TEXT: 	
    
  	
    
   
  HOLMES REF	
    
  	
    
  	
    
  	
    
  REFERENCE SHEETS FOR HOLMES BASIC REFEREES 
   
  from the Zenopus Archives 
   
  Version 2.0 - June 2017 
  	
    
  Read more about Holmes Basic on the web at zenopusarchives.blogspot.com 
  	
    
  	
    
  
  Zenopus Archives – Holmes Ref 
  CHARACTER CREATION WORKSHEET 
  Name: 
  Race: 
  Class: 
  AC: 
   
  Level: 1 
  XP: 0 
  HP:  
  1. ABILITY SCORES: for each blank roll 3d6 and record the result  
   
   
  Ability 
  Score 
  3-6 
  7-8 
  9-10 
  11-12 
  13-14 
  15-16 
  17 
  18 
  Modifies 
  Strength 
  _____ 
   
   
   
   
   
   
   
   
   
  Intelligence 
  _____ 
   
   
   
  +1-2 
  +3-4 
  +5-6 
  +7 
  +8 
  Languages 
   
   
  30% 
  40% 
  50% 
  50% 
  65% 
  75% 
  85% 
  95% 
  Chance to Know a Spell 
   
   
  2/4 
  3/5 
  4/6 
  4/6 
  5/8 
  6/10 
  7/All 
  8/All 
  Min/Max Known Spells per Lvl 
  Wisdom 
  _____ 
   
   
   
   
   
   
   
   
   
  Constitution 
  _____ 
  -1 
   
   
   
   
  +1 
  +2 
  +3 
  HP per HD 
  Dexterity 
  _____ 
  -1 
  -1 
   
   
  +1 
  +1 
  +1 
  +1 
  To hit with Missiles 
  Charisma 
  _____ 
  2 
  3 
  4 
  5  
  6 
  7 
  8 
  12 
  Max # Followers 
  Prime 
   
  -20% -10% 
   
   
  +5% 
  +10% +10% +10% 
  Experience Points (XP) 
   
  2. CLASS & RACE: Choose one of each 
  Saving Throws (d20) 
  Class 
  Prime 
  Trade-in 
  HD 
  Alignment 
  Weapon Armor XP: Lvl 2 Poison Wand Stone Breath Spell 
  Fighter 
  Str 
  Int 2 or Wis 3 
  d8 
  Any 
  Any 
  Any 
  2000 
  12 
  13 
  14 
  15 
  16 
  Magic-User 
  Int 
  Wis 2 or Str 3 
  d4 
  Any 
  Dagger 
  None 
  2500 
  13 
  14 
  13 
  16 
  15 
  Cleric 
  Wis 
  Int 2 or Str 3 
  d6 
  Non-neutral 
  Blunt 
  Any 
  1500 
  11 
  12 
  14 
  16 
  15 
  Thief 
  Dex 
  Int 2 and Wis 1 
  d4 
  Non-good 
  Any 
  Leather 
  1200 
  12 
  13 
  14 
  15 
  16 
   
  First Level  
  Class Abilities 
  M-U Book of First Level Spells: Charm Person, Dancing Lights, Detect Magic, Enlargement, Hold Portal, Light,  
  Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep, Floating Disc, Ventriloquism 
  M-U 
  Memorize & cast one known 1st level spell per day. Roll % to know for each spell in Book, up to max allowed by Int.  
  Cleric Turn Undead: Skeleton 7, Zombie 9, Ghoul 11. Roll over this score on 2d6. If successful 2d6 are turned. 
  Thief 
  Open Lock:15% Rem Trap/Hide Shadows:10% Pick Pock/Move Silent:20% Climb:87% Hear:2 in 6 Backstab +4 ×2 dam 
   
  Race 
  Ht 
  Wt 
  Minimums 
  Classes 
  HD 
  Hear 
  Infra 
  Save 
  Abilities 
  Human 6’ 
  180  
  any 
  any 
  1 in 6 
   
   
   
  Elf 
  5’ 
  120  
  F/M-U or T 
  d6 max 2 in 6 
  60’ 
   
  Sense Secret Doors 2 in 6, Find 4 in 6 
  Dwarf 
  4’ 
  150 10 Con 
  F or T 
  any 
  2 in 6 
  60’ 
  +2 
  Find Dungeon Traps 2 in 6 
  Halfling 3’ 
  90 
  10 Con, Dex F or T 
  d6 max 2 in 6 
   
  +2 
  Missile Fire +1, Hide Outdoors 
   
  3. ADJUST SCORES: All but elves may raise Prime by 1 (to max 18) for each trade-in of indicated scores (to min 9) 
  4. HIT POINTS: 
  Roll Hit Die (HD) & adjust based on Con score: 
  Healing: 1-3 HP per day of rest 
  5. ALIGNMENT: 
  Lawful Good 
  Chaotic Good 
  Neutral 
  Lawful Evil 
  Chaotic Evil 
  6. LANGUAGES: 
  All: Common & alignment tongue, plus extras due to Int: 
   
  Elves: add Elf, Hobgoblin, Gnoll & Orc. Dwarves: add Dwarf, Gnome, Goblin & Kobold. 
   
  7. EQUIPMENT: Roll 3d6×10 for gold pieces (GP), mark items bought & deduct cost in GP. Note where items are carried. 
  GP:  
   
  Weapons 
  Bows/Missiles 
  Armor 
  Packs/Rations/Lighting 
  Tools/Clerical 
  Horse/Transport 
  1 
  Dagger 3 
  Short* 25 
  Leather 15 
  Backpack (300 coins) 5 
  12 Iron Spikes 1 
  Mule 20 
  2 
  Hand Axe 3 
  Long* 40 
  Chain 30 
  Large Sack (300 coins) 2 
  50’ Rope 1 
  Draft 30 
  3 
  Mace 5 
  Composite* 50 
  Plate 50 
  Small Sack (150 coins) 1 
  10’ Pole 1 
  Light 40 
  4 
  Sword 10 
  20 Arrows 5 
  Shield 10 
  Standard Rations (1 week) 10 3 Stakes & Mallet 3 
  Med. War 100 
  5 
  Battle Axe* 7 
  Silver Tip. Arrow 5 
  Helmet 10 
  Iron Rations (1 week) 15 
  Steel Mirror 5 
  Heavy War 200 
  6 
  Morn. Star* 6 
  Quiver 5 
   
  Quart of Wine 1 
  Silver Mirror 15 
  Barding 150 
  7 
  Flail* 8 
  L. Crossbow* 15 
   
  Water/Wine Skin 1 
  Wood Symbol 2 
  Saddle 25 
  8 
  Spear 2 
  H. Crossbow* 25  
  6 Torches (6 turns × 6) 1 
  Silver Symbol 25 
  Saddle Bags 15 
  9 
  Pole Arm* 7 
  30 Quarrels 5 
   
  Flask of Oil (24 turns) 2 
  Holy Water Vial 25 
  Cart 100 
  10 2-H Sword* 15 
  Case 5 
   
  Tinder Box 3 
  Wolvesbane 10 
  Wagon 200 
  11 
  Lance 4 
  *2-handed 
   
  Lantern 10 
  Garlic Bud 5 
  Raft 40 
  12 
  Pike* 5 
  (no shield if used)  
  M-U only: Scroll w/one known 1st lvl spell 100 
  Small Boat 100 
   
  8. ARMOR CLASS (AC):  
  None 
  Shield 
  Leather  & Shield Chain 
  & Shield 
  Plate 
  & Shield 
   
   
   
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  9. TO HIT AC: 
  roll d20 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  10. MOVE (MV):  
  feet/turn 
  240 
   
  240 
   
  180 
   
  120 
  For each 600 coins carried, 
  reduce move by ½ 
  feet/round 
  20 
   
  20 
   
  15 
   
  10 
  
  Zenopus Archives – Holmes Ref 
   
   
  HOLMES BASIC 
   
   
  NAME 
   
  CLASS 
   
  HIT POINTS 
   
   
   
   
   
   
   
   
   
   
   
   
  CHARACTER RECORD 
   
  RACE 
   
  LEVEL/TITLE 
   
  ALIGNMENT 
   
   
   
   
   
   
   
   
   
   
   
   
  ABILITY SCORES 
  BONUSES & PENALTIES 
  EXPERIENCE POINTS 
   
  SKETCH/SYMBOL 
  Strength 
   
   
   
   
    
   
  Intelligence 
   
   
   
   
    
   
  Wisdom 
   
   
   
  NEXT OF KIN 
    
   
  Constitution 
   
   
   
    
   
   
  Dexterity 
   
   
   
    
   
  Charisma 
   
   
   
   
    
   
   
   
   
   
   
  SAVING THROWS 
  ABILITIES 
  LANGUAGES 
   
  APPEARANCE 
  Poison 
   
   
   
   
   
  Age 
   
  Wand 
   
   
   
   
   
  Height 
   
  Stone 
   
   
   
   
   
  Weight 
   
  Breath 
   
   
   
   
   
  Hair 
   
  Spell 
   
   
   
   
   
  Eyes 
    
   
   
  ARMOR 
   
  AC 
   
  MOVE 
  SPELLS/SKILLS/FOLLOWERS 
   
   
   
   
   
   
   
   
   
   
   
   
  MELEE WEAPONS 
   
  MISSILE WEAPONS 
   
   
   
   
   
   
   
   
   
  EQUIPMENT 
   
   
   
   
   
   
   
   
   
    
   
   
  COINS 
   
  GEMS & JEWELRY 
  MAGICAL ITEMS 
  Platinum 
   
   
   
   
   
   
  Gold 
   
   
   
   
   
   
   
   
  Electrum 
   
   
   
   
   
  Silver 
   
   
   
   
   
  Copper 
   
   
   
   
   
   
  COMBAT TABLE 
  None 
  Shield 
  Leather & Shield 
  Chain 
  & Shield 
  Plate 
  & Shield 
   
   
  ARMOR CLASS (AC) 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  d20 score needed to hit 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MOVE (MV) feet/round 
  20 
   
  20 
   
  15 
   
  10 
  For each 600 coins carried 
   
  feet/turn 
  240 
   
  240 
   
  180 
   
  120 
  reduce move by ½ 
  
  Zenopus Archives – Holmes Ref 
  ADVANCEMENT TABLES 
   
  CHARACTER ADVANCEMENT 
  SAVING THROWS (use 1d20) 
  FIGHTERS 
  Exp 
  HD 
   
  Poison Wand Stone Breath Spell 
  MONSTER HIT DICE 
  0 
  0 
  1d6 
   
  13 
  14 
  15 
  16 
  17 
  under 1 (Kobold, Goblin) 
  1 
  0 
  1d8 
   
  12 
  13 
  14 
  15 
  16 
  1-3+ (Orc, Hobgoblin, Bugbear) 
  2 
  2000 
  2d8 
   
   
   
   
   
   
    
  3 
  4000 
  3d8 
   
   
   
   
   
   
    
  4 
  8000 
  4d8 
   
  10 
  11 
  12 
  13 
  14 
  4-6+ (Ogre, Minotaur, Troll) 
  5 
  16000 
  5d8 
   
   
   
   
   
   
    
  6 
  32000 
  6d8 
   
   
   
   
   
   
    
  7 
  64000 
  7d8 
   
  8 
  9 
  10 
  10 
  12 
  7-9+ (Hill Giant, Stone Giant) 
  8 
  120000 
  8d8 
   
  6 
  7 
  8 
  8 
  10 
  10-12+ (Fire, Frost & Cloud Giant) 
  9 
  240000 
  9d8 
   
  4 
  5 
  5 
  5 
  8 
  13-15+ (Storm Giant) 
   
   
  MAGIC-USERS 
  Spells 
   
  1 
  0 
  1d4 1 
  13 
  14 
  13 
  16 
  15 
   
  2 
  2500 
  2d4 2 
   
   
   
   
   
   
  3 
  5000 
  3d4 2-1 
   
   
   
   
   
   
  4 
  10000 
  4d4 4-2 
   
   
   
   
   
   
  5 
  20000 
  5d4 4-2-1 
   
   
   
   
   
   
  6 
  35000 
  6d4 4-2-2 
  11 
  12 
  11 
  14 
  12 
   
  7 
  50000 
  7d4 4-3-2-1 
   
   
   
   
   
   
  8 
  75000 
  8d4 4-3-3-2 
   
   
   
   
   
   
  9 
  100000 
  9d4 4-3-3-2-1 
   
   
   
   
   
   
  10 
  200000 10d4 4-4-3-3-2 
   
   
   
   
   
   
  11 
  300000 11d4 4-4-4-3-3 
  8 
  9 
  9 
  11 
  8 
   
   
   
  TURN UNDEAD (use 2d6) 
  CLERICS 
   
  Sk 
  Zo Gh Wi Wr Mu 
  Sp 
  Va 
  1 
  0 
  1d6  
  11 
  12 
  14 
  16 
  15 
  7 
  9 
  11 
   
   
   
   
   
  2 
  1500 
  2d6 1 
   
   
   
   
   
  T 
  7 
  9 
  11 
   
   
   
   
  3 
  3000 
  3d6 2   
   
   
   
   
   
  T 
  T 
  7 
  9 
  11 
   
   
   
  4 
  6000 
  4d6 2-1 
   
   
   
   
   
  D 
  T 
  T 
  7 
  9 
  11 
   
   
  5 
  12000 
  5d6 2-2   
  9 
  10 
  12 
  14 
  12 
  D 
  D 
  T 
  T 
  7 
  9 
  11 
   
  6 
  25000 
  6d6 2-2-1-1 
   
   
   
   
   
  D 
  D 
  D 
  T 
  T 
  7 
  9 
  11 
  7 
  50000 
  7d6 2-2-2-1-1 
   
   
   
   
   
  D 
  D 
  D 
  D 
  T 
  T 
  7 
  9 
  8 
  100000 
  8d6 2-2-2-2-2 
   
   
   
   
   
  D 
  D 
  D 
  D 
  D 
  T 
  T 
  7 
   
   
  THIEVES’ SKILLS  
  THIEVES 
   
  General Climb Listen Stab DMG Lang Magic 
  1 
  0 
  1d4  
  12 
  13 
  14 
  15 
  16 
  15 
  87 
  1-2 
  +4 ×2 
   
   
  2 
  1200 
  2d4  
   
   
   
   
   
  20 
  88 
  1-2 
  +4 
   
   
   
  3 
  2400 
  3d4  
   
   
   
   
   
  25 
  89 
  1-3 
  +4 
   
   
   
  4 
  4800 
  4d4  
  10 
  11 
  12 
  13 
  14 
  30 
  90 
  1-3 
  +4 
   
  80 
  1 
  5 
  9600 
  5d4  
   
   
   
   
   
  40 
  91 
  1-3 
  +4 ×3 
  80 
  2 
  6 
  20000 
  6d4  
   
   
   
   
   
  50 
  92 
  1-3 
  +4 
   
  80 
  3 
  7 
  40000 
  7d4  
  8 
  9 
  10 
  10 
  12 
  60 
  93 
  1-4 
  +4 
   
  80 
  4 
  8 
  60000 
  8d4  
   
   
   
   
   
  70 
  94 
  1-4 
  +4 
   
  80 
  5 
  9 
  90000 
  9d4  
   
   
   
   
   
  80 
  95 
  1-4 
  +4 ×4 
  80 
  6 
  10 
  120000 10d4  
  6 
  7 
  8 
  8 
  10 
  85 
  96 
  1-4 
  +4 
   
  80 
  6 
   
  DIE ROLL TO SCORE A HIT (use 1d20) 
  Level 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  Monster 
  F 
  C/T 
  MU 
  None 
   
  Leather 
   
  Chain 
   
  Plate 
   
   
   
  HD 
  NH 
   
   
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
   
  1-3 
  1-4 
  1-5 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  up to 1 
   
   
   
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  1+ to 2 
  4-6 
  5-8 
  6-10 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  2+ to 3 
   
   
   
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  3+ to 4 
  +3 
  +4 
  +5 
  +3 
   
   
   
   
   
   
   
   
  +1, 2, 4, 
  6 
  5, 7, 9, 11 
  
  Zenopus Archives – Holmes Ref 
   
  HOLMESIAN RANDOM NAMES 
   
  First, roll d100 for the # of syllables. Syllables can be joined to form one word, or separated by spaces or hyphens.  
  01-10  One syllable (double the last letter if desired) 
  11-70  Two syllables 
  71-90  Three syllables 
  91-100  Four syllables 
   
  Second, roll d6 and d100 together for each syllable. Third, roll d100 for a title (optional); if two choices, 50% for either. 
   
  Syllables 1-3 
  Syllables 4-6 
  Titles 
  1 
  A 
  51 
  Ev 
  1 
  Lo 
  51 
  Ro 
  1 
  from Above 
  51 
  the Mercurial 
  2 
  Ael 
  52 
  Fal 
  2 
  Lu 
  52 
  Ro 
  2 
  from Afar 
  52 
  the Mighty 
  3 
  Af 
  53 
  Fan 
  3 
  Mal 
  53 
  Ron 
  3 
  from Below 
  53 
  the Morose 
  4 
  Ak 
  54 
  Far 
  4 
  Mar 
  54 
  Sa 
  4 
  the Adept 
  54 
  the Mutable 
  5 
  Al 
  55 
  Feg 
  5 
  Me 
  55 
  Sa 
  5 
  the Albino 
  55 
  the Mysterious 
  6 
  Am 
  56 
  Fen 
  6 
  Mer 
  56 
  See 
  6 
  the Antiquarian 
  56 
  the Obscure 
  7 
  An 
  57 
  Fi 
  7 
  Mez 
  57 
  Ser 
  7 
  the Arcane 
  57 
  the Old/Young 
  8 
  Ar 
  58 
  Ful 
  8 
  Mez 
  58 
  Shal 
  8 
  the Archaic 
  58 
  the Ominous 
  9 
  Baf 
  59 
  Fum 
  9 
  Mich 
  59 
  Sho 
  9 
  the Barbarian 
  59 
  the Peculiar 
  10 
  Bar 
  60 
  Ga 
  10 
  Mil 
  60 
  Sho 
  10 
  the Batrachian 
  60 
  the Perceptive 
  11 
  Bee 
  61 
  Gahn 
  11 
  Mis 
  61 
  Sil 
  11 
  the Battler 
  61 
  the Pious 
  12 
  Bel 
  62 
  Gaith 
  12 
  Mo 
  62 
  Sit 
  12 
  the Bilious 
  62 
  the Quick 
  13 
  Ber 
  63 
  Gar 
  13 
  Mo 
  63 
  Spor 
  13 
  the Bold 
  63 
  the Ragged 
  14 
  Berd 
  64 
  Gar 
  14 
  Moo 
  64 
  Sun 
  14 
  the Brave 
  64 
  the Ready 
  15 
  Bes 
  65 
  Gen 
  15 
  Mul 
  65 
  Sur 
  15 
  the Civilized 
  65 
  the Rough 
  16 
  Bo 
  66 
  Ger 
  16 
  Mun 
  66 
  Sus 
  16 
  the Collector 
  66 
  the Rugose 
  17 
  Bo 
  67 
  Glen 
  17 
  Mun 
  67 
  Tar 
  17 
  the Cryptic 
  67 
  the Scarred 
  18 
  Bol 
  68 
  Go 
  18 
  Mur 
  68 
  Tar 
  18 
  the Curious 
  68 
  the Searcher 
  19 
  Bor 
  69 
  Go 
  19 
  Mus 
  69 
  Tas 
  19 
  the Dandy 
  69 
  the Shadowy 
  20 
  Bran 
  70 
  Gram 
  20 
  Na 
  70 
  Tee 
  20 
  the Daring 
  70 
  the Short/Tall 
  21 
  Brose 
  71 
  Grink 
  21 
  Na 
  71 
  Ten 
  21 
  the Decadent 
  71 
  the Steady 
  22 
  Bru 
  72 
  Gulf 
  22 
  Ned 
  72 
  Ten 
  22 
  the Delver 
  72 
  the Uncanny 
  23 
  Bur 
  73 
  Ha 
  23 
  Nes 
  73 
  Teth 
  23 
  the Distant 
  73 
  the Unexpected 
  24 
  Car 
  74 
  Hag 
  24 
  Nick 
  74 
  To 
  24 
  the Eldritch 
  74 
  the Unknowable 
  25 
  Chor 
  75 
  Hal 
  25 
  No 
  75 
  To 
  25 
  the Exotic 
  75 
  the Verbose 
  26 
  Cig 
  76 
  Han 
  26 
  Nor 
  76 
  Ton 
  26 
  the Explorer 
  76 
  the Vigorous 
  27 
  Cla 
  77 
  Harg 
  27 
  Nos 
  77 
  Ton 
  27 
  the Fair 
  77 
  the Wanderer 
  28 
  Da 
  78 
  Ho 
  28 
  Nu 
  78 
  Tra 
  28 
  the Fearless 
  78 
  the Wary 
  29 
  Da 
  79 
  Hol 
  29 
  O 
  79 
  Treb 
  29 
  the Fickle 
  79 
  the Weird 
  30 
  Dan 
  80 
  Hor 
  30 
  Omes 
  80 
  Tred 
  30 
  the Foul 
  80 
  the [Pick Color] 
  31 
  Do 
  81 
  I 
  31 
  Os 
  81 
  Tue 
  31 
  the Furtive 
  81 
  the First - Tenth [roll d10] 
  32 
  Do 
  82 
  Ig 
  32 
  Pal 
  82 
  U 
  32 
  the Gambler 
  82 
  of the [Pick Color] Cloak 
  33 
  Dock 
  83 
  In 
  33 
  Pen 
  83 
  Va 
  33 
  the Ghastly 
  83 
  of the [Pick Direction] 
  34 
  Doh 
  84 
  Ith 
  34 
  Phil 
  84 
  Vak 
  34 
  the Gibbous 
  84 
  of the Arid Wastes 
  35 
  Don 
  85 
  Jax 
  35 
  Po 
  85 
  Ven 
  35 
  the Great 
  85 
  of the Beetling Brow 
  36 
  Dor 
  86 
  Jo 
  36 
  Pos 
  86 
  Ver 
  36 
  the Grizzled 
  86 
  of the Cyclopean City 
  37 
  Dor 
  87 
  Jur 
  37 
  Poy 
  87 
  Wal 
  37 
  the Gruff 
  87 
  of the Dread Wilds 
  38 
  Dre 
  88 
  Ka 
  38 
  Pres 
  88 
  Web 
  38 
  the Hairy/Bald 
  88 
  of the Eerie Eyes 
  39 
  Drebb 
  89 
  Kan 
  39 
  Pus 
  89 
  Wil 
  39 
  the Haunted 
  89 
  of the Foetid Swamp 
  40 
  E 
  90 
  Kra 
  40 
  Quas 
  90 
  Xor 
  40 
  the Heavy/Lean 
  90 
  of the Forgotten City 
  41 
  Eg 
  91 
  Krac 
  41 
  Que 
  91 
  Y 
  41 
  the Hooded/Cowled 
  91 
  of the Haunted Heath 
  42 
  Ek 
  92 
  Ky 
  42 
  Ra 
  92 
  Yor 
  42 
  the Hunter 
  92 
  of the Hidden Valley 
  43 
  El 
  93 
  La 
  43 
  Rag 
  93 
  Ys 
  43 
  the Imposing 
  93 
  of the Howling Hills 
  44 
  El 
  94 
  Laf 
  44 
  Ralt 
  94 
  Zef 
  44 
  the Irreverent 
  94 
  of the Jagged Peaks 
  45 
  End 
  95 
  Lag 
  45 
  Ram 
  95 
  Zell 
  45 
  the Loathsome 
  95 
  of the Menacing Mien 
  46 
  Er 
  96 
  Lap 
  46 
  Ray 
  96 
  Zen 
  46 
  the Loud/Quiet 
  96 
  of the Savage Isle 
  47 
  Er 
  97 
  Le 
  47 
  Ree 
  97 
  Zer 
  47 
  the Lovely 
  97 
  of the Tangled Woods 
  48 
  Es 
  98 
  Lef 
  48 
  Rem 
  98 
  Zo 
  48 
  the Mantled 
  98 
  of the Watchful Eyes 
  49 
  Eth 
  99 
  Lem 
  49 
  Rin 
  99 
  Zo 
  49 
  the Masked/Veiled 
  99 
  Roll again and add Class 
  50 
  Eth 
  100 Lis 
  50 
  Ris 
  100 Zort 
  50 
  the Merciful/Merciless 100 Roll again and add Race 
  Examples 
  Omeseth of the Hidden Valley 
  Bel-zo the Lean 
  Ro Tengen the Mantled  
  Carme Wilphil 
  Jaxys the Unknowable 
   
  Zenn the Blue Magician 
  
  Zenopus Archives – Holmes Ref 
   
  BACKGROUNDS 
  for HUMAN CHARACTERS - Roll in lieu of the standard roll for starting gold 
  d20 
  TYPE 
  ABILITIES 
  EQUIPMENT 
  GOLD 
  (x10) 
  1 
  Alchemist 
  Beginner's Alchemy (make a Healing Potion in 
  1 week for 125 GP) 
  1 Healing Potion, Mortar & Pestle 
  2d6 
  2 
  Amazon 
  Invoke Goddess (re-roll one die per day, but 
  only if wearing bronze) 
  Bronze Armor & Shield (AC 3), Bronze Sword, 
  Long Bow, 2 Flasks Greek Fire (treat as Oil) 
  1d6 
  3 
  Animal  
  Trainer 
  Animal Handling (+4 Reaction Roll for normal 
  animals) 
  Mule, Guard Dog (1 HD, AC 7, 1d6 bite) 
  2d6 
  4 
  Archer 
  Rapid Fire (Fire arrows twice per round if not 
  moving or in melee) 
  Long Bow, Quiver, 15 arrows, 5 silver arrows 
  2d6 
  5 
  Bandit 
  Evasion (Flee combat without being hit, but only 
  if wearing leather armor) 
  Hooded Cloak, Leather Armor, Shield, Short 
  Bow, Quiver, 20 arrows, Treasure Map (ruin) 
  2d6 
  6 
  Barkeep 
  Ear for Listening (Knows 2d6 local rumors) 
  Flask of Fine Spirits (50 GP value, +2 Reaction 
  Roll if a shot is offered, 10 shots total) 
  2d6 
  7 
  Berserker 
  Rage (+2 to attack rolls & AC 7 if no armor, 
  will not flee or surrender), +1 hp at 1st level 
  Bearskin Cloak, Tooth-bitten Shield 
  1d6 
  8 
  Buccaneer 
  Swimming (-20% chance of drowning), Ship-
  craft, Rope Use 
  Cutlass, Spyglass, Treasure Map (island), Pet 
  Monkey (1 hp), 50’ Rope with Grappling Hook 
  3d6 
  9 
  Caveman 
  Tough (+1 HD at 1st level, but will not wear any 
  armor), Hunting, Illiterate 
  Furs, Club or Stone Axe & Spear, Hide Sack 
  with Meat & Fruit 
  --- 
  10 
  Engineer 
  Eye for Construction (detect dungeon traps as a 
  dwarf & secret doors as an elf) 
  Lantern, Steel Mirror, Chalk Stick, Level, 
  Measuring Stick (6’, ruled) 
  3d6 
  11 
  Flyer 
  Aerial Combat Training, Tumbling (-1 point per 
  die falling damage) 
  Potion of Flying, Leather Armor, 5 Javelins  
  2d6 
  12 
  Gemcutter 
  Appraise (gems & jewelry), Cut Gems (4 in 6 
  chance of increasing value of a gem by 10%) 
  Magnifying Lens, Diamond Dust (50 GP value, 
  use 10 GP per attempt to cut gem) 
  2d6 
  13 Man-At-Arms Years of Guard Duty (surprised only on 1 in 6) 
  Chain mail, Shield, Sword, Dagger, Light 
  Crossbow, 30 Quarrels in Case 
  2d6 
  14 
  Merman 
  Breath Underwater, Leathery Skin (AC7, +1 hp 
  at 1st level), -1 to attack rolls on land 
  Trident, 20 Darts 
  1d6 
  15 
  Nomad 
  Surprise Outdoors (1-4 in 6, if wearing only 
  leather armor), Archery while Riding 
  Light Horse, Lance, Horse Bow, Leather Armor 
  1d6 
  16 
  Orcish 
  Nocturnal (Infravision; -1 on attack rolls in full 
  daylight), Tough (+1 HP at 1st level) 
  Leather Armor, Shield, Hand Axe 
  1d6 
  17 
  Pilgrim 
  Traveling (Add 1 hex to daily movement) 
  Sturdy Staff, Holy Relic (Turns Undead as 3rd 
  Level Cleric 2d6 times before disintegrating) 
  2d6 
  18 
  Sage 
  Identify Magic Item (Takes 1 week and uses 
  100 gp of material components) 
  Reference Books, Blank Vellum Book, Ink & 
  Quill 
  2d6 
  19 
  Smith 
  Fire-tough (-1 point per dice fire damage), 
  Forging (Make weapons/armor at 1/2 cost) 
  Chainmail, Shield, Hammer, Tongs, 12 Iron 
  Spikes, Crowbar 
  2d6 
  20 
  Spy 
  Double Talk (+2 on reaction rolls), Disguise, 
  Languages (Double normal number)  
  2 Daggers (1 hidden in boot) 
  2d6 
  Each background also gets a +2 Reaction Roll when encountering others of the same background 
  
  Zenopus Archives – Holmes Ref 
   
  CLERIC SPELLS  
  LEVELS 1-6 
   
   
  Level One 
  Range 
  (feet) 
  Duration 
  (turns) 
  Magical Effect 
  Reverse 
  1 
  Cure Light Wounds 
  0' 
  - 
  Heals 1d6+1 hp in one person 
  Cause Light Wounds 
  2 
  Detect Evil 
  120' 
  6 
  Caster can detect evil in any person or object in range 
  Detect Good 
  3 
  Detect Magic 
  60' 
  2 
  Caster can detect magic in any person, place or object 
   
  4 
  Light 
  120' 
  12 
  15' radius equal to torch for duration, caster can end early 
  Darkness  
  5 
  Protect. from Evil 
  0' 
  12 
  Caster: +1 Saves, -1 AC vs evil, immun. to enchanted monst. Protect. from Good 
  6 
  Purify Food/Water 
  120' 
  6+lvl 
  Restores poisoned food & drink for up to 12 people 
  Contaminate F./W. 
  7 
  Remove Fear 
  0' 
  - 
  Target gets new Save vs Fear at +1 per caster level 
  Cause Fear 
  8 
  Resist Cold 
  30' 
  6 
  Target gains +2 Saves & -1 damage/die against cold 
   
   
  Level Two 
   
   
   
   
  1 
  Bless 
  60' 
  6 
  Group gains +1 to hit, must be cast before combat 
  Curse 
  2 
  Find Traps 
  30' 
  2 
  Locates mechanical or magical traps in range 
   
  3 
  Hold Person 
  120' 
  6+lvl 
  Save or Paralyzed, up to 4 targets, -2 Save if only 1 target 
   
  4 
  Know Alignment 
  10' 
  2 
  Caster learns alignment of creatures in range 
   
  5 
  Resist Fire 
  30' 
  6 
  Target gains +2 Saves & -1 damage/die against fire 
   
  6 
  Silence, 15' Radius 
  180' 
  12 
  Prevents all noise in area of effect, including casting 
   
  7 
  Snake Charm 
  60' 
  1d4+1 Charms 1 HD/level, only lasts 1d6+6 rounds in melee 
   
  8 
  Speak w. Animals 
  30' 
  6 
  Talk to normal animals, keep from attacking, may aid caster  
   
  Level Three 
   
   
   
   
  1 
  Animate Dead 
  10' 
  ∞ 
  Creates 1 skeleton or zombie per level, controlled by cleric 
   
  2 
  Continual Light 
  120' 
  ∞ 
  Full daylight in 120' radius, lasts until dispelled 
  Continual Darkness 
  3 
  Cure Disease 
  0' 
  - 
  Removes disease from one person 
  Cause Disease 
  4 
  Glyph of Warding 
  0' 
  ∞ 
  Protects 5' square/level, 2 hp damage/level, Save for ½ 
  Level Corpse Age 
  5 
  Locate Object 
  90' 
  2 
  Provides direction of well-known object, add 10 feet/level 
  1-7 
  1-4 days 
  6 
  Prayer 
  30' 
  1 
  All in 20' square Save at -1, plus -1 per 10 levels of caster 
  8-14 1-4 months 
  7 
  Remove Curse 
  0' 
  ∞ 
  Removes a curse on one person or object 
  15-20 1-4 years 
  8 
  Speak with Dead 
  0' 
  - 
  Ask three questions of a corpse, see table to right for limits: 
  21+ 
  no limit 
   
  Level Four 
   
   
   
   
  1 
  Create Water 
  10' 
  - 
  Make water for 12 (32 gallons), ×2 amount per lvl over 8th  
  2 
  Cure Ser. Wnds. 
  0' 
  - 
  Heals 2d6+2 hp in one person 
  Cause Ser. Wounds 
  3 
  Divination 
  0 
  - 
  Learn monsters & treasure in an area, 60% chance +1%/lvl 
   
  4 
  Exorcise 
  10' 
  ∞ 
  Target freed from possession/control/curse/charm  
   
  5 
  Neutralize Poison 
  10' 
  1 
  Counters poison in one person 
   
  6 
  Protect. fr. Evil 10' 
  10' 
  12 
  As Protect. from Evil, but 10’ radius and ×2 duration  
  Protect. fr. Good 10' 
  7 
  Speak with Plants 
  30' 
  6 
  Talk to plants in 20' × 10' area, will obey simple commands  
  8 
  Sticks to Snakes 
  120' 
  6 
  Creates 2d8 snakes, 50% poisonous, controlled by caster 
   
   
  Level Five 
   
   
   
   
  1 
  Commune 
  0' 
  - 
  Answers 3 questions, only usable once per week 
   
  2 
  Create Food 
  0' 
  - 
  Makes food for 12, ×2 amount per lvl over 8th 
   
  3 
  Dispel Evil 
  30' 
  1 
  Dispels all evil magic in 30' radius 
  Dispel Good 
  4 
  Flame Strike 
  60' 
  - 
  All in 5' radius take 6d8 fire damage, Save for ½ 
   
  5 
  Insect Plague 
  480' 
  1 day 360' square cloud, blocks vision, 3 HD or less will flee 
   
  6 
  Quest 
  30' 
  - 
  Target must perform a service or be cursed 
   
  7 
  Raise Dead 
  120' 
  ∞ 
  Restore life to one body, 4 days dead per lvl over 7th 
  Finger of Death 
  8 
  True Seeing 
  120' 
  1/lvl 
  Caster can detect all invisible, hidden, illusions 
  False Seeing 
   
  Level Six 
   
   
   
   
  1 
  Animate Objects 
  60' 
  6 
  Control 2 man-size objects, 1 twice as large, or more smaller Man-Size Statue 
  2 
  Blade Barrier 
  60' 
  12 
  Creates barrier with up to 15' radius, does 7d10 damage 
  AC 1, HD 8, MV 30' 
  3 
  Conjure Animals 
  30' 
  10 
  1 large (elephant), 3 med. (lion/bear) or 6 small (wolf/lynx) 
  AT ½, D 2d8 
  4 
  Find the Path 
  0' 
  6+lvl 
  Shows the way out of maze/wilderness, lasts 1 day outdoors  
  5 
  Heal 
  0' 
  - 
  Heals all but 1d4 hp & cures disease/blind. in one person 
  Harm 
  6 
  Speak w. Monsters 
  0' 
  - 
  Caster can ask 3-12 questions of a monster 
   
  7 
  Stone Tell 
  0' 
  1 
  Talk to stone(s) to learn information/history of an area 
   
  8 
  Word of Recall 
  0' 
  - 
  Caster teleports without error to pre-determined sanctuary 
   
  
  Zenopus Archives – Holmes Ref 
   
  MAGIC USER SPELLS  
  LEVELS 1-3 
   
   
  Level One 
  Range 
  (feet) 
  Duration 
  (turns) 
  Magical Effect 
  1 
  Charm Person 
  120' 
  variable Charms 1 humanoid, unless a Save is made. Time until new save is based on INT: 
   
   
   
   
  1 day if 18+ INT, 2d if 16-17, 7d if 12-15, 14d if 10-11, 21d if 7-9, 28d if 3-6 
  2 
  Dancing Lights 
  120' 
  2 
  Creates 1-6 lights equal to floating lanterns under control of caster's voice 
  3 
  Detect Magic 
  60' 
  2 
  Caster can detect magic in any person, place or object in range 
  4 
  Enlargement 
  30' 
  1+lvl 
  Increases size of living target by ×1.5, or non-living ×2, to a max of 12 ft3/lvl 
  5 
  Hold Portal 
  10' 
  2d6 
  Locks a single door, gate or other portal for the duration 
  6 
  Light 
  120' 
  6+lvl 
  Lights a 15' radius equal to a torch for the duration, caster can end earlier 
  7 
  Magic Missile 
  150' 
  - 
  Fires 1 magic arrow (+1 hit/damage) per 5 levels with a range as long bow 
  8 
  Protection from Evil 
  0' 
  6 
  Caster gains +1 Saves, -1 AC vs evil attackers, & immunity to enchanted monsters 
  9 
  Read Languages 
  0' 
  2 
  Caster can decipher any language or code 
  10 Read Magic 
  0' 
  2 
  Caster can read and understand a scroll for future use  
  11 Shield 
  0' 
  2 
  Caster is protected with AC2 vs missiles, AC4 vs other attacks 
  12 Sleep 
  240' 
  4d4 
  Sleeps 2d8 creatures of 1HD, 2d6 of 2HD, 1d6 of 3HD or 1 of 4HD, no save! 
  13 T's Floating Disc 
  10' 
  6 
  Creates a disc that carries up to 500 lbs (5000 gp) & follows 6’ behind caster 
  14 Ventriloquism 
  60' 
  2 
  Caster can project voice from any object or creature in range 
   
  Level Two 
   
   
   
  1 
  Audible Glamer 
  240' 
  2 
  Creates sounds equivalent to up to 8 people per two levels 
  2 
  Continual Light 
  120' 
  ∞ 
  Lights a 30' radius that lasts until dispelled 
  3 
  Darkness 
  120' 
  6 
  Darkness 50' radius, prevents all vision, ended by Light or Dispel Magic 
  4 
  Detect Evil 
  60' 
  2 
  Caster can detect evil in any person or object in range 
  5 
  Detect Invisible 
  10'×lvl 
  6 
  Caster can see any invisible person or object in range 
  6 
  ESP 
  60' 
  12 
  Caster can detect the thoughts of creatures in range, thru 2' rock but not lead 
  7 
  Invisibility 
  240' 
  ∞ 
  Turns a creature or item invisible, ends if the creature makes an attack 
  8 
  Knock 
  60' 
  - 
  Unlocks a locked or barred door, gate or chest 
  9 
  Levitate 
  20'×lvl 
  6+lvl 
  Target can move upward at 60’/turn 
  10 Locate Object 
  60'+lvl 
  2 
  Tells the caster with the direction of a well-known object within range 
  11 Magic Mouth 
  0' 
  ∞ 
  Creates a magical mouth that speaks up to 25 words when triggered 
  12 Mirror Image 
  0' 
  6 
  Creates 1d4 (roll) mimicking duplicates of the caster that each last until hit 
  13 Phantasmal Forces  
  120' 
  ∞ 
  Creates a silent illusion that lasts until touched or the caster is disturbed  
  14 Pyrotechnics 
  240' 
  6 
  Turns a fire into a fireworks display or thick smoke covering a 30' radius 
  15 Ray of Enfeeble. 
  30' 
  lvl 
  Target must Save or lose 4 points strength & do 1/4 less damage  
  16 Strength 
  0' 
  48 
  Target gains strength by class: Fighter 2d4 points, Cleric 1d4, Thief 1d6  
  17 Web 
  10' 
  48 
  10'×10'×20' web, normal man 2d4 turns to free, giant 2 rounds, fire 1 round 
  18 Wizard Lock 
  10' 
  ∞ 
  As Hold Portal but permanent, can be passed by Knock or MU 3 levels higher 
   
  Level Three 
   
   
   
  1 
  Clairaudience 
  60' 
  6 
  Caster can hear in range, through doors or 2’ rock but not lead 
  2 
  Clairvoyance 
  60' 
  6 
  Caster can see in range, through doors or 2’ rock but not lead 
  3 
  Dispel Magic 
  120' 
  1 
  Disrupts spells in 15' radius, % chance = level of caster / level of other caster 
  4 
  Explosive Runes 
  0' 
  ∞ 
  Does 4d6 hp & destroys item, MU 2 levels higher can detect/remove: 50/75% 
  5 
  Fire Ball 
  240' 
  - 
  Burns all in a 20' radius of blast for 1d6 × level hp; Save vs Spells for ½ 
  6 
  Fly 
  0' 
  d6+lvl Caster can fly at 120’/turn. DM rolls secretly for duration. 
  7 
  Haste 
  240' 
  3 
  Up to 24 creatures double their move & attack twice, at beginning & end of round 
  8 
  Hold Person 
  120' 
  6+lvl 
  Save vs Spells or paralyzed, up to 4 targets, if only 1 save is at -2 
  9 
  Infravision 
  0' 
  1 day Target can see in the dark as an elf or dwarf with a 60’ range 
  10 Invisibility 10’ 
  240' 
  ∞ 
  As per Invisibility, but affects all within a 10’ radius 
  11 Lightning Bolt 
  240' 
  - 
  Zaps all in 60' long, 7.5' wide path for 1d6 x level hp; Save vs Spells for ½  
  12 Monster Summ. I  
  10' 
  6 
  Summons 1st level monsters to fight for caster, 1d6 if <1 HD, 1d3 if ≥1 HD 
  13 Protection/Evil 10’ 
  0' 
  12 
  As per Protection from Evil, but affects all in a 10’ radius and duration is double 
  14 Protection/N.M. 
  30' 
  12 
  Target immune to non-magical missiles, except from creatures with >1HD 
  15 Rope Trick 
  0' 
  6+lvl 
  Creates a secure space at end of a rope from 6-24’ long for up to 4 persons 
  16 Slow 
  240' 
  3 
  Up to 24 creatures halve their move & attack once every other round 
  17 Suggestion 
  60' 
  1 week Target must save vs spells or carry out an order of up to two sentences 
  18 Water Breathing 
  0' 
  12 
  One person (caster or other) can breath underwater, no aid to swimming 
   
   
  
  Zenopus Archives – Holmes Ref 
   
  MAGIC USER SPELLS 
  LEVELS 4-6 
   
   
  Level Four 
  Range 
  (feet) 
  Duration 
  (turns) 
  Magical Effect 
  1 
  Charm Monster 
  120' 
  variable Charms 3d6 monsters of ≤3 HD or one of >3 HD, Saves apply 
  Check weekly if broken: <2 HD: 5%, 2-4: 10%, 5-7: 20%, 8-10: 40%, 11+: 80% 
  2 
  Confusion 
  120' 
  12 
  Affects all in 15' radius, immediately if ≤2 HD, others after d12 rounds - caster lvl 
  Roll 2d6 each round for effect, ≥4 HD can Save to resist 
  2d6 
  Effect 
  3 
  Dimension Door 
  10' 
  - 
  Teleport without error up to 360' in any direction 
  2-5 
  Attack caster 
  4 
  Extension I  
  - 
  - 
  Extends duration of 1st-3rd level spells by 50% 
  6-8 
  Do nothing 
  5 
  Fear 
  240' 
  6 
  All in 20' radius flee, Saves apply, 50% chance to drop item 
  9-12 Attack allies 
  6 
  Hallucinat. Terrain 
  240' 
  til dispel Creates illusionary terrain over 120' square. Touch alone will dispel 
  7 
  Ice Storm 
  120' 
  1 
  Creates 30' square storm that does 3d10 hp to all within  
  8 
  Massmorph 
  240' 
  til dispel Disguises ≤100 humans as trees, undetectable if passed through 
  9 
  Monster Summ. II 
  10' 
  6 
  Summons 1-2 2nd level monsters to fight for caster 
  10 Plant Growth 
  120' 
  til dispel Renders a 300' square impassable due to overgrowth 
  11 Polymorph Other 
  60' 
  til dispel Target becomes a single creature picked by caster. Includes combat abilities 
  12 Polymorph Self 
  0' 
  6+lvl 
  Caster can change into any creature, gains abilities of form but not combat  
  13 Remove Curse 
  0' 
  ∞ 
  Removes a single curse. Cursed magic items become ordinary 
  14 Wall of Fire 
  60' 
  til dispel 20' tall & 60' long or 30' radius, blocks ≤4 HD, 1d6 damage, undead ×2 
  15 Wall of Ice 
  120' 
  til dispel 20' tall & 60' long or 30' radius, blocks ≤4 HD, 1d6 damage, fire-using ×2 
  16 Wizard Eye 
  240' 
  6 
  Caster can see through invisible "eye" up to 240', "eye" moves at 120'/turn 
   
  Level Five 
   
   
   
  1 
  Animal Growth 
  120' 
  12 
  Turns 1-6 normal animals into giant animals 
  2 
  Animate Dead 
  10' 
  til dispel Animates corpses as skeletons or zombies, 1d6 for each level over 8th 
  3 
  Cloudkill 
  10' 
  6 
  15' radius, poisonous to <5 HD, moves 60'/turn away from caster or with wind 
  4 
  Conjure Elemental 
  240' 
  til dispel 16 HD elemental, requires appropriate material, control requires concentration 
  5 
  Contact Hi. Plane 
  - 
  - 
  Ask yes/no questions. 7th plane: 7 questions, 50% to know, 70% truthful answer, 
  40% chance of insanity. Each plane above/below adds/subtracts 10% to each 
  6 
  Extension II 
  - 
  - 
  Extends duration of 1st-3rd level spells by 50% 
  7 
  Feeblemind 
  240' 
  til dispel Target M-U is mentally incapacitated, Save at -4 applies 
  8 
  Hold Monster 
  120' 
  6+lvl 
  Paralyze up to 4 monsters, Saves apply, if only one target Save at -2 
  9 
  Magic Jar 
  30' 
  variable Caster's spirit enters "jar" object. Can take over a host within 120', Save applies 
  Spirit returns to jar at will or if host destroyed. If jar destroyed, caster killed 
  10 Monster Summ. III 
  10' 
  6 
  Summons 1d2 3rd level monsters to fight for caster 
  11 Passwall 
  30' 
  3 
  Creates a 10' long human-sized passage through solid rock 
  12 Telekinesis 
  120' 
  6 
  Caster can mentally move a weight up to 200 GP × level 
  13 Teleport 
  0' 
  - 
  d% for success. If generally know area: 1-10=low, 11-90=success, 91-100=high 
  If detailed knowledge: 01=low, 2-96=success, 97-00=high 
  14 Trans. Rock to Mud  120' 
  3d6 days Turns 300' square of rock/earth/sand to mud. Reversible 
  15 Wall of Iron 
  60' 
  12 
  Creates a 3" thick iron wall, up to 50' square in size 
  16 Wall of Stone 
  60' 
  til dispel Creates a 2' thick stone wall, up to 100' square in size 
   
  Level Six  
   
   
   
  1 
  Anti-Magic Shell 
  0' 
  12 
  Renders caster completely immune to spells, caster can't cast out through it 
  2 
  Control Weather 
  - 
  til dispel Start or stop rain, cold wave, heat wave, tornado, clouds, clear sky 
  3 
  Death 
  240' 
  ∞ 
  Slays 2d8 creatures of <7 HD in a 30' radius, Saves apply 
  4 
  Disintegrate 
  60' 
  - 
  Disintegration of 1 large creature or 10' square of material, Saves apply 
  5 
  Extension III 
  - 
  - 
  Extends duration of 1st-3rd level spells by 50% 
  6 
  Geas 
  30' 
  variable Target must perform task until completed or will weaken and die 
  7 
  Invisible Stalker 
  10' 
  variable Summons a stalker under control of caster, stays until mission is completed 
  8 
  Legend Lore 
  days 
  - 
  Yields info on legendary item/place/person, roll d% for # of days casting takes  
  9 
  Lower Water 
  240' 
  10 
  Lower an entire body of water by one-half of its depth 
  10 Monster Summ. IV 
  10' 
  6 
  Summons one 4th level monster to fight for caster 
  11 Move Earth 
  240' 
  6 
  Caster can move hills at rate of 60'/turn, takes 1 turn to start 
  12 Part Water 
  120' 
  6 
  Parts water up to ten feet deep 
  13 Projected Image 
  240' 
  6 
  Image of caster appears up to 240' feet away, spells can be cast from image 
  14 Reincarnation 
  0' 
  ∞ 
  Deceased returns as a random creature of same alignment 
  15 Repulsion 
  120' 
  6 
  Pushes creatures in a 15' radius away from caster 
  16 Stone to Flesh 
  120' 
  til dispel Turns a petrified creature back to flesh. Reversible 
  
  Zenopus Archives – Holmes Ref 
  MONSTER 
  HD 
  DMG×AT 
  AC 
  MV 
  AL 
  TT 
  SPECIAL CHARACTERISTICS 
  HABITS 
  d12 
  Giant Centipede 
  ¼ 
  0 
  9 
  150 
  nil 
  nil 
  Bite: Save vs Poison at +4; 1’ long 
  Aggressive, rushes 
  1-1 
  Giant Rat 
  ½ 
  1d3 
  7 
  120 
  nil 
  C 
  Bite: 5%/disease; Swim ½×MV; Fears fire 
  Rubbish, scavengers 
  1-2 
  Kobold 
  ½ 
  1d4 
  7 
  120 
  LE 
  J 
  Saves at +3; Leaders equal to gnolls 
  Ambush, traps 
  1-3 
  Skeleton 
  ½ 
  1d6 
  8 
  60 
  N 
  nil 
  Immune Charm/Sleep; Silent MV 
  Undead, guards 
  1-4 
  Goblin 
  1-1 
  1d6 
  6 
  60 
  LE 
  L 
  Attacks at -1 in sun; Leaders equal to hobgoblins 
  Attack dwarves 
  1-5 
  Bandit 
  1 
  1d6 
  6 
  120 
  N/E 
  A 
  >30=Leader F4 AC4 20% magic armor/shield/sword 
  Take prisoners 
  1-6 
  Dwarf 
  1 
  1d8 
  4 
  60 
  N/LG 
  G 
  >40=Leader F2-7 with magic arms/armor 
  Sturdy fighters 
  1-7 
  Gnome 
  1 
  1d6 
  5 
  60 
  CG/N 
  C 
  Favor crossbows 
  Hill burrows 
  1-8 
  Nixie 
  1 
  1d4 
  7 
  60 
  N 
  B 
  Swim 2×MV; 1 Charm Person/10 nixies; 10d10 fierce fish 
  Water sprites 
  1-9 
  Orc 
  1 
  1d6 
  7 
  90 
  CE 
  D 
  Attacks at -1 in sun 
  Tribal, hostile 
  1-10 
  Pixie 
  1 
  1d4 
  3 
  90 
  N/CG 
  R+S Invisible attack = auto. surprise; Fly 2×MV for 3 trn 
  Elf-friends, invisible 
  1-11 
  Stirge 
  1 
  1d3 
  7 
  180 
  N 
  Q 
  Attacks at +2; Hit: -d4 HP/rnd 
  Flying bloodsucker 
  1-12 
  Berserker 
  1+1 
  1d8 
  7 
  120 
  N 
  J 
  Attack humanoids at +2; Never surrender or retreat 
  No prisoners 
  2-1 
  Elf  
  1+1 
  1d10 
  5 
  120 
  CG/N 
  E 
  >50=Leader F/MU 2-4/2-8 
  Magical fighters 
  2-2 
  Hobgoblin 
  1+1 
  1d8 
  6 
  90 
  LE 
  D 
  Saves vs Fear at +1; Leaders equal to ogres 
  Strong morale 
  2-3 
  Large Spider 
  1+1 
  1 
  8 
  60 
  nil 
  J-N 
  Bite: Save vs Poison at +2 
  Large webs 
  2-4 
  Fire Beetle 
  1+2 
  2d8 
  4 
  120 
  nil 
  nil 
  Two glands shed light 10’ radius/1d6 days 
  Nocturnal, unintell. 
  2-5 
  Giant Ant 
  2 
  1d6 
  3 
  180 
  nil 
  Q×3 10% near nest w/5d10; treasure in egg chamber + type S 
  Nest builders 
  2-6 
  Ghoul 
  2 
  1d3×3 
  6 
  90 
  CE 
  B 
  Touch: Save vs Paralyzation/Elves immune 
  Bestial scavengers 
  2-7 
  Gnoll 
  2 
  2d4 
  5 
  90 
  CE 
  D 
  Leaders are 3 HD/16 HP 
  Dislike work 
  2-8 
  Green Slime 
  2 
  0 
  nil 
  0 
  nil 
  nil 
  Can always be hit but only hurt by fire/cold 
  Immobile, drops 
  2-9 
  Troglodyte 
  2 
  1d4×3 
  5 
  120 
  CE 
  A 
  Surprise 1-4; Save vs Poison or –d6 STR/1 per rnd 
  Loathe humans 
  2-10 
  Yellow Mold 
  2* 
  0 
  nil 
  0 
  nil 
  nil 
  2 HD/10’ sq; If hit: 50% chance of spores/Save vs Poison 
  Immobile, asphyxiates 2-11 
  Zombie 
  2 
  1d8×½ 
  8 
  120 
  N 
  nil 
  1 attack per 2 rnd; Immune Charm/Sleep; Silent MV 
  Undead, guards 
  2-12 
  Lizard Man 
  2+1 
  1d8 
  5 
  60 
  N 
  D 
  Swim 2×MV; Fight with spears/clubs 
  Aquatic, tribal 
  3-1 
  Huge Spider 
  2+2 
  1d6 
  6 
  180 
  nil 
  J-N,Q Bite: Save vs Poison at +1; Surprise 1-5 in 6; Leap 30’ 
  Trap-door hunters 
  3-2 
  Pegasus 
  2+2 
  1d8×2 
  6 
  240 
  LG 
  nil 
  Fly 2×MV; Will serve only LG 
  Wild, shy 
  3-3 
  Shadow 
  2+2 
  1d4 
  7 
  90 
  LE 
  F 
  Hit: -1 STR; Magic to hit; Immune Charm/Sleep  
  Intelligent, immaterial 
  3-4 
  Horse 
  2-3 
  1d6×2,1d4 
  7 
  240 
  nil 
  nil 
  Lt:2HD  Med:2+1/180  Hv:3/120  Dft/Mule:2+1/120 
  Pack animals 
  3-5 
  Giant Tick 
  3 
  1d4 
  4 
  30 
  nil 
  nil 
  Bite: -4 HP/rnd + disease fatal in 2-8d 
  Ambulatory, drops 
  3-6 
  Gray Ooze 
  3 
  2d8 
  8 
  10 
  nil 
  nil 
  Immune heat/cold; Hurt by weapons/lightning  
  Stone-like, seeps 
  3-7 
  Harpy 
  3 
  1d4×3 
  7 
  60 
  CE 
  C 
  Fly 2.5×MV; Save vs Spells or charmed 
  Sings, lures 
  3-8 
  Shrieker 
  3 
  nil 
  7 
  10 
  nil 
  nil 
  Shriek 1-3 rnd/light 30’/motion 10’/50% of monster 
  Mindless, ambulatory 
  3-9 
  Wererat 
  3 
  1d6 
  7 
  120 
  N/LE 
  C 
  Silver/magic to hit; Summon 10d10 G. Rats; See Werewolf 
  Ratman, sly 
  3-10 
  Wight 
  3 
  0 
  5 
  90 
  LE 
  B 
  Hit: Drain 1 level; Silver/magic to hit 
  Undead, barrows 
  3-11 
  Hydra 
  varies 
  1d6 
  5 
  120 
  N 
  B 
  1 HD/6 HP/1 AT per head (3 HD=18 HP/3 AT) 
  Unyielding beast 
  3-12 
  Bugbear 
  3+1 
  2d4 
  5 
  90 
  CE 
  B 
  Surprise on 1-3 due to stealth 
  Large, stealthy 
  4-1 
  Carrion Crawler 
  3+1 
  0×8 
  7 
  120 
  N 
  nil 
  Tentacle: Save vs Paralyzation 
  Wall crawlers 
  4-2 
  Hippogriff 
  3+1 1d6×2,1d10 
  5 
  180 
  N 
  nil 
  Fly 2×MV; Always attack pegasi 
  Fierce steeds 
  4-3 
  Blink Dog 
  4 
  1d6 
  5 
  120 
  LG 
  C 
  Blink 1-4’/rnd and attack 
  Intelligent, packs 
  4-4 
  Doppelganger 
  4 
  1d12 
  5 
  90 
  CE/N 
  E 
  Mimic humanoids; Immune Sleep/Charm; Improved saves 
  Mutable, deceitful 
  4-5 
  Gargoyle 
  4 
  1d4×4 
  5 
  60 
  LE 
  C 
  Fly 2.5×MV; Magic to hit 
  Ferocious, cunning 
  4-6 
  Gelatinous Cube 
  4 
  2d4 
  8 
  60 
  nil 
  * 
  Hit: Save vs Paralyzation; Immune to cold/lightning/spells 
  Roving cleaner 
  4-7 
  Medusa 
  4 
  1d6 
  8 
  90 
  LE 
  F 
  Gaze: save vs T. to Stone; Hit: Save vs Poison (snakes) 
  Beguiles victims 
  4-8 
  Werewolf 
  4 
  2d4 
  5 
  150 
  N/LE 
  C 
  Silver/magic to hit; Wolfsbane repels; Bite: Lycanthropy 
  Pack hunter 
  4-9 
  Wraith 
  4 
  1d6 
  3 
  120 
  LE 
  E 
  Hit: Drain 1 level; Magic to hit/Silver ½ dmg; Fly 2×MV 
  Undead, immaterial 
  4-10 
  Unicorn 
  4 
  1d8 
  2 
  240 
  LG 
  nil 
  Dimension Door 360 feet 1/day; Save vs Magic at 8 
  Fierce, elusive 
  4-11 
  Ogre 
  4+1 
  1d10 
  6 
  90 
  CE 
  C 
  In lair: C+1000 GP; Out: Sack with 1d6×100 GP 
  Fearsome, disgusting 
  4-12 
  Wereboar 
  4+1 
  2d6 
  4 
  120 
  N/CG 
  C 
  Silver/magic to hit; See also Werewolf 
  Solitary, ill-temper 
  5-1 
  Giant Spider 
  4+4 
  2d4 
  4 
  30 
  CE 
  C 
  Bite: Save vs Poison at +1; Web: same as spell  
  Dim intelligence 
  5-2 
  Hell Hound 
  3-7 
  1d6 
  4 
  120 
  LE 
  C 
  Breath: HD×d6 fire/5’ range/requires attack roll 
  Detect invisible 
  5-3 
  Cockatrice 
  5 
  1d6 
  6 
  90 
  N 
  D 
  Touch: save vs T. to Stone; Fly 2×MV 
  Small, unintelligent 
  5-4 
  Ochre Jelly 
  5 
  2d6 
  8 
  30 
  nil 
  nil 
  Fire/cold to hit; Weapons make smaller jellies  
  Amoeba, seeps 
  5-5 
  Owl Bear 
  5 
  1d8×3 
  5 
  120 
  N 
  C 
  Attacks are beak/claw/bear-hug 
  Ugly disposition 
  5-6 
  Rust Monster 
  5 
  0 
  2 
  120 
  N 
  nil 
  Hit: rusts metal inc. magic 
  Inoffensive looking 
  5-7 
  Weretiger 
  5 
  3d6 
  3 
  120 
  N/CE 
  C 
  Silver/magic to hit; See also Werewolf 
  Tiger-like, packs 
  5-8 
  Mummy 
  5+1 
  1d12 
  5 
  60 
  LE 
  D 
  Fear: Save vs Spells; Hit: Rots; Magic/fire to hit=½ dmg  
  Undead, frightful 
  5-9 
  White Dragon 
  5-7 
  1d6×2,4d6 
  2 
  90 
  N/CE 
  H 
  5-7 HP/1-8 age; breath 80×60ft cone of cold 3×day 
  Ice caves 
  5-10 
  Displacer Beast 
  6 
  2d4×2 
  4 
  150 
  N(E) 
  D 
  All saves at +2; -2 to be hit due to displacing 
  Hateful packs 
  5-11 
  Minotaur 
  6 
  1d6×3 
  6 
  120 
  LE 
  C 
  Always attacks 
  Maze, pursues 
  5-12 
  Spectre 
  6 
  1d8 
  2 
  150 
  LE 
  E 
  Touch: Drains 2 LVLs; Magic to hit; Fly 2×MV 
  Undead, Nazgul-like 
  6-1 
  Werebear 
  6 
  3d8 
  2 
  90 
  N/CG 
  C 
  Silver/magic to hit; See also Werewolf 
  Solitary, helpful 
  6-2 
  Basilisk 
  6+1 
  1d10 
  4 
  60 
  N 
  F 
  Gaze/Touch: Save vs T. to Stone  
  Slow, reptilian 
  6-3 
  Manticore 
  6+1 
  1d6×3 
  4 
  120 
  LE 
  D 
  Fly 1.5×MV; Tail: 24 spikes; Fires 6/rnd; Range 180’  
  Huge man-eater  
  6-4 
  Troll 
  6+3 
  1d6×3 
  6 
  120 
  CE 
  D 
  Regenerates 3 HP/turn except fire/acid 
  Loathsome, rubbery 
  6-5 
  Black Dragon 
  6-8 
  1d6×2,4d6 
  2 
  90 
  CE/N 
  H 
  6-8 HP/d8 age; Breath 60×5ft line of acid/3×day 
  Swamp caves 
  6-6 
  Brass Dragon 
  6-8 
  1d6×2,4d6 
  2 
  90 
  N/CG 
  H 
  6-8 HP/d8 age; 70×20ft sleep or 80×60 fear/3×day 
  Selfish, talkative 
  6-7 
  Griffon 
  7 
  1d4×2,2d8 
  5 
  120 
  N 
  E 
  Fly 2.5×MV, Steeds but will attack horse in 360’ 
  Fierce, swift 
  6-8 
  Djinni 
  7+1 
  2d8 
  5 
  90 
  N 
  nil 
  Fly 240 ft/tn; Carry 6000 GP; 2d6 whirlwind; Illusions 
  Free-willed elemental 
  6-9 
  Vampire 
  7-9 
  1d10 
  2 
  120 
  LE 
  F 
  Hit: Drains 2 LVLs; Magic to hit; Regenerate as troll 
  Nocturnal, charms 
  6-10 
  Hill Giant 
  8 
  2d8 
  4 
  120 
  N/CE 
  E* 
  12’; 1 rock/5 rnd for 2d6/200’ range/20’ impact area 
  Hill caves 
  6-11 
  Chimera 
  9 
  1d3×2* 
  4 
  120 
  CE 
  F 
  +2d4×2 (goat/lion)/3d4 (dragon) or 3d8 fire 3×day 
  Three minds 
  6-12 
  Stone Giant 
  9 
  3d6 
  4 
  120 
  N 
  E* 
  14’; Rocks have 240’ range/ 30’ area 
  Mountain caves 
  7-1 
  Black Pudding 
  10 
  3d8 
  6 
  60 
  nil 
  nil 
  Fire hurts; Attacks split; dissolves wood/metal not stone 
  Always hungry 
  7-2 
  Frost Giant 
  10+1 
  4d6 
  4 
  120 
  N/CE 
  E* 
  16’; Impervious to cold    [*all giants E+5000 GP] 
  Ice castles 
  7-3 
  Red Dragon 
  9-11 1d6×2,4d6 
  2 
  90 
  CE 
  H 
  9-11 HP/1-8 age; breath 90×30ft cone of fire 3×day 
  Greedy, mountains 
  7-4 
  Fire Giant 
  11+3 
  5d6 
  4 
  120 
  N/LE 
  E* 
  12’; Impervious to fire 
  Fire castles 
  7-5 
  Cloud Giant 
  12+2 
  6d6 
  4 
  120 
  N 
  E* 
  18’; Keen sense of smell 
  Cloud castles 
  7-6 
  Purple Worm 
  15 
  2d6×2 
  6 
  60 
  N 
  D 
  Tail: Save vs Poison; Mouth: Swallowed if hit by over 2 
  Always attack 
  7-7 
  Storm Giant 
  15 
  7d6 
  4 
  120 
  N/CG 
  E* 
  24’; Weather Control=Cause Storm 
  Mountain castles 
  7-8 
  
  Zenopus Archives – Holmes Ref 
   
  USING THE MONSTER REFERENCE TABLE 
   
  1. Print the table for reference during the game, possibly as part of a custom DM screen. The monsters are listed by 
  Hit Dice from lowest to highest. There are 80 entries, including the Nixie deleted from later printings of the 
  rulebook. The various Dragons, Giants, Lycanthropes and Spiders are listed on separate lines; the different types of 
  Horses are combined into a single line. The next-to-last column has two words describing the habits of the 
  creatures, most taken directly from the Holmes descriptions, with a few from the Holmes version of B2 (e.g. 
  kobolds) or the Monster Manual (e.g. the various dragons). 
   
  2. Use the last column to randomly select monsters for wandering monsters or for dungeon stocking. The monsters 
  are ordered by Hit Dice, with roughly 12 monsters per level. For a completely random selection, roll a d8 (re-roll 
  8s) and a d12. For low-level monsters, roll a d3 (or d4) and a d12. For # appearing, the total HD of monsters 
  should roughly equal the total levels of the party. 
   
  3. Generate new monsters by rolling independently in each column. Use the results for inspiration; change or re-roll 
  anything that doesn’t fit the others. 
   
  EXAMPLE 
   
  Column: Roll = Result 
  Type: 5-7 = Mummy/Undead 
  HD: 6-11 = 9 
  DMG × AT: 3-1 = 1-6 × 1 [I doubled the damage below] 
  AC: 5-6 = 3  
  MV: 2-11 = 120 
  AL: 4-4 = LE 
  TT: 1-11 = Q [I added B below] 
  Characteristics: (roll twice; pick one from each. Re-roll if it doesn’t make sense): 
  3-8 = Shrieking 
  6-1 = Silver/magic to hit 
  Habits (roll twice, take 1st listed and then 2nd listed, if applicable): 
  6-7 = fierce; 1-1 = rushes 
   
  Caterwauling Corpse-worm  
  Move: 120 feet/turn 
  Hit Dice: 9 
   
  Armor Class: 3 
   
  Treasure Type: Q, B 
   
  Alignment: lawful evil 
   
  Attacks: 1 bite 
  Damage: 2-12  
   
  The undead corpse of a purple worm animated by evil spirits of the deep. The lower hit dice than a living worm 
  reflects desiccation and decay. When a corpse-worm spots a living creature it will burst forward at unnatural speed 
  (triple movement), producing a hideous sound as air rushes through small holes in its body. A character that hears 
  this must Save vs. Turned to Stone or be frozen with fear. As with living worms, a victim is swallowed by any hit that 
  is 2 over the minimum required. However, the lack of a working digestive system means the victim is not further 
  harmed but is trapped inside the worm. Escape is not possible without a silver or magic weapon (requiring three 
  successful attack rolls by the victim) or unless the worm is killed. They are filled with the bones and possessions of 
  victims who were swallowed and could not escape. The tail stinger has atrophied and is not used for attack. Turned 
  as a vampire; only damaged by silver or magic weapons.  
   
   
   
   
   
   
   
   
  
  Zenopus Archives – Holmes Ref 
   
  ONE HIT POINT MONSTERS 
   
  d20 
  MONSTER 
  DESCRIPTION AND SPECIAL CHARACTERISTICS 
  1 
  Aggroach 
  Oversized cockroach, aggressively on the hunt for food, attacks with spines on forelegs. 
  2 
  Blood Pudding 
  Tiny red cousin of the black pudding. Edible. 
  3 
  Corpse Light 
  Ghosts of torchbearers killed in the dungeon and seeking vengeance against all adventurers. 
  Appears as floating torch, damage is from “cold fire”. 
  4 
  Danse Macabre 
  Finely-dressed skeletons emerge from the ground. One plays violin while the others attempt to 
  dance with characters for 2d6 turns. Only attack if resisted. If danced with for the entire time, 
  skeletons sink back into ground leaving behind a reward. Entire group turned as ghouls. 
  5 
  Destroying Angel 
  A floating fungus that secretes a toxin making it appear as a CHA 18 man or woman. Save vs 
  poison or rush to embrace. Poisonous touch causes 1 hp damage per round. 
  6 
  Devil’s Walking Stick 
  Thorn-covered pole attacking as if wielded as by an immaterial, invisible assailant. Only 
  damaged by edged weapons. 
  7 
  Dread Noggin 
  Floating zombified head. Aerial bite attack. Turned as a skeleton. 
  8 
  Glassjaw 
  Thin and jagged constructs, made by glassblowers and animated by wizards, alchemists, etc. 
  9 
  Green Man 
  Animated leaves & thorny branches in humanoid form. Falls apart when hit. 
  10 
  Hoop Snake 
  Rolls to launch flying attack with sharp tail, +2 on first attack, surprises on 1-4. 
  11 
  Jack-in-the-Green 
  Appears as an archer clad in green, but is actually composed of vegetable matter. Fires weak 
  arrows from a distance. 
  12 
  Knight’s Fire 
  Glowing, crackling gas that descends from the sky onto the helmets of armored characters. 
  13 
  Murderous Crows 
  Disgusting birds living in the chest of a Failed Scarecrow. Burst forth and attack, but will return 
  home if each given six pence (6 cp). 
  14 
  Skeletal Torso 
  Upper portion of a skeleton that inexorably pulls itself along with arms. Turn as skeleton +2. 
  15 
  Stone Grotesque 
  Small, ugly animated statue (AC 4), attack is a forceful spout of water in the face, up to 10’. 
  16 
  Talking Magpie 
  If fed, party is Blessed for 1 day. If attacked, Cursed for 1 day. 
  17 
  The Vapors 
  Depressive gaseous entity. If hit, save vs spells or drop weapon and stand still in melancholy 
  for 1d6 rounds. 
  18 
  Tommyknocker 
  Small spectral presence haunting old mines. Attack is tap on the wall causing stones to fall. 
  19 
  Well Wyrm 
  3’ foot long reptilian worm that infests wells, spoiling the water. 
  20 
  Vampire Bat 
  Small, fast (AC3, DX18) until it bites, attaches and drains 1 hp per round (AC9). 
   
  Each monster has the same generic stats unless indicated otherwise above: 
   
  HD 
  AC 
  #AT 
  DMG 
  Combat Move 
  Dex 
  XP value 
  ⅛ (= 1 HP) 
  7 
  1 as Normal Human (THAC0 20) 
  1 point 
  20’/10 sec round 
  10 
  1, or 2 if special ability 
  Number appearing is 1d8 x dungeon level or wilderness zone difficulty level 
  Treasure is present 50% of the time, and if present is equal to 1d20 times the total XP value of the monsters in the form of 
  coins, gems, jewelry or other valuables 
   
  These new monsters are designed for use with single characters (one-on-one play), small parties (perhaps without clerics), 
  or younger players. Many contain a whimsical or fairy tale element for increasing the fantastical during the game. Each 
  monster has but a single hit point, meaning that any successful hit will take it out so there is no need to track hit points, just 
  the number of monsters.  
   
  For larger parties or higher level characters, ten times the number of monsters can be used, perhaps with an optional 
  Swarm rule: roll for damage normally, but the result equals the number of 1 hp monsters destroyed in a single attack.  
  If desired, any of these monsters can easily scaled up to 1/4, 1/2 or 1 HD, and do 1-6 hp of damage per attack. 
  
  Zenopus Archives – Holmes Ref 
   
  MAGICAL  ITEMS  
  Result 
  Potions 
  1 dose = d6 + 6 turns 
  Use d100 & d6 to roll 1-200 
  01-05 
  Delusion 
  Imbiber believes a different potion has taken effect, determine type randomly 
  06-10 
  Diminution 
  Shrink to 6 inches, less for a partial dose 
  11-15 
  Flying 
  Fly 120 feet per turn 
  16-20 
  Gaseous Form 
  Imbiber but not gear turns to gas, control is retained 
  21-25 
  Giant Strength 
  Attack as 9 HD monster for 3d6 damage 
  26-30 
  Growth 
  Grow to 30 feet, less for a partial dose  
  31-35 
  Haste 
  Move at twice normal speed and get two attacks per round 
  36-40 
  Healing 
  Heals 1d6+1 hit points 
  41-45 
  Invisibility 
  Turn invisible for duration, unless an attack is made 
  46-50 
  Poison 
  Save vs poison or die 
   
  Rings 
  Only 1 or 2 can be worn at one time 
  51 
  Contrariness 
  Wearer does the opposite of normal or what is requested 
  52 
  Control Animals 
  While concentrating, can control 3d6 small, 2d6 medium or 1d6 large animals 
  53 
  Control Plants 
  While concentrating, can control 1-6 large or 10’ square of plants or fungi 
  54 
  Fire Resistance 
  Immune to normal fire; +2 Save vs Breath and -1 damage per die 
  55 
  Invisibility 
  Turn invisible until an attack is made 
  56 
  Protection +1 
  Gain -1 AC, +1 on all saves 
  57 
  Regeneration 
  Heal 1 hit point per turn unless damaged by fire or acid 
  58 
  Water Walking 
  Walk on any liquid 
  59 
  Weakness 
  Lose 10% of STR/turn until at ½; 1 in 20 cause reverse, up to 18 max  
  60 
  Wishes 
  Roll 1d3 for number of wishes remaining 
   
  Rods/Staves/Wands 
  Wands can only be used by MUs and have d100 charges remaining 
  61 
  Rod of Cancellation 
  Wielder can destroy a magic item by touching it with the rod, has but 1 charge 
  62 
  Staff of Striking 
  MUs only, staff can hit for 2d6 damage 
  63 
  Staff of the Snake 
  Clerics only, +1 to hit, 1d6+1 damage, can coil around target for 1d4 turns 
  64 
  Staff of Healing 
  Clerics only, heals 1d6+1, usable once per day per character 
  65 
  Wand of Cold 
  60’ x 30’ cone, 6d6 damage, Save vs Breath for ½ 
  66 
  Wand of Detect Magic  
  All magic items in a 20’ range glow 
  67 
  Wand of Detect Secret Doors 
  Points to all secret doors and traps in a 20’ range 
  68 
  Wand of Fear  
  60’ x 30’ cone; Save vs Wands or flee for 1d3 turns, drop all held items 
  69 
  Wand of Fire Balls 
  240’ range, 20’ radius, 6d6 damage, Save vs Breath for ½  
  70 
  Wand of Paralyzation 
  60’ x 30’ cone; Save vs Wands or paralyzed for 6 turns 
   
  Scrolls 
  Each spell is usable but once & disappears after being read 
  71-82 
  Scroll – 1d3 spells 
  MU or Cleric spells, determine type randomly, MU spells require Read Magic 
  83-86 
  Scroll – Cursed 
  Referee’s choice, for example could summon an enraged monster 
  87-98 
  Scroll – Magic Item Spell  
  Roll 1d6, 1-2 = potion, 3-4 = ring, 5-6 = wand, determine randomly 
  99-110 
  Scroll – Protection 10’  
  Roll on Monster List for type, any character class can use, lasts 6 turns 
   
  Various 
   
  111 
  Bag of Holding  
  Holds 10,000 coins as 300; or object 10’ x 5’ x 3’ as 600 coins 
  112 
  Bag of Destroying 
  Appears to be a Bag of Holding but eats contents in d6+6 turns 
  113 
  Broom of Flying 
  Fly at 240 feet/turn or 180ft/turn with passenger, command word activates 
  114 
  Crystal Ball 
  MUs only, can see images at distance three times per day 
  115 
  ESP Medallion 
  Wearer can read thoughts up to 60’, fails 1 in 6, foiled by lead or over 2’ rock  
  116 
  Elven Cloak & Boots 
  Hide (1-5 in 6) and/or move silently (automatic success)  
  117 
  Gauntlets of Ogre Power 
  Adds 2-8 points of damage per blow, carry 1000 extra coins 
  118 
  Helm of Telepathy 
  Read & suggest thoughts in 90’, unless Save vs Spells at -1, -2 for monsters 
  119 
  Helm of Evil/Good 
  Changes wearer to opposite alignment, neutral becomes totally self-serving 
  110 
  Rope of Climbing 
  50’ long, holds 10,000 coins, obeys commands to climb up or down 
   
  Weapons/Armor 
   
   
   
   
  121-124 
  Armor +1 
  149-152 
  Sword +1 
  173-176 
  Sword +1, Locate Object as per spell 
  125-128 
  Armor -2 
  153-156 
  Sword +2 
  177-180 
  Sword +1, +2 vs MUs/Enchanted  
  129-132 
  Shield +1 
  157-160 
  Sword +3 
  181-184 
  Sword +1, +2 vs Regenerating, +3 vs Undead 
  133-136 
  Arrows +1, 1d20 
  161-164 
  Sword -1 
  184-187 
  Sword +2, +3 vs Lycanthropes 
  137-140 
  Bow +1 
  165-168 
  Sword -2 
  188-192 
  Sword +2, +3 vs Dragons 
  141-144 
  Axe +1 
  169-171 
  Hammer +1 
  193-196 
  Dagger +1 vs Humanoids, +2 if under 1 HD 
  145-148 
  Spear +1 
  172 
  Hammer +2 
  197-200 
  Dagger +2 vs Humanoids, +3 if 1 HD or under 
  Cursed items require a Remove Curse spell to be cast on the wielder before the item can be discarded 
  
  Zenopus Archives – Holmes Ref 
   
  LESSER MAGIC ITEMS 
   
  d20 
  ITEM 
  DESCRIPTION AND PROPERTIES 
  1 
  Brazen Head 
  Appears as a human head of brass. Once per day, if fed five gold coins, it will relay one local rumor, 
  which may or may not be true. It must be carried uncovered or it will start wailing. It will also talk 
  randomly while adventuring, providing advice or commentary that may or may not be helpful. 
  2 
  Dungeon Dust 
  A jar of desiccating dust harmful to the "cleanup crew": slimes, oozes, jellies, puddings, molds, 
  gelatinous cubes, etc. A successful hit with a handful inflicts 2d6 damage. Contains 1d6+2 handfuls. 
  3 
  Foxfire Lantern 
  The interior of this hooded lantern contains a living phosphorescent fungus. The lantern sheds light in 
  only a 5' radius, but it will never go out as long as the fungus is fed rations daily. To keep the lantern 
  lit the character owning it must always buy and carry an extra supply of rations. 
   
  4 
  Golden Throat 
  A potion that vastly improves the imbiber's parleying skills for 6 turns, giving a +6 on reaction rolls. 
  The flask contains 1d6 + 2 doses. 
  5 
  Harpy Axe 
  If this hand axe is thrown and does not strike a target in range (30') it will return to thrower's hand, 
  up to three times per day. Harpies are said to enchant these to be reusable during aerial combat. 
  6 
  Healing Salve 
  One dose will heal 1 hit point per character per day. Additional doses during that same day have no 
  effect. Comes in a jar with 1d20 + 20 doses total. 
  7 
  Hearing Cone 
  A small cone that enhances the ability to listen at doors, +1 per charge used. The number of charges 
  to be used must be chosen before listening. Has 1d100 charges. 
  8 
  Heat Shield 
  This shield has the power to Resist Fire, once per day, as the Cleric Spell. After being exposed to fire 
  1d20 + 20 times it reverts to a normal shield. 
  9 
  Image Mirror 
  Once per day this ordinary-looking steel mirror can store the reflection of a creature, which can be 
  used later that day as a Mirror Image (per the M-U spell). The image will imitate the motions of the 
  wielder, and as the spell it disappears if touched. After 1d20 + 20 images the mirror loses its power. 
  10 
  Loadstone 
  A small stone carved in the shape of a mule. If a charge is expended, the wielder's movement rate is 
  improved by one category for the rest of the day. 1d20 + 20 charges. 
  11 
  Lucky Rat's Foot The mummified foot of an albino Giant Rat. It allows the re-roll one Saving Throw of choice per day. 
  It absorbs the bad luck and loses power after 1d6 + 2 successful re-rolls are made. 
  12 
  Mask of 
  Restfulness 
  This soft mask is worn over the eyes while sleeping. It doubles overnight healing, but the character 
  cannot be awoken unless the mask is removed, in which case benefit is lost for that night. 
  13 
  Nimble Feet 
  Boots that allow the wearer to strike first during one combat of choice each day (giving a dexterity of 
  19 for purposes of Holmes Basic initiative). After 20 + 1d20 combats the boots lose their power. 
  14 
  Nutcracker 
  This small (1') wooden construct remains inactive until a command word is spoken. Once activated, it 
  will serve the character, including in combat. It has the following stats: AC4, 1 hp, attacks as a 
  Normal Man with a miniature sword for 1 point of damage. Fights at +2 vs Giant Rats. 
  15 
  Miniature Item 
  A large item magically reduced to palm-sized. Once per day it can be commanded to return to full 
  size or shrink. The speaker of the command word must also touch it to cause the change, which is 
  slow (1 turn). Once enlarged it will not shrink until the next day, and vice versa. It will change 
  1d20+20 times before remaining full size. Roll 1d6 for item: 1= 10' Ladder, 2= Wagon, 3= Small 
  Boat, 4= Large Chest, 5= 18' pike, 6= 10' Boulder (rollable by combined 36 strength). 
  16 
  Resolute Arrow 
  A sturdy arrow that never breaks whether it hits its target or not, and can always be found 
  17 
  Ring of Escape 
  If placed against a stone ceiling, this ring will expand to the diameter of a man-hole cover and 
  provide a magical passage upwards to the first space above, up to 30'. The tunnel is easily climbable 
  by anyone that can reach the ceiling. After use, a command word will cause the ring to appear at the 
  top of the passage. It will function only once per day, and has 1d20+20 charges. 
  18 
  Thirsty Waterskin Once per day, this ordinary-looking waterskin will locate the closest fresh, drinkable water. 
  19 
  Troll Cheese 
  This loaf-sized lumpy green cheese tastes "off" but is edible, and provides enough food for one person 
  to survive for one day, although no hit points are gained if resting. Furthermore, the cheese will 
  regenerate overnight if not fully eaten. Stomach acid prevents the consumed portion from 
  regenerating inside the eater. Fire, including cooking, will destroy it. 
  20 
  Vermin Slayer 
  A sword +0, +1 vs ordinary or giant vermin such as insects, spiders, rats and bats. 
  
  Zenopus Archives – Holmes Ref 
   
  PRE GENERATED FIRST LEVEL CHARACTERS 
   
  Before the game mark the character(s) you are using, pick a name & alignment for each, and choose spells for spell-casters 
   
   
  Fighter Level 1 
  AL: 
   
  Score to Hit Armor Class for Levels 1-3 (d20) 
  HP 
  Str 
  Int 
  Wis 
  Con 
  Dex 
  Chr 
  XP 
   
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  5 
  15 
  10 
  8 
  13 
  14 
  12 
   
   
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  Bonuses 
  +1 to hit (melee or missile), +10% XP 
   
   
   
   
   
   
   
   
   
   
   
  Armor 
  Plate & Shield (AC 2) 
   
   
   
  Save vs 
   
   
  Weapons 
  Sword, spear 
   
   
  Poison 
  Wand 
  Stone 
  Breath 
  Spell 
  Equipment 
  Pack, 50’ rope, 12 torches & tinderbox,  
  3 large sacks (300 coin capacity), rations (7 
  days), water skin 
   
  Fi/Th 
  12 
  13 
  14 
  15 
  16 
  Coins 
  15 gp 
   
  MU 
  13 
  14 
  13 
  16 
  15 
   
  Cl 
  11 
  12 
  14 
  16 
  15 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cleric Level 1 
  AL: 
   
   
  Dwarf Fighter Level 1 
  AL: 
  HP 
  Str 
  Int 
  Wis 
  Con 
  Dex 
  Chr 
  XP 
   
   
  HP 
  Str 
  Int 
  Wis 
  Con 
  Dex 
  Chr 
  XP 
  4 
  12 
  8 
  15 
  13 
  10 
  14 
   
  6 
  14 
  12 
  13 
  15 
  10 
  8 
  Bonuses 
  +10% XP 
   
  Bonuses 
  +1 to hit (melee), +1 HP/level, +5% XP 
  Armor 
  Chain & Shield (AC 4) 
   
  Armor 
  Plate (AC 3) 
  Weapons 
  Mace 
   
  Weapons 
  Battle-Axe (2-handed), hand axe 
  Equipment 
  Wooden holy symbol, pack, 1 vial holy 
  water, wolvesbane, 6 torches & tinderbox, 
  rations (7 days), water skin 
   
  Equipment 
  Pack, 12 iron spikes, 3 large sacks (300 coin 
  capacity), iron rations (7 days), water skin 
  Coins 
  13 gp 
   
  Coins 
  22 gp 
   
   
  Turn Undead 
  Skelet. Zombie Ghoul  
   
   
  Dwarf 
  Infravision, Detect Dungeon Traps 1-2 in 6 
  (2d6) 
  7 
  9 
  11 
   
   
   
  Abilities 
  +2 to saves 
   
   
   
   
   
   
   
   
   
   
   
  Magic-User Level 1 
  AL: 
   
   
  Elf Fighter/MU Level 1/1 AL: 
  HP 
  Str 
  Int 
  Wis 
  Con 
  Dex 
  Chr 
  XP 
   
  HP 
  Str 
  Int 
  Wis 
  Con 
  Dex 
  Chr 
  XP 
  3 
  8 
  15 
  13 
  12 
  14 
  10 
   
  4 
  12 
  14 
  10 
  8 
  13 
  15 
  Bonuses 
  +1 to hit (missile), +10% XP 
   
  Bonuses 
  +1 to hit (missile) 
  Armor 
  None (AC 9) 
   
  Armor 
  Chain & Shield (AC 4) 
  Weapons 
  Dagger 
   
  Weapons 
  Sword, long bow & 20 arrows 
  Equipment 
  Small sack (50 coin capacity), rations (7 
  days), water skin 
   
  Equipment 
  Pack, rations (7 days), water skin 
  Coins 
  0 gp 
   
  Coins 
  4 gp 
   
   
  Spells/Day 
  1 first level 
   
  Spells/Day 
  1 first level 
  Spell Book 
  Detect Magic, Enlargement, Magic Missile, 
   
  Spell Book 
  Charm Person, Dancing Lights, Light, 
   
  Read Magic, Shield, Sleep 
   
   
  Protection from Evil, Read Magic 
  Scroll(s) 
  Detect Magic 
   
  Elf Abilities 
  Infravision, Detect Secret Doors 1-2 in 6 
   
   
   
   
   
   
   
   
   
   
   
  Thief Level 1 
  AL: 
   
   
  Hobbit Thief Level 1 
  AL: 
  HP 
  Str 
  Int 
  Wis 
  Con 
  Dex 
  Chr 
  XP 
   
  HP 
  Str 
  Int 
  Wis 
  Con 
  Dex 
  Chr 
  XP 
   
  3 
  12 
  10 
  8 
  13 
  15 
  14 
   
  4 
  8 
  13 
  12 
  15 
  14 
  10 
  Bonuses 
  +1 to hit (missile), +10% XP 
   
  Bonuses 
  +2 to hit (missile), +5% XP, +1 HP/level 
  Armor 
  Leather (AC 7) 
   
  Armor 
  Hobbit-sized leather (AC 7) 
  Weapons 
  Sword, dagger, Sh. Bow, 20 arrows, 3 silver 
   
  Weapons 
  Dagger (used as sword), sling & 30 stones 
  Equipment 
  10’ pole, pack, thief’s tools, 50’ rope, 12 
  iron spikes, lantern, 4 oil flasks, steel mirror, 
  rations (7 days), water skin 
   
  Equipment 
  Pack, thief’s tools, silver mirror, 6 torches & 
  tinderbox, iron rations (7 days), water skin 
  Coins 
  5 gp 
   
  Coins 
  22 gp 
   
  +2 to saves, can hide easily outdoors 
  Thief Skills 
  Remove Traps/Hide in Shadows: 10% 
   
  Thief Skills 
  Remove Traps: 15%, Hide in Shadows: 20% 
  (d%) 
  Open Locks: 15%, Climb Surfaces: 87% 
   
  (d%) 
  Open Locks: 25%, Climb Surfaces: 87% 
   
  Pick Pockets/Move Silently: 20% 
   
   
  Pick Pockets: 25%, Move Silently: 30% 
   
  Hear Noise 1-2 in 6, Backstab +4/×2 dam. 
   
   
  Hear Noise 1-3 in 6, Backstab +4/×2 dam. 
  
  Zenopus Archives – Holmes Ref 
   
  PRE GENERATED THIRD LEVEL CHARACTERS 
   
  Before the game mark the character(s) you are using, pick a name & alignment for each, and choose spells for spell-casters 
   
   
  Fighter Level 3 
  AL: 
   
  Score to Hit Armor Class (d20) 
  HP 
  Str 
  Int 
  Wis 
  Con 
  Dex 
  Chr 
  XP 
   
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  15 
  15 
  10 
  8 
  13 
  14 
  12 
  5005 
   
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  Bonuses 
  +1 to hit (melee or missile), +10% XP 
   
   
   
   
   
   
   
   
   
   
   
  Armor 
  Plate & Shield +1 (AC 1) 
   
   
   
  Save versus 
  (d20) 
   
  Weapons 
  Sword +1, spear 
   
   
  Poison 
  Wand 
  Stone 
  Breath 
  Spell 
  Equipment 
  Pack, iron rations (7 days), water skin, lantern, 
  50’ rope & grappling hook, 3 large sacks 
  (300 coin capacity), potion of healing 
   
  Fi/Th 
  12 
  13 
  14 
  15 
  16 
  Coins 
   
  MU 
  13 
  14 
  13 
  16 
  15 
   
  Cl 
  11 
  12 
  14 
  16 
  15 
  Fighter Abil. 
  Attack 3x/round vs normal men or ≤1HD 
   
   
   
   
   
   
   
   
   
  Cleric Level 3 
  AL: 
   
   
  Dwarf Fighter Level 3 
  AL: 
  HP 
  Str 
  Int 
  Wis 
  Con 
  Dex 
  Chr 
  XP 
  5005 
   
  HP 
  Str 
  Int 
  Wis 
  Con 
  Dex 
  Chr 
  XP 
  4777 
  12 
  12 
  8 
  15 
  13 
  10 
  14 
   
  18 
  14 
  12 
  13 
  15 
  10 
  8 
  Bonuses 
  +10% XP 
   
  Bonuses 
  +1 to hit (melee), +1 HP/level, +5% XP 
  Armor 
  Chain & Shield (AC 4) 
   
  Armor 
  Plate +1 (AC 2) 
  Weapons 
  Mace +1, silver holy symbol 
   
  Weapons 
  Battle-Axe (2-handed), hand axe 
  Equipment 
  Pack, iron rations (7 days), water skin, 3 
  stakes & mallet, garlic bud, 4 vials of holy 
  water, staff of healing  
   
  Equipment 
  Pack, iron rations (7 days), water skin, 12 iron 
  spikes & small hammer, 3 large sacks (300 
  coin capacity), potion of giant strength 
  Coins 
   
   
  Coins 
   
   
   
  Turn Undead Skeleton Zombie Ghoul 
  Wight Wraith 
   
  Dwarf Abil. 
  Infravision, Detect Traps 1-2 in 6, +2 saves 
  (2d6) 
  T 
  T 
  7 
  9 
  11 
   
  Fighter Abil. Attack 3x/round vs normal men or ≤1HD 
  Spells 
  Lvl 1: 2/day 
   
  Cure Light Wounds, Detect Evil, Detect Magic, 
  Light, Protect. from Evil, Purify Food/Water, 
  Remove Fear, Resist Cold 
   
   
   
   
   
   
   
   
   
  Magic-User Level 3 
  AL: 
   
   
  Elf Fighter/MU Level 2/2 
  AL: 
  HP 
  Str 
  Int 
  Wis 
  Con 
  Dex 
  Chr 
  XP 
  5005 
   
  HP 
  Str 
  Int 
  Wis 
  Con 
  Dex 
  Chr 
  XP 
  2275 
  9 
  8 
  15 
  13 
  12 
  14 
  10 
   
  8 
  12 
  14 
  10 
  8 
  13 
  15 
  Bonuses 
  +1 to hit (missile), +10% XP 
   
  Bonuses 
  +1 to hit (missile) 
  Armor 
  Ring of protection +1 (AC 8) 
   
  Armor 
  Chain & Shield (AC 4) 
  Weapons 
  Dagger 
   
  Weapons 
  Sword, long bow & 20 arrows +1 
  Equipment 
  Pack, iron rations (7 days), water skin, lantern, 
  wolvesbane bunch, small sack: 9 scrolls 
  (spells not memorized) 
   
  Equipment 
  Pack, iron rations (7 days), water skin, small 
  sack with 3 scrolls (spells not 
  memorized) 
  Coins 
   
   
  Coins 
   
   
   
  Spell Book 
  Detect Magic, Enlargement, Magic Missile, 
   
  Spell Book 
  Charm Person, Dancing Lights, Light, 
  Lvl 1: 2/day 
  Read Magic, Shield, Sleep 
   
  Lvl 1: 2/day Protection from Evil, Read Magic 
  Lvl 2: 1/day 
  ESP, Invisibil., Knock, Levitate, Strength, Web 
   
  Elf Abilities 
  Infravision, Detect Secret Doors 1-4 in 6 
   
   
   
  Fighter Abil. Attack 2x/round vs normal men or ≤1HD 
   
   
   
   
   
   
  Thief Level 4 
  AL: 
   
   
  Hobbit Thief Level 3 
  AL: 
  HP 
  Str 
  Int 
  Wis 
  Con 
  Dex 
  Chr 
  XP 
  5005 
   
  HP 
  Str 
  Int 
  Wis 
  Con 
  Dex 
  Chr 
  XP 
  4777 
  12 
  12 
  10 
  8 
  13 
  15 
  14 
   
  12 
  8 
  13 
  12 
  15 
  14 
  10 
  Bonuses 
  +1 to hit (missile), +10% XP 
   
  Bonuses 
  +2 to hit (missile), +5% XP, +1 HP/level 
  Armor 
  Leather +1 (AC 6) 
   
  Armor 
  Hobbit-sized leather (AC 7) 
  Weapons 
  Sword, silver dagger, short bow, 20 arrows 
   
  Weapons 
  Dagger (use as sword), sling +1 & 30 stones 
  Equipment 
  10’ pole, pack, rations (7 days), water skin, 
  thief's tools, 50’ rope, 12 iron spikes, lantern, 
  4 oil flasks, steel mirror, elven boots 
   
  Equipment 
  Pack, iron rations (7 days), water skin, 6 
  torches & tinderbox, thief's tools, silver mirror,  
  potion of gaseous form 
  Coins 
   
   
  Coins 
   
   
   
  Skills (d%): 
  Remove Traps: 25%, Hide: 30%, Climb: 89% 
  Skills (d%): 
  Remove Traps: 30%, Hide: 25%, Climb: 90% 
   
   
  Open Lock/Pick Pocket:35%, Move Silent:40% 
   
  Open Lock/Pick Pocket/Move Silent: 35% 
   
   
  Hear Noise 1-4 in 6, Backstab +4/×2 dam. 
   
  Hear Noise 1-3 in 6, Backstab +4/×2 dam. 
   
  Hobbit Abil. +2 Saves, hide outdoors easily 
  
  Zenopus Archives – Holmes Ref 
  DRAW AND KEY YOUR OWN DUNGEON 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  KEY: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Zenopus Archives – Holmes Ref 
   
  zenopusarchives.blogspot.com	
     
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/D&D Basic/1977 Holmes/Zenopus Archives - Homes Ref v2.0.pdf