TEXT: CompendiumVolume 1
  
  Copyright Information
  Runequest II Compendium ©2010 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the 
  publisher is expressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing subject to its licence 
  from Issaries, Inc.  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. 
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  RuneQuest is a trademark (TM) of Issaries, Inc. Produced under license from Issaries. All rights reserved. Printed in the USA.
  1
  Editor
  Charlotte Law
  RuneQuest II Logo
  Will Chapman
  Layout and Graphic Design
  Will Chapman
  Interior Illustrations 
  Adriano Batista, Ricardo Mendes, Linda Pitman, 
  Aneke Murilo, Carlos Nunes de Castro Torres, 
  Danilo Moretti, Patricio Soler, Rich Longmoore, 
  Rick Otey, Ryan Horvath & Rick Hershey
  Proofreading 
  Nick Robinson
  CompendiumVolume 1
  Credits
  Contents
  Introduction	
  2
  A	job	well	done	
  3
  Additional	humanoids	
  6
  Alternative	elementals	
  8
  Camel	spiders	
  17
  Cutting	edge	
  19
  Down	the	hatch!	
  21
  Druids	
  29
  Gloranthan	goodies	
  34
  Go	for	the	eyes	
  39
  Legendary	swords	
  46
  Lesser	known	fauna	and	flora	
  50
  Living	magic	
  54
  Lock	and	ward	
  58
  Loot	
  81
  Plunder	of	the	ducks	
  86
  The	serpentine	hive	
  92
  
  2
  Introduction
  One of RuneQuest’s strengths – and this holds true for every version 
  of the game – is its versatility, adaptability and the way it inspires 
  innovative, inventive and imaginative thinking. Many of these 
  thoughts have found their way into Signs and Portents magazine 
  and, with the advent of RuneQuest II, we decided it was time to go 
  back to the old articles and tweak them a little to bring them into 
  line with the new rules. We also wanted to gather the best into one 
  place to provide a kind of RQII Companion but one based on the 
  input of you, the gamers, rather than the Mongoose staff writers.
  So, within the pages of the RuneQuest Compendium – and it won’t 
  be the only volume; RuneQuest Adventures will be following soon, 
  and I’m certain we’ll see a RuneQuest Compendium II appear – 
  you will find a truly diverse range of articles that run the gamut 
  of new monsters, through new rules additions and variants, and 
  through to expansions for published supplements, such as the 
  Races of Glorantha series. We’ve tried to keep this book as generic 
  as possible, but we found it difficult to completely omit Glorantha 
  material and so we have chosen to include a couple of Glorantha-
  focused articles.
  Very little has been done to any of the articles, aside from making 
  a few editorial corrections here and there and tweaking those rules 
  that needed tweaking to fit RuneQuest II. All credit must go to the 
  authors of these articles – in particular the imaginative powerhouse 
  that is Carl Walmsley. His rules for alcohol and thievery are 
  stand-out pieces in this book and his imagination is always both 
  astonishing and astonishingly welcome.
  But every article herein has something to recommend it. Tim 
  Bancroft’s Druids piece is especially welcomed as druids are a 
  perennial favourite of roleplaying games and his take on druidism 
  is straightforward, easy to assimilate into just about any RuneQuest 
  setting, also feels authentic, despite having to be a necessary 
  simplification of a little-known and much misunderstood culture.
  I’ve mentioned a couple of names specifically, but really I want to 
  thank and applaud all the contributors of RuneQuest material to 
  Signs and Portents over the years; it’s a very necessary outlet and 
  addition to the RuneQuest game line and please, please keep the 
  material coming!
  Lawrence Whitaker, August 2010
  Roll Call
  Contributors to the RuneQuest Compendium are:
  Bryan Steele
  Carl Walmsley
  Chris Longhurst
  Pete Nash
  Shannon Appelcline
  Tim Bancroft
  Uri Kurlianchik
  
  3
  A Job Well Done
  Sometimes, as Games Master, you wish to reward your players for 
  a job well done. One temptation can be to dole out the magical 
  items – or to provide enough cash for characters to go out and 
  purchase their own. If done too often, however, this can detract 
  from the mystique surrounding enchanted objects and may, in 
  the long term, lead to the feeling that the Games Master has lost 
  control of a campaign. Over-powerful characters can thwart the 
  best laid plans and do not tend to increase players’ enjoyment of 
  games – in fact, the opposite is often true. 
  Presented here are some alternative rewards for characters which 
  should keep them happy, but which are far less likely to lead to an 
  unbalanced game.
  Potions
  Potions, elixirs and other alchemical concoctions can be a good 
  way to reward characters without threatening to change the long-
  term balance of a campaign. Powerful as a potion might be, its 
  uses are limited. It is recommended that each potion a character 
  finds should contain more than a single draft. Players are reluctant 
  to employ single-use items: there is a tendency to wait and see 
  whether a more dangerous monster or more cunning trap, or 
  whatever else it might be, presents itself. Typically, a potion should 
  therefore contain three draughts, though the Games Master may 
  prefer to roll 1D6 to determine the number at random. Note 
  that quaffing multiple draughts of a potion usually has no added 
  benefit for a character.
  Potion	of	Tongues
  A character who drinks this potion finds that he is able to 
  understand any language he hears spoken. It is as though every 
  utterance he hears is in his native tongue. Similarly, the character’s 
  own words are effortlessly translated into any language he chooses, 
  by	Carl	Walmsley
  so long as he has heard that language spoken at least once. Even 
  a single sentence is enough to facilitate this magical translation. 
  Drinking a Potion of Tongues is a very strange experience. The 
  imbiber feels his tongue shift and squirm within his mouth, and 
  he experiences the sensation that he is not entirely in control of 
  his lips. The first time a character uses this potion, he receives a 
  -5% penalty on Influence, Oratory, Sing and any other Skill Tests 
  which rely on clear enunciation. The effects of the potion last for 
  one day.
  Potion	of	Insight
  Drinking a potion of this kind provides a character with a 
  stunning flash of insight. How this manifests is determined by 
  the Games Master. The character might suddenly figure out an 
  important clue, realise something that has previously eluded him 
  (perhaps in a previous adventure) or in some other way deduce 
  something that is advantageous to him. The inspirational flash 
  usually occurs within a matter of moments, but can take as long 
  as a week to occur. A Potion of Insight can be an excellent way 
  for a Games Master to provide exposition or a handy hint to 
  characters who are stumped: glug glug glug. Ah, I suddenly see 
  – we need to go back to the temple and take Along that key we 
  found all those weeks ago!
  Potion	of	Slipperiness
  Quaffing a potion of this kind provides a character with a glistening 
  sheen that can make it look as though he is sweating slightly. The 
  effect of the potion is to cover the drinker in a slick coating that 
  makes him almost impossible to get hold of.
  All Unarmed attacks made against the character Suffer a –50% 
  penalty. In addition, any Combat Manoeuvres such as Grip are 
  rendered ineffective as the opponent’s grasp slides off the affected 
  limb or target area.
  
  4
  Note that a character who has quaffed one of these Potions has no 
  trouble grasping objects himself, donning clothing, and so on. 
  The effects of this potion last for 3 hours. 
  Potion	of	Fortune
  Drinking this potion makes the character unfeasibly lucky. It is 
  as though the universe smiles down on him and everything seems 
  to go his way. The character receives a +10% bonus on all Skill 
  tests, and characters who attempt any actions which are to the 
  detriment of the character receive a -10% penalty. In addition, the 
  character gains either an additional Hero Point or an additional 
  Combat Action (determine this benefit randomly), usable within 
  the potion’s duration. At the end of the potion’s duration the Hero 
  Point or Combat Action is lost as the luck ebbs away. 
  A Potion of Fortune’s effects last for 12 hours.
  Potion	of	Putrefaction
  Drinking this potion makes a character smell like a rotting corpse. 
  Beyond the embarrassing social consequences that this might have 
  (the character receives a -30% penalty on all interactions with 
  living creatures), the drinker will find that he is treated as a zombie 
  by all forms of undead. In most instances, this will mean that the 
  character can mingle freely with the walking dead, infiltrating their 
  ranks in whatever way he sees fit.
  The effects of this potion last for 1 day.
  Elixir	of	Adrenalin
  Triggering the body’s fight or flight responses, a draught of this 
  potion can give a character the edge he needs when entering – or 
  fleeing from – combat. Immediately upon quaffing this potion, 
  the character feels a surge of strength and speed pulse through his 
  muscles. His STR and DEX are increased by 6 (resulting in  a one-
  step increase in damage modifier, a +3 Strike Rank modifier and 
  any skill bonuses, including +12% to most melee combat skills. 
  It may also add +1 combat action.) In addition, he temporarily 
  gains 1 point of natural armour on all hit locations – his body is 
  so Pumped full of adrenalin that he is far less sensitive to pain and 
  shock. The character’s Movement is also increased by 2m. 
  When the effects of the potion wear off, the character immediately 
  acquires 2 levels of Fatigue.
  The effects of this potion last for 1 hour.
  Potion	of	Thorns
  Upon quaffing this concoction the drinker grows hundreds of tough 
  thorns, which force their way up through any areas of exposed 
  skin. Flesh covered by clothing or armour remains unaffected, so 
  as to avoid damaging the drinker’s apparel. The thick thorns and 
  toughened skin provide 1 point of armour to all hit locations. In 
  addition, any creature which strikes the character with an unarmed 
  blow suffers 1D3 damage to the appropriate body part. A creature 
  which attempts the Grip Combat Manoeuvre suffers 1D6 damage 
  to the limb used for the attempt. The thick thorns may also be 
  used to aid the character when climbing. Athletics rolls used for 
  climbing receive a +10% bonus. 
  The effects of a Potion of Thorns last for 3 hours. 
  Order of Merit
  It is often the case that, given enough time, a group of adventurers 
  will perform valiant service for a nobleman, rescue a kidnapped 
  princess or perhaps liberate a town or two. Such heroic deeds 
  deserve a reward of some kind, and one option is to bestow the 
  adventurers with membership of some sort of elite order. In games 
  where cults do not play a great role, one of the following options 
  may be an option. 
  Knightly	Order
  Perhaps the most traditional title which may be conferred 
  within a fantasy campaign is a knighthood. An honorary title 
  is often more appropriate within a campaign, as accepting the 
  responsibilities usually associated with this role may curtail a 
  character’s adventuring career. A knighthood (honorary or not) 
  bestows a number of benefits. Firstly, the character can expect to 
  be treated favourably by other members of the order. Interactions 
  such as Influence or Oratory Tests receive a +15% bonus. When 
  in contact with individuals and groups that are allied to the order 
  there is +5% bonus. Members of a knightly order are free to use 
  whatever headquarters and premises the order owns: there will 
  usually be some sort of central chapel or keep but, depending 
  upon the order, there may also be outposts spread throughout the 
  region or country. It is not uncommon for a title to come with the 
  deeds to a property or some land. This can be a useful way for a 
  character to support him financially between adventures. This is 
  not without responsibilities, however – any servants working the 
  character’s land or attending his home are entitled to his protection. 
  In addition, a landed knight may be expected to do service to 
  his liege lord should the need arise. Failure to do so may result 
  in expulsion from the order. A knight in need can request help 
  from members of his order. Within reason, they may be willing 
  to provide him with shelter, supplies and even fight at his side. An 
  honourable knight helped in this way may one day find himself 
  on the receiving end of a similar request. Finally, knights are often 
  provided with equipment – armour, weapons and a warhorse. If 
  a character already has such trappings, they may be emblazoned 
  with a heraldic crest identifying the knight’s allegiance. 
  
  5
  Guild	Champion
  Being awarded the status of Guild Champion means that a 
  character has performed some service that has been acknowledged 
  throughout the entire guild. Depending upon the type of guild to 
  which the character belongs, the title he is awarded may differ. 
  Some examples include:
  Thieves’ Guild – Nightmaster, Twilight Keeper
  Warriors’ Guild – Battle Lord, Swordmaster
  Assassins’ Guild – Shadowblade, Unseen Slayer
  Wizards’ Guild – Master of Arcana, Eldritch Lord 
  Merchants’ Guild – Master of Coins, Acquisitionary 
  Guild Champions enjoy the same bonuses to interaction as do 
  knights, though only within their own guild and with those allied 
  to it. They may make requests for personnel, equipment, resources 
  and information. Assuming that fulfilling a request does not 
  damage guild interests and that it is reasonable (as determined by 
  the Games Master), it is likely to be met. The position of a Guild 
  Champion should carry some responsibilities, though these should 
  not be so onerous as to make a player consider relinquishing his 
  position. Taking new guild members out on their first mission or 
  helping to track down a missing guild member are the sort of fun 
  assignments that can be meted out from time to time. 
  Freeman	of	the	City
  Being made a freeman of a city grants a character considerable local 
  prestige and influence. Within the city, town or village in question, 
  the character is considered a local hero, and must have done 
  something heroic to earn this status. He receives a +20% bonus 
  on all interactions for one year. After this time, it is likely that the 
  character’s fame will have diminished somewhat and the bonus 
  falls to +10%. In addition, a freeman will often be granted drinks, 
  meals and accommodation free of charge. However, he would 
  do well not to overstay his welcome in any single establishment, 
  lest he lose his privileges. Typically, a landlord or restaurateur will 
  happily house or feed a freeman for 1 week. After this time, and 
  for at least a month after that, he will be expected to pay as normal. 
  Finally, the price of equipment purchased within the settlement of 
  his fame by a freeman is 10% lower than normal for the first year. 
  After this, the discount becomes 5%. 
  
  6
  Additional Humanoids
  Farseer Giants
  The farseer giants are a rare and isolated branch of their gargantuan 
  kind who live alone or in small family groups as far away from 
  other creatures as they can manage. Typically smaller than other 
  giants (although such is a relative term – a farseer giant often 
  reaches 20 feet in height) and possessed of great intelligence, their 
  most distinctive feature is that their entire body is covered with 
  eyes. This makes them reluctant to engage in physical activity such 
  as combat as they are extremely easy to hurt.
  They are said to possess great wisdom and magical power. With 
  their assortment of visual organs they are also said to be able to 
  see the secrets of anything or anyone presented to them. On rare 
  occasions an adventurous or well-defended farseer giant may make 
  a trip into more settled areas on some arcane errand or other.
  Farseer giants wear very little when away from others, preferring 
  to allow their eyes to see fully, but often don all-concealing robes 
  when others may be present. Farseers who live alone often surround 
  themselves with magical constructs or summoned entities for 
  company. The homes of farseers of all stripes often boast elaborate 
  and extensive magical defences.
  Ocular Flesh
  A farseer giant’s body is covered with additional eyes. This makes 
  them very sensitive to violent impacts of the sort often involved 
  in combat. When they take damage from physical sources, double 
  any Hit Points lost after taking armour into account.
  A farseer giant’s excess of eyes grants it several visual abilities. 
  Apart from its great Perception skill it can see in all directions at 
  once, can determine if an item is magical or not at a glance and 
  can identify 1D2 properties or functions of a magical item if it 
  makes a successful Insight roll. A farseer giant can also tell the 
  general nature of anyone it can see, especially if they bear a strong 
  character, great destiny or are otherwise of note. These powers are 
  all lost if the farseer giant wears enough clothing or armour to 
  block more than 50% of its eyes.
  Combat Notes
  Farseer giants are largely passive and go out of their way to avoid 
  physical confrontation. If forced into it they rely on magic and 
  their own amazing ocular senses to get away from violence or 
  neutralise it, rather than engage in close combat. When forced to, 
  their speed and strength is fearsome: a bash with a club is enough 
  to deter most opponents, especially if that club has also been 
  treated by a Bludgeon 7 spell…
  In the Arena
  With their magical powers so acure, catching these beings for the 
  arena is problematic at best. Farseer giants have been captured and 
  had their magic neutralised, then stripped and thrown into the 
  arena where gladiators armed with bows and javelins make surgical 
  strikes at the eyes covering the giant’s body. This cruel display 
  steadily blinds and incapacitates the giant, and many simply refuse 
  to fight, preferring death to retribution. In such cases there is little 
  sport and the crowds are disappointed at the one-sided massacre.
  by	Chris	Longhurst
  
  7
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  5D6+10
  28
  1–3
  Right Leg
  -/11
  CON
  4D6+12
  26
  4–6
  Left Leg
  -/11
  SIZ
  5D6+10
  28
  7–9
  Abdomen
  -/12
  INT
  2D6+12
  19
  10–12
  Chest
  -/13
  POW
  3D6+18
  29
  13–15
  Right Arm
  -/10
  DEX
  3D6+3
  14
  16–18
  Left Arm
  -/10
  CHA
  3D6
  11
  19–20
  Head
  -/11
  Combat Actions
  3
  Typical Armour: None.
  Damage Modifier
  +1D12
  Magic Points
  29
  Traits:  Ocular Flesh; see description, above.
  Movement
  12m
  Strike Rank
  +17
  Skills:  Athletics 32%, Evade 28%, Evaluate 98%, First Aid 51%, Insight 
  80%, Language (at least two) 80%, Lore (at least three kinds, often more) 
  80%, Perception 120%, Persistence 72%, Resilience 56%, Survival 38%
  Common Magic 65%: Any combination of spells with a maximum spell 
  Magnitude of 7
  Sorcery (Farseer Grimoire) 60%: Banish, Castback, Damage Resistance, 
  Intuition, Mystic Vision, Phantom Sense (Sight), Telepathy
  Manipulation: 50%
  Combat Styles
  Club 60%, Fist 55%
  Type 
   
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Great Club 
   
  H 
  L 
  2D6+1D12 
  4/10 
   
  —
  Fist 
   
   
  H 
  L 
  1D10+1D12 
  As for Arm 
  —
  
  8
  The elemental monsters in most campaigns correspond with the 
  ancient notion of the world being made of the classic elements 
  of fire, water, air and earth. However, nowadays, we know that 
  the world is far more complex than this. This article will present 
  two elemental groups more fitting to our more modern and 
  advanced viewpoint. The first is based on what the physicists tell 
  us are the basic driving forces of the universe – energy, matter, 
  time and space. The second group has nothing to do with the 
  working of the world but everything to do with the working of 
  the heart. They represent the most fundamental emotions of love, 
  hate, joy and sorrow. Note that elementals are not spirits – they are 
  not autonomous sentient creatures with their own will, aims and 
  desires but rather temporary creations torn from their element by 
  a deity or a powerful spellcaster who employs them in his service. 
  They lack any individuality or sense of personal purpose and any 
  attempt to reason or befriend one is as useless as talking to the 
  element itself. 
  Elementals of both groups lack CON. An elemental’s SIZ is 
  represented as a volume rather than a number, as these nebulously 
  formed creatures have no set proportions. When a numerical 
  value is needed for an elemental’s SIZ, the elemental’s normal 
  hit points may be used as its SIZ. All elementals, no matter their 
  composition, may be struck and damaged with normal weapons, 
  breaking up their physical construction and eventually disrupting 
  them. Elementals have only one hit location and no armour (with 
  the exception of the matter elemental, which is tough enough 
  to have effective AP). When an elemental is reduced to zero hit 
  points, its body immediately dissipates and its spirit returns to 
  the other world. The spirit may be summoned again to inhabit 
  another vessel of the appropriate type. A successful attack roll is 
  always required to strike an elemental, even if the striking character 
  is currently engulfed by one. Where not otherwise specified, the 
  following elementals all follow the same rules as the elementals 
  in RuneQuest Monsters. Their special abilities all require a single 
  Combat Action to activate.
  ALTERNATIVE ELEMENTALS
  by	Uri	Kurlianchik
  Physic Elementals
  Physic elementals come from the material plane and serve no god 
  in particular. Instead, they embody the sane and normal order 
  of the universe. Creatures who systematically break the laws of 
  physics may find themselves haunted by physic elementals that 
  were offended by their actions. For example, a powerful undead 
  may find himself haunted by time elementals who are offended 
  by his defiance of the ravages of time, while a spell-slinging 
  spellcaster may suddenly face hordes of energy elementals, furious 
  at his blatant disregard for the laws of energy preservation. The 
  rigid and harsh physic elementals hate the wispy and capricious 
  emotion elementals and attack them on sight, usually fighting to 
  the death.
  Energy	Elemental
  Energy elementals are the subtle masters of the powers and 
  interactions that control the natural world, but in a rage they can 
  wreak unspeakable havoc. These creatures appear as roughly man-
  shaped hazy masses of light and darkness that range from blinding 
  flames and lightning to delicate plays of wind and shadow. Their 
  movement is constantly accompanied by ominous but harmless 
  crackles, buzzes and hums. Energy elementals usually hunt 
  powerful sorcerers who overly abuse energy through supernatural 
  means. 
  Abilities:
  An energy elemental can heat a non-living object within 20m up 
  to 2500 degrees Celsius, which causes most things to catch fire 
  or melt. It can also freeze objects down to –250 degrees, which 
  causes most matter to become very fragile and take double damage 
  from physical attacks. If applied to armour or weapons held by a 
  living creature, this inflicts 1 point of damage per Combat Round 
  to the relevant hit locations as long as the item is in contact with 
  their flesh. An elemental can apply this ability to itself, making 
  any physical contact with it painful and deadly. Objects cool or 
  
  9
  thaw back to their normal temperature at the usual rate. An energy 
  elemental can also play with gravity within 20m allowing it to 
  increase or reduce an object’s mass (and therefore its ENC) by up 
  to a factor of 10 and arbitrarily alter the direction in which it is 
  pulled. For example, an energy elemental could reduce a suit of 
  plate armour (ENC 12) to a mere tenth of its former load (ENC 
  1.2) or make it a crushing weight of ENC 120, rendering the 
  wearer immobile. 
  An elemental can apply this ability to itself in order to fly or 
  levitate. Energy elementals can also project blasts of damaging 
  energies – this mixed energy automatically exploits any energy-
  based weaknesses the target has, such as a vulnerability to fire.
  Matter	Elemental
  Matter elementals represent all the materials and their various 
  states in the universe. They have absolute control over their shape 
  and hardness but usually choose to appear like massive humanoids 
  whose form and texture swirls and changes according to mood. 
  Any physical aspect of the matter elemental is alterable – it can 
  be as soft as air or as hard as a diamond, as heavy as lead or as 
  light as plush. These brutes are masters over any substance they 
  see and can reshape it with their will alone. As easily as a child 
  can dig in the mud, a matter elemental can turn metal to glass or 
  refill a pillow with rocks. An important limitation of this ability 
  is that the matter Elemental cannot, under any circumstances, 
  alter organic matter (something which cannot be said about its 
  victims’ equipment, clothes or weapons…). Matter elementals 
  have a special loathing for sorcerers who are prone to create things 
  out of nothing or change the properties of materials in impossible 
  ways (the transformation of lead into gold is especially infuriating 
  to them).
  Abilities:
  A matter elemental can permanently change the material of any 
  non-living object within a 10 metre radius into any other, with the 
  limitation that the material’s state cannot change – for example a 
  steel sword will turn to solid ice, not liquid water. However, the 
  object’s state can quickly change due to the temperature of the 
  environment. A sword made of ice will quickly melt, but a sword 
  made of mercury or oxygen will do so with even greater speed. 
  An elemental can also apply this ability to itself and often does so 
  in order to bypass obstacles or gain an unexpected advantage in 
  combat.
  Instead of changing an object’s consistency, the matter elemental 
  can give it a new shape while keeping its mass, state and material 
  the same. If used on armour, it inflicts 1 point of damage to all 
  hit locations covered by the armour unless the target removes 
  the armour in time (requires a successful Athletics test at a -40% 
  penalty). A matter elemental can grow any weapon out if its 
  amorphous body but its favourite is a massive maul-like appendage 
  capable of smashing foes and items alike.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6 
  7
  1-20
  Body
  - /20
  CON
  –
  SIZ
  4 cubic meters
  4 cubic meters
  INT
  3D6+6 
  17
  POW
  4D6+6 
  20
  DEX
  3D6+6 
  17
  CHA
  –
  –
  Combat Actions
  3
  Typical Armour: none
  Damage Modifier
  —
  Magic Points
  20
  Traits: Dark Sight
  Movement
  8m
  Strike Rank
  +17
  Skills: Evade 50%, Lore (Physical World) 100%, Perception 75%, 
  Persistence 80%, Resilience 20%
  Weapons
  Type 
   
  Size 
  Reach 
  Weapon Skill 
  Damage  
  AP/HP
  Energy Ray 
  — 
  — 
  70%  
   
  1D8 
   
   —
  
  10
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  5D6+6
  22
  1–20
  Body
  4/13
  CON
  –
  SIZ
  6 cubic metres
  INT
  1D6+6 
  10
  POW
  2D6+6 
  13
  DEX
  1D6 
  3
  CHA
   
  Combat Actions
  2
  Typical Armour:  Tough Hide (AP 4)
  Damage Modifier
  —
  Magic Points
  13
  Traits: Burrower, Dark Sight, Formidable Natural Weapons
  Movement
  6m
  Strike Rank
  +12
  Skills: Athletics 30%, Evade 40%, Lore (Physical World) 100%, 
  Perception 25%, Persistence 49%, Resilience 65%
  Weapons
  Type 
   
  Size 
  Reach 
  Weapon Skill 
  Damage  
  AP/HP
  Slam*   
  H 
  L 
  50%  
   
  2D8+1D6  
  6/10
  *With one Combat Action a matter elemental can grow any weapon from its body with any configuration it chooses. It often changes 
  the shape and substance of its weapon to avoid or exploit any resistances or weaknesses its opponent may display.
  Time	Elemental
  These strange beings do not have a true physical form but are rather 
  visible as temporal distortions of the area they happen to occupy. 
  Free-willed time elementals hunt for those who defy the effects 
  of time such as undead that never age or mortals who magically 
  restore their youth. Time travellers are especially abhorrent to time 
  elementals and they hunt them in the past, present and future with 
  equal zeal. Since many of the time elementals’ enemies are immune 
  to the ravages of time (which is what called their attention in the 
  first place) they sometimes work in conjunction with others to 
  bring an end to them. Time elementals are the embodiment of the 
  concept of time and as such control the temporal qualities of all 
  creatures and objects in a 10-metre-radius around them. 
  Abilities:
  A time elemental can slow or accelerate time to within a 10-metre 
  radius to a maximum factor of two. If time is accelerated, Strike 
  Ranks and numbers of Combat Actions are doubled and durations 
  (such as spell Durations) expire at double the normal speed. If 
  time is slowed then Strike Ranks and Combat Actions are halved 
  (round up) and all durations expire at half normal speed. Other 
  effects may occur at the Games Master’s discretion. The time 
  elemental can adapt the effect of this ability as it sees fit, slowing 
  some creatures, accelerating some and leaving others untouched. 
  To maintain the ability requires spending a single Combat Action 
  each round. Multiple time elementals cannot stack their temporal 
  manipulation fields. 
  The time elemental can cause creatures and objects to become 
  older or younger by 2D8 years with a touch (although it cannot 
  make a creature disappear either by making it ‘unborn’ or so old 
  that nothing remains).
  Time elementals can move themselves through time at will and can 
  carry objects and creatures with them if necessary to return them 
  to their proper time. However, they will never voluntarily displace 
  someone or something from its ‘natural’ time and no one who has 
  ever used magic to coerce them to do so has returned to report on 
  the success of their experiment.
  
  11
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6 
  7 
  1-20
  Body
  0/20
  CON
  –
  SIZ
  3 cubic meters
  INT
  3D6+6 
  17
  POW
  4D6+6 
  20
  DEX
  6D6
  21
  CHA
  -
  -
  Combat Actions
  3
  Typical Armour: none
  Damage Modifier
  —
  Magic Points
  20
  Traits: Dark Sight, Regeneration*
  Movement
  8m
  Strike Rank
  +19
  Skills: Evade 65%, Lore (Time) 100%, Perception 35%, 
  Persistence 80%, Resilience 100%
  Weapons
  Type 
   
  Size 
  Reach 
  Weapon Skill 
  Damage  
  AP/HP
  Touch   
  — 
  — 
  40%  
   
  Special  
  —
  * A time elemental regenerates one Hit Point per Combat Round.
  Space	Elemental
  Perhaps the weirdest and most counterintuitive of all physic 
  elementals are the space elementals, also known as ‘probability 
  monsters’ or simply ‘paradoxes’. Unlike most beings that 
  simply occupy a certain amount of space at any given time, this 
  incomprehensible monstrosity exists, with a different degree of 
  probability, in many places at any given time. It appears as an 
  infinite mass of blurry images projecting from a single hideous 
  entity whose sight alone can drive lesser men to miserable madness. 
  Space elementals waylay those who move between two points 
  without crossing the space in between (such as via teleportation) 
  and those who summon creatures from other worlds with magic. 
  Their attacks are the most terrible of all elementals for they assault 
  the victim’s very materiality.
  Abilities:
  A space elemental is at many places at the same time, like a thousand 
  blurry mirror images projecting in all directions from a single 
  mind-boggling abomination. It is 99% material where it actually 
  is and 1% less material for each metre away from its true location 
  (called ‘focus’) to a minimum of 0%, where it simply isn’t. Thus, 
  any attempt to hit (or pass through) a space elemental 75 meters 
  away from its true location has 74% chance of missing (check for 
  missing after attack, evade and parry tests were resolved). For area 
  effects use the highest materiality percentage in the covered area. 
  This works both ways, so a space elemental attempting to strike a 
  target which is some distance from its focus has the same chance of 
  missing as the target. A space elemental targets all creatures within 
  100 metres of its focus with each attack, as if all images attacked 
  simultaneously. Fortunately, a single creature can only be attacked 
  once per Combat Action. To other space elementals, a space 
  elemental only exists at its focal location. This means they treat 
  each other as normal creatures that occupy a fixed volume and 
  have no chance of missing each other with their attacks. A space 
  elemental’s attacks do not wound or shatter but rather destroy the 
  victim’s very place in reality. 
  Every organic creature is considered to have 100% materiality 
  and is vulnerable to Space Elemental attacks. Spirits, being non-
  corporeal, are completely immune to Space Elemental attacks but 
  can injure the elemental through Spirit Combat.
  Any corporeal creature that is successfully struck by a Space 
  Elemental loses some of its physical materiality. Damage is dealt 
  directly to either STR, CON, SIZ or DEX – roll 1D4 to determine 
  which. When a characteristic is reduced to zero the victim has 
  ceased to have any material form in space and becomes a spirit, 
  being automatically transported to the spirit plane to begin a 
  new life with the characteristics of INT, POW and CHA, and 
  all skills based on these three characteristics; any characteristics 
  involving STR, CON, SIZ or DEX are lost. The spirit gains a 
  Spirit Combat skill that mimics its physical Combat Style at half 
  the Combat Style’s previous value. The spirit character does not 
  have Discorporate unless he was a shaman and already had Spirit 
  Binding. He may learn the Discorporate skill from another spirit if 
  he can convince it to teach it to him.
  
  12
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  5D6+6
  24
  1-20
  Body
  0/14
  CON
  —
  SIZ
  8 cubic meters at its focus
  INT
  1D6+6 
  10
  POW
  4D6
  14
  DEX
  2D6
  7
  CHA
  —
  -
  Combat Actions
  1
  Typical Armour: none
  Damage Modifier
  —
  Magic Points
  12
  Traits: Dark Sight,  Formidable Natural Weapons
  Movement
  120m
  Strike Rank
  +16
  Skills: Evade 50%, Lore (World) 100%, Perception 65%, 
  Persistence 100%, Resilience 75%
  Weapons
  Type 
   
  Size 
  Reach 
  Weapon Skill 
  Damage  
  AP/HP
  Touch   
  L 
  L 
  65%  
   
  1D8+1  
  Not Applicable
  Emotion Elementals
  Emotion elementals are an opposing group to the physic elementals. 
  While the latter represent the unbending rule of logic and common 
  sense in the universe, the former are the corporeal embodiment of 
  the irrational passions and zeal of the most basic emotions. They 
  are amazingly beautiful and full of verve but also capricious and 
  unpredictable, for such is the way of emotions. Unlike the physic 
  elementals, who exist to punish those who offend the strict and 
  boring laws of physics, emotion elementals outside the control of 
  a spellcaster roam the world aimlessly and spread their emotions 
  wherever possible. Sometimes they choose to serve individuals 
  whom they consider ‘perfect’ (that is, completely driven by the 
  elemental’s respective emotion). 
  Hate	Elementals
  These warlike beings appear like whirlwinds of fire, blades and 
  screams with two hateful eyes burning in the middle of the deadly 
  vortex. They never speak, but always shout and hiss in the most 
  offending tone possible, saying exactly those things that will injure 
  the listener the most. Hate elementals never mean well. Of all the 
  emotion elementals, these are the most damaging and unruly for 
  they are full of senseless abhorrence for all living creatures and 
  objects and will stop at nothing to spread the curse of hatred and 
  vengeance. In rare cases, however, a hate elemental can temporarily 
  pretend to be a friend and loyal servant of an extremely hateful 
  individual (usually one on a pitiless vendetta against a great amount 
  of real or imaginary enemies or a genocidal tyrant that will stop 
  at nothing to achieve his unholy purpose). Its service and advices 
  may appear helpful, but in the end will only lead to defeat and 
  tragedy for all parties involved. Hate elementals despise love (both 
  the pure form of the emotion and the elementals that represent 
  it) and strive to turn great and noble love into loathing, betrayal 
  and bloody murder whenever possible. The hate elemental is the 
  most dangerous and powerful of the emotion elementals, capable 
  both to inspire rage and violence and to inflict terrible pain with 
  its foul touch. 
  Abilities:
  Any living, sentient creature speaking or merely listening to a hate 
  elemental must succeed in an opposed Persistence against the hate 
  elemental’s Influence or become filled with so much wrath and 
  loathing for the world that he or she will attack the nearest creature 
  and continue to fight for a number of Combat Rounds equal to 
  the hate elemental’s POW. Using this ability precludes any other 
  actions on behalf of the elemental. A creature possessed by a hate 
  elemental will begin to secretly despise his most beloved individual 
  (usually spouse, friend or liege) and plot his or her downfall with 
  the aid of the hate elemental’s terrible cunning and vast experience. 
  This treason may manifest in many forms but is always surprising, 
  subtle and deadly A hate elemental’s touch can fill a creature with 
  overwhelming self-loathing and shame, causing him to immediately 
  strike himself with the weapon he presently carries. This does 
  damage just like a normal attack and can take place even if the 
  creature has already expended all his Combat Actions this round.
  If one is using the Passion rules from Elric of Melniboné or RuneQuest 
  Empires, then a Hate elemental can automatically transform one 
  Love into a Hate if the Opposed Persistence/Influence test is lost 
  by the character. As a further action the elemental can also increase 
  a Hate passion by a number of percentiles equal to the elemental’s 
  INT+POW.
  
  13
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+6 
  17
  1-20
  Body
  0/26
  CON
  -
  SIZ
  9 cubic meters
  INT
  1D6+12
  16
  POW
  4D6+12
  26
  DEX
  3D6+6 
  17
  CHA
  3D6+12
  23
  Combat Actions
  3
  Typical Armour: none
  Damage Modifier
  —
  Magic Points
  26
  Traits: Life Sense, Dark Sight
  Movement
  6m
  Strike Rank
  +17
  Skills: Evade 70%, Influence 70%, Lore (Hatred) 100%, Perception 75%,
  Persistence 70%, Resilience 35%
  Weapons
  See description above.
  Love	Elementals
  These beautiful creatures usually appear like pinkish-blue clouds 
  of shimmering pixie-dust and colourful ribbons that slowly drift 
  over the ground. Various objects that bring comfort and good 
  memories flow within this mellow mist, ranging from a child’s first 
  teddy bear to the face of a beloved. These objects are only illusions 
  however, and quickly dissolve into nothingness if removed from 
  the elemental’s body. Perhaps the most complex and mild of all 
  elementals, the love elemental represents a vast array of gentle 
  emotions and concepts that include devotion, attraction, sacrifice, 
  forgiveness, respect, friendship and anything else that can be 
  associated with love. Unbound love elementals are often drawn to 
  areas where there is much hate and repulsion and act to restore the 
  bonds of love that once existed there; a love elemental may help a 
  loyal lover to gain his beloved’s heart when the odds seem hopeless 
  or resurrect friendship ruined by cruel circumstances.
  Except for hate elementals, who act to upset their delicate plans 
  with brute force and unprovoked malice, love elementals have no 
  enemies and never harm living creatures, even in self defence.
  Abilities:
  Any living, sentient creature speaking or merely listening to a love 
  elemental must succeed in an opposed Persistence against the love 
  elemental’s Influence test or become unable to employ violence 
  for any purpose for a number of Combat Rounds equal to the 
  elemental’s POW. Using this ability precludes any other actions 
  on behalf of the elemental. Acts or threats of violence directed at 
  the pacified creature break the spell. A love elemental possessing a 
  creature can cause it to fall in love with or befriend any creature 
  in sight. This love can manifest in many ways, depending on the 
  possessed creature’s preferences and personality; physical attraction, 
  unwavering devotion or simple helpfulness are the most common 
  expressions but jealousy, lust and possessiveness are also possible 
  (especially in creatures who were violent or evil to begin with). 
  Causing a person to fall in love with someone does not guarantee 
  that this momentary inflammation will evolve into full-fledged 
  love or friendship or even that it will not turn to hatred later. 
  This ability costs the love elemental 10 MP and can only be used 
  on one target per day.
  If one is using the Passion rules from Elric of Melniboné or RuneQuest 
  Empires, then a Love elemental can automatically transform one 
  Hate into a Love if the Opposed Persistence/Influence test is lost 
  by the character. As a further action the elemental can also increase 
  a Love passion by a number of percentiles equal to the elemental’s 
  INT+POW.
  
  14
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D6
  4
  1-20
  Body
  0/17
  CON
  -—
  —
  SIZ
  3 cubic meters
  —
  INT
  1D6+18
  22
  POW
  3D6+6 
  17
  DEX
  3D6 
  11
  CHA
  5D6+6 
  24
  Combat Actions
  3
  Typical Armour: none
  Damage Modifier
  —
  Magic Points
  17
  Traits: Life Sense, Dark Sight
  Movement
  6m
  Strike Rank
  +17
  Skills: Evade 85%, Influence 95%, Lore (Love) 100%, Perception 45%, 
  Persistence 65%, Resilience 45%, Sing 60%
  Weapons
  See description above.
  Sorrow	Elementals
  Sorrow elementals appear like insubstantial, vaguely humanoid 
  ghosts that slowly and mournfully drag their weak and fragile 
  bodies over the ground while murmuring words of depression and 
  melancholy to themselves. Although sombre and gloomy, there is 
  some degree of gothic beauty to these avatars of misery and many 
  poets and bards consider them the best muses for their sublime 
  art. Powerful individuals are fond of sending sorrow elementals 
  to their loved ones’ funerals to make sure that all guests will truly 
  be overcome by grief. Sorrow elementals take an opportunity to 
  whine pathetically and complain of their woes, which can quickly 
  get on the nerves of even the most merciful or patient of men, let 
  alone those in an already bad mood. They hate happiness and joy 
  and strive to turn them into sadness by contriving some sort of a 
  disaster that will leave as many people mournful and broken as 
  possible. However, not being particularly clever they usually fail 
  miserably and become even more depressed. Sometimes, a sorrow 
  elemental will attach itself to an especially jovial couple or group 
  of friends and kill their joy with heartbreaking stories of anguish 
  and despair. Sorrow elementals hate joy elementals but rarely act 
  against them due to their listless and apathetic nature.
  Abilities:
  Sorrow elementals are not violent, but often provoke others to 
  attack them and fight half-heartedly in self defence. The very 
  presence of the sorrow elemental creates an oppressive atmosphere 
  in a 10 metre radius that ruins good moods and drives already 
  depressed people to desperate actions. The longer a creature spends 
  in the company of a sorrow elemental the worse his mood becomes 
  (see table below). This may lead sentient creatures to harm 
  themselves or even attempt suicide. For every ten minutes spent 
  in a sorrow elemental’s company, a creature must succeed on an 
  opposed Persistence against the sorrow elemental’s Influence test 
  or to have his mood worsen by one stage. A fumble on this check 
  causes the creature to move two stages down. Once a creature 
  reaches the suicidal stage it loses any desire to live and begins to 
  try to kill itself. Creatures possessed by the sorrow elemental also 
  radiate this effect. In this case the possessed creature’s Influence 
  +10% is used instead of the sorrow elemental’s Influence. Mood 
  ruined by the sorrow elemental improves at the rate of one stage 
  per hour. Upon losing its last hit point, the sorrow elemental utters 
  such a hopeless and tragic monologue about its own death that 
  it causes all creatures in a 2 metre radius to immediately move 
  one mood stage down. The creature that slew it moves two mood 
  stages down and stays like that for a number of days equal to the 
  slain sorrow elemental’s POW. 
  Mood Stages
  Most characters and creatures have a mood stage of 1D3+4 
  (Content, Happy or Jubilant). Determine this randomly or assign 
  a value according to recent circumstances.
  1. Suicidal
  2. Depressed
  3. Sad
  4. Annoyed
  5. Content
  6. Happy
  7. Jubilant
  8. Euphoric
  
  15
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D6
  4
  1-20
  Body
  0/13
  CON
  —
  —
  SIZ
  4 cubic metres
  —
  INT
  2D6 
  7
  POW
  2D6+6 
  13
  DEX
  1D6
  4
  CHA
  — 
  —
  Combat Actions
  2
  Typical Armour: none
  Damage Modifier
  —
  Magic Points
  13
  Traits: Life Sense, Dark Sight
  Movement
  6m
  Strike Rank
  +6
  Skills: Evade 35%, Influence 95%, 
   Lore (Mood) 100%, Persistence 25%
  Weapons
  See description above.
  Joy	Elementals
  Joy elementals appear like large boxes wrapped in flamboyant 
  metallic sheets and tied with dozens of vividly colourful ribbons. 
  They scurry around amusingly on hundreds of little caterpillar-like 
  legs, constantly bumping into people and objects but rarely doing 
  any actual damage. Inside these boxes, one can find whatever he 
  wants most at the moment – a bottle of fine wine, a pair of new 
  shoes or even a beautiful and willing companion. However, these 
  gifts are only semi-real and evaporate into pink gas if taken 10 or 
  more metres from the joy elemental. Uncontrolled, joy elementals 
  can be harmful and even dangerous since their powers to please 
  can distract even the most serious people from important tasks and 
  quests. Jealous spellcasters often send these beings to paralyze their 
  rivals’ research by turning it into a happy but unproductive party 
  or divert their enemies from their quests. Sometimes, pleasure is a 
  more powerful weapon in the arsenal of evil than crude violence. 
  Joy elementals despise sorrow elementals and destroy them on 
  sight, for which the latter are probably grateful.
  Abilities:
  Surprisingly, joy elementals are rather aggressive when shunned 
  or faced with unbreakable sadness and may resort to non-lethal 
  violence if their target is loath to enjoy themselves. Joy elementals 
  are literally full of wonderful surprises, ranging from delicious 
  food and drink to cute kittens and full-sized promiscuous 
  humanoids. The sole limitation for what surprises can sprout from 
  these lively boxes is that it cannot be directly harmful. So, while 
  alcohol and greasy food are possible, weapons will never appear. 
  A single joy elemental can bring forth up to 20 gifts at a time. 
  Unfortunately, this wonderful quality has a dark side effect – with 
  every additional gift taken it becomes harder to resist the next. 
  A creature that wishes to leave a joy elemental’s company must 
  succeed on a normal Persistence test with a –10% penalty applied 
  for every gift taken (maximum –50%). However, since the food 
  and drink provided by the joy elemental are real, this may not 
  result in the reveler’s death from hunger or thirst, merely the waste 
  of his (possibly crucial) time. The joy elemental’s touch removes all 
  pain, fatigue and worries from the target and fills his or her heart 
  with pleasure and content, restoring 1 hit point to the target’s most 
  wounded location and moving it one mood stage up (as per the 
  Mood Stages table, earlier).
  
  16
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+6
  17
  1-20
  Body
  0/17
  CON
  —
  —
  SIZ
  6 cubic meters
  —
  INT
  1D6
  4
  POW
  3D6+6 
  17
  DEX
  1D6 
  4
  CHA
  —
  -
  Combat Actions
  1
  Typical Armour: none
  Damage Modifier
  —
  Magic Points
  17
  Traits: Life Sense, Regeneration*
  Movement
  8m
  Strike Rank
  +4
  Skills: Acrobatics 30%, Dance 65%, Evade 30%, Influence 65%, 
  Lore (Joy) 100%, Persistence 5%, Perception 70%, Sing 65%
  Weapons
  See description above.
  *A joy elemental regenerates one Hit Point per Combat Round.
  
  17
  CAMEL SPIDERS
  Many old and  forgotten  things  lurk  in  the deserts of the world, 
  long-buried by the sands until some careless explorer  disturbs  the 
  wrong  rock.  Haunting these forsaken places are a wide variety of 
  dangerous beasts – some natural, some magically created, some a 
  mixture of both. Some of these are intentional guardians, some 
  are just animals looking for a home.  It  is not known which  of 
  these  categories  the  camel  spider  falls  into, but  since  the  first 
  reports  of  these  vicious  arachnid predators have  reached  the ears 
  of desert  settlements, they seem to be spreading with remarkable 
  speed. The  camel  spider  is  a  spider  approximately  twelve to 
  eighteen  inches  across with  a  supernatural  turn of speed  and  an 
  anaesthetic  venom. They lay their eggs in living creatures, which 
  wander far and wide before the young finally chew their way out 
  to the terminal detriment of the host.
  Camel Spider Venom
  Application: Injection
  Onset Time: Instant
  Duration: 1D3 hours
  Resistance Time; One Resistance roll
  Potency: 65
  Conditions: Paralysis
  Antidote
  Howl
  While running at top speed a camel spider can make an eerie, 
  ululating howl like the scream of an approaching banshee.  This 
  often unnerves people and spooks animals, requiring Ride or Drive 
  by	Laszlo	Cook
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D3+2  
  4
  1-20
  Body
  0/4
  CON
  2D6  
  7
  SIZ
  1  
  1
  INT
  8
  8
  POW
  2D6  
  7
  DEX
  2D6+6  
  13
  CHA
  2  
  2
  Combat Actions
  3
  Typical Armour: None
  Damage Modifier
  —
  Magic Points
  —
  Traits:  Poison, Howl, Egg-laying
  Movement
  18m
  Strike Rank
  +15
  Skills:  Evade 50%, Perception 50%, 
      Persistence 25%, Resilience 25%, 
      Stealth 75%
  Combat	Styles
  Bite 50%
  Type 
   
  Size 
   
  Reach 
   
  Damage  
   
  AP/HP
  Bite       
  S 
   
  T 
   
  1 plus poison 
   
  As for Body
  
  18
  rolls to keep control of steeds or draught beasts.  Camel  spiders 
  often  begin  howling  as  they run  away  from  the  site of  an 
  attack,  causing  animals infested with their eggs to run away from 
  the spider’s chosen hunting ground.
  Egg-Laying
  When a camel spider injects an enemy with poison it can also 
  deposit eggs in the wound. A camel spider can only do this once 
  every few days. Make a Persistence roll for the spider; if successful, 
  then the spider is capable of egg-laying on this attack.  If  the venom 
  takes effect  there  is  no  chance  that  the  victim  will  notice the 
  eggs  without  a  serious  cleaning  of  the  wound. A successful First 
  Aid or Healing roll can find and remove eggs from a wound. Once 
  implanted,  the  eggs  grow  to maturity over  the next 1D10+20 
  days, causing one Hit Point of damage to  the  infested  location 
  every  five  days.  These  Hit Points  cannot  be  recovered  while  the 
  eggs  remain –  the  infestation becomes obvious  if  the affected Hit 
  Location reaches 0 or fewer Hit Points. When the baby spiders burst 
  forth (treat as large, but otherwise normal spiders) the Hit Location 
  suffers an automatic Major Wound.
  
  19
  Cutting Edge
  RuneQuest II’s dynamic combat system gives players and Games 
  Masters a wealth of options to spice up physical conflicts. These 
  new mechanics are based on years of personal observations and 
  experience of armed combat, where fighting is not just a matter 
  of blithely pounding on someone – but rather utilising tactics to 
  disable them with minimum risk to yourself.
  Previous editions of the RuneQuest rules have basically modelled 
  combat so that characters throw flurries of attacks that strike 
  random locations. Not only was this somewhat unrealistic but it 
  was also fairly bland. Attempting to fight intelligently by disarming 
  foes or targeting vulnerable locations, incurred skill penalties, 
  making it a risky gamble. 
  What we have done with RuneQuest II is splice tactics into normal 
  combat by granting them as a bonus for achieving a better level 
  of success over your opponent. Thus there are no penalties for 
  attempting to trip or disarm your enemy; the chance to do it is 
  free and occurs regularly!
  Two of the most important refinements to RuneQuest II combat 
  are Combat Styles and Manoeuvres. Whilst the base rules allow 
  Player Characters full access to these exciting options, they can 
  be used in even more imaginative ways when using RuneQuest for 
  particular settings or genres.
  The following sections cover alternative applications of the core 
  rules to enhance the study and use of combat in your campaign.
  Condensing	Combat	Styles
  Combat Styles have been introduced to reduce the number of 
  skills needed to become a competent fighter. Previously it required 
  two separate skills to learn sword and shield fighting, whereas 
  two-handed axe fighting only needed one. To fix this bias, each 
  weapon in a combined form no longer requires a separate skill to 
  master them. Instead all weapons in the combination are treated as 
  a single skill, called a Combat Style. 
  Thus a character that normally fights with Spear & Shield can 
  now use his style to fight with both together, the spear singularly, 
  or even just a shield; something born out in historical fighting 
  manuals where students were trained to adapt if one of their 
  weapons was lost or broken.
  This concept can be taken further however. Games Masters who 
  wish to de-emphasise combat so that their players spend more 
  Improvement Rolls on non-combat skills, can bundle together 
  a range of weapon forms under a single Combat Style. To be a 
  proficient warrior throughout history required learning a large 
  number of diverse weapons. So allowing a Combat Style to cover 
  all of a profession’s expected weapon forms saves a lot of skill points! 
  A Janissary character for example could be granted the Janissary 
  Combat Style, covering the use of musket, bow, axe, sabre and shield.
  Examples for other settings could be:
  Ubiquitous City Militia – Halberd, Club, Dirk, Crossbow
  Rightness Army Hoplite – Two-Handed Spear, One-handed Spear, 
  Hoplite Shield, Short Sword 
  Pictland Savage – Bow, Buckler, Handaxe, Club
  Mouser’s Sailor thieves – Sling, Sword, Dagger, Thrown Dagger
  Sengoku Period Samurai – Yumi (bow), Yari (spear), Katana, 
  Naginata, Musket
  Granbretanian Beast Mask warrior – Flamelance, Sword, Shield
  To keep the bookkeeping easier, the base Characteristics of a 
  condensed Combat Style involving both melee and missile weapons 
  remains as STR+DEX.
  Skill Restricted Manoeuvres
  The list of combat manoeuvres in RuneQuest II covers most options 
  possible in battle. Since these are fundamental aspects of fighting, 
  the default rules allow characters to freely select any manoeuvre 
  save those tied to specific weapon types.  
  Although this allows a great deal of flexibility, some Games 
  Masters may wish to limit the number of manoeuvres known 
  by a Player Character according to the value of their Combat 
  Style. The rate characters can assimilate new techniques depends 
  on the campaign but a suggested value is one new offensive and 
  defensive manoeuvre per 20% possessed in the Combat Style. 
  This allows a character to dynamically evolve, learning new 
  techniques as their skill improves.
  by	Pete	Nash
  
  20
  Using this method of progression adds additional roleplaying 
  depth, representing as it does the limited range of tricks and 
  tactics known by a particular tutor, school or cult. For example the 
  Gloranthan cult of Humakt might teach initiates a fighting style 
  based on mobility and finesse, using the manoeuvres Bleed, Bypass 
  Armour, Choose Location, Disarm Opponent and Trip Opponent. 
  Whereas the cult of Babestor Gor in the Holy Country may 
  teach axe maidens the more brutal offensive manoeuvres of Bash 
  Opponent, Bypass Parry, Damage Weapon, Maximise Damage and 
  Sunder.
  Consequently, opponents from particular cults or schools can 
  be given their own distinct feeling in combat, adding to the 
  atmosphere and incidentally encouraging player commitment to 
  a particular organisation.
  Games Masters can even rename manoeuvres to make them 
  more applicable to the setting. An Elric campaign using the seven 
  high forms of Melnibonean sabre combat might rename Impale 
  as Arioch’s Claw and Disarm Opponent to Xiombarg’s Spite for 
  instance.
  The newtling guide looked nervously at Rurik Runespear. ‘Be careful 
  bright one, for the troll has secrets stolen from Zorak Zoran and knows 
  the trick of Shadows Cloud Eyes (Blind Opponent) and Pointy Death 
  from Afar (Impale)’.  Rurik laughed disdainfully ‘That little trollkin 
  runt? We shall see how he fares against Yelmalio’s Thrust of Second 
  Coming (Repost). Besides, what can he do with that little spear..?’
  Schools and their Secret Techniques
  Another fun aspect of the RuneQuest II rules encourages the teaching 
  of Heroic Abilities by cults, schools or ancient masters. Many of 
  these revised abilities allow warriors to perform superhuman feats 
  akin to those immortalised in Asian wuxia and chanbara genres, 
  from inflicting awesome knockbacks to parrying missile weapon 
  attacks without a shield.
  Whilst learning such semi-mystical abilities in Glorantha usually 
  requires a HeroQuest, locating tuition in other less-magical settings 
  can be an epic series of adventures itself – be you a Fremen adept of 
  the weirdling way who wishes to learn the Poison Immunity ability 
  of prana-bindu, or a travelling shugyōsha (questing samurai) testing 
  himself with single combat against famous swordsmen in order to 
  discover the Duelist talent.
  Fighting based Heroic Abilities are powerful, reserved for those 
  who have shown commitment to the tutor or his organisation. Few 
  schools or guilds possess the knowledge of more than a couple of 
  Heroic Abilities, granting them an additional sense of uniqueness 
  and importance. Many Gloranthan sub-cults could be based on a 
  single ability discovered by the cult hero. The Orlanth sub-cult of 
  Mastakos for example may know the HeroQuest granting Defiant 
  Leap, allowing initiates to perform incredible jumps in combat, 
  either to flank enemies or augment their weapon damage.
  Since such abilities are so potent, they are often cult or school 
  secrets, never revealed to outsiders on pain of retribution. This can 
  be the perfect basis for adventures, such as the oriental trope of 
  rival students enrolled in the same martial arts school, battling it 
  out between themselves to see who is more worthy of inheriting 
  the master’s secret techniques. Keeping these abilities confidential 
  from spies, wandering challengers, or rival schools can be very 
  entertaining.
  Terminus Est
  Hopefully this article has shown how easy it is to adapt the 
  core RuneQuest II combat rules for a multitude of genres and 
  settings. They are a rock solid foundation for just about anything 
  your imagination can come up with and Games Masters are 
  enthusiastically encouraged to create their own Combat Styles, 
  Manoeuvres and Heroic Abilities to plug into the framework.
  Your RuneQuest May Vary!
  
  21
  DOWN THE HATCH!
  Taverns and roadside inns have long been a mainstay of fantasy 
  roleplaying games – as have drinking games with wild-eyed 
  barbarians who are convinced they can drink you under the table. 
  Accepting such challenges – or celebrating a little too hard at the 
  end of an adventure – is not without consequences. Presented 
  here are rules for all things alcoholic and drunken in games of 
  RuneQuest: from flagons of ale to Uz Liquor, you will find 
  everything you need to deal with mood swings, toilet breaks and 
  fearful hangovers. Cheers!
  The Effects of Alcohol
  Though the end of results of drinking too much of any alcoholic 
  beverage may seem the same – falling over, sleeping in alleyways, 
  a troll-sized hangover – there are in fact a number of important 
  differences. Beyond the fact that various brews can be more or 
  less potent, each type of alcohol can induce a specific sort of 
  drunkenness. Certain drinks can even produce effects that, given 
  the right situation, might be beneficial. What is more, the various 
  types of mood and drunken outlook that these drinks produce 
  can offer some fantastic opportunities for roleplaying. From the 
  sophisticated intoxication of one soused on expensive wine to the 
  brooding sullenness of the vodka drinker, there are different species 
  of drunkards. Each has his own habits and unique behaviour. 
  by	Carl	Walmsley
  Intoxication
  As a character succumbs to the effects of alcohol, he acquires levels 
  of Intoxication. These are similar to levels of Fatigue, inflicting 
  penalties on a character’s co-ordination and mental capacity, and 
  may eventually result in him passing out. 
  Queasiness
  Once a character has acquired three levels of intoxication, there is a 
  chance he will start vomiting. The character must pass a Resilience 
  test or be physically sick. Though this is unlikely to endear him 
  to his companions or host, it does have the beneficial effect of 
  immediately reducing his Intoxication level by one.
  Nausea
  A character who has acquired four levels of Intoxication is quite 
  likely to experience uncontrollable vomiting. He must pass a 
  Resilience test with a –20% penalty or start throwing up. This 
  immediately reduces his Intoxication level by one. Note that if a 
  character’s Intoxication level rises and falls (as he begins to sober 
  up and then continues to drink), he must check for the effects of 
  Queasiness and Nausea each time he acquires three or four levels 
  of Intoxication. 
  Intoxication Levels
  Level of Intoxication
  Effects
  Sober
  None
  Tipsy
  -5% penalty on all skill tests involving DEX.
  Merry
  -10% penalty on all skill tests 
  involving DEX. Strike Rank suffers a –1 penalty. 
  Drunk
  -20% penalty on all skill tests involving DEX. –10% penalty on all skill tests involving INT. 
  Strike Rank suffers a –2 penalty. Queasiness. 
  Smashed
  -30% penalty on all skill tests involving DEX or INT. –20% 
  penalty on all other skill tests. Strike Rank suffers –4 penalty. Nausea.
  Unconscious
  Character passes out. He will reawaken naturally once his Intoxication level falls below 
  Unconscious. 
  
  22
  For example, Larina reaches three levels of Intoxication after 
  her first few drinks. At this point, she must check the effects of 
  Queasiness. Luckily for her, she passes her Resilience test. After 
  an hour, her Intoxication level drops to two as her body begins to 
  sober up. Larina, however, continues to drink, acquiring another 
  level of Intoxication. As this takes her back to three levels, she must 
  once again check the effects of Queasiness. 
  What’s your poison?
  Despite the fact that most characters will willingly seek out inns 
  and taverns, alcohol is not exactly health food – in fact, it is a toxin 
  that the body tries very hard to eliminate. Accordingly, the rules 
  for alcohol are based on those which deal with poison. Each type 
  of alcohol includes an entry that describes its specific potency and 
  conditions. Note that there is no Application category for alcohol 
  as it assumed that it will always be ingested. In addition, there is no 
  ‘Duration’. A character’s body is able to naturally remove one unit 
  of alcohol each hour (see Sobering Up). In addition, various types 
  of drink contain different amounts of alcohol. This is represented 
  by ‘Measures’. For each Measure, a character must make an 
  Opposed Resilience test versus the relevant Potency in order to 
  ignore the effects of the drink. This means that a single dose of 
  certain drinks can inflict more than one level of Intoxication. 
  For example, Gerthat quaffs a flagon of mead – a drink containing 
  two Measures with Potency 45. He makes two Opposed Resilience 
  tests, succeeding with one but failing the other. He therefore 
  acquires one level of Intoxication. Had he failed both tests, he 
  would have acquired two levels. Should a Games Master wish to 
  introduce a generic unit of alcohol, the following information 
  should be used:
  Name: ‘Alcohol’
  Onset Time: 2D10 minutes
  Potency: 50
  Conditions: 1 level of Intoxication
  Measures: 1
   
  Individual Resistance
  A character’s size and physical condition can have a significant 
  impact on the amount of alcohol he can drink before he starts 
  to feel the effects. Accordingly, characters with particularly high 
  SIZ and/or CON are entitled to a number of re-rolls per drinking 
  session to ignore the effects of drinking too much. A single 
  Intoxication Test may only be re-rolled once, however, and the 
  result of the second roll must always be taken. The following table 
  sets out how many re-rolls characters are entitled to:
  Combined SIZ  and CON Number of Re-rolls
  25 or less 
  None
  26 – 30 
  1
  31 – 35 
  2
  36 – 40 
  3
  41 – 45 
  4
  46 – 50 
  5
  51+ Special – 
  creatures this large and hardy may 
  re-roll every Intoxication test.
  Fearless Resolve
  It has long been a practice of those going into battle to seek a 
  little Dutch courage. A few stiff drinks can dull the nerves of 
  those preparing to fight and help them to overcome their fears. A 
  character who acquires two or more levels of Intoxication whilst 
  psyching himself up for a fight may attempt to dispel his fears in 
  an alcoholic haze. The character should make a Persistence test 
  with a +5% bonus for each level of Intoxication. If successful, the 
  character enters a sort of battle trance which serves to shield him 
  from the horrors he may be about to experience. The character’s 
  Fatigue level is considered two less than it actually is, he receives 
  a +10% bonus on all Resilience tests to ignore the effects of an 
  injury, and he inflicts an additional 1D2 damage in melee combat. 
  In addition, such a character – whilst not immune to fear – is far 
  less likely to break in the face of the enemy. When a character leaves 
  this alcoholic battle trance – which occurs when he no longer has 
  two or more levels of Intoxication or when there is a lull in the 
  fighting – he loses the benefits of Fearless Resolve and immediately 
  acquires an extra level of Fatigue. Note that a character in a battle 
  trance suffers all the normal penalties for drunkenness: just because 
  he feels invincible does not mean he is actually any more skilful in 
  combat. 
  You’re So Funny! 
  It is a strange fact that drunks finds other drunks amusing – alcohol 
  certainly helps people to relax, often allowing them to get along 
  better and to discuss matters in a way which makes them feel they 
  are really connecting. Of course, for those who are not under the 
  influence of drink, the self-perceived charming drunk is often an 
  irritating loudmouth. All CHA based skill tests between characters 
  whose Intoxication levels are the same or only one apart, receive a 
  +10% bonus. However, such tests involving characters with two or 
  more levels of Intoxication between them receive a –10% penalty. 
  For example, Brentwin has been in The Silver Eel for a few hours 
  now, acquiring three levels of Intoxication (Drunk). He attempts 
  to regale other drinkers with the tale of the time he broke into a 
  nobleman’s house and ended up spending the night with the man’s 
  wife. One of the listeners is also Drunk, another is Merry and 
  two are Tipsy. When resolving the Opposed Influence test to see 
  whether Brentwin’s story entertains those listening, he receives a 
  +10% bonus with the first two patrons, but a –10% penalty with 
  the other pair. His rakish charm and somewhat over-enthusiastic 
  laughter might endear him to fellow drunks but is likely to 
  convince others he is a buffoon. 
  Drinking Competitions
  The rules in this article can be used to play out all manner of 
  drinking competitions. Common examples include games where 
  the loser is forced to down a drink. Everything from cards to 
  juggling has been adapted over the years. Games where the loser 
  will find it increasingly difficult to compete (as his co-ordination 
  and the ability to react quickly diminish)  seem especially popular. 
  These games usually continue until someone passes out or vomits. 
  Characters with a low Resilience skill should expect to fare poorly 
  in such games, whereas those with a high skill (especially if coupled 
  
  23
  with a high CON and SIZ) should be able to drink for several 
  hours before suffering any ill effects.
  Drinks
  Below is a list of beverages that characters can expect to find in 
  most drinking establishments. Each entry assumes a character is 
  imbibing the standard dosage for each particular drink - a flagon 
  of ale, a pint of beer, a shot of whisky, and so forth. Games Masters 
  and players alike can use the descriptions of the moods brought 
  about by the consumption of each drink as a guide to roleplaying 
  characters who are under the influence. 
  Gift of the Gods
  Some cultures believe that ale has magical properties, others that it 
  is a gift from the gods. For characters who grew up in such places, 
  and believe this to be the case, one level of Intoxication – and only 
  one level – bestows a +5% bonus on all magical skill rolls. 
  Beer
  Onset Time: 4D6 minutes
  Potency: 50
  Conditions: 1 level of Intoxication, Anger, Lascivious 
  Measures: 2
  Perhaps the world’s oldest alcoholic beverage, beer is produced 
  using malted barley, hops, water and yeast.
  Anger
  Characters who acquire three or more levels of Intoxication whilst 
  drinking beer are likely to become short-tempered and irritable. 
  They receive a –10% penalty for all CHA based skill tests and are 
  generally more prickly. 
  Lascivious 
  All drunks suffer from questionable decision-making, but beer 
  induces a particular type of lascivious behaviour. A character with 
  three or more levels of Intoxication from beer regards all members of 
  the preferred sex as having CHA 3 points higher than they actually 
  do. Their behaviour is also generally more sexually aggressive. 
  Cider
  Onset Time: 3D8 minutes
  Potency: 50
  Conditions: 1 level of Intoxication, Addled Brain
  Measures: 2
  Addled Brain
  Excessive consumption of cider rots the brain. Each time a character 
  acquires four or more levels of Intoxication whilst drinking cider, 
  he should roll a percentile die. If the result is lower than his current 
  INT, he permanently loses one point of INT. A character may use 
  a re-roll due to high SIZ and CON to try to avoid this effect. 
  Mead
  Onset Time: 5D6 minutes
  Potency: 45
  Conditions: 1 level of Intoxication, Mellow
  Measures: 2
  A drink made with honey, water and yeast, mead is often popular 
  where it is difficult to grow grapes. Mead comes in a vast array of 
  forms and tastes, including metheglin (spiced mead) and melomel 
  (mead containing fruit). 
  Ale
  Onset Time: 5D6 minutes
  Potency: 40
  Conditions: 1 level of Intoxication, Gift of the Gods
  Measures: 1 
  An incredibly important drink in any European-like medieval 
  culture, ale is part of the staple diet of most non-wealthy people 
  – it is safer than drinking water and is usually cheap to buy. As 
  alcoholic drinks go, it tends to be quite weak, in no small part 
  because of the regular watering down which occurs in many 
  establishments. 
  
  24
  Mellow
  Characters who are Intoxicated on mead tend to become relaxed 
  and easy-going rather than boisterous and loud. 
  Rum
  Onset Time: 2D8 minutes
  Potency: 55
  Conditions: 1 level of Intoxication, Boisterous
  Measures: 1
  A popular drink with sea-faring types, rum is said to lift the spirits 
  and fire the blood. 
  Boisterous
  Those Intoxicated on rum tend to become rather lively and 
  animated. A character with one or more levels of Intoxication from 
  drinking rum may ignore one level of Fatigue until such time as 
  he becomes sober. He must then make a Resilience test or acquire 
  an additional level of Fatigue. Many a sea captain, wary of inciting 
  disturbances within his crew, elects to water-down rum before it is 
  served. Rum that has been diluted in this way is known as ‘grog’. 
  A dose of grog has potency 40, but otherwise has the same effects 
  as rum.
  Vodka
  Onset Time: 2D8 minutes
  Potency: 55
  Conditions: 1 level of Intoxication, Warms the Belly, Melancholy
  Measures: 1
  A hard drink, often chosen by those who wish to get drunk quickly, 
  vodka is popular in cold climates.
  Warms the Belly
  A single shot of vodka, whether it induces Intoxication levels or 
  not, is good for warming the blood. This enables a character to 
  ward off the effects of extreme cold. A +10% bonus should be 
  allowed for Resilience or Persistence tests to remain focused whilst 
  in frigid conditions, to ward off frost bite, or for any similar sort 
  of test.
  Melancholy 
  Characters who suffer Intoxication levels from vodka tend to 
  become very downbeat, often moping over their drinks and 
  lamenting the sad nature of the world.
  Whisky
  Onset Time: 2D8 minutes
  Potency: 55
  Conditions: 1 level of Intoxication, Gift of the Gab 
  Measures: 1
  Gift of the Gab 
  Characters with two or more levels of Intoxication from whisky 
  seem to acquire a talent for tale-telling. These inebriated raconteurs 
  receive a +10% bonus on Influence tests which involve anecdotes 
  or the spinning of yarns. 
  Wine	(Cheap)	
  Onset Time: 5D6 minutes
  Potency: 50
  Conditions: 1 level of Intoxication, Sore Head
  Measures: 1
  Sore Head
  Excessive amounts of any kind of alcohol can result in some 
  unpleasant after-effects, but cheap wine has a way of inflicting 
  hangovers that make the sufferer wish he was dead. When checking 
  for the effects of a hangover, a character who has acquired levels of 
  Intoxication from cheap wine must make an additional Resilience 
  test to determine whether he drops down any levels of Fatigue.
  Wine	(Expensive)
  Onset Time: 5D6 minutes
  Potency: 50
  Conditions: 1 level of Intoxication, Sophisticated Drunkenness 
  Measures: 1
  Sophisticated Drunkenness
  Acquiring one or two levels of Intoxication from expensive wine 
  results in a particular kind of suave drunkenness. Rather than 
  succumbing to the traditional boisterousness of inebriation, the 
  character benefits from a more refined style of light-headedness. 
  This change can be roleplayed out with flamboyant style – a taste 
  for delicacies, appreciation of art and fine culture, and a hankering 
  for more fine wine. Characters seeking to pass themselves off as 
  members of  a higher station should find their efforts to do so aided 
  by a few glasses of expensive wine. A +10% bonus on Influence tests 
  may be used to represent a character’s alcohol-assisted refinement. 
  However, characters that overdo it, and acquire three or more levels 
  of Intoxication, lose this benefit and become caricatures of their 
  formerly refined selves – too verbose, too courtly to be believable. 
  Unusual Drinks
  Duck	Nip
  Onset Time: 7D6 minutes
  Potency: 30
  Conditions: 1 level of Intoxication
  Measures: 1
  This unusual concoction, described by some humans as tasting 
  like water from a millpond, is only mildly alcoholic. Perhaps due 
  
  25
  to the diminutive stature of Ducks, this mild drink is their tipple 
  of choice. Presenting a jar of Duck Nip as a gift before negotiating 
  with a Duck is considered an act of admirable courtesy. Characters 
  that do so should receive a +5% bonus on Influence tests which 
  occur thereafter. 
  Dwarven	Water	
  Onset Time: 3D6 minutes
  Potency: 60
  Conditions: 1 level of Intoxication, Fires the Blood
  Measures: 2
  Despite its name, Dwarven Water is nothing of the kind. In fact, it 
  is an extremely potent form of alcohol brewed from a fungus-like 
  vegetable which thrives in mountains and underground caverns. 
  Known variously as Thunder Ale, Mountain Brew and Deeping 
  Beer amongst the different Dwarven tribes, all are essentially the 
  same drink.
  Fires the Blood
  Characters who acquire two or more levels of Intoxication from 
  Dwarven Water gain a feeling of strength and power. Many dwarves 
  believe it is the blood of the earth itself flowing through them. 
  Such characters gain the benefits of Fearless Resolve, outlined 
  above, without any need to pass a Persistence test. 
  Lamia	Elixir	
  Onset Time: 6D6 minutes
  Potency: 55
  Conditions: 1 level of Intoxication, Hypnotic 
  Measures: 1
  Brewed using methods similar to those employed in the fermentation 
  of wine, Lamia Elixir also contains a number of rare herbs. It is 
  these which imbue the drink with its soporific qualities. 
  Hypnotic
  For each level of intoxication acquired from drinking Lamia Elixir, 
  a character suffers a –5% penalty on Opposed Influence tests and 
  on Opposed Persistence tests to resist a lamia’s gaze attack. 
  Spirit	
  Onset Time: 1D6 minutes
  Potency: 70
  Conditions: 1 level of Intoxication, Eternal Drunkenness, Ghostly 
  Sight
  Measures: 3
  This is perhaps the strongest alcohol known to man or beast. In 
  fact, its intoxicating effects are so potent as to last beyond the grave. 
  Brewed using a rare magical fruit called phantalus, Spirit tends to 
  be used only during religious rituals associated with contacting the 
  dead. 
  Eternal Drunkenness
  A character who falls unconscious as a result of drinking Spirit must 
  immediately pass a Resilience test or die. Should the latter occur, 
  the magical properties of the drink ensure that the character’s ghost 
  remains inebriated for all eternity. Such unfortunates are known 
  as drunken shades and invariably plague the living with their 
  intoxicated behaviour.
  Ghostly Sight
  A character with three or more levels of Intoxication acquired 
  from drinking Spirit is able to see creatures from the spirit world 
  as though Spirit Walking. In addition, he receives a +10% bonus 
  on any Persistence tests to resist possession. Shaman who gain 
  three or more levels of intoxication also gain a +10% to their Spirit 
  Walking skill.
  Uz Drinks
  Glorantha’s trolls are notorious for their incredible alcoholic drinks. 
  Here is a selection of some of the better known ones.
  Drive	Careful	Wine
  A sour-smelling, syrupy concoction made from a variety of 
  plants with small lumps of insect detritus floating on the thick, 
  brown, crusty head. The drink tastes fabulous to trolls but ghastly 
  to humans; a Resilience roll is immediately necessary to avoid 
  gagging. 
  Onset Time: 1D6 minutes
  Potency: 30
  Conditions: 1 level of Intoxication
  Measures: 1
  The Potency of Drive Careful Wine is only 30, but its effects stay in 
  the body for ever. Every mug of the stuff should be recorded by the 
  character. Once the Potency drunk exceeds a character’s Resilience, 
  violent stomach spasms ensue and sickness is inevitable; only calm 
  and peaceful songs, along with a successful Healing test by a caring 
  colleague bring any relief. Skill reduction due to drinking it is 
  permanent, not temporary.
  Old	Rotgut
  A purple, frothy ale made from berries, it is surprisingly palatable 
  to humans but extremely strong by ale standards. Continuous 
  consumption turns the teeth permanently pink.
  Onset Time: 2D10 minutes
  Potency: 45
  Conditions: 1 level of Intoxication, Agony, Anger
  Measures: 2
  Agony
  The first drink of Old Rotgut causes 1D6 points of damage to the 
  abdomen immediately, unless a Resilience test is successfully made.
  
  26
  Powzie
  A garlic and cinnamon scented fortified wine that is yellow and 
  frothy. It is served in large glasses or goblets containing about 20 
  measures. 
  Onset Time: 2D10 minutes
  Potency: 60
  Conditions: 1 level of Intoxication, Special
  Measures: 1
  Powzie does not have the usual inebriating effects; instead, the 
  drinker matches his Resilience against the powzie’s potency in an 
  Opposed test. Failure causes 1 point of damage to the drinker’s 
  head hit location. Each swallow increases the drink’s Potency by 
  5%, making it increasingly harder to resist the damage; it is not 
  uncommon for Healers with copious amounts of healing magic to 
  be on-hand during powzie drinking sessions.
  Skullbuster
  The yellow crust, flecked with pieces of chewy, unidentifiable 
  red bits, conceals a thin, brown liquid that smells of stale 
  tobacco and red capsicum. Elf skin is rumoured to be used 
  in its preparation. It tastes reasonably good, and trolls enjoy 
  it for the numbing effect it has on their weak eyesight and 
  keen hearing, which is a pleasant sensory combination for 
  them. Drinking skullbuster is the same as drinking Ale, but 
  keep note of how many mugs are drunk. Next day, the INT 
  Characteristic is reduced by that number, in addition to the 
  residual effects of the night before. A Persistence test can be 
  made every hour, with each success restoring a point of INT. 
  If the drinker sups enough skullbuster to reduce INT to zero 
  or less, he lapses into a coma that only healing magic can 
  alleviate.
  Prices
  These are the standard prices that characters can expect to pay 
  for alcoholic beverages. These prices can vary dramatically, 
  however, according to the quality of the premises where they are 
  purchased, along with other factors such as availability of the 
  product locally. For instance, a community located near a large 
  dwarven settlement may have better access to Dwarven Water, 
  forcing down the price. 
  Drink
  Cost by Area
  Wilds
  Rural or Small Town 
  Large Town 
  Small City 
  Large City
  Ale
  2 LB 
  2 LB 
  1 CP 
  1 CP 
  2 CP
  Beer
  1 CP 
  1 CP 
  2 CP 
  2 CP 
  4 CP
  Cider
  1 CP 
  1 CP
  2 CP 
  2 CP 
  4 CP
  Mead
  1 CP 
  1 CP 
  1 CP 
  2 CP 
  4 CP
  Rum
  -
  1 CP 
  1 CP 
  2 CP 
  3 CP
  Vodka
  -
  1 CP 
  1 CP 
  2 CP 
  3 CP
  Whisky
  -
  1 CP
  1 CP 
  2 CP 
  3 CP
  Wine (cheap)  
  -
  2 LB 
  1 CP 
  1 CP 
  2 CP
  Wine (expensive)
  -
  -
  5 SP 
  5 SP 
  5 SP
  Duck Nip 
  -
  -
  -
  1 SP 
  1 SP
  Dwarven Water 
  -
  -
  3 CP 
  5 CP 
  1 SP
  Lamia Elixir 
  -
  -
  -
  1 SP 
  2 SP
  Spirit
  -
  -
  3 CP 
  5 CP 
  5 CP
  Uz Drinks 
  -
  2 CP 
  4CP
  4 CP 
  6 CP
  
  27
  Mixers
  Many drinks, most notably spirits, can be taken with a mixer 
  such as water, cordial or sugardew - a sweet, lemony concoction. 
  This has the effect of diluting the alcohol and thereby reduces the 
  Potency by 10.
  Letaureau	Rouge
  There is one particular mixer, popular amongst the young men of 
  certain cosmopolitan cities, which serves to keep fatigue at bay, 
  allowing drinkers to continue carousing through the night. A 
  dose of Letaureau Rouge, taken with alcohol, reduces a character’s 
  Fatigue level by 1. However, when the character determines the 
  effects of any hangover (see Sobering Up), the character must 
  make an additional Resilience test to determine whether he drops 
  down any levels of Fatigue.
  Cocktails
  Cocktails are combinations of drinks, both alcoholic and non-
  alcoholic. To determine the effects of such concoctions, one should 
  add together the Measures of all the separate drinks. The Potency 
  is equal to the highest Potency of the drinks used to make the 
  cocktail, plus 10. For example, Rudgar mixes a dose of Vodka, a 
  dose of rum, some Dwarven Water and a splash of cordial to create 
  the renowned cocktail, a dwarven hammer. The total number of 
  Measures in the drink is 4 (Vodka (1) + Rum (1) + Dwarven Water 
  
  28
  (2) = 4). The potency is 70 (Dwarven Water (70) + 10 (cocktail) 
  -10 (mixer) = 70). 
  Food
  Characters wishing to avoid some of the effects of alcohol may 
  elect to eat a meal whilst they are drinking. Doing so entitles a 
  character to ignore the first failed Resilience test to determine 
  whether he acquires any levels of Intoxication.
  Toilet	Breaks
  One hour after a character acquires his first level of Intoxication, 
  he must make a Resilience test to see whether his bladder is still 
  coping with the demands of a night out. If successful, he need not 
  test again for an hour. As soon as a character fails a test, he finds 
  that he needs to use the toilet. He must now test every ten minutes 
  to see whether or not he needs to go again. This persists until an 
  hour after the character stops drinking alcohol. 
  Sobering	Up
  Each hour, as the alcohol in a character’s system is cleaned out, his 
  Intoxication level is reduced by one. However, it is quite likely that 
  a character will continue to drink as his body is trying to purify his 
  system – therefore, he will have to keep track of the rise and fall of 
  his Intoxication level, as he downs drinks and his body does its best 
  to keep him upright. For example, Hetlal downs a single flagon of 
  ale at the start of a night at The Easy Lady. In doing so, he acquires 
  one level of Intoxication. One hour after he downed this drink, his 
  body will reduce his Intoxication level by one, potentially sobering 
  him up. However, Hetlal presses on immediately with a pint of 
  beer which increases his Intoxication level to three. If he stops now, 
  it will take three hours before he completely sobers up. 
  Hangovers	
  Once a character who has acquired levels of Intoxication sobers up, 
  he may find that he is left with a hangover. In game terms, this is 
  represented through Fatigue. The character must make a number of 
  Resilience tests equal to the highest Intoxication level he acquired. 
  Each failed test results in the character dropping down one level of 
  Fatigue. A character who drops down several levels of Fatigue has 
  likely suffered alcohol poisoning and severe dehydration.
  Fatigue acquired through heavy drinking is recovered in the same 
  way as normal.
  If a character falls asleep before he sobers up, it is only when 
  he wakes that he should determine the effects of any hangover. 
  Therefore, a character cannot get hideously drunk and expect to 
  completely sleep off the effects. Note that tests for hangover-related 
  Fatigue are only made when a character sobers up – if he elects to 
  stay drunk, he may avoid the effects of a hangover for some time.
  Characters	Who	Pass	Out
  A character who falls unconscious due to excessive drinking 
  may, upon waking, suffer any of the following effects that the 
  Games Master deems appropriate: temporary blindness, memory 
  loss, mysterious wounds, food cravings or blackouts. Basically, a 
  character who gets this drunk is fair game for whatever mischief a 
  Games Master cares to devise!
  Emergency	Measures
  Sometimes a character needs to sober up in a hurry. Certain 
  concoctions, many of which contain questionable ingredients, 
  or a sudden shock can help a character clear his head. Inflicting 
  damage on a character or exposing him to a sudden surprise will 
  immediately reduce his Intoxication level by one. The sort of 
  surprise required for this jolt of adrenaline would be the threat of 
  immediate danger to himself or a loved one. A ‘sobering-up’ potion 
  can be rustled up by any character who passes an Easy (+40%) 
  Alchemy or Healing test, and has access to a stocked kitchen. Such 
  concoctions also reduce a character’s Intoxication level by one, but 
  multiple concoctions have no further effects.
  
  29
  DRUIDS
  By	Tim	Bancroft.
  Druids are the enigmatic nature-worshippers of the European 
  Celtic and pre-Celtic cultures. They were renowned as doctors 
  by the Romans who encountered them, frequently feared and 
  almost always respected. Druids are sometimes seen as shamans, 
  are sometimes associated with Stonehenge, and modern romantic 
  imagery portrays them as powerful, hermit priests of nature. Their 
  powers are mysterious, they commune with nature, they can heal 
  and, above all, they provide unerringly accurate advice. Their 
  reputation is such that druids are frequently regarded as having 
  incredible magical abilities. Here can be found rules to enable you 
  to place these magical, wonderful characters into your RuneQuest 
  campaigns. Drawing on history, romance and fantasy these 
  guidelines and sample characters provide a solid background for 
  playing druids, or for your players to encounter…
  Which Druid?
  One of the ranks of druids was a highly respected, aristocratic rank 
  called the filid, judges or magistrates who also acted as priests or 
  seers but who were most concerned with the law. It is a sign of 
  the power of these judges that as kingship died out as a function 
  their cultural descendants, the appointed vergobrets (or ‘Chief 
  Magistrate’), became the key person in a Celtic tribe or community. 
  The filid could be male or female, such as the Irish judge, Brigh, 
  and they were frequently assisted by other, lesser druids. 
  The people we know as bards were both respected advisors on the 
  oral law and were keepers and creators of lays and stories. Bards 
  were the guardians of the rich mythology, oral poetry and stories 
  of their culture. Taliesin is one of the more well-known bards from 
  the stories we still know. 
  There existed another rank, the vates, sometimes translated as ovates 
  or soothsayers. Some reports state they used the ritual sacrifices 
  of purified victims to determine the outcome of important events 
  under the direction of the more senior druids. Rulers frequently 
  employed all three of the main ranks of druids as advisors and 
  speakers of the law. In the rest of this article we will refer to the 
  various ranks of druids as Druids, Bards and Filids. The word 
  ‘druids’ will be used to refer to the order as a whole. The vates, 
  or soothsayers, can be seen as inferior Druids. The nature religion 
  for which the druids acted as guardians venerated a wide range 
  of natural elements, not just individual plants, including certain 
  groves, hill-tops, streams and lakes. In addition to the respect for 
  nature, the Celts had a strong belief in the afterlife and a form 
  of reincarnation. Removing the head of a dead person, however, 
  ‘sealed’ them in the afterlife, which led warriors to remove the 
  heads of their enemies to stop them coming back to attack them. 
  In the following sections the Celtic culture skills can easily be 
  adapted to reflect your own campaign cultures.
  Skills
  Each rank within the hierarchy focuses on a particular area of study 
  and lore. A Druid focuses on philosophy, theology, astronomy 
  and the higher arts of magic. In contrast, a Filid has exceptional 
  oratorical and diplomatic skills and an unsurpassed knowledge 
  of the law. A Bard not only has skills in music, public speaking 
  and entertainment but also in the mythology and history of his 
  people: Bards were artists, able to build unforgettable lays both 
  the entertainment and for the praising the accomplishments of 
  those they served. The Druid has exceptional First Aid, Heal, 
  Lore (Regional), Lore (Law) and Survival skills. In addition Craft 
  (Infusions) should be high. Skills in Oratory are low, but the ability 
  to Influence a chief is high. Above all, the Druid’s knowledge with 
  Lore (Druid Theology) should be unsurpassed and he must have 
  a very good Lore (Law) skill. Finally, a high Stealth skill and some 
  basic skills with quarterstaff and dagger are appropriate.
  A Filid is an aristocrat and judge, as well as a religious leader. Not 
  only should he have exceptional Lore (Law), but also Lore (Druid 
  Theology) to help lead his believers in worship. Given his role as a 
  public speaker, Oratory skills must be excellent, though Influence 
  less so and as the law is also bound up in history and cases Lore 
  (History) is useful. Much of their other skills could come from 
  experience, perhaps including Riding and sword and shield 
  Combat Styles. Of course a Bard must have superb communication 
  skills and preferably speak several languages. As guardians of myth 
  and legend, his Lore (History) must be better than any Druid or 
  Filid, and his Lore (Law) must also be solid in order to support 
  his function as advisor to chieftains and kings. Play Instrument 
  and Sing should also be good to enable them to act in their role 
  as entertainer. Whilst they would have some skill in Lore (Druid 
  Theology), their major gift apart from history and law would be 
  bringing knowledge of other places to the communities they visit: 
  Lore (World) should also be high.
  
  30
  Magic
  A Druid should be the master of nature magic, a Bard be aware of 
  a wide range of lesser magic, and a Filid master of little except that 
  which helps him with his task of magistrate and judge. Though 
  there were druidic schools and a single, huge and isolated temple 
  may reflect such a school, it is more likely that most trainees were 
  apprenticed to a single, experienced druid to learn their craft. In 
  RuneQuest terms, this would limit their access to spells to those 
  known by their master. Druid magic was not just tied to nature, 
  however: some were said to be able to drive people insane, others 
  the ability to fly and still others had the ability to conjure storms. 
  All these additional abilities are readily supported by the magic 
  systems in RuneQuest.
  A druid may also opt to become a shaman by taking the skills 
  of Spirit Walking and Spirit Binding as part of his skill choices. 
  Druids are not known by the name of shaman but their abilities 
  and function are identical. Typically a spirit magic focused druid 
  communes with nature and animal spirits but does not bind them; 
  hence no druid will ever have a fetch, but he is likely to have 
  established alliances with local nature spirits so that he can call 
  upon their powers when necessary.
  Druids do not learn sorcery but have no particular dislike of it and 
  may even view the practice with curiosity.
  Common	Magic	Spells
  Summon Beasts
  Instant, Magnitude 3, Range 3 miles
  If in the wild (and not underground or in a city), the druid can 
  summon an animal of size 12-20 such as a small bear, forest 
  leopard or Fell-wolf, or a pack of 1D3+1 smaller animals, such as 
  wolves, if they are pack animals, or a small herd of 2D3+1 herd 
  animals. These will perform a simple task commanded by the 
  summoner providing he can both communicate with them and 
  persuade them to do so, though such attempts receive a +20% skill 
  modifier on the persuasion checks (whichever skill is used). The 
  beasts summoned will not commit suicide. 
  The beasts must move normally to appear before the caster of the 
  spell. If the caster moves, the beasts will go to the location where 
  the spell is cast. Once the task is complete, the effect wears off. If 
  there are no such creatures within the area of the spell then the 
  spell cannot be cast. If overcharged, the range increases by 50% for 
  each Magic Point invested into the spell (so a caster with a POW 
  of 16 who casts Summon Beasts with two Magic Points will be able 
  to summon a beast within 160m – 16*5 + 40m*2). To determine 
  what sort of creatures may be in the area which are suitable for 
  such a summons, the characters should make a Lore(Animal) skill 
  check.
  Legendary Abilities
  Beast Speech
  Requirements: Lore (Animal) 90%; Integrated Beast 
  Rune; Lore (Druid Theology) 90%
  Cost: 10 hero points
  Beast Speech gives the you the ability to talk to the animals you 
  encounter and communicate effectively with them. It is of most 
  use when asking questions about things the animals have seen or 
  encountered and Games Masters must be careful what information 
  is passed on by animals. For example, a wolf is likely to see a lone 
  human as a puzzling anomaly, an animal away from his pack, 
  obviously ill and therefore fair prey; the wolf is unlikely to be able 
  to form a conjecture as to why the human was there. You may use 
  your normal interaction skills (Influence, Oratory, and so on) on 
  any animals you can speak to, although the Games Master may 
  assess penalties based on relative intelligence and outlook.
  Forest Ally 
  Requirements: Lore (Animal) 100%; Integrated Beast 
  Rune; Lore (Druid Theology) 100%
  Cost: 8 hero points
  You acquire an animal ally from the creatures commonly 
  encountered in your demesne. When you receive the ability you 
  choose the creature you wish as your ally (which you must have 
  had previous contact with) and succeed at a Lore (Druid Theology) 
  check. With success the animal will appear within 2d12 hours; 
  failure means you cannot ally with that creature and must wait 24 
  hours before trying again (which costs you no extra points, just 
  time). The Forest Ally is completely loyal to you and will follow 
  you around at an appropriate distance. It will also guard you and 
  protect you from attackers, but will not attack any who are not 
  apparently hostile to you. If your Forest Ally can bear your weight 
  it will allow you to ride it or will allow you to put it to harness. The 
  Forest Ally will not willingly leave your proximity except to hunt 
  or drink. If you know Beast Speech you can ask your Forest Ally to 
  perform tasks for you. Its bond with you allows it to understand 
  you as a human would, and it responds to requests as a devoted 
  companion. If your Forest Ally dies, you can approach another 
  
  31
  creature after 24 hours and attempt to make it an ally just as if you 
  had just received the ability
  Potions	and	Poultices
  Anyone can use these rules if they have the appropriate skills. They 
  are presented here within a druidic context, but the mechanics are 
  setting-independent.
  A Druid not only has an excellent awareness of the plants and 
  animals around him, but is also taught how to develop these 
  plants into useful medicines using his Craft (Infusion) skill. The 
  potions and poultices brewed and prepared by a Druid are used to 
  supplement his magical capabilities and his Healing and First Aid 
  skills. In addition, he can brew and make poultices and medicines 
  which speed the healing process. The process for making a potion, 
  lotion, poison or poultice is as follows:
  • The Druid must spend time searching for ingredients in an 
  environment with which he is familiar. After an hour he may make 
  a Lore (Regional) check, with possible modifiers depending on 
  the richness of the region. If the check is successful, he has found 
  enough basic ingredients (leaves, roots, stems, fruit and similar) for 
  a single Craft (Infusions) check.
  • The Craft (Infusions) check takes an amount of time dependent 
  on the infusion (see below for details) and consumes all the 
  ingredients. On a success, the infusion has been created. On a 
  critical success, you have created twice as much of the infusion 
  (or double the number of doses) as you were aiming for. On a 
  critical failure, you have created… something. It’s actual properties 
  are up to the whims of the Games Master. Druids do not sell 
  their infusions, using them to help their local community for 
  contributions to the upkeep of the local shrine or for service. 
  Storing Ingredients 
  Gathered herbs and ingredients can be stored and preserved for 
  up to 3 months using a further Lore (Plants) or Craft (Regional) 
  check, but must otherwise be used within a week of being gathered.
  Preparing/Brewing
  When he has the relevant equipment such as a mortar/pestle for 
  grinding, a knife for cutting and peeling, a cooking pot and fire or similar 
  simple equipment, the Druid can attempt to prepare the infusion. This 
  is achieved with a Craft (Infusions) check, modified by the complexity 
  of the preparation he is making. Because of the complexity of the 
  process, the normal skill bonuses for taking extra time are halved, while 
  the skill penalties for doing it more quickly are doubled. A herbalist 
  can brew up to five sets of ingredients simultaneously providing he 
  deducts 10% from the success chance for all preparations for each set of 
  ingredients (so three sets of ingredients can be prepared simultaneously, 
  for example, at a –30% chance on each).
  Antidotes
  A Druid can also craft antidotes which must be drunk before the 
  poison is imbibed, ingested or otherwise delivered. Each antidote 
  lasts for 1D6+2 hours and gives a 20% bonus to the imbibing 
  character’s Resilience check. Each additional percentage bonus 
  subtracts from the chance of making the brew by twice the bonus 
  (so a 30% Antidote, +10% above normal, forces a dice modifier 
  of –20%). On completion of the preparation, there is enough 
  antidote for two applications.
  Medicines
  A herbalist can brew potions, lotions, poultices (or salves and 
  ointments) which assist with the healing process, helping to recover 
  hit points or helping the character recover from disease. A poultice or 
  ointment works on a single hit location, whilst a healing potion must 
  be imbibed and works on all hit locations simultaneously. A potion 
  can only be taken once per day and, whilst the effects of a poultice or 
  ointment can only be felt once per day, a separate poultice/ointment 
  can be applied to each damaged hit location. Potions to help resist 
  the effects of a disease work in a similar fashion to Antidotes. The 
  skill modifiers and bonuses for each type of healing medicine are 
  given in  the Healing Infusion Skills Modifier Table. Other potions 
  can be brewed which restore characteristic points, or can assist in 
  fighting disease in a similar fashion to Antidotes, giving bonuses to 
  the Resilience or Persistence skill check required to fight the disease. 
  The skill modifiers are provided in the Antidote/Cure Preparation 
  Skills Modifier Table. 
  For all medicines a single set of ingredients produces a single 
  potion or two poultices or ointments. ‘Magic potions are not part 
  of the Druids stock in trade, though a Spellcharged item with the 
  Heal spell is often one of the first tools a suitably be-runed druid 
  will create.
  Healing Infusion Skills Modifier Table
  Hit Points 
  Restored
   Poultice Skill 
  Modifier
  Potion Skill 
  Modifier
  1
  +20% 
   -40%
  2
   0 
  -80%
  3
  -20% 
  -160%
  4
  40% 
  -320%
  Antidote/Curative Infusion Skills Modifier Table
  Resilience/Persistence Bonus
  Skill Modifier
  +20% 
  0
  +30% 
  -20%
  +40% 
  -40%
  Healer’s and First Aid Kits
  A Druid can replenish First Aid Kits and Healer’s Kits by gathering 
  materials and preparing them as above. At the end of the process, 
  a Druid can replenish the supplies in two First Aid Kits or a single 
  Healer’s Kit.
  The	Druidic	Cult	
  This is not focussed on a single god but provides a reason and 
  structure for a druidic civilisation and way of life. As a result, it 
  
  32
  is a mix of a nature or earth/fertility cult and a cult of law. All 
  members of the tribe are automatically Lay Members from birth 
  and are expected to attend the regular festivals held at their local 
  hilltop town (a small site or shrine) or in their local forest shrine. 
  All members are expected to support the Priests and Acolytes in 
  their tasks. Members who are sentenced to excommunication are 
  exiles and outlaws, irrespective of whether or not they have the 
  Excommunicate Divine Spell cast on them.
  Myths
  Druids can be expected to know all the local myths related with 
  their cult, clan and local nature spirits. Assign the cult three core 
  myths:
  How the Region Came to Be (Mythic Resonance 75%)
  How the Gods View the Clam (Mythic Resonance 80%)
  Story of the Spirits (Mythic Resonance 80%)
  Druids are the communicators of these myths to the clan but they 
  follow an oral tradition: druids did not typically write down any of 
  their secrets for fear of theft, and so cult myths will be passed-on by 
  word of mouth rather than through any written record.
  Runes
  Not all druidic cults have access to runes although many will do 
  so. Achieving an affinity with a particular rune may be the focus of 
  quests for the clan or tribe or a personal quest for a lone druid.
  When present a druidic cult will have two of the following runes: 
  Beast, Law, Magic, Spirit
  Nature
  Druidism is a combination of rune and spirit cult with different 
  druids have differing specialities of magic; some will be divine 
  magic practitioners, deriving their power from the ‘old gods’ (such 
  as those of the Celtic pantheon, such as Cernunnos the Horned 
  God), various animal gods, hunting gods and so on. No one god 
  is worshipped and the druidic cult venerates an entire pantheon 
  of gods with divine magic derived from the gods included in the 
  clan or tribes particularly favoured gods. Druids will form a pact 
  with the cult, that pact not focusing on one god but on all of them 
  and establishing a wide-ranging relationship. Pact (Druid) is the 
  name of the pact skill and it functions as any specific pact skill 
  focused on one god. The main difference here is that druids do not 
  call for Divine Intervention; that would be to dishonour the gods 
  and provoke their anger. Instead druids rely on their own magical 
  abilities and depths of faith and skill.
  Spirit magic practicing druids may still form a pact and learn 
  Divine Magic although it may be more common for a druid to 
  focus on spirit worship rather than achieving Divine Magic.
  Organisation
  All ranks of druids are initiate members of the druidic cult. Apart 
  from the Druid School, there are no massive temples, just a few, 
  small woodland glade-shrines which are dedicated to the gods and 
  the spirits of nature. A Druid hermit may live within or on the edge 
  of such a glade, but may live elsewhere, travelling to the glade once 
  in a while to keep it usable. Within villages and hill-top towns there 
  are sites or shrines, easily recognisable as a small, square enclosure 
  with sacred trees planted at the corners or at the gate, probably oak, 
  yew or rowan but each area is likely to have its own, special tree.
  Whilst the Druid School is a Major Temple, it is the only group of 
  buildings recognisable as a temple in the druid cult. Other ‘temples’ 
  are groves of trees or nemeton, square areas with entrances at the four 
  points of the compass with sacred trees placed around it. The grove or 
  nemeton at a hamlet is most likely a very basic site but other groves 
  and nemeton vary in strength depending on the length of time they 
  have been established and the continuing presence of a Druid. Most 
  Druid Groves will are the equivalent of a Minor Temple.
  Ranks
  Trainee and apprentice druids are initiates and some never advance 
  beyond that level. All committed and trained Druids, Bards and 
  Filids are Acolytes at least and lead worship. Filids develop into 
  Lords of the cult, as do the majority of Bards. All Druids become 
  Priests, and the name is often interchangeable, and some Bards 
  progress to priestly status (as does the occasional Filid).
  Worshipper	Duties:	
  Initiates are expected to assist Acolytes and Rune Priests with any 
  duties they have to perform. 
  Common Magic
  The following are Common Magic spells that will be taught 
  at Druid School. They also reflect skills children and youths 
  earmarked for the druidic path will be taught instead of more 
  traditional clan magic.
  Bearing Witness, Beast Call, Bestial Enhancement, Becalm, 
  Cauterise, Clear Path, Darkwall, Detect (Beast, Enemy, Magic, 
  Spirit), Extinguish, Fate, Glamour, Golden Tongue, Mindspeech, 
  Second Sight.
  Higher	Magic
  Divine Spells
  Not all of these spells will be available via the cult and the range of 
  spells will depend on the cult’s focus and what gods are included 
  in the cult’s veneration practices. Typically, though, these spells are 
  the ones divine magic practitioners will be able to use Dedicated 
  POW for:
  
  33
  Alter Target, Amplify, Aphrodisiac, Beast Form, Behold, Bless 
  Crops, Blessing, Clear Skies, Consecrate, Cure Disease/Poison, 
  Dismiss Magic, Eclipse, Evergreen, Excommunicate, Exorcism, 
  Fear, Fog, Heal Body, Heal Mind, Heal Wound, Madness, 
  Meditate, Mindlink, Rain, Regenerate Limb, Soul Sight, Spirit 
  Block, Trial of the Beasts (see below).
  Trial of the Beasts
  Duration 15, Resist (Persistence), Touch
  Typically cast on a witness to an event, infringement or crime, the 
  recipient is surrounded by a circling pack of ghostly, translucent 
  wolves. Should he lie, one of the pack lunges forth to bite him, its 
  insubstantial jaws inflicting very real harm. For every intentional 
  lie told by the target one of the shadowy wolves will bite him in a 
  random hit location for 2 hit points per point of Magnitude. The 
  spell may be resisted using Persistence at a skill modifier of –10% 
  but a successful resistance will be obvious to all as the wolves will not 
  appear. The beast-shades circling the witness need not be wolves but 
  could be any animal applicable to the environment or cult practice.
  Cult Skills: Lore (Regional) Lore (Law), and First Aid. Initiates 
  and higher gain Lore (History), Play Instrument and Sing as cult 
  skills. Acolytes and higher include Healing, Influence, Oratory, 
  Lore (Druid Theology) and Craft (Infusions) on their list of cult 
  skills.
  The cult will also offer training in Spirit Binding and Spirit Walking 
  to those who choose to progress along this particular path.
  Druid Characters
  It is recommended that experienced and fully trained druids 
  should remain Non-player Characters. They can be approached 
  for advice and knowledge, but are unlikely to be found outside 
  their woodland domain. Trainee Druids, Filids and Bards sent 
  on a quest by their mentor could make excellent adventurers as 
  they seek to improve their knowledge of the world around them. 
  Failed or exiled druids can make interesting Player Characters but 
  would be banned from cult training and spells. Whilst on the rare 
  occasion Druids will ask a group of assistants to perform a task, 
  Filids in the service of a ruler are highly likely to hire a group 
  such as the Player Characters for a delicate task or to assist with 
  an investigation. Bards are almost never likely to hire an external 
  group unless in serious need, but may carry news that bears 
  investigating. The following Profession represents a trainee druid 
  at the very beginning of his apprenticeship. His mentor has passed 
  on some of the venerable skills of the druids, but the character is 
  far from an expert. It can also be used for someone who began the 
  druid training but was later failed or exiled.
  Nemeton/Shrine
  Much is conjectural, though it is known that sacred trees were 
  planted in or at the entrances to such shrines, and the entrances 
  had wooden posts with wooden lintels. In many hill-forts the 
  nemeton would have been smaller, perhaps only 10m square. 
  Whilst the inside is relatively clear: Games Masters could add 
  in an altar or a circle of seats or a simple menhir if they wished.
  Profession
  Cultural 
  Background
  Basic Skill Bonuses 
  Advanced Skills
  Trainee Druid Barbarian
  Lore (Regional) +10%, Persistence +10%
  Pick Two
  Craft (Infusions), Healing, Lore (Druid Theology), 
  Lore (Law), Track, Spirit Binding, Spirit Walking, 
  Survival
   
  Pick One
  Druid Combat Style (Sword, Shield, 
  Dagger and Staff) +10%, Influence +5%, 
  Sing +5%, First Aid +5%
  
  34
  GLORANTHAN GOODIES
  By	Bryan	Steele
  Glorantha is a world filled with wondrous and interesting peoples. 
  These peoples are responsible for the creation of a myriad of 
  similarly unique items. From the mysterious Tome of Secrets 
  occasionly found in the possession of the leader of any Knowledge 
  Band to the conical sharpening stones every minotaur keeps to 
  sharpen his horns – Glorantha’s markets and artisans might just 
  surprise an unwary shopper. Each entry gives a narrative description 
  of the item, plus any special rules it might bring to RuneQuest II, 
  its ENC rating (for the purposes of carrying and encumbrance), 
  and its cost. Weapons will have all their relevant statistics provided. 
  Similarly, armour will have its protection rating included as well. 
  Essentially, each item entry covers everything necessary to use the 
  item in a Gloranthan RuneQuest II game.
  Common Gloranthan Items
  The following items are generally easy to find all over Glorantha 
  (with some exceptions), and the prices listed reflect an urban and 
  rather well-populated community. Games Masters should feel free 
  to drop or inflate prices to adapt them to better or more stringent 
  markets.
  Common Gloranthan Items
  Item
  ENC
  Cost
  Archer’s Baldric
  1
  45 SP
  Heraldry Sash
  —
  25 SP
  Questing Log
  1
  250 SP
  Journey Kit
  1
  200 SP
  Marking Stones 
  — 
  10 SP
  Archer’s	Baldric
  This is a stiff bandolier of sorts made of durable leather that has 
  become quite popular with those who have chosen the bow as their 
  weapon. It latches in the front with a double buckle, making it 
  very snug and difficult to dislodge accidentally, but has a grommet-
  bound quiver and wide-mouthed sheath for a bow of ENC two or 
  less to be stored at the ready. Anyone wearing an archer’s baldric 
  can get his bow in hand as a Combat Reaction due to its ease of 
  access.
  Heraldry	Sash
  This simple stretch of fitted fabric and canvas has become 
  particularly popular in the God Learners Empire and with the 
  Wyrmfriends, but also winds around the chests of many smaller 
  sects and factions. Bearing the symbol or heraldry of the cult or 
  culture in question, theses sashes allow a character to announce his 
  loyalties proudly on his chest – or to possibly provide cover for a 
  spy or saboteur.
  Questing	Log
  In the Second Age, with the expansion of the God Learners 
  becoming a danger to all myths other than their own, those 
  adventurers who are capable of written language are encouraged 
  to keep record of their exploits if only to keep the all-consuming 
  Knowledge Questers from gathering it all up. The questing log 
  is a simple leather-bound tome with a wrap-around cover that 
  contains many pages of pressed paper. Although it could be used 
  for any writing purpose, it bears the mark of Wanderers, a supposed 
  blessing to those questing or travelling abroad.
  Journey	Kit
  This is a collection of useful items for travelling adventurers. It is 
  packaged in a leather pouch with individual flaps for each item. 
  It became particularly popular during the years of the Waertagi 
  
  35
  domination over the oceans, as voyagers were found commonly 
  with them. Each journey kit contains two metres of leather cord, 
  a metre of catgut thread, two small canvas patches, five sewing 
  needles, leather oil, two charcoal lumps and a single vial of alcohol 
  (for preventing the infection of wounds).
  Marking	Stones
  Useful for drawing symbols or signs for others to follow, keeping 
  track of underground exploration or simply expressing oneself in 
  bright colours on any hard substance, marking stones are pieces 
  of ground talc or slate that have been packed and dyed different 
  colours. When used on any hard and dry surface, the marking is 
  extremely easy to see, adding a +10% bonus to any Perception skill 
  tests made to notice or read it. Also, if used to mark passageways 
  or directions, marking stones add a +10% bonus to Survival skill 
  tests to avoid getting lost.
  God Learner Empire Items
  Item
  ENC
  Cost
  Dragondirk
  2
  175 SP
  Imperial Token of the Learned
  —
  —
  Tome of Secrets
  2
  250 SP
  Dragondirk
  In the ongoing struggle between the Middle Sea Empire and 
  the EWF there have been many conflicts between Knowledge 
  Quester Bands and dragonewts who have ‘inadvertently’ ended 
  up in the same place at the same time – often in search of the 
  same item or person. These conflicts rarely end truly peacefully, 
  and dragonewt warriors have always had the martial superiority 
  over most God Learner Questers. The scientifically minded God 
  Learners designed a new way of hopefully causing lasting wounds 
  to the draconic soldiers – if only long enough to get away and 
  call upon sorcerer reinforcements. The dragondirk is a long, thin 
  and flat chisel-like dagger with a punching-style, T-handled hilt. 
  It is milled at the perfect angle to lift reptilian scales and dig deep 
  into the flesh beneath. Dragondirks ignore half (round down) of 
  natural Armour Points granted by any form of reptilian scales.
  Size Reach
  Dice 
  STR/DEX ENC
  AP/HP
  Dragondirk
  S
  S
  1D3
  7/9 
  1
  4/4
  Imperial	Token	of	the	Learned
  This is a small round coin, about as large as the base of a common 
  tavern mug, marked with two symbols, one on each side of the 
  coin. One symbol is the crest of the God Learners set against the 
  engraving for Malkion; the other bears a distinct heraldry for 
  one of the esteemed Universities of Learning found throughout 
  the Middle Sea Empire. The token is granted to anyone who has 
  graduated from one of these prestigious schools, and marks him as 
  a higher class citizen of the Empire. 
  There are supposed ‘black market tokens’ that sell for enormous 
  amounts of money, but few would ever risk the wrath of those 
  in charge of the schools by falsely claiming to be one of their 
  graduates.
  Tome	of	Secrets
  Knowledge Bands are well aware that many of the secrets they 
  are gathering would be powerful tools in the claws of the enemy, 
  and have taken great lengths for their far-reaching investigators to 
  safely bring back their findings. The Tome of Secrets is a metal-
  bound book of pressed paper pages with a modest locking hinge 
  (-15% to Mechanisms) that is attached to an ink reservoir built into 
  the covers. Should someone try to pick open a Tome of Secrets and 
  fail by more than 10%, these ink reservoirs will open automatically 
  and ruin 95% of the pages within the book – thereby keeping the 
  Questers’ information secret.
  Dragon Items
  Covered in this section are the somewhat mysterious and odd-
  looking ‘Dragon Items’ that are designed using the visions of 
  Traditionalist dragonewts. Ignoring the use of metal in their 
  construction, all Dragon items are made from stone, wood or – in 
  especially magnificent examples – dragon bone. These items are 
  awkward and strange and look relatively primitive at first glance; 
  they are not, however, and are powerful reminders of the power 
  and ingenuity of the dragonewts. 
  Empire of Wyrm’s Friends Items (Dragon Items)
  The following items are found throughout the Empire of Wyrm’s 
  Friends and the surrounding territories, much to the thanks of 
  Dragonspeaker traders and Converters doing their best to spread 
  the EWF’s influence. These items are commonly found in markets 
  all over Genertela, but rarely outside of the control of a draconised 
  merchant.
  Empire of Wyrm’s Friends Items
  Item
  ENC
  Cost
  Dragonewt Scale Polish
  —
  30 SP
  Sl’sling 
  — 
  25 SP
  Thunderer Hide Cuirass
  3
  400 SP
  War Dragon’s Bandolier
  1
  75 SP
  
  36
  Dragonewt	Scale	Polish
  Dragonewts, especially those who receive audiences with the 
  Original Twelve or their associates, want to look their absolute best. 
  The rigours of combat or even just daily life can leave the natural 
  scales of a dragonewt scuffed, muted and unattractive. Using 
  this salt and vinegar paste in liberal amounts with the help of an 
  attendant or two to rub it in properly, a dragonewt can drastically 
  improve its appearance. With a successful Craft (Stewardship) 
  skill or a base roll INT + CON to use the polish, the dragonewt 
  can add +15% to its Influence skill tests when dealing with EWF 
  loyalists in a pleasing or political manner.
  Sl’sling
  This is actually little more than a common sling made by any other 
  culture, but is made from tanned human, Uz or even dragonewt 
  hide. It is thicker and often bound in rings of wood. There are 
  versions that are attached to the back haft of a drazduma, but few 
  warriors choose to use the ranged implement except for hunting 
  and stealth.
  Thunderer	Hide	Cuirass
  There are times when the dinosaurs of the EWF armies fall to 
  enemy magic or attacks, and the Orlanthi Wyrmfriends are 
  responsible for making sure that the beasts’ bodies are used for 
  resources as best they can. One such way, self-serving as it is, is 
  to make hide armour cuirasses from the fallen Thunderers so the 
  Orlanthis Wyrmfriends can have scales when going into combat.
  War	Dragon’s	Bandolier
  It is difficult for dragonewts to ever find belts and baldrics to 
  fit their scaly and sometimes angular bodies, so they invented 
  the war dragon’s bandolier. The bandolier is actually a series of 
  interconnected leather straps that include a number of small loops 
  and pockets that can carry all of the following comfortably on a 
  normal Warrior dragonewt:
  • 
  One Drazduma or Draconic Longbow with 20 arrows (on 
  back)
  • 
  Any combination of two gami, klanth or utuma (on sides)
  • 
  Any combination of twenty chokin or samarin (all over)
  • 
  100 SP worth of coins (along waist)
  • 
  Any foreign weapon of ENC two or smaller 
  • 
  (on back)
  Orlanthi Items
  Item 
  ENC 
  Cost
  Mannost Tattoo Kit 
  1 
  50 SP
  Mannost	Tattoo	Kit	
  The Orlanthi people are very dedicated to the exploits of their 
  heroes and warriors, marking themselves in all sorts of indicative 
  tattoos that mark their glorious deeds. Swirls and spirals for 
  successful ranged kills, handprints for unarmed victories and 
  sunbursts for overcoming Chaos minions are common. The 
  process is an old tradition called ‘Mannost,’ requiring the telling 
  of the tale to the artist tattooing the Orlanthi in full view of the 
  Tula. This kit includes everything someone would need to perform 
  the Mannost: red and purple inks made from rare herbs and wine, 
  hollow porcupine quills and a tapping bone. It requires the use 
  of the Craft (Tattooing) skill to perform properly, but can leave 
  a lasting mark that Orlanthi will find attractive and honourable.
  Pelorian Items
  Item 
  ENC 
  Cost
  Noble Seal/Signet Ring 
  — 
  500 SP
  Noble	Seal/Signet	Ring
  Every noble bloodline has some form of crest that can be carved in 
  reverse into a signet or seal. These seals are often built into a fine 
  piece of jewellery, an expensive handle or chain necklace. Used 
  by Dara Happans to send messages via courier to one other, the 
  symbols allow for the recipient to put a priority on accepting them 
  – or not. Recognising a unfamiliar noble family or bloodline by 
  its seal requires a Lore (World) skill test (modified as the Games 
  Master sees fit). Also, anything that has been sealed in this way 
  can only be opened by breaking the seal unless arcane methods 
  are used.
  Nomads of the Waste Items
  Item 
  ENC 
  Cost
  Raincatcher 
  4 
  50 SP
  Raincatcher
  Clean and fresh water for the clan and its steeds can be a problem, 
  especially during Fire Season. To combat this some clans collect 
  Ranged Weapons
  Size
  Damage
  Range
  Load
  STR/DEX 
  ENC
  AP/HP
  Sl’sling
  S
  1D6
  50m
  1
  –/11 
  —
  1/2
  Armour 
  AP
  ENC
  Locations
  Thunderer Hide Cuirass 
  4
  2
  Abdomen, Chest
  
  37
  large amounts of rainwater during Storm Season, saving it for when 
  the community needs it. A raincatcher as designed by the High 
  Llama Clan is probably the best tool for this. This raincatcher is a 
  wide sheet of waxed linen that is strung up between three to four 
  stout poles during a heavy rain. The water is caught in a small 
  opening capped with a wooden funnel that pours the water into 
  large clay jugs. A single, five-gallon jug can be filled in less than 
  four hours during the types of rain that happens in Storm Season, 
  with filling times depending on the intensity of the rain.
  Vithelan Items
  Item 
  ENC 
  Cost
  Oaring Pole 
  3 
  100 SP
  Oaring	Pole
  The waters between the islands contain occasional reefs and 
  sandbars and are not always very deep. These obstructions could 
  easily snap the ends off of deep oars, but may also be deep enough 
  that a pushing pole would not reach them. Islander boatmen that 
  travel between the islands often use these three-metre oaring poles 
  to cover both of these roles remarkably well. is the poles are long 
  and stout for pushing off of sandbars and reefs, but also have two 
  flattened ‘fins’ on either side of the haft. Held much closer to 
  the bottom of the pole, they can easily be used as oars in deeper 
  waters.
  Pamaltelan Items
  Item 
  ENC 
  Cost
  Mud Trowel 
  1 
  50 SP
  Mud	Trowel
  The Agimori use the clay-rich mud of the Pamaltelan flats in many 
  of their constructions, sometimes ritually. This item is a common 
  piece of bone or wood that has been carved into a half-moon blade 
  with a short handle often wrapped in leather or fur. The trowel 
  scoops and smoothes clay-mud much easier than a common spade 
  or hand does. Not only does the trowel add +10% to the user’s 
  related Craft skill tests, but it can also serve as a dagger, albeit with 
  a -10% penalty to hit.
  Aldryami Items
  Item 
  ENC 
  Cost
  Pollen Arrow 
  — 
  50 SP
  Pollen	Arrow
  Being accomplished archers as they are, the Aldryami have an 
  interesting way of dealing with threats without resorting to 
  bloodshed. Pollen arrows are normal arrows that have heads made 
  of thin-skinned fungus that explode upon impact in a cloud of 
  a sleep-inducing pollen mixture. Although its non-aerodynamic 
  shape penalises the firer by -10%, any impact releases a two-metre 
  radius cloud of powerful pollen. Anyone caught in the area affected 
  at the point of impact for the 1D3 following rounds must make a 
  Resilience test versus a Potency of 55 or fall unconscious for 1D4 
  hours. The pollen is always sterile, so there is no hope of outsiders 
  ever producing the plants that create the potent ingredients.
  Uz Items
  Item 
  ENC 
  Cost
  Gathering Sack 
  1 
  70 SP
  Gathering	Sack
  The trolls of Glorantha are decidedly voracious eaters and are 
  often happy to catch and devour their prey at the time of meeting 
  it, but this is not always a possibility – especially if they want to 
  bring the prey back to the community. The gathering sack is a two-
  layered leather and canvas sack that can hold up to 25 SIZ worth 
  of animals, especially when battered and broken beforehand. Its 
  ingenious layered design makes any and all Athletics skill tests for 
  Brute Force (used to tear open from the inside) nigh impossible, 
  penalising any rolls from within with -35%.
  Mostali Items
  The following items are just a few of the more common items 
  that may be found across Mostali workshop trading posts and the 
  occasional merchant who has been allowed to barter outside of the 
  Decamony’s influences.
  Mostali Items
  Item 
  ENC 
  Cost
  Glass Kit 
  2 
  200 SP
  Mostalic Claxon
  2
  300 SP
  Spelunking Pads
  1
  150 SP
  Weighted Haft/Blade 
  +2 
  500 SP
  Glass	Kit
  The main toolkit of the Lead Dwarfs, the glass kit contains several 
  small blowing pipes and shaping tongs used in a furnace to blow 
  glass. It also has tins of lead-sand solder for stained glass, and a very 
  efficient glass cutting tool that allows a skilled user to actually cut, 
  chip or shave glass as if it was clay. It is this last magnificent tool 
  that makes the glass kit a favourite of burglars and thieves – who 
  often set the rest of the kit aside as unwanted rubbish!
  Mostalic	Claxon
  The Iron Dwarfs recognise that they are rarely the fastest to respond 
  to a problem on their borders or deep inside the bowels of their 
  strongholds and any head start is helpful. Designed by the Gold 
  Dwarfs, Mostalic claxons are intricately connected cables that 
  monitor doorways and common walkways to alarm bells. Should 
  someone step through a protected area and step or trip upon an 
  unnoticed cable (-15% to Perception to notice) the alarms will ring 
  loudly. A single purchase of this item allows for coverage up to 30 
  metres away, with additional cable running 10 SP per additional 
  five metres. Once triggered, it takes a normal Mechanisms skill test 
  targeting the claxon hub to silence the alarm.
  
  38
  Spelunking	Pads
  Delving down into the depths of old strongholds or expanding 
  into natural mines or caverns can be dangerous. Dwarfs came 
  up with these stout leather elbow, shoulder, wrist and knee pads 
  (which all come in one set) to not only protect the wearer but 
  also to give a much better purchase on certain surfaces. Each pad 
  has several sharpened quartz studs riveted into it, allowing the 
  wearer to grind many surfaces of his body into the walls or floor 
  of a cavern rather easily. Wearing the spelunking pads give a five 
  Armour Point bonus against any damage caused from a fall of less 
  than five metres in height. Additionally, it grants a +10% bonus to 
  Athletics skill tests for climbing in a situation where the wearer can 
  use more than one of the pads to anchor himself.
  Weighted	Haft/Blade
  The Mostali are forced to use their minds to make up for their 
  smaller size. To better combat their inability to get leverage – and 
  therefore more damage – upon their enemies, the Iron Dwarfs 
  discovered the power of hollowing out the haft or blade of their 
  weapons and filling them with an equal amount of iron filings 
  and oil. The fluid carries the weapon remarkably well with the 
  motion of its swing, adding a surprising punch to its strike. Any 
  close combat weapon of ENC two or more can be modified in this 
  way, adding two ENC of weight and removing one Armour Point 
  and two Hit Points. However, when rolling damage, the weapon 
  adds an additional 1D2 points as a bonus modifier.
  Centaur Items
  Item 
  ENC 
  Cost
  Mane/Tail Grooming Kit 
  1 
  50 SP
  Mane/Tail	Grooming	Kit
  Centaurs are remarkably proud of their flowing manes and 
  swishing tails, using them to mark their social status in the herd 
  and to attract new mates. Grooming falls to those beneath the 
  centaur’s station, but when adventuring abroad a grooming kit 
  may be necessary. The grooming kit has a short and long handled 
  brush, a disc of sheen-adding wax and a small number of beads to 
  weave into braids or dreadlocks. Without the kit, it could cost a 
  centaur adventurer upwards of ten silvers just to receive a decent 
  brushing in most communities.
  Hsunchen Items
  Item 
  ENC 
  Cost
  Changing Clothes
  1
  75 SP
  Changing	Clothes
  When taking on the Beast Skin, Hsunchen know that it can take 
  several moments to wriggle free of their clothing – if they even 
  survive the change at all! Crafty Animal-men have come up with 
  a very simple solution. Changing clothes are actually a dozen or 
  more individual pieces of linen that do not actually attach to each 
  other at all, but instead twist and knot in a way that will come 
  apart with a quick shake of the new shape. It takes a single Combat 
  Action to be free of the changing clothes, but upwards of 10 
  minutes to don the clothing again. Although this does nothing for 
  their other gear or armour, many Hsunchen appreciate the ability 
  to shift unhindered.
  Waertagi Items
  The following item can either be found in the hidden communities 
  of refugees and freedom fighters, or perhaps in the shops of the 
  Middle Sea Empire – claimed from the conquered Waertagi that 
  toil away in shoreline camps and villages.
  Item 
  ENC 
  Cost
  Armour Treatment (4 uses) 
  — 
  50 SP
  Armour	Treatment
  Waertagi are constantly in and out of saltwater, and either the 
  splash or spray of the stuff clings to them as often as they can 
  manage it. This makes wearing any kind of metallic armour a 
  problem… were it not for their special armour treatment. This 
  slightly yellowing oil must be carefully rubbed onto all metallic 
  portions of a character’s armour, but lasts for weeks and only smells 
  slightly of squid or whitefish. So long as a character performs the 
  hour long treatment at least once a month, his armour will not 
  suffer any natural saltwater damage.
  Oddities and Other 
  Strangeness
  In Glorantha there are a host of interesting things that might seem 
  odd to an outsider looking in, or in the very least different. Some 
  of these items are considered remarkably magical and are likely the 
  result of sorcery, myth and adventurous deeds. Others could be 
  horribly cursed items that have plagued the world for an entire age. 
  Some are a risky combination of both.
  Klakincz
  Klakincz (pronounced klak-ench) is an ancient Auld Wyrmish 
  word used to describe the glare in the Great Dragon’s eye, and it is 
  rarely a term taken lightly. The item of the same name is a fist-sized 
  chunk of yellow quartz that has a single fossilised drop of the Great 
  Dragon’s blood inside. It is said to bring true luck and prosperity 
  to the Wyrmfriend who carries it, and will be key in the forming 
  of the Dragon once more. Any character carrying the Klakincz is 
  considered to automatically win any Influence skill test against a 
  dragonewt that has yet to achieve its final life cycle stage. Also, 
  the character should have access to several Dragon Magic spells 
  and abilities – even if the character has no idea how this came to 
  be. It is for these reasons that the Klakincz must never fall into 
  God Learner hands, as the myth of the Great Dragon could be 
  shattered forever using it as they would. It is said that the leader 
  of War Dragons has it on him at all times, keeping it close to his 
  heart for safekeeping.
  
  39
  Go for the Eyes
  by	Chris	Longhurst
  Eye Spider
  Although its name conjures unappetising images of eyeball-
  devouring predators, an eye spider is actually no more than a small 
  magical construct much-beloved of assassins, spies and others who 
  need to keep a clandestine watch on a person or area. A versatile 
  creation, the eye spider can also pilfer and carry small objects (no 
  larger than a coin or heavy key) or be loaded with a dose of venom 
  for delivery to an unsuspecting target.
  In its dormant form an eye spider resembles a black sphere of some 
  sort of glassy substance, about the same size as a human eyeball. 
  The eye spider in fact gets its name from the dwarf trouble shooter 
  Gatemborek, who infamously kept one in his empty left eye socket, 
  concealed behind an eye patch.
  When activated, the central sphere extrudes eight spindly limbs of 
  surprising toughness, reaching a diameter of about eight inches. It 
  travels about on these limbs with surprising speed for something 
  so small, can jump a considerable distance and can climb almost 
  any surface. If a liquid is applied carefully to an eye spider in either 
  active or dormant form, the featureless black substance will absorb 
  and store up to one dose of something. Assassins normally use the 
  most potent poison they can  find but in theory the spider can 
  deliver anything from a sedative to a stimulant to a healing potion.
  The liquid dose is delivered using the eye spider’s ninth limb: a 
  flexible,  pointed tendril about six inches long known as its ‘sting’. 
  A successful sting delivers whatever the spider has absorbed or 
  it can be ’milked’ by its owner to retrieve a chemical previously 
  stored. The sting can also be used to take and carry small objects, 
  as an extra limb should one be needed and can even be used for 
  picking locks.
  Each spider recognises only one owner but they adapt to a new one 
  after being kept on their person for a week. Smart people make sure 
  any previous owner is definitely, really dead before carrying an eye 
  spider on their person for such an extended period. A character learns 
  the control spell at its basic level once the eye spider ‘imprints’ on 
  him. This spell works for any eye spider he may come into control 
  of and is improved in the normal manner.
  Special	Qualities
  Construct: An eye spider is not a living being and so is immune 
  to almost all poisons, diseases and other ailments that would only 
  harm organic creatures. It also suffers no further damage once a 
  Hit Location has been reduced to 0 or fewer Hit Points. However, 
  due to its size if a Hit Location at 0 Hit Points is struck, apply the 
  damage directly to the body instead of ignoring it.
  Active/Inactive: An eye spider activates or deactivates at the mental 
  command of its owner. This power operates at any distance. If it 
  is inactive and its owner casts Seeing Eye spider then the spider 
  automatically activates. When it activates the spider does so with 
  care not to damage its surroundings (such as an eye socket) – 
  unless it has been activated by Seeing Eye Spider and the owner 
  wills it to inflict harm.
  If left active while not under the effects of Seeing Eye Spider an 
  eye spider will use its rudimentary intelligence and great mobility 
  to stay out of sight. If its owner dies, the eye spider assumes its 
  inactive state.
  
  40
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D6 
  4
  1-11 
  Body 
  5/2
  CON
  1D6  
  4
  12 
  Sting* 
  5/1
  SIZ
  1
  1
  13 
  Leg #1 
  5/1
  INT
  4  
  4
  14 
  Leg #2 
  5/1
  POW
  1D6  
  4
  15 
  Leg #3 
  5/1
  DEX
  5D6 
  18
  16 
  Leg #4 
  5/1
  CHA
  4
  4
  17 
  Leg #5 
  5/1
  18 
  Leg #6
  5/1
  19 
  Leg #7
  5/1
  20 
  Leg #8
  5/1
  Combat Actions
  3
  Typical Armour:  Magical Composition (AP 5, no penalty)
  *If the sting is not deployed, hits to location 12 hit the body instead.
  Damage Modifier
  –
  Magic Points
  4
  Traits:  Construct, Active/Inactive
  Movement
  6m
  Strike Rank
  +10
  Skills:  Athletics 70%, Dodge 50%, Perception 50%, Persistence 40%, 
  Resilience 20%, Stealth 70%
  Combat Style
  Sting 70%
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP
  Sting 
   
  S 
  T 
  1 + optional poison 
  /-
  The sting cannot penetrate armour. It only has a 50% chance of penetrating normal clothing.
  Common Magic Spell: Seeing Eye Spider
  Casting Time 1, Concentration, Magnitude 1
  While concentrating on this spell, the caster’s visual senses are 
  transferred to those of any one eye spider that he controls. Once 
  the spell is cast it immediately drains an additional amount of MP 
  depending on how far away the eye spider is:
  Distance 
  MP
  Within POW metres 
  0
  Within POW x 5 metres 
  1
  Within POW x 25 metres 
  3
  Within POW kilometres 
  5
  On another plane 
  10
  If the caster does not have enough MP to pay for the range cost the 
  spell reveals which distance category the spider is in, drains all of 
  his remaining Magic Points and ends.
  Once contact has been established, the caster must pay one Magic 
  Point every POW minutes to sustain the spell.
  The senses are those of the caster, so they include any Night Vision 
  or other visual enhancements he has, with the bonus that the eye 
  spider has 360 degree vision. However, the caster cannot use his 
  own eyes at the same time – he is effectively blind.
  The eye spider is fully under the control of the caster for the 
  duration of the spell. He can use any of its skills at their normal 
  percentage and at the Games Master’s option can also use his own 
  skills that require fine manipulation and little strength – such as 
  Sleight or Mechanics – through the spider at -20%.
  One drawback of the spell is that if the eye spider is targeted by 
  mind-affecting magic while it is active, the magic instead affects 
  the mind of the owner. He may make his normal resistance roll to 
  avoid the effects but doing so breaks his connection with the eye 
  spider and he must cast Seeing Eye spider again.
  
  41
  Abyss Puppet
  It has been said that if you gaze too long into the abyss, the abyss also 
  gazes into you. In the case of these unfortunate creatures the abyss did 
  not merely gaze back but plucked out their eyes, crawled into their 
  heads and began wearing them as clothes. Abyss puppets claim their 
  goal is to become ‘exemplary monsters’; although each has their own 
  preferred method, they all exist to spread chaos, horror and suffering.
  Abyss puppets look like normal members of any sentient race 
  except that they have no eyes; in place of their visual organs there 
  are only insubstantial balls of darkness that give off tendrils of 
  shadowy smoke. Abyss puppets with an interest in blending in 
  with society wear blindfolds or claim some sort of sorcery or curse 
  – such things are common enough that the lie can pass.
  No one knows what the original abyss is or was or how it came to 
  infect the minds of thinking creatures. The abyss spreads from 
  creature to creature through the power of the abyss puppets: each abyss 
  puppet is empowered to create more of their own kind by staring into 
  another creature’s eyes and overcoming their will; those with magic are 
  rumoured to know more effective ways of spreading their taint.
  Shadow Sight: An abyss puppet’s eyes of shadow allow it to see 
  perfectly in even pitch darkness. It also cannot be blinded by 
  magic or damage to its eyes. However, an abyss puppet’s eyes are 
  still eyes: it still needs them uncovered to see and it cannot see 
  through obstructions or concealment other than darkness.
  Abyss Gaze: An abyss puppet can create another abyss puppet 
  from a sentient creature by staring into its eyes. This requires a 
  full second or two of sustained eye contact and so is almost useless 
  against someone they are fighting in combat. Once contact has 
  been established, however, the victim  finds that they are unable 
  to look away. They must make Persistence checks at a rate of one 
  per round, staring at their normal score and suffering a cumulative 
  -10% penalty on each subsequent check. The victim is able to 
  take one combat action every time they succeed on a check; this is 
  usually spent on trying to escape or kill the abyss puppet.
  Once a single Persistence check has been failed, the abyss gaze 
  drains 1D6 POW per round it is maintained. The victim is still 
  allowed one combat action per round. Once the victim’s POW 
  reaches 0, they are transformed into an abyssal puppet. If the abyss 
  gaze is interrupted before the victim’s POW is drained to 0, lost 
  POW returns at a rate of one point per hour. It should be noted 
  that the abyss gaze requires eye contact. It does not work on blind 
  people or people who close their eyes before the abyss puppet 
  makes successful contact. It can be interrupted by something as 
  simple as a piece of paper interposed between the puppet and the 
  victim. For these reasons, abyss puppets prefer to corrupt those 
  who are alone and unsuspecting.
  Unholy: Abyss puppets are loathed by the gods and are 
  consequently punished severely by divine magic. They are at 
  -30% to resist divine spells and always take full damage from 
  divine magic. They are also vulnerable to any divine spells that 
  specifically target ‘enemies of the faith’; in essence, abyss puppets 
  are considered enemies of every faith.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  as the original creature
  As for the original creature.
  CON
  as the original creature
  SIZ
  as the original creature
  INT
  as the original creature + 1D6
  POW
  3D6+6 
  17
  DEX
  as the original creature
  CHA
  as the original creature – 1D6
  Combat Actions
  As the original creature
  Typical Armour:  None or whatever is worn.
  Damage Modifier
  As the original creature
  Magic Points
  17
  Traits:  Abyss Gaze, Shadow Sight, Unholy
  Movement
  As the original creature
  Strike Rank
  As the original creature
  Skills:  As the original creature, +10% to Perception, 
  +20% to Stealth and Common Magic at a minimum 
  of 60%.
  Combat Styles and Weapons
  As per the original creature.
        Magic: All abyss puppets can learn and cast Common Magic.
  
  42
  Sorcery Spell: Deliver the Abyss
  Concentration, Resist (Evade or Persistence)
  This spell only works for abyss puppets. When it is cast, a boiling 
  tide of shadows bursts from the caster’s eyes and crashes into 
  the eyes of their victim(s). If the spell is not resisted victims are 
  subject to the abyss puppet’s abyss gaze for as long as the spell is 
  maintained. In addition, the abyss puppet may spend Magic Points 
  to force an additional Persistence test or drain an additional 1D6 
  points of POW per Magic Point spent. The abyss puppet may not 
  spend more than three Magic Points per Combat Round on this 
  and victims do not gain extra Combat Actions from it. Unlike the 
  normal abyss gaze, Deliver the Abyss will force a victim’s eyes open 
  and penetrate any barrier more  flimsy than a solid piece of wood.
  Parasitic Eyeball
  A loathsome creature of Chaos, a parasitic eyeball resembles a 
  normal eyeball – of any size from dog’s eye up to those of an ogre 
  – with a trailing mass of nerves and muscle fibres. These tissues are 
  animated and allow the eyeball to move, squishing along in a trail 
  of clear juices. They are also capable of burrowing into flesh and 
  digging out a cavity for the eyeball to rest in. This is the manner 
  in which parasitic eyeballs are normally found; attached to another 
  creature. 
  Parasitic eyeballs seek out living creatures with blind instinct. 
  When they feel the touch of warm flesh the tendrils immediately 
  latch on and begin digging. The tissues integrate themselves into 
  the host’s nervous system, ensuring that removing the eye is every 
  bit as traumatic as having one of your natural eyes put out. The 
  eye itself settles into its new socket – which could be anywhere 
  on a living creature – and draws an eyelid around itself from the 
  surrounding  flesh. The whole process takes about two minutes 
  and is painful beyond imagining.
  Of course there are some who choose to allow a parasitic eyeball 
  to attach itself to them. Because the eyeball becomes part of the 
  host’s nervous system it can be seen through as if it was a normal 
  eye, which can be an advantage if you have one on the back of your 
  neck or in the palm of your hand (to enable safe peering around 
  corners). Parasitic eyeballs can also bestow mystic powers on their 
  host, although this is not a safe gamble by any measure. 
  Symbiosis: A host can benefit from only one parasitic eyeball per 
  Hit Location. Multiple eyeballs can certainly install themselves 
  on one Hit Location but the host only gains the benefits (or 
  drawbacks) of the first one they gained on that location.
  Granted Power: When a parasitic eyeball is bonded with a host it 
  might grant the host a special ability. When a victim is claimed by 
  a parasitic eyeball, roll on the following chart to see what power 
  it grants:
  D100 
  ‘Gift’
  1-15 
  Nothing. Never mind, it could have been worse...
  16-25
  Bone Vision. The character with this ‘gift’ can only see animals as their skeletons, with some translucent outlines that hint 
  at clothes and features. This imposes a -50% penalty on any skills that involve dealing with people in person.
  26-35 
  Jealous Eye. The character can only see out of any parasitic eyes he has attached. His normal eyes cease to function unless 
  and until the parasitic one is removed.
  36-45 
  Evil Eye. Every day, one person that the character sees is cursed. They will automatically fail the next important roll they 
  make. The character has no control over who is cursed in this way.
  46-55 
  Eye of the Warlord. The eye can predict the trajectory of melee attacks with uncanny accuracy and grants +10% to the 
  host’s Evade skill.
  56-65
  Unsleeping Eye. The parasitic eye is awake and active even when the character is asleep. So long as it is uncovered it will 
  immediately wake the host if something happens nearby that requires his attention
  66-75 
  Keen Eye. The parasitic eye grants its host Night Vision and +20% to the Perception skill.
  76-85 
  Kirlian Eye. The parasitic eye grants its host the Life Sense trait and +20% to Perception when trying to find living things.
  86-90 
  Eye of Inhuman Sight. The host is aware of his surroundings at all times. He sees in all directions, even with his eyes 
  closed or covered. He cannot be blinded. He can see perfectly in even pitch darkness and can even see through walls and 
  other solid objects up to POW metres away. Unless characters take extraordinary measures to defeat his supernatural sight, 
  he cannot fail a visual Perception test.
  91-95 
  Eye of Blasting. Once per round, as a combat action, the host can unleash a blast of force that automatically hits, does 
  1D6 damage to a single Hit Location and forces the victim to make a Resistance test or be knocked flat on his back. This 
  power emanates from the parasitic eye directly, so it must be uncovered and capable of seeing the target.
  96-100 Chaos Glance. Once per Combat Round, a character with this power can glance at a single living thing he can see; that 
  creature gains a random Chaos Feature for 1D4 minutes. The chaos glance is a free action. Games Masters should feel free 
  to make up their own ‘gifts’ and either add to this table or replace it.
  
  43
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1  
  1
  1-20
  Body 
  –/1
  CON
  1
  1
  SIZ
  1
  1
  INT
  1D6 
  4
  POW
  1D6  
  4
  DEX
  3D6 
  11
  CHA
  1D6  
  4
  Combat Actions
  2
  Typical Armour:  Squish squish (none)
  Damage Modifier
  –
  Magic Points
  4
  Traits:  Granted Power, Symbiosis
  Movement
  1m
  Strike Rank
  +8
  Skills:  Perception 20%, Persistence 10%, Resilience 10%, Stealth 30%
  * A parasitic eyeball is not difficult to destroy. Just make sure you are wearing boots when you stamp on it...
  Vision
  The vision is a rare and unusual creature capable of choosing the 
  appearance it presents to any observers. Nobody knows what they 
  really look like – their bodies dissolve into white dust upon death – 
  but beneath their illusory appearances they are roughly humanoid, 
  genderless and their flesh is cool and smooth to the touch.
  Visions tend to be anarchic and greedy, using their powers to play 
  elaborate practical jokes on authority  figures and help themselves 
  to gold and jewellery. Unfortunately visions also seem to lack any 
  empathy for other creatures and often leave a trail of casualties and 
  chaos in their wake. Visions place a higher emphasis on the humour 
  and ‘poetry’ of their actions than on any harmful consequences for 
  others.
  Visions are also hunted by those who know of their existence. 
  The powder their bodies dissolve into is a potent reagent for 
  creating magical items and potions with a focus on illusion and 
  deception and a single vision can provide enough powder for many 
  (1D10+10) uses.
  Visage: A vision chooses what it looks like. Its appearance can 
  be anything from human size up to that of a two-storey building 
  and is perfect in almost every regard (-80% to Perception checks 
  to notice any  flaws or inconsistencies). The vision maintains 
  this appearance subconsciously, even when asleep or otherwise 
  unable to act. A vision can choose to become invisible or adopt a 
  chameleon-like reproduction of the background if it desires; boost 
  its Stealth skill by +50% when it does so.
  A vision gains only the visual appearance of any disguise it chooses. 
  It remains the same to all other senses, and coming into physical 
  contact with it will reveal any major inconsistencies. For this 
  reason visions usually keep to a humanoid form for ‘everyday use’ 
  and wear normal clothes.
  
  44
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6 
  11
  1-3 
  Right Leg 
  –/5
  CON
  3D6  
  11
  4-6 
  Left Leg 
  –/5
  SIZ
  2D6+6 
  13
  7-9 
  Abdomen 
  –/6
  INT
  3D6+6 
  17
  10-12 
  Chest 
  –/7
  POW
  4D6  
  14
  13-15 
  Right Arm 
  –/4
  DEX
  2D6+6 
  13
  16-18 
  Left Arm 
  –/4
  CHA
  3D6+6 
  17
  19-20 
  Head 
  –/5
  Combat Actions
  3
  Typical Armour:  None, or whatever is worn.
  Damage Modifier
  +0
  Magic Points
  14
  Traits: None.
  Movement
  8m
  Strike Rank
  +15
  Skills:  Acrobatics 40%, Athletics  40%, Disguise 100%, Evade 40%, Influence 
  65%, Perception 50%, Persistence 50%, Resilience 50%, Stealth 100%
  Magic: Visions can learn various forms of magic as normal, although they 
  generally lack the discipline to amass any great skill or power.
  Combat Styles
  Illusion Combat (Hidden Claw and any trained weapon 60%)
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Hidden Claw    
  M 
  M 
  1D4  
   
  As per Arm
  *Because a vision’s natural weapons are always concealed under some sort of illusion, blocking or dodging the hidden claw is at -30%.
  The Immortal Eye of Hun-Tzi 
  Lam 
  The stories are divided over who or what Hun-Tzi Lam actually 
  was or why this huge floating monstrosity bears his name. The 
  most common legend runs that Lam was a god (or giant) of 
  unpleasant aspect and voyeuristic nature who was spying on a 
  particularly attractive goddess as she bathed. The goddess (or her 
  husband or her father) caught Lam looking where he should not 
  have looked and tore his eye out by way of revenge. The goddess 
  (or her husband or her father) cast the eye away and it landed in 
  the world of men.
  Unfortunately, the eye retained Hun-Tzi Lam’s immortal vitality. 
  Rather than die when separated from its original owner it merely 
  adapted and became a life form in its own right. The eye is a 
  gargantuan eyeball, bloodshot and ever-roving, some 20 feet in 
  diameter, encased in thick, leathery flesh that constantly oozes 
  a viscous fluid. This ‘blood of the immortal eye’ is noted for 
  destroying the fertility of anything it touches. The upper and lower 
  lids of the eye sport ‘lashes’ of prehensile tentacles. The surface of 
  the eye itself, although transparent, is rubbery and resistant to the 
  blows of weapons.
  The eye does not seem to have any agenda. It roams the world, 
  leaving poison and destruction in its wake. When people realise 
  it is coming, the simplest option is usually to just vacate the area 
  until it gets bored and moves on. 
  It would take a group of true heroes to slay the immortal eye, if it 
  can even be killed by mortals. Some scholars learned in the lore of 
  monstrous beings worry about the possibility of other separated 
  parts of Hun-Tzi Lam’s anatomy, although none have yet surfaced.
  Loathsome Secretions: Where the blood of the immortal eye 
  lands, infertility follows. Anyone who comes into contact with the 
  eye’s  flesh (which includes being hit by its tentacle strikes) or who 
  wounds it with a melee weapon must make a Resistance test. 
  Failure means the character is no longer fertile. As a power of divine 
  origin this curse even affects creatures of supernatural fertility such 
  as broos, although it is possible that the act of another deity could 
  overcome it.
  
  45
  The effects of the eye’s loathsome secretions on the landscape 
  are less severe. For some reason, plants are less susceptible to its 
  corruption and the land will recover in a few years.
  Voyeurism: The immortal eye of Hun-Tzi Lam is easily distracted 
  by the sight of a naked woman. For as long as the nudity continues 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  12D6 
  42
  1-7 
  Main Body 
  12/40
  CON
  20D6 
  70
  8-11 
  Eye Surface 
  12/20
  SIZ
  4D6+12 
  26
  12-20 
  Tentacles* 
  12/40
  INT
  3D6+6 
  17
  POW
  4D6+12 
  26
  DEX
  5D6 
  18
  CHA
  2D6  
  7
  *There are enough tentacles that their ability to attack is 
  not impaired until they are all severed; that is, until this Hit 
  Location’s Hit Points are reduced to 0.
  Combat Actions
  3
  Typical Armour:  Immortal Flesh (AP 12, no 
  penalty)
  Damage Modifier
  +2D6
  Magic Points
  26
  Traits:  Dark Sight, Life Sense, Loathsome 
  Secretions, Formidable Natural Weapons, Night 
  Sight, Regeneration (1D6 hit points per location, 
  per round), Voyeurism
  Movement
  8m (naturally  flies,  can 
  hover and rotate in place)
  Strike Rank
  +18
  Skills:  Perception 100%, Persistence 
  120%, Resilience 120%
  Combat Styles
  Tentacle 80%
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Tentacle*   
  L 
  VL 
  3D6+1D12 / 12 As per Tentacle
  *The tentacles can reach out to 8m, and the eye can attack with up to three with each combat action dedicated to attacking.
  it will do nothing but watch, although it will stop watching to 
  defend itself if attacked. If the distraction continues for more than 
  1 minute per point of the woman’s CHA, the eye has a cumulative 
  10% chance per further minute of becoming bored and tearing the 
  woman apart with its tentacles.
  
  46
  LEGENDARY SWORDS
  By	Carl	Walmsley
  There are certain swords which are so iconic as to almost define 
  the very notion of a magical blade. From Arthur’s Excalibur to 
  Beowulf’s Hrunting, they are the swords of kings and heroes. 
  Presented here are histories and characteristics for some of the 
  most famous of mythological swords. For each weapon, details are 
  provided to allow the weapon to be used in a RuneQuest setting. 
  If you are running a historically based campaign, some of these 
  swords may be used directly – they may even slip between time or 
  across worlds to come into the possession of your player characters. 
  Alternatively, they may become the inspiration for new weapons, 
  unique to the world in which you are currently adventuring. 
  Caladbolg
  The sword of the Irish hero Fergus mac Roich, Caladbolg was 
  reputed to have the power to slice through anything it struck. 
  According to one legend, it cleaved through the tops of three 
  hills with a single swing. A mighty great sword measuring almost 
  six feet in length, Caladbolg leaves a trail of rainbow hued light 
  whenever it is swung. The blade is also able to change length as 
  required, enabling the wielder to strike foes that would normally 
  be out of reach. 
  Caladbolg is an Exquisite Quality sword (+15% skill modifier), 
  with the ability to alter the length of its blade with only a thought 
  from the wielder. This enables a warrior using Caladbolg to strike 
  up to three targets with a single attack, as long as they are all within 
  3 metres of where he is standing. This attack maybe Dodged or 
  Parried in the usual way. Caladbolg’s razor sharp edge can slice 
  through armour, greatly reducing its efficacy. All attacks from this 
  weapon ignore 2 AP when determining the amount of 
  damage inflicted on a target. 
  Excalibur
  Perhaps the most famous weapon in western mythology, Excalibur 
  is the legendary sword of King Arthur. Over the centuries, the 
  tales surrounding the nature and origin of the sword have become 
  increasingly muddled. Where most legends agree is that the sword 
  was presented to Arthur by the wizard Merlin. The king then 
  carried the sword for a number of years, using its power to unite 
  
  47
  the disparate tribes of Britain. When Arthur was mortally wounded 
  in battle with his son (or nephew, in some tales), Mordred, he 
  surrendered the sword to one his knights, Sir Bedivere, and it was 
  returned to the Lady of the Lake. Excalibur was first and foremost 
  a symbol of power and kingship. He who wields the sword 
  commands respect from all who behold him. In addition, certain 
  legends talk of Arthur’s enemies being blinded whenever Excalibur 
  was drawn due to a bright light that burned within the blade. The 
  scabbard of Excalibur was also attributed miraculous powers, said 
  to prevent the wielder’s injuries from bleeding. 
  A weapon of Heroic Quality craftsmanship, Excalibur provides 
  its wielder with a +25% skill modifier. In addition, it carries 
  the Baleful (double damage), Parrying (+1 AP) and Swift (-10% 
  penalty on attempts to Parry Excalibur) weapon effects.
  The scabbard of Excalibur bestows 2 AP to all areas of the wielder’s 
  body. This unique protection may not be circumvented with 
  a precise attack. In addition, because the scabbard prevents its 
  wearer from suffering wounds that bleed, his limbs may not be 
  severed. They may, unfortunately, still be crushed and maimed. If 
  the character suffers a Major Wound, the amount of time he has 
  before dying from shock and internal bleeding is twice as long as 
  normal – in other words, equal to the character’s CON+POW, 
  rather than half this total. When Excalibur is drawn, it releases a 
  shimmer of light. This may be used to illuminate an area in the 
  same way as a torch or to dazzle enemies. If the latter effect is 
  employed, all adversaries within 5 metres of the sword must pass a 
  Resilience test or suffer a -20% penalty on all sight-based actions 
  for 1D4 combat rounds. This includes Attacks, Dodges, Parries, 
  and so forth. The wielder of Excalibur receives a +20% bonus on 
  all Oratory and Influence tests due to the air of authority that the 
  sword bestows upon him. 
  Hrunting
  Hrunting was the magical sword given to Beowulf when he was 
  about to go and fight Grendel’s mother. The weapon was a gift of 
  sorts from the coward, Unferth – a man lacking the courage needed 
  to wield the sword himself. In the Anglo-Saxon warrior society in 
  which the two men lived, the relinquishing of Hrunting was a 
  shameful act. Legends describe Hrunting as an iron sword, the 
  blade decorated in swirling patterns and tempered in blood. More 
  than this the sword would respond to its wielder’s need, increasing 
  in power according to the difficulties he faced. However, when 
  used against Grendel’s mother, even the blade of Hrunting was 
  insufficient to pierce her skin. Discovering another sword in the 
  monster’s lair, Beowulf was able to use this to defeat her. 
  In the act, this second sword’s blade was melted by Grendel’s 
  mother’s corrosive blood. This has lead to speculation that 
  Hrunting may possess an awareness of its own and was acting to 
  protect itself. Hrunting is a Keen (+1 damage), Surpassing Quality 
  longsword that ignores 1 AP when determining how much damage 
  it inflicts with an attack. However, the skill bonus provided is not 
  automatically +20%, as it would normally be for a Surpassing 
  Quality item. Instead the sword responds to the circumstances in 
  which its wielder finds himself. At the start of each combat, the 
  Games Master must determine how challenging a fight is likely 
  to be and then award a skill bonus between +5% and +20%. In a 
  simple combat that the character is likely to win easily, Hrunting 
  will provide only a +5% bonus. In a deadly battle where the 
  wielder will struggle to be victorious, the full +20% bonus would 
  be provided.
  Joyeuse
  The sword of the legendary paladin, Charlemagne, was forged by 
  the master smith, Galas, requiring three years to make. The sword’s 
  golden hilt is reputed to contain the tip of the ‘Spear of Longinus’ 
  – the weapon that pierced the side of the crucified Christ. In so 
  doing, the lance was dipped in holy blood and received some 
  portion of the Lord’s divine power. It was for this reason that the 
  sword was named ‘joyous’. In battle, Joyeuse is a terrifying weapon. 
  Legends talk of it beheading a Saracen warrior with a single stroke. 
  The blade shimmers with holy power, changing the colour of 
  the weapon some 30 times a day. Joyeuse is a Heroic Quality 
  longsword (+25% skill modifier). It benefits from the Keen (+1 
  damage), Parrying (+1 AP), Penetrating (-10% penalty on Parry 
  tests against Joyeuse) and Swift (-10% penalty on Dodge tests) 
  Weapon Effects: If the wielder of Joyeuse is a person of pure faith 
  – a righteous holy warrior – the sword grants him immunity to 
  fear (magical or otherwise) and a +20% bonus on any Resilience 
  or Persistence tests he is required to make. In addition, the sword 
  always inflicts maximum weapon damage (any Damage Modifier 
  is rolled as normal). Due to its holy nature, Joyeuse will not inflict 
  injuries upon the innocent or the righteous. Any character who 
  tries to use it in such a way will find that the sword becomes too 
  heavy to lift.
  Kusanagi	
  Straddling both history and legend, Kusanagi is an enchanted 
  sword from ancient Japan. It was originally discovered by the God, 
  Susano-O-No-Mikito, inside one of the tails of an eight-headed 
  monster that he had slain. Many years later the sword came into 
  the possession of a skilful warrior called Yamato-Dake. Lured 
  into a trap, Yamato-Dake would have burned to death within a 
  blazing field had it not been for the sword. Initially he used the 
  razor-sharp blade to cut a fire-break, providing a barrier against 
  the approaching flames. As he did so, he discovered the sword’s 
  magical ability to control the wind, producing great gusts each 
  time he swung the blade. Using the sword’s power he threw back 
  the flames, driving them towards the lord who had betrayed him, 
  ensnaring him within his own fiery trap. 
  Kusanagi is a Heroic Quality (+25% Skill Modifier) war sword, 
  imbued with two Keen Weapon Effects (+2 damage).The sword 
  itself functions as a Rune of Air, and a character using the weapon 
  may choose to become runetouched, gaining the usual benefits 
  of the Air Rune. When making an attack with the blade, the 
  wielder may elect to cast the spell Extinguish. This requires no 
  extra actions but does use up 1 of the character’s Magic Points. The 
  
  48
  wielder may select between Magnitude 1 and 3 for the effect of the 
  spell. Note that he still uses only a single Magic Point irrespective 
  of the Magnitude chosen. 
  If the wielder of Kusanagi does not employ the Extinguish effect, 
  he may elect to produce a fierce gust of wind instead. This takes 
  effect in a 5 metre long, 90 degree arc in front of the character. 
  Items with ENC 5 or less will automatically be blown back by 
  this wind, travelling 1D6 metres directly away from the character. 
  Creatures caught in the gust must pass a Brawn test or suffer the 
  same fate. Attempting to resist this effect counts as one Reaction. 
  Shamshir-e	Zomorrodnegar	
  Spoken of in Persian legend, Shamshir-e Zomorrodnegar (The 
  emerald-studded sword) first belonged to King Solomon himself. 
  According to legend, the sword was jealously guarded by Fulad-
  zereh – a monstrous, horn-headed demon. Fulad-zereh’s mother 
  had cast a spell upon him, making him immune to the touch of all 
  weapons except Shamshir-e Zomorrodnegar. Accordingly he went 
  to great lengths to keep the sword safe and hidden. It was said 
  that wearing the sword provided great protection against harmful 
  magic. In addition, wounds inflicted by the blade could only be 
  healed through the administering of a special potion made from 
  rare ingredients that included the brain of the demon,  Fulad-
  zereh.
  	
  A Marvellous Quality scimitar, Shamshir-e Zomorrodnegar 
  bestows a +15% Skill Modifier when wielded in combat. It also 
  benefits from the Keen (+1 damage) and Swift (-10% penalty 
  on attempts to Dodge attacks made with this weapon) Weapon 
  effects. Wounds inflicted by this sword will not heal naturally. If 
  magical healing is employed, there is only a 25% chance that it will 
  take effect. The only guaranteed way to heal wounds caused by this 
  sword is to drink a rare magical potion, the principal ingredient 
  of which is a piece of brain from the demon, Fulad-zereh. Once 
  imbibed, injuries inflicted by Shamshir-e Zomorrodnegar will heal 
  instantly. When carrying Shamshir-e Zomorrodnegar, a character 
  benefits from its protection against baleful magic. Any tests 
  normally allowed to resist the effects of a spell may be re-rolled if 
  failed. The character may select whichever of the rolls he chooses 
  when determining the effects of the spell. 
  Tyrfing
  Featuring in a series of Norse legends, Tyrfing was a powerful 
  magical sword named for the God Tyr, whose domains included 
  swordsmanship. Fing was an ancient word for fang: hence Tyr’s 
  fang – the sword of the ultimate swordsman. In the early tales 
  of Tyrfing, it was Svafrlami – Odin’s grandson and king of the 
  Garariki – who carried the blade. The sword was made for him 
  by Dvalin and Durin when, according to the legend, the king 
  trapped the two dwarfs after they ventured out of the rock where 
  they lived. At Svafrlami’s command, the dwarfs forged a golden-
  hilted sword that would never miss a stroke, never rust and could 
  cleave through iron and stone as easily as if it were parchment. 
  The fashioned blade shimmered with the flames of the furnace in 
  which it had been tempered and the king was most pleased with 
  the weapon that had been crafted for him. However, Dvalin and 
  Durin had secretly placed a curse upon the blade, in revenge for 
  their treatment at the hands of the king. Every time the sword was 
  drawn it was compelled to kill a man. It was also destined to be the 
  cause of three great evils. 
  Finally, the curse was deigned so that the sword would one day 
  lead to the death of Svafrlami himself. When Svarflami learned of 
  the dwarfs curse, he tried to kill Dvalin but the dwarf fled back 
  into his rock. In frustration, the king drove Tyrfing deep into the 
  rock, but failed to slay his target. King Svarflami was eventually 
  killed in battle with the berserker, Arngrim. The berserker took 
  the sword as his prize and presented it to his son, Angantyr. The 
  curse of Tyrfing had not ended, however and, in turn, it led to the 
  death of Angantyr, his eleven brothers and to several other warriors 
  who inherited the blade. There is a powerful enchantment upon 
  Tyrfing which means that its aim will always be true.
  If its wielder makes a skill test that would normally result in a 
  miss, it is instead treated as a successful attack. Note that Tyrfing 
  may still be Dodged or Parried, but that attempts to do so suffer 
  a -10% penalty. Tyrfing need not be sharpened or cleaned: the 
  enchantment placed upon the blade when it was forged means 
  that its edge will never rust or dull. So sharp is the blade of Tyrfing 
  that it ignores 5 AP when determining the damage inflicted with 
  a blow. It also benefits from the Baleful Weapon Effect, doubling 
  the damage a longsword would normally cause. Powerful as the 
  sorceries upon the blade might be, there are none more potent 
  than the curse woven into the magic by the angry dwarfs when 
  they were forced to create the weapon against their will. Whenever 
  Tyrfing is drawn, it may not be re-sheathed until it has taken the 
  life of a sentient being. If the un-scabbarded weapon does not taste 
  blood within one hour, it will compel its owner to take the life 
  of the next person he sees. Only through sheer force of will (a 
  Difficult (-20%) Persistence Test) may allow this compulsion be 
  resisted from round to round once this time has elapsed. 
  Each time that Tyrfing is wielded in combat, there is a 1% chance 
  that the second aspect of the curse will activate. This chance 
  increases by a further 1% in each subsequent combat until the 
  curse takes effect. Once this occurs, Tyrfing will turn mercilessly 
  upon its owner. He will find it impossible to successfully strike 
  an opponent with the weapon, regardless of his skill with a blade. 
  Only if he passes a Nearly Impossible (-80%) Persistence test will 
  he be able to relinquish Tyrfing and take up another weapon or 
  retreat from combat. This test may be taken once each combat 
  round. 
  The	Will	of	Heaven
  Le Loi was a Vietnamese king, famed for driving back the invading 
  Chinese army. In his efforts to free his people, he carried a mystical 
  blade that came into his possession in two steps. The jade hilt 
  of the sword, Le Loi found in a banyan tree; the blade itself was 
  recovered from a lake and later stumbled upon by the young hero. 
  
  49
  The two pieces fitted together perfectly, forming a mighty weapon 
  engraved with the words The Will of Heaven (or Heaven’s Will). 
  According to some tales, the sword enabled Le Loi to grow 
  immensely tall and was said to give him the strength of many 
  men. More than this, the sword is associated with Le Loi’s rightful 
  sovereignty of Vietnam. The Will of Heaven is a Marvellous 
  Quality weapon (+15% Skill Modifier). At will, the weapon 
  enables its wielder to instantaneously increase his SIZ and STR 
  by between 1 and 10 points. This increase in SIZ and STR leads 
  to a corresponding increase in Hit Points and Damage Modifier. 
  Thanks to the magic of the sword, any clothing and armour worn 
  by the character increases in size to accommodate his new stature. 
  Opponents looking to hit the enlarged sword-wielder receive a 
  +1% Skill Modifier for each point of increase in SIZ and STR. 
  The wielder of this sword also benefits from an air of authority. 
  This confers a +10% bonus on Influence tests.
  Weapon 
  Size
  Reach
  Combat Manoeuvres
  Damage
  STR/DEX 
  ENC
  AP/HP
  Caladbolg 
  H
  L
  Bleed, Impale, Sunder
  2D8
  13/11 
  4
  5/20
  Excalibur 
  M
  L
  Bleed, Impale
  2D8
  9/7 
  2
  5/14
  Hrunting
  M
  L
  Bleed, Impale
  1D8+1 
  10/7 
  4 
  5/12
  Joyeuse 
  M
  L
  Bleed, Impale
  1D8+1 
  10/7 
  2
  5/15
  Kusanagi
  M
  L
  Bleed, Impale
  1D8+2 
  9/7 
  2
  5/14
  Shamshir-e Zomorrodnegar
  M
  L
  Bleed, Impale
  1D6+2
  7/11 
  2
  5/15
  Tyrfing 
  M
  L
  Bleed, Impale
  2D8
  11/8 
  3
  6/16
  The Will of Heaven
  M
  L
  Bleed, Impale
  1D8
  9/7 
  2
  5/14
  
  50
  LESSER KNOWN FAUNA AND FLORA
  Gas	Bloater
  Suspended on a cloud of hazy, foul-smelling mist, gas bloaters 
  resemble swollen jellyfish with translucent purple skin. Drifting 
  about in search of organic matter which they can digest and 
  transform into gas, these tentacled monstrosities are the bane of all 
  who reside near the swamps and marshes where they live. 
  Cushioned by the gas constantly emitted from the pores in their 
  leathery skin, the movement of a gas bloater is entirely silent. Flaps 
  and pouches on the underside of their bodies trap the buoyant 
  gases, allowing them to glide along. By adjusting the rate at 
  which gas is expelled, ‘bloats’ can shift between higher and lower 
  altitudes. There are reports of them climbing high enough to glide 
  over trees. When sneaking up on potential prey, they can hug the 
  terrain, remaining only inches above the ground.
  Voracious eaters, bloats can consume their own body weight in a 
  single day – and a fully grown adult can weigh 100 kilos. Just about 
  any organic matter will do, but bloats seem to favour animals over 
  plants. At a pinch, they can live on an entirely vegetarian diet.
  By	Carl	Walmsley
  Moving with unparalleled stealth, gas bloaters will often try to 
  surprise their victims. There is little they can do to hide their stink, 
  however. The gas that allows them to move through the air reeks of 
  decay. Amidst the stench of methane and other swamp gases, they 
  are sometimes able to conceal their presence but even then it is 
  difficult. Though not bright, bloats do possess an animal cunning 
  and will always take advantage of the surrounding terrain. Added 
  to this, they have a number of unique abilities. Whilst much of the 
  gas produced by bloats is non-flammable, they can emit smaller 
  pockets of explosive chemicals. 
  By producing a mild electrical charge in the tips of their tentacles, 
  bloats can detonate these flammable pockets, producing a flash of 
  phosphorescent light. This can disorientate and even blind prey, 
  allowing a bloat to move in and ensnare victims with its tentacles. 
  These slithering appendages are covered in thousands of tiny 
  barbs, each loaded with paralysing venom. Gas Bloaters reproduce 
  asexually. In the depths of winter, they lay hundreds of eggs within 
  the damp mud of swamps and bogs. These lie dormant until the 
  temperature rises, the young finally emerging with a belch of gas 
  that launches them into the air. Most bloats will never touch down 
  again until the day they die. 
  
  51
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+3   
  14
  1
  Tentacle one
  1/5
  CON
  3D6 
  11
  2 
  Tentacle two
  1/5
  SIZ
  2D6+6  
  13 
  3 
  Tentacle three 
  1/5
  INT
  7 
  7
  4
  Tentacle four 
  1/5
  POW
  2D6+3   
  10
  5 
  Tentacle five 
  1/5
  DEX
  3D6+3   
  14
  6 
  Tentacle six 
  1/5
  7 
  Tentacle seven 
  1/5
  8 
  Tentacle eight 
  1/5
  9-18 
  Body 
  1/9
  19-20  
  Head
  1/6
  Combat Actions
  3
  Typical Armour:  Hide (AP 1, no skill penalty)
  Damage Modifier
  +1D2
  Magic Points
  10
  Traits:  Gas Flare (1/minute), Poison 
  (sting, see below for details of Gas Bloater Venom)
  Movement
  10m (flying 
  only)
  Strike Rank
  +14
  Skills:  Athletics 40%, Evade 40%, Perception 50%, Persistence 35%, 
  Resilience 45%, Stealth 90%*
  *Gas Bloaters receive a –40% penalty to stealth tests when not in a stinking bog or similarly foul-smelling location. This represents a 
  victim’s chance to smell a gas bloaters approach.
  Combat Style
  Tentacle 75%
  Type 
   
  Size 
   
  Reach 
   
  Damage  
   
  AP/HP
  Tentacle  
  H 
   
  VL 
   
  1D6+1D2+poison  
  As per Tentacle
  Gas Bloater Venom
  Application: Smeared
  Onset Time: Immediate
  Duration: 2D10 minutes
  Resistance: Resilience
  Potency: 40
  Conditions: 1D3 hit point damage to location struck, applies –3 penalty to victim’s DEX (upon reaching 0 DEX victim becomes 
  paralysed)
  Gas Flare
  When a gas bloater ignites a portion of the gas surrounding it, all creatures within 3m of the flare must 
  make a Resilience test or be blinded for 1D4 rounds. 
  
  52
  Rava
  A Rava is a snake-spirit that manifests in the material world by 
  occupying a serpent form made entirely of crystal. Under the 
  influence of the spirit, the crystal becomes pliable, mimicking the 
  naturally agile body of a snake. However, it remains transparent, 
  giving the Rava the ability to blend in with its surroundings. 
  Furthermore, when a Rava eats, the contents of its stomach are 
  entirely visible. The crystalline form of a Rava is both expensive 
  and difficult to make, and the method of fashioning one is a closely 
  guarded secret, known only to those cults which revere snakes and 
  reptiles.
  Ravas are often used as protectors for high-ranking members of 
  a cult or as guardians of sacred sites and temples. Ravas will only 
  agree to serve mortals for so long, however; after a time – usually 
  no more than a year – the spirit will expect to be freed or will 
  take it upon itself to destroy its material form, which releases it. 
  A Rava’s bite is not venomous, but its fangs are crystal daggers 
  capable of inflicting grievous injuries. A Rava is also able to 
  constrict prey, crushing the life out of it. Whilst they have no need 
  to eat, Ravas may choose to do so. This often proves an effective 
  way of disposing of an enemy; within a Rava’s stomach, a trapped 
  creature suffocates and is slowly dissolved by carbolic acid, secreted 
  from the gemstone gut. This process effectively dissolves organic 
  matter, but can leave other substances rattling around inside a 
  Rava’s gut for some time.
  Corpse	Flies
  With a name like this, and a black, inch-long insectoid body, a 
  corpse fly sounds like a creature to be avoided at all costs. However, 
  contrary to popular opinion, these ferocious looking flies are 
  actually the bane of undead rather than living creatures. Drawn to 
  the stink of death, and the unique necrotic energy of the restless 
  dead, corpse flies feast on the flesh of zombies and other undead.
   
  A swarm of corpse flies can destroy a walking corpse as surely as 
  a regiment of soldiers. A number of cults that make war upon 
  the undead have learned about the usefulness of corpse flies and 
  actively search for the larval young. Unfortunately, they are both 
  difficult to find and dangerous to handle. The skills required to 
  harvest corpse fly weevils, and the knowledge of the pools where 
  they reside, can earn someone a good living. Growth from larval 
  form to adult form takes about a month. Certain temples contain 
  air-tight rooms where this process can take place under the 
  watchful eye of trained ‘weevilers’. When fully grown, a jar full of 
  corpse flies may be handed over to a cultist who is anticipating a 
  confrontation with the undead. He need simply smash a jar within 
  5m of a zombie or similar creature, for the flies to close in and 
  attack.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+6   
  17
  1-6
  Tail
  5/5
  CON
  3D6 
  11
  7-14
  Body
  5/7
  SIZ
  2D6+6  
  13
  15-20
  Head
  5/5
  INT
  3D6
  11
  POW
  3D6+3   
  14
  DEX
  4D6
  14
  CHA
  3D6  
  11
  Combat Actions
  3
  Typical Armour: 5 (crystal scales, no skill penalty)
  Damage Modifier
  +1D2
  Magic Points
  14
  Traits:  None
  Movement
  8m
  Strike Rank
  +13
  Skills:  Athletics 80%, Evade 60%, Perception 50%, Resilience 55%, Stealth 
  85%*, Swim 90%, Unarmed 60%
  *A rava receives a –20% penalty to Stealth tests if it has a victim within its stomach.
  Combat Styles
  Unarmed 60%
  Type 
   
  Size 
   
  Reach 
   
  Damage  
   
  AP/HP
  Bite 
   
  S 
   
  M 
   
  1D6 +1D2 
   
  As per Head
  Constrict 
  M 
   
  L 
   
  2D8 +1D2 
   
  As per Body
  
  53
  Combat
  Individual corpse flies are too small to have characteristics, and 
  attempts to engage them in battle are pointless. They can be 
  destroyed with fire or driven off using smoke but most other 
  attacks are useless. An undead creature attacked by one jar’s worth 
  of corpse flies suffers 1 hit point of damage to each location for 
  1D6+1 rounds. After this time, the flies dissipate. Any armour 
  worn by the victim offers no protection against these burrowing 
  insects’ vicious bites. However, an undead creature with 3 or more 
  AP on a location cannot be injured in that location by corpse fly 
  bites.
  Fire	Stems
  This rare plant flourishes in the most unpredictable of places; 
  they have been known to spring up on dusty plains and in desert 
  hollows, but are equally likely to be found within a swamp or 
  sprouting from a shady forest floor. Whatever conditions govern 
  the growth of fire stems, it is not the environment – at least not 
  in any conventional sense. This peculiar distribution has led some 
  alchemists to theorise that these plants feed on magic. Others 
  speculate that they were created by a ‘pyromancer’ long ago, and 
  others still that they come from another world. Fire stems consist 
  of two distinct parts – the plant itself and the bright orange and 
  red berries they produce every spring. The plant, if ingested, has a 
  spicy flavour, reminiscent of chillies. The berries have a rich, tangy 
  taste. Most animals find both too potent to eat, though there are 
  exceptions; goats seem extremely fond of fire stems. When eaten 
  individually, neither ingredient is noteworthy, but when consumed 
  together the result is, quite literally, explosive.
  A minute or so (2D6 rounds) after a creature eats a mixture of 
  stems and berries, it develops a swollen stomach. Shortly after 
  that (the following round), the creature begins to belch. As the 
  gas leaves the creature’s mouth, it bursts into flame. Most creatures 
  find this extremely alarming. It is possible to aim a fiery belch at 
  a target up to 3m away. The attack is considered to have a 50% 
  chance of hitting. The target may attempt to avoid the attack with 
  an Evade roll. A creature struck by the flaming burp suffers 1D6+2 
  damage to a random location. 
  The consumption of a single fire stem results in 1D6 flaming 
  burps, with each occurring in consecutive rounds. Plucked fire 
  stems lose their potency after 1 day. This may be extended to two 
  days with a successful Lore (Regional) test. A Lore (Regional) test 
  with a -20% penalty successfully identifies a fire stem.
  Glow	Root
  By day, the stems of glow roots curl up tightly, closing their lantern-
  like heads; as soon as night falls, they unfurl their leaves and emit a 
  pale greenish glow, comparable in brightness to a candle. It is said 
  that the light of a glow root has saved many a lost soul. Clusters 
  of them line the paths and tracks through forests and plains in the 
  quiet places of the world. Whether the plants were planted along 
  such routes or the routes became popular because of the presence 
  of the glow roots, few can say for certain. Whichever, traveller’s 
  blessing – as this root has come to be known – is a most useful 
  plant. When plucked, a glow root continues to glow for up to an 
  hour (1D6 x 10 minutes), providing the same illumination as a 
  candle. A Lore (Regional) test is required to successfully identify 
  a glow root. At night, this check receives a +40% bonus. A Lore 
  (Regional) test with a -10% penalty enables a character to double 
  the lifespan of a plucked glow root.
  Viper’s	Tongue
  These tall, reedy plants are notoriously difficult to find, and take 
  root in only the most verdant soil. With a bitter taste, few animals 
  will choose to eat them, though humanoids have learned that they 
  possess a useful property. A creature that consumes a viper’s tongue 
  gains a +2 bonus to his Dexterity. This lasts for 3D6 minutes. At 
  the end of this time, the character feels lethargic and confused (1 
  level of fatigue and a -2 penalty to Intelligence). The confusion 
  lasts for 1D6 minutes. The fatigue may be recovered normally. A 
  successful Lore (Regional) test identifies a Viper’s Tongue plant. 
  
  54
  LIVING MAGIC
  by	Carl	Walmsley.
  A magical object which has a will of its own is at once mysterious, 
  dangerous and exciting. It cannot be relied upon simply to function 
  in a mundane and predictable way – it becomes, in the truest sense 
  of the word, magical.
  Any sentient magical object will have been created with a particular 
  goal in mind – it will have a raison d’être. Accordingly, it will 
  encourage its owner to act in a certain way. This influence may be 
  subtle or direct, guiding, aiding and possibly changing a character 
  over time.
  A Games Master looking to wrong-foot players who think they 
  have seen it all before might consider making all magical items 
  sentient. Doing so can make arcane objects as perilous and 
  enigmatic as when players first began encountering them.
  A Games Master should also feel free to add behavioural quirks 
  to these items if it suits his purposes – they can be given as much 
  personality as he wishes. Each item is a living thing, and its actions 
  may be driven by desires as complex as those of any other creature. 
  Imbuing magical items with a will of their own can act as a way to 
  temper their power or to limit the abilities of advanced characters. 
  Of course, these items will work equally well within a standard 
  campaign, simply providing some unusual and memorable finds.
  Resolve and Purpose
  Sentient Magical Objects are defined using two new characteristics, 
  Resolve and Purpose.
  Resolve represents an object’s strength of will. The higher an 
  item’s Resolve, the greater its ability to manipulate and control a 
  character who is using it. Purpose explains what an object’s goals 
  are – effectively how the object will try to make its owner behave, 
  and the conditions under which it will seek to influence him. Each 
  time a sentient object wishes to influence the thoughts or actions of 
  its owner, an Opposed Skill test is made using the object’s Resolve 
  and the character’s Persistence. This is referred to as a Resolve Test. 
  Success for the object means that it forces the character to act in 
  the way outlined in the object’s Purpose. Failure means that the 
  character resists the influence of the object – at least for the time 
  being – and can act as he chooses. 
  Sometimes, there are repercussions for resisting an object’s 
  desires. It may become increasingly difficult to resist subsequent 
  manipulation or the object may seek to punish the character in 
  some way.
  The	Book	of	Deceit
  This ornate, leather bound tome is a collection of musings on the 
  nature of deception. It contains practical advice on the telling of lies, 
  amusing stories about infamous tricksters and jumbled anecdotes 
  concerning cheats and swindlers. Some sections are nothing more 
  than apparent gobbledygook: bare-faced lies for the perusal of the 
  reader. The origin of the book is, perhaps unsurprisingly, enmeshed 
  in a tangle of lies and half-truths. Some say the book wrote itself, 
  others that each person who has owned it has added to the sum 
  of its deceit. 
  A character who reads the book for four hours or more each day 
  for a week begins to soak up the lies and deceit within. He has now 
  established a bond with the book. He receives a +20% bonus on all 
  Influence tests involving deception from this moment on, so long 
  as he continues to read the book for at least one hour each day. If 
  the character fails to read the book, he loses this bonus until he 
  goes back to reading it again. 
  Resolve: 30
  Purpose: Whenever the character has the opportunity to tell an 
  important truth, the book will compel him to lie. Exactly what 
  constitutes an important truth is left to the Games Master’s 
  discretion but the book will seek to make its owner deceive at least 
  one person each day. A wise, if unscrupulous, character will seek 
  to orchestrate situations where he might tell a few lies which will 
  appease the book but will not cause him too much trouble. Of 
  course, there should still be times when the character would rather 
  not lie but will find the book trying to force him do so. If the 
  character fails to tell at least one worthwhile lie in a day, the book 
  
  55
  will become frustrated with him. The next time the character tries 
  to tell someone an important truth, he will need to succeed at an 
  Influence test (without the book’s +20% bonus) or the person/
  people being told will be convinced the character is lying. 
  The book is always looking for the big lie: No your highness, I’m 
  quite sure the uz army is not intending to invade; Of course, fellow 
  adventurers, I’m sure that the dragon will let us pass. Should the 
  owner of the book freely choose to tell a lie which has significant 
  repercussions either for the adventuring party or for the campaign 
  as a whole, he receives an immediate free improvement check for 
  his Influence skill. The book approves of such devilish behaviour.
  Cloak	of	Wanderlust
  The wearer of this cloak is imbued with superhuman endurance, 
  and the ability to run faster and jump further than he would ever 
  have imagined. The cloak doubles a character’s Movement and 
  allows him to ignore two levels of Fatigue. He should also add a 
  +20% bonus to all Acrobatics and Athletics tests involving running 
  or jumping. 
  Resolve: 35
  Purpose: Wherever the cloak comes from, it seems to have been 
  created to facilitate travel. As a result, it can become extremely 
  impatient if forced to remain in the same place for any length of 
  time. 
  If the wearer of the cloak tries to spend more than a single night in 
  the same location, the cloak will seek to persuade him to move on. 
  Unless the character can succeed at a Resolve Test, he is forced to 
  move at least 16 kilometres from the location where he previously 
  rested. Note that a character who fails this Resolve Test must travel 
  ten miles even if he then immediately takes the cloak off.
  The character may elect to take the cloak off before he has spent 24 
  hours in a location, and this will prevent the garment from seeking 
  to influence him. He will, of course, lose the use of its powers 
  whilst he is not wearing it. Perhaps more significantly, when the 
  character next dons the cloak he must make an immediate Resolve 
  Test or be compelled to move at least ten miles away before he next 
  stops to rest. In this instance, the cloak receives a +5% bonus to its 
  Resolve for each day that it has not been worn.
  The	Maestro’s	Blade
  This elegant, basket-hilted rapier is an enticing find for any duellist. 
  Whilst fighting with this blade, the wielder receives a +10% bonus 
  on sword Combat Styles tests and his Strike Rank is increased by 
  3. In addition, the wielder receives one bonus Combat Action each 
  combat round which may only be used to try to parry an attack. 
  The blade has 12 HP and AP 6. 
  Resolve: 25
  Purpose: The Maestro’s Blade was created with only one thing in 
  mind – duelling. It is aware of this fact and will try to coerce its 
  wielder into engaging in single combat. 
  If the wielder is ever challenged to single combat – be it a formal 
  duel, a confrontation during a larger battle or any other type of 
  contest – the wielder must succeed at a Resolve Test or accept the 
  challenge. 
  If the challenge is taken up, the character will not willingly 
  accept help from others until it is over. The blade will reward the 
  character’s courage and bestow a +3 bonus on either his STR or 
  DEX: the wielder is free to choose which characteristic is increased. 
  This bonus lasts until the end of the challenge. If the character 
  succeeds at the Resolve Test, he may resist the will of the blade and 
  act however he chooses. However, the blade will be disappointed if 
  its wielder chooses not to accept a challenge. In response, the next 
  time the character is challenged it will exert more of a pressure 
  on him to accept. The blade’s Resolve receives a +10 bonus for 
  the next test. Further failures to accept challenges add additional 
  bonuses. 
  For example: Keros, current wielder of The Maestro’s Blade, is told of 
  a competition organised by a local nobleman to find the area’s finest 
  swordsman. The blade compels him to enter. A week ago, Keros refused 
  to fight a duel and a few days before that he relied upon the help of a 
  friend during a battle where an Uz issued him with a direct challenge. 
  The blade therefore receives a +20 bonus to its Resolve, giving it 45 for 
  the purposes of this test. If Keros succeeds in the test, and elects not to 
  enter the competition, the next time that the blade tries to coerce him, 
  it will have 55 Resolve. 
  Amulet	of	Adoration	
  Mounted in a heavy platinum casing, affixed to a linked chain of 
  gold, this egg-sized ruby amulet catches the eye of any who see it. 
  In fact, the wearer almost shines with an enigmatic charm that 
  draws the adulation of the masses. So long as the amulet is visibly 
  worn, the wearer receives a +2 bonus to his Charisma and may 
  receive a bonus on skill tests aimed at entertaining or persuading 
  a crowd of people.
  Resolve: 40
  Purpose: The Amulet of Adoration was created to garner the praise 
  and admiration of others. It passes on to its wearer the need to seek 
  adulation and approval. Whenever the wearer has an opportunity 
  to ‘show off ’ in front of a dozen or more willing spectators, he will 
  feel compelled to do so. He must succeed with a Resolve Test or 
  succumb to the compulsion. If the character successfully entertains 
  or in some way sways a group of people, he feels elated and the 
  amulet rewards him. Depending upon the number of people 
  moved by his actions, the character receives a bonus on all related 
  skill tests for the next 24 hours:
  
  56
  Number of people influenced  on skill tests
  Bonus 
  11 or fewer     
  No bonus
  12 to 25     
  +5%
  26 to 50     
  +10%
  51 to 100     
  +15%
  101 to 500     
  +20%
  501 or more     
  +25%
  The sorts of skills and actions which can benefit from the power 
  of the amulet include:
  Dance
  Play Instrument
  Sing
  Oratory
  If the amulet finds that its owner is not outgoing enough, it will 
  deprive him of the Charisma bonus until such time as he performs 
  for a crowd of 26 or more people. The Amulet of Adoration is 
  happy so long as its owner entertains a group of at least 12 people 
  once in each week. 
  Revenant’s	Blade
  This sentient dagger has absolutely no concept of mercy or fair play 
  – and expects its owner to share its outlook. The blade bestows a 
  +10% bonus on Stealth skill tests. It also confers a +5% bonus to 
  Dagger skill tests and inflicts double weapon damage (2D4+2) on 
  targets who are unaware of the wielder’s presence. 
  Resolve: 50
  Purpose: The Revenant’s Blade was created to facilitate perfect 
  assassinations. Accordingly, once the blade has drawn someone’s 
  blood, it expects to end their life. Attacks against a target that has 
  been wounded by the blade receive an additional +10% bonus. 
  However, attacks made against any target other than the one already 
  wounded by the blade inflict no damage at all – the blade completely 
  loses its edge, and may not even be used to bludgeon someone. The 
  blade expects to take the life of an unsuspecting victim at least once 
  each month – this, after all, is what it was created for. Should it fail 
  to be used in this way, it loses all of its abilities and does not regain 
  them until used to assassinate someone.
  Tactician’s	Robes
  These simple yet finely crafted robes have been worn by a succession 
  of great military leaders. They have aided a succession of owners to 
  plan both decisive military campaigns and brilliant defences.
  Resolve: 20
  Purpose: Upon donning these robes, a character finds that his wits 
  are sharpened and his grasp of military tactics is greatly enhanced. 
  The wearer receives a +20% bonus to his Lore (Military Tactics) 
  skill tests. Note that a character must have this skill in order to 
  benefit from wearing the robes. Beyond the bonus on skill tests, 
  the character is able to devise plans which no-one else would think 
  of, often giving those fighting under his command the upper hand. 
  Assuming that the wearer of the robes has time to evaluate the 
  situation – the terrain, weather, forces and so on – where a conflict 
  will occur, he is able to devise a stratagem that will increase the 
  odds of his side acquiring victory. In order to devise such a plan, 
  he must succeed with a Lore (Military Tactics) test. 
  The Games Master may modify this test according to the situation. 
  For instance, it is easier to devise a Defensive Formation plan (see 
  below) in an area of rocky terrain (+20% bonus) than it is on a 
  plain (-20%). There must be a minimum of 20 fighters under the 
  command of the wearer of the robes in order for him to be able 
  to devise an appropriate plan. Assuming that this is the case, the 
  wearer may employ one of the following strategies:
  Ambush – The wearer of the robes determines the best place for 
  his forces to hide, bestowing a +20% bonus on all skill tests to 
  avoid detection before the battle starts. 
  Defensive Formation – The tactician arranges his forces to take 
  advantage of cover and terrain, making it harder for the enemy to 
  engage them. For the first combat round, his fighters gain a +10% 
  bonus on all Evade and Parry tests.
  Attacking Formation – The fighters on the robe wearer’s side 
  receive a +2 bonus to their Strike Rank for the first round of combat. 
  Steady Aim – Characters firing missile weapons at the enemy as 
  they approach receive a 10% bonus on their first attack.
  The Games Master must determine whether a specific strategy is 
  appropriate given the situation in which a fight will occur. For 
  instance, trying to organise an ambush on open grassland may be 
  impossible – there are limits to the ability of the robes to inspire a 
  cunning strategy.
  Note also that these descriptions are necessarily vague – Games 
  Masters may tailor them to specific situations, especially if a map of the 
  battlefield is being used. If the wearer of the robes does not use their 
  power to devise a purposeful strategy at least once each month, they 
  begin trying to convince him that he should go to war. A successful 
  Resolve Test is required each week or the character is compelled to 
  seek a position of command that will lead him quickly into battle.
  Helm	of	Lordly	Bearing
  This impressive knightly helm is forged from the finest steel, the 
  face plate fashioned into the likeness of a roaring lion. It instils fear 
  and respect in all who see it.
  Resolve: 40
  Purpose: This magnificent helm was crafted to be worn by great 
  leaders of men – champions who inspire loyalty in their men and 
  fear in their enemies. The helm bestows great self-belief upon 
  whoever wears it – along with a huge dose of arrogance. The helm 
  
  57
  provides 5 AP to the wearer’s head. When the face plate is up, the 
  helm bestows a +10% bonus on all Influence and Oratory tests. 
  When the plate is down, the wearer receives a +10% bonus on 
  Intimidate tests. When dealing with nobles and those of rank - 
  important dignitaries, wealthy merchants and the like – the wearer 
  of the helm may be as charming and ingratiating as he pleases. 
  When dealing with commoners – especially those near the bottom 
  of the heap – the wearer of the helm may find himself compelled 
  to act in an arrogant and condescending way. 
  Whenever a character wearing the helm interacts with a commoner 
  for the first time, he must pass a Resolve Test or be forced to treat 
  the commoner with disdain. As far as the wearer is concerned, the 
  character is beneath him and would do damn well to remember it! 
  However, each day that the wearer comes into contact with that 
  particular commoner, he may make a new Resolve Test to try to 
  shake off the compulsion to act in this way. If the wearer passes 
  the test, he is then free to act as he chooses with regard to that 
  individual.
  The	Storm-Forged	Axe:	Reaver’s	Joy
  According to legend, the artificer who forged this axe summoned 
  a dozen bolts of lightening to heat the ore. The pale steel of the 
  two blades is traced with lines of blue sparks – fragments of the 
  lightning strikes, trapped forever within the metal. The haft of the 
  axe is carved from the thigh bone of a giant and engraved with 
  runes that call upon his strength whenever the weapon is swung 
  in anger.
  Resolve: 35
  Purpose: Reaver’s Joy is an object of pure destructive power. It 
  revels in conquest and slaughter and seeks to find use in the hands 
  of a true warrior. When wielded by a character who has a Strength 
  of 16 or higher, Reaver’s Joy inflicts 2D8 base damage. A character 
  with less than 16 Strength may not even lift the weapon unless 
  he passes a Resolve Test; even then, it inflicts only 1D8 damage if 
  used in an attack. If the character wielding The Storm-Forged Axe 
  has the Axe skill at 55% or higher, he receives a +10% bonus when 
  attacking. Characters with an Axe skill lower than this receive 
  no bonus. The owner of the axe – irrespective of whether he is 
  currently holding the weapon – will feel compelled to answer any 
  challenge or insult with an instant and violent reply. A Resolve Test 
  is required to resist the urge to do so.
  Reaver’s Joy is happiest when in the thick of battle. Each time it is 
  used to kill a worthy enemy (this would not include helpless targets 
  or those which offer no real challenge), the axe becomes suffused 
  with energy. This increases the wielder’s Damage Modifier by 
  one step – from 1D4 to 1D6, for example. This energy dissipates 
  quickly, however, encouraging the wielder to strike down more 
  foes if he wishes to benefit from it. The damage bonus lasts for 
  a number of combat rounds equal to the amount of damage 
  inflicted by a killing blow. Killing multiple enemies may result in 
  a maximum of three increases to the wielder’s Damage Modifier.
  Fealdin, wielding Reaver’s Joy, strikes an opponent for 11 points of 
  damage, all but cleaving him in twain. The warrior feels a surge of 
  approval from the weapon which becomes charged with energy. His 
  Damage Modifier increases by one step, and will remain this way for 
  11 combat rounds.
  In his next action, Fealdin smites another enemy for 13 damage, 
  which is enough to kill him. The axe continues to revel in its owner’s 
  slaughter, bestowing a further increase to his Damage Modifier. This 
  increase will last for 13 combat rounds. Theoretically, if he strikes 
  down another foe quickly enough, Fealdin could benefit from a third 
  (maximum) boost to his Damage Modifier
  
  58
  Lock and Ward
  Introduction 
  Thievery is an integral part of any fantasy world – and is central 
  to just about every quest. Whether picking locks, disarming traps 
  or sneaking past wary guardians, the rogue’s talents are vital to 
  the success of many adventuring escapades. Was there ever an 
  adventuring party that did not seek to acquire something that was 
  not freely given? In a world where thieves can call upon not just 
  expert training but also spells and magical items in their hunt for 
  ill-gotten gains, only the most cunning and devious devices will 
  stand a chance of thwarting their efforts. 
  Show	me	the	money
  It is a staple of fantasy adventures that items of treasure and 
  enchanted objects are hidden away in tombs, dungeons and long 
  forgotten ruins. The pursuit and protection of such riches has 
  been handled many times, in many different tomes. However, it 
  is foolish to believe that the majority of the world’s wealth would 
  be secreted away: it is the living rather than the dead who will 
  have most use for it. This wealth – stored in homes, warehouses, 
  temples and shops – would need to be very well protected. Only 
  a fool would assume that a locked door will deter a thief armed 
  with all manner of magical enhancements. What is more, traps 
  and security measures that work in an isolated crypt are entirely 
  unsuitable for a house or shop: you cannot flatten, eviscerate or 
  fry the people who live or work on the premises just because they 
  accidentally enter a room or step on the wrong flagstone! There is 
  a big market for security measures that are designed to work in and 
  around everyday life – and if you think that means they are any less 
  challenging then you are in for a shock! 
  Counter	Measures
  A key feature of the security measures in this article will be the 
  steps that can be taken to circumvent them. No trap is perfect; 
  no lock or safe uncrackable. The inclusion of Counter Measures 
  provides all sorts of opportunities for thieves to master their trade 
  and for players to have fun acquiring the knowledge and tools they 
  need to get the job done. Where better to acquire this information 
  than a Thieves’ Guild? 
  Ingenious Inventions
  There are master craftsmen with such a knowledge of gears and 
  cogs, metal and crystal, that they are able to fashion the most 
  remarkable devices. Often resembling mundane items that most 
  intruders fail to notice, they can possess clockwork innards and 
  tiny moving parts so perfectly wrought that they seem almost to 
  come alive. Thieves and adventurers searching homes, shops and 
  buildings must quickly realise that an innocent seeming room may 
  actually contain a host of hidden obstacles. 
  Clockwork	Spider
  Hidden away during the day, out of sight and out of mind, a 
  clockwork spider emerges only at night, ready to protect its 
  owner’s premises. Crafted from metal and gemstone gears, encased 
  within a carapace of steel, these arachnid-like machines may only 
  be crafted by the most skilful of artisans. Just like its namesake, 
  a clockwork spider may spin a web of fine silk. This it does each 
  night when it first emerges, stringing tiny almost invisible trip-
  wires across the doorways of whatever room it has been assigned 
  to protect. It can then hide itself away, its tiny limbs fastened to 
  lines of silk that can detect even the tiniest vibration in the trip-
  wires. Should a trip-wire be disturbed, a spider automaton may 
  react in one of two ways depending upon the instructions it has 
  received from its owner. The machine may retreat from the room 
  and summon help, awakening guards or the owner of the premises. 
  Alternatively, it may attack. Though small, a spider automaton can 
  deliver a venomous bite via the hollow metal stinger built into its 
  abdomen. This may be loaded with whatever poison the owner 
  desires, but the most common choice is a long-lived concoction 
  known as delirium serum.
  by	Carl	Walmsley.
  
  59
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D6+3  
  7
  1 
  Right Fourth Leg 
  3/3
  CON
  10  
  10
  2 
  Left Fourth Leg 
  3/3
  SIZ
  3
  3
  3 
  Right Third Leg 
  3/3
  INT
  3 
  3
  4 
  Left Third Leg 
  3/3
  POW
  7 
  7
  5-11 
  Abdomen 
  Right Second Leg 
  3/5
  DEX
  1D6+12  
  16
  12 
  3/3
  13 
  Left Second Leg 
  3/3
  14 
  Right First Leg 
  3/3
  15 
  Left First Leg 
  3/3
  16-19 
  Thorax 
  3/3
  20 
  Head 
  3/3
  Combat Actions
  2
  Typical Armour: Steel Shell (AP 3, no Skill Penalty)
  Damage Modifier
  –1D6
  Magic Points
  7
  Traits: Dark Sight, Disease immunity, Poison Immunity, Wall Walking
  Movement
  8m
  Strike Rank
  +11
  Skills: Athletics 60%, Perception 70%, Resilience 40%
  Combat Style
  Unarmed 50%
  Weapons
  Type 
   
  Size 
  Reach 
   
  Damage  
  AP/HP
  Sting  
   
  S 
  T 
   
  1D4 + poison 
  As per Head
  Delerium Serum
  Application: Ingested or smeared
  Onset: 1 Combat Round
  Duration: 2D10 minutes 
  Potency: 55
  Conditions: Delerium (Special):1 point of damage to location struck, applies a –8 penalty to victim’s DEX and INT (upon reaching 0 
  DEX or INT victim falls unconscious)
  Constructing a spider automaton is difficult, requiring the use 
  of several different Craft Skills. Of course, several characters may 
  collaborate, each lending their expertise to a particular step in 
  the process. The first stage of construction requires a successful 
  Craft (Blacksmith) roll with a -20% Skill Modifier. This forges 
  the sturdy outer shell and limbs. Failure at this stage costs 50 SP 
  in wasted materials. Each roll at this stage takes 25 hours of work. 
  The second stage requires a successful Craft (Jeweller) roll to shape 
  the quartz and soft metal gears and cogs. Failure of this roll does 
  not damage the shell created in stage one but does cost 100 SP 
  in wasted materials. Each roll at this stage requires 30 hours of 
  work. The final stage represents assembly of the finished spider. 
  A Mechanisms roll with a –30% Skill Modifier achieves this. A 
  fumble damages the unassembled parts beyond repair and the 
  construction must begin anew. A normal failure merely means that 
  the artisan must continue his work. Each roll at this stage takes 20 
  hours of work. The base cost of constructing a clockwork spider 
  is 1,000 SP.
  Counter Measures
  Effective night watchmen though they are, clockwork spiders 
  do have a few weaknesses. Firstly, the trip-wires that they use to 
  sense intruders are reflective. A thief who shines a light directly 
  towards one will see it glinting if he succeeds at a Perception roll 
  with a +20% bonus. In addition, clockwork spiders only react if 
  one of their lines is disturbed – they do not spring into action 
  simply upon seeing an intruder. This precaution allows a resident 
  of guarded premises to step safely over the trip-wires if he needs 
  to enter a room for any reason after dark. Because of this, a wary 
  thief may evade the trip-wires and he will be able to walk past the 
  spider unopposed. In dark conditions, noticing a trip-wire requires 
  a Perception roll with a –40% penalty.
  Creakboards	
  Designed to fit unnoticed amongst normal floorboards, 
  creakboards are touch sensitive slabs that will groan loudly if even 
  the tiniest amount of pressure is placed upon them. Creakboards 
  
  60
  come in various shapes and sizes and can therefore be fitted within 
  any building that has wooden floorboards. The amount of pressure 
  required to trigger a creakboard is equal to around 3 pounds – 
  or the footfall of an adult domestic cat. It does not matter how 
  gently pressure is applied to a creakboard – if it rises to 3 pounds 
  or more, the board emits a loud groan. Any creature that is inside 
  the room when a creakboard is triggered will automatically hear 
  it. Even if the creature is asleep at the time, the noise is so loud 
  that it will automatically be woken up. Any other creatures inside 
  the building when it is triggered must pass a Very Easy (+60%) 
  Perception Roll to detect the sound. Every closed door between the 
  creature’s location and the room where the creakboard is located 
  imposes a -10% penalty. In addition, if the creature is asleep at the 
  time the creakboard is triggered, a further -20% penalty is applied.
  For example: A careless thief treads on a creakboard in the entrance 
  hall to Lord Maric’s manor, activating it. A sleeping watchman seated 
  at the end of the hall is automatically roused by the noise. Lord Maric, 
  asleep in his bedroom upstairs, has three closed doors between him and 
  the creakboard. He must therefore pass a Perception roll with a +10% 
  modifier (+60% - 30% for the doors and 20% for being asleep). 
  When not required, a creakboard may be deactivated via the use of 
  a hidden lever. This raises a muffling pad stored beneath the board 
  so that it will not emit any unusual sounds when trodden on. The 
  cost of purchasing and installing a creakboard is 300 SP. 
  Counter Measures
  Some thieves use a trained rat to detect the presence of creakboards. 
  The rodents are trained to scurry out across the floor, using a 
  surprisingly methodical system to cover all areas of the room in 
  search of creakboards. Whilst the rodent’s tiny footsteps are not 
  heavy enough to fully activate a creakboard, they will elicit a tiny 
  groan which is just about audible. Any creature in the same room as 
  a creakboard when a rat runs over it must pass a Perception roll in 
  order to hear the quiet creak. A trained rat – referred to affectionately 
  by the thieves who use them as creakers – can search one square 
  metre of floor each Combat Round. A ‘creaker’ costs 50 SP to buy.
  An alternative method of locating creakboards is to use a device 
  resembling a yo-yo, called a rolling snitch. These detection devices 
  can be reeled out across the floor to reveal any creakboards. 
  A rolling snitch touches a board even more lightly than does a 
  ‘creaker’. Hearing a creakboard triggered by a rolling snitch requires 
  a Perception Roll with a -10% modifier. A rolling snitch can be 
  used to check one square metre of floor every Combat Round. 
  Purchasing a rolling snitch costs 20 SP.
  Perhaps the most reliable way to circumvent a creakboard is to 
  locate and use the deactivation lever. The artisans who install these 
  devices are careful to keep secret the locations where they have 
  been installed. Nevertheless, such information can sometimes be 
  acquired through appropriate contacts or some form of coercion. 
  Searching a room in order to locate a deactivation lever is extremely 
  difficult. A successful Perception Roll with a -60% penalty is 
  required. Each attempt to find a lever takes 10 Rounds. 
  Deconstructibles
  A key feature of any security measure to be employed in a home, 
  shop or such like is the ability to go unnoticed. With this in 
  mind, the sorcerer-craftsman Jerops designed the first of his 
  deconstructibles. Each of these guardian constructs is able to 
  assume the appearance of an everyday object and thereby avoid 
  drawing attention to itself. The most common choices are chairs 
  and tables but deconstructibles can be crafted to resemble large 
  metal mirrors, fireplaces or any other item that the craftsman has 
  the skill to imitate. To all intents and purposes, a deconstructible 
  spends most of its life fulfilling the role of whatever piece of 
  furniture it resembles. However, given a specific circumstance, it 
  alters its shape as hidden gears and levers come alive, transforming 
  it into its guardian form. Jerops himself designed most of his 
  creations to metamorphose into predatory creatures such as wolves 
  or cats. Since other craftsmen have taken up and modified his 
  designs, it is conceivable that a deconstructible might take on the 
  form of any animal – even a humanoid.
  In appearance, these constructs resemble blocky, angular versions 
  of the creatures they are based upon, often with tell-tale signs of 
  the everyday items they spend most of their time disguised as. 
  Each deconstructible may be given a single, simple instruction 
  which dictates the situation in which it will come alive. A 
  command such as attack anyone who removes this painting from 
  the wall or immobilize anyone who enters this room are examples 
  of the sort of instruction that will work. As a safety precaution, 
  all deconstructibles are built with a deactivation word. If this 
  is spoken directly to the construct, it will ignore the activation 
  instructions that it has been given for 10 minutes. After this time, 
  the instructions become active once more. The most common type 
  of deconstructible is fashioned from wood, though there are also 
  examples that have been made from metal, marble and even glass.
   
  Presented below are the typical characteristics of a small (chair-
  sized) and a large (table-sized) deconstructible. These base 
  characteristics should be modified according to the material used 
  to craft the construct.
  Material 
  Modifiers
  Wood 
  None
  Iron 
  +2 HP on each hit location, 3 AP, Damage from strike increased by one step*
  Steel 
  +3 HP on each hit location, 4 AP, Damage from strike increased by one step*
  Marble 
  -1HP on each location, 4 AP
  Glass 
  -2 HP on each location, 1 AP, Damage increased by two steps*
  *For each damage step increase, a D6 becomes a D8, a D8 a D10, and so on.
  
  61
  Small	Deconstructible
  Dice
  Average
  1D20
  Hit Location
  (Quadruped)
  AP/HP
  STR
  2D6+3  
  10
  1-2 
  Right Hind Leg 
  2/4
  CON
  10
  10
  3-4 
  Left Hind Leg 
  2/4
  SIZ
  1D6+3  
  7
  5-7 
  Hindquarters 
  2/5
  INT
  1
  1
  8-10 
  Forequarters 
  2/5
  POW
  1 
  1
  11-13 
  Right Front Leg 
  2/4
  DEX
  3D6
  11
  14-16 
  Left Front Leg 
  2/4
  17-20 
  Head 
  2/4
  Combat Actions
  2
  Typical Armour: Natural ‘Hide’ (AP 2, no Armour Penalty)
  Damage Modifier
  –1D2
  Magic Points
  1
  Traits: Disease immunity, Poison Immunity
  Movement
  8m
  Strike Rank
  +7
  Skills: Perception 44%, Resilience 35%
  Combat Style
  Unarmed 50%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Strike    
  S 
  M 
  1D6 - 1D2 
  As per Leg
  Large	Deconstructible
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+6  
  17
  1-2 
  Right Hind Leg 
  2/5
  CON
  10 
  10
  3-4 
  Left Hind Leg 
  2/5
  SIZ
  3D6 
  11
  5-7 
  Hindquarters 
  2/6
  INT
  1
  1
  8-10 
  Forequarters 
  2/6
  POW
  1
  1
  11-13 
  Right Front Leg 
  2/5
  DEX
  3D6+6
  17
  14-16 
  Left Front Leg 
  2/5
  17-20 
  Head 
  2/5
  Combat Actions
  2
  Typical Armour:  Natural ‘Hide’ (AP 2, no Armour Penalty)
  Damage Modifier
  +1D2
  Magic Points
  1
  Traits: Disease immunity, Poison Immunity
  Movement
  8m
  Strike Rank
  +10
  Skills: Perception 44%, Resilience 35%
  Combat Styles
  Unarmed 60%
  Weapons
  Type 
   
   
  Size 
   
  Reach 
   
  Damage  
  AP/HP
  Strike    
   
  M 
   
  M 
   
   2D6 + 1D2
  A small Deconstructible costs 1,500 SP. A large Deconstructible costs 2,500 SP. Using Iron as the building material increases the cost by 
  10%. Using steel adds 20%. Using either marble or glass adds 50%. 
  
  62
  Echochamber	
  Installing an echochamber inside a building is neither cheap nor 
  easy – however, it does present unwanted intruders with a significant 
  obstacle. An echochamber is carefully designed and constructed so 
  as to capture and amplify any sounds made within the confines of 
  its walls. What is more, thanks to retractable and re-alignable panels 
  built into the walls, this effect can be entirely nullified, allowing the 
  room to be used normally. When the panels are aligned to amplify 
  – it takes a single round to pull a lever that can switch the room 
  between its two states – an echochamber magnifies every sound 
  twenty-fold: a sneeze becomes a roar, a footstep an earthquake 
  and the click of an opening lock a resonating rumble. However, 
  thanks to the unique design of such a room and the ways that 
  sounds are funnelled in or out, noises made even a few centimetres 
  outside the chamber are in no way magnified. The most common 
  application of an echochamber is as an ante-room to a space where 
  something valuable is stored. A nobleman wishing to safeguard his 
  riches might place an echochamber outside his underground vault 
  for instance or a man fearful for his life might build one outside 
  his bedroom. Attempting to do anything quietly whilst inside an 
  echochamber is extremely difficult. Even the sound of breathing 
  becomes like the screaming of a gale. For every potentially noisy 
  action the character takes, he must pass an Opposed Stealth vs. 
  Perception Roll against any creatures within earshot. Because of 
  the properties of the chamber, the character’s result on the skill roll 
  dice is doubled!
  For example: Killick the thief whispers an instruction to his 
  companion as the two of them are sneaking through an echochamber. 
  There is a guard next door who might overhear their conversation, so 
  an Opposed Roll is required. The guard has Perception 40% and rolls 
  a 37 – a normal success.
  Killick has Stealth 55%. His player rolls a 34. Normally, this would 
  be a success but the result is doubled inside the chamber, giving 68. 
  Killick’s fails the roll and his amplified whisper is heard. Noisy actions 
  such as knocking over an object, running or engaging in combat 
  are amplified to such a degree that everyone within a building will 
  automatically hear them. Building an echochamber costs 100 SP per 
  cubic metre of room.
   
  Countermeasures
  Perhaps an echochamber’s main weakness is the fact that it can be 
  deactivated by the use of a lever. Consequently, such a device is 
  usually concealed, requiring a successful Perception roll to locate 
  it. Additionally, the lever is usually located ‘beyond’ the chamber. 
  For example, a museum safeguarding its exhibits would place 
  the lever on the far side of an echochamber lobby, making it that 
  much more difficult to reach without making a noise – personnel 
  opening up in the morning will not be too worried about booming 
  footsteps when they first enter the building, whereas a thief 
  obviously would. 
  A few thieves have taken to wearing specially designed footwear 
  which allows them to dampen the sound of their footsteps. Known 
  as mufflers, these padded shoes provide a +20% bonus on Stealth 
  Rolls. Unfortunately, mufflers are not suitable for general wear as 
  the padded material provides very little grip on flat or polished 
  surfaces (-20% to climbing and jumping Athletics rolls). They are 
  also difficult to run in, limiting movement to walking pace. 
  A pair of mufflers costs 25 SP. 
  A second device that may prove useful when encountering an 
  echochamber is a thieves’ muzzle. 
  Worn over the mouth and nose like a mask, it serves the dual 
  purpose of disguising the wearer and silencing his breathing. 
  Equipped in this way, a skilful thief has at least a chance to pass 
  through an echochamber undetected. 
  A thieves’ muzzle cost 35 SP
  Sealing	Room	
  Another security measure requiring major renovation – but offering 
  excellent protection – is a sealing room. When activated all exits 
  from this chamber can be entirely closed off and, depending on 
  the design, bellows may then be used to suck oxygen out of the 
  room or to pump it full of gas. Sealed rooms are almost always 
  located within the centre of buildings as the inclusion of windows 
  in such a room would present anyone who becomes trapped with 
  an obvious a means of escape. The activation method for a sealing 
  
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  room can be either a trip-wire or a pressure pad. Typically, these 
  are located some way inside the room. A trip-wire is slightly easier 
  to spot but is a cheaper option than a pressure pad. 
  Noticing a trip-wire requires a successful Perception Roll. Detecting 
  the presence of a pressure pad requires a Perception Roll with a 
  -20% penalty. Once triggered, the doors to a sealing room slam 
  shut almost instantly. A character who is located just inside the 
  doorway who succeeds with an Evade roll may leap back outside 
  the room before it is sealed. If fitted with extraction bellows, a 
  sealing room will immediately begin to empty of air once it has 
  been sealed. This takes a number of Combat Rounds equal to the 
  volume of the room, measured in cubic metres. 
  Lysan triggers a sealing room and has no time to escape before the 
  doors slam closed. He hears the hissing of air being drawn out of the 
  chamber. Glancing round, he estimates the size of the room – 4 metres 
  along each wall and 3 metres high. He therefore has 48 rounds (4x4x3) 
  or just under 5 minutes, before the room empties of air.
  An alternative to emptying a room of air is to pump it full of gas. A 
  substance known as Drowse Wind is most often used: this renders 
  unconscious any thieves trapped inside the room. 
  Drowse Wind
  Application: Inhaled
  Onset: 1D6 rounds
  Duration: 4D10 minutes
  Potency: 58
  Conditions: Victim falls asleep
  As mentioned earlier, sealing rooms are typically built inside interior 
  rooms and tend to be surrounded by solid stone. This usually 
  means that the doors are the most vulnerable areas when it comes 
  to those inside trying to find a way out. Accordingly, the doors are 
  constructed of sturdy metal (10 AP, 60 HP), making them difficult 
  to break down. Note that the door must suffer a full 30 points of 
  damage before even the smallest of holes is made. Once activated, 
  a sealing room can only be opened from the outside using a hidden 
  pulley, which reverses any changes in the air content within the 
  chamber and then releases the doors. Pumping air back into a room 
  takes three rounds. Sucking out Slumber Wind Gas takes one round 
  for each cubic meter of room. The cost of building a sealing room is 
  equal to 50 SP per cubic metre of space within it, plus 400 SP. If the 
  room is triggered by a pressure pad, rather than a trip-wire, it costs 
  a further 250 SP to construct. Installing extraction bellows adds a 
  further 500 SP to the cost. A gas pump that can flood a sealed room 
  with Slumber Wind Gas costs 750 SP. 
  Countermeasures
  A few cunning rogues have taken to using a special type of thieves’ 
  muzzle, which is enchanted so as to purify the air that the wearer 
  breathes. An enchanted air-purification muzzle is both difficult to 
  acquire and usually costs at least 250 SP. Others still have fitted 
  their masks with a small, independent air-supply which can buy a 
  thief enough time to escape from a sealing room. 
  Masks fitted with an emergency air supply cost 120 SP. There is 
  enough oxygen stored inside the muzzle to supply the wearer for 20 
  rounds. These devices have the added benefit of allowing the wearer 
  to breathe under water, though only in depths of up to three metres. 
  An inevitable weakness in the hermetic nature of a sealing room 
  exists at the point where an extraction bellows or gas pump is 
  connected. Locating one of the holes where gas is pumped in or 
  out requires a successful Perception Roll. There is usually one hole 
  in a sealing room for each full 10 cubic metres of volume. If all of 
  these holes are bunged up somehow, gas can be kept in or out of 
  the chamber – or oxygen kept in.
  Shadowcaster
  Even the most experienced of thieves is not immune to the 
  tension involved in breaking into an unknown building and 
  trying to anticipate the sorts of traps and defences he might have 
  to overcome. Accordingly, fear can be a powerful deterrent when 
  trying to discourage would-be rogues.
  A shadowcaster is an ingenious device that plays not just with light 
  and shadow but with the imagination of unwelcome intruders. 
  These skilfully wrought contraptions throw monstrously enlarged 
  shadows designed to terrify intruders and make them believe that 
  something hideous is waiting around the next corner. 
  In truth, the shadows are nothing more than that – images cast by 
  a light source through a rotating cylinder of metal plates, beamed 
  onto a wall to appear as the fearsome silhouettes of guardian 
  creatures. Most shadowcasters hurl images of huge dogs but it is 
  possible to have the metal plates create the shadow of any beast 
  imaginable. In order for a shadowcaster to function, there must 
  be an area of wall for the shadow to be cast upon. Given a large 
  enough wall, a shadowcaster could create an image several metres 
  high and wide. 
  A shadowcaster costs 200 SP to purchase and a further 1 SP each 
  day to oil its moving parts. New plates for a creature’s shadow may 
  be purchased for 50 SP.
  Countermeasures 
  The rotation of a shadowcaster, whilst extremely quiet, is not 
  entirely silent. A character who succeeds with a Difficult (-20%) 
  Perception Roll can discern the faint sound of the rotating plates. 
  For a knowledgeable thief, this quiet whirring may be enough to 
  tell him that the hideous shadow he sees is no more than a skilful 
  trick. In addition, for a shadowcaster to continue rotating quietly, it 
  must be oiled every night. The penalty imposed on the Perception 
  Roll to hear a functioning shadowcaster is reduced by 10% for 
  each night that the device has not been oiled. A Shadowcaster that 
  is not oiled at all for a week ceases to function altogether. The 
  rotation of the plates creating the shadow of a creature works in 
  cycles that last around 12 seconds (two Combat Rounds). During 
  this cycle, the shadow of the creature may move – most often as 
  though a creature is sleeping, its chest rising and falling slightly. 
  
  64
  A character who is patient and watches the movement of the 
  shadow, will notice that the same pattern is repeated indefinitely. 
  A clever thief (or perhaps one who knows what to look for) might 
  discern from this that what he is seeing is simply the light-show of 
  a shadowcaster. 
  Shuffling	Furniture
  Fashioned with all the skill and care of the finest antiques a 
  shuffler, as they are known in the thieving trade, is designed to 
  do far more than simply look nice. Hidden within a shuffler are a 
  series of cranks and levers that allow them to move. Though not 
  fast and possessed of the stiff-kneed gait of a young fawn, this 
  allows a shuffler to change position several times during the night. 
  More than one thief re-tracing his steps as he leaves a building has 
  been caught unawares by an awkwardly placed foot-stool that he 
  could have sworn was not there a few minutes before. An intruder 
  passing through a room with which he is familiar must succeed 
  with an Easy (+20%) Perception Roll to notice that a shuffler has 
  moved. If a room is well lit, it is likely that the shuffler’s change of 
  position will be spotted. However, the modifiers applied for partial 
  or total darkness (-20% and -40% respectively) will make it far 
  more likely that the rearranged furniture will not be noticed. A 
  character who inadvertently collides with a shuffler must pass an 
  Athletics roll or trip over, quite possibly alerting anyone within 
  ear-shot. A shuffler costs 300 SP for the inner workings plus the 
  usual cost of the item of furniture.
  Counter Measures
  All shufflers have a small timer located on the underside of a 
  surface. This allows their owners to control how often they change 
  position and the hours during, which they will do so; in this way, 
  it is possible to ensure that they return to their proper positions by 
  the time the building is required for regular use. A character who 
  checks the underside of a shuffler cannot fail to notice this timer. 
  As is often the case for a thief, vigilance is the key to success: 
  assuming that a room will have the same layout of furniture when 
  one returns can lead to difficulties. There is no substitute for 
  maintaining one’s alertness until the job is finished.
  Snake	Charm	Lock	
  Devising locks good enough to thwart master thieves was the life’s 
  work of an artificer wizard named Evelyn. Taking his inspiration 
  from the snakes that were so common to his tropical home, Evelyn 
  devised a lock every bit as cunning as a serpent. The keys to Evelyn’s 
  locks take the form of tiny metallic serpents, coiled up to form a 
  circle about the width of a man’s finger. Indeed, each miniature 
  snake is designed to be worn as a ring. This enables the owner to 
  hide the key in plain sight – most thieves will not be aware of the 
  ring’s true nature and even if they do learn the truth, stealing it 
  without being noticed is extremely difficult.
  When one of these keys is placed near its corresponding lock, it 
  unfurls, as mechanical components spring to life and the tiny snake 
  slithers inside the keyhole to trip the tumblers. The mechanical 
  serpent then slides back out of the lock and wraps itself once more 
  around its owner’s finger. This entire process takes two rounds to 
  complete. It is believed that Evelyn designed each snake charm lock 
  and key to be unique. However, only 12 designs have survived, 
  meaning that all newly constructed locks and keys are based on one 
  of the dozen original schematics. A thief who tries to pick a snake 
  charm lock without the key will find that it is extremely difficult to 
  do so. A successful Mechanisms roll with a -50% modifier is required 
  to trip the tumblers and open the lock. Having a snake charm lock 
  and key constructed and installed costs 1,000 SP.
  Hydria	Deadlocks
  Surpassing even the exquisite craftsmanship of his snake charm 
  locks, Evelyn crafted three unique devices that he called his hydria 
  deadlocks. Whilst a snake charm lock is opened by a single ring-key, 
  these mechanical masterpieces require the use of seven separate keys 
  in order to release them. Verelyon designed each of the deadlocks 
  for organisations that wished not only to safeguard their most 
  treasured items but to ensure that no single member of their ruling 
  hierarchy would ever be able to steal them for himself. To open one 
  of the hydric deadlocks, all seven corresponding ring-keys must be 
  used simultaneously. The lock resembles a large heptagonal metal 
  doorway, usually leading into a vault. The metal used to construct 
  the lock was an invention of Verelyon’s that he called hydric steel. 
  This metal is exceptionally tough and heavy. Located at the seven 
  points of the heptagonal doorway are the locks that must be 
  
  65
  triggered at the same moment in order for the door to open. Lock-
  picking a hydric deadlock is virtually impossible as it requires seven 
  simultaneous successful Mechanisms rolls, all with a -50% penalty. 
  Even a single failed roll means that, not only does the deadlock 
  remain closed but that one of the locks – determined at random 
  – releases a cloud of acidic vapour. This noxious gas inflicts 1D6 
  damage upon the hand of any thief trying to open that lock and 
  corrodes beyond use any picks he is using. The current location of 
  Verelyon’s three hydric deadlocks is unknown. It is likely that they 
  are still in use somewhere, safeguarding information or treasure 
  of exceptional value. If a hydric deadlock were ever to come onto 
  the market, it would be a rare treasure in itself, selling for at least 
  20,000 SP.
  Counter Measures
  The only reliable way to open a snakecharm lock is to acquire 
  the appropriate ring-key. However, trying to remove a snakecharm 
  key from someone’s finger without them noticing is not easy. 
  The would-be pilferer must succeed with an Opposed Sleight vs. 
  Perception roll. If the wearer of the ring is distracted in some way, 
  he suffers a -10% penalty to his Perception roll.
  Laban, a skilful thief, has learned that the merchant, Caeril, wears a 
  snakecharm ring-key on his left hand. At the precise moment an associate 
  of his deliberately knocks over a tray of glasses – causing a distraction 
  – Laban tries to slide the ring-key from Caeril’s finger. An Opposed 
  roll is made, with Caeril suffering a -10% penalty to his Perception 
  skill. Laban achieves a critical success and the ring is slipped deftly from 
  Caeril’s finger and pocketed without the merchant noticing.
  Normal lock picks are of limited use when dealing with snakecharm 
  locks as these mechanisms are made to such an unusual design. 
  However, someone willing to pay 50 SP may have a set of picks 
  made specifically for the task of opening snakecharm locks. 
  Mongoose picks, as they are known, reduce the penalty when 
  trying to open this type of lock to -25%. 
  Trap	Handle
  Unless a thief is intimately familiar with the interior of a building, 
  it is difficult for him to distinguish between a real doorknob and a 
  trap handle – effectively, a booby trap designed to trick an intruder 
  into setting off an alarm. Typically, a trap handle is used in one 
  of two ways. In the first instance, a false door is constructed and 
  installed and a trap handle attached to it. Those familiar with a 
  building will know to avoid using the doorknob and legitimate 
  visitors can be provided with a suitable warning. Sometimes the 
  real doorway to a room – particularly to an area that will store 
  items of value – is concealed, making the bogus entryway appear 
  to be the only means of access. The second method of employing 
  a trap handle is to locate it on a door where the real handle has 
  been hidden. Unless a thief is wary enough to check the door for 
  a hidden panel (inside which the ‘safe’ handle is located), he will 
  activate the trap. Once turned, a trap handle will trigger an alarm. 
  Depending upon the design, this may take the form of either a 
  loud ringing bell that is audible throughout the building or a 
  discreet series of chimes, discernable only within a single room.
  A few trap handles are also designed to deliver a sudden electric jolt 
  when activated. Connected to a crude battery, a single activation 
  exhausts the charge for 24 hours but can provide a nasty surprise 
  for an intruder. A character electrocuted in this way suffers 1 point 
  of damage to the appropriate hand and a further point to every 
  area in contact with metal armour or equipment. In addition, 
  the character must pass a Resilience roll or be paralysed for 1D3 
  Combat Rounds.
  A trap handle and false door typically cost 250 SP to construct 
  and install. A trap handle used in conjunction with a hidden ‘safe’ 
  handle costs 300 SP. Adding an electric jolt to a trap handle costs 
  a further 200 SP. 
  Counter Measures
  Detailed plans or prior knowledge of the layout of a building are 
  crucial when it comes to avoiding trap handles. A thief who knows 
  exactly where the walls and rooms are located can usually avoid 
  being duped by a false door. A character who passes a Perception 
  Roll with a -20% penalty is able to locate a hidden panel in a door 
  where a ‘safe’ handle has been hidden. A few thieves have taken to 
  wearing insulated gloves whilst exploring buildings suspected of 
  having trap handles. These will not prevent an alarm from being 
  triggered if a trap handle is turned but they do protect the wearer 
  from the electric jolt. The gloves, made from a thick weave studded 
  with tiny insulating crystals, are a little cumbersome and apply a 
  -10% penalty to all Skill Rolls which require fine manipulation. A 
  pair of insulated gloves costs 40 SP. 
  Disarming the alarm on a trap handle can be achieved by cutting 
  the wire, which connects it to the alarm bell. This wire runs within 
  the frame of the door and then through the hinges via a specially 
  designed channel, eventually linking with the alarm elsewhere in 
  the building. A successful Mechanisms Roll with a -20% penalty 
  allows a character to open the hinges and snip the wire, thereby 
  disarming the alarm. This is a risky procedure, however, as failure 
  on this roll triggers the alarm. 
  Tubelock	
  There are few more precarious positions for a thief to find himself 
  in than having his arm extended along the length of a trap-filled 
  tubelock, fingers searching blindly for the keyhole. Requiring both 
  skill and courage, these anti-intruder devices are not to be tackled 
  by the faint-hearted. In construction, a tubelock resembles a 50 to 
  80 cm long metal cylinder, just wide enough for a human man to 
  slide his arm inside. Typically, they are installed either within stone 
  walls or (if the owner lacks the finances for this) inside a wooden 
  frame. At one end of the tubelock is a keyhole. A key may be fitted 
  into this and the lock opened in the same manner as any other 
  keyhole. Of course, without being able to see the keyhole directly, 
  it does require a little more dexterity on the part of the person 
  using the key.
  Where a tubelock becomes dangerous is if the person trying to 
  open it is not using a key but lock picks. Doing so blindly and with 
  
  66
  only a single hand to manipulate the picks is extremely difficult. 
  Attempting this feat requires a successful Mechanisms roll with a 
  -40% penalty and takes at least 5 rounds to complete. Besides the 
  difficulty of tripping the tumblers, there is a very real threat – if 
  not to life – then certainly to limb. About half of the tubelocks a 
  thief is likely to encounter contain a vicious blade trap, triggered if 
  three unsuccessful attempts are made to open the lock. 
  The blade takes the form of a rotating sphincter, which circles 
  shut, potentially severing the thief ’s hand. When triggered, the 
  blade inflicts 2D6 damage to the appropriate limb. Particularly old 
  and well-used tubelocks may even carry the stains left by thieves 
  unlucky enough to have triggered their blade-traps. Amongst 
  themselves, thieves tell tales of one tubelock that became jammed 
  up with the severed hands of those who had tried to open it and 
  failed. To further exacerbate the problems presented by tubelocks, 
  about one in device in 10 will not be fitted with a blade trap at all 
  but with a poison dart. When triggered, this is fired directly along 
  the path of the tube, usually into the hand of the thief. The dart 
  inflicts 1 point of damage and is likely to be coated in poison, most 
  often Manticore Venom.
  A basic tubelock costs 500 SP to purchase and install in a suitably 
  sturdy stone wall. Fitting a wooden frame around the lock – rather 
  than embedding it in rock – reduces the cost by 150 SP but leaves 
  the device far more prone to tampering. Adding a blade trap or 
  a poison dart trap to a tubelock costs another 250 SP. It is not 
  possible to fit the mechanisms for both traps inside a single lock. 
  Counter Measures 
  A particularly cunning thief artisan (who it is said lost the end of a 
  finger to a tubelock) devised a tool that, whilst not guaranteed to 
  open such a lock, certainly protects the thief from bodily harm. By 
  using extendable lock picks that sit upon a specially designed rest, 
  it is possible to open a tubelock without having to place one’s arm 
  inside the device. Of course, manipulating the tumblers within the 
  lock is more difficult this way, imposing an overall -60% penalty 
  on the Mechanisms Roll to open the lock. A set of extendable lock 
  picks and rest cost 70 SP.
  Alternatively, a thief can use a device called a disarm pipe. This 
  is a cylinder designed to slide inside a tubelock, whilst still 
  providing enough room for a thief to insert his arm. In essence, 
  the disarm pipe forms a barrier between the tubelock blade and the 
  thief, protecting him from harm. If a blade trap is triggered, the 
  disarm pipe absorbs the damage and is destroyed in the process. 
  Unfortunately, a disarm pipe provides no protection against those 
  few tubelocks fitted with poison dart traps. A disarm pipe costs 
  30 SP. 
  Creatures
  There are a number of creatures whose acute senses and ability 
  to absorb training make them ideal watchbeasts. Other animals 
  possess such fearsomely powerful physical attacks or magical 
  capabilities that their mere presence can act as a deterrent. Others 
  still are able to conceal themselves in unique ways and lie in wait 
  for unwanted guests. All have something to offer those looking 
  to protect their goods and property. Thieves should expect to 
  encounter far more than simple guard dogs when they choose to 
  go where they have not been invited!
  Charcoal	Golem
  This diminutive construct makes a perfect household guardian. 
  When not required, it can secret itself away amongst the coals of 
  the fireplace, even providing heat for the occupants of a home. A 
  charcoal golem requires no food or water and could conceivably 
  remain in this docile state for years on end. When it is called 
  upon to defend the premises against intruders, it bursts into life, 
  charcoal body smouldering with flame. The body of this golem 
  is constructed from blackened coal, its stumpy fingers and toes 
  topped with razor-sharp diamond claws. In combat this means 
  that despite its small size – most charcoal golems are no more than 
  two feet tall – it can deliver vicious lacerations to lightly armoured 
  foes. 
  In addition to its claws, a charcoal golem can spit out smouldering 
  balls of coal. These strike with similar force to a sling-shot and have 
  the added danger of setting their target ablaze. Unable to think 
  for themselves, charcoal golems follow the simple instructions 
  given to them at the time they are created. Typically, these include 
  orders such as defend the residents and attack anyone that breaks 
  in. Once an intruder has left the grounds, a charcoal golem will 
  usually not pursue him. 
  
  67
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D6+6  
  10
  1-3 
  Right leg 
  2/4
  CON
  3D6
  11
  4-6 
  Left Leg 
  2/4
  SIZ
  1D3+3  
  5
  7-9 
  Abdomen 
  2/5
  INT
  5
  5
  10-12 
  Chest 
  2/6
  POW
  10 
  10
  13-15 
  Right Arm 
  2/3
  DEX
  2D6+6  
  13
  16-18 
  Left Arm 
  2/3
  19-20 
  Head 
  2/4
  Combat Actions
  2
  Typical Armour: Carbon Hide (AP 2, no Armour Penalty) 
  Damage Modifier
  –1D4
  Magic Points
  10
  Traits: Disease immunity, Poison Immunity
  Movement
  6m
  Strike Rank
  +12
  Skills: Perception 50%, Resilience 50%
  Combat Styles
  Unarmed 50%
  Weapons
  Type 
   
   
  Size 
  Reach 
  Damage  
   
   
  AP/HP  
  Range
  Diamond claw    
  S 
  S 
  1D8 – 1D4 
   
   
  As for Arm 
  —
  Flaming spitball   
  M 
   
  1D4 + 1  point of fire damage 
  — 
   
  10m
  A Charcoal Golem costs 600 SP.
  Counter Measures
  If one is aware of the specific instructions that have been given 
  to a charcoal golem it may be possible to avoid awakening it. For 
  instance, if told to attack someone that tries to take items out of 
  the house at night, a thief would be free to do so during the day. 
  Similarly, a thief who can get himself invited into a building will 
  not be bothered by a golem charged with attacking intruders. A 
  second thing to keep in mind is that charcoal golems are brittle 
  creatures – a trait that can be exacerbated by exposure to either 
  water or ice. If subject to a successful cold-based spell or immersed 
  in water, a charcoal golem’s skin becomes so brittle that it no 
  longer provides any protection against damage. In addition, the 
  amount of damage this golem suffers from cold and water based 
  attacks is doubled. 
  One weapon that has been specifically devised to exploit a 
  charcoal golem’s vulnerability to cold is the frost cracker. These 
  small alchemical grenades emit a chilling burst when they explode, 
  freezing all the moisture within a 1 metre radius. A charcoal golem 
  caught within this blast suffers 1D6 damage to all locations and 
  the AP of his hide is reduced to 0. Against other creatures caught 
  in the blast, a frost cracker inflicts 1 point of damage to 3 random 
  locations. 
  A frost cracker costs 50 SP to buy. 
  Gazing	Guardian
  Choosing to place a gazing guardian within your home is not 
  something that can be done without great forethought on the part 
  of a tenant. Only by constructing a building with the demands of 
  such a creature in mind or by making significant alterations to an 
  existing structure, can one be effectively employed. The body of a 
  gazing guardian is a slimy, pulpy mass of tissue. Extending from 
  this fleshy sack is a mass of slender, prehensile stalks, each ending 
  in a bulbous, lidless eye. These eyes never close, and a gazing 
  guardian is said never to sleep. By extending its stalks out along a 
  series of narrow tunnels burrowed through the walls of a building, 
  the guardian is able to watch every room at once. All that is usually 
  visible is a discreet opening in a ceiling or wall, through which 
  peers an unblinking eye. 
  A gazing guardian may be trained to recognise people who are 
  allowed inside a particular building. When it detects the presence 
  of an intruder, it can use one of its eyestalks to pull on an alarm 
  cord, alerting the owner and any guards who are present. Note that 
  a gazing guardian is unable to go and fetch help – it is barely able 
  to move at all. Gazing guardians are extremely difficult to breed 
  and must be fed on exotic fruit, which can only be grown in hot 
  climates. Often this food must be specially imported, making it 
  very expensive to keep a guardian. Purchasing one of these odd 
  creatures costs 1,000 SP plus 100 SP for each eye-stalk, up to a 
  maximum of ten. Feeding one costs 10 SP a week (or half that 
  amount in hot climates where the fruit may be grown). 
  
  68
  Typical 8 limbed Gazing Guardian 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+6  
  13
  1-12 
  Body 
  1/12
  CON
  3D6  
  11
  13 
  Tentacle One 
  1/6
  SIZ
  2D6+6  
  13
  14 
  Tentacle Two 
  1/6
  INT
  1D6+3  
  7
  15 
  Tentacle Three 
  1/6
  POW
  3
  3
  16 
  Tentacle Four 
  1/6
  DEX
  2D6+3  
  10
  17 
  Tentacle Five 
  1/6
  18 
  Tentacle six 
  1/5
  19 
  Tentacle seven 
  1/5
  20 
  Tentacle eight 
  1/5
  Combat Actions
  2
  Typical Armour: Slimy body – no Armour Penalty
  Damage Modifier
  +1D2
  Magic Points
  3
  Traits: Night Sight
  Movement
  Special*
  Strike Rank
  +9
  Skills: Perception 75%, Persistence 40%, Resilience 45%.
  *A gazing guardian is almost immobile and may only move 1m each minute. 
  Combat Styles
  Unarmed 25%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Tentacle  
  M 
  M 
  1D2+1D2 
  As per Tentacle
  Counter Measures
  Despite their keen eyesight and unwavering alertness, gazing 
  guardians do have one notable weakness: all suffer from acute hay 
  fever. If a thief manages to introduce pollen into a room being 
  watched by a guardian, the creature’s eye will begin to water, 
  severely restricting its vision.
  One of the most ingenious methods of blinding a guardian is 
  through the use of a pollen pipe. These long, hollow tubes are 
  used to blow pollen into a room, delivering the spores as close as 
  possible to a guardian’s eyeball. An opposed Perception vs. Stealth 
  roll enables the guardian to notice the device; otherwise the pollen 
  may be delivered undetected from up to 5 metres away and takes 
  immediate effect. Gazing guardians afflicted with hay fever suffer 
  a -60% penalty to all Perception rolls. This effect lasts for 3D6 
  minutes. 
  A pollen pipe costs 15 SP. A dose of pollen costs 5 SP. Another 
  feature of a gazing guardian that could be exploited is its near 
  inability to move. If a thief were to locate the room where the 
  guardian is housed, then severing the creature’s alarm cord would 
  mean that the beast could do little to alert its owners to the 
  presence of intruders.
  Omni-beast
  Using a bizarre mixture of sorcery and science, certain wizards – 
  who refer to themselves as animancers – have learned to create 
  packs of creatures that share a common intelligence. What one 
  experiences, they all experience; what one knows, they all know. 
  Such packs have been effectively employed to guard the grounds of 
  large estates: if even a single omni-beast is alerted to the presence 
  of an intruder, every other creature in the brood becomes aware of 
  it and will rush to the aid of its mind-sibling.
  The most common omni-beasts are ferocious hounds. Originally 
  bred for war, these creatures have little sense of fear and, in a pack, 
  can bring down a creature much larger than themselves. They are 
  also intelligent enough to be properly trained so as to avoid attacks 
  on those who live and work on the grounds. Another popular 
  choice is baboons. Stronger than most men and with teeth than can 
  rip out an enemy’s throat, they are intelligent enough to use group 
  tactics and even to set ambushes. A further benefit to the creation 
  of an omni-beast is the heightening of the creature’s senses. This 
  makes sneaking past one an even more formidable challenge.
  In order to create a brood of omni-beasts, the sorcerous science 
  required must be performed simultaneously on all of the creatures 
  
  69
  that will be part of the pack. No further beasts can be added once 
  it is created: it is a unique bond. 
  There is an effective limit to the size of an omni-beast pack that 
  can be created. As every member must remain within a 5 mile 
  range of every other member, it makes more sense to create several 
  small packs – which can each cover a particular area – than a single 
  enormous brood. The cost of purchasing a pack of omni-beasts is 
  tripled as the size of the brood increases. For example, a pair of war 
  hounds costs 400 SP; three hounds costs 1,200 SP; four hounds 
  cost 3,600 SP and so on. Baboon omni-beasts cost 500 SP for a 
  pair, 1,500 SP for three, 4,500 SP for four and so on.
  
  70
  War	Hound	Omni-Beast
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+6  
  13
  1-2 
  Right Hind Leg 
  –/5
  CON
  2D6+6  
  13
  3-4 
  Left Hind Leg 
  –/5
  SIZ
  2D6+3  
  10
  5-7 
  Hindquarters 
  –/6
  INT
  1D3+3  
  5
  8-10 
  Forequarters 
  –/7
  POW
  2D6
  7
  11-13 
  Right Front Leg 
  –/4
  DEX
  2D6+6  
  13
  14-16 
  Left Front Leg 
  –/4
  CHA
  2D6  
  7
  17-20 
  Head 
  –/5
  Combat Actions
  2
  Typical Armour: None
  Damage Modifier
  +0
  Magic Points
  7
  Traits: Night Sight
  Movement
  10m
  Strike Rank
  +9
  Skills: Athletics 65%, Evade 50%, Perception 50%, Resilience 40%, 
  Stealth 45%, Survival 40%, Track 55%
  Combat Style
  Unarmed 45%
  Weapons
  Type 
   
  Size 
   
  Reach 
   
  Damage  
   
  AP/HP
  Bite 
   
  M 
   
  T 
   
  1D6 
   
   
  As for Head
  Baboon	Omni-Beast
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+3  
  14
  1-3 
  Right Hind Leg 
  1/5
  CON
  3D6+3  
  14
  4-6 
  Left Hind Leg 
  1/5
  SIZ
  1D6+6  
  10
  7-9 
  Abdomen 
  1/6
  INT
  1D6+3  
  7
  10-12 
  Chest 
  1/7
  POW
  3D6
  11
  13-15 
  Right Front Leg 
  1/4
  DEX
  3D6+6  
  17
  16-18 
  Left Front Leg 
  1/4 
  CHA
  2D6 
  7
  19-20 
  Head 
  1/5
  Combat Actions
  2
  Typical Armour: Hide (AP 1, no Armour Penalty)
  Damage Modifier
  +0
  Magic Points
  11
  Traits: None.
  Movement
  8m
  Strike Rank
  +12
  Skills: Athletics 85%, Evade 45%, Perception 55%, 
  Resilience 50%, Stealth 55%, Track 45%
  Combat Style
  Unarmed 45%
  Weapons
  Type 
   
  Size 
   
  Reach 
   
  Damage  
  AP/HP
  Bite 
   
  M 
   
  T 
   
  1D8 
   
  As for Head
  
  71
  Countermeasures
  If an omni-beast is killed, its mind-siblings will feel its passing and 
  demonstrate their anger with howling and mournful cries. They 
  will then race to the last known location of their kin and seek 
  to avenge its death. If the body cannot be found for any reason 
  – it may have been removed, for instance – the pack will search 
  for several hours before giving up and returning to their posts. By 
  targeting and eliminating a single omni-beast, other members of 
  the pack can be drawn away from their post. This can be a risky 
  tactic, as the enraged mind-siblings will do everything they can to 
  kill their kin’s slayer but it is certainly one way to get past an area 
  guarded by a pack. 
  The bond between omni-beasts has a limited range. The creatures 
  within a pack must remain within five kilometres of each other 
  for their link to be maintained. An omni-beast that is forcibly 
  moved beyond the range of even one of its mind-siblings suffers 
  great distress. It will attack anything nearby until such time as it is 
  allowed to move close enough to all of its siblings for the link to 
  be re-established. 
  Slumbervine	
  This sinuous yellow vine produces violet flowers of rare beauty. 
  In the tropical jungles where it grows naturally it is revered as a 
  holy plant, believed to blossom wherever the gods have walked the 
  mortal realm. When darkness falls, the blooms of a slumbervine 
  open and begin to exude a soothing fragrance. Hidden in this 
  aroma are tiny spores that can induce sleep in any creatures that 
  inhale them. In the wild, animals are drawn to the scent of the 
  vine and simply curl up and sleep beneath its leaves. No harm 
  will come from exposure to these sleep-inducing spores – at 
  least, not directly – and the animal will waken in the morning 
  feeling rested but covered in the spores. In this way, slumbervines 
  manage to distribute their spores and ensure the spread of their 
  species. Beyond the tropical climes to which they are indigenous, 
  slumbervines have found use as a security measure inside a variety 
  of buildings. The vines are encouraged to curl and grow around 
  beams and rafters, providing taverns, hotels, museums are the 
  like with decorative adornment. Slumbervines require almost no 
  tending as they are able to extract nutrients directly from moisture 
  in the air. Only when exposed to darkness, do the flowers start 
  to shed their sleeping spores, providing an invisible obstacle for 
  unwanted guests. Many inn-keepers and shop-owners have risen 
  in the morning to find a would-be thief sleeping soundly beneath 
  a slumbervine.
  Slumbervines would be of little use were it not possible to control 
  the times at which they emit their spores. For their flowers to 
  open, they must be exposed to near total darkness. It is therefore 
  a simple matter for a landlord to keep a lantern lit near to any 
  vines he has growing, dousing the flame only when he wishes to 
  secure the premises for the night. Five minutes after it is subjected 
  to darkened conditions, a slumbervine starts to produce spores. It 
  continues to do so until exposed to a light source for two minutes 
  continually. Typically, this will be the rising sun, meaning that it 
  will be safe to move around a building with a slumbervine a short 
  time after the dawn. However, lighting an artificial light source 
  and keeping it close to the vine will also stop the flow of spores 
  after two minutes. 
  Slumbervine Spores
  Application: Inhaled
  Onset: 1 round
  Duration: 2D4 hours
  Potency: 80
  Resist: Resilience
  Conditions: Victim falls asleep
  Each round that a creature is exposed to slumbervine spores, it 
  must make a Resistance roll to see whether it falls asleep. 
  The spores from a slumbervine cover an area within 3 metres of 
  the plant. 
  A fully-grown Slumbervine costs 75 SP
  Countermeasures
  A thief who is willing to risk using a light source can stop the 
  production of spores. A focused beam of light, such as can be created 
  with a hooded lantern, may be shone directly at a slumbervine for 
  two minutes, after which time it becomes inert.
  An alternative tactic, though again one that runs the risk of alerting 
  any guards or residents of a building, is the use of a sparkleflask. 
  These specially concocted alchemical bottles contain a mixture 
  of chemicals which explode with a blaze of light when exposed 
  to oxygen. Such a sudden, dazzling flare is enough to instantly 
  neutralize any slumbervines within 5 metres of the detonation. 
  The flowers will close and stop producing spores for 10 minutes 
  after exposure to a detonating sparkleflask. Any creatures within 5 
  metres of a detonating sparkleflask must pass an Evade or Resilience 
  Roll (whichever is higher) or be blinded for 1 Combat Round.
  A single sparkleflask costs 50 SP. 
  Squeak	Slugs	
  These small, nocturnal slitherers emit a loud, high-pitched squeal 
  if they are trodden on by intruders who fail to watch where 
  they are stepping. In their natural habitat, squeak slugs share a 
  symbiotic relationship with bears. By day, they seek refuge in dark, 
  rocky holes and then emerge at night to pick over the remains of 
  whatever the bear has eaten that day. Should any large predators or 
  rival bears enter the cave, they are likely to tread on a squeak slug: 
  its dying act is to emit a piercing scream, warning the resident bear 
  that he is in danger.
  Within buildings, some landlords have taken to using squeak slugs as 
  a deterrent to thieves. By chiselling out a few narrow rocky openings 
  these creatures can be provided with a place to sleep during the day. 
  A few tufts of bear pelt make it seem just like home and ensure that 
  they will not try to nest anywhere else. As night falls – something that 
  the slugs sense instinctively – the owner of the building can scatter 
  
  72
  a handful of grain or breadcrumbs around the area he wishes the 
  slugs to patrol. The creatures will then spend the evening crawling 
  around gathering up and eating the morsels. Unlike others of their 
  kind, squeak slugs leave virtually no trail. What little residue there is 
  disappears entirely within a matter of minutes. This means that they 
  can be safely used inside storerooms or homes without fear that they 
  will damage expensive materials or soil surfaces.
  The death-squeak of a slug is audible to any creature within 20 
  metres that passes a Perception roll. Each closed door between the 
  slug and the listener applies a -10% Skill Modifier. Creatures within 
  5 metres of a squashed slug will hear its squeak automatically.
  Squeak slugs are too small to have characteristics. They cost 10 SP 
  each and live for several months. 
  Counter Measures 
  The best protection against squeak slugs is simply to watch where 
  you are walking. A character who specifically checks the ground 
  ahead of him will automatically notice the presence of these slugs 
  as long as there is some illumination. In conditions where there is 
  Partial Darkness, Darkness or it is Pitch Black a Perception Roll is 
  required to spot a squeak slug. Like others of their kind, a squeak 
  slug that is exposed to salt will quickly wither and die (in 1D3 
  rounds) – without making a sound – leaving nothing more than a 
  squelchy mess. Some cautious thieves have taken to scattering salt 
  ahead of them when advancing across a darkened room. 
  Wacktus
  This large semi-intelligent plant resembles a sturdy, red-hued 
  Sequoya cactus. Its thick hide is lined with barbed spines that can 
  be projected a short distance on lines of sinewy thread, creating a 
  sort of harpoon. The wacktus then reels in its prey and consumes 
  it – for, whilst able to survive for a time on water-based nutrients – 
  wackti are carnivorous. By nature, a wacktus is a deeply territorial 
  creature, meaning that two wackti cannot share the same room. 
  If two or more plants are ever placed within range of each other’s 
  harpoon barbs, they will engage in a fight to the death. In order to 
  tame a wacktus and employ it as an effective security measure, it 
  must be raised from a sapling. 
  Development from seed to fully grown plant takes one year. 
  During this time, a wacktus is far less aggressive and can be trained 
  to recognise the scent of its master. A combination of grooming 
  and feeding is required to tame a wacktus and instil in it a degree 
  of subservience. The cost of purchasing a wacktus seed is 25 SP: 
  a further investment of 100 SP is required to feed and train it for 
  the first year of its life. Once tamed, a wacktus can be instructed 
  to recognise the scent of people that it should allow to pass 
  unmolested. 
  This training takes almost an hour per person, meaning that 
  a wacktus is not a suitable security measure in a shop or other 
  building where there will be frequent visitors. More often, they 
  are placed inside restricted rooms such as the inner sanctum of 
  a temple. When a wacktus senses the presence of an intruder, it 
  will immediately attack. Typically, it will fire its harpoon barbs 
  and try to draw a creature within range of its prickly limbs. These 
  are capable of delivering ferocious blows that can shred flesh and 
  even light armour. A creature killed by a wacktus will be slowly 
  consumed by the plant through its seven mouths, located in its 
  trunk. 
  A target struck by a harpoon barb can be impaled on a successful 
  Combat Manoeuvre. At the start of each round where a creature 
  is impaled, it must succeed with an Opposed Brawn Roll or be 
  pulled 1 metre closer to the wacktus. 
  A wacktus is only able to bite a creature which has been drawn in 
  by harpoon barbs to a point where it is touching the plant. 
  Countermeasures 
  A thief who carries the scent of a female wacktus (a smaller, non-
  aggressive version of the male wacktus described above), will not be 
  attacked. Instead, a male will fire a much smaller type of fertilizing 
  dart at the source of the smell in an attempt to impregnate the 
  female. These darts are sharp enough to pierce skin or cloth, but 
  cause no significant damage. Purchasing a female wacktus costs 
  200 SP. A dose of scent, which will mask a single character for 2D4 
  hours – or until he bathes – cost 20 SP. 
  It is worth noting that a character doused with the scent of a male 
  wacktus, will be attacked with unrelenting ferocity by any other 
  males that he encounters. 
  A wacktus is more docile just after it has eaten. A character who 
  feeds a wacktus – any sort of raw meat will do – will find that it is 
  less likely to attack intruders. There is only a 15% chance that a 
  wacktus fed within the last hour will attack an intruder that comes 
  within 5 metres of it. 
  Enchantments
  For those with the talents to fashion them (or the money to pay 
  someone who can), there are various enchantments that may be 
  placed upon a room or building to protect it from intruders. These 
  range in potency from simple charms to dangerous spells and as 
  always, the purpose of a building must be taken into account when 
  considering their implementation. 
  Well	of	Night
  This arcane item resembles an urn or pot that can be placed 
  inconspicuously within a room. When inactive, a Well of Night 
  functions like any other mundane container of its kind. When 
  a command word is uttered, a black river of shadow spills from 
  the urn and fills the room with darkness. This inky shadow 
  stops abruptly at the threshold of the room (or at the edge of the 
  enchantment’s range – see below), forming a discernible barrier 
  to light. Indeed, this syrupy blackness cannot be penetrated by 
  any normal light or flame. Nor can eyes piece this gloom – even 
  creatures with dark vision cannot see beyond the edge of the 
  darkness produced by a Well of Night. 
  
  73
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+6  
  17
  1-6 
  Lower Trunk 
  2/8
  CON
  3D6  
  11
  7-12 
  Upper Trunk 
  2/8
  SIZ
  3D6+6  
  17
  13-16 
  Left stem 
  2/6
  INT
  4
  4
  17-20 
  Right Stem 
  2/6
  POW
  2D6  
  7
  DEX
  2D6+3  
  10
  Combat Actions
  2
  Typical Armour: Spiny coating. No Armour 
  Penalty.
  Damage Modifier
  +1D4
  Magic Points
  7
  Traits: Earth Sense
  Movement
  0m
  Strike Rank
  +9
  Skills: 
  Perception 
  70%, 
  Persistence 
  21%, 
  Resilience 43%
  A Wacktus may only be killed by destroying either its upper or lower stem. It may re-grow severed arm stems.
  Combat Style
  Wacktus Weapons 50%
  Weapons
  Type 
   
   
  Size 
   
  Reach 
   
  Damage  
   
  AP/HP  
   
  Range
  Stem Swipe   
   
  L 
   
  M 
   
  1D6+1D4 
   
  As per Stem
  Harpoon Barbs   
  S 
   
  - 
   
  1D2+1D4 
   
  - 
   
   
  10m
  Bite 
   
   
  M 
   
  T 
   
  1D8 + 1D4 
   
  As per Upper Trunk
  Magical light or flames may chase back the darkness a little. For 
  each point of Magnitude, such a spell may produce a globe 1 metre 
  in diameter where it is possible to see normally. 
  A Well of Night costs 800 SP per Magic Point invested in it.
  Casting the Well of Night Enchantment requires a successful Hard 
  (-40%) Enchanting Ritual Skill Roll. Each Magic Point invested 
  in the enchantment allows the Well of Night to create an area of 
  darkness up to 10 cubic metres in size. 
  Counter Measures
  When faced with supernatural darkness such as this, many thieves 
  resort to using a rope to navigate in and out of the darkened area. 
  Of course, this alone will not help them to see what it is that they 
  are walking into. A more resourceful counter measure involves 
  the use of trained bats. These winged rodents, known as seekers, 
  can use their sonar and agility to flit in and out of a room and 
  then report back to their master. Simple information such as the 
  size of a room – small (2m square), medium (4m square) or large 
  (5m+ square) – can be communicated, along with the presence 
  of movement and other creatures. A seeker costs 150 SP. Gazing 
  into an inactivate Well of Night will reveal its nature. A pool of 
  black liquid, through which no light passes, rests at the bottom 
  of the container. If a character can learn the command word for a 
  particular Well (usually a closely guarded secret), he will be able to 
  activate and deactivate its power at will. 
  Fool’s	Gold
  Many thieves are like magpies and simply cannot resist an item 
  that sparkles. A Fool’s Gold is an item designed with just such an 
  avaricious rogue in mind. 
  Most Fool’s Golds are not subtle in form and are crafted to resemble 
  thick gold chains, diamond-studded rings and even crowns. A 
  character who takes the time to scrutinize one before he touches 
  it may pass an Evaluate roll to detect that the item is a fake. Once 
  touched, the enchantment on a Fool’s Gold activates. The thief 
  will initially feel nothing – until such time as he tries to put the 
  item down. Then he will realise that the worthless fake is now 
  stuck to him. No amount of pulling will release it – though it may 
  start to hurt quite a bit. The enchantment placed on a Fool’s Gold 
  is designed to release its hold only when someone turns themselves 
  in to the authorities and admits that they stole the item. At that 
  moment, the spell is broken and the item will release its hold.
  Creating a Fool’s Gold requires a Difficult (-20%) Enchanting 
  Ritual Roll. The caster is required to invest one Magic Point and 
  
  74
  must also cast Holdfast as part of the ritual. A fake – but typically 
  sparkly looking object – costs 20 SP.
  A Fool’s Gold may be purchased for 500 SP.
  Counter Measures
  One especially cautious thief, apparently himself the victim of 
  two separate Fool’s Golds, designed a pair of mechanical gloves 
  called slip-gaunts. These are hefty, over-sized gloves that if trapped 
  in any way will still safely release the wearer’s hands. Attempting 
  any form of fine manipulation whilst wearing slip-gaunts is all but 
  impossible, however. Tests for skills such as Mechanisms suffer a 
  -40% penalty. A pair of slip-gaunts costs 50 SP. 
  A truly desperate character might use a strong acid to burn off the 
  tips of his fingers if they are all that has touched a Fool’s Gold. 
  Doing so inflicts 1 point of damage to the character’s hand and 
  results in a permanent -5% penalty on skill tests requiring fine 
  manipulation with that hand. 
  Footpad’s	Foe
  Initially colourless, Footpad’s Foe is a magical ink that reveals itself 
  only after it has come into contact with skin and then one hour 
  has elapsed. A thief doused in a batch of footpad’s foe will also find 
  that every object he touches will turn blue, leaving a trail that is all 
  too easy for others to follow.
  Typically, footpad’s foe is either squirted or poured onto unwelcome 
  visitors via a trap. The most common device is a simple trough 
  fitted above a doorway. If the door is opened without deactivating 
  the trap, the trough upends, soaking the intruder in liquid. 
  Initially, a soaking in Footpad’s Foe will seem to have little effect 
  – it appears, smells and tastes just like water. However, after one 
  hour, it will – in a matter of moments – turn bright blue. What 
  is more, everything that the character’s doused skin has come into 
  contact with in that hour will also turn blue. Once Footpad’s Foe 
  has turned a character’s skin blue, it will continue to mark anything 
  he touches. The effect last for three days, at which time the marked 
  skin will have flaked away. 
  A trough trap costs 50 SP to purchase and have installed. A batch 
  of Footpad’s Foe costs 100 SP. 
  Creating enough Footpad’s Foe for ten batches requires 20 SP worth 
  of ink and a large vat to hold it in. An Easy (+20%) Enchantment 
  Ritual roll must then be passed and one Magic Point invested; 
  Detect X must also be cast at the time of the enchanting ritual. 
  Counter Measures
  Exposure to an alchemical acid known as dissolvent can remove 
  a covering of Footpad’s Foe – along with several layers of skin. 
  Whilst a painful experience, this is the only way a thief who has 
  been doused can avoid leaving a very visible trail.
  Enough dissolvent to clean a single character costs 100 SP.
  A thorough scrub with a wire brush will accelerate the process of 
  shedding skin contaminated with Footpad’s Foe but it will still 
  be a day before the character loses his blue tinge or can touch 
  anything without leaving a stain. Detecting one of the trough traps 
  most commonly used to deliver Footpad’s Foe requires a successful 
  Perception test. Disarming it requires a key (which is placed and 
  turned inside a hidden lock) or a successful Mechanisms Test. Only 
  when the door is opened will a character know for sure whether his 
  efforts to disarm the trap have been successful or not. 
  Peeping	Portrait	
  These enchanted paintings can be instructed to watch over a room 
  or to keep an eye on a particular item. Anyone spied by the portrait 
  will be asked a riddle. Should they try to leave the room or take 
  the object before they have answered the riddle, the figure in the 
  portrait will shout and scream to raise the alarm. Some typical 
  riddles asked by a Peeping Portrait include:
  I go around the house and peer into the house but never touch the 
  house. What am I?
  (Answer: The Sun)
  The more you take, the more you leave behind. What are they?
  (Answer: Footsteps)
  
  75
  When one does not know what it is, then it is something; when 
  one does know, then it is nothing.
  (Answer: A riddle)
  A peeping Portrait has Perception 50% and, of course, has no need 
  to sleep so remains equally alert at all hours of the day.
  A Peeping Portrait costs 500 SP for the enchantment, plus whatever 
  the original painting cost. 
  Creating a Peeping Portrait requires a Difficult (-20%) 
  Enchantment Test. A single Magic Point of POW must be invested 
  along with a casting of Mindspeech. 
  Counter Measures 
  A character who can answer a Peeping Portrait’s riddle is free to go 
  about his business. In addition, each Portrait has only one riddle 
  and once a person has successfully answered it, he will never be 
  asked again. A Peeping Portrait may also be destroyed in various 
  ways – fire, acid or simply lots of cuts with a blade. However, if 
  any attack is made upon one, it causes the portrait to cry out in 
  alarm. A Portrait has 0 AP and 10 HP. Fire and acid inflict normal 
  damage but cuts and scrapes each inflict only 1 point of damage. 
  Polylock	and	Polykey
  For a certain type of thief, a polylock is perhaps the ultimate test of 
  his skill. It is said that a rogue who can trigger one must have fingers 
  deft enough to open a miser’s heart or the gates of Hell itself. At first 
  glance, a polylock resembles any other small, metal lock. However, 
  closer inspection reveals something quite extraordinary. Polylocks 
  are never still; their tumblers and bolts – and to a lesser extent, 
  the keyhole itself – are constantly changing shape. As a result, any 
  attempt to open a polylock is almost guaranteed to fail. 
  Further scrutiny of a polylock reveals one other important detail. 
  They do not alter their shape in a random manner but follow a 
  definite pattern, repeating the changes over and over again. It is 
  this pattern that is at the heart of how a polylock functions. Each 
  polylock is linked to a single polykey, set to repeat the exact same set 
  of transformations. Placing the correct polykey inside the correct 
  polylock will open the shifting tumblers one by one until the entire 
  lock is sprung. Polylocks may be fashioned to incorporate between 
  three and six individual tumbler mechanisms: each must be 
  triggered before the lock will open. Even with the correct polykey, 
  it takes a number of Rounds equal to the number of tumblers 
  present to open. This is not usually a problem, as polylocks are 
  rarely fitted to doors that need to be opened in a hurry. 
  Opening a polylock is extremely difficult but it is not impossible. 
  A character who can succeed at a series of Mechanism tests equal 
  to the number of tumblers can open one. Of course, these tests 
  must all be made in successive rounds and as soon as one test is 
  failed, the process must begin again. What is more, each test after 
  the first imposes a cumulative –10% penalty. At any time, a failed 
  test means that the character’s lock pick has become trapped inside 
  the shifting parts and is destroyed. 
  A character with the Enchanting Skill may fashion a polylock, 
  though it is not easy to do so. The enchanter must expend an 
  amount of POW equal to the number of tumbler mechanisms 
  within the lock and succeed with an Enchanting test. This test 
  receives a –10% penalty for every tumbler mechanism. 
  Counter Measures
  There is only one way guaranteed to open a polylock – find and 
  use the appropriate polykey!
  Phantom	Watchman
  Sometimes the mere threat of encountering someone at home can 
  be enough to deter a thief. Of course, with magic-wielding cat-
  burglars on the loose it pays to do a little more than simply leave 
  a lantern on.
  A Phantom Watchman is a powerful illusion, designed to convince 
  intruders that the building they are trespassing within is being 
  patrolled. Typically, the illusion projects the likeness of a human 
  watchman going about his rounds. Another popular choice is for 
  a large hound, padding warily from place to place. More advanced 
  – and expensive – versions of this spell bestow sound upon the 
  illusion, allowing a watchman to mutter suspiciously or a dog 
  to growl. A Phantom Watchman can, at the time of casting, be 
  instructed to patrol an area up to 20 metres in diameter, traversing 
  stairs or others obstacles in the normal way. As it cannot, in any 
  way, interact with the real world, it may not open doors or other 
  portals. Similarly, if the layout of a house is ever changed, the 
  Phantom Watchman will not adapt its path because of this. The 
  patrol route given to a Phantom Watchman must bring it back to 
  its starting point within five minutes.
  Creating a Phantom Watchman requires an Enchanting Ritual roll 
  and the investment of one Magic Point for a silent version, two for 
  one with sound. The sorcerer must also cast Phantom (Sight) or 
  Illusion (Sight). For a watchman with sound, Phantom (Sound) 
  and Illusion (Sound) are added to this list.
  The cost of having a silent Phantom Watchman enchantment put 
  in place is 600 SP. A version which includes sounds costs 1,000 
  SP. 
  Counter Measures
  The movements and mannerisms of a Phantom watchman are 
  entirely pre-planned and are simply repeated on a cycle. Most 
  often he (or it) will walk round and round the grounds of a large 
  house, through the various areas of a warehouse and so forth. A 
  small rest may be included as part of the five minute routine. A 
  thief who observes a Phantom Watchman for 10 minutes or more 
  may pass a Perception test to discern the true nature of the figure 
  or beast he is viewing. If the observer has encountered a Phantom 
  Watchman before, he receives a +10% Skill Modifier.
  
  76
  Tattletale
  Upon inspection, there is nothing whatsoever to reveal the fact that 
  an object is subject to a Tattletale enchantment. However, once 
  removed from its rightful place – by someone who has not first 
  uttered the deactivation phrase – it becomes impossible to miss! A 
  stolen Tattletale item will proclaim loudly the name of its owner 
  and where it belongs every hour, on the hour, until such time as 
  it is returned. Any creature within 20 metres of the object at this 
  time, will hear the declaration. Creating a Tattletale requires an 
  Easy (+20%) Enchantment test and the investment of one Magic 
  Point. A casting of Detect X or Oath of Ordeal is also necessary. 
  Having an item enchanted in this way costs 500 SP.
  Counter Measures
  Timing is everything when trying to sell an object that is the subject 
  of a Tattletale enchantment. A thief in possession of a pilfered 
  Tattletale must wait for it to declare the name of its rightful owner 
  and then try to dispose of it – hopefully for a tidy profit – within 
  the hour!
  Magimould	Bust
  Sealed inside a thickened glass cabinet, these miraculous sculptures 
  look quite at home in the mansions and palaces of the rich and 
  famous. The enchantment placed upon the bust means that it 
  transforms, remoulding itself to perfectly capture the image of 
  any new person who comes near it. Carefully positioned within a 
  house, a magimould can record the likeness of any intruder that 
  strays too close. In order for a Magimould Bust to activate and 
  reshape its appearance, a humanoid must come within 3 metres of 
  it. The transformation takes only a single Combat Round.
  Amongst certain extravagant members of the nobility, Magimould 
  Busts are purchased as curios and to serve as entertaining 
  conversation pieces at parties. That they might also one day end up 
  revealing the identity of an unwanted intruder is an added benefit!
  Creating a Magimould Bust first requires the purchase of a metal 
  sculpture costing 500 SP. The enchanter must then pass a Difficult 
  (-20%) Enchantment test and invest two Magic Points along with 
  a casting of Illusion (Sight) or Animate (Metal).
  A Magimould Bust costs 1,500 SP.
  Counter Measures
  Magimould Busts are designed to capture an individual’s appearance 
  only once – the first time that the bust encounters him. After this, 
  it will effectively ‘ignore’ him.
  This means that if an intruder were to give himself the exact 
  appearance of someone that a Magimould Bust has imitated before 
  then the bust will not try to copy such a visage a second time. 
  Taking on the exact – and it must be exact – likeness of the bust’s 
  owner, for instance, would mean that a thief would be ignored. 
  Similarly, if a thief could in some way change his appearance – 
  with an illusion for instance – the Magimould would only be 
  able to imitate his fake appearance. Finally, if a thief could gain 
  legitimate access to a Magimould bust – be invited into a house, 
  for example– then he could have his appearance copied and then 
  return later without fear of his identity being captured a second 
  time.
  Spells
  Though not as permanent a solution as some of the other options, 
  there are a number of spells that can be cast upon buildings and 
  possessions to ward off intruders. Devised by miserly wizards, 
  avaricious sorcerers and wealthy Runelords, these spells are 
  designed to do everything from restricting entry into a building to 
  immobilizing would-be thieves. Not to be outdone, a number of 
  renegade spell-casters and sorcerer-thieves have invented spells of 
  their own. These enhance a rogue’s natural abilities or allow him to 
  detect the various traps that might be placed in his path. 
  Common	Magic	Spells
  Amplify Touch
  Duration 5, Magnitude 2, Progressive, Resist (Resilience), Touch
  This spell greatly enhances the target’s tactile sensations, to the 
  extent where the tiniest movement or vibration can be felt 
  through the tips of his fingers. Each point of Magnitude of the 
  spell provides a +5% Skill Modifier on all tests requiring a delicate 
  touch. Examples include Mechanisms and Perception Tests when 
  used to find a hidden object. 
  One dangerous side effect of this spell is that the subject is far more 
  vulnerable to any pain inflicted upon his hands. If either of the 
  character’s hands is injured whilst under the effects of this spell, 
  the amount of damage suffered is doubled. Any damage to the 
  character’s hands immediately ends the effects of the spell. 
  Command Omni-Beast
  Duration 10, Magnitude 2, Ranged, Resist (Persistence), 
  When successfully cast on any member of an omni-beast brood, 
  this spell allows the caster to command the group either to go to a 
  specific location or to immediately fall asleep.
   
  The location the omni-beasts are sent to must not be outside the 
  area they normally protect but they may be instructed to gather 
  and wait there until the spell ends. At this point, they will return 
  to their normal activities. 
  A omni-beast that is ordered to sleep does so especially soundly 
  and cannot be wakened until the spell ends or it suffers damage.
  In addition, the caster of this spell will not be attacked by any of 
  the omni-beasts he has commanded for as long as the spell is in 
  place – even if the beasts’ master directly instructs them to do so.
  
  77
  Enhance Senses
  Duration 10, Magnitude 1, Progressive, Touch 
  This spell is able to enhance one of the subject’s natural senses, 
  making either his sight, hearing or smell/taste (considered as one 
  sense) far more sensitive. Perception tests made with the relevant 
  sense receive a +5% Skill Modifier for each point of Magnitude of 
  the spell.
  Gossamer Bind
  Casting Time 2, Duration 120, Magnitude 1, Progressive, Resist 
  (Resilience), Touch
  This spell conjures thousands of tiny, gossamer-thin threads which 
  hang, unseen, in the air. Each of these fibres is finer than silk and as 
  sticky as a spider’s web. Any creature which passes through the air 
  where they float will quickly become coated. At first, the affected 
  creature is unlikely to even notice what is happening. Then, 
  within moments, the thread will harden, forming a translucent 
  layer as stiff as boiled leather. If sufficiently coated in threads, a 
  creature can become immobilized. To cast this spell, the character 
  must touch the air where he wishes to centre the magic. From 
  this location, the gossamer bind thread will extend in a sphere, its 
  radius in metres equal to the Magnitude of the spell. The conjured 
  thread will hang almost motionless in the air for the duration of 
  the spell. Any solid object passing through the area of the spell will 
  become coated. If nothing has passed through the area by the time 
  the spell’s duration ends, the fibres simply disappear. Spotting a 
  sphere of gossamer bind thread requires a Very Hard (-60% Skill 
  Modifier) Perception test. 
  A creature which passes through the area of the spell must pass a 
  Difficult (-20% Skill Modifier) Perception test to feel the feather 
  light touch of the threads against his skin. If successful, the creature 
  my elect to spend the next round wiping away the thread before 
  they have a chance to harden. One round after exposure to a solid 
  object, the threads stiffens. Any creature that has been coated now 
  suffers a -10% penalty on all Skill Tests which involve movement. 
  A creature exposed to gossamer bind thread for several rounds, will 
  continue to be coated, round after round. 
  This may lead to multiple penalties to movement based Skill Tests. 
  If a creature’s Brawn is ever reduced to 0% or below as a result of 
  penalties from the thread, it is immobilized for the duration of the 
  spell. It is difficult to scrape stiffened gossamer bind threads off 
  an affected object or creature. It takes an entire Combat Round 
  to remove enough threads to reduce the imposed Skill Modifier 
  by 1%. In addition, whatever is used to scrape away the thread 
  becomes coated itself. Therefore, a character scraping the fibres 
  from a companion will become coated himself unless he uses a 
  tool – which will then pick up the thread instead. Any moderately 
  strong breeze will disperse a sphere of gossamer bind thread, 
  making this spell unsuitable for use outside a building. 
  Massive Hands
  Duration 30, Magnitude 2, Resist (Resilience), Touch, Trigger
  No doubt invented by a wizard with a rather twisted sense of 
  humour, this spell is designed to greatly enlarge the size of a 
  character’s hands. Typically, they will grow to three times their 
  usual size. Any gloves that a character might be wearing when the 
  spell is triggered are destroyed. Even metal gauntlets are torn apart, 
  though this inflicts 1D4 Damage on to the hand. Attempting feats 
  of manual dexterity with enlarged hands is extremely difficult and 
  a -30% Skill Modifier is applied. This spell may be cast upon any 
  small item (SIZ 5 or less) and will remain dormant until the item is 
  next touched, at which point the spell will activate. Massive Hands 
  is a source of humour amongst thieves, leading to the derisory 
  expression a huge handed half-wit.
  Meld
  Duration 10, Magnitude 1, Progressive, Touch
  This spell is used to fuse together the metal parts of a lock, making 
  it impossible to open in the conventional sense: tumblers become a 
  solid block of metal, bolts weld with their housing and so on. The 
  only way for an intruder to open a lock with Meld cast upon it is to 
  dispel the magic or to destroy the lock. At Magnitude 1, the caster 
  of the spell may dismiss this spell as normal. At Magnitude 3 (1 
  and 3 being the only Magnitudes at which the spell may be cast), 
  a command word may be included in the casting, allowing anyone 
  who has this to dismiss the spell. 
  Sleep with One Eye Open
  Duration Special, Magnitude 1, Touch
  Like a wary cat, the subject of this spell will sleep on the edge of 
  wakefulness, never fully letting down his guard. The next time the 
  character sleeps – which must be no more than an hour after the 
  spell is cast or it will have no effect – he will be treated as though 
  fully awake if required to make any sort of Perception Test. 
  As soon as the character awakens the spell ends. 
  Sneezing Fit
  Instant, Magnitude 2, Resist (Persistence), Touch, Trigger
  It is difficult to remain quiet and undetected when one is constantly 
  sneezing– which is exactly the effect that this spell is designed to 
  induce. Typically cast onto a door – though any solid surface will 
  do – this spell activates as soon as the affected area is touched. 
  Should the target character fail to resist the spell, he will begin 
  sneezing loudly and continue to do so for 1D6 Combat rounds. 
  During this time, all Skill Tests suffer a -20% Skill Modifier. Any 
  creatures within earshot – typically about 10 metres – are entitled 
  to a Perception test to hear the sneezing. Note that a character 
  wearing a Thieves’ Muzzle makes no noise when he sneezes.
  
  78
  Thieves’ and Trapsters’ Guilds
  Thieves’ Guilds are a well-established feature of many fantasy worlds, 
  providing shady dens where rogues can meet and plot, and fence 
  their ill-gotten gains. Using the devices and enchantments provided 
  in this supplement, players and GMs alike will find a host of new 
  things to trade and haggle over. The notion of a Trapsters’ Guild 
  is something new. Thieves would not be the only ones looking to 
  meet up, swap ideas and purchase equipment – it would be just as 
  important to their adversaries: the trap-makers and counter-thieves 
  whose job it is to thwart them. It is quite likely that a Trapsters’ 
  Guild would be officially sanctioned – licensed and approved by the 
  authorities in the same way as any other respectable Guild. They 
  provide a useful role in maintaining law and order, after all. Indeed, 
  they might even be a centrally controlled organisation – a branch of 
  the government or of a law enforcement agency. This is not to say 
  that only upstanding members of society will employ the services 
  of this Guild: as often as not, it will be disreputable types who 
  are looking to safeguard their treasures – and the people looking 
  to steal it may be well-intentioned adventurers. In a city which is 
  ruled by thieves (such as Lankhmar), the Trapsters might themselves 
  be the outsiders – renegades looking to thwart the activities of a 
  powerful Thieves’ Guild. Giving people the ability to protect their 
  own premises can make them independent and there are various 
  organisations that might not be happy with that.
  In a location where there is both a Thieves’ and a Trapsters’ Guild, 
  there are a number of ways in which the two organisations might 
  interact with each other:
  Hostile: The two organisations are in open conflict. It may be that 
  rival affiliates have orders to attack each other on sight. There will 
  certainly be no direct contact through diplomatic channels and 
  turf wars might well be commonplace. 
  Ambivalent: The organisations tolerate and largely ignore 
  one other. Violent confrontations are rare though, as rivals, 
  opportunities will be taken to undermine the activities of the other 
  group. There may be some limited dialogue between the Guilds.
  Respectful: The rival Guilds have come to an understanding. 
  There is likely to be a well-defined treaty with rules governing the 
  behaviour of members of each faction. Diplomatic channels will 
  be well-established and each group will do what it can to avoid 
  violent confrontations. There may even be a ‘friendly’ rivalry 
  between the affiliates.
  Allied: Whilst only those at the very top of the organisations know 
  it, the two guilds are in fact different faces of the same organisation. 
  The pretence is carefully maintained, but in truth the guild plays 
  one side off against the other, all the while making a handsome 
  profit.
  Using the Guilds
  Adventurers are likely to visit a Guild for any number of reasons: to 
  lay low for a while, to look for work or to meet up with associates. 
  More often, however, a Guild will provide a place where they can 
  buy or sell equipment and information. A list of the equipment 
  that a typical Thieves’ or Trapsters’ Guild should have available to 
  sell to characters is provided. Guilds will usually buy equipment 
  for half its listed price, assuming that it is in good, working 
  condition. These prices assume a world where magic, whilst not 
  freely available, is commonplace enough to be accepted as a reality 
  by most people. In a setting where magic is easier to come by than 
  this, the prices should be reduced by 50%. Similarly, in a world 
  with very little magic, it is appropriate to double these costs. 
  
  79
  Trapsters’	Guild	Equipment	List
  Item
  Cost
  Charcoal Golem 
  600 SP
  Creakboard
  300 SP
  Creakboard Activation/Deactivation lever
  100 SP
  Deconstructible (Small)
  1,500 SP
  Deconstructible (Large)
  2,500 SP
  Deconstructible Materials:
  Wood  
  -
  Iron  
  +10% 
  Steel  
  +20%
  Glass or Marble   
  +50%
  Echochamber                   
  100 SP per cubic metre of room
  Fool’s Gold                                                 
  500 SP
  Footpad’s Foe (one batch)                               
  100 SP
  Footpad’s Foe Trough trap  
  50 SP
  Gazing Guardian               
  1000 SP + 100 SP per eye stalk
  Hydric Deadlock               
  20,000+ SP
  Magimould Bust  
  1,500 SP
  Omni-Beast Pair: war hounds                
  400 SP
  Baboons  
  500 SP 
  Peeping Portrait
  500 SP + cost of painting
  Enchantment (without sound) 
  600 SP
  Phantom Watchman Enchantment (with sound)  
  1000 SP
  Polylock   
  400 SP + 200 SP for each tumbler mechanism
  Sealing Room
  400 SP + 50 SP per cubic metre of room
  Sealing Room Pressure Pad        
  +250 SP
  Sealing Room Extraction Bellows
  500 SP
  Sealing Room Gas Pump          
  750 SP
  Shadowcaster
  200 SP
  Shadowcaster Plates 
  50 SP
  Shuffling Furniture
  300 SP + cost of furniture 
  Slumbervine
  75 SP
  Snakecharm Lock and Key
  1,000 SP
  Spider Automaton
  1,000 SP
  Squeak Slug
  10 SP
  Tattletale
  500 SP
  Trap Handle                   
  250 SP
  Trap Handle (with hidden safe handle)
  300 SP
  Trap Handle electric jolt
  +200 SP
  Tubelock (Stone)               
  500 SP
  Tubelock (Wood)               
  350 SP
  Tubelock blade or dart trap       
  250 SP
  Tattletale Enchantment        
  100 SP
  Wacktus Seed         
  25 SP  
  Well of Night         
  800 SP
  
  80
  Thieves’	Guild	Equipment	List
  Item  
  Cost  
  Creaker  
  50 SP
  Disarm Pipe  
  30 SP 
  Dissolvent  
  100 SP
  Extendable Lock Picks  
  70 SP
  Female Wacktus Plant  
  200 SP
  Female Wacktus Plant Scent (one dose)  
  20 SP
  Frost Cracker  
  50 SP
  Insulated Gloves  
  40 SP
  Mongoose Picks  
  50 SP
  Mufflers  
  25 SP
  Pollen Pipe  
  15 SP
  Pollen (one dose)  
  5 SP
  Rolling Snitch  
  20 SP
  Seeker
  150 SP
  Slip-Gaunts    
  50 SP
  Sparkleflask
  50 SP
  Thieves’ Muzzle (Basic)     
  35 SP
  Thieves’ Muzzle (Air Purification) 
  250 SP
  Thieves’ Muzzle (Emergency Air Supply)  
  120 SP
  Information Is Power
  The trafficking of information can be every bit as profitable for the 
  Guilds as the sale of equipment and goods. 
  Information	for	Thieves’	Guilds
  Here are some examples of the sort of information that a Thieves’ 
  Guild might provide:
  • 
  The location of a hidden deactivation lever.
  • 
  The names and addresses of the watchmen guarding a 
  property.
  • 
  The daily routine of the owner of a building.
  • 
  Details of the items someone has recently had valued.
  • 
  The name of a tavern frequented each night by the owner of 
  a shop.
  • 
  Detailed blueprints of a building, including the location of all 
  security measures.
  Any information which might be of use to an inventive thief or 
  adventurer will be sought after by a Thieves’ Guild. Accordingly, 
  Adventurerss may find that they can turn a profit by providing 
  information to a Guild. The value of information can vary 
  considerably. Plans of a baronial estate, including details of the 
  secret vault, the positioning of guards and the location of security 
  measures could be worth a small fortune to someone with the 
  means to affect a robbery. Blueprints of a small shop might be 
  worth only a handful of silver pieces. As a general guideline, a 
  Thieves’ Guild will always be looking to skim a profit off the 
  top, without angering or disheartening its members. The price 
  of information will be based on an estimate of how much profit 
  it can used to acquire. The Guild will expect between 10% (for 
  information that will give characters a little help, such as where 
  a particular item can be found) to 50% (for information without 
  which a job really could not be attempted: a set of keys that open 
  every lock in the house and a pre-arranged bribe for the guards to 
  look the other way for an hour). 
  Information	for	Trapsters’	Guilds
  Trapsters’ Guilds will value any information that helps them – or 
  their clients – to stay one step ahead of thieves and adventurers. 
  Examples include:
  Details of rogues and adventurers that have just arrived in the area, 
  asking suspicious questions
  Information about jobs which have been sanctioned by the local 
  Thieves’ Guild
  A list of thieving tools recently sold to a particular rogue
  Details of which buildings are being watched by members of the 
  local Thieves’ Guild 
  With such a high value placed on information, it is inevitable that 
  both the Thieves’ and Trapsters’ Guilds will seek to recruit or place 
  spies in the ranks of their rivals. These moles can provide a steady 
  flow of information and tip the scales in favour of one organisation 
  or another.
  Doing Business with the Guilds
  Most of the time, Thieves’ and Trapsters’ Guild will be happy to 
  accept cash as payment for their services. There will certainly be 
  instances, however, where they are more interested in having PCs 
  provide information or a service instead. Examples of the sorts of 
  activities by which PCs can earn favour with either Guild include:
  The assassination of a dangerous enemy
  Delivering a threat to someone who is not co-operating
  Breaking into an architect’s office and secretly copying building 
  plans
  Becoming a double-agent, infiltrating the ranks of a rival 
  organisation
  Providing false information to rivals
   Investigating a suspected mole
  Sometimes, a Guild will be happy to do a character a favour 
  – provide equipment, information, and so forth – with the 
  understanding that at some later date he will have to return the 
  favour. With these Guilds, the old adage is especially true – there 
  is no such thing as a free lunch.
  
  81
  LOOT
  Even during the most meticulously planned adventures, Player 
  Characters will often deviate from the intended route. More often 
  than not, they do so in search of loot: whether it is lightening the 
  load of a passing merchant, some after-hours house clearance or 
  picking a pocket or three in the local tavern, many characters find 
  it hard to resist the opportunity to turn a quick profit. And indeed, 
  why should they? If it is good enough for the Gray Mouser and 
  Fafhrd, then why not for the rest of us? At such times, the Games 
  Master must devise suitable loot for the light-fingered characters to 
  pilfer. Doing so is not always easy – there are only so many pouches 
  of coins or jewelled necklaces a rogue can steal before his ill-gotten 
  gains start to seem rather dull. Presented here is a selection of items 
  that an adventurous rogue might manage to acquire. Some are 
  odd, some are unfathomable, and many have a history attached to 
  them which might make selling them an adventure in itself. Tables 
  are included to allow Games Masters to generate loot randomly 
  according to the situation in which a character acquires his illegal 
  spoils. Of course, the Games Master may elect simply to choose 
  an item he feels is appropriate or to re-roll a result that he does 
  not like.
  Pickpocketing	
  Relieving a hapless mark of his bulging purse can turn a fair pro fit. 
  But far more interesting things than just coins can be tucked away 
  inside a stranger’s belt.
  D10 
  Random Item Stolen
  1
  Note
  2 
  Signet ring 
  3 
  Herb 
  4 
  Will 
  5 
  Half a medallion 
  6 
  Key 
  7 
  Foreign coins
  8 
  Finger trap
  9 
  Poisoned hat pin
  10 
  Vampire’s teeth
  Note
  To determine what is written on the note, roll a D4:
  1 – Riddle: this large, folded note contains a short riddle, barely 
  large enough to cover a quarter of its surface. The riddle reads: 
  “The fiercest night, the blackest black, banished is, when I awake.” 
  The answer is a simple one – a candle or flame. If the note is held 
  up before a flame, another area of faint, almost transparent writing 
  is revealed within the parchment. This reads: “That which makes 
  me speak must silence me.” This second riddle is an instruction 
  to burn the note. Should the characters do so, an impossibly fine 
  wire mesh, hidden within the parchment, will be revealed. The 
  mesh is, in effect, a carefully woven map revealing the layout of a 
  tomb. Fine writing in the mesh names the tomb – it should be no 
  more than a few days’ journey from the Player Characters’ current 
  location and may contain anything the Games Master feels will 
  tempt the players.
  2 – Ransom Note: scrawled on the note is a demand for 500 SP 
  in exchange for the release of a young woman. The owner of the 
  note is the leader of a band that has kidnapped the daughter of a 
  wealthy merchant and has her trussed up in the cellar of a nearby 
  house. The owner of the note will seek to deliver the message later 
  that night. When he realises that it is gone, he will head back to his 
  hideout to write out another, before returning to the girl’s home to 
  deliver the ransom demand. 
  3 – Instructions: penned on this note are the words “midnight, 
  beneath the old bridge”. A short time before midnight, the owner 
  of the note will make his way to an old bridge, where he will meet 
  a fence to whom he will sell an ancient book that he has with him. 
  The two men will haggle quietly for several minutes before a price 
  of 160 SP is agreed upon for the book. The old tome contains the 
  designs of various traps that were placed inside the catacombs of 
  a nearby castle. To a thief, such knowledge is worth more than 
  double what the fence pays for it.
  4 – An address: the address of a nearby house is written on this 
  note. A short time after the Player Character acquires this note, 
  the victim will travel to this address and look for a place to hide 
  by	Carl	Walmsley
  
  82
  from which he can observe the front door of the house. When 
  someone leaves the house, the observer will break in and steal some 
  valuable silver dining ware. The man is a member of a thieves’ 
  guild, assigned to this job.
  Signet	Ring
  The person pickpocketed could be some type of official or even a 
  low ranking noble. The signet ring is his mark, giving documents 
  his seal of approval.
  Herb	
  The Player Character has managed to steal some type of useful 
  herb. Roll 1D4 to determine what type; the herb may be identified 
  with a successful Lore (Regional) skill test.
  1 – Journeyman’s Ally: this herb, when mixed with hot water, 
  produces a brew that removes one level of fatigue. The herb can 
  benefit a character only once each day.
  2 – Mer-root: once eaten, this quite remarkable little herb starts 
  releasing oxygen into a character’s system. This allows a character 
  to hold his breath for 50% longer than normal. The effects of mer-
  root last for 10 minutes.
  3 – Silverberry: a single, tiny berry from this plant can send a 
  character into a deep slumber: a successful Resilience skill test with 
  a –10% penalty will resist this effect. A character that does fall 
  asleep is unusually difficult to wake for the next 8 hours. After 
  this time has elapsed, he will wake on his own, feeling refreshed 
  and revitalised. All fatigue levels are lost and all injured body 
  parts recover 1 hit point – even those that have suffered a Serious 
  Wound. Body parts that have endured a Major Wound are, 
  unfortunately, beyond the power of a silverberry to heal. Ingesting 
  additional silverberries within 24 hours adds 1D6 hours to the 
  time a character sleeps for but offers no further healing benefits.
  4 – Darrowseed: crushed darrowseeds, taken with water, provide 
  the body with greater resistance to poison and infection. Resilience 
  tests to resist disease and poison receive a +10% bonus for 24 hours 
  after taking darrowseeds. 
  Will	
  This carefully folded document is a recently penned will. The 
  document refers to a well-known sculptor whose work sells for 
  exorbitant prices in cities across the land. The section of the will 
  that bequeaths all of the sculptor’s belongings has been left blank. 
  The reason for this is simple – the will is a forgery. The owner 
  of the will is either the forger who produced the document or 
  the avaricious family member planning to murder the sculptor 
  and inherit everything. To what use the character puts the will is 
  entirely up to him. 
  Half	a	Medallion	
  Forged from a strange metal that cannot easily be identified, this 
  apparently ancient medallion bears half of an intriguing inscription. 
  It reads: “The ancient riches of long forgotten Simorgya”. At 
  this point, the writing ends – the remaining words presumably 
  engraved upon the other half of the medallion. The medallion, 
  enticing though it may be, is in fact a fake. A character who 
  investigates the authenticity of the item must test his Streetwise 
  skill with a –10% penalty. Success reveals that an enterprising 
  conman sells these trinkets to gullible treasure hunters throughout 
  the region. Irrespective of whether the character learns the true 
  nature of the medallion, he will soon encounter a tinker selling 
  what appears to be the other half of the medallion. It is covered in 
  grime that obscures the writing and the tinker will be careful not to 
  let the character simply read the rest of the text. The missing half 
  can be purchased for a mere 50 SP. The following day, an identical 
  medallion piece will be available from the tinker. The second 
  half of the medallion reads however the Games Master chooses, 
  leading the Player Characters to whatever location he considers 
  appropriate. Perhaps the inscription leads into a trap, where the 
  conman and accomplices await greedy and foolish treasure hunters. 
  Key	
  Coming into possession of a key can – literally – open up all sorts 
  of possibilities. To determine the specific type of key the character 
  has found – and what it unlocks - roll a D6:
  1 – Front door key: this small iron key opens the home of the 
  character who has been pick-pocketed. When this fellow finishes 
  what he is doing, he will return home and find that he is locked 
  out. Chances are (75%), someone else will be at home and will let 
  him in; otherwise, he will have to spend the night at an inn or with 
  a friend. The lock will not be changed for 1D2 days. 
  2 – Storeroom key: situated just behind the victim’s home is 
  a storeroom, sealed with a hefty padlock. This key opens the 
  padlock. Inside is 50 SP worth of tools and 100 SP worth of raw 
  materials such as cloth, clay or metal.
  3 – Warehouse key: located near the docks or some other 
  commercial sector is a warehouse to which this key grants access. 
  1D4 watchmen guard the warehouse both day and night, as it 
  contains dyes, wools, leather items, foodstuffs and furs worth 
  1,000 SP.
  4 – Jewellery box key: This tiny key opens a jewellery box located 
  in the victim’s home. Inside the box are a number of uncut gems. 
  There are two rubies (40 SP each), an emerald (100 SP), a sapphire 
  (70 SP) and a diamond (150 SP). The owner of the box stole the 
  gems from a jeweller’s shop two nights ago. He intends to fence 
  them through a contact of his that will meet him later tonight at 
  his home.
  5 – Manacle key: the owner of this key has, hidden on his person, 
  a pair of sturdy manacles. These are used to shackle victims when 
  the man plies his trade as a bounty hunter. Currently, he is on the 
  trail of a ruthless highwayman whom he has tracked to his current 
  location. Moments after the Player Character acquires the key, the 
  bounty hunter attempts to capture his quarry.
  
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  6 – Cell door key: This key opens a prison cell inside which a 
  notorious mercenary is currently being held. When the mark 
  realises the key is missing, he will hurry back to the jail, barracks, 
  or other suitable location, fearful that someone is attempting to 
  free the prisoner. 
  Foreign	Coins	
  The character has pilfered 4D6 unusual looking coins. These were 
  minted in a neighbouring country (at least a week’s journey from 
  the character’s current location), where they are worth 1 gold ducat 
  each. If spent locally, the coins are worth only 1 SP each. Perhaps 
  a trader would be willing to haggle with the character over a more 
  reasonable price. Alternatively the character could set off on a 
  journey of his own.
  Finger	Trap
  In certain cities thievery is a way of life. Accordingly, many citizens 
  take precautions to protect the contents of their purse. A finger-trap 
  is a small metal tube just wide enough for an unwary pickpocket to 
  slide a finger into. It can be easily concealed inside a regular-sized 
  money purse. The trap is triggered when a careless digit enters the 
  tube: a small blade, sharp enough to cut off the end of a finger, 
  snaps into place. The thief suffers 1 point of damage to his ‘arm’, 
  and must succeed at a Resilience test with a –30% penalty or cry 
  out in pain. A thief placing his hand inside a purse or pocket with 
  a finger trap may notice, and thereby avoid, the device if he passes 
  a Perception test with a –10% penalty.
  Poisoned	Hat	Pin
  This small, bronze pin, fashioned in the likeness of a unicorn, is 
  topped with a sturdy leather cap. And for a very good reason. The 
  pin is in fact an instrument of assassination, the point tipped with 
  deadly poison. The venom is exceptionally rare, taken from the 
  gall of a dragon. Its effects are as follows:
  Application: Smeared
  Onset Time: Immediate
  Duration: 1 hour
  Potency: 65
  Conditions: 2D6 hit points to location struck
  The owner of the hatpin has been hired to kill a cheating lover this 
  very night, and intends to use the hatpin to do so. The poison on 
  the tip of the pin will retain its potency for 48 hours. 
  Vampire’s	Teeth
  The pickpocket swipes a pair of false vampire teeth. These are 
  designed to fit over one’s incisors, creating the illusion of vampirism. 
  The owner of the teeth – a cat burglar – uses them to terrify his 
  victims should he be discovered during his work. A character 
  wearing the teeth and operating at night may add a 10% bonus 
  to Influence tests designed to intimidate someone. Obviously, the 
  character must be wary of when and how often he uses the teeth, 
  lest he find himself the target of a vampire hunter!
  Houses
  The table provided may be used to determine random items that a 
  character encounters whilst searching a house.
  D10 
  Random Item Discovered
  1 
  Forged painting
  2 
  Assassin’s garb
  3 
  Ring and finger
  4 
  Animal pelt
  5 
  Trap box
  6 
  Love letter
  7 
  Jewel-encrusted skull
  8 
  Medal
  9 
  Ceremonial club
  10 
  Boxed Viper
  Forged	Painting
  At first glance, this seems to be a two-century-old masterpiece. 
  What is more, it appears to be a painting that was famously stolen 
  about a year ago. In truth, this is simply a convincing forgery. A 
  character with the Art skill can identify the painting as a forgery 
  with a successful skill test with a –20% penalty. As a fake, the 
  painting is worth 100 SP. If the Player Characters can convince 
  someone that this is the real painting, it can be sold for around 
  1,000 SP.
  Assassin’s	Garb
  Hidden away in this house, the character discovers some highly 
  specialised clothing. This includes an assassin’s vest, intruder’s 
  catsuit and a thieves’ belt buckle with lock picks hidden inside 
  the secret compartment. The owner of these items is a freelance 
  assassin and thief currently preparing for his next job. This might 
  be anything the Games Master cares to imagine, but it is certain 
  that the assassin has been well-paid for his services and that both 
  he and his employers will be unhappy with anyone who prevents 
  him doing his work. 
  Ring	and	Finger
  Stored within a simple box is a severed finger wrapped in cloth. 
  The finger is gruesomely fresh and still displays a dazzling opal 
  and pearl ring (200 SP). The finger belonged to a recently buried 
  noblewoman whose grave was desecrated by thieves. Unable to get 
  the ring off her finger, the brigands severed the digit from her hand 
  and took it with them. If the character attempts to fence the ring 
  in the local area it is distinctive enough that he will attract the 
  attention of both the local law enforcement and the thieves from 
  whom he stole the ring. 
  Animal	Pelt
  Although the hunting of this particular animal is banned in this 
  city/land on religious grounds, the character finds an animal pelt 
  hidden away in the house. The pelt can be fenced locally for 150 
  SP or sold openly elsewhere for the same price. 
  
  84
  Trap	Box	
  Any thief will recognise this 6-inch metal cube as a trap box. Such 
  devices are used by apprentice rogues to practise their skills. This 
  particular trap box is rather more dangerous, however. There are 
  various metallic shapes slotted together on the surface of the box 
  like a puzzle. By moving these into different positions, it is possible 
  to open each of the three secret compartments contained within the 
  box. Opening each compartment requires a successful Mechanisms 
  skill test with a –15% penalty. Failure activates a spring-loaded barb 
  that extends and retracts from one surface of the cube. There is a 
  1 in 3 chance that the barb pierces the character’s hand, inflicting 
  1D4 damage. Note that the fine manipulation required to open 
  the trap box means that no armour may be worn on the hands 
  whilst trying to do so. 
  The first compartment contains a solid gold ingot worth 130 SP. 
  The second compartment contains an Antidote potion, and the 
  final compartment holds a magical small item determined by the 
  Games Master.
  Love	Letter	
  Providing intimate details of an illicit relationship, the writer of 
  this epistle sets out his or her feelings for the recipient of the letter. 
  Both participants of the relationship are already married, but it 
  seems the secret affair has gone on for several months. One or other 
  of the couple should be a person whose reputation is important to 
  them – perhaps they are a priest, a civic official or even a member 
  of the nobility. The opportunities for blackmail are obvious.
  Jewel-Encrusted	Skull	
  Anyone familiar with Fafhrd’s journey beneath Thieves’ House in 
  Lankhmar will no doubt be wary of such a find. However, this 
  item has nothing to do with the undead thieves residing in that 
  ancient crypt. Instead, this is merely a bizarre curio. The six gems 
  inside the skull are worth 50 SP each. 
  Medal	
  Presented for bravery in some distant war, this medal is forged 
  from gold in the likeness of a rampant stallion. To a collector, this 
  item is worth 200 SP; melted down it will fetch only 50 SP.
  Should the character attempt to sell this item locally, there is a real 
  chance that the ex-cavalry soldier who earned it will come after 
  him seeking retribution.
  Ceremonial	Club
  Affixed to the top of a stout wooden shaft is the jawbone of 
  crocodile. This fearsome weapon is a remnant of the owner’s travels 
  to far off lands where this item would be used during religious 
  rituals. If wielded in combat, the club inflicts 1D8+6 damage. 
  However, as each blow shatters more of the teeth still embedded 
  in the jawbone, the weapon’s damage bonus is reduced by 1 until 
  finally the weapon inflicts only 1D8 damage.
  To a collector, the weapon is worth 300 SP. Simply sold as a weapon 
  the item will fetch only 100 SP. 
  Boxed	Viper
  The sturdy wooden box which the character finds is securely 
  locked. A Mechanisms test with a –10% modifier is required to 
  open it. Inside is a particularly aggressive and ill-tempered snake. 
  It will attempt to bite whoever opens the lid of the box. The snake 
  is by no means the only thing stored in the box. Beneath a false 
  bottom (noticeable with a successful Perception test) is a hidden 
  compartment. This contains an eerie, alabaster death mask. A 
  character who wears this enchanted mask is able to see spirits. 
  Hidden elsewhere in the house should be a vial of antidote that 
  the owner of the box has kept handy in case of accidents involving 
  the snake. 
  Temples
  Despite the risk of affronting the gods, not to mention earning the 
  wrath of their earthly followers, many roguish characters consider 
  a temple an excellent place to steal an item or three.
  D8
  Random Item Discovered
  1 
  Offering to a god
  2 
  Statuette
  3 
  Plan of a burial site
  4 
  Funereal wrappings
  5 
  Religious prophecy
  6 
  Priestly robes
  7 
  Animal trophy
  8 
  Ornate scripture
  Offering	to	a	God
  Different religions make various offerings to their gods – and 
  followers are single-mindedly vengeful when it comes to those who 
  steal them. Offerings are usually placed upon an altar of some kind. 
  Offerings include (D4)
  1
  Rare spices
  2
  Animals
  3
  Coins 
  4
  Perfume 
  Whatever is being given as an offering, it will normally be worth 
  D4 x 10 SP or 2D4 x 10 SP on a holy day.
  Statuette	
  Carvings or sculptures of gods, sacred animals or revered followers 
  will often adorn the inside of a temple. These may be fashioned 
  from various precious substances (D6):
  
  85
  1
  silver (value 50 SP)
  2
  gold (100 SP)
  3
  platinum (200 SP)
  4
  ivory (50 SP)
  5
  jade (100 SP)
  6
  marble (75 SP)
  Especially large statues would be worth double the listed value but 
  would be difficult to remove from a temple. Selling stolen religious 
  artefacts must always be done with care – the more precious the 
  item stolen, the greater chance the faithful will be looking for it.
  Plan	of	a	Burial	Site	
  This large papyrus diagram shows a detailed sketch of the inside 
  of a tomb, where a former leader of the cult is buried. There is a 
  clearly marked treasure chamber, along with markings that show 
  the locations (though not the nature) of several traps. Religious 
  records, which may or may not be stored in the same temple, will 
  surely reveal the location of the burial site. All that is required is 
  some research.
  Funereal	Wrappings	
  Carefully preserved over the centuries, this covering formed the 
  shroud of a revered worshipper of the cult. According to legend, 
  the shroud will heal any that sleep beneath it, restoring even 
  severed limbs. Such a myth should only be true if the character is 
  stealing the covering from a very well guarded location. Removal 
  of the item will start to dull any powers it may possess. 
  Religious	Prophecy	
  Etched into a tablet of stone (or scratched onto an animal hide, 
  penned on crumbling parchment, and so on) is an ancient 
  prophecy. This concerns one of the following (D4):
  1
  The time and place where a holy child will be born
  2
  The circumstances and omens leading up to the end of the 
  world
  3
  Vague details of a threat to the cult from a rival religion
  4 
  The promise of salvation and enlightenment from one who 
  will come to lead the cult
  Whatever the details of the prophecy, it is sacred to followers of 
  this religion. To just about everyone else, it is virtually worthless 
  (10 SP as a curio). Blackmail or ransom are possible, but so is a 
  religious witch-hunt to find the thieves.
  Priestly	Robes
  Stored within a temple may be all sorts of clothing, worn by holy 
  men during their rituals. These range from the most humble to 
  the most regal of garments. Whereas everyday clothing is made 
  from cotton or wool, the more expensive items are often fashioned 
  from expensive cloth and are adorned with fine embroidery. Some 
  robes are decorated with gold thread or tiny gemstones. Each set 
  of robes should be worth between 1 and 100 SP. Robes may also 
  be useful as disguises, granting a +20% bonus to those wishing to 
  pass themselves off as members of the faith. 
  Animal	Trophy
  Mounted on the wall or simply stuffed, animal trophies may be 
  kept in a temple for a number of reasons. The beast in question 
  might have died in defence of the cult or be revered for some other 
  reason. Alternatively, the creature might have been slain by one 
  of the faithful and its remains preserved. Examples include (D6):
  1
  Preserved lion’s paw (50 SP)
  2
  Mounted wolf ’s head (30 SP)
  3
  Stuffed panther, its eyes replaced with black diamonds 
  (300 SP)
  4
  Preserved giant snake, its mouth agape to reveal a second 
  snake inside it (150 SP)
  5
  Dragon scale, pierced by the rusted head of a spear (50 
  SP)
  6
  Desiccated giant insect husk (30 SP)
  Ornate	Scripture
  Many cults treasure their ancient scriptures and holy books, which 
  may contain beautifully written, gold-embossed text. These form a 
  link with the past and may even be seen as holding mystical powers 
  of their own. Fencing stolen goods of this kind is not easy: those 
  who are willing to pay the most for the text will want to know 
  exactly where it came from. To the right people, a sacred scroll is 
  worth D8 x 40 SP. A hallowed book is worth D10 x 50 SP, and 
  may contain some manner of illicit magical knowledge. There is 
  a 75% chance of encountering the former, and a 25% chance of 
  finding the latter.
  
  86
  Plunder of the Ducks
  by	Shannon	Appelcline
  All of the races of Glorantha have magic, mystical and divine items 
  that they call their own, even a lesser race like the Durulz. This 
  article describes many duck-related items that Adventurers may 
  find.
  Most of the categories used in this article are self-evident but two 
  of them require more explanation.
  Cults describes which Gloranthan cults are familiar with the item.
  Associated cults probably made the item and know all about it.
  Friendly cults will have a positive reaction if they recognise the 
  item and may know something about it.
  Enemy cults will usually attack a bearer of the item.
  Hostile cults probably will not like the possessor of the item.
  Knowledge describes what the public knows about the item and 
  how to use it.
  Automatic suggests that its use is self-evident.
  Common means that everyone knows about the item and how to 
  use it.
  Cult Secret suggests that the making and/or use of the item is only 
  known to a few.
  Famous notes that the item is quite well known and that its possessor 
  will be viewed in a different light as a result. For Influence tests, 
  take a +20% bonus for associated cults, a +10% bonus for friendly 
  cults, a –10% penalty for hostile cults and a –20% penalty for 
  enemy cults.
  Few means that there are limited numbers of the item.
  One of a Kind means the item is unique.
  Owner Only means that some or all of the item’s powers can only 
  be used by the original owner/creator.
  Albatross Eye
  Description
  A glass eyeball with a black pupil. Communication and fate runes 
  are etched in a band encircling the eye.
  Cults
  Associated – The Seaside Brothers.
  Knowledge
  Few.
  Myth
  The Journeys of Albatross (Mythic Resonance 70%).
  Albatros could not always see the future. Instead, when he was 
  young, he was a joyful bird. Just as Sunbill was enthralled by 
  the joy of his physicality and Pelican by the joy of his gluttony, 
  Albatross loved the joy of hope and the possibilities of the future.
  However in time Albatros grew discontent. He found that his 
  hopes were sometimes dashed, for even in primal Delicate Swamp 
  the future could never stand up to his dreams. Thus Albatros 
  struck out from his home looking for a seer; for he believed that 
  if he could truly know the future then he could once more begin 
  to dream of it.
  Albatros travelled far and wide. There are many legends about 
  these journeys: how he learned that the elfs looked far forward but 
  without prophecy; how he mistook Ganderland for a great lake 
  and so never entered that place; and how he searched the dwarf 
  caverns where no duck ever goes. Finally he met a shrouded duck 
  who lived in a web and she agreed to give him the gift of prophecy 
  if one day his descendents would repay the favour to her.
  Thus Albatros gained the gift of prophecy and he soon learned that 
  it was not all that he hoped. Worst of all it cost him the very hope 
  he wished to rekindle, for in knowing the future he now could 
  only fear what would be rather than praying for what might come. 
  So Albatros returned to Delicate Swamp saddened and broken, 
  while his descendents thereafter always awaited the call of She 
  Who Spins the Web.
  
  87
  Some keets never learn from their ancestors’ mistakes and so in 
  the First Age after the Dawn, when an entire flock of albatross was 
  born without the sight, a powerful magician from before Time 
  made them eyes that they could look through and see the future 
  as other albatross did. Many of these albatross cast their new eyes 
  away and for several years there were albatross in the world who 
  lost their gray feathers and lived once more in hope and joy – but 
  now that time is gone. 
  Many of the First Age albatross eyes have since been scattered 
  across the world.
  Procedure
  The method for creating these eyes is lost.
  Powers
  Any person can hold one of these glass eyes up to their own and 
  through it see the future. This power acts as the keet Seer ability 
  (see Races of Glorantha volume 1, page 139), except that it may be 
  used no more than three times a day.
  Value
  No keet in his right mind would want one of these eyes but other 
  cults (especially cults of knowledge) might pay 5,000 SP for this 
  rare chance to glimpse the future.
  Blue Heron Feather Necklace
  Description
  A collection of 20-30 blue-silver heron feathers, threaded together 
  by a thin but sturdy silver wire.
  Cults
  Associated – Prince Heron.
  Friendly – Most keet cults.
  Hostile – Grandfather Flamingo.
  Knowledge
  Automatic; Cult Secret.
  Myth
  The Heron Myth (Mythic Resonance 75%)
  When Prince Heron was born Grandfather Flamingo was stunned 
  by his child’s ugliness: he was much too plain. When Grandfather 
  Flamingo learned that his cast-off son had raised himself to 
  godhood he warred against his child, turning Delicate Swamp into 
  a wasteland. When the ducks came to the swamp Heron tried to 
  join them, hoping to discover a new family but soon he found 
  himself forbidden from Ganderland. Thus Heron is the great exile 
  of the durulz, welcome nowhere.
  Heron’s first child was pure white like him but his second child 
  was coloured blue-silver. Ducks say that every duckling repeats 
  the mistakes of his drake at least once and such was the case with 
  Heron. When he saw the coloration of his second son Arden he 
  banished him at once. Thus Arden became an exile among exiles.
  However there remained more love between Arden and Heron than 
  there had been between Heron and the cold Flamingo. Heron and 
  his son were eventually reconciled but not before Arden had spent 
  many years wandering the world. Forever after Arden’s children 
  have been the wanderers and explorers of the Heron race.
  Today the feathers of particularly brave and curious blue-silver 
  herons are sometimes collected together in a ritual to make a 
  necklace. These necklaces are then given to the herons from which 
  the feathers were taken – although they often are afterward traded 
  or given away, dispersing them across the world, just as Arden’s 
  children are.
  Procedure
  Some priests of Heron know the Longwandering Enchantment 
  (Difficult –20%). The participant must expend 1 POW when the 
  enchantment is created.
  Powers
  The wearer of the necklace rarely becomes lost when travelling 
  away from his home and is often accepted by the foreigners that he 
  meets. He gains a +20% bonus to any Lore (Regional) Skill Test 
  used to determine directions and a +10% bonus to any Influence 
  Skill Test meant to make foreigners friendlier toward a traveller.
  Value
  These blue-feather necklaces are worth 2,000 SP.
  Duru’s Reed Boat
  Description
  A huge boat made out of ancient reeds tied together with vines. It 
  is big enough to hold about a dozen normal-sized people or about 
  20 ducks. There is no means of locomotion for the boat other than 
  paddles.
  Cults	
  Associated – Duru-Orlanth.
  Friendly – Any duck cults.
  Knowledge
  Automatic; Famous; One of a Kind.
  Myth
  Duru-Orlanth’s Boat (Mythic Resonance 60%)
  Duru-Orlanth was the most curious of the duck gods and thus 
  it was he who decided that he wanted to know what lay beyond 
  Ganderland. He built a mighty boat out of reeds and magic and 
  
  88
  used it to sail to lands that only the Hurtler had seen before. One 
  of these lands was Delicate Swamp and another was the land of 
  the Orlanthi but these were not the only places that Duru-Orlanth 
  visited.
  After the horrors of Hoonra Field, Duru’s Reed Boat was used to 
  help evacuate the people of the devastated land and sometime after 
  that it passed out of history. However part of the boat’s magic is 
  that it is always appears when it is needed and thus since Time 
  began it has shown up to aid ducks and others alike.
  Powers
  Duru’s Reed Boat is primarily a vessel of destiny. If sailed idly or in 
  an exploratory manner the Games Master should secretly make a 
  Persistence roll for the pilot. Whether the test succeeds or not the 
  boat will take its passengers somewhere new that has a connection 
  to them. However the trip will be largely beneficial if the roll 
  succeeds while largely detrimental if it fails. Note that the good 
  or bad effects could be very long term, such as Duru’s visit with 
  the Orlanthi, which originally seemed good but which eventually 
  led to the destruction of Ganderland (though perhaps there is still 
  good to come of it in the future, as destiny is a slippery thing).
  If Duru’s Reed Boat is used as a normal vessel it is slow and 
  obstinate. All Boating tests are made with a –40% penalty.
  Each season there is a 5% chance that Duru’s Reed Boat disappears 
  while tied up and left alone – though it will usually not do so if the 
  disappearance would noticeably inconvenience its owner.
  Value
  As an ancient artefact Duru’s Reed Boat has a potential value of 
  50,000 SP or more, though no one who actually knows its history 
  or power would pay that as it will disappear in just a few years.
  As a vehicle of destiny, some might pay 10,000 SP or more for it.
  Flamingo’s Fascinating Feather
  Description
  A brightly coloured feather that changes colour as one looks at it, 
  shimmering through all the colours of the dawn.
  Cults
  Associated – Grandfather Flamingo.
  Knowledge
  Automatic; Few.
  Myth
  Flamingo at the Gates of Dawn (Mythic Resonance 65%)
  When Vrimak embraced Grandmother Duck she gave birth 
  instantly to all the birds in the world. One of the birds flew directly 
  east into the sunrise. Though he was thus denied Ganderland, 
  Flamingo would find a much greater destiny in the east.
  At the end of the world Flamingo tried to enter the Gates of Dawn 
  to find what lay beyond but the dawn goddess Theya turned him 
  back. Where Theya placed her hand upon Flamingo’s back his 
  feathers changed to become the pinks, yellows and oranges of the 
  dawn and that change soon spread across his whole body. Thus he 
  became the sunrise bird. 
  Flamingo settled in the Delicate Swamp which abutted the Gates 
  of the Dawn and there fathered many offspring. In that Golden 
  Age his feathers were divine; this is what allowed Heron to pluck 
  one and become a god himself. There were also many feathers that 
  Flamingo preened away himself which slowly lost their divinity as 
  they were separated from his body. Today these feathers are still 
  magical but they do not hold the deifying power that they once 
  did.
  Procedure
  Grandfather Flamingo could make more fascinating feathers by 
  preening them from his coat.
  Powers
  Flamingo’s feathers are strangely fascinating to everyone but their 
  holder.
  If anyone is looking at the holder of a feather he is automatically 
  affected by it. Other people within sight must make a Perception 
  test, with success meaning that they have noticed the feather and 
  are affected. Once someone has been affected by a feather his eyes 
  will be drawn to it every Combat Round until he either leaves the 
  area or the feather is put away.
  A viewer of one of Flamingo’s Fascinating Feathers must make a 
  Persistence roll each round to take any actions other than staring 
  at the feather. Failure means that the victim stands looking at the 
  feather for the turn; he cannot attack but he can defend himself 
  from attacks.
  Note that a feather could affect friends of its holder as easily as his 
  enemies.
  Value
  These divine objects are worth at least 5,000 SP to appropriate 
  parties such as God Learners or Phoenics.
  Old Duck Whistle
  Description
  A duck whistle made out of tin with a large Beast and Spirit rune 
  carved into the top.
  
  89
  Cults
  Associated – Swimmer in Shadows.
  Friendly – Other duck cults.
  Enemy – Sky cults.
  Knowledge
  Automatic; Few.
  Myth
  This myth has no resonance, simply its known history.
  Some say that there are two sorts of ducks: the ancient ducks who 
  lived before Yelm’s Sentence and the new ducks who lived after. 
  For the most part the ancient ducks are gone and lost, with one 
  exception – they can be summoned by an Old Duck Whistle.
  The Old Duck Whistles were created by Swimmer in Shadows 
  before the Sentence. They were meant to summon forth the spirits 
  of ducks who had passed on but after the Dawn the nature of 
  the world changed. They could no longer be used to summon 
  the spirits of newly slain ducks but they can still summon forth 
  ancient ducks.
  Powers
  An Old Duck Whistle allows the user to Spirit Walk to the spirit 
  plane and, whilst there, attempt Spirit Binding. He does not need 
  to be a shaman. The whistle’s powers can be used once per week; 
  any more frequent and the spirit world’s harmony is disrupted.
  On the first blow of the whistle the user is transported to the spirit 
  plane as though he had Spirit Walked. This requires no skill roll to 
  accomplish, but costs the whistle’s user 1D4 Magic Points. Once 
  on the spirit plane the realms of the Duck Spirits are visible to 
  him. 
  Whilst there an ancient duck ghost appears and remains for 1D6 
  minutes with the following characteristics:
  Ancient Duck Spirit: Intensity 3 Duck Ghost
  INT 11, POW 23, CHA 13. Combat Actions 3, Strike Rank 
  +12, Hit Points 23, Spirit Damage +2D6, Discorporate 80%, 
  Persistence 90%, Spectral Attack 90%
  This spirit has three main purposes.
  1. It can answer questions about ancient ducks.
  2. It will, upon request, possess a target if it successfully 
  discorporates the target and beats them in Spirit Combat.
  3. It can lend its wings, gifting a single individual with the power 
  of flight. This power does not require the spirit to possess the 
  target. The affected individual can fly at 6m per Combat Round 
  and up to a height of 23 metres. The use of this power drains the 
  Duck Spirit at a rate of 1 Hit Point per Combat Round and no 
  spirit will willingly jeopardise its own existence in conferring this 
  power. Therefore roll 1D20 to see how many Combat Rounds the 
  spirit willingly confers flight. At the end of this period the power is 
  lost, no matter where in the air the affected target might be.
  Value
  Worth 5,000-10,000 SP to an interested buyer. Any sky god 
  worshipper would want to destroy it without question if he realised 
  what exactly the whistle was and what it did.
  Portable Pond
  Description
  A large, bright blue roll of kidney-shaped velvet-like material. 
  When unrolled onto earthen ground it becomes a small pond.
  Cults
  Associated – Grandmother Duck, The Hurtler.
  Friendly – Any other duck cult; any water cult.
  Knowledge
  Automatic; Few.
  Myth
  Pondstitcher (Mythic Resonance 40%)
  When the Hurtler began to travel once more following the loss of 
  her wings she sometimes became homesick, particularly for the 
  pleasant waters of ponds near her home. Thus Grandmother Duck 
  sewed a portable pond which she could take wherever she went 
  and so always have the waters of home nearby.
  Powers
  The portable pond offers an effectively limitless source of water. 
  It never dries out and it cannot be tipped or otherwise spilled. 
  The water also always stays clean and drinkable, no matter what is 
  placed in it. The pond contains enough water to summon a three 
  cubic metre undine and, if used in this way, it temporarily drains 
  and becomes its cloth form for a period of 2D6 days. At the end of 
  the period it regains its magical abilities.
  Value
  There are less than a half-dozen Portable Ponds in existence. Each 
  is worth 10,000-25,000 SP.
  Silver Tomia
  Description
  A set of silver tomia (duck teeth), which slip over a duck’s own 
  tomia.
  Cults
  Associated – The Death Drake.
  Friendly – Any duck cult.
  Enemy – Any troll cult.
  
  90
  Knowledge
  Automatic; Cult Secret.
  History
  Sharpbill’s 101 Days of Hunger (Mythic Resonance 70%)
  Sharpbill was a Death Drake hero of the Darkness. One of his 
  greatest adventures occurred when he disguised himself as one of 
  the Hungry Folk and resided with them for 101 days. While there 
  he learned many of their fighting techniques, particularly how to 
  bite and gnaw his foes.
  When he left the Hungry Folks’ dark, smelly caverns Sharpbill 
  made himself a set of war tomia to slip over his own teeth. To 
  declare that he was not one of the Hungry Folk he made them of 
  silver instead of lead. Later Sharpbill met the Hungry Folk once 
  again in the Dark Valley of Slime and when they saw his glittering 
  smile they knew that he had stolen and defiled their secrets. Ever 
  after the Hungry Folk have particularly hated the followers of 
  Sharpbill – which just makes them eat those ducks with more 
  gusto than usual.
  Procedure
  Only the runedrakes of Death Drake know the procedure to create 
  the Silver Tomia. Although the tomia are not magic the process 
  to create them is long and tedious – and death drakes deal poorly 
  with tedium.
  Powers
  The Silver Tomia fit any duck that tries them on – though not 
  keets. A duck wearing the tomia may use their Unarmed skill to 
  make a close combat attack that inflicts 1D4+2 damage to the 
  target.
  Value
  Because of their rarity Silver Tomia may be sold for 300–400 SP 
  each to ducks – though there might be some questions about how 
  the seller acquired them.
  Soil of Ganderland
  Description
  A handful of rich, red-brown soil usually kept in a sturdy pouch 
  marked with the runes of the duck gods.
  Cults
  Associated—Any duck cult.
  Friendly—Any keet cult.
  Knowledge
  Few.
  History
  Ganderland was the beautiful homeland of the ducks during the 
  Golden Age. It was destroyed at the battle of Hoonra Field. Some 
  of the fleeing ducks and keets took with them soil from their lost 
  homeland and now it brings fertility and safety to those nests 
  where this ancient loam is preserved.
  Powers
  The Soil of Ganderland is usually buried under a duck nest. 
  Its prime effect is to increase the fertility of the ducks therein – 
  increasing both the likelihood of pregnancy and the likelihood of 
  multiple births. It also gives any ducks or keets in the nest a general 
  feeling of well-being that almost offsets their natural cynicism.
  All reasonable Influence tests against ducks or keets in a nest 
  warded by Ganderland Soil have a +20% bonus.
  Value
  Ducks have been known to pay 2,000+ SP for Ganderland Soil 
  – but woe to those who would try and cheat them. Ducks have 
  also been known to kill for Ganderland Soil if a death drake was 
  involved in the dealings.
  Scarf of Blind Ignorance
  Description
  A black scarf made from a rough, heavy material. Woven into it, in 
  black thread, are runes of disorder and illusion.
  Cults
  Associated – The Hurtler.
  Hostile – Any sky cults.
  Knowledge
  Few.
  History
  The Ditty of Loonus Ditty (Mythic Resonance 40%)
  Loonus Ditty, a duck who lived during the First Age, was not 
  a particularly good follower of the Hurtler. Rather than going 
  out and exploring on his own he invented things that might (or 
  might not) make exploration simpler for other ducks. Some of his 
  inventions were purely mechanical while others depending upon 
  careful weavings of magic. Some worked but a lot more did not.
  One of Loonus’ most daring inventions was the Scarf of Blind 
  Ignorance. It was intended to slide by Yelm’s Sentence via a 
  loophole. It does not exactly allow ducks to fly, it just allows them 
  not to fall and even then only when the duck does not realise he 
  is doing so. Unfortunately Loonus’ success was quite limited; gods 
  are not that fond of loop holes. However the scarves have proven 
  quite useful to other races.
  
  91
  Procedure
  Loonus’ secrets were lost when he died in a laboratory accident 
  following a lightning strike – nor would any sane duck try to 
  repeat his creation of the scarves anyway. The sky gods are not to 
  be meddled with!
  Powers
  To activate a scarf it must be tied around the wearer’s eyes, blinding 
  him. This results in the typical –60% penalty to combat (and to 
  other visual skills) as if the wearer were blind. If the scarf ever slips 
  or the wearer in some other way sees under or over it then the spell 
  of the scarf is abruptly disrupted (and cannot be reactivated for the 
  duration of the current situation).
  While the scarf is activated a wearer can step straight out onto 
  air as if it were a hard surface. He cannot climb upward or in any 
  other way ascend but he can continue to walk across a level plane. 
  This can be useful for walking across broken bridges, out over cliffs 
  or in other similar circumstances.
  If the wearer is a duck there is a 5% chance each round that the 
  scarf will slip – no matter what precautions are taken – causing him 
  to see his current location and thus immediately begin to fall.
  Value
  A scarf might bring prices up to 5,000 SP, though more frequently 
  from non-ducks than durulz.
  Sword of Stormbill
  Description
  A short sword with beast, motion and death runes scribed along its 
  blade. The grip is covered with very smooth, old rhino leather. The 
  blade itself glitters and shines when drawn.
  Cults
  Associated – Stormbill.
  Friendly – Stormbull, other duck cults.
  Enemy – Any chaos cults.
  Knowledge
  Automatic; Famous; One of a Kind.
  Myth
  The Sword of Stormbill (Mythic Resonance 70%)
  In the Golden Age of Ganderland, Duru-Orlanth brought the 
  storm gods back to his home. This was how the duck Stormbill met 
  the Orlanthi Stormbull. When that occurred Stormbill exchanged 
  his axe for Stormbull’s greatsword and they each carried the other’s 
  weapon throughout the rest of the mythic age (although many 
  Stormbulls scoff at the idea of such a trade ever having occurred).
  During the Darkness Stormbill’s Sword disappeared for a while but 
  it reappeared in the First Age in the hands of the Stormbill Arkati 
  Chaosfoe, who stormed Dorastor and slew many chaos creatures 
  there (although many Stormbill wonder whether this was actually 
  the same sword or not).
  Since then Stormbill’s sword has appeared and disappeared over 
  the years but it frequently finds its way into the hands of a chaos 
  fighter when he needs it most.
  Powers
  Though a shortsword for purposes of being wielded, Stormbill’s 
  Sword acts as a greatsword for the purposes of combat. It inflicts 2D8 
  damage, has Size H and Reach L and 6 AP and 12 HP. However, it 
  requires only STR 5 and DEX 7 to wield and ENC 1.
  It also has several special powers, related to the three runes shown 
  on the blade. 
  Beast. The blade acts as a spell matrix for the Common Magic 
  spells of Strength and Vigour. The wielder can cast them as if he 
  knew them, up to magnitude 6.
  Motion. The wielder may use the Orlanth cult spell Flight (Cults 
  of Glorantha: page 21) three times a day. However this power is a 
  joke to ducks, which have not been able to use it correctly since the 
  Dawn. If any duck tries to fly with it he must make a Persistence 
  roll each turn to avoid being thrown to the ground, taking 3D6 
  damage.
  Death. The death rune controls the anti-chaos powers of Stormbill’s 
  Sword. The wielder may cast Face Chaos (Cults of Glorantha: page 
  20) three times a day. 
  Stormbill’s Sword also acts as a permanent True Sword against 
  chaos, adding +2D8 to any damage done to chaos. This does not 
  stack with actual castings of the True Sword divine spell.
  Value
  Whatever its origin Stormbill’s Sword is a priceless artefact for 
  chaos fighters. It could easily sell for 100,000 SP or more.
  
  92
  THE SERPENTINE HIVE
  This article is a small collection of creatures from the collective 
  species known as the Serpentine Hive – a family of vicious 
  predatory snake-like beings that all share a single goal. They each 
  desire to do one thing and one thing only; they want to kill all 
  lesser reptiles. How they were created and for what purpose is a 
  mystery, but considering they view all reptiles, even dragons, as 
  lesser to their own species, they are nothing but trouble for most 
  cultures.
  The creatures of the Serpentine Hive are as follows, and can be 
  used by any RuneQuest Games Master as they see fit. They are 
  not designed explicitly for Glorantha but considering the presence 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+1
  15
  1–9
  Tail
  5/8
  CON
  4D6
  14
  10–12
  Chest
  5/8
  SIZ
  3D6
  11
  13–15
  Right Arm
  5/5
  INT
  3D6+4
  15
  16–18
  Left Arm
  5/5
  POW
  3D6
  11
  19–20
  Head
  5/6
  DEX
  4D6
  14
  CHA
  2D6+6
  13
  Combat Actions
  3
  Typical Armour: Scales, No Armour Penalty
  Damage Modifier
  +1D2
  Magic Points
  11
  Traits: Dark Sight, Poison
  Movement
  8m
  Strike Rank
  15
  Skills:  Athletics 55%, Evade 40%, Influence 40%, Perception 65%, 
  Persistence 43%, Resilience 55%, Stealth 40%, Survival 55%
  Magic: Common Magic 50%: Bladesharp 4, Befuddle
  Combat Styles
  Bite and Claw 70%, Bladed Weapons 75%
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP
  Bite 
   
  S 
  M 
  1D6+1D2+Poison  
  As per head
  Claw 
   
  S 
  S 
  1D4+1D2 
   
  As per Arm
  Dagger  
  S 
  S 
  1D4+1+1D2 
   
  6/8
  Notes: No Serpentine can resist the commands of a King Serpentine, as they are connected on a genetic and social level beyond what 
  normal beings can imagine. Additionally, with a successful Perception skill test a King Serpentine can see through the eyes of any other 
  Serpentine with a number of miles equal to their POW.
  by	Bryan	Steele
  
  93
  of the EWF in the Second Age they could make for an interesting 
  addition nonetheless.
  King Serpentines
  The ruling caste of the Hive, King Serpentines are the patriarchs 
  that make all of the greater choices for their species. They are 
  large and powerful humanoid cobras, often scaled in yellow or 
  gold to show their regency.  Through their semi-mystic mental 
  connection with their entire species, the Kings lead their people in 
  their genocide against all other reptilians.
  Each King Serpentine is father to a sect within the Hive numbering 
  roughly two dozen children, thralls and summoned minions. They 
  tend to build their sects within tunnels and catacombs, often 
  far away from sentient humanoid interference in order to better 
  build their empire. King Serpentines always rule alone, oftentimes 
  killing and eating any further Kings that hatch from their broods; 
  they must be sure to keep their hold upon the sect or they will be 
  overthrown and slain by their replacement.
  The bite of the hooded King Serpentine delivers a painful 
  neurotoxin that sets the nerves of the bitten ablaze with agony 
  and horrible spasms, a fate that is said to be worse than death. The 
  Kings rarely mar their bodies with adornment or weaponry, but can 
  occasionally be found with jagged daggers made of dragonbone – 
  trophies their sect has managed to take in their thousand-year lives.
  King	Serpentine	Venom
  Application: Injection
  Onset time: Nausea after 1D3 minutes, Paralysis after 3D6 
  minutes, Asphyxiation at conclusion
  Duration: 1 hour
  Resistance Time: The victim must make a resistance roll at the 
  Onset Time of each stage of the poison. Failure indicates that 
  Condition has taken effect
  Potency: 80.
  Resistance: Resilience.
  Conditions: Nausea, Paralysis, Asphyxiation. The venom initially 
  causes the victim to start feeling nauseous if the first Resistance 
  roll is failed. The location bitten then suffers paralysis if the second 
  Resistance roll is failed. At the end of the Duration the victim must 
  succeed in a final resistance roll or suffer respiratory failure.
  Combat Notes
  King Serpentines are leaders rather than warriors. Their strength 
  lies in commanding the Serpentine armies, not in fighting 
  themselves. However when forced to do so they rely on bladed 
  weapon strikes to disable opponents and then use their vicious bite 
  and venom to bring the foe to a stop. In most situations, though, 
  King Serpentines avoid combat, fighting only when cornered.
  In the Arena
  It is rare to capture such creatures, but a few have been dragged 
  hissing and spitting into the arena. A common ploy is to hide a 
  King Serpentine amidst a gaggle of lesser, normal snakes, having it 
  rear into action once the foe closes to range.
  Constrictor Serpentines
  The rank and file soldiers of the Hive, Constrictors are large and 
  powerful humanoid serpents that can tower up on their elongated 
  bodies a full man’s height above a common human. It has a much 
  longer coiled body than any other breed of Serpentine, which it 
  uses to grasp and crush the life from its foes. They are always of a 
  dun colour, bland and boring, but are commonly splotched with 
  metallic gold or silver chevrons down their backs.
  Although they do not have the deadly venom of their kin, 
  Constrictors are very strong and often wield thickbladed axes or 
  spears against their enemies. Their coils are long enough to hold 
  one target while attacking another with weapons, but they typically 
  focus on killing one opponent at a time.
  The Coil combat style can be used if the Serpentine successfully 
  Grips an opponent with one or both its arms, the coils beginning 
  to wrap around the target on the next available CA. To break 
  free of the coils the victim must successfully match his Brawn or 
  Athletics against the Brawn of the Serpentine. If he fails he takes 
  1D10 damage each CA and suffers the effects of Asphyxiation (as 
  described in the RuneQuest II rules). If his arms are free he may 
  attempt to attack the creature but can only do so with weapons of 
  Reach Small.
  Combat Notes
  Constrictors attempt to Grip their opponent and then wrap them 
  in their coils. A Choose Location Combat Manoeuvre is needed 
  to successfully pin the arms, otherwise the body and abdomen are 
  treated as being constricted. If the arms are pinned then the victim 
  is unable to use his CA for attacking or defending.
  In the Arena
  Large gladiators are often pitted against several of these miserable 
  opponents, the ratio usually being two Constrictors to one 
  gladiator. The tactic the Constrictors use is to have one of them 
  wrap itself around the warrior and begin constricting whilst 
  the other uses Choose Location strikes to behead the captured 
  opponent. Constrictors enjoy gladiatorial combat and are a not 
  uncommon sight in many arenas.
  Asp Serpentines
  Small and stealthy, Asps are the assassins of the Hive.  They 
  have thin bodies covered in dark scales, their limbs and coils are 
  wrapped in wiry muscle like all of their kind, but they are built for 
  speed and silence – not physical labour. Most enemies of an Asp 
  Serpentine never even realise they have been targeted by one until 
  their deadly venom is already coursing through their veins.
  The long fangs of the Asps are filled with thick brown coagulant 
  venom that turns its victims’ veins into wires and blood into acid. 
  
  94
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D6+3
  24
  1–9
  Tail
  4/10
  CON
  5D6
  18
  10–12
  Chest
  4/10
  SIZ
  5D6+6
  24
  13–15
  Right Arm
  4/7
  INT
  2D6+2
  9
  16–18
  Left Arm
  4/7
  POW
  3D6
  11
  19–20
  Head
  4/8
  DEX
  3D6+2
  13
  CHA
  2D6+3
  10
  Combat Actions
  2
  Typical Armour: Scales, No Armour Penalty
  Damage Modifier
  +1D10
  Magic Points
  11
  Traits: Dark Sight
  Movement
  8m
  Strike Rank
  +11
  Skills:   Athletics 75%, Brawn 80%, Evade 38%, Perception 45%, 
  Persistence 43%, Resilience 55%, Survival 65%
  Magic: None
  Combat Styles
  Axe 75%, Bite and Claw 55%, Coils 75%
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  S 
  M 
  1D6+1D10 
  As per head
  Claw 
   
  S 
  S 
  1D4+1D10 
  As per Arm
  Battle Axe 
  M 
  M 
  1D6+1+1D10 
  4/8
  Constrictor	Serpentines
  Asp	Serpentines
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+1
  12
  1–9
  Tail
  3/7
  CON
  3D6+3
  14
  10–12
  Chest
  3/7
  SIZ
  3D6
  11
  13–15
  Right Arm
  3/4
  INT
  3D6
  11
  16–18
  Left Arm
  3/4
  POW
  3D6
  11
  19–20
  Head
  3/5
  DEX
  5D6+1
  19
  CHA
  2D6+4
  11
  Combat Actions
  3
  Typical Armour: Scales, No Armour Penalty
  Damage Modifier
  None
  Magic Points
  11
  Traits: Dark Sight, Poison
  Movement
  12m
  Strike Rank
  +15
  Skills Athletics 65%, Evade 60%, Perception 68%, Persistence 43%, 
  Resilience 52%, Stealth 70%
  Magic: Common Magic 35%: Bladesharp 3
  Combat Styles
  Bite and Claw 70%, Bladed Weapons 80%
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  S 
  M 
  1D4+2+Poison 
  As per head
  Claw 
   
  S 
  S 
  1D3+1  
  As per Arm
  Shortsword 
  M 
  S 
  1D6 
   
  6/8
  
  95
  They frequently coat their weapons in the stuff as well, hedging 
  their odds against any living enemy. One bite or scratch from an 
  Asp’s attack can be fatal, which is exactly why they fill the role that 
  they do in Hive society.
  Asp Venom
  Application: Injection
  Onset time: Agony after 1D3 minutes, Paralysis after 3D6 
  minutes, Asphyxiation at conclusion
  Duration: 1 hour
  Resistance Time: The victim must make a resistance roll at the 
  Onset Time of each stage of the poison. Failure indicates that 
  Condition has taken effect
  Potency: 90.
  Resistance: Resilience.
  Conditions: Agony, Paralysis, Asphyxiation. The venom initially 
  causes the victim to start feeling nauseous if the first Resistance 
  roll is failed. The location bitten then suffers paralysis if the second 
  Resistance roll is failed. At the end of the Duration the victim must 
  succeed in a final resistance roll or suffer respiratory failure.
  Combat Notes
  Asps are cunning and sneaky, preferring ambushes to straight-
  forward face to face contacts. Whenever possible they use a 
  combination of Maximise Damage and Bypass Armour to drive 
  venom-encrusted shortswords into their opponents from behind. 
  Then whilst the venom starts to take effect, they withdraw to 
  watch the writhing agony the poison inflicts.
  In the Arena
  Several Asps are pitted against small groups of retiarii, making 
  short, sharp group strikes to disable and poison their foes. The 
  begin combats with unpoisoned weapons, taking the first round to 
  ritual excrete poison onto their blades in a chilling ritual.
  Rattler Serpentines
  Rattlers are the spell weavers of the Serpentine Hive, ignoring 
  the idea of stealth or secrecy in favour of their flamboyant and 
  dramatic style. Where a Rattler goes several thralls follow, often 
  ensorcelled by their magics. All of the physical labour that the 
  oftentimes eccentric Rattlers will avoid will be taken up by their 
  thralls.
  Rattlers use Common Magic and sorcery, with the ‘Third Rattled 
  Tome’ forming their Grimoire. The spells from this tome have 
  been stolen over generations and the book now forms both the 
  spell Grimoire and holy book for the hive.
  Rattler venom is dangerous and powerful, even if these Serpentines 
  do not choose to use it often. They are rarely even armed, using 
  their magic to deal with their foes when the sheer numbers of their 
  serving thralls cannot.
  Rattler Venom
  Application: Injection
  Onset time: Agony after 1D3 Rounds, Paralysis after 3D6 Rounds, 
  Asphyxiation at conclusion
  Duration: 1 hour
  Resistance Time: The victim must make a resistance roll at the 
  Onset Time of each stage of the poison. Failure indicates that 
  Condition has taken effect
  Potency: 90.
  Resistance: Resilience.
  Conditions: Agony, Paralysis, Asphyxiation. The venom initially 
  causes the victim to start feeling nauseous if the first Resistance 
  roll is failed. The location bitten then suffers paralysis if the second 
  Resistance roll is failed. At the end of the Duration the victim must 
  succeed in a final resistance roll or suffer respiratory failure.
  Combat Notes
  Rattlers avoid combat wherever possible, hanging back to use 
  their Palsy and Wrack spells to blast enemies with magical force. If 
  forced into physical combat the preference is always to Grip and 
  then bite at the head and neck, introducing poison.
  In the Arena
  No arena has ever managed to capture a Rattler. These wily 
  sorcerers surround themselves with minions who willingly sacrifice 
  their lives to enable the Rattler to escape.
  
  96
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+2
  13
  1–9
  Tail
  4/8
  CON
  4D6
  14
  10–12
  Chest
  4/8
  SIZ
  3D6+2
  13
  13–15
  Right Arm
  4/5
  INT
  4D6
  14
  16–18
  Left Arm
  4/5
  POW
  4D6
  14
  19–20
  Head
  4/6
  DEX
  4D6
  14
  CHA
  2D6+4
  11
  Combat Actions
  3
  Typical Armour: Scales, No Armour Penalty
  Damage Modifier
  +1D2
  Magic Points
  14
  Traits: Dark Sight, Poison
  Movement
  8m
  Strike Rank
  +1414
  Skills Athletics 45%, Evade 35%, Influence 50%, Insight 55%, Perception 55%, 
  Persistence 60%, Resilience 52%
  Magic: Common Magic 75%: Up to 8 Magnitude in combined spells.
  Sorcery Grimoire (Third Rattled Tome) 65%, Manipulation 60%: Attract 
  (Magic), Castback, Dominate (Serpents and Lizards), Palsy, Wrack (Darkness), 
  Wrack (Beast), Wrack (Man)
  Combat Styles
  Bite and Claw 55%
  Type 
  Size 
  Reach 
  Damage  
   
  AP/HP
  Bite 
  S 
  M 
  1D4+2+1D2+Poison 
  As per head
  Claw 
  S 
  S 
  1D3+1+1D2 
   
  As per Arm
  
  Compendium volume  1
  One of RuneQuest’s strengths – and this holds true for every version of the game – is its versatility, adaptability and 
  the way it inspires innovative, inventive and imaginative thinking. Many of these thoughts have found their way 
  into Signs and Portents magazine and, with the advent of RuneQuest II, we decided it was time to go back to the 
  old articles and tweak them a little to bring them into line with the new rules. We also wanted to gather the best 
  into one place to provide a kind of RQII Companion but one based on the input of you, the gamers, rather than 
  the Mongoose staff writers.
  So, within the pages of the RuneQuest Compendium – and it won’t be the only volume; RuneQuest Adventures will 
  be following soon, and I’m certain we’ll see a RuneQuest Compendium II appear – you will find a truly diverse 
  range of articles that run the gamut of new monsters, through new rules additions and variants, and through 
  to expansions for published supplements, such as the Races of Glorantha series. We’ve tried to keep this book as 
  generic as possible, but we found it difficult to completely omit Glorantha material and so we have chosen to 
  include a couple of Glorantha-focused articles.
  US $24.99
  MGP 8198
  RuneQuest is a trademark (TM) of Issaries, Inc.
  Produced under license from Issaries, Inc.  All rights reserved. 
  
SOURCE: textdata/thevault/Runequest and Glorantha (d100)/RuneQuest (d100) [multi]/Runequest 2 (Mongoose)/RuneQuest II - Compendium Volume 1.pdf