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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

2.1.3.1. Character Sheet
2.1.3.2. Labyrinth Map
2.1.3.3. Tunnels
2.1.3.4. Rooms
2.1.3.5. Markers
2.1.3.6. 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

2.2.4.1. Weapons
2.2.4.2. Armor and Shields
2.2.4.3. Equipment
2.2.4.4. 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

3.1.2.1. Roads
3.1.2.2. Marsh or Swamp
3.1.2.3. Plains or Desert
3.1.2.4. Hills or Mountains
3.1.2.5. Rivers
3.1.2.6. Oceans
3.1.2.7. 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

3.3.2.1. Improving a Reaction Roll
3.3.2.2. Forming Alliances
3.3.2.3. Trading
3.3.2.4. Combat
3.3.2.5. Fatigue for Continuing Mental Abilities
3.3.2.6. Determining Initiative
3.3.2.7. Movement
3.3.2.7.1. Engagement
3.3.2.7.2. Position
3.3.2.8. Action
3.3.2.8.1. Nothing
3.3.2.8.2. Change Position
3.3.2.8.3. Attempt a Trample Attack
3.3.2.8.4. Attempt HTH Combat and Attack
3.3.2.8.5. Attempt to Disengage
3.3.2.8.6. (Engage and) Melee Attack
3.3.2.8.7. Parry
3.3.2.8.8. (Ready a Pole Weapon and) Charge Attack
3.3.2.8.9. Attempt to Beserk
3.3.2.8.10. Hand-To-Hand Attack
3.3.2.8.11. Throw an Item
3.3.2.8.12. Fire a Missile
3.3.2.8.13. Defend Against Melee, Charge or Trample Attack
3.3.2.8.14. Dodge a Thrown Weapon or Missile
3.3.2.8.15. Attempt to Scoop Up an Item
3.3.2.8.16. Pick Up Item in Same or Adjacent Hex
3.3.2.8.17. Attempt to Draw a Dagger
3.3.2.8.18. Use a Mental Ability
3.3.2.8.19. Attempt to Disbelieve
3.3.2.9. Damage in Combat
3.3.2.9.1. Calculating Damage
3.3.2.9.2. Receiving Experience Points
3.3.2.9.3. Dexterity Subtractions
3.3.2.9.4. 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

3.4.2.1. Physical Locks
3.4.2.2. 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

4.3.3.1. Columns
4.3.3.2. Water
4.3.3.3. Rough Floor
4.3.3.4. Bushes
4.3.3.5. Boulders
4.3.3.6. Pit
4.3.3.7. Wall

4.3.4. Determining the Contents of a Room

4.3.4.1. Roll Twice
4.3.4.2. Trap
4.3.4.3. Locked Door
4.3.4.4. Creature(s)
4.3.4.5. Container(s)
4.3.4.6. Empty
4.3.4.7. Treasure
4.3.4.8. 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

5.2.3.1. Determining Fair Market Value
5.2.3.2. Determining the Required IQ Roll
5.2.3.3. Finding a Willing Private Seller

5.2.4. Selling an Artifact

5.2.4.1. Selling to a Retail Store
5.2.4.2. Selling via a Consignment Store
5.2.4.3. Selling via the Private Market

5.2.5. Recharging Artifacts

5.2.6. Creating Artifacts

5.2.6.1. Creating Armor and Weapon Artifacts
5.2.6.2. Creating Rods
5.2.6.3. Creating Strength Batteries
5.2.6.4. Creating Potions and Poisons
5.2.6.5. Creating Scrolls and Books
5.2.6.6. Creating Gems, Rings and Other Artifacts
5.2.6.7. Upgrading an Artifact
5.2.6.8. Temporarily Creating or Upgrading an Artifact
5.2.6.9. Personal Artifacts

5.3. Education

5.3.1. Adding Attributes

5.3.1.1. Gaining Experience Points
5.3.1.2. 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

5.4.3.1. One Player Arena Event
5.4.3.2. Two Player Arena Event
5.4.3.3. 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

6.3.1.1. Extending an Existing Weapon Type
6.3.1.2. Creating a Unique Weapon
6.3.1.3. 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


Appendices

Appendix A: Abilities