Fantasy Adventure Game Expert Rulebook

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Fantasy Adventure Game Expert Rulebook TABLE OF CONTENTS Reference Charts from D&D® Basic X2 Character Attacks X26 PART 1: INTRODUCTION X3 Monster Attacks X26 How to Use This Book X3 PART 6: MONSTERS X27 The Scope of the Rules X3 MONSTER LIST: Animals to Wyvern . X28 Standard Terms Used in This Book X3 PART 7: TREASURE X43 Assisting A Novice Player X3 Treasure Types X43 The Wilderness Campaign X3 Magic Items X44 High and Low Level Characters X4 Explanations X45 Using D&D® Expert Rules With an Early Swords X45 Edition of the D&D® Basic Rules X4 Weapons and Armor X48 PART 2: PLAYER CHARACTER INFORMATION X5 Potions X48 Charts and Tables X5 Scrolls X48 Character Classes X7 Rings X49 CLERICS X7 Wands, Staves and Rods X49 DWARVES X7 Miscellaneous Magic Items X50 ELVES X7 PART 8: DUNGEON MASTER INFORMATION X51 FIGHTERS X7 Handling Player Characters X51 HALFLINGS X7 Magical Research and Production X51 MAGIC-USERS X7 Castles, Strongholds and Hideouts X52 THIEVES X8 Designing a Dungeon (recap) X52 Levels Beyond Those Listed X8 Creating an NPC Party X52 Cost of Weapons and Equipment X9 NPC Magic Items X52 Explanation of Equipment X9 Designing a Wilderness X54 PART 3: SPELLS Xll Wandering Monsters X55 CLERICAL SPELLS Xll Travelling In the Wilderness X56 First Level Clerical Spells Xll Becoming Lost X56 Second Level Clerical Spells X12 Wilderness Encounters X57 Third Level Clerical Spells X12 Wilderness Encounter Tables X57 Fourth Level Clerical Spells X13 Castle Encounters X59 Fifth Level Clerical Spells X13 Dungeon Mastering as a Fine Art X59 MAGIC-USER AND ELF SPELLS X14 Sample Wilderness Key and Maps X60 First Level Magic-User and Elf Spells SampleX14 fileHuman Lands X60 Second Level Magic-User and Elf Spells X14 Non-Humans '. X60 Third Level Magic-User and Elf Spells X14 Map: Duchy of Karameikos X61 Fourth Level Magic-User and Elf Spells X15 Terrain Symbols X62 Fifth Level Magic-User and Elf Spells X16 Map: Gnome Lair X62 Sixth Level Magic-User and Elf Spells X17 PART 9: SPECIAL ADVENTURES X63 PART 4: THE ADVENTURE X19 Waterborne Adventures X63 BEGINNING THE ADVENTURE X19 Ships X63 Organizing A Party X19 Weather X63 Mapping X19 Water Movement Modification Chart X64 Time, Scale and Movement X19 Encounters at Sea X64 Waterborne Travel X20 Combat at Sea X64 Travelling By Air X20 Obstacles to Movement X20 Becoming Lost X20 CREDITS Specialists and Mercenaries X21 Giving Experience Points X22 EDITOR: Dave Cook with Steve Marsh PART 5: THE ENCOUNTER X23 PRODUCTION/LAYOUT: Harold Johnson, Jon Pickens and ORDER OF EVENTS IN ONE GAME DAY X23 Lawrence Schick COMBAT X24 EDITING/CONTINUITY: Allen Hammack, Kevin Hendryx, Tom Defensive Movement X24 Moldvay, Brian Pitzer, Michael Price, Patrick Price, Paul Reiche Saving Throws X24 III, Evan Robinson, Ed Sollers. Don Snow, Steve Sullivan and Variable Weapon Damage X25 Jean Wells Unarmed Combat X25 ILLUSTRATIONS BY: Jeff Dee, Wade Hampton, David S. Other Attack Forms X25 LaForce, Erol Otus, Jim Roslof, and Bill Willingham Morale (Optional) X26 COVER BY: Erol Otus, from a design concept by Jeff Dee ® FANTASY ADVENTURE GAME EXPERT RULEBOOK Sample file By Gary Gygax and Dave Arneson Edited by David Cook with Steve Marsh © 1974,1977,1978,1981 TSR Hobbies, Inc., All Rights Reserved. Illustrations by Jeff Dee Erol Otus Wade Hampton James Roslof David S. LaForce Bill Willingham Cover by Erol Otus DUNGEONS & DRAGONS* and D&D» are registered trademarks owned by TSR Hobbies, Inc. This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written consent of TSR Hobbies, Inc. Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Printed in the USA. First printing — January, 1981 ISBN 0-935696-29-6 XI Reference Charts from D&D® Basic Bonuses and Penalties Due to Abilities Encumbrance Ability Score Adjustments Weight 3 -3 Item in coins 4-5 -2 Armor: Chain Mail Armor 400 6-8 -1 Leather Armor 200 9-12 No adjustment Plate Mail Armor 500 13-15 + 1 Shield 100 16-17 + 2 Axes: Battle Axe 50 18 + 3 Hand Axe 30 Bows: Bow + 20 arrows 30 Strength adjustments apply to "to hit" rolls, damage, and rolls for Crossbow + 30 quarrels 50 opening doors. Note that any hit always does at least one point of Swords: Short Sword 30 damage regardless of adjustments. Normal Sword 60 Two-handed Sword 150 Wisdom adjustments apply to saving throws vs. Magical Attack. Other Weapons: Club 50 only, not to non-magical attacks (such as dragon breath or poison). Dagger 10 Mace 30 Constitution adjustments apply to the number of hit points Pole Arm 150 rolled with each hit die. No hit die can be adjusted below 1 hit Spear 30 point. War Hammer 30 Treasures: Coin (any type) 1 Dexterity adjustments apply to "to hit" rolls on missile fire, and to Gem 1 armor class. Important note: Penalties for low dexterity add to Jewelry (1 piece) 10 the armor class, while bonuses for high dexterity subtract from Potion 10 the armor class. Rod 20 Scroll 1 Intelligence Use of Languages Staff 40 3 Has trouble speaking, cannot read or write Wand 10 4-5 Cannot read or write Common Misc. equipment and provisions: 6-8 Can write simple Common words (including rope, spikes, sacks, 9-12 Reads and writes native languages wineskin, rations, etc.) 80 13-15 Reads and writes native languages, + 1 added 16-17 Reads and writes native languages, + 2 added 18 Reads and writes native languages, + 3 added Character Movement Charisma Adjustments Maximum Number Morale of Score to Reactions of Retainers Retainers Normal Encounter Running Character Move or Combat Move- 3 -2 1 Sample4 fileEncumbrance: (per turn) Movement ment 4-5 -1 2 5 400 coins or less OR 6-8 _1 3 6 unarmored 120' 40'/round 120'/round 9-12 None 4 7 401-600 coins OR leather 13-15 + 1 5 8 armored 90' 30'/round 90'/round 16-17 + 1 6 9 601-800 coins OR metal 18 + 2 7 10 armored 60' 20'/round 60'/round 801-1600 coins OR metal armored and carrying treasure 30' lO'/round 30'/round Missile Fire Ranges A player carrying treasure in addition to wearing armor must use RANGES (in feet): the movement speed one line below the normal one. Movement per round will be explained in the section on Combat (page X24). EXAMPLE: A character wearing leather armor and carrying Weapon Type Short (+1) Medium (0) Long (-1 treasure will move at the rate of 60' per turn. Crossbow 5-80 81-160 161-240 Weights and Movement Long Bow 5-70 71-140 141-210 Short Bow 5-50 51-100 101-150 Mules: Sling 5-40 41-80 81-161 maximum load to move at 12O'/turn 2000 coins Spear* 5-20 21-40 41-60 maximum encumbrance load (move at 6O'/turn) 4000 coins Oil' or Holy Water" 5-10 11-30 31-50 Axe* or Dagger* 5-10 11-20 21-30 Items: 1 small sack holds 200 coins "thrown weapons 1 large sack holds 600 coins 1 backpack holds 400 coins The most that a character can carry is 1600 coins. The most a mule can carry is 4000 coins. PART 1: INTRODUCTION IMPORTANT: THIS BOOK HAS BEEN DESIGNED TO BE As player characters grow in wealth and power, they may build USED WITH THE DUNGEONS & DRAGONS® BASIC castles or strongholds to keep themselves and their retainers safe. RULEBOOK. THE RULES PRESENTED IN THIS BOOK They may encourage settlements around their fortresses in order REQUIRE THE USE OF INFORMATION PRESENTED IN to support them, eventually becoming the rulers of their own ter- THE DUNGEONS & DRAGONS® BASIC RULEBOOK. IF ritories. From their wilderness bases, they can settle and rule larger YOU DO NOT OWN THE PREVIOUS VOLUME, PUR- areas, bringing civilization to the wilderness. CHASE IT AND READ IT THOROUGHLY BEFORE AT- TEMPTING TO PLAY WITH THE RULES PRESENTED Through the rules of the D&D Expert Set, the campaign area can HERE. be extended to cover an ehtire world. This wider world is limited only by the creativity of DMs and players. It is certain that all will find yet more challenge and enjoyment to come! How To Use This Book This rulebook provides a continuation of the DUNGEONS & Standard Terms Used in This Book DRAGONS® Basic rules, allowing characters to advance to the 14th level and the DMs to expand and vary the adventures pos- This section deals with new terms commonly used in this book. sible for characters. Much of the information given here is new Other terms will be explained in the Glossary at the end of this (monsters, treasures, wilderness, etc.), but other areas expand on book. A large part of these rules deal with adventures in the information already given. Therefore, the reader should feel fa- wilderness. A wilderness is any area that is outdoors. Wilderness miliar and comfortable with the DUNGEONS & DRAGONS® areas include tangled jungles, deep oceans, snow covered moun- Basic rulebook, rereading part or all of it if necessary. tains, vast unexplored plains, ruined cities, and even unfamiliar towns. Next, this book should be read carefully and thoroughly, and the reader should note any new responsibilities or abilities that will When player characters reach 9th level of experience, they have affect his or her role in the game (whether it be DM or player). achieved name level, such as Wizard for magic-users.
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