the porteur of this ring is 80% likely to be turned back at the caster. For each niveau d'expérience the lanceur de sorts has beyond the 4th it is 10% less likely that his sort will be turned.

Télékinésie

The porteur is able to shift loads up to 200 livres at a rate of 12" to anywhere within a 12" radius simply by concentrating.

Les Djinns

The porteur may call forth a djinn who is permanently bound to serve whoever wears the ring. The djinn is as are all monstres of its type.

Marche sur l'eau

Enables the porteur to walk on water as if he were walking on dry land.

Épuisement

The porteur is reduced to half his usual force and is affected by a slow sort for so long as he wears this ring. It can only be removed by a lever une malédiction sort or a vœu.

Vœux

Grants either 3 or 1-6 (50% chance of either) vœux to the porteur. A vœu is powerful magic indeed but only the most literal interpretation of a vœu will be honored.

A vœu must be uttered in one breath. It can be used to guérir a joueur, to restore him to life, to lift malédictions, to dissiper la magie, and so on. Caractéristique scores can be restored to normal or raised by 1 point (up to 18). A lost niveau d'expérience can be restored but a new niveau d'expérience cannot be added. Any wealth or object brought to hand will come from the nearest source and the rightful owner will not be pleased with this theft.

The arbitre should adjudicate the effects of a vœu carefully. Un vœu que tous les orcs meurent, par exemple, peut n'avoir aucun effet étant donné que les orcs sont mortels et finiront par mourir dans tous les cas.

X-Ray Vision

Enables the porteur to see through up to 3m of stone or 6in of iron to a distance of 6". Everything will be revealed including pièges and secret places. The magic is obstructed by lead or gold and only a 1" × 1" section of wall can be examined each tour.

Grimoires and Parchemins

Parchemins are either parchemins de sorts, wards, or malédictions. Each type can be identified by anyone who can read. Sort parchemins are usable only by the appropriate magical types and malédictions are triggered as soon as they are identified.

Table 3.25 Grimoires & Parchemins

1-100

Type

01-08

Parchemin, maudit

09-19

Parchemin, 1 sort

20-29

Parchemin, 2 sorts

30-38

Parchemin, 3 sorts

39-46

Grimoire, 1st-2nd level

47-53

Grimoire, 1st-4th level

54-60

Grimoire, 1st-6th level

61-68

Ward against Élémentaires

69-76

Ward against Lycanthropes

77-84

Ward against Golems

85-92

Ward against Morts-vivants

93-00

Ward against Magic

Sort Parchemins

Sort parchemins are of the magicien, clerc, or anti-clerc sort when a 1-4, 5, or 6 is thrown on a dé à six faces, respectively. A parchemin de sort will contain 1-3 sorts with the level and name of each sort being determined randomly. A sort invoked from a parchemin is as per the minimum caster level necessary to memorize the sort.

Wards

Wards function as does the cercle de protection contre le mal sort except that they are effective against a specific type and number of monstres and have a durée of one hour.

Ward against Élémentaires

Effective against a single élémentaire of any type.

Ward against Lycanthropes

Effective against 2-12 lycanthropes of any type.

Ward against Magic

Effective against all magic in a 1" sphere about the invoker for one hour in the same manner as the anti-magic bouclier sort.

Ward against Morts-vivants

Effective against 4-24 quidam mort-vivant, 2-12 héroïque mort-vivant, or 1-6 superhéroïque mort-vivant.

Malédictions

Malédictions will affect the invoker and any humanoïdes within 4,5m.

Table 3.26 Malédictions

2-12

Type or Malédiction

2

Turned to stone

3

Feebleminded

4

Powerful monstre conjured to stalk the joueur

5

Score de la caractéristique pincipale réduit de 3

6

All gold touched or carried se transforme en plomb

7

All jets de sauvegarde penalized by −2

8

All monstre réactions are hostile

9

Blinded

10

Disease contracted, fatal within 24 hours

11

Polymorphed into insect, frog, mouse, or similar

12

Fall into a permanent sleep

Bâtons & Baguettes

Bâtons are employable by magiciens and clercs as armes or for firing sort-like effects as an 8th level caster. A bâton holds up to 200 charges but will have only 10-200 charges when found.

Baguettes are employable by magiciens only and will fire sort-like effects as a 6th level caster. A baguette holds up to 100 charges but will have only 10-100 charges when found.

Table 3.27 Bâtons & Baguettes

1-100

Type

01-05

Bâton à Serpents†

06-10

Bâton de Guérison†

11-15

Bâton de Maîtrise

16-20

Bâton de Puissance*

21-25

Bâton de Châtiment

26-30

Bâton de Sorcery*

31-35

Bâton de Wasting

36-40

Baguette de Cancellation

41-45

Baguette de Detecting Enemies

46-50

Baguette de Detecting Magic

51-55

Baguette de Detecting Metal

56-60

Baguette de Detecting Secrets

61-65

Baguette de Detecting Traps

66-70

Baguette d'Effroi

71-75

Baguette de Boule de Feu

76-80

Baguette de Ice

81-85

Baguette de Foudre

86-90

Baguette de Paralysie

91-95

Baguette de Fantasme

96-00

Baguette de Polymorphie

Chaque utilisation d'un effet sort-like draine une charge sauf stated otherwise.

Bâton à Serpents

Usable by clercs only, this bâton adds +1 to attack and dégâts rolls. On a successful attack the clerc can expend one charge to transmute the bâton into a mass of writhing serpents that coil about the target preventing a humain-sized opponent from attacking for 1-4 tours. After this period the serpents slither back to their owner and return to bâton form.

Bâton de Guérison

Usable by clercs only, this bâton cures 2-7 points de vie at a touch. It will function only once on any one person each day.

Bâton de Maîtrise

This bâton has the combined powers of domination des plantes, domination des animaux, and domination des humains.

Bâton de Puissance

Employable by magiciens only, this bâton can invoke a foudre, boule de Feu, or cone of intense cold 6" long and up to 2" wide. Each of these cause 8-48 points de vie of dégâts but a successful jet de sauvegarde will reduce this dégâts by half. Additionally, the bâton may cause continuous lumière, mur de feu, and télékinésie (up to 250 livres). If used in combat it performs as a bâton of châtiment.

As a last resort the wielder may perform a final strike, thereby breaking the bâton and releasing all its remaining energy. The resulting blast causes 1 point of dégâts per remaining charge to all créatures within 3".

Bâton de Châtiment

Uses no charges but causes 2-12 points de vie of dégâts on a hit.

Bâton de Sorcery

Employable by magiciens only, this bâton has all the functions of the bâton of power and can additionally invoke a whirlwind (as a djinns), invisibilité, invoquer élémentaire (8 DV), paralysie (as the baguette), passe-muraille, mur de glace, and toile.

Bâton de Wasting

A successful hit causes 1-6 points of dégâts and ages the target by one decade. This has little impact upon elfes but is a terrible toll upon humains.

Baguette de Cancellation

This baguette will dissiper la magie exactly as per the magicien dissiper la magie sort.

Baguette de Detecting Enemies

Use of this baguette will reveal anyone within 6" who is hostile or malicious toward the wielder.

Baguette de Detecting Magic

Use of this baguette will reveal the presence of any ongoing magic sorts or enchanted objects within 2". Expending a second charge will reveal the general nature of one specific sort or enchanted item.

Baguette de Detecting Metal

Use of this baguette will reveal the location and type of any metal of at least 100 livres (2,000 coins) mass within 2".

Baguette de Detecting Secrets

Use of this baguette will reveal any secret or concealed portes or passages within 2".

Baguette de Detecting Traps

Use of this baguette will reveal any and all pièges within 2".

Baguette d'Effroi

This baguette will produce a cone of panic exactly as per the magicien effroi sort.

Baguette de Boule de Feu

This baguette will invoke a 6 dés boule de Feu exactly as per the magicien boule de Feu sort.

Baguette de Ice

This baguette will produce a cone of intense cold 6" long and up to 2" wide which causes 6 dés of dégâts to everyone in the area. A jet de sauvegarde contre souffles offensifs will reduce this dégâts by half.

Baguette de Foudre

This baguette will invoke a 6 dés foudre exactly as per the magicien foudre sort.

Baguette de Paralysie

This baguette will invoke a 9" long, funeste ray which will paralyze any single humanoïde for 2-12 tours unless he makes a successful jet de sauvegarde contre baguettes.

Baguette de Fantasme

This baguette will generate an illusion exactly as per the magicien fantasme sort, sauf que le porteur peut se déplacer en marchant normalement, tout en maintenant l'illusion. Breaking the wielder’s concentration will end the illusion.

Baguette de Polymorphie

L'utilisation de cette baguette permet à son porteur de polymorpher lui-même ou d'autres, exactement comme avec les sorts de magicien, polymorphie et funeste polymorphie.

Épées Magiques

Les épées magiques ne sont utilisables que par les guerriers. In addition to their attack and dégâts adjustments the greatest épées magiques also have intelligence, alignement, purpose, and the possibilité of sort-like powers. The second magical adjustment (if given) is applicable to attack and dégâts rolls against the specified target types. The first magical adjustment applies to attack and dégâts rolls against all other targets.

Table 3.28 Épée

1-100

Type

01-07

Épée −2, Maudite

08-30

Épée +1

31-35

Épée +1, +2 vs Humanoïdes

36-40

Épée +1, +2 vs Lycanthropes

41-45

Épée +1, +2 vs Enchanted

46-50

Épée +1, +3 vs Géants

51-55

Épée +1, +3 vs Golems

56-60

Épée +1, +3 vs Regenerating

61-65

Épée +1, +3 vs Dragons

66-70

Épée +1, Languefeu

71-75

Épée +1, Engelure

76-80

Épée +2

81-85

Épée +3

86-90

Épée +2, Sacrée

91-95

Épée +2, Impie

96-00

Épée +2, Vorpale

Maudite

Subtracts from attack rolls and will always (magically) appear in hand. The joueur will have great difficulty ridding himself of this arme.

Contre Humanoïdes

Causes additional dégâts to one specific humanoïde including humains, elfes, nains, and semi-hommes.

Contre Lycanthropes

Causes additional dégâts to lycanthropes and shape-shifters.

Contre Enchanted

Causes additional dégâts to magiciens et monstres lanceurs de sorts.

Contre Géants

Cause des dégâts additionnels aux géants.

Contre Dragons

Cause des dégâts additionnels à un type spécifique de dragon. Si cette épée est chaotique elle est spécialement nuisible aux golden dragons. If this épée is loyal it is espécially nuisible to either white, black, green, blue, or dragons rouges; otherwise, it will be nuisible to any one type.

Contre Regenerating

Causes additional dégâts to any regenerating créatures including trolls, clercs, and characters with regenerating rings or épées.

Languefeu

This épée is continually afire with magical flames. It deals +3 dégâts to créatures of cold and those vulnerable to fire including momies, végéants, and white dragons.

Engelure

This épée glimmers with frigid blue lumière. It deals +3 dégâts to créatures of fire and those vulnerable to cold including Élémentaires de Feu, éfrits, and dragons rouges.

Sacrée

This épée is always loyal regardless of its intelligence. In the hands of a loyal guerrier it is a épée +2, +4 contre chaotiques and functions as a ring of renvoi de sort against chaotique lanceurs de sorts; otherwise, it functions only as a épée +2.

Impie

this épée is always chaotique regardless of its intelligence. In the hands of a chaotique guerrier it is a épée +2, +4 contre loyals and functions as a ring of renvoi de sort against loyal lanceurs de sorts; otherwise, it functions only as a épée +2.

Vorpale

This épée is always neutre, regardless of its intelligence. In the hands of a neutre guerrier any attack roll that exceeds the number required to hit by 4 ou plus, or is a 20 in any case, will decapitate a humanoïde who fails to save contre baguettes; otherwise, it functions only as a épée +2.

When a épée magique is indicated the arbitre should dés on the épées magiques table and then throw two dés à six faces to determine whether the épée is intelligent. A result of 2-6 indicates a non-intelligent épée much like other magical armes. A result of 7 ou plus indicates an intelligent épée with the possibilité of additional powers.

Intelligence

Some épées magiques are intelligent as determined by a throw of two dés à six faces.

Table 3.29 Épée Magique Intelligence

2-12

Communication

Powers

2-6

Unintelligent

0

7

Empathic

1

8

Empathic

2

9

Verbal

3

10

Verbal

3

11

Read Magic

3

12

Telepathic

3+1*

Dicing 6 ou moins indicates a regular magic arme. Dicing 7 ou plus indicates an intelligent, living thing with its own motivations and personality. The arbitre should play it as he would any other non-joueur character, bearing in mind the épée may not be friendly to its wielder—this being determined by an initial test de réaction and the developing relationship between them.

Communication

An intelligent épée is able to communicate. Empathic communication is via physical hints such as pointing, leaning, shaking, and vibrating. Verbal communication is via an audible voice spoken in any langage the épée knows. An intelligent épée capable of verbal communication will always know its alignement tongue and a number of additional langages determined by two dés à six faces.

Table 3.30 Épée Magique Langages

2-12

Number of Langages

2-8

One additional langage

9

Two additional langages

10

Three additional langages

11

Four additional langages

12

Roll deux fois*

The most intelligent épées magiques are able to read magic and to communicate telepathically in addition to their capacité to speak.

Alignement

Toutes les épées magiques intelligentes sont soit loyale, neutre, ou chaotique. Une épée sacrée est toujours loyale, une épée impie est toujours chaotique, et une épée vorpale est toujours neutre, quelque soit son intelligence.

Table 3.31 Épée Magique Alignement

1-6

Alignement

1

Chaotique

2-3

Neutre

4-6

Loyal

Dégâts d'Alignement

Any character who willingly handles an enchanted épée of a different alignement will suffer 1-6 points de vie of dégâts for each step its alignement is removed from his. For example, a loyal joueur will suffer 2-12 points de vie of dégâts if he handles a chaotique épée. A character contacting a magical épée unwillingly or under instruction is spared half this dégâts.

Ego

Toutes les épées intelligentes ont un égo. Plus haut est l'égo d'une épée, plus difficile elle sera à maîtriser. Le score d'égo d'une épée est déterminé en lançant deux dés à six faces et en ajustant le résultat de +1 pour chaque langage ou power additionnel que l'épée possède (le nombre le plus élevé).

Powers

Les épées intelligentes possèderont un nombre de pouvoirs et additionels et exceptionnels. L'arbitre devrait jaire un lancer sur la table des Pouvoirs Exceptionnels des Épée Magique pour déterminer chacune de ces fonctions.

Table 3.32 Épée Magique Powers

2-12

Power

2

Roll deux fois

3

Detect gems/jewelry

4

Détecter les pièges

5

Détecter l'or

6

Détecter le mal/good

7

Detect shifting stonework

8

Detect argent

9

Detect secret portes

10

Detect invisible objects

11

Détecter la magie

12

Exceptional power instead

Table 3.33 Épée Magique Exceptional Powers

3-18

Exceptional Power

3

Roll trois fois

4

Roll deux fois

5

Téléporter

6

Télékinésie

7

Régénération (1 hp per tour, 6 par jour)

8

Charmer personne

9

Knock

10

Sixième sens

11

Léviter

12

Fantasme

13

X-Ray vision (as the ring)

14

Envol

15

Giant’s force (as the potion)

16

Life stealing

17-18

Vœux (as the ring)

The wielder is required to hold the épée unsheathed and to concentrate for a turn in order to invoke any of these powers. Only a single power may be used each turn but they can otherwise be used trois fois par jour, with the exception of régénération (which is continuous) and vœux (which can be used a total of 3 or 1-6 times).

Unless noted otherwise, these powers are as the equivalent magicien sorts.

A épée with the life stealing power can invoke a finger of death once par jour and is always chaotique. If it is a saint or vorpale épée it is declared an impie épée instead.

Purpose

The most potent épées magiques have been forged for a specific purpose. Should a épée have both 9 ou plus intelligence and 9 ou plus égo it is a purposed épée. It will have the maximum intelligence and égo—promote both to 12 but do not add powers if intelligence is raised.

The purpose of such a épée is determined by dicing on the Épée Magique Purpose table.

Table 3.34 Épée Magique Purpose

2-12

Purpose

2

Tuer les golems

3

Tuer les élémentaires

4

Tuer les géants

5

Tuer les magiciens

6

Tuer les guerriers

7

Vaincre une maison ignoble*

8

Tuer les morts-vivants

9

Tuer les lycanthropes

10

Tuer les anti-clercs†

11

Tuer les dragons

12

Tuer les gothrogs

Dans tous les cas the purpose of a épée is according to its alignement. Thus, a loyal épée purposed to destroy magiciens is purposed to destroy chaotique magiciens only. A neutre purposed épée affecte loyal and chaotique types equally.

Dominance

An intelligent épée also has a dominance rating which is the sum of its intelligence and égo.

A épée may mentally wrestle for dominance over its wielder in order to get its own way when any of the following (or similar) circumstances arise:

Compare the épée’s dominance to the sum of the joueur character’s sagesse, charisme, and guerrier level. The joueur character adds 1-6 if he is fresh and uninjured but subtracts 1-6 if he has fewer than half of his total possible points de vie. The épée adds 2-12 if its alignement differs from the joueur character’s.

If there is any difference in the épée’s favor it gains control over the character unless he makes a successful jet de sauvegarde contre sorts. If the difference is 6 ou plus no jet de sauvegarde is allowed.

Whenever a épée dominates its wielder it causes him to act in accordance with its own goals. This means disposing of competing armes, entering into glorious (or ignoble) combat, decorating itself with bejeweled hilt-work or scabbards, surrendering itself to a superior wielder who can better achieve its goals (or an inferior one whom it can more easily dominate), or any other actions that serve its own end. Domination is usually exerted for the durée of one such action.

Afterword

Much has been written down and accounted for, but all the words in this book are merely a foundation for what will ultimately be a imaginaire game campagne of the arbitre’s own devising. He is encouraged to create liberally and enthusiastically and to welcome input from his joueurs. Their choices and actions should ring true in the game monde so that it thrives and invites further participation. With a living game in motion the arbitre can derive considerable enjoyment from extending or altering the rules to meet his own particular needs. In this case the arbitre is cautioned to do so judiciously and with consistency.

Above all, arbitres and joueurs alike are reminded that this is a game and that games are meant to be fun.

Fight On!

Licence

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System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Delving Deeper Reference Rules v2 Volume 1: The Adventurer's Handbook Copyright 2012, Cameron Dubeers and Simon J. Bull. Delving Deeper Reference Rules v2 Volume 2: The Referee's Guide Copyright 2012, Cameron Dubeers and Simon J. Bull. Delving Deeper Reference Rules v2 Volume 3: The Monster & Treasure Reference Copyright 2012, Cameron Dubeers and Simon J. Bull.

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