Companion Set Is Studies Rules" Was Just a New Name on a New Dedicated to Game
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PREFACE Throughout the revisions of the BASIC and Thanks to Garry Spiegle for his develop- Expert Sets, and now in creating this one, my ment work on the Dominion system, and for work has been guided by three simple rules. his work on the previous two sets. His contri- First, the game must be fun—else why play butions have been numerous. the game? Second, it must be playable. Many This game is like a huge tree, grown from historically accurate details of medieval times the seeds planted in 1972 and even earlier. are complex and disorganized—generally all But as a plant needs water and sun, so does a too human to use in a game. game need proper "backing"—a company to Third, and perhaps most important of all, make it. As the saying goes, "for want of a it must be true—true to the spirit of the Orig- nail, the war was lost"; and for want of a inal D&D* game. That unique combination company, the D&D game might have been of fantasy wargaming and role playing lost amidst the lean and turbulent years of the spawned a new type of game, not merely new last decade. This set is therefore dedicated to rules—a precious thing indeed. an oft-neglected leader of TSR, Inc; who, Few of today's players can remember the with Gary Gygax, founded this company and excitement of a decade ago, when "Tactical made it grow. The D&D Companion Set is Studies Rules" was just a new name on a new dedicated to game. The amazing ideas in those little BRIAN BLUME. brown boxes took the gaming world by sur- prise—and by storm. This box is larger, and is the third of a series. Comparing these to the Original, you might ask—why is all this necessary? And where did all this come from? The original ideas were both simple and complex. They were simple, giving the brief- est instructions for various new concepts, but complex in their implications. To grab just one: if a cleric can create food and water, what does that do to famine...to siege warfa- re...indeed, to a whole fantasy world? Lack- ing time, space, and experience with the new game system, the designers left much for future development—and their future has now become our present. It's time.. .so here's the Companion Set. The names of the creators of the game are on these booklets; I'm proud that they also bear mine. Herein are many of the details found in the Original set and its Supple- ments; many others, now needed, are also included. I'm delighted to have the opportu- nity to add to the game. Many thanks to Garry Spiegle, Doug Niles, Mark Acres, and Carl Smith for devel- opment of the "War Machine" mass combat system included in this set. They merged years of experience in wargames with the cur- rent range of fantasy role playing styles. The resulting system can handle the clash of arm- ies without miniatures or boardgames—and thus, the very roots of the D&D game surface once again. Fantasy Adventure Game by Gary Gygax and Dave Arneson Players Companion: Book One by Frank Mentzer Editing: Anne C. Gray TABLE OF CONTENTS Illustrations: Larry Elmore JeffEasley Graphic Design: Ruth Hoyer INTRODUCTION 2 The Changing Game 2 e 1984 TSR, Inc. All Rights Reserved. Upper Level Games 2 Paths to Immortality 2 Travel or Settle? 2 CHARACTERS 3 New Armor and Weapons 3 Unarmed Combat 6 Striking 6 Wrestling 6 Summary 7 Strongholds 8 Human Strongholds 8 DUNGEONS & DRAGONS* and D&D* are registered Demi-human Strongholds • 8 trademarks owned by TSR, Inc. °1984 TSR, Inc. All Wilderness 8 Rights Reserved. Or Civilization 8 This book is protected under the copyright laws of the United States of America. Any reproduction or other Staff 8 unauthorized use of the material or artwork contained Peasant Workers 8 herein is prohibited without the express written consent of Advisors and Officials 8 TSR, Inc. Other Character Activity 9 Distributed to the book trade in the United States by Ran- dom House, Inc., and in Canada by Random House of Class Descriptions 11 Canada, Ltd. Distributed to the toy and hobby trade by Human Character Class Descriptions 11 regional distributors. Cleric 11 Printed in the U.S.A. First Printing — April, 1984 Cleric Spells: Fifth to Seventh Level 12 Druid 14 TSR, Inc. TSR UK, Ltd. Druid Spells: First to Seventh Level 14 PO Box 756 The Mill, Rathmore Road Fighter 17 Lake Geneva, WI Cambridge, UK 53147 CB14AD Magic-user 19 Magic-user Spells: Fifth to Ninth Level 20 Thief 27 Demi-human Character Class Descriptions 29 Dwarf 30 Elf 30 Halfling 31 TSR, Inc. Introduction can survive and prosper as an individual. The persons with whom a character adven- This is the third boxed set of the DUNGEONS & DRAGONS® tures are now more important as friends, game series. The first, the D&D® Basic Set, introduced the game than as each others' bodyguards. and explained rules for lst-3rd level characters. In the D&D The campaign world plays a large part in D&D games of this range. Although dungeon Expert Set, character levels 4-14 were detailed, along with notes or wilderness adventures are fun, consider on the fantasy world in which the characters live. the characters' reasons for being. Determine If you started with a 1st level character, and have enjoyed the your character's purpose in life. Set your wilderness expansion of Expert level play, then you are ready for character's goals, such as power, riches, this set. fame, or knowledge. You can also use this set if you'd like to discover what it's like to own a medieval castle. You can rule a land, bring civilization to Paths to Immortality These paths will be explained in detail in the wilderness, and cope with all the threats to your territory, the D&D Master Set, but you should know while facing monsters and magic of all kinds. some general details at this time, so you can Your adventures will be different than ever before. Lower level plan your character's future. characters must keep busy surviving and learning; but when you After reaching level 26 or greater, a charac- find the challenges lacking, or treasure too easily found, you may ter can gain Immortality by following one of start to wonder—"Is there anything more?" four paths: A dynast is a character who builds a great and powerful empire. The dynasty must be There certainly is. Read on! vast, and must stand for a long time. A hero (or Epic Hero) is a character who represents the ultimate ideals of heroism. The character must display the traits of the classic Epic Hero in every thought and a strongly fortified castle complex or secret action. Among other things, the character The Changing Game stronghold. Epic Quests and other-planar must travel to far lands and perform great problems are typical adventures. High level and noble deeds. Your characters have visited dungeons, characters are detailed in this set. A paragon is a character who reaches the defeated many strange and evil creatures, Master level characters (levels 26-36) fulfill ultimate in his or her profession. The para- and found great and wondrous treasures. But their hopes and dreams. They are (or are gon must invent or discover new skills and games for higher level characters are often about to become) Great Powers, or even mas- knowledge, and must be reknowned as a different—as new as when the characters first ters of the earth! Their frontiers are Other master professional. braved the unknown wilderness. Planes of Existence and magical lands; their A polymath is a character who learns To see how the game itself changes to suit interests turn to the Paths Of Immortality. much about everything, not only in the origi- all levels of characters, we need to think of the These greatest of mortal characters are nal profession, but in all areas. The character long-term game: drawn onward toward even bigger and better must give up all known skills before gaining things. Master level characters are detailed in others, and becoming a member of a mysteri- Beginning and low-level characters (levels the D&D Master Set. ous and unique brotherhood. 1-6) learn the ways of adventuring, and do not usually think about the many years Upper Level Games Travel or Settle? ahead. Dungeon adventures are common, So you have a 15th level character. What At this point in your character's career, the and a few short wilderness journeys usually are you going to do now? Paths to Immortality lie far ahead; no deci- occur. Where the characters live may be con- From this point, your character may travel sions need be made at this time. For this sidered to happen without playing, or it may far and near, or may settle down to rule a greatest of all goals, Immortality, a traveller be in a boardinghouse of the home town. land. Both can be exciting, adventurous and has as much chance as a settled ruler. "Name" (9th level or above, except for fruitful paths to follow. Rulership does NOT mean that the char- halfling) and mid-level characters (levels 7- Whichever you choose, the games you play acter never travels; it does, however, carry 14) often travel far and wide. Long journeys, will be somewhat different than they have many obligations. Travelling gives the deep dungeons, and special tasks are typical been at lower levels of play.