HIRELINGSHIRELINGSAt any time, a character may attempt to hire various different sorts ofworkers, servants, or guards. The success of such hiring is entirelydependent upon availability of the type desired, wage and bonus offers,and to some extent the character’s charisma. Typical hirelings are:Alchemist Blacksmith Linkboy TeamsterArmorer Crossbowman Man-at-arms ValetBearer Engineer StewardYour character will have to locate the whereabouts of whatever type ofhirelings he or she desires to take into service, and it will be up to yourcharacter to determine wages and salaries in the area he or she is in.Employment can be by the hour, day, week, month, or year according tothe desires of the character and agreeability of the persons to be hired.Your referee will handle all such matters as they occur.Note that the number of hirelings is in no way limited by charisma, andhirelings differ considerably from henchmen who are discussedimmediately hereafter. The loyalty of hirelings is quite similar to that ofhenchmen, though, and the discussion of the loyalty of henchmen can beapplied to hirelings of all sorts. (See HENCHMEN hereafter.)HENCHMENAs discussed in the preceding section regarding CHARACTER ABILITIES,charisma has a great effect on the number of henchmen a character isable to attract.A henchman is o more or less devoted follower Qf a character. In return forthe use of his or her abilities and talents, the henchman receives support,lodging, and a share of his or her master’s or mistress‘ earnings - in theform of stipends or as a shore of treasure taken. Henchmen are always of acharacter race and character class, but are never player characters.The alignment of o henchman should be <strong>com</strong>patible with that of the playercharacter whom he or she serves. Difference in alignment will certainlyaffect the loyalty of all henchmen, if alignment is radically different.It will usually be necessary for your character to visit various inns anddrinking establishments in search of henchmen. It is also possible that anumber of notices will have to be posted, perhaps in conjunction with theemployment of a crier to announce_ the employment offered. The cost ofsuch is often high - in rounds of drinks, food, tips, gratuities, bribes, feesand so forth. These costs are in addition to actual sums paid to thehenchman eventually employed. Locating non-human characters such asdwarves, elves, and the like might be even moreprotracted, difficult, andcostly than the hiring of human and semi-human henchmen. This dependson campaign circumstances - such as whether or not non-humans are<strong>com</strong>mon in the area and whether or not non-humans tend to associatewith humans ond frequent the inns and tavernOnce a henchman is brought into your character’s service, it will benecessary to pay a wage plus support and upkeep. Your referee willinform you as to such costs. When a henchman ac<strong>com</strong>panies yourcharacter on adventures, he or she must be given a portion of treasure,both money and magic, just as a player character would. However, theshare can be lesser, for all of the henchman’s expenses are paid for by hisor her master or mistress. Naturally, it is a good idea to give o henchmanas much treasure as possible, for in that way the henchman gainsexperience points.Experience awarded to henchmen is usually much less than that whichwould be given to a player character. This is because the henchmen areacting under the direction of their master or mistress. So you should expectthat your character’s henchmen will get about 50% of the experiencepoints which their share in the slaying of opponents and garnered treasureactually totals - possibly even less if your character bore the brunt of theaction and closely directed the henchmen. The loyalty of henchmen isbased on many factors. Charisma of the player character is very important.Remuneration - support, upkeep, wages, bonuses, and sharing oftreosure - plays a big part also. The involvement of henchmen inadventuring is important, as are the activities of the character (ond whothe requires of the henchmen) during the course of adventuring. Forexample:DISTANCEAssuming the character has above average charisma, he or she could besomewhat less thon generous in remunerotion and still have henchmenwith about average loyalty. If remuneration or activity were above theminimum required, loyalty would be correspondingly higher. If bothremuneration and activity were exceptional, the loyalty base of henchmenwould be likewise exceptional. Actions to protect the lives and welfare ofhenchmen, or saving the life of or resurrecting henchmen, give loyaltyabove average.Disloyalty will <strong>com</strong>e into play in <strong>com</strong>bat and other stress situations.Disloyal henchmen will betray or desert their master or mistress. (SeeMORALE.)Time in the campaign is very important. Your referee will keep strictaccount of the time consumed by various Characters, for it is likely toseporate them, since not all participants ore likely to play at the sameactual time. Time costs characters money in support, upkeep, and wagepayments. It takes time to adventure, to heal wounds, to memorize spells,to learn languages, to build strongholds, to create magic items - a verylong time in the last given case.In adventuring below ground, a turn in the dungeon lasts 10 minutes (seealso MOVEMENT). In <strong>com</strong>bat, the turn is further divided into 10 meleerounds, or simply rounds. Rounds are subdivided into 10 segments, forpurposes of determining initiative (q.v.) and order of ottocks. Thus o turn is10 minutes, a round 1 minute, and a segment 6 seconds.Outdoors, time is measured in days, usually subdivided into daylight(movement) and night (rest) periods. Thus, while actual time playing isabout the same for a dungeon adventure, the game time spent is muchgreater in the case of outdoor adventures.DISTANCEFor purposes of the game distances are basically one-third with respect tospell arid missile range from outdoors to indoors/underground situations.Thus most ranges are shown as inches by means of the symbol “, i.e. l“,etc. Outdoors, 1” equals 10 yards. Indoors 1” equals 10 feet. Such a ratio isjustifiable, to some extent, regardless of game considerations.Actual effective range of an arrow shot from a longbow is around 210yards maximum, in clear light and open terrain. Underground, with littlelight and low ceilings overhead, a bowshot of 210 feet is about maximum.Archery implies arching arrows. Slings are in this category as are h<strong>url</strong>eddarts and javelins, all arching in flight to achieve distance. Crossbows area notable exception, but under the visibility conditions of a dungeonsetting, a yards to feet conversion is not unreasonable.Magic and spells ore, most certainly, devices of the game. In order tomake them fit the constrictions of the underground labyrinth, a one forthree reduction is necessary. It would be folly, after all, to try to have suchas effective attack modes if feet were not converted to yards outdoors,where visibility, movement, and conventional weapons attack ranges arebased on actual fact. (See MOVEMENT.)Distance scale and areas of effect for spells (and missiles) are designed tofit the game, The tripling of range outdoors is reasonable, as it allows forrecreation of actual ranges for h<strong>url</strong>ed javelins, arrows fired fromlongbows, or whatever. In order to keep magic spells on a par, their rangeis also tripled. IT IS IMPERATIVE THAT OUTDOOR SCALE BE USED FOR RANGEONLY, NEVER FOR SPELL AREA OF EFFECT (which is kept at 1” = 10’) UNLESSA FIGURE RATIO OF 1 :10 OR 1 :20 (1 casting equals 10 or 20 actual creaturesor things in most cases) IS USED, AND CONSTRUCTIONS SUCH ASBUILDINGS, CASTLES, WALLS, ETC. ARE SCALED TO FIGURES RATHER THANTO GROUND SCALE. Note that the foregoing assumes that a ground scoleof 1” to 10 yards is used.Movement scale is kept as flexible as possible in order to deal with themultitude of applications it has,,i.e. dungeon movement (exploring andotherwise), city travel, treks through the outdoors, and <strong>com</strong>bat situationsarising during the course of any such movements. Your referee will haveinformation which will enable him or her to adjust the movement rate tothe applicable time scale for any situation.39
MONSTER, THE TERMMONSTER, THE TERMIt is necessary to stress that the usage of the term "monster" is generic forany creature encountered during the course of adventuring. A monster canbe exactly what the name implies, or it can be a relatively harmlessanimal, a friendly intelligent beast, a crazed human, a band of dwarves, athief - virtually anything or anyone potentially threatening or hostile.When your referee indicates your character has encountered a monster,that simply indicates a confrontation between your character and sometype of creature is about to take place. The results of such a meeting willdepend on many factors, including the nature of the monster and yourcharacter's actions. All monsters are not bad ...CHARACTER SPELLSThe casting of spells, clerical and magical, is a very important aspect ofplay. Most spells have a verbal <strong>com</strong>ponent, and so must be uttered. Mostspells also have a somatic (movement of the caster's body, such asgesturing) <strong>com</strong>ponent. Some spells have a third <strong>com</strong>ponent, that ofmaterial.Clerical spells, including the druidic, are bestowed by the gods, so that thecleric need but pray for a few hours and the desired verbal and somaticspell <strong>com</strong>ponents will be placed properly in his or her mind. First, second,third, and even fourth level spells are granted to the cleric throughmeditation and devout prayer. This spell giving is ac<strong>com</strong>plished by thelesser servants of the cleric's deity. Fifth, sixth, and seventh level spells canbe given to the cleric ONLY by the cleric's deity directly, not through someintermediary source. Note that the cleric might well be judged by his orher deity at such time, as the clerk must supplicate the deity for thegranting of these spells. While the deity may grant such spells fullwillingly, a deed, or sacrifice, atonement or abasement may be required.The deity might also ignore a specific spell request and give the clericsome other spell (or none at all). Your Dungeon Master will handle thisconsidering a cleric's alignment and faithfulness to it and his or her deity.Note that some cleric spells (and all druid spells) also require materialingredients in order for the desired effect to take place. Such <strong>com</strong>ponentsmust be supplied by the cleric (or druid), as material is not bestowed.Magical spells, those of the magic-user and illusionist, are not bestowedby any supernatural force. Rather, the magic-user (or illusionist) mustSPELL TABLES (CLERIC)memorize each spell, verbal and somatic <strong>com</strong>ponents, and supply himselfor herself with any required materials as well. Such memorization requiresthe character to consult his or her spell books in order to impress thepotent, mystical spell formulae upon the mind. Additional items for thematerial <strong>com</strong>ponent must then be acquired, if necessary.Spells of any sort must therefore be selected prior to setting out on anadventure, for memorization requires considerable time. (Your DungeonMaster will inform you fully as to what state of refreshment the mind of aspell caster must be in, as well as the time required to memorize a givenspell.) As a rule of thumb, allow 15 minutes of game time formemorization of one spell level, i.e. a 1st level spell or half of a 2nd levelspell. Such activity requires a mind rested by a good sleep and nourishedby the body.Once cast, a spell is totally forgotten. Gone. The mystical symbolsimpressed upon the brain carry power, and speaking the spell dischargesthis power, draining all memory of the spell used. This does not precludemultiple memorization of the same spell, but it does preclude multiple useof a single spell memorized but once. When a spell caster shoots his or herspell-bolt, so to speak, it is gone.As previously shown in the CHARACTER CLASSES section, the number ofspells usable by a character depend upon class and level. Details of spellcasting are given later in the section an <strong>com</strong>bat (q.v.).The nature and <strong>com</strong>ponents of the various spells are given in the sectionimmediately after the spell tables. These spell descriptions also containsuch information as is pertinent, i.e. range, duration, effect, etc. YourDungeon Master may add to or delete from a spell(s) and may even add ordelete entire spells. He will inform you of these changes prior to selectingspells or when new spells be<strong>com</strong>e available to your character.Material <strong>com</strong>ponents for spells are assumed to be kept in little pockets,stored in the folds and small pockets of the spell caster's garb. Of course,some materials are too bulky, and in these cases the materials must beaccounted for carefully. Also, some materials are rare, and these must befound and acquired by the spell user.Special cases which pertain to each class of spell-using character type willbe noted before each set of spell explanations.SPELL TABLESCLERICSNumber 1st Level 2nd Level3rd Level5 Detect Evil Hold Person Cure Disease6 Detect Magic Know Alignment Dispel Magic10 Remove Fear Snake Charm prayer11 Resist ColdSpeak With AnimalsRemove Curse12 SanctuarySpiritual HammerSpeak With DeadNumber 4th Level 5th Level 6th Level 7th Level1Cure Serious Wounds Atonement Aerial Servant Astral Spell2 Detect lie Commune Animate objectControl Weather3 Divination Cure Critical Wounds Blade Barrier Earthquake4 ExorciseDispel EvilConjure AnimalsGate5 lower WaterFlame StrikeFind The PathHoly (Unholy) Word6 Neutralize PoisonInsect plagueHealReaenerate10 TonguesTrue SeeingWord Of RecallWind Walk40