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Table of Contents

This version of the manual breaks each major and minor section into separate wiki pages.

Commenting is enabled on each wiki page.

0. Title Page

1. Introduction

1.1. The Orcan Menace

1.2. Overview of Elven Fire

1.3. Peurondia (A Brief History)

2. Getting Started

2.1. Gathering Needed Material

2.1.1. Dice

2.1.2. Pencils

2.1.3. Printed Game Material Character Sheet Labyrinth Map Tunnels Rooms Markers Manuals and Tables

2.1.4. The Game Master (GM)

2.2. Character Creation

2.2.1. Selecting a Race

2.2.2. Allocating Attributes

2.2.3. Selecting Initial Abilities

2.2.4. Outfitting Your Character Weapons Armor and Shields Equipment Artifacts and the Rule of 5

2.2.5. Complete Example

2.3. Final Exams

3. Encounters – Creatures and Combat, Traps and Treasures

3.1. Reaching and Returning from the Labyrinth

3.1.1. Cities and Towns

3.1.2. Traveling Roads Marsh or Swamp Plains or Desert Hills or Mountains Rivers Oceans Flying

3.1.3. Finding and Entering the Labyrinth

3.2. Entering a Room

3.3. Creatures

3.3.1. Determining Creature Reactions

3.3.2. Negotiation Improving a Reaction Roll Forming Alliances Trading Combat Fatigue for Continuing Mental Abilities Determining Initiative Movement Engagement Position Action Nothing Change Position Attempt a Trample Attack Attempt HTH Combat and Attack Attempt to Disengage (Engage and) Melee Attack Parry (Ready a Pole Weapon and) Charge Attack Attempt to Beserk Hand-To-Hand Attack Throw an Item Fire a Missile Defend Against Melee, Charge or Trample Attack Dodge a Thrown Weapon or Missile Attempt to Scoop Up an Item Pick Up Item in Same or Adjacent Hex Attempt to Draw a Dagger Use a Mental Ability Attempt to Disbelieve Damage in Combat Calculating Damage Receiving Experience Points Dexterity Subtractions Forced Retreats

3.3.3. Surrender or Escape

3.3.4. Unconsciousness

3.4. Containers

3.4.1. Checking for Traps

3.4.2. Opening Locks Physical Locks Mental Locks

3.4.3. Receiving Experience Points

3.4.4. Determining Contents

3.4.5. Using a Container to Store Treasure

3.5. Special Features

3.5.1. Identifying the Special Feature

3.5.2. Activating the Feature

3.6. Treasures

3.7. Resting

3.8. Leaving a Room

4. Between Encounters – Moving Through Labyrinths

4.1. Creating a Random Labyrinth

4.2. Traveling the Tunnels

4.2.1. Tunnel Encounters

4.2.2. Detecting a Secret Door

4.3. Creating a Room and Its Contents

4.3.1. Selecting a Combat Megahex Sheet

4.3.2. Placing Doors

4.3.3. Special Room Features Columns Water Rough Floor Bushes Boulders Pit Wall

4.3.4. Determining the Contents of a Room Roll Twice Trap Locked Door Creature(s) Container(s) Empty Treasure Special

4.4. Leaving the Labyrinth

5. Between Labyrinths – Character Development

5.1. Pets

5.1.1. Buying and Selling Pets

5.1.2. Training Animals

5.1.3. Animal Advancement

5.2. Items and Artifacts

5.2.1. Buying and Selling Common Items

5.2.2. Creating or Repairing Common Items

5.2.3. Buying an Artifact Determining Fair Market Value Determining the Required IQ Roll Finding a Willing Private Seller

5.2.4. Selling an Artifact Selling to a Retail Store Selling via a Consignment Store Selling via the Private Market

5.2.5. Recharging Artifacts

5.2.6. Creating Artifacts Creating Armor and Weapon Artifacts Creating Rods Creating Strength Batteries Creating Potions and Poisons Creating Scrolls and Books Creating Gems, Rings and Other Artifacts Upgrading an Artifact Temporarily Creating or Upgrading an Artifact Personal Artifacts

5.3. Education

5.3.1. Adding Attributes Gaining Experience Points Using Experience Points

5.3.2. Learning New Abilities

5.3.3. Seeking a Tutor

5.3.4. Running the Local University

5.3.5. Losing Attributes

5.3.6. Forgetting an Ability

5.4. Employment

5.4.1. Seeking Commissioned Work

5.4.2. Seeking Salaried Employment

5.4.3. Entering Tournaments One Player Arena Event Two Player Arena Event Three Player Arena Event

5.4.4. Loans

5.4.5. Taxes

5.5. Leaving the World of Adventure

5.5.1. Wills

5.5.2. Retirement

6. Between Games – Creating Your Own Labyrinths, Common Items, Artifacts and Rules

6.1. Creating Custom Labyrinths and Adventures

6.2. Creating New Races and Creatures

6.2.1. Character Races

6.2.2. Trainable Animals

6.2.3. Non-Player Non-Trainable Creatures

6.3. Creating Common Items

6.3.1. Weapons Extending an Existing Weapon Type Creating a Unique Weapon Creating a New Weapon Type

6.3.2. Armor and Shields

6.3.3. Treasure

6.3.4. Other Items

6.4. Creating Balanced Artifacts

6.5. Modifying the Rules

6.5.1. House Rules

6.5.2. Game Rules

7. Optional Rules

7.1. Mulligans

7.2. Attack Dice

7.3. Using Odd Dice

7.4. Unusual Dice Options


Appendix A: Abilities

Appendix B: Weapons, Armor, and Artifacts

Appendix C: Encounters and Character Development?

Appendix D: Creatures?

Appendix E: Random Labyrinths?

Appendix F: Gaming Aids?