3 Edition: Distributed Under The Terms of The Open Game License Version 1.0a
3 Edition: Distributed Under The Terms of The Open Game License Version 1.0a
3 Edition: Distributed Under The Terms of The Open Game License Version 1.0a
Distributed under the terms of the Open Game License version 1.0a
3rd Edition
(Release 100)
Dedicated to Gary Gygax, Dave Arneson, Tom Moldvay, David Cook, and Steve Marsh
and to my daughter Taylor, my first and best inspiration
www.basicfantasy.org
Credits
Contributors:
Cover Art:
Artwork:
Proofreading:
Playtesters:
Ray Allen, William D. Smith, Jr., Nick Bogan, Evan Moore, Stuart Marshall,
Emiliano Marchetti, Antonio Eleuteri, Luigi Castellani, Michael Hensley, Nazim N. Karaca,
Arthur Reyes, Todd Roe, Jim Bobb, R. Kevin Smoot, Rachel Ghoul, and Tom Hoyt
Erik Wilson
Erik Wilson, Steve Zieser, Matt Finch, Dan Dalton, Luigi Castellani, Nick Bogan,
Mike Hill, Kevin Cook, Sean Stone, Brian Glad Thomas, Tomas Arfert,
Andy ATOM Taylor, Jason Braun, Martin Wulfgarn Siesto, Brian DeClercq,
Martin Serena, Cory "Shonuff" Gelnett, and Alexander Cook
Tonya Allen, Daryl Burns, James Roberts, Serge Petitclerc, Benedict Wolf, Onno Tasler,
Peter Cook, Derrick "Omote" Landwehr, Wes Brown, Troy Gravil, Garrett Rooney,
K. David Ladage, James Lemon, Martin Serena, and Joe Carruthers
Taylor Gonnerman, Alan Jett, Mike Brantner, Steve Zieser, Allan Zieser, Jonathon Foster,
Adam Young, Michael Young, Jason Schmidt, Doug Wilson, Jessica Abramson,
Tonya Allen, Bryan Christian, Chuck Schoonover, Natalie Schoonover,
Brianna Schoonover, Jason Brentlinger, Chris Wolfmeyer, Josh Eaton,
and Audra Brentlinger
TABLE OF CONTENTS
PART 1: INTRODUCTION..................................... 1
What Is This?..............................................................1
What Is a Role-Playing Game?....................................1
What Do I Need to Play?.............................................2
Using the Dice.............................................................2
PART 2: PLAYER CHARACTERS...........................3
How to Create a Player Character...............................3
Character Abilities.......................................................4
Hit Points and Hit Dice................................................4
Languages..................................................................4
Character Races..........................................................5
Dwarf and Elf..............................................................5
Halfling and Human....................................................6
Combination Classes...................................................6
Character Classes........................................................7
Cleric and Fighter........................................................7
Magic-User and Thief..................................................8
Cost of Weapons and Equipment..............................10
Money......................................................................10
Equipment................................................................10
Weapon Size.............................................................11
Missile Weapon Ranges.............................................11
Explanation of Equipment.........................................12
Vehicles....................................................................13
Siege Engines...........................................................14
PART 3: SPELLS................................................ 15
PART 4: THE ADVENTURE.................................36
Time and Scale.........................................................36
Dungeon Adventures................................................36
Carrying Capacity.....................................................36
Movement and Encumbrance...................................36
Mapping...................................................................36
Light.........................................................................36
Darkvision................................................................36
Doors.......................................................................37
Traps........................................................................37
Secret Doors.............................................................37
Dungeon Survival.....................................................37
Wilderness Adventures..............................................38
Wilderness Movement Rates.....................................38
Overland Travel........................................................38
Waterborne Travel.....................................................38
Traveling by Air.........................................................39
Becoming Lost..........................................................39
Retainers, Specialists and Mercenaries.......................39
Character Advancement............................................42
Experience Points.....................................................42
PART 5: THE ENCOUNTER................................43
Order of Play............................................................43
Surprise....................................................................43
Monster Reactions.....................................................43
Initiative....................................................................44
Combat....................................................................44
Running....................................................................44
Maneuverability........................................................44
Climbing and Diving.................................................45
Charging...................................................................45
Evasion and Pursuit..................................................45
Defensive Movement................................................45
Attack Bonus Table...................................................46
How to Attack...........................................................46
Attacking from Behind..............................................46
Normal Men..............................................................46
Monster Attack Bonus...............................................46
Melee Combat..........................................................46
Missile Fire................................................................47
Cover and Concealment...........................................47
Missile Weapon Rate of Fire......................................47
Grenade-Like Missiles...............................................47
Missiles That Miss......................................................47
Damage....................................................................47
Subduing Damage....................................................48
Brawling...................................................................48
Wrestling...................................................................48
Oil............................................................................49
Holy Water...............................................................49
Morale......................................................................49
Turning the Undead..................................................49
Clerics vs. Undead Table...........................................50
Energy Drain.............................................................51
Healing and Rest.......................................................51
Constitution Point Losses..........................................52
Falling Damage.........................................................52
Deafness and Blindness.............................................52
Attacking a Vehicle....................................................52
Repairing a Vehicle....................................................52
Saving Throws..........................................................52
Item Saving Throws..................................................53
PART 6: MONSTERS.......................................... 54
PART 7: TREASURE......................................... 129
Treasure Types........................................................130
Magic Item Generation............................................132
Explanation of Magic Items.....................................135
PART 8: GAME MASTER INFORMATION...........144
Wandering Monsters................................................144
Creating an NPC Party............................................148
Dealing with Players................................................150
Character Creation Options.....................................150
Hopeless Characters...............................................150
Acquisition of Spells................................................151
Weapon and Armor Restrictions..............................151
Judging Wishes.......................................................151
Optional Rules........................................................152
Death and Dying.....................................................152
Save or Die Poison..............................................152
Awarding Experience Points for Treasure Gained.....153
Ability Rolls.............................................................153
Preparing Spells from Memory................................153
Thief Abilities..........................................................153
Magical Research....................................................154
Creating a Dungeon Adventure...............................157
Traps......................................................................159
Designing a Wilderness Adventure...........................160
Strongholds............................................................161
ALPHABETICAL INDEX..................................... 164
OPEN GAME LICENSE...................................... 165
INTRODUCTION
PART 1:
INTRODUCTION
It was our third foray into the dungeons beneath the ancient fortress in the middle of the river. We were on the
second level down from the ruins, standing before the great bronze doors beyond which we believed lay the tomb
of an ancient barbarian chieftain. I hadn't believed the tales of the old drunk at the tavern back at Morgansfort,
but for some reason Apoqulis the Cleric believed him. Turned out his stories were true mostly, anyway.
I held a torch for Barthal the Thief as he tried briefly to pick the lock. He turned around and said, It must be
held by magic. The lock won't even wiggle.
Morningstar the Elf smiled. I have just the thing, she said, drawing from her backpack the scroll we took from
the goblins. She unrolled it and began to read, and though I couldn't understand her words I could see the
characters burning away as she read them, little wisps of smoke as from a candle rising up from each in turn.
Seeing that she was nearly through, I turned my attention to the lock. I'm not sure what I was expecting, but the
little puff of dust that came from it as she finished didn't seem like much. She turned to Barthal and said, Try
again.
I'm tempted to say that Barthal bent to his work, but he's a Halfling; at just over three feet tall he could look
straight into the lock without stooping a bit. I must have looked impatient, as Apoqulis leaned over to me and
said, Be still, Darion, he'll be through in a moment or two.
Then I heard a loud click, and Barthal turned to me with a smile. It's open, my friend. After you! I handed
him the torch, then stepped to the doors, sword drawn, and Morningstar joined me, likewise ready. I steeled
myself and opened the doors
Beyond lay a stone sarcophagus, resting atop a raised platform. Strewn about the floor were many human
skeletons. Apoqulis made a sign with his hand that I didn't recognize; then we walked in carefully, trying not to
trip over the bones. I noticed among the bones several bronze swords, covered in verdigris. I stepped to the
sarcophagus. The lid is likely very heavy, I said. Come, Morningstar, rather than lift it, let's turn it about so
we can see what treasures lie inside.
Morningstar called Wait! but it was too late I had already laid hands upon the sarcophagus. The bones on
the floor began to rattle, then rose up and assembled themselves in a mockery of life. Without delay they picked
up their swords from the floor and began to attack us. I would have to wait until later to kick myself, I mused, as I
put my back against the sarcophagus and began to fight the monsters
What Is This?
The Basic Fantasy Role-Playing Game is a rules-light
game system based on the d20 SRD v3.5, but heavily
rewritten with inspiration from early role-playing game
systems. It is intended for those who are fans of oldschool game mechanics. Basic Fantasy RPG is simple
enough for children in perhaps second or third grade to
play, yet still has enough depth for adults as well.
INTRODUCTION
If you are the Game Master, you need all of the above.
If this is your first time as GM, or you have limited
preparation time, you might wish to use a pre-written
adventure (called a module) rather than to create one
yourself. Several modules are distributed on the
basicfantasy.org website; the Morgansfort module,
available for free on the website, is specifically designed
for use with a party of new players. Adventure
modules written for other game systems may also be
used, but the Game Master may need to spend some
time converting such a module before beginning play.
PLAYER CHARACTERS
PART 2:
PLAYER CHARACTERS
a Magic-User, ask your Game Master what spell or
spells your character knows; it's up to the Game Master
to decide this, but he or she may allow you to choose
one or more spells yourself.
Roll the hit die appropriate for your class, adding your
Constitution bonus or penalty, and note the result as
your hit points on your character sheet. Note that,
should your character have a Constitution penalty, the
penalty will not lower any hit die roll below 1 (so if your
Character has a -2 penalty for Constitution, and you
roll a 2, the total is adjusted to 1).
Write down the ability score bonus (or penalty) for each
score beside the score itself, as shown on the table on
the next page.
PLAYER CHARACTERS
Character Abilities
Each character will have a score ranging from 3 to 18 in
each of the following abilities. A bonus or penalty is
associated with each score, as shown on the table
below. Each class has a Prime Requisite ability score,
which must be at least 9 in order for the character to
become a member of that class; also, there are required
minimum and maximum scores for each character race
other than Humans, as described under Character
Races, below.
Ability Score
3
4-5
6-8
9-12
13-15
16-17
18
Bonus/Penalty
-3
-2
-1
0
+1
+2
+3
Languages
All characters begin the game knowing their native
language. In most campaign worlds, Humans all (or
nearly all) speak the same language, often called
Common. Each demi-human race has its own
language, i.e. Elvish, Dwarvish, or Halfling, and
members of the demi-human races begin play knowing
both their own language and Common (or the local
Human language if it isn't called Common).
Dexterity:
This ability measures the character's
quickness and balance as well as aptitude with tools.
Dexterity is the Prime Requisite for Thieves. The
Dexterity bonus or penalty is applied to all attack rolls
with missile (ranged) weapons, to the character's Armor
Class value, and to the character's Initiative die roll.
Constitution: A combination of general health and
vitality. Apply the Constitution bonus or penalty to
each hit die rolled by the character. Note that a penalty
here will not reduce any hit die roll to less than 1 point.
PLAYER CHARACTERS
Character Races
Dwarves
Elves
PLAYER CHARACTERS
Halflings
Humans
Special Abilities:
Humans learn unusually quickly,
gaining a bonus of 10% to all experience points earned.
Combination Classes
PLAYER CHARACTERS
Character Classes
Cleric
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Fighter
Exp.
Points
0
1,500
3,000
6,000
12,000
24,000
48,000
90,000
180,000
270,000
360,000
450,000
540,000
630,000
720,000
810,000
900,000
990,000
1,080,000
1,170,000
Hit Dice
1d6
2d6
3d6
4d6
5d6
6d6
7d6
8d6
9d6
9d6+1
9d6+2
9d6+3
9d6+4
9d6+5
9d6+6
9d6+7
9d6+8
9d6+9
9d6+10
9d6+11
1
1
2
2
2
2
3
3
3
3
4
4
4
4
4
5
5
5
6
6
2
1
2
2
2
2
3
3
3
4
4
4
4
4
5
5
5
5
Spells
3 4
- - - - - 1 2 2 1
2 2
2 2
3 2
3 2
3 3
4 3
4 3
4 3
4 3
4 4
4 4
5 4
5
1
2
2
2
2
3
3
3
3
3
3
6
1
2
2
2
2
2
3
3
3
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Exp.
Points
0
2,000
4,000
8,000
16,000
32,000
64,000
120,000
240,000
360,000
480,000
600,000
720,000
840,000
960,000
1,080,000
1,200,000
1,320,000
1,440,000
1,560,000
Hit Dice
1d8
2d8
3d8
4d8
5d8
6d8
7d8
8d8
9d8
9d8+2
9d8+4
9d8+6
9d8+8
9d8+10
9d8+12
9d8+14
9d8+16
9d8+18
9d8+20
9d8+22
PLAYER CHARACTERS
Magic-User
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Exp.
Points
0
2,500
5,000
10,000
20,000
40,000
80,000
150,000
300,000
450,000
600,000
750,000
900,000
1,050,000
1,200,000
1,350,000
1,500,000
1,650,000
1,800,000
1,950,000
Thief
Hit Dice
1d4
2d4
3d4
4d4
5d4
6d4
7d4
8d4
9d4
9d4+1
9d4+2
9d4+3
9d4+4
9d4+5
9d4+6
9d4+7
9d4+8
9d4+9
9d4+10
9d4+11
1
1
2
2
2
2
3
3
3
3
4
4
4
4
4
5
5
5
6
6
6
2
1
2
2
2
2
3
3
3
4
4
4
4
4
5
5
5
5
5
Spells
3 4
- - - - 1 2 2 1
2 2
2 2
3 2
3 2
3 3
4 3
4 3
4 3
4 3
4 4
4 4
5 4
5 4
5
1
2
2
2
2
3
3
3
3
3
3
4
6
1
2
2
2
2
2
3
3
3
3
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Exp.
Points
0
1,250
2,500
5,000
10,000
20,000
40,000
75,000
150,000
225,000
300,000
375,000
450,000
525,000
600,000
675,000
750,000
825,000
900,000
975,000
Hit Dice
1d4
2d4
3d4
4d4
5d4
6d4
7d4
8d4
9d4
9d4+2
9d4+4
9d4+6
9d4+8
9d4+10
9d4+12
9d4+14
9d4+16
9d4+18
9d4+20
9d4+22
PLAYER CHARACTERS
Thief Abilities
Thief Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Climb Walls
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
Hide
10
15
20
25
30
35
40
45
50
53
56
59
62
65
68
69
70
71
72
73
Listen
30
34
38
42
46
50
54
58
62
65
68
71
74
77
80
83
86
89
92
95
Pick Pockets allows the Thief to lift the wallet, cut the
purse, etc. of a victim without the victim noticing.
Obviously, if the roll is failed, the Thief didn't get what he
or she wanted; but further, the intended victim (or an
onlooker, at the GM's option) will notice the attempt if the
die roll is more than two times the target number (or if the
die roll is 00).
PLAYER CHARACTERS
Equipment
This list represents common adventuring equipment at
average prices. Prices and availability may vary. Weights
are expressed in pounds. Items marked * weigh very little;
ten such items weigh one pound. Items marked ** have
almost no weight and should not usually be counted.
Item
Backpack
Belt Pouch
Bit and bridle
Candles, 12
Chalk, small bag of pieces
Cloak
Clothing, common outfit
Glass bottle or vial
Grappling Hook
Holy Symbol
Holy Water, per vial
Horseshoes & shoeing
Ink, per jar
Iron Spikes, 12
Ladder, 10 ft.
Lantern
Lantern, Bullseye
Lantern, Hooded
Manacles (without padlock)
Map or scroll case
Mirror, small metal
Oil (per flask)
Padlock (with 2 keys)
Price
4 gp
1 gp
15 sp
1 gp
2 gp
2 gp
4 gp
1 gp
2 gp
25 gp
10 gp
1 gp
8 gp
1 gp
1 gp
5 gp
14 gp
8 gp
6 gp
1 gp
7 gp
1 gp
12 gp
Weight
*
*
3
*
*
1
1
*
4
*
*
10
1
20
2
3
2
4
*
1
1
Item
Paper (per sheet)
Pole, 10' wooden
Quill
Quill Knife
Quiver or Bolt case
Rations, Dry, one week
Rope, Hemp (per 50 ft.)
Rope, Silk (per 50 ft.)
Sack, Large
Sack, Small
Saddle, Pack
Saddle, Riding
Saddlebags, pair
Spellbook (128 pages)
Tent, Large (ten men)
Tent, Small (one man)
Thieves' picks and tools
Tinderbox, flint and steel
Torches, 6
Whetstone
Whistle
Wineskin/Waterskin
Winter blanket
10
Price
1 gp
1 gp
1 sp
1 gp
1 gp
10 gp
1 gp
10 gp
1 gp
5 sp
5 gp
10 gp
4 gp
25 gp
25 gp
5 gp
25 gp
3 gp
1 gp
1 gp
1 gp
1 gp
1 gp
Weight
**
10
**
*
1
14
5
2
*
*
15
35
7
1
20
10
1
1
1
1
**
2
3
PLAYER CHARACTERS
Weapons
Weapon
Price Size Weight Dmg.
Axes
Hand Axe
4 gp S
5 1d6
Battle Axe
7 gp M
7 1d8
Great Axe
14 gp L
15 1d10
Bows
Shortbow
25 gp M
2
Shortbow Arrow
1 sp
* 1d6
Silver Shortbow Arrow
2 gp
* 1d6
Longbow
60 gp L
3
Longbow Arrow
2 sp
* 1d8
Silver Longbow Arrow
4 gp
* 1d8
Light Crossbow
30 gp M
7
Light Quarrel
2 sp
* 1d6
Silver Light Quarrel
5 gp
* 1d6
Heavy Crossbow
50 gp L
14
Heavy Quarrel
4 sp
* 1d8
Silver Heavy Quarrel
10 gp
* 1d8
Daggers
Dagger
2 gp S
1 1d4
Silver Dagger
25 gp S
1 1d4
Swords
Shortsword
6 gp S
3 1d6
Longsword/Scimitar
10 gp M
4 1d8
Two-Handed Sword
18 gp L
10 1d10
Hammers and Maces
Warhammer
4 gp S
6 1d6
Mace
6 gp M
10 1d8
Maul
10 gp L
16 1d10
Other Weapons
Club/Cudgel/Walking Staff
2 sp M
1 1d4
Quarterstaff
2 gp L
4 1d6
Pole Arm
9 gp L
15 1d10
Sling
1 gp S
*
Bullet
1 sp
* 1d4
Stone
n/a
* 1d3
Spear
5 gp M
5
Thrown (one handed)
1d6
Melee (one handed)
1d6
Melee (two handed)
1d8
* These items weigh little individually. Ten of these items
weigh one pound.
Silver tip or blade, for use against lycanthropes.
Short
(+1)
70
50
80
60
10
10
10
30
10
10
Medium
(0)
140
100
160
120
20
20
30
60
20
20
Long
(-2)
210
150
240
180
30
30
50
90
30
30
Price
0 gp
20 gp
60 gp
300 gp
7 gp
Weight
0
15
40
50
5
AC
11
13
15
17
+1
Beasts of Burden
Note: Statistics for the animals below are on page 55.
Item
Price
Horse, Draft
120 gp
Horse, War
200 gp
Horse, Riding
75 gp
Pony*
40 gp
Pony, War*
80 gp
* Due to their small stature, Dwarves and Halflings generally
ride ponies rather than horses.
Weapon Size
Humans and Elves must wield Large weapons with both
hands, but may use Small or Medium weapons in one
hand. Halflings may not use Large weapons at all, and
must use Medium weapons with both hands. Dwarves,
11
PLAYER CHARACTERS
Explanation of Equipment
A Backpack will hold a maximum 40 pounds or 3 cubic
feet of goods. Some items may be lashed to the outside;
such will count toward the weight limit but not the volume
limit. A Halfling's backpack holds at most 30 pounds
and/or 1 cubic feet, but costs the same as a full-sized
item.
A Candle will shed light over a 5' radius, with dim light
extending 5' further. A normal candle will burn about 3
turns per inch of height.
Iron Spikes are useful for spiking doors closed (or spiking
them open) and may be used as crude pitons in
appropriate situations.
12
PLAYER CHARACTERS
Vehicles
The following tables give details of various land and sea vehicles. Game Masters should feel free to create their own
vehicles, in which case the table can be used for guidance. Some of the statistics given below are explained in detail later.
Land Transportation
Vehicle
Length x width*
Chariot
15' x 6'
Coach
30' x 8'
Wagon
35' x 8'
*Includes hitched horses or mules.
Weight
300
1,000
2,000
Cargo
750 lbs
2,000 lbs
4,000 lbs
Movement
120' (10')
60' (15')
40' (20')
Hardness / HP
10 / 10
6 / 12
6 / 16
Cost (gp)
400
1,500
500
Water Transportation
Vehicle
Canoe
Caravel
Carrack
Galley, Small
Galley, Large
Longship
Raft/Barge
Riverboat
Rowboat
Sailboat
Length x Width
15' x 4'
55' x 15'
60' x 20'
100' x 15'
120' x 20'
110' x 15'
per 10' x 10'
50' x 20'
15' x 6'
40' x 8'
Cargo
ton
75 tons
135 tons
210 tons
375 tons
10 tons
1 ton
50 tons
1 ton
5 tons
Crew
1
10
20
90
160
70
2
10
1
1
Movement
40' (5')
20' (20')
30' (30')
20' (20')
30' (25')
30' (25')
40' (10')
20' (20')
30' (10')
40' (15')
Miles/Day
30
45
50
40 / 25
45 / 25
45 / 25
20
30
25
40
Hardness / HP
4/4
8 / 75
10 / 120
8 / 75
10 / 120
9 / 110
6 / 12
8 / 30
6/8
7 / 20
Cost (gp)
50
10,000
20,000
15,000
30,000
25,000
100
3,500
60
2,000
13
PLAYER CHARACTERS
Siege Engines
These are weapons used to attack strongholds, or sometimes ships. Their cost may be up to twice as high in a remote
location. A siege engine that throws missiles (a ballista, onager or trebuchet) must have a trained artillerist to fire it; this is
the character who makes the attack rolls for the weapon. Missile-throwing engines have attack penalties, detailed below.
Note: siege engines are not generally usable against individuals or monsters; the GM may make exceptions for very large
monsters like giants or dragons.
Weapon
Ballista
Battering Ram
Onager
Trebuchet
Cost
100 gp
200 gp
300 gp
400 gp
Rate
of Fire
1/4
1/3
1/6
1/10
Attack
Penalty
-3
+0
-6
-8
Damage
2d8
2d8
2d12
3d10
Short
Range
(+1)
50'
N/A
100'
N/A
Medium
Range
(+0)
100'
N/A
200'
300'
Long
Range
(-2)
150'
N/A
300'
400'
Ballista: This is effectively a very large crossbow that may fire a spear-like bolt or a large stone. It is usually mounted on
a tripod or wagon, but may also be mounted on a ship. When firing bolts, a ballista cannot damage brick or stone. A
ballista requires a crew of three to operate.
Battering Ram: These are usually operated under a sow (a sort of portable roof). They require a crew of eight or more.
Onager: This weapon throws a stone with a fairly flat trajectory. An onager requires a crew of four to operate.
Trebuchet: This mighty weapon uses a counterweight to fling a stone on a high, arcing path. It cannot fire at targets
within 200 yards. If it is aimed at a target that is more than 20 higher than the weapon, there is an additional 2 attack
penalty. A trebuchet requires a crew of eight to operate.
14
SPELLS
PART 3:
SPELLS
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
Continual Light*
Cure Blindness
Cure Disease*
Growth of Animals
Locate Object
Remove Curse*
Speak with Dead
Striking
Cleric Spells
Clerics receive their spells through faith and prayer. Each
day, generally in the morning, a Cleric must pray for at
least three turns in order to prepare spells. Of course, the
Cleric may be expected to pray more than this in order to
remain in his or her deity's good graces.
Animate Dead
Create Water
Cure Serious Wounds*
Dispel Magic
Neutralize Poison*
Protection from Evil 10' radius*
Speak with Plants
Sticks to Snakes
Bless*
Charm Animal
Find Traps
Hold Person
Resist Fire
Silence 15' radius
Speak with Animals
Spiritual Hammer
Commune
Create Food
Dispel Evil
Insect Plague
Quest*
Raise Dead*
True Seeing
Wall of Fire
15
Animate Objects
Blade Barrier
Find the Path
Heal*
Regenerate
Restoration
Speak with Monsters
Word of Recall
SPELLS
Magic-User Spells
1
2
3
4
5
6
7
8
9
10
11
12
Charm Person
Detect Magic
Floating Disc
Hold Portal
Light*
Magic Missile
Magic Mouth
Protection from Evil*
Read Languages
Shield
Sleep
Ventriloquism
Charm Monster
Confusion
Dimension Door
Growth of Plants*
Hallucinatory Terrain
Ice Storm
Massmorph
Polymorph Other
Polymorph Self
Remove Curse*
Wall of Fire
Wizard Eye
Clairvoyance
Darkvision
Dispel Magic
Fireball
Fly
Haste*
Hold Person
Invisibility 10 radius
Lightning Bolt
Protection from Evil 10 radius*
Protection from Normal Missiles
Water Breathing
Continual Light*
Detect Evil*
Detect Invisible
ESP
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Phantasmal Force
Web
Wizard Lock
Animate Dead
Cloudkill
Conjure Elemental
Feeblemind
Hold Monster
Magic Jar
Passwall
Telekinesis
Teleport
Wall of Stone
16
Anti-Magic Shell
Death Spell
Disintegrate
Flesh to Stone*
Geas*
Invisible Stalker
Lower Water
Projected Image
Reincarnate
Wall of Iron
SPELLS
Blade Barrier
Range:
touch
Duration: special
Cleric 6
Animate Objects
Cleric 6
Bless*
Range:
100'+10'/level
Duration: 1 round/level
Cleric 2
Magic-User 6
Range:
50' radius
Duration: 1 minute/level
This spell gives the caster and his or her allies (within a 50'
radius of the caster) a bonus of +1 on attack rolls, morale
checks (for monsters or NPCs allied with the caster), and
saving throws against magical fear.
Anti-Magic Shell
Range:
90'
Duration: 1 round/level
Charm Animal
Cleric 2
Range:
60'
Duration: level+1d4 rounds
Range:
10' radius
Duration: 1 turn/level
This spell does not grant the caster any special means of
communication with the affected animals; if combined with
speak with animals, this spell becomes significantly more
useful.
17
SPELLS
Charm Monster
Magic-User 4
Range:
30'
Duration: special
Charm Person
Magic-User 1
Commune
Cleric 5
This spell puts the caster in contact with his patron deity or
an extraplanar servant thereof, who answers one yes-orno question per caster level. The ritual to cast this spell
takes 1 turn to complete. The being contacted may or
may not be omniscient, and further, though the being is
technically allied with the caster, it may still not answer
questions clearly or completely. These details are left to
the GM's discretion.
Range:
30'
Duration: special
Clairvoyance
Magic-User 3
Confusion
Magic-User 4
Magic-User 5
Range:
360'
Duration: 2 rounds+1/level
Behavior
Attack caster with melee or ranged weapons
(or close with caster if attack is not possible).
34 Act normally.
510 Do nothing but babble incoherently.
1114 Flee away from caster at top possible speed.
1520 Attack nearest creature.
Range:
60'
Duration: 12 turns
Cloudkill
Range:
self
Duration: 1 round/level
Conjure Elemental
Magic-User 5
Range:
240'
Duration: special
Range:
100'+10'/level
Duration: 6 rounds/level
18
SPELLS
Cure Blindness
Cleric 3
Cure Disease*
Cleric 3
Continual Light*
Cleric 3, Magic-User 2
Range:
touch
Duration: instantaneous
Range:
360'
Duration: 1 year/level
Range:
touch
Duration: instantaneous
Create Food
Cleric 5
Cleric 1
With this spell the caster heals 1d6+1 hit points of damage
by laying his or her hand upon the injured creature.
Range:
10'
Duration: permanent
The food that this spell creates is simple fare of the caster's
choice, highly nourishing, but rather bland. Up to 3 men
or one horse per caster level can be fed for one day with
this spell. Food so created decays and becomes inedible
within 24 hours, although it can be kept fresh for another
24 hours by casting purify food and water on it.
Create Water
Cleric 4
Range:
touch
Duration: instantaneous
Cleric 4
Range:
touch
Duration: instantaneous
This spell works exactly like cure light wounds, save that
it heals 2d6 points of damage, plus 1 point per caster level.
The reverse, cause serious wounds, also works exactly
like cause light wounds, except that it inflicts 2d6 + caster
level in damage.
Range:
10'
Duration: permanent
Darkvision
Magic-User 3
Range:
touch
Duration: 1 hour/level
Death Spell
Magic-User 6
Range:
240'
Duration: instantaneous
19
SPELLS
Detect Evil*
Cleric 1, Magic-User 2
Disintegrate
Magic-User 6
Range:
60'
Duration: 1 round/level
Dispel Evil
Cleric 5
Magic-User 2
Range:
60'
Duration: 1 turn/level
Detect Magic
Cleric 1, Magic-User 1
Range:
60'
Duration: 2 turns
Dimension Door
Magic-User 4
Range:
touch
Duration: 1 round/level
Detect Invisible
Range:
60'
Duration: instantaneous
Dispel Magic
Cleric 4, Magic-User 3
Range:
120'
Duration: instantaneous
The caster can use dispel magic to end ongoing spells that
have been cast on a creature or object, or to end ongoing
spells (or at least their effects) within a cubic area 20' on a
side. The caster must choose whether to dispel magic on
a creature or object, or to affect an area.
Range:
10'
Duration: instantaneous
20
SPELLS
fail for each level the spell effect exceeds the caster level.
For example, a 10th level caster dispelling magic created by
a 14th level caster has a 20% chance of failure.
ESP
Magic-User 2
Range:
60'
Duration: 1 turn/level
Fireball
Magic-User 3
Feeblemind
Magic-User 5
Range:
180'
Duration: permanent
Find Traps
Cleric 2
Range:
30'
Duration: 3 turns
Range:
100'+10'/level
Duration: instantaneous
Flesh to Stone*
Magic-User 6
Range:
30'/level
Duration: permanent
This spell causes the subject, along with all its carried gear,
to turn into a mindless, inert statue. A saving throw vs.
Petrification is allowed to resist the spell. If the statue
resulting from this spell is broken or damaged, the subject
(if ever returned to its original state) suffers equivalent
damage or deformities. Only creatures made of flesh are
affected by this spell.
Range:
touch
Duration: 1 turn/level
The recipient of this spell can find the shortest, most direct
physical route to a specified destination. The caster must
have some knowledge about the location; any location the
caster has ever visited can be so located, as well as
21
SPELLS
Geas*
Floating Disc
Magic-User 1
Magic-User 6
Range:
0
Duration: 5 turns +1/level
Fly
Magic-User 3
Range:
5' per level
Duration: special
Range:
touch
Duration: 1 turn/level
Growth of Animals
Cleric 3
Range:
60'+10'/level
Duration: 1 turn/level
22
Growth of Plants*
Magic-User 4
SPELLS
Heal*
Range:
120'
Duration: permanent
Cleric 6
Range:
touch
Duration: permanent
Hallucinatory Terrain
Hold Monster
Magic-User 4
Range:
400'+40'/level
Duration: 12 turns/level
Magic-User 5
Hold Person
Cleric 2, Magic-User 3
Haste*
Magic-User 3
Range:
180'
Duration: 2d8 turns
Range:
180'
Duration: 2d8 turns
Range:
30'+10'/level
Duration: 1 round/level
Hold Portal
Magic-User 1
Range:
100'+10'/level
Duration: 1 round/level
23
SPELLS
Ice Storm
Magic-User 4
Range:
300'+30'/level
Duration: 1 round
Magic-User 3
Insect Plague
Cleric 5
Range:
300'+30'/level
Duration: 1 round/level
Invisible Stalker
Invisibility
Knock
Magic-User 2
Range:
touch
Duration: 1 turn/level
Magic-User 6
Range:
0
Duration: special
Range:
touch
Duration: special
Magic-User 2
Range:
30'
Duration: special
Levitate
Magic-User 2
Range:
touch
Duration: 1 turn/level
24
SPELLS
Light*
Cleric 1, Magic-User 1
Locate Object
Cleric 3, Magic-User 2
This spell allows the caster to sense the direction of a wellknown or clearly visualized object. He or she can search
for general items, in which case the nearest one of its kind
is located if more than one is within range. The caster
cannot specify a unique item unless he or she has
observed that particular item firsthand (not through
divination). The spell is blocked by even a thin sheet of
lead or gold. Creatures cannot be found by this spell.
Range:
120'
Duration: 6 turns + 1/level
Lower Water
Magic-User 6
Magic-User 3
Range:
360'
Duration: 1 turn/level
Lightning Bolt
Range:
360'
Duration: 1 round/level
Magic Jar
Magic-User 5
Range:
50'+10'/level
Duration: instantaneous
Range:
60'
Duration: special
To cast the spell, the magic jar must be within spell range
and the caster must know where it is, though he or she
does not need to be able to see it. When the caster
transfers his or her soul upon casting, the caster's body is,
as near as anyone can tell, dead, but does not undergo
decay as a normal dead body would.
25
SPELLS
Magic Mouth
host leaves the caster's life force in the magic jar, and that
target creature is immune to further attempts for the
duration of the spell.
Magic-User 1
Range:
30'
Duration: special
Massmorph
In any case where the spell ends with the caster's body
unoccupied by a spirit, that body does truly die.
Magic-User 4
Range:
100'+10'/level
Duration: 1 hour/level
Magic Missile
Magic-User 1
Range:
100'+10'/level
Duration: instantaneous
26
Mirror Image
Magic-User 2
SPELLS
Phantasmal Force
Range:
self
Duration: 1 turn/level
Magic-User 2
Neutralize Poison*
Cleric 4
Range:
touch
Duration: instantaneous
Polymorph Other
Magic-User 4
Magic-User 5
Range:
30'
Duration: permanent
Passwall
Range:
180'
Duration: concentration
Range:
30'
Duration: 3 turns
27
SPELLS
Polymorph Self
Magic-User 4
Range:
self
Duration: 1 hour/level
Projected Image
Magic-User 6
Range:
240'
Duration: 6 turns
Range:
touch
Duration: 1 turn/level
Range:
self
Duration: 1 turn/level
The caster is completely protected from small sized, nonmagical missile attacks. Therefore, magic arrows, hurled
boulders, or other such are not blocked, but any number
of normal arrows, sling bullets, crossbow bolts, thrown
daggers, etc. will be fended off. Note that normal missiles
projected by magic bows count as magical missiles for the
purposes of this spell.
Range:
touch
Duration: 1 turn/level
Cleric 1
Range:
10'
Duration: instantaneous
28
SPELLS
Quest*
Cleric 5
Range:
5'/level
Duration: special
The reverse of this spell, slay living, will kill instantly the
creature touched (which may be of any sort, not just a
human, demi-human or humanoid) unless a save vs.
Spells is made. If the saving throw is successful, 2d6
damage is dealt to the victim instead. An attack roll is
required to apply this spell in combat.
Read Languages
Magic-User 1
This spell grants the caster the ability to read almost any
written language. It may be cast in one of three modes:
Raise Dead*
Cleric 5
Range:
0
Duration: special
In the first mode, the spell allows the caster to read any
number of written works in a variety of languages. This
mode lasts for 1 turn per caster level.
In the second mode, the spell allows the caster to read any
one book or tome; this mode lasts 3 hours per caster level.
Range:
touch
Duration: instantaneous
In the third mode, the spell allows the caster to read any
one scroll (other than a spell scroll; for instance, a
protection scroll or a treasure map); this mode is
permanent.
29
SPELLS
Read Magic
Magic-User 1
Range:
0
Duration: permanent
Regenerate
Cleric 6
Range:
touch
Duration: permanent
Reincarnate
Magic-User 6
Range:
touch
Duration: instantaneous
With this spell, the caster brings back a dead character (or
humanoid creature) in another body, provided that its
death occurred no more than one week before the casting
of the spell and the subjects soul is free and willing to
return. If the subjects soul is not willing to return, the spell
does not work.
Remove Curse*
Cleric 3, Magic-User 4
Range:
30'
Duration: instantaneous
Incarnation
Bugbear
Dwarf
Elf
Gnoll
Gnome
Goblin
Halfling
Human
Kobold
Lizard Man
Orc
Troglodyte
Other (GM's choice)
The caster may also invent his or her own curse, but it
should be no more powerful than those described above.
The curse thus bestowed cannot be dispelled, but it can be
removed with a remove curse spell.
30
Remove Fear*
Cleric 1
SPELLS
Shield
Range:
touch (120')
Duration: instantaneous
(2 turns)
Magic-User 1
Resist Cold
Cleric 1
Range:
touch
Duration: 1 round/level
Cleric 2
Range:
touch
Duration: 1 round/level
Restoration
Cleric 6
Range:
360'
Duration: 2 rounds/level
Resist Fire
Range:
self
Duration: 5 rounds+1/level
Sleep
Magic-User 1
Range:
90'
Duration: 5 rounds/level
Range:
touch
Duration: permanent
31
SPELLS
Range:
special
Duration: 1 turn/4 levels
Cleric 3
This spell does not let the caster actually speak to the
person (whose soul has departed). It instead draws on the
imprinted knowledge stored in the corpse. The partially
animated body retains the imprint of the soul that once
inhabited it, and thus it can speak with all the knowledge
that the creature had while alive. The corpse, however,
cannot learn new information. Indeed, it cant even
remember being questioned.
Range:
special
Duration: 1 turn/5 levels
Range:
10'
Duration: 3 rounds/level
This spell does not affect a corpse that has been turned
into an undead creature.
Spiritual Hammer
Cleric 2
Range:
30'
Duration: 1 round/level
Range:
20'
Duration: 1 turn
Sticks to Snakes
Cleric 4
Range:
120'
Duration: 6 turns
32
Striking
Cleric 3
SPELLS
Range:
touch
Duration: 1 round/level
Familiarity
Very familiar
Studied carefully
Seen casually
Viewed once
False destination
Telekinesis
Magic-User 5
Magic-User 5
Off
Target
9899
9597
8994
7788
Similar
Area
100
9899
9598
8996
8192
Mishap
100
99100
97100
93100
Range:
self
Duration: 3 turns
Teleport
On
Target
0197
0194
0188
0176
Range:
self
Duration: instantaneous
True Seeing
Cleric 5
The caster must have some clear idea of the location and
layout of the destination. The clearer the mental image,
the more likely it is that the teleportation will work. Areas
of strong magical energy may make teleportation more
hazardous or even impossible.
Range:
touch
Duration: 1 round/level
This spell confers on the target the ability to see all things
as they actually are. The subject sees through normal and
magical darkness, notices secret doors, sees the exact
locations of displaced creatures or objects, sees through
normal or magical disguises, sees invisible creatures or
objects normally, sees through illusions, and sees the true
form of polymorphed, changed, or transmuted things.
The range of true seeing conferred is 120 feet.
33
SPELLS
Ventriloquism
Magic-User 1
Range:
60'
Duration: 1 turn/level
Wall of Fire
Cleric 5, Magic-User 4
Range:
180'
Duration: 1 round/level
(or special)
Wall of Stone
Magic-User 5
Range:
15' per level
Duration: permanent
Wall of Iron
Magic-User 6
Range:
90'
Duration: permanent
34
SPELLS
this use, if the span is more than 20 feet, the wall must be
arched and buttressed, reducing the spells area by half.
The wall can also be crudely shaped to create crenelations,
battlements, and so forth by similarly reducing the area.
The strands of a web spell are flammable. Any fire can set
the webs alight and burn away a 10' cube in 1 round; the
fire will spread to adjacent 10' cubes each round until all
the webbing is consumed (or the fire is put out by some
means). All creatures within flaming webs take 2d4 points
of fire damage from the flames, but if they survive they are
completely free afterwards.
Water Breathing
Magic-User 3
Wizard Eye
Magic-User 4
Range:
touch
Duration: 2 hours/level
Web
Magic-User 2
Range:
240'
Duration: 6 turns
Range:
10' per level
Duration: 2 turns/level
Wizard Lock
Magic-User 2
Range:
20'
Duration: permanent
Word of Recall
Cleric 6
Range:
self (special)
Duration: instantaneous
35
ADVENTURE
PART 4:
THE ADVENTURE
Dungeon Adventures
a combat situation, on the other hand, everyone is moving
around swiftly, and such things as drawing maps are not
important.
Carrying Capacity
Normal Human, Elven and Dwarvish player characters are
able to carry up to 60 pounds and still be considered
lightly loaded, or up to 150 pounds and be considered
heavily loaded. Halflings may carry up to 50 pounds and
be considered lightly loaded, or up to 100 pounds and be
heavily loaded. Note that armor for Halfling characters is
about one-quarter as heavy as armor for the other races.
Lightly
Loaded
Heavily
Loaded
40'
30'
30'
20'
Metal Armor
20'
10'
Halfling
Light Load Heavy
Load
20
40
30
60
40
80
50
100
55
110
60
120
65
130
Mapping
In any dungeon expedition, making maps is important.
Generally one player will do this, drawing a map on graph
paper as the Game Master describes each room or
corridor. Absolute accuracy is usually not possible; the
main thing is to ensure that the party can find its way back
out of the dungeon.
Light
A torch or lantern will provide light covering a 30' radius;
dim light will extend about 20' further. Normal torches
burn for 1d4+4 turns, while a flask of oil in a lantern will
burn for 18+1d6 turns. A candle will shed light over a 5'
radius, with dim light extending 5' further. In general,
taper candles such as are used for illumination will burn
about 3 turns per inch of height.
Darkvision
36
ADVENTURE
Doors
A stuck door can be opened on a roll of 1 on 1d6; add the
character's Strength bonus to the range, so that a character
with a bonus of +2 can open a stuck door on a roll of 1-3
on 1d6.
Locked doors can be forced by rolling the same range, but
on 1d10. Metal bars can sometimes be bent on a roll of
this range on 1d20.
Secret Doors
Traps
Dungeon Survival
As described in the Equipment section, above, normal
characters must consume one day's worth of rations (or
equivalent food) and at least one quart of water per day.
37
ADVENTURE
Wilderness Adventures
Wilderness Movement Rates
Waterborne Travel
Encounter Movement
(Feet per Round)
10'
20'
30'
40'
50'
60'
70'
80'
90'
100'
110'
120'
Wilderness Movement
(Miles per Day)
6
12
18
24
30
36
42
48
54
60
66
72
Overland Travel
The movement rates shown on the table above are figured
based on an 8 hour day of travel through open, clear
terrain. The terrain type will alter the rate somewhat, as
shown on this table:
Terrain
Jungle, Mountains, Swamp
Desert, Forest, Hills
Clear, Plains, Trail
Road (Paved)
Adjustment
x1/3
x2/3
x1
x1 1/3
d12
1
2
3
4
5
6
7
8
9-12
Wind Direction
Northerly
Northeasterly
Easterly
Southeasterly
Southerly
Southwesterly
Westerly
Northwesterly
Prevailing wind direction for this locale
d%
01-05
06-13
14-25
26-40
41-70
71-85
86-96
97-00
Wind Conditions
Becalmed
Very Light Breeze
Light Breeze
Moderate Breeze
Average Winds
Strong Winds
Very Strong Winds
Gale
Sailing
x0
x1/3
x1/2
x2/3
x1
x1 1/3
x1 1/2
x2
Notes:
Becalmed: Sailing ships cannot move. Oared ships may
move at the given rowing movement rate.
Very Strong Winds: Sailing against the wind (tacking) is
not possible.
Gale: Sailing against the wind is not possible, and ships
exposed to a gale may be damaged or sunk; apply 2d8
points of damage to any such ship, per hour sailed.
38
ADVENTURE
Traveling by Air
Becoming Lost
Retainers
Result
Refusal, -1 on further rolls
Refusal
Try again
Acceptance
Acceptance, +1 to Loyalty
39
ADVENTURE
Specialists
Specialists are NPCs who may be hired by player
characters to perform various tasks. Specialists do not go
on adventures or otherwise risk their lives fighting
monsters, disarming traps, or any of the other dangerous
things player characters and retainers may do. Rather,
specialists perform services the player characters usually
can't perform for themselves, like designing and erecting
castles, training animals, or operating ships.
Seaman Type
Captain
Navigator
Sailor
Rower
Cost
300 gp
200 gp
10 gp
3 gp
In general, all such characters are normal men, and are not
armored; they will usually be armed with clubs, daggers, or
shortswords.
Player characters with appropriate
backgrounds may act as Captain, but unless experienced
as a ship's captain, they will have difficulty commanding
respect from the regular sailors (lower the Morale of such
regular sailors by -2 if led by an inexperienced Captain).
40
ADVENTURE
Mercenaries
Mercenaries are hired warriors. They are generally hired
in units as small as platoons: 32 to 48 Fighters, divided
into two to four squads of soldiers; each squad is led by a
corporal, while the platoon is led by a lieutenant plus a
sergeant. Platoons are joined together into companies,
each generally consisting of two to five platoons and led by
a captain with a sergeant as his assistant (called a first
sergeant).
As mercenaries are almost always veteran troops, the
average mercenary is a 1st level Fighter; 10% of corporals
and 50% of sergeants are 2 nd level. A mercenary
lieutenant will generally be 2nd level, while a captain will be
2nd to 4th level and his first sergeant will be 2 nd or 3rd level.
Larger mercenary units will usually be beyond the reach of
player characters until they have reached fairly high levels,
and are left to the Game Master to detail.
Mercenaries will virtually never go into a dungeon, lair, or
ruin, at least until it has been fully cleared. Rather, they
are used in outdoor military engagements; high level
player characters may hire mercenaries to defend or help
defend their castles or other holdings.
Cost
Equipment
Morale
Archer, Human
Archer, Elf
15
Archer, Orc
Crossbowman, Human
Crossbowman, Dwarf
Longbowman, Human
12
Longbowman, Elf
20
10
22
15
33
20
41
ADVENTURE
Character Advancement
Experience Points (XP)
42
XP Value
less than 1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
10
25
75
145
240
360
500
670
875
1,075
1,300
1,575
1,875
2,175
2,500
2,850
3,250
3,600
4,000
4,500
Special Ability
Bonus
3
12
25
30
40
45
55
65
70
75
90
95
100
110
115
125
135
145
160
175
ENCOUNTER
PART 5:
THE ENCOUNTER
I raised my shield to fend off one of the monsters, and hewed at another with my sword, but I missed my first
swing. Morningstar swung at one of the monsters and struck it, but her sword did the bony thing little harm. I
saw that Apoqulis still stood by the door; of Barthal there was no sign. Fortunately, Apoqulis also had a torch.
Apoqulis raised his holy symbol and called in a loud voice, In the name of Tah, begone! To my surprise,
several of the monsters turned as if afraid and ran out the door, disappearing into the gloom. Unfortunately this
left quite a few of them still in the room.
Even as I saw all this I continued to hack at the monsters. It took two good blows to down the first one; it
appeared that Morningstar was having similar trouble with the monsters. Then one of the skeletons hit her, just a
minor wound, but still I felt good that I had invested my part of the proceeds of our last excursion in a suit of plate
mail armor; I was shrugging off blows that would have harmed me were I still wearing chain mail.
To my surprise, I saw Apoqulis down one of the monsters in a single blow, then do the same to another in his
very next strike. His mace seemed to be much more effective against the monsters than our swords. As I finally
managed to down a second skeleton, I heard a high-pitched yell it was Barthal, a little ways down the hallway,
and he was throwing something.
There was a sound of glass breaking, and I felt a splash of water on my face. Several of the skeletons began to
smoke, and then one of them fell in a heap. Holy water, I decided, but I didn't have time to think about it. I just
kept hacking at the skeletons.
By the time they were all gone, I had taken a wound, and Morningstar had taken a second. We had one potion
of healing left of those that Apoqulis' temple had given us; Morningstar told me to drink it, but I could tell she was
in worse shape than I, so I insisted she take it.
Then we turned back to the sarcophagus
Surprised characters or creatures stand flat-footed for one
round. They still defend themselves, so there is no penalty
to Armor Class, but they cannot move nor attack during
the round of surprise.
Order of Play
When the party of adventurers comes in contact with
potential enemies, time shifts to combat rounds (10
seconds long, as described previously). Before beginning
combat, surprise is checked (see below). Unsurprised
characters then roll for Initiative, and act in order of the
rolls (again, as described below).
Monster Reactions
When a group of player characters meet one or more
monsters, it's important to know how the monsters will
react to the party. In many cases, the reaction of the
monster or monsters is obvious zombies guarding a
tomb will virtually always attack intruders, for example.
Surprise
When surprise is possible, roll 1d6 for each side which
might be surprised; most normal characters are surprised
on a roll of 1-2. Surprised characters are unable to act for
one round. Characters or creatures which are well hidden
and prepared to perform an ambush surprise on a roll of
1-4 on 1d6. Some characters or creatures (such as Elves)
are described as being less likely to be surprised; reduce
the range by 1 for such creatures.
43
Result
Immediate Attack
Unfavorable
Favorable
Very Favorable
ENCOUNTER
Combat
Each character or creature involved in combat may move,
if desired, up to its encounter movement distance, and
then attack, if any opponent is in range, when its Initiative
number comes up. After attacking, a character or creature
may not move again until the next round.
Opponents more than 5' apart may move freely, but once
two opposing figures are within 5' of each other, they are
engaged and must abide by the rules under Defensive
Movement, below.
Running
Initiative
Maneuverability
The following rules may be considered optional. They
are hardly needed for most dungeon adventures, but will
add measurably to combat situations in the wilderness,
especially in waterborne combat situations or when some
or all combatants are flying.
44
ENCOUNTER
First, any creature that does not move away from its
starting position during the combat round may make as
many facing changes as desired (though circumstances,
such as trying to turn a horse around in a narrow corridor,
may prevent this).
Charging
Under some circumstances, characters or creatures may be
allowed to attack after a running move. This is called a
charge, and some specific limitations apply. First, the
charging character or creature must move at least 10 feet,
and may move up to double his or her normal movement
rate, as given above. The movement must be in a more or
less straight line toward the intended target, and the path
to the target must be reasonably clear. Finally, the attacker
must be using a weapon such as a spear, lance, or pole
arm which is suitable for use while charging. Certain
monsters, especially including those with horns, are able to
Defensive Movement
Any time a character turns his or her back on an adjacent
opponent (who has a ready weapon) and begins
movement, that opponent is allowed a parting shot with
a +2 bonus to attack, even if that opponent has already
made all attacks for the round. Opponents with attack
routines must choose one attack mode; for instance, a
tiger with a claw/claw/bite routine could only claw once or
bite once.
45
ENCOUNTER
Magic-User Level
1-2
3-4
5-6
7-8
9-11
12-14
15-17
18-20
1-3
4-5
6-8
9-12
13-15
16-18
19-20
Attack Bonus
+0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16
How to Attack
To roll to hit, the attacker rolls 1d20 and adds his or her
attack bonus (AB), as shown on the table on the next
page, as well as Strength bonus (if performing a melee
attack) or Dexterity bonus (if performing a missile attack)
and any other adjustments required by the situation. If the
total is equal to or greater than the opponent's Armor
Class, the attack hits and damage is rolled. A natural 1
on the die roll is always a failure. A natural 20 is always
a hit, if the opponent can be hit at all (for example,
monsters that can only be hit by silver or magic weapons
cannot be hit by normal weapons, so a natural 20 with a
normal weapon will not hit such a monster).
Melee Combat
Normal Men
46
ENCOUNTER
Missile Fire
then switch weapons each round until all have been fired.
In a dungeon environment this sort of strategy is unlikely,
of course.
Grenade-Like Missiles
When throwing grenade-like missiles (flasks of oil, etc.), a
successful attack roll indicates a direct hit. Otherwise, the
GM will roll 1d10 and consult the diagram below to
determine where the missile hit. Treat each number as
representing a 10' square area.
(behind)
Target
1
(in front)
Damage
47
ENCOUNTER
Subduing Damage
Attacks made with the flat of the blade for non-lethal
damage are made at a -4 attack penalty and do half
damage. Most weapons can be used this way; only those
with penetration or slashing features on all sides cannot.
Brawling
Sometimes a character will attack without a weapon,
striking with a fist or foot. This is called brawling. Normal
characters do 1d3 points of subduing damage with a
punch, 1d4 with a kick; kicks are rolled at a -2 attack
penalty. A character in no armor or leather armor cannot
successfully punch or kick a character in metal armor, and
in fact, if this is attempted the damage is applied to the
attacker instead of the defender. The GM must decide
which monsters can be successfully attacked this way. All
character classes may engage in brawling; there is no
weapon restriction in this case.
Wrestling
A wrestling attack requires a successful melee attack roll,
where success indicates the attacker has grabbed his or her
opponent. This hold is maintained until the attacker
releases it or the defender makes a save vs. Death Ray,
which is attempted at the defender's next action (according
to Initiative). A successful wrestling attack causes the
attacker to move into the same space as the defender (if
miniature figures are used).
Multiple Opponents:
Several combatants can be
involved in a wrestling match. Up to four combatants can
wrestle a single opponent of normal size in a given round.
Creatures that are smaller than the attacker count for half,
while creatures that are larger count at least double (as
determined by the GM). Note that, after an opponent is
pinned, other attackers benefit from the -4 AC penalty
applied to the defender. However, this AC penalty is not
cumulative (that is, each successful attack does not lower
the defender's AC further).
48
ENCOUNTER
Holy Water
Morale
NPCs and monsters don't always fight to the death; in fact,
most will try to avoid death whenever possible. Each
monster listing includes the monster's Morale score, a
figure between 2 and 12. To make a Morale check, roll
2d6; if the roll is equal to or less than the Morale score, the
monster or monsters are willing to stand and fight. If the
roll is higher than the score, the monster has lost its nerve.
Monsters with a Morale score of 12 never fail a Morale
check; they always fight to the death.
Oil
A flask of oil can be used as a grenade-like missile. The oil
must be set afire in order to inflict damage; otherwise the
oil is just slippery. Assuming some means of igniting the oil
is at hand, a direct hit to a creature deals 1d8 points of fire
damage, plus in the next round the target takes an
additional 1d8 points of damage, unless he or she spends
the round extinguishing the flames by some reasonable
means. The GM must judge the method used; rolling on
the floor (assuming it's not oily also) or covering the flames
with a wet blanket are good methods, for instance, while
pouring or splashing water on burning oil does little good.
In any event, a flask of burning oil only causes damage for
two rounds at most.
49
ENCOUNTER
Skeleton
1 Hit Die
13
11
9
7
5
3
2
T
T
T
D
D
D
D
D
D
D
D
D
D
Zombie
2 Hit Dice
17
15
13
11
9
7
5
3
2
T
T
T
D
D
D
D
D
D
D
D
Ghoul
3 Hit Dice
19
18
17
15
13
11
9
7
5
3
2
T
T
T
D
D
D
D
D
D
Wight
4 Hit Dice
No
20
19
18
17
15
13
11
9
7
5
3
2
T
T
T
D
D
D
D
Wraith
5 Hit Dice
No
No
No
20
19
18
17
15
13
11
9
7
5
3
2
T
T
T
D
D
50
Mummy
6 Hit Dice
No
No
No
No
No
20
19
18
17
15
13
11
9
7
5
3
2
T
T
T
Spectre
7 Hit Dice
No
No
No
No
No
No
No
20
19
18
17
15
13
11
9
7
5
3
2
T
Vampire
Ghost
8 Hit Dice 9+ Hit Dice
No
No
No
No
No
No
No
No
No
No
No
No
No
No
No
No
No
No
20
No
19
No
18
20
17
19
15
18
13
17
11
15
9
13
7
11
5
9
3
7
ENCOUNTER
Energy Drain
Sometimes characters are exposed to energy drain from
undead or evil magic. Such energy drain is manifested in
the form of negative levels. For each negative level a
victim receives, he or she suffers a semi-permanent loss of
one hit die worth of hit points, a penalty of -1 on all attack
and saving throw rolls (and any other roll made on 1d20),
and -5% to any percentile roll such as thief abilities. In
addition, an affected spell caster loses access to one of his
or her highest-level spell slots. The victim may or may not
be allowed a saving throw to resist the effect (depending
on the specific monster type).
51
ENCOUNTER
Attacking a Vehicle
Attacks against vehicles (such as wagons or ships) are
made against Armor Class 11. Each vehicle has listed
Hardness and Hit Point values. Roll damage against the
vehicle, and then reduce that damage by the Hardness
value. Any excess damage is applied to the vehicle.
Falling Damage
Repairing a Vehicle
Saving Throws
Saving throws represent the ability of a character or
creature to resist or avoid special attacks, such as spells or
poisons. Like an attack roll, a saving throw is a d20 roll,
with a target number based on the character's class and
level; for monsters, a comparable class and level are
provided for the purpose of determining the monster's
saving throw figures. A natural (unadjusted) roll of 1 on a
saving throw is always a failure, while a natural 20 is
always a success.
52
ENCOUNTER
Magic-User
Death Ray
Level or Poison
Magic
Wands
Paralysis
or Petrify
Dragon
Breath
Spells
Death Ray
Level or Poison
Magic
Wands
Paralysis
or Petrify
Dragon
Breath
Spells
11
12
14
16
15
13
14
13
16
15
2-3
10
11
13
15
14
2-3
13
14
13
15
14
4-5
10
13
15
14
4-5
12
13
12
15
13
6-7
10
12
14
13
6-7
12
12
11
14
13
8-9
12
14
13
8-9
11
11
10
14
12
10-11
11
13
12
10-11
11
10
13
11
12-13
11
13
12
12-13
10
10
13
11
14-15
10
12
11
14-15
10
12
10
16-17
10
12
11
16-17
12
18-19
11
10
18-19
11
20
11
10
20
11
Dragon
Breath
Spells
Fighter
Thief
Death Ray
Level or Poison
Magic
Wands
Paralysis
or Petrify
Dragon
Breath
Spells
Death Ray
Level or Poison
Magic
Wands
Paralysis
or Petrify
0-1
12
13
14
15
17
13
14
13
16
15
2-3
11
12
14
15
16
2-3
12
14
12
15
14
4-5
11
11
13
14
15
4-5
11
13
12
14
13
6-7
10
11
12
14
15
6-7
11
13
11
13
13
8-9
10
12
13
14
8-9
10
12
11
12
12
10-11
11
12
13
10-11
12
10
11
11
12-13
10
12
13
12-13
10
10
10
11
14-15
10
11
12
14-15
10
10
16-17
10
11
16-17
18-19
10
11
18-19
20
10
20
53
MONSTERS
PART 6:
MONSTERS
One or two asterisks (*) may appear after the hit dice
figure; where present, they indicate a Special Ability
Bonus to experience points (XP) awarded for the
monster.
See Character Advancement in the
Adventure section for more details.
54
MONSTERS
Beasts of Burden
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
XP:
Camel
13
2
1 bite/1 hoof
1/1d4
50' (10') [ 40' (10') ]
Wild 2d4
Fighter: 2
7
75
Donkey
13
2
1 bite
1d2
40' (10')
Wild 2d4
Fighter: 2
7
75
Horse, Draft
13
3
2 hooves
1d4/1d4
60' (10')
domestic only
Fighter: 3
7
145
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
XP:
Horse, War
13
3
2 hooves
1d6/1d6
60' (10')
domestic only
Fighter: 3
9
145
Mule
13
2
1 kick or 1 bite
1d4 or 1d2
40' (10')
domestic only
Fighter: 2
7
75
Pony
13
1
1 bite
1d4
40' (10')
domestic only
Fighter: 1
6 (9)
25
Horse, Riding
13
2
2 hooves
1d4/1d4
80' (10')
Wild 10d10
Fighter: 2
7
75
55
MONSTERS
Monster Descriptions
Ant, Giant
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
17
4
1 bite
2d6
60' (10')
2d6, Wild 2d6, Lair 4d6
Fighter: 4
7 on first sighting, 12 after engaged
U or special
240
Ape, Carnivorous
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Assassin Vine
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Antelope
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14
4
2 claws
1d4/1d4
40'
1d6, Wild 2d4, Lair 2d4
Fighter: 4
7
None
240
15
6
1 + special
1d8 + special
5'
1d4+1
Fighter: 6
12
U
500
13
1 to 4
1 butt
1d4 or 1d6 or 1d8
80' (10')
Wild 3d10
Fighter: 1 to 4 (as Hit Dice)
5 (7)
None
25 - 240
56
MONSTERS
Basilisk
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
16
6**
1 bite/1 gaze
1d10/petrification
20' (10')
1d6, Wild 1d6, Lair 1d6
Fighter: 6
9
F
610
57
MONSTERS
Save As:
Morale:
Treasure Type:
XP:
Bat
14
1 Hit Point
1 special
Confusion
30' Fly 40'
1d100,
Wild 1d100,
Lair 1d100
Normal Man
6
None
10
Bear
Bears attack by rending opponents with their claws,
dragging them in and biting them. A successful hit with
both paws indicates a hug attack for additional damage (as
given for each specific bear type). All bears are very tough
to kill, and are able to move and attack for one round after
losing all hit points.
Giant Bat
14
2
1 bite
1d4
10' Fly 60' (10')
1d10,
Wild 1d10,
Lair 1d10
Fighter: 2
8
None
75
Bear, Black
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14
4
2 claws/1 bite + hug
1d4/1d4/1d6 + 2d6 hug
40'
1d4, Wild 1d4, Lair 1d4
Fighter: 4
7
None
240
58
MONSTERS
Bear, Cave
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15
7
2 claws/1 bite + hug
1d8/1d8/2d6 + 2d8 hug
40'
1d2, Wild 1d2, Lair 1d2
Fighter: 7
9
None
670
Bee, Giant
14
5
2 claws/1 bite + hug
1d4/1d4/1d8 + 2d8 hug
40'
1, Wild 1d4, Lair 1d4
Fighter: 5
8
None
360
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Bear, Polar
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
13
1d4hp*
1 sting
1d4 + poison
10' Fly 50'
1d6, Wild 1d6, Lair 5d6
Fighter: 1
9
Special
13
14
6
2 claws/1 bite + hug
1d6/1d6/1d10 + 2d8 hug
40'
1, Wild 1d2, Lair 1d2
Fighter: 6
8
None
500
16
2*
1 bite + special
1d6 + special
40'
1d8, Wild 2d6, Lair 2d6
Fighter: 2
8
None
100
59
MONSTERS
Giant fire beetles are about 2 feet long. They are normally
timid but will fight if cornered. Like most beetles, they
have more or less the same visual acuity in all directions,
and thus suffer no penalty to Armor Class when attacked
from behind.
16
1+2
1 bite
2d4
40'
1d8, Wild 2d6, Lair 2d6
Fighter: 1
7
None
25
17
3+1
1 bite
2d6
60' (10')
1d6, Wild 2d4, Lair 2d4
Fighter: 3
9
U
145
Black Pudding*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14
10* (+9)
1 pseudopod
3d8
20'
1
Fighter: 10
12
None
1,390
60
MONSTERS
Blood Rose
pudding may have less than two hit dice. A two hit die
black pudding is simply unharmed by such attacks, but
cannot be split further.
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Blink Dog
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
13
2* to 4*
1 to 3 plus blood drain
1d6
1'
Wild 1d8
Fighter: 2
12
None
100 - 280
15
4*
1 bite
1d6
40'
1d6, Wild 1d6, Lair 1d6
Fighter: 4
6
C
280
61
MONSTERS
Boar
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
13
3
1 tusk
2d4
50' (10')
Wild 1d6
Fighter: 3
9
None
145
Bugbear
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15 (13)
3+1
1 weapon
1d8+1 or by weapon +1
30' Unarmored 40'
2d4, Wild 5d4, Lair 5d4
Fighter: 3
9
Q, R each; B, L, M in lair
145
Caecilia, Giant
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14
6*
1 bite + swallow on 19/20
1d8 + 1d8/round if swallowed
20' (10')
1d3, Lair 1d3
Fighter: 3
9
B
555
62
MONSTERS
Caveman
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
16
2**
1 bite or 1 bump or 1 spit
1d2 or 1d4* or special
20' Fly 60' (15')
2d10, Wild 1d10
Fighter: 2
5
None
125
12
2
1 weapon
1d8 or weapon + 1
40'
1d10, Wild 10d4, Lair 10d4
Fighter: 2
7
C
75
63
MONSTERS
Centaur
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Centipede, Giant
15 (13)
4
2 hooves/1 weapon
1d6/1d6/1d6 or by weapon
50' Unarmored 60' (10')
Wild 2d10
Fighter: 4
8
A
240
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
11
1d4 Hit Points*
1 bite
poison
40'
2d4, Wild 2d4, Lair 2d4
Normal Man
7
None
13
Cheetah
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14
2
2 claws/1 bite
1d4/1d4/2d4
100'
Wild 1d3, Lair 1d3
Fighter: 2
7
None
75
64
MONSTERS
Chimera
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Cockatrice
16
9** (+8)
2 claws/3 heads + special
1d4/1d4/2d4/2d4/3d4 + special
40' (10') Fly 60' (15')
1d2, Wild 1d4, Lair 1d4
Fighter: 9
9
F
1,225
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14
5**
1 beak + special
1d6 + petrification
30' Fly 60' (10')
1d4, Wild 1d8, Lair 1d8
Fighter: 5
7
D
450
65
MONSTERS
Crab, Giant
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Dinosaur, Deinonychus
18
3
2 pincers
2d6/2d6
20' Swim 20'
1d2, Wild 1d6, Lair 1d6
Fighter: 3
7
None
145
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15
3
1 bite
1d8
50'
1d3, Wild 2d3, Lair 2d6
Fighter: 3
8
None
145
Crocodile
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Normal
Large
Giant
15
17
19
2
6
15 (+11)
1 bite
1 bite
1 bite
1d8
2d8
3d8
30' (10') Swim 30' (10')
Wild 1d8
Wild 1d4
Wild 1d3
Fighter: 2
Fighter: 6 Fighter: 15
7
8
9
None
None
None
75
500
2,850
Pterodactyl
12
1
1 bite
1d4
Fly 60' (10')
Wild 2d4
Fighter: 1
7
None
25
Pteranodon
13
5
1 bite
2d6
Fly 60' (15')
Wild 1d4
Fighter: 3
8
None
360
66
MONSTERS
Dinosaur, Stegosaurus
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
17
11 (+9)
1 tail/1 bite or 1 trample
2d8/1d6 or 2d8
20' (15')
Wild 1d4
Fighter: 6
7
None
1,575
23
18 (+12)
1 bite
6d6
40' (10')
Wild 1d4
Fighter: 9
11
None
4,000
Dinosaur, Triceratops
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
19
11 (+9)
1 gore or 1 trample
3d6 or 3d6 (special, see below)
30' (15')
Wild 1d4
Fighter: 7
8
None
1,575
67
MONSTERS
Displacer
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Djinni*
16
6*
2 blades
1d8/1d8
50'
1d4, Wild 1d4
Fighter: 6
8
D
555
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15
7+1**
1 fist or 1 whirlwind
2d8 or 2d6
30' Fly 80'
1
Fighter: 12
12 (8)
None
800
68
MONSTERS
but does not indicate that the creature will throw its life
away easily. Use the 8 figure to determine whether an
outmatched djinn decides to leave a combat.
Djinn have a number of magical powers, which can be
used at will (that is, without needing magic words or
gestures): create food and drink, creating tasty and
nourishing food for up to 2d6 humans or similar creatures,
once per day; become invisible, with unlimited uses per
day; create normal items, creating up to 1,000 pounds of
soft goods or wooden items of permanent nature or metal
goods lasting at most a day, once per day; assume
gaseous form, as the potion, up to one hour per day; and
create illusions, as the spell phantasmal force but
including sound as well as visual elements, three times per
day.
Djinn may assume the form of a whirlwind at will, with no
limit as to the number of times per day this power may be
used; a djinni in whirlwind form fights as if it were an air
elemental.
Doppleganger
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Dog
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Normal
14
1+1
1 bite
1d4 + hold
50'
Wild 3d4
Fighter: 1
9
None
25
Riding
14
2
1 bite
1d4+1 + hold
50'
domestic only
Fighter: 2
9
None
75
15
4*
1 fist
1d12 or by weapon
30'
1d6, Wild 1d6, Lair 1d6
Fighter: 4
10
E
280
69
MONSTERS
Dragon
Dragons are large (sometimes very large) winged reptilian
monsters. Unlike wyverns, dragons have four legs as well
as two wings; this is how experts distinguish true dragons
from other large reptilian monsters. All dragons are longlived, and they grow slowly for as long as they live. For
this reason, they are described as having seven age
categories, ranging from 3 less to 3 more hit dice than the
average. For convenience, a table is provided following
the description of each dragon type; this table shows the
variation in hit dice, damage from their various attacks,
and other features peculiar to dragons.
If one dragon is encountered, it is equally likely to be a
male or female ranging from -2 to +3 hit dice (1d6-3); two
are a mated pair ranging from -1 to +2 hit dice (1d4-2). If
three or four are encountered, they consist of a mated pair
plus one or two young of -3 hit dice in size. If this is the
case, the parents receive a Morale of 12 in combat since
they are protecting their young.
A dragon attacks with its powerful claws and bite, its long,
whiplike tail, and most famously with its breath weapon. It
prefers to fight on the wing, staying out of reach until it has
worn down the enemy with the breath weapon (or
possibly with spells, if the dragon can cast any). Older,
70
MONSTERS
Dragon, Black
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
18
7**
2 claws/1 bite or breath/1 tail
1d6/1d6/2d10 or breath/1d6
30' Fly 80' (15')
1, Wild 1, Lair 1d4
Fighter: 7 (as Hit Dice)
8
H
800
71
3
4
5
6
7
6
7
8
9
10
+6 +7 +8 +8 +9
Acid (Line)
80' 90' 95' 100' 100'
30' 30' 35' 40' 45'
20% 25% 35% 50% 60%
2
4
4
4
4
1
2
3
1
2
1d6 1d6 1d6 1d8 1d8
2d8 2d10 2d10 2d10 2d12
1d4 1d6 1d6 1d8 1d8
MONSTERS
Dragon, Blue
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Dragon, Gold
20
9** (+8)
2 claws/1 bite or breath/1 tail
1d8/1d8/3d8 or breath/1d8
30' Fly 80' (15')
1, Wild 1, Lair 1d4
Fighter: 9 (as Hit Dice)
9
H
1,225
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
3
4
5
6
7
8
9
10
11
12
+8
+8
+9
+9 +10
Lightning (Line)
90' 100' 100' 110' 120'
35' 45' 50' 55' 60'
20% 40% 50% 60% 70%
2
1
1d6
3d8
1d6
4
2
1d8
3d8
1d8
4
3
1
1d8
3d8
1d8
22
11** (+9)
2 claws/1 bite or breath/1 tail
2d4/2d4/6d6 or breath/2d4
30' Fly 80' (20')
1, Wild 1, Lair 1d4
Fighter: 11 (as Hit Dice)
10
H
1,765
4
5
4
4
2
2
1
1d8 1d10
3d8 3d10
1d8 1d8
72
7
14
+11
110'
60'
95%
6
5
4
3
2
1
2d8
7d6
2d8
MONSTERS
Dragon, Green
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Dragon, Red
19
8**
2 claws/1 bite or breath/1 tail
1d6/1d6/3d8 or breath/1d6
30' Fly 80' (15')
1, Wild 1, Lair 1d4
Fighter: 8 (as Hit Dice)
8
H
1,015
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
21
10** (+9)
2 claws/1 bite or breath/1 tail
1d8/1d8/4d8 or breath/1d8
30' Fly 80' (20')
1, Wild 1, Lair 1d4
Fighter: 10 (as Hit Dice)
8
H
1,480
6
10
+9
7
11
+9
100' 100'
50' 55'
55% 65%
4
4
3
4
2
3
1
1d8 1d10
3d8 3d10
1d8 1d8
73
3
4
5
6
7
9
10
11
12
13
+8
+9
+9 +10 +11
Fire (Cone)
80' 90' 95' 100' 110'
35' 45' 50' 55' 60'
30% 50% 60% 70% 85%
2
1
1d8
4d6
1d6
3
2
1
1d8
4d8
1d8
4
5
5
3
4
5
2
2
3
1
2
2
1
2
1d8 1d10 1d10
5d8 5d8 6d8
1d8 1d8 1d10
MONSTERS
Dragon, Sea
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Dragon, White
19
8**
1 bite or breath
3d8 or breath/1d6
Fly 60' (20') Swim 60' (15')
1, Wild 1, Lair 1d4
Fighter: 8 (as Hit Dice)
8
H
1,015
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
3
4
5
6
7
7
8
9
10
11
+7
+8
+8
+9
+9
Steam (Cloud)
80' 90' 95' 100' 100'
30' 40' 45' 50' 55'
20% 30% 45% 55% 65%
2
1
1d6
3d6
1d4
3
2
1d6
3d8
1d6
3
3
1d6
3d8
1d6
17
6**
2 claws/1 bite or breath/1 tail
1d4/1d4/2d8 or breath/1d4
30' Fly 80' (10')
1, Wild 1, Lair 1d4
Fighter: 6 (as Hit Dice)
8
H
610
4
4
3
4
1
2
1d8 1d10
3d8 3d10
1d6 1d6
74
3
4
5
6
7
5
6
7
8
9
+5
+6
+7
+8
+8
Cold (Cone)
70' 80' 85' 90' 95'
30' 30' 35' 40' 45'
15% 20% 30% 40% 50%
2
1d4
2d6
1d4
3
1d4
2d8
1d4
3
3
3
1
2
3
1
1d4 1d6 1d8
2d8 2d10 2d10
1d4 1d6 1d6
MONSTERS
Dragon Turtle
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
22
30**
2 claws/1 bite or breath
2d8/2d8/10d6 or 30d8
10' (10') Swim 30' (15')
Wild 1
Fighter: 20 at +5
10
H
13,650
Dryad
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
3
4
5
25
30
35
+14 +15 +16
Steam (Cloud)
75' 100' 125'
50' 75' 100'
20% 30% 45%
6
40
+16
7
45
+16
15
2*
special
0
40'
Lair 1d6
Magic-User: 4
6
D
100
150' 175'
125' 150'
55% 65%
1
2
2
3
3
1
2
2
3
2d6 2d8 2d10 2d12 3d10
8d6 10d6 12d6 14d6 16d6
75
MONSTERS
Eagle, Giant
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15
4
2 claws/1 bite
1d6/1d6/1d8
10' fly 90'
2d6
Fighter: 4
7
Nil
240
Efreeti*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
21
10* (+9)
1
2d8 or special
30' Fly 80' (10')
1
Fighter: 15
12 (9)
None
1,390
76
MONSTERS
Elemental, Air*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Staff
18
8*
Device
Spell
20
22
12* (+10) 16* (+12)
-- special -1d12
2d8
3d6
-- Fly 120' --- special -Fighter: 8 Fighter: 12 Fighter: 16
-- 10 --- None -945
1,975
3,385
Elemental*
Elementals are incarnations of the elements that compose
existence.
It is possible to summon an elemental by one of three
means: By the use of a staff, or of a device, or by casting
a spell. For each elemental type, separate statistics are
provided for each of these three categories.
Due to their highly magical nature, elementals cannot be
harmed by non-magical weapons.
77
MONSTERS
Elemental, Earth*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Elemental, Fire*
Staff
18
8*
1
1d12
Device
Spell
20
22
12* (+10) 16* (+12)
1
1
2d8
3d6
-- 20' (10') --- special -Fighter: 8 Fighter: 12 Fighter: 16
-- 10 --- None -945
1,975
3,385
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Staff
18
8*
1
1d12
Device
Spell
20
22
12* (+10) 16* (+12)
1
1
2d8
3d6
-- 40' Fly 30' --- special -Fighter: 8 Fighter: 12 Fighter: 16
-- 10 --- None -945
1,975
3,385
78
MONSTERS
Elemental, Water*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Elephant
Staff
Device
Spell
18
20
22
8*
12* (+10) 16* (+12)
1
1
1
1d12
2d8
3d6
-- 20' (15') Swim 60' --- special -Fighter: 8 Fighter: 12 Fighter: 16
-- 10 --- None -945
1,975
3,385
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
18
9 (+8)
2 tusks or 1 trample
2d4/2d4 or 4d8
40' (15')
Wild 1d20
Fighter: 9
8
special
1,075
Huge
16
5
1 bite
2d6
Swim 60'
Wild 2d4
Fighter: 5
8
None
360
Giant
15
9 (+8)
1 bite
2d8+1
Swim 60' (10')
Wild 1
Fighter: 9
10
None
1,075
79
MONSTERS
13
2
1 bite
1d6
Swim 40' (10')
Wild 1d6
Fighter: 2
8
None
75
Giant bass are generally between 10' and 25' long. Most
are greenish-grey, marked with dark lateral stripes, though
some are almost completely black. They are generally
found in lakes or rivers, as they are not adapted for salt
water.
Giant bass are predatory, and on a natural attack roll of 20
a giant bass will swallow whole a dwarf-sized or smaller
creature, which then takes 2d4 damage per round until it
is dead. Swallowed characters can attack only with
daggers or similar short weapons. Note that each giant
bass can swallow at most one character, and a giant bass
which has swallowed a character will attempt to retreat
(having achieved its goal).
Fly, Giant
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15
4
1 bite
1d8
Swim 50'
Wild 2d4
Fighter: 4
7 (11)
None
240
16
8
1 bite/2 fins
2d8/1d4+poison/1d4+poison
Swim 30' (10')
Wild 1d2
Fighter: 8
8
None
875
14
2
1 bite
1d8
30' Fly 60'
1d6, Wild 2d6
Fighter: 2
8
None
75
80
MONSTERS
13
2
1 tongue or 1 bite
grab or 1d4+1
30' Swim 30'
1d4, Wild 1d4
Fighter: 2
6
None
75
Gelatinous Cube
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Gargoyle*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15
4**
2 claws/1 bite/1 horn
1d4/1d4/1d6/1d4
30' Fly 50' (15')
1d6, Wild 2d4, Lair 2d4
Fighter: 6
11
C
320
12
4*
1
2d4 + paralysis
20'
1
Fighter: 2
12
V
280
81
MONSTERS
Ghost
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Ghast
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
20
10* (+9)
1 touch/1 gaze
1d8 + special
30'
1
Fighter: 10
10
E, N, O
1,390
15
2**
2 claws/1 bite
1d4/1d4/1d4 + paralysis + stench
30'
1d4 Wild/Lair 1d8
Fighter: 2
9
B
125
Although these creatures look just like their lesser kin, the
ghoul, they are far more deadly and cunning. Those hit by
a ghasts bite or claw attack must save vs. Paralyzation or
be paralyzed for 2d8 turns. Elves are immune to this
paralysis. Ghasts try to attack with surprise whenever
possible, striking from behind tombstones and bursting
from shallow graves; when these methods are employed,
they are able to surprise opponents on 1-3 on 1d6. Like
all undead, they may be Turned by Clerics as a ghoul and
are immune to sleep, charm and hold magics.
82
MONSTERS
Ghoul
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14
2*
2 claws/1 bite
1d4/1d4/1d4, all plus paralysis
30'
1d6, Wild 2d8, Lair 2d8
Fighter: 2
9
B
100
Giant, Cloud
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
19 (13)
12+3* (+10)
1 giant weapon or 1 thrown rock
6d6 or 3d6
20' Unarmored 40' (10')
1d2, Wild 1d3, Lair 1d3
Fighter: 12
10
E plus 1d12x1000 gp
1,975
83
MONSTERS
Giant, Cyclops
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15 (13)
13* (+10)
1 giant club or 1 rock (thrown)
3d10 or 3d6
20' Unarmored 30'
1, Wild 1d4, Lair 1d4
Fighter: 13
9
E plus 1d8x1000 gp
2,285
84
MONSTERS
Giant, Fire
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Giant, Frost
17 (13)
11+2* (+9)
1 giant weapon or 1 thrown rock
5d6 or 3d6
20' Unarmored 40' (10')
1d2, Wild 1d3, Lair 1d3
Fighter: 11
9
E plus 1d10x1000 gp
1,670
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
17 (13)
10+1* (+9)
1 giant weapon or 1 thrown rock
4d6 or 3d6
20' Unarmored 40' (10')
1d2, Wild 1d4, Lair 1d4
Fighter: 10
9
E plus 1d10x1000 gp
1,390
Fire giants are unfriendly to almost all other human, demihuman, and humanoid races, though they sometimes
subjugate nearby humanoid races to act as their servants.
85
MONSTERS
Giant, Stone
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Giant, Hill
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15 (13)
8
1 giant weapon (club)
2d8
30' Unarmored 40'
1d4, Wild 2d4, Lair 2d4
Fighter: 8
8
E plus 1d8x1000 gp
875
17 (15)
9 (+8)
1 stone club or 1 thrown rock
3d6 or 3d6
30' Unarmored 40'
1d2, Wild 1d6, Lair 1d6
Fighter: 9
9
E plus 1d8x1000 gp
1,075
86
MONSTERS
Giant, Storm
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
User of level 2 to 12 (2d6). In battle, they wear wellcrafted and well-cared-for plate mail.
19 (13)
15** (+11)
1 giant weapon or 1 lightning bolt
8d6 or 15d6
30' Unarmored 50' (10')
1, Wild 1d3, Lair 1d3
Fighter: 15
10
E plus 1d20x1000 gp
3,100
Gnoll
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Adult storm giants are about 21 feet tall and weigh about
12,000 pounds. They can live to be 600 years old. Most
storm giants have pale skin and dark hair. Very rarely,
storm giants have violet skin. Violet-skinned storm giants
have deep violet or blue-black hair with silvery gray or
purple eyes.
15 (13)
2
1 weapon
2d4 or by weapon +1
30' Unarmored 40'
1d6, Wild 3d6, Lair 3d6
Fighter: 2
8
Q, S each; D, K in lair
75
87
MONSTERS
Gnome
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15 (11)
1
1 weapon
1d6 or by weapon
20' Unarmored 40'
1d8, Wild 5d8, Lair 5d8
Fighter: 1 (with Dwarf bonuses)
8
D
25
88
MONSTERS
Goblin
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14 (11)
1-1
1 weapon
1d6 or by weapon
20' Unarmored 30'
2d4 ,Wild 6d10, Lair 6d10
Fighter: 1
7 or see below
R each; C in lair
10
Golem*
Golems are magically created automatons of great power.
Constructing one involves the employment of mighty
magic and elemental forces. The animating force for a
golem is an elemental spirit. The process of creating the
golem binds the spirit to the artificial body and subjects it
to the will of the golems creator.
Being mindless, golems generally do nothing without
orders from their creators. They follow instructions
explicitly and are incapable of any strategy or tactics. A
golems creator can command it if the golem is within 60
feet and can see and hear its creator. If not actively
commanded, a golem usually follows its last instruction to
the best of its ability, though if attacked it returns the
attack. The creator can give the golem a simple command
to govern its actions in his or her absence. The golems
creator can order the golem to obey the commands of
another person (who might in turn place the golem under
someone elses control, and so on), but the golems creator
can always resume control over his creation by
commanding the golem to obey him alone.
89
MONSTERS
Golem, Amber*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
21
10* (+9)
2 claws/1 bite
2d6/2d6/2d10
60'
1
Fighter: 5
12
None
1,390
Golem, Bone*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
19
8*
4 weapons
1d6/1d6/1d6/1d6 or by weapon
40' (10')
1
Fighter: 4
12
None
945
90
MONSTERS
Golem, Bronze*
Golem, Clay*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
20
20** (+13)
1 fist + special
3d10 + special
80' (10')
1
Fighter:10
12
None
5,650
22
11** (+9)
1 fist
3d10
20'
1
Fighter: 6
12
None
1,765
91
MONSTERS
Golem, Flesh*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
20
9** (+8)
2 fists
2d8/2d8
30'
1
Fighter: 5
12
None
1,225
Golem, Iron*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
25
17** (+12)
1 + special
4d10 + special
20' (10')
1
Fighter: 9
12
None
3,890
92
MONSTERS
Golem, Wood*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Golem, Stone*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
25
14** (+11)
1 + special
3d8 + special
20' (10')
1
Fighter: 7
12
None
2,730
13
2+2*
1 fist
1d8
40'
1
Fighter: 1
12
None
100
Gorgon
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
19
8*
1 gore or 1 breath
2d6 or petrification
40' (10')
Wild 1d4
Fighter: 8
8
None
945
93
MONSTERS
Gray Ooze
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
12
3*
1 pseudopod
2d8
1'
1
Fighter: 3
12
None
175
Griffon
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Green Slime*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
18
7
2 claws/1 bite
1d4/1d4/2d8
40' (10') Fly 120' (10')
Wild 2d8, Lair 2d8
Fighter: 7
8
E
670
94
MONSTERS
Harpy
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Hangman Tree
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
16
5
4 limbs plus strangle
1d6 per limb or strangle
0
Wild 1
Fighter: 4
12
None
360
13
2*
2 claws/1 weapon + special
1d4/1d4/1d6 or by weapon + special
20' Fly 50' (10')
1d6, Wild 2d4, Lair 2d4
Fighter: 2
7
C
100
95
MONSTERS
Hawk
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Normal
Giant
12
14
1d4 Hit Points
4
1 claw or bite
1 claw or bite
1d2
1d6
Fly 160'
Fly 150' (10')
Wild 1d6, Lair 1d6 Wild 1d3, Lair 1d3
Fighter: 1
Fighter: 4
7
8
None
None
10
240
Hellhound
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Hippogriff
14 to 18
3** to 7**
1 bite or 1 breath
1d6 or 1d6 per Hit Die
40'
2d4, Wild 2d4, Lair 2d4
Fighter: 3 to 7 (same as Hit Dice)
9
C
205 - 800
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15
3
2 claws/1 bite
1d6/1d6/1d10
60' (10') Fly 120' (10')
Wild 2d8
Fighter: 3
8
None
145
96
MONSTERS
Hobgoblin
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14 (11)
1
1 weapon
1d8 or by weapon
30' Unarmored 40'
1d6, Wild 2d4, Lair 4d8
Fighter: 1
8
Q, R each; D, K in lair
25
Hydra
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
16 to 23
5 to 12 (+10)
5 to 12 bites
1d10 per bite
40' (10')
1, Wild 1, Lair 1
Fighter: 5 to 12
9
B
360 - 1,875
97
MONSTERS
Insect Swarm
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Hyena
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
13
2+1
1 bite
1d6
60'
1d8
Fighter: 2
8
None
75
Hyenodon
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
13
2* to 4*
1 swarm
1d3 (double against no armor)
10' Fly 20'
1 swarm, Wild 1d3 swarms
N/A
11
None
100 - 280
13
3+1
1 bite
1d8
40'
1d6, 1d8 Wild Lair 1d8
Fighter: 3
8
None
145
98
MONSTERS
Invisible Stalker
Kobold
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
19
8*
1
4d4
40'
1 (special)
Fighter: 8
12
None
945
Jaguar
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
13 (11)
1d4 Hit Points
1 weapon
1d4 or by weapon
20' Unarmored 30'
4d4, Wild 6d10, Lair 6d10
Normal Man
6
P, Q each; C in lair
10
16
4
2 claws/1 bite
1d4/1d4/2d4
70' Swim 30'
1d2, Wild 1d6
Fighter: 4
8
None
240
99
MONSTERS
kobold king of 3 Hit Dice (145 XP) who wears chain mail
with an Armor Class of 15 (11) and a movement of 10',
and who has a +1 bonus to damage. In the lair, kobolds
never fail a morale check as long as the kobold king is
alive. In addition, a lair has a chance equal to 1 on 1d6 of
a shaman being present (or 1-2 on 1d6 if a kobold king is
present). A shaman is equivalent to a regular kobold
statistically, but has Clerical abilities at level 1d4+1.
Kobolds are cunning foes. They see all larger races as
enemies, and are thus likely to be hostile when
encountered. However, they are naturally cowardly, and
prefer to avoid combat, leading enemies into ambushes or
traps rather than facing them directly. Sometimes kobold
tribes build and inhabit extensive dungeon areas filled with
deadly traps which only they know how to avoid.
Lion
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14
5
2 claws/1 bite
1d6/1d6/1d10
50'
Wild 1d8
Fighter: 5
9
None
360
Leech, Giant
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Living Statue
17
6
1 bite + hold
1d6 + 1d6/round
30'
Wild 1d4
Fighter: 6
10
None
500
16
3
2 fists
1d6/1d6
30'
1d6
Fighter: 3
12
None
145
100
MONSTERS
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
18
4*
2 fists
1d8/1d8 + special
10'
1d4
Fighter: 4
12
None
280
Giant gecko lizards range from 4' to 6' in length, and are
generally green in color, though grey or white versions can
be found underground. They can climb walls and even
walk across ceilings at full movement rate due to their
specialized toe pads. They are carnivores, typically
attacking weaker prey from above.
16
5*
2 lava sprays
2d6/2d6
20'
1d3
Fighter: 5
12
None
405
15
3+1
1 bite
1d8
40' (special)
1d6, Wild 1d10
Fighter: 2
7
None
145
15
4+2
1 bite
1d10
40' Fly 70' (20', and see below)
1d4, Wild 1d8
Fighter: 3
7
None
240
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
18
5
1 tongue or 1 bite
grab or 2d6
40' (10')
1d3, Wild 1d6
Fighter: 4
7
None
360
101
MONSTERS
16
6
2 claws/1 bite
1d4/1d4/2d6
40' (10')
1d2, Wild 1d4
Fighter: 5
6
None
500
Giant tuataras are large, being 10' to 12' long, and heavily
built. They are predators with a powerful shearing bite.
Giant tuataras are more resistant to cold than most lizards,
and are thus sometimes found hunting deep underground.
They are also known to hibernate in cold weather.
Lizard Man
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15 (12)
2
1 weapon
1d6+1 or by weapon +1
20' Unarmored 30'
Swim 40' (not in armor)
2d4, Wild 2d4, Lair 6d6
Fighter: 2
11
D
75
Lycanthrope*
Lycanthropes are humans who can transform themselves
into animals. In its natural form, a lycanthrope looks like
any other human, though those who have been afflicted
for a long time tend to acquire features reminiscent of their
animal forms. In animal form, a lycanthrope resembles a
powerful version of the normal animal, but on close
inspection, its eyes (which often glow red in the dark)
show a faint spark of unnatural intelligence.
Lycanthropy is spread like a disease. Any human who
loses half or more of his or her hit points due to
lycanthrope bite and/or claw attacks will subsequently
contract the same form of lycanthropy in 3d6 days. For
demi-humans and humanoids, contracting the disease is
fatal in the same time period. A cure disease cast before
the onset is complete will stop the progress of the disease,
but once the time has elapsed, the transformation is
permanent.
In animal form, lycanthropes may be hit only by silver or
magical weapons.
Lycanthrope, Werebear*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
18
6*
2 claws/1 bite + hug
2d4/2d4/2d8 + 2d8
40'
1d4, Wild 1d4, Lair 1d4
Fighter: 6
10
C
555
102
MONSTERS
Lycanthrope, Wereboar*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
16
4*
1 bite
2d6
50' Human Form 40'
1d4, Wild 2d4, Lair 2d4
Fighter: 4
9
C
280
Lycanthrope, Weretiger*
Lycanthrope, Wererat*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
13
3*
1 bite or 1 weapon
1d4 or 1d6 or by weapon
40'
1d8, Wild 2d8, Lair 2d8
Fighter: 3
8
C
175
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
17
5*
2 claws/1 bite
1d6/1d6/2d6
50' Human Form 40'
1d4, Wild 1d4, Lair 1d4
Fighter: 5
9
C
405
Lycanthrope, Werewolf*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15
4*
1 bite
2d4
60' Human Form 40'
1d6, Wild 2d6, Lair 2d6
Fighter: 4
8
C
280
103
MONSTERS
Manticore
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Mastodon
18
6+1*
2 claws/1 bite or 6 spikes (180' range)
1d4/1d4/2d4 or 1d6 per spike
40' Fly 60' (10')
1d2, Wild 1d4, Lair 1d4
Fighter: 6
9
D
555
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
18
15 *(+11)
2 tusks or 1 trample
2d6/2d6 or 4d8
40' (15')
Wild 2d8
Fighter: 15
8
special
2,975
104
MONSTERS
Medusa
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
12
4**
1 snakebite + gaze
1d6+poison + petrification
30'
1d3, Wild 1d4, Lair 1d4
Fighter: 4
8
F
320
Mermaid
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
12
1*
1 weapon
1d6 or by weapon
Swim 40'
Wild 1d2 or 3d6 (see below)
Fighter: 1
8
A
37
105
MONSTERS
Minotaur
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14 (12)
6
1 gore/1 bite or 1 weapon
1d6/1d6 or by weapon + 2
30' Unarmored 40'
1d6, Wild 1d8, Lair 1d8
Fighter: 6
11
C
500
106
MONSTERS
Mountain Lion
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Nixie
14
3+2
2 claws/1 bite
1d4/1d4/1d6
50'
Wild 1d4, Lair 1d4
Fighter: 3
8
None
145
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
These great cats are about 7 feet long (from nose to tailtip) and weigh about 140 pounds. They see well in
darkness and may be found hunting day or night.
Mummy*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
17 (see below)
5**
1 touch + disease
1d12 + disease
20'
1d4, Lair 1d12
Fighter: 5
12
D
450
16
1*
1 dagger
1d4
40' Swim 40'
Wild 2d20, Lair 2d20
Fighter: 2
6
B
37
Ochre Jelly*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
107
MONSTERS
Octopus, Giant
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
One out of every six ogres will be a pack leader of 6+1 Hit
Dice (500 XP). Ogres gain a +1 bonus to their morale if
they are led by a pack leader. In ogre lairs of 10 or
greater, there will also be an ogre bully of 8+2 Hit Dice
(875 XP), with an Armor Class of 17 (13) (movement 20')
and having a +4 bonus to damage due to strength. Ogre
bullies generally wire together pieces of chainmail to wear
over their hides. Ogres gain +2 to morale so long as the
ogre bully is present (and alive).
19
8
8 tentacles/1 bite
1d4 per tentacle/1d6
Swim 30'
Wild 1d2
Fighter: 8
7
None
875
Ogre
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15 (12)
4+1
1 weapon
2d6
30' Unarmored 40'
1d6, Wild 2d6, Lair 2d6
Fighter: 4
10
C + 1d20x100 gp
240
Orc
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14 (11)
1
1 weapon
1d8 or by weapon
30' Unarmored 40'
2d4, Wild 3d6, Lair 10d6
Fighter: 1
8
Q, R each; D in lair
25
108
MONSTERS
Owlbear
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15
5
2 claws/1 bite + 1 hug
1d8/1d8/1d8 + 2d8
40'
1d4, Wild 1d4, Lair 1d4
Fighter: 5
9
C
360
109
MONSTERS
Pegasus
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15
4
2 hooves
1d6/1d6
80' (10') Fly 160' (10')
Wild 1d12
Fighter: 2
8
None
240
Purple Worm
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
16
11* (+9) to 20* (+13)
1 bite/1 sting
2d8/1d8+poison
20' (15')
1d2, Wild 1d4
Fighter: 6 to 10 ( of Hit Dice)
10
None
1,670 5,450
Pixie
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
17
1*
1 dagger
1d4
30' Fly 60'
2d4, Wild 10d4, Lair 10d4
Fighter: 1 (with Elf bonuses)
7
R, S
37
110
MONSTERS
Rat
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Rhagodessa, Giant
Normal
11
1 Hit Point
1 bite per pack
1d6 + disease
20' Swim 10'
5d10,
Wild 5d10,
Lair 5d10
Normal Man
5
None
360*
Giant
13
1d4 Hit Points
1 bite
1d4 + disease
40' Swim 20'
3d6,
Wild 3d10,
Lair 3d10
Fighter: 1
8
C
10
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
16
4
2 legs/1 bite
grab/grab/2d8
50'
1d4, Wild 1d6, Lair 1d6
Fighter: 4
9
U
240
Rhinoceros
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Black
Woolly
17
19
8
12 (+10)
1 butt or 1 trample
2d6 or 2d8
2d8 or 2d12
40' (15')
40' (15')
Wild 1d12
Wild 1d8
Fighter: 6
Fighter: 8
6
6
None
None
875
1,875
111
MONSTERS
Roc
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Normal
18
6
Large
Giant
18
18
12 (+10)
32 (+16)
2 claws/1 bite
1d6/1d6/
1d8/1d8/
3d6/3d6/
2d6
2d10
6d6
20' Fly 160' (10')
Wild 1d12
Wild 1d8
Wild 1
Fighter: 6
Fighter: 12 Fighter: 20
at +5
8
9
10
I
I
I
500
1,875
14,250
Rock Baboon
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14
2
1 club/1 bite
1d6/1d4
40'
2d6, Wild 2d6, Lair 5d6
Fighter: 2
8
None
75
Rot Grub
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
10
1 hp
1 bite
special
5'
5d4
Fighter: 1
12
None
10
112
MONSTERS
Rust Monster*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Sabre-Tooth Cat
18
5*
1 antenna
special
40'
1d4
Fighter: 5
7
None
405
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14
8
2 claws/1 bite
1d6/1d6/2d8
50'
Wild 1d4, Lair 1d4
Fighter: 8
10
None
875
Salamander*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Flame
19
8*
2 claws/1 bite
+ heat
1d4/1d4/1d8
+ 1d8/round
40'
1d4+1,
Wild 2d4,
Lair 2d4
Fighter: 8
8
F
945
Frost
21
12* (+10)
4 claws/1 bite
+ cold
1d6/1d6/1d6/1d6/
2d6 + 1d8/round
40'
1d3,
Wild 1d3,
Lair 1d3
Fighter: 12
9
E
1,975
113
MONSTERS
Sea Serpent
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Scorpion, Giant
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
17
6
1 bite
2d6
Swim 50' (10')
Wild 2d6
Fighter: 6
8
None
500
Shadow*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
13
2*
1 touch
1d4 + 1 point Strength loss
30'
1d10, Wild 1d10, Lair 1d10
Fighter: 2
12
F
100
15
4*
2 claws/1 stinger
1d10/1d10/1d6 + poison
50' (10')
1d6, Wild 1d6
Fighter: 2
11
None
280
114
MONSTERS
13
2
1 bite
2d4
Swim 60' (10')
Wild 3d6
Fighter: 2
7
None
75
15
4
1 bite
2d6
Swim 80'
Wild 2d6
Fighter: 4
7
None
240
Shrew, Giant
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Shark, Bull
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Shark, Mako
19
8
1 bite
2d10
Swim 60' (10')
Wild 1d4
Fighter: 8
8
None
875
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
16
1*
2 bites
1d6/1d6
60'
1d4, Wild 1d8, Lair 1d8
Fighter: 2
10
None
37
115
MONSTERS
Shrieker
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Skeleton
13
3
Special
None
5'
1d8
Fighter: 1
12
None
145
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
A shrieker is a large (3' to 5' tall and about the same size
across), semi-mobile fungus that emits a loud noise as a
defense mechanism when disturbed. Shriekers live in
dark, subterranean places. They come in several shades
of purple.
A shrieker has no means of attack. Instead, it lures
monsters to its vicinity by emitting a loud noise.
Movement or a light source within 10 feet of a shrieker
causes the fungus to emit a piercing sound that lasts for
1d3 rounds. The sound attracts nearby creatures that are
disposed to investigate it. Some creatures that live near
shriekers learn that the fungus noise means there is food
nearby. In game terms, the GM should roll a wandering
monster check each round that a shrieker shrieks.
13 (see below)
1
1 weapon
1d6 or by weapon
40'
3d6, Wild 3d10
Fighter: 1
12
None
25
Skeletons are mindless undead created by an evil MagicUser or Cleric, generally to guard a tomb or treasure
hoard, or to act as guards for their creator. They take only
damage from edged weapons, and only a single point
from arrows, bolts or sling stones (plus any magical
bonus). As with all undead, they can be Turned by a
Cleric, and are immune to sleep, charm or hold magic.
As they are mindless, no form of mind reading is of any
use against them. Skeletons never fail morale, and thus
always fight until destroyed.
116
MONSTERS
15
2*
1 bite
1d8 + poison
40'
1d2, Wild 1d2, Lair 1d2
Fighter: 2
8
None
100
14
1*
1 bite
1d4 + poison
30'
1d4, Wild 1d4, Lair 1d4
Fighter: 1
7
None
37
Snake, Python
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14
5*
1 bite/1 constrict
1d4/2d4
30'
1d3, Wild 1d3, Lair 1d3
Fighter: 5
8
None
405
117
MONSTERS
Snake, Sea
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Spectre*
14
3*
1 bite
1 + poison
10' Swim 30'
Wild 1d8
Fighter: 3
7
None
175
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
17
6**
1 touch
Energy drain 2 levels/touch
Fly 100'
1d4, Lair 1d8
Fighter: 6
11
E
610
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
13
1*
1 bite or 1 spit
1d4 + poison or blindness
30'
1d6, Wild 1d6, Lair 1d6
Fighter: 1
7
None
37
14
3*
1 bite
2d6 + poison
20' Web 40'
1d3, Wild 1d3, Lair 1d3
Fighter: 3
8
None
175
118
MONSTERS
Sprite
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
13
2*
1 bite
1d8 + poison
40'
1d4, Wild 1d4, Lair 1d4
Fighter: 2
7
None
100
Squid, Giant
15
1d4 Hit Points *
1 dagger or 1 spell
1d4 or by spell
20' Fly 60'
3d6, Wild 3d6, Lair 5d8
Magic-User: 4 (with Elf bonuses)
7
S
13
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15
4*
1 bite
1d8 + poison
50'
1d3, Wild 1d3, Lair 1d3
Fighter: 4
8
None
280
17
6
8 tentacles/1 bite
1d4 per tentacle/1d10
Swim 40'
Wild 1d4
Fighter: 6
8
None
500
119
MONSTERS
Stirge
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Tentacle Worm
13
1*
1 bite
1d4 + 1d4/round blood drain
10' Fly 60'
1d10, Wild 3d12, Lair 3d12
Fighter: 1
9
D
37
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
13
3*
6 tentacles
paralysis
40'
1d3, Lair 1d3
Fighter: 3
9
B
175
120
MONSTERS
Tiger
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14
6
2 claws/1 bite
1d6/1d6/2d6
50'
Wild 1d3, Lair 1d3
Fighter: 6
9
None
500
These great cats stand more than 3 feet tall at the shoulder
and are about 9 feet long. They weigh from 400 to 600
pounds.
Titanothere
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Treant
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
19
8*
2 fists
2d6/2d6
20'
Wild 1d8, Lair 1d8
Fighter: 8
9
C
945
15
12 (+10)
1 butt or 1 trample
2d6 or 3d8
40' (10')
Wild 1d6
Fighter: 8
7
None
1,875
121
MONSTERS
Troglodyte
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15
2
2 claws/1 bite
1d4/1d4/1d4
40'
1d8, Lair 5d8
Fighter: 2
9
A
75
Troll
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
16
6*
2 claws/1 bite
1d6/1d6/1d10
40'
1d8, Wild 1d8, Lair 1d8
Fighter: 6
10 (8)
D
555
122
MONSTERS
Unicorn
19
4*
2 hooves/1 horn
(+3 attack bonus)
1d8/1d8/1d6+3
80'
Wild 1d6
Fighter: 8
7
None
280
Three times per day a unicorn can cast cure light wounds
by a touch of its horn. Once per day a unicorn can
transport itself 360' (as the spell dimension door), and
can carry a full load (possibly including a rider) while doing
so. A light load for a unicorn is up to 300 pounds; a
heavy load, up to 550 pounds.
Alicorn
19
4*
2 hooves/1 horn
2d4/2d4/2d6
70'
Wild 1d8
Fighter: 6
9
None
280
Unicorns are horselike creatures having a single spirallytwisted horn in the middle of the forehead. A typical adult
unicorn grows to 8 feet in length, stands 5 feet high at the
shoulder, and weighs 1,200 pounds. Females are slightly
smaller and slimmer than males. A unicorn has deep seablue, violet, brown, or fiery gold eyes. Males sport a white
beard.
Unicorns normally attack only when defending themselves
or their forests. They either charge, impaling foes with
their horns like lances, or strike with their hooves. The
horn is a +3 magic weapon, though its power fades if
removed from the unicorn.
123
MONSTERS
Urgoblin
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
14 (11)
2*
1 weapon
1d8 or by weapon
30' Unarmored 40'
Special
Fighter: 2
9
Q, R, S each; special in lair
100
Vampire*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
18 to 20
7** to 9** (+8)
1 weapon or special
1d8 or by weapon or special
40' Fly 60'
1d6, Wild 1d6, Lair 1d6
Fighter: 7 to 9 (as Hit Dice)
11
F
800 - 1,225
124
MONSTERS
13
1 to 4
1 spray
Stun
Swim 30'
Wild 1d4
Fighter: 1 to 4 (as Hit Dice)
10
None
25 - 240
17
5
1 bite + hold
2d4 + 2d4 per round
50'
1d4, Wild 1d6, Lair 1d6
Fighter: 5
8
V
360
125
MONSTERS
Whale, Killer
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
17
6
1 bite
2d10
Swim 80' (10')
Wild 1d6
Fighter: 6
10
None
500
Whale, Narwhal
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
19
12 (+10)
1 horn
2d6
Swim 60'
Wild 1d4
Fighter: 6
8
Special
1,875
Whale, Sperm
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
22
36* (+16)
1 bite or special
3d20
Swim 60' (20')
Wild 1d3
Fighter: 8
7
None
17,850
Wight*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15
3*
1 touch
Energy drain (1 level)
30'
1d6, Wild 1d8, Lair 1d8
Fighter: 3
12
B
175
126
MONSTERS
Wolf
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Normal
13
2
1 bite
1d6
60'
2d6,
Wild 3d6,
Lair 3d6
Fighter: 2
8
None
75
Dire
14
4
1 bite
2d4
50'
1d4,
Wild 2d4,
Lair 2d4
Fighter: 4
9
None
240
Wraith*
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
15
4**
1 touch
1d6 + energy drain (1 level)
Fly 80'
1d4, Lair 1d6
Fighter: 4
12
E
320
Wyvern
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
18
7*
1 bite/1 stinger or 2 talons/1 stinger
2d8/1d6 + poison
or 1d10/1d10/1d6 + poison
30' (10') Fly 80' (15')
Wild 1d6, Lair 1d6
Fighter: 7
9
E
735
127
MONSTERS
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
12 (see below)
2
1 weapon
1d8 or by weapon
20'
2d4, Wild 4d6
Fighter: 2
12
None
75
Yellow Mold
Armor Class:
Hit Dice:
No. of Attacks:
Damage:
Movement:
No. Appearing:
Save As:
Morale:
Treasure Type:
XP:
Zombie
128
TREASURE
PART 7:
TREASURE
Your idea was good, Darion, said Morningstar after we had turned the sarcophagus lid halfway around. You
just got in a bit of a hurry to try it.
Indeed, I said, feeling foolish. I looked into the sarcophagus; lying atop the mummified remains inside I saw a
sword, held in both bony hands with the point toward the corpse's feet. The golden blade was untarnished; the
huge ruby set into the crossguard shone in the torchlight.
I didn't reach for it, though I found myself sorely tempted. Barthal, I said, tell me, is it safe to reach within?
The Halfling climbed up onto the edge of the platform and leaned over the sarcophagus, peering around within.
I don't see a trap, he remarked after careful study. Do you think the dead one, there, will rise up if you touch
his sword?
He might, answered Apoqulis, but I doubt it. The skeletons were likely the only guardians in this tomb.
All eyes seemed to be on me. Reluctantly I reached within, grasping the sword by the blade with my mailed
glove so as to avoid touching the corpse. The long-dead chieftain didn't want to part with his weapon, but after a
bit of twisting I worked it loose.
Shaking bits of desiccated flesh from the hilt, I grasped the weapon properly and held it aloft. It felt good in my
hand I wondered what magic it might contain?
Barthal's voice shook me out of my contemplation. Look here! he said, and I looked down. He had opened a
secret panel in the platform and as I looked on, gold and silver coins began to spill out. Barthal cried out
gleefully, Jackpot!
Distribution of Treasure
Placed Treasures
129
TREASURE
Treasure Types
Lair Treasures
100's of
Type Copper
A 50% 5d6
100's of
Silver
60% 5d6
100's of
Electrum
40% 5d4
100's of
Gold
70% 10d6
100's of
Platinum
50% 1d10
75% 5d10
50% 5d6
50% 5d4
50% 3d6
None
60% 6d6
60% 5d4
30% 2d6
None
None
30% 4d6
45% 6d6
None
90% 5d8
None
30% 2d8
60% 6d10
50% 3d8
50% 4d10
None
None
40% 3d8
50% 4d8
85% 6d10
70% 2d8
None
None
None
90% 4d6x10
75% 5d8
75% 8d10
75% 6d10x10
75% 3d10x10
75% 5d8x10
75% 9d8
None
None
None
None
80% 3d10
45% 3d8
45% 1d8
None
None
None
None
90% 2d10
35% 1d8
None
None
None
None
None
None
None
None
None
None
90% 4d10
90% 2d8x10
None
None
None
None
None
None
None
None
None
None
Pieces of
Silver
None
Pieces of
Electrum
None
Pieces of
Gold
None
Pieces of
Platinum
None
Gems and
Jewelry
50% 6d6
50% 6d6
25% 1d6
25% 1d6
25% 1d4
25% 1d4
30% 1d8
30% 1d8
10% 1d10
10% 1d10
20% 2d12
10% 1d12
25% 3d6
25% 1d10
50% 1d100
50% 10d4
50% 2d6
50% 2d6
None
None
None
None
50% 1d4
None
55% 5d4
45% 2d6
None
None
None
None
Magic Items
30% any 3
10% 1 weapon or
armor
15% any 1d2
20% any 1d2
+ 1 potion
30% any 1d4
+ 1 scroll
35% any 1d4 except
weapons
+ 1 potion
+ 1 scroll
50% any 1d4
+ 1 scroll
20% any 1d4
+ 1 potion
+ 1 scroll
15% any 1
None
None
None
None
40% 2d4 potions
50% 1d4 scrolls
Individual Treasures
Pieces of
Type Copper
P 3d8
Q
None
3d6
None
None
None
None
None
2d6
None
None
None
None
None
2d4
None
None
None
None
None
1d6
50% 1d20
50% 1d20
None
25% 1d20
None
None
25% 1d20
25% 1d20
50% 1d20
25% 1d20
130
Gems and
Jewelry
None
None
None
None
None
None
None
None
None
None
5% 1d4
5% 1d4
10% 1d4
10% 1d4
Magic Items
None
None
None
None
None
2%
Any 1
5%
Any 1
TREASURE
Unguarded Treasures
Level 100's of
Copper
1 75% 1d8
100's of
Silver
50% 1d6
100's of
Electrum
25% 1d4
100's of
Gold
7% 1d4
100's of
Platinum
1% 1d4
50% 1d10
50% 1d8
25% 1d6
20% 1d6
2%
1d4
30% 2d6
50% 1d10
25% 1d8
50% 1d6
4%
1d4
50% 2d6
25% 1d10
50% 2d6
8%
1d4
50% 3d6
25% 1d12
70% 2d8
15% 1d4
8+ 10% 5d6
50% 5d6
25% 2d8
75% 4d6
30% 1d4
Gems and
Jewelry
7% 1d4
3% 1d4
10% 1d6
7% 1d4
15% 1d6
7% 1d6
20% 1d8
10% 1d6
30% 1d8
15% 1d6
40% 1d8
30% 1d8
Magic Items
2%
Any 1
5%
Any 1
8%
Any 1
12% Any 1
16% Any 1
20% Any 1
Note: Unguarded treasures should be rare; see the Game Master section, below, for advice on placement of unguarded
treasure.
Type
Ornamental
Semiprecious
Fancy
Precious
Gem
Jewel
Base Value
in Gold Pieces
10
50
100
500
1000
5000
Number
Found
1d10
1d8
1d6
1d4
1d2
1
d%
01-10
11-20
21-28
29-38
39-45
46-54
55-60
61-65
d%
66-70
71-75
76-79
80-89
90-94
95-97
98-00
Gem Type
Topaz
Bloodstone
Sapphire
Diamond
Fire Opal
Ruby
Emerald
Gem Type
Greenstone
Malachite
Aventurine
Phenalope
Amethyst
Fluorospar
Garnet
Alexandrite
Value Adjustment
Next Lower Value Row
1/2
3/4
Normal Value
1.5 Times
2 Times
Next Higher Value Row
131
d%
01-06
07-12
13-14
15-21
22-27
28-32
33-37
38-40
41-42
43-47
48-51
52
53-55
Type
Anklet
Belt
Bowl
Bracelet
Brooch
Buckle
Chain
Choker
Circlet
Clasp
Comb
Crown
Cup
d%
56-62
63-65
66-68
69-73
74-77
78-80
81-82
83-89
90
91-95
96
97-99
00
Type
Earring
Flagon
Goblet
Knife
Letter Opener
Locket
Medal
Necklace
Plate
Pin
Sceptre
Statuette
Tiara
TREASURE
Type of Item
Weapon
Armor
Potion
Scroll
Ring
Wand, Staff, or Rod
Miscellaneous Magic
Magic Weapons
d% Roll
Weapon Bonus
Melee
Missile
Bonus
01-40
01-46
+1
41-50
47-58
+2
51-55
59-64
+3
56-57
+4
58
+5
59-75
65-82
+1, +2 vs. Special Enemy
76-85
83-94
+1, +3 vs. Special Enemy
86-95
Roll Again + Special Ability
96-98
95-98
Cursed, -1*
99-00
99-00
Cursed, -2*
* If cursed weapons are rolled along with special abilities,
ignore the special ability roll.
Weapon Type
Great Axe
Battle Axe
Hand Axe
Shortbow
Shortbow Arrow
Longbow
Longbow Arrow
Light Quarrel
Heavy Quarrel
Dagger
Shortsword
Longsword
Scimitar
Two-Handed Sword
Warhammer
Mace
Maul
Pole Arm
Sling Bullet
Spear
1d6
1
2
3
1d20
01-09
10-11
12
13-16
17-19
20
Special Enemy
Dragons
Enchanted
Lycanthropes
1d6
4
5
6
Special Enemy
Regenerators
Spell Users
Undead
Special Ability
Casts Light on Command
Charm Person
Drains Energy
Flames on Command
Locate Objects
Wishes
Magic Armor
Generate the type and bonus of each item of magic armor
on the tables below.
d%
01-09
10-28
29-43
44-00
d% Armor Bonus
01-50 +1
51-80 +2
81-90 +3
91-95 Cursed *
96-00 Cursed, AC 11 **
* If Cursed armor is rolled, roll again and reverse the bonus
(e.g., -1 instead of +1).
** This armor has AC 11 but appears to be +1 when tested.
132
Armor Type
Leather Armor
Chain Mail
Plate Mail
Shield
TREASURE
Potions
d%
01-03
04-06
07-08
09-11
12-13
14-16
17-19
20-22
23-25
Type
Clairaudience
Clairvoyance
Cold Resistance
Control Animal
Control Dragon
Control Giant
Control Human
Control Plant
Control Undead
d%
26-32
33-35
36-39
40-43
44-47
48-51
52-55
56-59
60-63
Scrolls
d%
01-03
04-06
07-08
09
10-15
16-20
21-25
26-29
30-32
33-34
35
36-40
41-46
47-56
57-61
62-75
76-85
86-89
90-92
93-00
Type
Delusion
Diminution
ESP
Fire Resistance
Flying
Gaseous Form
Giant Strength
Growth
Healing
d%
64-68
69-72
73-76
77-80
81-84
85-86
87-89
90-97
98-00
Rings
General Type
Cleric Spell Scroll (1 Spell)
Cleric Spell Scroll (2 Spells)
Cleric Spell Scroll (3 Spells)
Cleric Spell Scroll (4 Spells)
Magic-User Spell Scroll (1 Spell)
Magic-User Spell Scroll (2 Spells)
Magic-User Spell Scroll (3 Spells)
Magic-User Spell Scroll (4 Spells)
Magic-User Spell Scroll (5 Spells)
Magic-User Spell Scroll (6 Spells)
Magic-User Spell Scroll (7 Spells)
Cursed Scroll
Protection from Elementals
Protection from Lycanthropes
Protection from Magic
Protection from Undead
Map to Treasure Type A
Map to Treasure Type E
Map to Treasure Type G
Map to 1d4 Magic Items
d%
01-06
07-12
13-19
20-30
31-33
34-44
45-57
58-66
67-70
71
72-73
74-75
76-81
82-83
84-90
91-97
98
99-00
133
Type
Control Animal
Control Human
Control Plant
Delusion
Djinni Summoning
Fire Resistance
Invisibility
Protection +1
Protection +2
Protection +3
Regeneration
Spell Storing
Spell Turning
Telekinesis
Water Walking
Weakness
Wishes
X-Ray Vision
Type
Heroism
Invisibility
Invulnerability
Levitation
Longevity
Poison
Polymorph Self
Speed
Treasure Finding
TREASURE
Type
Rod of Cancellation
Snake Staff
Staff of Commanding
Staff of Healing
Staff of Power
Staff of Striking
Staff of Wizardry
Wand of Cold
Wand of Enemy Detection
Wand of Fear
Wand of Fireballs
Wand of Illusion
Wand of Lightning Bolts
Wand of Magic Detection
Wand of Paralyzation
Wand of Polymorph
Wand of Secret Door Detection
Wand of Trap Detection
d%
01-04
05-06
07-12
13-17
18-22
23-27
28
29
30-35
36
37-39
40-43
44-45
46
47
48-54
55-61
62-63
64-70
71-72
73-78
79
80
81
82
83-91
92
93-97
98-99
00
134
Type
Amulet of Proof against Detection and Location
Bag of Devouring
Bag of Holding
Boots of Levitation
Boots of Speed
Boots of Traveling and Leaping
Bowl Commanding Water Elementals
Brazier Commanding Fire Elementals
Broom of Flying
Censer Commanding Air Elementals
Cloak of Displacement
Crystal Ball
Crystal Ball with Clairaudience
Drums of Panic
Efreeti Bottle
Elven Boots
Elven Cloak
Flying Carpet
Gauntlets of Ogre Power
Girdle of Giant Strength
Helm of Reading Languages and Magic
Helm of Telepathy
Helm of Teleportation
Horn of Blasting
Horn of Doom
Medallion of ESP
Mirror of Life Trapping
Rope of Climbing
Scarab of Protection
Stone Commanding Earth Elementals
TREASURE
Magic Weapons
Magic weapons are created with a variety of powers and
will usually aid the wielder in combat. A magical weapon's
bonus is applied to all attack and damage rolls made with
the weapon.
Casts Light on Command: By drawing the weapon and
uttering a command word, the wielder may cause it to
glow; it will then shed light with the same radius as a light
spell. Sheathing or laying down the weapon, or speaking
the command word again, dispels the effect. This power
may be used as often as desired.
Charm Person: This power allows the wielder to cast
charm person once per day, as if by an 8th level MagicUser, by brandishing the weapon, speaking a command
word and gazing at the target creature. (The wielder's gaze
does not have to be met for the spell to be cast.) The
target creature is allowed saving throws just as described in
the spell description.
Drains Energy: A weapon with this power drains one life
energy level on a hit, as described under Energy Drain in
the Encounter section; up to 2d4 levels can be drained by
a weapon with this power, after which time the weapon
loses this power but retains any other magical effects or
bonuses.
Flames on Command: Upon command, the weapon
will be sheathed in fire. The fire does not harm the
wielder. The effect remains until the command is given
again, or until the weapon is dropped or sheathed. While
it flames, all damage done by the weapon is treated as fire
damage, and an additional +1 bonus (in addition to the
weapon's normal bonus) is added to damage when
fighting trolls, treants, and other creatures especially
vulnerable to fire. It casts light and burns just as if it were
a torch.
Locate Objects: This power allows the wielder to cast the
spell locate object once per day, as if by an 8 th level
Magic-User.
135
TREASURE
Potions
Magic Armor
Magic armor (including shields) offers improved, magical
protection to the wearer. In general, magic armor grants
the normal Armor Class for its type, plus the magical
armor bonus, as rolled on the Magic Armor table; for
example, Plate Mail +2 provides an Armor Class of 19.
There are two varieties of cursed armor: Cursed Armor
-1 and Cursed Armor AC 11. The first variety's AC is
reduced by the rolled penalty; for example, Plate Mail -1
grants Armor Class 16. The second type is much worse,
for regardless of the type, it only provides Armor Class 11.
Dexterity and shield bonuses still apply.
Cursed armor cannot be removed from the wearer once
the curse is proven, that is, once the wearer is hit in
combat. Once the curse has taken effect, only a remove
curse spell, or some more powerful magic (such as a
wish), will enable the wearer to remove it. The armor will
detect as magical, like any other magic armor; the curse
cannot be detected by any means other than wearing the
armor in combat.
136
TREASURE
Invulnerability:
Armor Class.
Levitation:
levitate.
Scrolls
Most scrolls contain some sort of magic which is activated
when read, and which may only be used once; the
characters burn away as the words are read.
Spell Scrolls are enchanted with one or more Cleric or
Magic-User spells (never both sorts on the same scroll).
Each spell can be used just once, though of course the
same spell may appear multiple times on a single scroll.
Use the table below to determine the spell level of each
spell on a scroll. Only a Cleric can use a Clerical scroll,
and only a Magic-User can use a Magic-User scroll.
Magic-Users must cast read magic on a spell scroll before
being able to use it; each scroll needs to be treated in this
way just once, and the effect lasts indefinitely thereafter. If
a Magic-User attempts to cast a spell from a scroll, and he
or she does not know that spell, there is a 10% chance the
spell will fail. If a spell on a scroll is of higher level than the
highest level spell the Magic-User can cast, for each spell
level of difference, add 10% to the chance of failure. For
example, Aura the 3rd level Magic-User attempts to cast
polymorph self from a scroll. Aura is able to cast, at
most, 2nd level spells. Polymorph self is a 4th level spell,
so Aura has a chance of failure of 10% (she doesn't know
the spell) plus 20% (2nd level maximum vs. 4th level spell),
for a total of 30%.
Clerical scrolls are written in a normal language (being just
specially enchanted prayers), so the Cleric merely needs to
know the language in which the scroll is written in order to
use it. Clerics suffer the same chance of failure as do
Magic-Users, save that the 10% penalty assigned for not
knowing the spell does not apply.
137
TREASURE
Rings
Level of Spell
1st
2nd
3rd
4th
5th
6th
138
TREASURE
# of Spells
1
2
3
4
5
6
7
d%
01-30
31-55
56-75
76-85
86-97
98-00
Level of Spell
1st
2nd
3rd
4th
5th
6th
139
TREASURE
save vs. Spells is made. The snake does not attack in any
other way, nor cause any damage. The snake may be
recalled by the user at any point, in which case it returns to
his or her hand and returns to staff form. It also returns in
this way when the duration expires, or if the save is made.
The snake has Armor Class 15, moves 20' per round and
has 20 hit points; any hit points of damage taken are
healed completely when the snake returns to staff form; if
killed in snake form, the magic is destroyed and it turns
into a broken stick. The staff may be used any number of
times per day, and neither has nor uses charges.
Staff of Commanding: This staff can cast charm person
and charm monster spells, and can grant a power
equivalent to a potion of plant control. Each function
uses one charge.
Staff of Healing: This staff can heal 1d6+1 hit points per
charge expended, as the spell cure light wounds.
Alternately, with an expenditure of two charges, the staff
can cast cure disease. This staff is only usable by a
Cleric.
Staff of Power: This is a very potent magic item, with
offensive and defensive abilities. It is usually topped with a
glistening gem, its shaft straight and smooth. It has the
following powers costing one charge per use: lightning
bolt (6d6 damage), fireball (6d6 damage), cone of cold
(as the wand, for 6d6 damage), continual light, and
telekinesis (as the ring, lasting at most 1d6 turns). The
staff is also a +2 walking staff, and can be used exactly as
a staff of striking. A staff of power can be used for a
retributive strike, requiring it to be broken by its wielder.
All charges currently in the staff are instantly released in a
30' radius, doing 1d6 damage per charge remaining (save
vs. Spells for half damage). All within the area, including
the wielder, are affected by this.
140
TREASURE
Chance
25%
55%
95%
+25%
+50%
The user of the crystal ball is the only one who will see the
image. No sound will be heard normally. Detect magic,
detect evil, and ESP have a 3% chance per level of the
caster of operating correctly if used with a crystal ball.
Crystal Ball with Clairaudience:
This item works
exactly like the standard crystal ball, above, but also allows
the user to hear any sounds in the location viewed as if he
or she were there.
Drums of Panic:
These drums are kettle drums
(hemispheres about 1-1/2 feet in diameter on stands).
They come in pairs and are unremarkable in appearance.
If both of the pair are sounded, all creatures of less than 6
hit dice within 120' (with the exception of those within a
20' radius safe zone around the drums) must save vs.
Spells or flee in fear. The drums can be used once per
day.
141
TREASURE
142
TREASURE
143
PART 8:
We had the foresight to bring several large sacks with us, and we swiftly filled them with coins and gems from
beneath the sarcophagus. Without further delay we moved out, intent upon reaching the stairs to the surface and
then returning to Morgansfort. But it couldn't be that easy
On the way in, Barthal scouted ahead and we took our time, constantly on the lookout for monsters. On the way
out, we threw caution to the wind, moving at full speed with Barthal watching behind us. So it was that
Morningstar and I turned a corner and practically stepped on the first rank of a goblin patrol!
Once again I was caught flatfooted, but so were the goblins. Morningstar reacted more swiftly, striking down the
first of the little monsters. You might think that parley would have been a better idea, but we had already tried
that with these goblins without success so I couldn't blame the Elf for striking first and asking questions later.
I raised the golden sword and waded into battle
Dungeon Encounters
Besides placed monsters, dungeons usually contain wandering monsters. The Game Master may create special
wandering monster tables for specific dungeons, or the general wandering monster tables (below) may be used.
In an average dungeon, a wandering monster encounter will occur on a roll of 1 on 1d6; the Game Master should check
once every 3 turns. The circumstances of a specific dungeon may call for higher odds or more frequent (or possibly less
frequent) wandering monster checks.
Die Roll
1
2
3
4
5
6
7
8
9
10
11
12
Level 1
Bee, Giant
Goblin
Green Slime*
Kobold
NPC Party: Adventurer
NPC Party: Bandit
Orc
Skeleton
Snake, Cobra
Spider, Giant Crab
Stirge
Wolf
Level 2
Beetle, Giant Bombardier
Fly, Giant
Ghoul
Gnoll
Gray Ooze
Hobgoblin
Lizard Man
NPC Party: Adventurer
Snake, Pit Viper
Spider, Giant Black Widow
Troglodyte
Zombie
Level 3
Ant, Giant
Ape, Carnivorous
Beetle, Giant Tiger
Bugbear
Doppleganger
Gargoyle*
Gelatinous Cube
Lycanthrope, Wererat*
Ogre
Shadow*
Tentacle Worm
Wight*
Die Roll
1
2
3
4
5
6
7
8
9
10
11
12
Level 4-5
Bear, Cave
Caecilia, Giant
Cockatrice
Doppleganger
Gray Ooze
Hellhound
Lycanthrope, Werewolf*
Minotaur
Ochre Jelly*
Owlbear
Rust Monster*
Wraith*
Level 6-7
Basilisk
Black Pudding
Caecilia
Displacer
Hydra
Lycanthrope, Weretiger*
Mummy*
Owlbear
Rust Monster*
Scorpion, Giant
Spectre*
Troll
Level 8+
Black Pudding
Chimera
Giant, Hill
Giant, Stone
Hydra
Lycanthrope, Wereboar*
Purple Worm
Salamander, Flame*
Salamander, Frost*
Vampire*
144
Wilderness Encounters
The Game Master should check for random encounters in the wilderness about every four hours of game time; this
translates nicely to three night checks and three daytime checks. If your players choose to stand three night watches, you
simply check for each watch; in the daytime, check morning, afternoon, and evening.
To check for a wilderness encounter, roll 1d6; on a roll of 1, an encounter occurs. If a wilderness encounter is indicated,
roll 2d8 on the appropriate table below. The Game Master should think carefully about how the encounter happens;
check for surprise in advance, and if the monster is not surprised, it may be considered to have had time to set up an
ambush (at the GM's option).
Die Roll
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
Desert or Barren
Dragon, Blue
Hellhound
Giant, Fire
Purple Worm
Fly, Giant
Scorpion, Giant
Camel
Spider, Giant Tarantula
NPC Party: Merchant
Hawk
NPC Party: Bandit
Ogre
Griffon
Gnoll
Dragon, Red
Grassland
Dragon, Green
Troll
Fly, Giant
Scorpion, Giant
NPC Party: Bandit
Lion
Boar, Wild
NPC Party: Merchant
Wolf
Bee, Giant
Gnoll
Goblin
Blink Dog
Wolf, Dire
Giant, Hill
Inhabited Territories
Dragon, Gold
Ghoul
Bugbear
Goblin
Centaur
NPC Party: Bandit
NPC Party: Merchant
NPC Party: Pilgrim
NPC Party: Noble
Dog
Gargoyle*
Gnoll
Ogre
Minotaur
Vampire*
Die Roll
2
3
Jungle
Dragon, Green
NPC Party: Bandit
Mountains or Hills
Dragon, White
Roc (1d6: 1-3 Large,
Ocean
Dragon, Sea
Hydra
4-5 Huge,
6 Giant)
4
5
6
7
8
9
10
11
12
13
14
15
16
Goblin
Hobgoblin
Centipede, Giant
Snake, Giant Python
Elephant
Antelope
Jaguar
Stirge
Beetle, Giant Tiger
Caecilia, Giant
Shadow*
NPC Party: Merchant
Lycanthrope, Weretiger*
Displacer
Lycanthrope, Werewolf*
Mountain Lion
Wolf
Spider, Giant Crab
Hawk
Orc
Bat, Giant
Hawk, Giant
Giant, Hill
Chimera
Wolf, Dire
Dragon, Red
145
Whale, Sperm
Crocodile, Giant
Crab, Giant
Whale, Killer
Octopus, Giant
Shark, Mako
NPC Party: Merchant
NPC Party: Buccaneer (Pirate)
Shark, Bull
Roc (1d8: 1-5 Huge, 6-8 Giant)
Shark, Great White
Mermaid
Sea Serpent
River or Riverside
Dragon, Black
Fish, Giant Piranha
Stirge
Fish, Giant Bass
NPC Party: Merchant
Lizardman
Crocodile
Frog, Giant
Fish, Giant Catfish
NPC Party: Buccaneer
Troll
Jaguar
Nixie
Water Termite, Giant
Dragon, Green
Woods or Forest
Dragon, Green
Alicorn (see Unicorn)
Treant
Orc
Boar, Wild
Bear, Black
Hawk, Giant
Antelope
Wolf
Ogre
Bear, Grizzly
Wolf, Dire
Giant, Hill
Owlbear
Unicorn
Day Encounter
Doppleganger
Noble
Thief
Bully
City Watch
Merchant
Beggar
Priest
Mercenary
Wizard
Lycanthrope, Wererat*
Night Encounter
Doppleganger
Shadow*
Press Gang
Beggar
Thief
Bully
Merchant
Giant Rat
City Watch
Wizard
Lycanthrope, Wererat*
146
147
Merchants
Merchants must often transport their wares through
wilderness areas. Roughly half of the time (50%), a landbound merchant party will be led by a single wealthy
merchant; other merchant parties will consist of 1d4+1 less
wealthy merchants who have banded together for their
own safety. There will be 2d4 wagons (but at least one
per merchant) drawn by horses or mules. Each wagon is
driven by a teamster who is a normal man, usually
unarmored and armed with a dagger or shortsword. The
caravan will employ 1d4+2 first-level Fighters and 1d4
second-level Fighters as guards.
If encountered at sea, a merchant party will generally
consist of a single ship owned or rented by a single
merchant. The ship will have a crew of 2d8+8 regular
crewmen, who are normal men, unarmored and armed
with clubs, daggers or shortswords; the Captain, First
Mate, and other officers are taken from this number.
Large ships may require larger crews. 1d4+2 first-level
Fighters and 1d4 second-level Fighters will be aboard as
guards, just as with a caravan.
Besides the valuable but undoubtedly bulky trade goods
transported by the merchant caravan or ship, such a party
will also have a type A treasure, with magic items omitted;
it may be in one chest, or spread out among the wagons.
148
Nobles
Pilgrims
A party of pilgrims is on its way to (or from) a major
religious locale or activity. Such a party will be led by a
1d4 Clerics of level 1-4 (roll for each).
The remainder of the party is rather random in nature;
most pilgrim groups include 3d6 normal men (or women if
the religion allows women to go on pilgrimages), 1d6
Fighters of level 1-4 (roll for each) with chainmail and
longsword, and 1d4 Thieves of level 1-4 (each of whom
may be a genuine devout person, or possibly just on the
lam). There is also a 50% chance of a single Magic-User
of level 1-4 being with the party.
Pilgrims usually travel light, carrying a single bag each and
walking or riding mules or horses. The pilgrim party will
most likely be bringing offerings of some sort to their
destination; generate a type A treasure for this purpose. If
magic items are indicated, they will most likely not be used
by any of the NPCs as they have already been dedicated
to the god or pantheon.
Demi-Human Parties
It is assumed above that NPC parties will be Human, or
predominantly so; but the Game Master may choose to
present parties of Elves, Dwarves, or Halflings from time to
time.
In general, a party of demi-humans will be
homogeneous. an Elf party would consist of all Elves,
for instance. If encountered in the territory of another
race, the demi-human party might include a guide hired to
lead them to their destination. For example, the Elf party
mentioned above might hire a Human guide to help them
when traveling through a Human country.
The Game Master may simply use the figures given above
when generating such parties. One thing that the GM
must decide is whether or not the normal men rules
apply to demi-humans are there normal elves for
instance? This decision is left to the GM. If there are such
characters, they will have the same racial abilities as others
of their race, but will fight with an Attack Bonus of +0 just
as normal men do. If there are no such characters in the
campaign world, then simply substitute 1st level Fighters for
the normal men listed above.
149
Hopeless Characters
Sometimes a player will look at the six scores rolled, and
declare the character hopeless. The Game Master
should always allow the player to scrap a character with
less than 9 in the first four scores (since all four classes
would be unavailable to that character). However, you as
the Game Master might choose to allow the player to reroll
a character with scores that are overall below average even
if the character isn't as hopeless as this.
Here's a suggestion: Sum up the Ability Score bonuses or
penalties that apply to the character. If the total is
negative, consider the character below average, and allow
the player to scratch the entire set of scores and reroll. If
the total is zero, the character is average, and the player
150
Acquisition of Spells
Clerics have an obvious advantage over Magic-Users, in
that, in theory, they have access to any spell of any level
which they can cast. However, note that Clerics are
limited in their spell selection based on their deity, faith or
ethos; for instance, a Cleric of the goddess of healing
should not be surprised that his or her deity refuses to
grant reversed healing spells. If a Cleric prays for a spell
that is not allowed, the Game Master may choose to grant
the character a different spell, or optionally (if the deity is
angered) no spell at all for that slot.
Magic-Users begin play knowing two spells, read magic
plus one other (unless the GM grants more starting spells).
Each time the character gains a level, he or she gains the
ability to cast more spells; in addition, every other level the
Magic-User gains access to the next higher level spells
(until all levels are available). However, gaining the ability
to cast these spells does not necessarily mean the MagicUser instantly learns new spells.
As previously described, Magic-Users may learn spells by
being taught by another Magic-User, or by studying
another Magic-User's spellbook. If being taught, a spell
can be learned in a single day; researching another MagicUser's spellbook takes one day per spell level. In either
case, the spell learned must be transcribed into the MagicUser's own spellbook, at a cost of 500 gp per spell level
transcribed.
A Magic-User may add a new spell of any level he or she
may cast at any point; however, spells of higher levels may
not be learned or added to the Magic-User's spellbook.
The Magic-User must find a teacher or acquire a reference
work (such as another Magic-User's spellbook) in order to
learn new spells, and the cost of such is in addition to the
costs given above. Often a Magic-User will maintain a
relationship with his or her original master, who will teach
the character new spells either for free or in return for
services.
Sometimes two Magic-Users will agree to
exchange known spells. In many cases the only option
available to a Magic-User will be to pay another MagicUser (often an NPC) anywhere from 100 gp to 1000 gp
per spell level in return for such training.
Magic-Users may also create entirely new spells (or alter
existing spells); see the Magic Research rules, below, for
details.
Judging Wishes
Wishes are one of the most potentially unbalancing things
in the game. With a carefully worded wish, a player
character can make sweeping, dramatic changes in the
game world, possibly even rewriting history. Before
allowing the player characters in your game access to even
one wish, think about how you will deal with it.
Wishes are granted by a variety of beings. Even when a
wish comes from a device (a ring or a sword, for instance),
some extradimensional being, god or devil or whatever,
has placed that wish in the device. A wish will tend to
further the goals of the granting being; if the granter is an
evil efreeti, for instance, it will attempt to twist the meaning
or intent of the wish so that it does not really accomplish
151
Optional Rules
Death and Dying
The rules state that, at zero hit points, the character is
dead. If this is too harsh for you, here are several
approaches to changing the situation:
Raise Dead: The first approach doesn't change the rules
a bit. Arrange matters so that characters killed in an
adventure can be easily raised (but at a substantial cost).
This not only deals with the mortality issue, it also soaks
up excess treasure, preventing the player characters from
becoming too rich to be interested in adventuring. It also
tends to reward the cautious (since they get to keep their
gold more often).
What if the characters don't have enough money when
they die to afford to be raised? Allow the local religious
establishment to raise dead adventurers in return for their
indenture that is, the adventurers, upon being restored
to life, owe the church or temple the money it would have
cost to be raised, or an equivalent service. Thus, the local
religious leaders would have a ready pool of adventurers
to undertake dangerous missions for them.
But the adventurer(s) are dead how can they agree to
the indenture? There are two options: the priests can use
speak with dead to attain agreement, or the adventurers
can sign an agreement with the church before leaving on
the potentially dangerous adventure. The latter might
even be considered a standard procedure in some places.
Save vs. Death: The first actual rule alteration is to allow
characters reduced to zero hit points to save vs. Death Ray
to avoid death. If the save is failed, the character is
immediately dead, just as in the normal rules. If the save is
made, the character remains alive for 2d10 rounds; if the
character's wounds are bound (or he or she receives
healing magic) within this time frame, death is averted.
The character remains unconscious for the full 2d10
rounds rolled, either dying if left untreated or awakening if
his or her wounds are bound.
Binding the wounds of the dying character stabilizes him or
her at zero hit points. Non-magical healing will require a
full week to restore the first hit point; after this, healing
proceeds at the normal rate.
152
Ability Rolls
There will be times when a player character tries to do
something in the game that seems to have no rule
covering it. In some of those cases, the only attribute the
PC has that seems appropriate may be an Ability Score.
Here is a suggested method for making rolls against Ability
Scores that still gives better odds to higher level characters:
The player rolls 1d20 and adds his or her Ability Bonus for
the score the GM thinks is most appropriate, as well as any
situational bonus or penalty the GM assigns. Consult the
following table. If the total rolled is equal to or higher than
the given Target number, the roll is a success.
Level
NM or 1
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20
Target
17
16
15
14
13
12
11
10
9
8
7
Thief Abilities
Some players of Thieves may wish to have more control
over their Thief abilities. If you study the Thief Abilities
table, you'll discover its secret: From levels 2-9, the Thief
improves 30 percentiles (total) each level; from levels 1015, 20 percentiles; and from level 16 on, 10 percentiles. If
you wish to allow Thief customization, simply let the player
allocate these points as he or she wishes rather than
following the table. Allow no more than 10 percentiles to
be added to any single Thief ability per level gain. Note
also that no Thief ability may be raised above 99 percent.
153
Magical Research
General Rules for Research
At some point a Magic-User or Cleric may wish to start
creating magic items or inventing spells. This is termed
magical research. For any research, Magic-User must
have a tower or laboratory, while a Cleric requires a
properly consecrated temple or church of his or her faith.
In addition, there will be a cost for the creation of each
item, a minimum time required to create it, and a given
chance of success. If the roll fails, generally the time and
money are wasted and the procedure must be started
again from the beginning; however, consult the detailed
rules below for exceptions.
In almost all cases, the Game Master should make this roll
in secret. There are many situations where the character
(or the player) should not know whether the roll has
actually failed, or whether the GM has decided the
research is impossible for the character. The GM may
decide to tell the player that the research is impossible if
the roll succeeds; if the roll is a failure, that is all the player
should be told.
In general, Clerics may only create magic items
reproducing the effects of Clerical spells; Clerics may also
make enchanted weapons and armor, even those sorts
which they may not use themselves (since they may be
creating weapons or armor for other followers of their
faith). Magic-Users may create any sort of magic item
except for those reproducing Clerical spells for which no
equivalent Magic-User spell exists.
Time spent doing magical research must be eight-hour
workdays with interruptions lasting no more than two
days. Longer interruptions result in automatic failure of
the project.
Spell Research
154
Chance of Success
Unless given differently below, the base chance of success
creating a magic item is 15% plus 5% per level of the
spellcaster, plus the spellcaster's full Intelligence (if a MagicUser) or Wisdom (if a Cleric). Thus, a 9 th level spellcaster
with a 15 Prime Requisite has a base chance of 75%.
Spell Scrolls
A spellcaster may create a scroll containing any spell he or
she has access to (for a Magic-User, spells in his or her
spellbook; for a Cleric, any spell the character might
successfully pray for). The cost is 500 gp per spell level,
and the time required is 1 day per spell level.
Reduce the chance of success based on the level of the
spell being inscribed, at a rate of -10% per level.
If the roll fails, the enchantment of the scroll has failed;
however, if the caster tries again to inscribe the same spell,
either the cost or the time is reduced by half (at the
character's option).
Enchanting Weapons
The base cost of enchanting a weapon or armor is 1,000
gp per point of bonus. For weapons with two bonuses,
divide the larger bonus in half (don't round) and add the
smaller bonus; thus, a sword +1, +3 vs. dragons would
cost 2,500 gp to enchant. Enchanting a weapon takes one
week plus two days per point of bonus; thus, the sword
described would require twelve days to enchant.
Reduce the chance of success by 10% times the bonus; so,
a sword +1 would reduce the base chance 10%, while the
sword +1, +3 vs. dragons described above would
reduce the base chance 25%. Further, the chance of
success may be increased 25% by doubling the cost and
time required (this decision must be announced before the
roll is made).
For weapons having additional powers, combine the rules
above with the rules for creating permanent items. All
enchantments must be applied in a single enchantment
session.
155
Cost per
Charge
+150 gp
+125 gp
+100 gp
+75 gp
Charges per
Day
1
2
3
4
Chance
- 5%
- 10%
- 20%
- 30%
When using the table above, don't count the first charge
for cost or time purposes. Note that each separate pool of
charges in the item must be figured separately.
Item can be recharged: Figure the additional cost and
time, and the penalty to the chance of success, for
rechargeable items as being exactly twice the figures from
the table above; so, creating a rechargeable item with 3
charges costs 600 gp more rather than 300 gp more, and
takes two days per charge (or four extra days); the chance
of success is lowered 10% rather than 5%.
Item recharges itself: Creating a self-recharging item is
expensive; apply the following adjustments to the charge
cost, time and chance for items that recharge
automatically. Note that self-recharging items are never
rechargeable in that they may not be recharged other
than by themselves.
Charging
Rate
1 per day
All per day
All per week
Cost
Time
Chance
x3
x5
x4
x2
x3
x2
- 10%
- 30%
- 20%
Cursed Items
Some cursed items, such as cursed scrolls, are created that
way specifically by the spellcaster. The difficulty of
creating such an item is roughly the same as the difficulty
of creating a spell scroll of bestow curse.
Other cursed magic items may be the result of a failed
attempt to create a useful item. The GM must decide
whether or not a failed research project will actually create
a cursed item.
156
157
Contents
Empty
Unguarded Treasure
Monster
Monster with Treasure
Special
Trap
Trap with Treasure
6. Finishing Touches
The GM may wish to create one or more custom
wandering monster tables for the dungeon; monster
patrols, if any, may need to be described; and possibly
some locations may have unusual sounds, smells,
graffiti, etc. which need to be noted. Don't spend too
much time on this, though.
Remember, if you only detail the interesting things,
your players will begin to guess what might be in a
room. Some extra description will help make things
uncertain for the players. For instance, a room with an
unguarded treasure:
Game Master: This room contains a chest, centered
against the far wall.
Player 1: We look for monsters, and if we don't see
any, the thief will check the chest for traps.
Kind of boring, right? This might be better:
Game Master: In this room you see a comfortablelooking upholstered chair, a side table and a foot stool.
Two burned-out torches are held by sconces on each
wall.
Player 1: If we don't see any monsters, the thief will
check the table and the footstool for traps and see if
anything is hidden inside them, while the rest of us
check for secret doors one of those sconces might
open one.
A little extra detail can add a lot to the adventure.
158
Traps
Some suggestions of typical traps are listed below, to assist
the GM. Deadlier traps can be created by combining
simple traps, by making their effects harder to avoid, or by
making them capable of dealing more damage.
Traps are not necessarily reliable; the GM may choose to
make a roll of some sort for each potential victim until the
trap is sprung (say, 1-2 on 1d6). Or, a trap door might not
open until a given weight is placed on it, so that a lightly
loaded thief might cross without difficulty, only to see his
heavily armored warrior ally fall victim to it.
Alarm: Everyone within a 30' radius must save vs Spells
or be deafened for 1d8 turns by the loud noise. The GM
should check immediately for wandering monsters, which,
if indicated, will arrive in 2d10 rounds.
Arrow Trap: A hidden, mounted crossbow attacks at AB
+1, doing 1d6+1 points of damage on a successful hit.
Chute: These are usually covered with a hidden trap
door. The triggering character must save vs. Death Ray
(with Dexterity bonus added) or tumble down to lower
level of the dungeon. Chutes usually do little or no
damage to the victim.
Falling stones or bricks: Rocks fall from the ceiling. The
triggering character must save vs. Paralysis or Petrify (with
Dexterity bonus added) or take 1d10 points of damage.
Flashing Light: With a loud snap, a bright light goes off
in the face of the character that triggered the trap. That
character, and anyone else looking directly at it, must save
vs. Spells or be blinded for 1d8 turns.
Monster-Attracting Spray:
A strong-smelling but
harmless liquid is sprayed on the triggering character. The
smell attracts predatory creatures, doubling the chances of
wandering monsters for 1d6 hours or until washed off.
159
160
Strongholds
Many player characters, upon reaching higher levels,
choose to settle down and build a stronghold. Generally
this is allowed when a character reaches 9th level or higher.
The player character must obtain land on which to build;
in some lands, frontier territory may be made available to
any freeman (or freewoman) who can tame it; in others,
land may be available for someone with enough gold;
while in other cases the character will need to petition the
local Count, Duke or King for a land grant.
Usually, Fighters build castles, Magic-Users build towers,
Clerics build temples and Thieves build guildhouses, but
this is not always so. Any character who builds a
stronghold suitable to his or her class will attract 1 st level
followers of the same class as follows:
Class
Fighter
Magic-User
Cleric
Thief
Number of Followers
3d6
1d8
2d8
2d6
10'
1' thick 5' thick thick
40'
60'
80'
10 gp
n/a
n/a
20 gp
50 gp
n/a
30 gp
70 gp 200 gp
40 gp
90 gp 260 gp
15'
thick
100'
n/a
n/a
n/a
350 gp
161
162
and once its supports are fired, the wall above is breached;
if the mine is only 5 wide, there is only a 50% chance of
causing a breach.
Finally, a screw may be used to attack a stronghold. This
device, which costs 200 gp, is used to bore through castle
walls. A crew of at least eight is required to operate it. It is
only used at the base of a wall, and it is usually operated
under a sow, or portable roof, as it is slow. (A sow
typically costs about 100 gp.) The device does 1d8 points
of damage per turn, but it ignores hardness. A breach
caused by a screw is small, so it has only half the usual
chance of spreading to the next course of wall, unless
widened by miners.
163
ALPHABETICAL INDEX
BASIC FANTASY
Alphabetical Index
Ability Rolls......................153
Ability score bonus...............3
Adjusting Treasure Awards129
Adventurers.....................148
Alchemist...........................40
Animal Trainer....................40
Armor and Shields..............11
Armor Class......4, 43, 46, 52,
..................................54, 136
Armorer (or Weaponsmith). 40
Attack Bonus................46, 54
Attack Bonus Table............46
Attacking a Vehicle.......13, 52
Attacks.........................52, 54
Bandits.............................148
Becoming Lost...................39
Beggar.............................147
Brawling.............................48
Brigands...........................148
Buccaneers and Pirates.....148
Bully................................147
Carrying Capacity...............36
Character Abilities................4
Character Advancement.....42
Character sheet....................3
Charge...............................45
Charging......................44, 45
Charisma........4, 5, 39, 40, 43
City Watch.......................147
City, Town or Village
Encounters.......................146
Cleric...............7, 15, 49, 133
Clerics vs. Undead Table....50
Climb Walls..........................9
Climbing and Diving...........45
Combat..............................44
Combat round..............36, 43
Combination Classes............6
Common.............................4
Constitution.....3, 4, 5, 38, 44,
....................................51, 52
Copper pieces....................10
Cost of Weapons and
Equipment.........................10
Creating An NPC Party....148
Damage.................47, 52, 54
Darkvision......................5, 36
Deafness and Blindness......52
Death and Dying..............152
Death Ray..................45, 152
Death Ray or Poison........5, 6
Defensive Movement..........45
Demi-Human.............3, 4, 46
Demi-Human Parties........149
Dexterity..........4, 6, 8, 44, 45
Doors.................................37
Dragon Breath..................5, 6
Dungeon Encounters........144
Dungeon Survival...............37
Dungeons..........................37
Dwarves...................5, 11, 37
Electrum piece...................10
Elves..................5, 11, 37, 43
Encounter........144, 145, 146
Encumbrance.....................36
Energy Drain......................51
Engineer............................40
Equipment.....................3, 10
Evasion and Pursuit............45
Experience Points.......42, 153
Falling Damage..................52
Fighter.................................7
Fighting withdrawal............45
Game Master................1, 144
Game Turns.......................36
Gems and Jewelry............131
Giant Rat.........................147
GM..................................1, 2
Gold piece.........................10
Grenade-Like Missiles.........47
Halflings...................6, 11, 36
Healing..............................51
Hide.....................................9
Highwaymen....................148
Hit Dice..............................54
Hit Points..........3, 4, 5, 6, 37,
..........47, 48, 51, 52, 54, 152
Holy Water...................12, 49
Hopeless Characters.........150
How to Attack....................45
Humans.....................4, 6, 11
Individual Treasures..........130
Initiative............4, 15, 43, 44,
....................................45, 52
Intelligence............4, 5, 8, 37,
..................................52, 153
Item Saving Throws............53
Judging Wishes................151
Lair Treasures...................130
Land Transportation...........13
Languages............................4
Light..........................36, 135
Listen...................................9
Magic Armor............132, 136
Magic Item Generation.....132
Magic Item Research........154
Magic Items.........40, 54, 129,
................................132, 149
Magic Wands....................5, 6
Magic Weapons........132, 135
Magic-User...............8, 15, 16
Magical research...............154
Maneuverability..................44
Mapping.............................36
Melee Combat....................46
Mercenaries........................41
Mercenary........................147
Merchants................147, 148
Miscellaneous Magic Items
................................134, 140
Missile Fire.........................46
Missile Weapon Ranges......11
Missile Weapon Rate of Fire47
Missiles That Miss...............47
Money...............................10
Monster Attack Bonus........46
Monster Reactions..............43
Morale....................39, 49, 54
Move Silently.......................9
Movement.......13, 36, 38, 39,
....................................45, 54
Movement rate.......13, 36, 54
Negative Hit Points...........152
No. Appearing....................54
Nobles.....................147, 149
Non-Player Characters........2,
................................148, 149
Normal men.......................46
NPCs...................2, 148, 149
Oil......................................49
Open Locks.........................9
Optional Rules..................152
Order of Play.....................43
Overland Travel..................38
Paralysis or Petrify............5, 6
PC.......................................2
Pick Pockets.........................9
Pilgrims............................149
Placed Treasures..............129
Platinum piece....................10
Player Character...................2
Poison........................52, 152
Potions.....................133, 136
Preparing Spells from
Memory...........................153
Press Gangs.....................147
Priest................................147
Prime Requisite............3, 7, 8
Race................................3, 4
Raise Dead.......................152
Random Treasure Generation
........................................129
Remove Traps......................9
Repairing a Vehicle.............52
Rest...................................51
Retainers............................39
Rings........................133, 138
Role-Playing.........................1
164
Round....................43, 44, 47
Running.............................44
Savant...............................40
Save As..............................54
Save vs. Death.................152
Saving Throws.......3, 5, 6, 52
Scrolls..............133, 137, 138
Secret Doors......................37
Set Weapon Against Charge
..........................................45
Ship's Crew........................40
Siege Engines.....................14
Silver piece........................10
Silver pieces.......................10
Sneak Attack........................9
Specialists..........................40
Spell Research..................154
Spells.........5, 6, 7, 15, 16, 17
Starting money.....................3
Strength..........4, 6, 7, 36, 37,
....................................45, 47
Strongholds......................161
Subduing Damage..............48
Surprise.............................43
Thief......................8, 37, 147
Thief Abilities....................153
Thieves..........8, 37, 146, 147
Thieves' Picks and Tools.....12
Time..................................36
Traps..........................37, 159
Traveling by Air..................39
Treasure...........................129
Treasure Type.....................54
Treasure Types.................130
Turn...................................36
Turn the Undead............7, 49
Undead........7, 17, 49, 50, 51
Unguarded Treasures........131
Using the Dice......................2
Vehicles........................13, 52
Wandering Monsters.........144
Wands, Staves and Rods
................................134, 139
Water Transportation..........13
Waterborne Travel..............38
Weapon and Armor
Restrictions.......................151
Weapon Size......................11
Weapons............................11
Wilderness Encounters.....145
Wilderness Movement Rates
..........................................38
Wisdom.....................4, 7, 39
Wizard.............................147
Wrestling............................48
XP.....................3, 40, 42, 54
BASIC FANTASY
165
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