D E L V I N G D E E P E R R e l i q u a r y [image: Cover art by Jim Holloway] Simon J. Bull and Cameron Dubeers --- D E L V I N G D E E P E R R e l i q u a r y Simon J. Bull and Cameron Dubeers With special thanks to those who most directly made Delving Deeper possible: John Adams, Marv Breig, Cameron Dubeers, Matthew J. Finch, David Macauley, Bill Webb, and members of the ODD74 discussion group. For all followers of the original fantasy game Original rules: E. Gary Gygax, Dave Arneson Authors: Simon J. Bull, Cameron Dubeers Editor: Simon J. Bull Layout: Simon J. Bull Proof readers: David Macauley, Zach Howard, Ethan Sincox, Peter Fröhlich Cover art: Jim Holloway Delving Deeper title: Mark Allen Internal art: Mark Allen, Jim Holloway, Timothy Ide !! Text Only Beta November 2013 [image: Immersive Ink logo] Copyright © 2013 Simon J. Bull --- # Contents [TOC] --- # Preface In the mid 1970's a shoe repairman and a security guard with a mutual passion for miniature wargaming and fantasy literature got together and wrote a game. What Ernest Gary Gygax and Dave Arneson created was so innovative, so entirely different, that it wasn't merely a new game, it was a whole new genre of gaming -- it was the first comprehensive role-playing game. It was a runaway best seller and is still, arguably, the best game of its kind. The original incarnation was intended for seasoned wargamers, but was difficult for many other readers to grasp. Enter Doctor J. Eric Holmes of the USC School of Medicine. Holmes understood that this new hobby could have a broader appeal if it were presented in a friendlier manner. So the good Doctor set about distilling the game down to something that folks with no knowledge of wargaming or role-playing games could understand. And it exploded into the national consciousness. It captured the imagination of youth across the United States, and then around the world. The game continued to grow after its initial success. Gygax penned his own subsequent edition that promoted standardized, tournament play, while numerous boxed set editions built upon Holmes' principle of accessibility while expanding the scope of game. From 1974 to the late 1980's, every new edition of the game was more or less interchangeable. Players familiar with one edition could jump right into another without forethought. In the 1990's, however, this began to change. In this period, each new edition changed the nature of the game in subtle and obvious ways. The newer editions were, sadly, incompatible with the original game, and were ultimately quite different in all but name. In the midst of all this, players who had been quietly running their campaigns for 30 plus years began to realize that the genius of the original game was at risk. If they couldn't attract new players to the original game, it might soon vanish forever! This potential disaster drove the wheels of ingenuity, and a group of dedicated gamers conceived the notion of recreating the game play of the 1970's using legally available references and licenses. By this method, legal emulations of various editions of the game became possible. However, there was no faithful emulation of the original 1974 edition. Until now. Meticulously forged over two long years of development, Delving Deeper invites you to recreate the original role-playing experience as it was in its earliest days! Return to a time when three alignments were enough, when a handful of character classes ruled, and when magic swords had their own ideas about who's boss. If you've ever read or watched a good fantasy with hungry eyes, then this is the game for you. Right here are all the rules you'll need, none of the rules you won't, and unparalleled room for expansion and growth. Grab your trusty sword, your magic wand, and call the guards to arms! There are dungeons to explore and treasure in these pages... # Section I: Players Introduction Delving Deeper is a gateway to other realms where magic works and dragons are real, where elves and dwarfs fight alongside men against goblins, trolls, and giants and where a strong sword arm can carry the day in battle. All that is needed to play is some basic stationery, a few friends, and a vivid imagination. One player will referee the fantasy world while the others assume the role of adventurers and explore it. As heroes and wizards they will face its challenges, defeating monsters and winning fabulous treasures as they rise to fame or, if they are careless, vanish into obscurity. About This Book Players should begin with Section I which details characters that can be played, equipment and hirelings that can be had, and spells that are available to magic-using sorts. Players need read no further. Aspiring referees are advised to continue immediately on to Section II wherein are guidelines for constructing a campaign world and filling it with dungeons, monsters, and treasures as well as advice on how to conduct adventures around these. Finally, Sections III and IV are intended as a reference for referees. These contain all manner of monsters from androids to zombies, and treasures including magical wands, weapons, and a plethora of other items. Common Terms Delving Deeper is a role playing game in which the players control player characters (PCs) and the referee controls non-player characters (NPCs) including monsters. All these have a number of hit dice (HD) which are six-sided dice rolled to see how many hit points (hp) can be sustained before being slain. Armor class (AC) is a measure of protection against physical attack, while saving throws are made to avert fates such as poisoning, being turned to stone, or being vaporized by dragon's breath. Player characters accumulate experience points (XP) in order to advance to each successive level of ability. Gold Pieces Gold pieces (gp) are the basic unit of currency for which goods are traded. One gold piece is worth 10 silver pieces or 100 copper pieces. There are 20 coins of any type to one pound. Hit Dice Hit dice (HD) are a number of six-sided dice which should be thrown to determine how many hit points of damage can be sustained before being slain. Hit dice also determine how dangerous a monster will be; a four hit dice monster is a greater threat than is a one hit die monster. Hit Points Hit points (hp) are a measure of combat fitness. Abstract "damage" is dealt in terms of hit points throughout play. Any character or monster reduced to zero (or fewer) hit points is slain. Man-Types Man-types are all men and other creatures of same basic proportions including androids, cavemen, dwarfs, elves, gnolls, gnomes, goblins, halflings, hobgoblins, kobolds, lizardmen, mermen, nixies, orcs, and pixies. The majority of man-types are also normal-types but exceptional individuals can be heroic- or superheroic-types instead. Normal-Types Normal-types include all man-types of less than heroic stature and all other creatures basically that strength. Collectively these are all creatures with fewer than 3 hit dice. Heroic-Types Heroic-types include all man-types of heroic stature and all monsters that represent a heroic threat. Collectively these are all creatures with 3 or more hit dice but fewer than 7 hit dice. Superheroic-Types Superheroic-types include all man-types of superheroic stature and all monsters that represent a superheroic threat. Collectively these are all creatures with 7 or more hit dice. Normal-Weapons Regular, non-magical armament including swords, axes, maces, and so on wielded by normal man-types. A normal-weapon wielded by a heroic/superheroic-type is considered heroic. Normal-Missiles Regular, non-magical missiles including spears, arrows, hand axes, and so on loosed by normal man-types. A normal-missile loosed by a heroic/superheroic-type is considered heroic. Monsters All creatures controlled by the referee are considered to be monsters. These include dragons, orcs, vampires, and other genuine horrors of the underworld as well as the townsfolk, hirelings, and even non-player heroes of the game world. Armor Class (AC) is a measure of protection against physical attacks. An unprotected man is AC 9 while a knight in plate armor is AC 3. As can be seen, a lower AC denotes better protection. Experience Points (XP) are accumulated by player characters primarily for recovering treasure, and will enable them to advance to successive experience levels. Dungeon Level Dungeon level pertains to depth underground. The 1st dungeon level is the shallowest, the 2nd dungeon level is the next deeper level, and so on. Deeper dungeon levels are more dangerous and more rewarding than shallower dungeon levels. Players will usually determine what dungeon level they wish to explore. Experience Level Experience level ranks the relative power of player characters. Players begin at the 1st (least powerful) experience level and work their way upward. While experience levels are theoretically unlimited these rules assume the majority of play will occur at the 1st through 12th experience levels. Attack Roll An attack roll is a throw of a single twenty-sided die used by the player or referee to determine whether a character or monster was or was not successful during a period of combat. An attack roll surmises a series of actions including cuts, thrusts, parries, counter strikes, and so on throughout the period of combat. Note that fighters and monsters can throw more than one attack roll against normal-types. Damage Roll A damage roll is usually the throw of a single six-sided die used by the player or referee to determine what damage is caused after a successful attack roll. Note that some monsters and magic spells cause different amounts of damage. Saving Throw A saving throw is a throw of a single twenty-sided die used by the player to avert a potentially life-threatening calamity such as being poisoned, turned to stone, or vaporized by a dragon's breath weapon. Morale Check A morale check is a throw of two six-sided dice used by the referee to determine the behavior of monsters (including man-types) in potentially life-threatening circumstances, particularly in combat. Reaction Check A reaction check is a throw of two six-sided dice used by the referee to determine how monsters (including man-types) will react to the players, particularly upon first meeting and in negotiations. Survival Check A survival check is a throw of a hundred-sided die used by the player or referee to determine whether a character or monster will survive being raised from the dead, polymorphed into another shape, or restored to flesh after being turned to stone. Turns Turns are any period during which a player chooses an action for his character. At the dungeon and wilderness combat scales a turn represents one minute. At the dungeon exploration scale a turn represents ten minutes, and at the wilderness exploration scale a turn represents one day. Distances, Ranges, and Movement Rates Distances are given as numbers of inches. Inches represent real distances according to the scale of play. At the dungeon combat scale 1" represents 10ft. At the wilderness combat scale 1" represents 10 yards. At the overland and ocean exploration scales 1" of movement represents 1 mile per day. Player's Supplies The supplies essential for play are detailed below followed by optional extras which a player may desire. The essentials are all readily available and inexpensive (or free!); even polyhedral dice are easily obtained at hobby stores and online. The Essentials: . Delving Deeper (you have it!), . Dice (three six-sided dice and one twenty-sided die per player), . Stationery (pencil, eraser, paper, notebook), . A vivid imagination! Optional Extras: . A Delving Deeper player character record sheet, . Graph paper for mapping dungeons, . Hexagonal paper for mapping wilderness regions, . Additional dice (any number of six-sided and twenty-sided dice, the latter optionally marked 0-9 twice), . Miniatures to represent the player character and his entourage, . An enterprising plan... The Dice Delving Deeper players require six- and twenty-sided dice. A few will do but play will be quicker with half a dozen (or more!) of each. For a genuine retro feel twenty-sided dice can be marked 0-9 twice, with 0 representing ten and one of the two 0-9 series being identified as adding ten. Preparation for Play A player should initially learn something of the campaign world from the referee. This information may be sketchy or generous depending on how prepared the referee is, and how many players have come before. In either case it is the player's role to insert his new character into the fantasy world and augment it with his presence. Whether he comes to riches or to ruin, each character should be noted! Before choosing a character the player should then familiarize himself with the options presented herein. He may desire to play a certain type of character from the outset but should be equally prepared to go with whatever the dice may bring. If from time to time the dice seem unkind the player is reminded that great enjoyment can arise from unconventional characters and also from dramatic demises. Such will be the fate of many adventurers. The player should be ready to participate in the game, tackling the challenges presented with creativity and imagination -- this is the greater part of the game. Above all the player must be prepared to accept the rulings of the referee and to enjoy whatever game circumstances may arise. The adventure begins... Now! Player Characters Having learned something of the campaign world from the referee the player's first order of business is to construct a fantasy persona called a character. The player will thereafter control this character's actions in the game. Alignment Each character must choose a side in the eternal struggle; he is either of law or of chaos, or else he is neutral. Law is civility and order and upholds the greater good. Chaos is brutality and anarchy and undermines the greater good. Neutrality is neither for law nor chaos but for the individual and including most with no stake in the grander rivalry. Determination of Abilities Characters are ranked in six abilities which are strength, intelligence, wisdom, dexterity, constitution, and charisma. Each is determined, in order, by the referee with a throw of three six-sided dice producing scores between 3 and 18. The player should record these figures on note paper or on a character sheet before considering his class selection. Prime Requisite Abilities One of the six abilities is considered to be the prime requisite for each class of character. Fighters should be strong, magic-users should be intelligent, and clerics should be wise. A character will acquire a greater or lesser number of experience points from his adventures according to his prime requisite ability score. Table 1.2 Experience Earned ====================== Experience Earned ====================== Prime Experience Requisite Adjustment ---------------------- 3-5 –20% 6-8 –10% 9-12 . 13-15 +5% 16-18 +10% ---------------------- While a high score may predispose a player toward a particular class and a low score may dissuade him, ability scores do not preclude selection of any class. Nor will they determine a character's success (player strategy being paramount in that). Suppose, for example, an intending player was given the following ability scores: Strength 11 Dexterity 10 Intelligence 14 Constitution 12 Wisdom 6 Charisma 9 With a wisdom score of 6 this character would advance slowly as a cleric but his keen intelligence means he could do well as a magic-user. However, because of a preconceived inclination toward heroic combat, the player elects the role of a fighter. His strength of 11 is perfectly respectable and his constitution of 12 indicates good fitness. Dexterity 10 is neither quick nor slow, but his ordinary charisma score means this player should not depend overly on the loyalty of his followers. Explanation of Abilities Following is a brief explanation of each of the six abilities. Strength Strength is raw physical power. It is useful for forcing doors, lifting gates, and carrying heavy equipment including treasure! Strength is the prime requisite for fighters. Table 1.3 Strength Adjustments =============================================================== Strength Adjustments =============================================================== Strength Damage Open Movement Rates Allowed by Load Score Adjustment Doors 12" 9" 6" 3" --------------------------------------------------------------- 3-6 . 6 50lb 75lb 100lb 150lb 7-14 . 5-6 75lb 100lb 150lb 225lb 15-18 +1 5-6 100lb 150lb 200lb 300lb --------------------------------------------------------------- Movement Rates Movement rates allowed by load are for man-sized and man-like types. These should be scaled appropriately for other types but any character reduced to half his movement rate is considered to be encumbered. Movement rates are expressed in inches which are scaled according to the environment being explored to produce the actual ground rate. Intelligence Intelligence is cunning, acumen, and book learning and one additional language is known for every point beyond 10. Intelligence is the prime requisite for magic-users, and is useful to the referee for determining what course of action a non-player character should take. Table 1.4 Languages Known ========================= Languages Known ========================= Intelligence Languages Score Known ------------------------- 3-10 2 11 3 12 4 13 5 14 6 15 7 16 8 17 9 18 10 ------------------------- Languages Many languages are spoken throughout the game world with each intelligent type having its own tongue. Man-types also share a "common tongue" which 20% of all speaking creatures will also know. Additionally there are the tongues of law, chaos, and neutrality which are known to the speaking membership of those alignments. Creatures of one alignment will recognize the other alignment tongues without comprehending them. Chaotics will attack speakers of law and vice versa. Player characters always know at least two languages; the common tongue and an alignment tongue. Non-human player characters may know additional languages as will all characters with above average intelligence. There are a variety of spells and magic items that can aid in the comprehension of unknown languages. Wisdom Wisdom is intuition, common sense, and maturity. Each 2 points of wisdom beyond 10 will add 1 point to the character's prime requisite for the purpose of calculating experience points earned. Wisdom is the prime requisite for clerics and functions as does intelligence in determining what course of action a non-player character should take. Dexterity Dexterity is reaction speed, coordination, and agility. It is useful for accurate shooting and for quick reflexes when initiative is in question. Dexterity is the prime requisite for thieves. Table 1.5 Dexterity Adjustments ===================================== Dexterity Adjustments ===================================== Dexterity Initiative To Hit Adj. Score Adjustment with Missiles ------------------------------------- 3-6 –1 –1 7-8 . –1 9-12 . . 13-14 . +1 15-18 +1 +1 ------------------------------------- Constitution Constitution is vim, fitness, and toughness. It determines what damage can be endured and whether or not a character can withstand being raised from the dead, polymorphed, or petrified. Table 1.6 Constitution Adjustments =================================== Constitution Adjustments =================================== Constitution Hit Points Shock Score per Die Survival ----------------------------------- 3-6 –1* 20% 7-8 . 40% 9 . 60% 10 . 70% 11 . 80% 12 . 90% 13-14 . Always 15-18 +1 Always ----------------------------------- * Minimum 1 hit point per die. Shock Survival is the probability that a character will survive the greatest physical ordeals. This check is required to be raised from the dead (any failed attempt indicates that no subsequent attempt can ever succeed), to survive returning to flesh after being turned to stone, and to survive transformation into another shape by the baleful polymorph spell. Charisma Charisma is comeliness, personal charm, and social influence. It is useful in determining reactions, in negotiations, and for attracting monsters into service. It determines the number of retainers a character can have and the loyalty of any hirelings. Table 1.7 Retainers, Loyalty, & Reaction ============================================ Retainers, Loyalty, & Reaction ============================================ Charisma Maximum Loyalty Reaction Score Retainers Adjustment Adjustment -------------------------------------------- 3 1 –2 –1 4 2 –1 –1 5 2 –1 –1 6 3 . –1 7-8 3 . . 9-12 4 . . 13-14 6 +1 . 15 6 +1 +1 16 8 +2 +1 17 8 +2 +1 18 10 +4 +1 -------------------------------------------- Classes Having been given ability scores the player must select a class. Characters begin at the 1st level in the chosen class and thereafter advance to successive experience levels by returning to a safe haven after accumulating the necessary number of experience points. Advancement by Experience Level The numbers of hit dice given on the following charts are always six-sided and are thrown to determine the number of hit points of damage which can be sustained before death. Hit dice are thrown and summed with any additions being added to the total. The figures given for saving throw categories are those required on a twenty-sided die to avert various calamities. The Fighter Fighters are soldiers, champions, and other warriors who engage in toe-to-toe and missile combat. Of all the classes they are the most formidable in attack and can withstand the most damage. A fighter has the use of any armor or shield and all weaponry including missiles and spears. Moreover, magic swords and the majority of other enchanted weapons are usable exclusively by them. In melee combat versus normal-types a fighter throws one attack roll as a 1st level fighter for each of his own hit dice. Starting at 4th level he adds +1 to morale checks of any troops he leads in combat, and he is no longer be targeted by normal missile or melee attacks while there are normal targets available. At 8th level and above a fighter is aware of invisible opponents within 3" and normal-types require a positive morale check to stand their ground if he charges them. He is unable to cast spells, however, and has a limited selection of other magical items. When a fighter achieves 9th level he can establish a stronghold and declare himself its Lord. If the surrounding countryside is kept clear of monsters this holding will attract settlers each of whom can pay 1 gp in taxes per month. Table 1.8 Fighter Progression ======================================================================== Fighter Progression ======================================================================== Experience S a v i n g T h r o w V e r s u s Fighter Points Hit Wands Paralysis Breath Level Required Dice Poison Rays Petrification Weapon Spells ------------------------------------------------------------------------ 1 0 1+2 12 13 14 15 16 2 2,000 2+1 12 13 14 15 16 3 4,000 3 10 11 12 15 14 4 8,000 4 10 11 12 12 14 5 16,000 5 10 11 12 12 14 6 32,000 6 8 9 10 12 12 7 65,000 7 8 9 10 12 12 8 130,000 8+1 8 9 10 9 12 9 240,000 9+2 6 7 8 9 10 10 360,000 10 6 7 8 9 10 11 480,000 10+2 6 7 8 9 10 12 600,000 11 4 5 6 6 8 ------------------------------------------------------------------------ A fighter requires 240,000 experience points per level beyond the 12th. A fighter adds one hit die per 2 levels beyond the 9th. The Cleric Clerics must choose law or chaos; they cannot remain neutral in the eternal struggle. Either type must remain steadfast in this choice or be stripped of his status. Table 1.9 Cleric Progression ======================================================================== Cleric Progression ======================================================================== Experience S a v i n g T h r o w V e r s u s Cleric Points Hit Wands Paralysis Breath Level Required Dice Poison Rays Petrification Weapon Spells ------------------------------------------------------------------------ 1 0 1 11 12 14 16 15 2 1,500 2 10 11 13 15 14 3 3,000 2+1 10 11 13 15 14 4 6,000 3 9 10 12 14 13 5 12,000 4 9 10 12 14 13 6 25,000 5 8 9 11 13 12 7 50,000 5+1 8 9 11 13 12 8 95,000 6 7 8 10 12 11 9 160,000 7 7 8 10 12 11 10 240,000 7+1 6 7 9 11 10 11 320,000 7+2 6 7 9 11 10 12 400,000 8 5 6 8 10 9 ------------------------------------------------------------------------ A cleric requires 160,000 experience points per level beyond the 12th. A cleric adds one hit die per 3 levels beyond the 9th. Clerics of the lawful sort are virtuous knights and templars whose purpose is to vanquish evil. Their conviction in the righteousness of this mission enables them to turn the undead and to invoke miracles. In performing their duty clerics are allowed shields and any armor but the use of edged or piercing weapons is forbidden. Table 1.10 Cleric Spells ======================================== Cleric Spells ======================================== Spells Memorized per Day Cleric B y S p e l l L e v e l Level 1 2 3 4 5 ---------------------------------------- 1 . . . . . 2 1 . . . . 3 2 . . . . 4 2 1 . . . 5 2 2 . . . 6 2 2 1 . . 7 2 2 1 1 . 8 2 2 2 1 1 9 3 3 2 2 1 10 3 3 3 2 2 11 4 4 3 3 2 12 4 4 4 3 3 ----------------------------------------- A cleric begins play with a spell book containing the 1st level spells and can thereafter cast a number of spells each day appropriate for his experience level. So long as he adheres to his faith a cleric will gain access to spells of successive spell levels as he advances in experience, and can devise spells of his own besides. When a cleric achieves 9th level he can establish a stronghold and the religious fervor of the workforce will reduce any construction costs by half. Once established, a stronghold will attract a body of 50-300 fanatically loyal dervishes who will serve without payment (the referee will determine the exact composition of this force). If the surrounding countryside is kept clear of monsters this holding will attract faithful settlers each of whom can pay 2 gp in tithes and taxes per month. Turning the Undead Mindless undead need never check morale and cannot be subdued but all the undead are subject to being turned away -- or even destroyed utterly -- by a faithful cleric who forcefully presents a Cross. Turning the undead is accomplished by throwing two six-sided dice and comparing the result to the following table. Should a cleric fail to turn an undead monster he cannot attempt to turn that monster again until sunrise. Table 1.11 Turning the Undead ============================================================================== Turning the Undead ============================================================================== Undead | Cleric Level HD Example | 1 2 3 4 5 6 7 8 9 10 11 12 ------------------+----------------------------------------------------------- Up to 1 Skeleton | 7 5 t d d d d d d d d d 1+ Zombie | 9 7 5 t d d d d d d d d 2 Ghoul | 11 9 7 5 t d d d d d d d 3 Wight | . 11 9 7 5 t d d d d d d 4 Wraith | . . 11 9 7 5 t d d d d d 5 Mummy | . . . 11 9 7 5 t d d d d 6 Spectre | . . . . 11 9 7 5 t d d d 7 | . . . . . 11 9 7 5 t d d 8 Vampire | . . . . . . 11 9 7 5 t d 9 | . . . . . . . 11 9 7 5 t 10 | . . . . . . . . 11 9 7 5 11 | . . . . . . . . . 11 9 7 12 | . . . . . . . . . . 11 9 13 | . . . . . . . . . . . 11 ------------------+----------------------------------------------------------- t 2-12 monsters of this type are turned away d 2-12 monsters of this type are destroyed utterly The Anti-Cleric Clerics of the chaotic sort are called anti-clerics. They are intended as villains and their purpose is to vanquish good. They cannot turn the undead but have a selection of reversed clerical spells which they can employ with impunity. Otherwise, they function as do clerics except that an anti-cleric stronghold will attract zealots rather than dervishes. The Magic-User Magic-users are potentially the most powerful class but are also the most vulnerable for they can wear no armor and may use only dagger and staff as weapons. A magic-user can, however, cast magic spells. He begins play with a spell book containing the 1st level spells and can cast a number of spells from memory each day appropriate for his experience level. He gains access to spells of successive spell levels as he advances in experience, and can devise his own spells besides. Table 1.12 Magic-User Progression ======================================================================== Magic-User Progression ======================================================================== Magic- Experience S a v i n g T h r o w V e r s u s User Points Hit Wands Paralysis Breath Level Required Dice Poison Rays Petrification Weapon Spells ------------------------------------------------------------------------ 1 0 1 13 14 13 16 15 2 2,500 1+1 12 13 12 15 15 3 5,000 2 12 13 12 15 15 4 10,000 3 11 12 11 14 12 5 20,000 3+1 11 12 11 14 12 6 35,000 4 10 11 10 13 12 7 60,000 5 10 11 10 13 12 8 100,000 5+1 9 10 9 12 9 9 200,000 6 9 10 9 12 9 10 300,000 7 8 9 8 11 9 11 400,000 7+1 8 9 8 11 9 12 500,000 7+2 7 8 7 10 6 ------------------------------------------------------------------------ A magic-user requires 200,000 experience points per level beyond the 12th. A magic-user adds one hit die per 4 levels beyond the 10th. A magic-user has use of the greatest selection of enchanted items. All save for arms (other than daggers and staves), armor, and a handful of clerical items are at his disposal. Should these prove insufficient a magic-user of at least 9th level can enchant items of his own. The cost and time required to enchant an item will be commensurate with its value. Table 1.13 Magic-User Spells ========================================== Magic-User Spells ========================================== Magic- Spells Memorized per Day User B y S p e l l L e v e l Level 1 2 3 4 5 6 ------------------------------------------ 1 1 . . . . . 2 2 . . . . . 3 3 1 . . . . 4 4 2 . . . . 5 4 2 1 . . . 6 4 3 2 . . . 7 4 3 2 1 . . 8 4 3 3 2 . . 9 4 4 3 2 1 . 10 4 4 3 3 2 . 11 4 4 4 3 2 1 12 4 4 4 3 3 2 ------------------------------------------- Elves Elves begin as either fighters or magic-users but can change class between adventures as often as desired. An elf becomes dual-classed when he changes class for the first time and may thereafter use both the weaponry of a fighter and the spells of a magic-user simultaneously. The dual-classed character must maintain separate experience point totals for each of his classes, with all earned experience going toward his currently active class. He uses the more favorable game statistics of both classes during play but cannot act as a magic-user while wearing non-magical armor. Elves deal +1 hit point of damage when employing magic weapons and are able to move and fire a bow without penalty when on foot. They are nearly invisible in their gray-green cloaks and can move almost silently. When actively searching they will locate secrets doors with a throw of 3-6 on a six-sided die. When merely passing by they will do so with a throw of 5-6 on a six-sided die. They will identify noises when listening at doors with a throw of 5-6 on a six-sided die and are immune to the paralyzing touch of ghouls and thulls. They are, however, limited to 4th level as fighters and to 8th level as magic-users. Elves are able to speak the languages of gnolls, hobgoblins, and orcs as well as their own language, their alignment tongue, and the common tongue. Dwarfs Dwarfs dwell underground and see equally well by day or by night. They are limited to 6th level as fighters but make all saving throws at four levels above their actual level and are the only characters able to employ the +3 war hammer to its full potential. They are adept at evading large, clumsy enemies and suffer only half damage from foes such as ogres and giants. Dwarfs are expert miners and able to note any new construction, shifting walls, slopes, falling slabs, false floors and the like in dungeon stonework. They will identify noises when listening at doors with a throw of 5-6 on a six-sided die. Dwarfs are able to speak the languages of gnomes, goblins, and kobolds in addition to their own language, their alignment tongue, and the common tongue. Halflings Halflings can be fighters but are limited to 4th level. They are deadly accuracy with missiles adjusting attack rolls by +1, and will identify noises when listening at doors with a throw of 5-6 on a six-sided die. They are nearly invisible when they blend into the background and can move almost silently. Despite their diminutive stature halflings are surprisingly resilient and make all saving throws at four levels higher than their actual level. The Thief (Optional Class) Thieves are sneaks, trouble-shooters, and infiltrators who operate by cunning and subtlety. Men, elves, dwarfs, and halflings can advance without limitation but because thieves are necessarily underhanded they cannot be aligned with law. Dexterity is their prime requisite. Although able to employ daggers, slings, and short swords thieves lack the resilience of proper fighters and can wear leather armor only. Furthermore, a thief is best suited to striking from behind with surprise. In these circumstances a +4 adjustment is applied to the attack roll and a successful attack will cause two damage dice at levels 1-4, four damage dice at levels 5-8, six damage dice at levels 9-12, and so on. This aside, a thief is especially skilled in many subterfuges including: . Opening locks and foiling of magical closures, . Disarming small trapped devices such as spring-loaded poisoned needles, . Climbing almost sheer surfaces up or down at half normal movement rate, . Stealing or concealing items by sleight-of-hand, . Identifying noises behind closed doors, . Moving stealthily to pass or surprise enemy, . Hiding in nothing more than shadows, . Finding hidden or secret doors and passages. A thief accomplishes all these with a throw of 3-6 on a six-sided die. Should he fail to disarm a trap it will instead be sprung with all the usual consequences. At 3rd level and above a thief is equally able to discern the meaning of any non-magical cipher, message, map, or other written instruction. At 9th level and above this ability extends to casting magic-user spells from scrolls. Table 1.14 Thief Progression ======================================================================== Thief Progression ======================================================================== Experience S a v i n g T h r o w V e r s u s Thief Points Hit Wands Paralysis Breath Level Required Dice Poison Rays Petrification Weapon Spells ------------------------------------------------------------------------ 1 0 1 13 14 13 15 16 2 1,250 1+1 12 14 12 14 15 3 2,500 2 12 14 12 14 15 4 5,000 2+2 11 11 11 13 14 5 10,000 3+1 11 11 11 13 14 6 20,000 4 10 11 10 12 13 7 40,000 4+1 10 11 10 12 13 8 70,000 5 9 8 9 11 12 9 120,000 5+1 9 8 9 11 12 10 180,000 6 8 8 8 10 11 11 240,000 6+1 8 8 8 10 11 12 300,000 7 7 5 7 9 10 ------------------------------------------------------------------------ A thief requires 120,000 experience points per level beyond the 12th. A thief adds one hit die per 4 levels beyond the 12th. Earning Experience Points Experience points (XP) are earned primarily by recovering (not merely finding) treasure. 1 XP is awarded per gold piece worth of treasure recovered though the division of any such riches, and hence any XP, is entirely up to the players. Experience points are also earned by defeating monsters. 100 XP are awarded for each hit die of each enemy defeated. The referee may increase the base award for especially dangerous enemies including those with poisonous, paralyzing, or multiple attacks. Experience awards for defeating monsters are scaled according to the ratio of the dungeon level to the character level so that higher level players are encouraged to seek appropriate challenges. If a party of 1st level characters were to defeat a dozen 1 HD orcs on the 1st dungeon level they would be awarded 1,200 XP between them. If a party of 6th level characters defeated the same orcs they would earn one-sixth as many XP due to their being 6th level characters exploring the 1st dungeon level. Note that no character can advance more than a single experience level in a single adventure. He will always fall at least 1 XP short of gaining a second experience level with any excess XP discarded. Beyond Level 12 There is no reason a human character cannot rise beyond 12th level. If higher level play is desired from the outset players should consider the limitations of non-human characters carefully before selecting them. When players progress beyond 12th level the referee can extrapolate spell casting progressions from the existing charts and may wish to introduce higher level spells and abilities for each class. If higher level play is not desired characters can be retired after 12th level, becoming political figures in the campaign under the referee's stewardship. The player is then free to create a new character to play. Changing Class Even if the referee allows class changes no character can ever change class during an adventure, and nor can a cleric ever change to a magic-user or vice versa. Human characters require a minimum score of 16 in the prime requisite of the class they intend to change to. Non-human characters have no such requirement. A character becomes dual-classed when he changes class for the first time and thereafter has the benefits of both classes simultaneously. A dual-classed cleric is always restricted in his choice of weaponry and a dual-classed magic-user (other than an elf, who may act as a magic-user while wearing magical armor) must always go unarmored. A dual-classed thief is always restricted to leather armor. The player of a dual-classed character must maintain separate experience point totals for each of his classes. Experience is only ever earned toward one class at a time, as elected by the player at the beginning of each adventure. A dual-classed character may change class (for the purpose of allocating experience points) at any time, subject to the aforementioned restrictions. The more favorable game statistics of his classes are used during play. Other Classes The classes herein will provide many challenges for beginners and experts alike but are by no means exhaustive. There is no reason why a player could not play a noble centaur, a cunning lizard man, or any other type of character should the referee allow it. Whatever these other classes may be, the referee should ensure that they start out relatively weak and have scope to advance in power as do the other classes. Non-Player Characters Hirelings Characters will likely require the services of hired help. Hirelings of various sorts can be found in towns, cities, and possibly in villages. Hirelings are ordinary men including guides, messengers, porters, torch bearers, and the like who will perform mundane duties for upkeep plus a fee of 2 gp per month or 2 sp per day. With enough gold there is no limit to how many hirelings a character can employ. Retainers More unusual help including monsters and player types can also be sought. These are called retainers and the number allowed at any one time is limited by a character's charisma score. A character can seek retainers during his adventures or advertise his need by posting notices, hiring heralds, frequenting taverns, or sending emissaries to foreign lands where likely candidates are known to dwell. The cost and effectiveness of these endeavors is left to the referee's discretion. If a prospective retainer is located the character can make an offer of employment. Only the lowest level player types will be seeking employment and these will not be tempted for any offer worth less than 100 gp. Dwarfs desire especially gold, elves and magic-users desire spells and magic items, clerics desire crusades and places to worship, and so on. Retainer Loyalty When a monster or non-player character enters into a player character's service the referee will secretly determine his loyalty, which may subsequently be adjusted for excellent or poor treatment. Additional pay, gifts of arms, armor, or magic items, and the rising fame (or infamy) of an employer can increase loyalty. Unjust treatment, poor prospects, or unfit conditions can decrease loyalty. So long as a retainer is treated reasonably, receives the agreed payment, and is not exposed to unnecessary danger his loyalty will not be tested. In extreme circumstances, however, the referee will make reaction checks or morale checks to determine how a retainer will behave. Reaction and Morale Checks When required, reaction and morale checks are made by the referee with a throw of two six-sided dice and are adjusted for loyalty. A high result indicates a positive reaction or good morale and a low result indicates a negative reaction or poor morale. Retainers will obey orders to the best of their ability so long as their morale holds. A poor morale check can result in refusal to perform; exactly how this plays out is left to the referee's discretion. It could result in dissension, refusal to undertake a task or join combat, withdrawal from combat, desertion, surrender to the enemy, complete rout, and so on. Excepting unintelligent monsters (who never check morale) most enemies are also subject to failures of morale. Mercenaries While ordinary hirelings can be had for upkeep plus 2 gp per month mercenary fighters are another matter. These are neutrally aligned soldiers whose monthly fee is commensurate with their function and equipment. Table 1.15 Mercenaries ====================================================================== Mercenaries ====================================================================== Monthly Fee Vital Type Man Dwarf Elf Orc Statistics* ---------------------------------------------------------------------- Footman 4 gp 6 gp 8 gp 2 gp M 12", AC 6, HD 1+1 Footman, armored 8 gp 12 gp . 4 gp M 9", AC 4, HD 1+1 Footman, missile 6 gp 9 gp 12 gp 3 gp M 12", AC 7, HD 1+1 Horseman 14 gp . . . M 21", AC 6, HD 1+1 Horseman, armored 18 gp . . . M 18", AC 4, HD 1+1 Horseman, missile 16 gp . . . M 24", AC 7, HD 1+1 ---------------------------------------------------------------------- * Elves and orcs are 1 HD Monthly fees are in addition to the cost of upkeep. Footmen are equipped with leather armor and shield, armored footmen with mail armor and shield. Missile men have leather armor only. Horsemen always have mounts in addition. Elf and dwarf mercenaries are uncommon and orcs are employable by chaotics only. Otherwise, these can be hired at towns or strongholds, or wherever else they are encamped. With enough gold there is no limit to the number of mercenaries a character can employ. Enlisting Monsters Characters can bring monsters of the same alignment into employment by regular negotiation. Others (including higher level player types) can be pressed into service by coercion with a charm spell or by physical subdual in combat. Magic spells notwithstanding, some incentive must be offered to entice a monster into service. The character should decide what he believes would be useful or valuable to the monster and make his offer (merely sparing its life is insufficient). The monster's reaction will be determined by the referee and adjusted according to the offer and the character's charisma. A character can attempt a richer offer only if the monster's reaction is "uncertain". Relatives Player characters possess arms, armor, and equipment from the outset and -- if they are fortunate -- can accumulate considerable wealth during their adventures. Thus a character is permitted to name an heir to his estate should he meet an untimely end. If he should mysteriously vanish "death" can be declared after 30 days of unexplained absence. Once death has been established all worldly possessions are passed to the designated heir if there is one, or else to the realm if there is not. Should there be an heir he takes possession of all properties, goods, and valuables which belonged to the departed less a 10% inheritance tax which is payable to the realm. The realm may also enforce payment of a bond to any hirelings and retainers, guaranteeing the return of their possessions and any accrued pay to their families. Should the character unexpectedly return to reclaim his estate the inheritance tax will be payable again. The referee will adjudicate the reaction of the disinherited heir who might intrigue to retain control of the estate. In any case, his loyalty will suffer a 0 to –5 adjustment (one six-sided die –1) if he is kept on as part of the character's household or retinue. Equipment Each player begins with 30-180 gold pieces to furnish his character with equipment appropriate to his profession and possible adventures. Note that 20 coins of any type weigh one pound. 1 gold pieces = 10 silver pieces = 100 copper pieces Table 1.16 Arms ====================================== Arms ====================================== Item Cost Weight -------------------------------------- Battle axe 13 gp 10 lb Dagger 3 gp 1 lb Flail 8 gp 10 lb Hand axe 4 gp 5 lb Lance 10 gp 10 lb Mace 6 gp 5 lb Morning star 7 gp 10 lb Pole arm 9 gp 15 lb Short sword 12 gp 5 lb Spear 5 gp 5 lb Staff 2 gp 5 lb Sword 15 gp 10 lb Two-handed sword 30 gp 15 lb War hammer 11 gp 10 lb -------------------------------------- Table 1.17 Armor ====================================== Armor ====================================== Item Cost Weight -------------------------------------- Leather armor 10 gp 25 lb Mail armor 35 gp 50 lb Plate armor 100 gp 75 lb Shield 15 gp 15 lb Helmet 10 gp 5 lb -------------------------------------- Table 1.18 Supplies ======================================= Supplies ======================================= Item Cost Weight --------------------------------------- Backpack, leather 4 gp 30 lb* Belladonna, bunch 10 gp . Candles, dozen 2 gp 5 lb Cloak, traveling 3 gp 5 lb Cross, silver 40 gp 1 lb Cross, wooden 5 gp 1 lb Crowbar 5 gp 5 lb Garlic, string 5 gp . Hammer 3 gp 5 lb Holy water, flask 25 gp 5 lb Iron spikes, half dozen 1 gp 5 lb Lantern 10 gp 5 lb Mirror, silver, small 20 gp 1 lb Mirror, steel 5 gp 1 lb Oil, flask 2 gp 5 lb Pole, 10ft 1 gp 10 lb Rations, iron, week 15 gp 7 lb Rations, week 7 gp 15 lb Rope, 100ft 2 gp 15 lb Sack, large 2 gp 30 lb* Sack, small 1 gp 10 lb* Spade or shovel 5 gp 10 lb Stakes, wooden, pair 1 gp 1 lb Tinderbox 2 gp . Torches, half dozen 1 gp 5 lb Water skin 1 gp 5 lb Wine, flask 2 gp 5 lb Wolvesbane, bunch 10 gp . --------------------------------------- * Backpacks and large sacks can carry 30 lb, small sacks can carry 10 lb. The referee can extrapolate prices for other items from those given. Rations will feed one person for one week. Iron rations are preserved and will keep even in poor environs (including dungeons) where standard rations would spoil. Table 1.19 Missile Weapons ============================================================== Missile Weapons ============================================================== Shooting Range Item Cost Weight Short Medium Long -------------------------------------------------------------- Arrow or bolt, silver 5 gp . . . . Arrows, 20 5 gp 5 lb . . . Arrows, quiver of 20 10 gp 5 lb . . . Bolts, 30 5 gp 5 lb . . . Bolts, case of 30 10 gp 5 lb . . . Crossbow 20 gp 10 lb 6" 12" 18" Longbow 40 gp 5 lb 7" 14" 21" Shortbow 25 gp 5 lb 5" 10" 15" Sling 1 gp 1 lb 5" 10" 15" --- Dagger (thrown) 3 gp 1 lb . 3" . Hammer (thrown) 3 gp 5 lb . 3" . Hand axe (thrown) 4 gp 5 lb . 3" . Oil (thrown) 2 gp 5 lb . 3" . Spear (thrown) 5 gp 5 lb . 6" . -------------------------------------------------------------- Range categories are applicable to accurate shooting at individual targets at the dungeon combat scale (1" to 10ft). At the wilderness combat scale (1" to 10yd) range categories are primarily for shooting at bodies of troops or similarly sized targets. Table 1.20 Livestock & Transportation ======================================= Livestock & Transportation ======================================= Item Cost Weight --------------------------------------- Dog, guard or hunting 25 gp . Mule 20 gp . Draft horse 60 gp . Riding horse 80 gp . Warhorse 200 gp . Warhorse, charger 300 gp . --- Horse barding 150 gp 75 lb Saddle & harness 15 gp 25 lb Saddle bags 4 gp 30 lb* Cart 15 gp . Wagon 90 gp . --- Raft 60 gp . Boat 150 gp . Galley, small 25,000 gp . Galley, large 35,000 gp . Longship 15,000 gp . Merchant ship, small 20,000 gp . Merchant ship, large 30,000 gp . Warship 40,000 gp . --------------------------------------- * Saddle bags can carry 30 lb. # Cost of Upkeep While dwelling in a village, town, or city a character must pay upkeep for himself and his entourage. At its simplest the cost of upkeep for middling quarters and fare is 1 gp per month per 100 experience points the character has. A character who desires fine cuisine and luxurious accommodation must consent to pay higher costs, varying with extravagance. Alternatively, the referee may wish players to itemize individual expenses. The cost of upkeep is payable only so long as the character maintains urban living arrangements. Living off the land incurs no costs and thus payments cease when the character journeys to a wilderness area. When he builds a stronghold of his own he may collect taxes from its inhabitants to help cover his costs. Combat Overview Combat is resolved in a series of one minute turns. In each turn the players determine strategies for their characters while the referee adjudicates the actions and reactions of their enemies and hirelings. At the onset of a combat encounter the referee will determine whether either or both sides are surprised. If either side is surprised they will be unable to react in the first turn, otherwise they declare their intent for the turn. Players are allowed one principal action each turn which could be to loose missiles, set oil afire, attempt to subdue or engage in deadly combat, utter a magic spell, turn the undead, bar a portal, or whatever else their characters might reasonably achieve. Luck, skill, speed, and cunning will all be considered by the referee as these actions are resolved. Initiative The referee will determine the order in which actions are resolved. Where reaction speed is the question the referee may dice for initiative. In this case initiative is determined by throwing a six-sided for each group or, in single combat, for each combatant (adjusting for dexterity). The higher initiative score indicates the first opportunity to attack. The Attack Roll When a character attempts to slay or subdue an enemy in combat the referee will ask the player to make an attack roll. An attack roll is usually the throw of a single twenty-sided die used to determine a character's performance for a combat turn. Against normal-types a fighter instead throws one attack roll for each of his own hit dice. Armor Class Armor class (AC) is a measure of protection against physical attacks. Better protection is achieved by wearing heavier armor and by carrying a shield. Note that a lower AC denotes better protection. Table 1.21 Armor Class ================== Armor Class ================== Armor Worm AC ------------------ None 9 Leather armor 7 Mail armor 5 Plate armor 3 Shield * Helmet . ------------------ * Adjusts armor class by –1. Table 1.22 Player's Attack Matrix ================================================================== Player's Attack Matrix ================================================================== Character Level | 20-Sided Roll Required Magic- Clerics, | To Hit Armor Class Users Thieves Fighters | 9 8 7 6 5 4 3 2 --------------------------+--------------------------------------- 1-2 1 . | 11 12 13 14 15 16 17 18 3-4 2-3 1-2 | 10 11 12 13 14 15 16 17 5-7 4-5 3 | 9 10 11 12 13 14 15 16 8-9 6-7 4-5 | 8 9 10 11 12 13 14 15 10-11 8-9 6 | 7 8 9 10 11 12 13 14 12 10-11 7-8 | 6 7 8 9 10 11 12 13 . 12 9 | 5 6 7 8 9 10 11 12 . . 10 | 4 5 6 7 8 9 10 11 . . 11 | 3 4 5 6 7 8 9 10 . . 12 | 2 3 4 5 6 7 8 9 --------------------------+--------------------------------------- To resolve a turn of attacks find the attacker's level on the attack matrix (a fighter throwing multiple attack rolls always does so as a 1st level fighter) and read across that row to the defender's armor class. The indicated number is the minimum score required on a twenty-sided die for success (aka a "hit"). Throw a twenty-sided die and add any adjustments. If the result is equal to or greater than the number required the attacker is successful and damage is dealt. Otherwise no damage is dealt. Damage A "hit" can represent one or several blows the sum of which usually cause 1-6 hit points of damage. This can be adjusted due to great size or strength, enchanted weaponry, or other circumstances. When a fighter makes multiple attack rolls in a single turn, however, each hit causes exactly 1-6 hit points of damage; all other factors are represented by his multiple attack rolls. The resulting points of damage are deducted from the opponent's remaining hit points. If any opponent is reduced to 0 or fewer hit points he is slain, otherwise he can continue as usual. Note that damage from multiple attacks can be divided among multiple opponents. Missiles Missile fire is as melee combat excepting that attack rolls are adjusted for range and dexterity. Long range missile fire is usually possible outdoors only and firing into melee is not normally allowed. Except for elves firing bows on foot missile fire is penalised while on the move. Attacking to Subdue Most intelligent monsters (including man-types) can be subdued and made to surrender if this intent is announced prior to attacks being resolved. Subdued monsters will obey instructions initially and can be sold as slaves, pets, curiosities, or else brought into service as retainers if an acceptable offer is made. Overbearing Man-types can attempt to overpower an enemy bare-handed in order to capture him without killing him, particularly when they have superior numbers. No more than six men can attempt to overbear a single man at a time. Saving Throws A saving throw is one last throw of the dice to avert disaster. The referee can ask a player to make a saving throw whenever his character would be poisoned, turned to stone, or destroyed by other perils. The player throws a single twenty-sided die; if the result is equal to or greater than the number required in that category the direst consequences are avoided. Anything less invites disaster. Morale The referee can check the morale of non-player characters (including those serving the players) at the end of any turn. The result will determine how the non-player characters will react to losses or other unnerving circumstances. Hireling (or monster) morale might be checked if they attacked by surprise or by magic, if they are losing a battle, if their leader is slain, captured or routed, and so on. So long as both sides have good morale they can continue to fight normally. Poor morale could precipitate withdrawal, rout, or immediate surrender. Some particularly fearsome foes will cause all normal-types (including player characters!) to check morale just by attacking. Magic Spells A magic-user or cleric can memorize a number of spells each day according to his experience level. He must be fresh and rested and have access to the appropriate spell books to memorize any spell therein. Bereft of his spell books he cannot memorize any spells! Spell Casting from Memory A memorized spell can be cast at any time but once it has been cast it is erased from memory. Once erased a spell cannot be cast again until it is memorized the following day. Notwithstanding this limitation nothing prevents a magic-user or cleric from memorizing the same spell several times. In order to invoke a spell the caster must be free to concentrate, move his arms and hands, speak aloud, and see the target. To do so during combat the player must declare his intent at the beginning of the turn. Casting a spell requires the full turn so no other action may be attempted. Furthermore, if the caster is struck by any missile, blow, or spell before his own invocation is completed it will be foiled and erased from memory without being triggered. The referee will adjudicate whether other interruptions are sufficient to foil a spell. Spell Casting from Scrolls A magic-user or cleric can cast a spell of any spell level directly from a scroll. Unless the scroll was penned by his own hand a magic-user must employ a read magic spell before he can read a spell scroll. Thereafter, either class can read a spell scroll without memorizing the spell in advance. Casting a spell from a scroll invokes the magic at the minimum caster level necessary to memorize the spell and simultaneously erases the spell from the scroll. Reversible Spells If a cleric spell is noted as reversible only a chaotic anti-cleric can use the reverse form and only a lawful cleric can use the proper form. If a magic-user spell is noted as reversible the reverse form is a separate spell which can be memorized, cast, and written to a scroll exactly as per any other spell. Spell Books Magic-users and clerics begin play with a book of 1st level spells but must find, buy, or research higher level spell books thereafter. Adventuring is a dangerous business so a spell caster may wish to construct a duplicate spell book to carry without risk to his primary resource. Should a spell book be lost, damaged, or destroyed in any event it can be replaced at a cost. A book of 1st level spells costs 2,000 gp, a book of 2nd level spells costs 4,000 gp, a book of 3rd level spells costs 8,000 gp, and so on. Creating Spell Scrolls Magic-users and clerics can copy spells which they can memorize onto scrolls. It takes one week to create any spell scroll and costs 100 gp per spell level. Thus, a 4th level spell scroll takes one week to construct at a cost of 400 gp. A spell scroll can be invoked one time only and is at risk of being ruined by rain, fire, and other dungeon hazards. Cumulative Magic Spells and other magical effects will usually combine safely with one another. However, multiple magics with the same effect are not cumulative; only the single, most powerful effect applies. Table 1.23 Cleric Spells by Spell Level =========================================================================== Cleric Spells by Spell Level =========================================================================== 1st 2nd 3rd --------------------------------------------------------------------------- Cure Light Wounds* Bless* Circle of Protection from Evil* Detect Evil Continuous Light* Cure Serious Wounds* Detect Magic Find Traps Enervate Dead* Light* Hold Person Locate Object Protection from Evil* Remove Disease* Remove Curse* Purify Food and Drink* Speak with Animals Speak with Dead --------------------------------------------------------------------------- 4th 5th --------------------------------------------------------------------------- Control Water Commune Create Food and Drink* Dispel Evil* Cure Critical Wounds* Insect Plague Hold Monster Quest Neutralize Poison* Raise Dead* Speak with Plants True Seeing --------------------------------------------------------------------------- * This spell is reversed for anti-clerics Table 1.24 Magic-User Spells by Spell Level =========================================================================== Magic-User Spells by Spell Level =========================================================================== 1st 2nd 3rd --------------------------------------------------------------------------- Alter Self Continuous Light Circle of Invisibility Charm Person Darkvision Circle of Protection from Evil Color Spray Detect Invisibility Clairvoyance Comprehend Languages Invisibility Dispel Magic Detect Magic Knock Fireball Fog Wall Levitate Fly Gazeback Locate Object Haste* Hold Portal Phantasm Hold Person Light Protection from Missiles Lightning Bolt Protection from Evil Sixth Sense Plant Growth Read Magic Web Slow* Sleep Witch Lock Water Breathing --------------------------------------------------------------------------- 4th 5th 6th --------------------------------------------------------------------------- Animal Growth Baleful Polymorph Anti-Magic Shield Animate Dead Cloudkill Control Water Charm Monster Contact Other Plane Control Weather Confusion Feeblemind Disintegrate Dimension Door Hold Monster Geas Fear Invoke Elemental Invoke Stalker Hallucinatory Terrain Magic Jar Move Earth Polymorph Passwall Project Image Remove Curse Telekinesis Reincarnate Wall of Fire Teleport Slaying Spell Wall of Ice Transmute Rock to Mud* Stone to Flesh* Witch Eye Wall of Stone Wall of Iron --------------------------------------------------------------------------- * Reversible form exists as a separate spell Explanation of Spells 1st Level Cleric Spells Cure Light Wounds (reversible, affects: 1 creature, range: touch) The cleric can restore 2-7 lost hit points to any one creature (including himself) after one turn of aid. Hit points cannot be raised beyond the creature's normal total. The reverse, cause light wounds, will cause 2-7 hit points of damage at a touch, possibly requiring an attack roll to touch an unwilling target. Detect Evil (affects: self, duration: 6 turns, range: 12") The cleric can sense the presence of any enchanted, conjured, supernatural or undead creature within range, as well as any curse or malicious enchantment upon an object or place. Detect Magic (affects: self, duration: 2 turns, range: 6") The cleric can sense the presence of any enchantment on a person, place or object within range and sight. Light (reversible, affects: 3" diameter, duration: 6 turns +1 turn/level, range: 12") Causes an object or volume of space to be lit as if by torch light, illuminating a 3" diameter. The reverse, darkness, creates a 3" diameter sphere of darkness impenetrable even to creatures that see in the dark and the darkvision spell, but not the true seeing spell. Protection from Evil (reversible, affects: self, duration: 12 turns) This spell prevents any enchanted or conjured creature from contacting the cleric. Furthermore, attacks made against the cleric by other chaotic types will be at –2 to hit and the cleric will make saving throws at +2. The reverse, protection from good, applies equally to enchanted or conjured creatures but protects against lawful rather than chaotic types. Purify Food and Drink (reversible, duration: permanent, range: 1") Makes spoiled, poisoned, or contaminated food, drink, or Unholy water whole and suitable for consumption. Enough food for one dozen men, or two weeks worth of rations are affected. The reverse, putrefy food and drink, will instead spoil food, drink, and Holy water. 2nd Level Cleric Spells Bless (reversible, affects: 6" diameter, duration: 6 turns, range: 6") The cleric bestows a +1 morale bonus and a +1 benefit to attack rolls upon all allies within 3" who are not already in combat. The reverse, bane, imposes equivalent penalties. Continuous Light (reversible, affects: 24" diameter, duration: permanent, range: 12") Causes an object or volume of space to be lit as if by sunlight. Monsters affected by sunlight are dazzled but otherwise unharmed. Continuous light is permanent unless dispelled. The reverse, continuous darkness, creates a permanent, 24" diameter sphere of darkness impenetrable even to creatures that see in the dark and the darkvision spell, but not to the true seeing spell. Find Traps (affects: self, duration: 2 turns, range: 3") The cleric is able to sense any magical or mechanical trap within sight and range. No insight as to how the trap might be deactivated is conveyed. Hold Person (affects: 1 or 1-4 persons, duration: 9 turns, range: 18") 1-4 man-types are held immobile if they fail a saving throw versus paralysis. If a single man-type is targeted his saving throw is penalized by –2. Remove Disease (reversible, affects: 1 creature, duration: permanent, range: touch) Cures the subject of all natural diseases, or one supernatural disease such as mummy rot or lycanthropy. The reverse, cause disease, infects the subject with any disease known to the anti-cleric at a touch, possibly requiring an attack roll to touch an unwilling subject. Speak with Animals (affects: self, duration: 6 turns, range: 3") The cleric can communicate with ordinary animals including giant-sized sorts, receiving answers to questions subject to a reaction check. Animals will not attack the cleric for the duration regardless of their reaction but will perform a favor or service only if the cleric secures a positive (or better) reaction. 3rd Level Cleric Spells Circle of Protection from Evil (reversible, affects: 1" radius, duration: 12 turns) As per the protection from evil spell, except that the protection extends to a 1" radius about the cleric. Cure Serious Wounds (reversible, affects: 1 creature, range: touch) The cleric can restore 4-14 lost hit points to any one creature (including himself) after one turn of aid. Hit points cannot be raised beyond the creature's normal total. The reverse, cause serious wounds, will cause 4-14 hit points of damage at a touch, possibly requiring an attack roll to touch an unwilling target. Enervate Dead (reversible, affects: 4-48 undead, duration: 7-12 turns, range: 12") Temporarily paralyzes skeletons and zombies with no saving throw allowed. 2-12 undead are enervated for every 3 whole levels the cleric has. Thus a 6th level cleric can enervate 4-24 undead, a 9th level cleric can enervate 6-36 undead, and a 12th level cleric can enervate 8-48 undead. The reverse, animate dead, causes nearby bones or bodies to rise as half as many undead skeletons or zombies under the anti-cleric's command. They will obey until destroyed in combat, by a dispel magic, or by a dispel evil spell. Locate Object (affects: self, duration: 2 turns, range: 9" +1"/level) The cleric can sense the direction to a well known or clearly visualized object within range. If more than one object of the visualized sort is in range only the nearest is located. A specific unique object can only be sought by this spell if the cleric has previously observed the object firsthand. Remove Curse (reversible, affects: 1 curse, duration: permanent, range: touch) Lifts one curse from a creature or object causing the latter to become a normal, unenchanted item of its type. The reverse, bestow curse, burdens the subject with any curse so named by the anti-cleric. Note that a lawful cleric must specify only lawful curses. Speak with Dead (affects: self, duration: special, range: 3") An echo of life is bestowed upon the remains of a deceased creature within range so that it can answer 1-6 questions asked by the cleric subject to a usual reaction check. This spell has no effect if the remains have been deceased longer than one week per level of the cleric. 4th Level Cleric Spells Control Water (affects: 1 body of water, duration: 12 turns, range: 24") The cleric causes the water level of a river or similar body of water to immediately fall to half its natural depth within 24" of himself, allowing a waterway to be forded, or to rise to half its depth again, precipitating a flash flooding. Create Food and Drink (reversible, affects: special, range: 1") Creates wholesome food and drink sufficient to feed three men (or one horse or mule) for each of the cleric's experience levels. The reverse, destroy food and drink, turns a like amount of food and drink to ash. Cure Critical Wounds (reversible, affects: 1 creature, range: touch) The cleric can restore 6-21 lost hit points to any one creature (including himself) after one turn of aid. Hit points cannot be raised beyond the creature's normal total. The reverse, cause critical wounds, will cause 6-21 hit points of damage at a touch, possibly requiring an attack roll to touch an unwilling target. Hold Monster (affects: 1 or 1-4 creatures, duration: 6 turns +1 turn/level, range: 12") 1-4 creatures are held immobile if they fail a saving throw versus paralysis. If a single creature is targeted its saving throw is penalized by –2. Neutralize Poison (reversible, affects: 1 poison, duration: permanent, range: 1") A glass of poisoned wine, a venomous monster, an envenomed weapon, or any other poison is rendered non-toxic but this spell will not reverse the effect of a poisoning that has already occurred. The reverse, poison, will cause any food or drink to become deadly poison or any object or creature to become venomous. Speak with Plants (affects: self, duration: 6 turns, range: 3") The cleric can communicate with ordinary plants and supernatural plant types. He can receive answers to questions subject to a reaction check. Plants will not attack the cleric for the duration regardless of their reaction but will perform a favor or service only if the cleric secures a positive (or better) reaction. 5th Level Cleric Spells Commune (affects: self, duration: special) The cleric seeks divinely given knowledge. The Gods, or their agents, will entertain 1-6 questions with a simple "yes" or "no" answer which will be absolute. Use of this spell is limited to once per adventure, or even more infrequently, for the Gods dislike frequent interruptions. However, on the most Holy day of the year three six-sided dice are thrown with the highest result being the number of questions which will be answered. Dispel Evil (reversible, affects: 1 enchantment, duration: permanent, range: 3") Immediately dismisses all enchanted or conjured creatures and curses or enchantments of a malign sort within 3". Animated dead are destroyed while conjured insect plagues, djinn, efreet, elementals, and invisible stalkers are sent back to their origin. All curses and malign enchantments within 3" are affected as if by a dispel magic. The reverse, dispel good, functions against enchanted or conjured creatures and enchantments of the benign sort. Insect Plague (affects: 40" diameter, duration: 1 day, range: 48") Conjures a vast, 4" deep swarm of crawling, creeping, and flying insects which moves at 6" in a direction indicated by the cleric or remains stationary. The swarm obscures vision, impedes movement, and devours all organic material including crops. Smoke, fire, or extreme cold will temporarily delay or divert the swarm but not destroy it. normal-types will automatically flee but those caught in the plague will suffer innumerable bites and stings amounting to 1 point of damage per combat turn, regardless of armor. Misuse of this spell will cause a cleric to immediately become an anti-cleric. Quest (affects: 1 subject, duration: special, range: 3") The subject is compelled to perform a quest specified by the cleric. Upon bestowing a quest the cleric also specifies a curse. Should the subject dally or deviate from his quest he will be afflicted by the curse until he resumes the quest. Only the completion of the quest or a successful dispel evil (or dispel good) will end this spell. Note that a lawful cleric must specify only lawful quests and curses. Raise Dead (reversible, affects: 1 person, duration: permanent, range: touch) Restores life to a deceased man-type who has not been dead any longer than one day per level of the cleric. Rising from the dead is a great ordeal and the subject must make a successful shock survival check in order to be raised. Should this check succeed he returns to life but requires two weeks of recuperation. The reverse, finger of death, causes a baleful ray to issue from the anti-cleric's pointed finger to any man-type within sight and 12" range. If the target makes a successful saving throw versus wands the effect is negated, otherwise he dies instantly. True Seeing (affects: self, duration: 11-16 turns) The cleric sees all things as they actually are. Blindness and darkness (even the magical sort) are defeated. Traps, secret doors, invisible creatures, and hidden object are plainly seen. Illusions and charms are immediately discerned as is the true nature of any polymorphed, petrified, or transmuted creature or object. 1st Level Magic-User Spells Alter Self (affects: self, duration: 6 turns +1 turn/level) The magic-user can assume the appearance of any creature of same general size and shape as himself. He could appear to be a town guard, a beautiful maiden, or a gnoll for example, but not a horse or a wyvern. Charm Person (affects: 1 person, duration: special, range: 12") Brings a single man-type who fails to save versus spells completely under the influence of the magic-user. Gross abuse or negligence allows the man-type another saving throw, otherwise the charm lasts until it is lifted by the magic-user or dispelled. Color Spray (affects: special, duration: 2-12 turns, range: 12") 2-7 seeing creatures are rendered unconscious by a dazzling glare of clashing colors. Those nearest the magic-user are always affected first, sheltering those farther back. heroic-types are allowed a saving throw versus spells to negate the effect and superheroic-types are unaffected. Comprehend Languages (affects: self, duration: special) Enables the magic-user to read any language, cipher, message, map, or other written instruction with the exception of magical spells or command words. The spell lasts long enough to read two short writings or one longer one, but no power to speak or listen is conferred. Detect Magic (affects: self, duration: 2 turns, range: 6") The magic-user can sense the presence of any enchantment on a person, place or object within range and sight. Fog Wall (affects: 6" wall, duration: special, range: 12"): Conjures a bank of thick fog which persists for as long as the magic-user concentrates upon maintaining it. The fog wall is 20ft thick and up to 6" long and 20ft high (or any equivalent dimensions), and is straight or curved as the magic-user desires. It is impenetrable to sight. Gazeback (affects: self, duration: 6 turns) The magic-user's eyes are completely silvered granting him immunity to gaze attacks and dazzling while his own sight remains unimpaired. The gaze attacks of basilisks, medusae, and vampires, the color spray spell, and the mirror of life trapping are all defeated. Moreover, any gaze attack attempted within 3" will be reflected back at the attacker exactly as if they had looked into a mirror. Hold Portal (affects: 1 portal, duration: 2-12 turns, range: 1") Holds one door, gate, window, shutter or other portal securely fast exactly as though it were locked. The portal can then be opened only by a magic-using creature with at least 7 hit dice, a resourceful thief, a knock spell, or a dispel magic. Light (affects: 3" diameter, duration: 6 turns +1 turn/level, range: 12") Causes an object or volume of space to be lit as if by torch light, illuminating a 3" diameter. Protection from Evil (affects: self, duration: 6 turns) This spell prevents any enchanted or conjured creature from contacting the magic-user. Furthermore, attacks made against the magic-user by other chaotic types will be at –2 to hit and the magic-user will make saving throws at +2. Read Magic (affects: self, duration: special) Enables the magic-user to decipher spells on scrolls or in spell books, or magical inscriptions or command words on other objects. The spell lasts long enough to comprehend two short writings or one longer one. Spells written by other magic-users are incomprehensible without the use of this spell. Sleep (affects: 1 or 4-14 creatures, duration: 3-18 turns, range: 24") Causes 4-14 normal-types or 1 heroic-type with no more than 4+1 hit dice to fall into a fitful slumber. The magic is indiscriminate and must affect the indicated number of creatures beginning with those nearest the target. The magic will only affect creatures that normally sleep but there is no saving throw allowed. Affected creatures will wake if slapped or kicked. 2nd Level Magic-User Spells Continuous Light (affects: 24" diameter, duration: permanent, range: 12") Causes an object or volume of space to be lit as if by torch light, illuminating a 24" diameter. Continuous light is permanent unless dispelled. Darkvision (affects: 1 creature, duration: 6 turns +1 turn/level, range: touch) The subject can see up to 6" in darkness. Detect Invisibility (affects: self, duration: 6 turns, range: 1"/level) The magic-user can plainly see invisible, hidden, ghostly, or otherwise transparent creatures and objects within range and line of sight. Invisibility (affects: 1 target, duration: special, range: 24") One creature or object becomes invisible. The spell ends immediately if the subject takes overtly hostile action, but will otherwise last indefinitely. Note that fighters of 8th level and above will sense invisible opponents within 3" even without seeing them. Knock (affects: portals, range: 6") Opens all known and unlocked doors, windows, gates, and other portals within range, or exactly one such portal that is known to exist but is stuck, barred, locked, or magically held. Levitate (affects: self, duration: 6 turns +1 turn/level) The magic-user levitates up or down as desired at a rate of 6". The spell will not move him laterally, although he might still clamber along a cliff face or ceiling with his hands at a rate of 3". Locate Object (affects: self, duration: 2 turns, range: 6" +1"/level) The magic-user can sense the direction to a well known or clearly visualized object within range. If more than one object of the visualized sort is in range only the nearest is located. A specific unique object can only be sought by this spell if the magic-user has previously observed the object firsthand. Phantasm (affects: 3" diameter, duration: concentration, range: 24") Creates a convincing, animated phantasm that persists for as long as the magic-user continues to concentrate on controlling it. Should anyone suspect the phantasm isn't real a saving throw versus spells is allowed each turn they doubt its veracity. A successful saving throw enables them to end the phantasm by purposefully touching it. Otherwise, the phantasm is considered "real" for all purposes including causing real damage. Protection from Missiles (affects: 1 creature, duration: 12 turns, range: 3") The subject is granted invulnerability to ordinary missiles including spears, stones, arrows, bolts, and so on. This protection does not extend to artillery shot, boulders hurled by giants, ordinary missiles fired by heroic-types, nor enchanted missiles of any sort. Sixth Sense (affects: self, duration: 12 turns, range: 6") The magic-user concentrates on a specific direction for one turn in order to sense what creatures are within range in that direction. Once a creature has been sensed, the magic-user can perceive the surface thoughts of one creature at a time, listening in for as long as desired. He can hop from creature to creature as desired, turn by turn, unless the magic is obstructed by lead or any rock thicker than 20ft. Web (affects: 2" diameter or 3"x1", duration: permanent, range: 3") Fills the targeted area to 10ft depth with strong, sticky, inflammable fibers. Creatures at the edge are allowed a saving throw versus breath weapon to avoid entanglement but those wholly surrounded cannot avoid it. Giants and similarly powerful creatures can tear through the web in a single turn, as can a flaming sword cut through its fibers. Ogres, trolls, and men with 18 strength can tear through it in two turns. Normal men require four turns of toil to tear through while lesser creatures will be held fast. Witch Lock (affects: 1 portal, duration: permanent, range: 1") As per a hold portal spell except that a witch lock lasts indefinitely and can be placed on anything that can be opened including chests, draws, wardrobes, flasks, books, and so on, as well as portals. A knock spell or the magic-user who created the witch lock can bypass it without ending the spell, as can any other magic-user who is at least 3 levels higher. 3rd Level Magic-User Spells Circle of Invisibility (affects: 1" radius, duration: special, range: 24") All creatures within 1" of the magic-user, or any point within sight and range, are affected as per the invisibility spell. The spell does not enable affected creatures to see one another. Circle of Protection from Evil (affects: 1" radius, duration: 12 turns) As per the protection from evil spell except that the protection extends to a 1" radius about the magic-user. Clairvoyance (affects: self, duration: 12 turns, range: 6") The magic-user sees in his mind's eye anywhere he desires within range except that the spell is obstructed by lead or any rock thicker than 20ft. Dispel Magic (affects: 1 enchantment, duration: permanent, range: 12") Ends any ongoing spell that was begun by a caster of equal or lower level. If the ongoing spell was begun by a caster of higher level there is a 10% chance for each level he has over and above the magic-user's level that the attempt to dispel will fail. Instantaneous spells cannot be dispelled, nor will this spell affect magic items. Fireball (affects: 2" radius, duration: instantaneous, range: 24") The magic-user points his finger at a target anywhere within range and sight and causes a fiery explosion to fill a 2" radius, or an equivalent volume of available space (twelve 10ft cubes on a typical dungeon map). Everyone caught within the blast suffers 1-6 hit points of damage per level of the magic-user to a maximum of 10-60. A successful saving throw versus breath weapon will reduce this damage by half. Fly (affects: self, duration: 1-6 turns +1 turn/level) Enables the magic-user to fly at a movement rate up to 12". The spell duration is determined secretly by the referee. Haste (affects: 4-24 creatures, duration: 3 turns, range: 24") 4-24 creatures within a 4" diameter are quickened. Affected creatures will move at double pace and, against any non-quickened creature, will always gain initiative and have a +2 to hit adjustment. Those nearest the target are always affected first. At the end of the spell each affected creature must save versus petrification or else age one year. Haste counters slow and vice versa. Hold Person (affects: 1 or 1-4 persons, duration: 1-6 turns +1 turn/level, range: 12") 1-4 man-types are held immobile if they fail a saving throw versus paralysis. If a single man-type is targeted his saving throw is penalized by –2. Lightning Bolt (affects: 6", duration: instantaneous, range: 18") Unleashes a stroke of lightning at any target in range and sight. It passes directly through creatures but reflects off hard surfaces, possibly even doubling back, so that it is always 6" long; thus the maximum reach of this spell is up to 24". Everyone passed through suffers 1-6 hit points damage per level of the magic-user to a maximum of 10-60. A successful saving throw versus wands will reduce this damage by half. Plant Growth (affects: 30"x30" or 33" diameter, duration: permanent, range: 12") Causes existing vegetation within a 33" diameter (or equivalent area) to become absurdly overgrown and virtually impassable. The growth lasts until it is hacked or burned away or is dispelled. Slow (affects: 4-24 creatures, duration: 3 turns, range: 24") 4-24 creatures within a 4" diameter are slowed. Affected creatures will move at half pace and, against any non-slowed creature, will always lose initiative and have a –2 to hit adjustment. Those nearest the target are always affected first. Slow counters haste and vice versa. Water Breathing (affects: 1 creature, duration: 12 turns, range: 3") The targeted creature is empowered to breathe normally under water. No buoyancy or ability to swim is conferred. 4th Level Magic-User Spells Animal Growth (affects: 1-6 animals, duration: 12 turns, range: 12") Causes 1-6 ordinary animals within range and sight to grow to giant size, assuming all of the game statistics of the giant sort. If no such statistics are given assume that size and hit dice are doubled. The disposition of the animals toward the magic-user is unaffected by this spell. Animate Dead (affects: 2-24 dead, duration: permanent, range: 3") Causes nearby bones or bodies to rise as undead skeletons or zombies under the magic-user's command. 1-6 undead are animated for every 3 whole levels the magic-user has. Thus a 7th or 8th level magic-user can animate 2-12 undead, a 9th, 10th or 11th level magic-user can animate 3-18 undead, and a 12th level magic-user can animate 4-24 undead. They will obey until destroyed in combat, by a dispel magic, or by a dispel evil spell. Charm Monster (affects: 1 or 3-18 creatures, duration: special, range: 12") Brings 3-18 normal-types or a single heroic/superheroic-type that fails to save versus spells completely under the influence of the magic-user. Gross abuse or negligence allows the monster (or monsters) an additional saving throw, otherwise the charm lasts until it is lifted by the magic-user or dispelled. Confusion (affects: 3-18 creatures, duration: 12 turns, range: 12") Causes confusion in 3-18 creatures. The magic is indiscriminate and must affect the indicated number of creatures beginning with those nearest the target. Heroic/superheroic-types are allowed a saving throw versus spells to negate the effect, otherwise each individual's behavior is determined randomly each turn. Table 1.25 Confused Behavior ==================================================== Confused Behavior ==================================================== 1-6 Behavior ---------------------------------------------------- 1 Stand oblivious, staring off into the distance 2 Walk quietly away 3 Sit and eat whatever is nearby 4 Shout poetry angrily (or equivalent) 5 Run in a random direction at maximum pace 6 Attack the nearest creature ---------------------------------------------------- Dimension Door (affects: 1 subject, duration: instantaneous, range: 1") The magic-user or other subject steps from his present location to any destination within 36" specified by distance and direction. Fear (affects: 6" arc, duration: 6 turns, range: 6") Sends a wave of panic out to 6" range in an arc before the magic-user. All normal-types in the area of effect will immediately flee for 6 turns. heroic-types are allowed a saving throw versus spells to negate the effect. Hallucinatory Terrain (affects: 160" diameter, duration: special, range: 24") Creates an illusionary terrain that conceals the underlying geography and is convincing in every way from a distance. The hallucination will not stand up to close inspection, however, and can be seen through automatically by any intelligent being who examines it carefully from within. Polymorph (affects: self, duration: 6 turns +1 turn/level) Transforms the magic-user into any creature he desires. He assumes the size, strength, mobility, armor class, and physical attack and damage capabilities of his new form, excluding supernatural abilities such as breath weapons, gaze attacks, and spell casting. He retains his own intelligence, hit points, saving throws, and ability to speak and cast spells. Remove Curse (affects: 1 curse, duration: permanent, range: touch) Lifts one curse from a creature or object causing the latter to become a normal, unenchanted item of its type. Wall of Fire (affects: 6" wall, duration: concentration, range: 6") Conjures a blazing curtain of fire which persists for as long as the magic-user concentrates upon maintaining it. The wall of fire is 5ft thick and up to 6" long and 20ft high (or any equivalent dimensions). It can be straight or curved as the magic-user desires, including a 10ft high 4" diameter circle. Creatures of fire are unaffected except by its opaqueness. Otherwise, the wall is impenetrable to normal-types while heroic/superheroic-types suffer 1-6 hit points of damage for bursting through. Creatures of cold and undead instead suffer 2-12 points. A wall of fire and a white dragon's breath (or a blast from a wand of ice) will negate one another resulting in a double-sized fog wall. Wall of Ice (affects: 6" wall, duration: permanent, range: 12") Conjures a steaming cold bulkhead of hard pack ice. The wall of ice is 5ft thick and up to 6" long and 20ft high (or any equivalent dimensions). It can be straight or curved as the magic-user desires, including a 10ft high 4" diameter circle. A wall of ice is opaque and is impenetrable to normal-types. Heroic/superheroic-types can attempt to crash through a wall of ice as they might break down doors. Any such attempt causes 1-6 hit points of damage except to creatures of cold (who are unharmed) and creatures of fire who instead suffer 2-12 hit points. A wall of ice and a red dragon's breath (or a fireball) will negate one another resulting in a double-sized fog wall. Witch Eye (affects: self, duration: 6 turns, range: 1") Conjures an invisible, floating eye that flies at a rate of 12" per turn to anywhere the magic-user desires within 24". The magic-user can see in his mind's eye everything that the witch eye sees. 5th Level Magic-User Spells Baleful Polymorph (affects: 1 creature, duration: permanent, range: 6") Transforms a subject within range into any creature the magic-user desires. The subject must immediately make a shock survival check with failure resulting in death. Otherwise, he assumes the size, strength, mobility, armor class, and physical attack and damage capabilities of the new form including supernatural abilities such as breath weapons, gaze attacks, and so on but excluding spell casting. He retains his own intelligence, hit points, saving throws, and ability to speak and cast spells. The transformation is permanent until dispelled. Cloudkill (affects: 3" diameter, duration: 6 turns, range: 1") Conjures a 3" diameter bank of dense, poisonous fog which rolls along the ground at a rate of 3" either with the wind or away from the magic-user. The vapors are heavier than air and will sink to the lowest lay of the land, pouring down sinkholes or openings for example. Any normal-type that breathes the fog is immediately slain. heroic-types are allowed a saving throw versus poison to avoid death, superheroic-types are unaffected. Contact Other Plane (affects: self, duration: special) The magic-user seeks knowledge from powerful beings on other planes of existence. These will answer the magic-user's questions with a "yes" or "no" answer which will be absolute. 1-6 questions (determined secretly by the referee) will be entertained safely. For each additional question asked the magic-user must make a successful saving throw versus spells or be feebleminded for 1-6 weeks. Feeblemind (affects: 1 creature, duration: permanent, range: 24") One intelligent creature within range and sight must save versus spells at –4 or become a mental invalid. A feebleminded creature cannot read, write, figure, or communicate in any coherent fashion and nor can he cast spells or use command words. The spell lasts until canceled by a dispel magic. Hold Monster (affects: 1 or 1-4 creatures, duration: 6 turns +1 turn/level, range: 12") 1-4 creatures are held immobile if they fail a saving throw versus paralysis. If a single creature is targeted its saving throw is penalized by –2. Invoke Elemental (affects: 1 elemental, duration: special, range: 24") Conjures one earth, air, fire or water elemental of the 16 hit dice sort. The elemental does the magic-user's will until it is destroyed in combat or is dismissed by the magic-user or a dispel evil. The magic-user may move at half rate but controlling the elemental requires his complete concentration. If he should lose concentration (by being hit, for example) he can no longer dismiss the elemental and it will attack him immediately. No more than one elemental of each type can be conjured per day. Magic Jar (affects: self, duration: special, range: 3") The magic-user sends his spirit into a vessel such as a gem or crystal within 3" leaving his own body helpless. From there the magic-user can attempt to possess any creature that approaches within 12". He can repossess his own body can automatically but others are allowed a saving throw versus spells. If they fail to save versus spells the magic-user possesses their body and assumes full control of their physical faculties while retaining his own intellect. The magic-user's spirit can return to the magic jar at any time and automatically does so if ever the possessed body is slain. If his own body has died in the meanwhile he is trapped in the magic jar until another body can be possessed. If the magic jar is destroyed while the magic-user's spirit is resident, he is utterly annihilated and cannot be raised or reincarnated. Passwall (affects: 1" tunnel, duration: 3 turns, range: 3") Opens a 5ft diameter tunnel up to 1" deep through any wall including solid rock but not through solid iron. Telekinesis (affects: 20lb/level, duration: 6 turns, range: 12") Any object or objects (including living things) within sight and range whose total mass does not exceed 20lb per level of the magic-user can be moved by thought alone. Objects can be moved from anywhere within range to anywhere else within range in a single turn. Teleport (affects: 1 subject, duration: instantaneous, range: touch) Instantly transports the magic-user (or other subject) from place to place regardless of distance, possibly requiring an attack roll to touch an unwilling subject. The magic-user must be very familiar with the destination or risk an error. If he is only passingly familiar with the destination an error will occur with a throw of 1 on a six-sided die. If he has only seen the destination once an error will occur with a throw of 1-2. If he has never seen the destination an error will occur with a throw of 1-3. When an error occurs the subject will arrive either 10-60ft too high or too low (50% chance of either). Teleporting into mid-air results in a fall; teleporting into solid earth results in death. Transmute Rock to Mud (reversible, affects: 30"x30" or 33" diameter, duration: 3-18 days, range: 12") Transmutes a large area of rock or earth into a 10ft deep mud slough undermining structures, drowning heavy creatures, and otherwise reducing movement to 3". The mud will dry after 3-18 days leaving the rock or earth in its former state. Transmute rock to mud can be canceled immediately by a transmute mud to rock spell and vis versa. Wall of Stone (affects: 6" wall, duration: permanent, range: 6") Conjures an imposing bulkhead of solid stone 5ft thick and up to 6" long and 20ft high (or any equivalent dimensions). It can be plain or featured and straight or curved as the magic-user desires, including a 10ft high 4" diameter circle. It is impenetrable to all but the ordinary means of tunneling or battery except that it can be dismissed by a dispel magic. 6th Level Magic-User Spells Anti-Magic Shield (affects: self, duration: 12 turns) An invisible barrier surrounds the magic-user so that no spell or spell-like effect (including charms, gaze attacks, and so on) may pass in either direction for the duration. It is impervious even to dispel magic. Control Water (affects: 1 body of water, duration: 12 turns, range: 24") The magic-user causes the water level of a river or similar body of water to immediately fall to half its natural depth within 24" of himself allowing a waterway to be forded, or to rise to half its depth again precipitating a flash flooding. Control Weather (affects: 1 geographic region, duration: permanent) Invokes a single desired weather condition in the local geographical region the magic-user is in. The weather condition may be extreme but must be naturally occurring. The weather will take 1-6 turns to change but will then last until dispelled. Disintegrate (affects: 1 target, range: 6") A deadly beam of darkness irrevocably disintegrates any single non-magical object or creature. Creatures are allowed a saving throw versus wands to avoid the beam and negate the effect. Otherwise, any inanimate matter up to 1" cube (or any equivalent volume) can be instantaneously disintegrated. Geas (affects: 1 subject, duration: special, range: 3") The subject is compelled to perform a quest specified by the magic-user. Should the subject dally or deviate from his quest he will loose 1-6 points of strength each day until he either dies or resumes the quest. Only the completion of the quest or a successful dispel evil (or dispel good) will end this spell. Invoke Stalker (affects: 1 stalker, duration: special, range 1") Conjures an invisible stalker from the null-dimensions which the magic-user can instruct to carry out some task. The invisible stalker will perform this mission single-mindedly until the task is completed, it is destroyed in combat, or is dismissed by a dispel evil. It will resent this servitude, however, and if after any day of service the referee throws a 12 on two six-sided dice the invisible stalker will subvert the magic-user's intent by observing his orders absolutely literally to the letter. If ordered to guard a treasure hoard, for example, it might take the hoard to its home dimension and guard it there. Move Earth (affects: 1 body of earth, duration: 6 turns, range: 24") Above ground this spell causes a hill, ridge, bluff, or similar body of earth within range and sight to be moved. Underground it moves a cavern, chamber, passageway, or similar feature within sight and range, or else moves some protuberance of earth within a cavern. In any case the body of earth is moved at a gentle rate of 6". Creatures, vegetation, and structures can be carried along unharmed, or structures can be undermined, at the referee's discretion. Alternatively, creatures such as clay golems and earth elementals can be targeted and these will be driven back 12" and suffer 6-36 damage. Note that earth is moved but not reshaped. Project Image (affects: 1 image, duration: 6 turns, range: 24") Projects a quasi-real image of the magic-user anywhere within range and sight. The image is indistinguishable from the magic-user and is completely under his control. He knows everything his image senses and can direct it to perform any action he himself could perform including casting spells. The image is impervious to harm except that a successful dispel magic will end its existence. Spells originating from the image are in actuality cast by the magic-user and are erased from his memory as usual. Reincarnation (affects: 1 creature, duration: permanent, range: touch) Restores a slain character to life in another body so long as he has not been dead any longer than one day per level of the magic-user. Rising from the dead is a great ordeal and the subject must make a successful shock survival check in order to reincarnate. Should this be successful his body is transformed according to his alignment and he awakes without need for recuperation. Table 1.26 Reincarnation Outcome =========================================== Reincarnation Outcome =========================================== Subject's Alignment 1-10 Chaotic Neutral Lawful ------------------------------------------- 1 Fighter Halfling Halfling 2 Anti-cleric Elf Elf 3 Magic-user Dwarf Dwarf 4 Thief Fighter Fighter 5 Orc Magic-user Cleric 6 Hobgoblin Thief Magic-user 7 Lizard man Pixie Gnome 8 Werewolf Caveman Dryad 9 Ogre Centaur Unicorn 10 Minotaur Weretiger Werebear ------------------------------------------- The reincarnated character retains his former intelligence, wisdom, and memories but otherwise assumes all faculties of his new form. Any former spell casting ability is lost. If a player character class or race is indicated throw a six-sided die to determine the character's new level. Elves may split their levels between the fighting and magic-using (and thieving, if thieves are used) classes, and halflings will have only half as many levels as indicated. No character can advance in level by reincarnation in any case. Slaying Spell (affects: 4-24 creatures, range: 24") Instantly slays 4-24 creatures within a 7" diameter area. The spell is indiscriminate and must affect the indicated number of creatures beginning with those nearest the target. There is no saving throw allowed but superheroic-types are unaffected. Stone to Flesh (reversible, affects: 1 creature, duration: permanent, range: 12") Restores one petrified creature (and any possessions) to living flesh. Returning to the flesh is a great ordeal and the subject must make a successful shock survival check or else be slain. The reverse, flesh to stone, turns one living creature (and any possessions carried) to stone. A successful saving throw versus petrification will negate the effect. Wall of Iron (affects: 6" wall, duration: permanent, range: 6") Conjures a daunting bulkhead of solid iron 1ft thick and up to 6" long and 20ft high (or any equivalent dimensions). It can be plain or featured and straight or curved as the magic-user desires, including a 10ft high 4" diameter circle. It is impervious to spells such as sixth sense, passwall, and transmute rock to mud and is largely impenetrable to ordinary means of battery or attack. It can be dismissed by a successful dispel magic. Researching New Spells Clerics and magic-users are able to research new spells for their repertoires. The spell level of a new spell cannot exceed that which the researcher is able to memorize. Otherwise, the player can contrive whatever spell he desires remembering that the referee will rule on what is allowable and will decide the spell level of the new magic. Success is a matter of time and investment. One week and 2,000 gp are required for a 1st level spell. Costs double and time is extend by one week at each successively higher spell level. Thus, a 2nd level spell requires two weeks and 4,000 gp, a 3rd level spell requires three weeks and 8,000 gp, a 4th level spell requires four weeks and 16,000 gp and so on. Enchanting Magic Items Magic-users and clerics can copy spells which they can memorize onto scrolls and can enchant other magical items at 9th level or higher. Items with spell-like powers that mimic magic-user or cleric spells can only be constructed by members of that class; other magic items can be created by either class. Table 1.27 Cost of Enchanting Items ============================================ Cost of Enchanting Items ============================================ Item Cost Time -------------------------------------------- Spell scroll* 100 gp 1 week Potion* 250 gp 1 week Arrows +1 (score) 1,000 gp 2 weeks Sword +1 3,000 gp 1 month Plate armor +1 10,000 gp 3 months Shield +1 1,500 gp 2 weeks Gauntlets of Ogre Power 15,000 gp 6 weeks Bag of Holding 20,000 gp 2 months Boots of Speed 25,000 gp 3 months Wand of Fireball 40,000 gp 4 months Staff of Sorcery 100,000 gp 1 year Ring of Protection 60,000 gp 6 months Ring of Spell Storing 80,000 gp 9 months -------------------------------------------- * cost given per spell level The referee can extrapolate cost and time requirements for other items commensurate with their power and value. Invest wisely. # Section II: Referees Preparation for the Campaign The referee should be comfortable with these rules and the mechanics of play, but even then a new campaign requires some preparation before play can start. The referee begins by envisaging a fantasy world in which his new campaign will take place. He need not etch out the entire history of the world immediately; the merest hint of what the world might promise is sufficient at this early stage. Next, he requires the outline of a continent or similar region for the players to explore. Then finally, he requires a detailed map of a town or village and the countryside in which play will begin. The referee should familiarize himself with the geography, water sources and settlements (human and otherwise) near to the start of play, noting any particular detail of each. Using broad strokes rather than exacting detail will save time and allow room for the players to influence the world resulting in a dynamic world that feels "alive". After establishing the campaign world the referee should map several underworld dungeons and stock these with monsters, treasures, and magical items. Once these dungeons are created the referee should mark them on his map somewhere in the vicinity of the start of play. The campaign is then ready and the players can begin exploring the fantasy milieu in which they find themselves. The Referee's Supplies In addition to those supplies recommended for players the referee should furnish himself with the following: The Essentials: . Delving Deeper (you have it!), . Polyhedral dice (two pair of six-sided dice and one pair each of four-, eight-, ten-, twelve-, and twenty-sided dice), . A campaign log or notebook to keep track of characters, places, monsters, non-player characters and monsters, and treasures, . A campaign calendar for timekeeping, . A creative mind and the ability to "run the show". Optional Extras: . Additional dice (with twenty-sided dice optionally marked 0-9 twice), . Additional miniatures to represent monsters, . Scale models or maps of dungeon and wilderness environs, . Mass battles rules such as Chainmail, De Bellis Fantasticus, Book of War, or similar. The Dice Delving Deeper referees require polyhedral dice of the four-, six-, eight-, ten-, twelve- and twenty-sided sorts and are assumed to possess these. Wherever number ranges appear in the text the referee should throw the appropriate number of dice to produce a result within the specified range. For example, a range of 1-6 is generated by throwing a six-sided die, a range of 2-7 is generated by throwing a six-sided die and adding 1 to the result, a range of 2-10 is generated by throwing a six- and a four-sided die and summing the results, and so on. Common number ranges are given in the table below, and the referee can extrapolate other ranges from these examples. Table 1.1 Dice to Roll for Number Ranges ========================================================== Dice to Roll for Number Ranges ========================================================== Number Four Six Eight Ten Twelve Twenty of Dice Sided Sided Sided Sided Sided Sided ---------------------------------------------------------- 1 1-4 1-6 1-8 1-10 1-12 1-20 1+1 2-5 2-7 2-9 2-11 2-13 2-21 2 2-8 2-12 2-16 2-20 2-24 2-40 2+1 3-9 3-13 3-17 3-21 3-25 3-41 2+2 4-10 4-14 4-18 4-22 4-26 4-42 3 3-12 3-18 3-24 3-30 3-36 3-60 4 4-16 4-24 4-32 4-40 4-48 4-80 1x10 10-40 10-60 10-80 10-100 10-120 10-200 ---------------------------------------------------------- A ten-sided die should ideally be a twenty-sided polyhedron marked 0-9 twice, but alternatively can be a ten-sided polyhedron marked 0-9 once (although these are not a platonic solid). A range of 1-100 can be generated with a throw of two ten-sided dice. The result of the first die is multiplied by ten before the pair are summed. Thus, a throw of 4 and 2 makes 42, a throw of 6 and 0 makes 60, and a throw of 0 and 6 makes 06. A double zero makes 100. Creating a World The referee begins by creating a map of the world on a sheet of hex paper. This map need not be extensive as exploration of the unknown is a desired element of the campaign. It must, however, remain unknown to the players. Each hex should be 6 miles wide on this map, such that an unencumbered man afoot can cover two hexes per day of good hiking, or one hex if encumbered. The referee should note at least one civilized settlement (the village, town, or stronghold where play will begin) near the center of his map. He should then add any immediately surrounding features including other villages, nearby towns, a keep, a ruin, caves, a forest, a swamp, and so on. The referee should name each feature and decide whether it is abandoned or inhabited, and if so by whom? Denizens might be ordinary lawful folk, elves, bandits, a knight and his entourage, orcs, trolls, an evil high priest, and so on. Thus the game world begins to take shape. The Start of Play Play should commence in a (relatively) safe haven such as a town, village, or stronghold. Towns are busy regional centers home to 1,000-6,000 folk from all walks of life including many itinerants. Villages are quiet, agrarian communities of 100-400 farming folk. A stronghold is occupied by a body of 30-180 soldiery along with a prominent leader and his supporting entourage. Wherever they begin, players should be able to acquire their starting goods and rumor of possible adventures. Legend and Rumors The players might already know some of the campaign's cultural folklore. Other tales and local legends can be devised by the referee and learned by the players as required. The arrival or formation of a company of armed adventurers will not go unnoticed and unless the players take pains to conceal their purpose, rumors will quickly spread. The players may, of course, desire to advertise their presence in order to gain employment. Obtaining news and rumors is thereafter a matter of visiting local inns and common rooms where a liberal round of drinks worth 10-60 gp will usually get tongues wagging, or where an earnest barkeep might be willing to help for 1-6 gp. Misinformation may be learned at the referee's discretion. Angry Villagers In time the players might become fearless heroes (or feared anti-heroes). This does not imply that exploitation of the common folk will be without consequence. Unhappy commoners will firstly seek the protection of the church and their local lords. Failing that, they will seek out a hero to fight their cause, or ultimately, rise up as an angry lynch mob to run despots and villains out of town. Hireling and Retainer Loyalty Whenever hirelings or retainers are taken on the referee should secretly determine their loyalty score. A hireling or retainer's loyalty score is determined with a throw of three six-sided dice, then adjusted according to an initial reaction check (–2 to +2), the character's loyalty adjustment due to charisma (–2 to +4), and whether or not the hireling or retainer is a disinherited relative (0 to –5). The result is noted by the referee, to be referred to whenever subsequent reaction or morale checks are required. Table 2.1 Loyalty ============================= Loyalty ============================= Reaction/Morale Loyalty Adjustment ----------------------------- 3 or less * 4-5 –2 6-8 –1 9-12 . 13-15 +1 16-17 +2 18 or more ** ----------------------------- * Will betray or desert at the first opportunity. ** will never betray or desert. Specialist Hirelings Specialists are the elite category of hirelings whose services are available to the wealthy only. Specialists are engaged to undertake specific tasks and must be paid for a minimum of one month. Table 2.2 Specialist Hirelings ======================== Specialist Hirelings ======================== Monthly Type Cost ------------------------ Alchemist 1,800 gp Animal Trainer 300 gp Armorer 90 gp Assassin 3,000 gp Engineer 600 gp Marine 9 gp Sage 1,200 gp Sailor 6 gp Ship's Captain 120 gp Smith 30 gp Spy 900 gp ------------------------ Alchemists Alchemists can duplicate potions from a sample or a proven formula at one-half the potion's regular cost. They can also research new potions (including poisons although use of poison is an evil act) at double the cost of a magic-user's equivalent spell research. Animal Trainers Animal trainers are necessary to train any non-domesticated creatures. An animal trainer can train one specific type of creature, and no more than six such creatures can be trained at any one time. The duration of any training will be determined by the referee. Armorers At least one armorer is required to maintain the arms and armor of every 50 fighters. While otherwise idle an armorer can fashion up to three shields or two helms per week, or one suit of mail armor in a month, or one suit of plate armor in two months. Two assistant smiths will double this volume. Six assistant smiths will triple this volume. Assassins Assassins can be found only rarely; no more than 1-6 are available in any game year. Success is determined by the referee according to the power and precautions taken by the subject. Hiring an assassin is considered an evil act. Engineers An engineer is required for the construction of any bridge, stronghold, or other fortification. They are also required to undermine fortified walls and for any tunneling or mining. Marines Marines are sea-faring fighters. In ship-to-ship combat they are equivalent to mercenaries; they wear only leather armor and are never mounted. Sages A sage is a master of esoteric knowledge who can function in an advisory capacity. Sailors Sailors are required to man any sea-faring ship. In ship-to-ship combat they are equivalent to buccaneers. Ship's Captains A ship's captain is required to effectively run any sea-faring vessel, maintaining order, discipline, and sea worthiness. Smiths At least one smith is required to maintain horseshoes, harness, buckles, axles, wheels, and so on for every 50 horses. While otherwise idle a smith can fashion one score arrow heads, or four spears, or two axes or swords, or a single two-handed sword per week. Spies Spies can be found only rarely; no more than 1-6 are available in any game year. These are used to infiltrate, eaves drop, shadow, and so on for the obtaining of information or trinkets, or the planting of the same. Success is determined by the referee according to the precautions taken by the subject. Creating a Dungeon Before the players can explore the labyrinthine underworld the referee must map at least one such dungeon on a sheet of graph paper. A dungeon should have many levels and sub-levels that are interconnected by stairs, trap doors, chutes, slanting passages and so on. The referee is advised to begin by drawing a cross section of the entire structure in order to understand the means of egress between the various levels. It is desirable that there be several dungeon entrances, that there be a number routes between the various levels, and that richer areas be harder to find. Deeper dungeon levels will be more rewarding but also more dangerous, so players should (usually) be allowed to navigate to the desired dungeon level when such routes are known. A dungeon need not be mapped completely -- it may well be vast or even limitless. It should, however, extend as far as the players are likely to explore in their initial delve. Thus, the referee is advised to plan much of the first level and some parts of the second and third levels. Each square of a dungeon level plan should represent 10ft in the dungeon and, like the campaign map, dungeon maps must remain unknown to the players. Having drawn a cross section and begun mapping of the first few levels, the referee should give the dungeon a name and note at least one entrance to the first dungeon level on his campaign map. [Image: Sample Dungeon Cross Section] Populating a Dungeon With a dungeon level planned, or substantially so, the referee must distribute monsters, traps, and treasure throughout the maze. The principal treasures should be placed thoughtfully then random determination used to fill the balance of the level. The referee should throw two six-sided dice for each unpopulated dungeon location and consult the table of random dungeon locations. Table 2.3 Random Dungeon Locations =================================== Random Dungeon Locations =================================== 2-12 Dungeon Location ----------------------------------- 2 Treasure guarded by trap 3 Trap 4 Treasure guarded by monster 5 Monster 6-8 Empty 9 Monster 10 Treasure guarded by monster 11-12 Unguarded treasure ----------------------------------- Empty Rooms Empty rooms occur frequently and will usually be welcomed even if they are foreboding or completely nondescript. These might be used by the players to rest or regroup, or to lay ambushes or establish a defensible position, or whatever else the referee allows. Monsters Where monsters are indicated the referee should consult the random monster tables for the appropriate dungeon level. Note that monsters are not all "meant" to be beatable. Some will be deadly foes, and players should learn to flee from these. Traps Traps can be devious and deadly, and can occur almost anywhere. The referee can determine the nature of a trap according to the following: Table 2.6 Trap Types ======================= Trap Types ======================= 1-12 Trap Type ----------------------- 1 Chute or slide 2 Curse 3 Deadfall 4 Distortion 5 Explosive trigger 6 Geas 7 Mantrap 8 Pit 9 Poison 10 Spiked pit 11 Spring-loaded 12 Teleportation ----------------------- Chutes and Slides Chutes and slides are slippery, steeply inclined passages, possibly from collapsing stairs or pits, which are one-way routes to monster lairs or deeper dungeon levels. Curses Curses cause blindness, sleep, weakness, contrariness, alignment change, monstrous form, contraction of deadly diseases, and so on. All are permanent until a remove curse spell is applied. Deadfalls Deadfalls cause heavy logs or stones to drop from above or swing in sideways to crush the victims. These can be immediately fatal, deliver 6-36 points of damage, or push victims into a pit or over a precipice. Distortions Distortions can alter the flow of time, the appearance of distance, or the sense of depth or direction. While this may seem relatively benign a ravine that appears only 10ft deep can be deadly, and a room or a dungeon level that accelerates time one-hundred fold can change the entire campaign. Explosive Triggers Explosive triggers will unleash a blast of fire, lightning, cold, or acid when a portal or chest is opened or when a threshold is crossed. These cause 3-18 points of damage although a successful saving throw versus breath weapon will reduce this by half. Geases Geases magically compel the victim to perform some quest, deed, or undesirable action. Possibilities include delivering all treasure to a vault, converting one hundred persons to the chaotic alignment, slaying the dragon on the next dungeon level, slaying the nearest person, and so on. Mantraps Mantraps seal one or more victims in a confined space by closing portals, dropping bars or heavy weights over exits, or sinking an entire chamber into a space from which there is no exit. Some will then fill with water, gas, green slime, or monsters. Others have falling ceilings or walls that draw together to crush whoever is trapped within. Pits Pits are typically 10-40ft deep and covered by trap door lids. When passed over a pit will open if the referee throws a 5-6 on a six-sided die and some will automatically snap shut. A pit could be empty or contain a monster. Hitting the bottom will cause 1-6 hit points damage per 10ft fallen and any monster present will automatically have the advantage of surprise the following turn. Other pits could be filled with acid or water causing armored characters to drown. Poison Poison could be released as a jet, spray or cloud, or injected into the unwary hand or foot by a spring-loaded needle. Poisoning can cause paralysis, sleep, or death. Spiked Pits Spiked pits are as regular pits but contain a fearsome array of spears, blades, or jagged edges that point upward. These will cause an additional 2-12 hit points of damage should anyone fall upon them. The spikes may or may not be poisoned. Spring-Loaded Traps Spring-loaded traps cause spears or blades to jab or shear suddenly from the floor, walls, or ceiling, cause missiles to shoot down a passage or into a doorway. These are often triggered by pressure plates or trip wires that could be avoided. The blades or missiles may or may not be poisoned. Teleportation Teleportation will send an individual or a group elsewhere instantly. Possible destinations include an identical room with nothing to indicate that teleportation has occurred, a dragon's lair, a safe haven, another dungeon level, a location thousands of miles away, or even another planet or alternate dimension. Treasure Guarded by Monsters Treasures guarded by monsters are determined in the same manner as are monster locations except that any monster type without treasure is ignored and the location is assumed to be a lair (or ante to it). Table 2.4 Random Encounter Table Determination =============================================== Random Encounter Table Determination =============================================== Dungeon Dungeon Encounter Table to Consult Level 1 2 3 4 5 6 ----------------------------------------------- 0 1-5 6 . . . . 1 1-4 5-6 . . . . 2 1-2 3-5 6 . . . 3 1 2-4 5-6 . . . 4 . 1-2 3-5 6 . . 5 . 1 2-4 5-6 . . 6 . . 1-2 3-5 6 . 7 . . 1 2-4 5-6 . 8 . . . 1-2 3-5 6 9 . . . 1 2-4 5-6 10 . . . . 1-2 3-6 11 . . . . 1 2-6 12+ . . . . . 1-6 ----------------------------------------------- Table 2.5 Dungeon Encounter Tables =========================================================================== Dungeon Encounter Tables =========================================================================== 1-20 Table 1 Table 2 Table 3 --------------------------------------------------------------------------- 1 Centipedes, large Ants, giant Apes 2 Dogs Boars Beetles, giant 3 Dragon, hatchling Cavemen Centaurs 4 Dwarfs Centipedes, giant Doppelganger 5 Elves Crabs, giant Dragon, young 6 Gnomes Crocodiles Gargoyles 7 Goblins Dragon, young Medusae 8 Goblins Gelatinous cube Mummies 9 Hobgoblins Ghouls Non-player characters 10 Kobolds Gnolls Ochre jelly 11 Men Gray ooze Ogres 12 Men Green slime Spiders, giant 13 Non-player characters Leeches, giant Thulls 14 Orcs Lizard men Velociraptors 15 Pixies Men Weasels, giant 16 Rats, giant Non-player characters Wereboars 17 Skeletons Shadows Weretigers 18 Snakes, large Toads, giant Werewolves 19 Spiders, large Wolves Wight apes 20 Zombies Wolves, dire Wraiths --------------------------------------------------------------------------- 1-20 Table 4 Table 5 Table 6 --------------------------------------------------------------------------- 1 Basilisks Black pudding Brontosaurs 2 Cave bears Chimeras Cyclops 3 Crocodiles, giant Dragon, mature Dragon turtles 4 Djinni Efreeti Dragons, ancient 5 Dragon, adult Elemental (8 HD) Dragons, old 6 Giants, hill Giants, cloud Elemental (12 HD) 7 Griffons Giants, fire Elemental (16 HD) 8 Hydra (7 headed) Giants, frost Giants, cloud 9 Lions, spotted Giants, stone Giants, storm 10 Manticoras Golems, clay Gothrog 11 Minotaurs Golems, flesh Hydras (12 headed) 12 Non-player characters Gorgons Living statue, iron 13 Sabre toothed tigers Hydras (8-11 headed) Non-player characters 14 Salamanders Living statue, stone Purple worms 15 Scorpions, giant Mastodons Stegosaurs 16 Snake, giant Non-player characters Titan 17 Spectres Octopi, giant Titanotheres 18 Trolls Treants Triceratops 19 Werebears Vampires Tyrannosaurus Rexes 20 Wyverns Woolly rhinoceroses Woolly mammoths --------------------------------------------------------------------------- Where non-player characters are indicated, these will be bands of 1-6 leveled characters of a randomly determined type (fighters, magic-users or clerics, with thieves appearing optionally). Each non-player character has as many experience levels as the dungeon level they are encountered on, and the whole group will be accompanied by 2-12 mercenaries, as well as 1-6 pages, acolytes or apprentices with up to half as many experience levels as their superiors. Fighters have a 10% chance per experience level of possessing a magic sword and are half as likely to possess a magic shield or magic armor. Clerics are 2% likely per experience level to possess a magic mace, flail, hammer, or staff and are 5% likely to possess a magic shield or magic armor. Magic-users are 5% likely per experience level to possess a magic wand, and are equally likely to possess a magic ring or a miscellaneous magic item. In all cases, check separately for each item. Treasure Guarded by Traps Traps are frequently set to guard treasures. Where this is indicated the trap can be designed thoughtfully to fit the environs, or randomly as above. The treasure should include 200-1,200 sp per dungeon level, plus a 50% chance of 200-1,200 gp per dungeon level, plus a 5% chance per dungeon level of a like value in gems or jewelry, plus a 5% chance per two dungeon levels of 1-3 items from the Any Treasure table. Unguarded Treasure Unguarded treasures are as above and should be hidden behind secret doors, under trapdoors or floors, up chimneys, made to look plain or invisible by illusions, or locked in safes or strong boxes. In short, the players should face some challenge to gain them. Sample Dungeon Level Following is an example of how a dungeon level might be contrived. The key areas A, B, and C have been placed by design with the remainder randomly determined and embellished with imagination. [Image: sample dungeon map] A. Black Dragon Lair. Two black dragon young were ensconced here by their mother who has since gone missing. A single young black dragon [AC 4, MV 9"/18", HD 3, hp 12] remains now, furious that he has been "abandoned". The chamber is flooded with water which has turned foul because of the dragon (who can breathe underwater). Natural light enters via an overgrown sink hole above, which he can wriggle out of. The dragon spends most of his time below the water along with his treasure, so neither will be seen immediately. The treasure is 800 gp, 2,000 sp, 20 green gemstones worth 10-40 gp each, and an enchanted spear +1, +3 versus reptiles. B. Kobold Digs. 9 kobold warriors [AC 7, MV 6"/9", HD ½], 15 non-combatants, a kobold King [1+1 HD], and his 6 body guards [1 HD] dwell in areas B1 and B2. The kobold King's treasure is a chest of 700 sp; the renegades at area 4 have stolen the rest of his loot. C. Eye of the Wold. An escape capsule from a space ship was entombed in the rock here hundreds of years ago. Entry is via a keypad pressure door of unknown operation. Inside are 4 androids [AC 9, MV 12", HD 3] in cryogenic chambers. Each can be activated and, after a turn of "defrosting", is thereafter equal to a 2nd level magic-user with 3 HD. Alignment and reaction of each should be determined randomly. They have no knowledge of their origin or purpose. They have 15 brittle, colored crystal "wands" worth 20-80 gp each as a crystal, but each one has a single 1st level spell encoded in its crystalline structure (if discovered, treat these as spell scrolls). 1. Orcs. An expeditionary company of 10 orcs [AC 7, MV 9", HD 1] are sheltering here from daylight, or preparing to depart if night has already fallen. They are superstitious about the "smell" of the dungeon and have no plan to delve farther. 2. Fountain Room. This quiet chamber contains a fountain with a cool, steady trickle of fresh water. It seems an ideal place to rest but wandering monsters will occur here twice as frequently as usual. 3. Lake Chamber. The southern end of this great vault is flooded by a cold, dark body of water. The air carries the tang of chlorine and there are numerous small, dead fish floating in the lake. The water has been poisoned by the dragon in neighboring area A. 4. Pretender's Foothold. 15 renegade kobolds [AC 7, MV 6"/9", HD ½] led by a pretender King [1+1 HD] contest the "safer" territory of the dungeon level with their brethren at area B. These will venture into areas 3 and 5 but no farther. Their treasure is hidden in a low tunnel behind a secret door; an opening covered by a moveable rock. The treasure consists of 500 sp and a necklace worth 25 gp. 5. Dusty Room. This place is empty but kobold lookouts from area 4 keep an eye on it. 6. Hobgoblin Party. 8 hobgoblins [AC 5, MV 9", HD 1+1] from the northern parts of the dungeon have come to investigate rumors of a dragon (and its treasure). Should they find it their orders are to hasten back in greater numbers. 7. Deadly Pool. This central chamber contains a large, still fountain. Scores of gold and silver coins can be seen in the apparently shallow pool but the water is in fact 10ft deep and poisonous -- drinking it will be fatal although a successful saving throw versus poison results instead in an enchanted slumber for 1-6 hours. Swimming in the water without drinking it allows a +4 adjustment to the saving throw. 8. Quiet Room. This vault is strangely quiet but completely benign. 9. Checkpoint. This room might once have been a checkpoint but is long disused. 10. Centipede Nest. This wretched chamber is crawling with 12 hideous large centipedes [AC 9, MV 6", HD ½] that nest in the pile of waste and detritus accumulated here. Buried at the heart of their filthy nest is the body of an unfortunate dwarf whose purse still contains 19 gp. 11. Empty Room. This room is unremarkable excepting that both doors are locked. 12. Apprehensive Chamber. The tang of chlorine lingers near the southern end of this chamber and a few spats of kobold blood can be found upon the floor. The kobolds at area B fear to come this way though they don't know why. 13. Hatchling's Retreat. A truant black dragon hatchling [AC 4, MV 6"/12", HD 1+1, hp 6] from area A has gotten lost and is holed up here. She knows the common tongue but is not magic-using. She is aware of her vulnerability and is content to hide in her secret hole and snap up stray kobolds for meals. She will promise the pick of her mother's treasure to anyone who will lead her safely to area A. She doesn't know the way and will not give away treasure unless she absolutely must. She wears a bejeweled gold ring on each of her fore-claws worth 65 and 80 gp, respectively. 14. Pit Trap. This intersection conceals a 20ft deep pit trap which will open should anyone cross it with the resulting fall causing 2-12 hit points of damage. Anyone aware of the pit can edge their way around it without triggering it. The trap resets itself 2 turns after it is sprung. 15. Stair. This spiral stair leads down to dungeon level 2... Underworld Exploration The referee is advised to keep careful track of time and resources as the players explore the underworld. Exploration is conducted in turns of 10 minute duration where 1" distance represents 10ft. Thus a movement rate of 12" is reckoned to be 120ft underground with two such moves allowed per turn of cautious progress; listening for noises, watching for ambush, making a map, and so on. If all caution is abandoned (during flight or pursuit, for example) then movement is quadrupled but mapping becomes impossible. # Searching Searching for traps, treasure, or secret doors should take a full turn. The referee must adjudicate how long other activities will take including hiding, the use of divinations, circumventing traps, and so on. # Light Light is essential underground. Torches, lanterns, and magic spells can be used to illuminate the way though the former might be extinguished by sudden gusts of wind. Torches and lanterns will light a 30ft radius and burn for 6 or 24 turns, respectively. Dungeon denizens are assumed to see well in the dark, however, and carrying light will ruin any possibility of surprising them except when coming through a door. # Listening A dungeon should be troubled by distant creaks, echoes, and moans, and any player may wish to listen for these, or at a door before trying it, as a precautionary measure. In such cases the referee should throw a six-sided die for the player with a result of 6 (or a result of 5-6 for dwarfs, elves and halflings) indicating that the character identifies any audible sound. Bickering orcs will be rackety, for example, while the undead will be absolutely silent. # Doors Doors in the dungeon are typically stuck and must be forced by strength. Men, dwarfs, and elves can defeat these with a throw of 5-6 on a six-sided die, while halflings and other weaklings would usually require a throw of 6. Bursting through a door in this manner might surprise whomever is on the other side, but any failed attempt will automatically ruin this opportunity and might also attract wandering monsters to the noise. Two characters can simultaneously apply their strength to a single door, but they will be unable to react to whatever is lurking on the other side as they burst through. Dungeon denizens have the knack of opening each dungeon door and can pass through easily unless a door has been held shut by the characters. Despite the difficulty in opening them doors will automatically close. Even if a door is wedged open by the characters it will later be found to have been closed if the referee throws a 5-6 on a six-sided die. # Secret Doors Secret Doors and passages will be discovered by any player actively searching if the referee throws a 5-6 (or 3-6 for elves and also thieves if these are used) on a six-sided die. Locating a secret door will reveal the mechanism for opening it, but not activate it. The secret door must be intentionally opened by the character. # Traps Traps are sprung if the referee throws a 5-6 on six-sided die as a character passes over or nearby. Many of these are deadly. Traps can be located before they are sprung, however, in much the same manner as can secret doors (note also the capabilities of dwarfs). Once found a trap can usually be circumvented or avoided. # Rest One turn of rest is required after a combat or any hour of exploration and two turns of rest are required after flight or pursuit. # Underworld Encounters Each dungeon level can contain thoughtfully prepared encounters as well as wandering monsters. The former are monster lairs, hideouts, treasuries, meeting places, and so on devised during dungeon level design. The referee should also check for wandering monsters at the end of each turn of exploration. This is done by throwing a six-sided die with a 6 indicating the appearance of monsters. The kind of monster should be determined randomly. This is accomplished by dicing for the dungeon encounter table to use and then dicing on that table to determine which kind of monster appears. # Wandering Monsters The number of wandering monsters appearing should be as per the "No. Encountered" for their type. Having determined their numbers the referee should then throw to determine whether there is a lair of such monsters nearby. If so, then any member of the wandering group slain or captured is deducted from those found later in the lair. More fearsome monsters will often be fewer in number, but even the lowliest sorts can be deadly in their multitudes. The referee can exercise his discretion if an undesired encounter is indicated, remembering always that deeper dungeon levels are intended to be more dangerous than shallower dungeon levels. # Surprise When wandering monsters are encountered the referee should first determine whether either party is surprised. Surprise is possible only when either or both parties are unaware of the other. Light, noise, listening at or forcing doors, and various divinations can negate the possibility of surprise, otherwise either party will surprise the other with a throw of 5-6 on a six-sided die. Thieves (if these are used) instead surprise with a throw of 3-6. # Encounter Distance If either party is surprised the encounter will begin at 10-60ft distance and the surprised party will be unable to respond for one turn. Otherwise, the encounter will begin at 20-120ft distance. Melee range is 1" (10ft in the underworld). # Monster Behavior With or without surprise the direction and manner of a monster's approach should be adjudicated by the referee in accordance with its type, the surroundings, and the disposition of the players. Unintelligent monsters will simply attack, while those with any cunning will judge the situation accordingly. Chaotics are predisposed to attack lawfuls, and vice versa, and normal man-types will only attack 4th (or higher) level fighters if there are no other targets. The referee can otherwise determine monster behavior according to the following table, adjusting any result for bribes offered, perceived threats, differences of race or alignment, and so on. ========================== Reaction Check ========================== 2-12 Reaction -------------------------- 2 or less Hostile 3-5 Negative 6-8 Uncertain 9-11 Positive 12 or more Enthusiastic -------------------------- # Avoiding Monsters The players have the option to flee unchallenged whenever monsters are surprised or are more than 3" (30ft in the underworld) distant. Monsters will pursue unless they are surprised or have a proper motivation not to. Flight and pursuit speed is four times normal pace with no mapping possible. The gap will open or close according to the movement rates of the two parties, and pursuit will continue for so long as the pursuers do not fall more than a full move behind (more than 90ft behind for pursuers with a movement rate of 9"). The players may wish to discard treasure or equipment in order to lighten their encumbrance and increase their speed. Should the players turn a corner, take a stair, or pass through a door, the pursuers will continue only if a throw of a six-sided die is 5-6. Discarded foodstuffs will distract unintelligent pursuers with a throw of 2-6 on a six-sided die, and animal or intelligent pursuers with a throw of 4-6 or 6, respectively. Treasure is inversely likely to distract pursuers, and burning oil is also an effective deterrent. # Maintaining Freshness As the players explore a dungeon level its monster stocks and treasures will begin to be diminished, and so too will its mystery. While egress to the greater challenges of lower levels is desirable, the referee should never allow any dungeon level to become too well known. If ever even a single chamber is left unguarded for any length of time there is the possibility of new denizens arriving to replace losses. These might be from adjacent areas, lower levels, or newly excavated passages. Monsters that previously eluded the players might fortify areas by blocking or collapsing passages, barring doors, setting new traps, and so on. Intelligent monsters might set alarms or leave warnings in case of the players' return. The referee should not shy from extending the limits of a dungeon so that fresh areas always await exploration. Should the players nonetheless become blasé the referee can introduce wholesale change due to cave-in, subsidence, flooding, supernatural winter, reality distortion, slime plague, and so on. These are but a few of the options the referee can employ to keep a dungeon fresh and challenging. # Combat These mechanics are intentionally abstract so that combat is fast and furious. # Time and Movement For the purpose of underworld combat 1" represents 10ft and each turn is one minute in duration. A lot can happen in one minute of combat and any turn can be decisive. # Surprise Surprise allows one turn of unanswered actions. If these should include attacks they will be at +2 to hit and, if struck, a target will drop anything held with a throw of 1-2 on a six-sided die. # Intentions Each player declares his intent for the upcoming turn, stating whether his character will attack, utter a spell, overturn a boiling cauldron, or whatever. # Initiative The referee then resolves all actions for the turn in whatever order he judges fair. He may grant initiative to those firing missiles into advancing enemies, those set to receive a charge, those with the advantage of reach, and so on. If reaction speed is in question then initiative can be determined by throwing one six-sided die per group, or per combatant (adjusting for dexterity), with the higher score gaining the first opportunity to attack that turn. Magic spells are treated much as are other actions, excepting that they are ruined if the caster is interrupted before completing his spell. # Melee Any character within 1" is eligible to attack or be attacked in melee combat. # Attack Rolls Performance throughout a turn of combat is determined with a single attack roll; a throw of one twenty-sided die. However, against normal-types, monsters and fighters instead throw one attack roll for each of their own hit dice. When a single attack roll is used the attacker strikes according to his level (for characters) or number of hit dice (for monsters). When multiple attack rolls are used the attacker always strikes as a 1 hit die monster, regardless of how many levels or hit dice he actually has. In either case attack rolls are adjusted for tactical factors, magic weaponry, enchantments, and so on, and the result compared to the target's armor class on the attack matrix. A total equal to or greater than the number required indicates an effective turn of action (an "hit"). Anything less indicates an ineffective turn of action (a "miss"). ============================================================================ Referee's Attack Matrix ============================================================================ Character Level | Monster | 20-Sided Roll Required Magic- Clerics, | Hit | To Hit Armor Class Users Thieves Fighters | Dice | 9 8 7 6 5 4 3 2 --------------------------+---------+--------------------------------------- 1-2 1 . | Up to 1 | 11 12 13 14 15 16 17 18 3-4 2-3 1-2 | 1+ | 10 11 12 13 14 15 16 17 5-7 4-5 3 | 2 | 9 10 11 12 13 14 15 16 8-9 6-7 4-5 | 3 | 8 9 10 11 12 13 14 15 10-11 8-9 6 | 4 | 7 8 9 10 11 12 13 14 12-13 10-11 7-8 | 5-6 | 6 7 8 9 10 11 12 13 14-15 12 9 | 7 | 5 6 7 8 9 10 11 12 16-17 13 10 | 8-9 | 4 5 6 7 8 9 10 11 18-19 14-15 11 | 10 | 3 4 5 6 7 8 9 10 20-21 16-17 12-13 | 11-12 | 2 3 4 5 6 7 8 9 22-23 18-19 14 | 13 | 2 2 3 4 5 6 7 8 24-25 20-21 15 | 14-15 | 2 2 2 3 4 5 6 7 26-28 22-23 16 | 16 | 2 2 2 2 3 4 5 6 29-30 24-25 17-18 | 17-18 | 2 2 2 2 2 3 4 5 31-32 26 19 | 19 | 2 2 2 2 2 2 3 4 33-34 27 20 | 20-21 | 2 2 2 2 2 2 2 3 --------------------------+---------+--------------------------------------- # Damage If a single attack roll is used a hit will cause 1-6 hit points of damage and be adjusted for strength, magical weaponry, and other factors. Spears set to receive a charge will instead cause 2-12 hit points damage, and large monsters may cause more damage. If multiple attack rolls are used versus normal-types each hit causes exactly 1-6 hit points of damage -- all other adjustments are already represented by the multiple attack rolls. For example; An ogre has 4+1 hit dice and causes 3-8 hit points damage on a hit. Against a (heroic) 3 hit dice fighter an ogre throws a single attack roll as a 4 hit dice monster with a successful hit causing 3-8 hit points damage. Against (normal) mercenaries with 1+1 hit die an ogre instead throws 4 attack rolls as a 1 hit die monster with each successful hit causing 1-6 hit points damage. # Space Required Note that melee requires space. The referee should allow perhaps three men to stand abreast in a 10ft wide passage if they carry spears; swords and axes would require more space. Up to six men can surround a single man-sized target (with rear attacks striking at +2 to hit), while up to eight men can surround a larger monster. # Zero Hit Points Should any character be reduced to zero (or fewer) hit points he is slain, but whether sustaining damage will otherwise affect a character is left to the referee's discretion. Any unresolved attacks of a slain character are wasted. # Missile Fire Missile fire is as melee combat except that attack rolls represent shooting at range and are adjusted for dexterity. Short range fire (including most missiles shot underground) is at +2 to hit. Hand-hurled missiles are reckoned to always be at medium range and are thus at +1 to hit. Long range missile fire is usually possible only outdoors and is at normal hit probability. All missile fire on the move (other than for elves firing bows) is at –2 to hit. Firing into melee is extremely risky and is not normally allowed. Fireballs, lightning bolts, and like missiles must occupy their full area of effect. Hurling these into confined spaces will cause them to rebound off walls to fill the necessary space, including back towards the caster. # Attacking to Subdue Most intelligent monsters (including man-types) can be subdued and made to surrender if this intent is announced prior to attacks being resolved. Damage from subdual hits is recorded separately to damage from actual hits. After any turn in which damage is suffered the referee must determine the sum of subdual damage sustained as a percentage of actual hit points. Confidence is then checked by throwing a hundred-sided die with any result lower than the percentage of subdual damage sustained indicating the monster is subdued. Subdued monsters will obey without reaction checks initially, and can be sold as slaves, pets, curiosities, or else brought into service as retainers if an acceptable offer is made. # Overbearing Man-types can grapple an enemy bare-handed in order to overpower and capture him without killing him. If the defender is armed, or is not a man-type, each attacker must make a successful attack roll before being able to contribute to the overbearing attempt. Otherwise each attacker throws a six-sided die for each of his own hit dice (but no more than six men can attempt to overbear a single man at a time). The defender then throws one six-sided die for each of his hit dice and the totals are compared. If the attackers dice higher the defender will be hopelessly pinned. If the scores are equal the struggle is unresolved and can continue next turn. If the defender dices higher the attackers are thrown back 1" and unable to participate in the struggle next turn. # Saving Throws Saving throws are used when deadly threats occur. They represent one last chance to avert disaster. Players throw for their characters and the referee throws for the monsters. If either throws equal to or greater than the indicated number in the required category the direst consequences are avoided. Anything less invites disaster. # Explanation of Saving Throws # Poison A saving throw versus poison can avert deadly biological attacks including disease, snake bites, scorpion, spider or wyvern stings, imbibing poisoned wine, and wounds from envenomed weapons. This category is also used against the cloudkill and slaying spells. # Wands and Rays A saving throw versus wands and rays can avert rays, beams, and other attacks which can be dodged or deflected including many traps and wands of paralysis or lightning. This category is also used against the disintegrate, finger of death, and lightning bolt spells. # Paralysis and Petrification A saving throw versus paralysis and petrification can avert gross physiological attacks including paralysis by contact with a gelatinous cube, and petrification by medusa, basilisk, cockatrice or gorgon attack. This category is also used against the flesh to stone, haste, hold monster, hold person, polymorph, and slow spells. # Breath Weapon A saving throw versus breath weapon can avert cloud or area attacks including chimera and dragon breath weapons, the wand of ice, and splash attacks including acid, burning oil, or Holy water. This category is also used against the fireball and web spells. # Spells A saving throw versus spells can avert coercive, mind-affecting sorts of magic including dryad and nixie charms, vampire gaze attacks, delirium caused by speaking with godlike beings, and domination by magic swords. This category can also be used against the charm person, color spray, confusion, fear, feeblemind, magic jar, and phantasm spells. # Morale A morale check can be used to determine how monsters (including man-types) will react in potentially life-threatening circumstances. The referee alone adjudicates when morale should be checked but will normally do so whenever potentially deadly circumstances occur. Thus hireling or retainer morale would be checked when a deadly trap is sprung, when attacked by surprise, when losing a battle (at one third losses), when a leader is slain, captured, or routed, and so on. Particularly fearsome foes including the greater dragons and rocs, wraiths, 8th (or higher) level fighters, and so on, will cause normal-types (including player characters) to check morale merely by attacking. # Morale Checks The players have their own morale so their characters are not subject to morale checks unless compelled by magic or other super-normal threat. It may, however, be necessary to check the morale of monsters (including man-types) either fighting the players or serving them. Unintelligent monsters need never check morale in any event. A morale check is made by throwing two six-sided dice for the affected party. The total is adjusted for loyalty, monster type, and other circumstances as appropriate. # Adjustments to Morale Check Monsters are assumed to have a no morale adjustment unless stated otherwise in the explanation of monsters. However, the referee may wish to ascribe a loyalty score to some monsters. This can be done in the same manner as for hirelings or retainers serving the players (by summing three six-sided dice) or by edict. High or low loyalty would adjust the monsters' morale checks accordingly, overruling the generic morale adjustments given in the explanation of monsters. In additional to loyalty the referee can adjust morale checks for specific circumstances including: . Those fighting alongside a 4th (or higher) level fighter adjust their morale by +1, . Evil sorts fighting alongside a wraith adjust their morale by +1, . A bless spell adjusts morale checks of those affected by +1, . Orcs, goblins, and hobgoblins suffer a –1 morale penalty in daylight, . Ghouls, wights, and wraiths suffer a –2 morale penalty in daylight, . Kobolds suffer a –1 morale penalty unless they are defending their lair and they outnumber their enemies by at least 3 to 1, . Mermen suffer a –2 morale penalty on land. See the explanation of monsters for further cases. # Morale Check Outcome The referee can determine monsters' (or retainers') behavior for the next turn by throwing a morale check and consulting the morale check table. =============================== Morale Check =============================== 2-12 Morale ------------------------------- 2 or less Surrender 3-5 Flee 6-8 Back off or hold 9-11 Press for advantage 12 or more Charge impetuously! ------------------------------- The referee should interpret the outcome by considering the capabilities and disposition of the affected party; non-combatants would not attack, troops defending a fortification would not abandon their advantage while their position holds, and so on. # Healing Lost hit points can be recovered by magical means and also by ordinary rest, albeit at a much slower rate. One hit point is regained for every two days of complete rest in which no other productive activity can be undertaken. Wilderness Exploration The referee will already have a map of the players' starting location and the surrounding countryside. This will be critical for further exploration and for the establishment of strongholds, trade, and alliances later in the game. Whether regions unknown to the players are drawn in advance or as they explore is up the referee. In either case the principal features should be placed thoughtfully with the remainder being filled in by random determination. ==================================================================== Random Determination of Wilderness Terrain ==================================================================== Random Random Terrain Adjacent to Hex of Known Type 2-12 Terrain Open Wood Mountain Desert Swamp -------------------------------------------------------------------- 2 Desert Desert Open Open Open Mountain 3 Desert Open Mountain Open Mountain Swamp 4 Open Open Wood Desert Mountain Swamp 5 Open Mountain Wood Mountain Desert Swamp 6 Wood Open Wood Mountain Desert Swamp 7 Mountain Open Open Open Desert Wood 8 Wood Open Wood Mountain Desert Swamp 9 Open Wood Wood Mountain Desert Swamp 10 Open Open Wood Wood Desert Swamp 11 Open Open Wood Mountain Desert Open 12 Swamp Swamp Swamp Mountain Open Open -------------------------------------------------------------------- In addition to its terrain type each hexagon can possibly contain one (or more) significant features. These can be determined as follows: ====================================================================== Random Determination of Wilderness Features ====================================================================== 2-12 Open Wood Mountain Desert Swamp ---------------------------------------------------------------------- 2 Lair River$ . Lair . 3 Ford* River Lair . Lair 4 . . . . River 5 River . . . River 6 Village . . . Trail 7 Village . . . . 8 . . . . . 9 . . . . . 10 . . . . . 11 . Trail Trail . . 12 Town Stronghold+ Stronghold+ Stronghold Stronghold+ ---------------------------------------------------------------------- * Always with a river and dice again; on 1 add a lair, or on a 6 add a town. $ Dice again; on 1 add a lair, on a 2 add a stronghold, or on a 6 add a village. + Always with a trail. Note that rivers and trails should span a number of hexagons. Excepting in mountains (where river begin), swamps (where rivers end), and open (where trails end), the referee should place these features without dicing when all other adjoining hexes have been resolved without these occurring. # Time and Movement For the purpose of wilderness exploration 1" represents 1 mile and each turn is a day in duration. The standard movement rates in inches are therefore the number of miles covered per day. Each hexagon is assumed to be 6 miles across, so the standard movement rates can be translated into a number of hexagons covered per day. ==================================== Wilderness Exploration Rate ==================================== Move Hexes Transportation Rate per Day ------------------------------------ Man afoot 12" 2 Man afoot, encumbered 6" 1 Dwarf afoot 9" 3/2 Horse, riding 24" 4 Horse, draft 12" 2 Horse, war 18" 3 Wagon train 6" 1 Mule 12" 2 ------------------------------------ Difficult terrain including woods, swamps, and desert all slow ground movement by half except along a trail. Rivers are impassable other than at fords and bridges, as are mountains other than by trails that can be navigated only on foot at half rate. # Resting All travelers require a full day of rest after six days on the move. Dragons require a full week of sleep after six weeks of activity instead. # Visibility Visibility is generally limited to one hex (6 miles) range from a good vantage in open terrain. However, the referee may wish to allow visibility of up to three hexes (18 miles) when surveying open terrain from mountain passes, or up to 11-16 hexes (up to 100 miles) from a lofty mountain summit in clear weather. Note that intervening terrain and weather conditions can severely restrict visibility. # Weather Weather conditions should be determined each day in the wilderness. If the previous day was hot roll one six-sided die and add 1, or if it rained the previous day roll one six-sided die and add 6. Otherwise roll two six-sided dice to determine conditions each day. ==================== Wilderness Weather ==================== 2-12 Weather -------------------- 2-3 Hot 4-6 Clear 6-7 Clearing 8-9 Overcast 10 Light rain 11 Rain 12 Hard rain -------------------- Hot weather will cause thirst, increase fatigue, and halve movement rate. Hot weather will also cause greater risk of fire in the dry season. Rain of any sort will reduce visibility. Hard rain will halve movement rate, as will any rain in the wet season. # Becoming Lost So long as players stick to established routes they will have little difficulty navigating from one settlement to another. However, once they strike out into the wilderness it is possible to become lost. The referee should secretly throw a six-sided die for the players each day with a 1 indicating geographical embarrassment in open terrain, a 1-2 indicating such in woods or mountains, and a 1-3 indicating such in swamp or desert. If characters become lost they will move in an undesired direction that day but not realize it. # Fords Rivers and waterways are generally impassable other than at fords and bridges (except with a control water spell). These will frequently be occupied and should an encounter occur in the vicinity of a ford or bridge the referee may assume the encounter is at that feature. # Settlements Villages and towns have 100-400 and 1,000-6,000 inhabitants, respectively. Areas surroundings friendly towns are usually relatively safe. Farther from civilization, however, roads are unkept and there will be few patrols. Folk in these parts are unfriendly if not dangerous, and any kind of monster might be encountered. The referee can assume that the 3 hexes (18 mile radius) around a friendly stronghold is cleared, patrolled, or otherwise relatively safe. Towns and villages control smaller areas, but all that lies beyond this immediate vicinity is known as "wilderness". These vast tracts are none the less dotted with villages and castles of unknown disposition, as well as enclaves, ruins, and other curiosities awaiting discovery. # Strongholds Where a stronghold is indicated it is an occupied keep, tower, or fastness at a strategic locale such as a bluff, crossroads, valley, bridge or island. The principal resident of the stronghold should be determined randomly, as follows: ==================================================================== Stronghold Resident ==================================================================== 1-6 Align Class Entourage (1-6) -------------------------------------------------------------------- 1 C Anti-cleric 1 Anti-heroes, 2 Lycanthropes, 3 Medusae, 4 Mummies, 5 Specters, 6 Vampires 2 C Magic-user 1 Basilisks, 2 Chimeras, 3 Dragons, 4 Efreet, 5 Elemental, 6 Gargoyles 3 C Fighter 1 Anti-heroes, 2 Dragons, 3 Giants, 4 Manticoras, 5 Ogres, 6 Trolls 4 N Fighter 1 Djinn, 2 Giants, 3 Griffons*, 4 Heroes, 5 Lycanthropes, 6 Wyverns 5 N Magic-user 1 Centaurs, 2 Djinn, 3 Dragons, 4 Elemental 5 Gorgons, 6 Minotaurs 6 L Cleric 1 Centaurs, 2 Elemental, 3 Heroes, 4 Hippogriffs*,5 Rocs, 6 Treants -------------------------------------------------------------------- * with riders. The resident will be of 9th to 12th experience level and will be attended by an entourage as indicated above. These are as for a lair of the appropriate type, or else 1-6 individuals where no lair type is given. Heroes and anti-heroes indicate bands of 3-18 fighters of 3rd to 6th experience level (determined individually). The resident may also have one or several lieutenants of level 5-8. A fighter is 50% likely to be attended by a cleric or a magic-user. A magic-user is 50% likely to be attended by a fighter or 1-6 apprentices (magic-users levels 3-6), while a cleric is 50% likely to be attended by a fighter or 1-6 assistants (clerics levels 3-6). In each case check separately for either. Regardless of the above a stronghold is manned by a force of 30-180 soldiers with a similar number of supporting staff. If the principal resident is chaotic these are 50% likely to be orcs, otherwise they are men. Should the characters pass near a stronghold the resident's scouts or spies will spot them with a throw of 6 on a six-sided die at two hexes distance, with a throw of 5-6 at one hex distance, and with a throw of 4-6 if they pass within the same hex as the stronghold itself. If they are spotted, or if they hail the stronghold directly, the resident will respond to their presence. A chaotic strongholder will always attempt to slay, capture, enslave, or deceive the players to gain whatever treasure or knowledge they might have, or hold out against them if they are overly powerful. A resident fighter will challenge the highest level fighter to a joust (which can be resolved, initially, using the rules given for fighting to subdue). If the player character should joust and win he earns the right to the challenger's hospitality for up to a full month for himself and his company although the challenger might be reluctant to pay! Should a player joust and lose the challenger will demand his armor. If the players lack a fighter or decline the contest the challenger will levy a toll of 1,000-4,000 gp for their passage. A magic-user will exact a toll of one magic item of his choice from the player characters, or else 1,000-6,000 gp if they have nothing desirable. If they cannot pay the magic-user may geas them to collect the necessary treasure on some quest. The magic-user will take his pick of any treasure recovered, or perhaps all of it. A lawful cleric will require a tribute for his temple amounting to one-tenth part of whatever wealth the player characters have. If they cannot pay the cleric may quest them to perform some lawful mission, which if performed successfully will earn them his hospitality. An anti-cleric may demand one-forth part of whatever wealth the player characters have and simply slay them if they cannot pay, or else quest them to perform some chaotic mission that might be their undoing. # Wilderness Encounters Wandering monsters occur in the wilderness as they do in the underworld. The referee should check once per day in the immediate vicinity of a friendly settlement or stronghold with a throw of 6 on a six-sided die indicating an encounter. In the wilderness proper he should check once per day in open terrain or desert, or twice per day in woods, swamps, mountains, and riverlands. The referee should make one additional check per day if the players are lost, or at a bridge or ford. When an encounter is indicated the referee can determine the type of monster by dicing on the appropriate wilderness encounter table for the terrain type. ================================================================================= Wilderness Encounter Tables ================================================================================= 1-20 Plain Wood Jungle --------------------------------------------------------------------------------- 1 Dinosaurs, any Bears Ants, giant 2 Dogs Boars, normal/giant Apes 3 Dragons, any Centaurs Basilisks 4 Dwarfs Centipedes, large/giant Bats, normal/giant 5 Elves Cockatrices Beetles, giant 6 Giants, hill Dragons, green Centipedes, large/giant 7 Gnolls Dryads Dinosaurs, any 8 Goblins Elves Dragons, green 9 Gorgons Lycanthropes Hydras 10 Hobgoblins Medusae Kobolds 11 Horses Men Leeches, giant 12 Lions Non-player characters Lizard men 13 Lycanthropes Ogres Lizards, large/giant 14 Mastodons Pixies Medusae 15 Men Purple worms Men 16 Non-player characters Snakes, large/giant Non-player characters 17 Ogres Spiders, large/giant Purple worms 18 Orcs Treants Scorpions, giant 19 Purple worms Unicorns Snakes, large/giant 20 Titanotheres Weasels, giant Spiders, large/giant --------------------------------------------------------------------------------- 1-20 Mountain Desert Arctic --------------------------------------------------------------------------------- 1 Cave bears Ants, giant Cave bears 2 Cavemen Cavemen Cavemen 3 Chimeras Centipedes, large/giant Cyclops 4 Dragons, red Chimeras Dogs 5 Dwarfs Cyclops Dragons, white 6 Elemental, earth Djinn Elemental, air 7 Gargoyles Dragons, blue Giants, frost 8 Giants, stone Efreet Gnomes 9 Goblins Elemental, fire Lions, spotted 10 Griffons Giants, fire Living statues, any 11 Hippogriffs Gnolls Mastodons 12 Hobgoblins Living statues, any Men 13 Lions, spotted Manticoras Non-player characters 14 Men Men Purple worms 15 Minotaurs Mummies Sabre toothed tigers 16 Non-player characters Non-player characters Thulls 17 Rocs Purple worms Wolves 18 Sabre toothed tigers Salamanders Wolves, dire 19 Trolls Scorpions, giant Woolly mammoths 20 Wyverns Snakes, large Woolly rhinoceros --------------------------------------------------------------------------------- 1-20 Swamp Town Necropolis --------------------------------------------------------------------------------- 1 Basilisks Cavemen Bats, normal/giant 2 Crocodiles Doppelgangers Centipedes, large/giant 3 Crocodiles, giant Dwarfs Gargoyles 4 Dinosaurs, any Elves Ghouls 5 Dragon turtles Ghouls Goblins/Hobgoblins 6 Dragons, black Giants, any Golems, any 7 Giants, hill Gnolls Manticoras 8 Hydras Goblins Men 9 Kobolds Golems, any Mummies 10 Leeches, giant Halflings Non-player characters 11 Lizard men Hobgoblins Rats, giant 12 Lizards, large/giant Lycanthropes Shadows 13 Medusae Men Skeletons 14 Men Men Specters 15 Non-player characters Non-player characters Spiders, large/giant 16 Ooze/slime, any Ogres Vampires 17 Purple worms Orcs Wights 18 Snakes, large/giant Rats, giant Wolves, dire 19 Toads, giant Titan Wraiths 20 Trolls Vampires Zombies --------------------------------------------------------------------------------- # Surprise Surprise occurs in the wilderness (as it does in the underworld) with a throw of 5-6 on a six-sided die although animals will not be surprised from upwind, and so on. If the players are surprised they will typically find themselves encircled. # Encounter Distance If either party is surprised an encounter will begin at 10-60 yards distance, and the surprised party will be unable to respond for one turn. Otherwise, an encounter will begin at 20-120 yards distance. Melee range is 1" (10 yards) in the wilderness. # Reaction Monster Monster reaction to the players in the wilderness is as per the underworld. # Evasion and Pursuit A smaller group may desire to evade a larger group rather than encounter them. Hostile monsters (including previously offended stronghold residents) will pursue with a throw of 4-6 on a six-sided die, while non-hostiles will pursue only with a throw of 6. The possibility of evading an encounter is determined by the relative size of the parties. If the evaders are not more than one-quarter as numerous as the pursuers they will evade with a throw of 3-6 on a six-sided die. If they are no more than half as numerous as the pursuers they will evade with a throw of 4-6. Otherwise they will evade only with a throw of 5-6. The odds of evasion are adjusted as follows: # Surprise If the pursuers were surprised then evasion is 1 chance in 6 more likely. If the evaders were surprised there is normally no opportunity to evade, but see Low Visibility and Speed. # Low visibility Woods, misty swamps, night, rain, fog or snow all increase the chance of evasion by 1 in 6, even if surprised. # Speed If either side's movement rate is at least twice as fast as the other's the odds of evasion (or pursuit) are tipped in their favor by 1 chance in 6, even if surprised. To resolve a pursuit scenario the evaders should throw one die. If the result is too low to evade the pursuit catches up with them and an encounter is unavoidable. Otherwise the evaders have managed to gain ground over the pursuit. Assuming the evaders have gained ground the referee should determine whether or not the pursuers will continue to give chase. Unless specific circumstances dictate otherwise the chase will continue with a throw of 4-6 on a six-sided die. If the pursuers throw high enough they have gained ground and the pursuit is still on. Otherwise they have fallen too far behind and the pursuit is over. This is repeated until either the pursuers give up or an encounter occurs. Note that mapping is impossible during a pursuit. The referee should position the evaders somewhere within 1-6 hexes of their starting location at the conclusion of a chase. Both parties must rest for the remainder of the turn (the day) after resolving a pursuit regardless of whether it resulted in an encounter or not. At the beginning of the next turn (day) the players are considered lost. They will not know exactly where they are, only that they have endured a long pursuit and covered many leagues in a general direction. # Seafaring Exploration As with wilderness exploration ocean regions unknown to the players can be mapped in advance or as they are explored. The principal features should be placed thoughtfully with the remainder being filled in by random determination. The referee can use the random wilderness tables to generate seafaring maps. Should this method be desired then open terrain represents ocean, woods represent coast, mountains represent reefs, desert represents islands, and swamp represents perpetually stormy ocean. Likewise, rivers should represent strong currents, fords should represent confluences of such currents, and trails should represent navigable seafaring routes. The other features are as in the wilderness except that villages should be ignored. # Time and Movement Seafaring exploration retains the wilderness exploration timescale of 1 turn per day. Coastal waters (up to 3 hexes, 18 miles, from land) and navigable inland rivers retain the wilderness exploration scale where each 1" of movement rate represents 1 mile traveled per day. The open ocean, however, is so vast and generally free of obstruction that sailing rate is improved threefold such that 1" of movement represents 1 league (3 miles) traveled per day. Exploration by sea is otherwise similar to wilderness exploration excepting that players must of course have some ocean going vessel. These are of two principal types: oared and sailed. # Oared Vessels Oared vessels such as galleys and longships are not restricted by wind direction but galleys, rafts, and boats are not able to withstand the high seas of the open ocean. These are limited to coastal waters except in calm weather. # Sailed Vessels Sailed vessels such as merchants and warships can run swiftly before the wind, but otherwise must progress by a series of turns and tacks at impaired speed. Travel directly into the wind is generally impossible. =================================================== Seafaring Exploration Rate =================================================== Movement Rate Hexes per Day Transportation Oared Sailing Shallow Open --------------------------------------------------- Raft 6" . 1 1 Boat . 6" 1 3 Small galley 12" . 2 2 Large galley 18" . 3 3 Longship 24" . 4 4 Small merchant . 18" 3 9 Large merchant . 12" 2 6 Warship . 6" 1 3 --------------------------------------------------- Movement rates for oared ships assume a full and well trained crew. Poor or incomplete crews can achieve half the listed rate. Movement rates for sailing ships assume running 'fore a fresh wind. All other movement is at half rate. Note that sailing rate is faster on the open ocean as it is possible to sail day and night without obstruction. One hexagon should be added when traveling with a current, or subtracted when traveling against a current. Reserves With the exception of boats and rafts all sailing ships carry reserve oars and all oared ships carry reserve sails to be used if necessary. These allow movement at half rate. # Resting All crews require a full day of rest after six days at sea or immediately after weathering a storm. # Visibility Distance to the horizon is determined by height above sea level. From a ship's deck visibility is limited to one hex (6 miles). From a crow's nest a sailor can see a ship up to two hexes (12 miles) away in clear weather. However, weather conditions can severely restrict visibility. # Weather The wind strength and direction should be determined each day at sea. Roll one six-sided die to determine which hex face the wind is blowing from, and two six-sided dice to determine wind strength. ============================================== Weather and Ship Speed ============================================== 2-12 Wind Sailing Rowing ---------------------------------------------- 2-3 Dead calm No sailing Normal speed 4-7 Moderate Half speed Normal speed 8-9 Fresh Normal speed Normal speed 10-11 Strong +6" (1 hex) Normal speed 12 Storm Special Special ---------------------------------------------- # Strong Winds Boats, rafts, and galleys in strong winds on the open ocean will capsize on a roll of 1-2 on a six-sided die each turn. # Storms Navigation is impossible in storm conditions and any vessel will capsize on a roll of 1-2 on a six-sided die each turn. A vessel that is not capsized is instead moved 2-7 hexes in a direction secretly determined by the referee and will automatically be considered lost. # Becoming Lost So long as the weather remains fair a ship's captain will have no difficulty navigating a known route. However, should the weather turn nasty it is possible to become lost. The referee should throw a six-sided die for each turn spent in strong winds with a 1-2 indicating the players have become lost. If players become lost the referee should move them an unplanned distance/direction on his map that turn without alerting them. # Settlements and Strongholds Settlements and Strongholds occur at sea as they do in the wilderness. These can be wholly or partially submerged, built upon floating pontoons, clinging to rocky prominences, or whatever else the referee desires. Whether these are friendly or unfriendly can be determined with a reaction check. # Encounters at Sea Wandering monsters occur at sea much as they do in the wilderness. The referee need not check for wandering monsters while the players are within three hexes (18 miles) of a friendly port, but they once out to sea proper he should check once each day on the open ocean, or twice each day along a coast or waterway. An additional check should be made each day if the players are lost. In any case a throw of 6 on a six-sided die indicates an encounter will occur. When an encounter is indicated determine the type of monster by dicing on the appropriate seafaring encounter table. If the players are traveling along a coast or inland waterway an encounter is equally likely to occur ashore as at sea. In this case use the appropriate wilderness encounter table. =========================================================================== Seafaring Encounter Tables =========================================================================== 1-20 Waterway Coast Open Ocean --------------------------------------------------------------------------- 1 Crocodiles Crabs, giant Crabs, giant 2 Crocodiles, giant Crocodiles Dinosaurs, mosasaurs 3 Dinosaurs, brontosaurs Crocodiles, giant Dragon turtles 4 Dragon turtles Dinosaurs, brontosaurs Elemental, water 5 Elemental, water Dinosaurs, mosasaurs Fishes, giant 6 Fishes, giant Dragon turtles Fishes, giant 7 Hydras Elemental, water Kraken 8 Kobolds Fishes, giant Leeches, giant 9 Leeches, giant Giants, storm Leviathan 10 Lizard men Hydras Men, pirates 11 Men Kobolds Men, pirates 12 Men, buccaneers Leeches, giant Mermen 13 Men, pirates Lizard men Mermen 14 Mermen Men Nixies 15 Nixies Men, buccaneers Non-player characters 16 Non-player characters Men, pirates Octopi, giant 17 Octopi, giant Mermen Sea serpents 18 Sea serpents Nixies Sea serpents 19 Snake, giant Nixies Snake, giant 20 Toads, giant Non-player characters Squid, giant --------------------------------------------------------------------------- # Surprise Surprise occurs at sea (as it does in the underworld) with a throw of 5-6 on a six-sided die. If the players are surprised the enemy ships or monsters will come at them from upwind, or emerge suddenly out of fog banks or rain squalls, or appear from behind rolling waves, or surface unexpectedly from underwater. # Encounter Distance If either party is surprised an encounter will begin at 10-60 yards distance and the surprised party will be unable to respond for one turn. Otherwise an encounter will begin at 40-240 yards distance. Melee range is 1" (10 yards as in the wilderness). Shipboard artillery range is typically 300 yards. # Monster Reaction Monster reaction to the players at sea is as per the underworld. # Evasion and Pursuit Evasion and pursuit at sea is as per the wilderness with the following additional considerations: + Low visibility occurs in storms, rain, fog, and at night, and, + Evaders who are able to submerge will automatically escape pursuers without this ability unless they are surprised. # Seafaring Combat Vessels can engage in ship to ship (or ship to sea monster) combat. For this purpose ships are treated much as monsters with hull dice instead of hit dice, and hull points instead of hit points. ========================================================================== Ship Statistics ========================================================================== Hull Vessel Dice Artillery Crew -------------------------------------------------------------------------- Raft 1 . 2-4 rowers Boat 1 . 2-4 sailors Small galley 5 1 6-16 sailors, 24-64 rowers, 12-32 marines Large galley 8 2 12-32 sailors, 36-96 rowers, 18-48 marines Longship 6 . 30-80 rower/marines Small merchant 4 . 9-24 sailors, 6-16 marines Large merchant 7 . 18-48 sailors, 15-40 marines Warship 10 4 15-40 sailors, 30-80 marines -------------------------------------------------------------------------- When ship-to-ship (or ship-to-sea monster) combat occurs the referee should use the wilderness combat scale (1" to 10 yards and one minute turns) to resolve maneuvering and missile fire as the combatants approach one another. Wind direction, tactical positions, and vessel facings can be marked on a scale map if desired, or simply noted as closing distances. Oared ships can produce a burst of speed during combat, adding 6" to movement rate for up to three turns after which the crew is exhausted. # Missile Fire Ship board artillery may fire every other turn while spells and missiles may be loosed each turn. Normal missiles are ineffective against ship hulls but are allowed their maximum outdoor range, giving due consideration to weather conditions and ocean swell. Small galleys are assumed to carry a single artillery battery on the fore deck. Large galleys carry two batteries (one fore and one aft), and warships carry four batteries (one each fore, aft, port, and starboard). Artillery hits cause 2-12 points of hull damage and will hole a ship below the waterline on any score of 10 or more hull points. A holed ship will sink in 3-18 turns unless repairs are made. # Ramming Medieval ships are not generally built for ramming but a faster ship may ram a slower ship in the side, circumstances permitting. The ramming ship sustains one hull die damage while the rammed ship sustains half the rammer's hull dice (rounded down) in damage. If 10 or more hull points are sustained the ship is holed below the waterline and will sink in 3-18 turns. Meanwhile, boarding may ensue. # Melee When ships close to ram, grapple, or come along side for boarding the referee is advised to use the dungeon combat scale (1" to 10ft and one minute turns) to resolve any hand-to-hand combat. Ship deck plans can be used much as dungeon maps for this purpose. Troops fleeing from combat will only pitch themselves overboard in fair weather near to land, otherwise they will surrender. # Swimming Any player character who grew up on the coast or by a watercourse, and any non-player character who throws a 4-6 on a six-sided die, is able to swim. In ideal circumstances swimming is at a rate of 6", otherwise 3". A character can swim for at most a single day after which drowning occurs. # Drowning Anyone pitched into the sea risks drowning. Half of any ship's crew cannot swim and will automatically drown. Otherwise, unarmored men who can swim will survive with a throw of 2-6 on a six-sided die if they immediately rid themselves of anything heavier than a dagger. Each heavier item retained increases the risk of drowning by 1 in 6. Leather and mail armor count for 1 and 4 items, respectively, and plate armor causes automatic drowning. There is always a minimum 3 in 6 chance of drowning during a storm. Survival indicates that the character has managed to remove his armor before drowning. Aerial Exploration Should the players acquire winged mounts then wilderness and ocean regions can be mapped by aerial exploration. The referee might also wish to include cloud top domains accessible only on the wing. For these the principles of wilderness exploration should be followed except that open terrain should represent vacant air, woods should represent islands of solid cloud, mountains should represent cloud piercing or floating peaks, desert should represent dangerously insubstantial islands of cloud, and swamp should represent perpetually stormy regions. Likewise, rivers should represent persistent currents, fords should represent confluences of such currents, and trails should represent navigable air tunnels. The other features are as per the wilderness excepting that villages should be ignored. # Time and Movement Aerial exploration retains the wilderness exploration timescale of 1 turn per day. There are two modes of travel on the wing; low and high altitude. At low altitude it is possible to observe or remain in contact with ground level activity including pursuit and combat. However, at low altitude flyers must allow for hazards and turbulence, and weave routes around, between, or over terrain features. At high altitude progress is unimpeded by these concerns (other than the need to roost overnight) and movement speed is doubled. =========================================== Aerial Exploration Rate =========================================== Movement Hexes per Day Transportation Rate Low High ------------------------------------------- Elemental, air 36" 6 12 Djinn 24" 4 8 Dragon, young 18" 3 6 Dragon, adult 24" 4 8 Flying carpet 24" 4 8 Griffon 30" 5 10 Hippogriff 36" 6 12 Pegasi 42" 7 14 Roc, young 48" 8 16 Roc, adult 42" 7 14 Roc, ancient 36" 6 12 ------------------------------------------- # Visibility Distance to the horizon is relative to altitude. In clear weather visibility is 2-6 hexagons (up to 36 miles) from low altitude, or 11-16 hexes (up to 100 miles) from a lofty mountain summit. However, poor weather conditions and intervening mountains will restrict visibility severely. From a high altitude visibility is 11-16 hexes (up to 100 miles) in perfect weather, but is usually limited by cloud cover. # Resting Flying creatures other than air elementals need to roost overnight (or during the day if they travel at night). Additionally, flying creatures other than dragons and air elementals require a full day of rest after six days on the move. Air elementals are tireless fliers, while dragons require a full week of sleep after six weeks of activity. # Weather Although travel by air is quick it is severely affected by poor weather. Weather conditions should be determined by the referee for each day of aerial exploration. Roll one six-sided die to determine which hex face the wind is blowing from, and two dice to determine wind strength. ============================================== Weather and Flying Speed ============================================== Flying Speed 2-12 Wind Fore the Wind Otherwise ---------------------------------------------- 2-3 Dead calm Normal speed Normal speed 4-7 Moderate Normal speed ¾ speed 8-9 Fresh +6" (1 hex) ½ speed 10-11 Strong +12" (2 hexes) ¼ speed 12 Storm Special Special ---------------------------------------------- Aerial travel can be dangerous in strong winds and storms; travelers risk being dashed into obstacles, struck by lightning or flying debris, and so on. # Strong Winds normal-type flying creatures, flying carpets, flying broomsticks, and the like will crash in strong winds with a roll of 1-2 on a six-sided die, checked once each turn. # Storms Navigation is impossible in storm conditions and any flying creatures (other than air elementals) or vessels will crash with a roll of 1-2 on a six-sided die. A flier that does not crash is instead moved 2-7 hexes in a direction secretly determined by the referee and is automatically be considered lost. # Becoming Lost So long as the weather remains fair a flier will have no difficulty navigating a known route. However, should the weather turn nasty it is possible to become lost. The referee should throw a six-sided die for each turn spent in strong winds with a 5-6 indicating the players have become lost. If players become lost the referee should move them an unplanned distance/direction on his map that turn without alerting them. # Settlements and Strongholds Settlements and Strongholds occur in the air as they do in the wilderness. At low altitude these are likely to be on the ground. If these are discovered at high altitude they could be levitating towers, built upon cloud banks, suspended by squadrons of hot air balloons, or whatever else the referee desires. Whether these will be friendly or unfriendly can be determined with a reaction check. # Aerial Encounters Encounters occur in the air much as they do in the wilderness. The referee should check once each day with a throw of a 6 on a six-sided die indicating an aerial encounter. =========================================================================== Aerial Encounter Tables =========================================================================== 1-20 Mountain peaks Open Sky* Cloud tops* --------------------------------------------------------------------------- 1 Cavemen Chimeras Chimeras 2 Chimeras Dinosaurs, pterodactyls Cockatrices 3 Cockatrices Dinosaurs, pterodactyls Dinosaurs, pterodactyls 4 Dinosaurs, pterodactyls Djinn Djinn 5 Dragons, white Dragons, any Dragons, golden 6 Elemental, air Elemental, air Elemental, air 7 Gargoyles Elemental, air Elves 8 Giants, stone Elves Giants, cloud 9 Giants, storm Griffons Giants, storm 10 Goblins Hippogriffs Griffons 11 Griffons Invisible stalker Hippogriffs 12 Hippogriffs Manticoras Invisible stalker 13 Hobgoblins Men Manticoras 14 Invisible stalker Men, pirates Men 15 Manticoras Men, pirates Men, pirates 16 Men Non-player characters Non-player characters 17 Non-player characters Pegasi Pegasi 18 Pegasi Rocs Pixies 19 Rocs Rocs Rocs 20 Wyverns Wyverns Wyverns --------------------------------------------------------------------------- * Man-types are equipped with air ships as necessary. When an encounter is indicated determine the type of monster by dicing on the appropriate encounter table. If the players are traveling at low altitude an encounter is equally likely to occur on the surface as on the wing. In this case use the appropriate wilderness encounter table. # Surprise Surprise occurs in the air (as it does in the underworld) with a throw of 5-6 on a six-sided die. If the players are surprised their enemies will typically come at them from above, or emerge suddenly out of clouds or rain squalls, or appear from out of the dazzling glare of the sun. # Encounter Distance If either party is surprised an encounter will begin at 10-60 yards distance and the surprised party will be unable to respond for one turn. Otherwise an encounter will begin at 40-240 yards distance. Melee range is 1" (10 yards) as it is in the wilderness. Airborne artillery range is typically 300 yards. # Reaction Monster Monster reaction to the players on the wing is as per the underworld. # Evasion and Pursuit Evasion and pursuit on the wing is as per the wilderness with the following additional considerations: + Low visibility occurs in storms, rain, clouds, looking directly into the sun, and at night, and, + Evaders who are able to fly will automatically escape pursuers on the ground without this ability unless they are surprised. # Aerial Combat Players with winged mounts or other means of flight can engage in aerial combat. Excepting air air elementals, larger creatures are clumsier fliers than are smaller creatures. Climbing is slow, diving is fast. When air-to-air combat occurs the referee should use the wilderness combat scale (1" to 10 yards and one minute turns) to resolve maneuvering and missile fire as the protagonists engage. Altitude, wind direction, tactical positions, and facings can be marked on a scale map if desired, or simply noted as closing distances. # Missile Fire Airborne artillery may fire every other turn while spells and missiles may be loosed each turn giving due consideration to air speed and weather conditions. Missile fire from the air is always considered to be at long range and, against aerial targets, attack rolls are penalised by –4. However, on an unmodified attack roll of 20 a rider is unhorsed and will fall, or else a critical flight muscle is maimed and the flier will crash to the ground. Large creatures can bombard ground targets by dropping rocks, logs, bodies, or similar missiles from above. These are treated as artillery attacks. # Melee Aerial melee range is 1" (10 yards) whereby hand-to-hand attacks are made in passing clashes similar to a jousting match. Should a combatant lose the initiative by 3 or more points on the die he is unable to riposte that turn unless his speed and heading match his opponent's. # Falling Falling or otherwise crashing is a constant hazard for fliers. A fall to earth from a low altitude will cause 1-6 dice of damage (1-6 to 6-36 hit points). A fall to earth from a high altitude will cause 10-60 hit points of damage after 1-4 turns (minutes) free falling. # Constructing a Stronghold A wealthy character may wish to construct a stronghold such as a keep, tower, castle, or whatever is affordable. If he has reached 9th level he is always allowed to establish this stronghold, otherwise he will require permission from the regional ruler. Depending upon the character's alignment, charisma, and political prospects, such permission may not always be forthcoming. Monsters must be cleared from within three hexes (18 miles) of the site before any construction can commence. Once a fortification has been established, however, the surrounds will remain clear of monsters so long as they are patrolled satisfactorily. The region within three hexes of a stronghold (37 hexes total) will typically contain 2-8 villages of 100-400 inhabitants; these and other features can be determined by the referee using the random wilderness hex tables. If the occupier of a stronghold is at least 9th level he is entitled to collect 1 gp per month from each inhabitant for their protection. Clerics may collect an additional 1 gp per month for spiritual donations where alms are provided and services conducted. These revenues may be used by the player to swell his personal treasury or to further his fledgling realm with roads, bridges, fortifications, inns, churches, animal husbandry, or whatever else. How these activities will impact the character's reputation and his political prospects is for the referee to decide. Below are the costs of common structures though any variation in size should adjust costs proportionately. =========================== Cost of Structures =========================== Structure Cost --------------------------- Barbette 1,000 gp Barbican 14,000 gp Bastion 3,000 gp Building, stone 2,500 gp Building, wooden 500 gp Curtain wall 3,500 gp Ditch 500 gp Gatehouse 9,000 gp Keep 81,000 gp Palisade 500 gp Rampart 500 gp Tower, round 10,000 gp Tower, small 5,000 gp Tower, square 4,000 gp --------------------------- =========================== Cost of Fixtures =========================== Fixture Cost --------------------------- Arrow slit 10 gp Battering ram 1,000 gp Catapult, heavy 400 gp Catapult, light 300 gp Cauldron 50 gp Door, iron 50 gp Door, reinforced 20 gp Door, wooden 10 gp Drawbridge 2,000 gp Portcullis 2,000 gp Siege tower 2,000 gp Stairs, stone 90 gp Stairs, wooden 30 gp Window 10 gp --------------------------- Arrow Slit Any fortified opening through which missiles can be discharged including murder holes, oilettes, and so on. Barbette A 10ft diameter, 20ft tall round tower section which protrudes where battlement walls intersect enabling archers to fire through arrow slits. Barbican A pair of 30ft diameter, 40ft tall crenulated towers with a 40ft section of curtain wall between them having battlements facing both inward and outward. The wall may be serviced by a gate with portcullis and drawbridge (at additional cost). Bastion A 125ft section of curtain wall curved in an 80ft diameter semi-circle. Battering Ram A heavy log ram suspended beneath a carriage on wheels, or carried with handles. Used to batter down gates by force. Building 40ft wide and 20ft deep, two stories with both attic and basement. The wooden and stone versions are of identical design. Catapult, Heavy A mighty siege engine that lobs rocks up to 480 yards for 3-18 damage, firing every third turn with a complete crew. Catapult, Light A siege engine that lobs rocks up to 300 yards for 2-12 damage, firing every second turn with a complete crew. Cauldron A timber frame that suspends a great cauldron over the battlements, enabling defenders to pour boiling water or oil over the walls. Curtain Wall A 100ft long section of 15ft high crenulated castle wall. Ditch A 100ft long section of 10ft deep and 20ft wide diggings. Will fill with water to form a moat in wet environments. Costs half if a rampart is also constructed. Door, Iron A great door constructed of iron. A double-width gate costs triple. Door, Reinforced A heavy hardwood door reinforced with tempered iron bands. A double-width gate costs triple. Door, Wooden A stout hardwood door. A double-width gate costs triple. Drawbridge A wooden bridge up to 20ft long and 10ft wide affixed to a gate that is used to cross a ditch. Includes a winch used to raise or lower the bridge. Gatehouse A 30ft long by 20ft wide fortification with 20ft high crenulated walls. Includes a double-width iron gate, portcullis and drawbridge. Keep A 250ft long section of curtain wall arranged in an 80ft diameter circle with an integrated gatehouse all surrounding a 40ft diameter, 60ft high crenulated circular tower. Palisade A 100ft long section of 8ft high timber pickets. Usually a temporary or cheap structure in lieu of stonework defenses. Portcullis A heavy iron grate up to 12ft high and 8ft wide that can be raised and lowered to protect a gateway. Rampart A 100ft long, 20ft wide and 10ft high pile of earth useful for shelter or concealment, or to raise the ground level outside a wall in order to surmount it. Costs half if a ditch is also constructed. Siege Tower: A 15ft tall wooden structure on wheels used to assail stronghold walls. Stairs, Stone Up to a 10ft rise or fall of internal or external stone steps. Stairs, Wooden Up to a 10ft rise or fall of internal or external wooden steps. Tower, Round Up to 20ft diameter, 30ft tall round tower with crenulated battlements. Tower, Small Up to 15ft diameter, 40ft tall round tower with crenulated battlements. Tower, Square Up to 30ft square, 30ft high tower with crenulated battlements. Window A glass covered frame for admitting light, up to 3ft square. Can be opened for better visibility. # Mass Battles Strongholds may need to defend themselves or the surrounding territory from hostile or ambitious neighbors. Political intrigues, sieges, and field battles are all possible. While the combat rules herein can be used to resolve actions involving large bodies of troops the referee may desire to employ purpose-made wargaming rules for full-scale fantasy battles. Suitable rules for these engagements include "Chainmail" (1971), "De Bellis Fantasticus -- Here There Be Dragons" (1998), and "The Book of War" (2011). # Other Worlds There are countless other worlds to explore that might be reached by magic or by other ingenuity. Moreover, the inhabitants of these unfathomable places might reach the here and now of the campaign at any time, or have been present from the very beginning. Visiting other planets, other times, or other dimensions are very real possibilities and the players might discover paths to abyssal depths, Elysian delights, or virtually any other place at any time. The possibilities are truly endless. Should the players reach other worlds they should be remarkably different to our own. The assumed natural laws of gravity, time, space, temperature, inflammability, scale, and so on should not all apply. In this regard the wealth of science fiction and fantasy literature can be a great inspiration to the referee. # Afterword Much has been written down and accounted for, but all the words in this book are merely a foundation for what will ultimately be a fantasy game campaign of the referee's own devising. He is encouraged to create liberally and enthusiastically and to welcome input from his players. Their choices and actions should ring true in the game world so that it thrives and invites further participation. With a living game in motion the referee can derive considerable enjoyment from extending or altering the rules to meet his own particular needs. In this case the referee is cautioned to do so judiciously and consistently. Above all, referees and players alike are reminded that this is a game and that games are meant to be fun. Fight On! # Section III: Monsters Monsters Monsters are the principal challenge that players will face in their adventures. They include all the genuine horrors of the underworld such as trolls, vampires, and dragons, as well as all the non-player characters of the world. Every character that is not run by a player is a monster -- even the good townsfolk and the players' hirelings. It is clear then that not all monsters are harmful to the players. Some are quite benign and may even be helpful. Others are completely disinterested in the players so long as they don't get in the way, while yet others are villainous threats that will seek to slay, capture, or waylay the players. A monster's initial disposition toward the players is determined by a reaction check and its alignment. This characteristic is a one word summary of any monster's stance in the eternal struggle between law, chaos, and neutrality. Some monsters can be of any alignment (men being notable among these) while others can be either of two alignments. Elves can be either lawful or neutral, for example, while orcs can be either neutral or chaotic. In all these cases any one individual is always of exactly one alignment. The Alignment Chart illustrates the alignment relationships between known monsters: [Image: Alignment Chart] =============================================================================== Summary of Monsters =============================================================================== Number Number Movement Lair Treasure Type Appearing In Lair AC Rate HD Nearby Type Align ------------------------------------------------------------------------------- Androids 1-8 3-18 9 12 2 15 A2 Any Ants, giant 2-12 20-240 3 18/3 2 10 C N Apes 1-8 n/a 6 12/12 4+1 n/a n/a N Basilisks 1-6 1-6 4 6 6+1 40 F C,N Bats 10-80 100-800 8 3/12 ½ 15 n/a N Bats, giant 1-8 1-8 7 3/15 4 15 C N Bears 1-6 1-6 6 12 5+5 n/a n/a N Beetles, giant 1-12 n/a 3 9/6 2-7 n/a n/a N Black pudding 1 n/a 7 3 10 n/a n/a N Boars 1-12 n/a 7 15 3+3 n/a n/a N Boars, giant 1-8 n/a 6 12 7 n/a n/a N Cave bears 1-2 n/a 6 12 6+6 n/a n/a N Cavemen 2-8 30-180+ 9 12 2 15 C N Centaurs 2-12 4-24+ 6 18 4 5 A1 L,N Centipedes, giant 1-6 1-6 3/7 12 3+1 60 B N Centipedes, large 2-24 n/a 9 6 ½ n/a n/a N Chimeras 1-4 1-4 4 12/18 9 50 F C Cockatrices 1-8 1-8 6 9/18 5 35 D C,N Crabs, giant 3-12 n/a 3 6 3 n/a n/a N Crocodiles 2-12 3-24 6 9/15 3 20 n/a N Crocodiles, giant 1-6 2-12 5 9/15 7 20 n/a N Cyborgs 2-8 30-180 5 9 3+3 15 G C,N Cyclopes 1-4 1-4 2 15 16 30 E* N Dinosaurs Brontosaurs 1-6 n/a 5 6 32 n/a n/a N Mosasaur 1-4 n/a 5 3/15 14 n/a n/a N Pterodactyls 1-8 n/a 5 3/12 2-7 n/a n/a N Stegosaurs 2-8 n/a 2/5 6 8 n/a n/a N Triceratops 2-8 n/a 2/5 9 16 n/a n/a N Tyrannosaurus Rexes 1-2 n/a 5 15 20 n/a n/a N Deinonychus 1-6 n/a 5 21 4 n/a n/a N Djinni 1 n/a 6 9/24 7+1 n/a n/a N Dogs 4-16 n/a 7 15 1 n/a n/a N Doppelgangers 1-6 3-12 5 9 4 25 E C,N Dragon turtles 1-4 1-4 2 3/9 12 60 H N Dragons Black 1-4 1-4 5-2 Various 1+1-11 60 H* C Blue 1-4 1-4 5-2 Various 1+3-13 60 H* C Golden 1-4 1-4 5-2 Various 1-15 60 H* L Green 1-4 1-4 5-2 Various 1+2-12 60 H* C Red 1-4 1-4 5-2 Various 2-14 60 H* C White 1-4 1-4 5-2 Various 1-10 60 H* C Dryads 1-6 1-6 5 12 2 20 D L,N Dwarfs 2-12 20-240+ 4 9 1 50 G L,N Efreeti 1 n/a 4 9/24 10 n/a n/a C Elemental Air 1 n/a 3 -/36 8/12/16 n/a n/a N Earth 1 n/a 3 6/6 8/12/16 n/a n/a N Fire 1 n/a 3 12 8/12/16 n/a n/a N Water 1 n/a 3 6/18 8/12/16 n/a n/a N Elves 2-12 20-240+ 7 12 1 25 E L,N Fish, giant 2-12 n/a 5 -/30 4-9 n/a n/a N Gargoyles 1-10 2-20 6 9/15 4 25 C C Gelatinous cube 1 n/a 8 6 4 n/a * N Ghouls 1-12 2-24 7 9 2 20 B C Giants Cloud 1-8 1-8 3 15 12+2 30 E* N Fire 1-8 1-8 3 12 11+3 30 E* C Frost 1-8 1-8 4 12 10+1 30 E* C Hill 1-8 1-8 4 12 8 30 E* C Stone 1-8 1-8 2 12 9 30 E* N Storm 1-8 1-8 2 15 15 30 E* N Gnolls 2-10 20-200+ 6 9 2 30 D C Gnomes 2-12 20-240+ 6 9 1 60 C L,N Goblins 2-20 40-400+ 7 9 1–1 50 * C Golems Clay 1 n/a 2 6 12 n/a n/a N Flesh 1 n/a 9 9 9 n/a n/a N Gorgons 1-4 1-4 3 12 8 50 E C Gothrogs 1-6 1-6 3 9/15 10 25 F C Gray ooze 1 n/a 9 3 3 n/a n/a N Green slime 1 n/a 9 n/a 3 n/a n/a N Griffons 1-8 2-16 4 12/30 7 10 E N Halflings 2-8 30-180+ 7 9 1 70 B L,N Hippogriffs 1-8 2-16 6 18/36 3+1 n/a n/a N Hobgoblins 2-12 20-240+ 5 9 1+1 30 D C Horses Charger n/a n/a 7 15 3 n/a n/a N Draft horse n/a n/a 7 12 2+2 n/a n/a N Mule n/a n/a 7 12 2 n/a n/a N Riding horse n/a n/a 7 24 2 n/a n/a N War horse n/a n/a 7 18 2+1 n/a n/a N Hydras 1-2 1-2 5 12 5-12 25 B N Invisible stalker 1 n/a 2 -/12 8 n/a n/a N Juggernaut 1 n/a 2 9 37 n/a n/a N Kobolds 2-20 40-400+ 7 6/9 ½ 50 * C,N Leeches, giant 2-12 n/a 8 3/6 2 n/a n/a N Lions 1-6 2-12 6 12 5+2 25 n/a N Lions, spotted 2-8 2-8 5 12 6+2 25 n/a N Living statues Iron 1 n/a 2 6 18 n/a n/a N Stone 1 n/a 5 6 14 n/a n/a N Lizards, giant 1-6 2-12 5 15 3+1 60 n/a N Lizards, large 1-6 2-12 8 12 ½ 60 n/a N Lizardmen 2-8 10-40+ 6 6/12 2+1 40 D C,N Lycanthropes Werebears 1-10 2-20 3 9 6 15 C L,N Wereboars 1-10 2-20 5 12 4+1 15 C C,N Weretigers 1-10 2-20 4 12 5 15 C C,N Werewolves 1-10 2-20 6 15 4 15 C C,N Manticoras 1-4 1-4 5 12/18 6+1 25 D C Mastadons 1-12 n/a 6 15 12 n/a n/a N Medusae 1-4 1-4 7 9 4 75 F C Men Bandits 2-16 30-300+ 8 12 1 15 A1 C,N Berserkers 2-16 30-300+ 9 12 1+1 15 A1 N Brigands 2-16 30-300+ 6 12 1 15 A1 C Buccaneers 2-16 30-300+ 8 12 1 15 A3 C,N Dervishes 2-16 30-300+ 8 12 1+1 15 A2 L Mercenaries 2-16 30-300+ 6 12 1+1 15 A3 N Nomads 2-16 30-300+ 8 12 1 15 A2 C,N Pirates 2-16 30-300+ 8 12 1 15 A3 C Zealots 2-16 30-300+ 9 12 1+1 15 A2 C Mermen 2-12 20-240+ 7 3/15 1+1 40 A3 N Minotaurs 1-8 1-8 6 12 6 30 C C,N Mummies 1-6 1-12 4 6 5+1 30 D C Nixies 2-20 10-100 7 6/12 1–1 100 B N Ochre jelly 1 n/a 9 3 5 n/a n/a N Octopi, giant 1-4 1-4 7 -/9 4 30 A3 N Ogres 1-8 3-18 6 9 4+1 30 C* C Orcs 2-16 30-300+ 7 9 1 50 D C Pegasi 1-12 n/a 6 24/48 2+2 n/a n/a L,N Pixies 2-20 10-100 6 9/18 1–1 25 C N Purple worms 1-4 1-4 6 9/9 15 25 D N Rats, giant 2-12 10-60 7 12/6 ½ 10 C N Robots 1-4 n/a 3 6/6 7 n/a n/a C,N Rocs Young 1-8 1-20 6 6/48 6 20 I N Adult 1-6 1-20 5 6/42 12 20 I N Ancient 1-4 1-20 4 6/36 18 20 I N Sabre toothed tigers 1-2 1-2 6 12 7+2 15 n/a N Salamanders 2-5 2-5 3/5 9 7+3 70 F C Scorpions, giant 1-4 1-4 3 15 5+4 50 D N Sea monsters Leviathan 1 1 4 -/18 45 n/a H N Kraken 1 1 2 3/18 30 75 G* N Sea serpents 1-4 1-4 6 -/21 15 25 D N Shadows 1-10 2-20 7 -/9 2+2 50 F C Skeletons 3-30 n/a 8 6 ½ n/a n/a N Snakes, giant 1-4 n/a 6 9/9 7 n/a n/a N Snakes, large 2-16 n/a 8 6/6 ½ n/a n/a N Spectres 1-8 1-8 3 -/15 6 25 E C Spiders, giant 1-8 1-8 5 3/12 4+4 70 C C Spiders, large 1-10 2-20 8 6/15 ½ 60 C N Squid, giant 1-6 2-12 7/3 s12 6 20 A3 N Thulls 1-8 3-18 6 9 3 35 D C Tigers 1-4 1-4 6 12 5+5 10 n/a N Titanotheres 1-12 n/a 7 12 12 n/a n/a N Titan 1 1 2 18 21 5 A1* Any Toads, giant 1-6 3-30 6 6/6 2+4 40 n/a N Treants 1-10 2-20 2 6 8 15 n/a L,N Trolls 1-6 2-12 5 12 6+3 50 D C Unicorns 1-4 n/a 3 24 4 n/a n/a L Vampires 1-6 1-6 2 12/18 8 20 F C Weasels, giant 1-8 1-8 6 15 3+2 15 n/a N Wight apes 1-6 1-6 6 12/12 5+2 10 C N Wights 1-12 2-24 6 9 3 60 B C Wolves 1-10 2-20 7 18 2+2 15 n/a N Wolves, dire 1-6 3-12 6 18 3+3 15 n/a C Woolly mammoths 1-12 n/a 5 15 13 n/a n/a N Woolly rhinoceroses 1-4 n/a 5 12 10 n/a n/a N Wraiths 1-8 2-16 4 -/12 4 20 E C Wyverns 1-6 1-6 4 9/24 7 60 E C,N Yellow mold 1 n/a 9 n/a 3 n/a n/a N Zombies 3-30 n/a 9 6 1 n/a n/a N ------------------------------------------------------------------------------ Number Appearing and Number in Lair are the numbers of monsters typically encountered outside of or in their lair, respectively. Numbers appearing outside the lair are appropriate for 4-6 characters whose experience level is equal to the monster's number of hit dice. The referee can scale these figures for smaller or larger groups, or as desired. A + indicates the possibility of leader-types and/or accompanying monsters. AC is for armor class. Movement Rates are given in inches per turn. The first figure denotes the normal ground rate. If a secondary rate appears it denotes flying, swimming, burrowing, or climbing speed as per the monster description. HD lists the number of hit dice with any adjustment to hit points being applied after the given number of six-sided dice have been thrown and summed. Lair Nearby is the percentage chance that any encountered monsters will be from a nearby lair. "Nearby" is relative to the monster's usual mode of locomotion. Whether the lair is easy or difficult to locate is for the referee to determine. Treasure Type is for determining what treasure will be present in the lair. A * indicates the possibility of additional treasure as per the monster description. Align is for alignment, L being for lawful, N being for neutral, and C being for chaotic. Wherever special attack or damage capabilities are detailed in the explanation of monsters these are applicable to heroic combat only. Against normal-types monsters throw one attack roll as a 1 hit die monster for each of their own hit dice, with each successful roll will cause 1-6 hit points of damage. Explanation of Monsters ANDROIDS are artificial men. They often have superior qualities such as health, grace, comeliness, or education, but are otherwise indistinguishable save for the color of their blood. Some individuals possess mind powers equivalent to magic use of up to the 4th experience level (throw a six-sided die and subtract 2 for each android, with a result less than 1 indicating no tangible mind powers). Otherwise they function as do ordinary men. ANTS, GIANT are 2-3ft long. They are industrious tunnelers and gatherers that occur in great colonies. Outside the lair only the soldier types will be encountered. Within the lair two-thirds of ants encountered are 1 hit die workers that will not attack unless provoked. The remainder are soldiers that will attack anything that obstructs the business of the colony. A nest always has a 10 hit dice queen ant who is immobile and non-aggressive. Giant ants will never flee from their nest unless the queen is slain. APES are generally non-aggressive but are extremely strong. They will climb trees for refuge but if provoked they can strike for 2-7 hit points of damage. BASILISKS are large, slow, eight-legged reptiles whose gaze or touch will petrify any living creature which fails to save versus petrification. If it is tricked into seeing its own reflection in a mirror, a basilisk will likewise be petrified. BATS roost underground in great numbers during the day. They are mostly harmless to man-types but if a colony is startled and takes to the wing in a confined space they will create confusion. A flapping cloud of bats will obscure sight and possibly extinguish torches, cause equipment to be dropped, or cause spell casting to be interrupted. BATS, GIANT are black as night and so silent on the wing they will surprise their prey with a throw of 3 or more on a six-sided die. If their prey resists they can shriek, causing normal-types to cover their ears for one turn rather than fight. BEARS are omnivorous but favor meat. They have rather poor eye-sight but an excellent sense of smell and can scent food from miles away. They can be aggressive hunters and are very powerful. If an attack roll exceeds the number required to hit by 4 or more, or is a 20 in any case, damage caused is 2-12 hit points. BEETLES, GIANT are of various sorts but are invariably hungry and can eat virtually any organic matter. They occur underground and in forests and can tunnel through soft earth. They do not hear or see well and rely on their sensitivity to vibrations and smell. A BLACK PUDDING is an amorphous black blob which moves about a dungeon scavenging the leavings of other inhabitants. Due to its coloration and shapelessness it is very difficult to spot in dim light or shadows. It is susceptible to fire but invulnerable to cold. Lightning and slashing attacks will divide it into smaller parts without causing harm. Contact with a black pudding will dissolve wood and metal armor in one turn. Flesh is likewise dissolved suffering 3-18 points of damage per turn. Stone, however, is impervious. It can move along walls, floors, and ceilings without difficulty and can squeeze through tiny openings including cracks in stonework and under doors. BOARS are wild pigs that occur in forests and on plains. They are frequently hunted for sport but are extremely tough; they always make one more attack roll after being reduced to 0 or fewer hit points. Every other boar encountered will be a sounder and if these young are attacked the adults will always attack and absolutely will not flee. BOARS, GIANT are similar to regular boars but for their great size and aggressive demeanor. They will attack anyone who enters their territory causing 2-12 points of damage. They will never retreat and will always make one more attack roll after being reduced to 0 or fewer hit points. CAVE BEARS are enormous carnivorous bears that are always hungry. They have rather poor eye-sight but an excellent sense of smell and can scent food from miles away. They are aggressive hunters and are extremely powerful. They cause 3-8 points of damage or, if an attack roll exceeds the number required to hit by 4 or more, or is a 20 in any case, 4-14 points. Cave bears will always make one more attack roll after being reduced to 0 or fewer hit points. CAVEMEN are large but primitive Neanderthal types who are otherwise similar to men. They fight with crude axes, hammers, and clubs, but suffer a –1 adjustment to morale checks and have little treasure. Leader-types are always fighters but never possess magic items. CENTAURS are horse-men having the body of a horse and the torso of a human. They have normal human intelligence and dwell in secluded glens and valleys in deep forests. Centaurs equip themselves with spears (25%), swords (25%), or clubs (50%) and shields with half carrying short bows in addition. Moreover, a centaur warrior can has two attack rolls each turn, once each with his weaponry and hooves. A centaur lair is much as a small human village having two mares and two foals for every warrior stallion present. Mares have one attack roll each turn only under duress and foals are non-combative. CENTIPEDES, GIANT and LARGE are found almost anywhere and are aggressive hunters. Large specimens can be up to 1ft long. Giant centipedes can be up to 10ft long and have a hard, armored head but a relatively soft body. Both sorts move along walls and ceilings at normal speed. The bite of either causes paralysis although a saving throw is allowed and is at +4 in the case of large centipedes. CHIMERAS are fearsome three-headed monsters with great bat-like wings, the forequarters of a lion, the hindquarters of a goat, and the heads of goat, lion, and dragon. A chimera can use its breath weapon or engage in combat. The dragon head breathes a 6" long 2" wide cone of fire that deals 3-18 points of damage although a successful saving throw versus breath weapons will reduce this by half. In combat a chimera has 3 attack rolls each turn against heroic enemies; the goat head butting or goring, the lion head biting or rending with its paws, and the dragon head biting. COCKATRICES are reptilian-fowl with bat-like wings. The merest touch of its tail feathers will petrify any living thing other than a cockatrice that fails to save versus petrification. CRABS, GIANT occur underwater, in coastal estuaries, and in swamps. They have hard, armored shells and should an attack roll exceeds the number required to hit by 4 or more, or is a 20 in any case, damage caused is 3-8 hit points. CROCODILES are voracious reptiles found in rivers and in swamps of warm regions. They are difficult to spot when floating half-submerged in water and will often attack by surprise. If an attack roll exceeds the number required to hit by 4 or more the crocodiles has dragged its victim back into the water where it will roll over and over until the victim is drowned. Crocodiles are lazy and will not pursue more than one turn out of water. CROCODILES, GIANT are thrice the size of their ordinary cousins but otherwise similar. An attack causes 2-12 points of damage and any attack roll that exceeds the number required to hit by 4 or more swallows a man-sized victim whole. They are difficult to spot as they float half-submerged in water and they can overturn boats and rafts. A giant crocodile can be rammed by larger ships, possibly slaying the monster but also capsizing the boat (check separately for each). CYBORGS were once men but are now mostly machines; inhumane and evil. They can occur in large numbers and aim to sweep across a population assimilating all man-types into cyborgs. They are cruelly strong and deal 3-8 hit points of damage on a hit, need never check morale, and will never give up a pursuit so long as the quarry is in sight. CYCLOPES are 20ft tall giants with but one large eye which is the cause of poor depth perception and a –2 adjustment on all attack rolls. They dwell in forlorn, out of the way ruins, islands, or undersea caves where they seldom encounter others. They are skilled smiths and should a player offer a useful gift and get a positive reaction the cyclopes may offer magical armor in return. A cyclops attacks with a huge club that deals 6-21 hit points of damage and can hurl rocks up to 20" for 2-12 damage. They prize gold especially and their treasure hoard will always contain an additional 2,000-5,000 gp. DINOSAURS are the great, prehistoric lizards and can be fearsome enemies. The largest predators are few but can swallow man-sized victims whole, while the lesser ones occur in hunting packs. Herbivores of all sizes appear in herds. None of them covets treasure. DINOSAURS, BRONTOSAURS are among the largest creatures walking on land. They are up to 80ft long, 20ft tall at the shoulder, and can weigh over 30 tons. They spend their time grazing the vegetation of the great plains and swamplands. Fortunately, they are peaceful herbivores and unlikely to attack unless provoked. The chief danger they present is from crushing, barging, or stampeding ahead of predators or fire. Hits deal 3-18 points of damage due to their immense mass. DINOSAURS, DEINONYCHUS include any of the relatively small pack hunting carnivores, up to 5ft high and 10ft long. They are quick and cunning and inclined to stalk prey, only attacking at the optimal moment. They will not give up a pursuit while their prey remains in sight. DINOSAURS, MOSASAURS are huge reptilian swimmers up to 40ft in length. These marine lizards have paddle-like limbs, finned tails, and huge jaws bristling with curved teeth. They are found in any deep waters but must surface to breathe air. A hit causes 3-18 points of damage but if ever an attack roll exceeds the number required to hit by 4 or more, or is a 20 in any case, a mosasaur will swallow a man-sized target whole. DINOSAURS, PTERODACTYLS are any man-sized and larger reptilian fliers that rule the prehistoric skies. They occur in coastal and swampy regions where they nest in colonies clinging to cliffs, cave walls, and escarpments and are always hungry. The most common forms are approximately man-sized with wingspans of 10-25ft but the largest sorts can be up to 20ft tall with wingspans of up to 40ft. DINOSAURS, STEGOSAURS are large herbivores up to 30ft long and 10ft high and weighing about 3 tons. These have very tiny brains and a distinctive array of shield-like plates along the ridge of the spine granting AC 2 versus attacks other than from the flank. They have a fist of 2ft long spikes on the tail which will strike for 2-12 points of damage to the flank or rear, otherwise damage is 3-8 points. DINOSAURS, TRICERATOPS are huge, aggressive herbivores that will run down any threat to the herd. They are up to 30ft long and 10ft high and can weigh up to 10 tons. A triceratops has a huge skull with a distinctive bony frill and three great horns granting AC 2 from the front. Should it charge an enemy it will deal 4-24 points of damage, otherwise damage is 2-12 points. DINOSAURS, TYRANNOSAURUS REXES are huge carnivorous lizards and truly fearsome predators. They are up to 20ft tall and 40ft long and can weigh up to 7 tons. The jaws contain scores of dagger-like fangs and any hit causes 4-24 points of damage. On any attack roll that exceeds the number required to hit by 4 or more, or is a 20 in any case it will swallow a man-sized target whole. A DJINNI is a creature of air appearing as a supremely confident, bare-chested warrior. They can fly as easily as walk, even burdened with thrice what an ordinary man could bear. A djinni can become invisible, assume gaseous form, or magically create any desired object at will. Soft materials including food, drink, and garments are permanent. Harder materials have a shorter existence; djinn gold lasts only a day, steel only an hour. A djinni can also create magical illusions on a whim and these are equal to the phantasm spell except that a djinni has no need to concentrate to maintain the illusion. A djinni is also able to transform into a torrid whirlwind 3" high and 2" wide which will sweep away all normal-types. The whirlwind takes one turn to form and another to dissipate. A djinni deals 1-11 points of damage in combat due to his formidable size and strength. DOGS are keen nosed pack animals that inhabit plains and prairies. They can be trained only if separated from the pack as pups but will then have +2 loyalty. DOPPELGANGERS are humanoid creatures able to change their physical form to identically resemble any man-like creature they have observed. Once a likeness is achieved they can do away with the victim and then act in his role for a time to gain the utmost advantage before attacking again. Doppelgangers are immune to sleep and charm spells and make saving throws as a 10th level fighter. DRAGON TURTLES are 30ft diameter turtles with long, sinuous necks and dragon heads. They are found only in large bodies of water and lair in deep, underwater grottos. A dragon turtle has a 9"x3" conical breath weapon of scalding steam which functions as does a dragon's breath weapon. It can surface beneath even a large ship, having a 50% chance of capsizing the vessel. DRAGONS are the great flying wyrms of legend and are always heroic/superheroic regardless of hit dice. They are of six types: white, black, green, blue, red, and golden, and have the following characteristics: =============================================================== Dragons by Type =============================================================== Speaks Magic Breath Weapon Type Habitat Common Using Shape Type Resistance --------------------------------------------------------------- White Arctic 20% Never Cone Cold Cold Black Swamp 40% 10% Line Acid Acid Green Woods 60% 10% Cone Chlorine Poison Blue Desert 80% 10% Line Lightning Lightning Red Mountain Always 10% Cone Fire Fire Golden Any Always Always Cone Sound Magic --------------------------------------------------------------- White dragons are the least intelligent sort and have the usual 20% chance of knowing the common tongue and no possibility of magic use. Golden dragons are the most intelligent sort and they always know the common tongue and always have the use of magic spells. The other dragons have various chances of speaking common and only 10% chance of being magic-using. As well as a type dragons also have six life stages; hatchling, young, adult, mature, old and ancient. The size of dragon's breath weapon is determined according to its life stage as is the possibility of a dragon being asleep if encountered in its lair. Note that even a wakeful dragon may appear to be sleeping. ================================================== Dragons by Age Category ================================================== Age Years Chance of Breath Weapon Size Category of Age Sleeping Cone Line -------------------------------------------------- Hatchling 0-3 2* 1½" x ½" 3" Young 4-10 2-4* 3" x 1" 6" Adult 11-30 1 6" x 2" 12" Mature 31-100 1-2 9" x 3" 18" Old 101-300 1-3 9" x 3" 18" Ancient 300+ 1-4 9" x 3" 18" -------------------------------------------------- * Roll two six-sided dice for hatchlings and young, otherwise roll one six-sided die. All dragons can sense hidden and invisible creatures within 6". From adulthood they are impervious to normal missiles and need never check morale. Old and ancient dragons require normal-types to throw a positive morale check to approach nearer than 15" or to hold their ground if the dragon attacks. # Sleeping Dragons Should a dragon be sleeping the characters may, if great caution is employed, approach without waking it. If this is successfully accomplished a single turn of surprise attacks is allowed at +2 to hit. These will wake the dragon immediately and thereafter regular combat will ensue. # Dragon Breath Weapon A dragon can use its dreaded breath weapon only thrice per day and will do so to its maximum advantage. Those unfortunates targeted suffer damage equal to the dragon's current hit points, or half this number with a successful saving throw versus breath weapons. # Dragon Magic Should a dragon be magic-using it will know as many spells as it has hit dice. It will have access to 1st level spells as a hatchling, 2nd level spells as a young dragon, and 3rd level spells thereafter. Golden dragons only continue in this manner, attaining 6th level spells as ancient dragons. # Multiple Dragons If multiple dragons are encountered they will be related individuals of the same type. A pair of dragons could be siblings, mother and daughter, a mated pair as appropriate for their age category. Hatchling and young dragons will be the offspring of adults present. If these are attacked the adults will immediately use their breath weapons against the offender. If either adult of a mated pair is attacked its mate will retaliate at +4 to hit the following turn, or for the remainder of the combat if its mate is slain. # Subduing Dragons With the exception of the golden type dragons can be subdued as usual. A subdued dragon will serve so long as its master remains in a commanding position but will otherwise attempt to escape or slay him. A subdued dragon can be sold into servitude on the open market for 500-1,000 gp per hit point it has although the player may have difficulty finding an appropriate buyer. # Dragon Treasure Hatchlings have not yet acquired any treasure. Older dragons have a hoard worth ½ a type H treasure for each age category beyond hatchling. DRAGONS, BLACK dwell in swamps, marshes, and jungles. They are patient hunters able to fly and swim and to breath underwater indefinitely. While a black dragon lurks underwater the pool will gradually stagnate and become foul. Its breath weapon is a searing jet of acid which affects all targets in a line. They are themselves invulnerable to acid. ============================================ Black Dragons ============================================ Movement Hit Melee Age AC Rates Dice Damage Align -------------------------------------------- Hatchling 5 6/12 1+1 1-6 C Young 4 9/18 3 1-6 C Adult 4 9/24 5 1-6 C Mature 3 9/24 7 3-8 C Old 3 9/24 9 3-8 C Ancient 2 9/24 11 2-12 C -------------------------------------------- DRAGONS, BLUE are found in desert regions soaring on the hot desert airs. They are shrewd hunters and love best to drop unseen from the azure skies but will also bury themselves in sand dunes for ambush. A blue dragon's breath weapon is a cracking bolt of lightning which will affect all targets in a line. They are themselves invulnerable to lightning. ============================================ Blue Dragons ============================================ Movement Hit Melee Age AC Rates Dice Damage Align -------------------------------------------- Hatchling 5 6/12 1+3 1-6 C Young 4 9/18 4 1-6 C Adult 4 9/24 6+1 1-6 C Mature 3 9/24 9 3-8 C Old 3 9/24 11 2-12 C Ancient 2 9/24 13 2-12 C -------------------------------------------- DRAGONS, GOLDEN can be found in any habitat. Despite being the only lawful dragons they will not serve any player and cannot be subdued in combat. They are very intelligent and always magic-using and will employ spells cleverly in combat. Moreover, they are highly magic resistant and make all saving throws versus spells at +4. A gold dragon's breath weapon is a sonic blast that will also damage structures. They sometimes polymorph into human form to move freely among men. ============================================ Golden Dragons ============================================ Movement Hit Melee Age AC Rates Dice Damage Align -------------------------------------------- Hatchling 5 6/12 1 1-6 L Young 4 9/18 3 1-6 L Adult 4 9/24 6 1-6 L Mature 3 9/24 9 3-8 L Old 3 9/24 12 2-12 L Ancient 2 9/24 15 3-18 L -------------------------------------------- DRAGONS, GREEN are found in daunting woods and impenetrable forests. They are voracious hunters of food and treasure and also keen gatherers of intelligence. They will attack weak targets immediately but stalk more formidable prey. A green dragon's breath weapon is a withering cone of chlorine gas. They are immune to poison. ============================================ Green Dragons ============================================ Movement Hit Melee Age AC Rates Dice Damage Align -------------------------------------------- Hatchling 5 6/12 1+2 1-6 C Young 4 9/18 3+1 1-6 C Adult 4 9/24 6 1-6 C Mature 3 9/24 8 3-8 C Old 3 9/24 10 2-12 C Ancient 2 9/24 12 2-12 C -------------------------------------------- DRAGONS, RED dwell in mountain caves from where they terrorize the surrounds. They are voracious predators and their greed is legendary. They will usually attack on sight but prefer not to destroy treasure with their fearsome fiery breath weapon if possible. They are themselves invulnerable to fire. ============================================ Red Dragons ============================================ Movement Hit Melee Age AC Rates Dice Damage Align -------------------------------------------- Hatchling 5 6/12 2 1-6 C Young 4 9/18 4+1 1-6 C Adult 4 9/24 7 3-8 C Mature 3 9/24 9+1 3-8 C Old 3 9/24 12 2-12 C Ancient 2 9/24 14 3-18 C -------------------------------------------- DRAGONS, WHITE dwell in polar regions and are cunning predators able to fly, swim, and tunnel through snow and ice. They will not slip on ice and their breath weapon is a blistering cone of cold. They are themselves invulnerable to cold. ============================================ White Dragons ============================================ Movement Hit Melee Age AC Rates Dice Damage Align -------------------------------------------- Hatchling 5 6/12 1 1-6 C Young 4 9/18 2+1 1-6 C Adult 4 9/24 4 1-6 C Mature 3 9/24 6 1-6 C Old 3 9/24 8 3-8 C Ancient 2 9/24 10 2-12 C -------------------------------------------- DRYADS are shy and reclusive creatures who have exhaustive knowledge of their forest homes. Each is bound to an individual tree and can go no farther than 24" from it. Though non-violent a dryad employs a powerful charm causing a saving throw versus spells at –2. Those who fail will never leave the forest. DWARFS dwell underground and see equally by day or by night. They are redoubtable fighters and ogres, trolls, and giants score only half damage against them. A troop of dwarfs is always led by a fighter of 1st-6th level and there will be one such fighter for every 40 dwarfs in their stronghold lair. A leveled fighter has a 10% chance per level of being equipped with magic armor, a magic shield, and a magic axe or hammer (check separately for each). A dwarf stronghold is 50% likely to be additionally defended by domesticated animals such as 1-6 bears or 1-8 giant weasels (check separately for each). An EFREETI is a creature of fire and an irreconcilable enemy of the djinn. They are immensely strong being able to bear what 8 men can carry and to deal 2-12 hit points of damage in combat. Efreet can also fly, become invisible, and magically create any desired object at will. Soft materials including food, drink, and garments are permanent. Harder materials have a shorter existence; efreet gold lasts only a day, steel but one hour. An efreeti can also create magical illusions on a whim and these are equal to the phantasm spell except that an efreeti has no need to concentrate to maintain the illusion. Additionally they can cause a wall of fire to spring up and can themselves become incendiaries. If bound into service an efreeti will grudgingly serve for a year and a day but no longer. An ELEMENTAL is an essential force of nature and is one of four types; earth, air, fire and water. Each can appear in three sizes; 8, 12 or 16 hit dice. Elementals of any sort are invulnerable to normal weapons. All elementals, no matter the hit dice or type, must be controlled by the summoner. If the summoner's concentration is broken for any reason the elemental will cease whatever it is doing and move at its best speed toward the caster and attempt to kill him. Anyone between the elemental and its summoner will be slain, everything else will be ignored. Once control has been relinquished there is no way to regain it. The elemental will attack until it or its target is destroyed and immediately return to its home dimension. ELEMENTALS, AIR The only means of motility possessed by an air elemental is flight but they have absolute control over their movement, hovering or changing speed at will. These monsters cause 2-7 hit points of damage and attack at +2 to hit versus aerial opponents. They can spin into a fearsome whirlwind 3" wide at the base, 6" wide at the apex, and 1" of height for each hit die possessed (e.g., 8" tall for an 8 HD air elemental). The whirlwind takes a turn to form and another to dissipate but will sweep away all normal-types. ELEMENTALS, EARTH These creatures of earth and stone will strike with their mighty fists for 3-18 points of damage to opponents standing on solid ground and causing structural damage to constructions such as castle walls. Against opponents not standing on solid ground an earth elemental inflicts 2-12 hit points of damage. Earth elementals move at 6" over or through earth but cannot cross water. A move earth spell will drive an earth elemental back 12" and cause 6-36 damage. ELEMENTALS, FIRE Fire elementals move 12" per turn but cannot cross water. The touch of these monsters causes inflammable materials to ignite. In combat a fire elemental does 2-12 points of damage except versus other fire-based creatures (red dragons, salamanders, fire giants, etc.) where they instead do 2-7 points. Fire elementals can only be summoned from a large source of heat such as a bonfire, a furnace, or molten lava. ELEMENTALS, WATER Water elementals are very dangerous in their environment causing 2-12 points of damage in the water but only 1-6 points on dry land. They can overturn boats and small vessels and prevent large vessels from moving. Water elementals can only be summoned from a large body of water such as a stream, pond, or lake. Once formed a water elemental must remain within 6" of a large body of water. Its movement rate is 18" in water but 6" out of water. ELVES are reclusive woodland folk. They are able to move silently and almost invisibly through woods in their gray-green cloaks and are equipped with sword and spear or sword and bow (50% chance of either). For every 40 elves encountered there will be a leader-type with 1-4 fighter levels and 1-6 magic-user levels. For every 80 elves encountered there will be an additional 4th/6th level fighter/magic-user. Leader-types may possess magic items as per men. All elves add +1 hit point of damage when employing magic weapons and those with bows can move and fire without penalty. FISH, GIANT are of various sorts including barracuda, gar, pike, and so on. They are aggressive aquatic hunters and always hungry. They occur in wild schools and as domesticated guardians around merman and nixie lairs. GARGOYLES appear much as the sculptural depictions in gothic architecture. They can remain perfectly still indefinitely and are indistinguishable from ordinary statues when so perched. They are notoriously hostile, however, and will attack without provocation 75% of the time. They are fond of ambush and normal weapons do them no harm. A GELATINOUS CUBE is a cube-shaped, transparent scavenger that shapes itself to fit dungeon corridors up to 10ft by 10ft wide and moves about sweeping them clean. It picks up and absorbs everything from rocks and carrion to living things and treasure, which it is unable to digest. Thus, these scavengers carry a miscellany of durable items (coins, gems, daggers, helms, and so on) suspended in their transparent innards. Contact with a gelatinous cube causes paralysis unless a successful saving throw is made, and thereafter 1-6 points of damage per turn as the flesh is digested. They are invulnerable to cold and lightning, and immune to fear, paralysis, and to polymorph. GHOULS are eaters of living and carrion flesh. Their attack rolls and morale checks are penalized by –2 in daylight but the touch of these undead creatures causes paralysis for 1 turn in normal man-types (excepting elves who are immune). A man-type slain by a ghoul will arise again the following night as a ghoul. GIANTS are enormous, ugly humanoids who can hurl great rocks 20" for 2-12 points of damage and need never check morale against man-types. Unless noted otherwise giants also cause 2-12 points of damage in melee combat. A wandering giant carries a great shoulder sack that contains his possessions including rocks, prisoners, other miscellany, and 1,000-6,000 gp worth of coins. Giant lairs are 50% likely to be guarded by either a 5-10 headed hydra (with a throw of 1-4 on a six-sided die), or 2-20 wolves (with a throw of 5), or 1-6 bears (with a throw of 6). Giants are of various sorts including: ==================================================== Giants ==================================================== Move Hit Melee Type Lair Height AC Rate Dice Dam Align ---------------------------------------------------- Hill Cave 12ft 4 12 8 2-12 C Stone Cave 14ft 2 12 9 2-12 N Frost Castle 16ft 4 12 10+1 3-13 C Fire Cave 12ft 3 12 11+3 4-14 C Cloud Castle 18ft 3 15 12+2 3-18 N Storm Castle 20ft 2 15 15 6-21 N ---------------------------------------------------- GIANTS, CLOUD are 18ft tall and inhabit unbelievable castles among the clouds. They cause 3-18 points of damage in melee combat and their sense of smell is so amazingly keen that they are rarely surprised. GIANTS, FIRE are 12ft tall and of stocky build. They cause 4-14 points of damage in melee combat and lair in castles and caverns wherever there is lava, fire, or great heat. They are themselves invulnerable to fire. GIANTS, FROST are 16ft tall and cause 3-13 points of damage in melee combat. They favor huge horned helmets and lair in frigid castles and caverns. They are themselves invulnerable to cold. GIANTS, HILL are the most base sort. They are 12ft tall and lair in rudimentary caves or caverns. They frequently associate with ogres, orcs, and other wicked creatures. GIANTS, STONE are 14ft tall and inhabit isolated mountain cavern systems. They hurl rocks for 3-18 points of damage. GIANTS, STORM are 20ft tall and cause 6-21 points of damage in melee combat. They inhabit formidable castles situated in out of the way places including islands, mountains, and cloud tops. They are able to control weather to create a stormy conditions which they will do when angry or expecting battle. As well as hurling rocks a storm giant can call down a lightning strike for 8-48 damage in thunderstorm conditions. They are themselves invulnerable to lightning. GNOLLS fight with +2 morale. The lair will contain a chieftain and 1-6 bodyguards who fight as 4 and 3 hit dice monsters, respectively. GNOMES are found in arctic climes. They are smaller and more reclusive than their cousins, the dwarfs, but with longer beards and bigger noses. GOBLINS are small, malicious humanoids who operate underground or at night, adjusting attack and morale checks by –1 in full daylight. Each fighting goblin carries coins worth 1-6 gp with him even outside the lair. The lair will be a cave complex containing as many non-combatants as combatants as well as a goblin king and 4-24 bodyguards who fight as 2 and 1+1 hit dice monsters, respectively. The lair is 50% likely to contain an additional 3-12 dire wolves and 3-18 ogres (check separately for each). GOLEMS are powerful automatons created by high level magic-users and clerics that exist only to obey the commands of their creators, following instructions to the letter. They are ponderous and dull-witted but incredibly strong. In combat they strike for 2-12 points of damage and can batter through wooden structures including doors. They are largely invulnerable to harmful magic, but there is a 1% chance per turn of combat that a golem will go berserk. Should this occur the creator cannot regain control and the golem will continue to attack whatever creature harms it or is nearest until it is destroyed. GOLEMS, CLAY are created by high level clerics from blood and pliable clay. A disintegrate spell will slow a clay golem and cause 2-12 damage, and a move earth spell will drive a flesh golem back 12" and cause 6-36 damage. Otherwise, they can only be harmed by magical weapons. After one turn of combat a clay golem comes under the influence of a haste spell for the next three turns. Injuries caused by a clay golem cannot be cured by a cleric lower than 9th level. GOLEMS, FLESH are powerful automatons created by high level magic-users from stitched together body parts but they are not undead. Cold and fire based spells will slow a flesh golem and lightning will heal it. Otherwise, they can only be harmed by magical weapons. GORGONS are aggressive, bull-like creatures covered in iron scales with a rightly feared breath weapon that turns targets to stone. The breath weapon extends to a 6" long by 2" wide cone and is usable thrice per day. GOTHROGS are giant, fiery fiends of dreadful power and intelligence. They see in darkness as men see in daylight and combust inflammable materials by merely passing nearby. Fire and normal weapons cannot harm them and it is 75% likely that magic spells will not affect them. Gothrogs carry great, flaming, magic swords and fiery whips and can attack with either or both each turn. Should a gothrog employ both weapons at once it can target two opponents causing 2-12 hit points damage to each. If it employs only one weapon it does so at +2 to hit. The flaming sword causes 3-18 hit points. The whip causes only 1-6 hit points but entangles the target so the gothrog can drag him unto itself where upon it will immolate and cause an additional 2-12 hit points of damage to everybody within 1". Gothrogs need never check morale and cannot be subdued. A powerful chaotic character might attempt to enlist one with a substantial offering, but only a top level anti-cleric has the presence necessary to keep a gothrog firmly under control. A gothrog would ever be bent upon usurping the authority of any other master. GRAY OOZE is a creeping dungeon scavenger which is difficult to spot in dim light as it appears much like wet stonework. It can move along walls, floors, and ceilings equally, and can squeeze through tiny openings including cracks in stonework and under doors. It dissolves metal armor in one turn and causes 2-12 points of damage per turn to flesh but has no effect on wood or stone. It is impervious to cold and fire but subject to lightning and normal weaponry (but note its effect on metal). GREEN SLIME is a pernicious dungeon hazard that clings to walls, floors and ceilings. It begins to eat through flesh, wood and metal (but not stone) after one turn of contact, transmuting these into green slime. It cannot be physically scraped off so anything it comes into contact with must be discarded immediately. It is impervious to lightning and physical blows but is harmed by cold and fire. A remove disease spell will slay it instantly. GRIFFONS are majestic creatures with the forequarters of an eagle and the hindquarters of a lion. They are fleet and fiercely territorial and will attack without provocation should anything approach the aerie lair. Griffons make loyal steeds if they can be trained but crave horse flesh above other foods and will attack any horse or pegasi within 36". HALFLINGS are small, peaceful folk interested chiefly in home comforts. When the need arises they are able to move silently and almost invisibly and to hide quite superbly. For every 30 halflings encountered there will be a leader with 1-4 fighter levels. All halflings are deadly accurate with missiles, adding +1 to attack rolls. HIPPOGRIFFS are admirable beasts with the forequarters of an eagle and the hindquarters of a horse. They are omnivorous hunters and highly sought as mounts for their great speed despite their intolerance of pegasi. They need never check morale when defending their nest. HOBGOBLINS are the largest and most fearless goblins. They are armored, well organized, and have +1 to morale checks except in full daylight where they must instead adjust attack rolls by –1. Wandering bands are always led by a sergeant who fights as a 2 hit dice monster. The lair will be a village, ruin, or cave complex containing half as many non-combatants as combatants as well as a hobgoblin king and 2-12 bodyguards who fight as 3 and 2 hit dice monsters, respectively. The lair is 50% likely to contain an additional 3-12 dire wolves, 3-18 ogres, and 2-12 trolls (check separately for each). HORSES are domesticated riding animals and beasts of burden. Riding horses, draft horses, and mules will flee fire and may be panicked by strange smells. Only warhorses and chargers will attack in combat, having a single attack roll even versus normal-types. Only mules are agile enough to enter the labyrinthine passages of a dungeon. ================================================ Horses ================================================ Move Hit Carrying Type Cost AC Rate Dice Capacity ------------------------------------------------ Charger 300 gp 7* 15 3 400 lb Draft horse 60 gp 7 12 2+1 450 lb Mule 20 gp 7 12 2+1 300 lb Riding horse 80 gp 7 24 2 300 lb War horse 200 gp 7* 18 2+1 350 lb ------------------------------------------------ HYDRAS are large reptilian monsters with one head per hit die. Each serpentine head can be destroyed by sustaining 6 hit points of damage. The entirety of the beast is slain only when all of its individual heads are dispatched. Circumstances allowing, each head can select a individual target and make an attack roll each turn. However it attacks as a fighter rather than as a monster. An INVISIBLE STALKER is a creature from the null-dimensions which can be conjured to the material world by powerful magic. It is indistinguishable from air without the benefit of a detect invisibility or a true seeing spell. It is a faultless tracker, and if encountered in the material world an invisible stalker will be single-mindedly preoccupied with whatever mission it is carrying out. A JUGGERNAUT is an incredibly massive creature of solid ore, though whether it is self-willed or magically motivated is unknown. These behemoths have only ever been sighted individually but can take any form; a great armored knight, a mammoth, and a rhinoceros have all been reported. A juggernaut is so massive that it is impelled upon huge stone rollers with anything falling in its path being crushed utterly beneath it. Regardless of its form a juggernaut always has a massive dark jewel affixed to it; between the eyes, in the chest, or atop a helm, staff, or sword, and so on. The jewel glows with an eerie light and can cast out a slaying spell each turn or else an improved hold person spell which will affect 2-12 man-types who save at –2 or a single man-type who saves at –6. Unfortunates so held will soon be crushed beneath the juggernaut. If the jewel is somehow removed from a juggernaut it has no magical properties but is worth 40,000-240,000 gp. If it comes to blows a juggernaut deals a crushing 5-30 points of damage. It is impervious to most magical attacks and can only be harmed by magical weapons of +3 or better quality. A juggernaut need never check morale and cannot be subdued. KOBOLDS are small, cowardly, reptilian humanoids who dwell in quags and wetlands. They are able swimmers and prefer to attack in great numbers from ambush. Each fighting kobold carries coins worth 1-6 gp with him even outside the lair. Their lair will be a marshy cave complex containing as many non-combatants as combatants as well as a kobold king and 5-30 bodyguards who fight as 1+1 and 1 hit dice monsters, respectively. The lair is 50% likely to contain an additional 3-24 crocodiles and 2-12 giant lizards (check separately for each). Their morale checks are adjusted by –1 unless they are defending their lair and they outnumber their enemies by 3 to 1 or more. LEECHES, GIANT are loathsome swamp parasites that will attach to victims on a successful attack and drain one experience level in the turn after attachment and another every other turn thereafter until either the victim or the leech is slain. LIONS are the great cats of the plains. They occur in hot to tropical climates and are territorial hunters who will stalk prey patiently in order to attack by surprise. They can leap 30ft forward but dislike climbing and swimming. If an attack roll exceeds the number required to hit by 4 or more, or is a 20 in any case, they cause 3-8 points of damage. LIONS, SPOTTED are similar to regular lions except that they larger and occur in caves and mountainous regions. If an attack roll exceeds the number required to hit by 4 or more, or is a 20 in any case, they cause 2-12 points of damage. LIVING STATUES are large, powerful humanoid automatons. Standing silently they are indistinguishable from any ordinary statues of great size. Living statues are extremely heavy and move ponderously but with purpose. They can batter through wooden structures including doors and are largely invulnerable to harmful magic. LIVING STATUES, IRON are cast from solid metal. In combat they can exhale a 1" radius cloud of poisonous gas or else strike for 4-24 points of damage. Lightning attacks will slow them and fire will heal them. Otherwise, they can only be harmed by magical weapons of +3 or better quality. LIVING STATUES, STONE are hewn from solid rock. In combat they can slow one target per turn or else strike for 3-18 points of damage. Cold and fire will slow them and stone to flesh will heal them. Otherwise, they can only be harmed by magic which specifically affects stone or magical weapons of +2 or better quality. LIZARDS, GIANT AND LARGE are found in desert and jungle climes. Large lizards can be up to 6ft in length and giant lizards up to 15ft. Both types have superb camouflage markings and can hold an absolutely still position indefinitely. If a giant lizard should throw an attack roll of 20 its bite will clamp onto its prey and not let go, automatically causing damage each turn thereafter until either it or its prey is slain. LIZARDMEN are reptilian humanoids with crocodile-like jaws and tails and a rudimentary intelligence. They employ primitive spears, clubs, and maces and will capture as many humans as possible returning with them to their lair for a tribal feast. The lair will be a wet or marshy cave complex containing half as many non-combatants as combatants as well as an equal number of kobolds and 2-16 prisoners. There will be a lizard man chieftain and 1-6 bodyguards who fight as 4 and 3 hit dice monsters, respectively. There is also a 33% chance that the lair will contain 2-12 giant lizards, 3-24 crocodiles, and a dragon (check for each separately). If a dragon is present it will be an adult, mature, or old specimen of the black or green type. LYCANTHROPES are also known as werebeasts and are of various sorts. All are man-types afflicted with lycanthropy and cannot be harmed by normal weaponry unless it is silvered. Any man-type seriously wounded by a lycanthrope will become one of the same type at the next full moon unless he receives a remove disease spell before this occurs. Outside the lair werebeasts run in packs of 1-10 adults. If more than 8 are encountered in the lair one third will be adults with the remainder being non-combative young. A lair will also contain animals of the appropriate type (1-6 bears for werebears, 1-12 boars for wereboars, 1-6 tigers for weretigers, or 1-10 wolves for werewolves). If the young are attacked adult females will retaliate at +4 to hit for the remainder of the combat. If females are attacked the adult males will retaliate at +4 to hit the following turn. If all adults are slain the young are automatically subdued. MANTICORAS are great lion-like beasts with dragon-wings, man-like faces, and powerful tails that culminate in 24 iron spikes which can be flung in a volley of 6 at any target within 18". These are carnivorous and favor human flesh. MASTODONS are proto-elephants encountered on open plains in any climate. They occur in herds and are generally non-aggressive unless threatened or in the mating season. At these times the males will attack anyone who might dare to approach the herd. Damage is 4-14 points due to their prodigious size. MEDUSAE This monster has the lower body of a great serpent and the torso of a woman except that its hair is a tangle of deadly poisonous snakes. So abhorrent is its appearance that anyone (including the medusa itself) who meets its gaze will be turned to stone unless he makes a successful saving throw versus petrification. MEN are of various sorts and lair in villages, caves, hide-outs, encampments, and so on. Brigand and buccaneer lairs will have 2-12 prisoners who will always be persons of some importance. Bandit and pirate lairs will have 3-30 prisoners of any sort. A nomad encampment is always guarded by an additional 20-40 nomads on foot. Each individual man will have 2-12 sp on his person (in addition to whatever treasure may be found in the lair) expect that pirates and buccaneers have 2-12 gp each instead. For every 25, 50 and 100 men encountered there will be an additional leader who is a 3rd-4th, 5th-6th, or 7th-8th level fighter, respectively. If at least 200 men are encountered there is a 50% chance they are also accompanied by a 5th-8th level magic-user and a 3rd-6th level cleric (check separately for each). If 300 men are encountered there absolutely will be an additional 9th-12th level magic-user and an additional 7th-10th level cleric. Leader-types have a chance of possessing magical items appropriate to their class. Fighters have a 10% chance per experience level of possessing a magic sword and are half as likely to possess a magic shield or magic armor. Clerics are 2% likely per experience level to possess a magic mace, flail, hammer, or staff and are 5% likely to possess a magic shield or magic armor. Magic-users are 5% likely per experience level to possess a magic wand, and are equally likely to possess a magic ring or a miscellaneous magic item. In all cases, check separately for each item. MEN, BANDITS are desperate and surly scavengers equipped simply with clubs, daggers, or axes, and shields. MEN, BERSERKERS are warriors maddened with battle lust. They attack at +2 to hit versus man-types and need never check morale. They carry two-handed weapons but wear no armor. Their leader-types are exclusively fighters. MEN, BRIGANDS are well-organized robbers and highway men. They wear leather armor, carry shields, are armed with swords, axes, maces, short bows, or spears and have a +1 adjustment to morale checks. MEN, BUCCANEERS are picaroons and castaways who ply the shores for easy pickings from skiffs and pickets. They are unarmored and quick, and carry swords or clubs as well as a dagger as a main-gauche. MEN, DERVISHES are religious fanatics of the lawful sort. They attack at +2 to hit versus man-types and need never check morale due to their fanaticism. They carry clerical weaponry and shields and their leader-types are exclusively clerics. MEN, MERCENARIES are professional sell-swords and soldiers of fortune. These are well organized but untrustworthy military men possibly open to offers of employment. They typically have leather armor, helmets, and shields and are armed with swords, spears, pole arms, or crossbows. With a throw of 5-6 on a six-sided die one third of their force will also be mounted. MEN, NOMADS are desert or steppe raiders who are always mounted. They carry short bows, spears, and shields. MEN, PIRATES are ruthless sea dogs and cut throats who pillage waterways and coastal regions from their sloops and galleys. They are unarmored and quick, and arm themselves with curved swords and clubs as well as a dagger as a main-gauche. They have a +1 adjustment to morale checks. MEN, ZEALOTS are religious fanatics of the chaotic sort. They attack at +2 to hit versus man-types and need never check morale due to their fanaticism. They carry clerical weaponry and shields and their leader-types are exclusively anti-clerics. MERMEN are aquatic warriors. Against man-types in the sea they attack at +2 and need never check morale. They can remain underwater indefinitely and are only subject to missile fire if they rise to the surface, which they must do to grapple or board ships. On land or aboard ships they suffer a –2 penalty to attack rolls and to morale checks. However, their scaly skin is equal to leather armor and they fight with spears and daggers. They have leader-types as do men although these are exclusively fighters. MINOTAURS are great bull-headed humanoids half-again as large as a man. They are carnivorous man-eaters and will always attack. They need never check morale and nor will they ever give up a chase so long as the prey is in sight. MUMMIES are invulnerable to normal weaponry and even magical weaponry does only half damage to them. They are vulnerable to fire, however, even the ordinary sort. A hit from a mummy will cause a terrible necrosis such that wounds heal 10 times more slowly. The first and second applications of a remove disease spell will reduce this to 5 times and 2 times, respectively, and only a third application will lift the affliction entirely. NIXIES are small and comely fresh water sprites who are not evil but will compel intruders to serve their needs. Any 10 nixies can jointly enchant a target with a charm person and a water breathing spell. A character who fails to save versus spells will immediately proceed to the underwater lair and remain there in servitude. After a period of one year he will return to the surface unharmed. A dispel magic can prematurely break the enchantment but always has a 25% chance of failure. Nixies arm themselves with daggers and javelins. Their lair will be an underwater enclave containing 2-16 charmed prisoners of various sorts, and protected by 20-120 giant fish such as gar or pike. These will obey nixies but can be held at bay by any fire that will burn underwater. Any group of 40 or more nixies can attempt to grapple a surface ship. An OCHRE JELLY is a monstrous amoeba that lives as a dungeon scavenger. It is susceptible to cold and fire but lightning and weaponry will merely divide it into two smaller parts without causing it harm. An ochre jelly will dissolve a wooden shield or door in a single turn. Flesh contacted suffers 1-6 points of damage per turn but stone and metal are impervious. It can move along a wall, floor, or ceiling equally without difficulty and can squeeze through tiny openings including cracks in stonework and under doors. OCTOPI, GIANT are intelligent and lair in shipwrecks and caves preying on passing swimmers and ships. They can grapple and capsize smaller vessels or else make 1-6 attack rolls each turn versus heroic/superheroic enemies with their stinging tentacles. They have no bones and can squeeze through very small gaps. OGRES are thick-necked, ugly brutes half-again as large as a man and possessing great strength but limited wit. They cause 3-8 points of damage in combat due to their size and strength. They are so suspicious of their fellows that little treasure is left unguarded. Instead, each ogre carries 100-600 gp with him even outside of the lair. ORCS are fecund humanoids occurring in warlike tribes. They dislike bright light adjusting attack and morale checks by –1 from in full daylight. Hostilities between orc tribes are just as common as with neighbors of other sorts and they will attack foreign orcs unless restrained by a strong leader. They need not check morale while they are defending their lair and they outnumber their enemies by at least 3 to 1. An orc lair will be either a guarded cave complex or a village protected by a stockade and possibly an encircling ditch or moat. The lair will contain half as many non-combatants as combatants as well as an orc chieftain and 3-18 bodyguards who fight as 3 and 2 hit dice monsters, respectively. A village is 33% likely to contain an additional 1-4 catapults, a high watch tower, 1-8 ogres, a 7th-8th level fighter, and a 9th-12th level magic-user (check for each separately). A cave complex is 33% likely to contain additional dead falls and other traps, 1-8 ogres, 1-6 trolls, and a dragon (checked for each separately). If a dragon is present it will be a young, adult, or mature specimen of the black, green, blue, or red sort. PEGASI are shy, wild, and noble winged horses. If captured they are difficult to tame and will not tolerate hippogriffs or griffins. They will never serve chaotic characters. PIXIES are small air sprites who are permanently invisible unless they desire to be seen. They are not evil but dislike intrusion and any 10 pixies can jointly cause a sleep spell once per day which they use to dissuade potential offenders. They arm themselves with daggers and short bows and always attack by surprise unless they are detected by magical means. Note that fighters of 8th level and above will sense pixies within 3" even without seeing them. PURPLE WORMS are voracious burrowers up to 6ft in diameter and 60ft in length that occur almost everywhere. They always attack and need never check morale. Damage is 2-12 points and there is a deadly poisonous stringer in the tail but the huge maw is its main weapon. If a bite attack roll exceeds the number required to hit by 4 or more, or is a 20 in any case, a man-sized or smaller target will be swallowed whole. Swallowed targets will be unconscious within 3 turns, slain within 6 turns, and the body unrecoverable after 12 turns. The interior gullet is AC 9 but can be attacked only by dagger or knife; at least 12 points of damage must be dealt to cut a way out. RATS, GIANT occur in plague proportions underground, squeezing through tiny gaps and tunnels in the earth and stone work. They cause only 1-3 hit points damage but also cause a debilitating disease in man-types who fail to save versus poison at +4 on the die (a single saving throw being required per encounter). Unless commanded to fight by a vampire or lycanthrope they have –2 morale and will flee from fire. ROBOTS are complex metal automatons with unfathomable electronic brains. They are self motivating and semi-intelligent and can be negotiated with to some extent. They are usually set on a "program" from which they will never waiver. Robots are cruelly strong and will strike for 3-8 hit points of damage. Many can fly by one means or another and the remainder are equipped with a disintegration ray which can be fired up to 6" thrice per day. A successful saving throw versus wands is required to avoid the beam. Robots cannot be subdued and need never check morale. ROCS are gargantuan raptors that prey on cattle, horses, and even elephants. Their eyesight is peerless and they always spot hidden (but not invisible) man-types even from high altitude. The largest rocs are so fearsome that normal man-types must check morale if attacked. Rocs lair in remote, mountainous aeries that are difficult to approach except on the wing. Those found in the lair will be of mixed life stages and there is a 50% chance that there will also be 1-6 unhatched eggs or fledglings. =============================================== Rocs =============================================== Approximate Move Hit Melee Type Wingspan AC Rate Dice Damage ----------------------------------------------- Young 30ft 6 6/48 6 1-6 Adult 50ft 5 6/42 12 2-12 Ancient 70ft 4 6/36 18 3-18 ----------------------------------------------- Eggs and fledglings can be trained to serve as mounts if they can be captured. If the nest contains these the mature rocs will attack anyone who approaches and never check morale. Otherwise, the mature rocs will tolerate lawful characters and possibly even help them. Chaotic sorts can expect only a hostile reaction. SABRE TOOTHED TIGERS are the great cats of the Pliocene epoch, capable of hunting down dinosaurs. They are half as large again as an ordinary tiger and every bit as canny and agile. They cause 3-8 points of damage or, if an attack roll exceeds the number required to hit by 4 or more or is a 20 in any case, 2-12 points of damage. SALAMANDERS are fire-types possessing high intelligence, the upper body of a man, and the hind section of a great serpent. They employ spears and pole arms and can be found in lava fields and environs of intense heat. Their touch causes inflammables to combust and 1-6 points of damage to non-fire creatures. In melee combat the upper body is AC 5 while the serpent section is AC 3 and opponents who are not fire-types suffer an additional 1-6 points of damage with each hit. However, if an attack roll exceeds the number required to hit by 4 or more a salamander instead constricts with its burning tail for 3-8 points of damage (plus 1-6 additional damage to non-fire creatures). They are themselves invulnerable to fire and normal weaponry. SCORPIONS, GIANT are extremely aggressive hunters of horse-sized proportions. They sense things mainly through vibration in the earth and will always attack anything that approaches. An attack roll that exceeds the number required to hit by 4 or more, or is a 20 in any case, indicates a hit by the poisonous stinger which is fatal unless a successful saving throw versus poison is successful. Otherwise it is assumed to be a pincer attack which deals 3-8 points of damage. SEA MONSTERS include the largest sea serpents, the whale-like leviathan (which has reportedly been mistaken for an island), and the many-tentacled kraken which is confined to a null dimension unless it is called forth by an evil high priest to devour shipping and sea ports. These exist principally as a deadly peril to be avoided. If the players insist on rousing sea monsters to combat sea serpents will cause 2-12 points of damage and swallow man-sized or smaller targets whole as per purple worms, and can encircle and destroy longboats and smaller ships within their coils in 1-6 turns. The kraken can capsize any ship in 1-2 turns or else deliver 1-6 attack rolls versus heroic/superheroic enemies, each dealing 3-18 hit points. The vast leviathan can capsize up to 3 ships in close proximity in a single turn, or can engulf a single ship in its huge maw destroying the vessel and delivering 4-24 points of damage to everyone aboard. SHADOWS are bleak incorporeal spirits that hunger for the life energy of living things and drain 1-4 points of strength on a hit. They are impervious to normal weaponry unless it is silvered but magical weapons will do them double damage. Any man-type reduced to 0 strength by a shadow will arise on the following night as a shadow. Strength lost is otherwise recovered at 1 point per hour. SKELETONS are mindless undead brought forth by a magic-user or anti-cleric to serve some wicked purpose. These can carry shields or wear armor, or both, which would improve AC to 7 or 6, respectively. They are unaffected by normal missiles, require no sustenance, and need never check morale. SNAKES, GIANT and LARGE are encountered almost anywhere. Large snakes are up to 10ft long but are are generally non-aggressive unless hunting or provoked, but they are 50% likely to be venomous. Giant snakes are more aggressive and are of two sorts; vipers and constrictors. Vipers slither silently and are deadly poisonous. Constrictors can crush man-types for 2-12 points of damage per turn, but need an attack roll that exceeds the number required to hit by 4 or more to encircle a moving target (unless attacking by surprise). Otherwise, a constrictor's bite deals only one hit point of damage. Constrictor-types can also be encountered at sea and are capable of encircling and destroying small boats within their coils in 1-6 turns. SPECTRES are malevolent, incorporeal spirits. They can move through walls, ceilings, and floors and are impervious to normal weaponry. Their attack is a withering grasp that drains two experience levels on a hit. A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him. Any additional spectres encountered will be thralls of this sort. SPIDERS, GIANT and LARGE occur commonly in dungeons. Large spiders are the size of a man's hand and can scurry over floors, walls, and ceilings equally. Their bite is deadly poisonous but the saving throw is a +2. Giant spiders are true horrors up to horse-sized. They are web builders with these being equal to a web spell in strength. They prefer to wait patiently in ambush and attack unwary victims. Their bite is deadly poisonous, but giant spiders will flee to a dark retreat if faced by superior opposition. SQUID, GIANT are voracious deep sea predators who will occasionally come to the surface to grapple and capsize passing vessels. They make 1-6 attack rolls each turn against heroic/superheroic enemies with their numerous tentacles. If seriously challenged they can expel a cloud of black ink and flee backwards at triple pace for three turns. TIGERS are great cats that occur in arctic to tropical woodlands. They are canny and agile and able to leap 10ft upward or 40ft forward. They can climb and swim and are superb hunters who will stalk prey patiently in order to attack by surprise. If an attack roll exceeds the number required to hit by 4 or more, or is a 20 in any case, they cause 3-8 points of damage. THULLS are frightful humanoids similar to feral hobgoblins in appearance but they are far more dangerous. A thull will regenerate 1 lost hit point at the beginning of each turn and a scratch its black nails will cause paralysis for 1 turn in normal man-types (excepting elves who are immune). TITANOTHERES are enormous herbivores that roam temperate plains and wetlands in herds. Normally peaceful, they will charge and trample anything that provokes them causing 3-18 points of damage due to their great size. A TITAN is a most handsome and civilized giant. They are at least as intelligent as men, thrice as tall, and incredibly strong. They deliver 6-21 hit points of damage with their enormous weapons and have the use of any two magic-user or cleric spells of each spell level per day. A titan lair will contain an additional 3,000-18,000 gp. TOADS, GIANT will swallow halflings and smaller folk whole on any attack roll that exceeds the number required to hit by 4 or more. They can hop 18" every other turn, swim, breath underwater, and are 50% likely to be venomous. TREANTS are 20-30ft tall tree-men. They are guardians of the ancient forests they inhabit and have little interest in the affairs of short-lived races such as men. If roused they are dangerous enemies dealing 2-12 points of damage. They are invulnerable to normal weapons and suffer one-half damage from magical weaponry other than axes but are vulnerable to fire. Three times a day a treant can awaken any other tree within 6". An awakened tree fights exactly as another treant without the ability to awaken others. TROLLS are thin, loathsome humanoids with rubbery green skin. They would be tall if they were not always hunched over. They have ogre-like strength but rarely employ anything more than tooth and claw so cause only 1-6 points of damage. They regenerate 3 lost hit points per turn, beginning three turns after injury, enabling even severed limbs to reattach or re-grow. The only way to permanently slay a troll is to burn its remains or immerse it in acid. UNICORNS are fierce, noble, magical steeds. They are reclusive creatures who will tolerate contact only with a maiden of pure heart. If she is a valorous warrior a unicorn may consent to serve as her steed using its horn as a lance when it charges. A unicorn saves as a 12th level magic-user, is able to sense enemies within 24", and can dimension door up to 36" once each day. VAMPIRES are dreadful and intelligent blood-sucking undead. Fortunately they must sleep during the day in a coffin containing soil from their homeland. They are impervious to normal weaponry and regenerate 3 hit points per turn if injured. If reduced to 0 hit points they are not slain but forced to assume gaseous form and flee. They can polymorph into gaseous form or a giant bat at will and can call forth and command 10-80 bats, or 2-12 giant rats, or 1-10 wolves. Any man-type enduring eye contact with a vampire is subject to a charm person spell with a –2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per turn of gorging. Any heroic/superheroic man-type so slain by a vampire will arise the next night as a vampire enslaved to the monster who made him. Others so slain arise instead as ghouls. Vampires are destroyed only by direct sunlight, immersion in running water, or a wooden stake through the heart. They can be held at bay by a strongly presented Cross, the smell of fresh garlic, or the face of a mirror. WEASELS, GIANT are cunning hunters adept at moving through tunnels and crawl spaces in fierce packs. When an attack roll exceeds the number required to hit by 4 or more a giant weasel bites and holds on, gorging on the victim's blood and draining him of 1-4 points of strength the following turn and each turn thereafter until it has sapped 1 point for each of its own hit points. Any victim reduced to 0 strength is slain. WIGHT APES are so called for their pale coloration and dread demeanor. They occur in small bands in dense jungles and around ruined catacombs. They are larger and more aggressive than regular apes and have a taste for man-flesh. Worse yet, they possess a malign cunning employing rocks and stones as tools and their strength is such that they cause 3-8 hit points of damage on a hit. WIGHTS are accursed undead that drain one experience level on a hit. They dislike light and their attack rolls and morale checks are penalized by –2 in daylight. They are impervious to normal weaponry unless it is silvered but magic weapons will do them double damage. Any man-type slain by a wight will arise on the following night as a wight. WOLVES occur primarily in cold regions and hunt in packs. WOLVES, DIRE are larger, more evil, and more cunning than their normal kin. They are 20% likely to speak the common tongue and always comprehend the chaotic tongue. WOOLLY MAMMOTHS are enormous, hairy, elephant-like mammals that occur in herds in arctic regions. They are more aggressive than are mastodons and are invulnerable to cold. They cause 3-18 points of damage by charging, trampling, crushing, or with their mighty tusks. WOOLLY RHINOCEROSES are enormous, hairy, rhinoceros-like mammals that occur in arctic regions. They have poor eye-sight but excellent hearing and are inclined to attack anything that approaches or spooks them. They are invulnerable to cold and cause 4-14 points of damage by charging, trampling, or crushing. WRAITHS are dreadful undead that exist more in the spirit world and less in the physical. They dislike light and their attack rolls and morale checks are penalized by –2 in daylight. Normal man-types must check morale immediately if attacked by a wraith, while evil sorts fighting alongside one receive +1 on their morale dice. They drain one experience level on a hit. They are impervious to normal weaponry unless it is silvered although silver weapons will do them only half damage. Any man-type slain by a wraith will arise on the following night as a wraith. WYVERNS are dragon-like monsters with only one pair of legs, no breath weapon, and a deadly poisonous stinger in the tail. Its bite and claw attacks deliver 3-8 points of damage but the venomous tail is very mobile and able to strike all around. ZOMBIES are mindless undead brought forth by a magic-user or anti-cleric to serve some wicked purpose. These can carry shields or wear armor, or both, which would improve AC to 8 or 7, respectively. They are unaffected by normal missiles, require no sustenance, and need never check morale. Section IV: Treasure Treasure Types When a monster lair is discovered it will contain the monsters' treasure hoard (if any) according to its stated treasure type. The referee should dice for each category of treasure (copper, silver, gold, etc.) separately, firstly checking to determine if the category of treasure is present in the hoard and secondly, if it is present, to determine quantity. ==================================================================== Treasure Types ==================================================================== 1,000s of coins Pieces of Magic Type Copper Silver Gold Gems Jewelry Maps Items -------------------------------------------------------------------- A1 (¼)1-6 (¼)1-6 (¼)2-12 (½)10-30 (½)1-8 (½) Any 3 A2 (¼)1-6 (¼)1-6 (¼)1-6 (½)10-40 (½)1-10 -- (½)3 A3 -- -- (½)5-30 (½)10-30 (½)1-8 (½)1 -- B (½)1-8 (¼)1-6 (¼)1-3 (¼)1-6 (¼)1-3 -- (¼)1 Weapon or armor C (¼)1-10 (½)1-4 -- (¼)1-4 (¼) 1 (¼) Any 2 D (¼)1-8 (¼)2-12 (½)1-6 (¼)1-8 (¼)1-2 (¼) Any 2 and 1 potion E (¼)1-10 (¼)2-12 (¼)1-8 (¼)1-10 (¼)1-2 (¼) Any 3 and 1 scroll F -- (¼)2-20 (½)1-10 (¼)4-24 (¼)1-6 (¼) Any 3 non-weapon, 1 potion, and 1 scroll G -- -- (¾)10-40 (¼)3-18 (¼)1-4 (½) Any 4 and 1 scroll H (¼)4-24 (½)1-100 (¾)10-60 (½)1-100 (½)1-20 (¼) Any 4, 1 potion, and 1 scroll I -- -- -- (½)3-18 (½)1-4 (¼) Any 1 -------------------------------------------------------------------- For example, orcs have treasure type C so there is a 25% chance their lair will contain 1,000-10,000 cp, a 50% chance their lair will contain 1,000-4,000 sp, a 25% chance their lair will contain 1-4 gems, a 25% chance their lair will contain 1 piece of jewelry, and a 25% chance their lair will contain 2 magic items from the "Any Treasures" table. Note that monsters do not carry treasure outside their lair unless stated otherwise in the explanation of monsters. The value of gems and pieces of jewelry are individually determined. ====================== Gem Value ====================== 1-100 Value ---------------------- 01-08 10 gp 09-22 35 gp 23-67 100 gp 68-87 350 gp 88-98 1,000 gp 99 3,500 gp 00 10,000 gp ---------------------- ====================== Jewelry Value ====================== 1-100 Value ---------------------- 01-20 300-1,800 gp 21-40 500-3,000 gp 41-60 1,000-6,000 gp 61-80 2,000-8,000 gp 81-90 3,000-12,000 gp 91-00 3,000-18,000 gp ---------------------- Where maps or specific types of magic items are indicated the referee should dice on the appropriate treasure tables. ======================= Any Treasure ======================= 1-100 Type ----------------------- 01-70 Magic item 71-90 Map 91-00 Magic item & map ----------------------- ================================ Maps ================================ 1-100 Type -------------------------------- 01-50 Treasure map 51-85 Magic item map 86-00 Treasure & magic item map -------------------------------- Maps reveal the location of a treasure trove which may contain valuables, or magic items, or both. The map will indicate the kind and approximate worth of the treasure which can be determined randomly or by the referee. The treasure will be guarded by appropriate traps and/or monsters and the map will be obscured or ciphered requiring the use of a comprehend languages spell, or the expertise of a canny thief. =============================== Magic Items =============================== 1-100 Type ------------------------------- 01-15 Armor 16-25 Miscellaneous magic item 26-35 Miscellaneous weapon 36-50 Potion 51-55 Ring 56-70 Spell book or scroll 71-80 Staff or wand 81-00 Sword ------------------------------- ================================ Armor ================================ 1-100 Type -------------------------------- 01-30 Shield +1 31-45 Shield +2 46-50 Shield +3 51-75 Plate armor +1 76-85 Plate armor +2 86-95 Plate armor & shield +1 96-00 Plate armor & shield +2 -------------------------------- Magic armor is man-sized unless the referee rules otherwise. ================================================ Miscellaneous Magic Items ================================================ 1-100 Type ------------------------------------------------ 01-04 Amulet of Proof Against Detection 05-08 Bag of Holding 09-14 Boots of Elvenkind 15-18 Boots of Levitation 19-22 Boots of Speed 23-26 Boots of Striding and Springing 27-30 Cloak of Displacement 31-36 Cloak of Elvenkind 37-42 Crystal Ball 43-44 Drums of Panic 45-48 Efreeti Bottle 49-52 Flying Broomstick 53-54 Flying Carpet 55-61 Gauntlets of Ogre Power 62-65 Girdle of Giant's Might 66-72 Helm of Alignment Change 73-76 Helm of Comprehending Languages and Magic 77-80 Helm of Telepathy 81-82 Helm of Teleportation 83-84 Horn of Blasting 85-90 Medallion of Thoughts 91-92 Mirror of Life Trapping 93-96 Object of Commanding Elementals 97-00 Scarab of Protection ------------------------------------------------ ================================ Miscellaneous Weaponry ================================ 1-100 Type -------------------------------- 01-13 Arrows or bolts +1 (5-30) 14-20 Arrows or bolts +2 (4-24) 21-30 Axe +1 31-35 Axe +2 36-42 Bow +1 43-47 Dagger +1, +2 vs goblins & hobgoblins 48-52 Dagger +1, +2 vs kobolds & lizard men 53-57 Dagger +1, +2 vs orcs & gnolls 58-62 Dagger +1, +3 vs men 63-67 Flail +1 68-70 Mace +1 71-72 Mace +2 73-77 Morning star +1 78-82 Short sword +1 83-84 Short sword +1, +3 vs man-types 85-89 Spear +1 90-91 Spear +2 92 Spear +3 93-97 War hammer +1 98-99 War hammer +2 00 War hammer +3 -------------------------------- ========================= Potions ========================= 1-100 Type ------------------------- 01-04 Abbreviation 05-08 Animal Mastery 09-12 Curing 13-16 Deception 17-19 Dragon Mastery 20-23 Exaggeration 24-27 Extra Curing 28-31 Flight 32-35 Gaseous Form 36-38 Giant Mastery 39-42 Giant's Strength 43-46 Haste 47-49 Heroism 50-53 Inviolability 54-57 Invisibility 58-60 Mastery Over Men 61-63 Plant Mastery 64-67 Poison 68-71 Polymorph 72-75 Resistance to Fire 76-79 Sixth Sense 80-82 Treasure Detection 83-85 Undead Mastery 86-89 Water Breathing 90-93 Weightlessness 94-97 X-Ray Vision 98-00 Youthfulness ------------------------- ========================= Rings ========================= 1-100 Type ------------------------- 01-07 Animal Mastery 08-14 Darkvision 15-23 Deception 24-30 Invisibility 31-37 Mastery over Men 38-46 Protection 47-53 Regeneration 54-60 Resistance to Fire 61-63 Spell Storing 64-66 Spell Turning 67-69 Telekinesis 70-72 The Djinn 73-81 Water Walking 82-88 Weariness 89-97 Wishes 98-00 X-Ray Vision ------------------------- ================================ Spell Books & Scrolls ================================ 1-100 Type -------------------------------- 01-08 Scroll, cursed 09-19 Scroll, 1 spell 20-29 Scroll, 2 spells 30-38 Scroll, 3 spells 39-46 Spell book, 1st-2nd level 47-53 Spell book, 1st-4th level 54-60 Spell book, 1st-6th level 61-68 Ward against Elementals 69-76 Ward against Lycanthropes 77-84 Ward against Golems 85-92 Ward against Undead 93-00 Ward against Magic -------------------------------- ================================ Staves & Wands ================================ 1-100 Type -------------------------------- 01-05 Serpent Staff† 06-10 Staff of Healing† 11-15 Staff of Mastery 16-20 Staff of Power* 21-25 Staff of Smiting 26-30 Staff of Sorcery* 31-35 Staff of Wasting 36-40 Wand of Cancellation 41-45 Wand of Detecting Enemies 46-50 Wand of Detecting Magic 51-55 Wand of Detecting Metal 56-60 Wand of Detecting Secrets 61-65 Wand of Detecting Traps 66-70 Wand of Fear 71-75 Wand of Fireball 76-80 Wand of Ice 81-85 Wand of Lightning Bolt 86-90 Wand of Paralysis 91-95 Wand of Phantasm 96-00 Wand of Polymorph -------------------------------- † Usable by clerics only * Usable by magic-users only =================================== Swords =================================== 1-100 Type ----------------------------------- 01-07 Sword –2, cursed 08-30 Sword +1 31-35 Sword +1, +2 vs man-types 36-40 Sword +1, +2 vs lycanthropes 41-45 Sword +1, +2 vs enchanted 46-50 Sword +1, +3 vs giants 51-55 Sword +1, +3 vs golems 56-60 Sword +1, +3 vs regenerating 61-65 Sword +1, +3 vs dragons 66-70 Sword +1, Flametongue 71-75 Sword +1, Frostbrand 76-80 Sword +2 81-85 Sword +3 86-90 Sword +2, Holy 91-95 Sword +2, Unholy 96-00 Sword +2, Vorpal ----------------------------------- # Explanation of Treasures # Armor and Shields A suit of magical armor or an enchanted shield will reduce an opponent's attack rolls by an amount equal to its adjustment. Thus a suit of plate armor +1 will cause enemies to attack at –1, a shield +2 will cause enemies to attack at –2, and so on. If a character wearing magical armor also carries an enchanted shield of greater potency use its greater adjustment on any turn he throws a 5 or 6 on a six-sided die. # Miscellaneous Magic Items These items are usable by all characters unless noted otherwise. Amulet of Proof Against Detection An amulet which blocks all forms of magical detection including that by crystal ball, locate object, detect invisibility, sixth sense, witch eye, and so on. It is ineffective against mundane detection, however. Bag of Holding An amazing sack which can hold up to 10,000 coins and appear only partially full and weigh only 50 lb. Anything not wider than 3ft x 3ft can be fit into it. Boots of Elvenkind Elvish footwear that enables the wearer to move almost completely silently. Boots of Levitation Empowers the wearer to levitate as per the magic-user spell of the same name but with unlimited duration. Boots of Speed Anyone so shod may run at up to 24" for a full day after which he must rest for a day. Boots of Striding and Springing The wearer can sustain his full speed indefinitely without need of rest. Furthermore, thrice per day he can make a great leap up to 6" forward or 2" directly up or backward, landing soundly on his feet. # Cloak of Displacement The wearer of this cloak appears slightly displaced in time and space adding +2 to saving throws versus wands and rays and adjusting physical attack rolls by –2. # Cloak of Elvenkind A wondrous cloak that renders the wearer nearly invisible. # Crystal Ball Employable by magic-users only, these provide vision of a desired place, person, or object, although great distance and unfamiliarity the subject increase the chance that the subject cannot be located. Except as noted below the other senses will remain unsatisfied. Spells such as read magic, darkvision, detect invisibility, and so on will affect what may be seen but no spell or spell-like effect can be cast through a crystal ball. Most crystal balls permit clairvoyance but 1 in 6 also permit the magic-user to hear thoughts exactly as the sixth sense spell. These may be used no more than thrice per day without risk of being feebleminded, and each turn of usage requires a turn of rest thereafter. # Drums of Panic This pair of great drums are too large to be carried by a man-type but may be transported on a wagon or beast of burden. When beat these will panic all living things at least 2" but not more than 12" away. heroic-types are allowed a saving throw versus spells to resist, superheroic-types are unaffected. Panicked creatures will flee at their fastest rate for a turn. # Efreeti Bottle The efreet trapped in this bottle will grudgingly serve whomever should free him (and no other) for a year and a day. # Flying Broomstick This magical broom is employable by magic-users only and can fly at 24" per turn with one rider, or at 18" per turn with two riders. # Flying Carpet Can carry one or two riders at 24" per turn or three riders at 12" per turn. # Gauntlets of Ogre Power The wearer of these gains strength equal to an ogre enabling him to perform feats of great strength and to deal +2 hit points damage in combat. # Girdle of Giant's Might The wearer of this wide leather girdle gains strength equal to a hill giant. He is capable of mighty feats of strength including hurling rocks and dealing 2-12 points of damage in combat. MAGICAL HELMS are not considered to be armor. They do not adjust armor class and neither are magic-users restricted from wearing them. Should these be worn in battle the referee may assume that 1 blow in 6 is aimed at the head. If that blow should connect the helm is struck and will require a successful saving throw to avoid being smashed. # Helm of Alignment Change If worn immediately causes lawful persons to become chaotic and vice-versa. Neutral persons are 50% likely to change either way. Removing the helm thereafter will not revert the subject's alignment which can only be accomplished by a wish. Of course the affected person will resist such efforts to the utmost of his ability. # Helm of Comprehend Languages and Magic The wearer is able to read any magical inscriptions, treasure maps, and mundane writing. # Helm of Telepathy Enables the wearer to probe subjects within 9" in exactly the same manner as the sixth sense spell, and additionally to implant a mental suggestion in intelligent subjects only. If a suggestion is implanted the subject makes a reaction check adjusted by +2. A positive or better reaction indicates that the subject will enact any reasonable suggestion (according to the subject's nature). # Helm of Teleportation This helm grants magic-users only the ability to teleport up to three times per day as per the magic-user spell. If the magic-user also has the teleport spell memorized then that spell will not be erased from memory when cast for so long as this helm is worn. # Horn of Blasting A blast upon this great horn delivers 2-12 points of damage to all living things within a cone-shaped area of effect 10" long and up to 3" wide. Survivors are deafened for a turn and any buildings or fortifications suffer structural damage. # Medallion of Thoughts Grants the wearer use of the sixth sense spell excepting that there is 1 chance in 6 it will fail to read any particular subject. # Mirror of Life Trapping A shield-sized mirror which traps any man-type or undead who sees his own reflection at 1" or closer. It is 90% likely that an unwary subject will see his reflection in good light, but only 10% likely if he is wary of the mirror's power. A magic-user can gaze into a mirror safely with a secret command word or the use of a gazeback spell. The mirror can contain 15-20 prisoners at one time with each being held individually in a private null dimension. Those so imprisoned remain unharmed but are completely powerless therein. A magic-user can call any prisoner to the surface of the mirror to converse, and if desired, can free them from the mirror. Breaking the mirror will free all prisoners simultaneously. # Object of Commanding Elementals These four objects are usable by magic-users only, each conjuring an elemental of a particular type. The conjuration requires a full turn of preparation and another of invocation. The elemental brought forth will then have 12 hit dice and be subject to the magic-user's will exactly as per the invoke elemental spell. . Stone of Controlling Earth Elementals . Brazier of Commanding Fire Elementals . Censer of Controlling Air Elementals . Bowl of Commanding Water Elementals # Scarab of Protection Affords the wearer absolute immunity to disintegration, finger of death, level drain, vorpal swords, and curses. The scarab will nullify 2-12 such attacks before crumbling to dust. # Miscellaneous Weaponry Arrows or bolts (50% chance of either) are usable by fighters only. The magical adjustment applies both to attack and damage rolls. The attack adjustment is cumulative with that of any magical bow so a +1 arrow fired from a +1 longbow would have a total attack adjustment of +2. Axes (50% chance of battle axe or hand axe) are usable by fighters only. The magical adjustment for battle axes applies to both attack and damage rolls, for hand axes to attack rolls only. Hand axes can be hurled up to 3" as a medium range missile attack. Bows are equally likely to be crossbows, longbows, or short bow and all are usable by fighters only. The magical adjustment of these applies to attack rolls only. Daggers are usable by fighters, thieves, and magic-users. The magical adjustment applies to attack rolls only. The second adjustment (if given) is applicable to attack rolls versus a specific type. Daggers can be hurled up to 3" as a medium range missile attack. Flails and maces are usable by fighters and clerics. The magical adjustment applies to damage rolls only. Morning stars are usable by fighters only. The magical adjustment applies to damage rolls only. Short swords are usable by fighters and thieves. The magical adjustment applies to attack rolls only. The second adjustment (if given) is applicable to attack rolls versus a specific type. Spears are usable by fighters only. The magical adjustment applies to attack rolls only but they can be hurled up to 3" as a medium range missile attack, and three men can fight in a defensive spear wall across a 10ft wide passage. Spears can also be set against a charging foe to cause 2-12 damage on impact. War Hammers are usable by fighters and clerics and the magical adjustment applies to damage rolls only. These can be hurled up to 3" as a medium range missile attack. War Hammer +3 In the hands of a fighter or cleric this weapon adds +3 hit points to damage. In the hands of a dwarf, however, it causes 2-12 damage against all foes excepting giants against which it causes 5-15 damage. Additionally, a dwarf can throw the war hammer +3 up to 6" and it will automatically fly back to his hand. # Potions A potion flask contains exactly enough fluid to cause the prescribed effect although a small sip may be tasted without altering its efficacy. The duration of any temporary effect is 7-12 turns unless stated otherwise. # Abbreviation Quaffing the full potion will reduce a person to one 12th size. I.e., a 6ft tall person would shrink to 6in in height. Consuming a lesser part will have a proportionally lesser effect. # Animal Mastery The imbiber gains control over 3-18 small animals, or 2-12 medium sized animals, or 1-6 large animals. Only normal animal-types can be controlled. # Curing Restores 2-7 lost hit points. # Deception Causes the imbiber to believe the effect is whatever he desired it to be or a randomly determined potion effect determined by the referee. # Dragon Mastery The imbiber gains control over up to 3 dragons who fail to save versus spells. Each potion affects one type of dragon as determined by the referee. # Exaggeration Quaffing the full potion will enlarge a person to four times size. I.e., a 6ft tall person would grow to 24ft in height. Consuming a lesser part will have a proportionally lesser effect. # Extra Curing Quaffing the full potion restores 6-21 lost hit points. Taking a one-third part of it will restore 1-6 lost hit points. # Flight Consumption of this potion has the same effect as a fly spell except that it lasts for 7-12 turns. # Gaseous Form The imbiber becomes a cohesive, mobile cloud of gas able to penetrate any non-airtight space. However, anything worn or carried drops to a heap on the floor. # Giant Mastery The imbiber gains control over up to 4 giants who fail to save versus spells. Each potion affects only one type of giant, as determined by the referee. # Giant's Strength Grants strength equal to a hill giant including hurling rocks and causing 2-12 points of damage per hit. # Haste Imbues the imbiber with the same effect as the haste spell except that it lasts for 2-7 turns. # Heroism Causes an ordinary man-type to function as a heroic fighter in all respects. Leveled fighters are also temporarily increased as follows: ====================== Potion of Heroism ====================== Fighter Fighter Level Level Adjustment ---------------------- 1 +4 2-4 +3 5-7 +2 8-10 +1 ---------------------- # Inviolability Grants invulnerability to normal weaponry and improves saving throws by +2 for 7-12 turns. # Invisibility Drinking this potion produces the same effect as the magic-user invisibility spell for 7-12 turns. # Mastery Over Men The imbiber gains control over 2-12 normal men, or 1-6 heroic men, or 1 superheroic man as per the charm person spell. Saving throws are applicable. # Plant Mastery The imbiber gains control over ordinary plants within a 6" diameter or 1-6 ooze-types (including slimes, oozes, and puddings). # Poison Even a sip is fatal unless a saving throw versus poison is successful. # Polymorph Produces the same effect as the magic-user polymorph spell except that it lasts only 7-12 turns. # Resistance to Fire Grants invulnerability to ordinary fire and adjusts saving throws versus magical fire including fireball, red dragon breath, and so on by +2. Any fire damage sustained is reduced by 1 hit point per die regardless. # Sixth Sense Drinking this potion produces the same effect as the magic-user sixth sense spell for 7-12 turns. # Treasure Detection Quaffing this potion enables the detection of any treasure worth 5,000 gp or more within 36". It is not blocked by lead, stone, or anything else. # Undead Mastery The imbiber gains control over 2-12 normal undead, or 1-6 heroic undead as per the charm monster spell. The latter are allowed saving throws versus spells. # Water Breathing The imbiber is able to breathe comfortably underwater for 7-12 turns. # Weightlessness Imbibing this potion has the same effect as the magic-user levitate spell for 7-12 turns. # X-Ray Vision Enables the imbiber to see through up to 10ft of stone or 6in of iron to a distance of 6" for 7-12 turns. Everything will be revealed including traps and secret places. The magic is obstructed by lead or gold and only a 1" by 1" section of wall can be examined each turn. # Youthfulness Reduces the imbiber's age by 10 years. # Rings Magic rings are usable by all characters though they must be worn in order to function. One ring may be worn on each hand and these will have a continual effect unless noted otherwise in the description. # Animal Mastery The wearer may exert control over 3-18 small animals or 2-12 medium-sized animals or 1-6 large animals within 6" at any one time. Only ordinary animal-types can be controlled. # Darkvision The wearer can see in darkness as per the magic-user darkvision spell for so long as he wears this ring. # Deception Causes the wearer to believe the effect is whatever he originally desired it to be or an effect determined by the referee. # Invisibility The wearer becomes invisible as per the magic-user invisibility spell for so long as he wears this ring. # Mastery Over Men The wearer may exert control over 2-12 normal men or 1-6 heroic men or 1 superheroic man within 6" at any time. All are allowed saving throws versus spells in the same manner as per the charm person spell. # Protection The wearer's saving throws are adjusted by +2 and any attack rolls that are targeted at him are adjusted by –2 for so long as he wears this ring. # Regeneration Causes the wearer to regain 1 lost hit point each turn. Severed limbs will reattach or re-grow. If the wearer is reduced to 0 (or fewer) hit points and makes a successful shock survival check he will even return from the dead. Only fire or acid can permanently destroy the wearer. # Resistance to Fire Grants the wearer invulnerability to ordinary fire and adjusts saving throws versus magical fire including fireball, red dragon breath, and so on by +2. Any fire damage sustained is reduced by 1 hit point per die regardless. # Spell Storing A ring of this type can store 1-6 spells of either the magic-user (1-4), cleric (5), or anti-cleric (6) sort. The anti-clerical rings are harmful to clerics and vis versa. Whether there are stored spells in the ring, and what spells they are, should be determined randomly if such a ring is found. Anyone (including non-casters) who places this ring on his finger immediately knows which spells, if any, are stored therein and may invoke them. Each stored spell can be invoked once before it is expended. The ring can only be recharged by a magic-user, cleric, or anti-cleric, respectively. # Spell Turning Any spell uttered at the wearer of this ring by 1st to 4th level spell caster is 80% likely to be turned back at the caster. For each experience level the spell caster has beyond the 4th it is 10% less likely that his spell will be turned by this ring. # Telekinesis The wearer is able to shift loads up to 200 lb at a rate of 12" to anywhere within a 12" radius simply by concentrating. # The Djinn The wearer may call forth a djinni who is permanently bound to serve whoever wears the ring. The djinni is as are all monsters of its type. # Water Walking Enables the wearer to walk on water as if he were walking on dry land. # Weariness The wearer is reduced to half his usual strength and is affected by a slow spell for so long as he wears this ring. It can only be removed by a remove curse spell or a wish. # Wishes Grants either 3 or 1-6 (50% chance of either) wishes to the wearer. A wish is powerful magic indeed but only the most literal interpretation of a wish will be honored. A wish must be uttered in one breath. It can be used to heal a player or restore him to life, to lift curses, to dispel magic, and so on. Ability scores can be restored to normal or raised by 1 point (up to 18). A lost experience level can be restored but a new experience level cannot be added. Any wealth or object brought to hand will come from the nearest source and the rightful owner will not be pleased with this theft. The referee should adjudicate the effects of a wish carefully. A wish that all orcs should die, for example, might have no effect given that orcs are mortal and will die eventually in any case. # X-Ray Vision Enables the wearer to see through up to 10ft of stone or 6in of iron to a distance of 6". Everything will be revealed including traps and secret places. The magic is obstructed by lead or gold and only a 1" by 1" section of wall can be examined each turn. # Scrolls Scrolls are either spell scrolls, wards, or curses. Each type can be identified by anyone who can read. Spell scrolls are usable only by the appropriate magical types and curses are triggered as soon as they are identified. Spell scrolls are of the magic-user, cleric, or anti-cleric sort when a 1-4, 5, or 6 is thrown on a six-sided die, respectively. A spell scroll will contain 1-3 spells with the level and name of each spell being determined randomly. A spell invoked from a scroll is as per the minimum caster level necessary to memorize the spell. Wards function as does the circle of protection from evil spell except that they function against a specific type and number of monsters and have a duration of one hour. # Ward against Elementals Effective against a single elemental of any type. # Ward against Lycanthropes Effective against 2-12 lycanthropes of any type. # Ward against Magic Effective against all magic in a 1" sphere about the invoker for one hour in the same manner as the anti-magic shield spell. # Ward against Undead Effective against 4-24 normal undead or 2-12 heroic undead or 1-6 superheroic undead. # Curses Curses will affect the invoker and any man-types within 15ft. ====================================================== Curses ====================================================== 2-12 Type of Curse ------------------------------------------------------ 2 Turned to stone 3 Feebleminded 4 Powerful monster conjured to stalk the player 5 Prime requisite ability score reduced to 3 6 All gold touched or carried turns to lead 7 All saving throws penalized by –2 8 All monster reactions are hostile 9 Blinded 10 Disease contracted, fatal within 24 hours 11 Polymorphed into insect, frog, mouse, or similar 12 Fall into a permanent sleep ------------------------------------------------------ # Staves & Wands Staves are employable by magic-users and clerics as weapons or for firing spell-like effects as an 8th level caster. A staff holds up to 200 charges but will have only 10-200 charges when found. Wands are employable by magic-users only for firing spell-like effects as a 6th level caster. A wand holds up to 100 charges but will have only 10-100 charges when found. Each use of a spell-like effect drains one charge unless stated otherwise. # Serpent Staff Usable by clerics only this staff adds +1 to attack and damage rolls. On a successful attack the cleric can expend one charge to transmutes the staff into a mass of writhing serpents that coil about the target preventing a man-sized opponents from attacking for 1-4 turns. After this period the serpents slither back to their owner and return to staff form. # Staff of Healing Usable by clerics only this staff cures 2-7 hit points at a touch. It will function only one time on any one person each day. # Staff of Mastery This staff has the combined powers of plant mastery, animal mastery, and mastery over men. # Staff of Power Employable by magic-users only, this staff can invoke a lightning bolt, a fireball, or a cone of intense cold 6" long and up to 2" wide. Each of these cause 8-48 points of damage but a successful saving throw will reduce this damage by one-half. Additionally, the staff may cause continual light, wall of fire, and telekinesis (up to 250 lb). If used in combat it performs as a staff of smiting. As a last resort the wielder may perform a final strike, thereby breaking the staff and releasing all its remaining energy. The resulting blast causes 1 point of damage per remaining charge to all creatures within 3". # Staff of Smiting Uses no charges but causes 2-12 points of damage on a hit. # Staff of Sorcery Employable by magic-users only this staff has all the functions of the Staff of Power as well as a whirlwind (as a djinn), invisibility, invoke elemental (8 HD), paralysis (as the wand), passwall, wall of ice and web. # Staff of Wasting A successful hit causes 1-6 points of damage and ages the target by one decade. This has little impact upon elves but is a terrible toll upon men. # Wand of Cancellation This wand will dispel magic exactly as per the magic-user dispel magic spell. # Wand of Detecting Enemies Use of this wand will reveal anyone within 6" who is hostile or malicious toward the wielder. # Wand of Detecting Magic Use of this wand will reveal the presence of any ongoing magic spells or enchanted objects within 2". Expending a second charge will reveal the general nature of one specific spell or enchanted item. # Wand of Detecting Metal Use of this wand will reveal the location and type of any metal of at least 100 lb (2,000 coins) mass within 2". # Wand of Detecting Secrets Use of this wand will reveal any secret or concealed doors or passages within 2". # Wand of Detecting Traps Use of this wand will reveal any and all traps within 2". # Wand of Fear This wand will produce a cone of panic exactly as per the magic-user fear spell. # Wand of Fireball This wand will invoke a 6 dice fireball exactly as per the magic-user fireball spell. # Wand of Ice This wand will produces a cone of intense cold 6" long and up to 2" wide which causes 6 dice of damage to everyone in the area. A saving throw versus breath weapons will reduce this damage by half. # Wand of Lightning Bolt This wand will invoke a 6 dice lightning bolt exactly as per the magic-user lightning bolt spell. # Wand of Paralysis This wand will invoke a baleful ray 9" long which will paralyze any single man-type for 2-12 turns unless he makes a successful saving throw versus wands. # Wand of Phantasm This wand will generate an illusion exactly as per the magic-user phantasm spell except that the wielder can move at a normal walk while maintaining the illusion. Breaking the wielder's concentration will end the illusion. # Wand of Polymorph Use of this wand enables the wielder to polymorph himself or others exactly as per the magic-user polymorph and baleful polymorph spells. # Magic Swords Magic swords are usable by fighters only. In addition to attack and damage adjustments the greatest magic swords also have intelligence, alignment, purpose, and the possibility of spell-like powers. The second magical adjustment (if given) is applicable to attack and damage rolls against the specified target types. The first magical adjustment applies to attack and damage rolls against all other targets. # Cursed Subtracts from attack rolls and will always (magically) appear in hand. The player will have great difficulty ridding himself of this weapon. # Versus Man-types Causes additional damage to one specific man-type including men, elves, dwarfs, halflings, gnomes, and so on. # Versus Lycanthropes Causes additional damage to lycanthropes and shape-shifters. # Versus Enchanted Causes additional damage to magic-users and magic-using monsters. # Versus Giants Causes additional damage to giants. # Versus Dragons Causes additional harm to one specific type of dragon. If this sword is chaotic it is especially harmful to golden dragons. If this sword is lawful it is especially harmful to either white, black, green, blue, or red dragons. Otherwise it will be harmful to any one type. # Versus Regenerating Causes additional damage to any regenerating creatures including trolls, clerics, and characters with regenerating rings or swords. # Flametongue This sword is afire with burning light. It deals +3 damage to creatures of cold and those vulnerable to fire including mummies, treants, and white dragons. # Frostbrand This sword glimmers with frigid blue light. It deals +3 damage to creatures of fire and those vulnerable to cold including fire elementals, efreet, and red dragons. # Holy This sword is always lawful regardless of intelligence. In the hands of a lawful fighter it is a sword +2, +4 versus chaotics and functions as a ring of spell turning against chaotic spell casters. Otherwise it functions only as a sword +2. # Unholy This sword is always chaotic regardless of intelligence. In the hands of a chaotic fighter it is a sword +2, +4 versus lawfuls and functions as a ring of spell turning against lawful spell casters. Otherwise it functions only as a sword +2. # Vorpal This sword is always neutral regardless of intelligence. In the hands of a neutral fighter any attack roll that exceeds the number required to hit by 4 or more, or is a 20 in any case, will decapitate a man-type who fails to save versus wands. Otherwise it functions only as a sword +2. When a magic sword is indicated the referee should dice on the magic swords table and then throw two six-sided dice to determine the sword's intelligence. A result of 2-6 indicates a non-intelligent sword much like other magical weaponry while a 7 or more indicates an intelligent sword with the possibility of additional powers. # Intelligence Some magic swords are intelligent as determined by a throw of two six-sided dice. ============================== Magic Sword Intelligence ============================== 2-12 Communication Powers ------------------------------ 2-6 Unintelligent 0 7 Empathic 1 8 Empathic 2 9 Verbal 3 10 Verbal 3 11 Read Magic 3 12 Telepathic 3+1* ------------------------------ * 3 powers plus 1 exceptional power A sword with less than 7 intelligence is an inanimate weapon. A sword with 7 or more intelligence, however, is a living thing with its own motivations and personality. The referee should play it as he would any other non-player character bearing in mind the sword may not be friendly to its wielder as determined by an initial reaction check and the developing relationship between them. # Communication An intelligent sword is able to communicate. Empathic communication is via physical hints such as pointing, leaning, shaking, vibrating and so on, combined with emotional impulses. Verbal communication is via an audible voice spoken in any language the sword knows. An intelligent sword capable of verbal communication will always know its alignment tongue and a number of additional languages determined by two six-sided dice. The most intelligent magic swords are able to read magic and to communicate telepathically in addition to their ability to speak. ============================= Intelligent Sword Languages ============================= 2-12 Number of Languages ----------------------------- 2-8 1 additional language 9 2 additional languages 10 3 additional languages 11 4 additional languages 12 Roll twice* ----------------------------- * Ignore subsequent occurrences # Ego All intelligent swords have an ego. The higher a sword's ego the more challenging it will be to master. A sword's ego rating is determined by throwing two six-sided dice and adjusting the result by +1 for each additional language or power the sword possesses (whichever is greater). # Alignment All intelligent magic swords are aligned as either lawful, neutral or chaotic. A holy sword is always lawful, an unholy sword is always chaotic, and a vorpal sword is always neutral regardless of intelligence. ===================== Magic Sword Alignment ===================== 1-6 Alignment --------------------- 1 Chaotic 2-3 Neutral 4-6 Lawful --------------------- # Alignment Damage Any character who willingly handles an enchanted sword of a different alignment will suffer 1-6 points of damage for each step its alignment is removed from his. Thus, a lawful player will suffer 2-12 points of damage if he handles a chaotic sword. A character contacting a magical sword unwillingly or under instruction is spared half this damage. # Powers Intelligent swords will possess a number of additional powers and exceptional powers. The referee should roll on the Magic Sword Powers table and, if necessary, the Magic Sword Exceptional Powers table to determine each of these functions. The wielder is required to hold the sword unsheathed and to concentrate for a turn in order to invoke any of these powers. Only a single power may be used each turn but they can otherwise be used thrice per day with the exception of regeneration (which is continuous) and wishes (which can be used a total of 3 or 1-6 times). ================================ Magic Sword Powers ================================ 2-12 Power -------------------------------- 2 Roll twice 3 Detect gems/jewelry 4 Detect traps 5 Detect gold 6 Detect evil/good 7 Detect shifting stonework 8 Detect silver 9 Detect secret doors 10 Detect invisible objects 11 Detect magic 12 Exceptional power instead -------------------------------- =============================================== Magic Sword Exceptional Powers =============================================== 3-18 Exceptional Power ----------------------------------------------- 3 Roll thrice 4 Roll twice 5 Teleport 6 Telekinesis 7 Regeneration (1 hp per turn, 6 per day) 8 Charm person 9 Knock 10 Sixth sense 11 Levitate 12 Phantasm 13 X-Ray vision (as the ring) 14 Fly 15 Giant's strength (as the potion) 16 Life stealing 17-18 Wishes (as the ring) ----------------------------------------------- Unless noted otherwise these powers are as per the equivalent magic-user spells. A sword with the life stealing power can invoke a finger of death once per day and is immediately deemed to be chaotic. If it was a holy sword or a vorpal sword it is declared an unholy sword instead. # Purpose The most potent magic swords have been forged for a specific purpose. Should the referee generate a sword with both 9 or more intelligence and 9 or more ego it will be a purposed sword with the maximum intelligence and ego (promote both to 12 but do not add powers if intelligence is raised). The purpose of such a sword is determined by dicing on the Magic Sword Purpose table. ======================================= Magic Sword Purpose ======================================= 2-12 Purpose --------------------------------------- 2 Slay lycanthropes 3 Slay giants 4 Slay dragons 5 Slay magic-users 6 Defeat evil* 7 Slay fighters 8 Slay undead 9 Slay gothrogs 10 Slay elementals 11 Slay thieves 12 Slay anti-clerics† --------------------------------------- † Slay clerics if chaotic, or both if neutral * Defeat good if chaotic, or both if neutral In all cases the purpose of a sword is according to its alignment. Thus, a lawful sword purposed to destroy magic-users is purposed to destroy chaotic magic-users only. A neutral purposed sword affects lawful and chaotic types equally. A lawful sword will paralyze a purposed foe on a successful hit if he fails to save versus petrification. A neutral sword will confuse a purposed foe on a successful hit if he fails to save versus spells. A chaotic sword will slay a purposed foe on a successful hit if he fails to save versus poison. # Dominance An intelligent sword also has a dominance rating which is the sum of its intelligence and ego. A sword may mentally wrestle for dominance over its wielder in order to get its own way when any of the following (or similar) circumstances arise: . Any character willingly draws or even touches the sword, . The sword's purposed enemy appears, . Another magical sword is found, . The wielder is reduced to fewer than half of his hit points. Compare the sword's dominance to the sum of the player character's wisdom, charisma, and fighter level. The player character adds 1-6 if he is fresh and uninjured but subtracts 1-6 if he has fewer than half of his total possible hit points. The sword adds 2-12 if its alignment differs from the player character's. If there is any difference in the sword's favor it gains control over the character unless he makes a successful saving throw versus spells. If the difference is 6 or more no saving throw is allowed. Whenever a sword dominates its wielder it will cause him to act in accordance with its own goals. This means disposing of competing weapons, entering into glorious (or ignoble) combat, decorating itself with bejeweled hilt-work or scabbards, surrendering itself to a superior wielder who can better achieve its goals, or to an inferior one whom it can more easily dominate, or any other actions that serve its own end. Domination is usually exerted for the duration of one such action. # Saving Throws for Magical Items With the exception of helms (which can be destroyed in combat), magic items are assumed to remain intact so long as the player survives. However, the referee may wish to allow for the possibility of items being destroyed when the character is slain, or otherwise exposed to particularly adverse circumstances. In this case the referee should make a saving throw for each item concerned with the base saving throws for magical items being as follows: =========================== Item Saving Throws =========================== Item Required --------------------------- Armor 12 Miscellaneous Item Various Potion 16 Ring 10 Scroll 16 Shield 12 Stave 12 Wand 14 Weapon 10 --------------------------- Arms, armor, shields, and rings of protection add their defensive adjustment to their saving throws. Items that produce spell-like effects adjust their saving throw by +2 against similar effects. Thus, a wand of fireball and a flametongue sword would save at +2 versus red dragon's breath weapon. The referee should be circumspect about item saving throws. Effects such as poison, confusion, and feeblemind would not affect most magic items but petrification and disintegration would, for example. # Artifacts Super powerful magic items aligned toward law, neutrality, or chaos might exist at the referee's option. These potentially game-altering objects are known as artifacts and should be handled by the referee with great care. Artifacts are unique, campaign specific objects which have a purpose and a history. An artifact could be a throne, an extra-dimensional gate, a crown, a suit of mechanized armor, an enchanted ship, a sword of seven shards, or anything else the referee desires. They will be the subject of research and controversy among the wisest and may also be known through folklore to the common man. Whatever its nature an artifact is impervious to ordinary magic. Anti-magic shield, remove curse, dispel magic, dispel evil, and so on are completely ineffective. Moreover, an artifact is almost completely indestructible. There is typically only one specific way to destroy an artifact which invariably involves a great quest to some faraway and dangerous place. Consequences for meddling with an artifact of differing alignment should be severe. Death, insanity, extra-dimensional imprisonment, 10-60 hit points of damage, loss of 1-6 experience levels, or similar would not be unreasonable. The power imbued when employing an artifact appropriately should be equally astonishing and this matter is left entirely to the referee's imagination... --- OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Delving Deeper Reference Rules Volume 1: The Adventurer's Handbook Copyright 2012, Cameron Dubeers and Simon J. Bull. Delving Deeper Reference Rules Volume 2: The Referee's Guide Copyright 2012, Cameron Dubeers and Simon J. Bull. Delving Deeper Reference Rules Volume 3: The Monster & Treasure Reference Copyright 2012, Cameron Dubeers and Simon J. Bull. Delving Deeper Reliquary Copyright 2013 Simon J. Bull. 16. DESIGNATION OF PRODUCT IDENTITY The names "Delving Deeper", "Delving Deeper Reliquary", and all proper nouns, plots, storylines, locations, characters, art, and trade dress are designated as Product Identity. 17. 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