TEXT: 1
  
  Untold Adventures
  Minimalist Fantasy Roleplaying
  Based on 
  Swords & Wizardry White Box 
  Swords & Wizardry White Box 
  Originally Written by 
  Marv Breig & Matthew J. Finch
  Untold Adventures 
  Written by
  James M. Spahn
  Cover Art
  Jim Wampler
  Interior Art
  William McAusland
  Cartography
  Dyson Logos
  Logo 
  James E. Shields
  Published by
  Barrel Rider Games
  Dedicated To
  The OSR Community
  You saved my life.
  Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks
  of Matthew J. Finch. Barrel Rider Games is not affiliated with or endorsed by
  Matthew J. Finch  or Mythmere Games.
  2
  
  3
  
  Table of Contents
  Introduction
  5
  Chapter One: Getting Started
  6
  Chapter Two: Characters & Equipment
  9
  Chapter Three: Playing The Game
  18
  Chapter Four: Spells & Magic
  24
  Chapter Five: Running The Game
  42
  Chapter Six: Monsters
  49
  Chapter Seven: Treasure
  81
  Appendix: Types, Races, & Options
  101
  Keep in the Wildlands: A Short Adventure
  110
  OGL
  114
  4
  
  Introduction
  Untold Adventures is an experiment in gaming. It is an attempt to create a
  game even more open to Referee fiat, narrative play, and rulings over rules that is
  more spartan than even the game upon which it is based: Swords & Wizardry White
  Box. This game does not claim to be an improvement upon the White Box
  foundation. Instead it is a reinterpretation that alters classes, races, equipment,
  weapons, armor, magic, monsters, and experience points in an effort to create a
  game that plays even faster and looser than Breig and Finch's masterpiece. 
  This is a simple game and it presented as such. In its construction, the
  author has attempted to keep all the material in these pages completely compatible
  with Swords & Wizardry White Box (and by extension many other old school
  fantasy roleplaying games), meaning the Referee can easily use material such as
  adventures, monsters, spells, and optional rules to enhance and alter the material
  found herein. In fact, doing such a thing is highly encouraged. 
  It is my hope that Untold Adventures will become a truly “pick up and play”
  experience for those kind enough to purchase it. Characters can be written on index
  cards and given the minimum amount of rules presented adventures can be created
  practically on the fly by creative Referees. While many gamers long for the halcyon
  days when we could spend hours, days, or even weeks planning our perfect
  character and crafting highly detailed campaign worlds, our adult lives have taken
  up that precious time with real world responsibilities. 
  But that doesn't mean we have to give up our beloved hobby. In fact,
  without a set of complicated rules to get in the way, our imaginations can soar all
  the higher. So grab a twenty-sided die, a few six-siders, an index card to serve as
  your character sheet, and a pencil, because in these pages are countless Untold
  Adventures...
  James M. Spahn
  May 30th, 2018
  5
  
  Chapter One
  Getting Started
  Untold Adventures requires two kinds of participants: The Referee and the Player.
  For Players, the first step in playing the game is to create a Player Character (PC).
  This is a simple matter of rolling some dice to determine your character’s strength
  and other basic attributes, picking a character race, a character, and buying in-game
  equipment. If you’re the Referee, however, you’ve got a bit more preparation to do
  —that’s covered in the latter half of this book.
  Rule Number One
  The most important rule is that the Referee always has the right to modify the rules.
  In fact, it’s encouraged! Untold Adventures relies heavily on Referee arbitration.
  There are gaps in the rules—holes left open on purpose—because much of the fun
  of “old school” gaming is being able to make up rules as needed.
  Dice
  Untold Adventures uses two
  different types of dice, and they are
  abbreviated herein according to
  the number of sides they have. A
  twenty-sided die is abbreviated as
  d20, while a six-sided die is
  abbreviated as d6.  If someone is
  required to roll 3d6 that means to
  roll three (3) six-sided dice and add
  the results together. 
  Character Sheets
  A character sheet is a piece of paper designed to organize and contain any and all
  necessary PC information, for the benefit of both the Referee and Player. For Untold
  Adventures, the character sheet could be something as simple as a 3 x 5 index card
  with equipment and spells written on the back.
  Attribute Scores
  The basic abilities are numbers which represent the Strength, Intelligence, Wisdom,
  Constitution, Dexterity, and Charisma of a character. The standard way to create
  attribute scores is to roll 3d6 for each attribute in the previously mentioned order.
  Once those rolls have been made the Player decides on a race and a class. 
  Some Referees allow more flexibility. One example is to let the Players roll 3d6 a
  total of six times and arrange the rolls however they want. This allows the Player to
  put the best results into abilities that best suit the type of character the Player wants
  to be. There are several house rules that can be invented for this later on, if you
  choose.
  6
  
  Universal Attribute Bonus
  Characters with an attribute score of 6 or less suffer a -1 penalty to certain actions
  associated with that attribute score. While characters with a 15 or higher receive a
  +1 bonus to certain actions associated with that attribute score. This is detailed
  below in the Universal Attribute Bonus chart.
  TABLE 1-1: UNIVERSAL ATTRIBUTE BONUS
  Attribute Score
  Description
  Bonus
  3-6
  Below Average
  -1
  7–14
  Average
  0
  15–18
  Above Average
  +1
  Universal Attribute Bonuses are applied as detailed below for each Attribute Score.
  Strength
  Swordsmen (only) can use their Strength Bonus to modify their “to-hit” and damage
  results when using melee weapons.
  Dexterity
  All characters receive their Universal
  Attribute Modifier to their Armor Class.
  Swordsmen (only) also receive their
  Universal Attribute Modifier on all “to-hit”
  rolls made when wielding a ranged weapon.
  Constitution
  Swordsmen (only) receive their Universal
  Attribute Modifier as additional hit points at
  character creation and each time they gain a
  level of experience.
  Intelligence
  Spellcasters (only) can prepare one additional 1st level spell if their Intelligence is 15
  or higher.
  Wisdom
  All characters receive their Universal Attribute Modifier to any saving throws made
  to resist magic spells or magical effects.
  Charisma
  All characters receive their Universal Attribute Modifier to their maximum number
  of henchmen they can hire. Normally a character can only hire up to four hirelings.
  7
  
  Hit Points and Hit Dice
  Hit points (HP) represent the amount of “damage” a character can take before dying:
  they are determined by the number of hit dice (HD) the character has at each level,
  which is found in the description of each character class later on. If a Player begins
  the game with a 1st level Swordsman (1+1 HD) the Player would therefore roll 1 HD
  (1d6) and add “+1” to the end result to determine his PC’s starting hit points. When
  the character accumulates enough Experience Points to gain a level, usually a new
  hit die is rolled and added to the total (sometimes a new level only gives an
  additional hit point, though, not a whole new hit die).
  A Swordsman (only) applies their Constitution Universal Attribute Modifier to their
  hit points whenever they gain a level. A character always gains at least 1 hit point
  when gaining an level, regardless of modifiers.
  Saving Throw
  The Saving Throw (sometimes abbreviated as “ST”) represents a character's ability
  to avoid threats, or in some cases, accomplish a difficult task. For more information
  on Saving Throws see Chapter Three: Playing the Game. 
  Starting Equipment
  All characters begin play with equipment as determined by their class and race, a
  single Adventuring Gear item, plus an additional 1d6 x 5 gold pieces to represent
  any lingering resources.
  8
  
  Chapter Two
  Characters & Equipment
  There are two character classes in the game: Swordsman and Spellcaster. Both
  represent broad archetypes in fantasy literature. Each class advancement table has
  several listings detailed below.
  •
  Level: This represents the character's Level and is a representation of a
  character's general power and ability as an adventurer.
  •
  XP: This column lists the number of Experience Points a character must
  earn to achieve the Level listed in that row of the table. 
  •
  HD: Short for Hit Dice, this is the number of six-sided dice the character
  rolls to determine their total maximum hit points. See the “Hit Points”
  section of  Chapter One: Getting Started.
  •
  ST: This is the character's Saving Throw value. For more information  see
  “Saving Throws” in Chapter Three: Playing The Game.
  •
  Spells: This lists the number of spells a Spellcaster (only) may memorize of
  each level per day. Spellcasters with an Intelligence of 15 or higher may
  memorize one additional 1st level spell. If no number is listed the character
  cannot yet memorize spells of that level.
  Swordsman
  The Swordsman is a warrior, trained in battle and in the use of armor and weapons.
  They character might be a ferocious Viking raider, a roaming samurai, or a medieval
  knight. Because they are equipped  to dish out and absorb damage they often end up
  on the front lines, going toe-to-toe with dragons, goblins, and evil cultists. If you are
  a Swordsman, the down-and-dirty work is up to you.
  TABLE 2-1: SWORDSMAN ADVANCEMENT
  LEVEL
  XP
  HD
  ST
  1
  0
  1+1
  14
  2
  2000
  2
  13
  3
  4000
  3
  12
  4
  8000
  4
  11
  5
  16000
  5
  10
  6
  32000
  6
  9
  7
  64000
  7
  8
  8
  128000
  8
  7
  9
  256000
  9
  6
  10
  512000
  10
  5
  9
  
  Combat Specialist: At 1st level Swordsmen add a +1 to all Melee and Ranged attacks
  they make. This bonus increases by +1 at levels 3, 5, 7, and 9 for a maximum bonus
  of +5. In addition,, a Swordsman can make a number of extra attacks equal to their
  level each combat round as long as those attacks are against opponents with one or
  fewer hit dice.
  Starting Equipment: Two Melee Weapons of choice, One Ranged Weapon of Choice,
  One Light or Medium set of Armor, One Shield. 
  Spellcaster
  The Spellcaster is a mysterious figure, a student of arcane powers and spell casting.
  They can be devastating opponents. However, at lower levels, they are quite
  vulnerable and must be protected by the other party members. As Spellcasters
  progress, they generally become quite powerful – holding sway over the political
  destinies of great kingdoms and able to create wondrous magical artifacts.
  TABLE 2-2: SPELLCASTER ADVANCEMENT
  LEVEL
  XP
  HD
  ST
  1st
  Level
  Spells
  2nd
  Level
  Spells
  3rd
  Level
  Spells
  4th
  Level
  Spells
  5th
  Level
  Spells
  1
  0
  1
  15
  1
  –
  –
  –
  –
  2
  2500
  1+1
  14
  2
  –
  –
  –
  –
  3
  5000
  2
  13
  3
  1
  –
  –
  –
  4
  10000
  2+1
  12
  4
  2
  –
  –
  –
  5
  20000
  3
  11
  4
  2
  1
  –
  –
  6
  40000
  3+1
  10
  4
  2
  2
  –
  –
  7
  80000
  4
  9
  4
  3
  2
  1
  –
  8
  160000
  4+1
  8
  4
  3
  3
  2
  –
  9
  320000
  5
  7
  4
  3
  3
  2
  1
  10
  640000
  5+1
  6
  4
  4
  3
  2
  2
  Spell Casting: The Spellcaster owns a book of spells—which does not necessarily
  include all of the spells on the standard lists. Reading from this book, the Spellcaster
  presses a select spell formula into his mind, effectively “preparing” it to be cast.
  Once a prepared spell is cast, the spell formulae disappears from the Spellcaster’s
  mind, and must be prepared again before another attempt can be made to cast it.
  However, it is possible to prepare a spell multiple times using the available “slots” in
  the Spellcaster’s memory. If the Spellcaster finds spell scrolls during an adventure,
  he can copy them into his spell book. 
  10
  
  A Spellcaster must have at least one free hand to cast spells and if they are wearing
  armor or using shields the target of any spell they cast receives a bonus to their
  saving throw equal to the benefit of armor worn by the Spellcaster. So a Spellcaster
  wearing Leather Armor grants a +2 bonus to resist the effects of any spells they cast.
  Starting Equipment: One Melee or Ranged Weapon of Choice, one spellbook
  containing three first-level spells of choice.
  Races
  All characters must select a race. The choices available are Human, Dwarf, Elf, and
  Halfling. 
  Human
  By far the most common and easily understood race, humans are as diverse and
  ambitious in any roleplaying game as they are in real life. Humans can be any class
  and have no special abilities or level limits.
  •
  Starting Equipment: Any three additional Adventuring Gear items of
  choice.
  11
  
  Dwarf
  Dwarves are long-lived, stocky, and bearded. They stand around four feet tall and
  are master craftsmen and miners. Dwarf characters may only be Swordsmen, and
  may only advance to 7th level. 
  •
  Underground Observation: Dwarves are keenly aware of changes in
  underground environments and can usually notice secret or hidden doors,
  structurally unsound caverns, sloping passages, and mechanical traps. 
  •
  Goblin Hatred: All Dwarves hate goblins and receive a +1 bonus on all “to-
  hit” rolls made against them.
  •
  Magically Resistant: Dwarves cannot abide spellcraft. They receive a +2
  bonus on all saving throws made to resist the effects of magic spells.
  •
  Starting Equipment: One Melee Weapon of choice and one Shield..
  Elf
  Elves are a graceful, long-lived race known for their love of nature and natural
  magical aptitude. They may only be Spellcasters and may only advance to 7th level.
  •
  Natural Observation: Elves are keenly aware in natural environments,
  such as forests, and can usually notice secret or hidden doors, game trails,
  snares, and other subtle oddities in a natural environment.
  •
  Orc Hatred: All Elves hate orcs and receive a +1 bonus on all “to-hit” rolls
  made against them.
  •
  Keen Vision: Elves can see as easily in starlight and moonlight as in
  daylight, though are still blinded by total darkness.
  •
  Starting Equipment: One Melee or Ranged Weapon of choice.
  12
  
  Halfling
  Halflings are small, rotund beings with cherubic faces and furry feet. They stand
  about three feet tall and very few are reckless enough to go adventuring. Halfling
  characters may only be Swordsmen and may only advance to 6th level. In addition,
  halflings can only wield small and medium weapons.
  •
  Lucky: Halflings receive a +2 on all saving throws.
  •
  Naturally Stealthy: When still and silent halflings are almost completely
  undetectable as if they were invisible.
  •
  Ranged Combatant: Halflings receive a +2 bonus on all ranged “to-hit”
  rolls.
  •
  Starting Equipment: One extra Adventuring Gear item of choice.
  Starting Equipment
  Each character starts with equipment determined by their class and race, as well a
  number of Adventuring Gear items equal to their level. One gold piece (gp) is worth
  10 silver pieces (sp) or 100 copper pieces (cp). Prices for equipment are listed on
  the tables below in amount of gold pieces, though in most cases the final cost of an
  item should be determined by the Referee based on the local economy and other
  circumstances. The Referee is encouraged to include additional items and
  equipment.
  Equipment Weight
  The weight of equipment is not measured specifically in Untold Adventures. Instead
  the Referee is encouraged to simply allow characters to carry a number of
  significant items (such as weapons, armor, shields, or pieces of adventuring gear)
  equal to their Strength attribute without penalty. If they exceed their Strength
  attribute, Referees should consider imposing penalties to movement or other
  actions.
  Adventuring Gear 
  While most roleplaying games use a specific list of equipment to determine of a
  character as the appropriate gear for a given situation, Untold Adventures uses a
  more abstract method. Every character begins play with one typical adventuring
  item selected from the list below (since they are first level) and gains an additional
  item every time they gain a level of experience. Each character also begins play with
  a collection of items which is collectively called their “Adventuring Gear Rating.”
  This is an abstraction of the various items typically used by dungeoneers like
  torches, rope, rations, and the like. Adventuring Gear Rating is rated anywhere from
  0 to 5, and assuming the character has easy access to equipment is assumed to be 5
  at the beginning of an adventure. 
  Whenever a character wants to see if their character is carrying an item other than
  the already defined typical adventuring item, they assume they are carrying the
  requested item, but they must reduce their Adventuring Gear Rating rating by 1.
  Once their Adventuring Gear has reached 0, they have established all of the specific
  items they are carrying.
  13
  
  Adventuring Gear is always mundane equipment, such as ropes, grappling hooks,
  tents, flint and tinder, and the like. It is never a magical item or a rare item. Exact
  limits of what constitutes Adventuring Gear is determined by the Referee.
  A character can reset their Adventuring Gear Rating to 5 whenever they are at an
  appropriately supplied location. Doing so cost 25 gold pieces, regardless of their
  Adventuring Gear Rating at the time of replenishment.
  Example Adventuring Gear Items: Backpack, Bedroll, Belt Pouch, Bottle of Wine,
  Bunch of Common Herbs, Crowbar, Extra Rations and/or Waterskin (3 day's worth),
  Flint and Steel, Grappling Hook, Hand Hammer, Hand Mirror, Holy Symbol, Iron
  Spikes (12), Lantern, Large Sack, Lock Picks, Map or Scroll Case, Parchment (6
  sheets), Pint of Oil, Rope (50 ft), Shovel, Ten Foot Pole, Tent, Torches (6).
  The Referee is encouraged to consider other items available to be considered as
  Adventuring Gear and is free to permit or disallow items to be included as such as
  their discretion. 
  Melee Weapons
  Characters can wield any weapon they like. All small one-handed
  weapons such as daggers, hand axes, and short swords inflict 1d6-
  1 points of damage. Medium one-handed weapons inflict 1d6
  points of damage. These include long swords, maces, spears, and
  the like Large weapons inflict 1d6+1 damage and require two
  hands to wield. They are typically polearms, two-handed swords,
  and battle axes. Don't forget that Swordsmen add their Strength
  modifier to these damage rolls.
                 TABLE 2-3: MELEE WEAPONS
  Weapon
  Damage
  Cost (gp)
  Small
  1d6-1
  2
  Medium
  1d6
  6
  Large
  1d6+1
  12
  14
  
  Ranged Weapons
  Characters can wield any ranged
  weapon they like. However, any
  ranged weapon that inflicts 1d6 or
  more damage requires two hands.
  Small ranged weapons (such as
  slings, or thrown weapons) inflict
  1d6-1 points of damage. Medium
  ranged weapons (such as bows)
  require two hands and inflict 1d6
  points of damage. Large ranged
  weapons (such as crossbows)
  require two hands to wield and
  inflict 1d6+1 points of damage.  
  Each ranged weapon has a listed
  range. Attempting to fire at a
  distance greater than that range
  imposes a -2 penalty on the “to-hit” roll and no weapon can be fired more than twice
  its listed range. Ammo is not listed for ranged weapons and it is assumed that
  characters are carrying the necessary arrows, stones, or other munitions to make
  use of their weapon. At the Referee's discretion any time a character rolls an
  unmodified 1 on their to-hit roll with a missile weapon the Referee can rule that the
  character has no only missed, but is also out of ammunition and must either expend
  an Adventuring Gear Item to replenish them, or restock at half the weapon's listed
  cost when they are in an appropriate location.
   
  TABLE 2-4: RANGED WEAPONS
  Weapon
  Damage
  Range
  Cost (gp)
  Small
  1d6-1
  20 ft
  2
  Medium
  1d6
  40 ft
  6
  Large
  1d6+1
  80 ft
  12
  Armor and Shields
  Characters can wear any armor they like as well as use shields. A character can only
  wear any single type of armor at a given time, but may combine its use with a shield.
  It is important to remember that when Spellcasters are wearing armor or using
  shields the target of any spell they cast receives a bonus to their saving throw equal
  to the benefit of armor worn by the Spellcaster. So a Spellcaster wearing Leather
  Armor grants a +2 bonus to resist the effects of any spells they cast.
  15
  
  TABLE 2-5: ARMOR & SHIELDS
  Armor
  Effect on AC [AAC]
  Cost (gp)
  Medium
  -4 [+4]
  25
  Light
  -2 [+2]
  15
  Heavy
  -6 [+6]
  50
  Shield
  -1 [+1]
  10
  Calculating Armor Class
  To calculate a character’s Armor Class, you must decide which system to use. The
  two systems have the same numbers, but in one of them a high armor class is better,
  and in one a low armor class is worse. Just decide which you prefer:
  Important
  The Referee must decide which of the two armor class systems to use. In the
  “Descending” armor class system, a lower AC means you are harder to hit. In the
  “Ascending” armor class system, it is a higher armor class that is harder to hit.
  Numbers for the “Ascending” armor class system always appear in brackets [like
  this].
  Descending AC System
  In this system, an unarmored human has an AC of 9. The armor you buy lowers your
  AC and the lower the AC, the harder you are to hit. To calculate your Armor Class,
  look at the Armor table above, in the “Effect on…” column. For whatever type of
  armor you bought, subtract the number shown from your base AC of 9. That’s your
  new Armor Class.
  Ascending AC System
  For the ascending system, an unarmored person has an AAC of [10]. AAC means
  “ascending armor class,” and it is used in brackets as a reminder of which system is
  in use. Your armor adds to your AAC, so the higher your AAC, the harder it is for
  your enemies to hit you. To calculate your Ascending Armor Class, look at the Armor
  table on this page, in the “Effect on…” column. For whatever type of armor you
  bought, add the number shown in brackets to your base AAC of [10]. That’s your
  new Armor Class.
  Converting Armor Class Systems
  To translate between the Ascending and Descending AC systems, the ascending
  armor class (AAC) and descending armor class (AC) values should add up to 19.
  Thus, AC 7 is the same as AAC [12] (19-7=12).
  16
  
  Hiring Assistants
  Many characters, particularly when first
  starting an adventuring career, are in need of
  hirelings to assist in carrying loot or fighting
  monsters. Characters are free to create
  advertisements and inquire at local
  establishments to find available hirelings. The
  table below assumes a hiring period of one
  week. Prices are in gold pieces. Characters can
  hire up to four hirelings to actively travel with
  them on adventures at a given time, but apply
  their Charisma Attribute Modifier to this limit.
  The number of non-adventuring assistants is
  limited only by the character's income.
  Types of Assistants
  Craftsman: T h e s e a r e b l a c k s m i t h s ,
  woodworkers, masons, or other men and
  women who are skilled at a specific trade. They
  are most often hired between adventures to
  assist in the construction of buildings or
  equipment, the repair of personal gear, or
  other tasks associated with their trade.
  Laborers: Laborers are non-skilled assistants,
  such as porters or torchbearers. They travel
  with characters on adventures, but do not
  participate in combat.
  Men-At-Arms: Men-at-Arms are mercenaries,
  typically armed with light armor, a medium
  melee weapon, and a small ranged weapon.
  They will aid their employer in any battle, but
  are not suicidal.
  Specialist: This broad category includes an
  exceptional range of highly trained individuals.
  This includes alchemists, assassins, scholars, ship captains, and engineers – to name
  just a few. They do not typically adventure with a Player character.  
  TABLE 2-6: HIRING ASSISTANTS
  Hireling Type
  Cost (per week)
  Craftsman
  20 gp
  Laborer
  2 gp
  Men-at-Arms
  15 gp
  Specialist
  100 gp (or more)
  17
  
  Chapter Three
  Playing the Game
  Once characters have been created, the Referee will describe where the characters
  are and what they can see. The game might start in a rural peasant village, a vast and
  teeming city spiked with towers and minarets, a castle, a tavern, or at the gates of an
  ancient tomb. From that point on, Players describe what their characters do. Going
  down stairs, attacking a dragon, talking to other Player Characters (PCs) or Non-
  Player Characters (NPCs) controlled by the Referee —all of these kinds of actions
  are decided by the Players. The Referee then describes what happens as a result:
  the stairs lead down to a huge tomb, the dragon attacks the characters, etc. The rules
  below are guidelines handling events like combat, gaining experience, movement,
  healing, dying, and other important parts of the game.
  Basically, you and the Referee work together, with the Referee handling the details
  of a dangerous fantasy world, and you handling what your character does in it. The
  epic story of your character’s rise to greatness (or death in the effort) is yours to
  create in the Referee’s world.
  Gaining Experience
  Characters are awarded Experience Points (XP) for facing danger and spending any
  non-magical treasure they recover. One gold piece spent is equal to one XP.
  Experience is awarded for accumulating treasure because every gold piece
  expended by a character is an index of his Player’s skill. Awarding experience only
  for killing monsters fails to reward a party of adventurers that successfully lures a
  dragon away from its hoard so that its treasure can be stolen without a fight— it
  fails to reward characters that operate by intelligence, stealth, trickery, and
  misdirection.
  18
  
  Time
  The Referee will be required to make general rulings on the passage of time during
  the course of a campaign (e.g. “A few hours later...”) and should be governed by
  common sense. There are, however, two important time measurements that merit
  brief definitions--the “turn” and “combat round.” A turn (lasting ten minutes) is used
  to track and measure actions, movement and resources when our intrepid
  adventurers are in dangerous places. The shorter combat round (lasting one
  minute) is used in the midst of battle to allow for a faster blow-by-blow account of
  the action.
  Movement
  Characters are assumed to be able to move around thirty feet in a single round of
  combat and still attack, cast a spell, or perform other significant action. This is
  known as a Standard movement rate. If the characters moves more than 30 feet they
  cannot take another action. No character can normally move more than 60 feet in a
  single combat round. Some non-Player characters and monsters can move at a Slow
  movement rate (which is about half that of Standard) or a Fast movement rate
  (which is about twice that of Standard). 
  19
  
  Combat
  When the party of adventurers comes into contact with enemies, the order of events
  in the combat round is as follows: 
  1) The Referee determines if one side or the other is entitled to a free attack or
  move as a result of surprise—this is either a judgment or a die roll of some kind,
  depending on the circumstances. Normally, anyone is surprised if they roll a 1 on a
  d6.
  2) Determine initiative. A single d6 is rolled for each side of the battle, with the
  winner acting first. Characters can move and either attack (with a melee or ranged
  weapon), cast a spell, or perform another action deemed appropriate by the Referee
  on their turn.
  Initiative rolls may result in a tie. When this happens, both sides are considered to
  be acting simultaneously. The Referee may handle this situation in any way he
  chooses—with one caveat. The damage inflicted by the combatants during any
  simultaneous initiative is inflicted even if one of the combatants dies during the
  round. It is possible for two combatants to kill each other in this situation. 
  20
  
  The Attack (or “To-Hit”) Roll
  The most important rule to understand about combat is the attack roll. This is also
  called the “to-hit” roll. To attack with a weapon, the Player rolls a d20 and adds any
  bonuses to the result. These “to-hit” bonuses may include a strength bonus (for
  attacks made by Swordsmen with hand held weapons), a dexterity bonus (for
  attacks with made by Swordsmen ranged weapons), and any bonuses for a
  Swordsman's Combat Specialist ability and magic weapons. The Player then
  subtracts any “to-hit” penalties they might have from their roll.
  The attack roll is then compared to Table 3-1 to see if the attack hits. If the attack
  roll is equal to or higher than the number on the table, the attack hits. If you are
  using the Ascending AC system, rather than refer to these tables, there is a quick
  formula presented at the end of this chapter that you can use (See Ascending AC
  Combat, below). The Referee decides which will be used.
  If an attack hits, it inflicts damage (as determined by the weapon or spell's damage
  die or dice). The damage is subtracted from the defender’s hit point total (See
  “Damage and Death”).
  TABLE 3-1: TARGET'S ARMOR CLASS
  or [TARGET'S ASCENDING ARMOR CLASS]
  Armor Class /
  Character
  9
  [10]
  8
  [11]
  7
  [12]
  6
  [13]
  5
  [14]
  4
  [15]
  3
  [16]
  2
  [17]
  1
  [18]
  0
  [19]
  -1
  [20]
  -2
  [21]
  Spellcaster
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  Swordsman 1-2
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Swordsman 3-4
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  Swordsman 5-6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  Swordsman 7-8
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  Swordsman 9-10
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  Ascending AC Combat
  If you’re using the Ascending AC system, it may be easier to calculate your “to-hit”
  rolls according to a simple formula. The numbers are the same as the Descending AC
  tables—this is just a different way of calculating the results. Here’s how it’s done:
  To attack with a weapon, the Player rolls a d20 and adds any bonuses to the result.
  These “to-hit” bonuses now include a Swordsman's Combat Specialist bonus, and
  may include their strength bonus (for attacks with hand-held weapons), or their
  dexterity bonus (for attacks with missile weapons). Both Swordsmen and
  Spellcasters can receive bonuses from wielding magical weapons. The Player then
  subtracts any “to-hit” penalties they might have from their roll. If the result is equal
  to or greater than the opponent’s Ascending AC, the attack hits.
  21
  
  Specific Situations
  The following are a compilation of guidelines and instructions for handling certain,
  specific situations that might arise during combat.
  Damage and Death
  When a character (or creature) is hit,
  the amount of damage taken is
  deducted from his hit points. When hit
  points reach 0, the character dies.
  Healing
  In addition to the various magical means of restoring HP, a character will recover 1
  full hit point per day of uninterrupted rest. Four weeks of rest will restore all of a
  character’s HP—regardless of how many the character lost.
  Invisible Opponents
  An invisible opponent can only be attacked if its general location is known, and the
  attack suffers a -4 penalty “to-hit.” Note that more powerful monsters (those with
  sensitive smell, hearing, or those with more than 6 HD) will frequently be able to
  detect invisible opponents; the Referee should determine the chance of this based
  on the creature and the situation.
  Melee Attack
  A melee attack is an attack with a hand-held weapon such as a sword, spear, or
  dagger. Two combatants within ten feet of each other are considered to be “in
  melee.”
  Ranged Attack
  Ranged attacks are attacks with projectile weapons such as crossbows, slings, or
  thrown weapons. When using missiles to fire into melee, it is not possible to choose
  which opponent (or friend!) will receive the brunt of the attack.
  Morale
  Certain monsters, such as mindless or undead creatures, are fearless and will always
  fight to the death. The majority, however, will not continue to fight a hopeless battle
  and will seek to retreat, surrender, or flee. The Referee will decide when monsters
  abandon battle and retreat, based upon the situation and the monster’s intelligence.
  Referees should also use morale to determine the actions and loyalty of hirelings or
  other companion NPCs.
  Negotiation and Diplomacy
  Some combats can be averted with a few well chosen words (even lies). If the party
  is outmatched, or the monsters don’t seem likely to be carrying much in the way of
  loot, the party might elect to brazen their way through in an attempt to avoid
  combat or at least delay it until more favorable conditions arise.
  22
  
  Spells
  Spell casting begins at the start of the combat
  round. It is possible to prepare a spell while within
  melee range of an opponent (10 feet) but if the
  caster suffers damage while preparing a spell, the
  spell is lost. Unless stated otherwise, the spell is
  cast (takes effect) in the caster’s initiative phase. 
  Saving Throws
  From time to time, a spell or some other kind of
  hazard requires you to make a "saving throw." A
  successful saving throw means that the character
  avoids a threat or lessens its effect. Each character
  class has a saving throw target number which gets
  lower and lower as the character gains levels. To
  make a saving throw, roll a d20. If the result is
  equal to or greater than the character's saving throw target number, the saving
  throw is successful. Monsters can also make saving throws (their saving throw
  target number is their HD subtracted from 19, minimum 2).
  Remember
  Untold Adventures is a free-form roleplaying game, meaning that there aren’t very
  many rules. The Referee is responsible for handling situations that aren’t covered by
  the rules, making fair evaluations of what the characters do and deciding what
  happens as a result. This is not a game in which the Players are “against” the
  Referee, even though the Referee is responsible for creating tricky traps, dangerous
  situations, and running the monsters and other foes the PCs will encounter during
  the game. In fact, the Players and the Referee cooperate with each other to create a
  fantasy epic, with the Referee creating the setting and the Players developing the
  story of the heroes. If they aren’t skillful and smart, the epic might be very short. But
  it’s not the Referee’s job to defeat the Players—it’s his job to provide interesting
  (and dangerous) challenges, and then guide the story fairly.
  23
  
  Chapter Four
  Spells and Magic
  Spellcasters can cast spells, Swordsmen cannot. Spells have three phases. First they
  are memorized (a character can only memorize a certain number of spells to bring
  along on an adventure each day – see the description of the Spellcaster class to find
  out how many, and what level). Second, they are prepared, which is the process of
  saying the magic words and making the magic gestures. Third, the spell is cast,
  which means it takes effect and the magic happens. In the normal sequence of
  combat, the caster starts preparing at the beginning of the round and casts the spell
  whenever his/her side has the initiative. 
  Spell List
  Level 1
  Charm Person
  Cure (Cause) Light Wounds
  Detect Evil 
  Detect Magic
  Hold Portal
  Light (Dark)
  Protection from Evil (Good)
  Purify Food & Drink
  Read Scripts
  Sleep
  Turn Undead
  Level 2
  Bless (Curse)
  Detect Invisibility
  Detect Thoughts
  Find Traps
  Invisibility
  Levitate
  Light (Dark), Continual
  Locate Object
  Lock/Unlock
  Phantasmal Force
  Speak with Animals
  Web
  Level 3
  Alter Time
  Crystal Ball
  Cure (Cause) Disease
  Darkvision
  Dispel Magic
  Fireball
  Fly
  Hold Person
  Invisibility, 10 ft. radius
  Lightning Bolt
  Protection from Evil, 10 ft. 
  radius
  Protection from Normal 
  Missiles
  Remove Curse
  Water Breathing
  Level 4
  Charm Monster
  Confusion
  Cure (Cause) Serious Wounds
  Confusion
  Dimensional Portal
  Hallucinatory Terrain
  Mass Morph
  Neutralize Poison
  Plant Growth
  Polymorph
  Speak with Plants
  Sticks to Snakes
  Wall of Fire or Ice
  Wizard Eye
  Level 5
  Animal Growth
  Animate Dead
  Cloudkill
  Commune
  Conjure Elemental
  Contact Other Plane
  Create Food and Drink
  Dispel Evil
  Feeblemind
  Hold Monster
  Insect Plague
  Magic Jar
  Passwall
  Raise Dead
  Telekinesis
  Teleport
  Transform Rock-Mud
  Wall of Stone or Iron
   
  Spell Descriptions
  Contained herein are all of the spells, in alphabetical order. Other spells may exist
  beyond what is described here, but they will need to be discovered through the
  course of play or researched and created by a Player character.
  24
  
  Alter Time
  Spell Level: 3
  Range: 240 ft.
  Duration: 30 min.
  The caster must announce which of the two options is being cast. Both options have
  a 60 foot radius area of effect:
  1.
  As a Haste spell, as many as 24 creatures may move and attack at double
  normal speed.
  2.
  As a Slow spell, as many as 24 creatures failing a saving throw may only
  move and attack at half speed.
  Animal Growth
  Spell Level: 5
  Range: 120 ft.
  Duration: 2 hours
  This spell causes 1d6 normal creatures to grow immediately to giant size. The
  affected creatures can attack as per a giant version of the normal animal.
  Animate Dead
  Spell Level: 5
  Range: Referee’s discretion
  Duration: Permanent
  This spell animates skeletons or zombies from
  dead bodies. 1d6 undead are animated (per
  level of the caster above 8th). The corpses
  remain animated until destroyed or dispelled.
  Bless (Curse)
  Spell Level: 2
  Range: Target PC or NPC (out-of-combat)
  Duration: 1 hour
  The caster must announce which of the two options is being cast. The recipient of
  this spell cannot be in combat when it is cast.
  1.
  As a Bless spell, the recipient is granted a +1 bonus to all attack rolls and, if
  the target is not a Player Character, improves overall morale.
  2.
  As a Curse spell, the recipient is cursed with a -1 penalty to all attack rolls
  and, if the target is not a Player Character, suffers a decrease to morale.
  Charm Monster
  Spell Level: 4
  Range: 60 ft.
  Duration: Until dispelled
  This spell operates in the same manner as Charm Person, but can affect more
  powerful monsters. Up to 3d6 monsters of fewer than 3 HD are affected.
  25
  
  Charm Person
  Spell Level: 1
  Range: 120 ft.
  Duration: Until dispelled
  This spell affects living bipeds of human size or smaller, such as goblins or dryads. If
  the spell succeeds (saving throw allowed), the unfortunate creature falls under the
  caster’s influence, treating them as a friend.
  Cloudkill
  Spell Level: 5
  Range: Close
  Duration: 1 hour
  Foul and poisonous vapors boil from the thin air, forming a cloud 15 feet in radius.
  The cloud moves away from the caster at a rate of 6 feet per minute unless its
  direction or speed is affected by winds. Unusually strong gusts can dissipate and
  destroy it. Poison-laden, the horrid mist is heavier than air, and thus sinks down any
  pits or stairs in its path. This spell affects only creatures with 5 or fewer HD.
  Commune
  Spell Level: 5
  Range: Caster
  Duration: 3 questions
  Higher powers grant answers to three questions the caster poses. Higher powers
  don’t like being constantly interrogated by mere mortals, so the spell should be
  limited to one casting per week or so. The Referee may rule that a caster may cast a
  double strength Commune spell composed of six questions once per year.
  26
  
  Confusion
  Spell Level: 4
  Range: 120 ft.
  Duration: 2 hours
  This spell confuses people and monsters, making them act randomly. The effects of
  the confusion may shift every 10 minutes or so, and the dice are rolled again to
  determine any change. Roll 2d6 to determine the creature’s behavior:
  TABLE 4-1: CONFUSION REACTIONS
  Roll (2d6)
  Reaction
  2–5
  Attack the caster (and his allies)
  6–8
  Stand baffled and inactive
  9–12
  Attack each other
  The spell affects 2d6 creatures, plus an additional creature for every caster level
  above 8th. Creatures of 3 HD or fewer are automatically affected by the spell, and it
  takes effect immediately. Creatures of 4 HD or more automatically resist the
  confusion effect until it reaches its full power, which takes a number of minutes
  equal to 1d12 minus the caster’s level. These creatures must make a saving throw
  when the effect reaches full power and every 10 minutes thereafter or become
  confused for the remainder of the spell’s duration.
  Conjure Elemental
  Spell Level: 5
  Range: 240 ft.
  Duration: Until dispelled
  The caster summons a 16 HD elemental (any kind) from the elemental planes of
  existence, and binds it to his commands. Each type of elemental may only be
  summoned once per day. The elemental obeys the caster only for as long as the
  caster concentrates on it; when the caster ceases to concentrate, even for a moment,
  the elemental is released and will attack.
  Contact Other Plane
  Spell Level: 5
  Range: None
  Duration: See table
  The caster creates a mental contact with the planes, forces, powers, and geometries
  of the beyond, in order to gain affirmative or negative answers to the questions he
  contemplates. The spell’s effect depends on how deeply the caster wishes to delve
  into the planes of existence. The caster can ask anywhere from one to six questions,
  though at greater risk to their sanity. Roll 1d20 to determine whether the caster is
  stricken with insanity, given a right answer, or a wrong one.
  27
  
  TABLE 4-2: CONTACT OTHER PLANE RESULTS
  Number of
  Questions
  Insanity†
  Right
  Wrong‡
  1
  1–2
  3–11
  12–20
  2
  1–4
  4–13
  14–20
  3
  1–6
  7–16
  16–20
  4
  1–8
  9–17
  18–20
  5
  1–10
  11–18
  19–20
  6
  1–12
  13–19
  20
  † Temporary insanity lasts for as many weeks equal to the number of questions
  asked by the caster.
  ‡ This represents the possibility of being mislead or misinterpreting an answer.
  Create Food and Drink
  Spell Level: 5
  Range: Close
  Duration: Instantaneous
  This spell creates a one-day supply of simple
  food and drinking water for 24 men (or horses,
  which drink the same amount as a man for
  game purposes).
  Crystal Ball
  Spell Level: 3
  Range: 60 ft.
  Duration: 2 hours
  The caster must announce which of the two options is being cast. A two foot
  thickness of solid stone or a thin layer of lead blocks both options.
  1.
  As a Clairaudience spell, the caster can hear through solid obstacles.
  2.
  As a Clairvoyance spell, the caster can see through solid obstacles.
  Cure (Cause) Disease
  Spell Level: 3
  Range: Touch
  Duration: Instantaneous
  1.
  As a Cure Disease spell, the recipient is cured of all diseases—including
  those magically inflicted.
  2.
  As a Cause Disease spell, the recipient is inflicted with a disease to be
  determined by the Referee.
  28
  
  Cure (Cause) Light Wounds
  Spell Level: 1
  Range: Touch
  Duration: Instantaneous
  1.
  As a Cure Light Wounds spell, the caster cures 1d6+1 HP.
  2.
  As a Cause Light Wounds spell, the caster causes 1d6+1 damage.
  Cure (Cause) Serious Wounds
  Spell Level: 4
  Range: Touch
  Duration: Instantaneous
  1.
  As a Cure Serious Wounds spell, the caster cures 3d6+3 HP.
  2.
  As a Cause Serious Wounds spell, the caster causes 3d6+3 damage.
  Darkvision
  Spell Level: 3
  Range: Touch
  Duration: 1 day
  The recipient of the spell can see in total darkness up to a distance of 60 feet.
  Detect Evil (Good)
  Spell Level: 1
  Range: 120 ft.
  Duration: 1 hour 
  1.
  As a Detect Evil spell, the caster detects creatures of evil, or those with evil
  enchantments, intentions, thoughts, or auras within the spell’s range. Poison is not
  inherently evil and cannot be detected by means of this spell.
  2.
  As a Detect Good spell, the spell works exactly like Detect Evil except that it
  detects Good.
  Detect Invisibility
  Spell Level: 2
  Range: 10 ft. per caster level
  Duration: 1 hour
  Caster can perceive invisible creatures and objects.
  Detect Magic
  Spell Level: 1
  Range: 60 ft.
  Duration: 20 min.
  The caster can perceive in places, people, or things the presence of a magical spell or
  enchantment. Magical items or secretly placed charms may be discovered with this
  spell.
  29
  
  Detect Thoughts 
  Spell Level: 2
  Range: 60 ft.
  Duration: 2 hours
  The caster can detect the thoughts of other beings. The spell cannot penetrate more
  than two feet of stone and is blocked by even a thin sheet of lead.
  Dimensional Portal
  Spell Level: 4
  Range: 10 ft. casting, 360 ft. teleport
  Duration: Instantaneous
  Dimensional Portal is a weak form of the Teleport spell that can be managed by
  lesser magicians. The caster can teleport himself, an object, or another person with
  perfect accuracy to the stated location, as long as it is within the spell’s given range.
  Dispel Evil (Good)
  Spell Level: 5
  Range: 30 ft.
  Duration: 10 min.
  1.
  As a Dispel Evil spell, the spell is similar to the arcane spell Dispel Magic,
  but works against items, spells, or agents of Chaos. However, unlike Dispel Magic,
  this spell also functions against evil sendings, possibly including dreams or
  supernatural hunting-beasts.
  2.
  As a Dispel Good spell, the spell works exactly like Dispel Evil, except that it
  will dispel Good.
  Dispel Magic
  Spell Level: 3
  Range: 120 ft.
  Duration: 10 min.
  Dispel magic can be used to completely dispel most spells and enchantments. As an
  example of how one might Referee this spell, the chance of dispelling magic could be
  a percentage based on the ratio of the level of the caster trying to dispel over the
  level of the caster (or HD of the monster) who hurled the original magic.
  TABLE 4-3: DISPEL MAGIC
  Caster Level vs. Target
  Chance of Success
  Caster is 5 Levels Lower Than Target
  1 on 1d6
  Caster is Between 1 to 4 Levels Lower than Target
  1-2 on 1d6
  Caster is of Equal Level to Target
  1-3 on 1d6
  Caster is Between 1 to 4 Levels Higher than Target
  1-4 on 1d6
  Caster is 5 Levels Higher Than Target
  1-5 on 1d6
  Caster is 6 or More Levels Higher Than Target
  Automatic Success
  30
  
  Feeblemind
  Spell Level: 5
  Range: 240 ft.
  Duration: Permanent until dispelled
  Feeblemind is a spell that affects only Spellcasters. The saving throw against the
  spell is made at a -4 penalty, and if the saving throw fails, the targeted Spellcaster
  becomes feebleminded and is unable to cast spells until the magic is dispelled.
  Find Traps
  Spell Level: 2
  Range: 30 ft.
  Duration: 20 min.
  Find Traps can allow the caster to perceive both magical and non-magical traps at a
  distance of 30 feet.
  Fireball
  Spell Level: 3
  Range: 240 ft.
  Duration: Instantaneous
  A missile shoots from the caster’s finger to explode at the targeted location in a
  furnace-like blast of fire. It has a burst radius of 20 feet and damage is 1d6 per level
  of the caster. The blast shapes itself to the available volume. A successful saving
  throw means that the target only takes half damage.
  31
  
  Fly
  Spell Level: 3
  Range: Touch
  Duration: 1d6 turns + 1 turn/level
  This spell grants the power of flight, with a movement rate of 120 feet per round.
  The Referee rolls for the duration of the spell in secret and does not disclose this
  information to the Player.
  Hallucinatory Terrain
  Spell Level: 4
  Range: 240 ft.
  Duration: Until touched by an enemy or dispelled
  This spell changes the appearance of the terrain into the semblance of what the
  caster desires. A hill can be made to disappear, or could be replaced with an illusory
  forest, for example.
  Hold Monster
  Spell Level: 5
  Range: 120 ft.
  Duration: 1 hour + 10 min./level
  The caster can target either 1d6 creatures (saving throw applies) or may instead
  target a single creature who must make their save at a -2 penalty.
  Hold Person
  Spell Level: 2
  Range: 180 ft. 
  Duration: 90 min.
  The caster can target either 1d6-1 persons (minimum 1, with the same parameters
  as Charm Person; saving throw applies) or may instead target a single creature who
  must make their save at a -2 penalty.
  Hold Portal
  Spell Level: 1
  Range: Referee’s discretion
  Duration: 90 minutes
  This spell magically holds a door or gate in position for the spell’s duration (or until
  dispelled). Creatures with magic resistance can shatter the spell without much
  effort.
  Insect Plague
  Spell Level: 5
  Range: 480 ft.
  Duration: 1 day
  This spell only works outdoors. A storm of insects gathers, and goes wherever the
  caster directs. The cloud is approximately 400 square feet (20 × 20 feet, with
  32
  
  roughly corresponding height). Any creature with fewer than 2 HD exposed to the
  cloud of insects will flee in terror (no saving throw).
  Invisibility
  Spell Level: 2
  Range: 240 ft.
  Duration: Until dispelled or an attack is made
  The object of this spell, whether a person or a thing, becomes invisible to both
  normal vision and to darkvision. If the Referee is using the invisibility rules
  unchanged, the result is that an invisible creature cannot be attacked unless its
  approximate location is known, and all attacks are made at -4 to-hit.
  Invisibility, 10 ft. radius
  Spell Level: 3
  Range: 240 ft.
  Duration: Until dispelled or an attack is made
  Identical to the Invisibility spell, which makes the target creature or object invisible
  to normal vision and to dark vision, except that it also throws a sphere of invisibility
  (with a 10 foot radius) around the recipient, which moves along with the target.
  Levitate
  Spell Level: 2
  Range: 20 ft. per level
  Duration: 10 min. per level
  This spell allows the Spellcaster to levitate himself, moving vertically up or down,
  but the spell itself provides no assistance with lateral movement. A wall, cliff side, or
  ceiling could be used to move along hand-over-hand. 
  Levitation allows up or downward movement at a rate of up to 6 feet per minute (60
  feet per turn), and the caster cannot levitate more than 20 feet per level from the
  ground level where the spell was cast (such range being applied both to movement
  into the air and to downward movement into a pit or chasm).
  Light (Dark)
  Spell Level: 1
  Range: 120 ft.
  Duration: 2 hours
  1.
  As a Light spell, the caster targets a person or object which then produces a
  light about as bright as a torch with a radius of 20 feet.
  2.
  As a Dark spell, the caster instead causes night-time darkness to fall upon
  the area with a radius of 20 feet.
   
  Light (Dark), Continual
  Spell Level: 2
  Range: 120 ft.
  Duration: Permanent until dispelled
  33
  
  1.
  As a Light, Continual spell, the caster targets a person or object which then
  produces a light about as bright as a torch with a radius of 20 feet.
  2.
  As a Dark, Continual spell, the caster instead causes night-time darkness to
  fall upon the area with a radius of 20 feet.
  Lightning Bolt
  Spell Level: 3
  Range: 60 ft.
  Duration: Instantaneous
  A nearly ten foot wide bolt of lightning extends 60 feet from the fingertip of the
  caster. Anyone in its path suffers 1d6 points of damage per level of the caster,
  though a successful saving throw halves damage. The bolt always extends 60 feet,
  even if this means that it ricochets backward from something that blocks its path.
  Locate Object
  Spell Level: 2
  Range: 90 ft. 
  Duration: 1 minute per level
  This spell gives the caster the correct direction
  (as the crow flies) toward an object the caster
  specifies with a description. The object cannot be
  something the caster has never seen, although
  the spell can detect an object in a general class of
  items known to the caster: stairs, gold, etc.
  Lock/Unlock
  Spell Level: 2
  Range: 60 ft.
  Duration: Instantaneous
  This spell must be cast one of two ways: As Lock or Unlock.
  1.
  When cast as Lock this spell functions just like Hold Portal spell, but it is
  permanent until dispelled. Creatures with magic resistance can shatter the spell
  without effort. Any  three levels or higher than the caster can open the portal, and an
  Unlock spell will open it as well (although the spell is not permanently destroyed in
  these cases).
  2.
  When cast as Unlock this spell unlocks and unbars all doors, gates, and
  portals within its range, including those held or locked by normal magic.
  Magic Jar
  Spell Level: 5
  Range: See below
  Duration: See below
  This spell relocates the caster’s life essence, intelligence, and soul into an object (of
  virtually any kind). The “jar” must be within 30 feet of the caster’s body for the
  transition to succeed. 
  34
  
  Once within the magic jar, the caster can possess the bodies of other creatures and
  people, provided that they are within 120 feet of the jar and fail a saving throw. The
  caster can return his soul to the magic jar at any time, and if a body he controls is
  slain, his life essence returns immediately to the jar. If the caster’s body is destroyed
  while his soul is in the magic jar, the soul no longer has a home other than within the
  magic jar (although the disembodied wizard can still possess other bodies as
  before). If the jar itself is destroyed while the Spellcaster’s soul is within, the soul is
  lost. The Spellcaster can return from the jar to his own body whenever desired, thus
  ending the spell.
  Massmorph
  Spell Level: 4
  Range: 240 ft.
  Duration: Until negated or dispelled
  One hundred or fewer man-sized creatures are changed to appear like innocent
  trees. The illusion is so perfect that creatures moving through the “forest” will not
  detect the deception.
  Neutralize Poison
  Spell Level: 4
  Range: Touch
  Duration: Instant
  This spell counteracts poison, but does not bring the dead back to life.
  Passwall
  Spell Level: 5
  Range: 30 ft.
  Duration: 30 min.
  This spell creates a hole through solid rock. The hole or tunnel is up to 10 feet deep
  and is large enough to allow the passage of an average sized man.
  Phantasmal Force
  Spell Level: 2
  Range: 240 ft.
  Duration: Until negated or dispelled
  This spell creates a realistic illusion in the sight of all who view it. The illusion
  disappears when it is touched, but if the viewer believes the illusion is real he can
  take damage from it. 
  Plant Growth
  Spell Level: 4
  Range: 120 ft.
  Duration: Permanent until dispelled
  Up to 300 square feet of ground can be affected by this spell; undergrowth in the
  area suddenly grows into an impassable forest of thorns and vines. The caster can
  decide the shape of the area to be enchanted. An alternate version (Referee’s
  35
  
  decision) would allow the spell to affect an area of 300 × 300 feet, for a total of
  90,000 square feet.
  Polymorph
  Spell Level: 4
  Range: See below
  Duration: See below
  The caster must announce which of the two options are being cast:
  1.
  The caster assumes the form of any object or creature, gaining the new
  form’s attributes (the use of wings, for example), but not its hit points or combat
  abilities. The Referee might allow the benefit of the new form’s armor class, if it is
  due to heavily armored skin. A great deal of the spell’s effect is left to the Referee to
  decide. This form of the spell lasts for roughly one hour plus one additional hour for
  each level of the caster.
  2.
  Alternately, this spell allows the caster to turn another being into a different
  type of creature (such as a dragon, a garden slug, and of course, a frog or newt). The
  polymorphed creature gains all the abilities of the new form, but retains its own
  mind and hit points. Used in this way, the range on this spell is 60 feet. This form of
  the spell lasts until dispelled.
  Protection from Evil (Good)
  Spell Level: 1
  Range: Caster only
  Duration: 2 hours
  1.
  As a Protection from Evil spell, the caster creates a magical field of
  protection around himself to block out all supernatural evil  monsters, who suffer a
  -1 penalty “to-hit” against the caster, and the caster gains +1 on all saving throws
  against such attacks.
  2.
  As a Protection from Good spell, it does the same thing except that
  supernatural good creatures suffer the -1 penalty.
  Protection from Evil (Good), 10 ft. radius
  Spell Level: 3
  Range: 10 ft. radius around caster
  Duration: 2 hours
  1.
  As a Protection from Evil, 10 ft. radius spell, it has the same effect as
  Protection from Evil—except that its effect covers an area rather than an individual.
  2.
  As a Protection from Good, 10 ft. radius spell, it has the same effect as
  Protection from Good—except that its effect covers an area rather than an
  individual.
  36
  
  Protection from Normal Missiles
  Spell Level: 3
  Range: 30 ft.
  Duration: 2 hours
  The recipient becomes invulnerable small non-magical missiles. Only those missiles
  projected by normal men and/or weapons are affected.
  Purify (Putrefy) Food and Drink
  Spell Level: 1
  Range: Close/Touch
  Duration: Instantaneous
  1.
  As a Purify Food and Drink spell. the caster causes enough food and water
  for up to a dozen people to be made pure, removing spoilage and poisons.
  2.
  As a Putrefy Food and Drink spell. the caster causes enough food and water
  for up to a dozen people to be made putrid, creating spoilage and poisons.
  Raise Dead
  Spell Level: 5
  Range: Line of sight
  Duration: See below
  Raise Dead allows the Spellcaster to raise a corpse from the dead, provided it has
  not been dead too long. The normal time limit is 4 days, but for every caster level
  higher than 8th, the time limit extends another 4 days. Characters with low
  constitution might not survive the ordeal; and even for those with a strong
  constitution, a period of two weeks is required before they can function normally.
  This spell only functions on races that can be used for Player Characters (i.e.,
  “human-like”).
  Read Script
  Spell Level: 1
  Range: Reading distance
  Duration: 2 hours
  This spell allows the caster to read directions, instructions, and similar notations
  that are written in unfamiliar or even unknown languages. It is especially useful for
  treasure maps. This spell also allows the caster to read magical writings on items
  and scrolls. Magical writing cannot be read without the use of this spell.
  Remove Curse
  Spell Level: 3
  Range: Close/Touch
  Duration: Instantaneous
  This spell removes one curse from a person or object.
  37
  
  Sleep
  Spell Level: 1
  Range: 240 ft.
  Duration: Referee’s discretion
  This spell puts enemies into an enchanted slumber (no saving throw is permitted). It
  can affect a number of creatures based on their hit dice.
  TABLE 4-4: AFFECTED BY SLEEP
  Victim’s HD (or level)
  Number Affected
  Less than 1 to 1+
  2d6+2
  1+ to 2
  2d6
  3+ to 4+1
  1d6
  Speak with Animals
  Spell Level: 2
  Range: 30 ft.
  Duration: 1 hour
  The caster can speak with animals within range. There is a chance that the animals
  will assist him, and they will not attack him or his party (unless he’s got something
  particularly offensive to say).
  Speak with Plants
  Spell Level: 4
  Range: 30 ft.
  Duration: 1 hour
  The caster can speak to and understand the replies of plants. Plants will obey his
  commands as far as they are able (e.g. twisting or bending aside to ease his passage,
  etc.).
  Sticks to Snakes
  Spell Level: 4
  Range: 120 ft.
  Duration: 1 hour
  The caster may turn as many as 2d6 normal sticks into snakes, each one having a 1-
  3 on 1d6 chance of being venomous. The snakes follow his commands, but turn back
  into sticks at the end of the spell (or when killed). Snakes have only two hit points,
  an Armor Class of 6 [13], attack as a 1st level Spellcaster, and inflict a single point of
  damage upon a successful bite. If they are poisonous, anyone suffering damage from
  them must make a saving throw (with a +2 bonus) or be slain.
  38
  
  Telekinesis
  Spell Level: 5
  Range: 120 ft.
  Duration: 1 hour
  The caster can move objects using mental power alone. The amount of weight he
  can lift and move is 20 pounds per level.
  Teleport
  Spell Level: 5
  Range: Touch
  Duration: Instantaneous
  This spell transports the caster or another person to a destination that the caster
  knows (at least knowing what it looks like from a painting or a map). Success
  depends on how well the caster knows the targeted location:
  1.
  If the caster has only indirect experience of the destination (known only
  through a picture or map) there is a 1-2 on 1d6 chance of success—with failure
  resulting in death.
  2.
  If the caster has seen but not studied the destination there is an 1 in 1d6
  chance of failure. Half of failures will place the traveler 1d6 × 20 feet below the
  intended location, possibly resulting in death from arrival within a solid substance.
  The other half of failures will place the traveler 2d6 × 10 feet above the targeted
  location, possibly resulting in a deadly fall. 
  3.
  If the caster is familiar with the location or has studied it carefully there is a
  1 in 1d20 chance of failure, with 1 in 1d6 failures arriving below and 5 in 1d6
  arriving above the targeted location. In either case, the arrival is 1d6 × 10 feet low
  or high.
  Transform Rock-Mud
  Spell Level: 5
  Range: 120 ft.
  Duration: 3d6 days, or spell reversal
  This spell transforms rock (and any other form of earth) into mud, or mud to rock.
  An area of roughly 300 × 300 feet becomes a deep mire, reducing movement to a
  mere tenth  of their normal rate.
  39
  
  Turn Undead
  Spell Level: 1
  Range: 60 ft.
  Duration: 3d6 rounds
  Turning the Undead
  When this spell is cast undead in the area become overwhelmed with an unnatural
  discomfort, causing them to flee or destroying them outright. When Turn Undead is
  cast, roll 3d6 and consult the Turning Undead table (see below) for the result.
  If the result on the dice is equal to or greater than the number shown on the table,
  all undead creatures of the targeted type are turned and will flee for 3d6 rounds (or
  cower helplessly if they are unable to flee). If the table indicates a “D” then the
  undead creature is destroyed automatically and will crumble to dust. 
  TABLE 4-5: TURN UNDEAD
  Undead HD
  Examples
  Spellcaster Level
  1
  2
  3
  4
  5
  6
  7
  8
  9 -10
  1
  Skeleton
  10
  7
  4
  D
  D
  D
  D
  D
  D
  2
  Zombie
  13
  10
  7
  4
  D
  D
  D
  D
  D
  3
  Wight
  15
  13
  10
  7
  4
  D
  D
  D
  D
  4
  Wraith
  17
  15
  13
  10
  7
  4
  D
  D
  D
  5
  –
  17
  15
  13
  10
  7
  4
  D
  D
  6
  Mummy
  –
  –
  17
  15
  13
  10
  7
  4
  D
  7
  Spectre
  –
  –
  –
  17
  15
  13
  10
  7
  4
  8
  Vampire
  –
  –
  –
  –
  17
  15
  13
  10
  7
  9–11
  –
  –
  –
  –
  –
  17
  15
  13
  10
  12–18
  Lich
  –
  –
  –
  –
  –
  –
  17
  15
  13
  varies
  Demon
  –
  –
  –
  –
  –
  –
  –
  17
  15
  Wall of Fire or Ice
  Spell Level: 4
  Range: 60 ft.
  Duration: Concentration
  The caster must announce which of the two options are being cast:
  1.
  As a Wall of Fire spell, the caster conjures a wall of fire that flares into being
  and burns for as long as the caster concentrates upon it. Creatures with 3 or fewer
  hit dice cannot pass through it, and no creature can see through it to the other side.
  Passing through the fire inflicts 1d6 hit points of damage (no saving throw) and
  undead creatures sustain twice the normal damage. The caster may choose to create
  a straight wall 60 feet long and 20 feet high, or a circular wall with a 15 foot radius,
  also 20 feet high.
  40
  
  2.
  As a Wall of Ice spell, the caster conjures up a 6 foot thick wall of ice. The
  caster may choose to create a straight wall 60 feet long and 20 feet high, or a
  circular wall with a 15 foot radius, also 20 feet high. Creatures with 3 or fewer hit
  dice cannot affect the wall, but creatures of 4+ hit dice are able to smash through it,
  taking 1d6 points of damage in the process. Creatures with fire-based metabolisms
  take 2d6 instead of the normal 1d6. Fire spells and magical effects are negated in the
  vicinity of the wall.
  Wall of Stone or Iron
  Spell Level: 5
  Range: 60 ft.
  Duration: Permanent (stone) or 2 hours (iron)
  The caster must announce which of the two options are being cast:
  1.
  As a Wall of Stone spell, the caster conjures a wall of stone 2 feet thick, with
  a surface area of 1,000 square feet.
  2.
  As a Wall of Iron spell, the caster conjures an iron wall from thin air. The
  wall is 3 feet thick, with a surface area of 500 square feet.
  Water Breathing
  Spell Level: 3
  Range: 30 ft.
  Duration: 2 hours
  This spell grants the ability to breathe underwater until the spell’s duration expires.
  Web
  Spell Level: 2
  Range: 30 ft.
  Duration: 8 hours
  Fibrous, sticky webs fill an area up to 10 × 10 × 20 feet. It is extremely difficult to get
  through the mass of strands—it takes one turn if a torch and sword (or a flaming
  sword) are used, and creatures larger than a horse can break through in 2 turns.
  Humans take longer to break through—perhaps 3 to 4 turns or longer at the
  Referee’s discretion. 
  Wizard Eye
  Spell Level: 4
  Range: 240 ft.
  Duration: 1 hour
  The caster conjures up an invisible, magical “eye,” that can move a maximum of 240
  feet from its creator. It floats along as directed by the caster, at a Standard rate of
  movement per round.
  41
  
  Chapter Five
  Running the Game
  Running a game of Untold Adventures is a lot easier than running most other role-
  playing games, simply because there are not as many rules and your own discretion
  overrides them anyway. Most situations are handled by making “common sense”
  decisions concerning what happens next. 
  For example, if there are a bunch of zombies around the next corner and the Players
  decide not to go around that corner, it’s up to the Referee to determine whether or
  not it makes sense for the zombies to rush around the corner and attack—or
  whether their orders are to simply stay where they are. If a Player decides that his
  character is going to jump through a wall of fire, with several bottles of flammable
  oil in his backpack, it’s up to the Referee to determine whether or not they explode.
  This means “making up” a lot of stuff on the spot. If you’re not a good storyteller or if
  you’re not up to doing a lot of creative thinking on the fly, it might be better that you
  try a different game—one that provides more rules and guidance for every little
  situation that might arise. But if you’re a good storyteller, creative and fair, Untold
  Adventures’ small, Spartan rule-set frees up your creativity to create a fantasy role-
  playing experience completely different from the type of game that depends on a
  multitude of rules.
  Untold Adventures also frees up your creativity in terms of customizing the game.
  Unlike a more complex game, you can add house rules wherever you want to
  without accidentally messing up something else buried in the rules. If you want to
  use critical hits and fumbles, add ‘em in. You won’t break anything—there’s not that
  much to break!
  42
  
  Designing an Adventure
  Basically, the “adventure” is just the setting for the game—usually a map and then
  notes about certain locations on that map. As the Players tell you where their
  characters go and what they do, you’re referring to the map and your notes to
  describe what happens as a result. Don’t try to plan for all contingencies—it’s
  guaranteed that the Players will do something unexpected during the adventure and
  you’ll just have to roll with it, thinking on your feet and making up new things as you
  go. Just as you challenge the Players with adventure, they challenge you to keep up
  with their collective creativity.
  Dungeon Design
  Most often the majority of time spent playing Adventures Untold is done through
  the exploration of an underground or indoor location. Regardless of whether this is
  a cave, a ruined keep, an abandoned mine, or any other number of locations, these
  types of adventuring locations are collectively known as dungeons.
  It is assumed that most dungeons are underground and have no natural light source,
  unless otherwise determined by the Referee. Torches and lanterns typically provide
  a 30 ft. radius of illumination. Doors in most dungeons are heavy and can be difficult
  to open. Dungeons are typically filled with traps, treasure, monsters, and other
  obstacles. In most adventures the characters entering a dungeon are doing so with a
  specific goal, like rescue a hostage, recover a lost artifact, or defeat a powerful
  monster. 
  43
  
  When designing a dungeon, the Referee should decide what type of dungeon they
  are creating, come up with a general idea of how it came to its current state of being,
  and populate it accordingly with the various obstacles and rewards described above.
  A special note when it comes to traps. Traps can be activated any number of ways,
  such as stepping on a pressure plate or snagging a tripwire. Unless Players go out of
  their way to describe how they are looking for signs of a trap, it is assumed they do
  not notice them. How the Referee wants to adjudicate the discovery and disarming
  (if possible) of any traps in a dungeon is up to them. Generally speaking, traps inflict
  anywhere from 1d6 to 5d6 points of damage when activated, depending on their
  lethality. Some traps may even be poisoned or have other lethal effects that warrant
  a saving throw or else they will kill one (or more!) characters outright. Referees
  should use traps sparingly so as not to create overly paranoid Players and should
  place them logically in a dungeon when doing so.
  Outdoor Adventures
  Not every adventure needs to happen in
  a dank, dark cave! Sometimes
  characters will traverse wild landscapes
  in their travels. The Referee is
  encouraged to present challenges
  unique to the terrain and environment
  through which the characters are
  traveling. Characters moving through a
  dense forest may become lost or fall
  victim to stalking predators, while those
  trekking across a seemingly endless
  desert will need to take precautions to
  avoid the effects of heat exposure and
  dehydration, not to mention the strange
  beasts that often live in these sandy
  wastelands. Referees should design
  outdoor encounters that suit the terrain
  and the details of their campaign in
  order to provide unique challenges to
  the Player characters. 
  Generally speaking, Player characters
  are assumed to be able to walk
  approximately 5 to 10 miles (1d6+4)
  each day, provided they take ample time
  to rest, eat meals, and are able to move
  at a reasonable pace across fairly moderate terrain. This distance can be increased
  when traveling on horseback or along well-traveled roads or decreased when
  slogging through tough terrain like muddy swamps or dense underbrush, at the
  Referee's discretion.
   
  44
  
  Creating a Campaign
  A campaign is the world beyond the adventure—the cities, forests, coastlines, and
  kingdoms of the fantasy world. The Players will almost certainly want their
  characters to explore the wilderness, visit cities, and do all sorts of things in the
  fantasy world. At the beginning of the game, you might want to sketch out a map of a
  single village (as the starting point) and some of the surrounding area. (The location
  of the first adventure—a dark forest, perhaps) As the Players move their characters
  around from adventure to adventure, you can expand the little map into an entire
  fantasy world with the continents, kingdoms, and great empires at your disposal.
  If you want to take a shortcut, you can set your entire campaign in a fictional world
  created by the author of one of your favorite fantasy stories. Most of these have
  maps and the author has already created the details and feel of the world for you.
  For example, the worlds of Conan’s Hyboria (Robert E. Howard), of Middle-earth
  and the Lord of the Rings (J.R.R. Tolkien), and of the Song of Ice & Fire novels
  (George R.R. Martin) are popular fictional settings ready for gaming. Indeed,
  publishers have already created pre-packaged campaigns for all three of these
  examples.
  Referee as Arbiter
  A great many aspects of explorations and adventure are not covered in the rules of
  Untold Adventures. This is, as previously stated, by design. The reason for this is
  that Players are expected to provide reasonable explanations for actions taken by
  their character and in turn the Referee will provide the appropriate information
  regarding those actions.
  So, for example, many fantasy tabletop roleplaying games feature a “thief” or
  “rogue” class that has some skill at discovering and disarming traps. Untold
  Adventures has no such thing. The reason for this is that it is assumed the Referee
  will provide a reasonably detailed description of a location and Players who are
  searching for traps will respond in kind. 
  45
  
  Example:
  Referee: “The thin, fog-filtered sunlight reaches down into the musty barrow, barely
  pushing away the darkness. In this faint illumination you see a set of stones that
  serve as crude steps into a single chamber. Skulls and rusted trinkets line alcoves set
  into the wall and a massive stone sarcophagus serves as the centerpiece of the room.
  It has the carved image of a warrior or king from a long dead age carved into its top
  and the edges of the covering slab are carved with strange runes.”
  Player: “I pull out my staff and before proceeding down the steps, I test each one by
  putting weight on it. I'm looking for any give in the stone steps as a telltale sign of
  pressure traps.”
  Referee: (The Referee knows there are no traps in the steps, but doesn't reveal that
  to the Player.) “Alright, you cautiously proceed forward, pressing your staff into the
  floor with each new step. You find no shifts in the stone or signs of traps. ” 
  Player: “Excellent! I approach the sarcophagus and kneel before it, looking closely at
  the edge where the stone cover meets the frame.”
  Referee: (The Referee knows there is a hidden gas trap that will vent if the slab is
  disturbed, but since the Player is investigating exactly that area, the Referee
  provides some information.) “The slab isn't sitting quite right on the frame. It
  doesn't look disturbed, though – you can tell that by the layer of dust on its surface.
  Instead, it's almost like it was placed to be easily pushed away. This is unlike any
  other tomb you've found so far in this field of barrows.”
  The Referee hasn't told the Player that it's trapped, but they have provided a clue to
  something that would have otherwise gone unnoticed had the Player not taken the
  time to investigate closely and explain the actions of their character with some
  detail. The idea behind this style of play is to encourage Player creativity and
  ingenuity over statistics and power-gaming. Referees should be ready for Players to
  use their equipment, spells, and other resources creativity and reward them for
  paying attention, being cautious, and using these resources effectively.
  If the Referee feels the need to fall back on a rule to determine the outcome of
  something attempted by a Player that is not detailed in this book, they are
  encouraged to roll 1d6. If a 5 or a 6 is rolled, the Player was successful. Optionally,
  the Referee may rule that the Player can add an appropriate Attribute Modifier to
  the roll. So a character attempting to get some sense of what a set of strange runes
  means might add their Intelligence modifier to a roll, for example.
  In the end, the Referee's job is to create an engaging and challenging experience for
  the Players that everyone can enjoy. Untold Adventures is not meant to be a game of
  “Referee vs. Player.” At the same time, Players who act in a reckless or foolhardy
  manner may find themselves suffering lethal consequences.
  46
  
  Optional Resolution Methods
  If remaining purely narrative is too loose for the Referee and a method of resolution
  isn't provided in these rules, here are three general methods that can be used
  interchangeably as the Referee deems appropriate.
  •
  Attribute Check: When the Player is attempting to perform an action where
  the outcome is in question, the Referee can ask them to roll 1d20 and
  compare it to one of that character's Attribute Scores. If the roll is equal to
  or under the Attribute Score, the action was successful. Examples might
  include making an Intelligence Attribute Check to research a spell, or a
  Dexterity Attribute Check to maintain balance in a precarious situation.
  •
  Roll a D6: Less static than an Attribute Check, the Referee determines how
  difficult a task is on a scale of 1 (extraordinarily difficult) to 5 (fairly easy)
  and asks the Player to roll 1d6. If the roll is equal to or under the difficulty,
  the action was a success. Optionally, the Referee may allow the character to
  add the Attribute Modifier from a single attribute score appropriate to the
  situation. So a Player might want to force a stuck door open. The Referee
  decides that because the door is sealed by a magical spell, that this is
  extraordinarily difficult, requiring the Player to roll a 1 on 1d6. However,
  because the character has a Strength of 16 (and therefore a +1 Strength
  Attribute Bonus), the Player only needs to roll a 1 or a 2 on 1d6 to be
  successful. This method allows the Referee to scale the difficulty of tasks
  based on the situation and take into account characters with extraordinarily
  high (or low) attribute scores.
  •
  Saving Throw: Finally, the Referee can simply ask the character to make a
  saving throw to determine whether their action is a success. If the Player
  rolls equal to or above their saving throw, the action is successful. This
  method allows the characters to become more skilled at a multitude of
  tasks as they increase in level, representing their increased capabilities as
  adventurers.
  Any of these methods can be easily modified to keep play quick and fluid and the
  Referee should feel free to apply modifiers or require Players to have certain pieces
  of equipment when attempting specific tasks. After all, regardless of how easy a lock
  may be to pick, its going to be nigh-impossible without a set of tools.
  Experience Points
  Experience Points are awarded to Players for defeating adversaries and recovering
  treasures. Generally speaking, Players should be rewarded somewhere around 1000
  Experience Points per adventure to represent facing danger and surviving – though
  not necessarily per session of play. Particularly resourceful or creative Players
  might earn 1500 Experience Points, while reckless or foolish Players might earn
  only 750 XP, 500 XP, or even fewer Experience Points.
  In addition to Experience Points earned from surviving danger, Players should be
  rewarded with one Experience Point for every gold piece worth of non-magical
  treasure they spend. Simply recovering these treasures is not enough. Referees
  should encourage their Players to spend the money they earn on new gear, retaining
  hirelings, building strongholds, donating to worthy causes, or even in simply
  47
  
  carousing between adventures. Otherwise Players are simply going to hoard their
  gold.
  Scale of Advancement
  Referees all have their own style of campaign, and it would be silly for one author to
  impose needless restrictions on anyone playing the game. However, it is worth
  noting that this rules set was designed with the notion that 4th level characters are
  “heroic” and thus the tables were capped at level 10. A Referee who wishes to
  extend the tables to higher levels is encouraged to do so if it fits the style of the
  campaign.
  48
  
  Chapter Six
  Monsters
  There’s not a lot of detail given about the monsters, because the more detail given,
  the more your own mental image of the fantasy world is going to be locked into a
  single track. We’re not going to say that giant ants are red, nocturnal, three feet long,
  and fond of eating Elves. Because, in your mind, they might be blue, diurnal, five feet
  long, and eat only plants unless attacked. Details about monsters toss roadblocks in
  front of the imagination. Yes, details can also inspire imagination, but we’re making
  the assumption that if you’re interested in fantasy gaming in the first place, you’ve
  got a good imagination as-is and don’t require details about the size of a giant ant.
  One important characteristic of all monsters, though, is that they can see in the dark.
  The following is a quick reference guide for how to read monster descriptions:
  Armor Class
  “Armor Class” is explained earlier in the rules for combat. If you’re using the
  Descending AC system (where lower AC is better), disregard the numbers in
  brackets. If you’re using the Ascending AC system (where a high AC is better), use
  the numbers in brackets.
  Attacks
  “Attacks” lists the number of attacks a monster has and the damage they inflict. Most
  monsters have one attack and inflict 1d6 damage—there are, however, some
  exceptions which are listed in parenthesis.
  Hit Dice
  “Hit Dice” is the number of dice (d6) rolled to determine an individual creature’s HP.
  If there is a plus or minus after the number, add or subtract that number once from
  the total rolled.
  Hit Dice Equivalent
  “Hit Dice Equivalent” is used to separate monsters into “difficulty levels” so that
  when creating an adventure the Referee has some guidelines concerning what
  characters can and cannot handle. Some monsters have multiple HDE’s listed—this
  is because certain monsters have a range of hit dice. Order is always from lowest HD
  to highest HD.
  Magic Resistance
  “Magic Resistance” isn’t one of the entries, but some creatures may have “magic
  resistance.” The given value is the likelihood that any magic used against the
  creature (other than bonuses from weapons) will fail to take effect. To determine
  whether or not magic used will have an impact, roll 1d6. The magic fails if the result
  is less than the given Magic Resistance value.
  49
  
  Move
  Move is listed as Standard (meaning the monster can travel at a speed equal to the
  Player characters), Slow (meaning the monster can travel at a speed about half as
  fast as the Player characters), or Fast (meaning the monster can travel about twice
  as fast as the Player characters)
  Saving Throw
  “Saving Throw” isn’t one of the entries, but all creatures have a saving throw. It is
  the number on the d20 the monster needs to equal or exceed in order to avoid a
  threat or lessen its effect. It is found by subtracting the monster’s HD from 19. For
  example, a monster with 4 HD has a saving throw of 15. Alternatively, a monster can
  simply be treated as a Swordsman or Spellcaster if that makes sense for that
  particular monster, with the monster’s hit dice being used for its level.
  Special
  “Special” is just a “flag” of sorts for the Referee that serves as a reminder that a
  monster has a special ability.
  Monster Attack Rolls
  All Monsters attack using the chart below. Monsters of less than 1 HD attack as if
  they were Spellcasters, while monsters between 1 and 10 HD attack as though
  they were Swordsmen of a level equal to their HD. Monsters over 10 HD are
  truly powerful and are capable of precision blows greater than even the most
  skilled warriors, as noted on the chart below. Monsters over 15 HD do not
  continue to increase their Attack Roll bonus.
  TABLE 6-1: MONSTER ATTACK VS. ARMOR CLASS
  OR [ASCENDING ARMOR CLASS]
  Armor Class /
  Monster HD
  9
  [10]
  8
  [11]
  7
  [12]
  6
  [13]
  5
  [14]
  4
  [15]
  3
  [16]
  2
  [17]
  1
  [18]
  0
  [19]
  -1
  [20]
  -2
  [21]
  Monster < 1 HD
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  Monster 1-2 HD
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Monster 3-4 HD
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  Monster 5-6 HD
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  Monster 7-8 HD
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  Monster 9-10 HD
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  Monster 11-12 HD
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  Monster 13-14 HD
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  Monster 15+ HD
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  50
  
  Monster Descriptions
  Contained herein are all of the monsters presented in alphabetical order.
  Banshee
  Armor Class: 0 [19]
  Hit Dice: 7
  Attacks: Claw
  Special: See below
  Move: Standard
  HDE: 11
  Banshees are horrid fey (or undead) creatures that live in swamps and other
  desolate places. They can only be harmed by magical or silver weapons. Banshees
  have a 1-3 on 1d6 resistance to magic, and they are immune to enchantments like
  Charm Monster. Their shriek (once per day) necessitates a saving throw or the
  hearer will die in 2d6 rounds. They can travel over water and other terrain as if it
  were land, but crossing running water causes it to lose its magic resistance for 3d6
  hours. They look like gaunt humans with long, stringy hair and glowing yellow eyes.
  They often wear hooded cloaks. At the Referee’s discretion, such creatures might be
  undead rather than faerie-folk, and are considered to have 9 HD for turning
  purposes.
  Basilisk
  Armor Class: 4 [15]
  Hit Dice: 6
  Attacks: Bite
  Special: Petrifying gaze
  Move: Slow
  HDE: 8
  Basilisks are great lizards whose gaze
  turns to stone anyone meeting its eye
  (fighting without looking incurs a -4
  penalty “to-hit”). If the basilisk’s own
  gaze is reflected back at it, it has a 1 in
  1d6 chance to force the basilisk into a
  saving throw against being turned to
  stone itself.
  Beetle, Giant Fire
  Armor Class: 4 [15]
  Hit Dice: 1+3
  Attacks: Bite
  Special: None
  Move: Standard
  HDE: 1
  A giant fire beetle’s oily light-glands glow red, and continue to give off light for 1d6
  days after they are removed (shedding light in a 10 foot radius).
  51
  
  Black Pudding
  Armor Class: 6 [13]
  Hit Dice: 10
  Attacks: Strike
  Special: Acidic
  Move: Slow
  HDE: 11
  Black puddings are amorphous globs with an acidic surface. They are subterranean
  predators and scavengers. Any weapon or armor contacting a black pudding will be
  eaten away by the acid as follows: weapon (1 hit by weapon), chain mail or lesser
  armor (1 hit by pudding), plate mail (2 hits by pudding). If a weapon or armor is
  magical, it can take an additional hit per +1 before being dissolved. They are
  immune to cold and divide when attacked by lightning.
  Blink Dog
  Armor Class: 5 [14]
  Hit Dice: 6
  Attacks: Bite
  Special: Teleport
  Move: Standard
  HDE: 4
  Blink dogs are pack hunters, intelligent
  and usually friendly to those who are
  not of evil intent. They can teleport
  short distances (without error) and
  attack in the same turn—in most cases
  (1-4 on 1d6) a blink dog will be able to
  teleport behind an opponent and attack
  from the rear, granting them a +2 bonus
  on all “to-hit” rolls.
  Centaur
  Armor Class: 5 [14], 4 [16] w/ shield
  Hit Dice: 4
  Attacks: Weapon or kick
  Special: None
  Move: Fast
  HDE: 5
  Half man, half horse, centaurs are fierce warriors and well-known creatures of
  mythology. The Referee may choose any “version” of the centaur from folklore for
  his campaign: some are chaotic, some aloof, and some are soothsayers.
  52
  
  Centipede, Giant
  Armor Class: 9 [10], 5 [14], or 0 [19]
  Hit Dice: 1, 3, or 5
  Attacks: Bite
  Special: Poison (see below)
  Move: Fast
  HDE: 2, 5, or 6
  Giant centipedes come in three varieties: small, medium, and large. Small giant
  centipedes are about two feet long, while medium centipedes are the size of a
  hunting hound, and large centipedes can be as big as twenty feet in length.  They
  have a vicious bite, and a lethal (though relatively weak) poison (+4 modifier to
  opponent’s saving throw).
  Chimera
  Armor Class: 4 [15]
  Hit Dice: 9
  Attacks: Bites (equals # of heads)
  Special: Breathes fire, flies
  Move: Standard, or Fast (when flying)
  HDE: 11
  The chimera is a winged, three headed beast; one is the head of a goat, one the head
  of a lion, and one the head of a dragon. The dragon head can breathe fire (3 times
  per day) with a range of 50 feet, causing 4d6 damage to anyone caught within the
  fiery blast (saving throw for half damage).
  Cockatrice
  Armor Class: 6 [13]
  Hit Dice: 5
  Attacks: Bite
  Special: Bite turns bitten into stone
  Move: Slow, or Fast (when flying)
  HDE: 7
  Resembles a bat-winged rooster with a long, serpentine tail. Its bite turns enemies
  to stone unless a successful saving throw is made.
  53
  
  Demons
  Demons are creatures of the lower planes of existence, but they are occasionally
  encountered in places where they have been enslaved to serve as guardians by
  powerful Spellcasters. The more intelligent varieties might also be interrupted while
  carrying out plots of their own. There is no meaningful game distinction between
  demons and devils.
  Demon, Baalroch
  Armor Class: 2 [17]
  Hit Dice: 9
  Attacks: Sword or whip (2d6)
  Special: See below
  Move: Slow, or Fast (when flying)
  HDE: 10
  The Baalroch’s name means, roughly,
  the Bull of Baal: the Baal-aurochs (the
  aurochs was a bull that stood twelve
  feet tall at the shoulder, and Baal is an
  ancient and evil pagan deity). These
  powerful demons somewhat resemble
  vast minotaurs with great, spreading
  bat-wings; they burn with the fires of
  hell and are wreathed in flame. Magic
  is unlikely to affect them. They have a 1-4 on 1d6 chance to be immune to any spell
  cast upon them. In combat, a Baalroch uses whip and sword; the whip can be used to
  reach great distances—on a successful hit the victim is pulled close to the Baalroch
  and burned by the fires of the demon’s body (3d6 damage). Baalrochs are
  sometimes referred to in ancient texts as Balor or Baalor, which may be the name of
  a single demon rather than a term for all of them. A Baalroch could be forced or
  tricked into the service of a powerful Spellcaster, but the risk would be immense.
  Demon, Lemure
  Armor Class: 7 [12]
  Hit Dice: 3
  Attacks: Claw
  Special: Regenerate (1 HP/round)
  Move: Slow
  HDE: 4
  Lemures are vaguely humanoid—their flesh is mud-like, shifting and soft upon their
  horrible bodies. Lemures are lower forms of demons, the fleshly manifestations of
  damned souls. These demons can only be permanently destroyed by sprinkling their
  disgusting bodies with holy water. They often act as aids or servants to more
  powerful demons.
  54
  
  Djinni
  Armor Class: 5 [14]
  Hit Dice: 7+1
  Attacks: Fist or weapon (2d6)
  Special: See below
  Move: Slow, or Fast (when flying)
  HDE: 9
  Djinn are one of the genies of folklore, creatures of the air (and possibly of the
  elemental planes). They can carry 700 pounds of weight, and have a number of
  magical powers. A djinni can create food and water of high quality, as well as
  wooden and cloth objects. They can also create objects of metal (including coins),
  but all such magically created metals disappear in time. Djinn can call up illusions,
  and although these are quite excellent they disappear when touched. Djinni can turn
  themselves into gaseous form (cannot attack or be attacked, can enter any area that
  is not airtight), and can become invisible at will. Finally, a djinni can turn itself into a
  whirlwind much like an air elemental, sweeping away any creature with one or
  fewer hit dice (the diameter of the whirlwind is 10 feet). More powerful types of
  djinn might be capable of granting limited wishes or even true wishes.
  Doppelganger
  Armor Class: 5 [14]
  Hit Dice: 4
  Attacks: Claw
  Special: See below
  Move: Standard
  HDE: 5
  A doppelganger can change its form to resemble the physical appearance (including
  clothing and gear) of any person. These creatures are immune to Sleep and charm
  spells, and are considered magic resistant for purposes such as breaking through
  wizard locks and similar spells. They have a very good saving throw (+4) against
  magic of all kinds.
  Dragons
  All dragons have a breath weapon of
  some kind, which can be used up to three
  times in a day. The Referee chooses when
  a dragon will use the breath weapon or
  may roll for it (1-3 on 1d6) in any given
  round. Referees should not roll for a
  dragon’s hit points, like one would for
  other monsters. Instead, determine the
  age category of the dragon—this will give
  both the dragon’s hit points per hit dice
  and how many points of breath weapon
  damage per hit dice the dragon inflicts.
  55
  
  TABLE 6-2: DRAGON AGE CATEGORIES
  Roll (1d6)
  Age
  Hit Points/Hit Dice
  Damage/Hit Dice
  1
  Young
  3
  3
  2
  Adult
  4
  4
  3
  Old
  5
  5
  4
  Very Old (100 years)
  6
  6
  5
  Aged (100–400)
  7
  7
  6
  Ancient (400+)
  8
  8
  The dimensions of a dragon’s breath differ according to the breath weapon type and
  area of effect. Breath weapon damage is based on a dragon's age. So, for example, an
  “Adult” dragon has both 4 hit points and 4 points of breath weapon damage per hit
  dice. So an “Adult” dragon with 6 HD and a Line breath weapon would have 24 HP
  and deal 24 points of damage when using its breath weapon across a distance 10
  feet wide and 60 feet long.
  TABLE 6-3: DRAGON BREATH WEAPONS
  Roll (1d6)
  Type
  Description
  Area of Effect
  1
  Cloud
  Gaseous
  30 feet in diameter
  2-5
  Cone
  Fiery or Frosty
  30 feet wide, 90 feet long
  6
  Line
  Acid or Lightning
  10 feet wide, 60 feet long
  Dragon Spellcasters
  56
  
  There is a 1 in 1d6 chance that any dragon encountered by the Player characters
  will also be able to cast magic spells. Dragons able to do so prepare, memorize, and
  cast spells as a Spellcaster between 5th and 10th level (1d6+4). Draconic Spellcasters
  always have a spellbook in their treasure hoard.
  Note that dragons, while dangerous opponents, are not by any means invincible. In a
  medieval-type fantasy world, dragons are a common problem rather than a godlike
  creature of legend—so the statistics for dragons reflect a deadly but not mythical
  foe. The Referee is, of course, free to create stats for a more “mythical” conception of
  dragons. Since dice aren’t rolled for dragon hit points, it is possible for a truly
  mythical dragon to have more “numbers” per die than it’s actually possible to roll on
  a hit dice.
  Dragon
  Armor Class: 2 [17]
  Hit Dice: 9–11
  Attacks: Bite (2d6)
  Special: Breathes fire
  Move: Standard, or Fast (when flying)
  HDE: 11, 12, or 13
  Dragons are the fire-breathing wyrms of legend. They often hoard vast amounts of
  treasure, capture virtuous maidens, and generally make life very difficult for
  peasants and adventurers alike.
  Dryad
  Armor Class: 5 [14]
  Hit Dice: 2
  Attacks: Dagger, wooden
  Special: Charm Person
  Move: Standard
  HDE: 3
  Dryads are beautiful female tree spirits, and do
  not venture far from their home trees. They can
  cast (as a native magical power) a strong charm
  that operates as a Charm Person spell with a -2
  saving throw penalty. Those who are charmed
  seldom return, or might be kept for a hundred
  years and a day within the dryad’s tree.
  57
  
  Dwarf
  Armor Class: 4 [15]
  Hit Dice: 1+1
  Attacks: Weapon
  Special: Stonework insight
  Move: Slow
  HDE: 1
  Statistics above are for the common Dwarf with no particular unusual
  characteristics. A Dwarf-at-arms would usually have a full 7 HP, reflecting skill and
  general toughness. Stronger Dwarves (sergeants-at-arms, for example) might have
  more hit dice or unusual bonuses “to-hit”, even magical abilities if Dwarves are
  magical in your fantasy universe – Norse myths are a good example of this. Do not
  bother to treat more powerful NPC Dwarves as Swordsmen; just assign the right
  number of HD and abilities (if any) and keep moving along with the fantasy.
  Efreeti
  Armor Class: 3 [16]
  Hit Dice: 10
  Attacks: Fist or sword (2d6)
  Special: Wall of Fire
  Move: Slow, or Fast (when flying)
  HDE: 12
  Efreeti are a type of genie, associated with fire
  (unlike the djinn, who have powers over the air).
  An Efreet can carry up to a thousand pounds of
  weight, and under the right circumstances they
  can be forced to serve as a slave (until they
  figure out how to free themselves). Efreeti can
  cast Wall of Fire. They appear as giant humans
  with cruel features, their skin flickering with
  flames.
  Elementals
  Elementals are living manifestations of the basic forms of matter: earth, air, fire, and
  water. They are usually summoned from their native planes of existence to do the
  bidding of a powerful wizard. These beings can also be “chained” within objects or
  structures to give the objects magical properties. Elementals are barely intelligent at
  all, but they are as powerful as the forces of nature that they actually are. 
  Small elementals have 8 HD. Medium elementals have 12 HD. Large elements have
  16 HD.
  Elemental, Air
  58
  
  Armor Class: 2 [17]
  Hit Dice: 8, 12, 16
  Attacks: Strike (2d6)
  Special: Whirlwind
  Move: Fast (when flying)
  HDE: 9, 13, or 17
  Air elementals can turn into a whirlwind of air with a diameter of 30 feet, hurling
  any creature of 1 HD or less for great distances (almost certainly killing them).
  Elemental whirlwinds are approximately 100 feet tall.
  Elemental, Earth
  Armor Class: 2 [17]
  Hit Dice: 8, 12, 16
  Attacks: Fist (2d6)
  Special: Stone destruction
  Move: Slow
  HDE: 9, 13, 17
  Earth elementals are hulking man-shapes of rock and earth. They batter opponents
  with their great fists, although damage is reduced by 1d6 if the opponent is not
  standing upon earth or rock. Earth elementals can tear apart stone structures, able
  to rip down even a castle wall in a matter of 1d6+2 minutes.
  Elemental, Fire
  Armor Class: 2 [17]
  Hit Dice: 8, 12, 16
  Attacks: Strike (2d6)
  Special: Ignite materials
  Move: Standard
  HDE: 9, 13, 17
  Fire elementals are formless masses of flame, perhaps with a vaguely human shape.
  Their attacks cause flammable materials to ignite if the material fails a saving throw
  (as determined by the Referee).
  Elemental, Water
  Armor Class: 2 [17]
  Hit Dice: 8, 12, 16
  Attacks: Strike (2d6)
  Special: Overturn ships
  Move: Standard, or Fast (when swimming)
  HDE: 9, 13, or 17
  Water elementals cannot move more than 60 feet from a large body of water, and
  their damage is reduced by 1d6 if the opponent is not standing (or in) a body of
  water. These powerful beings can overturn small boats, and can overturn a ship if
  given 1d6+4 rounds to work at it. On water, they can attack ships, battering them to
  pieces within one hour if not prevented or distracted.
  59
  
  Elf
  Armor Class: 5 [14]
  Hit Dice: 1+1
  Attacks: Longbow or sword
  Special: None
  Move: Standard
  HDE: 1
  The example above is for a
  typical Elf; trained warriors
  w o u l d l i k e l y h a v e t h e
  maximum 7 HP. Obviously,
  Elves encountered in the
  course of a party’s adventuring
  will have a variety of powers
  and different attributes. The
  Referee will assign such
  powers as he sees fit, in
  accordance with the way he
  envisions Elves. They might be
  the woodland dwellers of
  Tolkien’s The Hobbit, or the
  High Elves of the Lord of the
  Rings, or might be the faerie-
  folk of Irish legend. 
  In any case, as with Dwarves, don’t bother trying to fit your “advanced” elves into
  the constraints of character classes—just make up their attributes to fit what you
  need. NPCs aren’t subject to the rules that govern building a Player character; they
  are your tools for good fantasy, not an exercise in formula application.
  Gargoyle
  Armor Class: 5 [14]
  Hit Dice: 4
  Attacks: Claw
  Special: Flight
  Move: Standard, or Fast (when flying)
  HDE: 6
  Gargoyles are winged creatures resembling the carved monstrosities that bedeck
  the walls of cathedrals and many subterranean dungeons. They can be vicious
  predators.
  60
  
  Gelatinous Cube
  Armor Class: 8 [11]
  Hit Dice: 4
  Attacks: Strike
  Special: See below
  Move: Slow
  HDE: 5
  Gelatinous cubes are semi-transparent cubes that slosh through subterranean
  passages, engulfing debris and carrion to digest. Their entire substance is acidic: if
  the cube hits successfully, the victim must make a saving throw or become
  paralyzed for one hour – during which time the cube will attempt to devour its
  victim. Most gelatinous cubes contain various metallic treasures or gems that they
  have engulfed but not yet digested. Gelatinous cubes are immune to lightning and
  cold.
  Ghoul
  Armor Class: 6 [13]
  Hit Dice: 2
  Attacks: Claw
  Special: See below
  Move: Slow
  HDE: 3
  Ghouls are pack-hunting undead, corpse eaters. They are immune, like most undead,
  to charm and Sleep spells. The most dangerous feature of these horrid, cunning
  creatures is their paralyzing touch: any hit from a ghoul requires a saving throw or
  the victim becomes paralyzed for 3d6 turns.
  61
  
  Giants
  Giants are a staple of fantasy gaming, huge and dangerous creatures that often have
  a taste for human flesh. Giants with fewer hit dice tend to be less intelligent, while
  those with higher hit dice are often cunning warriors or even capable of casting
  spells. At the Referee's discretion, a giant may have a deep affinity for an intense
  terrain or environment and be immune to damage from that source – such as a fire
  giant being immune to heat and fire damage or a frost giant being immune to cold-
  based damage. All giants hurl boulders. Hurling a boulder requires a missile attack
  and inflicts anywhere from 2d6 to 6d6 points of damage, depending on the size and
  hit dice of the giant.
  Giant
  Armor Class: 4 [15]
  Hit Dice: 8, 10, 12, 14, or 16
  Attacks: Weapon (2d6) 
  Special: Hurls boulders
  Move: Fast
  HDE: 8, 10, 12, 14, or 16
  Giants range in size from 12 to 50 feet tall. They often terrorize peasants, keep
  golden geese and singing harps, and are perturbed by the smell of Englishmen.
  Gnoll
  Armor Class: 5 [14]
  Hit Dice: 2
  Attacks: Bite or Weapon
  Special: None
  Move: Standard
  HDE: 2
  Gnolls are tall humanoids with hyena-like heads. They may be found both above
  ground and in subterranean caverns. They form into loosely organized clans, often
  ranging far from home to steal and kill with rapacious ferocity.
  Goblinoid
  Armor Class: 6 [13], 5 [14] or 4 [13]
  Hit Dice: 1-1, 1+1, or 3
  Attacks: Weapon
  Special: -1 “to-hit” in sunlight
  Move: Standard
  HDE: Less than 1, 1, or 3
  While goblinoids come in a vast number of varieties and the Referee is encouraged
  to develop their own unique versions. Typical goblins are small creatures (4 feet tall
  or so), though a larger and stronger hobgoblin is often found in command of their
  smaller cousins. The largest of the common goblinoids are bugbears, which stand
  seven feet high and are particularly brutal and violent. Goblinoids most often inhabit
  dark woods, underground caverns, and (possibly) the otherworldly realms of the
  fey. They attack with a -1 “to-hit” in full sunlight, but are capable of surprising foes
  on a 1-3 on 1d6.
  62
  
  Golems
  Golems are man-shaped creatures built to serve their masters, usually powerful
  Spellcasters. They are often used as guardians. Golems cannot be hit with non-
  magical weapons, and are immune to the sorts of spells used to create them (iron
  golems being immune to fire, for instance). You can find the details in the specific
  monster descriptions.
  Golem, Flesh
  Armor Class: 9 [10]
  Hit Dice: 12
  Attacks: Fist (1d6+1)
  Special: See below
  Move: Slow
  HDE: 12
  A creation stitched together from human limbs and other parts, like Frankenstein’s
  monster. Damage inflicted by lightning heals the golem, and it is slowed by fire and
  cold. No other type of spell than lightning, fire, or cold affects a flesh golem. Only +1
  or better magic weapons can harm a flesh golem.
  Golem, Iron
  Armor Class: 3 [16]
  Hit Dice: 13
  Attacks: Fist or weapon (2d6)
  Special: See below
  Move: Slow
  HDE: 17
  Iron golems are huge moving statues of iron. They can breathe a 10 foot radius
  cloud of poison gas as well as attack with great power. Only +3 or better magic
  weapons can harm an iron golem. These hulking statues are slowed by lightning
  spells, but fire-based spells actually restore hit points to them. No other type of spell
  affects them.
  Golem, Stone
  Armor Class: 5 [14]
  Hit Dice: 16
  Attacks: Fist (2d6)
  Special: See below
  Move: Slow
  HDE: 16
  Stone golems are massive stone statues animated by very powerful magics (much
  more than just animate object, in other words). They are slowed by fire spells, and
  damaged/healed by rock to mud spells and the reverse. Spells that affect rock (and
  fire spells) are the only magic that affects them. They can only be hit by weapons +2
  or better.
  63
  
  Gorgon
  Armor Class: 2 [17]
  Hit Dice: 8
  Attacks: Gore
  Special: Stone breath
  Move: Standard
  HDE: 10 
  Gorgons are bull-like creatures with dragon-like scales. Their breath turns people to
  stone (60 foot range, saving throw to resist).
  Grey Ooze
  Armor Class: 8 [11]
  Hit Dice: 3
  Attacks: Strike
  Special: See below
  Move: Slow
  HDE: 5
  Grey ooze is almost identical to wet rock, but is a slimy, formless substance that
  devours prey and carrion with its acidic secretions, lashing forward to strike
  enemies. Grey ooze is immune to spells, heat, and cold damage. Metal (but not stone
  or wood) must make a saving throw vs. acid when exposed to grey ooze (even if the
  contact is as brief as the strike of a sword) or be rotted through. When the grey ooze
  hits a character in metal armor, the armor must make an item saving throw. Only
  cutting and piercing damages a grey ooze—it is impervious to blunt or crushing
  attacks.
  Green Slime
  Green slime isn’t technically a monster, just an extremely dangerous hazard in
  underground tombs and other such places. Any metal or organic substance it
  touches turns to green slime over the course of 1d6 rounds, though a saving throw
  can be made to resist this effect. It can be killed with fire or extreme cold, and the
  transformation process can be arrested by the use of the spell Cure Disease.
  Griffon
  Armor Class: 3 [16]
  Hit Dice: 7
  Attacks: Bite
  Special: Flight
  Move: Standard, or Fast (when flying)
  HDE: 8
  Griffons have the body of a lion, with the wings, head, and fore-talons of an eagle.
  These creatures can be tamed and ridden as mounts. They usually nest in high
  mountain aeries, where they lay their eggs and hunt their prey. Because the
  fledglings can be tamed, young griffons and griffon eggs command a very high price
  in the marketplaces of the great cities, or to barons and wizards.
  64
  
  Harpy
  Armor Class: 7 [12]
  Hit Dice: 3
  Attacks: Talons
  Special: Flight, siren song
  Move: Slow, or Fast (when flying)
  HDE: 4
  Harpies have the upper body of a human female and the lower body and wings of a
  vulture. Their song is a charm that draws its victims to the harpy (saving throw to
  resist), and the harpy’s touch casts the equivalent of a Charm Person spell (again,
  saving throw to resist).
  Hell Hound
  Armor Class: 4 [15]
  Hit Dice: 4–7
  Attacks: Bite
  Special: Breathes fire
  Move: Standard
  HDE: 5, 6, 7, or 8
  Hell hounds are fire-breathing dogs of the underworlds or lower planes. In addition
  to biting, they can breathe fire each round, inflicting 2 HP damage per hit die (10
  foot range, saving throw for half damage).
  Hippogriff
  Armor Class: 5 [14]
  Hit Dice: 3+1
  Attacks: Claws
  Special: Flight
  Move: Standard, or Fast (when flying)
  HDE: 3
  The hippogriff is similar to a griffon, having the head, foreclaws, and wings of an
  eagle, but instead of the body of a lion, it has the body of a horse. The poem Orlando
  Furioso (written in 1516) suggests that the hippogriff is the offspring of a griffon
  and a horse—but they are apparently an independent breed, for folkloric tradition
  holds that griffons frequently attack hippogriffs. Hippogriffs are not as hard to train
  as griffons.
  Horse
  Armor Class: 9 [10]
  Hit Dice: 1
  Attacks: Hoof
  Special: None
  Move: Fast
  HDE: 1
   Horses are a commonly trained mount in most fantasy settings.
  65
  
  Humans
  Humans are such a versatile race that any number of “monsters” and NPCs can be
  made from them. Berserker warriors, tribesmen, cavemen, princesses, evil high
  priests, captains of the guard, foot-soldiers, and tavern-keepers are all different
  human “monsters.” Don’t try to build your non-Player characters according to the
  rules for Player characters. Here are some samples, otherwise just make up their
  stats and abilities as you see fit.
  Human, Bandit or Soldier
  Armor Class: 7 [12]
  Hit Dice: 1
  Attacks: Weapon
  Special: None
  Move: Standard
  HDE: 1
  Bandits are roving groups of thieves,
  sometimes organized into small armies
  led by more powerful bandit chiefs and
  captains with higher hit dice. Human
  soldiers serve as city guardsmen,
  mercenaries, and men-at-arms. They
  are generally armed with leather armor
  and a medium melee weapon. For every
  five guardsmen there is usually a sergeant. These stats can also be used for normal
  non-adventuring humans, simply reduce the Armor Class to 9 [10].
  Human, Bandit Lord or Sergeant-at-Arms
  Armor Class: 5 [14]
  Hit Dice: 3
  Attacks: Weapon
  Special: None
  Move: Standard
  HDE: 3
  Bandit Lords are the leaders of a small group of 1d6+5 human bandits. They are
  typically equipped with a medium melee and ranged weapon, as well as medium
  armor. Human sergeants are normally found in command of 1d6+5 human soldiers.
  These are the leaders of city guard units and other small military groups in castles
  and armies.
  66
  
  Human, Berserker
  Armor Class: 7 [12]
  Hit Dice: 1+2
  Attacks: Weapon
  Special: Berserking
  Move: Standard
  HDE: 2
  Berserkers are normal humans, but they fight with astounding ferocity. A bonus of
  +2 is added to their attack rolls. They do not wear armor heavier than light armor.
  Hydra
  Armor Class: 5 [14]
  Hit Dice: 5–12 (equals # of heads)
  Attacks: 5–12 bites
  Special: See below
  Move: Slow
  HDE: 7, 8, 9, 10, 11, or 12.
  Hydrae are great lizard-like or snake-like creatures with 5–12 heads. Each head has
  one hit die of its own, and when the head is killed, that head dies. The body has as
  many hit dice as the total of the heads, so it is a matter of good strategy for
  adventurers to focus either on killing heads (when all the heads are dead the body
  dies) or killing the creature by attacking the body (in which case the heads die, too).
  Hydrae that breathe fire or regenerate their heads are known to exist.
  Invisible Stalker
  Armor Class: 3 [16]
  Hit Dice: 8
  Attacks: Bite
  Special: Flight, Invisibility
  Move: Standard
  HDE: 9
  Invisible stalkers are generally only found as a result of the strange and rare magical
  incantations. They are invisible flying beings created to follow a single command
  made by the caster – usually carrying out an assassination.
  Kobold
  Armor Class: 6 [13]
  Hit Dice: 1d6-3
  Attacks: Weapon
  Special: None
  Move: Slow
  HDE: Less than 1
  Kobolds are small subterranean humanoids with dog-like features. They have a -1
  “to-hit” penalty when fighting above ground. Many use small ranged and melee
  weapons, and they are quite clever when it comes to trap design.
  67
  
  Lich
  Armor Class: 0 [19]
  Hit Dice: 12–18
  Attacks: Touch
  Special: See below
  Move: Slow
  HDE: 15, 16, 17, 18, 19, 20, or 21
  Liches are the undead remnants of
  Spellcasters, either made undead by
  their own deliberate acts during life
  or as the result of other magical
  forces (possibly including their own
  magics gone awry). A lich has the
  same spell-casting powers as a 10th
  level Spellcaster. A lich’s touch
  causes paralysis with no saving
  throw, and the very sight of one of
  these dread creatures causes
  paralysis in any being of 4 HD or
  below. Liches are highly malign and
  intelligent.
  Lizardman
  Armor Class: 5 [14]
  Hit Dice: 2+1
  Attacks: Claw or sword
  Special: See below
  Move: Slow, or Standard (while swimming)
  HDE: 2
  Lizardmen are reptilian humanoids, usually living in tribal villages in the depths of
  fetid swamps. Some can hold their breath for a long duration (an hour or more),
  while others can actually breathe underwater. Some lizardmen wield a wicked
  sword made of sharp bone.
  Lycanthropes
  Lycanthropes are were-creatures, particularly those in whom the disease permits
  assumption of a hybrid form of the human and animal. They cannot be hit by normal
  weapons; only silver or magical weapons inflict damage on them. If any character is
  brought below half of their hit points by the attacks of a lycanthrope, the character
  will become a lycanthrope himself unless they make a saving throw.
  68
  
  Lycanthrope, Werebear
  Armor Class: 2 [17]
  Hit Dice: 7+3
  Attacks: Bite
  Special: Lycanthropy
  Move: Slow
  HDE: 8
  Werebears are often found in temperate forests. They are easily angered by
  intruders and very territorial.
  Lycanthrope, Wererat
  Armor Class: 6 [13]
  Hit Dice: 3
  Attacks: Weapon
  Special: Control rats, Lycanthropy
  Move: Standard
  HDE: 4
  Wererats are mostly found in cities, lurking in shadowy alleyways. Wererats can
  control rats, and are extremely stealthy (surprising opponents 1–4 on a d6).
  Lycanthrope, Werewolf
  Armor Class: 5 [14]
  Hit Dice: 3
  Attacks: Bite or Claw
  Special: Lycanthropy
  Move: Standard
  HDE: 4
  Werewolves are the traditional
  Lycanthropes seen in horror movies.
  Like other Lycantropes, werewolves
  are only affected by silver or magical
  weapons, and are often humanoid—
  except for during a full moon, and so
  on. Nearly infinite variations can be
  found in literature and other media.
  Manticore
  Armor Class: 4 [15]
  Hit Dice: 6+4
  Attacks: Tail-spikes 
  Special: Flight
  Move: Standard, or Slow (when flying)
  HDE: 8
  A horrid monster with bat wings, the face of a feral human, the body of a lion, and a
  tail tipped with 24 iron spikes. The manticore can hurl up to 6 of the iron spikes
  from its tail per round, at a maximum range of 180 feet.
  69
  
  Medusa
  Armor Class: 8 [11]
  Hit Dice: 6
  Attacks: Poisoned bite or weapon
  Special: Petrifying gaze
  Move: Slow
  HDE: 8
  Medusae are horrid creatures from Greek mythology
  with a female face but hair of writhing snakes; they
  have no legs, but the body of a serpent. The gaze of a
  medusa turns anyone looking upon it into stone. In
  addition to the medusa’s relatively weak melee-weapon
  attack, the snake-hair makes one attack per round,
  causing no damage but lethally poisonous with a
  successful hit (saving throw to resist).
  Minotaur
  Armor Class: 6 [13]
  Hit Dice: 6+4
  Attacks: Two-Handed Weapon (1d6+1)
  Special: Never lost in labyrinths
  Move: Standard
  HDE: 6
  The minotaur is a man-eating predator from Greek mythology, with the head of a
  bull and the body of a massive human, covered in shaggy hair. Sometimes they wield
  large two-handed axes and most are not particularly intelligent.
  Mummy
  Armor Class: 3 [16]
  Hit Dice: 5+1
  Attacks: Touch (See below)
  Special: See below
  Move: Slow
  HDE: 7
  Mummies cannot be hit by normal weapons and even magical weapons inflict only
  half damage against them. Their touch also inflicts a rotting disease which prevents
  magical healing and causes wounds to heal at one-tenth of the normal rate. A Cure
  Disease spell can increase healing rate to half normal, but a Remove Curse spell is
  required to completely lift the mummy’s curse.
  70
  
  Ochre Jelly
  Armor Class: 8 [11]
  Hit Dice: 5
  Attacks: Acid strike
  Special: Lightning divides creature
  Move: Slow
  HDE: 6
  Ochre jellies are amorphous oozes that damage opponents with their acidic surface.
  They dissolve any adventurers they kill, making the spell Raise Dead all but
  impossible.
  Ogre
  Armor Class: 5 [14]
  Hit Dice: 4+1
  Attacks: Weapon (1d6+1)
  Special: None
  Move: Slow
  HDE: 4
  Ogres are normally quite stupid, but more intelligent versions might be encountered
  here and there. Sometimes ogres are mistaken for trolls.
  Ogre Mage
  Armor Class: 4 [15]
  Hit Dice: 5+4
  Attacks: Weapon (1d6+1)
  Special: Magic
  Move: Standard, or Fast (when flying)
  HDE: 7
  The ogre mage is an ogre with magic powers, based on Japanese legend. An ogre
  mage can fly, turn invisible (per the spell), create a 10 foot radius circle of magical
  darkness, change into human form, cast Sleep and Charm Person once per day, and
  cast a cone of frost with a range of 60 feet to a base of 30 feet, causing 8d6 damage
  to any caught within (saving throw applies). Western folklore also contains many
  examples of shape-shifting, magical ogres (the most famous example being the one
  in Puss-in-Boots), so there might be many different types of magical ogres, whether
  or not they are called “ogre mage.”
  71
  
  Orc
  Armor Class: 6 [13]
  Hit Dice: 1
  Attacks: Weapon
  Special: None
  Move: Standard
  HDE: 1
  Orcs are stupid, brutish humanoids that gather in tribes of hundreds. Most are
  subterranean dwellers, preferring to fight and travel at night. Occasionally, war-
  bands or even entire tribes of orcs issue forth from their caverns to raid and pillage
  by night. Orcish leaders are great brutes with additional HD, and spell-casting
  shamans may also be found in the larger tribes. Orcish tribes hate each other, and
  will fight savagely unless restrained by a powerful and feared commander, such as
  an evil Spellcaster. Orcs have a deep hatred of Elves and receive a +1 on all “to-hit”
  rolls made against them.
  72
  
  Pegasus
  Armor Class: 6 [13]
  Hit Dice: 2+2
  Attacks: Hooves
  Special: Flight
  Move: Fast, or Fast (when flying)
  HDE: 4
  Pegasus was the winged horse from Greek mythology. Other pegasus creatures
  might have bat wings, some might be evil; such choices are left entirely up to the
  Referee.
  Purple Worm
  Armor Class: 6 [13]
  Hit Dice: 15
  Attacks: Bite or sting
  Special: Poison sting
  Move: Slow
  HDE: 17
  Purple worms are massive annelids that grow 40+ feet in length and sometimes
  exceed 10 feet in width. They are subterranean, chewing tunnels in rock (or through
  sand, in deserts, where they are a tan color). These beasts swallow their prey whole
  on a roll 4 higher than the needed number “to-hit”. They can swallow anything the
  size of a horse or smaller. 
  In addition to the worm’s dreaded bite, it has a poison stinger on its tail, the length
  of a sword and just as deadly even from the piercing wound it inflicts. The poison
  injected by the stinger is lethal if the victim fails a saving throw. What prey the
  purple worms once hunted (or perhaps still do, in deep places) with such natural
  weapons must have been terrifying indeed. Aquatic versions of the purple worm
  might also exist.
  Rat, Giant
  Armor Class: 7 [12]
  Hit Dice: 1-1
  Attacks: Bite
  Special: 1 in 1d20 are diseased
  Move: Standard
  HDE: Less than 1
  Giant rats are often found in dungeons,
  and are about the size of a cat or a lynx.
  The bite of some (1 in 20) giant rats
  causes disease. A saving throw vs. poison
  is allowed. The effects of the disease are
  decided by the Referee.
  73
  
  Roc
  Armor Class: 4 [15]
  Hit Dice: 12
  Attacks: Claw (2d6)
  Special: None
  Move: Slow, or Fast (when flying)
  HDE: 12
  Rocs are the mythological great birds of legend, large enough to prey upon
  elephants. They can be trained as fledglings to serve as steeds, so roc eggs or
  fledglings would be a prize indeed, worth great sums of gold. Rocs might grow as
  large as 18 HD, with commensurately increased statistics.
  Salamander
  Armor Class: 5 [14], 3 [16]
  Hit Dice: 7
  Attacks: Constrict or touch
  Special: Heat, constriction
  Move: Slow
  HDE: 8
  Salamanders are intelligent creatures of the elemental planes of fire. They have the
  upper body of a human (AC 5 [14]) and the lower body of a snake (AC 3 [16]), and
  give off tremendous, intense heat. The very touch of a salamander deals 1d6 hit
  points of fire damage, and they wrap their tails around foes to cause an additional
  2d6 points of crushing damage per round. Salamanders cannot be enslaved in the
  same manner djinn and efreet might be.
  Sea Serpent
  Armor Class: 2 [17]
  Hit Dice: 30
  Attacks: Bite (2d6)
  Special: See below
  Move: Fast (when swimming)
  HDE: 30
  The size and nature of sea serpents is a
  matter for the Referee to determine.
  The sea serpent depicted here would be
  about middle size, about 60 feet in
  length, with smaller ones being half that
  size (with adjusted statistics, of course),
  and large ones being about 50% larger
  than the one described here. A sea
  serpent would undoubtedly be capable
  of swallowing a human whole on a
  successful natural (unmodified) attack roll of 14 or higher. A character swallowed
  whole would be digested within approximately three hours.
  74
  
  Shadow
  Armor Class: 7 [12]
  Hit Dice: 3+3
  Attacks: Touch (See below)
  Special: See below
  Move: Standard
  HDE: 4
  Shadows may or may not be undead creatures: they are immune to Sleep and charm
  spells, but the Referee may decide whether they are undead creatures subject to
  turning or whether they are some horrible “other” thing, a manifestation perhaps, or
  a creature from another dimension. Shadows are dark and resemble shadows,
  though they may be darker. They are not corporeal, and can only be harmed with
  magical weapons or by spells. Their chill touch drains one point of strength with a
  successful hit, and if a victim is brought to a strength of 0, he becomes a shadow.
  Strength points return after 90 minutes.
  Skeleton
  Armor Class: 8 [11], 7 [12] w/ shield
  Hit Dice: 1/2
  Attacks: Strike or weapon
  Special: None
  Move: Standard
  HDE: 1
  Skeletons are animated bones of the
  dead and are usually under the control of
  some evil master.
  Slug, Giant
  Armor Class: 8 [11]
  Hit Dice: 12
  Attacks: Bite
  Special: Spits acid (2d6)
  Move: Slow
  HDE: 13
  These tremendously large masses of slimy, rubbery flesh are completely immune to
  blunt weapons. In addition to their powerful bite, giant slugs can spit their acidic
  saliva (one target at a time). The base range for spitting is 60 feet, and within this
  range the slug’s spittle will be 1-3 on 1d6 likely “to-hit” (no “to-hit” roll required).
  For every additional 10 feet of range, the chance “to-hit” decreases by 1.  This means
  the spitting attack is ineffective at ranges of 90 feet or greater. Some giant slugs
  might have more or less virulent acidity (thus changing the damage inflicted). 
  75
  
  Specter
  Armor Class: 2 [17]
  Hit Dice: 6
  Attacks: Touch (See below)
  Special: Drains 2 levels per hit
  Move: Standard, or Fast (when flying)
  HDE: 9
  Specters are wraith-like undead creatures without corporeal bodies. When a specter
  hits an opponent, either with hand or weapon, the touch drains two levels from the
  victim. Only magical weapons can damage a specter. In some cases, these terrifying
  creatures may be mounted upon living beasts, if the beasts have been trained to
  tolerate proximity to the undead. Any being killed (or drained below level 0) by a
  specter becomes a specter himself—a pitiful thrall to its creator.
  Spider, Giant
  Armor Class: 6 [13]
  Hit Dice: 2+2
  Attacks: Bite (See below)
  Special: See below
  Move: Fast
  HDE: 5
  Giant spiders are aggressive hunters. Only the greater giant spiders are web
  builders. Giant spider webs require a saving throw to avoid becoming stuck. Those
  who make their saving throw can fight and move (10 feet per round) in the webs.
  Giant spiders surprise on a roll of 1–5, being able to hide well in shadows. A giant
  spider’s bite is very poisonous and those who fail their saving throw when bitten are
  slain by this toxin.
  Treant
  Armor Class: 2 [17]
  Hit Dice: 7–12
  Attacks: Strike
  Special: Control trees
  Move: Slow
  HDE: 7, 8, 9, 10, 11, or 12
  Treants are tree-like protectors and “shepherds” of forest trees. Depending upon
  their size, they have different hit dice and damage; treants of 7 to 8 hit dice inflict
  2d6 points of damage with each strike of their branch-like hands, treants of 9–10 hit
  dice inflict 3d6 points, and treants of 11–12 hit dice inflict 4d6 points. All treants can
  “wake” trees within 60 feet, allowing them to walk at a Slow move, and possibly to
  attack (no more than two trees at a time can be awake at the behest of a single
  treant). Animated Trees have an Armor Class of 4 [15], inflict 1d6 points of damage,
  and have 3 HD.
  76
  
  Troll
  Armor Class: 4 [15]
  Hit Dice: 6+3
  Attacks: Claw (1d6+1)
  Special: Regeneration
  Move: Standard
  HDE: 8
  Trolls are as tall as ogres and
  just as strong. Unlike ogres,
  however, they attack with
  claws and teeth instead of
  weapons. Trolls regenerate,
  which is to say that any
  damage inflicted upon them
  heals within minutes (3 hit
  points per round). The only
  way to utterly kill a troll is to
  submerse it in acid or burn it.
  Trolls can even re-grow
  lopped-off heads and limbs.
  Unicorn
  Armor Class: 2 [17]
  Hit Dice: 4
  Attacks: Hoof or horn
  Special: See below
  Move: Fast
  HDE: 5
  Unicorns are generally shy and benevolent creatures, who will only allow a chaste
  maiden to approach them. They can teleport once per day to a distance of 360 feet,
  with a rider. When they charge, their horn can deal double damage. Unicorns are 1-2
  on 1d6 resistant to magic. The unicorn’s horn has healing properties according to
  legend (the details of this, if any, are left to the Referee). There is considerable room
  to create variants of sorts: evil or flying unicorns, etc.
  Vampire
  Armor Class: 2 [17]
  Hit Dice: 7–9
  Attacks: Bite (See below)
  Special: See below
  Move: Standard, or Fast (when flying)
  HDE: 9, 10, or 11
  Vampires are some of the most powerful of undead creatures. They can only be hit
  with magic weapons and when “killed” in this way they change into a gaseous form,
  returning to their coffins. 
  77
  
  They regenerate at a rate of 3 hit points per round, can turn into gaseous form or
  into a giant bat at will, and can summon a horde of bats or 3d6 wolves out from the
  night. Looking into a vampire’s eyes necessitates a saving throw at -2, or the
  character is charmed (as per the spell Charm Person). Most terrifyingly, a vampire’s
  bite drains two levels from the victim. 
  Fortunately, vampires have some weaknesses. They can be killed (these are the only
  known methods) by immersing them in running water, exposing them to sunlight,
  or driving a wooden stake through the heart. They retreat from the smell of garlic,
  the sight of a mirror, or the sight of “good” holy symbols. Any human killed by a
  vampire becomes a vampire under the control of its creator. This description will be
  recognized easily as the “Dracula” type of vampire. 
  Many other possibilities for vampires exist in folklore: Chinese vampires, for
  instance, and blood-drinkers more feral than intelligent. Plus, other cultural
  templates with different attributes could be created—how about an ancient
  Egyptian mummified vampire, or an Aztec vampire?
  Wight
  Armor Class: 5 [14]
  Hit Dice: 3
  Attacks: Claw (See below)
  Special: See below
  Move: Standard
  HDE: 5
  Wights live in tombs, graveyards, and burial mounds (barrows). They are undead,
  and thus not affected by Sleep or charm spells. Wights are immune to all non-
  magical weapons, with the exception of silver weapons. Any human killed or
  completely drained of levels (1 level per hit) by a wight becomes a wight.
  Worg
  Armor Class: 6 [13]
  Hit Dice: 4
  Attacks: Bite
  Special: None
  Move: Fast
  HDE: 4
  Worgs are large, intelligent,
  and evil wolves of chaos. They
  are sometimes ridden by orcs.
  They may have supernatural
  origins and speak both
  common and their own
  snarling language.
  78
  
  Wraith
  Armor Class: 3 [16]
  Hit Dice: 4
  Attacks: Touch (See below)
  Special: See below
  Move: Fast
  HDE: 6
  Wraiths are powerful wights, immune to all non-
  magical weapons other than silver ones (which
  inflict only half damage). Arrows are particularly
  ineffective against them, for even magical and
  silver arrows inflict only one hit point of damage
  per hit. They drain 1 level per hit. Wraiths can be
  found riding well-trained battle steeds or more
  unusual mounts that will tolerate their presence.
  Wyvern
  Armor Class: 3 [16]
  Hit Dice: 7
  Attacks: Bite or sting
  Special: Flight, poison sting
  Move: Slow, or Fast (when flying)
  HDE: 9
  A wyvern is the two-legged form of dragon, and these creatures are smaller and less
  intelligent than true four-legged dragons, not to mention that they do not have a
  breath weapon. Wyverns have a poisonous sting at the end of their tails, but they are
  not coordinated enough to attack with both bite and sting in a single round. In any
  given round, the wyvern is 1-4 in 1d6 likely to use its tail, which can lash out to the
  creature’s front even farther than its head can reach.
  Yellow Mold
  Armor Class: N/A
  Hit Dice: N/A
  Attacks: See below
  Special: Poisonous spores
  Move: Inert
  HDE: 3
  Yellow mold is a subterranean fungus; it neither moves nor attacks. However, if it is
  poked or struck, it may (1-3 on 1d6) release a cloud of poisonous spores, roughly 10
  feet in diameter. Failing a saving throw against the spores means that the character
  dies a rather horrible death. Touching yellow mold causes 1d6 points of acid
  damage. These growths can be destroyed with fire.
  79
  
  Zombie
  Armor Class: 8 [11], 7 [12] w/ shield
  Hit Dice: 1
  Attacks: Strike or weapon
  Special: Immune to Sleep and charm spells
  Move: Slow
  HDE: 2
  Zombies are mindless creatures, the walking dead. These are merely animated
  corpses, not carriers of any sort of undead contagion as ghouls are. If their undeath
  is contagious, they should more of a threat than described here, and if a single hit
  from a zombie causes contagion or any other sort of disease they be a considerably
  larger threat. However, the standard zombie is simply a corpse animated to do its
  creator’s bidding.
  Tougher Monsters
  There is really no limit as to how high monsters can go, and often it’s fun to trick the
  Players by throwing über-monsters at them. The Referee should feel free to adjust
  AC, HD, or other factors to make monsters more challenging. Also, feel free to try
  new options like a super strain of orcs, goblin spider-riders, or fire-resistant
  mummies just to keep the Players on their toes.
  Monster Levels
  You may notice that while suggested character levels are capped, monster levels are
  not. The reasons for this are because Players tend to run in packs and big monsters
  need levels to overcome a disadvantage in numbers, and that Players tend to
  creative while many Referees allow monsters to “play stupid.” The Referee has the
  option of allowing characters to continue to advance, or to put a cap on monster
  levels as he or she sees fit.
  80
  
  Chapter Seven
  Treasure
  The amount of treasure a monster owns or guards is usually related to the
  monster’s HDE. That’s not necessarily realistic, but keep in mind that treasure is one
  of the ways the game reflects what a character has done: it’s used in awarding
  experience points. Too many large treasures and the characters will become
  powerful without actually having done very much. Too many monsters with small
  treasures and the characters won’t gain levels to reflect their achievements.
  Players should receive a reward of approximately 1d6 x 5 per HDE of the monster
  defeated in gold piece value. This can be coins, jewels, gems, art objects, or other
  rare mundane valuables. This means that defeating a monster with a HDE value of 1
  would grant a reward between 5 and 30 gold pieces, while defeating a monster with
  a HDE of 9 would warrant a hoard valued at between 45 and 270 gold pieces.
  Magical Items
  In addition to coins, gems, and jewels, treasure hoards might contain magical items.
  Treasures should be interesting—an endless series of “+1 Medium Weapons” is a
  sure-fire recipe for boring your Players.
  •
  For every 5,000 gp in value, there is a 1 in 1d6 chance of trading out 5,000
  gp for an item on the Major Magic Item table.
  •
  For every 1,000 gp in value, there is a 1 in 1d6 chance of trading out 1,000
  gp for an item on the Medium Magic Item table.
  •
  For every 100 gp in value, there is a 1 in 1d6 chance of trading out 100 gp
  for an item on the Minor Magic Item table.
  Always remember that these tables are merely guidelines—if you desire the
  placement of a particular item or treasure type, go ahead and do it! If you don’t wish
  to include gems, jewelry, or magic items, then leave the treasure as coins. These
  tables are here only to help when wanted.
  TABLE 7-1: MAJOR MAGIC ITEM TRADE OUT
  Roll (1d6)
  Result
  1
  Roll 6 times on the Potions table
  2–3
  Roll  3 times on the Scrolls table
  4
  Roll 3 times on the Weapons table
  5
  Roll 2 times on the Armor and Shields table
  6
  Roll 1 time on the on the General Magic Items table
  81
  
  TABLE 7-2: MEDIUM MAGIC ITEM TRADE OUT
  Roll (1d6)
  Result
  1
  Roll 3 times on the Potions table
  2–3
  Roll 2 times on the Scrolls table
  4
  Roll 2 times on the Weapons table
  5
  Roll 1 time on the Armor and Shields table
  6
  Roll 1 time on the General Magic Items table
  TABLE 7-3: MINOR MAGIC ITEM TRADE OUT
  Roll (1d6)
  Result
  1
  Roll 1 time on the Potions table
  2–3
  Roll 1 time on the Scrolls table
  4
  Roll 1 on the Weapons table
  5
  Roll 1 Time on the Armor and Shields table
  6
  Roll 1 on the General Magic Items table
                                     TABLE 7-4: POTIONS
  Roll (1d6)
  Potion*
  1
  Specific Spell
  2
  Immunity
  3
  Heroism
  4
  Poison
  5
  Healing
  6
  Extra Healing
  Magic Potion Descriptions
  Potions are usually found in breakable glass vials. They are usable once then
  expended. 
  Specific Spell: This is not a single potion, but a general category of potions that
  mimic the effects of a single spell described in chapter four. When consumed, the
  imbiber acts as though they had the specific spell cast upon them, though with a
  duration of only one hour. The Referee determines, either by selecting or randomly,
  the specific spell the potion's effects mimic. Some spells may not be appropriate.
  82
  
  Immunity: This is not a single potion, but a category of potions that provide the
  imbiber with protection from damage or ill effects from a specific sources. This
  could be anything from fire immunity, cold immunity, disease immunity, immunity
  to charm spells, or any other types of immunity. The Referee determines, either by
  selecting a specific type of immunity or determining one randomly, the specific
  immunity provided by this potion. It remains in effect for one hour.
  Heroism: When consumed by a Swordsman, they gain a bonus to all saving throws
  equal to their level. When consumed by a Spellcaster, they gain the Combat
  Specialist ability normally reserved for Swordsmen. The duration of this potion is
  one hour.
  Poison: This potion is a lethal poison. If consumed, the imbiber must make a saving
  throw or die. It can be used to poison the tip of a single weapon for one attack. If an
  opponent is successfully struck it must make a saving throw or be immediately
  slain. Some creatures, such as undead or constructs, may be immune to this poison.
  Healing: This potion restores 1d6+1 hit points to the drinker.
  Extra Healing: This potion restores 3d6+3 hit points to the drinker.
  TABLE 7-5: SCROLLS
  Roll (1d6)
  Scroll
  1
  Contains a 1st level spell
  2
  Contains a 2nd level spell
  3
  Contains a 3rd level spell
  4
  Contains a 4th level spell
  5
  Contains a 5th level spell
  6
  Contains a protection scroll
  Scrolls Description
  Scrolls are usually found in leather scroll cases and written on parchment, though
  finding a scroll written on bark, stone, or even human flesh is not impossible.
  83
  
  Spell Scrolls: Spell scrolls may be used in one of two ways. Spellcasters may
  activate the spell inscribed on the scroll, expending the magic contained within. Or
  with one hour of study in a safe location, they can inscribe the spell in their
  spellbook to memorize and prepare from that time forward. The exact spell on a
  spell scroll is selected by the Referee or determined randomly.
  Protection Scroll: Protection Scrolls provide the reader immunity to attacks from
  one type of creature determined randomly by the Referee (such as dragons,
  goblinoids, or undead) for one hour. 
  TABLE 7-6: MAGICAL WEAPONS
  Roll (3d6)
  Magical Weapon
  3
  +1 Small Ranged Weapon
  4
  +1 Medium Ranged Weapon
  5
  +1 Large Ranged Weapon
  6
  +1 Small Melee Weapon
  7-10
  +1 Medium Melee Weapon
  11
  +1 Large Melee Weapon
  12
  +2 Small Melee Weapon
  13
  +2 Medium Melee Weapon
  14
  +2 Large Melee Weapon
  15
  +3 Small Melee Weapon
  16
  +3 Medium Melee Weapon
  17
  +3 Large Melee Weapon
  18
  Unusual Weapon, roll on Table 7-8: Unusual Weapons
  84
  
  Magical Weapon Descriptions
  All magic weapons add their listed bonus to any attack and damage rolls made when
  wielding them.
  TABLE 7-7: MAGICAL ARMOR AND SHIELDS
  Roll (2d6)
  Armor and Shields
  2
  +1 Shield
  3
  +1 Light Armor
  4
  +2 Light Armor
  5
  +3 Light Armor
  6
  +1 Medium Armor
  7
  +2 Medium Armor
  8
  +3 Medium Armor
  9
  +1 Heavy Armor
  10
  +2 Heavy Armor
  11
  +3 Heavy Armor
  12
  Unique Armor, roll on Table 7-9: Unique Armor
  Magical Armor and Shields
  All magical armor and shields add their listed modifier as a bonus to the wearer's
  Armor Class.
  TABLE 7-8: UNUSUAL WEAPONS
  Roll (1d6)
  Unusual Weapons
  1
  +1 Medium Melee Weapon That Destroys Undead
  2
  +1 Small Ranged Weapon That Returns to Hand
  3
  +1 Small Melee Weapon That Grants 1 Additional Attack
  4
  Flaming or Freezing Medium Melee Weapon
  5
  Bane Medium Melee Weapon
  6
  Intelligent Weapon
  85
  
  Unusual Weapon Descriptions
  In addition to functioning like normal magical weapons, Unusual Weapons also have
  unique properties detailed below.
  Medium Melee Weapon That Destroys Undead: Commonly called “Blessed”
  weapons, these melee weapons destroy lesser undead in a single successful attack.
  Powerful undead (6 HD or more) may make a saving throw to resist this being
  destroyed.
  Small Ranged Weapon That Returns to Hand: Appropriately called “Returning”
  weapons, these small ranged weapons are always daggers, hand axes, or sling
  stones. They return to the attacker's hand at the end of a combat round when they
  are used, regardless of whether the attack is successful or not.
  Small Melee Weapon That Grants One Additional Attack: Often known as
  “Quick” weapons, these are almost always short swords. They allow the wielder to
  attack twice in a single combat round.
  Flaming or Freezing Weapons: Half of these are flaming (1-3 on 1d6) and the
  other half are freezing (4-6 on 1d6). When drawn forth they are wreathed in flames
  or icy frost. Flaming weapons deal an additional 1d6 damage against targets
  strongly associated with cold (like frost giants) and freezing weapons inflict an
  additional 1d6 damage against targets strongly associated with heat and fire (like
  salamanders).
  Bane Medium Melee Weapon: A bane weapon is an anathema to a specific type of
  foe (such as goblinoids, orcs, dragons, or undead) determined by the Referee. All
  attacks made with such a weapon receive a +2 on their “to-hit” roll and inflict an
  additional 1d6 damage against that type of foe.
  Intelligent Weapon: Intelligent weapons can by any type of weapon, as determined
  by the Referee. They can have a multitude of powers, but always have a specific
  purpose and will communicate telepathically with their wielder in an effort to
  achieve these ends. The Referee should detail each Intelligent Weapon in order to
  make them unique.
  TABLE 7-9: UNIQUE ARMOR 
  Roll (1d6)
  Unique Armor
  1
  +2 Light Armor of Arrow Deflection
  2
  +1 Demonic Medium Armor
  3
  +3 Ethereal Heavy Armor
  4
  +1 Fiery Medium Armor
  5
  +1 Shadowy Light Armor
  6
  Elven Chain Mail
  86
  
  Unique Armor Descriptions
  In addition to having the properties of magical armor, Unique Armor also provides
  an additional benefit detailed below.
  Armor of Arrow Deflection: This +2 light armor allows the wielder to avoid all
  incoming ranged attacks with a successful saving
  throw.
  Demonic Armor: Possessed by a spirit or demon,
  this +1 medium armor radiates terror. Anyone
  engaging in melee combat with the wearer of this
  +1 medium armor must make a saving throw or
  suffer a -2 penalty on all melee attack rolls.
  Ethereal Armor: This +3 heavy armor also allows
  the wearer to become insubstantial and
  incorporeal for 3 rounds each day. In ethereal
  form, the wearer cannot be hit and cannot attack
  (unless the opponent is also ethereal).
  Fiery Armor: +1 armor that is surrounded by
  flames. These flames deal 1d6 damage to melee
  attackers each round they engage in melee with
  the wearer.
  Elven Chain Mail: This armor offers no additional
  magical protection. However, it can be worn by
  Elves and opponents receive no bonus to saving
  throws made to resist the Elf's spells.
  TABLE 7-10: GENERAL MAGIC ITEMS
  Roll (1d6)
  General Magic Items
  1
  Wand
  2
  Ring
  3
  Staff
  4-6
  General Magic Item
  87
  
  TABLE 7-11: WANDS
  Roll (1d20)
  Wand
  1 – 6
  Wand of Spellcasting (1st Level Spell)
  7 – 9
  Wand of Spellcasting (2nd Level Spell)
  10 – 11
  Wand of Spellcasting (3rd Level Spell)
  12
  Wand of Spellcasting (4th Level Spell)
  13
  Wand of Spellcasting (5th Level Spell)
  14
  Wand of Enemy Detection
  15
  Wand of Metal Detection
  16
  Wand of Magic Detection
  17
  Wand of Trap & Secret Door Detection
  18
  Wand of Fear
  19
  Wand of Cold
  20
  Wand of Paralyzing
  Wand Descriptions
  Unless otherwise noted, all wands are discovered with 3d6+2 charges. They most
  often appear as foot-long rods with magical inscriptions that hint at their powers.
  Once all of a wand's charges have been used it becomes non-magical.
  Wand of Spellcasting: Most wands allow the user to cast a single spell at the cost of
  one charge. 
  Wand of Detection (enemies): Detects enemies in a radius of 60 feet, provided
  that the enemies are actually thinking hostile thoughts. Always active when held,
  does not use charges.
  Wand of Detection (metal): Detects large caches of metal, with a range of 20 feet.
  The wand’s user also gets a vague sense of the metal’s type. Always active when
  held, does not use charges.
  Wand of Detection (magic): Functions as a Detect Magic spell with a range of 20
  feet. The wand’s user gets a vague sense of what sort of magic is being detected.
  Always active when held, does not use charges.
  Wand of Detection (traps and secret doors): Detects traps and secret doors with
  a range of 20 feet. Always active when held, does not use charges.
  Wand of Fear: Causes creatures in a cone-shaped path to flee (saving throw). There
  is a 1-4 on 1d6 chance that they will drop whatever they are holding. The cone
  extends 60 feet to a base 30 feet across. 
  Wand of Cold: Casts a cone of cold 60 feet to a base 30 feet across. Creatures in the
  cone take 6d6 damage (saving throw for half damage). 
  Wand of Paralyzing: Casts a cone of paralysis 60 feet to a base 30 feet across.
  Creatures in the cone are paralyzed for 3d6 turns. 
  88
  
  TABLE 7-12: RINGS
  Roll (1d20)
  Ring
  1 – 2
  Fire Resistance
  3
  Invisibility
  4
  Animal Control
  5
  Poison Resistance
  6 – 10
  Protection, +1
  11 – 12
  Protection, +2
  13
  Charm Person
  14
  Wishes
  15
  Regeneration
  16
  Djinn Summoning
  17
  Shooting Stars
  18
  X-Ray Vision
  19
  Spell Turning
  20
  Spell Storing
  Ring Descriptions
  Rings must be worn for their abilities to be active or activated. A character can only
  wear one ring on each hand. 
  Fire Resistance: Wearer receives a +5 to saving throws vs. magical fire and is
  immune to normal heat and fire.
  Invisibility: Turns wearer invisible, per the spell, while wearing this ring.
  Mammal Control: The wearer can control 1d6 natural animals at a range of up to
  60 feet. Control does not extend to humans or giant animals.
  Poison Resistance: The wearer cannot be poisoned.
  Protection: The Wearer receives this ring's bonus to their Armor Class and Saving
  Throws.
  Djinn Summoning: The wearer of this ring can summon a djinn once per day,
  though not necessarily control it.
  Charm Person: Allows the wearer to cast Charm Person once per day and maintain
  the charm on up to 3 individuals at a time.
  Regeneration: The wearer regenerates 1 hit point per round and thus cannot die
  unless the ring is removed or the body burned.
  89
  
  Shooting Stars: Once per day, the wearer of this ring can summon 1d6 flaming
  meteors from the depths of space. Each meteor can target a separate enemy and
  deals 3d6 damage. If used indoors or underground, the meteors will strike whatever
  is directly above the target.
  Spell Storing: The ring contains 1d6 spells. Roll 1d6-1 (minimum 1) for each spell
  to determine their spell levels. The wearer (if a Spellcaster) can cast these spells as if
  they were his own memorized and prepared spells. Once the spell is cast, it cannot
  be cast a second time until the caster rests for 8 hours.
  Spell Turning: Any spell (other than from a wand) directly aimed at the wearer of
  this ring is reflected back at the caster. In the case of unusual spells the exact
  determination of what happens is up to the Referee.
  Telekinesis: The wearer can mentally lift and move up to 200 pounds of weight at a
  range of 120 feet.
  Wishes: The wearer can make a single wish; outrageous wishes backfire.
  X-Ray Vision: The wearer has x-ray vision at a range of 40 feet. The maximum
  distance through which the character can see through solid rock is just over 10 feet,
  though solid metals (other than lead) is 1 foot, and through lead is 1 inch.
  TABLE 7-13: STAVES
  Roll (1d20)
  Staves
  1
  Absorption
  2
  Beguiling
  3
  Command
  4 – 9
  Defense
  10 – 14
  Healing
  15
  Lordly Might
  16
  Power
  17
  Snakes
  18
  Striking
  19
  Withering
  20
  Wizardry
  Staff Descriptions
  Staffs are typically six feet in length and most often made of wood. They can be
  wielded in combat as medium melee weapons. Most staffs have 5d6 charges and
  become non-magical medium melee weapons if the last charge is spent unless
  otherwise stated. Only Spellcasters can use staffs.
  90
  
  Absorption: Absorbs spells cast directly at the wielder and allows the wielder to
  cast a spell from his own memory using that power (and thus not losing the spell
  from memory). Once the staff has absorbed 50 levels of spells (whether or not the
  power has been cast back out again), it no longer absorbs spells.
  Beguiling: Casts Charm Person in a radius of 20 feet from the wielder (uses one
  charge). The duration of the charm is 1 hour.
  Command: A charge can be used to control humans (as per Charm Person), plants,
  or animals.
  Defense: A charge from this staff can be expended to grant the bearer +2 to their
  Armor Class and Saving Throws for one hour.
  Healing: Cures 1d6+1 hit points of damage per charge.
  Lordly Might: These staffs only carry 5 charges, but a charge may be used to cast
  Raise Dead.
  Power: Casts Light (no charge used), casts Fireball (4d6 damage, 1 charge), cold as a
  Wand of Cold (6d6 damage, 2 charges), Lightning Bolt (4d6 damage, 1 charge), acts
  as a ring of Telekinesis (1 charge) and hits for 1d6+1 damage (no charge used). 
  Snakes: When commanded (by using a charge) the staff coils around the target with
  a successful hit and pins the victim for 1d6 × 10 minutes. The victim must be about
  the size of a human or smaller to use this power. The staff will slither back to its
  owner afterwards at a speed of Fast. 
  Striking: Inflicts 2d6 points of damage with a successful melee attack (it does not
  use charges).
  Withering: Adds ten years of physical aging with a successful hit. This expends one
  charge.
  Wizardry: The most powerful of staves. It is a staff of power with additional
  abilities. At the cost of one charge, it allows invisibility, summoning elementals
  (calling 1d6 at a time), Hold Person, a Wall of Fire, Passwall, a Web spell, or Fly spell.
  General Magic Items Description
  General Magic Items are a category of miscellaneous catch-all items that have a
  diverse number of effects. They are broken up in three broad categories: Lesser,
  Medium, and Major. Whenever rolling to determine what kind of General Magic Item
  is discovered, the Referee should roll 1d6 and consult the chart below. Some General
  Magic Items can only be used by a specific class, as noted in each item's description.
  TABLE 7-14: GENERAL MAGIC ITEMS
  Roll (1d6)
  General Magic Item Type
  1-3
  Lesser
  4-5
  Medium
  6
  Major
  91
  
  TABLE 7-15: GENERAL MAGIC ITEMS (Lesser)
  Roll (1d20)
   Magic Items
  1
  Arrow of Direction
  2
  Bag of Holding
  3
  Boots of Elvenkind
  4
  Boots of Speed or Leaping
  5
  Bracers of Defense, AC 6 [13]
  6
  Chime of Opening
  7
  Cloak of Elvenkind
  8
  Cloak of Protection, +1
  9
  Cursed Item
  10
  Decanter of Endless Water
  11
  Dust of Appearance or Disappearance
  12
  Dust of Sneezing and Choking
  13
  Gauntlets of Swimming and Climbing
  14
  Horseshoes of Tirelessness
  15
  Luckstone
  16
  Manual of Beneficial Exercise
  17
  Pipes of the Sewers
  18
  Rope of Climbing
  19
  Rope of Entanglement
  20
  Spade of Excavation
  92
  
  TABLE 7-16: GENERAL MAGIC ITEMS (Medium)
  Roll (Roll 1d20)
  Magic Items
  1
  Amulet Against Scrying
  2
  Boots of Flying
  3
  Bracers of Defense, AC 4 [15] or 2 [17]
  4
  Carpet of Flying
  5
  Cloak of Displacement
  6
  Cloak of Protection, +2
  7
  Cloak of Protection, +3
  8
  Figurine of the Onyx Dog
  9
  Gauntlets of Ogre Power
  10
  Helm of Read Magic and Languages
  11
  Hole, portable
  12
  Horn of Valhalla, bronze
  13
  Horn of Valhalla, silver
  14
  Jug of Alchemy
  15
  Manual of Quickness
  16
  Medallion of Detect Thoughts
  17
  Mirror of Mental Scrying
  18
  Robe of Blending
  19
  Robe of Eyes
  20
  Robe of Wizardry
  93
  
  TABLE 7-17: GENERAL MAGIC ITEMS (Greater)
  Roll (Roll 1d20)
  Magic Item
  1
  Amulet of Demon Control
  2
  Beaker of Potions
  3
  Censer, Bowl, Brazier, or Stone of Controlling Elementals
  4
  Crystal Ball
  5
  Efreeti Bottle
  6
  Figurine of the Golden Lions
  7
  Gauntlets of Dexterity
  8
  Gem of Seeing
  9
  Girdle of Giant Strength
  10
  Helm of Fiery Brilliance
  11
  Helm of Teleportation
  12
  Horn of Blasting
  13
  Horn of Valhalla, iron
  14
  Lenses of Charming
  15
  Libram, magical (level gain)
  16
  Manual of the Golems
  17
  Manual of Intelligence
  18
  Manual of Wisdom
  19
  Necklace of Fireballs
  20
  Symbol—Scarab of Insanity
  General Magic Item Descriptions
  Amulet against Scrying: Protects the wearer from all scrying, such as Detect
  Thoughts or being viewed through a crystal ball. 
  Amulet of Demon Control: Functions as a Protection from Evil spell, and allows the
  wearer to attempt to cast Charm Monster upon a demon. Success means that the
  demon is enslaved for 1d6 weeks, whereupon it becomes free. Usable by:
  Spellcasters only.
  Arrow of Direction: Points the direction of whatever the owner requests. Cannot
  be used more than 7 times in a single week. 
  Bag of Holding: This bag can hold up to 5 Adventuring Gear Items per adventure,
  allowing the character expanded resources regarding their carried equipment. 
  94
  
  Beaker of Potions: This small jug fills itself with the requested potion, out of the
  1d6 potions it is able to produce. The jug can be used as many times per week as it
  can create potions. 
  Boots of Elvenkind: The wearer moves with complete silence. 
  Boots of Levitation: These boots allow the wearer to Levitate (as per the spell)
  with unlimited duration. .
  Boots of Speed (1-3 on 1d6) or Boots of Leaping (4-6 on 1d6): Boots of Speed
  double the wearers movement rate to Fast, but require complete rest for a period of
  time equivalent to the amount of time they were used. Boots of Leaping allow the
  wearer to make prodigious leaps 10 feet high and up to 30 feet horizontally. These
  boots also double movement rates, but outdoors only. They do not require the
  wearer to rest after using them. 
  Bracers of Defense, AC 4 [15] (1-3 on 1d6) or AC 2 [17] (4-6 on 1d6): These
  bracers improve the wearer’s armor class (whatever part of it is due to actual
  armor) to the stated level—there is no effect if the wearer is already armored to the
  same or higher degree. The AC granted by the bracers can be increased by magical
  rings or other protective magics and do not penalize Spellcasters like normal armor.
  Bracers of Defense, AC 6 [13]: These bracers improve the wearer’s armor class
  (whatever part of it is due to actual armor) to the stated level—there is no effect if
  the wearer is already armored to the same or higher degree. The AC granted by the
  bracers can be increased by magical rings or other protective magics and do not
  penalize Spellcasters like normal armor.
  Carpet of Flying: The carpet can carry as many as three people at Standard speed,
  and travels at a speed of Fast when it has only one passenger.
  Censer, Bowl, Brazier, or Stone of Controlling Elementals: Censers control air
  elementals, bowls (when filled) control water elementals, braziers control fire
  elementals, and Stones control earth elementals. These items can be used to
  summon a 12 HD elemental of the appropriate type. Generally, it takes 10 minutes
  to prepare the object for use. Usable by: Spellcasters only.
  Chime of Opening: Sounding this small chime opens any door, even if the door is
  barred or magically locked.
  Cloak of Displacement: The wearer appears to be in a slightly different location
  than he really is. His AC improves by 2, and he gains a +2 saving throw against any
  targeted attack upon him. 
  Cloak of Elvenkind: The wearer is almost, but not quite, invisible. 
  Cloak of Protection, +1: This cloak improves the wearer’s AC by 1, and grants a
  bonus of +1 on saving throws. Usable by: Spellcasters only.
  Cloak of Protection, +2: This cloak improves the wearer’s AC by 2, and grants a
  bonus of +2 on saving throws. Usable by: Spellcasters only.
  Cloak of Protection, +3: This cloak improves the wearer’s AC by 3, and grants a
  bonus of +3 on saving throws. Usable by: Spellcasters only.
  Crystal Ball: Allows the user to see what he desires to see, over a considerable
  distance. A crystal ball may not be used more than thrice per day, or the user will be
  driven mad. Certain spells and other precautions may be used to prevent being seen
  through a crystal ball. Some crystal balls communicate sound or even thoughts from
  the area being scryed, although these are rare. Usable by: Spellcasters only.
  95
  
  Cursed Item: (See Cursed Items, Page 99)
  Decanter of Endless Water: This jug pours out one gallon of water per minute
  when unstoppered. 
  Dust of Appearance (1-3 on 1d6) or Disappearance (4-6 on 1d6): Dust of
  Appearance is tossed in a radius of 10 feet around the user, and makes any invisible,
  astral, displaced, out-of-phase, or dimensional thing completely visible. The dust
  generally comes in a pouch, with enough for 1d6+19 uses. Dust of Disappearance
  works in the opposite way: when it is sprinkled in a 10 foot radius, everything
  therein becomes invisible for 5d6 turns. Normal means of detecting invisibility
  (such as a Detect Invisibility spell) are not strong enough to work against the dust’s
  powerful enchantment.
  Dust of Sneezing and Choking: Pouches containing this dust ordinarily contain
  only enough for one “dose.” When scattered in a radius of 10 feet, the dust causes all
  in the area to make a saving throw or die from asphyxiation. If the nature of the dust
  is identified before it is experimented with, it can be used as a devastating thrown
  weapon.
  Efreeti Bottle: The efreeti of the bottle will serve the bottle’s owner for a year and a
  day unless it is accidentally released from servitude. 
  Figurine of the Golden Lions: A small stone figurine that transforms into a lion
  when the command word is spoken, fighting at the owner’s orders. Use the statistics
  for the Worg found on page 78. If they are slain, they turn back into figurines, but
  may be used again. The figurine may be used once per week, and no more. 
  Figurine of the Onyx Dog: This stone figure transforms into a living hound of stone
  when its command word is spoken. It will seek whatever the owner tells it to find,
  without stopping until it succeeds or is killed. It has a 1-4 on 1d6 chance to detect
  objects that are invisible or hidden (and of course its sense of smell detects invisible
  and hidden creatures with almost perfect success). For purposes of defense and
  attack, the stone dog is treated as a Worg. It may be used twelve times before the
  statuette becomes non-magical. 
  Gauntlets of Dexterity: When worn, these gloves grant a bonus of +2 to the
  wearer’s Dexterity (to a maximum of 18). 
  Gauntlets of Ogre Power: These gauntlets raise the wearer’s strength to that of an
  ogre. Hit probability is not increased above normal, but damage bonuses from
  strength are increased to +4 (not cumulative with the wearer’s existing strength
  bonus, if any). Usable by: Swordsmen only.
  Gauntlets of Swimming and Climbing: These gloves permit the wearer to swim at
  a rate of Fast, and climb sheer walls at a Standard movement rate.  Usable by:
  Swordsmen only.
  Gem of Seeing: A gem of seeing is used as a lens, and shows the truth of what it
  sees, cutting through illusions of all kinds, even very powerful ones. 
  Girdle of Giant Strength: This wide belt grants the wearer the strength of a hill
  giant (+8 to melee damage, not cumulative with any existing Strength bonuses). It
  does not increase “to-hit” probability. Usable by: Swordsmen only.
  Helm of Fiery Brilliance: This prodigiously powerful helm grants many benefits to
  the wearer. He gains a +10 on saving throws against fire damage, and can create a
  Wall of Fire once per day. Swordsmen wearing the helm may command a weapon in
  96
  
  hand to flame (+1d6 damage) for up to one hour per day. Spellcasters wearing the
  helm can add +1 to each die of damage inflicted by a Fireball spell. The wearer of
  this helm is likely to be attacked by any air elemental creatures, but fire elemental
  types (such as efreet or salamanders) will be favorably disposed toward the wearer. 
  Helm of Reading Magic and Languages: The wearer can read all languages,
  including magic script. 
  Helm of Teleportation: When the wearer casts a Teleportation spell on himself,
  while wearing the helm, he may teleport himself without error, anywhere he
  desires. The helm does not permit the casting of a Teleportation spell on anyone
  other than the wearer. Usable by: Spellcasters only.
  Hole, Portable: A piece of dark cloth about five feet in diameter. It is actually the
  mouth of an inter-dimensional hole 10 feet deep—items and people can fall through
  it or climb down into it once it is placed on the ground. The piece of cloth can
  actually be pulled in from the inside to close the hole off entirely, although there is
  no source of fresh air within, and staying inside will asphyxiate the inhabitant in a
  short time. The piece of cloth can be picked up and carried off whenever desired—
  hence the name “portable.” 
  Horn of Blasting: This horn, when blown, has the same effect on structures as a
  catapult, and causes 2d6 points of damage to creatures, deafening them for 10
  minutes as well. The cone of sound is 100 feet long, and widens to a base of 20 feet
  (the “point” of the cone, at the horn’s mouth, is 10 feet wide). 
  Horn of Valhalla, Bronze: Summons 1d6+1 berserk warriors (2 HD) to assist the
  one who winded the horn. Slain warriors cannot be recalled for 1 month.
  Horn of Valhalla, Iron: Summons 3d6+2 berserk warriors (2 HD) to assist the one
  who winded the horn. Slain warriors cannot be recalled for 1 month. Usable by:
  Swordsmen only.
  Horn of Valhalla, Silver: Summons 5d6+5 berserk warriors (2 HD) to assist the one
  who winded the horn. Slain warriors cannot be recalled for 1 month. Usable by:
  Swordsmen only.
  Horseshoes of Tirelessness: Horses wearing these never tire and do not need to
  sleep, though still must be fed and watered. Usable by: Horses only.
  Jug of Alchemy: This jug produces whatever liquid is desired, in a commonly used
  large quantity (e.g., 10 gallons of water, but only five gallons of wine). It may be used
  no more than 7 times per day, and will only produce the liquid first requested in
  that day. It does not produce magical liquids. 
  Lenses of Charming: These lenses, when placed over the eyes, give the wearer the
  ability to charm those who look into his eyes (as per a Charm Person spell). The
  saving throw against the power of the lenses is made at -2.
  Libram, Magical (level gain): Magical librams grant a level of experience to the
  reader, if the reader is of the right class. Roll 1d6. On a 1-3 it affects Swordsmen and
  on a 4-6 it affects Spellcasters.
  Luckstone: This stone grants +1 to saving throws and “to-hit” rolls. 
  Manual of Beneficial Exercise: Reading this tome increases the reader’s Strength
  by 1 point (to a maximum of 18).
  Manual of Golems: This book contains the basic instructions and formulae for
  creating a single type of golem. The process is expensive, and the creator must have
  97
  
  achieved a certain level of magical expertise in order to use the book, but these are
  priceless repositories of forgotten lore. Such books are often warded, by the original
  owner, from the touch of anyone not of the Spellcaster class, enchanted to inflict
  damage or even the loss of a level. Usable by: Spellcasters only.
  Manual of Intelligence: Reading this tome increases the reader’s Intelligence by 1
  point (to a maximum of 18).
  Manual of Quickness: Reading this tome increases the reader’s Dexterity by 1 point
  (to a maximum of 18). 
  Manual of Wisdom: Reading this tome increases the reader’s Wisdom by 1 point
  (to a maximum of 18).
  Medallion of Detect Thoughts: Functions as a Detect Thoughts spell within 60 feet.
  Mirror of Mental Scrying: This hand-mirror (it might also be found as a smaller
  mirror on a necklace) allows the user to cast Crystal Ball and Detect Thoughts, with
  the normal range, but for an unlimited time. The mirror will also answer a question
  about what it portrays (the answer is likely to be quite cryptic), but only one
  question per week is possible. .
  Necklace of Fireballs: This necklace is hung with 2d6 little baubles. When thrown,
  the baubles explode into 6d6 fireballs (per the spell).
  Pipes of the Sewers: These pipes summon 10d6 giant rats. The piper does not need
  to concentrate once the rats arrive (which takes 1d6 × 5 minutes), but it is wise to
  do so. When the rats arrive, there is a 1 in 1d20 chance that they will not obey him,
  and if he ceases to concentrate on his tune there is a 1-2 in 1d20 chance that he will
  lose control of them. Every subsequent round in which he fails to concentrate there
  is another chance to lose control, and the chance increases by 1 each time it is made
  (first round, 1 in 1d20, second round 1-2 in 1d20, etc.). 
  Robe of Blending: These robes make the wearer appear to be a part of his
  surroundings, including the ability to appear as another one of a group of nearby
  creatures. He will appear to be a small tree when in forest surroundings, a sand
  formation in the desert, etc. Creatures with 10+ hit dice (or levels of experience)
  have a 1 in 1d20 chance per level (or HD) above 9th to perceive the wearer as a
  robed figure rather than a part of the surroundings.
  Robe of Eyes: Hundreds of eyes are woven and embroidered into the fabric of these
  magical robes, granting the wearer tremendous powers of supernatural perception.
  In a radius of 240 feet, anything he looks upon is seen for what it is: he sees invisible
  creatures, he perceives illusions, and his sight even extends into the astral plane. He
  cannot be ambushed or otherwise taken by surprise, and he can follow the trail of
  anything that has passed by within the last day. Usable by: Spellcasters only.
  Robe of Wizardry: This robe grants the wearer the ability to cast Charm Monster,
  Polymorph, and Hold Person, each once per day.  Usable by: Spellcasters only.
  Rope of Climbing: A 50 foot length of rope that leaps magically upward and can tie
  and untie itself upon command. .
  Rope of Entanglement: This rope, on command, twines itself around as many as
  1d6+1 human-sized foes. The rope cannot be hit except with a natural roll of 20 (it is
  magical), and can sustain 20 hit points of damage before fraying and becoming
  useless. 
  98
  
  Spade of Excavation: This ordinary-looking spade digs by itself when commanded,
  shoveling out 1 cubic yard (27 cubic feet) per ten minutes. Usable by: Swordsmen
  only.
  Symbol—Scarab of Insanity: This is a carving of a scarab-beetle, or perhaps the
  petrified remains of a real one. When the scarab is displayed, all creatures with 9 or
  fewer hit dice, within a radius of 30 feet, fall into temporary insanity lasting for 2
  hours. Creatures with 10 or more hit dice may make a saving throw to overcome the
  scarab’s insidious influence. The scarab may be used 12 times, after which it
  crumbles to dust. 
  Cursed Items
  Cursed items come in many shapes and forms—most likely they are ancient magical
  items whose magic has deteriorated or changed with age, although some of them
  were clearly fashioned to serve as traps for the unwary (or for the maker’s enemies,
  perhaps). Note that cursed items cannot usually be dropped or removed without the
  assistance of a Remove Curse spell. Although the Referee is encouraged to create his
  own cursed items, the samples on the following page should prove useful guidance:
  TABLE 7-18: CURSED ITEMS
  Roll (2d6)
  Cursed Item
  2
  Bag of Devouring
  3
  Censer of Hostile Elementals
  4
  Cloak of Poison
  5
  Crystal Ball of Suggestion
  6 – 7
  Dancing Boots
  8
  Flask of Stoppered Curses
  9
  Horn of Collapse
  10
  Medallion of Projecting Thoughts
  11
  Mirror of Opposition
  12
  Robe of Feeblemindedness
  Cursed Item Descriptions
  Cursed items register as magical when Detect Magic is cast, but only careful
  examination reveals their true nature. Most often by the time their cursed nature is
  realized it's already too late.
  99
  
  Bag of Devouring: Any items placed in this bag vanish forever within one hour.
  Censer of Hostile Elementals: A censer (or brazier, bowl, or stone) that summons
  elementals—but the elementals are hostile instead of under the summoner’s
  control.
  Cloak of Poison: Upon donning this cloak, the wearer’s body is suffused with
  magical poisons of many kinds, and dies instantly, without the chance of a saving
  throw.
  Crystal Ball of Suggestion: Does not function as a crystal ball, but implants a
  suggestion in the viewer’s mind. Powerful versions of this item might even implant a
  dangerous and compulsive question, or thoughts of evil deeds.
  Dancing Boots: These boots function as boots of Elvenkind or Speed, until the
  wearer is in combat or fleeing. Suddenly at that point he will begin to dance a jig, or
  perhaps a stately waltz. They are unable to fight or cast spells while performing this
  magnificent dance and all attacks against them receive a +2 bonus “to-hit.”
  Flask of Stoppered Curses: This flask releases a curse of some kind (determined by
  the Referee) when its seal is broken.
  Horn of Collapse: When sounded, this horn causes a blast of destruction straight
  upwards, destroying any ceiling overhead and causing it to collapse. This collapse
  usually causes 10d6 damage to everyone within 30' when used underground.
  Medallion of Projecting Thoughts: The wearer’s thoughts can be “heard” by all
  within 120 feet.
  Mirror of Opposition: All persons looking into this mirror are attacked by evil
  versions of themselves, exact duplicates including spells and magic items. When the
  mirror-opposites are slain, their bodies and equipment disappear into mist, and
  return to the mirror.
  Robe of Feeblemindedness: Anyone donning this cloak has his intelligence
  reduced to that of a garden snail.
  100
  
  Appendix
  Types, Races, & Options
  This appendix includes material originally published in Unsung Heroes. It is included
  here as entirely optional material and should only be selected with Referee
  approval.
  Types
  All characters in Untold Adventures select a Class and a Race. These two aspects
  provide some broad definition to that character. For Players looking to add a bit
  more depth and direction to their character can, with the Referee's permission,
  select a single Character Type. 
  Each Type includes a brief description and a small mechanical change. Most Types
  can only be selected by a specific class or race, which is listed next to the name of
  each Type. Some types will be listed as (Any), and they may selected freely by any
  race, class, or combination thereof. Characters may only ever have one Type and this
  is usually selected at character creation.
  Assassin (Any)
  You sell your services as a hired killer to the highest bidder. Striking from the
  shadows, your blade means death for unsuspecting targets.
  Benefit: When you make a successful to-hit roll against a target that is unaware of
  your presence, you roll an additional 1d6 damage.
  Restriction: You cannot wear Heavy Armor.
  Barbarian (Swordsman)
  You were raised in the wild, regarding civilization as a place for the weak and the
  laws of “cultured” men as hypocrisy.
  Benefit: While in a wilderness environment you are able to find the food and water
  necessary to survive.
  Restriction: You cannot wear Heavy Armor.
  Bard (Any)
  You are a traveling minstrel and storyteller, playing in pubs and noble courts. You
  are at welcome sight to both kings and peasants.
  Benefit: You can regularly sing for your supper – gaining food and lodging for
  yourself and your allies in return for a single night's performance.
  Restriction: You cannot use Shields.
  Blade Dancer (Elf)
  You have mastered the elven blade dance, melding sword and spell to harmonious
  perfection. 
  Benefit: When wielding a Medium Melee Weapon you receive a -1 {+1] bonus to
  your Armor Class and a +1 on all to-hit rolls with that weapon.
  Restriction: You cannot wear Heavy Armor or use Shields.
  101
  
  Burglar (Halfling)
  You are a skilled pilferer and pickpocket, always on the lookout for new
  opportunities and unseen dangers.
  Benefit: Once per day you can re-roll any failed saving throw.
  Restriction: You can only advance to 5th level.
  Dragon Slayer (Swordsman)
  You fear no wyrm, and are ready to raise your blade to defeat any dragon you might
  encounter in your travels. In fact, you often seek out these beasts in hopes of a
  glorious battle.
  Benefit: You take half damage from all breath weapon attacks.
  Restriction: If you learn the location of a nearby dragon you will make it your
  priority to seek out and destroy the beast.
  Giant Slayer (Dwarf)
  Your axe is keen to be covered in the blood of giants. You relish in battle against
  these massive monstrosities and will go to foolish ends to slay them, no matter the
  cost.
  Benefit: You receive a +2 bonus on all to-hit and damage rolls against giants.
  Restriction: If you learn the location of a nearby giant you will make it your priority
  to seek out and destroy the beast.
  Illusionist (Spellcaster)
  You have focused your arcane studies on weaving spells of deception and fantastic
  phantasms. 
  Benefit: You can cast Phantasmal Force once per day without memorizing it.
  Restriction: You cannot cast the Turn Undead spell.
  Martial Artist (Swordsman)
  You train to fight without weapons. Your body is honed to perfection, a weapon unto
  itself.
  Benefit: You can fight unarmed, and when doing so you inflict damage as if wielding
  a Heavy Melee Weapon.
  Restriction: You cannot wear Heavy Armor or use Shields.
  Knight (Human Swordsman)
  You are a master horseman, capable and deadly when fighting while mounted.
  Benefit: When fighting while mounted you receive a +1 bonus on all to-hit and
  damage rolls with a Melee Weapon.
  Restriction: Your code of chivalry prevents you from ambushing any foes.
  Necromancer (Spellcaster)
  You are a master of the dark arts, unafraid of what lay beyond the veil of death. The
  undead cower before you and serve your will.
  Benefit: Whenever you cast Turn Undead you may control 1 HD per character level
  of any undead creatures you have turned.
  Restriction: You can only use Light Weapons and Light Armor.
  102
  
  Ranger (Any)
  You are a huntsman and tracker, a master of the wild places of the world. Nature,
  and all its creatures, often call you friend.
  Benefit: You may cast Charm Person once per day, though you may only target
  animals with this spell.
  Restriction: You may not wear Heavy Armor.
  Shaman (Spellcaster)
  You draw magical energy from the spirits of the world, whether animal, natural, or
  ancestral. They impart unique insights to you.
  Benefit: You may cast Detect Magic and Detect Evil each once per day without
  preparing them.. 
  Restriction: You may only use Light Weapons.
  Swashbuckler (Any)
  Lightly armed and armored, you're a dashing duelist with a quick blade and a
  quicker wit.
  Benefit: You receive a +1 bonus on all to-hit rolls when wielding a light or medium
  melee weapon.
  Restriction: You cannot wear Heavy Armor.
  Templar (Any)
  You are a holy crusader, blessed by the god you serve with divine blessings. As part
  of your devotion you are sworn to cleanse unholy locations and return lost relics to
  the leaders of your holy order.
  Benefit: You may cast both Bless and Cure Light Wounds once per day.
  Restriction: If you learn the location of a temple or artifact of your faith that needs
  to be restored or recovered from the forces of evil, you must seek it out and work to
  accomplish this end.
  Tomb Robber (Any)
  You are an expert at exploring underground caverns and dangerous ruins, always
  carrying the right tool for the obstacles you will face in your spelunking.
  Benefit: You have six undefined Adventuring Gear slots, instead of the normal five.
  Restriction: You may not wear Heavy Armor or use Heavy Weapons.. 
  Vampire Hunter (Any)
  You stalk the undead creatures that terrorize the night, using your insight and
  abilities to set the restless dead to permanent rest.
  Benefit: You may cast Turn Undead once per day.
  Restriction: If you learn the location of a vampire or other powerful undead
  creature, you are obligated to seek it out and destroy it.
  103
  
  New Races
  All characters must select a race. Chapter Two provides four options. Several new,
  optional races are detailed below and may be selected with Referee permission.
  Abyssal Born
  Abyssal Born are human who have the taint of demonic blood somewhere in their
  ancestry. Though this grants them a few strange powers, evidence of their infernal
  heritage is often very evident through features such as blazing red eyes, fang-like
  teeth, or physical deformity. They can advance ot 7th level as Swordsmen or
  Spellcasters.
  Damned Soul: Because of their innate connection to the forces of evil, Abyssal Born
  are considered evil for purposes of the Detect Evil spell and Protection from Evil
  spells.
  Fire Resistance: Abyssal Born receive a +4 bonus on any saving throw made to
  resist damage from fire, whether magic or non-magical. 
  Infernal Sight: Abyssal Born can see as easily in darkness as in daylight.
  Starting Equipment: One extra Adventuring Gear item of choice.
  Changeling
  Changelings are a fey creation left behind in place of a human baby. They are nearly
  human, but there is an air of otherworldly strangeness about them. Some may have
  strange physical features such as unusual eye color or pointed ears, Changelings can
  advance to 4th level as Swordsmen or 6th level as Spellcasters.
  Danger Sense: A Changeling’s ethereal senses make them keenly aware of danger.
  They cannot be surprised or ambushed.
  Keen Vision: Changelings can see as easily in starlight or low light as in daylight.
  They are still blinded by complete darkness.
  Natural Glamourist: Changelings can cast the Phantasmal Force spell once per day,
  regardless of class.
  Starting Equipment: A Light Melee or Light Ranged weapon (choose one).
  Dark Elf
  Dark Elves are a tainted reflection of your more noble elven brethren, living
  underground and drawing upon power born from dieties of darkness and evil to
  accomplish your ends. They can advance to 7th level in any class.
  Underground Observation: Dark Elves are keenly aware of changes in
  underground environments and can usually notice secret or hidden doors,
  structurally unsound caverns, sloping passages, and mechanical traps.
  Elf Hatred: All Dark Elves hate other elves and receive s +1 bonus on all “to-hit”
  rolls against them.
  Night Vision: Dark Elves can see perfectly in both low-light and complete darkness,
  but are more likely to be distracted when in the brightness of full daylight.
  Starting Equipment: One Ranged Weapon of choice.
  104
  
  Gnome
  Gnomes are a merry, diminutive people most well known for their long beards, large
  noses, and insatiable curiosity. They are most often found in small communities far
  beneath the earth or in wild, but tranquil woodlands. Gnomes may only be
  Spellcasters and may only use Small and Medium weapons.
  Animal Affinity: Gnomes have a natural affinity with small and burrowing forest
  creatures like badgers, squirrels, and moles. These creatures regard gnomes as
  friends and the two can communicate in a very basic fashion.
  Impish Trickster: Gnomes can weave small illusionary effects such as a brief flicker
  of colored light or minor auditory noise three times per day.
  Mechanical Insight: Gnomes have an innate understanding of mechanical devices,
  including mechanical traps, many secret doors, and constructed puzzles.
  Starting Equipment: One extra Adventuring Gear item of choice.
  Half-Elf
  Half-Elves are born of a union between a human and an elf. They are often quite
  beautiful and have a natural charm about them. This allows them to integrate
  themselves easily into many social situations. Half-Elves can be any class, but may
  only advance to 7th level.
  Keen Vision: Half-Elves can see as easily in starlight or low light as in daylight. They
  are still blinded by complete darkness.
  Social Butterfly: Half-Elves are likely to have a better understanding of the social
  customs and subtleties of those they encounter, often making diplomacy and
  negotiation easier. They typically speak an extra language or two as well.
  Starting Equipment: One extra Adventuring Gear item of choice.
  Half-Orc
  Half-Orcs are the children of an orc and a human parent. They are usually shunned
  by both sides of their ancestry and by society at large. Typically they are brutish and
  aggressive. Half-Orcs may only be Swordsmen.
  Intimidating Demeanor: Half-Orcs have an aggressive demeanor, meaning they
  can often more easily coerce or intimidate those they encounter.
  Light Sleeper: Half-Orcs are often paranoid, often rightfully so. They are awakened
  easily from sleep and are not surprised on the normal 1-on-1d6 roll.
  Weapon on Hand: Half-Orcs may expend an Adventure Gear slot to produce a Light
  Melee Weapon they were previously carrying stashed on their person.
  Starting Equipment: One Melee Weapon of choice.
  105
  
  Half-Ogre
  Extraordinarily rare, Half-Ogres are born between a human and an ogre. They are
  seven feet tall at the shortest, often weigh twice that of a human, and are usually not
  terrible intelligent. Half-Ogres may only be Swordsmen.
  Brutish Strength: Half-Ogres receive +1 to all melee damage rolls.
  Large Size: Because of their massive girth, half-ogres pay twice the listed cost for
  armor and shields that must be sized to them.
  Unsubtle: Half-Ogres are all but incapable of covering their passage or concealing
  themselves unless extreme or even magical means are taken.
  Starting Equipment: A Large Melee Weapon.
  Lizardman
  Lizardmen are scaly humanoids that resemble bipedal reptiles. They are predatory
  in nature and their tribes typically dwell in wetland environments. Lizardmen may
  be Swordsmen or Spellcasters, but may only advance to 4th level as Spellcasters.
  Aquatic Nature: Lizardmen can swim at their normal movement rate and can hold
  their breath for up to one turn before needing oxygen.
  Bayou Survivalists: Lizardmen can always find food, potable water, and means of
  protection from the elements when in swamps, moors, or other wetland
  environments.
  Bite: Lizardmen can attack with their bite, which functions as a Light melee weapon.
  Starting Equipment: One extra Adventuring Gear item of choice.
  Additional Options
  This section includes a few optional rules to help provide direction and guidance for
  Players and Referees.
  Horses and Beasts of Burden
  Horses can be purchased to serve as mounts and pack animals at the price listed
  below. They are not typically brought into underground environments and
  dungeons, as they are large and uncomfortable in such places. Characters are most
  likely to purchase trained horses, untrained horses, and beasts of burden.
  Long distance travel while mounted is typically done at a pace one and a half times
  faster than on foot, though certain environments (such as narrow mountain passes
  or swampy mires) may make mounted travel difficult. Horses can be pushed for
  brief sprints, though doing so for prolonged periods can weary or even kill the poor
  beast. All mounts have 6 hit points and an Armor Class of 9 [10].
  All Adventuring Gear carried by a mount must be purchased as described on page
  107. In addition, all mounts must be purchased.
  Trained Horses, sometimes called War Horses, are trained for battle and do not flee
  in combat. They can also wear barding, which is armor crafted to protect horses.
  Barding is considered medium armor for horses and costs 50 gold pieces. Trained
  Horses can carry seven pieces of Adventuring Gear. Characters riding a Trained
  Horse may charge as an attack when wielding a Large Melee Weapon if they have
  sufficient space. If the charge is successful it inflicts an additional 1d6 damage.
  106
  
  Untrained Horses, sometimes known as Riding Horses, are not trained for battle and
  will most often flee combat. They do not wear barding. Untrained Horses can carry
  seven pieces of Adventuring Gear.
  Beasts of burden, such as mules or donkeys, are not often used as mounts as they
  are stubborn and not do not follow direction well. They will always flee combat or
  dangerous situations and are easily spooked. They do not wear barding and can
  carry seven pieces of Adventuring Gear.
  Table A-1: Mounts & Barding
  Mount
  Effect on AC [AAC]
  Cost
  Trained Horse
  –
  50
  Untrained Horse
  –
  25
  Beast of Burden
  –
  15
  Barding
  -4 [+4]
  25
  Exotic Mounts (such as dragons, griffons, pegasi, or unicorns) should be defined by
  the Referee as is appropriate to their campaign. In most cases acquiring such a
  mount is extraordinarily rare and require extensive training.
  Sea Travel
  Characters wishing to travel across large bodies of water will need to acquire and
  crew a ship. This can range from a one-man raft used to cross large pond to a
  massive galleon sailing across a seemingly endless sea. Due to the abstract nature of
  play in Untold Adventures, the Referee is encouraged to adjudicate how sea travel is
  handled narratively or through mechanics that facilitate fast, engaging play.
  No seafaring vessel is ever, in and of itself, considered Adventuring Gear. It must be
  purchased with gold pieces or acquired through roleplay. The range of cost for such
  a purchase can range from free (e.g. the Players crafting a raft from logs they
  themselves have cut down from the forest and bound in vines) to ridiculously
  expensive grand sailing vessels that are armed to the teeth. 
  In addition to such a ship being available and within their means, the Players will,
  most likely, need to hire a crew. Common sailors can be hired as Laborers, but
  navigators, captains and other highly skilled seamen are considered Specialists.
  To keep things clean and simple, seafaring vessels are broken down into three broad
  categories: Small, Medium, and Large. Small vessels are things like rafts, rowboats,
  and small fishing vessels. Medium vessels are designed for more long range travel
  and include such ships as keel boats. Large vessels include war galleys and galleons.
  All sailing vessels can carry a number of pieces of Adventuring Gear equal to five
  times the minimum crew as part of their cargo. So a ship which only requires a
  single crewman can carry five pieces of Adventuring Gear as part of its cargo.
  Rates of travel in these vessels is also generalized and Referees are encouraged to
  modify this based on wind conditions, storms, and other outside factors. These are,
  first and foremost, guidelines.
  107
  
  Ships also have their own hit point total. A ship reduced to 0 hit points is damaged
  beyond repair. Ships have a number of hit points equal to ten times their minimum
  crew, though the Referee should feel free to modify this total to represent a
  particularly poorly built or well-constructed vessel. Attacks against a ship are made
  against an Armor Class of 4 [15].
  Table A-2: Seafaring Vessels
  Type
  Minimum Crew 
  Adventuring Gear Slots
  Hit Points
  Small
  1
  5
  10
  Medium
  5
  25
  50
  Large
  15
  75
  150
  Siege Weapons
  Large scale weapons include things like ballistae, catapults, and trebuchets. They are
  often used to defend castles or mounted on ships for protection. Siege weapons are
  expensive to purchase and maintain. They also take a long time to reload. Siege
  weapons cost 50 gold pieces, have a range of 150 feet, and inflict 3d6 points of
  damage. It takes five rounds to load a Siege weapon. 
  Firearms and Gunpowder
  If the Referee would like to include firearms in their games, they are encouraged to
  make strong use of narrative play given the complicated nature of gunpowder and
  firearms. For simplicity’s sake, simply assume that pistols are Small Ranged
  Weapons and that rifles are Large Ranged Weapons. All firearms inflict the damage
  listed for these weapons, but ignore any bonus the target receives for wearing
  armor or using shields. Firearms also take three full rounds to reload and can only
  be fired once before needing to be reloaded.. They cost three times the cost listed on
  page 15.
  Gunpowder is required for firearms to function. Characters are assumed to be
  carrying enough gunpowder to be able to make use of any firearms they carry, but if
  they are exposed to fire or suffer damage from a fire-based attack, they must make a
  saving throw or that gunpowder ignites, is destroyed, and inflicts 3d6 points of
  damage on the character. Gunpowder can be replaced by expending an Adventuring
  Gear slot.
  Strongholds
  Some Player Characters may wish to establish a stronghold of some sort, such as a
  wildness lodge, personal tower, or elaborate castle. This takes an extensive period of
  time and is an expensive endeavor. The more complex and grand the stronghold, the
  more expensive it will be and the longer it will take to construct. In addition, the
  Player Character will need to hire several laborers and at least one specialist to
  actually build the stronghold. 
  Strongholds are broken down into three categories: Small, medium, and large. Small
  strongholds are little more than personal homes, such as a personal hunting lodge,
  108
  
  merchant shop, or well-to-do home. Medium strongholds are a bit more grand and
  include things like a small stone keep, a multi-floor tower, or nice mansion. Large
  strongholds are truly magnificent constructs -- grand palaces, large castles, or vast
  noble estates. The type of stronghold a Player Character decides to construct
  determines how long it will take to build, how long it will take to build, and how
  many laborers and specialists must be hired to complete the project. 
  This means that the average total cost to build a small stronghold is 2,224gp, a
  medium stronghold is 29,296 gp, and a large stronghold is 121,384 gp. Experience
  points awarded for spending gold pieces on a stronghold are not earned until the
  stronghold is completed. The Referee is encouraged to modify these costs using the
  table below as a guideline, based on the specifications of what the Player Character
  is attempting to construct.
  Small strongholds can house up to five residents. Medium strongholds can house up
  to fifteen residents. Large strongholds can house up to 50 residents. Most often,
  these residents are normal people and caretakers, and not protectors or men-at-
  arms tasked with defending the location.
  Once a stronghold has been completed, the Player Character will need to work with
  the Referee to determine how they are going about its maintenance and day-to-day
  affairs. In the end, a stronghold is a living, breathing place that should be used as a
  vehicle to drive gameplay and not a blank place where the Player Character simply
  dump gold pieces to earn Experience Points.
  .
  Table A-3: Stronghold Construction
  Stronghold Type
  Base Cost
  Construction Time
  Laborers
  Specialists 
  Small
  1000 gp
  12 weeks
  10
  1
  Medium
  10,000 gp
  48 weeks
  25
  2
  Large
  25,000 gp
  192 weeks
  100
  5
  109
  
  Keep in the Wildlands
  A Short Adventure
  Introduction
  Keep in the Wildlands is a short introductory adventure. The Referee should read
  over this material to prepare and make any notes they feel appropriate. The Referee
  can also read or paraphrase the italicized text included with each numbered location
  on the map to give the Players a sense of their surroundings. 
  They can begin the adventure simply by reading the italicized text of Location 1:
  Entrance. The Players will encounter traps, combat, and non-player characters
  during their exploration of the keep with the Referee using the notes for each
  location as guidance. The statistics for all monsters can be found in this book. Don't
  hesitate to expand, modify, or completely change anything in this adventure – it's
  your game.
  At the bidding of a local lord, the Player characters have tracked a band of orcs to an
  abandoned keep in the wilderness. They're tasked with defeating the orcs and
  putting an end to the raids theses foul monsters have been making against nearby
  farmers.
  Adventure Map
  110
  
  Location 1: Entrance
  You and your companions have spent several days tracking a band of orc
  raiders to their lair in hopes of putting a stop to the terror they've been inflicting on
  the nearby farming village of Westmoor. After following the winding waters of the
  Stoneheart River, you've finally found their lair – a battered and worn stone keep. A
  massive pair of wooden doors marks the entrance of this foreboding keep and a stone
  tower to the east is marked with several arrow slits.
  The door to the keep is locked, but can be opened by a thief who successfully picks
  the lock. The door can also be battered down by battering it with a weapon and
  inflicting 20 points of damage.
  If the characters make too much noise on their approach, the orc inside Location 9:
  Armory Tower fires his bow through the arrow slits and puts the other orcs on alert
  with a warning yet. Characters attempting to shoot back through the arrow slit
  suffer a -8 penalty to their attack roll.
  Location 2: Courtyard
  This large courtyard is overgrown with with ivy and debris. A moss covered
  well is set on the northern wall. A wooden door leads into the western tower, while a
  larger double-door is set into the northwestern wall. A single orc with a scimitar starts
  as your arrival. You see him reaching for a blasting horn at his belt.
  The orc sentry blasts the horn on his first action, altering the entire keep to
  intruders. He then draws his sword and attacks. Characters who search the area for
  secret doors discover an emerald worth 100 gp hidden behind a loose stone in the
  well.
  Location 3: Western Tower
  This squat, square tower has arrow slits on its southern wall and wooden
  doors leading both north and east. It is dark long, thick webs crisscross the ceiling
  overhead.
  A giant spider has made its nest in the webbing and will surprise the Player
  characters on a 1-4 on 1d6. It fights until slain. The corpse of a long-dead orc can be
  found in the webbing. Its stiff hand still clutches a Potion of Healing and a short
  sword is sheathed at its hip.
  Location 4: Main Hall
  A long wooden table fills the middle of this chamber. Several orcs are
  standing around it, looking over crude maps. They start at your arrival and ready their
  blades.
  The four orcs in this room attack as soon as the player characters enter. Their maps
  detail the local farming villages they have been raiding. One orc is carrying a key to
  Location 8: Northeastern Tower and has a pouch with 54 gold pieces.
  111
  
  Location 5: Corridor
  This large chamber runs turns northeast before narrowing into an eastern
  hall. A heavy wooden door is set into each wall, with two such portals in the
  northwestern stone. Torn tapestries and other deprecated decorations recall the
  keep's former glory.
  There are no monsters in this room, but the door to Location Location 7: Jail
  is trapped. Anyone who attempts to open it or pick the lock triggers a poison needle,
  which shoots from the keyhole. The target must make a saving throw or suffer 2d6
  points of damage. If the key from Location 4: Main Hall is used to open the door, the
  trap is automatically disabled. The tapestries and decoration are ruined beyond
  recovery and worthless.
  Location 6: Barracks
  Several crude pallets of fur and straw, are cast about the floor of this room. A
  stinking chamber pot, filled with offal sits in one corner.
  Players who disturb the pallets are attacked by a pair of giant rats sleeping
  in a concealed hole. After defeating the rats, they find a half-rotted sack in the
  hollow containing a gold and ruby ring worth 75 gold pieces, and three polished
  rocks which are actually sling stones+1.
  Location 7: Jail
  You open the door to find a small halfling cowering in the corner. He looks at
  you with pleading eyes.
  The halfling is a local farmer named Maltho. He is a 1st level Swordsman
  (AC 8 [11], HP 7) and will aid the party if they agree to set him free, but they will
  need to provide him with arms and equipment.
  Location 8: Northeast Tower
  This tower has been decorated with trophies of war: human skulls and other
  grim trinkets. A massive bugbear, flanked by a pair of orc warriors, looks at you with
  bloodlust in his eyes and orders his soldiers to attack.
  The bugbear is the leader of the orc raiders and he is no fool. He fights
  savagely, but if the battle goes poorly, he will flee, escaping out the northern door
  and untying the worg hidden at Location 10: Worg Pen to cover his escape. If the
  bugbear and orcs are slain, the players find a chest of treasures he has taken from
  the villagers: a long sword+1, Potion of Heroism, scroll of Charm Person, and 325
  gold pieces. The chest is locked and must be either broken open or picked.
  Location 9: Armory Tower
  The walls of this tower are lined with crude orcish weapons. Short swords,
  spears, and short bows are stacked here and a single orc archer acts as a sentry.
  112
  
  This is the same orc which may have attacked the player characters at
  Location 1: Entrance. If he did, he is aware of their intrusion and surprises them on
  1-5 on 1d6, allowing him to attack before initiative is rolled. The room contains ten
  short swords, twelve spears, four short bows, and 60 arrows.
  Location 10: Worg Pen
  In the brush you see a vicious wolf-like beast tethered to a rotting tree. He
  snarls and snaps at you and your companions, pulling on the weakening chain.
  The worg will break the chain in three rounds if the characters remain,
  attacking them savagely. Alternately, if the bugbear leader fled combat, he sets the
  worg free during his escape. In this case, the worg will lay in ambush, attacking as
  soon as the player characters arrive and surprising them on 1-4 on 1d6.
  Conclusion
  If the player characters defeat the bugbear, the mayor of Westmoor awards them
  with 100 gold pieces and tells them to keep any treasure they found. In addition, if
  any of the player characters have a Charisma of 15 or higher they can convince the
  mayor to grant them ownership of the keep – provided they repair and maintain it.
  If the bugbear escaped, the referee should feel free to develop new adventures
  wherein the player characters can pursue him. Perhaps his raiders are part of a
  larger force just scouting the area, or the bugbear has ties to an evil cult hoping to
  fallow the farmland – the possibilities are endless.
  113
  
  All interior art is copyright William McAusland and Outlands Art 2016, used with permission under
  license.
  Cover art is copyright Mudpuppy Gamnes 2018, used with permission under license.
  Cartography is copyright Dyson Logos 2016, used with permission under license.
  DESIGNATION OF OPEN GAME CONTENT
  All text of this document not designated as Product Identity is Open Game Content.
  DESIGNATION OF PRODUCT IDENTITY
  Barrel Rider Games™ logo and the names “Barrel Rider Games™”, “Adventures Untold Minimalist Fantasy
  Roleplaying™”, are trademarks of James M. Spahn, 2012-2018, Licensed artwork is the copyright of the
  respective artist.    
  All interior art is copyright William McAusland and Outlands Art 2016, used with permission under
  license.
  Cover art is copyright Mudpuppy Gamnes 2018, used with permission under license.
  Cartography is copyright Dyson Logos 2016, used with permission under license.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
  Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed
  Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and
  translations (including into other computer languages), potation, modification, correction, addition,
  extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may
  be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,
  broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game
  mechanic and includes the methods, procedures, processes and routines to the extent such content does
  not embody the Product Identity and is an enhancement over the prior art and any additional content
  clearly identified as Open Game Content by the Contributor, and means any work covered by this License,
  including translations and derivative works under copyright law, but specifically excludes Product
  Identity. (e) "Product Identity" means product and product line names, logos and identifying marks
  including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
  themes and graphic, photographic and other visual or audio representations; names and descriptions of
  characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places,
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos,
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified as
  Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
  Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a
  Contributor to identify itself or its products or the associated products contributed to the Open Game
  License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format,
  modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your"
  means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the
  Open Game Content may only be Used under and in terms of this License. You must affix such a notice to
  any Open Game Content that you Use. No terms may be added to or subtracted from this License except
  as described by the License itself. No other terms or conditions may be applied to any Open Game
  Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of
  this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the
  Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient
  rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include
  the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or
  distributing, and You must add the title, the copyright date, and the copyright holder's name to the
  COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  114
  
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each
  element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any
  Trademark or Registered Trademark in conjunction with a work containing Open Game Content except
  as expressly licensed in another, independent Agreement with the owner of such Trademark or
  Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
  challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
  Game Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the
  work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License.
  You may use any authorized version of this License to copy, modify and distribute any Open Game
  Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
  Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name
  of any Contributor unless You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation
  then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and
  fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
  termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE
  Untold Adventures Minimalist Fantasy Roleplaying, Copyright 2018, Barrel Rider Games, Author James M.
  Spahn
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John
  D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011 Matthew J. Finch 
  END OF LICENSE
  115
  
  116
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/Untold Adventures/Untold Adventures Deluxe Edition.pdf