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  1 
   
  TRAVEL & EQUIPMENT 
   
   
  Land Travel 
   
  1 day of travel on foot = 20 miles 
   
  1 day of travel on horseback = 30 miles 
   
  Difficult terrain = halve all distances 
   
   
   
  Table 5A : Daily Sea Weather 
   
  D10 
          
     Weather Conditions 
   
  1-2 ……………… Dead Calm 
   
  3-7 ……………… Good Breeze   
   
  8-9 ……………… Strong Gale 
   
  10 ………………. Storm ! 
   
   
   
  Table 5B : Sailing Table 
   
  Conditions 
         Travel per day 
   
  Dead Calm 
         No movement 
   
  Good Breeze         30 miles 
   
  Strong Gale 
         45 miles 
   
  Storm * 
         2d6 x 10 miles 
   
   
  Rowing Speed *      20 miles / day 
   
  *  Galleys cannot row in a Storm 
   
   
   
  Table 1D : Encumbrance Values 
   
  Item  
     
              Enc 
   
  Dagger 
   
   
  0 
   
  Sword  
   
   
  1 
   
  Barbarian Weapon 
   
  2 
   
  Spear   
   
   
  2 
   
  Javelin 
   
   
  2 
   
  Bow  
   
   
  1 
   
  Quiver  
   
   
  1 
   
  Sling  
   
   
  0 
   
   
  Shield  
   
   
  2 
   
  Helmet 
   
   
  1 
   
  Breastplate 
   
   
  3 
   
  Bag of 100 coins 
   
  1 
   
  Harp  
   
   
  2 
   
   
   
   
  Person 
   
   
  Enc total 
   
  Other items 
   
   
  0-3 * 
   
  * determined by the Maze Master 
   
   
  Standard Price List   
   
  Melee Weapons 
   
  Dagger……………………………………..15 sp 
   
  Mace…………………………………..……30 sp 
   
  Axe………………………………………….30 sp 
   
  Spear………………………………….……30 sp 
   
  Sword……………………………………….60 sp 
   
  Missile Weapons 
   
  Bow…………….…….……………………...40 sp 
   
  Javelin……………….………………………30 sp 
   
  Sling…………………………………………..5 sp 
   
  Arrows (six)…………………………………..6 sp 
   
  Slingshot (ten)………………………............2 sp 
   
  Armor 
   
  Helmet………………………………………75  sp 
   
  Breastplate…………………………..........150 sp 
   
  Shield………………………………….........75 sp 
   
  Travel & Expeditions 
   
  Rowing boat………………………………….3 gc 
   
  Small sailing ship…………………………..30 gc 
   
  Merchant ship…………...……………...…150 gc 
   
  Warship / galley……………………………300 gc 
   
  Horse………………………….………………6 gc 
   
  Mule………………………….………………..1 gc 
   
  Staff…………………… ……………………..5 sp 
   
  Flask of oil…………………………………..10 sp 
   
  Torch…………………………………….……2 sp 
   
  Flint & tinder………………………………….5 sp 
   
  Rope (30 feet)………………………………15 sp 
   
  Bedroll……………………………………….25 sp 
   
  Rations (one day)………………..…………..2 sp 
   
  Waterskin……………………………………..2 sp 
   
  Food & Lodging 
   
  Night’s lodging…………………..……….2-10 sp* 
   
  One meal (including wine)………………..2-5 sp* 
   
  Jug of wine…………………………………1-3 sp* 
   
  * prices vary with quality  
   
   
   
  Table 5C : NPC Reactions 
   
  Total  
  NPC Reaction 
   
  5 or less   
  Hostile 
   
  6 to 8  
  Wary 
   
  9 to 13 
  Neutral 
   
  14 to 16  
  Trustful 
   
  17 or more 
  Friendly 
   
  
  2 
   
  CHARACTERS & COMBAT 
   
   
   
  Table 1C : Class Levels 
   
  Warriors 
   
  Glory   
    Level     Renown  
   
    
   
  0 to 999 
        1 
      Local Hero 
          
   
   
  1000 to 1999 
        2 
      Favored Hero              
   
   
  2000 to 3999         3 
      Celebrated Hero         
   
   
  4000 to 6999 
        4 
      Famous Hero               
   
   
  7000 to 9999 
        5 
      Illustrious Hero 
   
   
  10 000+ 
        6  
      Legendary Hero 
   
  Magicians 
   
  Wisdom  
    Level     Insight  
   
    
  0 to 999 
        1 
      Novice Adept         
   
  1000 to 1999 
        2 
      Initiate Adept              
   
  2000 to 3999         3 
      Wise Adept         
   
  4000 to 6999 
        4 
      Sage Adept               
   
  7000 to 9999 
        5 
      Venerable Adept 
   
  10 000+ 
        6  
      Supreme Adept 
   
  Specialists 
   
  Experience 
    Level     Competence    
   
  0 to 999 
        1 
      Amateur 
          
   
  1000 to 1999 
        2 
      Competent              
   
  2000 to 3999         3 
      Superior         
   
  4000 to 6999 
        4 
      Expert               
   
  7000 to 9999 
        5 
      Master 
   
  10 000+ 
        6  
      Extraordinaire 
   
          
   
   
  Table 1B : Attribute Scores 
   
  Score  
  Description 
  Mod 
   
  1-2 
   
  Abysmal  
  -4 
   
  3-4 
   
  Pathetic  
  -3 
   
  5-6 
   
  Inferior  
  -2 
   
   
  7-8 
   
  Poor 
   
  -1 
   
   
  9-12  
  Average  
  0 
   
  13-14  
  Good 
   
  +1 
   
   
  15-16  
  Superior  
  +2 
   
  17-18  
  Exceptional 
  +3 
   
  19-20  
  Extraordinary 
  +4 
   
   
   
   
  Table 3A : Physical Decrepitude 
   
  D6 
   
  Attribute Loss 
   
  1-2 
   
  Lose 1pt of Might. 
   
  3-4 
   
  Lose 1pt of Skill. 
   
  5-6 
   
  Lose 1pt of Grace. 
   
  Battle Round 
   
  1 battle round = 6 seconds 
   
  1) Decision Phase. 
   
  2) Missile Phase. 
   
  3) Movement Phase.  
   
  4) Melee Phase. 
   
  Surprised : Unable to attack, no defense bonus 
  from shield or special ability. Lasts one battle round. 
   
  Movement : Standard 60’, Encumbered 40’, Heavily 
  Encumbered 20’. Double movement rate if using full 
  movement (no other action possible). Cut in half if 
  moving on difficult ground.  
   
  Melee Combat 
   
  Resolving Attacks 
   
  Roll = 1D20 + Melee mod + other modifiers. 
   
  Target number = Target’s Defense Class (EDC) 
   
  Weapon of Choice : Roll two D20s for attack and 
  keep the better result. 
   
  Shield & Armor  
   
  Shield, helmet or breastplate = +2 EDC each.  
   
  Facing 
   
  Only one attack per character per battle round. 
  Shield does not protect against rear attacks. 
   
  Retreat 
   
  Disengage : A character may only disengage from 
  combat at the end of a battle round, if all his 
  opponents have failed their attack roll against him.  
   
  Retreat : First disengage, then forfeit all attacks and 
  other actions, moving at x2 movement allowance.  
   
   
  Weapon Damage 
   
  Weapons have a basic damage roll of 1D6. 
   
  Daggers only do 1D6 damage when used for sneak 
  attacks; in normal melee combat, damage is 1D3. 
   
  
  3 
   
  Missile Combat 
   
  Resolving Attacks 
   
  As for Melee attacks; use Missile modifier instead. 
  Shields only apply if actively used as cover.  
   
  Range & Visibility 
   
  Javelin………………………….…...(Might x 10) feet 
   
  Sling…………………………………..……….150 feet 
   
  Bow……………………..………….………….300 feet 
   
  Short range = up to (range / 5) 
   
  Long range = up to (range x 2) 
   
  Firing at short range…………………….…………+2 
   
  Firing at long range……………………………..….-2  
   
  Poor visibility (mist, smoke etc)……………….….-2 
   
  Very poor visibility (darkness)…………………....-4 
   
  Moving target…………………………………..……-2 
   
  Using tactical movement………………….………-2 
   
  All modifiers are cumulative. 
   
  Special Melee Tactics 
   
  Charge Into Battle : Might 13+, run for 30’ or more. 
  Add Might mod to Initiative and Melee for first round. 
   
  Hold Back / Weapon Parry : Skill 13+. Forfeits 
  attacks but adds Skill mod to melee Defense Class. 
  Spearmen automatically get this without forfeiting 
  attacks when fighting with spear and shield. 
   
  Shield Wall : Two Spearmen or more. +2 to EDC vs 
  all attacks. Can be combined with collective Charge. 
   
  Subterfuge : Wits 13+. Forfeit attacks for one round 
  of observation; next round, add Wits mod to Melee. 
   
  Two Weapons : Skill 13+. +1 to Melee if second 
  weapon is dagger. If Might also 13+, can use two 
  swords or similar weapons for a Melee bonus of +2. 
   
  Bashing : Successful attack = no damage but 
  opponent knocked down (must spend one full round 
  getting up, -4 to melee EDC while prone). +2 attack 
  bonus with shield ; can be combined with Charge. 
  Cannot be used vs Large or Gigantic creatures 
   
  Disarming : Sword only, Skill 13+. Attack roll is not 
  made vs opponent’s EDC but vs (20 + opponent’s 
  Melee). If successful : no damage but opponent 
  disarmed. Picking up a dropped weapon : same 
  effects as prone (-4 to melee EDC, no attacks). 
  Cannot be used vs Large or Gigantic opponents. 
   
  Double Attack : Melee mod of +4 or more. Attacker 
  makes two separate rolls vs different targets at half 
  Melee mod (round down). Can be combined with 
  Charge (both rolls) or Shield Bashing (one roll only). 
  Unarmed Combat 
   
  Resolved at the end of Melee, after all other attacks. 
   
  Pugilism : Cannot be used vs Beasts or Monsters. 
  Subdual damage = 1D3 + Might modifier. 
   
  Subdual Damage : Increasing total. If this exceeds 
  current Hits Total = KO; all subsequent attacks inflict 
  real damage. Physical Vigor roll (10) after each 
  minute to wake up, reducing subdual damage total 
  by 1D6. Each hour of rest removes (level) subdual 
  Hits (doubled for warriors). 
   
  Wrestling : Successful attack = no damage but 
  opponent grappled; cannot act and can only try to 
  break free once per round : roll 1D20 + Melee vs a 
  target number equal to grappler’s Might. 
   
  Damage & Injury 
   
  Taking Wounds 
   
   
  Damage is taken off the target’s Hits Total. 
   
  2 Hits or less = Risk of permanent injury. After the 
  adventure, make Physical Vigor saving roll (target 
  number 10). Success = Normal recovery. Failure = 
  Roll 1D6 on the Physical Decrepitude table. 
   
  0 Hit or less (creatures & minor NPCs) = death 
   
  0 Hit or less (characters) = Make Physical Vigor 
  saving roll (target number 10). Failure = dead. 
  Success (10+) = incapacitated; will die if receiving 1 
  Hit of damage or more from a coup de grace. 20+ = 
  will still die if 1 Hit is taken but can continue to fight 
  until the end of combat. Incapacitated afterwards. 
   
  Healing & Recovery 
   
  1 week of complete rest = Physical Vigor roll (target 
  number 10). Success = Recovers 1D6 + level Hits.  
   
  Special Situations 
   
  Close Quarters : Halve Initiative if using spears or 
  barbarian weapons; forbids all special melee tactics. 
   
  Mounted Combat : +4 Melee bonus vs opponents 
  on foot (if Medium-sized, Gigantic or Large 0, Small 
  -2, Tiny -4). When Charging, extra +2 to Initiative 
  and Melee and extra trample vs Medium-sized (or 
  smaller) foe : Danger Evasion roll (15) or 1D6 extra 
  damage. If the mount is hit for 4+ Hits, rider must 
  roll Danger Evasion (15) or fall for 1D6 damage. 
   
  Sneak Attacks : Requires stealth. Sword, barbarian 
  weapon or dagger. +4 Melee bonus and opponent 
  surprised. Damage 1D6 for all weapons, doubled if 
  attack roll beats Defense Class by 10+. 
   
   
  
  4 
   
  Critical Hits & Fumbles (Optional) 
   
  Critical Hit : Player’s roll beats EDC by 10+.  
   
  Fumble : Natural attack roll of 1, unless Luck 13+. 
   
   
  Melee Critical Hits 
   
  1-4 = Stunned !  
  Opponent takes normal damage and is -2 to attack 
  and EDC next round.  
   
  5-8 = Dazed !  
  Opponent takes normal damage and is -4 to attack 
  and EDC next round. 
   
  9-12 = Knocked Down !  
  Opponent takes normal damage and is knocked 
  down and must spend a round getting back up.  
  Prone characters suffer a -4 penalty to EDC. 
   
  13-14 = Armor Strap Cut ! 
  Opponent takes normal damage and loses a 
  randomly chosen piece of armor. If the opponent 
  wears no armor, roll an extra D6 for damage. 
   
  15-16 = Weapon/Shield Broken !  
  Opponent’s weapon is broken – unless he has a 
  shield, in which case the shield is rendered useless. 
  Opponent also takes normal damage. If he has no 
  weapon, roll an extra D6 for damage. 
   
  17-18 = Grievous Wound ! 
   Roll an extra D6 for damage. 
   
  19 = Maimed !  
  Opponent takes 2 extra dice of damage and loses a 
  randomly chosen limb. 
   
  20 = Instant Kill !  
  Attacker beheads (or otherwise instantly kills) his 
  opponent (even if multiple-headed). 
   
   
   
   
  Missile Critical Hits 
   
  1-5 = Stunned !  
  Opponent takes normal damage and is -2 to attack 
  and EDC next round.  
   
  6-10 = Dazed !  
  Opponent takes normal damage and is -4 to attack 
  and EDC next round. 
   
  11-16 = Knocked Down !  
  Opponent takes normal damage and is knocked 
  down (-4 melee EDC + one round to get back up). 
   
  17-18 = Grievous Wound ! 
   Roll an extra D6 for damage. 
   
  19 = Hit Vital Spot !  
  Opponent takes 2 extra dice of damage and loses a 
  randomly chosen limb. 
   
  20 = Instant Kill !  
  Target shot between the eyes, through the heart or 
  other instantly fatal wound. 
   
   
   
   
   
   
  Melee Fumbles 
   
  1 = Clumsy Move.  
  Embarrassing, but no extra effect. 
   
  2-5  = Weapon Arm Numb / Pull Muscle !  
  Attacker is at -2 to attack and EDC next round.  
   
  6-10 = Lose Balance ! 
  Attacker is at -4 to attack and EDC next round. 
   
  11-13 = Trip/Fall !  
  Attacker falls to the ground and must spend a 
  round getting back up. Prone characters suffer a 
  penalty of -4 to their EDC in melee.  
   
  14-15 = Armor Strap Breaks !  
  Attacker loses a randomly chosen piece of armor. 
  If this is impossible, treat as Trip/Fall. 
   
  16-17 = Drop Weapon !   
  Attacker’s weapon flies 2D6 feet in a random 
  direction. If unarmed, treat as Trip/Fall. 
   
  18 = Weapon Broken !   
  Attacker’s weapon shatters. Magical weapons 
  are automatically immune to this effect. If the 
  attacker has no weapon, treat as Trip/Fall. 
   
  19 = Hit Friend !   
  If the attacker has an ally within melee reach, he 
  accidentally hurts him for 1D6 damage. If no ally 
  is within reach, the attacker hits himself as below. 
   
  20 = Hurt Self !  
  Attacker hits himself with his weapon (1D6 Hits). 
   
   
   
  Missile Fumbles 
   
  1 = Clumsy Move.  
  Embarrassing, but no extra effect. 
   
  2-4 = Vision Impaired ! 
  Attacker is at -2 to Missile attack next round. 
   
  5-8 = Vision Blocked ! 
  Attacker is at -4 to Missile attack next round. 
   
  9-10  = Weapon Arm Numb / Pull Muscle !  
  Attacker is at -2 to attack and EDC next round.  
   
  11-12 = Lose Balance ! 
  Attacker is at -4 to attack and EDC next round. 
   
  13 = Armor Strap Breaks !  
  Attacker loses a randomly chosen piece of armor. 
  If this is impossible, treat as Lose Balance. 
   
  14 = Weapon Broken !   
  Attacker’s weapon breaks or becomes useless. 
  Magical weapons are immune to this effect. 
   
  15-19 = Hit Friend !   
  If the attacker has an ally within weapon range, 
  he accidentally hits him for 1D6 damage.  
  Otherwise, the attacker hits himself as below. 
   
  20 = Hurt Self !  
  Attacker hits himself for 1D6 damage. 
   
  
SOURCE: textdata/thevault/Mazes & Minotaurs (osr) [multi]/1st edition (1972)/Mazes & Minotaurs 1e - Supplement Game Shield.pdf