The Hermit of Castle Ruins

This week’s 50 in 50 adventure hook is The Hermit of Castle Ruins.

The Hermit of Castle Ruins is a small, drop-in location. In a ruined building near a port town lives an old hermit, believed to be a monster or even an undead creature by the locals, who have tried to kill it once already. They are still offering a reward for the creature’s destruction. The characters can investigate, and perhaps claim the reward.

Monsters

I am getting better at remembering to update the monster wiki with new monsters as and when I create them. This week I have added Sprites, as a humanoid/fey and the Kraken under Monstrosities. We also have our first ‘normal animal’ being the Aurochs, a great big bison type of cattle. The Aurochs is probably limited in usefulness but better to have it and not need it than need it and not have it. There is no Aurochs in C&T so I genuinely needed to create that creature for an adventure.

Please remember that anyone who is logged in should be able to add to or edit the monsters in the wiki. If you want them to have skills or professions or create new variations then feel free and get stuck in!

So that is this weeks round up of publications.

Reconsidering the Magician

I’ve never really warmed to Rolemaster’s archetypal blaster, the Magician. In the spirit of full disclosure, I should add that I’ve never liked any character that concentrates primarily on ‘blasting’, in any system, unless the blasting is interesting, like firing a swarm of wasps or an ethereal bolt that causes the target to blink in and out of their current dimension.  My problem with the Magician, however, is more specific: at the risk of sounding pompous, I feel that the Magician does violence to the richness and potential of the elements. One of the things I really liked about the Elemental Companion was the wide and fascinating range of elemental effects available to players (although the generic nature of the lists represented, I felt, an opportunity lost).

The thing with the elements is that they provide a window to a whole system of symbolism, psychology and metaphysics. I find myself thinking here of crossovers between the classical elements and astrology, elements and humoral theory, elements and cosmology (as per Thales, for example). If one accepts the idea of elements as metaphysical building blocks of varying complexity, and adds to that the notion that a certain level of mastery of a particular element in its raw form grants access to more ‘metaphysical’ expressions of that elements sphere of influence, then you can move beyond bolts, balls and walls to…anywhere, really.

So, what elements to use? Rolemaster has traditionally concentrated on the classical four elements with Ice and Light thrown in (more bolts and balls!). My own campaign’s take on this is that the classical four plus four others are the starting point and the basis of all further elaboration. The four other key elements form two dichotomies: one represents that between Law and Chaos, Order and Entropy, whilst the others could be represented by Death and Life, Good and Evil, Void and Being or Negative and Positive. There are also several anomalous ‘elements’ or forces that stand somewhat outside of these eight fundamentals. Here are contained such conceptual forces as Time, Mind, Dream and the binding/linking force of the Ether.

All of these elements are sourced from their own plane, a dimensional zone where they reign supreme, and each of these dimensions, whirling in the intricate and infinite geometries of the multiverse ‘rub’ against one another, producing small hybrid dimensions I call ‘niches’. Fire and Water, for example, create the Niche of Steam. The list of potential combinations is fairly large, especially given that each Niche can then contact each other, spawning ever more complex creations. The Niche of Wood is created by the intersection of Life, Earth, Water and Light (itself a product of Fire and Ether). When this Niche is then contacted by that of Decay (Time and Chaos), the Niche of Rot comes into being.

This is the general structure, but it has comparatively little bearing on the standard RM organisation of spell lists, which may be considered to operate at a level that does not require much knowledge or application of the underlying metaphysics. It is only when planar travel and specific summoning (“By all that is holy! This situation calls for a Rot Elemental!”) are required does this lore become a necessity, and only a few sages (and my updated version of RoCo IV’s Astral Traveller) are privy to it.

Back to the Magician: if the elements are as complex and fundamental as the above model assumes, then Magicians, as the primary manipulators of basic elemental matter, ought conceivably to have a command of both the aggressive/defensive manifestations of the elements but also the more metaphysical aspects of the elements. This degree and style of learning requires that Magicians have ‘primary’ access to one – and one only – element, in which they can potentially master all the power an element provides.  Thus a magician might specialise in Fire: they gain lists that manipulate the transcendent aspects of Fire (the chosen list here is Fire Law) and the immanent aspects. I used the list Fire Forms from RoCo VII and the list Fire’s Influence from the January 2009 Guild Companion. So that’s three of six Base Lists. I also gave them Elemental Summons (RoCo II), with the proviso that only Fire Elementals could be summoned using the list. Fire Magicians also gain a ‘metaphysical’ list linked to the element: I selected the Paladin list Inspirations (RoCo II) to represent the courage and inspiration that Fire grants. Finally, I gave the list Mage Sign (RoCo VII) to all Magician’s regardless of elemental selection, to reflect a basic training that all Magicians receive.

I did retain the six elements of the original Magician and added ‘Dark’ as a seventh – more because I wanted to draw on the existing material in the Core and Companions rather than spending the rest of my life concocting spell lists for all of the basic elements and the Niches. One of these days, I’d like to give the system my full attention and create a set of lists that appropriately reflects the juiciness of the underlying concept (without following the rather generic path of the Elemental Companion).

Shadow World Overview: The Messengers of the Iron Wind.

One of the bedrocks of the Shadow World setting are the detailed organizations that Terry has created: Loremasters, Navigators, the 8 Emerian Orders,  and the Dragonlords, just to name a few. These groups drive the plot and can be aids or foils for the players and be used throughout a lengthy Shadow World campaign.

One of the very first of these groups is The Iron Wind detailed in I.C.E.’s first publication. An order of Dark Priests (of High Imla Arna – “The Evil High Priests”), they were the secret tentacles of the Unlife that insinuated themselves into local cultures.  There were Six Orders described in the Iron Wind, along with a order of assassins known as Messengers of Syrkakang. This became the kernel that Terry expanded upon in subsequent books.

Jaiman, Land of Twilight expanded on the material in the Iron Wind with more information on the Priests of Yarthraak. At this point the Messengers were still “of Yarthraak”, but later were changed to “Gorath”. Frustratingly, the Messengers were only hinted at, and the only additional details were found in the adventure “Living Prison” and not the “Legacy of the Sea Drake”.  It wasn’t until Powers of Light and Darkness that Terry fully fleshed out the Six orders of Arnak, both Priests and Messengers.

Terry is fantastic at writing organizations with flavor and cool equipment, and in my opinion, the Messengers are some of the best for the PC’s to encounter. The Messengers can be seen as the militant arm of each of the six Orders of the Priests and have their own style and abilities. In my own campaign I treat the Messengers as semi-spell users; each has their own unique spell list to augment their inherent power and adds atmosphere to the encounters.

Why do the Messengers work so well?

  1. The Messengers are 9th-10th lvl, which is a good power level for most PC’s and that can scale by adding or reducing to the # encountered.
  2. Anonymous, frightening with cool gear and armor, the Messengers lack higher level agency, so they make a great “mindless” foes.
  3. They evoke a number of familiar tropes found in movies and literature. That makes them both familiar and alien if introduced properly.

So let’s review the various Messengers, where they can be found in books or perhaps how to introduce them into your Shadow World campaign.

Messengers of Al-athuul (Lyak)

Description. The Messengers and their birds (both familiars and
mounts) reside in a great roost in the eaves of the Lyak
Tower, ready to serve the Priestess at a thought. The Messengers wear light green quilted cloth armor, blue cloaks of feather fall and wield swords and light crossbows.

My thoughts. As presented, Al-athuul are perhaps the least interesting of the 6 Messenger types, but would make great foes in Tanara and Urulan. Especially as combatants against the players hooking up with the Cloudlords–aerial battles anyone!!!! I added “Raptor Masks” to their kit to bring a more chilling appearance  similar to the other orders.

Where to find them. Messengers of Al-athuul can be found in the revised edition of Cloudlords of Tanara. They appear in the timeline in a few descriptions and as a possible encounter for medium level (6-10th) players. Messengers of Al-athuul would be great for a “cat and mouse” pursuit with the players on foot and the Messengers flying high overhead. This could create a fantastic tension as the group tries to escape or evade the Messengers with an occasional divebomb attack. Like the Stukas @ Dunkirk!

Spell List. My BASiL list for Lyak (the Priests get the list as well) was predicated on the concept of a “hunting bird” with spells that added more innate dread to the players (they are prey!). The combination of spells “Hunting Cry”, “Keen Eye” and “Dive Attack” allow the Messengers to circle high above on their mounts searching for targets. Then, when they find the players, they can cast their “Hunting Cry” and leap from their bird for an attack!

Lyak

Messengers of Gorath (Yarthraak)

The Messengers of Gorath are outfitted with weapons
designed of materials that do not rust or warp if
wet, as they are often charged with errands that require
them to operate on or in the sea. Their clothing is of a
seal-hide that repels water and keeps them warm on
land or under sea. Their helms are fashioned like great
nautilus shells and allow them to breathe water as well
as air, and the armor of the Messengers is a lightweight
scale-mail made up of thousands of shimmering scales
of black mother-of pearl. Their gloves are covered with
shark’s teeth spikes. On land the messengers ride grey stallions, while at sea their mounts are killer whales they control with
special whistles. Each has a black seagull as a familiar.

My thoughts.  Their nautilus helm, possible water environments and the shimmering scale armor gives them a great presence. It reminds me of an old 70’s movie that had warriors from Atlantis emerging from the Sea.

Where to find them. The prominence of the Jaiman source book makes Yarthraak one of the better known Arnak orders. In addition they are featured in short adventure the “Watchtowers of U-Lyshak“. With so many adventure opportunities in South and Southwest Jaiman, the use of these Messengers is very flexible. If you have the players travelling by boat, an encounter with the Messengers would be pretty cool.

Spell List. My BASiL list for Yarthraak focused more on underwater environments where spells would be needed for the Messenger to act.

Yarthraak

Messengers of Syrkakang (Gaath)

Description. The messengers’ helms are in the shape of a dragon’s
head and allow them to become invisible 3x per day.
Their white leather and steel gauntlets allow them to
strike with their fists as hammers, and their armor is of
white Wyvern hide.

My thoughts.  Who doesn’t love “Dragon Warriors” wearing white leather and having armored fists!

Where to find them. These Messengers should be featured in any adventuring in the Mur-Fostisyr. They are found in The Iron Wind and Xa’ar books.

Spell List. I wanted this list to be pure “Dragon Man” style magic.

Gaath

Messengers of Kulag (Athimurl)

Description. Masters of snow and ice, the Messengers of Kulag
are at home in the worst arctic storms. They come upon
the unwary to fulfill the directives of the cruel priesthood.
Each is armed with a baw and wears armor made
from the hide of white Wyverns. They have reversible
white/brown cloaks, and gauntlets with retractable
claws—useful in combat and for climbing ice-walls.
Their boots are also equipped with cleats that allow
them to run on ice and packed snow with the same
ease as dry land. The Messengers ride great white Snow-
Cats and their familiar is a Snowy Owl.

My thoughts.  Kulag shares much of the same Northern Jaiman territory as Syrkakang so it’s important to differentiate the two. In Powers, Terry explains that Athimurl is more subtle and secretive, but that may be a bit lost on the players. While Gaath is also “snow aspected” I play up the Dragonman aspect of Gaath and allow Kulag to be the real “Snow Warriors”.

Where to find them. These Messengers should be featured in any adventuring in the Mur-Fostisyr, northern Jaiman and should be included in the upcoming Wuliris supplement Terry has been working on. They are also included in the Xa’ar sourcebook.

Spell List. I used this list to emphasize the Messengers ability to travel fast over snow and ice terrain. Powerwise, it might be one of the weaker lists for offensive spells, but Kulag have Snow Cats as mounts and should be formidable fighters.

Athimurl

Messengers of Ulkaya (Dansart)

Description. Often accompanied by several large hyena-like dogs,
the Messengers go muffled against the dusty air of the
wastes. They have clawed gauntlets that allow them to
strike with the power of a great cat. Their helms are
fashioned to resemble dog-heads, with lenses in the eyes
to not only protect against dust but also allow the wearer
to see at night as if it were full day. Their armor is reinforced
leather, and each carries the deadly bola-like
weapon know as the gé.

My thoughts.  I love this faction. Wastelands, ruined cities, deserts, scavengers. It all has a very post-apocalyptic, Mad Max, feel to it that works great in Shadow World.

Where to find them. Messengers of Ulkaya are mentioned in Haalkitaine, but are featured prominently in The Grand Campaign. In fact, the Zorian Wastes (Part VII of the Grand Campaign) can (and should!) be inserted into any ongoing Shadow World campaign.

Spell List. My goal was to expand upon the feral feel that Terry has established. I was inspired by the feral dog/hyena aspect.

Dansart

Messengers of Shaynar (Thargonaak)

Description. Like the other Messengers, they ride through the
night on missions to bring fear to the indigenous peoples.
Their familiar is a huge black Bat and their steed is a
black stallion. More stealthy than most, they have voluminous
black cloaks like batwings, belts which allow
them to become Invisible, and helms fashioned like
frightening bat-heads which render them undetectable
by magic. In some regions these terrifying warriors are
called the Messengers of Kynagaax.

My thoughts. There is some confusion about the name of these Messengers. In Powers, they are known by Shaynar or Kynagaax. In Xa’ar they are named Kynagaax in the text, but labelled Chyna’ak in the Index. Certainly, they may go by different names by different cultures. Either way–these guys are evil batmans!!! I could add a ton of cool gear to their utility belts.

Where to find them. Messengers of Shaynar are mentioned in Haalkitaine, but haven’t really been highlighted in any works so far. The leader of Thargonaak is the Pale Man so Terry may have more in the upcoming Jaiman sourcebook. In my campaign, I have introduced these Messengers as enemies of Priests of Reann. They make a great nighttime encounter for the group.

Spell List. Ok, I was inspired by the Dark Knight for this list!

Thargondaak

If you haven’t used Messengers in your Shadow World campaign, give it a try! And, if you want to punch up their powers add the spell lists above for more interesting powers. Have fun!

 

Artists wanted.

We’ve discussed the difficulty in finding good artwork or artists for our projects. In that vein, if there are any artists, mappers or layout professionals that read this, I have work for you. Among the various projects:

1. A banner graphic for Rolemasterblog.com

2.  Finalized art, layouts and maps for Priest-king of Shade.

3. City map for Non-ta-taku.

4. Layout and item graphics for BASiL.

5. Layouts for Legends of Shadow World.

6.  Layout for Book of Pales.

7.  Art, layouts and maps for Empire of the Black Dragon.

if you have ability, talent or interest let me know,

Rolemaster Deconstruction: Daily X Magic Items.

Back from vacation and thought I would dip my toe back into blogging with a short deconstruction article! Today I wanted to address “Daily X” items and the mechanics around it.

When I first started with RM, the Daily X magic items were great: they softened the power of traditional permanent items found in D&D and they worked well with the Imbedding spell lists. These items were also a great way to augment player shortcomings or add spell capability to non-magic users.

My only real issue is the “Daily X” part itself–that the spell abilities “recover” at the start of the next day. Sort of an instant charge that occurs at 12:01. I’ve had players abuse this before; they scheduled attacks right before midnight hoping to use their Daily X items right before, and then again, right after midnight. Certainly that’s an annoying exploit and a sensible GM may arbitrarily stop that…but that’s not how the rule reads.

To avoid this type of rule abuse, I changed “Daily X” definition to a per/hour calculation. So a Daily V item could be used up to once per 5 hours or a Daily I every 24 hours. This certainly nerfs the Daily X items, but I also have Battle Runes, permanent imbeds and other options in the BASiL lists to fill in those gaps.

Hot Off The Presses!

In this week’s round up of new publications we have two new releases.

First up is our 50 in 50 adventure Star Mangled Manor written by me, and damn fine it is too! To quote the blurb “Star Mangled Manor is a short, dangerous encounter for high level characters with a powerful demon. After an attempt at demon summoning goes disastrously wrong, the characters are the only survivors in the vicinity, apart from the demon. Leaving them as the first creatures it sees.” I think you can probably guess how that is going to go down.

Next up is Issue 9 of the Rolemaster Fanzine is now live as a PDF on rpgnow/drivethru. This issue brings Brian’s Shadow World Encounter Tables in Print form. There is going to be a regular Shadow World section every month from now on so this is just the start.

This issue also has two new monsters and the first new animal. These will all be going in the wiki later this week. You also get three adventures!

That is it for this week.

“what is necessary, but nothing more AND nothing less”

I continued to be a big fan of RM/SM until 1989. I could see ways to do just about every gaming setting, and several non-gaming settings (Aliens, Dune, etc.) using those rules. But, something happened over the summer of 1989. I was at DragonCon, and a naval war gamer challenged me that if I need more than 1 sheet of paper (4 pages) for rules, for a war game, then that was too many. The more I thought about it, the more I couldn’t get away from the idea of minimalism.

Though, he was an extreme-minimalist. Minimalism isn’t “the least”. It’s “what is necessary, but nothing more AND nothing less”.

The quote above comes from the Stargazer’s World site in a comment on Michael Wolf’s review of RMU. The comment was by a regular contributor called Johnkzin.

It is an interesting idea, what is necessary, but nothing more AND nothing less.

I have had that going around my head all week. They are talking about wargames and RPGs are not wargames. What that means to me is that to play the game at the table the monster stats are not part of that 4 page limit. Monsters and their stats are easily condensed down to what the GM needs at the table but the monster book is a resource and not ‘rules’.

I think spells and spell lists are part of the PC or NPC. You can give your players a copy of their own lists, I think that is pretty much common practice, and the same for NPCs. The rest of spell law is just reference material and not rules needed at the gaming table.

I also think that character creation is not needed at the table and does not need to count towards our 4 page limit.

That removes a lot of bulk.

So what do we need? Arms Law for one and skill resolution for a second. Base Spells and resistance rolls for third. One is relatively big and the other relatively small and spell casting is just a simple look up. So how low can we go?

The following two documents are a single page (2 sides) super condensed combat and skills resolution version of Rolemaster. This is really not intended to challenge Arms Law in any way and it is not meant to be historically accurate. You will also notice that it draws on bits of MERP, bits of RMU and everything in between.

What you get is a single attack table that is generic but below it are modifications for each weapon so to all intents and purposes each weapon is differentiated.

You get a hit location system using the units dice to give a 1-0 result.

The critical is then rolled for that location and the bonus damage, stun and bleeding scales with the critical severity. The GM also has to insert descriptive words like blow/strike/hit to vary things a little. Each critical does come in two parts for armoured and unarmoured so what looks like just 16 possible criticals is actually nearer to 100 possible outcomes.

Why would anyone ever want to use this?

One of the best roleplaying sessions I ever played in took place on bicycles riding though country lanes. We used the stop watch function on digital watches (this was the early 80s) for dice and we knew our characters and the rules of D&D well enough to not need any books. That sort of game session is almost impossible with Rolemaster because of its table dependence. On the other hand if you had a dice roller app on your phone and just these two pdfs you could pretty much run an impromptu game session with nothing else.

I would go so far as to say that you could run an entire game session using this and most of your players would not notice the difference unless a particular favourite critical should have come up.

This is a bit too minimalist even for me but it was an interesting experiment.

Does anyone think they could do a 2 page character creation? I suspect I could, but then I have had a week’s head start.

2017 Highlights

I have Google Analytics installed on the blog so I can see how many visitors we get, roughly where you are coming from, what pages you visit most often and that sort of thing.

Posts

Looking back over the past year a few posts in particular stand out.

These are our most commented on posts:

RMU – to infinity and beyond!

‘Well sir, if I were you, I wouldn’t start from here’

Is Rolemaster Worth Saving?

Rolemaster deconstruction: questioning the undead.

Now 3 out of 4 were all about RMU. I think that is really positive. We obviously care about RMU and the future of Rolemaster.

On a typical day we get about 40 unique people on the blog. When I say unique that is Googles term not mine. If you checked the site on your phone and then on your laptop you would count twice as different cookies were set. The day the ironcrown site went down we got 473 unique visitors. That means, in my eyes, that this blog is only reaching 1 in 12 of the active RM community. I think that is a ‘could do better’.

And talking of doing better. The single post that was read the most times was…

Rolemaster Character Creation in 15 Minutes.

Writers

Back in 2014 it was just me putting out 2 posts a week. The very first comment was actually by Spectre771 on December 14th 2014 about three weeks after the blog started.

In 2017 we have had more writers than ever before.

BriH

intothatdarkness

egdcltd

…and most recently…

Brad

I suspect that our most prolific commentator has to be Hurin, but then that is no surprise!

I would like to thank all of you and all the other people who have commented or read the blog last year.

Publications

This was probably the biggest change in 2017. We have published the first 10 of the 50 in 50 adventure outlines. These are also available as a bundle if you haven’t already checked them out. The ones with the hilariously funny/clever/witty titles were written by me (please read that as being humorous and not egotistical). From what I have seen the most popular by sales so far are:

  1. The City of Spiders
  2. Spire’s Reach
  3. Creatures Of The Night!

You can grab the 1-10 bundle from RPGNow.

In addition to adventure outlines we published the first 7 issues of the Rolemaster Fanzine. You can see them all here. This has been a year of experimenting with the fanzine and it is now available as a PDF on the OneBookShelf sites and in print version on Amazon and on Kindle. If you have Kindle Unlimited you can read it for free!

2017 also saw the introduction of two new site sections. Our free downloads section (see the menu above). Project BASiL is by far the most popular download.

The second new section is the monster Wiki. This is still lagging behind reality at the moment. I have created more monsters than are featured in the wiki. I will be setting aside an evening shortly to upload a whole bunch more. There is a suggestion that the monsters should have skills and professions and I think this is a good idea. Any registered blog user should be able to edit the monster entries and add things like that to them. I also want to update the references to the Spell Law lists to point to BASiL lists. That should help keep players on their toes if there are completely new spells coming at them!

So that is my look back on 2017. I think we have both achieved a lot and at the same time barely scratched the surface! The best thing is that even after 3 years I have never once sat down to write a post and thought “I don’t know what to write.” If anything I need 2018 to be a year of completing projects so I can make some more space on my todo list for the crowd of ideas I haven’t been able to work on yet.

(That To infinity and beyond post was not particularly brilliant but it triggered a crystallisation of thoughts from that post and others have have written elsewhere by me and others. I will try and get them all together into something exciting for next week.)

 

 

Gnoll

Medium humanoid
Level 5

Armor Type 6/20 3/10 (+10/+30 with shield) (leather armour, shield)

Hits 60

Speed 6’/sec

Max Pace Max Pace Fast Sprint /+10

ST SP IN EM PR
65 60 30 50 35
+10 +5 -10 +0 -10

Environment: Warm plains

Organization: Solitary, pair, hunting party (2-5 and 1-2 hyenas), band (10-100 plus 50% non-combatants plus 1 8th-level sergeant per 20 adults and 1 leader of 10th-12th level and 5-8 hyenas), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 10th or 11th level, 1 leader of 16th-18th level, and 7-12 hyenas; underground lairs also have 1-3 trolls)

Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7½ feet tall and weighs 300 pounds. Gnolls speak Gnoll.

Combat

Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position. Because of its shield, a gnoll’s modifier on Hide checks (untrained) is -2, which means gnolls always take special care to seek favourable conditions when laying ambushes (such as darkness, cover, or some other form of advantageous terrain).

Rampage. When the gnoll kills, knocks out or incapacitates its target it may attempt to roll adrenal move speed at +25 for the following round.

Actions

Bite. Medium Bite +90OB

Spear. Melee or Ranged Weapon Attack: +85 OB

Longbow. +35 OB

Gnoll Sergeant

Level 8

Armor Type 6/20 3/10 (+10/+30 with shield) (leather armour, shield)

Hits 70

Speed 6’/sec

Max Pace Max Pace Fast Sprint /+10

Bite. Medium Bite +110 OB

Spear. Melee or Ranged Weapon Attack: +105 OB

Longbow. +50 OB

Gnoll Lieutenant

Level 11

Armor Type 6/20 3/10 (+10/+30 with shield) (leather armour, shield)

Hits 81

Speed 6’/sec

Max Pace Max Pace Fast Sprint /+10

Bite. Medium Bite +125OB

Spear. Melee or Ranged Weapon Attack: +120 OB

Longbow. +70 OB

Gnoll Leader

Level 18

Armor Type 6/20 3/10 (+10/+30 with shield) (leather armour, shield)

Hits 102

Speed 6’/sec

Max Pace Max Pace Fast Sprint /+10

Bite. Medium Bite +155OB

Spear. Melee or Ranged Weapon Attack: +150 OB

Longbow. +75 OB