Retribution at Ekthalon  

Simplified Rules

Dice used are D10s, numbered 0 > 9 plus the odd D6 1 > 6.

Morval Earth Fantasy Rules aim for realism and are more lethal for players' characters than most others. Beginners can get by with figures for the quest characters and around 20 general figures for the opposition, friends and neutrals. Flat, map like scenery, can be easily drawn on cardboard or purchased as 'dungeon tiles'. Characters & types each have a 5"x 3" card made out listing their varying attributes. Naturally quest characters tend to be better then average. Weaknesses, Languages known and other abilities are listed. (The ability to swim, lock-picking, plant identifying, tracking, substance identifying, etc:)  A move covers the time taken to try a spell, fire a missile or ask a long question but for melee, is divided into two rounds.  

Movement:  Figures move a basic 6" for men & 5" for women on Good crosscountry. An inch is added if on a paved surface or deducted if on Bad crosscountry. These rates are doubled if the figure runs but a fatigue point is expended. Wearing heavy armour deducts an inch and also diminishes Fatigue stamina.

Moving Cautiously deducts 2".  Moving furtively is normally half rate but not possible in heavy armour.

 Fatigue: Figures have a Fatigue basic stamina rating of 6/12 for men and 5/10 for women. A point (Ft Pt) is expended for each move fighting, running or carrying out other strenuous activities. When all the first total is consumed, the character is tired, -1" to moves -1 to spells & missile hits and -2 in melee. When the second total is consumed, the character collapses,  & can only speak. One point regained per move resting.

Melees:  Figures have a basic Melee Rating (MR) 0 for civilian men, knights +2 and -2 for women plus a weapon modification and any modifications for circumstances. In a one to one melee, a D10 (0 >9dice) is thrown for each figure and the lower score subtracted from the higher, which has inflicted a blow. To this difference is added any weapon strike bonus and the result read against the losers wounded/crippled/dead (W/C/D) values. If the loser has a shield however, he can dice to parry, basic D10 7+ he does & deducts 4 from the strike total. If the scores are equal each dice, 0 weapon broken, 1 or 2 weapon dropped -2 next round. If two fight one the two mean their scores (rounding up) and add 3. If three fight one, mean of the scores add 5. If four fight one, mean of the scores add 6. Dodging adds 3 but cannot hurt other.

Melee Weapons Modifiers:  (St = strike value) Bare hands -2 St -3 stun 5, Knife -1 St -1, Dagger -1 St 0, Sword 0 St 0, Club -1 St -1 Stun 5. Staff -2 St -1 +1 1st Round, Stun 5, Spear -1 St0 1st Round +2, Mace -1 St +2, Axe -1 St +2 Breach -2, Two Handed Axe -2 St +4 breach -1, Two Handed Sword -2, St +4, Halberd -2 St +3 1st round +2, Teeth -1 St -1, Claws -1 St -1, Morning Star -2 St +3 shield parries -2.   Stunning If the aim is to stun rather than kill, for each point worse than Wound rate a D10 moves stunned.

Other Melee Modifiers: Foot charge +1, Mounted charge +2, Full surprise +4, Half surprise +2, Superior height +1, Wounded -2, Tired -2, Demoralised -2, Dazed -4, Blinded -5, On ladder -2, dropped weapon -2.

Breaching: Each move D10 + Basic MR + Weapons Breach Strike - Obstacles Breach Strength (BS) Result -1- failed, 0 weaken breach strength by 1, 1+ Breached.  Weapons: 2H Axe -1, Axe -2, Mace -3, Crowbar -1, Spade -3, pickaxe -2, Jemmy -2, Sledgehammer -1.

BS Strengths: Door 6, Strong Door 8, Gate 10, Portcullis 12, Inner wall 8, Outer Wall 12, Tile roof 6, etc.

Bolt Saws These are used for sawing through door bolts. D6 +1 per move  = 8 success, 7- failed

Missile Weapons: D10 Hit chances at various ranges with strike value. D10 + St V compared with W/C/D values. Again shield bearers have a chance of a parry, basic 7+ shield strength 4.

Sling                       4" 5+, 8" 6+, 12" 7+, 16" 8+ St -4

Self Bow                5" 5+, 10" 6+, 15" 7+, 20" 8+ St -4

Long Bow                6" 5+, 12" 6+, 18" 7+, 24" 8+ St -3 One Fatigue Point used per two shots

Latch Crossbow       5" 5+, 10" 6+, 15" 7+, 20" 8+ St -4 Fired alternate moves +1 to hit if rested

Heavy Crossbow     6" 5+, 12" 6+, 18" 7+, 24" 8+ St -3 Fired every third moves, +1 to hit if rested

Dart                        5" 5+ St -3              

Javelin                    4" 5+ St -2              

Ordinary knife         4" 6+ St -4

Throwing knife        5" 5+ St -3              

Dagger                   3" 6+ St -3              

Chakram                 5" 6+ St -5

Handstones          3" 5+ St -5  Dropped from heights -1 per 4" hit chance but +1 to strike per 2" vertical.

Terror Resistance: Characters may have to Dice (D10) for Natural or Magic Terrors adding their TR or Spell Resisting values. Basic TRs Horses -2, Nidderlings -1, Followers 0, Independents +1, Officers +2, Leaders +3. Magicians add their level to Spell resistance. Adventurers normally add 1 to 3 on experience.

Monsters and wild animals are given Terror Infliction Values, tested once when within 6" of a figure.

Results 0+ Unaffected. -1 Demoralised -2 melee & Missile hits. -2 Terrified can only dodge, steed's quarter moves. -3 Paralysed, stand helpless a move. -4 Prostrate falls to ground, steeds stampede. -5- Faint, steeds stampede. If Fainted D10 each move 8+ to improve to Dazed (-4 in melee) next move to Demoralised.

Stampeded steeds flee at double move rate until they are tired. 

Morale: Morale is diced for D10 when Leader is lost, 25%, 50% or 75% of a party is lost or an allied party is routed or wiped out within 6". The one throw is applied though the party will usually have differing Natural TR values and hence possible differing reactions. 

Modifiers, lost Leader -1, lost 25% -2, lost 50% -4, lost 75% -7, Tired -1, Demoralise -2, Terrified -4, previously routed -2, defeated enemy +2.             

Results 4+ Unaffected, 3 stand two moves demoralised, 2 retreat two moves demoralised, 1 routed two moves at double rate then rally on 5+, 0 routed three moves then rally on 7+, -2+ routed without hope for the day, -3- surrender unless allowed to flee without a chance of rallying.

Charm Influencing CI (A Charmers skill +1 > 4) CI - D10 +F Victim op sex -2, Reasonable request -2, unreasonable request +2, Guarded +2, = 3+ refuses, 0+ dithers try again -1- agrees (or D6 moves wasted if just trying to distract victim.)

Terror Coercion TC (A Thug skill +1 >4) TC- D10 +F  Victim Nidderling -3, Woman -2, Follower 0, Independent +1, Officer +3, accompanied +1 = 1+ resists, 0 dithers, try again, -2+ Coerced in sight of Coercer, -3- coerced fully.

Fire Rules: Fire implements have a Fire Strike (FS) Held candle -3, Torch -1, Tinderbox -4, Fire arrow -3,

Projected candle -6, Torch -3, Fire arrow -4, Fire pot -1.

D10 +FS +Factor s: Wet -3, easy burn +1, hard burn -2, Full armour -1, Unclothed +1

Result: 1+superficial burn/scorched 2+ wound burn/charred, 4+ cripple burn/ on fire, 6+ dead/spreading fire

Obstacles Steep slopes -1", Fords -1" per 2"s, Deep fords or Marshes -1" per 1" & D6 (+1 if roped)

 = 3+ OK 2- submerged. Submerged dicing D6 +F Marsh -1, Plate or Heavy -2, Medium -1, Shield -1, Roped +2, Demoralised -1, Unclothed +1, Laden -1, floundering -1= 1- drowned, 2 floundering, 3 Recover losing hand held items, 4 Recover OK in same place, 5 Recover forward 1", 6 Recover forward 2".

Climbing and jumping over Obstacles. Figures can climb & jump according to Obstacle Classification.

Ob = (2 x Move rate + F) x 0.1 gives length distance & x 0.05 height cleared without a problem.

Ran (costs 1 Fat Pt) +3, No shield or pack +1, Lightly clad +1, Hero +1, Ranger etc +1, Female -1, Long Gown -1,Laden -1, Has shield & pack -1, Heavy laden -2, Medium -1, Heavy -2, Plate -3, Has Rider -4 

When easy clearance exceeded dice as below.

For High Obstacles: Ob + D10 - Ht in 0.05s = 0+ OK, -1 -2", -2 -4", -3 Fail*, -4 Fail* -1 next try, -5- Give up! * fall off steed if riding, Hit strike of -4 

For wide Obstacles: Ob + D10 - width in 0.1s = 0+ OK, -1 -1", -2 -2", -3 -4", -4- fall in!

Falls D10 + Hit strike against faller. Rocky ground -3, Normal -4, soft -5, spikes -2, +1 per each extra inch. 

Trap Spotting Diced when within 2" D6 +F + Personal Bonuses,  Moving Cautiously +1, Searching +2 (2" moves), not first -1, Plate or Heavy -2, Medium or encumbered light -1, Mounted -1, LC loosely Concealed +1, Normally Concealed 0, Well concealed -1    = 5+ Spotted

Sleeping & Poisoning Drugs    The stronger they are the more likely to be noticed Strengths DS 1 > 4.

To attempt to drug D6 - DS+F = Factors: on Guard -2, strange offer -1, usual drink +1, influenced +2

= 2- Refuse, 3 Reject at -2 to DS, 4 reject at -1 to DS., 5+ Full effect

Victim dices Each move D10 -DS (antidote +5, vomit -2)= 8+ Revert a phase, 4+ no change, 3- drop a Ph

Poison:  Phase 0 normal, Ph 1 nausea, Ph 2 dazed, Ph 3 helpless delirious, Ph 4 coma, Ph 5 DEAD!

Soporific: Phase 0 Normal, Ph 1 nausea, Ph 2 dazed, Ph 3 sleep, Ph 4 coma DS xD10moves. Then reverse, Ph3 to Ph 2 to Ph1 to Ph 0. Nausea = -2 to melee, -1" move, Dazed -4 to melee -3 to move.    

Magic: Magic artefacts may usually be used without penalty by non-magicians. Magicians generate one Magic Power Unit (MPU) per move per level, holding them up to a maximum of four times their level.

Magicians can only cast the spells they have learnt and which they have currently enough MPU.

Normal casting they need D10 3+ less any Spell resistance involved. Super spells add +3 to the dice but cost double the MPU. Most spells are cast from 2" to 6" but some can have the range extended with extra MPU. Some spells with a natural chance of reversion (2- on D10) which can be averted with a Hold spell.

Magic in Morval Earth is less powerful than in other systems and there are few Magicians above 4th level.

Air Blasts extinguishes torches, -2 to hits by missiles, Hand items dropped on 4-. Creatures in blast D10 + Cubits size (men 4) 5- blown over (-4 next round of melee)  Range 6" by 1" 4MPU.

Blinding Flash Cast an inch in front of the magician, he & allies need to shut their eyes 3" diameter 2MPU D10 -2 = 1+ Blinding Flash -4 in melee for two rounds Undead Terror Infliction 3 

Breaching Bolt Conjures a breaching blow against a door etc. Counts as D10 +3 used as Magic Bolt.  Range 2" 7MPU. D10 -2 = 1+hits = D10 +4 - Breaching Strength = 1+ breached 0 weakened 1, -1- fail.

Charm Person To persuade person to do a reasonable favour. If it fails, victim becomes hostile.  Range 2" 3MPU. D10 -2-SR  = 1+ succeeds, 0- fails.

Cling Deducts 2 from climbing or riding fall chances. Duration until 1- thrown on D10 each move  Range 2" 4MPU D10 -2 -SR = 1+ succeeds, 0 fails. Hold spell 1MPUper move  negates duration chance.

Control Palantyte Used to contact an ochyo, mirror or other palantyte spying device. No super or Hold spells. Range 2" 3MPU D10 -2 - 1 per 100 myles distance, = 1+ succeeds. D10 each move 2- loses contact. 

Counter Spell To counter a spell the MPU used plus the margin of success times 1.25 must be equalled. (D10 -2 +MPU x !.25 = Counter Target) If the margin of success is not known, use a D6. Range 2" D10 + nMPU -2 = to equal to counter the spell.

Detect Magic To detect presence of magic in person or object. Includes magic trail left by magicians.  Range 3" 2MPU. D10 -2 = 1+ reveals magic or not. One attempt only.

Disarm To force to drop hand held items -2 to next round of melee.  Range 3" One hand 6MPU Two hands 9MPU  D10 -2 -SR = 1+ succeed.

Double Crop To make a small field or specific group of plants grow faster and larger.  Range 6" 6MPU. D10 -2 = 1+ succeed in D6+4 days time.

Earthquake To create an earth tremor affecting an area, D10 -2+F inches. Terror strike 3 within 12" Range 6" 12MPU. Rock Factors, Metamorphic +1, Igneous 0, Sedimentary -1, Buildings in zone D10 - F = inches collapse, Huts 4, Houses/Walls 3, Mansions/ Temples/castle walls 2, Towers 1. Strike of -4 against those in the open and 0 against those in collapsing buildings.

Ease Pain To reduce melee deductions by 1. Touch 2MPU. D10 -2 -SR = n x3 hours duration.    

Evaporate Liquid This evaporates a water based liquid down to its solid constituents.  Range 3" 1 MPU per bottle volume, D10-2 = 1+ succeeds. 

Fire Missile A small ball of fire projected at a victim or object Range 12" 4MPU. D10 -2 = 1+ struck target. D10 -3 +Factor s: Wet -3, easy burn +1, hard burn -2, Full armour -1, Unclothed +1

Result:   1+superficial burn/scorched 2+ wound burn/charred, 4+ cripple burn/ on fire, 6+ dead/spreading fire. 

Fit of the Giggles Range 2", 2MPU D10 -2-SR +F =Rounds giggling -3 in melee, -2" moves cannot fire.   Factors: Female +1, age 19- +1, Relaxed +1, solemn 0, tense -2, hostile -4, fighting -6.

Forget & Reversal Range 3" 6MPU. D10 -2 -SR = n x 5 hours duration.  Reversal needs only 1+ to revert.

Guilt Blush To detect a liar. Range 3" 3MPU D10 - 2-SR =1+ to blush. For 6MPU, force a blush! 

Ignite Range 3", 3+ for attempt. Has fire strike of -2 3MPU.

Inflict Revulsion Give the victim a revulsion for items or creatures, amounting to a Terror Infliction of 5.   Range 6" 6MPU. D10-2 -SR = plusses give the number of days affected.

Inflict Vertigo Gives the victim a vertigo attack with -3 to melee & missile hit chances & -2 to spell casting Range 2" 3MPU. D10 -2 -SR = moves affected. Moves at D10 -5 inches only each move, minuses = no movement.

Levitate Allows the subject to move, hovering in the air at D10 -2 inches. Rising 1" costs 1", dropping 2" adds 1" to distance travelled.  Caster himself 6MPU. For an other within 12", 10MPU.

Magic Bolt  Conjures a stunning blow against a victim.  Range 6" 4MPU. D10 -2 = 1+ hits = D10  - wound rate = D10s moves stunned IF 5 diff = dead.

Magic Illumination Makes an item light up 4" diameter circle. 1MPU D10 each move, 0.goes out.

Mouthwash Makes the victim foam at the mouth with a bitter taste, -1 in melee. Range 3" 1MPU.  D10 -2 -SR =moves affected.    

Reshape Flesh Used to alter face or to close wounds, improves melee deductions by1. Touch Range, 3MPU D10 -2- SR = n x 5 hours duration.

Smoke Screen Creates a ball of smoke 3" diameter which lasts 4 moves in still air, 2 in Light wind 3" per Move & 1 in moderate wind 6". Range 3" 3MPU. Hold spell 1MPU.

Stranger Sensing To detect hidden living beings within Magic Arc. Magician senses size & rough number.  Range 9" to 6" wide Marc. 3MPU. D10 -2 = 1+ succeeds, 0- fails. One attempt per location.

Strike Dumb & Reversal Range 3" 6MPU. D10 -2 -SR = n x 5 hours duration.  Reversal needs only 1+ to revert. Does not work on naturally dumb subjects.

StunGas Creates a 2" diameter cloud of Gas, duration 4 moves still air, 2 Light wind & 1 moderate wind.   Range 3" 6MPU, each creature in zone D10 = 6+ unaffected, 5 Demoralised, 4 Dazed, 3Stunned D6 moves, 2 Stunned 2xD6 moves, 1 Stunned 4xD6 moves, 0 Stunned 7xD6 moves.  

Telepathy Used with a subject controlled by the magician. Range 30" 8MPU. D10 -2 = 1+ to succeed.  

Wood Crumble This weakens a piece half inch square piece of wood. Range Touch, 12MPU. D10-2 = half the number of breach points deducted per move until it crumbles to dust.

 Morval Earth Coins & measures 

Size:  1 man = 4 cubit size

Currency:  10 copper pfenni = 1 silver florin, 10 florins = 1 Gilden Pezzo (Gold Piece, plural Pezzi)

Liquids:  50 drops = 1 phial, 2 phials = 1 draught, 4 draughts = 1 bottle, 20 bottles = 1keg, 2 kegs = 1 barrel

Weight:  10 pinches = 1 spoon, 10 spoons = 1 bag, 10 bags = 1 sack. 

Length:  4 kets = 1 het (1 table inch)

 

Merchants Price Lists 

for basic items (Selling price/buying price in Florins) One move each deal.

Basic knife 60/45, Throwing knife 80/60, Dagger 120/90, Axe 100/75, 2 Handed Axe 180/135,

Sword 300/225, 2 Handed Sword 400/300, Spear 60/45, Long Bow 60/45, LB Arrow 20/15,

Self Bow 48/36, SB arrow 16/12, Latch Crossbow 80/60, Quarrel 16/12, Spade or Pick 100/75,

Shield 120, Medium Armour 400/300, Heavy Armour 800/300, Plate Armour 1200/900,

Bolt Saw 60/45, Tinderbox 80/60, Candle 4/3, Torch 8/6, Oil Lantern 100/75, Draught Oil 4/3,

Bandage 8/6, Wound Dressing 16/12, 6 hets Rope, 60/45, Grapnel 100/75, 6 hets Cord, Phial 4/3,

Glass Bottle 8/6. Leather bottle 12/9, Canvas Bag 4/3, 2 cubit Sack 12/9, Haversack 80/60, Pack 120/90.

Haggling Rules Use the above prices as a starting point and use two rounds to start haggling. Haggling Abilities (HA) Merchant +2, Expert (Housewife)+1, Adventurer 0, Inexperienced (Soldier)-1, Knight (Dummy) -2. D6 + Own HA- Others HA = 5+ add or subtract 10% & can haggle on. 3+ No deal but can haggle on. 2- Must accept price offered.

Refreshments Draughts: Ale 4, Wine 6, Mead 6,  Spirits 8, Milk 6, Fruit juice 4. Stable Horse 5

Meals: Snack 2, Breakfast 4, Lunch 4, Dinner 8. Bedding Common straw 4, Own room 15, Shared 10.

Days Hire Rates Unskilled Man 20, Unskilled Woman 16, Skilled Man 24, Skilled Woman 20,  Soldier 28, Sergeant 36, Hobilar 36, Mounted Sergeant or Squire 44, Mounted knight 60. 

Ox 3, Pack Ass 5, Packhorse 7, Hack or cart horse 7, Rouncey 8, Destrier 14

10cubit carrying Canoe 30, 35c Canoe 100, 24c Punt 50, 14c rowing boat 60, 36c rowing boat 100,

14c cobble 80, 34c smack 120, 60c Scow 200, 200c Cog 400, 160c Lymphad 400.  

 

Character Card Abbreviations  (Cards 5" x 3")

Lea = Leader         Off = Officer          Ind = Independent               Fol = Follower      

Mo = Move rate   Fa = Fatigue endurance      TR = Terror Resistance       SR = Spell Resistance

D-n = Death margin             C-n = Crippled (cannot fight)             W-n = Wounded margin (-2 in melee)

Ob = Obstacle easy jump dist.           Me = Basic + Weapon Melee abilities (mounted +2)

Align = alignment                                TC = Terror Coercion Ability             CI = Charm Influence Ability

 

Specimen Cards

Sir Hardasbras, Thentian knight  Plate

Off, Mo 5", Fa 5/10, TR +3, SR +1, D-7, C-6, W -5, Ob 0.7

Me +2 -1 = +1 axe strike +2, breach  -2, Align N

Shield Parry Melee 7+, Missile 7+ strength 4, TC2

Speaks: Simnith, Edin. Reads: Tengthin

Weakness cruelty, Torments prisoners D10 -4 moves.

Wide Will, Perigordan Arbalister. Medium

Fol, Mo 6", Fa 6/12, TR 0, SR 0, D-5, C -4, W-3, Ob 1.3

Me 0 +0 = 0 sword strike 0, Align N

Crossbow & 8 quarrels, 5" 5+, 10" 6+, 15" 7+, 20" 8+ strike -4

+1 if weapon rested. Has tinderbox

Speaks: Edin.

Weakness Alcohol, -3 to temptation Needs D10 8+ to stop.

Madame Miste, Alpenais Sorceress. Light, long Gown

Ind, Mo 5", Fa 5/10, TR  +1, SR +3, D-4, C-3, W-2, Ob 0.8

Me -2 -2 = -4 Staff strike -1, stun 5. Align L

CI 3, 2nd level Magic, 2MPU per move, maximum 8

Blinding Flash, Control Palantyte, Detect Magic,

Smoke Screen, Strike Dumb & Reversal, Wood Crumble

Speaks Simnith, Quenith, Reads: Tengthin, Lerumint.

Tiger 10 cubit size, Wild Beast Terror Infliction 5

Mo 9", Fa 7/14, TR 4 SR -1, D-5, C-4, W-3, Ob 1.9

Me +6 -1 = +5 strike -1,

Scent Tracker +3, Neuserk 8" (Distance at which it will attack)

 

These rules are published by and copyright of J.L.Mumford of morvalearth.co.uk. 27th July 2001

Copies may be made for private use only.  

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