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Table of Contents
INTRODUCTION.......................................2
Extreme Heat or Cold...........................34 TREASURE..............................................77
Getting Started and Playing.................2
Falling Damage......................................34
Random Treasure Types Table.............77
Dice.............................................................3
Finding Hidden Things...........................34
UNGUARDED TREASURE TABLE...........78
Who Rolls for What.................................3
Fire Starting............................................34
PERSONAL TREASURE...........................78
The Scale of Bonuses and Penalties......3
Food and Fresh Water Needs.............34
Coins Explained......................................81
CREATING CHARACTERS.........................4
NPC Hirelings And Henchmen..............36
Gems Explained.....................................81
Languages...............................................12
Traps........................................................36
Jewelry Explained.................................81
EXAMPLE OF CREATING A CHARACTER
Treasures Found......................................36
TREASURE MAPS EXPLAINED...............81
..................................................................14 COMBAT.................................................36
ABILITY SCORE CHANGES...................81
SPELLS AND MAGIC...............................15
Morale.....................................................37
MAGIC ITEMS (IN GENERAL)...............81
Spell Casting..........................................15
Movement in Combat............................37
Swords.....................................................81
REVERSED SPELLS...................................16
Spell Attacks...........................................37
Intelligent Swords...................................82
CREATING A NEW SPELL.....................16
Unarmed or Weapons Attacks............37
Magic Armor and Shields.....................83
CREATING MAGIC ITEMS.....................16
Common Combat Adjustments Table. .38
Miscellaneous Magic Items Explained 84
Cleric Spell Lists......................................16
Sleeping, Paralyzed, Held, etc. Targets
Miscellaneous Weapons Notes............86
Magic-user Spell Lists............................17
..................................................................39
Potions Explained...................................86
CLERIC SPELL DESCRIPTIONS..............18
Creatures With Immunities....................39
Rings Explained......................................87
MAGIC-USER SPELL DESCRIPTIONS...20
Damage...................................................39
Rods Explained.......................................88
THE ADVENTURE....................................29
Healing Damage....................................39
Scrolls Explained....................................88
Details and Descriptions.......................30
Charging and Mounted Combat.........39
Staves Explained...................................89
Mapping..................................................30
Pole Arms and Spears...........................39
Wands Explained..................................89
Time..........................................................30
Underwater Combat.............................40 ADVENTURE DESIGN.............................90
Movement................................................30
Saving Throws.........................................40
Overall Theme........................................90
Becoming Lost.........................................31
1D6 Only Damage for PCs..................41
Introductions, Rumors and Handouts. . .90
Light..........................................................31
Dual-Wielding........................................42
Maps........................................................90
Applying Force.......................................32
Acid, Holy Water, Oil...........................43
Stocking The Adventure........................91
Disguises..................................................32
Poison.......................................................43
Random Dungeon Stocking...................92
Doors........................................................32 MONSTERS.............................................44 APPENDIX..............................................94
Encounters................................................32
SPECIAL ATTACK FORMS.....................45
Alternate Armor Class System.............94
Experience Point Rewards....................33
MONSTER DESCRIPTIONS....................46
Glossary..................................................94
Foreword
I put this together to have a game I can do with as I please, and a fairly traditional fantasy game that uses six-sided
dice. This is not a clone, nor a simulacrum, and does not try to recreate any other game. It does, though, strive for the play
style evoked by simple games.
So, in the tradition of fantasy gaming: grab some dice and paper and friends, and enjoy a romp in the imagination!
J.D. Neal 2013
INTRODUCTION
Explore murky dungeons full of traps and obstacles. Battle
vicious monsters. Cast spells and deal with evil magic. That
is what this game is all about! Enjoying the pure escapist
fun of pretending to do things that you normally would not
and could not do in real life.
You will need: dice, paper, pencils, people, and
creativity and imagination. Miniature figures, maps,
building blocks, and other materials can be used to depict
what is going on, but imagination is all one really needs to
play.
2
0
6
0
6
12
0
12
36
72
adder die
3
4
0
6
0
6
6
6
12
0
0
12
0
12
18
24
72
0
108 144
5
6
0
12
6
0
12
30
36
180
6
6
6
12
12
12
12
0
72
0
Dice
The dash or hyphen "-" is means "to" in number ranges:
thus 2-12 means "2 to 12". A dash does not always refer
to a number range: some monsters have "1-1" hit die
which means "1 minus 1" not "1 to 1".
This game only uses six-sided dice. The simplicity of
rolling a couple of dice is offset by the quirkiness of
rolling 2d6 for everything. As it is, you can roll a d12
instead of 2d6; mark a die as shown later and you can
make a d12 roll using d6s.
So, rather than bog down with die rolling philosophies,
pick a die roll and concentrate on playing the game for
what happens.
The abbreviation "d6" means a six-sided die; how
many dice to roll and add up is placed in front (2d6 =
two; 1d6 = one; etc.). Sometimes the total of a die roll
can be modified by numbers added to ("+") or subtracted
from ("-") it, or it might be multiplied by ("x") or divided
by ("/") a number (or even another die roll, such as
2d6+d3 or d6 x d6).
Common die rolls that can be made by division follow.
Consider making your own d2s and d3s by coloring out or
scratching off the paint on dice with pips (dots).
d2
d3
1
0
0
0
0
0
0
6
0
36
Modifier
+1
+2
+3
+4
d12 Scale
8 1/3%
16 2/3%
25%
33 1/3%
+5
41 1/3%
+8
CREATING CHARACTERS
Each player needs at least one character to use,
although how many and other such details are up to the
group. Character information can be recorded in pencil on
lined notebook paper or on a fill-in-the-blanks character
record sheet.
13-15
+5%
x1.05
16-18
+10%
x1.1
7
0
3
8
+1
4
9 10
+1 +2
5
6
-3 -2 -1
-2 -1 -1
0
0
+1
+1
+2 +3
+1 +2
-2
-2
-2
-2
0
0
0
0
+1
+1
0
0
+2
+1
+1
+1
-1 -1
-1 0
-1 -1
-1 0
+3
+2
+2
+2
Score
1-3 4-5 6-8
Strength:
Brute Strength
-3 -2 -1
Melee Damage*
-3 -2 -1
Throwing Damage* -3 -2 -1
Melee to-hit, fighter -2 -1 0
Melee to-hit, other
-2 -1 -1
Wisdom:
Save vs. Magic**
-2 -1 -1
Detect Lie
-3 -2 -1
+1
+1
+1
+1
0
+2
+2
+2
+1
+1
0
0
+1
+1
+1 +2
+2 +3
+3
+3
+3
+2
+2
handed (short sword, hand axe, etc). They can only wield
one-handed weapons like swords and battle-axes with
two hands, and cannot wield melee weapons that are 2handed for a human. They can only wear small sized
armor, which often isn't easy to find but is lighter.
Members of the halfling race:
Have better saves than humans of the same class.
Gain a to-hit bonus of 1 when making missile
attacks.
Gain a bonus of 1 point to their armor class when
meleeing with creatures that are bigger than men.
Gain a bonus of 1 to their own initiative.
Have a 5 in 6 (1 to 5 on 1d6) chance of not being
seen when hiding in brush or other vegetation in an
outdoor setting.
Have a 2 in 6 (1-2 on 1d6) chance of not being
seen when hiding in shadows and other indoors
situations.
Magic-users are humans who make a living through magic.
While frail and not very capable in combat, they have
access to combat spells and their spells can be tellingly
deadly and useful. They have no healing spells. They
cannot wear armor, nor use shields, and their only
weapons allowances are dagger and staff.
There are various magic items only Magic-users can
use. At low levels they can create potions and spell scrolls,
and at 9th level and higher they can begin making items
such as wands and staves - at least those that are usable
by a Magic-user.
Cleric
Exp.
x.p.s
0
1,500
3,000
6,000
12,000
25,000
50,000
100,000
200,000
300,000
400,000
500,000
600,000
700,000
+100,000
d6
Hit Dice
1
2
3
4
5
6
7
8
9
+2 hp
+4 hp
+6 hp
+8 hp
+10 hp
+2 hp
Fighter
Exp.
x.p.s
0
2,000
4,000
8,000
16,000
32,000
64,000
120,000
240,000
360,000
480,000
600,000
720,000
840,000
+120,000
d6 + 1
Hit Dice
1
2
3
4
5
6
7
8
9
+3 hp
+6 hp
+9 hp
+12 hp
+15 hp
+3 hp
Magic-User
x.p.
0
2,500
5,000
10,000
20,000
40,000
80,000
150,000
300,000
450,000
600,000
750,000
900,000
1,050,00
+150,000
d6-1
Hit Dice
1
2
3
4
5
6
7
8
9
+1 hp
+2 hp
+3 hp
+3 hp
+5 hp
+1 h.p.
Thief
x.p.
0
1,200
2,400
4,800
9,600
20,000
40,000
80,000
160,000
280,000
400,000
520,000
640,000
760,000
+120,000
d6-1
Hit Dice
1
2
3
4
5
6
7
8
9
+1 hp
+2 hp
+3 hp
+3 hp
+5 hp
+1 h.p.
X.
L.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
1
1
2
2
2
2
3
4
4
5
5
5
5
6
6
7
7
7
8
3
1
2
2
3
3
3
4
4
5
5
5
6
6
6
6
6
5
1
2
2
3
3
3
3
4
4
5
5
5
6
6
7
1
2
2
3
3
3
4
4
4
5
5
5
Magic-user
Spell Level & Spell Slots
9 11 15
1 3 5 7 9 11 15 18 21
- - 2 - - - - - - - - - 3 - - - - - - - - - 3 1 - - - - - - - - 3 2 - - - - - - - - 3 2 1 - - - - - - - 3 2 2 - - - - - - - 4 3 2 1 - - - - - - 4 3 2 2 - - - - 1 - 4 4 3 2 1 - - - 2 - 4 4 3 3 2 - - - 2 1 5 4 3 3 2 1 - - 3 1 5 4 4 3 2 1 - - 3 2 6 5 4 3 2 2 - - 3 3 6 5 4 4 3 2 - - 3 3 1
6 5 4 4 3 2 1 - 3 3 2
6 6 5 4 3 2 2 - 4 3 2
7 6 5 5 4 3 2 - 4 4 2
7 6 5 5 4 3 2 1 -
Climb
Wall
10
11
11
11
11
12
12
12
12
13
13
13
13
14
14
14
Disarm
Trap
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
Find
Trap
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
Cleric
X.
L.
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
Hear
Noise
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
1
8
8
9
9
9
9
9
9
9
9
9
9
9
9
9
9
9
9
3
7
7
8
8
8
8
9
9
9
9
9
9
9
9
9
9
9
9
Hide In
Shadows
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
5
6
7
7
7
7
7
8
8
8
8
9
9
9
9
9
9
9
9
7
5
5
6
6
6
7
7
7
7
7
8
8
9
9
9
9
9
9
Magic-user
Spell Level & Spell Slots
9 11 15
1 3 5 7 9 11 15 18 21
4 4 3
8 6 6 5 4 4 2 2 5 4 3
8 7 6 5 4 4 3 2 5 4 3
8 7 6 6 5 4 3 2 1
5 5 3
8 8 6 6 5 4 3 2 2
5 5 4
8 8 7 7 5 5 4 3 2
6 5 4
9 8 7 7 6 5 4 3 2
6 6 4
9 8 8 7 6 5 4 4 3
6 6 5
9 9 8 8 6 5 5 4 3
6 6 5
9 9 9 8 6 5 5 5 4
7 6 6
9 9 9 8 6 6 6 5 4
7 6 6
9 9 9 9 7 6 6 5 5
8 7 6
9 9 9 9 8 7 6 6 5
8 7 7
9 9 9 9 8 8 7 6 6
8 8 7
9 9 9 9 8 8 8 7 6
9 8 7
9 9 9 9 8 8 8 7 7
9 8 8
9 9 9 9 9 9 8 8 7
9 9 8
9 9 9 9 9 9 9 8 8
9 9 9
9 9 9 9 9 9 9 9 9
Move
Silently
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
Open
Lock
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
Pick
Pocket
2
3
4
4
5
5
7
8
9
10
11
13
14
15
16
17
* Subtract 1 for each 2 levels the thief is higher than the victim. Add 1 for each 2 levels the victim is higher than the
thief.
Dwarf
Elf
Halfling
Human
Find
Trap
1-2 (+1)
1
1
1
Hear Hide In
Hide in
Move Open
Pick
Noise* Woods Shadows Silently Locks Pockets
1-2 (+1) 1-2
1
1
1-2 (+1) 1 (-1)
1-2 (+1) 1-2
1
1
1 (-1)
1
1-2 (+1) 1-5 (+3) 1-2 (+1)
1
1 (-1)
1
1
1-2
1
1
1
1
10
1 1 Bugbear
2 Gnoll
3 1 Centaur
2 Harpy
3 Goblin
4 Hobgoblin
5 Kobold
6 Orc
3
4
5
6
2 1 Dwarvish
2 Elvish
3 Gnome
4 Halfling
5 Human Dialect
6 Choose or roll
again
4 1
2
3
4
5
6
5 1 Unicorn
2 Dopplegange
r
Lizard Man 3 Dragon*
Medusa
4 Gargoyle
Minotaur
5 Giant*
Ogre
6 Troll
Dryad
6
Nixie
Pixie
Sprite
Treant
Troglodyte
Choose or roll
again
Standard
gp Pounds
50
40
25
20
75
50
5
3
10
10
15
20
Halfling
gp lb.
40 30
20 15
60 40
-
Barding
gp
lb.
100
80
50
40
150 100
-
Armor Class
6
7
7
8
8
9
9
10
add 1
add 1 for melee only (0 for
missile defense)
Languages
"Common" is a language spoken by many humans to
facilitate trade and politics over a wide area. Perhaps 1
in 6 creatures know common if they speak any language.
Player characters know common if their intelligence allows
it. Examples of other languages in a typical game world
are:
11
WEAPONS
Item
Arrow, 1 silver-tipped
Arrow, Quiver of 20
Axe, 2-Handed
Axe, Battle
Axe, Hand
Axe, Hatchet
Bow, Composite
Bow, Long
Bow, Short
Hand XBow darts 20
Club*
Crossbow
Crossbow, 2-Limb
Crossbow, Hand
Crossbow, Heavy
Crossbow, Repeating
Dagger
Dagger, Silver
Flail, 2-Handed*
Flail*
Javelin
Lance (two-handed)
Mace, 2-handed*
Mace*
Maul (two-handed)*
Morningstar (two-handed)
Pole Arm (two-handed)
Quarrel, 1 silver-tipped
Quarrel, Case of 30
Sling bullets, 20*
Sling with 30 Sling Stones*
Spear
Staff (two-handed)*
Staff sling (hand catapult)*
Sword (normal)
Sword, 2-handed Sword
Sword, Bastard
Sword, Rapier
Sword, Short
War Hammer, two-handed*
War Hammer*
g.p. Cost
5
5
12
7
4
2
50
40
25
5
30
50
10
50
20
3
30
10
6
2
5
9
5
8
8
11
5
7
1
1
3
2
10
15
12
12
7
10
6
Weight
Pounds
1/5
4
8
3
2
1
3
3
2
2
3
7
9
3
9
6
1
1
8
3
2
20
8
3
8
8
8
1/5
6
4
1+6
4
3
4
3
8
4
3
2
8
3
Treasures:
Coin (any type)
Gem
Jewelry (1 piece)
Potion
Rod
Scroll
Staff
Wand
* As the referee decides: 10, 50, or
example.
Cost in Weight
g.p.
pounds
5
2
10
5
2
1
1
1
5
1
25
10
2
2
25
1
25
1
1
1
10
5
5
1
5
15
14
3
2
5
14
1
2
1
5
1 s.p.
1/4
3 s.p.
1
2
5
5
1
25
2
3
3
2 s.p.
1
1
5
1 s.p.
1/10
1
1
1
2
10
1
varies
*
varies
*
varies
1
varies
1
varies
3
varies
1
varies
5
varies
1
100 per pound, for
Common Transport
Item
Cost in gp
Camel
100
Canoe
50
Cart (2 wheels)
100
Chariot, light (2 crew)
150
Chariot, heavy (3-4 crew)
250
12
Donkey
Horses:
Draft
Pony
Riding
War
Mule
Light riding saddle
Saddle and Bridle
Saddle Bags, 30#
Wagon (4 wheels)
50
40
50
75
250
60
15
25
5
200
TABLE HEADINGS
Vehicle
Cart
Wagon, small
Wagon, large
Wagon, cargo
Capacity
1/2 ton
1 ton
2 tons
5 tons
Speed
6
6
6
6
Equipment Explanations
13
14
6
10
5
12
15
50 g.p.
10
10
3
2 s.p.
1
74 g.p. 2 s.p.
40 lb
10
3
1
1/2
5
59.5
14 +1 brute strength
6 -2, Can read and write their racial
language poorly; can speak it well
enough; can speak common poorly.
10 0 (none)
14 +1 initiative, missile to-hit
12 0 (none)
15 reactions 0, # retainers 4, morale of 8
14
6
10
14
12
15
Paralysis,
Rods,
Turn to Dragon Staves,
Stone
Breath Spells
7
8
8
placed in memory.
Magic-users must study written formulas to memorize
spells, and must have good light to read them by. They
start four such formulas for 1st level spells: read magic
(very useful for gaining more formulas), one randomly
rolled spell, and two the player can choose. Each time
they gain a level of experience, they gain one more
formula for a spell of a level they can cast, created
through research. If they find a formula written by another
Magic-user, they can cast the read magic spell on it to see
what it is, then (if they have the time, ink and paper) copy
it. The owner (if present) might charge a fee or make
other demands.
Reversed Spells
Various spells have useful and opposite applications,
such as a darkness spell which engulfs an area in darkness
rather than light, or a cause light wounds spell.
Price
30 g.p.
50 g.p.
100 g.p.
Weight
3#
5#
10#
Spell Casting
When a spell is cast, the memory space it was in is
erased and drained of energy. A good night's sleep
recharges the slot, but it is blank; a spell must be
memorized into it to use it again.
Clerics must use their holy symbol in one hand to cast
spells.
Someone who is bound and gagged or otherwise
unable to speak and/or make gestures cannot cast spells.
Only one spell can cast per round and doing so takes
the character's action that round.
Read each description to see how each spell functions.
Spells have various ranges: "touch" means the caster
must touch someone (and can touch themselves), while
"caster only" means that only the caster is effected.
All spells take place immediately when cast. Some
(like healing spells, fireball, and create food) create a
natural effect in a second or two and then end. Others
may have a duration of rounds (10 seconds), turns (10
minutes each), hours, days, and so on. Some may last as
long as the caster concentrates; or until they are
triggered; or until they are countered by such things as a
dispel magic spell, a saving throw, or anti-magic effects.
Some spells are helpful or otherwise not harmful and
15
1st Level
Bless (r)
Cure Light Wounds (r)
Detect Evil
Detect Magic
Light (r)
Protection from Evil
Purify Food and Water
Remove Fear (r)
Resist Cold
Silence
9th Level
1. Commune
2. Create Food
3. Cure Critical Wounds (r)
4. Dispel Evil
5. Flame Strike
6. Insect Plague
7. Quest
8. Raise Dead (r)
9.
10.
3rd Level
Find Traps
Hold Person
Resist Fire
Silence 15' radius
Snake Charm
Speak with Animal
5th Level
Continual Light (r)
Create Water
Cure Disease (r)
Growth of Animals
Locate Object
Prayer
Remove Curse
Resist Lightning
Speak With Dead
Striking
11th Level
Aerial Servant
Animate Objects
Barrier (r)
Heal All (r)
Find the Path
Speak with Monsters (r)
Word of Recall
7th Level
Animate Dead
Cure Serious Wounds (r)
Detect Lie
Dispel Magic
Neutralize Poison
Protection/Evil 10' radius
Speak with Plants
Sticks to Snakes
15th Level
Astral Spell
Control Weather
Earthquake
Gate
Holy Word
Part Water
Raise Dead Fully (r)
Restore Energy (r)
Symbol
Wind Walk
3rd Level
Continual Light (r)
Darkness, 5' rad.
Detect Evil
Detect Invisible
ESP
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Phantasmal Force
Pyrotechnics
Strength
Web
Wizard Lock
5th Level
Clairaudience
Clairvoyance
Dispel Magic
Explosive Runes
Fire Ball
Fly
Gaseous Form
Haste
Hold Person
Infravision
Invisibility 10' radius
Lightning Bolt
Monster Summoning I
Protection fr. Evil 10'r.
Protection fr. Normal Missiles
Rope Trick
Slow Spell
Suggestion
Telepathy (mine)
16
7th Level
Charm Monster
Confusion
Dimension Door
Cone of Fear
Extension I
Ice Storm
Growth of Plants
Hallucinatory Terrain
Massmorph
Monster Summoning II
Polymorph Others
Polymorph Self
Remove Curse (r)
Wall of Fire
Wall of Ice
Wizard Eye
20.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
Water Breathing
9th Level
Animate Dead
Cloudkill
Conjure Elemental
Contact Higher Plane
Extension II
Feeblemind
Growth of Animals
Hold Monster
Magic Jar
Monster Summoning III
Pass-Wall
Telekinesis
Teleport
Transmute Rock to Mud (r)
Wall of Iron
Wall of Stone
X-Ray Vision
11th Level
Anti-Magic Shell
Control Weather
Death Spell
Disintegrate
Extension III
Geas (r)
Invisible Stalker
Legend Lore
Lower Water
Monster Summoning IV
Move Earth
Part Water
Projected Image
Reincarnation
Repulsion
Stone to Flesh (r)
15th Level
Charm Plants
Delayed Blast Fire Ball
Limited Wish
Mass Invisibility
Monster Summoning V
Phase Door
Power Word - Stun
Reverse Gravity
Simulacrum
18th Level
Clone
Mass Charm
Mind Blank
Monster Summoning VI
Permanency Spell
Polymorph Any Object
Power Word - Blind
Symbol
21th Level
Astral Spell
Gate
Maze
Meteor Swarm
Monster Summoning VII
Power Word - Kill
Prismatic Wall
Shape Change
Time Stop
Wish
17
Caster's Level
1-7
8-14
15-20
21+
18
2d6
failure and the caster is
returned to their body
2
2
2
2
failure
3
3
4
4-5
success
4+
4+
5+
5+
19
Can cast
spell
50%
chance
5th -8th
under 5th
nil
cannot
nil
Victim's Intelligence
1 to 6
7-9
10-11
12-15
16-17
18 and above
normal walking speed per encumbrance. To move side-toside they must be pulled or be able to pull themselves by
grabbing objects. Duration: 6 turns + the level user.
Range: self.
Locate Object: The caster is given the direction to a
single object from where they are if they know exactly
what they are looking for, having seen it before and (if it
is) within range. Range: 60' + 1 0'/level. Duration: 2 turns.
Magic Mouth: Creates a force in a certain location
that is triggered by explicit instructions from the caster
and (when triggered) delivers a 25 word message or less
as the caster speaks it. It lasts until triggered or dispelled
or ruined by anti-magic.
Mirror Image: Creates 1-6 mirror images of the caster
which others cannot tell apart from the original. Each
successful attack on the caster automatically strikes and
destroys a mirror image instead (the image can only take
one hit of any sort) until they are all destroyed. Duration:
6 turns.
Phantasmal Force: Creates an illusion that the caster
designs within a certain small area (30' x 30' x 30') that
lasts until they cease concentrating or until a living
creature touches it and makes a saving throw versus spells.
Those who fail a save versus spells believe it and will take
real damage; those who succeed recognize it as fake and
(if touching it) destroy it. Range: 240'.
Pyrotechnics: An existing fire (torch, brazier, bonfire,
etc.) is caused to either emit great volumes of smoke or
spew streams of hissing and snapping sparks like
fireworks: torch or lantern 10' x 10' x 10', brazier 20' x
20' x 20', bonfire 30' x 30' x 30'. The fire is burned out in
the process and extinguished when the sell ends. Duration:
6 turns. Range 240'.
Strength: A single creature's strength increases as
follows for the duration (roll after the spell is cast): Fighter
2-9 points; a Cleric or Thief 1-6; a Magic-user 1-3 points.
Duration: 8 game hours.
Web: Duration: 8 hours, Range 30'. Fills a 10' x 10' x
20' area with a thick mass of web-like sticky strands.
Giants can break through in 2 rounds; ogres in 8 rounds; a
human in 32; etc. Flames destroy them in one round, doing
1-6 (1d6) damage to everyone trapped inside.
Wizard Lock: A version of Hold Portal that never
expires. Any Magic-user who has three or more levels
than the one that cast it can open it at will (this does not
break it). A knock spell opens it, but does not break it. A
dispel magic or anti-magic that succeeds will break it.
21
Targets
4
3
2
1
Save Modifier
+1
0
-1
-2
action
attacks the caster's party
too confused to do anything
attack each other
23
# of
Plane Questions
3rd
3
4th
4
5th
5
6th
6
7th
7
8th
8
9th
9
10th
10
11th
11
12th
12
Truthful
Reply
9-12
8-12
7-12
7-12
6-12
6-12
5-12
5-12
4-12
100%
Insanity
nil
11-12
10-12
9-12
8-12
7-12
6-12
5-12
4-12
3-12
Chance of
Knowing
10-12
9-12
9-12
8-12
7-12
6-12
5-12
4-12
3-11
2-11
body
unsuitable (too old and torn up)
suitable for a skeleton
suitable for a zombie
Knowledge
On target
24
Uncertain
10-12
Familiar
7-12
Intimate
4-12
high
low
high/low variance
7-9
2-6
20 - 120'
6
2-5
10 - 60'
3
2
10 - 30'
25
Incarnation
Fairy kind (d6):
1-3: sprite
4-6: pixie
Special form (d6):
1-2: troll
3-4: minotaur
5-6: centaur
Animal forms (d6):
1-2:wolf
3: mountain lion
4: giant skunk
5: giant badger
6: They were
reincarnated as some
insect or worm or such
and slain and can
never be
reincarnated again.
Effect
stunned 2-12 turns
stunned 1-6 turns
no effect
26
Insanity 100
levelbecome insane and may be
points
restored only by a remove curse
Death
75 level points Victims are killed
Read Magic
Detect Evil
Fly
Resist fire
Spell
Level
1st
3rd
5th
7th
failure
3
3-4
4-5
4-6
success
4+
5+
6+
7+
Duration:
Range:
Movement of Astral Body:
2d6
failure and the caster is
returned to their body
2
2
2-3
2-3
Duration:
Range:
Movement of Astral Body:
Subterranean
12 turns
240'
120'/turn
Outdoors
8 game hours.
100 miles/level from 18th
upwards.
100 miles per game
hour/level from 18th
upwards.
Level Limit
Effect
No level limit Fear spell
No level limit disharmony among all who pass
No level limit A double strength Sleep spell
150
levelas Power Word Stun
points
27
Green 4 Passwall
Anti-location/detection
save vs. poison when passed
through or dead
Blue 5
Disintegrate
anti-Cleric spell shield
save vs. stone when passed
through or petrified
Indigo 6 Dispel Magic general-purpose force field
save vs. cold (as wand) when
passing through or crystallized,
dead, and irrecoverable
Violet 7 Continual Light anti-magic shell of unusual type
save vs. spell when passed
through or permanently insane
Shape Change: As the Polymorph Others spell, except
only the caster is effected and the caster can change
forms as many times as they wish during the duration
(each change takes one round). Duration: 10 to 15 turns +
1 turn/level of the caster.
Time Stop: Time stops for all creatures (except the
Magic-user) in a 30' x 30' x 30' area. Duration: 2-5
melee turns.
Wish: Allows the caster to make a wish, adjudicated
by the referee, and not necessarily all-powerful nor
accurately granted; the caster is incapacitated 2-9 days
afterwards.
Color &
Order
To Negate
Red 1
Ice Storm
THE ADVENTURE
This is a game of ingenuity, making things up yourself,
not being told what to do. What follows are hints for the
novice who needs help.
The referee should describe situations as best they can
in order to convey what they mean; the players describe
what their characters are trying to do as best they can.
The description may be flawed, and may have to be
changed.
Skip tedious and boring details that interfere with the
game; concentrate at the events and situations that are
fun.. Rather than trying to define dozens of intensities of
illumination, for example, most lighting can be described
as "bright" (as in daylight), "dim" (as in dawn or dusk), or
there is no light (darkness), with descriptions added in to
further explain what is meant. The referee has to decide
how loud any sound is and how far away it can be heard.
Walls and other objects are usually described by their
dimensions and general intent: a wall might be "15' high
by 5' wide by 30' long and made of large stone blocks,
mortared together, stout and strong." or "...rotten wood
that crumbles to the touch." etc.
Hazards are described by their intent: "The room is hot
and humid, full of steam. A 6' deep 30' diameter pool of
bubbling, boiling hot water is in the back of it. Anyone
walking through the pool will be scalded for 2-12 (2d6)
hit points damage per round." How much water there is,
the water temperature, and other details can be left for
the group to figure out if they need to.
Room/Area Content
Trap & Treasure
Treasure only
Monster & Treasure
Special (trick, trap, atmosphere(
Empty (nothing at all)
Monster only
Empty (nothing at all)
Trap only
Monster & Treasure
Special & Treasure
Trap & Treasure
Mapping
Not everyone uses maps, but many people enjoy
mapping an area out so they can explore it, maneuvering
29
Movement
Movement rates are straight forward. Following is a
basic encumbrance table, using weights in pounds:
Other Classes:
Human, Dwarf, Elf
Halfling
Strength
Modifier
-3
-2
-1
0
+1
+2
+3
Encumbrance Categories
1/4
1/2
3/4
1
Adjustment to category
-15
-30
-45
-60
-10
-20
-30
-40
-5
-10
-15
-20
0
0
0
0
+5
+10
+15
+20
+10 +20
+30
+40
+15 +30
+45
+60
Time
Category
1/4
1/2
3/4
1
Base
Rate
120'
90'
60'
30'
MPD
24
18
12
6
FPM
240
180
120
60
YPM
80
60
40
20
MPH
3
2.25
1.5
.75
Max.
Multiple
Run Sprint
x4
x6
x3 x4.5
x2
x3
x1
x2
Becoming Lost
When exploring a dungeon or castle, the characters
will have to work deal with becoming lost as best they
can. When traveling long distances over monotonous
terrain there is a chance of them veering off course. The
more monotonous the terrain the higher the chance: start
with 1 in 6 then advance to 1-2 or 1-3 in 6 chance. A roll
against a navigation skill (if the referee implements one)
would prevent this.
If the party does veer off course a random roll can be
used, such as follows:
1-3 veered right
4-5 veered left
6 went in circles and wound up in the same place
Light
Whether or not any region is lit and how it is lit is up
to the referee. Common artificial light sources include:
Candle
Glowing magic weapon
Light spell
Lantern
Thief light
Torch
5' radius
10' radius
30' radius
30' radius
1 hour
infinite
1 hour
1 flask of oil four
hours (24 turns)
10' radius 1 flask of oil six
hours (36 turns)
30' radius 1 hour (six turns)
Cost
1
2
3
1
31
Applying Force
Disguises
The referee judges the quality of the disguise and the
need for a complex disguise. A simple disguise will work
for simple situations but a complex situation requires
makeup, costuming, acting, intelligence information, and
other such details, which all add to the chance of failure.
Doors
The referee can create all sorts of doors, from flimsy
curtains and wicker sticks to massive stone or bronze
edifices that are hard to push open even if they are
unlocked. Doors can have all sorts of properties, including
swinging shut if not held open; or swinging open if not
firmly latched shut; to being rusted shut; squealing loudly
when opened; and so on.
Encounters
Encounters with monsters and other creatures is
much of the fun of the game. Encounters are intended to
see how ingenious player are: clever players will always
be on the look out for ways of tricking, befriending,
bribing, or otherwise using encounters to their benefit
without fighting.
MONSTERS AND ENCOUNTERS: The experience
level(s) and numbers of the player characters can be
compared to the levels or hit dice of creatures they meet
to get a rough idea of the challenge being faced. A
dozen 1-hit die orcs might decimate a party of four 1st
level characters if they are met all at once; while they
might not bother eight 9th level characters with a dozen
henchmen. The situation and how the players use their
characters (and how the referee plays the monsters) can
determine actual outcomes, as can randomness, but this is
a good rule of thumb to start with.
Monsters who are met in one large group are more of
a problem than those scattered out: meeting 30 orcs in
32
10 - 30 or 10 - 60 feet
(d3 x 10 or d6 x 10)
20 - 120' (2d6 x 10)
20 - 120' yards(2d6 x
10)
200 - 1200 yards (2d6 x
100)
2 - 12 miles
2d6
2
3
4
5
6
7
8
9
10
11
12
2d6
2
3
4
5
6
7
8
9
10
11
12
2d6
2
3
4
33
5
6
7
8
9
10
11
12
2d6
2
3
4
5
6
7
8
9
10
11
12
Mon
Adventure Level
ster
Hit
1 2
3
4
5
6
Die
210- 120.5
4-24 6-36 8-48
12
60 72
1484
1696
1058
8-48
4-24
3-15
2-12
2-9
2-9
2-7
1-6
1-5
1-5
7-42
4-21
3-15
2-12
2-9
2-7
1-6
1-5
1-5
1-4
9
18-108
11-65
9-54
5-27
3-18
2-14
2-12
2-9
2-9
2-7
1-6
1-5
Race
Dwarf
Elf
Halfling
Human
Human
Human
Race
Dwarf
Elf
Halfling
Human
Human
Human
34
Share Each
1
1
1/2
0
Falling Damage
There is a 1-2 on 1d6 chance that a fall of 10 feet or
less does no damage. Otherwise a creature suffers 10
feet of damage per 10' it falls, with a maximum of 20d6
damage. Falling onto soft surfaces might reduce damage.
Sharp stakes at the bottom might add 1d6 or 2d6
damage to the total. A controlled jump differs and might
eliminate the first 10' or so of damage; jumping into deep
water might result in little damage.
Total Shares
4
1 (functioned as a PC)
1/2 (helped but not all the time)
0 (did nothing useful)
5 1/2 shares
Fire Starting
Modern humans are spoiled by matches and lighters
and never learned what was common knowledge just a
few hundred years ago. Player characters live in a world
without matches and know how to start fires without
matches or lighting devices.
They can make fire by friction, if need be. Friction fires
can be made using a wide range of easily acquired
materials, but can take an hour or longer (1d6 hours once
the proper tools are created) and will often fail in damp,
humid environments. The tools needed are never bought,
Food
x1
x2
x2
x3 to x4
x1
x2
x2
Water
x1
x2
x2
x2
x2
x4
x8
miss one ration; if they miss all three they suffer 3 loses.
EFFECTS OF STARVATION: Starvation can kill in 3
weeks or so, but (beyond a craving for food) there is little
real effect for several days in a normal, healthy person.
EFFECTS OF DEHYDRATION: Fresh drinking water is
a major constituent of blood; dehydration can kill as fast
as 3 days (varying by health and environment and water
supply).
Water, in this situation, refers to fresh drinking water.
All sorts of liquids have minimal or no value as drinking
water. A healthy person usually has plenty of fresh water
in their body and can drink doubtful liquids with little ill
effect, since the body has enough fresh water already in it
to compensate. A dehydrated person who drinks salty
liquids or those with enough food value to require water
for digestion can worsen their dehydration. Drinking salty
sea water while severely dehydrated results in delirium,
illness and organ failure, and can kill in a day or less,
sometimes as quick as a few hours.
Traps
Traps are much like monsters in that the referee uses
them for entertainment and hence designs them flexibly.
They can implement all sorts of traps operating in all sorts
of ways. The chapter on character creation discusses the
find traps and disarm skills. Some traps may be easily
found by practical means; others may not. Practical
actions might avoid simpler traps, such as hiding behind a
table to avoid darts. Probing ahead to try to set off traps
might help, but can also backfire since traps can be
devious. Some traps might not fire all the time; they only
trigger on a 1-2 on 1d6 each time the proper stimulus is
applied. Thus, a group might unknowingly pass over a pit
trap several times before the trap springs.
The chapter on Adventure Design gives examples of
traps.
Traps (Examples)
A rope net falls over the square the door or
treasure is in. Anyone underneath must beat it with an
initiative roll (penalized -1 for 2/3 encumbrance, -2 for
full load) or be trapped. Victims can get out in 1-6 rounds
(half if using sharp cutting tools).
A wall, ceiling, or floor panel opens releasing
monsters. Roll on the random monster table for the
adventure level.
Alarm rings loudly. Nearby monsters will come
running.
An alarm rings in a distant room to alert guards
37
Treasures Found
The referee has no input in how the players distribute
treasures, except that they control NPCs who might be
angered if they do not feel they get their rightful share.
And the referee can prevent the player characters from
being too chummy. Each character should be played like a
self interested person who demands their fair share and
COMBAT
Battles last until everyone involved quits fighting, flees,
surrenders, etc. A 10-second combat round is used to
determine how much can be done each turn. The referee
can change the length if they want. Each round proceeds
as follows:
A. Spell casters must declare which spell they want to use
and provide other details.
38
Morale
The referee can use a random die roll to check the
morale of general monsters when bad things happen for
their side in combat. Common monsters have a score of 7;
cowards 5; and brave creatures or fanatics 9. The referee
can adjust as needed, then roll two dice (2d6); if the die
total exceeds the morale score the creature(s) morale fails
and they fee, surrender, or otherwise try to stop fighting.
Animated undead (skeletons and zombies) and robotic
constructs (golems, etc.) do not check morale: they fight
until they are victorious, or they are destroyed, or when
called off by their controller.
1-4 5-8
1 3/2
Movement in Combat
There is little reason to move slowly during combat,
barring poor footing or unless a fight takes a long time
(hours) and participants become exhausted. Most
participants can hustle at 2 or 3 times their walking
speed.
Someone engaged in melee can move at their walking
speed at most, assuming they are not blocked or
otherwise hindered. If they flee at full speed, their
opponent gets a free attack against them with a +2
bonus and without any shield in their way.
Spell Attacks
Some spells are not harmful and as such to-hit rolls
and/or saving throws are not involved. Otherwise see the
spells and read the chapter on spell casting.
Shield
Tower shield
9
10
11+
2
left
short
short
3
right
left
short
4
long
right
left
5
long
long
right
6
long
long
long
Missile Modifier:
Dexterity modifier
Magic weapon plus/minus
Cover
None
25% to 50%
75% or so
90% or so
Short
Range
0
0
0
-1
50%
75%
75%
90%
Result
Miss.
The pillar stops the shot.
Orc #1 stops the shot; roll a to-hit roll with -2
penalty to see if it is harmed.
Bob stops the shot; roll a to-hit roll with -2
penalty to see he it is harmed.
Cecil stops the shot; roll a to-hit roll with -2
penalty to see if he is harmed.
The target orc is hit.
Distance to Target
Short range
Medium Range
Long Range
-1
-2
-1
-1
Damage
If a creature is immune to the attack form being used
against it, it might be "hit" but not seriously harmed.
Otherwise, damage is rolled. The damage of animal-like
monsters do is spelled out in their description. Humans and
humanoid monsters typically do some variation of 1d6
damage per attack, varying by size and weapon used.
Two option (1D6 Only Damage for PCs and Melee
Weapons Variable Damage) are discussed later.
Keep a separate track of a creature's normal
maximum hit points and current hit points. Damage is
subtracted from current hit points and if they drop to less
than 1 the creature is killed. The referee can apply other
interpretations to help create variety; a creature might try
to incapacitate rather than kill a victim to capture it as a
slave, to ransom, because they are an ally driven insane
by magic, etc.
Some people prefer bleeding rules: a creature does
not die until its hit points drop to -10 or less. When its hit
points are 0 or lower, it is incapacitated and bleeds for 1
point of damage per round (or turn) and can bleed to
death, unless someone takes the time to apply first aide
and stop the bleeding.
Ground vs horse
standard melee
staff, spear, pole-arm
-1
0
Horse vs ground
standard melee
staff, spear, pole-arm
-1
0
Healing Damage
Hit points are not real and hence can be recovered at
whatever pace the referee prefers. A fast rate would be
1-3 (1d3) hit points per day, with constitution modifier
added (a minimum of 1, if there is a penalty). A slower
rate would be 1 point per day; a penalty for constitution
would prevent healing for that many days at the start of
each week (i.e. -2 means no healing is done for the first 2
days each week) while a bonus doubles healing that many
days at the end of each week (i.e. +3 bonus means they
heal 2 points per day the last 3 days of a week).
Magic healing adds to this.
A creature that regenerates will heal damage from
attack forms that it cannot regenerate against at
whatever the referee decides is the natural healing rate.
A troll burned by fire or acid heals it 1 or 1-3 (1d3) hit
points per day, as the referee decides.
Animated undead (zombies and skeletons) cannot be
healed, nor can constructs (they might be repaired by
some means). Many forms of undead cannot be healed by
magic, but might be healed by drinking blood or rest
(healing magic is "good magic"; undead owe their
existence to "evil magic"; they are not compatible).
Underwater Combat
Missile fire is impossible under water; modern man
created spear guns using elastic, compressed air, or
explosive charges to give them a missile and their ranges
are 21 feet or so. Military forces use specialized guns
firing heavy spikes at low velocity, sacrificing range (15
feet) for a higher rate of fire. Thrown weapons (let alone
bows, crossbows and slings) are no good.
Underwater combat involves grappling or using
weapons like knives. Thus: fish bite, squid and octopi grab
with tentacles, the cone snail thrusts a hollow venom tooth
on a muscle; etc. Spears are used by hunters to jab prey
at a distance, not necessarily fight.
Tridents and fish-gig arrows are for use when throwing
or shooting into water and have no special value when
used under water beyond saving meat or harpooning fish.
Harpoons help keep victims from swimming away and
have a detachable head.
42
Saving Throws
14
-3
16*
15*
14*
13*
12
11
10
9
8
7
6
5
Monster
Hit Die
<1
1-3
Dwarf/
Cleric,
Halfling
MagicDwarf/
Cleric,
Fighter User, Thief Halfling
MagicLevel
Level
Fighter User, Thief
Poison,
Disease
10
9
43
Spells, Dragon
breath
12
11
4-6
7-9
10-12
13-15
16-18
19-21
22-24
25-27
1-3
4-6
7-9
10-12
13-15
16-18
19-21
22-24
1-3
4-6
7-9
10-12
13-15
16-18
19-21
22-24
25-27
8
7
6
5
4
3
2
2
2
1-2
3-5
6-8
9-11
12-14
15-17
18-20
1-2
3-5
6-8
9-11
12-14
15-17
18-20
Axe, Battle
Axe, Hand
Axe, Hatchet
Club*
Dagger
Dagger, Silver
Flail*
Javelin
Lance
Mace*
Maul*
Morningstar
Pole-Arm
Spear
Staff*
Sword (normal)
Sword, 2-handed
Sword, Bastard
Sword, Rapier
Sword, Short
Torch as club**
Torch vs. fire vulnerable
Unarmed
War Hammer*
Damage
Any Dice
d4
d6
d8
Damage
1-Handed 2-Handed
d4
d6
d6
d10
d8
d12
1-hand
To-hit Dmg
-
10
9
8
7
6
5
4
3
2
0
0
-1
0
-1
-1
0
0
0
0
0
0
0
+1
0
0
0
-1
0
1d6+1
1d6
1d6
1d6-1
1d6
1d6
1d6
1d6
1d6
1d6
1d6
1d6+1
1d6+1
1d6
1d6
1d3
1d6-1
1d6-1
1d6
-1
-1
-2
-1
-2
-2
-1
0
0
-1
+1
+1
+1
0
0
-1
+1
0
-1
-2
-2
-1
1d6+2
1d6+1
1d6+1
d6
1d6+1
1d6+1
1d6+1
1d6
1d6
1d6+1
2d6+1
2d6+1
2d6+1
1d6+1
1d6
1d6+2
2d6+1
1d6+2
1d6+1
1d3
1d6
1d6+1
Notes on Weapons
Bastard Sword: Does not suffer a to-hit penalty when
gripped 2-handed.
Black jack/sap: A sharp blow on the head has a
chance of stunning or knocking someone out, but also a
chance of breaking the skull or spine and killing or
crippling them. Black jacks/saps are used to reduce the
chance of death by those wanting to take someone
prisoner, not kill them.
Javelin: Too short for spear & pole-arm combat and
suffers a -2 to-hit penalty if gripped 2-handed.
Lance: The large jousting lance, not a spear being
called a "lance".
Man Catcher: A big, clumsy wooden tool much like
oversized pliers used to try to take criminals and such
prisoner. It requires a lot of work and the victim must be
fairly helpless.
Rapier: +1 to-hit and +1 initiative.
Spear: Does not suffer a -2 penalty when gripped for
2-handed use.
Torch as club: Torches are flimsy sticks thrown away
when burned out. A torch useful as a club would weigh as
much as a club.
Unarmed Attack: Half of the damage is non-lethal,
9
8
7
6
5
4
3
2
2
2-hand
To-hit Dmg
0
d6+d3
0
d6+d3
0
d6+d3
+1 2d6+1
44
To-hit
-2
-1
-1
Notes
1d3
Dual-Wielding
Missile weapons have their own characteristics. This
topic concerns melee attacks only (close combat).
Even an unarmed humanoid fights with both hands and
someone who has two one-handed weapons but only
fights with one is a fool. Fencing is a sport that stresses
weapon use and penalizes participants by preventing the
use of the other hand and bodily contact, for example.
Humans and humanoids can thus fight with empty hands; a
weapon in one; a two-handed grip on a one-handed
melee weapon; a weapon in each hand; a weapon and
shield; or a two-handed only weapon.
Anyone who fights strictly one-handed (such as
when holding onto a rope one-handed or with a hand
behind their back or missing an arm) suffers a -1 to-hit
penalty and -1 damage penalty (when unarmed, humans
do 1d3 damage and suffer a -2 to-hit penalty when
fighting one-armed).
A dual-wielding scheme is shown below. Note: there is
no favoritism in the columns: they do not represent right
and left hand, nor left and right hand.
An unarmed 2-handed grip is gripping one hand in
the other for a power blow.
2-Handed weapons are not shown because they are
normally one wielded with a 2-handed grip.
D
d6
1/2
- (np)
- (np)
d6
d6-1
d6
d2
d6
d6
d6-1
d6-1
d6
d6-1
d6-1
d6-1
d3
d2
d6
Range
0/-1/-2
240/360/480
40/80/120
10/20/30
1/2/3
120/240/360
60/120/180
160/240/320
10/20/30
190/280/380
100/200/300
50/100/150
60/90/120
70/140/210
30/70/100
60/120/240
40/80/160
20/40/60
40/80/120
160/240/320
Range
Thrown Weapons
ROF
D
0/-1/-2
Bola
1/2
10/20/30
Boomerang*
1
d6-1 10/20/30
Dagger
1
d6-1 5/10/15
Hand axe
1
d6 10/20/30
Javelin
1
d6 20/40/60
Javelin with thrower
1/2
d6 30/60/90
Net (6' x 6')*
1/2 - (d2) 5/10/15
Rock, heavy dropped
1
2d6
Rock, medium
1
d6
5/10/15
Rock, light
1
d3 10/20/30
Rope w/ grappling hook
1
10/20/30
Rope/lasso
1
5/10/15
Spear
1
d6 10/20/30
Spear with thrower
1/2
d6 20/40/60
Throwing darts
1
d6-1 5/10/15
Throwing darts
2
d3 10/20/30
Throwing stars
1
d6-1 5/10/15
Throwing stars
2
d3 10/20/30
Blowgun needles are NOT poisoned; poison costs
extra.
A net only does damage when used as a weapon for
bashing or choking, not when thrown to entangle.
Said rates of fire are possible only if the user stands
still and does nothing but reload.
V - the user can discharge both limbs in one round, but
it takes the remainder of the round to reload one and half
the next to reload the other. Most people use them as a
light crossbow (after shooting both limbs) unless they get
the time to reload both. An example of firing: 1) shoot
both & reload one; 2) reload one & shoot both (loosing
initiative); 3) reload both; 4) start again at "1".
1/2 - it takes a full round to reload between each
shot.
1/3 - it takes 2 full rounds to reload between each
EH
2-H
Lt
Md
Hy
ROF
1/3
d6-1
1/2
1/2
1
2
1
1
1/2
1
2
2
1
2
1
1
1
2
V
EH
Lt
Md
Hy
To-Hit Dmg To-Hit Dmg To-Hit Dmg To-Hit Dmg
-1 d6-1 0 d6-1 0
d6
0 d6+1
-2
d6
-1
d6
-1 d6+1 -1 d6+2
0 d6-1 0
d6
0 d6+1 0 d6+2
0
d6
0 d6+1 0 d6+2 1 d6+2
0 d6+1 0 d6+2 +1 d6+2 1 d6+3
45
shot.
Range: The ranges shown are maximum ranges for
archaic or thrown weapons in yards. Multiply by 3 to get
feet. Modern weapons would have longer ranges and an
effective range. Range categories are based on ease-ofuse factors, not ballistics, with crossbows being easiest to
hit with at longer ranges, and slings hardest.
Chemical
Range
Weapons
0/-1/-2
Acid, strong
10/20/30
Acid, very strong
10/20/30
Acid, weak
10/20/30
Holy Water
10/20/30
Oil, flask
10/20/30
Oil, flask in pool
Note: Rate of fire is 1 per round if the
if not.
Poison
Thrown
1-6 (1d6)
2-12 (2d6)
1-3 (1d3)
1-6 (1d6)
1-6 (1d6)
1-3 (1d3)
item is ready, 1/2
Skeleton
1
7
T
T
D
D
D
D
D
D
D
Zombie
2
9
7
T
T
D
D
D
D
D
D
Poison Damage
1-6 (d6)
2-12 (2d6)
3-18 (3d6)
4-24 (4d6)
5-30 (5d6)
Save
+2
+1
0
0
0
Mummy
5
11
9
7
T
T
D
D
Cost (g.p.)
100
500
1,000
2,500
5,000
Spectre
6
11
9
7
T
T
D
Vampire
7
11
9
7
T
T
11+
MONSTERS
This chapter includes both monsters and ordinary
creatures, all of whom are potential enemies and allies of
the player characters. The referee can design their own
creatures, as well as change the ones given to add more
variety to play.
Creatures in the game world are divided among
player characters (PCs) run by players and Non-Player
Characters (NPCs) run by the referee (who are created by
the rules for creating player characters and have
experience levels) and ordinary monsters and creatures
who are simpler and based on hit dice, not experience
level. Monsters usually do not have any special abilities
unless they are innate (gained by genetics), not learned.
Deciding how many appear and where they appear is
discussed in the chapter on Encounter Design. Saving
throws are explained in the chapters on Character
Creation and Combat. Morale is discussed in the chapter
on Combat. Treasure is discussed in the chapter on
Treasures.
If an asterisk is behind a name, said creature is immune
to certain common attack forms.
Monster stats are often abbreviated: HD = hit dice, AC
= Armor Class, At = number of attacks, D = damage, Mv
= movement, RT = random treasure type.
The size of any creature is up to the referee. Those
wanting to do statistic research can use this table, keeping
mind mind that individuals vary by weight and exact
weights are not important:
SIZE TABLE
Base
Hit
Size Dice
0.1 1 hp
0.2 1 hp
0.3 1/3
0.4 1/3
0.5 1/2
0.6 1-1
0.7 1-1
0.8
1
0.9
1
1
1
1.1 1+1
1.2 1+1
Pounds
Weight
15
30
45
60
75
90
105
120
135
150
180
210
Base
Hit
Size Dice
1.9
2
2
2
2.5 2.5
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10 10
11 11
1.3
1.4
1.5
1.6
1.7
Base
Hit
1+1
1+1
1+2
1+2
1+2
Pounds
250
300
350
400
435
12
13
14
15
Base
Hit
12
13
14
15
21,600 - 11 tons
25,350 - 13 tons
29,400 - 30 tons
33,750 - 32 tons
Weight
540
600 - ton
945
1,350 - ton
2,400 - 1 ton
3,750 - 2 tons
5,400 - 2 tons
7,350
9,600 - 5 tons
12,150 - 6 tons
15,000 - 8 tons
18,150 - 9 tons
MONSTER DESCRIPTIONS
AERIAL SERVANT (elemental):
HD 16 AC 9 At 1 D 5-30 (5d6) Mv 240'
Random Treasure: Nil when summoned
An invisible creature summoned from the plane of air by a
47
high level Cleric using the aerial servant spell: they also
exist on the ethereal and astral planes as ghostly figures.
Usually surprises on a 1-4 on the prime plane. When it
grabs someone and the victim tries to break free, roll 1d6
and add the brute force modifier for each (aerial servant
rolls 2d6 and adds +3) (highest wins). They are violent if
thwarted from their task or given an impossible/suicidal
task. They can carry 1,000 pounds.
Size
1
2
2
3
4
1/4
40
120
200
300
500
Mv
240'
Carrying Capacity
1/2
3/4
80
120
240
360
400
600
600
900
1000
1500
180'
120'
Full
160
480
800
1200
2000
60'
everyone within the area takes 1-3 h.p damage per hit die
of the beetle (save versus dragon breath for half
damage).
Boring beetles. These chew their way through solid
stone (10' per turn) or wood (60' per turn; 1' per round).
Glow beetles (also called fire beetles) have 1-6 glands
that glow about as bright as a candle for 1-6 days after
being removed, or if the beetle dies.
Oil beetles spray a blister causing oil behind
themselves, covering an area 10' long per hit die and 10'
wide and 10' high; all within it must save versus poison or
suffer blisters such that close combat attacks are at -1 tohit for 4-24 hours until they heal (a single cure light wounds
spell will heal them of all blisters instantly, but not heal hit
points at the same time).
Rhinoceros beetles (Hercules beetles) are massive.
Stag beetles are huge and have ornate horns they use
for mating fights.
Stink beetles eject a noxious cloud that engulfs a 10' x
10' x 10' area (times the hit die) much like a troglodyte's
stench.
Water beetle. A huge beast that will try to trap victims
with its scythe-like claws and then puncture them with a
proboscis and suck out internal organs.
Water strider. They can stride across water via many
tiny hairs on their long, splayed legs and climb over rough
surfaces (such as a wooden ship hull) to get at prey.
Tiger beetles are very aggressive carnivores often
striped and spotted for camouflage.
75%
10
body
30
40
50
10%
7
central eye
15
20
25
10%
(small eye) 5%
9
each eye stalk
8
10
12
75%
body
30
36
42
48
50
10%
central eye
15
18
21
24
25
10%
(small eye) 5%
each eye stalk
8
9
10
12
12
Function
Anti-Magic Ray
Charm Monster Spell
Charm Person Spell
Death Ray
Disintegrate Ray
Fear Ray
Flesh-Stone Ray
Serious Wound Spell
Sleep Spell
Slow Spell
Telekenesis
Random Treasure: B
Crocodile
HD 1 AC 7 At 1 bite D 1-6 Mv 60'
HD 2 AC 7 At 1 bite D 2-12 Mv 60'
HD 3 AC 7 At 1 bite D 3-18 Mv 60'
HD 4 AC 7 At 1 bite D 4-24 Mv 60'
HD 8 AC 7 At 1 bite D 8-48 Mv 60'
HD 16 AC 7 At 1 bite D 16-96 Mv 60'
Random Treasure: Nil
can mimic its speech. If they touch it they gain its memories
(but loose those of any past victim.) They are immune to
mind controlling spells including charm, hold, and sleep.
They save 6 levels/hit die higher than they are.
Doppleganger HD 4 AC 6 At 1 weapon D 1-6 by weapon
(+3 for strength) Mv 120'
Random Treasure: E
DRAGON TURTLE (dragon kind): A huge water-borne
beast that might be mistaken for rocky islet on which ships
can land without notice. It can breathe super-hot steam in a
cloud with much of the effect of a red dragon's breath
except it will not ignite flammable materials.
Dragon Turtle HD 11 - 13 AC 11 At 2 claws/1 bite Mv 90'
water/30' land
Random Treasure: B, R, 2 in 6 chance of 2-9 potions, 3 in 6
chance of 1-6 scrolls, 4 in 6 chance of any 2 magic items
DRAGON: There are many different types of dragons.
Common varieties follow. A roll of 2d6 is made to
determine the size and age of a dragon:
2d6 Description/Age
2 Young 1-12 days
3 Sub-Adult 13-25 years
4-5 Young adult 26-50 years
6-8 Adult 51-100 years
9-10 Old 101-200 years
11 Very Old 201 - 400
12 Ancient 400+ years
Hit Dice
-3
-2
-1
0
+1
+2
+3
Random Treasure: H
Hit
Dice
6
7
8
9
10
11
12
16
21
1-3
6
7
8
9
10
11
12
16
21
8
12
14
16
18
20
22
24
32
42
Dragon
Type
Black
Blue
Brass
Bronze
Copper
Golden
Green
Red
Silver
White
Type Inhabits
Black marshes and swamps
Blue deserts and arid lands
Brass sandy desert
Bronze seacoasts
Copper arid, warm, rocky places
Golden anywhere
Green woods and forests
Red mountainous and hills
White frigid, snowy regions
Special Characteristics:
Metallic dragons (brass, bronze, copper, gold, platinum,
and silver) consume a quantity of the same metal as part
of their diet (how much is up to the referee): brass and
bronze types eat copper (with perhaps some tin or zinc
thrown in).
All dragons can see 60' in the dark and can see
invisible objects or creatures within 5' per hit die (10' 80').
Dragons of adult age or higher panic lesser beings as
follows (saves mentioned below are at +3 against adult;
+2 against old; and +1 versus very old):
57
Beings'
Hit Die
1
2-3
Effect
flee in panic for 4-24 turns
save versus magic or be paralyzed in fear
(50%) or flee per 1 hit die
4-5
Must save versus magic or suffer a -1 to-hit
penalty
6 or higher No effect
# Of
1
2
3 or more
Group
individual
mated pair 4th age category or higher
mated pair with eggs (1-2 on d6) or young
(3-6 on d6)
1:20
1 per clan
1 per city/stronghold
Damage
Conjured by
Hit Dice
In/
Staff
8
3-15
Device
12
4-24
Spell
16
5-30
Random Treasure: Nil when summoned
ARMOR CLASS: 10
Hit Die
8
12
16
Out
2-12
3-18
4-24
Hit Die
8
12
16
Against
Flying or otherwise airborne
Resting on the ground
Swimming or otherwise in water
Fire based creatures
5'
1-6
2-9
2-12
Radius
10'
1-6
2-9
15'
1-6
Catch
50%
70%
90%
Strength
4
6
8
12
16
Rock Throwing
Range
Damage
10' - 160'
3-15
10' - 240'
4-24
10' - 360'
6-36
Type
Air
Ground
Water
Fire
Weapon
use
3-15
4-24
6-36
Damages Others
2-9
2-12
3-15
4-24
5-30
59
1:20
1 per clan
1 per city
60
bees, wasps, and anything else it can find. The giant tse-tse
fly injects a venom that can cause a victim to sleep 2-12
hours unless they save versus poison; it will then suck 1-3
h.p. of blood up to its hit points divided by 2 maximum. Its
bite can also infect victims with a disease that causes them
to randomly fall asleep for 1-6 turns until they received a
cure disease spell (1 in 12 chance per fly; save versus
poison to avoid it).
HD 1/2 AC 7 At 1 bite D 1-3 MV 60'/120'
HD 1 AC 7 At 1 bite D 1-6 MV 60'/120'
HD 2 AC 7 At 1 bite D 2-12 MV 60'/120'
Random Treasure: Nil
FROGS AND TOADS: The distinction between frog and
toad tends to be vague at best; toads often have a dry,
rough skin and hibernate in mud during dry seasons while
frogs often have a smoother, wetter skin and prefer water.
Both reproduce through eggs and tadpoles in water. Some
frogs are very poisonous and can exude poison from the
skin.
Giant frogs and toads can be very carnivorous, trying
to grab prey with a tongue and drag it to their mouth to
swallow it alive. On land they hop and can jump 60'; they
swim well in water due to webbed feet. Some frogs
and/or toads exude extremely dangerous toxins in their
skin which can paralyze or kill (save versus poison).
paralysis Mv 60'
Gelatinous Cube HD 8 AC 6 At 1 unarmed, D 2-12 +
paralysis Mv 60'
Gelatinous Cube HD 12 AC 6 At 1 unarmed, D 2-12 +
paralysis Mv 60'
20'
22'
They can:
* Suffer -1 hp per die and have +1 to saves versus aerial
attacks.
* Become invisible.
* Assume gaseous form.
* Emit a gust of wind.
* Create a whirlwind much like an air elemental: 70' high,
10' wide at the base, 30' wide at the top doing 2-12
damage for 6 rounds (1-6 first and last) to everyone
inside.
* Fly at a speed based on encumbrance.
* Create enough food and water to feed 12 men and their
horses.
* Create alcoholic beverage.
* Create soft good (16 cubic feet) and wood (9 cubic feet)
which last 2-12 weeks.
* Create metallic items last 1-6 hours: 100 pounds
* Create illusions which last until dispelled by touch or
magic.
Unusual Characteristics
None
Can blend with rocky/stone areas with
1-5 on a d6 accuracy (surprise on 1-3).
Never surprised, can attack twice
Impervious to all forms of cold (even
spells and dragon breath).
Impervious to all forms of fire (even
spells and dragon breath).
Keen sense of smell
Can cast curse spell, perform oracular
divination
Call storm and lightning bolts.
Completely immune to all lightning
(even spells and dragon breath).
Rock
Throwing
Weapon
Catch
Creature
use
Range
Damage Rock*
Human
1-6
10'- 30'
1-6
1
Ogre
2-9
10'- 60'
2-9
1
Minotaur
2-12
10'- 120'
2-12
1-2
Troll
1-6/1-6/2-910'- 120'
2-12
1-2
Giant, Hill
3-15
10' - 200'
3-15
1-4
Giant, Stone
3-18
10' - 300'
5-30
1-11
Ettin
3-15, 3-18 10' - 200'
3-18
1-5
Giant, Frost
4-24
10' - 200'
4-21
1-5
Giant, Fire
5-30
10' - 200'
4-21
1-6
Giant, Cloud
6-36
10' - 240'
4-24
1-7
Cyclops
7-42
10' - 300'
5-30
1-8
Giant, Storm
7-42
10' - 300'
6-36
1-10
* Catch rock = d12/2d6 roll.
NOTE: Creatures cannot catch rocks that do twice as much
damage as those they can throw. Storm giants are more
likely to call lightning, but their rock throwing/catching
capability is defined in case they cannot or do not. 4-21 =
3d6+d3
120'
ETTIN (giant kind): A 2-headed giant that can attack
with a weapon in either hand and is never caught asleep.
STORM GIANT: Powerful giants often found in out-ofthe-way places including magical islands in the sky and
cloud fortresses. They can summon storms and call lightning
(one 8-die bolt per day) and hence may not throw rocks:
predict weather, summon weather, control winds, call
lightning (3 bolts 10-15 dice each). They can levitate twice
per day. Can summon a fog that engulfs a 30' x 30' x 30'
region three times per day. Can turn invisible twice per
day.
Spell
Effect
fire spells heals 1 h.p per h.p. "damage" value
cold spells
electrical slows by 50% for 3 rounds
Bronze
Clay
Flesh
Stone
Iron
Type
Wood
Bone
Amber
Bronze
Clay
Flesh
Stone
Iron
90
50
40
60
80
20
11
9
14
18
MV
60'
60'
120'
10 60'
8 70'
6 8'
8 60'
9 6'
Does
heals 1 h,p, per level of the caster
Does
heals 1 h,p, per level of the caster
Attacks
1 x 2-9
4 weapons (1-6)
2 claws/bite 2-12/212/3-18
1 x 5-30
1 x 5-30
2 x 3-15
1 x 4-24
1 x 7-42
Immunity
None.
None.
Magic weapon needed to damage.
+3 or higher needed to harm
Immune to sharp magic weapons
+1 or higher needed to harm
+2 or higher needed to harm
+3 or higher needed to harm
Spell
move earth
disintegrate
earthquake
Effect
Damage
drives back 120'
6-36
slows by 50%
2-12
unable to move 1 turn 8-48
Spell
Effect
fire spells slows by 50% for 2-12 rounds
cold spells slows by 50% for 2-12 rounds
electrical heals 1 h.p. per die
Iron Golem. They are 3 times as strong as a flesh
golems. They can breathe a 10' x 10' x 10' poison cloud in
front of itself once per melee round. Rust monsters will
effect them [2--9 h.p. damage per rusting?] Takes 3 months
Spell
Effect
fire spells heals 1 h.p per h.p. "damage" value
cold spells
electrical slows by 50% for 3 rounds
Type
Common (30 - 300)
Militia (5-20 per community)
Militia leaders (1 or 2)
Great heroes (about 1 in 6 chance per
community)
Hit Die
1/2
1-1
2-3
4-6
Hit Die
1/2
1
2
3
4
5
6
7
8
+1
HUMAN:
Men HD 1 Df 9 At 1 weapon D 1-6 (weapon) Mv 120'
Random Treasure: A
As a race, humans are adventurous and migratory: they
often spread out wide over the face of a planet, inhabiting
all but the bleakest areas.
Normal people (including peasants, children,
housewives, workers, artists, villagers, townspeople, slaves,
fishermen, and scholars) are sedentary, non-aggressive
humans are 1/2 hit die creatures. They avoid danger and
excitement, only wanting to live a soft and easy life.
Only money gained through adventuring earns
experience; a normal 1/2 hit die person could become
very rich by dabbling in finances, or via an inheritance, but
they are still a 1/2 hit die creature. Likewise, someone
involved in politics might be a 1/2 hit die creature, but
wield power in the form of people they know who are
willing to do things for them.
Normal people can gain experience just like player
characters, but usually will not gain enough to matter (they
would usually die before getting anywhere). If they have
the ambition and talent to be a member of one of the
player character classes, the referee should design them as
such; otherwise, they might gain one or more hit dice, but
65
66
1 : 25
1 : 40
300
1 : 100
Clan chief
3/6 chance of 1 in camp
2/6 chance of 1 in camp
HUMANOIDS (EVIL):
Bugbear HD 3+ 1 AC 6 At 1 weapon D 3-8 (weapon +1)
Mv 120'
Gnoll HD 2 AC 6 At 1 weapon D 2-7 (weapon +1) Mv
120'
Goblin HD 1-1 AC 6 At 1 weapon D weapon (1-6) Mv
120'
Hobgoblin HD 1+1 AC 6 At 1 weapon D weapon (1-6) Mv
120'
Kobold HD AC 6 At 1 weapon D weapon (1-3, 1/2) Mv
120'
Lizard Men HD 2+ 1 AC 7 (hide) At 2 claws/ 1 bite D 13/1-3/1-6 Mv 60'/120'
Minotaur HD 6 AC 6 At 1 butt/1 bite/1 weapon D 2-9/13/by weapon Mv 120'
Ogre HD 4+1 AC 6 At 1 weapon D weapon x 1.5 Mv
120'
Ogre Magi HD 5 + 2 AC 6 At 1 weapon D weapon x 2
Mv 120'/150'
Orc HD 1 AC 6 At 1 weapon D weapon Mv 120'
Troll HD 6+3 AC 7 (hide) At 2 claws/1 bite D 1-3/1-3/29 Mv 120'
Troglodyte HD 2 AC 6 At 2 claws/1 bite D 1-3/1-3/2-5
Mv 60'/120'
No. of Vessels
2-9
1-6
2-4
1-3
Crew Each
10-20
20-40
30-50
40-80
RT
Common
Warrior
Champion
67
Bugbear
B
1+1 to 2
3+1
4+1
Goblin
D
1/2
1-1
1 to 2
Gnoll Hobgoblin
C
D
1
1/2
2
1+1
3 to 4 2+1 to 3+1
Chief
King
5+1
6+1
3 to 4
5
4
6+
4+1 to 5+1
6+1 +
RT
Common
Warrior
Champion
Chief
King
JELLYFISH (aquatic): Drift with the wind (Portugueseman-o'-war) or swim slowly, training dozens of detection
tentacles and attacking with stinging tentacles (save versus
poison or die or be paralyzed for 2-9 rounds) that grab
prey and drag it to the simple belly to be digested.
HD 6 AC 7 At 1 sting D 1-6 + paralysis Mv 30'
HD 9 AC 8 At 1-2 stings D 2-9 + paralysis Mv 30'
HD 12 AC 9 At 1-3 stings D 2-12 + paralysis Mv 30'
Random Treasure: Nil
SALAMANDERS (elemental): These intelligent lizardlike beings from the elemental plane of fire (fire
salamanders) or the icy regions of the plane of water
(frost salamanders).
Flame salamanders walk on hind legs as fast as a
human and can bite and either attack twice with claws and
or use a combination of weapons and/or shield per a
human. Any creature within 30' automatically takes 1-6
h.p. damage from heat per round; within 20' takes 2-9
72
strength Mv 90'
Random Treasure: F
Roar #
Effect
1 All creatures within 360' must save versus spells or
flee in fear 3 turns
2 All creatures within 20" must save versus paralysis
or be paralyzed for 1-3 rounds; likewise, any
within 30' must save versus magic or be deafened
2-12 rounds
3 All within 240' must save versus spells or loose 2-9
points strength for 2-9 rounds; creatures smaller
than an ogre within 30' will also be knocked over
and (if knocked over) they take 3-15 h.p. damage
(unless lion or lion-hybrid) and must save vs.
dragon breath or be stunned 2-12 rounds. All
stone within 30' must save or be cracked.
C
E
J-N, 3/6 chance of 1-6 gems
J-N, 3/6 chance of 1-6 gems
J-N
4th
2
3
3
3
3
3
Cleric Spells
5th 6th 7th
2
3
3
2
3
3
2
4th
2
3
3
3
3
3
UNDEAD
Magic-user
5th 6th 7th
2
3
3
2
3
3
2
Effect
knocks backwards 30' and stuns 1
round
AC drops to 12 for 1 round and
paralyzes the Xorn
does 11-20 h.p. damage
yellow fungus covers a 5' x 2' square area (or 3' x 3', etc.)
with minimal depth. It is only damaged by fire. Other
attacks cause it to release deadly spores in a 10' x 10' x
10' cloud - for 6 rounds, all victims within the cloud must
save versus poison or take 1-6 hit points damage that
round. Anyone slain by the spores is turned into a patch of
mold, leaving only the bones, metal, and other hard
objects. If they are slain within the region occupied by an
established mold's, the new growth slithers to a free space
to grow a new colony. Non-attack contact with the mold
will release spores 50% of the time. The mold inflicts 1-6
h.p. with contact to flesh; dissolves wood; but does not
effect stone, metal or other inorganic substances.
TREASURE
The referee can pick and place treasures as they wish.
Random tables help the referee whip up a treasure fast,
especially when creating a large dungeon by filling in
sundry rooms using a random stocking table. Random rolls
help flesh things out fast; the referee can change results
as they wish when done.
Even when using the random tables, the referee will
have to moderate treasures in a way that suits the playing
group's needs: do the players need hundreds of thousands
of pieces of gold to build castles and armies? Do they
buy magic items, versus find them? Are magic items
frequently destroyed in the game? All of that is up to the
gaming group.
A
23,000
2 : 1-6 x 1,000
2 : 1-6 x 1,000
3 : 1-6 x 1,000
3 : 1-6 x 2,000
2 : 1-6 x 1,000
4 : 7-42
3 : 5-30
2 : Any 3
B
2,400
3 : 1-6 x 1,500
2 : 1-6 x 1,000
2 : 1-6 x 1,000
2 : 1-6 x 500
Nil
2 : 2-12
1 : 1-6
1 : Any 1
G
I
37,000
23,000
Nil
Nil
Nil
Nil
Nil
Nil
2 : 1-6 x 500 Nil
3 : 1-6 x 3,000 2 : 1-6 x 3,000
2 : 3-30
4 : 5-30
2 : 2-12
3 : 2-12
2 : Any 5
1 : Any 1
C
1,000
2 : 1-6 x 2,000
2 : 1-6 x 1,000
1 : 1-6 x 1,000
Nil
Nil
2 : 1-6
2 : 1-3
1 : Any 2
O
70
2 : 1-6 x 1,000
2 : 1-6 x 500
Nil
Nil
Nil
Nil
Nil
Nil
D
4,000
1 : 1-6 x 2,000
1 : 1-6 x 2,000
1 : 1-6 x 1,000
3 : 1-6 x 1,000
Nil
2 : 2-12
2 : 1-6
1 : Any 3
P
R
230
97,000
Nil
Nil
2 : 1-6 x 1,000 Nil
2 : 1-6 x 200 Nil
Nil
3 : 1-6 x 1,500
Nil
3 : 1-6 x 10,000
Nil
4 : 7-42
Nil
3 : 2-12
Nil
Nil
J 6-36 c.p., K 4-24 s.p., L 3-18 e.p., M 2-12 g.p., N 1-6 p.p.
Q 3 in 6 chance of 1-6 gems
S 2 in 6 chance of 2-9 potions
T 3 in 6 chance of 1-6 scrolls
U 5 in 6 chance of 2 of each magic type
V 4 in 6 chance of any 2 magic items
79
E
4,000
1 : 1-6 x 2,000
2 : 1-6 x 2,000
2 : 1-6 x 1,000
2 : 1-6 x 1,500
Nil
1 : 2-12
1 : 2-12
2 : Any 4
F
15,000
Nil
1 : 1-6 x 3,000
1 : 1-6 x 2,000
3 : 1-6 x 2,000
2 : 1-6 x 1,500
1 : 5-30
1 : 2-12
2 : Any 5
U
24,000
Nil
Nil
Nil
Nil
Nil
5 : 15-90
5 : 4-30
4 : 1 of each magic
Average
Copper
Silver
Electrum
Gold
Platinum
Gems
Jewelry
Magic
W
31,000
Nil
Nil
Nil
4 : 1-6 x 3,000
1 : 1-6 x 1,500
4 : 15-90
3 : 7-42
4 : 1 map
X
0
Nil
Nil
Nil
Nil
Nil
Nil
Nil
4 : Any 2 magic
Y
5,000
Nil
Nil
Nil
4 : 1-6 x 2,000
Nil
Nil
Nil
Nil
Z
21,000
2 : 1-6 x 1,000
2 : 1-6 x 1,000
2 : 1-6 x 1,000
2 : 1-6 x 1,000
2 : 1-6 x 1,000
4 : 10-60
3 : 5-30
3 : Any 3 magic
Gems (2d6)
11-12 : x 1d6
10-12 : 1d6
10-12 : 1d6
9-12: 1d6
8-12: 2d6
8
9
10
11
12
1-4
5-6
1-3
4-5
6
PERSONAL TREASURE
2d6 Treasure per Hit Die
2-4 Nothing important
5 1-3 platinum coins
6 1-6 electrum coins
7 2-12 silver coins
8 1-6 gold coins
9 3-18 copper coins
10 1-6 gems
11 1 jewelry
12 1 magic item or map (one only per creature)
4
5-6
Type of
2d6 Armor
2-3 Leather
4-8 Chain
9-12 Plate
d6 d6 Magic Subtable
1-2
Scroll Table
3
Potion Table
4
Sword Table
5 1-4 Armor Table
5-6 Misc. Weapon Table
6 1-2 Wand/Staff/Rod Table
3-4 Ring Table
5-6 Misc. Magic Table
Armor + 3
Armor + 2, Shield + 3
Armor + 3, Shield + 1
Armor + 3, Shield + 2
Armor + 3, Shield + 3
Cursed Armor
Cursed Shield
Shield + 1
Shield + 2
Shield + 3
d6
1
2
Magic
Items (2d6)
12 on 2d6: 1
11-12: 1
10-12: 1
9-12: 1
8-12: 1
Jewelry (2d6)
12 : 1d6
11-12 : 1d6
10-12 : 1d6
10-12 : 1d6
9-12 : 2d6
Halfling
+1 +2 +3
12 8
6
25 20 12
30 25 15
2d6
2-6
7-8
80
Leather
2-6
7-9
10-12
2d6 by Type
Chain
2-7
8-10
11-12
d6 Swords Table
Sword + 1
Sword + 1, special foe: d6
1 +2 vs. lycanthropes
2 +2 vs. spell users
3 +3 vs. undead
4 +3 vs. dragons
5 +3 vs. regenerating creatures
Plate
2-8
9-11
12
6
9-10
2-6
7-8
9-10
11
12
11
1-4
5-6
12
1-2
3-4
5-6
12
1-3
2
3
4
5
-1
3 1
2
3
4 Dust of Appearance/Disappearance
5 Dust of Choking and Sneezing
6 Efteeti Bottle
4 1 Flying Carpet
Girdle of Giant Strength (not Magic-user),
2
type 2d6:
2-5:Hill
6-8:Stone
9:Frost
10:Fire
11:Cloud
12:Storm
3 Elven Cloak
4 Elven Boots
5 Gauntlets of Ogre Power
6 Helm of Alignment Changing (cursed)
5 1 Helm of Reading Languages
2 Helm of Telepathy
3 Helm of Teleportation (Magic-user)
4 Horn of Blasting
5 Horn of Valhalla, 2d6:
2-3: Steel/iron
4-5: Copper/bronze/Brass
6-8: Silver
g.p.
Cost
12,000
12,000
12,000
12,000
12,000
24,000
3,000
6,000
12,000
24,000
12,000
24,000
3,000
6,000
9,000
12,000
15,000
6,000
9,000
9,000
12,000
12,000
18,000
36,000
6,000/
9,000
12,000
48,000
24,000
9,000
12,000
15,000
18,000
21,000
24,000
9,000
6,000
6,000
12,000
30,000
36,000
48,000
6,000
12,000
18,000
Portable Hole
Rope of Climbing
Scarab of Protection
Stone of Controlling Earth Elementals
g.p.
Cost
24,000
30,000
36,000
12,000
24,000
250 per
missile
48,000
12,000
24,000
24,000
d6
1
Ring Table
Ring of Animal Control
Ring of Human Control
Ring of Plant Control
2
Ring of Delusion
Ring of Djinni Summoning
3
Ring of Fire Resistance
Ring of Invisibility
4
Ring of Protection 2d6:
2-7: +1
8-9: +2
10: +1, 5' radius
10: +2, 5' radius
12: +3
5
1
Ring of Regeneration
2
Ring of Spell Storing
3-4 Ring of Spell Turning
5
Ring of Telekinesis
6
Ring of Water Walking
6
1-3 Ring of Weakness
4-5 Ring of Wishes, 1-2, 1-3, 2-4
6
Ring of X-Ray Vision
The weight of rings is up to the referee: 1/10 pound?
d6 d6 Potion Table
1 1 Clairaudience
1 2 Clairvoyance
1 3 Cold Resistance
1 4 Control Animal
1 5 Control Dragon
6 HD:
7 HD:
8 HD:
9 HD:
10 HD:
11 HD:
12 HD:
1 6 Control Giant
2-5: Hill
6-8: Stone
9: Frost
10: Fire
11: Cloud
12: Storm
2 1 Control Human
2 2 Control Plant
2 3 Control Undead
2 4 Delusion
2 5 Diminution
2 6 ESP
3 1 Extra-Healing
3 2 Fire Resistance
3 3 Flying
3 4 Gaseous Form
3 5 Giant Strength
3 6 Growth
4 1-6 Healing
5 1 Heroism
5 2 Invisibility
5 3 Invulnerability
5 4 Levitation
5 5 Longevity
5 6 Poison
6 1 Polymorph Self
6 2 Speed/Haste
6 3 Super-Heroism
6 4 Treasure Finding
6 5 Water Breathing
6 6 X-Ray Vision
d6
1-2
3-4
5-6
1-5
6
1-3
4-6
1-6
5-6
2d6
2-5
6-7
8
9
10-11
12
82
1-3
4-6
1-4
5-6
2
3
4
5
6
7
8
9
10
11
12
MAPS:
4 magic items
3-18 pieces of jewelry
5-30 gems
one magic item
1,000 to 3,000 gp value
6,000 to 36,000 gp value
Roll 1-3 times
2 magic items
10-60 gems
3 magic items
5 magic items
d12
1-3
4-6
8-9
10
11
12
d6
1
2-3
4
5
6
d6 or
2d6
2
3-4
5
6
7
8
10-11
12
1
2
3
4
5
6
1-3
4-6
1-2
3-4
5-6
1-2
3-4
5-6
Wand/Staff/Rod Table
Staff of Power (Magic-user)
Staff of Commanding (Magic-user)(
Staff of Striking (Cleric)
Rod of Cancellation
Staff of Healing (Cleric)
Snake Staff (Cleric
Staff of Withering (Cleric)
Staff of Wizardry (Magic-user)
Wand of Enemy Detection (Magic-user)
Wand of Magic Detection (Magic-user)
Wand of Magic Missiles (Magic-user)
Wand of Metal Detection (Magic-user)
Wand of Secret Door Detection (Magic-user)
Wand of Trap Detection (Magic-user)
Wand of Fear (Magic-user)
Wand of Cold (Magic-user)
Wand of Fire Balls (Magic-user)
Wand of Illusion (Magic-user)
Wand of Lightning Bolts (Magic-user)
Wand of Negation (Magic-user)
Wand of Paralyzation (Magic-user)
Wand of Polymorph (Magic-user)
Coins Explained
Gold = g.p.
Platinum = p.p.
p.p.
g.p.
e.p.
s.p.
c.p.
p.p.
g.p.
1
5
1/10
1
1/20
1/2
1/100 1/10
1/1000 1/100
e.p.
10
2
1
1/5
1/20
s.p.
50
10
5
1
1/10
c.p.
500
100
50
10
1
Gems Explained
Roll 2d6 to determine the value of each gem:
2-3
4-5
6-8
9-10
11-12
10 g.p.
50 g.p.
100 g.p.
500 g.p.
1,000 g.p.
500,000
Jewelry Explained
Each piece of jewelry is worth 300 to 1,800 g.p. (3d6
x 100). Items will be damaged 10% to 60% by exposure
to fire or lightning attacks.
83
Dragons
Type
White
Brass
Black
Green
Copper
Bronze
Blue
Silver
Red
Gold
Giants
2d6
2-4
5-6
7-8
9-10
11
12
Type
Hill
Stone
Frost
Fire
Cloud
Special: 2d6
2-7: Cyclops
8-10: Ettin
11-12: Storm
Swords
The bonus of a sword is added to both to-hit rolls and
damage rolls when properly wielded. Thus a +2 sword is
+2 to hit and +2 to damage while a -1 dagger is -1 to
hit and damage.
Sword + 1, locate objects: As the spell, usable one
time per day.
Sword +1, flames on command: When gripped by
the hilt and told to, the blade bursts into flame
(illuminating a 30' radius and burning such things as
webs), giving a to-hit and damage bonus of + 2 when
attacking hippogriffs, pegasi, and trolls, increasing to + 3
when attacking treants and undead creatures. When
flaming, all damage done by the sword is fire damage.
Sword +1, drain life energy: It will drain up to 6-8
(d3+5) hit die/levels of energy (per the undead special
ability; once per hit) and then become a sword +1.
Sword + 1, wishes: Gripping the hilt and
concentrating allows the user to make a wish: there are 13 (d3) wishes after which it becomes a normal sword +1.
Sword + 2, charm person: No more than three times
a week the user can invoke a charm person spell when
gripping the hilt and concentrating.
2d6
2-9
10-11
12
Alignment
Lawful
Neutral
Chaotic
Intelligent Swords
Swords have the unique characteristic of being intelligent
(or some swords are) and as such might have special
powers and abilities. An intelligent sword is an NPC
played by the referee.
Powers
None
1 Primary
2 Primary
3 Primary
3 Primary
3 Primary + Reads Magic
As 11 + 1 Extraordinary
power
3-4
Number of Languages
1
2
3
4
5
Roll 2 times...
d6
1-2
3-4
5-6
1-2
3-4
5-6
1-3
4-5
6
Primary power
Detect shifting walls and rooms
Detect sloping passages
Find secret doors
Find traps
See invisible objects
Detect evil (good)
Detect metal
Detect magic
Detect gems
Roll for 1 extraordinary power (6., below)
Roll twice more on this table
Roll 2d6 for the swords ego (special purpose swords have
an ego of 12) - its ability to control other through its own
will.
Intelligent swords will try to control the user under the
following conditions:
* When the sword is first gripped by a new user. If the
wielder is of a different alignment, then each time
they grip the hilt.
* If the wielder's hit points are dropped to half or
lower.
* Any time the wielder tries to handle any other magic
item.
* Any time a special-purpose sword has an
opportunity to carry out its primary mission.
The sword's will score is calculated by summing up the
sword's Intelligence score, Ego score, bonus, and adding 1
per Extraordinary power, pus 2-12 points if the wielder is
a different alignment.
The wielder's will score is calculated by summing their
Strength and Wisdom ability scores. Subtract 0 if the
character has not lost any hit points; 2-4 (d3+3) points if
they have lost less than half; and 2-9 (d6+d3) points if
they have lost more than half of their hit points.
Telepathy
Telekinesis
Teleportation
X-ray vision
Illusion
Levitation
Flying
Healing (duplicate allowed)
Extra damage (duplicate allowed)
Make 2-3 more rolls on this table
d6
1-2
1-2
3-4
5-6
1-2
3-4
5
6
1-2
3-4
5-6
Extraordinary powers
Clairaudience
Clairvoyance
ESP
magic.
Bag of Devouring: While it seems to function like a
bag of holding, anything placed completely inside it is
devoured in 7 to 12 turns (d6+6).
Bag of Holding: It will hold 1,000 pounds of gear but
not weigh more than 10 pounds. The mouth will not allow
anything wider than 3' inside and nothing longer than 10'
will fit inside.
Boots of Levitation: Grants the wearer levitation
when they concentrate.
Boots of Speed: Movement rates are doubled.
Boots of Traveling and Leaping: Jumping distances
are doubled and rest is not needed for normal movement.
Bowl of Commanding Water Elementals, Brazier of
Commanding Fire Elementals, Censer of Controlling Air
Elementals, Stone of Controlling Earth Elementals:
These devices take a turn to set up, and (once done) a
turn to pack away. When readied and when a large
quantity of elemental material is nearby, they can be used
to summon a specific type of elemental; each will function
only once per day. A summoned elemental appears in 1
round and they must devote all of their concentration to
controlling it or it breaks free per the Magic-user spell
conjure elementals.
Broom of Flying: A Magic-user can ride the broom
without a command word; others must know it. It can carry
one person at 240' movement and 2 at an 180' rate.
Bracers of Defense AC 7, 8, 9: These do not work if
the wearer also wears armor, but otherwise a twin set
grants the wearer the given armor class. About 1 in 6 are
bracers of defenselessness which lock the wearer's
armor class to 6 (or lower if it is naturally lower) and
prevent the wearer from removing them or wearing armor
until a remove curse spell is received.
Crystal Ball (Magic-user): Magic-users can use this to
view distant places; if they are looking for anything in
particular, they must search for it, which might take a long
time, if not be impossible.
Halfling
+1 +2 +3
12 8
6
25 20 12
30 25 15
Leather
2-6
7-9
10-12
2d6 by Type
Chain
2-7
8-10
11-12
Plate
2-8
9-11
12
Region Examples
Close and was there recently
Close and was there some
time ago
Unknown but close
Unknown and distant
Unknown and mobile
86
Chance of
Success Time Needed
1-5 on d6 1-6 minutes
1 on d6
10 - 60
minutes
2 on 2d6
1 - 6 hours
3 on 3d6
1 - 6 days
No chance
-
2d6
2-5
6-8
9
10
11
12
Type
Hill
Stone
Frost
Fire
Cloud
Storm
Carry
Bonus lb.
100
200
300
400
600
700
Melee Damage
Bonus
1-3 (1d3)
Carry
Bonus lb.
50
Level of Fighter(s)
1st
2nd
3rd
4th
5th
6th
6 die
3
3
3
8 die
2
2
2
10 die
1
2
2
12 die
1
2
Type
Hand Crossbow
Repeating
Crossbow
2-Limb Crossbow
Heavy Crossbow
Arbalest
Composite Bow
Long Bow
Short Bow
14 die
1
Potions Explained
Original level
Normal Man
Character level 1-3
Character level 4-7
Character level 8-10
Character level 11 +
Effects
3-18 (3d6) hit dice of animals
1-3 dragons, roll for type
2-4 giants, roll for type
Up to 6 hit dice of humans
1 large plant monster or several
bushes or weeds or such
3-18 (3d6) hit dice of undead
Type
Hill
Stone
Frost
Fire
Cloud
Storm
Damage Bonus
1-6 (1d6)
2-7 (1d6+1)
2-7 (1d6+1)
2-9 (d6+d3)
2-15 (2d6+d3)
3-18 (3d6)
To-Hit
Bonus
+1
+1
+2
+2
+2
+3
Temporary level
4th level Fighter
add 3 levels
add 2 levels
add 1 level
no gain
Rings Explained
Unless stated otherwise, rings can be used by any class.
Only one ring can be worn on each hand and they have
no effect when worn anywhere but a thumb or finger.
Using spell-like powers in a ring occupies the wearer for a
full round or longer; rings such as protection, regeneration
or resistance rings are active all the time.
Rings of Control Animal, Human, Plant. This ring
allows the wearer to try to control one or more creatures
of a specific type: they must be able to see said creature,
it must be within 120', and they must concentrate entirely
on it each round they attempt control. A controlled victim
cannot do anything beyond its normal limits nor can it cast
spells while controlled. A victim is allowed a save versus
spells to break control. Any attempt to cause a creature to
harm itself will fail; any attempt to cause it to harm
anyone it considers a friend or ally allows a save versus
spells to resist. A dispel magic spell (versus the user's
experience level) can break control. Removing the ring
Carry
Bonus
100
200
300
400
600
700
89
breaks control.
They know they are controlled and hence can react as
they see fit if they break free.
Type
Animal Control
Human Control
Control Plant
Rods Explained
Rods are much the weight and length of a sword (3
pounds and 3 feet.) They are typically wielded as a
sword. Rods usually have unusual forms of magic.
Effect
1-6 normal or 1 giant-sized animal(s)
1 human
a bush or patch of grass - what it can
do will be limited
Scrolls Explained
Scrolls are spells trapped in ink and paper; casting the
spell causes the paper to burn to ash as the magic in it is
released. Plenty of light is needed to read a scroll and
the scroll must be read aloud with gestures made. Anyone
can read a protection scroll, otherwise only Clerics can use
Cleric scrolls and Magic-users can user Magic-user scrolls
(a high level thief can use Magic-user scrolls with a chance
of failure).
Cleric scrolls are written in common, but only Clerics can
invoke their power.
A Magic-user cannot read let alone identify scrolls
written by other Magic-users until they decipher them with
the read magic spell.
A high level thief can decipher them well enough to try
to cast them. There is a 1 in 6 chance they misidentify the
spell on the scroll (hence it might do something they did
not expect if they use it) and a 1 in 6 chance they make a
mistake and the spell has no or an opposite effect than it
is supposed to when they use it.
The random treasure table for scrolls provides basic
details - how many spell scrolls are found (1/3 will be for
Clerics and the rest Magic-users) and there is a table
following it to determine the level of each spell. The
referee can choose or randomly roll to determine each
spell.
Cursed Scroll: The moment this spell is opened to look
at it, a magic trap or a curse of some kind is released.
Examples follow:
2-3. Transforms the victim into a frog, insect, mouse, etc.
4. The reader trades bodies with a nearby ally (or
monster if no allies are nearby) and remains
switched until a remove curse is received.
3. A random magic item or large amount of treasure
disappears.
5. Function at one level of experience lower than
normal until a remove curse spell is received.
6. Subtract 1-3 (d3) points from a random ability
score until a remove curse spell is received.
7. All healing is 1/2 normal until a remove curse spell
is received.
8. A random monster teleports in to attack.
9. Any detrimental spell effect for a brief duration,
90
2 turns
For 1-6 turns spells cannot
enter nor leave the area
around the caster.
Protection from Lycanthropes 6 turns. See below:
1-3 hit dice:
4-5 hit dice:
6 or more hit dice:
Staves Explained
Staves are much like common quarterstaves (5' - 6' long
and 4 pounds), but magical. They can typically carry 50
charges and are found with 5-30 (5d6) charges. Using a
spell-like power in a stave expends one charge, unless
otherwise noted. Usually only one charge can be used per
round and takes the user's action that round (the staff of
striking being an exception in that it functions when used
to attack).
Staves have 8th level magic or less.
Wands Explained
Wands weigh 1 pound and are a foot or so long. A wand
can hold 20 magic charges and when found will have 318 (3d6). Using the wand once expends a charge and
must follow the same basic guidelines as spell casting;
normally only one charge can be spent per round but
exceptions may exist. Some wands can be used by
anyone, but most are intended for Magic-users. Most
detect items or cast spells as such.
Wands have 6th level magic or less.
total and is within 20', telling the user what kind it is.
Wand of Negation (Magic-user): Before initiative is
rolled the user selects a single wand or staff and when this
wand functions the target will cease to function for the rest
of the round.
Wand of Paralyzation (anyone): Emits a split-second
cone-shaped ray (30' wide at the far end and 60' long)
that will paralyze all creatures it touches for 6 turns unless
they succeed with a save versus wands.
Wand of Polymorphing (Magic-user): Spending a
charge casts a polymorph self or polymorph others
spell as per the spells and as selected by the user; victims
who resist get a save versus wands to try to avoid it.
Wand of Secret Door Detection (Magic-user): The
user may find any secret door within 20'.
Wand of Trap Detection (Magic-user): This wand will
point out the location of all traps within 20'.
APPENDIX
4-5
-1
6-8
-1
9-12
0
13-15
+1
16-17
+1
18
+2
* i.e. charm, illusion, hold.
brute
strength
-3
-2
-1
0
+1
+1
+1
+2
+2
+3
melee/
thrown
damage
-2
-1
-1
0
0
+1
+1
+2
+2
+3
melee
to-hit
-2
-1
-1
0
0
0
+1
+1
+2
+2
Dexterity
Fighter or
Thief
Other
1-3
1-3
4-5
4-5
6-8
6-8
9-12
9-12
13
13-15
14
16-17
15
18
16
17
18
-
Intelligence
Score
Use of Languages
3
Can barely communicate by grunts and
gestures.
4-5 Can speak their racial language and not very
eloquently.
6-8 Can read and write their racial language
poorly; can speak it well enough; can speak
common poorly.
9-12 Speaks and is literate in their racial language
and common
13
As 9-12 and 1 additional language
14
As 9-12 and 2 additional languages
15
As 9-12 and 3 additional languages
16
As 9-12 and 4 additional languages
17
As 9-12 and 5 additional languages
18
As 9-12 and 6 additional languages
Wisdom
Score
1-3
Detect
Lie
-2
Constitution
1-3
4-5
6-8
9-12
13-15
16-17
18
-1
-1
0
0
+1
+2
Initiative
-1
-1
-1
0
+1
+1
+1
+2
+2
+2
Save Versus
Poison/Disease
-2
-1
0
0
0
+1
+2
Missile
To-hit
-1
-1
0
0
0
+1
+1
+1
+2
+2
Armor
Class
-1
0
0
0
0
0
+1
+1
+1
+2
Hit Point
Rolls
-3
-2
-1
0
+1
+2
+3
Charisma
Score
1-3
4-5
6-8
9-12
13-15
16
17
18
Reactions
-2
-1
-1
0
0
+1
+1
+2
Retainers/
Henchmen
0
1
2
3
4
5
7
9
Morale
4
5
6
7
8
9
9
10
d12/2d6
d20
Asc. Des. Asc. Des.
None
None and shield
Leather Armor
Leather Armor and shield
Chain Mail Armor
Chain Mail Armor and shield
Plate Armor
Plate Armor and shield
6
7
7
8
8
9
9
10
5
4
4
3
3
2
2
1
9
8
7
6
5
4
3
2
10
11
12
13
14
15
16
17
+1
+1
-1
-1
+1
+1
-1
-1
Glossary
Some common terms and abbreviations as used in the
game
0 Level - See Zero Level.
AC - See Armor Class.
Adder Die - A die rolled with another dice; the adder
93
dragon breath.
Secret door - a panel designed to blend in with the
wall, ceiling, floor or other surface and escape immediate
notice.
Scroll - Any writings on paper or paper-like materials.
Sometimes an abbreviation for spell scroll but not always.
Silver piece(s) (s.p. or sp) - Coins minted from silver,
worth 10 c.p. or 1/100 g.p.
s.p. or s.p. - see Silver piece(s).
Spell - Magic that has been formatted to cause a
specific effect.
Spell Scroll - Magical energy trapped in magical
paper using magical inks which casts a spell when
released.
Spell Level - The power level of a spell. Not directly
related to experience level.
Thief Abilities - Also referred to as skills. Basic skills a
thief is trained for like back-stabbing or picking pockets.
Time - How much time passes for the characters. A
mixture of real time (the time spent by players making
plans and such) and game time (how much time it takes a
character to do something, such as walk 24 miles, which
might be played in a few seconds but take the character
2 days). Time is measured in common units such as minutes,
hours and day, as as well as two game-specific units:
combat rounds and exploration turns.
To-hit roll - A die roll made to see if an attack hits.
Trap - Usually refers to common mechanical traps such
as pits or swinging blades. Magical traps are usually
differentiated as such.
Treasure - Tewards for adventuring: money, magic
items, information, etc.
Turn - The Referee can only handle so much at one
time. The players have to take turns, giving the Referee a
plan and letting them digest it. The Referee decides how
much time any turn encompasses. See also Exploration
Turn.
Turn Undead - Try to drive away or destroy undead.
Undead - Creatures that should be dead but maintain
life through unnatural, evil magic.
Wandering Monsters - Randomly encountered
creatures. See random encounters.
Wilderness Module - A collection of maps and text
intended to give great depth to wilderness exploration. It
can include dungeons.
X.L. - See experience level.
XP - See Experience Points. The abbreviation "e.p."
or "ep" is already used for electrum pieces.
Zero level (0 level or level 0) - Normal humans and
many creatures do not have an experience level, relying
on hit die for survival. Experience levels indicate training,
talent, and ambition in unusual things like combat, magic,
or thieving.
Alphabetical Index
0 (zero) experience points...............5 Abbreviations (monster stats)........47 Acid, Holy Water, Oil.....................46 background material......................28
1D6 Only Damage for PCs...........44 ability check.......................................4 Applying Force................................32 Backstab...........................................10
1st level of experience.....................5 ability scores dropping below 1.....4 Attackers per Defender.................39 Base To-Hit Table.....................43, 93
95
Becoming Lost...................................31
bleeding rules..................................41
Candle..............................................31
Character Class..................................5
Charging...........................................41
Class....................................................5
Cleric vs. Undead............................46
Climbing speed................................31
combat round ..................................30
concealed door................................10
Creatures With Immunities.............40
Crossbow Uses.................................40
Damage............................................41
Disguises...........................................32
Dual-Wielding.................................45
Encounters.........................................32
experience value of a monster.....34
Extreme Heat or Cold.....................35
Falling Damage...............................35
FIRE AND UNDEAD..........................46
Fire Starting.....................................35
Flask of Oil.......................................31
missile combat..................................39
money..................................................8
Monster Reactions............................33
Monster stat abbreviations............47
Morale..............................................39
Mounted Combat............................41
NPC Hirelings And Henchmen.......37
Number of Attacks..........................39
Number of Melee Attackers per
Defender..........................................39
Oil......................................................46
Over/Under:....................................40
Poison................................................46
Pole Arms and Spears....................41
prime requisites..................................4
Range................................................39
rate of fire.......................................39
rates of fire......................................45
Reach and Range............................39
Retainer Reactions Table................37
Retainers...........................................37
ROF....................................................39
96
round.................................................30
rumors...............................................28
Saving Throws..................................43
secret door.......................................10
Shield Use.........................................40
Shooting Through Melee.................40
Sleeping, Paralyzed, Held, etc.
Targets..............................................40
starting point....................................28
Swimming..........................................31
Thief Light.........................................32
Torch..................................................32
Tricks And Puzzles...........................38
turn....................................................30
Turning undead................................47
Undead.............................................75
Underwater Combat.......................42
unholy water....................................17
veering off course...........................31