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  Rodger Thorm
  OVERALL SUPPLEMENT DESIGN
  Jim Huffman, David Leuck, David Novak
  ADDITIONAL DESIGN and DEVELOPMENT
  Concept Montressor Studios
  ART DIRECTION
  Anonymous Peabody
  ILLUSTRATIONS
  PLAYTESTING AND ADVICE
  Brian Bachman, Kerry Conway, Craig Cowie, Thor Hansen,
  Lisa Leutheuser, Alex Marsh, Joe Meyer,
  David Nadler, Joe & Cheryl Orosz, Philip Proefrock, Joe Saul
  PUBLISHED BY
  ��������������������������
  A Supplement for use with �����������™ and other Fantasy Role-Playing Games
   Copyright  ©1990, 1991, 1992, 1999 by Antherwyck House.  Authorized for electronic distribution only.  Any other form of copying, distribution, or
  publication requires permission from the author.  While this document remains the property of the author, permission is granted to copy and distribute
  electronic copies provided (1) it is distributed unmodified and in its entirety, including this notice, and (2) it is distributed for free.
  The DragonQuest role-playing game is presently owned by TSR, Inc., a subsidiary of Wizards of the Coast, which is now owned by Hasbro.  This
  document falls under acceptable use under the TSR Online Policy (http://www.wizards.com/contactinfo/TSR_Online_Policy.asp).
  
  I.  Introduction
  II.  Additions to Combat
  101. Combat Talents
  102. Additional Combat Rules
  103. Weapon Cross Use
  104. Weapon Handling
  105. Additional Weapons
  III.  Additions to Magic
  106. Quickcasting
  107. Ritual of Planar Travel
  108. Complex Cantrips
  109. College of Witchcraft
  110. College of Time Magics
  I.  INTRODUCTION
  Why does a game whose original publisher has been non-existent for almost twenty years need a supplement?
  Some of the materials included in this supplement seemed (to me, anyway) obviously lacking in the original
  DragonQuest game, and were practically begging to be written up.  Other items came about as the course of several
  camapigns progressed, and rules were needed for things which DragonQuest did not cover.  Poor Brendan’s
  Almanac was developed out of a set of in-house rules and modifications to DragonQuest (2nd Edition) used in
  several camapigns going back as far as 1981.  Although it has existed in a fairly fixed form for nearly 10 years, it
  is only relatively recently that a reasonable means of distributing it (namely the Internet) has been broadly avail-
  able.
  The DragonQuest community on the Internet has developed into a small but devoted core of players and GMs.
  This supplement is dedicated to all of you who have contributed to the DragonQuest Newsletter, or written to
  WebRPG or the dqn-list or one of the other DragonQuest discussion forums or newsgroups.  Your presence and
  continued support for DragonQuest makes it worthwhile to produce this project.   Some material in this supple-
  ment has been previously distributed through the DragonQuest Newsletter.
  Two versions of Poor Brendan’s Almanac will be available.  This one is a smaller file with lower-resolution
  images.  A second file with higher resolution images (suitable for making a laser printed copy of the book) will
  also be produced.  Both files are machine-readable with Adobe Acrobat software.  We have tried, as much as has
  been possible, to reproduce the look-and-feel of an SPI supplement, as well as making the content follow in the
  spirit and style of the original DragonQuest game.
  Like the original DragonQuest game itself, there is nothing to keep there from being a future Second Edition of
  Poor Brendan’s Almanac.  Feedback and commentary are the best ways to work out the bugs and to help make this
  more useful for everyone.
  Hopefully, you will find this a useful addition to the DragonQuest rules and use it in your campaigns.  Please
  feel free to print out and distribute copies of this supplement to other DragonQuest players, within the extent of
  acceptable use.
  --Rodger Thorm
  Contents
  IV.  Additions to Skills and Adventure
  111. Minor Skills
  112. Diplomat
  113. Herbalist
  114. Hunter
  115. Adventure Abilities
  116. Alchemical and Herbal Shopkeeping
  117. Troubador Itinerancy
  118. Building Costs
  119. Peasants and Labor
  120. Farming
  121. Team Handling & Horse Trading
  122. Extended Merchant Tables
  123. Experience Point Cost Chart
  Designer’s Notes
  POOR BRENDAN’S ALMANAC, PAGE 2
  
  II.
  ADDITIONS TO
  COMBAT
  In DragonQuest combat there are
  maneuvers which a character may wish to
  perform which are not covered by the basic
  rules.  The following rules allow for more
  flexibility and interest in combat.  When
  introducing these rules into an existing
  campaign, the GM should decide which of
  these rules to allow into the campaign and
  allow the player characters an opportunity
  to learn them before beginning to incorpo-
  rate them into combats.
  101. COMBAT TALENTS
  The combat talents are special abilities
  for use during the Tactical Stage.  They
  function like other special attacks and
  sometimes modify the normal operation of
  the combat sequence.  Many of these talents
  require skill with a weapon.  Applicable
  weapons which may be used with each
  talent are listed with the talent.  The
  Experience Point costs and training time
  are independent of the Experience Point
  costs and time needed to study to use the
  weapon.  Practice and instruction for a
  combat talent may take place at the same
  time as the practice (but not instruction) for
  a weapon which can be used with the
  particular talent.  Instruction in a combat
  talent is like instruction in a weapon.  A
  character may study two combat talents at
  the same time
  There are no Ranks for the combat
  talents.  The success or failure of a combat
  talent depends on the character’s skill with
  the appropriate weapon, and not on a talent
  Rank.  A character either knows the
  maneuver or he does not.
  An instructor for any of these talents will
  cost (Experience Cost/2) Silver Pennies per
  month of instruction.  For example, it
  would cost a character (1000/2) = 500
  Silver Pennies a month to learn Fencing.
  Since the Fencing talent requires four
  months of instruction, the total cost to the
  character would be 2000 Silver Pennies.
  Payment may be spread out over the course
  of instruction.
  [101.1] Iai-jutsu [Draw-and-Strike]
  This talent allows a figure to draw a
  weapon and strike with it in the same
  Pulse.  Attacks by Iai-jutsu suffer a -15
  modifier to the Base Chance in addition to
  all other modifiers.  Iai-jutsu attacks can
  only be made with the following weapons:
  Katana, Scimitar, Tulwar, Sabre, Broad-
  sword,  Longsword (B-Class), Knife (either
  thrown or held), and thrown Dagger.  Iai-
  jutsu does not allow a figure to make a
  melee attack with a dagger.
  The scabbard and weapon must be
  crafted for this use, and must be worn in a
  manner suitable to quick use.  A weapon
  designed for this use costs 10 times the
  normal base cost and includes a suitable
  scabbard or sheath.
  The Experience Point cost for Iai-jutsu is
  500 and must be learned separately for
  each weapon.  A character must have Rank
  4 with the weapon and must have a
  minimum Manual Dexterity of 12 in order
  to learn this talent.  A character with a
  Manual Dexterity below 17 pays an
  additional 300 Experience Points to learn
  the talent.  Instruction time is 3 months.
  Iai-jutsu is a variant combination of the
  Prepare action and the Strike action and
  may be performed by engaged or unengaged
  figures.
  [101.2] Flying Tackle
  This talent allows a character to rush a
  defender with an attack like a Charge and
  Close attack [DragonQuest, 14.4].  Due to
  the nature of the Flying Tackle, the
  defender’s chance of successfully Repulsing
  the attacker from entering Close Combat is
  reduced, but at a penalty to the attacker.
  An unengaged figure must declare a
  Flying Tackle attempt.  He may then move
  up to (TMR - 1) hexes so that he is adjacent
  to his target.  The Tackle is then resolved
  between the engaged figures on the
  POOR BRENDAN’S ALMANAC, PAGE 3
  
  following Pulse.
  The attacker’s Subtraction Value may not
  exceed the number of hexes he travelled
  (excluding the defender’s hex) to make the
  Tackle.
  Subtraction
  Bonus
  Extra
       Value
   to Hit
  Damage
  -1
  +15%
  +1 (+0)
  -2
  +20%
  +2 (+1)
  -3
  +25%
  +4 (+2)
  -4
  +30%
  +6 (+3)
  The defender gets the Bonus to Hit added
  to his chance to hit the figure attempting to
  Tackle him.  When the defender is using the
  B-Class Multiple-Strike rule, reduce his
  Strike Chance in all attacks by -30 instead
  of -20.  If the defender does hit, the damage
  is increased by the extra damage number.  If
  the attacker is Stunned, he remains in his
  hex, and the attempt to Tackle fails.
  If the attacker is not stunned, the
  defender may then try to Repulse him from
  entering Close Combat using normal rules
  [DragonQuest, 13.6], modified by the
  Subtraction Value.  The number the
  defender needs to roll on a D10 to success-
  fully Repulse the attacker is reduced by the
  Subtraction Value.  Thus, a character who is
  defending himself with a Sabre at Rank 6
  who is being attacked with a Flying Tackle
  where the attacker has chosen a Subtraction
  Value of 2 will need to roll a 4 or less
  (instead of a 6 or less) to keep the attacker
  from successfully Grappling.
  If the attacker is successful, he may then
  enter Close Combat and immediately
  execute a Grapple attack as with the Charge
  and Close attack.
  The Experience Point cost for Flying
  Tackle is 300.  Instruction requires 1 month
  and practice time is an additional 3 months.
  A variant of the Flying Tackle may be
  executed from horseback.  This is called the
  Horse Tackle.  It is similar to the Flying
  Tackle, except that the defender’s bonus to
  hit is reduced by 15%, and the lower,
  parenthetical damage bonuses are used.
  The Horse Tackle talent costs an additional
  300 Experience Points, and requires an
  additional 3 months instruction and 3
  months practice.  A character must have
  Horsemanship skill at Rank 4 or better in
  order to learn or use the Horse Tackle
  Talent.
  [101.3] Crossing Steel
  Crossing Steel is a special attack used in
  Melee combat by engaged figures.  To
  initiate a Crossing Steel attack, the attacker
  enters the defender’s hex with a permitted
  melee weapon and declares that he is
  Crossing Steel with his opponent.  The
  defender may choose to yield the hex, in
  which case he moves back one hex into the
  attacker’s new Melee Zone and combat is
  then resolved normally.
  Otherwise, Crossing Steel combat is
  resolved like Melee combat, except that the
  attacker and defender are in the same hex
  and Close Combat modifiers are used
  instead of Melee Combat modifiers.  After
  combat, resolve the possession of the hex as
  follows:
  • If only one combatant is Stunned, the
  non-Stunned individual keeps the hex and
  places his opponent in his Melee Zone.
  • If both figures are Stunned, the
  attacker is returned to his starting hex.
  • If neither figure is Stunned, then each
  combatant rolls a D10 and adds his
  Strength plus 1/2 his modified Agility plus
  1/2 his Armor Protection Value [refer to the
  Armor Chart, DragonQuest, 18.1]
  (rounding all halves up) plus his Racial
  Size Number [DragonQuest, 18.1].  The
  figure with the higher total wins the hex,
  with ties going to the defender.  Then, if the
  difference between the two numbers is:
  0-4  the losing figure moves into his
  choice of hexes in the winning figure’s
  Melee Zone.
  5-8  the winning figure places the loser
  in the winner’s choice of hexes in his
  Melee Zone.  A figure cannot be forced into
  an occupied hex unless all hexes are
  occupied.
  9+  as above except that an occupied
  hex may be chosen.  The losing figure will
  also fall prone unless he rolls under 3 x
  modified Agility.
  If a figure is forced into a hex occupied
  by another figure, resolve the Tactical
  Display as followins.  The forced figure
  must roll under 2 x modified Agility and the
  other figure must roll under 3 x modified
  Agility (with a +15 bonus to his chance if
  he could see the figure being forced into his
  hex).  If both fail, both figures are prone in
  the hex.  If only one makes his roll, he is
  standing, and the other figure is prone in
  the hex.  If both make their rolls, the figure
  who originally occupied the hex stays in his
  hex, and the forced figure is placed prone in
  the nearest available hex.  If there are no
  open hexes within 2 hexes of the the hex
  that the character was being forced into,
  then the figure is forced prone in that hex.
  The figure being forced may not attempt
  to enter Close combat with a figure in the
  hex he is forced into until the following
  Pulse.  A figure who had Passed or Set who
  then has a character forced into his hex may
  elect to enter Close combat, and may
  execute a Grapple or Restrain attack
  immediately.
  Crossing Steel may only be used by a
  figure with at least Rank 2 with one of the
  following weapons: any Sword, any Pole
  Weapon, or any Hafted Weapon except Sap,
  Flail, or Chain Mace.  The Experience
  Point cost for Crossing Steel is 250, and it
  requires 2 months of instruction.
  [101.4] Backflip
  An engaged or unengaged figure may
  perform a Backflip as a special Move
  action.  A character making a successful
  Backflip is moved straight back 2 hexes and
  retains his same facing.  The target hex
  must be unoccupied or the figure will
  automatically fall Prone.  Any attacks
  against the figure are at a penalty of -30 to
  hit in addition to any other modifiers.  If the
  character is not hit, he must roll 3 x
  modified Agility or less to land success-
  fully, or if he is hit, he must roll 2 x
  modified Agility.  If he does not make his
  roll, or if he is Stunned, he is placed Prone
  in the intervening hex.  There can be no
  obstacle higher than half the character’s
  height in the intervening hex, and there
  must be an overhead clearance of one-and-
  a-half times his height in order to perform
  this maneuver.  A character may not
  normally attack in the same Pulse as a
  Backflip is performed.
  Halflings and Dwarves suffer a reduction
  POOR BRENDAN’S ALMANAC, PAGE 4
  
  of -20 to their Base Chance to perform this
  maneuver.
  Backflip costs 300 Experience Points to
  learn, and requires one month of training
  followed by 3 months of practice.
  [101.5] Diving Attack
  An unengaged figure may make a Diving
  Attack.  A character positioned above an
  opponent may jump down and attempt to
  enter Close combat.  The attacker makes a
  D100 roll.  If the roll is 00 or is over 75 +
  modified Agility, the attacker has missed
  completely, and he takes normal falling
  damage and is placed prone in the nearest
  hex adjacent to the target hex.  If the roll is
  not a complete miss, but is above 4 x
  modified Agility, then the defender takes
  damage of (D10 + attacker’s falling
  damage) as a normal blow, and the attacker
  is treated the same as he would be for a
  total miss.
  If the roll is successful [NOTE: Endur-
  ance and Critical Hits are possible, and
  should be treated as a C-class attack] the
  defender takes damage as above, and the
  attacker takes his falling damage to Fatigue
  rather than to Endurance (but still not
  absorbed by armor).  Additionally, the
  attacker is in the hex with the defender and,
  if not Stunned, can then make an immediate
  Grapple attack.  However, if the defender is
  in a position where he could fend the
  attacker’s attempt to Close, he may attempt
  to do so.  If the defender successfully fends
  the attempt to close, he moves into the hex
  immediately behind himself.  Neither figure
  can then engage in any further activity that
  Pulse.
  This skill can be learned by spending 2
  months in instruction.  The cost is 200
  Experience Points.
  [101.6] Fencing
  An engaged figure with the Fencing
  talent may elect to use Fencing to resolve
  Melee combat.  The character must have at
  least Rank 4 with his prepared weapon:
  (Main-Gauche, Rapier, Poignard, Estoc,
  Schlaeger, Longsword [A-class], Short
  Sword, Spear) to learn thisability and must
  spend 1000 Experience Points and 4
  months instruction followed by 8 months
  practice.
  A character using Fencing adds +15 to
  his Defense, and changes his tactical
  orientation so that only the center hex of his
  Melee Zone is a front hex.  If he is right-
  handed, his left front hex is a flank hex and
  the other four hexes are rear hexes.  {This
  is reversed for left-handed figures.  An
  ambidextrous figure sets himself according
  to the hand in which he holds his fencing
  weapon.}  The defender cannot normally
  use the Shift one hex & Strike option in
  Melee combat to make a rear strike on the
  fencer.  When the defender in the front hex
  shifts, the fencer is automatically and
  immediately shifted to maintain facing,
  even if the fencer is Stunned.  Fencing may
  only be used if one or more of the following
  is true:
  • The opponent in the front hex is using a
  Fencing-type weapon.
  • The Fencing figure’s Rank with his
  prepared weapon is 4 or more higher than
  the defender’s Rank with his prepared
  weapon.
  • The defender chooses to allow the
  attacker to use Fencing.  If the defender has
  chosen to allow the figure to use Fenceing,
  and if he has the Initiative, he may perform
  a Shift one hex & Strike attack.  Note,
  however, that the net effect will be a +15 to
  his chance to hit (+30 for the Rear strike
  and -15 for the extra Fencing defense =
  +15).  On the following Pulse, the Fencing
  figure will not be allowed to continue to use
  Fencing unless there is a new defender in
  his front hex with whom he can Fence.
  (This will mean that the defender will once
  again be in one of his front hexes, unless he
  re-adopts a Fencing posture.)
  A Fencing figure may only attack with
  his prepared weapon in his front hex.  If he
  has a weapon in his secondary hand, he may
  attack a figure in his flank hex with that
  weapon (using the usual modifiers for
  multiple weapon and secondary hand
  strikes).
  [101.7] Jumping Turn
  The Jumping Turn is a special acrobatic
  combat maneuver which enables a figure to
  leap past an opponent in order to better be
  able to Grapple with him.
  The attacker either begins in his starting
  hex or moves into a hex from which he will
  jump (move up to 1/2 TMR and then jump).
  If the attacker does not move before
  jumping, his Base Chance of success is 3 x
  modified Agility.  If he has a running start,
  his chance is 4 x modified Agility.
  If the attacker has the Initiative, or uses a
  running start, attacks against him for the
  turn are at -30.  If an opponent has
  Initiative, he may attack normally before
  the attacker makes his Jumping Turn.  In
  either case, the attacker gets no benefit
  from any shield he carries on the Pulse he
  executes a Jumping Turn.
  If the attacker’s roll is a success, he is
  placed either to the right or the left of the
  hex that was in front of him.  (ahead one,
  and one to either side.)  He is placed facing
  the hex he passed over.  If the roll is a
  Critical success ( < 15% of the success
  chance), the attacker has landed perfectly.
  If he is in the Rear hex of the defender, he
  may enter Close Combat and immediately
  execute a Grapple attack.
  If the attacker is Stunned before the
  Jumping Turn, he remains in the start hex.
  If the roll fails, the attacker lands Prone in
  the target hex.  However, if the attacker has
  acrobatic skill (such as Troubador-acrobat
  specialty) and misses his roll by 2 x skill
  Rank or less, he remains standing, but
  facing away from his opponent.
  If the jumping figure does not enter Close
  Combat immediately the following Pulse,
  the defender may elect to change facing to
  keep the attacker in a front hex.
  Jumping Turn may not be used against a
  figure who is Evading.
  This maneuver may be learned over 2
  months of instruction for 600 Experience
  Points, followed by 2 months of practice.
  102. ADDITIONAL COMBAT
  RULES
  The following rules are not separate
  skills to be learned, but are additions to the
  existing set of combat rules.  All may be
  used in Melee Combat as special attacks
  although some may have special restrictions
  or requirements.  This section may be
  viewed as an addendum to the
  DragonQuest Special Attacks section
  [DragonQuest 16.5]
  [102.1] Open Attacking
  There arise certain situations where a
  figure may wish to throw himself at an
  opponent without regard for his own safety.
  A figure may choose to increase his chance
  to hit an opponent by reducing his modified
  Agility (either in whole or in part) by an
  equal amount.
  The attacker cannot be using a shield
  while making an Open Attack.  If he carries
  a shield, he gets no defensive benefit from
  it when attacking this way.  Open Attack
  can only be used in face-to-face combat,
  and may not be used while making a
  surprise attack or a Rear strike.
  [102.2] Set Attacking
  A figure may choose to take a Pass action
  intentionally during Melee combat in order
  to gain initiative the following Pulse,
  regardless of the opponent’s Initiative
  Value.  The character taking a Set action
  cannot use an Evade or Fire or Attack
  action in conjunction with a Set action.  If
  the figure becomes Stunned, the Set
  becomes a Pass action, and nothing is
  gained.
  If the figure rolls 3 x WP or less, his Set
  is successful and he acts first the following
  Pulse.  If both attacker and defender Set
  against each other, the figure with the lower
  roll for the Willpower check is allowed to
  act first.  In case of a tie, the figure with the
  higher initiative is allowed to act first.
  A character may not Set to make any kind
  POOR BRENDAN’S ALMANAC, PAGE 5
  
  of multiple attack (including two-handed B-
  class weapon Multiple Attack
  [DragonQuest, 16.4]).  A Mage who has
  Prepared a spell may elect to use a Set
  action rather than to Cast the spell.  A
  character may not Set with an invested
  item.
  [102.3] Aimed Attack
  A figure employing certain forms of
  missile weapons or thrown weapons may
  use a special form of Ranged Attack called
  Aimed Attacking to increase his chance of
  success.  To make an Aimed Attack, a
  figure must have the weapon prepared (and
  loaded, if applicable).  Rather than
  executing an immediate Fire action, the
  attacking figure announces his target and
  declares that he is Aiming.  The GM may
  need to decide whether or not the figure
  being aimed at is aware of being Aimed at
  or if he has a chance of noticing.  The
  attacker may change targets at any time.
  However, he loses any bonus he may have
  accrued due to Aiming.
  An attacker is allowed to conduct an
  Aimed Attack against a moving target, but
  if he looses direct line-of-sight with his
  target for more than one Pulse, he looses all
  bonuses due to Aiming, and must begin
  Aiming anew when he regains sight of the
  target.
  In all other respects the Aiming figure is
  treated as if he had executed a Pass action.
  On any subsequent Pulse, the attacker may
  then Fire his weapon, with the appropriate
  Aiming bonus added to his Base Chance.  A
  figure who has made an Aimed Attack also
  increases his chance of causing an Endur-
  ance hit by one for each Pulse he has aimed
  (to a maximum of 3).  The attacker may
  Aim his attack for up to three Pulses in
  order to accrue maximum effect.  There is
  no further bonus if a figure continues to aim
  beyond three Pulses.
  Pulses
  Bonus
  1
  +5
  2
  +15
  3+
  +25
  If the Aiming figure is attacked, he will
  have to make a Concentration Check [see
  DragonQuest 15.6 and 29.5].  If he fails,
  he loses his Aiming bonuses.
  A figure may make an Aimed Attack
  using any of the following weapons: any
  Bow, any Crossbow, Blowgun, Slingshot,
  Spear Thrower, or any of the following
  weapons only when thrown: Dagger, Knife,
  any Axe, Spear, Javelin, Rock, Boomerang.
  [102.4] Overcut
  A figure wishing to employ an Overcut in
  place of a regular Melee attack cannot have
  executed a Fire or Melee attack in the
  previous Pulse.  When an attacker uses
  Overcut, he loses Initiative, even if the
  defender is Stunned.  All attacks against the
  figure making an Overcut attack are at +20
  in addition to all other modifiers.  If the
  attacker remains un-Stunned, he may then
  make his Overcut attack.  The roll uses
  normal Melee combat chances and
  modifiers, but the damage is increased by 2,
  and the damage bonus due to Strength is
  doubled.
  Example:  Greagor the Dwarf has
  Stunned his opponent, an ogre, in the first
  Pulse of combat.  On the second Pulse he
  chooses to Evade, hoping that he will be
  able to hit the ogre with an Overcut on the
  following Pulse.  However, at the end of
  Pulse 2, the ogre successfully recovers from
  being Stunned.  On the third Pulse, Greagor
  can either attack normally and automati-
  cally act before the ogre (since it was
  Stunned on the previous Pulse), or he can
  wait and take what damage the ogre may
  dispense in hopes of doing extra damage
  with an Overcut.
  An Overcut may be used as part of a
  Charge action [DragonQuest, 14.2] using
  the appropriate modifiers, but a figure
  cannot make an Overcut attack while
  Charging with a pole weapon.
  A character must be using any B-class
  Sword except Knife, or any Hafted Weapon
  except Sap, or any B-class Pole Weapon in
  order to perform an Overcut.
  [102.5] Undercut
  Undercut is an attack to cause an
  opponent to fall Prone.  The Base Chance of
  an Undercut is 0% with applicable skill and
  weapon modifiers.  A character who makes
  an Undercut attack while kneeling or who
  attacks an opponent who is standing above
  him (on a table, for example) adds +10 to
  his chance.  A character may not attempt an
  Undercut attack while he is Prone.
  If the hit is successful, apply normal
  weapon damage to the defender, and the
  defender must roll less than [3 x (modified
  Agility - (1/2 x Effective Damage))] or fall
  prone.  [Example: Rolf has a modified
  POOR BRENDAN’S ALMANAC, PAGE 6
  
  Agility of 17 and is Undercut for 7 points of
  effective damage.  He must roll 3 x (17 - 4)
  = 39 or less to stay standing.]
  Undercut may be performed with the
  following weapons:  Scimitar, Tulwar,
  Sabre, Broadsword, Longsword (B-class),
  Hand & Half Sword, Claymore, Cutlass,
  Schiavone, Flamberge, Schlaeger, Two-
  Handed Sword, Katana, O-Dachi, Battle
  Axe, Scythe, Great Axe*, Mace (non-chain
  type)*, Morningstar, Mattock, Quarterstaff,
  Halberd, Poleaxe, Glaive*.
  (*Giant type weapons may also be used.)
  103. WEAPON CROSS USE
  Once a character has learned to use a
  particular weapon, learning to use other
  weapons of a similar nature will be easier,
  and the character will be able to use
  weapons of a similar type to those he knows
  with marginal skill.
  [103.1] A character may use an
  unfamiliar weapon from the same cluster
  as a weapon with which he is skilled at
  one-third his Rank with the known
  weapon.
  This is true even if the character’s true
  Rank with the weapon is less than one-third
  of his Rank with another weapon from that
  cluster.  A GM should penalize a character
  who continues to use a weapon regularly in
  this fashion without spending the experi-
  ence points to properly learn it.
  [103.2] A character may study the use
  of another weapon in the same cluster as
  a weapon he knows at a reduction in time
  and Experience Point cost.  If a
  character’s Rank in a particular weapon is
  greater than the Rank he is studying to
  achieve with another weapon of the same
  cluster, the experience point cost is reduced
  by 25% and the practice time necessary is
  halved.
  [103.3] Weapon Clusters Table
  • Dagger, Dirk, Poignard, Main-Gauche
  • Sabre, Claymore, Schiavone, Tulwar
  • Falchion, Cutlass, Machete, Tulwar,
  Scimitar
  • Rapier, Estoc, Longsword (A-class)
  • Broadsword, Scimitar, Cutlass, Sabre,
  Longsword (B-class), Schlaeger
  • Broadsword, Hand & A Half, Two
  Handed, Claymore, Schiavone,
  Flamberge
  • Crude Club, War Club*, Mace*,
  War Hammer, Mattock
  • Short Bow, Long Bow*,
  Composite Bow
  • Crossbow, Heavy Crossbow
  • Hand Axe, Battle Axe*, Great Axe
  • Sling, Fustibal, Spear Thrower
  • Throwing Dart, Dagger (thrown),
  Knife (thrown)
  • Flail, Morningstar
  • Javelin, Spear*, Pike, Trident
  • Glaive*, Halberd, Poleaxe
  • Crude Club, War Club*, Truncheon,
  Sap, Torch, Mace
  • Boomerang, Hunting Stick
  *includes Giant weapons
  104. WEAPON HANDLING
  (Optional Rule) Depending on their
  construction, wear, and use, some weapons
  of a given type may feel more comfortable
  to a character than others.  Each weapon has
  its own character, and the GM may elect to
  introduce this feature into play by allowing
  each weapon a modifier for its Handling for
  each individual.
  [104.1] Each individual who handles a
  weapon may determine its feel for his
  particular use.
  To determine a weapon’s Handling for a
  particular individual, roll 2D5 and consult
  the following chart:
  Roll
  Modifier
  2
  -3
  3
  -2
  4
  -1
  5
  0
  6
  0
  7
  0
  8
  +1
  9
  +2
  10
  +3
  The Base Chance for the weapon in the
  hands of that particular individual is then
  adjusted by the modifier.
  While it may not be at all unusual for a
  character examining daggers at the bazaar
  to handle several to compare  their heft, the
  GM should discourage players from
  swapping weapons around among them-
  selves to see whose hand it best fits.  After
  all, if someone finds a weapon he likes,
  he’s going to keep it for himself, even if it
  fits someone else’s hand better.
  [104.2] Only certain types of weapons
  will reasonably have noticable Handling
  characteristics.
  Only swords, hafted weapons and pole arms
  should have a modifier for Handling.  The
  GM need not apply this rule in all cases and
  should use his discretion to keep this rule
  from turning the purchase of each and every
  weapon into the search for the absolutely
  best fitting sword hilt.
  POOR BRENDAN’S ALMANAC, PAGE 7
  
  III.
  ADDITIONS TO
  MAGIC
  As an Adept becomes more skilled in the
  practice of magic, there are other ways
  which may be used to further enhance his or
  her abilities.  There are also additional
  rituals which may be part of the Special
  Knowledge of all colleges of magic.
  106. QUICKCASTING
  Once an Adept has become skilled in the
  application of a spell, he may learn to
  Prepare and Fire the spell in the same
  Pulse.  This procedure is called
  Quickcasting.
  [106.1] An Adept may attempt to Prepare
  and Fire a spell in the same pulse by
  using Quickcasting.
  The Fatigue cost to Quickcast a spell is
  double the standard cost of casting the
  spell.  The Adept’s Cast Chance is reduced
  by 15 for using Quickcasting.  If the
  Adept’s player rolls a number more than 20
  higher than the Cast Chance while
  attempting to Quckcast a spell, the spell
  backfires.  Certain spells which state a
  requirement for a longer period of time to
  cast cannot be Quickcast.  Rituals can never
  be Quickcast.  An Adept may not Quickcast
  a spell in a “mana poor” location.  A spell
  cast by Quickcasting may still receive
  double or triple effects [see DragonQuest
  28.2].
  [106.2] The Adept must have achieved at
  least Rank 6 with a spell he wishes to
  learn to Quickcast.
  The Experience Point cost to learn to
  Quickcast a spell  is equal to the Experi-
  ence Modifier for that spell.  It takes one
  week to learn to Quickcast a General
  Knowledge spell and two weeks to learn to
  Quickcast a Special Knowledge spell.
  [106.3] The Adept’s Initiative Value
  when Quickcasting a spell is reduced by
  25.
  The Adept may Quickcast a spell, even if
  his Initiative Value has been reduced to a
  negative number.  He will simply act after
  all other figures with higher Initiative
  Values.
  [106.4] The presence of cold iron makes
  it very difficult to Quickcast a spell.
  The GM’s interpretations as to the
  ammount of cold iron which may be in
  contact with an Adept attempting to
  Quickcast a spell should be much more
  severe than for those for normal spell
  casting.
  If an Adept has neutralized items of cold
  iron which he carries with precious metals,
  the following modifiers should be used
  when the Adept attempts to Quickcast a
  spell.  If the item is neutralized with silver,
  the Adept’s base Chance is reduced by 20.
  The Cast Chance for the Adept with items
  neutralized by gold is reduced by 10.  Even
  if the item is neutralized with truesilver,
  the Cast Chance is reduced by 5.
  107. THE RITUAL OF PLANAR
  TRAVEL
  The Ritual of Planar Travel can be used
  by Adepts of any college.  It is similar to
  the other spells and rituals  found in the
  Consequences section (DragonQuest  rule
  84] and may be considered  to be rule
  [84.6].
  [107.1]  The Ritual of Planar Travel is a
  Special Knowledge ritual which allows
  the adept to open a passable gateway to
  another Plane of Existence.
  Experience Multiple: 750
  Effects: With this ritual, the Adept is able
  to open a gateway to another Dimension or
  Plane  of Existence for 1 individual plus 1
  additional per Rank.  The Base Chance  of
  successfully performing the ritual is equal
  to the caster's Magical Aptitude plus 3 for
  each hour spent in the ritual (to a maximum
  of 10 hours).  The following modifiers
  apply to the Ritual of Planar Travel:
  Adept has never visited
   the target Plane
  -25
  Adept does not know the
   True Name of the Plane
  -15
  The target Plane is the
   Adept's home Plane
  +7
  Each Rank the Adept has with
   the Ritual of Planar Travel
  +3
  Each Rank the Adept has with
   the True Name of the Plane
  +1
  Use of a symbol of power
  var.
  An Adept may gain Rank with the True
  Name of a Plane the same way he would
  with any other True Name.  It takes a
  number of weeks equal to the Rank he is
  attempting to reach to study the True Name
  of any Plane.  There is no Experience Point
  cost to study the True Name of a Plane.  An
  Adept may also use a symbol of power in a
  Ritual of Planar Travel.  These symbols
  have the same cost and bonus as those
  listed in the chart for the Remove Curse
  Ritual (see DragonQuest  84.5).
  108. COMPLEX CANTRIPS
  Complex cantrips are a form of minor
  magic more difficult than regular minor
  magic talents, but less difficult than spell
  magic. While  general minor magic is a
  spontaneous use of magical talent, complex
  cantrips are more difficult feats of minor
  magic which require a rehearsed trigger.
  For this reason they are sometimes also
  called 'Key Magics' because they use a
  mnemonic key in order to be triggered.
  These are some of the 'nickel-and-dime'
  stunts that surround an Adept's life.
  [108.1]  Because of their more complex
  nature, a character must spend Experi-
  ence Points, time and perhaps money to
  learn a complex cantrip.
  Complex cantrips require 1 day of instruc-
  tion from another Adept who knows the
  cantrip or one week of study if learning
  from books only.  The cost of instruction is
  equal to (Experience Point Cost + 30)
  Silver Pennies.
  [108.2]  The Base Chance to cast a
  POOR BRENDAN’S ALMANAC, PAGE 8
  
  complex cantrip is 4 x Caster's Magical
  Aptitude.
  Modifiers for the caster's particular
  college of magic do not apply to the casting
  of complex cantrips.  As with other minor
  magic, the GM may add modifiers or vary
  the Base Chance at his discretion.
  Casting a complex cantrip costs one
  Fatigue Point, whether the spell is success-
  ful or not.  Complex cantrips operate  in
  essentially the same fashion as does minor
  magic (see DragonQuest 4.2 for more
  information).
  [108.3]  A character may learn an
  unlimited number of complex cantrips.
  All complex cantrips a character knows
  count collectively as one spell for purposes
  of having sufficient Magical Aptitude to
  learn them (see 34.6 and 34.7)
  Complex Cantrips are not Ranked like
  spells.   Once a character has learned the
  'key' to the cantrip, there is nothing else to
  master.
  [108.4]  Complex Cantrips List
  Each complex cantrip is followed by its
  Experience Point cost in parentheses.
  BUG - summons a few insects to a point
  within (2 x Magical Aptitude) feet from the
  adept.  (15)
  CALL - summons a horse, dog or other non-
  magical familiar animal from up to
  (Magical Aptitude X 3) miles.  (40)
  CHILL - cools a bottle, cup or other small
  quantity of material by (Magical Aptitude x
  2) degrees.  (45)
  CHIMNEY - protects a bare candle or other
  small flame from gusts.  (30)
  CLEAN - lifts dirt, dust, liquids, etc. from a
  small area.  (55)
  COLOR - temporarially shades or colors a
  surface.  (80)
  CURE - heals one point of Fatigue and
  serves as a Physiker's Kit or Rank 1 healer
  skill to staunch bleeding, etc.  Can only be
  used once on a wounded individual.  (150)
  DAMPEN - covers an area with dew or
  dampness.  (30)
  DRY - removes dew or dampness from an
  area.  (30)
  DUST - stirs up a small dustcloud.  (25)
  GATHER - collects like objects or material
  from a localized area.  (85)
  IGNITE - causes a flamable object (such as
  a candle, dry kindling, lamp wick, parch-
  ment corner, etc.) to ignite.  (50)
  KNOT - magically tangles a knot making it
  more difficult to untie or loosen.  Takes (2 x
  Magical Aptitude) minutes to untie by
  hand.  (70)
  LUCK - allows the player to make one die
  roll (no more than once every game day)
  which may be substituted for any other die
  roll at any time.  The player does not see
  what number he has rolled, and it may
  sometimes be worse than what he had
  rolled initially.  (70)
  POLISH - shines objects  and removes
  tarnish.  (35)
  PRESERVE - slows or stops decay or
  rotting.  (90)
  PROD - causes a shocking jolt.  (50)
  RAVEL - unsews a seam or unravels a piece
  of cloth from a broken thread.  (60)
  SPILL - tips small containers and otherwise
  encourages spills.  (30)
  STITCH - causes a thread or string to sew
  itself into a seam, attach a button, etc.  (60)
  TANGLE - snarls thread, hair, string, vines,
  etc.  (20)
  TEMPERATURE - protects the Adept from
  extremes of temperature.  {Wizards don't
  sweat}  (150)
  TIE - ties two threads, two cords, etc.
  together.  (50)
  UNTIE - undoes a knot or removes a snarl.
  Can be used to reverse the effects of one's
  own 'Knot' cantrip instantly, or will untie
  another Adept's 'Knot' in ([30 - Magical
  Aptitude] x 5) seconds.  (50)
  WARM - heats a small object.  (45)
  109. THE COLLEGE OF WITCH-
  CRAFT
  The College of Witchcraft is concerned
  with the powers of life and community.
  Witches draw strength from their
  associations with their Coven.  A Coven is
  a collective of witches usually comprised of
  a specific (and symbolically important)
  number of members.  The College of
  Witchcraft belongs to the Entities Branch of
  Magic.
  Depending on the locale, a Coven may be
  spread out over a number of small villages
  (with perhaps just one Witch in each
  village) or there may be several Covens
  throughout the precincts of a large city.
  The Coven is led by a powerful Adept
  known as a Warlock who oversees all
  activity of the Coven, including the
  selection of new members to the Coven (to
  maintain proper number),  manages its
  monies, and sees to the training and
  education of all of its members.  The
  Warlock is also the connection through
  which the Coven communicates with other
  Covens of similar association.
  Adepts progress through three levels of
  membership within their Coven:
  1.  The First Circle:  A new member of a
  Coven initially joins the First Circle.
  Within the First Circle, an adept learns all
  of the General Knowledge of the College
  and is able to progress to Rank 10 with that
  knowledge.  Adepts of the First Circle also
  learn the Remove Curse Ritual (84.5).
  2.  The Outer Circle:  Once a member of
  the First Circle, an Adept must study for at
  least one year before being able to progress
  to the Outer Circle.  As a member of the
  Outer Circle, the adept is able to attain
  complete mastery of the General Knowl-
  edge of the College and begins to receive
  instruction in the Special Knowledge of the
  College.  A Witch in the Outer Circle may
  attain Rank 10 with any Special Knowledge
  spell or ritual he has learned.  Members of
  the Outer Circle begin to take on some of
  the duties of the Coven, and are often
  responsible for the instruction of members
  of the First Circle.
  3.  The Inner Circle:  Once an Adept has
  demonstrated  sufficient mastery of the
  teachings  in the Outer Circle, he will be
  invited  to join the Inner Circle.  In order to
  be accepted into the Inner Circle, the Adept
  must complete a particular task or quest for
  the Coven or its leader.  Upon successful
  completion of the quest, the Adept will be
  promoted to the Inner Circle.  Only
  members of the Inner Circle are able to
  learn Special Knowledge beyond Rank 10.
  The leader of a Coven will always be a
  member of the Inner Circle.  Once an Adept
  has achieved membership in the Inner
  Circle, he may be able to move on and
  establish his own Coven.
  Allegiance to a Coven and membership
  in the College of Witchcraft can be revoked
  similarly to most other colleges of magic.
  Unlike the College of Black Magics, there
  is no onus upon an Adept who forswears the
  College of Witchcraft.
  Depending on its allegiance, the Coven
  will have specific holidays on which all of
  its members convene.   Popular numbers for
  coven size include 7, 9, 12, and 13.
  Some of the more widespread associa-
  tions of Covens include:
  POOR BRENDAN’S ALMANAC, PAGE 9
  
  The Coven of  Dravewood - named after
  its central Place of Power, the ancient ruins
  of Dravewood, which is thought to have
  been a vast library in ancient days.  Their
  Covens consist of thirteen members.
  The Coven of Innar - a Coven dedicated
  to healing and the preservation of life.
  Many Adepts of this Coven are also
  Healers.  Innaran Covens number seven
  members.
  The Coven of As‘wish - a Coven limited
  to female members only.  As‘wish was a
  scholar who founded the order and who
  highly prized knowledge and learning.
  Witches are concerned with their
  communities and with ordinary magic.
  Witches are aligned with neither the
  Powers of Light nor the Powers of Dark-
  ness.  They are not a part of that great
  conflict, and will be weakened when either
  faction is at its strength.   As a college, the
  College of Witchcraft is closer to medieval
  'hearth-witches' than to Satanic witches.
  [109.1] Members of the College of
  Witchcraft may only practice those
  talents, skills and rituals permitted them
  by the Pact they have made.
  [109.2] The following numbers are added
  to the Base Chance of performing any
  talent, spell or ritual of the College of
  Witchcraft:
  It is daylight
  -10
  It is nighttime
  5
  Witch is in the Outer Circle
  5
  Witch is in the Inner Circle
  10
  It is a Light High Holiday
  -5
  It is a Dark High Holiday
  -10
  Witch occupies
  hallowed ground
  15
  Place of Power
  20
  meeting of entire Coven
  30
  All of the above modifiers are cumulative.
  [109.3] Talents
  1. Witchsight (T-1)
  The Witch has a Base Chance equal to
  his Perception (+5 per Rank achieved with
  this talent) of seeing objects which are
  normally invisible or which have been
  rendered invisible by magical means (i.e.,
  such spells as Walking Unseen, Blending,
  and Invisibility).  The Witch also possesses
  the night-vision of an Elf.  The Experience
  Multiple for this talent is 200.
  2. Tarot (T-2)
  This talent works in the same fashion as
  the Limited Precognition function of the
  ritual of the same name of the College of
  Black Magics (DragonQuest, 46.5, Q-1).
  The Witch must spend  (90 - 3 x Rank)
  minutes to complete the talent.  The Base
  Chance for this talent is 25% (+3 per
  Rank).  The Experience  Multiple for this
  talent is 400.
  3. Detect Aura (T-3)
  This talent is identical in all ways to the
  talent of the same name of the College of
  Naming Incantations (DragonQuest 39.3, T-
  1).
  [109.4] General Knowledge Spells
  1. Spell of Walking Unseen (G-1)
  Range:  Adept must touch target
  Duration: 1 hour+1 additional/Rank
  Experience Multiple: 100
  Base Chance: 60%
  Resist: May not be resisted
  Effects: The effects of the spell are the
  same as for the spell of the same name of
  the College of Celestial Magics
  (DragonQuest, 44.4, G-9).
  2. Spell of Converse with Animals
  Range: 10 feet+10 additional/Rank
  Duration: Concentration/max: 3 hours x
  Rank (x1 if unranked)
  Experience Multiple: 50
  Base Chance: 45%
  Resist: May not be resisted
  Effects: The effects of the spell are the
  same as for the spell of the same name of
  the College of Earth Magics (DragonQuest,
  43.4, G-1).
  3. Spell of Blending (G-3)
  Range: May be cast over self only
  Duration: 1 hour+1 additional/Rank
  Experience Multiple: 50
  Base Chance: 60%
  Resist: May not be resisted
  Effects: The effects of the spell are the
  same as for the spell of the same name of
  the College of Earth Magics (DragonQuest,
  43.4, G-4).
  4. Spell of Healing (G-4)
  Range: May only be cast over adjacent
  character
  Duration: Immediate
  Experience Multiple: 100
  Base Chance: 40%
  Resist: May be actively & passively resisted
  Effects: The spell can cure 2 points (+1 per
  every 2 or fraction Ranks) of Endurance or
  Fatigue due to injury or disease (If curing
  disease, add +3 to the damage healed.)  The
  effectiveness of this spell can be increased
  through the use of fresh magical herbs.  The
  effect of the spell is doubled if using herbs,
  but the spell requires about 10 minutes in
  this case.
  5. Spell of Storm Calling (G-5)
  Range: Within sight of caster
  Duration: Variable
  Experience Multiple: 200
  Base Chance: 40%
  Resist: May not be resisted
  Effects: This spell allows the Adept to
  summon any weather front within sight  to
  center on the location from which the Adept
  cast the spell for a number of hours up to
  the Adept's Rank (depending on the
  strength and nature of the storm) before
  resuming its normal activity.
  6. Spell of Herbal Lore (G-6)
  Range: May be cast over self only
  Duration: Immediate
  Experience Multiple: 75
  Base Chance: 25%
  Resist: May not be resisted
  Effects: This spell allows the caster to
  identify any magical properties of an herb
  or plant he is examining.  Additionally, the
  caster will be aware of any magical plants
  within a radius of 5 feet (+2 per Rank).
  7. Spell of Protection against Were-
  Creatures (G-7)
  Range: 15 feet
  Duration: 30 minutes + 10 addition-al/
  Rank
  Experience Multiple: 300
  Base Chance: 20%
  Resist: May not be resisted
  Effects:   The effects of this spell are the
  same as for the spell of the same name of
  the College of Black Magics (DragonQuest,
  46.4, G-7).
  8. Call Coven Spell (G-8)
  Range:  Any
  Duration: Immediate
  Experience Multiple: 225
  Base Chance: 20%
  Resist: May not be resisted
  Effects: The caster calls the attention of the
  rest of his coven to himself, much like the
  Call Master Spell of the College of Black
  Magics (DragonQuest, 46.4, G-14).   The
  Base Chance of  casting this spell is
  increased  by 15 if the caster is the head of
  the Coven.
  9. Spell of Blessing/Curse on Unborn
  Child (G-9)
  Range: Sight
  Duration: Immediate
  Experience Multiple: 200
  Base Chance: 20%
  Resist: May be actively & passively resisted
  Effects: This spell has the same effect as
  the spell of the same name of the College of
  Black Magics (DragonQuest, 46.6, S-11).
  10. Spell of Enchanted Sleep
  (G-10)
  Range:  10 feet +10 additional/Rank
  Duration: 1 hour +1 additional/Rank
  Experience Multiple: 250
  Base Chance: 15%
  Resist: May be actively & passively resisted
  POOR BRENDAN’S ALMANAC, PAGE 10
  
  Effects: This spell has the same effect as the
  spell of the same name of the College of
  Ensorcelments and Enchantments
  (DragonQuest, 36.4, G-3).  In addition, this
  spell may be cast over  an item of food or drink,
  which will have the same effect as the casting of
  spell when consumed.  Casting of the spell in
  this fashion requires 1 hour of preparation, and
  the effectiveness of the magic in the food lasts
  for a number of hours equal to the caster's Rank.
  11. Spell of Predict Weather
  (G-11)
  Range: See spell description
  Duration: Immediate
  Experience Multiple: 150
  Base Chance: See spell description
  Resist: May not be resisted
  Effects: This spell operates in similar fashion to
  the talent of the same name in the College of Air
  Magics (DragonQuest, 40.3, T-1).
  12. Spell of Light (G-12)
  Range: 15 feet +15 additional/Rank
  Duration: 30 minutes +30 additional/Rank
  Experience Multiple: 75
  Base Chance: 50%
  Resist: May not be resisted
  Effects:  This spell operates in the same fashion
  as the spell of the same name in the College of
  Fire Magics (DragonQuest, 42.4, G-4).
  [109.5] General Knowledge Rituals
  1. Ritual of Cleansing (Q-1)
  This ritual must be performed prior to the
  performance of any other ritual of the College.  It
  is similar to the ritual of the same name of the
  College of Greater Summoning (DragonQuest,
  47.5, Q-1).
  2. Ritual of Binding Familiar
  (Q-2)
  The Adept uses this ritual to create a bond
  between himself and a chosen animal.  With this
  semi-telepathic link, the familiar is able to serve
  as information gatherer and confidant to the
  Witch.  The Witch's patron will also often use
  the  familiar as an intermediary to communicate
  with the Witch.  A witch may not use a sentient
  entity as his familiar, and a Witch may have only
  one familiar at a time.
  The Base Chance of this ritual is 10% +3/
  Rank, and the Experience Multiple is 300.  If the
  ritual is being performed to renew the bond with
  an existing familiar, the Base Chance is
  increased by 20.
  The bond created with the familiar lasts for 2
  weeks plus 2 days per Rank.  However, if the
  ritual is performed on the night of the full moon,
  the duration of the bond will be doubled.
  3. Ritual of Creating Witchcharm (Q-3)
  The Witch must burn 2000 Silver Pennies (-50
  per Rank) worth of incense in this ritual.  A
  token of some sort (a locket or other
  item of value) is used to be the
  receptacle of the charm.  The finished
  charm then confers a favorable
  adjustment to all die rolls of 1 per 5
  Ranks (rounded down).  The Base
  Chance for this ritual is equal to the
  Witch's MA +3 per Rank.  The
  Experience Multiple is 125.  The
  effects of witchcharms are not
  cumulative with each other or with
  other amulets, potions, blessings or
  tokens of luck.
  4. Ritual of Creating Potions (Q-4)
  An Adept who wishes to create
  potions must initially prepare a
  cauldron of magical fluid to use as the
  basis of all potions.  The contents
  consist of many rare herbs and other
  magical materials, which the witch
  must either personally obtain or buy at
  significant cost (approximately 5000
  Silver Pennies).  Once the Adept has
  stocked the cauldron, it may be used to
  make an unlimited number of potions,
  however, it must be replenished yearly.
  Annual replenishment of the cauldron
  costs 2500 - (100 x Rank) silver
  pennies.  Each type of potion also
  requires additional materials specific
  to the particular potion which will
  entail additonal cost.
  A witch is able to create the
  following potions:
  A.  Potion of Toad Sweat (see the
  Special Alchemy talent of the College
  of Black Magics [DragonQuest 46.3,
  T-3] in section B) cost 100 sp per
  attempt.
  B.  Love Potion (see the Special
  Alchemy talent of the College of Black
  Magics [DragonQuest 46.3, T-3] in
  section D) cost 500 sp.
  C.  Potion of Fertility (see the
  Special Alchemy talent of the College
  of Black Magics [DragonQuest 46.3,
  T-3] in section E) cost 100 sp.
  D.  Potion of Carbuncle which
  decreases damage from poison by 2
  points per Pulse or per day  cost 1200
  sp
  E.  Potion  against miscarriage cost
  300 sp.
  F.  Potion against infection reduces
  BC of infect by 10 cost 1000 sp.
  G.  Potion of Restfulness to prevent
  bad dreams and increase Fatigue
  recovery by 2 for a night’s sleep cost
  400 sp.
  H.  Potion of Sleep which causes an
  enchanted sleep like E&E spell.
  I.  Potion of night vision cost 1200.
  J.  Potion of Airy Form which causes
  a figure to become almost weightless
  and able to swim about in the air.
  However, in high winds, the figure may be
  swept away faster than they can move
  against it.  Cost 1200 sp
  The duration of such a potion is 2 weeks +
  1 additional/Rank, and the cost of materials
  is one half the listed cost.
  The Experience Multiple for this ritual is
  500
  [109.6] Special Knowledge Spells
  1. Spell of Fear (S-1)
  Range: 15 feet + 15 additional/Rank
  Duration: Immediate (during Pulse)
  Experience Multiple: 350
  Base Chance: 20%
  Resist: May be actively & passively
  resisted
  Effects: This spell has the same effect as
  the spell of the same name  of the College
  of Celestial Magics (DragonQuest, 44.6, S-
  13).
  2. Spell of Damnum Miniatum (S-2)
  Range: 15 feet +15 additional/Rank
  Duration: Until dispelled by the appropri-
  ate counterspell
  Experience Multiple: 500
  Base Chance: 10%
  Resist: May be actively & passively
  resisted
  Effects: This spell has the same effect as
  the spell of the same name of the College
  of Black Magics (DragonQuest, 46.4, G-4).
  However, the Witch must use magical
  herbs, mushrooms, etc. for this spell
  obtained at a cost of (10 x Rank) Silver
  Pennies.  If the Witch is using a lesser
  curse than his Rank allows, he pays only
  for the level of the affliction.  (i.e. an
  affliction of warts (Ranks 1-3) would never
  cost more than 30 S.P.)
  3. Spell of Telepathy (S-3)
  Range: Touch
  Duration: 1 minute +1 additional/Rank
  Experience Multiple: 350
  Base Chance: 10%
  Resist: May only be passively resisted
  Effects: This spell enables the Adept to
  read the thoughts of any one entity within
  range.  The Adept  can also send thoughts,
  unlike the spell of the same name of the
  College of the Mind [DragonQuest, 37.6,
  S-2] .  More than one entity may be
  communicated with during the duration of
  the spell, but only one at a time.
  4. Spell of Crop Blessing/Blight (S-4)
  Range: Sight
  Duration: 1 year
  Experience Multiple: 125
  Base Chance: 40%
  Resist: May not be resisted
  POOR BRENDAN’S ALMANAC, PAGE 11
  
  Effects: This spell has the same effect as
  the two spells of similar name of the
  College of Black Magics (DragonQuest,
  46.6, S-4 & S-5).  Although seemingly
  more potent  than the Black Mage's version
  of the spell, the Witch's version only lasts
  one year.
  5. Spell of Disease (S-5)
  Range: 15 feet
  Duration: 1 day +1 additional/Rank
  Experience Multiple: 300
  Base Chance: 25%
  Resist: May be actively & passively
  resisted
  Effects: The spell infects 1 person +1 per 3
  (or fraction) Ranks with an illness.  The
  victims will begin to show symptoms in (30
  - Rank) hours after the spell was cast.  Use
  the list in the spell of the same name of the
  College of Black Magics (DragonQuest,
  46.6, S-10) as a guideline to what diseases
  may be afflicted upon the victims of the
  spell.  However, unlike the Black Magics
  version of the spell, the victims of the
  Witch's Spell of Disease may die from the
  illness they contract.
  6. Spell of Flight (S-6)
  Range: 30 feet
  Duration: 30 minutes x Rank (x1 if
  unranked)
  Experience Multiple: 250
  Base Chance: 25%
  Resist: May not be resisted
  Effects: This spell allows the  target to fly
  at will at 20 miles per hour (+1 mile per
  hour per Rank).  Flight in this manner is
  only broadly controllable (i.e. the character
  in flight will make slow sweeping turns)
  unless some sort of an earthly anchor (such
  as a broom or a chair) is used as a focus.
  This use does not enchant the object in any
  way, but rather just gives the character
  somewhat better control of his flight.
  7. Spell of Transformation (S-7)
  Range: Self only
  Duration: 1 hour + 1 additional/Rank
  Experience Multiple: 500
  Base Chance: 10%
  Resist: May not be resisted
  Effects:   With this spell, the Witch
  inhabits the body of his familiar, becoming
  one being.  For all intents, the Witch's body
  vanishes and simultaneously the familiar's
  body is inhabited.  The Witch is fully
  capable of  controlling the actions of the
  familiar, although the familiar's conscious-
  ness is still present as well.
  At the conclusion of the spell's duration
  (or sooner, if the Witch chooses to end the
  spell sooner) the Witch's body reappears in
  the place from which he disappeared.
  8. Spell of Obscurement (S-8)
  Range:  15 feet + 5 additional/ Rank
  Duration: 10 minutes + 10 additional/Rank
  Experience Multiple:  300
  Base Chance: 20%
  Resist: May not be resisted
  Effects: This spell creates a hazy, shadowed
  veil 10 feet tall by 100 feet long which the
  Adept mat position in any way within
  range.  The veil gains 1 foot of height and
  10 feet of length per Rank.  Anyone
  attempting to pass through the veil must
  roll passive resistance or will become
  disoriented for (D10/2) Pulses.  Ranged
  attacks through the veil are subject to a -20
  penalty
  9. Spell of Blindness (S-9)
  Range: 30 feet + 10 additional/Rank
  Duration:  1 hour x D10 x Rank (1 hour if
  unranked)
  Experience Multiple: 250
  Base Chance: 15%
  Resist: May be actively & passively
  resisted
  Effects: This spell causes one target (+1 per
  4 Ranks) to be struck blind
  10. Spell of Lightning (S-10)
  Range: 50 feet
  Duration: Immediate (during Pulse)
  Experience Multiple: 225
  Base Chance: 30%
  Resist: May only passively resist (then
  suffers half damage)
  Effects: This spell causes a bolt of lightning
  to fly from the Witch's fingers.  The bolt
  must travel its full length, and will rebound
  any remaining distance.  All characters in
  the bolt’s path must successfully resist or
  suffer (D + 2) damage +1 additional point
  for every 3 (or fraction) Ranks (and become
  automatically stunned).
  11. Spell of Power Transfer
  (S-11)
  Range: 5 miles +1 additional/Rank
  Duration: 30 seconds +5 additional/Rank
  Experience Multiple:
  Base Chance: 20%
  Resist: May not be resisted
  Effects: This spell allows the caster to let
  another member of his Coven to use his
  Fatigue to cast spells.  When meeting in
  Coven or when contacted by a Call Coven
  Spell, a Witch may help another member of
  his Coven by using this spell.  For the
  duration of the spell, the  target of the spell
  may cast magic by expending  the caster's
  Fatigue rather than his own.   In this way,
  even a Witch with no Fatigue remaining
  would be able to cast spells.  While this
  spell is in effect, a form of limited telepathy
  exists between the two Witches.
  [109.7] Special Knowledge Rituals
  1.  Ritual of Animating the Dead (R-1)
  This ritual allows the Adept to animate a
  recently dead corpse back to a temporary
  semi-living state.  Beings animated by this
  ritual are not healed of their wounds in any
  way.  Rather, they are suspended between
  life and death.  If taken to a healer, a being
  who has been Awakened from the Dead
  may still be resurrected normally.
  The Base Chance of this ritual being
  performed successfully is equal to the
  caster’s Magical Aptitude plus 3 per Rank.
  Up to three witches may work together in
  order to perform this ritual.  If more than
  one witch is involved in this ritual, add the
  Magical Aptitude of the other Adepts to the
  base chance.  However, only the Rank of
  POOR BRENDAN’S ALMANAC, PAGE 12
  
  the witch actually leading the ritual is used.
  If the being has been dead for less than a
  day, add 20 to the Base Chance, otherwise
  subtract 1 from the Base Chance for each
  day that the being has been dead.
  This ritual may not be performed on a
  being who has been dead for more than a
  number of days equal to (2 x caster’s
  Rank).  If the being’s corpse has been too
  badly damaged in its death or subsequent
  treatment, it may not be possible to animate
  it.  The effects of the ritual last for 1 day +
  1 additional per Rank.  During this time,
  the body is preserved as if under the effects
  of a healer’s preserve dead ability
  [DragonQuest, 55.7].
  Performing this ritual costs the caster 5
  points of Fatigue and 1 point of Endurance
  (if more than one witch is involved in
  casting the ritual, the fatigue loss may be
  shared equally, but the prime caster always
  is the one to lose the point of Endurance).
  This will awaken the body and give the
  being effective characteristics equal to one-
  third of its previous living values.  For each
  additional point of Fatigue the witch (or
  witches) expend, the being’s Fatigue can be
  increased by one, to a maximum of three-
  quarters of the being’s original Fatigue.
  Once animated, the body will have limited
  volition, and will be able to move and act in
  restricted ways.  All of the body’s actions
  are performed in a trancelike state, and will
  take twice as long to perform as they would
  for a living being.  The animated figure
  possesses one-half of his true Rank in
  skills, weapons, and most other abilities
  while animated, but cannot cast magic.  If a
  player’s character has been animated, the
  player may continue to play the character
  (although in a greatly reduced capacity).
  For purposes of resurrection by a healer, a
  being animated by this ritual is considered
  to have just died (or to have died as soon as
  the effects of the ritual have ended).  No
  healing magic will have any effect on a
  body under the effects of this ritual.
  The Experience Multiple for this ritual is
  400.  Attempting to cast successive Rituals
  of Awakening the Dead on the same body to
  keep it in an animated state may be
  performed, but the increasing number of
  days from the being’s death will make it
  more and more difficult to do so.  If the
  being is not resurrected or otherwise
  specially attended to once the effects of the
  ritual have ended, there is an 85% chance
  that the being’s spirit will become a ghost.
  110. THE COLLEGE OF TIME
  MAGICS
  The College of Time Magics is concerned
  with the powers of time.  While Time
  Mages cannot change the past, they are able
  to work with the powers of the past and the
  future.
  Due to their effectively timeless lives,
  elves find it particularly difficult to study
  the arts of the College of Time Magics.
  The College of Time Magics belongs to
  the Elemental branch of the Colleges of
  Magic.
  [110.1] Members of the College of Time
  Magics may practice their arts without
  restriction.  (At any time?)
  [110.2] The Base Chance of performing
  any talent, spell or ritual of the College
  of Time Magics is modified as follows:
  Adept is Seasonally Aspected
  +1
  Adept is Lunar Aspected
  +3
  Adept is Sun Aspected
  +5
  It is Midnight
  +5
  It is Noon
  +10
  It is an Equinox
  +5
  It is a Solstice
  +10
  Adept is an elf
  -20
  All of the above modifiers can be
  cumulative.
  [110.3] Talents
  1. Time Sensitivity (T-1)
  The Adept is able to tell the exact time of
  day to within (10-Rank) minutes up to Rank
  9, and then to within (60 - 3 x Rank)
  seconds at Rank 10 and above.  The Adept
  will always know the exact day and will be
  able to calculate the time in another place
  as well.  The Adept will also be able to tell
  the duration of an event or the elapsed time
  from a given moment with (80 + Rank)%
  accuracy.  Experience Multiple for this
  talent is 50.
  [110.4] General Knowledge Spells
  1.  Spell of Memory Recall (G-1)
  Range: Touch
  Duration: 5 minutes + 1 additional/Rank
  Experience Multiple:150
  Base Chance: 25%
  Resist: May be actively & passively resisted
  Effects: The Adept is able to stimulate the
  memory of one target to recall an earlier
  period of the target’s life.  Specific details
  are recalled at the GM’s discretion.  It is
  recommended that a number of specific
  questions equal to (Rank X 3) be permitted.
  2.  Spell of Quickness (G-2)
  Range: 15 feet + 15 additional/Rank
  Duration: 30 seconds x Rank (x1 if
  unranked)
  Experience Multiple: 300
  Base Chance: 20%
  Resist: May be actively & passively resisted
  Effects: This spell affects 1 target plus 1
  additional per 3 (or fraction) Ranks.  The
  target adds (5 + Rank) to his Initiative
  Value.  Up to Rank 12, the target’s TMR is
  doubled and he is able to perform Actions
  twice as fast.  Above Rank 12, the caster
  may choose to triple the target’s TMR.  In
  this case, the number of targets is halved.
  3.  Spell of Slowness (G-3)
  Range: 15 feet + 15 additional/Rank
  Duration: 30 seconds x Rank (x1 if
  unranked)
  Experience Multiple: 300
  Base Chance: 20%
  Resist: May be actively & passively resisted
  Effects: This spell affects 1 target plus 1
  additional per 2 (or fraction) Ranks.  Up to
  Rank 12, the target’s speed is halved, and
  the time it takes to perform any Action is
  doubled.  Above Rank 12, the target’s speed
  may be reduced to one-third, but the
  number of targets which may be affected is
  halved.
  4.  Spell of Accelerated Plant Growth (G-
  4)
  Range: 10 feet + 10 additional/Rank
  Duration: 1 hour + 1 additional/Rank
  Experience Multiple: 225
  Base Chance: 15%
  Resist: None
  Effects: With this spell, the caster can cause
  a number of substantial plants (trees,
  bushes, magical plants, etc.) equal to his
  Rank (one if Rank 0) or an area of smaller
  plants (grasses, flowers, and the like) equal
  to (5 x Rank) square feet (approximately 1
  Tactical Display hex per 3 Ranks) to grow
  at a rate of 1 hour = (Rank) weeks.
  5.  Spell of Animal Growth (G-5)
  Range: 10 feet
  Duration: 1 hour + 1 additional/Rank
  Experience Multiple: 300
  Base Chance: 10%
  Resist: May be actively & passively resisted
  Effects: This spell causes 1 target plus 1 per
  5 (or fraction) Ranks to grow to full
  maturity in (50 - Rank) minutes.  If the
  spell is cast on already mature target, it will
  have no effect.  The spell will have no
  effect if cast upon a sentient being.
  At the end of the spell’s duration, if the
  animal makes a successful 4 x WP roll it
  reverts to its previous condition, otherwise
  it dies.
  6.  Spell of Identifying Age (G-6)
  Range: Touch
  Duration: Immediate
  Experience Multiple: 100
  Base Chance: 35%
  Resist: None
  Effects: With this spell, the Adept can
  identify the age of an object, determine how
  long it has been in a particular location, or
  forecast how long a thing will last if it
  POOR BRENDAN’S ALMANAC, PAGE 13
  
  continues unhindered (e.g. ‘This candle
  will burn for 5 hours,’ ‘This spell will last
  another 20 minutes,’ etc.)
  7.  Spell of Enchanted Sleep (G-7)
  Range: 15 feet + 15 additional/Rank
  Duration: 1 hour + 1 additional/Rank
  Experience Multiple: 250
  Base Chance: 20%
  Resist: May be actively & passively
  resisted
  Effects: This spell causes 1 entity (which
  normally spends any time sleeping) plus 1
  per 3 (or fraction) Ranks to fall into an
  enchanted sleep.  If the spell is under Rank
  10, the target may be wakened (by being
  shaken, etc.) though it will require (Rank)
  Pulses for the victim to fully awaken.  At
  Rank 11 and above, the target cannot be
  wakened, and the the spell must run its full
  duration.
  8.  Spell of Prediction (G-8)
  Range: Within sight of the Adept
  Duration: Immediate
  Experience Multiple: 200
  Base Chance: 30%
  Resist: None
  Effects: The Adept is able to determine the
  weather and general conditions of an area
  for up to 1 day (+1 additional/Rank) into
  the future.  In addition to seeing weather,
  the Adept may be able to foresee such large
  phenomena as floods, fires, volcanic
  eruptions, dragon attacks, or the presence
  of an army or a caravan.  No information
  about individuals' activities or specific
  events can be determined with this spell.
  9.  Spell of Hibernation (G-9)
  Range: May only be cast over adjacent
  character or self
  Duration: Variable
  Experience Multiple: 350
  Base Chance: 20%
  Resist: May be actively & passively
  resisted
  Effects: This spell has the same effect as
  the spell of the same name of the College
  of Air Magics [DragonQuest, 40.6, S-8]
  except that the Physical Strength reduction
  is equal to D10 - (Rank/2).
  10.  Spell of Decay (G-10)
  Range: Touch
  Duration: 1 hour + 1 additional/Rank
  Experience Multiple: 300
  Base Chance: 15%
  Resist: May not be resisted
  Effects: This spell causes the material the
  adept touches to suffer rust, decay or rot.
  This spell will coat a weapon with rust, and
  the chance of an affected weapon breaking
  in combat is increased by (2 x Rank)%.  A
  volume of wood in a 6 inch radius can have
  its strength weakened 25% (+1/2 inch
  additional radius or 5% additional
  weakening per Rank).  This spell has no
  effect, however, against the living tissue of
  animals or other beings.  Other specific
  effects of this spell will require the GM's
  interpretation.
  [110.5] General Knowledge Rituals
  1.  Ritual of Enhancing Study (Q-1)
  The Adept may perform this ritual either
  for himself or for another individual to
  enable faster learning of skills and spells.
  After successfully performing this ritual,
  the target will have improved memory
  retention, and will require less time to
  comprehend new information.  The ritual
  takes 1 hour to perform, and the Adept
  must set out a circle of 12 lit candles and
  burn a special mixture of incense costing
  1000 Silver Pennies in order to perform
  this ritual.
  After successfully completing the ritual,
  the target will require 10% + 2% per Rank
  less time to study any language, skill,
  talent, spell, or ritual.  The effects of the
  ritual last for 1 week + 1 day per Rank.
  The Base Chance for this ritual is 50%
  plus the caster's Magical Aptitude plus 1
  per Rank.  The Experience Multiple is 375.
  2.  Ritual of Future Prediction (Q-2)
  With this ritual, the Adept is able to
  foresee future events in a manner similar to
  an astrologer.  The Base Chance for the
  ritual is equal to the caster's Magical
  Aptitude +3 per Rank, and the Experience
  Multiple is 200.
  The caster must prepare a question of a
  specific nature regarding presumed future
  events at the beginning of the ritual.  If the
  ritual is successful, the caster will see
  visions of the future events about which he
  asks.  The GM will need to give a reply
  which recognizes the variability of the
  untied strands of all  future events.
  It is recommended that the GM avoid
  absolute statements, and instead give
  information and details which allow some
  latitude.  For example, when given a
  question about an adventuring party's
  fortunes in their forthcoming exploration of
  a desolate castle, it would be better to
  reply, ÒYou see Brendan and Cormac in a
  desperate battle with three ogres,Ó rather
  than to state absolutely, ÒYou see Brendan
  and Cormac die in battle.Ó
  [110.6] Special Knowledge Spells
  1.  Spell of Enhancing Duration (S-1)
  Range: Touch
  Duration: Variable, depending on the spell
  being extended
  Experience Multiple: 350
  Base Chance: 10%
  Resist: May be actively resisted only
  Effects: This spell increases the duration of
  a spell being cast by another mage adjacent
  to the Adept.  The other mage need not be a
  Time Mage for this spell to succeed.
  However, the Base Chance of successfully
  casting the spell is increased by +10 if the
  target mage is a member of an Elemental
  College (or +15 if the other mage is a Time
  Mage).  There is no bonus if the target
  mage is a member of a College of the
  Thaumaturgies, and if the target mage is a
  member of a College of the Entities the
  Base Chance is reduced by -10.
  The Time Mage must cast his spell
  before the other mage begins preparation.
  Once the Time Mage has successfully cast
  his spell, the next spell the target mage
  casts will be increased in duration.  If the
  duration of the other spell  is Rank based,
  the Ranks of the two mages are added (+1
  if the Adept is Rank 0) to calculate the
  duration.  If the duration is not Rank based,
  add 10% per Rank of the Time Mage to the
  other mage’s spell duration (+10% if Rank
  0).
  This spell has no effect when attempting
  to extend instantaneous effect spells (e.g.
  lightning, bolt of energy, etc.)  The spell
  also cannot be used to increase the duration
  of a spell cast from an invested item.
  2.  Spell of Accelerated Healing (S-2)
  Range: Touch
  Duration: 8 hours + 8 additional/Rank
  Experience Multiple: 150
  Base Chance: 30%
  Resist: May not be resisted
  Effects: This spell creates a zone in which
  resting individuals heal at a faster than
  normal rate.  The application of this spell
  does not substitute for the the skills of a
  Healer.  Rather, the natural process of
  healing takes place at an accelerated rate.
  Each 8 hours of rest under the spell’s
  influence is treated as 1 + (Rank X 4,
  rounded down) days of healing rest.  [At
  Rank 0 the effect is of 12 hours rest.]
  Those under the influence of this spell will
  require food and drink at a rate equal to
  half the effective healing time.  Thus a
  character spending the full 3 days under the
  spell (at Rank 8) healing at a rate of 3 days
  per 8 hours will require 14 days worth of
  food and drink.
  3.  Spell of Stasis (S-3)
  Range: 10 feet + 10 additional/Rank
  Duration: Varies
  Experience Multiple: 400
  Base Chance: 15%
  Resist: None
  Effects: This spell causes natural phenom-
  ena to wait in stasis a short period before
  resuming.  The delay can be specified by
  the Adept, up to (Rank x 5) seconds later.
  POOR BRENDAN’S ALMANAC, PAGE 14
  
  (In the Tactical Stage, use (Rank) Pulses for
  calculating the delay.)  For example, a
  barrel pushed from a ledge could be made
  to wait in mid-air for up to 35 seconds by a
  Rank 7 Time Mage before it fell.  Note that
  this spell has no effect if it is cast directly
  over another being.
  Since the effect of this spell is over a
  single object, the adept cannot freeze water
  to walk over a stream or solidify the air into
  an impermeable barrier.
  4.  Spell of Aging (S-4)
  Range: 10 feet + 5 additional/Rank
  Duration: D10 hours + 2 additional/Rank
  Experience Multiple: 350
  Base Chance: 15%
  Resist: May only be passively resisted
  Effects: The target of this spell is subjected
  to rapid debilitating effects of aging.  These
  effects reduce the target’s characteristics by
  D10 (+1 per 3 Ranks or fraction) from
  Physical Strength, Manual Dexterity,
  Agility, Perception, and Endurance.  No
  characteristic may be reduced below the
  target’s racial minimum (5 for humans) due
  to the effects of this spell.  The characteris-
  tics must be reduced as evenly as possible
  when applying the effects of this spell.
  Elves add +15 to their chance of resisting
  the spell, but if they fail to resist must roll
  under 4 x WP or fall unconscious.
  5.  Spell of Timeseeing (S-5)
  Range: Within sight of the Adept
  Duration: 10 minutes + 5 additional/Rank
  Experience Multiple: 250
  Base Chance: 25%
  Resist: May not be resisted
  Effects: This spell allows the caster or an
  adjacent figure to see into the past of a
  particular location or object.  Events which
  previously took place in the space the Adept
  occupies will be visible, as will the former
  character of the space itself.
  This spell takes 60 minutes (-2 minutes
  per Rank) for the Adept to prepare.  The
  individual may not walk about or otherwise
  move while observing the past with this
  spell, and will be only faintly aware of
  present events as a ghostly projection in his
  vision.
  If the adept is studying the history of an
  object, he will be able to determine features
  from the object’s past which were of a
  sustained period or were of significant
  impact.  For instance, an Adept might
  determine about a pair of boots that they
  once belonged to the great mage Lesk
  Darvius, or that an arrow found in a temple
  was used to slay the dragon Lardios.  When
  Timeseeing is used on an object, reduce the
  base chance of the spell by 2 for each 5 feet
  of intervening distance between the Adept
  and the object he is studying.When
  attempting to look into the past, the Adept
  may see as far back as (Rank Squared)
  years up to Rank 10.  At Rank 11 and
  above, the Adept may see up to (Rank)
  centuries into the past.
  6.  Spell of Precognition (S-6)
  Range: 10 feet + 1 additional/Rank
  Duration: 15 minutes + 15 additional/Rank
  Experience Multiple: 200
  Base Chance: 10%
  Resist: May not be resisted
  Effects: This spell confers to the target an
  ability to see a short distance into the
  future.  In combat, the figure is able to
  perceive an opponent’s tactics and defend
  against them.  The target of the spell adds 5
  (+2 per Rank) to his defense.  The target is
  also less susceptible to surprise and adds
  5% (+1 for every 2 or fraction of 2 Ranks)
  to the chance of detecting an ambush.
  7.  Spell of Spell Extinction (S-7)
  Range: 30 feet +15 additional/Rank
  Duration: Concentration, depending on
  target spell
  Experience Multiple: 450
  Base Chance: 10%
  Resist: May be actively & passively resisted
  Effects: Upon casting this spell, the Adept
  causes the effects of another spell within
  range to pass at an accelerated rate.  This
  does not increase  the efficiency of the
  target spell, but simply causes it to end
  sooner than it would otherwise.  The rate of
  extinction is equal to 1 + (Rank/2) times as
  fast [1.5 times if the caster is Rank 0].
  Thus at Rank 8, the Adept can cause a spell
  to end after only one-fifth its normal
  remaining duration.
  8.  Spell of Altering Time and Season (S-
  8)
  Range: 25 feet + 25 additional/Rank
  Duration: 5 minutes + 5 additional/Rank
  Experience Multiple: 350
  Base Chance: 5%
  Resist: May only be passively resisted
  Effects: With this spell, the Adept is able to
  cause an area surrounding him to exist in a
  particular time.  The adept is able to create
  a local area of effect where day exists in the
  night (or vice-versa) or to alter the season.
  The Adept may alter the apparent hour by
  up to (2 x Rank) hours or may alter the time
  of year by up to (2 x Rank) weeks (1 hour
  or 1 week at Rank 0).  At Rank 10 and
  above the adept may combine the effects;
  for example, an Adept with the spell at
  Rank 12 could alter the time by 8 (2 x 4
  Rank) hours, and the season by 16 (2 x
  8Rank) weeks.
  Any figure attempting to enter or leave
  the area of time displacement must roll on
  the Fright Table, and must roll passive
  POOR BRENDAN’S ALMANAC, PAGE 15
  
  resistance or suffer D - 4 (+1 per 4 Ranks)
  damage.
  9.  Spell of Timewalking (S-9)
  Range: 5 feet + 5 additional/Rank
  Duration: Immediate
  Experience Multiple: 500
  Base Chance: 5%
  Resist: May be actively & passively
  resisted
  Effects: This spell causes one individual or
  object up to 500 pounds (+100 pounds per
  Rank) to leap forward in time.  The target
  will find itself in the same place, but at
  some time in the future from the casting of
  the spell.  The caster may cause the target
  to go into the future any length of time up
  to (Rank Squared) months (up to 2 weeks
  at Rank 0).  Above Rank 10 the target may
  be projected up to (Rank) years into the
  future.
  In the intervening time between the
  casting of the spell and the return of the
  individual or object, the target effectively
  does not exist.
  [110.7] Special Knowledge Rituals
  1.  Ritual of Life Prolonging (R-1)
  The Adept must prepare a ritual circle of
  12 lit candles and burn 5000 Silver Pennies
  worth of special rare incenses and oils to
  perform this ritual.  The intended target
  must remain at the center of the circle for
  the duration of the ritual.  The ritual takes
  12 hours to perform.
   Once successfully cast, the effects of the
  ritual prevent the target from aging for 1
  year (+6 months per Rank).  At the end of
  this period, unless the ritual is renewed,
  the individual will resume normal aging.
  The Base Chance for this ritual is 65%
  plus the caster's Magical Aptitude plus 3
  per Rank minus the number of years the
  target's life has already been extended.  If
  the ritual is performed on the target
  individual's birthday, add 5 to the Base
  Chance.  The ritual may not be performed
  if the caster's chance of success is less than
  or equal to 0%.  If the roll is equal or
  greater than (80 + Rank) the effects of the
  spell are reversed, and the target is
  instantly aged an equivalent number of
  years as he would have been prevented
  from aging.
  The Experience Multiple for the ritual is
  375.  There is no result when this ritual is
  performed on an elf.
  2.  Ritual of Permanence (R-2)
  With this ritual the Adept is able to
  extend the duration of a stationary magical
  phenomenon to a great extent.  The Adept
  either casts his own spell at the end of the
  ritual, or, working in conjunction with
  another Mage, the other Adept casts his
  spell at the conclusion of the ritual.  If the
  ritual is successful, the spell effect will
  remain in place for a number of years equal
  to (Rank Squared).  For example, a Time
  Mage who cast a Ritual of Permanence and
  a Spell of Stasis could cause a rock to float
  permanently in mid-air, until the end of the
  Ritual of Permanence.  The Ritual of
  Permanence will not function as either a
  Ward or an Investment.
  The Base Chance of this ritual is 10% +
  3 per Rank.  The Experience Multiple is
  400.
  POOR BRENDAN’S ALMANAC, PAGE 16
  
  111. MINOR SKILLS
  In addition to the skills necessary while
  adventuring (the DragonQuest skills from
  Book Three) characters in an ongoing
  campaign will be in need of the skills of
  various artisans and tradespeople.  Some
  characters may even have some of these
  skills themselves.  The minor skills cover
  these areas of endeavor and provide a basic
  outline for their application in a campaign
  environment.
  Due to the common nature of these skills,
  there is no Rank 0 as found in normal
  skills.  All of the knowledge of these skills
  is of a practical nature (or conversely, as
  they are common trades for the most part,
  all people have Rank 0 knowledge of these
  minor skills).
  [111.1] A character must spend Experi-
  ence Points, time and perhaps money to
  increase his Rank with a minor skill.
  The Experience Point cost and time
  required for the successful mastery of each
  Rank of a minor skill is listed on the Minor
  Skills Experience Point Cost Chart.  As
  with other types of skills, instruction is a
  necessary ingredient in learing minor skills,
  and the same strictures that apply to
  learning normal skills should apply (see
  [87.5]).  Like weapon skills, much of the
  time is spent in understanding the applica-
  tion of what one has learned, rather than in
  actual training.  The player should consult
  with the GM as to the ammount of time that
  will actually be taken up with instruction.
  The cost of instruction will have to be
  negotiated.  Due to the crafts nature of
  many of these skills, the time figure also
  indicates the ammount of time necessary to
  practice the skill before one is ready for
  further instruction.
  [111.2] Minor Skills Experience Point
  Cost Chart
  The first figure lists the experience point
  cost for each Rank of each minor skill.  The
  second figure lists the time necessary to
  master that Rank.  Abbreviations for the
  time figures are as follows:  w=weeks;
  m=months; y=years.
  [111.3] Minor Skills List
  ARCHITECT  Skill in the planning and
  oversight of building construction.  A
  general rule of thumb may limit the number
  of stories to a structure an architect designs
  based on his Rank:
  Rank
  Stories
  1-4
  1
  5-7
  2
  8-9
  3
  10
  4
  BAKER  Skill in the creation of breads,
  pastries and other foodstuffs.
  BOATWRIGHT  Skill in the design and
  construction of ships and other water
  vessels.  A boatwright must have attained
  skill of 3+ in Carpenter before he can gain
  Rank as a boatwright.
  BOWYER  Skill in the manufacture and
  repair of bows and crossbows.  A weapon
  created by a bowyer has its Base Chance
  modified by (-3 + Rank).  Thus a long bow
  (which has a stock BC of 55) built by a
  Rank 1 novice bowyer would have a BC of
  53, while one built by his Rank 8 mentor
  would have a BC of 60.
  BREWER  Skill in the brewing of beers,
  ales, and other beverages.
  CABINETMAKER  Skill in the construc-
  tion of fine furniture.  A cabinetmaker must
  have skill of 3+ in carpentry before he can
  gain Rank in cabinetmaking.
  CARPENTER  Skill in carving and wood
  construction.
  CARTOGRAPHER  Skill in reading,
  copying and making maps and in surveying
  land.
  COOK  Skill in the preparation of food.  At
  Ranks 6, 8, 9 and 10 a cook adds a new,
  foreign style to his repertoire.
  COOPER  Skill in building barrels and
  similar containers.  A cooper must already
  have skill of Rank 2+ in carpenter.  A
  cooper may learn an equal or lesser rank in
  wheelwright for one-half the normal
  experience cost.
  FALCONER  Skill in controlling and
  hunting with birds of prey.  In practice,
  falconry is more of a social art than a
  method of catching prey for dinner.
  FLETCHER  Skill in the construction of
  arrows and bolts for bows and crossbows.
  Missiles created by a fletcher have an
  accuracy modifier of  (Rank - 3).  A fletcher
  is able to create up to (5 x Rank) missiles
  in a full day’s labor.
  GAMBLER  Skill in wagering and
  knowledge of games of chance.  A gambler
  adds (5 x Rank)% to his winnings from
  wagering.
  GARDENER  Skill in the raising of plants
  for food.  A gardener adds (Rank
  Squared)% to the yield of his harvest.
  GLASSBLOWER  Skill in fabricating items
  of glass.
  HERALD  Skill in the design and manufac-
  ture of coats of arms, flags, and other
  ornamental identification
  INNKEEPER  Skill in hosting  travellers
  and wayfarers.  To gain Rank at innkeeping,
  a character must have Rank 2+ as Merchant
  or Rank 3+ in Math.
  The level of hospitality an innkeeper is
  able to provide is dependent upon Rank:
  Subsistence
  Rank 1+
  Moderate
  Rank 2+
  Expensive
  Rank 4+
  Extravagant
  Rank 5+
  JEWELER  Skill in the  cutting of gem-
  stones and creation of decorative orna-
  ments.  A jeweler is also able to assay
  jewelry as a merchant.
  MASON  Skill in construction of structures
  of brick and stone.
  MATH  Skill in counting and numerical
  manipulations.
  POTTER  Skill in fabricating vesssels of
  clay, earthenware, porcelain, etc.
  SAILOR  Skill in the operation of ships;
  rigging sails; etc.
  SCRIBE  Skill in calligraphy, dictation,
  book copying, etc.  A character must have
  skill of Rank 8+ in the written form of any
  language in which he wishes to work.
  POOR BRENDAN’S ALMANAC, PAGE 17
  
  SHIPWRIGHT  Skill in the design and
  construction of ships and watercraft.
  SMITH, ARMOR  Skill in the fabrication
  of metal armor, helmets and shields.  An
  armor-smith must have Rank 3+ in the Iron-
  smith skill in order to gain Rank in armor-
  smith.  The types of armor an armor-smith
  may create are limited by his Rank:
  Scale mail
  Rank 2+
  Chainmail
  Rank 3+
  Partial Plate
  Rank 4+
  Full Plate
  Rank 5+
  Imp. Plate
  Rank 6+
  SMITH, COPPER  Skill in the fabrication
  of utility metal objects such as clasps,
  hinges, bowls, gears, pipes, needles, etc.  A
  coppersmith primarially works with baser
  metals and alloys such as brass, bronze,
  copper, tin, etc. but may also work with
  finer metals such as silver and gold,
  although the results will not be as rich or
  decorative as the works of a silversmith.
  SMITH, IRON Skill in the forging and
  basic working of iron.  An ironsmith is able
  to create basic tools, shoe horses, and forge
  other common items of strong metal.
  SMITH, SILVER  Skill in the creation of
  fine objects working in precious metals
  such as gold, silver, pewter, platinum, and
  others.  A silversmith is also knowledgable
  in the coining of metals and is able to
  appraise objects of precious metal as a
  merchant.
  SMITH, WEAPON  Skill in the creation of
  weapons of strong metal.  A weaponsmith
  must have Rank 4+ ironsmith skill in order
  to gain Rank.  Weapons created by a
  weaponsmith have a Base Chance modified
  by (-3 + Rank)
  STONECUTTER  Skill in the quarrying
  and carving of stone for building.  Stonecut-
  ters are also skilled at decorative carving of
  stone such as gargoyles and statues.
  TAILOR  Skill at the creation and repair of
  fine clothing.  A tailor is able to assay cloth
  and clothing as a merchant.
  TANNER  Skill in the preparation and
  curing of hides.  At Rank 3+ a tanner can
  create leather armor.
  VINTNER  Skill in the growing of berries
  (particularly grapes) and fermentation of
  their juice to make wine.
  WEAVER  Skill in the manufacture of cloth
  from fiber.
  WHEELWRIGHT  Skill in building and
  repairing wagon wheels.  A wheelwright
  must have a skill level of 2+ in carpenter.
  A wheelwright may learn an equal or lesser
  rank in cooper for one-half the normal
  experience cost.
  112 DIPLOMAT
  A diplomat is skilled in the arts of
  communications and politics.  Diplomats
  find employment as governmental represen-
  tatives in foreign courts, as bureaucrats and
  officials of government, and as representa-
  tives of their leaders in their absence.
  Diplomats may also sometimes be found in
  the employ of merchants dealing in foreign
  trade.
  [112.1]  A diplomat must be able to speak
  his government’s language at Rank 8.
  In order to progress past Rank 1 the
  diplomat must also be able to read and
  write his government’s language at Rank 8.
  It is sometimes the case that the court
  language is not the same as that spoken by
  the people of the land, so this distinction
  may be relevant.
  In order to advance beyond Rank 3 a
  diplomat must also be able to speak and to
  read and write at least one foreign language
  at Rank 8.
  [112.2]  A diplomat can assess the
  current social standing of other sentients
  he meets.
  A diplomat’s chance of successfully
  recognizing another’s social standing is
  equal to 40 + (6 x Rank)%.
  Additionally, when a figure attempts to
  deceive a diplomat with a disguise, subtract
  (2 x Rank)% from the success chance.
  [112.3]  A diplomat is able to appear non-
  hostile and can avoid offending others.
  When making an encounter reaction roll
  for a diplomat, or for a party with a
  diplomat as their spokesman, the die roll
  should be adjusted by (2 x Rank) in the
  diplomat’s favor.
  [112.4] A diplomat will be aware of court
  politics and the rumors surrounding
  court life.
  A diplomat will know all of the major
  figures at court (or at least will recognize
  them if he is not personally acquainted) and
  will be conversant with his lord’s stand on
  major issues of importance.
  The chance of a diplomat knowing a
  secondary figure or issue is equal to [50 +
  (5 x Rank)]% and the chance of his being
  familiar with minor figures or issues is
  equal to [10 + (8 x Rank)]%  The GM
  should make all rolls for a diplomat’s
  knowledge secretly.  If the roll is above (90
  + Rank) then the diplomat should instead
  be given erroneous information.
  When serving at a foreign court, the
  diplomat is treated as being at 3 Ranks
  lower than his actual Rank if the court is
  hostile to his lord’s.  If the foreign court is
  neutral, he is treated as being 2 Ranks
  lower, and is treated as being 1 Rank lower
  if in the court of an ally.
  If the diplomat is not familiar with a
  particular issue or rumor, he may spend (12
  - Rank) days investigating.  If the GM’s roll
  is successful, the diplomat has found the
  information he was seeking.
  A diplomat must be in service at court for
  a number of days equal to (20 - Rank)
  before he can perform any of his tasks.  Any
  task performed before he has acclimated is
  treated as though he were 2 Ranks below
  his true Rank.
  If a diplomat is gone from a court for
  more than (Rank) months he will be forced
  to reestablish himself at that court upon his
  return.
  [112.5]  A diplomat is able to negotiate
  POOR BRENDAN’S ALMANAC, PAGE 18
  
  differences and settle disputes between
  parties.
  A diplomat may advance a proposed
  settlement to one of the parties.  The time
  needed to negotiate a dispute as well as
  modifiers to the diplomat’s chance of
  reaching an agreeable settlement will
  depend on the complexity of the issue, and
  are left to the GM’s interpretation.
  The base chance of the proposal’s
  acceptance is equal to (6 x Rank)%.  Once
  one party accepts the proposal, the
  diplomat must present it to the other side,
  with the same Base Chance.  If both sides
  accept the settlement, the issue is resolved.
  Otherwise, the diplomat must begin a new
  round of discussion.  Each subsequent
  round of proposals increases the diplomat’s
  chance by +5, up to a maximum of +30.
  However, if at any time the roll for
  acceptance of a diplomat’s proposed
  settlement is above (90+Rank) the entire
  process has broken down, perhaps even
  with dire consequences for the diplomat
  himself.
  [112.6]  A diplomat is familiar with the
  customs of other cultures.
  When performing social activities,
  addressing nobles, following local customs,
  etc., a diplomat’s chance of knowing the
  proper forms is equal to    [20 + (6 x Rank)
  + (2 x Rank in the appropriate Lan-
  guage)]%.  If the diplomat fails his roll, the
  degree of error and the consequences of
  such an error should be interpreted by the
  GM depending on how badly the roll was
  missed.
  [112.7]  A diplomat in the full time
  service of a major noble will receive an
  annual stipend of [1000 + (500 x Rank)]
  Silver Pennies.
  A diplomat’s pay will vary from this
  based on the employer’s position, the
  diplomat’s responsibilities, etc.  The GM
  should use this formula as a base guideline
  and figure an appropriate ammount based
  on the diplomat’s actual circumstances.
  [112.8]  A diplomat must spend [200 +
  (50 x Rank)] Silver Pennies annually to
  maintain a proper wardrobe and
  appearance plus [50 + (25 x Rank)]
  Silver Pennies each month while serving
  in court for gifts and entertainments.
  A diplomat who does not meet the
  former requirement is treated as being at
  one Rank lower than his actual Rank.  A
  diplomat who has not made the latter
  paymentis treated as being two Ranks
  below his actual Rank and will be forced to
  spend twice the time needed to investigate
  rumors or information or to settle in at
  court.
  113 HERBALIST
  Due to the presence of mana in the
  DragonQuest world, there exist magical
  plants, as well as ordinary plants with
  which magic can be worked.  The herbalist
  is an individual who has detailed knowl-
  edge of magical plants and their properties
  as well as extensive education in the uses of
  non-magical plants.
  [113.1] An herbalist’s training is
  particular to a specific ecological zone,
  and his ability to use his skill in another
  zone is limited.
  The herbalist will be familiar with the
  plants of the zone of his training.  Unlike a
  ranger, the herbalist will be familiar with
  plants of different terrains, but primarily
  those from the area where he lives.  It will
  be necessary for the GM to outline the
  boundaries of the particular ecological
  zones and to determine which plants are
  native to that environment.
  The herbalist understands the effects and
  uses of all plants native to his particular
  ecological zone.  An herbalist has a  chance
  to know the general effects of a foreign
  plant equal to (Perception + 2 x Rank)%.
  [113.2]  An herbalist may attempt to
  analyze a new or unfamiliar herb or
  plant in order to determine its proper-
  ties.
  His chance of success is (Perception + 8
  x Rank)% if the plant is found in his native
  ecological zone, and half that if it is not.  If
  the GM’s die roll is above the herbalist’s
  success chance, the herbalist may be given
  partial information or erroneous information
  depending on the die roll.  The herbalist
  must spend 120 - (10 x Rank) hours in an
  herbal laboratory (although not necessarily
  all at one time) to perform the analysis.
  [113.3]  An herbalist gains certain
  abilities as he gains Rank.
  Rank
  Abilities
  0
  Identify Common Plants
  and Herbs
  1
  Perfumer, Use of Common
  Remedies
  2
  Basic Herbalism
  3
  Cure Infections
  4
  Cure Diseases, Create
    Pain- Killers
  5
  Cure Wounds
  6
  Formulate Drugs
  7
  Advanced Herbalism
  8
  Create Poisons and Antidotes
  [113.4]  An herbalist may create per-
  fumes and dispense common remedies.
  The herbalist must spend (12 - Rank)
  hours and 100 + (5 x Rank) Silver Pennies
  to distill each quarter ounce of perfume
  oils.  Common folk remedies are easily
  found and grown by an herbalist.
  [113.5] The herbalist learns to create
  herbal compounds for a variety of
  purposes.
  The GM must create a list of basic herbal
  compounds for the players.  They may be
  for such things as sleeping draughts,
  headache remedies, and the like.  Advanced
  herbal compounds are for more complex
  ends such as enhancement of the senses,
  sleeping potions and so forth.
  [113.6]  The herbalist can create un-
  guents to cure infections, wounds, and
  diseases and can formulate pain-killers.
  To cure infections the herbalist must
  spend 180 - (10 x Rank) minutes to create
  the mixture.  The percentage chance of
  success is 10 + (9 x Rank).  Different plants
  can be used to cure a variety of ailments
  and diseases.  An herbalist has an (8 x
  Rank) % chance of curing these maladies.
  To cure wounds or diseases, the herbalist
  must spend an amount of time equal to 300
  - (15 x Rank) minutes mixing and preparing
  the herbs.  The herbal wound cure takes (12
  - Rank) hours to take effect and cures
  wounds equal to D + (Rank - 5) points.
  [113.7]  An herbalist can prepare
  therapeutic and recreational drugs.
  [113.8]  An herbalist may create poisons
  and poison antidotes.
  He must spend (20 - Rank) hours to
  create a poison or antidote, and the
  procedure will cost 750 - (60 x Rank) Silver
  Pennies.  The poison or antidote will be of
  the natural variety (as outlined under
  Alchemist) and may be either a Nerve
  Agent or a Blood Agent.  The poison will
  cause (D5 + Herbalist’s Rank) points of
  damage.  Refer to Alchemist for additional
  details.
  [113.9]  An herbalist must pay 100 Silver
  Pennies a year for upkeep of his labora-
  tory.
  He must pay the cost of the building plus
  an additional 1500 Silver Pennies to
  construct his lab.  An herbalist without
  access to lab facilities performs at 3 Ranks
  below his true Rank in all but the assayal
  skill (114.1).  An herbalist may also
  construct a greenhouse at an additional cost
  of 1500 Silver Pennies.  It costs 250 + (100
  x Rank) Silver Pennies to maintain the
  greenhouse each year.  If the herbalist has
  no greenhouse, all the plants will have to be
  acquired from some other source at
  additional cost.  The GM must require an
  herbalist without a greenhouse to pay to
  acquire the necessary herbs and plants.
  POOR BRENDAN’S ALMANAC, PAGE 19
  
  114 HUNTER
  A hunter is an individual skilled in the
  tracking and slaying of wild creatures.  The
  hunter is also familiar with animals in a
  fashion similar to a ranger’s knowledge of
  plants.
  A hunter may be found working in such
  positions as a huntsman to a noble or the
  leader of the hunt in a village.  While a
  ranger may know more about the whole
  environment, the hunter’s knowledge of
  wild creatures and their ways is unequalled.
  [114.1]  A hunter adds 2% per Rank to
  his Stealth ability when he is in the
  environment of his specialty.
  There is no bonus in other environs.
  A hunter must choose an environ of
  specialty in a manner similar to a ranger.
  In addition, a hunter will develop a deep
  knowledge of the area surrounding his
  home, and will be at an advantage when
  acting in his home terrain.  Every three
  months that a hunter spends at home
  practicing his craft, he adds 1 mile to his
  home area radius to a maximum of (Rank)
  miles.  A hunter’s chance of remaining
  undetected in setting an ambush is
  increased by (3 x Rank) in his home terrain.
  [114.2]  A hunter is adept at setting,
  baiting and concealing traps in the
  environ of his specialty.
  He has a percentage chance to catch
  anything equal to 20 + (6 x Rank) per trap.
  He must spend 60 - (5 x Rank) minutes to
  set each trap.  A hunter setting a trap
  outside of his specialty environment is
  treated as if he were only half his true
  Rank.
  [114.3]  A hunter can track a quarry
  across the land.
  Like a ranger, a hunter is able to track
  any being which leaves marks of its
  passage, such as footprints, broken twigs,
  strands of hair or fur, etc.  A hunter’s
  chance to track his prey is equal to ([2 x
  Perception] + [15 x Rank])%.  However, if
  the quarry the hunter is tracking is actively
  obscuring its trail, then the hunter’s chance
  is ([Perception] + [8 x Rank])%.  If a being
  is using its skill as a ranger or a hunter to
  hide its trail, then subtract the greater of (2
  x Hunter Rank) or (4 x Ranger Rank) from
  the hunter’s chance to track the figure.
  Ranger skill and hunter skill are not
  cumulative when obscuring tracks and
  trails.
  If the hunter is tracking a quarry across
  his home terrain, he adds 15% to his chance
  to track it.  If the hunter is using tracking
  dogs or other trained animals for tracking
  his prey, add (2 x animal’s Perception) to
  the hunter’s tracking chance.
  Under usual conditions, a hunter will be
  able to find and follow a track which is up
  to (3 + [4 x Rank]) days old.
  [114.4]  A hunter must be able to use at
  least one form of missile weapon (except
  crossbows) before he can progress past
  Rank 0.
  He must be able to use it at Rank 4
  before he can progress past Rank 2.  He
  must be able to use it at Rank 6 before he
  can advance beyond Rank 5.  If his weapon
  is the blowgun or spear thrower he must be
  able to use it at Rank 8 before he can
  progress past Rank 5.
  [114.5]  A hunter will always recognize
  common animals of his environ by type
  and will know uses for them.
  He will also know what parts of an
  animal are edible and what is not.  For less
  common animals the percentage chance is
  (12 x Rank).  Outside his environ a hunter
  will recognize common animals with a  (6 x
  Rank) percent chance, and less common
  animals by a (1 x Rank) percent chance.
  [114.6]  When a hunter makes a surprise
  ranged attack he adds 1% per Rank to
  hit and 1% per 2 Ranks to his chances of
  scoring an endurance hit or a grievous
  injury.
  If a hunter scores an endurance hit, his
  target will sustain the full damage,  plus an
  additional 50% of the damage due to
  bleeding at the rate of 1 point per 30
  seconds.
  [114.7]  A hunter must pay 500 + (100 x
  Rank) Silver Pennies a year for special
  weapon points, camouflage clothing,
  weapon maintenance, etc.
  [114.8]  If a character’s Rank as a ranger
  is greater than his Rank as a hunter, the
  character expends one-half the necessary
  Experience Points to acquire or improve
  the latter skill, provided that the
  character’s environment of specialty is
  the same for both skills.
  The reverse is also true.
  115. ADVENTURE ABILITIES
  In the course of their adventures,
  characters may find it necessary to learn
  certain physical skills.  These cover simple
  abilities which may come into play during
  the course of an adventure.
  These physical tasks are presented in a
  simplified format.  Unlike Horsemanship or
  Stealth or the other skills in DragonQuest,
  there is no structure of Ranks for these
  skills.  It should be enough for most play
  purposes to know either that a character is
  able to do a certain task or he is not.  For
  those instances when the GM feels that the
  character needs to test his ability in one of
  these skills, the appropriate characteristic is
  listed with each skill.  Thus the GM can tell
  a character wishing to pole vault over a
  moat he will need to roll 3 x MD to land
  safely on the other side and avoid becoming
  crocodile food.
  SKILL
  CHARACTERISTIC
  EXP
  Climbing (Rope)
  PS
  100
  1 week instruction
  Pole Vault
  MD
  200
  2 weeks instruction
  Rapelling
  AG
  500
  2 weeks instruction
  Skating (Ice)
  AG
  50
  1 week instruction
  Snowshoeing
  EN
  50
  1 week instruction
  Swimming
  EN
  100
  2 weeks instruction
  Ski, Cross-Country
  EN
  150
  1 week instruction
  Ski, Downhill
  AG
  250
  2 weeks instruction
  Team Handling
  WP
  25
  (each type must be learned separately:
  e.g. pony-cart, 2- horse team, 4-horse
  team, 2-ox team, etc.)
  1 week instruction
  Tightrope
  AG
  1000
  4 weeks instruction
  116.  ALCHEMICAL AND HERBAL
  SHOPKEEPING
  An alchemist who has attained Rank 3 or
  an herbalist who has attained Rank 2 may
  open a shop to practice their trade commer-
  cially.  It will be necessary for the alchemist
  or herbalist to have some regular place to
  conduct business in addition to the
  laboratory and/or greenhouse he may
  already have.    An alchemist’s base income
  from selling chemicals is 250-375 Silver
  Pennies per month, and an herbalist will
  earn (300 + [10 x Rank]) Silver Pennies per
  month.  However, an herbalist can only earn
  (20 x Rank) Silver Pennies per month if the
  herbalist has no greenhouse and must
  instead forage for plants.
  At Rank 5 an alchemist must declare a
  specialty for his shop from the list of
  alchemical specialties.  An alchemist will
  earn an extra (10 x Rank) Silver Pennies
  per month for each additional specialty he
  has.  An alchemist specializing in medi-
  cines will earn (50 x Rank) Silver Pennies
  per month; one selling poisons and venoms
  will earn (200 + [40 x Rank]) Silver
  Pennies a month; and one whose specialty
  is potions earns ([100 x Rank]-300) Silver
  Pennies each month, all figures being after
  expenses for materials.
  An herbalist practicing his art will earn
  POOR BRENDAN’S ALMANAC, PAGE 20
  
  an additional (4x [Rank Squared]) Silver
  Pennies each month after supply costs are
  paid.
  The GM should adjust these figures
  according to the type of market the shop is
  located in.  An herbalist in a market-town
  surrounded by farming villages may earn as
  much as 50% more, while on the other
  hand, an alchemist in the competitive
  market of a city may be forced to cut his
  prices 10-20% to stay in business.  Trade
  guilds may be another factor to consider .
  Both the dues they charge and the prices
  they set for their districts will have to be
  taken into consideration.
  While these income figures cover the
  supplies needed for the commerce, the cost
  of maintaining a laboratory, greenhouse,
  equipment, etc. must still be paid.  There is
  also a much higher chance that anyone
  dealing in poisons will attract the interest of
  members of the Thieves’ and Assassins’
  Guilds.
  For most shopkeepers, a bribe of 1% of
  the lab value per year is sufficient price to
  afford “protection” from the organized
  Thieves’ Guild.  However, shopkeepers
  who leave their places of business to go
  adventuring will need to pay extra bribes to
  keep their shops safe in their absences.
  117 TROUBADOR ITINERANCY
  A troubador of Rank 1 or higher with an
  appropriate entertainment skill may attempt
  to make a living as an itinerant performer.
  In this way, a troubador may be able to
  exchange song and news for his room and
  board.  The troubador must be in a town or
  other location where there are enough
  possible customers for him to make his way
  in this fashion.  Adventurers’ Guildhalls,
  inns and taverns, as well as the homes of
  merchants and nobles all may welcome a
  troubador with news from afar, fresh songs,
  or a repertoire of mime or dance.
  For each week the troubador seeks to
  earn a performer’s living, roll D100, and if
  the troubador also has courtesan skill,
  subtract that Rank from the roll.  If the roll
  is above (80 + Troubador Rank), the
  performer is out of luck and must pay for
  food & lodging, etc.  Otherwise, the
  troubador has earned a low comfortable/
  high subsistence lifestyle for the week.  As
  an itinerant  performer, the troubador earns
  (5 + D5) x (Rank + 2) Silver Pennies a
  week.  Alternately, he may choose to roll
  D100 using the Starting Silver Pennies
  Table [DragonQuest  8.5] and subtract 10
  from the roll and add his Rank.
  If the roll is equal or below (5 x Rank),
  the troubador lives comfortably.  If it is
  below (2 x Rank) he lives expensively and
  his earnings are doubled.
  If the roll is equal or below his Rank, he
  lives extravagantly and earns three times
  the amount rolled.  If the roll is less than
  (1/2 x Rank), there may be an extraordinary
  encounter or event.
  118 BUILDING COSTS
  The following is a basic system to be
  used in calculating the cost of building a
  house, laboratory, or other structure.  Items
  such as reinforced doors, secret panels and
  passages, iron doors, superior locks, or any
  form of luxury design such as plastered
  and/or painted interiors, plumbing, gold
  doorknobs, etc. are (of course) extra.
  These figures also do not include calcula-
  tions for the cost of land (which in many
  cases could not be owned outright, but was
  instead rented from the noble who owned
  the land).  Many other factors may be
  involved in determining the final cost for a
  particular building.  It will also be
  necessary for the GM to adjust prices to
  account for  aspects of the building’s
  construction which simply fall outside of
  these rules.  The formulas here are
  intended as a guideline only, rather than a
  complete description of determining
  building construction costs.
  [118.1] The formula for calculating the
  Base Cost of a structure is:
  1 Silver Penny x Ceiling Height (in
  feet) x Area of the Building (in square feet)
  x Materials Multipliers
  The minimum height for a structure is four
  feet (and this is a low ceiling for a
  halfling).  If the building is multi-story,
  figure the cost of each story separately.
  Remember that, except for castles and
  keeps, most buildings will be single story
  (and virtually none more than three).
  Average ceiling heights for halflings are 4-5
  feet; for dwarves 5- 6 feet; for elves 7 feet;
  for humans and orcs 7-8 feet; and for giants
  15-30 feet.
  [118.2] The cost of a building also
  depends on the type of material used and
  its availability to the construction site.
  Table 118.2 shows a general table of
  multipliers for material and availability.
  The GM should use these as figures as
  guidelines in order to determine an exact
  multiplier.
  Material
  Multiplier
  Wattle & Daub
  .5 x
  Wooden
  1 x
  Field stone
  2 x
  Quarried stone
  5 x
  Brick
  3 x
  Material may be gathered freely, as in an
  unregulated frontier, a wilderness, or when
  a noble allows resources to be utilized .5 x
  Material must be transported a long
  distance or is difficult to obtain
  POOR BRENDAN’S ALMANAC, PAGE 21
  
  3 x
  Material is readily available due to a
  competitive market
  .75 x
  Town or city in the midst of a cycle of
  growth
  .9 x
  Urban setting where all materials must be
  purchased
  1.5 x
  Large city or situation where materials are
  in short supply
  3 x
  [118.3]Basement and underground
  structures may be excavated at an
  additional cost.
  Basement and underground structures
  cost 2 Silver Pennies per cubic yard; 3
  Silver Pennies if in rocky ground.  If the
  structure is mined through stone, the cost is
  20 Gold Shillings per cubic yard (10 sp per
  cubic foot) .
  [118.4] Additions and amenities beyond
  the basic structure have an additional
  cost.
  Other additions and their costs include
  the following:
  Thick oak door
  25 sp
  Iron banded door
  50 sp
  3' x 3' trapdoor
  25 sp
  Wall sconces
  20 sp
  Hearth & chimney 200 sp +
  50 sp/story
  Brick oven
  300 sp
  Dutch door
  30 sp
  Shuttered windows 10 sp each
  Iron banded shutters
  20 sp each
  Sealed windows
  20-150 sp
  Hinged frame windows
  50-800 sp
  Staircase costs are based on the number of
  feet the stair rises:
  Ladder
  1 sp/foot
  Staircase, wooden
  20 sp/foot
  Staircase, hardwood
  25 sp/foot
  Staircase, rough stone
  75 sp/foot
  Staircase, fine stone
  150 sp/foot
  Marble flooring
  5-10 sp/sq ft
  Parquet flooring
  2-8 sp/sq ft
  Tile flooring
  2-5 sp/sq ft
  Balcony
  200 sp + 10 sp/sq ft
  Portcullis gate
  50 sp x width in feet
  Drawbridge w/windlass
  500 sp + 50 sp x length of bridge in feet
  Bathtub, wooden
  40 sp
  Bathtub, copper
  200 sp
  Counter
  10 sp/sq ft
  Wastewater Drainage
  800 sp
  per room
  Rooftop cistern
  100 sp +
  1 sp x gal capacity
  Cistern plumbing
  500 sp
  per room
  Water wheel
  1000 gs
  Small windmill
  250 gs
  Hand pump
  200 sp
  Mill pump
  500 sp
  [118.5] Secret areas may be constructed
  in a structure at a substantial cost
  increase.
  A structure containing secret rooms and/
  or passages will cost an additional 4 x
  Basic Cost for the portion that is concealed.
  119 PEASANTS AND LABOR
  Peasant workers are paid 2 sp/day.  One
  peasant can construct 100 square feet of
  wall per day.  Every 15 peasants require an
  overseer who receives 10 sp/day.
  Peasant workers can dig 50 cubic feet/
  day; 30 cubic feet/day in rocky ground.
  120 FARMING
  Farmland - Peasants occupy the land at
  a rate of about 1 family per 15 acres.  As
  long as the crop is good, each family
  produces enough food per year to feed
  themselves plus 1 1/2 people on average.
  Large families may only be able to feed
  themselves, small families may be able to
  feed more than 1 1/2 others, this is simply
  an average to figure crop yield.  Crops were
  POOR BRENDAN’S ALMANAC, PAGE 22
  
  commonly rotated through a three year
  cycle, growing two different crops on
  successive years and then lying fallow the
  third in order to keep the land from
  becoming exhausted.
  Peasants (freemen) pay all farming
  expenses.  Production (based on 1 Silver
  Penny per day common food cost and 360-
  day year) yields 540 Silver Pennies per
  year . Usual landowner/ tenant farmer split
  is 1/5 returning the landowner 90 SP from
  each tenant farming family.
  Good cleared farmland costs 500 SP
  acre.  Farmland with serfs costs 1000 SP/
  acre and up.  Peasants often do not occupy
  their land, but instead live in a central
  village and set forth each day to tend their
  own fields.
  Grazing
  Meadows, fields and unused farmland
  may be used for grazing.  Grazing land will
  support 2 cattle or 4 goats or 1 sheep per
  acre.  Annual herd growth will range from -
  20% to +30% depending on prevailing
  conditions, age of the herd, etc.  One
  shepherd is required per 80 acres or per
  160 animals.
  Uncleared fields cost 200 SP/acre.
  Barns and other buildings cost the normal
  building costs.
  Oenoculture
  Each acre of vineyard will support
  about 200 vines and yield 100-200 bottles
  of wine per acre.  An average vineyard will
  cover about 40 acres.  Most of the year, a
  vineyard can be tended by one family, but
  harvest time will require additional labor
  (usually recruited from among the neigh-
  boring peasants) who are paid in cash or in
  wine.
  A fair vineyard might sell for 2500 SP/
  acre, and a vineyard of good quality  could
  sell for 10000 SP an acre or more.
  POOR BRENDAN’S ALMANAC, PAGE 23
  
  [105.1]  ADDITIONAL WEAPONS CHART
  Max
  WT
  PS
  MD
  BC
  DM
  RG
  CL
  USE
  COST
  Rank
  Swords:
  Knife
  1
  8
  10
  40
  +1
  12
  B
  RMC
  15
  9
  Dirk
  2
  11
  13
  45
  +2
  P
  A
  M
  25
  5
  Basilard
  1.5
  10
  10
  40
  +1
  P
  A
  MC
  20
  6
  Poignard
  1
  9
  14
  45
  +1
  P
  A
  M
  15
  9
  Machete
  3
  12
  13
  50
  +2
  P
  B
  M
  35
  6
  Longsword -A
  3
  14
  16
  45
  +4
  P
  A
  M
  75
  8
  Longsword -B
  55
  +3
  P
  B
  Cutlass
  5
  16
  12
  50
  +3
  P
  B
  M
  40
  7
  Schiavone (1-2)
  3
  15
  12
  50
  +3
  P
  B
  M
  70
  7
  Flamberge (1-2)
  6
  16
  15
  50
  +5
  P
  B
  M
  90
  6
  Schlaeger
  3
  14
  17
  55
  +3
  P
  B
  M
  80
  8
  Hafted Weapons:
  Truncheon
  3
  15
  14
  50
  +3
  P
  C
  M
  30
  5
  Sickle
  2
  11
  14
  45
  +1
  P
  B
  M
  8
  5
  Scythe (2)
  8
  16
  15
  50
  +4
  P
  B
  M
  14
  4
  Thrown Weapons:
  Hunting Stick
  1
  12
  14
  45
  D
  18
  C
  R
  1
  5
  Tankard
  20 oz
  12
  15
  35
  -1
  10
  C
  RMC
  5
  3
  Chair (2)
  15
  14
  12
  25
  +1
  3
  C
  RM
  10
  2
  Missile Weapons:
  Slingshot (2)
  1
  11
  16
  45
  +1
  25
  C
  R
  8
  6
  Fustibal (2)
  5
  13
  16
  45
  +3
  80
  C
  R
  6
  7
  NOTES:
  The longsword is a narrow, pointed, two-edged sword which can be used either to thrust (A-Class) or to slash (B-Class).  Therefore it has
  two Base Chances and two Damage Modifiers.  A character employing a longsword must declare which style of attack he is employing before
  beginning his attack.
  The fustibal (or staff-sling) requires at least 4 feet of overhead clearance in order to be employed effectively.  It may also be used to launch
  grenados up to a range of 40 hexes.  Grenados fired in this manner use the fustibal rules to determine a hit, but do grenado damage rather than
  normal missile damage.  A fustibal may be used as a crude club if necessary.
  A flamberge (which translates as “flaming sword”) is actually very similar to a Hand & a Half type sword but with a wavy blade.  Due to
  its particular blade, it cannot be scabbarded and carried normally.
  A hunting stick is used much like a boomerang, but without an ability to return if it misses its target.  Hunting sticks were also used to
  play a game somewhat like ten pin bowling, where the object was to knock down small sticks which were stuck into the ground in a ten pin
  pattern.
  Chair and tankard damage should be varied by the GM depending on the type of material actually used in making the particular object.
  These are meant more as a guideline for any sort of ‘large object’ or ‘small object’ which may be used, especially in a brawl.
  POOR BRENDAN’S ALMANAC, PAGE 24
  
  [111.2] MINOR SKILLS EXPERIENCE POINT COST CHART
  SKILL
  Rank
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Architect
  250
  650
  1500
  2600
  3900
  5300
  7000
  8850
  10900
  130000
  3m
  6m
  9m
  1y
  15m
  18m
  21m
  2y
  27m
  30m
  Baker
  200
  500
  1000
  2000
  2000
  2000
  2000
  3000
  1m
  2m
  3m
  4m
  5m
  6m
  7m
  8m
  Boatwright
  200
  500
  1000
  1500
  2000
  2500
  3000
  3500
  4000
  5000
  3m
  3m
  6m
  1y
  1y
  1y
  1y
  1y
  1y
  1y
  Bowyer
  200
  400
  700
  1500
  3000
  3000
  3000
  3000
  5m
  10m
  15m
  20m
  25m
  30m
  35m
  40m
  Brewer
  2000
  2000
  2000
  2000
  2000
  2y
  2y
  2y
  2y
  2y
  Cabinetmaker
  150
  500
  900
  1400
  2000
  3500
  4000
  5000
  5m
  10m
  15m
  20m
  25m
  30m
  35m
  40m
  Carpenter
  150
  500
  900
  1400
  2000
  3m
  6m
  9m
  1y
  15m
  Cartographer
  400
  500
  1000
  2000
  3000
  6m
  6m
  1y
  2y
  2y
  Cook
  300
  450
  600
  800
  900
  1500
  3000
  4000
  5000
  4000
  6m
  1y
  18m
  2y
  30m
  3y
  42m
  2y
  2y
  2y
  Cooper
  200
  400
  600
  900
  1500
  2m
  2m
  3m
  3m
  4m
  Falconer
  500
  500
  750
  1000
  1500
  3m
  8w
  2m
  3m
  6m
  Fletcher
  100
  200
  350
  750
  1500
  12w
  5m
  8m
  10m
  13m
  Gambler
  300
  900
  1200
  1200
  1200
  1500
  3000
  1m
  2m
  4m
  6m
  6m
  6m
  2y
  Gardener
  150
  150
  300
  600
  1300
  1y
  1y
  1y
  1y
  1y
  Glassblower
  500
  900
  1400
  2000
  3000
  4000
  5000
  6000
  3m
  4m
  6m
  6m
  6m
  1y
  1y
  2y
  Herald
  300
  600
  900
  1500
  3000
  5000
  6m
  1y
  2y
  3y
  4y
  5y
  Innkeeper
  100
  200
  400
  700
  1800
  3m
  6m
  9m
  1y
  15m
  Jeweler
  500
  1000
  1500
  2000
  2500
  3000
  7000
  8000
  9000
  10000
  10m
  20m
  30m
  40m
  50m
  60m
  70m
  80m
  90m
  100m
  Mason
  200
  600
  1050
  1600
  2750
  3m
  6m
  9m
  1y
  15m
  Math
  25
  50
  100
  200
  400
  700
  1500
  3000
  4000
  5000
  1m
  2m
  3m
  4m
  5m
  6m
  7m
  24m
  27m
  30m
  Potter
  100
  500
  1000
  1500
  2000
  3500
  5m
  10m
  15m
  20m
  25m
  30m
  Sailor
  25
  100
  150
  200
  300
  2w
  4w
  6w
  8w
  10w
  Scribe
  400
  700
  1000
  1700
  3500
  6m
  1y
  18m
  2y
  30m
  Shipwright
  300
  900
  1800
  2700
  4500
  6300
  8100
  10800
  13500
  3m
  9m
  1y
  1y
  2y
  2y
  3y
  3y
  5y
  Smith, Armor
  250
  800
  1650
  2750
  4100
  5650
  6m
  1y
  18m
  2y
  30m
  3y
  Smith, Copper
  400
  400
  700
  1500
  2000
  3000
  4m
  8m
  1y
  16m
  20m
  2y
  Smith, Iron
  100
  200
  500
  950
  1450
  4m
  8m
  1y
  16m
  20m
  Smith, Silver
  300
  450
  600
  800
  900
  1500
  3000
  4000
  5000
  4000
  8m
  16m
  2y
  32m
  40m
  4y
  56m
  64m
  6y
  80m
  Smith, Weapon
  400
  1600
  3500
  5800
  8400
  11400
  14700
  18500
  22500
  28750
  6m
  1y
  18m
  2y
  30m
  3y
  42m
  4y
  54m
  5y
  Stonecutter
  250
  700
  1200
  1800
  2500
  3m
  6m
  9m
  1y
  15m
  POOR BRENDAN’S ALMANAC, PAGE 25
  
  Tailor
  300
  450
  600
  800
  900
  1500
  3000
  4000
  5000
  4000
  3m
  6m
  9m
  1y
  15m
  18m
  21m
  1y
  1y
  1y
  Tanner
  100
  300
  500
  800
  1000
  1600
  2m
  4m
  6m
  1y
  1y
  2y
  Vintner
  1600
  1700
  1800
  1900
  2000
  2100
  2200
  2300
  2400
  2500
  2y
  2y
  2y
  2y
  2y
  2y
  2y
  2y
  2y
  2y
  Weaver
  150
  500
  900
  1400
  2000
  3500
  4000
  5000
  5m
  10m
  15m
  20m
  25m
  30m
  35m
  40m
  Wheelwright
  200
  400
  600
  900
  1500
  2m
  2m
  3m
  3m
  4m
  POOR BRENDAN’S ALMANAC, PAGE 26
  
  [121.1] TEAM HAULING CAPACITIES
  CART
  WAGON
  CARRIAGE
  Pony
  275
  2 Palfreys
  800
  4 Palfreys
  2000
  2 Ponies
  875
  Quarter Horse
  300
  2 Quarter Horses
  700
  Palfrey
  395
  2 Quarter Horses
  1500
  4 Quarter Horses
  5000
  2 Palfreys
  1200
  4 Quarter Horses
  4000
  2 War Horses
  1500
  Quarter Horse
  575
  Mule
  400
  4 Mules
  3000
  2 Quarter Horses
  1600
  2 Mules
  2000
  6 Mules
  6000
  Mule
  675
  4 Mules
  6000
  8 Mules
  10000
  2 Mules
  2000
  War Horse
  1000
  Draft Horse
  1500
  War Horse
  1500
  2 War Horses
  3000
  2 Draft Horses
  6000
  Draft Horse
  2000
  Draft Horse
  3500
  4 Draft Horses
  16000
  2 Draft Horses
  8000
  [121.3] HORSE QUALITY TABLES
  Draft Horse
  TERRIBLE
  POOR
  AVERAGE
  GOOD
  EXCELLENT
  AGE:
  VALUE:
  Endurance
  -400
  -150
  -
  +100
  +250
  young
  525 sp
  Speed
  -50
  -
  -
  -
  X
  adult
  600 sp
  Temper
  -150
  -50
  -
  +50
  +100
  mature
  575 sp
  Intelligence
  -50
  -
  -
  +50
  +100
  old
  475 sp
  Training
  -150
  -50
  -
  +50
  +100
  Mule
  TERRIBLE
  POOR
  AVERAGE
  GOOD
  EXCELLENT
  AGE:
  VALUE:
  Endurance
  -75
  -25
  -
  +25
  +50
  young
  160 sp
  Speed
  -40
  -20
  -
  +50
  +100
  adult
  204 sp
  Temper
  -60
  -
  -
  +120
  X
  mature
  180 sp
  Intelligence
  -40
  -20
  -
  +60
  X
  old
  120 sp
  Training
  -80
  -50
  -
  +100
  X
  Mustang
  TERRIBLE
  POOR
  AVERAGE
  GOOD
  EXCELLENT
  AGE:
  VALUE:
  Endurance
  -120
  -60
  -
  -
  +100
  young
  270 sp
  Speed
  -240
  -100
  -20
  -
  +100
  adult
  480 sp
  Temper
  -50
  -
  +20
  +60
  +100
  mature
  420 sp
  Intelligence
  -100
  -
  -
  -
  +100
  old
  320 sp
  Training
  -150
  -
  +60
  +100
  +200
  Palfrey
  TERRIBLE
  POOR
  AVERAGE
  GOOD
  EXCELLENT
  AGE:
  VALUE:
  Endurance
  -100
  -
  -
  +50
  +100
  young
  650 sp
  Speed
  -150
  -75
  -
  +50
  +150
  adult
  720 sp
  Temper
  -200
  -100
  0
  +50
  +100
  mature
  700 sp
  Intelligence
  -150
  -
  -
  -
  +100
  old
  675 sp
  Training
  -200
  -100
  -
  -
  +200
  Pony
  TERRIBLE
  POOR
  AVERAGE
  GOOD
  EXCELLENT
  AGE:
  VALUE:
  Endurance
  -75
  -25
  -
  +25
  +75
  young
  324 sp
  Speed
  -50
  -
  -
  +50
  +75
  adult
  384 sp
  Temper
  X
  -100
  -
  +50
  +100
  mature
  360 sp
  Intelligence
  -80
  -30
  -
  +25
  +50
  old
  300 sp
  Training
  -100
  -50
  -
  -
  +150
  Quarter Horse
  TERRIBLE
  POOR
  AVERAGE
  GOOD
  EXCELLENT
  AGE:
  VALUE:
  Endurance
  -200
  -100
  -
  -
  +200
  young
  750 sp
  Speed
  -300
  -150
  -
  +100
  +500
  adult
  900 sp
  Temper
  -150
  -75
  -
  -
  +150
  mature
  850 sp
  Intelligence
  -100
  -
  -
  -
  +100
  old
  800 sp
  Training
  -150
  -60
  -
  -
  +100
  War Horse
  TERRIBLE
  POOR
  AVERAGE
  GOOD
  EXCELLENT
  AGE:
  VALUE:
  Endurance
  -200
  -100
  -
  +150
  +300
  young
  900 sp
  Speed
  -100
  -
  -
  +100
  +400
  adult
  1200 sp
  Temper
  +50
  -
  -
  -
  +100
  mature
  950 sp
  Intelligence
  -100
  -
  -
  +150
  +300
  old
  750 sp
  Training
  -500
  -200
  -
  +250
  +500
  POOR BRENDAN’S ALMANAC, PAGE 27
  
  [122.1] Extended Merchant Table
  FOOD
  Ale
  5 gal
  18 sp
  Beer
  5 gal
  14 sp
  Wine
  5 gal
  35 sp
  Flour
  10 lb
  15 sp
  Corn meal
  10 lb
  18 sp
  Rice
  10 lb
  13 sp
  Beans
  1 lb
  2 sp
  Potatoes
  5 lb
  2 cf
  Dried beef
  50 lb
  40 sp
  Smoked ham
  5 lb
  20 sp
  Bacon
  10 lb
  45 sp
  Sausage
  2 lb
  5 sp
  Shellfish
  1 lb
  15 sp
  Smoked fish
  10 lb
  8 sp
  Pickles
  32 oz
  4 sp
  Cheese
  50 lb
  35 sp
  Butter
  1 lb
  2 cf
  Pasta
  1 lb
  2 sp
  Apples
  1 lb
  1 cf
  Oranges
  1 lb
  5 sp
  Plums
  1 lb
  1 sp
  Dates
  1 lb
  3 sp
  Raisins
  1 lb
  5 sp
  Olives
  32 oz
  5 sp
  SPICES
       These are average prices
  Herbs
  1 lb
  10 sp
  (oregano, parsley, etc.)
  Spices
  16 oz
  50 sp
  (paprika, ginger, cloves, etc.)
  Rare spices
  16 oz
  100 gs
  (saffron, curry, etc.)
  Lemon peel
  16 oz
  50 sp
  Tea
  1 lb
  100 sp
  Cinnamon
  16 oz
  200 sp
  Pepper
  1 lb
  40 sp
  Garlic
  4 oz
  3 sp
  Salt
  1 lb
  5 sp
  Sugar
  1 lb
  15 sp
  Honey
  1 lb
  20 sp
  Molasses
  1 lb
  10 sp
  FURNITURE
  Bathtub, copper
  90 lb
  150 sp
  4 person oak table
  50 lb
  30 sp
  Chair (oak)
  15 lb
  10 sp
  Feather bed
  80 lb
  60 sp
  Chest (oak)
  120 lb
  50 sp
  Ottoman
  15 lb
  20 sp
  Armoire
  150 lb 125 sp
  Settee
  75 lb
  120 sp
  Divan
  90 lb
  200 sp
  Desk
  60 lb
  60 sp
  Bookcase
  30 lb
  45 sp
  FURS
  Bear pelt
  50 sp
  Deer
  70 sp
  Beaver
  20-60 sp
  Fox
  50-100 sp
  Ermine
  300-500 sp
  Mink
  100-400 sp
  Leopard
  200-300 sp
  Rabbit, fine
  6 oz
  5 sp
  Rabbit, field
  8 oz
  1 sp
  Ivory
  10 lb
  200 sp
  CLOTH
  (a bolt of cloth averages 3-4 feet wide by
  10-15 yards long)
  Silk
  12 gs/bolt
  Printed silk
  30 gs/bolt
  Felt
  40 sp/bolt
  Linen
  45 sp/bolt
  Cotton
  50 sp/bolt
  Dyed cotton
  90 sp/bolt
  Velvet
  75 sp/bolt
  Wool
  35 sp/bolt
  Printed cotton
  10 gs/bolt
  Burlap
  10 sp/bolt
  CLOTHING
  Gown
  15 lb
  50 sp
  Leggings
  10 oz
  3 sp
  Doublet
  2 lb
  15 sp
  Tabard
  6 lb
  40 sp
  TOOLS
  Corkscrew
  6 oz
  2 sp
  Mortar & pestle
  2 lb
  6 sp
  Hammock, cloth
  2 lb
  10 sp
  Fishing hooks
  1 oz
  6 cf
  Fishnet (10' x 20')
  2 lb
  50 sp
  Block & tackle
  3 lb
  20 sp
  Hand plane
  3 lb
  1 gs
  Brace & bit
  2 lb
  5 gs
  Wood clamp
  5 lb
  3 gs
  Winepress
  150 lb
  80 gs
  (4' diameter)
  Loom
  500 lb 100 gs
  Crowbar
  4 lb
  6 sp
  1" link chain
  3 lb
  8 sp
  10 feet
  Rope net (8' x 8')
  25 lb
  30 sp
  Sharpening stone
  8 oz
  2 cf
  Collar, animal
  6 oz
  1 sp
  Leash, leather
  12 oz
  1 sp
  Dog cage
  10 lb
  1 gs
  Falconry gauntlet
  24 oz
  5 sp
  Falconry kit
  4 oz
  20 sp
  (hood, jesses, etc.)
  Hunting horn
  3 lb
  25 sp
  Caltrops, small*
  20 oz
  5 sp
  (bag, covers 1 hex)
  Caltrops, large*
  4 lb
  10 sp
  (bag, covers 3 hex)
  DEVICES
  Telescope
  4 lb
  600 sp
  Sextant
  12 lb
  400 sp
  Magnifying glass
  5 lb
  250 sp
  Hand magnifier
  8 oz
  165 sp
  Compass, geometric
  1 lb
  5 sp
  Compass, magnetic
  3 lb
  25 sp
  Scissors
  1 lb
  2 gs
  Balance, merchant’s
  20 lb
  50 sp
  with weights
  Balance, alchemist’s
  5 lb
  125 sp
  POOR BRENDAN’S ALMANAC, PAGE 28
  Bear trap
  20 lb
  100 sp
  Wolf trap
  12 lb
  40 sp
  Rabbit trap
  5 lb
  15 sp
  CONTAINERS
  Jar, earthenware
  2 qt
  3 sp
  Urn, earthenware
  3 gal
  10 sp
  Flask, bronze
  2 lb
  2 gs
  Flagon, porcelain
  12 oz
  15 sp
  Box, iron
  5 lb
  1 gs
  Grenado case, padded
  2 lb
  6 sp
  Cooking pot
  4 lb
  10 sp
  Crate, wooden
  15 lb
  8 sp
  Tankard, pewter
  20 oz
  5 sp
  Bowl, porcelain
  24 oz
  20 sp
  Pouch, small leather
  6 oz
  2 cf
  Wallet
  4 oz
  2 sp
  INSTRUMENTS
  Piano
  800 lb 400 gs
  Harp, concert
  100 lb
  85 gs
  Harp, personal
  5 lb
  90 sp
  Lute
  6 lb
  100 sp
  Recorder
  10 oz
  50 sp
  Tambour drum
  2 lb
  30 sp
  Flute, wooden
  12 oz
  40 sp
  Pan flute
  20 oz
  65 sp
  Mandolin
  5 lb
  200 sp
  Dulcimer
  8 lb
  150 sp
  Lyre
  3 lb
  60 sp
  Fiddle
  2 lb
  75 sp
  Coronet
  6 lb
  350 sp
  LUXURY ITEMS
  Sealing wax, common
  1 oz
  2 sp
  Sealing wax, red
  1 oz
  5 sp
  Sealing wax, purple
  1 oz
  9 sp
  Dice
  2 oz
  6 sp
  Playing cards
  3 oz
  15 sp
  Crystal glass
  10 oz
  100 sp
  Glass decanter
  24 oz
  150 sp
  Perfume water
  1 oz
  5 sp
  Perfume
  1 oz
  10 gs
  Down quilt
  12 lb
  20sp
  Feather pillow
  2 lb
  5 sp
  *Small caltrops are used against humanoids
  and creatures on foot; large caltrops are
  used against horses or other such creatures.
  A figure passing through a caltrop hex must
  either spend a full turn’s worth of TMR to
  pass, or must roll less than 2 x AG in order
  to run through without stepping on a
  caltrop.  (Humanoids must roll less than 4 x
  AG for each hex of large caltrops they pass
  through.)  A figure may attempt to leap
  across an area of caltrops at the GM’s
  discretion.  Small caltrops cause D-1
  damage and the figure must roll again less
  than 2 x (AG - damage) to keep from falling
  prone.  A horse or other large figure is not
  affected by small caltrops.  Large caltrops
  cause D+2 damage to large figures, but only
  D-2 damage to humanoids .  A rider may
  subtract (Horsemanship/2) from the die roll
  for a mount under his control to avoid
  caltrops.
  
  [123.1] EXPERIENCE POINT COST CHART
  WEAPONS
  Rank
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Swords:
  Knife
  50
  75
  100
  150
  200
  500
  800
  1500
  3000
  4500
  -
  Dirk
  100
  150
  200
  300
  500
  900
  -
  -
  -
  -
  -
  Basilard
  75
  75
  150
  250
  400
  700
  1000
  -
  -
  -
  -
  Poignard
  25
  75
  150
  250
  450
  850
  1250
  1650
  2500
  3500
  -
  Machete
  25
  50
  100
  200
  500
  1100
  2000
  -
  -
  -
  -
  Longsword
  150
  150
  250
  500
  750
  1500
  3000
  3000
  3500
  -
  -
  Cutlass
  100
  150
  250
  500
  1000
  2000
  2500
  3000
  -
  -
  -
  Schiavone
  50
  50
  100
  200
  350
  650
  1350
  2000
  -
  -
  -
  Flamberge
  75
  100
  200
  400
  600
  800
  1750
  -
  -
  -
  -
  Schlaeger
  100
  100
  150
  350
  600
  1000
  2000
  3000
  3500
  -
  -
  Hafted Weapons:
  Truncheon
  50
  75
  125
  250
  500
  900
  -
  -
  -
  -
  -
  Sickle
  100
  150
  250
  500
  1000
  1500
  -
  -
  -
  -
  -
  Scythe
  75
  100
  200
  400
  750
  -
  -
  -
  -
  -
  -
  Thrown Weapons:
  Hunting Stick
  100
  250
  400
  800
  1200
  1500
  -
  -
  -
  -
  -
  Tankard
  25
  50
  100
  200
  -
  -
  -
  -
  -
  -
  -
  Chair
  50
  150
  250
  -
  -
  -
  -
  -
  -
  -
  -
  Missile Weapons:
  Slingshot
  100
  300
  500
  1000
  1200
  1500
  1800
  -
  -
  -
  -
  Fustibal
  200
  250
  500
  750
  1500
  3000
  3000
  3000
  -
  -
  -
  SKILLS
  Diplomat
  250
  125
  250
  750
  1200
  1800
  2500
  3800
  4600
  6500
  9000
  Herbalist
  700
  300
  800
  1750
  2800
  4300
  5500
  7500
  9700
  11250
  13000
  Hunter
  500
  250
  700
  1650
  3100
  4500
  5800
  7400
  9400
  11500
  13750
  COMBAT TALENTS
  Experience
  Instruction
  Practice
  Point Cost
  Time
  Time
  Iai-jutsu
  500
  3 months
  none
  Flying Tackle
  300
  1 month
  3 months
  Horse Tackle (requires Flying Tackle)
  300
  3 months
  3 months
  Crossing Steel
  250
  2 months
  none
  Backflip
  300
  1 month
  3 months
  Diving Attack
  200
  2 months
  none
  Fencing
  1000
  4 months
  8 months
  Jumping Turn
  600
  2 months
  2 months
  POOR BRENDAN’S ALMANAC, PAGE 29
  
  Designer’s Notes
  I realize that many of you who use
  this supplement will also be long time
  DragonQuest players, and may have
  either adopted rules of your own to
  cover some of the same things we have
  written rules for, or may not wish to
  introduce some of these rules because
  they may upset the balance of your
  particular campaign.  This supplement,
  therefore, should not be taken as an all-
  or-nothing package, but may be used
  selectively and as each particular GM
  and his players see fit.  Because of the
  modular nature of SPI’s rule system, it
  is very easy for GMs to do this.  Some
  of the particular rules which are styled
  along the lines of Optional Rules in
  original DragonQuest have been
  designated as Optional Rules in this
  supplement.  This should not constrain
  any GM to treat only those rules as
  optional.
  Most GMs will probably want to use
  only some portions of this supplement.
  Hopefully, all of the material here is
  useful, but there is no one who is going
  to force you to use all of it.  Each GM
  should decide which of these rules will
  apply in his or her campaign.  Players
  with an attitude should be invited to
  start their own campaigns.
  As much as possible, we have tried
  to stay as close as we could to the spirit
  and the style of the DragonQuest game
  system.
  COMBAT
  As a whole, DragonQuest has an
  excellent combat system.  It allows for
  a variety of activity and flexibility,
  while remaining able to move along at
  a reasonable pace.  Our additions to the
  combat system serve only to add on to
  the existing system, and not to replace
  what already exists.  The Combat
  Talents and Additional Combat Rules
  expand the range of options a figure
  has available in combat.  Some of these
  maneuvers cover reasonable actions not
  available in the DragonQuest system.
  Others are included more for the flavor
  they introduce into combat.
  The rules for Jumping Turn and
  Fencing seem, in retrospect, to go a bit
  beyond the bounds of standard DQ.  I
  hope that some of you have some
  feedback as to whether these should
  stay or be deleted from a Second
  Edition.
  Weapon Cross-use addresses the
  question of why a figure who wields a
  broadsword like a hero can’t use a
  sabre worth a damn.  Cross-use gives
  the GM some leeway in interpreting
  the situation when a character doesn’t
  have his preferred weapon available or
  at hand, without excessively penalizing
  the character.  However, this rule
  should be closely monitored to prevent
  abuse.  A character who regularly uses
  a weapon through cross-use should be
  required to purchase the skill, and
  GMs are warned again to keep players
  from abusing this rule.
  MAGIC
  We have added two new Colleges to
  the Magic System, the College of
  Witchcraft and the College of Time
  Magics.  The original DragonQuest
  system seems extremely open-ended in
  this regard.  Although there are only
  twelve Colleges in the original system,
  it seems designed to easily allow for
  new Colleges, and probably every
  DragonQuest player has either created
  or at least considered inventing a new
  College.  SPI had begun to advertise
  Arcane Wisdom, a fourth book of
  DragonQuest, which was to contain
  three new colleges: Lesser
  Summonings, Runes, and Shaping
  Magics, shortly before their demise.
  TSR, Inc. released a version of two of
  these colleges in their adventure, The
  Shattered Statue and then incorporated
  those colleges into their Third Edition
  printing of DragonQuest.
  The College of Witchcraft
  This College encompasses elements
  of Elemental magic, as well as a fair
  amount of the College of Black Magic,
  but adds new dimensions and new
  twists to the magic system.  In some
  campaign worlds, it is possible that
  Witches would comprise over 90% of
  all the Adepts, because of the folkloric
  nature of the college and the ways in
  which it is taught.  The Coven adds a
  whole level of important NPCs (or
  maybe some PCs) who will regularly
  interact with the player-character
  Witch.
  A Witch’s familiar will tend to be
  an ordinary animal, rather than a
  magical one.  Intelligent and magical
  creatures are too willful and too
  independent to make good familiars.
  A domestic animal is a good choice,
  too, in that the familiar will not tend to
  wander great distances  from the
  Witch.  A cat or an owl will be much
  less likely to draw attention moving
  around the village as an information
  gatherer than would a Tasmanian devil
  or a giant spider.
  When a Witch successfully casts the
  Spell of Transformation, the Witch’s
  body disappears from the location
  where the Witch had been (and indeed
  from all known Planes of Existence).
  However, all goods and possessions
  which were on or about the Witch
  remain in that place.  The Witch’s
  familiar need not be immediately
  present.  As soon as the spell is
  completed, the Witch’s consciousness
  takes over the familiar’s body in the
  location where the familiar is, and the
  familiar is ‘possessed’ by the Witch for
  the duration of the spell.
  It should also be noted that a place
  may not be both hallowed ground and a
  Place of Power.  Hallowed ground may
  or may not also be consecrated.  The
  ways of religion and the ways of magic
  are disparate enough that the two do
  not commingle.
  The College of Time Magics
  The College of Time Magics seems
  to be a great void in the DragonQuest
  universe.  Several people have sepa-
  rately and independently come to the
  same conclusion, that Time Magics is
  the missing Elemental College, and
  elements of the design of this college
  are indebted to some of those other
  designers.
  More than one playtester suggested
  that if you poisoned someone under the
  Spell of Accelerated Healing, the
  poison would work faster, too, and they
  could be killed in this way.  However,
  the spell primarily accelerates the
  healing processes, and while the
  metabolism is accelerated, any systemic
  poisoning would continue at a normal
  rate (as perceived by outside time)
  though perhaps offset somewhat by the
  enhanced healing abilities of the body.
  The Spell of Stasis cannot be used
  to solidify water or air into an impen-
  etrable barrier, nor can it be used to
  stop a blow from a sword (as this is
  POOR BRENDAN’S ALMANAC, PAGE 30
  
  really using it against the living being
  wielding the sword).  It can be used to
  stop an arrow in flight, but this would
  require it to be quickcast.  GMs who
  find this idea too difficult to administer
  may, of course, rule otherwise.  It is,
  after all, ultimately your campaign.
  Quickcasting
  The ability to quickcast a spell will
  change the tone of combat when mages
  are involved.  The penalties associated
  with quickcasting help keep it from
  becoming too destabilizing.
  Ritual of Planar Travel
  The present DragonQuest system
  does not address the issue of alternate
  planes of existence, except through the
  College of Greater Summonings
  (which was removed from the Third
  Edition rules).  The concept of alter-
  nate planes of existence is a staple of
  fantasy role-play, however, and this
  ritual allows the expansion of a
  campaign to include other planes.
  Complex Cantrips
  The Complex Cantrips add some
  depth to the Minor Magic abilities.  I
  suggest if you are uncomfortable with
  having Experience Point costs on these
  or don’t want the bother of the
  recordkeeping, you simply use these as
  some suggestions for things to do with
  Minor Magic that you may not have
  thought of before (using the regular
  Minor Magic rules in DragonQuest,
  4.1).
  SKILLS
  The DragonQuest game system is
  strongest in its expandability.  Skills
  not present in the original system can
  be easily added without affecting the
  overall game system.  The new skills
  do also introduce some modifications
  to the existing game system.
  Minor Skills
  The minor skills cover a large gap
  in the original DragonQuest system.  A
  number of these skills are likely never
  to be used by most player-characters.
  But as a character progresses, he may
  find himself in need of consulting a
  non-player-character with expertise in
  one or another of these areas.  The
  minor skills put a number of areas of
  skilled expertise into the DragonQuest
  system.  It is also likely that, while
  most player-characters will not devote
  vast amounts of their time to these
  pursuits, some knowledge of some of
  these areas can be an invaluable
  thing...a little knowledge of armor
  smithy can be a lifesaver to a knight on
  campaign in the wild lands far from his
  home castle.
  Diplomat
  The Diplomat skill fills a gap in the
  original DragonQuest skills and
  introduces the political angle.  The
  diplomat skill is important not only to
  emissaries but also will be a skill held
  by nobles and rulers.
  Herbalist
  Because an herbalist’s surroundings
  may comprise more than one particular
  environment, he is not restricted to one
  particular environ the way rangers are.
  This is because an herbalist’s knowl-
  edge is scholastic rather than direct.
  The boundaries on this region will
  be subject to the GM’s judgement.  To
  use North America as an example,
  there are probably only 15-20 environ-
  mental regions as they would be
  classified under the herbalist skill.
  Hunter
  While there is a fair amount of
  overlap with Ranger, Hunter is a
  separate skill, and should be viewed as
  a complimentary skill, much like Spy
  and Thief.
  Adventure Abilities
  It seemed to be too much trouble to
  make all of these abilities separate
  skills, although there are good argu-
  ments in favor of a more extended
  swimming/diving rule.  If you need
  more detail in one of these abilities in
  your camapign, then do use a more
  fully worked-out rule set for it.  In my
  experience, however, it has been
  sufficient to know whether or not a
  character knows something about the
  ability, and then judge according to
  their stats whether or not they succeed
  at a particular task.
  Alchemical and Herbal Shopkeeping
  & Troubador Itinerancy
  These rules started out as just some
  notes for use in the campaign, but
  turned out to be a particularly useful
  source of adventure ideas and encoun-
  ters.  These rules can also be useful to a
  GM who wants to develop NPCs who
  are involved in these trades.
  Building Costs
  The building guidelines are meant
  to be no more than that.  Other gaming
  supplements treat these issues in much
  greater detail and with much greater
  authority.  These rules will give players
  and GMs a system in the DragonQuest
  economy as a base for their calculations
  It should also be noted that these rules
  do not cover the costs and systems of
  constructing castles and fortifications.
  Such rules, along with a possible
  expansion and/or revision of the
  building guidelines may be part of a
  future DragonQuest supplement.
  Peasants and Labor
  This is just a very basic rule of
  thumb to help a GM for a camapign
  where the characters have developed to
  the point of maintaining estates or
  other involvement in large-scale
  projects.
  Farming and land
  Productivity in farming in the
  Middle Ages was barely sufficient to
  keep the people who worked the land
  fed.  A farmer “could produce at best
  only about ten bushels of wheat per
  acre from a little more than two bushels
  of seed.”(Morris Bishop, The Middle
  Ages, 1970, American Heritage Press)
  Almost all of the propulation was
  directly involved in the production of
  food.  Most farmers produced little
  more than enough to meet their own
  needs.
  The abstract system represented in
  this supplement gives an improved
  farming performance based on the
  assumption that in a world where
  magic exists, the lords and landowners
  will have Adepts assisting them to
  control the weather and improve
  conditions to assist farm production.
  —Roger Thorm
  POOR BRENDAN’S ALMANAC, PAGE 31
  
SOURCE: textdata/thevault/DragonQuest (osr)/DragonQuest Poor Brendans Almanac.pdf