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TSR 1021 Master Rules Boxed Set.Pdf

TSR 1021 Master Rules Boxed Set.Pdf

TSR LIBRARY meridan SPRINGS ROAD YE GENEVA, WI 53147

Preface

I sit back and happily sigh for a fourth and structure, but I cannot play alone. Holmes. His work was continued, a few time. My work on D&D@Set 4 is now The many people who have contributed years later, by , editor of the complete-and as I stretch, I remember. to this game’s publication and develop- 1981 edition. The 1983 revision of the While I relax, many people start their ment should not be forgotten. This set is Basic rules, as well as the Expert and Com- long and hard work turning my manu- dedicated to everyone who has helped in panion sets, were edited by Anne C. Gray. script into a published product. They the development of the DUNGEONS & Anne was joined by Mike Breault and Bar- plan, edit, set type, illustrate, lay out Dragons game during the last dec- bara Deer in editing this Master set. pages, photograph, print, sell .... The ade. They are credited hereafter in fairly Others who contributed ideas and tasks are many, and the time is late. chronological order. material to the game system over the My ending is their beginning, and Two groups of gamers of the early years include , Dave Cook, yours -and your characters’. In Basic 1970’s, the Tactical Studies Allen Hammack, Kevin Hendryx, play, your young adventurers began Association and the Castle & Crusade Harold Johnson, , Brian Pit- their careers, intent on the pursuit of Society, contributed greatly to the rise of zer, Michael Price, Patrick Price, Paul fame and fortune. The Expert Rulebook gaming. Their members include Reiche, Evan Robinson, Gordon led them out of the dungeon and into the the creators of this game, Schick, , Edward G. wider world. They ended their childhood and , and (among many Sollers, Donald C. Snow, Ralph and began a campaign, the saga of the others) H. Axel Krigsman Jr., Rob and Wagner, , Bill Wilkerson, and world in which they live. In the Compan- , William Linden, Chris Ralph “Skip” Williams. ion Set, they had a choice of paths-to Schleicher, and Russell Tulp. Finally, no published game can succeed become rulers, amassing power and , who passed away in 1972, without the proper artwork. The many wealth, or travel, gathering knowledge was a co-founder (with Gary Gygax and depictions of monsters and magic have and fame. Either path led to new adven- Brian Blume) of TSR Hobbies. added immeasurably to our concepts of the tures, and new beginnings. Jeff Perren was co-author (with Gary game world. The artists ofthe many earlier Your characters will soon go beyond Gygax) of the Chainmail rules for minia- versions of the game include Greg Bell, C. the 25th level, looking for new challenges tures, a hobby standard for fantasy gam- Corey, , , , and perhaps even new worlds to explore. ing. Wade Hampton, Tom Keogh, Gary Kwa- The D&D@Master Set takes the charac- The Gygax family hand-assembled pisz, Dave LaForce, Deborah Larson, ters from levels 26 to 36 (the maximum the first boxed rule sets. Ernie and Luke, Tracy Lesch, , Keenan Powell, level for humans). The day-to-day fear of Gary’s sons, have made frequent and , Stephen D. Sullivan, and death has faded as your characters have noteworthy contributions to the game. Dave Sutherland. grown in fighting prowess and magical The supplements to the original set Many thanks to all contributors, and power. Great plans and greater goals are offered thanks to Alan Lucien, Jeff Key, to any others accidentally omitted from now possible with little fear of defeat. Steve Marsh, Mike Mornard, Dennis the lists above. And a special thanks to Personal skill, strategy, and experience Sustare, and . , edi- you-today’s hobby gamer, our valued are the most important variables in this tor of the supplements and other game customer. The future of the game rests in quest for greatness. materials, also deserves our warm your hands; help it to prosper and thrive A game’s development is a group thanks. for many years to come. effort, much the same as playing a The first revised version of the D&D May you make all your Saving D&D@game. I, like a DM, provide ideas Basic rulebook was edited by J. Eric Throws! Spring 1985 Fantasy Adventure Game by Gary Gygax layers' Compiled by Frank Mentzer

TABLE OF CONTENTS Editing: Barbara Green Deer Development: Harold Johnson Cover Art: Larry Elmore INTRODUCTION ...... 2 Illustrations: Jeff Easley. The Masters Game Graphic Design: Ruth Hoyer Typesetting: Betty Elmore CHARACTERS ...... 2 "1985 TSR. Inc . All Rights Reserved . Human Character Classes ...... 3 Cleric ...... 3 Cleric Spells: Seventh Level ...... 3 Druid ...... 4 Druid Spells: First to Seventh Level ...... 4 Fighter ...... 6 Magic-user ...... 6 Magic-user Spells: Eighth and Ninth Level ...... 6 Thief ...... 11 Demi-human Character Classes ...... 12 ...... 12 ...... 12 ...... 12 Hit Rollcharts ...... 14 DUNGEONS & DRAGONSmand D&D@are registered trademarks owned by TSR. Inc . "1985 TSR. Inc . All Rights Reserved . This book is protected under the copyright laws of the NEW ARMOR AND WEAPONS ...... 15 United States of America . Any reproduction or other unauthorized use of the material or artwork contained Personal Armor and Weapons ...... 15 herein is prohibited without the express written consent of WeaponMastery ...... 15 TSR. Inc . Weapon Descriptions ...... 17 Distributed to the book trade in the United States by Ran- Weapon Mastery Tables ...... 20 dom House. Inc., and in Canada by Random House of SpecialEffects ...... 22 Canada. Ltd . Distributed to the toy and hobby trade by regional distributors .

Printed in the U.S.A. First Printing - June. 1985 SIEGES ...... 23 TSR. Inc . TSR UK. Ltd . Equipment ...... 23 PO Box 756 The Mill. Rathmore Road Siege Equipment Tables ...... 28 Lake Geneva WI Cambridge. UK The SiegeMachine ...... 29 53147 CB14AD Expanded Machine Rules for Assaults on Fortifications

TSR. Inc. Introduction

This is the fourth set of rules for the DUNGEONS & DRAGONS@ game series. It can only be used with the rules from the previous three sets. What started in the Basic Set (Levels 1- 3), and continued through the Expert (Levels 4-14) and Companion Sets (Levels 15-25) has finally been brought to a conclusion as the characters reach for the ultimate level of might and glory (Levels 26-36). A section has also been provided so that you can experience the gran- deur and might of a high-level character even if your favorite character has not yet grown this far. Set forth on epic quests and challenge the might of the Immortals on a journey into legend!

The Ultimate Game player and DM alike. You will have to call on ful they can only be created by the Immortals your skills of diplomacy and problem solving themselves, and mere mortals will find it a At last the cycle is complete. Players and to handle the complex situations you will face real challenge to control their otherworldly Dungeon Masters alike may experience the while playing the part of your character and might. wonder of reaching for the ultimate levels of developing creative solutions to insurmount- The Procedures section covers many mortal might with the D&D@Master Set. able odds. There will still be glorious battles important new topics. Anti-magic is a sort of In the Basic Set you learned to crawl and treasures to win, but now you must face permanent dispel magic. A new, more pow- through dungeons and defeat the minions of the puzzles of the gods. erful form of that spell is introduced that can evil. In the Expert Set you set out on wander- negate even the effect of permanent magic ings through the wilderness, exploring the What Is Found Herein items for a time. Clarifications on dominion vast world and becoming the heroes you were income are given as well as several sugges- destined to be. Then, in the Companion Set, The Master Players’ Book completes the tions to help a DM with his record keeping. you climbed to the pinnacle of success and listing of skills and abilities for all character The section on modifying encounters and founded kingdoms, conquering the wild classes. Especially noteworthy are the many monsters to meet the DM’s goals includes a lands and battling barbarian hordes. Now, in new high-level spells, including the most short method for determining the balance the Master Set, you can soar across the sky potent spell known to man, the wish. and challenge of an encounter. Expanded and into the pages of legend. Then there are several new optional sys- experience awards are provided for use with These books are written for the experi- tems offered, including Weapon Mastery and higher-level monsters. Also introduced are enced D&D@ player. Begin by reading the Siege Warfare. In Weapon Mastery, charac- rules for non-human spell casters and undead Master Players’ Book, which expands on the ters may specialize in the use of certain weap- command to make the monsters more of a known abilities of characters, before turning ons and become more skilled with them, challenge. Suggestions are given for convert- to the ’s Book. These rules causing more damage, gaining defense ing a new monster, the mystic, into a charac- are written to maintain balanced play at high bonuses and the skill to perform special ter class if the DM desires. And finally, the level. If you discover a contradiction between maneuvers. The polearm weapon category awesome Immortals are introduced, with this set and previous sets, the rules given here has been subdivided into several new weap- information for how characters may set out should be used. Several optional rules are ons. The section on Siege Warfare gives you on the paths to immortality. offered to add variety to your game, but it is details of weapons used to attack castles and Now that DM and players have reached a your choice whether or not to use them. fortifications, as well as a supplement to the high degree of experience, guidelines and Master-level characters are those who have War Machine rules called Siege Machine. optional rules have been provided so that risen to the 26th experience level or higher. The Dungeon Master’s Book features the they can make choices about what they want They must now face challenges and adven- three sections that have become a standard in their game. Suggestions have been pro- tures of epic proportions and become players for each rules set: New Procedures, Mon- vided for adventures, but it has been left for in the games of the Immortals. Now you will sters, and Magical Treasures. Many new and the DM to design the challenges that best suit face twisted intrigues, unearthly challenges, Master-challenging monsters have been pro- his players. Read books on and the and world-shaking catastrophes. vided to overwhelm even the brashest brag- great sagas for inspiration. Games with Master-level characters gart. Magical Treasures now takes a step Now, you are only limited by your require much more thinking on the part of toward the unearthly, with the introduction imagination. Answer the clarion call to of artifacts. These magic items are so power- adventure; the lands of legend await!

2 Characters - Cleric

Character This spell protects the recipient from CLERIC SAVING THROW TABLE adverse conditions of all types, including nor- Class Descriptions mal heat or cold, lack of air, and so forth. The information in this volume is compati- Level: 25-28 29-32 33-36 While the spell is in effect, the caster needs no ble with the revised new edition of the D&D@ air, food, water, or sleep. The spell does not Expert Rulebook. If your copy of the Expert DeathRay or Poison 3 2 2 protect against magical damage of any type, Rulebookdoes not have a box at the top of the Magic Wands 432 breath weapons, or blows from creatures. It inside front cover stating it is the “New Edi- Paralysis or does protect against all damage caused by tion!,” use the updated combat, saving Turn to Stone 432 natural conditions on other planes of exist- throw, spell acquisition, and thief abilities Dragon Breath 432 ence. Examples: A cleric might use this spell tables contained in this book. Rod, Staff, or Spell 4 3 2 in a desert or , preventing any dam- age from the natural conditions; under- Character ground or underwater, enabling survival CLERIC TURNING UNDEAD TABLE without air; or in space, to magically survive Classes-Human in vacuum. Details for character levels 26-36 are given Cleric’s Level here; details for lower-level characters are Undead 25-28 29-32 33-36 Travel given in previous sets. The D&D@Basic Set Skeleton D# D# D# Range: 0 covers levels 1-3; the Expert Set, levels 4-14; Zombie D+ D# D# Duration: One turn per level of the caster and the Companion Set, levels 15-25. Ghoul D+ D+ D# Effect: Allows aerial or gaseous travel Wight D+ D+ D+ Cleric Wraith D+ D+ D+ This spell allows the cleric to move quickly All rules on spell casting are given in the D+ D+ D+ and freely, even between the planes of existence. D&D@Basic and Expert sets. Spectre D D+ D+ The caster (only) may fly in the same manner as Any spell marked with an asterisk (*) may Vampire D D D+ given by the magic-user spell, with a movement be reversed, as given in the spell description. Phantom D D D rate of 360 feet (120 feet). Any reversible cleric spell may be reversed Haunt D D D The cleric can also enter a nearby plane of during the casting and need not be memo- Spirit D D D existence, simply by concentrating for one rized in reversed form. Nightshade D D D round. A maximum of one plane per turn may Each spell in the list below is followed by a T T T be entered. If desired, the cleric may bring one reference to the full text of the spell. C = Special T T T other creature for each five levels of experience D&D@ Companion Set Players Manual (rounded down; for example, a 29th-level cleric (page number for the 1984 edition). T automatic Turn, 2d6 Hit of could bring five other creatures on the journey). undead All others to be affected must be touching or D automatic Destroy, 2d6 Hit Dice touched by the cleric while the spell is cast and CLERIC EXPERIENCE TABLE D + automatic Destroy, 366 Hit Dice the shift is made. Any unwilling creature may D# automatic Destroy, 4d6 Hit Dice make a Saving Throw vs. Spells to avoid the Spells by Spell Level effect. The cleric must take the others, and can- not send them while remaining behind. Level XP 1234567 SEVENTH-LEVEL CLERIC SPELLS While this spell is in effect, the caster (only) 26 1,900,000 8 7 7 6 6 5 5 may assume gaseous form by concentrating for 27 2,000,000 8 8 7 6 6 6 5 1. Earthquake (C 13) one full round. (If interrupted, no change 28 2,100,000 8 8 7 7 7 6 5 2. Holy Word (C13) occurs.) Unliie the potion effect, all equipment 29 2,200,000 8 8 7 7 7 6 6 3. Raise Dead Fully* ((213) carried also becomes part of the same gaseous 30 2,300,000 8 8 8 7 7 7 6 4. Restore* (C13) cloud. In this form, the caster may travel at 31 2,400,000 8 8 8 8 8 7 6 5. Survival (described below) double the normal flying rate: 720 feet per turn 32 2,500,000 9 8 8 8 8 7 7 6. Travel (described below) (240 feet per round). While gaseous, the cleric 33 2,600,000 9 9 8 8 8 8 7 7. Wish (page 4) cannot use items or cast spells, but also cannot 34 2,700,000 9 9 9 8 8 8 8 8. Wizardry (page 4) be damaged except by magic (weapons or cer- 35 2,800,000 9 9 9 9 9 8 8 tain spells). Also, a gaseous being cannot pass 36 2,900,000 9 9 9 9 9 9 9 Seventh-Level through a protection from evil spell effect or an Cleric Spells anti-magic shell. Hit points: + 1 per level, with no Constitu- Survival tion effect. Range: Touch Duration: One hour per level of the caster Effect: Protects one creature against all non- magical damage from the environment

3 Characters - Cleric, Druid

Druid tially dangerous, or benign (all strictly from the druid’s point of view). Note that most FIRST-LEVEL DRUID SPELLS creatures are potentially dangerous. This 1. Detect Danger (described below) spell will detect poisons, while other spells 2. Faerie Fire (C14) may not. The spell duration is a full hour 3. Locate ((215) when used in natural outdoor settings on the 4. Predict Weather (C15) Prime Plane; elsewhere, the duration is half SECOND-LEVEL DRUID SPELLS normal (three turns). 1. Heat Metal (described below) Second-Level Druid Spell 2. Obscure (C15) 3. Produce Fire ((215) Heat Metal 4. Warp Wood (C15) Range: 30 feet THIRD-LEVEL DRUID SPELLS Duration: 7 rounds Effect: Warms one metal object 1. Call Lightning ((215) 2. Hold Animal (C15) This spell causes one object to slowly heat 3. Protection from Poison (page 5) and then cool. It will affect one metal item Wish 4. Water Breathing (C15) weighing up to 5 cn per level of the caster. A Range: Special FOURTH-LEVEL DRUID SPELLS 12th-level druid, for example, can heat a nor- Duration: Special 1. Control Temperature 10’ radius (C15) mal sword, but a 20th-level druid can heat a Effect: Special 2. Plant Door ((215) two-handed sword, and a 36th-level druid, a 3. Protection from Lightning ((215) lance. A wish spell is usable only by a cleric of 4. Summon Animals (page 5) The heat causes no damage to magical 36th- (maximum) level with 18 (or greater) items. Normal weapons or other items may Wisdom. FIFTH-LEVEL DRUID SPELLS be severely damaged, especially if made of A wish is the single most powerful spell a 1. Anti-Plant Shell (C16) wood and metal (as a normal lance), as the cleric can have. It is never found on a scroll, 2. Control Winds (C16) wood will burn away. but may be placed elsewhere (in a ring, for 3. Dissolve (page 5) If the object is held, the heat causes dam- example) in rare cases. 4. Pass Plant ((216) age to the holder: one point during the first Extensive guidelines for wishes are given round, 2 in the second, 4 in the third, 8 in the on page 10, with the magic-user spell descrip- SIXTH-LEVEL DRUID SPELLS fourth, and then decreasing at the same rate tion. 1. Anti-Animal Shell (C16) (for a total of 22 points of heat damage over 2. Summon Weather ((216) seven rounds.) No saving throw is allowed, Wizardry 3. Transport Through Plants (C16) but fire resistance negates all damage. The 4. Turn Wood (page 5) Range: 0 (cleric only) item may be dropped at any time, of course, Duration: One turn SEVENTH-LEVEL DRUID SPELLS and creatures of low intelligence are 80% likely to do so (check each round). In the Effect: Allows the use of one magic-user 1. Creeping Doom (C16) scroll spell or one device fourth round, the searing heat will cause 2. Metal to Wood (C16) leather, wood, paper, and other flammable 3. Summon Elemental (page 5) objects in contact with the metal to catch fire. By using this spell, the cleric gains the 4. Weather Control ((216) power to use one item normally restricted to Once the spell has been cast, no concentra- tion is needed; the heating and cooling pro- magic-users: either a device (such as a wand) First-Level Druid Spell or a scroll containing a 1st- or 2nd-level ceed automatically. A dispel magic can stop magic-user spell. (Spells of 3rd or higher level Detect Danger the effect, but normal means (immersion in water, etc.) will not. cannot be cast, though they may be present Range: 5 feet per level of the caster on the scroll.) This ability lasts for one turn, If used on an item imbedded in an oppo- Duration: One hour nent (such as an arrow or dagger), the crea- or until the scroll or device is used. The cleric Effect: Reveals hazards magically gains knowledge of the proper use ture may remove the item but loses initiative for that round (and takes the appropriate heat of the item, as if the character were a magic- This spell combines some effects of detect user. For the duration and effect of the magic- damage as well). Note that heat damage dis- evil and find traps. While it is functioning, rupts concentration; the victim cannot cast user spell, the level of caster is treated as the the druid can concentrate on places, objects, minimum necessary for the casting of the spells during any round in which damage is or creatures within range. A full round of inflicted by this spell. spell. concentration is needed to examine one square foot of area, one creature, or one small object (a chest, weapon, or smaller item). Larger objects require more time. After examining the thing, the druid will know whether it is immediately dangerous, poten-

4 Characters - Druid

Third-Level Druid Spell Fifth-Level Druid Spell Protection from Poison Dissolve* Range: Touch Range: 240 feet Duration: One turn per level of the caster Duration: 3-18 days Effect: Gives one creature immunity to all Effect: Liquefies 3,000 square feet poison Nearly identical to the magic-user spell, For the duration of this spell, the recipient this effect changes a volume of soil or rock is completely immune to the effects of poisons (but not a construction) to a morass of mud. of all types, including gas traps and cloudkill An area up to 10 feet deep or thick is affected, spells. This protection extends to items car- and may have up to 3,000 square feet of sur- ried (thus protecting against a spirit’s poison- face area. The druid may choose the exact ous presence, for example). Furthermore, the width and length (20’ x 150’, 30’ x loo’, recipient gains a + 4 bonus on Saving etc.), but the entire area of effect must be Throws vs. Poisonous Breath weapons (such within 240 feet of the caster. Creatures mov- as green dragon breath) but not petrification ing through the mud are slowed to 10% of breath (such as a gorgon’s). their normal movement rate at best, and may become stuck. Fourth-Level Druid Spell The reverse of this spell, harden, changes the same volume of mud to rock, but perma- Summon Animals nently. A victim in the mud may make a Sav- Range: 360 feet ing Throw vs. Spells to avoid being trapped. Duration: 3 turns Effect: Calls and befriends normal animals Sixth-Level Druid Spell Turn Wood With this spell, the druid can summon any or all normal animals within range. Only Range: 30 feet normal, non-magical creatures of animal Duration: One turn per level of the druid intelligence are affected, excluding insects, Effect: Pushes all wooden items away arthropods, humans, and demi-humans but archers) and waterborne adventures (to move including mammals, reptiles, amphibians, This spell creates an invisible wave of force, a ship). However, it will not move permanent etc. The druid may choose one or more 120 feet long and 60 feet tall. Its midpoint can constructions (such as buildings) or other known animals, may call for specific types, or be created anywhere within 30 feet of the caster. secured objects (such as trees). may summon everything within range. The This wave of force then immediately moves in total Hit Dice of the animals responding will one horizontal direction, as specified by the Seventh-Level Druid Spell equal the level of the druid. Treat normal caster, at the rate of 10 feet per round. If Summon Elemental small creatures (frogs, mice, squirrels, small desired, the force wall can be stopped at any birds, etc.) as l/io Hit Die each. time, but cannot thereafter be moved. Range: 240 feet Animals affected will come at their fastest all wooden objects contacting or contacted Duration: 6 turns movement rate, and will understand the by the wave of force become stuck to it and Effect: Summons one 16 HD elemental druid’s speech while the spell is in effect. move with it. The wave of force continues mov- They will be friends of and will help the ing until the maximum range (360 feet) is This spell allows the caster to summon any druid, to the limit of their abilities. If harmed reached, and stops there for the remainder of one elemental per spell (see D&D@Expert in any way, a summoned animal will nor- the spell duration. The items caught are not Rulebook, page 49). Only one of each type of mally flee, the spell broken for that animal. harmed by the effect, but wooden weapons elemental (air, earth, fire, water) may be However, if the druid is being attacked when (bows, crossbows, most spears and javelins, summoned in one day. The elemental will a summoned animal arrives, the animal will etc.) and magic items (wands, staves, etc.) can- understand the druid’s spoken commands immediately attack the opponent, fleeing not be used while trapped in the effect. and will perform any tasks within its power only if a Morale Check is failed. Once created, the wave of force does not (carrying, attacking, etc.) as directed by the This spell may be used to calm hostile ani- require concentration. However, the caster caster. Unlike the magic-user spell, no con- mals encountered while adventuring. may cause it to vanish before the duration centration is needed to control the creature. ends by concentrating for one round. It may be sent back to its own plane on com- This spell has many useful applications mand of the caster, or by the use of a dispel during mass combat (against a group of magic or dispel evil spell.

5 Characters - Fighter, Magic-User

Magic-user 6.Mass Charm* ((224) 7.Mind Barrier* (C24) All details on spell casting are given in the 8.Permanence (C25) D&D@ Basic and Expert sets. Any spell 9.Polymorph Any Object (C25) marked with an asterisk (*) may be reversed, 10.Power Word Blind (C25) as given in the spell description. All revers- 11.Symbol (C25) ible magic-user spells must be memorized in 12.Travel (page 8) reversed form to be used. - C = D&D@Companion Set Players Man- NINTH-LEVEL MAGIC-USER SPELLS ual (page number for the 1984 edition). 1.Contingency (page 8) 2.Create Any Monster (page 8) MAGIC-USER SAVING THROW TABLE 3.Gate* ((226) -4.Heal (page 9) Level: 25-28 29-32 33-36 5.Immunity (page 9) Death Ray or Poison 4 3 2 6.Maze (C26) Magic Wands 432 7.Meteor Swarm (C26) Paralysis or Stone 432 8.Power Word Kill (C26) Dragon Breath 642 9.Prismatic Wall (page 9) Rod, Staffor Spell 3 2 2 10.Shapechange (page 9) - 11.Timestop (page 10) Spells .12.Wish (page 10) Any damage-causing spell can produce a Eighth-Level Magic-User Spells maximum of 20 dice (of whatever type is FIGHTER EXPERIENCE TABLE applicable) of damage. Clone Range: 10 feet Level XP EIGHTH-LEVEL Duration: Permanent 26 2,280,000 MAGIC-USER SPELLS Effect: Grows one duplicate creature from a 27 2,400,000 piece of the original creature 28 2,520,000 -+.1 .Clone (described below) 2.Create Magical Monsters (page 29 2,640,000 7) k3.Dance (C24) A clone is an exact duplicate of another liv- 30 2,760,000 4.Explosive Cloud (C24) ing creature, grown from a piece of the origi- 31 2,880,000 - 5.Force Field (page 8) nal by using this spell. The piece need not be 32 3,000,000 alive at the time the spell is cast. 33 3.120.000 34 3;240;000 35 3,360,000 36 3,480,000

Hit points: + 2 per level, with no Constitu- MAGIC-USER EXPERIENCE TABLE tion effect. Spells by Spell Level

FIGHTER SAVING THROW TABLE Level XP 123456 789 26 2,850,000 777665 543 Level: 25-2728-30 31-33 34-36 27 3,000,000 777665 554 Death Ray or 28 3,150,000 887666 654 Poison 4332 29 3,300,000 887776 655 Magic Wands 4432 30 3,450,000 888777 665 Paralysis or 31 3,600,000 888777 766 Turn to Stone 5 4 3 2 32 3,750,000 988887 776 Dragon Breath 4 3 2 2 33 3,900,000 999888 777 Rod, Staff,orSpell 5 4 3 2 34 4,050,000 999988 887 35 4,200,000 999999 888 Special Note: See the Companion Set Players 36 4,350,000 999999 999 Book, page 18, for fighter combat options: Smash, Parry, Disarm, and Multiple Attacks. Hit points: + 1 per level, with no Constitution effect.

6 Characters - Magic-User

A human or demi-human clone is rare and situation. If they ever occupy the same plane, The total number of Hit Dice of monsters may be very dangerous. A clone of any other the mind-link occurs and cannot be broken appearing is equal to the level of the magic- living creature is a more common thing called thereafter except by the destruction of the user casting the spell. Humans and demi- a sirnulacrum. A character can have only one clone or its original. humans may not be created by this spell, but clone at a time; attempts at making multiple Other clones: A clone of any other living undead are permitted. Creatures of 1-1 Hit clones of a single character automatically fail. creature (not a human or demi-human) is Die are counted as 1 Hit Die; creatures of ‘/z Undead and constructs cannot be cloned, called a simulacrum. One percent of the orig- Hit Die or less are counted as ‘/z Hit Die because they are not living creatures. inal’s flesh is needed, and the cost of other each. Human and demi-human clones: To cre- materials is 500 gp per hit point of the origi- Special Note: To create a construct (as ate a human or demi-human clone, this spell nal. As with a normal clone, the time defined in the Companion Set DM’s Book, must be cast on one pound of the original’s required to grow a simulacrum is one week page 21), the proper materials must be used flesh. The cost of other materials used in per Hit Die of the original. with this spell. Only one construct will making the clone is 5,000 gp per Hit Die of A simulacrum always obeys its creator (the appear, regardless of the caster’s Hit Dice; the original. The clone awakens only when spell caster). It understands all the languages but it is permanent, and does not vanish at fully grown; this takes one week per Hit Die spoken by the caster. Within a range of 10 feet the end of the spell duration. The construct, of the original. When completed, the clone is per level of the caster, it can receive mental however, may have only two asterisks (special not magical and cannot be dispelled. commands if the creator concentrates on abilities) or less. The cost of materials is a If the human or demi-human original is not sending them. A simulacrum is an enchanted minimum of 5,000 gp per asterisk (or more, alive when the clone awakens, the clone has all monster. It can be blocked by a protection depending on your campaign). the features, statistics (abilities), and memo- from evil spell and is magical; a dispel magic ries possessed by the original at the time the spell can (subject to chances of failure) cause flesh was taken. This is a very important it to vanish without a trace. point. For example, a 20th-level magic-user The simulacrum’s alignment is the same as might leave a pound of flesh with a scroll of this that of the spell caster, regardless of the origi- spell, so that he might be restored if lost; but if nal’s alignment. Its Armor Class, movement the character gains another ten levels of expe- rate, morale, and number of attacks are the rience and then dies, the clone will be the same as the original’s. younger, less-experienced, 20th- level form. A simulacrum has only 50% of the origi- If a clone duplicates a living person, or if nal’s Hit Dice, hit points, and damage per the dead original regains life, a very hazard- attack. The DM rolls dlOO for each special ous situation develops. Each form instantly ability; it is present in the simulacrum if the becomes aware of the other’s existence. A result is 01-50. However, a freshly grown partial mind-link exists between them; each simulacrum never has any of the spells or can feel the other’s emotions (but no other spell-like abilities of the original. thoughts). If either form is damaged, the If the original creature is alive, the simula- other takes the same damage (but may make crum does not grow beyond this point. If the a Saving Throw vs. Spells to take half dam- original creature dies (or is already dead), the age). This effect does not apply to charm, simulacrum continues to increase in abilities, sleep, cures, or other effects that do not cause gaining an additional 5 % per week to a maxi- damage. The clone is immediately obsessed mum of 90% of the original’s statistics. with the need to destroy its original and will When complete, the DM rolls again to see do anything to accomplish this. From the which special abilities previously missing are time a clone becomes aware of its original, it gained, including spells and spell-like abili- has one day per level of its creator (the caster ties (using the 90% chance for each; all may of the clone spell) to succeed. If it succeeds, it be present). lives in peace; but if it fails, it becomes insane. Create Magical Monsters When a clone goes insane, the original Range: 60 feet creature permanently loses one point of Intel- Duration: 2 turns ligence and one point of Wisdom. The origi- Effect: Creates one or more monsters nal may also thereafter become insane (5% chance per day, not cumulative). If this This spell is similar to the 7th-level create occurs, the victim and the clone die one week normal monsters spell, except that monsters later, both forever dead and unrecoverable with some special abilities (up to two aster- even with a wish. isks) can be created. The range and duration Special Note: If the original and the clone are double those of the lesser spell. All other are kept on different planes of existence, no details are the same: the creatures are chosen mind-link occurs, and the two preceding par- by the caster, appear out of thin air, and agraphs do not apply. No ill effects occur, and ish at the end of the spell duration. the two remain completely unaware of their

7 Characters - Magic-User

Force Field Travel feet away, to the farthest unoccupied area within range that I have seen within the 12 Range: 120 feet Range: 0 (caster only) hour period prior to the existence of this con- Duration: 6 turns Duration: One turn per level of the caster tingency (spell effect).” Effect: Creates an invisible barrier Effect: Allows aerial or gaseous travel Any item or creature can have one contin- gency spell at most; not even a wish can allow This spell creates an invisible, immovable This spell allows the magic-user to move multiple applications. The contingency barrier or object of pure force. It has almost quickly and freely, even between the planes of described can be as detailed or as simple as no thickness, but cannot be broken or existence. desired, but is somewhat limited in effect: it destroyed by any means except a disintegrate The caster (only) may fly in the same man- must relate to something within 120 feet of spell or a wish; even a dispel magic cannot ner as given by the magic-user spell, with a the trigger occurrence. A contingency based affect it. A force field’s shape is limited to a movement rate of 360 feet (120 feet), and on a far-off occurrence is beyond the spell’s sphere, part of a sphere, a flat surface, a cyl- may also enter a nearby plane of existence by capacity. The target and effect of the second- inder, a square or rectangular box with flat concentrating for one round. A maximum of ary spell must always be specified, and if any sides, or part of such a box. The sphere’s one plane per turn may be entered. The needed details are lacking, the secondary radius can be a maximum of 20 feet. The flat caster may bring one other creature for each spell does not occur. surface or combinations thereof may be up to five levels of experience. See the cleric travel A contingency spell effect has no maxi- 5,000 square feet in total area. The fbrce field spell. mum duration. It may remain for centuries cannot be irregular in shape, and its surface While this spell is in effect, the caster may before the situation described comes to pass. must be perfectly smooth. There is no mini- assume gaseous form by concentrating for mum size. one full round. (If interrupted, no change Create Any Monster The force field will not appear within any occurs.) Unlike the potion effect, all equip- solid or creature. Any part of it that would do ment carried also becomes part of the same Range: 90 feet so will not appear, leaving a hole in the force gaseous cloud. In this form, the caster may Duration: 3 turns field. Furthermore, the edges of the field are travel at double the normal flying rate: 720 Effect: Creates one or more monsters blunt and cannot cause damage in any way. feet per turn (240 feet per round). The force field will stay where it is put until it While gaseous, the magic-user cannot use This spell is similar to the 7th-level spell disappears, and cannot be moved by any items or cast spells, but also cannot be dam- create normal monsters and the 8th-level means but a wish. aged except by magic (weapons or certain spell create magical monsters, but with fewer Any creature(s) completely enclosed by a spells). Also, a gaseous being cannot pass limitations on the types of creatures appear- sealed force field will not starve, suffer from through a protection from evil spell effect or ing. The range and duration are triple those lack of air, or otherwise be harmed by the an anti-magic shell. of the 7th-level version. Humans and demi- encasement. A sealed force field magically humans cannot be created, but any other preserves any within it from natural death. Ninth-Level Magic-User Spells creature is possible, regardless of the number of special abilities (asterisks). However, if a This does not prevent damage or death from Contingency attacks by others within the force field. creature with three or more asterisks is Nothing can pass through a force field. Range: Touch desired, the caster must have carefully stud- Spells, missiles, blows, breath weapons, and Duration: Indefinite (see below) ied one (either alive or dead) for at least one all other attack forms will merely bounce off Effect: Prepares one other spell hour to be able to create another with this when contacting it. However, a teleport or spell. As with the lesser spells, the maximum dimension door spell effect can bypass it; This powerful spell acts as a trigger for one number of Hit Dice of creatures is equal to these spells ailow the caster to step out of nor- stated magic-user spell of 4th level or less that the level of the caster. mal existence, re-entering elsewhere. The does not normally cause damage. While cast- Special Note: To create a construct (as force field exists only on one plane of exist- ing a contingency spell, the magic-user must described in the Companion Set, DM’s ence. Thus, planar travel (via gate or other describe one situation. When that situation Book, page 21), the proper materials must be means) can also bypass it. next occurs, the second spell effect stated used with this spell. Only one construct will Though most often used as a barrier or appears automatically and immediately, as if appear, regardless of the caster’s Hit Dice; cage, a force field can easily be used to create cast at that time. but it is permanent, and does not vanish at an invisible floor, stairway, chair, or other Examples of proper use: the end of the spell duration. As with the 8th- object. A force fieldcan be made permanent, “When I am touched or struck by any liv- level spell, the cost of materials is a minimum but the permanence spell effect is still subject ing creature that is not a Lawful or Neutral of 5,000 gp per asterisk (or more, depending to dispel magic, and if removed, the force cleric, except for my friends Charlie on your campaign). If the construct has four field disappears immediately. Despite perma- McGonigle and Sally Silvernose (contin- or more asterisks (such as a drolem), the cost nence, a force field will always vanish if gency), then charm monster on the creature is doubled (or more; ask your DM). struck by a disintegrate spell effect or wished touching or striking me (spell effect).” Created monsters of all types can be away. “When I have eight hit points or less and blocked by a protection from evil or anti- am in a dungeon about to be damaged (con- magic shell spell effect. tingency), then dimension door on myself to a destination 1 inch above ground level directly upward or, if that is greater than 360

8 Characters - Magic-User

Heal* Prismatic Wall Blue: Blocks all poisons, gases, and gaze attacks. Anyone touching it must make a Range: Touch (one creature) Range: 60 feet Saving Throw vs. Turn to Stone or be pet- Duration: Permanent Duration: 6 turns rified. Negated by disintegrate spell. Effect: Cures anything Effect: Creates a multi-colored barrier Indigo: Blocks all matter, living or other- wise. Anyone touching it must make a This spell’s effect is identical to that of the This spell creates a barrier of many colors Saving Throw vs. Spells or be gated to a 6th-level cleric spell cureall. When used to with a glittering appearance as if from light random location in an , and cure wounds, it cures nearly all of the dam- through a prism. This wall is 2 inches thick, possibly (50%) forever lost. Negated by age, leaving only 1-6 points of damage with ‘/e inch between the colors. The effect dispel magic spell. remaining. It will remove a curse, neutralize must be either a sphere with a radius of 10 Violet: Blocks magic of all types. Anyone a poison, cure a disease, cure blindness, or feet, centered on the caster, or a flat surface touching it must make a Saving Throw vs. even remove a feeblemind effect. (vertical or horizontal) of up to 500 square Wands or be struck unconscious and feet in area. Whatever its form, the prismatic insane (curable only by a cureall spell or a Immunity wall cannot be moved (even by a wish). The wish). Negated by continual light spell. caster may pass through it freely and Range: Touch (one creature) unharmed, with any items desired. All other Duration: One turn per level of the caster Shapechange creatures and objects contacting or passing Effect: Bestows immunity or resistance to through the prismatic wall are affected by the Range: 0 (caster only) some spells and weapons magic, starting with the first color contacted. Duration: One turn per level of the caster A wish or rod of cancellation can remove Effect: Caster may change form This spell gives the creature touched total three colors, but no more. Any person with immunity to all 1st-, 2nd-, and 3rd-level an anti-magic shell (including the caster of This spell is similar to the 4th-level poly- spells. Furthermore, 4th- and 5th-level spells the prismatic wall) cannot pass through the morph self spell, but is far more powerful. have only half normal effect, or one-quarter wall, but the attempt will not damage either The caster actually becomes another creature normal if a saving throw applies and is suc- spell effect. or object in all respects except the mind, hit cessful. Any effect that is quantifiable can be To break through a prismatic wall, the points, and saving throws. Armor class, Hit reduced in this manner. These effects include magic remedies given (see below) must be rolls, special attack forms, immunities, and duration, bonuses, penalties, damage, etc. If applied in the correct order. When successful, all other details are those of the form taken. necessary, round numbers off in the recipi- each causes the appropriate color to disap- A magic-user cannot cast spells in any form ’s favor. For example, if the recipient were pear from the effect. If a creature merely except that of a bipedal humanoid (demi- the victim of a cause critical wounds cleric charges into the prismatic wall, it takes 84 human, , , giant, etc.). The caster spell, only 3-10 points of damage would points of damage from the first three colors cannot take a unique form (such as that of a result. (no saving throw), and then must make the specific character, Elemental Ruler, or Immor- The recipient is also completely immune to four saving throws required for the next four tal) and can gain the likeness but not the abili- all missiles (normal or magical), normal and colors. If it survives, the creature may have to ties of another character class. Any spells cast silver weapons, and takes half damage from exit by passing through the colors again, in in other forms must come from the magic- magical hand-held weapons. This applies reverse order. user’s own memory. Inanimate forms are lim- only to weapons; claws, bites, breath weap- The prismatic wall extends into the nearest ited in size to a maximum of 1 foot tall per level ons, and other natural attack forms are not plane of existence (the Ether if cast on the of the caster, and 100 cn weight per level. blocked. Prime Flane), appearing there as an inde- Except for these limits, the caster can By concentrating, the recipient can drop structible solid wall. It thus cannot be become any creature or object that he or she the protection, allowing spells (such as cure bypassed by planar or dimensional travel. has ever seen. Imaginary or unfamiliar crea- wounds) to have normal effects for that The colors and effects of a prismatic wall tures cannot be used; a ten-armed , for round. If dropped, the immunity is totally are always the same; when created, the violet example, is not allowed. Each change absent for that round (including the protec- side is always closest to the caster. requires a full round of concentration, but the tion from weapons), but returns automati- Red: Blocks all magical missiles; inflicts 12 caster may change shape at will during the cally at the end of the round. points of damage. Negated by any magi- spell’s duration. A carefully worded wish spell may extend cal cold. Examples: The caster may become a huge this protection, giving immunity to 4th level Orange: Blocks all non-magical missiles; red dragon, a boulder, a chair, an elemental, spells and + 1 weapons, and half normal inflicts 24 points of damage. Negated by a gnat, a vampire, and so forth. The caster, effect from 5th- and 6th- level spells. No fur- any magical lightning. however, has the flaws of the new form as well ther improvement is possible. Yellow: Blocks all breath weapons; inflicts 48 as its strengths. If, for example, the caster is points of damage. Negated by magic mis- struck by a sword + 2, + 5 vs. dragons while sile spell. in dragon form, the + 5 bonus applies. Green: Blocks all detection spell effects This spell effect cannot be made perma- (including crystal balls, ESP, etc.). Any- nent and is subject to dispel magic. During one touching it must make a Saving the spell duration, the caster cannot pass Throw vs. Poison or die. Negated by pass- through any protection from evil or anti- wall spell. maqic shell spell effect.

9 Characters - Magic-User

Timestop preted, the DM should explain (after the not be used to permanently lower ability game) the problem or flaw in the phrasing. scores. Range: 0 (caster only) Here are some examples of faulty wishes: A wish cannot raise the maximum level for Duration: 2-5 rounds “I wish that I knew everything about this humans; 36th is absolute, enforced by Effect: Allows caster to act for 2-5 rounds dungeon” could result in the character know- Immortals. However, one wish can allow a while everything else “stops” ing all for only a second, and then forgetting demi-human to gain one additional Hit Die it. (for a new maximum of 9 for , 11 for To the caster, this spell seems to stop time. “I wish for a million gold pieces” can be elves, and 13 for dwarves). This affects only It speeds the caster so greatly that all other granted by having them land on the character hit points, and does not change any other creatures seem frozen at normal speed, in and then vanish. scores (such as Hit rolls, elves’ number of “normal time.” From the caster’s point of “I wish to immediately and permanently spells, etc.). view, the effect lasts for 2-5 rounds. The possess the gaze power of a basilisk while A wish can change a demi-human to a caster may perform one action during each of retaining all of my own abilities and items” is human, or the reverse. Such a change is per- these magical rounds. a carefully worded wish that’s out of balance. manent, and the recipient does not become Normal and magical fire, cold, gas, etc. Characters are already quite powerful. This magical. Halflings and dwarves become can still harm the caster. While the timestop is wish could result in the growth of a basilisk fighters of the same level. Elves become in effect, however, other creatures are invul- head in addition to the character’s own, or magic-users or fighters (but not both), at the nerable to the caster’s attacks and spells. the growth of extra eyes-without eyelids- choice of the wisher. Levels of experience can Spells with durations other than “instantane- leaving the character extremely vulnerable to then be gained normally as the human class. ous” may be created and left to take effect other gaze attacks. A human changes to the same level demi- when time resumes. Note that no time A wish can never be used to gain either XP human, but no higher than the normal racial elapses while this spell is in effect; durations or levels of experience. maximum. If the wish is made by another, of other spells cast start after the timestop Possible Effects: If a wish is used to harm the victim may make a Saving Throw vs. ends. another creature in any way, the victim may Spells with a + 5 bonus to avoid the change. Items held by those in normal time cannot make a Saving Throw vs. Spells. If the save is Once a character’s race is changed, two be moved, but other items (including those successful, the victim takes half the ill effects wishes are needed to reverse the effect, and worn or carried by others) are not “stuck.” and the other half rebounds on the caster further changes each require double the pre- The caster is completely undetectable by (who may also save to avoid it, but with a -4 vious number of wishes used (4, 8, 16, etc.). those in “normal time.” However, the magic- penalty to the roll). A carefully worded wish A wish can be used to duplicate any magic- user cannot pass through a protection from can, however, move (i.e. teleport) another user spell effect of 8th level or less, or any evil or anti-magic shell while under this creature if no harm is done in the process, cleric spell effect of 6th level or less. This spell’s effect. allowing no saving throw. The saving throw common use of a wish is not subject to the applies only to creatures, not their items car- same close scrutiny by the DM, and is likely Wish ried or possessed. to succeed with less chance of error than other Range: Special A wish may be used to gain treasure, up to types. Duration: Special a maximum of 50,000 gp per wish. However, A wish can sometimes be used to change Effect: Special the caster loses 1 XP per gp value of treasure the results of a past occurrence. This is nor- gained, and this loss cannot be magically mally limited to events of the previous day. A A wish spell is usable only by a magic-user restored. lost battle may be won, or the losses may be of 33rd-36th level who has Intelligence of 18 A wish can be used, if the DM desires, to made far less severe, but impossible odds or greater. gain the use of a magic item for a short time. cannot be overcome completely. A death in A wish is the single most powerful spell a Generally, any magic item gained is bor- melee could be changed to a near-death sur- magic-user can have. It is never found on a rowed from somewhere else, not created. vival; a permanent loss could be made tem- scroll, but may be placed elsewhere. Artifacts are beyond the power of wishes. porary. The DM may advise players when Wording the Wish: The player must say The caster may usually produce any item up wishes are near to exceeding the limit of the or write the exact wish made by the character. to + 5 enchantment. The item will remain for power. Wording of the wish is very important. The only 1-6 turns. Important Note: Whenever an effect is literal meaning will usually occur, whatever A wish can be used to temporarily change described as being unchangeable “even with the intentions of the player. any one ability score to a minimum of 3 or a wish,” that statement supercedes all others The DM should try to maintain game bal- maximum of 18. This effect lasts for only six here. However, multiple wishes may succeed ance, being neither too generous nor too turns. (DM’s choice) where one wish would not. stingy in deciding the effects of a wish. Wishes can also be used to permanently Remember that wishes should be able to do increase ability scores, but the cost is very quite a bit. Even a badly phrased wish, made high. You must use as many wishes as the with good intentions, may have good results. number of the ability score desired. All the However, if the wish is greedy, or made with wishes must be cast within a one-week per- malicious intent, every effort should be made iod. You may raise an ability score only one to find differing interpretations. If necessary, point at a time. To raise your Strength from the wish can even be disallowed, having no 15 to 16 takes 16 wishes. To then raise it to 17 effect. Whenever a wish fails or is misinter- will take an additional 17 wishes. Wishes can-

10 Characters - Thief

Thief THIEF SPECIAL ABILITIES TABLE

Open Find Remove Climb Move Hidein Pick' Hear Level Locks Traps Traps Walls Silently Shadows Pockets Noise 1 15 10 10 87 20 10 20 30 2 20 15 15 88 25 15 25 35 3 25 20 20 89 30 20 30 40

7 45 40 38 93 48 35 50 58 8 50 45 42 94 52 38 55 62 9 54 50 46 95 55 41 60 66 YV 43 03 97 61 47 70 74 98 64 50 75 78

14 72 70 64 100 68 56 85 84 15 75 73 67 101 70 58 90 87 m "" JJ 103 74 62 100 2 104 76 64 105 4 .. 66 20 88 89 82 106 80 68 115 98 70

~~ THIEF EXPERIENCE TABLE 25 98 99 97 111 89 78 140 108 26 100 100 100 112 90 80 145 110 Level XP 27 102 101 103 113 91 82 150 112 26 2,200,000 27 2,320,000 28 2,440,000 29 2,560,000 31 110 105 115 117 95 90 170 120 30 2,680,000 32 112 106 118 118 96 92 175 122 31 2,800,000

32 2,920,000 A"... 33 3,040,000 127 119 s 190 128 34 3,160,000 130 120 1 3 195 130 35 3,280,000 36 3,400,000 Lvl OL FT RT cw MS HS PP * HN ' Pick Pockets: subtract 5% per level or HD of victim. Example: a 32nd-level thief tries to Hit points: + 2 per level, with no Constitu- pickpocket a 26th-level magic-user. The chance is 175 (normal) minus 130 (5 times 26), or tion effect. 45 76. The thief is caught if the DM rolls 91 or higher (or greater than twice the chance of

~~ success). THIEF SAVING THROW TABLE Percentages of 100 or more: A stuck or exceptionally dificult lock, carefully hidden trap, slip- Level: 25-28 29-3233-36 pery wall, or very faint noise may cause a penalty to be applied to the normal chances (-5 %, -10 %, -20 %, etc.). If, after applying such penalties, the chance of success remains 100% or Death Ray or Poison 322 greater, adjust it to 99 % , allowing a 1 % minimum chance of failure in all cases. However, Magic Wands 432 do not modify Move Silently or Hide in Shadows chances unless the thiefs specific actions Paralysis or warrant it (trying to move silently but quickly, hiding when very near to torchlight, etc.). Turn to Stone 322 Dragon Breath 432 Rod, Staff, or Spell 432 Character Classes - Demi Human

Halfling -Dv varf -El f - DWARF EXPERIENCE TABLE - ELF EXPERIENCE TABLE HALFLING EXPERIENCE TABLE Level XP Spells Level XP 1 0 Level XP 12345 1 0 2 2,200 1 0 I---- 2 2,000 3 4,400 2 4,000 2---- 3 4,000 4 8,800 3 8,000 21--- 4 8,000 5 17,000 4 16,000 22--- 5 16,000 6 35,000 5 32,000 221-- 6 32,000 7 70,000 6 64,000 322-- 7 64,000 8 140,000 7 120,000 3321- 8" 128.000 9 270,000 8 250,000 4322- 10 400,000 9 400,000 4432- *At 900,000 XP, fighter combat options 11 530,000 10 * 600,000 54321 can be used. (See the Companion Set, 12 * 660,000 Players Book, page 18, for details.) For * At 850,000XP, fighter combat options can the Multiple Attack option, two attacks * At 660,000XP, fighter combat options can be used. (See the Companion Set, Players are possible at 900,000 XP, and three be used. (See the Companion Set, Players Book, page 18, for details.) For the Multi- attacks at 3,000,000XP. Book, page 18 for details.) For the Multi- ple Attack option, two attacks are possible ple Attack option, two attacks are possible at 850,000 XP, and three attacks at Hit points: ld6 per level throughout, modi- at 660,000 XP, and three attacks at 2,600,000XP. fied by Constitution if applicable. 2,200,000XP. Hit points: ld6 per level through 9th level, Hit points: ld8 per level through 9th level, modified by Constitution if applicable. Add 1 HALFLING SAVING THROW TABLE modified by Constitution if applicable. hp at 10th level, with no Constitution effect. Level: Thereafter, add 3 hp per level, with no 1-3 4-6 7-8 Constitution effect. Death Ray or Poison 852 ELF SAVING THROW TABLE Magic Wands 963 Paralysis or Turn to Stone 10 7 4 Level: 1-3 4-6 7-9 10 DWARF SAVING THROW TABLE Dragon Breath** 13 9 5 Death Ray or Rod, Staff, or Spell*** 12 8 4 Level: 7-9 1-3 4-6 10-12 Poison 12 8 42 Death Ray or Magic Wands 13 10 7 4 ** At 2,100,000 XP, halflings take half Poison 8642 Paralysis or damage from breath weapons, or one- Magic Wands 9753 Turn to Stone 13 10 7 4 quarter damage if the saving throw is Paralysis or Dragon Breath 15 11 7 3 successful. Turn to Stone 10 8 6 4 Rod, Staff, or * * * At 300,000 XP, halflings take half dam- DragonBreath 13 10 7 4 Spell 15 11 7 3 age from spells, or one-quarter damage Rod, Staff, or if the saving throw is successful. Spell** 12963 ** At 1,600,000XP, elves take half damage from breath weapons, or one-quarter ** At 1,400,000XP, dwarves take half dam- damage if the saving throw is successful. age from spells, or one-quarter damage if the saving throw is successful.

DEMI-HUMAN ATTACK RANKS

DWARF 660,000. 800,000 1,000,000 1,200,000 1,400,000 1,600,000 1,800,0002,000,000 2,200,000 2,400,000 2,600,000 ELF 600,000* 850,000 1,100,000 1,350,000 1,600,000 1,850,000 2,100,000 2,350,000 2,600,000 2,850,000 3,100,000 HALFLING 128,000' 300,000 600,000 900,000 1,200,000 1,500,000 1,800,000 2,100,000 2,400,000 2,700,000 3,000,000 * XP when maximum level is reached

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At the Master level of play, your cam- greater value than plate mail of identical Skills and Limits paigns become more complicated and are enchantment. If weapon mastery is added to your game, played for higher stakes. If you began as a Suit armor is awkward in some situations, the following rules must be used. For guide- fighter, you now are a ruler, with a dominion especially getting up from a prone position lines on adding the system to an ongoing or kingdom in your charge. You are better and mounting a steed. If attempted alone, the campaign, see Retroactive Application. armed and better protected, with skill in a chance of success is 1 in 6. In medieval times, Limited Weaponry: When a human char- larger variety of weapons than when you first the latter problem was solved by the use of a acter is started, the player is limited to select- learned your profession. Someday, you may strap tied around the wearer, who was then ing only two weapons for that character’s use. have need of protecting your castle from hoisted into the air and lowered onto the Knowledge of one additional weapon can be besieging invaders. Or perhaps you will find mount. In the D&D@game, assume auto- attempted when each of the following levels is yourself outside a neighboring castle’s walls, matic success in getting up if any help is avail- reached: 3,6,9, 11, 15,23,30,36. One addi- determined to get in. able. tional weapon may be added for each 200,000 Read on and learn the wealth of new armor Suit armor is noisy and slow. Its common XP gained after 36th level is reached. To add and weapons at your disposal. Discover how creaks and clanks can be heard up to 120 feet a new weapon, the character must be trained you may study weapon mastery to increase away and negate chances for surprise. The in its use; see Details of Training below. your combat effectiveness. Become wearer’s movement rate is 30 feet per turn. Because of their longer lifespans and acquainted with the variety of siege engines An unarmored fighter needs three full turns wilderness-oriented lifestyles, demi-humans you can use to storm an enemy’s fortifica- to dress in suit armor. start with Basic skill in all weapons not for- tion ...or that may be used against yours. Suit armor gives no additional protection bidden to them. Demi-humans may train to against gaze attacks (such as a medusa’s) or reach higher levels of weapon mastery by the Personal Armor & electricity (such as a blue dragon’s lightning same methods given for humans. Training is Weapons breath). possible only at levels 4 and 8 (and, for The wearer has a -5 penalty when using dwarves, level 12) and each 200,000 XP after. Suit Armor any missile device other than a crossbow. If Weapon Mastery: A character may decide alone, the wearer suffers a -1 penalty to be to train to become more skilled with one Suit armor encloses the wearer completely surprised. weapon currently used instead of learning a in a sheath of steel, with chain-link joints to new weapon. The amount of skill is called the permit movement. It is often called plate level of mastery. armor (different from plate mail), gothic A starting character can have only Basic armor, or jousting armor. HORSE ARMOR (BARDING) knowledge of the starting weapon(s). The Type AC Cost Encumbrance Advantages levels of mastery are: Basic, Skilled, Expert, Joust 0 700 gp 5,000 cn Master, and Grand Master. Suit armor alone is AC 0. It may be used Field 2 600 gp 4,000 cn with a shield for AC -1. It reduces the damage Use of Weapons not Studied: A character Plate 3 500 gp 3,000 cn who is not trained in a weapon is Unskilled. If inflicted by most area effects (fire, cold, gas, Banded 4 400 gp 1,500 cn the character attempts to use a weapon he or acid) including breath weapons. The base Chain 5 150gp 600 cn damage is reduced by 1 per die of damage, she has not studied, the attack is figured at Scale 6 75 gP 400 cn and the wearer gains a + 2 bonus to the appli- Basic skill level but does only half damage. Leather 7 40 gp 250 cn cable saving throw. The minimum base dam- Missile weapons also receive a -1 penalty to * A horse may still charge, at reduced speed, their hit rolls. age is always at least 1 point per die. For even when encumbered. example, the damage from the breath of a small red dragon (HD 10, hp 57) is reduced Weapon-Using Monsters by 1 per die of damage (-10) to 47; the fighter A monster may gain extra skill with a in suit armor may make the usual saving weapon only if it normally uses weapons to attack. It must find a trainer willing to teach throw, but with a +2 bonus, to take half Weapon Mastery it, and its maximum possible skill is damage (24 points). deter- In the current combat system, each charac- mined by its Intelligence, as given in the Magical suit armor can reduce such damage ter automatically knows how to use all types Limits for Weapon-Using Monsters Table. still further, by 1 per die of damage for each two of available weapons, within the restrictions plusses of enchantment (rounded down). (DM: See the Procedure section in Book Two of his or her class. The following weapon for monster Intelligence scores.) Only If a fighter in suit armor is mounted and mastery system gives player characters the humans and demi-humans can become has assistance from others, the disadvantages option to study one weapon intensively or a Grand Masters. of encumbrance, slow movement, and sur- few weapons in depth, giving an advantage prise (see below) can be minimized. over others who have not studied these weap- Fighter Option ons. The DM may allow fighters to start with Disadvantages The optional weapon mastery system may three or four weapons instead of two. As a Suit armor is bulky and expensive. Its be applied easily to all characters who start at encumbrance is 750 cn. It must be specially further option, a fighter may be allowed to 1st level. made for one wearer, tailored exactly to fit; also add a weapon at levels 19, 27, and 33. the cost is 250 gp. Magical forms are propor- tionately more valuable, averaging 50 %

15 Weapon Mastery

Magic-User Option student may then either continue or stop the tant; fighters and demi-humans might The following option may be be used with training. If the training will fail but is contin- thereby gain enough bonuses to bring the Hit or without weapon mastery. The DM may, if ued for its full period, the student may there- roll needed to 2 or less, activating the Multi- desired, widen the number of weapons per- after study again with a different trainer, and ple Attacks option (see D&D@ Companion mitted to magic-users to include the follow- the chance of success is increased by 10%. If Set, Players Book, page 18). The greater ing: blowgun, net, whip, and staff. However, the student chooses to quit the training mid- damage available from extra weapon skill can many campaigns function perfectly well with way, no benefits are gained, but half the cost be a crucial factor when doubled by a thief s magic-users restricted to dagger only. of training is normally refunded. (Chaotic Backstab ability. trainers, however, might not offer refunds.) Some benefits can occur only if the player Retroactive Application announces that they are being used (such as These changes can be added to an ongoing deflecting, disarming, or other actions). The TRAINING TIMES AND COSTS campaign by carefully examining each char- player must always tell the DM before he or acter. Characters often have a few favorite Time Cost she uses one of these options. It is too late to weapons. Assume that knowledge of these Knowledge sought Required per week mention it after a blow has been struck. weapons remains, but that knowledge of the Basic (new weapon) 1 week 100 gp Armor Class bonuses gained through proper use of other weapons has faded Becoming Skilled 2 weeks 250 gp weapon mastery should be applied automati- through lack of use. Review the limits on Becoming Expert 4 weeks 500 gp cally in all applicable situations. However, number of weapons permitted; most players Becoming a Master 8 weeks 750 gp the DM may wish to be reminded. will not be inconvenienced by them. Becoming a Grand If problems do arise, the DM should try to Master 12 weeks 1000 gp Attack Benefits find an acceptable solution. Refer to Reality Many damage ranges and Hit roll bonuses Shift (in the Procedures section, Book Two) vary by the type of opponent. Opponents for additional suggestions. CHANCE OF TRAINING SUCCESS who attack with two-handed missile fire ~ devices have similar defenses to those who If the DM desires, he may allow existing Student’s -Trainer’s Knowledge- attack with natural body weaponry (claws, high-level characters to possess mastery greater Know- Basic Skilled Expert Master Grand than Basic level. An upper limit of Expert mas- ledge Master teeth, etc.). This type of opponent is desig- nated “M” (Missile/Monster). Opponents tery is strongly suggested as a start. None 60 80 95 99 99 using weapons held in and swung or To make changes of this type, calculate the Basic 01 50 70 90 95 thrown (including sling and bola, but exclud- number of weapon skills permitted to the Skilled - 01 40 60 80 ing all other missile fire devices) must defend existing character, and allow the player to Expert - - 01 30 50 very differently. These opponents are desig- divide the number as desired. Master - - - 01 20 nated “H” (Hand-held). Details of Training If an opponent could fit into both catego- If the DM requires characters to train to gain LIMITS FOR ries (such as a wererat carrying a sword, who levels of experience, character class training and WEAPON-USING MONSTERS could alternate bite and weapon attacks), the weapon training cannot be combined. They Maximum category most favorable to that opponent must take place at separate locations, with Intelligence weapon skill (not the attacking character) always applies. weapon training requiring additional time. Up to 11 Basic only However, if this type of opponent drops the To gain additional knowledge of the use of 12-15 Skilled weapon held, it immediately becomes cate- a weapon, a character must be trained by 16-17 Expert gory M for all calculations. someone (found during adventures or 18 + Master Every weapon is better when attacking one through advertising) with equal or greater or the other of these defense categories. Each knowledge of that specific weapon. weapon’s listing shows a primary opponent (the After finding a trainer who will provide the Benefits of Training category of defense for which the weapon is necessary instruction, the student must pay all All bonuses and special uses for every more effective) and a secondary opponent (the of the required costs before training begins. The weapon in the game system are given in the other category, for which it is less effective). costs and time required for weapon training Weapon Mastery Table. Each weapon, when vary by the level of mastery sought, as given in compared to others of similar use, has some fea- Hit Roll Bonuses the Training Time and Costs Table. tures that are better and some which are worse. -Apply any Strength bonus or penalty to all A chance of success and failure applies to A weapon might be selected because of its better hand-held and hand-hurled attacks. each training period. Failure may occur damage against weapon-using opponents, or -Apply any Dexterity bonus or penalty to all because the trainer has insufficient knowledge for its special uses (such as parrying blows, or hand-hurled and device-hurled missile or lacks ability to train others, or because the tripping an opponent). The DM may modify attacks. student cannot fully absorb the new informa- the benefits if desired. Any new weapons added The only weapon unaffected by ability tion. The chance of success varies by the mas- to the game system should be assigned balanced score modifications is the lance, the use of tery levels of the trainer and the student, as benefits and weaknesses. which is completely dependent on a mount. given in the Chance of Training Success Table. When training is successfully completed, The chance of success is checked halfway Applying Benefits note the new applicable Hit roll bonus (see through the training period, and the student Weapon mastery benefits are applied table) as well as the other specific benefits is immediately informed of the results. The before other modifiers. This can be impor- given in the detailed weapon descriptions.

16 Weapon Mastery

HIT1 ROLL BONUS TABLE If a special Morale check is required, the DM Bolas are awkward to carry and may applies the standard rules (see the D&DO Basic become tangled. For each additional bola Unskillc:d No Bonus Set for details). If the check is failed, the victim carried, the encumbrance of the bolas triples: Basic No Bonus tries to flee or surrender at the next opportunity. first bola = 5 cn, second bola = 15 cn, third Skilled +2 A victim who is a must make a bola = 45 cn, etc. Expert +4 Saving Throw vs. Death Ray or flee in fear for Master + 6 vs. Primary 1-6 rounds. Character levels should be used Club (Torch): A torch is a flaming club, + 4 VS. Secondary instead of Hit Dice to determine the maximum so mastery with a club is also mastery with a Grand 1Master + 8 vs. Primary level of PC victim affected. torch. However, anyone Unskilled with a + 6 VS. Secondary torch does not halve damage, but always Detailed Weapon Notes inflicts 1-4 points. :ed Attacks: Remember that the for hand-hurled and device-hurled When choosing a character’s weapons, Hammer, Throwing: This is a short- missiles are used as feet in indoor settings, keep the character in mind; select those hafted, broad-headed hammer, capable of and as yards in outdoor combat. which the character (not necessarily the crushing blows and able to be thrown. player!) would find most useful. Be aware of Defense Benefits standard weapon restrictions. Halflings must Lance: A lance may be used only from the Most weapons may be used in both attack normally find small-sized versions of weap- back of a mount. This weapon inflicts double and defense maneuvers. In defense, these ons, and only the DM can rule on their avail- damage if it hits after a charge of at least 20 maneuvers give a bonus to the Armor Class ability. yards. A shield cannot be used with a lance at of the defender. Weapons which do a wide range of damage Basic mastery level. The optional Multiple are present in each category. Low damage is The AC bonus applies only to a given Attack can be used, but only if each attack is number of attacks per round. The use of AC usually offset by special benefits. When you against a different foe. bonuses does not count as an action; the char- find a suitable weapon, review others within A lance may be used to gain a defense acter may still move and attack at normal the category that offer comparable damage or bonus, but each round a lance is used to rates. special effects, and consider the weapon’s defend, it causes only half damage. A lance The basic defense maneuvers described in potential (available with further training) as used from the back of a flying mount is well. Be sure of your final selections; they the D&D@Basic Set may still be used by all attached to the saddle and may not defend. characters. These are briefly summarized cannot be changed. here: Missile Fire Devices: Missile fire weap- Fighting Withdrawal: Backing up at half Special Reminders: ons cannot be used to attack in melee (hand- speed, for no AC penalty. 1. The bonus or special effect applies only to-hand combat) or against targets closer Retreat: Backing away at more than half when using the weapon of mastery, not to than 5 feet. Missile weapons automatically speed by forfeiting shield protection and giv- other similar weapons. miss targets closer than 5 feet unless the tar- ing the opponent a + 2 Hit roll bonus. 2. The bonuses given are not cumulative. get cannot move. These weapons also auto- Apply only the information given for the matically miss all targets beyond long range. Despair Effect level of mastery, ignoring bonuses for ear- Any distance that is less than or equal to a The attack and defense bonuses for special lier levels of mastery. range number but greater than a previous training can cause despair and fear in some number is considered within that range. opponents. The number of creatures which Weapon Descriptions The attacker’s Hit rolls may be modified can be affected by a special Morale check var- Blackjack: This is a small leather sack by Dexterity bonuses and penalties and mag- ies by the mastery of the weapon user, as fol- filled with sand or metal shot. It inflicts only ical bonuses. The range of the target also lows: minor damage, but there is a chance some modifies the Hit roll: Skilled up to 4 Hit Dice or levels foes may be knocked out by it. Foes bigger All targets at short range = +I Expert up to 8 Hit Dice or levels than an attacker cannot be knocked out. If All targets at medium range = 0 Master up to 12 Hit Dice or levels the attacker strikes the head or neck ofhis foe, All targets at long range = -1 Grand the victim must make a Saving Throw vs. Cover is anything that obscures a target. Master up to 16 Hit Dice or levels Death Ray or suffer the additional effects Cover that hides a target but can be pene- Opponents must be above animal intelli- explained under Special Effects. trated, such as brush, drapes, or fog, is called gence to be affected. soft cover. Solid cover that protects any part The following situations can force a special Bola: A length of cord with throwing of the target’s body is called hard cover.If the Morale check: weights on both ends, this weapon is used to target has cover, the following penalties mod- -If the weapon user inflicts maximum possi- entangle foes. If struck by a bola, the victim ify the Hit roll: ble damage. must make a Saving Throw vs. Death Ray or -If the weapon user avoids all damage in a Target has: Soft Cover Hard Cover suffer the additional effects explained under round due to deflecting the blows. Special Effects. If the target of a bola attack ‘14 cover -1 -2 -If the weapon user disarms two or more gains an Armor Class bonus for cover, the ‘12 cover -2 -4 opponents in the same round. bonus also applies to the victim’s saving 3/4 cover -3 -6 The DM may add other special situations if throws against the bola’s effects, making it Full cover -4 Can’t Hit desired. easier to avoid them.

17 WeaDon Masterv

Blowgun: This hollow tube can vary from Those trained in the use of these two- arm at Skilled level and above. This weapon 6 inches to 4 feet in length. The user blows a handed weapons can deflect some attacks may be set vs. a charge. small envenomed thorn at his target through with swift circular maneuvers. Spetum: The spetum has a long spike with the tube. The thorn is usually coated with a Pole arms are generally grouped into three two sharp curved blades forming a trident deadly poison, though the DM may choose to categories: thrusters, choppers, and combi- shape. Use pike statistics and deflect scores. use a drug that causes other effects (paralyza- nation weapons. Although each category is This weapon may also disarm at Skilled or tion, sleep, delirium). The victim must make represented here by one weapon, there were greater mastery. The spetum may be set vs. a a Saving Throw vs. Posion or suffer the addi- many variations of pole arms. charge. tional effects noted in Special Effects. Pole arm heads show slight variations add- Spontoon: The spontoon has an elaborate Crossbow, Heavy: This weapon is large ing special abilities. Hooks are added to catch blade, possibly wavy or with flanges. Use and heavy. If the user does not have a a foe and pull him down. Curved blades can spear statistics, but this weapon may not be Strength of 18, this weapon can be fired only block attacks and disarm an enemy. The spe- thrown. Use the deflect scores of a halbard. once every 2 rounds. cial effects of each weapon are assigned sepa- The spontoon does double damage like a dag- Crossbow, Light: This weapon requires rately. ger and may be set vs. a charge, two hands to load, but only one to fire. The types of pole arms available are: Voulge: The voulge has a large, heavy, Halbard: This weapon is both a thrusting broad blade like a cleaver. Use pole axe statis- Net: A net inflicts no damage. It is used to and a chopping weapon. It has a broad axe tics, but this weapon causes + 2 damage. Use trap and capture an enemy. A victim must head with a spike on the top and a hook on the the deflect scores for a halbard. The voulge make a Saving Throw vs. Death Ray or suf- back. may cause double damage like a dagger. fer the additional effects noted in Special Pike: This thrusting weapon has a short, Effects. Nets come in a variety of sizes; if the sharp spearhead on the end of a very long Rarely Thrown Weapons: These weap- target is too large for the net, he will gain pole (12-18 feet). ons are normally used in melee, but at high bonuses to his saving throw to avoid the Pole Axe: This chopping weapon has a levels of mastery they may be thrown in des- effects. Using the chart below, determine small axe head attached to a pole of varying perate situations. To throw these weapons, how many sizes the victim is larger than the length (5-15 feet). the attacker must make a normal Hit roll net. For each size greater, the victim gains a Other pole arms that might be used: modified by Strength. Since the maneuver is + 4 bonus. A roll of 1 is always a failure, Bardiche: This weapon has a heavy axe unexpected, the attacker first checks to see if unless the bonus is + 20 or greater. blade with a long spike projecting forward. his foe is surprised (a roll of 1 or 2 on ld6). If Victim’s size Net Size* Use halbard statistics, but this weapon has the victim is not surprised, he may make a ~~ ~ ~~ the deflect abilities of the pike. The bardiche Saving Throw vs. Death Ray to reduce dam- Verysmall (up to 1’) 2‘ x 2’ may be set vs. a charge. age to half. Small (upto 3’) 4’ x 4’ Bill: A lightweight weapon, the bill has a Medium (upto 6’) 6’ x 6’ long, narrow, single-edged blade (like a Shield Weapons: These weapons com- Large (up to 10’) 9’ x 9’ scythe). Use pole axe statistics and deflect bine a shield with weapon blades. Though Very Large (upto15‘) 12’ x 12’ scores. In addition, the bill has the hook abil- awkward and breakable, a shield weapon can Huge (upto20’) 16’ x 16’ ity of a halbard. provide a second attack when used with a Mammoth (up to 30’) 25‘ X 25’ Gisarme: This weapon resembles a bill one-handed weapon. Only fighters, thieves, * Or equivalent in square feet. with a thin spike on the back of the blade, and demi-humans may use these weapons. Nets 4’ x 4‘ or smaller may be used one curving forward. Use pike statistics and Monsters rarely use shield weapons. handed. Larger nets require two hands. deflect scores. The gisarme also has the hook The larger shield weapons may break dur- ability. ing battle. Check for breakage whenever the Pole Arms: Pole arms consist of various Glaive: This weapon has a broad, knife- attacker or defender rolls the exact Hit roll weapon blades mounted on long poles. Pole like blade. Use pole axe statistics and deflect needed. (If a roll of 9 or better is needed to arms may be used only by fighters, dwarves scores. The glaive causes double damage like hit, and a 9 is rolled on the die, check for and elves. Because of their length, pole arms a dagger. This weapon may be set vs. a breakage.) Each time a breakage occurs, one may attack a foe from behind another charac- charge. of the shield weapon’s blades becomes unusa- ter who is battling the same enemy. Lochaber Axe: This weapon has a long, ble. A pole arm may be used with the optional heavy, single-bladed axe with a hook on the The chance that a shield weapon will break fighter combat rules from the D&D@ Com- back, pointing forward. Use all of the halbard is 5 or less on ld10. Magical shield bonuses panion Set. However, the optional disarm rules, but the lochaber axe may also stun at add to the die roll, and magical weapon rule may only be used where noted with the the highest two masteries. bonuses of the foe subtract from it. Apply a weapon type. Partizan: The partizan has a broad spear- penalty for a foe’s attack of -1 per 10 points of The pole arm user’s Hit rolls suffer penal- head with two hooks at the base, pointing for- maximum damage possible. ties of -3 for each of the following cases: ward. Use all the pike rules, but this weapon Horned Shield: This is a one-foot circular -The user is a dwarf. may also disarm. This weapon may be set vs. shield that is strapped to the arm rather than -Attacking from behind a larger ally. a charge. held. A single spike projects from its center. -Ally in front is using a battle axe, bola, Ranseur: This weapon has a short, sharp This shield is very durable and will not break. sling, sword, or whip. spike flanked by two short, curved blades at -Ally in front is using a two-handed its base. Use halbard statistics and deflect weapon. scores. The ranseur may also be used to dis-

18 Knife Shield: This is a small buckler Strength modifications to the Hit roll and Unskilled with a weapon, it may not be used equipped with one or two short blades pro- damage caused. for a second attack. truding from its sides. Sword Shield: This medium-sized shield Tossed Items: These items are not nor- Whip: A whip may be used to either has one or two sword or spear blades project- mally weapons, but may be thrown at a tar- entangle or cause damage. How it is to be ing from the sides (if round) or ends (if get. When tossing these items, everyone has used must always be declared before making oblong). Basic mastery level without halving damage. an attack. If the attacker attempts to entan- Tusked Shield: This large shield has one to The types of items typically thrown are: gle, the victim must make a Saving Throw four short blades protruding from the sides. Stone: This is a rock of fist size or smaller. vs. Death Ray or suffer the additional effects It may have a central spike. Due to its size, When throwing any object that causes impact noted in Special Effects. the tusked shield requires two hands to use damage, treat it as if throwing a stone. and may not be used with another weapon. Strength modifications apply to Hit rolls and damage. Staff: This is a 2-inch thick staff, 4 to 6 Oil, Burning: Burning oil causes 1-8 feet long. A staff may be used by all classes. points of damage each round a target is in the fire. Thrown oil will burn for only 2 rounds. Sword Bastard: This special weapon may Holy Water: Holy water can damage only Weapon Mastery Tables undead and evil enchanted creatures. be used either one or two handed. If used two How to Use the Weapon Mastery Tables handed, the wielder cannot use a shield and always loses initiative. Two Weapons: The DM may optionally The Weapon Mastery Tables have been allow a character to attack with two weapons. divided into four categories, based on the Thrown Weapons: These weapons may The second attack should be treated as if at way weapons are used. Further explanations be used in melee or may be thrown at a tar- one mastery level lower than that possessed of the special qualities of weapon are pro- get. Thrown weapons always add any and at a -4 penalty to hit. If the character is vided in the Weapon Descriptions.

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Victim’s Bonus to Results of Failed Saving Throw Level or Saving BLOWGUN NET BLACKJACK Hit Dice Throw BasiclSkilled ExpedMaster Grand Master

~______~~ upto 1 None Death Entangle Knockout Knockout Knockout 1+1to3 +1 75% hp + Paralysis Entangle Knockout Knockout Knockout 3+1to6 +2 50% hp + Paralysis Slow Stun Knockout Knockout 6+1 to9 +3 50% hp Slow Stun Stun Knockout 9+1 to 12 +4 25% hp Delay Delay Stun Stun 12 + 1 to 16 +5 25% hp Delay Delay Delay Stun 16 + 1 or more +5 10% hp Delay Delay Delay Delay

Saving Throw Needed: Poison Death Ray Death Ray

Victim’s Bonus to Results of Failed Saving Throw Level or Saving BOLA OR WHIP Hit Dice Throw Basic/Skilled ExpertlMaster Grand Master

upto 1 None Entangle Entangle Entangle 1+1to3 +1 Entangle Entangle Entangle 3+1to6 +2 Slow Entangle Entangle 6+1to9 +3 Slow Slow Entangle 9+1 to 12 +4 Delay Slow Slow 12 + 1 to 16 +5 Delay Delay Slow 16 + 1 or more +5 Delay Delay Delay Saving Throw Needed: Death Ray

Breaks: Whenever the user or his foe rolls make a Saving Throw vs. Death Ray each against the charge. If the weapon hits the the exact number needed to hit, there is a round to escape. charging foe, it inflicts double damage. chance that one of the shield weapon’s blades Hook: Instead of making a normal attack, Slow: The victim is slowed and can move will break. Roll ld10. If the roll is 1-5, one the user of this weapon may attempt to hook and attack at only half the normal rate. No blade breaks. and pull down a foe. The attacker must roll to spells may be cast while slowed. Charge: If the user charges 20 yards or more hit. This causes minimum damage, and the Skewer: The user of this weapon may decide and strikes his target, the victim takes double victim must make a Saving Throw vs. Paral- to skewer a foe rather than making repeat damage. ysis or fall down. A +4 bonus to Hit rolls attacks, if the foe has no more than the number Death: The victim is reduced to 0 hit points. applies when attacking a fallen foe. A fallen of Hit Dice noted. The maximum possible Hit Deflect: In addition to any attacks, the user foe also has a -4 penalty to all saving throws Dice for the purpose of this attack is 9. Once of this weapon may attempt to deflect the and a -2 penalty to Hit rolls while on the the weapon hits, it is stuck in the foe and can- number of melee and thrown weapon attacks ground. It takes one round to stand up. not be removed for 5-8 (d4 + 4) rounds. For indicated in one round. To deflect each Ignite: Fire has a chance to ignite anything each round a victim is skewered, he will auto- attack, the character must make a Saving flammable equal to 5 % per point of damage matically take 1-6 points of damage. Throw vs. Death Ray. caused in each round. If an item ignites, it Strangle: If the attacker makes a natural roll Delay: The victim must make a saving will bum for 1-6 rounds causing 1-4 points of of the numbers indicated, the victim must throw or lose initiative the next round. If a damage each round. make a Saving Throw vs. Death Ray or be saving throw is not specified, make a Saving Knockout: The victim is rendered uncon- immediately paralyzed and die in 3-8 (d6 + 2) Throw vs. Paralysis. For missile attacks, this scious for ldlOO rounds. rounds unless rescued. If the victim escapes, effect occurs only at the indicated ran,ges. Paralyze: There are two forms of paralysis. he remains paralyzed for 2-12 rounds. Disarm: The user may attempt to disarm an The first type freezes a creature in place for 1-6 Stun: If the victim is approximately the opponent instead of making a normal attack. turns. A paralyzed creature is conscious and same size as the attacker or smaller, he is The attacker must roll to hit the target. The vic- aware of what is happening but cannot move, stunned if he fails a Saving Throw vs. Death tim may save by rolling less than or equal to his attack, talk, or cast spells. The second type of Ray. A stunned creature moves at one-third Dexterity on ld20. If the attacker is normally paralysis results from a failed strangle attempt, speed and cannot attack or cast spells. The able to disarm as a tighter, the victim must save leaving the victim too weak to move for 2-12 victim also suffers a + 2 penalty to his Armor at a + 5 penalty. Dexterity scores for NPCs and rounds. Attacks against a paralyzed creature Class and a -2 penalty to all saving throws monsters should be determined by the DM, or automatically hit. Any cure spell may be used to while stunned. A Saving Throw vs. Death else treat as 11. For each level of mastery the negate the effects of paralysis but does not cure Ray may be made each round to recover attacker has gained beyond Basic, the victim damage in addition to the paralysis. from the stun effect. For missile weapons, suffers a penalty of + 1 to his saving throw vs. Poison: See the chart for effects. this effect occurs only at the specified ranges. the effect. Second Attack: The user is able to make a Unskilled: If Unskilled with a weapon, a Double Damage: On a natural roll of the second attack with the shield weapon while user attacks at Basic mastery level but inflicts numbers indicated, the weapon inflicts dou- attacking with another one-handed weapon. only half damage. All missile weapons have a ble damage. Set vs. Charge: If the user is aware of a penalty of -1 to all Hit rolls. Entangle: An entangled victim cannot charging enemy, the weapon may be set k hp: The victim loses this percent of his attack, cast spells, or move. The victim may original hit points. 22 Siege equipment

The following notes are offered as histori- within melee range. Any item which is part of etc.) A barrage must be followed by a week of cal information, to stimulate the imagination a wall or tower (such as a door, window, etc.) either complete rest or slow fire, the latter and establish a more detailed view of medie- is in itself hard to hit by missile attack, but incurring a corresponding penalty (50% less val siege warfare. any such attack that hits AC -4 or better hits BR, etc.) The siege section of the War Machine the structure’s wall near the target. already reflects the assumption that some or The walls of the stone building are 1 foot Artillery Ammunition all of the following weapons are being thick; those of all other structures (barbican, Three types of ammunition can be used employed, and that some appropriate gatehouse, tower, etc.) are 30 inches thick. with artillery devices: normal shot, pitch and defenses are at hand and likewise used. For When using the War Machine mass com- treated shot, and special loads. fast resolution of any assault on a fortification bat rules, the BR bonuses apply only to the Normal shot is simply rocks, usually from (whether walled town or huge fortress), you defending force, and only if that force 6 inches to 2 feet in diameter. Normal shot may still use that system. remains within the fortifications. Note that can damage any type of target. However, not all attacks on fortresses will these bonuses replace the standard + 50 Pitch and treated shot are flammable, result in sieges. This is especially true if pow- bonus for a fortification (and others; see Siege gooey materials, usually ignited just before erful magic-users are present, for magic can Machine for details). firing. Treated shot is pitch with minerals produce very fast results. added to cause fast burning that is hard to When both sides have powerful magic- Item and NPC Specialist extinguish. An artillery device must be spe- users, the battle could be quickly resolved in Descriptions cially prepared for pitch shot by adding a either direction, depending on the tactics metal lining or basket to avoid damage. Pitch used. The War Machine rules are iradequate Tactical Terms and treated shot can set any target afire but for such cases. A game session devoted In the following descriptions, mention is inflict damage only to flammable targets and entirely to this sort of battle is recon nmended. made of the following tactics available to the creatures. If a long siege situation does arise, one forces attacking a fortification: Special shot includes unusual objects or important point should be emphasized: the Bombard: The troops of the attacking creatures of any sort. In medieval times, costs of paying one’s forces and maintaining forces take a position distant from the fortifi- artillery was used to hurl diseased animals supplies for their use should be strictly cation but within range of artillery. Artillery into fortifications (though this is much less applied throughout any siege. Cost was his- fire is the only form of combat; no melee or effective in the game, as clerics can cure dis- torically (and should remain, in the game) missile fire occurs. eases easily). Enemy bodies were also hurled the greatest obstacle to siege warfare. Harass: The attacking forces are within back into their strongholds, to depress the range of missile fire. Combat is intermittent, morale of the survivors. The players of a siege battle must decide on in any form except melee. A catapult can be mounted on a ship, but a the method of play. There are three methods: Assault: The attacking forces actively try trebuchet cannot. Normal shot used for ship- 1. Play a normal D&D@game based on the to penetrate the fortification by any means borne artillery is smaller than land shot but is siege. possible. Combat is primarily melee, with more carefully crafted, carved with jagged 2. Use the Siege Machine (expanded War some missile fire but usually no artillery fire. edges to maximize damage while minimizing Machine rules for sieges). weight. 3. Use the basic War Machine system. Siege Weapons The damage per hit and weekly ammuni- tion costs for each weapon (given on page 28) Three basic types of siege weapons are are based on the use of normal shot only. 1. Normal game: Each player should described here: artillery (catapult and trebu- review siege equipment, ignoring any infor- Deduct costs from the dominion treasury of chet, also called indirect fire), direct fire (bal- the ruler employing the artillery. The costs mation specific to War Machine, and also lista), and breaching weapons (ram and read the special information on Damage represent far more time and effort than actual bore). Artillery and direct fire machines are cash. (below). useful to both attackers and defenders in siege 2. Siege Machine: This section gives In siege warfare, most artillery shots miss. situations. Breaching weapons are useful Spent artillery shots can be gathered and re- step-by-step instructions for using the Siege only to attackers. Machine system. Review the general descrip- used. Rocks can often be gathered at the site of the siege, and pieces of damaged construc- tions of siege equipment, then skip to the Artillery (Indirect Fire) Siege Machine rules. tions may also be used as normal shot. 3. Basic War Machine: See the D&D@ Artillery is used to inflict damage to con- Defenders can minimize ammunition cost Companion Set for details. In a siege situa- structions at long range. Equipment and by gathering shot from attacking artillery and tion, a + 50 bonus applies to the defender’s creatures may also be affected. Artillery can- rubble from damaged fortifications. Battle Rating (BR). (See Step 4: Combat not be effectively aimed at moving targets. Results, D&D@ Companion Set, Book 2, One artillerist (see NPC Siege Specialists) page 14, and note the minor modifications for is needed for each piece of artillery. Hit rolls sieges, page 15.) are made using the level of the artillerist (as a fighter). All artillery crew members must be Fortifications trained and practiced in their tasks. Artillery may be used to barrage, firing at General Note: Armor classes are used for 150 % of capacity for one week (with a corres- missile fire only; use AC 6 if the attacker is ponding increase in BR value, shots fired,

23 Siege Equipment

Catapults (Figure 1) much larger (often 5 to 10 feet long) and rests within a cradle of chains rather than A catapult is a huge wooden spoon mounted on a platform or wheeled carriage. being firmly attached, so it can be freely mounted in a wooden frame. Its lower end is Only the largest form of ballista (wheeled) is rotated. Ropes are wrapped tightly around it, fixed in twisted ropes, so that the tension on described here for siege we; smaller forms and pulled alternately from each side by two the ropes keeps it near upright. When the are possible, having proportionately less crews of four men each. The direction of the spoon is pulled down, the ropes become more range and damage. The medieval espringale bore’s rotation alternates. Two additional taut. The spoon is secured in this position, was about half the size of the ballista given men are needed to hold the bore firmly loaded with shot, and released. It pivots here. against the target structure. quickly upward until it hits a horizontal Ballista ammunition resembles a spear, crossbar and suddenly stops; the shot con- usually with a larger head. It is nearly useless Miscellaneous Siege Equipment tinues on its way, following an arched trajec- against constructions, but can inflict some The two basic types of miscellaneous siege tory. The range varies by the amount of damage to equipment. It is designed, as the equipment are (1) equipment used only in tension on the ropes. A trained artillerist crossbow, as a weapon for use against crea- Assaults, and (2) equipment useful for both knows the proper amounts of tension for vari- tures. Assaulting and Harassing. Miscellaneous ous ranges of fire. Hit rolls for a ballista are made as if the equipment is useful only to attackers, not to Two types of catapults are common-light device were a fighter of a level equal to its defenders. and heavy. Either may be mounted on a number of crew. No specialists are needed for wheeled carriage for towing. ballista operation, though some training is Assault Equipment Light Catapult: The light catapult was required. introduced in the D&D@Expert Rulebook. Belfry (Figure 6) These artillery rules replace that informa- Breaching Weapons A belfry (or siege tower) is a protected tion. If a fortress is near a harbor or lake, or stairway. The standard belfry is a 30-foot tall A breaching weapon is a device used to cre- along a coast, ship-mounted catapults may be building on wheels, made of a stout wood ate a hole (breach) in a wall or other construc-’ effectively used along with those on land. frame with thin walls. The walls are covered tion. This can be done by either of two Heavy Catapult: This weapon is nearly with uncured or wet animal hides and blan- methods: pounding until the wall gives way, identical to the light catapult, but can fire kets to minimize fire damage. The interior of or digging a hole through the wall. The weap- heavier missiles and has a longer range. the building contains a well-built stairway. ons used for each of these methods (respec- One or two doors lead into the building at the tively) are the ram and the bore. Trebuchet (Figure 2) base. A drawbridge near the top of the belfry Breaching weapons are only usable in Somewhat similar to the catapult, a trebu- is controlled from inside. A final set of steps Assaults, and only by the attackers. No spe- chet is a huge wooden bar with a sling at one leads to the roof of the belfry, with access pro- cialists are needed to operate breaching end, mounted on a wooden frame in seesaw tected by a trap door, barred on the inside. weapons, and little or no training is needed fashion. Instead of using ropes and tension to for their crews. In use, the belfry is pushed or pulled up to propel it, the bar is mounted on a pivot so a wall; then troops enter the doors and climb Breaching weapons are resistant to fire, that part of the bar projects towards the tar- the stairway. When ready, they lower the taking half damage from it at all times (both get. A large basket or net is hung from this drawbridge so that it gives access to the top of when attacked by fire and when burning). end and is filled with weights. Ropes are used the wall, and charge across to melee. Some to pull the long sling arm down and hold it for troops may take position atop the belfry, add- Ram (Figure 4) loading. ing missile fire to the melee atop the wall. A ram is a large, heavy log or similar When released, the weights pull the short If a belfry is subjected to fire attack, it takes device, usually with a metal end. This end is arm downward, and the long arm pivots full initial fire damage but might not be set repeatedly slammed against a target, such as quickly upward. The sling slows naturally as afire (half the original chance). a door, using brute force to cause damage. the weights reach the bottom of the arc and One man is needed for each foot of length flies open, causing the shot to fly off in a high, Hoist (Figure 7) when running with a ram to do damage to a arched trajectory. The range of fire is deter- A hoist is a machine used to lift small num- target, although a ram can be transported by mined by the amount of weight in the basket bers of troops over or to the top of a wall or fewer men. The ram is more commonly used or net, and by the exact position of the basket other obstruction. It consists of a light frame, by fastening it securely to stout chains on the short arm of the bar. similar to a belfry’s, with a long beam pro- attached to a wheeled gallery shed ceiling or jecting from the top, and a pulley on the belfry (see Miscellaneous Equipment). The Direct Fire beam. A large basket, capable of carrying up ram is then easily rolled up to and swung to four men, is raised by ropes through the A direct fire weapon is a missile weapon against the target. When a ram is used in this pulley and connected to a winch. The rate of that fires directly at a target at high speed, manner, only one man is needed for each 2 ascent varies by the number of crewmen instead of tossing a shot indirectly at rela- feet of the ram’s length. operating the hoist and by the number of tively low speed. Bows, crossbows, and slings troops raised in the basket. are direct fire weapons. One large direct tire Bore (Figure 5) A hoist is normally used to raise well- weapon, the ballista (Figure 3), is commonly A bore is similar to a suspended ram in armed or higher-level troops to a wall (those used in siege warfare. some respects, being a long and heavy log- who can withstand some missile fire before A ballista is very similar to a normal cross- like device hung from chains. Its metal tip is engaging in melee). bow, and was actually its forerunner. It is similar to a corkscrew. Unlike the ram, it

24 \ Figure 8

Hoist Figure 7

Figure 1

A

Ballist

W Figure 96 timber Fort, single sec Siege Equipment

Ladder attacks against creatures. Siege weapons and Acid: This attack causes full damage to The siege ladder is a large, sturdy version buildings, however, are more resistant to wood but only the normal structural damage of the common ladder. It is most effective damage. The following formulas are used to to stone. when used by surprise or against defenders determine how much damage is caused when Blackball: Treat this monster as if a disin- already occupied by attackers from a belfry or different structures are attacked. The catego- tegrate spell. hoist. Used alone, ladders are easily toppled ries of targets are defined as follows: Constructs: These monsters cause dam- or broken by defenders. Creature includes all living and undead age at the normal reductions, but do not take ' To topple a ladder, multiply the number of monsters, as well as characters. Use nor1mal any damage when attacking stone structures. defenders (up to four) trying to topple the lad- damage ranges. C'keeping Doom: See Insect Plague. der by four. This is the saving throw number Wooden structure includes all siege eqiiip- C'rystallize: This attack weakens both the attacker must roll each round or the lad- ment, wooden sailing vessels, wagons, hi Its. wood and stone structures. All subsequent der is toppled. and wooden parts of stone constructions. PhYsical attacks at the weakened point cause Stone construction includes walls, buildild- twic e the normal structural damage, up to a Other Equipment ings, and other structures made mostly of total of 50 points, when the effect ceases. stone, and includes natural cover such as Dissolve: This spell only works against The three items listed below, gallery shed, stony bluffs and hills. uncrafted stone and will not affect a castle mantlet, and timber fort, are resistant to fire Equipment and structures do not get a sav- wall. If cast on the bedrock beneath a wall, damage. Each takes half normal damage at ing throw against special attacks. there is a 10% chance per spell that a 10-foot all times, both from initial fire damage and wide section of the wall will collapse. from continued burning. Creature Attacks Elemental, Air: This category includes Any creature may attack a wooden target, djinni, aerial servants, and invisible stalkers. Gallery shed (Figure 8) but wooden structures take only half damage Attacks from these creatures cause normal This protective device is a wooden building from any physical attack. If the creature can structural damage but have no effect on with a light frame construction. It has side eat wood, full damage is inflicted. stone. walls but not end walls. The roof is normally Only creatures equal to or larger than an Elemental, Earth: This category includes covered with animal hides or wet blankets to ogre may inflict damage on stone construc- kryst and horde creatures. Attacks against minimize fire damage. The standard gallery tions through a physical attack. Stone con- wood cause normal structural damage but shed is 20 feet long, 10 feet wide, and 10 feet structions take only 1 point of damage for attacks against stone cause twice the normal tall. It can be carried by men, and gives a 20 every 5 points inflicted, rounding up. If the structural damage. -12 bonus to the Armor Class of those within creature can burrow through stone, full dam- Elemental, Flame: This category includes it. age is caused. Any creature who cannot bur- efreeti and helions. Attacks cause normal A gallery shed is most often used along row through stone and is not using a weapon structural damage as fire, but the fire cannot with a ram or bore, which is suspended by takes 1-6 points of damage each time it be extinguished as long as the creature chains from the ceiling of the shed before attacks. remains within 30 feet of the fire. advancing on the enemy. It is also used by Missile attacks are effective against only Elemental, Water: This category includes miners. wooden and stone structures when fired by a hydrax and undines. Attacks against wood siege weapon or thrown by an ogre-size or cause normal structural damage but attacks Mantlet (Figure sa) larger creature. against stone cause only 1 point for every 10 A mantlet is a wooden wall, built with points of damage inflicted, rounded up. wheels for easy movement. The standard Special Attacks Falling: Wooden and stone structures take mantlet is 8 feet long and 4 feet high, and can Special attacks include natural creature half normal falling damage. shield up to five men. Those protected by the abilities, spells, and magical effects. Special Fire: Wooden structures can be damaged mantlet gain a -4 bonus to Armor Class. attacks that cause physical damage work like by fire, but take only 1 point per 6-sided die Mantlets are often used by troops who are this: of damage or per 5 points of maximum possi- pushing a belfry up to a wall, and by those ble damage, rounded up. Furthermore, operating or waiting for use of a hoist. They Against wooden structures: wooden items attacked by fire can be set -Half damage normally caused. are also useful to troops who are Harassing. afire, causing further damage. The chance of -If attack is a spell and no damage range is being set afire is 5% per point of damage given (such as it causes Timber fort (Figure 9b) disintegrate), 5 caused by each fire attack. Anything set afire points per levd of the spell. A timber fort is a heavy wooden wall, built will take 1 point of damage the first round, 3 in sections. It is movable only with difficulty. Against stone constructions: more points by the end of the the first turn, 6 Each section of the wall is 8 feet long and 4 or -Causes 1 point per six-sided die ofdamage, points the second turn, and 12 points for each 5 feet high. Those protected by a timber fort -Or (if attack doesn't use d6) causes 1 point turn thereafter, until destroyed. Any creature gain a -8 bonus to Armor Class. per 5 points of maximum possible damage, caught within a burning structure will take Timber forts are commonly used by rounded up. damage equal to ld6 per point of structural attackers Harassing near the fortification. -If attack is a spell and no damage range is damage at the same rate. Any flammable Structural Damage given, it causes 2 points per level of the structures next to a structure that has been set spell. afire may also catch fire with a chance of The damage ranges given for creatures, + 10% for each turn the first structure burns. siege weapons, and magical effects are for Other special effects are defined below

26 Siege Equipment

If water or loose earth and workers are Passwall: This spell has no effect against rienced in the operation of siege artillery (cat- available, they may attempt to extinguish the wood but will cause a breach in a stone struc- apult or trebuchet). One artillerist is needed fire. Each turn a fire is fought, the player ture. for each piece of siege artillery. Artillerists should roll ld6 per 10 workers. This is the Poison Gas: No effect. have levels of experiences, just as character number of points of structural fire damage Polymorph Object: There is a 10% classes. First-level artillerists (250 gp/month) extinguished that turn. If the number is chance that the spell will have no effect when are relatively common, but second-level (500 greater than the fire damage for that turn, the cast on a wood or stone structure. Poly- gp/month) and more experienced artillerists fire is extinguished. Only 10 people may fight morphing may create a breach in a stone are rare. Their levels increase at the same a fire for each 30 feet of structure frontage. Wall. rate as fighters, but artillerists gain 50-100 Each fire fighter suffers 1 point of damage per Reverse Gravity: Anything lifted by this XP per day of bombardment. They cannot point of structural damage caused that turn. spell suffers falling damage as if dropped gain XP in any other way (such as from trea- If the fire was caused by treated shot or a from 20 feet. However, anything fastened or sure or monsters defeated). dragon, fire fighters can extinguish only half rooted to the ground is not affected. Calculating shots fired: The approximate the normal number of points. Shrink: The nightcrawler may shrink number of shots per week in a siege varies by Stone will not burn, but wooden parts of something up to 50,000 cn actual weight. the number of crew, size of the artillery, and stone constructions will burn (roofs, floors, There is a 10% chance that the ability will available ammunition. The following for- doors, etc.). Fire damage is the same as for have no effect on wood or stone structures. If mula may be used for a good approximation. wooden structures, but only 10% of the total affected, the structure shrinks to one-sixth Multiply the rate of attack (as a fraction: hit points of a stone building may be burned. size and functions at one-sixth effect. shotdrounds) by 10,000. The result is the Flood: A flood is a forceful wave of water Turn wood: This spell causes no damage number of shots per week. For example, a that crashes against a structure. Damage is but moves wooden objects to the extent of its light catapult with full crew fires once every subject to the normal structural reductions range unless they are fastened down. five rounds, so its rate of attack fraction is l/5, for physical damage. Damage is equal to 3-24 Warp wood: This has no effect on wooden and its number of shots per week is 2,000. points per 10 foot height of the wave or depth siege equipment. This assumes normal operation for nine of the mouth of a broken dam. If the flood is Web: If used on a siege weapon, this spell hours a day at half the maximum rate of fire. from a lake, it will last for 1 round per 100 renders it useless for the duration of the spell. square yards of surface area of the lake. Wizard Lock: This spell makes a siege Siege Engineer (1,000 gp/month) Ice: An ice attack works the same as crys- weapon unusable for the duration of the spell. A siege engineer designs siege equipment tallize but lasts for only 1-6 rounds. and assists the commander in their tactical Insect Plague: This attack causes full Special Defenses: use. A siege engineer must be employed if damage to wooden structures but no damage Some spells may be cast on wooden and any special siege equipment (not including to stone constructions. stone structures. Normal effects apply in all ladder or timber fort) is used. One siege engi- Lava: Lava works like fire when attacking cases. In addition, magical walls, web and neer is needed for each 5 pieces of large both wood and stone but causes twice the growth of plants may be used to close a equipment used. Large equipment includes amount of damage as fire. Lava causes ld6 breach for the duration of the spell. all mantlets, belfrys and hoists, but not artil- points of damage per square yard. lery. Lightning: This is treated as a physical NPC Siege Specialists Engineers may supervise troops used as attack against wood and stone, with a 5% miners. One engineer is needed per excava- The following non-player characters are chance to catch fire per each 2 points of dam- tion. In one day, one miner can dig out 20 necessary for any operation involving siege age. cubic feet of hard rock, 40 cubic feet of soft equipment. Magic Weapons: When a magic weapon is rock, or 60 cubic feet of hard-packed earth. used, the magical bonuses should be added Up to 10 miners can work in one excavation. Artillerist (250 gp/level/month) only after making the noted reductions for An artillerist is an NPC trained and expe- physical structures.

Abbreviations Cost gp value per length or height A Assault which some weapons can be fired Size Always given as height x width x AC Armor Class due to the arc of fire is also given. length. This is a standard size; larger AC + Armor Class bonus gained by Damage The amount of damage inflicted on or smaller smaller equipment may be troops sheltered by the item creatures. made by using a fraction of the height H Harass Fire to determine additional cost. HP Equipment hit points Rate How fast the weapon can be fired, Enc Encumbrance. The first number is Crew Number in a full crew given as fire per round. for items carried; the second num- Range short ( + l), medium, and long (-1) BR+ BR bonus for use with War ber is for items equipped with ranges. The minimum range at Machine. wheels and towed.

27 Siege Equipment

SIEGE WEAPONS FULL FIRE AMMO TYPE COST ENC . AC HP CREW RANGE DAMAGE RATE BR+ COST/WK.

Ballista 75gp 6,000cnt 4 9 4 100/200/300(Min:NA) d10 + 6 lper2 +2 2,000 Catapult, Light 150gp 12,000cnt 4 18 6 200/250/300 (Min:150) d8 + 8 lper5 + 4 4,000 Catapult, Heavy 250gp 18,000cnt 0 27 8 250/325/400 (Min:175) d10 + 10 lper6 + 8 6,000 Trebuchet 400gp 24,000cnt 0 36 12 250/400/500 (Min:100) d12 + 13 lper6 +12 8,000 Bore 150gp 3,000cn -4 50 10 -__ d6+ 14 lper2 +4 --- Ram (10’) lOOgp 3,000cn -4 50 10 --- d6 + 8 lper2 +4 --- These weapons require a crew of at least one-quarter to be usable. If a crew is less than full, but greater than or equal to half the number: Ammo Cost, BR + and Rate of Fire are half normal. If a crew is reduced below half but not below one-fourth: Ammo cost, BR + and the Rate of Fire are divided by 4. Fractions are always rounded down.

MISCELLANEOUS SIEGE EQUIPMENT STANDARD WAR MACHINE TYPE COST SIZE ENC.t AC AC+ HP BR +

Belfry (A only) 25gp/ft height 30‘ tall 250,000cnt 0 -8 75 +lo** Gallery Shed (A only) 15gp/ft length 10‘ x 10’ x 20’ 8,000cnt 4 -12 40 Doubles values of bore or ram Hoist* (A only) 5gp/ft height 30‘ tall 12,000cnt 4 0 15 + 4** (+ 2 with Belfry) Ladder (A only) lgp/lO ft height 30 ‘ tall 900cn 4 0 3 + 2** (+ 2 with Belfry) Mantlet (A/H) 2gp/ft length 8’ long 4,800cnt 0 -4 16 + 2# (A) + 3# (H) Timber Fort (A/H) 4gp/ft length 8’ long 7,200cnt 0 -8 32 +4#(A) +6#(H) * The hoist’s usefulness depends on the number of crew used. One man can be lifted 10 feet per round per crewman used. Up to six crewmen may be used to operate a device. For every additional man lifted, to a maximum of four men, subtract 10 feet per round. ** All bonuses require that there be 1 piece per 1,000 men in the force. # All bonuses require that there be 1 piece per 100 men in the force. (Greater numbers can multiply the BR bonus up to 5 x maximum.) t These pieces of equipment may have wheels attached and be towed. Towing encumbrance = 1/12 Enc.

FORTIFICATIONS WAR MACHINE TYPE COST SIZE AC HP BR +

Barbican 37,OOOgp Two towers (30’ x 20‘) + gatehouse, gate & drawbridge 700 + 14 Battlement 50kP Crenellated parapet (100’long) 50 +1 Building, Wood 1,500~ Two-story (120’ of walls, doors, stairs, floors & roof) 40 +2 Building, Stone 3,OOOgp Two-story (120’of wall; doors, stairs & roof of wood) 60 +6 Door, Iron or Stone lOOgp Reinforced & barred (7‘ x 5’) 35 Drawbridge 250gP Wooden reinforced (10’ x 20’) 50 Gate, Wooden 1,OOOgp Reinforced & barred (10’ x 20’) 100 Gatehouse 6,500gp Stone (20’ x 20’ x 30’) includes gate & portcullis) 550’ + 11 Keep, Square 75,OOOgp Stone (80’ x 60’ x 60’) 2,500 + 50 Moat 40%P Earthen ditch (10’ x 20’ x 100’) --- + 16 double if filled w/water or mud ___ + 32 Tower, Bastion 9,OOOgp Stone, half-round (30’ x 30’) 300 +6 Tower, Round I 30,OOOgp Wide tower, stone (30’ x 30’) 350 +7 Tower, Round I1 15,OOOgp Narrow tower, stone (30’ x 20’) 250 +5 Wall, Castle 5,OOOgp Stone (20’ x 5’ x 100’) with battlements & stairs up 500 + 10 (BR + = + l/per 10’ section) (Breach in Wall) --- (Attacker gains + 1BR/10 ft breach) Wall, Wood 1,000 Wooden Stockade (20’ x 5’ x 100‘) with walk & stairs -4w 300 +5 (BR + = + 1 per 20’ section) Window low Open or barred (3 ’ x 1 ’) -12(0) * These hit points can be divided into the components of this fortification.

28 The Siege Machine

Expanded War Machine Rules ing siege modifications). Standard modifica- the DM’s option, reinforcements may arrive for Assaults on Fortifications tion for normal tactics are used, but the later to aid either the defenders or attackers. (former) attacker may choose a new ractic The player receiving reinforcements should Before starting, each player should have and is not bound by the siege tactic currently make a secondary list and re-compute costs, detailed information on the following sub- being used. (The number of defenders is no BFR, Troop Class, and BR bonuses. jects: longer multiplied by 4.) 4. Calculate total BR bonuses: Both The War Machine system (D&D@Com- If the fortification has a secret exit (possibly players take back their own lists and privately panion Set Book 2, pages 12-17) underground), the defenders may depart note the BR bonuses for each item (also cor- The troops involved (including leaders, unnoticed. If 10% of the defending force is recting any false details allowed and adding normal equipment, and other details needed left to maintain the appearance of strength, concealed equipment). The BR bonuses for for the War Machine) the departure of the main force may remain most siege weapons vary by the number of The defenders’ fortification (including undiscovered for some time, varying by the crew per weapon. The exact number of crew thickness and length of walls, height of other attacker’s current tactic. If the attackers are per machine should be noted, along with the constructions, etc.) Harassing, the departure becomes apparent BR bonus, to avoid errors. The siege equipment used by both sides, one to four hours after dawn. If the attackers 5a. Defender finds total BR score and and the number of crewmen operating each, are Bombarding, the departure will not be siege weapon bonuses: The defending as applicable noticed. If the attackers are Assaulting, the player adds the total defense bonus to the The exact monthly cost of mercenary departure is discovered after one siege turn. original BR score of the force to find the total troops hired to fight with the force The defenders’ smaller force may, however, modified BR. (The score is not revealed at The exact levels of all clerics in or with the be detected by special squads (see below). this time.) Additional bonuses for siege weap- force If the defenders’ fortification is not sur- ons will vary by the tactics used by the The exact number of full rations available rounded, the defending forces may Depart by attacker, but may be calculated at this time as (see Sustenance, below) normal means. If this takes place visibly and follows: during daylight, the attackers gain immedi- Attacker Bombards: Add all the bonuses for Available Options ate knowledge and may attack according to artillery (catapult and trebuchet), plus half normal War Machine rules. If the departure the bonuses for ballistas. Attacker’s Siege Options takes place under cover of darkness or invisi- Attacker Harasses: Add double the bonuses 1. Depart: The attacking forces leave the bility, the defenders may move up to one full for artillery, and add the full bonuses for bal- battle completely. No further combat occurs. terrain unit away from the attackers. listas. 2. Bombard: The attackers maintain a posi- If the defenders depart, the attackers may Attacker Assaults: Ignore artillery and add tion distant from the fortification but within pursue, occupy the fortification, or do both double the bonus for ballistas. range of the smallest Artillery used. Artillery (by splitting their force). Artillery cannot be 5b. Attacker calculates BR bonus for and ballista fire are the only possible forms of moved fast enough to pursue a fleeing force. each tactic: The attacking player privately combat. calculates the siege equipment bonuses which 3. Harass: The attacking force encamps near Siege Preparations will apply to each tactic chosen, as follows: the fortification. Some siege equipment may Bombard: All artillery bonuses apply, plus 1. Find costs for each side: Three sepa- be used, but not all (see Siege Preparations). half the ballista bonuses. rate costs may be involved: payroll, food and 4. Assault: The attacking force uses all avail- Harass: Bonuses for ballista, water supplies (sustenance), and ammuni- timber fort, able siege equipment and attacks forcefully, and mantlet apply. Some or all artillery bonus tion. All costs must be calculated per siege trying to penetrate the fortification. The may apply, if the attacker decides to use artil- turn, a time unit of one week. Review the attacking force gains a bonus of + 5% (not lery despite possible casualties to the crew. detailed notes given for each topic at the end merely +5) to its BR, but the defenders’ Assault: All miscellaneous equipment of this section. Each player notes the amount casualties are decreased by 5% (effects iden- bonuses apply, plus double ballista bonuses. of each (cash, rations, and ammunition) tical to the standard tactics). The combat Artillery bonuses may apply, if the attacker present at the start of the siege. turn is otherwise run normally. decides to use artillery despite the possible 2. Find BFR, Troop Class, and BR for casualties. Defender’s Siege Options each force: Each player privately calculates The defender may at any time choose to these details, using the standard War leave the fortress to make an Assault. If an Machine rules. (See the D&D@Companion avenue of escape exists, the defenders may Set Book 2, pages 12-17, for procedures.) choose to Depart. If they remain within the 3. List and compare siege details: The fortification, the defenders Harass. defending player makes a list of the walls, Defenders may not Bombard. buildings, moat, and other parts of his fortifi- If the defenders make an Assault, they lose cation, plus all unconcealed siege weapons in all fortification bonuses but may choose the use. The attacker lists all the unconcealed time of attack (day or night) and gain a siege equipment of the attacking force. (See + 10% (not + 10) bonus to their BR Concealed Information, below, for further (rounded up), which represents a degree of details.) The lists should not include BR val- surprise. Combat is otherwise run normally, ues. When finished, the lists are traded, and using the Combat Results Table (not apply- both players may make notes if desired. At

29 The Siege Machine

Resolving Siege Combat fending behind a wall, force is in stronghold. cent. If artillery is used, follow the Bombard 3. Choose tactics: Each player chooses one procedure. 1. Deduct costs for the battle Ignore week: siege tactic (as detailed in #5 below). Possible this step for the first battle of the siege. Apply tactics are Depart, Bombard, Harass, and Casualties it to the second and subsequent battle rolls. If Assault. Though optional in the War Casualties resulting from Harass or the defending force chooses to Harass, siege Machine, tactics are required for the Siege Assault tactics are applied normally. Casual- combat continues unless the attacker Machine. Defenders may not Bombard. ties from artillery Bombardment are deter- Departs. Each player deducts costs for the 4. Reveal tactics and modify BR for siege mined separately, as explained above under turn as follows: equipment: The tactic used by the attacker Bombard. a. Payments: Cash payments to mercenary is revealed first. Ifthe Bombard tactic is used, The casualties from the attacker’s artillery troops (one week’s payroll) are deducted the defender’s tactic is not revealed and he may affect both sides, depending on the tac- from each side’s total money. uses the Bombard bonuses only. Each player tics used by the attacker: b. Sustenance: Each side deducts one week’s finds the BR bonus which applies (based on food and water from its current stores for all Bombard 100% defenders 0% attackers the tactics used) and adds the bonus to the BR troops not fed by cleric spells. Harass 80% defenders 20% attackers of the force. c. Ammunition: Each side deducts one Assault 60% defenders 40% attackers 5. Find and apply results: The details for week’s amount of ammunition from each this procedure vary by the attacker’s tactic, as Divide the total Hit Dice of casualties by siege weapon’s total. Both sides may add follows. the average Hit Dice of the lowest level ammunition gained by gathering (see Siege Bombard: The attacking player adds the BR troops; the result is the actual number of Accounting: Ammunition). bonus gained for artillery and ballista. He casualties. As with normal casualties, con- d. Dominion Costs: If the end of a month then rolls d10 to determine casualties sider half of them as dead and the other half occurs at the end of a battle week, each side inflicted on the defending forces. The result- as wounded. If the division is not even, do not makes appropriate adjustments to their ing roll is read as a percentage (lo%, 20%, round off; consider the fraction as one dominion treasuries, deducting normal costs 30 %, etc.) of the BR rating equalling the Hit wounded casualty. and adding normal income. However, a ruler Dice of casualties inflicted on the defenders. The exact troops to which casualties are under siege cannot receive dominion income. The defender follows the same procedure, applied may be designated for more realism, If a secondary ruler has been previously des- but rolls 2d10. but this is not required. Special Note: If ignated, the dominion accounting continues For example, the attacker has 85 BR points artillery is used in a War Machine battle normally. of artillery and the defender has 40. The involving no fortifications, double the num- 2. Modify BR for field of battle: The battle attacker rolls a 5, causing 42% Hit Dice of ber of casualties, and apply 100% to the modifications for troop ratio, morale, envi- casualties (50% of 85). The defender rolls an enemy troops. ronment, immunities, and fatigue should be 11, causing 44 Hit Dice of casualties (1 10% done openly (but without revealing the start- of 40). Other Details ing BR). Some bonuses for terrain also apply Harass: Each player rolls d% , and adds the (but see Terrain, below). Remember that Concealed and False Information result to the BR of the force. The player with when calculating the troop ratio, the number In step 3 of Siege Preparations, players the higher total wins this round of the siege. of troops defending a fortification is multi- make lists and compare siege details. Both Subtract the lower total from the higher, and plied by four. Fatigue automatically lasts for players may conceal or exaggerate certain refer to the Combat Results Table (D&D@ one week instead of 1-4 days. details. Companion Set Book 2, page 15) to find the For battles involving highly unequal odds, Fortification details: The thickness and resulting casualties and fatigue. (Up to this the Troop Ratio Table in War Machine height of walls, towers, and belfries must be point, the procedure is identical to that of the (D&D@Companion Set Book Two, page 14) noted, but each player may claim a height or War Machine.) Modify the results as follows: is inadequate. Replace the last line of the width up to 5 feet different from the actual a. All casualties are only one-tenth of normal table (“ + 100 if 8 to 1 or greater”) with the amount. (drop the last zero in all cases). following: Visible equipment: The attacker must b. Both attackers and defenders ignore loca- reveal the exact and correct number of pieces tion changes; a Rout or “-” result for + 100 if 8, 9, or 10 to 1 of visible siege equipment used at the start of Fatigue is treated as “S”. + 110 if 11-15 to 1 the battle. However, more equipment may be c. Defender casualties are half the final + 120 if 16-20 to 1 brought in later or may be concealed by large percent. If artillery is used, calculate casual- + 130 if 21-30 to 1 structures. The existence of such secret weap- ties as for Bombard. + 140 if 31-40 to 1 ons is revealed as soon as they are used, when Assault: The procedure used for Assault is + 150 if 41-50 to 1 their bonuses to combat are applied. identical to that for Harass, but with the fol- + 160 if 51-60 to 1, etc. Invisible Equipment: Invisibility used lowing modifications: by either side counts towards concealing Terrain: In the War Machine (D&D@Com- a. Casualties are half of normal. weapons only if the enemy has no method of panion Set Book 2, page 14, some terrain b. A Rout or “-” result indicates that the detecting invisible objects. If the enemy spots bonuses apply to the defender only. Ignore losers are driven back. If the defenders lose, a team of mules pulling invisible siege equip- the following normal bonuses; they are they are driven out of the fortification. If the ment but cannot detect invisible, the attacker replaced by the more detailed defense attackers lose, they are forced back to a Bom- may identify the invisible siege weapon incor- bonuses for the fortification, as calculated in barding position. rectly. the Preparations: defending in place, de- c. Defender casualties are half the final per-

30 The Siege Machine

Siege Accounting and Costs BR bonus is not counted for that week. Some forces have insufficient numbers or Artillery shot can be used in any piece of levels of clerics to sustain them, and some Ammunition: The missiles used by cata- artillery. For conversion, consider 6 units of have no clerics at all. Anyone not receiving pults, trebuchets, and ballistas must be light catapult ammunition as equal to 5 units full rations becomes fatigued: moderate accounted for in siege situations. Ammuni- of heavy catapult ammunition, or 4 units of fatigue after one week of less than proper tion may be the largest single cost of the siege. trebuchet ammunition. feeding, serious fatigue after another week, Before the battle, each player notes the becoming weak (losing 50% of BR) after a amount of ammunition available for each siege Payroll: The standard mercenary payroll third week. Morale drops 2 points for each weapon. The weekly costs given for each are (D&D@Expert Rulebook, page 24) is given week of less than normal feeding. Troops not such weapon in the equipment details. Costs in cost per month. Divide the total payroll by fed at all will desert or rebel after only 1-3 should be recorded so that one unit equals a four to find the cost per week. days of such treatment. week's worth of ammunition. Note that the To be used for payroll, cash must be either Horses and other mounts of similar size costs are subtracted from a dominion treasury kept at the siege site or delivered at regular require double normal (human) rations for and may be considered part cash, part services. intervals (either procedure requiring guards). survival. Underfeeding brings the same pen- In step 1 of each battle week, both players Cash must be in a physical form suitable for alties as for troops; if not fed, the mounts may deduct ammunition to be used in the follow- individual payments; mercenaries cannot be flee, attack their owners, or simply weaken ing turn (week), subtracting 1 (one week's expected to make change. Mercenaries may be and die (in 4-9 days). worth) from the total for each siege weapon. given large sums as payment in advance of serv- Foraging and hunting are virtually useless Each player then adds a number to reflect ices, but this practice encourages desertion and for armies. Any force of 100 or more troops ammunition gathered. often causes a drop in morale (due to gambling, can quickly gather every available food Ballista ammunition may never be gath- theft, accidental loss, etc.). source in an area in only a day, providing ered or reused; all missed shots are broken food for one week at most, and often less. and unusable. Sustenance: A standard ration (5 gp) serves In step 1 of each week of siege combat, Artillery ammunition may be gathered one person for one week, but spoils if kept both players deduct the full rations to be used and reused by each side. The details vary for longer than a week. An iron ration (15 gp) also in the coming week. If less than full rations each side, as follows. serves one person for a week, but spoils only if are issued, fatigue and morale changes are The defending force can only gather a kept for 8 weeks. One week's food and water for applied immediately. Rations are not small amount of spent ammunition. The one person is called a full ration. deducted for troops supplied by clerics. attacker must first reveal the total number of The limiting factor for cleric assistance is artillery pieces that fired in the previous the 5th-level create food spell. Much more week. The defender divides that total by 4; water than food can be produced, by the 4th- the result is the number of weeks of ammuni- level create water spell. The following chart tion that the defenders can gather. gives the number of men fzd by one create The defenders may also choose to destroy foodspell (the Men per Spell column) and the stone buildings and use the stone for ammu- total number of men a cleric can sustain if all nition. This may be done quickly by few available spells are used to do so (the Max men. Each stone building yields a number of Men column). The cleric must provide food units (weeks' worth) of ammunition equal to daily; none can be stored as food its BR value. However, the BR bonus for the spoils within 24 hours. building must be immediately deducted from the defender's original total. The attacking force can gather a much CLERIC SUSTENANCE TABLE larger amount of spent artillery ammunition. Ammunition can only be collected from artil- Lvl of Men/ Max Lvlof Men/ Max lery used in the previous week. The amount Cleric spell Men Cleric spell Men varies by the tactic used in the current week: 1( 2700 Bombard: Three-quarters of the weapons 1 2880 fired. 1: 3672 Harass: One-half of the weapons fired 1: 3888 Assault: One-fourth of the weapons fired 1,I I"" +" 4788 These figures assume that all available 15 216 648 29 720 5040 troops are employed in gathering ammuni- 16 252 1008 30 756 5292 tion. Troops so employed do not rest enough 17 288 1152 31 792 6336 to offset fatigue, but do not suffer additional 18 324 1296 32 828 6624 fatigue. If a commander allows the troops to 19 360 1440 33 864 6912 rest to offset fatigue, the amount of ammuni- 20 396 1584 34 900 7200 tion gathered is half as much. 21 432 2160 35 936 8424 If a missile weapon runs out of ammuni- 22 468 2340 36 972 8748 tion, it gives no further BR bonuses. If a 23 504 2520 weapon is left unused to save ammunition, its

31 The Siege Machine

Special Squads the siege site. If a forest resource is within 5 Attacks Against a Part of a Fortifica- miles, 10 men can gather enough wood in one tion: If an attacker wishes to concentrate the Either side may use special squads, which day to make 5 hp of equipment. If the wood is assault against a small portion of a fortified are groups of specialists with exceptional 5-10 miles away, double the time; if 10-15 position, apply the following conditions: skills who work toward designated purposes. miles away, triple the time; if 15-20 miles 1. The attacker can use no more than 300 Typical purposes are reconnaissance (gather- away, quadruple the time needed. ing information about the enemy), demoli- troops and four siege engines per 100 feet of Nearby wooden buildings can be a source attack frontage. tion (attempting to destroy one or more of some usable wood. Five feet of building designated pieces of equipment), and com- 2. The defender gets the full BR benefit from wall can be converted into 1 hit point of the section of the fortification under attack. mando (attempting to capture or destroy one equipment. (This assumes the use of rafters or more persons valuable to the enemy). He also gets the full BR benefit for any towers and beams as well as the walls themselves.) with 200 feet of the area under attack. The Special squads usually involve magic. A Stone buildings (with wooden roofs) can also reconnaissance squad might include persons defender then adds in one-quarter of the BR yield usable beams, but only 5 hit points of benefit for the remaining parts of the fortifi- able to fly invisibly, observing enemy forces equipment per standard stone building. cation. at close range, and/or thieves who are able to Once materials are at hand, any super- sneak quietly. A demolition squad is usually vised but untrained person can construct formed to destroy siege weapons or a belfry. hit point of equipment per day. The maxi- A commando squad is often formed to mum number of workers that may be used is remove or capture enemy leaders or magic- equal to half the hit points of the finished users. equipment. For example, if six men work on Special squads must be created and a light catapult under proper supervision, defined before the start of the siege. Their they will finish 3 hp per day, taking six days to existence should not be revealed to the oppos- complete an 18 hp catapult. No more than ing player. The members of any special squad nine men can work on it at once. must be PCs or NPCs. War Machine proce- Ballista ammunition cannot be built in the dures are not applied. field except by an armorer. Special squads operate between siege bat- tle weeks. Their activities are played using Post-Siege Adjustments normal game rules. If the DM is also one of the players in the siege battle, he or she may Determining Damage to Fortifications: run the adventure, but should take great care If siege missiles are used during a siege, forti- to keep DM knowledge and NPC knowledge fications suffer a certain amount of damage. separate. Whenever doubt exists, results To determine the state of the walls, towers, should be decided in the player’s favor. and other parts of the fortification, make a A typical group of adventurers may damage roll for each attacker siege weapon in become a special squad for a siege. This is an use at the end of the siege (example: Id8 + 8 ideal way to play a normal D&D game within for light catapult). Add all of these damage the siege system. rolls together. Multiply the result by the The results of a special squad’s mission are number of weeks that the siege lasted. The applied immediately, before the next siege defender then rolls d% and subtracts the battle. For example, actions by a special result from the attacker’s total. The result is squad that result in the loss of several siege the number of hit points of damage to the for- weapons, leaders, clerics, etc., may require tification. the recalculation of any or all combat details If the total damage exceeds the original hit (from troop BR onwards). points, the fortification is completely reduced to rubble. Otherwise, first apply damage to Equipment Construction 75% of the walls’ hit points, and (if any dam- age needs further accounting) to the follow- Siege equipment can be constructed at the ing structures, in the order given. Deduct site of the siege. Each piece of equipment 20% of each structure’s original hit points must be constructed under the supervision of each time. If further damage needs account- a siege engineer. An artillerist is also needed ing, apply 20% more damage to the walls and for any artillery under construction. One each item on the following list, in order, going siege engineer can supervise up to four con- through the list as many times as necessary: structions at one time. One artillerist can supervise only two constructions at once. gatehouses, gates, and drawbridges To construct equipment, hardware (metal normal buildings materials and tools) must be brought to the towers siege site. The cost of hardware is 10% of the barbicans listed cost of the piece of equipment. keeps Wood must be in plentiful supply at or near

32 Afterword

We had so much detail to fit into Book a role-playing game. You know by now Two (which -has twice the number of that additional reading can provide pages as this book) that no room remains inspiration for your games. Historical for my comments. The following notes to and mythological research is suggested the DM are not secret, so players can feel in several sections of this set. The combat free to continue reading. and weapon details herein merely hint at The three main sections of the DM’s the designs and uses of medieval weap- book are Monsters, Artifacts, and Proce- ons. The powerful Artifacts are all based dures. I hope I’ve included monsters firmly in ancient lore of many lands. enough to challenge your players and Read further on the topics that interest keep them guessing. Artifacts are unique you. It matters not whether you prefer magic items, their designs based on fact to fancy, or modern to ancient ancient myth and legend. Master-level themes. I started reading , adventures may involve quests for such myself, and shifted to fantasy. Ideas items. abound in works of all kinds and times. The Procedures section contains eve- Using the bits gleaned from your read- rything the DM needs to know to run ing, develop a campaign precisely suited Master-level adventures. The rules listed to your taste and to that of your players. there (and throughout this set) supercede Above all, keep in touch with your any different rules in earlier sets. But players. Discuss the game regularly to remember, you need all four sets to have stay aware of their likes and dislikes. complete information. Each set offers Most problems can be avoided or solved much for both DMs and players. through simple discussion. The game Dungeon adventures were the meat of encourages creativity for all, especially Basic-level play. As the characters in players. Listen to their ideas; it’s their your campaign grew in power, their fame campaign, too. and fortunes grew. Now they have As characters set forth on these final reached the peak of their professions. tasks of their mortal lives, you, as DM, They hold land, rule, and train fol- control the great and powerful forces lowers. No longer homeless wanderers, around them. As the neutral arbiter of all Master-level characters require great game details, encourage your characters’ adventures and the promise of great success even as you deploy their opposi- reward to lure them. Rarely will any- tion. The tides of history can be turned thing less than an epic quest, a confron- by the actions of a single man; be ready tation with Immortals, the threat of war, for the assault. or the search for an ancient Artifact And have fun! mobilize these high-level characters. No set of rules, however complete, can Frank Mentzer give you all the information you need in Spring 1985 Index for MASTER PLAYERS’ BOOK

A R Armor,new ...... 15 Ram ...... 24 horse (barding) ...... 15 Retreat ...... 17 Artillerist ...... 27 S Artillery ...... 23 Ammunition ...... 23 ...... 23 Creature Attacks ...... 26 B Equipment miscellaneous Ballista ...... 24 ...... 28 Barding (horse armor) Belfry ...... Fortifications ...... Blackjack ...... 17 ...... 28 Blowgun ...... Bola ...... Specialists ...... 27 Bore ...... 24 Structural Damage ...... 26,32 Terms, tactical ...... 23 C Weapons, siege ...... Catapult ...... 24 Cleric ...... 3 Spells ...... 3 Casualties ...... 30 Constructing Siege Weapons . Crossbow ...... 18 ...... 31 D Preparations ...... Despair Effect 17 Resolving Sieges ...... Druid ...... 4 Special Squads ...... Spells ...... 4 Dwarf ...... 12 Siegeweapons ...... E Construction ...... 32 Elf ...... 12 Staff...... 19 Engineer, siege ...... 27 ...... 19 ...... 19 F T ...... 6 rawal ...... 17 Thief ...... 26 ...... 16 G Turning Undead Chart . Gallery shed ...... 26 W H Weapon Mastery ...... 15 Halfling ...... 12 Fighter option ...... 15 Hammer, throwing ...... 17 Magic-User option ...... 16 Hit Roll Chart ...... 14 Monsters, weapon-u Hoist ...... 24 Retroactive Applicat ...... 16 Holy Water ...... 19 Skills and Limits . . Special Effects Table ...... L Weapon Table ...... 21 Ladder ...... 26 Weapons, new Lance ...... 17 Hammer, throwing ...... 17 M Pole Arms ...... Shield Weapons ...... Magic-User ...... 23

Weapons, two ...... N Amazement Effect ...... 17 Net 18 ...... Benefits ...... 16 NPC Specialists ...... 27 Success and Failure ...... 16 P Tim . . 16 Pole Arms ...... 18 Whip ...... 19 Wish ...... 10

1021xxx1901 FOR ANY NUMBER OF PLAYERS, AGES 12 AND UP

MASTER DM’S BOW I

HE FANTASY ROLE-PLAYING GAME

Fantasy Adventure Game by Gary Gygax

ungeon Compiled by Frank Mentzer

TABLE OF CONTENTS Editing: Anne C . Gray. Mike Breault. Barbara Deer Development: Harold Johnson Cover Art: Larry Elmore Illustrations: Jeff Easley. PROCEDURES ...... 2 Typesetting: Linda Bakk Anti-Magic Effects ...... 2 Character Notes ...... 3 "1985 TSR. Inc . All Rights Reserved Dispel Magic ...... 6 Dominion Income and XP ...... 6 Encounters ...... 7 Experience Points Values, Revised ...... 10 se with the DUNGE Hit Roll Charts (Monsters) ...... 11 ON@ Basic. Expert. and C Immortals ...... 11 Sets . It does not explain how Intelligence ...... 16 game . You must have the Basic . Mystics ...... 17 Companion rules before you can Reality Shifts ...... 19 RecordKeeping ...... 19 Spell Casters (Non-Human) ...... 21 DUNGEONS & DRAGONS" and D&D@are registered Undead Lieges and Pawns ...... 22 trademarks owned by TSR. Inc . O1985 TSR. Inc . All Rights Reserved .

This book is protected under the copyright laws of the United States of America . Any reproduction or other unauthorized use of the material or artwork contained MONSTERS ...... 24 herein is prohibited without the express written consent of Prime Plane ...... 24 TSR. Inc . Other Planes ...... 40 Distributed to the book trade in the United States by Ran- Other Monsters ...... 42 dom House. Inc., and in Canada by Random House of Canada. Ltd . Distributed to the toy and hobby trade by regional distributors. Printed in the U.S.A. First Printing - June. 1985 ARTIFACTS ...... 45 Creating Artifacts ...... 46 TSR. Inc . TSR UK. Ltd . Artifact Characteristics and Powers ...... 47 PO Box 756 The Mill. Rathrnore Road Adverse Effects ...... 54 Lake Geneva WI Cambridge. UK The "Known" Artifacts ...... 56 53147 CB14AD Procedures

The following procedures are covered in by a creature is slightly different; it is spo- instead. The weapon, this section: radic and only affects temporary magic. not checked, since they Anti-Magic Effects Temporary magic includes all spells, items. When the DM cl Character Notes potions, scrolls, wands, staves, and rods. All of the next round, the E Dispel Magic effects produced by permanent magic items the bonuses no longer I Dominion Income and XP (such as the hasreeffect that a sword ofspeed- One turn after the c( Encounters ing can produce) are also temporary effects, er’s polymorph and h Experience Point Values subject to dampening by Anti-Magic. The fighter can conti XP of Selected Monsters If no percentage is given for the A-M morph effect for 5-10 r Hit Roll Charts (Monsters) effect, it is 100% and affects all magic within effects lasts 7-12 turns, Immortals the area noted. Otherwise, each temporary combat and one turn t Intelligence magical item or effect must be individually M effect). The haste c( Mystics checked for cancellation of its power as soon turn (the spell effect li Reality Shifts as it enters the A-M area. A-M is checked round after the haste i Record Keeping each round by rolling d100. Once an effect is resume, the bless effect IcLuIIlS, uu ILLSLSIUI Spell Casters (Non-Human) negated, it remains cancelled for the entire about four turns more. encounter. A magic effect is cancelled if the Undead Lieges and Pawns 3. Area spell effects result is equal to or less than the given A-M A 25th-level magic-user is standing 140 percentage. Anti-Magic Effects feet away from an Immortal (we’ll call it a A-M Duration screaming demon) who is surrounded by ten Magic can sometimes be weakened or tough trolls (45 hp each). The magic-user altered so that it is canceled or functions only It is important to note that A-M is not a casts a fire ball at them. Having heard that partially. This phenomenon is called Anti- dispel magic effect. Cancelled magic may this screaming demon has personal A-M Magic (abbreviated A-M). Anti-Magic is return once it leaves the range of the A-M effects, the magic-user aims the blast to stated as a percentage chance that magic will effect. Magic cancelled by radiated A-M explode 10 feet from the demon. Her player not work within a given area. remains cancelled for one turn after it leaves rolls 20d6 (the maximum) for a total of 91 The first encounter with Anti-Magic for the A-M area. points of blast damage. The DM checks the most PCs occurs when they confront a The time during which a magical effect is demon’s A-M range and percent and notes beholder, whose central eye projects an Anti- negated does count as part of the duration of that the blast effect of the fire ball will be can- Magic ray. This ray’s A-M value is 100%; the spell or effect. Magical effects described celled when it reaches the A-M. magic will not work within the ray. as instantaneous (fire ball, lightning bolt, The fire ball explodes outside of the A-M Some very rare creatures (notably Immor- etc.) are destroyed by the A-M and do not range and the blast expands to fill the usual tals) possess partial or total Anti-Magic. reappear later. 20-foot-radius sphere, but within 5 feet of the demon it is stopped as if blocked by an invisi- Why A-M Exists Detailed Examples ble shield. The demon isn’t even singed, nor are two of the trolls who happen to be within 5 Anti-Magic results from differences 1. Potions feet of it. between life forms native to different planes An Immortal comes within A-M range of a If the A-M fails to cancel the fire ball, the ofexistence. Magic native to the Inner Planes porion offlying. The potion is deactivated (by demon and the trolls take damage from the of existence (the Prime, Ethereal, and Ele- random roll) and becomes non-magical fla- blast. Each may make a Saving Throw vs. mental planes) functions best when used on vored water. If consumed during this time, Spells to take only half damage. creatures and things native to those planes. the water has no effect, and all benefits are If the fire ball were aimed to explode within Creatures from other planes are not made the forever lost. If not consumed, the liquid 5 feet of the demon, and if the A-M then can- same way. again becomes a standard porion offlying one celled it, the explosion would not occur at all. All creatures native to the Inner Planes are turn after the Immortal departs. Because the spell is instantaneous, the fire made of components of the four Spheres of 2. Personal spell effects ball will not reappear at a later time. Power (Matter, Energy, Time, and Thought) A fighter with plate mail + 3 and shield and are all governed by the Sphere of + 3 drinks a porion of polymorph self while Entropy (or Death). But creatures of the his allies cast bless and haste spells upon him. Astral and Outer Planes lack one or more of He turns himself into a giant, picks up a the four components, and may avoid most of nearby club, and attacks an Immortal. As he the effects of Death as well. attacks, he steps within range and the DM checks the A-M, rolling once for each of the Magic Affected fighter’s magical effects. By random roll, the When A-M is used as an attack form (such haste and the polymorph are cancelled, but as the beholder’s ray), it is powerful enough the bless is not. The character instantly to cancel the effects of all forms of magic, resumes normal form and slows to normal including permanent items. The instant a speed but still gains a + 1 bonus to the Hit magical item is moved out of the ray, it and damage rolls. He can no longer use the regains normal power. Anti-Magic radiated giant-sized club, but draws his sword +3

2 Procedures

Character Notes high-level characters on occasion rather than 3. Note Bonuses and Penalties Based on building them over many hours of play. If the Ability Scores This section contains guidelines for players DM allows inexperienced players to do so, he Refer to Charts A through C. Remember to roll up high-level characters, avoiding the must be careful that the game does not degen- that these bonuses and penalties apply to the long and arduous task of building a character erate into a series of hack and slash combat following game details: up from first level. The DM should only exercises with little real role playing and alto- allow experienced players this option. gether too much rule searching. Strength: Hit rolls, damage rolls, Open doors It is the DM’s responsibility to guide inex- rolls. Optional: Saving Throws vs. Paral- Ability Scores and Saving Throws perienced players, especially if the creation of ysis and Turn to Stone By the standard rules, the only ability score high-level characters is allowed. Help the Intelligence: Number of languages known or that can affect a saving throw is Wisdom players to develop their problem-solving trouble with language use. Optional: Sav- (affects Saving Throws vs. Spells). The DM skills. Encourage negotiation, planning, ing Throws vs. Mind Attacks does, however, have the option to apply abil- clever tactics, and role playing over too much Wisdom: Saving Throws vs. Spells ity score bonuses and penalties to other sav- combat. Dexterity: Armor Class, Missile fire Hit ing throws, as noted below. If your players want to give high-level play rolls. Optional: Paired Combat Initiative a try, the following system may be used to using Reactions column of Chart C. Strength: modifies Saving Throws vs. Paral- generate a high-level character who can eas- Optional: Saving Throws vs. Wands ysis and Turn to Stone. ily fit into your campaign. Many of the steps Constitution: Hit points (per die rolled). Intelligence: modifies Saving Throws vs. require choices on your part, so review the Optional: Saving Throws vs. Poison Mind Attacks (charm, confusion, control, whole procedure carefully before starting. Charisma: Reactions of others, maximum number of retainers, retainer morale fear, feeblemind, sleep) 1. Choose a Class Wisdom: modifies Saving Throws vs. Spells The player must first choose a race and 4. Determine Character Level and XP and Staves profession for the character. The DM may Total disallow certain classes depending on the The DM decides the level at which the needs of the campaign, the adventure, or character starts, possibly by a random dice other limitations. The character’s name and roll. If all of the players are starting high-level alignment should also be chosen at this characters, the DM should decide on a base time-the latter may be dictated by the level and allow each character to start 1-4 choice of class. Use a sheet of paper to record (ld4) levels higher than the base. For exam- these and subsequent details. ple, with a base level of 20, all the characters e start at levels 21-24. 2. Generate Ability Scores e If one or more PCs are already high level, The DM may require random rolls, but .- new characters should start no higher than this arbitrary method can result in conflicts .e two levels below the lowest-level existing PC. with the class chosen. Permit re-rolling if nec- Remember that demi-humans gain special 3, essary to avoid conflicts. le bonuses at given amounts of experience. The DM may also give the player a point Is total and allow the player to choose specific 1- ability scores to fit the character being cre- I- CHARTC:CHARISMA EFFECTS ated. A total of 60-90 points is a good range. d The DM may set maximum and minimum -Retainers- 1- scores in one or more categories. Of course, Charisma Reaction* Max Morale the range of 3 to 18 for ability scores still 1- Score adjustment number applies. 1 r- 3 -2 4 :e 4-5 -1 2 5r CHART B: INTELLIGENCE EFFECTS 6-8 -1 3 6 Int. Score Effect 9-12 None 4 7 - 3 Has trouble speaking; cannot 13-15 +1 5 8 read or write alignment lan- 16-17 +1 6 9 - guage 18 +2 7 10 4-5 Cannot read or write Common 6-8 Can write simple Common * The result of the Reaction adjustment words column is used also for Dexterity adjustments 9-12 Normal language use; can read if using the optional Paired Combat Initia- and write Common and align- tive. ment tongues 13-15 As 9-12, + 1 bonus language 16-17 As 9-12, + 2 bonus languages 18 As 9-12, + 3 bonus languages

3 Procedures

5. Find Current Cash Total debts, but must inform the player. c. For every spell-like ability, determine what Assign each new character cash equal to Alternatively, a character may be given an the equivalent spell’s level would be and add 1% of his or her experience points in gold amount of cash (such as 20,000 gp or 1,000 the base value for each level. pieces. This money is not used for purchasing gp per level) to be spent on non-magical sup- d. If the ability is phenomenal (such as a items. It is the amount the character has left plies. The DM may set the prices of supplies wish), add 100,000 gp to the value. when fully equipped. to suit the campaign, making some items e. For every charge possessed, add one-tenth You may adjust the percentage to fit your common, therefore cheap, and other items of the base level. campaign, but the amount should be a func- rare and expensive. Assortment: Each player may take a number tion of the XP total. If you keep your charac- (selected by the DM) of potions, scrolls, ters poor (through taxes, thieves, etc.), the 8. Find Magical Equipment wands (or staves or rods), rings, miscellane- percentage may be as low as one-tenth of 1 % . Any character of Name level or greater ous items, armor and shield, and weapons. should possess several magical items. The The strengths (pluses) are determined, where 6. Find Total Hit Points exact number depends on your style of play applicable, by a dlOO roll using the appropri- First find the hit points gained up to Name and personal preferences. Given here are two ate charts on pages 46 and 47 of the level (8th level for halflings, 9th level for all methods to find the number and type of mag- D&D@Cornpanion Set, DM’s Book. other characters). Any human, dwarf, or elf ical items a new high-level character pos- The Assortment method gives all charac- character gets nine rolls; a halfling gets eight. sesses. One of these two methods should be ters a fairly even starting point. High-level characters, having survived for workable in most campaigns. On the average, a character has a number a long time, usually have greater than aver- of magic items equal to half of his or her level age hit points. The DM may account for this Buying: All characters get a number of gp of experience, including one permanent item by allowing any roll of 1 to be treated as a 2. If per experience point to begin. This money is for every four levels of experience. Though desired, this may be extended to treating 2s to be spent on magic alone. Give the players a this may seem quite generous, remember as 3s. list of available magical items. A player may that a high-level fighter (for example) often Another method is to calculate the average spend the funds available for any number has a set of magical armor, a magical shield, number of hit points per die (2.5 for d4, 3.5 and type of magical items. one or two permanent magical weapons, and for d6, and 4.5 for d8) and multiply that This Buying method is the most popular. A a few temporary ones (usually missiles)- result by the number of Hit Dice. player may choose to buy a very powerful plus a few potions, a useful scroll or two After finding the total hp from die rolls, item (a StaffofWizardry, for example), pay- (often Protection), a ring, and possibly a few modify it according to the Constitution bonus ing an exorbitant price for it, and taking miscellaneous magical items. The fruits of a or penalty. Note that the total adjustment is fewer items overall as a consequence. The lifetime of adventuring are many indeed! once per Hit Die. Buying method allows for great freedom in Finally, add the bonus hit points gained for developing a character. The DM will probably want to exclude, for each level above Name level. (These bonuses The DM can use the Magic Item Price reasons of game balance, certain items (such are not modified by Constitution.) Ranges Chart to help decide the price of each as anything with wishes) from either method magic item, or the following rule of thumb of selection. Cleric or Druid: 9d6 (9-54 hp), + l/level may be used to help determine the price: The actual types and functions of most of thereafter. Average per die: 3.5 the magical items should be known by the Fighter (or , Knight, Avenger): 9d8 a. Determine the type of item and begin with player. Assume that all cursed or otherwise (9-72 hp), + 2/level thereafter. Average the base price. harmful items have been discovered and per die: 4.5 b. For every plus, add the base price to the appropriately cleansed or disposed of. The Magic-user: 9d4 (9-36 hp), + Mevel thereaf- current total. number of charges remaining (where appli- ter. Average per die: 2.5 cable) may be given approximately, but it is recommended that the DM tell the player Thief: 9d4 (9-36 hp), + 2/level thereafter. MAGIC ITEM PRICE RANGES Average per die: 2.5 how many charges remain within a plus or Armor 10,000 to 150,000 gp minus 10% range, to cause uncertainty. For 7. Choose Normal Equipment Misc. Item 5,000 to 750,000 gp example, a player might think that a wand A high-level character should be given any Misc. Weapon 5,000 to 250,000 gp has about 50 charges, but should be unsure of non-magical items desired, within reason. A Missile 1,000 to 5,000 gp the exact number. powerful character would have acquired Missile Device 10,000 to 250,000 gp When in doubt as to the amount of magic much in the course of a long and fruitful Potion 1,000 to 10,000 gp to give out, be stingy. If characters have too career. The player should eventually make a Ring 10,000 to 250,000 gp little magic, the DM can always add more complete list of all these items, but a partial Rod 25,000 to 500,000 gp during an adventure. It is far more difficult to list should suffice for the moment. Note that Scroll 5,000 to 75,000 gp take away items already in play. many common supplies may be kept in stor- Shield 5,000 to 100,000 gp age and not carried with a character. Staff 15,000 to 300,000 gp 9. Calculate Armor Class, Saving The DM may wish to limit certain large or Sword 5,000 to 500,000 gp Throws, Hit Rolls, Wrestling Rating unusual items (sailing vessels, castles, etc.), Wand 5,000 to 150,000 gp Remember that a character’s Armor Class but these are reasonably common properties (AC) is the total of the type of armor worn, of high-level characters. Some money may plus magical protective devices (such as still have to be paid for dwellings, however. rings) and the character’s Dexterity adjust- The DM may add any limits and outstanding ment. Saving throws are given in each char-

4 Procedures racter class description, and Hit rolls are 11. Reveal Other Special Details the troop class and battle rating of the force. readily available from the standard chart in The DM may choose to prepare a detailed If mass combat occurs, use either the War the Player’s Book. background for each new character. The Machine or the ”” Com- The Wrestling Rating (WR) should be cal- character may be affected by a quest, curse, bat Supplement to resolve it. culated and noted at this time, so that obligation, or other external force. Current unarmed combat can be run smoothly and rumors, mysteries, or clues to be traced may 12. Establish Character Background anc quickly. Full details on the unarmed combat also be given to a player. Personality TL.. -1 *- ^_^^A^ AL^ C-ll-. .. system are given in the Companion Set Play- Other details which may be developed are 11IC pldyc’ lrlay WdllL LU CICdLC LllC follow ers’ Book (pg. 6-7). Use the following proce- retainers, troops, or a dominion. If the char- ing details of the character’s background: dure to find the WR: acter is a ruler, the DM should have a general idea of the location of the character’s castle Place and time of birth a. Divide the character’s level by 2, round- and the size, location, population, and Social and financial status of parents ing up. resources of the dominion. Early training and cultural exposure b. Add or subtract the adjustments for Using these basic dominion details, the net Times, locations, and results of notewor- Strength and Dexterity scores. monthly incomes (Resource, Tax, and Stand- thy adventures c. Find the character’s AC without any ard) can be quickly calculated. For an estab- Recent conflicts, successes, etc. magic or Dexterity bonuses and add it to lished dominion, assume that the current the total. This final result is the charac- treasury total is equal to three months’ The player should also think about ways to ter’s WR. unmodified income. establish and develop the character’s person- The dominion confidence level starts at ality, including such factors as: 10. Note Special Abilities 250 (average). The player should review all the abilities of If the character rules lesser dominions, Physical attributes the character’s class, as given in the Basic, their details should be dc Mental attitudes Expert, Companion, and Master Sets. A Likes and dislikes cleric’s Turn Undead abilities along with Retainers: A character Personal quirks spells, special fighter techniques, magic-user whose total levels equa Lifestyle spells, thief percentages, and demi-human long as: (a) no retainer’s level is greater than Preferred companions special abilities should be written down on half that of the character; (b) the retainers are Preferred weapons and methods of combat the player record sheets. of the same general class as the PC (such as Ambitions, hopes, goals, and future plans Details on all magical items owned should fighter retainers for a Paladin or Knight); (c) be reviewed to ensure their proper use. Notes the number and morale of such retainers may Retiring Characters on their effects should be added to the charac- not exceed that determined by the character’s For a variety of reasons, a player or the ter record sheet to avoid later delays for Charisma score. DM may decide that a character should be research. All spells should also be reviewed. Retainers should have a full complement retired. A player may lose interest in a char- For magic-users, decide which spells a of common equipment, including any acter. The DM might then make the charac- character knows and record them in the char- mounts. All the costs of finding and hiring ter an NPC and have him reappear during acter’s spell book. A magic-user should have them have already been paid. Any magical later adventures. The character might still at least one more spell (at each spell level) in equipment must be purchased by the player rise in level, but at a lesser rate of progress. the book than the character can cast per day. character as part of the magic chosen by the Discarded characters who were fully devel- For example, a 26th-level magic-user can character in step #8. oped in the past are ideal for new players who memorize four 8th-level spells, so the charac- want to play established characters. ter should have at least five 8th-level spells in Troops: Any ruler may have a standing The DM may decide that a character is no his or her spell book. Remember that all army. Other characters may have a group of longer suitable for a particular campaign due magic-users acquire read magic as their first mercenaries, but only with the special per- to an excess of money, items, or power, very spell. mission of the local ruler. The number of poor play, or some other reason. Before retir- Elf characters can gain more spells for their troops is limited to no greater than four times ing the character, the DM should discuss the spell books even after they peak at 10th level. the character’s level in total Hit Dice. These problem with the player and try to find alter- For an elfs spell book, find the elf‘s equiva- troops have normal weapons, have trained natives. Remember that a properly played lent level (comparing the elfs experience (with the PC) for 13 weeks or less, and have but too-powerful character may be suitable points to those of a magic-user and give the less than 2 Hit Dice each, with officers having for another DM’s campaign. same number of spells as for a magic-user, 1 more Hit Die. Whenever any character is retired from but only give spells through level 5 (the maxi- The cost of hiring, equipping, and training play, provide the other characters with logical mum that an elf can memorize). In addition, these basic troops is considered already paid. reasons for the disappearance. An adven- an elf character may have scrolls of higher- Higher-level troops or officers, better equip- turer might move away (to another continent level spells. The DM may wish to add a 10% ment or training, mounts, missile fire ability, or region), die of natural causes or old age, or chance of failure whenever an elf uses a scroll flying ability, magic, etc. cost extra. As soon mysteriously disappear. with a spell of 6th level or higher. The same as the character starts play, normal costs rule should apply to magic-users. (such as monthly expenses for support) begin. Use the War Machine mass combat system from the D&D@Companion Set to calculate

5 Procedures

Dispel Magic of the magical item. Multiple non-magical power. If the touch dispel succeeds, the item containers each double the magical item’s is deactivated (becomes non-magical) for 1 - This spell is an extremely powerful tool level. Touch dispel can never be transmitted 10 rounds. The item’s powers resume after when used by high-level casters. Note the fol- more than 5 feet through such multiple con- this duration. lowing guidelines for its use. tainers. For example, a potion is normally When a dispel is cast, its impact on each found in a vial. If the potion liquid is spell effect within its area must be consid- Dominion Income and XP touched, its listed value of 6th level is used, ered. Any spell effect created by another PC rulers may gain XP through rulership, but if the vial is touched, the potion within is character of a level equal to or less than the by collecting Resource and Tax Income from treated as 12th-level magic. If the vial is caster of the dispel is automatically and their peasant subjects (as described in the within a backpack and that backpack is instantly destroyed. A spell effect created by a D&D@ Companion DM’s Book, pages 4-5). touched, the magic is treated as 24th level. higher level caster might not be destroyed, A player may use one character to adventure If a non-magical container holds two or but the chance of the dispel failing is only 5 % while other characters gain XP through rul- more magical items, only one item can be per difference in the casters’ levels. ing their dominions. affected by a touch dispel applied to the con- Note that dispel magic spells produced Modify this procedure as needed to main- tainer. The item affected is determined ran- from a ringofspellstoringare treated as if the tain game balance. PCs should not gain vast domly. caster were 5th level (if a magic-user spell) or amounts of XP by avoiding adventures! A If a magical container is subjected to a 8th level (if a clerical spell). PC should gain no more than 1 level of expe- touch dispel, it is the recipient of the effect, A staff dispelling produces its effect as if rience for 12-18 months of rulership (not of and any items it contains are not affected. a 15th-level caster. It has the additional counting XP from adventures). power of destroying temporary magical Specific Item Notes PC overlords gain no XP for the payments items, and even temporarily deactivating from their lesser rulers (the Salt Tax). These Potion: Treat as 6th-level magic. Ifthe touch permanent magical items, if it touches the payments are usually in the form of troops or dispel succeeds, the magic is destroyed, leav- object. merchandise, but may be cash. This income ing a flavored, colored, non-magical liquid. The DM may decide to optionally add this has already been credited to the local ruler effect to the spell use. The caster could then Scroll: A scroll is given an effective level (for XP purposes), and cannot be counted as cast dispel magic in concentrated form, so equal to the spellcaster level at which the XP for other rulers. that it remains on the caster’s fingertips until highest level spell contained may first be cast. Note that the XPs earned by NPCs are an object is touched. This altered form is Success destroys all the spells on the scroll, always half the amount given to PCs, called a touch dispel, and is treated as if a but not the parchment itself; failure means whether from adventures, rulership, or other reversed spell, even though the effect is not that no change occurs. Individual spells can- activities. NPC rulers may thus rise in level the reverse. A magic-user must memorize the not be removed in this way: all the spells (and power) as time passes, but not as fast as spell in this special form for it to be usable in either remain or vanish. a PC. this way; a cleric may alter (reverse) the cast- Some Dungeon Masters may object to a Wand or Staff: These charged items are ing of any dispel magic already memorized. PC receiving experience for passively treated as 12th-level magic. If the touch dis- Touching any creature or object releases remaining in a dominion. There are ways to pel succeeds, it may have one of two effects, the effect. The touch dispel cannot be sup- discourage PC inactivity. The DM could DM’s choice: pressed. The effect can itself be dispelled if increase the chance of a coup by 10% for Option 1: The touch dispel drains a num- not immediately released. The spell effect every year the PC stays in his dominion (or ber of charges equal to the caster’s level. If the vanishes from the fingertips in one turn if not 5% for every month). Alternately, the DM number of charges reaches zero, the magic is used within that time. The touch dispel also may apply double the normal chance for gone, leaving a non-magical item. vanishes if the caster attempts to cast Unnatural Events per game month. Make Option 2: The item becomes permanently another spell (both spells are negated). sure the players know of these penalties in non-magical, regardless of charges. Touch dispel can affect only one magical advance. item. If two or more items are touched at the Miscellaneous Magic: Any miscellaneous The following are clarifications for use in same instant, the one affected is determined magical item is treated as if 36th-level magic determining dominion income and XP randomly. unless its creator’s level is known, in which gained for special situations. Touch dispel is subject to the same chance case that level is used. If the item has a num- of failure as the normal form of the spell (5% ber of charges, apply the procedure given for Adventuring Rulers: A PC does not gain per level difference against items made by wands and staves, above. If not charged, it is full XP from rulership during any month in higher-level casters). a permanent item (see below). If the item is which the PC goes out on an adventure. The Effects on Items destroyed in the course of its one and only use XP earned is a percent equal to the amount of (such as an egg ofwonder), it is considered to time spent on rulership and administration. A touch dispel may destroy any temporary have one charge. magical item or temporarily deactivate any Rich Resources: Any dominion hex that Permanent Item: This category includes permanent magical item. A magic item may brings in more than 15,000 gp of Resource rods, rings, armor, shields, and weapons. resist the dispel effect equal to its inherent income must have its own local ruler, lord of These permanent items are treated as 18th- magic level as defined below. that hex alone. Otherwise, part of the level magic (the minimum needed to cast a A magical item within a non-magical con- resources are stolen by bandits, greedy peas- permanency spell) unless the item description tainer can be affected if the container is ants, nearby rulers, or other individuals who specifies otherwise. In addition, one level is touched, but the container doubles the level covet the wealth (d10 x 10%). gained per plus and per each additional

6 Procedures

The wealthy hex and its ruler may be part forces in the fight. If a campaign goal is ever Changing Monsters of a greater dominion ruled by a PC; the PC completed, there should follow a period of The monster descriptions given for the gains 20% of the income generated thereby relative quiet, perhaps even tourneys and fes- D&D@ game are only guidelines. You may (as noted on page 6 of the DM Companion tivals, before a new campaign goal is intro- change details to suit the needs of your cam- book), though not the XP for it. duced. paign or a specific adventure. Unexpected The campaign goal can consist of several changes add new levels of excitement and Limit Family Skills: Each family may work long-range, strategic goals. Each represents mystery. However, use change only rarely or only one resource. a step toward the overall goal, but is still very else the element of surprise is lost, and play- broad, reached after playing many adven- Resource Maintenance: All the resources in ers may become frustrated because they can- tures. Strategic goals might be “To free our an area must be worked. Animal and vegeta- not learn what to expect and how to respond. continent of evil tribes,” or “To unite the ble resources cannot be ignored in favor of nations so they will aid us in our fight against total exploitation of a mineral resource; such Size evil.” a method of rulership would bring rebellion. Each strategic goal is comprised of many The Hit Dice given for a type of creature Each resource should be supported by at least short-range, tactical goals. The goal of unit- should be taken as the average. Both smaller 20% of the total number of families in the ing the nations could be made up of tactical and larger versions certainly exist. hex. Many peasant families prefer farming to goals like “Befriending the good creatures of To change the size of a monster, use the fol- mining and would strongly resent being the Forbidden Forest,” “Aiding the good lowing modifiers: forced into the mineral trade. If the peasant people of Ylaruam so as to oblige them to aid populace is forced to mine, apply a penalty us in the future,” and so forth. If smaller -1, -2, or -3 against the next dominion confidence check In addition to adventure-related goals, If larger +1, +2,or +3 of -1 per 10 families greater than 50% of the each character often has personal goals that total population so forced. These modifiers are the same as ability affect other goals. A PC might seek great per- modifiers for characters. These size modifiers sonal power, friendship, or a collection of are used in the following manner: Encounters magical items. This section provides several guidelines The DM shouldn’t force goals on the play- Hit Points: add the modifier per Hit and systems, developed through years of ers. Offer possible goals to the players, add- Die. * playing, to help you run a better game. ing a hint of the mystery that lies ahead. Be Hit Rolls: add the modifier to the roll. prepared to change goals as needed, for play- Damage: add the modifier per die of Goals ers can be amazingly unpredictable and damage. * inventive. All types of goals change often, as This topic is the most important aspect of Saves: the players contribute their own ideas and subtract the modifier from the your D&D@ games. Goals give the players roll. preferences to the shape of the overall cam- and the DM something to strive for, and pro- Armor: subtract the modifier from the paign. The final result is a unique blend of vide all with a sense of reward and accom- AC the DM’s intentions and the players’ . plishment once completed. Without goals, imaginations, enjoyable by all. *There should always be a minimum of 1 the most exciting adventures imaginable are Write the goals down. This helps to orga- point per die. just simple exercises. The best and longest- nize your thoughts, creates well-defined running D&D games are those that have defi- To calculate the XP value of different size objectives, and develops a plan for your cam- nite objectives. Without a greater purpose, monsters, take their total hit points and paign. players quickly lapse into boredom. divide by 5, rounding fractions. This is the In creating dungeons, wilderness encount- A question that the DM must answer for number of Hit Dice to be used when calculat- ers, and other game elements, always con- everyone is: why are the characters adventur- ing XP value. sider the various goals of the campaign. ing? The Dungeon Master should offer sev- For example, a normal-sized gorgon would Design for a specific purpose. This is not to eral levels of goals and several options for have: say that each and every game must be a seri- each goal. By presenting possible goals, the ous step toward a goal. Simple dungeon AC 2; HD 8*; THACO 12; Dmg 2d6; Save DM can keep control of the campaign while explorations are very entertaining on occa- F8 leaving freedom of choice in the hands of the sion, a release of frustrations and a welcome players, where it should be. Here are some lapse back to the basics of the game. Having The largest variety of common gorgon levels of goals to consider: goals doesn’t prohibit light-hearted adven- would have: A campaign goal has a very broad purpose, turing. If humor is not well-represented in usually involving the fate of a nation or entire AC -1; HD 8+24*; THACO 9; Dmg the game, the DM and players are taking it world and ties together all the adventures and 2d6 + 6; Save F8 + 3; XP Value: As 13 HD much too seriously. Make jokes, toss out happenings in the campaign. This goal cre- puns, and set up purely frivolous and ridicu- ates the major struggles of the world. Your lous situations. Enjoy yourselves! But, in the campaign goal might be “To bring peace to long run, adventures are far more satisfying, the world,” or “To crush the evil of and more interesting, if there are well- Alphatia and free the homeland of ,” defined goals to strive for. or some other great and noble purpose. The PCs might be a small but crucial part of the action toward that goal, or might be major

7 Procedures

Some creatures that live in tribes have vel, as anything with full maneuverability in where the lesser creatures went! hereditary leaders who gain the title by birth. water (by fins or other means) might be able Word of a high-level party’s power will cer- The larger size of these leaders can be rein- to fly if it were air-breathing. tainly circulate in any dungeon setting, along forced through the generations, to a maxi- The DM might decide to allow special with descriptions of individuals, and most mum of 5-8 times normal size. This is very water-breathing creatures to venture into weaker monsters will watch for and avoid rare, but not impossible. It is only found new territory only when conditions permit these deadly humans. This would explain the among tribal races of 3 Hit Dice or less. them to survive normally. Dense fog, pouring scarcity of low-level monster encounters, but Special Monsters: An unusually-sized rain, deep snow, or other wet weather condi- some monsters would not get the warning undead might be Turned by a cleric with the tions might permit water creatures to be and would be encountered occasionally. same chances as the normal form, or possibly found wandering nearly anywhere. Snow If a weak monster serves as a clue to a dan- as a more or less powerful Undead (corres- sharks, their fins breaking through the drifts, gerous but as yet undiscovered situation, it ponding to the new Hit Dice). Hydras and might prove quite hazardous to travelers in serves a definite purpose and should be kept. certain other monsters must have a whole the winter months. Giant jellyfish might be For example, wandering creatures might be number of Hit Dice (corresponding to the found floating about on low cloud cover, their charmed allies of a nearby powerful wizard. number of heads). In such cases, round all tendrils trailing down in the rain, snagging A usually friendly treant might refuse con- pluses up to the next whole Hit Die. passers-by. versation and attack, or a giant might be Remember that in adapting monsters to unusually talkative. Subtle abnormalities can Aging new conditions, the DM is not bound by the be revealing clues to clever players. rational limits of our normal world. But the Consider the average number of hit points DM should try to find logical reasons within Monster Reactions per Hit Die as a reflection of a monster’s age. the framework of the fantasy world for why A newborn creature would have 1 hit point As noted in the D&D@Basic Set, monsters and how these unusual situations come per Hit Die (the minimum) and gradually may have almost any reaction to the appear- about. Although it may be easier to just toss gains more hit points as it ages. The maxi- ance of PCs unless the monster description things in without worrying about reasons or mum (about 5 points per die on the average) specifies otherwise. If the DM neglects this consequences, you will find that “rational is reached at the prime of life: a mature, weli- rule, encounters may degenerate into pre- fantasy” can provide much rnore entertain- developed creature just approaching middle dictable fights, without any opportunity for ment all around. age for its race. After that point, hit points negotiation, conversation, or role playing. usually decline, reaching as few as twice the Wandering Monsters The Reactions Chart is reprinted on page 9 minimum (newborn) hit points. Size also for your convenience. Roll 2d6 when mon- often varies by age, beginning at 10-25% of For high-level characters, the standard sters are encountered and apply the results adult size, growing to 100% or more, and wandering monster charts provide nothing noted. shrinking to more than light exercise. But opponents wor- 90% of adult size in old age. With this system, a 2 or a 12 on the first roll As an example of size and age variation, a thy of such characters are not common, and gives immediate results; all other rolls give should not be found strolling about aimlessly. neanderthal (HD 2, damage by weapon + l), the PCs at least 1 round to influence the mon- is born with only 2 hp (XP value of 1 HD), In low-level play, wandering monsters help sters’ reactions. No more than three rolls are grows large and tough with experience, to maintain alertness. At high levels, they no needed. becoming an exceptional (HD 2 + 3, longer serve that purpose but should still be The actions or words of the PCs may affect hp 13, attacking at + 2, damage by weapon encountered to provide entertainment. A reactions. Adjustments for PC actions can + 3, XP value of 4 HD). As he gets older, he well-played group of bugbears can provide range from a -2 penalty to a + 2 bonus. retires rather than risk death in combat with much comic relief, if nothing else. Even Negotiation may include exchanges of younger, stronger cavemen, and finally hordes of low-level monsters with well- information, threats, bribes, or other means becomes an old and respected tribal coun- planned strategy and traps can serve to chai- of communication. Remember that Chaotics selor despite his reduced size of 2 HD) lenge or delay high-level characters. (90 ‘3 need not keep their promises, but that Law- and power (hp 10, damage by weapon -1, XP To reflect the powers of high-level charac- fuls always do so. Neutrals take whatever value of HD). ters, you may alter the Morale system. If a 2 action is in their own best interest. magical display is new to the encountered PC actions may override the results of the creatures, they might decide to retreat and Environmental Variations chart, of course. Any creature that is attacked reconsider their position. If a tough member Monsters may easily be adapted to differ- will probably attack in return, flee, or take of a group of monsters is instantly dispatched ent environments. Under water, for example, some other natural course of action. by a fighter using a Smash option, the others players would expect the usual predators- may decide that there must be easier prey fish, shark, octopus, etc.-but might be sur- elsewhere. prised to find underwater forms of birds, Whenever an encounter seems too easy, dragons, people, undead, and so forth. These consider omitting it entirely or summarizing variations should be the same size as their it to save game time (a quick glimpse, a mon- upper-world cousins, but with a few differ- ster’s scream, and the patter of running ences suitable for their adaptation to the new feet.. .). environment. Try to avoid the easiest solution-the Conversely, aquatic creatures could be appearance of only powerful wandering mon- found above the surface in air-breathing sters. Characters would start to wonder forms. They need not be bound to land tra-

8 Procedures

ancing Encounters (Optional) individual adjusted Hit Dice represents the measuring its impact. The challenge level of monster’s potential, a combination of its size he following system may be used to deter- an encounter is expressed as a percentage mine the impact of an encounter when the and special abilities. (divide the total adjusted monster Hit Dice DM is uncertain if it is a fair challenge. This If there are any additions to the Hit Dice, by the TPL). The following table gives the divide that number by five, rounding off, and of ranges for different levels of challenge. add the result to the number of Hit Dice )d (e.g., + 3 = 5 HD). If there are any sub- m 4 tractions, subtract % HD per 2 points (e.g. 1- ie THE CHALLENGE OF AN 1 = l/2 HD). Then add half of the original to ENCOUNTER Hit Dice for each power bonus. Power bonuses include: :n Adj. HD Each asterisk next to a monster’s Hit Percentage Challenge Level of TPL te Dice. (e.g. A monster with HD 9” = Adj :d HD 18.) Over 110% Extreme Danger li- For NPCs, a power bonus is awarded if: 91%-110% Risky te a. Everyone in the party has + 2 weapons 71%- 90% Major :e or better. 51%- 70% Challenging le b. There are spell casters. Total the high- 31%- 50% Good Fight is est spell levels that each caster in the group 21%- 30% Distraction may cast, divide by two, then divide by 11%- 20% Minor the number in the party, rounding up. upto 10% Too Easy (e.g. If a party has four members and one can cast 1st- through 8th-level spells, treat as 1 power bonus) Determine the Challenge: This step may le be applied to creating an encounter or to 1- S’ :d lY x MONSTER REACTION CHART it First Roll Reaction

to 2 Attack immediately !K 3- 5 Generally hostile; roll again* 31: 2- 8 Attack ,e 9-12 Uncertain; roll again* S- 2- 5 Attack al 6- 8 Leave :r, 9-1 2 Friendly ,e 6- 8 Uncertain; roll again* 2- 5 Attack 6- 8 Negotiate; roll again* 2- 5 Attack le 6- 8 Leave 9-12 Friendly 9-1 2 Friendly Df 9-1 1 Possibly friendly; roll again* ie 2-5 Uncertain; roll again* 2- 5 Attack 6- 8 Leave 9- 12 Friendly 6- 12 Friendly 12 Immediately friendly.

* Wait 1 or more rounds, and consider overall actions, the speaker’s Charisma (if verbal com- munication is established), and the overall situation before rolling again.

9 Procedures

Extreme Danger: This encounter is a (according to the encounter key), the impact EXPERIENCE POINTS FOR killer. If the PCs do not retreat or flee, they of the encounter can be estimated in advance. MONSTERS DEFEATED will probably be defeated and may die. This If the DM sees that the likely result is not Special Ability type of encounter is usually used for “no desirable, the number appearing or their hit Monster’s Base Bonus per win” situations, when the DM wants it obvi- points may be modified. Hit Dice XP Value Asterisk ous that the players cannot beat the monsters There are many good reasons for modifying Under 1 5 1 in a fight. existing details (often called “winging it”). If 1 10 3 Risky: The monsters are equal to the party the hour is late, the DM might wish to avoid a 1+ 15 4 and there is an even chance that either side long, involved encounter. If the party is heavily 2 20 5 may win. This encounter may require many of damaged, the DM might want to avoid killing 2+ 25 10 the party’s resources, and some members may characters. If the party has been remarkably 3 35 15 die. Risky encounters are sometimes used for unlucky in finding treasure during the adven- 3+ 50 25 the grand finale to a quest. ture, the DM might want to add more, with a 4 75 50 Major: This type of encounter is usually corresponding increase in danger. 4+ 125 75 used as the main fight or climax of an adven- 5 175 125 ture. If an adventure has little fighting, you Revised Experience Point 5+ 225 175 may want to include one or two of these 6 275 225 encounters. Values 6+ 350 300 Challenging: This encounter will chal- Revised XP Value Chart 7 450 400 lenge a party’s might, but the party has the 7+ 550 475 odds in its favor if the encounter is played For experience awards to more accurately 8 650 550 well. If the adventure is short, three to five of reflect the difficulty of encounters, the Expe- 8+ 775 625 these encounters may be used. rience Point Chart has been revised. The l to 9 900 700 Good Fight: This most common level of 6+ HD categories are the same as in the 9+ to10 1000 750 encounter may make up half of an adventure. former chart (D&D@ Expert Set, page 24), 10+ to 11 1100 800 A good fight may also be a tough random but the 7 to 20 + Hit Dice entries have been 11 + to 12 1250 875 encounter. further subdivided. The DM may want to 12 + to 13 1350 950 Distraction: This is a smaller encounter recalculate the XP values given for creatures 13 + to 14 1500 000 that will cost the party some hit points but in previous rule sets, but the differences are 14 + to 15 1650 050 should be easy to overcome. This level should minor, and the XP for defeating creatures is 15 + to 16 1850 100 be used when there are many encounters and normally 20% or less of the total XP gained 16+ to 17 2000 1150 the party has little chance to recover from by characters. 17 + to 18 2125 1350 previous ones. One asterisk for experience Ability 18 + to 19 2250 1550 Minor: Most random encounters should bonuses is placed by the Hit Dice of a mon- 19 + to 20 2375 1800 be of this level. Often minor encounters are ster for each of its Special Abilities. Gener- 20 + to 21 2500 2000 used to warn a party of something worse ally, a Special Ability is a power that can be ahead. used in melee, but which is not characteristic For every Hit Die over 2 1, add 250 points Too Easy: An encounter that is too easy is of basic survival skills. For example, a flying to both the base value and the bonus. Any best ignored or played for humor. It is not a creature does not get an asterisk for good Hit Die with a plus ( + ) is counted as the next real challenge unless the party is weaponless maneuverability, even though it may gain a higher number. or injured. Swoop ability thereby. Any creature able to cast spells gains one Modifying XP Values When creating an adventure, the DM Ability bonus asterisk for each two spell levels should first choose the desired level of chal- that can be memorized (an odd level counts You may modify the XP value of any crea- lenge. Then multiply the TPL by the chal- as the next higher even level-a magic-user ture if it proves tougher or easier to defeat lenge percentages to get a range of Hit Dice. with lst, 2nd, and 3rd-level spells gets 2 than its abilities would indicate. Defeating a Divide the highest number by the adjusted asterisks). A spell caster’s experience level is 36th-level magic-user would normally bring monster Hit Dice to determine how many used for the calculation, instead ofhis or her 35,000 XP, but if the party disintegrates him monsters should be present. You can use any Hit Dice. by surprise before he can cast a single spell, fraction to make one monster a larger leader, If a creature has magical items with attack they should earn less Xbprobably 6250 XP or treat the fraction as a youngster. powers, add one Ability bonus asterisk for (counted with no bonuses). When checking the impact of an each combat ability of such an item. Defen- Exceptional defenses should be considered encounter, the DM should take the total sive and miscellaneous effects should add no relative to the PCs’ party. For example, a gar- adjusted monster Hit Dice and divide by the asterisks unless they have some real effect on goyle gets one bonus for its immunity to nor- TPL x 100 to determine the percentage. the encounter. mal weapons, since low-level characters (its Then, look up the result in the challenge Any creature with spell-like powers gains usual foes) are usually equipped with few, if levels. one Ability bonus asterisk for each attack- any magical weapons. But when high-level type power. Again, defensive or miscellane- characters face gargoyles, this defense is no Reversing the Process ous spell-like powers do not normally add longer exceptional, and the XP value may be reduced accordingly. By finding the total Hit Dice of a group of experience bonuses, though certain excep- monsters about to be encountered by a party tional defenses may do so. 10 Procedures

When designing high-level adventures or Seconds Exposed: 1 2 3 4 5 6 7 8 9 10 active, dynamic and excited. It seeks to alter dungeon!3, select monsters to match the char- DefensiveBonus: +9 +8 +7 +6 +5 +4 and transform things, consuming Matter, acters’ leifels by using the XP values as guide- +3 +2 +o +1 slowing Time, and exciting Thought to lines. See the Adventure Planning system Immortals release more energy. Highly temperamental, (Compailion Set DM Book, page 2) for energy is also very creative, channeling magi- detailed i nformation on this procedure. As characters approach the ultimate 36th cal energies and forming things from the level, they will become aware of powers even ether. Energy represents the Chaotic align- mightier than they, powers beyond mortal ment (disorder and uniqueness) and favors Hit R.oll Charts ken. The influence of these powers is deeply the magic-user class. Energy is opposed to (Expainded) interwoven with the fabric of campaign Thought’s efforts to control it and seeks to Nurnbe:rs Off the Chart events, and it becomes clear that these supe- transform Matter to continue at its highest rior beings manipulate the world, perhaps level despite the ravages of Time. Hit ro11s are given for targets of AC 19 the entire multiverse, according to their own The Sphere of Time is closely related to the through AC -20, but there are no upper or unknown goals. These beings are the Immor- element of water. Its purpose is to promote lower lirriits-the numbers may be extrapo- tals. change in all things and to maintain the flow lated indiefinitely to the right or left. Once mortal themselves, these heroes of of time. Time is everywhere, ebbing and Going to the left, the number 2 also repeats legend served the advancing of the multi- flowing, recycling the lessons of the past to five time: i, after which the numbers drop nor- verse, gaining powers and responsibilities remind the present. It is a creative, shaping mally. In,stead of going into negative num- beyond the realm of the living as their force causing change through aging and bers, eac:h number of zero or less has an reward. Now Immortals, they subtly manip- rebirth. Time represents the Neutral align- asterisk, indicating that extra damage is done ulate the events of the multiverse to advance ment (seeking change, but also stability by these 1hits. Note that an unadjusted (natu- their sphere of power. Their maneuverings through the ages) and favors the cleric class. ral) roll c)f 1 should always miss. create challenges and epic sagas to test the Time is opposed to Matter’s efforts to with- worth of mere mortals while furthering the stand change, causes aloss of Energy through Extra 1Barnage (Optional) Immortals’ own mysterious goals. time, and teaches Thought the lessons of his- Each Immortal may serve only one sphere tory. Whent:ver the number needed to hit is a of power. The struggle for dominance The Sphere of Thought is closely related to zero or le:ss, an asterisk appears next to it on between the spheres of power causes conflict the element of air. Its purpose is to categorize the chart s. This indicates that (a) the attack in the campaign. all of existence and to make all other spheres hits unles5s a natural 1 is rolled, and (b) addi- its tools. Thought is the very essence of the tional dairnage equal to the asterisked number The Spheres of Power Immortals. It is realization, philosophy, and is inflicted. understanding. Thought seeks to analyze The entire multiverse can be divided into If this rule is not used, treat all Hit Chart everything and can manipulate the other entries ojF 1 and those with an asterisk as 2. five distinct components or Spheres of Power. powers of the multiverse. Thought does not These five spheres are Matter, Energy, Time, represent a single alignment, but is com- Thought, and Entropy (called the Sphere of Modifyling Hit Rolls or prised of all alignments. It favors the thief Armor Class Death). Everything in the multiverse is com- class. Thought opposes the chaotic excesses posed of all five of these components in vary- of Energy and attempts to manipulate the All adjustments to attack ability should be ing degrees. An Immortal may serve only one effects of Time to create order and form in applied ti o the Hit roll of the attacker, but any of the spheres, seeking to either increase its defensive: effects should cause adjustments to Matter. influence in the multiverse or to maintain the The Sphere of Entropy or Death is not the Arm or Class of the target. Strength, balance of power among the spheres. Dexterityr, magic, range to the target, and related to an element. Its purpose is the ulti- All alignments are present in every sphere, mate destruction of the multiverse. The four other fac tors may affect the Hit roll. Armor, but one alignment is dominant in each other spheres of power oppose Entropy but cover, m agic, etc. affect the Armor Class of sphere. the targe t. Whenever an adjustment could be recognize its importance in the functioning of The Sphere of Matter is closely related to each of the other spheres. Entropy is the applied 1either way, apply it to the Armor the element of earth. Its purpose is to with- weakening of the fabric of the multiverse, rot, Class of ithe target. stand destruction and decay. This sphere weathering, and dissipation. It seeks to bring stands for sturdiness and stability. Matter, in all things to a stop, causing oblivion. At the Partial Targets (Optional) its three forms, is the building block of all same time, Entropy itself cannot exist with- things. Even in decay, matter uses the ele- Sometimes a target is only exposed for part out the presence of the other powers, so it ments to create new forms. Matter is rich in of a rotind (such as during a quick run seeks first to subjugate before bringing about variety and easily mutable to any form. Mat- between points of concealment). If so, the oblivion. Energy seeks to destroy Matter, dis- ter represents the Lawful alignment (order target gt iins a defensive bonus that varies sipate Energy, cause Time to stagnate, and and form in all) and favors the fighter class. accordin g to the number of seconds the target stop new Thought. is expos’ed. Make reasonable estimates of Matter is opposed to Time’s efforts to cause change and provides Thought with existing exposure! times as needed. The defensive bonus a€)plies to both Armor Class and sav- order. ing throlws. If no saving throw is normally The Sphere of Energy is closely related to given, th lis rule adds a saving throw of 20. the element of fire. Its purpose is to create more energy and activity. Energy is highly

11 Procedures HIT CHARTS (ALL MONSTERS) Creature's Armor Class hit Armor Class hit Hit Dice 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Normal Man 2234 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 up to 1 2223 4 5 6 7 8 910111213 14 15 16 17 18 19 1+to2 222 2 3 4 5 6 7 8 9101112 13 14 15 16 17 18 2+ to3 222 2 2 3 4 5 6 7 8 91011 12 13 14 15 16 17 3+ to4 1222 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 4+ to5 *o 1 2 2222345678910 11 12 13 14 15 5+ to6 *1 *o 1 222223456789 10 11 12 13 14 6+ to7 *2 *1 *o 122222345678 9 10 11 12 13 7+ to8 *3 92 *i *O 122 2 2 2 3 4 5 6 7 8 9 10 11 12 8+ to9 84 '3 '2 *1'0 122 2 2 2 3 4 5 6 7 8 9 10 11 9+ to11 *5 '4 83 "2'1.0 122 2 2 2 3 4 5 6 7 8 910 11 + to 13 *6 '5 '4 *3+2'1'0 122 2 2 2 3 4 56789 13+ to 15 '7 *6 *5 *4 *3 "2 *1 '0 1 2 2 2 2 2 3 45678 15 + to 17 *8 '7 *6 *5 a4 *3 '2 *1 '0 1 2 2 2 2 2 34567 17+ to 19 '9 *8 '7 *6 *5 '4 '3 *2 '1 *O 1 2 2 2 2 23456 19 + to 21 *10 *9 *8 '7 *6 *5 *4 '3 *2 '1 '0 1 2 2 2 22345 21 + to 23 '10 *io *9 '8 *7 *6 '5 *4 *3 '2 '1 '0 1 2 2 22234 23 + to 25 *lo *10 *io *9 "8 *7 '6 '5 '4 '3 '2 *1 *O 1 2 22223 25 + to 27 *io 810 '10 *10 '9 *8 *7 *6 '5 *4 '3 '2 *1 '0 1 22222 27+ to 29 810 *io '10 '10 *10 '9 '8 "7 '6 '5 '4 *3 '2 *1 *O 12222 29+ to31 *11 '10 *io *10 '10 '10 *9 '8 '7 *6 '5 '4 *3 *2 '1 '01222 31 + to 33 '12 *11 810 *10 *lo *10 '10 *9 '8 '7 '6 *5 '4 '3 '2 '1 '0 1 2 2 33+ to35 *13 '12 '11 *10 '10 *10 '10 *lo '9 *8 '7 '6 '5 '4 '3 '2 *1 "0 1 2 35 + and up *14 '13 '12 *11 '10 '10 '10 *10 *10 '9 *8 '7 *6 "5 "4 *3 '2 *1 *o 1

ArmorClassHit 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Creature's Armor Class hit Armor Class hit Hit Dice -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20

Normal Man 20 20 20 20 21 22 23 24 25 26 27 28 29 30 30 30 30 30 31 32 up to 1 20 20 20 20 20 21 22 23 24 25 26 27 28 29 30 30 30 30 30 31 1+ to2 19 20 20 20 20 20 21 22 23 24 25 26 27 28 29 30 30 30 30 30 2+ to3 18 19 20 20 20 20 20 21 22 23 24 25 26 27 28 29 30 30 30 30 3+ to4 17 18 19 20 20 20 20 20 21 22 23 24 25 26 27 28 29 30 30 30 4+ to5 16 17 18 19 20 20 20 20 20 21 22 23 24 25 26 27 28 29 30 30 5+ to6 15 16 17 18 19 20 20 20 20 20 21 22 23 24 25 26 27 28 29 30 6+ to7 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24 25 26 27 28 29 7+ to8 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24 25 26 27 28 8+ to9 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24 25 26 27 9+ toll 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24 25 26 11 + to 13 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24 25 13 + to 15 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24 15 + to 17 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 17+ to 19 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 19 + to 21 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 21+ to23 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 23+ to25 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 25+ to27 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 27 + to 29 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 29+ to31 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 31 + to33 2 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 33+ to35 2 2 2 2 3 4 5 6 7 8 9101112131415161718 35+ andup 2 2 2 2 2 3 4 5 6 7 8 91011121314151617

ArmorClassHit -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20

* Add to damage. Attack only misses on a natural roll of 1.

12 Procedures

Balance between the spheres of power is the Mortals on the Prime Plane may only be These levels are similar to the four ranks for primary goal of the multiverse. If one sphere dealt with indirectly and through subversion. artifacts: Minor, Lesser, Greater, and Major should ever gain an overwhelming dominance Immortals may not commonly confront mor- (see page 45). over the others, only Entropy would win, for all tals directly. An Immortal’s true form varies by his the spheres are necessary for harmony. Thus, rank. The known average abilities of the low- while each sphere constantly strives to advance Immortal Manipulations est level of Immortal are as follows: and grow, the other spheres try to maintain the An Immortal will not generally reveal him- Armor Class = 0 balance by retarding or countering an opposing self to mortals. Only candidates for future Hit Points = 100 sphere’s growth. immortality may normally recognize an Regenerates = 1 hp per day Immortal. Manipulation on the Prime Plane Attacks as = 20 HD creature Immortals in the Game thus takes many forms. An Immortal can be harmed only by a + 5 The most subtle form is the use of omens to or greater enchanted weapon or an artifact, Immortals provide challenge for Master- presage some great event, encourage an and is immune to all mortal magic. Most level characters. Their subtle manipulations undertaking, or warn of danger. The next Immortals can cast any mortal spell at will. give reason to campaign events, and their most common form is to inspire a mortal When an Immortal is damaged, he takes existence provides characters with a new through mental suggestions or manipulation only the minimum damage possible. (for goal. An Immortal is a being who cannot of inanimate objects or unintelligent crea- example, 6d6 + 3 dice of damage results in 9 die by earthly means. They do not need food, tures as examples. points of damage.) An Immortal’s Anti- drink, or air. They easily manpulate the ele- When attempting to change the course of Magic field is 50% effective within 5 feet. ments and magical energies while remaining history, an Immortal may use more active An Immortal is able to speak with any mor- almost totally immune to their effects. methods. The most common is the use of an tal creature and even with nonliving things An Immortal’s chief goal is to gain Power agent, a servitor or follower of the sphere of from his own sphere or element. Immortals Points. With sufficient Power, the Immortal power. An agent may be given an Immortal can fly at will, teleport without error once per may advance through the ranks of immortality artifact or a purpose to accomplish and then hour, and travel ethereally and astrally one within his sphere. Power is gained through left to his own means. The agent faces mortal time each per day. service to a sphere, raising its influence, main- risk in personally performing the task. A less An Immortal’s power may vary when on taining the balance of power, and thwarting an risky method is for the agent to convince a different planes of existence, based on the opposing sphere’s actions. The paths of mor- more powerful character to undertake the dominance of his sphere on that plane. If his tals and Immortals cross when service to a Immortal’s task. Finally, if he must, an sphere is dominant over the sphere of the sphere requires Immortals to intervene on the Immortal may take a personal role. He will plane, modify the Immortal’s Hit rolls, dam- various planes of existence. always appear in disguised form and will be age per die, hit points per die, saving throws Immortals have entered the lore and leg- loathe to reveal his Immortal nature. When- and Armor Class by + 1 to + 5 depending on ends of the world through these chance ever an Immortal makes a personal appear- the degree of dominance. If the sphere is sub- encounters. When Immortals are careful to ance, he risks loss of power, status, and even missive, modify these scores by -1 to -5. This is disguise their nature, myth reports them as his Immortal existence. the same method as that used for creating witches. In the rare cases where they are Immortals from the Sphere of Entropy are larger and smaller creatures. indiscreet, mortals may think them to be the most likely to become personally involved gods. When Master-level characters discover in their plotting, often revealing their true the existence of Immortals, they often picture PC Immortality form to their minions, servitors, and enemies. them as superior, uncaring beings who see Since all Immortals were once mortal, the the world and the mortals thereon as their Powers of an Immortal DM may permit characters to seek immortal- playing field and pawns. Immortals may assume many forms. ity by taking the winding journey into heroic The Prime Plane holds special interest for When taking the form of a mortal creature, legend. Immortality is not easily gained, and Immortals. It is the only place that borders on they gain the abilities and suffer the limita- most setting out on the path never succeed. all the other planes of existence through its tions of that form. Immortals may adopt the But, for the truly persistent and heroic charac- position at the heart of the astral and ethereal form of any level character. Once an Immor- ter, immortality may be attainable if he proves networks. As such, it is a gateway to all the tal adopts a mortal form, he may not readily worthy enough. However, if immortality is planes of existence and is the only place change to another until he abandons the first gained, it is likely that the character will retire where all the elements and powers are equally form and returns to his Immortal home. from the realm of the living and never be represented. If an Immortal is slain outside his home heard of again. Thus, many Immortals pass through the plane, his essense returns to his Immortal Immortality must be won. It can only be Prime Plane, since it is the link between the home and forms a new Immortal body in a earned by successfully completing several home planes of the powers and the highly number of days equal to his Immortal hit extremely difficult tasks. There are four paths contested outer planes where powers are in a points. If an Immortal is defeated twice in to immortality, each corresponding to one of constant state of flux. The Prime Plane is physical combat by the same mortal, he loses the four elemental spheres of power. Any intel- treated as neutral territory for all powers one level of Immortal power. If an Immortal ligent mortal reaching the ultimate level may because of its importance as an access to all is slain on his home plane, the destruction is try to earn immortality. However, only other planes. If one of the spheres should try permanent. humans may attempt to become an Immortal to invade the Prime Plane, all the other The known levels of power of an Immortal of the Sphere of Matter. spheres would band together to suppress the are listed here in order from lowest to highest: attack. Temporal, Celestial, Empyreal, and Eternal.

13 Procedures

Prerequisites Bravery formance. This arrival may be grandiose or Persistence in the face of adversity mysterious. If grandiose, the Immortal A human character must first reach 30th Mercy and charity of the heart appears in an elemental form based on his level, and a demi-human must first reach an Wisdom sphere: experience score of 1,000,000 to be a candidate These goals may need adjustment for differ- Matter = Erupting from the earth or as any for immortality. Once these levels are attained, ing alignments. Not all these encounters need mortal creature the character may begin research to discover the be won to reach the summit, but they must all Energy = Fiery, bright or on rays of light paths to immortality. These paths are not com- be met. Time = Watery being or as a storm mon knowledge. The DM may use this Once the summit is reached, the character Thought = Wild and windy (illusion) the basis of a long adventure, or he research as must meditate for 1-6 days, calling to the The Immortal’s appearance automatically may require that one experience level advance- Immortal in thought. The Immortal will always paralyzes all mortals in the area. He may ment or gaining 120,000 indicates that the XP hear the call but will judge the character’s wor- release creatures from this paralysis at will. research has been completed. thiness before responding. To check for the The Immortal examines the character and Every path to immortality begins with the Immortal’s response, roll ldlO and modify as then communicates either verbally or tele- following steps. Make sure to review the details follows: pathically, asking what the character wants. of the various paths before a character decides The character must explain his desires hum- which path to pursue. bly and present his gift. To determine the 1. Select the path for the Sphere of Power the IMMORTAL RESPONSES Immortal’s response to the petition, roll ldlO character wants to serve. and use the above modifiers plus: Modifiers 2. An Immortal sponsor (Celestial level or - 5 If the character is haughty higher) must first be obtained. Select the - 5 If the character is of a different align- - 2 If the gift’s value is under 25,000 gp Immortal desired as a sponsor. ment + 1 If the gift’s value is 25,000 gp or more 3. To obtain a sponsor, the character must - 3 Per additional being accompanying + 1 For each doubling of the gift’s value seek out an Immortal and petition him for the character beyond 25,000 gp (+ 2 if 50,000 gp; sponsorship. - 3 Per test failed in climbing the moun- + 3 if 100,000 gp, and so on.) tain Finding an Immortal and petitioning for + 1 Per test passed sponsorship is but the first of many difficult If a minor artifact is brought tasks. Research must again be completed to + 1 PETITION RESPONSES a lesser artifact is brought locate the place where an Immortal may be + 2 If + 4 If a greater artifact is brought 1-2 Petition Rejected contacted. This is usually at the top of a par- If a Immortal destroys the gift and sets the char- ticularly remote, very tall mountain with a + 6 major artifact is brought acter a quest before he can return to petition reputation for dangerous hazards nearby. The minimum modified roll is 1, and the again. Once the location for petition has been maximum is 10. determined, the character must create a trea- 3-8 Petition Accepted Results sure gift of particular relevance to the sphere 9-10 Petition Accepted With Pleasure of the Immortal. This gift should be espe- 1-2 The Immortal is displeased and lets the Immortal gives the character a small magical cially beautiful and have the qualities of the character know (by an omen in 1-6 days) that item of the sphere of power as a token and sphere. The more valuable the gift, the he will not answer the call. teleports the character home higher the chances for the character to receive 3-8 The Immortal arrives in 1-100 days. He a favorable response from the Immortal. sends an omen of his impending arrival in 1-4 When the gift is prepared, the character Whatever the response, the Immortal will days. may embark on the journey to the mountain. take the gift, and there is a 50% chance that This journey should take at least one game 9-10 The Immortal is very pleased and he will also take any treasure or magic items year, and the character should rise one level arrives in 1-6 days. the character and his companions are carry- or gain 120,000 XP during his journey. This ing. This does not modify the response roll journey should be fraught with peril, and the While awaiting the Immortal’s arrival, the further. character may be distracted by several side character should remain on the summit and If the Immortal accepts the character’s adventures along the way. Care must be meditate for 80% of his waking hours. If the petition, he instructs the character in the taken that the gift is not damaged or stolen. If character leaves the mountain, check the steps required to complete the path to immor- it is, the damage must be repaired or the item Immortal’s response again with a -2 modifier. tality. Details of these steps follow. The recovered before continuing. If the Immortal responds, he sends an omen Immortal answers most of the character’s Climbing the mountain to its summit to tell the character to return to the moun- questions if they are reasonable. He then sets should also be challenging. It is recom- tain. If the second result is 9 or 10 (see the conditions for the next meeting and leaves mended that the DM create seven encounters above), The Immortal will appear wherever as if he were never there. that must be met in climbing the mountain. the character is at the end of the waiting time, Once an Immortal leaves, he will not be The encounters should test the character’s but not while the character is in the company seen again until the path is completed or the mettle and worth in: of anyone else. character returns to petition again. From this Honor and trustworthiness point on, the Immortal (though unseen) is Dedication to the sphere of power The Meeting instrumental in placing obstacles and chal- resourcefulness resolution without combat The arrival of an Immortal is always a per- lenges in the character’s path.

14 Procedures

The Four Paths time to three separate periods and help three Task: A Paragon must be acknowledged different descendants to retain their king- the superior of all other magic-users within a Once a character gains a sponsor, he must doms and perpetuate the dynasty. 1,000 mile radius. He may accomplish this reach his ultimate level before setting off on Testimony: The character must create a through magical duels or by driving all other the path to immortality. The main principle realm with a population of at least 50,000 magic-users out of his lands. The character that a quester must follow is to be true to his people if a human or 10,000 if demi-human. should challenge at least eight magic-users of chosen sphere of power and bring it glory and He must also design and build a great new 25th level or greater. These magic-users may honor during the trials. capital for his land. team up against the Paragon. Each path requires that a mortal pass five Task: The character must found a dynasty. tough requirements: The dynasty must be ruled by the character Polymath 1. The character’s adventures must gain him and his or her descendants for at least 20 This is the path to the Sphere of Matter. a specific amount of experience. This years of the character’s life. At the end of this This path favors the fighter class. amount is 600,000 XP for most classes but time, the character must have a living grand- Quest and Task: The Polymath must face only 400,000 XP for the class the sphere child to inherit the dynasty. This grandchild the challenge to succeed in three additional favors. may be adopted instead of a blood relative lives as cleric, thief, and magic-user. The 2. The character must complete a new quest but must be announced as the heir. During Polymath, during each of his three lives as to retrieve an artifact of lesser or greater the 20 years, the character should face at least another character class, must quest for and magnitude from his sphere of power. The four major challenges to his rule of the land. gain the same artifact. He begins each new quest for this artifact should take several career at first level, with no memories of his game years. Epic previous lives. The quests may not begin 3. The character must successfully complete a This is the route to the Sphere ofThought. until the character reaches 5th level in each trial of specific value to his class and the This path favors the thief class. class. The first two times the artifact is sphere (see below). Quest: The Epic Hero must quest for a gained, the Immortal reappears to the char- 4. The character must prepare a testimonial major artifact from the Sphere of Thought. acter within 10-200 days to claim it. The to his greatness, a combination of followers Trial: The Epic Hero must track down and Immortal then reduces the character to first and a lasting monument. Eighty percent of bring about the defeat of an artifact of the level and causes him to forget his past so that the character’s followers must be alive Sphere of Entropy. he may begin as the next character class. The when he completes the path. The monu- Testimony: The Epic Hero must find and third time the artifact is gained, the character ment to his greatness must be financed by train a successor. The successor must be the may retain it, and the Immortal returns all the character, and he must participate in its player character of a different player. In addi- past memories. creation by either adventuring for compo- tion, an Epic Hero must create a new legend- Trial: After completing the final step of the nents and manpower or by taking the risks ary weapon. quest, the character must adventure alone of the actual physical construction. Task: The Epic Hero must live up to the until he reaches 12th level. He retains the 5. The character must complete a specific heroic ideals of courage, steadfastness, and abilities of all the character classes and monumental task that will benefit his dedication. He must complete an epic quest advances in all classes equally. sphere (see below for details). to perform a nearly impossible task, such as Testimony: The Polymath must be accom- driving all dragons from the land or building panied on his adventures by one member of At the end of these steps, the character a castle in the sky. This quest should take each human character class. These comrades must return to the mountain and meet with about five years to complete. may not begin at a level higher than the char- the Immortal sponsor. If the character has acter. If any of these characters are slain, the failed to complete any of the steps, the ’ Paragon aspiring Polymath must take steps to resur- Immortal may set further requirements to This is the route to the Sphere of Energy. rect them, setting aside his quest if necessary. be fulfilled before immortality is granted. If This path favors the magic-user class. Once the quest is completed and before all of the steps are completed, the Immortal Quest: The Paragon must quest for a lesser beginning the trial, the character must erect a reviews the whims of chance. Roll ld10. If artifact of the Sphere of Energy. monument at least 100 feet tall to the glory of a 1 is rolled, the character has failed and is Trial: The Paragon must create an entirely his adventures. This monument must stand not granted immortality. He may request new magic item. The cost of the research to for at least 10 years. further tasks, or he may give up. If the create such an item equals the XP of the char- character is granted immortality, he may If a character reaches immortality, he must acter. The components to make the item take a year to complete his mortal affairs retire from the play of the game. However, if should be extremely rare and difficult to find, and then must leave the Prime Plane to join the DM desires, the new Immortal may use including at least one impossible item (for the struggles of the cosmos. his ability to become any form, to take on a example, the footfall of a cat or the roar of a mortal form to adventure with other PCs. The four paths to immortality are: lion). The player must be creative in devising An Immortal may become any class of a means to acquire this item. character of the equivalent level as the rest of Dynast Testimony: The Paragon must recruit at an adventure party. Thus, whatever class is This is the route to the Sphere of Time. least six apprentices and they must rise at needed to round out an adventure may be This path favors the cleric class. least 12 levels while in his service. He must provided. Quest: The character must quest for an also transform the land for 100 miles around In this form, an Immortal gains 1 point of artifact that will allow him to travel through his home. This transformation must give the Power for every 40,000 XP gained. time. land a unique appearance and range of Trial: The character must travel ahead in inhabitants.

15 Procedures

Intelligence of Creatures than, Land (M); Locust, Giant (B); Purple DURATION OF CHARM Worm (X); Rhagodessa (X); Robber Fly (B); The Intelligence of a creature can be a use- (Frequency of New Saving Throws) Scorpion, Giant (X); Spiders, Giant (Black ful, and sometimes necessary, bit of informa- Widow, Crab, Tarantella) (B); Spider, Giant tion in the D&D@ game. The degree of Intelligence Save again after Hunting (M2); Steam Weevil (B5); Termite, Intelligence can be a valuable guide to role 0 120 days Water (X); Worm, Slime (X2) playing a creature. Stupid creatures may 1 90 days make tactical errors in combat; smart ones Constructs* (Non-living, non-undead) 2 60 days Drolem (C); I3 may surprise characters with brilliant traps, 3 45 days verbal assaults, and fast reactions to unex- (B); I 5 4-5 30 days Golem (Mud, Obsidian) (C); I4 pected situations. Intelligence is also a neces- 6-8 15 days sary factor in finding the result of any charm (Stone, Wood) (X4); I3 9-12 7 days Living Statue (B); 7 or maze spell. I 13-15 3 days Magen (X2); I9 16-17 24 hours Determining Intelligence 18 8 hours Giant Humanoids In the following lists, average Intelligence 19 3 hours Athach (M); I8 scores are given for each race or category. 20 1 hour Cyclops (X); I9 Individuals may have higher or lower Intelli- 21 + 1 turn Giant, Cloud (X); I 16 gences. Leaders and spell casters always have (10 minutes) Giant, Fire (X); I 13 higher-than-average Intelligence. Giant, Frost (X); I 14 To determine the Intelligence of an indi- Average Intelligence Giant, Hill (X); I 7 vidual, find the average Intelligence of its All the monsters in the D&D@game system Giant, Stone (X); I 10 race. Roll two six-sided dice. The first die is are listed below, including those found in Giant, Storm (X); I 18 used to determine how much this individual’s modules. All creatures listed in the Humans, Giant, Mountain (M); I 11 Intelligence varies from the race’s average, Demi-humans, and Humanoids category can Giant, Sea (M); I 12 and the second die is used to determine be affected by charm person or hold person Titan (CM6); I20 whether to subtract (1-3) or add (4-6) this spells. All others except Constructs and Troll (X); I 6 amount from the race’s average. Undead can be affected by charm monster Humans, Demi-Humans, and Humanoids spells. Bandit (B); I 11 Berserker (B); I9 INDIVIDUAL CREATURE Animals, Normal and Giant Bugbear (B); I7 INTELLIGENCE Average Intelligence = 2 Animal Herd (X); Ape, White (B); Baboon, Cay-man (AC2); I9 Race’s First Rock (B); Bat (B); Bear (B); Boar (B); Camel Cynidicean (B4); I 11 Avg. Maximum Die Roll (ld6) (X); Cats, Great (Lion, Mountain Lion, Dryad (X); I 14 Int. Variance 1 23456 Panther, Sabre-toothed Tiger, Tiger) (B); Dwarf (B); I 10 Elf (B); I 13 0- 1 1000011 Crab, Giant (X); Crocodile (X); Dinosaurs (Allosaurus, Ankylosaurus, Brontosaurus, Faerie (M); I 13 2-3 1000111 Geonid (X5); I 10 4-5 2001122 Dimetrodon, Grangeri, Megatherium, Phororhacos, Plesiosaurus, Trachodon) Gnoll (B); I7 6-8 3011223 Gnome (B); I 11 9-12 4 0 12234 (Xl); Dinosaurs (Pterodactyl, Pteranodon, Triceratops, Tyrannosaurus Rex) (X); Eel Goblin (B); I9 13-15 4 0 12234 Hag (Black, Sea) (M); I 12 16-17 3 0 11223 (X7); Elephant (X); Elk, Giant (Xl); Ferret, Giant (B); Fish, Gargantuan (X7); Fish, Halfling (B); I 11 18-19 2 0 01122 Giant (Bass, Rockfish, Sturgeon) (X); Fish, Hobgoblin (B); I 10 20 + 1001111 Giant Piranha (X5); Hawk (M); Horse (X); Human (B); I 10 Jellyfish, Giant (Man-0-War, Marauder) Human (Thug, Mystic) (M); I 12 Kobold (B); I9 Duration Charm (Optional) (X7); Lizard, Giant (B); Manta Ray (C); of Mule (B); Octopus, Giant (X7); Pirahna Lizard Man (B); Is‘ If the initial saving throw against a charm Bird (B5); (B); Rhinoceros (M); Lupin (X2); I 10 person or charm monster spell fails, another Seahorse (X7); Shark (X7, C); Shrew, Giant Men (Brigand, Buccaneer, Dervish, Trader, saving throw may be made if the charming (B); Slug, Giant (M); Snake, Giant (B); Nomad, Noble) (X); I 11 character places his “friend” in a dangerous Toad, Giant (X); Toad, Rock or Cave (C); Merman (X); I 12 situation. Otherwise, another saving throw is Wolf (B) Metamorph (M); I 14 allowed after a period of time that depends on Native (Xi); I 10 Bugs and Worms* * * the Intelligence of the victim. Neanderthal (B); I 7 Average Intelligence = 0 Nixie (X); I 13 Ant, Giant (B); Aranea(X1); Bee, Giant (B); Normal Human (B); I 10 Beetle, (B); Caecilia (X); Carrion Crawler NPC Party (B); I 11 (B); Centipede, Giant (B); Dragonfly (XL1); Ogre (B); I6 Insect Swarm (X); Leech, Giant (X); Levia- (B); I7

16 Procedures

Pagan (X2); I 10 Horde creature (C); I 13 Vampire Rose (B3); IO Pixie (B); I 14 Hound, Spectral (C); I2 Water Weird (B7); I 2 Rakasta (Xl); I 12 Hsiao (M); I 10 Wyvern (X); I3 Sasquatsch (M); I6 (X); I2 Yellow Mold (B); IO Sprite (B); I 14 Hydrax (C); I9 Undead Triton (X7); I 11 Hypnosnake (X3); I3 Apparition (Phantom) (C); I 11 Troglodyte (B); I 10 Invisible Stalker (Sshai) (X, C); I 11 Banshee (Haunt) (C); I 12 Kopru (Xl); I 10 Monsters (All other living creatures Beholder, Undead (M); I 16 Kryst (C); I 10 not included above) Death Leech (CM2); I4 Lava Lizard (B5); I 1 Actaeon (M); I 12 Druj (Spirit) (C); I 14 Lotus, Amber (X2); IO Adaptor (M); I 13 (Haunt) (C); I 14 Lycanthrope (M); I 10 Aerial Servant (Haoou) (C); I 12 Ghoul (B); I3 Lycanthrope, Devil Swine (X); I 11 Archer Bush (B3); IO Lich (M); I 18 + Lycanthropes (Werebear, Wereboar, Were- Archon (M); I 16 Mummy (X); I6 rat, Weretiger, Werewolf) (B); I 10 Amoeba, Giant (X2); IO Nightshade (M); I 16 Lycanthrope, Werefox (B4, M); I 11 Basilisk (X, C); I 2 Odic (Spirit) (C); I 12 Lycanthrope, Wereshark (X7, C); I9 Beholder (C); I 13 Poltergeist (Haunt) (C); I 13 Lycanthropes (Werebat, Wereseal) Bhut (X4); I12 Revenant (Spirit) (C); I 13 (M); I10 Black Pudding (X); I 0 Sacrol (M2); I7 Malfera (C); I 10 Blackball (M); IO Shade (Phantom) (C); I 10 Manscorpion (C); I8 Blast Spore (C); IO Skeleton (B); I 1 Manticore (X); I3 Blink Dog (X); I9 Spectre (X); I8 Medusa (B, C); I9 Brain Collector (X2); I 11 Vampire*** (X); I10 Mek (M); I not ratable Centaur (X); I 10 Velya (X7); I 10 Minotaur (B); 15 Chimera (X); I 4 Vision (Phantom) (C); I9 Mist Demon (Phantom) (X2); I3 Cockatrice (X, C); I2 Wight (B); I5 Mujina (C); I 10 Death Demon (X2); I8 Wraith (X); I 7 Nagpa (X4); I 12 Decapus (B3); I 11 Zombie (B); I 1 Nekrozon (M); I2 Devilfish (M); I9 Zombie-Minotaur (M2); I 1 Nuckelavee (M); I9 Displacer Beast (X); I 2 Ochre Jelly (B); IO Notes Djinni (X, C); I 14 Ooze, Lava (M); IO * Constructs are intelligent in their own fash- Dolphin** (C); I15 Owl Bear (B); I 2 ion, but are not affected by any mind attacks Doppleganger (B); I9 Pegasus (X); I4 (such as charm, deep, illusions, etc.). Dragon, Small (B); I9 Phanaton (Xl); I8 * * Dolphins: Though seemingly animals, Dragon, Large (C, M); I 12 Phoenix (M); I6 these exceptional creatures may be the most Dragon, Huge (C, M); I 15 Plasm (C); I8 intelligent creatures in the sea. Dragon, Pocket (M2); I9 Polymar (B4); I 5 *** Bugs, worms and vampires: always add Dragon Rulers (M); 1 18 Revener (M); I 10 variance, never subtract. Dragon Turtle (C); I 5 Roc (X); I2 Dragonne (XL1); I4 Roper (XL1); I4 Drake (Coldrake, Elemental, Mandrake, Mystics Rust Monster (B); I2 Woodrake) (M); I 10 Sabreclaw (CM3); I 2 Mystics are NPC humans, monastic peo- Dusanu (X5); I 10 Salamander (Flame, Frost) (X, C); I 1 ple who follow a strict discipline of medita- Efreeti (X, C); I 14 Sea Serpent (X7); I 1 tion, denial, seclusion, and mastery of the Elemental (X, C); I9 Serpentweed, Giant (AC2); IO human body. Mystics are skilled in unarmed Elemental Ruler (M); I 15 Shadow (B); I4 combat. They live in cloisters, or lairs, which Gargantuan (C); I as normal form Shrieker (B); IO are described below. Special rules allow mys- (B); IO Sirenflower (B6); IO tics to be player characters at the DM’s Gorgon (X, C); I 1 Soul Eater (X4); I 9 option. Grab Grass (C); IO Sphinx (M); I 13 Gray Ooze (B); I 1 Spider, Planar (M); I 12 Cloister life Green Slime (B); IO Sporacle (M); I2 Gremlin (X2, C); I 9 Each mystics’ cloister houses up to 120 Squid, Giant (XI); 2 Griffon(X); 2 I I Sun Brother (X2); mystics and severdNPC specialistswhohave Guardian Banshee (B4); I5 I 14 Tabi (X4,); I8 been hired on a long-term basis. These spe- Harpy (B); I 7 Thoul (B); I6 cialists are all high level: 16th-25th level is Helion (C); I 14 Treant (X); I 11 (X); I2 Hippogriff (X); I 2 Tree, Killer (X2); I2 Hook Horror (XL1); I4 Undine (C); I 10 Unicorn (X); I3

17 Procedures typical. One to four clerics are needed to tend studying and experimenting with Martial Arts to the mystics’ physical well-being. One or new methods of medical services two magic-users are hired for defense, and 6. Material Sustenance The ability to cause damage by striking one to four thieves train the mystics in dexter- 6a. First Cellarman: In charge of all with the hands is an attack form unique to mystics. This attack form is an application of ity skills (See Special Abilities below). preparations of food and drink, aided by: The leadership and organization of a clois- Junior Cellarman: Responsible for all several combat techniques from the martial ter have a rigid order of power and responsi- liquid refreshments for mystics arts. Though a mystic’s hands are not magical, bility. When two positions have the same Keeper of Bread: Responsible for all number on the chart below, they are roughly grain and baking operations an experienced mystic can use them effec- equal in importance. (This organization is Cellarman of Servants: Responsible tively against creatures immune to normal weapons, as follows: closely based on that of a Benedictine monas- for all liquid refreshments for all tery of the time of , about 800 non-mystics Mystic level Weapon equivalent A.D.) 6b. First Chamberlain: Responsible for all clothing, bedding, furnishings, 2 HD silvered weapon 5 HD 1. Abbot: Senior administrator (usually equipment; supervises all crafts- + 1 weapon HD +2 weapon 16 HD) men and workers, including working 8 11 HD +3 weapon 2. Provost: First after the abbot in all mystics, aided by: 14 HD +4 weapon matters; administers all outlying estates, Abbot’s Chamberlain: Responsible work in fields, buildings, vineyards and for metalsmiths, blacksmiths, 16 HD +5 weapon orchards; in charge of those tending armorers, leatherworkers, and paper- These attacks gain no hit or damage livestock and related food production makers bonuses but can hit creatures as if the indi- 3. Senior Dean: Next in command; in Keeper of Clothes: In charge of all cated weapon were used. For example, a gar- charge of spiritual conduct and the Disci- garment makers goyle can be damaged by the hands of any pline Gardener: In charge of vegetable and mystic of 5 or more Hit Dice. 4. Mental Development herb gardens, and orchards Mystics may use most of the special fighter 4a. Spiritual Services 7. Brother: A member of the body of com- options when using either weapons or Junior Dean: enforcement of the mon mystics. The brothers’ tasks are to unarmed combat. These options include Dis- Discipline, through aides called study, defend, and labor for the cloister; arm, Stun, Deflect, Smash, and Multiple roundsmen and seniors) perform missions to the outside world; Attacks. Mystics may not use the lance. Sacristan: responsible for church and adventure to bring in money for There are four styles of martial arts fight- services and equipment the cloister’s coffers. ing, using the elemental dominance principle Choir Master (D&D Companion Set, DM’s Book, page 4b. Educational Services PC Mystics 20). In combat the dominant style inflicts Head of Novitiate: Teacher in charge double damage (normal damage if the target If the DM desires, he may allow player of training all mystics in common Saves vs. Spells). The weaker style inflicts character mystics. All the details and rules knowledge and special abilities normal damage (half damage if the target given in the monster description still apply. Head of the Outer School: Teacher in Saves vs. Spells). The four styles are: Use the same XP requirements for level charge of training local non-mystics advancement as for a fighter, and feel free to (clerics and nobles) in the arts, history, add level titles, other minor abilities, etc. and ways of the cloister Treat each experience level as one hit die, Librarian: In charge of all readings however mystics cannot advance higher than and writings; aided by Writers (clerks), level Illuminators (researchers), and 16. Mystics adventure as PCs to gain spiritual /‘ Custodian of the Scrolls (oversees OPPOSING growth and learn the lessons oflife outside the d creation of and keeps scrolls in cloister. They rarely adventure with other good repair) mystics. After each level of advancement, a 5. Hostelry and Medical Services mystic must retreat to the seclusion of the 5a. Reception of Visitors cloister for 1-6 months. Porter: In charge of receiving, feeding, and sheltering all visitors, Mystics receive experience from treasure rich and poor; responsible for the only if they donate it to the needy. Ten per- cent of their treasure must be donated to the quality of all meats cloister. Master of Pilgrims & Paupers: Tends DEFENSIVE A mystic’s oath, sworn on the Discipline, is dz2 to needs of those unable to pay I his bond. He must be true to his oath and for services strive to repay all debts or he is expelled from DOMINANCE - OPPOSITION 5b. Medical Services the cloister, may not gain any new experience Master of the Infirmary: Chief cleric Offensive: This style of fighting causes in charge of all curing and healing levels, and loses one level per year away from the cloister. damage by striking blows with the hand, Physicians: Clerics tending the sick foot, head, elbow, and other parts of the and wounded Researchers: Mystics and clerics

18 Procedures

body. Use of the offensive style can break Reality Shifts boards and bricks. TIMETRACK A DM may occasionally decide to change a Wrestling: This style of fighting is used to procedure that has been used in many pre- Days incapacitate a foe through lock holds (such as vious games. Rule changes and additions can 12 3 4 5 6 7 8 910 half nelsons), counter leverage, and nerve usually be introduced by some logical means: 11 12 13 14 15 16 17 18 19 20 pinches. Some masters of this style may be A new spell is found on a long-forgotten 21 22 23 24 25 26 27 28 29 30 able to paralyze a foe so that the victim need scroll. A magical weapon is stolen by NPC Hours not be held further. thieves to remove it from play. 1 23 45 6 Defensive: This style of fighting blocks Sometimes a change cannot be logically 7 8 9 10 11 12 attacks and turns them aside, at times even explained. For broad and basic rule changes, 13 14 15 16 17 18 turning an attacker’s blows back against him- work with your players to develop a logical 19 20 21 22 23 24 self. explanation. If no other method presents Turns itself, a reality shift may be the only option. 1 2 3 45 6 Throws: This style of attack turns the A reality shift means that the DM and the momentum of the attacker against him by Rounds players have decided that they want to play 12 3 4 5 6 7 8 910 tripping, pushing, and throwing an oppo- the game by different rules. Do not try to nent. 11 12 13 14 15 16 17 18 19 20 replay past events or adventures that may 21 22 23 24 25 26 27 28 29 30 have hinged on the changed rule. Either Mystics may also possess a special ability 31 32 33 34 35 36 37 38 39 40 reconsider the results of such encounters called acrobatics that, when linked with any 41 42 43 44 45 46 47 48 49 50 (modifying treasure, XP, and items gained of the above styles of fighting, may develop 51 52 53 54 55 56 57 58 59 60 unique schools of fighting. Acrobatics allows thereby) or just ignore the past completely. a mystic to perform the following actions: Avoid reality shifts whenever possible, Character Records Jumped/Leaps applying changes by inventing logical rea- TumbledFlips sons for their existence. PC Data Dodges If a DM keeps information about player Catches (to prevent oneself from falling) Record Keeping characters on index cards, needed details can Swings be found quickly during games. Each player Balancing A Dungeon Master must often keep track fills out one card for each PC. Standard index of large amounts of information. The follow- cards (3”x 5”) may be used, but high level Use the following method to determine if ing guidelines are provided as suggestions on characters usually have many magic items, so the mystic succeeds: Roll d100. The maneu- how to turn a disorganized mess into a neat, you should use large (4”x 6”) cards. ver is successful if the roll is less than or equal well-run game. The format given in the illustrated charac- to three times the mystic’s Dexterity, plus two ter card on page 20 is recommended. times the mystic’s level. This roll may be Timekeeping The back of each card may be used to list modified by the situation. An acrobatic mys- special details, such as gear, thief abilities, tic has a -20% on all earned experience. A DM can keep a firm grip on game events magic-user spellbooks, dominion details and Where a normal mystic earns 1000 XP, an if always aware of the exact game time. Many income, location in the game world, items or acrobatic mystic earns only 800 XP. effects have given durations, and all actions information sought, etc. If a DM chooses to use more detailed mar- take time. While PCs stroll about dungeon Different colored cards may be used to indi- tial arts combat techniques, further research corridors, NPCs and monsters may be busily cate race (white for humans, green for elves, is recommended. Different cloisters of mys- engaged in their own affairs, some of which etc.). If you can find enough colors, you might tics can devote themselves to different styles may affect the party-but when? wish to use a different one for each class. of martial arts, thereby gaining certain spe- Good records of actions taken help orga- Arrange all the PC cards in alphabetical cial abilities. nize timekeeping. During a very active order for easy reference. At the beginning of A DM with extensive knowledge of one or encounter, you need to keep track of the dura- each game, find out which characters are more martial arts styles may develop game tions of effects, movement, and when foes being played and give the matching cards to mechanics based on them. If unfamiliar with can enter or leave combat. Make a timetrack, the appropriate players. Have each player the many martial arts techniques and philos- a simple list of numbers, and mark off time as update the card at this time, adding any mag- ophies, be sure to read extensively before cre- it passes. Rounds, turns, hours, and days can ical items found, erasing items destroyed or ating a character class based upon them. thus be accounted for. used, and making other changes as needed. Chinese, Japanese, and Korean sources (to The timekeeping note sheets can be dis- Then collect all the cards and keep them name only three) each have their own styles carded after the adventure is over, but the handy for use during the game. and terms. Furthermore, each country has DM may wish to make permanent notes of produced several entirely different martial the dates and places of unusual or disastrous arts techniques. events, encounters, or other details. Whenever developing a new character class, remember to keep the abilities of these new characters in balance with those of the other classes.

19 Procedures

CHARACTER CARD

Character Name Class/Level

Alignment AC THACO

HP

Strength Weapons/Damage Intelligence Wisdom Dexterity Constitution Charisma

Permanent Magic Items Temporary Magic/charges

(Special Abilities, Gear, and Notes on Back)

NPC Data The DM may wish to add Current Encum- tiple monsters should be numbered to avoid The DM should also fill out a card for each brance if that optional system is used. confusion. Be sure to leave room by each hp NPC that might go on an adventure with a Add up the character levels, and note the figure to keep track of wounds. party. Standard index cards may be used for Total Party Level, or TPL at the bottom of THACO is the score the monster needs to NPCs, but the PC format should be followed. that column. Divide by the number of char- hit AC 0. With this number handy, the DM Arrange the NPC cards by class and level. acters, and note this as the Average Party can easily find the score needed to hit other In addition to the usual information, an Level (APL). These are interesting bits of Armor Classes, simply by adding or subtract- NPC card should indicate the NPC’s home information and may be used to factor XP ing the Armor Class (add negative ACs, sub- town (or the area in which the NPC can be awards, estimate a fair number of monsters tract positive). For example, a being whose found), personal characteristics and motives for a random encounter, etc. THACO is 15 would hit an AC 5 creature on (stubborn, costly to hire, flamboyant, etc.), Below the character information, prepare a 10 and an AC -2 creature on a 17. XP and cash totals, saving throws, and a space for monster details. Write the follow- #AT and Damage are-the number of THACO . ing headings in a row, leaving room for infor- attacks made in one round and the range of mation to be added beneath: NA, Name, damage each attack causes. If the monster Adventure Records AC, hp, THACO, #AT and Damage, STw, has special attacks, try to abbreviate these STs, ML, XPV. If there are a few monsters attacks as one word or a phrase. To help a DM organize an adventure and that will be used as wandering or pre-planned STw and STs are the monster’s Saving run it swiftly, an Adventure Record may be encounters, note their information now. Throws vs. Wands and Spells, respectively. prepared. Take a sheet of paper and, at the Finally, after leaving enough room for the These two are the most commonly used during top left corner, write the real date and the monster data that might be needed during encounters with well-equipped characters. date of the adventure in campaign time. Note the game, put a section labeled Treasure ML is the morale of the monsters. Use the the characters’ mission or primary activity Found near the bottom of the sheet. morale system described in the D&D@Basic Set for that day’s adventure at the top right cor- DM Rulebook, pg. 19). Monsters should not ner of the paper. Abbreviations always fight to the death. However, the DM Use the cards you have prepared for the NA, AC, and hp are the number of mon- may decide how a monster will react instead of PCs taking part in the current adventure. sters appearing, their Armor Class, and hit using morale. Copy the information most needed during points, respectively. If two or more monsters XPV is the Experience Point Value of one the game, including each character’s name, are encountered, use the second line below creature. class and level, THACO, AC, and hit points. the monster entry to list their hit points. Mul-

20 Procedures

Using the Adventure Record Sheet pensive chalkboard for making diagrams. Giant, Stone (X50): S8, W6 The DM will still need to keep separate Whenever magic affects a character, note Giant, Frost (X50): S8, W6 records of monster hit points, but all creature the nature of the effect and its duration to the Giant, Fire (X50): S8, W6 positions can be easily changed. Gnoll (B30): W4 right of the character information. Use S6, abbreviations whenever possible to save Gnome (B30): S12, W12 space. Spell Casters Goblin (B31): S8, W6 Harpy (B31): S6, W4 As gametime passes, deduct from all mag- (Non-Human) ical effects durations. When a character Hobgoblin (B31): S8, W6 would be aware of an exact duration, warn The use of magical spells is not limited to Kobold (B32): S6, W4 the player when only a brief time remains. humans and elves. Many humanoid races Lizard Man (B33): S6, W4 An alternate method of keeping track of have their own magic-users, clerics, and even Manscorpion (C34): S13, W6 durations is to mark on the timetrack the druids. Medusa (B34): S8, W8 exact game time when the effect disappears. A non-human cleric or druid is known as a Merman (X54): S8, W8 When that much time has been marked off, shaman, and a non-human magic-user as a Minotaur (B34): S4, W2 the DM knows that the spell effect has ended. wicca. Shamans and wiccas do not know all Neanderthal (Caveman, B34): S4, W2 To speed up play, make notes on encount- the usual spells. The spells they do know are Nixie e (X54): D6, W4 ers ahead of time on the dungeon or wilder- often cast in an unusual manner, involving Ogre ‘ (B35): S4, W2 ness encounter key. To save even more time, dancing, shouts and howls, and waving Orc (B35): S6, W4 put statistics of monsters on the prepared strange items. Pixie (B35): D6, W4 notes. The DM may also have notes on the The non-human spell casters that are Sprite (B38): D6, W4 details of magical treasures, or at least the known are listed below, along with the maxi- Treant (X56): D10 book and page references where complete mum levels attainable by each. Some individ- Troglodyte (B38): S4, W2 information can be found. uals may be both classes a shaman/wicca), Troll (X56): S4, W2 When the combat ends, make the calcula- but the maximum level for each class is then tions for XP awards and circle the total for 1/2 normal. Note that most non-humans in a Notes: that encounter. Note all treasures found as tribe or lair know nothing of magic and may a) Some dragons use magic-user spells, but well, and if they are taken by the party. You fear or distrust it. Spell casters often use their no single dragon can use both clerical and may wish to keep separate treasure records skills to rise to positions of power within their magic-user spells. for each character for encumbrance calcula- tribes. Only one non-human in 20 is a spell b) A dryad’s charm person ability is not tions. caster, and many groups have only a shaman. affected by the gaining of additional druid spells. When the time comes to end the adven- The spells usable by shamans and wiccas ture, the DM has all the relevant XP notes on are listed below. Other spells are not under- c) If a storm giant learns to use magic-user the Adventure Record. Total and divide the stood by these casters and are never usable. spells, its ability to cast lightning bolts is XP awards, and remind players of the trea- Shamans and wiccas cannot read scrolls, but not affected. sure found so they may divide it as they wish. may use other magical items. A shaman can d) Manscorpion clerics have access to all Note all results on the record sheet. use any clerical item; a wicca can use any clerical spells, and are actually clerics, not item usable by a magic-user. shamans. Placement During Encounters A shaman or wicca normally has 3-8 hit e) A nixie who learns spells of any type is points per Hit Die (ld6 + 2 instead of ld8), counted as five nixies for purposes of the If the DM keeps track of monster and PC and gains a + 1 hit point bonus per experi- special nixie charm effect. locations by memory alone, errors may ence level (even if the total exceeds the nor- f) Some very rare and exceptionally intelli- sometimes occur. Miniature figures or other mal maximum for the monster type). gent ogres can rise to W12, but these types items to represent the opponents are useful Abbreviations: S = Shaman (cleric spells usually live entirely separated from their for visualization and are best used on a grid- only); D = Shaman with druid spell use; W normal kin. ded playing surface to indicate distances. A = Wicca (magic-user spells only). The num- g) A treant who gains the use of druid spells surface that can be further marked to indicate ber following the S, D, or W is the maximum may animate four trees instead of two. walls, furniture, etc. is ideal. level attainable. The letter and number in If miniature figures are not available, try parentheses is the D&D@set and page num- Spells Usable by Shamans making abstract playing aids to represent ber of the monster’s description: B = Basic; First Level Clerical Spells monsters. These can be as simple as scraps of X = Expert; C = Companion. paper with numbers on them, dice, or pieces Cure Light Wounds” (B26, X5) of round wooden dowel, each about an inch Bugbear (B27): S6, W4 Detect Magic (B26) Light* (B26, X5) high and marked with a color and a number. Centaur (X47): D8, W8 With only 4 colors and single-digit numbers, Cyclops (X47): s4, w2 Protection from Evil (B27) an accurate account can be kept of up to 36 Dolphin (C29): S10, W6 Second Level Clerical Spells monsters. Players can identify their oppo- Doppleganger (B28): S6, W4 Bless* (X5) nents by number and color (“I hit red spectre Dragon a (B28-29, C29-31): Si0 Hold Person* (X5) #7 for 12 points!”), and the DM can use the Dryad (X48): D10, W4 Snake Charm (X6) same identification in private records. Giant, Cloud (X50): S10, W10 Speak with Animals (X6) Another alternative is chalk and an inex- Giant, Storm (X50): S10, W10 Giant, Hill (X50): S8, W6

21 Procedures

Third Level clericcal Spells Sixth Level Magic-User Spells Dice indicate. Continual Light * (X6) Death Spell (X16) If an undead tries to control a potential Cure Blindness (X6) Move Earth (C21) Pawn, the subject may have no more than 1/2 Cure Disease' (X6) Projected Image (X16) the Hit Dice of the Liege (this does not apply Remove Curse* (X6) Reincarnation (C21) in certain situations, see below). If the subject Fourth Level Clerical Spells Stone to Flesh* (X16) is already controlled by any means, the Cure Serious Wounds* (X7) Wall of Iron (C21) undead attempting control instantly recog- Dispel Magic (>8) *reversible spell nizes this fact. It may still attempt control, but with a -4 penalty to the roll. Neutralize poiso)n* (X8) Special Monster Spellcasters Speak with Planits (X8) If one undead tries to control another, find Lycanthropes: Wererat, Werewolf, Were- the Hit Dice of the would-be Liege and poten- Fifth Level Cleric.a1 Spells boar, Weretiger, Werebear (B33-34); Devil tial Pawn on the chart on page 23 and roll 2d6. Create Food (X 8) Swine (X48) If the number is equal to or greater than the Cure Critical Mibunds (C 12) A lycanthrope may be a real magic-user, number given, the attempt succeeds and the Dispel Evil (X8: 1 cleric, or druid in human form. However, it undead subject becomes the Pawn of the con- Insect Plague (>8) may not use any spells while in were-form and, troller. Any total of 2 or less (possible if the roll is Sixth Level Cleric a1 Spells when it assumes were-form, loses all memory of penalized) always indicates failure. Cureall (C 13) spells learned as if all the spells had been cast. A If the undead attempting control was once Find the Path (: C9) devil swine spell caster can cast three charm a spell-using character and can now use spells Speak with Moristers* (X9) person spells per day in either were or human as it did in life, a + 2 bonus applies to all die Word of Recall I(X9) form, but can only cast other spells while in rolls for control. human form. Devil swine will not forget spells During melee, an attempt to gain control is Druid Spells: All i ire usable while in were-form. considered a combat action. Spells Usable bby Wiccas Undead Spellcasters If an undead creates another of the same A spell caster slain by an undead may type by slaying a living creature, the new First Level Magic -User Spells retain the use of spells after returning as an undead is automatically a Pawn of the slayer. Detect Magic (I%39) undead. See below for more details. Spectres, vampires, wights, and wraiths are Light (B40) If a cleric becomes a mummy (through a the only undead with this ability. This may Protection from Evil (B40) process known only to the ancient high force the creator to release other existing Read Language s (B40) priests of certain religions), the undead Pawns; if so, the Pawns with the highest Hit Read Magic (Bx $0) mummy may use clerical spells to the full Dice are released first. Sleep (B40) extent possessed in life and may control other If an undead can call or summon others, Second Level Mag :ic-User Spells undead as well (see Lieges and Pawns). A those responding are automatically its Pawns Continual Lighit* (B41, Xll) mummy magic-user is limited to 3rd-level unless the new Hit Dice total would exceed Detect Evil (B4 1) ability, even if it had higher-level spell use in the limits given above, or unless the Liege Detect Invisible (B4.1) its previous life. allows them to retain free will. Invisibility (B41 ) Levitate (B42) Undead Lieges and Pawns Duration of Control Web (B42) At moonrise on the night of the full moon, Under certain conditions, intelligent all Pawns are freed from control and cannot Third Level Magi.c-User Spells undead creatures can try to control other Clairvoyance (>(1 1) be controlled again until the following dawn. undead. The undead need not be a spell Thus, the maximum duration of undead con- Dispel Magic (I 51 1) caster to control other undead creatures. An Fire Ball (Xll) trol is about 4 weeks. A Liege may release undead creature being controlled by another control of its Pawns at any time. Fly (X12) is a Pawn. An undead controlling one or Lightning Bolt I(Xl2) more lesser undead is a Liege. Skeletons and Benefits to a Liege Water Breathin!e; (X12) zombies can only be Pawns, but any other A Liege is telepathically linked to its Pawns Fourth Level Mas:ic-User Spells type of undead can be either a Liege or a and can see and hear through their eyes and Charm Monste r (X13) Pawn. Random encounters with undead may ears whenever it chooses. This communica- Growth of Plan ts* (X13) occasionally (10% chance) be with Pawns tion is at will and need not be continuous. Ice Storm/Wall (X13) controlled by a greater undead. Control of a Pawn is total, even to the point Massmorph (X 13) A Liege may control a number of undead that it will obey suicidal orders. Pawns obey Remove Curse' (X14) whose total Hit Dice are less than or equal to without hesitation. The maximum range of Wall of Fire (X 14) twice the Liege's Hit Dice. If an attempt by control is 24 miles (one outdoor map hex) per Fifth Level Magic:-User Spells the Liege to control other undead would Hit Die of the Liege. Animate Dead I(X14) cause the total to exceed this amount, the If a Pawn fails a Morale check and flees Cloudkill (X14:1 attempt automatically fails. from combat, the Liege may stop the Pawn Dissolve* ((220:1 When a lich or other undead spell caster and force it back into melee. This can be the Hold Monster* (X15) seeks to control other undead, its caster level only action the Liege takes during that melee Pass-Wall (X15) is used instead of its Hit Dice. Like a magic- round. The Pawn will miss at least one full Wall of Stone (: Y15) user, a lich is far more powerful than its Hit round of attacks.

22 Procedures

UNDEAD ATTEMPTS To CONTROL OTHER UNDEAD Hit Dice of Liege 11- 14- 17- 20- 24- 28- Pawn 4 5-6 7-8 9-10 13 16 19 23 27 32 33+ Skeleton 7 5 3 C C C C C C C C Zombie 9 7 5 3 C C C C C C C Ghoul 11 9 7 5 3 C C C C C C Wight 11 9 7 5 3 C C C C C Wraith 11 9 7 5 3 C C C C Mummv 11 9 7 5 3 C C C Spectre 11 9 7 5 3 C C Vampire (a) 11 9 7 5 3 C VamDire (b)I 11 9 7 5 3 Phantom 11 9 7 5 Haunt 11 9 7 Spirit

(a) Non-spe 11 using vampire of 7 or 8 Hit Dice (b) Vampire: of 9 Hit Dice, or any spell-using vampire Number: R’011 needed (or higher), on 2d6, for the Liege to successfully take control of the lesser undead C: Control !is automatic

A Liege can create a chain of control by unaffected, even if they would normally be of these created undead may thus vary widely instructing its Pawns to become Lieges too. Turned or Destroyed by the result. If the from the standard monster descriptions. For example, a spectre could control up to 12 Turn succeeds, the control link is broken, but Note that Hit Dice, not levels of experience, wights, who could each control up to six skel- there is no other effect. A second attempt at remain the same. etons. Direct communication and control Turning the same group must be made for the If the victim was a cleric or magic-user in does not extend through a chain of control, former Pawns to be Turned with normal life, spells are usable only when free will is but only to a Liege’s personal Pawns. chances and results. obtained. An undead cleric must still medi- Any Liege may coordinate the attacks of its tate to gain spells, and an undead magic-user Pawns in a well-organized fashion. A Liege at Energy Drainers must still keep a spell book to memorize the top of a chain of control which consists of spells. Those clerics who were druids in life Spectre Vampire Wight 10 or more undead (counting the entire (X56), (X57), revert to normal cleric status in un-death. (B39), Wraith (X57) chain) may be considered the leader of an If a cleric (or paladin or avenger) gains a T undead army. When applying the War Whenever an energy-draining undead or D result when attempting to Turn an Machine mass combat system (DM Com- slays a victim, the victim later rises as an undead spell caster, the undead may make a panion, pp. 12-17), note the following details undead of the same type, under the control of Saving Throw vs. Spells to avoid the effect for calculating the force’s BFR: the slayer. In this case, the Armor Class and entirely. If successful, the Turn attempt is ignored, and is not counted as a failure. Fur- a. Leadership Factor: Treat the Liege’s Wis- Hit Dice of the victim become those of the ther attempts at Turning the same creature dom as equal to its Intelligence, and treat standard undead form, but the hit points are may be made by the same cleric. Charisma as 18. (see the Intelligence sec- one-half of those possessed in life. (Note that Any undead spell caster may be recovered tion.) such a victim does not rise immediately, but and restored to normal life after it has been b. Experience Factor: Treat each controlled usually after a period of 24-72 hours, or as Liege as an officer. given in each monster description.) slain in undead form. The remains must be treated with a remove curse spell from a 26th c. Training Factor: Automatic maximum If the Liege undead is slain after the victim or higher-level cleric, followed by cureall and d. Equipment Factor: Assume normal weap- has risen as a Pawn, the victim becomes free- ons willed and gains 1 hp per hour until reaching raise dead (or raise dead fully) spells, in that order. e. Special Troop Factor: Carefully review the the full number of hit points possessed in life. percentage of the force that has two or more If the original undead is slain before its vic- asterisks listed with its Hit Dice. tim can rise as an undead, the victim becomes a free-willed undead instead of a Pawn. In Turning Controlled Undead this case, the new undead creature has all the Undead are not a hit points of the original living victim (not attacks that affect only living cre When a character tries to turn Pawns, the one-half), and has the same Hit Dice as well. attempt is checked as if against the Liege. If Its Armor Class and movement rate change charm hold discord the attempt fails, the Pawns are completely to match the new undead form. Such details

23 Monsters

This section adds to the monster lists in the Acid damage is explained in the D&D (page 10). Details on Adventure Planning are D&D Basic, Expert, and Companion Sets. Companion Set (DM book, page 28). given in the D&D Cornpanion Set (DM The Monster section is presented in three Disease requires a Saving Throw vs. Poi- book, page 2). parts. son. If roll is failed, character dies in 1-6 days Part 1 is a standard listing of monsters (25 ’% chance). Energy Drain affects powerful Abbreviations found on the Prime Material Plane. demihumans differently from humans, An asterisk (*) after a monster name Part 2 is a list of monsters found on, and draining 101,000-120,000 (ld20 x 1,000 + means that special weapons are required to native to, other planes of existence (Ethereal 100,000). defeat the monster. and Elemental). These creatures should not An asterisk (*) after the Hit Dice (HD) be encountered during adventures in the Special Defenses means there is a bonus to the Experience Prime Plane, except in very rare circum- Spell Immunity is explained in the D&D Point Value (XPV). stances (when specially summoned, com- Companion Set (DM book, page 28). Anti- The number appearing (No. Appearing) manded to service, etc.) Magic is explained in the Procedures section may be stated for both indoors and outdoors; Part 3 is an abbreviated list of monsters. of this set (page 2). outdoors is in parentheses. Movement is in turns and rounds; rounds Special Attacks are in parentheses. Selecting Monsters by Treasure listed in parentheses means it is Charm, Paralysis, and Poison are carried by the monster. explained in the D&D Basic Set (DM book pg XP Value 23-2 5). If you use the Adventure Planning method Charge, Continuous Damage, Petrifica- to place monsters according to their XP val- tion, Swallow, Swoop, and Trample are ues and character needs, note that a list of explained in the D&D Expert rulebook (page common opponents is given in the Experi- 45). ence Point entry of the Procedures section

Monster List, Part 1: Prime Plane Actaeon to Sporacle

Actaeon ing Throw vs. Dragon Breath or be poly- Adaptors are a peculiar humanoid race native to all planes of existence. They are Armor Class: 3 morphed into a normal forest creature (owl, very intelligent, and their ancient race has Hit Dice: 11** squirrel, deer. etc.). If the saving throw is greater and wider knowledge than any sage. Move: 150’ (50’) made, the transformation still occurs, but They are natural (non-magical) polymorphs, Attacks: 2 spears11 antler or lasts for only 24 hours. able to change into the form of any creature breath Once per day an actaeon may summon of human or demi-human size. They also Damage: 7-1217-1212-16 woodland creatures to assist it; 1-6 creatures change color after they adapt to an attack. No. Appearing: 0 arrive in 1-4 turns. Choose or randomly They are travelers, rarely staying anywhere Save As: Cleric: 11 determine the types of creatures appearing. for more than 3 days, and able to enter and Morale: 10 1-boar, 2-bear, 3-centaur, 4-griffon, 5-lizard leave other planes at wi!l. Treasure Type: B (chameleon), and/or 6-treant. An acteon sometimes works with a druid to preserve the These creatures have the ability to adapt- Alignment: Neutral safety of the woods, especially if a dangerous to alter their physical structure to survive in XP Value: 2,700 threat is involved. any environment. Once exposed to any type of magical attack, they then become immune The actaeon is a protector of woodland crea- to it; for example, a lightning bolt would tures. Each is manlike, but 9’ tall, with the Adaptor inflict full or half damage when first used head and antlers of an elk. This solitary crea- 9 Armor Class: against it, but all electrical attacks would ture can camouflage itself perfectly (as if Hit Dice: 8* thereafter have no effect. The adaptation invisible) in light or dense woods. When 120’ (40’) Move: fades away in 1-10 turns if not used. angered by the wanton slaying of woodland 2 (sword) or see below Attacks: In combat, adaptors are skilled at sword- creatures (or similar vile acts), the actaeon 5-1215-12 or see below Damage: play (2 attacks per round, + 4 bonus to Hit springs out of hiding, usually with surprise 1-6 (1-12) No. Appearing: and damage rolls) and using their own (1-5 on ld6). Large wood and bone spears are Fighter: 8 Save As: strange devices (if desired, designed by the often used. Morale: 10 DM). Some examples may be a flame tube, It has a powerful breath weapon that can V Treasure Type: trance inducer, or energy neutralizer. be used once per day, filling a 1O’x 1O’x 10’ Alignment: Any cube; each victim within it must make a Sav- XP Value: 1,200

24 Monsters

An undead beholder is similar to a living one, but is a construct cre- ated for some specific evil purpose. This monster looks quite similar to a normal beholder-a large floating ball, about four feet in diameter, covered with tough armor- plated skin. Atop the monster are ten small eyes on stalks, each with its own magical power. A large central eye is on the front of the body, with a toothy mouth below it. The creature moves about by magical flight, a natural (non-magical) ability. It is extremely intelligent, and speaks many languages. Any cleric of 25th level or greater will recog- nize the creature as undead when it is seen. An undead beholder cannot be harmed by normal, silver, or even + 1 magical weapons; a magic weapon of + 2 or better enchantment is needed to damage it. It is immune to all charm, hold, and sleep effects, all illusions, death rays, and poison. The monster’s body regenerates 3 hit points per round as soon as it is damaged. If reduced to 0 hit points, it is forced into gaseous form and cannot regenerate; it must rest for 1 hour in total darkness before the regeneration starts once again. The monster usually keeps several areas of continual darkness near its location. An undead beholder can assume gaseous form at will. In this form, it has no special abilities, but cannot be harmed except by magic that affects air. The monster cannot use any special abilities during any round of combat in which it is becoming or leaving gaseous form. Its bite inflicts 2-20 points of damage, and also causes an Energy Athach Drain of 2 levels (as a vampire’s). The monster’s front eye always projects a ray of reflection. Any Armor Class: 0 spell cast at the monster from this direction is reflected back at the Hit Dice: 14* caster. In addition, any attempt to Turn undead from in front is also Move: 180’(60’) reflected back on the cleric, who must make a Saving Throw vs. Spells Attacks: 4 or run in fear for 2-12 rounds. The monster usually turns to face any Damage: 2-2412-2412-2412-20 + poison character who starts casting a spell, and watches for clerics. This No. Appearing: 1-3 (1-6) reflection cannot be aimed above or behind the creature, but only Save As: Fighter: 14 straight in front of it. Morale: 7 If the undead beholder is attacked with a weapon, the player must Treasure Type: I declare what the character is aiming at-the body, the large eye, or an Alignment: Chaotic eye stalk. Each target has a different Armor Class and hit points. The XP Value: 2,500 body is AC -4, and can take 90 hit points of damage before the beholder is killed. Damage to the eyes is accounted for separately, and Athachs are thought to be some form of giant as they are generally does not count toward killing the creature. The front eye is AC -2, and humanoid and stand 18’ tall. Each has hideous features, a malformed has 30 hit points. An eye stalk is only AC 3, but each can withstand 20 body, and a third arm in the center of its chest. points of damage. A “slain” eye is cut off, but a damaged eye func- These huge monsters are quite stupid and ill-tempered. They love tions normally. Damaged and lost eyes grow back in 2-5 hours, and do gems and jewelry and, if the offer is good enough, take such in return not regenerate as fast as the body of the monster. for not attacking. Athachs attack by bashing their opponents with Eye Stalks: Each small eye may be used once per round at most, thick tree stumps or stones, and biting with their gnarled, poisonous and only 3 eyes in one direction (forward, backward, etc.; if a target is tusk-like teeth. Any victim bitten must make a Saving Throw vs. Poi- above the creature, all 10 small eyes can be used). The beholder often son with a -4 penalty or be helpless for 1-6 turns. uses only 2 small eyes per round unless seriously threatened. Eye 1. animate dead (range 60’) Beholder, Undead Eye 2. charm (as vampire, 120’ range, -2 penalty to the saving Armor Class: -41-213 throw) Hit Dice: 20* * * * * * * (hp special) Eye 3. continual darkness (range 120’) Move: 60’(20’) Eye 4. death spell (range 120’) Attacks: 1 bite + special Eye 5. energy drain 1 level (as wight) Eye Damage: 2-20 + special 6. energy drain 2 levels (as spectre) No. Appearing: 1 Eye 7. paralysis (as ghoul, range 60’; note that elves are immune to Save As: Magic-User: 20 this ray) Morale: 12 Eye 8. animate object (60’ range) Eye 9. dispel magic (26th level) Treasure Type: L, N,0 (x2) Alignment: Chaotic Eye 10. telekinesis XP Value: 14,975

25 Monsters

Devilfish’ Dinosaur Armor Class: 6 Though not strictly correct in the scientific sense, the game term Hit Dice: 1 or more (See below) “dinosaur” applies to any prehistoric bird, fish, mammal, or reptile Move (Swimming): 120’ (40’) found in the Mesozoic or Paleozoic Eras. Dinosaurs w’ere the ances- Attacks: 1 Tail/l Bite tors of modern birds, reptiles and mammals. All dinosaurs are very Damage: 1/1 (or 1-4/1-6 + spells) stupid (Intelligence 1-3) and easily fooled. No. Appearing: 20 (20-120) Each dinosaur can be placed in one of three categories: aquatic Save As: Cleric level (mostly marine) dinosaurs, land-based carnivores (meat eaters), and Morale: 8 land-based herbivores (plant eaters). Use the general information Treasure Type: Ax2 + Fper20 given to create your own specific dinosaurs. Examples of the types Alignment : Chaotic described are given. You may either create aditional “new” dinosaurs XP Value: See below (bearing little or no relation to actual prehistoric types), or you may wish to base their descriptions on research. Devilfish are a race of Chaotic undersea clerics resembling manta rays When calculating XP values, treat all dinosaurs as having no spe- in shape and size. They are always found in groups of 20 or more. A cial abilities unless they can swallow opponents whole (as noted in standard wandering group includes: some descriptions). If you create your own dinosaurs, be sure to add 1 asterisk for each special ability (such as poison, throwing sptional Hit . Cleric Spells armor, etc.). Dice byLevel 1 2 3 4 5 6 XP Several dinosaurs are described in the D&D Expert rule book and adventure X1. These include the giant crocodile, mastodon (ele- 15 Acolytes 1 1 10 phant, prehistoric), pterodactyl, triceratops, and tyrannosaurus rex 1 Priest 2’ 3 2- 25 (Expert rule book); and the allosaurus, ankylosaurus, brontosaurus, 1 Curate 3’ 5 2 2- 50 dimetrodon, megatherium, phorarhacos, pleiosaurus, and trachodon 1 Bishop 4** 7 3 2 2- 175 (X1). 1 Patriarch 5** 9 3 3 3 2- 425 1 Matriarch 6*** 12 444321 950 Dinosaur, Aquatic Entire group: 2,300 Small Large Armored Others, placed as desired, are as follows: Armor Class: 7 5 to 7 2 to 4 Hit Cleric Spells Hit Dice: 2 to a 9 to 24 6 to 9 Dice by Level 1 2 3 4 5 XP Move: 0 to 30’ 0 to 60’ 10’ to 60’ Swimming: 120‘ to 180’150‘ to 240’ 90’ to 120’ Adept 1+3* 2 1- 19 Attacks: ...... 1 bite ( + 2 flippers) ...... Vicar 2+3* 4 2 1- 35 Bite Damage: 1 to 2-a 2-a to 4-32 1-4 to 2-16 Elder 3+3** 6 2 2 1- 100 No. Appearing: 1-2 to 2-16 1-2 to 1-4 1-2 to 1-6 Lama 4+3** 8 3 3 2 1- 275 Save As: ...... Fighter = 1/2 dinosaur’s Hit Dice ...... Patriarch 5+3*** 10 44321 750 Morale: 3 to 6 6 to 11 7 to 9 Treasure Type: Nil Nil(U+V) Nil Alignment: Neutral Neutral Neutral The tail and bite of a normal devilfish each inflict 1 point of damage. However, those of 5 or more Hit Dice have the abilities of vampires Most aquatic “dinosaurs” are either fish, turtles, or combina- (see Expert Set, page 57) as well as spell casters. Vampire devilfish tions ofboth. Most are omnivorous, usually eating marine plants inflict more damage (1-4/14) and a double Energy Drain with each and a few small fish or other easy victims. The fins or flippers of hit. They can only be harmed by magic or silver weapons (or holy any aquatic dinosaur may be used in defense, though this is not a items, as vampires), but may be Turned by a cleric, like regular vam- normal attack form and is not used until after the first morale pires. They can charm and regenerate as normal vampires, but can- check is successful, indicating that the dinosaur is in a frenzy. not change shape. Small aquatic: Only primitive fish and eels fall in this cate- Devilfish leaders may be from 10th to 16th level. All have 6 Hit gory. Most flee if disturbed by anything 1 foot long or more. Dice, with one asterisk for each two levels of spells used, plus 1 asterisk Large aquatic: Some of the large land herbivores had marine for vampirism. They cannot gain seventh level spells. It is nearly counterparts, very similar in appearance except for much smaller impossible for characters to determine which devilfish in a group are legs, and fins instead of claws. Some appear to be snakes with casting spells; thus, the XP given for defeating a group includes a unarmored but turtle-like bodies. Only the largest aquatic dino- large bonus. saurs have high morale. A very large specimen (HD 20 + ) may be able to swallow a man-sized opponent if the Hit roll is a 20. Treasure may be found inside its body. Armored aquatic: All the dinosaurs of this category are rather slow, in comparison to other marine life, because of their large shells. They are the ancestors of modern turtles.

26 Monsters

Dinosaur, Land Carnivore When herbivores charge at intruders, each victim must make a Sav- ing Throw vs. Death Ray to avoid being trampled (taking no damage) Small Large F1 ying if they can’t get out of the way in time. This may be required up to Armor Class: 4 or 5 4 to 6 6 or 7 twice per charging dinosaur (per victim). No Hit rolls should be made Hit Dice: 1 to 5 6 to 20 1 to 7 for trampling, as the large herbivores do not actually pursue individ- Move: 120’ to 180’ 120’ to 210’ 150’ to 210’ ual prey. Attacks: 1 bite (+2 Small herbivores: Many of these creatures stand on their hind claws) 2 claws/1 bite 1 bite legs, and may at a distance seem identical to common carnivorous Claw Damage: 0 or 1 1-3 to 2-12 0 dinosaurs. Bite Damage: 1-3 to 2-8 2-8to 5-40 1-3 to 2-12 Medium-sized herbivores: Most of these types are four-legged No. Appearing: 2-8 to 2-12 1-2 to 2-8 1-4to 3-18 browsing dinosaurs, 15 to 30 feet long. Some are amphibious and are Save As: ...... Fighter = 1/2 dinosaur’s Hit Dice ...... able to go into nearby water to avoid predators. Morale: 6 to 8 9 to 11 6 to 8 Armored herbivores: Some of the medium-sized herbivores Treasure Type: Nil Nil (U + V) Nil or V evolved with heavy bony plates for protection. This “armor” gives Alignment: Neutral Neutral Neutral them Armor Classes of 3 to -3,and is sometimes studded with spikes or sharp plates. Attackers may, when successfully hitting these dan- All carnivorous dinosaurs are aggressive, attacking nearly any mov- gerously armored types, take damage themselves, ranging from 1-4to ing herbivorous prey on sight, and even attacking other carnivores 2-8points. Some armored herbivores (notably the triceratops) can use smaller than themselves. 1 or 2 horn attacks, sometimes with a bite as well, to defend themsel- Small Carnivores: These types normally attack with bite only, ves. though some of the larger ones may use claws for minimal damage. Large herbivores: These huge creatures often stand in swamp or They commonly hunt in packs. Only one species is known to be noc- shallow water, both to support their vast bulks and to avoid predators. turnal, and is a very small and rare type. Only the fastest gain the bet- They often have long necks and tails. ter armor class (4). Large Carnivores: These types usually attack with both claws and Dragon a bite. Many carnivores of 10 Hit Dice or more hold on with their Presented here are dragons whose statistics are similar to the dragon bites, inflicting automatic damage each round, and the largest carni- statistics in the Basic and Companion Sets. For Experience Point cal- vores may actually swallow prey whole if the Hit roll is 20. Treasure culations, one bonus should be added for every 2 levels of spell cast- may be found in the stomachs or droppings. ing. Flying Carnivores: These dinosaurs have wingspreads ranging from 10 to 60 feet, with body length about 30-40% of the wingspread. Dragon Alignment Similar to Breaths With surprise, a flying carnivore may swoop at prey, inflicting double damage if the attack succeeds. The largest may pick up prey of half- Crystal Lawful White Dragon Cold or Crystal ling size or smaller. Most flying carnivores flee if harmed, preferring Onyx Neutral Black Dragon Acid or Darkness easier prey, unless they are very hungry. Jade Neutral Green Dragon Poison Gas or Disease Sapphire Lawful Blue Dragon Lightning or Vaporize Dinosaur, Land Herbivore Ruby Lawful Red Dragon Fire and Melt Brown Chaotic Gold Dragon Fire and Melt Small Medium * Large Gas and Disease Armor Class: 7 5 or 6 501-6 Hit Dice: 1 to 5 6 to 12 13 to 40 All details given in the Basic and Companion Sets still apply. Refer to Move: 90’ to 180’ 60’to 120’ 30’ to 90’ the DM Companion Book 2 (pages 30-31) for details on the kick, tail, Attacks : 1 tail or bite 1 tail 1 tail and wing attacks, and hover, and crush. Normal Damage: 1 to 2-8 1-4to 2-12 2-8 to 4-24 At 120’ or greater range, each of the “gemstone” dragons appears Trample Damage: Nil or special 2-8 to 3-18 2-12 to 10-100 identical to that of the corresponding normal color (Le. white and No. Appearing: 2-12 to 3-30 1-6 to 2-16 1-4to 2-8 crystal, black and onyx, green and jade, blue and sapphire, red and Save As: ...... Fighter = 1/2 dinosaur’s Hit Dice ruby, brown and gold). At closer ranges the shimmering color differ- Morale: 4 to 6 5 to 7 6 to 8 ences can be easily distinguished by the trained eye. Treasure Type: Nil Nil Nil Alignment: Neutral Neutral Neutral Breath Weapon Information *and Armored As with other dragons, each victim of a dragon’s breath must make a Saving Throw vs. Dragon Breath or take damage equal to the cur- Herbivores are usually not aggressive unless armored (see below). rent hit point of the dragon. The following spell effects are not true However, if surprised or frightened, their actions are often unpredict- spells, and cannot be turned or absorbed by devices or other protect- able. To determine random actions, roll ld6; 1-2 = attack with tail; 3- ive spell effects (including spell immunity). Wherever applicable, 4 = run away; 5-6 = charge at intruders. If the dinosaur is damaged, treat the level of caster (for purposes of duration, dispelling, etc.) as add 1 to the die roll. equal to the Hit Dice of the dragon. All running and charging is at double normal movement rates.

27 Monsters

Crystal: If the saving throw is failed, full damage is inflicted and all Dragon Ruler the victim’s nonliving carried items turn to crystal. This includes Pearl (The Moon Dragon), Ruler of all Chaotic Dragons* teeth and claws (or nails). If the saving throw succeeds, the victim only takes half damage and his items are unaffected. Any weapon, Armor Class: -8 tooth or claw turned to crystal can be used to attack, but will probably Hit Dice: 24******** (1-5 on ld6) shatter if a hit is scored. If the weapon shatters, it inflicts Move: 180’(60’) the minimum possible damage for that blow, and is destroyed. A Flying: 420’(140’) stone to flesh spell (in modified form) can be used to permanently turn Attacks: Up to 9 (see below) up to 100 cubic feet of crystal items (easily including all items nor- Damage: See below mally carried by 1-3 persons) back to their normal forms. Breath: As any chaotic dragon No. Appearing: 1 (unique) Onyx: If the saving throw is failed, full damage is inflicted and a dark- Save As: Fighter: 36 (and see ness spell effect (15 ’ radius) appears centered on the victim, moving below) as the victim moves. It may be countered by a light spell, or removed Morale: 10 (see below) by dispel magic; otherwise it remains for 1 round per Hit Die of the Treasure Type: Hx4, 1x3, N, 0 dragon. This darkness is a special type through which the dragon can Alignment: Chaotic easily see, so it does not interfere with attacks; it otherwise XP Value: 25,250 functions exactly as a normal darkness spell. Opal (The Sun Dragon), Ruler ofall Neutral Dragons* Jade: If the saving throw is failed, full damage is inflicted and the vic- Armor Class: -9 tim and all items carried become infected with a rotting disease. This Hit Dice: 27******** disease causes all non-metal items to rot away in 1-6 turns unless a Move: 180’(60’) cure disease spell is cast on them during that time. A diseased victim Flying: 420’( 140’) cannot be affected by healing spells of any type, nor by any item that Attacks: Up to 9 (see below) produces healing, except a cure disease effect. The disease also inflicts Damage: See below 1 point of damage per turn (but not cumulative in the case of multiple Breath: As any neutral dragon failed saving throws). If the saving throw is successful, the victim only No. Appearing: 1 (unique) takes half damage and avoids the rotting disease. Save As: Fighter: 36 (see below) Morale: 10 (see below) Sapphire: If the saving throw is failed, full damage is inflicted and the Treasure Type: Hx4, 1x3, N, 0 victim and all items carried are turned into gaseous form, invisible Alignment: Neutral and unable to make any noise or affect any solid item. The victim may XP Value: 32,000 move at up to a 60’(20’) rate by concentrating. A dispel magic effect can restore the victim and items to normal form; treat the level of Diamond (The Star Dragon), Ruler ofall Lawful Dragons* ___. magic as equal to the dragon’s Hit Dice. Other creatures in gaseous form are immune to most attacks. all saving throws against area Armor Class: -10 effects (such as lightning, fire, etc.). Hit Dice: 30******** Move: 180’(60’) Ruby: If the saving throw is failed, full damage is inflicted and all Flying: 420’(140’) items carried start to burn or melt. Paper items are destroyed Attacks: Up to 9 (see below) instantly; leather items in 1 round; all other non-metal items in 2 Damage: See below rounds; non-magical metal items in 3 rounds; and magical items of all Breath: As any lawful dragon sorts in 4 or more rounds. If the item has a bonus (“plusses”), add 1 No. Appearing: 1 (unique) round to the 4 round period for each point. Items which give immu- Save As: Fighter: 36 (see below) nity or resistance to fire also melt, but in double the normal time. The Morale: 10 (see below) burning or melting items may be saved if immersed in water (or other- Treasure Type: Hx4, 1x3, N, 0 wise cooled, such as magically) before they are destroyed. The DM Alignment: Lawful may choose to deduct 1 or more “plusses” from partially damaged XP Value: 38,750 items.

Brown: The notes given previously for Jade and Ruby dragons apply to this creature’s respective breath weapons.

28 Monsters

The Great Dragon, Ruler of All Dragonkind* A dragon ruler can polymorph itself at will into the form of any of Armor Class: -12 its follower dragons. Each ruler has a spell book containing all of the Hit Dice: 40********* known spells, but must study and learn them just as a normal magic- Move: 240’( 80’) user. Cleric spells are gained with the usual amount of meditation. Flying: 480’( 160’) The information on the spell chart applies to both cleric and magic- Attacks: Up to 10 (see below) user spells. Damage: See below Each dragon ruler can use any breath weapon of its followers, each Breath: As any dragon once per day, and while in either normal or polymorphed (to a lesser No. Appearing: 1 (unique) dragon) form. For example, Opal can breathe a cone of cold (as a Save As: Fighter: 36 (see below) white), line of acid-and-darkness (as an onyx), cloud of gas-and- Morale: 10 (see below) disease (as a jade), or a lightning bolt (as a blue), for a total of 4 Treasure Type: Hx5,1x4, Nx2,0x2, + spe- breaths per day. Each dragon ruler can attack up to nine times per cial round (with 2 bites, 2 claws, 2 wings, 2 kicks, and 1 tail), maneuver- Alignment: Unknown ing very quickly. The Great One has up to 10 attacks, using the tail XP Value: 68,000 twice. The lair treasures of the dragon rulers always include at least 3 mis- cellaneous magic items usable by dragons; these items may be used Attacks and Damages (with dice used) against invaders, as appropriate. The Great Dragon owns 1 artifact in addition. (DM’s choice, but the artifact is not ultimately fatal to the dragon ruler, nor does it involve undead in any way.) Bite or Crush Claws, Kicks, Wings, The 3 lesser rulers of dragonkind do not like or cooperate with each and Tail other, but neither do they fight each other. The Great Dragon treats them equally, without a favorite. The origins of the rulers are Pearl (Moon) 6d8 2d8 each unknown, but the lesser rulers may be the offspring of The Great Opal (Sun) 6d8 + 4 2d8 + 2 each One. Diamond (Star) 6d8 + 8 2d8 + 4 each The Great One 6d10 3d10 each Drake SPELLS (by level)-both types (CL and MU) Mandrake Woodrake 1234567 Armor Class: 0 0 Hit Dice: 3*** 4*** Each of the 3 Move: 120’(40’) 120’(40’) lesser rulers 7654321 Flying: 30’(10’) 30’( 10’) The Great One 9876543 Attacks: 2 clawdl bite 2 claws11 bite Damage: 1-211-211 -6 1-211-211 -8 These creatures are extremely rare, almost never appearing on the No. Appearing: 1-4 (1-4) 1-4 (1-4) Prime Plane unless there is great need. They are all Immortal. If a Save As: Magic-user: 6 Magic-user: 8 dragon ruler’s material body is slain, the spirit goes to its home plane Morale: 8 8 (one of the Outer Planes) and creates a new body. Treasure Type: (Vx2) E (Vx2) E Each ruler is always attended by four of their largest, most powerful Alignment: Chaotic Chaotic followers. Pearl is always accompanied by four huge brown dragons, XP Value: 80 225 each with 176 hit points. Opal is always with four blue dragons, each with 144 hit points. Diamond is always with four gold dragons, each Colddrake Elemental* with 176 hit points. All of these attendants can use spells. The dragon Armor Class: 0 0 ruler often relaxes in the same form as its attendants, to confuse magi- Hit Dice: 5*** 6**** cal scrying or possible intruders. Move: 120’(40’) 120’(40’) When traveling, the dragon rulers usually bring 1 of each type of Flying: 30’(10’) 30’(10’) their largest subjects; for example, when on an excursion to the Prime Attacks: 2 clawdl bite 2 claws11 bite Plane, Diamond brings 1 ruby dragon (hp 160), sapphire dragon 1 Damage: 1-2/1-212-8 1-311-3/3-10 (hp 144), and 1 crystal dragon (hp 96), in addition to the usual 4 gold No. Appearing: 1-4 (1-4) 1-4 (1-4) dragons (hp 176 each). Of course, all the dragon rulers travel in the Save As: Magic-user: 10 Magic-user: 12 same form as one of their attendants. Morale: 8 9 All dragon rulers are immune to charm, hold, paralysis, slow, Treasure Type: (Vx2) E Special death ray, disintegration, and poison. The three lesser rulers are Alignment: Chaotic Neutral immune to normal and silvered weapons, and to all spells of 3rd level XP Value: 550 1,175 or less. The Great Dragon is immune to all spells of 6th level or less, and to all weapons ofless than + 3 enchantment. All dragon rulers are immune to all other dragon breath weapons of all types and are unaf- fected by dragon control magic items.

29 Monsters

A drake is an enchanted monster, a man-sized dragon-like creature. Faerie Drakes have no breath weapons or spell casting abilities. They may be Armor Class: 5 evil or good (50% chance of each) but, except for Elemental forms, Hit Dice: 1 + 1* or more are always very Chaotic. All drakes are extremely intelligent and Move: 120’(40’) clever; they tell lies as needed, and surrender rather than fight to the Flying: 240’ (80’) death. Drakes are immune to all spells of 4th level or less, but may Attacks:- 1 weapon or spell cancel this immunity for 1 round by concentrating-to receive the Damage: by weapon or spell benefits of a cure wounds spell, for example. No. Appearing: 1-6 (23-60) In normal form, a drake looks similar to a small dragon without Save As: Elf: 1 (or better) front legs but with tiny wings. These wings can only support slow Morale: 9 flight, and only for an hour at a time. All drakes can polymorph them- Treasure Type: (Nil) Special selves into humanoid form (and back) as often as desired. The Attacks Alignment: and Damage given above apply to normal form only. In humanoid Any XP Value: 19 (or more) form, a drake may use any weapon permitted to thieves. All drakes are thieves, having all the special abilities of a 5th-level Faeries are the very rare “missing demi-humans” of legend. As the thief. Some mandrakes may actually join Thieves’ Guilds and dwarves inhabit the mountains, halflings the fields, and the elves the improve their abilities, though most avoid such lawfulness. They are woods, the faerie inhabit the air and clouds. Faeries are close relatives fond of pranks and tricks, and sometimes act as agents for evil powers. of other demi-humans, with features of each. They appear as halfling- A protection from evil spell effect blocks drakes. sized humanoids with gossamer wings, dwarvish noses and beards, and elvish ears and eyes. Mandrake: These drakes can change into human form, and they Faeries are naturally invisible at all times, and never appear to nor- enjoy the company of men. They often hold minor jobs in stables and mal sight. Their bodies are mostly an airy substance, and they can taverns in towns (never in positions ofimportance or power), and may hover or fly with very little effort. They build their homes of “clouds,” pretend to be adventurers. They often steal food from town store- and enjoy basking in the sun while storms rage below. They have their houses, and valuables from wandering townsfolk. own great empire of the wind far above the earth, commonly known Wooddrake: These creatures can change themselves into elf or only to themselves and a few air creatures; even birds and other flying halfling forms. They are otherwise very similar in habits to man- creatures are normally unaware of their existence. drakes, and are sometimes discovered amidst elven or halfling com- Faeries can see invisible things easily. The following abilities are munities. common to all faeries, usable at will, up to once per round: assume gaseous form, create fog(a 10’ cube around the faerie), condense fog Colddrake: These monsters shun the light of day, living deep (causing a misty drizzle within any fog), return to normal form (from underground (usually in icy caverns). They can change themselves gaseous), summon breeze (which causes open flames to flicker, blows into dwarf or gnome forms, and can sometimes be found amidst an out candles but not larger flames, and enables the faerie to move at a underground dwarf or gnome community. 36” rate). Elemental drake: There are four types: airdrakes, earthdrakes, Common faeries have 1 + 1 Hit Dice, but leaders and exceptional firedrakes, and waterdrakes. They have the same immunities as all types have up to 9 Hit Dice. Spell casters are rare but do exist (both drakes. Elemental drakes are also immune to normal and silver weap- types). Faeries do not usually carry treasure, but may have fabulous ons; a magic weapon is needed to damage them. They live on the Ele- treasures in their homes-but made of air and mist, mostly unusable mental Planes, and are very rare on the Prime Plane. They cannot by solid creatures. normally travel between the Planes, but may “ride” along with an elemental or other creature, either to or from their Plane of origin. Giant On the Prime Plane, elemental drakes can take the forms of young Sea giants (1-4 feet shorter than normal), but they cannot throw rocks in Mountain - those forms, and can only inflict 2-12 points of damage in hand-to- Armor Class: 0 0 hand combat (instead of the normal damage done by the giant form). Hit Dice: 12* to 20* 9* to 15* An airdrake can assume the form of a cloud giant; an earthdrake, a Move: 150’(50’) 120’(40’) stone giant; a firedrake, a fire giant; and a waterdrake, a storm giant. Attacks: 1 weapon 1 weapon or They are sometimes found amidst similar real giants, acting for their special own purposes. Damage: 5-50 See below On their home Planes, elemental drakes cannot change into giant No. Appearing: 1-4 (1-20) 1-2 (1-20) forms; instead, they can assume the form of a small elemental, with all Save As: .:...... Fighter: equal to Hit Dice...... the abilities of that form. (Treat each as a 6 Hit Dice elemental in size Morale: 9 10 and ability.) Treasure Type: E + 5,000 gp E + 5,OOOgp Alignment: Neutral Neutral XP Value by Hit Dice: 9* = 1,600 10* = 1,750 11* = 1,900 12* =2,125 13* = 2,300 14* = 2,500 15* = 2,700 16* = 2,950 17* = 3,150 18* = 3,475 19* = 3,800 20* =4,175

30 Monsters

Mountain giants: These appear similar to stone or hill giants. They oozes, and puddings for company, and are always accompanied by 3- are hairy, have grayish skin, and stand 12’ to 20’ tall (usually 1’ per 18 evil monsters, many of them undead (but rarely all). Hit Die). They often (80%) carry boulders, and can throw them great Sea: This is one of the ugliest creatures known, and has the foulest distances (100/200/400), for 4-24 points of damage each. They are habits imaginable. All who see it or even approach within 10’ must usually reclusive but mercenary, and may be hired to fight for any immediately make a Saving Throw vs. Spells with a -6 penalty, or flee large force. In melee combat, they use huge swords or stone clubs (D in fear and disgust for ld20 + 5 rounds. A sea hag can be harmed only 5-50). by silver or magic weapons. It lives mostly in shallow ocean waters Sea giants: These normally friendly creatures are rarely seen, pre- near coasts, but may venture on land for up to 3 hours at a time. Its ferring to live in the deepest canyons of the ocean depths. They appear touch is an energy drain of one level (as a wight’s), and also causes dis- identical to humans, except for their height (15’ to 20’ tall). Sea giants ease (neither effect allowing a saving throw). breathe water, but can hold their breaths for up to a full turn when Hsiao venturing out ofthe sea (very rare). Though able to use weapons (usu- ally huge spears, D 4-40), they rarely do so. They can push water with Armor Class: 5 great force, creating a current (underwater) in a cone-shaped area 50’ Hit Dice: 4** to 15**** long and 30’ wide at its base; all within that area are shoved 60’ away Move: 90’(30’) from the giant at great speed (no saving throw), and each victim must Flying: 210’ (70’) make a Saving Throw vs. Death Ray or be stunned for 1-6 rounds Attacks: 2 clawdl beak or 1 spell (unable to cast spells, and with 1/4 normal movement). On the sur- Damage: 1-6/1-6/1-4 or as spell face, this current becomes a wave with the same effect but of greater No. Appearing: 1-4 (1-20) size (120’ long and 60’ wide at the base), and inflicts 2-12 Hull points Save As: Cleric: by hit dice of damage to any vessel in its path. Morale: 9 Treasure Type: 0 Alignment: Lawful XP Value by HD: sea* IO**** = 4** = 175 4,000 11**** = Armor Class: 4 4 5** = 425 4,300 Hit Dice: 11****to 20 *****e 8*** 6*** = 950 12**** = 4,750 7*** = 13**** = Move: 150’(50’) 120’(40’) 1,650 5,150 = 14**** = Swimming: 60’(20’) 150’(50’) 8*** 2,300 5,500 g*** = 15**** = Attacks: 2 claws or 1 spell 1 dagger/l touch + 3,000 5,850 gaze The hsiao (sh-HOW) are a race of peaceful cleric-philosophers who Damage: 2-8 + poison or spell 1-6/1 Energy Drain + inhabit woodlands and forests. They appear as giant owls with broad special feathered wings and large golden eyes. The creatures live in trees, No. Appearing: l(1) 10) making earthen nests and tunnels high above the forest floor. The Save As: Cleric of same level Fighter: 8 hsiao know and work closely with other woodland creatures (includ- Morale: 10 10 ing centaurs, elves, treants, and unicorns), and may call on them for Treasure Type: C G+M aid. Most of these avian clerics are 4th level; 25% are higher levels (as Alignment: Chaotic Chaotic given above; maximum level is 15th). XP Value: See below 2,300 Although able to physically defend themselves with their sharp XP Value by HD: 11**** claws and beak, the owl-clerics depend on the assistance of their wood- = 4,300 16***** = 7,350 12*****= land allies for protection. The hsiao are known to some druids, though 5,625 17******= 8,900 their philosophies (alignments) obviously differ greatly. 13*****= 6,100 18******= 10,225 14*****= 6,500 1g******= 11,550 Human 15***** = 6,900 20****** = 13,175 Two special types of humans are described: Headsmen (including Hags appear as ugly human females, but are actually monsters. They Thugs) and Mystics. Both male and female human NPCs may be have the common ability to control undead as if they were also found in these unusual professions, but not demi-humans or non- undead. Each hag is treated as double its Hit Dice for control calcula- humans. tions (sea hag as if 16 HD, black hag as if 22-40 HD). (See page 22 in Headsman (and Thug) the Procedures section for details about controlling undead.) Each type of hag is also immune to all special abilities of undead (including Armor Class: 4 or better energy drain, paralysis, undead-created disease or poison, etc.). Hit Dice: 1** to 12****** Move: 120’(40’) Black: A black hag has black hair and blue-black warty skin. It can Attacks: 1 weapon cast spells as if a cleric (level equal to its Hit Dice), but rarely uses its Damage: By weapon or special powers for healing (except itself), preferring death and destruction. If No. Appearing: 1-6 (2-24) a black hag does not cast spells, it rends its opponents with its poison- Save As: Thief of equal level ous iron claws; any victim hit must make a Saving Throw vs. Poison Morale: 7 or better with a -4 penalty, or die. Black hags live in dark caves or in rude Treasure Type: (U + V), F thatched huts deep in gloomy forests. They often keep various slimes, Alignment: Neutral

31 Monsters

XP Value by HD: If a prepared thug gains surprise, the victim may be slain with a sin- 1** = 16 5** = 425 g*** = 3,700 gle blow, regardless of hit points. No Hit roll is made; instead, the 2** = 30 6*** = 950 lo***** = 4,750 base chance of success is 50 % , modified by the difference in Hit Dice, 3** = 65 7*** = 1,650 11*****= 5,100 as follows: if the victim’s level is greater than the Thug’s, subtract 5 % 4** = 175 8****= 2,850 12******= 6,500 per Hit Die; if the victim’s level is less than the Thug’s, add 5 % per Hit Die. If the thug does not gain surprise, a normal Hit roll is made, Headsmen (also called Executioners) are NPC humans commonly and normal damage is inflicted if the attempt succeeds. A successful employed by dominion rulers. They are trained in the business of kill- hit may also require the victim to make a Saving Throw vs. Poison if ing criminals who have received the death penalty for any of various the thug is using a poisoned blade. crimes. Most headsmen are skilled in the proper use of bladed weap- Example: A 7HD thug attempting to kill a swordmaster (3HD ons, ropes, and poisons, and are able to execute criminals quickly and fighter) has a chance of 50% plus 20% (for 4 HD difference in the neatly. headsman’s favor), or 70%. If the same thug tried to kill a 25th level All professional headsmen belong to their own guild, which is a fighter lord, the chance is 50% minus 10% (2 HD difference in the branch of the Thieves’ Guild. Headsmen keep their true identities victim’s favor), or 40%. Remember that the fighter has only 9 HD completely secret, wearing hoods or disguises when engaged in pro- (despite his or her added hit points per level above that), for a differ- fessional activities. Many own ordinary shops, and can seem to be ence of only 2 Hit Dice in this example. perfectly ordinary townsfolk. Headsmen of 6 HD or more are 90% undetectable in their disguises, and study languages of all sorts to Mystic improve their . Headsmen of 10 HD or more can even Armor Class: 9 or better (see below) use the secret languages of other alignments. 1 to 16********* Hit Dice: (d6) Move: 120’(40’) to 320’(80’) (see below) Thugs Attacks: 1 weapon or see below A secret organization exists within the Guild of Headsmen, and its Damage: By weapon or see members can be dangerous. These evil headsmen enjoy their work too below much, and offer their services for open hire. Others call them Assas- No. Appearing: 1-8 (6-48) sins or Thugs; they call themselves Pragmati (“the practical people”). Save As: Fighter of equal level Unlike the Thieves’ Guild, the Pragmati are not supported by Morale: 7 or better adventurers or rulers. They are sometimes hired by other NPCs, Treasure Type: (V) I, L, M, N, 0 especially evil ones. However, PCs do not normally contact these Alignment: Any (usually Lawful) headsmen for any reason; their organization is dangerous as either an XP Value: See below enemy or an ally. Thugs are treacherous and self-serving, known to extort money from their previous ‘‘clients’’ with threats of exposure, Hand Atks kidnapping, or even murder. Thugs often use poisoned weapons, and strongly prefer stealth, HD(d6) AC MV #AT D XP Value treachery, and ambush to normal attacks. They often use magical 1 9 120’ 1 ld4 10 devices when attacking powerful opponents; potions, rings, and mis- 2* 8 130’ 1 ld4+1 25 cellaneous items are preferred. Thugs rarely use magic weapons, pre- 3* 7 140’ 1 ld6 50 ferring cheap but effective tools that could easily be left behind. They 4** 6 150’ 1 ld6+1 175 never use spells, though they may hire (or even be led by) evil spell 5*** 5 160’ 2 ld8 550 casters. 6*** 4 170’ 2 ld8+1 950 Thugs usually retreat if damaged, and may flee even if merely dis- 7*** 3 180’ 2 ldlO 1,650 covered, depending on the situation. They rarely attack adventurers, 8**** 2 190’ 2 Id12 2,850 knowing well that magic and other special attacks can be deadly. 9***** 1 200’ 3 2d8 4,400 However, a group of thugs may try to ambush a party if the chance for IO***** 0 210’ 3 2d10 4,750 success is good, especially if the party has recently been wounded in a 11***** -1 220’ 3 2d12 5,100 difficult battle. Sometimes thugs may be hired as guards, if assured of 12****** -2 240’ 3 3d8+1 6,500 high-level clerical assistance when injured or slain. They may rarely 13******* -3 260’ 4 4d6+2 8,000 be found working with bandits or other renegade groups, usually in 14******** -4 280’ 4 5d6 9,500 disguise and often unbeknownst to the bandits themselves. 15******** -5 300’ 4 4d8 10,050 16********* -6 320’ 4 3d12 11,750 Special Abilities Thugs know methods to kill quickly, neatly, and silently. A thug also A mystic is an NPC human who rigorously follows a way of life involv- has the same Special Abilities as a thief of the same level; for example, ing a special discipline of meditation, study, and physical training. All a 6 Hit Die thug can Climb Walls with a 92% chance of success. mystics live in special building complexes (often called cloisters or mon- Thugs use standard monster Hit roll charts, not those for characters. asteries), located far from towns or other parts of common civilization. A thug may make preparations to surprise a victim; if so, a roll of 1-3 Mystics allow no unwelcome intruders in their cloisters, but may some- (instead of 1-2) indicates surprise. These preparations often include dis- times invite others to come and discuss their problems. Mystics do leave guise, success at moving silently (as the thief ability), and a strong cord the cloisters for various reasons (including common adventuring), but or edged weapon held ready, possibly while successfully hiding in always return home within 3 months. They may be hired by PCs at the shadows. standard rate of 50 gp per day per Hit Die of the mystic.

32 Monsters

There are any number of mystics of 1 to 7 HD, but only seven each Mind Block: The mystic is immune to ESe hold and slow spells, of8 to 12 HD, five each of 13 to 15 HD, and three of 16 HD. Any mys- magical charms, quests, and geas spells. tic of 13 HDor more is called a Greater Master, and each rules a sepa- Blankout: By concentrating for one round, the mystic causes his rate cloister. Lesser Masters, of 8 to 12 Hit Dice, may also rule presence to “disappear.” The mystic cannot be seen or magically cloisters. Details on cloister organization and PC mystics are given in detected by any living or undead creature (no saving throw). The the Procedures section (pg. #). effect lasts for 1 round per Hit Die of the mystic or until he attacks. Mystics are usually (75%) Lawfill, though other alignments are Gentle Touch: Once per day, the mystic may use the Gentle Touch represented. All are utterly devoted to the mystic discipline, which is on any one living creature hit (by normal roll). The mystic must neither good nor evil, similar in that respect to druid philosophy. declare he is using the effect first. No saving throw is allowed to avoid However, the mystics rely on inner strength, and believe in extraordi- the subsequent effect, but a victim with more Hit Dice than the mystic nary but non-magical powers (rather than the powers of nature, as the cannot be affected. (Hit Dice are used, not levels of experience.) druids do). The Touch has one of the following results (as chosen by the mys- Mystics never wear armor of any type, nor do they ever use protect- tic): charm, cureall, death, quest, or paralysis. The effect lasts for 24 ive magical devices (such as rings, cloaks, etc.); they rely on their dis- hours. cipline for protection. They may use potions or other magic items for certain situations. They are trained to use all weapons, but often do not carry them. All material goods (money, magic items, etc.) are owned by the cloister, not by the mystics themselves, and are merely loaned or given to the individuals as needed. Six-sided dice are used to determine a mystic’s hit points. A mystic makes Hit rolls (and saving throws) as if a fighter of the same level, not as a monster. Other details of mystics vary by their Hit Dice (expe- rience), as given on the chart, including Armor Class, Movement rate, Attacks per round, and a special melee attack form using the hands as weapons. When mystics fight each other (such as for sport), they gain a + 4 bonus to all Hit rolls. Mystics can often be recognized by their robes or other unusual garb, but another distinctive feature is their salute. Upon meeting another creature presumed to be peaceful, the mystic raises a fist, cov- ers it with the other hand, and bows slightly. This symbolizes greet- ings (the bow), readiness to fight if necessary (the fist), but peaceful intentions (the covered fist).

Special Abilities Lich* Any mystic can use the following Special Abilities of thieves as if a Armor Class: 0 thief of the same level: Find Traps, Remove Traps, Move Silently, Hit Dice: As character type + level Climb Walls, and Hide in Shadows. Move: 90’(30’) Mystics gain other special abilities as they progress in levels, as Attacks: 1 touch or 1 spell given. These abilities, once gained, are retained at higher levels. Damage: 1-10 + paralysis or by spell 2 HD: Awareness No. Appearing: 1 4 HD: Heal self Save As: Character type and level 6 HD: Speak with animals Morale: 10 8 HD: Resistance Treasure Type: See below 10 HD: Speak with anyone Alignment: Chaotic 12 HD: Mind block XP Value: See below 14 HIU: Blankout 16 HD: Gentle touch A lich is a powerful undead monster of magical origin. It looks like a skeleton wearing fine garments, and was once an evil and chaotic Explanations: magic-user or cleric of level 21 or greater (often 27-36). A lich is still Awareness: The mystic is only surprised on a roll of 1 (on ld6). able to use spells as it did while alive, so is extremely dangerous. Heal Self: The mystic may, once per day, cure himself of 1 point of The very sight of a lich causes fear in all characters below 5th level damage for each of his Hit Dice, simply by concentrating for 1 round. (no saving throw). Its merest touch causes 1-10 points ofdamage, and Speak with Animals: The mystic may speak with any normal or can paralyze any creature for 1-100 days (though a saving throw giant animal as often as desired. applies, and the paralysis is magically dispellable). Resistance: The mystic takes only 1/2 damage from all spells and Before any encounter with a lich, the DM should select spells for the breath weapons that inflict points of damage, or 1/4 damage if the sav- creature. This should be done with care, as a lich is extremely intelli- ing throw is successful. gent and uses them to its best advantage. Note that morale is given as Speak with Anyone: The mystic may speak with any living crea- 10, but a lich flees if in actual danger. A lich is not normally found ture that has a language of any sort, as often as desired. wandering, but instead remains in or very near a well-defended lair.

33 Monsters

Outside of its lair, a lich always carries 2-5 powerful magic items to Werebat: These dangerous flying creatures are sometimes con- be used in case of trouble. You should choose these, not randomly fused with vampires, turning from human to bat form at will. In addi- determine them. Within its lair, a lich has 4-32 additional temporary tion to summoning normal and giant bats, they may summon 1-4 magic items (or more), plus the amounts of coins, gems, and jewelry other werebats (each of which can, in turn, summon other normal or given for Treasure Type H (but at 90% chance for each type). The giant bats, but not more werebats). Each werebat bite may inflict a number and severity of traps and other dangers to intruders should be non-magical disease; the chance is 1 in 6, checked per bite. Its “spe- appropriate to protect such a hoard. cial” movement rate is for flying. are undead, and can be Turned (but not destroyed) by cler- Werefox: Where dense underbrush slows most normal movement ics. They are immune to charm, sleep, feeblemind, polymorph, cold, to 1/2 or less, this creature can maintain full or 2/3 normal movement. lightning, and death spells, and can only be harmed by magical weap- It also normally has high intelligence, and thus often becomes a ons. They are also immune to the effects of all spells of less than 4th magic-user as well (though spells can only be cast when in human level. form). Its “special” movement rate is for swimming. A werefox can A magic-user lich normally has 1-2 spells on it of permanent also charm (persons in person form, animals in fox form) 3 times per nature-most often detect invisible or fly day; however, this effect lasts for 24 hours at most. A cleric lich normally has 3-12 types of other undead nearby, acting Wereseal: This unusual creature is only found near seacoasts of as servants. A full lair of each type (maximum number appearing) is cold water. Its “special” movement rate is for swimming. The more usually present. common female form (described) is not normally aggressive, but the Either type of lich can summon other powerful undead for aid. The rarer male (bull) seal can be quite dangerous (AC 3; HD 8+; MV summons can be made simply by concentrating, and the creature(s) (same); D 2-20; Save F8; ML 11 ; XPV 1,200). One bull seal is usu- responding arrive 1-100 rounds later, depending on their distance. ally accompanied by 2-8 females. The summons may be made as often as desired, but any one type of creature will respond only once per day at most. To randomly deter- Any lycanthrope can summon animals of its weretype; for example, mine the creatures appearing in answer to the summons, roll ld20 werebats may summon giant bats. A maximum of 1 creature per Hit and refer to the following table. Roll again if a type of creature has Die of the lycanthrope will respond to the summons; a wereboar (4 + 1 already responded that day. Hit Dice) may summon 1-4 wild boars. Summoned animals arrive in 1-4 rounds. If a lycanthrope is hit by Roll Creature wolfsbane, it must make a Saving Throw vs. Poison or run away in 1-5 spectres (2-8) fear. A lycanthrope returns to “normal” form when killed. In animal 6-9 vampires (1-6) form, a lycanthrope may only be harmed by magic weapons, silvered 10-12 phantom, shade (1-3) weapons, or magic spells. In human form, a lycanthrope often looks 13-15 haunt, ghost (1-2 Chaotic) somewhat like its wereform; werebats have long arms, werefoxes are 16 haunt, poltergeist (1-2) sly and nimble, etc. In this form, they may be attacked normally. 17 spirit, druj Any human character who loses more than half of his or her hit 18 spirit, revenant points in battle with a lycanthrope will become a lycanthrope of the 19 nightshade (any 1) same type in 2-24 days. The disease kills demi-humans instead of 20 undead beholder turning them into lycanthropes. The disease may be removed only with a cure disease spell cast by an 1lth or higher level cleric. A vampire summoned may (25% chance; check for each) be a magic- Non-human Victims user or cleric of level 7-18 (ld12 + 6). Any primate may be afflicted with lycanthropy. Most primates are Lycanthrope not described in these rules, but the DM may easily create details for them. Possible primates include baboons, cavemen, chimpanzees, Werebat Werefox Wereseal gorillas, lemurs, marmosets, monkeys, and orangutans. However, Armor Class: 4 (9) 6 (9) 5 (9) any magical or fantastic crossbreed of primate (such as demi-humans) Hit Dice: 3+3* 3+2* 5+2* will die from lycanthropy. Move: 60’(20’) 180’(60’) 60’(20’) Special: 180’(60’) 90’(30’) 180’(60’) Other Lycanthropes Attacks: 1 bite 1 bite or weapon 1 bite The DM may also create statistics for other lycanthropes if desired. Damage: 1-4 1-6 or by weapon 2-12 Normally, only the mammal class of animals are afflicted; some rare No. Appearing: 2-12 (1-8) 1-6 (2-12) 0 (2-20) exceptions have been noted among the cartilaginous fish (sharks and Save As: Fighter: 3 Fighter: 3 Fighter: 5 rays), but no other bony fish have been involved. The only mammals Morale: 7 a 9 known to be possible were-forms are: Treasure Type: C C C Flesh-eating mammals (bears, cats, dogs, foxes, hyenas, jackals, Alignment: Chaotic Neutral Chaotic otters, skunks, weasels, and wolves) XP Value: 75 75 400 Flying mammals (bats) Lycanthropy, a magical disease, appears in more forms than those Gnawing mammals (beavers, mice, porcupines, , and squic- described here and in the Basic Set (DMR pg. 33). Furthermore, rels) humans are not the only creatures afflicted. The notes given in the Hoofed mammals (antelope, buffalo, bull, camel, deer, hippopota- Basic Set still apply, and are summarized below after the individual mus, horse, moose, ox, pig, rhinoceros, and zebra) creatwe descriptions.

34 Monsters ning mammals (sea lions, seals) Metamorph mammals (elephant) Armor Class: 5 (or as form) Hit Dice: 3+l** ng game statistics for these creatures, describe the nor- Move: 120’(40’) or as form . Review the statistics given for the normal and giant Attacks: 1 weapon or as form :sure the Hit Dice, Damage, and other details of the Damage: By weapon type or form gically within the system. The statistics for the were- No. Appearing: 1-6(1-20) dated as follows: Save As: Magic-User: 11 i: Same or 1-6places better; never worse. In human (or same as if normal and unarmored (usually 9 or 8). Morale: 8 (10) Treasure Type: Variabie of normal (medium to large-sized animals) to 0-200% Alignment: Any (often Chaotic) I (small animals). XP Value: 100 :(large animals) to 3 times normal (small animals). fays the same, possibly adding weapon use (q.v. were- Metamorphs look very similar to humans, but have pointed ears and pure white eyes. They are distant relatives of humans, trained in the Lrger, usually by using the next larger die; for example, ancient art of shapeshifting. They are sometimes mistaken for lycan- to ld6. Sometimes much larger, especially if animal is thropes. A metamorph can shapeshift up to 11 times each day, but only into ing: Usually 1/2 normal or less. certain forms. Unlike the polymorph selfspell effect, this non-magical Thter of equal Level. shapeshift gives the metamorph all the abilities of the new form, even ne or 1-4places better. if special attacks (such as a skunk’s spray) are gained. No giant-sized rpe: C at least, possibly with Types T, U, and/or V or fantastic forms can be taken, but any normal non-magical form can xmal animal collects treasure. be used. Neutral or Chaotic, depending on slight tendencies in The forms a metamorph can use each day are: worm, leech, spider, imal which are magnified in were-form. centipede, insect, crustacean, mammal, bird, reptile, amphibian, and fish. (The DM should be familiar with the differences between all these types; for example, spiders, centipedes, and insects are all differ- ent.) Once a type has been used, the metamorph cannot change into -4 that type any more that day. Each shapeshift lasts up to 1 hour, and the 11** to 16** metamorph can assume normal form at any time. 90’(30’) Metamorphs have good relations with elves, halflings, and druids, 2 but avoid most human settlements. They live in strongholds similar to + paralyzing breath 6-60/6-60 those of demi-humans, but with many differences, adapted to their J‘ 1 3‘ special abilities. Most are Chaotic (though Neutral and Lawful ones Fighter: 36 are possible), but few are noticeably evil or good. 12 See below Nekrozon Lawful (with master) or Chaotic (without) Armor Class: 7 ID: Hit Dice: 7** 00 13** = 3,250 15** = 3,750 Move: 60’(20’) 00 14** = 3,500 16** = 4,050 Attacks: 1 Tail/l Gaze (possible) Damage: 1-6 + special; gaze: special s metallic creations, created by a long-dead race of inhu- No. Appearing: 0 (1-3) . Those with masters generally serve as guards. Lone Save As: Fighter: 4 wander randomly, attacking most creatures encoun- Morale: 8 Treasure Type: C -esemble their creators, with insect-like features, barrel- Alignment: Neutral 1 long, barbed, double-jointed arms and legs. However, XP Value: 1,250 ng giants, lizards, and many other creatures have been Found only in the wilderness (usually in swampy areas), the terrible nal” mek attacks by striking with its heavy limbs and nekrozon resembles a huge buffalo with a long neck and boar’s head. aralyzing gas in a 20’ diameter cloud around it. Each It attacks with the bony tip of its long tail, and in addition to the dam- the cloud must make a Saving Throw vs. Breath age done, the victim has a 50% chance of falling over, stunned (for 1-6 round) or be paralyzed for 1-3 turns. rounds). Ancient lore calls this creature a “catoblepas,” though this ot intelligent, but respond to simple verbal commands term is not in current use. sters. A cold-based attack will slow a mek to half speed, The gaze of a nekrozon is a 60’long magical death ray. If it looks at nmune to all other spells except disintegrate. anyone, the victim must make a Saving Throw vs. Death Ray or die immediately. Fortunately, there is only a 1 in 4 chance that the nekro- zon will look up when encountered; this chance is also checked each round ofcombat. Even then, it can only gaze at one victim per round.

35 Monsters

It never looks straight up. Anyone looking directly at its eyes will die ings magically; they can see invisible and hidden things as easily as without even a Saving Throw. Few are this foolish, but complete sur- normal ones. Nightshades are all extremely clever and wise (effec- prise (1 on ld6) indicates that someone (determined randomly) has tively 19 Intelligence and Wisdom). accidentally done so. Nightshades prefer darkness. Daylight inflicts a penalty of -4 on all The nekrozon is immune to Energy Drains, Death Rays, and all their Hit rolls, but other forms of light do not affect them. They can spells and attack forms causing instant death (including disintegrate) enter and leave the Ethereal Plane at will, but only do so if seriously except through points of damage. threatened. The presence of a nightshade within 120’ spoils all consumable items, including normal food and water, holy water, standard and iron rations, and even magical potions (no saving throw). The items do not become poisonous, but do become completely useless. This presence causes all within the area to be chilled; this negates any chance of sur- prise if the victims have ever encountered a nightshade. The chilling feeling has no effect other than spoilage. Nightshades can only be harmed by weapons of +3 or greater enchantment, magic staves or rods, or by spells of 6th level or greater. They are immune to all forms of illusion, all magic wands, poison, charm, hold, and coldspell effects, all spells of 5th level or less, all nor- mal, silver, and magical weapons of + 2 or lesser enchantment, Turn to Stone, and all non-magical attacks (such as fire, boulders, oil, etc.). They are somewhat vulnerable to dragon breath, taking 112 damage unless the saving throw is successful (indicating 114 damage). All nightshades can use the following spell-like powers at will, one power per round: charm person, invisibility, haste, confusion, and cloudkill (all as if a 21st level magic-user); darkness, hold person, cause disease, dispel magic, and finger of death (all as if a 21st level Nightshade cleric). The effects of these powers are all identical to the spell effects, but are produced by brief concentration alone, not requiring the usual Nigh tcra wler * * Ni,gh t walker * * Nigh twing * * spell casting words or gestures, and can be produced in total silence. Armor Class: -4 -6 -8 In addition, all nightshades can detect magic at will, and can read all Hit Dice: 25-30* * * * * 21-26* * * * * 17-20**** * languages and magical writings. If using one of its spell-like powers, a Move: 120’(40’) 150’(50’) 30’( 10’) nightshade cannot attack physically during that round. Flying: - 60’( 10’) 2 40’ (80’) A nightshade can also Summon other undead once each 4 hours, Attacks: 2 and see 2 and see 1 and see and often does so before attacking prey itself. To find the undead below below below responding to the summons, roll ld6: 1-3 = phantom (shade); 4-5 = Damage: 2-2012-8 and 3-3013-30 and 7-12 and see haunt (chaotic ghost); 6 = spirit (hand druj). see below see below below If a cleric’s attempt at Turning a nightshade succeeds, the monster may make a Saving Throw vs. Spells to avoid the effect. If the saving No. Appearing. 1 (1) 1 (1) 1(1) Save As: Fighter: 25-30 Fighter: 21-26 Fighter: 17-20 throw is successful, the Turn attempt is ignored; it has no effect, but is and see below and see below and see below not counted as a failure, and the cleric may repeat the attempt if Morale: 12 12 12 desired. Furthermore, the monster may make another saving throw Treasure Type: Any Any Any for any “D” result that it does not avoid, and if successful, it is merely Alignment: Chaotic Chaotic Chaotic Turned. XP Value: 18,500 (HD 25) 12,500 (HD 21) 7,750 to Each nightshade has other abilities as described below. In hand-to- to 26,000 (HD30) to 20,000 (HD26) 11,375 hand combat, the touch of a nightshade is deadly poisonous, requir- ing an immediate Saving Throw vs. Poison with a -2 penalty to the DM Checklist: roll (in addition to normal damage). Detect magic, see invisible (60’); saves against Turn; spoils all in 120’; Nightshades always carry treasure of great value, which they swal- poison touch (-2 penalty to save); + 3 weapon to hit; immune to spells low and carry with them. They scorn coins, carrying only gems, jew- of levels 1-5; At will: cause disease, charm person, cloudkill (as MU elry, and magical treasures. They collect the treasures of their victims L21), confusion, darkness, dispel magic, finger ofdeath (as C1 L21), after every battle. haste, holdperson, invisibility (as MU L2 l), summon lesser undead; Nightcrawler: This appears similar to a purple worm, about 100’ individual specialties. long and 10’-15’ wide, but black in color. If it approaches from under an opponent, tunneling through rock, it surprises 50% of the time The deadly nightshades are large, powerful evil beings which seek to (unless the victims have met a nightshade before, recognizing the spread death. They are all extremely rare, usually created or sum- chilling approach of the creature; such experience negates surprise). moned for a specific purpose by a more powerful being. All night- A nightcrawler swallows its opponent if its Hit roll is 19 or 20. A vic- shades are a deep jet black in color, with no other colors on their entire tim swallowed loses 1 level per round, due to Energy Drain (no saving forms. They have no visible eyes, apparently sensing their surround- throw; however, it does not affect anyone protected by a protection from evil spell effect). Normal bites inflict 2-20 points of damage (plus

36 Monsters the usual Saving Throw vs. Poison). Its dreaded tail stinger inflicts 2- The evil, amphibious nuckalavee is a relative of the centaur. It is 8 points, requires the usual saving throw against the poison, and also shaped similarly but has an enlarged, hideous head. The creature’s has a 1 in 8 chance of killing the victim immediately (no saving throw, skin is transparent, and the resulting appearance (visible white ropy no adjustments). muscles, yellow veins, and black blood) is quite horrible. It is immune A nightcrawler has the ability to magically shrink one opponent to fire and poison, and regenerates 3 points per round. However, it within 60’, once per round. The victim may make a Saving Throw vs. cannot cross flowing fresh water. Spells to avoid the effect; if this is failed, the victim shrinks to 1 foot A nuckalavee radiates fear in a 50’ radius; each creature within the and the nightcrawler thereafter gains a +4 bonus to its Hit roll area must make a Saving Throw vs. Paralysis or flee for 2-12 rounds. against that opponent (thus swallowing on a Hit roll of 15 or greater). The saving throw must be made each round that an opponent remains The shrink effect is permanent until dispelled. in the area. Nightwalker: This appears similar to a giant of some type, but jet The monster’s very presence slays all normal insects and other black in color and without carried items, standing 20’ tall. It attacks small creatures with 2 hit points or less, at a 120’ range. Any victim hit with two swings per round; these terrible blows cause 3-30 points of by its claw attack must make a Saving Throw vs. Death Ray or die. damage each, and every blow is deadly poison, as with all nightshades. The monster breathes a cone of cold once every 3 rounds, 60’ long and Each hit by a nightwalker has a 50 % chance of crushing the victim’s 10’ wide at the base, inflicting the creature’s current hit points in shield or armor. Apply this effect to shields first, and reduce the damage; each victim may make a Saving Throw vs. Dragon Rreath to chance by 10% per magical ‘‘plus’’-for example, a +5 or better take 1/2 damage. shield cannot be destroyed in this way, a + 4 shield has a 10% chance Nuckalavee are friendly with all types ofundead. They cap speak freely of destruction, etc. No saving throw is allowed, and weapons are not with them, and undead do not attack nuckalavee. unless rigidly con- affected unless the monster actually picks them up. The creature may, trolled. however, automatically destroy any magic item or weapon it captures (from a fallen opponent, for example), by crushing it. Ooze, Lava A nightwalker has the ability to gaze at one opponent per round, to Armor Class: 5 a 60’ range. The victim may make a Saving Throw vs. Spells to avoid Hit Dice: 9 the gaze; if it is failed, the victim is cursed, suffering a -4 penalty on all Move: 90’(30’) Hit rolls and saving throws until the curse is removed. (A dispel evil Attacks: 3 pseudopods spell will cancel the curse, but a remove curse spell will only work if Damage: (4-24 + 3-18) x3; (see below) cast by a or higher level caster.) 25th No. Appearing: 1-3 (2-8) Nightwing: This appears similar to a gigantic bat, solid black in Save As: Fighter: 9 color, with a 50’ wingspread. Its first attack is normally a swoop Morale: 12 downward, and its high speed gives it a 90% chance of surprising Treasure Type: Nil opponents (unless they have experience with nightshades, which Alignment: Chaotic negates surprise as explained above. XP Value: 900 Any victim hit by a nightwing must make a Saving Throw vs. Spells. If the saving throw is failed, the victim turns into a giant bat (see the poly- This shapeless monster appears as a puddle or stream of hot molten morph other magic-user spell). Anyone turned into a bat is a servant of rock, about 1O’x 10’. It lives in or near a volcano or other place of the nightwing (as if charmed) until the polymorph effect is dispelled. great heat, and can sense vibrations within 60’. It is a fluid creature, A nightwing can attempt to hit a victim’s items instead of causing able to pass through small holes or cracks. It is native to the Prime physical damage. It will use this attack form if the victim damages it, Plane, though it can freely exist on the Elemental Plane of Fire. or if the victim’s defenses cause the nightwing to miss when attacking The monster attacks by extending pseudopods (up to 3 per round) normally. This attack requires a normal Hit roll but with a + 4 bonus; from its fluid body to strike at its opponents up to 15’ away. Each hit if successful, the item is hit. The effect of such a strike drains one inflicts 4-24 points of damage, and leaves a coating of lava that inflicts “plus” of magic from the item. It does not affect items without “plus- 3-18 points of automatic heat damage per round for 1-4 rounds there- ses.” A shield or weapon being held is the usual target. The stolen after. Multiple hits on a single opponent do not increase this heat dam- “plusses” can be restored by a dispel evil spell cast on the item age, but the durations are cumulative. affected, or by a remove curse spell from a 25th or higher level caster. The lava ooze is mindless and attacks until destroyed. It is immune to fire (both normal and magical) and to all mind attacks (including Nuckalavee charm. ESP. etc.). but takes double damage from cold attacks. Armor Class: 4 IRevener Hit Dice: 11*** Move: 120’(40’) Armor Class: -4 Swimming: 360’( 120’) 1Hit Dice: 1 O* Attacks: 2 claws IMove: 180’(t50’) Damage: 3-24 + death (each) 14ttacks: 1 touc :h No. Appearing: 1 Damage: Loss of 1 sense (see below) Save As: Fighter: 11 No. Appearing: 1-3 (0) Morale: 10 Save As: Fighter: 10 Treasure Type: Nil Morale: 11 Alignment: Chaotic Treasure Type: Nil XP Value: 3,500 Alignment: Chaotic XP Value: 1,750 37 Monsters

This monster appears as a human figure with skeletal hands and a The Sasquatch are a very shy race of low intelligence who dwellI deep skull head with flowing, white hair. A revener prowls dark, under- within dark woods and in high mountains. The creature is a tal 1 ape- ground caverns and dust-filled tombs and crypts. When it touches a like creature with a crested head, large feet, and a thick mat o bf hair victim, it drains one of the victim’s senses permanently; the victim (dark brown in woods, white in mountains). It is omnivorous, occa- may make a Saving Throw vs. Spells, success indicating that the loss sionally slaying animal prey but usually eating plants and be :rries. is temporary (2-12 rounds). A restore spell will restore one lost sense. Although not aggressive, it will defend itself and its cavern lair. fero- The lost sense may be chosen or randomly determined; multiple ciously (Morale ll), attacking with club-like fists. If both hands hit hits always drain different senses. one victim, the Sasquatch hugs for an additional 4-24 points of dam- Taste: Victim cannot identify tastes (such as potions). age. It can also throw boulders to a 50’ range (damage 2-16). Smell: Victim is immune to vile odor effects, but suffers a -1 penalty Sasquatch sometimes accidentally eat berries and mush1’ooms to Surprise rolls. which cause temporary insanity, causing them to run amok. ’While Hearing: Victim cannot hear and loses the ability to speak clearly crazed, the creature gains a + 2 bonus to Hit rolls, + 4 bonus to all (may ruin spell casting). damage rolls, but is only AC 9. A neutralize poison spell cast: on a Touch: Victim’s Dexterity drops by 4 points (and, if an elf, cannot crazed Sasquatch cures the insanity, and the creature will autoimati- find secret doors). cally be friendly toward its benefactor. Sight: Victim is blinded. Common names for Sasquatch include “Bigfoot” (the woodland 6th sense: Victim may not use ESe crystal balls, telepathy or simi- variety) and “Yeti” or “Abominable Snowman” (the mountain folk). lar extra-sensory magical effects. Slug, Giant Sasquatch Armor Class: 8 Armor Class: 6 Hit Dice: 9** or more (see below) Hit Dice: 5* Move: 60’( 20’) Move: 150’ (50’) Burrowing: 30’( 10’) Attacks: 2 claws or 1 boulder Attacks: 1 bite or 1 spit Damage: 2-8/24 or 2-16 Damage: 1-12 or as dragon breath No. Appearing: 0 (1-10) No. Appearing: 1 Save As: Fighter: 5 Save As: Fighter of 1/2 Hit Dice Morale: 6 (11) Morale: 8 Treasure Type: Nil Treasure Type: Nil Alignment: Neutral Alignment: Neutral XP Value: 300 XP Value: 2,300 or up to 5,975 (20** HD) The giant slug is a huge boneless creature that dwells in underground caverns and dungeons. Its rubbery body allows it to squeeze through any opening 5’x 5’ or larger. Because of its elasticity, strength bonuses are not counted, blunt weapons inflict only magic damage (if applica- ble), and edged weapons inflict only 1/2 damage (plus magic adjust- ment). Furthermore, a fighter’s Smash option inflicts no additional damage. The giant slug can attack with its sharp tongue, but prefers to spit acid, to a 5’ range per Hit Die (45’ at 9 Hit Dice, etc.). The first such attack will always miss, but following attacks are calculated normally. Any victim hit by the acid takes damage equal to the slug’s current hit points (as dragon breath; a Saving Throw vs. Dragon Breath may be made for 1/2 damage). The acid may also destroy equipment carried if the Saving Throw is failed (see the D&D Companion Set for

38 Monsters

Sphinx Sporacle Armor Class: 0 Armor Class: 0 (tentacles: 4) Hit Dice: 12***** Hit Dice: 7*** Move: 180’(60’) Move: 180’(60’) Flying: 360’(120’) Attacks: 12 tentacles/1 bite Attacks: 2 clawdl bite Damage: 1 + paralysis/2-20 Damage: 3- 18/3-18/2- 16 No. Appearing: 1-4 (2-8) No. Appearing: 1-2 (1-4) Save As: See below Save As: Fighter: 24 Morale: 10 Morale: 10 Treasure Type: See below Treasure Type: E Alignment: Chaotic Alignment: Any XP Value: 1,650 XP Value: 5,625 The sporacle appears identical to a beholder at first glance: a floating A sphinx is a large, winged creature with a lion body and a human ball-like creature, 5’ in diameter, with a huge gaping mouth and a face. It is fond of dry climates, but may be encountered anywhere, large central eye above it. Tentacles grace its upper surface, but actu- most often as a guard. Both male and female sphinxes are very intelli- ally sprout from its entire body. It has six eyes, positioned evenly gent spell casters, the female a 12th level cleric and the male a 12th about the surface ofthe body (top, bottom, front, back, sides). It nor- level magic-user. Their magic is so powerful that all saving throws mally keeps all but a few upper tentacles retracted, and is thus easily against their spells (and against the effects of the roar, as described mistaken for the Eye Tyrant. below) are made with a -4 penalty. A sporacle regenerates by submersing itself in fresh water (but not In combat, a sphinx can attack with claws and bite (or spells), but in brine) at the rate of 3 hit points per round so lost body parts may be its most feared attack is its roar. The roar is usable only twice per day, rapidly re-grown. If a loose tentacle falls or is placed in water, it will but is quite powerful. Each victim within 120’ must make a Saving grow into a whole creature in 1 hour. This is their only method of Throw vs. Spells or flee in fear for 1-6 turns. Each victim within 60’ reproduction, so they are almost always found near a pool or other must check for fear (as above) and must also make a Saving Throw vs. water source. Paralysis or be stunned for 1-6 rounds. Each victim within 10’ must A sporacle may attack anything, but prefers humanoids as food. As check for fear and stun (as above), but also takes 6-36 points of dam- it moves into combat, it extends all its tentacles, appearing to sprout age, and is deafened for 1-10 turns (no saving throw). them as it attacks. It moves through air or water by magical flight, but The sphinx is immune to all lst, 2nd, and 3rd level spells and to is very quick (as a will 0’wisp). It spins rapidly (and in all directions) non-magical weapons. It loves puzzles, riddles, and trivia. Characters when in combat, using all 12 of its tentacles each round, against 1 or 2 may avoid combat or gain the sphinx’s friendship by solving the opponents. A sporacle has average intelligence (lo), and cannot use sphinx’s riddles. spells or magic items. If two or more sphinxes are encountered together, they are a mated The sporacle prefers not to bite victims that are still moving. It uses pair. its tentacle attacks only, until all have been destroyed; only then will it resort to its ferocious bite. Each tentacle hit inflicts 1 point of damage, and each requires a Saving Throw vs. Paralysis. Failure indicates that the venomous tentacle has struck skin, and takes effect. This paralysis is a delayed sort, however, taking effect after 1 round passes; it lasts for 1 turn thereafter unless cured. If its opponent falls paralyzed, a sporacle will move to attack other victims. If its opponents flee, it will remain to feast upon its paralyzed victims; if there are none, it always pursues. The sporacle may be damaged by any sort of edged weapon, and by any missile weapon except a sling. However, it is immune to blunt weapons, and to all spells except those which cause damage; such spells will destroy one tentacle per die of damage (or per magic mis- sile), not affecting thr creature’s hit points. Once all the tentacles are destroyed, such spells have no further effect. Sporacles cannot hear, and are immune to all sound-based effects; they are also immune to poison, paralysis, and charms. Magical devices also have no effect on these horrid creatures, except when producing damage-causing spell- like effects. If any attacker declares the tentacles to be the target of the blow, and uses an edged weapon, the tentacle is AC 4, and easily severed. After falling off, a tentacle will live for up to 1 hour, slowly shriveling, and remains venomous for that time. When the creature is reduced to 0 hit points or less, its body comes apart grotesquely, spinning wildly and sending all remaining tentacles in various directions. (Make final Hit rolls as applicable.)

39 Monsters

Monster List, Part 2: Other Planes Archon to Spider

Blackball (Deadly Sphere) Armor Class: 9 Hit Dice: None (see below) Move: 30’(10’) Attacks: 1 touch Damage: Disintegration No. Appearing: 1 Save As: See below Morale: 12 Treasure Type: Nil Alignment: None (see below) XP Value: 7,500 It is not known what these curious beings are, or even if they are living creatures. A blackball (or deadly sphere) is simply a featureless black globe, 5’ in diameter. It moves slowly but usually randomly. What- ever it touches simply disintegrates (no saving throw), so it moves freely through anything. When encountered, the blackball moves toward the nearest intelligent creature within 60’. It has no recogniz- able mind or intelligence, and is immune to nearly everything. An Archon Immortal can control a blackball, but it is beyond mortal control; for- tunately, it is extremely rare. It may be defeated by a gate spell, send- Armor Class: -6 ing it to some other plane, or by a carefully worded wish. Hit Dice: 20****** Move: 120’(40’) Elemental Ruler* Flying: 360’(120’) Attacks: See below Armor Class: See below Damage: See below Hit Dice: 41*** to 8O*** No. Appearing: 1-2 (1-2) Move: 120’(40’) Save As: Cleric: 20 At tacks : 2 fists Morale: 11 Damage: See below (per fist) Treasure Type: Nil No. Appearing: 1-6 Alignment: Lawful Save As: Fighter: 36 XP Value: 13,175 Morale: 11 Treasure Type: Special Archons are extremely lawful beings whose sole purpose is to oppose Alignment: Lawful or Neutral chaos and preserve all that is good. Both male and female archons XP Value: 28,500 at 41*** Hit Dice, plus have lower bodies appearing as giant eagles, with golden-feathered 1,000 per Hit Die over 41 wings. They are immune to fire, poison, and 1st through 4th level spells of all types. Hit Dice: 41 to 48 49 to 56 57 to 64 65 to 72 73 to 80 The male archon has a head, arms, and torso like a huge muscular Armor Class: -11 -12 -13 -14 -15 man; the female, however, has no torso, a dragon-like neck, and 3 Damage: 8-96 9-108 10-120 11-132 12-144 heads: 2 bull’s heads flanking a beautiful female human’s. In combat, each bull head may gore for 3-30 points damage, or breathe a cone of These slow, huge creatures are identical to normal elementals (see the fire 10’ long for 4-24 points damage. D&D Companion Set for details), but far larger. They are 2 feet tall Any archon may use spells as if a 12th level cleric, and can teleport per Hit Die. The number appearing applies per plane. Elemental at will. Once per day, each may use one bolt ofpuritx and may create rulers are immune to 1st through 5th level spells, poison, all charm, one sword of flame. The bolt appears similar to a lighting bolt (with Ltold. and other mental attacks, illusions of all types, and any spell the same size and range), but causes all victims to become Lawful and V vhich could cause inst;mt death (such as disintegrate). Weapons of 3 or less enchantmen peaceful for 2-12 turns (no saving throw). It removes all evil thoughts, t ...... t have no effect on them. but does not cause damage. The sword is the size of a normal sword Any victim hit by an elemental ruler must make a Saving Throw vs. but is solid flame, and inflicts 4-32 points of damage to any victim hit. Death Ray or be crushed by the blow, instantly slain regardless of Once created, it lasts for 3 turns. damage. Most of the victim’s items and equipment are also destroyed

40 Monsters by the blow (95% chance per item, -5% per “plus” if magical). How- Lesser phoenix: This creature has a 10’ wingspread and stands 5’ ever, any elemental struck by a ruler is not slain, but shattered into tall. It radiates fire in a 10’ radius, inflicting 3-18 points per round. Its several small elementals of 1 Hit Die each (the number of parts equal explosion inflicts 5-50 points of damage. Claw damage is 1-6 points to half the original Hit Dice). each; beak damage is 2-12 points. All elemental rulers are friendly with and can summon most crea- Greater phoenix: This creature has a 25’ wingspread and stands tures of their respective planes. The creatures summoned will arrive 10’ tall. It radiates fire in a 20’ radius, inflicting 6-36 points per as quickly as possible (usually from 3 rounds to 3 turns). round. Its explosion inflicts 10-100 points ofdamage. Claw damage is The “Special” treasures of elemental rulers are similar to those of 2-12 points each; beak damage is 4-24 points. human rulers, but unique to their respective planes. Phoenix feathers can be used to make a potion of phoenix fire resist- ance, which bestows total immunity to normal and magical fire, Phoenix* reduces damage from fire-type breath weapons to 1/2 (saving throw for 1/4), and acts as a normal potion offire resistance against phoenix Lesser Greater fire. One feather can be recovered each time a phoenix is slain. Three Armor Class: 2 -2 feathers from a lesser phoenix (worth 10,OOG gp each) are required to Hit Dice: g***** 18***** make the potion, or one feather from a greater phoenix (worth 25,000 Move: 90’ (30’) 150’ (50’) gp). Flying: 360’ (120’) 450’ (150’) Attacks: 2 clawdl bite 2 clawdl bite Spider, Planar Damage: 1-6/1-6/2- 12 2-1 2/2-12/4-24 Armor Class: 6 No. Appearing: 0 (1-2) 0 (1-2) Hit Dice: 5** to lo** (see below) Save As: Fighter: 10 Fighter: 20 Move: 180’(60’) Morale: 9 10 Attacks: 1 bite Treasure Type: V vx2 Damage: 2-12 + poison Alignment: Neutral Neutral No. Appearing: 2-12 (3-18) XP Value: 4,400 8,875 Save As: Fighter: 5 Morale: 9 Treasure Type: See below Alignment: Any XP Value by Hit Dice: 5** = 425 7** 1,250 9** = 23,OO 6** = 725 8** = 1,750 lo** = 2,500 ‘he “planar spiders” are intelligent plane-traveling arachnids with a vast, but odd, civilization. They can travel through planes and dimensions at will. Those most commonly encountered have 5 Hit Dice, but leaders of up to 12 Hit Dice have been found. Their home plane is not known, and no traces or cities have ever been discovered. In combat, a planar spider arrives from another plane (usually the Ethereal), attacks, and then “shifts” back to the plane. It automati- cally gains initiative when “shifting,” and usually (75%) cannot be attacked before it leaves! However, hasted opponents may attack nor- mally before the creature “shifts.” Normally, any victim bitten must make a Saving Throw vs. Poison with a -4 penalty to the roll, or die. However, the creatures can choose to bite without using the poison, if The phoenix is a native of the Elemental Plane of Fire, and has the desired. If a character gains the initiative for a round, he may wait appearance of a large red-orange eagle surrounded by intense flames. until the spider appears and attack before it shifts. On the Prime plane it is quite rare, but may be found in any climate. Any spider encountered may have 1-3 miscellaneous magic items It is never hostile unless attacked, and is never found underground. that it can use, or may have 1-4 odd but nonmagical items with which The phoenix is immune to all forms of fire, all charm and hold spells, they, but not humans, are familiar. and to weapons of less than + 3 enchantment. Occasional rare encounters may be with spell-casting planar spider In combat, a phoenix attacks with its claws and beak. All opponents clerics or magic-users (maximum 9th level in either). For XP calcula- within its flames take fire damage per round, regardless of protections tions, one asterisk is added for each 2 levels of spell use. (phoenix flame is different from all other types of fire). When a phoe- nix is slain or destroyed, it disappears with an explosion of fire in a 20’ radius (as a fire ball); each victim may make a Saving Throw vs. Dragon Breath to take 1/2 damage, but again, protections from fire do not apply. The phoenix reappears from its ashes 1 round later, whole and fully cured, and will immediately flee from its attackers. Except for a wish, there is no known way to permanently destroy a phoenix, and its method of reproduction is unknown.

41 Monsters

Monster List, Part 3: Other Monsters Acolyte to Zombie Minotaur

The following list gives game statistics for Cay-men (AC-2): NA 0 (10-60); AC 7; HD 12; AT 1 butt or trample; D 2-12 or 3- various monsters not described in the revised 2; AT 1 bite or weapon; D 1-4 or by 24; MV 120’; Save F6; ML 7; TT Nil; rule sets. These creatures were introduced in weapon; MV 90’; Save F1; ML 8; TT K; AL N; XPV 1,250 earlier unrevised versions, or in separately AL N; SA village has shaman (HD 6, AC Trachodon: NA 0 (; AT 1 tail; D 2-12; published adventures. For full monster 6); XPV 20 MV 120’; Save F7; ML 6; TT Nil; AL descriptions, refer to the source indicated. Death Leech (CM2): NA 1-4 (2-8); AC 7; N; XPV 1,500 The adventures in which these creatures HD 8**; AT 1 wrap; D 1-10 (Save vs. Dragon; Pocket (M2): NA 1-6 (2-12); AC 8; were published are the “AC” (Accessory), Spells for 1/2 damage); MV 240’; Save HD 3*; AT 1 bite; D 1-3 + venom; MV “B” (Basic), “X” (Expert), “XC’ (special F8; ML 10; TT Nil; AL C; SA nonmagi- 90‘ (120’ flying); Save M3; ML 8; TT

Expert), “C M ” (Companion), “ M ” cal polymorph to any undead form, con- K + L; AL N; SA venom bite for -2 pen- (Marker), and “0” (One-on-One) game tinuous damage, turned as special; XPV alty to hit rolls and saving throws (Save adventures. 1,750 vs. Poison avoids); XPV 50 If a monster appears only in an adventure Decapus (B3): NA 1 (0); AC 5; HD 4*; AT 9 Dragon Turtle (previous Expert Set): See the but is not described in the adventure’s appen- tentacles; D 1-6; MV 3’ (90’ in trees); D&D Companion Set. dix, a page reference is given. Save F2; ML 9; TT C; AL C; XPV 125 Dragonfly (XL1): NA 1-4 (3-18); AT 1 bite/ Dinosaurs (Xl): SA trample 1 breath; MV 60’ (240’ flying); TT Any; Acolyte (previous Basic set): See the revised Allosaurus: NA 0 (1-4); AC 5; HD 13; AT AL N; SA breath type as dragon’s; D 1 D&D Basic Set (L1 Cleric PC and NPC 1 bite; D 4-24; MV 150’; Save F7; per HD (no saving throw); other details Party monster entry) and the revised ML 9; TT V, AL N; XPV 1,350 vary by color: D&D Expert Set (NPC Parties; pg. 25). Ankylosaurus: NA 0 (1-8); AC 0; HD 7; White: AC 2; HD 3*; D 1-6/3; Save F3; Amoeba; Giant (X-2): NA 1 (1); AC 9; HD AT 1 tail; D 2-12; MV 60’; Save F4; ML 8; XPV 50 10 to 15; AT 1; D 2-12; MV 30‘; Save F7; ML 6; TT Nil; AL N; XPV 450 Black: AC 1; HD 3 + 2*; D 1-6/3; Save ML 10; TT Nil; AL N; XPV 1,000, Brontosaurus: NA 0 (1-3); AC 5; HD 26; F3; ML 8; XPV 75 1,000, 1,250, 1,350, 1,500 or 1,650 AT 1 bite/l tail; D 2-12/3-18; MV 60‘; Green: AC 0; HD 4*; D 1-6/4; Save F4; Aranea : NA 1-3 (1-6); AC 7; HD 3**;AT 1 Save F13; ML 8; TT Nil; AL N; XPV ML 8; XPV 125 bite or spell; D 1-6 + poison or spell; MV 3,750 Blue: AC -1; HD 4 + 2’; D 1-6/5; Save 60’ (120‘ in web); Save M3; ML 7; TT Dimetrodon: NA 0 (1-6); AC 5; HD 7; AT F4; ML 9; XPV 200 D; AC C; SA spells as MU3; XPV 65 1 bite; D 2-16; MV 120’; Save F4; Red: AC -2; HD 5*; D 1-6/5; Save F5; Archer Bush (B3): NA 0 (1-20); AC 7; HD ML 8; TT V, AL N; XPV 450 ML 9; XPV 300 2; AT 1 thorn spray; D 1-4; MV 3’; Save Grangeri: NA 0 (1-6); AC 5; HD 13; AT 1 Dragonne””Monster (XL1): NA 1 (1-4); AC F1; ML 12; TT V, AL C; SA spray to 20’ bite or trample; D 2-12 or 3-18; MV 3; HD 8*; AT 2 clawdl bite or roar; D 1- range 3x/day; XPV 20 120’; ML 7; TT Nil; AL N; XPV 6/ 4-24 or roar; MV 150’ (90‘ flying); Banshee, Lesser (B4): NA l(1); AC 3; HD 1,350 Save F8; ML 8; TT E; AL N; SA roar 5*; AT 1 wail; D 1-4; MV 150’; Save F5; Megatherium: NA 0 (1-6); AC 6; HD 11; deafens all in 30’ (-2 hit roll penalty for ML 12; TT C; AL N; SA immune to AT 2 claws; D 2-12/2-12; MV 2d6 rounds); and all in 120’ must Save vs. sleep, charm, hold, turning; XPV 300 90’(30‘); Save F6; ML 7; TT Nil; AL Breath or flee in fear for 2 rounds; XPV Bhut (X4): NA 2-8 (2-8); AC 4; HD 7 + 2**; N; XPV 1,100 1,200 AT 2 clawdl bite; D 1-4/1-4/1-6 + spe- Plesiosaurus: NA 0 (1-3); AC 6; HD 16; Driver Ant (previous Basic Set): See the cial; Save F10; ML 10; TT A; AL c;SA AT 1 bite; D 4-24; MV 150‘ (swim- revised D&D Basic Set (Ant; Giant). bite numbs for 1-4 rounds (Save vs. Paral- ming); Save F8; ML 9; TT Nil; AL N; Dusanu (X5): NA 2-4 (0); AC 4; HD ysis avoids); immune to sleep, charm, XPV 1,850 9 + 2**; AT 2 claws + special; D 1-8/14! hold, detect evil, know alignment, normal Phororhacos (Sword Beak): NA 0 (1-8); + special; MV 120’; Save F9; ML 10; and silver weapons, poison, and gases; AC 6; HD 3; AT 1 bite; D 1-8; MV TT B; AL C; SA 1/2 damage from blunt XPV 1,500 150‘; Save F2; ML 8; TT U; AL N; weapons, 1 point damage from other non- Brain Collector (X2); NA 1 (1); AC 2; HD XPV 35 magical weapons, immune to electricity, lo**; AT 1 bite or spell; D 1-10 or by Stegosaurus (also in previous Expert Set): spores (touch and 5’ radius) for Save vs. spell; MV 180’; SaveF10; ML 10; TTC; NA 0 (1-4); AC 3; HD 11; AT 1 tail or Poison or take 1-8 points and infection; AL C; SA up to 12 brains; + 1 magic-user trample; D 2-16; MV 60’; Save F6; XPV 2,500 spell (Ll-3) each; XPV 2,500 ML 7; TT Nil; V 1,100 Eel; Electric (X7): NA 0 (1-3); AC 9; HD Cave Locust (previous Basic Set): See the Titanothere (X1 page 12; also previous 2*; AT 1 bite/l shock; D 1-4/14 or 2-16 or revised D&D Basic Set (Locust; Giant). Expert Set): NA 0 (1-6); AC 5; HD 3-24; MV (swimming) 120’; Save F1;

42 Monsters

ML 7; TT Nil; AL N; SA shock damage roll bonus vs. paralyzed victim; XPV 175 Merchant (previous Expert Set): See the based on range (60 ‘ or 40 ‘ or 20 ‘); XPV 25 Juggernaut; Stone (X4): NA 0 (1); AC 0; revised D&D Expert set (Men, Traders). Eel, Giant Electric (X7): NA 0 (1-4); AC 6; HD 30**;AT 1 crush; D 10-100 (Save vs. Nagpa (X4): NA 1 (1); AC 3; HD 9**; AT 1 HD 6*; AT 1 bite/l shock; D 3-12/2-16 or Breath to avoid); MV 90’; Save special; bite or spell; D 1-8 or special; MV 4-32 or 6-36; MV (swimming) 240’; Save ML 12; TT M + N; AL N; SA immune to 120’; Save M9; ML 9; TT I; AL C; SA F3; ML 9; TT Nil; AL N; SA shock dam- sleep; charm; hold; poison; nonmagical 3 x /day- create flames (D 2-12); paralysis age based on range (60’ or 40’ or 20’); missiles; saving throw 4 vs. anything; (10’ range; 1-4 rounds); corruption (rot); XPV 500 XPV 13,250 darkness; phantasmal force; XPV 2,300 Elk, Giant (Xl): NA 0 (1-6); AC 6; HD 8; Juggernaut, Wood (X4): NA 0 (1); AC 6; Native (Xl): NA 0 (3-30; 30-300 village); AT 1 butt; D 1-12; MV 120’; Save F4; HD 25**; AT 1 crush; D 8-80 (Save vs. AC 9; HD 1-1; AT 1; D 1-6 or weapon ML 7; TT Nil; AL N; XPV 650 Breath to avoid); MV 120’; Save special; type; MV 120’; Save F1; ML 7; TT A; Fish, Giant Piranha (previous Expert Set and ML 12; TT G; AL N; SA immune to AL Any; XPV 5 X-5, p.19): NA 0 (3-18); AC 6; HD sleep, charm hold, poison, nonmagical Noble (previous Basic Set): See the revised 3+3; AT 1 bite; D 1-8; MV 150’; Save missiles; saving throw 5 vs. all but magical D&D Expert Set (Men). F2; ML 7; AL N; XPV 50 fire (always fails); XPV 9,500 Normal Human, Cynidicean (B4): NA 1-6; Gargantua Fish (X7): NA 0 (1); AC 4; HD Killer Bee (previous Basic Set): See the AC 9; HD 1; AT 1 short sword; D 1-6; 15*; AT 1 tail/l bite or breath; D 2-20/3- revised D&D Basic Set (Bee; Giant). MV 120’; Save F1; ML special; TT A; 18 or waterblast; MV (swimming) 90’; Kopru (Xl): NA 1-3 (1-3); AC 3; HD AL C; XPV 10 Save F7; ML 11; TT A; AL N; SA swal- 8 + 4*; AT 1 bite/l tail or charm; D 1-4/3- Normal Human, Pagan (X2): NA 0 (3-30); low on hit roll 20, for continuous damage 18; MV 30’ (150’ swimming); Save F9; AC 6; HD 1; AT 1 weapon; D 1-6; MV 2-12, waterblast breath 60’ x 30’ hurls ML 9; TT I+N; AL C; SA +2 saving 120’; Save F1; ML 8; TT A; AL N; SA victim 100’ (Save vs. ): NA 2-12 (0); AC throw bonus vs. all magic; special charm found with druids; XPV 10 -2;HDZ;ATlfistorweapon;Dl-8orby (30’ range; Save vs. Death ray avoids; NPC Party (previous Expert Set): See the weapon; MV 60’; Save F2; ML 8; TT C; total obedience otherwise); XPV 1,400 revised D&D Expert Set, page 25. AL C; SA surprises on 1-4; XPV 20 Lava Lizard (B5): NA 0 (1-2); AC 3; HD 4*; Octopus; Giant (previous Expert Set and Golem; Bone (B7): NA 1 (1); AC 2; HD AT 1 bite; D 1-6 + 1-6 heat (Save vs. X7): NA 0 (1-2); AC 7; HD 8; AT 8 8**; AT 4 weapons; D by weapon type; Breath to avoid extra); MV 90’ ; Save F4; tentacledl bite; D 1-3 each/l-6; MV MV 120’; Save F4; ML 12; TT Nil; AL ML 12; TT Nil; AL N; SA when hit by (swimming) 90’; Save F4; ML7; TT Nil; N; SA immune to sleep, charm, hold, gas, nonmagical metal weapon; user must AL N; XPV 650 SA teleport without fire, cold, electricity; XPV 1,750 Save vs. Wands or weapon me1ts;T 1 pol- error; darkness 10’ radius at will; infra- Hawk (previous Expert Set): NA 0 (1-6); len spray; D special; MV 0; Save NM; vision 60’; claw hit paralyzes for 2-8 turns AC 8; HD 1/2; AT 1 SWOOP;D 1-2; MV ML 12; TT Nil; AL N; SA spray 40’ x (save avoids); poison bite (save at -2 or (flying) 480’; Save NM; ML 7; TT Nil; 40’ for sleep 4-16 turns (save avoids); die); XPV 1,250 AL N; XPV 5 XPV 5 Oyster, Giant (Xl, page 24): NA 0 (1-4); Hawk, Giant (previous Expert Set): NA 0 Lupin (X2): NA 2-12 (5-40); AC 6; HD 2; AC 5 open or -2 closed; HD 10; AT 1 (1-3); AC 6; HD 3 + 3; AT 1 SWOOP;D 1- AT 1 weapon; D 1-8; MV 120’; Save F2; grab; D 4-24; MV 0; Save F5; ML 4; TT 6; MV (flying) 450’; Save F2; ML 8; TT ML 8; T AL L; SA, hate; detect; and special (pearl; value 100-10,000 gp); AL Nil; AL N; XPV 50 attack werewolves; XPV 20 N; SA hit entraps victim (50 Strength Hook Horror”” Monster (XL1): NA 2-12 Magen (X2): SA immunities as constructs points pries open); XPV 1,000 (0); AC 2; HD 5; AT 2 clawdl beak; D 1- Hypnos: NA l(0); AC 7; HD 2*; AT 1; D Phanaton (Xl): NA 0 (3-18, village 30-300); 8/3-18; MV 90’; Save F5; ML 8; TT K; O+ charm; MV 120‘; Save M2; ML AC 7; HD 1-1; AT 1 bite or special; D 1-6 AL N; SA good hearing; surprised only 12; TT TJ; AL N; SA charm person or by weapon type; Save F1; ML 7; TT 10%; XPV 175 (save avoids); XPV 25 Nil; AL L; SA aerial gliding; leaders in Hypnosnake (X3): NA 1; AC 4; HD 8*; AT Demos: NA 2-12 (0);AC 7 or armor; HD lair; XPV 5 1 tail/l bite or gaze; D 1-10/1-8 or sleep; 3+2; AT 1 weapon; D by weapon; Phantom; Lesser (X2): NA 1-3 (1-4); AC 9; MV 90’; Save M5; ML 9; TT D; AL C; MVlZO‘;SaveF4;MLlZ;TTC;AL HD6**;AT 1; D 1-4 + special; MV 120’ SA gaze causes sleep (Save vs. Paralysis N; XPV 50 (240’ flying); Save F6; ML 6; TT C; AL avoids); XPV 1,200 Caldron: NA 1-4 (0); AC 5; HD 4*; AT 1 C; SA invisible at will, 1/2 damage from Insect Swarm (previous Basic Set): See the acidic squeeze; D 1-10; MV 120’; nonmagical attacks; llday-confusion, revised D&D Expert Set. Save F4; ML 12; TT V; AL N; SA hallucinatory terrain, phantasmal force; Jellyfish; Giant Man-0-War (X7): NA 0 (1- stretch arms or legs to 20’ range; XPV XPV 725 4); AC 6; HD9**;AT 1-10 tentacles; D 1- 125 Piranha Bird (B5): NA 4-24 (2-12); AC 6; 10 + paralysis (each); MV (floating) 30’; Galvan: NA 1-3 (0);AC 3; HD 5*; AT 1 HD 1/2; AT 1 bite; D 1-4; MV 30’ (180’ Save F5; ML 9; TT U; AL N; SA + 4 hit weapon or lightning bolt; D by weapon flying); Save NM; ML 8; TT Nil; AL N; roll bonus vs. paralyzed victim; XPV or 3-18; MV 120’; Save F5; ML 12; SA no morale check until 1/2 flock is slain; 2,300 TT C; AL N; SA 3 lightning bolts per XPV 5 Jellyfish; Giant Marauder (X7): NA 0 (1- day; XPV 300 Polymar (B4): NA 1-2 (1-3); AC 9; HD 10’; 10); AC 9; HD4**;AT 1-4 tentacles; D 1- Mastodon (previous Expert Set): See the AT 3; D 1-6/1-6/1-6; MV 60’; Save F5; 10 + paralysis (each); MV (floating) 15’; revised D&D Expert Set (Elephant; Pre- ML 10; TT B; AL C; SA nonmagical Save F2; ML 8; TT Nil; AL N; SA + 4 hit historic). polymorph; XPV 1,750 Rakasta(X1): NA 0 (3-30); AC 6; HD 2 + 1;

43 Monsters

AT 2 clawdl bite; D 1-4 each; MV 90’; Serpentweed, Giant (AC2): NA 0 (1); AC 6; AL N; SA either cleric or magic-user Save F2; ML 9; TT M + special; AL N; HD 9 (per stalk); AT 1 bite per stalk; D 2- spells; level 5, 6, or 7; XPV 300, 500, or SA ride sabre-tooth tigers; 1-8 per lair; 12 each; MV 0; Save F9; ML 12; TT D; 850 XPV 25 AL N; SA has 1-6 stalks; each 20’ long; Vampire Rose (B3): NA 1-8 (1-8); AC 7; Rhinoceros (previous Expert Set): NA 0 (1- XPV 900/stalk HD 4:; AT 1 + blood drain; D 1-8; MV 12); AC 5; HD 6; AT 1 butt or trample; D Shark (previous Expert Set): See the D&D 30’; Save F2; ML 12; TT Nil; AL C; SA 2-8 or 2-16; MV 120‘; Save F3; ML 6; Companion Set or adventure X7 victim hit must Save vs. Spells or allow TT Nil; AL N; SA trample; XPV 275 Sirenflower (B6): NA 1 (1); AC 9; HD 5; AT blood drain; XPV 125 Rhinoceros, Wooly (previous Expert Set): 1 squeeze; D 1-4; MVO; Save F5; ML 12; Velya (X7): NA 0 (1); AC 3; HD 7**; AT 1 NA 0 (1-8); AC 4; HD 8; AT 1 butt or TT V, AL N; SA lures with scents and touch or special; D 1-8 + energy drain or trample; D 2-12 or 2-24; MV 120’; Save light; extra acid damage 1-10 per turn; special; MV (swimming) 180’; Save F9; F4; ML 6; TT Nil; AL N; SA trample; XPV 175 ML 11; TT F; AL C; SA vampire abilities XPV 650 Sollux (Sun Brother, X2): NA 1 (1); AC 0; and resistances, regenerates 2 hp/round, Roper (XLI): NA 1-3 (2-5); AC 0; HD HD 10* to 14*; AT 1 weapon; D by charm song 200’ range, summon 3-18 12***; AT 1 bite/6 tentacles; D 5-30/ weapon + 3; MV 120’; Save F10 to F14; mako sharks; XPV 1,250 weakness; MV 30’; MV 30’; Save F10; ML 9 (12); AL L; SA immune to dispel Veteran (previous Basic Set): See Fighter ML 10; TT Lx5; AL C; SA tentacle magic, detect invisible, carry shields lit as (player character), the revised D&D Basic strand cut only by magic weapon inflict- light spells; XPV 1,750, 1,900, 2,125, Set (NPC Party), and the revised D&D ing 5 points in one strike, immune to cold, 2,300, 2,500 Expert Set (NPC Parties; pg. 25). lightning, 1st-3rd level spells, normal and Soul Eater* (X4): NA 1 (1); AC 0; HD lo*; Water Weird (B7): NA 1-2 (1-4); AC 5; HD silver weapons; XPV 3,875 AT 2 claws; D 1-10/1-10 + special; MV 3:; AT 1 grab; D 1 + drowning; MV 60’; Sabreclaw (CM3): NA 1-100; AC 2; HD 180’; Save C10; ML 12; TT Nil; AL N; Save F6; ML 12; TT L; AL C; SA drown 5”; AT 1 claw; D 1-12; MV 120’ (360’ SA takes any shape, magic weapon to hit, in 3 rounds once caught, 1 point only from flying); Save F= Number Appearing; hit drains Wisdom (Save vs. Death sharp weapons, slowedby cold, fire causes ML 10; TT D; AL C; SA ESPfor + 4 hit avoids); XPV 1,750 1/2 normal or no damage; XPV 50 roll bonus, immune to 1st-3rd level spells, Spider, Giant Hunting (M2): NA 1-4 (2-12); Weasel, Giant (previous Expert Set): See the sees with truesight, immune to poison, hit AC 8; HD 2; AT 1 bite; D 1-6; MV 120’; D&D Companion Set. points shared by group; XPV 425 Save F2; ML 7 wild/8 tamed; TT U; AL Whale (previous Expert Set): See the D&D Sacral* (M2): NA 1 (1); AC 5; HD 8**; AT N; XPV 20 Companion Set. 1 touch/l choke; D Energy Drain/2-8; Squid, Giant (previous Expert Set, X1, page Worm, Slime (X2): NA 1; AC 5; HD 10’; MV 180’; Save F8; ML 12; TT Nil; AL 8, and X7): NA 0 (1-4); AC 7; HD 6; AT AT 1 bite; D 2-12; MV 60’; Save F5; ML C; SA turned as spectre; animate deadup 8 tentacledl bite; D 1-4 each/l-10; MV 9; TT D; AL N; SA swallow prey with hit to 8 HD; XPV 1,750 (swimming) 120’; Save F3; ML 7; TT V; roll 18-20 for continuous damage 2-20; Sea Dragon (previous Expert Set and X1, AL N; SA small tentacle cut by 6 points XPV 1,750 page 11): NA 0 (1-4); AC 1; HD 5** to damage, large by 10 points, ink cloud for Zombie-Minotaur (M2): NA 2-8 (3-18); AC 11 **; AT 1 bite or spit; D 3-24 or poison; escape (30’ radius, 2 x /day); XPV 275 5; HD 3; AT 1 weapon; D 1-8 or by MV (swim/fly) 180’; Save F8; ML 9; TT Steam Weevil (B5): NA 1 swarm; AC 6; HD weapon; MV 120’; Save F1; ML 12; TT H; AL N; SA fin-wings allow air glide up 4; AT 1 swarm; D up to 4; MV 60’; Save Nil; AL C; XPV 35 to 6 rounds, poison glob breath 3 x /day to NM; ML 11; TT Nil; AL N; SA inflicts 1/ 100’ range (Save vs. Breath or die), 20% 2 damage if victim wards off; XPV 75 talk for 3 L1 and 3 L2 spells; XPV 425 to Sun Brother: See Sollux (above). 2,700 Tabi (X4): NA 1-4(1-4); AC 6; HD 5**;AT Sea Horse (X7): NA 0 (1-20); AC 7; HD 2 to 2 claws; D 1-4/1-4 + special; MV 60’ 4; AT 1 butt; D 1-8; MV (swimming) (240’ flying) Save M5; ML 6 (12); TT 210’ or 180’ (mounted); Save F2; ML 5 Nil; AL C; SA venom claws (Save vs. (8 mounted); TT Nil; AL N; SA move Paralysis or be deluded for 2-12 turns, double speed to 10 rounds; XPV 20, 35, attack others nearby); thief ability 40% or 75 (pick pockets, move silently, hide in Sea Serpent; Lesser (previous Expert Set and shadow); XPV 425 X7): NA 0 (2-12); AC 5; HD 6; AT 1 bite Trader (previous Basic Set): See the revised or squeeze; D 2-12 or 1-10; MV (swim- D&D Expert Set (Men). ming) 150’; Save F3; ML 8; TT Nil; AL Tree, Killer (X2): NA 0 (2-12); AC 5; HD 6; N; SA loops around boat, hull damage 1- AT 4 limbdl bite; D O( x 4)/3-18; MV 0; 10; XPV 275 Save F3; ML 12; TT Nil; AL N; SA ten- Sea Serpent, Greater (X7): NA 0 (1-4); AC tacles to 20’ range; severed by 5 points 3; HD 12 to 15; AT 1 bite or 1 squeeze; D damage in one attack; XPV 275 3-18 or 2-20; MV (swimming) 240’; Save Triton (X7): NA 0 (10-60); AC 6, 5, or 4; F6; ML 9; TT Nil; AL N; SA loops HD 5*; 6* or 7*; AT 1 weapon or spell; D around boat; hull damage 2-20; XPV by weapon or spell; MV (swimming) 1,250, 1,350, 1,500, or 1,650 150’; Save D11; ML 9; TT F; G or H;

44 Art ifact s

This section introduces the greatest and most Artifacts in the Game item should activate when picked up, and powerful of all magic items, the Artifact. once the possessor proves his worth, it should Finding an Artifact An artifact is the creation of an Immortal communicate its powers telepathically. The appearance of an artifact in a cam- and contains a concentration of that Immor- paign should never be abrupt, nor random. Artifact Powers tal’s personal power. The magical might of an Artifacts are tools of the Immortals and their artifact is legendary. It is able to recreate Artifacts are beyond mortal powers and destiny and use is carefully planned. Fore- magical effects of spells and other magic are treated as if 40th level for purposes of shadow the introduction of an artifact determining magical effects. Unlike standard items, without exhausting its power. Indeed, through legends and rumors the characters artifacts are capable of regenerating any magical items, artifacts may make saving learn or overhear. An Immortal might use power they expend given sufficient time. throws versus various attacks as if a 36th level subtle manipulation to bring the existence of Each artifact is unique or part of a unique Fighter. the artifact to the characters’ attention. Only An artifact may have several powers, but set, as no two artifacts can create the same introduce an artifact if it serves a greater combination of effects. Artifacts are only the total cost of the powers may not exceed game goal. rarely encountered and are often the object of the Power Level of the item as defined by its An artifact should only be found after a astounding quests for glory and honor. Noth- magnitude. Each effect may be used as often long, trial-filled quest. A character should ing regarding an artifact happens by chance, as desired. But each use drains a number of have to find and follow the winding trail of for the destiny of each device is carefully charges equal to the cost of the power used. the artifact through history. Artifacts are planned and controlled by the Immortals. The number of charges available at full never easily found or acquired, for they are capacity equals the Power Level. An artifact often protected by a mighty guardian or by Using Artifacts the Game may recharge itself; the rate of recharging in terrible trials and mystery. depends on the magnitude of the artifact. If What purpose do artifacts serve in the An artifact may be used by intelligent crea- game? A quest for an artifact can provide a charges drop below 10, no power may be tures of any level. However, the value of an long range goal for high level characters, pro- used until the item is sufficiently recharged. artifact will vary because of the level of the viding months of adventuring. A powerful If an artifact is used to harm another arti- mortal. Low-level creatures will find themsel- artifact can be both a real challenge to control fact, it is treated as if attacking as a 40 HD ves not really in control of the artifact. Mid- and a highly prized reward for high level monster, Armor Class -20. Only enchanted level mortals will find an artifact desirable characters. Quests to find an ancient artifact weapons with + 5 bonus or greater and other because of the power it promises, but hard to defeat pawns of the Dark Immortals, or to artifacts may damage an artifact. All attacks pressed by the adverse effects. High level destroy a dark artifact can lead to the creation against an artifact only cause the minimum beings will often seek out an artifact in an of epic sagas for your advanced players. amount of damage possible based on the effort to right a wrong, destroy an evil item, attack. Artifacts possess a number of hit or to do honor to an Immortal. The Purpose of Artifacts points equal to their Power Level. Artifacts are the creations of Immortals Damage to an artifact may only be Activating an Artifact who sacrifice a part of their personal Power, repaired by its Immortal creator. Artifacts may assume many guises and to create these tools which may be used to fur- even once found may not work until a specific ther their masters’ goals. The Immortal Intelligence of an Artifact action is performed. The action required to crafts an artifact to fulfill a specific purpose An artifact is made of the five components activate an artifact’s innate powers may be that will help gain more power for the of power-matter, energy, time, entropy, and the performance of a special ritual, the occur- Immortal and supports the goals of the thought. All artifacts possess a rudimentary rence of a specific event, or some action that Immortal’s Sphere of Power. These may be intelligence. This level of intelligence is very must be taken with the item itself. as simple as battling enemies of the Sphere to restricted, and an artifact can respond to only The specific means to activate an artifact subtly undermining an entire nation’s might. a limited number of situations. An artifact may be learned through legend or magical An artifact, though created by an Immor- does not have analytical intelligence, reason, research and may result in further adven- tal may be used by mortals either directly or nor the ability to learn. It can only respond to tures. indirectly in service to the spheres of the personal danger and present situations in Merely possessing an artifact is not enough Immortals. However, because of the unman- regard to its purpose. to gain its benefits. A character must also ageable nature of Immortal Power, mortals If an artifact is personally attacked, it learn how to control each of its powers. Dis- will suffer a chance of adverse effects when defends itself using its powers. An artifact covering what powers an artifact has and how using an artifact. does not use attacks that might cause it fur- to control the effects should be a gradual Artifacts may have different levels of ther damage, but it does not account for its process. Powers and their controls may be power based on the amount an Immortal is wielder’s frailties. If the attack is an area discovered using methods similar to those for willing to invest. This magnitude of power effect at close range, the user may suffer dam- activation. falls into four levels: Minor, Lesser, Greater, age. Try to maintain the mystery of the artifact and Major. Minor artifacts are the ones most by describing effects, rather than naming commonly created, for they cost the least. Adverse Effects them and by keeping their methods of control The number of magical effects and adversi- Because of the presence of “entropy” in uncertain. This will contribute much to the ties of an artifact is directly linked to the mag- the components of an artifact, all artifacts flavor of the game. nitude of an artifact. Refer to Table 1 under have bad side effects that may occur when- If specific methods are not described for Creating Artifacts for full details. ever a mortal uses an artifact. Immortals are activation or discovery of the powers, the not affected by these adversities. Adverse

45 Artifacts effects appear spontaneously, and are not This may become dangerous for the user. designed and used with great care, as too fre- chosen by the Immortal creating the artifact. When it becomes 40% damaged, an arti- quent an appearance, use or lack of control of These side effects may occur by chance or fact begins to lose powers starting with those artifacts, swiftly turns them into only power- whenever a certain action is performed. of lowest cost. Additional powers are lost for ful toys. Details on adverse effects are given under every additional 10% of damage it suffers. Creating Artifacts. When an artifact is 80% damaged or Player Description: Create the legend of There are two types of adverse effects that more, there is a chance that the Immortal will the artifact, complete with rumors and clues every artifact possesses; handicaps and pen- recall the artifact: 1 in 6 at 80%; 2 in 6 at about the whereabouts, uses and ill effects of alties. 90%. An artifact automatically returns to the the artifact. (Books on lore, legend and Handicaps are permanent effects that may creator when it is 100% damaged. myths, as well as fiction may be used for not be negated as long as a user retains pos- Destroying an artifact’s physical vessel inspiration.) session of an artifact. Handicaps occur when may bring the attention of an Immortal to a DM Notes: Define the exact physical form a specified action takes place or else, when a character and the Immortal may attempt to of the artifact. Also determine the Immortal power is first used. A handicap may occur exact a pennance through subtle manipula- creator and the purpose of the artifact. additional times for cumulative effects, tions of NPCs. But 80% of the time an Magnitude: Select the magnitude of the item whenever the artifact’s charges are allowed to Immortal creator is not overly concerned to be created. This will define the maximum reach 0. about the damage to the artifact unless his Power Level possible and range of powers. Once an artifact is no longer possessed, all attention is already directed at the character. Limits of Power: Once the magnitude is handicaps begin to wear off. It vanishes com- known, review the maximum number of pletely after a period of time defined by the Destruction of an Artifact powers available in each power category on magnitude of the artifact. At times characters may seek to perma- Table 1. Minor artifact 30 days nently destroy an artifact. This is done to Sphere: Define the Immortal creator and Lesser artifact 60 days remove a dark artifact from the hands of evil, his Sphere of Power. This will help strengthen Greater artifact 120 days or to bring honor to or impress a specific the purpose and provide guidelines as to the Major artifact 240 days Immortal of a conflicting Sphere of Power. types of powers that might be chosen. Handicaps wear off only if the artifact is To permanently destroy an artifact, a spe- Powers: Select powers based on the pur- abandoned or lost by the user. cial method, unique to each artifact, must be pose and sphere of the artifact. Power cost Penalties are temporary effects that may be employed. This method must be extremely should not exceed the total Power Level, nor negated by magical means while the artifact difficult and require the use of legendary should the maximum powers per category be is possessed. Penalties may occur by chance might-such as to crush it on the World exceeded. You may, however, choose fewer or when a specified action takes place, usually Anvil, or to cause it to be devoured by an powers and a lower Power Level than the the use of a power. Immortal Dragon. This method may be dis- maximum. The standard chance that a penalty occurs covered through a lengthy quest or very Activation: Decide the methods of activa- is equal to the cost of the power being used expensive research. Legends about the item tion and also other methods for discovering minus 10. If this number or less is rolled on may hint at how it may be destroyed. powers. d100, a penalty occurs. When chance dictates An artifact cannot defend itself until it is Use of Powers: Define how the user sum- the occurrence of a penalty, the DM should attacked, and thus can rarely prevent its mons forth the powers and whether the arti- choose from the list of artifact penalties. destruction. An Immortal creator on the fact produces the effect or if it is granted to other hand would attempt through mortal the user to invoke. Attacking an Artifact agents to thwart its destruction once he dis- Handicaps: Determine permanent ad- Artifacts, like Immortals, are nearly indes- covered the intent, as the artifact is a piece of verse effects and the conditions for their tructable. However, an artifact’s physical the Immortal’s power. If the artifact is appearance. form may be destroyed causing the artifact’s destroyed, the Immortal creator will become Penalties: Determine temporary setbacks essence to return to the Immortal creator for the destroyer’s foe and may attempt to cause and the conditions or chances for their placement in a new vessel. This effectively him ill through future manipulations. An appearance. removes an artifact from play for a time. Immortal from another sphere of power who To attack an artifact, note the natural abili- benefits from the destruction of the artifact At the end of this section are several pregen- ties listed for AC, hit points, etc. When an may be petitioned to intervene at the price of erated artifacts for use in D&D campaigns. artifact is damaged it will defend itself, sens- a personal quest. If the DM allows a charac- These samples provide a model for generat- ing which powers will be the most effective ter to so gain an Immortal’s intervention, the ing your own new artifacts. At the end of each attack. If no attack powers remain, the arti- thwarted Immortal may only send one catas- artifact, the reference source for the artifact is fact may randomly use any A1 attack with a trophe against the character. After that the listed as well as suggestions of where you cost of 35 or less. Immortal creator may not directly act against might look for other ideas. Loss of hit points does not affect the ability the destroyer. When deciding on the Immortal creator of an artifact to recharge (charges and hit and his Sphere of Power, refer to the Proce- points are separate though they both equal dures section on Immortals to review the the total Power Level number). Damage may Creating Artifacts goals of each sphere. Then when selecting only be repaired by the Immortal creator. powers, the purpose provides a logic for the The following is a list of elements to consider Once an artifact is damaged 10% or more when creating an artifact. Artifacts should be ones chosen. An artifact for the Sphere of it always defends itself when it is attacked. Energy would use fire and energy attacks and

46 Artifacts defenses, teleportation, and possibly many Each powcr only functions for a limited dura- Recharging transforming energy powers tion where noted. Rate Note that range, duration and area of PPperhour 30 60 120 180 Physical Vessels effect may vary from the original spell; check PPperturn 5 10 20 30 Almost anything may be used as a vessel the table first. for an artifact, but most often items of endur- Abbreviations used include: Adverse Effects ing materials are used. An artifact may even atk = attack Handicaps * 1234 be another magic item, but then is usually a B = Basic Players Book Penalties ** 1358 weapon or armor. When using a magic item C = Companion Players Book ’ Or 1 handicap + 1 per 200 power as the vessel, do not roll randomly on the cn = coin; unit of encumbrance invested, round down. treasure tables, but rather make a logical cr = creature ** Or 1 penalty per 100 power invested, selection. Do not choose a powerful magic CR = Combat Result for War Machine round up. item as the vessel for an artifact. Any special CRT = Combat Result Table for War abilities of the magic item do not count Machine TABLE 2: ARTIFACT POWERS against the Power Level total. Conc = Effect is only maintained as long as A. Attack Forms user concentrates on it and is not Al. Direct Physical Attacks Selecting Adverse Effects disturbed or damaged Select effects that will not interfere with the dia diameter cost purpose or functionof the artifact. Where possi- D damage 10 Cause Wounds, Light* (EF 7 hp; X5) ble, select effects that will actually further the DR Duration 15 Magic Missile (EF 5 missiles, ld6 + 1 D each; B40) goals of the sphere. Do not choose effects that EF Effect; Area of Effect 35 Bearhug (DR 1T) negate one of the artifact’s powers. HD Hit Dice 25 You may choose to modify the seventy of the L Level; experience or spell Cause Disease*(R 30’; X6) 30 effects based on the magnitude of the artifact. MV Movement rate Cause Wounds, Serious* (EF 14 hp; M Master Players Book X7) Using the Power Tables obj Object 35 Cause Wounds, Critical* (EF 21 hp; The following are tables for use when cre- r round C12) 40 (R Touch; X8) ating new artifacts for your own campaign. R Range Create Poison * These tables were also used to create the sam- rad radius 40 Dispel Evil (R 30’, DR 1T; X8) 45 Cloudkill (R l’, DR 6T, EF 1 pth, ple artifacts listed hereafter. Their special Save Saving throw vs the effect 5HD or less Save vs. Poison, 30’ x powers are defined here. ST Saving throws of a specific category 20’; X14) To create a new artifact, choose the magni- as a result of the effect tude of the artifact to be created and consult T Turn 45 Ice, Storm (R 120’, EF 20d6 D, 20‘ cube; X13) Table 1. The DM may select Powers based on Touch = Attacker must touch target 50 Death Spell (R 240’, EF 32 HD in their power point cost up to the maximum X = Expert Rule Book 60’ cube, to HD 7 + ; X16) power investment. The total power of the I = per 50 Finger ofDeath*(R X9, C12) artifact cannot exceed the magnitude level, * = spell has reverse effect 60’; Poison gas breath (DR 3r, EF 20’ but may be less. If the total power is less than 50 the maximum, the actual power invested is cube) the total number of power points available TABLE 1: 55 Fire Ball (R 240’, EF 20d6 D; X11) when fully charged. GENERAL CHARACTERISTICS 55 Ice Breath (EF 30’ x 10’ D = hp) Powers selected may not exceed the maxi- 60 Fire Breath (EF 30’ x 10’ D = hp) Magnitude of Artifact Lightning Bolt (R 180‘, EF 20d6 D, mum number of powers for each category, 60 Minor Lesser GreaterMajor x 5’; X12) but an artifact need not have powers from 60’ each category. 65 Acid Breath (EF 30’ X 5’) Maximum 65 Delayed Blast Fire Ball (R 240 DR Table 2, Artifact Powers, is divided into ’ , Power 0-60r, EF 20d6 D; C22) four categories, each further subdivided into Investment 100 250 500 750 general types. The four categories are: 70 Life Drain’ (R Touch; EF Drains 1 Attacks against another, Information & level; C13) Maximum 75 l’, Movement, Transformations, and Defenses. Explosive Cloud (R DR 6T, EF Number 20’ x 30’ x 30’, 20hplr; C24) Preceding each ability is a number; this num- of Powers 8 11 14 17 ber is used both as the power investment cost 80 Disintegrate (R 60’, EF 1 cr; X16) and the number of power points subtracted 85 Power Word Kill (R 120’, EF kill 60 Maximum hp, stun 61-100 hp, DR 4T; C26) whenever the ability is used. Types 90 Obliterate* (R 60’, EF kill 7 HD; to Following each power’s name are abbrevi- of Powers 12 HD ST at -4, 12 ations of the range, duration, effectand book + HD 6d10; C13) A. Attacks 23 4 4 100 Meteor Swarm (R 240’, EF 4 for reference, if a spell. In some cases, the effect B. Info+Move 1 23 4 8d6 + 8d6 or 8 for 4d6 + 4d6; C26) of a power is too complex to abbreviate and C. Transforms 2 2 3 4 the reference should be reviewed for details. D. Defenses 3 44 5 Effect also may be used to list area of effect.

47 Artifacts

A2. Direct Mental Attacks 15 Darkness*(R 120’, DR46T, EF30’ dia; 85 Weapon strength bonus + 5 (DR 1T) X11) 90 Triple weapon damage (DR 1T) cost 20 Ligh (R 120’, DR 46T, EF 30’ dia; 100 Spdll damige bonus,-+ 4/die (DR 1 spell) 10 Cause Fear* (R 120’, DR 2T; X5) B40) 15 Sleep (R 240’, DR 20 T, EF up to 20 B. Information & Movement HD, 40’ sq; B40) 20 Set normal Trap, 50% (DR 6T) 20 Turn Undead as Cleric L6 (DR 1T) B1. Aids to Normal Senses 20 Charm Person (R 120’; B39) 25 Curse* (R Touch; EF limited, see X14) 25 Confusion (R 120’, DR 12r, EF up to 18 cost 25 Disarm Attack (DR 6T) cr in 30’ rad; X13) 10 Detect New Construction (R 60’, DR 30 Continual Darkness* (R 120’, EF 30’ 30 Charm Monster(R 120’, EF 18 at 3 HD 36T) rad; X6) or 1 at 3 + HD; X13) 10 Read Languages (DR 6T; B40) 30 Pick Pockets, 50% (DR 6T) 30 Calm Others (R 120’, EF up to 40 HD) 10 Read Magic (DR 3T; B40) 40 Set normal Trap, 70% (DR 6T) 35 Control Plants (R all in 30’ x 30’, DR 10 Timekeeping (DR to 24 hours from 1 40 Silence15’radius(R 180’, DR 12T; X6) 20T; X61) mark) 45 Polymorph Other(R 60’, up to 2x HD; 40 Feeblemind (R 240’, EF -4S?, INT 2; 15 Detect Slopes (R 30’, DR 36T) X13) C20) 15 Speak with Animals (R 30’, DR 6T; X6) 45 Turn Undead as Cleric L12 (DR 2T) 45 Charm Plant (R 120’, DR 3 mon, EF 1/ 20 Infravision (R Touch, DR 1 day, EF see 50 Babble* (R 60’, DR 40T; X9) 6/12/24 plants; C21) 60’; X12) 55 DispelMagic(R 120’, EF 20’cube; X8) 50 Geas Another (R 30’; X16) 25 Hear Noise, 50% (DR 12T) 55 Pick Pockets, 75% (DR 6T) 60 Control Animals (DR 20T, EF up to 40 25 Speak with the Dead (R 30’, EF 3 ques- 60 Appear+ (R 240’, DR lT, EF 20’cube; HD, 20 cr) tions; X7) C22) 70 Control Lesser Undead (DR 20T, EF up 30 Speak with Plants(R 30’, DR 3T; X8) 65 Set normal Trap, 90% (DR 6T) to 7 HD, 20 HD, 10 cr) 30 Tracking (DR 6 hours, EF 90% outdoor, 70 Turn Undead as Cleric L24 (DR 3T) 75 Mass Charm (R 120’, EF 30HD, -2 50% indoor) 75 Polymorph Any Object (R 240’, DR 40- Save; C24) 35 Find Secret Doors (R lo’, DR 6T) 240T, EF l0’cube; C25) 80 Open Mind’ (R Touch, EF -8ST; C24) 40 Communication (DR 6T) 80 Pick Pockets, 100% (DR 6T) 85 Control Giants (DR 20T, EF one type, 4 50 Hear Noise, 90% (DR 24T) 90 Anti-Magic Ray (DR lT, EF 100%) 50 Lie Detection (R 120’, DR 3T) c.1 95 Turn Undead as Cleric L36 (DR 3T) 90 Control Greater Undead (DR ZOT, EF 60 Speak with Monsters (DR 6T; X9) 100 x + any, 40 HD, 20 cr) Blasting (EF 60’ 20’, 2d6 deafen) 70 Tracking (DR 6 hours, EF 90% any- 95 Control Dragons (DR ZOT, EF one type, A5. Bonuses to attacks where) 3 Small or 1 Large) 75 Hear Noise, 140% (DR 36T) cost 80 X-Ray Vision (R 30’, DR 1T) 100 Control Humans (DR 20T, EF up to 7 10 Bless(R60’,DR6T,EF20’sq, + 1ML/ HD, 40 HD total, 20 cr) Hit/Dmg; X5) B2. Additional Senses A3. Attacks that Stop or Slow 15 Weapon damage bonus + 2 (DR 1T) cost 20 Hit rolls bonus + 2 (DR 1T) cost 10 Find Traps, 50% (DR 6T) 20 Turn undead bonus + 2 to roll, + id6 10 Web (R lo’cu, DR 48T; B42) 10 Predict Weather(DR 12 hours, EF 40 HD (DR 1T) 15 HoldAnimal(R 180’, DR 40T, EF one miles; C 15) 25 Leap to 30’, type, 4 cr; C15) + 2 Hit roll bonus (DR 1T) 15 Detect Magic (DR 6T, EF R 60’; B39) 25 Weapon damage bonus + 3 (DR 1T) 20 Hold Person (R 120 I, DR 40T, EF up to 15 Detect Evil (DR 6T, EF R 60’; B41) 25 Weapon strength bonus + 1 (DR 1T) 4 cr; X12) 20 Find Traps, 60% (DR 6T) 30 Hit rolls bonus + 3 (DR 1T) 25 Slow* (R 240’, DR 3T, EF up to 24 cr, 20 Know Alignment (DR lr, EF R 30; X5) 30 Spell damage bonus, + l/die (DR 1 spell) 30’ radius; X12) 20 Locate Object(DR 6T, EF 120’; X6) 30 Striking (R 30’, DR lT, EF + ld6 D; 35 Hold Monster (R 120’, DR 46T, EF up 25 Clairvoyance(R 60’, DR 12T; X11) to 4 cr; X15) X7) 25 ESP(R 60’, DR 12T; B41) 35 Weapon damage bonus + 4 (DR 1T) 45 Turn Wood(R 30’, DR 40T, EF 120’ X 30 Find Traps, 70% (DR 6T) 40 Hit rolls bonus + (DR 1T) 60‘; M5) 4 30 WizardEye(R 240’, DR 6I‘, MV 120’; 40 Turn undead bonus + 4 to roll, + 2d6 50 Flesh to Stone* (R 120’, EF 1 cr or 10’ X14) HD (DR 1T) cube; X16) 35 Find Traps (DR 2T, EF 30’ ; X5) 60 Power Word Stun (R 120’, DR up to 40 Weapon strength bonus + 2 (DR 1T) 35 Detect Invisible (R 400’, DR 6T; B41) 45 Weapon damage bonus + 5 (DR 1T) 35hp = 12r, up to 70hp = 6r; C22) 40 Detect Danger (R 200 ’ , DR 6T; M4) + 75 Dance (R Touch, DR 8r, EF -4STIAC; 50 Hit rolls bonus 5 (DR 1T) 40 ‘Find Traps, 80% (DR 6T) 50 Leap to 60’, + 4 Hit roll bonus (DR 1T) C24) 45 Choose Best Option (R lT, EF 1 choice) 55 Spell damage bonus, + 2/die (DR 1 spell) 85 Power WordBlind(R 120’, DR up to 40 50 Find Traps, 90% (DR 6T) 55 Weapon strength bonus + 3 (DR 1T) hp = 4 days, up to 80 hp = 2d4 hrs; 50 Truesight (DR 5T, EF 120’; ‘212) 60 Hit rolls bonus + 6 (DR 1T) C25) 55 Mapmaking (DR lT, EF Sense 60’ 60 Turn Undead bonus +6 to roll, +3d6 100 Life Trapping range) HD (DR 1T) 100 Maze (R 60’, DR 6T to 4r; C26) 60 Find Traps, 100 % (DR 6T) 70 Double weapon damage (DR 1T) 60 Treasure Finding (DR 6T, EF 400’) A4. Miscellaneous Attack Forms 70 Weapon strength bonus + 4 (DR 1T) 70 Find Traps, 110% (DR 6T) cost 75 Leap to go’, + 6 Hit roll bonus (DR 1T) 70 Lore (DR 1T or 1 day; C22) 10 Blight’ (R 60’, DR 6T, EF 20‘sq, -1 80 Spell damage bonus, + 3/die (DR 1 spell) 80 Find the Path (DR 46T; XU) ML/Hit/Dmg; X5) 85 Smash attack (DR 1T)

48 Artifacts

B3. Aids to Movement + mounts; X8) 30 Harden* (R 120’, EF 3,000 sq.ft. X 40 Create Normal Animals (R 30’, DR 10’; C20) cost lOT, EF 1-6 cr; C12) 35 Control Temperature 10’ radius (DR 10 Climb Walls, 70% (DR 12T) 45 Create Normal Monsters (R 30‘, DR 40T, EF 50 degrees; C 15) 15 Levitate (DR 46T; B41) 2T, EF 40 HD total; C22) 35 Dissolve (R 120’, DR 3-18 days, EF 15 Tree movement (DR 12T) 50 AnimateDead(R60’, EF40 HD; X14) 3,000 sq.ft. x 10’; C20) 20 Climb Walls, 80% (DR 12T) 60 Animate Objects (R 60’, DR 6T, EF 40 Lower Water (R 240‘, DR lOT, EF 1/2 20 Plant Door(DR 40T; C15) 4,000 cn; X9) height; X16) 25 Climb Walls, 90% (DR 12T) 70 Sword(R 30’, DR 40r, EF as 2-Handed, 40 Open Locks, 80% (DR 6T) 25 Dimension Door (R lo’, DR lr, EF 45 Pass-U’all(R 60’, DR 6T, EF 5’ X 10’; 360’; X13) 2 atWr; C24) 75 Create normal objects (EF up to 1,000 X15) 25 Fly (DR 40 + ld6T, MV 360’; X12) 50 Move Earth (R 240’, DR 6T C21) 30 Gaseous Form (DR 3T) C4 80 Clone (R 10’; M6) 55 Open Locks, 90% (DR 6T) 30 Haste (R 240’, DR 3T, EF 24 cr in 60’; 90 Create Magical Monsters (R 60’, DR 55 Summon Weather (DR 240T, EF 30 X12) 3T, EF 40 HD total; M7) miles; C 16) 35 Move Silently, 50% (DR 6T) 100 CreateAnyMonster(R go’, DR 4T, EF 60 Reverse Gravity (R go’, EF 30’cube; 35 Pass Plant (EF 300-600 yards; C16) 40 HD; M8) C22) 35 Web movement (DR 12T) 70 Open Locks, 100% (DR 6T) 40 Climb Walls, 100% (DR 12T) C2. Static Changes 80 Weather Control (DR Conc., EF 240 Telekinesis (R 120’, DR 6r, EF 8000 cn, 40 Cost yards; C16) MV 20‘/r; C20) 10 Purify Food and Water (R lo’, EF 6 85 Open Locks, 110% (DR 6T) Transport Through Plants (EF +2 cr; 45 waterskins or 12 food; B27) 90 Earthquake (R 120 yards, DR lT, EF C16) 10 Repair normal objects (EF up to 1,000 175‘sq; C13) 50 Teleport (R 10’; X15) 95 Open Locks, 120% (DR 6T) Climb Walls, 110% (DR 12T) cn) 55 15 Change Odors (EF 30’ cube) 100 Wish (M10) Move Silently, 70% (DR 6T) 55 15 Change Tastes (EF 40 meals or 20 cu.ft.) D. Defenses 60 Burrowing (DR 6T, MV lo’, 30’, or 20 Hold Portal (DR 12T; B39) 60 ‘) 30 Remove Traps, 50% (DR 6T) D1. Cures 65 Plane Travel (self only, 1 shift) 30 Wizard Lock (R 10’; B42) Cost 70 Climb Walls, 120% (DR 12T) 35 Create magic aura (R 120’, DR 3T, EF 75 Move Silently, 90% (DR 6T) 10 Remove Fear (DR 3T, EF +6 SAve; 40’ cube) B27) 80 Travel(DR 40T, MV 360‘/720’gaseous; 40 Magic Door (R lo’, DR 7 uses; C22) M8) 15 Cure Wounds (EF 7 hp; B26) 40 Repair temporary magical object (1 obj) 20 Cure Blindness (R Touch; X6) 85 Teleport any Object (EF 1 cr/obj/lO‘ 50 Rulership (EF + 10 to + 50 Confidence) cube or seif safe, -2 save other; C24) 20 Cure Disease (R 30 ‘ ; X6) 60 Magic Lock*(R lo’, DR 7 uses, EF 10’ 90 Word of Recall (X9) 25 Free Person* (R 120‘, EF up to 4 cr; sq; C22) X12) B4. A.ids to offset Encumbrance 60 Remove Traps, 75% (DR 6T) 25 Cure Wounds, Serious (EF 14 hp; X7) 70 Remove Barrier*(R 60’; C12) Cost 30 Neutralize Poison (R Touch; X8) 70 Repair permanent magical object (1 obj) 10 Container, to 5,000 cn (DR 6 hours) 35 Cure Wounds, Critical(EF 21 hp; C12) 75 Victory (EF +25 CR Roll, on CRT 10 FloatingDisc(DR 6T, EF 5,000 cn; B39) 40 Free Monster* (R 120’, EF up to 4 cr; worst 91-100) 15 Bouyancy, to 10,000 cn (DR 6T) X15) 80 Metal to Wood (R 120’, EF 2,000 cn; 20 Container, to 10,000 cn (DR 6 hours) 45 Remove Geas* (R 30’; X16) 30 Container. to 15,000 cn (DR 6 hours) C16) 50 Stone to Flesh (R 120’, EF l0’cube; 30 Buoyancy, to 20,000 cn (DR 12T) 85 Close Gate*(R 30’; C26) X16) 90 Permanence (R 10’; C25) 40 Container, to 20,000 cn (DR 6 hours) 60 Raise Dead (R 120’, EF 132 days dead; 90 Remove Traps, 100% (DR 6T) 45 Buoyancy, to 40,000 cn (DR 18T) x9, C12) 95 Gate (R 30’, DR 1T or d%T; C26) 50 Container, to 25,000 cn (DR 6 hours) 65 Remove Charm* (R 120’, EF up to 100 Timestop (DR 1 + ld4r; M10) 20‘cube: C24) 60 Container, to 30,000 cn (DR 6 hours)’ I, 60 Buoyancy, to 80,000 cn (DR 24T) C3. Dynamic Changes 70 Remove Curse (R Touch; X14) 85 Raise Dead FulJy (R 60’, EF up to 8 70 Container, to 35,000 cn (DR 6 hours) cost years dead; C 13) 75 Buoyancy, any weight (DR 36T) 10 Open Locks, 60% (DR 6T) (R Touch; 80 Container, to 40,000 cn (DR 6 hours) 15 Warp Wood(R240’, EF40 arrows; C15) Regeneration (EF 3hP’r for IT) 90 Container, to 50,000 cn (DR 6 hours) 20 Growth ofAn;ma](R 120’, DR 12T, EF 95 100 Heal (R Touch; M9) C. Transformations 2x; X6) 20 Knock (R 60’; B41) 100 Automatic Healing (Self only) C1. Creations and Summonings 25 Growth of Plants (R 120’, EF 3,000 Cost sq.ft.; X13) 15 Produce Fire (DR 2T; C15) 25 Heat Metal (R 30’, DR 7r; M4) 20 Create Water (RDR 6T, EF 50 gallons; 25 Open Locks, 70% (DR 6T) X7) 25 ShrinkPlants*(R 120’, EF 3,000 sq.ft.; 30 Summon Animals (R 360’, DR 3T; M5) X13) 35 Create Food (R lo’, EF 400 men 30 Control Winds (DR 40T, EF 400’; C16)

49 Artifacts

02.Personal Bonuses 40 Immune to Poison (DR 18T, EF self 30 Anti-Plant Shell (DR 6T; Cl6) cost only) 30 Protection from Poison (R Touch, DR 10 Memorize + 1 bonus spell level 50 Immune to Aging attacks (R Touch, DR 40T, EF + 4 vs. breath; M5) 20 AC bonus -2 (DR 6T) 18 35 Wall of Stone (R 60’, EF 1,000 cu.ft.; 20 Ability Score bonus (DR 6T, EF 1 ran- 55 Anti-Magic 30% (DR 6T) X15) dom score) 60 MassInvisibility(R 240‘, EF 60’sq, 300 35 Shelter 20 Memorize + 2 bonus spell levels man-size; C22) 40 Protection from Lightning (R Touch, 25 Parry (DR 6T) 65 Survival (DR 48 hours; M3) DR 40T, EF 40 dice D; C 15) 25 Saving Throws bonus + 2 (DR 6T) 70 Statue (DR 80T, EF + 2 Init; C23) 40 Protection from many creatures (DR 6T, 30 Hit points bonus + 1 per Hit Die (DR 75 Anti-Magic 40% (DR 6T) EF up to 15HD) 80 Immune to Energy Drain (R Touch, DR 45 Anti-Animal SheJJ (DR 40T C16) IT) 30 Memorize + 3 bonus spell levels 6T) 50 WallofIron(R120‘, EF500sq. ft.;C21) 35 Dodge normal missiles (DR lT, EF Save 80 Mind Barrier (R lo’, DR 48 hours, EF 60 Protection from most creatures (DR 6T, vs. wands) + 8 ST; C24) EF up to 15 HD) 35 Size Control (DR 6T, 3” to 18‘) 85 Protection from Magical Detection (DR 70 Barrier (R 60’, DR 12T, EF 7-70 D; 40 Ability Score bonus (DR 6T, EF 2 ran- 6T, EF self + items) C12) dom scores) 95 Anti-Magic 50% (DR 6T) 75 Anti-Magic Shell (DR 12T; X15) 40 AC bonus -4 (DR 6T) 100 Luck (DR lT, EF Choose result of 1 roll) 80 Force Field (R 120’, DR 6T, EF 5000 40 Memorize + 4 bonus spell levels 100 Immunity (DR 40T, EF blocks L1 -3 sq.ft.; M8) 45 Elasticity (DR 12T, EF 1/2 Dmg blunt spells and half effect of magic weapons + 85 Protection from all creatures (DR 6T) weapons) L4,L5; M9) 100 Prismatic Wall (R 60’, DR 6T, EF 50 Dodge any missiles (DR lT, EF Save vs. 100 Immune to Breath Weapons (R Touch, 10’radius or 500 sq.ft.; M9) Wands) DR 1T) 50 Memorize + 5 bonus spell levels 04. Misdirection 50 Saving Throws bonus + 4 (DR 6T) cost 60 Ability Score bonus (DR 6T, EF 3 ran- 10 Ventriloquism (R go’, DR 3T; B40) dom scores) 15 ConfuseAlignment*(R Touch, DR 40T; 60 AC bonus -6 (DR 6T) 60 Hit points bonus +2 per Hit Die (DR X5) 20 Obscure (DR 40T, EF 400fsq/40’high; 6T) C15) 60 Memorize + 6 spell bonus levels 25 MirrorImage(DR 6T, EF 5 false images; 65 Dodge directional attacks (DR lT, EF B42) Save vs. Wands) 30 Hide in Shadows, 30% (DR 6T) 65 Polymorph Self (DR 46T; X14) 30 Massmorph (R 240‘, EF 100 mansize; 70 Memorize + 7 bonus spell levels X13) 75 Saving Throws bonus + 6 (DR 6T) 35 Hallucinatory Terrain (R 240‘; X13) 80 Ability Scores bonus (DR 6T, EF 4 ran- 40 Merging (DR 18T, EF 7 cr) dom scores) 45 Hide in Shadows, 50% (DR 6T) 80 AC bonus (DR 6T) -8 50 PhantasmalForce(R 240’, EF 40’cube; 80 Memorize + 8 bonus spell levels B42) 85 Inertia control (DR 4 hours, 1 obj) 60 Hide in Shadows, 70% (DR 6T) 90 Hit points bonus +3 per Hit Die (DR 70 Projected Image (R 240‘, DR 6T; X16) IT) 90 Blend with surroundings (DR 6T) 90 Memorize + 9 bonus spell levels 100 Ability Scores bonus (DR 6T, EF all 05. Barriers scores) cost 100 AC bonus -10 (DR 6T) 10 Resist Cold (DR 12T, EF + 2ST, -l/die 100 Memorize + 10 bonus spell levels D, 30’; B27) 100 Shapechange (DR 40T, EF any cr or obj 10 Protection from Evil (DR 6T; B40) 40’/4000cn; M9) 15 Resist Fire (DR 6T, EF + 2ST, -1ldie D; 03.Personal Protections X5) 20 Protection Normal Missiles (R 30’, cost from DR 12T X12) 10 Shield (DR 6T; B40) 20 Protection from some creatures (DR 6T, 15 Anti-Magic 10% (DR 6T) EF up to 5 HD) 15 Mindmask’(R Touch, DR 12T; X11) 25 Protection from Evil Radius (DR 15 WaterBreathing(R30’, DR 1 day; X12) IO’ 12T, EF + 1 ST; X8) 20 Invisibility (B41) 25 Bug Repellant (DR 40T, + 4 ST) 20 Immune to Disease (R Touch, DR 18T) 25 Ice, Wall (R 120’, DR 12T, EF 1200 25 Invisibility lO’radius(R 120’; X12) sq.ft.; X13) 30 Immune to Paralysis (R Touch, DR 6T) 25 Wall ofFire(R 60’, DRConc., EF 1200 30 Security (EF Trap 5 items, alarm only) sq.ft.; X14) 35 Anti-Magic 20% (DR 6T)

50 / I

Artifacts

Explanations of Powers age, and may hold on. Any victim held may of two or more possible actions at a decision make The following are definitions of the new spe- a Saving Throw vs. Death Ray to point, and ask the artifact to ch oose the one escape the grip; the attacker may automati- cial abilities, listed in alphabetical order. which will probably be best for t he user. The cally squeeze causing 2-16 points of damage Spell effects: Any entry on the charts in answer is revealed telepathicallly. The user each round held. may define “best” in terms of a goal, such as italic type is a standard spell effect. A page Blasting: The user may cause &he artifact reference is given for each. Some spell details safety, speed, etc. Without a specific defini- to produce a loud trumpeting which lasts for are also given, in abbreviated form, for your tion, the artifact will interpret “best” as 1 round. The blast is a cone 60 feet long and convenience. being most likely to achieve or fu rther its own 20 feet wide at its end. Each victim within the Spells and common abilities are not purpose. The artifact will only coinsider possi- area takes 2-12 points of damage, and must explained in the following list. bilities up to 1 turn in the fu ture, utterly make a Saving Throw vs. Spells or be deaf- ignoring possible consequences beyond that ened for one turn. Ability Score Bonus: One or more of the point. The artifact never revealr3 details, nor user’s ability scores immediately increases to Blend with Surroundings: The user and can it consider or offer an option that is not his equipment may change color and pattern maximum (18), and remains there for 1 hour. specifically presented to it. to match his or her surroundings. While thus .. 3, The user immediately gains all benefits Climb Walls: See “Thief Ability derived thereby. The ability scores affected hidden, the user is completely undetectable Communication: The user may concen- are determined randomly (roll ld6). except by magical means or physical touch. trate on any one living or undead creature, Bug Repellant: As with the potion, “Bug” Acid Breath: The user may exhale a and that individual is instantly aware of includes any form of arachnid, insect, or chi- breath weapon of acid in a line up to 30 feet desire for communication. The individual lopod. The user cannot be touched by any long and 5 feet across, which inflicts a num- may accept or deny the contact. If accepted, normal bug, and a giant-sized bug will ignore ber of points of damage equal to one-half the the user and the individual may converse tel- the user unless it makes a Saving Throw vs. current hit points of the user (rounded epathically for up to l turn, regardless of Spells. The effect also bestows a + 4 bonus to down). Each victim may make a Saving their locations, and even if on different planes all Saving Throws against magically sum- Throw vs. Dragon Breath to take 1/2 dam- of existence. If the target creature denies the moned or controlled bugs. age. The acid evaporates within 1 round. contact, the user is thereafter unable to make Buoyancy: This effect prevents the user The Power Point cost is used for each breath. such contact with that individual for 24 from sinking unless encumbered to more Anti-Magic: Temporary magical effects hours. The point cost applies per hour, not than the amount given. This power does not may be negated when within 5 feet of the per attempt. give the user the ability to move freely user; the chance of failure is the percentage Container: An artifact with this power can- through sinking terrains. The user may also given. Permanent magic is not affected. Each not have life trapping or shelter powers. The cause any item or items touched to share the magical effect or item is checked separately. If artifact will act similar to a bag of holding. magic is negated it will remain inactive for 1 buoyancy, thus supporting a sailing vessel However, the artifact also can “store” any that would otherwise sink. If the user begins turn after it leaves the Anti-Magic area. object in the possession of the user when a to sink, one or more items may be released Anti-Magic Ray: This effect is similar to command is spoken, teleporting the object from the effect. that of the central eye of a beholder. The user into the artifact. Creatures cannot be stored, Burrowing: The user may quickly dig may produce a silvery ray of light up to 60 nor can an item being touched by any other through earthen material with bare hands. feet long and 10 feet across. By concentrat- creature. The containment power lasts for 6 Movement through loose earth or sand is 60 ing, the user may maintain the ray for up to 1 hours, but may be extended (at further cost in feet per round; through dense hard-packed turn. This ray causes all magic within it to Power). Any or all items may be released on earth, 30 feet per round; and through solid become deactivated. Magic items and effects command of the user (only). All items con- rock, 10 feet per round. Metal cannot be pen- return to normal when the ray is no longer tained when the duration expires are etrated. A tunnel will remain after the bur- upon them. instantly disintegrated (no saving throw). rowing. Armor Class Bonus: The user gains the Control (Animal, Dragon, Giant, Hu- given bonus to his or her Armor Class rating. Calm Others: The user may affect up to 40 man, Plant, Undead): These effects are simi- Hit Dice ofcreatures within 120 feet with this Automatic Healing: A cureall effect (iden- lar to those of the potions of the same names, tical to the 6th level cleric spell) can be pro- magical calm. No saving throw applies; the but the duration is 20 Turns. The user must DM makes an immediate Monster Reaction duced on command. The artifact will cure see the victims to control their actions. The roll for the creatures with the usual 2d6 but damage, poison, disease, paralysis, a curse, controlled creatures cannot be forced to kill applying a + bonus to the roll. blindness, or feeblemind. The artifact must 4 themselves. The user cannot fight or cast Change Odors: The user may cause the be physically touching the user for this effect spells while controlling others, but may move to be produced. The artifact can be set to odors in the volume of a 30 foot cube to at up to 112 normal rate. Each victim may change to whatever scents are desired. Poison respond automatically for 1 turn if the user’s make a Saving Throw vs. Spells to avoid the cannot be created. The change is permanent. hit points reach 0. control, but the user may repeat the attempt Change Tastes: The user may cause the Bearhug: This effect lasts for 1 turn. The once per round until the effect’s duration tastes of a quantity of food or liquid to change user may attack any opponent of approxi- ends. Limits: to any taste desired. Poison cannot be mately the same or smaller size by using two Animals: Up to 40 Hit Dice of normal or affected, and the food or liquid is not actually arms instead of a weapon or spell. Both hands giant-sized animals, but not fantastic or changed in any way. The effect can change up must be empty. If a Hit roll succeeds, the magical creatures; up to 20 individuals. to 20 cubic feet. The change is permanent. attacker may squeeze for 2-16 points of dam- Choose Best Option: The user may think

51 Artifacts

Giants: One type only; up to 4 giants. physical evasion is at all possible, the user Immune to Energy Drain: The recipient Humans: Only affects those of 7 Hit Dice or may dodge the attack, avoiding 100% of the cannot lose levels or hit dice due to energy less; up to 40 Hit Dice, up to 20 persons effect, by making a successful Saving Throw drain for the duration. Physical damage from (Normal Men 1/2 HD each). vs. Wands. A maximum of one missile or such attacks is handled normally. Plants: All plants in a 30’x 30’ area. effect per round can be dodged. If dodging is Immune to Paralysis: The recipient is Undead, Lesser: Only those of 9 Hit Dice or physically impossible in the situation, a nor- immune to all forms of paralysis, including less; up to 20 Hit Dice, up to 10 individ- mal saving throw (if applicable) can still be hold person spells for the duration. uals. made. Immune to Poison: The user (only) cannot Undead, Greater: Any undead; up to 40 Hit Elasticity: This effect is identical to the take damage nor be slain by poison of any Dice, up to 20 individuals. potion of the same name. The user may sort, whether natural or magical. The poison Create Magical Aura: The user may cause stretch his or her body, plus all equipment simply does not enter the user’s system. all creatures and objects within an area to carried, to any form up to 30 feet long or 1 Inertia control: The user may command radiate light when a detect magic spell is used inch thick. While stretched, the user cannot any object carried to “stop.” The item com- within range. A volume 40 cubic feet can be attack or cast spells, but only takes 1/2 dam- manded then stops, wherever it is, and can- affected. age from blunt weapons (boulders, mace, not be moved by any means, even a wish. A Create Normal Objects: The user may cre- etc.). second command releases the stopped object. ate one normal, non-magical, non-living Find Secret Doors: The user will automat- If the object is in motion when stopped, it object that has a weight of 1,000 cn or less. ically find any secret doors present when resumes its motion (with full previous inertia) The user must have previously seen the searching an area. when released. object to create it with this power. An equal Find Traps: See “Thief Ability” Leap: The user may magically leap up to weight of any other solid material must be Fire breath: The user may exhale a breath the maximum range given. If attacking an used in the creation process. Treasure may weapon of fire in a cone up to 30 feet long and opponent at the conclusion of the leap, apply not be created. 10 feet across, which inflicts a number of the given bonus to the Hit roll. Detect New Construction: This effect is points of damage equal to one-half the cur- Lie Detection: The user may concentrate identical to the ability possessed by all rent hit points of the user (rounded down). on one creature within 120 feet, and can dwarves, but is 100% successful. The user Each victim may make a Saving Throw vs. sense whether that creature is intentionally may detect all signs of new construction Dragon Breath to take 1/2 damage. The lying. The creature need not be speaking to within 100 square feet in 1 round. power point cost is applied per breath. the user. Detect Slopes: It is identical to the ability Gaseous Form: By concentrating, the user Life Trapping: An artifact with this power possessed by all dwarves, but is 100% suc- and all equipment carried can become gas- cannot have container or shelter powers. If cessful. The user may detect all sloping sur- eous. While gaseous, the user may move 360 the user touches another creature with the faces within 100 square feet in 1 round. feet per turn. The effect lasts for 3 turns, and artifact while saying the proper command Disarming attack: This effect can be used cannot end sooner except by dispel magic. It word, the victim must make a Saving Throw only against a weapon-using opponent. To can, however, be extended while the user and vs. Spells or be sucked into the artifact, com- disarm, the user makes a normal Hit roll. If artifact are still in gaseous form (assuming plete with equipment. The artifact can store the attack hits, no damage is inflicted. The that Power remains to do so). only one creature; if one is already within, it victim must roll ld20, subtracts any of his or Hear Noise: See “Thief Ability” is ejected and replaced by the new victim. her Dexterity bonuses, but adds any of the Hide in Shadows: See “Thief Ability” The victim will survive and will not age for as attacker’s Dexterity bonuses. If the modified Hit points bonus: This effect lasts for 1 long as the entrapment lasts. The victim can- result is greater than the victim’s Dexterity, turn or until damage is taken which negates not be seen or heard, but telepathy or ESP the victim is disarmed. For weapon-using its effects. The user immediately gains the can make communication possible. monsters, assume a Dexterity of 11. given number of additional hit points per Hit Luck: This effect lasts for 1 turn (or until Dodge normal missiles: This effect allows Die. Damage to the user is subtracted from used), and is identical to that of the potion of the use to dodge any missile fired or thrown the magical hit points first. the same name. The player of the character weapons. If any such attack would hit, the Ice breath: The user may exhale a breath using the artifact may choose the result of any user may make a Saving Throw vs. Wands to weapon of icy cold in a cone up to 30 feet long one of his or her die rolls, instead of rolling a dodge the missile. Once the user dodges, he and 10 feet across, which inflicts a number of random result. Other players’ rolls cannot be or she can take no further actions that round. points of damage equal to one-half the cur- affected, nor can rolls made by the DM, and A maximum of 6 missiles per round can be rent hit points of the user (rounded down). a roll already made cannot be changed. dodged. If more than six missiles will hit the Each victim may make a Saving Throw vs. Mapmaking: The artifact controls the user in a round, the user may choose the mis- Dragon Breath to take 1/2 damage. The user’s hands. The map drawn will cover all siles he or she wishes to dodge. power point cost is used for each breath. designated areas within 60 feet. All physical Dodge any missiles: This effect is identical Immune to Aging: The user is immune to features (such as secret and trap doors) are to dodge normal missiles, except that missiles any attack form that causes aging or wither- noted on the map, but not magic, creatures, of any sort can be dodged, including siege ing for the duration. or treasure. engine missiles, and even missiles from a Immune to Breath Weapons: The user Memorize bonus Spell levels: If a spell magic missile spell. cannot be affected by any type of breath caster, the user may activate this power and Dodge directional attacks: If attacked with weapon for the duration. then gain the additional number of spell any missile, ray, beam, cone-line-shaped Immune to Disease: The recipient cannot levels given for one use. Any number of spells attack (including breath weapons), and if be diseased by any means for the duration.

52 Artifacts

e acquired, if their total levels is within permanently repair all scars and damage in The effect is similar to life trapping, but )nus limit, but the bonuses cannot be one or more normal items, restoring them to under the complete control of the user (who o increase the level of other spells mem- new condition. Pieces broken off an item may sleep, meditate, etc. while within). The , nor can a spell be learned if the caster must be held to their original positions to be artifact can only contain one creature, the tot know the spell. restored. Any number of items weighing a user, and no other power can force entry. The rging: This effect is identical to that of total of up to 1,000 cn can be repaired, but an power point cost activates the shelter feature the potion of the same name. A maximum of item larger than 1,000 cn cannot be affected. for 24 hours. If the duration ends while the 7 other creatures can, with the permission of The repair does not remain magical. artifact is occupied, the user is ejected; but the user, merge their forms with that of the Repair Temporary Magical Object: The the power may be extended at any time, even user. They may emerge and re-merge as often user may permanently repair all scars and while occupied, with cumulative effect. as the user will permit. damage (including complete breaks) in any Size control: The user may shrink or Move Silently: See “Thief Ability” one temporary magic item, such as a wand enlarge to any size from 3 inches to 18 feet Open Locks: See “Thief Ability” partially damaged by acid or fire. Pieces bro- tall, along with all equipment carried, as Parry: The user may, in any melee round, ken off an item must be held to their original often as desired. Treat the same as Changing block incoming attacks. All those in hand-to- positions to be restored. A permanent item Monsters, but modification because of size hand combat with the user suffer a -4penalty (such as a magical sword or shield) cannot be can range from -6 to -1 fro smaller, to + 1 to to their Hit rolls. This does not apply to affected. + 6 if larger. device-hurled missiles (such as arrows), but it Repair Permanent Magical Object: This Smash attack: If the user decides to Smash does apply to thrown missiles. power is identical to repair temporary magic with a weapon, he or she automatically loses Pick Pockets: See “Thief Ability” item (above), except that any magic item initiative, and accepts a -3 penalty to the Hit Plane Travel: The user and all equipment made by a mortal can be repaired. The repair roll. If the attack hits, the user’s Strength carried may move from one plane of exist- is permanent. This will not repair artifacts. score is added to the damage, plus standard ence to any adjacent plane. No other creature Rulership: This effect is identical to that of bonuses (if applicable). can be affected. a rod ofruling. If the user carries the artifact Spell damage bonus: This effect adds a Poison gas breath: The user may exhale a throughout his or her dominion, it adds a bonus per die of damage caused. breath weapon of poison gas in a cloud up to a bonus to all Confidence checks, based on the Thief Ability (Climb Walls, Find Traps, 20 feet square. Each victim within the cloud percentage of residents seeing it: Hear Noise, Hide in Shadow, Move Silently, must make a Saving Throw vs. Dragon 1-50% +10 91-99% + 40 Open Locks, Pick Pockets, or Remove Breath or die. The user is not affected by the 51-75% +20 100% + 50 Traps): Each of these is identical to the stand- cloud. The cloud remains in place for 3 full 76-90% +30 ard thief ability. The user may activate the rounds unless moved or dispersed by magical The power cost applies for one dominion. power and use it as if a thief for the given wind. The power point cost is used for each Saving Throws bonus: The user gains the duration of the effect. breath. given bonus to all saving throw rolls. Despite Climb Walls applies to any steep sur- Protection from all creatures: The user this bonus, a “natural” roll of 1 always indi- face, such as a sheer cliff, corridor wall, cannot be physically touched by any crea- cates failure. etc. The chance is checked once for ture. Claw and bite attacks are completely Security: This effect is similar to that of the every 100’ of climbing. The rate of blocked. Weapon, spell, or other attacks not pouch ofsecurity The user may protect up to climbing is 2 to 20 feet per round, vary- involving physical contact are not affected. 5 items owned with a trap. If any trapped ing because of the sheerness of the sur- Protection from Magical Detection: The item is removed from the user’s possession face, available niches and cracks, etc. user and all items carried cannot be detected without permission, the item screams “I am Hear Noise: If the attempt succeeds, by magical means, and will not glow if within being stolen!” repeatedly for 1 hour. Its cries the user can pick out individual voices or range of a detect magic. can be heard to 120’. The user may silence sounds up to 120 feet away, or half that if Protection from many creatures: The the cries on command. there is an intervening barrier (door, effect is identical to protection from all crea- Set normal Trap: If the proper materials curtain, etc.) tures, except that only creatures of 10 Hit are available, the user may set one small, nor- Hide in Shadow always seems suc- Dice or less are blocked. mal trap of a type removable by a thief. cessful, but only the DM knows for sure. Protection from most creatures: This effect Three types of traps may be set: traps that The user may move while remaining in is identical to protection from all creatures, cause one to six dice of damage; traps that shadow, but cannot remain hidden except that only creatures of 15 Hit Dice or entangle a victim; and combination traps while attacking. less are blocked. that entangle and cause one to three dice of Move Silently always seems success- Protection from some creatures: This damage. If a percentage is given for this abil- ful, to the individual, but only the DM effect is identical to protection from all crea- ity, that is the chance that the trap will func- knows for sure. tures, except that only creatures of 5 Hit Dice tion as intended. If it malfunctions, it cannot Open Locks: This may only be tried or less are blocked. be triggered, and can be removed by any once per lock, but no Thieves’ Tools are Regeneration: For 1 turn the user regains thief (no roll required). needed. Special difficult locks may hit points lost to damage at the rate of 3 points Shelter: An artifact with this power cannot reduce the chance of success by -lo%, - per round. The regeneration will not occur if also have container or life trapping powers. 20%, -30%, -40%, or -50%. the user’s hit points reach 0 or less. The user may enter and depart from the arti- Pick Pockets: Note that 5% is sub- Remove Traps: See “Thief Ability” fact as often as desired. While within it, the tracted for each level or Hit Die of the Repair Normal Objects: The user may user does not age, and needs no sustenance. victim.

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Remove Traps: If failure is indicated, stick to the user or any items carried. sneaky and vengeful, or indifferent. the trap is triggered. X-Ray Vision: This effect may only be Lameness: The wielder loses the full use of Timekeeping: The artifact may be told to used once per hour at most. The user may see one limb and either attacks as half level with “mark,” and will keep perfect time from that through any material except metal to a range that limb or can move only at half speed. point for up to 24 hours. The user may there- of 30 feet. The user may examine up to 400 Magic error (not for Sphere of Energy): A after ask for the time, and will become magi- square feet in 1 turn. chance of error applies whenever the user cally aware of the exact length oftime that has casts a magical spell or uses any magical passed since the mark. The artifact can keep TABLE 3: ADVERSE EFFECTS device requiring a command word. The track of up to 3 separate “marks” simultane- error may be from to 80%, Select Handicaps and Penalties from the fol- chance of 10% ously. The Power cost applies for each mark. varying by the magnitude of the artifact. If lowing lists. Those selected, though definitely Tracking: The user may follow tracks of magic error occurs, the memory of the spell adverse to the user of the artifact, should nev- any one creature if not greater than 24 hours ertheless further the artifact’s goals in some or charge(s) from the device is lost. Either old. Different percentage chances of success nothing or a spectacular misfire may occur. way, or be otherwise consistent with the arti- are given for outdoor and indoor settings. fact’s Sphere. Operating Costs: The user loses a percent- The chance of success should be checked No saving throws apply unless noted in the age of all treasure owned, magically con- every 1/2 mile of tracking outdoors, or cvrry sumed by the artifact for power. The treasure description. Remember that Handicaps are 240 feet of tracking indoors This magical permanent effects, Penalties can be dispelled. (including magic items, dominion resources, tracking is unaffected by weather, obstacles, Whenever an effect specifies a change of etc.) cannot be recovered or protected. The or any deliberate obscurement of the traces. percentage of assets destroyed may be as low the user’s mental state (including new Treasure Finding: The user may concen- desires, mental aberrations, or even posses- as 1 % or as high as 50%, and the costs may trate and sense the direction of the larqest sion by another being), privately explain the apply whenever used, to a specific power, or treasure (but not necessarily the most valu- merely when the artifact is first used. situation to the player, and ask that he or she able) within 400 feet. Recharging Costs: The artifact does not continue to play the character, incorporating Tree Movement: Thr user may swing the change. Or else make the character an recharge itself automatically, but must be through the trees, as if an agile monkey, at “fed” a source of power. The power source NPC: (temporarily or permanently, as full normal rate (modified by encumbrance). needed), and play it yourself. could be a specific type of treasure or magic Turn Undead: This is identical to the item, any treasure, one or more creatures, The following effects are often described as standard Cleric ability. etc. general principles, ideas for your further Turn Undead bonus: If the user can Turn development. More specific details may be Sentience: The artifact is an Immortal undead monsters by any means, a bonus added by the DM. You might apply a penalty being, or contains one. The being revolts applies to both the initial die roll (if any) and when a specified or random event occurs. It to Hit rolls only when the character uses a to the number of Hit Dice Turned or specific type of weapon. A spell loss or modi- then either takes over control of the user for Destroyed if the attempt succeeds. These fication might apply only to one spell or a 4-24 days, slays the user, or takes the user bonuses do not change “T” or “D” results. away to serve for a period of time. type of spell. The “loss of 5 spell levels” could Victory: This effect is identical to that of a be applied to any spells, to 1st level spells rod of victory The user is lucky in war; apply only, or to defense spells only. 3B. SUITABLE FOR PENALTIES ONLY the following details to the War Machine The DM may cause a Handicap or Penalty mass combat system. The artifact power may Die: The user is immediately reduced to 0 to be triggered only by a future random or be expended only once, at any time during hit points or less. specified event. This “trigger” could be the battle, to produce effect. Forgetfulness: The user immediately for- nearly anything-the use of a certain power 1. + 25 bonus to the Combat Results roll. gets one or more spells previously memo- of artifact, or at random only at a given place 2. When using the Combat Results Table, if rized, as ifthey had been cast. The number of or time, and so forth. Change any and all of the difference in totals is 101 or more in spells or spell levels affected varies by the these effects as desired, and add new ones. magnitude of the artifact. favor of the user’s opponents, use the result for “91-100,” limiting the number Gaseous Form: The user, but not his 3A. SUITABLE FOR HANDICAPS of casualties. equipment, involuntarily assumes gaseous ONLY Weapon damage bonus: for 1 turn. If the form, and cannot perform any action but movement until restored to normal form. bonus is “double” or “triple,” modify the Doom (Major artifact only): When Doom Life Trap: The user is immediately sucked result of the die roll before adding other strikes, the character is permanently bonuses. removed from the game. Alternately, it may into the artifact, along with all equipment Weapon strength bonus: The user adds the remove the character until a number of carried, and some other being (often number given to the weapon strength (magi- wishes are used to effect his or her return, or extremely dangerous and hostile) is simulta- neously released. The user cannot be freed cal plusses) of any weapon used Normal until other PCs journey to an Outer Plane. until someone else discovers how to activate weapons are simply treated as if enchanted, Doom may take many forms, but none are the Life Trapping (or triggers it acciden- with strength equal to the number aiven. escapable. The character’s body might or tally.). This bonus is added to both Hit and damage might not vanish in the process, and the same Mania: The user becomes obsessed with rolls. applies to equipment. If the body remains, doing something (such as eating ants or fly- Web Movement: The user may move another life might occupy it, possibly at the through webs as if a spider at full normal rate same instant that Doom strikes the character. ing) or with going somewhere or seeing some- (modified by encumbrance) Webs will not Such a life force might be peaceful, hostile, thing and will pursue the activity maniacally.

54 Artifacts

The user will defend himself or perform any 3C. SUITABLE FOR BOTH Extra damage from magic: The user takes actions necessary to allow him to complete HANDICAPS AND PENALTIES extra damage whenever he or she is damaged the activity. Once the activity has been com- by a magical spell. Alternately, only a specific Remember that choices within a given range pleted, the user returns to normal. type of spell (fire, cold, electric, etc.) might should be made on the basis of the magnitude inflict the extra damage. Operational Error: An artifact power fails of the artifact, and also affected by whether a wholly or Energy drain: The user loses 1-8 levels of partially or misfunctions, during a Handicap or Penalty. power’s use. experience, or a percentage of the current levels (10% to 60%). Paranoia (not for Sphere of Thought): The Ability Score penalty: 1-6 of the user’s abil- user suddenly considers all those within 60 Ethereality under Stress: The user may ity scores drop by 1-6 points each. become ethereal whenever he or she faces feet to be enemies, and will take appropriate Aging: The user, and possibly others actions. they might be destroyed immedi- danger. If without means of plane traveling, If nearby, age or become younger a random ately, the user will attack, not stopping until the user is trapped there until rescued. Ethe- number of years, or a number corresponding all these enemies surrender, die, or flee. the real creatures might be attracted to the new If in some way to the Power Point cost of the last user considers them too dangerous to attack arrival. The artifact normally does not power used. immediately, he or or accompany the user into the ether. she may retreat flee, Alignment change: The user’s alignment relentlessly hunting the enemies at a later Fumbling: A given chance of error (10 % to (and behavior) change, in a manner that will date. Only or cureall can restore the 50%) applies whenever the user attacks, by dispel benefit the artifact’s purpose or Sphere. Two user’s proper mental state, though charm can either weapon or spell. If the error occurs, the alignments are usually specified, the first if DM handles the attack normally but when obviously alleviate the condition for a time. user’s alignment is different, and the second Service: The user suddenly imagines that the results of the attack are announced by the to be used otherwise. player, the DM reveals the fact that the he or she must immediately perform a given Anti-Magic loo%, 10’ radius: This will task for himself or herself, for some other per- attacker has struck himself. Normal saving not deactivate the artifact, but will negate son (who is typically far away), or for an throws still apply, if needed. Anyone who any and all of its powers that are called forth. charms himself thereby becomes very snob- Immortal. The user might simply depart The Anti-Magic cannot be modified or immediately, or might try to recruit allies for bish until the charm wears off or is dispelled. stopped, even to receive cures or other bene- assistance. This effect can be ended if the task Gas: A cloud of gas issues forth from the ficial magic effects, except by a wish or some is completed, but not by denial from the per- artifact, filling a volume corresponding to the interesting designated means (which could be son imagined to be involved. Remove quest magnitude of the artifact (a 10’ cube, 20’ anything from a bath in 35 degree water to and remove seas will fail. cube, etc.). Each victim within the cloud incineration). must make a Saving Throw vs. Poison, possi- Spell effect: The artifact produces a spell Armor Class penalty: A penalty of + 1 to effect, directed at or near the user. This most bly with a penalty (-1 to -12, by magnitude), + 10 applies to the user’s AC, cumulative or suffer the effects of the gas. The gas may be common of penalties can produce a random with other modifications. poisonous, damaging, paralyzing, energy effect or recurrent effects, but should be dan- Attitude or Behavior change: The user gerous in either case. The creation of the spell draining, transforming, etc. (and possibly one other nearby) becomes Greed: Some NPC witnessing the artifact’s effect does not use any of the artifact’s power aggressive, cowardly, evangelistic, exces- points, however, being a mere side effect of its operation is suddenly overcome with desire to sively honest or dishonest, intolerant, lazy, possess it, and attacks the user either immedi- (presumably) improper operation. The fol- noisy, nosy, overly tidy, peaceful, prankish, lowing categories and targets may be used: ately or after making preparations to do so. quarrelsome, rude, sloppy, standoffish, Hit points penalty: The user’s hit points Type Al, A3, A4, directed at user stingy, suspicious, talkative, or wasteful. drop by -1 to -3 per Hit Die. Type C1, C2, C3 near user, adverse Body part change: One or more parts of Hit rolls penalty: The user suffers a pen- Type D4, D5 around user, adverse the user’s body changes in some way, either alty to all Hit rolls, of -1 to -10. slowly or quickly. The body part selected Not all C or D effects can be adversely Magic destruction: Except for the artifact, should be related to the artifact’s powers or applied; select only those which can be haz- all magic items touched by the user become goals in some way, and might occur from the ardous to the user. Monsters created may permanently non-magical. Treat as a touch use of a specific power. For example, an arti- attack immediately, may check reactions dispel to avoid the effect. or fact with a hear noise power might cause the (perhaps with a penalty), and are not under Memory penalty: The user loses the ability user’s ears to grow larger. the user’s control (but may be under enemy to memorize certain spells, a given total of Damage: The user, and possibly others, control). spell levels, or all spells of a given level. Spells take a random or specified amount of dam- If a saving throw normally applies to the already memorized are not affected. age, either generally or because of a specific spell effect, it should be allowed here as well, Obsession: The user’s mind becomes fixed attack form. unless the artifact description specifies other- upon a given fear (of magic, a monster, char- Damage penalty: The user inflicts -2 to -12 acter, racial type, etc.) or goal (reaching an wise. points less whenever he or she strikes another. Withdrawal: The user immediately sits objective, exterminating a monster or align- Any successful hit should inflict at least 1 down and stops doing anything, refusing to ment type, etc.). point of damage. recognize or react to any outside stimuli, Range Penalty: The user’s spells or Extra damage from blows: The user takes weapon attacks have a less effective range, a even if life-threatening for 2-20 days. extra damage whenever he or she is physi- Wounded: Every time a specific power is given number of feet or yards less than nor- cally struck. Alternately, only a specific type mal. used, the wielder loses 1-20 hit points, either of attack might cause the extra damage. temporarily or permanently.

55 Artifacts

Repel others: The user slowly or quickly The “Known” Artifacts by experimenting. Powers are activated by loses the friendship of all others, either moving visor, bevor, and other pieces, while The following section gives full details for because of some undetectable repulsion or saying “Wayland aid me.” several known artifacts. Each has been con- because of a physical change. Suggested Handicaps (2): structed using the following system; each is Rot: One or more parts of the user’s body 1. When first used: Take double damage also based on material from myths, legends, slowly or quickly becomes diseased, and rots from all fire attacks (fire having elemen- and works of literature. You are free to mod- and falls unless cured. tal dominance over earth) as long as off ify any and all of the powers given, and this is Saving Throws penalty: The user suffers a artifact is owned. recommended if your players have read this penalty of -1 to -12 to one saving throw, or -1 2. Third time Immunity power is used: booklet of rules. Some space is left below each to -6 to all saving throws. Alignment change to Lawful, or Neu- description for your notes on actual powers. Polymorph: The user changes into a type tral. The introduction of any artifact into a of monster, either slowly or quickly. General Suggested Penalties (3, standard campaign should be preceded by rumors or characteristics of the monster are acquired chances of appearance, equal chances myths of its existence. General information before physical changes begin. For example, for each): about each artifact is given in a separate before turning into a frog, a user might A. Cast a Type A1 spell (50 PP or less) introductory paragraph which may be read to develop an enjoyment of swimming, flies, at wearer. the players. You may elaborate on the infor- guttural noises, etc. B. Gain a -4 penalty to Intelligence. mation given, or may discredit it entirely, Size change: This effect is similar to the C. All missiles used fall to half normal developing your own backgrounds. power of size control (D2), but not under the range. For more information on the myths and user’s control. The user may, at any time or Source: England, 12th century and earlier. legends to which the items refer, see the fol- when a power is used, quickly or slowly grow Further Research: See Weland’s Sword in lowing general books. They may inspire your or shrink to a minumum size of 3 inches or Puck of Pook’s Hill, by Rudyard Kipling development of more artifacts. Browse at maximum size of 18 feet. Kenilworth by Sir Walter Scott your local library! (1906); Weak magic: The user inflicts less damage (1821), scattered references to Wayland Funk & Wagnall’s Standard Dictionary of (-1 to -3 per die rolled) whenever he or she Smith’s Cave (in England, near Lambourn, Folklore, Mythology, and Legend, edited casts a spell that damages another. Any such Berkshire); also refer to Volund or Volunder by Maria Leach and Jerome Fried spell should inflict a minimum of 1 point per (king of the elves and supernatural black- Gods and Heroes by Gustav Schwab die rolled. Other attack spells might be weak smith) in Frithiofs Saga (Scandinavian, 13th The Golden Bough by Sir James G. Frazer enough to give the victims bonuses to their century). The Meridian Handbook of Classical saving throws. Your Notes: Mythology by Edward Tripp Mythology by Edith Hamilton The New Larousse Encyclopedia of Mythol- ogy, translated by Robert Aldington et alia CLAW OF MIGHTY SIMURGH ARMET BY WAYLAND Long ago, a great roc-like bird appeared to This is a tight-fitting helmet with bevor a wandering cleric. The bird said it was (chinpiece) and movable visor, crafted by Immortal, and had already seen three the legendary Immortal armorer Wayland cycles of life on earth-each ending in Smith. Some claim that it makes the wearer destruction by water, ice, and fire. It gave invulnerable to all attacks. one of its smallest claws (a mere 2 feet long) Magnitude: Lesser artifact. to the cleric. Explaining its powers, the Power Limits: 3/A, 3/B, 2/C, 3/D Mighty Simurgh asked that it be used for Sphere: Matter (Fighters, earth) the betterment of mankind. The cleric did Suggested Powers (PP 225): what she could, but lives no more, and the B3 Fly 25 PP claw has apparently fallen into the clutches D1 Invisibility 20 PP of Chaos. D1 Immunity 100 PP D2 -8AC bonus 80 PP Description: Curved talon 25 inches long, Activation: The Armet is not active when made of an ivory-like substance. acquired. It is activated if the user wears it Magnitude: Minor artifact. while slaying any large or huge dragon. The Power Limits: 2/A, 2/B, 2/C, 2/D user may be aided in the battle, but must Sphere: Time (Clerics, water) either inflict at least 1/2 the damage needed to Suggested Powers (PP 100): kill the monster or personally deliver the blow A3 Calm others 30 that slays. A5 Turn bonus, + 21 + ld6 HD 20 Use of Powers: The user may acquire the B2 Predict weather 10 knowledge of powers from a previous user or D3 Immune to poison 40

56 Artifacts

Activation: The artifact is active when D1 Cure disease 20 with sparkling colors. It was crafted by the acquired. D1 Cure wounds, critical 35 powerful Immortal, Tyche, said to control Use of Powers: Once the claw is claimed, D2 Polymorph self 65 chance and the fortunes of mankind. It is a full knowledge is granted telepathically dur- Activation: The comb is not active when powerful artifact ofChaos, but is not neces- ing the user’s first sleep. acquired. If it is left within a burning fire for sarily evil, and is said to bring good fortune Suggested Handicap (l), activated when 1 full turn, it is activated, but will not reveal to the user, for a time. powers. Thereafter, whenever the user first power is used: The user loathes violence, Magnitude: Greater artifact. befriends an elf (loaning money, curing, aid- urges peace to all living things, and refuses to Power Limits: 4/A, 3/B, 3/C, 4/D ing in battle, etc.), one power is revealed tele- attack anyone unless attacked. This effect Sphere: Thought (Thieves, air) pathically (maximum of 1 per day), in order does not cover undead. Suggested Powers (PP 405): Suggested Penalty (1) may appear-25 % of power. A4 Pick pockets 100% 80 chance-whenever rainfall, flooding, tor- Use of Powers: A power is invoked when a B1 X-ray vision 80 given combination of the comb’s teeth are nado, falling snow, etc. is witnessed: Service. B3 Gaseous form 30 plucked, producing The user imagines that the Simurgh has a nearly inaudible musi- B4 Container, 40,000 cn 80 demanded an interview. The user must cal tone. C2 Remove traps 75% 60 Suggested Handicaps (2): gather a party to go to the far northern moun- D4 Confuse alignment 15 tains, leaving within 3 days. The effect will 1. When first power is used: User starts D4 Hide in shadow 70% 60 turning into an elf (1st level); the proc- wear off when the mountains are reached. Activation: The artifact is active when ess takes 3 months to complete. User Source: Ancient Middle Eastern legend found. The user gets a feeling of inspiration becomes aware of minor changes (ani- Further Research: This is a recurrent but when gazing into the orb. The artifact mosity toward dwarves, among other very general theme-a great being that has grants the knowledge of one power when things) in 2 weeks. Change stops com- lived forever and possesses the knowledge of one consecutive hours are spent gazing (1 pletely as soon as artifact is no longer the ages. Look for similar recurrent themes power per day maximum), given in order of owned, but the change back to normal among the myths of different cultures; PP cost. takes 3 months. related items can prove suitable for artifact Use of Powers: By gazing irito the orb and 2. Energy drain: User loses 3 levels of design, and usable in nearly any setting. concentrating on a power, the: user acquires experience when Poison Breath is first Your Notes: that power after 1-3 rounds. used. Suggested Handicaps (3): Suggested Penalties (3; #1 appears 4 in 6, When first used: Mag;ic error. The others each 1 in 6): user has a 10 7% chance of failure when- 1. Slow spell effect centered on user. ever attempting to cast a spell or use 2. Polymorph other spell effect upon user, any magic item requirir ig a command to turn into an eagle. word. 3. Memory penalty: User cannot memo- When pickpockets is fir:st used: Align- rize any spells of the highest spell level ment change to ChaotiIC, or to Neu- he or she can normally study. Effect is COMB OF THE KORRIGANS tral. ~ cumulative if not removed. If, as a container, the i irtifact is ever A group of nine powerful elves took a rare Source: Breton folklore completely filled: Rechiarging begins woodland creature (the Korrigan) as their Further Research: Various works on folk- to cost. The orb stops recharging by symbol. Successful as a mortal group, they lore of the British isles (Irish, Scottish, and itself, and must be given treasure resumed their close friendship after all Gaelic), such as Celtic Myth and Legend, by equal to 100 gp Val1ue per 1 PP reached Immortality. Together they created Charles Squire. See fays (or fees or faeries); recharced. this item to aid mortal elves to reach druids of ancient Gaul; the Lamignak elves; Suggested Penalties: Standard chances, Immortality, but only if they strive toward Fountain Women of French folklore; also see totally random adverse effects of 50 PP cost representing the best of elvenkind. The A Field Guide to the Little People (Arrow- or less affecting the caster, friom Tables A3, Korrigans became nearly legendary in smith and Moorse, 1977). C3, D4, and D5. mortal life, commonly using shapechang- Your Notes: ing and haste in their travels and combats, Source: Greek mythology. and this device presumably bestows similar Further Research: See gerieral works on powers. mythology, with reference to the Greek myths and gods, especially 1the goddess of Description: Hair comb, 5 inches long, Chance or Good Fortune. made of pink bone-like substance, fine teeth. Your Notes: Magnitude: Lesser artifact. Power Limits: 3/A, 3/B, 2/C, 3/D Sphere: Energy (Magic-users, fire) Suggested Powers (PP 215): DIAMOND 0RB OF TYCHE .. ._. - A1 Poison breath 50 This item appears to be a crystal ball, but is B3 Haste 30 somewhat larger (about 18 inches across) C1 Produce fire 15 and glows softly with a white light filled

57 Artifacts

FIERY BRAND OF MASAUWU 3. Operating Cost: User loses 20% of all Description: This is a simple human-sized treasure owned, not counting magic. leather belt (though it will shrink or enlarge The legendary Guardian of Death, 4. Die: User drops dead instantly, no sav- to fit any user). It is ornately tooled with Masauwu (possibly another name for ing throw. (Can be normally raised.) arcane symbols which describe its powers and Orcus) is greatly feared. It is rumored that 5. Poison gas: Artifact releases 20,000 command words; however, this ancient lan- he walks across the entire earth every cubic feet of purple gas. Each victim guage of magic can only be deciphered by a night, appearing as a dark-skinned giant within it must make a Saving Throw vs. read magic spell from a 30th or higher level clad in animal skins and carrying a flaming Poison, with a -2 penalty, or die. User is caster. torch. This device is sometimes left for oth- not affected by the gas! Magnitude: Minor artifact. ers to use, especially if they will further his Source: Hopi (American Indian) legends Power Limits: 2/A, llB, 2/C, 3/D causes. It has horrible and awesome Further Research: From the North Ameri- Sphere: Energy (Magic-users, fire) powers, but if the user impresses Masauwu can Indians; See various pamphlets from Suggested Powers (PP 100): by employing it often and with diligence, Universities and Museums of the United A2 Charm monster 30 he may grant even greater ones. States, especially (for Hopi Indian legends). A2 Confusion 25 Truth of a Hopi by Edmund Nequatewa C2 Change odors 15 Description: This is a club-like torch, 4 feet (Museum of Northern Arizona, Flagstaff). D2 Memorize + 3 spell levels 30 long. It is not normally burning when found. Note also that the lord of the Overworld and Activation: The girdle is active when If lit, it can only be extinguished by water. Guardian of the dead, appears in legends of found. Magnitude: Greater artifact. many other tribes. Use of Powers: Powers are activated by Power Limits: 4lA, 3lB, 3/C, 41D Your No: command words given on the girdle. Sphere: Entropy (Death). Suggested Handicap (1, when first used): Suggested Powers (PP 450): Extra damage. Whenever the user is struck A1 Meteor swarm 100 by any natural weapon (claw, bite, etc.), he A1 Obliterate 90 or she takes 1-10 points ofextra damage. This A4 Turn as CL 36 95 becomes 1 less point of damage for each 10 A5 Spell damage bonus, 1,2,3 = 4 80 days that pass after the artifact is no longer B2 Detect invisible 35 GIRDLE OF ARMIDA owned, vanishing in 100 days. B3 Teleport 50 Suggested Penalties (2): Activation: The artifact is active when Armida was once a famous sorceress in a 1. Whenever either attack (charm or con- found. Each time the user slays another crea- far land. To help her achieve the greatest fusion) is cast at a Lawful or Neutral ture by using the item, knowledge of 1 power heights in her craft, her immortal uncle, creature, holdperson is cast at the user; is granted (maximum 2 per day). The artifact Idraote, gave her this Girdle. However, she saving throw applies. may be wielded as a club. Powers are used it to tempt and confuse , gen- 2. At standard chances: size change, the revealed in order of PP cost. erally bringing confusion and discord to use gains or loses (equal chances) 50% Use of Powers: The artifact must be lit for others. Having fallen to petty abuse of her of current height. any powers to function, issuing forth from the powers, Armida did not reach her Immor- Source: Italian literary romance works flames, on command. tal goal; but the Girdle remains, to tempt dealing with the First Crusade (1096-1099). Suggested Handicaps (3): (and possibly aid) other magic-users to ~~ Further Research: See a translation of the When the first power is used: Constitu- become Paragons. It is supposedly watched romantic epic Gerusalemme Liberata (‘Jeru- tion score drops 5 points (minimum over by Idraote to this day. salem Delivered) by Torquato Tasso (1581). score of 3). Your Notes: When turn undeadis first used: Energy Drain; user loses 3 levels. When spell damage bonus is first used to augment meteor swarm: Doom is sent. User and artifact will utterly van- HUMBABA’S GLARING EYE ish, but leave all equipment carried, either when user is next struck by any The huge one-eyed monster Humbaba was undead creature, or when spell damage fought long ago by a great hero, named bonus is applied to the meteor swarm a Gilgamesh. Its eye was taken after its third time. defeat, and was made into an artifact by Suggested Penalties (5, standard chances Ninsun, a powerful Immortal. It eventu- of appearance, equal chances for each): ally caused Gilgamesh to seek immortality 1. Cause critical wounds, cast at user; sav- above all else, but he failed, and was even- ing throw applies. tually destroyed. The Eye remains, a 2. Attract undead: If adventuring under- famed symbol of death and destruction. ground or outdoors after dark, 2-8 The Eye is said to provide the powers of the undead arrive in 1-6 rounds. All are of original monster, including breath and one type; roll ld12 to find Hit Dice gaze weapons. type.

58 Art ifact s

Description: This appears to be a mummi- HYMIR’S STEAMING CALDRON IVORY PLUME OF MAAT fied monstrous eyeball, 4 inches in diameter. The vain Immortal giant Hymir created This small but exquisitely crafted feather- It is reddish white in color, with a black iris this device to produce vast amounts of shaped brooch was created by a great Pala- and many bulging red arteries and blue superb ale for his own enjoyment, and for din, the beautiful fighter Maat. She was a veins. his friends Thor and other Immortals. Its many-talented mortal, and strove always Magnitude: Lesser artifact. powers can, however, be used in other to promote good over evil. Her device is Power Limits: 3/A, 2/B, 2/C, 3/D ways. said to enable the user to follow in her noble Sphere: Energy (Magic-users, fire) footsteps, doing good deeds and furthering Suggested Powers (PP 190): Description: This is a black iron kettle with the cause of Law and Justice. A1 Cause disease 25 a handle, of a type normally found in A1 Fire breath 60 kitchens. It is about 18 inches across and 1 Description: The plume is 3 inches long, A3 Flesh to stone 50 foot tall. made of very fine ivory. C3 Summon weather 55 Magnitude: Minor artifact. Magnitude: Greater artifact. Activation: The eye is active when found, Power Limits: 2/A, 1/B, 2/C, 3/D Power Limits: 4/A, 3/B, 3/C, 4/D but it is dificult to gain knowledge of the Sphere: Time (Clerics, water) Sphere: Matter (Fighters, earth) powers. The user must employ ESP or clair- Suggested Powers (PP 35): Suggested Powers (PP 490): voyance, and look through the eye into a A1 Create poison* 40 A1 Dispel evil 40 reflecting surface (mirror, water, etc.). In the B4 Container, 10,000 cn 20 A2 Geas 50 reflection of the center of the eye, the user C1 Create water 20 A4 Continual light 35 may read the name of one effect and its com- C2 Change tastes 20 A4 Turn as CL 24 70 mand word, if the language can be under- *Note: The only poison this will create is B1 Lie detection 50 stood (thus requiring a read language at the alcohol. B? Know alignment 20 same time). The information changes each Activation: The kettle is inactive when B2 Choose Option 45 midnight, to that of a randomly determined found. The user may activate it by filling it C2 Purify food +water 10 power; thus, many readings may be required with water and heating it over a fire. The user C2 Repair normal objects 10 before all the powers are revealed. may read the powers and command words in D1 Remove fear 10 Use of Powers: The eye does not grant the rising bubbles by using a read magic D2 + 4 Saving Throw bonus 50 powers to its user, but produces the effects spell. However, it is impossible to exactly D3 Immune to Disease 20 itself; it may be accurately aimed with very duplicate Hymir’s formula for the taste of his D3 Immune to Energy Drain 80 little practice. ale, unless a sample of his ale has been tasted. Activation: The plume is active when Suggested Handicap (1): The user Use of Powers: Each power is triggered by acquired. Knowledge of the powers is imme- becomes obsessed with seeking Immortality. command words. The user may give the diately telepathically granted to any user who Every 10 days, a Saving Throw vs. Spells is commands from up to 10 feet away. However, is a Paladin or Lawful Knight. Any other made, the first with a -1 penalty, the second each power applies only to the contents of the would-be user must gain the knowledge with -2, the third with -3, etc. A failed saving kettle. through a contact other plane or commune throw forces the user to choose and begin to Suggested Handicap (1): Fumbling; when- spell, by asking maat directly. actively pursue one of the routes to Immortal- ever the user attacks another with either a Use of Powers: Each power can be acti- ity forsaking all other activities. weapon or spell, he or she has 1 chance in 6 of vated by mental command alone. Suggested Penalties (2, standard chances): fumbling the attack. Suggested Handicaps (3): 1. Body part change: The user’s head Suggested Penalty (1): Memory penalty, When first used- alignment changes to enlarges to 4 times normal size -large with different effects as detailed below. Lawful; if already Lawful, become enough to accomodate Humbaba’s Spell caster: After memorizing spells, the more rigidly so, and work more actively Glaring Eye, if the user lacks one. This user immediately forgets 1 spell of each odd- to defeat Chaos. effect is not cumulative. numbered spell level (up to 1 each of lst, 3rd, Magic error: An 80% chance of error 2. Age: The user becomes 10-40 years 5th, 7th, and 9th level spells). applies whenever the user casts a spell older. No saving throw applies, but the Non-spellcaster: The user immediately (or uses a magical device requiring a effect may be dispelled. forgets how to use 1 weapon. command word) to harm any Lawful or Source: Babylonian myths Source: Scandinavian mythology Neutral creature that has no evil inten- Further Research: The Epic of Gilgamesh Further Research: See general reference tions. (circa 2000 B.C), and general references on works on mythology, especially referring to Recharging: The artifact will not mythology (especially Sumerian and Babylo- the giants of the Norse myths (which are dif- recharge itself. Whenever the user slays nian). ferent from D&D game giants); Hymir is a a chaotic creature (or any creature with Your Notes: minor character, usually appearing only in evil intentions) while openly wearing references to Thor and the Midgard Serpent. the plume, 1 PP is recharged for each Your Notes: 100 XPV of the creature slain (rounded up). When the artifact is fully charged, excess recharge power is ignored.

59 Artifacts

Suggested Penalties (5): but he was later slain ignominously by a Your Notes: 1. Whenever the item is touched: If the crea- small white dragon, which is odd consid- ture touching the plume is Chaotic or has ering his legendary power. The weapon evil intentions, obliterate is cast at the remains, but is often shunned, rumored to creature (no saving throw) and uses 90 PP. bring death to any user. 2. When first used: Wall of stone forms as a closed cylinder around the user. However, Description: This is an ornately scribed PILEUS if the user closes his or her eyes, thinks of lance, entirely sheathed in light metal, which justice (or Maat), and steps forward, the can only be used when riding a mount (base The Pileus (pill-A-us) was made deliber- wall vanishes when touched. The wall is damage 2d6). ately similar to the red Liberty Cap, a completely invulerable to outside attacks, Magnitude: Minor artifact. long-time symbol of freedom. An Immor- including a wish. If the wall is destroyed Power Limits: 2/A, UB, 2/C, 3/D tal Paragon mage named Saturnius cre- or damaged by the user, he or she thereaf- Sphere: Entropy (Death) ated it to bring freedom to enslaved ter takes double damage from all physical Suggested Powers (PP 95): mortals. It is rumored that the wearer of attacks (no saving throw, and unremov- Lance + 5, + 10 vs. Giants this device will remain free forever, and able, as a Handicap). Wpn Talent: Translating 10 can free all those who suffer imprisonment 3. If the user ever slays a Lawful creature, A3 Hold monster 35 of any sort. the user is immediately reduced to -10 hp, A2 Dodge any missile 50 Activation: The hold monster power is Description: This item is a simple red felt and dies (no saving throw). cap, which will enlarge or shrink to fit any The following at standard chances of either activated whenever the lance first strikes a creature. At that time, the user discovers that user. It must be worn for its powers to be occurrence: used. 4. Harden: A volume of up to 30,000 cubic he or she feels capable of dodging missiles (the other power), and can discover the use Magnitude: Minor artifact. feet of mud, mire, swamp, or other muck Power Limits: 2/A, 1/B, 2/C, 3/D suddenly dries completely, if within 120 (but not the cost) of that power through prac- tice. Sphere: Energy (Magic-users, fire) feet of the user. Suggested Powers (PP 100): 5. Opponents: 1-4 Chaotic enemies con- Use of Powers: Knowledge of the existence of the hold power can be deduced by observ- B3 Dimension door 25 dense magically from the air, within 30 C3 Knock 20 feet of the user. All the creatures are of one ing results, but is never explained. The trans- lating talent appears automatically as well; D1 Free person 25 type; the type has a number of Hit Dice D3 Immune to paralysis 30 equal to 31-50% (ld20+ 10%) of the the user simply understands, somehow, all languages heard as long as the lance is held. Activation: This cap is inactive when user’s levels. The creatures are native to acquired, and will remain inactive until the the user’s plane of existence (consider The dodge power is activated as soon as the user tries to dodge a missile. would-be user wears it while freeing from undead as native to any plane). Each imprisonment another of his or her race. The opponent has maximum possible hit Suggested Handicap (1): The user loses 1/3 of all treasure carried each time he or she night after this act, the user receives knowl- points. Neither side has surprise. edge of the cap’s powers and command Source: Egyptian mythology uses the lance to slay a creature. Suggested Penalty (1): This takes effect words, through dreams. Further Research: The Book ofthe Dead, Use of Powers: The pileus produces its translated by E. A. Wallis Budge, and other when any creature is struck with the lance, but may not become apparent until much effects, either upon the user or at some object references on Egyptian mythology. Maat, within range, whenever the user mentally goddess of absolute order, was wife of Thoth later. The user takes double normal damage from all blows or breaths of any dragon for commands it to do so. (god of knowledge) and daughter of Ra (the Suggested Handicap (1): Repel others. highest ruler, sun god of the mythos), and one full day. The user may make the usual Saving Throw vs. a dragon’s breath, taking The user slowly develops a repulsive invisible assisted in the work of creation. aura; the reaction rolls of all those coming Your Notes: only full normal damage if the attempt suc- ceeds. within 30 feet are penalized -3 when the arti- Source: Germanic legends fact is first used. However, treat any Further Research: Refer to the medieval “Attack” result on the Reaction Table as German epic poems composed in the 13th “Flee in disgust” instead. Other characters century and collected in Das Heldenbuch may make saving throws to tolerate the repul- (The Book of Heroes). In this and other sion, but the given penalty applies to those works, see references to Ortnit and his rolls as well. A new saving throw must be brother Wolfdietrich. Legends of another made for each hour spent in the user’s pres- Germanic hero, Dietrich of Bern, were based ence. Suggested Penalty (1, standard chances): ORTNIT’S LANCE OF DOOM on Theodoric the Great (King of the Ostro- goths, 454-526 A.D.). The famous epic poem Rot. One body part becomes diseased and It is not known how the hero Ortnit (or The Nibelungenlied is another source, based falls off in 1 hour. This affects toes first (one Hartnit) acquired this powerful weapon. loosely on the Scandinavian Volsunga Saga by one), then fingers, ears, nose, and then The device’s origin is also a mystery. with added material unique to Germanic leg- limbs. A cure disease applied before the part Ortnit defeated many giants with it, so it end. falls off will negate the effect, at least for that may have great powers against this ilk; occurrence.

60 Artifacts

Source: Roman and French history Source: Arabian folklore Suggested Powers (PP 750): Further Research: The Liberty Cap is a Further Research: See The Arabian A1 Disintegrate 80 common symbol of freedom in history. The Nights’ Entertainments (or 1001 Nights, A2 Mass charm 75 red pileus, a Phrygian cap of red felt, was from circa 1450) and related references, A4 Polymorph any object 75 placed upon a slave’s head during the cere- including Sinbad the Sailor, Aladdin, Sche- B2 Detect magic 15 mony of manumission. It was used regularly herazade, the Roc, etc. B3 Plane travel 65 in the , and appeared in the Your Notes: B3 Telekinesis 40 French Revolution (1 789- 1799) as the Bon- C1 Create any monster 100 net Rouge. D1 Automatic healing 100 Your Notes: D2 Shapechange 100 D3 Luck 100 Activation: The Shard is active when found. Anyone who touches it immediately and magically knows all the names, details, and command words of all of its powers. RAINBOW SCARF OF SINBAD However, all this knowledge vanishes imme- diately when physical contact ends. The success of the famous adventurer Sin- Use of Powers: A power is granted to the bad the Sailor (whose whereabouts and user when the proper command word is spo- even existence are now dubious) is said to ken. It remains until used or until the user have been caused by this simple item of stops touching the item. apparel. Especially made to aid the Epic Suggested Handicaps (4; #1 appears when Hero on his way to Immortality, this the item is first used; others appear in device must be worn at all times. It may sequence whenever the user draws on a 100 bring luck and intelligence, but will bring point power): hazardous adventure as well if even a 1. Magic error: A 25% chance of error tenth of the legends of Sinbad are true. occurs whenever the user casts a spell or Description: This is a silk scarf, 2 feet utters any command words, except square, decorated in swirls of rainbow colors. those used on the shard. Magnitude: Minor artifact. 2. OperatingCosts: Theuser loses 10% of Power Limits: 2/A, 1/B, 2/C, 3/D all treasure owned, and loses 10% each Sphere: Thought (Thieves, air) time a 100 point power is employed Suggested Powers (PP 90): thereafter. A2 CauseFear 10 SHARD OF SAKKRAD 3. Greed: Anyone seeing the user produce A5 Bless 10 any visible effect of the shard’s powers According to very old legends, the original must make a Saving Throw vs. Spells, B4 Container, 10,000 cn 10 home of mankind was in the middle of a C3 Open Locks 75% 10 with a -4 penalty to the roll, or immedi- vast mountain, so huge that the sun was ately attack the user with intention to D2 + 2 Saving Throw bonus 25 said to rise from one of its peaks and set on D2 Intelligence to 18 20 possess the shard. the opposite. The entire base of this moun- 4. Doom: The next time the user employs Activation: The artifact is not active when tain is the fabled emerald Sakkrad; its acquired. If it is worn while the user travels a 100 point power, there is a 5 % chance reflection gives the azure hue to the sky. that an Immortal will arrive. This by sea, the powers of the scarf may be read in One small piece of that emerald-this very passing sea mists, by using both read magic chance increases by 2% each time a 100 Shard-was stolen by a djinni, who subse- point power is used again. If the and detect invisible spells, at the maximum quently vanished from existence; the Shard rate of 1 power per hour. Immortal arrives, all within sight range has never reappeared. It is said to hold uni- have the choice of watching or looking Use of Powers: Any power revealed can be maginable power; some say that mortal produced by thought alone, without uttering away. Each of those watching must man was not meant to have it, and cannot make a Saving Throw vs. Death Ray, any command words. However, the Intelli- possibly control it. Others dismiss it as gence 18 power is produced automatically with a -10 penalty to the roll, or die. pure legend. Yet despite the tales, many Each of those looking away may make a whenever the open locks is called forth unless adventurers of great fame and power have the user specifies otherwise. Saving Throw vs. Spells; if successful, gone in search of it; none are known to no further effect occurs, but if failed, Suggested Handicap (1): When the item is have returned. first used, the user’s Wisdom drops by 4 each must make the previously men- points. Description: This is a 3-foot-long imper- tioned Saving Throw vs. Death Ray. Suggested Penalty (1, standard chances): fect hexagonal crystal of azure hue, with The Immortal departs within 1 round, 1-4 hostile monsters of some type magically sharp edges and pointed ends. taking the user and all of his or her non- appear within 30 feet of the user. Select or Magnitude: Major artifact. living valuables (wherever they may randomly determine any monster from 1 to Power Limits: 4/A, 4/B, 4/C, 5/D be). The shard is not taken, but is tele- 12 Hit Dice. Sphere: Matter (Fighters, earth) ported to a random location within 10,000 miles.

61 Artifacts

Suggested Penalties (8; 20% chance of Magnitude: Lesser artifact. Your Notes: appearance when any power is used; equal Limits: 3/A, 2/B, 2/C, 4/D chances for each): Sphere: Thought (Thieves, air) 1. delayed blast fire ball within 10’ of user, Suggested Powers (PP 250): set to detonate in 1-4 rounds; normal A2 Feeblemind 40 saving throw applies to all victims. B2 Lore 70 2. User takes 40 points of damage. B2 Mapmaking 55 VERTHANDI’S INVINCIBLE 3. Healing error: When the automatic C2 Repair Normal Objects 10 HOURGLASS C3 Open Locks 25 healingpower is next triggered, it drains Verthandi, a very powerful Immortal of D2 Memorize + 5 spell levels 50 the usual 100 PP but cures only 10 points Time, gave mortals the ability to control Activation: The lock on the book cannot be of damage, or fails utterly to cure any Time itself, through this marvelous crea- opened magically, and open locks attempts ’ other effect (poison, disease, etc. tion. Its powers are said to be unlimited- suffer a + 50% penalty to the roll. Anyone 4. The user is struck with Paranoia. both in scope and danger.

5. Memory lapse: The user suddenly and who fails to pick the lock can never succeed in ~ ~~ completely forgets how to cast spells (if opening it. The contents of the book cannot Description: This item is a 3-foot-tall con- a spell user) or how to use weapons for be examined until the lock and book are struction of glass and wood, identical to a 2-20 days; no saving throw. opened. The first page of the book explains normal hourglass (wooden frame around a 6. The user is struck by Withdrawal; Sav- all of its powers, their PP costs, and the page wasp-waist glass containing sand) except for ing Throw vs. Spells applies, but with a references where the command words and its size. -5 penalty. instructions for each power can be found. Magnitude: Lesser artifact. 7. Anti-Magic loo%, 10’ radius emanat- The Tome can be read easily by anyone. Power Limits: 3lA, 2/B, 2/C, 5/D ing from the artifact. The Anti-Magic Use of Powers: The Tome’s contents Sphere: Time (Clerics, water) will remain until wished away, or until explain how the user, drawing on the power Suggested Powers (PP 250): the user washes it in the water at either of the Tome, can produce the effects of the A2 Sleep 15 the north pole or the south pole. given powers. The pages of the book cannot A3 Slow 25 8. Saving Throw penalty: A -8 penalty be used as materials for the effects (such as B1 Timekeeping 10 applies to the user’s Saving Throws vs. mapping). C2 Timestop 100 fire-type attacks. Suggested Handicaps (2): C3 Wish 100 Source: North African creation myth 1. When first used the user suffers a -6 Activation: The hourglass is active when Further Research: This item is loosely penalty to Strength score. found. The powers are automatically and based on a creation myth common in Africa 2. Body part change: The user becomes magically revealed to the user, in time, and and Asia Minor. hunchbacked, and suffers a + 4 penalty never otherwise. Powers are revealed in Your Notes: to Armor Class and a -4 penalty to all order of their PP costs, timestop coming Hit rolls because of this deformity. before wish. One power is revealed during Suggested Penalties (3, standard chances): sleep at each full moon (every 28 days). One 1. User involuntarily assumes gaseous additional power may (25% chance) be form. revealed if the user is affected by haste or a 2. Memory lapse: The user immediately potion of speed. forgets any 1st level spells memorized. Use of Powers: Any power is activated by 3. Service: The user is suddenly com- inverting the hourglass and concentrating on pelled to map an entire level of a nearby the power desired while watching the flowing dungeon, using the tome, and will sand. The power is granted to the user after assemble an expedition to do so, leav- watching for a number of seconds equal to the ing within 3 days. This effect ends when PP cost. If concentration is broken before the the map is completed. power is acquired, the PP cost is still TOME OF SSU-MA Source: Ssu-ma Ch’ien, an historical fig- deducted, although no power is gained. ure Suggested Handicaps (2): The Immortal Hero Ssu-Ma is said to be (Further Research: Shih chi (Records of 1. When first used: A 10’ cubic white mist the father of written knowledge, bringing the Historian) by Ssu-ma Ch’ien (145-90 issues from the hourglass, collecting mankind from barbaric chaos to civiliza- B.C.) is called the first major Chinese histori- around the user only. The user is tion. His Great Tome is said to gather cal work. For more information on this immune to the mist’s effects. Any vic- knowledge of all sorts from the very air scholar, see Ssu-ma Ch’ien: Grand Historian tim within the gas must make a Saving itself, and is thus able to provide informa- of China, by Burton Watson (1958). For Throw vs. Spells, with a -4 penalty, or tion on anything in existence. details of Chinese mythology, see Asiatic age 10-40 years. Description: This large, bulky book is 5 Mythologyby James Hackin et alia, and Chi- 2. When either 100 point power is used, feet square and nearly a foot thick. Its covers nese Mythology by Anthony Christie. forgetfulness occurs. After memorizing are each half an inch thick, fastened securely spells, the user forgets 1-4 randomly by a built-in lock. The covers are not marked selected spells. These are immediately in any way. revealed. If the user memorizes them

62 Artifacts again, to fill the loss, another 1-4 randomly Description: The wife appears to be a Ambrosia: This is a potion of Immortality, selected spells vanish in the same way. metal statue of an extremely attractive but with a short duration. Repeated drinks Suggested Penalties (3; 10% chance of human female clad in robes. The entire are needed to maintain Immortal status. occurrence whenever either 100 point power statue is made of a sparkling mixture of gold Apples of Bragi: In Scandinavian legend, is used; equal chances for each): and silver. Bragi (son of Odin) had a magically inex- 1. Aging: The user ages 1-6 years; no sav- Magnitude: Minor artifact. haustible supply of these items. Each can ing throw applies. Power Limits: 2/A, 1/B, 2/C, 3/D cure weariness, decay of power, ill temper, or 2. Disintegrate: The user must make a Sphere: Matter (Fighters, earth) failing health. Saving Throw vs. Spells or suffer a var- Suggested Powers (PP 100): Arrow of Abaris: Abaris the Hyperbo- iation of the normal spell effect, appear- A1 Ice breath 55 rean, a Greek sage in the 6th century BC, ing to wither, age extremely rapidly, A1 Ice storm 45 once received a magic arrow from the god and crumble to dust. The body may be Activation: The wife is always active. Apollo (according to Greek legend). The recovered by a wish, and the user then Use of Powers: The powers of the wife are arrow enabled him to become invisible, cure restored to normal form by applying a used by the artifact alone, not granted to the disease, fly (riding the arrow, as if a broom) raise dead fully user. The wife can speak any language it and to divine the future. 3. Ability score penalty: The user loses 6- hears, and will explain its powers to any who Bag of Aeolus: In Homer’s Odyssey, this 11 (id6 + 5) points of Strength, to a ask (unless ordered not to). However, the bag (named for the god of winds) contains a minimum Strength of 3. artifact cannot be controlled until a special divine essence. When opened, it blows Odys- Source: Norse mythology command word is uttered. Once this com- seus’ ship back to its starting point. Further Research: See standard works, mand is spoken, the wife will obey either Books, Sibylline: These were written referring to the following names. Verthandi is mental or verbal commands from the user. prophecies, carefully preserved in ancient one of the Norns of Norse legend, the immor- The command word can only be obtained Rome and occasionally consulted on matters tal beings who rule the fates of men and gods from Ilmarinen himself (by using a com- of great import. There were nine scrolls at alike. Verthandi rules the Present, Urdur (or mune or contact other plane), from a pre- first, offered for sale to Rome by the seeress Urdhr, or Urth) the Past, and Skuld (who vious user of the artifact, or by a wish. Almathaea; the Romans refused her price. wears a veil), the Future. Each of the Norns Suggested Handicap (1): When control is She kept to the price and burned 3, but again may provide ideas for other artifacts. gained, the user becomes aware that the wife was turned down. She sold the remaining 3 at Your Notes: cannot recharge itself. It can eat gold or sil- the original price. They were preserved in a ver. For each 100 gp value of those metals stone chest, with two custodians (later eaten, the artifact recharges 1 PP. increased to 10 and then 15). Finally placed WIFE OF ILMARINEN Suggested Penalty (1; 1 in 6 chance of in gilt cases at the base of the statue of Apollo occurrence whenever a power is used): In- on Palatine Hill, they were burned in the The legendary Immortal craftsman stead of attacking as directed, the wife aims great fire of Nero’s fame. Ilmarinen once used his great skills to cre- her attack at the user; normal saving throws Carpet, Solomon’s Magic: This item, ate a companion entirely of gold and silver. apply, but the user gains a + 4 bonus for the made of green silk, was legended to have car- However, the result was too cold to even be second and subsequent appearances of this ried not only Solomon and his great throne approached. Appearing as a metallic effect. but also all of his army. golem, it was given special powers when Other Details: AC -20; hp 100; AT 1 Draupnir: In Scandinavian legend, the freed, and is said to reside in far northern power; D by power; MV 90’ (30’); AL N. famed magic ring made by Odin (the reaches, either alone or with its current The wife will not attack by any means other supreme deity) for the dwarves. Every 9 master. than its powers. nights it produced 8 non-magical rings equal Source: Finnish mythology in size and beauty to itself, and is thus a fertil- Further Research: See the Finnish ity symbol. national epic poem Kalevala, compiled by Elixir: In Arabic legend, this powder was Elias Lonnrott in the late 19th century. sprinkled on wounds of battle, curing them. Your Notes: Treat as a potion of healing, but applied instead of consumed. Holy Grail: This vessel of literary fame was the cup at the Last Supper, carried to England by Joseph of Arimathea. It was said to provide food, drink, and spiritual suste- Other Magic Items nance for the life of the custodian. This term may have originally been used in reference to The following legendary magic items are the platter of the Paschal lamb (again, at the mentioned in history, myths, legends, and lit- Last Supper). erature. You may easily develop them into Horse, flying: Clavileno, an enchanted either artifacts or powerful but standard wooden rocking horse described in Cer- magic items. Further research is recom- vantes’ “Don Quixote,” could fly and carry mended. an armed rider. It was guided by a pin in its forehead.

63 Artifacts

Mill: A magic mill in the Finnish blacksmith Volund, known as “Wayland Rome (43 BC). “Kalevala,” called the Sampo, could grind Smith” to the English. (See the artifact Sauvagine was another of Ogier’s swords out meal, salt, or gold from straw on com- Armet by Wayland.) Wieland may be similar (see “Courtain”), also made by Munifican. mand. to earlier legends, such as the Greek Necklace of Harmonia: Harmonia, Hephaestus and the Roman Vulcan. daughter of the Greek gods Ares and Aphro- Colada was the sword of the Spanish hero dite, was given a magical necklace when she El Cid, first described in a poem of a married Cadmus. Though relatively unre- unknown Castilian bard in 1140. “Cid” markable at the time, the necklace brought comes from the Arabic “Sidi,” or “Lord.” disaster to all subsequent owners. The hero was Ruy Diaz de Bivar (1043- Odrovir: In Norse legend, a great war 1099), also called “ed Campeador” (the took place between the Aesir (the 24 gods of Champion). heaven, Asgard) and the Vanir (the Nature Courtain (“the Short Sword”) was used by gods of Noatun). At its peaceful conclusion, , a Paladin of Charlemagne both sides spat into a jar, providing their (who, known as Holger Danske, is the folk mixed essences as hostage to peace. Kvasir, hero of Denmark). The smith Munifican the wisest of all men, was made of the spittle. took 3 years to make Courtain. His blood, mixed with honey, was called Durandan (or Durandal, Durandana, or Odrovir (or Odhrevir); all who partook of it “the Inflexible”) was the Sword of , became poets. given him by Charlemagne. It once belonged Ring of Amasis: Amasis, King of Egypt, to Hector, the noble chieftain of Homer’s advised his incredibly lucky friend Polycra- “Iliad” prominent in the fall of Troy. Roland tes, King of Samos, to discard something of (also called Orlando) is the hero of several lit- great value to balance the Fates. Polycrates erary works, including the “Chanson de threw a prized ring into the sea, but it was Roland” (Song of Roland) of the 11th cen- later found in a fish on the King’s dinner tury; the “Chronicle of Charlemagne” of the table. Amasis promptly recognized this sign 12th century; and the later Italian works from the gods and broke off relations with his “Morgante Maggiore” by Luigi Pulci friend; shortly thereafter, Polycrates was bru- (1 483), Boiardo’s “Orlando Innamorato” tally slain. (Roland in Love, 1487), and “Orlando Furi- Ring of the Nibelungen: Made famous by oso” (Roland Mad, 1516) by Lodovico Richard Wagner’s 1876 opera, this item Ariosto. comes from several Scandinavian legends Excalibur(or Escalibor, in the Old French) (the Volsunga Saga, Nibelungenlied, Elder was the fabled sword of King Arthur (accord- and Younger Eddas, and the Eckelied). The ing to most legends). It was also referred to as ring was part of an entire hoard in the Rhine Caliburn (by Geoffrey of Monmouth) and river, which was guarded by the Rhine Maid- Caledvwlch (in the Mabinogion), or Calad- ens until Alberich gained it by foreswearing bolg in Irish legend (meaning “hard belly”). love. The greedy dwarf cursed the item, and It gets its name from the Latin “ex calce when the Ring was later taken by gods and liberare,” or “to liberate from the stone.” heroes for various uses, it brought doom to Flarnberge (or Floberge, meaning Flame all, resulting even in the destruction of Cutter) was a sword of Charlemagne. Asgard and the gods. Glorius, sword of the hero Oliver, broke 9 Swords: Many magical swords can be swords made by the famed smiths Ansias, found in myth and literature. The following Galas, and Munifican. list is only a sampling; further research is rec- Gram (German for “grief’) was another ommended to ascertain appropriate powers. famous sword of Siegfried. Angurvadal (Stream of Anguish) was Joyeuse (French, “joyous”), a greatsword owned by the hero of “Frithiofs Saga,” a ofcharlemagne, took 3 years to make (by the 13th century Scandinavian work. smith Gallas). Ar’ondight, sword of Launcelot of the Mimung, sword of the hero Wittich, was Lake, was mentioned in several Arthurian loaned to Siegfried for a time. legends. Morglay (Big Glaive) was the sword of Sir Balisarda (a sword ofslicing) was made by Bevis of English lore. “Morglay” was then a the witch Falerina in the 1487 romance epic common generic term for “sword.” “Orlando Innamorato” (Roland in Love) by Nagelring (Nail-Ring) was the sword of Matteo Maria Boiardo. Dietrich of Bern, a hero in the Germanic Balmung was the sword of Siegfried in “Heldenbuch” and “Nibelungenlied.” Scandinavian legend. It was made by Philippan was the sword of Mark Antony, Wieland, a Germanic name for the immortal a member of the Second Triumvirate of

64 , I. . . .- ._ . . Index for MASTER DM’S BOOK

A P Ability Scores ...... 3 Paragon ...... 15 Anti-Magic ...... 2 Partial target option ...... 11 Artifacts ...... Pawns. undead ...... 22 Adverse effects ...... Polymath ...... 15 Characteristics of. table ...... 47 Procedures ...... 2 Creating ...... 46 Known ...... 56 R Powers of, table ...... 47 Reality Shifts ...... 19 Records ...... 19 C Adventure records ...... 20 Characters ...... 3 Character records ...... 19 Creating high-level PCs ...... 3 NPC records ...... 20 Retirement ...... 5 Timekeeping ...... 19 Retainers ...... 5 D Dispel Magic ...... 6 5 Dominion Income and XP ...... 6 Saving Throws Dynast ...... 15 Ability score effects ...... 3 Partial target option ...... 11 Shaman ...... 22 E Spell casters. non-human ...... 22 Encounters ...... 7 Spheres of power ...... 11 Balance ...... 9 Epic Hero ...... 15 Extra damage option ...... 11 T Troops. ofPCs ...... 5 G Goals. campaign ...... 7 U Undead Liegesand pawns ...... 22 H Control table ...... 23 Hit rolls ...... 11 Spell casters ...... 22 Table ...... 12 W I Wicca ...... 22 Immortals ...... 11 Four paths to immortality ...... 15 PC immortality ...... 13 x Powers of Immortals ...... 13 XP ...... 6, 10 Reaction tables ...... 14 Intelligence. creature ...... 16

L Lieges. undead ...... 22 Control table ...... 23

M Monsters Changing existing monsters ...... 7 New ...... 24 Other Planes ...... 40 Prime Plane ...... 24 Other sources from ...... 42 Reaction tab1 9 Spell casters 22 Mystics ...... 17,32 PC Mystics ...... 18

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