The Official Errata
These come from Space Gamer 47.
- r209 Dice roll results for '4' and '5' should be interchanged, dice roll
result '9' should refer to e050, and dice roll result '11' should
reference rule r218 for escape.
- r210 Dice roll '12' porters have combat skill 1, endurance 2.
- r212 Dice roll result '12' should be '12, 13' while dice roll result '13
(or higher)' should read '14 (or higher)' instead.
- r215 In r215c, a dice roll result of '6' should reference e050, with
two added (+2) to the die roll in that event.
- r219 In the last paragraph of this rule, fourth line, the reference to
combat r220 should be r306 instead.
- r220 In strikes (r220c), when facing multiple opponents, a character can
strike at only one each round, but can select which one to strike against.
Example on the next page is wrong; the Dwarf should roll a '10' and with
modifiers result in an '8' to inflict one wound.
- e013 Raid result: Combat reference in second line should be r306. The
fight against the family itself (if you get that far) should have a reference
to r305 to set up the combat situation for that.
- e016 Friendly Approach: Magician is combat skill 3, endurance 5 (in case he
joins your party).
- e018 Die roll result of '1' with 'fight' choce should lead to
'surprise r301.' Note that the die roll for desertion due to mark of Cain is
made with just one die.
- e032 Die roll result 'e-3041' should read '3-e041'.
- e048 Introductory paragraph is completely wrong. It should read:
You encounter a person trying to avoid local justice. He or she will join
your party as an ally, but will desert whenever you encounter any Constables
(unless your party elects to fight them, and kills them all) or whenever you
enter any town, castle, or temple. Instead, you can immediately elect to
fight the character encountered, see r300. Roll one die to see exactly
who you meet:
- e056 Second paragraph is misplaced; ignore it completely; this event is
solely contained in the first paragraph.
- e067 Die roll result 'e-3046' should read '3-e046'.
- e076 In second paragraph, second line, reference to victim selection
should be r341, not r143.
- e085 If you fall and survive your wounds (second paragraph), roll one
die to see if your party finds you.
- e116 The eagle who joins is combat skill 4, endurance 3.
- e121 All characters recover from sunstroke at the evening meal.
- e137 Die roll result '4-e056' should be '4-e055'.
- e155 Die roll result of '4', if you agree to make offerings, you
only add two (+2) to die roll on r212; do not add three.
My unofficial Errata
These are mainly typos that I have run across in the rulebook.
Encounter table
- r237 Read e054 instead of e034, and e052 instead of e072
(Spectres in the middle of nowhere, or following an elven band
that you hadn't met before, make no sense. The e05* events
fit in with the rest of that line of the event tables.) Alternatively,
read e082 instead of e072.
- r245, r250 Read e102 instead of e112.
- r242 Read e071 instead of e072.
Encounters
- e002 I presume that if you defeat the mercenaries (or any
other mounted foe) you gain their horses. Alternatively, use some
random method of determining whether you capture the horses or not - roll a
die, and if it is less than or equal to the number of mounted opponents you
fought and who did not run away, then you gain that many horses.
- e006 Read r332 instead of r322 on the result of "Bribe to Hire"
(Since r332 is the actual rule on bribe to hire, and r322 is a "bribe to
pass" rule).
- e148 If you bribe the seneschal, you automatically gain an
audience with the local lord.
Variants
r203 Daily Actions
Actions allowed only in certain types of hexes -
- Sell food (r290) in a town or castle
- Beg (r291) in a town, castle, or temple
r204 Travel
River Crossing (r204e): If a river encounter forces you to flee, roll one die. On a 1-4, you flee back across the river to your original hex. On a 5-6, you manage to flee across the river.
r220 Combat
Encounter options: Unless obviously otherwise, you can always
choose to attack even if not given the option explicitly. (For example, if you meet goblins, e052.) If the text indicates that you are already aware of their presence, use r305 to determine the first attack.
Mounted Combat: A mounted fighter gains 1 combat skill when
fighting against an unmounted warrior. This bonus is not available
in towns, castles, ruins, caves, etc.
Combat Table (r220c): No wounds are inflicted when the modified die-roll is -1. (Rationale)
Restricted Quarters (r220a, r220b):
At the beginning of a battle, roll a die and cross-index it with your current terrain.
This gives a starting location for the fight.
Locations impose a restriction on how many characters may fight
in each round of combat. All extra characters are deemed to be
behind their comrades and may not attack or be attacked. Which
characters fight in each round may change if you desire. (Rationale)
An (R) next to the name of a location indicates that mounted
combat may be used. This overrides the restriction based on
terrain mentioned above.
Instead of attacking, you may choose to run for a more defensible location. Roll a die
to determine a location, and then make a roll against your wit & wiles.
Subtract 1 from the roll if your party is all mounted and none of your opponents are; add 1 to the roll if some of your party is unmounted and all of your opponents are mounted.
If your
wit & wiles is equal to or greater than your roll, then you may fight in either your
current location or the new one, whichever is more favourable. Otherwise, you must
now fight in the location less favourable for you!
| Terrain | 1 | 2 | 3 | 4 | 5 | 6 |
| Town, Ruin | Doorway | Alley |
Wall | Tree | Street | Open |
| Temple, Castle | Doorway | Staircase |
Narrow Passage | Passage | Open | Open |
| Tomb | Doorway | Staircase |
Narrow Passage | Narrow Passage | Passage | Open |
Desert, River, Farmland, Countryside | Tree | Open |
Open | Open | Open | Open |
| Forest | Trees | Trees |
Trees | Tree | TreeOpen |
| Hills | Boulders | Slope |
Slope | Tree | Tree | Open |
| Mountains | Pass | Cliff Base |
Boulders | Tree | Pass | Open |
| Swamp | Trees | Tree |
Tree | Open | Open | Open |
| Location | Limitation |
| Doorway, Staircase | 1 (one character per side may fight) |
| Alley, Narrow Passage, Pass | 2 |
| Wall(R), Trees, Boulders, Cliff Base(R) | +1 (your party's size plus 1) |
| Tree(R), Slope(R) | +2 |
| Street(R), Passage | If your party size is at least 3: 3
Otherwise: +3 |
| Open(R) | +3 |
r222 Rest & Healing Wounds
If you rest for an entire day indoors, do not roll for a travel event.
You may rest indoors all day in a town, castle, or temple, for the same
price as overnight lodging.
r290 Sell Food
This action can be taken whenever food can be bought - that is,
on any day which you spend entirely in a town or castle.
Roll a die; if it exceeds your wit & wiles, you fail to find a buyer for your food. Otherwise, you find a merchant who will buy your food at a rate of 1 gold piece for every three food units you wish to sell.
r291 Begging
Much as it will hurt your Northern pride, if you are impoverished,
it is permissable for you to beg in a town or castle, or at a temple.
Roll a die and consult the following table (add 1 if you are begging
at a temple):
- You have a run-in with the local constabulary (e050). You qualify
for the +1 bonus to the die roll, unless you are a "wanted" man here.
- No one takes pity on you, and your day is fruitless.
- You find 1 gold piece in the gutter.
- You manage to collect small coins from various folk, totalling 1
gold piece.
- You have a good day, and collect 2 gold pieces worth of coins.
- A rich man takes pity on you and gives you gold pieces equal to
wealth 4.
I'd appreciate feedback
on these variants!
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