Preface

By the light of your torch, you have seen the sparkle of coins and gems. You have pried magical swords from their age-old resting places. Strange beasts have been met and overcome; odd and unexpected friendships have come to light. You are an Adventurer. After each perilous dungeon expedi- tion, you have stepped out into the sun- light to return to your home. But what do you know of the green countryside, the farmers' golden fields, and the land beyond? What of your town, friends and neighbors? Indeed, noble traveler — what do you know of the world? Watch! The world around you is com- ing into focus. More details await your discovery, in places far and near. Your quiet little home town of Threshold is only a beginning; the Duke's mighty capi- tal, Specularum, beckons from the south- ern coast. There you may visit the local marketplace, seeking the stories of for- eign lands brought by and traders. Take a raft downstream, or fol- low a trail into the gnome hills; adventure lurks at every turn. Gather knowledge, wealth and power; you can build a castle, attract followers, and even become ruler of a land. All this lies in your future — and this is only the Sample file beginning. The horses are ready; dawn is break- ing. Whither are we bound?

Frank Mentzer May 1983

Earlier Editions and Rule Changes The DUNGEONS & DRAGONS® game, erally understandable version is needed first created in 1974, has changed as more — the volume you now hold, together and more people have played it. You may with the new Basic Set. So many changes find three earlier versions — the Original have occurred since 1973 that the task of Set, in small brown or white boxes (now explaining all of them would require a collector's items), the "blue book" edition booklet of this size — and thus, they are of 1978, and the "red book" edition of not included here. 1981. Use these rules (along with those in the The Original Set was written by and for revised Basic Set) whenever differences "hobby gamers." But now, with millions between the old and new rules occur. of players around the world, a more gen- Expert Rulebook by and Adventure Game

CONTENTS INTRODUCTION 2 Revised by Frank Mentzer The Expert Game Editing by Anne C. Gray The Player's Opportunities The 's Task Illustrations by PLAYERS' INFORMATION gaaMB^WhWMMWMgiaaHWBBWMMMiMMWMI © 1974, 1977, 1978, 1981, 1983 Hit Dice and Hit Points 3 TSR, Inc. All Rights Reserved Maximum Levels and Experience Points Horses Titles Spell Casting Multiple Spell Effects CHARACTER CLASSES — Human 4 Cleric WARNING: This book has been de- Cleric Charts and Tables signed to be used with the DUNGEONS Clerical Spells: First to Sixth Level 5 Fighter 10 & DRAGONS® Basic Set (the red box); it Fighter Charts and Tables does not explain how to play the game. Magic-User 11 You must have the Basic rules before you Magic-user Spells: First to Sixth Level 11 can use this set. Thief 17 Thief Charts and Tables CHARACTER CLASSES —Demi-Human 18 Dwarf DUNGEONS & DRAGONS® Fantasy Adventure Dwarf Charts and Tables Game © 1974, 1977, 1978, 1981, 1983, TSR, Inc. All Rights Reserved. Elf Charts and Tables 19 DUNGEONS & DRAGONS® and D&D® are regis- Halfling Charts and Tables tered trademarks owned by TSR, Inc. WEAPONS AND EQUIPMENT This book is protected under the copyright laws of Weapons and Equipment Charts and Tables the United States of America. Any reproduction or Equipment Charts and Tables other unauthorised use of the material or artwork Explanation of Equipment 20 contained herein is prohibited without the express THE ADVENTURE written consent of TSR, Inc. Starting Out MappinSampleg file Distributed to the book trade in the United States Becoming Lost by Random House, Inc., and in Canada by Random Scale House of Canada, Ltd. Distributed to the toy and Movement Rates 21 hobby trade by regional distributors. Obstacles to Movement Special Wilderness Travel Printed in the U.S.A. Food First Printing—July, 1983 Rest Encumbrance DUNGEON MASTER'S SECTION •••••^•••^•••••••••••••l Procedures 22 Clans Climbing TSR, Inc. TSR UK, Ltd. Combat (Special Types) P.O. Box 756 The Mill, Rathmore Road Construction Details 23 Lake Geneva, WI 53147 Cambridge, UK CB1-4AD Giving Experience Points 24 Followers Mercenaries Mixing Levels of Characters 25 NPC Parties Overusing Dice T.M. Research (Magic Spells and Items) Specialists Spells Books, Lost 26 Strongholds 27 Swimming Taxes TSR, Inc. Wishes The D&D Campaign 28 Part 1: Designing the Wilderness Part 2: Sample Wilderness and Home Town 38 Part 3: Adventures in the Wilderness 41 MONSTERS 45 Monster List: Animal to Wyvern 46 TREASURES 58 Unguarded Treasure Magic Items 59 Explanation of Magic Items the actions of your characters. Logical re- Introduction The Player's Opportunities sults may create unexpected situations — First there was the DUNGEONS & DRAG- A character who grows in wealth and often even surprising the DM! In this way, ONS® Basic Set. It taught you to play fan- power may build a castle and attract fol- everyone contributes to the development tasy characters of low experience levels lowers. Settlers may come to live nearby, of the fantasy world. (1-3) and provided guidance on how to and your character may eventually become create your own dungeons for hours of the ruler of a land! Living in a fortress, The Dungeon Master's Task fun. your character may settle and control As a Dungeon Master, your D&D wilder- Now there is the D&D® Expert Set larger and larger areas, bringing civiliza- ness adventures will be far more challeng- which will add a whole new dimension to tion to the wilderness. You can discover the ing than a simple dungeon or two. For your games. D&D Expert will teach you fun of playing the role of a medieval land example, you should have a general idea of how to play characters of experience levels owner — coping with day-to-day troubles, what is in each area of the wilderness, for 4 through 14. It also opens the doors to the wandering monsters, and even attacks the party may go anywhere! Although a world outside the dungeon. The wilder- from powerful characters, both PCs and few hints may help to guide the characters ness awaits. NPCs. toward a desired area, you must be ready You will learn about the world your Your characters can continue to travel, to make up minor details as needed, often characters live and adventure in, including roaming the wilderness in search of high during play. their Home Town. And you will learn how adventure. In dungeons, many new mon- But before designing a full campaign to keep the story of your character's adven- sters and treasures await your arrival. Cas- world in all its complexity, you should un- tures alive in the campaign game, the saga tle owners may invite you in for a splendid derstand more about small towns and how of the world where the character lives. banquet, followed by stories and rumors of they survive. Once you understand how This set includes two booklets. The first great dangers and fabulous treasures. Or towns begin and grow, cities and even contains all the new rules for the player perhaps they will not look upon your ar- whole nations can be designed. and Dungeon Master. These rules have rival with kindness . . . A full history and background adds that been carefully designed to add to those Whichever route you choose, you will "final touch" to the characters' world — the you learned in the D&D Basic Set, and can discover the excitement and intrigue in difference between a good Campaign and only be used with those rules. The second dealing with the great wide world. Things a great one. Adventurers may even shape is an Adventure Module and provides the are happening elsewhere in the lands, and the history of their world as they become setting for many adventures on the Isle of some events may affect your characters — more powerful. More details about the Dread, as well as showing you how a wil- such as weather, , and politics. The lands, peoples and cultures of a fantasy derness is created. characters may, in turn, affect the course of world are given in the D&D Companion eventsSample. Many story line s filemay be developing Set. at the same time (just like in a fantasy A campaign is limited only by the These new rules are easy to learn and use: novel!). If you are a Player, turn to the Players' creativity of the Dungeon Master and play- Information section and read about the Your DM will consider the greater forces ers. There are dragons to slay, evil hordes new abilities and spells of each character of nations and rulers, and combine this to overcome, towns to visit — and as usual, class. And if you are a Dungeon Master, "flow of history" with the lesser forces of dungeons to explore. Onward! turn to section to re- view the new Procedures, Monsters, and Treasures, and learn how to create your own wilderness adventures. Finally, to help you find rules during the game, rules are arranged alphabetically in each section and there is an index on the outside back cover of the rule book.

The Expert Game When you used the D&D Basic rules alone, most adventures were simple "off to the dungeon and back again" affairs. Your low-level characters were still learning about simple adventuring — and you were, too! However, just as in real life, nothing is quite that simple. Instead of merely going from town to dungeon, your characters may now explore the hills and forests of the wilderness world, as well as the chal- lenges of rivers and seas. Player's Information

Hit Dice and Hit Points Re-memorizing spells: After a spell is After a character reaches name level, the cast, the character cannot regain it until player no longer rolls dice to find addi- well-rested. One night's sleep is enough. tional hit points for the character. For each Upon awakening, and before other activi- Player's level of experience earned, a given num- ties, an hour (of game time) must be spent ber of hit points (instead of hit dice) will be in study or meditation. Magic-users and gained. Each character can earn 9 hit dice elves must use their spell books to regain Information at most (8 for ). Any Constitution spells. Character levels adjustments to hit points apply only to the Reversed spells: Some spells may be "re- Hit Dice, and not to the hit points added at versed" — cast with a result opposite to the 4 to 14 higher levels. normal effect (cure light wounds becomes cause light wounds, light becomes darkness, Maximum Levels and Experience Points etc.). The effect of a reversed spell is given One simple but firm rule of the D&D game in the spell description. is that of "Maximum Levels." A demi- A cleric may reverse a spell simply by human character starts with far more spe- casting it backward. The player simply cial abilities than a human. To help keep all says, "My cleric is casting the spell in re- the character classes in balance, a halfling verse." However, Lawful clerics prefer the •* may only rise to 8th level; dwarves and normal spells, and only cast the reversed elves may not progress beyond 12th level. forms in life-or-death situations. Chaotic All human classes may continue to 36th clerics often use the reversed spells, and level. only use the normal forms to benefit their Experience points, however, never reach friends. Neutral clerics may choose to cast a maximum. They may always be earned, the normal or the reversed forms, but the even if a character's level has stopped in- cleric must continue using the forms first creasing. Players should keep records of all chosen, and is not free to change from one XP gained; this may affect high-level play, to the other. as described in the D&D Companion and Unlike cleric spells, reversible magic- Masters Sets. user (and elf) spells must be memorized in reverse to be usable. The spell caster must select the normal or reversed form of the Horses spell when thSamplee spell is memorize filed for the As the Campaign develops, characters will day. Of course, any spell may be studied in travel many miles . both normal and reversed forms. For ex- Most characters will probably purchase ample, if a Seer has a light spell in a spell one or more horses to make travel faster book, the character could study both light and easier. Riding horses are the fastest and darkness for an adventure. normal steeds, but are no help in combat, and do not wear barding (horse armor). War horses are larger and tougher, and Multiple Spell Effects may be useful in wilderness encounters. A Hit rolls, damage rolls, Saving Throws, war horse can fight, using its two front Morale, and other abilities may be affected hoof attacks (for 1-6 points each), with the for a short time by using certain magic help of the character riding it. While guid- spells. In general, multiples of the same ing the horse, the character may not attack spell (such as two bless spells) do not com- or cast a spell, but may perform some bine their effects, even if cast by two dif- other action (such as drinking a potion, ferent characters. Two haste spells do not changing weapons, etc.). When not ridden, allow attacks at four times the normal rate; a war horse will defend itself without need- only the first haste will take effect. Different ing such guidance. Any character class can spells, or those that add to the effects of ride a war horse. magic items, will usually combine suc- cessfully. For example, a bless and a magic sword will both apply to a Hit roll, in addi- Tides tion to Strength bonuses. Most of the titles given in the class descrip- tions apply to male characters only. Feel free to create feminine forms for female characters!

Spell Casting All details on spell casting, as given in the D&D® Basic rulebook, still apply in full. Character Classes — Human

Cleric FIRST LEVEL CLERIC SPELLS SECOND LEVEL CLERIC SPELLS 1. Cure Light Wounds* 1. Bless* For the first three Levels of experience, a 2. Detect Evil 2. Find Traps 3. Detect Magic 3. Hold Person* cleric's power is very limited. But as they 4. Light* 4. Know Alignment* advance (to a maximum of 36th level), cler- 5. Protection from Evil 5. Resist Fire ics obtain more spells of greater power, 6. Purify Food and Water 6. Silence 15' radius due both to practice and the strengthening 7. Remove Fear* 7. Snake Charm of their beliefs. It is very important for 8. Resist Cold 8. Speak with Animal clerics to be faithful to their beliefs. If a cleric behaves in a manner that does THIRD LEVEL CLERIC SPELLS FOURTH LEVEL CLERIC SPELLS 1. Continual Light* 1. Animate Dead not fit the character's Alignment or beliefs, 2. Cure Blindness 2. Create Water the cleric may be punished by the church 3. Cure Disease* 3. Cure Serious Wounds* — or even greater powers. This punish- 4. Growth of Animals 4. Dispel Magic ment could, for example, be a penalty on 5. Locate Object 5. Neutralize Poison* Hit rolls, a dangerous quest that must be 6. Remove Curse* 6. Protection from Evil 10' radius completed, or even a lack of spells. Your 7. Speak with the Dead 7. Speak with Plants DM will tell you what the character must 8. Striking 8. Sticks to Snakes do to recover good standing. FIFTH LEVEL CLERIC SPELLS SIXTH LEVEL CLERIC SPELLS When a cleric reaches Name level, a cas- 1. Commune 1. Animate Objects tle may be built. If the cleric has never been 2. Create Food 2. Find the Path punished for misbehavior, the cleric's 3. Dispel Evil 3. Speak with Monsters* church may help with the cost. Some fol- 4. Insect Plague 4. Word of Recall lowers may come to assist and serve the 5. Quest* *Spell may be cast with reverse effects. cleric. Your DM will help with the details. 6. Raise Dead* The notes on the chart are read the same (due to the 12 Hit Dice maximum per try), as described in the Basic Set: a number is the cleric may make another attempt if de- the roll needed, on 2d6, for the cleric to sired. Only one attempt can be made each Turn a number of the undead monsters (to combat round, and no other actions are CLERIC SAVING THROWS TABLE chase them away for some time); a T possible while Turning undead. However, Level: 1-4 5-8 9-12 13-16 means automatic Turning, and a D means if any attempt fails, no further attempts at that a number of undead are destroyed. Turning that group of undead will succeed Death Ray Up to Sample12 Hit Dice of undea filed are affected for that cleric. or Poison 11 9 7 5 with each successful attempt. The number One new notation, D +, appears on the Magic Wands 12 10 8 6 affected is determined by the DM using Paralysis or chart. This means that the power of the 2d6. Each successful attempt will Turn at cleric is so great that 3-18 Hit Dice of un- Turn to Stone 14 12 10 8 least one undead monster. Dragon Breath 16 14 12 10 dead are destroyed (3d6 instead of 2d6). Again, the DM will determine the exact Rod/Staff/Spell 15 13 11 9 If your cleric is successful at Turning un- dead, but some of the undead still remain amount.

CLERIC EXPERIENCE TABLE CLERIC TURNING UNDEAD TABLE Spells/Level Cleric's Level Level Title XP 12 3 4 5 6 Undead 12 3 4 5 6 7 8 9-10 11-12 13-14 1 Acolyte 0 — — — — — — Skeleton 7 T T D D D D D D D + D + 2 Adept 1,500 1 — — — — — Zombie 9 7 T T D D D D D D D + 3 Priest 3,000 2 — — — — — Ghoul 11 9 7 T T D D D D D D 4 Vicar 6,000 2 1 Wight — 11 9 7 T T D D D D D 5 Curate 12,000 2 2 — — — Wraith — — 11 9 7 T T D D D D 6 Elder 25,000 2 2 1 — — — — — 11 9 7 T T D D D 7 Bishop 50,000 3 2 2 — — — Spectre — — — — 11 9 7 T T D D 8 Lama 100,000 3 3 2 1 — — Vampire — — — — — 11 9 7 T T D 9 Patriarch 200,000 3 3 3 2 — 10* 10th Level Patriarch 300,000 4 4 3 2 1 — 11* 1 lth Level Patriarch 400,000 4 4 3 3 2 — Hit Dice: Id6 per level, 9d6 maximum, +1 hit point per level 12* 12th Level Patriarch 500,000 4 4 4 3 2 1 thereafter. 13* 13th Level Patriarch 600,000 5 5 4 3 2 2 14* 14th Level Patriarch 700,000 5 5 5 3 3 2

Constitution adjustments no longer apply. First Level Clerical Spells The following first level clerical spells may be reversed. Ranges, durations, Saving Throws, and areas of effect are unchanged from Basic unless noted. Cure Light Wounds* When reversed, this spell, cause light wounds, causes 2-7 points of damage to any creature or character touched (no Saving Throw). The cleric must make a normal Hit roll. Light* When reversed, this spell, darkness, creates a Second Level Clerical Spells The paralysis may only be removed by the circle of darkness 30' in diameter. It will reverse spell, or by a dispel magic spell. block all sight except infravision. Darkness will Bless* The reverse of the spell, free person, re- cancel a light spell if cast upon it, but may Range: 60' moves the paralysis of up to 4 victims of itself be cancelled by another light spell. If Duration: 6 turns the normal form of the spell (including cast at an opponent's eyes, it will cause blind- Effect: All within a 20' square area one cast by a magic-user or elf). It has no ness until cancelled, or until the duration other effect. ends. The target is allowed a Saving Throw This spell improves the morale of friendly Know Alignment* and if he succeeds, the spell misses. creatures by +1 and gives the recipients a +1 bonus on all Hit and damage rolls. It will Range: 0 (Cleric only) Remove Fear* only affect creatures in a 20' x 20' area, and Duration: 1 round When reversed, this spell, cause fear, will only those who are not yet in melee. Effect: One creature within 10' make any one creature flee for two turns. When reversed, this spell, blight, places a The victim may make a Saving Throw vs. — 1 penalty on enemies' morale, Hit rolls, The caster of this spell may discover the Spells to avoid the effect. This reversed and damage rolls. Each victim may make a alignment (Lawful, Neutral, or Chaotic) of spell has a range of 120'. Saving Throw vs. Spells to avoid the penal- any one creature within 10'. The spell may ties. Sample file also be used to find the alignment of an enchanted item or area (if any; for exam- Find Traps ple, of a magic sword or temple). Range: 0 (Cleric only) The reverse of the spell, confuse alignment Duration: 2 turns lasts for 1 turn per level of the caster, and Effect: Traps within 30' glow may be cast on any one creature, by touch. No Saving Throw is allowed. For as long as This spell causes all traps to glow with a the spell lasts, any cleric trying to find the dull blue light when the cleric comes within alignment of the recipient by way of the 30' of them. It does not reveal the types of normal form of the spell will get a false traps, nor any method of removing them. answer. That same false answer will be the result of any further attempts. Hold Person* Range: 180' Resist Fire Duration: 9 turns Range: 30' Effect: Paralyzes up to 4 creatures Duration: 2 turns Effect: One living creature The hold person spell will affect any human, demi-human, or human-like creature For the duration of this spell, the recipient (bugbear, dryad, gnoll, gnome, hobgoblin, cannot be harmed by normal fire and heat. kobold, lizard man, ogre, ore, nixie, pixie The recipient also gains a + 2 bonus on all or sprite). It will not affect the undead or Saving Throws against magical fire creatures larger than ogres. Each victim (dragon's breath, fire ball, etc.). Further- must make a Saving Throw vs. Spells or be more, damage from such fire is reduced by paralyzed for 9 turns. The spell may be 1 point per die of damage (though each die cast at a single person or at a group. If cast will inflict at least 1 point of damage, re- at a single person, a -2 penalty applies to gardless of adjustments). Red dragon the Saving Throw. If cast at a group, it will breath damage is reduced by 1 point per affect up to 4 persons (at the cleric's hit die of the creature (again to a minimum choice), but with no penalty to their rolls. of 1 point of damage per hit die).