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2d6 BASIC DUNGEONS

A Pencils & Paper Fantasy Role-Playing Game

Playable With Just a Couple of Six-Sided Dice

by Joe D. Neal Copyright ©2013 Joe D. Neal All Rights Reserved

All Art and Illustrations Copyright ©2013 J.D. Neal Table of Contents INTRODUCTION...... 2 Extreme Heat or Cold...... 34 TREASURE...... 77 Getting Started and Playing...... 2 Falling Damage...... 34 Random Treasure Types Table...... 77 Dice...... 3 Finding Hidden Things...... 34 UNGUARDED TREASURE TABLE...... 78 Who Rolls for What...... 3 Fire Starting...... 34 PERSONAL TREASURE...... 78 The Scale of Bonuses and Penalties...... 3 Food and Fresh Water Needs...... 34 Coins Explained...... 81 CREATING CHARACTERS...... 4 NPC Hirelings And Henchmen...... 36 Gems Explained...... 81 Languages...... 12 Traps...... 36 Jewelry Explained...... 81 EXAMPLE OF CREATING A CHARACTER Treasures Found...... 36 TREASURE MAPS EXPLAINED...... 81 ...... 14 COMBAT...... 36 ABILITY SCORE CHANGES...... 81 SPELLS AND MAGIC...... 15 Morale...... 37 MAGIC ITEMS (IN GENERAL)...... 81 Spell Casting...... 15 Movement in Combat...... 37 Swords...... 81 REVERSED SPELLS...... 16 Spell Attacks...... 37 Intelligent Swords...... 82 CREATING A NEW SPELL...... 16 Unarmed or Weapons Attacks...... 37 Magic Armor and Shields...... 83 CREATING MAGIC ITEMS...... 16 Common Combat Adjustments Table..38 Miscellaneous Magic Items Explained 84 Cleric Spell Lists...... 16 Sleeping, Paralyzed, Held, etc. Targets Miscellaneous Weapons Notes...... 86 Magic-user Spell Lists...... 17 ...... 39 Potions Explained...... 86 CLERIC SPELL DESCRIPTIONS...... 18 Creatures With Immunities...... 39 Rings Explained...... 87 MAGIC-USER SPELL DESCRIPTIONS...20 Damage...... 39 Rods Explained...... 88 THE ADVENTURE...... 29 Healing Damage...... 39 Scrolls Explained...... 88 Details and Descriptions...... 30 Charging and Mounted Combat...... 39 Staves Explained...... 89 Mapping...... 30 Pole Arms and Spears...... 39 Wands Explained...... 89 Time...... 30 Underwater Combat...... 40 ADVENTURE DESIGN...... 90 Movement...... 30 Saving Throws...... 40 Overall Theme...... 90 Becoming Lost...... 31 1D6 Only Damage for PCs...... 41 Introductions, Rumors and Handouts...90 Light...... 31 Dual-Wielding...... 42 Maps...... 90 Applying Force...... 32 Acid, Holy Water, Oil...... 43 Stocking The Adventure...... 91 Disguises...... 32 Poison...... 43 Random Dungeon Stocking...... 92 Doors...... 32 MONSTERS...... 44 APPENDIX...... 94 Encounters...... 32 SPECIAL ATTACK FORMS...... 45 Alternate Armor Class System...... 94 Experience Point Rewards...... 33 MONSTER DESCRIPTIONS...... 46 Glossary...... 94 Foreword I put this together to have a game I can do with as I please, and a fairly traditional fantasy game that uses six-sided dice. This is not a clone, nor a simulacrum, and does not try to recreate any other game. It does, though, strive for the play style evoked by simple games. So, in the tradition of fantasy gaming: grab some dice and paper and friends, and enjoy a romp in the imagination! J.D. Neal 2013

INTRODUCTION

Explore murky dungeons full of traps and obstacles. Battle they are good at. vicious monsters. Cast spells and deal with evil magic. That is what this game is all about! Enjoying the pure escapist 3. The referee introduces the players to the adventure fun of pretending to do things that you normally would not they decided to start with. They pick a starting point and could not do in real life. and tell the players where they are, what they know, You will need: dice, paper, pencils, people, and and other details so they can start making decisions. creativity and imagination. Miniature figures, maps, building blocks, and other materials can be used to depict 4. At that point game play commences. what is going on, but imagination is all one really needs to play. Most of game play is a conversation between the referee and players: the referee describes a situation and Getting Started and Playing the players decide what to do. They play the situation out step-by-step, at whatever 1. Someone must be the referee. The referee needs pace is interesting, skipping trivial details. adventures to play. They can make them up or use The group plays until it runs out of time, then agrees ready-made adventures, changing them as desired. on when and where to get back together and begin play Some referees can make up almost all the details they again, making notes about where the characters were need during play. and what they were doing so they can resume play. Nothing ends the game: if a character dies, it can be 2. The players create characters, who define what

2 replaced however the referee wants. If the players quick, and helps for random tables. complete an adventure, they can start another. If the players get bored, they can start with new ones. die base adder die This is not a sporting game based on competing to see roll die 1 2 3 4 5 6 who wins; it does not have rules stating what can or d12 d6 0 0 0 6 6 6 cannot be done. Most of the game is based on good d12 d6 0 6 0 6 0 6 judgment, common sense, and the personal preferences of d18 d6 0 0 6 6 12 12 the gaming group, not rules. d18 d6 0 6 12 0 6 12 Ultimately, the group decides how it wants to play. d24 d12 0 12 0 12 0 12 The referee enables the free-form style of play by d24 d12 0 0 0 12 12 12 providing the background details and judging player d36 d6 6 12 18 24 30 0 choices. This allows the players to do anything that they d108 d36 0 36 72 0 36 72 can think of that seems reasonable for their character, thus d216 d36 36 72 108 144 180 0 eliminating the need for rules to handle everything. The referee is, in turn, free to create and run any situation The d3d6, d6d6, d3d6d6, and d6d6d6 die rolls are they wish; the only limit is that if they annoy the other examples of ways of making die rolls without having to players, they will be fired and replaced. interpret the dice. The group must be able to get along, and share the game. Likewise, they must be able to use creativity and Who Rolls for What wits to decide what to do. Anyone who needs a formula to follow or waits for someone else to tell them what to do The players can roll the dice for anything that would might see this as a chance to learn to think for themselves. be obvious to them as their character: ability scores, hit The best way to learn how to play is to play the points, to-hit rolls, saving throws, etc. game; if you fail at that, get help from other people who The referee rolls the dice for everything else. This already play. includes secrets: when a character looks for a secret door or hidden person, or listens for noises, the referee makes Dice the die roll, since the result can reveal elements the player should not know. The referee might make secret saving The dash or hyphen "-" is means "to" in number ranges: throws for certain things the players are not aware of; thus 2-12 means "2 to 12". A dash does not always refer asking a player to make a save versus spells (because to a number range: some monsters have "1-1" hit die they are being targeted by a charm spell from a secret which means "1 minus 1" not "1 to 1". location, for example) will immediately put the group on This game only uses six-sided dice. The simplicity of the alert, for example. rolling a couple of dice is offset by the quirkiness of Another example: when a spell or other magic effect rolling 2d6 for everything. As it is, you can roll a d12 has a random duration, the referee rolls. instead of 2d6; mark a die as shown later and you can In the long run, who rolls for what depends on the make a d12 roll using d6s. group's preferences: the referee can allow or disallow So, rather than bog down with die rolling philosophies, anything. Example: if the referee hides monster statistics pick a die roll and concentrate on playing the game for and a battle breaks out, they might make all damage what happens. rolls (including those for the player characters hitting a The abbreviation "d6" means a six-sided die; how foe) and the to-hit and saving throws for monsters. If the many dice to roll and add up is placed in front (2d6 = referee does not hide monster statistics, then they could two; 1d6 = one; etc.). Sometimes the total of a die roll very well let players make the to-hit rolls and saving can be modified by numbers added to ("+") or subtracted throws for monsters they are fighting and are aware of. from ("-") it, or it might be multiplied by ("x") or divided by ("/") a number (or even another die roll, such as The Scale of Bonuses and Penalties 2d6+d3 or d6 x d6). Common die rolls that can be made by division follow. Bonuses, and penalties have a greater effect on the 1 Consider making your own d2s and d3s by coloring out or to 12 scale used by the game than they do on a scale of scratching off the paint on dice with pips (dots). 1 to 20, as shown below. Rolling 2d6 will exaggerate their effect even more. As such, modifiers were softened d2 roll a die - odd numbers = 1, even numbers = 2 to prevent the game from becoming too statistically d3 d6 / 2 rounded up oriented. Good stats are nice, but game play is mainly about creativity, not numbers. Following are examples of die rolls that can be made by interpreting one die and adding it to a base die (the Modifier d12 Scale Closest d20 Equivalent adder die can be interpreted different ways). At first +1 8 1/3% +2 glance, someone spoiled by having d20s may think these +2 16 2/3% +3 die rolls are too much of a bother, but the author finds +3 25% +5 that making these die rolls is actually pretty easy and +4 33 1/3% +7

3 +5 41 1/3% +8

CREATING CHARACTERS

Each player needs at least one character to use, drops below one, the character is dead. If any other although how many and other such details are up to the score drops below one, the character is a mental or group. Character information can be recorded in pencil on physical vegetable, while said score remains below 1. lined notebook paper or on a fill-in-the-blanks character record sheet. PRIME REQUISITES: Each race and class has one or more abilities that serve as prime requisites: 1. Determine the score for each of the six main abilities by rolling three six-sided dice (3d6) once for Race and Class : Prime Requisite(s) each. A score of 9 to 12 is average; anything less is Human Cleric : Wisdom below average; and anything greater above average. If Human Fighter :Strength the scores all tend to be extremely poor, the referee can Human Magic-user : Intelligence allow a re-roll. Human Thief : Dexterity ADJUSTING ABILITY SCORES: Once the player Dwarf Fighter : Strength and Constitution chooses the character's race, human characters can add 1 Dwarf Fighter/Thief : Dexterity, Strength and Constitution point to 2 scores (or 2 points to 1 score). Non-human Dwarf Thief : Dexterity and Constitution characters must subtract 1 point from their highest ability Halfling Fighter : Strength and Dexterity score; randomly roll for which one if there is a tie Halfling Fighter/Thief : Dexterity, Strength and between 2 or more. Use the next highest score if their Constitution Charisma score is the highest; if it ties with others, exclude Halfling Thief : Dexterity and Constitution it from the die roll to pick which one. Elf Fighter : Strength and Intelligence Once the player has chosen a race and class for their Elf Fighter/Magic-user : Strength, Dexterity, Intelligence. character, they will know the prime requisite(s) of the Elf Fighter/Magic-user/Thief : Strength, Dexterity, character, and can adjust ability scores by subtracting 2 Intelligence, Charisma. points from a donor and adding 1 to one of their prime Elf Fighter/Thief : Strength, Dexterity, Intelligence. requisites. Charisma and constitution can never be used Elf Magic-user : Strength, Intelligence, and Dexterity. for this, and dexterity cannot be lowered but can be increased if it is a prime requisite. No score can be The character's score in the prime requite(s) effects reduced to less than 9 this way. how much experience they gain during adventures, as USES OF ABILITY SCORES: Some common uses for shown on the table below. If a character has two or more, ability scores follows, but others can exist, and the referee then the lowest score is used when experience is might come up with interesting ways of using them. Players rewarded. For example, an elven Fighter/Magic-user with can use scores as character guide: "An intelligence of 7? a strength of 17 and intelligence of 10 would not get any My character is not too bright. How I can play her that bonus experience; a human thief with a Dexterity score of way..." 16 adds 10% to the experience the referee rewards: if The referee can call for an ability check to handle the referee gives them 235 experience points they add certain situations where formal "skills" would only waste 23.5 for 258.5. time. A roll of 3d6 is made, and a result equal to or less than the character's relevant ability score applies. Use Prime Requisite Experience Effect 1d6 or 2d6 for easy situations, and 4d6, 6d6, or more Score 1 -5 6-8 9-12 13-15 16-18 dice for a harder situation. Example: a character runs to x.p. -20% -10% x1 +5% +10% jump a chasm: based on the width, footing, and x.p. x.8 x.9 x1 x1.05 x1.1 encumbrance of the character, the referee deems a roll of 5d6 is needed, with anything less than dexterity indicating Score 1-3 4-5 6-8 9-12 13-15 16-17 18 success. Charisma: Use each that applies to a situation. Example: a Morale: 4 5 6 7 8 9 10 player wants to find information by asking around: a 3d6 Reactions -2 -1 -1 0 +1 +1 +2 roll against wisdom might be needed to find a good Retainers 0 1 2 3 4 5 6 source, 4d6 versus charisma to wheedle info out of them Constitution: (the local authorities are cracking down on spies and Hit Point Rolls -3 -2 -1 0 +1 +2 +3 everyone is scared), and 3d6 versus intelligence to see if Poison/Disease Saves -2 -1 -1 0 +1 +1 +2 they misunderstand it or forget it before they write it Dexterity: down. Initiative -2 -1 -1 0 +1 +2 +3 Scores might change temporarily or permanently in Missile To-hit, fighter -2 -1 0 0 +1 +1 +2 play, and hence the adjustments might have to be re- Missile To-hit, other -2 -1 -1 0 0 +1 +2 figured now and then. If the constitution score ever Armor Class -2 -1 0 0 0 +1 +2

4 Score 1-3 4-5 6-8 9-12 13-15 16-17 18 the 1st level of experience and 0 (zero) experience Strength: points. As they gain additional experience points (by Brute Strength -3 -2 -1 0 +1 +2 +3 adventuring), their level will increase. The higher their Melee Damage* -3 -2 -1 0 +1 +2 +3 level, the more capable they are and more heroic they Throwing Damage* -3 -2 -1 0 +1 +2 +3 will be. Melee to-hit, fighter -2 -1 0 0 +1 +1 +2 At 1st level, characters are trained but inexperienced Melee to-hit, other -2 -1 -1 0 0 +1 +2 novices, with little talent beyond what a normal human Wisdom: has. They do not become skilled and heroic until they gain Save vs. Magic** -2 -1 -1 0 +1 +1 +2 higher levels. Detect Lie -3 -2 -1 0 +1 +2 +3 Some people create characters suited for whatever adventure they have; others start characters at higher NOTE: The original uses can be found in the appendices, if levels to make them more heroic and talented. anyone wants them. The above ones are simpler and more At high levels of experience, characters can settle suited to easy game play. down and build strongholds, towers, hide outs and other such dwellings if they so desire. Such things are best left * If the modifier is negative, count a roll that is less than 1 to other games or referee skullduggery. as 1. Not all creatures in the game world are "classed": they do not have an experience level nor adventuring *** Vs mind-influencing magic, such as illusions, charm. class. Ordinary monsters and people function on a basis of hit dice, which determine their hit points, saving throws, Strength indicates whether or not a creature is and to-hit rolls. The chapter on monsters illustrates many stronger or weaker than other creatures of the same monsters and their basic hit dice. general size. The true strength of a creature is its size, which helps determine the damage it can do, the load in 3. Choose a Character Class. Characters are pounds it can carry and so on. To illustrate this: a giant is designed simplistically to make the game easy to play. A stronger (overall) than any human. A giant with a strength character class is not a skill set, but rather a way of score of 10 or 11 is average for a giant, but not playing a character. comparable to a human. Giants can randomly roll a Although they are presented as a specific class, it is higher score, as explained in the chapter on monsters. easy to allow demihumans to be other classes by Magical contrivances such as gauntlets of ogre power, combining their racial traits with the limits and girdles of giant strength, potions of giant strength grant a characteristics of other classes. human a strength score that is off of the scale for normal Humans lack the special abilities of demihumans, but humans use, but not necessarily the true strength and size tend to be simple. In reality, demihumans tend to die as of an ogre or giant. easily as humans during game play. Intelligence is concerned with the ability to learn things and figure out complex technical concepts, not Cleric. Clerics are humans that are the direct servant of a make decisions. It mainly serves to indicate the character's deity and train with them to learn a specific type of spell fitness for the Magic-user class. casting and the ability to turn undead. (Turning undead is Wisdom is how well they understand the practical explained in COMBAT). Their spells are mainly intended concepts of the real world, such as how easily they for healing and protection or utility purposes; they fight recognize a lie or how gullible they are. Its main purpose using weapons and armor. Only Clerics can make potions to judge their fitness for the Cleric class. and spell scrolls that use Cleric spell effects; and there are Dexterity measures the ability to move the body in certain magic items only they can use and make (those part or as a whole with speed and skill. replicating special Cleric spells like healing). Clerics can Constitution is basic health and endurance. wear any type of armor and can use shields. They cannot Charisma is how well they get along with others; a use sharp weapons (arrows, spears, swords, axes, etc.) low score means they tend to come across the wrong way They can only use blunt weapons like maces and slings. all the time and a high score means they know how to be Clerics must faithfully worship and obey their deity, gentile or crude as is needed to be charming. Its use who will be played by the referee. Those who displease assumes they do try to get along with others (bad their deity will suffer punishment, such as penalties to all behavior will in itself result in a negative reaction die rolls, failure to receive spells when trying to memorize outright). Charisma has NOTHING to do with appearance. them, inability to turn undead and so on. If completely Player characters are allowed to be attractive from the cast off by a deity, they still advance as a Cleric, but start, and are "ugly" only if they player chooses so. without any Clerical powers until they find a deity willing Appearance has its own pros and cons that are played to accept them. (A referee who annoys the players by out in the game; a beautiful person might attract playing the deities of their game world like a jackass will unwanted attention, while an ugly one might be slighted be fired and replaced.) by the ignorant. Dwarves are about the same weight as humans, but much 2. Character Experience. Player characters start at shorter (4' tall), thicker, and wider. This means a suit of

5 dwarven armor is radically different than human armor: handed (short sword, hand axe, etc). They can only wield much shorter and wider and/or thicker. Male dwarves one-handed weapons like swords and battle-axes with prize long beards and females take pride in long, two hands, and cannot wield melee weapons that are 2- intricately braided hair. They are often practical and handed for a human. They can only wear small sized ambitious, and sometimes greedy, industriously working to armor, which often isn't easy to find but is lighter. achieve whatever they can. Members of the halfling race: Dwarves can be Fighters (advancing to 12th level maximum) or Thieves (advancing as far as a human thief ● Have better saves than humans of the same class. can), or dual-classed Fighter/Thieves. Dwarves always ● Gain a to-hit bonus of 1 when making missile have Constitution as a prime requisite, in addition to that attacks. of their class(es). ● Gain a bonus of 1 point to their armor class when As a race, dwarves have higher saving throws than meleeing with creatures that are bigger than men. humans of the same class (4 levels higher). They have ● Gain a bonus of 1 to their own initiative. infravision with a 60 foot range (see ADVENTURING, ● Have a 5 in 6 (1 to 5 on 1d6) chance of not being Light). They can detect walls that slide; subtly slanted seen when hiding in brush or other vegetation in an walls and ceilings; traps related to construction such as outdoor setting. pits and falling blocks; and the general age of ● Have a 2 in 6 (1-2 on 1d6) chance of not being construction work (new, old, ancient) on a roll of 1 or 2 on seen when hiding in shadows and other indoors 1d6 (1/3 the time). Each is a separate check, taking situations. about 1 turn (10 minutes) and they must stop and make a concerted effort to check for it. Unless their intelligence is Magic-users are humans who make a living through magic. abysmally low, they also speak the languages of dwarves, While frail and not very capable in combat, they have gnomes, goblins, and kobolds. access to combat spells and their spells can be tellingly deadly and useful. They have no healing spells. They Elves are often as tall as humans, but more slender and cannot wear armor, nor use shields, and their only graceful. They live in wilderness areas outdoors and love weapons allowances are dagger and staff. both magic and nature. There are various magic items only Magic-users can Elves can be Fighters (10th level maximum), Magic- use. At low levels they can create potions and spell scrolls, users (10th level maximum), or Thieves (advancing as far and at 9th level and higher they can begin making items as human can). They can also be dual-classed or triple- such as wands and staves - at least those that are usable classed: Fighter/Magic-user, Fighter/Thief, Magic- by a Magic-user. User/Thief, or Fighter/Magic-user/Thief. Elves always have Intelligence as a prime requisite in addition to their Thieves are humans who make a living stealing. They are class(es)'s prime requisite, with Dexterity an alternate if not the romantic swashbucklers of fiction slicing their way intelligence is already a class requisite and Charisma the through danger and engaging in daring do; such types second alternate if Intelligence and Dexterity are already are Fighters. Nor are they scouts and other such types. A requisites. thief character is in fact a THIEF. Being weak and not As a race, they have infravision with a 60 foot range especially talented, low level thieves will likely try to let and can note secret doors on a roll of 1 or 2 on 1d6 (with other characters do the hard work and then steal the fruits a systematic perusal of the area). They are immune to the of their labor (any low level thief who volunteers to scout ghoul's paralyzing power and (unless their intelligence is the situation out, deal with traps, etc. isn't very bright). abysmally low) they speak the languages of elves, gnolls, Thieves are designed to succeed mainly by being orcs, and hobgoblins. dastardly villains and greedy cowards. They can only wear leather armor at most; cannot use Fighters are humans who make a living fighting, not by shields; but can use any weapon. serving a deity, using magic, nor theft. They are rugged The Thief Skills table shows basic thief skills. and capable, and have the best choices in armor and A 4th or higher level thief has a 5 in 6 (1 to 5 on d6) weapons: they can use any weapon, armor, or shield. chance of decoding cryptic symbols and codes on maps and elsewhere. If they were written in a language the Halflings are 3 to 4 feet tall, weighing 90 to 120 pounds, thief understands, the thief knows their exact meaning as short but stout. They are simple, preferring a soft and such; if they were written in a language the thief does not easy life, and adventuring types are out to gain money so know, the thief at least knows what they are in general they can eventually retire and live comfortably. (warnings; directions; etc.) Failure means the Halflings are usually Fighters (advancing to 8th level symbols/code boggles them, and the thief must gain a maximum), Thief (they can advance as far as humans can), level of experience to try again. or dual classed Fighter/Thief. Halflings always have Starting at the 10th level of experience, a thief can Dexterity as a prime requisite, in addition to their read Magic-user spell scrolls, with a 1 in 6 chance the class(es)'s prime requisite. A halfling Thief has Constitution spell goes wrong and has contrary or otherwise annoying as its second prime requisite. results or simply failing. Given how their ability to At most, they can only use lighter melee weapons one- decipher writings is flawed, there is even a 1 in 6 chance

6 they will misidentify a scroll, thinking it is something other other special cleric functions based on their level in the than what it is. They cannot copy or otherwise manipulate Cleric class, if any. Multiple attacks and any other special said scrolls. advantage for the Fighter class is based on their level in the Fighter class, if any. Magic-users cast spells and RACIAL CLASS AND LEVEL LIMITS: These make the perform other special magic-user functions based on their races different from each other, and favor a human- level in the Magic-user class, if any. Thief functions are oriented game world where humans are the great heroes. based on their level in the Thief class, if any. The Removing them does not have a big effect on game backstabbing ability of a thief applies only to back- (beyond flavor). If you remove them, then consider stabbing (unarmed or with a weapon), not spell casting or allowing humans to multi-class as well, or consider other non-thief abilities. removing multiclassing altogether. They combine weapons allowances (i.e. a Cleric/Magic-user, if allowed by the referee, could use MULTICLASSING (DUAL AND TRIPLE CLASSING): the weapons of a cleric and magic-user). Multiclassing is operating in more than one class at a time. A multiclassed thief cannot wear heavy armor other The class names are separated by a slash, followed by than leather and sneak, hide, etc. A dual or triple-classed the level in each (which can vary). Examples: a dwarven Magic-User (Fighter/Magic-user, Fighter/Magic- Fighter/Thief 12/14 (12th level fighter/14th level thief) user/Thief, etc.) cannot wear better than chain mail armor, or elven Fighter/Magic-user/Thief 10/10/13 (10th level but can use a shield. fighter, 10th level Magic-user, 13th Level thief). Some If the gamers use weapons proficiencies or introduces options (such as Cleric/Fighter) are mentioned here in any other such concept, they should be based on the level case the group introduces races to their game which allow of the most advantageous class. them, such as half-orcs and half-elves. Multiclassing is mainly intended to help make 4. Spells and magic. Clerics and Magic-users should demihumans different from humans, and to compensate determine their spell casting ability and choose initial some for level limits. Demihumans can advance as far as spells, per the following chapter. Magic-users will need to humans can as a thief, giving players who enjoy start recording the spells they have written formulas for. demihuman an option for high level game play if they want to keep advancing. 5. Hit points (h.p.) are used to determine how much Some multi-class options water down the benefits quiet damage a character can take before being killed. a bit (such as a Cleric/Fighter). Monsters get 2-7 (1d6) hit points per hit die (1d6+1); A multi-classed character can only do one thing at a 1/2 hit monsters get 1-4 (roll d6+1 and divide by 2, or time, just like any other character. Yes, a Fighter/Magic- roll a d6 and reroll 5 or 6; or count 5 as 2 and 6 as 3). A user is a nice combination, but they cannot cast a spell and 1-1 hit die monster would get a roll of a d6 for hit points. attack in the same round. Player characters receive hit points according to their Multiclassed characters start with 0 experience points class and experience level. and the 1st level in each class. They divide experience They make a die roll each time they gain a level of points evenly among each class, even if they max out in experience from 1 to 9 and a set number thereafter, as one classes' level. A Dwarf Fighter/Thief with 1,600,000 shown on the class experience table. Thus, 1st level Magic- x.p.s would divide them between classes, having 800,000 users and Thieves start with 1-5 (1d6-1; count 0 as 1); as a fighter (but only be 12th level due to the racial level Clerics start with 1-6 at 1st level; and Fighters start with limit of 12) and 800,000 as a thief (14th level), and thus 2-7 (1d6+1) at 1st level. When a character reaches 2nd be a Fighter/Thief 12/14. level, they make the same die roll again, adding the result Prime requisite modifiers for experience apply only to to their total hit points. the share for each class (i.e., a Fighter/Thief with a The constitution modifier for hit points is applied to strength of 11 and Dexterity of 17 only gets a bonus to each die roll. If it is a penalty, apply it to the d6 itself, the share for the Thief). count anything less than 1 as 1, then add the class At first level, the character rolls hit points for each modifier (if any). To illustrate: a fighter with a -2 penalty class and divides the result by the number of classes, who rolls a 1 on a d6 starts with 1, and then adds 1 for retaining fractions. A creature with 1/2 or 1/3 hit point being a fighter, for 2. left is still alive. Each time they gain a level in any class, Starting at level 10, they stop rolling for hit points and they roll for hit points for that class and divide by the total gain a set number per level: Magic-users and Thieves get classes, retaining fractions. When they start gaining set hit 1 hit point per level; Clerics get 2 hit point per level; and points in a class, divide them by the number of classes. Fighters get 3 hit points per level. The Constitution The constitution modifier for hit points for fighters modifier is no longer applied. applies only to the hit points rolled for the fighter class. Note that normal humans, elves, dwarves, etc. are 1 hit They make saving throws based on their highest level. die creatures if they are fighting types; 1/2 if they are To-hit rolls are based on the highest level in whichever ordinary/sedentary. class benefits them most. Class specific abilities are based on their level in that 6. Armor class determines how hard a character is to class. To whit: Clerics cast spells, turn undead, and perform hit with common attacks, such as weapons or when

7 unarmed, and is determined by the body armor worn, lawful-evil beings cease being evil, for example. shield if used, dexterity score, and other factors like Consider a group of adventurers faced by deadly magic items that increase protection. There is a table foes, who will almost certainly overwhelm them. showing the effect of body armor in the discussion of equipment that follows; an unarmored person has an Lawful members will defend the group with their life if armor class of 6, while protection increases the armor need be. If surrender is the only reasonable outcome, class number. they will try to make sure it goes off as well as possible for everyone in the group. 7. Saving throws help handle special situations like resistance to poison or mind controlling spells. To-hit roll Chaotic characters will take advantage of the situation modifiers indicate how skilled a character is in using to their own benefit, backstabbing allies and joining weapons or fighting unarmed. These depend on the the enemies if need be, stealing items and fleeing if character race, class, and experience level. Refer to the they can, and so on. chapter on COMBAT for related tables. If fighting seems useful, neutral characters will do so, 8. Alignment indicates a character's basic moral and otherwise they surrender immediately. They neither social outlook. Lawful beings place the needs of the sacrifice for the better of others, nor will they use the group over their own needs, opposing chaos for its situation to profit from others. destructiveness and self-interest. They tend to be loyal and trustworthy. Chaotics create chaos wherever they go 9. Money and Gear. To determine how much money by being selfish, concerned only with their own well-being, each character starts with, roll three six-sided dice and and often taking whatever opportunity they can to profit multiply the total by 10 (3d6 x 10) for a result of 30 to from the losses of others. They tend to be treacherous and 180, with 100 to 110 average. These are gold pieces deceitful, ruling others by threat if they can and resisting (g.p.) and can be used to buy adventuring gear and/or being ruled by others. Neutrals are normal people. They saved for other uses. work with others if it is helpful, and they will obey orders to a degree, but they do not necessarily place the needs 10. Movement. Once a character has gear, add up of the group over their own when things turn sour. Nor do the weight and determine how fast it can move and how they tend to cause as many problems and be so self- much treasure it can carry. See the chapter on centered as chaotics. ADVENTURING. Morality determines a character or creatures overall actions and how well they get together: a lawful-good 11. Finish. Most details are left to the player. Some being does not get along with (let alone obey or people enjoy complex back stories, but many people otherwise associate with) lawful-evil beings, unless the prefer to create a back story through play. CHARACTER CLASS EXPERIENCE TABLE Cleric Fighter Exp. d6 Exp. d6 + 1 Magic-User d6-1 Thief d6-1 Level x.p.s Hit Dice x.p.s Hit Dice x.p. Hit Dice x.p. Hit Dice 1 0 1 0 1 0 1 0 1 2 1,500 2 2,000 2 2,500 2 1,200 2 3 3,000 3 4,000 3 5,000 3 2,400 3 4 6,000 4 8,000 4 10,000 4 4,800 4 5 12,000 5 16,000 5 20,000 5 9,600 5 6 25,000 6 32,000 6 40,000 6 20,000 6 7 50,000 7 64,000 7 80,000 7 40,000 7 8 100,000 8 120,000 8 150,000 8 80,000 8 9 200,000 9 240,000 9 300,000 9 160,000 9 10* 300,000 +2 hp 360,000 +3 hp 450,000 +1 hp 280,000 +1 hp 11* 400,000 +4 hp 480,000 +6 hp 600,000 +2 hp 400,000 +2 hp 12* 500,000 +6 hp 600,000 +9 hp 750,000 +3 hp 520,000 +3 hp 13* 600,000 +8 hp 720,000 +12 hp 900,000 +3 hp 640,000 +3 hp 14* 700,000 +10 hp 840,000 +15 hp 1,050,00 +5 hp 760,000 +5 hp +100,000 +2 hp +120,000 +3 hp +150,000 +1 h.p. +120,000 +1 h.p.

8 SPELL CAPACITY TABLE BY CLASS Cleric Magic-user Cleric Magic-user X. Spell Level & Spell Slots X. Spell Level & Spell Slots L. 1 3 5 7 9 11 15 1 3 5 7 9 11 15 18 21 L. 1 3 5 7 9 11 15 1 3 5 7 9 11 15 18 21 1 1 ------2 ------19 8 7 6 5 4 4 3 8 6 6 5 4 4 2 2 - 2 2 ------3 ------20 8 7 7 5 5 4 3 8 7 6 5 4 4 3 2 - 3 2 1 - - - - - 3 1 ------21 9 8 7 6 5 4 3 8 7 6 6 5 4 3 2 1 4 2 2 - - - - - 3 2 ------22 9 8 7 6 5 5 3 8 8 6 6 5 4 3 2 2 5 2 2 1 - - - - 3 2 1 ------23 9 8 7 6 5 5 4 8 8 7 7 5 5 4 3 2 6 3 3 2 - - - - 3 2 2 ------24 9 8 7 7 6 5 4 9 8 7 7 6 5 4 3 2 7 4 3 2 1 - - - 4 3 2 1 - - - - - 25 9 9 8 7 6 6 4 9 8 8 7 6 5 4 4 3 8 4 3 3 2 - - - 4 3 2 2 - - - - - 26 9 9 8 7 6 6 5 9 9 8 8 6 5 5 4 3 9 5 4 3 2 1 - - 4 4 3 2 1 - - - - 27 9 9 8 7 6 6 5 9 9 9 8 6 5 5 5 4 10 5 4 3 3 2 - - 4 4 3 3 2 - - - - 28 9 9 8 7 7 6 6 9 9 9 8 6 6 6 5 4 11 5 5 3 3 2 1 - 5 4 3 3 2 1 - - - 29 9 9 9 8 7 6 6 9 9 9 9 7 6 6 5 5 12 5 5 4 3 3 1 - 5 4 4 3 2 1 - - - 30 9 9 9 8 8 7 6 9 9 9 9 8 7 6 6 5 13 6 5 4 4 3 2 - 6 5 4 3 2 2 - - - 31 9 9 9 9 8 7 7 9 9 9 9 8 8 7 6 6 14 6 6 5 4 3 3 - 6 5 4 4 3 2 - - - 32 9 9 9 9 8 8 7 9 9 9 9 8 8 8 7 6 15 7 6 5 4 3 3 1 6 5 4 4 3 2 1 - - 33 9 9 9 9 9 8 7 9 9 9 9 8 8 8 7 7 16 7 6 5 5 3 3 2 6 6 5 4 3 2 2 - - 34 9 9 9 9 9 8 8 9 9 9 9 9 9 8 8 7 17 7 6 6 5 4 3 2 7 6 5 5 4 3 2 - - 35 9 9 9 9 9 9 8 9 9 9 9 9 9 9 8 8 18 8 6 6 5 4 4 2 7 6 5 5 4 3 2 1 - 36 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9

THIEF SKILLS TABLE Climb Disarm Find Hear Hide In Move Open Pick X.L. Wall Trap Trap Noise Shadows Silently Lock Pocket 1 10 4 4 4 4 4 3 2 2 11 4 4 4 5 5 4 3 3 11 5 5 5 5 5 4 4 4 11 5 5 5 6 6 5 4 5 11 6 6 6 6 6 5 5 6 12 6 6 6 7 7 6 5 7 12 7 7 7 7 7 6 7 8 12 7 7 7 8 8 7 8 9 12 8 8 8 8 8 7 9 10 13 8 8 8 9 9 8 10 11 13 9 9 9 9 9 8 11 12 13 9 9 9 10 10 9 13 13 13 10 10 10 10 10 9 14 14 14 10 10 10 11 11 10 15 15 14 11 11 11 11 11 10 16 16 14 11 11 11 12 12 11 17

* Subtract 1 for each 2 levels the thief is higher than the victim. Add 1 for each 2 levels the victim is higher than the thief. Non-Thief Abilities Table Climb Disarm Find Find Find Hear Hide In Hide in Move Open Pick Race Wall Trap Hider Secret Door Trap Noise* Woods Shadows Silently Locks Pockets Dwarf 1 (-1) 1-2 (+1) 1 1 1-2 (+1) 1-2 (+1) 1-2 1 1 1-2 (+1) 1 (-1) Elf 1 1 (-1) 1 1-2 (+1) 1 1-2 (+1) 1-2 1 1 1 (-1) 1 Halfling 1 (-1) 1 1 1 1 1-2 (+1) 1-5 (+3) 1-2 (+1) 1 1 (-1) 1 Human 1 1 1 1 1 1 1-2 1 1 1 1

The Non-Thief Abilities Table shows the basic chance and applies to the thief skills table. of success for non-thief characters: a d6 is rolled and anything less than or equal to the number shown indicates The Thief Skills Table applies only to thieves, and is success. Pluses and minuses in parenthesis are applied if based on a human thief. If a non-human is allowed to the demihuman character is allowed to become a thief, become a thief, look at the Non-Thief Abilities Table: if

9 there is a number in parenthesis on that table, it is used as from 3 feats, or 3 from 1. a bonus or penalty to that skill for the demihuman when Keep track of these applications. they try to thieve. Note that differences are NOT If the referee insists on allowing wisdom to be applied doubled, as demihumans tend to be less fit than a human (as in being cunning and understanding things better or for thieving. Example: a 1st level elven thief will disarm a worse than normal), a score of 18 gives a bonus of 1 to trap on a 3 or less rather than 4 (4 - 1 = 3) while they one finding talent and anything less than 9 gives a hear noises on a 5 or less (4 + 1 = 5); they would have penalty of 1 to one. Intelligence is the ability to learn, not the same chance of finding a trap as a human thief. the ability to figure out where things are and does not A roll of two dice (2d6) is made: a 2 always fails, but apply. a 12 does not always succeed (the referee can decide that it does in some cases, but there can be cases when it Backstab. Thieves get a +2 to-hit bonus and do an will not). Otherwise, success is indicated by any roll less extra die (1d6) damage when they surprise a victim and than or equal to the number given. score a hit from behind using weapons or unarmed. At Many of these die rolls are intended to be made by levels 5 to 8 the additional damage increases to two dice the referee (such as when searching), which is why "lower (2d6), at levels 9 to 12 three dice (3d6), etc. If the is better" rolling is used; the group can flip the number players prefer to run thieves for this reason and use them (14 - number needed) if they want to roll the number or for nothing but fighting, consider letting Fighters get this, higher. too. Numbers that exceed 12 are given in case modifiers Climb Walls is used to climb steep surfaces with few effect the situation. hand and foot holds without tools. Normal climbing speeds The chance of success is intended for an almost are 1/6 normal walking speeds. A check is made halfway impossible situation, and modifiers should add to the up each leg of a climb (at least once per climb) and chance, not penalize it (except picking pockets). failure will likely mean a fall (see falling damage in Keep in mind that failures can be disastrous. A non- ADVENTURING). thief who blithely tries to pick everyone's pocket obviously Disarm Trap. The referee can design various traps; a does not realize that if they fail (which is almost simple trap might be disarmed easily without a die roll; guaranteed) they will be jailed, loose a hand, or be others might allow multiple tries; a complex trap might beheaded. appear to be disarmed, but only trying to trigger it Ability scores do not directly modify the chance of reveals its true status. Likewise, some traps might trigger success (that would favor dexterity far too much). If the when a failure results; others might require certain levels gamers want to apply abilities then: of failure (3 or so over the number needed). Find Hider, Secret Door, or Trap. These are split up to ● The "finding" talents and hear noise chance are allow for more variance between races and classes. The based entirely on the acuity of senses, which is NOT correct physical action will find something without a die measured by dexterity, nor any other ability, and roll being needed. A secret door can be found by causing hence they are not effected by any ability. it to open; a trap can be found by setting it off; someone hidden in the darkness can be found by shining light over ● Strength does not effect climbing (except in the the place they are hidden. sense that a strong person can carry more and move Die rolls measure the character's ability to detect faint faster). If someone has to pull themselves up over a clues, to find things with their eyesight. The searcher must ledge (or engage in any other feat of strength), that is look in the right place. Complete concealment can prevent a brute strength roll (see Applying Force in the them from seeing anything (they can't see a trap behind a chapter on Adventuring for basic ideas) and it is made solid wall nor someone hidden in complete darkness). in addition to a check versus the climbing skill. Ditto, Usually only one check is allowed and a search takes a strength does not effect swimming, etc. turn (10 minutes), but this can vary by how the referee designs the trap. Only physical abilities can be effected: climbing, Find Hider is the chance of someone using their senses hiding, disarming, opening locks, moving silently, or to detect someone or something that is hiding, when they picking pockets. Look up the number of points the cannot or do not do something that automatically reveals character gets due to their Dexterity score. them. Find Secret Door. This is the chance of finding clues Dexterity Score 1-3 4-5 6-8 9-12 13-15 16-17 18 leading to both concealed and secret doors. A secret Points -3 -2 -1 0 +1 +2 +3 door is a panel designed to blend in with a surface. A successful "find secret door" check would reveal clues such These points are distributed among the physical fine cracks outlining of the "door". A concealed door is a abilities as the player wishes. For example, a player trap door under a carpet, a door behind a book case, whose character has a score of 16 can add 1 point to 2 etc.; if someone looks behind or removes what is thief feats, or 2 to 1. If the score dropped to 3 (such as concealing it, they will see it immediately. A successful due to some magical attack), they would subtract 1 point "find secret door" check would reveal clues such as an uneven shape in the carpet over a trap door or scuff

10 marks where a book case has been moved aside 1 1 Bugbear 3 1 Centaur 5 1 Unicorn frequently. 2 Gnoll 2 Harpy 2 Dopplegange Find Trap. Usually only one check is allowed and a r search takes a turn (10 minutes), but this can vary by how 3 Goblin 3 Lizard Man 3 Dragon* the referee designs the trap. 4 Hobgoblin 4 Medusa 4 Gargoyle Hear Noise is the chance of hearing faint noises. How 5 Kobold 5 Minotaur 5 Giant* loud any noise is and how far away it might be heard is 6 Orc 6 Ogre 6 Troll up to the referee. Hide in Shadows is the chance of hiding with thin 2 1 Dwarvish 4 1 Dryad 6 Choose or roll shadows or other minor concealment. Success means they 2 Elvish 2 Nixie again cannot be seen in passing; failure means there is a chance 3 Gnome 3 Pixie of them being seen in passing. An active search that 4 Halfling 4 Sprite removes their concealment or looks behind it will find 5 Human Dialect 5 Treant them. Modifiers should improve the chance of success. 6 Choose or roll 6 Troglodyte Hide in Woods is split out mainly due to halflings, and again is the chance of hiding amid brush and other cover that is much more substantial than shadows, but not complete. * Randomly roll or pick a specific type. See the discussion Move Silently is the chance of moving without making of magic items like potions of control or items of slaying. any noise; failure means they can be heard, perhaps by a hear noise roll, or if the roll greatly exceeds what is Cost of Weapons and Equipment needed for success. Open Locks can be used to try to pick common key Armor Standard Halfling Barding locks; each attempt takes 10 minutes and repeats are Item gp Pounds gp lb. gp lb. allowed. Hurrying adds a penalty: 5 minutes -1; 1 minute Chain Mail 50 40 40 30 100 80 -2; 10 seconds -3. Mechanical puzzle locks usually only Leather 25 20 20 15 50 40 allow 1 attempt and failure means the thief must gain a Plate 75 50 60 40 150 100 level to try again. Magical enclosures might be opened Buckler 5 3 - - - - with a penalty and have to be re-opened each time they Shield 10 10 - - - - are accessed (failure means the magic changes and the Tower Shield 15 20 - - - - thief must gain a level before trying again.) Pick Pockets is used for picking pockets, shop lifting, Dwarf armor weighs and costs as much as human armor, searching someone unnoticed, placing items on someone but is much shorter and broader/deep. Elf armor weighs unnoticed, etc. It assumes an alert and wary person. In and costs as much as human. general, any roll that is 2 points or higher than the number needed means the victim noted the attempt and hence can Armor Type Armor Class attack, grab them, etc. Many ordinary townpeople are None 6 poor and crowd-scrounging risks jail, death, loosing a None and shield 7 hand, or other penalties for little reward; most pick- Leather Armor 7 pockets are kids and beggars, spending all day trying to Leather Armor and shield 8 find someone they can lift something good from, and often Chain Mail Armor 8 going home hungry. Most are well known by the police Chain Mail Armor and shield 9 and have to keep hidden to avoid arrest. Plate Armor 9 Someone who has been stolen from will notice the theft Plate Armor and shield 10 within 1 to 6 turns (10 to 60 minutes), perhaps 1 to 6 hours if very busy, and only 1 to 6 days if they are going Shield add 1 through some personal trauma. Shopkeepers will note a Buckler add 1 for melee only (0 for loss in as little as 1 to 6 minutes. missile defense)

See the chapter on combat for shield usage. Languages "Common" is a language spoken by many humans to facilitate trade and politics over a wide area. Perhaps 1 in 6 creatures know common if they speak any language. Player characters know common if their intelligence allows it. Examples of other languages in a typical game world are:

11 * Considered blunt for game purposes.

Bastard Sword: does not suffer a -1 to-hit penalty when gripped 2-handed. Rapier: +1 to-hit and +1 to initiative, less damage than a normal sword. Staff sling: mainly for throwing bottles and such..

COMMON GEAR Cost in Weight Item g.p. pounds Backpack 50# capacity 5 2 Crowbar 10 5 Flask of oil 2 1 Flint & steel 1 1 Garlic 5 1 WEAPONS Grappling Hook 25 10 Weight Hammer (small) 2 2 Item g.p. Cost Pounds Holy Symbol 25 1 Arrow, 1 silver-tipped 5 1/5 Holy Water (1 vial) 25 1 Arrow, Quiver of 20 5 4 Iron Spikes (10) 1 1 Axe, 2-Handed 12 8 Lantern 10 5 Axe, Battle 7 3 Mirror, hand-sized 5 1 Axe, Hand 4 2 Pole, Wooden, 10' long - 5 Axe, Hatchet 2 1 Rations, Iron (1 person/1 week) 15 14 Bow, Composite 50 3 Rations, Iron (1 person/1 day) 3 2 Bow, Long 40 3 Rations, Standard (1 week) 5 14 Bow, Short 25 2 Rations, Standard (1 day) 1 2 Hand XBow darts 20 5 2 Rope, 50' length 1 5 Club* - 3 Sack, Small 25# capacity 1 s.p. 1/4 Crossbow 30 7 Sack, Large 100 # capacity 3 s.p. 1 Crossbow, 2-Limb 50 9 Stakes (3) and Mallet 2 5 Crossbow, Hand 10 3 Thief Light 5 1 Crossbow, Heavy 50 9 Thieves' Tools 25 2 Crossbow, Repeating 20 6 Tinder Box, flint & steel 3 3 Dagger 3 1 Torch, each 2 s.p. 1 Dagger, Silver 30 1 Torches, 5 1 5 Flail, 2-Handed* 10 8 Water/Wine Skin, quart capacity 1 s.p. 1/10 Flail* 6 3 Water/Wine Skin, gallon capacity 1 1 Javelin 2 2 Wine (1 quart) 1 2 Lance (two-handed) 5 20 Wolfsbane (1 bunch) 10 1 Mace, 2-handed* 9 8 Mace* 5 3 Treasures: Maul (two-handed)* 8 8 Coin (any type) varies * Morningstar (two-handed) 8 8 Gem varies * Pole Arm (two-handed) 11 8 Jewelry (1 piece) varies 1 Quarrel, 1 silver-tipped 5 1/5 Potion varies 1 Quarrel, Case of 30 7 6 Rod varies 3 Sling bullets, 20* 1 4 Scroll varies 1 Sling with 30 Sling Stones* 1 1 + 6 Staff varies 5 Spear 3 4 Wand varies 1 Staff (two-handed)* - 3 * As the referee decides: 10, 50, or 100 per pound, for Staff sling (hand catapult)* 2 4 example. Sword (normal) 10 3 Sword, 2-handed Sword 15 8 Common Transport Sword, Bastard 12 4 Item Cost in gp Sword, Rapier 12 3 Camel 100 Sword, Short 7 2 Canoe 50 War Hammer, two-handed* 10 8 Cart (2 wheels) 100 War Hammer* 6 3 Chariot, light (2 crew) 150 Chariot, heavy (3-4 crew) 250

12 Donkey 50 capacity is for items such as steel, and rocks; feathers and Horses: cloth might occupy twice as much space as they weight (or Draft 40 more), while gold and lead might occupy half the space Pony 50 they weigh. Riding 75 Cart, Wagons, etc. These narrow-wheeled vehicles can War 250 only move at a reasonable pace across hard ground: they Mule 60 bog down in wet, muddy areas and soft soil like sand. Light riding saddle 15 Armies often bring food, equipment, and payroll in a Saddle and Bridle 25 baggage train, and hence empires that build stone faced Saddle Bags, 30# 5 roads can shift troops rapidly over wide areas. The base Wagon (4 wheels) 200 speed of all vehicles is 240' when pulled by draft and 120' if pulled by humans. The number of draft TABLE HEADINGS animals determines how much of the maximum capacity it Cost/Price: Most prices are in gold coins, unless can carry and the maximum speed. Numerous animals do marked "s.p." (silver coin) or "c.p." (copper coin). not increase capacity, but can reduce the load each pulls Economics are simple: the price of anything depends on such that they can travel faster for longer periods. how hard it is to acquire. That is a combination of raw materials availability and the technology used to produce Vehicle Capacity Speed and distribute goods, offset by demand (more people Cart 1/2 ton 6 wanting something generates more demand, which usually Wagon, small 1 ton 6 means it is harder to get an item). Irrational demand and Wagon, large 2 tons 6 personal values are in addition. The referee can set prices Wagon, cargo 5 tons 6 based on the overall technology of the game world by category: wood product, clothing, steel items, glass items, Crowbar. A solid steel rod about 3' long and 2 or 3 etc. inches thick, tempered for extreme strength used for Weight: In pounds and shows some items tend to be prying open items. heavier than others. Being exact is not necessary. Garlic. Garlic will repel and annoy vampires, although they are allowed a save versus poison to ignore it. Equipment Explanations Several pounds are needed to ward one person. It turns Note that many items are not described because their to runny mush in as little as a month, loosing much of its uses should be worked out during play by the group. See pungency. the discussions of Fire Starting and Light in the chapter on Grappling Hook. Made of strong, tempered steel, a Adventuring for related items. hook lets a person throw a rope a long distance (60' - Many items are not included because the characters 90'; a rope alone will not reach very far). The tines help already own, can find, can make, or can cheaply acquire snag something to catch hold. Wooden planks, rocks and them. Those who enjoy making up tedious lists of minor other improvisations might be used, but there is far less of items can have fun doing so. a chance of getting a grip and they slip easier. The referee sets the technological standards of the Hammer (small). A common utility hammer with cast game world. Some people try to model their game iron head for driving nails and other hard iron objects. world's technology on medieval Earth. Others prefer Holy Symbol. While ordinary people can buy cheap game worlds that have no semblance to Earth and they symbols of faith, a Cleric requires a holy symbol created create their own technological standards based on a from mystic materials and attuned to their own essence in supply of raw materials and technological achievement of order to cast spells, turn undead, and otherwise use their own devising. Many technology advancements have special powers. They cannot share holy symbols and they nothing to do with modern technology and involve nothing cannot have more than one; if they loose their symbol, but simple observation and experimentation. Add in the they must find a church, temple, or other sanctified idea that the game world has numerous intelligent location that will allow them to attune themselves to a new and more brain power and manpower than "Medieval" symbol. Earth ever did. Glass and steel might be very cheap in Holy Water. High level Clerics can "bless" water and the game world simply because the populace has learned turn it holy. It's primary function is to damage undead simple mass production methods, or because raw materials beings as if it were acid. are plentiful and thousands of years of effort have led to Iron Spikes. These thick, strong iron spikes are strong a stockpile of scrap material and durable goods. and useful as climbing pitons, to help nail shut doors, and other purposes. Backpack, sack, etc. Containers have their basic Mirror. Whether this is silver-backed glass or highly capacity after their name, indicated by the pound sign polished bronze or steel is up to the referee. Mirrors (#). Whether they are made of leather, tough cloth, soft require bright light to reflect an image. cloth, and their general use has to be decided by the Pole, Wooden (10' long). In areas where wood is group. To account for various masses: the standard plentiful, characters can cut their own poles. This is a flimsy, long stick, not a spear haft nor a quarterstaff.

13 Rations. See the discussion of Food and Water Needs The basic modifiers are as follows: in the chapter on Adventuring. Rope (50' length). A thick, strong rope made of plant Strength 14 +1 brute strength fibers or hair. The exact fibers are up to the Intelligence 6 -2, Can read and write their racial referee: 2 people and basic gear = 500 pounds, 4 = language poorly; can speak it well 1,000 pounds, etc. enough; can speak common poorly. Stakes and Mallet. In areas where wood is plentiful, Wisdom 10 0 (none) the characters can cut their own stakes. Indeed, most Dexterity 14 +1 initiative, missile to-hit people who cannot afford a steel or iron hammer from a Constitution 12 0 (none) smith will make their own wooden mallet: it is easily split Charisma 15 reactions 0, # retainers 4, morale of 8 or tore by nails, but cheap. A true maul is a wooden hammer made by people who cannot afford iron to use in They start at the 1st level with "0" experience points splitting wood and for other purposes. and need 2,000 x.p.s to become 2nd level. Thieves' Tools. A collection of clever tools used for The player rolls 1d6+2 to see how many hit points opening locks, disarming traps, etc. they start with, getting a 4 on the die itself and adding 2 Water/Wineskin. This leak-proof container of hide or on the other, for a total of 6. They do not have a a bladder can hold a quart (larger types might hold a constitution modifier for hit points. gallon). See the discussion of Food and Water Needs in The player chooses neutral as their alignment. the chapter on Adventuring. Rolling three dice and multiplying the total by ten Wolvesbane. A hit in close combat on a lycanthrope (3d6 x 10) to see how much gold they have to start with, (were-creatures) by this unusual herb means the were- they get 80. With such a limited budget they opt for: creature must save versus poison or be driven away for 1- 6 (1d6) hours. It looses effectiveness after a month or so. Chain mail armor AC 8 50 g.p. 40 lb Shield adds 1 to AC 10 10 EXAMPLE OF CREATING A CHARACTER Sword 1d6+1 damage 10 3 Dagger 1d6-1 damage 3 1 A roll of 3d6 is made for each ability with a result of: 2 x small sacks 2 s.p. 1/2 5 torches 1 5 Strength 14 74 g.p. 2 s.p. 59.5 Intelligence 6 Wisdom 10 Having spent 74 g.p. and 2 s.p. they are left with 5 Dexterity 5 g.p. and 8 silver pieces. Constitution 12 They already noted the basic effects of armor and Charisma 15 shield, and can quickly calculate their base armor class as 8 (8 for chain armor, adding 0 for dexterity) and 9 with a The character is fairly decent, except the intelligence shield. and dexterity scores: the player wants to be a human A first level Fighter has a +1 to-hit bonus. Their Fighter, so the referee allows a re-roll of dexterity, and strength modifier is +1 so they get a +2 bonus in melee; the dice give a result of 14. The scores are now: their dexterity modifier is also 1 so they get a +2 bonus with missile attacks. Strength 14 They look up and record their saving throws as follows, Intelligence 6 based on being a 1st level character. As a Fighter, they Wisdom 10 get a bonus of 1 to all saves. Dexterity 14 Constitution 12 Paralysis, Rods, Charisma 15 Death Ray Magic Turn to Dragon Staves, Level Poison Wand Stone Breath Spells Note that these scores prevent them from scavenging 1-2 6 7 7 8 8 any points to increase their prime requisite. If intelligence was 16 rather than 6, they might (for example) reduce it With basic character information figured out, they 6 points to 10 in order to add 3 to strength for a strength choose a character name of Rolfe and are ready to start score of 17. play.

SPELLS AND MAGIC

level as the space. The class tables show how many spells Clerics and It takes 10 minutes to memorize a spell. Magic-users can memorize at one time. Each memory Clerics memorize spells by praying to their deity; if space can only hold one spell and it must be the same they are in good standing, the formulation for the spell is

14 placed in memory. saving throws and to-hit rolls do not apply to them (such Magic-users must study written formulas to memorize as a healing spell or detect magic spell). A few (mostly spells, and must have good light to read them by. They melee combat spells) require a to-hit roll; others will start four such formulas for 1st level spells: read magic effect any creature that is within its area of effect, and (very useful for gaining more formulas), one randomly which meets any other criteria. Sometimes a victim can rolled spell, and two the player can choose. Each time avoid a spell with a successful saving throw; at other times they gain a level of experience, they gain one more a successful saving throw may result in a reduction in the formula for a spell of a level they can cast, created effect. through research. If they find a formula written by another Magic-user, they can cast the read magic spell on it to see Reversed Spells what it is, then (if they have the time, ink and paper) copy it. The owner (if present) might charge a fee or make Various spells have useful and opposite applications, other demands. such as a darkness spell which engulfs an area in darkness rather than light, or a cause light wounds spell. Creating A New Spell If the referee approves a new spell, they can decide The paper needed to record one level of a spell costs whether it is already known and hence need only be 1 g.p. and weighs 1/10 pound; the magic ink needed to added to the spell lists, or whether it has to be figured record one level of a spell costs 100 g.p. and weighs out. 1/10 pound. Below are some common blank spell book Cleric spell formulations are created by their deity, types (the pages are tied in and can be easily removed who may require various materials (hence money) and and swapped around). quests to find various items. If the deity does create a formula, they share it as they see fit - the Cleric has no Capacity Price Weight input. 30 spell levels 30 g.p. 3 # Magic-users have to figure them out on their own. This 50 spell levels 50 g.p. 5 # can take weeks of research and great expense: 100 to 100 spell levels 100 g.p. 10# 600 g.p. per spell level or more, as the referee desires. Once they figure out a new spell, the creator can keep it The above assumes written formulas are not and secret or share it as they wish. cannot be used as spell scrolls (nor can spell scrolls be used as written formulas). If the gaming group prefers to Creating Magic Items treat them as the same thing; they should use the same price for both, such as 300 or 1,000 g.p. per spell level. It isn't that hard to give consumable magic items (potions, spell scrolls, magic arrows, etc.) a low price since Spell Casting they are used only once. Durable magic items pose a problem: if making one is When a spell is cast, the memory space it was in is a matter of spending gold, characters might get rich erased and drained of energy. A good night's sleep making and selling them, or sell one item to gain a chunk recharges the slot, but it is blank; a spell must be of change and then use it to buy into another. memorized into it to use it again. To assign a gold piece value, look at how each item Clerics must use their holy symbol in one hand to cast functions compared to others and work out a price based spells. on which ones the referee wants to be common, and which Someone who is bound and gagged or otherwise ones they want to be rare and expensive. Should a +1 unable to speak and/or make gestures cannot cast spells. sword cost 2,000 g.p.? Or 5,000? What should a wand Only one spell can cast per round and doing so takes or staff cost? the character's action that round. Then compare a base item to similar items: if a sword Read each description to see how each spell functions. +1 costs so much gold, what would a dagger, short sword, Spells have various ranges: "touch" means the caster bastard sword, and two-handed sword cost? How do axes must touch someone (and can touch themselves), while and other weapons compare to swords? To whit, picking a "caster only" means that only the caster is effected. price for plate armor +1 helps define a price for chain All spells take place immediately when cast. Some and leather. (like healing spells, fireball, and create food) create a This game originally had a pricing scheme, but the natural effect in a second or two and then end. Others result tended to be the author's whimsy and it was far less may have a duration of rounds (10 seconds), turns (10 fantastic than desired: it invoked a world of shopping minutes each), hours, days, and so on. Some may last as malls and warehouses, not a world of monsters and magic. long as the caster concentrates; or until they are To make the game more fantastic and primitive, triggered; or until they are countered by such things as a consider the idea that magic items are made one at a dispel magic spell, a saving throw, or anti-magic effects. time by finding the materials needed and then laying on Some spells are helpful or otherwise not harmful and enchantments to create the item itself. They are not bought

15 at shops! A Magic-user might buy a simple ball of crystal common items might take a month or even just a week or or glass orb from a shop, but enchanting it to make it a two to make. The referee can then decide which items are magical crystal ball is something else indeed. (And it may common (and easily made) and which ones take months or not be suitable for such use; perhaps only a petrified years to make. Finding metals that have fallen from the dragon eye would work!) Powerful items would be made stars (meteoric iron or such) might let someone find a only after investing months or years to finding the skilled smith and have a magic sword or armor made. materials and working out the enchantments; more

Cleric Spell Lists 1st Level 3rd Level 5th Level 7th Level 1. Bless (r) Find Traps Continual Light (r) Animate Dead 2. Cure Light Wounds (r) Hold Person Create Water Cure Serious Wounds (r) 3. Detect Evil Resist Fire Cure Disease (r) Detect Lie 4. Detect Magic Silence 15' radius Growth of Animals Dispel Magic 5. Light (r) Snake Charm Locate Object Neutralize Poison 6. Protection from Evil Speak with Animal Prayer Protection/Evil 10' radius 7. Purify Food and Water Remove Curse Speak with Plants 8. Remove Fear (r) Resist Lightning Sticks to Snakes 9. Resist Cold Speak With Dead 10. Silence Striking

9th Level 11th Level 15th Level 1. Commune Aerial Servant Astral Spell 2. Create Food Animate Objects Control Weather 3. Cure Critical Wounds (r) Barrier (r) Earthquake 4. Dispel Evil Heal All (r) Gate 5. Flame Strike Find the Path Holy Word 6. Insect Plague Speak with Monsters (r) Part Water 7. Quest Word of Recall Raise Dead Fully (r) 8. Raise Dead (r) Restore Energy (r) 9. Symbol 10. Wind Walk

Magic-user Spell Lists 1st Level 3rd Level 5th Level 7th Level 1. Charm Person Continual Light (r) Clairaudience Charm Monster 2. Dancing Lights Darkness, 5' rad. Clairvoyance Confusion 3. Detect Magic Detect Evil Dispel Magic Dimension Door 4. Floating Disc Detect Invisible Explosive Runes Cone of Fear 5. Hold Portal ESP Fire Ball Extension I 6. Light Invisibility Fly Ice Storm 7. Magic Missile Knock Gaseous Form Growth of Plants 8. Protection fr. Evil Levitate Haste Hallucinatory Terrain 9. Read Languages Locate Object Hold Person Massmorph 10. Read Magic Mirror Image Infravision Monster Summoning II 11. Shield Phantasmal Force Invisibility 10' radius Polymorph Others 12. Silence Pyrotechnics Lightning Bolt Polymorph Self 13. Sleep Strength Monster Summoning I Remove Curse (r) 14. Ventriloquism Web Protection fr. Evil 10'r. Wall of Fire 15. Write Wizard Lock Protection fr. Normal Missiles Wall of Ice 16. Rope Trick Wizard Eye 17. Slow Spell 18. Suggestion 19. Telepathy (mine)

16 20. Water Breathing

9th Level 11th Level 15th Level 18th Level 1. Animate Dead Anti-Magic Shell Charm Plants Clone 2. Cloudkill Control Weather Delayed Blast Fire Ball Mass Charm 3. Conjure Elemental Death Spell Limited Wish Mind Blank 4. Contact Higher Plane Disintegrate Mass Invisibility Monster Summoning VI 5. Extension II Extension III Monster Summoning V Permanency Spell 6. Feeblemind Geas (r) Phase Door Polymorph Any Object 7. Growth of Animals Invisible Stalker Power Word - Stun Power Word - Blind 8. Hold Monster Legend Lore Reverse Gravity Symbol 9. Magic Jar Lower Water Simulacrum 10. Monster Summoning III Monster Summoning IV 21th Level 11. Pass-Wall Move Earth Astral Spell 12. Telekinesis Part Water Gate 13. Teleport Projected Image Maze 14. Transmute Rock to Mud (r) Reincarnation Meteor Swarm 15. Wall of Iron Repulsion Monster Summoning VII 16. Wall of Stone Stone to Flesh (r) Power Word - Kill 17. X-Ray Vision Prismatic Wall Shape Change Time Stop Wish

(6 turns) and range (120'). New Spells: Telepathy, Gaseous Form, X-Ray Vision Detect Magic: As the Magic-user spell. Light: As the Magic-user spell, but for a 12 turn CLERIC SPELL DESCRIPTIONS duration. Protection from Evil: As the Magic-user spell except 1st Level Cleric Spells Described duration (12 turns). Purify Food and Water: Purifies enough poisoned or Bless: All creatures chosen by the caster that are spoiled food and water to feed 12 people for one day. within a 20' x 20' x 20' area receive a +1 bonus to Remove Fear: Range 30'. Removes magical fear from morale, attack dice, and saving throws. If cast on 1 vial of a single victim. If cast on someone not yet under the effect water (per level of the caster), it turns the water to holy of fear, it makes them fearless for 6 turns (60 minutes). water for the spell duration. Duration: 6 turns. The reverse The reverse form is cause fear. form is blight. Resist Cold: A single recipient becomes immune to Blight: The reverse form of bless, which has the same normal freezing cold, and gets a saving throw bonus of 1 characteristics except all persons chosen by the caster and reduces the damage taken by 1 point per die/hit die suffer a penalty rather than bonus. Cast on vials of water, against magic cold, such as white dragon breath or the it creates unholy water, which harms otherword beings of cone of cold or ice storm spell. Thus, the damage from a 7 an extremely good nature, but has no effect on other hit die white dragon is reduced 7 points, while damage beings. from a 10 die cone of cold is reduced by 10 points. Cause Fear: The reversed form of remove fear. Silence: The object or creature this is cast on makes no Undead and certain other creatures are immune to fear. A noise (they cannot speak nor cast spells). If cast on a single touched creature (requiring a melee combat to-hit creature that resists, the victim can save versus spells to try roll) must save versus spells or (a) they have a 50/50 to avoid it. Duration: 6 turns. Range: 120'. chance of dropping or throwing aside anything in their hands in panic, and (b) they will flee in panic for 6 rounds 3rd Level Cleric Spells Described (if they were engaged in battle) or 6 turns if they are caught outside of battle. Find Traps: The Cleric locates any mechanical or Cause Light Wounds: The reverse form of cure light magical traps within a radius of 30', when they wounds. A single victim within 30' of the caster must make concentrate. Duration: 2 turns. a successful save versus spells or they take 2-7 (1d6+1) Hold Person: As the Magic-user spell except for the hit points of damage. duration (9 turns) and range (180'). Cure Light Wounds: Removes 2-7 (1d6+1) hit points Resist Fire: A single recipient becomes immune to lost to damage. Also can be used to remove temporary normal fire and gets a saving throw bonus of 1 and paralysis, but it does not restore hit points if used that reduces damage by 1 point per die/hit die against magic way. fire, such as dragon breath or the fireball spell. Thus, the Detect Evil: As the Magic-user spell, but for duration

17 damage from a 9 hit die red dragon is reduced 9 points while damage from a 12 die fireball is reduced by 12 Caster's Level Dead less than or equal to... points. 1-7 4 days Silence, 15' Radius: This spell muffles all sound in a 8-14 4 months 15' radius around (and including) a single creature and 15-20 12 months audience; if cast at an an unwilling creature, the creature 21+ no limit can make a save versus spells and success means the spell fails. Speaking and spell casting cannot be performed in Striking: For 2-7 rounds a single melee weapon this area (note that all spell casting devices - scrolls, (sword, axe, club, etc.) touched by the caster does an wands, etc. - also require speech and cannot be used). additional 1d6 damage (if a hit is scored with it) and Duration: 12 turns. Range: 180'. functions as a magic weapon (if not already magical). Snake Charm: Charms 1 hit die of snakes per level of the caster. Duration: 7-12 rounds or 2-5 turns. Range: 60'. 7th Level Cleric Spells Described Speak with Animals: The caster can communicate with animals, who will (unless attacked) talk back to their own Animate Dead: Per the Magic-user spell. limited intellectual ability, and might be willing to aide the Cause Serious Wounds: Inflicts 4-14 (2d6+2) hit caster (use the monster reactions table provided in the points to a single target within 30' if they fail a save discussion of encounters for random reactions) Duration: 6 versus spells. The reverse form of cure serious wounds. turns. Range: 30'. Cure Serious Wounds: Restores 4-14 (2d6+2) hit points to a single target within 30', or removes temporary 5th Level Cleric Spells Described paralysis. Detect Lie: Cast on a single recipient within 120', it Cause Disease. The reverse form of cure disease, one alerts the caster when they tell a lie. The victim (if aware) victim within 60' must save versus spells of be inflicted by can (if they make a saving throw versus spells) tell a lie a disease of low grade but lingering nature. For 1 to 36 without being detected. (d36 or d6 x d6) days the victim suffers a -1 penalty to Dispel Magic: Per the Magic-user spell. all die rolls. Neutralize Poison: Removes poison from a single Continual Darkness: The reverse form of continual object or creature (revives a creature killed by save-or- light, it engulfs a region in darkness. A continual light and die poison if cast on them within 1 turn per level of the continual dark spell cancel each other out. caster). Note that poisonous creatures often create poison Continual Light: As the Magic-user spell but the light as needed, and hence they cannot be rendered poisonless is equivalent to full daylight. by the spell. Create Water: Creates 1 day's supply of water for 12 Protection from Evil, 10' radius: As the Magic-user men and their horses per level of the caster past 4. spell. Cure Disease: Cures one disease from 1 recipient. The Speak with Plants: The caster can speak with plant reverse form is cause disease. life. Ordinary plants will perform simple tasks within their Growth of Animals: Per the Magic-user spell. capability for as long as the spell lasts (such as leaning Locate Object: As the Magic-user spell except range aside to allow easier movement through them). Intelligent (90'). plant-like creatures will react as the referee sees fit. Prayer: All enemies within a 20' x 20' x 20' area (as Duration: 6 turns. Range: 30'. chosen by the caster) must save versus spells or suffer a Sticks to Snakes: Requires a supply of sticks: some 3- penalty of 1 (plus 1 per 5 levels of the caster) to all 15 will transformed into snakes (50% chance of each saving and attack rolls. Duration: 2-12 rounds. Range: 30'. being poisonous) who obey the caster. Each turns back Remove Curse: As the Magic-user spell. into a stick when slain or the spell expires or is dispelled. Resist Lightning: A single recipient becomes immune Duration: 6 turns. Range 120'. to normal electricity and gets a saving throw bonus of 1 and reduces damage by 1 point per die/hit die against 9th Level Cleric Spells Described magic electricity, such as dragon breath or the lightning bolt spell. Thus, the damage from an 8 hit die blue dragon Commune: This spell can be used once per week; the is reduced 8 points while damage from a 15 die lightning caster can ask three questions of higher plane powers and bolt is reduced by 15 points. will receive "yes" or "no" answers, usually very accurate Speak With Dead: The caster can ask three questions (irrelevant or irrational questions will receive a similar of someone who has been dead for no more than a reply and might result in punishment). Each year they can certain period of time, based on the caster's experience ask 6 questions on one communing. level as shown below. The veracity of the answers is up to Create Food: Creates enough food to feed 12 people the referee, and said dead beings would usually only and their mounts per level of the caster above 8th. Range: know what they knew up to the time of their death. 120'. Duration: natural effect. Answers may be given in riddles, cryptic statements, and Cause Critical Wounds: Inflicts 6-21 (3d6+3) hit so on. points of damage to a single target within 30' if they fail

18 a save versus spells. The reverse form of cure critical once the spell is cast. Duration: 3 rounds per caster level. wounds. Range: 60'. Cure Critical Wounds: Restores 6-21 (3d6+3) hit Find the Path: The caster is given directions that lead points to a single target within 30', or removes temporary them safely and expediently out of a maze, trap, paralysis. wilderness or other confusing maze-like region. They are Dispel Evil: Dispels any evil sending or spell within a not effected by maze spells while this spell is in effect; if 30' radius much like a dispel magic. Duration: 1 turn. they cast it after being effected by a maze spell, they Finger of Death: The reverse form of raise dead. It exit the next round. Duration: 6 turns plus the level of the slays a single living creature that fails a save versus death Cleric, or 1 day outdoors. ray. Range: 120'. Duration: natural effect. Harm All: The reverse form of heal all. A single living Flame Strike: Creates a pillar of flames 10' wide and recipient within 30' must save versus spells or they take all 30' high at a maximum distance of 90', doing 5-30 (5d6) but 1-3 of their hit points in damage. hit points of damage to everything therein, with a saving Heal All: A single living recipient within 30' is healed throw versus spells reducing damage to half. of all hit points damage, and all blindness, disease, Insect Plague: Summons a mass of stinging, biting paralysis, and similar effects are removed. The reverse insects that swarm an area 360' in diameter and 60' high. from is harm all. All creatures of 3 hit die or less who are within the area Speak With Monsters: The caster can speak with any flee out right; those of 5 hit die or higher must make a creature, if the given creature is willing. Duration: 3-12 morale check or flee. Mass attack spells (such as fireball questions. or lightning bolt) will kill all of the insects in their area of Word of Recall: The caster prepares a sanctuary in effect - but the area cleared fills again in one turn. their home or other place by meditating there for a week; Duration: 1 game day. Range: 480'. uttering this spell teleports them there (no chance of Quest: Much like a Geas, but the victim is not slain by failure, although if the sanctuary has been destroyed or refusal to pursue it, although the caster can specify a non- such disaster might result). They can have only one lethal, non-crippling curse. sanctuary prepped at a time. Raise Dead: Effects only men, dwarves, elves, gnomes, and halflings, and only those who has been dead for less 15th Level Cleric Spells Described than or equal to 4 days per level of the caster above 8 (9th level = 4; 10th = 8; 11th = 12, etc.). Unless they fail Astral Spell: As the Magic-users but success or failure a resurrection check for constitution (or have used all of of spell casting is per the below. their maximum raisings), they are revived with 1 hit point, no spells memorized, and will be bedridden for 2 full Spell 2d6 weeks. They can be slain automatically by any attack failure and the caster is while bedridden. Range: 120'. Duration: natural effect. Level returned to their body failure success The reverse form (the Finger of Death) slays a single 1st 2 3 4+ living creature that fails a save versus death ray. 3rd 2 3 4+ 5th 2 4 5+ 11th Level Cleric Spells Described 7th 2 4-5 5+

Aerial Servant: Summons a powerful being from the Control Weather: As the Magic-user spell. plane of air that will find and bring to the Cleric any Destroy Living Completely: See raise dead fully. single item or being they state at the time of casting. Earthquake: Effects an area 60' X 60' (add 10' to Success depends entirely on the information the Cleric can each per three levels over 17th of the Cleric: 70' x 70' at provide. Impossible, absurd, or suicidal tasks will cause the 20, 80' x 80' at 23, etc.) Duration: 1 turn. The area servant to attack the caster. See the description of the sprouts cracks (each creature within has a 1 in 6 chance of aerial servant in the chapter on Monsters. plunging into a crack for 1d6 x 1d6 damage from falling Animate Objects: The caster can cause objects to and crushing). Small structures (whether stone or wood) move, attack, etc. Use similar sized living beings or collapse, ramparts will shake flat, cliffs will collapse, magical items for reference, i.e. living statue for statues, wooden palisades will tumble like match sticks, etc. etc. The referee decides the final armor class, movement, Movement will be halved for the duration. attacks, etc. of an animated object. One large object Energy Drain: See Restore Energy. (approximately twice as big as a man), two man-sized Gate: As the Magic-user spell. objects, or several small objects can be animated. Holy Word: Has the following effect to all creatures Duration: 6 turns. Range: 60'. within 20' of the caster: Barrier: Fills a region 30' in diameter and 10' thick with flying, whirling blades that inflict 20-70 (d6+1 x 10) Can cast points of damage on anyone or anything trying to pass Level Effect Move is Fight at spell through, no save allowed. The caster can choose a specific 9th - 12th deafens 1-6 turns normal -2 50% angle at casting but cannot change it nor move the barrier chance

19 5th -8th stuns 2-20 turns nil cannot nil Abuse allows a save versus magic to try to break it; under 5th kills — — — outright attacks by the charmer break it without any save needed. Part Water: Twice the effect of the Magic-user spell: A charmed creature gains an automatic chance to parts water up to 20' deep for a maximum of 12 turns. break the spell every so often based on their intelligence Range: 120'. Add 10' to the depth and 6 turns to the score. duration for each level above 17: 18 = 30' and 18 turns; 18 = 40' and 24 turns; 19 = 50' and 30 turns. Victim's Intelligence Automatic save every: Raise Dead Fully: As raise dead except the recipient 1 to 6 month returns with all hit points, spells, etc. and is immediately 7-9 three weeks ready to act as if they were never dead. 10-11 two weeks If reversed (destroy living completely) will entirely 12-15 week destroy a being touched in combat unless they save versus 16-17 two days spells. 18 and above day Restore Energy: A single recipient who has lost one or more levels to the energy drain ability of undead beings Dancing Lights: Creates 1-6 (as chosen by the caster) has one restored each time they receive this spell. The torch-like lights which bob and weave as if carried by a caster is incapacitated for 3-18 days after using the spell. person and will follow a path away from or towards the Range: touch. caster to a maximum distance of 120', lasting for 3 If reversed (energy drain) a victim must be struck in rounds per level of the caster. After the first round, the close combat and if they fail a save versus spells they caster need not concentrate unless they wish to change the loose an energy level (hit die/experience level). Range: path and nature of travel. Can also be used to create 3 touch. Duration: 1 round and if a victim is effected the or fewer will-of-wisp like glowing orbs or a single man- effect lasts until reversed by the cleric restore energy spell. sized glowing figuring. Symbol: See the Magic-user spell, except Clerics Detect Magic: If an item within 60' of the caster is cannot use Death symbols or any other that physically seen by the caster and it is magical (including items being harms the victim. They can use those such as Discord, Fear, effected by a spell with a duration), they will be told so Insanity, Sleep, Stunning. (they are not told any further details like the nature of the Wind Walk: The Cleric assumes a gaseous form and magic). Range caster only. Duration: 2 turns. can travel at four times normal speed (base 480') Floating Disc: Creates a 6' long, 3' wide oval of adjusted by encumbrance, bringing one other being with magic force no more than an inch or two thick that follows them (the slowest movement of the two is used). Can fly, the caster at whatever speed they move and can carry travel through solid objects, etc. Duration: until dispelled 300 pounds without burdening the caster. Duration: 6 turns or 1 day maximum. + 1 per level of the caster. Hold Portal: Seals a portal (door, window, etc.) for 2- MAGIC-USER SPELL DESCRIPTIONS 12 (2d6) turns (20-120 minutes) or until dispelled, undone by anti-magic, opened with the knock spell, or battered 1st Level Magic-user Spells Described through. Light: Illuminates a 30' diameter sphere as if by torch Charm Person: Undead are immune to this spell as or lantern light for 6 turns + 1 per level of the caster (60 might be certain other creatures (such as dopplegangers). + 10/level minutes). "Person" refers to human-like and human-sized (or smaller) Magic Missile: Creates a magic missile that strikes creatures such as Goblins, Gnolls, Hobgoblins, Kobolds, any creature the caster can see with a 150' range and Nixies, Orcs, Pixies, and Sprites, as well as humans, doing one die plus one (2-7; 1d6+1) hit points of dwarves, elves, gnomes and halflings. A single victim damage. Another missile is created for each 2 additional within 120' of the caster must save versus spells or they levels they gain past 1st (1st = 1; 3rd level =2; 5th = 3, will then consider the caster a friend and ally. Dispel etc.) Anti-magic and the shield spell are examples of magic can break the charm as can anti-magic. magic that can try to stop a hit. A charmed creature will know it was charmed if it Protection from Evil: Prevents enchanted monsters breaks free. Likewise, others will observe any odd from getting within melee range of the caster or one behavior in the victim and may react. "Charming" touched creature (unless the recipient attacks an someone is much like slavery in that others usually detest enchanted creature in melee). Gives the recipient a +1 it. bonus to armor class and saving throws against all A charmed creature is a friend, not an idiot, and will attacks. Duration: 6 turns. not act in absurd ways (i.e. killing themselves at a Read Languages: The caster can read one collection command or simply handing over possessions). Such things of non-magical writings and codes for 2 turns (20 would require a reaction roll (per the discussion of minutes). encounters) modified by the situation; success on the part Read Magic: Allows the caster to read one set of of the charmer does NOT mean they obey, only that the magic writings - each spell formula counts as one set. charmee does not attack them or break the charm. Shield: An invisible field around the caster that gives

20 them a base armor class of 10 (plate) against melee and normal walking speed per encumbrance. To move side-to- 11 against missile attacks; if the caster is wearing armor, side they must be pulled or be able to pull themselves by use whichever gives them the best protection. If they are grabbing objects. Duration: 6 turns + the level user. attacked by a magic-missile spell, they are allowed a Range: self. save versus spells to see if the shield spell stops it. Locate Object: The caster is given the direction to a Duration: 2 turns (20 minutes). single object from where they are if they know exactly Sleep: Effects 1-6 (d6) hit die of creatures, who fall what they are looking for, having seen it before and (if it asleep for 3-15 turns, no saving throw allowed. If more is) within range. Range: 60' + 1 0'/level. Duration: 2 turns. than the number rolled are effected, randomly pick the Magic Mouth: Creates a force in a certain location ones effected. If this spell has been memorized twice both that is triggered by explicit instructions from the caster can be drained to double the number effected one round; and (when triggered) delivers a 25 word message or less if three times it can be tripled (this does not effect range). as the caster speaks it. It lasts until triggered or dispelled Range: 240' or ruined by anti-magic. Ventriloquism: The caster's voice literally comes from Mirror Image: Creates 1-6 mirror images of the caster any single point within 60' they choose. Duration: 2 turns which others cannot tell apart from the original. Each (20 minutes). successful attack on the caster automatically strikes and Write: A Magic-user can try to copy a single written destroys a mirror image instead (the image can only take formula for a spell that is a higher level than they can cast one hit of any sort) until they are all destroyed. Duration: by casting this spell. They must have proper copying 6 turns. materials and they must have cast read magic on the Phantasmal Force: Creates an illusion that the caster formula they are trying to copy. Roll 2d6 + the caster's designs within a certain small area (30' x 30' x 30') that experience level; the total must equal or exceed 7 + the lasts until they cease concentrating or until a living spells level for them to succeed. Failure means the result is creature touches it and makes a saving throw versus spells. botched and the paper and ink used are wasted. Those who fail a save versus spells believe it and will take real damage; those who succeed recognize it as fake and 3rd Level Magic-user Spells Described (if touching it) destroy it. Range: 240'. Pyrotechnics: An existing fire (torch, brazier, bonfire, Continual Light: A light spell that only stops when etc.) is caused to either emit great volumes of smoke or dispelled, anti-magic, countered by a darkness spell or spew streams of hissing and snapping sparks like such and illuminates a 240' diameter circle (not equal to fireworks: torch or lantern 10' x 10' x 10', brazier 20' x full daylight). Range: 120'. 20' x 20', bonfire 30' x 30' x 30'. The fire is burned out in Darkness, 5' Radius: Engulfs a sphere 5' in radius (10' the process and extinguished when the sell ends. Duration: diameter) in darkness preventing all light in and out (and 6 turns. Range 240'. blocking infravision). Only a Dispel Magic, or a light or Strength: A single creature's strength increases as continual light spell ends it. Duration: 6 turns. Range 120'. follows for the duration (roll after the spell is cast): Fighter Detect Evil: The caster becomes aware of evil thoughts 2-9 points; a Cleric or Thief 1-6; a Magic-user 1-3 points. or intents in any single creature or enchanted object with Duration: 8 game hours. evil magic or nature they observe for a round. Objects Web: Duration: 8 hours, Range 30'. Fills a 10' x 10' x such as poison or traps are neither evil nor good and 20' area with a thick mass of web-like sticky strands. cannot be detected. Actual thoughts are not read. Giants can break through in 2 rounds; ogres in 8 rounds; a Duration: 2 turns. Range: 60'. human in 32; etc. Flames destroy them in one round, doing Detect Invisible: The caster will become aware of any 1-6 (1d6) damage to everyone trapped inside. invisible objects or creatures within their line of sight. Wizard Lock: A version of Hold Portal that never Durations: 6 turns. Range: 10' x the level of the caster. expires. Any Magic-user who has three or more levels ESP: Undead cannot be read nor detected by this. A than the one that cast it can open it at will (this does not thin coating of lead or more than 20' of rock blocks it. break it). A knock spell opens it, but does not break it. A Two uses: if the caster sees or knows the exact location of dispel magic or anti-magic that succeeds will break it. a single creature they can read its mind; or they can scan an area (regardless of solid objects that intervene) for 5th Level Magic-user Spells Described thoughts to discover if living beings are there, receiving a vague mummer of thoughts if there are living beings Clairaudience: Undead cannot be read nor detected present there. Duration: 12 turns. Range: 60' by this. A thin coating of lead or more than 20' of rock Invisibility: A single recipient remains invisible until blocks it. The user can hear all noises from a single point they make an attack or cast a spell or encounter they choose that is within range as if they were standing dispelling magic or anti-magic. Range: 240' there, taking 1 turn to concentrate on the point desired. Knock: Opens one set of portals (doors, windows, etc) Duration: 12 turns. Range: 120' held shut by locks, bars, bolts, or magic spells such as Clairvoyance: Per clairaudience, except the user can wizard lock or hold portal. Range: 60'. view an area as if standing there. Levitate: The can rise or fall in place at half their Dispel Magic: This spell tries to end any spell it

21 contacts that has a duration: it effects a 10' radius from a given point chosen by the caster that they can see. The Targets Save Modifier base chance is 50% (7+ on a d12/2d6), minus 1 per 2 4 +1 levels the caster of the dispel magic is below the caster of 3 0 the subject spell; plus 1 per 2 level they exceed the level 2 -1 of the caster of the targeted spell. Magic from spell 1 -2 casting devices such as scrolls, wands, and staves is considered the lowest level needed to cast it, unless there Duration: 6 turns + level of the caster. Range: 120'. is any reason for it to be higher. A 6th level Magic-user casting a dispel magic on a 10' spot occupied by two Infravision: Grants 60' infravision to one recipient. people charmed by a spell cast by a 3rd level magic-user Duration: 1 day. Range: 120'. has a 9 in 12 chance of breaking the charm on each (7 + Invisibility, 10' Radius: Engulfs all creatures (as (6 - 3 = 3/2 = 1.5 = 2)). chosen by) within 10' of the chosen target point in Permanent magic items (like a magical sword +1 or invisibility. Attacking or casting a spell breaks it only for wand of fireballs) are not effected unless it is cast solely at the individual, as does stepping more than 10' from the them; in that case, the item must save versus magic and target point. It can be cast to a distance of 120'; if cast failure means it will become non-magical that round, but on an object it stays there, if cast on a creature it moves their magic returns the next. Duration: 1 turn. Range: 120'. with it. Radius: 10' Lightning Bolt: Sends a small electric spark out that Note than Magic-users casting this spell at the same erupts at the location chosen by the caster that they can time combine the effect: a 6th and 9th level caster would see to create a lightning bolt 60' long and up to 10' wide, have a combined 15 level of dispelling power. If a 2nd, moving away in the direction cast: it will bounce back up 3rd, and 4th caster finds scrolls with the spell and use to its maximum range (i.e. if it hits a wall 20' from its them all at once and none fail, the result functions at 9 origin it can bounce back 40'). Does one die (1-6) levels. If the 3rd level caster failed, the other two would damage per level of the caster (6 dice for wand and still combine at 6 levels. scrolls; 8 for staves) with a save versus spells for half Explosive Runes: Creates invisible, magical runes on damage. Range: 240' range. a single sheet of paper/parchment/etc. (book, map, Monster Summoning I: Summons 2-12 1/2 hit die or scroll, etc.) Anyone but the caster who opens and looks at 1-6 creatures of 1 hit die (random monster tables can be the paper within 10 triggers a blast that destroys the used to determine which are summoned), each of which paper and does 4-24 (4d6) hit points to the reader (a fights for the caster until slain or the spell expires (they saving throw is not allowed). The caster can remove them leave if it expires). Delay before they arrive: 1 turn. at will; other Magic-users whose experience level is 2 or Duration: 6 melee turns. Range: 10'. more than the caster has a 1-3 on d6 chance of detecting Protection from Evil, 10' Radius: Engulfs a 10' radius them and a 1-4 on a d6 chance of removing them. (20' diameter) circle around the caster with a protection Duration: until triggered. from evil spell. Duration: 12 turns (not 6). Fire Ball: Creates a small dart of light that streaks to Protection from Normal Missiles: A single recipient is whatever location the caster can see and detonates in a rendered immune to normal missile weapons as used by fireball with a 20' radius (40' diameter), flowing as best it men (thrown, let fly from bows, crossbows, or slings, and so can to conform to the space it is in. Damage is determined forth), but not large siege engines, boulders thrown by by the roll of one die (1d6) per level of the caster; (6 giants, etc. Duration: 12 turns. Range: 30'. dice (6-36) from Scrolls and Wands; 8 dice (8-48) from Rope Trick: A single piece of rope up to 30' long is Staves) with a save versus spells for half damage. caused to stand stiffly in the air as if anchored from Duration: 1 round. Range: 240' above; up to 5 people (one per 6' of height) can climb to Fly: The caster can fly at their normal walking speed the top and enter a safe region in some other dimension per encumbrance. Duration: 1d6 + 1 turn/level of the (maximum size 20' x 20' x 20'), whereat they are not caster (3rd level = 1d6+3, etc.) detectable and cannot be effected by those on the prime Gaseous Form: One recipient assumes the form of gas plane. The rope can be pulled up behind; if it is left and can flow through cracks, waft across surfaces, etc. at where it is, it can be jerked down, leaving the occupants their normal movement rate, effected by encumbrance of the safe haven to jump or climb down. Air (but not food (they must discard items before the spell is cast to avoid or water) is provided in the safe haven. Each day spent in bringing them with them.) Duration: 2-12 turns. Range: 30'. the safe haven passes in 1 turn on the game world. Haste Spell: Allows 24 or fewer creatures within a 60' Duration: 6 turns, plus the level of the Magic-user x 120' area to act make one additional action per round: employing it. humans can attack twice, move twice, etc. and gives them Slow Spell: Per the haste spell except all chosen automatic initiative over non-hasted creatures. Canceled victims must save versus spells or be slowed, acting every by a slow spell. Duration: 3 turns. Range: 240'. other round and always loosing initiative to any creature Hold Person: Up to 4 targets can be chosen and must not also slowed. Duration: 3 turns. Range: 240'. save versus spells or they will be frozen rigidly where they Suggestion: A single creature that fails a save versus are, unable to move or act: spells will obey any reasonable command (a brief

22 sentence or two) within its ability. They are allowed distance: i.e. 120' high or 120' low to 240' distance; 180' another save to break the spell if ordered to do anything high or low to 180', etc. Range: 10'. contrary to their nature and two if ordered to harm Extension I: The remaining duration of a single themselves or someone beloved. Range: 240'. Duration: 1 previously cast 1st, 3rd, and 5th level spell that is still game week. active is increased by half (x1.5). Telepathy: Caster can exchange thoughts with one Ice Storm: Fills a 30' x 30' x 30' area with sleet and creature within 240' for up to 6 turns (1 hour). frost, doing 5-30 (5d6) hit points of damage to all within Water Breathing: One recipient can breathe aerated its confines (no saving throw allowed). Duration: 1 turn. water much like a fish (and they can still breathe air). Range: 120'. Duration: 12 turns. Range 30'. Growth of Plants: Up to 300 square feet (30 x 10, 20 x 15, and so on) of brush, grass, woods etc. will grow 7th Level Magic-user Spells Described so thick as to prevent passage by other creatures. Duration: until the spell is negated by a dispel magic. Charm Monster: A Charm Person spell that effects Range: 120'. any sort of creature, not just people. Up to 3-18 (3d6) Hallucinatory Terrain: Overlays a terrain feature with creatures of less than 4 hit die can be effected; otherwise the illusion of another. Each intelligent creature entering it 1. Saves are modified as follows: gets a save versus spells to note it; the first successful save breaks the spell entirely. Range: 240'. Hit Dice Bonus to save Hit Dice Bonus to save Massmorph: As many as 100 creatures of man size under 2 +1 8-10 +4 appear as trees; only ended by the caster or such things 2-4 +2 11 and up +5 as dispel magic spell. Anti-magic can cancel it for each 5-7 +3 creature encountered. Range: 240'. Monster Summoning II: As Monster Summoning I Cone of Fear: Undead and certain other creatures except but summons 1-3 (1d3) 2nd Level monsters. are immune to fear. Creates a cone of magic 60' in length Polymorph Others: Duration: until a dispel magic spell and 30' at the far base that causes all creatures within it frees the victim. A single victim must save versus spells or to save versus spells or (a) 50/50 chance of dropping or be effected; if they are effected they must roll versus throwing aside anything in hand and (b) they will flee in system shock (3d6 less than or equal to their constitution panic for 6 rounds if they were engaged in battle/6 turns score) or be slain; if they are not slain they assume the outside of battle. Range 240'. physical form of a creature chosen by the caster (who Confusion: Effects 2d6 + (1 per level of the caster must have personal knowledge of said creature; if they above 8) creatures as follows: do not they will be transformed into the closest normal version). The victim's combat ability, size and such are not Victim hit effect in fact changed; a giant polymorphed into an ant cannot die/level be crushed by stomping on it; a normal human 1-2 automatically effected polymorphed into a red dragon will have the hit points 3 effected (1d12 - the caster's experience and so on they had as a human, unable to breathe fire level) rounds after being exposed (anything but able to fly. Range: 60'. less than 1 means immediately), no save Polymorph Self: The caster must make a system shock allowed to resist roll (3d6 less than or equal to their constitution score) or 4+ As 3 except they can make a save each be killed. Otherwise they assume the physical round to avoid being effected that round characteristics of a creature they desire: transforming into a dragon allows them to fly but spell casting and dragon If a creature is confused, roll a two dice (roll again breath are both magical and they do not gain them. each round they are confused as their behavior can Duration: 6 turns + the level of Magic-user employing it. change): Remove Curse: Removes a single curse from any single touched creature or object. If a cursed object is 2d6 action controlling a creature, the spell allows the victim to discard 2-5 attacks the caster's party the object but the object cannot be un-cursed. If used on a 6-8 too confused to do anything cursed object not controlling another being, the object gets 9-12 attack each other a save versus spells (treat any minus as a bonus to the save: a cursed sword -3 or leather armor -3 gets a +3 Duration: 12 turns. Range: 120'. bonus); failure means the item becomes a normal, non- magical item. Range: touch. Duration: natural effect. Dimension Door: A teleport spell without a chance of Wall of Fire: Forms an opaque immobile wall of fire error (though unwilling creatures get a save versus spells perhaps 3 feet thick and 60' wide and 20' high, or a ring to try to avoid it and if sent into a region of solid stone or of fire 30' in diameter and 20' high and three feet thick such a second save is allowed): it sends a single object or that moves with the caster for as long as the caster creature to an exact point 360' away (add height to concentrates. Creatures of under 4 hit die cannot breach the wall. Creatures breaching it take 1-6 (1d6) points of

23 damage (2-12 (2d6) if they are undead). Range: 60'. # of Chance of Truthful Wall of Ice: Creates ice 6 inches thick in the shape of Plane Questions Knowing Reply Insanity a wall 60' long and 20' high or a ring 30' in diameter 3rd 3 10-12 9-12 nil and 20' high. Damage to creatures breaking through is 2- 4th 4 9-12 8-12 11-12 12 to fire using; 1-6 to non-fire using; 1-3 to cold based 5th 5 9-12 7-12 10-12 and undead. Range: 120' 6th 6 8-12 7-12 9-12 Wizard Eye: The caster's vision can be sent to a 240' 7th 7 7-12 6-12 8-12 distance at a speed of 120'/turn to let them observe 8th 8 6-12 6-12 7-12 other places. The wizard eye can pass through solid 9th 9 5-12 5-12 6-12 objects, but not gold or lead. Duration: 6 turns. 10th 10 4-12 5-12 5-12 11th 11 3-11 4-12 4-12 9th Level Magic-user Spells Described 12th 12 2-11 100% 3-12

Animate Dead: Animates dead bodies: if the referee The referee rolls to see if the answer is known and (if is uncertain of the state of a body, roll a d6: it is) the truthfulness of the replay. A roll is made to see if the caster is driven insane by d6 body the contact. Insanity lasts for 1 week per plane contact 7th 1-3 unsuitable (too old and torn up) = 7 weeks), during which time they will be completely 4-5 suitable for a skeleton incompetent and must be led around, fed, etc. 6 suitable for a zombie Extension II: See Extension I: this spell effects 7th level spells. Roll 2d6 + the caster's level to determine how many Feeblemind: Effects only Magic-users: one target must hit die are created: ht dice are based on the creature's hit save versus spells (with a -4 penalty) or become so addle- dice, not experience level; zombies add 1 to the hit die. minded that they cannot use spells and magic. Only a The body of what was once a 15th level Magic-user dispel magic or certain powerful healing spells will break would be animated as a 1 hit die skeleton or 2 hit die it. Range: 240'. zombie; an ogre body would be revived as either a 4 hit Growth of Animals: Between 1-6 (1d6) normal-sized die skeleton or 5 hit die zombie. Anyone with an army of animals increase to giant-size. Duration: 12 turns. Range undead following them would indeed be attacked as an 120'. invader by nearby rulers. Hold Monster: As Hold Person, but effects any These undead are robotic and fight or otherwise act creature not immune to hold magic. until destroyed or called off by the controller, who can set Magic Jar: The caster sends their own life force into them to simple tasks such as, "Stand guard until intruders an inanimate object (the "magic jar") within 30'. From the enter." or "Patrol the halls and attack anyone without the jar, they can attempt to gain control any creature within medallion I wear." 120', who must save versus magic or fall under their Cloudkill: A poisonous (it will kill all creatures of less control. If the magic jar is destroyed they are destroyed than 5 hit die who fails a save versus poison) yellow-green and any possessed bodies are freed and their own body cloud of gas 30' in diameter (15' radius) emerges from dies; destruction of the caster's body strands them in the the caster's hands or mouth and moves at a speed of magic jar or the body they are possessing; if a possessed 60'/turn in the direction the caster was facing. Wind will body is destroyed they are sent back to the magic jar (if blow it elsewhere and it will sink to the lowest level it can, within 30') otherwise they are destroyed. If they wish to but float on water. Trees, tall grass, or similar obstacles return to their own body, they must free any possessed will disrupt it and reduce the duration by half; strong wind body and their own body must be within 30' of the magic can disperse it in a single round. Duration: 1 round per jar. Returning to it ends the spell. level of the caster at most. Monster Summoning III: As Monster Summoning II but Conjure Elemental: This spell can be used to conjure summons 1-2 (1d2) 3rd Level monsters. only one of each type of elemental (air, earth, fire or Pass-Wall: Creates a 10' x 10' x 10' hole in a solid water) per day at most. The elemental remains until rock/wooden wall. What happens to anything in the hole dismissed or slain; the caster must exert constant control when the spell ends is up to the referee. Duration: 3 turns. by concentrating entirely on the elemental and if said Range: 30'. concentration is interrupted the elemental is set free to Telekinesis: The caster can manipulate 20 pounds of wreck havoc, attacking the summoner, leaving when it or mass per experience level they have via mental forces. the caster is slain, or fleeing to its own plane if attack is Movement rates are generally slow. Duration: 6 turns. inadvisable. Range: 240'. Range 120'. Contact Higher Plane: Once per week the caster can Teleport: The caster is sent to any location they desire, ask creatures of a higher plane questions as below (roll with the accuracy of their attempt depending on their own 2d6 for randomness): familiarity with the target locale (2d6 roll). Knowledge Uncertain Familiar Intimate On target 10-12 7-12 4-12

24 high 7-9 6 3 Disintegrate: Destroys a single non-magical object or low 2-6 2-5 2 a creature of limited size that fails a save versus spells (a high/low variance 20 - 120' 10 - 60' 10 - 30' tree, a ship, a dragon, etc.). Range: 60'. Extension III: See Extension I: doubles the duration of Uncertain: Very little knowledge, perhaps a 9th level spells. description or guess. Flesh To Stone: The reverse form of stone to flesh. See Familiar: Seen previously, but not at time of casting. it. Intimate: Can see at time of casting, or such a place as Geas: A single victim must succeed with a save versus a room they frequent in their house. spells or become engage in a task the caster specifies Transmute Rock to Mud: Transforms 300' x 300' x when casting the spell. Impossible or contradictory tasks 300' or less of earth, sand, and/or rock to mud in one cause immediate failure of the spell. The victim will die if turn. It will remain so for 3-18 days (half in dry and hot they fail to pursue said task. Duration: Until the task is environments) or when countered by the reversed form completed. Range: 30'. transmute mud to rock. Creatures moving into the mud will Invisible Stalker: Summons an Invisible Stalker (see become mired, possibly sinking if heavy enough or moving MONSTERS) which is sent on a mission specified at casting at 1/10 normal speed otherwise, unless able to fly or time. They continue the task until slain, sent away by levitate. Range: 120'. powerful magic, they finish it, etc. An irrational or Wall of Stone: Creates a stone wall 2 feet thick with a contradictory or impossible task would cause the stalker to height and length equaling 1000' (2' x 50', 10' x 10', attack the aster. etc.) The spell ends when hit by dispel magic, anti-magic, Legend Lore: The caster contacts otherworldy forces in or breached by someone breaking through. A wall an attempt to learn obscure or secret knowledge created without proper support falls and shatters itself concerning a legendary item, person, or place as the and ends the spell. Range: 60'. referee perceives it in their game world. The answer will Wall of Iron: Creates an iron wall 3 inches thick with a typically come in 1 to 108 (d6 x d6 x d6 or d108) days height and length equaling 50' (1' x 50', 5' x 10', 2' x during which time the caster is entirely preoccupied 25', etc.) Duration: 12 turns or until effected by dispel except for eating, drinking, or sleeping. Many times the magic, anti-magic, or a single hit from a rust monsters. reply is in made via a poem, riddle or other strange Range: 60'. communication. X-Ray Vision: The caster can see through all solid Lower Water: Lowers the level of water to 50% objects to a maximum range of 60' as if they were normal in a river or small lake. Duration: 10 turns. Range: ghostly apparitions. Even a thin layer of gold or lead will 240'. block this, nor does it grant the ability to see in the dark. Monster Summoning IV: As Monster Summoning III except one 4th Level monster appears. 11th Level Magic-user Spells Described Move Earth: Can move a 40' x 40' x 40' region of loose soil, sand, etc. at the rate of 60' per turn (1 turn Anti-Magic Shell: The caster cannot be effected by lapses before the material begin to move). Duration: 6 any form of exterior magic, nor can they use magic, while turns. Range 240'. effected. Can be ended early at the caster's will. Part Water: Parts water to a depth of 10'. Duration: 6 Duration: 12 turns. turns. Range: 120'. Control Weather: The caster can change weather (or Projected Image: The caster's image is transferred to prevent it from changing if desired) within a radius of 1 a point up to 240' away, from which all spells and other mile per level of the caster for 3 hours per level of the actions seem to originate. Duration: 6 turns. Range: 240'. caster. Typical changes in single increments from left to Reincarnation: Touching a body that has been dead 1 right: day per level of the caster or less brings the person back in a form rolled from below, which appears 1 to 6 turns calm * breezy * high winds * tornadoes * hurricane later. If the form is a normal character race (that is, a hurricane * tornadoes * high winds * breezy * calm dwarf, elf, human, halfling, or any PC race the referee freezing * cold * warm * hot allows) they will maintain the experience and statistics hot * warm * cold * freezing they had when slain (if the gaming group is using racial dry * misty * raining limits, their statistics are reduced to abide by them). If raining * misty * dry they return as a non-class monster or animal, they must abide by the hit dice and statistics of a normal specimen, Freezing temperatures forms ice in wet areas and and are unable to become classed. Certain powerful causes mists and rain to turn to light snow or blizzards. Ice means (such as a wish) can restore them to their original and snow melts rapidly when the temperature rises above form and return them to the statistics they had when slain. freezing. Wind will cause excess dust in desert Reincarnation does not require a system shock check environments. for constitution, nor does it count against the maximum Death Spell: Slays 3-15 creatures with 6 or less hit times they can be raised from the dead by spells, but they dice within a 60' x 60' area. Range: 240'. do loose 1 hit point permanently each time and might be killed as a result. Thus a never before reincarnated human

25 is slain and reincarnated as a bugbear (loosing 1 hit points lasting 2-12 rounds might be allowed), and so on. point; suppose the 3+1 die roll for hit points is 15, they They can heal themselves (but any harm to foes would start with only 14); slain again they are reincarnated as allow a save to avoid it and have a limited duration (2-12 an orc (loosing 2 hit points; if the d6 they roll for hit points rounds at most)), cancel minor spells like haste or hold, and is a 5 they start with 3); they are slain again and so on. reincarnated as a kobold and their hit point roll is 2 (1d4) Mass Invisibility: Bestows invisibility on up to 6 and they are dead as a kobold. Of course, they might be dragon-sized objects or from 100-300 men and horses reincarnated again and again. until dispelled. Each will break it for themselves if they attack or cast a spell. Range: 240'. d6 Incarnation d6 Incarnation Monster Summoning V: As Monster Summoning IV 1 various monsters (d6): 4 Fairy kind (d6): except one 5th level monster appears. 1: bugbear 1-3: sprite Phase Door: Creates a door only the caster can see 2. - 3.: lizardman 4-6: pixie and pass through, including creating a passage through a 4: harpy 5 Special form (d6): stone or wooden surface 10' thick but 8' high and 4' wide. 5: ogre 1-2: troll It ends after seven uses (each trip in or out is one use), or 6: troglodyte 3-4: minotaur failure against dispel magic or anti-magic. Range: 10'. 6: 5-6: centaur Power Word-Stun: Effects a single creature as follows, 2 Human or demihuman (d6):6 Animal forms (d6): no save allowed. Range 120'. 1: dwarf 1-2:wolf 2: elf 3: mountain lion Victim's hit points Effect 3: gnome 4: giant skunk 1 to 35 stunned 2-12 turns 4: halfling 5: giant badger 36 to 70 stunned 1-6 turns 5 - 6: human 6: They were 71+ no effect 3 Monsters (d6): reincarnated as some 1: gnoll insect or worm or such Reverse Gravity: Causes gravity within a 30' x 30' x 2: goblin and slain and can 30' area to reverse to "fall" up to the ceiling if any and 3: hobgoblin never be then (when the spell expires) down to the ground (if any), 4: kobold reincarnated again. suffering falling damage each time (if they impact a solid 5 - 6: orc surface; 1d6 per 10' of movement up and down). Duration: 1 melee turn. Range 90'. Repulsion: Effects path 10' high, 10' wide and 10' Simulacrum: The caster can choose one creature and per level of the caster long that emanates from the caster a duplicate form (not mentality) is created. Requires: much in the direction they face: all creatures therein must move frozen snow or the ice storm spell to create the basic away from them at a minimum of 30' per round. Duration: shape; animate object to give it movement; a limited wish 1 round/level of the caster. to instill on it a facsimile of the personality and mentality Stone to Flesh: Range: 120'. Duration: natural effect. of the subject matter (it has 40% to 60% (d3+3 x 10) of Turns a formerly living creature that has been petrified to the intellect and level/abilities of the original). If the flesh and restores life (it must save versus system shock to being it simulates is slain the simulacrum becomes 1% survive). Or it can turn 9 cubic feet per level (3' x 3' x 3') more true per week until 90% is gained. The simulacrum is of ordinary stone to flesh. slave to the creator. The reverse (flesh to stone) will petrify a living A detect magic spell reveals a simulacrum as magical. creature that fails a save versus spells. Creatures petrified Creatures familiar with the original have a chance of by this spell can be revived by stone to flesh spell or a noting the simulacrum (in general, equal to their dispel magic. familiarity); if the original creature is placed beside it, the original becomes obvious. 15th Level Magic-user Spells Described 18th Level Magic-user Spells Described Charm Plants: Effects 1 large oak, 6 medium sized bushes, 12 small shrubs, or 24 little plants, which the Clone: Creates an exact copy of a creature using a caster can direct, although the plants cannot do anything minor sample of its flesh. Creates an exacting mental and beyond their basic reach and capabilities (i.e. they cannot physical snapshot of the creature when the sample was move but could grab passers while trees might swat at taken. A clone brought into existence while the original is intruders). Duration: until dispelled. Range: 120'. still alive will try to kill the original and take its place; Delayed Blast Fire Ball: A fireball that can be failing or unable to do so, it goes insane to the point of delayed up to 1 turn (10 minutes; 60 rounds). destroying itself and any others it can. Limited Wish: Allows the caster to alter reality in their Mass Charm: Can charm a total of 30 levels/hit dice general area to a limited degree. They CANNOT summon of creatures per the general results of the charm monster nor create items, undo petrification, undo death, or charm person spell: five trolls = 30 levels; 30 0-level permanently increase abilities (a temporary bonus of 1-6 humans = 30; etc. Each target can save versus spells (at

26 -2) to avoid being charmed. Range: 120'. Insanity 100 level become insane and may be Mind Blank: One recipient cannot be detected/mind points restored only by a remove curse read by spells like Clairaudience, Clairvoyance, Commune, Death 75 level points Victims are killed Contact Higher Plane, crystal ball gazing (including any other form of scrying), ESP, and/or Wishing. Duration: 1 game day. Range: 10'. 21st Level Magic-user Spells Described Monster Summoning VI: As Monster Summoning V but one 6th level monster appears. Astral Spell: Creates an astral form of the caster that Permanency Spell: When used on certain other spells can leave his/her body and roam other places; it is (those with a duration), it makes them permanent until they invisible to creatures who are not themselves astral, while are broken by anti-magic or dispel magic or a similar the caster can see when in astral form even if they are magic. Examples of common spells it is used for: normally blind. Spell casting is possible in this form, but to check for failure, using the following pattern: Detect Magic Read Magic Levitate Detect Evil Spell 2d6 Haste Fly failure and the caster is Water Breathing Resist fire Level returned to their body failure success 1st 2 3 4+ An object can only have 1 permanently affixed spell 3rd 2 3-4 5+ on it and a creature only 2. 5th 2-3 4-5 6+ Examples of spells without a duration which players 7th 2-3 4-6 7+ may ask for permanency when they should know better or do not understand (these cannot be made permanent): Destroying the caster's body or moving it beyond the spells' range breaks the connection and the caster goes Cure light wounds, cure serious wounds, heal, raise insane and (in astral form) is drawn to the netherworld dead, etc. and destruction or imprisonment. Remove curse Wish Subterranean Fireball Duration: 12 turns Magic-missile Range: 240' Movement of Astral Body: 120'/turn Polymorph Any Object: The caster can change a single object's shape; the more drastic the change the Outdoors shorter the duration. Start with three basic categories - Duration: 8 game hours. animal, vegetable, and mineral - then specific items Range: 100 miles/level from 18th therein. A rock to animal or animal to rock would last upwards. briefly; an animal to a different though similar creature Movement of Astral Body: 100 miles per game likely be permanent (man to ape; ape to man; elephant hour/level from 18th to rhino); a rock wall to sand would work okay. Changing upwards. class or intelligence retards the duration. Basic duration: until dispelled or a duration based on the change. Range: Gate: Opens a mystic portal of magic to other-word 240'. planes and summons some being of great power (the Power Word-Blind: Blinds a single creature up to 40 caster pronounces their name). Roll a 2d6: on a 12 some hit points for 2-9 days; 41 to 80 for 1-3 days; does not other creature; 11 the desired being arrives but then effect 81+ hit points. leaves immediately; anything else the desired being Symbol: Creates an invisible rune triggered by being arrives. read, passed by, or touched by creatures hostile to the Maze: Traps one victim if they fail a save versus spells caster. Only a Magic-user of 1 or more levels higher than in an extra-dimensional maze for a number of rounds the caster can undo it. It only effects those within the determined by their intelligence score, exiting on the portal who trigger it. Example: a symbol of death placed plane they once were at the point they were when first over a gate will kill up to 75 levels/hit dice of creatures mazed. Range: 60'. who try to pass under it unless the caster desires them to pass unharmed. Intelligence score Time spent in maze 3-5 3-12 rounds Symbol Level Limit Effect 6-11 2-9 rounds Fear No level limit Fear spell 12-17 1-3 rounds Discord No level limit disharmony among all who pass 18 1-2 rounds Sleep No level limit A double strength Sleep spell Stunning 150 level as Power Word Stun Meteor Swarm: Creates eight three die (3-18 points

27 damage) or four six die (6 - 36 damage) fireballs that Green 4 Passwall Anti-location/detection the caster can target as desired. Someone caught in an save vs. poison when passed overlap might be effected by more than one. Range: through or dead 240'. Blue 5 Disintegrate anti-Cleric spell shield Monster Summoning VII: As Monster Summoning VI save vs. stone when passed but one 7th level monster appears. through or petrified Power Word — Kill: Instantaneously slays any one Indigo 6 Dispel Magic general-purpose force field creature with 50 or fewer hit points. save vs. cold (as wand) when Prismatic Wall: Creates a sphere of many colors in a passing through or crystallized, spot centered on caster with a 20' diameter. Duration: 1 dead, and irrecoverable game hour. Creatures of 7 or fewer hit die are blinded Violet 7 Continual Light anti-magic shell of unusual type for 16 turns just by looking at it. Sphere is composed of save vs. spell when passed light swirling in continuous patterns and arranged in layers through or permanently insane (an example of one arrangement, which the referee can change, follows). as follows. The caster can pass through Shape Change: As the Polymorph Others spell, except the layers without any problem. only the caster is effected and the caster can change forms as many times as they wish during the duration Color & (each change takes one round). Duration: 10 to 15 turns + Order To Negate Use & Effect of the Color 1 turn/level of the caster. Red 1 Ice Storm prevents magical missiles Time Stop: Time stops for all creatures (except the causes 12 points of damage Magic-user) in a 30' x 30' x 30' area. Duration: 2-5 when passed through melee turns. Orange 2Lightning prevents non-magical missiles Wish: Allows the caster to make a wish, adjudicated causes 24 points of damage by the referee, and not necessarily all-powerful nor when passed through accurately granted; the caster is incapacitated 2-9 days Yellow 3 Magic Missile prevents all breath weapons afterwards. causes 48 points of damage when passed through

THE ADVENTURE

This is a game of ingenuity, making things up yourself, PREPARING THE BACKGROUND : ADVENTURE not being told what to do. What follows are hints for the novice who needs help. DESIGN The referee should describe situations as best they can An "adventure" is a scenario to play. The referee can in order to convey what they mean; the players describe create any sort of adventure they want: they only have to what their characters are trying to do as best they can. keep the players wanting to come back and play some The description may be flawed, and may have to be more. Is it a monster strewn labyrinth, perhaps the lost changed. ruins of a mad wizard? Or the lair of orcs and their pets? Skip tedious and boring details that interfere with the A temple, town, or lost island? A wooded glade, hillside or game; concentrate at the events and situations that are haunted forest? The group might enjoy long range plots, fun.. Rather than trying to define dozens of intensities of like a heroic quest to defeat evil spanning many illumination, for example, most lighting can be described adventure settings. as "bright" (as in daylight), "dim" (as in dawn or dusk), or Some referees can make up details as they play. there is no light (darkness), with descriptions added in to Others prefer to have as much material as they can ready further explain what is meant. The referee has to decide before hand. Ready-made adventures might include a lot how loud any sound is and how far away it can be heard. of text, but a referee creating an adventure for their own Walls and other objects are usually described by their use need only note those elements they do not want to dimensions and general intent: a wall might be "15' high forget. It can be faster and easier to make up most by 5' wide by 30' long and made of large stone blocks, details during play. mortared together, stout and strong." or "...rotten wood The referee can write up an introduction and perhaps that crumbles to the touch." etc. some background material for the scenario. They can Hazards are described by their intent: "The room is hot suggest a starting point. They can make a list of rumors and humid, full of steam. A 6' deep 30' diameter pool of (or legends) to use, with false rumors marked "F" or bubbling, boiling hot water is in the back of it. Anyone "FALSE". Only the referee will know which ones are false; walking through the pool will be scalded for 2-12 (2d6) the players have to learn the hard way. They can create hit points damage per round." How much water there is, hand outs for various things the player characters might the water temperature, and other details can be left for find during play: part of a map, a page with notes on it, the group to figure out if they need to. and so on. Illustrations are handy for situations that are

28 hard to describe with just words, and can be a part of characters from room to room and corner to corner, riddles, puzzles, and so on. searching for secret doors and so on. Placing various features on a map - monsters, traps, The players should assign a mapper. The referee can etc. - is usually done by keying the map with letters start the adventure by giving the players a blank sheet of and/or numbers and then listing them out so that notes can paper, on which they have drawn the entrance to a be made. The number "1" on a dungeon map might be dungeon or whatever immediate details the characters keyed to the text entry "1. ENTRANCE. The player can see from where they start. From then on, the players characters face a mountainside with a gaping natural have to fill out the rest based on the referee's cave..." descriptions. The referee does not mention secret details The referee can place monsters, treasures and other (like a secret door) unless something happens to reveal details to create variety. In general, the adventure has to them. suit the player characters. If the players get bored When traveling through the wilderness, the map scale because there is no challenge - or frustrated because they is usually so large that the group moves hex to hex (or can't achieve anything - they will find a new referee. square to square). When exploring a dungeon, the map If the referee is short of time and ideas, they can scale might be smaller, and hence the characters might be randomly stock areas of the adventure that they have no able to move through multiple spaces and in odd preferences for. Below is an example of a random table directions. If you need a ruler to measure odd distances, for such use; by making their own tables, the referee can fold a piece of the paper being used and number it. add variety to their dungeons. Maps: Not all adventures require maps and some may involve simple maps. Maps, though, allow the players to 2d6 Room/Area Content explore a region, searching for secret doors and such. 2 Trap & Treasure A typical map includes: 3 Treasure only 4 Monster & Treasure ● A name to help keep track of which map goes with 5 Special (trick, trap, atmosphere( which adventure or which section of an adventure. 6 Empty (nothing at all) 7 Monster only ● A compass rose showing which direction is north. 8 Empty (nothing at all) 9 Trap only ● A statement of scale so the user knows how much 10 Monster & Treasure distance each hex or square represents 11 Special & Treasure 12 Trap & Treasure ● An index of common symbols used, such as door, grassland, city, etc. For example, a referee has a seaside pirate lair fleshed out but has a half dozen rooms they do not know what to ● Letters and numbers in specific locations that are do with. Rolling on the above table for one, they get a 7, listed out on a piece of paper (or text document) meaning it is occupied by a monster (but nothing else); where explanatory text is provided for unusual details rolling for another they get a 6 which means it is empty; in that area. rolling for a third they get 11 which means there is both treasure and some special element - glowing lights, a SIDE VIEWS: The referee can making a side view of a waterfall, whatever odd thing piques their interest. multilevel dungeon, to give themselves to better plan out how deep each level is and how they connect. For a complex dungeon, they might create side-views for different areas.

MAPPING PAPER TYPES: The type of paper to use is up to the referee. Most people prefer graph paper for regions that involve many straight lines - detailed maps of towns and dungeons and such. Each central square is surrounded by 8 other squares. Horizontal and vertical distances are the same; distances from corner to corner (diagonals) are about 40% longer. On hexagonally gridded paper (hex paper), each hex is surrounded by six others. The distance from one hex to another is the same. This is often preferred for Mapping wilderness maps or cavern maps where rounded features are more common or the group will move hex-to-hex. Not everyone uses maps, but many people enjoy There are no rules, though, and either type can serve mapping an area out so they can explore it, maneuvering for any sort of map.

29 Perspective paper is handy for buildings and other characters. And while they dither, monsters might happen areas where the referee wants to think three- onto them or other events might occur. dimensionally. The referee can only handle so much at one time; the It is possible to make grids that looks quiet orderly but players do things one turn at a time, waiting for the are actually distorted; hexes might not line up like they referee's decisions as to what happens. are supposed to or graph paper grids might be smaller The referee bases the time scale on what is going on: on one side than the other, for example. they might use a day to handle traveling, hour to explore a hillside, a turn (10 minutes) when the characters are GRIDS: Grids help describe and draw the map. There exploring a dungeon, or a combat round (10 seconds) is no reason to stick to a grid; the referee can draw when a battle breaks out. When characters do anything, confusing areas for the players. Drawing areas the referee decides whether to track the amount of time it organically (without adherence to grids) can add interest takes, or ignore time tracking as a waste of time. to the map. When players do something intricate or wait for A grid is not needed for maps like a wilderness area, something to happen, the referee guesses at how much where the referee is going to guess distances anyway. A time passes or randomly rolls (1d6 hours; 4d6 hours; etc.) grid overlay (printed on overhead projector sheets intended for use in personal computers) can also be used. Movement

SCALES: The scale of a map is how much distance the Movement rates are straight forward. Following is a space between each line of a grid represents. Pick a basic encumbrance table, using weights in pounds: scale that is easy to work with. For example, many dungeon and building maps use a Encumbrance Categories scale of 1 square = 10 feet; wilderness maps often use Race & Class 1/4 1/2 3/4 1 scales of 1 hex = 1 mile, 3 miles, 6 miles, etc. A small Fighter Classed: building might be blown up into a map with a scale of 1 Human, Dwarf, Elf 0 - 50 51-100 101-150 251-200 or 2 feet per square; a continent might be mapped with Halfling 0 - 40 41-80 81-120 121-160 hexes equal to 24, 48, or 72 miles per each. An adventure might include multiple maps illustrating Other Classes: various areas. Some might be blow ups of others. One Human, Dwarf, Elf 0 - 40 41-80 81-120 121-160 method of blowing any map up is to expand each space Halfling 0-30 31-60 61-90 91-120 on graph paper into the 3 x 3 grid, while each hex on hex paper into a 7 hex group (a center hex and the six Strength around it). Shrinking a map down follows the same Modifier Adjustment to category concept: compressing a 3 x 3 square of spaces or a 7-hex -3 -15 -30 -45 -60 group into one. -2 -10 -20 -30 -40 -1 -5 -10 -15 -20 DETAILS AND SYMBOLS: A small scale map allows for 0 0 0 0 0 many details and hence is handy for exploring dungeons + 1 +5 +10 +15 +20 or buildings. A large scale map has fewer details and is + 2 +10 +20 +30 +40 used when the player characters travel place to place, + 3 +15 +30 +45 +60 when minor details are not important. Common symbols can be used for common features - Below are typical speeds. door, secret door, grassland, forest, etc. Unusual details can be described as needed. Movement rates Max. Time Base Multiple Category Rate MPD FPM YPM MPH Run Sprint "Time" almost always refers to game time - how much 1/4 120' 24 240 80 3 x4 x6 time passes for the characters, not how much time is spent 1/2 90' 18 180 60 2.25 x3 x4.5 playing. It may take the player characters a month to 3/4 60' 12 120 40 1.5 x2 x3 travel across an ocean to visit a distant island - it might 1 30' 6 60 20 .75 x1 x2 take a minute or two of playing time to handle the trip, if nothing important happens. The intent is to give the referee an easy way of The exception to this is when players stop to talk about guessing at how long it takes to travel in a broad since, what is going on. The players are supposed to abide by and estimating such things as how fast characters can run the same conditions their characters are in; hence, if the or otherwise move. players stop and talk things out, so do their characters. If The base rate is commonly used as a scale reference the characters cannot, the players should not be allowed in many games. Rather than try to deal with everything to, either. Thus, if the players waste hours trying to decide players are doing when exploring, some referees also use what a puzzle means or what to do at a door, so do their it as the distance the characters can explore and map in

30 one turn (10 minutes). This assumes a dark and crowded move 18 miles per day. Moving through a hex of area they have to be careful, such as a dungeon; some grassland costs 3 miles; through one hex of forest cost 6 people read it in yards rather than feet for outdoor miles (3 x 2 = 6); and entering a swamp costs 9 miles, terrain where the environment is better illuminated and ending movement for the day. less obstructed. If they cease exploring and mapping, they Jumping is a function of speed. Current Olympic can move faster, based on the feet per minute rate, jumping records help explain possibilities, keeping in mind adjusted for conditions as the referee sees it. Given that these are highly trained athletes with little burden under this exploration speed is 1/20 a casual waking speed, the best conditions. Encumbrance alone would reduce such things as encumbrance and resting are not so speed and hence distances. important. MPD (miles per day) is the typical long distance High jump: 8' base speed in MPH x 2.5 traveling rate and assumes 8 hours of travel, 8 hours Pole vault: 20' speed in MPH x 7 sleeping, and 8 hours resting, eating, making camp etc. A Long Jump: 30' speed in MPH x 10 forced march allows for faster movement (as much as 50% more per day) but exhaustion results: see RESTING Becoming Lost below. FPM (feet per minute) is a straight calculation based When exploring a dungeon or castle, the characters on miles per hour rounded for easy math. will have to work deal with becoming lost as best they YPM (yards per minute) is feet per minute converted can. When traveling long distances over monotonous to yards. terrain there is a chance of them veering off course. The MPH (miles per hour) is the long distance walking more monotonous the terrain the higher the chance: start speed. People walk at different speeds; the intent is to with 1 in 6 then advance to 1-2 or 1-3 in 6 chance. A roll get a baseline for the game. against a navigation skill (if the referee implements one) RESTING: The last categories do not account for would prevent this. resting: most people have to rest 10 minutes each hour (1 If the party does veer off course a random roll can be in 6 turns), and stop to eat, make camp, break camp, etc. used, such as follows: otherwise they become exhausted and suffer a -2 penalty to all die rolls; if they do not rest all day, they suffer a -1 1-3 veered right penalty to all ability scores and take 1-3 (1d3) hit points 4-5 veered left damage. Exhaustion can kill. 6 went in circles and wound up in the same place MOVEMENT RATES: The "max multiples" helps show how encumbrance hinders maximum running and sprinting Light speeds. Climbing speeds are 1/6 the norm shown. Whether or not any region is lit and how it is lit is up Swimming under water is at 1/6 the speeds shown while to the referee. Common artificial light sources include: swimming on the top of water with a flotation device is at 1/3 the norm. Encumbrance capacities are reduced to Candle 5' radius 1 hour 1/5 or 1/6 normal as is convenient for math; someone Glowing magic weapon 10' radius infinite heavily laden will sink. Modern scuba gear tends to add Light spell 30' radius 1 hour buoyancy (as does compressed air in the lungs), and Lantern 30' radius 1 flask of oil four hence scuba divers often use weight belts to dive deep. hours (24 turns) TERRAIN EFFECTS: The effect of terrain can on Thief light 10' radius 1 flask of oil six movement be applied by multiplying the scale of each hours (36 turns) hex/square on the map times a movement cost. Examples Torch 30' radius 1 hour (six turns) follow: Candle: A candle is simple and cheap and fairly safe Terrain Cost in that if it falls over it often snuffs, but they give poor Clear, city, trail, grasslands 1 light (to perhaps 10') and are easily snuffed. A single Forest, hills, desert, broken 2 candle lasts about 2 hours (12 turns). Most households can Mountains, jungle, swamp 3 make their own tallow candles (which vermin might eat), Road 1 but beeswax candles are more expensive but far less smelly and sticky. Candles of paraffin nature would be Note that roads are mainly a convenience for wagons and cheaper than either but are more modern technology. other wheeled vehicles, which move slowly and can get bogged down in soft terrain; double the costs for such Flask of Oil: Burned in lanterns or simple lamps with vehicles moving off a road. Ancient armies usually carried wicks to create light. The nature of the "oil" is up to the their gear and food in a baggage train, and hence referee: refined petroleum made in huge quantities would having a network of roads was critical to moving troops be cheap; but vegetable or fish/animal grease could also fast. be use as food. Likewise, the "flask" is whatever the For example, consider a party moving on a wilderness referee deems it to be. map with a scale of 1 hex = 3 miles; suppose they can

31 Applying Force Infravision: The nature of infravision is up to the referee. When a door is stuck or someone tries to lift iron bars Some people treat it like super-vision, and as such or such, the referee decides how stuck, strong, etc. the player characters all have to be demihumans so they can item is and (if brute force will work) the character(s) explore without torches and lanterns. Actually, the general attempting it roll 1d6 per point of size, adding their idea is that it was low quality and flawed, and disrupted strength modifier. If the total force applied exceeds the by heat and light. amount of force needed, they succeed. A flimsy door It is not modern thermal imaging (which uses optics might be kicked in with a roll of 3+; a strong door with a and electronics to enhance an image for a viewer), nor is 6 or higher; massive doors with a roll of 10 or 15 or more it the heat sensing ability of pit vipers (which most tests and so on. A battering ram allows multiple people to indicate is short ranged). apply force to a small area; a personal ram allows one Infravision is low quality vision used for moving around person to apply force without risking damage by hurling in cold, dark undergrounds, not for finding details like themselves against something. A crowbar may be needed traps. Something frozen would appear black; items that to get a grip between tight surfaces to pry something are warmer would appear more gray; something as warm open. as or hotter than a human would appear white (white Use the general damage rating of monsters as an being the brightest shade). Anything hotter than a human estimate of size (see Giants in the discussion of monsters). would be shedding so much heat that a vast area around Thus, humans and such roll one die (1d6) while an ogre it will be seen as nothing but solid white; none of the rolls d6+d3, and a hill giant would roll 3-25 (2d6+d3) individual heat sources within said areas will stand out. for brute force. When the air temperature exceeds what humans would consider cold or cool (far below human body Disguises temperatures), the air itself is so hot that a creature The referee judges the quality of the disguise and the relying on infravision will see nothing but white all around need for a complex disguise. A simple disguise will work them. for simple situations but a complex situation requires Infravision is spoiled by light, regardless of how "hot" makeup, costuming, acting, intelligence information, and the light may be. A creature relying on infravision looking other such details, which all add to the chance of failure. at the area a torch, lantern or light spell is shining light on will see a solid white orb in the general radius of the item, unable to see into it. A torch will obscure everything inside Doors a 30' radius from infravision, for example. The referee can create all sorts of doors, from flimsy A minimum -1 to-hit penalty is applied to attacks curtains and wicker sticks to massive stone or bronze made by someone relying on infravision, and a -2 penalty edifices that are hard to push open even if they are applies to attacks against anything completely obscured unlocked. Doors can have all sorts of properties, including by heat or light, as the attackers are is in effected swinging shut if not held open; or swinging open if not blinded to the target. firmly latched shut; to being rusted shut; squealing loudly Infravision only becomes useful after being exposed to when opened; and so on. complete darkness for 10 to 30 minutes. Undead, cold blooded creatures, and creatures insulated against cold Encounters tend to shed little if any heat and blend in quiet well with cold air, and are almost invisible to it. Of course, skeletons Encounters with monsters and other creatures is or such who were in a hot area and proceed into a cold much of the fun of the game. Encounters are intended to area may stick out until they cool down, for instance. see how ingenious player are: clever players will always be on the look out for ways of tricking, befriending, Lantern: This is a wooden frame with glass windows bribing, or otherwise using encounters to their benefit and simple shutters. A single flask of oil lasts 24 turns (4 without fighting. hours), casting light up to 30' away, although the further MONSTERS AND ENCOUNTERS: The experience away something is the dimmer the light. level(s) and numbers of the player characters can be Thief Light: A very small lantern intended solely to compared to the levels or hit dice of creatures they meet light a 10' space poorly, easily concealed and hard to to get a rough idea of the challenge being faced. A detect by prowling watch guards. dozen 1-hit die orcs might decimate a party of four 1st Torch: The player characters can improvise their own level characters if they are met all at once; while they torches in most cases. A commercial torch is a rag soaked might not bother eight 9th level characters with a dozen in pitch that is hard to blow out or extinguish, and burns henchmen. The situation and how the players use their for about an hour, shedding light to 30 feet (the further characters (and how the referee plays the monsters) can away the dimmer the light). A flimsy stick is used (why determine actual outcomes, as can randomness, but this is burn up and throw away a good chunk of wood)? A torch a good rule of thumb to start with. heavy enough to use as a club weighs as much as a club. Monsters who are met in one large group are more of a problem than those scattered out: meeting 30 orcs in

32 one or two adjacent rooms is more of a challenge than Not all creatures met are necessarily dangerous or hostile. meeting the same orcs if they are scattered widely in If the referee does not have a preferred attitude for a groups of 6 or fewer in various areas. given creature, they can roll randomly: RANDOM ENCOUNTERS: Some encounters might be planned out by the referee - they occur at specific times Monster Reactions or places per the referee's whimsy or designs. One way Dice Roll Reaction of adding variety is by using random encounters for 2 Immediate Attack wandering monsters and such. The referee rolls a die 3-5 Hostile, possible attack every so often; if it shows a certain result, an encounter 6-8 Uncertain, monster confused occurs. They can use one encounter for everything, or a list 9-11 No attack, monster leaves or considers offers of random encounters for even more variety. 12 Enthusiastic friendship The frequency of rolling dice is up to the referee, who can also adjust by character activities (being noisy will EVASION & PURSUIT: Speed is extremely important; increase frequency, clearing an area of monsters will someone who is faster will outpace others without a need reduce it). For example, when exploring a dungeon, the of die rolls. referee might roll a d6 every hour of game time and on a Starving creatures might stop to eat food (if they 6 an encounter occurs; or in a thickly populated region, a recognize it when dropped); greedy types might stop to die every 3 turns (30 minutes) and an encounter occurs on gather treasure (stupid ones might be distracted by a 1 or 2. copper coins or such). The referee can use a random roll The referee can create different encounter tables for for such (1 in 6; 1-2 in 6; 1-5 in 6; etc.). different regions. Random encounters can be used for overland travel Dungeon d6 & Random Encounter Table To Check (or traveling long distances underground). The assumption Level 1 2 3 4 5 6 is that the characters are traveling through less populated 1 1 1 1 2 (1/2)2 (1/2)3 (1/3) areas and hence encounters might occur less frequently, 2 1 (x2) 1 (x2) 2 2 2 3 once per day or on a certain chance according to the 3 1 (x3) 2 (x3) 3 3 3 4 terrain type. 4 1 (x4) 2 (x3) 3 (x2) 4 4 4 5 2 (x2) 3 (x1.5) 4 5 5 5 DISTANCE AND DIRECTION: The situation will often 6 3 (x2) 4 (x1.5) 5 5 6 6 determine the distance and directions of monsters. The referee can randomly roll for them when using random 2d6 Random Encounters, Level 1 encounters: monsters might appear as close as 10 to 60 2 NPC Party (2-12 members: roll each below) feet away in tight quarters while pirates might be met as 3 1-3 wolves far as 1 to 6 miles away when sailing on a ship across an 4 1-6 Goblins ocean. 5 2-12 Kobolds 6 1-6 Orcs Examples of Random Distances 7 1-6 Hobgoblins Tight quarters 10 - 30 or 10 - 60 feet 8 1-6 Orcs (d3 x 10 or d6 x 10) 9 1-6 Skeletons Many hallways indoors 20 - 120' (2d6 x 10) 10 1-3 Zombies Outdoors in woods 20 - 120' yards(2d6 x 11 Roll on Random Vermin table. 10) 12 Roll twice on this table (mixed force) Outdoors in the open 200 - 1200 yards (2d6 x 100) 2d6 Random Encounters, Level 2 Sailing on the ocean, ships 2 - 12 miles 2 NPC Party (2-12 members: roll each below) encountered 3 1-3 Bugbears Sailing on the ocean, monsters 20 - 120' yards(2d6 x 4 1-6 Ghouls encountered 10) 5 1-6 Gnolls 6 2-12 Hobgoblins Flying creatures might be seen miles away and at 7 1-6 Lizardmen various altitudes. 8 Roll on Random Vermin table. If the players are sneaking and monsters are alert or 9 1-3 Harpies sneaking, the referee can make hear noise, find hidden, 10 2-12 Skeletons move silently, and hiding rolls to see who sneaks up on 11 1-6 Zombies whom. A party that catches a victim(s) unaware can attack 12 Roll twice on this table (mixed force) with surprise for one round. If combat does not break out, the referee handles any 2d6 Random Encounters, Level 3 talking and moving as is appropriate. They can use 2 NPC Party (2-12 members: roll each below) initiative rolls (see COMBAT) if who-goes-first is important. 3 2-12 zombies 4 3-18 orcs

33 5 2-9 Gnolls + 1-3 hyenas Mon Adventure Level 6 1-6 Bugbears + 1-3 giant wolves ster 7 1-6 Bugbears Hit 1 2 3 4 5 6 7 8 9 8 1-3 Ogres Die 9 1-2 giant wolves (3 hit die) 2- 10- 12- 14- 16- 0.5 4-246-368-48 18-108 10 1-6 harpies (3 hit die) 12 60 72 84 96 11 Roll on Random Vermin table. 10- 1-1 1-7 2-144-225-296-36 7-43 8-50 11-65 12 Roll twice on this table (mixed force) 58 1 1-6 2-123-184-245-30 6-36 7-42 8-48 9-54 2d6 Random Encounters, Level 4 2 1-3 1-6 2-9 2-123-15 3-18 4-21 4-24 5-27 2 NPC Party (2-12 members: roll each below) 3 1-2 1-3 1-6 2-9 2-9 2-12 3-15 3-15 3-18 3 1 troll 4 0-2 1-3 1-5 1-6 2-9 2-9 2-12 2-12 2-14 4 1 minotaur 5 0-1 0-2 1-4 1-5 1-6 2-7 2-9 2-9 2-12 5 2-9 Gnolls + 1-3 hyenas 6 0-1 0-2 1-3 1-4 1-5 1-6 2-7 2-9 2-9 6 1-6 Bugbears + 1-3 giant wolves 7 0-1 0-2 1-3 1-3 1-4 1-5 1-6 2-7 2-9 7 1-6 Ogres 8 0-1 0-2 0-2 1-3 1-4 1-5 1-5 1-6 2-7 8 1-3 Owlbears 9 0-1 0-1 0-2 1-3 1-3 1-4 1-5 1-5 1-6 9 1-6 Giant wolves (3 hit die) 10 0-1 0-1 0-2 0-2 1-3 1-4 1-4 1-5 1-5 10 1-6 Harpies (3 hit die) 11 Roll on Random Vermin table. 0-1 - d2 -1; 0-2 = d3-1; 0-3 = d4-1 12 Roll twice on this table (mixed force)

NPC Party Members (roll each column) Experience Point Rewards d6 Class Level Nature Race 1 Cleric Adventure -1 Evil Dwarf The referee rewards experience points when it is 2 Fighter Adventure Neutral Elf convenient - at the end of an adventure, at various 3 Fighter Adventure Neutral Halfling milestones, etc. 4 Fighter Adventure Neutral Human The referee can assign experience rewards arbitrarily, 5 Thief Adventure Neutral Human picking a number by their own methodology. 6 Magic-user Adventure +1 Good Human The systematic approach is to use monsters overcome and the gold piece value of treasures recovered as a way 2d6 Random Encounters, Random Vermin of measuring character's overall success. If an adventure 2 - 3 Giant Rats (1-6 per dungeon level) lacks money and/or monsters, the referee will have to 4 Giant Bats (1-3 per dungeon level) estimate experience rewards as best they can. Experience 5 Giant Centipedes (1-6 per dungeon level) is not rewarded for slaying harmless creatures and/or 6 Green Slime 1 gaining money outside of adventures. 7 Yellow Mold 1 The experience value of a monster depends on its 8 Gelatinous Cube 1 hit die and any special abilities: 9 Giant beetle (1 hit die per adventure level) 10 Giant spider (1 hit die per adventure level) Experience Points For Monsters 11 Giant snake (1 hit die per adventure level) Monster's Hit Dice Base Value Special Abilities Bonus 12 Stirges (1-6 per dungeon level) Under 1 5 1 1 10 5 NPC Party Members (roll each column) 1+ 15 10 d6 Class Level Nature Race 2 20 10 1 Cleric Adventure -1 Evil Dwarf 2+ 30 15 2 Fighter Adventure Neutral Elf 3 40 20 3 Fighter Adventure Neutral Halfling 3+ 50 25 4 Fighter Adventure Neutral Human 4 80 40 5 Thief Adventure Neutral Human 4+ 150 75 6 Magic-user Adventure +1 Good Human 5 200 100 5+ 250 200 Number Appearing Example: 6 PCs in party (d6) 6 300 300 7 500 500 8 700 700 9 to 9+ 900 900 10 to 10+ 1,000 1,000 11 to 11+ 1,100 1,100 12 to 12+ 1,200 1,200 each additional +100 +100

34 they either need to reward experience points more often, Special ability bonuses apply when a monster can or they are giving too much money and letting characters inflict save or die poisons, paralyzation, petrification, overcome tough monsters too easily. They can reduce the dragon breath (which counts double), spells like fireball,, overall reward as needed. etc. Thus a common 1 hit die orc is worth 10 experience points; a 4 hit die medusa 160 (80 + 40 for petrify and Extreme Heat or Cold 40 for poisonous snake hair bite); and a 7 hit die dragon 1,500 (500 + 1,000 for dragon breath). Extreme heat can kill rapidly; the discussion of food Monsters are an obvious challenge. The reward for and water needs discusses sweating briefly. Cold blooded monsters isn't very high; it is mainly intended as a way of creatures do NOT maintain cold blood and suffer as rewarding those characters who participate in a fight badly as "warm bloods". against monsters versus those who do not. Monsters need Extreme cold can also kill rapidly. Cold blooded not have to be killed; they merely represent a tangible creatures will rapidly slow down and die as temperatures threat that is overcome some way, including by trickery, drop. Warm blooded creatures burn food to generate bribery, and other non-combat means. internal heat and can tolerate cold weather and remain Each gold piece (g.p.) of treasure recovered is worth active longer than cold blooded ones. They can also make 1 experience point. How the players distribute treasures use of insulation (fur, feathers, fat, etc.) Arctic creatures does not effect how experience is distributed. like polar bears and seals have such excellent insulation Most people understand money and hence the referee that they shed little heat and are often hard to detect by can make judgments easier: if the players are getting too infravision. much (or too little) treasure too fast, the characters are Insulation does not help cold blooded creatures (if likewise gaining too much (or too little) experience too they have fat, it is food storage) since it would keep out fast. heat from the environment, which is the main source of Money is used to judge the players overall success. The their body heat. referee places treasures in specific places (behind secret Cold blooded creatures tend to inhabit the warm doors, in locked and/or trapped treasure chests, guarded equators, active in the morning and evening, avoiding the by the main adversaries of the adventurers, and so on). extreme cold of night and extreme heat of mid day in The players determine their own reward by how they burrows and shade. play: those who play well and fast, explore and find Certain sea turtles and many fish have a relatively low secrets and overcome traps will gain more treasure and body temperature, which helps them avoid hypothermia in earn experience far faster than those who are foolish, cold ocean waters, but they can suffer drastically in cowardly, and lack the imagination needed to play well. temperatures that humans consider comfortably warm. The referee can make any further adjustments as they see fit. Falling Damage Some games use magic items as another source of There is a 1-2 on 1d6 chance that a fall of 10 feet or experience, but such rewards can be very subjective and less does no damage. Otherwise a creature suffers 10 such games typically require more experience points at feet of damage per 10' it falls, with a maximum of 20d6 higher levels for character advancement. damage. Falling onto soft surfaces might reduce damage. Some people use game mechanics as a source of Sharp stakes at the bottom might add 1d6 or 2d6 experience, but doing so favors those mechanics over non- damage to the total. A controlled jump differs and might mechanical actions. eliminate the first 10' or so of damage; jumping into deep Once the referee decides on a reward, they divide it water might result in little damage. among the participants; anyone who contributed little might get 1/2 or no experience. An example of using Finding Hidden Things shares, for a party of 4 characters and 3 NPCs who earn 1,100 x.p.s: See the chapter on character creation, under the discussion of thief and non-thief skills. Entity Share Each Total Shares 4 PCs 1 4 Fire Starting 1 NPC 1 1 (functioned as a PC) 1 NPC 1/2 1/2 (helped but not all the time) Modern humans are spoiled by matches and lighters 1 NPC 0 0 (did nothing useful) and never learned what was common knowledge just a 5 1/2 shares few hundred years ago. Player characters live in a world without matches and know how to start fires without Value per share: 200 (1100 / 5.5 = 200) matches or lighting devices. Value per full share: 200 x.p.s They can make fire by friction, if need be. Friction fires Value per half share: 100 x.p.s can be made using a wide range of easily acquired materials, but can take an hour or longer (1d6 hours once If the referee gives out enough experience to advance the proper tools are created) and will often fail in damp, a character more than 1 level from a single adventure, humid environments. The tools needed are never bought,

35 but simply made of local materials. a ration) 2 pounds of food and 2 pounds (1 quart of Firebox. Tinder is placed in the hollow body of this water per day), but that can vary by environment, activity, wooden box; the lid is rapidly rubbed back and forth; health and size. This quantity is referred to as a ration. A flint in the lid scrapes across steel on the rim, showering creature may need two, three, or more rations per day. the tinder with sparks and igniting it rapidly, in less than a General ideas follow: minute. Flint and Steel. A simple rounded piece of steel and Environment/Activity Food Water flint stone; striking the steel on the flint sends sparks into Comfortable, normal activity x1 x1 tinder to cause an ember. Tinder and kindling are usually Comfortable, very active x2 x2 gathered while going about ones daily life, and carried in Cold, normal activity x2 x2 a sack. It can take 1d6 minutes to set up and strike a fire; Cold, very active x3 to x4 x2 longer in damp conditions (10d6); and extremely damp Hot, normal activity x1 x2 conditions (or a lack of dry tinder) can prevent it. Hot, very active x2 x4 Tinderbox, Flint & Steel. The introduction of tobacco Extremely Hot, very active x2 x8 led to the gentleman carrying a small tinderbox, flint, and steel to start their pipes and cigars. "Cold" refers to icy environments where moisture is frozen and falls to the ground as frost, ice, or snow and Food and Fresh Water Needs hence they dry air increases water needs. Water is needed for digestion and dehydrated/dried Nutrition can be tricky, and depends on the health of foods do not save weight unless the user can find water the individual and nutritional value of anything consumed. where they travel; likewise, eating dry foods when This is mainly a concern for crossing oceans or deserts dehydrated worsens dehydration as the body will divert or such. Living creatures avoid areas that lack a plentiful water from the blood to digest said food. Creatures that supply of food and fresh drinking water. Characters exist on dry grasses need not only a large quantity of traveling through most areas during the growing season said grasses for nutrition, but also a large quantity of will easily find food as they go. They would only have to water to digest it with. spend time searching for food (or water) in winter Humans need a lot of water because they can sweat; conditions, or in dry or sparse areas. The referee would this allows them to remain active in hot weather (provided have to decide how plentiful either resource is. they have plenty of fresh water for hydration) with a lower chance of heat stroke. Creatures that cannot sweat FOOD & WATER SOURCES: Technically speaking, tend to overheat fast and can die of heat stroke in hot "iron rations" are literally canned goods in steel weather much more easily than humans. Though one of the containers, much like the modern day canned food. slowest species on Earth, humans can run down many Germany coined the term "steel rations" when it began faster animals just by chasing them until they are prostrate issuing canned food circa World War I. "Tin cans" are from heat exhaustion - if the humans have fresh water. usually tin plated steel. Modern automation allows this Warm blooded animals burn food to maintain body form of food to be mass produced at low cost, providing heat. Cold blooded creatures need far less food - preserved "fresh" meats and vegetables that can last a creatures like crocodiles that remain inactive most of the year. time often need 1/10 as much food as human of the same Being canned, these foodstuffs are immune to spoiling. weight. When food supplies are plentiful, the reduced They cannot be ruined or infected by mold spores and need for food is not an advantage. On Earth, warm other such hazards. blooded creatures tend to be larger and spread out over "Standard rations" represents non-tinned foods. Even a more diverse area than cold blooded ones because the best sorts can be spoiled by mold and fungus spores they can find more food. Consider how elephants, rhinos, or exposure to water. and hippos outweigh crocodiles and how whales Dry grains can last years, but have to be ground to (mammals) outweigh any fish in the sea. flour. Smoked, pickled, salted, or otherwise preserved Grass eating vegetarians need far more food and foods cost more than automated canning, but provide water (2 to 4 times as much per body weight ratios) as meats and vegetables that last long term. omnivores like humans because dry grasses and such have In a semi-primitive society, armies will have large so little nutritional value, and hence they need more water baggage trains with grains and livestock with them, and to digest them. Grasses are easy to find, and hence shepherds to handle the livestock. They will scavenge food grazers are found anywhere they can migrate to; they as they travel. While they can remain fed, it tends to be a tend to be highly successful. costly and clumsy effort. Camels can only go a long time without water if they Water is needed for digestion; dehydrating food does can first tank up (needing as much as 20 to 25 gallons in not save weight unless the user can find water where they one drinking); otherwise they die of thirst rather rapidly. travel. Hardtack (a simple biscuit formula baked dry) lasts A ration (in the game) represents the amount of food years, but needs liquids for eating. or water needed to avoid damage under. Damage is done per RATION missed, not per day missed. A person FOOD & WATER NEEDS: In general, humans need (as who needs 3 rations of food per day suffers a loss if they

36 miss one ration; if they miss all three they suffer 3 loses. might hire on despite the die roll, having their own EFFECTS OF STARVATION: Starvation can kill in 3 nefarious reasons in mind. weeks or so, but (beyond a craving for food) there is little real effect for several days in a normal, healthy person. Retainer Reactions Table EFFECTS OF DEHYDRATION: Fresh drinking water is 2d6 Roll Reaction a major constituent of blood; dehydration can kill as fast 2 Not interested; leaves; complains to others the as 3 days (varying by health and environment and water group gets a bad reputation locally; -1 to any supply). further checks locally. Water, in this situation, refers to fresh drinking water. 3-5 Not interested; leaves. All sorts of liquids have minimal or no value as drinking 6-8 More negotiating required. water. A healthy person usually has plenty of fresh water 9-11 Willing to join. in their body and can drink doubtful liquids with little ill 12 Willing to join and that particular NPC gains a effect, since the body has enough fresh water already in it bonus of 1 to morale and loyalty. to compensate. A dehydrated person who drinks salty liquids or those with enough food value to require water Laborers might work for 1 gold piece per day or for digestion can worsen their dehydration. Drinking salty some similar fee, but no one who risks danger will settle sea water while severely dehydrated results in delirium, for less than a share of treasure (regardless of any hiring illness and organ failure, and can kill in a day or less, contract). They will demand a share based on their own sometimes as quick as a few hours. mores: 1/4 or 1/2 if they lack real drive, or a full share or more if they think they deserve it. A daily or weekly NPC Hirelings And Henchmen wage will be expected for expenses and perhaps a hiring bonus; successful people will not work for a pittance and Hostility and abuse will drive anyone away without will demand a high wage and full shares of treasure, if any die rolls needed. A character's charisma score not more. indicates how irritating (or not) they are despite trying to Most people will not adventure long enough to gain get along with others. A low score means they tend to rub experience; the referee can track experience for those people raw and drive them away. who do. Retainers are temporary hirelings who will work for a See the entry for HUMANS in the MONSTER MANUAL few days, weeks or months (or maybe years if the job is for details about classes and normal people and hence easy and pay is good and it suits their needs). They aren't employee skills. all that loyal (they check morale at the end of an adventure, let alone when things go bad) and often not Traps very brave. Henchmen are the character's "thugs", loyal to the Traps are much like monsters in that the referee uses character who hires them. They are the sort of person the them for entertainment and hence designs them flexibly. character wants to guard their back and help them in tight They can implement all sorts of traps operating in all sorts spots. They are only gained by hiring someone who (after of ways. The chapter on character creation discusses the several adventures) decides to become a henchman. Their find traps and disarm skills. Some traps may be easily morale should only be checked if they are abused or found by practical means; others may not. Practical under dire straights, or if they are offered lucrative actions might avoid simpler traps, such as hiding behind a bribes. table to avoid darts. Probing ahead to try to set off traps Who is available to work with the party is up to the might help, but can also backfire since traps can be referee; a campaign to find employees could cost 10 to devious. Some traps might not fire all the time; they only 60 g.p. per week or 100 to 600 g.p. per month, or trigger on a 1-2 on 1d6 each time the proper stimulus is perhaps locals are unemployed and eager for work. applied. Thus, a group might unknowingly pass over a pit The referee should keep NPC statistics secret. The trap several times before the trap springs. players have to hire someone based on what they are The chapter on Adventure Design gives examples of wiling to pay and risk, putting them to tests they have to traps. devise to try to better feel them out, and in the long run Traps (Examples) they can only judge them by how they perform during ● A rope net falls over the square the door or adventures. Devious people will fake any tests put to them treasure is in. Anyone underneath must beat it with an as best they can. initiative roll (penalized -1 for 2/3 encumbrance, -2 for The following table is the random reaction of a full load) or be trapped. Victims can get out in 1-6 rounds potential employee, assuming a decent offer, but modified (half if using sharp cutting tools). by the reputation of the characters, the offer tendered ● A wall, ceiling, or floor panel opens releasing them, and what is known about the proposed job. The monsters. Roll on the random monster table for the referee should make the die roll in secret; sometimes they adventure level. will already know the nature of a hireling, but making a ● Alarm rings loudly. Nearby monsters will come false die roll helps cover it up. They might decide that running. certain people will never work for the party, and others ● An alarm rings in a distant room to alert guards

37 there of intruders; it is not audible locally. who values their own possessions; a character should not ● An iron cage falls. See the pit trap for an initiative be allowed give other characters money or equipment (or roll for anyone wary. The cage is very strong and getting drop all their possessions and walk off so a replacement free will likely take a long time. Will guards arrive first? can pick them up) just because the player wants to do so. ● Falling rocks engulf a 10' x 10' area and everyone inside is attacked with a to-hit bonus equal to the adventure level divided by 3, and takes 1-5 (1d6-1; 0 = Tricks, Puzzles, Special Environments 1) damage if hit. These are implemented to directly challenge the ● Fire trap engulfs a 20' area. Victims must save versus dragon breath or take 1-6 hit points per level of player's wits. Will they waste time over frivolous puzzles the adventure. or beg to roll a die to see if their "character" can figure out a trick (they are their character, and it is up to them to ● Huge stone block slams down over a 10' x 10' area; those who fail an initiative roll (see the pit trap) are decide what to do, whether or not they can figure a attacked with a to-hit roll equal to half the adventure puzzle out)? level, and take 2-12 (2d6) hit points damage if stricken. Specials (Examples) ● Pit trap, 10 to 30' deep. There is a 1-2 on 1d6 chance each time someone passes over it that it opens. ● Coin operated gambling machine. Anyone prepared for trouble who beats the trap with an ● Creaking noises erupt if anyone enters an area. initiative roll (1d6 + their dexterity modifier versus 1d6 ● Dirt and dust falls from ceiling. for the trap) leaps free; 3/4 to 1/2 encumbrance ● Door opens to various location depending on keys, penalizes them -1; full encumbrance -2. key words, etc. Dripping water or a pool. ● Poison gas trap - it engulfs a 20' x 20' x 20' area. ● Everyone inside it must save versus poison or suffer ill ● Ghostly figures or an illusion. effects: death, damage, sleep, etc. ● Healing fountain. Massive chasm. ● Poison needle in handle/lock. Each time it is ● opened, there is a 1-2 on 1d6 chance that the opener is ● Moaning noises. jabbed and must save versus poison or be poisoned. ● Blinding light bursts suddenly, or the area is dropped into smothering darkness. ● Swinging blade. Attacks one person who triggers it with a to-hit bonus equal to the adventure level and does ● Mysterious lights dance and flash like fairies. 2-7 (1d6+1) damage if it hits. ● Mystic runes and statues from an ancient civilization. Opening to a river or stream. ● The room door(s) slam shut, and bolts fall in place ● inside each to secure it strongly. ● Prisoners waiting rescue ● Rocks, furniture, etc. move and shift around on their Treasures Found own. ● Solve a riddle, perform an unusual action, receive a The referee has no input in how the players distribute permanent boon (1 point to 1 ability, 1-3 extra hit points, treasures, except that they control NPCs who might be etc.) angered if they do not feel they get their rightful share. ● Talking paintings. And the referee can prevent the player characters from ● Teleport device in room. being too chummy. Each character should be played like a ● Wind gusts and blows. self interested person who demands their fair share and

COMBAT

Battles last until everyone involved quits fighting, flees, A d6 can be rolled to see who acts first when different surrenders, etc. A 10-second combat round is used to sides fit in the same general category. Initiative is determine how much can be done each turn. The referee adjusted by the general situation and such things as can change the length if they want. Each round proceeds pole-arm and spear use. Being able to act first does as follows: not mean someone attacks first; a character who sets a spear versus charge waits for attack, while someone A. Spell casters must declare which spell they want to use who has to run to get near a foe might have to roll and provide other details. again to see if they can then attack first.

B. Determine initiative (who goes in what order): Some possible actions during a round include:

1. Magically hasted creatures act first. ● Morale checks made by the referee to decide what 2. Those creatures not hasted or slowed act. NPCs and monsters they run do. 3. Those who are magically slowed act last. ● Move (the movement options of someone engaged in melee are limited.)

38 ● Move within reach and engage someone in melee. pole arms it is 10 feet; with pikes it is 15 feet. The reach ● Make ranged attacks. of monsters is up to the referee. When pole arms are ● Cast a spell, from memory, or a device like a wand or ready for use, the longest weapon strikes first. Once scroll. someone with a significantly shorter weapon gets close, ● Drink a potion, which takes a round. though, they gain a +1 bonus to hit and damage (and the ● Try to turn undead (if they are a Cleric). long weapon user gets a -1 penalty to hit and damage) ● Some crossbows and other missile weapons require one unless the user of the longer weapon can shorten their or more rounds o reload; doing anything else during grip, which they cannot do if something is behind them. those rounds means said round does not count for The ranges of common missile weapons is provided reloading. later and can vary by rate of fire and other factors. ● Anything else allowed by the referee. Some actions may take more than one round; the referee might Number of Attacks: The number of attacks monsters decide others can be ignored as part of the current can make is given in their descriptions. Humans and round. demihumans and similar creature can make only one "attack" in melee (they are fighting constantly and get C. Has everyone quit fighting? If not, go back to step A. only one chance to harm foes). High level members of the Fighter class can make 3/2, 2, 5/2 or 3 attacks per round Morale in melee. The pattern for "3/2" is 2 attacks the first round, then 1, then 2, then 1. The pattern for 5/2 is 3, then 2, The referee can use a random die roll to check the then 3, then 2. morale of general monsters when bad things happen for their side in combat. Common monsters have a score of 7; Fighter Class Level 1-4 5-8 9-12 13-16 17+ cowards 5; and brave creatures or fanatics 9. The referee Attacks/Round 1 3/2 2 5/2 3 can adjust as needed, then roll two dice (2d6); if the die total exceeds the morale score the creature(s) morale fails A Fighter engaged with monsters of 1 hit die or less and they fee, surrender, or otherwise try to stop fighting. can make 1 attack per experience level against them in Animated undead (skeletons and zombies) and robotic melee. constructs (golems, etc.) do not check morale: they fight The rate of fire (ROF) of missile weapons is shown in until they are victorious, or they are destroyed, or when the Missile Weapons Table. For thrown weapons, slings, or called off by their controller. bows it might be possible to let fly more shots, but at a drastic cost in power, range and accuracy. While their Movement in Combat mechanical nature limits the fire rate of crossbows, they There is little reason to move slowly during combat, are typically easier to use and (again) higher rates of fire barring poor footing or unless a fight takes a long time are only possible in the best conditions. Note that some (hours) and participants become exhausted. Most weapons require an entire round (or two) to reload in participants can hustle at 2 or 3 times their walking addition to the remainder of the current round. speed. This rate of fire assumes they do nothing but stand still Someone engaged in melee can move at their walking and let fly shots, reloading; if they move or do anything speed at most, assuming they are not blocked or else they are not reloading and must devote more time to otherwise hindered. If they flee at full speed, their that. opponent gets a free attack against them with a +2 Someone on horseback can use a bow or such to get bonus and without any shield in their way. off shots on while moving but must control the animal with knees; a chariot rider can let off shots while moving if Spell Attacks someone drives for them. If the characters had access to modern self-loading fire arms they could easily use shoot- Some spells are not harmful and as such to-hit rolls and-scoot tactics. and/or saving throws are not involved. Otherwise see the spells and read the chapter on spell casting. Number of Melee Attackers per Defender: The main requirement for missile fire is a clear line of sight to the Unarmed or Weapons Attacks target; only so many opponents can attack one creature in melee from each direction. The referee will have to best- Melee combat is close combat, attacking unarmed or guess this. Two kobolds might attack one human from the when swinging or thrusting weapons like swords, clubs or front for example; 2 or more humans might attack a giant spears (missiles are not used); missile combat involves from the front. In many cases the damage a creature can throwing, spitting, or otherwise launching missiles at foes. do can be used as a rough indication of size (see the Reach and Range: Fighting unarmed or with weapons discussion of Giants in the chapter on Monsters for requires being within range of the target and rolling to example.) see if an attack hits. For melee combat, the reach of humans is 5 feet (they HIT OR MISS: To see if an attack hits, a roll of two are not standing still, but moving some); with spears and dice is made (2d6); a result of 2 is an automatic miss and

39 a 12 is an automatic hit. Otherwise the die roll is modified Shield -1 -1 75% 50% as shown later and the total is the armor class that can be Tower shield -1 -2 90% 75% hit (and any armor class lower can be hit). Modifiers for Missile or Melee: Shooting Through Melee: The referee applies cover Opponent standing still, such as a guard on duty +2 to each obstacle between a shooter and a target; list them out by adding them to the chance of missing, and if Able to take a round to observe foe before attacking, a living creature stops the shot early, make a to-hit roll to such as from ambush +2 see if it is also injured, with a penalty since the attacker is trying to miss it. Consider Alice discharging a crossbow Shield Use: Actively using any shield requires one bolt and trying to miss a pillar, orc #1, Bob, and Cecil in hand and prevents the use of any two-handed weapon, order to hit Goblin #1 (AC 7), which Cecil is fighting (4 let alone a two-handed grip on a weapon, a weapon in points of cover). Alice will miss on a 6 or less so: the second hand, etc. The referee can account for shield size by using either a flat adjustment against missile fire, Die Roll Result or treating shields as cover against missile fire. Bucklers 6 or less Miss. are intended for dueling and melee only; and a tower 7 The pillar stops the shot. shield for protection against missiles when in formation in 8 Orc #1 stops the shot; roll a to-hit roll with -2 the open. penalty to see if it is harmed. SMASHING SHIELDS: Wooden shields are flimsy, 9 Bob stops the shot; roll a to-hit roll with -2 intended to deflect blows but not take a hard full-on hit, penalty to see he it is harmed. and might be smashed with a heavy blow targeted 10 Cecil stops the shot; roll a to-hit roll with -2 directly at them. The shields in the equipment list are penalty to see if he is harmed. sturdy, intended to block or deflect blows. 11+ The target orc is hit. Crossbow Uses: While the mechanical nature of Over/Under: If a missile like a flask of oil with lit rag crossbows limit their rate of fire, ordinary people will misses, a random roll can be made to see where it lands, prefer them because they are easy to use. For one thing, adjusting by conditions, with a variance of perhaps 5' to a fast rate of fire with slings, bows, and thrown weapons 15' (5' to 30' for extreme ranges). hinders accuracy and deadliness, and is often only achieved under the best conditions. The hand crossbow is Distance to Target 1 2 3 4 5 6 intended to be shot one-handed. Other types can be fired Short range short left right long long long one-handed (-2 to hit and 1/2 range); reloaded 1 Medium Range short short left right long long handed (a crossbow with a normal ROF of 1 per round Long Range short short short left right long takes 1 extra round to reload one-handed for a ROF of 1/2; ROF 1/2 = 2 rounds to reload; ROF 1/3 = 4 rounds Common Combat Adjustments Table to reload). A steady rest gives a +1 bonus to-hit. Slings and bows are snap-shooting weapons (the only way to Note: the referee applies any modifier as they see fit. draw a bow back and hold it to take aim is if it is a weak bow with little power or a modern compound bow), but Melee Modifiers: taking careful aim for 1 round with a crossbow gives a +2 Strength modifier to-hit bonus, useful for sniping unawares or hard-to hit Magic weapon plus/minus targets. Attack from behind +2 Superior position +1 Sleeping, Paralyzed, Held, etc. Targets Inferior position -1 An attacker can kill one target who is helpless (tied up, Missile Modifier: sleeping, paralyzed, held by a hold person spell, etc.) Dexterity modifier per round. This counts as their action in that round. A to-hit Magic weapon plus/minus roll is not needed except for odd situations (i.e someone is trying to fend them off) or when they are using a missile Short weapon. Creatures immune to the attack form being used Cover Range Medium Range Long Range cannot be killed this way, unless the situation warrants it in None 0 -1 -2 the referee's eyes. 25% to 50% 0 -1 -3 75% or so 0 -2 -4 Creatures With Immunities 90% or so -1 -3 -5 Actually this could be thought as creatures that are not Armor Class Effect Missile As Cover significantly harmed by certain attack forms. The referee Of Shield Melee Flat Active use On Back might allow creatures with the same or higher immunity to harm others with the same or lower immunity, or creatures Buckler -1 0 25% none

40 of a certain hit die (not experience level). Examples: pelt them with missiles. If someone on horseback (or a similar mount) does not Needed to injure... Also hit By Hit Die have stirrups and a good saddle, damage is about the Silver 4+1 same as if they were afoot; if they grip a weapon too +1 weapon 6+2 firmly they will be knocked off by the impact. A person +2 weapon 8+3 with a good saddle and stirrups can grip the haft firmly +3 weapon 10+4 and does 2-12 (2d6) damage with a spear (or pole arm) or 3-18 (3d6) damage with a proper jousting lance with Damage a charge from a mount. Weapons like a good saber might be given a 50% boost in damage (an extra d3) in a If a creature is immune to the attack form being used charge. against it, it might be "hit" but not seriously harmed. Cavalry has almost always been used for scouting and Otherwise, damage is rolled. The damage of animal-like attacking weak areas and breaking undisciplined and ill- monsters do is spelled out in their description. Humans and trained or ill-prepared enemies. Against solid ranks of humanoid monsters typically do some variation of 1d6 well trained spear men (see below) a classic boot-to-boot damage per attack, varying by size and weapon used. cavalry charge tends to be suicidal. Two option (1D6 Only Damage for PCs and Melee Fighting from horseback tends to give advantages and Weapons Variable Damage) are discussed later. disadvantages depending on weapons length. Keep a separate track of a creature's normal maximum hit points and current hit points. Damage is Ground vs horse subtracted from current hit points and if they drop to less standard melee -1 than 1 the creature is killed. The referee can apply other staff, spear, pole-arm 0 interpretations to help create variety; a creature might try to incapacitate rather than kill a victim to capture it as a Horse vs ground slave, to ransom, because they are an ally driven insane standard melee -1 by magic, etc. staff, spear, pole-arm 0 Some people prefer bleeding rules: a creature does not die until its hit points drop to -10 or less. When its hit Pole Arms and Spears points are 0 or lower, it is incapacitated and bleeds for 1 point of damage per round (or turn) and can bleed to The "pole arms" in the game are purpose-made death, unless someone takes the time to apply first aide military weapons with a spear head, long spike, or simply and stop the bleeding. a sharp point on the end, allowing them to be used in a spear-like manner. The secondary head (axe, hammer, Healing Damage pick) is intended for general melee. A staff or a javelin is not considered pole-arms for this discussion. True "spears" Hit points are not real and hence can be recovered at are not short and can reach 10' to 12' length. whatever pace the referee prefers. A fast rate would be Spears and pole-arms are intended for general 1-3 (1d3) hit points per day, with constitution modifier melee, and especially formation fighting, where troops added (a minimum of 1, if there is a penalty). A slower stand shoulder to shoulder and present a wall of sharp rate would be 1 point per day; a penalty for constitution points to attackers. Melee skirmishers need about 5' of would prevent healing for that many days at the start of space; three spear men can squeeze together in a 10' each week (i.e. -2 means no healing is done for the first 2 space; and spear men can form up to three ranks (the first days each week) while a bonus doubles healing that many one kneeling; the second one standing; the third holding days at the end of each week (i.e. +3 bonus means they weapons over the heads of the second) presenting heal 2 points per day the last 3 days of a week). skirmishers with nine attacks. Magic healing adds to this. This formation can be hard to deal with and is often A creature that regenerates will heal damage from used to block bridges and other key points. It can be attack forms that it cannot regenerate against at broken by missile fire or ground down by toe-to-toe whatever the referee decides is the natural healing rate. fighting, but cavalry charges tend to be suicidal against A troll burned by fire or acid heals it 1 or 1-3 (1d3) hit them. Well armored troops cannot maneuver fast when in points per day, as the referee decides. tight formation; the Swiss pikemen on Earth were famous Animated undead (zombies and skeletons) cannot be for no better reason than they were too poor to buy healed, nor can constructs (they might be repaired by armor but could drill a lot, and hence they could indeed some means). Many forms of undead cannot be healed by move and attack in pike formation. magic, but might be healed by drinking blood or rest Consider how early muskets did not have bayonets (healing magic is "good magic"; undead owe their and hence formations included spearmen for cavalry existence to "evil magic"; they are not compatible). defense. The advent of bayonets allowed all troops to serve as both gunners and spear men. Standard infantry Charging and Mounted Combat fire-arms were purchased to a specified minimum length A person charges on foot to get close before enemies (6' or longer with bayonet) well into the 20th century not

41 for "range and accuracy" but to allow the users to fend energy spell. A saving throw is not allowed to avoid this off cavalry with a bayonet. Cavalry was still be using as effect. The victims looses hit points due to hit die and late as the 1940s but by then rifles were being shortened; abilities (to-hit rolls, saves, spell casting, etc.) are based eventually they got even shorter and the bayonet (at one on their level after the drain effect. EXAMPLE: Egge the time a wickedly long knife or spike) was shortened to a 5th level thief is hit by spectre which drains 2 levels of fighting knife. While some hobilars (mounted infantry) and energy: Egge becomes a 3rd level thief in all respects cavalry did carry long rifles, most did not need them, and including hit points. hence they were issued carbines and pistols with little Petrifying Gaze: All victims in a 45 degree cone of the effect on their combat ability. For anything but extremely creature's eyes that looks towards the creature must save long range volley fire and general spear use, a short versus innate monster magic (petrify/turn to stone) or be carbine tends to be just as useful as a long rifle. turned to stone. Powerful magic can be turn them back to flesh. Underwater Combat Victims surprised by the gazer and in the proper position are assumed to automatically met the gaze and Missile fire is impossible under water; modern man must make said save. Alert creatures will likely be trying created spear guns using elastic, compressed air, or to avoid the gaze and hence have at least a 50/50 explosive charges to give them a missile and their ranges chance of not meeting the gaze per round, even if they are 21 feet or so. Military forces use specialized guns are in the right position; but they also count as fighting firing heavy spikes at low velocity, sacrificing range (15 blindly. feet) for a higher rate of fire. Thrown weapons (let alone Creatures with this ability are not immune to gaze bows, crossbows and slings) are no good. attacks; if they meet their own gaze through a mirror Underwater combat involves grappling or using (about a 2 in 6 chance is one is presented), they must save weapons like knives. Thus: fish bite, squid and octopi grab or be petrified. with tentacles, the cone snail thrusts a hollow venom tooth Mirrors help avoid the gaze and reduce blind fighting on a muscle; etc. Spears are used by hunters to jab prey penalties. Mirrors are useless in the dark. The best silver- at a distance, not necessarily fight. backed glass mirrors are useful in dim and bright light. Tridents and fish-gig arrows are for use when throwing Polished silver, gold, steel, and bronze are only useful in or shooting into water and have no special value when bright light and even then give a poor reflection. Using a used under water beyond saving meat or harpooning fish. mirror prevents the use of a shield. Most shields are not Harpoons help keep victims from swimming away and metallic; those that could be polished to any degree have a detachable head. would be expensive (perhaps even magical, as shown in some movies); and looking into a shield (using it as a SPECIAL ATTACK FORMS mirror) would precludes using it as a shield that round. Special attack forms work as follows. Attack forms Siren Song. Some creatures can sing a magic song: such as poison or dragonbreath can only be used three victims must save versus innate monster magic (or spells if times per day. specified in a description) or be entranced by what seems Acid Engulfment: Various simple creatures (jellies, to be the most beautiful music in the world. They will cease oozes, slimes, etc.) excrete very caustic acids that effect a doing everything and move towards the singer (including victim as long as the creature attacks (they envelope by fighting to gain control of ships or jumping overboard). victims and hence effects are automatic). Most can eat They will fight to break free of any restraint. What through wood in one round and through body armor in 1 happens when they reach the singer can vary, but siren to 3 rounds (leather = 1; chain = 2; plate = 3, etc.), songs are often used to lure victims into traps. reducing its protection until the wearer is stripped of Swallow: Many land bound creatures have a relatively armor. Once the organism can skin, it does automatic small mouth for the creature's size and are intended to damage per round: 1-3, 1-6, 2-9 or more hit points. A enable them to ingest small portions. slain victim will be dissolved and eaten. Snakes swallow prey whole, but their jaw size is much Some beings spit acid (including certain dragons) smaller than mammals of equal body weight, so they which has a different. often prey on small creatures. A few constrictors can open Charge: A creature that has 30 yards (90 feet) of their jaw large enough to swallow large creatures, but room may rush at opponents. For small creatures this is tediously. They have to subdue prey by first crushing it mainly a way of getting closer. For large creatures this and suffocating it. allows them to build up enough speed to use their body as Some fish such as orcas, piranhas and sharks bite a weapon. The use of pole weapons in charging is chunks out of large prey. discussed in the chapter on combat. Many fish and most frogs/toads eat by swallowing Energy Drain: Specific types of undead can drain a prey whole. These are equipped with super-hinged jaws creature of its life force: a close combat hit by said and can swallow prey almost their own size. creatures reduces a victim's experience level (or hit die if In this case, a to-hit roll of 12 (for 2d6 or 1d12 or 10 it is unclassed) by 1 per energy level drained. This can for 1d10) against a proper sized creature means the only be cured by a high level Cleric casting a restore attacker has gulped it down. The victim takes 1-6 (1d6) h.p. of damage per round until it is killed. Those with

42 sharp weapons such as swords and knives can attack from as ghoulish paralysis or the petrifying effects of inside, striking with a -2 hit penalty and doing damage as medusas or basilisks. normal. A swallowed and slain creature is digested in 4-24 Hard: Spells cast from memory or rods and staves, (4d6) hours, adjusted as the referee sees fit. and dragonbreath are the hardest save to make. Swoop: The aerial version of a charge. Flying creatures move at 10 times the speed as a ground Read the book to see how saves are used. Examples: creature and hence can do far more damage. Large creatures can grab smaller ones and carry them off (a to- ● Someone attacked by a charm person spell gets a hit roll of 12+). Double or triple the damage rolls when save versus spells; success means they are not effected swooping. by the spell, failure means they are charmed. Trample: Any creature can try to stomp on others. Large four-legged vegetarian creatures often rely on this, ● Someone bit by a poisonous spider or snake suffers stampeding over predators: they get a +1 to hit and damage from the bite and must also save versus double their unarmed damage (due to the 4 legs). poison. Failure means they suffer poison effects, which the referee can vary. Saving Throws Saving throws handle special situations like poison and ● Someone caught in the area of effect of a fireball magic. The chance is based on the victim's experience spell suffers damage based on how many d6s are level or hit die and the nature of the attack. A roll of two rolled by the spell caster. If they save versus spells, dice (2d6) is made; if the die roll equals or exceeds the they take 1/2 damage. number needed, the save is a success. Otherwise it is a failure. An unmodified roll of 2 fails and of 12 succeeds; ● Someone caught in the acid spew of a black dragon the referee can apply modifiers as they see fit. suffers damage based on the dragon's hit points. If Saves are organized by easy, medium, or hard saves. they save versus dragon breath they take 1/2 damage. Easy: death magic and poisons and diseases. ● Someone who receives a healing spell or drinks a Medium: magic through wands and innate magic such healing potion does not make a save, unless for some reason they want to resist being healed.

Base To-Hit Table Armor Class - Ascending over Descending Fighter Level Cleric Magic- To-Hit 6 7 8 9 10 11 12 13 14 Monster Hit Dice Thief User Bonus 5 4 3 2 1 0 -1 -2 -3 <=1/2 - 1-5 0 8 9 10 11 12 13* 14* 15* 16* 1-1 or 3/4 1-3 6-8 1 7 8 9 10 11 12 13* 14* 15* 1 4-6 9-12 2 6 7 8 9 10 11 12 13* 14* 2-3 7-9 13-15 3 5 6 7 8 9 10 11 12 13* 4 10-12 16-20 4 4 5 6 7 8 9 10 11 12 5-6 13-15 21-23 5 3 4 5 6 7 8 9 10 11 7 16-18 24-27 6 2 3 4 5 6 7 8 9 10 8-9 19-21 28-30 7 1* 2 3 4 5 6 7 8 9 10 22-24 31-35 8 0* 1* 2 3 4 5 6 7 8 11-12 25-27 9 -1* 0* 1* 2 3 4 5 6 7 13 19-20 10 -2* -1* 0* 1* 2 3 4 5 6 14-15 21-22 11 -3* -2* -1* 0* 1* 2 3 4 5 * Note an unmodified 2 (1 with d12) always misses while 12 always hits.

Saving Throw Table

Dwarf/ Cleric, Halfling Magic- Dwarf/ Cleric, Monster Fighter User, Thief Halfling Magic- Poison, Innate Monster Petrify, Spells, Dragon Hit Die Level Level Fighter User, Thief Disease Paralysis, etc. breath <1 10 11 12 1-3 9 10 11

43 4-6 1-3 8 9 10 7-9 1-3 4-6 1-2 7 8 9 10-12 4-6 7-9 1-2 3-5 6 7 8 13-15 7-9 10-12 3-5 6-8 5 6 7 16-18 10-12 13-15 6-8 9-11 4 5 6 19-21 13-15 16-18 9-11 12-14 3 4 5 22-24 16-18 19-21 12-14 15-17 2 3 4 25-27 19-21 22-24 15-17 18-20 2 2 3 22-24 25-27 18-20 2 2 2

1D6 Only Damage for PCs Axe, Battle 0 1d6+1 -1 1d6+2 Axe, Hand 0 1d6 -1 1d6+1 When it comes to melee weapons: they were assigned Axe, Hatchet -1 1d6 -2 1d6+1 variable damage ratings (see below) for the sake of Club* 0 1d6-1 -1 d6 variety: swords and axes the best; blunt weapons second Dagger -1 1d6 -2 1d6+1 rate; clubs inferior. Realism is not the intent of the game Dagger, Silver -1 1d6 -2 1d6+1 and hence any argument for or against realism is moot. Flail* 0 1d6 -1 1d6+1 Some players may argue for favoritism for weapons they Javelin 0 1d6 0 1d6 have a fetish for; the referee must handle such things as Lance 0 1d6 0 1d6 best they can. Mace* 0 1d6 -1 1d6+1 Not everyone has a fixation with military hardware. Maul* - - +1 2d6+1 Many people enjoy using their imagination and dislike Morningstar - - +1 2d6+1 arbitrary and fake statistics. Beyond basic ideas (i.e. Pole-Arm - - +1 2d6+1 spear use, bow, magical bonus, strength bonus, etc.), they Spear 0 1d6 0 1d6+1 do not want a lot of details concerning melee weapon Staff* - - 0 1d6 types. They might prefer a simplistic system where all Sword (normal) 0 1d6+1 -1 1d6+2 attacks by player characters do 1d6 (1-6) hit points of Sword, 2-handed - - +1 2d6+1 damage. Two-handed weapons can be given the best of Sword, Bastard 0 1d6+1 0 1d6+2 two dice (roll two dice, pick the best). Unarmed attacks Sword, Rapier +1 1d6 - - suffer a -2 to-hit penalty or the lowest of two die rolls. Sword, Short 0 1d6 -1 1d6+1 A slightly more advanced version is to base damage Torch as club** 0 1d3 -2 1d3 on the attacker's class (again, unarmed attacks can be Torch vs. fire vulnerable 0 1d6-1 - - given a -2 to hit penalty or the lowest of two die rolls, Unarmed -1 1d6-1 -2 1d6 and 2-handed weapons the best of 2 die rolls): War Hammer* 0 1d6 -1 1d6+1

Damage Notes on Weapons Class Damage (d6) Any Dice Bastard Sword: Does not suffer a to-hit penalty when Magic-user, Normal Human d6-1 d4 gripped 2-handed. Cleric, Thief, Normal soldier d6 d6 Black jack/sap: A sharp blow on the head has a Fighter d6+1 d8 chance of stunning or knocking someone out, but also a chance of breaking the or spine and killing or A third option using polyhedral dice gives 2-handed crippling them. Black jacks/saps are used to reduce the weapons an improved damage factor rather than the best chance of death by those wanting to take someone of two die rolls: prisoner, not kill them. Javelin: Too short for spear & pole-arm combat and Damage suffers a -2 to-hit penalty if gripped 2-handed. Class 1-Handed 2-Handed Lance: The large jousting lance, not a spear being Magic-user, Normal Human d4 d6 called a "lance". Cleric, Thief, Normal soldier d6 d10 Man Catcher: A big, clumsy wooden tool much like Fighter d8 d12 oversized pliers used to try to take criminals and such prisoner. It requires a lot of work and the victim must be Melee Weapons Use Table fairly helpless. 1-hand 2-hand Rapier: +1 to-hit and +1 initiative. Item To-hit Dmg To-hit Dmg Spear: Does not suffer a -2 penalty when gripped for 2-handed Flail* - - 0 d6+d3 2-handed use. 2-handed Hammer* - - 0 d6+d3 Torch as club: Torches are flimsy sticks thrown away 2-handed Mace* - - 0 d6+d3 when burned out. A torch useful as a club would weigh as Axe, 2-handed - - +1 2d6+1 much as a club. Unarmed Attack: Half of the damage is non-lethal,

44 recovered 1 hit point per turn when the victim is allowed Missile Attacks Table to rest. Whip: Used to help control livestock, with its loud crack Missile Attacks Range and stinging blow. Not very useful otherwise; you might be Weapon ROF D 0/-1/-2 able to kill a normal person if they stand still for twenty or Arbalest 1/3 d6 240/360/480 so slashes. Atlatl d6-1 1/2 40/80/120 Blowgun, hunting 1/2 - (np) 10/20/30 EXOTIC WEAPONS: To-hit Notes Blowgun, small 1/2 - (np) 1/2/3 Black jack/sap* -2 - Composite bow 1 d6 120/240/360 Man Catcher * -1 - Composite bow 2 d6-1 60/120/180 Whip* -1 1d3 Crossbow 1 d6 160/240/320 * Blunt weapons Hand Crossbow 1 d2 10/20/30 Heavy Crossbow 1/2 d6 190/280/380 Long bow 1 d6 100/200/300 Dual-Wielding Long bow 2 d6-1 50/100/150 Missile weapons have their own characteristics. This Repeating Crossbow 2 d6-1 60/90/120 topic concerns melee attacks only (close combat). Short bow 1 d6 70/140/210 Even an unarmed humanoid fights with both hands and Short bow 2 d6-1 30/70/100 someone who has two one-handed weapons but only Sling, bullet 1 d6-1 60/120/240 fights with one is a fool. Fencing is a sport that stresses Sling, stone 1 d6-1 40/80/160 weapon use and penalizes participants by preventing the Small bow 1 d3 20/40/60 use of the other hand and bodily contact, for example. Small bow 2 d2 40/80/120 Humans and humanoids can thus fight with empty hands; a Two-limb crossbow V d6 160/240/320 weapon in one; a two-handed grip on a one-handed melee weapon; a weapon in each hand; a weapon and Range shield; or a two-handed only weapon. Thrown Weapons ROF D 0/-1/-2 Anyone who fights strictly one-handed (such as Bola 1/2 - 10/20/30 when holding onto a rope one-handed or with a hand Boomerang* 1 d6-1 10/20/30 behind their back or missing an arm) suffers a -1 to-hit Dagger 1 d6-1 5/10/15 penalty and -1 damage penalty (when unarmed, humans Hand axe 1 d6 10/20/30 do 1d3 damage and suffer a -2 to-hit penalty when Javelin 1 d6 20/40/60 fighting one-armed). Javelin with thrower 1/2 d6 30/60/90 A dual-wielding scheme is shown below. Note: there is Net (6' x 6')* 1/2 - (d2) 5/10/15 no favoritism in the columns: they do not represent right Rock, heavy dropped 1 2d6 - and left hand, nor left and right hand. Rock, medium 1 d6 5/10/15 An unarmed 2-handed grip is gripping one hand in Rock, light 1 d3 10/20/30 the other for a power blow. Rope w/ grappling hook 1 - 10/20/30 2-Handed weapons are not shown because they are Rope/lasso 1 - 5/10/15 normally one wielded with a 2-handed grip. Spear 1 d6 10/20/30 Spear with thrower 1/2 d6 20/40/60 Eh empty hand empty hand or shield Throwing darts 1 d6-1 5/10/15 Lt light dagger, hatchet, club, etc Throwing darts 2 d3 10/20/30 Md medium short sword, hand axe, mace, flail, Throwing stars 1 d6-1 5/10/15 hammer Throwing stars 2 d3 10/20/30 Hy heavy sword, battle-axe, bastard sword Blowgun needles are NOT poisoned; poison costs extra. EH Lt Md Hy A net only does damage when used as a weapon for To-Hit Dmg To-Hit Dmg To-Hit Dmg To-Hit Dmg bashing or choking, not when thrown to entangle. EH -1 d6-1 0 d6-1 0 d6 0 d6+1 Said rates of fire are possible only if the user stands 2-H -2 d6 -1 d6 -1 d6+1 -1 d6+2 still and does nothing but reload. Lt 0 d6-1 0 d6 0 d6+1 0 d6+2 V - the user can discharge both limbs in one round, but Md 0 d6 0 d6+1 0 d6+2 1 d6+2 it takes the remainder of the round to reload one and half Hy 0 d6+1 0 d6+2 +1 d6+2 1 d6+3 the next to reload the other. Most people use them as a light crossbow (after shooting both limbs) unless they get Bastard swords and spears do not suffer a to-hit the time to reload both. An example of firing: 1) shoot penalty if gripped 2-handed. This does not effect their both & reload one; 2) reload one & shoot both (loosing use with other weapons and dual-wielding. initiative); 3) reload both; 4) start again at "1". 1/2 - it takes a full round to reload between each shot. 1/3 - it takes 2 full rounds to reload between each

45 shot. damage. A flask poured on the ground forms a 3' Range: The ranges shown are maximum ranges for diameter pool but only inconveniences small creatures (1- archaic or thrown weapons in yards. Multiply by 3 to get 3 damage) who cannot jump over it; something like a feet. Modern weapons would have longer ranges and an snake might take 1-6 (1d6) hit points trying to wiggle effective range. Range categories are based on ease-of- through. use factors, not ballistics, with crossbows being easiest to hit with at longer ranges, and slings hardest. Poison Acid, Holy Water, Oil The referee can treat all poison as "save versus poison or die" but can also give them different characteristics: Chemical Range some might do damage (1d6 h.p., 2d6 h.p., d6 x d6 h.p. Weapons 0/-1/-2 Thrown (for 1 to 36), etc.) Others might cause sleep (4d6 hours), Acid, strong 10/20/30 1-6 (1d6) paralysis (2d6 turns), weakness, fear and so on. It isn't Acid, very strong 10/20/30 2-12 (2d6) hard to realize that the bite of a giant snake or spider Acid, weak 10/20/30 1-3 (1d3) could indeed be "save versus poison or die". Holy Water 10/20/30 1-6 (1d6) If poison is plentiful, everyone will use it including the Oil, flask 10/20/30 1-6 (1d6) monsters that the character meet; smart gamers keep it Oil, flask in pool - 1-3 (1d3) uncommon in order to reduce character casualties. Note: Rate of fire is 1 per round if the item is ready, 1/2 Poisons are not common because poison using if not. creatures make it when they need it and milking their corpse does not yield much (if any) poison. Large ones There is a 1 in 6 a flask/bottle does not shatter on inject pints or quarts; small doses are not very deadly. softer targets, and 1 in 6 chance oil with a wick does not Their venom drips right off the blade, dries up, and looses ignite, modified as desired. Someone who suffers a hard toxicity in a few hours, so the effect is minimal at most. fall or multiple hits in combat (or is carrying many bottles Making it sticky enough to stay on a blade gives victims a and is hit) has the same chance of bottle breaking; those +2 bonus to saving throws. with oil have the same chance of igniting (as modified by While many natural plants and chemicals in the real the situation). world are toxic, they tend to have a low success rate, be Containers pass through ghostly undead (and perhaps rejected by vomiting (such as when drunk or ate), take air elementals, fire elementals, and such) without long periods to function, and so on. breaking. A torch or such thrown at unlit oil might have a Below are examples of man-made sticky poisons that 1-3 in 6 chance of igniting it; an automatic chance if last a long time and sticks to blades. If the poison is carefully applied. properly delivered, then a victim must save versus poison Damage is against one target; there is not enough (with the modifier shown) or take the damage shown. If liquid to hit more than one. they fail that save, the referee can allow a second save to see if they take half the damage shown. Assume a weight FIRE AND UNDEAD: Note that some undead types that of 1/10 pound per dose and one dose being one suitable are immune to other normal attacks might be effected by application: fire and it is possible to consider mummies doubly damaged by them. Poison Damage Save Cost (g.p.) OIL: The chance of oil igniting when hurled on monsters 1-6 (d6) +2 100 is much the same chance of it igniting if the user falls or is 2-12 (2d6) +1 500 hit in combat and containers shatter, with the given that 3-18 (3d6) 0 1,000 random sparks might not ignite it outright. A thrown bottle 4-24 (4d6) 0 2,500 does damage against a single target; there is a 50/50 5-30 (5d6) 0 5,000 chance there is enough to burn the second round for 1/2

Cleric vs. Undead Table Level of Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire Cleric 1 2 2 3 4 5 6 7 1 7 9 11 - - - - - 2 T 7 9 11 - - - - 3 T T 7 9 11 - - - 4 D T T 7 9 11 - - 5 D D T T 7 9 11 - 6 D D D T T 7 9 11 7 D D D D T T 7 9 8 D D D D D T T 7 9 D D D D D D T T 10 D D D D D D D T

46 11+ D D D D D D D D

Turning undead takes the Cleric's action in place of two dice (2d6) equals or exceeds said number. attacking or doing anything else in combat; opponents get A "T" means they instantly turn said creature type. a +2 bonus to hitting them while they do so. They must use A "D" means they instantly destroy said type of creature. their holy symbol in one hand to turn undead. The above table shows their general effectiveness. A Cleric can only effect 2 to 12 (2d6) hit dice worth of undead per round; weakest types are effected first. "-" means they cannot effect said creature. A 7, 9, or 11 means they can turn said creature if a roll of

MONSTERS

This chapter includes both monsters and ordinary Base Base Pounds creatures, all of whom are potential enemies and allies of Hit Hit the player characters. The referee can design their own 1.3 1+1 250 12 12 21,600 - 11 tons creatures, as well as change the ones given to add more 1.4 1+1 300 13 13 25,350 - 13 tons variety to play. 1.5 1+2 350 14 14 29,400 - 30 tons Creatures in the game world are divided among 1.6 1+2 400 15 15 33,750 - 32 tons player characters (PCs) run by players and Non-Player 1.7 1+2 435 Characters (NPCs) run by the referee (who are created by the rules for creating player characters and have A suggested armor class (AC) is given: the base of 6 is experience levels) and ordinary monsters and creatures increased for tough hides or dexterity. Giant ground based who are simpler and based on hit dice, not experience insects are given a hard shell; spiders and bees are given level. Monsters usually do not have any special abilities a tough leathery hide. Cats are given a dexterity bonus of unless they are innate (gained by genetics), not learned. 2. Deciding how many appear and where they appear is Common hit die ratings are given. While size is the discussed in the chapter on Encounter Design. Saving base hit die, some creatures are given more hit die to add throws are explained in the chapters on Character variety. See the chapters on Character Creation and Creation and Combat. Morale is discussed in the chapter Combat for an explanation of hit dice and its use. Said hit on Combat. Treasure is discussed in the chapter on die is intended for competent warrior types; ordinary Treasures. types might have as few as 1/2 the given hit die. Thus an If an asterisk is behind a name, said creature is immune ordinary human, elf, orc, or dwarf might be 1/2 hit die; an to certain common attack forms. ordinary wolf 1 hit die; etc. Monster stats are often abbreviated: HD = hit dice, AC Hit dice are used for determining hit points (see the = Armor Class, At = number of attacks, D = damage, Mv chapter on creating characters), saving throws, and to-hit = movement, RT = random treasure type. rolls for monsters (see the chapter on combat) non-classed The size of any creature is up to the referee. Those creatures. The hit points, saving throws, to-hit rolls and wanting to do statistic research can use this table, keeping other such factors of PCs and NPCs are determined by mind mind that individuals vary by weight and exact their class and experience level. weights are not important: Suggested movement rates are given. Humans move at 3 mph/270 feet per minute; many four legged SIZE TABLE mammals double that. Size does not increase speed; if Base Base anything, past the threshold of a ton or so the stress on Pounds Hit Hit tissues caused by massive weights reduces speed, as in the Size Dice Weight Size Dice Weight case of elephants and other massive four-legged creatures. 0.1 1 hp 15 1.9 2 540 Attacks gives a suggested main attack form. This can 0.2 1 hp 30 2 2 600 - ¼ ton get complex since creatures can attack in different ways. A 0.3 1/3 45 2.5 2.5 945 “claw and bite” is used to differentiate a cat (for example) 0.4 1/3 60 3 3 1,350 - ½ ton from the bite of a wolf, for example. 0.5 1/2 75 4 4 2,400 - 1 ton Damage is suggested. 0.6 1-1 90 5 5 3,750 - 2 tons 0.7 1-1 105 6 6 5,400 - 2½ tons MONSTER DESCRIPTIONS 0.8 1 120 7 7 7,350 AERIAL SERVANT (elemental): 0.9 1 135 8 8 9,600 - 5 tons HD 16 AC 9 At 1 D 5-30 (5d6) Mv 240' 1 1 150 9 9 12,150 - 6 tons Random Treasure: Nil when summoned 1.1 1+1 180 10 10 15,000 - 8 tons 1.2 1+1 210 11 11 18,150 - 9 tons An invisible creature summoned from the plane of air by a

47 high level Cleric using the aerial servant spell: they also rabbits and moles. Much like wolverines, they can be exist on the ethereal and astral planes as ghostly figures. dangerous and aggressive. They can occasionally be met in Usually surprises on a 1-4 on the prime plane. When it clans of 2 to 7. grabs someone and the victim tries to break free, roll 1d6 BEAVER (mammal, rodent): These rodents build lodges and add the brute force modifier for each (aerial servant for homes and dams to form pools to swim in, feeding on rolls 2d6 and adds +3) (highest wins). They are violent if bark and plant matter. They live in an area for 3 or 4 thwarted from their task or given an impossible/suicidal years before they have cleared out the local trees and task. They can carry 1,000 pounds. must move on. They slap their large tail in water as a warning signal and swim well, valued for their waterproof ANHKHEG (giant insect): fur. HD 3 to 8 (d6 + 2) AC 9 (underside 6) At 1 bite + acid or PORCUPINE (mammal, vegetarian): The coat of squirt D 4-24 (or 3-18) or 5-30 (save for half) Mv 120' thousands of quills helps fend off attacks. They can swat (60' burrowing) foes with their tail to lodge quills and any unarmed attack Random Treasure: C will result in the attacker being stabbed. Imbedded quills are designed to work deeper into the victim's body and A giant burrowing multi-legged insect that eats other can hold a mouth shut or puncture internal organs. creatures, often lurking 5' to 10' below the surface to OPOSSUM (mammal): These have a prehensile tail and attack prey passing over. At close range it bites for 4-24 prefer to live in trees, feeding off berries, fruit, bird eggs, damage (1-6 of which is acid). Three times per day it can lizards, frogs, and whatever else they can catch. squirts digestive acid 30' at a single target for 5-30 (5d6) OTTER (mammal): These aquatic carnivores prey mainly damage (save vs. dragonbreath for half); but after doing on fish, shellfish, crabs and similar creatures, and are not a so it cannot use acid again for 6 hours, and its bite normally a danger to humans. damage drops to 3-18 (3d6) during that period. RACCOON (mammal, omnivorous): With their clever hands, raccoons feed along streams, eating crayfish, fish, ANIMAL, GIANT AND ORDINARY (mammals): clams, and anything else they can grab and root out. Badger HD 1/4 AC 6 At 1 bite D 1-3 Mv 120' RAT, NORMAL OR GIANT (animals, mammal). Common Beaver HD 1/2 AC 6 At 1 bite D 1-3 Mv 90'/120' water rats are only dangerous if they are controlled by someone Giant Badger HD 4 AC 6 At 1 bite D 4-24 Mv 240' and swarm them in the hundreds. Giant rats are very Giant Beaver HD 5 AC 6 At 1 bite D 5-30 Mv 90'/120' carnivorous and often attack human-sized prey with water hunger. They are often diseased (12 on 2d6) and a bitten Giant Otter HD 6 AC 6 At 1 bite D 6-36 Mv 90'/120' victim must save versus poison or suffer a debilitating but water not necessarily deadly disease for 2-12 days. Giant Rat HD 1/2 AC 6 At 1 bite D 1-3 Mv 240' SHREW, GIANT (mammal): Looking like mice or rats Giant Shrew HD 1 AC 6 At 1 bite D 1-6 Mv 240' (but not related to them), these voracious carnivores burrow Giant Weasel HD 3 AC 6 At 1 bite D 2-9 Mv 240' and move about in a non-ending quest for food (worms, Giant Wolverine HD 5 AC 6 At 2 claws/1 bite 1-6/1-6/1- insects, anything they catch), attacking any living being on 6 Mv 240' sight or smell. Some echolocate. Otter HD 1/2 AC 6 water At 1 bite D 1-3 Mv 90'/120' SKUNK, GIANT (mammal): An insectivorous scavenger water that can squirt extremely strong and repugnant musk at Rat HD 1/8 AC 6 At 1 bite D 1 Mv 120' attacker behind it (10' range for small types, 30' for giant Wolverine HD 1/2 AC 6 At 1 bite D 1-3 Mv 120' types). A struck victim must save versus poison or spend 2- Random Treasure: Nil 12 round gagging and choking in sickness; if struck, a victim becomes unable to sneak up on or around any Ideas to help the novice referee who may want to use creature with a sense of smell for 2-12 days. these animals for color. SLOTH (mammal): Slow, sloths represent little danger to ANTEATER, GIANT (mammal, insectivore): These anyone who does not pester them. Giant ground sloths insectivores have a tiny toothless mouth on a long snout and (megatherium) may have preyed on creatures like with an even longer, sticky tongue they use to lap up glyptodon by flipping hem over, and by taking prey from termites, ants and similar insects. They are only a danger if other carnivores. forced to defend their self, grappling with the sharp claws SQUIRREL (mammal): These rodents live in trees, eating the use to tear termite hills open; sometimes they can drive berries, nuts, pine cones, and other plant matter, moving off predators of equal size. around on the ground to find water or scrounge dropped ARMADILLO (mammal): Insectivorous or vegetarian. nuts or plants. Giant ones are a danger only when Some types curl into a ball if attacked; others rely on their controlled by a woodland spirit that causes them to attack armored shell to let them flee into thorny thickets. They - or if forced to defend themselves. often jump up when startled, striking anything above them WEASEL, GIANT (mammal) : Bred and domesticated by (in our world, sometimes the underside of a carriage humans to hunt giant rats, these predators favor going into passing over them). tunnels and burrows after prey like rats and rabbits. When BADGER (mammal): One of the fastest burrowing encountered in a dungeon, they can sometimes be tamed animals, these carnivores prey on burrowing creatures like (if only temporarily) by food and good treatment.

48 WOLVERINE (mammal) : The common wolverine is one Carrying Capacity of the largest members of the weasel family, wild and Size 1/4 1/2 3/4 Full dangerous. Giant types tend to be especially dangerous. 1 40 80 120 160 2 120 240 360 480 ANIMAL, HERD (mammal): A wide selection of 2 200 400 600 800 common vegetarian herd animals that tend to be 3 300 600 900 1200 distributed widely over the planet. These animals are poor 4 500 1000 1500 2000 fighters and have a long, vulnerable neck making them prey to many smaller carnivores. Mv 240' 180' 120' 60' AC 6, Mv 240' Antelope, common - 1 hit die. Pronghorn Antelope. NOTE: US Army Cavalry limited rider weight to 140 Indian Antelope. Springbok - can leap 10' into air. pounds to reach a maximum weight of rider + gear of Antelope, medium (1/4 ton) - 2 hit die Female Bongo 200 pounds. Antelope, Gemsbok, Blue Wildebeest (gnu). Antelope, large (1/2 ton) - 3 hit die Male Bongo Donkey HD 1 - 2 AC 6 At 1 kick or bite D 1-3 or At 1 kick Antelope. or bite 1-6 Mv 240' Bison, Wild - 4 hit die Largest Horse HD 4 AC 6 At 1 kick or bite D 2-12 or 1-6 Buffalo, Domesticated - 3 hit die Mv 240' Buffalo, Wild - 4 hit die Pony HD 2 AC 6 At 1 kick or bite D 1-6 or 1-6 Mv 240' Cattle - 4 hit die Horse HD 3 AC 6 At 1 kick or bite D 2-9 or 1-6 Mv 240' Deer, common - 1 to 2 hit die Mule HD 3 AC 6 At 1 kick or bite D 2-9 or 1-6 Mv 240' Elk - 2 hit die Zebra HD 2 AC 6 At 1 kick or bite D 1-6 or 1-6 Mv 240' Giraffe - 4 to 5 hit die Random Treasure: Nil Gnu/Wildebeest - Goat - 1 hit die Donkeys are small horses often desired for pulling carts Moose - 3 to 4 hit die and other duties. They are often very bright and might (for Muskoxe - 2 to 3 hit die instance) walk their self home while the owner sleeps. They Sheep, common - 1 hit die dislike wild dogs and hence help defend other live stock. Sheep, wild - 1 to 2 hit die They are typically relatives of the wild ass, which may be Random Treasure: Nil intelligent and hearty but developed in dry lands where rainfall is scarce and hence does not have water proofing CAMEL: Camels need massive amounts of water to and needs care in wet, rainy areas. digest their grassy diet, but can store more water in their Horses are equines domesticated by humans who bred belly (as a ratio of their weight; maximum 25 gallons) than them for greater docility than their wild kin, though some humans and have conservation systems that allow them to individuals can be troublesome. They are not very go weeks without more water - but they can die of thirst. intelligent and can often be worked to abuse. Ordinary The hump is fatty and mainly used as food. Their ability to horses (and their kin) tend to flee fire, predators and other stand high heat and their broad feet for crossing sand dangers wildly, forcing the rider to try to control them. makes them ideal for traveling dry wastelands, where they War horses are bred for a different temperament and can become "ships of the desert." Sprint 40 mph (240'), run 25 be controlled in battle and directed to attack by the rider. mph (150'). Llamas are camelids (of South American on The largest horse is bred for draft use. Riding one can Earth), renowned for their high quality wooly fur (alpaca) be awkward due to its extreme height and they have little yielding 6 to 7 lbs each per year and carrying half their advantage over a common horse or pony. People who body weight 15 to 20 miles per day. Machraucgenia mainly ride often prefer ponies, which are easier to (great llama). 1,350 lb (size 3). A prehistoric llama. manhandle and care for. Ponies are often preferred by nomadic warriors who mainly want to be mobile, or for HIPPOPOTAMUS (mammal, herd animal). Vegetarians horse archery. that live along fresh water rivers and come out to feed on The common horse is mainly used for pulling wagons, grasses. They defend their selves by attacking intruders hard work like cowboying, or general melee, especially and are large. They can upset small canoes and boats. with armor. HD 8 AC 9 (hide) At bite 8-48 Mv 240' Armored cavalry typically bring a pony or other riding horse with them to ride when not in battle, since riding a HORSES (mammal): war horse all the time while wearing armor will tire it; and if the horse is armored, it will become doubly tired. Cavalry units are graded by armor. In this case, "armor" refers to heavy and extensive armor, not for light padding nor makeshift armor:

● Light cavalry and mounted infantry has no armor, and do quiet well with just a pony. Common horses are

49 preferred for medium and heavy cavalry. being challenged and being faced by a raucous tribe. ● Medium cavalry has armor for the rider, but not They feed on various fruits and berries, and also horse. occasional small animals. ● Heavy cavalry has armor for both the rider and Cave Gorilla (Gigantopithecus). A great gorilla; how it horse. behaves (vegetarian or carnivore) is up to the referee. Chimpanzee. While eating various fruits, they also hunt Mules are a sterile breed of horse and donkey, gaining other monkeys in the trees. the intelligence of the donkey with the size of a medium Common Monkey. Any number of common monkeys exist horse. They tend to be sure footed and better suited for with prehensile tails, rarely weighing more than 50 to 60 mine work and other difficulties, though their intelligence pounds. mean they resist abuse ("Stubborn as a mule!") Given that Gorilla. Among the largest of apes, these vegetarians they cannot breed, the mule population is always less than attack mainly in defense of their family group. that of horses and donkeys, and they can be costly to buy. Orangutan. Lethargic and peaceful if strong Zebras are wild equines with black and white stripes vegetarians. who rarely get larger than a medium horse. They have a White Ape. A very carnivorous ape that dwells mostly nasty temper and can bite and kick even the best handlers. underground.

RHINOCEROS (mammal, herd animal). Large 4-legged Baboon HD 1/2 AC 6 At 1 for 1-3 Mv 120' vegetarians that have poor eyesight but good hearing and Cave Gorilla HD 3 AC 6 At 1 for 3-18 Mv 120' smell and defend themselves by charging. 1-horned types Chimpanzee HD 1+1 AC 6 At 1 for 1-6 Mv 120' tend to be smaller. Gorilla HD 2 AC 6 At 1 for 2-12 Mv 120' Rhinoceros HD 4 AC 7 (hide) At 1 D 4-24 Mv 240' Monkey HD 1/2 AC 6 At 1 for 1-3 Mv 120' Rhinoceros HD 6 AC 7 (hide) At 1 D 6-36 Mv 240' Orangutan HD 1+1 AC 6 At 1 for 1-6 Mv 120' White ape HD 4 AC 6 At 1 for 3-18 Mv 120' Wooly Rhinoceros (Coelodonta = hollow tooth): Wooly Random Treasure: Nil Rhino HD 7 AC AC 7 (hide) At 1 D 7-42 (Two long horns) Mv 240' BASILISK (fantastic animal, gaze attacker): A giant Paraceratherium. Weight 10 to 20 tons. Baluchitherium lizard whose eyes possess the petrifying gaze special - Forster Cooper, 1913; Indricotherium - Borissiak, 1916; attack. HD 6+1 AC 7 (hide) At 1 bite + gaze D 2-9 + Thaumastotherium - Forster Cooper, 1913; Aralotherium - petrify Mv 60' Borissiak, 1939; Dzungariotherium - Xu and Wang, 1973 Random Treasure: F HD 12 AC 7 (hide) At 1 D 12-72 Mv 180' HD 16 AC 7 (hide) At 1 D 16-96 Mv 150' BAT, NORMAL OR GIANT: Insectivorous bats have human-like eyesight and use echolocation to navigate dark ANT, GIANT (insect): Ant colonies are all female, with places and hunt insects at night. Silence spells render the males needed for reproduction only. The colony is area of silence invisible to them at night, but not if light is controlled by the queen and will defend its nest to the present. Fruit bats do not use echolocation; they have death. When scavenging, though, members might retreat or enhanced night vision and ordinary day vision. Ordinary switch tactics against doughty foes. Some have a poisonous bats can appear in thousands. sting (save versus poison or take 1-6 or 2-12 damage by Giant bats are carnivorous and hunt large prey. If they ant size.) Some colonies have soldier ants two or three catch a victim by surprise they can inject it with a times as large as a worker with oversized pincers that add paralyzing saliva and feast, doing automatic damage until 1-6 damage to the maximum range (they must be fed by they have killed and eaten the victim. The victim will be workers or they starve). unable to move for 2d6 turns (20 - 120 minutes); a cure light wounds spell cannot be used to remove this paralysis, HD 1/2 AC 9 At 1 bite for 1-3 or 1-6 Mv 90' as it is the result of poison, not magic. HD 1 AC 9 At 1 bite for 1-6 or 2-12 Mv 90' The bat's armor classes are for roosting (AC 6) and HD 2 AC 9 At 1 bite for 2-12 or 3-18 Mv 90' crowded conditions / open areas where they can maneuver HD 3 AC 9 At 1 bite for 3-18 or 4-24 Mv 90' to their full ability. Random Treasure: 50/50 chance 3-18 gems Bat, normal HD 1 hp AC 6 (7) At 1 bite D 1/2 h.p. Mv APES AND MONKEYS (mammal): On earth, these 30'/120' creatures live in specific areas, some in very limited Bat, giant HD 2 - 6 AC 6 (7) At 1 bite D 2-9 Mv 30'/120' regions. Most are vegetarians who are harmless except in Random Treasure: Nil defense of their family. The "white apes" and "rock baboons" are intended to be extremely carnivorous and BEAR (mammal, omnivorous): (Ursoids). Bears are often larger than common types. omnivorous, their hunger for meat increasing when edible Baboon. They often face down predators, like many fruits, berries and other plants go dormant. Predatory other creatures, having learned that predators dislike bears try to grapple large prey with their forepaws and bite it in the neck and head, hence the "bear hug". If they

50 score a hit, make a grappling check to see if they can hug everyone within the area takes 1-3 h.p damage per hit die for double damage. of the beetle (save versus dragon breath for half Black bears are often favored by circuses because they damage). are smaller, sometimes man-sized and sometimes medium Boring beetles. These chew their way through solid sized. They can vary in color throughout the year and are stone (10' per turn) or wood (60' per turn; 1' per round). sometimes cinnamon (brown). Glow beetles (also called fire beetles) have 1-6 glands Brown bears can grow to a ton in size and are often that glow about as bright as a candle for 1-6 days after aggressive carnivores, especially when plant matter is being removed, or if the beetle dies. scarce. This includes grizzly bears. Oil beetles spray a blister causing oil behind Polar bears rarely have vegetable matter to feed on themselves, covering an area 10' long per hit die and 10' and hence are very carnivorous and deadly, preying off wide and 10' high; all within it must save versus poison or anything they can catch, including seals, fish, whales, and suffer blisters such that close combat attacks are at -1 to- people. They are so well insulated that they shed little heat hit for 4-24 hours until they heal (a single cure light wounds and hence cannot be seen very easily by thermal optics. spell will heal them of all blisters instantly, but not heal hit Cave bears are massive, short-faced ancient beasts. points at the same time). Rhinoceros beetles (Hercules beetles) are massive. Pygmy Bear HD 1 AC 7 At 1 maul D 1-6 Mv 240' Stag beetles are huge and have ornate horns they use Black Bear HD 2 AC 7 At 3 D 1-3/1-3/1-6 Mv 240' for mating fights. Brown Bear HD 3 AC 7 At 3 D 1-6/1-6/1-6 Mv 210' Stink beetles eject a noxious cloud that engulfs a 10' x Polar Bear HD 3 AC 7 At 3 D 1-6/1-6/1-6 Mv 210' 10' x 10' area (times the hit die) much like a troglodyte's Large bear HD 4 AC 7 At 3 D 2-9/2-9/1-6 Mv 180' stench. Cave Bear HD 5 AC 7 At 3 D 2-9/2-9/2-12 Mv 150' Water beetle. A huge beast that will try to trap victims Random Treasure: Nil with its scythe-like claws and then puncture them with a proboscis and suck out internal organs. BEE, GIANT (insect): The sting is deadly (save versus Water strider. They can stride across water via many poison or take 2-12 (2d6) damage), but the stinger will tiny hairs on their long, splayed legs and climb over rough lodge in victims who are not insects, and as such is pulled surfaces (such as a wooden ship hull) to get at prey. out of the bee's body, killing it. An imbedded stinger Tiger beetles are very aggressive carnivores often continues to pump venom for 1-3 damage per round (save striped and spotted for camouflage. versus poison to avoid) for 1-6 rounds or until removed. A colony often has gallons of honey (8 pounds per gallon; BEHOLDER: (Spheres of Many Eyes, or as Eye Tyrants). worth its weight in gold) and hundreds of pounds of bees A 3' to 6' sphere with a large central eye over a gaping wax. Bee colonies are all female, with males only needed toothy maw, and ten stalks with eyes on top of the sphere, for reproduction, and they fight to the death to defend the moving via levitation. One lost eye stalk will grow back colony. The queen is unable to sting or fight. AC 8 is when each week. flying. Beholder HD 45 to 75 h.p. AC 11/10/8 At 1 bite + eyes Giant Bee 1/2 AC 7 (8) At 1 sting for 1-3 + poison Mv D 2-9 + magic Mv 30' 60'/180' Random Treasure: I, 1/3 chance 2-9 potions, 1/2 chance HD 1 damage 1-6 + poison 1-6 scrolls HD 3 damage 3-18 + poison Giant Bumblebee HD 3 AC 7 (8) At 1 for sting 3-18 + Random Hit Points: 39 + 6d6 poison Mv 60'/180' Random Treasure: Nil 10% % Hit Area 75% 10% (small eye) 5% BEETLE, GIANT (insect): Giant beetles can be any size, AC 10 7 9 though rhinoceros and stage beetles are often huge. Gas HP HD body central eye each eye stalk and chemical attacks can only be used 3 times per day 45 10 30 15 8 and at least 2 rounds must lapse between each use. 60 12 40 20 10 75 16 - 17 50 25 12 HD 1 AC 9 At 1 bite D 1-6 Mv 60' HD 2 AC 9 At 1 bite D 2-9 Mv 60' ALTERNATE HIT POINTS/HIT DIE: HD 3 AC 9 At 1 bite D 2-12 Mv 60' 10% HD 4 AC 9 At 1 bite D 3-15 Mv 60' % Hit Area: 75% 10% (small eye) 5% HD 6 AC 9 At 1 bite D 3-18 Mv 60' HP HD body central eye each eye stalk HD 8 AC 9 At 1 bite D 4-24 Mv 60' 45 10 30 15 8 Random Treasure: Nil 54 12 36 18 9 63 14 42 21 10 Bombardier beetles eject a super-hot chemical behind 72 16 48 24 12 them that covers a 20' high x 30' long x 30' wide area: 75 17 50 25 12

51 corrode metal at fairly fast, and dissolve wood. Example: Only 2-4 (d3+1) of the small eyes can function at one when a character in metal armor encounters one, it will time against opponents level to it; all ten eye stalks can dissolve the foot and leg protection which will fall away react to attacks from above (but not the central eye). the next round. The eyes have the following spell-like abilities: Black Pudding (HD 2-12) Eye Number Function HD 2 AC 7 At 1 D 1-3 MV 60' Central eye Anti-Magic Ray HD 4 AC 7 At 1 D 2-9 MV 60' 1 Charm Monster Spell HD 6 AC 7 At 1 D 2-12 MV 60' 2 Charm Person Spell HD 8 AC 7 At 1 D 3-15 MV 60' 3 Death Ray HD 10 AC 7 At 1 D 3-18 MV 60' 4 Disintegrate Ray HD 12 AC 7 At 1 D 4-24 MV 60' 5 Fear Ray Random Treasure: Nil 6 Flesh-Stone Ray 7 Serious Wound Spell BLINK DOG (fantastic animal): Highly intelligent dogs 8 Sleep Spell with an innate ability to teleport themselves (they never 9 Slow Spell teleport into solid objects). During battle they attack by 10 Telekenesis teleporting close to a victim then biting (1-2 in 6 chance of surprising said victim each round; if they do surprise then BIRD (mammal, avian): Common birds use their feet the victim cannot strike back against said dog). Many if not to grip branches and have moderate beaks; predators all are good in nature. have strong, long clawed talons and sharp beaks for killing (hawk, eagle, etc) and are roughly 1 hit die. They usually Blink Dog HD 4 AC 8 At 1 bite D 1-6 Mv 240' dive onto prey with their talons for double damage. They Random Treasure: C are slow on the ground (2 mph), but very fast in the air (gliding 15 to 20 mph; flying 30 - 40 mph under power; BOAR AND PIG (mammal, porcine): Various diving 150 - 200 mph). omnivorous 4 legged pigs. Some of the largest types can reach half a ton, even a ton if giant or prehistoric. They Eagle HD 1-1 AC 6 At 1 D 1-6 Mv 90'/270' usually live in small family groups. Eagle, Giant HD 4 AC 7 At 2 D 2-12/2-12 Mv 90'/540' Falcon HD 1/4 AC 6 At 1 D 1-3 Mv 90'/360' HD 1 AC 7 At 1 bite/tusk D 1-6 Mv 240' Falcon, Giant HD 2 AC 7 At 2 D 1-6/1-6 Mv 90'/720' HD 2 AC 7 At 1 bite/tusk D 2-12 Mv 210' Hawk HD 1/2 AC 6 At 1 D 1-3 Mv 90'/300' HD 3 AC 7 At 1 bite/tusk D 3-18 Mv 180' Hawk, Giant HD 3 AC 7 At 2 D 2-9/2-9 Mv 90'/60" HD 4 AC 7 At 1 bite/tusk D 4-24 Mv 150' Owl HD 1/2 AC 6 At 1 D 1-3 Mv 90'/180' Random Treasure: Nil Owl, Giant HD 4 AC 7 At 1 D 3-15 Mv 90'/360' Swan HD 1/2 AC 6 At 1 D 1-2 Mv 90'/180' BROWN MOLD (simple life): A common patch is 5' in Swan, Giant HD 4 AC 7 At 2 D 1-6/1-6 Mv 90'/360' diameter and an inch or so thick. Heat heals this form of Vulture HD 1/2 AC 6 At 1 D 1-3 Mv 90'/180' mold and causes it to grow in size (i.e. an undamaged Vulture, Giant HD 4 AC 7 At 2 D 1-6/1-6 Mv 90'/360' brown mold that takes 16 hit points damage grows 1' in Random Treasure: Nil diameter.) It does 1-6 h.p. in cold damage to any creature within 5' of the patch that is not immune to cold; it can only BIRD, FLIGHTLESS (mammal, avian): Flightless be killed by intense cold such as a white dragon breath or birds often grow large and can be 2 or 3 hit die powerful cold-based spells. (prehistoric axe beaks and terror birds to modern HD -- AC -- At -- D 1-6 cold per round of exposure Mv ostriches). With muscles in their legs and long legs they can -- run as fast as a horse. Random Treasure: Nil

HD 1/2 AC 6 At 1 bite D 1-3 Mv 240' CARRION CATERPILLAR (fantastic insect): Much like HD 1 AC 6 At 1 bite D 1-6 Mv 240' a worm with many legs or caterpillar (9' long, 3' high and HD 2 AC 6 At 1 bite D 2-12 MV 210' wide) with eight tentacles around the head of about 2' - 3' HD 3 AC 6 At 1 bite D 3-18 MV 180' length - a victim hit by a tentacle must save versus Random Treasure: Nil paralysis or be paralyzed for 2-9 (d6+d3) turns; a cure light wounds spell will remove this paralysis. Only one save BLACK PUDDING (simple life): They can slither across is needed per round to avoid this paralysis no matter how walls and ceilings and squeeze through cracks and small many times a creature is hit. This creature can walk on wall holes. Fire does normal damage, but they are immune to or upside down like a spider and, are always looking for cold; lightning or physical attacks (unarmed and weapons) prey to paralyze and feast on. split one into many smaller puddings. They do not effect Carrion Caterpillar HD 3 + 1 AC 7 At 8 tentacles paralysis stone, but inflict varying damage against exposed flesh, 2-12 turns Mv 120'

52 Random Treasure: B stunned for 2-9 rounds. Catoblepas HD 9 AC 7 At a head or bony tail or trample CAT (mammal, feline): When fighting each other, cats and tail D 3-18 or 2-9 + stun Mv 120' who have grappled with mouth and front feet often rake Random Treasure: C their foe's belly with hind claws. Common house cats are too small to more than annoy CENTAUR (humanoid, fantastic horse): A human head someone unless they are controlled by some entity that and torso (where the horse's neck normally would) and the sends dozens at a target. body of a horse. They combine the speed and size of a Most cats are solitary; several are only encountered horse with tool-using intelligence. They can use armor, when mating, or when a female has cubs. Female lions live shields, and any weapon, especially bows and lances. in prides that hunt large game together; male lions live In close combat melee they get two attacks - with a alone or in small bachelor groups of 2 or 3 who hunt weapon (or unarmed) and as a horse (two hooves). together (hence the male who claims a pride leaves the They typically do not lair but rather travel in herd-like hunting to the females). Other cats sometimes hunt in small groups of females, young, and fighters. groups. Tigers are large but solitary. Mountain lions are man-sized, solitary lions. Leopards, HD 1 AC 6 At 1 kick/1 weapon D 2 1-3/1-6 (weapon) Mv jaguars, and other such cats are also man-sized; jaguars 240' can grow to the size of a small lion. HD 2 AC 6 At 1 kick/1 weapon D 2 1-6/1-6 (weapon) Mv Saber-toothed cats can come in any size from house cat 240' to creatures that rival tigers in size. Cave lions were large HD 3 AC 6 At 1 kick/1 weapon D 2 2-9/1-6 (weapon) Mv and may (or may not) have been spotted. 240' The coloration of a cat tends to favor its hunting range: HD 4 AC 6 At 1 kick/1 weapon D 2-12/1-6 (weapon) Mv solid tan for grasslands and deserts; spots for forest on the 240' edge of grass; stripes and dark colors for deep, dark Random Treasure: 2-12 g.p. and 1/2 chance 1-6 gems forest. Any species can over over-melonated (black) each, members or albinos (washed out if not solid white coats). D, I, 1/3 chance 1-6 scrolls in tribe The "black panther" is usually a leopard or jaguar. Interbreeding of lions and tigers is rare in the wild, but CENTIPEDE, GIANT: They have a weak poison they can occur in zoos and private collections. A male lion and inject with fangs that causes debilitating sickness for 2-12 tigress will create a liger that can grow even larger than a days unless a save versus poison is made. tiger (from 10 to 12' long and 800 to 1,000 pounds) and Centipede, giant HD 1/2 AC 6, At 1 bite D save versus has a mix of coloration (tan skin with stripes); females can poison or sickness 2-12 days MV 60' often breed but males cannot. About half the males have a Centipede, massive HD 1 AC 6, At 1 bite D 1-3 + save mane (smaller than a pure lion). versus poison or sickness 2-12 days MV 60' A male tiger and lioness conceives a tigon, which is not Centipede, gigantic HD 2 AC 7 At 1 bite D 1-6 + save very notable. versus poison or sickness 2-12 days MV 60' Random Treasure: Nil House cat HD 1 hp AC 7 At 1 D 1 Mv 240' Lynx HD 1/2 AC 7 At 1 D 1-3 Mv 240' CHIMERA: Three heads are mounted on the shoulders Jaguar, common HD 1+1 AC 7 At 1 D 1-6 Mv 240' and front of a great cat and the hind quarters of a goat, Cheetah HD 1+1 AC 7 At 1 D 1-6 Mv 240' with dragon wings for flying. The goat head has long horns Puma HD 1+1 AC 7 At 1 D 1-6 Mv 240' to stab enemies, the lion head bites, and the dragon head Leopard HD 2 AC 7 At 1 D 1-6 Mv 240' will either bite or breathe fire with a range of 50' and Jaguar, large HD 2+1 AC 7 At 3 D 1-3/1-3/1-6 Mv 240' doing 3-18 (3d6) damage. It can whip its long barbed tail Lion, female HD 3 AC 7 At 3 D 1-3/1-3/1-6 Mv 240' over its head or to attack anyone within 10' in other Lion, male HD 4 AC 7 At 3 D 1-6/1-6/1-6 Mv 240' directions; 1 in 6 have a poisonous stinger in the tail (save Tiger HD 4+1 AC 7 At 3 D 1-6/1-6/1-6 Mv 240' versus poison or take 4-24 h.p. damage). Tigon HD 4+1 AC 7 At 3 D 1-6/1-6/1-6 Mv 240' Chimera HD 9 AC 9 At 2 claws/3 heads/1 tail D 1-3/1- Saber-tooth HD 5 AC 7 At 3 D 1-6/1-6/1-6 Mv 240' 3/1-3/2-9/3-12/1-3 + poison Mv 120'/180' Liger HD 5 AC 7 At 3 D 1-6/1-6/1-6 Mv 240' Random Treasure: F Cave lion HD 5+1 AC 7 At 3 D 1-6/1-6/1-6 Mv 240' CLAM AND MUSCLE (crustaceans): Giant versions of ARMOR CLASS: dexterity these creatures tend to be a danger to a misplaced arm or At 1 claw & bite or claw/claw/bite leg, which they might close on when attempting to close up Random Treasure: Nil in self defense, holding the victim to struggle free before it drowns. They filter food particles from water and are CATOBLEPAS (fantastic gazer): The offshoot of a otherwise innocuous. They may have many common sized or sauropod with a long neck and tail and the even giant pearls. petrifying gaze ability. A strike by the bony tail does 2-9 Clam/Muscle HD 3 AC 7 (open) 10 (shut) At 1 clamp, D 1- h.p. damage and victims must save versus poison or be 3 + hold Mv 10'

53 Random Treasure: Nil Crocodile HD 1 AC 7 At 1 bite D 1-6 Mv 60' COCKATRICE (fantastic avian, gaze attacker): A HD 2 AC 7 At 1 bite D 2-12 Mv 60' flying basalisk, though of lesser size and hit die, and with a HD 3 AC 7 At 1 bite D 3-18 Mv 60' cock's head and neck and bird wings. Its touch or crow can HD 4 AC 7 At 1 bite D 4-24 Mv 60' petrify unless a victim saves versus petrification (crowing HD 8 AC 7 At 1 bite D 8-48 Mv 60' takes its entire action and gives all attackers +4 to hit it; HD 16 AC 7 At 1 bite D 16-96 Mv 60' hence it will usually not do it in combat). Random Treasure: Nil Cockatrice HD 5 AC 7 At 1 peck Damage 1-3 + save versus petrification Mv 90'/180' flying DINOSAUR (ancient reptiles): are properly Random Treasure: D a specific set of land bound lizard-like creatures (two- legged carnivores and vegetarians, or 4-legged COUATL (fantastic snake): vegetarians) with pillar-like legs (as opposed to the HD 9 (11) AC 8 At bite/constrict D 1-3 + poison/2-9 each splayed legs of lizards) for faster movement and other round Mv 60'/180' flying variances. The term is improperly used for any ancient Random Treasure: B, I creature including large marine reptiles, flying reptiles, and lizards of the same period. They lived at the same A flying snake which can polymorph self and use magic time as many other common creatures including lizards, as a 5th level Magic-user and/or 7th level Cleric (1d6: 1-2 snakes, and various insects. Cleric; 3-5 Magic-user; 6 both). If the constriction hits, it will Dinosaurs varied in size from small lizard-like creatures continue to constrict for damage each round. to some of the largest animals to walk the planet. Even great creatures were born small and grew up and hence CRAB, GIANT: Heavily shelled amphibians that do not size variances can be vast. swim but scuttle back and forth between a beach and water on many legs, breathing in or out of water equally Random Treasure: Nil well. They subdue prey with two pincers and eat it with small mouths. The hermit crab uses discarded mollusk shells DINOSAURS, CARNIVORES as a home and is vulnerable in the rear if caught outside Carnosaur, Small HD 1 AC 6 At 1 D 1-6 Mv 240' them. Some 1 in 6 have an oversized pincer on one size Carnosaur, Small HD 2 AC 6 At 1 D 2-12 MV 210' that doubles its damage capacity. Carnosaur, Small HD 3 AC 6 At 1 D 3-18 MV 180' Carnosaur, Medium HD 4-6 AC 6 At 1 D 4-24 to 6-36 Mv HD 3 AC 10 At 2 pincers 2-9/2-9 or 2-9/3-18 Mv 30' 150' HD 1 damage 1-3/1-3 or 1-3/1-6 Carnosaur, Large HD 7-9 AC 6 At 1 D 7-42 to 9-54 Mv HD 2 damage 1-6/1-6 or 1-6/2-12 120' Random Treasure: Nil Carnosaur, Large HD 10-12 AC 6 At 1 D 10-60 to 12-72 Mv 120' CRAYFISH, LOBSTER, SHRIMP (crustaceans): These Carnosaur, Massive HD 13-15 AC 6 At 1 D 13-84 to 15- armored crustaceans swim by flipping their tail, slowly and 90 Mv 120' for short periods. Many have large claws they use in fighting each other, and live on the bottom of watery Carnosuars Large: They are usually met in small regions. They often inhabit the same regions and claw-less groups or singly. The female is often larger than males. shrimp live in large schools which can be netted from Tyrannosaurus Rex (T-Rex or T. Rex : 6 to 8 tons) water. Abelisaurus, Albertosaurus, Allosaurus, Baryonyx, Carnostaurus, Ceratosaurus, Daspletosaurus, Dilophosaurus, HD 1 AC 9 At 2 pincers D 1-3/1-3 Mv 30' Gasosaurus, Giganotosaurus, Gorgosaurus - see HD 2 AC 9 At 2 pincers D 1-6/1-6 Mv 30' Albertosaurus, Piatnitzkysaurus, Megalosaurus, Spinosaurus, HD 3 AC 9 At 2 pincers D 2-9/2-9 Mv 30' Suchomimum, Tyrannosaurus Rex, Xuanhanosaurus. HD 4 AC 9 At 2 pincers D 2-12/2-12 Mv 30' Carnosuars Small: Mainly the dromeaosaur family Random Treasure: Nil with single claw on each foot and stiffened tail: Dromaeosaurus (100 to 600 pounds), Deinonychus (100 to CROCODILE (INCLUDING GIANT CROCODILES): 150 pounds), Velociraptor around 6 feet (2 meters) long Crocodiles are dangerous because they lurk in muddy and 30 pounds. Utahraptor (weighing up to 1,000 lbs) water attempting to ambush creatures swimming or may have been the largest. Other types: Compsognathus, drinking along the edge and drag them into the water and Coelophysus, Eoraptor, Euparkeria, Gallimimus, drown them. Large crocodiles might ram small boats to try Herrerasaurus, Lagosuchus, Ornitholestes, Ornithomimum, to overturn them and giant ones might attack larger boats Oviraptor, Saurornithoides, Saturikosaurus, Struthiomimus, this way. Overall they tend to be clumsy, and humans with Troodon. ropes and poles who have the time to be careful can manipulate them almost at will. DINOSAURS, VEGETARIAN LAND At 1 bite, tail, gore (ceratopsin), etc.

54 Ankylosaur 8 Ton HD 10 AC 8 At 1 D 5-30 Mv 120' elephantine and beyond 400 pounds to 10 tons. Nodosaurs 4 Ton HD 7 AC 8 At 1 D 3-18 Mv 120' Centrosaurus, , , , Hadrosaur 4 Ton HD 7 AC 8 At 1 D 3-18 Mv 150' , , , . Hadrosaur 8 Ton HD 10 AC 8 At 1 D 5-30 Mv 150' Iguanadon 6 Ton HD 9 AC 6 At 1 D 4-24 Mv 150' Flying Reptiles: Speed 3 (perhaps 30 mph flying). The Ceratopsin 1/4 Ton HD 2 AC 8 At 1 D 2-12 Mv 120' biggest were huge wings with lightweight bodies. Many Ceratopsin 5 Ton HD 8 AC 8 At 1 D 8-48 Mv 120' people prefer to use giant versions of Pterodactyles and Ceratopsin 10 Ton HD 12 AC 8 At 1 D 12-72 Mv 120' Pteranodons for their games, which is fine because the 1/4 Ton HD 2 AC 6 At 1 D 1-6 Mv game world is not Earth! The feathered Archaeopteryx 120' (ancient wing) was extremely bird like, if small (less than a Pachycephalosaurus 1 Ton HD 4 AC 6 At 1 D 2-12 Mv pound). Pterosaurs (winged lizards) were the flying lizards 120' of prehistoric age. They came in certain types: Pachycephalosaurus 2 Ton HD 5 AC 6 At 1 D 3-15 Mv Pterodactyles (no tail, long neck). Batrachognathus, 120' Criorhynchus, Pteranodon, Pterodactylus, Pterodaustro, Sauropod 5 Ton HD 8 AC 6 At 1 D 5-30 Mv 120' Quetzalcoatlus. The largest ones had wing spans of 35 to Sauropod 10 Ton HD 12 AC 6 At 1 D 6-36 Mv 120' 50 feet and weighed 150 to 300 pounds or so. Sauropod 20 Ton HD 16 AC 6 At 1 D 8-48 Mv 120' Rhamphorhynchoidea are the oldest variants and had Sauropod 30 Ton HD 20 AC 6 At 1 D 10-60 Mv 90' tails, short neck and short heads. Anurognathus, Sauropod 40 Ton HD 23 AC 6 At 1 D 11-66 Mv 90' Dimorphodon, Dorygnathus, Eudimorphodon, Preondactylus, Sauropod 50 Ton HD 26 AC 6 At 1 D 13-78 Mv 90' Peteinosaurus, Rhamphorhynchus, Scaphognatus. The Sauropod 75 Ton HD 32 AC 6 At 1 D 16-96 Mv 60' largest was maybe 40 to 50 lbs and most were small. Sauropod 100 Ton HD 36 AC 6 At 1 D 18-108 Mv 60' Early 4-Legged Vegetarians: Speed 3. A couple of Stegosaur 2 Ton HD 5 AC 8 At 1 D 3-18 Mv 120' smaller, earlier 4-legged herbivorous dinosaurs that cannot Stegosaur 5 Ton HD 8 AC 8 At 1 D 4-24 Mv 120' be easily classified as a family of others. Scelidosaurus Therizinosaurus 4 Ton HD 7 AC 6 At 1 D 4-24 Mv 120' (lower hind limb lizard). 550 lb. Scutellosaurus (little shield Therizinosaurus 8 Ton HD 10 AC 6 At 1 D 5-30 Mv 120' lizard). 22 lb. Hadrosaurs (2-legged vegetarian): Speed 3. 2- MARINE REPTILES & FISH legged vegetarian (duck bill) weighed up to 8 tons, Ichthyosaur 150 lb HD 1 AC 6 At 1 D 1-6 Mv 120' although many were half that or less (4 tons). Crests types: Ichthyosaur 5 Ton HD 8 AC 6 At 1 D 8-48 Mv 120' Corynthosaurus, Lambeosaurus, Parasaurolophus, Ichthyosaur 10 Ton HD 12 AC 6 At 1 D 12-72 Mv 120' Saurolophus, Non-created types:Anatosaurus, Bactrosaurus, Ichthyosaur 20 Ton HD 16 AC 6 At 1 D 16-96 Mv 120' Edmontosaurus, Hadrosaurus, Kritosaurus, Maiasauru and Ichthyosaur 35 Ton HD 21 AC 6 At 1 D 4-24 Mv 120' Tsintaosaurus (a misplaced bone originally misled to the Mosasaurs 1 Ton HD 4 AC 6 At 1 D 5-30 Mv 120' belief that Tsintaosaurus had a crest.) Mosasaurs 5 Ton HD 8 AC 6 At 1 D 8-48 Mv 120' Ichthyosaur (fish-like): Speed 3 - 4 (25 swimming). Mosasaurs 11 Ton HD 12 AC 6 At 1 D 12-72 Mv 120' These fish-like creatures varied in size from human or Mosasaurs 22 Ton HD 17 AC 6 At 1 D 17-88 Mv 120' smaller to massive beasts estimated to weigh 22 to 35 Mosasaurs 44 Ton HD 24 AC 6 At 1 D 24-144 Mv 120' tons. Estimated swimming speeds 25 mph, dive times 15 to Nothosaurs 150 lb HD 1+1 AC 6 At 1 D 1-6 Mv 120' 20 minutes or so. Cymbospondylus Ichthyosaurus, Plesiosaur 3 Ton HD 6 AC 6 At 1 D 2-9 Mv 120' Eurhinosaurus, Mixosaurus, Opthalmosaurus, Shonisaurus, Plesiosaur 6 Ton HD 9 AC 6 At 1 D 3-18 Mv 120' Temnodontosaurus Plesiosaur 9 Ton HD 11 AC 6 At 1 D 5-30 Mv 120' Iguanodon (2-legged vegetarian): speed 3. with Pliosaurs 10 Ton HD 12 AC 6 At 1 D 12-72 Mv 120' spiked thumbs weighing 1 to 6 tons. Iguanodon, Pliosaurs 20 Ton HD 16 AC 6 At 1 D 16-96 Mv 120' Ouranosaurus Pliosaurs 30 Ton HD 20 AC 6 At 1 D 20-120 Mv 120' Mosasaurs (marine reptile): Up to 44 tons or so. Big Pliosaurs 40 Ton HD 23 AC 6 At 1 D 23-138 Mv 120' head, long lobed tail, flippers. Aquatic. Clidestes, Pliosaurs 75 Ton HD 32 AC 6 At 1 D 32-192 Mv 120' Globidens, Mosasaurus, Plotosaurus, Tylosaurus Pliosaurs 150 Ton HD 45 AC 6 At 1 D 45-270 Mv 120' Nothosaurs (marine reptile):speed 3, armor none. Smallish 200 lbs or so. Perhaps ancestor to mosasaurs. MYA = million years ago. ungainly body, clawed feet with webbing, long neck and head, whip thin lizard tail. Early . Ceresiosaurus, Ankylosaur: speed 3. ("fused or joined-together Lariosaurus, Psitisaurus, Nothosaurus reptiles") The anklylosaurids have bone clubs on their tails Pachycephalosaurus (2-legged vegetarian): Size up and can reach 8 tons. Ankylosaurus, Euoplocephalus, to 6, speed 3, armor none. Had extremely thick domed Pinacosaurus. The Nodosaurids sub-family do not have a . and weighed 1/4 to 2 tons. Goyocephale, clubbed tail and weighed 1/2 ton to 4 tons. Acanthopholis, , Pachycephalosaurus, , Gargoyleeosaurus, Edmontonia, Gastonia, Hylaeosaurus, Stegocerus, Stygimoloch, Minimi, Polacanthus, Nodosaurus. Plesiosaur (marine reptile): Speed 3. Up to 9 tons. Ceratopsin: speed 3. Frilled, beaked, four-legged Long neck with small head, long tail, flippers. Cryptoclidus, vegetarian dinosaurs ranging in size from a pony to Elasmosaurus, Muraenosaurus, Plesiosaurus

55 Pliosaurs (marine reptile): Speed 3, armor none. 20 to can mimic its speech. If they touch it they gain its memories 30 tons, some 75 to 150 tons. Short, large head on heavy (but loose those of any past victim.) They are immune to body, short tail, flippers. Related to mosasaurs. mind controlling spells including charm, hold, and sleep. Liopleurodon, Macroplata, Peloneustes, Kronosaurus They save 6 levels/hit die higher than they are. Pro-sauropods (4 legged vegetarian): Size up to 9 (4 Doppleganger HD 4 AC 6 At 1 weapon D 1-6 by weapon tons), speed 3, armor none. Most of these ancestors of the (+3 for strength) Mv 120' sauropods were smallish (100 lbs), although some were Random Treasure: E large. Anchisaurus, Lufengosaurus, Massospondylus, Plateosaurus, Sellosaurus, Thecodontosaurus. DRAGON TURTLE (dragon kind): A huge water-borne Sauropods (4-legged vegetarian): Giant with long beast that might be mistaken for rocky islet on which ships neck and tail. Small head (compared to size). Weights 20, can land without notice. It can breathe super-hot steam in a 30, 40, 50 tons. Some estimated to weigh up to 110 tons. cloud with much of the effect of a red dragon's breath Apatosaurus, Argentinasaurus, Barapasaurus, Barosaurus, except it will not ignite flammable materials. Brachiosaurus, Brontosaurus - see Apatosaurus, Dragon Turtle HD 11 - 13 AC 11 At 2 claws/1 bite Mv 90' Camarasaurus, Cetiosaurus, Diplodicous, Mamenchisaurus, water/30' land Opisthocoelicaudia, Saltasaurus, Seismosaurus, Random Treasure: B, R, 2 in 6 chance of 2-9 potions, 3 in 6 Shunosaurus, Titanosaurus, Vulcanodon chance of 1-6 scrolls, 4 in 6 chance of any 2 magic items Stegosaur (4 legged vegetarians): speed 2 to 3, armor light to medium (leather or chain mail) Late DRAGON: There are many different types of dragons. ; 2 to 5 tons; notorious for small head and large Common varieties follow. A roll of 2d6 is made to spiked tail. Kentrosaurus, Stegosaurus, Tuojiangodaurus determine the size and age of a dragon: Therizinosaurus (2-legged vegetarian): speed 3, armor none. These scythe-clawed plant eaters probably 2d6 Description/Age Hit Dice weighed 4 to 8 tons (no estimates are given, but they tend 2 Young 1-12 days -3 to be the size of iguanodons or hadrosaurs). Some people 3 Sub-Adult 13-25 years -2 debate whether they were plant eaters or meat eaters. 4-5 Young adult 26-50 years -1 6-8 Adult 51-100 years 0 Various 2-Legged Plant Eaters: Any number of smallish 9-10 Old 101-200 years +1 2-legged plant eating dinosaurs existed. Camptosaurus 11 Very Old 201 - 400 +2 (Flexible reptile; bent lizard), Caudipteryx, Dryosaurus, 12 Ancient 400+ years +3 Heterodontosaurus, Hysilophodon, Lesothosaurus. Random Treasure: H DISPLACER BEAST (fantastic animal): A large black cat with six legs and two tentacles growing from its back Black HD 6 to 8 AC 9 At 2 claws/1 bite for 1-3/1-3/3-18 which it uses in combat; green glowing eyes; they are Mv 90'/240': breath weapon: stream of acid 60' x 5' for namesake and function the same as a displacer cloak (-2 to damage opponents to-hit due to vague and wavering position up to 3' from where it actually is). Most are evil. Blue HD 8 to 10 AC 9 At 2 claws/1 bite for 1-6/1-6/4-24 Displacer Beast HD 6 AC 8 (dex) At 2 tentacles and claw Mv 90'/240' : breath weapon: lightning bolt 100' long x 5' & bite D 1-6/1-6/1-6 Mv 240' wide x 5' high for damage Saves 6 levels higher than its hit die. Random Treasure: E Brass HD 6 to 8 AC 9 At 2 claws/1 bite for 1-3/1-3/3-15 Mv 120'/240' DOG: Any of a number of domesticated canines, breath weapon #1: cone of sleep gas 70' long x 20' descended from wolves. Humans breed in traits and train widest: save vs. magic or sleep 3-15 turns them for various jobs. All dogs are hunters and those breath weapon #2: cloud of fear gas 40' wide x 50' high trained and bred for hunting often excel in certain areas: x 20' long: save vs. magic or flee 3-15 turns retriever, swimmer, treeing prey, chasing prey, etc. Any dog tends to be a good burglar alarm, barking at strangers; a Bronze HD 8 to 10 AC 9 At 2 claws/1 bite for 1-6/1-6/4- guard dog is trained to only bark and attack creatures 24 Mv 90'/240' that enter a certain area. War dogs are bred to fight and breath weapon #1: lightning bolt 100' long x 5' wide x 5' kill; police dogs can be bred to run down and hold victims high for damage without intent to harm. breath weapon #2: cloud of repulsion gas 20' long x 30' Dog HD 1 AC 6 At 1 bite D 1-6 Mv 240' wide x 30' high save vs. magic or flee 6 rounds War Dog HD 2 AC 6 At 1 bite D 2-7 Mv 240' Random Treasure: Nil Copper HD 7 to 9 AC 10 At 2 claws/1 bite for 1-3/1- 3/3-18 Mv 90'/240' DOPPELGANGER (humanoid, fantastic, shape breath weapon #1: stream of acid 70' x 5' line for changer): Horridly ugly creatures with a human form, that damage can assume its form just by seeing it; if they hear it, they breath weapon #2: Cloud of Slow Gas 30' long x 2' wide

56 x 2' high save vs. magic or slows 3-18 creatures Hit Hit Points/Die and save as Dice 1-3 5 6 7 8 Gold HD 10 to 12 AC 11 At 2 claws/1 bite for 2-9/2- 6 6 8 9 11 12 9/6-36 Mv 120'/300' 7 7 9 11 12 14 breath weapon #1: cone of fire 90' x 30' for damage 8 8 10 12 14 16 breath weapon #2: cloud of poison gas 50' long x 40' 9 9 11 14 16 18 wide x 30' high for damage 10 10 13 15 18 20 11 11 14 17 19 22 Green HD 7 to 9 AC 10 At 2 claws/1 bite for 1-6/1-6/3- 12 12 15 18 21 24 18 Mv 90'/240' 16 16 20 24 28 32 breath weapon: cloud of poison gas 50' long x 40' wide x 21 21 26 32 37 42 30' high for damage NOTE: A simpler but less generous system would be to add Red HD 9 to 11 AC 11 At 2 claws/1 bite for 2-9/2-9/5- hit points/die - 4 to the base hit die 30 Mv 90'/240' breath weapon: cone of fire 90' x 30' for damage Dragon Chance on a d12 of ... Type Sleeping Talking Spell Use Silver HD 9 to 11 AC 11 At 2 claws/1 bite for 1-6/1-6/5- Black 1-6 1-5 1 30 Mv 90'/240' Blue 1-3 1-8 1-2 breath weapon #1: cone of cold 80' long x 30' widest x 5' Brass 1-6 1-3 1-2 for damage Bronze 1-3 1-8 1-8 breath weapon #2: cloud of poison gas 50' long x 40' Copper 1-6 1-6 1-3 wide x 30' high for damage Golden never always always Green 1-5 1-7 1 White HD 5 to 7 AC 9 At 2 claws/1 bite for 1-3/1-3/3- Red 1-3 1-10 1-2 15 Mv 150'/300' Silver 1-2 1-10 1-9 breath weapon: cold cone 70' long x 25' widest x 5' for White 1-7 1-3 damage Type Inhabits Breath Weapons: A dragon can only use its breath Black marshes and swamps weapon 3 times per day. There is a 50/50 (any die half; Blue deserts and arid lands for example a d6 1-3) chance a dragon will use its breath Brass sandy desert weapon or attack normally (claw, bite, etc.) Those with Bronze seacoasts combat spells roll a d6: 1-2 = cast spell; 4-5 = breathe; Copper arid, warm, rocky places 5-6 = attack with claws and teeth. The Referee can adjust Golden anywhere according to situation and cunning of the beast. Green woods and forests All breath weapons originate at the mouth of the Red mountainous and hills dragon. White frigid, snowy regions Sleep, fear and gaseous breath weapons replicate the effects of said spells on anyone within the area of effect, Special Characteristics: except that sleep gas effects any hit die/level of victim Metallic dragons (brass, bronze, copper, gold, platinum, and allows a save to resist it. A save versus spells is and silver) consume a quantity of the same metal as part allowed, with a -2 penalty. of their diet (how much is up to the referee): brass and "For damage" means the weapon automatically does 1 bronze types eat copper (with perhaps some tin or zinc point of damage per h.p. of the dragon to all victims in the thrown in). area of effect; a successful save versus dragonbreath All dragons can see 60' in the dark and can see halves the damage. invisible objects or creatures within 5' per hit die (10' - 80'). The saves of dragons with 5 or more hit points per hit Dragons of adult age or higher panic lesser beings as die is determined by dividing the hit points by 4, as follows (saves mentioned below are at +3 against adult; follows: +2 against old; and +1 versus very old):

57 Beings' Two or More Dragons: The number of dragons Hit Die Effect encountered indicates family groups: 1 flee in panic for 4-24 turns 2-3 save versus magic or be paralyzed in fear # Of Group (50%) or flee per 1 hit die 1 individual 4-5 Must save versus magic or suffer a -1 to-hit 2 mated pair 4th age category or higher penalty 3 or more mated pair with eggs (1-2 on d6) or young 6 or higher No effect (3-6 on d6)

Golden Dragons are the most mystical of dragonkind, Attacking young dragons will cause both parents to use always able to speak and use magic, and able to appear breath weapons (if they can) and then attack in melee with in any human or animal form they choose. They usually live +2 to hit and =1 damage to clawing and +3 to biting in such magical places as behind the various winds or on damage. the ceiling of the sky or on islands composed entirely of clouds. DWARF (demihuman): See the description of the Bronze Dragons can assume animal form if they can Dwarf in creating characters. Common dwarves live in their speak and use magic. clannish underground realms, traveling to other places only Silver Dragons can assume human form if they can to trade goods or prospect for new diggings. Non- speak and use spells. They typically dwell in the sky. combatant dwarves are only 1/2 hit die creatures; only dwarf fighting men are 1 hit die. About 1 in 20 dwarves Attacking Dragons: If a dragon is caught asleep, the are leaders or heroes of higher levels, while dwarf clans attacker(s) get a +2 bonus to hitting them and one free are lead by high level chiefs (supported by 1-6 round of attacks. bodyguard/leaders), and a stronghold or city will be Dealing With Dragons: Dragons are almost always composed of many clans led by a king, who is high level, greedy, vain, and prone to trickery and flattery by very and who will have a bodyguard of 1-3 chief level clever persons. dwarves as well as 2-12 leader level dwarves. Dwarves in Subduing Dragons: Attackers who wish to subdue the presence of a respected and beloved chief or king has rather than kill a dragon must state so before making an a morale 2 points higher than normal. attack. Any non-subdual damage inflicted during or before the process prevents any subdual. Damage inflicted by Random Treasure: Individuals 10-60 g.p.; Lair: G, 3/6 subdual is temporary and heals at a rate of 1 hit point per chance of 20-120 gems, R round. Divide the total damage taken by the dragon's Dwarf commoner HD 1/2 AC 6 At 1 weapon Dmg 1-6 Mv normal maximum hit points to get a percentile chance; the 120' Referee rolls the dice at the end of each round to see if Dwarf fighter HD 1 AC 6 At 1 weapon Dmg 1-6 Mv 120' the dragon doesn't submit that round. The number of hit die a dragon has indicates how many humans who can attack it Leader (level 2-4: 1d3 + 1) 1:20 (half on each side with odd numbers near the head). Clan Chief (level 4-6: 1d3 + 3) 1 per clan For example: A "Very Old" Red Dragon with 11 hit King (level 7-9: 1d3 + 6) 1 per city/stronghold dice has 66 hit points and is asleep on its pile of treasure when three Fighters sneak inside, striking to subdue. On the High level dwarves often have one or more magic items first round, each hits and they score 2, 3, and 6 points to use, rarely scrolls or Magic-user/Cleric items, and often respectively for a total of 11 points total. The ratio weapons or miscellaneous magic. (11/66) is 1/6th or 17%. Rolling percentile dice, the ref' gets 32 and the dragon is not subdued. At the start of EEL, GIANT AND NORMAL (fish): These snake-like round two, the referee makes a die roll to see if it breathes fish dwell in reefs and other rough areas where they lurk in fire or bites and gets "breathes fire". The three Fighters holes or rubble, ambushing prey. Giant eels can be win initiative and do 12 points of damage; the Dragon massive. A to-hit roll of 12 on 2d6 means they have unleashes its fiery breath, killing two of the Fighters (who grabbed prey and will hang on, rending for automatic failed their save) and almost slaying the third. The chance damage each round thereafter unless driven off. of the dragon being subdued is now 23/66 = 35%: a Electric eels can emit a pulse that paralyzes any percentile roll of 3 by the referee means the dragon creature within 10' (per hit die of the eel) for 1-6 rounds surrenders. unless a saves versus paralyzation is successful; a cure light Value of Subdued Dragons: The value of subdued wounds spell will remove this paralysis, but not heal any hit dragons depends on the game economy; for example, they points of damage if used so. might be worth 100 g.p. per hit point. Eel HD 1 AC 6 At 1 bite D 1-6 (weapon) Mv 120' Length of Subdual: Dragons will remain in service Eel, giant HD 3 AC 6 At 1 bite D 3-18 Mv 120' depending on treatment and their own nature. Evil dragons Eel, humongous HD 6 AC 6 At 1 bite D 6-36 Mv 120' will attempt to escape (and perhaps wreak havoc in the Random Treasure: Nil process) while good dragons might willingly serve alongside good people who treat them well. ELEMENTALS (elemental): These represent the most

58 common types of creature met on the elemental planes and summoned by spells or devices. Any number of other Earth Elemental: Earth Elementals are slow and dense; unusual beings also originate from said planes. They have they cannot swim but can walk along any solid stoney a quasi-humanoid shape. Their power on the prime plane bottom. They can pass through stone and earth at a speed depends on how they are brought forth. They can only be of 10' (1/3) and batter walls and structures like a massive summoned (in any form) if there is a huge supply of the ram. They have -1 to-hit and do -2 damage per die element they need nearby. If they are cut off from that against creatures who are not firmly placed on the ground. resource they take 1-6 h.p. per round (i.e. an air elemental They can use weapons in one or both hands and can throw underwater or in an enclosed cavern, a fire elemental out rocks are follows. of fire, etc..) Weapon Rock Throwing Damage Hit Die use Range Damage Catch Conjured by Hit Dice In/ Out 8 3-15 10' - 160' 3-15 50% Staff 8 3-15 2-12 12 4-24 10' - 240' 4-24 70% Device 12 4-24 3-18 16 6-36 10' - 360' 6-36 90% Spell 16 5-30 4-24 Random Treasure: Nil when summoned Fire Elemental: Movement rate: 120'. They cannot cross ARMOR CLASS: 10 water in any form and quickly suffocate unless there is a wide open area around them. They set fire to anything * Those summoned by medallions, stones, gems, or flammable they touch. Anyone not immune to fire within the bracelets. heat radius of a fire elemental suffers damage as below (save versus dragon breath for half). The summoner must concentrate continuously at the expense of all other activities to control the elemental; a Radius lapse frees the elemental (and control cannot be regained) Hit Die 5' 10' 15' and it will try to attack the summoner to kill them (or flee to 8 1-6 - - its own plane if unable or attack is unwise). A dispel magic 12 2-9 1-6 - spell aimed at the summoning device (or controller if 16 2-12 2-9 1-6 summoned by spell) that succeeds will transfer control to the caster of the dispel magic. Failure boosts the Water Elemental: These elementals suffer 1 - 6 h.p. of elementals' hit points to 8 per hit die and makes it prefer damage per round they leave a body of water. They swim to attack the caster of the dispel magic. fast (180') but are slow on land (60'). They can try to grab All elementals gain a +1 to-hit and +2 per die of and drown air breathing victims per grappling rules. damage they do against creatures in their element: A Water Elemental can prevent a ship from moving (2 tons per hit die of the elemental). It can over-turn small Type Against vessels (1 ton per hit die of the elemental). Air Flying or otherwise airborne Ground Resting on the ground ELEPHANT (animal, mammal): Elephants have been Water Swimming or otherwise in water domesticated by humans for heavy work, but can be Fire Fire based creatures dangerous in that role (they are often allowed to kill so many handlers before being killed). Only one of each type can be summoned each day per Mastodons typically browse on leaves. summoning method. Mammoths typically graze on grass. Wooly mammoths They are immune to normal weapons and to magical were smaller than normal, short and adapted to cold weapons under +2. Creatures of greater than 4 hit die can environments. damage them using normal weapons. Shoveltusks came in different types and were so named Air Elemental: Extremely fast when flying (360'). because the lower jaw and tusks formed a shovel. Phiomia Whirlwind 20' wide at base, 60' wide at top, 10' high - small with short trunks and a shovel formed by short tusks. per hit die of the elemental (80', 120', 160'). If it cannot Gomphotheriu: Longer trunk and shovel made of tusks. reach the maximum height it functions at 1/2 strength. Platybelodon: Long trunk, short tusks, and a shovel from the Takes 1 turn to create, lasts 1 round, and then takes 1 turn extended lower jaw. to dissipate. Bush (African) HD 10 AC 7 At 3 D 3-18/3-18/4-24 Mv Strength Sweeps Away Damages Others 150' 4 1 2-9 Forest (Asian) HD 9 AC 7 At 3 D 3-18/3-18/3-18 Mv 6 1 2-12 150' 8 2 3-15 Mammoth HD 11 AC 7 At 3 D 3-18/3-18/5-30 Mv 150' 12 3 4-24 Mammoth, Wooly HD 8 AC 7 At 3 D 3-15/3-15/3-15 Mv 16 4 5-30 150'

59 Mastodon HD 11 AC 7 At 3 D 3-18/3-18/5-30 Mv 150' Satyr HD 5 AC 7 At 1 weapon/gore D 1-6/1-3 or 1-6/1- Shoveltusk: 6 Mv 180' RT I, 2/6 chance of 2-9 potions, X Phiomia HD 7 AC 7 At 3 D 3-15/3-15/2-9 Mv 150' Sprite HD 1 AC 7 At 1 weapon D 1-6 Mv 90'/180' RT C Gomphotheriu HD 10 AC 7 At 3 D 3-18/3-18/4-24 Mv Sylph HD 3 AC 7 At 1 weapon D 1-6 Mv 120'/360' RT 150' 3/6 chance of 10-60 gems, X Platybelodon HD 9 AC 7 At 3 D 3-18/3-18/3-18 Mv 150' BROWNIE: A small house spirit that trades housework for bribes such as milk and cookies. They can make and At 2 feet/1 trunk & tusks repair most ordinary items, and disarm traps and open Random Treasure: Nil (tusks) locks. They can hide easily and appear invisible; they can use defensive spells such as ventriloquism, ESP, telekinesis, ELF (demihuman): Elves are true to their fairy blood knock, etc. lines in that they tend to hide away in forested regions, DRYAD: Female nature spirits that live inside a specific only visiting other places to trade goods or for some tree and will die if it dies; they cannot travel further than singular purpose. Non-combatant elves are only 1/2 hit 240' from it. Most are not violent; they can use a charm die creatures; only elven fighting men are 1 hit die. spell to try to bring lovers to the tree and a combination control and amnesia spell that they will use to try to drive Random Treasure: Individuals 1-6 p.p.; G, 2/6 chance of away those they dislike. They can summon woodland 2-9 potions, 3/6 chance of 1-6 scrolls in lair animals if they are nearby and control plants. Elf commoner HD 1/2 AC 6 At 1 weapon Dmg 1-6 Mv GREMLIN: Mischievous faeries who possess various 120' magical talents they can use once per hour (at most) to Elf fighter HD 1 AC 6 At 1 weapon Dmg 1-6 Mv 120' pester others. For example, they can cause a torch or lantern to go out; a weapon to stick to a sheath; a rope to About 1 in 20 elves are leaders or heroes of higher break; a lump of stone to fall from a ceiling; a wheel to levels, while elf clans are lead by high level chiefs come off a wagon; a horse to buck its rider; etc. They can (supported by 1-6 bodyguard/leaders), and an elven become invisible three times per day and are excellent at forest city will be composed of many clans led by a king, hiding. who is high level, and who will have a bodyguard of 1-3 LEPRECHAUN: A small, dwarf-like being that trades chief level elves, as well as 2-12 leader level elves. Elves goods for gold and hides it. Three times per day they can in the presence of a respected and beloved chief or king turn invisible, haste themselves, walk through walls, silence, has a morale 2 points higher than normal. create an illusion, and use ventriloquism. They often perform pranks. Leader (level 2-4: 1d3 + 1) 1:20 NIXIE: Small water faeries who sometimes lure humans Clan Chief (level 4-6: 1d3 + 3) 1 per clan into their watery domains to use them as a slave for a year King (level 7-9: 1d3 + 6) 1 per city via a powerful charm person spell. They can also grant water-breathing and can turn invisible once per day. They Elves love and adore magic, hence their cities may collect treasures and often have hatchets, daggers, javelins possess many more magic items (if only trinkets) than gold and other small weapons. They often have various fish, or gems. They might possess any sort of magic items, but turtles or other marine creatures as guards. the excess items tend to be miscellaneous items, potions, NYMPH: These beautiful females dwell in idyllic, scrolls, and such, not weapons and armor. secluded glades and meadows on land and grottoes in water regions. They do not fight but can dimension door FAERY KIND: Fairies are magical beings who shun once per day and use spells as a 7th level Cleric. If society of any sort, living alone or in small groups. They attacked by grappling, for example, they can exude a survive by magic and hiding, not brute force and power. poison which will kill a victim who fails a save versus poison. They are known to be very friendly with good men Brownie HD 1/2 AC 7 At 1 weapon (½) D 1-3 Mv 120' RT and may even marry or have children with them. O, P, 3/6 chance of 1-6 gems PIXIE: Faeries of the air, they are normally invisible and Dryad HD 2 AC 7 At 1 weapon D 1-6 Mv 120' RT 200- can remain so, appearing visible only for the round after 1,200 g.p., 3/6 chance of 10-60 gems they attack. Dragons and many other powerful creatures Gremlin HD 1/2 AC 7 At 1 weapon (½) D 1-3 Mv 120' RT can see them without aide of a spell. Leprechaun HD 3/4 AC 7 At 1 weapon D 1-3 Mv 120' RT SATYR: A human torso with goat legs and lower body F and goat horns on the head. They can use weapons (often Nixie HD 1 AC 7 At 1 weapon D 1-6 Mv 60'/120' RT C, flint-tipped spears and axes) or charge and gore with 3/6 chance of 1-6 gems goat-horns. A single member of a band will be able a Nymph HD 3 AC 7 At 1 weapon (½) D 1-3 Mv 120' RT piper with pan pipes: it can use them to perform a siren 3/6 chance of 10-60 gems, X song, confusion spell, cause fear spell, or cause sleep (save Pixies HD 1 AC 7 At 1 weapon D 1-6 Mv 90'/180' RT R, versus spells to avoid). They are surprised only on a 1 in 6 2/6 chance of 2-9 potions, 3/6 chance of 1-6 scrolls, X and can hide with on a 1-5 on 1d6 in wooded/grassy terrain. They can hop from rock to rock with unerring skill.

60 They can speak elvish, satyr and centaur. bees, wasps, and anything else it can find. The giant tse-tse SPRITE: They typically use poisoned arrows and swords fly injects a venom that can cause a victim to sleep 2-12 (save versus poison or sleep 1-6 hours), doing 1-3 damage hours unless they save versus poison; it will then suck 1-3 base. They can become invisible at will (if they attack, it h.p. of blood up to its hit points divided by 2 maximum. Its only breaks invisibility that round) and detect good/evil at bite can also infect victims with a disease that causes them 60' range and move silently. to randomly fall asleep for 1-6 turns until they received a SYLPH: Air spirits who are normally invisible but can cure disease spell (1 in 12 chance per fly; save versus reveal themselves to individuals of everyone as desired. poison to avoid it). They are immune to all but magic weapons and attack spells. They will try to charm anyone (per the charm person HD 1/2 AC 7 At 1 bite D 1-3 MV 60'/120' spell) they take a fancy to and can likewise inflict diseases HD 1 AC 7 At 1 bite D 1-6 MV 60'/120' with a touch (save versus poison to avoid) to those they HD 2 AC 7 At 1 bite D 2-12 MV 60'/120' dislike. They can summon an air elemental once per week Random Treasure: Nil and cast spells as a 7th level Magic-user. FROGS AND TOADS: The distinction between frog and FISH: Giant fish can be modeled after whales (see toad tends to be vague at best; toads often have a dry, later.) Many specimens can grow up to a half ton in size rough skin and hibernate in mud during dry seasons while and some even larger. Swordfish are predatory but mainly frogs often have a smoother, wetter skin and prefer water. feed on other fish and mollusks and such. Predatory fish Both reproduce through eggs and tadpoles in water. Some typically sense the electrical impulses of other fish as well frogs are very poisonous and can exude poison from the as vibrations in the water and many have excellent sense skin. of smell. They swim about the same speed people walk on Giant frogs and toads can be very carnivorous, trying land (120') and can swim in bursts up to 6 times as fast; to grab prey with a tongue and drag it to their mouth to powerful types can swim 12 times as fast. swallow it alive. On land they hop and can jump 60'; they swim well in water due to webbed feet. Some frogs Random Treasure: Nil and/or toads exude extremely dangerous toxins in their skin which can paralyze or kill (save versus poison). Barracudas can be voracious. Catfish, bass, and many other types swallow prey Frog, Giant HD 1/2 AC 6 At 1 bite, D 1-3 Mv 30' whole. Electric catfish can emit a stunning pulse much like Frog, Giant HD 1 AC 6 At 1 bite, D 1-6 Mv 30' electric eels (see EEL, GIANT OR NORMAL.) Frog, Giant HD 2 AC 6 At 1 bite, D 2-12 Mv 30' Flying fish can glide 20 to 30 seconds traveling 600'. Frog, Giant HD 3 AC 6 At 1 bite, D 3-18 Mv 30' Gar have long, toothy snouts for catching prey and can Random Treasure: Nil reach man size (1 hit die). Parrot Fish ("mashers") typically crush coral to feed on FUNGIBLAST (simple life): A yellow mold colony that it and can be dangerous if cornered. has taken on the appearance of a beholder and explodes Piranha often live and feast in packs. in spores upon any attack. Rock fish have many spines on the back; anyone Random Treasure: Nil handling them or stepping on them is attacked and must save versus poison or be incapacitated or even killed. GARGOYLE (construct): Stone-like creatures of Sharks feed on almost anything, armed with teeth for demonic appearance, with wings for flying, and horns. biting weighing up to 1 ton and 1 1/2 ton (4 to 5 hit die). Immune to normal or silver weapons. They can bite with Ancient sharks can be gigantic (whale-sized). fangs, gore with horns, and claw with talons. Swordfish. 1/2 ton and perhaps fastest fish at 360' - Gargoyle HD 4+4 AC 8 At 2 claws/1 bite/1 horn/1 tail D 390' (60 - 65 mph maximum). 1-3/1-3/1-6/1-3/1-3 Mv 90'/150' Wolf Fish have many fang-lke teeth and are very Random Treasure: Individuals M (X 10), C in lair aggressive. GELATINOUS CUBE (simple life): A transparent simple FLEA, GIANT (insect): Can hop tremendous distances creature often nearly invisible except up close and (up to 10 times its own length). Will try to grab onto a because they cannot digest non-organic items (including victim and drain blood. Very difficult to injure (plate mail coins, jewelry, bottles, etc.). They are cube shaped, filling a or better armor). 10' x 10' x 10' corridor to prevent victims from escaping. Flea, Giant HD 1/4 AC 9 At 1 bite D 1-2 Mv 30' They strike with a pseudopod which secretes digestive Flea, Giant HD 1/2 AC 9 At 1 bite D 1-3 Mv 30' juices for damage, and can also paralyze victims that are Flea, Giant HD 1 AC 9 At 1 bite D 1-6 Mv 30' hit for 2-9 turns unless they make a save versus paralysis; a Random Treasure: Nil cure light wounds spell will remove this paralysis, but not heal any hit points of damage if used so. All attacks FLY, GIANT (insect): Giant horse flies are biting against paralyzed foes hit automatically. They are immune carnivores; robber flies are colored like giant bees and to cold, fear, lightning, paralyzation, and polymorphing. can be mistaken for them, but are carnivores and prey on Gelatinous Cube HD 4 AC 6 At 1 unarmed, D 2-12 +

61 paralysis Mv 60' Fire Giant HD 11 AC 6 At 1 weapon D 5-30 Mv 120' Gelatinous Cube HD 8 AC 6 At 1 unarmed, D 2-12 + Cloud Giant HD 13 AC 6 At 1 weapon D 6-36 Mv 150' paralysis Mv 60' Cyclops HD 14 AC 6 At 1 weapon D 7-42 Mv 120' Gelatinous Cube HD 12 AC 6 At 1 unarmed, D 2-12 + Storm giant HD 15 AC 6 At 1 weapon D 7-42 Mv 150' paralysis Mv 60' Random Treasure: E

GENIES (elemental beings): Examples of various Giant Type Size Unusual Characteristics elemental beings that exist on the same planes as the Hill Giant 12' None elementals themselves. Stone 15' Can blend with rocky/stone areas with Giant 1-5 on a d6 accuracy (surprise on 1-3). DJINNI (10 1/2' tall): Haling from the elemental plane Ettin 13' Never surprised, can attack twice of air, these humanoid beings are gigantic in size but can Frost Giant 18' Impervious to all forms of cold (even shrink to human-size if it is convenient. Only nobles and spells and dragon breath). other rare types kinds can grant wishes; common djinni can Fire Giant 12' Impervious to all forms of fire (even pass through cracks like a gaseous form. A captured djinni spells and dragon breath). responds to the treatment it receives and can pervert and Cloud 20' Keen sense of smell destroy the whims of cruel or frivolous controllers. Giant Djinni HD 7 to 8 AC 8 At 1 weapon 3-15 (x 2.5) Mv Cyclops 22' Can cast curse spell, perform oracular 90'/240' divination Djinni Noble HD 10 AC 9 At 1 weapon 4-24 (x 4) Mv Storm giant 24' Call storm and lightning bolts. 90'/240' Completely immune to all lightning Random Treasure: Nil (even spells and dragon breath).

They can: * Suffer -1 hp per die and have +1 to saves versus aerial Rock attacks. Throwing Weapon Catch * Become invisible. Creature use Range Damage Rock* * Assume gaseous form. Human 1-6 10'- 30' 1-6 1 * Emit a gust of wind. Ogre 2-9 10'- 60' 2-9 1 * Create a whirlwind much like an air elemental: 70' high, Minotaur 2-12 10'- 120' 2-12 1-2 10' wide at the base, 30' wide at the top doing 2-12 Troll 1-6/1-6/2-910'- 120' 2-12 1-2 damage for 6 rounds (1-6 first and last) to everyone Giant, Hill 3-15 10' - 200' 3-15 1-4 inside. Giant, Stone 3-18 10' - 300' 5-30 1-11 * Fly at a speed based on encumbrance. Ettin 3-15, 3-18 10' - 200' 3-18 1-5 * Create enough food and water to feed 12 men and their Giant, Frost 4-24 10' - 200' 4-21 1-5 horses. Giant, Fire 5-30 10' - 200' 4-21 1-6 * Create alcoholic beverage. Giant, Cloud 6-36 10' - 240' 4-24 1-7 * Create soft good (16 cubic feet) and wood (9 cubic feet) Cyclops 7-42 10' - 300' 5-30 1-8 which last 2-12 weeks. Giant, Storm 7-42 10' - 300' 6-36 1-10 * Create metallic items last 1-6 hours: 100 pounds * Catch rock = d12/2d6 roll. * Create illusions which last until dispelled by touch or magic. NOTE: Creatures cannot catch rocks that do twice as much damage as those they can throw. Storm giants are more EFREET (12' tall: Beings from the elemental plane of likely to call lightning, but their rock throwing/catching fire, with a fabled City of Brass. They can fly, create a wall capability is defined in case they cannot or do not. 4-21 = of fire, throw fire much like a catapult, create a blast of 3d6+d3 light to try to blind victims, create illusions. If forced into service they serve for 1001 days. Giants often have various types of beasts in their lairs: Efreet HD 5 AC 9 At 1 D 3-15 Mv 90'/240' Hydras, wolves, bears, etc. Random Treasure: Nil CLOUD GIANT. Surprised on a 1 on 1d6 only. Can GIANT: Wandering Giants will carry from 1,000 to levitate twice per day. Can summon a fog that engulfs a 6,000 Gold Pieces with them in their usual copious shoulder 30' x 30' x 30' region three times per day. Can turn sack. Note that there can be many types of Giants invisible twice per day. including the following: CYCLOPS (giant kind): The single eye of the giant cyclops gives them a -2 to-hit penalty when making missile Hill Giant HD 8 AC 6 At 1 weapon D 3-15 Mv 120' attacks. Cyclops are often loners encountered in out-of-the- Stone Giant HD 9 AC 6 At 1 weapon D 3-18 Mv 120' way places. Some can cast curses and others have oracular Ettin HD 10 AC 6 At 2 weapons D 3-15, 3-18 Mv 120' visions. Frost Giant HD 10 AC 6 At 1 weapon D 4-24 Mv 120' Cyclops HD 14 AC 8 armor At 1 D 7-42 (weapon) Mv

62 120' getting within 10' is attacked once per round by an ETTIN (giant kind): A 2-headed giant that can attack electrical spark that does 1-6 damage (2-7 for those with a weapon in either hand and is never caught asleep. wearing metal armor) if they are hit. STORM GIANT: Powerful giants often found in out-of- the-way places including magical islands in the sky and Spell Does cloud fortresses. They can summon storms and call lightning electrical heals 1 h,p, per level of the caster (one 8-die bolt per day) and hence may not throw rocks: predict weather, summon weather, control winds, call Bone Golem. Made of many bones wired together. lightning (3 bolts 10-15 dice each). They can levitate twice They have four arms and can wield 4 weapons at a time. per day. Can summon a fog that engulfs a 30' x 30' x 30' They are not undead and cannot be turned by a Cleric. region three times per day. Can turn invisible twice per day. Spell Does animate dead heals 1 h,p, per level of the caster GNOME (demihuman): Distant cousins of dwarves, shorter and light (but heavy for their height). They often Bronze Golem. A more expensive iron golem immune to favor more hilly areas and dabble more in magic and rusting. Full of molten metal and anyone damaging it machinery. releases a counter-squirt of molten fluid that strikes as if by the golem and does damage based on the damage rating Gnome HD 1 AC 7 (armor) At 1 weapon D 1-6 (weapon) of the attack (i.e. a human hitting one with a magic sword Mv 120' would take 1-6 damage in return.) Random Treasure: Individuals 6-36 g.p.; lair: C and 3/6 chance of 20-120 gems Spell Effect fire spells heals 1 h.p per h.p. "damage" value GOLEM (construct): Magical robots created by high cold spells level Magic-user or Cleric. Tomes of golem making can electrical slows by 50% for 3 rounds reduce the time and cost. Examples: Random Treasure: Nil Clay Golem. Created by an 11th level or higher Cleric. Only injured by blunt magic weapons (hammer, mace, etc.). Type Hit Points HD AC MV Attacks Can haste itself for 3 rounds. There is a 1% chance per Wood 11 2+2 8 60' 1 x 2-9 round of it going berserk and attacking the nearest Bone 36 8 9 60' 4 weapons (1-6) creatures (1 in 12 per 8 rounds or 1 in 6 per 17 rounds), Amber 45 10 7 120' 2 claws/bite 2-12/2- hasting itself if it has not done so yet. Damage done 12/3-18 cannot be healed except by a 17th level or higher Cleric Bronze 90 20 10 60' 1 x 5-30 using a healing spell. Costs 20,000 g.p. for material Clay 50 11 8 70' 1 x 5-30 component (an extra 30,000 g.p. for vestments) by a 17th Flesh 40 9 6 8' 2 x 3-15 level Cleric or higher using these spells: animate objects, Stone 60 14 8 60' 1 x 4-24 bless, commune, prayer and resurrection spells. Iron 80 18 9 6' 1 x 7-42 Only the following spells effect it:

Type Immunity Spell Effect Damage Wood None. move earth drives back 120' 6-36 Bone None. disintegrate slows by 50% 2-12 Amber Magic weapon needed to damage. earthquake unable to move 1 turn 8-48 Bronze +3 or higher needed to harm Clay Immune to sharp magic weapons Flesh Golem. Immune to weapons that are not Flesh +1 or higher needed to harm enchanted to +1 or higher. Only fire spells damage them. Stone +2 or higher needed to harm They are strong enough to smash through wooden structures. Takes 1 month to make by 14th level Magic-user Iron +3 or higher needed to harm casting polymorph any object, protection from normal missiles, strength, and wish. Each is immune to weapons that are not magically enchanted to a certain plus or higher. Each is also healed Spell Effect (rather than damaged) by certain attacks and is slowed fire spells slows by 50% for 2-12 rounds (moving at 1/2 speed) by certain attacks. They are not cold spells slows by 50% for 2-12 rounds living and hence cannot be effected by poison, or disease: electrical heals 1 h.p. per die only a limited few spells effect them. They are under the control of whoever created them. Iron Golem. They are 3 times as strong as a flesh golems. They can breathe a 10' x 10' x 10' poison cloud in Amber Golem. Made of amber and often shaped like front of itself once per melee round. Rust monsters will a lion or other great cat. Stores electricity and anyone effect them [2--9 h.p. damage per rusting?] Takes 3 months

63 to make by an 18th level Magic-user using polymorph any reducing the chance of them working around horses and object, cloud kill, geas, and wish. such. Griffon HD 7 AC 9 At 2 claws/1 bite D 1-3/1-3/3- 15 Mv 120'/300' Spell Effect Random Treasure: C, 2 in 6 chance of 2-9 potions fire spells heals 1 h.p per h.p. "damage" value cold spells HALFLING (demihuman): Halflings are among the electrical slows by 50% for 3 rounds least offensive and adventuresome of races; they only want to live a safe and happy life, as soft and easy as Stone Golem. They are 2 times as strong as flesh they can, avoiding danger, excitement, and adventure. As golems. Can cast a slow spell on one opponent per turn. such, they tend to attach themselves to humans (and less Takes 2 months to make by 16th level Magic-user casting commonly to dwarves, elves, or others), entering a treaty polymorph any object, slow, geas, and wish. of mutual support. Humans gladly do so: they receive steady taxes and trade from an industrious people, while Spell Effect the halflings receive the protection of the human armies. rock to mud slows by 50% for 2-12 rounds Halflings usually live in "shires", whose representatives stone to flesh makes vulnerable to normal leaders are called "sheriffs", much like an English county on weapons for next round Earth is sometimes called a shire. flesh to stone heals 1 h.p. per level of caster Halflings survive by hiding their homes and business, as hillocks and in brambles, and laying traps and snares, Wood Golem. Simple and easily damaged by normal using thorny hedges rather than wooden or stone walls for weapons, these toy-like golems can change form into any fortifications. door or table-sized wooden object. A halfling community will consist of 30-300 inhabitants. It will have some money, but far less than almost any other GORGON BULL (construct): Fantastic bulls made of peoples, its main wealth being durable goods, food, and bronze, brass or iron. able to breathe fire (damage equal the halflings themselves. They will not have magic items to the bulls hit points; save versus dragonbreath for 1/2 unless they have found them or been given them or the rare damage) or a petrifying gas (save versus urn to adventurer is in their midst. stone/petrify or be petrified) with a range of 6' against Common halflings are 1/2 hit dice. A community will one human-sized target. often have 5-20 militiamen of 1-1 hit die with leather Gorgon HD 8 AC 10 At 2 hooves/1 butt or breath weapon armor, spears, bows and such. The leaders of the D 1-6/1-6/2-12 or fire or petrification Mv 240' community are often chosen for pragmatic reasons Random Treasure: E (leadership ability and common sense) and hence are not by default anything but a common 1/2 hit die halfling. GRAY OOZE (simple life): Easily mistaken for wet stone Heroes and such may very well have swords or other and almost invisible in clear water, immune to cold or fire. weapons of war, but the common halfling does not need a Corrodes metal much like a black pudding. Does double sword nor a suit of armor and hence will never have one. damage to exposed flesh. Gray Ooze HD 3 AC 6 At 1 ooze D 3-15 Mv 10' Random Treasure: Individuals 4-24 s.p., B in lair Random Treasure: Nil Halfling commoner HD 1/2 AC 6 At 1 weapon Dmg 1-6 Mv 120' GREEN SLIME (simple life): A dripping pool or puddle Halfling militia HD 1-1 AC 6 At 1 weapon Dmg 1-6 Mv of greenish slime. Damaged by fire or cold, but immune to 120' lightning bolts and weapons/unarmed attacks. It does not effect stone but eats wood and dissolves metal; it ruins Type Hit Die items it contacts. Contact with exposed flesh automatically Common (30 - 300) 1/2 does 1-6 damage each round until the victim is slain and Militia (5-20 per community) 1-1 turned to a puddle of green slime or a cure disease spell is Militia leaders (1 or 2) 2-3 cast on the victim. A burning torch does 1-3 damage to the Great heroes (about 1 in 6 chance per 4-6 slime (the victim takes as much damage as the slime) per community) round. Green Slime HD - AC - At 1 slime D 1-6 hp until turned to HARPY (humanoid, fantastic avian): The upper torso slime Mv Nil and head of a woman with bird wings for flying and the Random Treasure: Nil lower torso of a bird (with tail and clawed bird feet.) They have the siren song special ability and often use it to try to GRIFFON (chimera): The cross between a great lion draw victims into traps. They are often vile and baneful, (the hind part) and a hawk or eagle (the front, head, and hunting people for food and sport. wings), they are difficult to train but if the pains are taken Harpy HD 3 AC 6 /7 flying At 2 claws/1 weapon 1-6/1-6 they serve well as flying mounts. They require meat as their (weapon) Mv 60'/150' diet and the smell of potential prey will cause even a Random Treasure: C "tame" griffon to squawk and attack if it gets within 360',

64 HELL HOUND (elemental): Fire breathing pony-sized do not become a member of an adventuring class. dogs from elemental plane of fire or the underworld. Their The following table can be used for normal people on fire breath can effect only one victim and does 1 h.p. the off chance that someone like a soldier might gain damage per hit die of the hound (1/2 rounded down if the enough experience to gain a hit die or two. The experience victim saves versus dragon breath). They can bite and points needed were chosen to emphasize that normal breath fire the same round, but only breathe fire 3 times people avoid the challenges needed to advance and per day. They can detect invisible (or well hidden) hence have a harder time advancing than player creatures or objects on a roll of 1-5 on a d6, move quiet characters. stealthily, and are experts at hiding and ambushing. Their excellent sense of smell and hearing is useful for tracking a Advancing Normal People by Hit Dice fresh trail. Hell Hound HD 3 to 7 AC 8 At 1 bite or breath D 1-6 or Experience Points Hit Die 1/hp/HD Mv 240' 0 - 1,499 1/2 Random Treasure: C 1,500 1 3,000 2 HIPPOCAMPUS (fantastic aquatic): 6,000 3 HD 4 AC 8 swimming At 2 claws D 2-12 /2-12 Mv 240' 12,000 4 Random Treasure: Nil 25,000 5 The forebody of a horse with a fishy hind quarters, 50,000 6 able to breath air or water. Scaled and hence armor class 100,000 7 of chain mail. The forelimbs are horse-like but with clawed, 200,000 8 webbed flippers. +200,000 +1

HIPPOGRIFF (chimera): A winged horse with the head Those humans who make a living stealing are thieves. of a giant bird instead of a horse and bird talons rather Those who want to succeed by magic become wizards; no than hooves in front. They are difficult to train but if the one can become a magic-user just by gaining experience, pains are taken they serve well as flying mounts. They they must undergo years of training. Anyone in the game require meat as their diet and the smell of potential prey world can be religious and churches may be staffed and will cause even a "tame" griffon to squawk and attack if it supported by a wide range of types. Those who have a gets within 360', reducing the chance of them working particular devotion to religion might become clerics, around horses and such. studying clerical magic, turning undead, and to a lesser Hippogriff HD 3+1 AC 8 Mv 180'/360' At 1 kick/1 bite D degree combat. This process takes years and cannot be 1-6/2-9 gained just by earning experience. Random Treasure: 3 in 6 chance of 5-30 gems Soldiers, rowdies, and any other ambitious human who lacks interest in magic, religion, or thievery, but who are HUMAN: willing to train and practice at fighting will likely become a Men HD 1 Df 9 At 1 weapon D 1-6 (weapon) Mv 120' fighting man, who starts as the equivalent of a 1 hit die Random Treasure: A creature, complete with a d8/1d6+1 for hit points. Common humans rely on ambitious and dangerous As a race, humans are adventurous and migratory: they classed types (especially fighters, and less so clerics and often spread out wide over the face of a planet, inhabiting magic-users) to protect them from dangerous monsters. all but the bleakest areas. They are in turn often preyed upon by thieves, who are not Normal people (including peasants, children, heroes but rather criminals and villains. housewives, workers, artists, villagers, townspeople, slaves, To that end, groups of humans often consist of a mixed fishermen, and scholars) are sedentary, non-aggressive bag of various types. This diversity means that there is no humans are 1/2 hit die creatures. They avoid danger and guarantee what type of human one is talking to when one excitement, only wanting to live a soft and easy life. is met. A merchant (let alone politician or anyone else) Only money gained through adventuring earns could very well be a thief, cleric, fighter, magic-user, or experience; a normal 1/2 hit die person could become 1/2 hit die commoner. very rich by dabbling in finances, or via an inheritance, but they are still a 1/2 hit die creature. Likewise, someone Bandits waylay travelers, robbing them of valuables involved in politics might be a 1/2 hit die creature, but and then fleeing. Some bandits might be locals, not very wield power in the form of people they know who are well equipped nor very talented, trying to blend in with the willing to do things for them. general populace when done. Large groups of successful Normal people can gain experience just like player bandits might stay together, acquiring horses and wagons characters, but usually will not gain enough to matter (they and finding several a hide-aways to retreat to. Most are would usually die before getting anywhere). If they have at best light infantry and light cavalry. the ambition and talent to be a member of one of the Berserkers belong to a cult and society dedicated to player character classes, the referee should design them as the "glory" of death in battle. Their entire life is devoted to such; otherwise, they might gain one or more hit dice, but

65 going crazy with blood-lust in battle, fighting ruthlessly and or leather armor, carry bucklers and have one main without regard to personal safety. They never surrender weapon such as a spear or axe. nor flee. They get a +2 hit bonus, +1 bonus to damage, Infantry, Medium. They usually have a large tower but opponents also suffer a +2 to-hit bonus against them. shield for formation fighting (giving them cover against Brigands are mercenaries who have turned to missile fire even when in the open) and any armor will be banditry and extortion to make a living. They locate a light, such as leather or padded cloth. They often carry region led by a weak ruler and then set up shop as the de several weapons, such as a spear, sword, and several facto rulers, extorting money from the locals in exchange javelins. Note that cavalry forces do not carry a large for "protection". Unlike bandits, they are well equipped, tower shield and hence there is not a dismounted cavalry well trained, and well organized, and operate in the open, type that equates to medium infantry. rather than hiding. A brigand encounter might be with a Infantry, Heavy. Well armed and armored. Poor patrol, which will call in reinforcements if it faces a threat. peoples would use chain armor, and rich ones plate armor. Castle Encounters are encounters with a high level These have a shield, and several weapons. They might, for NPC character (or several) who have carved their own example, have a two-handed sword and one or two dominion out of an area and built their own stronghold. swords, dagger, or perhaps a spear or pole-arm and Usually they encounter a patrol which may or may not take sword or axe. They sling their shield when using two- them to the castle. handed weapons (except in spear formation.) Dervishes are religious fanatics roaming the countryside to spread their faith (often at sword point) and Cavalry, Light. True light cavalry does not have destroy any threat to it. There is a minimum 1 in 6 chance significant armor for the rider or mount. Any armor would they will try to convert whomever they meet to their be light (leather or cloth). In a European setting, these will religion, killing or enslaving those who refuse. In bleak most often hobilars (mounted infantry) who travel with places there is only a 1 in 6 chance they will be met in any cavalry, dismounting to give them support with a spear or substantial camp: old adobe ruins and such. Most make bow in battle, serving as scouts, guarding the camp, and so camp in tents. They will conform to the mores of nomads, on. Nomadic peoples often live in the saddle and hence often being light cavalry and infantry. train horse archers, who can let fly arrows on the move, Merchant Caravan. This is a group of merchants and hence provide mobile archery. Light cavalry typically traveling across hostile lands: they have gathered for serves as light infantry when dismounted. protection, hired men-at-arms, and may even have a Cavalry, Medium. The mount does not have significant military escort tasked to help root out bandits. They usually armor, but the rider usually has chain (if poor) or plate carry valuable goods: gold, jewels, olive oil, salt, silks, armor (if rich). They will mainly use lances, spears, and silver, spices, wines, and such wares. In deserts they will melee weapons (axes, swords, etc.). Both medium and usually have a large number of camels; elsewhere they will heavy cavalry usually serve as heavy infantry when have horses and wagons. dismounted, since they differ from each other only in Military Forces. The equipment and capabilities of whether or not the horse has significant armor. most humans can be defined along military terms. Cavalry, Heavy. Both the rider and mount are armored, Ambitious individuals might equip themselves in many ways, using chain if poor but plate if rich. They use lances or including using scavenged armor from a battle. The spears, and melee weapons like swords, axes, and following definitions are for the normal, run-of-the mill hammers. Both medium and heavy cavalry usually serve as person who generally relies on someone else to give them heavy infantry when dismounted, since they differ from equipment. each other only in whether or not the horse has significant Body armor and weapons are hand made and always armor. expensive. Weapons serve one main role, and as such Chariots. These light, small carts give the riders the second line troops are usually not equipped with several ability to use a bow or spear while on the move. Keep in weapons, but rather one main weapon; individuals might mind that the use of lances and lance warfare came long bring their own knife or use tools or scavenge weapons after the demise of the chariot, and that a spear used from from defeated foes to expand their own arms selections. a chariot has about the same force as one used from afoot. Military forces usually have to rely on different troop types They can also be used as personnel carriers, shuttling to fill different roles: spearmen, archers, etc.. troops back and forth as needed on the battlefield, usually armored leaders. Rabble: This refers to ordinary citizens called up to battle, left to equip themselves as best they can. They will Nomads roam the wilderness in family groups, have an assortment of weapons, usually equivalent to clubs herding animals from season to season. A tribe typically and such. has many mounts, and most males and many females can Militia: Militia are formed up for weekly drills and serve as light cavalry and horse archers (and light infantry armed and paid through taxes. They are usually light when dismounted). Only the wealthiest are equipped as infantry. medium cavalry. Desert nomads often use camels, which Infantry, Light. These are lightly equipped, mobile and aren't as convenient for fighting due to their high mounts, used for skirmishing and fast strikes. They are unarmored but fare better in deserts.

66 2nd level fighter 1 : 25 Traders are individual merchants (sometimes 2 or 3) 4th level fighter 1 : 40 who make a living traveling the back roads and Camps: 300 borderlands with at most a horse and mule, selling goods 5th level fighter 1 : 100 to small towns and farms where merchants are rare. They 8th level fighter Clan chief have to be independent, and hence are often fighters of 9th level cleric 3/6 chance of 1 in camp lower level, equipped with leather armor and furs, shields, 8th level magic-user 2/6 chance of 1 in camp bows or crossbows, and axes or swords. They are often encountered with a small selection of coins, gems, Nobles are the titled rulers such as follows. housewares, furs, and other goods.

Baron/Baroness Emir Margrave HUMANOIDS (EVIL): Count/Countess Khan Sheikh Duke/Duchess Knight Bugbear HD 3+ 1 AC 6 At 1 weapon D 3-8 (weapon +1) Mv 120' Player characters might earn a title and hence become Gnoll HD 2 AC 6 At 1 weapon D 2-7 (weapon +1) Mv a noble by claiming it or being granted one by another 120' noble. This discussion is for those who gain their position Goblin HD 1-1 AC 6 At 1 weapon D weapon (1-6) Mv mainly through inheritance, being recognized by the 120' populace as rightful heirs or forcing their way into rulership Hobgoblin HD 1+1 AC 6 At 1 weapon D weapon (1-6) Mv positions by brute force. 120' The game world is a dog-eat-dog world, and nobles Kobold HD ½ AC 6 At 1 weapon D weapon (1-3, 1/2) Mv who lack talent would be very lucky if someone who is 120' powerful does not come along and oust them. Thus, nobles Lizard Men HD 2+ 1 AC 7 (hide) At 2 claws/ 1 bite D 1- are almost always classed characters of some type. Those 3/1-3/1-6 Mv 60'/120' who are level 1 to 3 are the children of minor nobles, fresh Minotaur HD 6 AC 6 At 1 butt/1 bite/1 weapon D 2-9/1- and just starting out; minor nobles are often levels 4 to 6; 3/by weapon Mv 120' those who are ready to take up a kingdom will be levels 7 Ogre HD 4+1 AC 6 At 1 weapon D weapon x 1.5 Mv to 9; while experienced and qualified kings and queens 120' tend to be level 10 or higher. Ogre Magi HD 5 + 2 AC 6 At 1 weapon D weapon x 2 The retinue of any noble will depend on its station. Mv 120'/150' Pilgrims are a large group of travelers on a trip to Orc HD 1 AC 6 At 1 weapon D weapon Mv 120' (or returning from) some location they deem holy. Troll HD 6+3 AC 7 (hide) At 2 claws/1 bite D 1-3/1-3/2- Pirates (and Buccaneers). These make a living by 9 Mv 120' raiding towns and accosting ships at sea, using boats and Troglodyte HD 2 AC 6 At 2 claws/1 bite D 1-3/1-3/2-5 ships to prowl great lakes, oceans, rivers, and seas. They Mv 60'/120' survive more by luck, intelligence and cunning than brute force. Piracy is often a hanging offense and pirates often There is no such thing as a "friendly" tribe of goblins, kill anyone on board a captured vessel if they do not join orcs, etc. Evil humanoid creatures prefer to steal and kill the pirate band or are not kept for ransom. Pirates function for a living, often eating anything they can kill, including as a democracy with strong and sometimes treacherous people. The treasures they have were typically stolen from rulers; thus, such things as whether or not armor is worn at someone else or found lost. Leaders tend to keep the best sea is up to the individual. Most function as light infantry. armor and weapons for themselves and sell the rest off, to Loot is shared out to the crew. Pirates typically avoid prevent upstarts from getting hold of them. High level evil military ships, although they might try to hail down couriers humans and demihumans might recruit them as an army, or those with extremely valuable cargo. They often hide risking treachery and unreliability for a cheap army. They the bulk of their spoils (in case they are accosted) until it is live wherever they can, often routing other beings out of time to divvy it up; and many make berth in hidden lawless previous cave networks or using slaves to dig their own ports and towns along the coast. lairs. Few if any have a character class and experience, but Ship No. of Vessels Crew Each leaders can gain several hit die by dint of fighting their River Boats 2-9 10-20 way to the top. This advancement is typically limited: Small Galley 1-6 20-40 examples follow. Some rare individuals might also gain Long Ship 2-4 30-50 limited power as a Magic-user or Cleric. Sailed Warship 1-3 40-80 Bugbear Goblin Gnoll Hobgoblin Seaborne raiders are military forces from a distant RT B D C D country who intend to land on the coast and attack nearby Common 1+1 to 2 1/2 1 1/2 towns, fleeing with valuable loot. They are usually infantry, Warrior 3+1 1-1 2 1+1 equipped as best as the nation they hale from can. Champion 4+1 1 to 2 3 to 4 2+1 to 3+1

67 Chief 5+1 3 to 4 4 4+1 to 5+1 King 6+1 5 6+ 6+1 + HYDRA (dragon kind): A multi-headed (2-12) reptile or dragon: the body has 1 hit die per head; each head is Kobold Lizardman Orc Troglodyte 1 hit die. If all heads or the body is slain, it dies. Some RT B D C C (pyrohydras) can breathe fire, each head having a range Common 1 h.p. 1 1/2 1 of 60' and doing 1d6 damage fire. Others (lernean Warrior 1/2 2+1 1 2 hydras) regenerate damage, except that done by magic Champion 1 3+1 to 4+1 2 to 3 3 to 4 weapons, acid or fire. Chief 2 5+1 4 to 5 4 King 3+ 6+1 + 6+ 6+ Hydra HD 2 AC 8 At 2 heads D 1-3 Mv 120' BUGBEAR: Giant hairy goblins that move so silently that HD 3 AC 8 At 3 heads D 1-3 Mv 120' they increase their chance of surprising a party by 1 in 6 HD 4 AC 8 At 4 heads D 1-6 Mv 120' (16 2/3%). HD 5 AC 8 At 5 heads D 1-6 Mv 120' GNOLL: Hyena-like humanoids with an excellent sense HD 6 AC 8 At 6 heads D 1-6 Mv 120' of smell and hearing, often found with dogs or hyenas for HD 7 AC 8 At 7 heads D 1-6 Mv 120' pets. HD 8 AC 8 At 8 heads D 2-9 Mv 120' GOBLIN: Weaker than orcs, and often bullied by them. HD 9 AC 8 At 9 heads D 2-9 Mv 120' HOBGOBLINS: Larger than orcs with the features of HD 10 AC 8 At 10 heads D 2-9 Mv 120' oriental demons, these creatures often have a sophisticated HD 11 AC 8 At 11 heads D 2-12 Mv 120' home lair with many traps and tricks. HD 12 AC 8 At 12 heads D 2-12 Mv 120' KOBOLD: Small members of the goblinoid family, often Random Treasure: B dog-like or scaled in appearance. They form their own tribes and often survive more by cunning than brute force. HYENA (mammal): Hyenas are neither cats nor dogs ORC: Orcs are a very common variation of goblins, tall but rather a different line of creature related to meercats and manlike, often with bestial features (pig, wolf, etc.). and such. They live in packs and are aggressive hunters, They dislike sunlight, though they can function in it. with strong jaws and digestive juices that can dissolve LIZARD MEN: Crocadillian or lizard-like humanoids that almost anything. use crude weapons like flint tipped spears and hide Prehistoric hyenas are called just that "prehistoric shields. They prey on anything living, including people. hyena" and came in many sizes from puppy to pony. MINOTAURS: A bull's head on a muscular (if not giant) A hyenadon is not a hyena; it is a fairly mammalian human body. Usually carnivorous and voracious, attacking carnivore with a long alligator-like jaw that lived and went and fighting fearlessly. extinct millions of years before hyenas existed (the name OGRE: Larger than a bugbear, but smaller than a troll means "hyena tooth".) or minotaur (7-10' high), these crude and oafish humanoids are dangerous and violent, prone to banditry and raiding. Hyena HD 1 AC 6 At 1 bite, D 1-6 Mv 240' They often have large sacks with 100 to 600 g.p. in each. Giant Hyena HD 2 AC 6 At 1 bite D 2-12 Mv 240' OGRE MAGI: Japanese Ogres with magical abilities: Giant Hyena HD 3 AC 6 At 1 bite D 3-18 Mv 240' they can 1) become invisible; 2) fly for 12 turns; 3) cause Random Treasure: Nil darkness in a 10' radius; 4) polymorph itself into a humanoid form 4' to 12' tall; 5) regenerate at 1 INVISIBLE STALKER (elemental): Summoned by the point/melee round (lost members do not regenerate on invisible stalker spell, these creatures will pursue any their own; they must touch the body); 6) employ a single reasonable quest until the spell expires, a dispel magic Charm Person and a single Sleep spell once per day; 8) spell (or dispel evil) compels them to return to whence they assume gaseous form, and 7) use a Cold spell of 8 dice came, they are slain, or the mission is completed. The value once per day. success of any mission (such as recovering an item or TROGLODYTE: A variation of the lizardman, often of a finding a person) depends greatly on the amount of more fish-like appearance. They emit a foul stench such information the caster can provide; with little useful info the that anyone within 10' must save versus poison or suffer a stalker will search about until the spell expires, with a very -2 penalty to to-hit rolls due to revulsion and gagging. low percentage of success. Impossible or absurd missions TROLL: With a frog-like rubbery wet skin and will cause the stalker to attack the caster until either is cadaverous body, these loathsome beasts regenerate killed or it is sent back. Invisible Stalker HD 8 AC 9 At 1 D damage that does not occur from magic weapons, fire, 3-15 Mv 120' acid, or attack spells (3 hit points per round starting 3 Random Treasure: Nil rounds after being damaged). Body parts will regather to reform the troll and the troll begins fighting again when it JELLIES, OOZES, PUDDINGS: Such as black pudding, has restored its own hit points to 6 or more. Orphaned Grey ooze, White Pudding. Mobile single cell or simple body parts can grow into a new troll if they can find food multi-cell organisms, these horrid creatures often function (if (1 hit die per week); a troll missing body parts can regrow unintentionally) as a clean up crew in a dungeon, moving them when it gains food. (sometimes waiting hidden) about cleaning up dead bodies

68 and other debris. LIVING STATUE (construct): Statues created by a high JELLYFISH (aquatic): Drift with the wind (Portuguese- level Magic-user that come to life and attack under man-o'-war) or swim slowly, training dozens of detection varying conditions. They are immune to sleep spells. tentacles and attacking with stinging tentacles (save versus poison or die or be paralyzed for 2-9 rounds) that grab Crystal. A close-range strike against these creature prey and drag it to the simple belly to be digested. sends a shower of sharp crystals flying such that the HD 6 AC 7 At 1 sting D 1-6 + paralysis Mv 30' attacker is attacked as if by the statue and takes 1-3 h.p. HD 9 AC 8 At 1-2 stings D 2-9 + paralysis Mv 30' damage if struck. HD 12 AC 9 At 1-3 stings D 2-12 + paralysis Mv 30' Iron. The user of non-magical weapons must save versus Random Treasure: Nil spells each time they score a hit or the weapon sticks in the statue and cannot be removed until the statue is slain. JUGGERNAUTS (construct): Massive animated Rock. These statues attack by squirting magma from the constructs of wood and stone powered by magic which fingers of each hand, eyes, or otherwise to do the damage roam under control of a Magic-user or on their own. shown.

LAMIA (fantastic snake-people): An ancient race of Crystal HD 3 AC 9 At 2 D 1-6/1-6 Mv 90' snake people, these creatures have human heads and four Iron HD 4 AC 10 At 2 D 2-9/2-9 Mv 30' to six arms (high nobles) and can use a combination of Rock HD 5 AC 8 At 2 D 2-12/2-12 Mv 60' weapons for 2 or 3 people. Females can see invisible and in the dark, cast divination, see through walls by LIZARD, GIANT (giant reptile): All sorts of giant concentrating, and perform other oracular tasks. Males lizards can exist. Some common types follow. have eyes in the back of their heads and cannot be sneaked up on; they can also see invisible and in the dark. Dimetrodon HD 5 AC 7 At 1 bite D 5-30 Mv 60' All types are immune to poison. Draco HD 4+2 AC 7 At 1 bite D 2-9 Mv 60' HD 9 AC 7 (hide) At 4 arms D 1-6 (weapon) +1 strength Fire HD 10 AC 7 At 2 claws/1 bite D 2-9/2-9/3-15 Mv Mv 30' 60' HD 12 AC 7 (hide) At 6 arms D 1-6 (weapon) +2 strength Gecko HD 3+1 AC 7 At 1 bite D 2-9 Mv 60' Mv 30' Horned Chameleon HD 5* AC 7 At 1 bite/1 horn D 2-9/1- Random Treasure: D 6 Mv 60' Komodo Dragon HD 1+1 AC 7 At 1 bite D 1-6 Mv 60' LAMIA-MEDUSA (hydrid): A hybrid of lamia and Tuatara HD 6 AC 7 At 2 claws/1 bite D 1-3/1-3/2-12 Mv medusa. 60' Random Treasure: Nil LAMPREY (water): Leech-like fish that attach themselves to prey with a combination of suction and many These are primarily carnivorous types. hooked teeth and feast off blood. Dimetrodon. A sail-backed lizard that predated dinosaurs and fed on various other lizards included sail- Lamprey HD 1/2 AC 6 At 1 bite D 1-2 + drain blood 1-3 backed vegetarians. Mv 30' Draco. Skin flaps between its legs allow it to glide 120' Lamprey, Giant HD 5 AC 6 At 1 bite D 2-9 + drain blood or further in good wind. 3-15 Mv 60' Fire Lizard. So called because they are often mistaken Random Treasure: Nil for red dragons due to similar coloring and is immune to fire. It can exhale a smoke cloud in front of it 10' x 10' x LEECH, GIANT (simple life): Prone to dropping from 10' and everyone inside will take 2-9 h.p. damage (half if overhead or hiding in murky water, these creatures can they save versus dragon breath). inject an agent that prevents pain and hence they often go Gecko. These have feet that can cling to almost any unnoticed until damage has been done. They attach surface including smooth glass, allowing them to climb themselves to prey and drain blood until badly injured or anywhere and even hang upside down. attacked with fire or sated. They do not have eyes but Horned Chameleon. It has chameleon powers in its skin detect warm blooded creature via heat, respiration and and can blend with any background. Most lizards and other chemical senses and hence are precise even in the other creatures have a skin color that blends only with one dark. terrain and they stand out in others. Komodo Dragon. One of the largest non-fantastic Leech, giant lizards. Victims of its bite must save versus disease or suffer HD 1 AC 6 At 1 bite D 1-3 + blood drain Mv 30' a severe infection that can kill in 4-24 hours unless a cure HD 2 AC 6 At 1 bite D 1-6 + blood drain Mv 30' disease spell is used. HD 3 AC 6 At 1 bite D 2-9 + blood drain Mv 30' Tuatara. An ancient relative of the lizard, it can see 90' HD 4 AC 6 At 1 bite D 2-12 + blood drain Mv 30' in the dark via a heat sensitive membrane it can close over Random Treasure: Nil its eyes.

69 MANTICORE (chimera): A giant, fantastic, voraciously LURKER ABOVE - see SHEET BEAST. dangerous lion with dragon wings for flying, a human head rather than lion's head, and a long tail with spikes it can LYCANTHROPE (fantastic affliction): When in human hurl 6 at a time (180' range for 1-6 damage if they hit; form they have no special abilities. Four common types of total of 24 spikes which regrow 1 per day when spent). lycanthropes (changers) are shown below. Manticore HD 6+1 AC 8 At 2 claws/1 bite/24 spikes D 1- 3/1-3/2-9 + 1-6/spike Mv 120'/180' Werebear HD 7+3 AC 7 At 2 claws/1 bite D 1-3/1-3/2- Random Treasure: E 9 Mv 240' Wereboar HD 5+2 AC 7 At 1 bite D 2-12 Mv 240' MEDUSA (humanoid, gaze attacker): A female human Wererat HD 3+1 AC 7 At 1 bite/1 weapon D 1-3/ with snakes for hair. It has the petrifying gaze attack weapon Mv 240' ability, which it can use while fighting. They can wear Weretiger HD 6+2 AC 7 At 2 claws/1 bite D 1-3/1-3/2- armor and use weapons like a human; in close combat they 9 Mv 240' can attack twice (in addition to the petrifying gaze) - once Werewolf HD 4+3 AC 7 At 1 bite D 2-9 Mv 240' with a weapon (or unarmed) and once with snakey hair (victims of the hair must save versus poison or suffer poison: The change to "were-" form will tear clothing and other 2-12 h.p. damage or as the referee desires.) See also sundry gear; they will try to tear their way out of plate LAMIA-MEDUSA. armor taking 1-3 points of damage. Medusae HD 4 AC 6 At 1 weapon + petrify gaze + They must change shape when there is a full moon and snakes D 1-6 (weapon) Mv 120' will return to human form with sunrise. Medusae HD 5 AC 6 At 1 weapon + petrify gaze + A slain lycanthrope reverts to human form. snakes D 1-6 (weapon) Mv 120' In lycanthrope form they regenerate damage that is not Medusae HD 6 AC 6 At 1 weapon + petrify gaze + afflicted by silver or magic weapons, attack spells, fire or snakes D 1-6 (weapon) Mv 120' acid. They can be slain if damage from any form exceeds Random Treasure: P, 3/6 chance of 10-60 gems, X, Y -20 hit points; thus a badly injured "were-" creature tends to flee. MERMEN (humanoid): Sometimes these half-human THE DISEASE: Lycanthropy is a magical disease; half-fish creatures are friendly, but others can be pirates sometimes it is inflicted by gods or other powerful forces as and bandits, waylaying ships and swimmers to rob them. a punishment. Anyone taking 50% or more of their They can use ropes (often water-proofed seaweed) and maximum total hit points in damage from lycanthrope will grapnels to try to bring a ship to a halt, tying them to also suffer the disease, which will manifest itself in 4-24 rocks. days unless a Cleric casts a cure disease spell on them They do poorly on land (1/3 normal movement; -2 to before then. to-hit rolls; +2 to being hit, etc.). For the first year, a new lycanthrope will be unaware They must abide by normal rules for underwater life of the change and loose complete control when it happens, and hence tend to travel light, with rarely any armor becoming a wild lycanthrope; after the year they retain better than leather and weapons and tools often made of their normal intellect while a lycanthrope. The number of bone, stone, or wood. They have little need of tridents months they have been infected is their chance in 12 of (which help counter refraction when thrusting or throwing gaining control over their self when in lycanthrope form. into water from above); but often have javelins and such Once they do gain control of their intellect, they gain weapons for use if they emerge to attack ships. these powers: HD 1 AC 6 At 1 weapon D 1-6 (weapon) Mv 120' They can assume a quasi-human beast-man shape, Random Treasure: C, R allowing them to use weapons, manipulate objects, etc. Wererats are very fond of using weapons, given their NERIED: smaller and weaker nature. SELKIE: Merefolk who can transform back and forth They can voluntarily change shape on a bright moon between seal (selkie = seal kin) and human, often found (3/4 to full) but will change back at sunrise. among seals and herding them. They transform to human They typically begin assuming some of the physical by removing their "seal skin"; if the seal skin is stolen they characteristics of the wereform while in their human shape: cannot turn back to a seal for a year, at which point they shagginess, a long nose, ears larger than normal, etc. grow another (the old skin tends to become tattered after Werewolves, wereboars and wererats are often found a year). They are immune to wet and cold; can breathe in in groups, having a pack/herd mentality. Weretigers and water; and can summon and control seals and similar werebears are often only met in small family groups. creatures. They typically control normal creatures of their type, Selkie HD 1 - 3 AC 7 At 1 weapon D weapon x 1 Mv 120' but only in beast form. After a year of being in control, they can learn to MIMIC (simple life): A creature that mimics chairs, speak with normal creatures of their were-type tables, treasure chests, doors and other items (whether (werewolves speak with wolves, etc.) when in human form. made of wood, stone, or metal). Anyone touching one (such as to open a door, move a chair, etc.) must save versus

70 poison or be held in place by a powerful glue the mimic eight muscular tentacles and drag it to be bitten and eaten excretes (they can only break free if it is slain or by a by their beak. They can eject an ink cloud that obscures an brute strength challenge - 1d6 + strength modifier - that area 10' x 10' x 10' times their hit die. equals or exceeds the mimic/s hit die). It will strike with a HD 8 AC 7 (hide) At 6 tentacles + bite weapon D 1-6 x 6 fist-like pseudopod when prey gets close (a high chance of + 2-9 Mv 60' surprise). Random Treasure: Nil HD 7 to 10 (d4 + 6) AC 6 At 1 pseudopod D 3-12 Mv 30' Random Treasure: Nil OTYUGH (fantastic beast): Omnivorous and often tolerated by other creatures as they will clean up dung, NAGA (snake creatures): Human-headed fantastic offal, and other detris, making their own homey burrows giant snakes that can bite with poison and constrict victims. where they expel random coins and other items they cannot Some are good, some are evil. Many can use Cleric spells digest. They attack with two tentacles and a toothy bite. At or Magic-user spells of a level equal to half their hit die. least 90% (1-5 on d6) of them have a disease ridden Guardian Nagas (the most powerful kind) are often mouth that forces victims to save versus poison or be found guarding some sacred relic or place. Spirit nagas bedridden 2-12 days (a cure disease spell cures). are charged with guiding others through tasks and HD 6 to 8 (d3 + 5) AC 9 At 3 D 2-9/2-9/2-5 Mv 60' revelations; they can typically assume an immaterial form Random Treasure: Nil or cast their form as an illusion in order to communicate with others without risk of attack (they cannot attack while OWL BEAR: A large bear with an owl head that is in such form). Common nagas are found in remote places. completely carnivorous. They hug like bears. Owl Bear HD 5 AC 7 At 2 claws/1 bite D 1-6/1-6/2-12 Mv 240' Guardian Naga HD 11 to 12 AC 10 At 1 bite/constrict D Random Treasure: Nil 2-9 + poison/3-15 Mv 60' Random Treasure: H PEGASUS (PEGASI) (fantastic horse): Winged horses that can fly. When bred with normal horses, the foal is a Spirit Naga HD 9 to 10 AC 9 At 1 bite/constrict D 1-6 + normal horse. Pegasi HD 2+2 AC 6 At 2 hooves D 2-9 Mv poison/2-12 Mv 60' 240'/480' Random Treasure: B, 3/6 chance of 1-6 scrolls, X Random Treasure: Nil

Common Naga HD 7 to 8 AC 8 At 1 bite/constrict D 1-3 + PHOENIX (fantastic bird): Magic resistance: 1 per 2 poison/2-9 Mv 60' hit die. A phoenix can appear as any size but most will be Random Treasure: D the same size as a roc (see those entries). They are immune to all forms of fire (which only heals them), take half NEO-OTYUGH (fantastic beast): A larger version of damage from cold attacks, and cannot be harmed by non- the otyugh. magical weapons. They are immune to sleep, charm, and HD 9 to 12 AC 11 At 3 D 2-12/2-12/1-3 Mv 60' hold spells. The phoenix can immolate itself such that any Random Treasure: Nil creature within 10' per 6 hit die of the phoenix takes 1-6 h.p. fire damage per 6 hit die (rounded down). If slain, it OCHRE JELLY (simple life): A giant, yellow-orange explodes in a fireball with 3 times the radius and doing amoeba that is damaged normally by fire or cold, but three times the damage (the phoenix will return one year lightening bolts or weapons/unarmed attacks only serve to later, born anew). Once per year they can perform a raise split them into several smaller Ochre Jellies (a healthy dead spell; they can also perform a reincarnation spell ochre jelly is 6 hit dice). They do not effect metal or stone, once per week, gifting this with one feather if they wish. but can dissolve wood, and contact with exposed flesh Random Treasure: Nil inflicts 1-6 damage per round. They can squeeze through holes and cracks quiet readily. PURPLE WORM (simple life): Huge purple worms that Ochre Jelly HD 1 AC 6 At 1 D 1-3 Mv 30' can devour small prey whole (see swallowing whole special Ochre Jelly HD 2 AC 6 At 1 D 1-3 Mv 30' attack.) They also have a poisonous stinger on the tail (save Ochre Jelly HD 3 AC 6 At 1 D 1-6 Mv 30' versus poison or die or some effect chosen by the referee.) Ochre Jelly HD 4 AC 6 At 1 D 2-7 Mv 30' HD 15 AC 6 At 1 bite/1 sting Damage 3-18/2-9 Mv 60' Ochre Jelly HD 5 AC 6 At 1 D 2-9 Mv 30' Random Treasure: B, 3/6 chance of 5-30 gems, X Ochre Jelly HD 6 AC 6 At 1 D 2-12 Mv 30' Random Treasure: Nil RHEMORAZ (fantastic beast): HD 7 to 14 AC 11 (head 10, underside 9) At 1 D 6-36 Mv OCTOPUS, GIANT: They have skin that can turn color 120' and texture to better blend in with their surroundings. They Random Treasure: F also lack the bony spindle of a squid and can squeeze into Polar worms 3' long per hit die. Uses small wings to any hole the beak can fit into. They do not swim and are aide in combat. Anything swallowed whole (a natural 12 ambush predators that thrive on the bottom of clear water on 2d6 to-hit roll) is burned to death in its super-hot gut. or in areas such as reefs. They try to grab prey with their Orbs on the back glow red-hot when in combat; non-

71 magical weapons will melt or burn; anyone touching takes h.p.; within 10' takes 2-12 h.p.. 10 - 100 h.p. damage. Frost salamanders have a snakey tail and slither slower, but can bite and also have four arms and can either claw ROC (fantastic avian): Giant fantastic birds (eagles, four times or wield a combination of weapons and shields hawks, vultures, etc.), the largest of which can carry off (2 two-handed weapons; 4 one-handed weapons; 1 one- elephants. handed weapon and three shields; 2 one-handed weapons and 2 shields; etc.) Salamander HD 7 + 3 AC 9/10 At 1 HD 6 AC 7 At 2 claws/1 bite D 1-6/1-6/1-6 Mv 60'/480' touch/1 constriction/1 weapon Mv 90' HD 12 AC 8 At 2 claws/1 bite D 2-12/2-12/2-12 Mv Random Treasure: F 60'/480' HD 18 AC 9 At 2 claws/1 bite D 3-18/3-18/3-18 Mv SCORPION, GIANT (giant insect): Attacks with two 60'/480' pincers and if they both hit it stings with a long tail it whips Random Treasure: C overhead. Scorpion, Giant HD 5+5 AC 9 At 2 pincers/1 sting D 2- ROPER (fantastic beast): HD 10 to 12 (d3 + 9) AC 11 9/2-9/1-3+poison Mv 60' At 6 ropes and 1 bite D Weakening poison or 3-18 h.p. by Random Treasure: Nil bite MV 30' Random Treasure: Nil SEA MONSTER (fantastic beast): A gigantic sea Immune to lightning; half damage from cold; vulnerable serpent with tentacles and pincers. to fire (-4 to saves versus fire and +1 damage per die). Appearing like a rock, pillar, stalagmite, small hillock, HD 6 AC 7 At 1 bite/2 pincers/6 tentacles D 1-6 each Mv or other surface feature (surprise on 1-3 on 1d6), they 90' attack with 6 ropey strands that can reach out to 60' and HD 12 AC 8 At 1 bite/2 pincers/6 tentacles D 2-12 each victims must save versus poison or loose 9 points of strength Mv 90' for 1-3 rounds; it will also try to drag them to their maw to HD 18 AC 9 At 1 bite/2 pincers/6 tentacles D 3-18 Mv bite (grappling: 1d6+strength modifier for each; roper has 90' strength bonus of 0 to 3; each round the victim fails they Random Treasure: Nil are drug 10' closer). They often eat coins and gems for gizzard stones (5-30 platinum and 2-12 gems). SEA SERPENT (giant serpent): Giant snakes that inhabit large bodies of water; they can constrict and crush ROT MAGGOT (simple life): HD 1 to 6 (1 hp per small boats to small ships depending on their size. Some grub) AC 6 At infest D 1-6 h.p. per round until cured or spew poison like a spitting cobra, effecting a wider area killed MV 10' (1/3) (such as 10' x 30'). Random Treasure: Nil Random Treasure: Nil Small grubs that infest corpses or trash piles and try to infest a victim (close combat to-hit roll): if not removed by SEALS, WALRUSES, ETC (mammal): Seals are often fire or cure disease spell they do 1-6 h.p. per round until prized for their waterproof furs. They and great walruses the victim is dead and eaten. There is a 1 in 6 chance they and elephant seals are also hunted for meat. Most prey will pupate into some other creature once the victim dies: off fish or clams and other mollusks. robber fly, giant wasp, 1d6 giant centipedes, etc. HD 1 AC 7 At 1 bite D 1-6 Mv 90' RUST EATER (fantastic beast): A four-legged, armored HD 3 AC 7 At 1 bite D 3-18 Mv 90' beast with clawed feet and antenna that can turn metal to HD 5 AC 7 At 1 bite D 5-30 Mv 90' rust with a brush (they have to score a to-hit roll; only HD 7 AC 7 At 1 bite D 7-42 Mv 90' magic items get a saving throw if struck). One hit rusts 10 HD 9 AC 7 At 1 bite D 9-54 Mv 90' pounds or so of metal at most; magic items loose one plus Random Treasure: Nil per strike until they become normal, then they rust. They are otherwise harmless. SHADOWS (elemental): Living shadows (as it were) Rust Monster HD 5 AC 9 At 1 touch D Rust Mv 120' that can only be harmed by magical weapons or combat Random Treasure: 3 in 6 chance of 5-30 gems spells. They are very difficult to note when in shadowy terrain and impossible at night (they do not emit heat SALAMANDERS (elemental): These intelligent lizard- radiation). They are immune to mind effecting spells such like beings from the elemental plane of fire (fire as sleep or charm. They are often mistaken for undead, salamanders) or the icy regions of the plane of water though they are not, and their touch drains 1 point of (frost salamanders). strength for 9 turns, killing anyone whose strength drops Flame salamanders walk on hind legs as fast as a below 1. A shadow can cause any creature slain this way human and can bite and either attack twice with claws and to become a shadow provides its experience level/hit die or use a combination of weapons and/or shield per a equals or is higher than a shadows (when it becomes a human. Any creature within 30' automatically takes 1-6 shadow, ht die/levels above that of a shadow are lost.) h.p. damage from heat per round; within 20' takes 2-9 Shadow HD 2 + 2 AC 7 At 1 D 1-3 + drain 1 point

72 strength Mv 90' poisonous barbs to a distance of 10'/20'/30' (-2 to-hit Random Treasure: F penalty; save versus poison or be paralyzed or take poison damage as decide by the ref'.) The cone snail is SHAMBLING MOUND (fantastic beast): Shamblers are aquatic and has a single large harpoon with toxin on its human-shaped plant-animal hybrids that are indiscernible "tongue" that it uses to spear fish with (save versus poison from piles of leaf, dead animals, and so on until they move. or paralysis, 2-12 h.p. damage per hit die, etc.) Anyone struck by both long limbs is entangled and covered Snail, Giant HD 12 AC 9 (shell) 6 out of shell At 1 bite D by sticky slime and will suffocate in 2-9 rounds unless they 2-12 Mv 30' can break free or the shambler is slain. Random Treasure: Nil Immune to fire; lightning attacks increase its hit die by 1; cold does 1/2 damage (none if it saves). All weapons SNAKES, GIANT: Most snakes can readily climb any do 1/2 damage; crushing weapons do 1 point of damage surface with a rough texture they can wrap their body plus any strength or magic bonuses; it is immune to most around (such as trees) and constrictors try to climb trees crushing effects. and drop on prey. They are slow moving on the ground (2 It is only effected by spells that effect plants such as mph; 12 mph in bursts) but have low ground pressure and plant control or charm plant. swim well; many prefer water over land. HD 8 to 11 (d4+7) AC 11 At 2 fists D 3-15/3-15 Mv 60' Venomous snakes use venom for hunting and it will often Random Treasure: B, 3/6 chance of 1-6 scrolls, X pre-digest small prey. Large snakes are constrictors and do not need poison; SHEET BEAST (fantastic beast): These creatures some constrictors are small and many small snakes do not resemble flat sheets and have chameleon skin which allows have venom or are only poisonous to specific prey. them to blend in with any surface. They cling to the floor, "Pit vipers" encompass a number of poisonous snakes wall, or ceiling and wrap around or fall on those who pass (rattle snakes, etc.) that use heat sensing pits to track warm by, surprising on a 1-3 on 1d6 and 1-5 on a d6 cannot be blooded prey at close range (6 feet or less). found by a search. Victims take 1-6 h.p constriction and All snakes tend to be sensitive to vibrations (not having must escape in 2-5 rounds or suffocate. They take half ears like humans as such, but being able to detect "sounds" damage from fire and cold (none with a saving throw). as vibrations) and smell by tasting the air with their Lurker Above HD 10 AC 7 At 1 D 1-6 Mv 10' (1/3) 90' tongues. flying Random Treasure: C, Y HD 1/2 AC 6 At 1 bite D 1-3 + poison Mv 90' Trapper HD 12 AC 9 At 1 D 4 + (AC-7) Mv 30' HD 1 AC 6 At 1 bite D 1-6 + poison Mv 90' HD 2 AC 6 At 1 bite D 2-12 + poison Mv 90' SHRIEKER (simple life): A giant mushroom that expels HD 3 AC 6 At 1 bite D 3-15 + poison Mv 90' air in a loud shriek when attacked (and 50% of the time HD 5 AC 6 At 1 bite D 3-18 + poison Mv 90' when merely brushed against), alerting nearby creatures HD 7 AC 6 At 1 bite D 4-24 + poison Mv 90' and attracting wandering monsters. Random Treasure: Nil HD 3 AC 7 At none D none Mv 10' (1/3) Random Treasure: Nil SPHYNX (fantastic beast): Ancient creatures and guardians of mystic locations or appearing to curse those SLUG, GIANT (simple life): These omnivorous creatures who are unworthy. move about in search of organic matter to devour (plant or Androsphynx: Human head, lion body, great wings. Can flesh); large ones can crush through doors to get at prey. use 6th level Cleric spells. Can roar 3 times per day, but Their rubbery, thick skin increases their armor class 4 points only does so in great fury. against blunt weapons. Boneless, they can squeeze through narrow openings; if caught in a narrow hall it often takes Roar # Effect them a round to "change directions" as it were if they were 1 All creatures within 360' must save versus spells or attacked from behind and desired to turn to meet said flee in fear 3 turns attack. Besides biting, they can spit acid to a range of 2 All creatures within 20" must save versus paralysis 20'/40'/60' doing 1d6 damage with a hit; the first spit or be paralyzed for 1-3 rounds; likewise, any against a particular target has a -2 to-hit penalty but the within 30' must save versus magic or be deafened following do not as the slug homes in. They can exude a 2-12 rounds slippery trail of slime to help evade pursuers. Slug, Giant 3 All within 240' must save versus spells or loose 2-9 HD 12 AC 6 At 1 bite D 2-12 Mv 30' points strength for 2-9 rounds; creatures smaller Random Treasure: Nil than an ogre within 30' will also be knocked over and (if knocked over) they take 3-15 h.p. damage SNAIL, GIANT (simple life): Much like a giant slug, but (unless lion or lion-hybrid) and must save vs. with a hard shell that it can retreat into if attacked. Large dragon breath or be stunned 2-12 rounds. All versions are not helped by the shell when attacked by stone within 30' must save or be cracked. small creatures, if they choose to fight. Some can spit

73 Criosphynx: Goat headed sphynx. Can claw and butt. forced into their physical form for 7 rounds by a Phase Animalistic in nature. Door spell. A being anointed by Oil of Etherealness or Gynosphyn: Female head and torso on lion wearing Armor of Etherealness enters the same plane of hindquarters and wings. Can understand and read any existence and can attack them. language (including magic) and see invisible. Once per Spitting Spider. Spits webs or poison. day they can use spells: locate object, dispel magic, Tarantula. A huge, hairy spider that often discharges a clairaudience, clairvoyance, remove curse and legend lore. cloud of its hairs by rubbing them with its feet when They can use each symbol once per week. harassed in order to drive off attackers; victims in the Hieracosphynx: Hawk headed sphynx, somewhat cloud will choke and caught and must save versus poison or animal in nature and carnivorous. take 1-6 h.p. damage. Trapdoor Spider. Forms a trap door camouflaged to Andro- HD 12 AC 12 At 2 D 2-12/2-12 Mv 180'/300' RT blend with the surroundings (use secret door finding 5/6 chance of 2 of each magic type concepts) and lays down threads of silk to alert it if Crio- HD 10 AC 12 At 3 D 2-9/2-9/3-18 Mv 120'/240' passing prey; it bursts out to attack. RT F Water Spider (Diving bell Spider). Traps air in the hairs Gyno- HD 8 AC 11 At 2 D 2-9/2-9 Mv 150'/240' RT R, 4 on its back and swims underwater, often forming a bubble in 6 chance of any 2 magic items of air as its home amid weeds. Hieraco- HD 9 AC 10 At 3 D 2-9/2-9/2-9 Mv 90'/360' Wolf Spider. Does not have a home and chases prey RT E down; smaller sorts are faster than a human and hunt in packs. SPIDER, GIANT (arachnid): The poison of most common spiders does not effect humans, barring allergic SQUID, GIANT (cephalopod): Squid are predators reactions, due to quantity or biology (poisons tend to be that swim through deep water in search of prey; normal catered to specific prey); only a rare few are poisonous to sized squids often live in large schools. Some normal squids humans. Giant spiders are assumed to have poison that can grow to almost human size and rare types can reach a harms humans. half ton; hence a fantastic giant squid would have to be Spiders are typically blind and track prey via huge. vibrations and movement; their tiny multiple eyes scan a Their skin can turn color to better blend with water and wide area for movement. They can climb any rough surface many have the ability to flash light patterns for mating. and even hang upside down. Many (though not all) make They have a bony spindle. They typically grab prey with silky webs for hunting or as a home; often there is a strand two long tentacles and drag it to the mouth to hold it with of silk rope as treasure. Webs are made with alternating smaller ones and devour it. They can eject an ink cloud that sticky and dry webs, and a spider can travel across one obscures an area 10' x 10' x 10' times their hit die. without being caught and without loosing speed. HD 4 AC 7 At 6 tentacles + bite weapon D 1-3 x 6 + 1-6 HD 1/2 AC 8 At 1 bite D 1-3 + poison Mv 90' Mv 60' HD 1 AC 8 At 1 bite D 1-6 + poison Mv 90' HD 12 AC 9 At 6 tentacles + bite weapon D 1-6 x 6 + 2- HD 2 AC 8 At 1 bite D 2-12 + poison Mv 90' 12 Mv 60' HD 3 AC 8 At 1 bite D 3-15 + poison Mv 90' Random Treasure: Nil HD 5 AC 8 At 1 bite D 3-18 + poison Mv 90' HD 7 AC 8 At 1 bite D 4-24 + poison Mv 90' STIRGE (fantastic avian): A fantastic and ugly bird Random Treasure: Nil that attaches itself to prey (with a close combat hit) and then drains blood automatically (for 1-3 h.p. damage per Spider, Giant C round) with a mosquito-like proboscis it drills into the victim. Spider, Giant Phase E They get a +2 bonus to hit rolls. Spider, Giant Water J-N, 3/6 chance of 1-6 gems Stirge HD 1 AC 6 At 1 bite D 1-3 + drains blood Mv Spider, Huge J-N, 3/6 chance of 1-6 gems 30'/180' Spider, Large J-N Random Treasure: D

Black Widow and other common spiders. TERMITE, GIANT (insect): Termites specialize in eating Bola Spider. Hurls a sticky strand of web at a victim wood (and other vegetable) matter. They otherwise often (range 30'/60'/90') with an intend of dragging them back have the characteristics of ants. to be bitten and eaten. Crab Spider. Has chameleon powers and often hides in HD 1/2 AC 8 At 1 bite D 1-3 Mv 90' places to ambush prey that passes. HD 1 AC 8 At 1 bite D 1-6 Mv 90' Phase Spider. These spiders appear normal but they HD 2 AC 8 At 1 bite D 2-12 Mv 90' phase into in another plane when attacked and are Random Treasure: Nil immune to most attack forms. In combat they only have a physical form when attacking; a creature must have the TICK, GIANT (insect): These hard shelled insects try to same initiative as the spider to attack it. They can be fall on or hunt down prey; they grapple prey, intending to

74 hold on and drain blood for automatic damage each of 5-30 gems, 2/6 chance of 2-9 potions round. There is a 1 in 6 chance they will afflict a disease HD 9-10 AC 10 At 2 D 3-18/3-18 Mv 120' RT G that will kill any bitten victim who fails a save versus poison HD 11-12 AC 10 At 2 D 4-24/4-24 Mv 120' RT G and does not receive a cure disease spell within 6-36 (6d6) days. TURTLE: See TORTOISE AND TURTLE. Tick, Giant HD 3 AC 10 At 1 bite D 2-9 + blood drain Mv 30' UMBER HULK: A grotesque, man-shaped beast (5' Random Treasure: Nil wide and 8' tall) with large insect-like that it rends prey with. It uses steel-hard claws to burrow through TITAN (giant kind): Ancient creatures even larger than the ground in search of flesh to eat at a rate of 10' per giants and magical in nature, dwelling on some mystic turn. It has four eyes which can cause confusion for anyone plane and often visiting the prime plane on business. Each looking directly in them (save versus spells to avoid it.) has some specific domain: leader, adviser and wife to Umber Hulk HD 8 AC 9 At 2 claws/1 bite D 2-12/2-12/2- leader, smith, love, hunting, alcoholic beverage, etc. They 10 Mv 60' can speak the languages of giants, cyclopses, and ogres. Random Treasure: G All can turn invisible at will; and once per day can levitate, and turn ethereal. UNDEAD

Cleric Spells Magic-user Banshee HD 7 AC 10 At 1 D 2-9 plus energy drain only Hit Die 4th 5th 6th 7th 4th 5th 6th 7th Mv 150' RT D 17 2 - - - 2 - - - Gaunt HD 5 AC 8 At 2 claws D 1-3/1-3 plus wasting curse 18 3 - - - 3 - - - Mv 120' 19 3 2 - - 3 2 - - Ghast HD 4 AC 6 At 2 claws/1 bite D 1-3/1-3/2-9 Mv 20 3 3 - - 3 3 - - 120' RT B, 3/6 chance of 1-6 gems, R, 2/6 chance of 2-9 21 3 3 2 - 3 3 2 - potions, 3/6 chance of 1-6 scrolls 22 3 3 3 2 3 3 3 2 Ghost HD 10 AC 10 At 1 D age 1 - 40 years Mv 120' RT E,2/6 chance of 2-9 potions HD 17 AC 9 At 1 weapon D weapon (7-42) Mv 210' Ghoul HD 2 - 3 AC 7 At 2 claws/1 bite D 1-3/1-3/1-3 HD 18 AC 10 At 1 weapon D weapon (7-42) Mv 210' Mv 90' RT B,3/6 chance of 1-6 scrolls HD 19 AC 10 At 1 weapon D weapon (7-42) Mv 150' Liche HD 10+ AC 9 At 1 weapon D 1-6 (+3) (weapon) Mv HD 20 AC 11 At 1 weapon D weapon (7-42) Mv 150' 60' RT A HD 21 AC 11 At 1 weapon D weapon (8-48) Mv 150' Mummy HD 5 - 10 AC 9 At 1 weapon D weapon + HD 22 AC 12 At 1 weapon D weapon (8-48) Mv 150' disease Mv 60' RT D TREASURE: E, 3 in 6 chance of 10-60 gems, R Poltergeist HD 5 - 10 (d6+4) AC 8 At 1-3 objects D 1-6 each Mv 120' RT TOAD: See FROGS AND TOADS. Revenant HD 7 - 9 (d3+5) AC 8 At 1 touch D 1-6 + disease/sense loss Mv 120' RT TORTOISE AND TURTLE: Land bound turtles can grow Skeleton HD 1 AC 6 MV 60' At 1 weapon D weapon Mv large (500 to 1,000 pounds), but tend to be inoffensive 60' RT Nil vegetarians. Snapping turtles (which prefer the water and Spectre HD 6 AC 9 At 1 D 2-9 and energy drain MV eat fish, worms and other prey) can be annoying (and 150'/30' dangerous if gigantic). Sea turtles are adapted for RT 3/6 chance of 3-18 gems, X, Y swimming with flippers and a slim body, and eat fish and Thoul HD 3 AC 8 At 2 claws or 1 weapon D 1-3/1-3 or other animals. weapon Mv 120' RT Vampire HD 7 - 12 AC 9 At 1 weapon D weapon (1-6 + 2 HD 1/2 AC 9 At 1 bite D 1-3 MV 10' (1/3) strength) MV 120'/180' RT F HD 1 AC 9 At 1 bite D 1-6 MV 10' (1/3) Wight HD 3 - 8 AC 8 At 1 D energy drain only Mv 90' RT HD 2 AC 9 At 1 bite D 2-12 MV 10' (1/3) B HD 4 AC 9 At 1 bite D 4-24 MV 10' (1/3) Wraith HD 4 - 9 AC 9 At 1 weapon D weapon (1-6) + Random Treasure: Nil energy drain MV 120'/240' RT E Zombie-Ghoul HD 1/2 AC 6 or 9 At general unarmed D 1- TRAPPER - see SHEET BEAST. 6 damage MV 60' RT Nil Zombies HD 2 AC 6 At 1 weapon D weapon (1-6 + 1 str) TREANT: Much like living trees, these ancient, intelligent MV 60' RT Nil creatures are shepherds of trees and woods. They can control 1 tree per 3 hit die they have if it is within 60'; it UNDEAD: Undead come in many types. All of them can will move and fight as the treant that animates it. Treants be damaged by holy water. They do not have a normal can hurl rocks much like a giant of the same hit die. biology and hence are not effected by poisons nor diseases; nor does charm, fear, hold, nor sleep magic HD 7-8 AC 10 At 2 D 3-15/3-15 Mv 120' RT 3/6 chance effect them. They do not need to breathe nor fidget and

75 when remaining still they make no noise. Incorporeal types or be paralyzed for 2-9 (d6+d3) turns; a cure light do not make noise even when moving unless they choose to wounds spell will remove this paralysis but not heal any hit or have adopted a physical form. points of damage when used to do so. Any creature slain Undead creatures (skeletons and zombies, in this game) by a ghoul but not eaten will become one. that were created by the animate undead spell cannot heal; LICHE: This is high level Magic-user or Cleric that other types cannot be healed by magic means (healing attempted to avoid dieing of old age by pursuing evil, spells and potions actually harm them), but will "heal" with powerful, and dangerous magic. There is less than a 1% rest. A raise dead spell destroys them unless they make a chance of success per 2 levels of the researcher, and this save versus death ray. Energy draining types can use the research consumes the last 20 or so years of their life at energy they drain to heal damage (1 life level heals 1-3 tremendous expense. Success turns them into a skeletal (1d3) hit points of damage healed.) undead creature that retains the spell casting ability they ENERGY DRAIN: Humans and demihumans slain by had in life. Their touch causes paralyzation ( for 2-9 energy draining whose hit die or experience level is less (d6+d3) turns; a cure light wounds spell will remove this than the minimum for the type that slew them simply dies. If paralysis but not heal any hit points of damage when used their hit die and experience level equals or exceeds the to do so) and creatures of 4th level or lower who see them minimum needed for that type, they will become an must flee in fear (no save). They can continue to gain levels undead creature of the type that slew them, starting as the of experience by capturing and feeding on the life forces lowest hit die of the type and gaining levels only by of creatures they slay, and hence often create fortresses slaying other creatures. and underground lairs stocked with traps and treasures to draw in victims. BANSHEE: All who hear the wail of a banshee must MUMMY: Preserved corpses turned undead by some save versus magic or be paralyzed for 2-9 (d6+d3) turns; unknown means, they are immune to normal and silver a cure light wounds spell will remove this paralysis but not weapons; magic weapons do 1/2 damage. They take full heal any hit points of damage when used to do so. They damage from fire and attack spells. Whether unarmed or can also assume a horrific vision that causes creatures with with weapons, they have the equivalent of an 18 strength fewer hit die than they have to save versus spells or flee in as a Fighter when attacking in melee for bonus damage terror. They can drain a level of energy with a touch and and to-hit. Each time a victim is hit in close combat by a hence the wail of a banshee might foretell the listener's mummy, they must save versus poison or the damage doom. inflicted by that blow becomes infected with a very GAUNT: A cadaverous looking corpse that attacks with tenacious disease that takes 10 times as long to heal two gangly limbs for 1-3 damage per hit; anyone struck (magical healing spells and potions have 1/10 their must save versus spells or suffer a curse that drops their normal effect, rounded up). A cure disease spell removes constitution score by 1 point per week for 3 weeks as they the infection and allows injuries to heal as normal. Anyone starve (they must eat twice as much as they normally do or slain by blows from a mummy will rot completely away (to loose yet another point of constitution). All healing has 1/2 the point where they cannot be raised from the dead) in 6 its normal effect while so cursed. After 3 weeks the curse turns, unless a cure disease spell is used to kill the infection. will remain in effect (3 or 4 points lost) for 6 months, or POLTERGEIST: This spirit inhabits a specific region, and until a remove curse spell is received. Gaunts are immune to tries to drive all others from it. Once per round they can normal weapons. They can (three times per day) leap 30' hurl 1-3 (1d3) objects about the size of a chair or so (if high from a standing position or at a run, and can climb they exist in the vicinity) up to 30' range at victims doing 1- any rough surface like a spider can, even hanging upside 6 (1d6) damage with a hit (smaller objects do half down. damage; larger objects are beyond its grasp). It can also GHAST: Ghouls with a repulsive stench that causes hold doors shut, or try to hold someone against a wall illness in anyone within 10' who fails a save versus poison; (d6+hit die for its strength/stuck factor) by concentration. victims suffer -2 to to-hit rolls. They can leave slippery slime on surfaces; create a GHOST: An evil spirit stuck on the material plane, and magical portal from one place to another such that the draining 10 to 40 years life from those they strike. Looking unwary will travel someplace and find there is no way at a ghost requires a save versus spells to avoid 10 years back; and perform other harassing actions, including aging and fleeing in fright for 2-12 turns. Anyone slain by dousing all light sources based on fire in an area (once per aging cannot be revived by even powerful magic means. day). They are immune to non-magical weapons, and are They are immune to non-magical weapons. invisible even when a detect invisible spell is cast. They can try to possess a creature (who must save REVENANT: A malignant spirit that exists for the sole versus spells or the ghost takes control); the ghost remains sport of pestering the living, haunting byways and in possession and can cause the victim to attack, cast spells graveyards where passers by can be found on a dark (if the victim can do so), and so on until the victim succeeds night or bad weather. Their touch does 1-6 h.p. damage, with another save versus spells. and the victim must save versus poison or suffer a disease GHOUL: Ravenous undead that attack and eat living or that robs them of a sense until they receive a cure disease dead creatures. Any living being other than an elf (and spell or for 7-12 (d6+6) months at most. They can (three certain others that may be immune) that is damaged by a times per day) walk through walls up to 10' thick. ghoul in close combat (by touch) must save versus paralysis 1d6: 1-2 eyesight; 3-4 hearing; 5 = touch; 6 = smell

76 SKELETON: Created by the animate dead spell, these figures trapped and transformed into an undead state by robotic undead obey only their creator, and are often used some controlling and powerful wizard. for simple tasks like guard duty. They fight until destroyed, ZOMBIE: Created by the animate dead spell, these or called off by their controller, or if they destroy all robotic undead obey only their creator, and are often used opposition. for simple tasks like guard duty. They fight until destroyed, SPECTRE: Incorporeal (bodyless) ghost-like undead that or called off by their controller, or if they destroy all are only damaged by magical weapons or attack spells opposition. (silver or normal weapons do not harm them.) If they hit a ZOMBIE-GHOUL. A zombie ghoul has been created by victim in close combat, they drain 2 life energy levels. They unknown contagion that drives it to eat flesh like a ghoul, are masters of creating illusions, and once per night they yet it moves and looks much like a zombie. They are can assume a horrific vision that causes anyone with fewer particularly tough (able to take 4 times the hit points rolled hit die than they have to save versus spells or flee. and have an armor class 9) until the attackers figure out THOUL: A hybrid of a ghoul, hobgoblin, and troll that that they are vulnerable by attacking the head and brain, looks exactly like a hobgoblin, but has the paralyzing at which point their hit dice and armor class become 1/2 effect of a ghoul with its claws, and regenerates 1 h.p. per and 6. Until their victims discover this, there is a 1 in 6 round as long as it has 1 or more hit points (lost body parts chance that any strike will hit the head and hopefully clue cannot regenerate on their own); it does not regenerate them in. They lack the intelligence needed to perform even against fire, acid, and magic weapons or if its hit points simple tasks like opening doors that are tied or latched drop below 1. shut, but they are dangerous when met in dozens or VAMPIRE: Vampires are often powerful and dangerous. hundreds and can be persistent, with no fear of death. They are 7th level or higher and function in the class they Anyone hit by a zombie-ghoul has been clawed and bitten were before death (non-classed ordinary people cannot and must save versus poison or be inflicted with the become vampires.) Thus one might find vampire Magic- disease, which must be cured within 2-7 (d6+1) days or Users, Clerics, Fighters or even Thieves. They can continue they turn into one. to gain experience as a vampire much like a normal character and hence various levels of vampire might be UNICORN (fantastic horse): These magical horses encountered. have a single spiral horn in the forehead; their affinity for They are slain by exposure to sunlight (taking 2-12 h.p. maidens is up to the referee. They are often very wild and per round automatically), or immersion in running water. A occasionally very intelligent. They can use the horn as a stake driven through the heart sends them into a death-like sword in melee or as a lance when charging. Double their state that is reversed if the stake is removed. They are hit die to determine their saves. They are immune to poison reliant on their coffin and must rest in it during the day or and can (once per day) use their horn to cure disease or they (a) do not heal and (b) take 1-6 (1d6) h.p. damage neutralize poison, and three times per day they can use it per day. Resting in their own coffin overnight restores all to cure light wounds. They have a natural armor class as if damage; resting in a different coffin avoids damage and wearing chain mail (any armor increases this) due to an they only heal 1-6 h.p. damage. enchantment that fades when they die. Once per day they They regenerate damage from silver and normal can teleport themselves to a distance of 240' (reduced by weapons at 3 hp per round and are immune to charm encumbrance as if they ran), turn invisible, and cast a spells, sleep, etc. as undead. Weapon attacks do not "kill' hallucinatory terrain spell. them so much as cause them to assume gaseous form and Unicorn HD 4 AC 9 (magic hide) At 1 kick/1 horn D 2-9/3- flee to their coffin. 15 Mv 240' They are repulsed by garlic, holy symbols, and mirrors. Random Treasure: 4 in 6 chance of any 2 magic items The can assume gaseous form, transform into a wolf or bat. They can also summon 10 - 100 normal bats; 2-9 VIOLET FUNGI (simple life): giant bats; 3-18 wolves; or 1-3 dire wolves. HD 3 AC 7 At 1 to 4 branches D rots flesh Mv 10' (1/3) If they surprise someone, they can attempt to charm Random Treasure: Nil them by gazing into their eyes. Looking like shriekers and other mushrooms, they are 4' WIGHT: These semi-ghostly horrors drain a single life to 8' tall and have 1 to 4 branches to flail at victims with energy level if they strike in close combat. They are and cause a rotting disease (save versus poison to avoid; immune to normal weapons, but can be harmed by silver or cure disease to remove) that does 3-18 h.p. damage per magic weapons as well as attack spells, fire, and holy round until the victim dies. They do not rot vegetable water. They cannot harm other creatures (except by energy matter and hence can be found with shriekers and other drain) unless they inhabit a corpse; the corpse can be such vegetable creatures. destroyed by normal damage (using the wights hit die and hit points) forcing it to find another corpse. They are often WASP, GIANT (insect): Often carnivorous and guardians of tombs and crypts. predatory, common wasps can sting multiple times. They WRAITH: A superior wight: it drains one energy level live in smaller colonies that make paper nests and do not with a close combat hit and takes 1/2 damage from silver have much if any honey. weapons. Otherwise it is immune to normal attack forms, Tiger wasps bite with strong mandibles and sting. but not magic nor attack spells. Wraiths are often powerful Grave diggers will try to paralyze prey and bury it

77 with an egg in a burrow to be digested by the larvae. This paralysis lasts for 7-12 days. WILL O' WISP: Faery creatures made of glowing light, Parasitic wasps inject an egg when they sting (the sting they typically try to lure others into traps to kill them and paralyzes the victim for 2-7 rounds unless they make a feed on their spirit after they die. Their traps are often successful save versus poison) and the victim must save targeted towards the greedy (huge piles of treasure in versus poison/disease or be injected with an egg. If the pits, etc.) They can fight by discharging single electrical egg is not removed by surgery or destroyed by a cure strikes at victims for 2-12 damage. They cannot be harmed disease spell, the maggot grows into a new wasp in 13 - by silver nor ordinary weapons. They often create illusions. 18 days (doing 1d6 damage per day) and emerges from They can stop glowing for 2-9 rounds (but cannot attack the host (doing 3-18 h.p. damage), dry its wings, and fly nor otherwise act) becoming invisible. They can cast a away. faery fire spell, light spell, or darkness spell as their action A hornet is a very aggressive wasp; some are quiet in a round. large. Will o' Wisp HD 9 AC 14 At Special D 1-6 Mv 180' RT Z

Random Treasure: Nil WOLF: Common wolves are 1 hit die creatures, while HD 1 AC 8 At 1 sting D 1-3 + poison Mv 240' pack leaders can be 2 or 3 hit die. Dire (prehistoric) HD 3 AC 8 At 1 sting D 2-9 + poison Mv 240' wolves can be larger and more aggressive, as are custom HD 5 AC 8 At 1 sting D 2-12 + poison Mv 240' creations of wizards such as wargs (worgs). Wolf, common HD 1 AC 6 At 1 bite D 1-6 Mv 240' WHALES AND KIN (cetaceans): These fish-like aquatic Wolf, pack leader HD 2 AC 6 At 1 bite D 1-6 Mv 240' mammals vary in size from man-sized to some of the Wolf, giant HD 2 - 3 AC 6 At 1 bite D 2-12 Mv 240' largest creatures in the ocean. They breathe air, give birth Wolf, giant HD 4 - 5 AC 6 At 1 bite D 3-18 Mv 240' to live young, and suckle them with milk. They are either: Random Treasure: Nil 1. Carnivorous (toothed) with echolocation for hunting prey through murky water and sand. Dolphins and killer WYVERN (dragon kind): A distant relative of the whales (orcas, black fish, sea wolves) are members of this dragon, having bat-like wings and no forelegs (just two family and closely related (they are often seen hunting hind legs), they have a long tail with a poisonous stinger together and sometimes killer whales hunt dolphins). Sperm that they can whip past their head (a struck victim takes whales hunt giant squid and other prey. Only male damage and must save versus poison or be poisoned as Narwhals have a tusk (females rarely have one). Baluga well). About 1 in 6 also has 36 spikes on the tail it can whales (white whales). launch 6 at a time with a range of 180' and damage 1d6. 2. or baleen: they feed off plankton, krill and other Some have a limited version of dragon breath that does organisms strained through baleen filters in the mouth. Blue 1d6 damage per hit die of the wyvern (save versus whale (100 tons), bowhead (50 tons), fin whale, humpback dragon breath for 1/2 damage rounded down) against a whale. single opponent. Wyvern HD 7 AC 9 flying At 1 bite/1 tail 3-15/1-6 + Random Treasure: Nil poison Mv 90'/240' Dolphin 150 lb HD 1 AC 6 At 1 bite D 1-6 Mv 120' Random Treasure: E Dolphin 1/4 ton HD 2 AC 6 At 1 bite D 2-12 Mv 120' Dolphin 1/2 ton HD 3 AC 6 At 1 bite D 3-18 Mv 120' XORN (elemental): Hale from the plane of earth. They Killer Whale 3 ton HD 6 AC 6 At 1 bite D 6-36 Mv 210' can merge with stone (taking 1 round) and emerge to Killer Whale 6 ton HD 9 AC 6 At 1 bite D 9-54 Mv 210' attack (surprise on 1-5); or flee from dangerous foes by Narwhal 1 ton HD 4 AC 6 At 1 bite D 4-24 Mv 120' passing through walls or floors (taking 1 round). Once it is Narwhal 1 1/2 ton HD 5 AC 6 At 1 bite D 5-30 Mv 120' inside stone, it can move normally (but a phase door spell Toothed Whale 9 ton HD 11 AC 6 At 1 bite D 11-66 Mv will kill it in this state). Craves metals to eat (copper, silver, 120' gold, electrum, platinum) and can smell them 30' away. Toothed Whale 10 ton HD 12 AC 6 At 1 bite D 12-72 Mv Immune to fire and cold; electrical attacks do 1/2 damage 120' (none if they save). Toothed Whale 20 ton HD 16 AC 6 At 1 bite D 16-96 Mv 120' HD 7+7 AC 11 At 4 D 1-3 (x3) 6-24 Mv 90' Toothed Whale 30 ton HD 20 AC 6 At 1 bite D 20-120 Random Treasure: O, P, 3/6 chance of 5-30 gems, X, Y Mv 120' Toothed Whale 40 ton HD 23 AC 6 At 1 bite D 23-138 Spell Effect Mv 120' Move Earth knocks backwards 30' and stuns 1 Toothed Whale 50 ton HD 26 AC 6 At 1 bite D 26-156 round Mv 120' Stone to flesh or AC drops to 12 for 1 round and Baleen Whale 75 ton HD 32 AC 6 At 1 bite D 16-96 Mv rock to mud paralyzes the Xorn 120' passwall does 11-20 h.p. damage Baleen Whale 100 ton HD 36 AC 6 At 1 bite D 18-108 Mv 120' YELLOW MOLD (simple life): Each hit die of this

78 yellow fungus covers a 5' x 2' square area (or 3' x 3', etc.) Yellow Mold HD - AC - Mv - At 1 D turn to mold with minimal depth. It is only damaged by fire. Other Random Treasure: Nil attacks cause it to release deadly spores in a 10' x 10' x 10' cloud - for 6 rounds, all victims within the cloud must YETI (fantastic ape): save versus poison or take 1-6 hit points damage that HD 4 to 6 (d3 + 3) AC 7 At 2 claws D 1-6/1-6 Mv 120' round. Anyone slain by the spores is turned into a patch of Random Treasure: D mold, leaving only the bones, metal, and other hard objects. If they are slain within the region occupied by an An icy white fur enables these ape-like beasts to hide established mold's, the new growth slithers to a free space with 100% chance of success (12 on 2d6; -1 per 3 levels to grow a new colony. Non-attack contact with the mold of the searcher) and surprise on a 1-3. If both claws strike will release spores 50% of the time. The mold inflicts 1-6 it can attack a third time doing 3-15 points of freezing h.p. with contact to flesh; dissolves wood; but does not damage. They are immune to cold but take 50% extra effect stone, metal or other inorganic substances. damage from fire; they cannot be seen by infravision

TREASURE

The referee can pick and place treasures as they wish. Find the random treasure type of a group of creatures Random tables help the referee whip up a treasure fast, on the table below: thus, use the C column for an area of especially when creating a large dungeon by filling in a dungeon with ogres (4+1 hit die). Each column consists sundry rooms using a random stocking table. Random rolls of two numbers: the first is the number that must be rolled help flesh things out fast; the referee can change results (or less) on a d6 for that column to be there; the second is as they wish when done. a random quantity if it is present. Coins are multiplied by Even when using the random tables, the referee will a given factor: thus, there might be 1,500 to 9,000 have to moderate treasures in a way that suits the playing copper coins and/or 1-6 pieces of jewelry in a lair of group's needs: do the players need hundreds of thousands bugbears (B). of pieces of gold to build castles and armies? Do they It is entirely possible to get no treasure. The average buy magic items, versus find them? Are magic items column is for reference only and the maximum column frequently destroyed in the game? All of that is up to the shows how treasures could vary quiet a bit. gaming group. Random Treasure Types Table A B C D E F Average 23,000 2,400 1,000 4,000 4,000 15,000 Copper 2 : 1-6 x 1,000 3 : 1-6 x 1,500 2 : 1-6 x 2,000 1 : 1-6 x 2,000 1 : 1-6 x 2,000 Nil Silver 2 : 1-6 x 1,000 2 : 1-6 x 1,000 2 : 1-6 x 1,000 1 : 1-6 x 2,000 2 : 1-6 x 2,000 1 : 1-6 x 3,000 Electrum 3 : 1-6 x 1,000 2 : 1-6 x 1,000 1 : 1-6 x 1,000 1 : 1-6 x 1,000 2 : 1-6 x 1,000 1 : 1-6 x 2,000 Gold 3 : 1-6 x 2,000 2 : 1-6 x 500 Nil 3 : 1-6 x 1,000 2 : 1-6 x 1,500 3 : 1-6 x 2,000 Platinum 2 : 1-6 x 1,000 Nil Nil Nil Nil 2 : 1-6 x 1,500 Gems 4 : 7-42 2 : 2-12 2 : 1-6 2 : 2-12 1 : 2-12 1 : 5-30 Jewelry 3 : 5-30 1 : 1-6 2 : 1-3 2 : 1-6 1 : 2-12 1 : 2-12 Magic 2 : Any 3 1 : Any 1 1 : Any 2 1 : Any 3 2 : Any 4 2 : Any 5

G I O P R U Average 37,000 23,000 70 230 97,000 24,000 Copper Nil Nil 2 : 1-6 x 1,000 Nil Nil Nil Silver Nil Nil 2 : 1-6 x 500 2 : 1-6 x 1,000 Nil Nil Electrum Nil Nil Nil 2 : 1-6 x 200 Nil Nil Gold 2 : 1-6 x 500 Nil Nil Nil 3 : 1-6 x 1,500 Nil Platinum 3 : 1-6 x 3,000 2 : 1-6 x 3,000 Nil Nil 3 : 1-6 x 10,000 Nil Gems 2 : 3-30 4 : 5-30 Nil Nil 4 : 7-42 5 : 15-90 Jewelry 2 : 2-12 3 : 2-12 Nil Nil 3 : 2-12 5 : 4-30 Magic 2 : Any 5 1 : Any 1 Nil Nil Nil 4 : 1 of each magic

J 6-36 c.p., K 4-24 s.p., L 3-18 e.p., M 2-12 g.p., N 1-6 p.p. Q 3 in 6 chance of 1-6 gems S 2 in 6 chance of 2-9 potions T 3 in 6 chance of 1-6 scrolls U 5 in 6 chance of 2 of each magic type V 4 in 6 chance of any 2 magic items

79 W X Y Z Average 31,000 0 5,000 21,000 Copper Nil Nil Nil 2 : 1-6 x 1,000 Silver Nil Nil Nil 2 : 1-6 x 1,000 Electrum Nil Nil Nil 2 : 1-6 x 1,000 Gold 4 : 1-6 x 3,000 Nil 4 : 1-6 x 2,000 2 : 1-6 x 1,000 Platinum 1 : 1-6 x 1,500 Nil Nil 2 : 1-6 x 1,000 Gems 4 : 15-90 Nil Nil 4 : 10-60 Jewelry 3 : 7-42 Nil Nil 3 : 5-30 Magic 4 : 1 map 4 : Any 2 magic Nil 3 : Any 3 magic UNGUARDED TREASURE TABLE

Dungeon Magic Min Avg Max Level Silver Pieces Gold Pieces (d6) Gems (2d6) Jewelry (2d6) Items (2d6) 68 237 406 1 1d6 x 100 4-6 : 1d6 x 10 11-12 : x 1d6 12 : 1d6 12 on 2d6: 1 209 730 1,251 2-3 1d6 x 200 4-6 : 1d6 x 100 10-12 : 1d6 11-12 : 1d6 11-12: 1 530 1,853 3,177 4-5 1d6 x 1000 1d6 x 200 10-12 : 1d6 10-12 : 1d6 10-12: 1 962 3,366 5,771 6-7 1d6 x 2000 1d6 x 500 9-12: 1d6 10-12 : 1d6 9-12: 1 2,133 7,467 12,800 8-9 1d6 x 3000 1d6 x 1000 8-12: 2d6 9-12 : 2d6 8-12: 1 If no chance is given, the item is always found. 8 Armor + 3 9 Armor + 2, Shield + 3 PERSONAL TREASURE 10 Armor + 3, Shield + 1 11 Armor + 3, Shield + 2 2d6 Treasure per Hit Die 12 Armor + 3, Shield + 3 2-4 Nothing important 4 1-4 Cursed Armor 5 1-3 platinum coins 5-6 Cursed Shield 6 1-6 electrum coins 5-6 1-3 Shield + 1 7 2-12 silver coins 4-5 Shield + 2 8 1-6 gold coins 6 Shield + 3 9 3-18 copper coins 10 1-6 gems About 1 in 6 of the magic shields are magic bucklers 11 1 jewelry (1 on 1d6), 1 in 6 are tower shields (2) and the rest 12 1 magic item or map (one only per creature) common shields. Roll 2d6 to determine the type of armor. The weight The above table is provided for the referee who for magic armor is also shown (roll for size below). wants to randomly roll for treasures for individuals such as members of an orc tribe who would have to carry their Type of Human, Elf, Dwarf Halfling possessions with them; towns folk would have their wealth 2d6 Armor +1 +2 +3 +1 +2 +3 if any hidden at home or somewhere. 2-3 Leather 15 10 8 12 8 6 4-8 Chain 30 25 15 25 20 12 d6 d6 Magic Subtable 9-12 Plate 40 30 20 30 25 15 1-2 Scroll Table 3 Potion Table Roll a 2d6 to determine the size of armor: 4 Sword Table 5 1-4 Armor Table 2d6 by Type 5-6 Misc. Weapon Table Size Leather Chain Plate 6 1-2 Wand/Staff/Rod Table Human, Elf 2-6 2-7 2-8 3-4 Ring Table Dwarf 7-9 8-10 9-11 5-6 Misc. Magic Table Halfling 10-12 11-12 12

d6 d6 or 2d6 Armor Table 2d6 d6 Swords Table 1 Armor + 1 2-6 Sword + 1 2 1-3 Armor + 1, Shield + 1 7-8 Sword + 1, special foe: d6 4 Armor + 1, Shield + 2 1 +2 vs. lycanthropes 5 Armor + 1, Shield + 3 2 +2 vs. spell users 6 Armor + 2, Shield + 1 3 +3 vs. undead 3 2-5 Armor + 2 4 +3 vs. dragons 6-7 Armor + 2, Shield + 2 5 +3 vs. regenerating creatures

80 6 +3 vs. enchanted monsters 12 -1 1-3 9-10 Sword + 1, special: 2d6 2-6 casts light on command (30' radius) g.p. d6 d6 Miscellaneous Magic Items Table 7-8 locate objects Cost 9-10 flames on command 1 1 Amulet vs, Crystal Balls & ESP 12,000 11 drains life energy, 5-8 levels 2 Bag of Holding/Devouring 12,000 12 wishes 3 Boots of Levitation 12,000 11 Sword +2: d6 4 Boots of Speed 12,000 1-4 Sword +2 5 Boots of Traveling and Leaping 12,000 5-6 Sword +2, charm person 6 Bowl of Commanding Water Elementals 24,000 12 Other swords: d6 2 1 Bracers of Defense AC 7, 5, or 3: 2d6 1-2 Sword +3 2-8 = AC 7 3,000 3-4 Sword -1, cursed 9-11 = AC 5 6,000 5-6 Sword -2, cursed 12 = AC 3 12,000 2 Brazier of Commanding Fire Elementals 24,000 d6 d6 or 2d6 Miscellaneous Weapon Table 3 Broom of Flying 12,000 1-2 1-3 Arrows 4 Censer of Controlling Air Elementals 24,000 4-5 Crossbow Bolts 5 Cloak of Protection: 2d6 6 1-2: Sing Stone 2 - 6: +1 3,000 3-5: Sling Bullet 7-8: +2 6,000 3 Axes: d6 9: Cursed -1 - 1-3 Battle axe 10:+3 9,000 4 Hand axe 11: +4 12,000 5 Hatchet 12: +5 15,000 6 2-Handed Axe 6 Crystal Ball (Magic-user): 4 1 Flail (1/6 are 2-handed) 1-3: Crystal Ball (Magic-user) 6,000 2-3 Mace (1/6 are 2-handed) 4: Crystal Ball with Clairaudience (Magic- 9,000 4-5 War Hammer (1/6 are 2-hand) user) 2-Handed Flail, Mace, Hammer 5: Crystal Ball with ESP (Magic-user) 9,000 6 War Hammer + 3, Dwarf 6: Crystal Ball with Telepathy (Magic- 12,000 5 1-3 Magic Bow 2d6: user) 2: Small bow 3 1 Deck of Many Things 12,000 3-5: Composite Bow 2 Displacer Cloak 18,000 6-9: Long Bow 3 Drums of Panic 36,000 10-12: Short Bow 6,000/ 4 Dust of Appearance/Disappearance 4-6 Crossbow 2d6: 9,000 2: Hand Crossbow 5 Dust of Choking and Sneezing 12,000 3-4: Repeating 6 Efteeti Bottle 48,000 5-9: Crossbow 4 1 Flying Carpet 24,000 10: 2-Limb Crossbow Girdle of Giant Strength (not Magic-user), 2 11: Heavy Crossbow type 2d6: 12: Arbalest 2-5:Hill 9,000 6 2 Club 6-8:Stone 12,000 3 Maul 9:Frost 15,000 4 Lance 10:Fire 18,000 5 Pole-Arm 11:Cloud 21,000 6 Dagger 12:Storm 24,000 7-8 Spear 3 Elven Cloak 9,000 9 Javelin 4 Elven Boots 6,000 10 Staff 5 Gauntlets of Ogre Power 6,000 (not a wizard's magic staff) 6 Helm of Alignment Changing (cursed) - 11 Morningstar 5 1 Helm of Reading Languages 12,000 12 Sling: 1/6 are staff slings 2 Helm of Telepathy 30,000 Staff Sling (see above) 3 Helm of Teleportation (Magic-user) 36,000 4 Horn of Blasting 48,000 Misc Weapon Plus 5 Horn of Valhalla, 2d6: 2d6 Plus Qty (munitions) 2-3: Steel/iron 6,000 2-8 +1 3-18 4-5: Copper/bronze/Brass 12,000 9-10 +2 2-12 6-8: Silver 18,000 11 +3 1-6

81 g.p. d6 d6 Miscellaneous Magic Items Table Cost d6 d6 Ring Table 9: Electrum 24,000 1 1-2 Ring of Animal Control 10-11: Gold 30,000 3-4 Ring of Human Control 12: Platinum 36,000 5-6 Ring of Plant Control 6 Medallion of ESP 12,000 2 1-5 Ring of Delusion 6 1 Mirror of Life Trapping 24,000 6 Ring of Djinni Summoning 250 per 3 1-3 Ring of Fire Resistance 2 Necklace of Missiles (6, 8, or 10) missile 4-6 Ring of Invisibility 3 Portable Hole 48,000 4 1-6 Ring of Protection 2d6: 4 Rope of Climbing 12,000 2-7: +1 5 Scarab of Protection 24,000 8-9: +2 6 Stone of Controlling Earth Elementals 24,000 10: +1, 5' radius 10: +2, 5' radius 12: +3 d6 d6 Potion Table 5 1 Ring of Regeneration 1 1 Clairaudience 2 Ring of Spell Storing 1 2 Clairvoyance 3-4 Ring of Spell Turning 1 3 Cold Resistance 5 Ring of Telekinesis 1 4 Control Animal 6 Ring of Water Walking 1 5 Control Dragon 6 1-3 Ring of Weakness 6 HD: 4-5 Ring of Wishes, 1-2, 1-3, 2-4 7 HD: 6 Ring of X-Ray Vision 8 HD: The weight of rings is up to the referee: 1/10 pound? 9 HD: 10 HD: d6 d6 or 2d6 Scroll Table 11 HD: 1-2 2-6 Spell scroll: 1 spell (1/3 Cleric) 12 HD: 7-8 Spell scroll: 2 spells (1/3 Cleric) 1 6 Control Giant 9 Spell scroll: 3 spells (1/3 Cleric) 2-5: Hill 10 Spell scroll: 5 spells (1/3 Cleric) 6-8: Stone 11 Spell scroll: 7 spells (1/3 Cleric) 9: Frost 12 Cursed scroll 10: Fire 11: Cloud 3 1-3 Protection from Lycanthropes 12: Storm 4-6 Protection from Undead 2 1 Control Human 4 1-4 Protection from Elementals 2 2 Control Plant 5-6 Protection from Magic 2 3 Control Undead 2 4 Delusion MAPS: 2 5 Diminution 5-6 2 4 magic items 2 6 ESP 3 3-18 pieces of jewelry 3 1 Extra-Healing 4 5-30 gems 3 2 Fire Resistance 5 one magic item 3 3 Flying 6 1,000 to 3,000 gp value 3 4 Gaseous Form 7 6,000 to 36,000 gp value 3 5 Giant Strength 8 Roll 1-3 times 3 6 Growth 9 2 magic items 4 1-6 Healing 10 10-60 gems 5 1 Heroism 11 3 magic items 5 2 Invisibility 12 5 magic items 5 3 Invulnerability 5 4 Levitation 2d6 d12 Level of Each Spell on a Spell Scroll 5 5 Longevity 2-5 1-3 1st 5 6 Poison 6-7 4-6 2nd 6 1 Polymorph Self 8 8-9 3rd 6 2 Speed/Haste 9 10 4th 6 3 Super-Heroism 10-11 11 5th 6 4 Treasure Finding 12 12 6th 6 5 Water Breathing 6 6 X-Ray Vision

82 TREASURE MAPS EXPLAINED d6 or d6 2d6 Wand/Staff/Rod Table Certain rolls on the scroll table can result in a treasure 1 2 Staff of Power (Magic-user) map. The referee will have to create these and determine 3-4 Staff of Commanding (Magic-user)( such things as the language they are written in and what 5 Staff of Striking (Cleric) they depict. The vast majority will be written cryptically 6 Rod of Cancellation and some may lead to a series of other clues needed to 7 Staff of Healing (Cleric) find the treasure. A high level thief has a chance of 8 Snake Staff (Cleric accurately decoding any such map written in a language 10-11 Staff of Withering (Cleric) they know while they (with success) can gain great (though 12 Staff of Wizardry (Magic-user) imperfect) insight into others. Most large treasures will be 2-3 1 Wand of Enemy Detection (Magic-user) guarded by traps and monsters and tricks. 2 Wand of Magic Detection (Magic-user) 3 Wand of Magic Missiles (Magic-user) ABILITY SCORE CHANGES 4 Wand of Metal Detection (Magic-user) Ability scores do not have to remain the same: while 5 Wand of Secret Door Detection (Magic-user) the referee can account for aging and other effects and 6 Wand of Trap Detection (Magic-user) create spells with temporary effect, other methods exist. 4 1-3 Wand of Fear (Magic-user) The referee has to decide if there are any maximum 4-6 Wand of Cold (Magic-user) scores and what happens if someone does something that 5 1-2 Wand of Fire Balls (Magic-user) might increase a score against the maximum. 3-4 Wand of Illusion (Magic-user) 5-6 Wand of Lightning Bolts (Magic-user) Manual of Strength, Intelligence, Wisdom, Dexterity, 6 1-2 Wand of Negation (Magic-user) Constitution, or Charisma. This book effects only one 3-4 Wand of Paralyzation (Magic-user) ability score. When read and the instructions are 5-6 Wand of Polymorph (Magic-user) followed, the reader gains a permanent increase of 1 in the given ability score. The manual dissolves to dust once Coins Explained used. About 1 in 6 are botched and have the opposite Gold = g.p. Silver = s.p. Copper = s.p. effect, but that will not be found out until the book is fully Platinum = p.p. Electrum = e.p. used or a detect curse spell is used. Ring of Strength, Intelligence, Wisdom, Dexterity, p.p. g.p. e.p. s.p. c.p. Constitution, or Charisma. There is a different ring for p.p. 1 5 10 50 500 each ability score; when worn, it increases the wearer's g.p. 1/10 1 2 10 100 ability score by 1. e.p. 1/20 1/2 1 5 50 s.p. 1/100 1/10 1/5 1 10 MAGIC ITEMS (IN GENERAL) c.p. 1/1000 1/100 1/20 1/10 1 It is up to the referee how easy it is to identify any magic items. Gems Explained Characters cannot wield magic weapons if they cannot Roll 2d6 to determine the value of each gem: wield the normal variant: a Magic-user cannot wield a magic sword, for instance. Nor can they wear magic 2-3 10 g.p. armor or use a magic shield unless they are allowed to 4-5 50 g.p. use normal types. 6-8 100 g.p. All items must be properly used to have effect; for 9-10 500 g.p. example, just having a magic ring does not benefit 11-12 1,000 g.p. someone, it must be placed on a ring and they must fill any other requirements for use. Each gem (or each group of 5 or 10) has a 1 in 6 chance of being one level higher in value (50 g.p. becomes 100 Cursed scrolls and potions have an immediate effect. g.p. etc.). Value shifts for 1,000 g.p. and higher gems are: Other items that are cursed take over the user and they will not get rid of them; they will use them all the 5,000 10,000 25,000 50,000 100,000 500,000 time, even irrationally. Someone with a cursed bow will use it as a club if they run out of arrows. A remove curse Jewelry Explained spell allows them to get free of it but does not remove the curse on the item. Certain items might have an agenda Each piece of jewelry is worth 300 to 1,800 g.p. (3d6 and help the user if they pursue it, and then set them free x 100). Items will be damaged 10% to 60% by exposure when done. Example: a cursed sword -2 might strive to to fire or lightning attacks. slay an enemy and act like a +2 sword when the user pursues that goal, then free the user once it is done.

83 If an item effects a specific dragon or giant type, roll 12 and an overriding goal, such as... bellow: 1. Slaying Magic-users of the opposite alignment Dragons Giants 2. Slaying Clerics of the opposite alignment 2d6 Type 2d6 Type 3. Slaying Fighters of the opposite alignment 2-3 White 2-4 Hill 4. Slaying a random type of monster 4 Brass 5-6 Stone 5. Defeat all Lawful Enemies (the sword is thus 5 Black 7-8 Frost Chaotic) 6 Green 9-10 Fire 6. Defeat all Chaotic Enemies (the sword is thus 7 Copper 11 Cloud Lawful) 8 Bronze 12 Special: 2d6 9 Blue 2-7: Cyclops Neutral special purpose swords grant the wielder a 10 Silver 8-10: Ettin +1 bonus to all saving throws and do double damage 11 Red 11-12: Storm against specific opponents (Clerics, Magic-users, all lawful, 12 Gold etc.). Chaotic special purpose swords will petrify (turn to Swords stone) specific enemies they hit them and if they fail a save versus stone. The bonus of a sword is added to both to-hit rolls and Lawful special purpose swords that hit their specific damage rolls when properly wielded. Thus a +2 sword is enemy in combat cause them to save versus spells or be +2 to hit and +2 to damage while a -1 dagger is -1 to paralyzed for 7-12 (d6+6) turns. hit and damage. If a special purpose sword is rolled up skip the steps for determining ego and intelligence below (and skip the Sword + 1, locate objects: As the spell, usable one step for choosing alignment if it is determined). time per day. Roll for alignment: Sword +1, flames on command: When gripped by the hilt and told to, the blade bursts into flame 2d6 Alignment (illuminating a 30' radius and burning such things as 2-9 Lawful webs), giving a to-hit and damage bonus of + 2 when 10-11 Neutral attacking hippogriffs, pegasi, and trolls, increasing to + 3 12 Chaotic when attacking treants and undead creatures. When flaming, all damage done by the sword is fire damage. Creatures of a different alignment will be harmed each Sword +1, drain life energy: It will drain up to 6-8 round they handle it: (d3+5) hit die/levels of energy (per the undead special ability; once per hit) and then become a sword +1. Handler's Sword's Alignment & Damage/Round Sword + 1, wishes: Gripping the hilt and Alignment Chaotic Lawful Neutral concentrating allows the user to make a wish: there are 1- Chaotic - 2-12 1-6 3 (d3) wishes after which it becomes a normal sword +1. Lawful 2-12 - 1-6 Sword + 2, charm person: No more than three times Neutral 1-6 1-6 - a week the user can invoke a charm person spell when gripping the hilt and concentrating. Roll to determine the sword's intelligence (a special purpose sword has an intelligence of 12) and hence whether or not it has powers and communicates.

Die Intelligence Score Roll - Communicates by Powers 2-6 None - Doesn't None 7 7 - Empathy 1 Primary 8 8 - Empathy 2 Primary Intelligent Swords 9 9 - Empathy 3 Primary 10 10 - Speaks 3 Primary Swords have the unique characteristic of being intelligent 11 11 - Speaks 3 Primary + Reads Magic (or some swords are) and as such might have special powers and abilities. An intelligent sword is an NPC 12 12 - Speaks As 11 + 1 Extraordinary played by the referee. power

A sword with a special purpose is unusually intelligent and Empathy means the user and sword understand each other has a strong ego - the referee can place all special by mental impulses when the user grips the hilt. If a sword purpose swords as they wish or roll randomly: a 12 on can read magic it can also read the written form of any 2d6 means the sword has intelligence and ego swords of language it can speak. Roll below to determine how many

84 languages a talking sword knows. 3-4 1-2 Telepathy 3-4 Telekinesis 2d6 Number of Languages 5-6 Teleportation 2-7 1 5 1-2 X-ray vision 8 2 3-4 Illusion 9 3 5 Levitation 10 4 6 Flying 11 5 6 1-2 Healing (duplicate allowed) 12 Roll 2 times... 3-4 Extra damage (duplicate allowed) 5-6 Make 2-3 more rolls on this table Roll to determine each primary power on the table below (re-roll if the same power is picked twice). Each Clairaudience. Per the spell. primary power can be used at most three times per day Clairvoyance. Per the spell. and only one can be used per round. The sword user must ESP. Per the spell. grip the handle and concentrate to use a power. Telepathy. Per the spell. Telekinesis. Per the spell. d6 d6 Primary power Teleportation. Per the spell. 1 Detect shifting walls and rooms X-ray vision. Per the spell. 2 Detect sloping passages Illusion. This power allows the user to create one 3-4 1-2 Find secret doors phantasmal force spell (as the Magic-user's spell). 3-4 Find traps Levitation. Per the spell. 5-6 See invisible objects Flying. Per the spell. 5 1-2 Detect evil (good) Healing. Per the cure light wounds spell. 3-4 Detect metal Extra damage. For 2-12 (2d6) the user does 4 times 5-6 Detect magic their damage per hit. Each duplicate increases this by 1 6 1-3 Detect gems (to 5 then 6 then 7, etc.) 4-5 Roll for 1 extraordinary power (6., below) 6 Roll twice more on this table Roll 2d6 for the swords ego (special purpose swords have an ego of 12) - its ability to control other through its own Detect shifting walls and rooms. The sword can find will. shifting walls and rooms within a range of 10'. Detect sloping passages. The sword can locate Intelligent swords will try to control the user under the sloping passages within a 10' range. following conditions: Find secret doors. 3 times per day all secret doors within 10' can be found. * When the sword is first gripped by a new user. If the Detect traps. 3 times per day all traps within 10' can wielder is of a different alignment, then each time be found. they grip the hilt. See invisible objects. Any invisible or hidden object within 20' can be seen. * If the wielder's hit points are dropped to half or Detect evil (or good). Per the spell. lower. Detect metal. Will give the user the direction (including up or down) to a specific type of metal if it is within 60'. * Any time the wielder tries to handle any other magic The user can specify a general quantity (10 pounds, 100 item. pounds, etc.) Lead or gold will prevent the detection of other metals. * Any time a special-purpose sword has an Detect magic. Per the spell. opportunity to carry out its primary mission. Detect gems. Will give the direction (including up or down) and number of gems if any exist within 60'; lead or The sword's will score is calculated by summing up the gold will bock thins. sword's Intelligence score, Ego score, bonus, and adding 1 per Extraordinary power, pus 2-12 points if the wielder is The below table is used to determine any a different alignment. extraordinary power(s) if they are indicated from The wielder's will score is calculated by summing their previous checks. Each can only be used 3 times per day at Strength and Wisdom ability scores. Subtract 0 if the most (unless stated otherwise) and the user must grip the character has not lost any hit points; 2-4 (d3+3) points if sword hit and concentrate. they have lost less than half; and 2-9 (d6+d3) points if they have lost more than half of their hit points. d6 d6 or 2d6 Extraordinary powers 1-2 1-2 Clairaudience If the sword's will score exceeds the character's will it has 3-4 Clairvoyance gained control and they cannot get free until it is decides 5-6 ESP to let them free. The referee decides what it does.

85 Examples of things a sword might do. magic. Bag of Devouring: While it seems to function like a * Make them complete an immediate task. bag of holding, anything placed completely inside it is devoured in 7 to 12 turns (d6+6). * Prevent them from using other magic weapons and Bag of Holding: It will hold 1,000 pounds of gear but cause them to get rid of any they have. not weigh more than 10 pounds. The mouth will not allow anything wider than 3' inside and nothing longer than 10' * Make the user attack anyone the sword wishes for will fit inside. whatever reason it wishes. Boots of Levitation: Grants the wearer levitation when they concentrate. * Make the user obey the commands of someone else Boots of Speed: Movement rates are doubled. who the sword prefers. Boots of Traveling and Leaping: Jumping distances are doubled and rest is not needed for normal movement. * Make the user lavish gifts on it in the forms of fancy Bowl of Commanding Water Elementals, Brazier of belts and sheaths, complete with silver and gold inlay Commanding Fire Elementals, Censer of Controlling Air and gems and such. Elementals, Stone of Controlling Earth Elementals: These devices take a turn to set up, and (once done) a Magic Armor and Shields turn to pack away. When readied and when a large quantity of elemental material is nearby, they can be used The plus of magic armor and shields is added to the to summon a specific type of elemental; each will function wearer's armor class when used. Thus regular leather has only once per day. A summoned elemental appears in 1 a base armor class of 7; leather +2 has a base armor round and they must devote all of their concentration to class of 9 (7 + 2 = 9). A normal shield increases armor controlling it or it breaks free per the Magic-user spell class by 1; a shield +1 increases it by 2. A buckler +2 conjure elementals. increases it by 3, but only against melee attacks. Broom of Flying: A Magic-user can ride the broom About 1/3 of the magic shields are magic bucklers (1- without a command word; others must know it. It can carry 2 on 1d6). one person at 240' movement and 2 at an 180' rate. Roll 2d6 to determine the type of armor. The weight Bracers of Defense AC 7, 8, 9: These do not work if for magic armor is also shown (roll for size below). the wearer also wears armor, but otherwise a twin set grants the wearer the given armor class. About 1 in 6 are Type of Human, Elf, Dwarf Halfling bracers of defenselessness which lock the wearer's 2d6 Armor +1 +2 +3 +1 +2 +3 armor class to 6 (or lower if it is naturally lower) and 2-3 Leather 15 10 8 12 8 6 prevent the wearer from removing them or wearing armor 4-8 Chain 30 25 15 25 20 12 until a remove curse spell is received. 9-12 Plate 40 30 20 30 25 15 Crystal Ball (Magic-user): Magic-users can use this to view distant places; if they are looking for anything in Roll a 2d6 to determine the size of armor: particular, they must search for it, which might take a long time, if not be impossible. 2d6 by Type Size Leather Chain Plate Chance of Human, Elf 2-6 2-7 2-8 Region Examples Success Time Needed Dwarf 7-9 8-10 9-11 Close and was there recently 1-5 on d6 1-6 minutes Halfling 10-12 11-12 12 Close and was there some 1 on d6 10 - 60 time ago minutes Dwarf armor weighs the same as human or elf types, Unknown but close 2 on 2d6 1 - 6 hours but it is much shorter, wider, and thicker. Unknown and distant 3 on 3d6 1 - 6 days Unknown and mobile No chance - Miscellaneous Magic Items Explained The exact physical nature of any of these items is up Crystal Ball with to the referee. Some helms may be ornamental while Clairaudience (Magic- others may be battle helms, for example. Ornamental user): A crystal ball that helmets risk a 1 in 6 chance of being destroyed each time also allows the user to the wearer is hit in combat or suffers a hazard like a fall hear noises in the area or trap, for example. Someone not allowed to wear armor they are viewing. may wear a battle helm to access its magic powers but Crystal Ball with ESP gains no protection. (Magic-user): A crystal ball that also allows the Amulet vs. Crystal Balls & ESP: The wearer cannot user to listen to the be located nor viewed/heard/mind-read by any form of thoughts of one creature (at a time; and they must

86 be able to see it) in the area being viewed. Dust of Appearance: A bag contains 5-20 (3d6+2) Crystal Ball with Telepathy (Magic-user): A crystal uses; a single use will envelope a 30' x 30' area around ball that also allows the user to exchange thoughts with the user and cause all invisible items and creatures therein one creature (at a time; and they must be able to see it) to become visible for 1-6 rounds (objects are visible for 1- in the area being viewed. 6 turns). Deck of Many Things: Eighteen cards (2 jokers and Dust of Choking and Sneezing: A bag contains 5-20 16 face cards): the user can draw 4 cards (perhaps more (3d6+2) uses; a single use can effect a 10' x 10' x 10' if they draw one or more jokers) after which the deck area: all living beings in that areas must save versus disappears. Effects can differ by maker, but examples are poison or be rendered immobile and helpless by extreme (half should be helpful and half hurtful): fits of sneezing and choking for 2-12 rounds; they must make another save versus poison each round they are lost White Joker: Draw 2 cards or gain 5,000 experience in these fits or suffer 1-6 hit points damage as well that points (cannot advance more than 1 level this way) per the round. drawer's choice. Dust of Disappearance: A bag contains 5-20 Black Joker: Loose 5,000 experience points and the (3d6+2) uses; a single use can effect one living being or deck immediately disappears. perhaps a 10' x 10' surface: living beings will remain invisible 6-36 turns or until they attack, cast a spell, etc. Ace of Diamonds: Increase 1 randomly rolled ability Inanimate objects remain invisible until the dust is blown score by 1 point permanently. off as long as it remains still; if carried, it lasts 6-36 Jack of Diamonds: Gain 1 random miscellaneous rounds at most. magic item. Efteeti Bottle: A 20 to 30 (2d6+18) pound bottle King of Diamonds: Gain 1-3 wishes. often sealed by magic or traps and hidden away; inside Queen of Diamonds: Gain 10,000 - 60,000 is a trapped efreeti who will serve anyone who frees it experience points (cannot advance more than 1 level) for 101 days (or until slain). It performs only 1 task per day at most. Ace of Clubs: Decrease 1 randomly rolled ability Flying Carpet: Can carry up to 1,000 pounds of score by 1 point permanently. cargo with a base rate of 120' (0 - 250 = 120'; 251- Jack of Clubs: Loose 1 prized magic item. 500 = 90'; 501 - 750 = 60'; 751-1,000 = 30'). King of Clubs: Petrified, no saving throw allowed. Girdle of Giant Strength: Grants supernormal strength Queen of Clubs: Loose 10,000 - 60,000 experience not exactly like a giant but more than the character has points (minimum 0.) and often more than a human could. The modifiers add to any strength score modifiers. Roll for type: Ace of Hearts: All wounds are healed. Jack of Hearts: Loose 10% to 60% of all money on Melee Damage Melee To- Carry person (including items put down before drawing a card). 2d6 Type Bonus Hit Bonus Bonus lb. King of Hearts: Gain 1,000 to 6,000 g.p. in gems. 2-5 Hill 1-6 (1d6) +1 100 Queen of Hearts: Suffer 1d6 x 1d6 (1 - 36) hit points 6-8 Stone 2-7 (1d6+1) +1 200 damage, no saving trow allowed. 9 Frost 2-7 (1d6+1) +2 300 10 Fire 2-9 (d6+d3) +2 400 Ace of Spades: Find next 1-6 traps, secret doors, etc. 11 Cloud 2-15 (2d6+d3) +2 600 automatically (without looking.) 12 Storm 3-18 (3d6) +3 700 Jack of Spades: Next 1-6 attacks on the drawer hit automatically. Elven Cloak: There is a 1 in 6 chance the wearer will King of Spades: During the next 1-6 battles a Fighter not be seen as long as they hide and remain still; a 1-2 in of the same level as the drawer appears to aide them 6 chance if they sneak carefully; if they attack, cast spells, until destroyed or the battle ends. etc. they will be easily noted for a full turn. Queen of Spades: During the next 1-6 battles a Elven Boots: The wearer's footsteps make no noise at hostile Fighter of the same level as the drawer appears to all even over surfaces like crunchy leaves. attack them and fights until either is destroyed. Gauntlets of Ogre Power: Grants the general strength of an ogre, though not necessarily the size, and thus Displacer Cloak: Distorts the actual location of the improves them as follows. The modifiers add to any wearer, giving them a +1 bonus to saving throws and strength score modifiers. armor class. Drums of Panic: Pounding these drums causes all Melee Damage Carry creatures from 10' to 240' distance to run wildly (3x to 4x Bonus Melee To-Hit Bonus Bonus lb. normal speed) for 1 to 6 turns with a minimum 50/50 1-3 (1d3) +1 50 chance of throwing down anything carried. Player characters can avoid panic with a successful save versus Helm of Alignment Changing (cursed): This helm spells; NPCs must both save versus spells and make a forces the wearer to assume a different alignment: morale check (per combat). chaotics become lawful, lawfuls become chaotic, and

87 neutrals become chaotic or lawful (50/50 chance). surface it is placed on (it cannot be placed on living Helm of Reading Languages: This allows normal beings.) Grabbing the rim and pulling collapses the hole people to read any non-magical language; a Magic-user (expelling anything that entered) and returns it to a cloth- can read both magical and normal languages. like state. It takes a full turn to use it. Helm of Telepathy: Grants both ESP per the spell and Rope of Climbing: A 50' long rope that can climb by the ability to send thoughts to others when worn. itself at the mental commands of someone touching it, Helm of Teleportation (Magic-user): A Magic-user wrapping itself and holding on to anything it can grip (or who has a letting free). teleport spell Scarab of Protection: Absorbs up to 2-12 curses or memorized can finger of death spells (the Clerical raise dead spell teleport as reversed). often as they wish when Miscellaneous Weapons Notes wearing this helm without Bows: Magic bows are typically distributed as spending the follows. About 1 in 6 are bows of distance able to launch spell. They arrows to twice the normal range (due to improved cannot teleport ballistics, not power). other objects or beings beings 2d6 via the helm 1-5 Composite Bow itself. 6-9 Long Bow Horn of Blasting: Once per turn, a blast from this horn 10-12 Short Bow effects everything in a cone 20' at the far end and 100' long. Creatures take 2-12 (2d6) hit points in damage and Crossbows: Below are common distributions for are deafened 1-6 rounds (1-6 turns if they fail a save crossbows. About 1 in 6 are crossbows of speed which versus spells). It can shake down straw houses in 1-6 turns; cock themselves and fire much faster than normal: about 1 wooden in 1-6 hours and a stone wall in 1-6 days. in 6 are crossbows of distance which throw bots/quarrels Horn of Valhalla: Once per week, when this horn is twice as far as the normal type (due to improved ballistics blown 2-9 fighting men arrive magically and fight for not increased power). them until destroyed, dismissed by the user, dispelled or all foes are defeated. There are various types: 2d6 Type Crossbows of Speed ROF 2 Hand Crossbow 2 2d6 Type Level of Fighter(s) 3-4 Repeating 4 2-3 Steel/iron 1st 5-9 Crossbow 2 4-5 Copper/bronze/Brass 2nd 10 2-Limb Crossbow 3 6-8 Silver 3rd 11 Heavy Crossbow 1 9 Electrum 4th 12 Arbalest 1/2 10-11 Gold 5th 12 Platinum 6th Flails: Perhaps 1 in 6 flails are flails of long reach where the user can reach past an intervening obstacle like Medallion of ESP: Grants ESP per the spell when the a pillar or person and attack someone behind it, to a wearer concentrates; if a creature saves versus spells the maximum of 10'. A natural to-hit die roll of 12 means the wearer cannot read their thoughts. victim must save versus poison or be stunned for 1-3 Mirror of Life Trapping: This mirror sucks in anyone rounds. who gazes into it unless they save versus spells. It can trap Javelins: Perhaps 1 in 6 javelins are javelins of up to 20 man-sized creatures or smaller until the mirror is lightning. When hurled, they are unleash a 6 die (6-36 broken. Victims can communicate with those outside the damage) lightning bolt that erupts where they impact and mirror. Whether or not victims need food, air, and age is travels on; this destroys the javelin. up to the referee; each mirror can vary. Maces: Perhaps 1 in 6 of maces are maces of Necklace of Missiles: A necklace of beads (6, 8, or disruption. An undead hit by one is effected as if a Cleric 10) with the following properties: equal in level to the wielder tried to turn them. War hammer: About 1 in 6 war hammers are dwarven # beads 6 die 8 die 10 die 12 die 14 die hammers of throwing. In the hands of a dwarf their plus 6 3 2 1 - - increases by 1 and a dwarf can throw them twice as far 8 3 2 2 1 - and they will return on the same round to the thrower; an 10 3 2 2 2 1 extra die of damage is done against giants, ogres, trolls, and similar large humanoids when thrown. Portable Hole: A black, circular (piece of fine cloth that stretches to 6' wide and forms a hole 10' deep in any

88 Potions Explained Growth: Use potions of Giant Strength instead. Potions can be drunk by anyone, though a select few only Healing: Per the cure light wounds spell. benefit a specific class. The most common way of Heroism (Fighters): Fighters benefit as follows for 7- identifying a potion is by sipping it. The referee rolls for 12 (1d6+6) turns (other classes do not). Apply damage to the potions duration when it is drunk, if it has one, as the extra hit points gained by the potion, first. players should never know how much time they have to act. Original level Temporary level Normal Man 4th level Fighter Clairaudience: Per the spell. Duration 7-12 (1d6+6) Character level 1-3 add 3 levels turns. Character level 4-7 add 2 levels Clairvoyance: Per the spell. Duration 7-12 (1d6+6) Character level 8-10 add 1 level turns. Character level 11 + no gain Control potions require the user to be able to see the victim (range is 120') at all times and concentrate entirely Invisibility: Per the spell except that attacking, casting on the act of control. They cannot cause the victim to kill a spell, etc. makes the drinker visible again for only one itself or injure itself (any such act fails and allows a victim turn. Duration 7-12 (1d6+6) turns. a save versus spells to break control.) Once control ends, Invulnerability: The drinker cannot be harmed by the victim(s) will react as is their nature, including by normal weapons (and fire, cold, etc.) but can be harmed attacking the controller or fleeing. Duration 7-12 (1d6+6) by magic weapons, spells, dragon breath and such, turns. against which they get a +1 bonus to armor class and +1 bonus to saves. Duration 7-12 (1d6+6) turns. Type Effects Levitation: Per the Magic-user spell. Duration 7-12 Control Animal 3-18 (3d6) hit dice of animals (1d6+6) turns. Control Dragon 1-3 dragons, roll for type Longevity: 10 years are added to the drinker's life Control Giant 2-4 giants, roll for type span. Control Human Up to 6 hit dice of humans Poison: At the slightest sip, the user will be forced to Control Plant 1 large plant monster or several gulp the entire potion and then must save versus poison or bushes or weeds or such die. Control Undead 3-18 (3d6) hit dice of undead Polymorph Self: Per the Magic-user spell. Duration 7- 12 (1d6+6) turns. Delusion: A drinker will mistakenly think this potion is Speed: Per the haste spell. Duration 7-12 (1d6+6) functioning like some other kind (randomly roll or picked turns. by the referee) but in fact it has no effect. Duration 7-12 Treasure Finding: By concentrating, the user becomes (1d6+6) turns. aware of any and all treasures within 120'; if they know Diminution: Reduces a human to a half foot high with of a specific treasure and try to find it they can detect it 1/10 their normal strength and abilities. Duration 7-12 up to 360' away. Lead or god prevents detection. (1d6+6) turns. Duration 7-12 (1d6+6) turns. ESP: Per the spell. Duration 7-12 (1d6+6) turns. Extra Healing: Can be drunk as two potions of Rings Explained healing restoring 2-7 (d6+1) hit points each or as a single potion restoring 4-14 (2d6+2) hit points. Unless stated otherwise, rings can be used by any class. Fire Resistance: Per the resist fire spell. Duration 7-12 Only one ring can be worn on each hand and they have (1d6+6) turns. no effect when worn anywhere but a thumb or finger. Flying: Per the Magic-user spell fly. Duration 7-12 Using spell-like powers in a ring occupies the wearer for a (1d6+6) turns. full round or longer; rings such as protection, regeneration Gaseous Form: Per the spell. Duration 7-12 (1d6+6) or resistance rings are active all the time. turns. Giant Strength: Roll to determine the type and effects Rings of Control Animal, Human, Plant. This ring per the below table. The modifiers add to any strength allows the wearer to try to control one or more creatures score modifiers. Duration 7-12 (1d6+6) turns. of a specific type: they must be able to see said creature, it must be within 120', and they must concentrate entirely To-Hit Carry on it each round they attempt control. A controlled victim 2d6 Type Damage Bonus Bonus Bonus cannot do anything beyond its normal limits nor can it cast 2-5 Hill 1-6 (1d6) +1 100 spells while controlled. A victim is allowed a save versus 6-8 Stone 2-7 (1d6+1) +1 200 spells to break control. Any attempt to cause a creature to 9 Frost 2-7 (1d6+1) +2 300 harm itself will fail; any attempt to cause it to harm 10 Fire 2-9 (d6+d3) +2 400 anyone it considers a friend or ally allows a save versus 11 Cloud 2-15 (2d6+d3) +2 600 spells to resist. A dispel magic spell (versus the user's 12 Storm 3-18 (3d6) +3 700 experience level) can break control. Removing the ring

89 breaks control. Rods Explained They know they are controlled and hence can react as they see fit if they break free. Rods are much the weight and length of a sword (3 pounds and 3 feet.) They are typically wielded as a Type Effect sword. Rods usually have unusual forms of magic. Animal Control 1-6 normal or 1 giant-sized animal(s) Human Control 1 human Rod of Cancellation (anyone): A strike by this rod Control Plant a bush or patch of grass - what it can causes any magic item to loose a power; if all powers are do will be limited lost it becomes non-magical. A sword +1 or wand of fireballs becomes non-magical with one strike, for Ring of Delusion: This ring seems to work like one example. The chance of hitting any item held and other randomly rolled ring but has no actual effect. protected by others is the same as hitting them. Items not Ring of Djinni Summoning: Once per day the protected by someone may be easily hit. wearer may summon a djinni to perform one task. Impossible tasks or tasks that take more than an hour or Scrolls Explained two free the djinni and destroys the ring (the referee can Scrolls are spells trapped in ink and paper; casting the make a reaction roll to see if it attacks.) spell causes the paper to burn to ash as the magic in it is Ring of Fire Resistance: Per the spell resist fire. released. Plenty of light is needed to read a scroll and Ring of Invisibility: The wearer is invisible. If they the scroll must be read aloud with gestures made. Anyone attack, cast a spell, etc. they will become visible and can read a protection scroll, otherwise only Clerics can use remain so for a full turn. Cleric scrolls and Magic-users can user Magic-user scrolls Ring of Protection + 1: Increases the wearer's armor (a high level thief can use Magic-user scrolls with a chance class and saving throws by 1. of failure). Ring of Protection + 1, 5' radius: Increases the Cleric scrolls are written in common, but only Clerics can wearer's armor class and saving throws by 1, as well as invoke their power. all allies within 5' (such as a Fighter on each side). A Magic-user cannot read let alone identify scrolls Ring of Regeneration: This does not effect someone written by other Magic-users until they decipher them with who is killed wearing it or is already dead. Any hit points the read magic spell. lost to damage (except those from acid or fire) are A high level thief can decipher them well enough to try returned 1 per round. It also regrows fingers or toes in an to cast them. There is a 1 in 6 chance they misidentify the hour, an arm in a day, and a leg in two days. spell on the scroll (hence it might do something they did Ring of Spell Storing: When this spell is put on a not expect if they use it) and a 1 in 6 chance they make a finger, the recipient will realize it contains 1 to 6 spells mistake and the spell has no or an opposite effect than it chosen by the referee (if some have been cast, they will is supposed to when they use it. be aware of that). Anyone can use the ring and by The random treasure table for scrolls provides basic gesturing and saying words out loud cast any spell; any details - how many spell scrolls are found (1/3 will be for variables that are based on caster level are based on the Clerics and the rest Magic-users) and there is a table minimum level needed to cast said spell. When a spell is following it to determine the level of each spell. The cast, its space is drained and only recharges when a spell referee can choose or randomly roll to determine each caster carefully recharges it. Perhaps 1 in 6 contain Cleric spell. spells. The format of the ring cannot be changed: if a ring of spell storing has magic missile, sleep, and sleep, Cursed Scroll: The moment this spell is opened to look those are the three spells it was designed to cast. at it, a magic trap or a curse of some kind is released. Ring of Spell turning: Up to 2-12 spells cast at the Examples follow: wearer reflect back onto the caster. The user must remove the ring to turn it "off". 2-3. Transforms the victim into a frog, insect, mouse, etc. Ring of Telekinesis: The wearer can manipulate up to 4. The reader trades bodies with a nearby ally (or 200 pounds of material at up to 120' away (0-50 pounds monster if no allies are nearby) and remains speed 120'; 51 to 100 speed 90'; 101 to 150 speed 60'; switched until a remove curse is received. 151 to 200 lbs speed 30'). 3. A random magic item or large amount of treasure Ring of Water Walking: Allows a wearer to walk on disappears. water. 5. Function at one level of experience lower than Ring of Weakness (cursed): Once worn this ring can normal until a remove curse spell is received. only be removed via a remove curse spell. For 2-7 turns 6. Subtract 1-3 (d3) points from a random ability the wearer's strength drops 1 point per turn and then score until a remove curse spell is received. remains where it stops for as long as the ring is worn. 7. All healing is 1/2 normal until a remove curse spell Ring of Wishes (1-3): Contains 1 to 3 (d3) wishes is received. moderated by the referee. 8. A random monster teleports in to attack. Ring of X-Ray Vision: Per the spell. 9. Any detrimental spell effect for a brief duration,

90 such as the slow spell. changes the staff into a large constrictor snake (Armor 10. The reader glows constantly for 1-6 days and all Class 8, Hit Dice 3, hit points 3-18, Attacks 1, damage 1- movement they make is intensified such that they 6 (doubled if constricting) Move 2) which will fight cannot hide in the dark nor sneak up on anyone. alongside the user by mental command. A victim hit by the 11. The reader is held in mid air by levitation for 4- snake in melee must save versus spells or be constricted. If 24 hours or until they figure out some way of this transformation is invoked when scoring a hit in combat pulling themselves to some place where they can the victim saves at -2. If used this way, it can be used as a touch a solid surface. lariat to hold a man-sized victim helpless for 1-6 (1d6) 12. The reader goes insane for 1-6 rounds, attacking rounds - damage is not done to them by the snake and a everyone nearby. save versus spells allows them to break free earlier and the user is preoccupied while doing this. If the staff is slain Protection Scroll: These function like a protection from while in snake form it turns into a shattered, non-magical evil 10' radius spell except that they may work against staff. specific creature types, who cannot attack those within the Staff of Striking +1, +2, +2 (Cleric or Magic-user): radius unless in melee unless attacked in melee by them When the user strikes an enemy in melee and expends a first. charge, an additional 1d6 (1-6) hit points of damage is done. Protection from Elementals 2 turns Staff of Withering (Cleric): Expending a charge when Protection from Magic For 1-6 turns spells cannot scoring a hit in melee ages the victim 10 years unless they enter nor leave the area save versus spells. Undead are immune and the effect on around the caster. other creatures is normal (i.e. a 20-year old man ages to Protection from Lycanthropes 6 turns. See below: 30 years old, while a 20 year old dog will likely die of old age). 1-3 hit dice: 2-9 (d6_d3) effected Staff of Wizardry +1, +2, +3 (Magic-user): A more 4-5 hit dice: 2-7 (1d6+1) effected potent staff of power: spending one charge allows this 6 or more hit dice: 2-4 (1d3+1) effected staff to function as a staff of striking, or to cast one of the following spells: fire ball (8-48/8d6 damage), Protection from Undead 6 turns lightning bolt (8-48/8d6 damage), cone of cold (8- 48/8d6 damage), cone of paralysis (per the wand of 1-3 hit dice: 4-24 (4d6) effected paralysis), create a whirlwind (the same type and 4-5 hit dice: 2-12 (2d6) effected potency as per a djinni), conjure staff elemental, continual 6 or more hit dice: 1-6 (1d6) effected light, invisibility, passwall, telekinesis (240 pounds lifting capacity), and web. Staves Explained If the user smashes the staff (a final strike), its internal magic is released in an explosion doing 6 points of Staves are much like common quarterstaves (5' - 6' long damage to everyone within 30' (including the user), with a and 4 pounds), but magical. They can typically carry 50 save versus spells doing half damage. charges and are found with 5-30 (5d6) charges. Using a spell-like power in a stave expends one charge, unless Wands Explained otherwise noted. Usually only one charge can be used per round and takes the user's action that round (the staff of Wands weigh 1 pound and are a foot or so long. A wand striking being an exception in that it functions when used can hold 20 magic charges and when found will have 3- to attack). 18 (3d6). Using the wand once expends a charge and Staves have 8th level magic or less. must follow the same basic guidelines as spell casting; normally only one charge can be spent per round but Staff of Commanding (Cleric or Magic-user): exceptions may exist. Some wands can be used by Spending a charge generates the effect of either a ring anyone, but most are intended for Magic-users. Most of animal, human, or plant control, per the user's choice. detect items or cast spells as such. Staff of Healing (Cleric): Once per day the Cleric can Wands have 6th level magic or less. touch a person and they will receive a cure light wounds spell benefit. Each person can receive this once per day Wand of Cold* (Magic-user): Each charge spent free; using it more than once per day on a person produces a cone of cold per the spell but with 6 dice (6- expends a charge. 36) potency. Staff of Power (Magic-user): Spending one charge Wand of Enemy Detection (anyone): Each charge allows this staff to function as a staff of striking, or to detects any "enemy" within 60' (hidden, invisible or cast one of the following spells: fire ball (8-48/8d6 otherwise). damage), lightning bolt (8-48/8d6 damage), cone of Wand of Fear (Magic-user): Each charge spent cold (8-48/8d6 damage), continual light, or telekinesis produces a cone of fear (60' long and 30' wide): all (240 pounds lifting capacity). victims within that area must save vs. Wands or flee from Snake Staff +1, +2, +3 (Cleric): Spending a charge the user at a running pace for 6-36 rounds.

91 Wand of Fire Balls (Magic-user): Each charge spent total and is within 20', telling the user what kind it is. produces a fireball per the spell but with 6 dice (6-36) Wand of Negation (Magic-user): Before initiative is potency. rolled the user selects a single wand or staff and when this Wand of Illusion (Magic-user): Spending a charge wand functions the target will cease to function for the rest casts a phantasmal force spell, which remains for as long of the round. as the user concentrates or if it is broken, dispelled, etc. Wand of Paralyzation (anyone): Emits a split-second Wand of Lightning Bolts (Magic-user): Each charge cone-shaped ray (30' wide at the far end and 60' long) spent produces a lightning bolt per the spell but with 6 that will paralyze all creatures it touches for 6 turns unless dice (6-36) potency. they succeed with a save versus wands. Wand of Magic Detection: Casts a detect magic spell Wand of Polymorphing (Magic-user): Spending a with a 20' range. charge casts a polymorph self or polymorph others Wand of Magic Missiles (anyone): A single charge spell as per the spells and as selected by the user; victims launches a single magic-missile per the spell (non-Magic- who resist get a save versus wands to try to avoid it. users must score a ranged to-hit roll.) No more than 2 Wand of Secret Door Detection (Magic-user): The charges can be used each round. user may find any secret door within 20'. Wand of Metal Detection (anyone): Detects any Wand of Trap Detection (Magic-user): This wand will collection of metals that weigh 100 pounds or more in point out the location of all traps within 20'.

APPENDIX

Ability Adjustments (Original) 4-5 -1 -1 6-8 -1 -1 9-12 0 0 Strength melee/ 13-15 +1 0 Score Score brute thrown melee 16-17 +1 +1 Fighter Other strength damage to-hit 18 +2 +2 1-3 1-3 -3 -2 -2 * i.e. charm, illusion, hold. 4-5 4-5 -2 -1 -1 6-8 6-8 -1 -1 -1 Dexterity 9-12 9-12 0 0 0 Fighter or Missile Armor 13 13-15 +1 0 0 Thief Other Initiative To-hit Class 14 16-17 +1 +1 0 1-3 1-3 -1 -1 -1 15 18 +1 +1 +1 4-5 4-5 -1 -1 0 16 - +2 +2 +1 6-8 6-8 -1 0 0 17 - +2 +2 +2 9-12 9-12 0 0 0 18 - +3 +3 +2 13 13-15 +1 0 0 14 16-17 +1 +1 0 Intelligence 15 18 +1 +1 +1 Score Use of Languages 16 - +2 +1 +1 3 Can barely communicate by grunts and 17 - +2 +2 +1 gestures. 18 - +2 +2 +2 4-5 Can speak their racial language and not very eloquently. Save Versus Hit Point 6-8 Can read and write their racial language Constitution Poison/Disease Rolls poorly; can speak it well enough; can speak 1-3 -2 -3 common poorly. 4-5 -1 -2 9-12 Speaks and is literate in their racial language 6-8 0 -1 and common 9-12 0 0 13 As 9-12 and 1 additional language 13-15 0 +1 14 As 9-12 and 2 additional languages 16-17 +1 +2 15 As 9-12 and 3 additional languages 18 +2 +3 16 As 9-12 and 4 additional languages 17 As 9-12 and 5 additional languages 18 As 9-12 and 6 additional languages

Wisdom Detect Save vs. Mind- Score Lie Influencing Magic* 1-3 -2 -2

92 Charisma Retainers/ die determines whether to add 0 or some other number to Score Reactions Henchmen Morale the other die. 1-3 -2 0 4 Adventure - A setting to play. 4-5 -1 1 5 Adventure Module - One or more settings gathered 6-8 -1 2 6 into a formal set of plans and text. See also Campaign 9-12 0 3 7 Module, Dungeon Module, Wilderness Module. 13-15 0 4 8 Adventure Level - The estimated difficulty of an 16 +1 5 9 adventure, indicating the experience level of characters it 17 +1 7 9 was designed for. 18 +2 9 10 Adventuring party - See Party. Aerial - Pertaining to activities in the air. Armor Class Systems Area of effect - Whether an attack or spell effects one or more creatures or all items/creatures within a Different games might use different armor class certain distance of where it takes effect. schemes. The ascending (asc.) system indicates the Armor Class (AC) - A numeric measure of how hard a number that must be equaled or beat with a die roll to hit target is to strike. The exact scheme depends on game a target; the descending system (des.) is an older scheme design concepts: in some, low is easy (a poor armor class), that was often based on table lookups. Or, it can be high is hard (a good armor class). In others low is hard, treated as a bonus to the to-hit die roll, using one of two and high is easy to hit. schemes: (a) versus the number needed to hit armor class Back-stab - Attacking enemies from behind using a 0 (zero) (TH0) by the attacker, or the attacker is given a weapon like a bow or sword or unarmed attack - not with to-hit bonus which is added to the die roll and anything spells or other special attacks. greater than or equal to 20 (for a d20), 18 for a d18, or Bonus - A bonus is indicated as a positive number and 12 for 2d6/d12 indicates a hit. either added to a die roll or subtracted from the number needed for success. d12/2d6 d20 Campaign - Using the same characters to play Armor Type Asc. Des. Asc. Des. multiple adventures to see how far they can get. The None 6 5 9 10 gamers can share a campaign with different groups of None and shield 7 4 8 11 PCs. See also one-off play and sand-box campaign. Leather Armor 7 4 7 12 Campaign Module - A collection of a series of Leather Armor and shield 8 3 6 13 adventures that can be used to run a campaign. Chain Mail Armor 8 3 5 14 Campaign Setting - A module containing mainly Chain Mail Armor and shield 9 2 4 15 background materials such as people, wilderness maps Plate Armor 9 2 3 16 and towns intended mainly to be used as a setting for Plate Armor and shield 10 1 2 17 running adventures. Character - Any significant creature in the game as Each point for a shield +1 -1 +1 -1 opposed to those used more as background material. Dexterity bonuses +1 -1 +1 -1 Character Race - The type of creature a character is. Player Characters are usually Dwarf, Elf, Halfling or Base To-Hit Table human. Armor Class - Ascending over Descending Character Class - A character's profession: Cleric, To-Hit 6 7 8 9 10 11 12 13 14 Fighter, Magic-user or thief. Modifier 5 4 3 2 1 0 -1 -2 -3 Character Level - See experience level. -1 8 9 10 11 12 13* 14* 15* 16* Charge - Enough magic in a magic item to launch a 0 7 8 9 10 11 12 13* 14* 15* spell or magical power. Or to move rapidly towards foes. 1 6 7 8 9 10 11 12 13* 14* Class - Usually refers to character class. 2 5 6 7 8 9 10 11 12 13* Close combat - Swinging or thrusting weapons 3 4 5 6 7 8 9 10 11 12 (including ones body) at foes. The weapon never leaves 4 2 4 5 6 7 8 9 10 11 the grip nor are projectiles launched. Punching, sword- * Note an unmodified 2 (1 with d12) always misses while fighting, etc. 12 always hits. Coins - Precious metals minted 100 per pound used as currency. See copper pieces, electrum pieces, gold pieces, Glossary platinum pieces, and silver pieces. Some common terms and abbreviations as used in the Combat Round - 10 seconds. Illustrates how tedious game combat is and how important it is for each participant to get their turn. 0 Level - See Zero Level. Common language - Any language used widely for AC - See Armor Class. trade and political purposes and known by many peoples, Adder Die - A die rolled with another dice; the adder often in addition to their local language. Concealed door - A door hidden behind something

93 like a book case or tapestry. Henchman - NPCs willing to undertake special tasks Copper pieces (c.p. or cp) - coins minted from copper, and risk their life on a routine basis in exchange for bronze, or brass worth 1/100 g.p. or 1/10 s.p. healthy rewards and good treatment. Laws and civil c.p. - See copper piece(s). concerns mean little compared to their loyalty to their d12, d18, d36, d6&d6, etc. See the discussion of dice employer. in the rules. Hireling - Anyone who works mainly for wages or d2 = A coin or any method of generating evenly salaries and is only willing to do a reasonable job. They distributed random number of wither 1 or 2. tend to flee when faced by adversity. d3 = Three-sided die (dice) or any method of creating Hit dice (HD) - Measures a creatures hit points, to-hit the random numbers 1, 2, or 3 with an even distribution. rolls, and saving throws. based on size, experience and d6 = Six-sided die (dice) evenly marked with 1, 2, 3, class, and aggressiveness. 4, 5, and 6 using numbers or dots/pips/spots. hit points (h.p.) - How much adversity a creature can Damage roll - A roll to see how many hit points of stand before being incapacitated and killed. damage an attack or hazard does. h.p. or hp - See hit point(s). Demihuman - Creatures that are like humans but not Infravision - The ability to see heat, explained in really human: Dwarf, Elf, and Halfling are common depth in the discussion of Light in the chapter on demihuman character races. Adventuring. Die roll - A method of generating a random number. Initiative - Who acts first in combat or encounters. Dungeon Level - The depth of a dungeon. Sometimes Invisibility - Normal human vision cannot see the its difficulty (see Adventure Level), though the two can object or creature. differ. Key - Either text key, map key, or an object used to Dungeon Module - An adventure centered mainly open a lock. around an underground area. It can also have wilderness Lair - A home purpose-made by a monster or creature areas but mainly as minor support material. See to secure and hide its belongings, if any. Some live Wilderness Module. wherever they please and have no belongings. Duration - The amount of time a spell, potion, poison Level - A measure of depth, ability, or power. See or other effect lasts. See combat rounds, exploration Dungeon level, Experience Level, Monster Level, and Spell turns, and time. Level. Electrum pieces (e.p. or ep) - Coins minted from a mix Lock - usually refers to common mechanical locks of silver and gold to give a value of 1/2 g.p. or 5 s.p.. opened by a key. Magical locks are differentiated by the Encumbrance Allowance - The pounds of weight term "magical". creatures can carry, broken into categories to show how Magic - A form of energy that allows special effects they slow down as they become burdened. not seen on Earth. The exact details are up to the gamers. e.p. or ep - see Electrum piece(s). There can be multiple forms of magic and they need not Experience Level (x.l. or XL) - A measure of a abide by theories related to energy on Earth. character's power. Magical monsters - Creatures owning much of their Experience Points (x.p. or XP) - A measure of how existence to magic. much experience the character has done and hence how Marine - Pertaining to activities in the water. Often much power they have gained. See experience level. also the area where land and water meet. Exploration Turn - A way of handling slow, tedious Melee - A disorganized fight, as compared to exploration and mapping without having to judge every formation fighting where troops maintain a disciplined little action undertaken. 10 minutes. rank and file organization, and move together, supporting Game Balance - A two word term which is intended to each other and not offering openings to foes. Often used mean "The game should be interesting: do not make it so as a euphemism for close-combat, although melee can easy it is boring, nor so hard that the players give up in involve ranged and close combat attacks. frustration." This may indeed involve the masterful use of Missile fire - See ranged combat. occasional bouts of boredom or frustration, as long as the Monster - Sometimes refers to any creature run by the players do not get fed up and quit. A game can also be Referee no a player, but generally anything unusual that fun with humor or silliness or other elements. The goal is to tends to horrify and endanger others. entertain the players, and have fun, and keep everyone Monster Level - A rough measure of a monster's coming back for more. power compared to character level. Gamers - the Referee and the other players. Morale - How brave a creature is and how much it Game time - See time. would rather flee or surrender rather than fight a loosing Game turn - See turn. battle or undergo danger. Gaming group - The gamers; whoever is playing the Naval - Pertaining to activities in the water. game. Nocturnal - Creatures that are unconcerned with g.p. or gp - See gold piece(s). moving around at night or in the darkness. Gold piece(s) (g.p. or gp) - The most common type of Non-Player Character - A character created by the coin used by adventurers. Referee to serves as one of the more significant HD - See hit dice. inhabitants of the game world.

94 NPC - see Non-Player Character. dragon breath. One-off Play - Creating characters that suit the level Secret door - a panel designed to blend in with the of an adventure and then throwing them away when wall, ceiling, floor or other surface and escape immediate done. notice. Party - The adventuring party. A group of PCs and Scroll - Any writings on paper or paper-like materials. NPCs the players run, who are adventuring together as a Sometimes an abbreviation for spell scroll but not always. way of life. Silver piece(s) (s.p. or sp) - Coins minted from silver, PC - See Player Character. worth 10 c.p. or 1/100 g.p. Penalty - A penalty is indicated as a negative number s.p. or s.p. - see Silver piece(s). and either added to a die roll as-is or turned into a Spell - Magic that has been formatted to cause a positive and added to the number needed for success. specific effect. Platinum pieces (or p.p. or pp) - Coins minted from Spell Scroll - Magical energy trapped in magical platinum, worth 5 g.p. each. While platinum was not used paper using magical inks which casts a spell when for coinage until more recently on Earth and has a released. different rarity and value, the game world is not Earth. Spell Level - The power level of a spell. Not directly Player Character - The imaginary persona of a player related to experience level. being used as their piece in play. Thief Abilities - Also referred to as skills. Basic skills a p.p. or pp - See Platinum pieces. thief is trained for like back-stabbing or picking pockets. Prime Requisite - One or more basic abilities Time - How much time passes for the characters. A pertinent to a classes functions. mixture of real time (the time spent by players making Quasi-d4. A six-sided die marked 1, 2, 3, 4, 3, 4 for plans and such) and game time (how much time it takes a making a roll of 1 to 4. character to do something, such as walk 24 miles, which Random encounters - Events or creatures encountered might be played in a few seconds but take the character according to random chance based on rolling a die every 2 days). Time is measured in common units such as minutes, so often, as opposed to set (planned) encounters or hours and day, as as well as two game-specific units: events. combat rounds and exploration turns. Ranged combat - Launching or throwing projectiles at To-hit roll - A die roll made to see if an attack hits. opponents. Trap - Usually refers to common mechanical traps such Realism - The game world is not Earth and forcing our as pits or swinging blades. Magical traps are usually reality onto it is unrealistic. And the game was never differentiated as such. designed to be realistic. Treasure - Tewards for adventuring: money, magic Referee - The person who plays the role of the game items, information, etc. world and all its monsters, dungeons, etc. Much more than Turn - The Referee can only handle so much at one the referee of a sporting contest. time. The players have to take turns, giving the Referee a Retainer - A professional who works on-call for a fee. plan and letting them digest it. The Referee decides how Role-playing - Pretending to be someone else or much time any turn encompasses. See also Exploration yourself in a situation and deciding what to do, including Turn. acting, drama, and situational improvisation. Actors role- Turn Undead - Try to drive away or destroy undead. play as do professionals attempting to understand Undead - Creatures that should be dead but maintain customers, societies, and individuals. life through unnatural, evil magic. Role-playing game - A game involving role-playing. Wandering Monsters - Randomly encountered Childrens' pretend games are the first role-playing game, creatures. See random encounters. and adults have engaged in role-playing games to spice Wilderness Module - A collection of maps and text up their love life for eons. This game is a pencils-and- intended to give great depth to wilderness exploration. It paper role-playing game using pencils and paper for can include dungeons. design and record keeping purposes. X.L. - See experience level. Round - A Combat Round. XP - See Experience Points. The abbreviation "e.p." Sand box campaign - The Referee gathers as much or "ep" is already used for electrum pieces. material as they can to create a world and then allows Zero level (0 level or level 0) - Normal humans and the players to romp around in it as they please, after many creatures do not have an experience level, relying starting them at some place. on hit die for survival. Experience levels indicate training, Saving throw - A die roll used to handle special talent, and ambition in unusual things like combat, magic, situations in place of complex mechanics. Such as the or thieving. ability to avoid a spell or poison or reduce the effect of Alphabetical Index 0 (zero) experience points...... 5 Abbreviations (monster stats)...... 47 Acid, Holy Water, Oil...... 46 background material...... 28 1D6 Only Damage for PCs...... 44 ability check...... 4 Applying Force...... 32 Backstab...... 10 1st level of experience...... 5 ability scores dropping below 1.....4 Attackers per Defender...... 39 Base To-Hit Table...... 43, 93

95 Becoming Lost...... 31 Food and Fresh Water Needs...... 36 missile combat...... 39 round...... 30 bleeding rules...... 41 Fresh Water Needs...... 36 money...... 8 rumors...... 28 Candle...... 31 Friction fires...... 35 Monster Reactions...... 33 Saving Throws...... 43 Character Class...... 5 g.p...... 8 Monster stat abbreviations...... 47 secret door...... 10 Charging...... 41 Glowing magic weapon...... 31 Morale...... 39 Shield Use...... 40 Class...... 5 gold piece...... 8 Mounted Combat...... 41 Shooting Through Melee...... 40 Cleric vs. Undead...... 46 h.p...... 7 NPC Hirelings And Henchmen...... 37 Sleeping, Paralyzed, Held, etc. Climbing speed...... 31 hand outs...... 28 Number of Attacks...... 39 Targets...... 40 combat round ...... 30 Healing Damage...... 41 Number of Melee Attackers per starting point...... 28 concealed door...... 10 Henchmen...... 37 Defender...... 39 Swimming...... 31 Creatures With Immunities...... 40 hit dice,...... 5 Oil...... 46 Thief Light...... 32 Crossbow Uses...... 40 HIT OR MISS...... 39 Over/Under:...... 40 Torch...... 32 Damage...... 41 Hit points...... 7 Poison...... 46 Tricks And Puzzles...... 38 Disguises...... 32 Holy Water...... 46 Pole Arms and Spears...... 41 turn...... 30 Dual-Wielding...... 45 Illustrations ...... 28 prime requisites...... 4 Turning undead...... 47 Encounters...... 32 Infravision...... 32 Range...... 39 Undead...... 75 experience value of a monster.....34 initiative...... 38 rate of fire...... 39 Underwater Combat...... 42 Extreme Heat or Cold...... 35 introduction...... 28 rates of fire...... 45 unholy water...... 17 Falling Damage...... 35 Jumping...... 31 Reach and Range...... 39 veering off course...... 31 FIRE AND UNDEAD...... 46 Lantern...... 32 Retainer Reactions Table...... 37 Fire Starting...... 35 Mapping...... 29 Retainers...... 37 Flask of Oil...... 31 Melee combat...... 39 ROF...... 39

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