Вы находитесь на странице: 1из 96

2d6 BASIC DUNGEONS

A Pencils & Paper Fantasy Role-Playing Game


Playable With Just a Couple of Six-Sided Dice
by Joe D. Neal
Copyright 2013 Joe D. Neal
All Rights Reserved
All Art and Illustrations Copyright 2013 J.D. Neal

Table of Contents
INTRODUCTION.......................................2
Extreme Heat or Cold...........................34 TREASURE..............................................77
Getting Started and Playing.................2
Falling Damage......................................34
Random Treasure Types Table.............77
Dice.............................................................3
Finding Hidden Things...........................34
UNGUARDED TREASURE TABLE...........78
Who Rolls for What.................................3
Fire Starting............................................34
PERSONAL TREASURE...........................78
The Scale of Bonuses and Penalties......3
Food and Fresh Water Needs.............34
Coins Explained......................................81
CREATING CHARACTERS.........................4
NPC Hirelings And Henchmen..............36
Gems Explained.....................................81
Languages...............................................12
Traps........................................................36
Jewelry Explained.................................81
EXAMPLE OF CREATING A CHARACTER
Treasures Found......................................36
TREASURE MAPS EXPLAINED...............81
..................................................................14 COMBAT.................................................36
ABILITY SCORE CHANGES...................81
SPELLS AND MAGIC...............................15
Morale.....................................................37
MAGIC ITEMS (IN GENERAL)...............81
Spell Casting..........................................15
Movement in Combat............................37
Swords.....................................................81
REVERSED SPELLS...................................16
Spell Attacks...........................................37
Intelligent Swords...................................82
CREATING A NEW SPELL.....................16
Unarmed or Weapons Attacks............37
Magic Armor and Shields.....................83
CREATING MAGIC ITEMS.....................16
Common Combat Adjustments Table. .38
Miscellaneous Magic Items Explained 84
Cleric Spell Lists......................................16
Sleeping, Paralyzed, Held, etc. Targets
Miscellaneous Weapons Notes............86
Magic-user Spell Lists............................17
..................................................................39
Potions Explained...................................86
CLERIC SPELL DESCRIPTIONS..............18
Creatures With Immunities....................39
Rings Explained......................................87
MAGIC-USER SPELL DESCRIPTIONS...20
Damage...................................................39
Rods Explained.......................................88
THE ADVENTURE....................................29
Healing Damage....................................39
Scrolls Explained....................................88
Details and Descriptions.......................30
Charging and Mounted Combat.........39
Staves Explained...................................89
Mapping..................................................30
Pole Arms and Spears...........................39
Wands Explained..................................89
Time..........................................................30
Underwater Combat.............................40 ADVENTURE DESIGN.............................90
Movement................................................30
Saving Throws.........................................40
Overall Theme........................................90
Becoming Lost.........................................31
1D6 Only Damage for PCs..................41
Introductions, Rumors and Handouts. . .90
Light..........................................................31
Dual-Wielding........................................42
Maps........................................................90
Applying Force.......................................32
Acid, Holy Water, Oil...........................43
Stocking The Adventure........................91
Disguises..................................................32
Poison.......................................................43
Random Dungeon Stocking...................92
Doors........................................................32 MONSTERS.............................................44 APPENDIX..............................................94
Encounters................................................32
SPECIAL ATTACK FORMS.....................45
Alternate Armor Class System.............94
Experience Point Rewards....................33
MONSTER DESCRIPTIONS....................46
Glossary..................................................94

Foreword
I put this together to have a game I can do with as I please, and a fairly traditional fantasy game that uses six-sided
dice. This is not a clone, nor a simulacrum, and does not try to recreate any other game. It does, though, strive for the play
style evoked by simple games.
So, in the tradition of fantasy gaming: grab some dice and paper and friends, and enjoy a romp in the imagination!
J.D. Neal 2013

INTRODUCTION
Explore murky dungeons full of traps and obstacles. Battle
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.

they are good at.


3. The referee introduces the players to the adventure
they decided to start with. They pick a starting point
and tell the players where they are, what they know,
and other details so they can start making decisions.
4. At that point game play commences.
Most of game play is a conversation between the
referee and players: the referee describes a situation and
the players decide what to do.
They play the situation out step-by-step, at whatever
pace is interesting, skipping trivial details.
The group plays until it runs out of time, then agrees
on when and where to get back together and begin play
again, making notes about where the characters were
and what they were doing so they can resume play.
Nothing ends the game: if a character dies, it can be

Getting Started and Playing


1. Someone must be the referee. The referee needs
adventures to play. They can make them up or use
ready-made adventures, changing them as desired.
Some referees can make up almost all the details they
need during play.
2. The players create characters, who define what
2

replaced however the referee wants. If the players


complete an adventure, they can start another. If the
players get bored, they can start with new ones.
This is not a sporting game based on competing to see
who wins; it does not have rules stating what can or
cannot be done. Most of the game is based on good
judgment, common sense, and the personal preferences of
the gaming group, not rules.
Ultimately, the group decides how it wants to play.
The referee enables the free-form style of play by
providing the background details and judging player
choices. This allows the players to do anything that they
can think of that seems reasonable for their character, thus
eliminating the need for rules to handle everything. The
referee is, in turn, free to create and run any situation
they wish; the only limit is that if they annoy the other
players, they will be fired and replaced.
The group must be able to get along, and share the
game. Likewise, they must be able to use creativity and
wits to decide what to do. Anyone who needs a formula to
follow or waits for someone else to tell them what to do
might see this as a chance to learn to think for themselves.
The best way to learn how to play is to play the
game; if you fail at that, get help from other people who
already play.

quick, and helps for random tables.


die base
roll
die
d12
d6
d12
d6
d18
d6
d18
d6
d24 d12
d24 d12
d36
d6
d108 d36
d216 d36

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

The d3d6, d6d6, d3d6d6, and d6d6d6 die rolls are


examples of ways of making die rolls without having to
interpret the dice.

Who Rolls for What


The players can roll the dice for anything that would
be obvious to them as their character: ability scores, hit
points, to-hit rolls, saving throws, etc.
The referee rolls the dice for everything else. This
includes secrets: when a character looks for a secret door
or hidden person, or listens for noises, the referee makes
the die roll, since the result can reveal elements the player
should not know. The referee might make secret saving
throws for certain things the players are not aware of;
asking a player to make a save versus spells (because
they are being targeted by a charm spell from a secret
location, for example) will immediately put the group on
the alert, for example.
Another example: when a spell or other magic effect
has a random duration, the referee rolls.
In the long run, who rolls for what depends on the
group's preferences: the referee can allow or disallow
anything. Example: if the referee hides monster statistics
and a battle breaks out, they might make all damage
rolls (including those for the player characters hitting a
foe) and the to-hit and saving throws for monsters. If the
referee does not hide monster statistics, then they could
very well let players make the to-hit rolls and saving
throws for monsters they are fighting and are aware of.

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

The Scale of Bonuses and Penalties


Bonuses, and penalties have a greater effect on the 1
to 12 scale used by the game than they do on a scale of
1 to 20, as shown below. Rolling 2d6 will exaggerate
their effect even more. As such, modifiers were softened
to prevent the game from becoming too statistically
oriented. Good stats are nice, but game play is mainly
about creativity, not numbers.

roll a die - odd numbers = 1, even numbers = 2


d6 / 2 rounded up

Following are examples of die rolls that can be made


by interpreting one die and adding it to a base die (the
adder die can be interpreted different ways). At first
glance, someone spoiled by having d20s may think these
die rolls are too much of a bother, but the author finds
that making these die rolls is actually pretty easy and

Modifier
+1
+2
+3
+4

d12 Scale
8 1/3%
16 2/3%
25%
33 1/3%

Closest d20 Equivalent


+2
+3
+5
+7

+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.

drops below one, the character is dead. If any other


score drops below one, the character is a mental or
physical vegetable, while said score remains below 1.
PRIME REQUISITES: Each race and class has one or
more abilities that serve as prime requisites:

1. Determine the score for each of the six main


abilities by rolling three six-sided dice (3d6) once for
each. A score of 9 to 12 is average; anything less is
below average; and anything greater above average. If
the scores all tend to be extremely poor, the referee can
allow a re-roll.
ADJUSTING ABILITY SCORES: Once the player
chooses the character's race, human characters can add 1
point to 2 scores (or 2 points to 1 score). Non-human
characters must subtract 1 point from their highest ability
score; randomly roll for which one if there is a tie
between 2 or more. Use the next highest score if their
Charisma score is the highest; if it ties with others, exclude
it from the die roll to pick which one.
Once the player has chosen a race and class for their
character, they will know the prime requisite(s) of the
character, and can adjust ability scores by subtracting 2
points from a donor and adding 1 to one of their prime
requisites. Charisma and constitution can never be used
for this, and dexterity cannot be lowered but can be
increased if it is a prime requisite. No score can be
reduced to less than 9 this way.
USES OF ABILITY SCORES: Some common uses for
ability scores follows, but others can exist, and the referee
might come up with interesting ways of using them. Players
can use scores as character guide: "An intelligence of 7?
My character is not too bright. How I can play her that
way..."
The referee can call for an ability check to handle
certain situations where formal "skills" would only waste
time. A roll of 3d6 is made, and a result equal to or less
than the character's relevant ability score applies. Use
1d6 or 2d6 for easy situations, and 4d6, 6d6, or more
dice for a harder situation. Example: a character runs to
jump a chasm: based on the width, footing, and
encumbrance of the character, the referee deems a roll of
5d6 is needed, with anything less than dexterity indicating
success.
Use each that applies to a situation. Example: a
player wants to find information by asking around: a 3d6
roll against wisdom might be needed to find a good
source, 4d6 versus charisma to wheedle info out of them
(the local authorities are cracking down on spies and
everyone is scared), and 3d6 versus intelligence to see if
they misunderstand it or forget it before they write it
down.
Scores might change temporarily or permanently in
play, and hence the adjustments might have to be refigured now and then. If the constitution score ever

Race and Class : Prime Requisite(s)


Human Cleric : Wisdom
Human Fighter :Strength
Human Magic-user : Intelligence
Human Thief : Dexterity
Dwarf Fighter : Strength and Constitution
Dwarf Fighter/Thief : Dexterity, Strength and Constitution
Dwarf Thief : Dexterity and Constitution
Halfling Fighter : Strength and Dexterity
Halfling Fighter/Thief : Dexterity, Strength and
Constitution
Halfling Thief : Dexterity and Constitution
Elf Fighter : Strength and Intelligence
Elf Fighter/Magic-user : Strength, Dexterity, Intelligence.
Elf Fighter/Magic-user/Thief : Strength, Dexterity,
Intelligence, Charisma.
Elf Fighter/Thief : Strength, Dexterity, Intelligence.
Elf Magic-user : Strength, Intelligence, and Dexterity.
The character's score in the prime requite(s) effects
how much experience they gain during adventures, as
shown on the table below. If a character has two or more,
then the lowest score is used when experience is
rewarded. For example, an elven Fighter/Magic-user with
a strength of 17 and intelligence of 10 would not get any
bonus experience; a human thief with a Dexterity score of
16 adds 10% to the experience the referee rewards: if
the referee gives them 235 experience points they add
23.5 for 258.5.
Prime Requisite Experience Effect
Score
1 -5
6-8
9-12
x.p.
-20%
-10%
x1
x.p.
x.8
x.9
x1
Score
Charisma:
Morale:
Reactions
Retainers
Constitution:
Hit Point Rolls
Poison/Disease Saves
Dexterity:
Initiative
Missile To-hit, fighter
Missile To-hit, other
Armor Class
4

13-15
+5%
x1.05

16-18
+10%
x1.1

1-3 4-5 6-8 9-12 13-15 16-17 18


4 5 6
-2 -1 -1
0 1 2

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

9-12 13-15 16-17 18


0
0
0
0
0

+1
+1
+1
+1
0

+2
+2
+2
+1
+1

0
0

+1
+1

+1 +2
+2 +3

the 1st level of experience and 0 (zero) experience


points. As they gain additional experience points (by
adventuring), their level will increase. The higher their
level, the more capable they are and more heroic they
will be.
At 1st level, characters are trained but inexperienced
novices, with little talent beyond what a normal human
has. They do not become skilled and heroic until they gain
higher levels.
Some people create characters suited for whatever
adventure they have; others start characters at higher
levels to make them more heroic and talented.
At high levels of experience, characters can settle
down and build strongholds, towers, hide outs and other
such dwellings if they so desire. Such things are best left
to other games or referee skullduggery.
Not all creatures in the game world are "classed":
they do not have an experience level nor adventuring
class. Ordinary monsters and people function on a basis
of hit dice, which determine their hit points, saving throws,
and to-hit rolls. The chapter on monsters illustrates many
monsters and their basic hit dice.

+3
+3
+3
+2
+2

NOTE: The original uses can be found in the appendices, if


anyone wants them. The above ones are simpler and more
suited to easy game play.
* If the modifier is negative, count a roll that is less than 1
as 1.
*** Vs mind-influencing magic, such as illusions, charm.
Strength indicates whether or not a creature is
stronger or weaker than other creatures of the same
general size. The true strength of a creature is its size,
which helps determine the damage it can do, the load in
pounds it can carry and so on. To illustrate this: a giant is
stronger (overall) than any human. A giant with a strength
score of 10 or 11 is average for a giant, but not
comparable to a human. Giants can randomly roll a
higher score, as explained in the chapter on monsters.
Magical contrivances such as gauntlets of ogre power,
girdles of giant strength, potions of giant strength grant a
human a strength score that is off of the scale for normal
humans use, but not necessarily the true strength and size
of an ogre or giant.
Intelligence is concerned with the ability to learn
things and figure out complex technical concepts, not
make decisions. It mainly serves to indicate the character's
fitness for the Magic-user class.
Wisdom is how well they understand the practical
concepts of the real world, such as how easily they
recognize a lie or how gullible they are. Its main purpose
to judge their fitness for the Cleric class.
Dexterity measures the ability to move the body in
part or as a whole with speed and skill.
Constitution is basic health and endurance.
Charisma is how well they get along with others; a
low score means they tend to come across the wrong way
all the time and a high score means they know how to be
gentile or crude as is needed to be charming. Its use
assumes they do try to get along with others (bad
behavior will in itself result in a negative reaction
outright). Charisma has NOTHING to do with appearance.
Player characters are allowed to be attractive from the
start, and are "ugly" only if they player chooses so.
Appearance has its own pros and cons that are played
out in the game; a beautiful person might attract
unwanted attention, while an ugly one might be slighted
by the ignorant.

3. Choose a Character Class. Characters are


designed simplistically to make the game easy to play. A
character class is not a skill set, but rather a way of
playing a character.
Although they are presented as a specific class, it is
easy to allow demihumans to be other classes by
combining their racial traits with the limits and
characteristics of other classes.
Humans lack the special abilities of demihumans, but
tend to be simple. In reality, demihumans tend to die as
easily as humans during game play.
Cleric. Clerics are humans that are the direct servant of a
deity and train with them to learn a specific type of spell
casting and the ability to turn undead. (Turning undead is
explained in COMBAT). Their spells are mainly intended
for healing and protection or utility purposes; they fight
using weapons and armor. Only Clerics can make potions
and spell scrolls that use Cleric spell effects; and there are
certain magic items only they can use and make (those
replicating special Cleric spells like healing). Clerics can
wear any type of armor and can use shields. They cannot
use sharp weapons (arrows, spears, swords, axes, etc.)
They can only use blunt weapons like maces and slings.
Clerics must faithfully worship and obey their deity,
who will be played by the referee. Those who displease
their deity will suffer punishment, such as penalties to all
die rolls, failure to receive spells when trying to memorize
them, inability to turn undead and so on. If completely
cast off by a deity, they still advance as a Cleric, but
without any Clerical powers until they find a deity willing
to accept them. (A referee who annoys the players by
playing the deities of their game world like a jackass will
be fired and replaced.)
Dwarves are about the same weight as humans, but much
shorter (4' tall), thicker, and wider. This means a suit of

2. Character Experience. Player characters start at


5

dwarven armor is radically different than human armor:


much shorter and wider and/or thicker. Male dwarves
prize long beards and females take pride in long,
intricately braided hair. They are often practical and
ambitious, and sometimes greedy, industriously working to
achieve whatever they can.
Dwarves can be Fighters (advancing to 12th level
maximum) or Thieves (advancing as far as a human thief
can), or dual-classed Fighter/Thieves. Dwarves always
have Constitution as a prime requisite, in addition to that
of their class(es).
As a race, dwarves have higher saving throws than
humans of the same class (4 levels higher). They have
infravision with a 60 foot range (see ADVENTURING,
Light). They can detect walls that slide; subtly slanted
walls and ceilings; traps related to construction such as
pits and falling blocks; and the general age of
construction work (new, old, ancient) on a roll of 1 or 2 on
1d6 (1/3 the time). Each is a separate check, taking
about 1 turn (10 minutes) and they must stop and make a
concerted effort to check for it. Unless their intelligence is
abysmally low, they also speak the languages of dwarves,
gnomes, goblins, and kobolds.

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.

Elves are often as tall as humans, but more slender and


graceful. They live in wilderness areas outdoors and love
both magic and nature.
Elves can be Fighters (10th level maximum), Magicusers (10th level maximum), or Thieves (advancing as far
as human can). They can also be dual-classed or tripleclassed: Fighter/Magic-user, Fighter/Thief, MagicUser/Thief, or Fighter/Magic-user/Thief. Elves always
have Intelligence as a prime requisite in addition to their
class(es)'s prime requisite, with Dexterity an alternate if
intelligence is already a class requisite and Charisma the
second alternate if Intelligence and Dexterity are already
requisites.
As a race, they have infravision with a 60 foot range
and can note secret doors on a roll of 1 or 2 on 1d6 (with
a systematic perusal of the area). They are immune to the
ghoul's paralyzing power and (unless their intelligence is
abysmally low) they speak the languages of elves, gnolls,
orcs, and hobgoblins.

Thieves are humans who make a living stealing. They are


not the romantic swashbucklers of fiction slicing their way
through danger and engaging in daring do; such types
are Fighters. Nor are they scouts and other such types. A
thief character is in fact a THIEF. Being weak and not
especially talented, low level thieves will likely try to let
other characters do the hard work and then steal the fruits
of their labor (any low level thief who volunteers to scout
the situation out, deal with traps, etc. isn't very bright).
Thieves are designed to succeed mainly by being
dastardly villains and greedy cowards.
They can only wear leather armor at most; cannot use
shields; but can use any weapon.
The Thief Skills table shows basic thief skills.
A 4th or higher level thief has a 5 in 6 (1 to 5 on d6)
chance of decoding cryptic symbols and codes on maps
and elsewhere. If they were written in a language the
thief understands, the thief knows their exact meaning as
such; if they were written in a language the thief does not
know, the thief at least knows what they are in general
(warnings; directions; etc.) Failure means the
symbols/code boggles them, and the thief must gain a
level of experience to try again.
Starting at the 10th level of experience, a thief can
read Magic-user spell scrolls, with a 1 in 6 chance the
spell goes wrong and has contrary or otherwise annoying
results or simply failing. Given how their ability to
decipher writings is flawed, there is even a 1 in 6 chance

Fighters are humans who make a living fighting, not by


serving a deity, using magic, nor theft. They are rugged
and capable, and have the best choices in armor and
weapons: they can use any weapon, armor, or shield.
Halflings are 3 to 4 feet tall, weighing 90 to 120 pounds,
short but stout. They are simple, preferring a soft and
easy life, and adventuring types are out to gain money so
they can eventually retire and live comfortably.
Halflings are usually Fighters (advancing to 8th level
maximum), Thief (they can advance as far as humans can),
or dual classed Fighter/Thief. Halflings always have
Dexterity as a prime requisite, in addition to their
class(es)'s prime requisite. A halfling Thief has Constitution
as its second prime requisite.
At most, they can only use lighter melee weapons one6

they will misidentify a scroll, thinking it is something other


than what it is. They cannot copy or otherwise manipulate
said scrolls.

other special cleric functions based on their level in the


Cleric class, if any. Multiple attacks and any other special
advantage for the Fighter class is based on their level in
the Fighter class, if any. Magic-users cast spells and
perform other special magic-user functions based on their
level in the Magic-user class, if any. Thief functions are
based on their level in the Thief class, if any. The
backstabbing ability of a thief applies only to backstabbing (unarmed or with a weapon), not spell casting or
other non-thief abilities.
They combine weapons allowances (i.e. a
Cleric/Magic-user, if allowed by the referee, could use
the weapons of a cleric and magic-user).
A multiclassed thief cannot wear heavy armor other
than leather and sneak, hide, etc. A dual or triple-classed
Magic-User
(Fighter/Magic-user,
Fighter/Magicuser/Thief, etc.) cannot wear better than chain mail armor,
but can use a shield.
If the gamers use weapons proficiencies or introduces
any other such concept, they should be based on the level
of the most advantageous class.

RACIAL CLASS AND LEVEL LIMITS: These make the


races different from each other, and favor a humanoriented game world where humans are the great heroes.
Removing them does not have a big effect on game
(beyond flavor). If you remove them, then consider
allowing humans to multi-class as well, or consider
removing multiclassing altogether.
MULTICLASSING (DUAL AND TRIPLE CLASSING):
Multiclassing is operating in more than one class at a time.
The class names are separated by a slash, followed by
the level in each (which can vary). Examples: a dwarven
Fighter/Thief 12/14 (12th level fighter/14th level thief)
or elven Fighter/Magic-user/Thief 10/10/13 (10th level
fighter, 10th level Magic-user, 13th Level thief). Some
options (such as Cleric/Fighter) are mentioned here in
case the group introduces races to their game which allow
them, such as half-orcs and half-elves.
Multiclassing is mainly intended to help make
demihumans different from humans, and to compensate
some for level limits. Demihumans can advance as far as
humans can as a thief, giving players who enjoy
demihuman an option for high level game play if they
want to keep advancing.
Some multi-class options water down the benefits quiet
a bit (such as a Cleric/Fighter).
A multi-classed character can only do one thing at a
time, just like any other character. Yes, a Fighter/Magicuser is a nice combination, but they cannot cast a spell and
attack in the same round.
Multiclassed characters start with 0 experience points
and the 1st level in each class. They divide experience
points evenly among each class, even if they max out in
one classes' level. A Dwarf Fighter/Thief with 1,600,000
x.p.s would divide them between classes, having 800,000
as a fighter (but only be 12th level due to the racial level
limit of 12) and 800,000 as a thief (14th level), and thus
be a Fighter/Thief 12/14.
Prime requisite modifiers for experience apply only to
the share for each class (i.e., a Fighter/Thief with a
strength of 11 and Dexterity of 17 only gets a bonus to
the share for the Thief).
At first level, the character rolls hit points for each
class and divides the result by the number of classes,
retaining fractions. A creature with 1/2 or 1/3 hit point
left is still alive. Each time they gain a level in any class,
they roll for hit points for that class and divide by the total
classes, retaining fractions. When they start gaining set hit
points in a class, divide them by the number of classes.
The constitution modifier for hit points for fighters
applies only to the hit points rolled for the fighter class.
They make saving throws based on their highest level.
To-hit rolls are based on the highest level in whichever
class benefits them most.
Class specific abilities are based on their level in that
class. To whit: Clerics cast spells, turn undead, and perform

4. Spells and magic. Clerics and Magic-users should


determine their spell casting ability and choose initial
spells, per the following chapter. Magic-users will need to
start recording the spells they have written formulas for.
5. Hit points (h.p.) are used to determine how much
damage a character can take before being killed.
Monsters get 2-7 (1d6) hit points per hit die (1d6+1);
1/2 hit monsters get 1-4 (roll d6+1 and divide by 2, or
roll a d6 and reroll 5 or 6; or count 5 as 2 and 6 as 3). A
1-1 hit die monster would get a roll of a d6 for hit points.
Player characters receive hit points according to their
class and experience level.
They make a die roll each time they gain a level of
experience from 1 to 9 and a set number thereafter, as
shown on the class experience table. Thus, 1st level Magicusers and Thieves start with 1-5 (1d6-1; count 0 as 1);
Clerics start with 1-6 at 1st level; and Fighters start with
2-7 (1d6+1) at 1st level. When a character reaches 2nd
level, they make the same die roll again, adding the result
to their total hit points.
The constitution modifier for hit points is applied to
each die roll. If it is a penalty, apply it to the d6 itself,
count anything less than 1 as 1, then add the class
modifier (if any). To illustrate: a fighter with a -2 penalty
who rolls a 1 on a d6 starts with 1, and then adds 1 for
being a fighter, for 2.
Starting at level 10, they stop rolling for hit points and
gain a set number per level: Magic-users and Thieves get
1 hit point per level; Clerics get 2 hit point per level; and
Fighters get 3 hit points per level. The Constitution
modifier is no longer applied.
Note that normal humans, elves, dwarves, etc. are 1 hit
die creatures if they are fighting types; 1/2 if they are
ordinary/sedentary.
6. Armor class determines how hard a character is to
hit with common attacks, such as weapons or when
7

unarmed, and is determined by the body armor worn,


shield if used, dexterity score, and other factors like
magic items that increase protection. There is a table
showing the effect of body armor in the discussion of
equipment that follows; an unarmored person has an
armor class of 6, while protection increases the armor
class number.

lawful-evil beings cease being evil, for example.


Consider a group of adventurers faced by deadly
foes, who will almost certainly overwhelm them.
Lawful members will defend the group with their life if
need be. If surrender is the only reasonable outcome,
they will try to make sure it goes off as well as
possible for everyone in the group.

7. Saving throws help handle special situations like


resistance to poison or mind controlling spells. To-hit roll
modifiers indicate how skilled a character is in using
weapons or fighting unarmed. These depend on the
character race, class, and experience level. Refer to the
chapter on COMBAT for related tables.

Chaotic characters will take advantage of the situation


to their own benefit, backstabbing allies and joining
the enemies if need be, stealing items and fleeing if
they can, and so on.
If fighting seems useful, neutral characters will do so,
otherwise they surrender immediately. They neither
sacrifice for the better of others, nor will they use the
situation to profit from others.

8. Alignment indicates a character's basic moral and


social outlook. Lawful beings place the needs of the
group over their own needs, opposing chaos for its
destructiveness and self-interest. They tend to be loyal
and trustworthy. Chaotics create chaos wherever they go
by being selfish, concerned only with their own well-being,
and often taking whatever opportunity they can to profit
from the losses of others. They tend to be treacherous and
deceitful, ruling others by threat if they can and resisting
being ruled by others. Neutrals are normal people. They
work with others if it is helpful, and they will obey orders
to a degree, but they do not necessarily place the needs
of the group over their own when things turn sour. Nor do
they tend to cause as many problems and be so selfcentered as chaotics.
Morality determines a character or creatures overall
actions and how well they get together: a lawful-good
being does not get along with (let alone obey or
otherwise associate with) lawful-evil beings, unless the

9. Money and Gear. To determine how much money


each character starts with, roll three six-sided dice and
multiply the total by 10 (3d6 x 10) for a result of 30 to
180, with 100 to 110 average. These are gold pieces
(g.p.) and can be used to buy adventuring gear and/or
saved for other uses.
10. Movement. Once a character has gear, add up
the weight and determine how fast it can move and how
much treasure it can carry. See the chapter on
ADVENTURING.
11. Finish. Most details are left to the player. Some
people enjoy complex back stories, but many people
prefer to create a back story through play.

CHARACTER CLASS EXPERIENCE TABLE


Level
1
2
3
4
5
6
7
8
9
10*
11*
12*
13*
14*

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.

SPELL CAPACITY TABLE BY CLASS


Cleric

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 -

THIEF SKILLS TABLE


X.L.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16

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.

Non-Thief Abilities Table


Race

Dwarf
Elf
Halfling
Human

Climb Disarm Find


Find
Wall
Trap Hider Secret Door
1 (-1) 1-2 (+1) 1
1
1
1 (-1)
1
1-2 (+1)
1 (-1)
1
1
1
1
1
1
1

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

The Non-Thief Abilities Table shows the basic chance


of success for non-thief characters: a d6 is rolled and
anything less than or equal to the number shown indicates
success. Pluses and minuses in parenthesis are applied if
the demihuman character is allowed to become a thief,

and applies to the thief skills table.


The Thief Skills Table applies only to thieves, and is
based on a human thief. If a non-human is allowed to
become a thief, look at the Non-Thief Abilities Table: if
9

there is a number in parenthesis on that table, it is used as


a bonus or penalty to that skill for the demihuman when
they try to thieve. Note that differences are NOT
doubled, as demihumans tend to be less fit than a human
for thieving. Example: a 1st level elven thief will disarm a
trap on a 3 or less rather than 4 (4 - 1 = 3) while they
hear noises on a 5 or less (4 + 1 = 5); they would have
the same chance of finding a trap as a human thief.
A roll of two dice (2d6) is made: a 2 always fails, but
a 12 does not always succeed (the referee can decide
that it does in some cases, but there can be cases when it
will not). Otherwise, success is indicated by any roll less
than or equal to the number given.
Many of these die rolls are intended to be made by
the referee (such as when searching), which is why "lower
is better" rolling is used; the group can flip the number
(14 - number needed) if they want to roll the number or
higher.
Numbers that exceed 12 are given in case modifiers
effect the situation.
The chance of success is intended for an almost
impossible situation, and modifiers should add to the
chance, not penalize it (except picking pockets).
Keep in mind that failures can be disastrous. A nonthief who blithely tries to pick everyone's pocket obviously
does not realize that if they fail (which is almost
guaranteed) they will be jailed, loose a hand, or be
beheaded.
Ability scores do not directly modify the chance of
success (that would favor dexterity far too much). If the
gamers want to apply abilities then:

from 3 feats, or 3 from 1.


Keep track of these applications.
If the referee insists on allowing wisdom to be applied
(as in being cunning and understanding things better or
worse than normal), a score of 18 gives a bonus of 1 to
one finding talent and anything less than 9 gives a
penalty of 1 to one. Intelligence is the ability to learn, not
the ability to figure out where things are and does not
apply.
Backstab. Thieves get a +2 to-hit bonus and do an
extra die (1d6) damage when they surprise a victim and
score a hit from behind using weapons or unarmed. At
levels 5 to 8 the additional damage increases to two dice
(2d6), at levels 9 to 12 three dice (3d6), etc. If the
players prefer to run thieves for this reason and use them
for nothing but fighting, consider letting Fighters get this,
too.
Climb Walls is used to climb steep surfaces with few
hand and foot holds without tools. Normal climbing speeds
are 1/6 normal walking speeds. A check is made halfway
up each leg of a climb (at least once per climb) and
failure will likely mean a fall (see falling damage in
ADVENTURING).
Disarm Trap. The referee can design various traps; a
simple trap might be disarmed easily without a die roll;
others might allow multiple tries; a complex trap might
appear to be disarmed, but only trying to trigger it
reveals its true status. Likewise, some traps might trigger
when a failure results; others might require certain levels
of failure (3 or so over the number needed).
Find Hider, Secret Door, or Trap. These are split up to
allow for more variance between races and classes. The
correct physical action will find something without a die
roll being needed. A secret door can be found by causing
it to open; a trap can be found by setting it off; someone
hidden in the darkness can be found by shining light over
the place they are hidden.
Die rolls measure the character's ability to detect faint
clues, to find things with their eyesight. The searcher must
look in the right place. Complete concealment can prevent
them from seeing anything (they can't see a trap behind a
solid wall nor someone hidden in complete darkness).
Usually only one check is allowed and a search takes a
turn (10 minutes), but this can vary by how the referee
designs the trap.
Find Hider is the chance of someone using their senses
to detect someone or something that is hiding, when they
cannot or do not do something that automatically reveals
them.
Find Secret Door. This is the chance of finding clues
leading to both concealed and secret doors. A secret
door is a panel designed to blend in with a surface. A
successful "find secret door" check would reveal clues such
fine cracks outlining of the "door". A concealed door is a
trap door under a carpet, a door behind a book case,
etc.; if someone looks behind or removes what is
concealing it, they will see it immediately. A successful
"find secret door" check would reveal clues such as an
uneven shape in the carpet over a trap door or scuff

The "finding" talents and hear noise chance are


based entirely on the acuity of senses, which is NOT
measured by dexterity, nor any other ability, and
hence they are not effected by any ability.
Strength does not effect climbing (except in the
sense that a strong person can carry more and move
faster). If someone has to pull themselves up over a
ledge (or engage in any other feat of strength), that is
a brute strength roll (see Applying Force in the
chapter on Adventuring for basic ideas) and it is made
in addition to a check versus the climbing skill. Ditto,
strength does not effect swimming, etc.
Only physical abilities can be effected: climbing,
hiding, disarming, opening locks, moving silently, or
picking pockets. Look up the number of points the
character gets due to their Dexterity score.
Dexterity Score
Points

1-3 4-5 6-8 9-12 13-15 16-17 18


-3 -2 -1 0
+1 +2 +3

These points are distributed among the physical


abilities as the player wishes. For example, a player
whose character has a score of 16 can add 1 point to 2
thief feats, or 2 to 1. If the score dropped to 3 (such as
due to some magical attack), they would subtract 1 point

10

marks where a book case has been moved aside


frequently.
Find Trap. Usually only one check is allowed and a
search takes a turn (10 minutes), but this can vary by how
the referee designs the trap.
Hear Noise is the chance of hearing faint noises. How
loud any noise is and how far away it might be heard is
up to the referee.
Hide in Shadows is the chance of hiding with thin
shadows or other minor concealment. Success means they
cannot be seen in passing; failure means there is a chance
of them being seen in passing. An active search that
removes their concealment or looks behind it will find
them. Modifiers should improve the chance of success.
Hide in Woods is split out mainly due to halflings, and
is the chance of hiding amid brush and other cover that is
much more substantial than shadows, but not complete.
Move Silently is the chance of moving without making
any noise; failure means they can be heard, perhaps by a
hear noise roll, or if the roll greatly exceeds what is
needed for success.
Open Locks can be used to try to pick common key
locks; each attempt takes 10 minutes and repeats are
allowed. Hurrying adds a penalty: 5 minutes -1; 1 minute
-2; 10 seconds -3. Mechanical puzzle locks usually only
allow 1 attempt and failure means the thief must gain a
level to try again. Magical enclosures might be opened
with a penalty and have to be re-opened each time they
are accessed (failure means the magic changes and the
thief must gain a level before trying again.)
Pick Pockets is used for picking pockets, shop lifting,
searching someone unnoticed, placing items on someone
unnoticed, etc. It assumes an alert and wary person. In
general, any roll that is 2 points or higher than the number
needed means the victim noted the attempt and hence can
attack, grab them, etc. Many ordinary townpeople are
poor and crowd-scrounging risks jail, death, loosing a
hand, or other penalties for little reward; most pickpockets are kids and beggars, spending all day trying to
find someone they can lift something good from, and often
going home hungry. Most are well known by the police
and have to keep hidden to avoid arrest.
Someone who has been stolen from will notice the theft
within 1 to 6 turns (10 to 60 minutes), perhaps 1 to 6
hours if very busy, and only 1 to 6 days if they are going
through some personal trauma. Shopkeepers will note a
loss in as little as 1 to 6 minutes.

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

* Randomly roll or pick a specific type. See the discussion


of magic items like potions of control or items of slaying.

Cost of Weapons and Equipment


Armor
Item
Chain Mail
Leather
Plate
Buckler
Shield
Tower Shield

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
-

Dwarf armor weighs and costs as much as human armor,


but is much shorter and broader/deep. Elf armor weighs
and costs as much as human.
Armor Type
None
None and shield
Leather Armor
Leather Armor and shield
Chain Mail Armor
Chain Mail Armor and shield
Plate Armor
Plate Armor and shield
Shield
Buckler

Armor Class
6
7
7
8
8
9
9
10
add 1
add 1 for melee only (0 for
missile defense)

See the chapter on combat for shield usage.

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

11

* Considered blunt for game purposes.


Bastard Sword: does not suffer a -1 to-hit penalty when
gripped 2-handed.
Rapier: +1 to-hit and +1 to initiative, less damage than a
normal sword.
Staff sling: mainly for throwing bottles and such..
COMMON GEAR
Item
Backpack 50# capacity
Crowbar
Flask of oil
Flint & steel
Garlic
Grappling Hook
Hammer (small)
Holy Symbol
Holy Water (1 vial)
Iron Spikes (10)
Lantern
Mirror, hand-sized
Pole, Wooden, 10' long
Rations, Iron (1 person/1 week)
Rations, Iron (1 person/1 day)
Rations, Standard (1 week)
Rations, Standard (1 day)
Rope, 50' length
Sack, Small 25# capacity
Sack, Large 100 # capacity
Stakes (3) and Mallet
Thief Light
Thieves' Tools
Tinder Box, flint & steel
Torch, each
Torches, 5
Water/Wine Skin, quart capacity
Water/Wine Skin, gallon capacity
Wine (1 quart)
Wolfsbane (1 bunch)

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

capacity is for items such as steel, and rocks; feathers and


cloth might occupy twice as much space as they weight (or
more), while gold and lead might occupy half the space
they weigh.
Cart, Wagons, etc. These narrow-wheeled vehicles can
only move at a reasonable pace across hard ground: they
bog down in wet, muddy areas and soft soil like sand.
Armies often bring food, equipment, and payroll in a
baggage train, and hence empires that build stone faced
roads can shift troops rapidly over wide areas. The base
speed of all vehicles is 240' when pulled by draft animals
and 120' if pulled by humans. The number of draft
animals determines how much of the maximum capacity it
can carry and the maximum speed. Numerous animals do
not increase capacity, but can reduce the load each pulls
such that they can travel faster for longer periods.

40
50
75
250
60
15
25
5
200

TABLE HEADINGS

Cost/Price: Most prices are in gold coins, unless


marked "s.p." (silver coin) or "c.p." (copper coin).
Economics are simple: the price of anything depends on
how hard it is to acquire. That is a combination of raw
materials availability and the technology used to produce
and distribute goods, offset by demand (more people
wanting something generates more demand, which usually
means it is harder to get an item). Irrational demand and
personal values are in addition. The referee can set prices
based on the overall technology of the game world by
category: wood product, clothing, steel items, glass items,
etc.
Weight: In pounds and shows some items tend to be
heavier than others. Being exact is not necessary.

Vehicle
Cart
Wagon, small
Wagon, large
Wagon, cargo

Capacity
1/2 ton
1 ton
2 tons
5 tons

Speed
6
6
6
6

Crowbar. A solid steel rod about 3' long and 2 or 3


inches thick, tempered for extreme strength used for
prying open items.
Garlic. Garlic will repel and annoy vampires, although
they are allowed a save versus poison to ignore it.
Several pounds are needed to ward one person. It turns
to runny mush in as little as a month, loosing much of its
pungency.
Grappling Hook. Made of strong, tempered steel, a
hook lets a person throw a rope a long distance (60' 90'; a rope alone will not reach very far). The tines help
snag something to catch hold. Wooden planks, rocks and
other improvisations might be used, but there is far less of
a chance of getting a grip and they slip easier.
Hammer (small). A common utility hammer with cast
iron head for driving nails and other hard iron objects.
Holy Symbol. While ordinary people can buy cheap
symbols of faith, a Cleric requires a holy symbol created
from mystic materials and attuned to their own essence in
order to cast spells, turn undead, and otherwise use
special powers. They cannot share holy symbols and they
cannot have more than one; if they loose their symbol,
they must find a church, temple, or other sanctified
location that will allow them to attune themselves to a new
symbol.
Holy Water. High level Clerics can "bless" water and
turn it holy. It's primary function is to damage undead
beings as if it were acid.
Iron Spikes. These thick, strong iron spikes are strong
and useful as climbing pitons, to help nail shut doors, and
other purposes.
Mirror. Whether this is silver-backed glass or highly
polished bronze or steel is up to the referee. Mirrors
require bright light to reflect an image.
Pole, Wooden (10' long). In areas where wood is
plentiful, characters can cut their own poles. This is a
flimsy, long stick, not a spear haft nor a quarterstaff.

Equipment Explanations

Note that many items are not described because their


uses should be worked out during play by the group. See
the discussions of Fire Starting and Light in the chapter on
Adventuring for related items.
Many items are not included because the characters
already own, can find, can make, or can cheaply acquire
them. Those who enjoy making up tedious lists of minor
items can have fun doing so.
The referee sets the technological standards of the
game world. Some people try to model their game
world's technology on medieval Earth. Others prefer
game worlds that have no semblance to Earth and they
create their own technological standards based on a
supply of raw materials and technological achievement of
their own devising. Many technology advancements have
nothing to do with modern technology and involve nothing
but simple observation and experimentation. Add in the
idea that the game world has numerous intelligent species
and more brain power and manpower than "Medieval"
Earth ever did. Glass and steel might be very cheap in
the game world simply because the populace has learned
simple mass production methods, or because raw materials
are plentiful and thousands of years of effort have led to
a stockpile of scrap material and durable goods.
Backpack, sack, etc. Containers have their basic
capacity after their name, indicated by the pound sign
(#). Whether they are made of leather, tough cloth, soft
cloth, and their general use has to be decided by the
group. To account for various masses: the standard

13

Rations. See the discussion of Food and Water Needs


in the chapter on Adventuring.
Rope (50' length). A thick, strong rope made of plant
fibers or animal hair. The exact fibers are up to the
referee: 2 people and basic gear = 500 pounds, 4 =
1,000 pounds, etc.
Stakes and Mallet. In areas where wood is plentiful,
the characters can cut their own stakes. Indeed, most
people who cannot afford a steel or iron hammer from a
smith will make their own wooden mallet: it is easily split
or tore by nails, but cheap. A true maul is a wooden
hammer made by people who cannot afford iron to use in
splitting wood and for other purposes.
Thieves' Tools. A collection of clever tools used for
opening locks, disarming traps, etc.
Water/Wineskin. This leak-proof container of hide or
a bladder can hold a quart (larger types might hold a
gallon). See the discussion of Food and Water Needs in
the chapter on Adventuring.
Wolvesbane. A hit in close combat on a lycanthrope
(were-creatures) by this unusual herb means the werecreature must save versus poison or be driven away for 16 (1d6) hours. It looses effectiveness after a month or so.

The basic modifiers are as follows:


Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma

They start at the 1st level with "0" experience points


and need 2,000 x.p.s to become 2nd level.
The player rolls 1d6+2 to see how many hit points
they start with, getting a 4 on the die itself and adding 2
on the other, for a total of 6. They do not have a
constitution modifier for hit points.
The player chooses neutral as their alignment.
Rolling three dice and multiplying the total by ten
(3d6 x 10) to see how much gold they have to start with,
they get 80. With such a limited budget they opt for:
Chain mail armor AC 8
Shield adds 1 to AC
Sword 1d6+1 damage
Dagger 1d6-1 damage
2 x small sacks
5 torches

EXAMPLE OF CREATING A CHARACTER


A roll of 3d6 is made for each ability with a result of:
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma

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

Having spent 74 g.p. and 2 s.p. they are left with 5


g.p. and 8 silver pieces.
They already noted the basic effects of armor and
shield, and can quickly calculate their base armor class as
8 (8 for chain armor, adding 0 for dexterity) and 9 with a
shield.
A first level Fighter has a +1 to-hit bonus. Their
strength modifier is +1 so they get a +2 bonus in melee;
their dexterity modifier is also 1 so they get a +2 bonus
with missile attacks.
They look up and record their saving throws as follows,
based on being a 1st level character. As a Fighter, they
get a bonus of 1 to all saves.

The character is fairly decent, except the intelligence


and dexterity scores: the player wants to be a human
Fighter, so the referee allows a re-roll of dexterity, and
the dice give a result of 14. The scores are now:
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma

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

Death Ray Magic


Level
Poison Wand
1-2
6
7

Note that these scores prevent them from scavenging


any points to increase their prime requisite. If intelligence
was 16 rather than 6, they might (for example) reduce it
6 points to 10 in order to add 3 to strength for a strength
score of 17.

Paralysis,
Rods,
Turn to Dragon Staves,
Stone
Breath Spells
7
8
8

With basic character information figured out, they


choose a character name of Rolfe and are ready to start
play.

SPELLS AND MAGIC


level as the space.
It takes 10 minutes to memorize a spell.
Clerics memorize spells by praying to their deity; if
they are in good standing, the formulation for the spell is

The class tables show how many spells Clerics and


Magic-users can memorize at one time. Each memory
space can only hold one spell and it must be the same
14

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.

saving throws and to-hit rolls do not apply to them (such


as a healing spell or detect magic spell). A few (mostly
melee combat spells) require a to-hit roll; others will
effect any creature that is within its area of effect, and
which meets any other criteria. Sometimes a victim can
avoid a spell with a successful saving throw; at other times
a successful saving throw may result in a reduction in the
effect.

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.

Creating A New Spell


If the referee approves a new spell, they can decide
whether it is already known and hence need only be
added to the spell lists, or whether it has to be figured
out.
Cleric spell formulations are created by their deity,
who may require various materials (hence money) and
quests to find various items. If the deity does create a
formula, they share it as they see fit - the Cleric has no
input.
Magic-users have to figure them out on their own. This
can take weeks of research and great expense: 100 to
600 g.p. per spell level or more, as the referee desires.
Once they figure out a new spell, the creator can keep it
secret or share it as they wish.

The paper needed to record one level of a spell costs


1 g.p. and weighs 1/10 pound; the magic ink needed to
record one level of a spell costs 100 g.p. and weighs
1/10 pound. Below are some common blank spell book
types (the pages are tied in and can be easily removed
and swapped around).
Capacity
30 spell levels
50 spell levels
100 spell levels

Price
30 g.p.
50 g.p.
100 g.p.

Weight
3#
5#
10#

The above assumes written formulas are not and


cannot be used as spell scrolls (nor can spell scrolls be
used as written formulas). If the gaming group prefers to
treat them as the same thing; they should use the same
price for both, such as 300 or 1,000 g.p. per spell level.

Creating Magic Items


It isn't that hard to give consumable magic items
(potions, spell scrolls, magic arrows, etc.) a low price since
they are used only once.
Durable magic items pose a problem: if making one is
a matter of spending gold, characters might get rich
making and selling them, or sell one item to gain a chunk
of change and then use it to buy into another.
To assign a gold piece value, look at how each item
functions compared to others and work out a price based
on which ones the referee wants to be common, and which
ones they want to be rare and expensive. Should a +1
sword cost 2,000 g.p.? Or 5,000? What should a wand
or staff cost?
Then compare a base item to similar items: if a sword
+1 costs so much gold, what would a dagger, short sword,
bastard sword, and two-handed sword cost? How do axes
and other weapons compare to swords? To whit, picking a
price for plate armor +1 helps define a price for chain
and leather.
This game originally had a pricing scheme, but the
result tended to be the author's whimsy and it was far less
fantastic than desired: it invoked a world of shopping
malls and warehouses, not a world of monsters and magic.
To make the game more fantastic and primitive,
consider the idea that magic items are made one at a
time by finding the materials needed and then laying on
enchantments to create the item itself. They are not bought

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

at shops! A Magic-user might buy a simple ball of crystal


or glass orb from a shop, but enchanting it to make it a
magical crystal ball is something else indeed. (And it may
not be suitable for such use; perhaps only a petrified
dragon eye would work!) Powerful items would be made
only after investing months or years to finding the
materials and working out the enchantments; more

common items might take a month or even just a week or


two to make. The referee can then decide which items are
common (and easily made) and which ones take months or
years to make. Finding metals that have fallen from the
stars (meteoric iron or such) might let someone find a
skilled smith and have a magic sword or armor made.

Cleric Spell Lists


1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

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

Magic-user Spell Lists


1st Level
1. Charm Person
2. Dancing Lights
3. Detect Magic
4. Floating Disc
5. Hold Portal
6. Light
7. Magic Missile
8. Protection fr. Evil
9. Read Languages
10. Read Magic
11. Shield
12. Silence
13. Sleep
14. Ventriloquism
15. Write
16.
17.
18.
19.

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

(6 turns) and range (120').


Detect Magic: As the Magic-user spell.
Light: As the Magic-user spell, but for a 12 turn
duration.
Protection from Evil: As the Magic-user spell except
duration (12 turns).
Purify Food and Water: Purifies enough poisoned or
spoiled food and water to feed 12 people for one day.
Remove Fear: Range 30'. Removes magical fear from
a single victim. If cast on someone not yet under the effect
of fear, it makes them fearless for 6 turns (60 minutes).
The reverse form is cause fear.
Resist Cold: A single recipient becomes immune to
normal freezing cold, and gets a saving throw bonus of 1
and reduces the damage taken by 1 point per die/hit die
against magic cold, such as white dragon breath or the
cone of cold or ice storm spell. Thus, the damage from a 7
hit die white dragon is reduced 7 points, while damage
from a 10 die cone of cold is reduced by 10 points.
Silence: The object or creature this is cast on makes no
noise (they cannot speak nor cast spells). If cast on a
creature that resists, the victim can save versus spells to try
to avoid it. Duration: 6 turns. Range: 120'.

New Spells: Telepathy, Gaseous Form, X-Ray Vision

CLERIC SPELL DESCRIPTIONS


1st Level Cleric Spells Described
Bless: All creatures chosen by the caster that are
within a 20' x 20' x 20' area receive a +1 bonus to
morale, attack dice, and saving throws. If cast on 1 vial of
water (per level of the caster), it turns the water to holy
water for the spell duration. Duration: 6 turns. The reverse
form is blight.
Blight: The reverse form of bless, which has the same
characteristics except all persons chosen by the caster
suffer a penalty rather than bonus. Cast on vials of water,
it creates unholy water, which harms otherword beings of
an extremely good nature, but has no effect on other
beings.
Cause Fear: The reversed form of remove fear.
Undead and certain other creatures are immune to fear. A
single touched creature (requiring a melee combat to-hit
roll) must save versus spells or (a) they have a 50/50
chance of dropping or throwing aside anything in their
hands in panic, and (b) they will flee in panic for 6 rounds
(if they were engaged in battle) or 6 turns if they are
caught outside of battle.
Cause Light Wounds: The reverse form of cure light
wounds. A single victim within 30' of the caster must make
a successful save versus spells or they take 2-7 (1d6+1)
hit points of damage.
Cure Light Wounds: Removes 2-7 (1d6+1) hit points
lost to damage. Also can be used to remove temporary
paralysis, but it does not restore hit points if used that
way.
Detect Evil: As the Magic-user spell, but for duration

3rd Level Cleric Spells Described


Find Traps: The Cleric locates any mechanical or
magical traps within a radius of 30', when they
concentrate. Duration: 2 turns.
Hold Person: As the Magic-user spell except for the
duration (9 turns) and range (180').
Resist Fire: A single recipient becomes immune to
normal fire and gets a saving throw bonus of 1 and
reduces damage by 1 point per die/hit die against magic
fire, such as dragon breath or the fireball spell. Thus, the

17

damage from a 9 hit die red dragon is reduced 9 points


while damage from a 12 die fireball is reduced by 12
points.
Silence, 15' Radius: This spell muffles all sound in a
15' radius around (and including) a single creature and
audience; if cast at an an unwilling creature, the creature
can make a save versus spells and success means the spell
fails. Speaking and spell casting cannot be performed in
this area (note that all spell casting devices - scrolls,
wands, etc. - also require speech and cannot be used).
Duration: 12 turns. Range: 180'.
Snake Charm: Charms 1 hit die of snakes per level of
the caster. Duration: 7-12 rounds or 2-5 turns. Range: 60'.
Speak with Animals: The caster can communicate with
animals, who will (unless attacked) talk back to their own
limited intellectual ability, and might be willing to aide the
caster (use the monster reactions table provided in the
discussion of encounters for random reactions) Duration: 6
turns. Range: 30'.

Caster's Level
1-7
8-14
15-20
21+

Dead less than or equal to...


4 days
4 months
12 months
no limit

Striking: For 2-7 rounds a single melee weapon


(sword, axe, club, etc.) touched by the caster does an
additional 1d6 damage (if a hit is scored with it) and
functions as a magic weapon (if not already magical).

7th Level Cleric Spells Described


Animate Dead: Per the Magic-user spell.
Cause Serious Wounds: Inflicts 4-14 (2d6+2) hit
points to a single target within 30' if they fail a save
versus spells. The reverse form of cure serious wounds.
Cure Serious Wounds: Restores 4-14 (2d6+2) hit
points to a single target within 30', or removes temporary
paralysis.
Detect Lie: Cast on a single recipient within 120', it
alerts the caster when they tell a lie. The victim (if aware)
can (if they make a saving throw versus spells) tell a lie
without being detected.
Dispel Magic: Per the Magic-user spell.
Neutralize Poison: Removes poison from a single
object or creature (revives a creature killed by save-ordie poison if cast on them within 1 turn per level of the
caster). Note that poisonous creatures often create poison
as needed, and hence they cannot be rendered poisonless
by the spell.
Protection from Evil, 10' radius: As the Magic-user
spell.
Speak with Plants: The caster can speak with plant
life. Ordinary plants will perform simple tasks within their
capability for as long as the spell lasts (such as leaning
aside to allow easier movement through them). Intelligent
plant-like creatures will react as the referee sees fit.
Duration: 6 turns. Range: 30'.
Sticks to Snakes: Requires a supply of sticks: some 315 will transformed into snakes (50% chance of each
being poisonous) who obey the caster. Each turns back
into a stick when slain or the spell expires or is dispelled.
Duration: 6 turns. Range 120'.

5th Level Cleric Spells Described


Cause Disease. The reverse form of cure disease, one
victim within 60' must save versus spells of be inflicted by
a disease of low grade but lingering nature. For 1 to 36
(d36 or d6 x d6) days the victim suffers a -1 penalty to
all die rolls.
Continual Darkness: The reverse form of continual
light, it engulfs a region in darkness. A continual light and
continual dark spell cancel each other out.
Continual Light: As the Magic-user spell but the light
is equivalent to full daylight.
Create Water: Creates 1 day's supply of water for 12
men and their horses per level of the caster past 4.
Cure Disease: Cures one disease from 1 recipient. The
reverse form is cause disease.
Growth of Animals: Per the Magic-user spell.
Locate Object: As the Magic-user spell except range
(90').
Prayer: All enemies within a 20' x 20' x 20' area (as
chosen by the caster) must save versus spells or suffer a
penalty of 1 (plus 1 per 5 levels of the caster) to all
saving and attack rolls. Duration: 2-12 rounds. Range: 30'.
Remove Curse: As the Magic-user spell.
Resist Lightning: A single recipient becomes immune
to normal electricity and gets a saving throw bonus of 1
and reduces damage by 1 point per die/hit die against
magic electricity, such as dragon breath or the lightning
bolt spell. Thus, the damage from an 8 hit die blue dragon
is reduced 8 points while damage from a 15 die lightning
bolt is reduced by 15 points.
Speak With Dead: The caster can ask three questions
of someone who has been dead for no more than a
certain period of time, based on the caster's experience
level as shown below. The veracity of the answers is up to
the referee, and said dead beings would usually only
know what they knew up to the time of their death.
Answers may be given in riddles, cryptic statements, and
so on.

9th Level Cleric Spells Described


Commune: This spell can be used once per week; the
caster can ask three questions of higher plane powers and
will receive "yes" or "no" answers, usually very accurate
(irrelevant or irrational questions will receive a similar
reply and might result in punishment). Each year they can
ask 6 questions on one communing.
Create Food: Creates enough food to feed 12 people
and their mounts per level of the caster above 8th. Range:
120'. Duration: natural effect.
Cause Critical Wounds: Inflicts 6-21 (3d6+3) hit
points of damage to a single target within 30' if they fail

18

a save versus spells. The reverse form of cure critical


wounds.
Cure Critical Wounds: Restores 6-21 (3d6+3) hit
points to a single target within 30', or removes temporary
paralysis.
Dispel Evil: Dispels any evil sending or spell within a
30' radius much like a dispel magic. Duration: 1 turn.
Finger of Death: The reverse form of raise dead. It
slays a single living creature that fails a save versus death
ray. Range: 120'. Duration: natural effect.
Flame Strike: Creates a pillar of flames 10' wide and
30' high at a maximum distance of 90', doing 5-30 (5d6)
hit points of damage to everything therein, with a saving
throw versus spells reducing damage to half.
Insect Plague: Summons a mass of stinging, biting
insects that swarm an area 360' in diameter and 60' high.
All creatures of 3 hit die or less who are within the area
flee out right; those of 5 hit die or higher must make a
morale check or flee. Mass attack spells (such as fireball
or lightning bolt) will kill all of the insects in their area of
effect - but the area cleared fills again in one turn.
Duration: 1 game day. Range: 480'.
Quest: Much like a Geas, but the victim is not slain by
refusal to pursue it, although the caster can specify a nonlethal, non-crippling curse.
Raise Dead: Effects only men, dwarves, elves, gnomes,
and halflings, and only those who has been dead for less
than or equal to 4 days per level of the caster above 8
(9th level = 4; 10th = 8; 11th = 12, etc.). Unless they fail
a resurrection check for constitution (or have used all of
their maximum raisings), they are revived with 1 hit point,
no spells memorized, and will be bedridden for 2 full
weeks. They can be slain automatically by any attack
while bedridden. Range: 120'. Duration: natural effect.
The reverse form (the Finger of Death) slays a single
living creature that fails a save versus death ray.

once the spell is cast. Duration: 3 rounds per caster level.


Range: 60'.
Find the Path: The caster is given directions that lead
them safely and expediently out of a maze, trap,
wilderness or other confusing maze-like region. They are
not effected by maze spells while this spell is in effect; if
they cast it after being effected by a maze spell, they
exit the next round. Duration: 6 turns plus the level of the
Cleric, or 1 day outdoors.
Harm All: The reverse form of heal all. A single living
recipient within 30' must save versus spells or they take all
but 1-3 of their hit points in damage.
Heal All: A single living recipient within 30' is healed
of all hit points damage, and all blindness, disease,
paralysis, and similar effects are removed. The reverse
from is harm all.
Speak With Monsters: The caster can speak with any
creature, if the given creature is willing. Duration: 3-12
questions.
Word of Recall: The caster prepares a sanctuary in
their home or other place by meditating there for a week;
uttering this spell teleports them there (no chance of
failure, although if the sanctuary has been destroyed or
such disaster might result). They can have only one
sanctuary prepped at a time.

15th Level Cleric Spells Described


Astral Spell: As the Magic-users but success or failure
of spell casting is per the below.
Spell
Level
1st
3rd
5th
7th

11th Level Cleric Spells Described


Aerial Servant: Summons a powerful being from the
plane of air that will find and bring to the Cleric any
single item or being they state at the time of casting.
Success depends entirely on the information the Cleric can
provide. Impossible, absurd, or suicidal tasks will cause the
servant to attack the caster. See the description of the
aerial servant in the chapter on Monsters.
Animate Objects: The caster can cause objects to
move, attack, etc. Use similar sized living beings or
magical items for reference, i.e. living statue for statues,
etc. The referee decides the final armor class, movement,
attacks, etc. of an animated object. One large object
(approximately twice as big as a man), two man-sized
objects, or several small objects can be animated.
Duration: 6 turns. Range: 60'.
Barrier: Fills a region 30' in diameter and 10' thick
with flying, whirling blades that inflict 20-70 (d6+1 x 10)
points of damage on anyone or anything trying to pass
through, no save allowed. The caster can choose a specific
angle at casting but cannot change it nor move the barrier

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+

Control Weather: As the Magic-user spell.


Destroy Living Completely: See raise dead fully.
Earthquake: Effects an area 60' X 60' (add 10' to
each per three levels over 17th of the Cleric: 70' x 70' at
20, 80' x 80' at 23, etc.) Duration: 1 turn. The area
sprouts cracks (each creature within has a 1 in 6 chance of
plunging into a crack for 1d6 x 1d6 damage from falling
and crushing). Small structures (whether stone or wood)
collapse, ramparts will shake flat, cliffs will collapse,
wooden palisades will tumble like match sticks, etc.
Movement will be halved for the duration.
Energy Drain: See Restore Energy.
Gate: As the Magic-user spell.
Holy Word: Has the following effect to all creatures
within 20' of the caster:
Level
Effect
Move is Fight at
9th - 12th deafens 1-6 turns normal
-2

19

Can cast
spell
50%
chance

5th -8th
under 5th

stuns 2-20 turns


kills

nil

cannot

nil

Abuse allows a save versus magic to try to break it;


outright attacks by the charmer break it without any save
needed.
A charmed creature gains an automatic chance to
break the spell every so often based on their intelligence
score.

Part Water: Twice the effect of the Magic-user spell:


parts water up to 20' deep for a maximum of 12 turns.
Range: 120'. Add 10' to the depth and 6 turns to the
duration for each level above 17: 18 = 30' and 18 turns;
18 = 40' and 24 turns; 19 = 50' and 30 turns.
Raise Dead Fully: As raise dead except the recipient
returns with all hit points, spells, etc. and is immediately
ready to act as if they were never dead.
If reversed (destroy living completely) will entirely
destroy a being touched in combat unless they save versus
spells.
Restore Energy: A single recipient who has lost one or
more levels to the energy drain ability of undead beings
has one restored each time they receive this spell. The
caster is incapacitated for 3-18 days after using the spell.
Range: touch.
If reversed (energy drain) a victim must be struck in
close combat and if they fail a save versus spells they
loose an energy level (hit die/experience level). Range:
touch. Duration: 1 round and if a victim is effected the
effect lasts until reversed by the cleric restore energy spell.
Symbol: See the Magic-user spell, except Clerics
cannot use Death symbols or any other that physically
harms the victim. They can use those such as Discord, Fear,
Insanity, Sleep, Stunning.
Wind Walk: The Cleric assumes a gaseous form and
can travel at four times normal speed (base 480')
adjusted by encumbrance, bringing one other being with
them (the slowest movement of the two is used). Can fly,
travel through solid objects, etc. Duration: until dispelled
or 1 day maximum.

Victim's Intelligence
1 to 6
7-9
10-11
12-15
16-17
18 and above

Automatic save every:


month
three weeks
two weeks
week
two days
day

Dancing Lights: Creates 1-6 (as chosen by the caster)


torch-like lights which bob and weave as if carried by a
person and will follow a path away from or towards the
caster to a maximum distance of 120', lasting for 3
rounds per level of the caster. After the first round, the
caster need not concentrate unless they wish to change the
path and nature of travel. Can also be used to create 3
or fewer will-of-wisp like glowing orbs or a single mansized glowing figuring.
Detect Magic: If an item within 60' of the caster is
seen by the caster and it is magical (including items being
effected by a spell with a duration), they will be told so
(they are not told any further details like the nature of the
magic). Range caster only. Duration: 2 turns.
Floating Disc: Creates a 6' long, 3' wide oval of
magic force no more than an inch or two thick that follows
the caster at whatever speed they move and can carry
300 pounds without burdening the caster. Duration: 6 turns
+ 1 per level of the caster.
Hold Portal: Seals a portal (door, window, etc.) for 212 (2d6) turns (20-120 minutes) or until dispelled, undone
by anti-magic, opened with the knock spell, or battered
through.
Light: Illuminates a 30' diameter sphere as if by torch
or lantern light for 6 turns + 1 per level of the caster (60
+ 10/level minutes).
Magic Missile: Creates a magic missile that strikes
any creature the caster can see with a 150' range and
doing one die plus one (2-7; 1d6+1) hit points of
damage. Another missile is created for each 2 additional
levels they gain past 1st (1st = 1; 3rd level =2; 5th = 3,
etc.) Anti-magic and the shield spell are examples of
magic that can try to stop a hit.
Protection from Evil: Prevents enchanted monsters
from getting within melee range of the caster or one
touched creature (unless the recipient attacks an
enchanted creature in melee). Gives the recipient a +1
bonus to armor class and saving throws against all
attacks. Duration: 6 turns.
Read Languages: The caster can read one collection
of non-magical writings and codes for 2 turns (20
minutes).
Read Magic: Allows the caster to read one set of
magic writings - each spell formula counts as one set.
Shield: An invisible field around the caster that gives

MAGIC-USER SPELL DESCRIPTIONS


1st Level Magic-user Spells Described
Charm Person: Undead are immune to this spell as
might be certain other creatures (such as dopplegangers).
"Person" refers to human-like and human-sized (or smaller)
creatures such as Goblins, Gnolls, Hobgoblins, Kobolds,
Nixies, Orcs, Pixies, and Sprites, as well as humans,
dwarves, elves, gnomes and halflings. A single victim
within 120' of the caster must save versus spells or they
will then consider the caster a friend and ally. Dispel
magic can break the charm as can anti-magic.
A charmed creature will know it was charmed if it
breaks free. Likewise, others will observe any odd
behavior in the victim and may react. "Charming"
someone is much like slavery in that others usually detest
it.
A charmed creature is a friend, not an idiot, and will
not act in absurd ways (i.e. killing themselves at a
command or simply handing over possessions). Such things
would require a reaction roll (per the discussion of
encounters) modified by the situation; success on the part
of the charmer does NOT mean they obey, only that the
charmee does not attack them or break the charm.
20

them a base armor class of 10 (plate) against melee and


11 against missile attacks; if the caster is wearing armor,
use whichever gives them the best protection. If they are
attacked by a magic-missile spell, they are allowed a
save versus spells to see if the shield spell stops it.
Duration: 2 turns (20 minutes).
Sleep: Effects 1-6 (d6) hit die of creatures, who fall
asleep for 3-15 turns, no saving throw allowed. If more
than the number rolled are effected, randomly pick the
ones effected. If this spell has been memorized twice both
can be drained to double the number effected one round;
if three times it can be tripled (this does not effect range).
Range: 240'
Ventriloquism: The caster's voice literally comes from
any single point within 60' they choose. Duration: 2 turns
(20 minutes).
Write: A Magic-user can try to copy a single written
formula for a spell that is a higher level than they can cast
by casting this spell. They must have proper copying
materials and they must have cast read magic on the
formula they are trying to copy. Roll 2d6 + the caster's
experience level; the total must equal or exceed 7 + the
spells level for them to succeed. Failure means the result is
botched and the paper and ink used are wasted.

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.

3rd Level Magic-user Spells Described


Continual Light: A light spell that only stops when
dispelled, anti-magic, countered by a darkness spell or
such and illuminates a 240' diameter circle (not equal to
full daylight). Range: 120'.
Darkness, 5' Radius: Engulfs a sphere 5' in radius (10'
diameter) in darkness preventing all light in and out (and
blocking infravision). Only a Dispel Magic, or a light or
continual light spell ends it. Duration: 6 turns. Range 120'.
Detect Evil: The caster becomes aware of evil thoughts
or intents in any single creature or enchanted object with
evil magic or nature they observe for a round. Objects
such as poison or traps are neither evil nor good and
cannot be detected. Actual thoughts are not read.
Duration: 2 turns. Range: 60'.
Detect Invisible: The caster will become aware of any
invisible objects or creatures within their line of sight.
Durations: 6 turns. Range: 10' x the level of the caster.
ESP: Undead cannot be read nor detected by this. A
thin coating of lead or more than 20' of rock blocks it.
Two uses: if the caster sees or knows the exact location of
a single creature they can read its mind; or they can scan
an area (regardless of solid objects that intervene) for
thoughts to discover if living beings are there, receiving a
vague mummer of thoughts if there are living beings
present there. Duration: 12 turns. Range: 60'
Invisibility: A single recipient remains invisible until
they make an attack or cast a spell or encounter
dispelling magic or anti-magic. Range: 240'
Knock: Opens one set of portals (doors, windows, etc)
held shut by locks, bars, bolts, or magic spells such as
wizard lock or hold portal. Range: 60'.
Levitate: The can rise or fall in place at half their

5th Level Magic-user Spells Described


Clairaudience: Undead cannot be read nor detected
by this. A thin coating of lead or more than 20' of rock
blocks it. The user can hear all noises from a single point
they choose that is within range as if they were standing
there, taking 1 turn to concentrate on the point desired.
Duration: 12 turns. Range: 120'
Clairvoyance: Per clairaudience, except the user can
view an area as if standing there.
Dispel Magic: This spell tries to end any spell it

21

contacts that has a duration: it effects a 10' radius from a


given point chosen by the caster that they can see. The
base chance is 50% (7+ on a d12/2d6), minus 1 per 2
levels the caster of the dispel magic is below the caster of
the subject spell; plus 1 per 2 level they exceed the level
of the caster of the targeted spell. Magic from spell
casting devices such as scrolls, wands, and staves is
considered the lowest level needed to cast it, unless there
is any reason for it to be higher. A 6th level Magic-user
casting a dispel magic on a 10' spot occupied by two
people charmed by a spell cast by a 3rd level magic-user
has a 9 in 12 chance of breaking the charm on each (7 +
(6 - 3 = 3/2 = 1.5 = 2)).
Permanent magic items (like a magical sword +1 or
wand of fireballs) are not effected unless it is cast solely at
them; in that case, the item must save versus magic and
failure means it will become non-magical that round, but
their magic returns the next. Duration: 1 turn. Range: 120'.
Radius: 10'
Note than Magic-users casting this spell at the same
time combine the effect: a 6th and 9th level caster would
have a combined 15 level of dispelling power. If a 2nd,
3rd, and 4th caster finds scrolls with the spell and use
them all at once and none fail, the result functions at 9
levels. If the 3rd level caster failed, the other two would
still combine at 6 levels.
Explosive Runes: Creates invisible, magical runes on
a single sheet of paper/parchment/etc. (book, map,
scroll, etc.) Anyone but the caster who opens and looks at
the paper within 10 triggers a blast that destroys the
paper and does 4-24 (4d6) hit points to the reader (a
saving throw is not allowed). The caster can remove them
at will; other Magic-users whose experience level is 2 or
more than the caster has a 1-3 on d6 chance of detecting
them and a 1-4 on a d6 chance of removing them.
Duration: until triggered.
Fire Ball: Creates a small dart of light that streaks to
whatever location the caster can see and detonates in a
fireball with a 20' radius (40' diameter), flowing as best it
can to conform to the space it is in. Damage is determined
by the roll of one die (1d6) per level of the caster; (6
dice (6-36) from Scrolls and Wands; 8 dice (8-48) from
Staves) with a save versus spells for half damage.
Duration: 1 round. Range: 240'
Fly: The caster can fly at their normal walking speed
per encumbrance. Duration: 1d6 + 1 turn/level of the
caster (3rd level = 1d6+3, etc.)
Gaseous Form: One recipient assumes the form of gas
and can flow through cracks, waft across surfaces, etc. at
their normal movement rate, effected by encumbrance
(they must discard items before the spell is cast to avoid
bringing them with them.) Duration: 2-12 turns. Range: 30'.
Haste Spell: Allows 24 or fewer creatures within a 60'
x 120' area to act make one additional action per round:
humans can attack twice, move twice, etc. and gives them
automatic initiative over non-hasted creatures. Canceled
by a slow spell. Duration: 3 turns. Range: 240'.
Hold Person: Up to 4 targets can be chosen and must
save versus spells or they will be frozen rigidly where they
are, unable to move or act:

Targets
4
3
2
1

Save Modifier
+1
0
-1
-2

Duration: 6 turns + level of the caster. Range: 120'.


Infravision: Grants 60' infravision to one recipient.
Duration: 1 day. Range: 120'.
Invisibility, 10' Radius: Engulfs all creatures (as
chosen by) within 10' of the chosen target point in
invisibility. Attacking or casting a spell breaks it only for
the individual, as does stepping more than 10' from the
target point. It can be cast to a distance of 120'; if cast
on an object it stays there, if cast on a creature it moves
with it.
Lightning Bolt: Sends a small electric spark out that
erupts at the location chosen by the caster that they can
see to create a lightning bolt 60' long and up to 10' wide,
moving away in the direction cast: it will bounce back up
to its maximum range (i.e. if it hits a wall 20' from its
origin it can bounce back 40'). Does one die (1-6)
damage per level of the caster (6 dice for wand and
scrolls; 8 for staves) with a save versus spells for half
damage. Range: 240' range.
Monster Summoning I: Summons 2-12 1/2 hit die or
1-6 creatures of 1 hit die (random monster tables can be
used to determine which are summoned), each of which
fights for the caster until slain or the spell expires (they
leave if it expires). Delay before they arrive: 1 turn.
Duration: 6 melee turns. Range: 10'.
Protection from Evil, 10' Radius: Engulfs a 10' radius
(20' diameter) circle around the caster with a protection
from evil spell. Duration: 12 turns (not 6).
Protection from Normal Missiles: A single recipient is
rendered immune to normal missile weapons as used by
men (thrown, let fly from bows, crossbows, or slings, and so
forth), but not large siege engines, boulders thrown by
giants, etc. Duration: 12 turns. Range: 30'.
Rope Trick: A single piece of rope up to 30' long is
caused to stand stiffly in the air as if anchored from
above; up to 5 people (one per 6' of height) can climb to
the top and enter a safe region in some other dimension
(maximum size 20' x 20' x 20'), whereat they are not
detectable and cannot be effected by those on the prime
plane. The rope can be pulled up behind; if it is left
where it is, it can be jerked down, leaving the occupants
of the safe haven to jump or climb down. Air (but not food
or water) is provided in the safe haven. Each day spent in
the safe haven passes in 1 turn on the game world.
Duration: 6 turns, plus the level of the Magic-user
employing it.
Slow Spell: Per the haste spell except all chosen
victims must save versus spells or be slowed, acting every
other round and always loosing initiative to any creature
not also slowed. Duration: 3 turns. Range: 240'.
Suggestion: A single creature that fails a save versus
spells will obey any reasonable command (a brief
22

sentence or two) within its ability. They are allowed


another save to break the spell if ordered to do anything
contrary to their nature and two if ordered to harm
themselves or someone beloved. Range: 240'. Duration: 1
game week.
Telepathy: Caster can exchange thoughts with one
creature within 240' for up to 6 turns (1 hour).
Water Breathing: One recipient can breathe aerated
water much like a fish (and they can still breathe air).
Duration: 12 turns. Range 30'.

distance: i.e. 120' high or 120' low to 240' distance; 180'


high or low to 180', etc. Range: 10'.
Extension I: The remaining duration of a single
previously cast 1st, 3rd, and 5th level spell that is still
active is increased by half (x1.5).
Ice Storm: Fills a 30' x 30' x 30' area with sleet and
frost, doing 5-30 (5d6) hit points of damage to all within
its confines (no saving throw allowed). Duration: 1 turn.
Range: 120'.
Growth of Plants: Up to 300 square feet (30 x 10,
20 x 15, and so on) of brush, grass, woods etc. will grow
so thick as to prevent passage by other creatures.
Duration: until the spell is negated by a dispel magic.
Range: 120'.
Hallucinatory Terrain: Overlays a terrain feature with
the illusion of another. Each intelligent creature entering it
gets a save versus spells to note it; the first successful save
breaks the spell entirely. Range: 240'.
Massmorph: As many as 100 creatures of man size
appear as trees; only ended by the caster or such things
as dispel magic spell. Anti-magic can cancel it for each
creature encountered. Range: 240'.
Monster Summoning II: As Monster Summoning I
except but summons 1-3 (1d3) 2nd Level monsters.
Polymorph Others: Duration: until a dispel magic spell
frees the victim. A single victim must save versus spells or
be effected; if they are effected they must roll versus
system shock (3d6 less than or equal to their constitution
score) or be slain; if they are not slain they assume the
physical form of a creature chosen by the caster (who
must have personal knowledge of said creature; if they
do not they will be transformed into the closest normal
version). The victim's combat ability, size and such are not
in fact changed; a giant polymorphed into an ant cannot
be crushed by stomping on it; a normal human
polymorphed into a red dragon will have the hit points
and so on they had as a human, unable to breathe fire
but able to fly. Range: 60'.
Polymorph Self: The caster must make a system shock
roll (3d6 less than or equal to their constitution score) or
be killed. Otherwise they assume the physical
characteristics of a creature they desire: transforming into
a dragon allows them to fly but spell casting and dragon
breath are both magical and they do not gain them.
Duration: 6 turns + the level of Magic-user employing it.
Remove Curse: Removes a single curse from any
single touched creature or object. If a cursed object is
controlling a creature, the spell allows the victim to discard
the object but the object cannot be un-cursed. If used on a
cursed object not controlling another being, the object gets
a save versus spells (treat any minus as a bonus to the
save: a cursed sword -3 or leather armor -3 gets a +3
bonus); failure means the item becomes a normal, nonmagical item. Range: touch. Duration: natural effect.
Wall of Fire: Forms an opaque immobile wall of fire
perhaps 3 feet thick and 60' wide and 20' high, or a ring
of fire 30' in diameter and 20' high and three feet thick
that moves with the caster for as long as the caster
concentrates. Creatures of under 4 hit die cannot breach
the wall. Creatures breaching it take 1-6 (1d6) points of

7th Level Magic-user Spells Described


Charm Monster: A Charm Person spell that effects
any sort of creature, not just people. Up to 3-18 (3d6)
creatures of less than 4 hit die can be effected; otherwise
1. Saves are modified as follows:
Hit Dice
under 2
2-4
5-7

Bonus to save Hit Dice Bonus to save


+1
8-10
+4
+2
11 and up
+5
+3

Cone of Fear: Undead and certain other creatures


are immune to fear. Creates a cone of magic 60' in length
and 30' at the far base that causes all creatures within it
to save versus spells or (a) 50/50 chance of dropping or
throwing aside anything in hand and (b) they will flee in
panic for 6 rounds if they were engaged in battle/6 turns
outside of battle. Range 240'.
Confusion: Effects 2d6 + (1 per level of the caster
above 8) creatures as follows:
Victim hit effect
die/level
1-2
automatically effected
3
effected (1d12 - the caster's experience
level) rounds after being exposed (anything
less than 1 means immediately), no save
allowed to resist
4+
As 3 except they can make a save each
round to avoid being effected that round
If a creature is confused, roll a two dice (roll again
each round they are confused as their behavior can
change):
2d6
2-5
6-8
9-12

action
attacks the caster's party
too confused to do anything
attack each other

Duration: 12 turns. Range: 120'.


Dimension Door: A teleport spell without a chance of
error (though unwilling creatures get a save versus spells
to try to avoid it and if sent into a region of solid stone or
such a second save is allowed): it sends a single object or
creature to an exact point 360' away (add height to

23

damage (2-12 (2d6) if they are undead). Range: 60'.


Wall of Ice: Creates ice 6 inches thick in the shape of
a wall 60' long and 20' high or a ring 30' in diameter
and 20' high. Damage to creatures breaking through is 212 to fire using; 1-6 to non-fire using; 1-3 to cold based
and undead. Range: 120'
Wizard Eye: The caster's vision can be sent to a 240'
distance at a speed of 120'/turn to let them observe
other places. The wizard eye can pass through solid
objects, but not gold or lead. Duration: 6 turns.

# of
Plane Questions
3rd
3
4th
4
5th
5
6th
6
7th
7
8th
8
9th
9
10th
10
11th
11
12th
12

9th Level Magic-user Spells Described

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

The referee rolls to see if the answer is known and (if


it is) the truthfulness of the replay.
A roll is made to see if the caster is driven insane by
the contact. Insanity lasts for 1 week per plane contact 7th
= 7 weeks), during which time they will be completely
incompetent and must be led around, fed, etc.
Extension II: See Extension I: this spell effects 7th level
spells.
Feeblemind: Effects only Magic-users: one target must
save versus spells (with a -4 penalty) or become so addleminded that they cannot use spells and magic. Only a
dispel magic or certain powerful healing spells will break
it. Range: 240'.
Growth of Animals: Between 1-6 (1d6) normal-sized
animals increase to giant-size. Duration: 12 turns. Range
120'.
Hold Monster: As Hold Person, but effects any
creature not immune to hold magic.
Magic Jar: The caster sends their own life force into
an inanimate object (the "magic jar") within 30'. From the
jar, they can attempt to gain control any creature within
120', who must save versus magic or fall under their
control. If the magic jar is destroyed they are destroyed
and any possessed bodies are freed and their own body
dies; destruction of the caster's body strands them in the
magic jar or the body they are possessing; if a possessed
body is destroyed they are sent back to the magic jar (if
within 30') otherwise they are destroyed. If they wish to
return to their own body, they must free any possessed
body and their own body must be within 30' of the magic
jar. Returning to it ends the spell.
Monster Summoning III: As Monster Summoning II but
summons 1-2 (1d2) 3rd Level monsters.
Pass-Wall: Creates a 10' x 10' x 10' hole in a solid
rock/wooden wall. What happens to anything in the hole
when the spell ends is up to the referee. Duration: 3 turns.
Range: 30'.
Telekinesis: The caster can manipulate 20 pounds of
mass per experience level they have via mental forces.
Movement rates are generally slow. Duration: 6 turns.
Range 120'.
Teleport: The caster is sent to any location they desire,
with the accuracy of their attempt depending on their own
familiarity with the target locale (2d6 roll).

Animate Dead: Animates dead bodies: if the referee


is uncertain of the state of a body, roll a d6:
d6
1-3
4-5
6

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

Roll 2d6 + the caster's level to determine how many


hit die are created: ht dice are based on the creature's hit
dice, not experience level; zombies add 1 to the hit die.
The body of what was once a 15th level Magic-user
would be animated as a 1 hit die skeleton or 2 hit die
zombie; an ogre body would be revived as either a 4 hit
die skeleton or 5 hit die zombie. Anyone with an army of
undead following them would indeed be attacked as an
invader by nearby rulers.
These undead are robotic and fight or otherwise act
until destroyed or called off by the controller, who can set
them to simple tasks such as, "Stand guard until intruders
enter." or "Patrol the halls and attack anyone without the
medallion I wear."
Cloudkill: A poisonous (it will kill all creatures of less
than 5 hit die who fails a save versus poison) yellow-green
cloud of gas 30' in diameter (15' radius) emerges from
the caster's hands or mouth and moves at a speed of
60'/turn in the direction the caster was facing. Wind will
blow it elsewhere and it will sink to the lowest level it can,
but float on water. Trees, tall grass, or similar obstacles
will disrupt it and reduce the duration by half; strong wind
can disperse it in a single round. Duration: 1 round per
level of the caster at most.
Conjure Elemental: This spell can be used to conjure
only one of each type of elemental (air, earth, fire or
water) per day at most. The elemental remains until
dismissed or slain; the caster must exert constant control
by concentrating entirely on the elemental and if said
concentration is interrupted the elemental is set free to
wreck havoc, attacking the summoner, leaving when it or
the caster is slain, or fleeing to its own plane if attack is
inadvisable. Range: 240'.
Contact Higher Plane: Once per week the caster can
ask creatures of a higher plane questions as below (roll
2d6 for randomness):

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'

Disintegrate: Destroys a single non-magical object or


a creature of limited size that fails a save versus spells (a
tree, a ship, a dragon, etc.). Range: 60'.
Extension III: See Extension I: doubles the duration of
9th level spells.
Flesh To Stone: The reverse form of stone to flesh. See
it.
Geas: A single victim must succeed with a save versus
spells or become engage in a task the caster specifies
when casting the spell. Impossible or contradictory tasks
cause immediate failure of the spell. The victim will die if
they fail to pursue said task. Duration: Until the task is
completed. Range: 30'.
Invisible Stalker: Summons an Invisible Stalker (see
MONSTERS) which is sent on a mission specified at casting
time. They continue the task until slain, sent away by
powerful magic, they finish it, etc. An irrational or
contradictory or impossible task would cause the stalker to
attack the aster.
Legend Lore: The caster contacts otherworldy forces in
an attempt to learn obscure or secret knowledge
concerning a legendary item, person, or place as the
referee perceives it in their game world. The answer will
typically come in 1 to 108 (d6 x d6 x d6 or d108) days
during which time the caster is entirely preoccupied
except for eating, drinking, or sleeping. Many times the
reply is in made via a poem, riddle or other strange
communication.
Lower Water: Lowers the level of water to 50%
normal in a river or small lake. Duration: 10 turns. Range:
240'.
Monster Summoning IV: As Monster Summoning III
except one 4th Level monster appears.
Move Earth: Can move a 40' x 40' x 40' region of
loose soil, sand, etc. at the rate of 60' per turn (1 turn
lapses before the material begin to move). Duration: 6
turns. Range 240'.
Part Water: Parts water to a depth of 10'. Duration: 6
turns. Range: 120'.
Projected Image: The caster's image is transferred to
a point up to 240' away, from which all spells and other
actions seem to originate. Duration: 6 turns. Range: 240'.
Reincarnation: Touching a body that has been dead 1
day per level of the caster or less brings the person back
in a form rolled from below, which appears 1 to 6 turns
later. If the form is a normal character race (that is, a
dwarf, elf, human, halfling, or any PC race the referee
allows) they will maintain the experience and statistics
they had when slain (if the gaming group is using racial
limits, their statistics are reduced to abide by them). If
they return as a non-class monster or animal, they must
abide by the hit dice and statistics of a normal specimen,
and are unable to become classed. Certain powerful
means (such as a wish) can restore them to their original
form and return them to the statistics they had when slain.
Reincarnation does not require a system shock check
for constitution, nor does it count against the maximum
times they can be raised from the dead by spells, but they
do loose 1 hit point permanently each time and might be
killed as a result. Thus a never before reincarnated human

Uncertain: Very little knowledge, perhaps a


description or guess.
Familiar: Seen previously, but not at time of casting.
Intimate: Can see at time of casting, or such a place as
a room they frequent in their house.
Transmute Rock to Mud: Transforms 300' x 300' x
300' or less of earth, sand, and/or rock to mud in one
turn. It will remain so for 3-18 days (half in dry and hot
environments) or when countered by the reversed form
transmute mud to rock. Creatures moving into the mud will
become mired, possibly sinking if heavy enough or moving
at 1/10 normal speed otherwise, unless able to fly or
levitate. Range: 120'.
Wall of Stone: Creates a stone wall 2 feet thick with a
height and length equaling 1000' (2' x 50', 10' x 10',
etc.) The spell ends when hit by dispel magic, anti-magic,
or breached by someone breaking through. A wall
created without proper support falls and shatters itself
and ends the spell. Range: 60'.
Wall of Iron: Creates an iron wall 3 inches thick with a
height and length equaling 50' (1' x 50', 5' x 10', 2' x
25', etc.) Duration: 12 turns or until effected by dispel
magic, anti-magic, or a single hit from a rust monsters.
Range: 60'.
X-Ray Vision: The caster can see through all solid
objects to a maximum range of 60' as if they were
ghostly apparitions. Even a thin layer of gold or lead will
block this, nor does it grant the ability to see in the dark.

11th Level Magic-user Spells Described


Anti-Magic Shell: The caster cannot be effected by
any form of exterior magic, nor can they use magic, while
effected. Can be ended early at the caster's will.
Duration: 12 turns.
Control Weather: The caster can change weather (or
prevent it from changing if desired) within a radius of 1
mile per level of the caster for 3 hours per level of the
caster. Typical changes in single increments from left to
right:
calm * breezy * high winds * tornadoes * hurricane
hurricane * tornadoes * high winds * breezy * calm
freezing * cold * warm * hot
hot * warm * cold * freezing
dry * misty * raining
raining * misty * dry
Freezing temperatures forms ice in wet areas and
causes mists and rain to turn to light snow or blizzards. Ice
and snow melts rapidly when the temperature rises above
freezing. Wind will cause excess dust in desert
environments.
Death Spell: Slays 3-15 creatures with 6 or less hit
dice within a 60' x 60' area. Range: 240'.

25

is slain and reincarnated as a bugbear (loosing 1 hit


point; suppose the 3+1 die roll for hit points is 15, they
start with only 14); slain again they are reincarnated as
an orc (loosing 2 hit points; if the d6 they roll for hit points
is a 5 they start with 3); they are slain again and
reincarnated as a kobold and their hit point roll is 2 (1d4)
and they are dead as a kobold. Of course, they might be
reincarnated again and again.
d6 Incarnation
d6
1 various monsters (d6):
4
1: bugbear
2. - 3.: lizardman
4: harpy
5
5: ogre
6: troglodyte
6:
2 Human or demihuman (d6): 6
1: dwarf
2: elf
3: gnome
4: halfling
5 - 6: human
3 Monsters (d6):
1: gnoll
2: goblin
3: hobgoblin
4: kobold
5 - 6: orc

points lasting 2-12 rounds might be allowed), and so on.


They can heal themselves (but any harm to foes would
allow a save to avoid it and have a limited duration (2-12
rounds at most)), cancel minor spells like haste or hold, and
so on.
Mass Invisibility: Bestows invisibility on up to 6
dragon-sized objects or from 100-300 men and horses
until dispelled. Each will break it for themselves if they
attack or cast a spell. Range: 240'.
Monster Summoning V: As Monster Summoning IV
except one 5th level monster appears.
Phase Door: Creates a door only the caster can see
and pass through, including creating a passage through a
stone or wooden surface 10' thick but 8' high and 4' wide.
It ends after seven uses (each trip in or out is one use), or
failure against dispel magic or anti-magic. Range: 10'.
Power Word-Stun: Effects a single creature as follows,
no save allowed. Range 120'.

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.

Victim's hit points


1 to 35
36 to 70
71+

Effect
stunned 2-12 turns
stunned 1-6 turns
no effect

Reverse Gravity: Causes gravity within a 30' x 30' x


30' area to reverse to "fall" up to the ceiling if any and
then (when the spell expires) down to the ground (if any),
suffering falling damage each time (if they impact a solid
surface; 1d6 per 10' of movement up and down).
Duration: 1 melee turn. Range 90'.
Simulacrum: The caster can choose one creature and
a duplicate form (not mentality) is created. Requires: much
frozen snow or the ice storm spell to create the basic
shape; animate object to give it movement; a limited wish
to instill on it a facsimile of the personality and mentality
of the subject matter (it has 40% to 60% (d3+3 x 10) of
the intellect and level/abilities of the original). If the
being it simulates is slain the simulacrum becomes 1%
more true per week until 90% is gained. The simulacrum is
slave to the creator.
A detect magic spell reveals a simulacrum as magical.
Creatures familiar with the original have a chance of
noting the simulacrum (in general, equal to their
familiarity); if the original creature is placed beside it, the
original becomes obvious.

Repulsion: Effects path 10' high, 10' wide and 10'


per level of the caster long that emanates from the caster
in the direction they face: all creatures therein must move
away from them at a minimum of 30' per round. Duration:
1 round/level of the caster.
Stone to Flesh: Range: 120'. Duration: natural effect.
Turns a formerly living creature that has been petrified to
flesh and restores life (it must save versus system shock to
survive). Or it can turn 9 cubic feet per level (3' x 3' x 3')
of ordinary stone to flesh.
The reverse (flesh to stone) will petrify a living
creature that fails a save versus spells. Creatures petrified
by this spell can be revived by stone to flesh spell or a
dispel magic.

15th Level Magic-user Spells Described

18th Level Magic-user Spells Described

Charm Plants: Effects 1 large oak, 6 medium sized


bushes, 12 small shrubs, or 24 little plants, which the
caster can direct, although the plants cannot do anything
beyond their basic reach and capabilities (i.e. they cannot
move but could grab passers while trees might swat at
intruders). Duration: until dispelled. Range: 120'.
Delayed Blast Fire Ball: A fireball that can be
delayed up to 1 turn (10 minutes; 60 rounds).
Limited Wish: Allows the caster to alter reality in their
general area to a limited degree. They CANNOT summon
nor create items, undo petrification, undo death,
permanently increase abilities (a temporary bonus of 1-6

Clone: Creates an exact copy of a creature using a


minor sample of its flesh. Creates an exacting mental and
physical snapshot of the creature when the sample was
taken. A clone brought into existence while the original is
still alive will try to kill the original and take its place;
failing or unable to do so, it goes insane to the point of
destroying itself and any others it can.
Mass Charm: Can charm a total of 30 levels/hit dice
of creatures per the general results of the charm monster
or charm person spell: five trolls = 30 levels; 30 0-level
humans = 30; etc. Each target can save versus spells (at

26

-2) to avoid being charmed. Range: 120'.


Mind Blank: One recipient cannot be detected/mind
read by spells like Clairaudience, Clairvoyance, Commune,
Contact Higher Plane, crystal ball gazing (including any
other form of scrying), ESP, and/or Wishing. Duration: 1
game day. Range: 10'.
Monster Summoning VI: As Monster Summoning V but
one 6th level monster appears.
Permanency Spell: When used on certain other spells
(those with a duration), it makes them permanent until they
are broken by anti-magic or dispel magic or a similar
magic. Examples of common spells it is used for:
Detect Magic
Levitate
Haste
Water Breathing

Insanity 100
levelbecome insane and may be
points
restored only by a remove curse
Death
75 level points Victims are killed

21st Level Magic-user Spells Described


Astral Spell: Creates an astral form of the caster that
can leave his/her body and roam other places; it is
invisible to creatures who are not themselves astral, while
the caster can see when in astral form even if they are
normally blind. Spell casting is possible in this form, but to
check for failure, using the following pattern:

Read Magic
Detect Evil
Fly
Resist fire

Spell
Level
1st
3rd
5th
7th

An object can only have 1 permanently affixed spell


on it and a creature only 2.
Examples of spells without a duration which players
may ask for permanency when they should know better or
do not understand (these cannot be made permanent):

failure
3
3-4
4-5
4-6

success
4+
5+
6+
7+

Destroying the caster's body or moving it beyond the


spells' range breaks the connection and the caster goes
insane and (in astral form) is drawn to the netherworld
and destruction or imprisonment.

Cure light wounds, cure serious wounds, heal, raise


dead, etc.
Remove curse
Wish
Fireball
Magic-missile

Duration:
Range:
Movement of Astral Body:

Polymorph Any Object: The caster can change a


single object's shape; the more drastic the change the
shorter the duration. Start with three basic categories animal, vegetable, and mineral - then specific items
therein. A rock to animal or animal to rock would last
briefly; an animal to a different though similar creature
likely be permanent (man to ape; ape to man; elephant
to rhino); a rock wall to sand would work okay. Changing
class or intelligence retards the duration. Basic duration:
until dispelled or a duration based on the change. Range:
240'.
Power Word-Blind: Blinds a single creature up to 40
hit points for 2-9 days; 41 to 80 for 1-3 days; does not
effect 81+ hit points.
Symbol: Creates an invisible rune triggered by being
read, passed by, or touched by creatures hostile to the
caster. Only a Magic-user of 1 or more levels higher than
the caster can undo it. It only effects those within the
portal who trigger it. Example: a symbol of death placed
over a gate will kill up to 75 levels/hit dice of creatures
who try to pass under it unless the caster desires them to
pass unharmed.
Symbol
Fear
Discord
Sleep
Stunning

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.

Gate: Opens a mystic portal of magic to other-word


planes and summons some being of great power (the
caster pronounces their name). Roll a 2d6: on a 12 some
other creature; 11 the desired being arrives but then
leaves immediately; anything else the desired being
arrives.
Maze: Traps one victim if they fail a save versus spells
in an extra-dimensional maze for a number of rounds
determined by their intelligence score, exiting on the
plane they once were at the point they were when first
mazed. Range: 60'.
Intelligence score
3-5
6-11
12-17
18

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

Time spent in maze


3-12 rounds
2-9 rounds
1-3 rounds
1-2 rounds

Meteor Swarm: Creates eight three die (3-18

27

damage) or four six die (6 - 36 damage) fireballs that


the caster can target as desired. Someone caught in an
overlap might be effected by more than one. Range:
240'.
Monster Summoning VII: As Monster Summoning VI
but one 7th level monster appears.
Power Word Kill: Instantaneously slays any one
creature with 50 or fewer hit points.
Prismatic Wall: Creates a sphere of many colors in a
spot centered on caster with a 20' diameter. Duration: 1
game hour. Creatures of 7 or fewer hit die are blinded
for 16 turns just by looking at it. Sphere is composed of
light swirling in continuous patterns and arranged in layers
(an example of one arrangement, which the referee can
change, follows). as follows. The caster can pass through
the layers without any problem.

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

Use & Effect of the Color


prevents magical missiles
causes 12 points of damage
when passed through
Orange 2Lightning
prevents non-magical missiles
causes 24 points of damage
when passed through
Yellow 3 Magic Missile prevents all breath weapons
causes 48 points of damage
when passed through

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.

PREPARING THE BACKGROUND : ADVENTURE


DESIGN
An "adventure" is a scenario to play. The referee can
create any sort of adventure they want: they only have to
keep the players wanting to come back and play some
more. Is it a monster strewn labyrinth, perhaps the lost
ruins of a mad wizard? Or the lair of orcs and their pets?
A temple, town, or lost island? A wooded glade, hillside or
haunted forest? The group might enjoy long range plots,
like a heroic quest to defeat evil spanning many
adventure settings.
Some referees can make up details as they play.
Others prefer to have as much material as they can ready
before hand. Ready-made adventures might include a lot
of text, but a referee creating an adventure for their own
use need only note those elements they do not want to
forget. It can be faster and easier to make up most
details during play.
The referee can write up an introduction and perhaps
some background material for the scenario. They can
suggest a starting point. They can make a list of rumors
(or legends) to use, with false rumors marked "F" or
"FALSE". Only the referee will know which ones are false;
the players have to learn the hard way. They can create
hand outs for various things the player characters might
find during play: part of a map, a page with notes on it,
and so on. Illustrations are handy for situations that are
28

hard to describe with just words, and can be a part of


riddles, puzzles, and so on.
Placing various features on a map - monsters, traps,
etc. - is usually done by keying the map with letters
and/or numbers and then listing them out so that notes can
be made. The number "1" on a dungeon map might be
keyed to the text entry "1. ENTRANCE. The player
characters face a mountainside with a gaping natural
cave..."
The referee can place monsters, treasures and other
details to create variety. In general, the adventure has to
suit the player characters. If the players get bored
because there is no challenge - or frustrated because they
can't achieve anything - they will find a new referee.
If the referee is short of time and ideas, they can
randomly stock areas of the adventure that they have no
preferences for. Below is an example of a random table
for such use; by making their own tables, the referee can
add variety to their dungeons.
2d6
2
3
4
5
6
7
8
9
10
11
12

characters from room to room and corner to corner,


searching for secret doors and so on.
The players should assign a mapper. The referee can
start the adventure by giving the players a blank sheet of
paper, on which they have drawn the entrance to a
dungeon or whatever immediate details the characters
can see from where they start. From then on, the players
have to fill out the rest based on the referee's
descriptions. The referee does not mention secret details
(like a secret door) unless something happens to reveal
them.
When traveling through the wilderness, the map scale
is usually so large that the group moves hex to hex (or
square to square). When exploring a dungeon, the map
scale might be smaller, and hence the characters might be
able to move through multiple spaces and in odd
directions. If you need a ruler to measure odd distances,
fold a piece of the paper being used and number it.
Maps: Not all adventures require maps and some may
involve simple maps. Maps, though, allow the players to
explore a region, searching for secret doors and such.
A typical map includes:

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

A name to help keep track of which map goes with


which adventure or which section of an adventure.
A compass rose showing which direction is north.
A statement of scale so the user knows how much
distance each hex or square represents
An index of common symbols used, such as door,
grassland, city, etc.

For example, a referee has a seaside pirate lair fleshed


out but has a half dozen rooms they do not know what to
do with. Rolling on the above table for one, they get a 7,
meaning it is occupied by a monster (but nothing else);
rolling for another they get a 6 which means it is empty;
rolling for a third they get 11 which means there is both
treasure and some special element - glowing lights, a
waterfall, whatever odd thing piques their interest.

Letters and numbers in specific locations that are


listed out on a piece of paper (or text document)
where explanatory text is provided for unusual details
in that area.
SIDE VIEWS: The referee can making a side view of a
multilevel dungeon, to give themselves to better plan out
how deep each level is and how they connect. For a
complex dungeon, they might create side-views for
different areas.
MAPPING PAPER TYPES: The type of paper to use is
up to the referee. Most people prefer graph paper for
regions that involve many straight lines - detailed maps of
towns and dungeons and such. Each central square is
surrounded by 8 other squares. Horizontal and vertical
distances are the same; distances from corner to corner
(diagonals) are about 40% longer.
On hexagonally gridded paper (hex paper), each
hex is surrounded by six others. The distance from one hex
to another is the same. This is often preferred for
wilderness maps or cavern maps where rounded features
are more common or the group will move hex-to-hex.
There are no rules, though, and either type can serve
for any sort of map.

Mapping
Not everyone uses maps, but many people enjoy
mapping an area out so they can explore it, maneuvering

29

Perspective paper is handy for buildings and other


areas where the referee wants to think threedimensionally.
It is possible to make grids that looks quiet orderly but
are actually distorted; hexes might not line up like they
are supposed to or graph paper grids might be smaller
on one side than the other, for example.

characters. And while they dither, monsters might happen


onto them or other events might occur.
The referee can only handle so much at one time; the
players do things one turn at a time, waiting for the
referee's decisions as to what happens.
The referee bases the time scale on what is going on:
they might use a day to handle traveling, hour to explore
a hillside, a turn (10 minutes) when the characters are
exploring a dungeon, or a combat round (10 seconds)
when a battle breaks out. When characters do anything,
the referee decides whether to track the amount of time it
takes, or ignore time tracking as a waste of time.
When players do something intricate or wait for
something to happen, the referee guesses at how much
time passes or randomly rolls (1d6 hours; 4d6 hours; etc.)

GRIDS: Grids help describe and draw the map. There


is no reason to stick to a grid; the referee can draw
confusing areas for the players. Drawing areas
organically (without adherence to grids) can add interest
to the map.
A grid is not needed for maps like a wilderness area,
where the referee is going to guess distances anyway. A
grid overlay (printed on overhead projector sheets
intended for use in personal computers) can also be used.

Movement
Movement rates are straight forward. Following is a
basic encumbrance table, using weights in pounds:

SCALES: The scale of a map is how much distance the


space between each line of a grid represents. Pick a
scale that is easy to work with.
For example, many dungeon and building maps use a
scale of 1 square = 10 feet; wilderness maps often use
scales of 1 hex = 1 mile, 3 miles, 6 miles, etc. A small
building might be blown up into a map with a scale of 1
or 2 feet per square; a continent might be mapped with
hexes equal to 24, 48, or 72 miles per each.
An adventure might include multiple maps illustrating
various areas. Some might be blow ups of others. One
method of blowing any map up is to expand each space
on graph paper into the 3 x 3 grid, while each hex on
hex paper into a 7 hex group (a center hex and the six
around it). Shrinking a map down follows the same
concept: compressing a 3 x 3 square of spaces or a 7-hex
group into one.

0 - 50 51-100 101-150 251-200


0 - 40 41-80 81-120 121-160

Other Classes:
Human, Dwarf, Elf
Halfling

0 - 40 41-80 81-120 121-160


0-30 31-60 61-90 91-120

Strength
Modifier
-3
-2
-1
0
+1
+2
+3

DETAILS AND SYMBOLS: A small scale map allows for


many details and hence is handy for exploring dungeons
or buildings. A large scale map has fewer details and is
used when the player characters travel place to place,
when minor details are not important.
Common symbols can be used for common features door, secret door, grassland, forest, etc. Unusual details
can be described as needed.

Encumbrance Categories
1/4
1/2
3/4
1

Race & Class


Fighter Classed:
Human, Dwarf, Elf
Halfling

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

Below are typical speeds.


Movement rates

Time

Category
1/4
1/2
3/4
1

"Time" almost always refers to game time - how much


time passes for the characters, not how much time is spent
playing. It may take the player characters a month to
travel across an ocean to visit a distant island - it might
take a minute or two of playing time to handle the trip, if
nothing important happens.
The exception to this is when players stop to talk about
what is going on. The players are supposed to abide by
the same conditions their characters are in; hence, if the
players stop and talk things out, so do their characters. If
the characters cannot, the players should not be allowed
to, either. Thus, if the players waste hours trying to decide
what a puzzle means or what to do at a door, so do their

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

The intent is to give the referee an easy way of


guessing at how long it takes to travel in a broad since,
and estimating such things as how fast characters can run
or otherwise move.
The base rate is commonly used as a scale reference
in many games. Rather than try to deal with everything
players are doing when exploring, some referees also use
it as the distance the characters can explore and map in
30

one turn (10 minutes). This assumes a dark and crowded


area they have to be careful, such as a dungeon; some
people read it in yards rather than feet for outdoor
terrain where the environment is better illuminated and
less obstructed. If they cease exploring and mapping, they
can move faster, based on the feet per minute rate,
adjusted for conditions as the referee sees it. Given that
this exploration speed is 1/20 a casual waking speed,
such things as encumbrance and resting are not so
important.
MPD (miles per day) is the typical long distance
traveling rate and assumes 8 hours of travel, 8 hours
sleeping, and 8 hours resting, eating, making camp etc. A
forced march allows for faster movement (as much as
50% more per day) but exhaustion results: see RESTING
below.
FPM (feet per minute) is a straight calculation based
on miles per hour rounded for easy math.
YPM (yards per minute) is feet per minute converted
to yards.
MPH (miles per hour) is the long distance walking
speed. People walk at different speeds; the intent is to
get a baseline for the game.
RESTING: The last categories do not account for
resting: most people have to rest 10 minutes each hour (1
in 6 turns), and stop to eat, make camp, break camp, etc.
otherwise they become exhausted and suffer a -2 penalty
to all die rolls; if they do not rest all day, they suffer a -1
penalty to all ability scores and take 1-3 (1d3) hit points
damage. Exhaustion can kill.
MOVEMENT RATES: The "max multiples" helps show
how encumbrance hinders maximum running and sprinting
speeds. Climbing speeds are 1/6 the norm shown.
Swimming under water is at 1/6 the speeds shown while
swimming on the top of water with a flotation device is at
1/3 the norm. Encumbrance capacities are reduced to
1/5 or 1/6 normal as is convenient for math; someone
heavily laden will sink. Modern scuba gear tends to add
buoyancy (as does compressed air in the lungs), and
hence scuba divers often use weight belts to dive deep.
TERRAIN EFFECTS: The effect of terrain can on
movement be applied by multiplying the scale of each
hex/square on the map times a movement cost. Examples
follow:
Terrain
Clear, city, trail, grasslands
Forest, hills, desert, broken
Mountains, jungle, swamp
Road

move 18 miles per day. Moving through a hex of


grassland costs 3 miles; through one hex of forest cost 6
miles (3 x 2 = 6); and entering a swamp costs 9 miles,
ending movement for the day.
Jumping is a function of speed. Current Olympic
jumping records help explain possibilities, keeping in mind
these are highly trained athletes with little burden under
the best conditions. Encumbrance alone would reduce
speed and hence distances.
High jump:
Pole vault:
Long Jump:

8' base speed in MPH x 2.5


20' speed in MPH x 7
30' speed in MPH x 10

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)

Candle: A candle is simple and cheap and fairly safe


in that if it falls over it often snuffs, but they give poor
light (to perhaps 10') and are easily snuffed. A single
candle lasts about 2 hours (12 turns). Most households can
make their own tallow candles (which vermin might eat),
but beeswax candles are more expensive but far less
smelly and sticky. Candles of paraffin nature would be
cheaper than either but are more modern technology.

Cost
1
2
3
1

Note that roads are mainly a convenience for wagons and


other wheeled vehicles, which move slowly and can get
bogged down in soft terrain; double the costs for such
vehicles moving off a road. Ancient armies usually carried
their gear and food in a baggage train, and hence
having a network of roads was critical to moving troops
fast.
For example, consider a party moving on a wilderness
map with a scale of 1 hex = 3 miles; suppose they can

Flask of Oil: Burned in lanterns or simple lamps with


wicks to create light. The nature of the "oil" is up to the
referee: refined petroleum made in huge quantities would
be cheap; but vegetable or fish/animal grease could also
be use as food. Likewise, the "flask" is whatever the
referee deems it to be.

31

Applying Force

Infravision: The nature of infravision is up to the


referee.
Some people treat it like super-vision, and as such
player characters all have to be demihumans so they can
explore without torches and lanterns. Actually, the general
idea is that it was low quality and flawed, and disrupted
by heat and light.
It is not modern thermal imaging (which uses optics
and electronics to enhance an image for a viewer), nor is
it the heat sensing ability of pit vipers (which most tests
indicate is short ranged).
Infravision is low quality vision used for moving around
in cold, dark undergrounds, not for finding details like
traps. Something frozen would appear black; items that
are warmer would appear more gray; something as warm
as or hotter than a human would appear white (white
being the brightest shade). Anything hotter than a human
would be shedding so much heat that a vast area around
it will be seen as nothing but solid white; none of the
individual heat sources within said areas will stand out.
When the air temperature exceeds what humans would
consider cold or cool (far below human body
temperatures), the air itself is so hot that a creature
relying on infravision will see nothing but white all around
them.
Infravision is spoiled by light, regardless of how "hot"
the light may be. A creature relying on infravision looking
at the area a torch, lantern or light spell is shining light on
will see a solid white orb in the general radius of the item,
unable to see into it. A torch will obscure everything inside
a 30' radius from infravision, for example.
A minimum -1 to-hit penalty is applied to attacks
made by someone relying on infravision, and a -2 penalty
applies to attacks against anything completely obscured
by heat or light, as the attackers are is in effected
blinded to the target.
Infravision only becomes useful after being exposed to
complete darkness for 10 to 30 minutes. Undead, cold
blooded creatures, and creatures insulated against cold
tend to shed little if any heat and blend in quiet well with
cold air, and are almost invisible to it. Of course, skeletons
or such who were in a hot area and proceed into a cold
area may stick out until they cool down, for instance.

When a door is stuck or someone tries to lift iron bars


or such, the referee decides how stuck, strong, etc. the
item is and (if brute force will work) the character(s)
attempting it roll 1d6 per point of size, adding their
strength modifier. If the total force applied exceeds the
amount of force needed, they succeed. A flimsy door
might be kicked in with a roll of 3+; a strong door with a
6 or higher; massive doors with a roll of 10 or 15 or more
and so on. A battering ram allows multiple people to
apply force to a small area; a personal ram allows one
person to apply force without risking damage by hurling
themselves against something. A crowbar may be needed
to get a grip between tight surfaces to pry something
open.
Use the general damage rating of monsters as an
estimate of size (see Giants in the discussion of monsters).
Thus, humans and such roll one die (1d6) while an ogre
rolls d6+d3, and a hill giant would roll 3-25 (2d6+d3)
for brute 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

Lantern: This is a wooden frame with glass windows


and simple shutters. A single flask of oil lasts 24 turns (4
hours), casting light up to 30' away, although the further
away something is the dimmer the light.
Thief Light: A very small lantern intended solely to
light a 10' space poorly, easily concealed and hard to
detect by prowling watch guards.
Torch: The player characters can improvise their own
torches in most cases. A commercial torch is a rag soaked
in pitch that is hard to blow out or extinguish, and burns
for about an hour, shedding light to 30 feet (the further
away the dimmer the light). A flimsy stick is used (why
burn up and throw away a good chunk of wood)? A torch
heavy enough to use as a club weighs as much as a club.

32

one or two adjacent rooms is more of a challenge than


meeting the same orcs if they are scattered widely in
groups of 6 or fewer in various areas.
RANDOM ENCOUNTERS: Some encounters might be
planned out by the referee - they occur at specific times
or places per the referee's whimsy or designs. One way
of adding variety is by using random encounters for
wandering monsters and such. The referee rolls a die
every so often; if it shows a certain result, an encounter
occurs. They can use one encounter for everything, or a list
of random encounters for even more variety.
The frequency of rolling dice is up to the referee, who
can also adjust by character activities (being noisy will
increase frequency, clearing an area of monsters will
reduce it). For example, when exploring a dungeon, the
referee might roll a d6 every hour of game time and on a
6 an encounter occurs; or in a thickly populated region, a
die every 3 turns (30 minutes) and an encounter occurs on
a 1 or 2.
The referee can create different encounter tables for
different regions.
Random encounters can be used for overland travel
(or traveling long distances underground). The assumption
is that the characters are traveling through less populated
areas and hence encounters might occur less frequently,
once per day or on a certain chance according to the
terrain type.

Not all creatures met are necessarily dangerous or hostile.


If the referee does not have a preferred attitude for a
given creature, they can roll randomly:
Monster Reactions
Dice Roll
Reaction
2
Immediate Attack
3-5
Hostile, possible attack
6-8
Uncertain, monster confused
9-11 No attack, monster leaves or considers offers
12
Enthusiastic friendship
EVASION & PURSUIT: Speed is extremely important;
someone who is faster will outpace others without a need
of die rolls.
Starving creatures might stop to eat food (if they
recognize it when dropped); greedy types might stop to
gather treasure (stupid ones might be distracted by
copper coins or such). The referee can use a random roll
for such (1 in 6; 1-2 in 6; 1-5 in 6; etc.).
Dungeon
Level
1
2
3
4
5
6

DISTANCE AND DIRECTION: The situation will often


determine the distance and directions of monsters. The
referee can randomly roll for them when using random
encounters: monsters might appear as close as 10 to 60
feet away in tight quarters while pirates might be met as
far as 1 to 6 miles away when sailing on a ship across an
ocean.

Examples of Random Distances


Tight quarters

Many hallways indoors


Outdoors in woods
Outdoors in the open

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

Sailing on the ocean, ships


encountered
Sailing on the ocean, monsters 20 - 120' yards(2d6 x
encountered
10)

Flying creatures might be seen miles away and at


various altitudes.
If the players are sneaking and monsters are alert or
sneaking, the referee can make hear noise, find hidden,
move silently, and hiding rolls to see who sneaks up on
whom. A party that catches a victim(s) unaware can attack
with surprise for one round.
If combat does not break out, the referee handles any
talking and moving as is appropriate. They can use
initiative rolls (see COMBAT) if who-goes-first is important.

2d6
2
3
4
5
6
7
8
9
10
11
12

Random Encounters, Level 1


NPC Party (2-12 members: roll each below)
1-3 wolves
1-6 Goblins
2-12 Kobolds
1-6 Orcs
1-6 Hobgoblins
1-6 Orcs
1-6 Skeletons
1-3 Zombies
Roll on Random Vermin table.
Roll twice on this table (mixed force)

2d6
2
3
4
5
6
7
8
9
10
11
12

Random Encounters, Level 2


NPC Party (2-12 members: roll each below)
1-3 Bugbears
1-6 Ghouls
1-6 Gnolls
2-12 Hobgoblins
1-6 Lizardmen
Roll on Random Vermin table.
1-3 Harpies
2-12 Skeletons
1-6 Zombies
Roll twice on this table (mixed force)

2d6
2
3
4
33

d6 & Random Encounter Table To Check


1
2
3
4
5
6
1
1
1 2 (1/2)2 (1/2)3 (1/3)
1 (x2) 1 (x2)
2
2
2
3
1 (x3) 2 (x3)
3
3
3
4
1 (x4) 2 (x3) 3 (x2) 4
4
4
2 (x2) 3 (x1.5) 4
5
5
5
3 (x2) 4 (x1.5) 5
5
6
6

Random Encounters, Level 3


NPC Party (2-12 members: roll each below)
2-12 zombies
3-18 orcs

5
6
7
8
9
10
11
12

2-9 Gnolls + 1-3 hyenas


1-6 Bugbears + 1-3 giant wolves
1-6 Bugbears
1-3 Ogres
1-2 giant wolves (3 hit die)
1-6 harpies (3 hit die)
Roll on Random Vermin table.
Roll twice on this table (mixed force)

2d6
2
3
4
5
6
7
8
9
10
11
12

Random Encounters, Level 4


NPC Party (2-12 members: roll each below)
1 troll
1 minotaur
2-9 Gnolls + 1-3 hyenas
1-6 Bugbears + 1-3 giant wolves
1-6 Ogres
1-3 Owlbears
1-6 Giant wolves (3 hit die)
1-6 Harpies (3 hit die)
Roll on Random Vermin table.
Roll twice on this table (mixed force)

NPC Party Members (roll each column)


d6 Class
Level
Nature
1 Cleric
Adventure -1
Evil
2 Fighter
Adventure
Neutral
3 Fighter
Adventure
Neutral
4 Fighter
Adventure
Neutral
5 Thief
Adventure
Neutral
6 Magic-user Adventure +1
Good
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

1-1 1-7 2-14 4-22 5-29 6-36 7-43 8-50


1
2
3
4
5
6
7
8
9
10

1-6 2-12 3-18 4-24 5-30 6-36


1-3 1-6 2-9 2-12 3-15 3-18
1-2 1-3 1-6 2-9 2-9 2-12
0-2 1-3 1-5 1-6 2-9 2-9
0-1 0-2 1-4 1-5 1-6 2-7
0-1 0-2 1-3 1-4 1-5 1-6
0-1 0-2 1-3 1-3 1-4 1-5
0-1 0-2 0-2 1-3 1-4 1-5
0-1 0-1 0-2 1-3 1-3 1-4
0-1 0-1 0-2 0-2 1-3 1-4

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

0-1 - d2 -1; 0-2 = d3-1; 0-3 = d4-1

Experience Point Rewards

Race
Dwarf
Elf
Halfling
Human
Human
Human

The referee rewards experience points when it is


convenient - at the end of an adventure, at various
milestones, etc.
The referee can assign experience rewards arbitrarily,
picking a number by their own methodology.
The systematic approach is to use monsters overcome
and the gold piece value of treasures recovered as a way
of measuring character's overall success. If an adventure
lacks money and/or monsters, the referee will have to
estimate experience rewards as best they can. Experience
is not rewarded for slaying harmless creatures and/or
gaining money outside of adventures.
The experience value of a monster depends on its
hit die and any special abilities:

Random Encounters, Random Vermin


Giant Rats (1-6 per dungeon level)
Giant Bats (1-3 per dungeon level)
Giant Centipedes (1-6 per dungeon level)
Green Slime 1
Yellow Mold 1
Gelatinous Cube 1
Giant beetle (1 hit die per adventure level)
Giant spider (1 hit die per adventure level)
Giant snake (1 hit die per adventure level)
Stirges (1-6 per dungeon level)

NPC Party Members (roll each column)


d6 Class
Level
Nature
1 Cleric
Adventure -1
Evil
2 Fighter
Adventure
Neutral
3 Fighter
Adventure
Neutral
4 Fighter
Adventure
Neutral
5 Thief
Adventure
Neutral
6 Magic-user Adventure +1
Good

Experience Points For Monsters


Monster's Hit Dice Base Value Special Abilities Bonus
Under 1
5
1
1
10
5
1+
15
10
2
20
10
2+
30
15
3
40
20
3+
50
25
4
80
40
4+
150
75
5
200
100
5+
250
200
6
300
300
7
500
500
8
700
700
9 to 9+
900
900
10 to 10+
1,000
1,000
11 to 11+
1,100
1,100
12 to 12+
1,200
1,200
each additional
+100
+100

Race
Dwarf
Elf
Halfling
Human
Human
Human

Number Appearing Example: 6 PCs in party (d6)

34

they either need to reward experience points more often,


or they are giving too much money and letting characters
overcome tough monsters too easily. They can reduce the
overall reward as needed.

Special ability bonuses apply when a monster can


inflict save or die poisons, paralyzation, petrification,
dragon breath (which counts double), spells like fireball,,
etc. Thus a common 1 hit die orc is worth 10 experience
points; a 4 hit die medusa 160 (80 + 40 for petrify and
40 for poisonous snake hair bite); and a 7 hit die dragon
1,500 (500 + 1,000 for dragon breath).
Monsters are an obvious challenge. The reward for
monsters isn't very high; it is mainly intended as a way of
rewarding those characters who participate in a fight
against monsters versus those who do not. Monsters need
not have to be killed; they merely represent a tangible
threat that is overcome some way, including by trickery,
bribery, and other non-combat means.
Each gold piece (g.p.) of treasure recovered is worth
1 experience point. How the players distribute treasures
does not effect how experience is distributed.
Most people understand money and hence the referee
can make judgments easier: if the players are getting too
much (or too little) treasure too fast, the characters are
likewise gaining too much (or too little) experience too
fast.
Money is used to judge the players overall success. The
referee places treasures in specific places (behind secret
doors, in locked and/or trapped treasure chests, guarded
by the main adversaries of the adventurers, and so on).
The players determine their own reward by how they
play: those who play well and fast, explore and find
secrets and overcome traps will gain more treasure and
earn experience far faster than those who are foolish,
cowardly, and lack the imagination needed to play well.
The referee can make any further adjustments as they
see fit.
Some games use magic items as another source of
experience, but such rewards can be very subjective and
such games typically require more experience points at
higher levels for character advancement.
Some people use game mechanics as a source of
experience, but doing so favors those mechanics over nonmechanical actions.
Once the referee decides on a reward, they divide it
among the participants; anyone who contributed little
might get 1/2 or no experience. An example of using
shares, for a party of 4 characters and 3 NPCs who earn
1,100 x.p.s:
Entity
4 PCs
1 NPC
1 NPC
1 NPC

Share Each
1
1
1/2
0

Extreme Heat or Cold


Extreme heat can kill rapidly; the discussion of food
and water needs discusses sweating briefly. Cold blooded
creatures do NOT maintain cold blood and suffer as
badly as "warm bloods".
Extreme cold can also kill rapidly. Cold blooded
creatures will rapidly slow down and die as temperatures
drop. Warm blooded creatures burn food to generate
internal heat and can tolerate cold weather and remain
active longer than cold blooded ones. They can also make
use of insulation (fur, feathers, fat, etc.) Arctic creatures
like polar bears and seals have such excellent insulation
that they shed little heat and are often hard to detect by
infravision.
Insulation does not help cold blooded creatures (if
they have fat, it is food storage) since it would keep out
heat from the environment, which is the main source of
their body heat.
Cold blooded creatures tend to inhabit the warm
equators, active in the morning and evening, avoiding the
extreme cold of night and extreme heat of mid day in
burrows and shade.
Certain sea turtles and many fish have a relatively low
body temperature, which helps them avoid hypothermia in
cold ocean waters, but they can suffer drastically in
temperatures that humans consider comfortably warm.

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.

Finding Hidden Things


See the chapter on character creation, under the
discussion of thief and non-thief skills.

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,

Value per share: 200 (1100 / 5.5 = 200)


Value per full share: 200 x.p.s
Value per half share: 100 x.p.s
If the referee gives out enough experience to advance
a character more than 1 level from a single adventure,
35

but simply made of local materials.


Firebox. Tinder is placed in the hollow body of this
wooden box; the lid is rapidly rubbed back and forth;
flint in the lid scrapes across steel on the rim, showering
the tinder with sparks and igniting it rapidly, in less than a
minute.
Flint and Steel. A simple rounded piece of steel and
flint stone; striking the steel on the flint sends sparks into
tinder to cause an ember. Tinder and kindling are usually
gathered while going about ones daily life, and carried in
a sack. It can take 1d6 minutes to set up and strike a fire;
longer in damp conditions (10d6); and extremely damp
conditions (or a lack of dry tinder) can prevent it.
Tinderbox, Flint & Steel. The introduction of tobacco
led to the gentleman carrying a small tinderbox, flint, and
steel to start their pipes and cigars.

a ration) 2 pounds of food and 2 pounds (1 quart of


water per day), but that can vary by environment, activity,
health and size. This quantity is referred to as a ration. A
creature may need two, three, or more rations per day.
General ideas follow:
Environment/Activity
Comfortable, normal activity
Comfortable, very active
Cold, normal activity
Cold, very active
Hot, normal activity
Hot, very active
Extremely Hot, very active

Food
x1
x2
x2
x3 to x4
x1
x2
x2

Water
x1
x2
x2
x2
x2
x4
x8

"Cold" refers to icy environments where moisture is


frozen and falls to the ground as frost, ice, or snow and
hence they dry air increases water needs.
Water is needed for digestion and dehydrated/dried
foods do not save weight unless the user can find water
where they travel; likewise, eating dry foods when
dehydrated worsens dehydration as the body will divert
water from the blood to digest said food. Creatures that
exist on dry grasses need not only a large quantity of
said grasses for nutrition, but also a large quantity of
water to digest it with.
Humans need a lot of water because they can sweat;
this allows them to remain active in hot weather (provided
they have plenty of fresh water for hydration) with a
lower chance of heat stroke. Creatures that cannot sweat
tend to overheat fast and can die of heat stroke in hot
weather much more easily than humans. Though one of the
slowest species on Earth, humans can run down many
faster animals just by chasing them until they are prostrate
from heat exhaustion - if the humans have fresh water.
Warm blooded animals burn food to maintain body
heat. Cold blooded creatures need far less food creatures like crocodiles that remain inactive most of the
time often need 1/10 as much food as human of the same
weight. When food supplies are plentiful, the reduced
need for food is not an advantage. On Earth, warm
blooded creatures tend to be larger and spread out over
a more diverse area than cold blooded ones because
they can find more food. Consider how elephants, rhinos,
and hippos outweigh crocodiles and how whales
(mammals) outweigh any fish in the sea.
Grass eating vegetarians need far more food and
water (2 to 4 times as much per body weight ratios) as
omnivores like humans because dry grasses and such have
so little nutritional value, and hence they need more water
to digest them. Grasses are easy to find, and hence
grazers are found anywhere they can migrate to; they
tend to be highly successful.
Camels can only go a long time without water if they
can first tank up (needing as much as 20 to 25 gallons in
one drinking); otherwise they die of thirst rather rapidly.
A ration (in the game) represents the amount of food
or water needed to avoid damage under. Damage is
done per RATION missed, not per day missed. A person
who needs 3 rations of food per day suffers a loss if they

Food and Fresh Water Needs


Nutrition can be tricky, and depends on the health of
the individual and nutritional value of anything consumed.
This is mainly a concern for crossing oceans or deserts
or such. Living creatures avoid areas that lack a plentiful
supply of food and fresh drinking water. Characters
traveling through most areas during the growing season
will easily find food as they go. They would only have to
spend time searching for food (or water) in winter
conditions, or in dry or sparse areas. The referee would
have to decide how plentiful either resource is.
FOOD & WATER SOURCES: Technically speaking,
"iron rations" are literally canned goods in steel
containers, much like the modern day canned food.
Germany coined the term "steel rations" when it began
issuing canned food circa World War I. "Tin cans" are
usually tin plated steel. Modern automation allows this
form of food to be mass produced at low cost, providing
preserved "fresh" meats and vegetables that can last a
year.
Being canned, these foodstuffs are immune to spoiling.
They cannot be ruined or infected by mold spores and
other such hazards.
"Standard rations" represents non-tinned foods. Even
the best sorts can be spoiled by mold and fungus spores
or exposure to water.
Dry grains can last years, but have to be ground to
flour. Smoked, pickled, salted, or otherwise preserved
foods cost more than automated canning, but provide
meats and vegetables that last long term.
In a semi-primitive society, armies will have large
baggage trains with grains and livestock with them, and
shepherds to handle the livestock. They will scavenge food
as they travel. While they can remain fed, it tends to be a
costly and clumsy effort.
Water is needed for digestion; dehydrating food does
not save weight unless the user can find water where they
travel. Hardtack (a simple biscuit formula baked dry) lasts
years, but needs liquids for eating.
FOOD & WATER NEEDS: In general, humans need (as
36

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.

might hire on despite the die roll, having their own


nefarious reasons in mind.
Retainer Reactions Table
2d6 Roll Reaction
2 Not interested; leaves; complains to others the
group gets a bad reputation locally; -1 to any
further checks locally.
3-5 Not interested; leaves.
6-8 More negotiating required.
9-11 Willing to join.
12 Willing to join and that particular NPC gains a
bonus of 1 to morale and loyalty.
Laborers might work for 1 gold piece per day or
some similar fee, but no one who risks danger will settle
for less than a share of treasure (regardless of any hiring
contract). They will demand a share based on their own
mores: 1/4 or 1/2 if they lack real drive, or a full share
or more if they think they deserve it. A daily or weekly
wage will be expected for expenses and perhaps a hiring
bonus; successful people will not work for a pittance and
will demand a high wage and full shares of treasure, if
not more.
Most people will not adventure long enough to gain
experience; the referee can track experience for those
who do.
See the entry for HUMANS in the MONSTER MANUAL
for details about classes and normal people and hence
employee skills.

NPC Hirelings And Henchmen


Hostility and abuse will drive anyone away without
any die rolls needed. A character's charisma score
indicates how irritating (or not) they are despite trying to
get along with others. A low score means they tend to rub
people raw and drive them away.
Retainers are temporary hirelings who will work for a
few days, weeks or months (or maybe years if the job is
easy and pay is good and it suits their needs). They aren't
all that loyal (they check morale at the end of an
adventure, let alone when things go bad) and often not
very brave.
Henchmen are the character's "thugs", loyal to the
character who hires them. They are the sort of person the
character wants to guard their back and help them in tight
spots. They are only gained by hiring someone who (after
several adventures) decides to become a henchman. Their
morale should only be checked if they are abused or
under dire straights, or if they are offered lucrative
bribes.
Who is available to work with the party is up to the
referee; a campaign to find employees could cost 10 to
60 g.p. per week or 100 to 600 g.p. per month, or
perhaps locals are unemployed and eager for work.
The referee should keep NPC statistics secret. The
players have to hire someone based on what they are
wiling to pay and risk, putting them to tests they have to
devise to try to better feel them out, and in the long run
they can only judge them by how they perform during
adventures. Devious people will fake any tests put to them
as best they can.
The following table is the random reaction of a
potential employee, assuming a decent offer, but modified
by the reputation of the characters, the offer tendered
them, and what is known about the proposed job. The
referee should make the die roll in secret; sometimes they
will already know the nature of a hireling, but making a
false die roll helps cover it up. They might decide that
certain people will never work for the party, and others

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

there of intruders; it is not audible locally.


An iron cage falls. See the pit trap for an initiative
roll for anyone wary. The cage is very strong and getting
free will likely take a long time. Will guards arrive first?
Falling rocks engulf a 10' x 10' area and everyone
inside is attacked with a to-hit bonus equal to the
adventure level divided by 3, and takes 1-5 (1d6-1; 0 =
1) damage if hit.
Fire trap engulfs a 20' area. Victims must save
versus dragon breath or take 1-6 hit points per level of
the adventure.
Huge stone block slams down over a 10' x 10'
area; those who fail an initiative roll (see the pit trap) are
attacked with a to-hit roll equal to half the adventure
level, and take 2-12 (2d6) hit points damage if stricken.
Pit trap, 10 to 30' deep. There is a 1-2 on 1d6
chance each time someone passes over it that it opens.
Anyone prepared for trouble who beats the trap with an
initiative roll (1d6 + their dexterity modifier versus 1d6
for the trap) leaps free; 3/4 to 1/2 encumbrance
penalizes them -1; full encumbrance -2.
Poison gas trap - it engulfs a 20' x 20' x 20' area.
Everyone inside it must save versus poison or suffer ill
effects: death, damage, sleep, etc.
Poison needle in handle/lock. Each time it is
opened, there is a 1-2 on 1d6 chance that the opener is
jabbed and must save versus poison or be poisoned.
Swinging blade. Attacks one person who triggers it
with a to-hit bonus equal to the adventure level and does
2-7 (1d6+1) damage if it hits.
The room door(s) slam shut, and bolts fall in place
inside each to secure it strongly.

who values their own possessions; a character should not


be allowed give other characters money or equipment (or
drop all their possessions and walk off so a replacement
can pick them up) just because the player wants to do so.

Tricks, Puzzles, Special Environments


These are implemented to directly challenge the
player's wits. Will they waste time over frivolous puzzles
or beg to roll a die to see if their "character" can figure
out a trick (they are their character, and it is up to them to
decide what to do, whether or not they can figure a
puzzle out)?
Specials (Examples)
Coin operated gambling machine.
Creaking noises erupt if anyone enters an area.
Dirt and dust falls from ceiling.
Door opens to various location depending on keys,
key words, etc.
Dripping water or a pool.
Ghostly figures or an illusion.
Healing fountain.
Massive chasm.
Moaning noises.
Blinding light bursts suddenly, or the area is
dropped into smothering darkness.
Mysterious lights dance and flash like fairies.
Mystic runes and statues from an ancient civilization.
Opening to a river or stream.
Prisoners waiting rescue
Rocks, furniture, etc. move and shift around on their
own.
Solve a riddle, perform an unusual action, receive a
permanent boon (1 point to 1 ability, 1-3 extra hit points,
etc.)
Talking paintings.
Teleport device in room.
Wind gusts and blows.

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.

A d6 can be rolled to see who acts first when different


sides fit in the same general category. Initiative is
adjusted by the general situation and such things as
pole-arm and spear use. Being able to act first does
not mean someone attacks first; a character who sets a
spear versus charge waits for attack, while someone
who has to run to get near a foe might have to roll
again to see if they can then attack first.

B. Determine initiative (who goes in what order):

Some possible actions during a round include:


Morale checks made by the referee to decide what
NPCs and monsters they run do.
Move (the movement options of someone engaged in
melee are limited.)

1. Magically hasted creatures act first.


2. Those creatures not hasted or slowed act.
3. Those who are magically slowed act last.

38

Move within reach and engage someone in melee.


Make ranged attacks.
Cast a spell, from memory, or a device like a wand or
scroll.
Drink a potion, which takes a round.
Try to turn undead (if they are a Cleric).
Some crossbows and other missile weapons require one
or more rounds o reload; doing anything else during
those rounds means said round does not count for
reloading.
Anything else allowed by the referee. Some actions
may take more than one round; the referee might
decide others can be ignored as part of the current
round.

pole arms it is 10 feet; with pikes it is 15 feet. The reach


of monsters is up to the referee. When pole arms are
ready for use, the longest weapon strikes first. Once
someone with a significantly shorter weapon gets close,
though, they gain a +1 bonus to hit and damage (and the
long weapon user gets a -1 penalty to hit and damage)
unless the user of the longer weapon can shorten their
grip, which they cannot do if something is behind them.
The ranges of common missile weapons is provided
later and can vary by rate of fire and other factors.
Number of Attacks: The number of attacks monsters
can make is given in their descriptions. Humans and
demihumans and similar creature can make only one
"attack" in melee (they are fighting constantly and get
only one chance to harm foes). High level members of the
Fighter class can make 3/2, 2, 5/2 or 3 attacks per round
in melee. The pattern for "3/2" is 2 attacks the first round,
then 1, then 2, then 1. The pattern for 5/2 is 3, then 2,
then 3, then 2.

C. Has everyone quit fighting? If not, go back to step A.

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.

Fighter Class Level


Attacks/Round

1-4 5-8
1 3/2

9-12 13-16 17+


2
5/2
3

A Fighter engaged with monsters of 1 hit die or less


can make 1 attack per experience level against them in
melee.
The rate of fire (ROF) of missile weapons is shown in
the Missile Weapons Table. For thrown weapons, slings, or
bows it might be possible to let fly more shots, but at a
drastic cost in power, range and accuracy. While their
mechanical nature limits the fire rate of crossbows, they
are typically easier to use and (again) higher rates of fire
are only possible in the best conditions. Note that some
weapons require an entire round (or two) to reload in
addition to the remainder of the current round.
This rate of fire assumes they do nothing but stand still
and let fly shots, reloading; if they move or do anything
else they are not reloading and must devote more time to
that.
Someone on horseback can use a bow or such to get
off shots on while moving but must control the animal with
knees; a chariot rider can let off shots while moving if
someone drives for them. If the characters had access to
modern self-loading fire arms they could easily use shootand-scoot tactics.

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.

Number of Melee Attackers per Defender: The main


requirement for missile fire is a clear line of sight to the
target; only so many opponents can attack one creature in
melee from each direction. The referee will have to bestguess this. Two kobolds might attack one human from the
front for example; 2 or more humans might attack a giant
from the front. In many cases the damage a creature can
do can be used as a rough indication of size (see the
discussion of Giants in the chapter on Monsters for
example.)

Unarmed or Weapons Attacks


Melee combat is close combat, attacking unarmed or
when swinging or thrusting weapons like swords, clubs or
spears (missiles are not used); missile combat involves
throwing, spitting, or otherwise launching missiles at foes.
Reach and Range: Fighting unarmed or with weapons
requires being within range of the target and rolling to
see if an attack hits.
For melee combat, the reach of humans is 5 feet (they
are not standing still, but moving some); with spears and

HIT OR MISS: To see if an attack hits, a roll of two


dice is made (2d6); a result of 2 is an automatic miss and
39

a 12 is an automatic hit. Otherwise the die roll is modified


as shown later and the total is the armor class that can be
hit (and any armor class lower can be hit).

Shield
Tower shield

9
10
11+

2
left
short
short

3
right
left
short

4
long
right
left

5
long
long
right

Crossbow Uses: While the mechanical nature of


crossbows limit their rate of fire, ordinary people will
prefer them because they are easy to use. For one thing,
a fast rate of fire with slings, bows, and thrown weapons
hinders accuracy and deadliness, and is often only
achieved under the best conditions. The hand crossbow is
intended to be shot one-handed. Other types can be fired
one-handed (-2 to hit and 1/2 range); reloaded 1
handed (a crossbow with a normal ROF of 1 per round
takes 1 extra round to reload one-handed for a ROF of
1/2; ROF 1/2 = 2 rounds to reload; ROF 1/3 = 4 rounds
to reload). A steady rest gives a +1 bonus to-hit. Slings
and bows are snap-shooting weapons (the only way to
draw a bow back and hold it to take aim is if it is a weak
bow with little power or a modern compound bow), but
taking careful aim for 1 round with a crossbow gives a +2
to-hit bonus, useful for sniping unawares or hard-to hit
targets.

6
long
long
long

Common Combat Adjustments Table


Note: the referee applies any modifier as they see fit.
Melee Modifiers:
Strength modifier
Magic weapon plus/minus
Attack from behind +2
Superior position +1
Inferior position -1

Sleeping, Paralyzed, Held, etc. Targets


An attacker can kill one target who is helpless (tied up,
sleeping, paralyzed, held by a hold person spell, etc.)
per round. This counts as their action in that round. A to-hit
roll is not needed except for odd situations (i.e someone is
trying to fend them off) or when they are using a missile
weapon. Creatures immune to the attack form being used
cannot be killed this way, unless the situation warrants it in
the referee's eyes.

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%

Shield Use: Actively using any shield requires one


hand and prevents the use of any two-handed weapon,
let alone a two-handed grip on a weapon, a weapon in
the second hand, etc. The referee can account for shield
size by using either a flat adjustment against missile fire,
or treating shields as cover against missile fire. Bucklers
are intended for dueling and melee only; and a tower
shield for protection against missiles when in formation in
the open.
SMASHING SHIELDS: Wooden shields are flimsy,
intended to deflect blows but not take a hard full-on hit,
and might be smashed with a heavy blow targeted
directly at them. The shields in the equipment list are
sturdy, intended to block or deflect blows.

Over/Under: If a missile like a flask of oil with lit rag


misses, a random roll can be made to see where it lands,
adjusting by conditions, with a variance of perhaps 5' to
15' (5' to 30' for extreme ranges).
1
short
short
short

75%
90%

Able to take a round to observe foe before attacking,


such as from ambush +2

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

Modifiers for Missile or Melee:


Opponent standing still, such as a guard on duty +2

Shooting Through Melee: The referee applies cover


to each obstacle between a shooter and a target; list
them out by adding them to the chance of missing, and if
a living creature stops the shot early, make a to-hit roll to
see if it is also injured, with a penalty since the attacker is
trying to miss it. Consider Alice discharging a crossbow
bolt and trying to miss a pillar, orc #1, Bob, and Cecil in
order to hit Goblin #1 (AC 7), which Cecil is fighting (4
points of cover). Alice will miss on a 6 or less so:
Die Roll
6 or less
7
8

-1
-1

Medium Range Long Range


-1
-2
-1
-3
-2
-4
-3
-5

Creatures With Immunities


Actually this could be thought as creatures that are not
significantly harmed by certain attack forms. The referee
might allow creatures with the same or higher immunity to
harm others with the same or lower immunity, or creatures

Armor Class Effect


Missile
As Cover
Of Shield
Melee
Flat
Active use On Back
Buckler
-1
0
25%
none
40

of a certain hit die (not experience level). Examples:


Needed to injure...
Silver
+1 weapon
+2 weapon
+3 weapon

pelt them with missiles.


If someone on horseback (or a similar mount) does not
have stirrups and a good saddle, damage is about the
same as if they were afoot; if they grip a weapon too
firmly they will be knocked off by the impact. A person
with a good saddle and stirrups can grip the haft firmly
and does 2-12 (2d6) damage with a spear (or pole arm)
or 3-18 (3d6) damage with a proper jousting lance with
a charge from a mount. Weapons like a good saber might
be given a 50% boost in damage (an extra d3) in a
charge.
Cavalry has almost always been used for scouting and
attacking weak areas and breaking undisciplined and illtrained or ill-prepared enemies. Against solid ranks of
well trained spear men (see below) a classic boot-to-boot
cavalry charge tends to be suicidal.
Fighting from horseback tends to give advantages and
disadvantages depending on weapons length.

Also hit By Hit Die


4+1
6+2
8+3
10+4

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

Pole Arms and Spears


The "pole arms" in the game are purpose-made
military weapons with a spear head, long spike, or simply
a sharp point on the end, allowing them to be used in a
spear-like manner. The secondary head (axe, hammer,
pick) is intended for general melee. A staff or a javelin is
not considered pole-arms for this discussion. True "spears"
are not short and can reach 10' to 12' length.
Spears and pole-arms are intended for general
melee, and especially formation fighting, where troops
stand shoulder to shoulder and present a wall of sharp
points to attackers. Melee skirmishers need about 5' of
space; three spear men can squeeze together in a 10'
space; and spear men can form up to three ranks (the first
one kneeling; the second one standing; the third holding
weapons over the heads of the second) presenting
skirmishers with nine attacks.
This formation can be hard to deal with and is often
used to block bridges and other key points. It can be
broken by missile fire or ground down by toe-to-toe
fighting, but cavalry charges tend to be suicidal against
them. Well armored troops cannot maneuver fast when in
tight formation; the Swiss pikemen on Earth were famous
for no better reason than they were too poor to buy
armor but could drill a lot, and hence they could indeed
move and attack in pike formation.
Consider how early muskets did not have bayonets
and hence formations included spearmen for cavalry
defense. The advent of bayonets allowed all troops to
serve as both gunners and spear men. Standard infantry
fire-arms were purchased to a specified minimum length
(6' or longer with bayonet) well into the 20th century not

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).

Charging and Mounted Combat


A person charges on foot to get close before enemies
41

for "range and accuracy" but to allow the users to fend


off cavalry with a bayonet. Cavalry was still be using as
late as the 1940s but by then rifles were being shortened;
eventually they got even shorter and the bayonet (at one
time a wickedly long knife or spike) was shortened to a
fighting knife. While some hobilars (mounted infantry) and
cavalry did carry long rifles, most did not need them, and
hence they were issued carbines and pistols with little
effect on their combat ability. For anything but extremely
long range volley fire and general spear use, a short
carbine tends to be just as useful as a long rifle.

energy spell. A saving throw is not allowed to avoid this


effect. The victims looses hit points due to hit die and
abilities (to-hit rolls, saves, spell casting, etc.) are based
on their level after the drain effect. EXAMPLE: Egge the
5th level thief is hit by spectre which drains 2 levels of
energy: Egge becomes a 3rd level thief in all respects
including hit points.
Petrifying Gaze: All victims in a 45 degree cone of the
creature's eyes that looks towards the creature must save
versus innate monster magic (petrify/turn to stone) or be
turned to stone. Powerful magic can be turn them back to
flesh.
Victims surprised by the gazer and in the proper
position are assumed to automatically met the gaze and
must make said save. Alert creatures will likely be trying
to avoid the gaze and hence have at least a 50/50
chance of not meeting the gaze per round, even if they
are in the right position; but they also count as fighting
blindly.
Creatures with this ability are not immune to gaze
attacks; if they meet their own gaze through a mirror
(about a 2 in 6 chance is one is presented), they must save
or be petrified.
Mirrors help avoid the gaze and reduce blind fighting
penalties. Mirrors are useless in the dark. The best silverbacked glass mirrors are useful in dim and bright light.
Polished silver, gold, steel, and bronze are only useful in
bright light and even then give a poor reflection. Using a
mirror prevents the use of a shield. Most shields are not
metallic; those that could be polished to any degree
would be expensive (perhaps even magical, as shown in
some movies); and looking into a shield (using it as a
mirror) would precludes using it as a shield that round.
Siren Song. Some creatures can sing a magic song:
victims must save versus innate monster magic (or spells if
specified in a description) or be entranced by what seems
to be the most beautiful music in the world. They will cease
doing everything and move towards the singer (including
by fighting to gain control of ships or jumping overboard).
They will fight to break free of any restraint. What
happens when they reach the singer can vary, but siren
songs are often used to lure victims into traps.
Swallow: Many land bound creatures have a relatively
small mouth for the creature's size and are intended to
enable them to ingest small portions.
Snakes swallow prey whole, but their jaw size is much
smaller than mammals of equal body weight, so they
often prey on small creatures. A few constrictors can open
their jaw large enough to swallow large creatures, but
tediously. They have to subdue prey by first crushing it
and suffocating it.
Some fish such as orcas, piranhas and sharks bite
chunks out of large prey.
Many fish and most frogs/toads eat by swallowing
prey whole. These are equipped with super-hinged jaws
and can swallow prey almost their own size.
In this case, a to-hit roll of 12 (for 2d6 or 1d12 or 10
for 1d10) against a proper sized creature means the
attacker has gulped it down. The victim takes 1-6 (1d6)
h.p. of damage per round until it is killed. Those with

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.

SPECIAL ATTACK FORMS


Special attack forms work as follows. Attack forms
such as poison or dragonbreath can only be used three
times per day.
Acid Engulfment: Various simple creatures (jellies,
oozes, slimes, etc.) excrete very caustic acids that effect a
victim as long as the creature attacks (they envelope
victims and hence effects are automatic). Most can eat
through wood in one round and through body armor in 1
to 3 rounds (leather = 1; chain = 2; plate = 3, etc.),
reducing its protection until the wearer is stripped of
armor. Once the organism can skin, it does automatic
damage per round: 1-3, 1-6, 2-9 or more hit points. A
slain victim will be dissolved and eaten.
Some beings spit acid (including certain dragons)
which has a different.
Charge: A creature that has 30 yards (90 feet) of
room may rush at opponents. For small creatures this is
mainly a way of getting closer. For large creatures this
allows them to build up enough speed to use their body as
a weapon. The use of pole weapons in charging is
discussed in the chapter on combat.
Energy Drain: Specific types of undead can drain a
creature of its life force: a close combat hit by said
creatures reduces a victim's experience level (or hit die if
it is unclassed) by 1 per energy level drained. This can
only be cured by a high level Cleric casting a restore

42

sharp weapons such as swords and knives can attack from


inside, striking with a -2 hit penalty and doing damage as
normal.
A swallowed and slain creature is digested in 4-24
(4d6) hours, adjusted as the referee sees fit.
Swoop: The aerial version of a charge. Flying
creatures move at 10 times the speed as a ground
creature and hence can do far more damage. Large
creatures can grab smaller ones and carry them off (a tohit roll of 12+). Double or triple the damage rolls when
swooping.
Trample: Any creature can try to stomp on others.
Large four-legged vegetarian creatures often rely on this,
stampeding over predators: they get a +1 to hit and
double their unarmed damage (due to the 4 legs).

as ghoulish paralysis or the petrifying effects of


medusas or basilisks.
Hard: Spells cast from memory or rods and staves,
and dragonbreath are the hardest save to make.
Read the book to see how saves are used. Examples:
Someone attacked by a charm person spell gets a
save versus spells; success means they are not effected
by the spell, failure means they are charmed.
Someone bit by a poisonous spider or snake suffers
damage from the bite and must also save versus
poison. Failure means they suffer poison effects, which
the referee can vary.

Saving Throws

Someone caught in the area of effect of a fireball


spell suffers damage based on how many d6s are
rolled by the spell caster. If they save versus spells,
they take 1/2 damage.

Saving throws handle special situations like poison and


magic. The chance is based on the victim's experience
level or hit die and the nature of the attack. A roll of two
dice (2d6) is made; if the die roll equals or exceeds the
number needed, the save is a success. Otherwise it is a
failure. An unmodified roll of 2 fails and of 12 succeeds;
the referee can apply modifiers as they see fit.
Saves are organized by easy, medium, or hard saves.

Someone caught in the acid spew of a black dragon


suffers damage based on the dragon's hit points. If
they save versus dragon breath they take 1/2
damage.

Easy: death magic and poisons and diseases.

Someone who receives a healing spell or drinks a


healing potion does not make a save, unless for some
reason they want to resist being healed.

Medium: magic through wands and innate magic such

Base To-Hit Table


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

14
-3
16*
15*
14*
13*
12
11
10
9
8
7
6
5

Saving Throw Table

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

Innate Monster Petrify,


Paralysis, etc.
11
10

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*

1D6 Only Damage for PCs


When it comes to melee weapons: they were assigned
variable damage ratings (see below) for the sake of
variety: swords and axes the best; blunt weapons second
rate; clubs inferior. Realism is not the intent of the game
and hence any argument for or against realism is moot.
Some players may argue for favoritism for weapons they
have a fetish for; the referee must handle such things as
best they can.
Not everyone has a fixation with military hardware.
Many people enjoy using their imagination and dislike
arbitrary and fake statistics. Beyond basic ideas (i.e.
spear use, bow, magical bonus, strength bonus, etc.), they
do not want a lot of details concerning melee weapon
types. They might prefer a simplistic system where all
attacks by player characters do 1d6 (1-6) hit points of
damage. Two-handed weapons can be given the best of
two dice (roll two dice, pick the best). Unarmed attacks
suffer a -2 to-hit penalty or the lowest of two die rolls.
A slightly more advanced version is to base damage
on the attacker's class (again, unarmed attacks can be
given a -2 to hit penalty or the lowest of two die rolls,
and 2-handed weapons the best of 2 die rolls):
Class
Damage (d6)
Magic-user, Normal Human
d6-1
Cleric, Thief, Normal soldier
d6
Fighter
d6+1

Damage
Any Dice
d4
d6
d8

Damage
1-Handed 2-Handed
d4
d6
d6
d10
d8
d12

Melee Weapons Use Table


Item
2-handed Flail*
2-handed Hammer*
2-handed Mace*
Axe, 2-handed

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,

A third option using polyhedral dice gives 2-handed


weapons an improved damage factor rather than the best
of two die rolls:
Class
Magic-user, Normal Human
Cleric, Thief, Normal soldier
Fighter

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

recovered 1 hit point per turn when the victim is allowed


to rest.
Whip: Used to help control livestock, with its loud crack
and stinging blow. Not very useful otherwise; you might be
able to kill a normal person if they stand still for twenty or
so slashes.
EXOTIC WEAPONS:
Black jack/sap*
Man Catcher *
Whip*
* Blunt weapons

To-hit
-2
-1
-1

Missile Attacks Table


Missile Attacks
Weapon
Arbalest
Atlatl
Blowgun, hunting
Blowgun, small
Composite bow
Composite bow
Crossbow
Hand Crossbow
Heavy Crossbow
Long bow
Long bow
Repeating Crossbow
Short bow
Short bow
Sling, bullet
Sling, stone
Small bow
Small bow
Two-limb crossbow

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 empty hand empty hand or shield


Lt light
dagger, hatchet, club, etc
Md medium
short sword, hand axe, mace, flail,
hammer
Hy heavy
sword, battle-axe, bastard sword

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

Bastard swords and spears do not suffer a to-hit


penalty if gripped 2-handed. This does not effect their
use with other weapons and dual-wielding.

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.

damage. A flask poured on the ground forms a 3'


diameter pool but only inconveniences small creatures (13 damage) who cannot jump over it; something like a
snake might take 1-6 (1d6) hit points trying to wiggle
through.

Acid, Holy Water, Oil

The referee can treat all poison as "save versus poison


or die" but can also give them different characteristics:
some might do damage (1d6 h.p., 2d6 h.p., d6 x d6 h.p.
(for 1 to 36), etc.) Others might cause sleep (4d6 hours),
paralysis (2d6 turns), weakness, fear and so on. It isn't
hard to realize that the bite of a giant snake or spider
could indeed be "save versus poison or die".
If poison is plentiful, everyone will use it including the
monsters that the character meet; smart gamers keep it
uncommon in order to reduce character casualties.
Poisons are not common because poison using
creatures make it when they need it and milking their
corpse does not yield much (if any) poison. Large ones
inject pints or quarts; small doses are not very deadly.
Their venom drips right off the blade, dries up, and looses
toxicity in a few hours, so the effect is minimal at most.
Making it sticky enough to stay on a blade gives victims a
+2 bonus to saving throws.
While many natural plants and chemicals in the real
world are toxic, they tend to have a low success rate, be
rejected by vomiting (such as when drunk or ate), take
long periods to function, and so on.
Below are examples of man-made sticky poisons that
last a long time and sticks to blades. If the poison is
properly delivered, then a victim must save versus poison
(with the modifier shown) or take the damage shown. If
they fail that save, the referee can allow a second save to
see if they take half the damage shown. Assume a weight
of 1/10 pound per dose and one dose being one suitable
application:

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

There is a 1 in 6 a flask/bottle does not shatter on


softer targets, and 1 in 6 chance oil with a wick does not
ignite, modified as desired. Someone who suffers a hard
fall or multiple hits in combat (or is carrying many bottles
and is hit) has the same chance of bottle breaking; those
with oil have the same chance of igniting (as modified by
the situation).
Containers pass through ghostly undead (and perhaps
air elementals, fire elementals, and such) without
breaking. A torch or such thrown at unlit oil might have a
1-3 in 6 chance of igniting it; an automatic chance if
carefully applied.
Damage is against one target; there is not enough
liquid to hit more than one.
FIRE AND UNDEAD: Note that some undead types that
are immune to other normal attacks might be effected by
fire and it is possible to consider mummies doubly
damaged by them.
OIL: The chance of oil igniting when hurled on monsters
is much the same chance of it igniting if the user falls or is
hit in combat and containers shatter, with the given that
random sparks might not ignite it outright. A thrown bottle
does damage against a single target; there is a 50/50
chance there is enough to burn the second round for 1/2
Level of
Cleric
1
2
3
4
5
6
7
8
9
10

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)

Cleric vs. Undead Table


Ghoul
Wight
Wraith
2
3
4
11
9
11
7
9
11
T
7
9
T
T
7
D
T
T
D
D
T
D
D
D
D
D
D
D
D
D
46

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+

Turning undead takes the Cleric's action in place of


attacking or doing anything else in combat; opponents get
a +2 bonus to hitting them while they do so. They must use
their holy symbol in one hand to turn undead. The above
table shows their general effectiveness.

two dice (2d6) equals or exceeds said number.


A "T" means they instantly turn said creature type.
A "D" means they instantly destroy said type of creature.
A Cleric can only effect 2 to 12 (2d6) hit dice worth of
undead per round; weakest types are effected first.

"-" means they cannot effect said creature.


A 7, 9, or 11 means they can turn said creature if a roll of

MONSTERS
This chapter includes both monsters and ordinary
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

A suggested armor class (AC) is given: the base of 6 is


increased for tough hides or dexterity. Giant ground based
insects are given a hard shell; spiders and bees are given
a tough leathery hide. Cats are given a dexterity bonus of
2.
Common hit die ratings are given. While size is the
base hit die, some creatures are given more hit die to add
variety. See the chapters on Character Creation and
Combat for an explanation of hit dice and its use. Said hit
die is intended for competent warrior types; ordinary
types might have as few as 1/2 the given hit die. Thus an
ordinary human, elf, orc, or dwarf might be 1/2 hit die; an
ordinary wolf 1 hit die; etc.
Hit dice are used for determining hit points (see the
chapter on creating characters), saving throws, and to-hit
rolls for monsters (see the chapter on combat) non-classed
creatures. The hit points, saving throws, to-hit rolls and
other such factors of PCs and NPCs are determined by
their class and experience level.
Suggested movement rates are given. Humans move
at 3 mph/270 feet per minute; many four legged
mammals double that. Size does not increase speed; if
anything, past the threshold of a ton or so the stress on
tissues caused by massive weights reduces speed, as in the
case of elephants and other massive four-legged creatures.
Attacks gives a suggested main attack form. This can
get complex since creatures can attack in different ways. A
claw and bite is used to differentiate a cat (for example)
from the bite of a wolf, for example.
Damage is suggested.

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.

rabbits and moles. Much like wolverines, they can be


dangerous and aggressive. They can occasionally be met in
clans of 2 to 7.
BEAVER (mammal, rodent): These rodents build lodges
for homes and dams to form pools to swim in, feeding on
bark and plant matter. They live in an area for 3 or 4
years before they have cleared out the local trees and
must move on. They slap their large tail in water as a
warning signal and swim well, valued for their waterproof
fur.
PORCUPINE (mammal, vegetarian): The coat of
thousands of quills helps fend off attacks. They can swat
foes with their tail to lodge quills and any unarmed attack
will result in the attacker being stabbed. Imbedded quills
are designed to work deeper into the victim's body and
can hold a mouth shut or puncture internal organs.
OPOSSUM (mammal): These have a prehensile tail and
prefer to live in trees, feeding off berries, fruit, bird eggs,
lizards, frogs, and whatever else they can catch.
OTTER (mammal): These aquatic carnivores prey mainly
on fish, shellfish, crabs and similar creatures, and are not a
normally a danger to humans.
RACCOON (mammal, omnivorous): With their clever
hands, raccoons feed along streams, eating crayfish, fish,
clams, and anything else they can grab and root out.
RAT, NORMAL OR GIANT (animals, mammal). Common
rats are only dangerous if they are controlled by someone
and swarm them in the hundreds. Giant rats are very
carnivorous and often attack human-sized prey with
hunger. They are often diseased (12 on 2d6) and a bitten
victim must save versus poison or suffer a debilitating but
not necessarily deadly disease for 2-12 days.
SHREW, GIANT (mammal): Looking like mice or rats
(but not related to them), these voracious carnivores burrow
and move about in a non-ending quest for food (worms,
insects, anything they catch), attacking any living being on
sight or smell. Some echolocate.
SKUNK, GIANT (mammal): An insectivorous scavenger
that can squirt extremely strong and repugnant musk at
attacker behind it (10' range for small types, 30' for giant
types). A struck victim must save versus poison or spend 212 round gagging and choking in sickness; if struck, a
victim becomes unable to sneak up on or around any
creature with a sense of smell for 2-12 days.
SLOTH (mammal): Slow, sloths represent little danger to
anyone who does not pester them. Giant ground sloths
(megatherium) may have preyed on creatures like
glyptodon by flipping hem over, and by taking prey from
other carnivores.
SQUIRREL (mammal): These rodents live in trees, eating
berries, nuts, pine cones, and other plant matter, moving
around on the ground to find water or scrounge dropped
nuts or plants. Giant ones are a danger only when
controlled by a woodland spirit that causes them to attack
- or if forced to defend themselves.
WEASEL, GIANT (mammal): Bred and domesticated by
humans to hunt giant rats, these predators favor going into
tunnels and burrows after prey like rats and rabbits. When
encountered in a dungeon, they can sometimes be tamed
(if only temporarily) by food and good treatment.

ANHKHEG (giant insect):


HD 3 to 8 (d6 + 2) AC 9 (underside 6) At 1 bite + acid or
squirt D 4-24 (or 3-18) or 5-30 (save for half) Mv 120'
(60' burrowing)
Random Treasure: C
A giant burrowing multi-legged insect that eats other
creatures, often lurking 5' to 10' below the surface to
attack prey passing over. At close range it bites for 4-24
damage (1-6 of which is acid). Three times per day it can
squirts digestive acid 30' at a single target for 5-30 (5d6)
damage (save vs. dragonbreath for half); but after doing
so it cannot use acid again for 6 hours, and its bite
damage drops to 3-18 (3d6) during that period.
ANIMAL, GIANT AND ORDINARY (mammals):
Badger HD 1/4 AC 6 At 1 bite D 1-3 Mv 120'
Beaver HD 1/2 AC 6 At 1 bite D 1-3 Mv 90'/120' water
Giant Badger HD 4 AC 6 At 1 bite D 4-24 Mv 240'
Giant Beaver HD 5 AC 6 At 1 bite D 5-30 Mv 90'/120'
water
Giant Otter HD 6 AC 6 At 1 bite D 6-36 Mv 90'/120'
water
Giant Rat HD 1/2 AC 6 At 1 bite D 1-3 Mv 240'
Giant Shrew HD 1 AC 6 At 1 bite D 1-6 Mv 240'
Giant Weasel HD 3 AC 6 At 1 bite D 2-9 Mv 240'
Giant Wolverine HD 5 AC 6 At 2 claws/1 bite 1-6/1-6/16 Mv 240'
Otter HD 1/2 AC 6 water At 1 bite D 1-3 Mv 90'/120'
water
Rat HD 1/8 AC 6 At 1 bite D 1 Mv 120'
Wolverine HD 1/2 AC 6 At 1 bite D 1-3 Mv 120'
Random Treasure: Nil
Ideas to help the novice referee who may want to use
these animals for color.
ANTEATER, GIANT (mammal, insectivore): These
insectivores have a tiny toothless mouth on a long snout and
with an even longer, sticky tongue they use to lap up
termites, ants and similar insects. They are only a danger if
forced to defend their self, grappling with the sharp claws
the use to tear termite hills open; sometimes they can drive
off predators of equal size.
ARMADILLO (mammal): Insectivorous or vegetarian.
Some types curl into a ball if attacked; others rely on their
armored shell to let them flee into thorny thickets. They
often jump up when startled, striking anything above them
(in our world, sometimes the underside of a carriage
passing over them).
BADGER (mammal): One of the fastest burrowing
animals, these carnivores prey on burrowing creatures like
48

WOLVERINE (mammal): The common wolverine is one


of the largest members of the weasel family, wild and
dangerous. Giant types tend to be especially dangerous.
ANIMAL, HERD (mammal): A wide selection of
common vegetarian herd animals that tend to be
distributed widely over the planet. These animals are poor
fighters and have a long, vulnerable neck making them
prey to many smaller carnivores.
AC 6, Mv 240'
Antelope, common - 1 hit die. Pronghorn Antelope.
Indian Antelope. Springbok - can leap 10' into air.
Antelope, medium (1/4 ton) - 2 hit die Female Bongo
Antelope, Gemsbok, Blue Wildebeest (gnu).
Antelope, large (1/2 ton) - 3 hit die Male Bongo
Antelope.
Bison, Wild - 4 hit die
Buffalo, Domesticated - 3 hit die
Buffalo, Wild - 4 hit die
Cattle - 4 hit die
Deer, common - 1 to 2 hit die
Elk - 2 hit die
Giraffe - 4 to 5 hit die
Gnu/Wildebeest Goat - 1 hit die
Moose - 3 to 4 hit die
Muskoxe - 2 to 3 hit die
Sheep, common - 1 hit die
Sheep, wild - 1 to 2 hit die
Random Treasure: Nil

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'

NOTE: US Army Cavalry limited rider weight to 140


pounds to reach a maximum weight of rider + gear of
200 pounds.
Donkey HD 1 - 2 AC 6 At 1 kick or bite D 1-3 or At 1 kick
or bite 1-6 Mv 240'
Largest Horse HD 4 AC 6 At 1 kick or bite D 2-12 or 1-6
Mv 240'
Pony HD 2 AC 6 At 1 kick or bite D 1-6 or 1-6 Mv 240'
Horse HD 3 AC 6 At 1 kick or bite D 2-9 or 1-6 Mv 240'
Mule HD 3 AC 6 At 1 kick or bite D 2-9 or 1-6 Mv 240'
Zebra HD 2 AC 6 At 1 kick or bite D 1-6 or 1-6 Mv 240'
Random Treasure: Nil
Donkeys are small horses often desired for pulling carts
and other duties. They are often very bright and might (for
instance) walk their self home while the owner sleeps. They
dislike wild dogs and hence help defend other live stock.
They are typically relatives of the wild ass, which may be
intelligent and hearty but developed in dry lands where
rainfall is scarce and hence does not have water proofing
and needs care in wet, rainy areas.
Horses are equines domesticated by humans who bred
them for greater docility than their wild kin, though some
individuals can be troublesome. They are not very
intelligent and can often be worked to abuse. Ordinary
horses (and their kin) tend to flee fire, predators and other
dangers wildly, forcing the rider to try to control them.
War horses are bred for a different temperament and can
be controlled in battle and directed to attack by the rider.
The largest horse is bred for draft use. Riding one can
be awkward due to its extreme height and they have little
advantage over a common horse or pony. People who
mainly ride often prefer ponies, which are easier to
manhandle and care for. Ponies are often preferred by
nomadic warriors who mainly want to be mobile, or for
horse archery.
The common horse is mainly used for pulling wagons,
hard work like cowboying, or general melee, especially
with armor.
Armored cavalry typically bring a pony or other riding
horse with them to ride when not in battle, since riding a
war horse all the time while wearing armor will tire it; and
if the horse is armored, it will become doubly tired.
Cavalry units are graded by armor. In this case,
"armor" refers to heavy and extensive armor, not for light
padding nor makeshift armor:

CAMEL: Camels need massive amounts of water to


digest their grassy diet, but can store more water in their
belly (as a ratio of their weight; maximum 25 gallons) than
humans and have conservation systems that allow them to
go weeks without more water - but they can die of thirst.
The hump is fatty and mainly used as food. Their ability to
stand high heat and their broad feet for crossing sand
makes them ideal for traveling dry wastelands, where they
become "ships of the desert." Sprint 40 mph (240'), run 25
mph (150'). Llamas are camelids (of South American on
Earth), renowned for their high quality wooly fur (alpaca)
yielding 6 to 7 lbs each per year and carrying half their
body weight 15 to 20 miles per day. Machraucgenia
(great llama). 1,350 lb (size 3). A prehistoric llama.
HIPPOPOTAMUS (mammal, herd animal). Vegetarians
that live along fresh water rivers and come out to feed on
grasses. They defend their selves by attacking intruders
and are large. They can upset small canoes and boats.
HD 8 AC 9 (hide) At bite 8-48 Mv 240'
HORSES (mammal):

Light cavalry and mounted infantry has no armor,


and do quiet well with just a pony. Common horses are
49

preferred for medium and heavy cavalry.


Medium cavalry has armor for the rider, but not
horse.
Heavy cavalry has armor for both the rider and
horse.

being challenged and being faced by a raucous tribe.


They feed on various fruits and berries, and also
occasional small animals.
Cave Gorilla (Gigantopithecus). A great gorilla; how it
behaves (vegetarian or carnivore) is up to the referee.
Chimpanzee. While eating various fruits, they also hunt
other monkeys in the trees.
Common Monkey. Any number of common monkeys exist
with prehensile tails, rarely weighing more than 50 to 60
pounds.
Gorilla. Among the largest of apes, these vegetarians
attack mainly in defense of their family group.
Orangutan. Lethargic and peaceful if strong
vegetarians.
White Ape. A very carnivorous ape that dwells mostly
underground.

Mules are a sterile breed of horse and donkey, gaining


the intelligence of the donkey with the size of a medium
horse. They tend to be sure footed and better suited for
mine work and other difficulties, though their intelligence
mean they resist abuse ("Stubborn as a mule!") Given that
they cannot breed, the mule population is always less than
that of horses and donkeys, and they can be costly to buy.
Zebras are wild equines with black and white stripes
who rarely get larger than a medium horse. They have a
nasty temper and can bite and kick even the best handlers.

Baboon HD 1/2 AC 6 At 1 for 1-3 Mv 120'


Cave Gorilla HD 3 AC 6 At 1 for 3-18 Mv 120'
Chimpanzee HD 1+1 AC 6 At 1 for 1-6 Mv 120'
Gorilla HD 2 AC 6 At 1 for 2-12 Mv 120'
Monkey HD 1/2 AC 6 At 1 for 1-3 Mv 120'
Orangutan HD 1+1 AC 6 At 1 for 1-6 Mv 120'
White ape HD 4 AC 6 At 1 for 3-18 Mv 120'
Random Treasure: Nil

RHINOCEROS (mammal, herd animal). Large 4-legged


vegetarians that have poor eyesight but good hearing and
smell and defend themselves by charging. 1-horned types
tend to be smaller.
Rhinoceros HD 4 AC 7 (hide) At 1 D 4-24 Mv 240'
Rhinoceros HD 6 AC 7 (hide) At 1 D 6-36 Mv 240'
Wooly Rhinoceros (Coelodonta = hollow tooth): Wooly
Rhino HD 7 AC AC 7 (hide) At 1 D 7-42 (Two long horns)
Mv 240'
Paraceratherium. Weight 10 to 20 tons. Baluchitherium
- Forster Cooper, 1913; Indricotherium - Borissiak, 1916;
Thaumastotherium - Forster Cooper, 1913; Aralotherium Borissiak, 1939; Dzungariotherium - Xu and Wang, 1973
HD 12 AC 7 (hide) At 1 D 12-72 Mv 180'
HD 16 AC 7 (hide) At 1 D 16-96 Mv 150'

BASILISK (fantastic animal, gaze attacker): A giant


lizard whose eyes possess the petrifying gaze special
attack. HD 6+1 AC 7 (hide) At 1 bite + gaze D 2-9 +
petrify Mv 60'
Random Treasure: F
BAT, NORMAL OR GIANT: Insectivorous bats have
human-like eyesight and use echolocation to navigate dark
places and hunt insects at night. Silence spells render the
area of silence invisible to them at night, but not if light is
present. Fruit bats do not use echolocation; they have
enhanced night vision and ordinary day vision. Ordinary
bats can appear in thousands.
Giant bats are carnivorous and hunt large prey. If they
catch a victim by surprise they can inject it with a
paralyzing saliva and feast, doing automatic damage until
they have killed and eaten the victim. The victim will be
unable to move for 2d6 turns (20 - 120 minutes); a cure
light wounds spell cannot be used to remove this paralysis,
as it is the result of poison, not magic.
The bat's armor classes are for roosting (AC 6) and
crowded conditions / open areas where they can maneuver
to their full ability.

ANT, GIANT (insect): Ant colonies are all female, with


males needed for reproduction only. The colony is
controlled by the queen and will defend its nest to the
death. When scavenging, though, members might retreat or
switch tactics against doughty foes. Some have a poisonous
sting (save versus poison or take 1-6 or 2-12 damage by
ant size.) Some colonies have soldier ants two or three
times as large as a worker with oversized pincers that add
1-6 damage to the maximum range (they must be fed by
workers or they starve).
HD 1/2 AC 9 At 1 bite for 1-3 or 1-6 Mv 90'
HD 1 AC 9 At 1 bite for 1-6 or 2-12 Mv 90'
HD 2 AC 9 At 1 bite for 2-12 or 3-18 Mv 90'
HD 3 AC 9 At 1 bite for 3-18 or 4-24 Mv 90'
Random Treasure: 50/50 chance 3-18 gems

Bat, normal HD 1 hp AC 6 (7) At 1 bite D 1/2 h.p. Mv


30'/120'
Bat, giant HD 2 - 6 AC 6 (7) At 1 bite D 2-9 Mv 30'/120'
Random Treasure: Nil

APES AND MONKEYS (mammal): On earth, these


creatures live in specific areas, some in very limited
regions. Most are vegetarians who are harmless except in
defense of their family. The "white apes" and "rock
baboons" are intended to be extremely carnivorous and
often larger than common types.
Baboon. They often face down predators, like many
other creatures, having learned that predators dislike

BEAR (mammal, omnivorous): (Ursoids). Bears are


omnivorous, their hunger for meat increasing when edible
fruits, berries and other plants go dormant. Predatory
bears try to grapple large prey with their forepaws and
bite it in the neck and head, hence the "bear hug". If they
50

score a hit, make a grappling check to see if they can hug


for double damage.
Black bears are often favored by circuses because they
are smaller, sometimes man-sized and sometimes medium
sized. They can vary in color throughout the year and are
sometimes cinnamon (brown).
Brown bears can grow to a ton in size and are often
aggressive carnivores, especially when plant matter is
scarce. This includes grizzly bears.
Polar bears rarely have vegetable matter to feed on
and hence are very carnivorous and deadly, preying off
anything they can catch, including seals, fish, whales, and
people. They are so well insulated that they shed little heat
and hence cannot be seen very easily by thermal optics.
Cave bears are massive, short-faced ancient beasts.

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.

Pygmy Bear HD 1 AC 7 At 1 maul D 1-6 Mv 240'


Black Bear HD 2 AC 7 At 3 D 1-3/1-3/1-6 Mv 240'
Brown Bear HD 3 AC 7 At 3 D 1-6/1-6/1-6 Mv 210'
Polar Bear HD 3 AC 7 At 3 D 1-6/1-6/1-6 Mv 210'
Large bear HD 4 AC 7 At 3 D 2-9/2-9/1-6 Mv 180'
Cave Bear HD 5 AC 7 At 3 D 2-9/2-9/2-12 Mv 150'
Random Treasure: Nil
BEE, GIANT (insect): The sting is deadly (save versus
poison or take 2-12 (2d6) damage), but the stinger will
lodge in victims who are not insects, and as such is pulled
out of the bee's body, killing it. An imbedded stinger
continues to pump venom for 1-3 damage per round (save
versus poison to avoid) for 1-6 rounds or until removed. A
colony often has gallons of honey (8 pounds per gallon;
worth its weight in gold) and hundreds of pounds of bees
wax. Bee colonies are all female, with males only needed
for reproduction, and they fight to the death to defend the
colony. The queen is unable to sting or fight. AC 8 is when
flying.

BEHOLDER: (Spheres of Many Eyes, or as Eye Tyrants).


A 3' to 6' sphere with a large central eye over a gaping
toothy maw, and ten stalks with eyes on top of the sphere,
moving via levitation. One lost eye stalk will grow back
each week.
Beholder HD 45 to 75 h.p. AC 11/10/8 At 1 bite + eyes
D 2-9 + magic Mv 30'
Random Treasure: I, 1/3 chance 2-9 potions, 1/2 chance
1-6 scrolls

Giant Bee 1/2 AC 7 (8) At 1 sting for 1-3 + poison Mv


60'/180'
HD 1 damage 1-6 + poison
HD 3 damage 3-18 + poison
Giant Bumblebee HD 3 AC 7 (8) At 1 for sting 3-18 +
poison Mv 60'/180'
Random Treasure: Nil

Random Hit Points: 39 + 6d6


% Hit Area
AC
HP
HD
45
10
60
12
75 16 - 17

BEETLE, GIANT (insect): Giant beetles can be any size,


though rhinoceros and stage beetles are often huge. Gas
and chemical attacks can only be used 3 times per day
and at least 2 rounds must lapse between each use.
HD 1 AC 9 At 1 bite D 1-6 Mv 60'
HD 2 AC 9 At 1 bite D 2-9 Mv 60'
HD 3 AC 9 At 1 bite D 2-12 Mv 60'
HD 4 AC 9 At 1 bite D 3-15 Mv 60'
HD 6 AC 9 At 1 bite D 3-18 Mv 60'
HD 8 AC 9 At 1 bite D 4-24 Mv 60'
Random Treasure: Nil

75%
10
body
30
40
50

10%
7
central eye
15
20
25

10%
(small eye) 5%
9
each eye stalk
8
10
12

ALTERNATE HIT POINTS/HIT DIE:


% Hit Area:
HP
HD
45
10
54
12
63
14
72
16
75
17

Bombardier beetles eject a super-hot chemical behind


them that covers a 20' high x 30' long x 30' wide area:
51

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

corrode metal at fairly fast, and dissolve wood. Example:


when a character in metal armor encounters one, it will
dissolve the foot and leg protection which will fall away
the next round.

Only 2-4 (d3+1) of the small eyes can function at one


time against opponents level to it; all ten eye stalks can
react to attacks from above (but not the central eye).
The eyes have the following spell-like abilities:
Eye Number
Central eye
1
2
3
4
5
6
7
8
9
10

Black Pudding (HD 2-12)


HD 2 AC 7 At 1 D 1-3 MV 60'
HD 4 AC 7 At 1 D 2-9 MV 60'
HD 6 AC 7 At 1 D 2-12 MV 60'
HD 8 AC 7 At 1 D 3-15 MV 60'
HD 10 AC 7 At 1 D 3-18 MV 60'
HD 12 AC 7 At 1 D 4-24 MV 60'
Random Treasure: Nil

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

BLINK DOG (fantastic animal): Highly intelligent dogs


with an innate ability to teleport themselves (they never
teleport into solid objects). During battle they attack by
teleporting close to a victim then biting (1-2 in 6 chance of
surprising said victim each round; if they do surprise then
the victim cannot strike back against said dog). Many if not
all are good in nature.

BIRD (mammal, avian): Common birds use their feet


to grip branches and have moderate beaks; predators
have strong, long clawed talons and sharp beaks for killing
(hawk, eagle, etc) and are roughly 1 hit die. They usually
dive onto prey with their talons for double damage. They
are slow on the ground (2 mph), but very fast in the air
(gliding 15 to 20 mph; flying 30 - 40 mph under power;
diving 150 - 200 mph).

Blink Dog HD 4 AC 8 At 1 bite D 1-6 Mv 240'


Random Treasure: C
BOAR AND PIG (mammal, porcine): Various
omnivorous 4 legged pigs. Some of the largest types can
reach half a ton, even a ton if giant or prehistoric. They
usually live in small family groups.

Eagle HD 1-1 AC 6 At 1 D 1-6 Mv 90'/270'


Eagle, Giant HD 4 AC 7 At 2 D 2-12/2-12 Mv 90'/540'
Falcon HD 1/4 AC 6 At 1 D 1-3 Mv 90'/360'
Falcon, Giant HD 2 AC 7 At 2 D 1-6/1-6 Mv 90'/720'
Hawk HD 1/2 AC 6 At 1 D 1-3 Mv 90'/300'
Hawk, Giant HD 3 AC 7 At 2 D 2-9/2-9 Mv 90'/60"
Owl HD 1/2 AC 6 At 1 D 1-3 Mv 90'/180'
Owl, Giant HD 4 AC 7 At 1 D 3-15 Mv 90'/360'
Swan HD 1/2 AC 6 At 1 D 1-2 Mv 90'/180'
Swan, Giant HD 4 AC 7 At 2 D 1-6/1-6 Mv 90'/360'
Vulture HD 1/2 AC 6 At 1 D 1-3 Mv 90'/180'
Vulture, Giant HD 4 AC 7 At 2 D 1-6/1-6 Mv 90'/360'
Random Treasure: Nil

HD 1 AC 7 At 1 bite/tusk D 1-6 Mv 240'


HD 2 AC 7 At 1 bite/tusk D 2-12 Mv 210'
HD 3 AC 7 At 1 bite/tusk D 3-18 Mv 180'
HD 4 AC 7 At 1 bite/tusk D 4-24 Mv 150'
Random Treasure: Nil
BROWN MOLD (simple life): A common patch is 5' in
diameter and an inch or so thick. Heat heals this form of
mold and causes it to grow in size (i.e. an undamaged
brown mold that takes 16 hit points damage grows 1' in
diameter.) It does 1-6 h.p. in cold damage to any creature
within 5' of the patch that is not immune to cold; it can only
be killed by intense cold such as a white dragon breath or
powerful cold-based spells.
HD -- AC -- At -- D 1-6 cold per round of exposure Mv
-Random Treasure: Nil

BIRD, FLIGHTLESS (mammal, avian): Flightless


birds often grow large and can be 2 or 3 hit die
(prehistoric axe beaks and terror birds to modern
ostriches). With muscles in their legs and long legs they can
run as fast as a horse.

CARRION CATERPILLAR (fantastic insect): Much like


a worm with many legs or caterpillar (9' long, 3' high and
wide) with eight tentacles around the head of about 2' - 3'
length - a victim hit by a tentacle must save versus
paralysis or be paralyzed for 2-9 (d6+d3) turns; a cure
light wounds spell will remove this paralysis. Only one save
is needed per round to avoid this paralysis no matter how
many times a creature is hit. This creature can walk on wall
or upside down like a spider and, are always looking for
prey to paralyze and feast on.
Carrion Caterpillar HD 3 + 1 AC 7 At 8 tentacles paralysis
2-12 turns Mv 120'

HD 1/2 AC 6 At 1 bite D 1-3 Mv 240'


HD 1 AC 6 At 1 bite D 1-6 Mv 240'
HD 2 AC 6 At 1 bite D 2-12 MV 210'
HD 3 AC 6 At 1 bite D 3-18 MV 180'
Random Treasure: Nil
BLACK PUDDING (simple life): They can slither across
walls and ceilings and squeeze through cracks and small
holes. Fire does normal damage, but they are immune to
cold; lightning or physical attacks (unarmed and weapons)
split one into many smaller puddings. They do not effect
stone, but inflict varying damage against exposed flesh,
52

Random Treasure: B

stunned for 2-9 rounds.


Catoblepas HD 9 AC 7 At a head or bony tail or trample
and tail D 3-18 or 2-9 + stun Mv 120'
Random Treasure: C

CAT (mammal, feline): When fighting each other, cats


who have grappled with mouth and front feet often rake
their foe's belly with hind claws.
Common house cats are too small to more than annoy
someone unless they are controlled by some entity that
sends dozens at a target.
Most cats are solitary; several are only encountered
when mating, or when a female has cubs. Female lions live
in prides that hunt large game together; male lions live
alone or in small bachelor groups of 2 or 3 who hunt
together (hence the male who claims a pride leaves the
hunting to the females). Other cats sometimes hunt in small
groups. Tigers are large but solitary.
Mountain lions are man-sized, solitary lions. Leopards,
jaguars, and other such cats are also man-sized; jaguars
can grow to the size of a small lion.
Saber-toothed cats can come in any size from house cat
to creatures that rival tigers in size. Cave lions were large
and may (or may not) have been spotted.
The coloration of a cat tends to favor its hunting range:
solid tan for grasslands and deserts; spots for forest on the
edge of grass; stripes and dark colors for deep, dark
forest. Any species can over over-melonated (black)
members or albinos (washed out if not solid white coats).
The "black panther" is usually a leopard or jaguar.
Interbreeding of lions and tigers is rare in the wild, but
can occur in zoos and private collections. A male lion and
tigress will create a liger that can grow even larger than a
tiger (from 10 to 12' long and 800 to 1,000 pounds) and
has a mix of coloration (tan skin with stripes); females can
often breed but males cannot. About half the males have a
mane (smaller than a pure lion).
A male tiger and lioness conceives a tigon, which is not
very notable.

CENTAUR (humanoid, fantastic horse): A human head


and torso (where the horse's neck normally would) and the
body of a horse. They combine the speed and size of a
horse with tool-using intelligence. They can use armor,
shields, and any weapon, especially bows and lances.
In close combat melee they get two attacks - with a
weapon (or unarmed) and as a horse (two hooves).
They typically do not lair but rather travel in herd-like
groups of females, young, and fighters.
HD 1 AC 6 At 1 kick/1 weapon D 2 1-3/1-6 (weapon) Mv
240'
HD 2 AC 6 At 1 kick/1 weapon D 2 1-6/1-6 (weapon) Mv
240'
HD 3 AC 6 At 1 kick/1 weapon D 2 2-9/1-6 (weapon) Mv
240'
HD 4 AC 6 At 1 kick/1 weapon D 2-12/1-6 (weapon) Mv
240'
Random Treasure: 2-12 g.p. and 1/2 chance 1-6 gems
each,
D, I, 1/3 chance 1-6 scrolls in tribe
CENTIPEDE, GIANT: They have a weak poison they
inject with fangs that causes debilitating sickness for 2-12
days unless a save versus poison is made.
Centipede, giant HD 1/2 AC 6, At 1 bite D save versus
poison or sickness 2-12 days MV 60'
Centipede, massive HD 1 AC 6, At 1 bite D 1-3 + save
versus poison or sickness 2-12 days MV 60'
Centipede, gigantic HD 2 AC 7 At 1 bite D 1-6 + save
versus poison or sickness 2-12 days MV 60'
Random Treasure: Nil

House cat HD 1 hp AC 7 At 1 D 1 Mv 240'


Lynx HD 1/2 AC 7 At 1 D 1-3 Mv 240'
Jaguar, common HD 1+1 AC 7 At 1 D 1-6 Mv 240'
Cheetah HD 1+1 AC 7 At 1 D 1-6 Mv 240'
Puma HD 1+1 AC 7 At 1 D 1-6 Mv 240'
Leopard HD 2 AC 7 At 1 D 1-6 Mv 240'
Jaguar, large HD 2+1 AC 7 At 3 D 1-3/1-3/1-6 Mv 240'
Lion, female HD 3 AC 7 At 3 D 1-3/1-3/1-6 Mv 240'
Lion, male HD 4 AC 7 At 3 D 1-6/1-6/1-6 Mv 240'
Tiger HD 4+1 AC 7 At 3 D 1-6/1-6/1-6 Mv 240'
Tigon HD 4+1 AC 7 At 3 D 1-6/1-6/1-6 Mv 240'
Saber-tooth HD 5 AC 7 At 3 D 1-6/1-6/1-6 Mv 240'
Liger HD 5 AC 7 At 3 D 1-6/1-6/1-6 Mv 240'
Cave lion HD 5+1 AC 7 At 3 D 1-6/1-6/1-6 Mv 240'

CHIMERA: Three heads are mounted on the shoulders


and front of a great cat and the hind quarters of a goat,
with dragon wings for flying. The goat head has long horns
to stab enemies, the lion head bites, and the dragon head
will either bite or breathe fire with a range of 50' and
doing 3-18 (3d6) damage. It can whip its long barbed tail
over its head or to attack anyone within 10' in other
directions; 1 in 6 have a poisonous stinger in the tail (save
versus poison or take 4-24 h.p. damage).
Chimera HD 9 AC 9 At 2 claws/3 heads/1 tail D 1-3/13/1-3/2-9/3-12/1-3 + poison Mv 120'/180'
Random Treasure: F
CLAM AND MUSCLE (crustaceans): Giant versions of
these creatures tend to be a danger to a misplaced arm or
leg, which they might close on when attempting to close up
in self defense, holding the victim to struggle free before it
drowns. They filter food particles from water and are
otherwise innocuous. They may have many common sized or
even giant pearls.
Clam/Muscle HD 3 AC 7 (open) 10 (shut) At 1 clamp, D 13 + hold Mv 10'

ARMOR CLASS: dexterity


At 1 claw & bite or claw/claw/bite
Random Treasure: Nil
CATOBLEPAS (fantastic gazer): The offshoot of a
sauropod dinosaur with a long neck and tail and the
petrifying gaze ability. A strike by the bony tail does 2-9
h.p. damage and victims must save versus poison or be
53

Random Treasure: Nil

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

COCKATRICE (fantastic avian, gaze attacker): A


flying basalisk, though of lesser size and hit die, and with a
cock's head and neck and bird wings. Its touch or crow can
petrify unless a victim saves versus petrification (crowing
takes its entire action and gives all attackers +4 to hit it;
hence it will usually not do it in combat).
Cockatrice HD 5 AC 7 At 1 peck Damage 1-3 + save
versus petrification Mv 90'/180' flying
Random Treasure: D

DINOSAUR (ancient reptiles): Dinosaurs are properly


a specific set of land bound lizard-like creatures (twolegged carnivores and vegetarians, or 4-legged
vegetarians) with pillar-like legs (as opposed to the
splayed legs of lizards) for faster movement and other
variances. The term is improperly used for any ancient
creature including large marine reptiles, flying reptiles,
and lizards of the same period. They lived at the same
time as many other common creatures including lizards,
snakes, and various insects.
Dinosaurs varied in size from small lizard-like creatures
to some of the largest animals to walk the planet. Even
great creatures were born small and grew up and hence
size variances can be vast.

COUATL (fantastic snake):


HD 9 (11) AC 8 At bite/constrict D 1-3 + poison/2-9 each
round Mv 60'/180' flying
Random Treasure: B, I
A flying snake which can polymorph self and use magic
as a 5th level Magic-user and/or 7th level Cleric (1d6: 1-2
Cleric; 3-5 Magic-user; 6 both). If the constriction hits, it will
continue to constrict for damage each round.
CRAB, GIANT: Heavily shelled amphibians that do not
swim but scuttle back and forth between a beach and
water on many legs, breathing in or out of water equally
well. They subdue prey with two pincers and eat it with
small mouths. The hermit crab uses discarded mollusk shells
as a home and is vulnerable in the rear if caught outside
them. Some 1 in 6 have an oversized pincer on one size
that doubles its damage capacity.

Random Treasure: Nil


DINOSAURS, CARNIVORES
Carnosaur, Small HD 1 AC 6 At 1 D 1-6 Mv 240'
Carnosaur, Small HD 2 AC 6 At 1 D 2-12 MV 210'
Carnosaur, Small HD 3 AC 6 At 1 D 3-18 MV 180'
Carnosaur, Medium HD 4-6 AC 6 At 1 D 4-24 to 6-36 Mv
150'
Carnosaur, Large HD 7-9 AC 6 At 1 D 7-42 to 9-54 Mv
120'
Carnosaur, Large HD 10-12 AC 6 At 1 D 10-60 to 12-72
Mv 120'
Carnosaur, Massive HD 13-15 AC 6 At 1 D 13-84 to 1590 Mv 120'

HD 3 AC 10 At 2 pincers 2-9/2-9 or 2-9/3-18 Mv 30'


HD 1 damage 1-3/1-3 or 1-3/1-6
HD 2 damage 1-6/1-6 or 1-6/2-12
Random Treasure: Nil
CRAYFISH, LOBSTER, SHRIMP (crustaceans): These
armored crustaceans swim by flipping their tail, slowly and
for short periods. Many have large claws they use in
fighting each other, and live on the bottom of watery
regions. They often inhabit the same regions and claw-less
shrimp live in large schools which can be netted from
water.

Carnosuars Large: They are usually met in small


groups or singly. The female is often larger than males.
Tyrannosaurus Rex (T-Rex or T. Rex : 6 to 8 tons)
Abelisaurus, Albertosaurus, Allosaurus, Baryonyx,
Carnostaurus, Ceratosaurus, Daspletosaurus, Dilophosaurus,
Gasosaurus, Giganotosaurus, Gorgosaurus - see
Albertosaurus, Piatnitzkysaurus, Megalosaurus, Spinosaurus,
Suchomimum, Tyrannosaurus Rex, Xuanhanosaurus.
Carnosuars Small: Mainly the dromeaosaur family
with single claw on each foot and stiffened tail:
Dromaeosaurus (100 to 600 pounds), Deinonychus (100 to
150 pounds), Velociraptor around 6 feet (2 meters) long
and 30 pounds. Utahraptor (weighing up to 1,000 lbs)
may have been the largest. Other types: Compsognathus,
Coelophysus,
Eoraptor,
Euparkeria,
Gallimimus,
Herrerasaurus, Lagosuchus, Ornitholestes, Ornithomimum,
Oviraptor, Saurornithoides, Saturikosaurus, Struthiomimus,
Troodon.

HD 1 AC 9 At 2 pincers D 1-3/1-3 Mv 30'


HD 2 AC 9 At 2 pincers D 1-6/1-6 Mv 30'
HD 3 AC 9 At 2 pincers D 2-9/2-9 Mv 30'
HD 4 AC 9 At 2 pincers D 2-12/2-12 Mv 30'
Random Treasure: Nil
CROCODILE (INCLUDING GIANT CROCODILES):
Crocodiles are dangerous because they lurk in muddy
water attempting to ambush creatures swimming or
drinking along the edge and drag them into the water and
drown them. Large crocodiles might ram small boats to try
to overturn them and giant ones might attack larger boats
this way. Overall they tend to be clumsy, and humans with
ropes and poles who have the time to be careful can
manipulate them almost at will.

DINOSAURS, VEGETARIAN LAND


At 1 bite, tail, gore (ceratopsin), etc.
54

Ankylosaur 8 Ton HD 10 AC 8 At 1 D 5-30 Mv 120'


Nodosaurs 4 Ton HD 7 AC 8 At 1 D 3-18 Mv 120'
Hadrosaur 4 Ton HD 7 AC 8 At 1 D 3-18 Mv 150'
Hadrosaur 8 Ton HD 10 AC 8 At 1 D 5-30 Mv 150'
Iguanadon 6 Ton HD 9 AC 6 At 1 D 4-24 Mv 150'
Ceratopsin 1/4 Ton HD 2 AC 8 At 1 D 2-12 Mv 120'
Ceratopsin 5 Ton HD 8 AC 8 At 1 D 8-48 Mv 120'
Ceratopsin 10 Ton HD 12 AC 8 At 1 D 12-72 Mv 120'
Pachycephalosaurus 1/4 Ton HD 2 AC 6 At 1 D 1-6 Mv
120'
Pachycephalosaurus 1 Ton HD 4 AC 6 At 1 D 2-12 Mv
120'
Pachycephalosaurus 2 Ton HD 5 AC 6 At 1 D 3-15 Mv
120'
Sauropod 5 Ton HD 8 AC 6 At 1 D 5-30 Mv 120'
Sauropod 10 Ton HD 12 AC 6 At 1 D 6-36 Mv 120'
Sauropod 20 Ton HD 16 AC 6 At 1 D 8-48 Mv 120'
Sauropod 30 Ton HD 20 AC 6 At 1 D 10-60 Mv 90'
Sauropod 40 Ton HD 23 AC 6 At 1 D 11-66 Mv 90'
Sauropod 50 Ton HD 26 AC 6 At 1 D 13-78 Mv 90'
Sauropod 75 Ton HD 32 AC 6 At 1 D 16-96 Mv 60'
Sauropod 100 Ton HD 36 AC 6 At 1 D 18-108 Mv 60'
Stegosaur 2 Ton HD 5 AC 8 At 1 D 3-18 Mv 120'
Stegosaur 5 Ton HD 8 AC 8 At 1 D 4-24 Mv 120'
Therizinosaurus 4 Ton HD 7 AC 6 At 1 D 4-24 Mv 120'
Therizinosaurus 8 Ton HD 10 AC 6 At 1 D 5-30 Mv 120'

elephantine and beyond 400 pounds to 10 tons.


Centrosaurus, Chasmosaurus, Pentaceratops, Protoceratops,
Psittacosaurus, Styracosaurus, Triceratops, Torosaurus.
Flying Reptiles: Speed 3 (perhaps 30 mph flying). The
biggest were huge wings with lightweight bodies. Many
people prefer to use giant versions of Pterodactyles and
Pteranodons for their games, which is fine because the
game world is not Earth! The feathered Archaeopteryx
(ancient wing) was extremely bird like, if small (less than a
pound). Pterosaurs (winged lizards) were the flying lizards
of prehistoric age. They came in certain types:
Pterodactyles (no tail, long neck). Batrachognathus,
Criorhynchus, Pteranodon, Pterodactylus, Pterodaustro,
Quetzalcoatlus. The largest ones had wing spans of 35 to
50 feet and weighed 150 to 300 pounds or so.
Rhamphorhynchoidea are the oldest variants and had
tails, short neck and short heads. Anurognathus,
Dimorphodon, Dorygnathus, Eudimorphodon, Preondactylus,
Peteinosaurus, Rhamphorhynchus, Scaphognatus. The
largest was maybe 40 to 50 lbs and most were small.
Early 4-Legged Vegetarians: Speed 3. A couple of
smaller, earlier 4-legged herbivorous dinosaurs that cannot
be easily classified as a family of others. Scelidosaurus
(lower hind limb lizard). 550 lb. Scutellosaurus (little shield
lizard). 22 lb.
Hadrosaurs (2-legged vegetarian): Speed 3. 2legged vegetarian (duck bill) weighed up to 8 tons,
although many were half that or less (4 tons). Crests types:
Corynthosaurus,
Lambeosaurus,
Parasaurolophus,
Saurolophus, Non-created types:Anatosaurus, Bactrosaurus,
Edmontosaurus, Hadrosaurus, Kritosaurus, Maiasauru and
Tsintaosaurus (a misplaced bone originally misled to the
belief that Tsintaosaurus had a crest.)
Ichthyosaur (fish-like): Speed 3 - 4 (25 swimming).
These fish-like creatures varied in size from human or
smaller to massive beasts estimated to weigh 22 to 35
tons. Estimated swimming speeds 25 mph, dive times 15 to
20 minutes or so. Cymbospondylus Ichthyosaurus,
Eurhinosaurus, Mixosaurus, Opthalmosaurus, Shonisaurus,
Temnodontosaurus
Iguanodon (2-legged vegetarian): speed 3. with
spiked thumbs weighing 1 to 6 tons. Iguanodon,
Ouranosaurus
Mosasaurs (marine reptile): Up to 44 tons or so. Big
head, long lobed tail, flippers. Aquatic. Clidestes,
Globidens, Mosasaurus, Plotosaurus, Tylosaurus
Nothosaurs (marine reptile):speed 3, armor none.
Smallish 200 lbs or so. Perhaps ancestor to mosasaurs.
ungainly body, clawed feet with webbing, long neck and
head, whip thin lizard tail. Early triassic. Ceresiosaurus,
Lariosaurus, Psitisaurus, Nothosaurus
Pachycephalosaurus (2-legged vegetarian): Size up
to 6, speed 3, armor none. Had extremely thick domed
skulls. and weighed 1/4 to 2 tons. Goyocephale,
Homalocephale,
Pachycephalosaurus,
Prenocephale,
Stegocerus, Stygimoloch, Wannanosaurus
Plesiosaur (marine reptile): Speed 3. Up to 9 tons.
Long neck with small head, long tail, flippers. Cryptoclidus,
Elasmosaurus, Muraenosaurus, Plesiosaurus

MARINE REPTILES & FISH


Ichthyosaur 150 lb HD 1 AC 6 At 1 D 1-6 Mv 120'
Ichthyosaur 5 Ton HD 8 AC 6 At 1 D 8-48 Mv 120'
Ichthyosaur 10 Ton HD 12 AC 6 At 1 D 12-72 Mv 120'
Ichthyosaur 20 Ton HD 16 AC 6 At 1 D 16-96 Mv 120'
Ichthyosaur 35 Ton HD 21 AC 6 At 1 D 4-24 Mv 120'
Mosasaurs 1 Ton HD 4 AC 6 At 1 D 5-30 Mv 120'
Mosasaurs 5 Ton HD 8 AC 6 At 1 D 8-48 Mv 120'
Mosasaurs 11 Ton HD 12 AC 6 At 1 D 12-72 Mv 120'
Mosasaurs 22 Ton HD 17 AC 6 At 1 D 17-88 Mv 120'
Mosasaurs 44 Ton HD 24 AC 6 At 1 D 24-144 Mv 120'
Nothosaurs 150 lb HD 1+1 AC 6 At 1 D 1-6 Mv 120'
Plesiosaur 3 Ton HD 6 AC 6 At 1 D 2-9 Mv 120'
Plesiosaur 6 Ton HD 9 AC 6 At 1 D 3-18 Mv 120'
Plesiosaur 9 Ton HD 11 AC 6 At 1 D 5-30 Mv 120'
Pliosaurs 10 Ton HD 12 AC 6 At 1 D 12-72 Mv 120'
Pliosaurs 20 Ton HD 16 AC 6 At 1 D 16-96 Mv 120'
Pliosaurs 30 Ton HD 20 AC 6 At 1 D 20-120 Mv 120'
Pliosaurs 40 Ton HD 23 AC 6 At 1 D 23-138 Mv 120'
Pliosaurs 75 Ton HD 32 AC 6 At 1 D 32-192 Mv 120'
Pliosaurs 150 Ton HD 45 AC 6 At 1 D 45-270 Mv 120'
MYA = million years ago.
Ankylosaur: speed 3. ("fused or joined-together
reptiles") The anklylosaurids have bone clubs on their tails
and can reach 8 tons. Ankylosaurus, Euoplocephalus,
Pinacosaurus. The Nodosaurids sub-family do not have a
clubbed tail and weighed 1/2 ton to 4 tons. Acanthopholis,
Gargoyleeosaurus, Edmontonia, Gastonia, Hylaeosaurus,
Minimi, Polacanthus, Nodosaurus.
Ceratopsin: speed 3. Frilled, beaked, four-legged
vegetarian dinosaurs ranging in size from a pony to
55

Pliosaurs (marine reptile): Speed 3, armor none. 20 to


30 tons, some 75 to 150 tons. Short, large head on heavy
body, short tail, flippers. Related to mosasaurs.
Liopleurodon, Macroplata, Peloneustes, Kronosaurus
Pro-sauropods (4 legged vegetarian): Size up to 9 (4
tons), speed 3, armor none. Most of these ancestors of the
sauropods were smallish (100 lbs), although some were
large. Anchisaurus, Lufengosaurus, Massospondylus,
Plateosaurus, Sellosaurus, Thecodontosaurus.
Sauropods (4-legged vegetarian): Giant with long
neck and tail. Small head (compared to size). Weights 20,
30, 40, 50 tons. Some estimated to weigh up to 110 tons.
Apatosaurus, Argentinasaurus, Barapasaurus, Barosaurus,
Brachiosaurus,
Brontosaurus
see
Apatosaurus,
Camarasaurus, Cetiosaurus, Diplodicous, Mamenchisaurus,
Opisthocoelicaudia,
Saltasaurus,
Seismosaurus,
Shunosaurus, Titanosaurus, Vulcanodon
Stegosaur (4 legged vegetarians): speed 2 to 3,
armor light to medium (leather or chain mail) Late
Jurassic; 2 to 5 tons; notorious for small head and large
spiked tail. Kentrosaurus, Stegosaurus, Tuojiangodaurus
Therizinosaurus (2-legged vegetarian): speed 3,
armor none. These scythe-clawed plant eaters probably
weighed 4 to 8 tons (no estimates are given, but they tend
to be the size of iguanodons or hadrosaurs). Some people
debate whether they were plant eaters or meat eaters.

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

Various 2-Legged Plant Eaters: Any number of smallish


2-legged plant eating dinosaurs existed. Camptosaurus
(Flexible reptile; bent lizard), Caudipteryx, Dryosaurus,
Heterodontosaurus, Hysilophodon, Lesothosaurus.

Hit Dice
-3
-2
-1
0
+1
+2
+3

Random Treasure: H

DISPLACER BEAST (fantastic animal): A large black


cat with six legs and two tentacles growing from its back
which it uses in combat; green glowing eyes; they are
namesake and function the same as a displacer cloak (-2 to
opponents to-hit due to vague and wavering position up to
3' from where it actually is). Most are evil.
Displacer Beast HD 6 AC 8 (dex) At 2 tentacles and claw
& bite D 1-6/1-6/1-6 Mv 240'
Saves 6 levels higher than its hit die.
Random Treasure: E

Black HD 6 to 8 AC 9 At 2 claws/1 bite for 1-3/1-3/3-18


Mv 90'/240': breath weapon: stream of acid 60' x 5' for
damage
Blue HD 8 to 10 AC 9 At 2 claws/1 bite for 1-6/1-6/4-24
Mv 90'/240' : breath weapon: lightning bolt 100' long x 5'
wide x 5' high for damage
Brass HD 6 to 8 AC 9 At 2 claws/1 bite for 1-3/1-3/3-15
Mv 120'/240'
breath weapon #1: cone of sleep gas 70' long x 20'
widest: save vs. magic or sleep 3-15 turns
breath weapon #2: cloud of fear gas 40' wide x 50' high
x 20' long: save vs. magic or flee 3-15 turns

DOG: Any of a number of domesticated canines,


descended from wolves. Humans breed in traits and train
them for various jobs. All dogs are hunters and those
trained and bred for hunting often excel in certain areas:
retriever, swimmer, treeing prey, chasing prey, etc. Any dog
tends to be a good burglar alarm, barking at strangers; a
guard dog is trained to only bark and attack creatures
that enter a certain area. War dogs are bred to fight and
kill; police dogs can be bred to run down and hold victims
without intent to harm.
Dog HD 1 AC 6 At 1 bite D 1-6 Mv 240'
War Dog HD 2 AC 6 At 1 bite D 2-7 Mv 240'
Random Treasure: Nil

Bronze HD 8 to 10 AC 9 At 2 claws/1 bite for 1-6/1-6/424 Mv 90'/240'


breath weapon #1: lightning bolt 100' long x 5' wide x 5'
high for damage
breath weapon #2: cloud of repulsion gas 20' long x 30'
wide x 30' high save vs. magic or flee 6 rounds
Copper HD 7 to 9 AC 10 At 2 claws/1 bite for 1-3/13/3-18 Mv 90'/240'
breath weapon #1: stream of acid 70' x 5' line for
damage
breath weapon #2: Cloud of Slow Gas 30' long x 2' wide

DOPPELGANGER (humanoid, fantastic, shape


changer): Horridly ugly creatures with a human form, that
can assume its form just by seeing it; if they hear it, they
56

x 2' high save vs. magic or slows 3-18 creatures

Hit
Dice
6
7
8
9
10
11
12
16
21

Gold HD 10 to 12 AC 11 At 2 claws/1 bite for 2-9/29/6-36 Mv 120'/300'


breath weapon #1: cone of fire 90' x 30' for damage
breath weapon #2: cloud of poison gas 50' long x 40'
wide x 30' high for damage
Green HD 7 to 9 AC 10 At 2 claws/1 bite for 1-6/1-6/318 Mv 90'/240'
breath weapon: cloud of poison gas 50' long x 40' wide x
30' high for damage

1-3
6
7
8
9
10
11
12
16
21

Hit Points/Die and save as


5
6
7
8
9
11
9
11
12
10
12
14
11
14
16
13
15
18
14
17
19
15
18
21
20
24
28
26
32
37

8
12
14
16
18
20
22
24
32
42

NOTE: A simpler but less generous system would be to add


hit points/die - 4 to the base hit die

Red HD 9 to 11 AC 11 At 2 claws/1 bite for 2-9/2-9/530 Mv 90'/240'


breath weapon: cone of fire 90' x 30' for damage

Dragon
Type
Black
Blue
Brass
Bronze
Copper
Golden
Green
Red
Silver
White

Silver HD 9 to 11 AC 11 At 2 claws/1 bite for 1-6/1-6/530 Mv 90'/240'


breath weapon #1: cone of cold 80' long x 30' widest x 5'
for damage
breath weapon #2: cloud of poison gas 50' long x 40'
wide x 30' high for damage
White HD 5 to 7 AC 9 At 2 claws/1 bite for 1-3/1-3/315 Mv 150'/300'
breath weapon: cold cone 70' long x 25' widest x 5' for
damage

Chance on a d12 of ...


Sleeping
Talking
Spell Use
1-6
1-5
1
1-3
1-8
1-2
1-6
1-3
1-2
1-3
1-8
1-8
1-6
1-6
1-3
never
always
always
1-5
1-7
1
1-3
1-10
1-2
1-2
1-10
1-9
1-7
1-3

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

Breath Weapons: A dragon can only use its breath


weapon 3 times per day. There is a 50/50 (any die half;
for example a d6 1-3) chance a dragon will use its breath
weapon or attack normally (claw, bite, etc.) Those with
combat spells roll a d6: 1-2 = cast spell; 4-5 = breathe;
5-6 = attack with claws and teeth. The Referee can adjust
according to situation and cunning of the beast.
All breath weapons originate at the mouth of the
dragon.
Sleep, fear and gaseous breath weapons replicate the
effects of said spells on anyone within the area of effect,
except that sleep gas effects any hit die/level of victim
and allows a save to resist it. A save versus spells is
allowed, with a -2 penalty.
"For damage" means the weapon automatically does 1
point of damage per h.p. of the dragon to all victims in the
area of effect; a successful save versus dragonbreath
halves the damage.

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):

The saves of dragons with 5 or more hit points per hit


die is determined by dividing the hit points by 4, as
follows:

57

Beings'
Hit Die
1
2-3

Two or More Dragons: The number of dragons


encountered indicates family groups:

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)

Attacking young dragons will cause both parents to use


breath weapons (if they can) and then attack in melee with
+2 to hit and =1 damage to clawing and +3 to biting
damage.

Golden Dragons are the most mystical of dragonkind,


always able to speak and use magic, and able to appear
in any human or animal form they choose. They usually live
in such magical places as behind the various winds or on
the ceiling of the sky or on islands composed entirely of
clouds.
Bronze Dragons can assume animal form if they can
speak and use magic.
Silver Dragons can assume human form if they can
speak and use spells. They typically dwell in the sky.

DWARF (demihuman): See the description of the


Dwarf in creating characters. Common dwarves live in their
clannish underground realms, traveling to other places only
to trade goods or prospect for new diggings. Noncombatant dwarves are only 1/2 hit die creatures; only
dwarf fighting men are 1 hit die. About 1 in 20 dwarves
are leaders or heroes of higher levels, while dwarf clans
are lead by high level chiefs (supported by 1-6
bodyguard/leaders), and a stronghold or city will be
composed of many clans led by a king, who is high level,
and who will have a bodyguard of 1-3 chief level
dwarves as well as 2-12 leader level dwarves. Dwarves in
the presence of a respected and beloved chief or king has
a morale 2 points higher than normal.

Attacking Dragons: If a dragon is caught asleep, the


attacker(s) get a +2 bonus to hitting them and one free
round of attacks.
Dealing With Dragons: Dragons are almost always
greedy, vain, and prone to trickery and flattery by very
clever persons.
Subduing Dragons: Attackers who wish to subdue
rather than kill a dragon must state so before making an
attack. Any non-subdual damage inflicted during or before
the process prevents any subdual. Damage inflicted by
subdual is temporary and heals at a rate of 1 hit point per
round. Divide the total damage taken by the dragon's
normal maximum hit points to get a percentile chance; the
Referee rolls the dice at the end of each round to see if
the dragon doesn't submit that round. The number of hit die
a dragon has indicates how many humans who can attack it
(half on each side with odd numbers near the head).
For example: A "Very Old" Red Dragon with 11 hit
dice has 66 hit points and is asleep on its pile of treasure
when three Fighters sneak inside, striking to subdue. On the
first round, each hits and they score 2, 3, and 6 points
respectively for a total of 11 points total. The ratio
(11/66) is 1/6th or 17%. Rolling percentile dice, the ref'
gets 32 and the dragon is not subdued. At the start of
round two, the referee makes a die roll to see if it breathes
fire or bites and gets "breathes fire". The three Fighters
win initiative and do 12 points of damage; the Dragon
unleashes its fiery breath, killing two of the Fighters (who
failed their save) and almost slaying the third. The chance
of the dragon being subdued is now 23/66 = 35%: a
percentile roll of 3 by the referee means the dragon
surrenders.
Value of Subdued Dragons: The value of subdued
dragons depends on the game economy; for example, they
might be worth 100 g.p. per hit point.
Length of Subdual: Dragons will remain in service
depending on treatment and their own nature. Evil dragons
will attempt to escape (and perhaps wreak havoc in the
process) while good dragons might willingly serve
alongside good people who treat them well.

Random Treasure: Individuals 10-60 g.p.; Lair: G, 3/6


chance of 20-120 gems, R
Dwarf commoner HD 1/2 AC 6 At 1 weapon Dmg 1-6 Mv
120'
Dwarf fighter HD 1 AC 6 At 1 weapon Dmg 1-6 Mv 120'
Leader (level 2-4: 1d3 + 1)
Clan Chief (level 4-6: 1d3 + 3)
King (level 7-9: 1d3 + 6)

1:20
1 per clan
1 per city/stronghold

High level dwarves often have one or more magic items


to use, rarely scrolls or Magic-user/Cleric items, and often
weapons or miscellaneous magic.
EEL, GIANT AND NORMAL (fish): These snake-like
fish dwell in reefs and other rough areas where they lurk in
holes or rubble, ambushing prey. Giant eels can be
massive. A to-hit roll of 12 on 2d6 means they have
grabbed prey and will hang on, rending for automatic
damage each round thereafter unless driven off.
Electric eels can emit a pulse that paralyzes any
creature within 10' (per hit die of the eel) for 1-6 rounds
unless a saves versus paralyzation is successful; a cure light
wounds spell will remove this paralysis, but not heal any hit
points of damage if used so.
Eel HD 1 AC 6 At 1 bite D 1-6 (weapon) Mv 120'
Eel, giant HD 3 AC 6 At 1 bite D 3-18 Mv 120'
Eel, humongous HD 6 AC 6 At 1 bite D 6-36 Mv 120'
Random Treasure: Nil
ELEMENTALS (elemental): These represent the most
58

common types of creature met on the elemental planes and


summoned by spells or devices. Any number of other
unusual beings also originate from said planes. They have
a quasi-humanoid shape. Their power on the prime plane
depends on how they are brought forth. They can only be
summoned (in any form) if there is a huge supply of the
element they need nearby. If they are cut off from that
resource they take 1-6 h.p. per round (i.e. an air elemental
underwater or in an enclosed cavern, a fire elemental out
of fire, etc..)

Earth Elemental: Earth Elementals are slow and dense;


they cannot swim but can walk along any solid stoney
bottom. They can pass through stone and earth at a speed
of 10' (1/3) and batter walls and structures like a massive
ram. They have -1 to-hit and do -2 damage per die
against creatures who are not firmly placed on the ground.
They can use weapons in one or both hands and can throw
rocks are follows.

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

The summoner must concentrate continuously at the


expense of all other activities to control the elemental; a
lapse frees the elemental (and control cannot be regained)
and it will try to attack the summoner to kill them (or flee to
its own plane if unable or attack is unwise). A dispel magic
spell aimed at the summoning device (or controller if
summoned by spell) that succeeds will transfer control to
the caster of the dispel magic. Failure boosts the
elementals' hit points to 8 per hit die and makes it prefer
to attack the caster of the dispel magic.
All elementals gain a +1 to-hit and +2 per die of
damage they do against creatures in their element:

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

ELEPHANT (animal, mammal): Elephants have been


domesticated by humans for heavy work, but can be
dangerous in that role (they are often allowed to kill so
many handlers before being killed).
Mastodons typically browse on leaves.
Mammoths typically graze on grass. Wooly mammoths
were smaller than normal, short and adapted to cold
environments.
Shoveltusks came in different types and were so named
because the lower jaw and tusks formed a shovel. Phiomia
- small with short trunks and a shovel formed by short tusks.
Gomphotheriu: Longer trunk and shovel made of tusks.
Platybelodon: Long trunk, short tusks, and a shovel from the
extended lower jaw.

Air Elemental: Extremely fast when flying (360').


Whirlwind 20' wide at base, 60' wide at top, 10' high
per hit die of the elemental (80', 120', 160'). If it cannot
reach the maximum height it functions at 1/2 strength.
Takes 1 turn to create, lasts 1 round, and then takes 1 turn
to dissipate.
Sweeps Away
1
1
2
3
4

Catch
50%
70%
90%

Water Elemental: These elementals suffer 1 - 6 h.p. of


damage per round they leave a body of water. They swim
fast (180') but are slow on land (60'). They can try to grab
and drown air breathing victims per grappling rules.
A Water Elemental can prevent a ship from moving (2
tons per hit die of the elemental). It can over-turn small
vessels (1 ton per hit die of the elemental).

Only one of each type can be summoned each day per


summoning method.
They are immune to normal weapons and to magical
weapons under +2. Creatures of greater than 4 hit die can
damage them using normal weapons.

Strength
4
6
8
12
16

Rock Throwing
Range
Damage
10' - 160'
3-15
10' - 240'
4-24
10' - 360'
6-36

Fire Elemental: Movement rate: 120'. They cannot cross


water in any form and quickly suffocate unless there is a
wide open area around them. They set fire to anything
flammable they touch. Anyone not immune to fire within the
heat radius of a fire elemental suffers damage as below
(save versus dragon breath for half).

* Those summoned by medallions, stones, gems, or


bracelets.

Type
Air
Ground
Water
Fire

Weapon
use
3-15
4-24
6-36

Bush (African) HD 10 AC 7 At 3 D 3-18/3-18/4-24 Mv


150'
Forest (Asian) HD 9 AC 7 At 3 D 3-18/3-18/3-18 Mv
150'
Mammoth HD 11 AC 7 At 3 D 3-18/3-18/5-30 Mv 150'
Mammoth, Wooly HD 8 AC 7 At 3 D 3-15/3-15/3-15 Mv
150'

Damages Others
2-9
2-12
3-15
4-24
5-30
59

Mastodon HD 11 AC 7 At 3 D 3-18/3-18/5-30 Mv 150'


Shoveltusk:
Phiomia HD 7 AC 7 At 3 D 3-15/3-15/2-9 Mv 150'
Gomphotheriu HD 10 AC 7 At 3 D 3-18/3-18/4-24 Mv
150'
Platybelodon HD 9 AC 7 At 3 D 3-18/3-18/3-18 Mv
150'

Satyr HD 5 AC 7 At 1 weapon/gore D 1-6/1-3 or 1-6/16 Mv 180' RT I, 2/6 chance of 2-9 potions, X


Sprite HD 1 AC 7 At 1 weapon D 1-6 Mv 90'/180' RT C
Sylph HD 3 AC 7 At 1 weapon D 1-6 Mv 120'/360' RT
3/6 chance of 10-60 gems, X
BROWNIE: A small house spirit that trades housework
for bribes such as milk and cookies. They can make and
repair most ordinary items, and disarm traps and open
locks. They can hide easily and appear invisible; they can
use defensive spells such as ventriloquism, ESP, telekinesis,
knock, etc.
DRYAD: Female nature spirits that live inside a specific
tree and will die if it dies; they cannot travel further than
240' from it. Most are not violent; they can use a charm
spell to try to bring lovers to the tree and a combination
control and amnesia spell that they will use to try to drive
away those they dislike. They can summon woodland
animals if they are nearby and control plants.
GREMLIN: Mischievous faeries who possess various
magical talents they can use once per hour (at most) to
pester others. For example, they can cause a torch or
lantern to go out; a weapon to stick to a sheath; a rope to
break; a lump of stone to fall from a ceiling; a wheel to
come off a wagon; a horse to buck its rider; etc. They can
become invisible three times per day and are excellent at
hiding.
LEPRECHAUN: A small, dwarf-like being that trades
goods for gold and hides it. Three times per day they can
turn invisible, haste themselves, walk through walls, silence,
create an illusion, and use ventriloquism. They often
perform pranks.
NIXIE: Small water faeries who sometimes lure humans
into their watery domains to use them as a slave for a year
via a powerful charm person spell. They can also grant
water-breathing and can turn invisible once per day. They
collect treasures and often have hatchets, daggers, javelins
and other small weapons. They often have various fish,
turtles or other marine creatures as guards.
NYMPH: These beautiful females dwell in idyllic,
secluded glades and meadows on land and grottoes in
water regions. They do not fight but can dimension door
once per day and use spells as a 7th level Cleric. If
attacked by grappling, for example, they can exude a
poison which will kill a victim who fails a save versus
poison. They are known to be very friendly with good men
and may even marry or have children with them.
PIXIE: Faeries of the air, they are normally invisible and
can remain so, appearing visible only for the round after
they attack. Dragons and many other powerful creatures
can see them without aide of a spell.
SATYR: A human torso with goat legs and lower body
and goat horns on the head. They can use weapons (often
flint-tipped spears and axes) or charge and gore with
goat-horns. A single member of a band will be able a
piper with pan pipes: it can use them to perform a siren
song, confusion spell, cause fear spell, or cause sleep (save
versus spells to avoid). They are surprised only on a 1 in 6
and can hide with on a 1-5 on 1d6 in wooded/grassy
terrain. They can hop from rock to rock with unerring skill.

At 2 feet/1 trunk & tusks


Random Treasure: Nil (tusks)
ELF (demihuman): Elves are true to their fairy blood
lines in that they tend to hide away in forested regions,
only visiting other places to trade goods or for some
singular purpose. Non-combatant elves are only 1/2 hit
die creatures; only elven fighting men are 1 hit die.
Random Treasure: Individuals 1-6 p.p.; G, 2/6 chance of
2-9 potions, 3/6 chance of 1-6 scrolls in lair
Elf commoner HD 1/2 AC 6 At 1 weapon Dmg 1-6 Mv
120'
Elf fighter HD 1 AC 6 At 1 weapon Dmg 1-6 Mv 120'
About 1 in 20 elves are leaders or heroes of higher
levels, while elf clans are lead by high level chiefs
(supported by 1-6 bodyguard/leaders), and an elven
forest city will be composed of many clans led by a king,
who is high level, and who will have a bodyguard of 1-3
chief level elves, as well as 2-12 leader level elves. Elves
in the presence of a respected and beloved chief or king
has a morale 2 points higher than normal.
Leader (level 2-4: 1d3 + 1)
Clan Chief (level 4-6: 1d3 + 3)
King (level 7-9: 1d3 + 6)

1:20
1 per clan
1 per city

Elves love and adore magic, hence their cities may


possess many more magic items (if only trinkets) than gold
or gems. They might possess any sort of magic items, but
the excess items tend to be miscellaneous items, potions,
scrolls, and such, not weapons and armor.
FAERY KIND: Fairies are magical beings who shun
society of any sort, living alone or in small groups. They
survive by magic and hiding, not brute force and power.
Brownie HD 1/2 AC 7 At 1 weapon () D 1-3 Mv 120' RT
O, P, 3/6 chance of 1-6 gems
Dryad HD 2 AC 7 At 1 weapon D 1-6 Mv 120' RT 2001,200 g.p., 3/6 chance of 10-60 gems
Gremlin HD 1/2 AC 7 At 1 weapon () D 1-3 Mv 120' RT
Leprechaun HD 3/4 AC 7 At 1 weapon D 1-3 Mv 120' RT
F
Nixie HD 1 AC 7 At 1 weapon D 1-6 Mv 60'/120' RT C,
3/6 chance of 1-6 gems
Nymph HD 3 AC 7 At 1 weapon () D 1-3 Mv 120' RT
3/6 chance of 10-60 gems, X
Pixies HD 1 AC 7 At 1 weapon D 1-6 Mv 90'/180' RT R,
2/6 chance of 2-9 potions, 3/6 chance of 1-6 scrolls, X

60

They can speak elvish, satyr and centaur.


SPRITE: They typically use poisoned arrows and swords
(save versus poison or sleep 1-6 hours), doing 1-3 damage
base. They can become invisible at will (if they attack, it
only breaks invisibility that round) and detect good/evil at
60' range and move silently.
SYLPH: Air spirits who are normally invisible but can
reveal themselves to individuals of everyone as desired.
They are immune to all but magic weapons and attack
spells. They will try to charm anyone (per the charm person
spell) they take a fancy to and can likewise inflict diseases
with a touch (save versus poison to avoid) to those they
dislike. They can summon an air elemental once per week
and cast spells as a 7th level Magic-user.

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).

FISH: Giant fish can be modeled after whales (see


later.) Many specimens can grow up to a half ton in size
and some even larger. Swordfish are predatory but mainly
feed on other fish and mollusks and such. Predatory fish
typically sense the electrical impulses of other fish as well
as vibrations in the water and many have excellent sense
of smell. They swim about the same speed people walk on
land (120') and can swim in bursts up to 6 times as fast;
powerful types can swim 12 times as fast.
Random Treasure: Nil
Barracudas can be voracious.
Catfish, bass, and many other types swallow prey
whole. Electric catfish can emit a stunning pulse much like
electric eels (see EEL, GIANT OR NORMAL.)
Flying fish can glide 20 to 30 seconds traveling 600'.
Gar have long, toothy snouts for catching prey and can
reach man size (1 hit die).
Parrot Fish ("mashers") typically crush coral to feed on
it and can be dangerous if cornered.
Piranha often live and feast in packs.
Rock fish have many spines on the back; anyone
handling them or stepping on them is attacked and must
save versus poison or be incapacitated or even killed.
Sharks feed on almost anything, armed with teeth for
biting weighing up to 1 ton and 1 1/2 ton (4 to 5 hit die).
Ancient sharks can be gigantic (whale-sized).
Swordfish. 1/2 ton and perhaps fastest fish at 360' 390' (60 - 65 mph maximum).
Wolf Fish have many fang-lke teeth and are very
aggressive.

Frog, Giant HD 1/2 AC 6 At 1 bite, D 1-3 Mv 30'


Frog, Giant HD 1 AC 6 At 1 bite, D 1-6 Mv 30'
Frog, Giant HD 2 AC 6 At 1 bite, D 2-12 Mv 30'
Frog, Giant HD 3 AC 6 At 1 bite, D 3-18 Mv 30'
Random Treasure: Nil
FUNGIBLAST (simple life): A yellow mold colony that
has taken on the appearance of a beholder and explodes
in spores upon any attack.
Random Treasure: Nil
GARGOYLE (construct): Stone-like creatures of
demonic appearance, with wings for flying, and horns.
Immune to normal or silver weapons. They can bite with
fangs, gore with horns, and claw with talons.
Gargoyle HD 4+4 AC 8 At 2 claws/1 bite/1 horn/1 tail D
1-3/1-3/1-6/1-3/1-3 Mv 90'/150'
Random Treasure: Individuals M (X 10), C in lair
GELATINOUS CUBE (simple life): A transparent simple
creature often nearly invisible except up close and
because they cannot digest non-organic items (including
coins, jewelry, bottles, etc.). They are cube shaped, filling a
10' x 10' x 10' corridor to prevent victims from escaping.
They strike with a pseudopod which secretes digestive
juices for damage, and can also paralyze victims that are
hit for 2-9 turns unless they make a save versus paralysis; a
cure light wounds spell will remove this paralysis, but not
heal any hit points of damage if used so. All attacks
against paralyzed foes hit automatically. They are immune
to cold, fear, lightning, paralyzation, and polymorphing.
Gelatinous Cube HD 4 AC 6 At 1 unarmed, D 2-12 +

FLEA, GIANT (insect): Can hop tremendous distances


(up to 10 times its own length). Will try to grab onto a
victim and drain blood. Very difficult to injure (plate mail
or better armor).
Flea, Giant HD 1/4 AC 9 At 1 bite D 1-2 Mv 30'
Flea, Giant HD 1/2 AC 9 At 1 bite D 1-3 Mv 30'
Flea, Giant HD 1 AC 9 At 1 bite D 1-6 Mv 30'
Random Treasure: Nil
FLY, GIANT (insect): Giant horse flies are biting
carnivores; robber flies are colored like giant bees and
can be mistaken for them, but are carnivores and prey on
61

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'

Fire Giant HD 11 AC 6 At 1 weapon D 5-30 Mv 120'


Cloud Giant HD 13 AC 6 At 1 weapon D 6-36 Mv 150'
Cyclops HD 14 AC 6 At 1 weapon D 7-42 Mv 120'
Storm giant HD 15 AC 6 At 1 weapon D 7-42 Mv 150'
Random Treasure: E

GENIES (elemental beings): Examples of various


elemental beings that exist on the same planes as the
elementals themselves.

Giant Type Size


Hill Giant 12'
Stone
15'
Giant
Ettin
13'
Frost Giant 18'

DJINNI (10 1/2' tall): Haling from the elemental plane


of air, these humanoid beings are gigantic in size but can
shrink to human-size if it is convenient. Only nobles and
other rare types kinds can grant wishes; common djinni can
pass through cracks like a gaseous form. A captured djinni
responds to the treatment it receives and can pervert and
destroy the whims of cruel or frivolous controllers.
Djinni HD 7 to 8 AC 8 At 1 weapon 3-15 (x 2.5) Mv
90'/240'
Djinni Noble HD 10 AC 9 At 1 weapon 4-24 (x 4) Mv
90'/240'
Random Treasure: Nil

Fire Giant 12'


Cloud
Giant
Cyclops

20'
22'

Storm giant 24'

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

EFREET (12' tall: Beings from the elemental plane of


fire, with a fabled City of Brass. They can fly, create a wall
of fire, throw fire much like a catapult, create a blast of
light to try to blind victims, create illusions. If forced into
service they serve for 1001 days.
Efreet HD 5 AC 9 At 1 D 3-15 Mv 90'/240'
Random Treasure: Nil

Giants often have various types of beasts in their lairs:


Hydras, wolves, bears, etc.
CLOUD GIANT. Surprised on a 1 on 1d6 only. 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.
CYCLOPS (giant kind): The single eye of the giant
cyclops gives them a -2 to-hit penalty when making missile
attacks. Cyclops are often loners encountered in out-of-theway places. Some can cast curses and others have oracular
visions.
Cyclops HD 14 AC 8 armor At 1 D 7-42 (weapon) Mv

GIANT: Wandering Giants will carry from 1,000 to


6,000 Gold Pieces with them in their usual copious shoulder
sack. Note that there can be many types of Giants
including the following:
Hill Giant HD 8 AC 6 At 1 weapon D 3-15 Mv 120'
Stone Giant HD 9 AC 6 At 1 weapon D 3-18 Mv 120'
Ettin HD 10 AC 6 At 2 weapons D 3-15, 3-18 Mv 120'
Frost Giant HD 10 AC 6 At 1 weapon D 4-24 Mv 120'
62

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.

getting within 10' is attacked once per round by an


electrical spark that does 1-6 damage (2-7 for those
wearing metal armor) if they are hit.
Spell
electrical

Bone Golem. Made of many bones wired together.


They have four arms and can wield 4 weapons at a time.
They are not undead and cannot be turned by a Cleric.
Spell
animate dead

GNOME (demihuman): Distant cousins of dwarves,


shorter and light (but heavy for their height). They often
favor more hilly areas and dabble more in magic and
machinery.

Spell
Effect
fire spells heals 1 h.p per h.p. "damage" value
cold spells
electrical slows by 50% for 3 rounds

GOLEM (construct): Magical robots created by high


level Magic-user or Cleric. Tomes of golem making can
reduce the time and cost. Examples:
Random Treasure: Nil

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

Bronze Golem. A more expensive iron golem immune to


rusting. Full of molten metal and anyone damaging it
releases a counter-squirt of molten fluid that strikes as if by
the golem and does damage based on the damage rating
of the attack (i.e. a human hitting one with a magic sword
would take 1-6 damage in return.)

Gnome HD 1 AC 7 (armor) At 1 weapon D 1-6 (weapon)


Mv 120'
Random Treasure: Individuals 6-36 g.p.; lair: C and 3/6
chance of 20-120 gems

Type Hit Points HD AC


Wood
11 2+2 8
Bone
36
8 9
Amber
45
10 7

Does
heals 1 h,p, per level of the caster

Clay Golem. Created by an 11th level or higher Cleric.


Only injured by blunt magic weapons (hammer, mace, etc.).
Can haste itself for 3 rounds. There is a 1% chance per
round of it going berserk and attacking the nearest
creatures (1 in 12 per 8 rounds or 1 in 6 per 17 rounds),
hasting itself if it has not done so yet. Damage done
cannot be healed except by a 17th level or higher Cleric
using a healing spell. Costs 20,000 g.p. for material
component (an extra 30,000 g.p. for vestments) by a 17th
level Cleric or higher using these spells: animate objects,
bless, commune, prayer and resurrection spells.
Only the following spells effect it:

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

Flesh Golem. Immune to weapons that are not


enchanted to +1 or higher. Only fire spells damage them.
They are strong enough to smash through wooden
structures. Takes 1 month to make by 14th level Magic-user
casting polymorph any object, protection from normal
missiles, strength, and wish.

Each is immune to weapons that are not magically


enchanted to a certain plus or higher. Each is also healed
(rather than damaged) by certain attacks and is slowed
(moving at 1/2 speed) by certain attacks. They are not
living and hence cannot be effected by poison, or disease:
only a limited few spells effect them. They are under the
control of whoever created them.

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

Amber Golem. Made of amber and often shaped like


a lion or other great cat. Stores electricity and anyone
63

to make by an 18th level Magic-user using polymorph any


object, cloud kill, geas, and wish.

reducing the chance of them working around horses and


such. Griffon HD 7 AC 9 At 2 claws/1 bite D 1-3/1-3/315 Mv 120'/300'
Random Treasure: C, 2 in 6 chance of 2-9 potions

Spell
Effect
fire spells heals 1 h.p per h.p. "damage" value
cold spells
electrical slows by 50% for 3 rounds

HALFLING (demihuman): Halflings are among the


least offensive and adventuresome of races; they only
want to live a safe and happy life, as soft and easy as
they can, avoiding danger, excitement, and adventure. As
such, they tend to attach themselves to humans (and less
commonly to dwarves, elves, or others), entering a treaty
of mutual support. Humans gladly do so: they receive
steady taxes and trade from an industrious people, while
the halflings receive the protection of the human armies.
Halflings usually live in "shires", whose representatives
leaders are called "sheriffs", much like an English county on
Earth is sometimes called a shire.
Halflings survive by hiding their homes and business, as
hillocks and in brambles, and laying traps and snares,
using thorny hedges rather than wooden or stone walls for
fortifications.
A halfling community will consist of 30-300 inhabitants.
It will have some money, but far less than almost any other
peoples, its main wealth being durable goods, food, and
the halflings themselves. They will not have magic items
unless they have found them or been given them or the rare
adventurer is in their midst.
Common halflings are 1/2 hit dice. A community will
often have 5-20 militiamen of 1-1 hit die with leather
armor, spears, bows and such. The leaders of the
community are often chosen for pragmatic reasons
(leadership ability and common sense) and hence are not
by default anything but a common 1/2 hit die halfling.
Heroes and such may very well have swords or other
weapons of war, but the common halfling does not need a
sword nor a suit of armor and hence will never have one.

Stone Golem. They are 2 times as strong as flesh


golems. Can cast a slow spell on one opponent per turn.
Takes 2 months to make by 16th level Magic-user casting
polymorph any object, slow, geas, and wish.
Spell
Effect
rock to mud slows by 50% for 2-12 rounds
stone to flesh makes vulnerable to normal
weapons for next round
flesh to stone heals 1 h.p. per level of caster
Wood Golem. Simple and easily damaged by normal
weapons, these toy-like golems can change form into any
door or table-sized wooden object.
GORGON BULL (construct): Fantastic bulls made of
bronze, brass or iron. able to breathe fire (damage equal
to the bulls hit points; save versus dragonbreath for 1/2
damage) or a petrifying gas (save versus urn to
stone/petrify or be petrified) with a range of 6' against
one human-sized target.
Gorgon HD 8 AC 10 At 2 hooves/1 butt or breath weapon
D 1-6/1-6/2-12 or fire or petrification Mv 240'
Random Treasure: E
GRAY OOZE (simple life): Easily mistaken for wet stone
and almost invisible in clear water, immune to cold or fire.
Corrodes metal much like a black pudding. Does double
damage to exposed flesh.
Gray Ooze HD 3 AC 6 At 1 ooze D 3-15 Mv 10'
Random Treasure: Nil

Random Treasure: Individuals 4-24 s.p., B in lair


Halfling commoner HD 1/2 AC 6 At 1 weapon Dmg 1-6
Mv 120'
Halfling militia HD 1-1 AC 6 At 1 weapon Dmg 1-6 Mv
120'

GREEN SLIME (simple life): A dripping pool or puddle


of greenish slime. Damaged by fire or cold, but immune to
lightning bolts and weapons/unarmed attacks. It does not
effect stone but eats wood and dissolves metal; it ruins
items it contacts. Contact with exposed flesh automatically
does 1-6 damage each round until the victim is slain and
turned to a puddle of green slime or a cure disease spell is
cast on the victim. A burning torch does 1-3 damage to the
slime (the victim takes as much damage as the slime) per
round.
Green Slime HD - AC - At 1 slime D 1-6 hp until turned to
slime Mv Nil
Random Treasure: Nil

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

HARPY (humanoid, fantastic avian): The upper torso


and head of a woman with bird wings for flying and the
lower torso of a bird (with tail and clawed bird feet.) They
have the siren song special ability and often use it to try to
draw victims into traps. They are often vile and baneful,
hunting people for food and sport.
Harpy HD 3 AC 6 /7 flying At 2 claws/1 weapon 1-6/1-6
(weapon) Mv 60'/150'
Random Treasure: C

GRIFFON (chimera): The cross between a great lion


(the hind part) and a hawk or eagle (the front, head, and
wings), they are difficult to train but if the pains are taken
they serve well as flying mounts. They require meat as their
diet and the smell of potential prey will cause even a
"tame" griffon to squawk and attack if it gets within 360',
64

HELL HOUND (elemental): Fire breathing pony-sized


dogs from elemental plane of fire or the underworld. Their
fire breath can effect only one victim and does 1 h.p.
damage per hit die of the hound (1/2 rounded down if the
victim saves versus dragon breath). They can bite and
breath fire the same round, but only breathe fire 3 times
per day. They can detect invisible (or well hidden)
creatures or objects on a roll of 1-5 on a d6, move quiet
stealthily, and are experts at hiding and ambushing. Their
excellent sense of smell and hearing is useful for tracking a
fresh trail.
Hell Hound HD 3 to 7 AC 8 At 1 bite or breath D 1-6 or
1/hp/HD Mv 240'
Random Treasure: C

do not become a member of an adventuring class.


The following table can be used for normal people on
the off chance that someone like a soldier might gain
enough experience to gain a hit die or two. The experience
points needed were chosen to emphasize that normal
people avoid the challenges needed to advance and
hence have a harder time advancing than player
characters.
Advancing Normal People by Hit Dice
Experience Points
0 - 1,499
1,500
3,000
6,000
12,000
25,000
50,000
100,000
200,000
+200,000

HIPPOCAMPUS (fantastic aquatic):


HD 4 AC 8 swimming At 2 claws D 2-12 /2-12 Mv 240'
Random Treasure: Nil
The forebody of a horse with a fishy hind quarters,
able to breath air or water. Scaled and hence armor class
of chain mail. The forelimbs are horse-like but with clawed,
webbed flippers.
HIPPOGRIFF (chimera): A winged horse with the head
of a giant bird instead of a horse and bird talons rather
than hooves in front. They are difficult to train but if the
pains are taken they serve well as flying mounts. They
require meat as their diet and the smell of potential prey
will cause even a "tame" griffon to squawk and attack if it
gets within 360', reducing the chance of them working
around horses and such.
Hippogriff HD 3+1 AC 8 Mv 180'/360' At 1 kick/1 bite D
1-6/2-9
Random Treasure: 3 in 6 chance of 5-30 gems

Hit Die
1/2
1
2
3
4
5
6
7
8
+1

Those humans who make a living stealing are thieves.


Those who want to succeed by magic become wizards; no
one can become a magic-user just by gaining experience,
they must undergo years of training. Anyone in the game
world can be religious and churches may be staffed and
supported by a wide range of types. Those who have a
particular devotion to religion might become clerics,
studying clerical magic, turning undead, and to a lesser
degree combat. This process takes years and cannot be
gained just by earning experience.
Soldiers, rowdies, and any other ambitious human who
lacks interest in magic, religion, or thievery, but who are
willing to train and practice at fighting will likely become a
fighting man, who starts as the equivalent of a 1 hit die
creature, complete with a d8/1d6+1 for hit points.
Common humans rely on ambitious and dangerous
classed types (especially fighters, and less so clerics and
magic-users) to protect them from dangerous monsters.
They are in turn often preyed upon by thieves, who are not
heroes but rather criminals and villains.
To that end, groups of humans often consist of a mixed
bag of various types. This diversity means that there is no
guarantee what type of human one is talking to when one
is met. A merchant (let alone politician or anyone else)
could very well be a thief, cleric, fighter, magic-user, or
1/2 hit die commoner.

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

Bandits waylay travelers, robbing them of valuables


and then fleeing. Some bandits might be locals, not very
well equipped nor very talented, trying to blend in with the
general populace when done. Large groups of successful
bandits might stay together, acquiring horses and wagons
and finding several a hide-aways to retreat to. Most are
at best light infantry and light cavalry.
Berserkers belong to a cult and society dedicated to
the "glory" of death in battle. Their entire life is devoted to

65

going crazy with blood-lust in battle, fighting ruthlessly and


without regard to personal safety. They never surrender
nor flee. They get a +2 hit bonus, +1 bonus to damage,
but opponents also suffer a +2 to-hit bonus against them.
Brigands are mercenaries who have turned to
banditry and extortion to make a living. They locate a
region led by a weak ruler and then set up shop as the de
facto rulers, extorting money from the locals in exchange
for "protection". Unlike bandits, they are well equipped,
well trained, and well organized, and operate in the open,
rather than hiding. A brigand encounter might be with a
patrol, which will call in reinforcements if it faces a threat.
Castle Encounters are encounters with a high level
NPC character (or several) who have carved their own
dominion out of an area and built their own stronghold.
Usually they encounter a patrol which may or may not take
them to the castle.
Dervishes are religious fanatics roaming the
countryside to spread their faith (often at sword point) and
destroy any threat to it. There is a minimum 1 in 6 chance
they will try to convert whomever they meet to their
religion, killing or enslaving those who refuse. In bleak
places there is only a 1 in 6 chance they will be met in any
substantial camp: old adobe ruins and such. Most make
camp in tents. They will conform to the mores of nomads,
often being light cavalry and infantry.
Merchant Caravan. This is a group of merchants
traveling across hostile lands: they have gathered for
protection, hired men-at-arms, and may even have a
military escort tasked to help root out bandits. They usually
carry valuable goods: gold, jewels, olive oil, salt, silks,
silver, spices, wines, and such wares. In deserts they will
usually have a large number of camels; elsewhere they will
have horses and wagons.
Military Forces. The equipment and capabilities of
most humans can be defined along military terms.
Ambitious individuals might equip themselves in many ways,
including using scavenged armor from a battle. The
following definitions are for the normal, run-of-the mill
person who generally relies on someone else to give them
equipment.
Body armor and weapons are hand made and always
expensive. Weapons serve one main role, and as such
second line troops are usually not equipped with several
weapons, but rather one main weapon; individuals might
bring their own knife or use tools or scavenge weapons
from defeated foes to expand their own arms selections.
Military forces usually have to rely on different troop types
to fill different roles: spearmen, archers, etc..

or leather armor, carry bucklers and have one main


weapon such as a spear or axe.
Infantry, Medium. They usually have a large tower
shield for formation fighting (giving them cover against
missile fire even when in the open) and any armor will be
light, such as leather or padded cloth. They often carry
several weapons, such as a spear, sword, and several
javelins. Note that cavalry forces do not carry a large
tower shield and hence there is not a dismounted cavalry
type that equates to medium infantry.
Infantry, Heavy. Well armed and armored. Poor
peoples would use chain armor, and rich ones plate armor.
These have a shield, and several weapons. They might, for
example, have a two-handed sword and one or two
swords, dagger, or perhaps a spear or pole-arm and
sword or axe. They sling their shield when using twohanded weapons (except in spear formation.)
Cavalry, Light. True light cavalry does not have
significant armor for the rider or mount. Any armor would
be light (leather or cloth). In a European setting, these will
most often hobilars (mounted infantry) who travel with
cavalry, dismounting to give them support with a spear or
bow in battle, serving as scouts, guarding the camp, and so
on. Nomadic peoples often live in the saddle and hence
train horse archers, who can let fly arrows on the move,
and hence provide mobile archery. Light cavalry typically
serves as light infantry when dismounted.
Cavalry, Medium. The mount does not have significant
armor, but the rider usually has chain (if poor) or plate
armor (if rich). They will mainly use lances, spears, and
melee weapons (axes, swords, etc.). Both medium and
heavy cavalry usually serve as heavy infantry when
dismounted, since they differ from each other only in
whether or not the horse has significant armor.
Cavalry, Heavy. Both the rider and mount are armored,
using chain if poor but plate if rich. They use lances or
spears, and melee weapons like swords, axes, and
hammers. Both medium and heavy cavalry usually serve as
heavy infantry when dismounted, since they differ from
each other only in whether or not the horse has significant
armor.
Chariots. These light, small carts give the riders the
ability to use a bow or spear while on the move. Keep in
mind that the use of lances and lance warfare came long
after the demise of the chariot, and that a spear used from
a chariot has about the same force as one used from afoot.
They can also be used as personnel carriers, shuttling
troops back and forth as needed on the battlefield, usually
armored leaders.

Rabble: This refers to ordinary citizens called up to


battle, left to equip themselves as best they can. They will
have an assortment of weapons, usually equivalent to clubs
and such.
Militia: Militia are formed up for weekly drills and
armed and paid through taxes. They are usually light
infantry.
Infantry, Light. These are lightly equipped, mobile and
used for skirmishing and fast strikes. They are unarmored

Nomads roam the wilderness in family groups,


herding animals from season to season. A tribe typically
has many mounts, and most males and many females can
serve as light cavalry and horse archers (and light infantry
when dismounted). Only the wealthiest are equipped as
medium cavalry. Desert nomads often use camels, which
aren't as convenient for fighting due to their high mounts,
but fare better in deserts.

66

2nd level fighter


4th level fighter
Camps:
5th level fighter
8th level fighter
9th level cleric
8th level magic-user

1 : 25
1 : 40
300
1 : 100
Clan chief
3/6 chance of 1 in camp
2/6 chance of 1 in camp

Traders are individual merchants (sometimes 2 or 3)


who make a living traveling the back roads and
borderlands with at most a horse and mule, selling goods
to small towns and farms where merchants are rare. They
have to be independent, and hence are often fighters of
lower level, equipped with leather armor and furs, shields,
bows or crossbows, and axes or swords. They are often
encountered with a small selection of coins, gems,
housewares, furs, and other goods.

Nobles are the titled rulers such as follows.


Baron/Baroness Emir Margrave
Count/Countess Khan Sheikh
Duke/Duchess
Knight

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'

Player characters might earn a title and hence become


a noble by claiming it or being granted one by another
noble. This discussion is for those who gain their position
mainly through inheritance, being recognized by the
populace as rightful heirs or forcing their way into rulership
positions by brute force.
The game world is a dog-eat-dog world, and nobles
who lack talent would be very lucky if someone who is
powerful does not come along and oust them. Thus, nobles
are almost always classed characters of some type. Those
who are level 1 to 3 are the children of minor nobles, fresh
and just starting out; minor nobles are often levels 4 to 6;
those who are ready to take up a kingdom will be levels 7
to 9; while experienced and qualified kings and queens
tend to be level 10 or higher.
The retinue of any noble will depend on its station.
Pilgrims are a large group of travelers on a trip to
(or returning from) some location they deem holy.
Pirates (and Buccaneers). These make a living by
raiding towns and accosting ships at sea, using boats and
ships to prowl great lakes, oceans, rivers, and seas. They
survive more by luck, intelligence and cunning than brute
force. Piracy is often a hanging offense and pirates often
kill anyone on board a captured vessel if they do not join
the pirate band or are not kept for ransom. Pirates function
as a democracy with strong and sometimes treacherous
rulers; thus, such things as whether or not armor is worn at
sea is up to the individual. Most function as light infantry.
Loot is shared out to the crew. Pirates typically avoid
military ships, although they might try to hail down couriers
or those with extremely valuable cargo. They often hide
the bulk of their spoils (in case they are accosted) until it is
time to divvy it up; and many make berth in hidden lawless
ports and towns along the coast.
Ship
River Boats
Small Galley
Long Ship
Sailed Warship

No. of Vessels
2-9
1-6
2-4
1-3

There is no such thing as a "friendly" tribe of goblins,


orcs, etc. Evil humanoid creatures prefer to steal and kill
for a living, often eating anything they can kill, including
people. The treasures they have were typically stolen from
someone else or found lost. Leaders tend to keep the best
armor and weapons for themselves and sell the rest off, to
prevent upstarts from getting hold of them. High level evil
humans and demihumans might recruit them as an army,
risking treachery and unreliability for a cheap army. They
live wherever they can, often routing other beings out of
previous cave networks or using slaves to dig their own
lairs.
Few if any have a character class and experience, but
leaders can gain several hit die by dint of fighting their
way to the top. This advancement is typically limited:
examples follow. Some rare individuals might also gain
limited power as a Magic-user or Cleric.

Crew Each
10-20
20-40
30-50
40-80

RT
Common
Warrior
Champion

Seaborne raiders are military forces from a distant


country who intend to land on the coast and attack nearby
towns, fleeing with valuable loot. They are usually infantry,
equipped as best as the nation they hale from can.

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

Kobold Lizardman Orc Troglodyte


B
D
C
C
1 h.p.
1
1/2
1
1/2
2+1
1
2
1
3+1 to 4+1 2 to 3
3 to 4
2
5+1
4 to 5
4
3+
6+1 +
6+
6+

HYDRA (dragon kind): A multi-headed (2-12) reptile


or dragon: the body has 1 hit die per head; each head is
1 hit die. If all heads or the body is slain, it dies. Some
(pyrohydras) can breathe fire, each head having a range
of 60' and doing 1d6 damage fire. Others (lernean
hydras) regenerate damage, except that done by magic
weapons, acid or fire.
Hydra
HD 2 AC 8 At 2 heads D 1-3 Mv 120'
HD 3 AC 8 At 3 heads D 1-3 Mv 120'
HD 4 AC 8 At 4 heads D 1-6 Mv 120'
HD 5 AC 8 At 5 heads D 1-6 Mv 120'
HD 6 AC 8 At 6 heads D 1-6 Mv 120'
HD 7 AC 8 At 7 heads D 1-6 Mv 120'
HD 8 AC 8 At 8 heads D 2-9 Mv 120'
HD 9 AC 8 At 9 heads D 2-9 Mv 120'
HD 10 AC 8 At 10 heads D 2-9 Mv 120'
HD 11 AC 8 At 11 heads D 2-12 Mv 120'
HD 12 AC 8 At 12 heads D 2-12 Mv 120'
Random Treasure: B

BUGBEAR: Giant hairy goblins that move so silently that


they increase their chance of surprising a party by 1 in 6
(16 2/3%).
GNOLL: Hyena-like humanoids with an excellent sense
of smell and hearing, often found with dogs or hyenas for
pets.
GOBLIN: Weaker than orcs, and often bullied by them.
HOBGOBLINS: Larger than orcs with the features of
oriental demons, these creatures often have a sophisticated
home lair with many traps and tricks.
KOBOLD: Small members of the goblinoid family, often
dog-like or scaled in appearance. They form their own
tribes and often survive more by cunning than brute force.
ORC: Orcs are a very common variation of goblins, tall
and manlike, often with bestial features (pig, wolf, etc.).
They dislike sunlight, though they can function in it.
LIZARD MEN: Crocadillian or lizard-like humanoids that
use crude weapons like flint tipped spears and hide
shields. They prey on anything living, including people.
MINOTAURS: A bull's head on a muscular (if not giant)
human body. Usually carnivorous and voracious, attacking
and fighting fearlessly.
OGRE: Larger than a bugbear, but smaller than a troll
or minotaur (7-10' high), these crude and oafish humanoids
are dangerous and violent, prone to banditry and raiding.
They often have large sacks with 100 to 600 g.p. in each.
OGRE MAGI: Japanese Ogres with magical abilities:
they can 1) become invisible; 2) fly for 12 turns; 3) cause
darkness in a 10' radius; 4) polymorph itself into a
humanoid form 4' to 12' tall; 5) regenerate at 1
point/melee round (lost members do not regenerate on
their own; they must touch the body); 6) employ a single
Charm Person and a single Sleep spell once per day; 8)
assume gaseous form, and 7) use a Cold spell of 8 dice
value once per day.
TROGLODYTE: A variation of the lizardman, often of a
more fish-like appearance. They emit a foul stench such
that anyone within 10' must save versus poison or suffer a
-2 penalty to to-hit rolls due to revulsion and gagging.
TROLL: With a frog-like rubbery wet skin and
cadaverous body, these loathsome beasts regenerate
damage that does not occur from magic weapons, fire,
acid, or attack spells (3 hit points per round starting 3
rounds after being damaged). Body parts will regather to
reform the troll and the troll begins fighting again when it
has restored its own hit points to 6 or more. Orphaned
body parts can grow into a new troll if they can find food
(1 hit die per week); a troll missing body parts can regrow
them when it gains food.

HYENA (mammal): Hyenas are neither cats nor dogs


but rather a different line of creature related to meercats
and such. They live in packs and are aggressive hunters,
with strong jaws and digestive juices that can dissolve
almost anything.
Prehistoric hyenas are called just that "prehistoric
hyena" and came in many sizes from puppy to pony.
A hyenadon is not a hyena; it is a fairly mammalian
carnivore with a long alligator-like jaw that lived and went
extinct millions of years before hyenas existed (the name
means "hyena tooth".)
Hyena HD 1 AC 6 At 1 bite, D 1-6 Mv 240'
Giant Hyena HD 2 AC 6 At 1 bite D 2-12 Mv 240'
Giant Hyena HD 3 AC 6 At 1 bite D 3-18 Mv 240'
Random Treasure: Nil
INVISIBLE STALKER (elemental): Summoned by the
invisible stalker spell, these creatures will pursue any
reasonable quest until the spell expires, a dispel magic
spell (or dispel evil) compels them to return to whence they
came, they are slain, or the mission is completed. The
success of any mission (such as recovering an item or
finding a person) depends greatly on the amount of
information the caster can provide; with little useful info the
stalker will search about until the spell expires, with a very
low percentage of success. Impossible or absurd missions
will cause the stalker to attack the caster until either is
killed or it is sent back. Invisible Stalker HD 8 AC 9 At 1 D
3-15 Mv 120'
Random Treasure: Nil
JELLIES, OOZES, PUDDINGS: Such as black pudding,
Grey ooze, White Pudding. Mobile single cell or simple
multi-cell organisms, these horrid creatures often function (if
unintentionally) as a clean up crew in a dungeon, moving
(sometimes waiting hidden) about cleaning up dead bodies
68

and other debris.


LIVING STATUE (construct): Statues created by a high
level Magic-user that come to life and attack under
varying conditions. They are immune to sleep spells.

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

Crystal. A close-range strike against these creature


sends a shower of sharp crystals flying such that the
attacker is attacked as if by the statue and takes 1-3 h.p.
damage if struck.
Iron. The user of non-magical weapons must save versus
spells each time they score a hit or the weapon sticks in the
statue and cannot be removed until the statue is slain.
Rock. These statues attack by squirting magma from the
fingers of each hand, eyes, or otherwise to do the damage
shown.

JUGGERNAUTS (construct): Massive animated


constructs of wood and stone powered by magic which
roam under control of a Magic-user or on their own.
LAMIA (fantastic snake-people): An ancient race of
snake people, these creatures have human heads and four
to six arms (high nobles) and can use a combination of
weapons for 2 or 3 people. Females can see invisible and
in the dark, cast divination, see through walls by
concentrating, and perform other oracular tasks. Males
have eyes in the back of their heads and cannot be
sneaked up on; they can also see invisible and in the dark.
All types are immune to poison.
HD 9 AC 7 (hide) At 4 arms D 1-6 (weapon) +1 strength
Mv 30'
HD 12 AC 7 (hide) At 6 arms D 1-6 (weapon) +2 strength
Mv 30'
Random Treasure: D

Crystal HD 3 AC 9 At 2 D 1-6/1-6 Mv 90'


Iron HD 4 AC 10 At 2 D 2-9/2-9 Mv 30'
Rock HD 5 AC 8 At 2 D 2-12/2-12 Mv 60'
LIZARD, GIANT (giant reptile): All sorts of giant
lizards can exist. Some common types follow.
Dimetrodon HD 5 AC 7 At 1 bite D 5-30 Mv 60'
Draco HD 4+2 AC 7 At 1 bite D 2-9 Mv 60'
Fire HD 10 AC 7 At 2 claws/1 bite D 2-9/2-9/3-15 Mv
60'
Gecko HD 3+1 AC 7 At 1 bite D 2-9 Mv 60'
Horned Chameleon HD 5* AC 7 At 1 bite/1 horn D 2-9/16 Mv 60'
Komodo Dragon HD 1+1 AC 7 At 1 bite D 1-6 Mv 60'
Tuatara HD 6 AC 7 At 2 claws/1 bite D 1-3/1-3/2-12 Mv
60'
Random Treasure: Nil

LAMIA-MEDUSA (hydrid): A hybrid of lamia and


medusa.
LAMPREY (water): Leech-like fish that attach
themselves to prey with a combination of suction and many
hooked teeth and feast off blood.

These are primarily carnivorous types.


Dimetrodon. A sail-backed lizard that predated
dinosaurs and fed on various other lizards included sailbacked vegetarians.
Draco. Skin flaps between its legs allow it to glide 120'
or further in good wind.
Fire Lizard. So called because they are often mistaken
for red dragons due to similar coloring and is immune to
fire. It can exhale a smoke cloud in front of it 10' x 10' x
10' and everyone inside will take 2-9 h.p. damage (half if
they save versus dragon breath).
Gecko. These have feet that can cling to almost any
surface including smooth glass, allowing them to climb
anywhere and even hang upside down.
Horned Chameleon. It has chameleon powers in its skin
and can blend with any background. Most lizards and
other creatures have a skin color that blends only with one
terrain and they stand out in others.
Komodo Dragon. One of the largest non-fantastic
lizards. Victims of its bite must save versus disease or suffer
a severe infection that can kill in 4-24 hours unless a cure
disease spell is used.
Tuatara. An ancient relative of the lizard, it can see 90'
in the dark via a heat sensitive membrane it can close over
its eyes.

Lamprey HD 1/2 AC 6 At 1 bite D 1-2 + drain blood 1-3


Mv 30'
Lamprey, Giant HD 5 AC 6 At 1 bite D 2-9 + drain blood
3-15 Mv 60'
Random Treasure: Nil
LEECH, GIANT (simple life): Prone to dropping from
overhead or hiding in murky water, these creatures can
inject an agent that prevents pain and hence they often go
unnoticed until damage has been done. They attach
themselves to prey and drain blood until badly injured or
attacked with fire or sated. They do not have eyes but
detect warm blooded creature via heat, respiration and
other chemical senses and hence are precise even in the
dark.
Leech, giant
HD 1 AC 6 At 1 bite D 1-3 + blood drain Mv 30'
HD 2 AC 6 At 1 bite D 1-6 + blood drain Mv 30'
HD 3 AC 6 At 1 bite D 2-9 + blood drain Mv 30'
HD 4 AC 6 At 1 bite D 2-12 + blood drain Mv 30'
Random Treasure: Nil
69

MANTICORE (chimera): A giant, fantastic, voraciously


dangerous lion with dragon wings for flying, a human head
rather than lion's head, and a long tail with spikes it can
hurl 6 at a time (180' range for 1-6 damage if they hit;
total of 24 spikes which regrow 1 per day when spent).
Manticore HD 6+1 AC 8 At 2 claws/1 bite/24 spikes D 13/1-3/2-9 + 1-6/spike Mv 120'/180'
Random Treasure: E

LURKER ABOVE - see SHEET BEAST.


LYCANTHROPE (fantastic affliction): When in human
form they have no special abilities. Four common types of
lycanthropes (changers) are shown below.
Werebear HD 7+3 AC 7 At 2 claws/1 bite D 1-3/1-3/29 Mv 240'
Wereboar HD 5+2 AC 7 At 1 bite D 2-12 Mv 240'
Wererat HD 3+1 AC 7 At 1 bite/1 weapon D 1-3/
weapon Mv 240'
Weretiger HD 6+2 AC 7 At 2 claws/1 bite D 1-3/1-3/29 Mv 240'
Werewolf HD 4+3 AC 7 At 1 bite D 2-9 Mv 240'

MEDUSA (humanoid, gaze attacker): A female human


with snakes for hair. It has the petrifying gaze attack
ability, which it can use while fighting. They can wear
armor and use weapons like a human; in close combat they
can attack twice (in addition to the petrifying gaze) - once
with a weapon (or unarmed) and once with snakey hair
(victims of the hair must save versus poison or suffer poison:
2-12 h.p. damage or as the referee desires.) See also
LAMIA-MEDUSA.
Medusae HD 4 AC 6 At 1 weapon + petrify gaze +
snakes D 1-6 (weapon) Mv 120'
Medusae HD 5 AC 6 At 1 weapon + petrify gaze +
snakes D 1-6 (weapon) Mv 120'
Medusae HD 6 AC 6 At 1 weapon + petrify gaze +
snakes D 1-6 (weapon) Mv 120'
Random Treasure: P, 3/6 chance of 10-60 gems, X, Y

The change to "were-" form will tear clothing and other


sundry gear; they will try to tear their way out of plate
armor taking 1-3 points of damage.
They must change shape when there is a full moon and
will return to human form with sunrise.
A slain lycanthrope reverts to human form.
In lycanthrope form they regenerate damage that is not
afflicted by silver or magic weapons, attack spells, fire or
acid. They can be slain if damage from any form exceeds
-20 hit points; thus a badly injured "were-" creature tends
to flee.
THE DISEASE: Lycanthropy is a magical disease;
sometimes it is inflicted by gods or other powerful forces as
a punishment. Anyone taking 50% or more of their
maximum total hit points in damage from lycanthrope will
also suffer the disease, which will manifest itself in 4-24
days unless a Cleric casts a cure disease spell on them
before then.
For the first year, a new lycanthrope will be unaware
of the change and loose complete control when it happens,
becoming a wild lycanthrope; after the year they retain
their normal intellect while a lycanthrope. The number of
months they have been infected is their chance in 12 of
gaining control over their self when in lycanthrope form.
Once they do gain control of their intellect, they gain
these powers:
They can assume a quasi-human beast-man shape,
allowing them to use weapons, manipulate objects, etc.
Wererats are very fond of using weapons, given their
smaller and weaker nature.
They can voluntarily change shape on a bright moon
(3/4 to full) but will change back at sunrise.
They typically begin assuming some of the physical
characteristics of the wereform while in their human shape:
shagginess, a long nose, ears larger than normal, etc.
Werewolves, wereboars and wererats are often found
in groups, having a pack/herd mentality. Weretigers and
werebears are often only met in small family groups.
They typically control normal creatures of their type,
but only in beast form.
After a year of being in control, they can learn to
speak with normal creatures of their were-type
(werewolves speak with wolves, etc.) when in human form.

MERMEN (humanoid): Sometimes these half-human


half-fish creatures are friendly, but others can be pirates
and bandits, waylaying ships and swimmers to rob them.
They can use ropes (often water-proofed seaweed) and
grapnels to try to bring a ship to a halt, tying them to
rocks.
They do poorly on land (1/3 normal movement; -2 to
to-hit rolls; +2 to being hit, etc.).
They must abide by normal rules for underwater life
and hence tend to travel light, with rarely any armor
better than leather and weapons and tools often made of
bone, stone, or wood. They have little need of tridents
(which help counter refraction when thrusting or throwing
into water from above); but often have javelins and such
weapons for use if they emerge to attack ships.
HD 1 AC 6 At 1 weapon D 1-6 (weapon) Mv 120'
Random Treasure: C, R
NERIED:
SELKIE: Merefolk who can transform back and forth
between seal (selkie = seal kin) and human, often found
among seals and herding them. They transform to human
by removing their "seal skin"; if the seal skin is stolen they
cannot turn back to a seal for a year, at which point they
grow another (the old skin tends to become tattered after
a year). They are immune to wet and cold; can breathe in
water; and can summon and control seals and similar
creatures.
Selkie HD 1 - 3 AC 7 At 1 weapon D weapon x 1 Mv 120'
MIMIC (simple life): A creature that mimics chairs,
tables, treasure chests, doors and other items (whether
made of wood, stone, or metal). Anyone touching one (such
as to open a door, move a chair, etc.) must save versus
70

poison or be held in place by a powerful glue the mimic


excretes (they can only break free if it is slain or by a
brute strength challenge - 1d6 + strength modifier - that
equals or exceeds the mimic/s hit die). It will strike with a
fist-like pseudopod when prey gets close (a high chance of
surprise).
HD 7 to 10 (d4 + 6) AC 6 At 1 pseudopod D 3-12 Mv 30'
Random Treasure: Nil

eight muscular tentacles and drag it to be bitten and eaten


by their beak. They can eject an ink cloud that obscures an
area 10' x 10' x 10' times their hit die.
HD 8 AC 7 (hide) At 6 tentacles + bite weapon D 1-6 x 6
+ 2-9 Mv 60'
Random Treasure: Nil
OTYUGH (fantastic beast): Omnivorous and often
tolerated by other creatures as they will clean up dung,
offal, and other detris, making their own homey burrows
where they expel random coins and other items they cannot
digest. They attack with two tentacles and a toothy bite. At
least 90% (1-5 on d6) of them have a disease ridden
mouth that forces victims to save versus poison or be
bedridden 2-12 days (a cure disease spell cures).
HD 6 to 8 (d3 + 5) AC 9 At 3 D 2-9/2-9/2-5 Mv 60'
Random Treasure: Nil

NAGA (snake creatures): Human-headed fantastic


giant snakes that can bite with poison and constrict victims.
Some are good, some are evil. Many can use Cleric spells
or Magic-user spells of a level equal to half their hit die.
Guardian Nagas (the most powerful kind) are often
found guarding some sacred relic or place. Spirit nagas
are charged with guiding others through tasks and
revelations; they can typically assume an immaterial form
or cast their form as an illusion in order to communicate
with others without risk of attack (they cannot attack while
in such form). Common nagas are found in remote places.

OWL BEAR: A large bear with an owl head that is


completely carnivorous. They hug like bears. Owl Bear HD
5 AC 7 At 2 claws/1 bite D 1-6/1-6/2-12 Mv 240'
Random Treasure: Nil

Guardian Naga HD 11 to 12 AC 10 At 1 bite/constrict D


2-9 + poison/3-15 Mv 60'
Random Treasure: H

PEGASUS (PEGASI) (fantastic horse): Winged horses


that can fly. When bred with normal horses, the foal is a
normal horse. Pegasi HD 2+2 AC 6 At 2 hooves D 2-9 Mv
240'/480'
Random Treasure: Nil

Spirit Naga HD 9 to 10 AC 9 At 1 bite/constrict D 1-6 +


poison/2-12 Mv 60'
Random Treasure: B, 3/6 chance of 1-6 scrolls, X
Common Naga HD 7 to 8 AC 8 At 1 bite/constrict D 1-3 +
poison/2-9 Mv 60'
Random Treasure: D

PHOENIX (fantastic bird): Magic resistance: 1 per 2


hit die. A phoenix can appear as any size but most will be
the same size as a roc (see those entries). They are immune
to all forms of fire (which only heals them), take half
damage from cold attacks, and cannot be harmed by nonmagical weapons. They are immune to sleep, charm, and
hold spells. The phoenix can immolate itself such that any
creature within 10' per 6 hit die of the phoenix takes 1-6
h.p. fire damage per 6 hit die (rounded down). If slain, it
explodes in a fireball with 3 times the radius and doing
three times the damage (the phoenix will return one year
later, born anew). Once per year they can perform a raise
dead spell; they can also perform a reincarnation spell
once per week, gifting this with one feather if they wish.
Random Treasure: Nil

NEO-OTYUGH (fantastic beast): A larger version of


the otyugh.
HD 9 to 12 AC 11 At 3 D 2-12/2-12/1-3 Mv 60'
Random Treasure: Nil
OCHRE JELLY (simple life): A giant, yellow-orange
amoeba that is damaged normally by fire or cold, but
lightening bolts or weapons/unarmed attacks only serve to
split them into several smaller Ochre Jellies (a healthy
ochre jelly is 6 hit dice). They do not effect metal or stone,
but can dissolve wood, and contact with exposed flesh
inflicts 1-6 damage per round. They can squeeze through
holes and cracks quiet readily.
Ochre Jelly HD 1 AC 6 At 1 D 1-3 Mv 30'
Ochre Jelly HD 2 AC 6 At 1 D 1-3 Mv 30'
Ochre Jelly HD 3 AC 6 At 1 D 1-6 Mv 30'
Ochre Jelly HD 4 AC 6 At 1 D 2-7 Mv 30'
Ochre Jelly HD 5 AC 6 At 1 D 2-9 Mv 30'
Ochre Jelly HD 6 AC 6 At 1 D 2-12 Mv 30'
Random Treasure: Nil

PURPLE WORM (simple life): Huge purple worms that


can devour small prey whole (see swallowing whole special
attack.) They also have a poisonous stinger on the tail (save
versus poison or die or some effect chosen by the referee.)
HD 15 AC 6 At 1 bite/1 sting Damage 3-18/2-9 Mv 60'
Random Treasure: B, 3/6 chance of 5-30 gems, X
RHEMORAZ (fantastic beast):
HD 7 to 14 AC 11 (head 10, underside 9) At 1 D 6-36 Mv
120'
Random Treasure: F
Polar worms 3' long per hit die. Uses small wings to
aide in combat. Anything swallowed whole (a natural 12
on 2d6 to-hit roll) is burned to death in its super-hot gut.
Orbs on the back glow red-hot when in combat; non-

OCTOPUS, GIANT: They have skin that can turn color


and texture to better blend in with their surroundings. They
also lack the bony spindle of a squid and can squeeze into
any hole the beak can fit into. They do not swim and are
ambush predators that thrive on the bottom of clear water
or in areas such as reefs. They try to grab prey with their
71

magical weapons will melt or burn; anyone touching takes


10 - 100 h.p. damage.

h.p.; within 10' takes 2-12 h.p..


Frost salamanders have a snakey tail and slither slower,
but can bite and also have four arms and can either claw
four times or wield a combination of weapons and shields
(2 two-handed weapons; 4 one-handed weapons; 1 onehanded weapon and three shields; 2 one-handed weapons
and 2 shields; etc.) Salamander HD 7 + 3 AC 9/10 At 1
touch/1 constriction/1 weapon Mv 90'
Random Treasure: F

ROC (fantastic avian): Giant fantastic birds (eagles,


hawks, vultures, etc.), the largest of which can carry off
elephants.
HD 6 AC 7 At 2 claws/1 bite D 1-6/1-6/1-6 Mv 60'/480'
HD 12 AC 8 At 2 claws/1 bite D 2-12/2-12/2-12 Mv
60'/480'
HD 18 AC 9 At 2 claws/1 bite D 3-18/3-18/3-18 Mv
60'/480'
Random Treasure: C

SCORPION, GIANT (giant insect): Attacks with two


pincers and if they both hit it stings with a long tail it whips
overhead.
Scorpion, Giant HD 5+5 AC 9 At 2 pincers/1 sting D 29/2-9/1-3+poison Mv 60'
Random Treasure: Nil

ROPER (fantastic beast): HD 10 to 12 (d3 + 9) AC 11


At 6 ropes and 1 bite D Weakening poison or 3-18 h.p. by
bite MV 30'
Random Treasure: Nil
Immune to lightning; half damage from cold; vulnerable
to fire (-4 to saves versus fire and +1 damage per die).
Appearing like a rock, pillar, stalagmite, small hillock,
or other surface feature (surprise on 1-3 on 1d6), they
attack with 6 ropey strands that can reach out to 60' and
victims must save versus poison or loose 9 points of strength
for 1-3 rounds; it will also try to drag them to their maw to
bite (grappling: 1d6+strength modifier for each; roper has
strength bonus of 0 to 3; each round the victim fails they
are drug 10' closer). They often eat coins and gems for
gizzard stones (5-30 platinum and 2-12 gems).

SEA MONSTER (fantastic beast): A gigantic sea


serpent with tentacles and pincers.
HD 6 AC 7 At 1 bite/2 pincers/6 tentacles D 1-6 each Mv
90'
HD 12 AC 8 At 1 bite/2 pincers/6 tentacles D 2-12 each
Mv 90'
HD 18 AC 9 At 1 bite/2 pincers/6 tentacles D 3-18 Mv
90'
Random Treasure: Nil
SEA SERPENT (giant serpent): Giant snakes that
inhabit large bodies of water; they can constrict and crush
small boats to small ships depending on their size. Some
spew poison like a spitting cobra, effecting a wider area
(such as 10' x 30').
Random Treasure: Nil

ROT MAGGOT (simple life): HD 1 to 6 (1 hp per


grub) AC 6 At infest D 1-6 h.p. per round until cured or
killed MV 10' (1/3)
Random Treasure: Nil
Small grubs that infest corpses or trash piles and try to
infest a victim (close combat to-hit roll): if not removed by
fire or cure disease spell they do 1-6 h.p. per round until
the victim is dead and eaten. There is a 1 in 6 chance they
will pupate into some other creature once the victim dies:
robber fly, giant wasp, 1d6 giant centipedes, etc.

SEALS, WALRUSES, ETC (mammal): Seals are often


prized for their waterproof furs. They and great walruses
and elephant seals are also hunted for meat. Most prey
off fish or clams and other mollusks.
HD 1 AC 7 At 1 bite D 1-6 Mv 90'
HD 3 AC 7 At 1 bite D 3-18 Mv 90'
HD 5 AC 7 At 1 bite D 5-30 Mv 90'
HD 7 AC 7 At 1 bite D 7-42 Mv 90'
HD 9 AC 7 At 1 bite D 9-54 Mv 90'
Random Treasure: Nil

RUST EATER (fantastic beast): A four-legged, armored


beast with clawed feet and antenna that can turn metal to
rust with a brush (they have to score a to-hit roll; only
magic items get a saving throw if struck). One hit rusts 10
pounds or so of metal at most; magic items loose one plus
per strike until they become normal, then they rust. They
are otherwise harmless.
Rust Monster HD 5 AC 9 At 1 touch D Rust Mv 120'
Random Treasure: 3 in 6 chance of 5-30 gems

SHADOWS (elemental): Living shadows (as it were)


that can only be harmed by magical weapons or combat
spells. They are very difficult to note when in shadowy
terrain and impossible at night (they do not emit heat
radiation). They are immune to mind effecting spells such
as sleep or charm. They are often mistaken for undead,
though they are not, and their touch drains 1 point of
strength for 9 turns, killing anyone whose strength drops
below 1. A shadow can cause any creature slain this way
to become a shadow provides its experience level/hit die
equals or is higher than a shadows (when it becomes a
shadow, ht die/levels above that of a shadow are lost.)
Shadow HD 2 + 2 AC 7 At 1 D 1-3 + drain 1 point

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

poisonous barbs to a distance of 10'/20'/30' (-2 to-hit


penalty; save versus poison or be paralyzed or take
poison damage as decide by the ref'.) The cone snail is
aquatic and has a single large harpoon with toxin on its
"tongue" that it uses to spear fish with (save versus poison
or paralysis, 2-12 h.p. damage per hit die, etc.)
Snail, Giant HD 12 AC 9 (shell) 6 out of shell At 1 bite D
2-12 Mv 30'
Random Treasure: Nil

SHAMBLING MOUND (fantastic beast): Shamblers are


human-shaped plant-animal hybrids that are indiscernible
from piles of leaf, dead animals, and so on until they move.
Anyone struck by both long limbs is entangled and covered
by sticky slime and will suffocate in 2-9 rounds unless they
can break free or the shambler is slain.
Immune to fire; lightning attacks increase its hit die by
1; cold does 1/2 damage (none if it saves). All weapons
do 1/2 damage; crushing weapons do 1 point of damage
plus any strength or magic bonuses; it is immune to most
crushing effects.
It is only effected by spells that effect plants such as
plant control or charm plant.
HD 8 to 11 (d4+7) AC 11 At 2 fists D 3-15/3-15 Mv
60'
Random Treasure: B, 3/6 chance of 1-6 scrolls, X

SNAKES, GIANT: Most snakes can readily climb any


surface with a rough texture they can wrap their body
around (such as trees) and constrictors try to climb trees
and drop on prey. They are slow moving on the ground (2
mph; 12 mph in bursts) but have low ground pressure and
swim well; many prefer water over land.
Venomous snakes use venom for hunting and it will often
pre-digest small prey.
Large snakes are constrictors and do not need poison;
some constrictors are small and many small snakes do not
have venom or are only poisonous to specific prey.
"Pit vipers" encompass a number of poisonous snakes
(rattle snakes, etc.) that use heat sensing pits to track warm
blooded prey at close range (6 feet or less).
All snakes tend to be sensitive to vibrations (not having
ears like humans as such, but being able to detect "sounds"
as vibrations) and smell by tasting the air with their
tongues.

SHEET BEAST (fantastic beast): These creatures


resemble flat sheets and have chameleon skin which allows
them to blend in with any surface. They cling to the floor,
wall, or ceiling and wrap around or fall on those who pass
by, surprising on a 1-3 on 1d6 and 1-5 on a d6 cannot be
found by a search. Victims take 1-6 h.p constriction and
must escape in 2-5 rounds or suffocate. They take half
damage from fire and cold (none with a saving throw).
Lurker Above HD 10 AC 7 At 1 D 1-6 Mv 10' (1/3) 90'
flying
Random Treasure: C, Y
Trapper HD 12 AC 9 At 1 D 4 + (AC-7) Mv 30'

HD 1/2 AC 6 At 1 bite D 1-3 + poison Mv 90'


HD 1 AC 6 At 1 bite D 1-6 + poison Mv 90'
HD 2 AC 6 At 1 bite D 2-12 + poison Mv 90'
HD 3 AC 6 At 1 bite D 3-15 + poison Mv 90'
HD 5 AC 6 At 1 bite D 3-18 + poison Mv 90'
HD 7 AC 6 At 1 bite D 4-24 + poison Mv 90'
Random Treasure: Nil

SHRIEKER (simple life): A giant mushroom that expels


air in a loud shriek when attacked (and 50% of the time
when merely brushed against), alerting nearby creatures
and attracting wandering monsters.
HD 3 AC 7 At none D none Mv 10' (1/3)
Random Treasure: Nil

SPHYNX (fantastic beast): Ancient creatures and


guardians of mystic locations or appearing to curse those
who are unworthy.
Androsphynx: Human head, lion body, great wings. Can
use 6th level Cleric spells. Can roar 3 times per day, but
only does so in great fury.

SLUG, GIANT (simple life): These omnivorous creatures


move about in search of organic matter to devour (plant or
flesh); large ones can crush through doors to get at prey.
Their rubbery, thick skin increases their armor class 4 points
against blunt weapons. Boneless, they can squeeze through
narrow openings; if caught in a narrow hall it often takes
them a round to "change directions" as it were if they were
attacked from behind and desired to turn to meet said
attack. Besides biting, they can spit acid to a range of
20'/40'/60' doing 1d6 damage with a hit; the first spit
against a particular target has a -2 to-hit penalty but the
following do not as the slug homes in. They can exude a
slippery trail of slime to help evade pursuers. Slug, Giant
HD 12 AC 6 At 1 bite D 2-12 Mv 30'
Random Treasure: Nil

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.

SNAIL, GIANT (simple life): Much like a giant slug, but


with a hard shell that it can retreat into if attacked. Large
versions are not helped by the shell when attacked by
small creatures, if they choose to fight. Some can spit
73

Criosphynx: Goat headed sphynx. Can claw and butt.


Animalistic in nature.
Gynosphyn: Female head and torso on lion
hindquarters and wings. Can understand and read any
language (including magic) and see invisible. Once per
day they can use spells: locate object, dispel magic,
clairaudience, clairvoyance, remove curse and legend lore.
They can use each symbol once per week.
Hieracosphynx: Hawk headed sphynx, somewhat
animal in nature and carnivorous.

forced into their physical form for 7 rounds by a Phase


Door spell. A being anointed by Oil of Etherealness or
wearing Armor of Etherealness enters the same plane of
existence and can attack them.
Spitting Spider. Spits webs or poison.
Tarantula. A huge, hairy spider that often discharges a
cloud of its hairs by rubbing them with its feet when
harassed in order to drive off attackers; victims in the
cloud will choke and caught and must save versus poison or
take 1-6 h.p. damage.
Trapdoor Spider. Forms a trap door camouflaged to
blend with the surroundings (use secret door finding
concepts) and lays down threads of silk to alert it if
passing prey; it bursts out to attack.
Water Spider (Diving bell Spider). Traps air in the hairs
on its back and swims underwater, often forming a bubble
of air as its home amid weeds.
Wolf Spider. Does not have a home and chases prey
down; smaller sorts are faster than a human and hunt in
packs.

Andro- HD 12 AC 12 At 2 D 2-12/2-12 Mv 180'/300' RT


5/6 chance of 2 of each magic type
Crio- HD 10 AC 12 At 3 D 2-9/2-9/3-18 Mv 120'/240'
RT F
Gyno- HD 8 AC 11 At 2 D 2-9/2-9 Mv 150'/240' RT R, 4
in 6 chance of any 2 magic items
Hieraco- HD 9 AC 10 At 3 D 2-9/2-9/2-9 Mv 90'/360'
RT E
SPIDER, GIANT (arachnid): The poison of most
common spiders does not effect humans, barring allergic
reactions, due to quantity or biology (poisons tend to be
catered to specific prey); only a rare few are poisonous to
humans. Giant spiders are assumed to have poison that
harms humans.
Spiders are typically blind and track prey via
vibrations and movement; their tiny multiple eyes scan a
wide area for movement. They can climb any rough surface
and even hang upside down. Many (though not all) make
silky webs for hunting or as a home; often there is a strand
of silk rope as treasure. Webs are made with alternating
sticky and dry webs, and a spider can travel across one
without being caught and without loosing speed.

SQUID, GIANT (cephalopod): Squid are predators


that swim through deep water in search of prey; normal
sized squids often live in large schools. Some normal squids
can grow to almost human size and rare types can reach a
half ton; hence a fantastic giant squid would have to be
huge.
Their skin can turn color to better blend with water and
many have the ability to flash light patterns for mating.
They have a bony spindle. They typically grab prey with
two long tentacles and drag it to the mouth to hold it with
smaller ones and devour it. They can eject an ink cloud that
obscures an area 10' x 10' x 10' times their hit die.
HD 4 AC 7 At 6 tentacles + bite weapon D 1-3 x 6 + 1-6
Mv 60'
HD 12 AC 9 At 6 tentacles + bite weapon D 1-6 x 6 + 212 Mv 60'
Random Treasure: Nil

HD 1/2 AC 8 At 1 bite D 1-3 + poison Mv 90'


HD 1 AC 8 At 1 bite D 1-6 + poison Mv 90'
HD 2 AC 8 At 1 bite D 2-12 + poison Mv 90'
HD 3 AC 8 At 1 bite D 3-15 + poison Mv 90'
HD 5 AC 8 At 1 bite D 3-18 + poison Mv 90'
HD 7 AC 8 At 1 bite D 4-24 + poison Mv 90'
Random Treasure: Nil
Spider, Giant
Spider, Giant Phase
Spider, Giant Water
Spider, Huge
Spider, Large

STIRGE (fantastic avian): A fantastic and ugly bird


that attaches itself to prey (with a close combat hit) and
then drains blood automatically (for 1-3 h.p. damage per
round) with a mosquito-like proboscis it drills into the victim.
They get a +2 bonus to hit rolls.
Stirge HD 1 AC 6 At 1 bite D 1-3 + drains blood Mv
30'/180'
Random Treasure: D

C
E
J-N, 3/6 chance of 1-6 gems
J-N, 3/6 chance of 1-6 gems
J-N

Black Widow and other common spiders.


Bola Spider. Hurls a sticky strand of web at a victim
(range 30'/60'/90') with an intend of dragging them back
to be bitten and eaten.
Crab Spider. Has chameleon powers and often hides in
places to ambush prey that passes.
Phase Spider. These spiders appear normal but they
phase into in another plane when attacked and are
immune to most attack forms. In combat they only have a
physical form when attacking; a creature must have the
same initiative as the spider to attack it. They can be

TERMITE, GIANT (insect): Termites specialize in eating


wood (and other vegetable) matter. They otherwise often
have the characteristics of ants.
HD 1/2 AC 8 At 1 bite D 1-3 Mv 90'
HD 1 AC 8 At 1 bite D 1-6 Mv 90'
HD 2 AC 8 At 1 bite D 2-12 Mv 90'
Random Treasure: Nil
TICK, GIANT (insect): These hard shelled insects try to
fall on or hunt down prey; they grapple prey, intending to
74

hold on and drain blood for automatic damage each


round. There is a 1 in 6 chance they will afflict a disease
that will kill any bitten victim who fails a save versus poison
and does not receive a cure disease spell within 6-36 (6d6)
days.
Tick, Giant HD 3 AC 10 At 1 bite D 2-9 + blood drain Mv
30'
Random Treasure: Nil

of 5-30 gems, 2/6 chance of 2-9 potions


HD 9-10 AC 10 At 2 D 3-18/3-18 Mv 120' RT G
HD 11-12 AC 10 At 2 D 4-24/4-24 Mv 120' RT G
TURTLE: See TORTOISE AND TURTLE.
UMBER HULK: A grotesque, man-shaped beast (5'
wide and 8' tall) with large insect-like mandibles that it
rends prey with. It uses steel-hard claws to burrow through
the ground in search of flesh to eat at a rate of 10' per
turn. It has four eyes which can cause confusion for anyone
looking directly in them (save versus spells to avoid it.)
Umber Hulk HD 8 AC 9 At 2 claws/1 bite D 2-12/2-12/210 Mv 60'
Random Treasure: G

TITAN (giant kind): Ancient creatures even larger than


giants and magical in nature, dwelling on some mystic
plane and often visiting the prime plane on business. Each
has some specific domain: leader, adviser and wife to
leader, smith, love, hunting, alcoholic beverage, etc. They
can speak the languages of giants, cyclopses, and ogres.
All can turn invisible at will; and once per day can levitate,
and turn ethereal.
Hit Die
17
18
19
20
21
22

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

Banshee HD 7 AC 10 At 1 D 2-9 plus energy drain only


Mv 150' RT D
Gaunt HD 5 AC 8 At 2 claws D 1-3/1-3 plus wasting curse
Mv 120'
Ghast HD 4 AC 6 At 2 claws/1 bite D 1-3/1-3/2-9 Mv
120' RT B, 3/6 chance of 1-6 gems, R, 2/6 chance of 2-9
potions, 3/6 chance of 1-6 scrolls
Ghost HD 10 AC 10 At 1 D age 1 - 40 years Mv 120' RT
E,2/6 chance of 2-9 potions
Ghoul HD 2 - 3 AC 7 At 2 claws/1 bite D 1-3/1-3/1-3
Mv 90' RT B,3/6 chance of 1-6 scrolls
Liche HD 10+ AC 9 At 1 weapon D 1-6 (+3) (weapon) Mv
60' RT A
Mummy HD 5 - 10 AC 9 At 1 weapon D weapon +
disease Mv 60' RT D
Poltergeist HD 5 - 10 (d6+4) AC 8 At 1-3 objects D 1-6
each Mv 120' RT
Revenant HD 7 - 9 (d3+5) AC 8 At 1 touch D 1-6 +
disease/sense loss Mv 120' RT
Skeleton HD 1 AC 6 MV 60' At 1 weapon D weapon Mv
60' RT Nil
Spectre HD 6 AC 9 At 1 D 2-9 and energy drain MV
150'/30'
RT 3/6 chance of 3-18 gems, X, Y
Thoul HD 3 AC 8 At 2 claws or 1 weapon D 1-3/1-3 or
weapon Mv 120' RT
Vampire HD 7 - 12 AC 9 At 1 weapon D weapon (1-6 + 2
strength) MV 120'/180' RT F
Wight HD 3 - 8 AC 8 At 1 D energy drain only Mv 90' RT
B
Wraith HD 4 - 9 AC 9 At 1 weapon D weapon (1-6) +
energy drain MV 120'/240' RT E
Zombie-Ghoul HD 1/2 AC 6 or 9 At general unarmed D 16 damage MV 60' RT Nil
Zombies HD 2 AC 6 At 1 weapon D weapon (1-6 + 1 str)
MV 60' RT Nil

HD 17 AC 9 At 1 weapon D weapon (7-42) Mv 210'


HD 18 AC 10 At 1 weapon D weapon (7-42) Mv 210'
HD 19 AC 10 At 1 weapon D weapon (7-42) Mv 150'
HD 20 AC 11 At 1 weapon D weapon (7-42) Mv 150'
HD 21 AC 11 At 1 weapon D weapon (8-48) Mv 150'
HD 22 AC 12 At 1 weapon D weapon (8-48) Mv 150'
TREASURE: E, 3 in 6 chance of 10-60 gems, R
TOAD: See FROGS AND TOADS.
TORTOISE AND TURTLE: Land bound turtles can grow
large (500 to 1,000 pounds), but tend to be inoffensive
vegetarians. Snapping turtles (which prefer the water and
eat fish, worms and other prey) can be annoying (and
dangerous if gigantic). Sea turtles are adapted for
swimming with flippers and a slim body, and eat fish and
other animals.
HD 1/2 AC 9 At 1 bite D 1-3 MV 10' (1/3)
HD 1 AC 9 At 1 bite D 1-6 MV 10' (1/3)
HD 2 AC 9 At 1 bite D 2-12 MV 10' (1/3)
HD 4 AC 9 At 1 bite D 4-24 MV 10' (1/3)
Random Treasure: Nil
TRAPPER - see SHEET BEAST.
TREANT: Much like living trees, these ancient, intelligent
creatures are shepherds of trees and woods. They can
control 1 tree per 3 hit die they have if it is within 60'; it
will move and fight as the treant that animates it. Treants
can hurl rocks much like a giant of the same hit die.

UNDEAD: Undead come in many types. All of them can


be damaged by holy water. They do not have a normal
biology and hence are not effected by poisons nor
diseases; nor does charm, fear, hold, nor sleep magic
effect them. They do not need to breathe nor fidget and

HD 7-8 AC 10 At 2 D 3-15/3-15 Mv 120' RT 3/6 chance


75

when remaining still they make no noise. Incorporeal types


do not make noise even when moving unless they choose to
or have adopted a physical form.
Undead creatures (skeletons and zombies, in this game)
that were created by the animate undead spell cannot heal;
other types cannot be healed by magic means (healing
spells and potions actually harm them), but will "heal" with
rest. A raise dead spell destroys them unless they make a
save versus death ray. Energy draining types can use the
energy they drain to heal damage (1 life level heals 1-3
(1d3) hit points of damage healed.)
ENERGY DRAIN: Humans and demihumans slain by
energy draining whose hit die or experience level is less
than the minimum for the type that slew them simply dies. If
their hit die and experience level equals or exceeds the
minimum needed for that type, they will become an
undead creature of the type that slew them, starting as the
lowest hit die of the type and gaining levels only by
slaying other creatures.

or be paralyzed for 2-9 (d6+d3) turns; a cure light


wounds spell will remove this paralysis but not heal any hit
points of damage when used to do so. Any creature slain
by a ghoul but not eaten will become one.
LICHE: This is high level Magic-user or Cleric that
attempted to avoid dieing of old age by pursuing evil,
powerful, and dangerous magic. There is less than a 1%
chance of success per 2 levels of the researcher, and this
research consumes the last 20 or so years of their life at
tremendous expense. Success turns them into a skeletal
undead creature that retains the spell casting ability they
had in life. Their touch causes paralyzation ( for 2-9
(d6+d3) turns; a cure light wounds spell will remove this
paralysis but not heal any hit points of damage when used
to do so) and creatures of 4th level or lower who see them
must flee in fear (no save). They can continue to gain levels
of experience by capturing and feeding on the life forces
of creatures they slay, and hence often create fortresses
and underground lairs stocked with traps and treasures to
draw in victims.
MUMMY: Preserved corpses turned undead by some
unknown means, they are immune to normal and silver
weapons; magic weapons do 1/2 damage. They take full
damage from fire and attack spells. Whether unarmed or
with weapons, they have the equivalent of an 18 strength
as a Fighter when attacking in melee for bonus damage
and to-hit. Each time a victim is hit in close combat by a
mummy, they must save versus poison or the damage
inflicted by that blow becomes infected with a very
tenacious disease that takes 10 times as long to heal
(magical healing spells and potions have 1/10 their
normal effect, rounded up). A cure disease spell removes
the infection and allows injuries to heal as normal. Anyone
slain by blows from a mummy will rot completely away (to
the point where they cannot be raised from the dead) in 6
turns, unless a cure disease spell is used to kill the infection.
POLTERGEIST: This spirit inhabits a specific region, and
tries to drive all others from it. Once per round they can
hurl 1-3 (1d3) objects about the size of a chair or so (if
they exist in the vicinity) up to 30' range at victims doing 16 (1d6) damage with a hit (smaller objects do half
damage; larger objects are beyond its grasp). It can also
hold doors shut, or try to hold someone against a wall
(d6+hit die for its strength/stuck factor) by concentration.
They can leave slippery slime on surfaces; create a
magical portal from one place to another such that the
unwary will travel someplace and find there is no way
back; and perform other harassing actions, including
dousing all light sources based on fire in an area (once per
day). They are immune to non-magical weapons, and are
invisible even when a detect invisible spell is cast.
REVENANT: A malignant spirit that exists for the sole
sport of pestering the living, haunting byways and
graveyards where passers by can be found on a dark
night or bad weather. Their touch does 1-6 h.p. damage,
and the victim must save versus poison or suffer a disease
that robs them of a sense until they receive a cure disease
spell or for 7-12 (d6+6) months at most. They can (three
times per day) walk through walls up to 10' thick.
1d6: 1-2 eyesight; 3-4 hearing; 5 = touch; 6 = smell

BANSHEE: All who hear the wail of a banshee must


save versus magic or be paralyzed for 2-9 (d6+d3) turns;
a cure light wounds spell will remove this paralysis but not
heal any hit points of damage when used to do so. They
can also assume a horrific vision that causes creatures with
fewer hit die than they have to save versus spells or flee in
terror. They can drain a level of energy with a touch and
hence the wail of a banshee might foretell the listener's
doom.
GAUNT: A cadaverous looking corpse that attacks with
two gangly limbs for 1-3 damage per hit; anyone struck
must save versus spells or suffer a curse that drops their
constitution score by 1 point per week for 3 weeks as they
starve (they must eat twice as much as they normally do or
loose yet another point of constitution). All healing has 1/2
its normal effect while so cursed. After 3 weeks the curse
will remain in effect (3 or 4 points lost) for 6 months, or
until a remove curse spell is received. Gaunts are immune to
normal weapons. They can (three times per day) leap 30'
high from a standing position or at a run, and can climb
any rough surface like a spider can, even hanging upside
down.
GHAST: Ghouls with a repulsive stench that causes
illness in anyone within 10' who fails a save versus poison;
victims suffer -2 to to-hit rolls.
GHOST: An evil spirit stuck on the material plane, and
draining 10 to 40 years life from those they strike. Looking
at a ghost requires a save versus spells to avoid 10 years
aging and fleeing in fright for 2-12 turns. Anyone slain by
aging cannot be revived by even powerful magic means.
They are immune to non-magical weapons.
They can try to possess a creature (who must save
versus spells or the ghost takes control); the ghost remains
in possession and can cause the victim to attack, cast spells
(if the victim can do so), and so on until the victim succeeds
with another save versus spells.
GHOUL: Ravenous undead that attack and eat living or
dead creatures. Any living being other than an elf (and
certain others that may be immune) that is damaged by a
ghoul in close combat (by touch) must save versus paralysis
76

SKELETON: Created by the animate dead spell, these


robotic undead obey only their creator, and are often used
for simple tasks like guard duty. They fight until destroyed,
or called off by their controller, or if they destroy all
opposition.
SPECTRE: Incorporeal (bodyless) ghost-like undead that
are only damaged by magical weapons or attack spells
(silver or normal weapons do not harm them.) If they hit a
victim in close combat, they drain 2 life energy levels. They
are masters of creating illusions, and once per night they
can assume a horrific vision that causes anyone with fewer
hit die than they have to save versus spells or flee.
THOUL: A hybrid of a ghoul, hobgoblin, and troll that
looks exactly like a hobgoblin, but has the paralyzing
effect of a ghoul with its claws, and regenerates 1 h.p. per
round as long as it has 1 or more hit points (lost body parts
cannot regenerate on their own); it does not regenerate
against fire, acid, and magic weapons or if its hit points
drop below 1.
VAMPIRE: Vampires are often powerful and dangerous.
They are 7th level or higher and function in the class they
were before death (non-classed ordinary people cannot
become vampires.) Thus one might find vampire MagicUsers, Clerics, Fighters or even Thieves. They can continue
to gain experience as a vampire much like a normal
character and hence various levels of vampire might be
encountered.
They are slain by exposure to sunlight (taking 2-12 h.p.
per round automatically), or immersion in running water. A
stake driven through the heart sends them into a death-like
state that is reversed if the stake is removed. They are
reliant on their coffin and must rest in it during the day or
they (a) do not heal and (b) take 1-6 (1d6) h.p. damage
per day. Resting in their own coffin overnight restores all
damage; resting in a different coffin avoids damage and
they only heal 1-6 h.p. damage.
They regenerate damage from silver and normal
weapons at 3 hp per round and are immune to charm
spells, sleep, etc. as undead. Weapon attacks do not "kill'
them so much as cause them to assume gaseous form and
flee to their coffin.
They are repulsed by garlic, holy symbols, and mirrors.
The can assume gaseous form, transform into a wolf or
bat. They can also summon 10 - 100 normal bats; 2-9
giant bats; 3-18 wolves; or 1-3 dire wolves.
If they surprise someone, they can attempt to charm
them by gazing into their eyes.
WIGHT: These semi-ghostly horrors drain a single life
energy level if they strike in close combat. They are
immune to normal weapons, but can be harmed by silver or
magic weapons as well as attack spells, fire, and holy
water. They cannot harm other creatures (except by energy
drain) unless they inhabit a corpse; the corpse can be
destroyed by normal damage (using the wights hit die and
hit points) forcing it to find another corpse. They are often
guardians of tombs and crypts.
WRAITH: A superior wight: it drains one energy level
with a close combat hit and takes 1/2 damage from silver
weapons. Otherwise it is immune to normal attack forms,
but not magic nor attack spells. Wraiths are often powerful

figures trapped and transformed into an undead state by


some controlling and powerful wizard.
ZOMBIE: Created by the animate dead spell, these
robotic undead obey only their creator, and are often used
for simple tasks like guard duty. They fight until destroyed,
or called off by their controller, or if they destroy all
opposition.
ZOMBIE-GHOUL. A zombie ghoul has been created by
unknown contagion that drives it to eat flesh like a ghoul,
yet it moves and looks much like a zombie. They are
particularly tough (able to take 4 times the hit points rolled
and have an armor class 9) until the attackers figure out
that they are vulnerable by attacking the head and brain,
at which point their hit dice and armor class become 1/2
and 6. Until their victims discover this, there is a 1 in 6
chance that any strike will hit the head and hopefully clue
them in. They lack the intelligence needed to perform even
simple tasks like opening doors that are tied or latched
shut, but they are dangerous when met in dozens or
hundreds and can be persistent, with no fear of death.
Anyone hit by a zombie-ghoul has been clawed and bitten
and must save versus poison or be inflicted with the
disease, which must be cured within 2-7 (d6+1) days or
they turn into one.
UNICORN (fantastic horse): These magical horses
have a single spiral horn in the forehead; their affinity for
maidens is up to the referee. They are often very wild and
occasionally very intelligent. They can use the horn as a
sword in melee or as a lance when charging. Double their
hit die to determine their saves. They are immune to poison
and can (once per day) use their horn to cure disease or
neutralize poison, and three times per day they can use it
to cure light wounds. They have a natural armor class as if
wearing chain mail (any armor increases this) due to an
enchantment that fades when they die. Once per day they
can teleport themselves to a distance of 240' (reduced by
encumbrance as if they ran), turn invisible, and cast a
hallucinatory terrain spell.
Unicorn HD 4 AC 9 (magic hide) At 1 kick/1 horn D 2-9/315 Mv 240'
Random Treasure: 4 in 6 chance of any 2 magic items
VIOLET FUNGI (simple life):
HD 3 AC 7 At 1 to 4 branches D rots flesh Mv 10' (1/3)
Random Treasure: Nil
Looking like shriekers and other mushrooms, they are 4'
to 8' tall and have 1 to 4 branches to flail at victims with
and cause a rotting disease (save versus poison to avoid;
cure disease to remove) that does 3-18 h.p. damage per
round until the victim dies. They do not rot vegetable
matter and hence can be found with shriekers and other
such vegetable creatures.
WASP, GIANT (insect): Often carnivorous and
predatory, common wasps can sting multiple times. They
live in smaller colonies that make paper nests and do not
have much if any honey.
Tiger wasps bite with strong mandibles and sting.
Grave diggers will try to paralyze prey and bury it
77

with an egg in a burrow to be digested by the larvae. This


paralysis lasts for 7-12 days.
Parasitic wasps inject an egg when they sting (the sting
paralyzes the victim for 2-7 rounds unless they make a
successful save versus poison) and the victim must save
versus poison/disease or be injected with an egg. If the
egg is not removed by surgery or destroyed by a cure
disease spell, the maggot grows into a new wasp in 13 18 days (doing 1d6 damage per day) and emerges from
the host (doing 3-18 h.p. damage), dry its wings, and fly
away.
A hornet is a very aggressive wasp; some are quiet
large.

WILL O' WISP: Faery creatures made of glowing light,


they typically try to lure others into traps to kill them and
feed on their spirit after they die. Their traps are often
targeted towards the greedy (huge piles of treasure in
pits, etc.) They can fight by discharging single electrical
strikes at victims for 2-12 damage. They cannot be harmed
by silver nor ordinary weapons. They often create illusions.
They can stop glowing for 2-9 rounds (but cannot attack
nor otherwise act) becoming invisible. They can cast a
faery fire spell, light spell, or darkness spell as their action
in a round.
Will o' Wisp HD 9 AC 14 At Special D 1-6 Mv 180' RT Z

Random Treasure: Nil


HD 1 AC 8 At 1 sting D 1-3 + poison Mv 240'
HD 3 AC 8 At 1 sting D 2-9 + poison Mv 240'
HD 5 AC 8 At 1 sting D 2-12 + poison Mv 240'

WOLF: Common wolves are 1 hit die creatures, while


pack leaders can be 2 or 3 hit die. Dire (prehistoric)
wolves can be larger and more aggressive, as are custom
creations of wizards such as wargs (worgs).
Wolf, common HD 1 AC 6 At 1 bite D 1-6 Mv 240'
Wolf, pack leader HD 2 AC 6 At 1 bite D 1-6 Mv 240'
Wolf, giant HD 2 - 3 AC 6 At 1 bite D 2-12 Mv 240'
Wolf, giant HD 4 - 5 AC 6 At 1 bite D 3-18 Mv 240'
Random Treasure: Nil

WHALES AND KIN (cetaceans): These fish-like aquatic


mammals vary in size from man-sized to some of the
largest creatures in the ocean. They breathe air, give birth
to live young, and suckle them with milk. They are either:
1. Carnivorous (toothed) with echolocation for hunting
prey through murky water and sand. Dolphins and killer
whales (orcas, black fish, sea wolves) are members of this
family and closely related (they are often seen hunting
together and sometimes killer whales hunt dolphins). Sperm
whales hunt giant squid and other prey. Only male
Narwhals have a tusk (females rarely have one). Baluga
whales (white whales).
2. or baleen: they feed off plankton, krill and other
organisms strained through baleen filters in the mouth. Blue
whale (100 tons), bowhead (50 tons), fin whale, humpback
whale.

WYVERN (dragon kind): A distant relative of the


dragon, having bat-like wings and no forelegs (just two
hind legs), they have a long tail with a poisonous stinger
that they can whip past their head (a struck victim takes
damage and must save versus poison or be poisoned as
well). About 1 in 6 also has 36 spikes on the tail it can
launch 6 at a time with a range of 180' and damage 1d6.
Some have a limited version of dragon breath that does
1d6 damage per hit die of the wyvern (save versus
dragon breath for 1/2 damage rounded down) against a
single opponent.
Wyvern HD 7 AC 9 flying At 1 bite/1 tail 3-15/1-6 +
poison Mv 90'/240'
Random Treasure: E

Random Treasure: Nil


Dolphin 150 lb HD 1 AC 6 At 1 bite D 1-6 Mv 120'
Dolphin 1/4 ton HD 2 AC 6 At 1 bite D 2-12 Mv 120'
Dolphin 1/2 ton HD 3 AC 6 At 1 bite D 3-18 Mv 120'
Killer Whale 3 ton HD 6 AC 6 At 1 bite D 6-36 Mv 210'
Killer Whale 6 ton HD 9 AC 6 At 1 bite D 9-54 Mv 210'
Narwhal 1 ton HD 4 AC 6 At 1 bite D 4-24 Mv 120'
Narwhal 1 1/2 ton HD 5 AC 6 At 1 bite D 5-30 Mv 120'
Toothed Whale 9 ton HD 11 AC 6 At 1 bite D 11-66 Mv
120'
Toothed Whale 10 ton HD 12 AC 6 At 1 bite D 12-72 Mv
120'
Toothed Whale 20 ton HD 16 AC 6 At 1 bite D 16-96 Mv
120'
Toothed Whale 30 ton HD 20 AC 6 At 1 bite D 20-120
Mv 120'
Toothed Whale 40 ton HD 23 AC 6 At 1 bite D 23-138
Mv 120'
Toothed Whale 50 ton HD 26 AC 6 At 1 bite D 26-156
Mv 120'
Baleen Whale 75 ton HD 32 AC 6 At 1 bite D 16-96 Mv
120'
Baleen Whale 100 ton HD 36 AC 6 At 1 bite D 18-108
Mv 120'

XORN (elemental): Hale from the plane of earth. They


can merge with stone (taking 1 round) and emerge to
attack (surprise on 1-5); or flee from dangerous foes by
passing through walls or floors (taking 1 round). Once it is
inside stone, it can move normally (but a phase door spell
will kill it in this state). Craves metals to eat (copper, silver,
gold, electrum, platinum) and can smell them 30' away.
Immune to fire and cold; electrical attacks do 1/2 damage
(none if they save).
HD 7+7 AC 11 At 4 D 1-3 (x3) 6-24 Mv 90'
Random Treasure: O, P, 3/6 chance of 5-30 gems, X, Y
Spell
Move Earth
Stone to flesh or
rock to mud
passwall

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 MOLD (simple life): Each hit die of this


78

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.

Yellow Mold HD - AC - Mv - At 1 D turn to mold


Random Treasure: Nil
YETI (fantastic ape):
HD 4 to 6 (d3 + 3) AC 7 At 2 claws D 1-6/1-6 Mv 120'
Random Treasure: D
An icy white fur enables these ape-like beasts to hide
with 100% chance of success (12 on 2d6; -1 per 3 levels
of the searcher) and surprise on a 1-3. If both claws strike
it can attack a third time doing 3-15 points of freezing
damage. They are immune to cold but take 50% extra
damage from fire; they cannot be seen by infravision

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.

Find the random treasure type of a group of creatures


on the table below: thus, use the C column for an area of
a dungeon with ogres (4+1 hit die). Each column consists
of two numbers: the first is the number that must be rolled
(or less) on a d6 for that column to be there; the second is
a random quantity if it is present. Coins are multiplied by
a given factor: thus, there might be 1,500 to 9,000
copper coins and/or 1-6 pieces of jewelry in a lair of
bugbears (B).
It is entirely possible to get no treasure. The average
column is for reference only and the maximum column
shows how treasures could vary quiet a bit.

Random Treasure Types Table


Average
Copper
Silver
Electrum
Gold
Platinum
Gems
Jewelry
Magic
Average
Copper
Silver
Electrum
Gold
Platinum
Gems
Jewelry
Magic

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

UNGUARDED TREASURE TABLE


Dungeon
Min Avg
Max
Level
Silver Pieces
68
237
406
1
1d6 x 100
209 730 1,251
2-3
1d6 x 200
530 1,853 3,177
4-5
1d6 x 1000
962 3,366 5,771
6-7
1d6 x 2000
2,133 7,467 12,800
8-9
1d6 x 3000
If no chance is given, the item is always found.

Gold Pieces (d6)


4-6 : 1d6 x 10
4-6 : 1d6 x 100
1d6 x 200
1d6 x 500
1d6 x 1000

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

About 1 in 6 of the magic shields are magic bucklers


(1 on 1d6), 1 in 6 are tower shields (2) and the rest
common shields.
Roll 2d6 to determine the type of armor. The weight
for magic armor is also shown (roll for size below).

The above table is provided for the referee who


wants to randomly roll for treasures for individuals such as
members of an orc tribe who would have to carry their
possessions with them; towns folk would have their wealth
if any hidden at home or somewhere.

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

Human, Elf, Dwarf


+1
+2
+3
15
10
8
30
25
15
40
30
20

Halfling
+1 +2 +3
12 8
6
25 20 12
30 25 15

Roll a 2d6 to determine the size of armor:


Size
Human, Elf
Dwarf
Halfling

d6 or 2d6 Armor Table


Armor + 1
1-3
Armor + 1, Shield + 1
4
Armor + 1, Shield + 2
5
Armor + 1, Shield + 3
6
Armor + 2, Shield + 1
2-5
Armor + 2
6-7
Armor + 2, Shield + 2

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

+3 vs. enchanted monsters


Sword + 1, special: 2d6
casts light on command (30' radius)
locate objects
flames on command
drains life energy, 5-8 levels
wishes
Sword +2: d6
Sword +2
Sword +2, charm person
Other swords: d6
Sword +3
Sword -1, cursed
Sword -2, cursed

12

1-3

d6 d6 Miscellaneous Magic Items Table


1 1
2
3
4
5
6
2 1

2
3
4
5

d6 d6 or 2d6 Miscellaneous Weapon Table


1-2
1-3 Arrows
4-5 Crossbow Bolts
6
1-2: Sing Stone
3-5: Sling Bullet
3
Axes: d6
1-3 Battle axe
4
Hand axe
5
Hatchet
6
2-Handed Axe
4
1
Flail (1/6 are 2-handed)
2-3 Mace (1/6 are 2-handed)
4-5 War Hammer (1/6 are 2-hand)
2-Handed Flail, Mace, Hammer
6
War Hammer + 3, Dwarf
5
1-3 Magic Bow 2d6:
2: Small bow
3-5: Composite Bow
6-9: Long Bow
10-12: Short Bow
4-6 Crossbow 2d6:
2: Hand Crossbow
3-4: Repeating
5-9: Crossbow
10: 2-Limb Crossbow
11: Heavy Crossbow
12: Arbalest
6
2
Club
3
Maul
4
Lance
5
Pole-Arm
6
Dagger
7-8 Spear
9
Javelin
10
Staff
(not a wizard's magic staff)
11
Morningstar
12
Sling: 1/6 are staff slings
Staff Sling (see above)
2d6
2-8
9-10
11

-1

3 1
2
3

Amulet vs, Crystal Balls & ESP


Bag of Holding/Devouring
Boots of Levitation
Boots of Speed
Boots of Traveling and Leaping
Bowl of Commanding Water Elementals
Bracers of Defense AC 7, 5, or 3: 2d6
2-8 = AC 7
9-11 = AC 5
12 = AC 3
Brazier of Commanding Fire Elementals
Broom of Flying
Censer of Controlling Air Elementals
Cloak of Protection: 2d6
2 - 6: +1
7-8: +2
9: Cursed -1
10:+3
11: +4
12: +5
Crystal Ball (Magic-user):
1-3: Crystal Ball (Magic-user)
4: Crystal Ball with Clairaudience (Magicuser)
5: Crystal Ball with ESP (Magic-user)
6: Crystal Ball with Telepathy (Magicuser)
Deck of Many Things
Displacer Cloak
Drums of Panic

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

Misc Weapon Plus


Plus
Qty (munitions)
+1
3-18
+2
2-12
+3
1-6
81

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

d6 d6 Miscellaneous Magic Items Table


9: Electrum
10-11: Gold
12: Platinum
6 Medallion of ESP
6 1 Mirror of Life Trapping
2 Necklace of Missiles (6, 8, or 10)
3
4
5
6

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

d6 d6 or 2d6 Scroll Table


1-2
2-6
Spell scroll: 1 spell (1/3 Cleric)
7-8
Spell scroll: 2 spells (1/3 Cleric)
9
Spell scroll: 3 spells (1/3 Cleric)
10
Spell scroll: 5 spells (1/3 Cleric)
11
Spell scroll: 7 spells (1/3 Cleric)
12
Cursed scroll
3
4

5-6

2d6
2-5
6-7
8
9
10-11
12

82

1-3
4-6
1-4
5-6

Protection from Lycanthropes


Protection from Undead
Protection from Elementals
Protection from Magic

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

Level of Each Spell on a Spell Scroll


1st
2nd
3rd
4th
5th
6th

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

TREASURE MAPS EXPLAINED


Certain rolls on the scroll table can result in a treasure
map. The referee will have to create these and determine
such things as the language they are written in and what
they depict. The vast majority will be written cryptically
and some may lead to a series of other clues needed to
find the treasure. A high level thief has a chance of
accurately decoding any such map written in a language
they know while they (with success) can gain great (though
imperfect) insight into others. Most large treasures will be
guarded by traps and monsters and tricks.

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)

ABILITY SCORE CHANGES


Ability scores do not have to remain the same: while
the referee can account for aging and other effects and
create spells with temporary effect, other methods exist.
The referee has to decide if there are any maximum
scores and what happens if someone does something that
might increase a score against the maximum.
Manual of Strength, Intelligence, Wisdom, Dexterity,
Constitution, or Charisma. This book effects only one
ability score. When read and the instructions are
followed, the reader gains a permanent increase of 1 in
the given ability score. The manual dissolves to dust once
used. About 1 in 6 are botched and have the opposite
effect, but that will not be found out until the book is fully
used or a detect curse spell is used.
Ring of Strength, Intelligence, Wisdom, Dexterity,
Constitution, or Charisma. There is a different ring for
each ability score; when worn, it increases the wearer's
ability score by 1.

Coins Explained
Gold = g.p.
Platinum = p.p.
p.p.
g.p.
e.p.
s.p.
c.p.

Silver = s.p. Copper = s.p.


Electrum = e.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

MAGIC ITEMS (IN GENERAL)


It is up to the referee how easy it is to identify any
magic items.
Characters cannot wield magic weapons if they cannot
wield the normal variant: a Magic-user cannot wield a
magic sword, for instance. Nor can they wear magic
armor or use a magic shield unless they are allowed to
use normal types.
All items must be properly used to have effect; for
example, just having a magic ring does not benefit
someone, it must be placed on a ring and they must fill
any other requirements for use.

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.

Each gem (or each group of 5 or 10) has a 1 in 6 chance


of being one level higher in value (50 g.p. becomes 100
g.p. etc.). Value shifts for 1,000 g.p. and higher gems are:
5,000 10,000 25,000 50,000 100,000

Cursed scrolls and potions have an immediate effect.


Other items that are cursed take over the user and
they will not get rid of them; they will use them all the
time, even irrationally. Someone with a cursed bow will
use it as a club if they run out of arrows. A remove curse
spell allows them to get free of it but does not remove the
curse on the item. Certain items might have an agenda
and help the user if they pursue it, and then set them free
when done. Example: a cursed sword -2 might strive to
slay an enemy and act like a +2 sword when the user
pursues that goal, then free the user once it is done.

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

If an item effects a specific dragon or giant type, roll


bellow:
2d6
2-3
4
5
6
7
8
9
10
11
12

Dragons
Type
White
Brass
Black
Green
Copper
Bronze
Blue
Silver
Red
Gold

12 and an overriding goal, such as...


1. Slaying Magic-users of the opposite alignment
2. Slaying Clerics of the opposite alignment
3. Slaying Fighters of the opposite alignment
4. Slaying a random type of monster
5. Defeat all Lawful Enemies (the sword is thus
Chaotic)
6. Defeat all Chaotic Enemies (the sword is thus
Lawful)

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

Neutral special purpose swords grant the wielder a


+1 bonus to all saving throws and do double damage
against specific opponents (Clerics, Magic-users, all lawful,
etc.).
Chaotic special purpose swords will petrify (turn to
stone) specific enemies they hit them and if they fail a
save versus stone.
Lawful special purpose swords that hit their specific
enemy in combat cause them to save versus spells or be
paralyzed for 7-12 (d6+6) turns.
If a special purpose sword is rolled up skip the steps
for determining ego and intelligence below (and skip the
step for choosing alignment if it is determined).
Roll for alignment:

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

Creatures of a different alignment will be harmed each


round they handle it:
Handler's
Alignment
Chaotic
Lawful
Neutral

Sword's Alignment & Damage/Round


Chaotic
Lawful
Neutral
2-12
1-6
2-12
1-6
1-6
1-6
-

Roll to determine the sword's intelligence (a special


purpose sword has an intelligence of 12) and hence
whether or not it has powers and communicates.
Die Intelligence Score
Roll - Communicates by
2-6
None - Doesn't
7
7 - Empathy
8
8 - Empathy
9
9 - Empathy
10
10 - Speaks
11
11 - Speaks
12
12 - Speaks

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

Empathy means the user and sword understand each other


by mental impulses when the user grips the hilt. If a sword
can read magic it can also read the written form of any
language it can speak. Roll below to determine how many

A sword with a special purpose is unusually intelligent and


has a strong ego - the referee can place all special
purpose swords as they wish or roll randomly: a 12 on
2d6 means the sword has intelligence and ego swords of
84

languages a talking sword knows.


2d6
2-7
8
9
10
11
12

3-4

Number of Languages
1
2
3
4
5
Roll 2 times...

Roll to determine each primary power on the table


below (re-roll if the same power is picked twice). Each
primary power can be used at most three times per day
and only one can be used per round. The sword user must
grip the handle and concentrate to use a power.
d6
1
2
3-4
5
6

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.

The below table is used to determine any


extraordinary power(s) if they are indicated from
previous checks. Each can only be used 3 times per day at
most (unless stated otherwise) and the user must grip the
sword hit and concentrate.
d6 or 2d6
1-2
3-4
5-6

Telepathy
Telekinesis
Teleportation
X-ray vision
Illusion
Levitation
Flying
Healing (duplicate allowed)
Extra damage (duplicate allowed)
Make 2-3 more rolls on this table

Clairaudience. Per the spell.


Clairvoyance. Per the spell.
ESP. Per the spell.
Telepathy. Per the spell.
Telekinesis. Per the spell.
Teleportation. Per the spell.
X-ray vision. Per the spell.
Illusion. This power allows the user to create one
phantasmal force spell (as the Magic-user's spell).
Levitation. Per the spell.
Flying. Per the spell.
Healing. Per the cure light wounds spell.
Extra damage. For 2-12 (2d6) the user does 4 times
their damage per hit. Each duplicate increases this by 1
(to 5 then 6 then 7, etc.)

Detect shifting walls and rooms. The sword can find


shifting walls and rooms within a range of 10'.
Detect sloping passages. The sword can locate
sloping passages within a 10' range.
Find secret doors. 3 times per day all secret doors
within 10' can be found.
Detect traps. 3 times per day all traps within 10' can
be found.
See invisible objects. Any invisible or hidden object
within 20' can be seen.
Detect evil (or good). Per the spell.
Detect metal. Will give the user the direction (including
up or down) to a specific type of metal if it is within 60'.
The user can specify a general quantity (10 pounds, 100
pounds, etc.) Lead or gold will prevent the detection of
other metals.
Detect magic. Per the spell.
Detect gems. Will give the direction (including up or
down) and number of gems if any exist within 60'; lead or
gold will bock thins.

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

If the sword's will score exceeds the character's will it has


gained control and they cannot get free until it is decides
to let them free. The referee decides what it does.
85

Examples of things a sword might do.

magic.
Bag of Devouring: While it seems to function like a
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.

* Make them complete an immediate task.


* Prevent them from using other magic weapons and
cause them to get rid of any they have.
* Make the user attack anyone the sword wishes for
whatever reason it wishes.
* Make the user obey the commands of someone else
who the sword prefers.
* Make the user lavish gifts on it in the forms of fancy
belts and sheaths, complete with silver and gold inlay
and gems and such.

Magic Armor and Shields


The plus of magic armor and shields is added to the
wearer's armor class when used. Thus regular leather has
a base armor class of 7; leather +2 has a base armor
class of 9 (7 + 2 = 9). A normal shield increases armor
class by 1; a shield +1 increases it by 2. A buckler +2
increases it by 3, but only against melee attacks.
About 1/3 of the magic shields are magic bucklers (12 on 1d6).
Roll 2d6 to determine the type of armor. The weight
for magic armor is also shown (roll for size below).
Type of
2d6 Armor
2-3 Leather
4-8 Chain
9-12 Plate

Human, Elf, Dwarf


+1
+2
+3
15
10
8
30
25
15
40
30
20

Halfling
+1 +2 +3
12 8
6
25 20 12
30 25 15

Roll a 2d6 to determine the size of armor:


Size
Human, Elf
Dwarf
Halfling

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

Dwarf armor weighs the same as human or elf types,


but it is much shorter, wider, and thicker.

Miscellaneous Magic Items Explained

Crystal Ball with


Clairaudience (Magicuser): A crystal ball that
also allows the user to
hear noises in the area
they are viewing.
Crystal Ball with ESP
(Magic-user): A crystal
ball that also allows the
user to listen to the
thoughts of one creature
(at a time; and they must

The exact physical nature of any of these items is up


to the referee. Some helms may be ornamental while
others may be battle helms, for example. Ornamental
helmets risk a 1 in 6 chance of being destroyed each time
the wearer is hit in combat or suffers a hazard like a fall
or trap, for example. Someone not allowed to wear armor
may wear a battle helm to access its magic powers but
gains no protection.
Amulet vs. Crystal Balls & ESP: The wearer cannot
be located nor viewed/heard/mind-read by any form of

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
-

be able to see it) in the area being viewed.


Crystal Ball with Telepathy (Magic-user): A crystal
ball that also allows the user to exchange thoughts with
one creature (at a time; and they must be able to see it)
in the area being viewed.
Deck of Many Things: Eighteen cards (2 jokers and
16 face cards): the user can draw 4 cards (perhaps more
if they draw one or more jokers) after which the deck
disappears. Effects can differ by maker, but examples are
(half should be helpful and half hurtful):

Dust of Appearance: A bag contains 5-20 (3d6+2)


uses; a single use will envelope a 30' x 30' area around
the user and cause all invisible items and creatures therein
to become visible for 1-6 rounds (objects are visible for 16 turns).
Dust of Choking and Sneezing: A bag contains 5-20
(3d6+2) uses; a single use can effect a 10' x 10' x 10'
area: all living beings in that areas must save versus
poison or be rendered immobile and helpless by extreme
fits of sneezing and choking for 2-12 rounds; they must
make another save versus poison each round they are lost
in these fits or suffer 1-6 hit points damage as well that
round.
Dust of Disappearance: A bag contains 5-20
(3d6+2) uses; a single use can effect one living being or
perhaps a 10' x 10' surface: living beings will remain
invisible 6-36 turns or until they attack, cast a spell, etc.
Inanimate objects remain invisible until the dust is blown
off as long as it remains still; if carried, it lasts 6-36
rounds at most.
Efteeti Bottle: A 20 to 30 (2d6+18) pound bottle
often sealed by magic or traps and hidden away; inside
is a trapped efreeti who will serve anyone who frees it
for 101 days (or until slain). It performs only 1 task per
day at most.
Flying Carpet: Can carry up to 1,000 pounds of
cargo with a base rate of 120' (0 - 250 = 120'; 251500 = 90'; 501 - 750 = 60'; 751-1,000 = 30').
Girdle of Giant Strength: Grants supernormal strength
not exactly like a giant but more than the character has
and often more than a human could. The modifiers add to
any strength score modifiers. Roll for type:

White Joker: Draw 2 cards or gain 5,000 experience


points (cannot advance more than 1 level this way) per the
drawer's choice.
Black Joker: Loose 5,000 experience points and the
deck immediately disappears.
Ace of Diamonds: Increase 1 randomly rolled ability
score by 1 point permanently.
Jack of Diamonds: Gain 1 random miscellaneous
magic item.
King of Diamonds: Gain 1-3 wishes.
Queen of Diamonds: Gain 10,000 - 60,000
experience points (cannot advance more than 1 level)
Ace of Clubs: Decrease 1 randomly rolled ability
score by 1 point permanently.
Jack of Clubs: Loose 1 prized magic item.
King of Clubs: Petrified, no saving throw allowed.
Queen of Clubs: Loose 10,000 - 60,000 experience
points (minimum 0.)
Ace of Hearts: All wounds are healed.
Jack of Hearts: Loose 10% to 60% of all money on
person (including items put down before drawing a card).
King of Hearts: Gain 1,000 to 6,000 g.p. in gems.
Queen of Hearts: Suffer 1d6 x 1d6 (1 - 36) hit points
damage, no saving trow allowed.

2d6
2-5
6-8
9
10
11
12

Ace of Spades: Find next 1-6 traps, secret doors, etc.


automatically (without looking.)
Jack of Spades: Next 1-6 attacks on the drawer hit
automatically.
King of Spades: During the next 1-6 battles a Fighter
of the same level as the drawer appears to aide them
until destroyed or the battle ends.
Queen of Spades: During the next 1-6 battles a
hostile Fighter of the same level as the drawer appears to
attack them and fights until either is destroyed.

Type
Hill
Stone
Frost
Fire
Cloud
Storm

Melee Damage Melee ToBonus


Hit Bonus
1-6 (1d6)
+1
2-7 (1d6+1)
+1
2-7 (1d6+1)
+2
2-9 (d6+d3)
+2
2-15 (2d6+d3)
+2
3-18 (3d6)
+3

Carry
Bonus lb.
100
200
300
400
600
700

Elven Cloak: There is a 1 in 6 chance the wearer will


not be seen as long as they hide and remain still; a 1-2 in
6 chance if they sneak carefully; if they attack, cast spells,
etc. they will be easily noted for a full turn.
Elven Boots: The wearer's footsteps make no noise at
all even over surfaces like crunchy leaves.
Gauntlets of Ogre Power: Grants the general strength
of an ogre, though not necessarily the size, and thus
improves them as follows. The modifiers add to any
strength score modifiers.

Displacer Cloak: Distorts the actual location of the


wearer, giving them a +1 bonus to saving throws and
armor class.
Drums of Panic: Pounding these drums causes all
creatures from 10' to 240' distance to run wildly (3x to 4x
normal speed) for 1 to 6 turns with a minimum 50/50
chance of throwing down anything carried. Player
characters can avoid panic with a successful save versus
spells; NPCs must both save versus spells and make a
morale check (per combat).

Melee Damage
Bonus
1-3 (1d3)

Melee To-Hit Bonus


+1

Carry
Bonus lb.
50

Helm of Alignment Changing (cursed): This helm


forces the wearer to assume a different alignment:
chaotics become lawful, lawfuls become chaotic, and
87

neutrals become chaotic or lawful (50/50 chance).


Helm of Reading Languages: This allows normal
people to read any non-magical language; a Magic-user
can read both magical and normal languages.
Helm of Telepathy: Grants both ESP per the spell and
the ability to send thoughts to others when worn.
Helm of Teleportation (Magic-user): A Magic-user
who has a
teleport spell
memorized can
teleport
as
often as they
wish
when
wearing
this
helm
without
spending the
spell.
They
cannot teleport
other objects or
beings beings
via the helm
itself.
Horn of Blasting: Once per turn, a blast from this horn
effects everything in a cone 20' at the far end and 100'
long. Creatures take 2-12 (2d6) hit points in damage and
are deafened 1-6 rounds (1-6 turns if they fail a save
versus spells). It can shake down straw houses in 1-6 turns;
wooden in 1-6 hours and a stone wall in 1-6 days.
Horn of Valhalla: Once per week, when this horn is
blown 2-9 fighting men arrive magically and fight for
them until destroyed, dismissed by the user, dispelled or
all foes are defeated. There are various types:
2d6
Type
2-3
Steel/iron
4-5
Copper/bronze/Brass
6-8
Silver
9
Electrum
10-11
Gold
12
Platinum

surface it is placed on (it cannot be placed on living


beings.) Grabbing the rim and pulling collapses the hole
(expelling anything that entered) and returns it to a clothlike state. It takes a full turn to use it.
Rope of Climbing: A 50' long rope that can climb by
itself at the mental commands of someone touching it,
wrapping itself and holding on to anything it can grip (or
letting free).
Scarab of Protection: Absorbs up to 2-12 curses or
finger of death spells (the Clerical raise dead spell
reversed).

Miscellaneous Weapons Notes


Bows: Magic bows are typically distributed as
follows. About 1 in 6 are bows of distance able to launch
arrows to twice the normal range (due to improved
ballistics, not power).
2d6
1-5
6-9
10-12

Crossbows: Below are common distributions for


crossbows. About 1 in 6 are crossbows of speed which
cock themselves and fire much faster than normal: about 1
in 6 are crossbows of distance which throw bots/quarrels
twice as far as the normal type (due to improved ballistics
not increased power).
2d6
2
3-4
5-9
10
11
12

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

Crossbows of Speed ROF


2
4
2
3
1
1/2

Flails: Perhaps 1 in 6 flails are flails of long reach


where the user can reach past an intervening obstacle like
a pillar or person and attack someone behind it, to a
maximum of 10'. A natural to-hit die roll of 12 means the
victim must save versus poison or be stunned for 1-3
rounds.
Javelins: Perhaps 1 in 6 javelins are javelins of
lightning. When hurled, they are unleash a 6 die (6-36
damage) lightning bolt that erupts where they impact and
travels on; this destroys the javelin.
Maces: Perhaps 1 in 6 of maces are maces of
disruption. An undead hit by one is effected as if a Cleric
equal in level to the wielder tried to turn them.
War hammer: About 1 in 6 war hammers are dwarven
hammers of throwing. In the hands of a dwarf their plus
increases by 1 and a dwarf can throw them twice as far
and they will return on the same round to the thrower; an
extra die of damage is done against giants, ogres, trolls,
and similar large humanoids when thrown.

Medallion of ESP: Grants ESP per the spell when the


wearer concentrates; if a creature saves versus spells the
wearer cannot read their thoughts.
Mirror of Life Trapping: This mirror sucks in anyone
who gazes into it unless they save versus spells. It can trap
up to 20 man-sized creatures or smaller until the mirror is
broken. Victims can communicate with those outside the
mirror. Whether or not victims need food, air, and age is
up to the referee; each mirror can vary.
Necklace of Missiles: A necklace of beads (6, 8, or
10) with the following properties:
# beads
6
8
10

Composite Bow
Long Bow
Short Bow

14 die
1

Portable Hole: A black, circular (piece of fine cloth


that stretches to 6' wide and forms a hole 10' deep in any
88

Potions Explained

Growth: Use potions of Giant Strength instead.


Healing: Per the cure light wounds spell.
Heroism (Fighters): Fighters benefit as follows for 712 (1d6+6) turns (other classes do not). Apply damage to
extra hit points gained by the potion, first.

Potions can be drunk by anyone, though a select few only


benefit a specific class. The most common way of
identifying a potion is by sipping it. The referee rolls for
the potions duration when it is drunk, if it has one, as the
players should never know how much time they have to
act.

Original level
Normal Man
Character level 1-3
Character level 4-7
Character level 8-10
Character level 11 +

Clairaudience: Per the spell. Duration 7-12 (1d6+6)


turns.
Clairvoyance: Per the spell. Duration 7-12 (1d6+6)
turns.
Control potions require the user to be able to see the
victim (range is 120') at all times and concentrate entirely
on the act of control. They cannot cause the victim to kill
itself or injure itself (any such act fails and allows a victim
a save versus spells to break control.) Once control ends,
the victim(s) will react as is their nature, including by
attacking the controller or fleeing. Duration 7-12 (1d6+6)
turns.
Type
Control Animal
Control Dragon
Control Giant
Control Human
Control Plant
Control Undead

Invisibility: Per the spell except that attacking, casting


a spell, etc. makes the drinker visible again for only one
turn. Duration 7-12 (1d6+6) turns.
Invulnerability: The drinker cannot be harmed by
normal weapons (and fire, cold, etc.) but can be harmed
by magic weapons, spells, dragon breath and such,
against which they get a +1 bonus to armor class and +1
bonus to saves. Duration 7-12 (1d6+6) turns.
Levitation: Per the Magic-user spell. Duration 7-12
(1d6+6) turns.
Longevity: 10 years are added to the drinker's life
span.
Poison: At the slightest sip, the user will be forced to
gulp the entire potion and then must save versus poison or
die.
Polymorph Self: Per the Magic-user spell. Duration 712 (1d6+6) turns.
Speed: Per the haste spell. Duration 7-12 (1d6+6)
turns.
Treasure Finding: By concentrating, the user becomes
aware of any and all treasures within 120'; if they know
of a specific treasure and try to find it they can detect it
up to 360' away. Lead or god prevents detection.
Duration 7-12 (1d6+6) turns.

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

Delusion: A drinker will mistakenly think this potion is


functioning like some other kind (randomly roll or picked
by the referee) but in fact it has no effect. Duration 7-12
(1d6+6) turns.
Diminution: Reduces a human to a half foot high with
1/10 their normal strength and abilities. Duration 7-12
(1d6+6) turns.
ESP: Per the spell. Duration 7-12 (1d6+6) turns.
Extra Healing: Can be drunk as two potions of
healing restoring 2-7 (d6+1) hit points each or as a single
potion restoring 4-14 (2d6+2) hit points.
Fire Resistance: Per the resist fire spell. Duration 7-12
(1d6+6) turns.
Flying: Per the Magic-user spell fly. Duration 7-12
(1d6+6) turns.
Gaseous Form: Per the spell. Duration 7-12 (1d6+6)
turns.
Giant Strength: Roll to determine the type and effects
per the below table. The modifiers add to any strength
score modifiers. Duration 7-12 (1d6+6) turns.
2d6
2-5
6-8
9
10
11
12

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

Rod of Cancellation (anyone): A strike by this rod


causes any magic item to loose a power; if all powers are
lost it becomes non-magical. A sword +1 or wand of
fireballs becomes non-magical with one strike, for
example. The chance of hitting any item held and
protected by others is the same as hitting them. Items not
protected by someone may be easily hit.

Ring of Delusion: This ring seems to work like one


other randomly rolled ring but has no actual effect.
Ring of Djinni Summoning: Once per day the
wearer may summon a djinni to perform one task.
Impossible tasks or tasks that take more than an hour or
two free the djinni and destroys the ring (the referee can
make a reaction roll to see if it attacks.)
Ring of Fire Resistance: Per the spell resist fire.
Ring of Invisibility: The wearer is invisible. If they
attack, cast a spell, etc. they will become visible and
remain so for a full turn.
Ring of Protection + 1: Increases the wearer's armor
class and saving throws by 1.
Ring of Protection + 1, 5' radius: Increases the
wearer's armor class and saving throws by 1, as well as
all allies within 5' (such as a Fighter on each side).
Ring of Regeneration: This does not effect someone
who is killed wearing it or is already dead. Any hit points
lost to damage (except those from acid or fire) are
returned 1 per round. It also regrows fingers or toes in an
hour, an arm in a day, and a leg in two days.
Ring of Spell Storing: When this spell is put on a
finger, the recipient will realize it contains 1 to 6 spells
chosen by the referee (if some have been cast, they will
be aware of that). Anyone can use the ring and by
gesturing and saying words out loud cast any spell; any
variables that are based on caster level are based on the
minimum level needed to cast said spell. When a spell is
cast, its space is drained and only recharges when a spell
caster carefully recharges it. Perhaps 1 in 6 contain Cleric
spells. The format of the ring cannot be changed: if a ring
of spell storing has magic missile, sleep, and sleep,
those are the three spells it was designed to cast.
Ring of Spell turning: Up to 2-12 spells cast at the
wearer reflect back onto the caster. The user must remove
the ring to turn it "off".
Ring of Telekinesis: The wearer can manipulate up to
200 pounds of material at up to 120' away (0-50 pounds
speed 120'; 51 to 100 speed 90'; 101 to 150 speed 60';
151 to 200 lbs speed 30').
Ring of Water Walking: Allows a wearer to walk on
water.
Ring of Weakness (cursed): Once worn this ring can
only be removed via a remove curse spell. For 2-7 turns
the wearer's strength drops 1 point per turn and then
remains where it stops for as long as the ring is worn.
Ring of Wishes (1-3): Contains 1 to 3 (d3) wishes
moderated by the referee.
Ring of X-Ray Vision: Per the spell.

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

such as the slow spell.


10. The reader glows constantly for 1-6 days and all
movement they make is intensified such that they
cannot hide in the dark nor sneak up on anyone.
11. The reader is held in mid air by levitation for 424 hours or until they figure out some way of
pulling themselves to some place where they can
touch a solid surface.
12. The reader goes insane for 1-6 rounds, attacking
everyone nearby.

changes the staff into a large constrictor snake (Armor


Class 8, Hit Dice 3, hit points 3-18, Attacks 1, damage 16 (doubled if constricting) Move 2) which will fight
alongside the user by mental command. A victim hit by the
snake in melee must save versus spells or be constricted. If
this transformation is invoked when scoring a hit in combat
the victim saves at -2. If used this way, it can be used as a
lariat to hold a man-sized victim helpless for 1-6 (1d6)
rounds - damage is not done to them by the snake and a
save versus spells allows them to break free earlier and
the user is preoccupied while doing this. If the staff is slain
while in snake form it turns into a shattered, non-magical
staff.
Staff of Striking +1, +2, +2 (Cleric or Magic-user):
When the user strikes an enemy in melee and expends a
charge, an additional 1d6 (1-6) hit points of damage is
done.
Staff of Withering (Cleric): Expending a charge when
scoring a hit in melee ages the victim 10 years unless they
save versus spells. Undead are immune and the effect on
other creatures is normal (i.e. a 20-year old man ages to
30 years old, while a 20 year old dog will likely die of
old age).
Staff of Wizardry +1, +2, +3 (Magic-user): A more
potent staff of power: spending one charge allows this
staff to function as a staff of striking, or to cast one of
the following spells: fire ball (8-48/8d6 damage),
lightning bolt (8-48/8d6 damage), cone of cold (848/8d6 damage), cone of paralysis (per the wand of
paralysis), create a whirlwind (the same type and
potency as per a djinni), conjure staff elemental, continual
light, invisibility, passwall, telekinesis (240 pounds lifting
capacity), and web.
If the user smashes the staff (a final strike), its internal
magic is released in an explosion doing 6 points of
damage to everyone within 30' (including the user), with a
save versus spells doing half damage.

Protection Scroll: These function like a protection from


evil 10' radius spell except that they may work against
specific creature types, who cannot attack those within the
radius unless in melee unless attacked in melee by them
first.
Protection from Elementals
Protection from Magic

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:

2-9 (d6_d3) effected


2-7 (1d6+1) effected
2-4 (1d3+1) effected

Protection from Undead 6 turns


1-3 hit dice:
4-5 hit dice:
6 or more hit dice:

4-24 (4d6) effected


2-12 (2d6) effected
1-6 (1d6) effected

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.

Staff of Commanding (Cleric or Magic-user):


Spending a charge generates the effect of either a ring
of animal, human, or plant control, per the user's choice.
Staff of Healing (Cleric): Once per day the Cleric can
touch a person and they will receive a cure light wounds
spell benefit. Each person can receive this once per day
free; using it more than once per day on a person
expends a charge.
Staff of Power (Magic-user): Spending one charge
allows this staff to function as a staff of striking, or to
cast one of the following spells: fire ball (8-48/8d6
damage), lightning bolt (8-48/8d6 damage), cone of
cold (8-48/8d6 damage), continual light, or telekinesis
(240 pounds lifting capacity).
Snake Staff +1, +2, +3 (Cleric): Spending a charge

Wand of Cold* (Magic-user): Each charge spent


produces a cone of cold per the spell but with 6 dice (636) potency.
Wand of Enemy Detection (anyone): Each charge
detects any "enemy" within 60' (hidden, invisible or
otherwise).
Wand of Fear (Magic-user): Each charge spent
produces a cone of fear (60' long and 30' wide): all
victims within that area must save vs. Wands or flee from
the user at a running pace for 6-36 rounds.
91

Wand of Fire Balls (Magic-user): Each charge spent


produces a fireball per the spell but with 6 dice (6-36)
potency.
Wand of Illusion (Magic-user): Spending a charge
casts a phantasmal force spell, which remains for as long
as the user concentrates or if it is broken, dispelled, etc.
Wand of Lightning Bolts (Magic-user): Each charge
spent produces a lightning bolt per the spell but with 6
dice (6-36) potency.
Wand of Magic Detection: Casts a detect magic spell
with a 20' range.
Wand of Magic Missiles (anyone): A single charge
launches a single magic-missile per the spell (non-Magicusers must score a ranged to-hit roll.) No more than 2
charges can be used each round.
Wand of Metal Detection (anyone): Detects any
collection of metals that weigh 100 pounds or more in

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.

Ability Adjustments (Original)


Strength
Score Score
Fighter 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
-

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

Save vs. MindInfluencing Magic*


-2
92

-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

die determines whether to add 0 or some other number to


the other die.
Adventure - A setting to play.
Adventure Module - One or more settings gathered
into a formal set of plans and text. See also Campaign
Module, Dungeon Module, Wilderness Module.
Adventure Level - The estimated difficulty of an
adventure, indicating the experience level of characters it
was designed for.
Adventuring party - See Party.
Aerial - Pertaining to activities in the air.
Area of effect - Whether an attack or spell effects
one or more creatures or all items/creatures within a
certain distance of where it takes effect.
Armor Class (AC) - A numeric measure of how hard a
target is to strike. The exact scheme depends on game
design concepts: in some, low is easy (a poor armor class),
high is hard (a good armor class). In others low is hard,
and high is easy to hit.
Back-stab - Attacking enemies from behind using a
weapon like a bow or sword or unarmed attack - not with
spells or other special attacks.
Bonus - A bonus is indicated as a positive number and
either added to a die roll or subtracted from the number
needed for success.
Campaign - Using the same characters to play
multiple adventures to see how far they can get. The
gamers can share a campaign with different groups of
PCs. See also one-off play and sand-box campaign.
Campaign Module - A collection of a series of
adventures that can be used to run a campaign.
Campaign Setting - A module containing mainly
background materials such as people, wilderness maps
and towns intended mainly to be used as a setting for
running adventures.
Character - Any significant creature in the game as
opposed to those used more as background material.
Character Race - The type of creature a character is.
Player Characters are usually Dwarf, Elf, Halfling or
human.
Character Class - A character's profession: Cleric,
Fighter, Magic-user or thief.
Character Level - See experience level.
Charge - Enough magic in a magic item to launch a
spell or magical power. Or to move rapidly towards foes.
Class - Usually refers to character class.
Close combat - Swinging or thrusting weapons
(including ones body) at foes. The weapon never leaves
the grip nor are projectiles launched. Punching, swordfighting, etc.
Coins - Precious metals minted 100 per pound used as
currency. See copper pieces, electrum pieces, gold pieces,
platinum pieces, and silver pieces.
Combat Round - 10 seconds. Illustrates how tedious
combat is and how important it is for each participant to
get their turn.
Common language - Any language used widely for
trade and political purposes and known by many peoples,
often in addition to their local language.
Concealed door - A door hidden behind something

Morale
4
5
6
7
8
9
9
10

Armor Class Systems


Different games might use different armor class
schemes. The ascending (asc.) system indicates the
number that must be equaled or beat with a die roll to hit
a target; the descending system (des.) is an older scheme
that was often based on table lookups. Or, it can be
treated as a bonus to the to-hit die roll, using one of two
schemes: (a) versus the number needed to hit armor class
0 (zero) (TH0) by the attacker, or the attacker is given a
to-hit bonus which is added to the die roll and anything
greater than or equal to 20 (for a d20), 18 for a d18, or
12 for 2d6/d12 indicates a hit.
Armor Type

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

Each point for a shield


Dexterity bonuses

+1
+1

-1
-1

+1
+1

-1
-1

Base To-Hit Table

Armor Class - Ascending over Descending


To-Hit
6
7
8
9 10 11 12 13 14
Modifier 5
4
3
2
1
0 -1 -2 -3
-1
8 9 10 11 12 13* 14* 15* 16*
0
7 8
9 10 11 12 13* 14* 15*
1
6 7
8 9 10 11 12 13* 14*
2
5 6
7 8
9 10 11 12 13*
3
4 5
6 7
8 9 10 11 12
4
2 4
5 6
7 8
9 10 11
* Note an unmodified 2 (1 with d12) always misses while
12 always hits.

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

like a book case or tapestry.


Copper pieces (c.p. or cp) - coins minted from copper,
bronze, or brass worth 1/100 g.p. or 1/10 s.p.
c.p. - See copper piece(s).
d12, d18, d36, d6&d6, etc. See the discussion of dice
in the rules.
d2 = A coin or any method of generating evenly
distributed random number of wither 1 or 2.
d3 = Three-sided die (dice) or any method of creating
the random numbers 1, 2, or 3 with an even distribution.
d6 = Six-sided die (dice) evenly marked with 1, 2, 3,
4, 5, and 6 using numbers or dots/pips/spots.
Damage roll - A roll to see how many hit points of
damage an attack or hazard does.
Demihuman - Creatures that are like humans but not
really human: Dwarf, Elf, and Halfling are common
demihuman character races.
Die roll - A method of generating a random number.
Dungeon Level - The depth of a dungeon. Sometimes
its difficulty (see Adventure Level), though the two can
differ.
Dungeon Module - An adventure centered mainly
around an underground area. It can also have wilderness
areas but mainly as minor support material. See
Wilderness Module.
Duration - The amount of time a spell, potion, poison
or other effect lasts. See combat rounds, exploration
turns, and time.
Electrum pieces (e.p. or ep) - Coins minted from a mix
of silver and gold to give a value of 1/2 g.p. or 5 s.p..
Encumbrance Allowance - The pounds of weight
creatures can carry, broken into categories to show how
they slow down as they become burdened.
e.p. or ep - see Electrum piece(s).
Experience Level (x.l. or XL) - A measure of a
character's power.
Experience Points (x.p. or XP) - A measure of how
much experience the character has done and hence how
much power they have gained. See experience level.
Exploration Turn - A way of handling slow, tedious
exploration and mapping without having to judge every
little action undertaken. 10 minutes.
Game Balance - A two word term which is intended to
mean "The game should be interesting: do not make it so
easy it is boring, nor so hard that the players give up in
frustration." This may indeed involve the masterful use of
occasional bouts of boredom or frustration, as long as the
players do not get fed up and quit. A game can also be
fun with humor or silliness or other elements. The goal is to
entertain the players, and have fun, and keep everyone
coming back for more.
Gamers - the Referee and the other players.
Game time - See time.
Game turn - See turn.
Gaming group - The gamers; whoever is playing the
game.
g.p. or gp - See gold piece(s).
Gold piece(s) (g.p. or gp) - The most common type of
coin used by adventurers.
HD - See hit dice.

Henchman - NPCs willing to undertake special tasks


and risk their life on a routine basis in exchange for
healthy rewards and good treatment. Laws and civil
concerns mean little compared to their loyalty to their
employer.
Hireling - Anyone who works mainly for wages or
salaries and is only willing to do a reasonable job. They
tend to flee when faced by adversity.
Hit dice (HD) - Measures a creatures hit points, to-hit
rolls, and saving throws. based on size, experience and
class, and aggressiveness.
hit points (h.p.) - How much adversity a creature can
stand before being incapacitated and killed.
h.p. or hp - See hit point(s).
Infravision - The ability to see heat, explained in
depth in the discussion of Light in the chapter on
Adventuring.
Initiative - Who acts first in combat or encounters.
Invisibility - Normal human vision cannot see the
object or creature.
Key - Either text key, map key, or an object used to
open a lock.
Lair - A home purpose-made by a monster or creature
to secure and hide its belongings, if any. Some live
wherever they please and have no belongings.
Level - A measure of depth, ability, or power. See
Dungeon level, Experience Level, Monster Level, and Spell
Level.
Lock - usually refers to common mechanical locks
opened by a key. Magical locks are differentiated by the
term "magical".
Magic - A form of energy that allows special effects
not seen on Earth. The exact details are up to the gamers.
There can be multiple forms of magic and they need not
abide by theories related to energy on Earth.
Magical monsters - Creatures owning much of their
existence to magic.
Marine - Pertaining to activities in the water. Often
also the area where land and water meet.
Melee - A disorganized fight, as compared to
formation fighting where troops maintain a disciplined
rank and file organization, and move together, supporting
each other and not offering openings to foes. Often used
as a euphemism for close-combat, although melee can
involve ranged and close combat attacks.
Missile fire - See ranged combat.
Monster - Sometimes refers to any creature run by the
Referee no a player, but generally anything unusual that
tends to horrify and endanger others.
Monster Level - A rough measure of a monster's
power compared to character level.
Morale - How brave a creature is and how much it
would rather flee or surrender rather than fight a loosing
battle or undergo danger.
Naval - Pertaining to activities in the water.
Nocturnal - Creatures that are unconcerned with
moving around at night or in the darkness.
Non-Player Character - A character created by the
Referee to serves as one of the more significant
inhabitants of the game world.
94

NPC - see Non-Player Character.


One-off Play - Creating characters that suit the level
of an adventure and then throwing them away when
done.
Party - The adventuring party. A group of PCs and
NPCs the players run, who are adventuring together as a
way of life.
PC - See Player Character.
Penalty - A penalty is indicated as a negative number
and either added to a die roll as-is or turned into a
positive and added to the number needed for success.
Platinum pieces (or p.p. or pp) - Coins minted from
platinum, worth 5 g.p. each. While platinum was not used
for coinage until more recently on Earth and has a
different rarity and value, the game world is not Earth.
Player Character - The imaginary persona of a player
being used as their piece in play.
p.p. or pp - See Platinum pieces.
Prime Requisite - One or more basic abilities
pertinent to a classes functions.
Quasi-d4. A six-sided die marked 1, 2, 3, 4, 3, 4 for
making a roll of 1 to 4.
Random encounters - Events or creatures encountered
according to random chance based on rolling a die every
so often, as opposed to set (planned) encounters or
events.
Ranged combat - Launching or throwing projectiles at
opponents.
Realism - The game world is not Earth and forcing our
reality onto it is unrealistic. And the game was never
designed to be realistic.
Referee - The person who plays the role of the game
world and all its monsters, dungeons, etc. Much more than
the referee of a sporting contest.
Retainer - A professional who works on-call for a fee.
Role-playing - Pretending to be someone else or
yourself in a situation and deciding what to do, including
acting, drama, and situational improvisation. Actors roleplay as do professionals attempting to understand
customers, societies, and individuals.
Role-playing game - A game involving role-playing.
Childrens' pretend games are the first role-playing game,
and adults have engaged in role-playing games to spice
up their love life for eons. This game is a pencils-andpaper role-playing game using pencils and paper for
design and record keeping purposes.
Round - A Combat Round.
Sand box campaign - The Referee gathers as much
material as they can to create a world and then allows
the players to romp around in it as they please, after
starting them at some place.
Saving throw - A die roll used to handle special
situations in place of complex mechanics. Such as the
ability to avoid a spell or poison or reduce the effect of

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

Food and Fresh Water Needs.......36


Fresh Water Needs.........................36
Friction fires......................................35
g.p........................................................8
Glowing magic weapon.................31
gold piece...........................................8
h.p........................................................7
hand outs..........................................28
Healing Damage.............................41
Henchmen.........................................37
hit dice,................................................5
HIT OR MISS.....................................39
Hit points.............................................7
Holy Water......................................46
Illustrations .......................................28
Infravision.........................................32
initiative............................................38
introduction.......................................28
Jumping.............................................31
Lantern..............................................32
Mapping...........................................29
Melee combat..................................39

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

Вам также может понравиться