express additions issue 2 - the trove edition... · differences. as a race, they are taller than...

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1 Express Additions Issue #2 E E E E E XPRESS XPRESS XPRESS XPRESS XPRESS A A A A A DDITIONS DDITIONS DDITIONS DDITIONS DDITIONS Issue #2 Express Additions Copyright © 2007 by Aurigas Aldebaran LLC. All rights reserved. No reproductions without permission. Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902. Web: www.harphq.com and www.ironcrown.com. TABLE OF CONTENTS INTRODUCTION CREDITS Author: RMC Team & Tim Dugger Editing: Tim Dugger, Heike Kubasch Pagemaking, & Layout: Tim Dugger Artwork: Ilya Astrakhan, Toren Atkinson, Peter Bergting, John Dollar, Jesper Ejsing, Mike Jackson, Jeff Laubenstein, Cara Mitten, Colin Throm Adventure Map: James MIller September 2007 Introduction ..................................................... 1 Races ................................................................. 2 Fair Elves .................................................... 2 Greater Orcs .............................................. 2 Forest Trolls ............................................... 3 Half Orcs .................................................... 3 Professions ....................................................... 4 Warrior Monk ............................................ 4 Monk .......................................................... 4 Monk Base Spell Lists ...................................... 5 Skills ................................................................. 7 Adrenal Moves ........................................... 7 Adrenal Defense ........................................ 7 Martial Arts ................................................ 8 New Rules & Options ...................................... 9 Weapon Kata .............................................. 9 Adventure Rewards ................................. 11 Adventure: Wizard’s Apprentice ................... 12 Welcome to the second issue of Express Additions. In this issue, we will not only include new material for your RM Express game, but we will also include new material for your Rolemaster Classic games. In this issue, we will finish off the RMC races and then give you both the Monk and the Warrior Monk professions for RM Express. This will include adding in a few new rules and skills to those found already found within RM Express. Finally, we will be presenting a short adventure for your enjoyment, and with this adventure, we will be adding in a new type of reward for players – Adventure Rewards. This is a brand new way for GMs to be able to reward their players after an adventure. Enjoy! ICE STAFF CEO: Bruce Neidlinger President: Heike Kubasch Editor/Jack-of-All-Trades: Tim Dugger Pagemaking: Sherry Robinson Web Master: Tim Dugger Office Cats: Rajah, Pheobe, & Matsi

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Page 1: Express Additions Issue 2 - The Trove Edition... · differences. As a race, they are taller than most humans, although slender: the male height averaging between 6’ and 6’10",

1Express Additions Issue #2

EEEEEXPRESSXPRESSXPRESSXPRESSXPRESS

AAAAADDITIONSDDITIONSDDITIONSDDITIONSDDITIONS

Issue #2

Express Additions Copyright © 2007 by Aurigas Aldebaran LLC. All rights reserved. No reproductions without permission.Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.

Web: www.harphq.com and www.ironcrown.com.

TABLE OF CONTENTS INTRODUCTION

CREDITSAuthor: RMC Team & Tim DuggerEditing: Tim Dugger, Heike Kubasch Pagemaking, & Layout: Tim DuggerArtwork: Ilya Astrakhan, Toren Atkinson, Peter Bergting, John Dollar, Jesper

Ejsing, Mike Jackson, Jeff Laubenstein, Cara Mitten, Colin Throm

Adventure Map: James MIller

September 2007

Introduction ..................................................... 1Races ................................................................. 2

Fair Elves .................................................... 2Greater Orcs .............................................. 2Forest Trolls ............................................... 3Half Orcs .................................................... 3

Professions ....................................................... 4Warrior Monk............................................ 4Monk .......................................................... 4

Monk Base Spell Lists ...................................... 5Skills ................................................................. 7

Adrenal Moves ........................................... 7Adrenal Defense ........................................ 7Martial Arts ................................................ 8

New Rules & Options ...................................... 9Weapon Kata .............................................. 9Adventure Rewards ................................. 11

Adventure: Wizard’s Apprentice ................... 12

Welcome to the second issue of Express Additions. Inthis issue, we will not only include new material for yourRM Express game, but we will also include new materialfor your Rolemaster Classic games.

In this issue, we will finish off the RMC races andthen give you both the Monk and the Warrior Monkprofessions for RM Express. This will include adding in afew new rules and skills to those found already foundwithin RM Express.

Finally, we will be presenting a short adventure foryour enjoyment, and with this adventure, we will beadding in a new type of reward for players – AdventureRewards. This is a brand new way for GMs to be able toreward their players after an adventure.

Enjoy!

ICE STAFF

CEO: Bruce NeidlingerPresident: Heike KubaschEditor/Jack-of-All-Trades: Tim DuggerPagemaking: Sherry RobinsonWeb Master: Tim Dugger

Office Cats: Rajah, Pheobe, & Matsi

Page 2: Express Additions Issue 2 - The Trove Edition... · differences. As a race, they are taller than most humans, although slender: the male height averaging between 6’ and 6’10",

2Express Additions Issue #2

RRRRRACESACESACESACESACES

RACIAL STATS

riaF retaerG tseroF flaHsnoitacifidoMsunoBtatS sevlE scrO sllorT scrO

TS 0 01+ 51+ 01+

UQ 51+ 0 01- 0

RP 51+ 5- 01- 5+

NI 0 5- 01- 5-

ME 5+ 5- 01- 0

OC 0 01+ 51+ 01+

GA 5+ 0 01- 5+

DS 02- 5- 01- 0

EM 5+ 5- 01- 5-

ER 0 5- 01- 5-

snoitacifidoMRRecnessE 5- 0 0 0

gnilennahC 5- 0 0 0

msilatneM 5- 0 0 0

nosioP 01+ 5+ 01+ 01+

esaesiD 001+ 01+ 01+ 51+

reilpitluMyrevoceR x3 x5.0 x5.0 x5.0

*segaugnaLgnitratS# 5 1 1 2

stnioPtiHesaB 42 42 05 62

**knaRrepstiH 6 6 6 6

stih#xaM 021 021 052 031srehtollarofW3/S3;eugnotevitanrofnettirW5/nekopS6knaR=*

tnempoleveDydoBfoknarreP=**

Last issue we brought you four more races from thecore rules. This issue we bring you the final three races,plus a brand new race, the Half Orc.

FAIR ELVES

Though basically similar to mortal men in mostways, Fair Elves have several important, if subtle,differences. As a race, they are taller than most humans,although slender: the male height averaging between 6’and 6’10", yet weighing but 150-200 pounds, respectively.The women of the Elves range from 5’6" to 6’2", and arealso slim. Elven menhave no facial hair,and as a rule, theyhave less body hairthan humans.Generally, Elves arefairer in appearancethan their mortalbrothers, havingfiner features,

unmarred skin, and pointed ears withno earlobes. Fair Elves often have hairthat is golden blonde in color and blueeyes to go along with their fair skin.They are also, as a general rule, moremusically talented than the other races.

Resistant to extremes of natural heatand cold, their clothing, is usually fordecoration, camouflage, or perhaps,modesty. Their senses are extremely keen,especially their hearing, and sight: theyare able to see on a clear, star-or-moonlitnight, as if full daylight. Their vision iscorrespondingly restricted with less light,down to but a few feet in what a manwould call “pitch black.” Perhaps mostimportantly: Elves do not age or growold; and their bodies are immune to allbacterial and viral infections. Thus, theyare virtually immortal (excepting violentdeath).

Fair Elves also project a visible auraat all times. This is slightly glowingnimbus of light that surrounds theirbody, shedding enough illumination tolight a 5’ diameter area.

GREATER ORCS

Generally, Greater Orcs grow to beabout 6’ tall, with thick hides andgrotesque, fanged faces, though not as

grotesque as Lesser Orcs. They are very heavy of build,as they are bred as warriors and laborers. At night canthey see well (with sight like the Elves). They are oftenbloodthirsty and cruel, wielding curved scimitars andwicked axes.

Note that Orcs are stellar smiths. Their ability to workwith metal is hardly paralleled. Although the appearance oftheir items is often poor,the performance isexcellent. They rarelymake itemsunassociated withfighting, however.

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3Express Additions Issue #2

FOREST TROLLS

Trolls are as strong as the stone from which legendsays they were made. Trolls possess huge, hulking bodies(usually about 8’-10’ tall) patched by bushes of harsh,wiry hair. Ill–proportioned hands and feet display graniteclaws, while flattened nostrils deform a cruel visage. Aperpetual snarl distorts the sneering maws of these battlefiends to reveal curving, blood–stained fangs. Grey, stonyhides with the rough texture of a cliff face protect thecalcified innards of reclusive, solitary trolls.

Treat bare troll skin as half hide plate (AT 11).Criticals done to a Forest Troll are reduced in severity by2 levels (‘A’ – modify by -50, ‘B’ becomes an ‘A’–20, ‘C’becomes an ‘A’, etc.) and they are resistant to heat andcold attacks (half damage from attack tables, critsmodified by -20). Trolls do not operate well during theday, receiving a -50 to all activities in sunlight.

Most Trolls shun civilization, hating all other livingthings equally. However, there are a few rare individualswho will work with others.

HALF ORCS

The result of a mating between Greater Orcs andHumans, the Half Orc is never fully accepted by eithersociety, often operating around edges of society. Half Orcsare not as grotesque as Greater Orcs, and their fangs areoften less prominent, but there is no mistaking a Half Orcfor anything else. Half Orcs are sturdy of build and usuallybetween 5’-6’ tall just like their parents. Half Orcs alsoinherit the same vision capabilities of their Orcish parent.

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4Express Additions Issue #2

PPPPPRRRRROFESSIONSOFESSIONSOFESSIONSOFESSIONSOFESSIONS

In this issue, we will bring you two professionsthat specialize in the Martial Arts, the WarriorMonk and the Monk.

WARRIOR MONK (MARTIAL ARTIST)Warrior Monks are experts at maneuvering and

martial arts. Warrior Monks can learn to use normalweapons, although not as easily as others of this realm;they prefer to utilize unarmed combat and weapon katas.Prime requisites: Quickness and Self Discipline.

MONK (ADEPT)Monks are Semi spell users who combine the

realm of Essence with the realm of Arms. Their basespells deal with personal movement and the control oftheir own body and mind, while their arms capabilitiesare concentrated in unarmored, unarmed combat.Prime requisites: Empathy and Self Discipline.

SKILL COSTS

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etalP tS/gA 01 11

sllikSnopaeW

**degdEdednaH-enO gA/tS/tS 4 5

**gnihsurCdednaH-enO gA/tS/tS 6 8

**dednaH-owT gA/tS/tS 8 8

**elissiM tS/gA/gA 8 8

**nworhT tS/gA/gA 8 51

**smrAeloP gA/tS/tS 51 51

sllikSlareneG

gnibmilC gA 7/3 7/3

gnimmiwS gA 5/1 6/2

**gnidiR gA/mE 7/2 3

sparTmrasiD gA/nI 9/3 4

skcoLkciP gA/nI 9/3 4

ediH&klatS DSrogA 4/2 7/2

noitpecreP eR/nI 5/2 7/2

sllikSlacigaM

**stsiLllepS nIromE 01 */4

senuR nI/mE 6 4

sdnaW&sevatS nI/mE 9 5

**sllepSdetceriD gA 02 9

sllikSlaicepS

hsubmA — 9/3 4

**scitsiugniL — */3 */3

**sevoMlanerdA DS/rP 3/1 4/2

esnefeDlanerdA — 7/3 6

**strAlaitraM seirav 3/1 5/2

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sllikSyradnoceS

diAtsriF mE/DS 6/2 6/2

gnigaroF eM/nI 6/2 6/2

**lareneG:eroL eR/eM 3/1 3/1

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.egaugnalro,erol,tsillleps,nopaew1sa

SEMI SPELL USERS

Semi Spell Users are those who combineone of the realms of magic with the realms ofArms. They are limited to learning only thespells of their Base Lists, and spells from OpenLists of their realm. However, they may onlylearn the spells from Open Lists up to 10thlevel, not any higher (for those who haveexpanded their spell lists with RMC Spell Law).

Semi Spell Users may not learn anyClosed Spell Lists.

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5Express Additions Issue #2

MONK BASE

BODY REINSleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 *ecnalaB retsac etunim1 fles U)2 snoitcartnoC retsac C fles U)3 *InoitartnecnoC retsac dnuor1 fles U)4 IniapnU retsac lvl/nim1 fles sU)5 gnitfihSecaF retsac ruoh1 fles U)6 sgnulretaW retsac lvl/nim1 fles U)7 *IInoitartnecnoC retsac dnuor1 fles U)8 *IIhtgnertS retsac dnuor1 fles U)9 IIniapnU retsac lvl/nim1 fles sU)01 gnitfihSydoB retsac ruoh1 fles U

BODY REINS

1. Balance – Adds +50 to any rolls for any maneuversperformed at a walking pace (e.g., walking a 3" beam).

2. Contractions – Allows the caster to slightly alter theirmuscles, limbs, and torso; this facilitates escaping frombonds and small places. Gives a +25 to +50 bonus tomaneuvers using the Contortion skill.

3. Concentration I – Adds +10 to any one maneuver (notcombat), no other action can be performed the roundof this maneuver.

4. Unpain I – Caster is able to sustain an additional 25%of their total concussion hits before passing out, hitsare still taken and remain when the spell lapses.

5. Face Shifting – Allows caster to alter form of their faceto resemble someone else.

6. Waterlungs – Caster can breathe water but not air forthe duration of this spell.

7. Concentration II – As Concentration I, except thebonus is +20.

8. Strength II – This spell increases the caster’s effectivestrength. In melee, the caster does double normalconcussion damage and their OB is increased by +10.

9. Unpain II – As Unpain I, except 50% additional hitsmay be sustained.

10. Body Shifting – As Face Shifting, except the form ofthe body can be altered slightly to the general shapeand size of the desired humanoid race (must be within25% of the caster’s normal mass).

MONK BASE

BODY RENEWALleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 *IegappotSwolF retsac )C(seirav fles H)2 *IgnittolC retsac )C(seirav fles sH)3 *IfeileRnutS retsac - fles sH)4 *IfeileRniaP retsac )C(P fles sH)5 IriapeRtuC retsac - fles H)6 riapeRerutcarF retsac seirav fles H)7 riapeRnodneT/elcsuM retsac seirav fles H)8 *IIIgnittolC retsac )C(seirav fles sH)9 *IIIfeileRnutS retsac - fles sH)01 *nosioPtsiseR retsac C fles sH

BODY RENEWAL

1. Flow Stoppage I – Reduces caster’s hits/round by 1, aslong as the caster concentrates or is immobile.

MMMMMONKONKONKONKONK B B B B BASEASEASEASEASE S S S S SPELLPELLPELLPELLPELL L L L L LISISISISISTSTSTSTSTS

MONK BASE

EVASIONSleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 *IgniwS retsac - fles U)2 *IdeepS retsac dnuor1 fles U)3 *IgnigdoD kcatta1 dnuor1 fles D)4 *IIIgniwS retsac - fles U)5 *IpilF retsac - fles U)6 *IetsaH retsac dnuor1 fles U)7 *IIIdeepS retsac sdnuor3 fles U)8 *IIIgnigdoD skcatta3 dnuor1 fles D)9 *VgniwS retsac - fles U)01 *VdeepS retsac sdnuor5 fles U

2. Clotting I – As Flow Stoppage I, except after 1 hour ofconcentration the stoppage is permanent. If caster isunconscious this spell will operate without concentration.

3. Stun Relief I – Target is relieved of 1 round’s worth ofaccumulated stun.

4. Pain Relief I – Heals 1 hit per minute; if caster isunconscious this spell will operate without concentration.

5. Cut Repair I – As Clotting I, except it is permanentafter 1 round.

6. Fracture Repair – Concentrating with this spell 2 hrsper day for 1-10 days (depending on the severity) willrepair a broken bone (not shattered or destroyed).

7. Muscle/Tendon Repair – As Fracture Repair, except cutor broken muscles or tendons may be repaired.

8. Clotting III – As Clotting I, except hits/round can bereduced by 3.

9. Stun Relief III – As Stun Relief I, except 3 roundsare relieved.

10. Resist Poison – Delays the effect of a poison as longas the caster concentrates.

EVASIONS

1. Swing I – Allows caster to leap up to 10’ vertically or laterally, graspand swing from a fixed object, and land perfectly. The objectcould be a tree, branch, rafter, rope, etc.

2. Speed I – Caster may act at twice their normal rate, but mustspend a number of rounds equal to the rounds speeded athalf rate (immediately afterwards). See page 10 for more info.

3. Dodging I – Allows caster to “dodge” one non-spellattack (missile or melee); the attack must be frontaland receives a -50 modification.

4. Swing III – As Swing I, except 3 Swing I’s may beexecuted in rapid succession.

5. Flip I – Allows caster to “flip” in any direction, landingup to 10’ away (facing in any direction).

6. Haste I – As Speed I, except no half-rate recoveryrounds are required.

7. Speed III – As Speed I, except duration is 3 rounds.8. Dodging III – As Dodging I, except 3 frontal attacks

can be dodged.9. Swing V – As Swing I, except 5 Swing I’s may be

executed in rapid succession.10. Speed V – As Speed I, except duration is 5 rounds.

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6Express Additions Issue #2

MONK BASE

MONK'S BRIDGEleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 *IgnipaeL retsac dnuor1 fles U)2 *gnidnaL retsac seirav fles U)3 noitcarT retsac lvl/nim01 fles U)4 gninnuregdE retsac lvl/nim1 fles U)5 *IIIgnipaeL retsac dnuor1 fles U)6 *IgnirenroC retsac - fles U)7 *noitativeL retsac lvl/nim1 fles U)8 *eurTgnidnaL retsac seirav fles U)9 gniklawllaW retsac )C(lvl/nim1 fles U)01 *paeLtaerG retsac dnuor1 fles U

MONK BASE

MONK'S SENSEleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 *sraEylS retsac lvl/nim01 fles U)2 *noisivthgiN retsac lvl/nim01 fles U)3 *noisivediS retsac lvl/nim01 fles U)4 *tnecS retsac lvl/nim01 fles U)5 *noisivretaW retsac lvl/nim01 fles U)6 *noisivgoF retsac lvl/nim01 fles U)7 *hcuoT retsac lvl/nim01 fles U)8 *noisivkraD retsac lvl/nim01 fles U)9 elbisivnItceteD R'5 )C(lvl/nim1 '001 I)01 noisullItceteD R'5 - '001 I

MONK’S BRIDGE

1. Leaping I – Allows caster to leap 50’ laterally or 20’vertically in the round that the spell was cast.

2. Landing – Allows the caster to land safely in a fall of upto 20’/lvl, and to take that distance off the severity ofany longer fall.

3. Traction – Caster can run on even, unstable surfaces(sand, ice, etc.) as they would on a hard, stable surface.

4. Edgerunning – Caster can run on even, narrow (at least2" wide) surfaces as if they were on normal ground.

5. Leaping III – As Leaping I, except the caster can execute3 “leaps” in succession. Each leap must be within 90° ofthe last leap’s direc-tion.

6. Cornering I – Allows caster to execute a turn up to180° with no deceleration or unbalance (can be usedwith any “running” spells).

7. Levitation – Allows caster to move up and downvertically 10’/rnd, horizontal movement is possible onlythrough normal means.

8. Landing True – As Landing, except severity of the fall iscut by 50’/lvl.

9. Wallwalking – Caster can walk on solid surfaces up to90° as if they were on normal ground.

10. Great Leap – As Leaping I, except limit is 10’/lvllaterally and 5’/lvl vertically.

MONK’S SENSE

1. Sly Ears – Caster gains double normal hearing (e.g.,+50 to Perception involving only hearing, +25 toPerception involving hearing and other senses).

2. Nightvision – Caster can see 100’ on a normal night asif it were daylight.

3. Sidevision – Caster has a 300’ field of vision. The flankbonus for attacks against the caster is lowered to +5,and the rear bonus is lowered to +15.

4. Scent – Caster gains extremely acute sense of smell(e.g., +50 to Perception involving only smell, +25 toPerception involving smell and other senses).

5. Watervision – As Nightvision, except caster sees 100’ ineven murky water.

6. Fogvision – As Nightvision, except caster sees 100’ inany precipitation.

7. Touch – Caster gains extreme tactile sensitivity. Thisresults in a +25 to all actions that depend on the tactilesense (e.g., Pick Locks, Disarm Traps, etc.).

8. Darkvision – As Nightvision, except any darkness can beseen through. No light is needed for this spell to work

9. Detect Invisible – Detects invisible things; all attacks aremodified by -50 against any detected, invisible targets.Caster can concentrate on a 5’R area each round.

10. Detect Illusion – Caster can check one object or place (upto a 5’R) and tell if it is an illusion or has an illusion on it.

HASTE AND SPEED SPELLS

Spells: Only one spell may be cast per round, nomatter what, Hasted or not. In addition, allspells cast upon a hasted individual last theirnormal duration.

Cumulative Haste/Speed: Only one Haste orSpeed spell may be in effect on an individual atany given time. In addition, as Speed requiresa 50% activity penalty after the spell effectsend, casting a Speed or Haste spell at thatpoint will only bring a person to normalactivity, rather than extending the 200%activity time (50% x 2 = 100%).

A person under the effects of a Haste or Speed spell willhave 200% activity each round, and may perform “Shortactions” of up to 99%. The effects are summarized below.

Combat: Two melee or missile attacks may be made perround. All bleeding critical results applied to a Hastedindividual are doubled, and rounds of stun, parry orno parry are applied at 2 per round.

Example: Log the Orc has been hasted and hasgleefully been attacking twice per round withhis axe. Unfortunately, he takes a ‘D’ criticaland receives 4 rounds of stun with no parryand a bleeding wound of 4/rnd. He will bestunned with no parry for 2 full rounds andwill bleed for 16 hits in that time.

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7Express Additions Issue #2

SSSSSKILLSKILLSKILLSKILLSKILLS

With the introduction of these two professions, we needto also add in a few new skills as well. Normally, since RolemasterExpress (RMX) uses a fixed number of Development Pointsper level, the addition of new skills would usually beaccompanied with an increase in the development points given.

However, since the three skills to be added will normallyonly be learned by these two professions, and theseprofessions will also normally not be purchasingManeuvering in Armor or Weapon Skills, no additionalDevelopment Points are needed for the addition of thesethree skills. The costs for these skills, for the two professionsintroduced here can be found in the Skill Costs table in theprofessions section. The cost for the other professions inRMX can be found in the Skill Costs II table below.

The skills described below have been adjusted slightly towork better with RMX, so they may vary from the descriptionsgiven in RMC Character Law. The table at the bottom of thepage shows the skill costs for the other RMX professions.

ADRENAL MOVES [PR/SD](VARIES)These skills relate to the development of the art of

superhuman effort. Using “concentration” and selfdiscipline, the character skilled in Adrenal Moves mustprepare the round before he will use one of these skills.This is accomplished by taking a 20% penalty on action inthis preparation round. Adrenal Moves may not beattempted in consecutive rounds, nor may-more than onebe attempted at any one time. Skill ranks in each AdrenalMove must be developed separately. Each Adrenal Movecounts as a separate area for development purposes.

Strength (SM): This skill gives a character a +10 bonus onhis offensive bonus and doubles the number ofconcussion hits that he delivers. At the end of thepreparation round, the character rolls 1-100, addsany applicable bonuses, and then adds his skill rankbonus. A roll of 101+ indicates success and the abovebonuses apply for the next round. Failure means nobonuses are obtained the next round.

Speed (SM): This allows a character to move at twicenormal speed and thus increase his activity for oneround (allowing the character to use 200% activity forone round). Speed is prepared just as the StrengthAdrenal Move; success is determined in the same way.

Balance (MM): This skill enhances the ability of the characterto maintain his balance in one maneuver action (requiringbalance). The skill rank bonus is added to any maneuverrolls required for the action (even if it takes several rounds).This skill does not require an activation roll, just thepreparation round as described above.

Leaping (MM): This allows the character to automaticallyincrease the distance he can successfully leap fromeither a standing or a running start. The MovingManeuvers table (RMX, page 63) can be used, with theskill rank bonus being added. 100% would indicate anormal leap and results above that a longer leap.

Landing (SP): A character may automatically decrease theseverity of a fall by his skill rank bonus times one foot.For example, if a character’s skill rank bonus were 60, a100’ fall would be treated as a 40’ fall. The severity of afall can never be reduced below that of a 10’fall. For thisadrenal move the penalty of-20% for a preparationround is applied the round after the fall (assuming he’sconscious). This is the recuperation round. Noactivation roll is required for this skill either.

ADRENAL DEFENSE [—/—] (SP)By using this skill, attacks with melee or missile

weapons may be dodged or deflected (wholly orpartially). The skill rank bonus of theDefender is added to his defensivebonus versus melee attacks. Againstmissile attacks the skill rank ishalved before the bonus iscalculated and added to theDefensive bonus.

To use adrenal defense, youmust be aware of the fact that youare under attack. In addition, thecharacter must not be wearing anyarmor and cannot have a shield or largeobject in his hands. Adrenal Defense requires that a characterdevote a portion of his activity each round to maintaining thebonus to their DB. For Martial Artists (Monk & WarriorMonk) this is 20%, for other professions this is 40%.

If the optional rules on Weapon Katas are in use, amartial artist is allowed to be holding any weapon usablein their weapon kata.

SKILL COSTS IIsllikS statS rethgiF feihT eugoR tsiminA naicigaM tsilatneM

sllikSlaicepS

sevoMlanerdA DS/rP 6/2 6/2 6/2 5 6 3

esnefeDlanerdA — 02 02 02 02 02 51

strAlaitraM seirav 7/3 7/3 7/3 6 9 3

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8Express Additions Issue #2

MARTIAL ARTS

[ST/ST/AG OR AG/AG/ST] (OB)Martial Arts (MA) skills in Character Law affect the

offensive bonuses for unarmed combat. MA skills consistof 8 different skills in MA attacks. Each of these skillsmust be developed separately and is considered a separateskill for development purposes:

MA Striking Tier 1MA Striking Tier 2MA Striking Tier 3MA Striking Tier 4MA Sweeps & Throws Tier 1MA Sweeps & Throws Tier 2MA Sweeps & Throws Tier 3MA Sweeps & Throws Tier 4MA tiers represent the complexity and effectiveness of

the different Martial Arts attacks. Tier 1 is the simplest (andleast effective), while Tier 4 is the most complex (and thedeadliest). The skills are further classified according to “type”as being “striking” (Karate-like MA, including boxing) or“sweeps & throws” (Judo-like MA, including wrestling).Effect of Martial Arts Skill: The skill rank bonus for a

particular MA Tier is part of the offensive bonusused when a Martial Arts attack is made utilizing thatMA Tier. Normally, a character may choose whichMA Tier he wishes to use in an attack.

Effect of MA Type and Tier: Only one MA Tier and typemay be used to attack in a given round. The MA Tierdetermines the maximum possible result that an attackcan obtain, while the MA type (striking or sweeps &throws) determines which attack table is used.

Limitations on MA Skill Development: Skill in a MartialArts Tier can not be developed to a skill rank higherthan the existing skill ranks of the lower MA Tiers ofthe same type (i.e., either striking or sweeps & throws).In other words, MA Striking Tier 4 can never have ahigher skill rank than MA Striking Tier 3, MA StrikingTier 3 can never have a higher skill rank than MAStriking Tier 2, and MA Striking Tier 2 can never havea higher skill rank than MA Striking Tier 1. The samerule applies for the Sweeps & Throws Tiers.

MARTIAL ARTS IN RMX

RMC Arms Law contains attack and criticaltables specifically for using Martial arts. RMX,however, does not. Therefore the following rulesapply for using Martial Arts with the attack andcritical tables found in RMX.

• MA Striking will use the Tooth & ClawAttacks table and the UnbalancingCriticals table, with each Tiercorresponding to a given size; Tier I = SmallAttacks, Tier II = Medium Attacks, etc.

• MA Sweeps & Throws will use the Grappling& Unbalancing Attacks table and theGrappling Criticals table, with each Tiercorresponding to a given size; Tier I = SmallAttacks, Tier II = Medium Attacks, etc.

• The Fist/Kick and Wrestling/Tacklesentries in the Animal/Natural AttackTypes table (RMX, page 53) refer tounarmed and untrained attacks that donot utilize these skills.

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9Express Additions Issue #2

NNNNNEEEEEWWWWW R R R R RULESULESULESULESULES & O & O & O & O & OPTIONSPTIONSPTIONSPTIONSPTIONS

In this section I will be presenting a couple of newoptions that you can use with your game. While thepresentation of these options are geared for use withRolemaster Express, they can easily be used with RolemasterClassic and actually will be expanded upon in later products.

NEW WEAPONS

Before we can get into the rules option for weaponkatas, we need to first introduce a few additional weaponsinto Rolemaster Express since these weapons have slightlydifferent stats than they do in Rolemaster Classic in orderto deal with the combat tables that RMX uses. The tablesbelow give you all the information you need to includethese weapons in your game.

EQUIP. & PRICE LIST - ADDITIONAL WEAPONS

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WEAPON STATISTICS

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WEAPON KATA OPTION

Sometimes Martial Artists will fight with more thanjust their hands and feet, sometimes they also utilizeweapons. In RM this is referred to as a Weapon Kata.

A Martial Artist doesn’t learn how to use a weaponlike Fighters and Rogues and other combat orientedcharacters might learn. Instead, they simply learn how touse such weapons in conjunction with their martial arts;as an extension of themselves.

LEARNING A KATA

In game terms, this means that a Martial Artist doesnot learn skill ranks in each individual weapon, instead, hespends a small amount of DP and he can then use theweapon with his martial arts skills. A Martial Artist is alsolimited to only perchasing 1 weapon kata per level.

In addition to this one time DP cost, a weapon kata alsorequires a certain amount of skill in the martial arts to use.The Weapon Katas table on page 10 shows the minimum Tierrequired in order to learn a kata for each of the listed weapons.And next to the Tier, in parenthesis, is the minimum numberof ranks required in that Tier before the specific kata can belearned. The Type column shows what type of martial arts thekata may be used for.

For example, a Quarterstaff has a Required Tier(Rank) of III (5). This means that the charactermust have at least 5 ranks in MA Strikes Tier III inorder to purchase the Quarterstaff weapon kata.Once the player has met the criteria, then he onlyneeds to spend 8 DP in order to learn the kata. If he

also wanted to learn the Quarterstaff Kata for hisMA Sweeps & Throws as well, he would have tomeet the Tier and Rank requirements for thattype of Martial Arts and spend another 8 DP.

Once purchased, the character may use theweapon kata with any of his martial arts attacks ofthe proper type.

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10Express Additions Issue #2

WEAPON KATAS

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KATA BASICS

When using a Kata, any martial arts attack made by thecharacter, while wielding his kata weapon, will do anadditional amount of damage equal to what is listed underBonus Hits on the table. Thus, our Quarterstaff from theearlier example will do 8 extra Hits of damage onany attack that does damage to his foe.

When using a weapon kata, theplayer may also declare that he is goingto use the alternate critical rather thanthe one normally associated with hismartial arts type. Normally, thisalternate critical will be of one degree lessseverity than is indicated by the attacktable, however, some weapons, like theQuarterstaff, will do an alternate criticalof equal severity to what the attack tableindicates while others might offer morethan one type of alternate critical.

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11Express Additions Issue #2

ADVENTURE REWARDS

Another new option being presented in this issue issomething that we like to call Adventure Rewards . Theseare a short list of Gifts (i.e. a Rewards List) that are madeavailable to the player at the end of an adventure. Theplayer then gets to select and purchase one of these talentsusing Development Points (DPs). Adventure Rewards arenew way to reward players, in addition to the more normalMonetary/Item Rewards and Experience Rewards.

There are a number of guidelines for the GMregarding creating and using Adventure Rewards and thesewill be covered in an upcoming RMC product, along with acomplete list of Gifts, so that GMs will be able to create aRewards List for their each of their own adventures. Whatwe are concerned with here is presenting the rules neededfor the player to utilize this option.

The adventure at the end of this issue, and futureadventures for RMX & RMC will include a Rewards Listfor presentation to the players if the GM decides toutilize this option.

Once the GM offers the players a Rewards List, theplayers have the choice of purchasing one of the Gifts onthe list or passing on it. The Gifts on the Rewards Listshould (ideally) be related to the adventure somehow,and it should contain enough variety that there issomething of interest for everybody.

Normally, RM requires that you spend all of yourDevelopment Points (DPs) each level, so we need to makea few changes to the rules for this system to work. Thefollowing list provides an overall summary.• Development Points – Each player receives 5 extra

DP each level to compensate for the addition of thisoption. This is done because RM balances the numberof skills (and/or spell lists) against the number of DPsyou receive each level. Therefore the bonusDevelopment Points aid in keeping the rules balanced.

• DP Bank – Players may place DPs into a bank to savethem for later Adventure Reward purchases. However,once a DP is placed in the bank, it cannot be used foranything other than Adventure Rewards. This rule is inplace to allow players to save up DPs for higher costingAdventure Rewards over time. A player may place anynumber of DPs into the bank that he wishes, howeverthe bank can only hold a maximum number of DPsequal to the character’s level times 5 (i.e. a 3rd levelcharacter may have up to 15 DP total in the bank.)

• DP Debt – Occasionally, a Rewards List may include aGift that costs more DP than the player has saved. Insuch occurrences, the player may go into DP Debt,acquiring the Gift immediately and paying the DP cost,in full, the next time he advances a level. There are a fewspecial guidelines to go along with this.o The player may not go into DP Debt if the Debt

would be larger than the amount of DP henormally receives in a single level.

o The player may not acquire another AdventureReward while in DP Debt.

o The Adventure Reward acquired will only work50% of the time until the DP Debt is paid. If thetalent is one that would normally be constant innature, then the GM should roll once per hour tosee if it is working or not. Additionally, stressfulsituations, such as combat, will require another rollto see if the Gift is working or not.Note: Some Adventure Rewards may, at the GM’sDiscretion, work all of the time. Fast PP Regen is agood example of a Gift that should always work..

It is also important for players to realize that not everyadventure will have a Adventure Reward, and that oftenthe Reward List contents will depend upon the size of theadventure. Smaller adventures will often have less powerfulGifts in its Rewards List, while larger, more world-shakingadventures will have more powerful Gift Rewards.

Note: The Adventure Rewards rules presented in thisproduct are only a preliminary version and assuch, the rules listed above and the Gifts on page15 are subject to change before the final versionis released.

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12Express Additions Issue #2

Wizard’s Apprentice

IntroductionAn apprentice Magician has been possessed by the evil

spirit inhabiting an ancient book. This spirit has caused theapprentice to severely wound his master and open a portalto a demonic land. This adventure is for a group of 4-6third level adventurers of varying capabilities.

This adventure is written for GMs. It is stronglyrecommended that if you are a player, that you read nofurther and ignore these pages.

BackgroundDramatis Personae:

The Good Guys:Magor: Magor is a local magician.Vernus: Vernus is just the unwitting pawn in all this

and he is Magor’s apprentice.Chiln: Chiln is the local priest. He is very old and is

the one who provides the blessed arrows/bolts tothe party and he was also the one who divinedtheir arrival.

Agyrn: This is a local woodsman and tracker. He willnot engage in combat with the demons, but he caneasily lead the party to the cave.

The Bad Guys:Demons: Several demons have already come

through the gate. They will do everything that theycan to prevent the gate from being destroyed.

Magor is a mage from a big city guild. Many yearsbefore, he moved to this small town with the blessings ofhis guild. He brought with him a number of evil items.

His purpose was to hide the items, and to work withChiln, a local priest, to devise ways to destroy the items.

Chiln was assigned to be the priest for this smalltown and to aid Magor in finding ways to neutralize ordestroy the evil items in his possession. Chiln was ayoung man when assigned to the town. He is now wellinto his eighties.

Vernus is the apprentice to Magor the Magician. Heis a local boy from the town who showed some talent.Vernus had no idea of the reasons why Magor chose thistown. Being naturally inquisitive, he liked to solve puzzlesand riddles. Magor had a number of this within hishome, including some that Vernus wasn’t meant to find.

Vernus accidentally discovered the secret hidingplace of an ancient and evil book. Bound within thepages of this book was a powerful demon. When Vernusopened the book, he was possessed by the spirit of thedemon. The book also had another power, it could beused to open a portal to the demon’s home world,allowing the demon’s spirit to travel home, reclaim itsbody, and return to the mortal world. However, beforethe demon can come back through the portal, it mustfirst be enlarged through the passage of other demonstraveling through it.

When the demon possessed Vernus, it attackedMagor and severely wounded him. It also temporarilystripped him of all his magic through a curse, and evenmade it so that other magics will not work on him aswell, at least not until the portal is closed.

While Magor is too severely injured to aid the partydirectly, and Chiln to old to travel, they can give the partya bit of information and the means to destroy the gate.

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13Express Additions Issue #2

Getting StartedThe party arrives in the village the morning after the

book has been stolen and Magor has been injured. As soon asthey entered town, they are immediately approached byAgyrn, who asks them to accompany him to the cleric’s office.

Once they arrive, they are ushered right into theoffice. Chiln, a very old human priest is seated behind hisdesk. On a cot to one side is Magor, bandaged andpropped up by pillows. Agyrn stays in the room as wellwhile the priest and mage talk with the party.

Chiln and Magor ask the party to save Vernus from thefolly that has befallen him if possible. If the party cannot saveVernus, then they need to return to the priest with his body.

They explain to the party about how Vernus foundaccidentally the hidden book and it possessed him. They alsoexplain how the demon cursed Magor and nearly killed him.

They will initially offer each player a gold piece forundertaking this mission, and are able to go up to 3 gpper person in the party. If the money does not sway theparty, Magor will also offer to give them each a magicitem suited to their abilities upon completion of themission. He will not agree to give them any items beforehand as he is too injured to travel to his home and he willnot agree to let anybody else

They also explain that the only way to close the gate,once opened, is to pierce the 5 plaques that create thefocal points for the magical energies with the weapon thatthey can provide. They provide the party with crossbowbolts (or arrows if nobody in the party knows how to usea crossbow) that have been blessed and specificallyenchanted to disrupt the magic of the gate once all 5plaques have been pierced.

If the party agrees to the mission, Chiln also offers tobless each party member so that they will be able to hurtany demons that may have already been summoned, evenif that demon is immune to non-magical weapons. Chilnhas the party kneel, and then he begins chanting. As hedoes, a golden glow forms over the heads of the players,spreading out from Chiln’s upraised hands. As he finisheshis chant, the glow descends upon the party, and they feela tingling sensation as it covers them. Chiln will then urgethem to hurry as the blessing will only last for a fewhours, and it will take Agyrn most of an hour to leadthem the cave where Vernus is.

The Adventure1. THE CAVE MOUTH & TUNNELThe starting point for your adventure... The party arrives just as a group of 4 Minor Horned

Demons are coming out of the cave. Refer to The Statssection for more information on these demons.

Depending on how long it takes the party to dispatchthe demons, more may emerge from the cave. It isrecommended that one demon leaves the cave every 2minutes, as that is the

Agyrn will not enter the fray, nor the cave once thedemons have been vanquished. Once he has shown them thecave opening, he says that he is going to go scout around thearea and that he will return later. He then leaves.

2. THE PORTAL CAVEThe cave is lit by several torches scattered around

and stuck in crevices in the wall, and there is a small fireburning in the far corner. The ceiling is rough and variesfrom 10’ to 15’ in height. Scattered throughout the caveare several large rocks that stand around 4’ tall.

Directly across from the tunnel opening is the portal(a). The 5 wooden plaques are floating in mid-air, andhave lines of magical energy connecting them. The lines ofenergy form the shape of an upside-down pentagram (i.e.a 5-pointed star with 2 points facing upwards). Thecenter of the pentagram, which forms a pentagon, is asolid black in color and its interior seems to be swirling ina counter-clockwise motion.

There are 6 Spawn Demons (x) scattered about thechamber, and Vernus (b) can be seen lying on the floor toone side of the portal.

Approximately 1d10 rounds after the party engagesthe demons, another Spawn Demon will emerge fromthe gate. Then 12 rounds later a Winged Demon willemerge from the portal. Every 12 rounds after that,another Winged Demon will come through the gate untilit has been destroyed.

DESTROYING THE GATE

To destroy the gate, somebody has to pierce the 5wooden plaques with the arrows/bolts provided by Chilnand Magor. Doing this, with no distractions is going to bea Medium difficulty maneuver using the character’s skillwith the weapon as a bonus.

Once all 5 plaques have been pierced, the lines ofmagical energy connecting the plaques will start flickeringand it will then explode in a burst of magical energy.Everybody within the cave is knocked to the ground, andmust spend 1 round regaining their feet.

This burst of magical energy will combine with theblessing that Chiln gave the party earlier in a uniqueand unforeseen manner. Refer to Gift Rewards belowfor more information.

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14Express Additions Issue #2

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15Express Additions Issue #2

Loose EndsVernus is still alive, but he is comatose. Chiln knows

of a powerful herb that may restore him to health again,but it grows in a remote and dangerous place. He andMagor are willing to pay the party to acquire it for them.However, they will not be willing to pay as much as theydid for the party to close the gate. For this mission, theywill offer each party member a maximum of 1 sp perweek, and 1 sp for each battle that they have to fight toreach the herb (which is approximately a 2 week tripaway, up into the mountains).

Somewhere between three and ten Minor HornedDemons had emerged and escaped before the partyreached the cave. Chiln and Magor will also ask the partyto hunt these demons down, offering to pay the party 5sp for each demon they hunt down. The demons willhave gone in separate directions, but their trails will berelatively easy to follow, due to the death and destructionthat they normally leave in their wake.

The demons, if they are allowed to escape completely,will eventually attempt to get another mortal to open aportal to its home plane again. If it succeeds, it will allowfor hundreds or even thousands of demons to comethrough the gateways created. Of course, the party couldalways hope that none of the demons survive longenough to do that.

The Rewards

Monetary/Item RewardsAs agreed before they went on the mission to the cave,

Chiln and Magor will pay the party once they return withVernus’s body. Each party member will get the 1-3 gp thatwas agreed upon. If Magor had to tempt them with magicitems, he will keep his word, providing each character witha small silver ring that provides a magical +5 to DB.

Experience RewardsUnlike the normal rules for experience given in

Rolemaster Classic’s Character Law, this adventure isbreaking it down and awarding experience based on aGoal Based option presented in Rolemaster Express. Thefollowing list gives the various XP awards for eachportion of the adventure. All XP awards are what EACHcharacter involved would receive.

1. Fighting the Demons at the Cave Entrance –The first group of demons encounters shouldbe treated as a Hard Minor Goal for the partyto defeat them. Each party member involvedin the fight receives 500 XP.

2. The Demons in the Cave – The battle withthe demons in the main portion of the cave isgoing to be tougher than the initial battle. Itshould be treated as an Extremely Hard MinorGoal and each character involved in that fightshould receive 1,000 XP.

3. Destroying the Portal – Destroying the portalto the demon world should be considered tobe an Extremely Hard Major Goal, especiallysince it keeps spitting out more demons astime goes on. Each member of the partyshould receive 2,000 XP

4. Returning Vernus to town – If the partyremembers to bring Vernus back to Chilnand Magor, they should each receiveanother 500 bonus XP.

Adventure RewardsIf you decide to allow this type of Reward for the

party, then you should follow the rules and guidelinespresented on page 11 regarding AdventureRewards. Eachmember of the party is considered to have a number ofDPs in a DP Bank equal to his level times 5, and they willreceive an additional 5 DP per level from now on.

The burst of magical energy combines with themagical energy from the blessing that Chiln gave theparty in a very special way. Each party member is allowedto purchase one of the gifts off of the list on page 16.

Other RewardsShould the party part company on good terms with

Chiln and Magor, they will be willing to aid the party withinformation, identification of items and even minorhealing. They are an excellent source of mystical and rareknowledge. Both can also provide the party with lettersthat can get them preferential treatment by the churchand mages’ guild of the larger city that they come from ifthe party later has an adventure that takes them in thatdirection and either of the old men consider that suchletters would help the party.

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16Express Additions Issue #2

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Note: The Adventure Rewards rules presented in this product are only a preliminary version and as such, the rules listedon page 11 and the Gifts listed above are subject to change before the final version is released.

Page 17: Express Additions Issue 2 - The Trove Edition... · differences. As a race, they are taller than most humans, although slender: the male height averaging between 6’ and 6’10",

17Express Additions Issue #2

The StatsThe table at the bottom of the page shows the

combat statistics for the monsters used in this adventure.

DEMONS

There are 3 types of demons that come through theportal in this adventure. All of the demons are immune todamage from non-magical weapons (damage from non-magical weapons heals at a rate of 1 hit per round, andthey totally ignore any criticals). Characters that have beenblessed by Chiln are treated as if they are using magicalweapons. However, this blessing only applies to meleeweapons being used by the party, not missile weapons.

These demons may take a 100% activity action andmake 2 claw attacks upon a foe in a single round. Thefirst attack takes 70% of the activity and the second takesplace at the 100% mark. Both of these attacks must beagainst the same foe.

MINOR HORNED DEMONS

These creatures stand approximately 4’ tall and havehorns protruding from their heads and shoulders andsavage looking claws on their fingers. While these demonshave no magical abilities in and of themselves, they oftenpossess a lot of magical knowledge, the better to temptand taint unsuspecting mortals, allowing them tomanipulate said mortals into opening portals for theirhome realm to allow other, more powerful demonspassage to the mortal plane.

DEMONS

esaB deepS /eziS TAkooltuOepyT lvL etaR QA/SM tirC stiH )BD( skcattA erusaerT

nomeDdenroHroniM 2 09 AF/FM I/M 53 )02(1 aBM03/)x2(lCM04 — kresreBnomeDnwapS 4 011 AF/AF II/M 06 )03(3 aBL04/)x2(lCM05 — kresreB

nomeDdegniW 8 031 AF/FV lI/L 09 )05(4 aBL07/)x2(lCM06 — leurC

SPAWN DEMONS

These hairless creatures have long pointed teeth andlong sharp claws. Their skin is a splotchy grey in colorand they stand approximately 6’ tall when fully upright.They are savage creatures and will not stop as long asthere are foes to vanquish.

WINGED DEMON

The great beast stands 7’-8’ tall, and it has large,leathery bat-like wings that allow it to fly (at 1/2 of itsBMR). This creature is a beast of pure hate, bent on thedestruction of everything it encounters.