TEXT: 1 
  Basic to Expert Fantasy Roleplaying Adventure Game   
  DUNGEONCRAWLERS 
  By Lazaro Izaguirre 
  DRAGONSLAYERS! 
  to 
  
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Basic to Expert Fantasy Roleplaying Adventure Game 
   
  By Lazaro Izaguirre 
   
   
  © 2020 Lazaro Izaguirre. All rights reserved. 
   
  ISBN: 978-1-71685-713-3 
   
  DUNGEONCRAWLERS to DRAGONSLAYERS! and DtD are trademarks owned by Lazaro 
  Izaguirre. All rights reserved. 
   
  Portions of this book are published under the Open Game License v1.0a — please see 
  the last two pages for further details. 
   
  All artwork is in the public domain courtesy of Karenswhimsy.com and  
  Sine Nomine Publishing.  
   
  Artists Credits: David Lewis Johnson, Dyson Logos, Earl Geier, Ian MacLean, Joyce 
  Maureira, Luigi Castellani, Mohammed Agbadi, Miguel Santos, and Nate Furman.  
   
  Dedicated to all contributors of public domain art and Open Game Content through 
  the Open Game License v1.0a — thank you for your great generosity! 
   
   
  DUNGEONCRAWLERS 
  to 
  DRAGONSLAYERS! 
  
  2 
   
   
  Introduction 
  Dice ………………………………………………........... 3 
  Overview of Contents ……………………………….. 3 
   
  Chapter 1: Characters & Equipment 
  Character Creation Checklist …………………….  5  
  Ability Scores ………………………………………….…. 6 
  Cleric ……………………………………………….……….. 9 
  Dwarf ………………………………………………….…….. 12 
  Elf ……………………………………………………….…….. 14 
  Fighter …………………………………………............ 16 
  Halfling …………………………………………….……….. 17 
  Magic-User ………………………………………….…….. 18 
  Thief ………………………………………………….………. 20 
  Alignment ………………………………………….……… 23 
   
  Languages ………………………………………………... 24 
  Character Advancement and Death …….….. 24 
  Money and Wealth ……………………………….….. 26 
  Equipment ……………………………………….………. 27 
  Land Transportation ………………………….…….. 32 
  Water Transportation ……………………….…….. 34 
  Mercenaries ……………………………………….…….. 41 
  Specialists ……………………………………….……….. 43 
  Castles and Strongholds ………………….……….. 46 
   
  Chapter 2: Spells 
  Cleric Spell List …………………………............. 50 
  Magic-User Spell List …………………………………. 51 
  Spell Descriptions in Alphabetical Order ….. 52 
   
  Chapter 3: Core Rules   
  Sequence of Play ……………………………………….. 76 
  Ability Checks ……………………………………………. 77  
  Air Travel ……………………………………………..….. 77 
  Chases …………………………………..………………….. 77 
  Climbing …………………………………………………….. 80 
  Distance and Measurement …………………..…… 80 
  Doors ………………………………………………………….. 80 
  Encounters …………………………………………………. 81 
  Monster Reactions ………………………………….... 81 
  Encumbrance …………………………………………….. 82 
  Experience Points ……………………………………... 84 
  Falling ……………………………………………………..… 85 
  Foraging and Hunting ……………………………..…. 85 
  Healing ……………………………………………………….. 85 
  Hirelings ……………………………………………..……… 85 
  Light, Vision, and Visibility ……………………….. 86 
  Losing Direction ………………………………………... 86 
  Movement ………………………………………………..… 87 
  Resting ……………………………………………………….. 88 
  Retainers ………………………………………………..…. 88 
  Saving Throws ……………………………………..……. 89 
  Searching …………………………………………......... 89 
  Starvation ………………………………………………….. 90 
  Swimming ……………………………………………..…… 90 
  Time ………………………………………………………..... 90 
  Traps ……………………………………………………..…… 90 
  Wandering Monsters ……………………………….... 90 
  Water Travel ………………………………………….…… 91 
  Basic Combat Procedure .…………………..……… 93 
  Initiative …………………………………………………….. 93 
  Movement in Combat ………………………………... 93 
  Actions in One Round ……………………………….… 94 
  Attacking ……………………………………………….…… 94 
  Range for Melee vs Missile Attacks ……….…… 94 
  Attack Rolls ………………………………….. ………….. 94 
  Damage Rolls …………………………………………..… 94 
  Casting a Spell ……………………………………....... 95 
  Other Combat Rules …………………………………… 95 
  Standard Combat Charts ……………….…………… 97 
  Magic Rules ………………………………………………… 101 
   
  Chapter 4: Bestiary 
  Monster Rules ………………………………………...... 105 
  Stat Block Format ………………………………....... 106 
  Monsters A through J ………………………………….. 107-130 
  Monsters K through T …………………………………. 130-148 
  Monsters U through Z ………………………….……… 150-155 
   
  Chapter 5: Game Masters  
  Adventure Scenarios …………………………………… 156 
  Designing a Dungeon ………………………………….. 157 
  Random Dungeon Room Contents ………………. 158 
  Designing a Wilderness ………………………………. 159 
  Designing a Base Town …………………………….... 160 
  Dungeon Encounter Tables ………………………... 160 
  Wilderness Encounter Tables …………………….. 164 
  Stronghold Encounters ……………………………….. 171 
  Non-Player Characters (NPC) Parties ……….… 172 
   
  Placing Treasures ………………………………..……… 173 
  Treasure Types …………………………………………… 174 
  Gems and Jewelry …………………………………..…. 176 
  Magic Items …………………………………………………. 176 
   
  Appendices 
  Appendix A: Alternate Character Creation plus 
  Feat System ………………………………………... 208 
  Appendix B: Skills …………………………….…. 213 
  Appendix C: Alternate Spellcasting ……. 219 
  Appendix D: Narrative Dice Rolling ….… 222 
   
  DUNGEONCRAWLERS to DRAGONSLAYERS! 
  Character Sheet 
   
  Open Game License v1.0a 
   
  Table of Contents 
  
  3 
   
   
  DUNGEONCRAWLERS to DRAGONSLAYERS! is a 
  simulacrum of the “basic/expert” or “B/X” 
  version of the most famous fantasy adventure 
  roleplaying game of all time published in 1981. 
  That version of the game was presented in two 
  books, but this work combines them into one 
  volume. 
   
  As a fantasy adventure roleplaying 
  game, DUNGEONCRAWLERS to 
  DRAGONSLAYERS! is played in the realms of 
  the imagination. The game takes place around 
  a table or virtually online through conversation, 
  dice rolling, and record keeping. Most players 
  create and develop a fantasy character like a 
  dwarf or human warrior to roleplay in the 
  fantasy worlds created and revealed to them by 
  one essential player called the game master 
  (GM). The GM narrates what the characters 
  experience through their senses in the game 
  world, plays the part of everything else in the 
  game world, and is the final adjudicator of the 
  rules. 
   
  The fantasy worlds of authors like 
  Marion Zimmer Bradley, Robert E. Howard, 
  Ursula K. LeGuin, Anne McCaffrey, R.A. 
  Salvatore, and J.R.R. Tolkien are great 
  inspiration for creating your own game worlds. 
  DUNGEONCRAWLERS to DRAGONSLAYERS! not 
  only provides the rules of the B/X version of 
  the most famous fantasy roleplaying game of 
  all time, but also includes several appendices 
  of alternate rules so you can better tailor the 
  game world to your style of play. 
   
  Dice 
  DUNGEONCRAWLERS to DRAGONSLAYERS! 
  uses the following polyhedral dice (and their 
  abbreviations): four-sided (d4), six-sided (d6), 
  eight-sided (d8), ten-sided (d10), twelve-sided 
  (d12), and twenty-sided (d20). The number of 
  dice to roll is added before the die 
  abbreviation and any modifiers to the total dice 
  results are added after so 2d6+3 for example 
  means “roll two six-sided dice and add three to 
  the total”. A “d100” die is also used by rolling 
  two d10s of a different color and designating 
  one as the ones digit and the other as the tens 
  digit so a roll of 2 and 3 for example would be 
  a result of “23”. 
   
  Overview of Contents 
  DUNGEONCRAWLERS to DRAGONSLAYERS! 
  includes four important parts: this 
  introduction, the rules chapters, the 
  appendices of alternate rules, and the 
  character sheet. All the parts except the 
  chapters are self-explanatory. Listed below is a 
  brief overview of the rules chapters. 
   
  Chapter 1: Characters & Equipment 
  This chapter includes sections on character 
  creation, ability scores, character classes, 
  alignment, languages, character advancement 
  and death, money and wealth, equipment, land 
  transportation, water transportation, 
  mercenaries, specialists, and lastly, castles and 
  strongholds. 
   
  Chapter 2: Spells 
  Lists and descriptions (in alphabetical order) of 
  all spells are included in this chapter. 
   
  Chapter 3: Core Rules   
  This chapter includes sections on the sequence 
  of play, adventuring rules, basic combat 
  procedures, other combat rules, standard 
  combat charts, and lastly, magic rules. 
   
   
  INTRODUCTION 
  
  4 
   
  Chapter 4: Bestiary 
  Rules and descriptions for the various creatures 
  the characters can encounter are provided in 
  alphabetical order in this chapter that is 
  intended for game master use only. 
   
  Chapter 5: Game Masters  
  This chapter for the game masters of 
  DUNGEONCRAWLERS to DRAGONSLAYERS! 
  includes sections on adventure scenarios, 
  designing a dungeon, random dungeon room 
  contents, designing a wilderness, designing a 
  base town, dungeon encounter tables, 
  wilderness encounter tables, stronghold 
  encounters, non-player characters (NPCs) 
  parties, placing treasures, treasure types, gems 
  and jewelry, and lastly, magic items.  
   
   
  
  5 
   
  CHAPTER 1: CHARACTERS & EQUIPMENT 
   
  Character Creation 
   
  1. Roll Ability Scores 
  Character ability scores are determined by 
  rolling randomly. Roll 3d6 for your character’s 
  Charisma, Constitution, Dexterity, Intelligence, 
  Strength, and Wisdom. See Ability Scores, page 
  6. 
   
  Sub-Par Characters 
  If you roll a character with very poor ability 
  scores — for example an 8 or less in every score 
  or an extremely low rating in one ability — the 
  GM may sometimes allow you to discard the 
  character and start again. 
   
  2. Choose a Class 
  Select one of the classes available (see 
  Character Classes, page 9), bearing in mind the 
  minimum ability score requirements of some 
  classes. 
   
  3. Adjust Ability Scores 
  Optionally, the prime requisite(s) of your 
  character (determined by the chosen class) 
  may be raised by lowering other (non-prime 
  requisite) ability scores. For every two points 
  by which an ability score is reduced, one point 
  may be added to your prime requisite. The 
  following restrictions apply: 
   
  ● 
  Only Intelligence, Strength, and 
  Wisdom may be lowered in this way. 
  ● 
  No score may be lowered below 9. 
  ● 
  Some classes may have extra 
  constraints. 
   
  4. Note Ability Score Modifiers 
  Now that your character’s ability scores are 
  fixed, make a note of any associated bonuses 
  or penalties, consulting the charts in Ability 
  Scores, page 6. 
   
  5. Note Attack Values 
  The level progression chart for your character’s 
  class lists the modified attack roll needed to hit 
  an opponent with Armor Class 0. The attack roll 
  you need to hit opponents of other AC ratings 
  can be calculated from this value by 
  subtracting the target AC from the value to hit 
  AC 0. 
   
  For example, a character who needs a 17 to hit 
  AC 0 could hit AC 5 on a roll of 12 or greater 
  (17 - 5 = 12). 
   
  It is usual to pre-calculate the modified attack 
  values required to hit AC 0-9 and record them 
  in a matrix. 1st level characters need to roll a 
  19 to hit AC 0, resulting in an attack matrix like 
  this: 
   
  Opponent’s 
  AC 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Attack roll 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  required 
   
  6. Note Saving Throws and Class Abilities 
  Record any special abilities possessed by your 
  character as a result of his or her class, as well 
  as your character’s saving throws. If your 
  character has a spell book, ask your GM which 
  spells are recorded in it. The GM may allow you 
  to choose. 
   
   
  
  6 
   
  7. Roll Hit Points 
  Determine your character’s hit points by rolling 
  the die type appropriate to the chosen class. 
  Modifiers for high or low Constitution apply 
  (see Ability Scores, page 6). Your character 
  always starts with at least 1 hit point, 
  regardless of CON modifier. 
   
  Re-Rolling 1s and 2s (Optional Rule) 
  If your roll for hit points comes up 1 or 2 
  (before applying any CON modifier), the GM 
  may allow you to re-roll. This is in order to 
  increase the survivability of 1st level PCs. 
   
  8. Choose Alignment 
  Decide whether your character is Lawful, 
  Neutral, or Chaotic (see Alignment, page 23) 
  and note this on your character sheet. 
   
  9. Note Known Languages 
  Every character begins play knowing one or 
  more languages, determined by the character’s 
  class. Characters with high Intelligence may 
  also choose additional languages. See 
  Languages, page 24 for a list of possibilities. 
   
  10. Buy Equipment 
  Your character starts play with 3d6 × 10 gold 
  pieces (see Money and Wealth, page 26). You 
  may spend as much of this money as you wish 
  to equip your character for adventure, 
  consulting the lists in Equipment, page 27, 
  Land Transportation, page 32 and Water 
  Transportation, page 34. 
   
  Remember that your chosen class may restrict 
  your use of some equipment (e.g. weapons and 
  armor). 
   
  11. Note Armor Class 
  Your character’s Armor Class is determined by 
  two factors: 
   
  ● 
  The armor worn (see Armor, page 28). 
  If your character has no armor, his or 
  her base AC is 9. 
  ● 
  Modifiers for high or low Dexterity (see 
  Ability Scores, page 6). 
   
  12. Name Character 
  Finally, choose a name for your character. You 
  are now ready for adventure! 
   
   
  Ability Scores 
   
  Standard Adjustments 
  Ability 
  Standard 
  Adjustment 
  3 
  -3 
  4-5 
  -2 
  6-8 
  -1 
  9-12 
  None 
  13-15 
  1 
  16-17 
  2 
  18 
  3 
   
  
  7 
   
  Charisma 
  Charisma (CHA) measures a character’s force of 
  personality, persuasiveness, personal 
  magnetism, physical attractiveness, and ability 
  to lead. This ability is important for how NPCs 
  or monsters respond to a character in an 
  encounter. Charisma also determines the 
  number of retainers a character may have and 
  their morale. 
   
  ● 
  Reaction adjustment applies when 
  hiring Retainers and when interacting 
  with monsters (see Encounters, page 
  81). 
   
  ● 
  Max # of retainers and retainer 
  morale determine the number of 
  Retainers a character may have in his 
  or her pay at any one time and their 
  loyalty to the character. 
   
   
  CHA 
  Reaction Adjustment 
  Max # of Retainers 
  Retainer Morale 
  3 
  -2 
  1 
  4 
  4-5 
  -1 
  2 
  5 
  6-8 
  -1 
  3 
  6 
  9-12 
  None 
  4 
  7 
  13-15 
  1 
  5 
  8 
  16-17 
  1 
  6 
  9 
  18 
  2 
  7 
  10 
   
   
  Constitution 
  Constitution (CON) represents a character’s 
  health and stamina. A Constitution bonus 
  increases a character’s hit points, making this 
  ability important for all classes. 
   
   
  ● 
  Standard adjustment applies when 
  rolling a character’s hit points (i.e. at 
  1st level and every time a level is 
  gained thereafter). A character always 
  gains at least 1 hit point per Hit Die, 
  regardless of CON modifier. 
   
   
   
   
   
   
  Dexterity 
  Dexterity (DEX) measures hand-eye 
  coordination, agility, reflexes, and balance. 
  This ability is important for combat-oriented 
  classes, as it affects Armor Class, and for 
  characters that focus on missile combat. 
   
  ● 
  Standard adjustment is applied to 
  attack rolls (but not damage rolls) 
  made with a ranged weapon and 
  modifies the character’s Armor Class (a 
  bonus lowers AC, a penalty raises it). 
   
  ● 
  Initiative adjustment modifies the 
  character’s initiative roll, if the 
  optional rule for individual initiative is 
  being used (see Initiative, page 93). 
   
   
   
   
  
  8 
   
  DEX 
  Initiative Adjustment 
  3 
  -2 
  4-5 
  -1 
  6-8 
  -1 
  9-12 
  None 
  13-15 
  1 
  16-17 
  1 
  18 
  2 
   
   
   
  Intelligence 
  Intelligence (INT) determines how well a 
  character learns, remembers, and reasons. 
   
  ● 
  Language ability denotes the 
  character’s ability to speak, read, and 
  write in his or her native tongue and 
  other languages. 
   
  ● 
  Bonus languages determines the 
  number of additional languages the 
  character can choose during character 
  creation. 
   
   
   
   
   
  INT 
  Language Ability 
  Bonus Languages 
  3 
  Unable to read or write, broken speech 
  0 
  4-5 
  Unable to read or write 
  0 
  6-8 
  Can write simple words 
  0 
  9-12 
  Can read and write native languages 
  0 
  13-15 
  Can read and write native languages 
  1 
  16-17 
  Can read and write native languages 
  2 
  18 
  Can read and write native languages 
  3 
   
   
   
  
  9 
   
  Strength 
  Strength (STR) rates a character’s brawn, 
  muscle, and physical power. This ability is 
  especially important for characters that focus 
  on melee combat. 
   
  ● 
  Standard adjustment is applied to 
  attack and damage rolls with melee 
  weapons and to attempts to force open 
  a stuck door (see Doors, page 80). 
   
  Wisdom 
  Wisdom (WIS) encompasses a character’s 
  willpower, common sense, perception, and 
  intuition. While Intelligence represents one’s 
  ability to analyse information, Wisdom 
  represents being in tune with and aware of 
  one’s surroundings. 
   
  ● 
  Standard adjustment is applied to 
  saving throws versus magical effects. 
  This normally does not include saves 
  against breath attacks, but may apply 
  to any other saving throw category. 
  Prime Requisite 
  Each character class has one or more prime 
  requisites, that is, an ability score or scores 
  that are of especial importance to characters 
  of that class. A character’s score in his or her 
  class’ prime requisite(s) affects how quickly the 
  character is able to gain experience points. 
   
  ● 
  XP Adjustment is applied to all 
  experience points awarded to the 
  character, unless otherwise noted in 
  the description of the class. 
   
   
  Score 
  XP Adjustment 
  3-5 
  -20% 
  6-8 
  -10% 
  9-12 
  None 
  13-15 
  5% 
  16-18 
  10% 
   
   
   
  Character Classes 
   
  Cleric 
  Requirements: None 
  Prime Requisite: WIS 
  Hit Dice: 1d6 
  Maximum Level: 14 
  Allowed Armor: Any, including shields 
  Allowed Weapons: Any blunt weapons 
  Languages: Alignment language, Common 
   
  Clerics are humans who have sworn to serve a 
  deity. They conduct their lives in a way to 
  further the will of their deity and channel the 
  power of their deity. Clerics are trained for 
  combat; they should be thought of as fighting 
  holy crusaders, not as passive priests. 
   
  Holy Symbol: A cleric must carry a holy symbol 
  (see Equipment, page 27). 
   
  Deity Disfavor: If a cleric ever falls from favor, 
  due to violating the beliefs or strictures of his 
  or her deity or clergy, penalties (determined by 
  the GM) may be imposed upon the cleric. These 
  may include penalties to attack (-1) or even a 
  reduction in spells. 
   
  Cleric Abilities 
   
  Combat: Clerics can use any form of armor, but 
  strict holy doctrine prevents their use of 
  weapons that have a sharp edge. Thus, only the 
  following weapons from the standard lists in 
  Equipment, page 27 may be used: club, mace, 
  sling, staff, and warhammer.
  
  10 
   
  Magical Research: A cleric of any level may 
  spend time and money to research new spells 
  associated with his or her deity. When a cleric 
  reaches 9th level, he or she is also able to 
  create magic items and research other magical 
  effects. These rules are detailed in Magical 
  Research, page 104. 
   
  Spell Casting: From 2nd level, 
  a cleric may pray to receive 
  spells from his or her deity. 
  The power and number of 
  spells available to a cleric are 
  determined by the character’s 
  experience level. The rules for 
  divine spell casting are found 
  in Magic Rules, page 101. The 
  list of spells available to 
  clerics is found in Cleric Spell 
  List, page 50. 
   
  Turning the Undead: Clerics 
  are able to call upon the name 
  and power of their deity to 
  repel or even destroy undead. 
  This ability is known as 
  turning the undead. The chart 
  below lists a dash, a “T”, a 
  “D”, or a number 
  corresponding to the Hit Dice 
  of an undead creature and the 
  level of the cleric: 
   
  ● 
  A dash means an 
  automatic failure. 
  ● 
  A number indicates 
  that the player must 
  roll that number or 
  higher on 2d6 in order 
  to successfully turn 
  the undead. 
  ● 
  A “T” means that the 
  turning automatically succeeds for this 
  type of undead. 
  ● 
  A “D” means that the turning 
  automatically succeeds for this type of 
  undead and that the monsters are 
  destroyed, not simply caused to flee. 
   
  If the turning attempt succeeds, the player 
  rolls 2d6 to determine the number of Hit Dice 
  of undead affected (either turned or 
  destroyed). No matter what 
  the dice roll result, at least 
  one undead creature is always 
  turned or destroyed, as 
  appropriate, on a successful 
  turning. Turned undead leave 
  the area, if possible, and will 
  not harm or make contact 
  with the cleric. 
   
  If turn undead is used against 
  a mixed group of undead 
  monsters of different types, 
  those with the lowest HD are 
  affected first. 
   
  Using Magic Items: As spell 
  casters, clerics can use magic 
  scrolls of spells on their spell 
  list. There are also items (e.g. 
  some staves) that only clerics 
  can use. 
   
  Reaching 9th Level 
  Once attaining 9th level, a 
  cleric may establish or build a 
  stronghold. So long as the 
  cleric is currently in favor with 
  his or her god, a stronghold 
  may be bought or built at half 
  the normal price, due to 
  divine intervention. 
   
  Once a stronghold is 
  established, the cleric attracts 
  followers (5d6 × 10 fighters of 1st or 2nd level). 
  These troops are completely devoted to the 
  cleric (never checking morale). The GM chooses 
  which proportions of followers are 1st and 2nd 
  level and which are bowmen, infantry, etc. 
   
   
  
  11 
   
  Cleric Level Progression 
  Level 
  XP 
  Hit Dice 
  AC0** 
  Saving Throws 
  Death 
  Wands 
  Paralysis 
  Breath 
  Spells 
  1 
  0 
  1d6 
  19 
  11 
  12 
  14 
  16 
  15 
  2 
  1,500 
  2d6 
  19 
  11 
  12 
  14 
  16 
  15 
  3 
  3,000 
  3d6 
  19 
  11 
  12 
  14 
  16 
  15 
  4 
  6,000 
  4d6 
  19 
  11 
  12 
  14 
  16 
  15 
  5 
  12,000 
  5d6 
  17 
  9 
  10 
  12 
  14 
  12 
  6 
  25,000 
  6d6 
  17 
  9 
  10 
  12 
  14 
  12 
  7 
  50,000 
  7d6 
  17 
  9 
  10 
  12 
  14 
  12 
  8 
  100,000 
  8d6 
  17 
  9 
  10 
  12 
  14 
  12 
  9 
  200,000 
  9d6 
  14 
  6 
  7 
  9 
  11 
  9 
  10 
  300,000 
  9d6+1* 
  14 
  6 
  7 
  9 
  11 
  9 
  11 
  400,000 
  9d6+2* 
  14 
  6 
  7 
  9 
  11 
  9 
  12 
  500,000 
  9d6+3* 
  14 
  6 
  7 
  9 
  11 
  9 
  13 
  600,000 
  9d6+4* 
  12 
  3 
  5 
  7 
  8 
  7 
  14 
  700,000 
  9d6+5* 
  12 
  3 
  5 
  7 
  8 
  7 
  * Hit point modifiers from CON no longer apply. 
  **AC0: Modified attack roll needed to hit Armor Class 0. 
   
   
  Cleric Spell Casting 
  Level 
  Spells per Day by Level 
  1st Level 
  2nd Level 
  3rd Level 
  4th Level 
  5th Level 
  1 
  - 
  - 
  - 
  - 
  - 
  2 
  1 
  - 
  - 
  - 
  - 
  3 
  2 
  - 
  - 
  - 
  - 
  4 
  2 
  1 
  - 
  - 
  - 
  5 
  2 
  2 
  - 
  - 
  - 
  6 
  2 
  2 
  1 
  1 
  - 
  7 
  2 
  2 
  2 
  1 
  1 
  8 
  3 
  3 
  2 
  2 
  1 
  9 
  3 
  3 
  3 
  2 
  2 
  10 
  4 
  4 
  3 
  3 
  2 
  11 
  4 
  4 
  4 
  3 
  3 
  12 
  5 
  5 
  4 
  4 
  3 
  13 
  5 
  5 
  5 
  4 
  4 
  14 
  6 
  5 
  5 
  5 
  4 
  
  12 
   
  Turning the Undead 
  Level 
  Monster Hit Dice 
  1 
  2 
  2* 
  3 
  4 
  5 
  6 
  7+ 
  1 
  7 
  9 
  11 
  - 
  - 
  - 
  - 
  - 
  2 
  T 
  7 
  9 
  11 
  - 
  - 
  - 
  - 
  3 
  T 
  T 
  7 
  9 
  11 
  - 
  - 
  - 
  4 
  D 
  T 
  T 
  7 
  9 
  11 
  - 
  - 
  5 
  D 
  D 
  T 
  T 
  7 
  9 
  11 
  - 
  6 
  D 
  D 
  D 
  T 
  T 
  7 
  9 
  11 
  7 
  D 
  D 
  D 
  D 
  T 
  T 
  7 
  9 
  8 
  D 
  D 
  D 
  D 
  D 
  T 
  T 
  7 
  9 
  D 
  D 
  D 
  D 
  D 
  D 
  T 
  T 
  10 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  T 
  11+ 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  * 2 Hit Dice monsters with a special ability (e.g. paralysing touch, immunity to normal weapons, etc.) 
  are more difficult to turn, as indicated by this column of the chart. Such monsters have an asterisk 
  next to their HD rating, in the monster description. 
   
  Dwarf 
  Requirements: Minimum CON 9 
  Prime Requisite: STR 
  Hit Dice: 1d8 
  Maximum Level: 12 
  Allowed Armor: Any, including shields 
  Allowed Weapons: Small or normal sized (see 
  below) 
  Languages: Alignment language, Common, 
  dwarvish, gnome, goblin, kobold 
   
  Dwarves are stout, bearded demi-humans with 
  an average height of approximately 4 feet and 
  weight of about 150 pounds. Dwarves live 
  underground and value precious metals, fine 
  craftsmanship, and stones. Perhaps not 
  surprisingly, they have skin, hair, and eye 
  colors in earth tones. Dwarves have a 
  reputation for having surly attitudes and are 
  particularly gruff with elves. Dwarves are 
  particularly hardy people and have a strong 
  resistance to magic, as reflected in their saving 
  throws. 
   
  Dwarf Abilities 
   
  Combat: Dwarves may use any type of armor, 
  however, due to their short height, can only 
  use small or normal sized weapons. This means 
  that dwarves cannot use longbows or two-
  handed swords. 
   
  Detect Construction Tricks: From their 
  experience underground, dwarves have a 2-in-6 
  chance of detecting false walls, hidden 
  construction, or sloping passages. A dwarf must 
  be actively searching for these abilities to 
  function. 
   
  Detect Traps: Due to their expertise with 
  construction, dwarves have a 2-in-6 chance of 
  detecting non-magical traps, when searching 
  (see Searching, page 89). 
   
   
  
  13 
   
   
  Infravision: Due to their habit of living 
  underground in great mines, dwarves have the 
  ability to see in the dark with infravision up to 
  60’ (see Light, Vision, and Visibility, page 86). 
   
  Listening at Doors: Dwarves have a 2-in-6 
  chance of hearing noises (see Doors, page 80). 
   
  Reaching 9th Level 
  When a dwarf reaches level 9, he or she has 
  the option of creating an underground 
  stronghold that attracts dwarves from far and 
  wide. Dwarves usually live in clans, so dwarves 
  of the character’s clan come to live under his 
  or her roof. Dwarves from other clans also 
  come and live nearby to be ruled by the 
  character. A dwarf ruler is able to hire dwarven 
  soldiers or mercenaries, but may only hire 
  members of other races for other tasks, such as 
  human alchemists or elves for spell casting. 
   
  Dwarf Level Progression 
  Level 
  XP 
  Hit Dice 
  AC0** 
  Saving Throws 
  Death 
  Wands 
  Paralysis 
  Breath 
  Spells 
  1 
  0 
  1d8 
  19 
  8 
  9 
  10 
  13 
  12 
  2 
  2,200 
  2d8 
  19 
  8 
  9 
  10 
  13 
  12 
  3 
  4,400 
  3d8 
  19 
  8 
  9 
  10 
  13 
  12 
  4 
  8,800 
  4d8 
  17 
  6 
  7 
  8 
  10 
  10 
  5 
  17,000 
  5d8 
  17 
  6 
  7 
  8 
  10 
  10 
  6 
  35,000 
  6d8 
  17 
  6 
  7 
  8 
  10 
  10 
  7 
  70,000 
  7d8 
  14 
  4 
  5 
  6 
  7 
  8 
  8 
  140,000 
  8d8 
  14 
  4 
  5 
  6 
  7 
  8 
  9 
  270,000 
  9d8 
  14 
  4 
  5 
  6 
  7 
  8 
  10 
  400,000 
  9d8+3* 
  12 
  2 
  3 
  4 
  4 
  6 
  11 
  530,000 
  9d8+6* 
  12 
  2 
  3 
  4 
  4 
  6 
  12 
  660,000 
  9d8+9* 
  12 
  2 
  3 
  4 
  4 
  6 
  * Hit point modifiers from CON no longer apply. 
  **AC0: Modified attack roll needed to hit Armor Class 0. 
   
   
  
  14 
   
  Elf 
  Requirements: Minimum INT 9 
  Prime Requisite: INT and STR 
  Hit Dice: 1d6 
  Maximum Level: 10 
  Allowed Armor: Any, including shields 
  Allowed Weapons: Any 
  Languages: Alignment language, Common, 
  elvish, gnoll, hobgoblin, and orcish 
   
  Elves are slender, fey demi-humans with 
  pointed ears. They are very diverse in 
  appearance, much like humans, and there are 
  said to be different kinds of elves in distant 
  locations. They typically weigh about 120 
  pounds and are between 5 and 5½ feet tall. 
  Though a peaceful people who enjoy good, 
  light food and play, elves are very talented 
  fighters and users of magic. 
   
  Prime Requisites: An elf must have at least 13 
  in both prime requisites in order to get the +5% 
  bonus to experience. An elf with an INT of at 
  least 16 and a STR of at least 13 receives a 
  +10% XP bonus. 
   
  Elf Abilities 
   
  Combat: Elves are able to use all forms of 
  weapons and armor. 
   
  Detect Secret Doors: Elves have keen eyes that 
  allow them, when actively searching, to detect 
  hidden and secret doors with a 2-in-6 chance 
  (see Searching, page 89). 
   
  Immunity to Ghoul Paralysis: Elves are 
  completely unaffected by the paralysis ghouls 
  can inflict. 
   
  Infravision: Elves have infravision to 60’ (see 
  Light, Vision, and Visibility, page 86). 
   
   
  Listening at Doors: Elves have a 2-in-6 chance 
  of hearing noises (see Doors, page 80). 
   
  Magical Research: An elf of any level may 
  spend time and money to research new spells 
  to add to his or her spell book. When an elf 
  reaches 9th level, he or she is also able to 
  create magic items and research other magical 
  effects. These rules are detailed in Magical 
  Research, page 104. 
   
  Spell Casting: Elves carry spell books that hold 
  the formulae for arcane spells written on their 
  pages. An elf can only memorize a certain 
  number of spells at any given time. The spell 
  casting chart (below) shows both the number of 
  spells in the elf’s spell book and the number he 
  or she may memorize, determined by the 
  character’s experience level. Thus, a 1st level 
  elf has one spell in his or her spell book, 
  selected by the GM (who may allow the player 
  to choose). The rules for arcane spell casting 
  and spell books are described in Magic Rules, 
  page 101. The list of spells available to elves is 
  provided in Magic-User Spell List, page 51 
  (elves have the same spell selection as magic-
  users). 
   
  Using Magic Items: As spell casters, elves are 
  able to use magic scrolls of spells on their spell 
  list. There are also items (e.g. magic wands) 
  that may only be used by elves or magic-users. 
   
   
   
  
  15 
   
  Reaching 9th Level 
  An elf can establish a stronghold in a natural 
  setting, such as a forest or glen, upon reaching 
  9th level. Rather than impose upon nature, this 
  keep must blend seamlessly with it. Even if the 
  stronghold is not constructed of stone, the cost 
  is the same due to the quality and artistry of 
  elven craft. Because of the elven connection to 
  nature, all ordinary animals within 5 miles of 
  the stronghold are kind and helpful to the 
  elves. This helpfulness includes the ability to 
  warn of dangers and pass information or even 
  messages to others nearby. However, in 
  exchange, an elven ruler must always defend 
  the animals within his or her territory. Elven 
  rulers can hire members of other races in the 
  capacity of retainers or specialists, but only 
  soldiers of elven stock may be hired. 
   
  Elf Level Progression 
  Level 
  XP 
  Hit Dice 
  AC0** 
  Saving Throws 
  Death 
  Wands 
  Paralysis 
  Breath 
  Spells 
  1 
  0 
  1d6 
  19 
  12 
  13 
  13 
  15 
  15 
  2 
  4,000 
  2d6 
  19 
  12 
  13 
  13 
  15 
  15 
  3 
  8,000 
  3d6 
  19 
  12 
  13 
  13 
  15 
  15 
  4 
  16,000 
  4d6 
  17 
  10 
  11 
  11 
  13 
  12 
  5 
  32,000 
  5d6 
  17 
  10 
  11 
  11 
  13 
  12 
  6 
  64,000 
  6d6 
  17 
  10 
  11 
  11 
  13 
  12 
  7 
  120,000 
  7d6 
  14 
  8 
  9 
  9 
  10 
  10 
  8 
  250,000 
  8d6 
  14 
  8 
  9 
  9 
  10 
  10 
  9 
  400,000 
  9d6 
  14 
  8 
  9 
  9 
  10 
  10 
  10 
  600,000 
  9d6+2* 
  12 
  6 
  7 
  8 
  8 
  8 
  * Hit point modifiers from CON no longer apply.  
  **AC0: Modified attack roll needed to hit Armor Class 0. 
   
  Elf Spell Casting 
  Level 
  Spells by Level 
  1st Level 
  2nd Level 
  3rd Level 
  4th Level 
  5th Level 
  1 
  1 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  4 
  2 
  2 
  - 
  - 
  - 
  5 
  2 
  2 
  1 
  - 
  - 
  6 
  2 
  2 
  2 
  - 
  - 
  7 
  3 
  2 
  2 
  1 
  - 
  8 
  3 
  3 
  2 
  2 
  - 
  9 
  3 
  3 
  3 
  2 
  1 
  10 
  3 
  3 
  3 
  3 
  2 
   
  
  16 
   
  Fighter 
  Requirements: None 
  Prime Requisite: STR 
  Hit Dice: 1d8 
  Maximum Level: 14 
  Allowed Armor: Any, including shields 
  Allowed Weapons: Any 
  Languages: Alignment language, Common 
   
  Fighters are humans who dedicate themselves 
  to mastering the arts of combat and war. In a 
  group of adventurers, fighters are often 
  particularly burdened because they are tougher 
  and must take the lead to defend other 
  characters. 
   
  Fighter Abilities 
  Combat: Fighters can use all forms of weapons 
  and armor. 
   
  Stronghold: Any time a fighter wishes (and has 
  sufficient money) he or she can build a castle 
  or stronghold and control the surrounding 
  lands. 
   
  Reaching 9th Level 
  Upon achieving 9th level, a fighter may be 
  granted a title such as Baron or Baroness. The 
  land under the fighter’s control is then known 
  as a Barony. 
  Fighter Level Progression 
  Level 
  XP 
  Hit Dice 
  AC0** 
  Saving Throws 
  Death 
  Wands 
  Paralysis 
  Breath 
  Spells 
  1 
  0 
  1d8 
  19 
  12 
  13 
  14 
  15 
  16 
  2 
  2,000 
  2d8 
  19 
  12 
  13 
  14 
  15 
  16 
  3 
  4,000 
  3d8 
  19 
  12 
  13 
  14 
  15 
  16 
  4 
  8,000 
  4d8 
  17 
  10 
  11 
  12 
  13 
  14 
  5 
  16,000 
  5d8 
  17 
  10 
  11 
  12 
  13 
  14 
  6 
  32,000 
  6d8 
  17 
  10 
  11 
  12 
  13 
  14 
  7 
  64,000 
  7d8 
  14 
  8 
  9 
  10 
  10 
  12 
  8 
  120,000 
  8d8 
  14 
  8 
  9 
  10 
  10 
  12 
  9 
  240,000 
  9d8 
  14 
  8 
  9 
  10 
  10 
  12 
  10 
  360,000 
  9d8+2* 
  12 
  6 
  7 
  8 
  8 
  10 
  11 
  480,000 
  9d8+4* 
  12 
  6 
  7 
  8 
  8 
  10 
  12 
  600,000 
  9d8+6* 
  12 
  6 
  7 
  8 
  8 
  10 
  13 
  720,000 
  9d8+8* 
  10 
  4 
  5 
  6 
  5 
  8 
  14 
  840,000 
  9d8+10* 
  10 
  4 
  5 
  6 
  5 
  8 
  * Hit point modifiers from CON no longer apply. **AC0: Modified attack roll needed to hit AC 0. 
  
  17 
   
   
   
  Halfling 
  Requirements: Minimum CON and DEX 9 
  Prime Requisite: DEX and STR 
  Hit Dice: 1d6 
  Maximum Level: 8 
  Allowed Armor: Any appropriate to size, 
  including shields 
  Allowed Weapons: Appropriate to size (see 
  below) 
  Languages: Alignment language, Common, 
  halfling 
   
  Halflings are small demi-humans with furry feet 
  and curly or wavy hair. They weigh about 60 
  pounds and only attain a height of around 3 
  feet. They are as diverse in appearance as 
  humans. Halflings are gentle-natured and value 
  relaxation, good food, and good drink. They 
  love comfort and spend their riches on the 
  most extravagant items. 
   
  Prime Requisites: A halfling must have at least 
  13 in one or the other prime requisite in order 
  to get a +5% to experience. The character must 
  have a STR and DEX of 13 or higher to get a 
  +10% bonus. 
  Halfling Abilities 
   
  Combat: Halflings may use any type of armor, 
  though it must be tailored to their small size. 
  Similarly, they may use any weapon which is 
  appropriate to their stature. They cannot use 
  longbows or two-handed swords. 
   
  Defensive Bonus: Because they are so small, 
  halflings have a lower Armor Class (-2 bonus) 
  when attacked by creatures greater than 
  human sized. 
   
  Hiding: Halflings have an uncanny ability to 
  disappear from sight: 
   
  ● 
  In bushes or other outdoor cover, a 
  halfling can hide with 90% ability. 
  ● 
  In dungeons, a halfling can also hide in 
  shadows or behind other forms of 
  cover, so long as he or she remains 
  silent and motionless. The chance of 
  success is 2-in-6. 
   
  Initiative Bonus (optional rule): If using the 
  optional rule for individual initiative (see 
  Initiative, page 93), halflings get a bonus of +1 
  to initiative rolls. 
   
  Listening at Doors: Halflings have a 2-in-6 
  chance of hearing noises (see Doors, page 80). 
   
  Missile Attack Bonus: Halflings’ keen 
  coordination grants them +1 on any missile 
  attacks. 
   
  Stronghold: Any time a halfling wishes (and has 
  sufficient money), he or she can build a 
  stronghold. These strongholds are established 
  in serene, beautiful valleys and halflings come 
  from great distances to settle there. The 
  character becomes the leader of the people 
  (called the sheriff) and must rule them wisely 
  and well. 
   
  
  18 
   
  Halfling Level Progression 
  Level 
  XP 
  Hit Dice 
  AC0* 
  Saving Throws 
  Death 
  Wands 
  Paralysis 
  Breath 
  Spells 
  1 
  0 
  1d6 
  19 
  8 
  9 
  10 
  13 
  12 
  2 
  2,000 
  2d6 
  19 
  8 
  9 
  10 
  13 
  12 
  3 
  4,000 
  3d6 
  19 
  8 
  9 
  10 
  13 
  12 
  4 
  8,000 
  4d6 
  17 
  6 
  7 
  8 
  10 
  10 
  5 
  16,000 
  5d6 
  17 
  6 
  7 
  8 
  10 
  10 
  6 
  32,000 
  6d6 
  17 
  6 
  7 
  8 
  10 
  10 
  7 
  64,000 
  7d6 
  14 
  4 
  5 
  6 
  7 
  8 
  8 
  120,000 
  8d6 
  14 
  4 
  5 
  6 
  7 
  8 
  *AC0: Modified attack roll needed to hit Armor Class 0. 
   
   
   
   
  Magic-User 
  Requirements: None 
  Prime Requisite: INT 
  Hit Dice: 1d4 
  Maximum Level: 14 
  Allowed Armor: None 
  Allowed Weapons: Dagger only 
  Languages: Alignment language, Common 
   
  Sometimes called wizards, warlocks, or 
  witches, magic-users are humans who study 
  arcane secrets and cast spells. Magic-users are 
  able to cast a greater number of increasingly 
  powerful spells as they advance in level. 
   
  Magic-User Abilities 
   
  Combat: Magic-users may only use daggers and 
  are unable to use shields or wear any kind of 
  armor. For this reason, magic-users are weak at 
  low levels and, in an adventuring group, should 
  be protected. 
   
  Magical Research: A magic-user of any level 
  may spend time and money to research new 
  spells to add to his or her spell book. When a 
  magic-user reaches 9th level, he or she is also 
  able to create magic items and research other 
  magical effects. These rules are detailed in 
  Magical Research, page 104. 
   
   
   
  
  19 
   
  Spell Casting: Magic-users carry spell books 
  that hold the written formulae for arcane 
  spells. A magic-user can only memorize a 
  certain number of spells at any given time. The 
  spell casting chart (below) shows both the 
  number of spells in the magic-user’s spell book 
  and the number he or she may memorize, 
  determined by the character’s experience 
  level. Thus, a 1st level magic-user has one spell 
  in his or her spell book, selected by the GM 
  (who may allow the player to choose). The 
  rules for arcane spell casting and spell books 
  are described in Magic Rules, page 101. The list 
  of spells available to magic-users is provided in 
  Magic-User Spell List, page 51. 
   
  Using Magic Items: As spell casters, magic-
  users are able to use magic scrolls of spells on 
  their spell list. There are also items (e.g. magic 
  wands) that may only be used by magic-users or 
  elves. 
   
  Reaching 11th Level 
  A magic-user may build a stronghold, often a 
  great tower, when he or she reaches level 11. 
  1d6 apprentices of levels 1-3 then arrive to 
  study under the magic-user. 
   
   
   
   
  Magic-User Level Progression 
  Level 
  XP 
  Hit Dice 
  AC0** 
  Saving Throws 
  Death 
  Wands 
  Paralysis 
  Breath 
  Spells 
  1 
  0 
  1d4 
  19 
  13 
  14 
  13 
  16 
  15 
  2 
  2,500 
  2d4 
  19 
  13 
  14 
  13 
  16 
  15 
  3 
  5,000 
  3d4 
  19 
  13 
  14 
  13 
  16 
  15 
  4 
  10,000 
  4d4 
  19 
  13 
  14 
  13 
  16 
  15 
  5 
  20,000 
  5d4 
  19 
  13 
  14 
  13 
  16 
  15 
  6 
  40,000 
  6d4 
  17 
  11 
  12 
  11 
  14 
  12 
  7 
  80,000 
  7d4 
  17 
  11 
  12 
  11 
  14 
  12 
  8 
  150,000 
  8d4 
  17 
  11 
  12 
  11 
  14 
  12 
  9 
  300,000 
  9d4 
  17 
  11 
  12 
  11 
  14 
  12 
  10 
  450,000 
  9d4+1* 
  17 
  11 
  12 
  11 
  14 
  12 
  11 
  600,000 
  9d4+2* 
  14 
  8 
  9 
  8 
  11 
  8 
  12 
  750,000 
  9d4+3* 
  14 
  8 
  9 
  8 
  11 
  8 
  13 
  900,000 
  9d4+4* 
  14 
  8 
  9 
  8 
  11 
  8 
  14 
  1,050,000 
  9d4+5* 
  14 
  8 
  9 
  8 
  11 
  8 
  * Hit point modifiers from CON no longer apply.  
  **AC0: Modified attack roll needed to hit Armor Class 0. 
   
   
  
  20 
   
  Magic-User Spell Casting 
  Level 
  Spells by Level 
  1st Level 
  2nd Level 
  3rd Level 
  4th Level 
  5th Level 
  6th Level 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  4 
  2 
  2 
  - 
  - 
  - 
  - 
  5 
  2 
  2 
  1 
  - 
  - 
  - 
  6 
  2 
  2 
  2 
  - 
  - 
  - 
  7 
  3 
  2 
  2 
  1 
  - 
  - 
  8 
  3 
  3 
  2 
  2 
  - 
  - 
  9 
  3 
  3 
  3 
  2 
  1 
  - 
  10 
  3 
  3 
  3 
  3 
  2 
  - 
  11 
  4 
  3 
  3 
  3 
  2 
  1 
  12 
  4 
  4 
  3 
  3 
  3 
  2 
  13 
  4 
  4 
  4 
  3 
  3 
  3 
  14 
  4 
  4 
  4 
  4 
  3 
  3 
   
   
  Thief 
  Requirements: None 
  Prime Requisite: DEX 
  Hit Dice: 1d4 
  Maximum Level: 14 
  Allowed Armor: Leather armor, no shields 
  Allowed Weapons: Any 
  Languages: Alignment language, Common 
   
  Thieves are humans who live by their wits and 
  skills of deception and intrigue. Their range of 
  unique skills makes them very handy 
  companions in adventures. However, thieves 
  are not always to be trusted. 
   
  Note: In step 3 of character creation (adjust 
  ability scores), thieves may not lower Strength. 
   
   
  
  21 
   
  Thief Abilities 
   
  Back-stab: When attacking an unaware 
  opponent from behind, a thief receives a +4 
  bonus to hit and doubles any damage dealt. 
   
  Combat: Because of their need for stealth and 
  free movement, thieves cannot wear armor 
  heavier than leather and cannot use shields. 
  They can use any weapon. 
   
  Read Languages: A thief of 4th level or higher 
  can read non-magical text in any language 
  (including dead languages and basic codes) with 
  80% probability. If the roll does not succeed, 
  the thief may not try to read that particular 
  piece of writing again until he or she reaches a 
  higher level of experience. 
   
  Scroll Use: A thief of 10th level or higher can 
  cast spells from arcane scrolls with 90% 
  accuracy. A failed roll means the spell does not 
  function as expected and creates an unusual or 
  deleterious effect. 
   
  Thief Skills: Thieves have the following skills, 
  which improve as the character gains levels 
  (see the chart below). Note that dice rolls for 
  these abilities are usually made by the GM, 
  because a thief is not always aware that he or 
  she has failed! 
   
  ● 
  Climb Sheer Surfaces: Thieves are 
  adept at scaling sheer surfaces, 
  including walls or steep cliffs. A skill 
  roll is required for each 100 feet to be 
  climbed. If the roll fails, the thief falls 
  a distance equal to half the attempted 
  distance, taking 1d6 points of damage 
  per 10 feet. 
  ● 
  Find or Remove Traps: A thief may 
  only try one time to find or remove a 
  trap in an area. Note that these are 
  separate skills, for a thief must find a 
  trap before he or she can remove it! 
  ● 
  Hear Noise: Thieves can attempt to 
  listen for noises in a cave or hallway, at 
  a door, or in other locations, but the 
  thief must be quiet and in a quiet 
  environment. Unlike the other thief 
  abilities, this ability is rolled using 1d6. 
  ● 
  Hide in Shadows: A thief always thinks 
  he or she is successful in this skill and 
  does not know otherwise until others 
  react to his or her presence. A thief 
  must remain motionless when hiding. 
  ● 
  Move Silently: When successful, others 
  do not hear the movements of a thief. 
  However, the thief always thinks he or 
  she is moving silently and only knows 
  otherwise by others’ reaction. 
  ● 
  Pick Locks: A thief is skilled in picking 
  locks, but needs thieves’ tools to do so 
  (see Equipment, page 27). He or she 
  can only try to pick a lock one time 
  and, if the roll fails, may not try the 
  same lock again before gaining an 
  experience level. 
  ● 
  Pick Pockets: This skill is the bread 
  and butter of non-adventuring thieves; 
  it is a quick (if perilous) source of 
  income. If the victim is above 5th level, 
  the thief’s roll is penalized by 5% for 
  every level above 5th. There is always 
  at least a 1% chance of failure. A roll of 
  more than twice the percentage 
  required for success means the 
  intended target notices the thieving 
  attempt. The GM then rolls 2d6 on the 
  reaction table (see Encounters, page 
  81) to determine the target’s reaction. 
   
  Reaching 9th Level 
  When a thief attains level 9, he or she can 
  establish a thief den. 2d6 thief apprentices of 
  1st level come to work with the character. 
  These thieves serve the character with some 
  reliability; however, if any are arrested or 
  killed, the character cannot attract more 
  followers of this type to replace them. A 
  successful thief might use these followers to 
  start a Thieves’ Guild. 
   
  
  22 
   
  Thief Level Progression 
  Level 
  XP 
  Hit Dice 
  AC0** 
  Saving Throws 
  Death 
  Wands 
  Paralysis 
  Breath 
  Spells 
  1 
  0 
  1d4 
  19 
  13 
  14 
  13 
  16 
  15 
  2 
  1,200 
  2d4 
  19 
  13 
  14 
  13 
  16 
  15 
  3 
  2,400 
  3d4 
  19 
  13 
  14 
  13 
  16 
  15 
  4 
  4,800 
  4d4 
  19 
  13 
  14 
  13 
  16 
  15 
  5 
  9,600 
  5d4 
  17 
  12 
  13 
  11 
  14 
  13 
  6 
  20,000 
  6d4 
  17 
  12 
  13 
  11 
  14 
  13 
  7 
  40,000 
  7d4 
  17 
  12 
  13 
  11 
  14 
  13 
  8 
  80,000 
  8d4 
  17 
  12 
  13 
  11 
  14 
  13 
  9 
  160,000 
  9d4 
  14 
  10 
  11 
  9 
  12 
  10 
  10 
  280,000 
  9d4+2* 
  14 
  10 
  11 
  9 
  12 
  10 
  11 
  400,000 
  9d4+4* 
  14 
  10 
  11 
  9 
  12 
  10 
  12 
  520,000 
  9d4+6* 
  14 
  10 
  11 
  9 
  12 
  10 
  13 
  640,000 
  9d4+8* 
  12 
  8 
  9 
  7 
  10 
  8 
  14 
  760,000 
  9d4+10* 
  12 
  8 
  9 
  7 
  10 
  8 
  * Hit point modifiers from CON no longer apply.  
  **AC0: Modified attack roll needed to hit Armor Class 0. 
   
  Thief Skills 
  Level 
  Climb 
  Sheer 
  Surfaces 
  Find or 
  Remove 
  Traps 
  Hear 
  Noise 
  Hide in 
  Shadows 
  Move 
  Silently 
  Pick 
  Locks 
  Pick 
  Pockets 
  1 
  87% 
  10% 
  2-in-6 
  10% 
  20% 
  15% 
  20% 
  2 
  88% 
  15% 
  2-in-6 
  15% 
  25% 
  20% 
  25% 
  3 
  89% 
  20% 
  3-in-6 
  20% 
  30% 
  25% 
  30% 
  4 
  90% 
  25% 
  3-in-6 
  25% 
  35% 
  30% 
  35% 
  5 
  91% 
  30% 
  3-in-6 
  30% 
  40% 
  35% 
  40% 
  6 
  92% 
  40% 
  3-in-6 
  36% 
  45% 
  45% 
  45% 
  7 
  93% 
  50% 
  4-in-6 
  45% 
  55% 
  55% 
  55% 
  8 
  94% 
  60% 
  4-in-6 
  55% 
  65% 
  65% 
  65% 
  9 
  95% 
  70% 
  4-in-6 
  65% 
  75% 
  75% 
  75% 
  10 
  96% 
  80% 
  4-in-6 
  75% 
  85% 
  85% 
  85% 
  11 
  97% 
  90% 
  5-in-6 
  85% 
  95% 
  95% 
  95% 
  12 
  98% 
  95% 
  5-in-6 
  90% 
  96% 
  96% 
  105% 
  13 
  99% 
  97% 
  5-in-6 
  95% 
  98% 
  97% 
  115% 
  14 
  99% 
  99% 
  5-in-6 
  99% 
  99% 
  99% 
  125% 
  
  23 
   
  Alignment 
  All beings, whether player characters (PCs), 
  NPCs, or monsters, adhere to one of three 
  philosophies or spheres of behavior, known as 
  alignments. These spheres are Law, Neutrality, 
  and Chaos. A player must choose one of these 
  paths when his or her character is created. 
   
  Law: Lawful beings believe in truth and justice. 
  To this end, they follow laws and believe all 
  things must adhere to order. Lawful beings also 
  believe in sacrifice to a greater good and 
  choose the good of a larger group over the good 
  of an individual. 
   
  Neutrality: Neutral beings believe in a balance 
  between the ideas of Law and Chaos and, in 
  their actions, they tend to do what serves them 
  best. They might commit good or evil acts in 
  order to further their own ends and generally 
  not put others’ needs ahead of their own. 
   
  Chaos: Chaotic beings are in direct opposition 
  to Law. These beings should seldom be trusted, 
  for they tend to act in “evil” ways and are 
  much more selfish than a neutral being. 
  Chaotic characters believe in chance and that 
  there is no innate order to life. 
   
  Player Characters 
  The player must inform the GM of his or her 
  character’s alignment, but does not have to 
  tell other players. When determining the 
  character’s actions, players should do their 
  best to adhere to their chosen alignment. The 
  game master takes note when behavior 
  deviates too much and may assign a new 
  alignment more appropriate to actual character 
  actions. Deviation from alignment may also be 
  penalized, as the game master sees fit. 
   
  
  24 
   
  Languages 
   
  The Common Tongue 
  The common tongue (sometimes simply called 
  Common) is a language which is widespread 
  among intelligent species. All player character 
  races — as well as many monsters (see below) 
  — are able to speak Common. 
   
  It is assumed that the common tongue is a 
  language common to all humans and used by 
  other intelligent races. However, the GM may 
  rule that different human cultures in the 
  campaign world have different languages, in 
  which case a particular human language must 
  be chosen instead of Common. 
   
  Alignment Languages 
  All intelligent beings know a secret, unwritten 
  language of gestures, signs, and code words 
  associated with their alignment. This secret 
  language allows beings of the same alignment 
  to communicate. Beings of another alignment 
  recognize when an alignment language is being 
  used, but cannot understand it. It is not 
  possible to learn another alignment language 
  except by changing alignment, in which case 
  the former language is forgotten. 
   
  Monster Languages 
  20% of intelligent monsters speak Common 
  (unless the monster description states 
  otherwise). Many intelligent monster species 
  also have their own tongue. 
  Player Character Languages 
  All PCs know the common tongue and their 
  alignment language. Some classes grant further 
  languages, as noted in the class descriptions, 
  and characters with high Intelligence receive 
  additional languages, chosen at the GM’s 
  discretion. The following list of languages may 
  be used: 
   
  1. Bugbear 
  2. Doppelgänger 
  3. Dragon 
  4. Dwarvish 
  5. Elvish 
  6. Gargoyle 
  7. Gnoll 
  8. Gnome 
  9. Goblin 
  10. Halfling 
  11. Harpy 
  12. Hobgoblin 
  13. Kobold 
  14. Lizard man 
  15. Medusa 
  16. Minotaur 
  17. Ogre 
  18. Orc 
  19. Pixie 
  20. Human dialect 
   
  Character 
  Advancement and 
  Death 
   
  Parties of Mixed Levels 
  As new player characters join play (either due 
  to the death of old characters or due to new 
  players joining the group), the experience 
  levels of the characters in the party may begin 
  to diverge. It is recommended that characters 
  more than four levels apart should adventure 
  separately, as challenges which are suitable for 
  higher level characters are too dangerous for 
  those of lower level. The opposite is also true: 
  low-level adventures do not provide an 
  interesting challenge to characters of higher 
  level. 
   
  Level Titles (Optional Rule) 
  In some campaigns, characters are not merely 
  referred to by their numerical experience level 
  (e.g. “2nd level magic-user”), but also gain the 
  right to bear certain titles as they advance in 
  
  25 
   
  level. Such titles may be granted by the guilds, 
  colleges, or temples that PCs are associates of. 
   
  Level titles often vary greatly between 
  campaign worlds, but the following lists may be 
  used as inspiration: 
   
  Cleric: Acolyte, Adept, Priest(ess), Vicar, 
  Curate, Elder, Bishop, Lama, Matriarch 
  (Patriarch). 
   
  Dwarf: As fighter (e.g. Dwarven Veteran, 
  Dwarven Warrior, etc.). 
   
  Elf: As fighter and magic-user (e.g. 
  Medium/Veteran, Seer/Warrior, etc.). 
   
  Fighter: Veteran, Warrior, Swordmaster, Hero, 
  Swashbuckler, Myrmidon, Champion, 
  Superhero, Lord (Lady). 
   
  Halfling: As fighter (e.g. Halfling Veteran, 
  Halfling Warrior, etc.). 
   
  Magic-User: Medium, Seer, Conjurer, Magician, 
  Enchanter (Enchantress), Witch (Warlock), 
  Sorcerer (Sorceress), Necromancer, Wizard. 
   
  Thief: Apprentice, Footpad, Robber, Burglar, 
  Cutpurse, Sharper, Pilferer, Thief, Master 
  Thief. 
   
   
   
  
  26 
   
  High Level Play  
  (Optional Rule) 
  Human character classes are listed as having a 
  maximum level of 14. This range of levels 
  presents the best play experience, in terms of 
  challenge and reward. Some groups, however, 
  may wish to continue play into the extremely 
  high levels beyond. In this case, human 
  characters may continue advancing to a 
  maximum of 36th level. This must be carefully 
  considered, as PCs of some classes are left 
  behind, due to their strict level limits. If the 
  GM allows continued play into higher levels, 
  the following guidelines may be used. 
  Additionally, other rule books are available 
  which detail high level play. 
   
  Note that however far a character’s ability to 
  hit in combat advances, the minimum modified 
  roll required to hit is never less than 2. 
   
  Clerics require an additional 100,000 XP per 
  level beyond 14th and gain 1 hit point per level 
  gained. Their chance to hit in combat improves 
  by 2 every 4 levels. Spells of higher levels 
  become available as the character advances. 
   
  Fighters require an additional 120,000 XP per 
  level beyond 14th and gain 2 hit points per 
  level gained. Their chance to hit in combat 
  improves by 2 every 3 levels. Fighters of 20th 
  level may make two attacks per round. This 
  increases to three attacks per round at 25th 
  level and four per round at 30th level. 
   
  Magic-users require an additional 150,000 XP 
  per level beyond 14th and gain 1 hit point per 
  level gained. Their chance to hit in combat 
  improves by 2 every 5 levels. Spells of higher 
  levels become available as the character 
  advances. 
   
  Thieves require an additional 120,000 XP per 
  level beyond 14th and gain 2 hit points per 
  level gained. Their chance to hit in combat 
  improves by 2 every 4 levels. Additional skills 
  become available to high level thieves, 
  including the ability to climb upside down or 
  horizontally, voice skills such as mimicry and 
  ventriloquism, and other skills of deception. 
   
  Money and Wealth 
   
  Coinage 
  The most common coin is the gold piece (gp). 
  Coins made of other types of precious metals—
  platinum, electrum, silver, and copper—are 
  also used. Platinum is more valuable than gold: 
  a platinum piece (pp) is worth 5 gold pieces. 
  Coins of the other metals are less valuable than 
  gold: a gold piece is worth 2 electrum pieces 
  (ep), 10 silver pieces (sp), or 100 copper pieces 
  (cp). 
   
   
   
  Coin Conversion Rates 
  Value 
  in: 
  Coin 
  1 PP 
  1 GP 
  1 EP 
  1 SP 
  1 CP 
  PP 
  1 
  1/5 
  1/10 
  1/50 
  1/500 
  GP 
  5 
  1 
  1/2 
  1/10 
  1/100 
  EP 
  10 
  2 
  1 
  1/5 
  1/50 
  SP 
  50 
  10 
  5 
  1 
  1/10 
  CP 
  500 
  100 
  50 
  10 
  1 
   
  
  27 
   
  Starting Money 
  Player characters begin play with 3d6 × 10 gold 
  pieces. 
   
  Inheritance 
  Faced with the possibility of character death, 
  players may take efforts to ensure the amassed 
  wealth of their PCs is not simply lost if the PC 
  dies. The GM may allow players to create a will 
  for their characters, to leave treasure behind 
  for an heir. 
   
  ● 
  Any treasure left as an inheritance is 
  taxed at 10%. (A player might try to 
  leave money to an heir through 
  clandestine means, such as burying it 
  and leaving a map behind, but this is 
  more risky.) 
  ● 
  A character’s heir must be a new, 1st 
  level character. 
  ● 
  A player is only allowed to leave a 
  character inheritance one time. 
   
   
  Equipment 
   
   
  Adventuring Gear 
  Item 
  Cost (gp) 
  Item 
  Cost (gp) 
  Backpack 
  5 
  Rations (iron, 7 days) 
  15 
  Crowbar 
  10 
  Rations (standard, 7 days) 
  5 
  Garlic 
  5 
  Rope (50’) 
  1 
  Grappling hook 
  25 
  Sack (small) 
  1 
  Hammer (small) 
  2 
  Sack (large) 
  2 
  Holy symbol 
  25 
  Stakes (3) and mallet 
  3 
  Holy water (vial) 
  25 
  Thieves’ tools 
  25 
  Iron spikes (12) 
  1 
  Tinder box (flint & steel) 
  3 
  Lantern 
  10 
  Torches (6) 
  1 
  Mirror (hand-sized, steel) 
  5 
  Waterskin 
  1 
  Oil (1 flask) 
  2 
  Wine (2 pints) 
  1 
  Pole (10’ long, wooden) 
  1 
  Wolfsbane (1 bunch) 
  10 
   
   
   
   
  
  28 
   
  Armor 
  Armor 
  AC 
  Cost (gp) 
  Weight (Coins) 
  Leather 
  7 
  20 
  200 
  Chain mail 
  5 
  40 
  400 
  Plate mail 
  3 
  60 
  500 
  Shield 
  -1 bonus 
  10 
  100 
  Weight (Coins): The weight of armor is only tracked with encumbrance option 2 (see Encumbrance, 
  page 82). 
   
   
   
   
  
  29 
   
   
  Weapons 
  Weapon 
  Cost (gp) 
  Weight 
  (Coins) 
  Weapon 
  Cost (gp) 
  Weight 
  (Coins) 
  Battle axe 
  7 
  50 
  Short bow 
  25 
  30* 
  Club 
  3 
  50 
  Short sword 
  7 
  30 
  Crossbow 
  30 
  50* 
  Silver dagger 
  30 
  10 
  Dagger 
  3 
  10 
  Sling 
  2 
  20*† 
  Hand axe 
  4 
  30 
  Spear 
  4 
  30 
  Javelin 
  1 
  20† 
  Staff 
  2 
  40† 
  Lance 
  5 
  120† 
  Sword 
  10 
  60 
  Mace 
  5 
  30 
  Two-handed sword 
  15 
  150 
  Polearm 
  7 
  150 
  Warhammer 
  5 
  30 
  Long bow 
  40 
  30* 
  — 
  — 
  — 
  Weight (Coins): The weight of weapons is only tracked with encumbrance option 2 (see Encumbrance, 
  page 82). 
  * Includes weight of ammunition/container. 
  † Not defined in the traditional Basic/Expert rules; value extrapolated from similar items. 
   
   
   
   
   
   
   
   
  Ammunition 
  Ammunition 
  Cost (gp) 
  Crossbow bolts (case of 30) 
  10 
  Arrows (quiver of 20) 
  5 
  Silver tipped arrow (1) 
  5 
  Sling stones 
  Free 
  
  30 
   
  Weapon Combat Stats 
  Weapon 
  Damage 
  Qualities 
  Battle axe 
  1d8 
  Melee, Slow, Two-handed 
  Club 
  1d4 
  Blunt, Melee 
  Crossbow 
  1d6 
  Missile (5’-80’ / 81’-160’ / 161’-240’), Reload, Slow,  
  Two-handed 
  Dagger 
  1d4 
  Melee, Missile (5’-10’ / 11’-20’ / 21’-30’) 
  Hand axe 
  1d6 
  Melee, Missile (5’-10’ / 11’-20’ / 21’-30’) 
  Holy water vial 
  1d8 
  Missile (5’-10’ / 11’-30’ / 31’-50’), Splash weapon 
  Javelin 
  1d4 
  Missile (5’-30’ / 31’-60’ / 61’-90’ †) 
  Lance 
  1d6 
  Charge, Melee 
  Long bow 
  1d6 
  Missile (5’-70’ / 71’-140’ / 141’-210’), Two-handed 
  Mace 
  1d6 
  Blunt, Melee 
  Oil flask, burning 
  1d8 
  Missile (5’-10’ / 11’-30’ / 31’-50’), Splash weapon 
  Polearm 
  1d10 
  Brace, Melee, Slow, Two-handed 
  Short bow 
  1d6 
  Missile (5’-50’ / 51’-100’ / 101’-150’), Two-handed 
  Short sword 
  1d6 
  Melee 
  Silver dagger 
  1d4 
  Melee, Missile (5’-10’ / 11’-20’ / 21’-30’) 
  Sling 
  1d4 
  Blunt, Missile (5’-40’ / 41’-80’ / 81’-160’) 
  Spear 
  1d6 
  Brace, Melee, Missile (5’-20’ / 21’-40’ / 41’-60’) 
  Staff 
  1d4 
  Blunt, Melee, Slow, Two-handed 
  Sword 
  1d8 
  Melee 
  Torch 
  1d4 
  Melee 
  Two-handed sword 
  1d10 
  Melee, Slow, Two-handed 
  Warhammer 
  1d6 
  Blunt, Melee 
  Damage: Die rolled when using the optional rule for variable weapon damage  
  (see Damage Rolls, page 94). 
  † Not defined in the traditional Basic/Expert rules; value extrapolated from similar items. 
   
   
   
   
  
  31 
   
  Qualities 
   
  Blunt: May be used by clerics. 
   
  Brace: When braced against the ground, 
  doubles damage against charging monsters. 
   
  Charge: On horseback, moving at least 60’ in a 
  round and attacking doubles any damage done 
  with a successful hit. 
   
  Melee: Close quarters weapon (5’ or less). 
   
  Missile: Thrown or fired weapon (greater than 
  5’ distance). The distances for short (+1 to hit), 
  medium, and long (-1 to hit) range are shown in 
  parentheses. 
   
  Reload (optional rule): Requires a round to 
  reload between shots; can only be fired every 
  second round. 
   
  Slow: The character acts last in each combat 
  round (see Initiative, page 93). 
   
  Splash weapon: On a successful missile attack, 
  the container smashes and the target is doused 
  in the liquid. Damage is inflicted over two 
  rounds, as the liquid drips off. 
   
  Two-handed: The weapon requires both hands; 
  the character cannot use a shield. 
   
  Descriptions 
   
  Backpack: Has two straps and can be worn on 
  the back, keeping the hands free. Holds up to 
  400 coins. 
   
  Crowbar: 2 or 3 feet long and made of solid 
  iron. Can be used for forcing doors and other 
  objects open. 
   
  Grappling hook: Has 3 or 4 prongs. Can be used 
  for anchoring a rope. 
   
  Hammer: Can be used for construction or as a 
  mallet with iron or wooden spikes. 
   
  Holy symbol: A divine spell caster is required 
  to own a holy symbol of his or her deity, often 
  worn as a necklace. These symbols are 
  different for each religion. 
   
  Holy water: Water that has been blessed by a 
  holy person. It is used in some religious rituals 
  and is a formidable weapon against the 
  undead. A vial of holy water must be thrown at 
  an undead monster to harm it (see Weapon 
  Combat Stats, page 30). Holy water cannot 
  retain its power if it is stored in any other 
  container than the special vials it is placed in 
  when blessed. 
   
  Iron spikes: May be used for wedging doors 
  open or shut (see Doors, page 80), as an anchor 
  to attach a rope to, and many other purposes. 
   
  Lantern: Lanterns can be closed to hide the 
  light. They burn one oil flask for each four 
  hours, or 24 turns, and have an effective light 
  radius of 30 feet. 
   
  Mirror: Useful for looking around corners or for 
  reflecting a monster’s gaze attack. 
   
  Oil flask: A flask of oil fuels a lantern for four 
  hours (24 turns). In addition to fuelling 
  lanterns, oil can be used as a weapon: 
   
  ● 
  To inflict damage, an oil flask must be 
  either lit on fire and thrown (see 
  Weapon Combat Stats, page 30) or 
  poured on the ground and lit. 
  ● 
  Oil that is poured on the ground can 
  cover a diameter of 3 feet and burns 
  for a full turn, inflicting damage on any 
  character or monster moving through 
  the pool. 
  ● 
  Fire from oil does not harm monsters 
  that have a natural flame attack. 
   
   
   
  
  32 
   
  Pole, 10’: A 2” thick pole useful for poking and 
  prodding suspicious items in a dungeon. 
   
  Rations, iron: Dried and preserved food to be 
  carried on long voyages when securing other 
  food may be uncertain. 
   
  Rations, standard: Fresh, unpreserved food. 
   
  Rope: Can hold the weight of approximately 
  three human-sized beings. 
   
  Sack, large: Can hold up to 600 coins. 
   
  Sack, small: Can hold up to 200 coins. 
   
  Stakes and mallet: A wooden mallet and three 
  18” long stakes. Valuable when confronting 
  vampires. 
   
  Thieves’ tools: This kit contains all of the tools 
  needed to pick locks. 
   
  Tinder box: Used to light fires, including 
  torches. Using a tinder box takes one round. 
  There is a 2-in-6 chance of success per round. 
   
  Torch: A torch burns for 1 hour (6 turns), 
  clearly illuminating a 30’ radius. Torches may 
  also be used in combat (see Weapon Combat 
  Stats, page 30). 
   
  Waterskin: This container, made of hide, holds 
  2 pints (1 quart) of fluid. 
   
  Wolfsbane: This herb can be used to repel 
  lycanthropes. The creature must be hit with 
  the herb in melee combat. 
   
  Other Equipment 
  The items detailed in this section are those 
  most commonly available for purchase by 
  adventurers. Should PCs wish to purchase items 
  not on these lists, the GM may use the listed 
  items as guidelines for determining new items’ 
  price and characteristics, including combat 
  statistics (if appropriate). 
   
  Land Transportation 
   
   
  Animals of Burden 
  Animal 
  Cost 
  (gp) 
  Miles per Day 
  Movement Rate 
  Maximum Encumbrance (Coins) 
  Camel 
  100 
  30 
  150’ (50’) 
  6,000 
  Horse (draft) 
  40 
  18 
  90’ (30’) 
  9,000 
  Horse (riding) 
  75 
  48 
  240’ (80’) 
  6,000 
  Horse (war) 
  250 
  24 
  120’ (40’) 
  8,000 
  Mule 
  30 
  24 
  120’ (40’) 
  4,000 
   
  Movement Rate: Distance moved in one exploration turn; per-round encounter movement rate in 
  parentheses. 
   
  Max Encumbrance (Coins): Burdens of up to half the listed maximum do not affect movement rate; 
  greater burdens (up to the maximum listed encumbrance) reduce movement to half speed. 
   
   
   
  
  33 
   
  Tack and Harness 
  Item 
  Cost (gp) 
  Barding 
  150 
  Saddle and bridle 
  25 
  Saddle bags 
  5 
   
   
  Vehicles 
  Vehicle 
  Cost (gp) 
  Miles per Day 
  Movement Rate 
  Max Load (Coins) 
  Cart 
  100 
  12 
  60’ (20’) 
  4,000 / 8,000 
  Wagon 
  200 
  12 
  60’ (20’) 
  15,000 / 25,000 
   
  Movement Rate: Distance moved in one exploration turn; per-round encounter movement rate in 
  parentheses. 
   
  Max Load (Coins): The maximum load of a vehicle depends on the number of animals pulling it. See 
  descriptions. 
   
   
   
  
  34 
   
  Descriptions 
  (Full descriptions and stats for animals are 
  found in Monsters, pages 107-155.) 
   
  Barding: Armor constructed of leather and 
  plates of metal. Provides the animal with an AC 
  of 5 and weighs 600 coins. 
   
  Camel: AC 7, HD 2, 1 × hoof (1d4) + 1 × bite 
  (1), Ml 7, SA Fighter 1. 
   
  Cart: A two-wheeled vehicle. Pulled by a single 
  draft horse or two mules, a cart may be loaded 
  with up to 4,000 coins of weight. Pulled by two 
  draft horses or four mules, it may carry up to 
  8,000 coins. When travelling through difficult 
  terrain (e.g. desert, forest, mountains, 
  swamp), can only travel on maintained roads. 
   
  Horse, draft: AC 7, HD 3, no attacks, Ml 6, SA 
  Fighter 2. 
   
  Horse, riding: AC 7, HD 2, 2 × hoof (1d4), Ml 7, 
  SA Fighter 1. 
   
  Horse, war: AC 7, HD 3, 2 × hoof (1d6), Ml 9, 
  SA Fighter 2. 
   
  Mule: AC 7, HD 2, 1 × kick (1d4) or 1 × bite 
  (1d3), Ml 8, SA Normal Human. 
   
  Saddle bags: Hold up to 300 coins weight. 
   
  Wagon: A four-wheeled, open vehicle. Pulled 
  by two draft horse or four mules, a wagon may 
  be loaded with up to 15,000 coins of weight. 
  Pulled by four draft horses or eight mules, it 
  may carry up to 25,000 coins. When travelling 
  through difficult terrain (e.g. desert, forest, 
  mountains, swamp), can only travel on 
  maintained roads. 
   
  Water Transportation 
  The vessels described in this section span 
  various historical periods from ancient galleys 
  to medieval sailing ships. Vessels are propelled 
  by rowing or sailing, with some able to use 
  either means. The necessary crew and the 
  resulting speeds are given on the following 
  pages. The pay rates for crew are given in 
  Specialists, page 43. 
   
  Dimensions 
  A ship’s beam is its width and its draft is the 
  depth it extends beneath the water. 
   
  Seaworthiness 
  Water vessels are divided into two broad 
  categories: those which are suitable for use on 
  the high seas and those which are restricted to 
  rivers, lakes, or coastal waters. 
   
  High Winds 
  Unseaworthy vessels are designed for use in 
  rivers, lakes, or coastal waters, not on the 
  open seas. They are thus not built to withstand 
  high winds (see Water Travel, page 91). These 
  vessels suffer as follows in extreme winds: 
   
  Near gale: With the optional variable wind 
  conditions rule, a result of 11 indicates near 
  gale conditions. Unseaworthy vessels have a 
  20% chance (increased from the usual 10% 
  chance) of taking on water. 
   
  Gale: During gale conditions, unseaworthy 
  vessels are affected as follows: 
   
  ● 
  There is an 80% chance of the vessel 
  being overrun with water and sinking. 
  ● 
  Unseaworthy vessels with sails cannot 
  move with the wind to avoid damage. 
  ● 
  If the vessel is in sight of land when the 
  gale hits, it may attempt to beach. If 
  the shore is relatively clear of physical 
  dangers (rocks, cliffs, etc.), this is 
  automatically successful; otherwise 
  there is a 2-in-6 chance of finding a 
  safe harbour to weather the storm. 
   
   
  
  35 
   
   
  Seaworthy Vessels 
  Vessel 
  Cost (gp) 
  Maximum 
  Cargo 
  (Coins) 
  Usage 
  Length 
  Beam 
  Draft 
  Lifeboat 
  1,000 
  15,000 
  Any 
  20’ 
  4’-5’ 
  1’-2’ 
  Longship 
  15,000 
  40,000 
  Any 
  60’-80’ 
  10’-15’ 
  2’-3’ 
  Sailing ship 
  (large) 
  20,000 
  300,000 
  Coastal waters, 
  open seas 
  100’-150’ 
  25’-30’ 
  10’-12’ 
  Sailing ship 
  (small) 
  5,000 
  100,000 
  Coastal waters, 
  open seas 
  60’-80’ 
  20’-30’ 
  5’-8’ 
  Troop 
  transport 
  (large) 
  26,600 
  300,000 
  Coastal waters, 
  open seas 
  100’-150’ 
  25’-30’ 
  10’-12’ 
  Troop 
  transport 
  (small) 
  6,600 
  100,000 
  Coastal waters, 
  open seas 
  60’-80’ 
  20’-30’ 
  5’-8’ 
  Warship 
  (large) 
  26,600 
  300,000 
  Coastal waters, 
  open seas 
  100’-150’ 
  25’-30’ 
  10’-12’ 
  Warship 
  (small) 
  6,600 
  100,000 
  Coastal waters, 
  open seas 
  60’-80’ 
  20’-30’ 
  5’-8’ 
  
  36 
   
  Unseaworthy Vessels 
  Vessel 
  Cost (gp) 
  Maximum Cargo 
  (Coins) 
  Usage 
  Length 
  Beam 
  Draft 
  Boat (river) 
  4,000 
  30,000 
  Rivers, lakes 
  20’-30’ 
  10’ 
  2’-3’ 
  Boat (sailing) 
  2,000 
  20,000 
  Lakes, coastal 
  waters 
  20’-40’ 
  10’-
  15’ 
  2’-3’ 
  Canoe 
  50 
  6,000 
  Rivers, swamps 
  15’ 
  3’ 
  1’ † 
  Galley (large) 
  30,000 
  40,000 
  Coastal waters 
  120’-
  150’ 
  15’-
  20’ 
  3’ 
  Galley (small) 
  10,000 
  20,000 
  Coastal waters 
  60’-
  100’ 
  10’-
  15’ 
  2’-3’ 
  Galley (war) 
  60,000 
  60,000 
  Coastal waters 
  120’-
  150’ 
  20’-
  30’ 
  4’-6’ 
  Raft (makeshift) 
  - 
  50 per square foot 
  Rivers, lakes 
  Varies 
  Varies 
  ½’ † 
  Raft (professional) 
  1gp / square 
  foot 
  100 per square foot 
  Rivers, lakes 
  Varies 
  Varies 
  ½’ † 
  † Not defined in the traditional Expert rules; value extrapolated from similar vessels. 
   
   
   
   
  Vessel Descriptions 
   
  Boat, river: Riverboats are either rowed or 
  pushed with poles. The cost of the boat 
  increases by 1,000 gp if it has a roof (to protect 
  passengers or cargo). 
   
  Boat, sailing: A small boat typically used for 
  fishing in lakes or coastal waters. 
   
  Canoe: A small boat made of hide or canvas 
  stretched over a wooden frame. Because of its 
  small size and lightweight construction, a 
  canoe may be carried by two people (weighing 
  500 coins). 
   
  Galley, large: A long ship with a shallow draft 
  and a single, square-sailed mast. 
   
  Galley, small: A ship with a shallow draft and a 
  single, square-sailed mast. 
   
  Galley, war: A large, specially constructed 
  galley that is generally a fleet’s flagship. War 
  galleys are always fitted with a ram (comes 
  with the basic cost) and have a full deck above 
  the rowers. They have two masts and 10’-20’ 
  wide wooden towers rising 15’-20’ above the 
  bow and stern. 
   
  Lifeboat: A small boat with a mast that folds 
  down for storage. A small ship usually has 1-2 
  lifeboats, while larger ships may have 3-4. A 
  lifeboat weighs 5,000 coins and reduces the 
  cargo capacity of the ship on which it is carried 
  by this much. A lifeboat is usually equipped 
  with rations to feed ten human-sized beings for 
  one week.
  Longship: A narrow ship which may be used in 
  rivers, coastal waters, or the open seas. A 
  longship may be rowed or sailed, depending on 
  the conditions. The crew typically fill the role 
  of oarsmen, sailors, and fighters, as needed. 
   
  Sailing ship, large: A large, seaworthy vessel 
  with up to three masts. Usually has multiple 
  decks and raised “castles” at the bow and 
  stern. 
   
   
   
  
  37 
   
  Sailing ship, small: A small, seaworthy vessel 
  with a single mast. 
   
  Troop transport (large, small): These ships 
  have similar dimensions and characteristics to 
  normal sailing ships, but are specially designed 
  to carry troops, mounts, and equipment of war 
  as their cargo. 
   
  Warship (large, small): These ships have 
  similar dimensions and characteristics to 
  normal sailing ships, but are specially designed 
  to carry mercenaries and war gear. 
  Raft, makeshift: Given sufficient wood, 
  characters may build a makeshift raft in 1-3 
  days per 10’ square section (up to a maximum 
  size of 20’ × 30’). 
   
  Raft, professional: A professionally built raft 
  has raised sides, a basic steering oar, and some 
  form of shelter for goods or passengers. Such a 
  raft may be up to 30’ × 40’. Professionally built 
  rafts are sometimes floated downstream with 
  cargo and then broken down and sold for the 
  value of their wood (25cp per square foot). 
   
   
   
  
  38 
   
  Vessel Movement Rates and Crew 
  Vessel 
  Requires 
  Captain? 
  Rowing (Oarsmen) 
  Sailing (Sailors) 
  Req. 
  Crew 
  Miles/Day 
  Movement 
  Rate 
  Req. 
  Crew 
  Miles/Day 
  Movement 
  Rate 
  Boat (river) 
  No 
  8 
  36 
  180’ (60’) 
  - 
  - 
  - 
  Boat (sailing) 
  No 
  - 
  - 
  - 
  1 
  72 
  360’ (120’) 
  Canoe 
  No 
  1** 
  18 
  90’ (60’) 
  - 
  - 
  - 
  Galley (large) 
  Yes 
  180 
  18 
  90’ (90’) 
  20 
  72 
  360’ (120’) 
  Galley (small) 
  Yes 
  60 
  18 
  90’ (90’) 
  10 
  90 
  450’ (150’) 
  Galley (war) 
  Yes 
  300 
  12 
  60’ (60’) 
  30 
  72 
  360’ (120’) 
  Lifeboat 
  No 
  - 
  - 
  - 
  1** 
  18 
  90’ (30’) 
  Longship 
  Yes 
  60* 
  18 
  90’ (90’) 
  75* 
  90 
  450’ (150’) 
  Raft 
  (makeshift) 
  No 
  1** 
  12 
  60’ (30’) 
  - 
  - 
  - 
  Raft (prof.) 
  No 
  1** 
  12 
  60’ (30’) 
  - 
  - 
  - 
  Sailing ship 
  (lg.) 
  Yes 
  - 
  - 
  - 
  20 
  72 
  360’ (120’) 
  Sailing ship 
  (sm.) 
  Yes 
  - 
  - 
  - 
  10 
  90 
  450’ (150’) 
  Troop trans. 
  (lg.) 
  Yes 
  - 
  - 
  - 
  20 
  72 
  360’ (120’) 
  Troop trans. 
  (sm.) 
  Yes 
  - 
  - 
  - 
  10 
  90 
  450’ (150’) 
  Warship 
  (large) 
  Yes 
  - 
  - 
  - 
  20 
  72 
  360’ (120’) 
  Warship 
  (small) 
  Yes 
  - 
  - 
  - 
  10 
  90 
  360’ (150’) 
  Movement Rate: Distance moved in one exploration turn; per-round encounter movement rate in 
  parentheses. 
  * Crew may take on the roles of oarsmen, sailors, and fighters. 
  ** Specialist crew not required. Unskilled characters (e.g. PCs) may pilot the vessel. 
   
   
  Rowed Movement 
  For rowed vessels, the encounter movement 
  rate represents a great effort on the part of 
  the oarsmen. Such speeds cannot be 
  maintained for long periods, thus the 
  movement rates per turn and per day are much 
  slower. 
   
   
  Reduced Crew 
  Having less than the required number of 
  oarsmen reduces a vessel’s speed. For every 
  10% reduction in the available rowing crew, the 
  vessel’s rowing speed is reduced by an equal 
  percentage. For example, if 10% of the 
  oarsmen are being used to repair hull damage, 
  the vessel moves at 90% of its normal speed 
  (i.e. 10% slower than normal). 
   
   
   
   
  
  39 
   
  Vessel Combat Stats 
  Vessel 
  Maximum Mercenaries 
  Armor Class 
  Hull Points 
  Ram? 
  Catapult? 
  Boat (river) 
  - 
  8 
  20-40 
  - 
  - 
  Boat (sailing) 
  - 
  8 
  20-40 
  - 
  - 
  Canoe 
  - 
  9 
  10-May 
  - 
  - 
  Galley (large) 
  50 
  7 
  100-120 
  Can be 
  added 
  Up to 2 
  Galley (small) 
  20 
  8 
  80-100 
  Can be 
  added 
  Up to 2 
  Galley (war) 
  75 
  7 
  120-150 
  Built in 
  Up to 3 
  Lifeboat 
  - 
  9 
  20-Oct 
  - 
  - 
  Longship 
  75* 
  8 
  60-80 
  - 
  Up to 1 
  Raft (makeshift) 
  - 
  9 
  5 per 10’ 
  sq 
  - 
  - 
  Raft (professional) 
  - 
  9 
  5 per 10’ 
  sq 
  - 
  - 
  Sailing ship (large) 
  - 
  7 
  120-180 
  - 
  - 
  Sailing ship (small) 
  - 
  8 
  60-90 
  - 
  - 
  Troop trans. (lg.) 
  100 
  7 
  160-240 
  - 
  - 
  Troop trans. (sm.) 
  50 
  8 
  80-120 
  - 
  - 
  Warship (large) 
  50 
  7 
  120-180 
  - 
  Up to 2 
  Warship (small) 
  25 
  8 
  60-90 
  - 
  Up to 1 
   
   
  Ship Weaponry 
  Item 
  Cost (gp) 
  Catapult 
  100 
  Catapult shot 
  5 
  Catapult shot, pitch 
  25 
  Ram, large galley 
  10,000 
  Ram, small galley 
  3,000 
   
   
   
  
  40 
   
  Mercenaries 
  Some vessels have space aboard for 
  mercenaries in addition to the normal crew of 
  sailors/oarsmen. These mercenaries are 
  optional and may be of any type. (See 
  Mercenaries, page 41.) 
   
  Hull Points 
  In combat, attacks and damage may be 
  directed at water vessels in addition to 
  characters and monsters. A water vessel has a 
  number of hull points. These are analogous to a 
  creature’s hit points. Normal attacks (bows, 
  swords, etc.) do not inflict hull damage, but 
  spells, magical attacks, and the attacks of giant 
  sea monsters inflict one point of hull damage 
  per five points of normal hit point damage the 
  attack does. 
   
  Effects of Hull Damage 
  When a vessel loses hull points, its movement 
  rate is also affected. This may be due to taking 
  on water or because of structural damage 
  influencing how the vessel passes through 
  water. For every 10% a ship is reduced from its 
  maximum hull points, its movement is reduced 
  by an equal percentage. For example, if a ship 
  loses 20% of its hull points, its movement is 
  reduced by 20%. 
   
  When a vessel is reduced to 0 hull points, it 
  sinks in 1d10 rounds. Any mounted weaponry is 
  no longer functional. 
   
  Repairs 
  It takes five crew-members one turn to repair 
  one hull point. This task requires full attention, 
  so any crew involved in repair cannot take any 
  other action during a turn repairing a vessel. 
  Only half of all damage sustained to a ship can 
  be repaired at sea by the crew, the remaining 
  damage can only be repaired by facilities at a 
  dock. 
   
   
  Ship Modifications 
  The following modifications may be made to an 
  existing ship: 
   
  ● 
  A sailing ship may be converted into a 
  warship or troop transport of the same 
  size. The modification costs one-third 
  of the ship’s original cost. 
  ● 
  A catapult may be added to a galley, 
  longship, or warship. 
  ● 
  A ram may be added to a large or small 
  galley (a war galley already comes with 
  a ram fitted). 
   
  Weaponry Descriptions 
  Catapult: Fires either large rocks or flaming 
  pitch and may be operated by 2-4 crew. A 
  catapult, along with twenty rounds of shot, 
  weighs 10,000 coins. This must be subtracted 
  from the ship’s cargo allowance. 
   
  The range of attacks is 150-300 yards. Attack 
  rolls may be modified for weather conditions, 
  manoeuvrability, etc. Attacks are made as a 
  fighter of level equal to the number of crew 
  manning the catapult (minimum 2, maximum 
  4). The rate of fire also depends on the number 
  of crew: every 5 rounds with four crew, every 8 
  rounds with three crew, or every 10 rounds 
  with two crew. 
   
  Catapult shot: Inflicts 3d6 hull points of 
  damage against ships. 
   
  Catapult shot, pitch: Sets a 10’×10’ area of a 
  ship on fire. The burning inflicts 1d6 hull points 
  of damage per turn (for at least one turn) and 
  spreads to other areas of the ship, if not 
  extinguished. A fire may be put out by five 
  crew in 3 turns, ten crew in 2 turns, or fifteen 
  crew in 1 turn. 
   
  Ram: War galleys have a ram built in. A ram 
  may be added to a large or small galley. 
  Attacks with a ram are made using the attack 
  chart for 1st level fighters and occur at the 
  
  41 
   
  same point in the combat sequence as missile 
  fire. Attack rolls may be modified for weather 
  conditions, maneuverability, etc. A ram can 
  only be used against large targets (e.g. other 
  ships or giant sea monsters); small individuals 
  cannot be targeted. 
   
  ● 
  Large or war galley: Deals 1d6+5 × 10 
  hull points damage against ships and 
  6d6 hit points damage against 
  monsters. 
  ● 
  Small galley: Deals 1d4+4 × 10 hull 
  points damage against ships and 3d8 hit 
  points damage against monsters. 
   
  Mercenaries 
  Mercenaries are typically hired as soldiers and 
  guard, patrol, and otherwise serve in 
  wilderness settings, but only as part of a larger 
  force, not an adventuring group. 
   
  Note that as mercenaries are hired by a 
  character to perform specific services, they are 
  not treated as retainers and thus do not count 
  toward a character’s maximum number of 
  retainers. 
   
  Locating and Hiring 
  Mercenaries may be located by frequenting 
  taverns or by posting notices of help wanted. 
  There may also be guilds that can act as a 
  contact point for recruiting mercenaries. 
   
  The most commonly found types of mercenary 
  are listed in the following table, along with 
  their monthly rates of pay. 
   
  Wages and Upkeep 
  The monthly rate of pay includes food and 
  basic gear. Most mercenaries already have 
  weapons and armor when hired, though their 
  employer may equip them with additional gear. 
  Note that armorers (see Specialists, page 43) 
  are required to repair mercenaries’ armor and 
  weapons. 
   
  
  42 
   
  Common Mercenary Types 
  Type 
  Weapons 
  AC 
  Base 
  Morale 
  Wage per Month 
  Human 
  Dwarf 
  Elf 
  Orc 
  Goblin 
  Archer 
  Shortbow 
  6 
  8 
  5gp 
  - 
  10gp 
  3gp 
  2gp 
  Archer, 
  mounted 
  Shortbow 
  9 
  9 
  15gp 
  - 
  30gp 
  - 
  - 
  Crossbowman 
  Crossbow 
  5 
  8 
  4gp 
  6gp 
  - 
  2gp 
  - 
  Crossbowman, 
  mounted 
  Crossbow 
  9 
  9 
  - 
  15gp 
  - 
  - 
  - 
  Footman, 
  light 
  Sword 
  6 
  8 
  2gp 
  - 
  4gp 
  1gp 
  5sp 
  Footman, 
  heavy 
  Sword 
  4 
  8 
  3gp 
  5gp 
  6gp 
  15sp 
  - 
  Horseman, 
  light 
  Lance 
  7 
  9 
  10gp 
  - 
  20gp 
  - 
  - 
  Horseman, 
  med. 
  Lance 
  5 
  9 
  15gp 
  - 
  - 
  - 
  - 
  Horseman, 
  heavy 
  Lance, 
  sword 
  3 
  9 
  20gp 
  - 
  - 
  - 
  - 
  Longbowman 
  Longbow, 
  sword 
  5 
  8 
  10gp 
  - 
  20gp 
  - 
  - 
  Peasant 
  None 
  9 
  6 
  1gp 
  - 
  - 
  - 
  - 
  Wolf rider 
  Spear 
  7 
  9 
  - 
  - 
  - 
  - 
  5gp 
  Wage per Month: This is the rate of pay out of wartime. In wartime, all wages are doubled. 
  AC: 9 = no armor; 7 = leather; 6 = leather + shield; 5 = chainmail; 4 = chainmail + shield; 3 = plate 
  mail. 
   
   
  Morale 
  Like retainers, mercenaries have a morale 
  rating. However, the morale rating of a group 
  of mercenaries is determined solely by their 
  type—it does not depend on the CHA of the 
  hiring character. 
   
  The table of common mercenary types above 
  lists their base morale rating, but the following 
  chart may be used to calculate the morale of 
  other types of mercenary: 
   
   
   
   
   
   
   
   
  Mercenary Type 
  Morale 
  Peasants, Militia 
  6 
  Barbarians 
  7 
  Soldiers, Men-at-arms 
  8 
  Mounted soldiers 
  1 
  Elite soldiers 
  1 
  Fanatic soldiers, Berserkers 
  2 
   
  Modifiers 
  At the GM’s discretion, the morale score of a 
  group of mercenaries may be modified based 
  on working conditions. If the mercenaries are 
  being killed frequently or subjected to other 
  abuses, morale will be low. If the mercenaries 
  are enjoying riches and excitement, it might be 
  higher. 
  
  43 
   
  Specialists 
  All types of characters that PCs may wish to 
  hire for non-combat and non-adventuring 
  purposes (i.e. not mercenaries or retainers) are 
  termed specialists. 
   
  Note that as specialists are hired by a character 
  to perform specific services, they are not 
  treated as retainers and thus do not count 
  toward a character’s maximum number of 
  retainers. 
   
  Locating and Hiring 
  Specialists may be located by frequenting 
  taverns or by posting notices of help wanted. 
  There may also be guilds which can act as a 
  contact point for recruiting specialists. 
   
  Wages and Upkeep 
  Several possible types of specialist are 
  described below, along with their typical 
  monthly pay rates. The monthly rate of pay 
  includes food and basic gear. This list is not 
  exhaustive and the GM may create additional 
  types of specialist as needed. 
   
  Specialist 
  Wage per Month 
  Alchemist 
  1,000gp 
  Animal trainer 
  500gp 
  Armorer 
  100gp 
  Assistant armorer 
  15gp† 
  Blacksmith 
  25gp 
  Engineer 
  750gp 
  Navigator 
  150gp 
  Oarsman 
  2gp 
  Sage 
  2,000gp 
  Sailor 
  10gp 
  Ship’s captain 
  250gp 
  Spy 
  500gp (or more) 
  † Not defined in the traditional Expert rules; 
  value extrapolated from similar specialists. 
   
   
   
   
  
  44 
   
  Descriptions 
   
  Alchemist 
  Alchemists dedicate their expertise to creating 
  potions and other concoctions. Based on a 
  sample or recipe, an alchemist can produce a 
  potion at twice the normal speed and for half 
  the normal cost (see Magical Research, page 
  104). An alchemist may also research new 
  potions, but this takes twice as long and costs 
  twice as much as normal. 
   
  Animal Trainer 
  All animal trainers are specialized in a 
  particular kind of animal and can have up to six 
  animals under their care at a time. Trainers are 
  not required for small numbers of common 
  animals like dogs, horses, or mules, but more 
  exotic animals or larger numbers of normal 
  animals require a specialized trainer. 
   
  The GM decides how long an animal must be 
  trained, based on the nature of the training. It 
  takes a minimum of one month to teach an 
  animal the first new behavior or trick. After 
  this first month, an animal has become 
  accustomed to the trainer and can be taught 
  additional behaviors at twice the rate (two 
  weeks per behavior). If training is interrupted, 
  all time already spent on that particular 
  behavior is lost and the animal becomes unable 
  to learn further behaviors. 
   
  Armorer 
  An armorer may either: 
   
  ● 
  Produce weapons and armor: Per 
  month, an armorer can make five 
  weapons, three shields, or one 
  complete suit of armor. 
  ● 
  Maintain mercenaries’ gear: One 
  armorer is required per 50 troops. 
   
  The output of an armorer (either in terms of 
  arms produced or troops maintained) may be 
  doubled by hiring two assistant armorers and 
  one blacksmith. If four assistants and two 
  blacksmiths are hired, the armorer’s output 
  may be quadrupled. An armorer cannot 
  coordinate more assistants than this. 
   
  Assistant Armorer 
  Apprentices who may work under an armorer to 
  increase the rate of production. See Armorer 
  above. 
   
  Blacksmith 
  Craftsmen trained in the art of forging metal. 
  Blacksmiths may be hired to work under an 
  armorer to increase the rate of production. See 
  Armorer above. 
   
  Engineer 
  Engineers plan and oversee large construction 
  projects—see Castles or Strongholds, page 46. 
  The number of engineers required for a 
  construction project depends on the overall 
  cost of the building: one engineer is needed per 
  100,000 gp value of the project. Human 
  engineers usually handle large aboveground 
  structures, while dwarves may be hired for 
  underground construction. 
   
  Navigator 
  A navigator is a sailor who understands how to 
  read charts and navigate based on instruments 
  and the position of the stars. Any time a ship 
  ventures beyond sight of a coastline, it 
  becomes lost if a navigator is not aboard. (See 
  Losing Direction, page 86.) 
   
  Oarsman 
  Unskilled normal humans who man the oars of 
  sea vessels. They are not trained for combat. 
   
   
   
  
  45 
   
   
   
   
   
  Sage 
  Sages are rare individuals who devote their 
  lives to the study of an obscure and specific 
  subject area (e.g. dragons, ancient history). A 
  sage may be consulted for information in his or 
  her specialist area. Characters may have to pay 
  the monthly rate in addition to any other 
  supplies the sage needs to research their 
  question, as determined by the game master. If 
  the information is particularly difficult to 
  obtain, it costs the characters extra. In 
  addition, despite the special knowledge sages 
  have, they are occasionally wrong when it 
  comes to particularly obscure questions. The 
  game master decides what questions are 
  obscure and the probability of achieving a 
  wrong answer. If the characters receive a 
  wrong answer, they may not realize it! 
   
  Sailor 
  Skilled normal humans who can handle a ship. 
  Sailors can fight to defend their ship, typically 
  being equipped with a sword, shield, and 
  leather armor. 
   
  Ship’s Captain 
  A captain is required for any large ship, is 
  skilled like a sailor, and has an intimate 
  knowledge of the particular coasts he or she 
  frequents. 
   
  Spy 
  A spy is hired to gather information about a 
  specific person or group. The spy may be an 
  outsider who tries to infiltrate or may be a 
  traitor already connected with the person or 
  group to be spied upon. Spies are often NPC 
  thieves, but may be of any character class. The 
  GM determines the time required for the job 
  and the probability of success in the mission, 
  based on the circumstances. Spies may or may 
  not be reliable and could stab the hiring 
  character in the back (perhaps literally!). 
   
  
  46 
   
  Castles and 
  Strongholds 
  Planning and Construction 
  The construction of a castle or stronghold has 
  the following steps: 
   
  1. Permission: It is sometimes necessary 
  to secure permission to build from an 
  existing authority over the land. This 
  may not be required if the land is 
  wilderness and is uncharted. 
  2. Clear land: All monsters in the local 
  area (one hex on a small-scale 
  wilderness map—typically 6 miles 
  across) must be killed or driven off. 
  3. Design: The player must create a plan 
  for the stronghold and calculate the 
  costs based on the price suggestions 
  listed in this section. The plan should 
  take account of the required thickness 
  of the walls (see the dimensions of 
  different structures, opposite). 
  4. Review: The GM should review and 
  approve the player’s plans. 
  5. Hire engineers: In addition to normal 
  building costs, the character must hire 
  at least one engineer per 100,000 gp 
  cost of the stronghold. 
  6. Construction: Once the land has been 
  cleared and construction materials 
  delivered, construction may 
  commence. The time required depends 
  entirely on the stronghold’s total price: 
  one day of game time per 500 gp. 
  7. Prepare for settlers: When 
  construction is complete, the character 
  may wish to clear any monsters out of 
  adjacent hexes, so as to provide a safe 
  area for settlers. 
   
  Building in Towns 
  If a character has permission to build in an 
  existing town or city, the costs are greatly 
  reduced due to the proximity of materials and 
  labour. Stone buildings cost 40% of the listed 
  price and wooden buildings 20%. It is unlikely 
  that the local ruler will grant permission for 
  the construction of castles or fortifications by 
  player characters in a town. 
   
  Maintaining Cleared Lands 
  In order to prevent monsters from returning to 
  cleared lands, mercenaries may be hired to 
  conduct patrols. These patrols can cover a 
  maximum of an 18-mile radius around a 
  stronghold (6 miles, in inhospitable terrain such 
  as swamp, mountains, or thick jungle). If the 
  area to be maintained is larger than this radius, 
  additional garrisons must be stationed at 
  intervals. 
   
  Settlers and Taxation 
  The character may wish to attract settlers into 
  a cleared area. In addition to ensuring the 
  safety of surrounding lands, the character must 
  fund construction of other buildings (e.g. mills, 
  inns, docks, etc.) to attract settlers. 
  Advertising may also be necessary. The GM 
  determines the costs involved and how many 
  settlers are attracted. 
   
  The character can expect to gain money 
  through taxes at a rate of 10 gp per settler per 
  year. These taxes can be used to pay patrolling 
  mercenaries or to further invest in 
  infrastructure that encourages commerce. 
   
   
   
  
  47 
   
   
   
   
  Standard Structures 
  Structure 
  Description 
  Dimensions 
  Cost 
  Barbican 
  Heavily fortified 
  entry/exit point in a 
  castle wall. Consists of 
  two small towers, a 
  gatehouse, and a 
  drawbridge. 
  See small tower, 
  gatehouse, drawbridge 
  37,000gp 
  Bastion 
  Semi-circular tower 
  built against a castle 
  wall. 
  30’ base, 30’ high, 
  walls 5’ thick 
  9,000gp 
  Civilian building, stone 
  Two levels; wooden 
  stairs, doors, floors, 
  and roof; attic. 
  Outer wall 120’ long 
  (e.g. 30’×40’), walls 1-
  2’ thick 
  3,000gp 
  Civilian building, wood 
  Two levels; wooden 
  stairs, doors, floors, 
  and roof; attic. 
  Outer wall 120’ long 
  (e.g. 30’×40’) 
  1,500gp 
  Drawbridge 
  Raisable wooden bridge 
  crossing a moat. May be 
  attached to a 
  gatehouse. 
  10’ long 
  500gp 
  Gatehouse 
  Fortified entry/exit 
  point in a castle wall. 
  Includes a portcullis. 
  30’×20’ base, 20’ high, 
  walls 5’ thick 
  6,500gp 
  Keep 
  Square, fortified 
  building at the centre 
  of a castle. 
  60’ base, 80’ high, 
  walls 10’ thick 
  75,000gp 
  Moat 
  Defensive ditch 
  optionally filled with 
  water. 
  100’ long, 20’ wide, 10’ 
  deep 
  400gp 
  Subterranean passage 
  Typical dungeon 
  passageway. 
  10’×10’×10’ 
  500gp 
  Tower, large 
  Round tower, either 
  freestanding or built 
  into a castle wall. 
  30’ base, 40’ high, 
  walls 5’ thick 
  30,000gp 
  Tower, small 
  Round tower, either 
  freestanding or built 
  into a castle wall. 
  20’ base, 30’ high, 
  walls 5’ thick 
  15,000gp 
  Wall, castle 
  Stone wall with 
  battlements. 
  100’ long, 20’ high, 10’ 
  thick 
  5,000gp 
   
   
   
  
  48 
   
  Non-Standard Dimensions 
   
  Bastion: Bastions of different dimensions to 
  those listed above may be constructed. Use the 
  guidelines for tower pricing, below, and divide 
  by two. 
   
  Tower: Towers of different dimensions to those 
  listed above may be constructed. The cost is 
  determined as follows: 
   
  ● 
  The diameter of a tower’s base 
  determines the cost per 10’ of height 
  and the maximum height (twice the 
  base diameter). 
  ● 
  Up to the base diameter, each 10’ of 
  height costs 200 gp × the base diameter 
  in feet. 
  ● 
  Above the base diameter, each 10’ of 
  height costs 400 gp × the base diameter 
  in feet. 
   
  Example Tower Cost Calculation 
  A 60’ high tower with a 40’ diameter base is to 
  be constructed. 
   
  The cost is 8,000 gp (40 × 200 gp) per 10’ for 
  the first 40’ of height and 16,000 gp (40 × 400 
  gp) per 10’ for the remainder of the height. 
   
  The total cost is thus (8,000 gp × 4) + (16,000 
  gp × 2) = 64,000 gp. 
   
  Wall, castle: Higher castle walls may be 
  constructed at increased cost. A 100’ length of 
  30’ high wall costs 7,500 gp. Every additional 
  10’ of height beyond this (up to a maximum of 
  60’ high) costs 5,000 gp. 
   
  Interior Details 
  For simplicity, the cost of a stronghold may be 
  increased by 25% to account for interior 
  details, including: reinforced doors, stone 
  stairs, flagstone flooring, tile roofing, windows 
  or arrow slits, bars and shutters on windows, 
  and standard furnishings. 
   
  If the group wishes to perform more detailed 
  calculations or if additional features are 
  desired, the chart below may be consulted. 
   
   
  
  49 
   
  Detail 
  Dimensions 
  Cost 
  Arrow slit 
  - 
  10gp 
  Door, iron 
  3’ wide, 7’ tall 
  50gp 
  Door, reinforced wood 
  3’ wide, 7’ tall 
  20gp 
  Door, stone 
  3’ wide, 7’ tall 
  50gp 
  Door, wood 
  3’ wide, 7’ tall 
  10gp 
  Floor, flagstones or tiles 
  10’×10’ section 
  100gp 
  Floor, wood 
  10’×10’ section 
  40gp 
  Roof, tiled 
  10’×10’ section 
  100gp 
  Roof, wood 
  10’×10’ section 
  40gp 
  Secret door or trapdoor 
  Normal 
  Five times normal 
  Shifting wall 
  10’×10’ section 
  1,000gp 
  Stairs, stone 
  3’ wide, 10’ long section 
  60gp 
  Stairs, wooden 
  3’ wide, 10’ long section 
  20gp 
  Trapdoor, iron 
  4’×3’ 
  120gp 
  Trapdoor, reinforced wood 
  4’×3’ 
  40gp 
  Trapdoor, stone 
  4’×3’ 
  120gp 
  Trapdoor, wood 
  4’×3’ 
  20gp 
  Window 
  - 
  10gp 
  Window bars 
  - 
  10gp 
  Window shutters 
  - 
  5gp 
   
   
  
  50 
   
  CHAPTER 2: SPELLS 
   
  Cleric Spell List 
  (Reversed versions of spells are listed in 
  parentheses.) 
   
  1st Level 
  1. Cure Light Wounds (Cause Light Wounds) 
  2. Detect Evil 
  3. Detect Magic 
  4. Light (Darkness) 
  5. Protection from Evil 
  6. Purify Food and Water 
  7. Remove Fear (Cause Fear) 
  8. Resist Cold 
   
  2nd Level 
  1. Bless (Blight) 
  2. Find Traps 
  3. Hold Person 
  4. Know Alignment 
  5. Resist Fire 
  6. Silence 15’ Radius 
  7. Snake Charm 
  8. Speak with Animals 
   
  3rd Level 
  1. Continual Light (Continual Darkness) 
  2. Cure Disease (Cause Disease) 
  3. Growth of Animal 
  4. Locate Object 
  5. Remove Curse (Curse) 
  6. Striking 
   
  4th Level 
  1. Create Water 
  2. Cure Serious Wounds (Cause Serious Wounds) 
  3. Neutralize Poison 
  4. Protection from Evil 10’ Radius 
  5. Speak with Plants 
  6. Sticks to Snakes 
   
  5th Level 
  1. Commune 
  2. Create Food 
  3. Dispel Evil 
  4. Insect Plague 
  5. Quest (Remove Quest) 
  6. Raise Dead (Finger of Death) 
  
  51 
   
  Magic-User Spell List 
  (Reversed versions of spells are listed in 
  parentheses.) 
   
  1st Level 
  1. Charm Person 
  2. Detect Magic 
  3. Floating Disc 
  4. Hold Portal 
  5. Light (Darkness) 
  6. Magic Missile 
  7. Protection from Evil 
  8. Read Languages 
  9. Read Magic 
  10. Shield 
  11. Sleep 
  12. Ventriloquism 
   
  2nd Level 
  1. Continual Light (Continual Darkness) 
  2. Detect Evil 
  3. Detect Invisible 
  4. ESP 
  5. Invisibility 
  6. Knock 
  7. Levitate 
  8. Locate Object 
  9. Mirror Image 
  10. Phantasmal Force 
  11. Web 
  12. Wizard Lock 
   
  3rd Level 
  1. Clairvoyance 
  2. Dispel Magic 
  3. Fire Ball 
  4. Fly 
  5. Haste 
  6. Hold Person 
  7. Infravision 
  8. Invisibility 10’ Radius 
  9. Lightning Bolt 
  10. Protection from Evil 10’ Radius 
  11. Protection from Normal Missiles 
  12. Water Breathing 
   
  4th Level 
  1. Charm Monster 
  2. Confusion 
  3. Dimension Door 
  4. Growth of Plants 
  5. Hallucinatory Terrain 
  6. Massmorph 
  7. Polymorph Others 
  8. Polymorph Self 
  9. Remove Curse (Curse) 
  10. Wall of Fire 
  11. Wall of Ice 
  12. Wizard Eye 
   
  5th Level 
  1. Animate Dead 
  2. Cloudkill 
  3. Conjure Elemental 
  4. Contact Higher Plane 
  5. Feeblemind 
  6. Hold Monster 
  7. Magic Jar 
  8. Pass-Wall 
  9. Telekinesis 
  10. Teleport 
  11. Transmute Rock to Mud  
        (Transmute Mud to Rock) 
  12. Wall of Stone 
   
  6th Level 
  1. Anti-Magic Shell 
  2. Control Weather 
  3. Death Spell 
  4. Disintegrate 
  5. Geas (Remove Geas) 
  6. Invisible Stalker 
  7. Lower Water 
  8. Move Earth 
  9. Part Water 
  10. Projected Image 
  11. Reincarnation 
  12. Stone to Flesh (Flesh to Stone) 
   
   
  
  52 
   
  Spell Descriptions in 
  Alphabetical Order 
   
  Animate Dead 
  Duration: Permanent 
  Range: 60’ 
   
  This spell turns the bones or bodies of dead 
  creatures into undead skeletons or zombies: 
   
  ● 
  They obey the caster’s commands. 
  ● 
  They are unable to use any special 
  abilities (including spell casting) that 
  they possessed in life. 
  ● 
  They remain animated until they are 
  destroyed or until a dispel magic spell 
  is cast upon them. 
   
  The spell animates a number of HD of zombies 
  or skeletons equal to the caster’s level: 
   
  ● 
  A skeleton has AC 7 and Hit Dice equal 
  to those the creature had in life. 
  ● 
  A zombie has AC 8 and Hit Dice one 
  greater than it had in life. 
  ● 
  If a PC or NPC with levels in a class is 
  reanimated by this spell, the levels are 
  not counted as HD. For example, the 
  reanimated corpse of a 5th level fighter 
  would have 2 HD (1 HD as a normal 
  human, +1 for being reanimated as a 
  zombie). 
   
  Anti-Magic Shell 
  Duration: 12 turns 
  Range: The caster 
  An anti-magic barrier is created around the 
  caster. No spells or spell effects can pass 
  through this barrier, whether from inside or 
  outside. The caster may end this spell at any 
  time before the duration has expired. 
   
   
   
  Bless 
  Duration: 6 turns 
  Range: 60’ 
   
  May be used in one of two ways: 
   
  1. Allies within a 20’ square area who are 
  not yet in melee gain a +1 bonus to 
  attack and damage rolls and a +1 bonus 
  to morale. 
  2. Casting bless may also form part of 
  rituals of purification or consecration, 
  at the game master’s discretion. 
   
  Reversed: Blight 
  Incurs a -1 penalty to morale checks, attacks 
  rolls, and damage rolls of enemies within a 20’ 
  square area. A save versus spells is allowed to 
  resist the blight. 
   
  Charm Person 
  Duration: One or more days (see below) 
  Range: 120’ 
   
  A single, humanoid creature must save versus 
  spells or be charmed, as follows: 
   
  ● 
  The subject regards the caster as its 
  trusted friend and ally and comes to 
  the caster’s defence. 
  ● 
  If they share a language, the caster can 
  give the charmed creature commands it 
  obeys. 
  ● 
  Actions that the charmed creature 
  wouldn’t ordinarily do based on its 
  nature or alignment can be abstained 
  from. 
  ● 
  An affected creature never obeys 
  suicidal or obviously harmful orders. 
   
  Humanoids of greater than 4+1 HD and undead 
  are not affected. 
   
  The charm lasts indefinitely, but the subject is 
  allowed to make further saves vs spells at 
  intervals. If one of these saves succeeds, the 
  spell ends. 
  
  53 
   
   
  ● 
  A creature with an INT score of 3-8 
  gains a new save once every month. 
  ● 
  A creature with an INT of 9-12 gains a 
  new save each week 
  ● 
  A creature with an INT of 13-18 gains a 
  new save once every day. 
   
  Charm Monster 
  Duration: One or more days (see below) 
  Range: 120’ 
   
  This spell places a charm upon either 3d6 
  creatures of 3 HD or less or a single creature of 
  more than 3 HD. Undead are not affected. Each 
  subject must make a save versus spells or be 
  charmed as follows: 
   
  ● 
  The subject regards the caster as its 
  trusted friend and ally and comes to 
  the caster’s defence. 
  ● 
  If they share a language, the caster can 
  give the charmed creature commands it 
  obeys. 
  ● 
  Actions that the charmed creature 
  wouldn’t ordinarily do based on its 
  nature or alignment can be abstained 
  from. 
  ● 
  An affected creature never obeys 
  suicidal or obviously harmful orders. 
   
  The charm lasts indefinitely, but subjects are 
  allowed to make further saves vs spells at 
  intervals. If one of these saves succeeds, the 
  spell ends for that creature. 
   
  ● 
  A creature with an INT score of 3-8 
  gains a new save once every month. 
  ● 
  A creature with an INT of 9-12 gains a 
  new save each week 
  ● 
  A creature with an INT of 13-18 gains a 
  new save once every day. 
   
   
   
   
   
  Clairvoyance 
  Duration: 12 turns 
  Range: 60’ 
   
  This spell grants the caster the ability to see 
  through the eyes of other living creatures. 
   
  ● 
  To establish a clairvoyant connection 
  with a creature, the caster must focus 
  his or her concentration in one 
  particular direction for one turn. 
  ● 
  After this turn, the visual perceptions 
  of one creature within range in that 
  direction are relayed to the caster. 
  ● 
  Once a connection has been 
  established, the caster may choose to 
  maintain it or to change to another 
  subject. 
  ● 
  Clairvoyance is obstructed by a thin 
  layer of lead or by rock of 2’ thick or 
  greater. 
   
  Cloudkill 
  Duration: 6 turns 
  Range: 30’ 
   
  A poisonous fog streams from the caster’s 
  fingertips, filling a 30’ diameter area. 
   
  ● 
  The fog moves at 60’ per turn (20’ per 
  round), driven by the wind (or away 
  from the caster, in still conditions). 
  ● 
  Because the fog is heavier than air, it 
  sinks to the lowest level of the land, 
  even pouring down den or sinkhole 
  openings. 
  ● 
  All creatures in contact with the vapors 
  suffer 1 hit point of damage per round 
  of contact. Creatures with less than 5 
  Hit Dice must also save versus death 
  (also once per round of contact) or die. 
   
   
   
   
   
  
  54 
   
  Commune 
  Duration: 3 turns 
  Range: The cleric 
   
  The cleric calls upon divine powers in order to 
  seek knowledge. 
   
  ● 
  The cleric may ask three questions per 
  casting. Once per year, the cleric may 
  ask six questions instead of the normal 
  three. 
  ● 
  Each question receives a simple “yes” 
  or “no” answer. 
  ● 
  Commune may only be cast once per 
  week. If the GM feels this spell is being 
  overused, its usage may be limited to 
  once per month. 
   
  Confusion 
  Duration: 12 rounds 
  Range: 120’ 
   
  This spell causes 3d6 targets within 60’ of one 
  another to become confused, making them 
  unable to independently determine what they 
  will do. 
   
  ● 
  Targets of 2+1 HD or greater may save 
  versus spells each round to resist the 
  spell’s effect, acting with freewill that 
  round if they make the save. 
  ● 
  Targets of 2 HD or lower get no save. 
  ● 
  Roll on the following table separately 
  for each affected target each round to 
  see what that target does that round: 
   
   
  2d6 
  Behavior 
  2-5 
  Attack caster’s group 
  6-8 
  No action 
  9-12 
  Attack creature’s group 
   
   
   
   
   
  Conjure Elemental 
  Duration: Permanent (until dismissed or slain) 
  Range: 240’ 
   
  A 16 Hit Dice elemental (see Elemental, page 
  119) is summoned from an elemental plane of 
  the caster’s choice (air, earth, fire, water) to 
  do his or her bidding. 
   
  ● 
  A large volume of the appropriate 
  element is required for the summons to 
  work. 
  ● 
  Commanding an elemental requires 
  great concentration: the caster may 
  not take part in combat, cast other 
  spells, or move at greater than half 
  speed. 
  ● 
  While control over the elemental is 
  maintained, the caster may dismiss it 
  at any time, sending it back to its plane 
  of origin. 
  ● 
  If the caster’s concentration is 
  disturbed, the spell’s command of the 
  elemental ends. It is, henceforth, a 
  free-willed entity and immediately 
  tries to kill the caster and any who get 
  in its way. 
  ● 
  A conjured elemental may be dispelled 
  by dispel magic or dispel evil. 
   
  The caster may summon at most one elemental 
  from each plane in a single day. 
   
  Contact Higher Plane 
  Duration: One conversation 
  Range: The caster 
   
  A channel of communication is opened to a 
  higher plane of existence, allowing the caster 
  to ask powerful, otherworldly beings for advice 
  and knowledge on any subject. 
   
  ● 
  The caster must choose which plane of 
  existence to contact: communion with 
  beings of the 3rd to 12th planes is 
  possible via this spell. Higher numbered 
  
  55 
   
  planes are home to more powerful and 
  knowledgeable beings. 
  ● 
  The caster may then ask a number of 
  simple yes/no questions equal to the 
  number of the plane contacted. The 
  GM plays the role of the contacted 
  being, responding to the caster’s 
  questions. 
  ● 
  For each question asked, there is a 
  chance of the contacted being not 
  knowing the answer or of answering 
  untruthfully: see the chart below. (It is 
  impossible to detect whether the entity 
  is lying.) 
   
  Casting contact higher plane is a great and 
  perilous deed. 
   
  ● 
  It may be cast at most once per week. 
  (The GM may limit the spell’s usage to 
  even less frequently, if desired.) 
  ● 
  Communion with otherworldly beings of 
  great power can shatter the caster’s 
  sanity. The basic chance is shown in 
  the chart below. For every level of the 
  caster above 11, this chance is reduced 
  by 5%. If the caster is driven insane as a 
  result of the communion, the recovery 
  time is a number of weeks equal to the 
  number of the plane contacted. 
   
  Plane 
  #Questions 
  Don’t 
  Know 
  Truth 
  Insanity 
  3rd 
  3 
  75% 
  50% 
  5% 
  4th 
  4 
  70% 
  55% 
  10% 
  5th 
  5 
  65% 
  60% 
  15% 
  6th 
  6 
  60% 
  65% 
  20% 
  7th 
  7 
  50% 
  70% 
  25% 
  8th 
  8 
  40% 
  75% 
  30% 
  9th 
  9 
  30% 
  80% 
  35% 
  10th 
  10 
  20% 
  85% 
  40% 
  11th 
  11 
  10% 
  90% 
  45% 
  12th 
  12 
  5% 
  95% 
  50% 
   
   
  Continual Light 
  (Cleric Version) 
  Duration: Permanent 
  Range: 120’ 
   
  This spell has three usages: 
   
  1. Conjuring light in a 30’ radius. The 
  magical light is as bright as full daylight 
  (creatures that suffer attack penalties 
  in daylight are affected). The spell may 
  be cast upon an object, in which case, 
  the light moves with the object. 
  2. Blinding a creature by casting the spell 
  upon its eyes. If the target fails a 
  saving throw versus spells, it is 
  blinded. A blind creature cannot 
  attack. 
  3. Cancelling a continual darkness spell 
  (see below). 
   
  Reversed: Continual Darkness 
  Creates a 30’ radius area of magical blackness, 
  preventing both normal sight and infravision. 
  Light sources brought within the area of 
  darkness do not illuminate it. Like continual 
  light, it may alternatively be used to blind 
  creatures or to dispel a continual light spell. 
   
  Continual Light 
  (Magic-User Version) 
  Duration: Permanent 
  Range: 120’ 
   
  This spell has three usages: 
   
  1. Conjuring light in a 30’ radius. The 
  magical light is sufficient for reading, 
  but is not as bright as daylight. The 
  spell may be cast upon an object, in 
  which case, the light moves with the 
  object. 
  2. Blinding a creature by casting the spell 
  upon its eyes. If the target fails a 
  saving throw versus spells, it is 
  
  56 
   
  blinded. A blind creature cannot 
  attack. 
  3. Cancelling continual darkness. 
   
  Reversed: Continual Darkness 
  Creates a 30’ radius area of magical blackness, 
  preventing both normal sight and infravision. 
  Light sources brought within the area of 
  darkness do not illuminate it. Like continual 
  light, it may alternatively be used to blind 
  creatures or to dispel a continual light spell. 
   
  Control Weather 
  Duration: Concentration 
  Range: 240 yards around the caster 
   
  By concentrating (no movement allowed), the 
  caster causes one of the following conditions to 
  manifest around him or her. This spell only 
  functions outdoors. 
   
  ● 
  Calm: Clears bad weather (though side-
  effects—e.g. mud after rain—remain.) 
  ● 
  Extreme heat: Dries up snow or mud 
  (including transmute rock to mud). 
  Creatures in the area move at half 
  normal rate. 
  ● 
  Foggy: Visibility drops to 20’. 
  Creatures in the fog move at half their 
  normal rate. At the GM’s option, they 
  may also have a chance of getting lost. 
  ● 
  High winds: Movement rates are 
  halved. Missile fire and flight are 
  impossible. At sea, may be used to 
  increase the sailing speed of ships by 
  50%, if they travel with the wind. In 
  sandy areas, may cause a sandstorm, 
  reducing visibility to 20’. 
  ● 
  Rainy: -2 penalty to missile attacks. 
  Mud forms in 3 turns, halving 
  movement rates. 
  ● 
  Snowy: Visibility drops to 20’. 
  Movement rates are halved. Bodies of 
  water may freeze. After the snow 
  thaws, mud remains and still impedes 
  movement. 
  ● 
  Tornado: The caster can direct the 
  tornado, which moves at 120’ per 
  round. The tornado can be directed to 
  attack, using the stats for a 12 HD air 
  elemental (see Elemental, page 119). 
  Ships caught in a tornado have a 75% 
  chance of suffering 12 points of hull 
  damage. 
   
  Create Food 
  Duration: Permanent 
  Range: Appears in the cleric’s presence 
   
  Food sufficient for twelve humans and twelve 
  mounts for one day is conjured from thin air. 
  For each level of the cleric beyond 8th, food 
  sufficient for an additional twelve humans and 
  mounts is produced. 
   
  Create Water 
  Duration: Permanent 
  Range: Touch 
   
  This spell causes a magical fount to spring forth 
  from the ground or a wall. 
   
  ● 
  The fount produces approximately 50 
  gallons of water—enough to sustain 
  twelve humans and twelve mounts for 
  one day. 
  ● 
  If the cleric is higher than 8th level, 
  water sufficient for an additional 
  twelve humans and mounts is produced 
  for each level beyond 8th. 
   
  Cure Disease 
  Duration: Instant 
  Range: 30’ 
   
  This spell has two uses: 
   
  1. Cure a subject of any disease, including 
  those of magical origin. 
  2. Instantly kill green slime. 
   
   
  
  57 
   
   
  Reversed: Cause Disease 
  Inflicts a terrible withering disease on a victim, 
  if a saving throw versus spells is failed. The 
  disease has the following effects: 
   
  ● 
  Death within 2d12 days. 
  ● 
  A -2 penalty to attack rolls. 
  ● 
  Natural healing takes twice the usual 
  time. 
  ● 
  Magical healing is utterly ineffective. 
   
  This disease can be cured with a casting of cure 
  disease. 
   
  Cure Light Wounds 
  Duration: Instant 
  Range: The cleric or a creature touched 
   
  This spell has two uses: 
   
  1. Healing a living subject of 1d6+1 hit 
  points of damage. This cannot grant 
  more hit points than the subject’s 
  normal maximum. 
  2. Curing the subject of paralysis. 
   
   
   
   
   
  Reversed: Cause Light Wounds 
  Inflicts 1d6+1 hit points of damage to a touched 
  creature. In combat, a melee attack roll is 
  required. 
   
  Cure Serious Wounds 
  Duration: Instant 
  Range: The cleric or a creature touched 
   
  The cleric’s touch heals 2d6+2 hit points of 
  damage in one living subject. This cannot grant 
  more hit points than the subject’s normal 
  maximum. 
   
  Reversed: Cause Serious Wounds 
  Inflicts 2d6+2 hit points of damage to a touched 
  creature. In combat, a melee attack roll is 
  required. 
   
  Death Spell 
  Duration: Instant 
  Range: 240’ 
   
  Up to 4d8 Hit Dice of creatures within a 60’ 
  cube area must save versus death or die 
  instantly. Undead and creatures with greater 
  than 7 Hit Dice are unaffected. 
   
  Detect Evil 
  (Cleric Version) 
  Duration: 6 turns 
  Range: 120’ 
   
  Objects enchanted for evil purposes or living 
  beings with evil intentions are caused to 
  magically glow. 
   
  ● 
  This spell does not grant the ability to 
  read minds, but only grants a general 
  sense of evil intent. 
  ● 
  The GM must decide what is “evil”. 
  Some things that are potentially 
  harmful, like traps, are not “evil.” 
  
  58 
   
  Detect Evil 
  (Magic-User Version) 
  Duration: 2 turns 
  Range: 60’ 
   
  Objects enchanted for evil purposes or living 
  beings with evil intentions are caused to 
  magically glow. 
   
  ● 
  This spell does not grant the ability to 
  read minds, but only grants a general 
  sense of evil intent. 
  ● 
  The GM must decide what is “evil”. 
  Some things that are potentially 
  harmful, like traps, are not “evil.” 
   
  Detect Invisible 
  Duration: 6 turns 
  Range: 10’ per level 
   
  Invisible creatures or items in range are 
  revealed to the caster. 
   
  Detect Magic 
  Duration: 2 turns 
  Range: 60’ 
   
  Enchanted objects, areas, or creatures are 
  caused to glow. Both permanent and temporary 
  enchantments are revealed. 
   
  Dimension Door 
  Duration: 1 round 
  Range: 10’ 
   
  The caster or a single creature is instantly 
  transferred to another location up to 360’ 
  distant. The destination may be selected in two 
  ways: 
   
  1. A location, within 360’, known to the 
  caster. 
  2. An unknown location specified by a 
  series of offsets (e.g. 120’ north, 160’ 
  east, 80’ up) totalling not more than 
  360’. 
  3. If the destination is already occupied 
  by a solid body, the spell fails. 
   
  If the target is unwilling, it may save vs spells 
  to resist the teleportation. 
   
  Disintegrate 
  Duration: Instant 
  Range: 60’ 
   
  The material form of a single, non-magical 
  creature or object is unwoven, causing it to 
  instantly and permanently cease to exist. 
   
  ● 
  If a creature is targeted, it may save 
  versus death to resist disintegration. 
  ● 
  Examples of objects that might be 
  targeted: a tree, a ship, a 10’ section 
  of wall. 
   
  Dispel Evil 
  Duration: Concentration (up to 1 turn) or 
  instant (see below) 
  Range: 30’ 
   
  This spell has three uses: 
   
  1. By concentrating and remaining 
  stationary, enchanted or undead 
  monsters that come within range may 
  be banished or destroyed. Each 
  monster may save versus spells to 
  avoid banishment or destruction. If a 
  monster’s save succeeds, it flees the 
  affected area. 
  2. Instantly banish or destroy a single 
  enchanted or undead monster within 
  range. The monster may save versus 
  spells (with a -2 penalty) to avoid 
  banishment or destruction. If the 
  monster’s save succeeds, it flees the 
  affected area. 
  3. Instantly dispel the hold that a cursed 
  item has over a being within range. 
   
   
  
  59 
   
  Dispel Magic 
  Duration: Instant 
  Range: 120’ 
   
  Dispel magic ends ongoing spells (i.e. those 
  with a non-instantaneous duration) within a 20’ 
  cube area. 
   
  ● 
  If the level of the caster of the effect 
  to be dispelled is higher than the level 
  of the caster of dispel magic, there is a 
  5% chance per level difference that the 
  attempt to dispel fails. 
  ● 
  Magic items are unaffected. 
   
  ESP 
  Duration: 12 turns 
  Range: 60’ 
   
  This spell grants the caster the ability to 
  perceive and understand the thoughts of other 
  living creatures. 
   
  ● 
  To pick up thoughts, the caster must 
  focus his or her concentration in one 
  particular direction for one turn. 
  ● 
  After this turn, the thoughts of all 
  creatures within range in that direction 
  can be perceived. 
  ● 
  If multiple creatures are within the 
  range in the direction being focused 
  on, their thoughts mingle into a 
  confusing jumble. The caster must 
  spend an additional turn to sort out one 
  creature’s thoughts. 
  ● 
  The caster understands the meaning of 
  all thoughts even if he or she does not 
  share the creature’s language. 
  ● 
  The ability to perceive thoughts is 
  obstructed by a thin layer of lead or by 
  rock of 2’ thick or greater. 
   
   
   
   
   
  Feeblemind 
  Duration: Permanent 
  Range: 240’ 
   
  An arcane spell caster (e.g. a magic-user or elf) 
  within range must save versus spells (at a -4 
  penalty) or become an imbecile, unable to 
  think clearly or cast spells. 
   
  Find Traps 
  Duration: 2 turns 
  Range: 30’ 
   
  Trapped objects or areas within range of the 
  cleric glow with a magical blue light. 
   
  ● 
  Both magical and mechanical traps are 
  detected. 
  ● 
  No knowledge about the nature of the 
  trap or how to deactivate it is granted. 
   
  Fire Ball 
  Duration: Instant 
  Range: 240’ 
   
  This spell conjures a streak of flame that 
  shoots towards an area within range and 
  detonates in a 40’ diameter sphere of fire. 
  Creatures caught in the fire ball suffer 1d6 
  damage per level of the caster, with a 
  successful save versus spells indicating half 
  damage. 
   
  Floating Disc 
  Duration: 6 turns 
  Range: 6’ 
   
  The caster conjures a slightly concave, circular 
  disc of magical force that follows him or her 
  about and carries loads. 
   
  ● 
  The disc is 3 feet in diameter and 1 
  inch deep at its centre. 
  ● 
  It can hold a maximum load of 5,000 
  coins (500 pounds). 
  
  60 
   
  ● 
  The disc floats at waist height and 
  remains level, floating along 
  horizontally within spell range. 
  ● 
  When the disc winks out at the end of 
  the spell’s duration, anything it was 
  supporting is dropped. 
   
  Fly 
  Duration: 1d6 turns +1 per level 
  Range: The caster or a creature touched 
   
  The subject gains the ability to fly with a 
  movement rate of up to 360’ (120’). Free 
  movement in any direction is possible, 
  including the ability to levitate and to hover in 
  mid-air. 
   
  Geas 
  Duration: Permanent / Instant (remove geas) 
  Range: 30’ 
   
  The caster commands a subject to perform or 
  avoid performing a specific action. 
   
  ● 
  Examples include: bringing a specific 
  item to the caster, eating or drinking 
  without restraint, keeping a certain 
  fact secret. 
  ● 
  The prescribed geas must not be 
  impossible or directly deadly—if such a 
  geas is cast, it affects the caster 
  instead. 
  ● 
  The subject may save versus spells, to 
  avoid coming under the spell’s effect. 
  ● 
  If the save fails, the subject must 
  follow the stipulated course of action 
  or suffer gradually increasing (and 
  eventually fatal) penalties determined 
  by the GM. For example: penalties to 
  attack, ability score reductions, 
  inability to memorize spells, physical 
  torment and feebleness, etc. 
   
  Reversed: Remove Geas 
  Can dispel an active geas spell and any incurred 
  penalties. If the caster of the geas to be 
  nullified is higher level than the character 
  casting remove geas, there is a chance of the 
  spell having no effect. The probability of spell 
  failure is 5% per level the caster is below the 
  caster of geas. 
   
  Growth of Animal 
  Duration: 12 turns 
  Range: 120’ 
   
  One non-magical, normal animal is doubled in 
  size when this spell is cast upon it. 
   
  ● 
  The animal’s strength is doubled, along 
  with the damage inflicted by its attacks 
  and the amount of weight it can carry. 
  ● 
  This spell may be used on giant versions 
  of normal animals, but intelligent 
  animals and fantastic monsters are 
  unaffected. 
   
  Growth of Plants 
  Duration: Permanent 
  Range: 120’ 
   
  This spell causes vigorous growth of normal 
  vegetation in an area within range of up to 
  3,000 square feet, as selected by the caster 
  (e.g. 150’ × 20’, 100’ × 30’, etc). Plants in the 
  affected area become thick and overgrown, 
  entwining to form a thorny jungle that only 
  very large creatures can force their way 
  through. 
   
  Hallucinatory Terrain 
  Duration: Until touched 
  Range: 240’ 
   
  An illusionary terrain feature (e.g. a hill, wood, 
  marsh, etc) is brought into being, either 
  appearing out of nowhere or concealing 
  existing terrain. 
   
  ● 
  The illusion must fit completely within 
  the spell’s range. 
  ● 
  If the illusion is touched by an 
  intelligent being, the spell is negated. 
  
  61 
   
  Haste 
  Duration: 3 turns 
  Range: 240’ 
   
  Up to 24 creatures in a 60’ diameter area are 
  enchanted to be able to move and act twice as 
  quickly as normal: 
   
  ● 
  Subjects’ maximum movement rates 
  are doubled. 
  ● 
  Subjects may make double the normal 
  number of attacks per round. 
  ● 
  The number of spells a subject may 
  cast per round is not doubled. 
  ● 
  The use of magical devices such as 
  wands is also not doubled. 
   
  Hold Person 
  (Cleric Version) 
  Duration: 9 turns 
  Range: 180’ 
   
  This spell causes one or more humans, demi-
  humans, or humanoid monsters to be paralyzed 
  if they fail a saving throw versus spells. It may 
  be cast in two ways: 
   
  1. Against an individual. The target’s 
  saving throw is penalised by -2. 
  2. Against a group. 1d4 individuals in the 
  group are targeted. 
   
  Humanoids of greater than 4+1 HD and undead 
  are not affected. 
   
  Hold Person 
  (Magic-User Version) 
  Duration: 1 turn per level 
  Range: 120’ 
   
  This spell causes one or more humans, demi-
  humans, or humanoid monsters to be paralyzed 
  if they fail a saving throw versus spells. It may 
  be cast in two ways: 
   
  1. Against an individual. The target’s 
  saving throw is penalised by -2. 
  2. Against a group. 1d4 individuals in the 
  group are targeted. 
   
  Humanoids of greater than 4+1 HD and undead 
  are not affected. 
   
  Hold Monster 
  Duration: 6 turns, +1 per level 
  Range: 120’ 
   
  This spell causes one or more creatures (except 
  undead) to be paralyzed if they fail a saving 
  throw versus spells. It may be cast in two 
  ways: 
   
  ● 
  Against an individual. The target’s 
  saving throw is penalised by -2. 
  ● 
  Against a group. 1d4 individuals in the 
  group are targeted. 
   
  Hold Portal 
  Duration: 2d6 turns 
  Range: 10’ 
   
  This spell magically holds shut a door, gate, 
  window, or other kind of portal. 
   
  ● 
  A knock spell opens the held portal 
  instantly. 
  ● 
  Creatures with at least 3 Hit Dice more 
  than the caster can open the held 
  portal with one round of effort. 
   
  Infravision 
  Duration: 1 day 
  Range: The caster or a creature touched 
   
  The subject is able to see 60’ in the dark with 
  infravision. 
   
   
   
   
   
  
  62 
   
  Insect Plague 
  Duration: Concentration (up to 1 day) 
  Range: 480’ 
   
  Cast aboveground, this spell conjures a 60’ 
  diameter swarm of flying insects with the 
  following properties: 
   
  ● 
  Moves at 20’ per round. While the 
  swarm is within range, the cleric is able 
  to direct its movements. 
  ● 
  Vision within the area of the swarm is 
  obscured. 
  ● 
  Creatures of 2 HD or less are driven 
  away, if caught within the swarm. 
   
  If the cleric moves or loses concentration, the 
  swarm dissipates, ending the spell. 
   
  The spell has no effect if cast underground. 
   
  Invisibility 
  Duration: Permanent (but may be broken, see 
  below) 
  Range: 240’ 
   
  The caster or another creature or object within 
  range becomes invisible: 
   
  ● 
  If cast on a creature, any gear the 
  subject is carrying is also rendered 
  invisible (this includes clothing and 
  armour). Items dropped or put down by 
  an invisible creature become visible. If 
  the subject attacks or casts a spell, the 
  invisibility is broken, ending the spell. 
  ● 
  If cast on an object, the invisibility is 
  permanent. 
  ● 
  Note that if a light source is made 
  invisible (either as part of a creature’s 
  gear or as an individual object), the 
  light it casts is unaffected. 
   
   
   
   
  Invisibility 10’ Radius 
  Duration: Permanent (but may be broken, see 
  below) 
  Range: 120’ 
   
  A selected creature and all creatures within 10’ 
  of it become invisible: 
   
  ● 
  The 10’ radius area of the spell’s effect 
  moves with the chosen creature. 
  ● 
  Subjects that move more than 10’ away 
  from the chosen creature become 
  visible. 
  ● 
  Creatures that move into the area after 
  the spell is cast do not become 
  invisible. 
  ● 
  Any gear a subject is carrying is also 
  rendered invisible (this includes 
  clothing and armour). Items dropped or 
  put down by an invisible creature 
  become visible. 
  ● 
  If a subject attacks or casts a spell, the 
  invisibility is broken for that subject. 
   
  Invisible Stalker 
  Duration: One mission 
  Range: Summoned to caster’s presence 
   
  An invisible stalker (see Invisible Stalker, page 
  130) is summoned to the caster’s presence and 
  magically bound to perform a mission of the 
  caster’s choosing. 
   
  ● 
  The caster must be careful with the 
  wording of the mission. Invisible 
  stalkers are treacherous and unless the 
  assigned mission can be easily and 
  quickly accomplished they follow the 
  letter of the command while twisting 
  the intent. 
  ● 
  The creature is bound to attempt the 
  mission until it succeeds or is 
  destroyed. 
  ● 
  The spell dispel evil will banish an 
  invisible stalker, ending the spell. 
   
  
  63 
   
  Knock 
  Duration: 1 round 
  Range: 60’ 
   
  The knock spell opens stuck, barred, or locked 
  doors, gates, chests, and so forth.  
   
  ● 
  Magically held doors (for example with 
  hold portal, wizard lock) are affected. 
  ● 
  Secret doors may be opened, but they 
  must be known to the caster. 
   
  Know Alignment 
  Duration: 1 round 
  Range: 10’ 
   
  The cleric gains immediate knowledge of the 
  alignment of one character, monster, object, 
  or location within range. (Most objects or 
  locations do not have an alignment, but magic 
  items or holy places might.) 
   
  Light  
  (Cleric Version) 
  Duration: 12 turns 
  Range: 120’ 
   
  This spell has three usages: 
   
  1. Conjuring light in a 15’ radius. The 
  magical light is sufficient for reading, 
  but is not as bright as daylight. The 
  spell may be cast upon an object so 
  that the light moves with the object. 
  2. Blinding a creature by casting the spell 
  upon its eyes. If the target fails a 
  saving throw versus spells, it is 
  blinded for the duration. A blind 
  creature cannot attack. 
  3. Cancelling a darkness spell (see below). 
   
  Reversed: Darkness 
  Creates a 15’ radius area of magical blackness, 
  preventing normal sight (but not infravision). 
  Like light, it may alternatively be used to blind 
  creatures or to dispel a light spell. 
  Light  
  (Magic-User Version) 
  Duration: 6 turns +1 per level 
  Range: 120’ 
   
  This spell has three usages: 
   
  1. Conjuring light in a 15’ radius. The 
  magical light is sufficient for reading, 
  but is not as bright as daylight. The 
  spell may be cast upon an object so 
  that the light moves with the object. 
  2. Blinding a creature by casting the spell 
  upon its eyes. If the target fails a 
  saving throw versus spells, it is 
  blinded for the duration. A blind 
  creature cannot attack. 
  3. Cancelling a darkness spell (see below). 
   
  Reversed: Darkness 
  Creates a 15’ radius area of magical blackness, 
  preventing normal sight (but not infravision). 
  Like light, it may alternatively be used to blind 
  creatures or to dispel a light spell. 
   
  Lightning Bolt 
  Duration: Instant 
  Range: 180’ 
   
  A powerful stroke of electrical energy, 60’ long 
  and 5’ wide, is conjured. Creatures caught in 
  the lightning bolt suffer 1d6 damage per level 
  of the caster, with a successful save versus 
  spells indicating half damage. 
   
  If the lightning bolt hits a solid barrier before 
  its full length is reached, it is reflected and 
  travels for any remaining distance of its full 
  length in the direction of the caster. 
   
  Levitate 
  Duration: 6 turns +1 per level 
  Range: The caster 
   
  This enchantment allows the caster to move up 
  and down through the air: 
  
  64 
   
   
  ● 
  The caster mentally directs movement 
  up or down at up to 20’ per round. 
  ● 
  The spell does not allow horizontal 
  movement, but the caster can push 
  against solid objects to move laterally. 
  ● 
  A normal amount of weight can be 
  carried while levitating. 
   
  Locate Object 
  (Cleric Version) 
  Duration: 6 turns 
  Range: 120’ 
   
  The cleric can sense the direction (but not 
  distance) of an object. One of two types of 
  object may be located: 
   
  1. An object of a general class (e.g. a 
  stairway, an altar, etc). In this case, 
  the nearest object of that type is 
  located. 
  2. A specific object which the cleric can 
  clearly visualize in all aspects. 
   
  This spell cannot be used to locate creatures. 
   
  Locate Object 
  (Magic-User Version) 
  Duration: 2 turns 
  Range: 60’ +10’ per level 
   
  The caster can sense the direction (but not 
  distance) of an object. One of two types of 
  object may be located: 
   
  1. An object of a general class (e.g. a 
  stairway, an altar, etc). In this case, 
  the nearest object of the type is 
  located. 
  2. A specific object known to the caster. 
   
  This spell cannot be used to locate creatures. 
   
   
   
   
  Lower Water 
  Duration: 10 turns 
  Range: 240’ 
   
  This spell reduces the depth of a body of water 
  by half for the duration. An area of up to 
  10,000 square feet may be affected. 
   
  Magic Jar 
  Duration: Special 
  Range: The caster 
   
  The caster’s body enters a comatose trance as 
  his or her life-force is transferred into a 
  receptacle (any inanimate object within 30’), 
  known as a magic jar. From there, the caster 
  may attempt to possess the bodies of other 
  creatures. 
   
  The following stipulations apply, when the 
  caster’s life-force is in the magic jar: 
   
  ● 
  The caster may attempt to possess the 
  body of another creature within 120’. 
  The victim may save versus spells to 
  resist possession. If the save is 
  successful, the caster may not make 
  another attempt to possess that victim 
  for one turn. If the save fails, the 
  caster’s life-force leaves the magic jar 
  and enters the victim, possessing it. 
  ● 
  The caster may choose to return to his 
  or her own body at any time, ending 
  the spell. 
  ● 
  If the magic jar is destroyed, the caster 
  dies. 
  ● 
  If the caster’s own body is destroyed, 
  his or her life-force is stranded in the 
  magic jar. 
   
  The following stipulations apply, when the 
  caster’s life-force is possessing a victim: 
   
  ● 
  The caster gains full control over the 
  victim’s body, but is not able to make 
  the victim cast spells. 
  
  65 
   
  ● 
  If the magic jar is destroyed, the spell 
  ends and the caster’s life-force is 
  trapped in the possessed body. 
  ● 
  If the possessed victim is killed, the 
  caster’s life-force returns to the magic 
  jar. 
  ● 
  Dispel evil also forces the caster’s life-
  force back into the magic jar. 
  ● 
  If the caster’s own body is destroyed, 
  his or her life-force is stranded in the 
  body of the creature being possessed. 
   
  Magic Missile 
  Duration: 1 turn 
  Range: 150’ 
   
  This spell conjures a glowing dart of energy 
  that the caster may choose to shoot at a visible 
  target within range. 
   
  ● 
  The missile hits unerringly (no attack 
  roll or saving throw is required). 
  ● 
  The missile inflicts 1d6+1 damage. 
  ● 
  Higher level casters may conjure more 
  missiles: two additional missiles are 
  conjured per five experience levels the 
  caster has gained (i.e. three missiles at 
  6th-10th level, five missiles at 11th-
  15th level, etc). Multiple missiles may 
  be directed at a single target. 
   
  Massmorph 
  Duration: Permanent 
  Range: 240’ 
   
  A force of human-sized creatures within a 240’ 
  diameter area is veiled by illusion to appear as 
  a copse or orchard of trees. 
   
  ● 
  Once the illusion is in place, even 
  creatures moving among the veiled 
  subjects are deceived. 
  ● 
  Subjects who leave the affected area 
  cease to be veiled. 
   
  The caster may dismiss the illusion in its 
  entirety at any time. 
  Mirror Image 
  Duration: 6 turns 
  Range: The caster 
   
  1d4 illusory duplicates of the caster appear. 
   
  ● 
  The mirror images look and behave 
  exactly as the caster. 
  ● 
  Any attack (whether successful or not) 
  on the caster destroys one of the 
  mirror images. 
   
  Move Earth 
  Duration: 6 turns 
  Range: 240’ 
   
  Earth (but not stone) within range is rearranged 
  as the caster wishes. 
   
  ● 
  The range of the spell also extends 
  downwards, allowing excavations to be 
  made. 
  ● 
  The caster can move earth in the area 
  at up to 60’ per turn. 
   
  Neutralize Poison 
  Duration: Instant 
  Range: The cleric or a creature or object 
  touched 
   
  This spell has two uses: 
   
  1. Neutralize the effects of poison on a 
  character. A character who has died 
  from poisoning can be revived, if 
  neutralize poison is cast within ten 
  rounds. 
  2. Remove poison from an item. 
   
  Part Water 
  Duration: 6 turns 
  Range: 120’ 
   
  The caster creates a path 10’ wide and a 
  maximum of 120’ long through water, such as a 
  pond, lake, or other body. The caster can 
  
  66 
   
  dismiss the spell’s effect before the duration 
  ends. 
   
  Pass-Wall 
  Duration: 3 turns 
  Range: 30’ 
   
  A 5’ diameter hole is temporarily opened in 
  solid rock or stone, forming a passageway up to 
  10’ deep. 
   
  Phantasmal Force 
  Duration: Concentration 
  Range: 240’ 
   
  An illusion of the caster’s choosing manifests in 
  a 20’ cube area. Three types of illusion may be 
  created: 
   
  1. An illusionary monster that can be 
  directed to attack. The monster has an 
  Armour Class of 9 and vanishes if hit in 
  combat. 
  2. An illusionary attack of some kind (an 
  avalanche, a falling ceiling, a magic 
  missile, etc). Targets that save versus 
  spells are unaffected. 
  3. A scene of some kind, either changing 
  the appearance of the affected area or 
  creating the appearance of something 
  new. The scene disappears if touched. 
   
  The following stipulations apply: 
   
  ● 
  Concentration is required to maintain 
  the illusion: if the caster moves or is 
  affected by an attack, the spell ends. 
  ● 
  Illusionary monsters or attacks may 
  appear to be harmful but no real 
  damage is ever inflicted. A character 
  that appears to die actually falls 
  unconscious, a character turned to 
  stone is actually paralyzed, and so on. 
  Such effects last for 1d4 turns. 
  ● 
  If the illusion is of something the caster 
  has not personally seen, the game 
  master should grant targets a bonus to 
  any applicable saving throws. 
   
  Polymorph Others 
  Duration: Permanent 
  Range: 60’ 
   
  A living subject is transformed into another 
  type of creature, as chosen by the caster: 
   
  ● 
  The spell fails if the new creature’s HD 
  is more than twice the HD of the 
  original creature. 
  ● 
  The subject retains the same number of 
  hit points. 
  ● 
  The subject truly becomes the new 
  form: all special abilities are acquired, 
  along with behavioural patterns, 
  tendencies, and intelligence. 
  ● 
  The spell cannot be used to duplicate 
  the appearance of a specific individual. 
  ● 
  If the subject dies, it returns to its 
  original form. 
   
  An unwilling subject may make a saving throw 
  versus spells to negate the effect. 
   
  Polymorph Self 
  Duration: 6 turns +1 per level 
  Range: The caster 
  The caster transforms himself or herself into 
  another being: 
   
  ● 
  The new form may not have higher Hit 
  Dice than the caster’s level. 
  ● 
  The caster retains his or her own 
  intelligence, hit points, saving throws, 
  and attack probabilities. 
  ● 
  Physical capabilities of the new form 
  (e.g. strength, physical attack forms, 
  modes of movement) are acquired. 
  ● 
  Non-physical special abilities (e.g. 
  immunities, breath weapons, spell 
  casting) are not acquired. 
  ● 
  While polymorphed, the caster is 
  unable to cast spells. 
  
  67 
   
  ● 
  The spell cannot be used to duplicate 
  the appearance of a specific individual. 
  ● 
  If the caster dies while polymorphed, 
  he or she returns to his or her original 
  form. 
   
  Projected Image 
  Duration: 6 turns 
  Range: 240’ 
   
  An illusory duplicate of the caster appears 
  within range. 
   
  ● 
  The image is an exact duplicate of the 
  caster that can only be differentiated 
  by touch. 
  ● 
  Subsequent spells cast appear to 
  originate from the image. (Targets 
  must still be visible to the caster, 
  however.) 
  ● 
  The image appears unaffected by spells 
  or missile weapons. 
  ● 
  If the image is touched or hit in melee, 
  it disappears. 
   
  Protection from Evil  
  (Cleric Version) 
  Duration: 12 turns 
  Range: The cleric 
   
  This spell wards the cleric from attacks by 
  creatures of another alignment, as follows: 
   
  ● 
  The cleric gains a +1 bonus to saving 
  throws against attacks or special 
  abilities of affected creatures. 
  ● 
  Affected creatures’ attacks against the 
  cleric are penalised by -1. 
   
  Additionally, the spell prevents enchanted, 
  constructed, or summoned creatures from 
  attacking the cleric in melee, though they may 
  still make ranged attacks. If the cleric engages 
  such a creature in melee, this protection is 
  broken (the cleric still gains the bonuses to 
  saving throws and attack rolls mentioned 
  above). 
  Protection from Evil 
  (Magic-User Version) 
  Duration: 6 turns 
  Range: The caster 
   
  This spell wards the caster from attacks by 
  creatures of another alignment, as follows: 
   
  ● 
  The caster gains a +1 bonus to saving 
  throws against attacks or special 
  abilities of affected creatures. 
  ● 
  Affected creatures’ attacks against the 
  caster are penalised by -1. 
   
  Additionally, the spell prevents enchanted, 
  constructed, or summoned creatures from 
  attacking the caster in melee, though they may 
  still make ranged attacks. If the caster engages 
  such a creature in melee, this protection is 
  broken (the caster still gains the bonuses to 
  saving throws and attack rolls mentioned 
  above). 
   
  Protection from Evil 10’ 
  Radius 
  Duration: 12 turns 
  Range: 10’ around the caster 
   
  This spell wards the caster and all allies within 
  10’ from attacks by creatures of another 
  alignment, as follows: 
   
  ● 
  Those warded gain a +1 bonus to saving 
  throws against attacks or special 
  abilities of affected creatures. 
  ● 
  Affected creatures’ attacks against 
  those warded are penalised by -1. 
   
  Additionally, the spell prevents enchanted, 
  constructed, or summoned creatures from 
  making melee attacks against those warded, 
  though they may still make ranged attacks. If 
  any of the warded party engages such a 
  creature in melee, this protection is broken 
  (those warded still gain the bonuses to saving 
  throws and attack rolls mentioned above). 
  
  68 
   
  Protection from Normal 
  Missiles 
  Duration: 12 turns 
  Range: 30’ 
   
  A single subject in range is completely 
  unharmed by small, non-magical missiles (e.g. 
  no protection is granted against hurled 
  boulders or enchanted arrows). 
   
  Purify Food and Water 
  Duration: Permanent 
  Range: 10’ 
   
  This spell makes spoiled, rotten, poisonous, or 
  otherwise contaminated food and water pure 
  and suitable for eating and drinking. One of the 
  following may be affected: 
   
  ● 
  6 quarts of drink. 
  ● 
  One trail ration (iron or standard). 
  ● 
  A quantity of unpreserved food for 12 
  human-sized beings. 
   
  Quest 
  Duration: Until quest is completed / Instant 
  (remove quest) 
  Range: 30’ 
   
  The cleric commands a single subject to 
  perform a specific quest or task. 
   
  ● 
  Examples of quests include: rescuing a 
  prisoner, killing a specific monster, 
  bringing a magic item to the cleric, or 
  going on a journey to a holy site. 
  ● 
  The prescribed quest must not be 
  obviously suicidal. 
  ● 
  The subject may save versus spells, 
  with success indicating that the quest 
  has no effect. 
  ● 
  Otherwise, the subject must undertake 
  the quest or fall under a curse (per the 
  curse spell, with the exact nature of 
  the curse determined by the GM). 
  ● 
  Once the task is completed, the spell 
  ends. 
   
  Reversed: Remove Quest 
  Can dispel an active quest spell. If the cleric 
  who cast the quest spell to be nullified is 
  higher level than the cleric casting remove 
  quest, there is a chance of the spell having no 
  effect. The probability of failure is 5% per level 
  the cleric is below the caster of quest. 
   
  Raise Dead 
  Duration: Instant 
  Range: 120’ 
   
  This spell has two uses: 
   
  1. Restore life to a recently deceased 
  human or demi-human. The cleric can 
  raise a person that has been dead for 
  no longer than four days per level of 
  the cleric above 7th. For example, a 
  10th level cleric can revive a character 
  that has been dead for twelve days 
  (three levels above 7th × four days). 
  Coming back from the dead is an 
  ordeal. Until the subject gets two full 
  weeks of bed rest, he or she has 1 hit 
  point, moves at half the normal rate, 
  cannot carry heavy items, and cannot 
  attack, cast spells, or use other class 
  abilities. This period of weakness may 
  not be shortened by any magical 
  healing. 
  2. Destroy an undead monster, if it fails a 
  saving throw versus spells. 
   
  Reversed: Finger of Death 
  Directs a ray of deadly magic at a single target. 
  If the target fails a saving throw versus death, 
  it dies instantly. Casting finger of death is a 
  chaotic act; it will only be used by lawful 
  clerics in desperate situations. 
   
   
   
  
  69 
   
  Read Languages 
  Duration: 2 turns 
  Range: The caster 
   
  For the duration of this spell, the caster may 
  read any language, coded message, map, or 
  other set of written instructions. This spell 
  does not grant any ability to speak unknown 
  languages. 
   
  Read Magic 
  Duration: 1 turn 
  Range: The caster 
   
  By means of read magic, the caster can 
  decipher magical inscriptions or runes, as 
  follows: 
   
  ● 
  The magical script of a scroll of arcane 
  spells can be understood. The caster is 
  then able to activate the scroll at any 
  time in the future. 
  ● 
  A spell book written by another arcane 
  spell caster can be deciphered. 
  ● 
  Runes or magical words inscribed on an 
  object or surface can be understood. 
   
  Once the caster has read a magical inscription 
  using read magic, he or she is thereafter able 
  to read that particular writing without recourse 
  to the use of this spell. 
   
  Reincarnation 
  Duration: Permanent 
  Range: Appears in the caster’s presence 
   
  A dead character is returned to life in a new 
  physical form that manifests in the presence of 
  the caster. The character’s new body is not 
  necessarily the same as the original; it is 
  determined by rolling on the topmost table 
  below. 
   
  The roll indicates either a character class or a 
  monster: 
   
  ● 
  Character class: The character is of 
  experience level 1d6 (or at most the 
  same level as the character achieved 
  before death). The reincarnated 
  character can continue to gain 
  experience and advance as normal, in 
  the new class. 
  ● 
  Monster: The type should be 
  determined by the GM. The monster 
  should be at least partially intelligent, 
  have no greater Hit Dice than the level 
  of the character being reincarnated (at 
  most 6 HD), and be of the same 
  alignment. The tables below may be 
  used or the GM may create his or her 
  own tables. Monsters cannot gain 
  experience or advance in level. 
   
  The descriptions and stats of the monsters 
  listed in the standard tables given here can be 
  found in Monsters, pages 107-155. 
   
   
   
   
   
   
   
  
  70 
   
   
  Reincarnated Class 
  d10 
  Reincarnation 
  1 
  Cleric 
  2 
  Dwarf 
  3 
  Elf 
  4 
  Fighter 
  5 
  Halfling 
  6 
  Magic-user 
  7 
  Thief 
  8 
  Monster (roll on alignment table) 
  9 
  Same class 
   
   
   
  Lawful Monsters 
  d6 
  Reincarnation 
  HD 
  1 
  Gnome 
  1 
  2 
  Neanderthal 
  2 
  3 
  Pegasus 
  2 
  4 
  Blink dog 
  4 
  5 
  Unicorn 
  4 
  6 
  Roc, small 
  6 
   
   
   
   
  Neutral Monsters 
  d6 
  Reincarnation 
  HD 
  1 
  Pixie or sprite 
  1 
  2 
  Lizard man 
  2 
  3 
  Rock baboon 
  2 
  4 
  Ape, white 
  4 
  5 
  Centaur 
  4 
  6 
  Werebear 
  6 
   
   
   
   
   
  Chaotic Monsters 
  d10 
  Reincarnation 
  HD 
  1 
  Goblin 
  1 
  2 
  Hobgoblin 
  1 
  3 
  Kobold 
  1 
  4 
  Orc 
  1 
  5 
  Gnoll 
  2 
  6 
  Bugbear 
  3 
  7 
  Wererat 
  3 
  8 
  Ogre 
  4 
  9 
  Werewolf 
  4 
  10 
  Minotaur 
  6 
   
   
  Remove Curse 
  Duration: Instant / Permanent (curse) 
  Range: The caster or a creature touched 
   
  Remove curse instantaneously removes one 
  curse from a creature. It may allow a character 
  to discard a cursed magic item. 
   
  Reversed: Curse 
  Places a deleterious effect upon a creature, if 
  it fails a saving throw versus spells. 
   
  ● 
  The exact form and effects of the curse 
  are determined by the caster. 
  ● 
  Maximum possible effects include: a -2 
  penalty to saving throws, a -4 penalty 
  to hit, reducing an ability score by 50%. 
  ● 
  Multiple curses may afflict a creature, 
  as long as each has a different effect. 
  ● 
  The game master should judge the 
  effects of this spell and may turn overly 
  powerful curses back onto the caster! 
   
   
   
   
   
   
   
   
  
  71 
   
  Remove Fear 
  Duration: 2 turns 
  Range: The cleric or a creature touched 
   
  The creature touched is calmed and purged of 
  fear. Magically induced fear may be dispelled, 
  but this requires the subject to make a saving 
  throw versus spells. The save is modified by +1 
  per level of the cleric. 
   
  Reversed: Cause Fear 
  Will cause a target within 120’ to flee for the 
  duration unless it saves versus spells. 
   
  Resist Cold 
  Duration: 6 turns 
  Range: 30’ 
   
  All creatures within range are protected from 
  cold, as follows: 
   
  ● 
  Unharmed by non-magical freezing 
  temperatures. 
  ● 
  Gain a +2 bonus to all saving throws 
  versus cold-based magical or breath 
  attacks. 
  ● 
  Cold-based damage is reduced by 1 
  point per damage die rolled. (Each die 
  inflicts a minimum of 1 hit point 
  damage.) 
   
  Resist Fire 
  Duration: 2 turns 
  Range: 30’ 
   
  A single creature is bestowed with supernatural 
  resistance to fire, as follows: 
   
  ● 
  Unharmed by non-magical heat or fire. 
  ● 
  Gain a +2 bonus to all saving throws 
  versus fire-based magical or breath 
  attacks. 
  ● 
  Fire-based damage is reduced by 1 
  point per damage die rolled. (Each die 
  inflicts a minimum of 1 hit point 
  damage.) 
  Shield 
  Duration: 2 turns 
  Range: The caster 
   
  Shield creates an invisible field of force that 
  protects the caster, granting an AC of 2 against 
  missile attacks and AC 4 against other attacks. 
   
  Silence 15’ Radius 
  Duration: 12 turns 
  Range: 180’ 
   
  A 15’ radius area is rendered utterly silent. 
   
  ● 
  All sound is stopped and conversation 
  and spell casting are impossible. 
  ● 
  Noise originating from outside the 
  silenced area can be heard by those 
  within it. 
  ● 
  Silence may be cast upon a creature, 
  which must save versus spells. If the 
  save fails, the 15’ radius area of silence 
  moves with the creature. If the save 
  succeeds, the spell’s effect remains 
  stationary—the targeted creature may 
  move out of it. 
   
  Sleep 
  Duration: 4d4 turns 
  Range: 240’ 
   
  A sleep spell causes a magical slumber to come 
  upon creatures, excluding the undead. The 
  spell may target either: 
   
  ● 
  A single creature with 4+1 Hit Dice. 
  ● 
  A total of 2d8 Hit Dice of creatures of 4 
  HD or lower each. 
   
  When targeting creatures of 4 HD or less, the 
  following rules apply: 
   
  ● 
  Targets with the least HD are affected 
  first. 
  ● 
  Calculate monsters with less than 1 HD 
  as having 1 HD and monsters with a 
  
  72 
   
  bonus to HD as having the flat amount. 
  (For example, a 3+2 HD monster would 
  be calculated as having 3 HD.) 
  ● 
  Rolled Hit Dice that are not sufficient 
  to affect a creature are wasted. 
   
  Creatures enchanted by this spell are helpless 
  and can be killed instantly with a bladed 
  weapon. Slapping or wounding awakens an 
  affected creature. 
   
  Snake Charm 
  Duration: 1d4+1 rounds or turns 
  Range: 60’ 
   
  One or more snakes are rendered non-hostile, 
  rearing up and swaying to and fro but not 
  attacking. 
   
  ● 
  The spell affects snakes whose total Hit 
  Dice do not exceed the cleric’s level. 
  For example, a 7th level cleric can 
  affect 7 HD of snakes, which can equal 
  seven 1 HD snakes, or two 3 HD snakes 
  and one 1 HD snake, or any other 
  combination. 
  ● 
  When cast on snakes that are already 
  attacking, the spell lasts for 1d4+1 
  rounds. Otherwise, it lasts for 1d4+1 
  turns. 
   
  Speak with Animals 
  Duration: 6 turns 
  Range: 30’ 
   
  The cleric can communicate with one type of 
  animal within range when the spell is cast. 
   
  ● 
  Ordinary animals or giant versions of 
  ordinary animals may be targeted. 
  ● 
  The cleric can ask questions of and 
  receive answers from animals of the 
  chosen kind, although the spell doesn’t 
  make animals any more friendly or 
  cooperative than normal (a reaction 
  roll may be required). 
  ● 
  If an animal is friendly toward the 
  cleric, it may perform some favor or 
  service. 
   
  Speak with Plants 
  Duration: 3 turns 
  Range: 30’ 
   
  This spell has two uses: 
   
  1. Communication with normal plants. 
  The cleric is able to ask questions and 
  receive answers and may ask for simple 
  favours. Plants may comply, if the 
  request is within their ability to 
  understand and perform. For example, 
  densely overgrown plants may clear a 
  passageway through which the cleric 
  and party may travel. 
  2. Communication with plant-like or 
  plant-based monsters. 
   
  Sticks to Snakes 
  Duration: 6 turns 
  Range: 120’ 
   
  2d8 normal sticks are miraculously transformed 
  into snakes that follow the cleric’s orders. 
   
  ● 
  Snakes’ monster statistics: HD 1, AC 6, 
  Att: 1 × bite (1d4), Sv F1, Ml 7, Mv 90’ 
  (30’), Al N. 
  ● 
  There is a 50% chance of the snakes 
  being poisonous. 
  ● 
  When killed or at the end of the spell’s 
  duration, the snakes revert back into 
  sticks. 
   
  Stone to Flesh 
  Duration: Permanent 
  Range: 120’ 
   
  This spell transforms stone into living flesh. It 
  is especially useful for restoring life to a 
  petrified creature and its equipment to its 
  normal state. 
  
  73 
   
  Reversed: Flesh to Stone 
  Turns one creature into a statue, including all 
  gear and any items currently held. A saving 
  throw versus paralysis is permitted to resist 
  the transformation. 
   
  Striking 
  Duration: 1 turn 
  Range: 30’ 
   
  A single weapon is enchanted: 
   
  ● 
  It deals an additional 1d6 damage. 
  ● 
  It is able to harm monsters which are 
  normally only harmed by magical 
  weapons. 
   
  Telekinesis 
  Duration: Concentration (up to 6 rounds) 
  Range: 120’ 
   
  By concentrating, the caster is able to move 
  objects or creatures by the power of thought. 
   
  ● 
  Up to 200 coins of weight per level of 
  the caster may be targeted. 
  ● 
  The target may be moved up to 20’ per 
  round, in whatever direction the caster 
  wishes (including vertically). 
  ● 
  If a creature is targeted, it may save 
  versus spells to resist the spell. 
  ● 
  If the caster’s concentration is broken, 
  the target falls. 
   
  Teleport 
  Duration: Instant 
  Range: 10’ 
   
  The caster or a chosen creature vanishes and 
  reappears at a location of the caster’s choice. 
   
  ● 
  The subject is teleported with all its 
  gear, up to its maximum encumbrance 
  load. 
  ● 
  An unwilling subject may save versus 
  spells to prevent the teleportation. 
  ● 
  The selected destination may be at any 
  distance, but must be known to the 
  caster and an open space at ground 
  level. (It is not possible to intentionally 
  teleport the subject into mid-air or into 
  solid matter.) 
   
  There is a risk, when teleporting, of 
  accidentally arriving above or below ground 
  level. The chance of a successful teleportation 
  depends on the caster’s knowledge of the 
  destination (see below). Roll d% and consult 
  the following chart: 
   
  Knowledge of 
  Destination 
  Ground 
  Level 
  Too 
  High 
  Too 
  Low 
  Scant 
  1-50 
  51-75 
  76-00 
  Moderate 
  1-80 
  81-90 
  91-00 
  Exact 
  1-95 
  96-99 
  00 
   
  ● 
  Ground level: The subject appears at 
  the desired destination. 
  ● 
  Too high: The subject appears 1d10×10 
  feet above the intended destination. 
  Should this location already be 
  occupied by solid matter, the subject is 
  instantly killed. Otherwise, the subject 
  falls (suffering 1d6 damage per 10’ 
  fallen). 
  ● 
  Too low: The subject appears in the 
  ground and is killed instantly. 
   
  The caster’s knowledge of the destination is 
  rated as follows: 
   
  ● 
  Scant: A location that the caster has 
  visited once or twice, has seen by 
  magical scrying, or has heard of from 
  descriptions. 
  ● 
  Moderate: A location that the caster 
  has visited often or has studied via 
  scrying for several weeks. 
  ● 
  Exact: A location that the caster has 
  made a detailed study of, in person. 
   
   
   
  
  74 
   
  Transmute Rock to Mud 
  Duration: 3d6 days / Permanent (transmute 
  mud to rock) 
  Range: 120’ 
   
  This spell turns up to 3,000 square feet of rock 
  into 10’ deep mud. Any creatures passing 
  through the mud have their movement rate 
  reduced by 90%. 
   
  Reversed: Transmute Mud to 
  Rock 
  Changes an area of mud—up to 3,000 square 
  feet and up to 10’ deep—into rock. This 
  alteration is permanent. 
   
  Ventriloquism 
  Duration: 2 turns 
  Range: 60’ 
   
  The caster may make his or her voice appear to 
  come from any location or source (e.g. a statue 
  or animal) within the spell’s range. 
   
  Wall of Fire 
  Duration: Concentration 
  Range: 60’ 
   
  An immobile, opaque, blazing curtain of 
  shimmering violet fire springs into existence 
  and persists so long as the caster focuses 
  concentration on the spell and does not move. 
   
  ● 
  The wall can be any size up to 1,200 
  square feet and may be shaped in any 
  manner and to any dimensions the 
  caster desires. For example, it may be 
  a straight wall or curved into a 
  protective circle. 
  ● 
  The wall may not be evoked so that it 
  appears where objects are. 
  ● 
  The wall of flames is impenetrable to 
  monsters with fewer than 4 HD. 
  ● 
  Monsters with more than 4 HD suffer 
  1d6 hit points of damage when they 
  pass through the wall. The wall deals 
  double damage to undead creatures or 
  creatures that use cold or are 
  accustomed to cold. 
   
  Wall of Ice 
  Duration: 12 turns 
  Range: 120’ 
   
  An immobile, translucent, wall of ice springs 
  into existence. 
   
  ● 
  The wall can be any size up to 1,200 
  square feet and may be shaped in any 
  manner and to any dimensions the 
  caster desires. It may be a straight wall 
  or curved into a protective circle. 
  ● 
  The wall must rest upon a solid surface 
  and may not be evoked so that it 
  appears where objects are. 
  ● 
  The wall of ice is impenetrable to 
  monsters with fewer than 4 HD. 
  ● 
  Monsters with more than 4 HD can 
  break through the wall but suffer 1d6 
  hit points of damage when doing so. 
  The wall deals double damage to 
  creatures that use fire or are 
  accustomed to fire. 
   
  Wall of Stone 
  Duration: Permanent 
  Range: 60’ 
   
  A wall of solid rock springs into existence. 
   
  ● 
  The wall may be of whatever shape the 
  caster desires and is of 1,000 cubic feet 
  in volume. (For example, a 2’ thick 
  wall, 50’ long and 10’ high.) 
  ● 
  The wall must rest upon a solid surface 
  and may not be evoked so that it 
  appears where objects are. 
   
   
   
   
   
   
  
  75 
   
  Water Breathing 
  Duration: 1 day 
  Range: 30’ 
   
  The subject can breathe water freely by means 
  of this spell. The spell does not make creatures 
  unable to breathe air and grants no additional 
  proficiency at swimming. 
   
  Web 
  Duration: 48 turns 
  Range: 10’ 
   
  Web conjures a many-layered mass of strong, 
  sticky threads, blocking a 10’ cube area. 
  Creatures caught within a web become 
  entangled among the gluey fibers. Entangled 
  creatures can’t move, but can break free 
  depending on their strength: 
   
  ● 
  A creature with strength in the normal 
  human range can break free in 2d4 
  turns. 
  ● 
  A creature with magically augmented 
  strength above 18 can break free in 4 
  rounds. 
  ● 
  A creature of giant strength can break 
  free in two rounds. 
   
  The strands of the web are flammable and can 
  be destroyed by fire in two rounds. All 
  creatures caught within flaming webs suffer 
  1d6 points of damage from the flames. 
   
  Wizard Eye 
  Duration: 6 turns 
  Range: 240’ 
   
  An invisible, magical eye is conjured that 
  allows the caster to see at a distance. 
   
  ● 
  The eye can be directed to move within 
  range at up to 120’ per turn. 
  ● 
  By concentrating, the caster can see 
  through the eye. 
  ● 
  The magical eye grants both normal 
  vision and infravision. 
  ● 
  Solid barriers block its passage, but it 
  can pass through a hole or space as 
  small as 1 inch in diameter. 
   
  Wizard Lock 
  Duration: Permanent 
  Range: 10’ 
   
  A wizard lock spell magically locks a door, 
  gate, similar portal, or any item that has a 
  lock. The magical lock is permanent but may be 
  bypassed as follows: 
   
  ● 
  The caster can freely pass his or her 
  own wizard lock. 
  ● 
  A knock spell allows passage. 
  ● 
  Any magic-using character who is at 
  least 3 levels higher than the caster of 
  the wizard lock may pass through 
  unimpeded. 
   
  Bypassing a wizard lock does not destroy it. 
   
   
  
  76 
   
  CHAPTER 3: CORE RULES 
  Sequence of Play 
  ONE DUNGEON TURN 
   
  1. 
  The game master checks for 
  Wandering Monsters (see page 90), 
  if applicable. 
  2. 
  The party decides what action to 
  take (e.g. moving, searching, 
  listening, entering rooms). 
  3. 
  The GM describes what happens. 
  4. 
  If no encounter occurs, the turn is 
  over, continue to step 5. If 
  monsters are encountered, first 
  follow the encounter sequence 
  below. 
  5. 
  The turn ends. The GM should 
  update time records, with special 
  attention to light sources, spell 
  durations, and the party’s need to 
  rest. 
  ONE WILDERNESS DAY 
   
  1. 
  The players decide on their course 
  of travel for the day. 
  2. 
  The GM determines whether the 
  party gets lost (see Losing 
  Direction, page 86) and, if the 
  party is travelling at sea, 
  determines the weather conditions 
  (see Water Travel, page 91). 
  3. 
  The GM checks for Wandering 
  Monsters (see page 90), if 
  applicable. 
  4. 
  The GM describes the terrain 
  passed through and any sites of 
  interest that the party comes 
  across, asking players for their 
  actions, as required. 
   
   
   
   
  5. 
  If no encounters occur, the day is 
  over, continue to step 6. If 
  monsters are encountered, first 
  follow the encounter sequence, 
  below. 
  6. 
  The day ends. The GM should 
  update time records, with special 
  attention to rations, spell 
  durations, and the party’s need to 
  rest. 
  ENCOUNTERS 
   
  1. 
  The GM rolls for surprise, if 
  applicable, and determines how far 
  away the monsters are. 
  2. 
  Any sides that are not surprised roll 
  initiative (see Initiative, page 93) 
  to determine who acts first. 
  3. 
  The GM determines the monsters’ 
  reaction to the party. The players 
  decide how they act: 
   
  a. 
  If both sides wish to talk, the 
  negotiation may be role-
  played. The GM may make 
  reaction rolls, as applicable. 
  b. 
  If the players decide to flee, 
  the GM determines whether the 
  monsters pursue. 
  c. 
  If combat breaks out, follow 
  the steps listed in Basic Combat 
  Procedure, page 93. 
   
  See Encounters, page 81 for a full description 
  on all elements of running an encounter, 
  including encounter distance, surprise, and 
  monster reactions. 
  
  77 
   
  Adventuring Rules 
   
  ABILITY CHECKS  
  (Optional Rule) 
  Sometimes, the GM might require a test against 
  an ability score, instead of a saving throw, to 
  determine if a character succeeds in a task or 
  escapes a danger. For example, DEX might be 
  used to jump over a pit or STR might be used to 
  push an object. 
   
  The player rolls 1d20 and, if the result is less 
  than or equal to the ability, the check 
  succeeds. If the roll is greater than the ability, 
  the check fails. 
   
  Bonuses or penalties to the roll may be applied, 
  with a modifier of -4 being a relatively easy 
  ability check and +4 being very difficult. Of 
  course, any modifier between these extremes 
  can be applied. 
   
  An unmodified roll of 1 should be treated as a 
  success and a 20 treated as a failure. 
  AIR TRAVEL 
  When travelling by air, the total number of 
  miles a character can travel in a day is twice 
  the distance he or she could travel overland 
  (see Movement, page 87). 
   
  This rate might be reduced if there are adverse 
  conditions such as very high mountains, storms, 
  or thick fog. There are many magical items that 
  grant characters the ability to fly, as well as 
  spells and winged mounts. 
  Mounts 
  In general, a winged beast may carry riders or 
  other burdens based on its Hit Dice: 
   
  ● 
  3 HD creatures may carry a being 
  about half the size of an adult 
  human. 
  ● 
  6 HD creatures may carry an adult 
  human. 
  ● 
  12 HD creatures may carry a large 
  animal like a horse or four adult 
  humans. 
  ● 
  24 HD creatures may carry a very a 
  large animal, or four horses, or 
  eight adult humans. 
  CHASES 
  When the party encounters monsters and one 
  side decides to flee, the other may wish to 
  pursue them. 
   
  Generally, this is possible in two situations: 
   
  ● 
  Combat has not commenced. 
  ● 
  One side breaks away from combat. 
   
  (See Encounters, page 81 for details.) 
  Surprise 
  If one side is surprised, the other side may be 
  able to flee without the possibility of being 
  chased—the surprised side may not even be 
  aware that the encounter occurred. In the 
  wilderness, where greater distances are 
  involved, this is always possible. 
  Group Movement Rate 
  It is common for monsters to chase the whole 
  party, as a group. In this case, it is important to 
  note that a side’s movement rate is usually 
  determined by the speed of the slowest 
  member. 
  Chases in the Dungeon 
  One side can always successfully flee if its 
  movement rate (see Movement, page 87) is 
  higher than the other side’s and if combat has 
  not commenced. A pursuit is possible if the 
  pursuing side’s movement rate is greater than 
  or equal to the side that is fleeing. 
   
  
  78 
   
  Time in a chase is measured in rounds (see 
  Time, page 90), with each side assumed to be 
  running at full speed (see Movement, page 87). 
  Most monsters do not continue a chase if the 
  characters manage to get out of the monster’s 
  range of vision. 
   
  If the monsters enjoy treasure, there is a 3-in-6 
  probability that they stop the pursuit to collect 
  any treasure the characters drop. Hungry or 
  less intelligent monsters may do the same if 
  the characters drop food. Burning oil or other 
  obstacles may also slow or stop a pursuit. 
  Chases in the Wilderness 
  With the open spaces and (generally) good 
  visibility in the wilderness, a chase is assumed 
  to play out over an extended period—time is 
  not tracked round by round. The probability 
  that one group can escape from another is 
  determined by the relative size of the two 
  sides. The more members in the pursuing side 
  there are relative to the fleeing side, the 
  greater chances the fleeing side has of 
  escaping. This is because larger groups cannot 
  move as fast or as quietly. 
   
  The basic chance of escape is determined by 
  consulting the table opposite. The GM may 
  modify the probabilities based on the 
  conditions and environment. For example, if 
  one side has time to flee within a densely 
  wooded area, the GM may give a bonus of 25% 
  to escape. If one side’s movement rate is 
  double that of the other, the chance to escape 
  can be modified by 25% in its favor. There is 
  always at least a 5% chance of escape, except 
  when surprise is involved. 
   
  The following procedure is followed, day by 
  day, until the chase is over: 
   
  1. 
  Roll for escape (see table, below). 
  If the roll succeeds, the fleeing 
  party has escaped; the chase is 
  over. 
  2. 
  If the roll fails, the fleeing party 
  must choose either to be caught 
  (ending the chase) or to flee in a 
  random direction, determined by 
  the GM (no mapping is possible). 
  3. 
  If the chase continues, compare the 
  speeds of the fleeing and pursuing 
  sides: 
   
  a. 
  If the fleeing side is at least as 
  fast as the pursuing side, it has 
  another chance to escape; 
  return to step 1. 
  b. 
  If the pursuing side is faster, 
  there is a 50% chance of them 
  catching up. If the roll 
  succeeds, the fleeing side has 
  been caught; the chase is over. 
  If the roll fails, the fleeing 
  party has another chance to 
  escape; return to step 1. 
   
   
  
  79 
   
   
   
  Fleeing 
  group size 
  Chance of Escape by Number of Pursuers 
  10% 
  25% 
  35% 
  50% 
  70% 
  90% 
  1-4 
  -- 
  -- 
  -- 
  1 pursuer 
  2-3 pursuers 
  4+ pursuers 
  5-12 
  -- 
  -- 
  1-3 pursuers 
  4-8 pursuers 
  9+ pursuers 
  -- 
  13-24 
  -- 
  1-6 pursuers 
  7-16 
  pursuers 
  17+ pursuers 
  -- 
  -- 
  25+ 
  1-10 
  pursuers 
  11-30 
  pursuers 
  31+ pursuers 
  -- 
  -- 
  -- 
   
   
  Waterborne Chases 
  When two waterborne sides (ships or swimming 
  monsters) encounter one another, one side may 
  choose to flee. 
   
  First, the initial distance between each side is 
  determined as normal for an encounter. Next, 
  the fleeing party rolls on the chart below. 
  Success depends on luck and the difference 
  between the two groups’ movement rates. 
   
  If the roll to escape succeeds, the pursuers 
  cannot attempt to catch up with the fleeing 
  side until the next day—and then only if a 
  random encounter roll indicates an encounter. 
   
  If the roll to escape fails, the distance between 
  the two sides decreases by the pursuer’s 
  movement rate each round (or a minimum of 
  30’ per round, if the pursuer has a slower 
  movement rate than the fleeing side). 
   
   
   
   
   
   
   
   
  Fleeing Side’s 
  Movement Rate 
  Chance of Escape 
  Faster than pursuer 
  80% 
  Equal movement rate 
  or up to 30’ per round 
  slower than pursuer 
  50% 
  Up to 60’ per round 
  slower than pursuer 
  40% 
  Up to 90’ per round 
  slower than pursuer 
  35% 
  Up to 120’ per round 
  slower than pursuer 
  25% 
  More than 120’ per 
  round slower than 
  pursuer 
  10% 
   
  
  80 
   
  CLIMBING 
  When characters are climbing in a difficult or 
  tense situation, the GM may specify a chance of 
  failure (as a percentage or an x-in-6 chance) or 
  may require an ability check versus DEX (if the 
  optional Ability Checks rule on page 77 is being 
  used). 
   
  Note that very steep or sheer surfaces are 
  normally impossible to climb without 
  specialized equipment. Some characters may 
  have class abilities that allow them to attempt 
  to climb such surfaces unaided. 
  DISTANCE AND 
  MEASUREMENT 
  When characters are adventuring in a dungeon, 
  all ranges and movement rates are measured in 
  feet. However, the wilderness is not cramped 
  like a dungeon and characters can usually see 
  further ahead and need not be as wary of 
  obstacles. For this reason, ranges and 
  movement rates are measured in yards, rather 
  than feet, in the wilderness. 
   
  Note that areas (such as the area of a spell 
  effect or a breath weapon) are always 
  measured in feet, both in dungeons and in the 
  wilderness. 
  DOORS 
  Dungeons often have many doors, some secret 
  and others obvious. Many are locked and many 
  are stuck. 
  Locked Doors 
  Locks must be picked by a character proficient 
  with lock picks or opened by magic. 
  Stuck Doors 
  There is a base 2-in-6 chance of being able to 
  force open a stuck door. Strength adjustments 
  apply, but cannot take the success range above 
  5-in-6 or below 1-in-6. 
   
  A failed attempt to force open a door 
  eliminates any possibility of surprise (see 
  Encounters, page 81) that the party may have 
  against any monsters on the other side of the 
  door. 
   
  Note that monsters resident to the dungeon are 
  often able to pass through stuck doors 
  unhindered. 
  Secret Doors 
  Secret doors can only be spotted if characters 
  are specifically looking for them. 
   
  See Searching, page 89. 
  Wedging Doors 
  Doors opened by adventurers (by whatever 
  means) are likely to swing shut after they pass. 
  To prevent this, doors may be held open using 
  iron spikes or other wedges. 
   
  Likewise, players may wish to wedge doors 
  shut, to hinder monsters’ movement. 
  Listening at Doors 
  PCs have a 1-in-6 chance of detecting subtle 
  sounds beyond a door. (Some types of 
  adventurer may have an increased chance of 
  success.) 
   
  The GM should always roll for the character 
  listening so that the player never knows if the 
  roll failed or if there simply is no sound behind 
  the door. 
   
  This attempt may only be made one time at 
  any door by a character. Note that some 
  creatures, such as undead, do not any make 
  noise. 
  
  81 
   
  ENCOUNTERS 
  An encounter begins when the characters 
  stumble onto a monster, either because the 
  game master has planned an encounter in the 
  area the player characters are exploring or 
  because a random die roll indicates an 
  encounter (see Wandering Monsters, page 90). 
  Time in Encounters 
  When an encounter begins, action is measured 
  in rounds (see Time, page 90). Rolls for surprise 
  (see below) and initiative (see Basic Combat 
  Procedure, page 93) determine which side acts 
  first. 
  Surprise 
  Checks for surprise are made whenever an 
  encounter is unexpected by at least one side. 
  For instance, if the player characters are 
  making a lot of noise, a monster may not have 
  a chance to be surprised, but the characters 
  might be, if the monster was waiting quietly. 
   
  Each side that is not already aware of the 
  other’s presence rolls 1d6. The GM rolls for 
  monsters and one player rolls for the 
  adventuring party as a whole. A result of 1 or 2 
  means the side is surprised and cannot act for 
  one round. If both sides are surprised, there is 
  simply a momentary confusion—neither side has 
  any advantage. If one side is surprised but the 
  other is not, then the side that is not surprised 
  gains a one round advantage. 
   
  Note that aquatic monsters are usually not 
  surprised by ships. Special circumstances (e.g. 
  thick fog) may alter this. 
  Encounter Distance 
  The situation in which the encounter occurs 
  often determines how far away the monster is. 
  If there is uncertainty (for example, in the case 
  of Wandering Monsters—see page 90): 
   
  ● 
  In a dungeon, the monster 
  encountered is 2d6 × 10 feet away, 
  moving in the direction of the 
  party. 
  ● 
  In the wilderness, the monster is 
  4d6 × 10 yards away. If either side 
  is surprised, this is reduced to 1d4 
  × 10 yards. 
  ● 
  At sea, monsters are encountered 
  at the same distance as in the 
  wilderness (see above). Ships may 
  be sighted and identified at 300 
  yards on a clear day or as little as 
  40 yards in dense fog. 
   
  Monster Reactions 
  Very often, circumstances make it obvious how 
  a monster reacts when encountered. However, 
  sometimes the GM may wish to roll on the table 
  below to determine how a monster reacts to 
  encountering the party. If one specific 
  character attempts to interact with monsters, 
  that character’s CHA score is used to modify 
  the reaction roll. 
   
  2d6 
  Result 
  2 or less 
  Hostile, attacks 
  3-5 
  Unfriendly, may attack 
  6-8 
  Neutral, uncertain 
  9-11 
  Indifferent, uninterested 
  12 or more 
  Friendly, helpful 
  Evasion 
  The characters may decide they are 
  outmatched and flee an encounter or a monster 
  might flee. Characters may choose whether 
  they chase a fleeing monster. The GM decides if 
  monsters chase fleeing characters. A low roll on 
  the Monster Reactions table above may be 
  taken to indicate that the monster pursues. See 
  Chases on page 77 for complete rules on 
  handling pursuit. 
  Encounter Duration 
  An encounter is assumed to take at least one 
  full turn to complete, including time to rest, 
  
  82 
   
  regroup, clean weapons, bind wounds, and so 
  on afterwards. 
   
  ENCUMBRANCE  
  (Optional Rule) 
  Note: The original Basic rules contain 
  ambiguities relating to the encumbrance 
  system. The rules presented here are an 
  attempt to resolve these ambiguities in a 
  sensible and consistent way, but other 
  interpretations of the original rules are 
  possible. 
   
  It is important to keep track of how much 
  player characters are carrying, because this 
  affects how much treasure they can haul from 
  a dungeon. Groups that wish different 
  characters to have different movement rates 
  (see Movement, page 87), based on the amount 
  of equipment or treasure they are carrying may 
  use one of the following rules. The same rule 
  should be applied to all characters. 
   
  As coins are the most common form of treasure 
  found by adventurers, both encumbrance 
  systems are based on weight measured in coins. 
  Ten coins are equivalent to one pound. 
   
   
   
  Treasure Encumbrance in Coins 
  Treasure 
  Weight in Coins 
  Coin (any type) 
  1 
  Gem 
  1 
  Jewellery (1 piece) 
  10 
  Potion 
  10 
  Rod 
  20 
  Scroll 
  1 
  Staff 
  40 
  Wand 
  10 
  Option 1: Encumbrance by 
  Armor Type 
  This rule may be used by groups that want a 
  simple system for determining the movement 
  rates of different characters. 
   
  A character’s movement rate is determined by 
  two factors: the armor he or she is wearing and 
  whether he or she is carrying a significant 
  amount of treasure or not (at the GM’s 
  discretion). 
   
  The maximum amount of treasure any 
  character can carry is 1,600 coins or 
  equivalent. For this reason, the weight of 
  treasure carried must be tracked. The 
  encumbrance of common types of treasure is 
  shown in the table above. The weight of the 
  character’s standard adventuring gear 
  (including armor and weapons) is not counted. 
   
  Movement Rate 
  Armor 
  Without 
  Treasure 
  Carrying 
  Treasure 
  Unarmored 
  120’ 
  90’ 
  Leather 
  armor 
  90’ 
  60’ 
  Metal armor 
  60’ 
  30’ 
    
  Option 2: Encumbrance by 
  Weight Carried 
  This rule may be used by groups that want to 
  make sure characters carry more realistic 
  amounts of equipment and treasure. 
   
  A character’s encumbrance value is calculated 
  based on adding the weights of all significant 
  items carried, including treasure (see table 
  above), weapons, and armor (see tables 
  below). The character’s movement rate is then 
  based on the total encumbrance value. 
  Miscellaneous adventuring gear (backpack, 
  spikes, sacks, etc.) may be counted as 80 coins 
  of weight. The maximum any character can 
  carry is 1,600 coins. 
  
  83 
   
   
   
   
   
  Encumbrance 
  Movement Rate 
  Up to 400 coins 
  120’ 
  Up to 600 coins 
  90’ 
  Up to 800 coins 
  60’ 
  Up to 1,600 coins 
  30’ 
  Equipment Encumbrance in 
  Coins 
  (Only used with encumbrance option 2.) 
   
  Armor 
  Weight in Coins 
  Leather armor 
  200 
  Chain mail 
  400 
  Plate mail 
  500 
  Shield 
  100 
   
   
  Weapon 
  Weight in Coins 
  Battle axe 
  50 
  Bow + 20 arrows 
  30 
  Club 
  50 
  Crossbow + 30 quarrels 
  50 
  Dagger 
  10 
  Hand axe 
  30 
  Long sword 
  60 
  Mace 
  30 
  Polearm 
  150 
  Short sword 
  30 
  Spear 
  30 
  Two-handed sword 
  150 
  Warhammer 
  30 
   
  
  84 
   
  EXPERIENCE POINTS 
  All characters that make it through an 
  adventure alive receive experience points (XP). 
  XP is gained from two sources: treasure 
  recovered and monsters defeated. 
  Recovered Treasure 
  Characters gain XP from treasure at the rate of 
  1 XP per 1 gold piece (gp) value of the item. 
  The values of all items are added together and 
  converted to gold piece units. Only treasure of 
  a non-magical nature grants XP in this way. 
  Defeated Monsters 
  All monsters defeated by the party (slain, 
  outsmarted, captured, scared away, etc.) grant 
  XP based on how powerful they are. The XP 
  value of a monster is determined by its Hit Dice 
  plus a bonus for each special ability it has (e.g. 
  breath attacks, spell-like abilities, etc.). See 
  the chart below. A monster defeated under 
  especially dangerous circumstances may be 
  treated as one Hit Dice category higher on the 
  chart. 
   
   
   
  Monster HD 
  Base XP 
  Bonus XP / 
  Ability 
  Less than 1 
  5 
  1 
  1 
  10 
  3 
  1+ 
  15 
  4 
  2 
  20 
  5 
  2+ 
  25 
  10 
  3 
  35 
  15 
  3+ 
  50 
  25 
  4 
  75 
  50 
  4+ 
  125 
  75 
  5 
  175 
  125 
  5+ 
  225 
  175 
  6 
  275 
  225 
  6+ 
  350 
  300 
  7 
  450 
  400 
  8 
  650 
  550 
  9-10+ 
  900 
  700 
  11-12+ 
  1,100 
  800 
  13-16+ 
  1,350 
  950 
  17-20+ 
  2,000 
  1,150 
  21+* 
  2,500 
  2,000 
  * For monsters of HD 22 and higher, add a 
  cumulative 250 XP for the Base and Bonus 
  categories. 
   
  Division of Experience 
  The XP awards for treasures recovered and 
  monsters defeated are totalled and divided 
  evenly between all characters that survived the 
  adventure. Note that total XP is divided evenly 
  between all party members (including 
  Retainers—see page 88), irrespective of how 
  the players decide to divide the treasure. 
  
  85 
   
  Discretionary Bonuses and 
  Penalties 
  The GM may grant XP bonuses to players that 
  did particularly well. Likewise, players that did 
  not do their share of the work in an adventure 
  may be penalized. 
  Prime Requisite Modifiers 
  In addition, characters receive XP bonuses or 
  penalties based on their score in their class 
  prime requisites, as described in Prime 
  Requisite, page 9. 
   
  All bonuses or penalties to experience are 
  applied to the grand total XP a particular 
  character receives at the end of an adventure. 
  Maximum XP in One Session 
  Characters should not be given enough 
  experience to advance two or more levels in 
  one adventure. Any additional points that 
  would take a character to a level two above his 
  or her current level are lost. 
  FALLING 
  Falling from a height onto a hard surface 
  inflicts 1d6 damage per 10’ fallen. 
  FORAGING AND HUNTING 
  When adventuring in a dungeon, the availability 
  of food may be limited. Characters must take 
  rations with them to cover the extent of time 
  they expect to be away from town. However, 
  they may occasionally kill an edible monster. 
  When in the wilderness, characters can hunt or 
  forage for food. 
  Foraging 
  Foraging for food is an activity that can be 
  accomplished without hindering travel speed by 
  gathering fruit, herbs, nuts, or small animals 
  along the way. For each day of travel while 
  foraging, characters have a 1-in-6 chance of 
  acquiring sufficient food for 1d6 human-sized 
  beings. 
  Hunting 
  Hunting must be engaged in as the sole activity 
  for a day—no travelling or resting is possible. 
  When hunting, there is a 1-in-6 chance of 
  encountering animals that may be suitable for 
  eating (if they can be caught!). This is in 
  addition to the normal chance of random 
  encounters (see Wandering Monsters, page 90). 
  HEALING 
  For each full day of complete rest, a character 
  or monster recovers 1d3 hit points. If the rest is 
  interrupted, the character or monster does not 
  heal that day. 
   
  Healing may also occur through magic, such as 
  potions or spells. This kind of healing is 
  instantaneous. Magical healing and natural 
  healing can be combined. 
  HIRELINGS 
  Hirelings are NPCs hired by a character to 
  perform certain services. Hirelings differ from 
  Retainers (see page 88) in that they do not 
  accompany characters on adventures. For this 
  reason, they do not count toward a character’s 
  maximum number of retainers, since they are 
  not the same kind of hired help. 
   
  The most common types of hireling are: 
   
  ● 
  Mercenaries: Hired soldiers who 
  that guard, patrol, and otherwise 
  serve in wilderness settings, but 
  only as part of a larger force, not 
  an adventuring party. 
   
  ● 
  Specialists: Hired individuals that 
  have a particular trade or that have 
  special knowledge. These 
  individuals are usually hired for a 
  specific task. 
  
  86 
   
  Like hiring retainers, mercenaries and 
  specialists can be located by frequenting 
  taverns or through posting notices of help 
  wanted. Also, in the case of professional 
  specialists, these individuals may have shops or 
  a reputation that the characters can follow. 
  There may also be guilds of certain professions 
  that can act as a contact point for locating 
  specialists. 
   
  Some of the most common kinds of hirelings 
  that can be found are described in 
  Mercenaries, page 41 and Specialists, page 43.  
  LIGHT, VISION, AND 
  VISIBILITY 
  In the Dungeon 
  Characters usually bring a source of light with 
  them on underground expeditions. Typical light 
  sources enable normal vision within a 30’ 
  radius. 
   
  The adventuring equipment lists in Equipment, 
  page 27 provide full information. 
  In the Wilderness 
  Characters can usually see for three miles 
  around them in open terrain. This range may 
  sometimes be reduced (e.g. in overgrown 
  terrain such as a forest) or increased (e.g. 
  looking out from the top of a mountain). 
  At Sea 
  On a clear day, land can be spotted at a 
  distance of 24 miles. This may be reduced 
  based on light and weather conditions. 
  Light and Surprise 
  Characters or monsters that carry a light in a 
  dark environment are usually unable to surprise 
  opponents (see Encounters, page 81), because 
  the light gives them away. 
   
  Infravision 
  All non-human monsters and many demi-human 
  races have infravision. Characters that have 
  infravision can see the heat energy that 
  radiates off of living things. Generally, living 
  things become visible as bright tones, while 
  cool items are grey and very cold objects are 
  black. It is not possible to read in the dark with 
  infravision, because fine detail cannot be 
  perceived. 
   
  Infravision works within a limited range (60’ for 
  monsters) and only functions in darkness. 
  Visible light (normal or magical) and large heat 
  sources disrupt it. 
  LOSING DIRECTION 
  At Sea 
  Getting lost at sea is a serious risk. When in 
  sight of land, the chance of getting lost is 2-in-
  6. Once out of sight of land, the chance of 
  getting lost is 100%, unless a navigator is 
  aboard—the chance of getting lost is then 2-in-
  6 per day. 
  In the Wilderness 
  Characters can confidently follow trails, roads, 
  and other well-known landmarks without fear 
  of becoming lost. However, when travelling 
  through untracked wilderness, it is easy to lose 
  direction. At the start of each day of travel, 
  the GM rolls to determine if the group loses 
  direction. The probability depends on the 
  terrain being traversed: 
   
  ● 
  Clear, grasslands: 1-in-6. 
  ● 
  Barren lands, hills, mountains,  
      woods: 2-in-6. 
  ● 
  Desert, jungle, swamp: 3-in-6. 
  Effects of Being Lost 
  If the roll indicates that the party is lost, the 
  GM decides which direction they are actually 
  travelling in. One option is to pick a direction 
  
  87 
   
  only slightly off course. For example, if the 
  group intended to go south, they are actually 
  headed southwest or west. 
   
  It may take some time for a lost party to 
  realize that it is moving in the wrong direction. 
  MOVEMENT 
  See also: Air Travel (page 77), Climbing (page 
  80), Swimming (page 90), and Water Travel 
  (page 91). 
   
  Each character has a base movement rate. The 
  default is 120’, but this may be modified by a 
  character’s class or by the amount of gear 
  carried (if the optional Encumbrance rules on 
  page 82 are used). 
   
  If the group wants to stay together, they may 
  only move as quickly as the slowest character. 
  Dungeon Exploration 
  A character can move his or her movement rate 
  in feet in one turn (see Time, page 90) when 
  exploring unknown areas of a dungeon. This 
  (very slow!) rate of movement takes account 
  for the fact that PCs are exploring, watching 
  their footing, mapping, and taking care to be 
  quiet and to avoid obstacles. 
   
  When moving through dungeon areas they are 
  familiar with, the GM may allow characters to 
  move at a faster rate. For example, the GM 
  may allow characters to move at three times 
  their base movement rate, when moving 
  through familiar areas. Thus, a character whose 
  base movement rate is 120’ could move 360’ in 
  a turn. 
  Movement in Encounters 
  During encounters, a character can move up to 
  one third of his or her movement rate per 
  round in feet (in the dungeon) or yards (in the 
  wilderness). For example, a character whose 
  base movement rate is 120’ could move 40’ per 
  round during a dungeon encounter. Characters 
  may move at this rate for at most 60 rounds 
  (one turn). 
  Running 
  During encounters, a character may choose to 
  run at up to his or her full movement rate per 
  round in feet (in the dungeon) or yards (in the 
  wilderness). Characters may only move at this 
  rate for 30 rounds before becoming exhausted: 
  suffering a -2 penalty to attacks, damage, and 
  Armor Class (AC is increased by 2). The 
  penalties for exhaustion last until characters 
  have rested for three full turns. 
   
  Clearly, it is not possible to maintain a map 
  while running. 
  Overland Travel 
  When travelling in the wilderness, the distance 
  a character can travel in a normal day’s march 
  is determined by dividing his or her base 
  movement rate by five. This is the number of 
  miles travelled in a day. For example, a 
  character whose base movement rate is 120’ 
  could travel up to 24 miles in a day. 
   
  Some types of terrain modify travel speed: 
   
  ● 
  Broken lands, desert, forest, hills:  
   
  33% slower. 
  ● 
  Jungle, mountains, swamp: 50%  
   
  slower. 
  ● 
  Maintained roads: 50% faster. 
  Forced March 
  If they need to travel further in one day, 
  characters may engage in a forced march. A 
  forced march is a day of hard, tiring, overland 
  travel, but increases travel speed by 50%. For 
  example, a character who can normally travel 
  24 miles in a day can travel 36 miles on a 
  forced march. After a forced march, the 
  characters must rest for a full day. 
  
  88 
   
  RESTING 
  In the Dungeon 
  Characters can explore, fight, or otherwise 
  remain active for five turns before needing to 
  rest for one turn. 
  In the Wilderness 
  During wilderness travel, characters must rest 
  one day per six days of travel. 
  After a Forced March 
  After a forced march, characters must rest for 
  a full day. 
  After Running 
  Characters that have been running for more 
  than 30 rounds must rest for three full turns to 
  recover. 
  Penalty for Not Resting 
  If characters press on without resting, they 
  suffer a penalty of -1 to hit and damage rolls 
  until they have rested for the required length 
  of time. After running, this penalty is increased 
  to -2 and additionally applied to Armor Class 
  (AC is raised by 2). 
  RETAINERS 
  Retainers are NPCs that are hired by characters 
  for extra hands during an adventure. Each 
  character is limited to a finite number of 
  retainers, as indicated by the character’s 
  Charisma score (see Charisma, page 7). 
  Retainers are not mindless slaves and, although 
  they usually share the party’s risks, they do not 
  willingly act as battle fodder. If abused in any 
  way, retainers typically warn others of this and 
  the PCs soon find it difficult to hire other 
  retainers. 
  Locating 
  A PC who wants to hire a retainer must first 
  locate possible candidates. The PC might 
  simply walk up to strangers in taverns, might 
  contact adventurers’ guilds, or might advertise 
  by putting up fliers or by other means. 
  Hiring 
  Retainers are recruited through negotiation, 
  with the GM playing the roles of the NPCs a 
  character attempts to hire. The PC should 
  explain what the job entails and the rates of 
  pay: for example, a percentage of any treasure 
  recovered or a flat rate of pay. The hiring PC 
  must also typically pay for the retainer’s daily 
  upkeep (food and lodgings) and for any new 
  adventuring gear, weapons, or mounts the 
  retainer requires for the adventure. 
  Reactions 
  After an offer is made, the GM rolls 2d6 on the 
  table below to decide the potential retainer’s 
  reaction. The roll is modified by the hiring 
  character’s CHA and the GM may apply a bonus 
  or penalty, depending on the attractiveness of 
  the deal (+1 or +2 for generous offers, -1 or -2 
  for poor offers). 
   
  2d6 
  Result 
  2 or less 
  Offer refused * 
  3-5 
  Offer refused 
  6-8 
  Roll again 
  9-11 
  Offer accepted 
  12 or more 
  Offer accepted ** 
   
  * The potential retainer reacts so negatively to 
  the offer that he or she spreads negative 
  rumours about the PC, resulting in a -1 penalty 
  on any further hiring reaction rolls while 
  recruiting in the same town or area. 
  ** The offer is accepted in very good spirits and 
  the retainer’s morale is increased by one. 
  
  89 
   
  Class and Level 
  Retainers can be of any class (including normal 
  humans of level 0), but must be of equal or 
  lower level to the PC who has hired them. 
  Morale 
  Retainers have a morale rating, determined by 
  the hiring character’s CHA (see Charisma, page 
  7). This rating may be adjusted at the GM’s 
  discretion: it may be increased if the PC has 
  been particularly good to the retainer (e.g. 
  repeatedly given additional treasure) or 
  reduced if the PC has been cruel or contrary to 
  his or her word. 
   
  To make a moral check, the GM rolls 2d6 and, if 
  the result is lower than or equal to the 
  retainer’s morale rating, accounting for any 
  adjustments, the roll has succeeded. 
   
  Morale rolls are made in two circumstances: 
   
  ● 
  Each time the retainer is exposed 
  to a particularly perilous situation. 
  If the roll fails, the retainer likely 
  flees. 
  ● 
  At the end of an adventure. If the  
   
  roll fails, the NPC will not work for  
   
  the PC again. 
  Experience 
  Although retainers are “played” by the GM, 
  they acquire experience in the same way PCs 
  do, can advance in level, and are affected by 
  all of the same class rules. Because retainers 
  follow instructions when on an adventure, thus 
  not directly engaging in problem solving, they 
  suffer a penalty of -50% to XP. 
  SAVING THROWS 
  All characters and monsters can make saving 
  throws to avoid the full effects of spells or 
  certain attacks. Characters and monsters have 
  a rating for each saving throw category (death 
  ray or poison; magic wands; paralysis or turn to 
  stone; dragon breath; rods, staves, or spells). 
  Saving throw tables for the standard classes 
  (also used by monsters) are provided in 
  Standard Combat Charts on page 97. 
   
  The appropriate saving throw to make and the 
  effects of a success or failure are indicated in 
  the description of the spell, monster attack, or 
  adventure scenario. 
  Rolling a Saving Throw 
  When affected by a spell or attack form that 
  requires a saving throw, the player or GM must 
  roll 1d20. A result that is greater than or equal 
  to the value listed for the saving throw is a 
  success. A result of less than the listed value is 
  a failure. 
  Successful Saves 
  A successful saving throw against an effect that 
  causes damage means that the damage is 
  halved. A successful saving throw against an 
  effect that does not cause damage means the 
  effect has been entirely avoided or negated. 
  Saves vs Poison 
  A failed save against poison is usually fatal. If a 
  poisonous attack also inflicts damage, the 
  damage is not affected by the success or failure 
  of the saving throw. 
  Item Saving Throws 
  If a character is killed by a destructive spell or 
  special attack (e.g. a lightning bolt spell or 
  dragon’s breath), his or her equipment is 
  assumed to be destroyed. Magic items may be 
  allowed a saving throw, using the character’s 
  saving throw values. Items that grant a bonus in 
  combat (e.g. magical weapons and armor) may 
  also apply this bonus to the saving throw. 
  SEARCHING 
  Dungeons often include hidden features and 
  mechanisms such as secret doors and traps. 
  Adventurers can spot these by searching. The 
  player must declare the particular object or 10’ 
  
  90 
   
  × 10’ area to be searched. Searching takes one 
  turn. 
   
  If a character is searching in the right location, 
  there is a base 1-in-6 chance of finding a secret 
  door or trap. (Some types of adventurer may 
  have an increased chance.) The GM should 
  always roll for the character searching, so that 
  the player never knows if the roll failed or if 
  there simply are no hidden features in the area 
  searched. 
   
  Each character can only make one attempt to 
  search any given object or 10’ × 10’ area. 
  STARVATION 
  If characters go for a full day or more without 
  food or water, the GM may begin to apply 
  penalties to attack rolls and movement rate, 
  require more frequent rests, or even begin to 
  deduct hit points, in extreme cases. 
  SWIMMING 
  Characters move at half their normal 
  movement rate when swimming. 
   
  It is assumed that every character knows how 
  to swim, unless there is some obvious reason 
  why a character could not have learned. 
  Drowning 
  Characters that are encumbered, or in 
  treacherous water conditions, have a 
  probability of drowning at the GM’s discretion. 
  Heavily encumbered characters—wearing plate 
  mail armor and/or carrying a large amount of 
  treasure—likely have above a 90% chance of 
  drowning. Characters carrying less treasure or 
  wearing lighter armor may have as little as a 
  10% chance of drowning. 
  TIME 
  Aside from normal time increments (minutes, 
  hours, days, and so on), the following special 
  units are used in the game. In all matters of 
  time and movement, the GM is the final 
  authority on what may be accomplished in a 
  given period of time. 
  Turns 
  When in the dungeon, characters take actions 
  in time increments called turns. One turn is 
  equal to 10 minutes. Character actions that 
  take one turn include looking for secret doors 
  or traps in a 10’ × 10’ area (see Searching, page 
  89) or moving up to the party’s full movement 
  rate (see Movement, page 87). 
  Rounds 
  Rounds are ten seconds of game time each, so 
  there are 60 rounds in a turn. Time is only 
  measured in rounds during encounters, 
  especially in combat (see Encounters, page 81 
  and Basic Combat Procedure, page 93). 
  TRAPS 
  Triggering 
  Each trap is triggered by a specific action (e.g. 
  opening a door or walking over a particular 
  area). Every time a character makes an action 
  that could trigger a trap, there is a 2-in-6 
  chance of the trap being sprung. Some traps 
  may be more or less likely to trigger, if the GM 
  wishes. 
  Searching for Traps 
  Adventurers may choose to search objects or 
  areas for traps. See Searching, page 89. 
  WANDERING MONSTERS 
  Besides the monsters specifically placed in 
  certain regions of a dungeon or wilderness, the 
  party may randomly encounter monsters on the 
  move between areas. These are known as 
  “wandering monsters”. The chance of a random 
  encounter occurring depends on the type of 
  area being explored (e.g. dungeon region or 
  level, type of wilderness terrain). Each type of 
  
  91 
   
  area should have its own table of wandering 
  monsters that the GM rolls on when an 
  encounter takes place. 
  In the Dungeon 
  The typical chance of encountering a 
  wandering monster is 1-in-6, rolled every two 
  turns. The chance of wandering monsters may 
  be higher or lower in certain parts of the 
  dungeon and the actions of the party can also 
  affect this. For example, making a lot of noise 
  or light should increase the chance, while 
  resting quietly in an out-of-the-way location 
  should decrease the chance. 
  In the Wilderness 
  It is usual to check for random encounters once 
  per day, though the GM may make more checks: 
  up to three or four per day. The chance of 
  encounters depends on the terrain being 
  explored: 
   
  ● 
  City, clear, grasslands, settled 
  lands:      1-in-6. 
  ● 
  Aerial, barren, desert, forest, hills, 
  ocean, river: 2-in-6. 
  ● 
  Jungle, mountains, swamp: 3-in-6. 
   
  Aquatic encounters may occur either on the 
  open water or on land, if the party docks at 
  some point during the day. 
  WATER TRAVEL 
  The distance travelled in a day is determined 
  by the type of vessel being used and by the 
  prevailing wind and water conditions. 
   
  When travelling upon rivers, the current may 
  increase (moving downstream) or decrease 
  (moving upstream) the distance travelled by 
  1d6+6 miles per day. 
   
  At sea, there are many possible conditions that 
  might impact a vessel’s movement rate. The 
  GM should check conditions at the start of each 
  day by rolling 2d6: 
   
  ● 
  A result of 2 means that the day is 
  completely devoid of wind and a 
  ship that is incapable of rowing 
  cannot move all day. 
  ● 
  A result of 12 indicates a gale (see  
   
  below). 
  Gales 
  During a gale, any vessel with sails can attempt 
  to move with the wind to avoid damage. The 
  vessel travels at three times its normal speed in 
  a randomly determined direction. (The GM can 
  roll 1d6, with 1 indicating the intended 
  direction of travel, 2 indicating 60° to the 
  right, 3 indicating 120° to the right, and so on.) 
   
  If the ship encounters land during this travel, 
  there is a 75% chance of it wrecking against the 
  shore. 
  Variable Wind Conditions 
  (Optional Rule) 
  Groups that prefer a slightly more detailed 
  system of sea travel may use the following 
  chart that adds additional detail to the daily 
  2d6 roll to determine wind conditions. 
   
   
   
   
   
  
  92 
   
  2d6 
  Wind 
  Effect 
  2 
  No wind 
  Movement is only possible by oar. Oarsmen fatigued: 
  movement reduced by one third. 
  3 
  Faint breeze 
  Movement rate reduced to one third normal. 
  4 
  Gentle breeze 
  Movement rate reduced to half normal. 
  5 
  Moderate breeze 
  Movement rate reduced to two thirds normal. 
  6-8 
  Fresh breeze 
  Normal movement rate. 
  9 
  Strong breeze 
  Movement rate increased by one third. 
  10 
  High wind 
  Movement rate increased by half. 
  11 
  Near gale 
  Movement rate doubled. 10% chance of taking on water (speed 
  reduced by one third until repaired at a dock). 
  12 
  Gale 
  Movement rate tripled. See Gales, above. 
  
  93 
   
  Basic Combat 
  Procedure 
  Sequence of Events 
   
  The sequence of actions in each round is 
  broken down as follows: 
  1. 
  Characters that wish to cast a spell 
  or perform a full retreat from 
  melee must declare it. 
  2. 
  Initiative: 1d6 is rolled by each 
  opposing side. 
  3. 
  The winner of initiative acts first: 
   
  a. 
  The GM may check Morale (see 
  page 96) for monsters. 
  b. 
  Movements are made. 
  c. 
  Missile attacks are made, 
  accounting for DEX modifiers, 
  cover, range, and magic 
  adjustments. 
  d. 
  Spells are cast and applicable 
  saving throws are made. 
  e. 
  Melee combat and other 
  actions occur; attacks are 
  made, accounting for STR 
  modifiers and magic 
  adjustments. 
   
  4. 
  Other sides act through step 3, in 
  order of initiative. 
  5. 
  When all sides of a conflict have 
  acted, the round is over. If the 
  combat has not ended, the 
  sequence begins again at step 1. 
  INITIATIVE 
  At the start of each round, each side rolls 1d6 
  to determine initiative. The side with the 
  highest result on 1d6 acts first for that round. 
  Other sides in a conflict react in order from 
  highest to lowest roll. 
  Tied Initiative 
  If initiative is a tie, each side in the tie acts at 
  the same time. All actions are completed, 
  unaffected by opposed actions. For example, 
  two opponents in melee may both inflict 
  enough damage to kill the other. As the 
  initiative is tied, both attacks occur 
  simultaneously, resulting in both characters 
  being killed. 
  Two-Handed Weapons 
  Characters wielding two-handed melee 
  weapons (and some missile weapons—as 
  indicated in the equipment description) always 
  act last in the round, as if they had lost 
  initiative. 
   
  Individual Initiative  
  (Optional Rule) 
  Instead of an initiative roll per side, a roll may 
  be made for each individual PC or monster 
  involved in a battle, modified by DEX. The GM 
  may determine an initiative bonus or penalty 
  for monsters that are very fast or slow, instead 
  of applying a DEX modifier. 
  MOVEMENT IN COMBAT 
  With Another Action 
  A character can move up to one third of his or 
  her normal movement rate every round and can 
  also attack (if an enemy is within that distance) 
  or perform another action (except spell 
  casting) during a round. 
  Without Another Action 
  A character who performs no other action in a 
  round may run, moving up to his or her full 
  movement rate. 
   
  
  94 
   
  Retreating From Melee 
  When in melee with a foe, free movement is 
  not so simple. Breaking away from melee is 
  possible in two ways, as follows. 
   
  A fighting retreat allows a character to move 
  backwards at up to half his or her encounter 
  movement rate (i.e. one sixth of his or her base 
  movement rate). However, there must be a 
  clear path for this movement. 
   
  A full retreat occurs when a character moves 
  backwards at a rate faster than half of his or 
  her encounter movement rate. The character 
  making the movement forfeits attacking this 
  round and the opponent gains a +2 bonus to all 
  attacks against the character this round. In 
  addition, if the retreating character is carrying 
  a shield, it does not apply to the character’s 
  Armor Class during the retreat. 
  ACTIONS IN ONE ROUND 
  Characters can generally move and perform 
  one action in a round. The most common 
  actions are attacking, casting a spell, or using 
  an item that is easily to hand, but many other 
  actions are possible and must be adjudicated 
  by the GM. The GM has the final say on what 
  can or cannot be done in one round. Note that, 
  when casting a spell, the character cannot 
  move as well. 
  ATTACKING 
  A character may attack if there is an enemy 
  within striking range. Player characters can 
  normally only attack once per round, but some 
  monsters have multiple attacks. 
  RANGE FOR MELEE VS 
  MISSILE ATTACKS 
  Melee attacks are possible when opponents are 
  5’ or less from each other. Missile attacks are 
  possible when opponents are more than 5’ from 
  one another. 
  ATTACK ROLLS 
  The player or GM rolls 1d20, modified by STR 
  for melee attacks or DEX for missile attacks. 
  The result is compared to the appropriate 
  attack table (see Standard Combat Charts, 
  page 97). A result that is equal to or above the 
  attack value corresponding to the attacker’s 
  level or Hit Dice and the opponent’s Armor 
  Class results in a hit. 
  Natural 1s and 20s 
   
  ● 
  An attack roll of 20 always hits, 
  unless the target cannot be harmed 
  by the attack (e.g. a normal 
  weapon used against a foe that can 
  only be harmed by magic). 
  ● 
  An attack roll of 1 is always a miss.  
  DAMAGE ROLLS 
  Upon a successful attack, damage is inflicted, 
  taking into account any bonuses or penalties. 
  Player character attacks inflict 1d6 damage; 
  monster attacks deal the damage indicated in 
  the monster’s description. 
   
  An attack that hits always deals at least one 
  point of damage, even when damage modifiers 
  reduce the number rolled to 0 or less. 
   
  A character or monster reduced to 0 hit points 
  or less is killed. 
  Variable Weapon Damage 
  (Optional Rule) 
  Some groups may prefer different weapons to 
  inflict different amounts of damage. In this 
  case, rather than rolling a flat 1d6 for all PC 
  attacks, the die type indicated for the weapon 
  in the equipment lists should be rolled. 
   
  
  95 
   
  Missile Weapon Ranges 
  All missile weapons have ranges that must be 
  taken into account when trying to strike an 
  opponent at a distance: 
   
  ● 
  If an opponent is within the 
  distance listed for short range, the 
  attacker gets a +1 to hit. 
  ● 
  There are no bonuses or penalties 
  for striking an opponent at medium 
  range. 
  ● 
  There is a penalty of -1 to strike an 
  opponent at long range. 
  ● 
  If an opponent is further away than 
  the long range listed, the missile 
  weapon cannot hit that opponent. 
  CASTING A SPELL 
  Requirements 
   
  1. 
  The caster must be able to speak 
  and to move his or her hands, in 
  order to bring a magic effect into 
  being. As a result, a spell caster 
  cannot cast spells if gagged, bound, 
  or in an area of magical silence. 
  2. 
  Spell casters may take no other 
  actions (including movement!) 
  during the same round they intend 
  to cast a spell. 
  3. 
  Unless otherwise noted in a spell’s 
  description, a spell caster must 
  have the intended target (a specific 
  monster, character, or area of 
  effect) within visual range. 
  Disrupting Spells 
  If a spell caster loses initiative and is 
  successfully attacked or fails a saving throw 
  before his or her turn, the spell being cast is 
  disrupted and fails. The spell is removed from 
  the caster’s memory as if it had been cast. 
  Other Combat Rules 
  ATTACKING FROM BEHIND 
  Attacks made on a character from behind 
  ignore the influence of the attacked 
  character’s shield, if any. 
  BOARDING VESSELS 
  When the occupants of a vessel wish to board 
  another vessel, there is a 2-in-6 chance of 
  being able to successfully maneuver the vessel 
  into a boarding position and clamp onto the 
  other vessel with grappling hooks. If the 
  occupants of both vessels wish to board one 
  another, their mutual intent makes the action 
  succeed with no chance of failure. Once crew-
  members come into contact with one another, 
  combat ensues following the standard combat 
  rules. Characters that are in the act of 
  boarding another vessel suffer a penalty of –2 
  to attack rolls and Armor Class for one round. 
  COVER 
  Cover is an important factor that can influence 
  missile attacks. An attacker cannot hit an 
  opponent that is entirely behind a barrier. If 
  the target is only partly behind cover, the GM 
  may apply attack penalties of between -1 and -
  4. For example, if a character were attempting 
  to strike an opponent through a small window, 
  the GM might call for a penalty of -4. If the 
  opponent were only partly covered, such as by 
  small furniture, the penalty might only be -1. 
  HELPLESS OPPONENTS 
  Helpless opponents, such as those sleeping, 
  bound, magically frozen, etc., are 
  automatically hit by any melee attacks in 
  combat. Only a roll for damage is required. 
  
  96 
   
  MAGICAL MONSTERS 
  Some monsters may only be damaged by 
  magical or silver weapons. The GM may, 
  optionally, allow such monsters to also be 
  harmed by attacks from: 
   
  ● 
  Another such monster. 
  ● 
  A monster with 5 HD or greater. 
  MORALE (Optional Rule) 
  Players may always decide whether they fight, 
  surrender, or run away in an encounter. The GM 
  decides whether monsters or NPCs surrender or 
  run away. 
   
  Monsters have a listing for morale, rated from 2 
  to 12, that represents how likely they are to 
  fight or flee when in an encounter. A score of 2 
  means the monster never fights (unless 
  absolutely cornered) and a score of 12 means 
  the monster fights until killed, with no morale 
  check necessary in either case. 
  Morale Checks 
  The GM rolls 2d6 and, if the roll is higher than 
  the morale of the monster, the check is a 
  failure and the monster either surrenders or 
  attempts a full retreat or a fighting retreat. If 
  the result is equal to or lower than the morale 
  score, a monster continues to fight. 
  When to Check Morale 
   
  The GM usually makes a morale check for 
  monsters under two conditions: 
   
  1. 
  When one side of the encounter 
  first loses a member due to death. 
  2. 
  When half the monsters are either 
  killed or otherwise incapacitated. 
   
  If a monster makes two successful morale 
  checks in an encounter, it fights until killed. 
  Adjustments to Morale 
  The GM may decide to apply bonuses or 
  penalties to morale, with a range of –2 to +2, 
  depending on the circumstances. For example, 
  if one side of an encounter is losing or winning, 
  they might receive a penalty or bonus to 
  morale of –1 or +1, respectively. 
   
  Adjustments are never applied to monsters 
  with a morale of 2 or 12. 
  Retainer Morale 
  Retainers signed up to work as adventurers, so 
  are not frightened off at the first sign of 
  danger. They only check morale in combat 
  when confronted with extraordinary danger. 
  See Retainers, page 88 for details. 
  MULTIPLE ATTACKERS 
  The GM should use discretion in determining 
  how many attackers can strike at one 
  opponent. Usually only two characters can fight 
  side-by-side in a 10’ wide hallway, unless all of 
  the attackers are small. 
  NON-LETHAL COMBAT 
  Any characters that wish to subdue an 
  opponent must announce that they are 
  attacking without intent to kill. All hand 
  weapons with a blade may be employed to deal 
  blunt blows with the flat of the blade.  
   
  Combat and damage are calculated normally, 
  noting how much damage is non-lethal, 
  “subdual” damage. A character or monster that 
  reaches 0 hit points due to subdual damage is 
  knocked unconscious. 
   
  Monsters may only be subdued in this way at 
  the GM’s discretion. 
  UNARMED ATTACKS 
  Unarmed combat is the same as melee combat, 
  but all damage is 1 to 2 + STR modifiers. 
  
  97 
   
  UNSTABLE SURFACES 
  Characters on an unstable surface, such as a 
  ship in rough seas or riding a flying animal such 
  as a griffon, are affected as follows: 
   
  ● 
  Spells cannot be cast because the 
  intricate hand gestures are not 
  possible in that shaky environment. 
  ● 
  Missile attacks suffer a penalty of –
  4 to hit. 
  ● 
  Magic items do not require the 
  same concentration and gestures, 
  and can be used as normal. 
   
  Note that magical means of flight (e.g. a magic 
  broom, carpet, or the fly spell) generally 
  provide a smooth ride and do not count as 
  unstable. 
  WATER 
  Characters fighting in or beneath water should 
  have a penalty applied to their attack rolls. 
  Damage from successful hits should also be 
  reduced. Most missile weapons do not work 
  underwater.
  Standard Combat Charts 
  Adventurer Attack Chart 
  Class and Level 
  Attack Roll to Hit AC 
  Fighter 
  Dwarf 
  Elf 
  Halfling  
  Cleric 
  Thief 
  Magic-User 
  -3 
  -2 
  -1 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1-3 
  1-4 
  1-5 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  4-6 
  5-8 
  6-10 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7-9 
  9-12 
  11-15 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  10-12 
  13-16 
  16-20 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  13-15 
  17-20 
  21-25 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
   
   
  
  98 
   
  Monster Attack Chart 
  Monster 
  Hit Dice 
  Attack Roll to Hit AC 
  -3 
  -2 
  -1 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Up to 1 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  1+ to 2 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  2+ to 3 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  3+ to 4 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  4+ to 5 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5+ to 6 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  6+ to 7 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  7+ to 9 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  9+ to 11 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  11+ to 13 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  13+ to 15 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
  15+ to 17 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
  2 
  17+ to 19 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
  2 
  2 
  19+ to 21 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
  2 
  2 
  2 
  21+ or 
  more 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  Normal Human Attack Chart 
  Attack Roll to Hit AC 
  -3 
  -2 
  -1 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
   
  
  99 
   
  Cleric Saving Throw Chart 
  Level 
  Death 
  Ray or 
  Poison 
  Magic 
  Wands 
  Paralysis 
  or Turn 
  to Stone 
  Dragon 
  Breath 
  Rods, 
  Staves, 
  or 
  Spells 
  1-4 
  11 
  12 
  14 
  16 
  15 
  5-8 
  9 
  10 
  12 
  14 
  12 
  9-12 
  6 
  7 
  9 
  11 
  9 
  13-16 
  3 
  5 
  7 
  8 
  7 
  Dwarf and Halfling Saving Throw Chart 
  Level 
  Death 
  Ray or 
  Poison 
  Magic 
  Wands 
  Paralysis 
  or Turn 
  to Stone 
  Dragon 
  Breath 
  Rods, 
  Staves, 
  or 
  Spells 
  1-4 
  8 
  9 
  10 
  13 
  12 
  5-8 
  6 
  7 
  8 
  10 
  10 
  9-12 
  4 
  5 
  6 
  7 
  8 
  13-16 
  2 
  3 
  4 
  4 
  6 
  Elf Saving Throw Chart 
  Level 
  Death 
  Ray or 
  Poison 
  Magic 
  Wands 
  Paralysis 
  or Turn 
  to Stone 
  Dragon 
  Breath 
  Rods, 
  Staves, 
  or 
  Spells 
  1-3 
  12 
  13 
  13 
  15 
  15 
  4-6 
  10 
  11 
  11 
  13 
  12 
  7-9 
  8 
  9 
  9 
  10 
  10 
  10 
  6 
  7 
  8 
  8 
  8 
  Fighter Saving Throw Chart 
  Level 
  Death 
  Ray or 
  Poison 
  Magic 
  Wands 
  Paralysis 
  or Turn 
  to Stone 
  Dragon 
  Breath 
  Rods, 
  Staves, 
  or 
  Spells 
  1-3 
  12 
  13 
  14 
  15 
  16 
  4-6 
  10 
  11 
  12 
  13 
  14 
  7-9 
  8 
  9 
  10 
  10 
  12 
  10-12 
  6 
  7 
  8 
  8 
  10 
  13-15 
  4 
  5 
  6 
  5 
  8 
  
  100 
   
  Magic-User Saving Throw Chart 
  Level 
  Death Ray or 
  Poison 
  Magic Wands 
  Paralysis or 
  Turn to Stone 
  Dragon Breath 
  Rods, Staves, 
  or Spells 
  1-5 
  13 
  14 
  13 
  16 
  15 
  6-10 
  11 
  12 
  11 
  14 
  12 
  11-15 
  8 
  9 
  8 
  11 
  8 
  Thief Saving Throw Chart 
  Level 
  Death Ray or 
  Poison 
  Magic Wands 
  Paralysis or 
  Turn to Stone 
  Dragon Breath 
  Rods, Staves, 
  or Spells 
  1-4 
  13 
  14 
  13 
  16 
  15 
  5-8 
  12 
  13 
  11 
  14 
  13 
  9-12 
  10 
  11 
  9 
  12 
  10 
  13-16 
  8 
  9 
  7 
  10 
  8 
  Normal Human Saving Throw Chart 
  Death Ray or 
  Poison 
  Magic Wands 
  Paralysis or Turn to 
  Stone 
  Dragon Breath 
  Rods, Staves, or 
  Spells 
  14 
  15 
  16 
  17 
  18 
  
  101 
   
  Magic Rules 
  SPELLS 
  Some character classes have the ability to 
  memorize and cast magical spells. There are 
  two types of magic: divine magic, that a deity 
  or higher power grants, and arcane magic that 
  is learned by esoteric study. 
  MEMORIZING SPELLS 
  A spell consists of a pattern of magical energy 
  stored in a character’s mind. A spell caster is 
  able to memorize a certain number of spells of 
  different spell levels, depending on his or her 
  experience level. A character can memorize the 
  same spell more than once if he or she is 
  capable of memorizing more than one spell of 
  the given level. 
   
  Arcane spell casters memorize spells from spell 
  books and are thus limited to choosing from the 
  spells in their spell book that must be in hand. 
   
  Divine spell casters do not study from books, 
  but instead receive the knowledge of how to 
  cast spells through prayer to their gods. When 
  praying for spells, divine spell casters have 
  access to all spells in their class’ spell list that 
  they are of high enough level to cast. 
  Rest and Time Requirements 
  All spell casters can memorize new spells after 
  an uninterrupted night’s sleep. It takes one 
  hour to memorize all spells the character is 
  capable of learning. 
  CASTING SPELLS 
  A memorized spell may be cast by precisely 
  replicating the required set of hand gestures 
  and mystical spoken words. When a spell is 
  cast, knowledge of the spell is erased from the 
  mind of the caster. 
  Spell Casting Constraints 
  All spell casters need to be able to move their 
  hands and speak in order to make the gestures 
  and speak the magical phrases that bring magic 
  effects into being. As a result, a spell caster 
  cannot cast spells if gagged, bound, or in an 
  area of magical silence. 
   
  When casting spells in combat, it is possible for 
  spell casting to be disrupted. See Disrupting 
  Spells, page 95. 
  REVERSIBLE SPELLS 
  Some spells are reversible; this is indicated in 
  each spell’s description. 
   
  For arcane spell casters, the normal or 
  reversed form of a spell must be selected when 
  the spell is memorized. An arcane spell caster 
  may memorize both forms of a spell, if he or 
  she is able to memorize more than one spell of 
  the given level. 
   
  A divine spell caster can use either form of a 
  spell without having to pray for the different 
  versions separately; the character may decide 
  which version (normal or reversed) to use when 
  the spell is cast. However, a divine spell caster 
  may draw dissatisfaction from his or her deity 
  when casting spells (or their reversed versions) 
  whose effects go against the deity’s alignment. 
  CUMULATIVE SPELL EFFECTS 
  Multiple spells cannot be used to increase the 
  same ability (e.g. bonuses to attack rolls, 
  Armor Class, damage rolls, saving throws, etc.). 
  Spells that affect different abilities can be 
  combined. In addition, spells can be combined 
  with the effects of magical items. 
  SPELL BOOKS 
  Arcane spell casters record the spells that they 
  know in a spell book (or set of spell books). A 
  character’s spell book contains exactly the 
  number of spells that the character is capable 
  
  102 
   
  of memorizing. For example, a character who is 
  able to memorize two 1st level spells and one 
  2nd level spell would have exactly that number 
  of spells in his or her spell book. 
  Lost Spell Books 
  Sometimes a spell book is lost or destroyed. An 
  arcane spell caster can rewrite the spells 
  through research and memory at a cost of 1 
  week of game time and 1,000 gp for each spell 
  level. For instance, if two first level spells and 
  one 2nd level spell are replaced, it takes 4 
  weeks and 4,000 gp. This activity requires 
  complete concentration and a character doing 
  this work may not engage in any other activity 
  for the time required. 
  Captured Spell Books 
  Each arcane spell caster’s spell books are 
  written in such a way that only the owner is 
  able to read the spells without the use of read 
  magic. 
  Beginning Spells 
  Arcane spell casters begin play with one 1st 
  level spell in their spell book. The GM may 
  choose this spell or may allow the player to 
  select one. 
  Adding Spells 
  When an arcane spell caster gains a level, he or 
  she may consult a wizard’s guild or mentor to 
  learn new spells. In this way, the character can 
  add spells to his or her spell books, so that the 
  books contain the same number of spells the 
  characters is able to cast. This process takes 
  about a week of game time. (The spells a 
  character learns in this way are determined by 
  the GM, who may decide to let the player to 
  choose.) 
   
  It is also possible to add spells to a spell book 
  by means of Magical Research (see page 104). 
  MAGIC ITEMS 
  Identifying 
  Most magic items are not labelled, so 
  characters must discover their exact properties 
  through trial and error. Powerful wizards may 
  be able to identify magic items, but it can take 
  many weeks to do so. Alchemists are also able 
  to identify some items, such as potions. 
  Using 
  In order to use a magic item, a character must 
  follow the procedures indicated in the item’s 
  description. The item must be worn or held in 
  the usual manner. Some magic items (e.g. an 
  enchanted suit of armor) are always active, but 
  others must be consciously activated—this 
  requires a round of concentration so the 
  character can do nothing else. Some items have 
  special activation conditions, such as command 
  words. 
  Charges 
  Some magic items have limited uses, called 
  “charges”. Each charge can be spent to bring 
  about one instance of the item’s magical 
  effect. A character cannot know how many 
  charges an item has and, when the charges are 
  all spent, the item becomes a normal, non-
  magical object—it cannot be recharged. 
  Cursed Items 
  Cursed items, once possessed by a character, 
  can only be disposed of if the curse is dispelled 
  by magic. The owner of a cursed item does not 
  believe the item is cursed and resists efforts to 
  get rid of the item until the curse is dispelled. 
  Magic Weapons 
  Magic weapons follow the same class 
  restrictions as normal weapons. A magic 
  weapon has a “+” value, indicating the degree 
  of its enchantment. This value is applied to 
  attack and damage rolls using the weapon. 
  
  103 
   
  Cursed Weapons 
  Cursed weapons have the opposite effect, 
  incurring penalties to attack and damage equal 
  to the “+” value specified. The possessor of a 
  cursed weapon prefers to use this weapon in 
  combat above any other weapon. 
  Magic Armor 
  Magic armor follows the same class restrictions 
  as normal armor. A suit of magical armor has a 
  “+” value indicating its degree of enchantment. 
  The wearer’s AC is improved (i.e. reduced) by 
  the “+” value. 
   
  Magic armor is also lighter and less 
  cumbersome than normal. When using the 
  optional rule for encumbrance by weight 
  carried (see Encumbrance, page 82), enchanted 
  leather armor weighs 75 coins, chainmail 150 
  coins, and plate mail 200 coins. 
  Cursed Armor 
  Cursed armor appears to be armor +1, but 
  actually has an Armor Class rating of 9. It has 
  the same weight as normal, non-magical armor 
  of the same type. 
  Potions 
  Most potions are found as a single dose that 
  imbues the potion’s effects on one individual. 
  Potions usually bear no label and vary in their 
  appearance, aroma, etc. Even two potions of 
  the same type differ. A potion may be 
  identified by sampling a small amount. 
   
  Unless a potion’s description specifies 
  otherwise, potions take effect in the same 
  round as their consumption and last for 1d6+6 
  turns.  
  Mixing Potions 
  If a potion is consumed while the character is 
  still under the effects of another potion, the 
  effects of both potions are nullified and the 
  character becomes sick, unable to do anything 
  for three turns. 
  Scrolls 
  Scrolls are pieces of parchment, imbued with 
  potent magical writings. Simply pronouncing 
  the words releases their power. 
   
  Some scrolls can be deciphered and read by any 
  class, while others have restrictions. Scrolls 
  that contain arcane spells can only be read by 
  an arcane spell caster employing the spell read 
  magic. Scrolls with divine spells can be read 
  without special deciphering, but are usable 
  only by divine spell casters. 
   
  Once a scroll is used, the magical writing 
  disappears. (In the case of scrolls containing 
  multiple spells, only the spell cast disappears.) 
  Rings 
  Magical rings are usable by any character class. 
  They must be worn on a finger or thumb. It is 
  only possible to wear two magical rings: one on 
  each hand. If more than two are worn, none of 
  them function. 
  Cursed Rings 
  Cursed rings are always active. Their effects 
  are not nullified, no matter how many other 
  rings are worn. 
  Rods, Staves, and Wands 
  Rods are generally usable by characters of any 
  class. Wands are only usable by arcane spell 
  casters. Staves are only usable by spell 
  casters—either divine or arcane, depending on 
  the item. 
   
  These magic items generally have a limited 
  number of “charges” that are spent to trigger 
  the item’s magical effect. When found, a rod 
  has 1d10 charges, a wand has 2d10 charges, 
  and a staff has 3d10 charges. 
  
  104 
   
  MAGICAL RESEARCH 
  Creating New Spells 
  Spell casting characters of any level are able to 
  research and create new spells. The player 
  must describe in detail the kind of spell he or 
  she wants to create and the effects it has. The 
  GM then decides if the spell can be created 
  and, if so, its spell level. The character must 
  be capable of casting spells of the potential 
  new spell’s level; otherwise, the player must 
  wait until the character attains a high enough 
  level to research and cast the spell. If the 
  character can create the spell, it takes two 
  weeks of game time and 1,000 gp per spell 
  level. 
  Magic Item Creation 
  A spell casting character of 9th level or higher 
  may attempt to create magical items. Divine 
  spell casters may only create items usable by 
  their class, while arcane spell casters may 
  create any item except those that may only be 
  used by divine spell casters. The player should 
  inform the GM of the item that he or she 
  wishes to construct and the GM decides 
  whether this is possible and, if so, what kinds 
  of materials are required. Materials often 
  include rare components such as expensive and 
  hard to obtain gems or ingredients from rare 
  animals and monsters. Often, the character is 
  required to go on adventures just to acquire 
  these materials. 
   
  Many magic items duplicate the effects of a 
  spell, generally costing one week of game time 
  and 500 gp per level of the mimicked spell. If 
  the item created can replicate the spell effect 
  multiple times (for example a wand with 
  charges), the cost in time and money is 
  multiplied by the number of uses. 
   
  Some magic items do not mimic spell effects 
  precisely and for these the GM uses his or her 
  discretion. The more powerful the item, the 
  more difficult it should be to construct. As a 
  general rule, items should cost from 10,000 to 
  100,000 gp and from 1 month to 1 year of game 
  time to complete. Some examples are: a 
  dagger +1 (2 months, 10,000 gp), chainmail 
  armor +1 (4 months, 10,000 gp), a displacer 
  cloak (100,000 gp, 1 year). 
  Other Magical Research 
  Other kinds of magic effects—when a magic 
  item or spell is not appropriate—may be 
  researched. Creating magic traps, magical 
  constructs, magical portals, or other effects 
  need to be given a gp cost and time cost at the 
  GM’s discretion. 
  Chance of Failure 
  No attempt to create a magic item, spell, or 
  other effect is guaranteed to succeed. There is 
  a minimum probability of 15% that any such 
  endeavour fails. This chance may be raised 
  depending on the circumstances. The GM rolls 
  for failure after the character has spent the 
  money and time on the project—these are lost 
  regardless of the result. 
   
  
  105 
   
  CHAPTER 4: BESTIARY 
   
  Monster Rules 
   
  HIGH-LEVEL SAVES 
  Some powerful monsters save as a fighter of 
  greater than 14th level. In these cases, the 
  monster’s save values have been calculated by 
  extrapolating the progression of the fighter 
  saving throw chart to higher levels. 
   
  INFRAVISION 
  All non-human monsters have 60’ infravision. 
  (See Light, Vision, and Visibility, page 86) 
   
  PERSONS 
  Spells such as charm person, hold person, etc. 
  only affect humanoids (including humans and 
  demi-humans) of up to 4+1HD. Monsters in this 
  book that are affected by these spells are: 
  acolyte, bandit, berserker, brigand, buccaneer, 
  bugbear, dervish, dwarf, elf, gnoll, gnome, 
  goblin, halfling, hobgoblin, kobold, lizard man, 
  medium, merchant, neanderthal, nixie, noble, 
  normal human, ogre, orc, pirate, pixie, sprite, 
  trader, troglodyte, veteran. Other monsters 
  may be affected at the game master’s (GM’s) 
  judgement. 
   
  XP VALUE OF NPCS 
  Some monster entries make reference to non-
  player characters (NPCs) with levels in a 
  specific character class. The XP values for such 
  characters are not pre-calculated, as the exact 
  value depends on several variable factors. 
   
  When awarding XP for defeated NPCs, the GM 
  may use the following guidelines: 
   
  ● 
  The base Hit Dice are equal to the 
  NPC’s experience level. 
  ● 
  Spell casters are treated as having one 
  special ability per two levels of spells 
  they can cast (rounded up). For 
  example, a character able to cast 1st, 
  2nd, and 3rd level spells would count 
  as having two special abilities. 
  ● 
  Magic items in the possession of the 
  character may be counted as special 
  abilities, if they play a direct role in 
  combat. 
   
  
  106 
   
  Stat Block Format 
   
  AC: Armor Class. 
   
  HD: Hit Dice. Roll this number of d8s to 
  determine each individual’s hit points. 
   
  ● 
  One or more asterisks after the HD 
  number indicate the number of special 
  abilities the monster has, for the 
  purpose of XP calculation. 
  ● 
  Modifiers to the HD (e.g. +3, -1) are 
  applied to the hit point total, after 
  rolling the appropriate number of d8s. 
  ● 
  Some monsters are listed as having less 
  than one HD, either as ½ (roll 1d4) or 
  as a fixed number of hit points. 
  ● 
  The average hit point value is also 
  listed, in parentheses. 
   
  Att: Attacks usable each round. Square 
  brackets are used to distinguish between 
  alternative attack routines that a monster can 
  choose from. 
   
  SV: The monster’s saving throw values: 
  D=death/poison, W=wands, 
  P=paralysis/petrification, B=breath attacks, 
  S=spells/rods/staves. The equivalent character 
  class and level are listed in parentheses 
  afterwards (C=Cleric, D=Dwarf, E=Elf, 
  F=Fighter, H=Halfling, MU=Magic-User, 
  NH=Normal Human, T=Thief). 
   
  THAC0: Value required “to hit AC 0”. This 
  value may optionally be used to resolve the 
  monster’s attack rolls, instead of referring to 
  the attack chart based on its HD. To calculate 
  the AC hit by an attack, subtract the result of 
  the attack roll from the THAC0 score. For 
  example, if a monster with THAC0 12 makes an 
  attack roll of 9, it hits AC 3 (12 - 9). 
   
  MV: Base movement rate; encounter movement 
  rate in parentheses. If the monster has multiple 
  modes of movement, they are listed 
  individually, separated by slashes. 
   
  ML: Morale rating. 
   
  AL: Alignment. If “any” is listed, the GM may 
  roll randomly or choose the creature’s 
  alignment. 
   
  XP: Pre-calculated XP award for defeating the 
  monster. 
   
  NA: Number appearing. Two values are listed, 
  the second in parentheses. These values are 
  used as follows: 
   
  ● 
  Wandering (dungeon): The first value 
  indicates the number of monsters 
  encountered roaming in a dungeon 
  level equal to their HD. If the listed 
  value is zero, these monsters are not 
  usually encountered in dungeons. If the 
  monster is encountered on a level 
  greater than its HD, the number 
  appearing may be increased; if 
  encountered on a level less than its HD, 
  the number appearing should be 
  reduced. 
  ● 
  Lair (dungeon): The second value lists 
  the number of monsters found in a lair 
  in a dungeon. If the listed value is zero, 
  these monsters do not usually have 
  lairs. 
  ● 
  Wandering (wilderness): The second 
  value indicates the number of monsters 
  encountered roaming in the wilderness. 
  If the listed value is zero, these 
  monsters are not usually encountered 
  in the wilderness. 
  ● 
  Lair (wilderness): The second value 
  multiplied by 5 indicates the number of 
  monsters found in a lair in the 
  wilderness. If the listed value is zero, 
  these monsters are not usually 
  encountered in the wilderness. 
   
  TT: Treasure type. The letter code used to 
  determine the amount and type of treasure 
  possessed by the monster(s) (see Treasure 
  
  107 
   
  Types, page 174). The letters listed are used as 
  follows: 
   
  ● 
  A to O: Indicate a hoard: the sum 
  wealth of a large monster or a 
  community of smaller monsters. Such 
  hoards are usually hidden in the lair. 
  For monsters with a lair encounter size 
  (see NA, above) of greater than 1d4, 
  the amount of treasure in the hoard 
  may be reduced, if the number of 
  monsters is below average. 
  ● 
  P to V: If listed for an intelligent 
  monster, indicate treasure carried by 
  individuals (P to T) or a group (U, V). If 
  listed for an unintelligent monster, 
  indicates treasure from the bodies of 
  its former victims. 
   
  Monsters 
   
  ACOLYTE 
  1st level clerics on a quest for their deity. 
   
  AC 2, HD 1 (4hp), Att 1 × mace (1d6), THAC0 
  19, MV 60’ (20’), SV D11 W12 P14 B16 S15 (C1), 
  ML 7, AL Any, XP 10, NA 1d8 (1d20), TT U 
   
  ● 
  Leader: Groups of 4+ are led by a 
  higher level cleric (1d10: 1-4: 2nd 
  level, 5-7: 3rd level, 8-9: 4th level, 10: 
  5th level). Choose or roll the leader’s 
  spells.  
   
  APE, WHITE 
  Albino, herbivorous, gorilla-like apes that live 
  in caves and emerge at night to forage. 
   
  AC 6, HD 4 (18hp), Att 2 × claw (1d4) or 1 × 
  thrown rock (1d6), THAC0 16, MV 120’ (40’), SV 
  D12 W13 P14 B15 S16 (F2), ML 7, AL Neutral, XP 
  75, NA 1d6 (2d4), TT None 
   
  ● 
  Territorial: Defend their lair with 
  threats, and if this is ignored, violence. 
   
  BANDIT 
  NPC thieves that live by robbery. 
   
  AC 6, HD 1 (4hp), Att 1 × weapon (1d6 or by 
  weapon), THAC0 19, MV 120’ (40’), SV D13 W14 
  P13 B16 S15 (T1), ML 8, AL Neutral or Chaotic, 
  XP 10, NA 1d8 (3d10), TT U (A) 
   
  ● 
  Trickery: Use disguise or trickery to 
  surprise victims. 
  ● 
  Leader: May have a leader of 2nd level 
  or higher (any human class). 
  ● 
  Hoard: Only have treasure type A when 
  encountered in their wilderness lair. 
   
  BASILISK 
  10’ long, serpentine lizards. Unintelligent, but 
  highly magical. Dwell in caverns and twisted 
  brambles. 
   
  AC 4, HD 6+1** (28hp), Att 1 × bite (1d10 + 
  petrification), 1 × gaze (petrification), THAC0 
  13, MV 60’ (20’), SV D10 W11 P12 B13 S14 (F6), 
  ML 9, AL Neutral, XP 950, NA 1d6 (1d6), TT F 
   
  ● 
  Surprise: Characters surprised by a 
  basilisk meet its gaze. 
  ● 
  Petrifying touch: Anyone touched by a 
  basilisk is turned to stone (save vs 
  petrify). 
  ● 
  Petrifying gaze: Anyone meeting a 
  basilisk’s gaze is turned to stone (save 
  vs petrify). Unless averting eyes or 
  
  108 
   
  using a mirror, characters in melee are 
  affected each round. 
  ● 
  Averting eyes: -4 penalty to-hit; the 
  basilisk gains a +2 bonus to attack. 
  ● 
  Mirrors: The reflection of a basilisk is 
  harmless. Fighting by looking in a 
  mirror incurs a -1 penalty to attack. If a 
  basilisk sees its own reflection (2-in-6 
  chance), it must save or be petrified. 
   
  BAT 
  Nocturnal, flying mammals that roost in caves 
  or ruins. 
   
  ● 
  Echolocation: Unaffected by effects 
  that impair, modify, or rely on sight. 
  Blinded by silence 15’ radius. 
   
  Giant Bat 
  Carnivorous bats that may attack adventurers, 
  if hungry. 1-in-20 groups of giant bats are 
  vampiric (see below). 
   
  AC 6, HD 2 (9hp), Att 1 × bite (1d4), THAC0 18, 
  MV 30’ (10’) / 180’ (60’) flying, SV D12 W13 P14 
  B15 S16 (F1), ML 8, AL Neutral, XP 20, NA 1d10 
  (1d10), TT None 
   
  Giant Vampire Bat 
  AC 6, HD 2 (9hp), Att 1 × bite (1d4 + 
  unconsciousness), THAC0 18, MV 30’ (10’) / 
  180’ (60’) flying, SV D12 W13 P14 B15 S16 (F1), 
  ML 8, AL Neutral, XP 20, NA 1d10 (1d10), TT 
  None 
   
  ● 
  Unconsciousness: For 1d10 rounds 
  (save vs paralysis). 
  ● 
  Blood drain: A vampire bat may drain 
  blood from an unconscious victim: 1d4 
  hit points of automatic damage per 
  round. A victim killed by blood drain 
  becomes undead (possibly a vampire) 
  after 24 hours (save vs spells). 
   
  Normal Bat 
  AC 6, HD 1hp, Att 1 × swarm (confusion), 
  THAC0 20, MV 9’ (3’) / 120’ (40’) flying, SV D14 
  W15 P16 B17 S18 (NH), ML 6, AL Neutral, XP 5, 
  NA 1d100 (1d100), TT None 
   
  ● 
  Swarm: 10 bats can swarm around a 
  character’s head, causing confusion: -2 
  to hit rolls and saving throws; unable to 
  cast spells. 
  ● 
  Attacks: As normal human. 
  ● 
  Flighty: Unless magically summoned or 
  controlled, normal bats check morale 
  every round. 
   
  BEAR 
  ● 
  Bear hug: If a victim is hit by both 
  paws in the same round, the bear hugs 
  for an extra 2d8 automatic damage. 
   
  Black Bear 
  6’ tall; favor eating berries and roots. 
   
  AC 6, HD 4 (18hp), Att 2 × claw (1d3), 1 × bite 
  (1d6), THAC0 16, MV 120’ (40’), SV D12 W13 
  P14 B15 S16 (F2), ML 7, AL Neutral, XP 75, NA 
  1d4 (1d4), TT U 
   
  ● 
  Defensive: Adults protect their young 
  with their lives, but otherwise only 
  attack if cornered. 
  ● 
  Camp raids: Sometimes raid camps, 
  for food (especially fish and sweet 
  treats). 
   
   
  
  109 
   
  Cave Bear 
  Ferocious, 15’ tall grizzly bears found in caves 
  and Lost World settings. Omnivorous, but 
  prefer meat, including humans. 
   
  AC 5, HD 7 (31hp), Att 2 × claw (1d8), 1 × bite 
  (2d6), THAC0 13, MV 120’ (40’), SV D12 W13 
  P14 B15 S16 (F3), ML 9, AL Neutral, XP 450, NA 
  1d2 (1d2), TT V 
   
  ● 
  Sense of smell: Poor eyesight, but 
  keen sense of smell. When hungry they 
  follow tracks of blood by scent. 
   
  Grizzly Bear 
  Aggressive, 9’ tall. Silver-tipped fur, brown or 
  reddish brown in color. Live in forests and 
  mountains. Favors eating meat. 
   
  AC 6, HD 5 (22hp), Att 2 × claw (1d4), 1 × bite 
  (1d8), THAC0 15, MV 120’ (40’), SV D12 W13 
  P14 B15 S16 (F2), ML 8, AL Neutral, XP 175, NA 
  1 (1d4), TT U 
   
  Polar Bear 
  Aggressive, white-furred bears that stand 11’ 
  tall and live in cold regions. Favor eating fish. 
   
  AC 6, HD 6 (27hp), Att 2 × claw (1d6), 1 × bite 
  (1d10), THAC0 14, MV 120’ (40’), SV D12 W13 
  P14 B15 S16 (F3), ML 8, AL Neutral, XP 275, NA 
  1 (1d2), TT U 
   
  ● 
  Swimming: Excellent swimmers. 
  ● 
  Snow walk: Wide paws allow running 
  on the surface of snow without sinking. 
   
  BEETLE, GIANT 
   
  Fire Beetle 
  2½’ long. Commonly found underground. 
   
  AC 4, HD 1+2 (6hp), Att 1 × bite (2d4), THAC0 
  18, MV 120’ (40’), SV D12 W13 P14 B15 S16 
  (F1), ML 7, AL Neutral, XP 15, NA 1d8 (2d6), TT 
  None 
   
  ● 
  Glowing nodules: Three glowing glands 
  (two above the eyes, one on the 
  abdomen) cast light in a 10’ radius. If 
  removed, keep glowing for 1d6 days. 
   
  Oil Beetle 
  3’ long, burrowing beetles sometimes 
  encountered below ground. 
   
  AC 4, HD 2* (9hp), Att 1 × bite (1d6), 1 × oil 
  spray (blistering), THAC0 18, MV 120’ (40’), SV 
  D12 W13 P14 B15 S16 (F1), ML 8, AL Neutral, XP 
  25, NA 1d8 (2d6), TT None 
   
  ● 
  Oil spray: Use when attacked. Targets 
  one opponent within 5’. A hit causes 
  painful blistering: -2 to attack rolls for 
  24 hours. Cure light wounds can be 
  used to cure this, instead of restoring 
  hit points. 
   
  Tiger Beetle 
  Carnivorous, 4’ long, tiger-striped beetles with 
  powerful, crushing mandibles. Hunts robber 
  flies, but sometimes eats humans. 
   
  AC 3, HD 3+1 (14hp), Att 1 × bite (2d6), THAC0 
  16, MV 150’ (50’), SV D12 W13 P14 B15 S16 
  (F1), ML 9, AL Neutral, XP 50, NA 1d6 (2d4), TT 
  U 
   
  BERSERKER 
  Fighters that enter a rage in battle. They 
  never take prisoners. 
   
  AC 7, HD 1+1* (5hp), Att 1 × weapon (1d8 or by 
  weapon), THAC0 18, MV 120’ (40’), SV D12 W13 
  P14 B15 S16 (F1), ML 12, AL Neutral, XP 19, NA 
  1d6 (3d10), TT P (B) 
   
  ● 
  Battle rage: +2 to hit humans and 
  similar humanoids (e.g. orcs, goblins). 
  Rage sometimes makes them attack 
  their allies. 
  ● 
  Hoard: Only have treasure type B when 
  encountered in the wilderness. 
  
  110 
   
   
  BLACK PUDDING 
  Huge (5’-30’ across), mindless blobs of 
  amorphous black jelly. Driven by ravenous 
  hunger. 
   
  AC 6, HD 10* (45hp), Att 1 × touch (3d8), 
  THAC0 11, MV 60’ (20’), SV D10 W11 P12 B13 
  S14 (F5), ML 12, AL Neutral, XP 1,600, NA 1 (0), 
  TT None 
   
  ● 
  Immunity: Only harmed by fire-based 
  attacks. 
  ● 
  Division: Non-fire attacks (including 
  spells) cause the pudding to divide. 
  Each hit creates a 2HD pudding that 
  does 1d8 damage. 
  ● 
  Erode wood and metal: Can dissolve 
  wood or metal in one turn. 
  ● 
  Cling: Can move across walls and 
  ceilings. 
  ● 
  Seep: Can squeeze through small holes 
  and cracks. 
   
  BLINK DOG 
  Highly intelligent, dingo-like dogs that live in 
  packs. Have the innate ability to blink in and 
  out of existence. 
   
  AC 5, HD 4* (18hp), Att 1 × bite (1d6), THAC0 
  16, MV 120’ (40’), SV D10 W11 P12 B13 S14 
  (F4), ML 6, AL Lawful, XP 125, NA 1d6 (1d6), TT 
  C 
   
  ● 
  Blink: In combat, teleport close to an 
  enemy, attack, then reappear 1d4 × 10’ 
  away. If they have initiative, can blink 
  away without the opponent being able 
  to counter-attack. 
  ● 
  Disappear: If in serious danger, the 
  pack can flee by entirely disappearing. 
  ● 
  Hate warp beasts: Always attack. 
   
   
   
   
  BOAR 
  Omnivorous wild boars that dwell primarily in 
  forests. Can be irascible and dangerous, if 
  disturbed. 
   
  AC 7, HD 3 (13hp), Att 1 × tusk (2d4), THAC0 
  17, MV 150’ (50’), SV D12 W13 P14 B15 S16 
  (F2), ML 9, AL Neutral, XP 35, NA 1d6 (1d6), TT 
  None 
   
  BRIGAND 
  Outlaws and mercenaries that make a living by 
  raiding settlements and attacking travellers. 
   
  AC 6, 4, or 3, HD 1 (4hp), Att 1 × weapon (1d6 
  or by weapon), THAC0 19, MV 120’ (40’), SV 
  D12 W13 P14 B15 S16 (F1), ML 8, AL Chaotic, XP 
  10, NA 0 (1d4 × 10), TT A 
   
  ● 
  Footmen: Half the group has: leather 
  armor, shield, sword, shortbow. 
  ● 
  Cavalry: The other half is mounted on 
  riding horses and has: chainmail, 
  shield, sword. 
  ● 
  Leaders and commanders: For every 
  20 brigands, there is a leader (2nd level 
  fighter). For every 40 brigands, there is 
  a commander (4th level fighter). 
  Leaders ride war horses (with barding) 
  and have: plate mail, sword, lance. 
  ● 
  Fortified camps: Bands commonly 
  combine and live in a camp of 5d6 × 10 
  brigands. 
  ● 
  Camp leaders: Combined camps are 
  led by a 9th level fighter, plus a 5th 
  level fighter for every 50 brigands. Also 
  50% chance of a magic-user (level 1d3 + 
  8); 30% chance of a cleric (8th level). 
   
  BUCCANEER 
  Sailors that make a living by raiding coastal 
  settlements and robbing other ships. Typically 
  ply rivers, lakes, and coastal waters; 
  occasionally oceans. 
   
  
  111 
   
  AC 7 or 5, HD 1 (4hp), Att 1 × weapon (1d6 or 
  by weapon), THAC0 19, MV 120’ (40’), SV D12 
  W13 P14 B15 S16 (F1), ML 6, AL Neutral, XP 10, 
  NA 0 (see below), TT A 
   
  ● 
  Ships and crew: Depends where 
  encountered. Rivers or lakes: 1d8 river 
  boats (1d2 × 10 buccaneers each); 
  coastal waters: 1d6 small galleys 
  (1d3+1 × 10 buccaneers each); any: 1d4 
  longships (1d3+2 × 10 buccaneers 
  each); ocean: 1d3 small warships 
  (1d5+3 × 10 buccaneers each). (See 
  Water Transportation, page 34 for 
  details on ships.) 
  ● 
  Arms: 60% of group have: leather 
  armor, sword; 30% have: leather armor, 
  sword, crossbow; 10% have: chainmail, 
  sword, crossbow. 
  ● 
  Leaders and captains: For every 30 
  buccaneers, there is a 4th level fighter. 
  Each ship has a captain (7th level 
  fighter). 
  ● 
  Fleet commander: 9th level fighter. 
  30% chance of a magic-user (level 1d2 + 
  9); 25% chance of a cleric (8th level). 
  ● 
  Treasure: Divided between vessels. 
  Instead of carrying aboard, may have a 
  map to where it is buried. 
  ● 
  Havens: Lawless, fortified, coastal 
  towns may act as a haven for 
  buccaneers and pirates. 
   
  BUGBEAR 
  Large, hairy goblins with an ungainly gait. 
  Favor attacking by surprise. 
   
  AC 5, HD 3+1 (14hp), Att 1 × weapon (2d4 or by 
  weapon +1), THAC0 16, MV 90’ (30’), SV D12 
  W13 P14 B15 S16 (F3), ML 9, AL Chaotic, XP 50, 
  NA 2d4 (5d4), TT B 
   
  ● 
  Surprise: On a 1-3, due to stealth. 
   
  CAECILIA 
  Gigantic (30’ long), grey, worm-like 
  amphibians, with huge, toothed maws. 
   
  AC 6, HD 6* (27hp), Att 1 × bite (1d8), THAC0 
  14, MV 60’ (20’), SV D12 W13 P14 B15 S16 (F3), 
  ML 9, AL Neutral, XP 500, NA 1d3 (1d3), TT B 
   
  ● 
  Swallow whole: On an attack roll of 19 
  or more. Inside the monster’s belly: 
  suffer 1d8 damage per round (until the 
  caecilia is killed); may attack with a 
  dagger at -4 to hit; body digested in 6 
  turns after death. 
   
  CAMEL 
  Irascible animals adapted to life in dry 
  climates. Often used for transportation in 
  deserts. (See Land Transportation, page 32) 
   
  AC 7, HD 2 (9hp), Att 1 × bite (1), 1 × hoof 
  (1d4), THAC0 18, MV 150’ (50’), SV D12 W13 
  P14 B15 S16 (F1), ML 7, AL Neutral, XP 20, NA 0 
  (2d4), TT None 
   
  ● 
  Ill-tempered: Bite or kick creatures in 
  their way, including owners. 
  ● 
  Water: After drinking well, can survive 
  2 weeks without water. 
  ● 
  Desert travel: Move at full speed 
  through broken lands and deserts. 
  ● 
  Beast of burden: Carry up to 3,000 
  coins unencumbered; up to 6,000 at 
  half speed. 
  ● 
  Charge attacks: Are not possible, 
  when mounted on a camel. 
   
  CARCASS CRAWLER 
  9’ long, 3’ high, many-legged, segmented 
  worms with a ring of 2’ long tentacles around 
  their mouths. 
   
  AC 7, HD 3+1* (14hp), Att 8 × tentacle 
  (paralysis), THAC0 16, MV 120’ (40’), SV D12 
  W13 P14 B15 S16 (F2), ML 9, AL Neutral, XP 75, 
  NA 1d3 (1d3), TT B 
   
  ● 
  Paralysis: A hit by a tentacle causes 
  paralysis for 2d4 turns (save vs 
  
  112 
   
  paralysis). Paralyzed victims are 
  devoured if the crawler is left in peace. 
  ● 
  Cling: Can walk on walls and ceilings. 
   
  CAT, GREAT 
  Cautious hunters that usually avoid combat 
  with humans unless starving or cornered. Great 
  cats may be playful, but are quick to anger. 
  They remain outdoors, rarely venturing deep 
  underground. 
   
  ● 
  Pursuit: Always pursue prey that flees. 
  ● 
  Favored prey: Often develop a taste 
  for a certain type of meat (this can 
  include humans!), hunting that 
  creature with preference. 
  ● 
  Inquisitive: May follow PCs out of 
  curiosity. 
   
  Lion 
  Hunt in groups called “prides”. Live in hot 
  regions, typically in savannah or scrublands 
  close to deserts. 
   
  AC 6, HD 5 (22hp), Att 2 × claw (1d4+1), 1 × 
  bite (1d10), THAC0 15, MV 150’ (50’), SV D12 
  W13 P14 B15 S16 (F3), ML 9, AL Neutral, XP 
  175, NA 1d4 (1d8), TT U 
   
  Mountain Lion 
  Have yellow-brown fur and favor mountains, 
  deserts, and forests. Will occasionally venture 
  into dungeons. 
   
  AC 6, HD 3+2 (15hp), Att 2 × claw (1d3), 1 × 
  bite (1d6), THAC0 16, MV 150’ (50’), SV D12 
  W13 P14 B15 S16 (F2), ML 8, AL Neutral, XP 50, 
  NA 1d4 (1d4), TT U 
   
  Panther 
  High-speed hunters that live in plains and 
  forests. 
   
  AC 4, HD 4 (18hp), Att 2 × claw (1d4), 1 × bite 
  (1d8), THAC0 16, MV 210’ (70’), SV D12 W13 
  P14 B15 S16 (F2), ML 8, AL Neutral, XP 75, NA 
  1d2 (1d6), TT U 
   
  Sabre-Toothed Tiger 
  Huge, aggressive cats with foot-long fangs. 
  Normally only found in Lost World regions. 
   
  AC 6, HD 8 (36hp), Att 2 × claw (1d8), 1 × bite 
  (2d8), THAC0 12, MV 150’ (50’), SV D10 W11 
  P12 B13 S14 (F4), ML 10, AL Neutral, XP 650,NA 
  1d4 (1d4), TT V 
   
  Tiger 
  Large, solitary hunters with striped 
  camouflage markings. Favor woodlands and 
  cooler regions. 
   
  AC 6, HD 6 (27hp), Att 2 × claw (1d6), 1 × bite 
  (2d6), THAC0 14, MV 150’ (50’), SV D12 W13 
  P14 B15 S16 (F3), ML 9, AL Neutral, XP 275, NA 
  1 (1d3), TT U 
   
  ● 
  Surprise: On a 1-4, in woodland, due to 
  camouflage. 
   
  CAVE LOCUST 
  2-3’ long, herbivorous, giant crickets that 
  dwell in caverns. 
   
  AC 4, HD 2 (9hp), Att 1 × bite (1d2) or 1 × jump 
  (1d4) or 1 × spit (stench), THAC0 18, MV 60’ 
  (20’) / 180’ (60’) flying, SV D12 W13 P14 B15 
  S16 (F2), ML 5, AL Neutral, XP 20, NA 2d10 
  (1d10), TT None 
   
  
  113 
   
  ● 
  Blend in with stone: May be 
  overlooked or mistaken for statues, due 
  to their stony coloration. 
  ● 
  Shriek: If attacked or frightened, 
  shriek to warn others. This may attract 
  wandering monsters (20% chance per 
  round). 
  ● 
  Jump: Very skittish. If attacked, 
  usually flee by jumping up to 60’ then 
  flying away. 50% chance of jumping at 
  a random opponent, in that case treat 
  the jump as an attack. 
  ● 
  Spit: Used defensively. 10’ range. 
  Target treated as AC 9. The affected 
  character is covered in stinking spittle: 
  unable to act for 1 turn (save vs 
  poison). Until the goo is washed off, 
  others that come within 5’ must also 
  save vs poison or be violently sick. 
  ● 
  Poison immunity: Immune to yellow 
  mould and most poisons, due to their 
  habit of eating fungi. 
   
   
   
  CENTAUR 
  Fantastic creatures with the legs and body of a 
  horse, and the upper body and head of a 
  human. Live in small family or tribal groups, in 
  wild meadows and isolated forests. 
   
  AC 5, HD 4 (18hp), Att 2 × hoof (1d6), 1 × 
  weapon (1d6 or by weapon), THAC0 16, MV 
  180’ (60’), SV D10 W11 P12 B13 S14 (F4), ML 8, 
  AL Neutral, XP 75, NA 0 (2d10), TT A 
   
  ● 
  Weapons: Bows, clubs, lances. 
  ● 
  Lair: Hidden in dense woods, along 
  twisting, guarded paths. 
  ● 
  Females and young: Normally remain 
  in the lair. Flee if attacked. Young have 
  2HD and make 2 hoof attacks (1d2) and 
  1 weapon attack (1d4 or by weapon).  
   
  CENTIPEDE, GIANT 
  1’ long centipedes that dwell in dark, damp 
  locations.  
   
  AC 9, HD ½ (2hp), Att 1 × bite (poison), THAC0 
  19, MV 60’ (20’), SV D14 W15 P16 B17 S18 (NH), 
  ML 7, AL Neutral, XP 5, NA 2d4 (1d8), TT None 
   
  ● 
  Poison: Causes victims to become 
  horribly sick for ten days (save versus 
  poison): no physical activity possible 
  except half speed movement. 
   
  CHIMERA 
  Horrific, hybrid monstrosities with the 
  forequarters of a lion, the hindquarters of a 
  goat, the wings of a dragon, and three heads: 
  goat, lion, and dragon. Dwell in wild, hilly 
  areas, or sometimes in dungeons. 
   
  AC 4, HD 9** (40hp), Att 2 × claw (1d3), goat: 1 
  × gore (2d4), lion: 1 × bite (2d4), dragon: 1 × 
  bite (3d4) or 1 × breath (3d6), THAC0 12, MV 
  120’ (40’) / 180’ (60’) flying, SV D8 W9 P10 B10 
  S12 (F9), ML 9, AL Chaotic, XP 2,300, NA 1d2 
  (1d4), TT F 
   
  ● 
  Attack pattern: Dragon head: 50% 
  chance of breath attack, otherwise 
  bites. 
  ● 
  Breath weapon: Cone of fire: end 10’ 
  wide, 50’ long. Can be used up to three 
  times per day. 
   
   
  
  114 
   
  COCKATRICE 
  Small, magical, bird/reptile hybrids with long 
  serpent tails and the head, legs, and wings of a 
  cockerel. Live in all environments. 
   
  AC 6, HD 5** (22hp), Att 1 × beak (1d6 + 
  petrification), THAC0 15, MV 90’ (30’) / 180’ 
  (60’) flying, SV D10 W11 P12 B13 S14 (F5), ML 
  7, AL Neutral, XP 425, NA 1d4 (1d8), TT D 
   
  ● 
  Petrification: Anyone touched is 
  turned to stone (save vs petrify). 
   
  CRAB, GIANT 
  Unintelligent crustaceans that lurk in coastal 
  waters and creep along beaches. Cannot swim. 
   
  AC 2, HD 3 (13hp), Att 2 × pincer (2d6), THAC0 
  17, MV 60’ (20’), SV D12 W13 P14 B15 S16 (F2), 
  ML 7, AL Neutral, XP 35, NA 1d2 (1d6), TT None 
   
  ● 
  Ravenous: Attack any moving creature. 
   
  CROCODILE 
  Large reptiles that are ungainly on land and 
  live primarily in water, lurking just beneath 
  the surface of subtropical swamps and lazy 
  rivers. If hungry, attack any creatures that 
  venture into the water. 
   
  ● 
  Feeding frenzy: Attracted to the scent 
  of blood or violent movement in the 
  water. 
   
  Giant Crocodile 
  More than 50’ long. Usually encountered in 
  Lost World regions. Will attack small ships. 
   
  AC 1, HD 15 (67hp), Att 1 × bite (3d8), THAC0 
  9, MV 90’ (30’) / 90’ (30’) swimming, SV D8 W9 
  P10 B10 S12 (F8), ML 9, AL Neutral, XP 1,350, 
  NA 0 (1d3), TT None 
   
  Large Crocodile 
  20’ or more long. May attack small watercraft 
  (canoes, rafts). 
   
  AC 3, HD 6 (27hp), Att 1 × bite (2d8), THAC0 
  14, MV 90’ (30’) / 90’ (30’) swimming, SV D12 
  W13 P14 B15 S16 (F3), ML 7, AL Neutral, XP 
  275, NA 0 (1d4), TT None 
   
  Normal Crocodile 
  AC 5, HD 2 (9hp), Att 1 × bite (1d8), THAC0 18, 
  MV 90’ (30’) / 90’ (30’) swimming, SV D12 W13 
  P14 B15 S16 (F1), ML 7, AL Neutral, XP 20, NA 0 
  (1d8), TT None 
   
  CYCLOPS 
  20’ tall humanoids with a single, central eye. 
  Dwell in caves, alone or in small groups. 
  Cultivate grapes and raise sheep.  
   
  AC 5, HD 13* (58hp), Att 1 × club (3d10) or 1 × 
  rock (3d6), THAC0 10, MV 90’ (30’), SV D4 W5 
  P6 B5 S8 (F13), ML 9, AL Chaotic, XP 2,300, NA 
  1 (1d4), TT E + 5,000gp 
   
  ● 
  Attack penalty: -2 penalty on all hit 
  rolls, due to limited depth perception. 
  ● 
  Rock throwing: Up to 200’. 
  ● 
  Slow-witted: Can be tricked by clever 
  PCs. 
  ● 
  Curse: 1-in-20 cyclops can cast curse 
  once a week (see Reversed: Curse, 
  page 70). 
  
  115 
   
  DERVISH 
  Fanatically religious, nomadic people that 
  wander steppes and desert regions, living in 
  tents. 
   
  AC 6 or 4, HD 1 (4hp), Att 1 × weapon (1d6 or 
  by weapon), THAC0 19, MV 120’ (40’), SV D12 
  W13 P14 B15 S16 (F1), ML 10, AL Lawful, XP 10, 
  NA 0 (1d6+1 × 10), TT A 
   
  ● 
  Mounted: On warhorses. 
  ● 
  Arms: 50% of group have: leather 
  armor, shield, lance; 25% have: leather 
  armor, shield, shortbow, sword; 25% 
  have: chainmail, shield, lance. 
  ● 
  Camps: Groups commonly combine and 
  live in a camp or tribe of up to 300 
  dervishes, plus women, children, and 
  animals. 25% chance of a wood or brick 
  enclosure. 
  ● 
  Camp leaders: Led by 10th level 
  cleric. 
  ● 
  Intolerant: Of other religious views. 
  ● 
  Holy war: Occasionally wage war 
  against other religious factions. Will 
  slay people of a different faith, or take 
  them prisoner. Prisoners must convert; 
  otherwise killed or used as slaves. 
  Characters of Lawful alignment may be 
  asked to join the holy war. Dervishes 
  are highly suspicious of those that 
  refuse (without good reason). 
   
  Note: Dervishes’ equipment is adapted from 
  the 1979 Advanced rules. 
   
  DJINNI (LESSER) 
  Highly magical, free-willed, intelligent beings 
  from the elemental plane of air. Tall 
  humanoids wreathed in clouds. 
   
  AC 5, HD 7+1 (32hp), Att 1 × fists (2d8), magic, 
  THAC0 12, MV 90’ (30’) / 240’ (80’) flying, SV 
  D4 W5 P6 B5 S8 (F14), ML 12, AL Neutral, XP 
  450, NA 1 (1), TT None 
   
  ● 
  Mundane damage immunity: Can only 
  be harmed by magical attacks. 
  ● 
  Magic powers: Each can be used three 
  times per day: 
  ○ 
  Whirlwind form: 5 rounds to 
  transform (or change back). 70’ 
  tall, 20’ wide at top, 10’ wide at 
  base. Moves at 120’ (40’). 2d6 
  damage to all in path. Creatures 
  with less than 2HD swept aside 
  (save vs death). 
  ○ 
  Gaseous form 
  ○ 
  Invisibility 
  ○ 
  Illusion: Visual and audial. No 
  concentration required. Remains 
  until touched or dispelled. 
  ○ 
  Create food and drink: For 12 
  humans and mounts for one day. 
  ○ 
  Conjure metallic objects: Up to 
  1,000 coins weight. Temporary: 
  hardness determines duration 
  (gold: 1 day; iron: 1 round). 
  ○ 
  Conjure soft goods / wooden 
  objects: Up to 1,000 coins weight. 
  Permanent. 
   
  ● 
  Carrying capacity: 6,000 coins without 
  fatigue. Up to 12,000 coins for 3 turns 
  walking / 1 turn flying. Must rest 1 turn 
  afterwards. 
  ● 
  If killed: Returns to the plane of air. 
   
   
  DOPPELGÄNGER 
  Intelligent, human-sized shape-shifters of 
  wicked character and highly magical nature. 
   
  AC 5, HD 4* (18hp), Att 1 × bite (1d12), THAC0 
  16, MV 90’ (30’), SV D6 W7 P8 B8 S10 (F10), ML 
  10, AL Chaotic, XP 125, NA 1d6 (1d6), TT E 
   
  ● 
  Shape stealing: Can adopt the form of 
  any human-like creature (7’ tall or less) 
  observed. Then proceed to attack the 
  person mimicked. 
  ● 
  Trickery: Will attempt to kill a PC, 
  take on his or her role, then attack the 
  party by surprise (e.g. during a battle). 
  
  116 
   
  ● 
  Reversion: If killed, reverts to its 
  original form. 
  ● 
  Spell immunity: Unaffected by sleep 
  and charm spells. 
   
  DRAGON 
  A proud, ancient race of gigantic, carnivorous, 
  winged reptiles. There are many subspecies of 
  dragon that are distinguished by the color of 
  their scales. All dragons are egg-layers and 
  hoard treasure in their lairs, far from areas of 
  human civilization. 
   
  ● 
  Behavior: Chaotic dragons usually try 
  to eat humans, but may sometimes 
  capture them. Neutral dragons may 
  attack or ignore humans. Lawful 
  dragons may aid parties worthy of the 
  honor. 
  ● 
  Pride: Dragons are immensely proud 
  creatures and always listen to flattery. 
  ● 
  Attack pattern: A dragon always 
  attacks first with its breath weapon, 
  then either breathes again or makes 
  melee attacks (equal chance of either). 
  ● 
  Breath weapon: Can be used up to 
  three times per day. All caught in the 
  area suffer damage equal to the 
  dragon’s current hit points (save vs 
  breath for half). Shapes of breath 
  weapon: 
   
  ○ 
  Cloud: 50’ long, 40’ wide, 20’ high. 
  ○ 
  Cone: 2’ wide at the mouth, 30’ 
  wide at far end. 
  ○ 
  Line: 5’ wide along whole length. 
   
  ● 
  Energy immunity: Unharmed by their 
  own breath weapon or lesser versions 
  thereof. Automatically save versus 
  similar attack forms. (For example, a 
  red dragon is immune to flaming oil and 
  suffers half damage from fire ball 
  spells.) 
  ● 
  Language and spells: Some dragons 
  are able to speak (their own tongue 
  plus Common). The chance is listed by 
  subspecies. Those that can speak can 
  also cast randomly selected magic-user 
  spells (number and level of spells listed 
  by subspecies). 
  ● 
  Sleeping: The chance of a dragon being 
  asleep when encountered on the 
  ground is listed by subspecies. A 
  sleeping dragon may be attacked for 
  one round with a +2 bonus to hit. 
  Dragons may sometimes pretend to be 
  asleep! 
  ● 
  Subduing: Will surrender if reduced to 
  0 hp by non-lethal attacks (see Non-
  Lethal Combat, page 96), admitting 
  that it has been defeated. (Subdual 
  damage does not reduce the damage 
  done by the breath weapon.) A subdued 
  dragon attempts to escape or attack its 
  captors, if the opportunity presents 
  itself or if given a suicidal command. A 
  subdued dragon may be sold for at 
  most 1,000gp per hit point. 
  ● 
  Age: The following stats describe 
  dragons of average size. Younger 
  dragons may have up to 3 HD less and 
  ¼ or ½ as much treasure. Older 
  dragons may have up to 3 HD more and 
  twice as much treasure. 
  ● 
  Lairs: A dragon’s treasure is always 
  kept in its well-hidden lair and is 
  seldom unguarded. 
   
  
  117 
   
  Black Dragon 
  Dwell in swamps and marshes. 
  AC 2, HD 7** (31hp), Att 2 × claw (1d4 + 1), 1 × 
  bite (2d10) or breath, THAC0 13, MV 90’ (30’) / 
  240’ (80’) flying, SV D8 W9 P10 B10 S12 (F7), 
  ML 8, AL Chaotic, XP 1,250, NA 1d4 (1d4), TT H 
   
  ● 
  Breath weapon: 60’ long line of acid. 
  ● 
  Language and 
  spells: 20%; 4 × 
  1st level. 
  ● 
  Sleeping: 40%. 
   
  Blue Dragon 
  Favor open plains and 
  deserts. 
   
  AC 0, HD 9** (40hp), Att 2 
  × claw (1d6 + 1), 1 × bite 
  (3d10) or breath, THAC0 
  12, MV 90’ (30’) / 240’ 
  (80’) flying, SV D8 W9 
  P10 B10 S12 (F9), ML 9, 
  AL Neutral, XP 2,300, NA 
  1d4 (1d4), TT H 
   
  ● 
  Breath weapon: 
  100’ long line of 
  lightning. 
  ● 
  Language and 
  spells: 40%; 4 × 
  1st level, 4 × 2nd level. 
  ● 
  Sleeping: 20%. 
   
  Gold Dragon 
  May be encountered in any terrain, often in 
  the guise of a person or animal. 
   
  AC -2, HD 11** (49hp), Att 2 × claw (2d4), 1 × 
  bite (6d6) or breath, THAC0 11, MV 90’ (30’) / 
  240’ (80’) flying, SV D6 W7 P8 B8 S10 (F11), ML 
  10, AL Lawful, XP 2,700, NA 1d4 (1d4), TT H 
   
  ● 
  Breath weapon: 90’ long cone of fire 
  or cloud of chlorine gas. 
  ● 
  Language and spells: 100%; 4 × 1st 
  level, 4 × 2nd level, 4 × 3rd level. 
  ● 
  Sleeping: 5%. 
  ● 
  Shape changing: May take on the form 
  of a person or animal. 
   
  Green Dragon 
  Lair in jungles and forests. 
   
  AC 1, HD 8** (36hp), Att 2 × claw (1d6), 1 × bite 
  (3d8) or breath, THAC0 
  12, MV 90’ (30’) / 240’ 
  (80’) flying, SV D8 W9 
  P10 B10 S12 (F8), ML 9, 
  AL Chaotic, XP 1,750, NA 
  1d4 (1d4), TT H 
   
  ● 
  Breath weapon: 
  Cloud of chlorine gas. 
  ● 
  Language and 
  spells: 30%; 3 × 1st 
  level, 3 × 2nd level. 
  ● 
  Sleeping: 30%. 
   
  Red Dragon 
  Dwell in hills and 
  mountains. 
   
  AC -1, HD 10** (45hp), 
  Att 2 × claw (1d8), 1 × 
  bite (4d8) or breath, 
  THAC0 11, MV 90’ (30’) 
  / 240’ (80’) flying, SV D6 
  W7 P8 B8 S10 (F10), ML 10, AL Chaotic, XP 
  2,300, NA 1d4 (1d4), TT H 
   
  ● 
  Breath weapon: 90’ long cone of fire. 
  ● 
  Language and spells: 50%; 3 × 1st 
  level, 3 × 2nd level, 3 × 3rd level. 
  ● 
  Sleeping: 10%. 
   
  Sea Dragon 
  Intelligent, aquatic dragons with green scales, 
  fin-like wings, and a yellowish crest. Dwell in 
  the depths of the ocean, inhabiting caverns or 
  shipwrecks. Sometimes attack vessels to steal 
  their treasure and eat the crew. 
   
  
  118 
   
  AC 1, HD 8** (36hp), Att 1 × bite (3d8) or 
  breath, THAC0 12, MV 180’ (60’) swimming / 
  180’ (60’) gliding, SV D8 W9 P10 B10 S12 (F8), 
  ML 9, AL Neutral, XP 1,750, NA 0 (1d4), TT H 
   
  ● 
  Breath weapon: Poison spittle, 100’ 
  range, 20’ diameter. Save vs breath or 
  die. (Poison is harmless after 1 round.) 
  ● 
  Language and spells: 20%; 3 × 1st 
  level, 3 × 2nd level. 
  ● 
  Sleeping: 30%. 
  ● 
  Gliding: Leap out of the water and 
  glide for up to 6 rounds. 
   
  Note: The sleeping percentage is extrapolated 
  from dragons of like HD. 
   
  White Dragon 
  Found in cold regions. 
   
  AC 3, HD 6** (27hp), Att 2 × claw (1d4), 1 × bite 
  (2d8) or breath, THAC0 14, MV 90’ (30’) / 240’ 
  (80’) flying, SV D10 W11 P12 B13 S14 (F6), ML 
  8, AL Neutral, XP 725, NA 1d4 (1d4), TT H 
   
  ● 
  Breath weapon: 80’ long cone of cold. 
  ● 
  Language and spells: 10%; 3 × 1st 
  level. 
  ● 
  Sleeping: 50%. 
   
  DRAGON TURTLE 
  Gargantuan sea monsters with the body and 
  hard shell of a turtle and the head, tail, and 
  legs of a dragon. Lurk in huge caves in the 
  depths of the ocean, only rarely coming to the 
  surface. 
   
  AC -2, HD 30 (135hp), Att 2 × claw (1d8), 1 × 
  bite (1d6 × 10) or breath, THAC0 5, MV 30’ 
  (10’) / 90’ (30’) swimming, SV D4 W5 P6 B5 S8 
  (F15), ML 10, AL Chaotic, XP 4,750, NA 0 (1), 
  TT H 
  ● 
  Breath weapon: 90’ long, 30’ wide 
  cloud of steam. Can be used up to 
  three times per day. All caught in the 
  area suffer damage equal to the dragon 
  turtle’s current hit points (save vs 
  breath for half). 
  ● 
  Mistaken for island: When floating, 
  can be mistaken for a small island. 
  ● 
  Attack ships: Sometimes try to destroy 
  ships and eat the crew by surfacing 
  below.  
  ● 
  Treasure: From sunken ships. 
   
  DRIVER ANT 
  Giant (6’ long), omnivorous, black ants. 
   
  AC 3, HD 4* (18hp), Att 1 × bite (2d6), THAC0 
  16, MV 180’ (60’), SV D12 W13 P14 B15 S16 
  (F2), ML 7 (12 in melee), AL Neutral, XP 125, 
  NA 2d4 (4d6), TT U (see below) 
   
  ● 
  Rapacious: Consume everything in 
  their path, when hungry. 
  ● 
  Morale: Attack relentlessly, once 
  engaged in melee (morale 12). Will 
  even pursue through flames. 
  ● 
  Miners: Lair may (30% chance) contain 
  1d10 × 1,000gp worth of gold nuggets. 
   
  DRYAD 
  Shy, peaceful, yet wary tree spirits that can 
  manifest as beautiful female humanoids. Live 
  in deep forests. 
   
  AC 5, HD 2* (9hp), Att 1 × magic (charm), 
  THAC0 18, MV 120’ (40’), SV D10 W11 P12 B13 
  S14 (F4), ML 6, AL Neutral, XP 25, NA 0 (1d6), 
  TT D 
   
  ● 
  Bound with tree: Spiritually connected 
  with a single tree. Dryad dies if the 
  
  119 
   
  tree dies, or if separated by more than 
  240’. 
  ● 
  Meld with tree: Can disappear by 
  joining with her tree. 
  ● 
  Defensive: Distrustful of strangers. 
  Attempt to charm anyone who 
  approaches or follows. 
  ● 
  Charm: Victim compelled to approach 
  the tree, vanishes inside it (save 
  versus spells with -2 penalty). If not 
  immediately rescued, the victim is lost 
  forever. 
  ● 
  Treasure: Hidden in roots of the tree. 
   
  DWARF 
  Short, stocky, bearded demi-humans that dwell 
  in mountains and subterranean realms. 
   
  AC 4, HD 1 (4hp), Att 1 × weapon (1d8 or by 
  weapon), THAC0 19, MV 60’ (20’), SV D8 W9 
  P10 B13 S12 (D1), ML 8 (10 with leader), AL 
  Lawful or Neutral, XP 10, NA 1d6 (5d8), TT G 
   
  ● 
  Leader: A leader of level 1d6 + 2 is 
  present for every 20 dwarves. The 
  leader may have magic items: 5% 
  chance per level for each magic item 
  table (except Scrolls and 
  Wands/Staves/Rods — see Magic Items, 
  pages 192 and 196). 
  ● 
  Hate goblins: Normally attack on sight. 
   
  EFREETI (LESSER) 
  Highly magical, free-willed, intelligent beings 
  from the elemental plane of fire. Manifest as 
  giant men with demonic faces and an aura of 
  heat and smoke. Solidify out of billowing 
  smoke clouds. 
   
  AC 3, HD 10* (45hp), Att 1 × fists (2d8), magic, 
  THAC0 11, MV 90’ (30’) / 240’ (80’) flying, SV 
  D4 W5 P6 B5 S8 (F15), ML 12, AL Chaotic, XP 
  1,600, NA 1 (1), TT None 
   
  ● 
  Mundane damage immunity: Can only 
  be harmed by magical attacks. 
  ● 
  Magic powers: Each can be used three 
  times per day: 
   
  ○ 
  Pillar of flame: Transform into a 
  column of fire for up to 3 rounds. 
  Flammable items within 5’ are 
  ignited. Attacks do additional 1d8 
  damage (3d8 total). 
  ○ 
  Invisibility 
  ○ 
  Illusion: Visual and audial. No 
  concentration required. Remains 
  until touched or dispelled. 
  ○ 
  Create wall of fire 
  ○ 
  Create food and drink: For 12 
  humans and mounts for one day. 
  ○ 
  Conjure metallic objects: Up to 
  1,000 coins weight. Temporary: 
  hardness determines duration 
  (gold: 1 day; iron: 1 round). 
  ○ 
  Conjure soft goods / wooden 
  objects: Up to 1,000 coins weight. 
  Permanent. 
   
  ● 
  Carrying capacity: Up to 10,000 coins 
  (flying). 
  ● 
  Hate djinn: Attack on sight. 
  ● 
  Bound servitor: Efreet summoning 
  spells can be researched by high-level 
  magic-users. Can be bound to servitude 
  for 101 days. Efreet are treacherous 
  and follow commands to the letter 
  while subverting the intent. 
   
  ELEMENTAL 
  Beings formed of pure, elemental matter (air, 
  earth, fire, or water) that can be summoned 
  from their plane of origin to serve a magic-
  user. 
   
  There are three power levels of elemental. 
  Each is typically summoned by different means: 
   
  ● 
  Lesser: AC 2, HD 8, Dmg 1d8, SV D8 W9 
  P10 B10 S12 (F8). (Summoned by magic 
  staff.) 
  ● 
  Intermediate: AC 0, HD 12, Dmg 2d8, 
  SV D6 W7 P8 B8 S10 (F12). (Summoned 
  by magic device.) 
  
  120 
   
  ● 
  Greater: AC -2, HD 16, Dmg 3d8, SV D2 
  W3 P4 B3 S6 (F16). (Summoned by 
  spell.) 
   
  Air Elemental 
  Huge vortexes of whirling air. 
   
  AC 2/0/-2, HD 8/12/16 (36/54/72hp), Att 1 × 
  blow (1d8/2d8/3d8), THAC0 12/10/8, MV 360’ 
  (120’) flying, SV Fighter 8/12/16, ML 10, AL 
  Neutral, XP 650/1,100/1,350, NA 1 (1), TT 
  None 
   
  ● 
  Size: 16’ tall, 4’ across / 24’ tall, 6’ 
  across / 32’ tall, 8’ across. 
  ● 
  Whirlwind: Creatures with less than 
  2HD swept aside (save vs death). 
  ● 
  Mundane damage immunity: Can only 
  be harmed by magical attacks. 
  ● 
  Harm flying creatures: Inflict extra 
  1d8 damage. 
   
  Earth Elemental 
  Huge, humanoid figures of earth or stone. 
   
  AC 2/0/-2, HD 8/12/16 (36/54/72hp), Att 1 × 
  blow (1d8/2d8/3d8), THAC0 12/10/8, MV 60’ 
  (20’), SV Fighter 8/12/16, ML 10, AL Neutral, 
  XP 650/1,100/1,350, NA 1 (1), TT None 
   
  ● 
  Size: 8’ tall / 12’ tall / 16’ tall. 
  ● 
  Blocked by water: Cannot cross a 
  channel wider than own height. 
  ● 
  Mundane damage immunity: Can only 
  be harmed by magical attacks. 
  ● 
  Harm creatures on the ground: Inflict 
  extra 1d8 damage. 
   
  Fire Elemental 
  Whirling columns of fire 
   
  AC 2/0/-2, HD 8/12/16 (36/54/72hp), Att 1 × 
  blow (1d8/2d8/3d8), THAC0 12/10/8, MV 120’ 
  (40’), SV Fighter 8/12/16, ML 10, AL Neutral, 
  XP 650/1,100/1,350, NA 1 (1), TT None 
   
  ● 
  Size: 8’ tall, 8’ across / 12’ tall, 12’ 
  across / 16’ tall, 16’ across. 
  ● 
  Blocked by water: Cannot cross a 
  channel wider than own diameter. 
  ● 
  Mundane damage immunity: Can only 
  be harmed by magical attacks. 
  ● 
  Harm cold-based creatures: Inflict 
  extra 1d8 damage. 
   
  Water Elemental 
  Huge waves of water. 
   
  AC 2/0/-2, HD 8/12/16 (36/54/72hp), Att 1 × 
  blow (1d8/2d8/3d8), THAC0 12/10/8, MV 60’ 
  (20’) / 180’ (60’) swimming, SV Fighter 
  8/12/16, ML 10, AL Neutral, XP 
  650/1,100/1,350, NA 1 (1), TT None 
   
  ● 
  Size: 4’ tall, 16’ across / 6’ tall, 24’ 
  across / 8’ tall, 32’ across. 
  ● 
  Water-bound: Must remain within 60’ 
  of water. 
  ● 
  Mundane damage immunity: Can only 
  be harmed by magical attacks. 
  ● 
  Harm creatures in water: Inflict extra 
  1d8 damage. 
   
  ELEPHANT 
  Massive, tusked animals that dwell near 
  subtropical forests. Wandering individuals or 
  complete herds may be encountered. 
   
  AC 5, HD 9 (40hp), Att 2 × tusk (2d4) or 1 × 
  trample (4d8), THAC0 12, MV 120’ (40’), SV D10 
  W11 P12 B13 S14 (F5), ML 8, AL Neutral, XP 
  900, NA 0 (1d20), TT Tusks 
   
  ● 
  Charge: In first round of combat, when 
  not in melee. Requires clear run of at 
  least 20 yards. Tusks inflict double 
  damage. 
  ● 
  Trample: 3-in-4 chance of trampling 
  each round. +4 to-hit human-sized or 
  smaller creatures. 
  ● 
  Ivory: Each tusk is worth 1d6 × 100gp. 
   
   
  
  121 
   
  ELF 
  Slender, fey demi-humans with pointed ears. 
  Live in harmony with nature, in beautiful 
  natural settings. 
   
  AC 5, HD 1+1* (5hp), Att 1 × weapon (1d8 or by 
  weapon), THAC0 18, MV 120’ (40’), SV D12 W13 
  P13 B15 S15 (E1), ML 8 (10 with leader), AL 
  Neutral, XP 19, NA 1d4 (2d12), TT E 
   
  ● 
  Spells: Each individual has one random 
  1st level magic-user spell (see Magic-
  User Spell List, page 51). 
  ● 
  Leader: Groups of 15+ are led by an elf 
  of level 1d6 + 1. The leader may have 
  magical items: 5% chance per level for 
  each magic item table (see Magic 
  Items, page 176). 
   
  FERRET, GIANT 
  3’ long ferrets that hunt giant rats in their 
  burrows. Sometimes kept by humans for this 
  aptitude. 
   
  AC 5, HD 1+1 (5hp), Att 1 × bite (1d8), THAC0 
  18, MV 150’ (50’), SV D12 W13 P14 B15 S16 
  (F1), ML 8, AL Neutral, XP 15, NA 1d8 (1d12), 
  TT None 
   
  ● 
  Volatile: Unpredictable temper; may 
  turn on trainers or other people. 
   
  FISH, GIANT 
   
  Giant Bass 
  Shy; only attack when seeing a bite-size 
  (halfling-size or smaller) morsel close by. 
   
  AC 7, HD 2 (9hp), Att 1 × bite (1d6), THAC0 18, 
  MV 120’ (40’), SV D12 W13 P14 B15 S16 (F1), ML 
  8, AL Neutral, XP 20, NA 0 (2d4), TT None 
   
  Note: In the original Expert rules, the giant 
  bass is only mentioned inside the nixie monster 
  description. Here, it has been adapted it to a 
  full monster, referring to a later edition of the 
  game for the descriptive details. 
   
  Giant Catfish 
  15’ long, pale white. Four feelers beside the 
  mouth. Lurk in the mud at the bottom of rivers 
  and lakes. Will attack creatures on the bottom 
  or swimming above. 
   
  AC 4, HD 8+3 (39hp), Att 1 × bite (2d8), 4 × 
  feeler (1d4), THAC0 12, MV 90’ (30’), SV D10 
  W11 P12 B13 S14 (F4), ML 8, AL Neutral, XP 
  650, NA  0 (1d2), TT None 
   
  Giant Piranha 
  5’ long piranhas with black and green scales. 
  Live in rivers (occasionally lakes) and attack 
  anything in the water. 
   
  AC 6, HD 3+3 (16hp), Att 1 × bite (1d8), THAC0 
  16, MV 150’ (50’), SV D12 W13 P14 B15 S16 
  (F2), ML 7, AL Neutral, XP 50, NA 0 (2d4), TT 
  None 
   
  ● 
  Surround opponents: A target can be 
  attacked by up to 8 giant piranhas. 
  ● 
  Morale: When blood is in the water, do 
  not check morale. 
   
  Giant Rockfish 
  Spiny fish with lumpy, rock-like skin. Live in 
  saltwater shallows. Normally passive, but 
  highly aggressive if disturbed. 
   
  AC 7, HD 5+5* (27hp), Att 4 × spine (1d4 + 
  poison), THAC0 14, MV 180’ (60’), SV D12 W13 
  P14 B15 S16 (F3), ML 8, AL Neutral, XP 400, NA 
  0 (2d4), TT None 
   
  ● 
  Camouflage: 70% chance of being 
  mistaken for a rock or coral formation. 
  ● 
  Grasping: If mistaken for a rock and 
  grasped, all 4 spines automatically hit. 
  ● 
  Poison: Causes death (save vs poison). 
   
   
  
  122 
   
  Giant Sturgeon 
  Huge (nearly 30’ long), aggressive fish with 
  armor plating. 
   
  AC 0, HD 10+2* (47hp), Att 1 × bite (2d10), 
  THAC0 11, MV 180’ (60’), SV D10 W11 P12 B13 
  S14 (F5), ML 9, AL Neutral, XP 1,600, NA 0 (1), 
  TT None 
   
  ● 
  Swallow whole: 
  On an attack 
  roll of 18 or 
  more. Inside the 
  fish’s belly: 
  suffer 2d6 
  damage per 
  round (until the 
  fish dies); save 
  vs death or be 
  paralysed; may 
  attack with 
  sharp weapons 
  at -4 to hit 
  (inside belly has 
  AC 7); body 
  digested 6 turns 
  after death. 
   
  GARGOYLE 
  Magical monsters that 
  look like hideous, horned, winged statues. 
  Semi-intelligent and possessed of a great 
  cunning. 
   
  AC 5, HD 4 (18hp), Att 2 × claw (1d3), 1 × bite 
  (1d6), 1 × horn (1d4), THAC0 16, MV 90’ (30’) / 
  150’ (50’) flying, SV D8 W9 P10 B10 S12 (F8), 
  ML 11, AL Chaotic, XP 75, NA 1d6 (2d4), TT C 
   
  ● 
  Blend in with stone: May be 
  overlooked or mistaken for inanimate 
  statues. 
  ● 
  Guardians: Almost always attack when 
  approached. 
  ● 
  Mundane damage immunity: Can only 
  be harmed by magical attacks. 
  ● 
  Spell immunity: Unaffected by sleep or 
  charm spells. 
   
  GELATINOUS CUBE 
  10’ cubes of transparent jelly. Move through 
  dungeons, absorbing debris and living creatures 
  they come across. 
   
  AC 8, HD 4* (18hp), Att 
  1 × touch (2d4 + 
  paralysis), THAC0 16, 
  MV 60’ (20’), SV D12 
  W13 P14 B15 S16 (F2), 
  ML 12, AL Neutral, XP 
  125, NA 1 (0), TT V 
   
  ● 
  Surprise: On a 
  roll of 1-4, due to 
  near-invisibility. 
  ● 
  Paralysis: For 
  2d4 turns (save vs 
  paralysis). 
  ● 
  Energy 
  immunity: Unharmed 
  by cold or lightning. 
  ● 
  Embedded 
  items: Indigestible 
  items (e.g. gems, 
  coins) are carried 
  around inside the cube. 
   
  GHOUL 
  Grotesque, animalistic, undead humans that 
  crave the flesh of the living. 
   
  AC 6, HD 2* (9hp), Att 2 × claw (1d3 + 
  paralysis), 1 × bite (1d3 + paralysis), THAC0 18, 
  MV 90’ (30’), SV D12 W13 P14 B15 S16 (F2), ML 
  9, AL Chaotic, XP 25, NA 1d6 (2d8), TT B 
   
  ● 
  Paralysis: For 2d4 turns (save vs 
  paralysis). Elves and creatures larger 
  than ogres are unaffected. After 
  paralyzing a target, ghouls attack 
  others. 
  ● 
  Undead: Make no noise, until they 
  attack. Immune to effects that affect 
  
  123 
   
  living creatures (e.g. poison). Immune 
  to mind-affecting or mind-reading 
  spells (e.g. charm, hold, sleep). 
   
  GIANT 
   
  Cloud Giant 
  Aggressive, 20’ tall humanoids with skin and 
  hair ranging from grey to white. Dress in pale 
  robes. 
   
  AC 4, HD 12+3 (57hp), Att 1 × weapon (6d6) or 
  1 × boulder (3d6), THAC0 10, MV 120’ (40’), SV 
  D6 W7 P8 B8 S10 (F12), ML 10, AL Neutral, XP 
  1,100, NA 1d2 (1d3), TT E + 5,000gp 
   
  ● 
  Keen sight and smell: Only surprised 
  on a 1. 
  ● 
  Boulder throwing: Up to 200’. 
  ● 
  Castle: Built into mountain-sides or 
  floating on cloud banks. 
  ● 
  Guardians: 3d6 giant hawks or 6d6 dire 
  wolves (only in mountains). 
  ● 
  Hate intruders: May block mountain 
  passes to ensure isolation. 
   
  Fire Giant 
  16’ tall humanoids with black hair and red 
  skin. Dress in armor fashioned from golden 
  metals (brass, bronze, copper). Dwell in places 
  of extreme heat (e.g. near volcanoes). 
   
  AC 4, HD 11+2 (51hp), Att 1 × weapon (5d6) or 
  1 × boulder (3d6), THAC0 10, MV 120’ (40’), SV 
  D6 W7 P8 B8 S10 (F11), ML 9, AL Chaotic, XP 
  1,100, NA 1d2 (1d3), TT E + 5,000gp 
   
  ● 
  Boulder throwing: Up to 200’. 
  ● 
  Fire immunity: Unharmed by fire. 
  ● 
  Castle: Black, low-walled. Made of 
  baked mud and raw iron. 
  ● 
  Guardians: 20% chance of 1d3 hydras, 
  3d6 hellhounds otherwise. 
   
   
   
  Frost Giant 
  18’ tall humanoids with pale skin and pale hair 
  (yellow or blue hued). Dress in furs or iron 
  armor. Males have long beards. 
   
  AC 4, HD 10+1 (46hp), Att 1 × weapon (4d6) or 
  1 × boulder (3d6), THAC0 11, MV 120’ (40’), SV 
  D6 W7 P8 B8 S10 (F10), ML 9, AL Chaotic, XP 
  900, NA 1d2 (1d4), TT E + 5,000gp 
   
  ● 
  Boulder throwing: Up to 200’. 
  ● 
  Cold immunity: Unharmed by cold-
  based attacks. 
  ● 
  Castle: High upon snowy mountains. 
  ● 
  Guardians: 20% chance of 3d6 polar 
  bears, 6d6 wolves otherwise. 
   
  Hill Giant 
  Hairy, brutish, 12’ tall humanoids of low 
  intelligence. Dwell in foothills. Known to 
  attack human settlements to steal food. 
   
  AC 4, HD 8 (36hp), Att 1 × weapon (2d8), 
  THAC0 12, MV 120’ (40’), SV D8 W9 P10 B10 S12 
  (F8), ML 8, AL Chaotic, XP 650, NA 1d4 (2d4), 
  TT E + 5,000gp 
   
  ● 
  Weapons: Wield giant clubs and 
  spears. 
   
  Stone Giant 
  14’ tall humanoids with stone-like, grey skin. 
  Dwell in natural caverns or primitive huts built 
  of stone. 
   
  AC 4, HD 9 (40hp), Att 1 × weapon (3d6) or 1 × 
  boulder (3d6), THAC0 12, MV 120’ (40’), SV D8 
  W9 P10 B10 S12 (F9), ML 9, AL Neutral, XP 900, 
  NA 1d2 (1d6), TT E + 5,000gp 
   
  ● 
  Weapons: Stone clubs made from huge 
  stalactites. 
  ● 
  Boulder throwing: Up to 300’. 
  ● 
  Guardians: 50% chance of 1d4 cave 
  bears. 
   
   
  
  124 
   
  Storm Giant 
  22’ tall humanoids with bronze-hued skin and 
  garish hair (red or yellow). 
   
  AC 2, HD 15 (67hp), Att 1 × weapon (8d6), 1 × 
  lightning bolt, THAC0 9, MV 150’ (50’), SV D4 
  W5 P6 B5 S8 (F15), ML 10, AL Lawful, XP 1350, 
  NA 1 (1d3), TT E + 5,000gp 
   
  ● 
  Summon storm: Takes 1 turn. 
  ● 
  Lightning bolts: In a storm, may throw 
  lightning once per 5 rounds: 60’ long, 
  5’ wide; inflicts damage equal to the 
  giant’s current hit point total (save vs 
  spells for half damage); bounces off of 
  hard surfaces in its path. 
  ● 
  Lightning immunity: Unharmed by 
  lightning. Enjoy basking in storms. 
  ● 
  Castle: High among mountain peaks, 
  atop banks of clouds, or in deep 
  waters. 
  ● 
  Guardians: 2d4 griffons. Underwater: 
  3d6 giant crabs. 
   
  GNOLL 
  Lazy, humanoid hyenas of low intelligence that 
  live by intimidation and theft. Legends say 
  that gnolls were magically created by a wizard 
  who crossbred gnomes and trolls. 
   
  AC 5, HD 2 (9hp), Att 1 × weapon (2d4 or by 
  weapon + 1), THAC0 18, MV 90’ (30’), SV D12 
  W13 P14 B15 S16 (F2), ML 8, AL Chaotic, XP 20 
  (leader: 35), NA 1d6 (3d6), TT D 
   
  ● 
  Leader: Groups of 20+ are led by a 
  gnoll with 3HD (16hp). 
   
  GNOME 
  Short demi-humans with long noses and beards. 
  Smaller cousins of dwarves, whom they get 
  along with. Prefer to live in burrows in non-
  mountainous country. 
   
  AC 5, HD 1 (4hp), Att 1 × weapon (1d6 or by 
  weapon), THAC0 19, MV 60’ (20’), SV D8 W9 
  P10 B13 S12 (D1), ML  8 (10 in sight of leader or 
  chieftain), AL Lawful or Neutral, XP 10, 
  (leader: 20, bodyguard: 35, chieftain: 75), NA 
  1d8 (5d8), TT C 
   
  ● 
  Weapons: Typically use warhammers 
  and crossbows. 
  ● 
  Infravision: 90’. 
  ● 
  Leader: A 2HD (11hp) leader is present 
  for every 20 gnomes. 
  ● 
  Clan chieftain and bodyguards: A 4HD 
  (18hp) chieftain and 1d6 3HD (1d4 + 
  9hp) bodyguards live in the gnome lair. 
  The chieftain gains a +1 bonus to 
  damage. 
  ● 
  Hate kobolds: Normally attack on 
  sight. 
  ● 
  Mines and machines: Love machinery, 
  mining, gold, and gems. May make 
  foolish decisions to obtain precious 
  items. War with goblins and kobolds 
  over precious metals. 
   
  GOBLIN 
  Small, grotesque humanoids with pallid, earth-
  colored skin and glowing, red eyes. Dwell 
  underground. 
   
  AC 6, HD 1-1 (3hp), Att 1 × weapon (1d6 or by 
  weapon), THAC0 19, MV 60’ (20’), SV D14 W15 
  P16 B17 S18 (NH), ML 7 (9 with king), AL 
  Chaotic, XP 5 (bodyguard: 20, king: 35), NA 2d4 
  (6d10), TT  R (C) 
   
  ● 
  Infravision: 90’. 
  ● 
  Hate the sun: -1 to-hit in full daylight. 
  ● 
  Wolf riders: 20% of goblin groups 
  encountered have wolf riders: ¼ of the 
  group mounted on dire wolves. 
  ● 
  Hate dwarves: Attack on sight. 
  ● 
  Goblin king and bodyguards: A 3HD 
  (15hp) king and 2d6 2HD (2d6hp) 
  bodyguards live in the goblin lair. They 
  do not suffer attack penalties in 
  daylight. The king gains a +1 bonus to 
  damage. 
  ● 
  Hoard: Only have treasure type C when 
  encountered in the wilderness or in 
  their lair. 
  
  125 
   
  GOLEM 
  Artificial beings constructed from different 
  materials by mighty clerics or wizards. 
   
  ● 
  Mundane damage immunity: Can only 
  be harmed by magical attacks. 
  ● 
  Immunity: Unharmed by gas; 
  unaffected by charm, hold, and sleep 
  spells. 
  ● 
  Other materials: Golems formed of 
  other materials are also possible. 
  ● 
  Constructing: A very complex, 
  expensive, and time-consuming 
  process. 
   
  Amber Golem 
  Constructed in the form of giant cats (e.g. 
  lions or tigers). 
   
  AC 6, HD 10** (45hp), Att 2 × claw (2d6), 1 × 
  bite (2d10), THAC0 11, MV 180’ (60’), SV D10 
  W11 P12 B13 S14 (F5), ML 12, AL Neutral, XP 
  2,300, NA 1 (1), TT None 
   
  ● 
  Tracking: Without error. 
  ● 
  Detect invisible creatures: Within 60’. 
   
  Bone Golem 
  6’ tall constructs of human bone, crafted into 
  a humanoid shape. Have four arms, attached 
  at different places on the torso. 
   
  AC 2, HD 8 (36hp), Att 2 or 4 × weapon (1d6 or 
  by weapon), THAC0 12, MV 120’ (40’), SV D10 
  W11 P12 B13 S14 (F4), ML 12, AL Neutral, XP 
  650, NA 1 (1), TT None 
   
  ● 
  Weapons: 4×1-handed or 2×2-handed. 
  ● 
  Attack multiple opponents: Up to 2 
  per round. 
  ● 
  Energy immunity: Unharmed by fire, 
  cold, and electricity. 
   
  Bronze Golem 
  Bronze constructs that resemble fire giants, 
  possessing a great internal heat. 
   
  AC 0, HD 20** (90hp), Att 1 × fist (3d10 + 1d10 
  heat), THAC0 6, MV 240’ (80’), SV D6 W7 P8 B8 
  S10 (F10), ML 12, AL Neutral, XP 4,300, NA 1 
  (1), TT None 
   
  ● 
  Flaming blood: If damaged by an 
  edged weapon, emits a spurt of liquid 
  fire: attacker suffers 2d6 damage (save 
  vs death to avoid). 
  ● 
  Fire immunity: Unharmed by fire. 
   
  Wood Golem 
  3’ tall, roughly constructed, humanoid figures 
  of wood. 
   
  AC 7, HD 2+2 (11hp), Att 1 × fist (1d8), THAC0 
  17, MV 120’ (40’), SV D12 W13 P14 B15 S16 
  (F1), ML 12, AL Neutral, XP 25, NA 1 (1), TT 
  None 
   
  ● 
  Initiative: -1 penalty due to stiff 
  movement. 
  ● 
  Flammable: -2 to saves against fire 
  attacks; suffers one extra point of 
  damage per die. 
   
  GORGON 
  Magical monsters that resemble iron-scaled 
  bulls. Dwell in plains or foothills. 
   
  AC 2, HD 8* (36hp), Att 1 × gore (2d6) or 1 × 
  breath (petrify), THAC0 12, MV 120’ (40’), SV 
  D8 W9 P10 B10 S12 (F8), ML 8, AL Chaotic, XP 
  1,200, NA 1d2 (1d4), TT  E 
   
  ● 
  Charge: When not in melee. Requires a 
  clear run of at least 20 yards. Gore 
  inflicts double damage. 
  ● 
  Petrifying breath: Cloud 60’ long, 10’ 
  wide. All in the cloud are turned to 
  stone (save vs petrify to avoid). 
  Unharmed by own breath. 
   
  GREY OOZE 
  Slimy horrors that lurk on stone surfaces or 
  among boulders. 
  
  126 
   
   
  AC 8, HD 3* (13hp), Att 1 × touch (2d8), THAC0 
  17, MV 10’ (3’), SV D12 W13 P14 B15 S16 (F2), 
  ML 12, AL Neutral, XP 50, NA 1 (1), TT  None 
   
  ● 
  Blend in with stone: Difficult to tell 
  apart from wet stone. 
  ● 
  Acid: After a successful attack, sticks 
  to the victim and exudes acid. The acid 
  destroys normal armor immediately and 
  inflicts 2d8 damage per round. (Magic 
  armor is dissolved in one turn.) 
  ● 
  Energy immunity: Unharmed by cold 
  or fire. 
   
  GREEN SLIME 
  Dripping, green slime that clings to walls and 
  ceilings. 
   
  AC No hit roll required, HD 2* (9hp), Att 1 × 
  touch (consume flesh), THAC0 18, MV 3’ (1’), 
  SV D12 W13 P14 B15 S16 (F1), ML 12, AL 
  Neutral, XP 25, NA 1 (0), TT  None 
   
  ● 
  Surprise: Drops down on surprised 
  characters from above. 
  ● 
  Acid: When in contact with a victim, 
  sticks on and exudes acid. The acid 
  destroys wood or metal (including 
  armor) in 6 rounds, but cannot affect 
  stone. 
  ● 
  Consume flesh: Once in contact with 
  flesh for 6 rounds, the victim is turned 
  into green slime in a further 1d4 
  rounds. 
  ● 
  Removing: Once stuck on a victim, can 
  only be removed by fire. This inflicts 
  half damage to the victim and half to 
  the slime. 
  ● 
  Immunity: Unharmed by all attacks 
  except cold or fire. 
   
  GRIFFON 
  Large, rapacious predators combining the 
  features of an eagle (head, wings, front claws) 
  and a lion. Prey on horses. 
   
  AC 5, HD 7 (13hp), Att 2 × claw (1d4), 1 × bite 
  (2d8), THAC0 13, MV 120’ (40’) / 360’ (120’) 
  flying, SV D10 W11 P12 B13 S14 (F4), ML 8, AL 
  Neutral, XP 450, NA 0 (2d8), TT  E 
   
  ● 
  Attack horses: Within 120’, unless a 
  morale check is passed. 
  ● 
  Defend nest: Attack if it is 
  approached. 
  ● 
  Taming: Captured young can be 
  trained as loyal mounts. Their fierce 
  nature cannot be trained out: they still 
  instinctively attack horses. 
   
  HALFLING 
  Diminutive, furry-footed demi-humans that 
  dwell in small villages (30-300 inhabitants). 
   
  AC 7, HD 1-1 (3hp), Att 1 × weapon (1d6 or by 
  weapon), THAC0 19, MV 90’ (30’), SV D8 W9 
  P10 B13 S12 (H1), ML 7, AL Lawful, XP 5 (guard: 
  20), NA 3d6 (5d8), TT  V (B) 
   
  ● 
  Leader and militia: Villages are led by 
  a halfling of level 1d6 + 1. A militia of 
  5d4 2HD guards is also present. 
  ● 
  Hoard: Only have treasure type B when 
  encountered in the wilderness. 
   
  HARPY 
  Hideous hags with the wings and lower bodies 
  of giant eagles. Use their song to lure victims 
  to their doom. 
   
  AC 7, HD 3* (13hp), Att 2 × claw (1d4), 1 × 
  weapon (1d6 or by weapon), 1 × song (charm), 
  THAC0 17, MV 60’ (20’) / 150’ (50’) flying, SV 
  D12 W13 P14 B15 S16 (F3), ML 7, AL Chaotic, XP 
  50, NA 1d6 (2d4), TT  C 
   
  ● 
  Charm: Anyone who hears the song of a 
  group of harpies must save versus 
  spells or be charmed: move towards 
  the harpies (resisting those that try to 
  prevent it); defend the harpies; obey 
  the harpies’ commands (if understood); 
  unable to cast spells or use magic 
  
  127 
   
  items; unable to harm the harpies. A 
  character who saves is unaffected for 
  the rest of the encounter. Killing the 
  harpies breaks the charm. 
  ● 
  Magic resistance: +2 to all saving 
  throws. 
   
  HAWK 
  Birds of prey that drift on high currents of air 
  and hunt prey on the ground. 
   
  ● 
  Swoop: Can dive onto victims visible 
  from above. If the victim is surprised, 
  the attack inflicts double damage. On 
  an attack roll of 18 or more, the victim 
  can be carried away (if of appropriate 
  size). 
  ● 
  Trainable: Can be trained as guards or 
  hunting animals. 
   
  Giant Hawk 
  As big as a great dog. If hungry, may attack 
  humans or similar-sized creatures. 
   
  AC 6, HD 3+3 (16hp), Att 1 × talons or beak 
  (1d6), THAC0 16, MV 450’ (150’) flying, SV D12 
  W13 P14 B15 S16 (F2), , ML 8, AL Neutral, XP 
  50, NA 0 (1d3), TT None 
   
  ● 
  Carry prey: Up to halfling-sized. 
   
  Normal Hawk 
  Small birds of prey. Will only attack humans if 
  they appear defenceless. 
   
  AC 8, HD ½ (2hp), Att 1 × talons or beak (1d2), 
  THAC0 19, MV 480’ (160’) flying, SV D14 W15 
  P16 B17 S18 (NH), ML 7, AL Neutral, XP 5, NA 0 
  (1d6), TT None 
   
  HELLHOUND 
  Monstrous, cunning, and very intelligent 
  hounds, the size of a small pony. Breathe fire 
  and love heat. Dwell in dungeons or near 
  volcanoes. 
   
  AC 4, HD 3 to 7*, Att 1 × bite (1d6) or 1 × 
  breath (1d6 per HD), THAC0 By HD (17 to 13), 
  MV 120’ (40’), SV Fighter of equal HD, ML 9, AL 
  Chaotic, XP 50/125/300/500/850, NA 2d4 
  (2d4), TT  C 
   
  ● 
  Fire breath: 2-in-6 chance per round 
  of breathing fire. One target. Save vs 
  breath for half damage. 
  ● 
  Fire immunity: Unharmed by non-
  magical fire. 
  ● 
  Detect invisible: 75% chance per 
  round. 60’ range. 
  ● 
  Pets: Sometimes found with other 
  creatures with an affinity for fire. 
   
  HERD ANIMAL 
  Wild animals that live in large, grazing herds. 
  The exact type depends on the terrain. 
   
  ● 
  Stampede: Herds of 20 or more can 
  trample those in their path. 3-in-4 
  chance each round. +4 to-hit human-
  sized or smaller creatures. 1d20 
  damage. 
  
  128 
   
  ● 
  Males: In groups of 3 or more, only 1-
  in-4 are males. These have 1d4 extra 
  hit points and protect the herd. 
  ● 
  Females and young: Flee from danger. 
  Females do not have a butt attack. 
  Young have half normal hit points. 
   
  Large Herd Animal 
  For example: elk or moose. 
   
  AC 7, HD 4 (18hp), Att 1 × butt (1d8), THAC0 
  16, MV 240’ (80’), SV D12 W13 P14 B15 S16 
  (F2), ML 5, AL Neutral, XP 75, NA 0 (3d10), TT 
  None 
   
  Medium Herd Animal 
  For example: caribou or oxen. 
   
  AC 7, HD 3 (13hp), Att 1 × butt (1d6), THAC0 
  17, MV 240’ (80’), SV D12 W13 P14 B15 S16 
  (F2), ML 5, AL Neutral, XP 35, NA 0 (3d10), TT 
  None 
   
  Small Herd Animal 
  For example: antelope, deer, goats. 
   
  AC 7, HD 1 to 2 (4/9hp), Att 1 × butt (1d4), 
  THAC0 19/18, MV 240’ (80’), SV D12 W13 P14 
  B15 S16 (F1), ML 5, AL Neutral, XP 10/20, NA 0 
  (3d10), TT None 
   
  HIPPOGRIFF 
  Fantastic creatures combining the features of a 
  giant eagle (head and forequarters) and a 
  horse. Nest among craggy rocks. 
   
  AC 5, HD 3+1 (14hp), Att 2 × claw (1d6), 1 × 
  bite (1d10), THAC0 16, MV 180’ (60’) / 360’ 
  (120’) flying, SV D12 W13 P14 B15 S16 (F2), ML 
  8, AL Neutral, XP 50, NA 0 (2d8), TT  None 
   
  ● 
  Hate pegasi: Will usually attack. 
  ● 
  Mount: Can carry a human-sized rider. 
  ● 
  Taming: Can be trained as mounts. 
   
   
  HOBGOBLIN 
  Larger and nastier relatives of goblins. Dwell 
  underground, but commonly seek prey above 
  ground. 
   
  AC 6, HD 1+1 (5hp), Att 1 × weapon (1d8 or by 
  weapon), THAC0 18, MV 90’ (30’), SV D12 W13 
  P14 B15 S16 (F1), ML 8 (10 with king), AL 
  Chaotic, XP 15 (bodyguard: 75, king: 175), NA 
  1d6 (4d6), TT  D 
   
  ● 
  Hobgoblin king and bodyguards: A 
  5HD (22hp) king and 1d4 4HD (3d6hp) 
  bodyguards live in the hobgoblin lair. 
  The king gains a +2 bonus to damage 
  rolls. A thoul may sometimes be found 
  among the king’s bodyguards. 
   
  HORSE 
  Herd animals that are often used for 
  transportation. (See Land Transportation, page 
  32.) Many different domesticated breeds exist. 
   
  Draft Horse 
  Bred for great strength and endurance. Used to 
  pull vehicles and ploughs, or as beasts of 
  burden. 
   
  AC 7, HD 3 (13hp), Att None, THAC0 17, MV 90’ 
  (30’), SV D12 W13 P14 B15 S16 (F2), ML 6, AL 
  Neutral, XP 35, NA 0 (0), TT None 
   
  ● 
  Non-combatant: Will flee, if attacked. 
  ● 
  Domestic: Not encountered in the wild. 
  ● 
  Beast of burden: Carry up to 4,500 
  coins unencumbered; up to 9,000 at 
  half speed. 
   
  Riding Horse 
  Lightly built horses adapted to run at high 
  speed. Can survive purely on grass, wherever 
  available. 
   
  AC 7, HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18, 
  MV 240’ (80’), SV D12 W13 P14 B15 S16 (F1), ML 
  7, AL Neutral, XP 20, NA 0 (0), TT None 
  
  129 
   
   
  ● 
  Domestic: Not encountered in the wild. 
  ● 
  Beast of burden: Carry up to 3,000 
  coins unencumbered; up to 6,000 at 
  half speed. 
   
  War Horse 
  Bred for strength and courage in battle. 
  Adapted to short bursts of speed; not suited to 
  long-distance riding. 
   
  AC 7, HD 3 (13hp), Att 2 × hoof (1d6), THAC0 
  17, MV 120’ (40’), SV D12 W13 P14 B15 S16 
  (F2), ML 9, AL Neutral, XP 35, NA 0 (0), TT 
  None 
   
  ● 
  Charge: When not in melee. Requires a 
  clear run of at least 20 yards. Rider’s 
  lance inflicts double damage. Horse 
  cannot attack when charging. 
  ● 
  Melee: When in melee, both rider and 
  horse can attack. 
  ● 
  Domestic: Not encountered in the wild. 
  ● 
  Beast of burden: Carry up to 4,000 
  coins unencumbered; up to 8,000 that 
  at half speed. 
   
  Wild Horse 
  Lightly built horses adapted to run at high 
  speed. Can survive purely on grass, wherever 
  available. 
   
  AC 7, HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18, 
  MV 240’ (80’), SV D12 W13 P14 B15 S16 (F1), ML 
  7, AL Neutral, XP 20, NA 0 (1d10 × 10), TT None 
   
  ● 
  Stampede: Herds of 20 or more can 
  trample those in their path. 3-in-4 
  chance each round. +4 to-hit human-
  sized or smaller creatures. 1d20 
  damage. 
  ● 
  Taming: Wild horses can be trained as 
  mounts (riding horses). 
   
   
   
   
  HYDRA 
  Large, dragon-like creatures with multiple, 
  serpentine heads. Sea hydras (adapted to 
  water, with fins) also exist. 
   
  AC 5, HD 5 to 12 (8hp per HD), Att 5 to 12 × 
  bite (1d10), THAC0 By HD (15 to 10), MV 120’ 
  (40’), SV Fighter of equal HD, ML 9, AL Neutral, 
  XP 175/275/450/650/900/900/1,100/1,100, NA 
  1 (1), TT  B 
   
  ● 
  Heads: 1d8+4 heads; 1HD per head. 
  ● 
  Disabling heads: For every 8hp 
  damage taken, one head is disabled 
  (cannot attack). 
  ● 
  Variants: Special hydras sometimes 
  found with venom, fiery breath, etc. 
   
  INSECT SWARM 
  Swarms of many tiny insects that may be 
  encountered protecting their nest. May also be 
  drawn to light or unusual smells. 
   
  AC 7, HD 2 to 4 (9/13/18hp), Att 1 × swarm (2 
  or 4hp), THAC0 18/17/16, MV 30’ (10’) / 60’ 
  (20’) flying, SV D14 W15 P16 B17 S18 (NH), ML 
  11, AL Neutral, XP 20/35/75, NA 1 (1-3), TT  
  None 
   
  ● 
  Type and locomotion: A swarm may 
  be composed of creepers (e.g. spiders, 
  ants, centipedes) or flyers (e.g. bees, 
  hornets). Some swarms are capable of 
  both types of movement (e.g. beetles, 
  locusts). 
  ● 
  Size: 10’ × 30’ area, typically. 
  ● 
  Immunity: Only harmed by fire, 
  extreme cold, sleep spells (affect the 
  whole swarm), smoke (drives off), or 
  other attacks as the GM wishes. 
  ● 
  Swarm attack: Automatically damages 
  characters within swarm area: 2hp if 
  wearing armor, 4hp without. 
  ● 
  Warding off: Characters inside the 
  swarm that defend themselves by 
  brandishing a weapon (or similar) suffer 
  
  130 
   
  half damage from the swarm. A 
  brandished torch damages the swarm. 
  ● 
  Escaping: On exiting the swarm, 
  characters continue to suffer half 
  damage until 3 rounds are spent 
  swatting the attached insects. 
  ● 
  Diving into water: Suffer damage for 
  one round, then attached insects 
  drown. 
  ● 
  Pursuit: An angry (i.e. damaged) 
  swarm pursues characters until they 
  are out of sight or inaccessible. 
   
  INVISIBLE STALKER 
  Highly intelligent, magical creatures 
  summoned from another plane of existence to 
  perform tasks for powerful magic-users. 
   
  AC 3, HD 8* (36hp), Att 1 × blow (4d4), THAC0 
  12, MV 120’ (40’), SV D8 W9 P10 B10 S12 (F8), 
  ML 12, AL Neutral, XP 1,200, NA 1 (1), TT  None 
   
  ● 
  Tracking: Without fault. 
  ● 
  Surprise: 5-in-6, unless target can 
  detect invisibility. 
  ● 
  If killed: Returns to plane of origin. 
   
  KILLER BEE 
  Giant (1’ long) bees of aggressive 
  temperament. Build hives underground. 
   
  AC 7, HD ½* (2hp), Att 1 × sting (1d3 + poison + 
  lodged stinger), THAC0 19, MV 150’ (50’) flying, 
  SV D12 W13 P14 B15 S16 (F1), ML 9, AL Neutral, 
  XP 6 (guard: 13, queen: 25), NA 1d6 (5d6), TT  
  Honey 
   
  ● 
  Aggressive: Usually attack on sight. 
  Always attack intruders within 30’ of 
  their hive. 
  ● 
  Die after attacking: On a successful 
  sting attack, a killer bee dies. 
  ● 
  Poison: Causes death (save vs poison). 
  ● 
  Lodged stinger: Inflicts 1 damage per 
  round, as the stinger works its way in. 
  A round can be spent to remove it. 
  ● 
  Queen: A 2HD queen lives in the hive. 
  The queen does not die when she 
  stings. 
  ● 
  Guards: At least 10 bees (4 or more 
  have 1HD) remain in or near the hive to 
  protect the queen. 
  ● 
  Honey: Magical honey (around 2 pints) 
  may be found in the hive. It heals 1d4 
  hit points if eaten (in its entirety). 
   
  KOBOLD 
  Small, wicked, hairless, canine humanoids with 
  scaly, rust-colored skin. Dwell underground. 
   
  AC 7, HD ½ (2hp), Att 1 × weapon (1d4 or by 
  weapon - 1), THAC0 19, MV 60’ (20’), SV D14 
  W15 P16 B17 S18 (NH), ML 6 (8 with chieftain), 
  AL Chaotic, XP 5 (bodyguard: 15, chieftain: 20), 
  NA 4d4 (6d10), TT  P (J) 
   
  ● 
  Ambush: Set up surprise attacks. 
  ● 
  Infravision: 90’. 
  ● 
  Hate gnomes: Attack on sight. 
  ● 
  Chieftain and bodyguards: A 2HD 
  (9hp) chieftain and 1d6 1+1HD (6hp) 
  bodyguards live in the kobold lair. 
  ● 
  Hoard: Only have treasure type J when 
  encountered in the wilderness or in 
  their lair. 
   
   
   
  
  131 
   
  LEECH, GIANT 
  Horrid, 3-4’ long, slug-like creatures with 
  sucker mouths. Lurk in swamps. 
   
  AC 7, HD 6 (27hp), Att 1 × bite (1d6 + blood 
  drain), THAC0 14, MV 90’ (30’), SV D12 W13 P14 
  B15 S16 (F3), ML 10, AL Neutral, XP 275, NA 0 
  (1d4), TT  None 
   
  ● 
  Blood drain: Attaches to victim on a 
  successful hit, doing 1d6 automatic 
  damage per round. 
  ● 
  Detaching: Must be killed. 
  ● 
  If victim dies: Leech detaches and 
  finds a hidden place to digest. 
   
  LIVING STATUE 
  Animated statues of any size and material 
  (three types described below; others may be 
  invented by the GM). 
   
  ● 
  Immunity: Unaffected by sleep spells. 
  ● 
  Magical origins: Created by powerful 
  wizards. 
   
  Crystal Living Statue 
  Formed of crystals. Often human in form. 
   
  AC 4, HD 3 (13hp), Att 2 × blow (1d6), THAC0 
  17, MV 90’ (30’), SV D12 W13 P14 B15 S16 (F3), 
  ML 11, AL Lawful, XP 35, NA 1d6 (1d6), TT None 
   
  ● 
  Attacks: Depend on form of statue 
  (humanoid statues may use weapons, 
  animal statues use claws, etc.). 
   
  Iron Living Statue 
  AC 2, HD 4 (18hp), Att 2 × blow (1d8), THAC0 
  16, MV 30’ (10’), SV D10 W11 P12 B13 S14 (F4), 
  ML 11, AL Neutral, XP 75, NA 1d4 (1d4), TT 
  None 
   
  ● 
  Absorb metals: Hits with non-magical, 
  metal weapons cause damage, but the 
  weapon may become stuck in the 
  statue (save versus spells). Stuck 
  weapons can be removed if the statue 
  is killed. 
  ● 
  Attacks: Depend on form of statue 
  (humanoid statues may use weapons, 
  animal statues use claws, etc.). 
   
  Rock Living Statue 
  Stony crust filled with magma that they shoot 
  from their fingertips. 
   
  AC 4, HD 5** (22hp), Att 2 × magma jet (2d6), 
  THAC0 15, MV 60’ (20’), SV D10 W11 P12 B13 
  S14 (F5), ML 11, AL Chaotic, XP 425, NA 1d3 
  (1d3), TT None 
   
  LIZARD, GIANT 
   
  Draco 
  6’ long, carnivorous lizards with skin flaps 
  between legs that enable gliding. Usually dwell 
  above ground, but sometimes shelter in caves. 
  Sometimes attack humans. 
   
  AC 5, HD 4+2 (20hp), Att 1 × bite (1d10), THAC0 
  15, MV 120’ (40’) / 210’ (70’) gliding, SV D12 
  W13 P14 B15 S16 (F3), ML 7, AL Neutral, XP 
  125, NA 1d4 (1d8), TT U 
   
  Gecko 
  5’ long, carnivorous, nocturnal lizards. Light 
  blue scales with orange spots. 
   
  AC 5, HD 3+1 (14hp), Att 1 × bite (1d8), THAC0 
  16, MV 120’ (40’), SV D12 W13 P14 B15 S16 
  (F2), ML 7, AL Neutral, XP 50, NA 1d6 (1d10), 
  TT U 
   
  ● 
  Cling: Climb walls, trees, etc. and drop 
  on victims. 
   
  Horned Chameleon 
  7’ long lizards whose scales change color as 
  camouflage. 
   
  AC 2, HD 5* (22hp), Att 1 × tongue/bite (2d4), 1 
  × horn (1d6), 1 × tail (knock down), THAC0 15, 
  
  132 
   
  MV 120’ (40’), SV D12 W13 P14 B15 S16 (F3), ML 
  7, AL Neutral, XP 300, NA 1d3 (1d6), TT U 
   
  ● 
  Surprise: On a 1-5, due to camouflage. 
  ● 
  Sticky tongue: Can attack targets up to 
  5’ away. If the attack succeeds, the 
  victim is dragged to the mouth and 
  bitten (2d4 damage). 
  ● 
  Tail: Causes no damage, but knocks 
  opponent down: cannot attack that 
  round. 
   
  Tuatara 
  8’ long, iguana-like, carnivorous lizards with 
  olive scales and a ridge of white spikes along 
  the back. Have been known to attack humans. 
   
  AC 4, HD 6 (27hp), Att 2 × claw (1d4), 1 × bite 
  (2d6), THAC0 14, MV 90’ (30’), SV D10 W11 P12 
  B13 S14 (F4), ML 6, AL Neutral, XP 275, NA 1d2 
  (1d4), TT V 
   
  ● 
  Infravision: 90’. Granted by 
  retractable eye membranes. 
   
  LIZARD MAN 
  Semi-intelligent, tribal, aquatic humanoids 
  with reptilian heads and tails. Often 
  encountered in swamps and dungeons, or along 
  rivers and coastlines. 
   
  AC 5, HD 2+1 (10hp), Att 1 × weapon (1d6+1 or 
  by weapon + 1), THAC0 17, MV 60’ (20’) / 120’ 
  (40’) in water, SV D12 W13 P14 B15 S16 (F2), 
  ML 12, AL Neutral, XP 25, NA 2d4 (6d6), TT D 
   
  ● 
  Weapons: Favor spears or large clubs. 
  ● 
  Man-eaters: Kidnap humans and demi-
  humans, whose flesh they regard as a 
  delicacy. 
   
  LYCANTHROPE 
  Shapechangers with a human and an animal 
  form. 
   
  ● 
  Human form: Can be hit by normal 
  weapons. Have physical characteristics 
  reminiscent of the associated animal 
  type. 
  ● 
  Animal form: Only harmed by silver 
  weapons or magic. 
  ● 
  Languages: In human form, can speak 
  normally. In animal form, can only 
  speak with animals of the associated 
  type. 
  ● 
  Armor: Not used because it hinders 
  shape-changing. 
  ● 
  Summon animals: Can summon 1-2 
  animals of the associated type from the 
  surrounding area (wererats summon 
  giant rats). Arrive in 1d4 rounds. 
  ● 
  Wolfsbane: If hit, must save versus 
  poison or flee in terror. 
  ● 
  Reversion: If killed, a lycanthrope 
  reverts to its human form. 
  ● 
  Scent: Horses and some other animals 
  can smell lycanthropes and become 
  afraid. 
  ● 
  Infection: A character who loses more 
  than half his or her hit points from the 
  natural attacks of lycanthropes (i.e. 
  bites, claws) contracts lycanthropy. 
  Humans become were-creatures of the 
  same type (run by the GM, henceforth); 
  non-humans die. The disease takes full 
  effect in 2d12 days, showing signs of 
  infection after half the time. 
   
  Devil Swine 
  Corpulent humans that can change into huge 
  swine. Love to eat human flesh. Lurk in 
  isolated human settlements close to forests or 
  marshes. 
   
  AC 3 (9 in human form), HD 9* (40hp),  Att 1 × 
  gore (2d6) or 1 × weapon (1d6 or by weapon) or 
  1 × magic (charm), THAC0 12, MV 180’ (60’) / 
  120’ (40’) in human form, SV D8 W9 P10 B10 
  S12 (F9), ML 10, AL Chaotic, XP 1,600, NA 1d3 
  (1d4), TT C 
   
  ● 
  Shapechange: Only at night. 
  ● 
  Ambush: Prefer to attack by surprise. 
  ● 
  Charm person: 3 times a day. Save 
  versus spells at -2 or be charmed: 
  
  133 
   
  move towards the devil swine (resisting 
  those that try to prevent it); obey the 
  devil swine’s commands (if 
  understood); defend the devil swine; 
  unable to cast spells or use magic 
  items; unable to harm the devil swine. 
  Killing the swine breaks the charm. 
  ● 
  Charmed victims: 1d4-1 accompany a 
  devil swine. 
   
  Werebear 
  Highly intelligent, also in bear form. Dwell 
  alone or among normal bears. 
   
  AC 2 (8 in human form), HD 6* (27hp), Att 2 × 
  claw (2d4), 1 × bite (2d8), THAC0 14, MV 120’ 
  (40’), SV D10 W11 P12 B13 S14 (F6), ML 10, AL 
  Neutral, XP 500, NA 1d4 (1d4), TT C 
   
  ● 
  Amiable: May be friendly, if 
  approached peacefully. 
  ● 
  Bear hug: If a victim is hit by both 
  claws in the same round, the werebear 
  can hug for an extra 2d8 automatic 
  damage. 
   
  Wereboar 
  Semi-intelligent and irascible. In human form, 
  often appear like berserkers. 
   
  AC 4 (9 in human form), HD 4+1* (19hp), Att 1 × 
  tusk/bite (2d6), THAC0 15, MV 150’ (50’), SV 
  D10 W11 P12 B13 S14 (F4), ML 9, AL Neutral, XP 
  200, NA 1d4 (2d4), TT C 
   
  ● 
  Battle rage: In human form, may enter 
  a berserk rage: +2 to hit; fight to the 
  death. Rage sometimes causes them to 
  attack their allies. 
   
  Wererat 
  Intelligent, humanoid rats that can change into 
  normal humans. 
   
  AC 7 (9 in human form), HD 3* (13hp), Att 1 × 
  bite (1d4) or 1 × weapon (1d6 or by weapon), 
  THAC0 17, MV 120’ (40’), SV D12 W13 P14 B15 
  S16 (F3), ML 8, AL Chaotic, XP 50, NA 1d8 
  (2d8), TT C 
   
  ● 
  Surprise: Surprise on 1-4; set 
  ambushes. 
  ● 
  Languages: Can speak Common in both 
  forms. 
  ● 
  Weapons: May use weapons in both 
  forms. 
   
  Weretiger 
  Exhibit feline behavior: curious, but dangerous 
  when cornered. Talented swimmers and 
  trackers. 
   
  AC 3 (9 in human form), HD 5* (22hp), Att 2 × 
  claw (1d6), 1 × bite (2d6), THAC0 15, MV 150’ 
  (50’), SV D10 W11 P12 B13 S14 (F5), ML 9, AL 
  Neutral, XP 300, NA 1d4 (1d4), TT C 
   
  ● 
  Surprise: On a 1-4, due to stealth. 
   
  Werewolf 
  Semi-intelligent pack hunters. 
   
  AC 5 (9 in human form), HD 4* (18hp), Att 1 × 
  bite (2d4), THAC0 16, MV 180’ (60’), SV D10 
  W11 P12 B13 S14 (F4), ML 8, AL Chaotic, XP 125 
  (leader: 300), NA 1d6 (2d6), TT C 
   
  ● 
  Leader: Groups of 5+ are led by a 
  werewolf with 5HD (30hp). The leader 
  gains a +2 bonus to damage rolls. 
   
  MANTICORE 
  Monstrosities with the face of a man, the body 
  of a lion, bat-like wings, and a tail bristling 
  with spikes. Love eating humans. Dwell in wild, 
  mountainous regions. 
   
  AC 4, HD 6+1 (28hp), Att [2 × claw (1d4), 1 × 
  bite (2d4)] or 6 × tail spike (1d6), THAC0 13, 
  MV 120’ (40’) / 180’ (60’) flying, SV D10 W11 
  P12 B13 S14 (F6), ML 9, AL Chaotic, XP 350, NA 
  1d2 (1d4), TT D 
   
  
  134 
   
  ● 
  Tail spikes: 180’ range. 24 in total; 2 
  regrow each day. 
  ● 
  Track and ambush: Follow humans and 
  attack with tail spikes when they stop 
  to rest. 
   
  MASTODON 
  Shaggy elephants with large tusks. Live in icy 
  or Lost World regions. 
   
  AC 3, HD 15 (67hp), Att 2 × tusk (2d6) or 1 × 
  trample (4d8), THAC0 9, MV 120’ (40’), SV D8 
  W9 P10 B10 S12 (F8), ML 8, AL Neutral, XP 
  1,350, NA 0 (2d8), TT Tusks 
   
  ● 
  Charge: In first round of combat, when 
  not in melee. Requires a clear run of at 
  least 20 yards. Tusks inflict double 
  damage. 
  ● 
  Trample: 3-in-4 chance of trampling 
  each round. +4 
  to-hit human-
  sized or smaller 
  creatures. 
  ● 
  Ivory: Each tusk 
  is worth 2d4 × 
  100gp. 
   
  MEDIUM 
  1st level NPC magic-
  users. 
   
  AC 9, HD 1** (4hp), Att 1 
  × dagger (1d4) or 1 × 
  spell, THAC0 19, MV 120’ 
  (40’), SV D13 W14 P13 
  B16 S15 (MU1), ML 7, AL 
  Any, XP 16, NA 1d4 (1d12), TT V 
  ● 
  Spells: Each individual has one 1st 
  level magic-user spell memorized (see 
  Magic-User Spell List, page 51). 
  (Choose or select at random.) 
  ● 
  Master: 50% of groups are led by a 
  magic-user of 3rd level. The master has 
  two 1st level spells and one 2nd level 
  spell. (Choose or select at random.) 
   
  MEDUSA 
  Deadly creatures of a magical nature that look 
  like women with writhing snakes in place of 
  hair. 
   
  AC 8, HD 4** (18hp), Att 1 × snakebites (1d6 + 
  poison), THAC0 16, MV 90’ (30’), SV D10 W11 
  P12 B13 S14 (F4), ML 8, AL Chaotic, XP 175, NA 
  1d3 (1d4), TT F 
   
  ● 
  Disguise: Use hooded cloaks to lure 
  victims close before revealing their 
  true form. 
  ● 
  Petrification: Anyone who looks at an 
  undisguised medusa turns to stone 
  (save vs petrify). 
  ● 
  Averting eyes: -4 penalty to-hit; the 
  medusa gains a +2 bonus to attack. 
  ● 
  Mirrors: The reflection of a medusa is 
  harmless. If a medusa sees her own 
  reflection, she must save 
  or be petrified. 
  ● 
  Poison: The 
  snakes’ bites are 
  venomous: save versus 
  poison or die in 1 turn. 
  ● 
  Magic 
  resistance: +2 to saves vs 
  spells. 
   
  MERCHANT 
  Organized traders that 
  travel between 
  settlements in well-
  armed caravans, buying 
  and selling trade goods 
  (e.g. gold, jewels, silk, 
  spices, wine, etc.). 
   
  AC 5, HD 1 (4hp), Att 1 × weapon (1d6 or by 
  weapon), THAC0 19, MV 90’ (30’), SV D12 W13 
  P14 B15 S16 (F1), ML Varies, AL Neutral, XP 10, 
  NA 0 (1d20), TT A 
   
  ● 
  Weapons: Sword and dagger. 
  ● 
  Mounted: On horse, camel, or mule (by 
  terrain). 
  
  135 
   
  ● 
  Wagons: 2 per merchant. Pulled by 
  horses, mules, or camels (by terrain). 
  ● 
  Caravan guards: For every merchant, 
  4 guards are present (1st level 
  fighters). AC 4, with crossbows, swords, 
  daggers. 
  ● 
  Guard lieutenants: For every 5 
  merchants, 2 lieutenants are present 
  (2nd-3rd level fighters). AC 4. Equipped 
  as guards. 
  ● 
  Guard captain: Guards are led by a 5th 
  level fighter. AC 4. Equipped as guards. 
  ● 
  Pack animals: 1d12 extra horses, 
  mules, or camels. 
  ● 
  Treasure: Should be reduced, if less 
  than 10 merchants are in the group. 
   
  MERMAN 
  Aquatic humanoids with fish tails in place of 
  legs. Live in coastal waters, farming seaweed 
  and hunting fish. 
   
  AC 6, HD 1 (4hp), Att 1 × weapon (1d6 or by 
  weapon), THAC0 19, MV 120’ (40’), SV D12 W13 
  P14 B15 S16 (F1), ML 8, AL Neutral, XP 10 
  (leader: 20/75), NA 0 (1d20), TT A 
   
  ● 
  Weapons: Spears, tridents, or daggers. 
  ● 
  Leaders: For every 10 in a group, there 
  is a 2HD leader. For every 50, there is a 
  4HD leader (saves: D10 W11 P12 B13 
  S14 (F4)). 
  ● 
  Underwater villages: Home to 1d3 × 
  100 individuals. 
  ● 
  Guardians: Use trained sea creatures 
  or monsters to guard their homes. 
   
  MINOTAUR 
  Large, brutish, bull-headed men with a craving 
  for human flesh. Dwell in mazes and 
  labyrinths. 
   
  AC 6, HD 6 (27hp), Att [1 × gore (1d6), 1 × bite 
  (1d6)] or 1 × weapon (1d6 + 2 or by weapon + 
  2), THAC0 14, MV 120’ (40’), SV D10 W11 P12 
  B13 S14 (F6), ML 12, AL Chaotic, XP 275, NA 
  1d6 (1d8), TT C 
   
  ● 
  Weapons: Prefer axes, clubs, or 
  spears. 
  ● 
  Aggressive: Attack same size or 
  smaller creatures on sight. Pursue until 
  the victims are out of sight. 
   
  MULE 
  Stubborn horse/donkey cross-breeds used as 
  beasts of burden. (See Land Transportation, 
  page 32.) 
   
  AC 7, HD 2 (9hp), Att 1 × kick (1d4) or 1 × bite 
  (1d3), THAC0 18, MV 120’ (40’), SV D14 W15 
  P16 B17 S18 (NH), ML 8, AL Neutral, XP 20, NA 
  1d8 (2d6), TT None 
   
  ● 
  Tenacious: Can be taken underground, 
  if the GM allows it. 
  ● 
  Defensive: May attack if threatened, 
  but cannot be trained to attack on 
  command. 
  ● 
  Beast of burden: Carry up to 2,000 
  coins unencumbered; up to 4,000 at 
  half speed. 
   
  
  136 
   
  MUMMY 
  Undead humanoids wrapped in funerary 
  bandages. Haunt ruins and tombs. 
   
  AC 3, HD 5+1* (23hp), Att 1 × touch (1d12 + 
  disease), THAC0 14, MV 60’ (20’), SV D10 W11 
  P12 B13 S14 (F5), ML 12, AL Chaotic, XP 400, 
  NA 1d4 (1d12), TT D 
   
  ● 
  Paralyze with terror: Anyone seeing a 
  mummy must save vs paralysis or be 
  paralysed with terror. Paralysis is 
  broken if the mummy attacks or goes 
  out of sight. 
  ● 
  Disease: Anyone hit contracts a 
  horrible rotting disease. Magical 
  healing is ineffective; natural healing is 
  ten times slower. The disease can only 
  be removed by magic. 
  ● 
  Damage immunity: Only harmed by 
  fire or magic. All damage reduced by 
  half. 
  ● 
  Undead: Make no noise, until they 
  attack. Immune to effects that affect 
  living creatures (e.g. poison). Immune 
  to mind-affecting or mind-reading 
  spells (e.g. charm, hold, sleep). 
   
  NEANDERTHAL (CAVEMAN) 
  Squat, powerful, primitive demi-humans with 
  ape-like faces. Dwell in caverns and hunt cave 
  bears. Shy of contact with humans (with whom 
  they are related), but friendly with dwarves 
  and gnomes. 
   
  AC 8, HD 2 (9hp), Att 1 × weapon (2d4 or by 
  weapon + 1), THAC0 18, MV 120’ (40’), SV D12 
  W13 P14 B15 S16 (F2), ML 7, AL Lawful, XP 20, 
  NA 1d10 (1d4 × 10), TT C 
  ● 
  Weapons: Prefer stone axes, stone 
  hammers, clubs, or spears. 
  ● 
  Leaders: Two 6HD leaders (one male, 
  one female) live in the neanderthal 
  lair. They are 10’ tall and of a related 
  but distinct race. 
  ● 
  Racial animosity: Attack ogres on 
  sight. Hate goblins and kobolds. 
  ● 
  Pets: Sometimes keep white apes as 
  pets.  
   
  NIXIE 
  3’ tall sprites that appear as attractive women 
  with blueish, greenish, or greyish skin. Lair in 
  the deepest parts of rivers and lakes. 
   
  AC 7, HD 1 (4hp), Att 1 × weapon (1d4) or 1 × 
  group spell (charm), THAC0 19, MV 120’ (40’), 
  SV D12 W13 P13 B15 S15 (E1), ML 6, AL Neutral, 
  XP 10, NA 0 (2d20), TT B 
   
  ● 
  Shy: Will try to charm intruders, rather 
  than entering combat. 
  ● 
  Weapons: Daggers and small tridents 
  (as spears). 
  ● 
  Charm: 10 nixies together can cast a 
  charm to enchant a victim to serve 
  them for one year. Save versus spells 
  or be charmed: move towards the 
  nixies (resisting those that try to 
  prevent it); defend the nixies; obey the 
  nixies’ commands (if understood); 
  unable to cast spells or use magic 
  items; unable to harm the nixies. 
  Killing the nixies breaks the charm. 
  ● 
  Summon giant bass: Each nixie can 
  summon one fish to aid in combat. 
  ● 
  Bestow water breathing: Can cast 
  upon charmed slaves. Lasts for one 
  day, then must be refreshed. 
   
  
  137 
   
  NOBLE 
  Powerful humans with noble titles (e.g. Count, 
  Duke, Knight, etc.). Dwell in castles. 
   
  AC 2, HD 3 (13hp), Att 1 × weapon (1d8 or by 
  weapon), THAC0 17, MV 60’ (20’), SV D12 W13 
  P14 B15 S16 (F3), ML 8, AL Any, XP 35, NA 2d6 
  (2d6), TT V × 3 
   
  ● 
  Class: Usually treated as 3rd level 
  fighters, but may be of any class and 
  level. 
  ● 
  Squire and retainers: Accompanied by 
  a 2nd level fighter (a squire) and up to 
  ten 1st level fighters (retainers). 
   
  NOMAD 
  Superstitious tribes that wander steppes and 
  desert regions, living in tents or temporary 
  huts. Demeanour depends on the tribe: some 
  are warlike, others peaceful. 
   
  AC 7 to 4, HD 1 (4hp), Att 1 × weapon (1d6 or 
  by weapon), THAC0 19, MV 120’ (40’), SV D12 
  W13 P14 B15 S16 (F1), ML 8, AL Any, XP 10, NA 
  0 (1d4 × 10), TT A 
   
  ● 
  Mounted: On riding horses or (in the 
  desert) on camels. 
  ● 
  Arms (desert): 50% of group have: 
  leather armor, shield, lance; 30% have: 
  chainmail, shield, lance; 20% have: 
  leather armor, shortbow. 
  ● 
  Arms (steppes): 50% of group have: 
  leather armor, shortbow; 20% have: 
  leather armor, shield, lance; 20% have: 
  chainmail, shortbow; 10% have: 
  chainmail, shield, lance, and may be 
  mounted on a war horse. 
  ● 
  Leaders: For every 25 nomads, there is 
  a 2nd level fighter. For every 40 
  nomads, there is a 4th level fighter. 
  ● 
  Camps: Hunting / foraging groups 
  commonly combine and live in a tribe 
  of up to 300 nomad warriors. 
  ● 
  Camp leaders: Tribal chief (8th level 
  fighter), plus a 5th level fighter for 
  every 100 nomads. 50% chance of a 
  cleric (9th level); 25% chance of a 
  magic-user (8th level). 
  ● 
  Hoard: Only have treasure type A in 
  the camp. 
  ● 
  Traders: Often carry trade route tales 
  of faraway lands. 
   
  NORMAL HUMAN 
  Non-adventuring humans without a character 
  class. Artists, beggars, children, craftspeople, 
  farmers, fishermen, housewives, scholars, 
  slaves. 
   
  AC 9, HD ½ (2hp), Att 1 × weapon (1d6 or by 
  weapon), THAC0 20, MV 120’ (40’), SV D14 W15 
  P16 B17 S18 (NH), ML 6, AL Any, usually Lawful, 
  XP 5, NA 1d4 (1d20), TT U 
   
  ● 
  Gaining XP: Must select a character 
  class after gaining XP on an adventure. 
   
   
  
  138 
   
  OCHRE JELLY 
  Giant, ochre amoeboids. 
   
  AC 8, HD 5* (22hp), Att 1 × touch (2d6), THAC0 
  15, MV 30’ (10’), SV D12 W13 P14 B15 S16 (F3), 
  ML 12, AL Neutral, XP 300, NA 1 (0), TT None 
   
  ● 
  Immunity: Unharmed by all attacks 
  except cold or fire. 
  ● 
  Division: Lightning or attacks with 
  weapons cause the jelly to divide into 
  1d4+1 2HD jellies that do half damage. 
  ● 
  Acid: After a successful attack, sticks 
  to the victim and exudes acid. The acid 
  inflicts 2d6 damage per round to flesh 
  and destroys cloth, leather, or wood in 
  one round. (Stone and metal are 
  unaffected.) 
  ● 
  Seep: Can squeeze through small holes 
  and cracks. 
   
  Note: The description of the ochre jelly in the 
  original Basic rules is ambiguous on several 
  points. This presentation it an attempt to 
  resolve these ambiguities in a sensible and 
  consistent way, based on the mechanics used 
  for similar monsters, but other interpretations 
  of the original monster are possible. 
   
  OCTOPUS, GIANT 
  Giant, eight-armed cephalopods. Lurk in 
  coastal waters, close to settlements. 
   
  AC 7, HD 8 (36hp), Att 8 × tentacle (1d3 + 
  constriction), 1 × bite (1d6), THAC0 12, MV 90’ 
  (30’), SV D10 W11 P12 B13 S14 (F4), ML 7, AL 
  Neutral, XP 650, NA 0 (1d2), TT None 
   
  ● 
  Constriction: Tentacles grab and 
  constrict after a hit. Each constricting 
  tentacle inflicts: 1d3 automatic 
  damage per round, plus a -1 penalty to 
  attacks. 
  ● 
  Severing tentacles: Requires a hit with 
  a cutting weapon that does 6 or more 
  damage. 
  ● 
  Ink cloud: When escaping, can emit a 
  cloud of black ink (80’ diameter) and 
  jet away at 3 times normal speed. 
   
  OGRE 
  Frightful humanoids, 8-10’ tall, dressed in 
  animal hides. Often dwell in caves. 
   
  AC 5, HD 4+1 (19hp), Att 1 × club (1d10), 
  THAC0 15, MV 90’ (30’), SV D10 W11 P12 B13 
  S14 (F4), ML 10, AL Chaotic, XP 125, NA 1d6 
  (2d6), TT C + 1,000gp 
   
  ● 
  Sack: Outside of the lair, carry a sack 
  containing 1d6 × 100gp. 
  ● 
  Hate neanderthals: Attack on sight. 
   
  ORC 
  Ugly, bad-tempered, animalistic humanoids 
  that live underground and are active at night. 
  Sadistic bullies that hate other living creatures 
  and delight in killing. 
   
  AC 6, HD 1 (4hp), Att 1 × weapon (1d6 or by 
  weapon), THAC0 19, MV 120’ (40’), SV D12 W13 
  
  139 
   
  P14 B15 S16 (F1), ML 6 (8 with leader), AL 
  Chaotic, XP 10 (leader: 10, chieftain: 75), NA 
  2d4 (1d6 × 10), TT D 
   
  ● 
  Hate the sun: -1 to-hit in full daylight. 
  ● 
  Weapons: Prefer axes, clubs, spears, 
  or swords. Only leaders can use 
  mechanical weapons (e.g. crossbows, 
  catapults). 
  ● 
  Craven: Afraid of larger or stronger-
  looking creatures, though leaders may 
  force them to fight. 
  ● 
  Leader: Groups are led by an orc with 
  8 hit points. The leader gains a +1 
  bonus to damage rolls. Leaders have 
  defeated other orcs in combat to gain 
  their position. 
  ● 
  Orc chieftain: A 4HD (15hp) chieftain 
  rules an orc tribe. The chieftain gains a 
  +2 bonus to damage rolls. 
  ● 
  Giant companions: For every 20 orcs, 
  there is a 1-in-6 chance of an ogre 
  accompanying them. There is a 1-in-10 
  chance of a troll living in the lair. 
  ● 
  Tribal: Orcs of different tribes may 
  fight among themselves, unless their 
  leaders command them not to. Each 
  tribe has its own lair and has as many 
  females as males, and two whelps per 
  two adults. 
  ● 
  Mercenaries: Orcs may be hired to 
  fight in Chaotic armies (see 
  Mercenaries, page 41). They delight in 
  wanton killing and razing of 
  settlements. 
   
  OWL BEAR 
  Huge (8’ tall, 1,500 pounds), ill-tempered, 
  carnivorous bear-like creature with the face of 
  an owl. Owl bears are found in dense forests 
  and underground. 
   
  AC 5, HD 5 (22hp), Att 2 × claw (1d8), 1 × bite 
  (1d8), THAC0 15, MV 120’ (40’), SV D12 W13 
  P14 B15 S16 (F3), ML 9, AL Neutral, XP 175, NA 
  1d4 (1d4), TT C 
   
  ● 
  Bear hug: If a victim is hit by both 
  paws in the same round, the owl bear 
  hugs for an extra 2d8 automatic 
  damage. 
   
  PEGASUS 
  Semi-intelligent winged horses with wilful and 
  timid natures. 
   
  AC 6, HD 2+2 (11hp), Att 2 × hoof (1d6), THAC0 
  17, MV 240’ (80’) / 480’ (160’) flying, SV D12 
  W13 P14 B15 S16 (F2), ML 8, AL Lawful, XP 25, 
  NA 0 (1d12), TT None 
   
  ● 
  Hate hippogriffs: Natural enemies. 
  ● 
  Mount: Can carry a human-sized rider. 
  ● 
  Training: If captured when young, will 
  serve Lawful characters. 
   
  PIRATE 
  Sailors that make a living by raiding coastal 
  settlements, robbing other ships, and illegal 
  slaving. Typically ply the open seas. Renowned 
  for their ruthless and evil ways. 
   
  AC 7 or 5, HD 1 (4hp), Att 1 × weapon (1d6 or 
  by weapon), THAC0 19, MV 120’ (40’), SV D12 
  W13 P14 B15 S16 (F1), ML 7, AL Chaotic, XP 10, 
  NA 0 (see below), TT A 
   
  ● 
  Ships and crew: Depends where 
  encountered. Rivers or lakes: 1d8 river 
  boats (1d2 × 10 pirates each); coastal 
  waters: 1d6 small galleys (1d3+1 × 10 
  
  140 
   
  pirates each); any: 1d4 longships 
  (1d3+2 × 10 pirates each); ocean: 1d3 
  small warships (1d5+3 × 10 pirates 
  each). (See @@@: Classes and 
  Equipment for details on ships.) 
  ● 
  Arms: 50% of group have: leather 
  armor, sword; 35% have: leather armor, 
  sword, crossbow; 15% have: chainmail, 
  sword. 
  ● 
  Leaders: For every 30 pirates, there is 
  a 4th level fighter. For every 50 
  pirates, and for each ship, there is a 
  5th level fighter. For every 100 pirates, 
  and per fleet, there is an 8th level 
  fighter. 
  ● 
  Fleet commander: Fleets of 300 or 
  more pirates are led by a pirate lord 
  (11th level fighter). 75% chance of a 
  magic-user (level 1d2+8). 
  ● 
  Treacherous: Will attack other pirates, 
  if they can profit from it. 
  ● 
  Prisoners: 25% chance of 1d3 prisoners 
  to be ransomed. 
  ● 
  Treasure: Divided between vessels. 
  Instead of carrying with them, may 
  have a map to where it is buried. 
  ● 
  Havens: Lawless, fortified, coastal 
  towns may act as a haven for pirates. 
   
  PIXIE 
  1-2’ tall humanoids with insectoid wings. 
  Distant relatives of elves. 
   
  AC 3, HD 1* (4hp), Att 1 × dagger (1d4), THAC0 
  19, MV 90’ (30’) / 180’ (60’) flying, SV D12 W13 
  P13 B15 S15 (E1), ML 7, AL Neutral, XP 13, NA 
  2d4 (1d4 × 10), TT R + S 
  ● 
  Invisible: Naturally invisible, but may 
  choose to reveal themselves. May 
  remain invisible when attacking: cannot 
  be attacked in the first round; in 
  subsequent rounds, may be attacked at 
  -2 to hit (locatable by faint shadows 
  and air movement). 
  ● 
  Surprise: Always surprise, if invisible. 
  ● 
  Limited flight: Small wings only allow 
  3 turns of flight. Must rest 1 turn after 
  flying. 
  PTEROSAUR 
  Predatory, winged reptiles that live in warm 
  climes, hunting creatures on the ground by 
  gliding on air currents. Often found in Lost 
  World regions. 
   
  Pteranodon 
  Wingspan of up to 50’. Highly aggressive; often 
  prey on humanoids. 
   
  AC 6, HD 5 (22hp), Att 1 × bite (1d12), THAC0 
  15, MV 240’ (80’) flying, SV D12 W13 P14 B15 
  S16 (F3), ML 8, AL Neutral, XP 175, NA 0 (1d4), 
  TT V 
   
  Pterodactyl 
  8-10’ wingspan. Prey on small to medium 
  animals, but attack humanoids, if very hungry. 
   
  AC 7, HD 1 (4hp), Att 1 × bite (1d3), THAC0 19, 
  MV 180’ (60’) flying, SV D12 W13 P14 B15 S16 
  (F1), ML 7, AL Neutral, XP 10, NA 0 (2d4), TT 
  None 
   
  PURPLE WORM 
  Gigantic, slimy worms with bodies 100’ long 
  and 8-10’ thick. Bore tunnels through the earth 
  and come to the surface to eat other 
  creatures. 
   
  AC 6, HD 15* (67hp), Att 1 × bite (2d8), 1 × 
  sting (1d8 + poison), THAC0 9, MV 60’ (20’), SV 
  D8 W9 P10 B10 S12 (F8), ML 10, AL Neutral, XP 
  2,300, NA 1d2 (1d4), TT D 
   
  ● 
  Swallow whole: A bite attack roll of 
  20, or 4 or more than the target 
  number required, indicates that a 
  human-sized (or smaller) victim is 
  swallowed. Inside the worm’s belly: 
  suffer 3d6 damage per round (until the 
  worm dies); may attack with sharp 
  weapons at -4 to hit; body digested in 6 
  turns after death. 
  ● 
  Poison: Causes death (save vs poison). 
  
  141 
   
  ● 
  In restricted spaces: May not always 
  be able to bite and sting at once. 
   
  RAT 
  Multitudinous, disease-ridden rodents that eat 
  anything. Avoid contact with humans, but may 
  attack if defending their nest or if summoned 
  and commanded by magic (e.g. see wererat). 
   
  ● 
  Disease: Bite has a 1-in-20 chance of 
  infecting the target (save versus 
  poison). The disease has a 1-in-4 
  chance of being deadly (die in 1d6 
  days). Otherwise, the victim is sick and 
  bedridden for one month. 
  ● 
  Afraid of fire: Will flee fire, unless 
  forced to fight by summoner. 
  ● 
  Attacking in water: May attack 
  without penalty; excellent swimmers. 
   
  Giant Rat 
  3’ long (or larger), with black or grey fur. 
  Often live in dark, dungeon areas and close to 
  undead monsters. 
   
  AC 7, HD ½ (2hp), Att 1 × bite (1d3 + disease), 
  THAC0 19, MV 120’ (40’) / 60’ (20’) swimming, 
  SV D12 W13 P14 B15 S16 (F1), ML 8, AL Neutral, 
  XP 5, NA 3d6 (3d10), TT C 
   
  Normal Rat 
  Swarming packs of 6” to 2’ long individuals, 
  with brown or grey fur. 
   
  AC 9, HD 1hp, Att 1 × bite per pack (1d6 + 
  disease), THAC0 19, MV 60’ (20’) / 30’ (10’) 
  swimming, SV D14 W15 P16 B17 S18 (NH), ML 5, 
  AL Neutral, XP 5, NA 5d10 (2d10), TT L 
   
  ● 
  Pack: Each group of 5-10 rats attacks 
  as a pack. Each pack makes a single 
  attack roll against one creature. 
  ● 
  Engulf: The creature attacked must 
  save vs death or fall prone, unable to 
  attack until able to stand up again. 
   
  RHAGODESSA 
  Huge, hairy, nocturnal arachnid carnivores 
  with large heads and mandibles and 10 legs. 
  Yellow head and abdomen, dark brown thorax. 
  Dwell in caves, hunt voraciously. 
   
  AC 5, HD 4+2 (20hp), Att 1 × sucker (grab), 1 × 
  bite (2d8), THAC0 15, MV 150’ (50’), SV D12 
  W13 P14 B15 S16 (F2), ML 9, AL Neutral, XP 
  125, NA 1d4 (1d6), TT U 
   
  ● 
  Suckers: Front legs equipped with 
  suckers for grabbing prey. 
  ● 
  Grab: When hit with a sucker, the 
  victim is stuck and is bitten 
  automatically next round. 
  ● 
  Cling: Can walk on walls. 
   
  RHINOCEROS 
  Armored, herbivorous mammals of low 
  intelligence. 
   
  ● 
  Charge: If disturbed or threatened, 
  they charge in a random direction. 
  Requires a clear run of at least 20 
  yards. Make a horn attack on all in the 
  path: inflicts double damage. 
  ● 
  Trample: 3-in-4 chance of trampling 
  each round. +4 to-hit human-sized or 
  smaller creatures. 
   
  Normal Rhinoceros 
  AC 5, HD 6 (27hp), Att 1 × horn (2d4) or 1 × 
  trample (2d8), THAC0 14, MV 120’ (40’), SV D12 
  W13 P14 B15 S16 (F3), ML 6, AL Neutral, XP 
  275, NA 0 (1d12), TT None 
   
  Woolly Rhinoceros 
  Giant rhinoceroses adapted for cold climates: 
  their bodies covered with shaggy, white fur. 
  Live in herds, in cold Lost World areas. 
   
  AC 4, HD 8 (36hp), Att 1 × horn (2d6) or 1 × 
  trample (2d12), THAC0 12, MV 120’ (40’), SV 
  D10 W11 P12 B13 S14 (F4), ML 6, AL Neutral, XP 
  650, NA 0 (1d8), TT None 
  
  142 
   
  ROBBER FLY 
  3’ long, carnivorous flies with yellow and black 
  stripes. Look similar to killer bees that they 
  hunt. Sometimes also attack humans. 
   
  AC 6, HD 2 (9hp), Att 1 × bite (1d8), THAC0 18, 
  MV 90’ (30’) / 180’ (60’) flying, SV D12 W13 P14 
  B15 S16 (F1), ML 8, AL Neutral, XP 20, NA 1d6 
  (2d6), TT U 
   
  ● 
  Surprise: Hunt patiently. Surprise on a 
  1-4, when waiting in shadows for prey. 
  ● 
  Poison immunity: Unharmed by killer 
  bees’ poison. 
  ● 
  Leap: Can leap up to 30’ and attack. 
   
  ROC 
  Gigantic birds of prey that nest in the highest 
  peaks of isolated mountain ranges. Will attack 
  intruders, if approached carelessly. 
   
  ● 
  Alignment reaction: -1 to reaction 
  rolls vs Neutral characters; -2 vs 
  Chaotic characters. 
  ● 
  Swoop: Can dive onto victims visible 
  from above. If the victim is surprised, 
  the attack inflicts double damage. On 
  an attack roll of 18 or more, the victim 
  can be carried away (if of appropriate 
  size). 
  ● 
  Eggs: 1d6 eggs or chicks in 50% of 
  nests. 
  ● 
  Trainable: Can be trained, if captured 
  when young. 
   
  Giant Roc 
  AC 0, HD 36 (162hp), Att 2 × claw (3d6), 1 × 
  bite (8d6), THAC0 5, MV 60’ (20’) / 480’ (160’) 
  flying, SV D2 W3 P4 B3 S6 (F18), ML 10 (12 in 
  lair), AL Lawful, XP 6,250, NA 0 (1), TT I 
   
  Large Roc 
  AC 2, HD 12 (54hp), Att 2 × claw (1d8), 1 × bite 
  (2d10), THAC0 10, MV 60’ (20’) / 480’ (160’) 
  flying, SV D10 W11 P12 B13 S14 (F6), ML 9 (12 
  in lair), AL Lawful, XP 1,100, NA 0 (1d8), TT I 
   
  Small Roc 
  AC 4, HD 6 (27hp), Att 2 × claw (1d4+1), 1 × 
  bite (2d6), THAC0 14, MV 60’ (20’) / 480’ (160’) 
  flying, SV D12 W13 P14 B15 S16 (F3), ML 8 (12 
  in lair), AL Lawful, XP 275, NA 0 (1d12), TT I 
   
  ROCK BABOON 
  Large, ferocious, semi-intelligent baboons that 
  live in packs led by a powerful male. 
  Communicate with screams. Omnivorous, but 
  prefer flesh. 
   
  AC 6, HD 2 (9hp), Att 1 × club (1d6), 1 × bite 
  (1d3), THAC0 18, MV 120’ (40’), SV D12 W13 
  P14 B15 S16 (F2), ML 8, AL Neutral, XP 20, NA 
  2d6 (5d6), TT U 
   
  ● 
  Weapons: Wield bones or branches as 
  clubs. (Do not use other tools.) 
   
  RUST MONSTER 
  Magical, armadillo-like creatures with long 
  tails and two long, antennae-like feelers. Feed 
  on rusted metal. 
   
  AC 2, HD 5 (22hp), Att 1 × feeler (rusting), 
  THAC0 15, MV 120’ (40’), SV D12 W13 P14 B15 
  S16 (F3), ML 7, AL Neutral, XP 175, NA 1d4 
  (1d4), TT None 
   
  ● 
  Rusting: Metal that touches a rust 
  monster (e.g. weapons that hit it, or 
  armor struck by a feeler) crumbles 
  instantly to rust. Magic items have a 
  10% chance per “plus”, to be 
  unaffected on each successful hit. Each 
  time a magic item is affected, it loses 
  one “plus”. 
  ● 
  Mundane damage immunity: Can only 
  be harmed by magical attacks. 
  ● 
  Smell metal: Attracted by the scent. 
  
  143 
   
   
  SALAMANDER 
  Giant, magical reptiles with an affinity for 
  extreme heat or cold. 
   
  Flame Salamander 
  12’-16’ long, intelligent serpents with lizard-
  like heads and legs. Bright orange/yellow/red 
  scales. Natives of the plane of elemental fire, 
  but also live in volcanoes and scorching 
  deserts. 
   
  AC 2, HD 8* (36hp), Att 2 × claw (1d4), 1 × bite 
  (1d8), 1 × heat aura (1d8), THAC0 12, MV 120’ 
  (40’), SV D8 W9 P10 B10 S12 (F8), ML 8, AL 
  Neutral, XP 1,200, NA 1d4+1 (2d4), TT F 
   
  ● 
  Heat aura: All creatures within 20’ 
  suffer 1d8 damage per round. 
  ● 
  Mundane damage immunity: Can only 
  be harmed by magical attacks. 
  ● 
  Fire immunity: Unharmed by fire. 
  ● 
  Hate frost salamanders: Will attack 
  on sight. 
   
  Frost Salamander 
  Giant, 6-legged lizards with blue/white scales. 
  Dwell in icy, wilderness regions. 
   
  AC 3, HD 12* (54hp), Att 4 × claw (1d6), 1 × 
  bite (2d6), 1 × cold aura (1d8), THAC0 10, MV 
  120’ (40’), SV D6 W7 P8 B8 S10 (F12), ML 9, AL 
  Chaotic, XP 1,900, NA 1d3 (1d3), TT E 
   
  ● 
  Cold aura: All creatures within 20’ 
  suffer 1d8 damage per round. 
  ● 
  Mundane damage immunity: Can only 
  be harmed by magical attacks. 
  ● 
  Cold immunity: Unharmed by cold-
  based attacks. 
  ● 
  Hate flame salamanders: Will attack 
  on sight. 
   
  SCORPION, GIANT 
  Huge arachnids, as big as a small horse, with 
  pincers and deadly stingers. Dwell in caverns, 
  ruins, and deserts. 
   
  AC 2, HD 4* (18hp), Att 2 × claw (1d10), 1 × 
  sting (1d4 + poison), THAC0 16, MV 150’ (50’), 
  SV D12 W13 P14 B15 S16 (F2), ML 11, AL 
  Chaotic, XP 125, NA 1d6 (1d6), TT V 
   
  ● 
  Aggressive: Normally attack on sight. 
  ● 
  Poison: Causes death (save vs poison). 
  ● 
  Grab and sting: +2 bonus to sting 
  attack, if a claw hits. 
   
  SEA SERPENT (LESSER) 
  20’-30’ long, serpent-like sea monsters with 
  rows of many fins. 
   
  AC 5, HD 6 (27hp), Att 1 × bite (2d6) or 1 × 
  squeeze (1d10 hull damage), THAC0 14, MV 
  150’ (50’), SV D12 W13 P14 B15 S16 (F3), ML 8, 
  AL Neutral, XP 275, NA 0 (2d6), TT None 
   
  ● 
  Lunge: Up to 20’ out of water to use 
  bite attack. 
  ● 
  Squeeze: Coil around and crush a 
  vessel (of equal size or smaller). 
   
  SHADOW 
  Intelligent, incorporeal (but not undead) 
  monsters that look like shadows. Able to 
  slightly change their shape. 
   
  AC 7, HD 2+2* (11hp), Att 1 × touch (1d4 + 
  strength drain), THAC0 17, MV 90’ (30’), SV D12 
  
  144 
   
  W13 P14 B15 S16 (F2), ML 12, AL Chaotic, XP 
  35, NA 1d8 (1d12), TT F 
   
  ● 
  Surprise: On a 1-5. 
  ● 
  Strength drain: Victims lose 1 STR per 
  hit. Recovers after 8 turns. If reduced 
  to 0 STR, the victim becomes a shadow. 
  ● 
  Mundane damage immunity: Can only 
  be harmed by magical attacks. 
  ● 
  Spell immunity: Unaffected by charm 
  and sleep spells. 
   
  SHARK 
  Aggressive, predatory fish of low intelligence 
  and unpredictable behavior. Live in saltwater. 
   
  ● 
  Blood scent: Can detect blood in water 
  up to 300’ away. 
  ● 
  Feeding frenzy: Triggered by the scent 
  of blood: always attack; no morale 
  checks. 
   
  Bull Shark 
  8’ long; brown coloration. Attack by ramming, 
  then biting the stunned prey. 
   
  AC 4, HD 2 (9hp), Att 1 × bite (2d4) or 1 × ram 
  (stun), THAC0 18, MV 180’ (60’), SV D12 W13 
  P14 B15 S16 (F1), ML 7, AL Neutral, XP 20, NA 0 
  (3d6), TT None 
   
  ● 
  Ram: Stunned for 3 rounds (save vs 
  paralysis). 
   
  Note: The original rules state that bull sharks 
  use a ram attack to stun prey, but do not give 
  mechanics for it. The rule here is derived from 
  a later edition. 
   
  Great White Shark 
  30’ long (or bigger!); grey coloration with 
  white belly. Sometimes attack small boats. 
   
  AC 4, HD 8 (36hp), Att 1 × bite (2d10), THAC0 
  12, MV 180’ (60’), SV D10 W11 P12 B13 S14 
  (F4), ML 7, AL Neutral, XP 650, NA 0 (1d4), TT 
  None 
   
  Mako Shark 
  15’ long; bluish-grey or tan coloration. 
   
  AC 4, HD 4 (18hp), Att 1 × bite (2d6), THAC0 
  16, MV 180’ (60’), SV D12 W13 P14 B15 S16 
  (F2), ML 7, AL Neutral, XP 75, NA 0 (2d6), TT 
  None 
   
  ● 
  Unpredictable: May ignore other 
  creatures, only to attack moments 
  later. 
   
  SHREW, GIANT 
  Brown-furred, mole-like, insectivores with long 
  snouts. Dwell underground; skilled burrowers. 
   
  AC 4, HD 1 (4hp), Att 2 × bite (1d6), THAC0 19, 
  MV 180’ (60’), SV D12 W13 P14 B15 S16 (F1), ML 
  10, AL Neutral, XP 10, NA 1d4 (1d8), TT None 
   
  ● 
  Initiative: Always gain initiative on 
  first attack. +1 to initiative on second 
  attack. 
  ● 
  Ferocity: Attack targets’ heads. 
  Targets with 3 HD or less must save vs 
  death or flee. 
  ● 
  Climbing: Skilled climbers; can jump 
  up to 5’. 
  ● 
  Territorial: Ferociously defend their 
  hunting area from all intruders. 
  ● 
  Echolocation: Perceive their 
  surroundings up to 60’. Unaffected by 
  lack of light. If unable to hear (e.g. 
  silence, 15’ radius): AC reduced to 8, -4 
  penalty to attacks. 
   
  SHRIEKER 
  Giant, subterranean mushrooms that can creep 
  around slowly. 
   
  AC 7, HD 3 (13hp), Att None, THAC0 17, MV 9’ 
  (3’), SV D12 W13 P14 B15 S16 (F1), ML 12, AL 
  Neutral, XP 35, NA 1d8 (0), TT None 
   
  ● 
  Shriek: Triggered by light (up to 60’ 
  away) or movement (up to 30’ away). 
  
  145 
   
  Shriek lasts for 1d3 rounds. Each round 
  of the shriek, there is a 50% chance of 
  a wandering monster being attracted 
  (arriving in 2d6 rounds). 
   
  SKELETON 
  Skeletal remains of 
  humanoids, reanimated as 
  guardians by powerful magic-
  users or clerics. Often 
  encountered in cemeteries, 
  crypts, or other forlorn 
  places. 
   
  AC 7, HD 1 (4hp), Att 1 × 
  weapon (1d6 or by weapon), 
  THAC0 19, MV 60’ (20’), SV 
  D12 W13 P14 B15 S16 (F1), ML 
  12, AL Chaotic, XP 10, NA 3d4 
  (3d10), TT None 
   
  ● 
  Undead: Make no 
  noise, until they 
  attack. Immune to 
  effects that affect 
  living creatures (e.g. 
  poison). Immune to 
  mind-affecting or 
  mind-reading spells 
  (e.g. charm, hold, 
  sleep). 
   
  SNAKE 
  Dwell in all but the most 
  extreme climes. Will usually 
  only attack if cornered or 
  surprised. 
   
  Giant Rattler 
  10’ long snakes with brown and white diamond 
  patterns on their scales, and a rattle of rasping 
  scales on their tails. 
   
  AC 5, HD 4* (18hp), Att 2 × bite (1d4 + poison), 
  THAC0 16, MV 120’ (40’), SV D12 W13 P14 B15 
  S16 (F2), ML 8, AL Neutral, XP 125, NA 1d4 
  (1d4), TT U 
   
  ● 
  Rattle: Shaken to warn off creatures 
  the snake does not wish to attack. 
  ● 
  Poison: Causes death in 1d6 turns (save 
  vs poison). 
  ● 
  Speed: Attack twice per round. Second 
  attack at the end of each round. 
   
  Pit Viper 
  5’ long snakes with grey/green 
  scales. 
   
  AC 6, HD 2* (9hp), Att 1 × bite 
  (1d4 + poison), THAC0 18, MV 90’ 
  (30’), SV D12 W13 P14 B15 S16 
  (F1), ML 7, AL Neutral, XP 25, NA 
  1d8 (1d8), TT None 
   
  ● 
  Infravision: 60’. (Pits in 
  the head allow heat sense.) 
  ● 
  Initiative: Always gains 
  initiative (no roll), due to special 
  senses. 
  ● 
  Poison: Causes death 
  (save vs poison). 
   
  Rock Python 
  20’ long snakes with spiralling 
  brown and yellow patterns on 
  their scales. 
   
  AC 6, HD 5* (22hp), Att 1 × bite 
  (1d4 + constriction), THAC0 15, MV 
  90’ (30’), SV D12 W13 P14 B15 S16 
  (F3), ML 8, AL Neutral, XP 300, NA 
  1d3 (1d3), TT U 
   
  ● 
  Constriction: When a bite attack is 
  successful, the python wraps around 
  the victim and begins to squeeze, 
  inflicting 2d4 automatic damage 
  immediately and on each subsequent 
  round. 
   
   
  
  146 
   
  Sea Snake 
  6’ long snakes that live underwater, coming up 
  for breath only once per hour. Will prey on 
  humans. 
   
  AC 6, HD 3* (13hp), Att 1 × bite (1hp + poison), 
  THAC0 17, MV 90’ (30’), SV D12 W13 P14 B15 
  S16 (F2), ML 7, AL Neutral, XP 50, NA 1d8 
  (1d8), TT None 
   
  ● 
  Pinprick bite: 50% chance of going 
  unnoticed. 
  ● 
  Poison: Save vs poison to avoid. Slow 
  acting: effects felt after 1d4+2 turns. 
  At this point, the neutralize poison 
  spell has a 25% chance of being 
  ineffectual. 
  ● 
  Larger individuals: With higher HD 
  may be used, if the GM wishes. These 
  snakes are 6’ long for every 3 HD. 
   
  Note: The original rules do not specify the 
  effects of sea snakes’ poison. It is assumed to 
  cause death shortly after the indicated delay. 
   
  Spitting Cobra 
  3’ long snakes with grey/white scales. Prefer 
  to attack from a distance with their spit. 
   
  AC 7, HD 1* (4hp), Att 1 × spit (blindness) or 1 × 
  bite (1d3 + poison), THAC0 19, MV 90’ (30’), SV 
  D12 W13 P14 B15 S16 (F1), ML 7, AL Neutral, XP 
  13, NA 1d6 (1d6), TT None 
   
  ● 
  Blinding spit: Range: 6’. A hit causes 
  permanent blindness (save vs poison). 
  ● 
  Poison: Causes death in 1d10 turns 
  (save vs poison). 
   
  SPECTRE 
  Incorporeal phantoms; one of the most 
  powerful undead monsters. 
   
  AC 2, HD 6** (27hp), Att 1 × touch (1d8 + 
  energy drain), THAC0 14, MV 150’ (50’) / 300’ 
  (100’) flying, SV D10 W11 P12 B13 S14 (F6), ML 
  11, AL Chaotic, XP 725, NA 1d4 (1d8), TT E 
   
  ● 
  Undead: Make no noise, until they 
  attack. Immune to effects that affect 
  living creatures (e.g. poison). Immune 
  to mind-affecting or mind-reading 
  spells (e.g. charm, hold, sleep). 
  ● 
  Mundane damage immunity: Can only 
  be harmed by magical attacks. 
  ● 
  Energy drain: A successfully hit target 
  permanently loses two experience 
  levels (or Hit Dice). This incurs a loss of 
  two Hit Dice of hit points, as well as all 
  other benefits due to the drained levels 
  (e.g. spells, saving throws, etc.). A 
  character’s XP is reduced to the lowest 
  amount for the new level. A person 
  drained of all levels becomes a spectre 
  next night, under the control of the 
  spectre that killed him or her. 
   
  SPIDER, GIANT 
   
  Black Widow 
  6’ long, black spiders with a red hourglass 
  pattern on their abdomens. Dwell in web-filled 
  lairs and sometimes prey on humans. 
   
  AC 6, HD 3* (13hp), Att 1 × bite (2d6 + poison), 
  THAC0 17, MV 60’ (20’) / 120’ (40’) in webs, SV 
  D12 W13 P14 B15 S16 (F2), ML 8, AL Neutral, XP 
  50, NA 1d3 (1d3), TT U 
   
  ● 
  Poison: Causes death in 1 turn (save vs 
  poison). 
  ● 
  Webs: Creatures caught in webs 
  become entangled and unable to move. 
  Breaking free depends on Strength: 2d4 
  turns for strength in the normal human 
  range; 4 rounds for strength above 18; 
  2 rounds for creatures with giant 
  strength. The webs can be destroyed by 
  fire in two rounds. All creatures in a 
  flaming web suffer 1d6 points of 
  damage. 
   
   
  
  147 
   
  Crab Spider 
  5’ long hunting spiders that can change their 
  color to match their surroundings. 
   
  AC 7, HD 2* (9hp), Att 1 × bite (1d8 + poison), 
  THAC0 18, MV 120’ (40’), SV D12 W13 P14 B15 
  S16 (F1), ML 7, AL Neutral, XP 25, NA 1d4 
  (1d4), TT U 
   
  ● 
  Ambush: Attack by dropping on victims 
  from above. 
  ● 
  Surprise: On a 1-4, due to camouflage. 
  ● 
  Cling: Can walk on walls and ceilings. 
  ● 
  Poison: Causes death in 1d4 turns (save 
  vs poison with a +2 bonus). 
   
  Tarantella 
  7’ long, hairy hunting spiders that resemble 
  tarantulas. Magical in nature. 
   
  AC 5, HD 4* (18hp), Att 1 × bite (1d8 + poison), 
  THAC0 16, MV 120’ (40’), SV D12 W13 P14 B15 
  S16 (F2), ML 8, AL Neutral, XP 125, NA 1d3 
  (1d3), TT U 
   
  ● 
  Poison: Save vs poison or dance for 
  2d6 turns (suffering from painful, 
  jerking spasms that resemble a 
  macabre dance). 
  ● 
  Onlookers: Viewers of one affected by 
  the poison must save vs spells or begin 
  dancing in the same fashion, for as long 
  as the poisoned victim. 
  ● 
  Dancing: Those affected suffer a -4 
  penalty to attack rolls and AC. After 5 
  turns of dancing, they become 
  exhausted: fall to the ground, helpless. 
   
  SPRITE 
  1’ tall, winged humanoids, related to pixies 
  and elves. They are shy, but driven by curiosity 
  and their odd sense of humor. 
   
  AC 5, HD ½* (2hp), Att 1 × spell (curse), THAC0 
  19, MV 60’ (20’) / 180’ (60’) flying, SV D12 W13 
  P13 B15 S15 (E1), ML 7, AL Neutral, XP 6, NA 
  3d6 (5d8), TT S 
   
  ● 
  Curse: Five sprites can collectively 
  curse a target (no attack roll; save vs 
  spells). The effect is determined by the 
  GM, but is always used for comical 
  effect (e.g. target trips, target’s nose 
  grows). 
  ● 
  Pranksters: Even if attacked, sprites 
  have no interest in killing, merely in 
  making practical jokes. 
   
  SQUID, GIANT 
  Giant, ten-armed cephalopods. Two of the ten 
  arms are larger, and may be used to attack 
  ships. Dwell in the depths of the sea, only 
  surface to find prey. 
   
  AC 7, HD 6 (27hp), Att 8 × small tentacle (1d4 + 
  constriction), 2 × large tentacle (1d4 + 
  constriction or 1d10 hull damage), 1 × beak 
  (1d10 or 2 hull damage), THAC0 14, MV 120’ 
  (40’), SV D12 W13 P14 B15 S16 (F3), ML 7, AL 
  Neutral, XP 275, NA 0 (1d4), TT V 
   
  ● 
  Crush boats: 25% likely to wrap the 2 
  large tentacles around a boat, doing 
  1d10 hull damage per tentacle. When 
  the large tentacles are grappling a 
  boat, in subsequent rounds, the beak 
  inflicts 2 points of hull damage 
  automatically. 
  
  148 
   
  ● 
  Grab crew: 75% likely to grab crew 
  from the deck and drag them 
  underwater to be eaten. 
  ● 
  Constriction: Tentacles grab and 
  constrict after a hit. 1d4 automatic 
  damage per round. 
  ● 
  Severing tentacles: Requires a hit that 
  does 6 or more damage (8 small 
  tentacles) or 10 or more (2 large 
  tentacles). 
  ● 
  Ink cloud: When escaping, can emit a 
  cloud of black ink (60’ diameter) and 
  jet away at 3 times normal speed. 
  Maximum twice a day. 
  ● 
  Gargantuan specimens: Two or three 
  times larger can be encountered. 
   
  STEGOSAURUS 
  Stocky, herbivorous dinosaurs with a ridge of 
  plates along their backs, and a tail studded 
  with spikes (used to deter attackers). Dwell in 
  sub-tropical Lost World environments. 
   
  AC 3, HD 11 (49hp), Att 1 × tail (2d8) or 1 × 
  trample (2d8), THAC0 11, MV 60’ (20’), SV D10 
  W11 P12 B13 S14 (F6), ML 7, AL Neutral, XP 
  1,100, NA 0 (1d4), TT None 
   
  ● 
  Trample: 3-in-4 chance of trampling 
  each round. +4 to-hit human-sized or 
  smaller creatures. 
   
  STIRGE 
  Feathered, bird-like creatures with long, sharp 
  beaks. 
   
  AC 7, HD 1* (4hp), Att 1 × beak (1d3 + blood 
  sucking), THAC0 19, MV 30’ (10’) / 180’ (60’) 
  flying, SV D12 W13 P14 B15 S16 (F2), ML 9, AL 
  Neutral, XP 13, NA 1d10 (3d12), TT L 
   
  ● 
  Dive attack: First attack at an 
  opponent is at +2 to hit. 
  ● 
  Blood sucking: Upon a successful 
  attack, attaches to the victim and 
  drains its blood: 1d3 automatic damage 
  per round. 
  ● 
  Detaching: If stirge or victim dies. 
   
  THOUL 
  Magical monstrosities that look like hobgoblins 
  (except on close inspection), but combine the 
  powers of ghouls and trolls. Sometimes live 
  among hobgoblins. 
   
  AC 6, HD 3** (13hp), Att 2 × claw (1d3 + 
  paralysis) or 1 × weapon (1d6 or by weapon), 
  THAC0 17, MV 120’ (40’), SV D12 W13 P14 B15 
  S16 (F3), ML 10, AL Chaotic, XP 65, NA 1d6 
  (1d10), TT C 
   
  ● 
  Paralysis: Successful attacks cause 
  paralysis for 2d4 turns (save vs 
  paralysis negates). Elves and creatures 
  larger than ogres are unaffected. After 
  paralyzing a target, thouls attack 
  others. 
  ● 
  Regeneration: A damaged thoul gains 1 
  hit point at the start of each round, as 
  long as it is alive. 
   
  
  149 
   
  TITANOTHERE 
  Giant (12’ at the shoulder), ancient relatives 
  of the rhinoceros, with massive, blunt horns. 
  Eat grass and tree leaves. Dwell in small herds 
  in Lost World grasslands. 
   
  AC 5, HD 12 (54hp), Att 1 × butt (2d6) or 1 × 
  trample (3d8), THAC0 10, MV 120’ (40’), SV D10 
  W11 P12 B13 S14 (F6), ML 7, AL Neutral, XP 
  1,100, NA 0 (1d6), TT None 
   
  ● 
  Peaceful grazers: Will not attack if 
  left alone. 
  ● 
  Trample: 3-in-4 chance of trampling 
  each round. +4 to-hit human-sized or 
  smaller creatures. 
   
  TOAD, GIANT 
  Warty amphibians with long, sticky tongues. As 
  large as a great hound, weighing 150 to 250 
  pounds. 
   
  AC 7, HD 2+2 (11hp), Att 1 × bite (1d4+1), 
  THAC0 17, MV 90’ (30’), SV D12 W13 P14 B15 
  S16 (F1), ML 6, AL Neutral, XP 25, NA 1d4 
  (1d4), TT None 
   
  ● 
  Surprise: On a 1-3, in forests or dark 
  dungeons, due to the ability to change 
  color to match their surroundings. 
  ● 
  Sticky tongue: Attack up to 15’ away. 
  On a hit, prey (up to dwarf size) is 
  dragged to the mouth and bitten. 
  ● 
  Swallow whole: An attack roll of 20 
  indicates a small victim is swallowed. 
  Inside the toad’s belly: suffer 1d6 
  damage per round (until the toad dies); 
  may attack with sharp weapons at -4 to 
  hit; body digested in 6 turns after 
  death. 
   
  TRADER 
  1st level fighters that live by trading in 
  borderland areas. 
   
  AC 6, HD 1 (4hp), Att 1 × weapon (1d6 or by 
  weapon), THAC0 19, MV 120’ (40’), SV D12 W13 
  P14 B15 S16 (F1), ML 7, AL Any, XP 10, NA 1d8 
  (3d6), TT U + V 
   
  ● 
  Arms: Usually carry: hand-axe, sword, 
  shield, furs (equivalent to leather 
  armor). 
  ● 
  Mules: In the wilderness, have 1d4 
  mules loaded with trade goods (e.g. 
  carved wooden items, furs, spices). 
   
  TREANT 
  Giant (18’ tall) humanoids that look like trees. 
  Dwell in forests. Are concerned only with 
  protecting the plants of their home. Speak 
  their own long-winded and circuitous language. 
   
  AC 2, HD 8 (36hp), Att 2 × fist (2d6), THAC0 12, 
  MV 60’ (20’), SV D8 W9 P10 B10 S12 (F8), ML 9, 
  AL Lawful, XP 650, NA 0 (1d8), TT C 
   
  ● 
  Distrust fire: And those who wield it. 
  ● 
  Surprise: On a 1-3, in a forest, due to 
  being mistaken for a tree. Encounter 
  occurs at 30 yards or less. 
  ● 
  Animate trees: Each individual can 
  animate 2 trees (within 60’; may switch 
  trees at will). These fight as treants 
  with movement rate 30’ (10’). 
   
  TRICERATOPS 
  Massive (12’ to the shoulder, almost 40’ long), 
  aggressive, herbivorous dinosaurs with a 
  protective crest behind the head, and three 
  long horns. Dwell in Lost World grasslands. 
   
  AC 2, HD 11 (49hp), Att 1 × gore (3d6) or 1 × 
  trample (3d6), THAC0 11, MV 90’ (30’), SV D10 
  W11 P12 B13 S14 (F6), ML 8, AL Neutral, XP 
  1,100, NA 0 (1d4), TT None 
   
  ● 
  Aggressive: Normally attack on sight. 
  ● 
  Charge: In first round of combat, when 
  not in melee. Requires a clear run of at 
  least 20 yards. Horns inflict double 
  damage. 
  
  150 
   
  ● 
  Trample: 3-in-4 chance of trampling 
  each round. +4 to-hit human-sized or 
  smaller creatures. 
   
  TROGLODYTE 
  Intelligent, reptilian humanoids with agile 
  hands, long legs, short tails, and spiky combs 
  on their heads and arms. 
   
  AC 5, HD 2* (9hp), Att 2 × claw (1d4), 1 × bite 
  (1d4), THAC0 18, MV 120’ (40’), SV D12 W13 
  P14 B15 S16 (F2), ML 9, AL Chaotic, XP 25, NA 
  1d8 (5d8), TT A 
   
  ● 
  Hateful: Attempt to kill any creatures 
  they encounter. 
  ● 
  Surprise: On a 1-4, due to the ability 
  to change color to match their 
  surroundings. Lurk by rock walls and 
  await victims. 
  ● 
  Nauseating stench: Oils on the skin 
  have a smell that sickens humans and 
  demi-humans: save vs poison or suffer 
  -2 to hit, while in melee with 
  troglodytes. 
   
  TROLL 
  Intelligent, wicked, 8’ tall humanoids with 
  emaciated, rubbery bodies. Consume the flesh 
  of other humanoids. Dwell underground, in 
  barren wilderness, and in the ruined homes of 
  former victims. 
   
  AC 4, HD 6+3* (30hp), Att 2 × talon (1d6), 1 × 
  bite (1d10), THAC0 13, MV 120’ (40’), SV D10 
  W11 P12  B13 S14 (F6), ML 10 (8 fear of fire), 
  AL Chaotic, XP 650, NA 1d8 (1d8), TT D 
   
  ● 
  Regeneration: 3 rounds after being 
  damaged, start regaining 3hp per 
  round. Severed limbs reattach. 
  ● 
  Return from death: If killed (0hp), 
  they regenerate and fight again in 2d6 
  rounds. 
  ● 
  Fire and acid: Cannot regenerate 
  damage from these sources. The only 
  way to permanently kill a troll. 
  ● 
  Fear of fire: Morale 8 when attacked 
  with fire or acid. 
   
  TYRANNOSAURUS REX 
  Great (over 20’ tall), two-legged, predatory 
  dinosaurs with huge jaws. Hunt human-sized or 
  larger prey. Dwell in Lost World regions. 
   
  AC 3, HD 20 (90hp), Att 1 × bite (6d6), THAC0 
  6, MV 120’ (40’), SV D6 W7 P8 B8 S10 (F10), ML 
  11, AL Neutral, XP 2,000, NA 0 (1), TT V × 3 
   
  ● 
  Large prey: Attack largest target first. 
   
  UNICORN 
  Fantastic creatures that appear as elegant 
  horses with a long horn. Unicorns are timid, 
  but proud and wilful. 
   
  AC 2, HD 4* (18hp), Att 2 × hoof (1d8), 1 × horn 
  (1d8), THAC0 16, MV 240’ (80’), SV D8 W9 P10 
  B10 S12 (F8), ML 7, AL Lawful, XP 125, NA 1d6 
  (1d8), TT None 
   
  ● 
  Empathy with maidens: A pure-
  hearted maiden can communicate with 
  and ride a unicorn. 
  ● 
  Teleport: Once per day, up to 360’ 
  (including rider). 
  
  151 
   
  VAMPIRE 
  Greatly feared undead monsters that live by 
  drinking the blood of mortals. Dwell in ruins, 
  tombs, and deserted locales. 
   
  AC 2, HD 7 to 9** (31/36/40hp) Att 1 × touch 
  (1d10 + energy drain) or 1 × gaze (charm), 
  THAC0 13/12/12, MV 120’ (40’), SV D8 W9 P10 
  B10 S12 (F7 to 9), ML 11, AL Chaotic, XP 
  1,250/1,750/2,300, NA 1d4 (1d6), TT F 
   
  ● 
  Undead: Make no noise, until they 
  attack. Immune to effects that affect 
  living creatures (e.g. poison). Immune 
  to mind-affecting or mind-reading 
  spells (e.g. charm, hold, sleep). 
  ● 
  Mundane damage immunity: Can only 
  be harmed by magical attacks. 
  ● 
  Energy drain: A successfully touched 
  target permanently loses two 
  experience levels (or Hit Dice). This 
  incurs a loss of two Hit Dice of hit 
  points, as well as all other benefits due 
  to the drained levels (e.g. spells, saving 
  throws, etc.). A character’s XP is 
  reduced to the lowest amount for the 
  new level. A person drained of all 
  levels becomes a vampire in 3 days. 
  ● 
  Charming gaze: Save vs spells at -2 or 
  be charmed: move towards the vampire 
  (resisting those that try to prevent it); 
  defend the vampire; obey the 
  vampire’s commands (if understood); 
  unable to cast spells or use magic 
  items; unable to harm the vampire. 
  Killing the vampire breaks the charm. 
  ● 
  Regeneration: A damaged vampire 
  gains 3hp at the start of each round, as 
  long as it is alive. 
  ● 
  At 0hp: Change into gaseous form; flee 
  to coffin. 
  ● 
  Change form: At will; takes 1 round: 
   
  ○ 
  Humanoid: Standard form. 
  ○ 
  Dire wolf: Att 1 × bite (2d4), MV 
  150’ (50’). AC, HD, morale, saves 
  as vampire. 
  ○ 
  Giant bat: Att 1 × bite (1d4), MV 
  30’ (10’) / 180’ (60’) flying. AC, 
  HD, morale, saves as vampire. 
  ○ 
  Gaseous cloud: MV 180’ (60’) 
  flying. Immune to all weapons. 
  Cannot attack. 
   
  ● 
  Summon beasts: In human form only. 
  Creatures from the surrounding area: 
  1d10 × 10 rats, 5d4 giant rats, 1d10 × 
  10 bats, 3d6 giant bats, 3d6 wolves, or 
  2d4 dire wolves. 
  ● 
  Coffins: Must rest in a coffin during the 
  day or lose 2d6hp (only regenerated by 
  resting a full day). Cannot rest in a 
  blessed coffin. Always keep multiple 
  coffins in hidden locations. 
  ● 
  Vulnerabilities: 
   
  ○ 
  Garlic: Odour repels: save vs 
  poison or unable to attack this 
  round. 
  ○ 
  Holy symbols: If presented, it 
  keeps a vampire at bay (10’). May 
  attack wielder from another 
  direction. 
  ○ 
  Running water: Cannot cross (in 
  any form), except by a bridge or 
  carried inside a coffin. 
  ○ 
  Mirrors: Avoid; do not cast a 
  reflection. 
  ○ 
  Continual light: Partly blinded by 
  the light from this spell (-4 to 
  attacks). 
   
  ● 
  Destroying: 
  ○ 
  Sunlight: Save vs death each round 
  or be disintegrated. 
  ○ 
  Stake through the heart: 
  Permanently kills. 
  ○ 
  Immersion in water: For 1 turn 
  permanently kills. 
  ○ 
  Destroying coffins: Permanently 
  killed if all hit points lost when 
  unable to rest (see coffins). 
   
   
  
  152 
   
   
  VETERAN 
  Low level fighters, often on their way to or 
  from war. 
   
  AC 2, HD 1 to 3 (4/9/13hp), Att 1 × weapon 
  (1d8 or by weapon), THAC0 19, MV 60’ (20’), SV 
  D12 W13 P14 B15 S16 (F1 to 3), ML 9, AL Any, 
  XP 10/20/35, NA 2d4 (2d6), TT V 
   
  ● 
  Level and alignment: A group may all 
  be of the same level and alignment, or 
  these may be determined randomly, 
  per individual. 
   
  WARP BEAST 
  Large, black, six-legged, semi-intelligent 
  monsters. Look similar to panthers with a 
  tentacle growing from each front shoulder. 
  Tentacles ridged with razor-sharp edges. 
   
  AC 4, HD 6* (18hp), Att 2 × tentacle (2d4), 
  THAC0 14, MV 150’ (50’), SV D10 W11 P12 B13 
  S14 (F6), ML 8, AL Neutral, XP 500, NA 1d4 
  (1d4), TT D 
   
  ● 
  Displacement: Appear 3’ from actual 
  location: attackers suffer -2 to hit. 
  ● 
  Save bonus: +2 to all saves. 
  ● 
  Hate blink dogs: Always attack them 
  and their companions. 
  WATER TERMITE 
  Giant (1’-5’ long), wood-eating, aquatic insects 
  with a sack to take in and jet out water. Prone 
  to feeding on passing ships. Only attack 
  creatures if cornered. 
   
  ● 
  Irritant spray: Above water; maximum 
  once a turn. Can spray one target: save 
  vs poison or stunned for 1 turn. 
  ● 
  Ink cloud: Underwater; maximum once 
  a turn. When escaping, can emit a 
  cloud of black ink to confuse attackers. 
  ● 
  Eat ships: Cling to bottom of vessel. 
  Each individual inflicts 1d3 hull damage 
  then drops off. 
  ● 
  Noticing ship damage: 50% chance per 
  round of spotting leaks. 
   
  Freshwater Termite 
  AC 6, HD 2+1 (10hp), Att 1 × bite (1d4) or 1 × 
  spray (stun), THAC0 17, MV 120’ (40’), SV D12 
  W13 P14 B15 S16 (F2), ML 8, AL Neutral, XP 25, 
  NA 0 (1d3), TT None 
   
  Saltwater Termite 
  AC 5, HD 4 (18hp), Att 1 × bite (1d6) or 1 × 
  spray (stun), THAC0 16, MV 180’ (60’), SV D12 
  W13 P14 B15 S16 (F3), ML 11, AL Neutral, XP 
  75, NA 0 (1d6+1), TT None 
   
  Swamp Termite 
  AC 4, HD 1+1 (5hp), Att 1 × bite (1d3) or 1 × 
  spray (stun), THAC0 18, MV 90’ (30’), SV D12 
  W13 P14 B15 S16 (F1), ML 10, AL Neutral, XP 
  15, NA 0 (1d4), TT None 
   
  WEASEL, GIANT 
  8’ to 9’ long, vicious, predatory mammals with 
  rich fur of brown, gold, or white. Dwell in 
  subterranean tunnels, hunting alone or in 
  small groups. 
   
  AC 7, HD 4+4 (22hp), Att 1 × bite (2d4 + blood 
  sucking), THAC0 15, MV 150’ (50’), SV D12 W13 
  P14 B15 S16 (F3), ML 8, AL Neutral, XP 125, NA 
  1d4 (1d6), TT V 
  
  153 
   
   
  ● 
  Infravision: 30’. 
  ● 
  Blood sucking: Upon a successful 
  attack, locks onto the victim and drains 
  its blood: 2d4 automatic damage per 
  round. 
  ● 
  Detaching: If weasel or victim dies. 
  ● 
  Tracking: By scent, favoring wounded 
  prey. 
  ● 
  Treasure: Found in lair on bodies of 
  victims. 
   
  WHALE 
   
  Killer Whale 
  25’ long, carnivorous whales. Dwell in cold 
  waters and hunt sea creatures (including other 
  whales). 
   
  AC 6, HD 6 (27hp), Att 1 × bite (1d20), THAC0 
  14, MV 240’ (80’), SV D12 W13 P14 B15 S16 
  (F3), ML 10, AL Neutral, XP 275, NA 0 (1d6), TT 
  V 
   
  ● 
  Swallow whole: An attack roll of 20 
  indicates a halfling-sized (or smaller) 
  victim is swallowed. Inside the whale’s 
  belly: suffer 1d6 damage per round 
  (until the whale dies); may attack with 
  sharp weapons at -4 to hit; drown after 
  10 rounds; body digested in 6 turns 
  after death. 
   
  Narwhal 
  15’ long, intelligent, magical whales with grey 
  to white skin and an 8’ long, spiralling horn on 
  their nose. Live independent and secretive 
  lives in arctic waters. 
   
  AC 7, HD 12 (54hp), Att 1 × bite (1d8), 1 × horn 
  (2d6), THAC0 10, MV 180’ (60’), SV D6 W7 P8 B8 
  S10 (F12), ML 8, AL Lawful, XP 1,100, NA 0 
  (1d4), TT Horn 
   
  ● 
  Horn: Is worth 1d6 × 1,000gp. Rumors 
  say a narwhal’s horn vibrates when evil 
  is near. 
   
  Sperm Whale 
  Gargantuan whales up to 60’ long. Dwell in 
  open oceans and hunt deep sea monsters (e.g. 
  giant squids). 
   
  AC 6, HD 36 (162hp), Att 1 × bite (3d20) or 1 × 
  ram (6d6 hull damage), THAC0 5, MV 180’ 
  (60’), SV D4 W5 P6 B5 S8 (F15), ML 7, AL 
  Neutral, XP 6,250, NA 0 (1d3), TT V 
   
  ● 
  Swallow whole: An attack roll of 4 or 
  more than the target number required 
  indicates a human-sized (or smaller) 
  victim is swallowed. Inside the whale’s 
  belly: suffer 3d6 damage per round 
  (until the whale dies); may attack with 
  sharp weapons at -4 to hit; body 
  digested in 6 turns after death. 
  ● 
  Ram ships: 10% likely to attack vessels. 
   
  WIGHT 
  Corpses of humans or demi-humans, possessed 
  by malevolent spirits. 
   
  AC 5, HD 3* (13hp), Att 1 × touch (energy 
  drain), THAC0 17, MV 90’ (30’), SV D12 W13 P14 
  B15 S16 (F3), ML 12, AL Chaotic, XP 50, NA 1d6 
  (1d8), TT B 
   
  ● 
  Undead: Make no noise, until they 
  attack. Immune to effects that affect 
  living creatures (e.g. poison). Immune 
  to mind-affecting or mind-reading 
  spells (e.g. charm, hold, sleep). 
  ● 
  Mundane weapon immunity: Only 
  harmed by silver weapons or magic. 
  ● 
  Energy drain: A successfully hit target 
  permanently loses one experience level 
  (or Hit Die). This incurs a loss of one 
  Hit Die of hit points, as well as all other 
  benefits due to the drained level (e.g. 
  spells, saving throws, etc.). A 
  character’s XP is reduced to halfway 
  between the former and new levels. A 
  person drained of all levels becomes a 
  
  154 
   
  wight in 1d4 days, under the control of 
  the wight that killed him or her. 
   
  WOLF 
  Carnivorous relatives of dogs that hunt in 
  packs. 
   
  Dire Wolf 
  Large, savage, semi-intelligent wolves. Dwell 
  in caves, mountains, 
  and forests. 
   
  AC 6, HD 4+1 (19hp), 
  Att 1 × bite (2d4), 
  THAC0 15, MV 150’ 
  (50’), SV D12 W13 
  P14 B15 S16 (F2), ML 
  8, AL Neutral, XP 
  125, NA 1d4 (2d4), 
  TT None 
   
  ● 
  Training: At 
  the GM’s 
  discretion, 
  captured 
  cubs may be 
  trained like 
  dogs. Dire 
  wolves are ferocious and extremely 
  difficult to train. 
  ● 
  Mounts: Sometimes trained as mounts 
  by goblins. 
   
  Normal Wolf 
  Dwell primarily in wild lands, but occasionally 
  lair in caves. 
   
  AC 7, HD 2+2 (11hp), Att 1 × bite (1d6), THAC0 
  17, MV 180’ (60’), SV D12 W13 P14 B15 S16 
  (F1), ML 6 (8 in larger packs), AL Neutral, XP 
  25, NA 2d6 (3d6), TT None 
   
  ● 
  Training: At the GM’s discretion, 
  captured cubs may be trained like 
  dogs. Wolves are difficult to train. 
  ● 
  Strength in numbers: Packs of 4 or 
  more wolves have morale 8. If the pack 
  is reduced to less than 50% of its 
  original size, this morale bonus is lost. 
   
  WRAITH 
  Incorporeal, undead monsters that appear as 
  pale, human-like forms of coalescing mist. 
  Dwell in deserted regions or in the homes of 
  former victims. 
   
  AC 3, HD 4** (18hp), 
  Att 1 × touch (1d6 + 
  energy drain), THAC0 
  16, MV 120’ (40’) / 
  240’ (80’) flying, SV 
  D10 W11 P12 B13 S14 
  (F4), ML 12, AL 
  Chaotic, XP 175, NA 
  1d4 (1d6), TT E 
   
  ● 
  Undead: Make 
  no noise, until they 
  attack. Immune to 
  effects that affect 
  living creatures (e.g. 
  poison). Immune to 
  mind-affecting or 
  mind-reading spells 
  (e.g. charm, hold, 
  sleep). 
  ● 
  Mundane weapon immunity: Only 
  harmed by silver weapons or magic. 
  ● 
  Damage reduction: Half damage from 
  silver weapons. 
  ● 
  Energy drain: A successfully hit target 
  permanently loses one experience level 
  (or Hit Die). This incurs a loss of one 
  Hit Die of hit points, as well as all other 
  benefits due to the drained level (e.g. 
  spells, saving throws, etc.). A 
  character’s XP is reduced to the lowest 
  amount for the new level. A person 
  drained of all levels becomes a wraith 
  in one day, under the control of the 
  wraith that killed him or her. 
   
   
   
  
  155 
   
  WYVERN 
  Winged, two-legged, dragon-like monsters with 
  a long tail tipped with a venomous stinger. 
  Dwell in any terrain, but favor cliffs and 
  forests. 
   
  AC 3, HD 7* (31hp), Att 1 × bite (2d8), 1 × sting 
  (1d6 + poison), THAC0 13, MV 90’ (30’) / 240’ 
  (80’) flying, SV D10 W11 P12 B13 S14 (F4), ML 
  9, AL Chaotic, XP 850, NA 1d2 (1d6), TT E 
   
  ● 
  Poison: Causes death (save vs poison). 
   
  YELLOW MOULD 
  Deadly fungus that covers walls, ceilings, and 
  other surfaces. 
   
  AC No hit roll required, HD 2 (9hp), Att 1 × 
  spores (1d6 + choking), THAC0 18, MV 0, SV D12 
  W13 P14 B15 S16 (F2), ML 12, AL Neutral, XP 
  20, NA 1d8 (1d4), TT None 
   
  ● 
  Area: Each 10 square feet (e.g. 2’ × 5’) 
  covered in yellow mould is treated as 
  one “individual”. (A 10’ × 10’ area 
  would consist of 10 individual moulds.) 
  ● 
  Immunity: Unharmed by all attacks but 
  fire (a burning torch does 1d4 damage). 
  ● 
  Spore cloud: 50% chance of attacking if 
  touched (or damaged): releases a cloud 
  of spores affecting all within a 10’ cube 
  area. 
  ● 
  Choking: Save vs death or die within 6 
  rounds. 
  ● 
  Erosion: Wood or leather in contact 
  with the mould is eaten away. 
   
  ZOMBIE 
  Listless, humanoid corpses, reanimated as 
  guardians by powerful clerics or wizards. 
   
  AC 8, HD 2 (9hp), Att 1 × weapon (1d8 or by 
  weapon), THAC0 18, MV 60’ (20’), SV D12 W13 
  P14 B15 S16 (F1), ML 12, AL Chaotic, XP 20, NA 
  2d4 (4d6), TT None 
   
  ● 
  Guardians: Always attack on sight. 
  ● 
  Initiative: Always lose (no roll). 
  ● 
  Undead: Make no noise, until they 
  attack. Immune to effects that affect 
  living creatures (e.g. poison). Immune 
  to mind-affecting or mind-reading 
  spells (e.g. charm, hold, sleep). 
   
  
  156 
   
  CHAPTER 5: GAME MASTERS 
   
  Adventure Scenarios 
  The first step in designing an adventure of any 
  kind is to decide on the type of scenario. This is 
  the hook that draws the player characters (PCs) 
  to the adventure site, and provides a 
  background theme that the game master (GM) 
  can use to tie the location together. The 
  scenario drives the GM’s choices of specific 
  traps, treasures, and monsters to be placed in 
  the location. The following examples may be 
  used for inspiration. 
   
  1. Banishing Ancient Evil 
  An evil presence (e.g. a monster or non-player 
  character) must be banished or destroyed. It 
  may have been dormant for many years, and 
  have only recently been awakened (perhaps as 
  a result of another party’s meddling). 
   
  2. Clearing Ruins 
  Settlers plan to move into an abandoned 
  settlement or stronghold. Before they arrive, 
  the PCs need to scout the area and clear out 
  any monsters or other dangers that inhabit the 
  place. The ruins need not be in a remote area—
  they could even be within (or beneath) a major 
  settlement. 
   
  3. Contacting a Lost Civilization 
  The PCs discover a long-lost race in a fantastic 
  location. They may have once been human, but 
  are now adapted to their strange environment. 
  For example, they may have reverted to bestial 
  behavior, or may be adapted to subterranean 
  life, with pale skin and infravision. 
   
  4. Escaping from Captivity 
  The PCs have been taken prisoner by an enemy, 
  and begin the adventure in captivity, possibly 
  with a grisly fate awaiting them in the near 
  future. They must regain their freedom. 
   
   
   
  5. Exploring Unknown Territory 
  A non-player character (NPC) hires the party to 
  explore and map an unknown region. This may 
  be a previously uncharted area or may be a 
  recent alteration to a familiar region (e.g. a 
  magic castle may appear in an empty plain). 
   
  6. Performing a Quest 
  A deity or powerful NPC (e.g. a king) sends the 
  PCs on a quest. This may involve recovering 
  holy or magical items. 
   
  7. Rescuing Captives 
  Important NPCs have been kidnapped by 
  bandits, wicked monsters, or an evil wizard. 
  The PCs attempt to rescue the prisoners, either 
  seeking a reward, or because of a personal 
  connection with the unfortunate captives. It is 
  also possible that the PCs may be hired as 
  bodyguards to NPCs that are negotiating with 
  the kidnappers. 
   
  8. Scouting an Enemy Outpost 
  An invasion is looming (or in progress)! The PCs 
  are tasked with infiltrating an outpost of the 
  enemy, gathering reconnaissance as to their 
  plans, strengths, and weaknesses, and (if 
  possible) destroying them. 
   
  9. Seeking a Magical Doorway 
  A gateway exists that allows magical travel 
  (either one-way or bi-directional) between 
  distant locations or even other worlds. The PCs 
  may be tasked with locating a lost portal, or 
  closing a portal used by enemies. The portal 
  may also be the only means of travel to a 
  fantastic destination that the PCs must visit. 
   
  10. Visiting a Sacred Site 
  In order to consult with an oracle, remove a 
  curse, or find a holy relic, the PCs must journey 
  to a sacred site (e.g. a shrine or temple). The 
  exact location of the site is usually a matter of 
  conjecture. 
   
   
  
  157 
   
  Designing a Dungeon 
   
  1. Choose Setting 
  The central location of an adventure is often a 
  dungeon of some kind. The GM should decide 
  on the basic form and structure of the dungeon 
  and can begin to come up with ideas for the 
  main rooms or areas. The following table may 
  be used to decide the basic form. 
   
  Dungeon Setting 
  d6 
  Setting 
  1 
  Crypt or tomb complex 
  2 
  Natural caverns 
  3 
  Settlement (e.g. castle, village, city) 
  4 
  Subterranean delving (e.g. mine) 
  5 
  Temple 
  6 
  Tower or fortification 
   
  2. Choose Monsters 
  Based on the selected adventure scenario from 
  the previous page and dungeon setting, the GM 
  should decide what types of monsters inhabit 
  the dungeon. Monsters may be selected from 
  Monsters, pages 107-155 or other monster 
  books that the GM has available. The GM may 
  also wish to create new monsters especially for 
  the dungeon or alter standard monsters to 
  tailor them to the location. 
   
  3. Map the Dungeon 
  Typically, dungeon maps are drawn on graph 
  paper, with a scale of 10’ per square. (Larger 
  or smaller scales may be used, as appropriate.) 
  The overall shape of the dungeon—the 
  structure of the rooms and connecting passages 
  (e.g. rough, cavern walls; carefully laid-out 
  defensive structures; etc.) are determined by 
  the dungeon setting. 
   
  Each area (e.g. room or cave) of the dungeon 
  should be numbered, so that the area on the 
  map can easily be cross-referenced with the 
  description of its contents (see step 4). 
   
  4. Stock the Dungeon 
  The GM should record a description of each 
  numbered area from the map. 
   
  ● 
  The description should note any 
  monsters, traps, tricks, treasures, or 
  special magical effects that are present 
  (including the possibility of patrols in 
  the area). 
  ● 
  Generally, the level of danger and the 
  amount of treasure in a dungeon should 
  be suitable to the level of the PCs. 
  ● 
  Additional, descriptive details for each 
  area may also be noted: furnishings, 
  everyday items, smells, sounds, lights, 
  etc. 
   
  Monsters or areas that play an important role in 
  the adventure background should be noted 
  first. Areas of less importance may then be 
  stocked, using the guidelines below as desired. 
   
  Unguarded Treasure 
  Treasure is usually guarded by monsters or 
  traps, but sometimes an unguarded cache of 
  treasure may be found. The following 
  guidelines should be borne in mind: 
   
  ● 
  When designing dungeons for 
  experienced players, the GM should 
  consider placing only very few 
  completely unguarded treasures. 
  ● 
  The GM may wish to not place any 
  unguarded treasures in the 9th or 
  deeper dungeon levels. 
   
   
  
  158 
   
  Random Dungeon 
  Room Contents 
   
  d6 
  Room 
  Type 
  Chance of Treasure 
  1-2 
  Empty 
  1-in-6 
  3-4 
  Monster 
  3-in-6 
  5 
  Special 
  None 
  6 
  Trap 
  2-in-6 
   
  ● 
  Monsters: May be selected by hand or 
  rolled (see Dungeon Encounter Tables, 
  page 160). 
  ● 
  Specials: Unusual, magical, or weird 
  features of an area. This can include 
  tricks or puzzles. 
  ● 
  Traps: If treasure is present, the trap 
  may be set so that it is triggered when 
  the treasure is tampered with (a 
  treasure trap). Otherwise, the trap 
  may be triggered by simply entering 
  the room or a certain area of it (a room 
  trap). 
  ● 
  Treasure: If a monster is in the room, 
  roll the treasure type indicated in its 
  description. Otherwise, the treasure 
  depends on the dungeon level. 
   
  Example Room Traps 
   
  1. Falling block: Inflicts 1d10 damage 
  (save vs petrification to avoid). 
  2. Gas: Poisonous gas fills the room (save 
  vs poison or die). 
  3. Mist: Harmless; looks like poisonous 
  gas. 
  4. Pit: Opens up beneath characters’ 
  feet. Characters that fall in suffer 
  damage when they hit the bottom (see 
  Falling, page 85). 
  5. Scything blade: Swings from the 
  ceiling; attacks for 1d8 damage. 
  6. Slide: Opens up beneath characters’ 
  feet, sending them to a lower level. 
   
  Example Specials 
   
  1. Alarms: Entry alarm that attracts 
  nearby guardians. 
  2. Animating objects: Inanimate objects 
  that attack if disturbed. 
  3. Falling blocks: Stone block falls to 
  prevent passage. 
  4. Illusions: Illusionary passages, doors, or 
  stairways. 
  5. Shifting architecture: Doors lock; 
  room rotates, rises, or falls. 
  6. Strange waters: Pool or fountain with 
  weird, magical effects. 
  7. Teleports: Magical portal or teleporter 
  to another area of the dungeon. 
  8. Trapdoors: Leading to a hidden area. 
  9. Voices: Walls or architectural features 
  speak or moan (e.g. a talking statue). 
   
  Example Treasure Traps 
   
  1. Darts: 1d6 spring-loaded darts fire at 
  the character, doing 1d4 damage each. 
  2. Hidden monster: Released when the 
  treasure is tampered with (e.g. a 
  snake). 
  3. Illusion: Typically of a monster. The 
  monster has AC 9 and vanishes if hit in 
  combat. Attacks do not inflict real 
  damage: a character who appears to 
  die actually falls unconscious for 1d4 
  turns. 
  4. Light flash: Causes blindness for 1d8 
  turns (save versus spells). 
  5. Spray: A mysterious liquid covers the 
  character; monsters are attracted to 
  the smell. The chance of wandering 
  monsters is doubled for 1d6 hours. 
  6. Sprung needle: A needle coated with 
  poison jabs out (save vs poison or die). 
   
   
  
  159 
   
  Treasure 
   
  ● 
  Level 1: 1d6 × 100sp; 50%: 1d6 × 10gp; 
  5%: 1d6 gems; 2%: 1d6 pieces of 
  jewelry; 2%: 1 magic item. 
  ● 
  Level 2-3: 1d12 × 100sp; 50%: 1d6 × 
  100gp; 10%: 1d6 gems; 5%: 1d6 pieces 
  of jewelry; 8%: 1 magic item. 
  ● 
  Level 4-5: 1d6 × 1,000sp; 1d6 × 200gp; 
  20%: 1d6 gems; 10%: 1d6 pieces of 
  jewelry; 10%: 1 magic item. 
  ● 
  Level 6-7: 1d6 × 2,000sp; 1d6 × 500gp; 
  30%: 1d6 gems; 15%: 1d6 pieces of 
  jewelry; 15%: 1 magic item. 
  ● 
  Level 8-9: 1d6 × 5,000sp; 1d6 × 
  1,000gp; 40%: 1d12 gems; 20%: 1d12 
  pieces of jewelry; 20%: 1 magic item. 
   
  See Gems and Jewelry and Magic Items starting 
  on page 176 for more details. 
   
  Designing a Wilderness 
   
  1. Choose Setting 
  The GM should decide on the basic geography 
  and climate of the region to be described: 
  whether it primarily consists of mountains, 
  forest, desert, etc. The size of the region 
  should also be determined. 
   
  When starting a new campaign, it is 
  recommended that the GM begin by detailing a 
  small, self-contained area that can be 
  expanded upon in time. 
   
  At this stage, the GM should also consider the 
  nature of the milieu being detailed: the general 
  level of technology, availability of magic, 
  presence of different monsters and intelligent 
  races, and so on. 
   
  2. Map the Region 
  Using graph or hex paper, the GM should create 
  a map of the wilderness area, marking on the 
  major terrain features such as mountain 
  ranges, rivers, seas, lakes, islands, forests, 
  swamps, and so on. Real world maps may serve 
  as inspiration as to the natural structure and 
  relationship of terrain features. 
   
  Typically, a large scale map (24 miles per hex) 
  is drawn first, followed by smaller scale maps 
  (6 miles per hex) of certain areas, adding more 
  detail. 
   
  3. Locate Human Realms 
  The areas of the map that are controlled by 
  humans should be marked on the map, bearing 
  in mind the needs of human civilization (rivers, 
  farmland, etc.). The base town (see step 5) is 
  typically located within one of these regions. 
  The GM should also note the ruler of each 
  human-controlled area, whether it be a petty 
  lord, a mighty king, a consortium of merchants, 
  etc. 
   
  4. Locate Non-Human Realms 
  Regions that are controlled by other intelligent 
  species that exist in the setting (e.g. demi-
  humans, monstrous races, and so on) should be 
  marked on the map, taking their preferred 
  environment and lifestyle into account. Some 
  intelligent species may keep domains with well-
  defined boundaries, while others may move 
  around—hunting or raiding—within a more 
  vaguely defined area. 
   
  The territories of significant, non-intelligent 
  monsters may also be marked on the map at 
  this stage. 
   
  5. Place the Base Town 
  A base town for player characters should be 
  located on the map, typically close to a river or 
  road, near the centre of the map. This is where 
  play begins. The guidelines to the right may be 
  used to help flesh out the base town. 
   
  6. Place Dungeons 
  The GM may place one or more dungeons on 
  the map, somewhere in the vicinity of the base 
  town. Dungeons are normally located around a 
  day’s journey from the base town—close 
  enough that travel between the town and the 
  dungeon is convenient, but not so close that 
  
  160 
   
  the town is plagued by monsters from the 
  dungeon. 
   
  7. Create Regional Encounter Tables 
  The standard Wilderness Encounter Tables 
  starting on page 164 may be suited for use in 
  some areas of the campaign map. For other 
  areas, the GM may prefer to create new tables, 
  with a selection of monsters customised to the 
  area. Special encounter tables should take 
  account of the intelligent and monstrous 
  species marked on the map. 
   
  Designing a Base Town 
   
  1. Size 
  Decide how large the base town is and roughly 
  how many inhabitants it has: 
   
  Town Size 
  Inhabitants 
  Village 
  50 - 999 
  Small Town 
  1,000 - 4,999 
  Large Town 
  5,000 - 14,999 
  City 
  15,000+ 
   
  2. Services 
  The GM should make some notes on the 
  presence of the following services that 
  adventurers require: 
   
  ● 
  Black market: For selling treasure and 
  contacting thieves or smugglers. 
  ● 
  Guard: A town militia to keep the 
  peace and protect the town. It may be 
  useful to note whether the guards are 
  open to bribery, and how frequently 
  they patrol various areas of the town. 
  ● 
  Healing: A temple, church, or shrine 
  where healing magic (possibly including 
  means of raising the dead) is available. 
  ● 
  Lodgings: Inns or rooms to rent. 
  ● 
  Rumors: Places where notices are 
  posted and gossip spreads. 
   
   
   
  3. Ruler 
  The GM should decide how the town is ruled: 
  whether by a local sheriff or mayor appointed 
  by a lord, an elected council, a confederacy of 
  merchants, etc. It is also possible that a high-
  level NPC adventurer (with attendant guards 
  and magic) may rule the town. 
   
  4. Other NPCs 
  Other important NPCs in the town should be 
  noted, especially those associated with one of 
  the services mentioned above, or those that 
  might wish to hire the PCs to undertake 
  missions. 
   
  5. Rumors 
  A few local rumors may be noted, to provide 
  hooks for the player characters to start 
  exploring the local area, and possibly find their 
  way to one of the placed dungeons. 
   
  Dungeon Encounter 
  Tables 
  This section provides encounter tables by 
  dungeon level, using the monsters found in 
  Monsters, pages 107-155. GMs that are using 
  additional (or alternative) monsters should 
  either adapt the tables to include these, or 
  should create their own encounter tables. 
  Special tables may also be created to reflect 
  the different balance of monsters inhabiting a 
  specific dungeon. 
   
  How to Roll an Encounter 
  Roll 1d20 and look up the result on the column 
  in the table below that corresponds to the 
  dungeon level being explored. The result 
  indicates the monster encountered, with the 
  number appearing in parentheses. 
   
  Notes 
   
  ● 
  NPC adventurers: Encounters with NPC 
  adventuring parties are listed in the 
  tables as “Basic Adventurers” or 
  
  161 
   
  “Expert Adventurers”. Guidelines for 
  generating NPC adventurers can be 
  found in NPC Parties, page 172. 
  ● 
  Number appearing: The values listed 
  in the tables for some monsters do not 
  match the values listed in Monsters, 
  pages 107-155. If desired, the GM may 
  use the number appearing value listed 
  there for consistency. 
   
   
  
  162 
   
  Levels 1-3 
  d20 
  Level 1 
  Level 2 
  Level 3 
  1 
  Acolyte (1d8) 
  Beetle, Oil (1d8) 
  Ape, White (1d6) 
  2 
  Bandit (1d8) 
  Berserker (1d6) 
  Basic Adventurers (1d4+4) 
  3 
  Beetle, Fire (1d8) 
  Cat, Mountain Lion (1d4) 
  Beetle, Tiger (1d6) 
  4 
  Dwarf (1d6) 
  Elf (1d4) 
  Bugbear (2d4) 
  5 
  Gnome (1d6) 
  Ghoul (1d6) 
  Carcass Crawler (1d3) 
  6 
  Goblin (2d4) 
  Gnoll (1d6) 
  Doppelgänger (1d6) 
  7 
  Green Slime (1d4) 
  Grey Ooze (1) 
  Driver Ant (2d4) 
  8 
  Halfling (3d6) 
  Hobgoblin (1d6) 
  Gargoyle (1d6) 
  9 
  Killer Bee (1d10) 
  Lizard, Draco (1d4) 
  Gelatinous Cube (1) 
  10 
  Kobold (4d4) 
  Lizard Man (2d4) 
  Harpy (1d6) 
  11 
  Lizard, Gecko (1d3) 
  Neanderthal (1d10) 
  Living Statue, Crystal (1d6) 
  12 
  Orc (2d4) 
  Noble (2d6) 
  Lycanthrope, Wererat (1d8) 
  13 
  Shrew, Giant (1d10) 
  Pixie (2d4) 
  Medium (1d4) 
  14 
  Skeleton (3d4) 
  Robber Fly (1d6) 
  Medusa (1d3) 
  15 
  Snake, Cobra (1d6) 
  Rock Baboon (2d6) 
  Ochre Jelly (1) 
  16 
  Spider, Crab (1d4) 
  Snake, Pit Viper (1d8) 
  Ogre (1d6) 
  17 
  Sprite (3d6) 
  Spider, Black Widow (1d3) 
  Shadow (1d8) 
  18 
  Stirge (1d10) 
  Troglodyte (1d8) 
  Spider, Tarantella (1d3) 
  19 
  Trader (1d8) 
  Veteran (2d4) 
  Thoul (1d6) 
  20 
  Wolf (2d6) 
  Zombie (2d4) 
  Wight (1d6) 
   
   
   
  
  163 
   
  Levels 4+ 
  d20 
  Level 4-5 
  Level 6-7 
  Level 8+ 
  1 
  Bear, Cave (1d2) 
  Basilisk (1d6) 
  Black Pudding (1) 
  2 
  Blink Dog (1d6) 
  Bear, Cave (1d2) 
  Chimera (1d2) 
  3 
  Caecilia (1d3) 
  Black Pudding (1) 
  Dragon, Black (1d4) 
  4 
  Cockatrice (1d4) 
  Caecilia (1d3) 
  Dragon, Blue (1d4) 
  5 
  Doppelgänger (1d6) 
  Dragon, White (1d4) 
  Dragon, Gold (1d4) 
  6 
  Exp. Adventurers (1d6+3) 
  Exp. Adventurers (1d6+3) 
  Dragon, Green (1d4) 
  7 
  Grey Ooze (1) 
  Gorgon (1d2) 
  Dragon, Red (1d4) 
  8 
  Hellhound (2d4) 
  Hellhound (2d4) 
  Exp. Adventurers (1d6+3) 
  9 
  Lizard, Tuatara (1d2) 
  Hydra, 1d4+4HD (1) 
  Giant, Hill (1d4) 
  10 
  Lycanthrope, Wereboar (1d4) 
  Lycanthrope, Weretiger (1d4) 
  Giant, Stone (1d2) 
  11 
  Lycanthrope, Werewolf (1d6) 
  Minotaur (1d6) 
  Golem, Amber (1) 
  12 
  Minotaur (1d6) 
  Mummy (1d4) 
  Golem, Bone (1) 
  13 
  Ochre Jelly (1) 
  Ochre Jelly (1) 
  Hydra, 1d4+8HD (1) 
  14 
  Owl Bear (1d4) 
  Owl Bear (1d4) 
  Lycanthrope, Devil Swine 
  (1d3) 
  15 
  Rhagodessa (1d4) 
  Rust Monster (1d4) 
  Lycanthrope, Werebear (1d4) 
  16 
  Rust Monster (1d4) 
  Salamander, Flame (1d4+1) 
  Manticore (1d2) 
  17 
  Spectre (1d4) 
  Scorpion, Giant (1d6) 
  Purple Worm (1d2) 
  18 
  Troll (1d8) 
  Spectre (1d4) 
  Salamander, Flame (1d4+1) 
  19 
  Weasel, Giant (1d4) 
  Troll (1d8) 
  Salamander, Frost (1d3) 
  20 
  Wraith (1d4) 
  Warp Beast (1d4) 
  Vampire (1d4) 
   
  
  164 
   
  Wilderness Encounter 
  Tables 
  This section provides encounter tables by 
  terrain type, using the monsters found in 
  Monsters, pages 107-155. GMs that are using 
  additional (or alternative) monsters should 
  either adapt the tables to include these, or 
  should create their own encounter tables. 
   
  How to Roll an Encounter 
   
  Roll 1d8 and 1d12: 
   
  ● 
  Look up the d8 result on the column in 
  the table below that corresponds to the 
  terrain being explored. The result 
  indicates which sub-table to consult. 
  ● 
  Look up the d12 result in the sub-table 
  indicated. 
   
  Notes 
   
  ● 
  Aerial encounters: Always use the 
  Flyer table, in sub-table 1, below. 
  ● 
  Lost World: In Lost World or 
  prehistoric settings, any Animal result 
  may be rolled on the Prehistoric 
  Animal table, in sub-table 2, below. 
  ● 
  NPC adventurers: Encounters with NPC 
  adventuring parties are listed in the 
  tables as “Basic Adventurers”, “Expert 
  Adventurers”, “High-Level Cleric”, 
  “High-Level Fighter”, or “High-Level 
  Magic-User”. Guidelines for generating 
  NPC adventurers can be found in NPC 
  Parties, page 172. 
   
   
  
  165 
   
  d8 
  Barren, Hills, 
  Mountains 
  City 
  Clear, Grasslands 
  Desert 
  Forest 
  1 
  B—Animal 
  C—Human 
  G—Animal 
  D—Animal 
  F—Animal 
  2 
  1—Dragon 
  C—Human 
  G—Animal 
  D—Animal 
  F—Animal 
  3 
  1—Dragon 
  C—Human 
  1—Dragon 
  1—Dragon 
  1—Dragon 
  4 
  B—Flyer 
  C—Human 
  1—Flyer 
  D—Flyer 
  1—Flyer 
  5 
  B—Human 
  C—Human 
  G—Human 
  D—Human 
  F—Human 
  6 
  B—Humanoid 
  C—Human 
  G—Humanoid 
  D—Human 
  F—Humanoid 
  7 
  B—Humanoid 
  C—Humanoid 
  1—Insect 
  D—Humanoid 
  1—Insect 
  8 
  2—Unusual 
  2—Undead 
  2—Unusual 
  2—Undead 
  2—Unusual 
   
   
   
  d8 
  Jungle 
  Lake, River 
  Ocean, Sea 
  Settled 
  Swamp 
  1 
  J—Animal 
  L—Animal 
  1—Dragon 
  C—Animal 
  1—Dragon 
  2 
  J—Animal 
  1—Dragon 
  1—Flyer 
  1—Dragon 
  1—Flyer 
  3 
  1—Dragon 
  1—Flyer 
  O—Human 
  1—Flyer 
  S—Human 
  4 
  1—Flyer 
  L—Human 
  O—Swimmer 
  C—Human 
  S—Humanoid 
  5 
  J—Human 
  L—Humanoid 
  O—Swimmer 
  C—Human 
  1—Insect 
  6 
  J—Humanoid 
  1—Insect 
  O—Swimmer 
  C—Human 
  S—Swimmer 
  7 
  1—Insect 
  L—Swimmer 
  O—Swimmer 
  C—Humanoid 
  2—Undead 
  8 
  1—Insect 
  L—Swimmer 
  O—Swimmer 
  1—Insect 
  2—Undead 
   
   
   
  Standard Sub-Table 1 
  d12 
  Dragon 
  Flyer 
  Insect 
  1 
  Chimera 
  Cockatrice 
  Beetle, Fire 
  2 
  Dragon, Black 
  Gargoyle 
  Beetle, Oil 
  3 
  Dragon, Blue 
  Griffon 
  Beetle, Tiger 
  4 
  Dragon, Gold 
  Hawk, Giant 
  Driver Ant 
  5 
  Dragon, Green 
  Hippogriff 
  Driver Ant 
  6 
  Dragon, Red 
  Killer Bee 
  Killer Bee 
  7 
  Dragon, White 
  Pegasus 
  Rhagodessa 
  8 
  Hydra (or Sea Hydra) 
  Pixie 
  Robber Fly 
  9 
  Hydra (or Sea Hydra) 
  Robber Fly 
  Scorpion, Giant 
  10 
  Wyvern 
  Roc, Small 
  Spider, Black Widow 
  11 
  Basilisk (re-roll at sea) 
  Sprite 
  Spider, Crab 
  12 
  Salamander (re-roll at sea) 
  Stirge 
  Spider, Tarantella 
   
  
  166 
   
  Standard Sub-Table 2 
  d12 
  Prehistoric Animal 
  Undead 
  Unusual 
  1 
  Bear, Cave 
  Ghoul 
  Basilisk 
  2 
  Cat, Sabre-Toothed 
  Ghoul 
  Blink Dog 
  3 
  Crocodile, Giant 
  Ghoul 
  Centaur 
  4 
  Mastodon 
  Mummy 
  Gorgon 
  5 
  Pterodactyl, Pteranodon 
  Skeleton 
  Lycanthrope, Werebear 
  6 
  Rhino, Woolly 
  Skeleton 
  Lycanthrope, Wereboar 
  7 
  Snake, Pit Viper 
  Spectre 
  Lycanthrope, Wererat 
  8 
  Stegosaurus 
  Wight 
  Lycanthrope, Weretiger 
  9 
  Titanothere 
  Wraith 
  Lycanthrope, Werewolf 
  10 
  Triceratops 
  Vampire 
  Medusa 
  11 
  Tyrannosaurus Rex 
  Zombie 
  Treant 
  12 
  Wolf, Dire 
  Zombie 
  Warp Beast 
   
   
   
  Sub-Table B: Barren, Hills, Mountains 
  d12 
  Animal 
  Flyer 
  Human 
  Humanoid 
  1 
  Antelope 
  Gargoyle 
  Bandit 
  Dwarf 
  2 
  Ape, White 
  Griffon 
  Berserker 
  Giant, Cloud 
  3 
  Ape, White 
  Harpy 
  Berserker 
  Giant, Frost 
  4 
  Bear, Cave 
  Hawk 
  Brigand 
  Giant, Hill 
  5 
  Cat, Mountain Lion 
  Hawk, Giant 
  Brigand 
  Giant, Stone 
  6 
  Hawk 
  Hippogriff 
  Expert Adventurers 
  Giant, Storm 
  7 
  Mule 
  Manticore 
  High-Level Cleric 
  Gnome 
  8 
  Rock Baboon 
  Manticore 
  High-Level Fighter 
  Goblin 
  9 
  Snake, Pit Viper 
  Pegasus 
  High-Level MU 
  Kobold 
  10 
  Snake, Rattler 
  Roc, Small 
  Merchant 
  Orc 
  11 
  Wolf 
  Roc, Large 
  Neanderthal 
  Troglodyte 
  12 
  Wolf, Dire 
  Roc, Giant 
  Neanderthal 
  Troll 
   
   
   
   
  
  167 
   
  Sub-Table C: City, Settled 
  d12 
  Animal 
  Human, City 
  Human, Settled 
  Humanoid 
  1 
  Antelope 
  Acolyte 
  Acolyte 
  Dwarf 
  2 
  Antelope 
  Basic Adventurers 
  Basic Adventurers 
  Elf 
  3 
  Boar 
  Bandit 
  Bandit 
  Giant, Hill 
  4 
  Cat, Tiger 
  Bandit 
  Bandit 
  Gnome 
  5 
  Ferret, Giant 
  Expert Adventurers 
  Expert Adventurers 
  Gnoll 
  6 
  Hawk 
  High-Level Fighter 
  High-Level Cleric 
  Goblin 
  7 
  Rat, Giant 
  Merchant 
  High-Level Fighter 
  Halfling 
  8 
  Shrew, Giant 
  Noble 
  High-Level MU 
  Hobgoblin 
  9 
  Snake, Pit Viper 
  Trader 
  Merchant 
  Ogre 
  10 
  Spider, Tarantella 
  Trader 
  Noble 
  Orc 
  11 
  Weasel, Giant 
  Trader 
  Trader 
  Pixie 
  12 
  Wolf 
  Veteran 
  Veteran 
  Sprite 
   
   
   
  Sub-Table D: Desert 
  d12 
  Animal 
  Flyer 
  Human 
  Humanoid 
  1 
  Antelope 
  Gargoyle 
  Expert Adventurers 
  Giant, Fire 
  2 
  Antelope 
  Gargoyle 
  High-Level Cleric 
  Goblin 
  3 
  Camel 
  Griffon 
  Dervish 
  Hobgoblin 
  4 
  Camel 
  Hawk 
  Dervish 
  Hobgoblin 
  5 
  Cat, Lion 
  Hawk, Giant 
  High-Level Fighter 
  Ogre 
  6 
  Cat, Lion 
  Hawk, Giant 
  High-Level MU 
  Ogre 
  7 
  Hawk 
  Manticore 
  Merchant 
  Ogre 
  8 
  Lizard, Gecko 
  Manticore 
  Noble 
  Orc 
  9 
  Lizard, Tuatara 
  Manticore 
  Nomad 
  Orc 
  10 
  Snake, Pit Viper 
  Roc, Small 
  Nomad 
  Pixie 
  11 
  Snake, Rattler 
  Roc, Large 
  Nomad 
  Sprite 
  12 
  Spider, Tarantella 
  Roc, Giant 
  Nomad 
  Thoul 
   
   
   
   
   
   
   
  
  168 
   
  Sub-Table F: Forest 
  d12 
  Animal 
  Human 
  Humanoid 
  1 
  Antelope 
  Basic Adventurers 
  Bugbear 
  2 
  Boar 
  Bandit 
  Cyclops 
  3 
  Cat, Panther 
  Bandit 
  Dryad 
  4 
  Cat, Tiger 
  Berserker 
  Elf 
  5 
  Hawk 
  Brigand 
  Giant, Hill 
  6 
  Lizard, Gecko 
  Brigand 
  Gnoll 
  7 
  Lizard, Tuatara 
  Brigand 
  Goblin 
  8 
  Snake, Pit Viper 
  Expert Adventurers 
  Hobgoblin 
  9 
  Spider, Crab 
  High-Level Cleric 
  Ogre 
  10 
  Unicorn 
  High-Level Fighter 
  Orc 
  11 
  Wolf 
  High-Level Magic-User 
  Thoul 
  12 
  Wolf, Dire 
  Merchant 
  Troll 
   
   
   
   
  Sub-Table G: Clear, Grasslands 
  d12 
  Animal 
  Human 
  Humanoid 
  1 
  Antelope 
  Bandit 
  Bugbear 
  2 
  Boar 
  Bandit 
  Elf 
  3 
  Cat, Lion 
  Berserker 
  Giant, Hill 
  4 
  Elephant 
  Brigand 
  Gnoll 
  5 
  Ferret, Giant 
  Expert Adventurers 
  Goblin 
  6 
  Hawk, Giant 
  High-Level Cleric 
  Halfling 
  7 
  Horse, Wild 
  High-Level Fighter 
  Hobgoblin 
  8 
  Mule 
  High-Level Magic-User 
  Ogre 
  9 
  Rock Baboon 
  Merchant 
  Orc 
  10 
  Snake, Pit Viper 
  Merchant 
  Pixie 
  11 
  Snake, Rattler 
  Noble 
  Thoul 
  12 
  Weasel, Giant 
  Nomad 
  Troll 
   
   
   
   
   
   
   
   
   
  
  169 
   
  Sub-Table J: Jungle 
  d12 
  Animal 
  Human 
  Humanoid 
  1 
  Antelope 
  Bandit 
  Bugbear 
  2 
  Boar 
  Berserker 
  Cyclops 
  3 
  Cat, Panther 
  Brigand 
  Elf 
  4 
  Lizard, Draco 
  Brigand 
  Giant, Fire 
  5 
  Lizard, Gecko 
  Brigand 
  Giant, Hill 
  6 
  Lizard, Horned Chameleon 
  Expert Adventurers 
  Gnoll 
  7 
  Rat, Giant 
  Expert Adventurers 
  Goblin 
  8 
  Shrew, Giant 
  High-Level Cleric 
  Lizard Man 
  9 
  Snake, Pit Viper 
  High-Level Fighter 
  Ogre 
  10 
  Snake, Rock Python 
  High-Level Magic-User 
  Orc 
  11 
  Snake, Spitting Cobra 
  Merchant 
  Troglodyte 
  12 
  Spider, Crab 
  Neanderthal 
  Troll 
   
   
   
   
  Sub-Table L: Lake, River 
  d12 
  Animal 
  Human 
  Humanoid 
  Swimmer 
  1 
  Antelope 
  Basic Adventurers 
  Bugbear 
  Crab, Giant 
  2 
  Boar 
  Bandit 
  Elf 
  Crocodile 
  3 
  Cat, Panther 
  Brigand 
  Gnoll 
  Crocodile 
  4 
  Cat, Tiger 
  Buccaneer 
  Hobgoblin 
  Crocodile, Large 
  5 
  Crab, Giant 
  Buccaneer 
  Lizard Man 
  Fish, Catfish 
  6 
  Crocodile 
  Buccaneer 
  Lizard Man 
  Fish, Piranha 
  7 
  Crocodile, Large 
  Expert Adventurers 
  Nixie 
  Fish, Sturgeon 
  8 
  Piranha, Giant 
  High-Level Cleric 
  Ogre 
  Leech, Giant 
  9 
  Leech, Giant 
  High-Level Fighter 
  Orc 
  Lizard Man 
  10 
  Rat, Giant 
  High-Level MU 
  Sprite 
  Merman 
  11 
  Shrew, Giant 
  Merchant 
  Thoul 
  Nixie 
  12 
  Toad, Giant 
  Merchant 
  Troll 
  Termite, Water 
   
   
   
   
   
   
   
   
   
  
  170 
   
  Sub-Table O: Ocean, Sea 
  d12 
  Human 
  Swimmer 
  1 
  Buccaneer 
  Dragon Turtle 
  2 
  Buccaneer 
  Hydra, Sea 
  3 
  Expert Adventurers 
  Merman 
  4 
  Merchant 
  Octopus, Giant 
  5 
  Merchant 
  Sea Dragon 
  6 
  Merchant 
  Sea Serpent 
  7 
  Merchant 
  Shark 
  8 
  Merchant 
  Shark 
  9 
  Pirate 
  Snake, Sea 
  10 
  Pirate 
  Squid, Giant 
  11 
  Pirate 
  Termite, Water 
  12 
  Pirate 
  Whale 
   
   
   
   
  Sub-Table S: Swamp 
  d12 
  Human 
  Humanoid 
  Swimmer 
  1 
  Basic Adventurers 
  Gnoll 
  Crab, Giant 
  2 
  Bandit 
  Goblin 
  Crocodile 
  3 
  Bandit 
  Hobgoblin 
  Crocodile, Large 
  4 
  Berserker 
  Lizard Man 
  Crocodile, Giant 
  5 
  Brigand 
  Lizard Man 
  Fish, Catfish 
  6 
  Expert Adventurers 
  Lizard Man 
  Insect Swarm 
  7 
  Expert Adventurers 
  Nixie 
  Insect Swarm 
  8 
  High-Level Cleric 
  Ogre 
  Leech, Giant 
  9 
  High-Level Fighter 
  Orc 
  Leech, Giant 
  10 
  High-Level Magic-User 
  Troglodyte 
  Lizard Man 
  11 
  Merchant 
  Troll 
  Lizard Man 
  12 
  Trader 
  Troll 
  Termite, Water 
   
   
   
  
  171 
   
  Stronghold Encounters 
  High-level adventurers may create a base in a 
  wilderness area by driving dangerous monsters 
  out of the area, building a castle or stronghold, 
  and hiring an army of mercenaries for 
  protection. When PCs wander into the vicinity 
  of such a stronghold, a warm reception is not 
  always guaranteed. The GM may already have 
  notes on the patrols around a stronghold, and 
  the reaction of the ruler to travellers. If not, 
  the following guidelines may be used. 
   
  Ruler 
  The GM should decide what class of NPC claims 
  ownership of the stronghold and the 
  surrounding lands: 
   
  ● 
  Arcane spell caster: (e.g. magic-user.) 
  Of level 1d4+10. 
  ● 
  Divine spell caster: (e.g. cleric.) Of 
  level 1d8+6. 
  ● 
  Warrior or combat-oriented 
  character: (e.g. fighter.) Of level 
  1d6+8. 
   
  Note that demi-human strongholds are unusual 
  cases, and should be detailed in advance by the 
  GM. Typically, they attempt to avoid all 
  contact with travellers. 
   
  Patrols 
  Adventurers that enter the dominion around a 
  stronghold are typically spotted by one of the 
  mercenary groups hired to patrol the area. The 
  type of troops depends on the class of the 
  ruler: 
   
  ● 
  Arcane spell caster: 2d6 heavy 
  footmen. Equipped with chainmail + 
  shield (AC 4) and swords. Morale 8. 
  ● 
  Divine spell caster: 2d6 medium 
  horsemen. Equipped with chainmail (AC 
  5) and lances. Morale 9. 
  ● 
  Warrior or combat-oriented 
  character: 2d6 heavy horsemen. 
  Equipped with plate mail (AC 3), lance, 
  and sword. Morale 9. 
   
  Garrison 
  Patrols such as those described are only a small 
  part of the ruler’s garrison. Further forces may 
  include magical monsters, or humans mounted 
  on flying creatures. 
   
  Reaction 
  The reaction of the ruler to travellers in his or 
  her domain depends on the class of the ruler, 
  and can be determined by rolling 1d6 and 
  consulting this table: 
   
  d6 
  Arcane 
  Caster 
  Divine 
  Caster 
  Warrior 
  1 
  Chase 
  Chase 
  Chase 
  2 
  Ignore 
  Chase 
  Chase 
  3 
  Ignore 
  Ignore 
  Chase 
  4 
  Ignore 
  Ignore 
  Ignore 
  5 
  Ignore 
  Invite 
  Ignore 
  6 
  Invite 
  Invite 
  Invite 
   
  Chase: The patrol is instructed to chase 
  intruders out of the domain. Alternatively, they 
  may demand a toll from travellers passing 
  through. The exact price demanded depends on 
  the ruler’s character, the apparent wealth of 
  the PCs, etc. If the PCs refuse to pay the toll, 
  the patrol may attack them, drive them away, 
  or attempt to take them prisoner. 
   
  Ignore: The patrol leaves the PCs to go about 
  their business. 
   
  Invite: The patrol brings a message from the 
  domain’s ruler, inviting the PCs to stay in the 
  stronghold. The ruler’s exact motive for doing 
  so depends on his or her personality—it is not 
  necessarily benign. 
   
   
  
  172 
   
  NPC Parties 
  This procedure generates parties of NPC 
  adventurers. As the procedure is fairly 
  involved, GMs may wish to pre-generate some 
  NPC parties for use in random encounters. The 
  following general details apply to all types of 
  NPC party described: 
   
  ● 
  Spells: If spell casters are present, 
  choose or roll their memorized spells. 
  ● 
  Equipment: Normal adventuring gear. 
  ● 
  Treasure: Treasure types U+V, shared 
  among the group. 
  ● 
  Marching order: Decided by GM. 
   
  If the classes presented in Chapter 1: 
  Characters and Equipment are not in use, the 
  GM should replace the listed classes by 
  equivalents in use in his or her campaign. 
   
  Basic Adventurers 
   
  ● 
  Composition: 1d4+4 characters of 
  random class and level (see below). 
  ● 
  Alignment: Either roll the alignment of 
  each NPC or roll once for the party. 
   
  Expert Adventurers 
   
  ● 
  Composition: 1d6+3 characters of 
  random class and level (see below). 
  ● 
  Alignment: Either roll the alignment of 
  each NPC or roll once for the party. 
  ● 
  Mounts: 75% chance of being mounted, 
  in the wilderness. 
  ● 
  Magic items: Per individual: there is a 
  chance of the NPC having a magic item 
  from each suitable magic item sub-
  table (see Magic Items, page 176). The 
  chance per sub-table is 5% per level of 
  the NPC. Rolled items that cannot be 
  used by the NPC should be ignored (no 
  re-roll). 
   
   
  High-Level Cleric 
  A high-level cleric and party. (Mounts and 
  magic items as per Expert Adventurers.) 
   
  ● 
  Composition: Leader (cleric of level 
  1d6+6), 1d4 clerics (level 1d4+1), 1d3 
  fighters (level 1d6). 
  ● 
  Alignment: Roll for the whole party. 
   
  High-Level Fighter 
  A high-level fighter and a group of retainers, 
  often on their way to or from war. (Mounts and 
  magic items as per Expert Adventurers.) 
   
  ● 
  Composition: Leader (fighter of level 
  1d4+6), 2d4 retainers (level 1d4+2, any 
  class). 
  ● 
  Alignment: Roll for the whole party. 
   
  High-Level Magic-User 
  A high-level magic-user, accompanied by his or 
  her apprentices and a group of hired guards, 
  often on a quest for arcane lore. (Mounts and 
  magic items as per Expert Adventurers.) 
   
  ● 
  Composition: Leader (magic-user of 
  level 1d4+6), 1d4 apprentices (magic-
  users of level 1d3), 1d4 mercenaries 
  (fighters of level 1d4+1). 
  ● 
  Alignment: Roll the leader’s alignment. 
  The apprentices have the same 
  alignment as the leader, but the 
  mercenaries may be of different 
  alignment. 
   
   
  
  173 
   
  Adventurers’ Class and Level 
  d8 
  Class 
  Level 
  Basic 
  Expert 
  1 
  Cleric 
  1d3 
  1d6+3 
  2 
  Dwarf 
  1d3 
  1d6+6 
  3 
  Elf 
  1d3 
  1d6+2 
  4 
  Fighter 
  1d3 
  1d6+3 
  5 
  Fighter 
  1d3 
  1d6+5 
  6 
  Halfling 
  1d3 
  1d6+2 
  7 
  Magic-User 
  1d3 
  1d6+3 
  8 
  Thief 
  1d3 
  1d6+4 
   
  Alignment 
  d6 
  Alignment 
  1-2 
  Lawful 
  3-4 
  Neutral 
  5-6 
  Chaotic 
   
  Placing Treasure 
  There are two methods of deciding what 
  treasure is in the possession of monsters 
  encountered in an adventure, described below. 
   
  Rolling Randomly 
  Monster listings (for example in Monsters, 
  pages 107-155) note the treasure type present 
  in the creature’s lair and carried on its person. 
  Each treasure type (described in the following 
  section) lists one or more types of coin or item 
  that may be found in the hoard. For each item 
  in the list: 
   
  1. If a percentage value is given, roll d100 
  first. If the result is less than or equal 
  to the listed percentage, this item is 
  present in the hoard. If the result is 
  greater than the listed percentage, this 
  item is not present in the hoard. 
  2. If a range of values is given (e.g. 1d6 × 
  1,000cp, or 6d6 gems), roll the 
  specified dice to determine the 
  quantity of this item that is present in 
  the hoard. 
  3. For gems, jewelry, and magic items, 
  the procedures for determining the 
  value and properties of the items in the 
  hoard are found in later sections. 
   
  If the value of the randomly generated treasure 
  is significantly above or below the average 
  value of the treasure type, the GM may wish to 
  adjust the results manually. 
   
  Game Master Choice 
  As an alternative to rolling treasure at random, 
  the GM may wish to choose treasures 
  appropriate to the monsters and the player 
  character party. As treasure is the main source 
  of player character experience (see Experience 
  Points, page 84)—usually accounting for ¾ or 
  more of their total experience earned—the GM 
  should carefully consider treasure placement. 
  The GM may use the following approach: 
   
  1. Consider the size of the adventuring 
  party, the levels of the characters, and 
  the XP requirements for them to 
  advance. 
  2. Decide how many experience points the 
  treasure hoard should provide, if the 
  party successfully acquires it. 
  3. Place treasures whose total gold piece 
  value matches the determined XP total. 
   
  When using this approach, the GM should 
  ensure that the treasure is guarded by 
  sufficiently powerful monsters. The player 
  characters should have to earn this reward! 
   
  Items of Value 
  The treasure tables in the following sections 
  describe methods for generating hoards of 
  coins, gems, jewelry, and magic items. 
  Adventures may often include valuable items of 
  other kinds, however, whose worth may not 
  always be obvious to players. The GM should 
  feel free to include items such as the following 
  in treasure hoards: 
  
  174 
   
  ● 
  Artwork: Paintings, statuary. 
  ● 
  Books: Rare tomes or scrolls. 
  ● 
  Foodstuffs: Spices, valuable wines. 
  ● 
  Furnishings: Rugs, tapestries, 
  hangings. 
  ● 
  Utensils: Silver cutlery, unusual 
  kitchen or laboratory implements. 
  ● 
  Valuables: Furs, ivory, ores, silks. 
   
  For each such item placed, the GM should note 
  its value (in gold pieces) and (if using the 
  optional rules for Encumbrance on pages 82-83) 
  its weight. 
   
  Treasure Types 
   
  Hoards 
  These treasure types indicate the sum wealth 
  of a large monster or a community of smaller 
  monsters. Such hoards are usually hidden in the 
  monsters’ lair. For monsters with a lair 
  encounter size of greater than 1d4, the amount 
  of treasure in the hoard may be reduced, if the 
  number of monsters is below average. 
   
  Type A (18,000gp average) 
   
  ● 
  25%: 1d6 × 1,000cp. 
  ● 
  30%: 1d6 × 1,000sp. 
  ● 
  20%: 1d4 × 1,000ep. 
  ● 
  35%: 2d6 × 1,000gp. 
  ● 
  25%: 1d2 × 1,000pp. 
  ● 
  50%: 6d6 gems. 
  ● 
  50%: 6d6 pieces of jewelry. 
  ● 
  30%: 3 magic items. 
   
  Type B (2,000gp average) 
   
  ● 
  50%: 1d8 × 1,000cp. 
  ● 
  25%: 1d6 × 1,000sp. 
  ● 
  25%: 1d4 × 1,000ep. 
  ● 
  25%: 1d3 × 1,000gp. 
  ● 
  25%: 1d6 gems. 
  ● 
  25%: 1d6 pieces of jewelry. 
  ● 
  10%: 1 magic sword, armor, or weapon. 
   
  Type C (1,000gp average) 
   
  ● 
  20%: 1d12 × 1,000cp. 
  ● 
  30%: 1d4 × 1,000sp. 
  ● 
  10%: 1d4 × 1,000ep. 
  ● 
  25%: 1d4 gems. 
  ● 
  25%: 1d4 pieces of jewelry. 
  ● 
  10%: 2 magic items. 
   
  Type D (3,900gp average) 
   
  ● 
  10%: 1d8 × 1,000cp. 
  ● 
  15%: 1d12 × 1,000sp. 
  ● 
  60%: 1d6 × 1,000gp. 
  ● 
  30%: 1d8 gems. 
  ● 
  30%: 1d8 pieces of jewelry. 
  ● 
  15%: 2 magic items, plus 1 potion. 
   
  Type E (2,300gp average) 
   
  ● 
  5%: 1d10 × 1,000cp. 
  ● 
  30%: 1d12 × 1,000sp. 
  ● 
  25%: 1d4 × 1,000ep. 
  ● 
  25%: 1d8 × 1,000gp. 
  ● 
  10%: 1d10 gems. 
  ● 
  10%: 1d10 pieces of jewelry. 
  ● 
  25%: 3 magic items, plus 1 scroll. 
   
  Type F (7,700gp average) 
   
  ● 
  10%: 2d10 × 1,000sp. 
  ● 
  20%: 1d8 × 1,000ep. 
  ● 
  45%: 1d12 × 1,000gp. 
  ● 
  30%: 1d3 × 1,000pp. 
  ● 
  20%: 2d12 gems. 
  ● 
  10%: 1d12 pieces of jewelry. 
  ● 
  30%: 3 magic items (not weapons), plus 
  1 potion, plus 1 scroll. 
   
  Type G (23,000gp average) 
   
  ● 
  50%: 1d4 × 10,000gp. 
  ● 
  50%: 1d6 × 1,000pp. 
  ● 
  25%: 3d6 gems. 
  ● 
  25%: 1d10 pieces of jewelry. 
  ● 
  35%: 4 magic items, plus 1 scroll. 
  
  175 
   
  Type H (60,000gp average) 
   
  ● 
  25%: 3d8 × 1,000cp. 
  ● 
  50%: 1d100 × 1,000sp. 
  ● 
  50%: 1d4 × 10,000ep. 
  ● 
  50%: 1d6 × 10,000gp. 
  ● 
  25%: 5d4 × 1,000pp. 
  ● 
  50%: 1d100 gems. 
  ● 
  50%: 1d4 × 10 pieces of jewelry. 
  ● 
  15%: 4 magic items, plus 1 potion, plus 
  1 scroll. 
   
  Type I (11,000gp average) 
   
  ● 
  30%: 1d8 × 1,000pp. 
  ● 
  50%: 2d6 gems. 
  ● 
  50%: 2d6 pieces of jewelry. 
  ● 
  15%: 1 magic item. 
   
  Type J (25gp average) 
   
  ● 
  25%: 1d4 × 1,000cp. 
  ● 
  10%: 1d3 × 1,000sp. 
   
  Type K (180gp average) 
   
  ● 
  30%: 1d6 × 1,000sp. 
  ● 
  10%: 1d2 × 1,000ep. 
   
  Type L (240gp average) 
   
  ● 
  50%: 1d4 gems. 
   
  Type M (50,000gp average) 
   
  ● 
  40%: 2d4 × 1,000gp. 
  ● 
  50%: 5d6 × 1,000pp. 
  ● 
  55%: 5d4 gems. 
  ● 
  45%: 2d6 pieces of jewelry. 
   
  Type N (0gp average) 
   
  ● 
  40%: 2d4 potions. 
   
   
  Type O (0gp average) 
   
  ● 
  50%: 1d4 scrolls. 
   
  Individual Treasure 
  If listed for intelligent monsters, each 
  individual carries this much treasure. If listed 
  for unintelligent monsters, the treasure type 
  indicates treasure from the bodies of the 
  monsters’ former victims. 
   
  Type P (0.1gp average) 
   
  ● 
  3d8cp. 
   
  Type Q (1gp average) 
   
  ● 
  3d6sp. 
   
  Type R (3gp average) 
   
  ● 
  2d6ep. 
   
  Type S (5gp average) 
   
  ● 
  2d4gp. 
   
  Type T (17gp average) 
   
  ● 
  1d6pp. 
   
  Group Treasure 
  If listed for intelligent monsters, the group 
  carries this much treasure between them. If 
  listed for unintelligent monsters, the treasure 
  type indicates treasure from the bodies of the 
  monsters’ former victims. 
   
  Type U (160gp average) 
   
  ● 
  10%: 1d100cp. 
  ● 
  10%: 1d100sp. 
  ● 
  5%: 1d100gp. 
  ● 
  5%: 1d4 gems. 
  
  176 
   
  ● 
  5%: 1d4 pieces of jewelry. 
  ● 
  2%: 1 magic item. 
   
  Type V (330gp average) 
   
  ● 
  10%: 1d100sp. 
  ● 
  5%: 1d100ep. 
  ● 
  10%: 1d100gp. 
  ● 
  5%: 1d100pp. 
  ● 
  10%: 1d4 gems. 
  ● 
  10%: 1d4 pieces of jewelry. 
  ● 
  5%: 1 magic item. 
   
  Average Values 
  The average value of each treasure type is 
  listed alongside the letter code. These values 
  sum the average results of gems, jewelry, and 
  all types of coin. Magic items that the treasure 
  type may indicate are not counted toward the 
  average value, as magic items do not have 
  fixed sale values. 
   
  Note: According to a re-calculation of these 
  averages, there were errors in the original 
  Basic rules that needed adjustments. 
   
  Coin Conversion Rates 
  1pp = 5gp; 1gp = 2ep; 1gp = 10sp; 1gp = 100cp 
   
  Gems and Jewelry 
   
  Gems 
  For each gem present in a treasure hoard, roll 
  on the following table to determine its gold 
  piece value: 
   
  Gem Values 
  d20 
  Gem Value 
  1-4 
  10gp 
  5-9 
  50gp 
  10-15 
  100gp 
  16-19 
  500gp 
  20 
  1,000gp 
  Combining Gem Values 
  When a treasure type indicates the presence of 
  multiple gems, the GM may combine the values 
  of individual gems, as desired. For example, a 
  roll of five 50gp value gems may be placed as a 
  single 250gp gem, a 100gp gem and three 50gp 
  gems, or any other combination. 
   
  Jewelry 
  Each piece of jewelry indicated by a treasure 
  type is worth 3d6 × 100gp. (For characters of 
  4th level and above, the GM may decide to 
  place pieces of jewelry of even greater value.) 
   
  Combining Jewelry Values 
  As with gems (see above), the GM may combine 
  the values of individual pieces of jewelry, as 
  desired. 
   
  Damaged Jewelry 
  Rough treatment of jewelry (for example 
  crushing, intense heat or fire, lightning) can 
  damage it, reducing its value by 50%. 
   
  Magic Items 
   
  Rolling Magic Items 
  If a treasure type indicates a specific type of 
  magic item (e.g. 3 potions), roll on the table 
  for that type of item (see following pages). 
  Otherwise, first roll on the Magic Item Type 
  table to determine the type of the item and 
  then roll on the table for that type. 
   
  Basic and Expert Magic 
  Items 
  Separate probabilities are listed in each table 
  for Basic and Expert level characters (i.e. 
  characters of 1st to 3rd level, and characters of 
  4th level or higher). The Basic probabilities are 
  listed in the B column, and the Expert 
  probabilities in the X column. 
   
  
  177 
   
  It is recommended that the probabilities 
  appropriate to the group’s experience level be 
  used. Alternatively, if the GM prefers to have 
  an even distribution of magic items, 
  irrespective of player character level, the 
  Expert probabilities may always be used. 
   
  Magic Item Type 
  B: d% 
  X: d% 
  Type of Item 
  1-10 
  1-10 
  Armor 
  11-15 
  11-15 
  Misc. Item 
  16-40 
  16-35 
  Potion 
  41-45 
  36-40 
  Ring 
  46-65 
  41-70 
  Scroll or Map 
  66-85 
  71-90 
  Sword 
  86-90 
  91-95 
  Wand/Staff/Rod 
  91-00 
  96-00 
  Weapon 
   
  Identifying Magic Items 
   
  ● 
  Testing: The most common way of 
  identifying magic items is by trial and 
  error—sipping a potion, donning a suit 
  of armor, using a weapon in battle, 
  etc. 
  ● 
  Retainers: Players may wish to use 
  retainers as “guinea pigs” to test magic 
  items of unknown properties. Retainers 
  may agree to do this, but only if 
  allowed to keep the item in question. 
  ● 
  By magic: High-level NPC magic-users 
  may also be able to identify magic 
  items. They always require payment or 
  a service in kind. The process takes 
  time: possibly several weeks. 
   
  Using Magic Items 
   
  ● 
  Appropriate use: In order to be 
  effective, a magic item must be used, 
  held, or worn in the normal fashion. 
  ● 
  Concentration: To activate an item’s 
  magic, the user must concentrate on its 
  effect. When using a magic item in this 
  way, the character cannot take any 
  other actions. 
  ● 
  Items that are always active: The 
  following types of item are always 
  active, and do not require 
  concentration: magic weapons, armor, 
  and protective items (e.g. ring of 
  protection, elven cloak). 
  ● 
  Actions per round: A magic item’s 
  effect can normally only be used once 
  per round, unless its description notes 
  otherwise. 
   
  Wishes 
  Several magic items grant wishes, the powerful 
  ability for a character to change the nature of 
  reality in any conceivable way that he or she 
  should desire. Wishes are generally regarded as 
  the most powerful magic in the game, and have 
  the potential to greatly upset the balance of 
  play, if not handled carefully by the GM. The 
  following guidelines may be used: 
   
  ● 
  Wording: The player and GM must pay 
  great attention to the precise wording 
  of a wish. 
  ● 
  World-changing wishes: A wish that 
  would alter some fundamental aspect 
  of the game or the campaign world has 
  no effect. For example, a wish that 
  altered the abilities of all monsters of a 
  particular type would fail. 
  ● 
  Greedy wishes: A wish that the GM 
  judges to be unreasonable or overly 
  greedy may come to pass, but with its 
  intent twisted in some way. For 
  example, a wish for a very powerful 
  magic item may cause the item to 
  appear, but in the possession of a 
  dangerous enemy. 
  ● 
  Wishing for more wishes: Results in an 
  infinite time loop, putting the 
  character out of play. 
   
   
   
  
  178 
   
  Some examples of reasonable 
  wishes: 
   
  ● 
  Wishing for a weapon to help fight 
  magical monsters. The wish may grant 
  a sword +1 that vanishes when the 
  combat ends. 
  ● 
  Wishing that a monster had not 
  attacked. The wish may place the 
  characters back in time and change the 
  reaction of the monster. 
  ● 
  Wishing that a deadly blow had not 
  occurred. The affected character may 
  return to life, wounded but not dead. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Armor 
  B: d4 
  X: d% 
  Item 
  1 
  1-15 
  Armor +1 
  2 
  16-25 
  Armor +1, Shield +1 
   
  26-27 
  Armor +1, Shield +2 
   
  28 
  Armor +1, Shield +3 
   
  29-33 
  Armor +2 
   
  34-36 
  Armor +2, Shield +1 
   
  37-41 
  Armor +2, Shield +2 
   
  42 
  Armor +2, Shield +3 
   
  43-45 
  Armor +3 
   
  46 
  Armor +3, Shield +1 
   
  47 
  Armor +3, Shield +2 
   
  48 
  Armor +3, Shield +3 
   
  49-51 
  Cursed Armor -1 
   
  52-53 
  Cursed Armor -2 
   
  54 
  Cursed Armor -2 with Shield 
  +1 
  3 
  55-56 
  Cursed Armor, AC 9 
   
  57-62 
  Cursed Shield -2 
   
  63-65 
  Cursed Shield, AC 9 
  4 
  66-85 
  Shield +1 
   
  86-95 
  Shield +2 
   
  96-00 
  Shield +3 
   
  Type of Armor 
  The GM may choose the type of armor in a 
  treasure hoard, or may roll on the following 
  table: 
   
  d8 
  Type of Armor 
  1-2 
  Leather 
  3-6 
  Chainmail 
  7-8 
  Plate mail 
   
   
   
   
  
  179 
   
  Enchanted Armor and 
  Shields 
   
  ● 
  AC bonus: The associated bonus 
  improves the wearer’s Armor Class 
  rating. For example, a suit of chainmail 
  +1 grants a base Armor Class of 4, one 
  point better than the AC 5 of non-
  magical chainmail. 
  ● 
  Weight: When using option 2 of the 
  encumbrance rules (see Encumbrance, 
  page 82), the enchanted armor’s 
  encumbrance value is 50% less than 
  that of normal armor. 
   
  Cursed Armor and Shields 
   
  ● 
  AC penalty: Some types of cursed 
  armor specify an Armor Class penalty. 
  This modifier worsens the wearer’s 
  Armor Class rating. For example, a 
  cursed suit of chainmail -1 grants a 
  base Armor Class of 6, one point worse 
  than the AC 5 of non-magical 
  chainmail. 
  ● 
  AC 9: Some types of cursed armor give 
  the wearer a base Armor Class of 9 
  (before modifiers due to Dexterity). 
  ● 
  Testing: All types of tests indicate that 
  a cursed shield or suit of armor is 
  enchanted with a +1 bonus. It is only 
  when the armor is used in deadly 
  combat that the curse is revealed. 
  ● 
  Removing: Once a cursed shield or suit 
  of armor has been used, the character 
  comes under the curse and is not able 
  to discard the item. It can only be 
  removed with magic (e.g. remove curse 
  or dispel evil). 
   
   
   
   
  
  180 
   
  Miscellaneous Magic Items 
   
  B: d10 
  X: d% 
  Item 
   
  1-3 
  Amulet of Protection Against Scrying 
  1 
  4-5 
  Bag of Devouring 
  2 
  6-11 
  Bag of Holding 
   
  12-16 
  Boots of Levitation 
   
  17-21 
  Boots of Speed 
   
  22-26 
  Boots of Travelling and Leaping 
  3 
  27-31 
  Broom of Flying 
  4 
  32-35 
  Crystal Ball 
   
  36-37 
  Crystal Ball with Clairaudience 
   
  38 
  Crystal Ball with ESP 
   
  39-40 
  Displacer Cloak 
   
  41 
  Drums of Panic 
   
  42 
  Efreeti Bottle 
   
  43 
  Elemental Summoning Device: Air 
   
  44 
  Elemental Summoning Device: Earth 
   
  45 
  Elemental Summoning Device: Fire 
   
  46 
  Elemental Summoning Device: Water 
  5 
  47-56 
  Elven Cloak and Boots 
   
  57 
  Flying Carpet 
  6 
  58-64 
  Gauntlets of Ogre Power 
   
  65-66 
  Girdle of Giant Strength 
  7 
  67-77 
  Helm of Alignment Changing 
   
  78-82 
  Helm of Reading Languages and Magic 
  8 
  83 
  Helm of Telepathy 
   
  84 
  Helm of Teleportation 
   
  85 
  Horn of Blasting 
  9 
  86-90 
  Medallion of ESP 30’ 
   
  91-93 
  Medallion of ESP 90’ 
   
  94-94 
  Mirror of Life Trapping 
  10 
  95-97 
  Rope of Climbing 
   
  98-00 
  Scarab of Protection 
   
  
  181 
   
  Usage 
  Unless the description of an item states 
  otherwise, it may be used by characters of any 
  class, and may be used any number of times 
  per day (activated by concentration). 
   
  Item Descriptions 
   
  Amulet of Protection Against Scrying 
  An amulet that provides protection against 
  remote viewing and mind-reading. 
   
  ● 
  The person wearing this amulet cannot 
  be viewed in a crystal ball. 
  ● 
  The wearer is immune to all forms of 
  ESP. 
   
  Bag of Devouring 
  A normal-looking, small sack that devours 
  objects placed inside it. 
   
  ● 
  Anything placed inside the bag vanishes 
  from existence after 1d6+6 turns. 
  ● 
  Living creatures may be affected, but 
  only if the entire creature fits inside 
  the bag. 
   
  Bag of Holding 
  A normal-looking, small sack that can magically 
  contain large objects and weights. 
   
  ● 
  Objects of up to 10’×5’×3’ can fit 
  inside. 
  ● 
  Up to 10,000 coins of weight can be 
  placed in the bag. 
  ● 
  When full, the bag weighs 600 coins. 
   
  Boots of Levitation 
  The wearer is able to move up and down 
  through the air at will. 
   
  ● 
  The wearer mentally directs movement 
  up or down at up to 20’ per round. 
  ● 
  Horizontal movement is not possible, 
  but the wearer can push against solid 
  objects to move laterally. 
  ● 
  A normal amount of weight can be 
  carried while levitating. 
  ● 
  The enchantment may be used without 
  limit of frequency or duration. 
   
  Boots of Speed 
  The wearer is able to move at up to 240’ (80’)—
  the speed of a riding horse. 
   
  ● 
  This can be maintained for up to 12 
  hours. 
  ● 
  Afterwards, the wearer must rest for 1 
  day. 
   
  Boots of Travelling and Leaping 
  The wearer is able to travel without tiring and 
  leap great distances. 
   
  ● 
  The normal need for rest when 
  travelling may be ignored (see Resting, 
  page 88). 
  ● 
  The wearer can leap up to 10’ high and 
  30’ horizontally. 
   
  Broom of Flying 
  A broom that can be commanded to fly, 
  carrying the owner aloft. 
   
  ● 
  The broom flies at 240’ (80’). 
  ● 
  An additional passenger may be 
  carried. When carrying two people, the 
  broom’s speed is 180’ (60’). 
   
  Crystal Ball 
  Allows an arcane spell caster to view any place 
  or object that is brought to mind: 
   
  ● 
  The vision lasts for one turn. 
  ● 
  The clarity of the vision is dependent 
  on the scryer’s familiarity with the 
  subject. 
  ● 
  A crystal ball may be used at most 3 
  times a day. 
  
  182 
   
  ● 
  It is not possible to cast spells through 
  a crystal ball into the viewed scene. 
   
  Crystal Ball With Clairaudience: The scryer 
  can hear, as well as see, the desired scene. 
   
  Crystal Ball With ESP: Allows the scryer to spy 
  on the thoughts of creatures viewed in the 
  crystal ball: 
   
  ● 
  The thoughts of a single creature 
  viewed through the crystal ball may be 
  read. 
  ● 
  The scryer understands the meaning of 
  all thoughts even if he or she does not 
  share the creature’s language. 
  ● 
  The ability to perceive thoughts is 
  obstructed by a thin layer of lead or by 
  rock of 2’ thick or greater. 
   
  Displacer Cloak 
  A cloak that bends light, making one who wears 
  it appear to be 5’ away from his or her true 
  location. 
   
  ● 
  The wearer gains a +2 bonus to saving 
  throws against petrification, rods, 
  spells, staves, and wands. 
  ● 
  Melee attacks against the wearer are 
  penalised by -2. 
   
  Drums of Panic 
  Large war drums that induce panic in those 
  that hear their sound. 
   
  ● 
  Creatures within 10’ of the drums when 
  played are not affected. 
  ● 
  Other creatures, up to 240’ away, are 
  afflicted by the drums’ enchantment of 
  fear: creatures in range must make a 
  morale check with a -2 penalty (or a 
  save vs spells, if the optional morale 
  rules are not being used). (See Morale, 
  page 96.) 
  ● 
  Creatures that fail the morale check or 
  saving throw flee from the sound of the 
  drums at full running speed for 30 
  rounds. 
  Efreeti Bottle 
  A 3’ tall, weighty jug with a sealed stopper. 
  Breaking the seal and removing the stopper 
  releases a trapped efreeti (page 119), who 
  serves the character. 
   
  ● 
  The efreeti serves the one who freed it 
  (and only that character) once per day. 
  ● 
  After 101 days, its service ends. The 
  creature then returns to its home—the 
  legendary City of Brass. 
  ● 
  If the efreeti is killed, its service ends. 
   
  Elemental Summoning Device 
  Ritual items enchanted with the power to 
  summon beings from the elemental planes: 
   
  ● 
  Air: A censer. 
  ● 
  Earth: A 6” diameter stone. 
  ● 
  Fire: A brazier. 
  ● 
  Water: A 3’ diameter bowl. 
   
  The items may be used as follows: 
   
  ● 
  The summoning power may only be 
  used once per day. 
  ● 
  Before use, the device must be 
  prepared. This takes one turn. 
  ● 
  Once prepared, activating the device 
  takes one round. 
  ● 
  A 12 Hit Dice elemental (page 119) is 
  conjured to do the summoner’s 
  bidding. 
  ● 
  Command over the elemental works as 
  described in the magic-user spell 
  conjure elemental (page 54). 
   
  Elven Cloak and Boots 
  A set of enchanted boots and a matching cloak, 
  of elven origin. 
   
  ● 
  The wearer of the boots is able to move 
  silently. 
  ● 
  The wearer of the cloak is rendered 
  almost invisible: there is only a 1-in-6 
  chance of them being spotted. 
  
  183 
   
  ● 
  The cloak’s power of invisibility is 
  nullified for one turn, if the wearer 
  attacks. 
   
  Flying Carpet 
  An enchanted carpet that can fly through the 
  air, carrying up to three passengers (and their 
  gear). 
   
  ● 
  Carrying one passenger, the carpet 
  moves at 300’ (100’). 
  ● 
  Carrying two passengers, the carpet 
  moves at 240’ (80’). 
  ● 
  Carrying three passengers, the carpet 
  moves at 180’ (60’). 
   
  Gauntlets of Ogre Power 
  A character who wears these gauntlets has a 
  Strength score of 18. This grants all the usual 
  bonuses, including: 
   
  ● 
  +3 bonus to attack and damage rolls, in 
  melee. 
  ● 
  Unarmed attack damage of 1d2+3. 
   
  If using option 2 of the encumbrance rules (see 
  Encumbrance, page 82): 
   
  ● 
  The character’s ability to carry weight 
  is increased by 1,000 coins. (i.e. the 
  character can carry 1,400 coins without 
  becoming encumbered.) 
   
  Note: The description of this item in the 
  original Basic rules is somewhat ambiguous. 
  It’s not clear that the bonuses only apply to 
  melee attacks. The listed unarmed attack 
  damage also contradicts what is listed in the 
  Expert rules. 
   
  Girdle of Giant Strength 
  A character who wears this girdle gains the 
  strength of a hill giant. 
   
  ● 
  The wearer’s ability in combat is 
  augmented: the character attacks as an 
  8 Hit Dice monster (requiring a 12 to 
  hit AC 0). (If the character already has 
  better attack probabilities, the girdle 
  does not alter these.) 
  ● 
  The wearer inflicts 2d8 damage in 
  combat, or twice normal damage, if 
  using the optional variable weapon 
  damage rules (Damage Rolls, page 94). 
   
  Helm of Alignment Changing 
  A beautifully crafted helmet that is cursed. 
   
  ● 
  Putting on the helmet instantly causes 
  the wearer’s alignment to change. The 
  new alignment is determined at 
  random. 
  ● 
  The curse is such that the wearer 
  cannot remove the helmet once in 
  place and resists attempts to remove 
  it. 
  ● 
  The curse can be removed by magic 
  (e.g. remove curse), or (at the GM’s 
  option) by performing a special quest. 
   
  Helm of Reading Languages and Magic 
  A fragile helmet that grants the wearer the 
  ability to read writing of all kinds. 
   
  ● 
  Text in any language can be 
  understood. 
  ● 
  Even magical writing is 
  comprehensible. (This does not grant 
  the ability to cast spells, however.) 
  ● 
  Due to the helm’s fragility, each time 
  the wearer is hit, there is a 1-in-10 
  chance of the helm being destroyed. If 
  the wearer is killed, the helm is 
  destroyed. 
   
  Helm of Telepathy 
  A beautifully crafted helmet that grants the 
  magical ability of telepathy: reading and 
  sending thoughts. 
   
  ● 
  The range of the helm’s power is 90’. 
  ● 
  To read a creature’s thoughts, the 
  wearer must remain still and 
  concentrate on that creature. 
  
  184 
   
  ● 
  The creature’s thoughts are made 
  comprehensible to the wearer of the 
  helm. 
  ● 
  The wearer may also initiate 
  bidirectional, telepathic 
  communication, though the creature is 
  not compelled to respond. 
   
  Helm of Teleportation 
  A magical helm that gives an arcane spell 
  caster the ability to cast the teleport spell 
  (page 73). 
   
  ● 
  The wearer may teleport him- or 
  herself, another creature, or an object. 
  ● 
  If used on another creature or object, a 
  save vs spells is allowed to resist. 
  ● 
  The helm’s power is usable only once. 
  To be used again, a teleport spell must 
  be cast upon it. 
  ● 
  Once recharged in this manner, the 
  wearer may use the helm an unlimited 
  number of times (at most once per 
  round). 
  ● 
  If the helm is used on an unwilling 
  subject, it once again loses its power 
  and must be recharged, as above, to be 
  used again. 
   
  Horn of Blasting 
  A horn that can be blown to release a blast of 
  destructive noise once per turn. 
   
  ● 
  Creatures within a 100’ long cone (20’ 
  wide at the end) suffer 2d6 damage. 
  ● 
  Affected creatures are also deafened 
  for one turn (save vs spells to avoid). 
  ● 
  At the GM’s discretion, the horn may 
  also be able to damage objects and 
  buildings (e.g. a single blast might be 
  enough to destroy a simple cottage; a 
  10’ section of castle wall might require 
  three blasts). 
   
   
   
   
   
  Medallion of ESP 30’ 
  A medallion on a chain, enchanted with the 
  power of reading thoughts. 
   
  ● 
  By concentrating for 1 round, the 
  wearer may target a creature within 
  30’. 
  ● 
  At the GM’s option, the target may 
  save vs spells to resist. 
  ● 
  While reading thoughts, the wearer 
  may move, but cannot cast spells or 
  attack. 
  ● 
  The medallion is not entirely reliable. 
  Per usage, there is a 1-in-6 chance of it 
  misfiring, instead sending the wearer’s 
  thoughts to all within 30’. 
   
  Medallion of ESP 90’ 
  A medallion on a chain, enchanted with the 
  power of reading thoughts. This works in the 
  same way as the magic-user spell ESP (page 
  59). 
   
  Mirror of Life Trapping 
  A mirror with the ability to magically trap living 
  creatures behind its pane. 
   
  ● 
  Any creature of human size or smaller 
  who gazes into the mirror is sucked 
  inside (save vs spells), with all its 
  belongings. 
  ● 
  Up to 20 creatures can be trapped in 
  the mirror. When this number is 
  reached, it becomes safe to look into 
  the mirror. 
  ● 
  Inside the mirror, a creature lives 
  indefinitely, without the need for air or 
  sustenance, and unaffected by ageing. 
  ● 
  Trapped creatures may converse with 
  those outside, but are utterly 
  powerless. 
  ● 
  Breaking the mirror releases those 
  trapped. 
   
   
   
   
  
  185 
   
  Rope of Climbing 
  A coil of thin, strong rope, 50’ in length. 
   
  ● 
  The owner may command it to climb in 
  any direction. 
  ● 
  The rope can also be commanded to 
  attach to a surface. 
  ● 
  Up to 10,000 coins of weight can be 
  suspended from the rope. 
   
  Scarab of Protection 
  Protects the bearer from baleful magic. 
   
  ● 
  All kinds of curses are nullified. 
  ● 
  Finger of death (page 68) is nullified. 
  ● 
  The scarab’s enchantment works 2d6 
  times before it is spent. 
   
  Potions 
  Magical liquids stored in glass vials (similar to 
  the vials holy water is stored in). 
  Identifying 
   
  A potion may be identified by sipping a small 
  amount. It is difficult to identify potions purely 
  by smell or taste, as even potions with the 
  same effect are not alike. 
   
  Drinking 
  Drinking a full dose of a potion takes one 
  round, and brings on the magical effect for 
  1d6+6 turns. The GM should roll for and track 
  this duration, and not tell the player how long 
  the potion lasts. 
   
   
  B: d8 
  X: d% 
  Potion 
   
  1-3 
  Clairaudience 
   
  4-7 
  Clairvoyance 
   
  8-10 
  Control Animal 
   
  11-13 
  Control Dragon 
   
  14-16 
  Control Giant 
   
  17-19 
  Control Human 
   
  20-22 
  Control Plant 
   
  23-25 
  Control Undead 
   
  26-32 
  Delusion 
  1 
  33-35 
  Diminution 
  2 
  36-39 
  ESP 
   
  40-43 
  Fire Resistance 
   
  44-47 
  Flying 
  3 
  48-51 
  Gaseous Form 
   
  52-55 
  Giant Strength 
  4 
  56-59 
  Growth 
  5 
  60-63 
  Healing 
   
  64-68 
  Heroism 
  6 
  69-72 
  Invisibility 
   
  73-76 
  Invulnerability 
  7 
  77-80 
  Levitation 
   
  81-84 
  Longevity 
  8 
  85-86 
  Poison 
   
  87-89 
  Polymorph Self 
   
  90-97 
  Speed 
   
  98-00 
  Treasure Finding 
    
   
  Mixing 
  Drinking a potion while already under the 
  effects of another potion is dangerous: 
   
  ● 
  The character is completely disabled 
  for 3 turns, due to sickness. 
  ● 
  The effects of both potions are 
  cancelled. 
   
  This rule does not apply to potions with 
  instantaneous or permanent duration (e.g. 
  potions of healing, potions of longevity). 
  
  186 
   
  Potion Descriptions 
   
  Clairaudience 
  Enables the character to hear through the ears 
  of another creature. 
   
  ● 
  The other creature must be within 60’. 
  ● 
  Lead blocks the potion’s effect. 
   
  Clairvoyance 
  Enables the character to see through the eyes 
  of another creature. 
   
  ● 
  The other creature must be within 60’. 
  ● 
  Lead blocks the potion’s effect. 
   
  Control 
  A potion of this type allows the one who drinks 
  it to control the actions of creatures of a 
  certain type. 
   
  ● 
  Exercising control requires 
  concentration. 
  ● 
  The character can only control 
  creatures that he or she can see. 
  ● 
  Controlled creatures resist commands 
  that are deadly to themselves. 
   
  Control Animal: 
   
  ● 
  Affects up to 3d6 Hit Dice of normal or 
  giant (but not magical) animals. 
  ● 
  When the potion’s effect ends, 
  affected animals move away. 
   
  Control Dragon: 
   
  ● 
  Affects 1-3 dragons of a specific type. 
  The GM should determine which type of 
  dragon the potion affects. 
  ● 
  It is not possible to command a dragon 
  to cast spells. 
  ● 
  When the potion’s effect ends, 
  affected dragons have a hostile 
  reaction. 
   
   
  
  187 
   
  Control Giant: 
   
  ● 
  Affects 1-4 giants of a specific type. 
  The GM should determine which type of 
  giant the potion affects. 
   
  Control Human: 
   
  ● 
  A charm may be placed upon one 
  human within 60’ per round. The 
  subject may save vs spells to resist the 
  charm. 
  ● 
  Up to 6 Hit Dice of humans may be 
  charmed in this way. Normal humans 
  count for ½ HD. 
  ● 
  A charmed individual regards the 
  character as a trusted friend, and 
  comes to his or her defence. He or she 
  obeys the character’s commands, as 
  long as these are not obviously harmful 
  and do not contradict the subject’s 
  alignment. 
   
  Control Plant: 
   
  ● 
  Affects all plants (including plant 
  monsters) in a 30’ square area up to 
  60’ distant. 
  ● 
  Affected plants may be commanded to 
  move around as the character wishes, 
  and may be used to entangle creatures 
  in the area. 
   
  Control Undead: 
   
  ● 
  Affects up to 3d6 Hit Dice of undead. 
  ● 
  When the potion’s effect ends, 
  affected undead have a hostile 
  reaction. 
   
  Delusion 
  A character who drinks this potion believes he 
  or she is under the effects of another type of 
  potion. 
  ● 
  The other type of potion should be 
  determined by the GM. 
  ● 
  The GM should try to trick the player 
  into believing that the character is 
  under the effects of the other potion, 
  only revealing the truth at some vital 
  juncture. 
   
  Diminution 
  The character shrinks to 6” high. 
   
  ● 
  While shrunk, the character is unable 
  to harm creatures larger than 1’ tall. 
  ● 
  The character can slip through narrow 
  spaces. 
  ● 
  Remaining motionless, the character 
  only has a 10% chance of being spotted. 
   
  ESP 
  Grants the power of reading thoughts. This 
  works in the same way as the magic-user spell 
  ESP (page 59). 
   
  Fire Resistance 
  Grants the character protection against fire: 
   
  ● 
  Unharmed by non-magical heat or fire. 
  ● 
  Gain a +2 bonus to all saving throws 
  versus fire-based magical or breath 
  attacks. 
  ● 
  Fire-based damage is reduced by 1 
  point per damage die rolled. (Each die 
  inflicts a minimum of 1 hit point 
  damage.) 
   
  Flying 
  Grants the ability to fly through the air. 
   
  ● 
  Movement rate of up to 360’ (120’). 
  ● 
  Movement in any direction is possible, 
  including the ability to levitate and to 
  hover in mid-air. 
   
   
  
  188 
   
  Gaseous Form 
  The character’s body becomes a cloud of 
  vapor. This has the following effects: 
   
  ● 
  Equipment and clothing drops to the 
  floor. 
  ● 
  The character may move, as a cloud of 
  gas, through small cracks in stone 
  walls, wooden objects, etc. 
  ● 
  Attacking is not possible, while in 
  gaseous form. 
  ● 
  Non-magical weapons cannot harm the 
  character. His or her AC is -2. 
   
  Giant Strength 
  Grants the strength of a frost giant. 
   
  ● 
  The character’s attacks with weapons 
  inflict double damage. 
  ● 
  The character may throw boulders for 
  3d6 damage, with a range of up to 
  200’. 
  ● 
  The effects of this potion are not 
  cumulative with those of other magic 
  items that augment strength (e.g. a 
  girdle of giant strength). 
   
  Growth 
  The character doubles in size. 
   
  ● 
  The character’s Strength is increased. 
  ● 
  The character’s attacks deal double 
  damage in melee. 
   
  Note: The original Basic rules do not note by 
  how much the character’s STR increases, and 
  are not explicit that only damage of melee 
  attacks is increased. 
   
  Healing 
  Has one of two effects on the character who 
  drinks it: 
   
  1. Heals a living subject of 1d6+1hp of 
  damage. This cannot grant more hit 
  points than the subject’s normal 
  maximum. 
  2. Cures the subject of paralysis. 
   
  Heroism 
  Normal humans and characters of a combat-
  focused, non-magic using class (e.g. dwarf, 
  fighter, halfling) that drink a potion of heroism 
  temporarily gain additional levels, including all 
  abilities and extra hit points. The number of 
  levels gained depends on the character’s 
  normal experience level: 
   
  ● 
  Normal human: Gain the abilities of a 
  4th level fighter. 
  ● 
  1-3: Gain 3 levels. 
  ● 
  4-7: Gain 2 levels. 
  ● 
  8-10: Gain 1 level. 
  ● 
  11+: No effect. 
   
  Note that damage suffered while under the 
  effects of this potion is first deducted from the 
  pool of additional hit points it grants. 
   
  Invisibility 
  Drinking this potion, the character becomes 
  invisible. This works the same as the magic-
  user spell invisibility (page 62). 
   
  At the GM’s discretion, a potion of invisibility 
  may be consumed in six smaller doses, each 
  with a reduced duration. 
   
  Invulnerability 
  The character is magically protected from 
  harm, gaining the following benefits: 
   
  ● 
  A +2 bonus to Armor Class. 
  ● 
  A +2 bonus to all saving throws. 
   
  If a character consumes more than one potion 
  of invulnerability in the space of a week, the 
  effects are inverted (a -2 penalty to AC and 
  saves). 
   
  Levitation 
  The character gains the ability to move up and 
  down through the air at will. 
   
  
  189 
   
  ● 
  The character mentally directs 
  movement up or down at up to 60’ per 
  round. 
  ● 
  Horizontal movement is not possible, 
  but the character can push against solid 
  objects to move laterally. 
  ● 
  A normal amount of weight can be 
  carried while levitating. 
   
  Longevity 
  Instantly and permanently causes the character 
  to become 10 years younger. 
   
  Poison 
  Appears the same as any other potion. 
   
  ● 
  Causes death (save vs poison). 
  ● 
  Even a sip has the full effect. 
   
  Polymorph Self 
  Upon drinking this potion, the character 
  transforms into another being (of his or her 
  choice). This works in the same way as the 
  magic-user spell polymorph self (page 66). 
   
  Speed 
  The character’s movements and actions are 
  magically accelerated. 
   
  ● 
  Movement rate is doubled. 
  ● 
  The number of attacks per round the 
  character can make is doubled. 
  ● 
  Other actions may be performed at 
  double speed. 
   
  Treasure Finding 
  Grants the magical ability to sense treasure. 
   
  ● 
  The largest treasure hoard in a range of 
  360’ is detected. 
  ● 
  The character gains an awareness of 
  the direction and distance to this 
  hoard. 
  ● 
  The character must concentrate in 
  order to sense this information. 
  ● 
  The magic is blocked by lead. 
   
  Rings 
  B: d6 
  X: d% 
  Ring 
  1 
  1-5 
  Control 
  Animals 
   
  6-10 
  Control 
  Humans 
   
  11-16 
  Control Plants 
   
  17-26 
  Delusion 
   
  27-29 
  Djinni 
  Summoning 
  2 
  30-39 
  Fire 
  Resistance 
  3 
  40-50 
  Invisibility 
   
  51-55 
  Protection +1, 
  5’ radius 
  4 
  56-70 
  Protection +1 
   
  71-72 
  Regeneration 
   
  73-74 
  Spell Storing 
   
  75-80 
  Spell Turning 
   
  81-82 
  Telekinesis 
  5 
  83-88 
  Water 
  Walking 
  6 
  89-94 
  Weakness 
   
  95-96 
  Wishes, 1-2 
   
  97 
  Wishes, 1-3 
   
  98 
  Wishes, 2-4 
   
  99-00 
  X-Ray Vision 
   
  
  190 
   
  Usage 
  Magical rings may be used by characters of any 
  class: 
   
  ● 
  A ring’s magical effect is activated by 
  placing it on a finger or thumb. 
  ● 
  Unless noted otherwise, a magical 
  ring’s effect is continuously active and 
  ends if the ring is removed. 
  ● 
  A character can wear two magic rings—
  one on each hand. If more are worn, 
  their magical effects do not function. 
  ● 
  Cursed rings cannot be “deactivated” 
  by wearing more magical rings. 
   
  Ring Descriptions 
   
  Control Animals 
  Grants the power to control the actions of 
  animals. 
   
  ● 
  Affects 1d6 normal animals or 1 giant 
  animal (not magical or intelligent 
  animals). 
  ● 
  No saving throw is allowed. 
  ● 
  Controlling animals requires line of 
  sight and concentration (that is broken 
  if the user of the ring moves or 
  attacks). 
  ● 
  When the concentration ends, the GM 
  should make a reaction roll with a -1 
  penalty (see Monster Reactions, page 
  81) to determine the animals’ 
  behavior. 
  ● 
  May be used up to once per turn. 
   
  Control Humans 
  Grants the power to charm humans. 
   
  ● 
  A charm may be placed upon one 
  human per round. The subject may 
  save vs spells (with a -2 penalty) to 
  resist. 
  ● 
  The target may be up to 60’ distant. 
  ● 
  Up to 6HD of humans may be charmed. 
  Normal humans count as ½ HD. 
  ● 
  A charmed individual regards the 
  character as a trusted friend, and 
  comes to his or her defence. He or she 
  obeys the character’s commands, as 
  long as these are not obviously harmful 
  and do not contradict the subject’s 
  alignment. Charmed individuals cannot 
  cast spells. 
  ● 
  The charm lasts until dispelled, until 
  the ring is removed, or the wearer 
  cancels it. 
   
  Control Plants 
  Grants the power to control plants. 
   
  ● 
  Affects all plants (including plant 
  monsters) in a 10’ square area. 
  ● 
  The area may be up to 60’ distant. 
  ● 
  Affected plants may be commanded to 
  move around as the character wishes. 
  ● 
  The effect lasts as long as the wearer 
  of the ring concentrates. 
   
  Delusion 
  The wearer believes he or she is under the 
  effects of another type of magic ring. 
   
  ● 
  The other type of ring should be 
  determined by the GM (e.g. a ring of 
  protection or a ring of spell turning). 
  ● 
  The GM should try to trick the player 
  into believing that the character is 
  under the effects of the other ring, 
  only revealing the truth at some vital 
  juncture. 
   
  Djinni Summoning 
  This ring grants the power to summon a djinni 
  (page 115). 
   
  ● 
  The djinni serves the character who 
  summoned it for up to 24 hours. 
  ● 
  The djinni only obeys the one who 
  summoned it—another character who 
  takes the ring has no power over the 
  djinni. 
  ● 
  The ring may be used up to once per 
  day. 
  
  191 
   
  Fire Resistance 
  Grants the wearer protection against fire. 
   
  ● 
  Unharmed by non-magical fire. 
  ● 
  Gain a +2 bonus to all saving throws 
  versus fire-based magical or breath 
  attacks. 
  ● 
  Fire-based damage is reduced by 1 
  point per damage die rolled. (Each die 
  inflicts a minimum of 1 hit point 
  damage.) 
   
  Invisibility 
  The wearer of this ring becomes invisible. 
   
  ● 
  If the character attacks or casts a spell, 
  the invisibility is broken. 
  ● 
  May be used up to once per turn. 
   
  Protection 
  Grants a measure of protection from harm: 
   
  ● 
  A +1 Armor Class bonus. 
  ● 
  A +1 bonus to all saving throws. 
   
  Ring of Protection, 5’ Radius: 
   
  ● 
  Allies within 5’ of the wearer also 
  benefit from its protective power. 
  ● 
  In combat, for example, two characters 
  fighting beside the wearer of the ring 
  would gain the protective benefit. 
   
  Regeneration 
  The wearer heals at an accelerated rate. 
   
  ● 
  The wearer regains 1 hit point per 
  round. 
  ● 
  Severed limbs will also regrow. The 
  rate depends on the size of the limb 
  (e.g. a finger may regrow in one day, 
  while a whole limb may take a week). 
  ● 
  Fire or acid damage cannot be 
  regenerated. 
  ● 
  The ring does not function if the 
  wearer is reduced to 0 or less hit 
  points. 
   
  Spell Storing 
  Stores a number of magical spells that the 
  wearer can release on command. 
   
  ● 
  The ring contains 1d6 spells. (The spells 
  can be triggered and recharged, but 
  cannot be changed.) 
  ● 
  There is a 20% chance of divine spells, 
  otherwise they are arcane spells. 
  ● 
  The wearer of the ring knows which 
  spells it contains, and can trigger them 
  at will (one spell per round). 
  ● 
  For spells whose effects vary by the 
  level of the caster, the wearer of the 
  ring is treated as a caster of the lowest 
  level required to cast the spell. 
  ● 
  Once a spell is triggered, it may not be 
  reused until it is recharged—the 
  expired spell must be cast directly onto 
  the ring. 
   
  Spell Turning 
  Spells cast on the wearer of this ring are 
  reflected back onto the caster. 
   
  ● 
  After 2d6 spells are reflected, the ring 
  loses its power. 
   
  Telekinesis 
  Grants the power to move objects or creatures 
  within 120’ by concentrating. 
   
  ● 
  Up to 2,000 coins’ weight may be 
  targeted. 
  ● 
  The target may be moved up to 20’ per 
  round, in whatever direction the 
  wearer of the ring wishes (including 
  vertically). 
  ● 
  A targeted creature may save versus 
  spells to resist the ring’s power. 
  ● 
  If concentration is broken, the target 
  falls. 
   
   
   
   
  
  192 
   
  Water Walking 
  Grants the power to walk on the surface of 
  water, without sinking. 
   
  Weakness 
  A cursed ring that weakens the wearer. 
   
  ● 
  Within 6 rounds of putting the ring on, 
  the wearer’s Strength is reduced to 3. 
  ● 
  The ring cannot be removed, once 
  worn. 
  ● 
  The curse can be removed by magic 
  (e.g. remove curse on page 70), or (at 
  the GM’s option) by performing a 
  special quest. 
   
  Wishes 
  Grants the wearer’s wishes (see Wishes, page 
  177). 
  ● 
  The number of wishes granted is noted 
  in the Rings table. Once all wishes have 
  been used, the ring’s magic is spent. 
   
  X-Ray Vision 
  Grants the power to see through solid objects. 
   
  ● 
  Sight up to 30’ through stone is 
  possible. 
  ● 
  Sight up to 60’ through less dense 
  materials (cloth, water, wood) is 
  possible. 
  ● 
  Sight through gold or lead is blocked. 
  ● 
  When used for the purpose of searching 
  (see Searching, page 89), the wearer is 
  guaranteed to notice secret doors or 
  traps in the 10’ square area being 
  examined. 
  ● 
  Using the ring requires concentration 
  (the wearer cannot move). 
  ● 
  May be used at most once per turn. 
   
  Scrolls and Maps 
  B: d8 
  X: d% 
  Scroll 
  1 
  1-15 
  1 Spell 
  2 
  16-25 
  2 Spells 
  3 
  26-31 
  3 Spells 
   
  32-34 
  5 Spells 
   
  35 
  7 Spells 
  4 
  36-40 
  Cursed Scroll 
   
  41-50 
  Prot. from Elementals 
  5 
  51-60 
  Prot. from Lycanthropes 
   
  61-65 
  Protection from Magic 
  6 
  66-75 
  Prot. from Undead 
  7 
  76-78 
  Treasure Map: I 
   
  79-80 
  Treasure Map: II 
   
  81-82 
  Treasure Map: III 
   
  83 
  Treasure Map: IV 
   
  84 
  Treasure Map: V 
   
  85 
  Treasure Map: VI 
   
  86 
  Treasure Map: VII 
  8 
  87-90 
  Treasure Map: VIII 
   
  91-95 
  Treasure Map: IX 
   
  96 
  Treasure Map: X 
   
  97-98 
  Treasure Map: XI 
   
  99-00 
  Treasure Map: XII 
   
  Cursed Scrolls 
   
  ● 
  Merely looking at the baneful script on 
  the scroll curses the character. 
  ● 
  The GM should determine the nature of 
  the curse (see examples below). 
  ● 
  The curse can be removed by magic 
  (e.g. remove curse on page 70), or (at 
  the GM’s option) by performing a 
  special quest. 
   
  Example Curses 
   
  1. The reader is transformed into a 
  harmless creature (e.g. a frog). 
  
  193 
   
  2. A wandering monster appears next to 
  the reader and attacks (gaining 
  surprise). The monster is of equal level 
  to the reader. 
  3. A magic item in the reader’s possession 
  vanishes. The GM may select the item 
  or choose it at random. 
  4. The reader permanently loses one 
  experience level (or Hit Die). This 
  incurs a loss of one Hit Die of hit 
  points, as well as all other benefits due 
  to the lost level (e.g. spells, saving 
  throws, etc.). A character’s XP is 
  reduced to halfway between the 
  former and new levels. A person who 
  loses all levels dies. 
  5. The player must re-roll the character’s 
  prime requisite. 
  6. The reader’s healing capacity is 
  reduced. Natural healing takes double 
  the normal amount of time, and 
  healing spells only cure half the normal 
  number of hit points. 
   
  Protection Scrolls 
  Enchanted script that conjures a circle of 
  protection, effective against a specific type of 
  monster or energy. 
   
  ● 
  Written in non-magical languages 
  (usually Common); usable by all 
  characters. 
  ● 
  When used, conjures a 10’ radius circle 
  of protection around the reader. 
  ● 
  If the reader moves, the circle of 
  protection follows him or her. 
  ● 
  For scrolls of protection against 
  monsters: the circle does not prevent 
  affected monsters from using magic or 
  missile attacks against those within it. 
  If anyone within the circle attacks an 
  affected monster in melee, the circle is 
  broken. 
   
  Protection from Elementals 
   
  ● 
  No elemental may enter the circle. 
  ● 
  Lasts for 2 turns, unless broken. 
   
  Protection from Lycanthropes 
   
  ● 
  A number of lycanthropes are barred 
  from entering the circle. The number 
  depends on their Hit Dice: 1-3 HD: 1d10 
  lycanthropes affected, 4-5 HD: 1d8 
  affected, 6+ HD: 1d4 affected. 
  ● 
  Lasts for 6 turns, unless broken. 
   
  Protection from Magic 
   
  ● 
  Conjures a barrier that spells and spell-
  like effects (e.g. from magic items) 
  cannot cross. 
  ● 
  The barrier prevents magic from 
  entering the circle, but also from 
  leaving it. 
  ● 
  Last for 1d4 turns. 
  ● 
  Can only be broken by a wish. 
   
  Protection from Undead 
   
  ● 
  A number of undead monsters are 
  barred from entering the circle of 
  protection. The number depends on 
  their Hit Dice: 1-3 HD: 2d12 undead 
  affected, 4-5 HD: 2d6 undead affected, 
  6+ HD: 1d6 undead affected. 
  ● 
  Lasts for 6 turns, unless broken. 
   
  Spell Scrolls 
  Sheets of paper, parchment, papyrus, etc. on 
  with one or more magic spells written on them 
  by a spell caster. 1-in-4 spell scrolls contain 
  divine spells; the rest contain arcane spells. 
   
  Casting spells from scrolls works as follows: 
   
  ● 
  Only arcane spell casters can use scrolls 
  of arcane spells. Only divine spell 
  casters can use scrolls of divine spells. 
  ● 
  The words on the scroll must be read 
  out loud. 
  ● 
  When a spell is cast, the inscription 
  disappears from the scroll. (If a scroll 
  
  194 
   
  contains multiple spells, only the spell 
  cast disappears.) 
  ● 
  Arcane spells are written in magical 
  script that can only be read by magic 
  (see Read Magic, page 69). 
  ● 
  Divine spells are written in normal 
  languages (usually Common), but can 
  only be used by divine spell casters. 
   
  The GM may choose the spells on a scroll, or 
  may roll for them randomly. The following 
  table may be used to randomly select the level 
  of each spell on a scroll. 
   
  B: d6 
  X: d% 
  Spell Level 
  1-3 
  1-25 
  1st 
  4-5 
  26-50 
  2nd 
  6 
  51-70 
  3rd 
   
  71-85 
  4th 
   
  86-95 
  5th 
   
  96-00 
  6th* 
  * Re-roll for divine spells. 
   
  Treasure Maps 
  Directions to the location of a valuable 
  treasure. Usable by any character. 
   
  ● 
  Indicates the route to the indicated 
  treasure, located in a dungeon or 
  wilderness. 
  ● 
  The map may not always be easy to 
  interpret: it may be incomplete, 
  worded in riddles, or written in an 
  obscure language. 
  ● 
  For treasures with a listed gold piece 
  value, the GM may choose what type of 
  treasure is in the hoard. (For example, 
  it may be coins, but could also consist 
  of valuable art objects or jewels.) 
  ● 
  The treasure is normally guarded by 
  enchantments, traps, or monsters (e.g. 
  a monster from the Dungeon Encounter 
  Tables on page 160 of levels 5-6, or 
  higher). 
  ● 
  The GM should prepare treasure maps 
  in advance. 
   
  Types of Treasure Map 
   
  ● 
  I: 1 magic item. 
  ● 
  II: 1d6 × 10 gems and 2d10 pieces of 
  jewelry. 
  ● 
  III: 2 magic items. 
  ● 
  IV: 3 magic items (no swords). 
  ● 
  V: 3 magic items and 1 potion. 
  ● 
  VI: 3 magic items, 1 scroll, 1 potion. 
  ● 
  VII: 5d6 gems and 2 magic items. 
  ● 
  VIII: Hoard worth 1d4 × 1,000gp. 
  ● 
  IX: Hoard worth 5d6 × 1,000gp. 
  ● 
  X: Hoard worth 5d6 × 1,000gp and 1 
  magic item. 
  ● 
  XI: Hoard worth 5d6 × 1,000gp and 5d6 
  gems. 
  ● 
  XII: Hoard worth 6d6 × 1,000gp. 
   
   
   
  
  195 
   
  Swords 
  B: d8 
  X: d% 
  Sword 
  1 
  1-2 
  Sword -1, cursed 
   
  3-4 
  Sword -2, cursed 
  2 
  5-44 
  Sword +1 
  3 
  45-50 
  Sword +1, +2 vs 
  lycanthropes 
  4 
  51-56 
  Sword +1, +2 vs spell 
  users 
  5 
  57-61 
  Sword +1, +3 vs dragons 
   
  62-66 
  Sword +1, +3 vs 
  enchanted creatures 
   
  67-71 
  Sword +1, +3 vs 
  regenerating creatures 
  6 
  72-76 
  Sword +1, +3 vs undead 
   
  77 
  Sword +1, energy drain 
   
  78-81 
  Sword +1, flaming 
  7 
  82-89 
  Sword +1, light 
   
  90-92 
  Sword +1, locate objects 
   
  93 
  Sword +1, wishes 
  8 
  94-96 
  Sword +2 
   
  97-98 
  Sword +2, charm person 
   
  99-00 
  Sword +3 
   
   
  Cursed Swords 
   
  ● 
  Penalty: The associated penalty is 
  applied to both attack rolls and damage 
  rolls made with the sword. 
  ● 
  Discarding: Once the sword has been 
  used in combat, the character comes 
  under the curse and is not able to 
  discard the item. In fact, they favor the 
  sword and use it whenever possible. 
  The curse can only be removed with 
  magic (e.g. remove curse on page 70 or 
  dispel evil on page 58). 
   
   
   
   
   
  Enchanted Swords 
   
  ● 
  Bonus: The associated bonus is applied 
  to both attack rolls and damage rolls 
  made with the sword. 
  ● 
  Bonus vs creature type: Some swords 
  have a special bonus when used against 
  a certain type of creature. 
  ● 
  Sentience: Some magic swords have an 
  innate intelligence and personality, 
  along with other special powers. If the 
  GM wishes to randomly determine 
  whether a magic sword is intelligent, 
  the probability is 30%. See Sentient 
  Swords on page 201 for rules for 
  determining the special powers of a 
  sentient sword. 
  ● 
  Special purpose: There is additionally 
  a 1-in-20 chance of a magic sword 
  having been imbued with a special 
  purpose. Such swords are extremely 
  powerful and are always sentient. See 
  Sentient Swords on page 201 for rules 
  for determining the powers of a sword 
  of special purpose. The GM may choose 
  to only place such swords by design, 
  rather than rolling this chance 
  randomly. 
   
  Sword Descriptions 
   
  Sword +1, Energy Drain 
  Drains the life energy of its victims. 
   
  ● 
  On a successful hit, the wielder may 
  command the sword to drain the 
  victim’s life energy. 
  ● 
  In this case, in addition to suffering 
  normal damage, the target 
  permanently loses one experience level 
  (or Hit Die). This incurs a loss of one 
  Hit Die of hit points, as well as all other 
  benefits due to the drained level (e.g. 
  spells, saving throws, etc.). A 
  character’s XP is reduced to the lowest 
  amount for the new level. A person 
  drained of all levels dies. 
  
  196 
   
  ● 
  The sword may drain a total of 1d4+4 
  levels. Once this many levels have been 
  drained, it becomes a normal magical 
  sword +1. 
   
  Sword +1, Flaming 
  Bursts into flames, on command. When flaming: 
   
  ● 
  Casts light in 30’ radius. 
  ● 
  Treated as a torch, for purposes of 
  setting things on fire (e.g. a web spell). 
  ● 
  Inflicts fire damage that may have 
  special effects on certain creatures. 
  ● 
  Grants a bonus to attack rolls against 
  certain types of creature: 
  ● 
  +2 vs trolls (or other creatures that 
  cannot regenerate fire damage). 
  ● 
  +2 vs pegasi, hippogriffs, and rocs (or 
  other bird-like creatures). 
  ● 
  +3 vs treants (or other plant-based 
  creatures). 
  ● 
  +3 vs undead. 
  ● 
  Blazes until commanded to cease. 
   
  Sword +1, Light 
  On command, produces light in a 30’ radius. 
   
  Sword +2, Charm Person 
  Grants the wielder the ability to charm other 
  people, up to three times a week. This works in 
  the same way as the magic-user spell charm 
  person (page 52) 
   
  Sword +1, Locate Objects 
  Grants the wielder the ability to detect the 
  presence of objects within 120’, once per day. 
  This works in the same way as the magic-user 
  spell locate object (page 64). 
   
  Sword +1, Wishes 
  Has the power to grant the wielder’s wishes 
  (see Wishes, page 177). 
   
  ● 
  The sword grants a total of 1d4 wishes. 
  ● 
  The wish must be spoken out loud by 
  the wielder of the sword. 
   
  Wands, Staves, and 
  Rods 
   
  B: d6 
  X: d% 
  Item 
  1 
  1-8 
  Rod of Cancellation 
   
  9-11 
  Staff of Commanding 
  2 
  12-21 
  Staff of Healing 
   
  22-23 
  Staff of Power 
  3 
  24-28 
  Staff of Snakes 
   
  29-31 
  Staff of Striking 
   
  32-34 
  Staff of Withering 
   
  35 
  Staff of Wizardry 
   
  36-40 
  Wand of Cold 
  4 
  41-45 
  Wand of Enemy Detection 
   
  46-50 
  Wand of Fear 
   
  51-55 
  Wand of Fire Balls 
   
  56-60 
  Wand of Illusion 
   
  61-65 
  Wand of Lightning Bolts 
  5 
  66-70 
  Wand of Magic Detection 
   
  71-75 
  Wand of Metal Detection 
   
  76-80 
  Wand of Negation 
  6 
  81-85 
  Wand of Paralyzation 
   
  86-90 
  Wand of Polymorph 
   
  91-95 
  Wand of Secret Door Detection 
   
  96-00 
  Wand of Trap Detection 
   
  Charges 
  Rods, staves, and wands have a limited number 
  of uses, called “charges”. 
   
  ● 
  The number of charges in the item 
  when discovered is determined by the 
  GM. 
  
  197 
   
  ● 
  It is not possible for characters to 
  discover the number of charges in an 
  item. 
  ● 
  Each use of the item takes one round 
  and consumes one charge. 
  ● 
  When the last charge is consumed, the 
  item loses its magical potency. It is not 
  possible to recharge the item. 
   
  Rods 
   
  ● 
  Thin, 3’ long. 
  ● 
  Usable by characters of any class. 
  ● 
  Unless noted, rods contain 1d10 
  charges when found. 
   
  Rod of Cancellation 
  Drains the enchantment from a magic item that 
  is touched. 
   
  ● 
  In combat, usage requires an attack roll 
  against AC 9 (adjusted by the GM, if 
  the target item is being actively used). 
  ● 
  The item that is touched becomes 
  utterly non-magical. 
  ● 
  The rod may only be used once: it has 
  but a single charge. 
   
  Staves 
   
  ● 
  2” thick, 6’ long. 
  ● 
  Usable by spell casters. Some staves 
  may only be used by either arcane or 
  divine spell casters (this is noted in the 
  item’s description). 
  ● 
  Unless noted, contain 3d10 charges 
  when found. 
   
  Staff of Commanding 
  Grants the power to control animals, humans, 
  and plants. 
   
   
   
   
   
   
  Animals: 
   
  ● 
  Affects 1d6 normal animals or 1 giant 
  animal (but not magical or intelligent 
  animals). 
  ● 
  No saving throw is allowed. 
  ● 
  Controlling animals requires line of 
  sight and concentration (that is broken 
  if the user of the staff moves or 
  attacks). 
  ● 
  When the concentration ends, the GM 
  should make a reaction roll with a -1 
  penalty (see Monster Reactions, page 
  81) to determine the animals’ 
  behavior. 
  ● 
  This power of the staff may be used up 
  to once per turn. 
   
  Humans: 
   
  ● 
  A charm may be placed upon one 
  human per round. The subject may 
  save vs spells (with a -2 penalty) to 
  resist the charm. 
  ● 
  Up to 6 Hit Dice of humans may be 
  charmed in this way. Normal humans 
  count for ½ HD. 
  ● 
  A charmed individual regards the 
  character as a trusted friend and comes 
  to his or her defence. He or she obeys 
  the character’s commands, as long as 
  these are not obviously harmful and do 
  not contradict the subject’s alignment. 
  Charmed individuals cannot cast spells. 
  ● 
  The charm lasts indefinitely, but ends 
  if cancelled by the wielder of the staff, 
  or when dispelled. 
   
  Plants: 
   
  ● 
  Affects all plants (including plant-based 
  monsters) in a 10’ square area. 
  ● 
  The affected area may be up to 60’ 
  distant. 
  ● 
  Affected plants may be commanded to 
  move around as the character wishes. 
  ● 
  The effect lasts as long as the wielder 
  of the staff concentrates. 
  
  198 
   
  Staff of Healing 
  Has the power to heal those touched. 
   
  ● 
  Usable by divine spell casters only. 
  ● 
  Heals 1d6+1 hit points with each usage. 
  ● 
  Is effective on any individual at most 
  once per day. 
  ● 
  Does not use charges; may be used an 
  unlimited number of times. 
   
  Staff of Power 
  An item of great wizardly power, this staff may 
  be used as a weapon in melee, and may evoke 
  five different magical effects. 
   
  ● 
  Usable by arcane spell casters only. 
  ● 
  Melee: Expending one charge, inflicts 
  2d6 damage on a successful hit. 
  ● 
  Cone of Cold: Conjures a cone of 
  freezing energy, 60’ long and 30’ wide 
  at the far end. Creatures caught in the 
  cone suffer 8d6 damage (save versus 
  spells for half damage). 
  ● 
  Spells: Can cast: continual light (page 
  55), fire ball (8d6 damage; page 59), 
  lightning bolt (8d6 damage; page 63), 
  and telekinesis (up to 2,400 coins of 
  weight; Page 73). 
   
  Staff of Snakes 
  A magical quarterstaff that has the power to 
  transform into a snake, on command. 
   
  ● 
  Usable by divine spell casters only. 
  ● 
  Treated as a quarterstaff, in melee. 
  Gains a +1 magic bonus to attacks and 
  damage. 
  ● 
  On a successful hit upon a human-sized 
  (or smaller) creature, the wielder of 
  the staff may speak the command 
  word, causing it to transform into a 
  serpent and coil around the victim. 
  ● 
  The victim must save vs spells or be 
  immobilised in the coils of the snake. 
  Immobilised victims are completely 
  helpless while held by the snake (1d4 
  turns, or released as the wielder of the 
  staff commands). 
  ● 
  The snake has AC 5, HD 3 (20hp), and a 
  movement rate of 60’ (20’). 
  ● 
  When the victim is released, the snake 
  returns to the owner and transforms 
  back into a staff. (At this point, it is 
  healed of any damage it has suffered.) 
  ● 
  If the snake is killed, it does not return 
  to its staff form, becoming completely 
  non-magical. 
  ● 
  This staff does not use charges; it may 
  be used an unlimited number of times. 
   
  Staff of Striking 
  Used as a magical melee weapon. 
   
  ● 
  Expending one charge, inflicts 2d6 
  damage on a successful hit. 
  ● 
  Only one charge may be spent per 
  strike. 
   
  Staff of Withering 
  Creatures hit by the staff are magically aged: 
   
  ● 
  Usable by divine spell casters only. 
  ● 
  The target is aged 10 years. 
  ● 
  Living creatures die upon reaching their 
  natural life span. 
  ● 
  Especially long-lived species ignore the 
  effects of a certain amount of ageing. 
  (For example, elves may ignore up to 
  200 years of ageing, dwarves ignore up 
  to 50 years, and so on.) 
  ● 
  Undead creatures are unaffected by 
  the power of this staff. 
   
  Staff of Wizardry 
  An item of supreme wizardly power, this staff 
  may be used as a weapon in melee, and may 
  evoke a dozen different magical effects. 
   
  ● 
  Usable by arcane spell casters only. 
  ● 
  Melee: Treated as a quarterstaff, in 
  melee. Gains a +1 magic bonus to 
  attack and damage rolls. 
  ● 
  Striking: Expending one charge, inflicts 
  2d6 damage on a successful hit. 
  ● 
  Cone of Cold: Conjures a cone of 
  freezing energy, 60’ long and 30’ wide 
  
  199 
   
  at the far end. Creatures caught in the 
  cone suffer 8d6 damage, with a 
  successful save versus spells indicating 
  half damage. 
  ● 
  Paralyzation: Conjures a cone of 
  magical energy, 60’ long and 30’ wide 
  at the far end. Creatures caught in the 
  cone are paralyzed for 6 turns (save 
  versus spells to avoid). 
  ● 
  Spells: Can cast: conjure elemental (8 
  HD), continual light (page 55), fire ball 
  (8d6 damage; page 59), invisibility 
  (page 62), lightning bolt (8d6 damage; 
  page 63), pass-wall (page 66), 
  telekinesis (up to 2,400 coins of 
  weight; page 73), web (page 75). 
  ● 
  Whirlwind: Conjures a whirlwind 70’ 
  tall, 20’ wide at the top, and 10’ wide 
  at the base. The whirlwind lasts for 3 
  rounds, and moves at 120’ (40’), as the 
  wielder of the staff directs. All in its 
  path suffer 2d6 damage. Creatures with 
  less than 2HD are swept aside (save vs 
  death to avoid). 
  ● 
  Sacrifice: The wielder may sacrifice 
  the staff by breaking it in two. Doing so 
  unleashes a 30’ radius fireball that 
  inflicts 8 points of damage per 
  remaining charge in the staff. The 
  wielder of the staff also suffers this 
  damage. 
   
  Note: The exact nature of this staff’s 
  whirlwind power is not clear in the original 
  Expert rules. A duration of 3 rounds has been 
  specified based on the pillar of flame effect of 
  the efreeti monster. 
   
  Wands 
   
  ● 
  Thin, 1½’ long. 
  ● 
  Usable by arcane spell casters. 
  ● 
  Unless noted, contain 2d10 charges 
  when found. 
   
   
   
   
  Wand of Cold 
  Conjures a cone of freezing energy. 
   
  ● 
  The cone is 60’ long and 30’ wide at 
  the far end. 
  ● 
  Creatures caught in the cone suffer 6d6 
  damage, with a successful save versus 
  wands indicating half damage. 
   
  Wand of Enemy Detection 
  Grants the power to detect nearby enemies. 
   
  ● 
  Expending a charge causes enemies 
  within 60’ to be haloed in a fiery glow. 
  ● 
  Even enemies that are concealed or 
  invisible are affected. 
   
  Wand of Fear 
  Conjures a cone of magical energy that terrifies 
  those within it. 
   
  ● 
  The cone is 60’ long and 30’ wide at 
  the far end. 
  ● 
  Creatures in the cone are struck with 
  terror and flees from the wielder of the 
  wand at maximum speed for 30 rounds. 
  (A save vs wands negates the effect). 
   
  Wand of Fire Balls 
  Conjures fire balls: 
   
  ● 
  A streak of flame shoots towards an 
  area up to 240’ distant and detonates 
  in a 40’ diameter sphere of fire. 
  ● 
  Creatures caught in the fire ball suffer 
  6d6 damage, with a successful save 
  versus wands indicating half damage. 
   
  Wand of Illusion 
  Expending a charge, an illusion of the 
  character’s choosing manifests. This works in 
  the same way as the magic-user spell 
  phantasmal force (page 66), except: 
   
  ● 
  Concentration is required to maintain 
  the illusion: the wielder of the wand 
  may move at up to half normal 
  
  200 
   
  movement rate while concentrating. 
  Concentration is broken if the wielder 
  attacks or casts a spell, or if he or she 
  is successfully attacked (damaged, 
  targeted by a malicious spell, etc). 
   
  Wand of Lightning Bolts 
  Conjures strokes of powerful electricity: 
   
  ● 
  A lightning bolt may emanate from a 
  point up to 180’ distant. 
  ● 
  The bolt is 60’ long and 5’ wide. 
  ● 
  Creatures caught in the lightning bolt 
  suffer 6d6 damage, with a successful 
  save versus wands indicating half 
  damage. 
  ● 
  If the lightning bolt hits a solid barrier 
  before its full length is reached, it is 
  reflected and travels for any remaining 
  distance of its full length in the 
  direction of the wielder of the wand. 
   
  Wand of Magic Detection 
  Grants the power to detect magic nearby. 
   
  ● 
  Expending a charge causes magic items 
  within 20’ to be haloed with light. 
  ● 
  Concealed items also glow, but the 
  light may not be seen. 
   
  Wand of Metal Detection 
  Grants the power to detect masses of metal of 
  any type. 
   
  ● 
  Expending a charge causes the wand to 
  point towards metal within 20’. 
  ● 
  The type of metal is revealed. 
  ● 
  Only masses of metal of at least 1,000 
  coins in weight are detected. 
   
  Wand of Negation 
  Has the power to negate the effects of other 
  wands or staves. 
   
  ● 
  Before rolling initiative, the wielder of 
  the wand must declare the intention to 
  use it. 
  ● 
  Another wand or staff must be 
  targeted. 
  ● 
  The effects of the targeted item are 
  negated for one round. 
   
  Wand of Paralyzation 
  Conjures a cone of paralyzing energy. 
   
  ● 
  The cone is 60’ long and 30’ wide at 
  the far end. 
  ● 
  Creatures caught in the cone are 
  paralyzed for 6 turns, with a successful 
  save versus wands negating the effect. 
   
  Wand of Polymorph 
  By expending a charge, the wielder of the wand 
  or another creature within 60’ changes into 
  another type of creature, as selected by the 
  wielder. This works in the same way as the 
  magic-user spells polymorph self and 
  polymorph others (both on page 66). 
   
  An unwilling subject may make a saving throw 
  versus wands to negate the effect. 
   
  Wand of Secret Door Detection 
  Reveals the location of any secret door within 
  20’. 
   
  Wand of Trap Detection 
  Reveals the location of all traps within 20’. 
   
   
  
  201 
   
  Weapons 
  B: 
  d4 
  X: d% 
  Weapon 
   
  1-2 
  Arrows +1 (3d10) 
  1 
  3-12 
  Arrows +1 (Basic: 10; Expert: 
  2d6) 
   
  13-18 
  Arrows +2 (1d6) 
  2 
  19-27 
  Axe +1 
   
  28-30 
  Axe +2 
   
  31-33 
  Bow +1 
   
  34-43 
  Crossbow Bolts +1 (2d6) 
   
  44-45 
  Crossbow Bolts +1 (3d10) 
   
  46-52 
  Crossbow Bolts +2 (1d6) 
  3 
  53-55 
  Dagger +1 
   
  56 
  Dagger +2, +3 vs orcs, goblins, 
  and kobolds 
  4 
  57-64 
  Mace +1 
   
  65-67 
  Mace +2 
   
  68 
  Mace +3 
   
  69-74 
  Sling +1 
   
  75-82 
  Spear +1 
   
  83-86 
  Spear +2 
   
  87 
  Spear +3 
   
  88-94 
  War Hammer +1 
   
  95-99 
  War Hammer +2 
   
  100 
  War Hammer +3, Dwarven 
  Thrower 
   
  ● 
  Ammunition: The number of rounds 
  found is indicated in parentheses. 
   
  Enchanted Weapons 
   
  ● 
  Bonus: The associated bonus is applied 
  to both attack rolls and damage rolls 
  made with the weapon. 
  ● 
  Bonus vs creature type: Some 
  weapons have a special bonus when 
  used against a certain type of creature. 
   
   
   
  Weapon Descriptions 
   
  War Hammer +3, Dwarven Thrower 
  In the hands of a dwarf, this weapon may 
  function as a thrown missile weapon. 
   
  ● 
  Its range is 60’. 
  ● 
  After being thrown, it returns to its 
  wielder’s hands. 
   
  Note: The range of this weapon is not specified 
  in the original Expert rules, and was taken 
  from a later edition of the game. 
   
  Sentient Swords 
  Some magic swords possess sentience (see 
  Swords on page 195 for the chances of this). 
   
  ● 
  Sentient swords are intelligent and 
  have a personality of their own. The 
  GM should play them as NPCs. 
  ● 
  Sentient swords have special powers, in 
  addition to their normal enchantment. 
  ● 
  The procedure for designing a sentient 
  sword is given below. Instead of rolling 
  the sword’s qualities randomly, the GM 
  may select them as desired. 
   
  Rolling a Sentient Sword 
   
  1. Special purpose: If the sword is 
  imbued with a special purpose (see 
  Swords, page 195), its nature should be 
  determined. See Special Purpose, page 
  207. 
  2. Intelligence: The sword’s INT is 1d6+6. 
  Swords imbued with a special purpose 
  always have INT 12. 
  3. Communication: The sword’s INT 
  determines its means of communicate. 
  See the table below. 
   
   
   
   
   
  
  202 
   
  a. Empathy: The sword cannot 
  communicate directly, but 
  empathically informs the wielder of 
  its powers and how to use them. 
  b. Speech: The sword is able to speak 
  out loud. It knows its alignment 
  tongue, plus the number of 
  languages indicated by rolling on 
  the Languages table to the right. 
  Languages should be selected by 
  the GM. 
  c. Reading: The sword can read all 
  languages it is able to speak, and is 
  also able to read magical 
  inscriptions. 
   
  4. Alignment: Is determined randomly by 
  rolling on the table to the right. 
  5. Powers: The sword’s INT determines 
  the number of powers it has. See the 
  table below. Powers are described in 
  the following pages. 
  6. Ego: In addition to INT, sentient swords 
  have an Ego rating—a measure of their 
  force of personality. This is rolled on 
  1d12. Swords imbued with a special 
  purpose always have an Ego of 12. 
   
   
   
  Communication 
  INT 
  Reading 
  Communication 
  7 
  No 
  Empathy 
  8 
  No 
  Empathy 
  9 
  No 
  Empathy 
  10 
  No 
  Speech 
  11 
  Yes 
  Speech 
  12 
  Yes 
  Speech 
   
   
   
   
   
   
   
  Languages 
  d100 
  Languages 
  1-50 
  1 
  51-70 
  2 
  71-85 
  3 
  86-95 
  4 
  96-99 
  5 
  100 
  Roll twice again, adding results 
   
  Powers 
  INT 
  Powers 
  7 
  1 sensory power 
  8 
  2 sensory powers 
  9 
  3 sensory powers 
  10 
  3 sensory powers 
  11 
  3 sensory powers 
  12 
  3 sensory powers + 1 
  extraordinary power 
   
  Alignment 
  d20 
  Alignment 
  1-13 
  Lawful 
  14-18 
  Neutral 
  19-20 
  Chaotic 
   
   
  Using a Sentient Sword 
  Sentient swords grant the wielder special 
  powers beyond those of a normal magic sword, 
  but using such an item also carries certain 
  risks. 
   
  Activating Powers 
   
  ● 
  To use a power, the sword must be in 
  the wielder’s hand. 
  ● 
  The wielder must concentrate to 
  activate a power. 
   
   
   
  
  203 
   
  Alignment 
  The alignment of the sword can only be 
  determined by touching it. Doing so may incur 
  damage, if the character is of a different 
  alignment to the sword: 
   
  ● 
  Lawful swords: Inflict 1d6 damage per 
  round to Neutral characters, and 2d6 
  per round to Chaotic characters. 
  ● 
  Neutral swords: Inflict 1d6 damage per 
  round to non-Neutral characters. 
  ● 
  Chaotic swords: Inflict 1d6 damage 
  per round to Neutral characters, and 
  2d6 per round to Lawful characters. 
   
  Control 
  A sentient sword has its own personality, and 
  can, at times, attempt to exercise control over 
  the person who wields it. A control check (see 
  below) is triggered in any of the following 
  circumstances: 
   
  ● 
  First contact: Upon the character first 
  touching the sword. 
  ● 
  Wounded: When the character is 
  reduced to half hit points or less. 
  ● 
  Jealousy: When another magic weapon 
  comes into the character’s possession. 
  ● 
  Alignment difference: Upon every use, 
  if the sword and the character are of 
  different alignments. 
  ● 
  Special purpose: If the sword has a 
  special purpose: every time the special 
  purpose is applicable. (e.g. when 
  encountering a character or creature of 
  the type the sword is designed to slay.) 
   
  Control Checks 
  When one of the aforementioned circumstances 
  occurs, a control check is required: 
   
  1. Determine the sword’s Will score: 
  a. The sum of its INT and Ego. 
  b. Plus one for each extraordinary 
  power the sword has. 
  c. Plus 1d10, if the sword and the 
  wielder of are different alignments. 
  2. Determine the wielder’s Will score: 
  a. The sum of STR and WIS scores. 
  b. If the character has less than full 
  hit points, Will is reduced by 1d4 
  (or 2d4, if the character has less 
  than half hit points). 
  3. Compare the Will scores. If the sword’s 
  Will score is higher, it takes control of 
  the character’s actions. 
   
  When the Sword Takes Control 
  The GM determines the behavior of the 
  character, via the sword, for example: 
   
  ● 
  Discarding other weapons, or ignoring 
  newly discovered magic weapons. 
  ● 
  Charging into battle, to gain glory for 
  the sword. 
  ● 
  Surrendering to a foe whom the sword 
  deems either more worthy of 
  possessing it or more susceptible to 
  being controlled. 
  ● 
  Making lavish expenditures for the 
  sword: purchasing expensive sheaths, 
  having jewels fitted, having 
  enchantments and wards applied, etc. 
  The sword may force the character to 
  spend most of his or her money on such 
  things! 
   
  When Control Ends 
  Once in control, the sword only releases the 
  character when the circumstance that 
  triggered the control check is over, or when 
  the sword is otherwise satisfied. 
   
  Extraordinary Powers 
   
  ● 
  Each power should be rolled on the 
  table below. Duplicates should be re-
  rolled, unless noted. 
  ● 
  Unless a power’s description notes 
  otherwise, it may be used at most 
  three times a day. 
   
   
  
  204 
   
  d100 
  Power 
  1-10 
  Clairaudience 
  11-20 
  Clairvoyance 
  21-30 
  ESP 
  31-35 
  Extra damage 
  (duplicates allowed) 
  36-40 
  Flying 
  41-45 
  Healing (duplicates 
  allowed) 
  46-54 
  Illusion 
  55-59 
  Levitation 
  60-69 
  Telekinesis 
  70-79 
  Telepathy 
  80-88 
  Teleportation 
  89-97 
  X-ray vision 
  98-99 
  Roll twice again on 
  this table 
  100 
  Roll three times again 
  on this table 
   
  Clairaudience 
  Enables the wielder to hear through the ears of 
  another creature. 
   
  ● 
  The wielder must concentrate for one 
  turn to activate this power. 
  ● 
  The other creature must be within 60’. 
  ● 
  Lead blocks this power. 
   
  Clairvoyance 
  Enables the wielder to see through the eyes of 
  another creature. 
   
  ● 
  The wielder must concentrate for one 
  turn to activate this power. 
  ● 
  The other creature must be within 60’. 
  ● 
  Lead blocks this power. 
   
  ESP 
  Enables the wielder to read the thoughts of 
  another living creature. 
   
  ● 
  The wielder must concentrate in a 
  specific direction to activate this 
  power. 
  ● 
  The other creature must be within 60’. 
  ● 
  The wielder gains an empathic 
  understanding of the creature’s 
  thoughts. 
  ● 
  Lead blocks this power. 
   
  Extra Damage 
  Increases the wielder’s strength for 1d10 
  rounds. While the power is active, damage 
  inflicted by the wielder is multiplied by 4. 
   
  Duplicates: If this power is rolled more than 
  once, the damage multiplier is increased by 
  one for each duplicate roll. 
   
  Flying 
  The wielder is able to fly for up to 3 turns. 
   
  ● 
  A speed of up to 360’ (120’) is possible. 
  ● 
  Free movement in any direction is 
  possible, including the ability to 
  levitate and to hover in mid-air. 
   
  Healing 
  The sword heals damage. 
   
  ● 
  One point of damage is healed per 
  round. 
  ● 
  The power lasts for 6 rounds. 
  ● 
  This power may only be activated once 
  a day. 
   
  Duplicates: If this power is rolled more than 
  once, the duration of the power is increased by 
  6 rounds for each duplicate roll. 
   
  Illusion 
  An illusion of the wielder’s choosing manifests. 
  This works in the same way as the magic-user 
  spell phantasmal force (page 66). 
   
   
   
   
  
  205 
   
  Levitation 
  Grants the wielder the ability to move up and 
  down through the air for up to 3 turns: 
   
  ● 
  The wielder mentally directs movement 
  up or down at up to 20’ per round. 
  ● 
  The power does not allow horizontal 
  movement, but the wielder can push 
  against solid objects to move laterally. 
  ● 
  A normal amount of weight can be 
  carried while levitating. 
   
  Telekinesis 
  By concentrating, the wielder is able to move 
  objects or creatures within 120’ by the power 
  of thought. 
   
  ● 
  Up to 2,000 coins of weight may be 
  targeted. 
  ● 
  The power lasts for up to 6 rounds. 
  ● 
  The target may be moved up to 20’ per 
  round, in whatever direction the 
  wielder of the sword wishes (including 
  vertically). 
  ● 
  If a creature is targeted, it may save 
  versus spells to resist the power. 
  ● 
  If the wielder’s concentration is 
  broken, the target falls. 
   
  Telepathy 
  Enables the wielder to read the thoughts of 
  another living creature. 
   
  ● 
  The wielder must concentrate in a 
  specific direction to activate this 
  power. 
  ● 
  The other creature must be within 60’. 
  ● 
  The wielder gains an empathic 
  understanding of the creature’s 
  thoughts. 
  ● 
  The wielder may also initiate a 
  bidirectional, telepathic 
  communication with the creature, 
  though it is not compelled to respond. 
  ● 
  Lead blocks this power. 
   
   
  Teleportation 
  The wielder is able to teleport, per the magic-
  user spell (page 73). 
   
  X-Ray Vision 
  Allows the wielder to see through solid objects. 
   
  ● 
  Looking through a stone wall, the 
  wielder can see up to 30’. 
  ● 
  Looking through a less dense material 
  (cloth, water, wood), the wielder can 
  see up to 60’. 
  ● 
  The wielder cannot see through gold or 
  lead. 
  ● 
  When used for the purpose of searching 
  (see Searching, page 89), the wielder is 
  guaranteed to notice secret doors or 
  traps in the area being examined. 
  ● 
  Using this power requires concentration 
  (the wielder cannot move). 
  ● 
  This power may be used at most once 
  per turn. 
   
  
  206 
   
  Sensory Powers 
   
  ● 
  Each sensory power should be rolled on 
  the table below, with duplicates re-
  rolled. 
  ● 
  Unless a power’s description notes 
  otherwise, it may be used without 
  limit. 
   
  d100 
  Power 
  1-10 
  Detect evil or good 
  11-15 
  Detect gems 
  16-25 
  Detect magic 
  26-35 
  Detect metals 
  36-50 
  Detect shifting 
  architecture 
  51-65 
  Detect slopes 
  66-75 
  Detect traps 
  76-85 
  Locate secret doors 
  86-95 
  See invisible objects 
  96-99 
  Roll an extraordinary 
  power 
  100 
  Roll twice again on this 
  table 
   
  Detect Evil or Good 
  The wielder can sense the intention to do evil 
  or good within 20’. (Note: some harmful 
  things—e.g. animals, traps—are not evil.) 
   
  Detect Gems 
  The sword points in the direction of any gems 
  within 60’. 
   
  ● 
  The wielder is also informed of the 
  number of gems present. 
  ● 
  This power is blocked by lead. 
   
  Detect Magic 
  Up to three times a day, the sword can detect 
  magic within 20’. On command, the magic may 
  be caused to glow. 
   
   
  Detect Metals 
  The sword points in the direction of metal of a 
  named type within 60’. 
   
  ● 
  This power is blocked by lead. 
   
  Detect Shifting Architecture 
  The wielder can locate shifting walls or rooms 
  up to 10’ distant. 
   
  Detect Slopes 
  The wielder can sense sloped floors within 10’. 
   
  Detect Traps 
  Up to three times a day, the wielder can sense 
  traps within 10’. 
   
  Locate Secret Doors 
  Up to three times a day, the wielder can find 
  all secret doors within 10’. 
   
  See Invisible Objects 
  The wielder can see invisible or concealed 
  objects up to 20’ distant. (This power does not 
  reveal secret doors.) 
   
   
  
  207 
   
  Special Purpose 
  The purpose of such swords is typically to slay a 
  certain type of character or creature. The 
  purpose may be rolled on the table below, or 
  the GM may invent others. 
   
  d6 
  Target 
  1 
  Arcane spell casters 
  2 
  Divine spell casters 
  3 
  Warriors (e.g. fighters or other 
  primarily combat-oriented, non-
  spell casting classes, including 
  non-spell casting demi-humans) 
  4 
  Specific type of monster 
  (determine randomly) 
  5 
  Lawful creatures (or chaotic 
  creatures, if the sword is lawful) 
  6 
  Chaotic creatures (or lawful 
  creatures, if the sword is 
  chaotic) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Alignment Power 
  In addition to their sensory and extraordinary 
  powers, swords of special purpose have an 
  extra power when used to achieve their 
  designated purpose (e.g. when attacking the 
  enemy the sword was designed to slay). This 
  power depends on the sword’s alignment: 
   
   
  ● 
  Lawful: Chaotic foes hit by the sword 
  must save vs spells or be paralyzed. 
   
  ● 
  Neutral: The wielder gains a +1 bonus 
  to all saving throws. 
   
  ● 
  Chaotic: Lawful foes hit by the sword 
  must save vs spells or be turned to 
  stone. 
   
  
  208 
   
   
   
  Appendix A: 
  Alternate Character Creation plus Feat System 
   
  The content of this appendix is published separately as a PDF product called Old School Fantasy 
  Roleplaying: Distinguished Characters. It is for use with a classic version of the most famous fantasy 
  roleplaying game of all time referred to by such names as Basic/Expert, B/X, and Moldvay/Cook. It is 
  provided here as an additional resource for game masters and players to build their 
  DUNGEONCRAWLERS to DRAGONSLAYERS! fantasy game worlds closer to their creative visions. 
   
  Note: This appendix can be used in conjunction with Appendix B: Skills. Simply add the skill specialty 
  presented there to the class and concept feat options presented here. That would provide characters 
  with three types of feat checks: class, concept, and specialty. 
   
  OLD SCHOOL FANTASY ROLEPLAYING: 
  DISTINGUISHED CHARACTERS 
   
  FEAT SYSTEM 
   
  Old School Fantasy Roleplaying: Distinguished Characters requires the use of an alternate system for 
  ability and skill checks related to character class and concept in the game called the Feat system. The 
  Feat system is used for any actions not already covered in the game like listening at doors, with the 
  exception of Thief Skills. The latter can be attempted with Feat checks, but only with the standard 
  ability modifier (see below). 
   
  Here are examples of class and concept Feat checks: 
   
   
  Class: A player can ask the game master (GM) if their fighter character can make an 
  Intelligence Feat check to evaluate their opponent’s combat prowess with success granting 
  some useful insight (e.g., armor class, hit dice, special ability and so forth). 
   
   
  Concept: If the concept and background of a thief character is that of a hunter or other type of 
  outdoorsperson, they can ask the GM if they can make a Wisdom check to track a fleeing 
  enemy in the woods. 
   
  During character creation, a player chooses any two or one of his six abilities as Feat abilities and adds 
  one from their prime requisites (player’s choice, if applicable). Human characters get three total Feat 
  abilities and non-human characters get two. Non-human characters get less Feat abilities in exchange 
  for their race abilities and better saving throws (that affect final saving throws — see Distinguished 
  Characters below). New fantasy races can also be created using the existing ones as examples and 
  adjusting the number of feat abilities to compensate for their race abilities. 
   
  
  209 
   
  A bonus of +5 is gained to the d20 roll when a character makes a Feat check with a Feat ability. This 
  bonus is in addition to their standard ability modifier (e.g., +2 for a score of 16 in Strength) and 
  character level bonus (see below).  
   
  The total modifier to the d20 Feat check equals the sum of the modifiers listed below. Feat checks 
  with non-Feat abilities use the ability modifier and character level bonus — except for Thief Skills that 
  only get the ability modifier. 
   
   
  Ability modifier (if any) 
   
  +5 Feat ability bonus 
   
  Character level up to 10th level for a maximum bonus of +10.  
   
  Making Feat checks is a simple process. The player describes what their character is attempting; the 
  game master decides what ability is appropriate and selects a difficulty category (DC) of 18 to 28 (a 
  higher value is more difficult). A DC of 18 represents an average level of difficulty. Setting the DC 
  starts at 18 and gradually decreases or increases with each advantage or disadvantage in attempting 
  the action respectively by one or two points. 
   
  DISTINGUISHED CHARACTERS 
   
  Old School Fantasy Roleplaying: Distinguished Characters guidelines allow the separation of class and 
  race, as well as, the option to multi-class. The four classes of cleric, fighter, magic-user, thief and four 
  races of dwarf, elf, halfling, human are combined as desired with one race and up to three classes. 
  DUNGEONCRAWLERS to DRAGONSLAYERS! character creation rules remain unchanged except for the 
  alterations and clarifications listed below in alphabetical order for easy reference. 
   
   
  Armor: Follow the guidelines below. 
   
  o 
  Use the armors and shields allowed by your class except for any restricted by your 
  race.  
  o 
  Using Thief Skills in armor (except leather) or with a shield is up to the discretion of 
  the GM, but the recommendation is to allow it with penalties to the chance of success. 
  Halving the chance of success in chain mail and requiring two successful rolls at that 
  same reduced chance of success for plate mail is recommended. 
  o 
  Magic-user spellcasting while wearing armor or using a shield is allowed, but passing a 
  saving throw verses spells is required for success with each casting. A failed saving 
  throw means the spell is not cast, but the magic-user still has the spell memorized for 
  further attempts. 
   
   
  Combat Tables: Use the combat table of the class with the best chance to hit. 
   
   
  Elf Race: Do not use the Elf magic research, spell scroll use, and spellcasting abilities. An elf 
  magic-user uses the magic-user versions of these abilities. 
   
   
  Feat Abilities: Humans get a total of three and non-humans get two. One of these abilities 
  must be from the character’s prime requisite options (see below). 
   
  
  210 
   
   
  Hit Dice: Compare each class and race combination individually to determine the lower of the 
  two hit dice (humans have d8 hit dice for purposes of this rule). Then use the highest hit dice 
  from those options.  
   
  o 
  Example: An elf fighter/magic-user/thief uses a d6 for hit dice because an elf/fighter 
  uses a d6 (lower of d6 vs d8), elf/magic-user uses a d4 (lower of d6 vs d4), elf/thief 
  uses a d4 (lower of d6 vs d4) and the d6 is the highest hit dice among those options.  
   
   
  Languages: Retain any bonus languages based on your race. 
   
   
  Level Limits: All classes can ascend to 14th level based on class selections (see Multi-Class and 
  the XP Tables sections below). 
   
   
  Magic Items: Usage is based on your classes and race. 
   
   
  Multi-Class: Your character can have up to three classes using the additional guidelines listed 
  below. 
   
  o 
  Prioritize your classes into primary, secondary, and tertiary as applicable and notate 
  them in that order on your character sheet. 
   
  o 
  Use the XP tables for all your classes (see XP Tables below). 
   
  o 
  Allocate your earned XP in order of priority for gaining class levels.  
   
   
  Example: An elf with class priorities of primary: magic-user / secondary: 
  fighter /tertiary: thief allocates all earned XP to their magic-user class until 
  they reach 2nd level in that class. Then they allocate all their earned XP to 
  their fighter class until it reaches 2nd level and then to their thief class until it 
  reaches 2nd level. After reaching 2nd level in all three classes the process starts 
  over with allocating all earned XP to the magic-user class. 
   
  o 
  Use the priority for roleplaying purposes.  
   
   
  Example: The same elf magic-user/fighter/thief from the previous example 
  would present themselves primarily as a magic-user in title, dress, and other 
  manners of expression even though they may don armor and wield a sword. 
  Their armor and sword may have runes etched on them as an expression of 
  their primary magic-user identity and they most likely only mention their Thief 
  Skills on a need-to-know basis to trusted allies.  
   
   
  Prime Requisites: Use one option from your classes or race, player’s choice. 
   
   
  Saving Throws: Determined by averaging all the scores from your classes and race and 
  rounding up.  
   
  o 
  Example: A 1st level halfling thief would have an 11 for their save verses Death (13 + 8 
  = 21, divided by 2 equals 10.5 that is rounded up to 11). 
  
  211 
   
   
   
  Thief Skills: All characters can attempt using Thief Skills with Feat checks (GM determines the 
  appropriate ability), but only their ability modifier (if any) applies. Thief characters use this 
  same rule or their standard Thief Skills, whichever is better. 
   
   
  Weapons: Use the allowed weapons based on your classes (the least restrictive option) except 
  for any restricted by your race. 
   
   
  XP Tables: Use the experience point (XP) tables of the four classes, cleric, fighter, magic-user, 
  and thief based on the class selections for your PC. The dwarf, elf, and halfling XP tables are 
  no longer used. 
   
  DISTINGUISHED CHARACTER CREATION EXAMPLE 
   
  Sarah wants to create a character similar to Red Sonja from the stories of Robert E. Howard, but as an 
  elf. She starts by rolling 3d6 for ability scores and gets:  
   
   
  CON 10, DEX 14, STR 15, CHA 14, INT 10, WIS 10 
   
  Sarah then selects the fighter class and elf race and adds ability modifiers to her abilities. Since her 
  character is a nomadic barbarian warrior, she selects WIS as her Feat ability with future animal 
  handling and tracking Feat checks in mind. She records STR (her chosen prime requisite option from the 
  Fighter class) and WIS as her Feat abilities and adds an asterisk next to their scores to indicate this: 
   
   
  CON 10, DEX 14 (+1), STR 15* (+1), CHA 14 (+1), INT 10, WIS 10* 
   
  She then records her To-Hit-AC 0 (or To-Hit Table), saving throws, and elf/fighter abilities: 
   
   
  To-Hit-AC 0: 19 (or To-Hit Table) 
   
  Saving Throws: 
   
  o 
  Death: 12 
  o 
  Rods: 13 
  o 
  Paralysis: 14 
  o 
  Breath: 15 
  o 
  Spells: 16 
   
   
  Fighter Abilities: Can use all armor, shields, and weapons 
   
  Elf Abilities: Detect secret doors, immune to ghoul paralysis, infravision (60’), listening at 
  doors, use magic items restricted to elves and magic-users. 
   
  She rolls 1d6 for hit points since that is the lower of the elf race (d6) and fighter class (d8) and records 
  the results: 
   
   
  Hit Points: 5 
   
  She selects and records an alignment: 
   
  
  212 
   
   
  Neutral 
   
  She records her character’s languages based on being an elf: 
   
   
  Common, neutral, elf, gnoll, hobgoblin, and orc. 
   
  She rolls 3d6 x 10 for her starting number of gold pieces and buys equipment: 
   
   
  120 gp rolled and 101 gp spent so 19 gp left after purchases: 
   
  o 
  Backpack 
  o 
  Chain mail 
  o 
  Daggers (2) 
  o 
  Quiver with 20 arrows 
  o 
  Rations 
  o 
  Short bow 30 
  o 
  Sword 60 
  o 
  Tinder Box 
  o 
  Torches (6) 
  o 
  Waterskin 
   
  She calculates and records her armor class (AC): 
   
   
  AC 4 
   
  She decides on a name for her character and records it: 
   
   
  Sasha Ravenmane 
   
  Here is the final character sheet: 
   
  SASHA RAVENMANE 
  Elf Fighter 1st Level, XP: 0, Alignment: Neutral 
  AC: 4, To-Hit-AC 0: 19, Hit Dice: d6, Hit Points: 5 
  Abilities 
  CON 10, DEX 14 (+1), STR 15* (+1), CHA 14 (+1), INT 10, WIS 10* 
  *Feat 
  Saving Throws 
  Death: 12; Rods: 13; Paralysis: 14; Breath: 15; Spells: 16 
  Class/Race Abilities 
   
  Can use all armor, shields, and weapons 
   
  Detect secret doors, immune to ghoul paralysis, infravision (60’), listening at doors, use magic 
  items restricted to elves and magic-users 
   
  Languages: Common, neutral, elf, gnoll, hobgoblin, and orc 
  Equipment & Treasure 
  Backpack, chain mail, daggers (2), quiver with 20 arrows, rations (1 week), short bow, sword, tinder 
  box, torches (6), waterskin, 19gp 
  
  213 
   
  Appendix B: Skills 
   
  The content of this appendix is published separately as a PDF product called Old School Fantasy 
  Roleplaying: Skills. The version provided here is for the classic edition of the most famous fantasy 
  roleplaying game of all time referred to by such names as Basic/Expert, B/X, and Moldvay/Cook. These 
  guidelines are provided here as an additional resource for game masters and players to build their 
  DUNGEONCRAWLERS to DRAGONSLAYERS! fantasy game worlds closer to their creative visions. 
   
  Note: This appendix can be used in conjunction with Appendix A: Alternate Character Creation plus 
  Feat System. Simply add the skill specialty presented here to the class and concept feat check options 
  presented there. That would provide characters with three types of feat checks using Appendix A: 
  class, concept, and specialty. 
   
  OLD SCHOOL FANTASY ROLEPLAYING: SKILLS 
   
  SELECTING A SKILL SPECIALTY 
   
  During character creation the player either selects one skill specialty or rolls randomly using the Skill 
  Specialty Table. This area of expertise helps determine the probability of success when the character 
  attempts to use any skill in the game. The following list in not exhaustive so players and their game 
  master (GM) are encouraged to work together to add options as needed. 
   
  Skill Specialty Table 
  D100 
  Roll 
  Skill Specialty 
  Default 
  Base 
  Ability 
  Sample Fields of Knowledge and Experience 
  1 
  Acolyte 
  WIS 
  Religious lore, cleaning, reading and writing 
  2 
  Acrobat 
  DEX 
  Tumbling, leaping, pole-vaulting, and tightrope-walking 
  3 
  Administrator 
  INT 
  Bookkeeping, etiquette, and heraldry 
  4 
  Alchemist 
  INT 
  Identifying potions and crafting mundane substances (e.g. glue) 
  5 
  Apothecary 
  INT 
  Crafting anti-toxin, healing balms, as well as, selling them 
  6 
  Armorer 
  STR 
  Craft, supply, and repair armor 
  7 
  Artist 
  DEX 
  Illustrator, painter, and poet 
  8 
  Astrologer 
  WIS 
  Magical and historical lore, divination (GM decides if it actually 
  works), bookkeeping, and navigation 
  9 
  Baker 
  WIS 
  Craft and sell breads and other similar foodstuffs and fire 
  building 
  10 
  Barber 
  DEX 
  Cut and style hair, maintain sharp edges, and amputations 
  11 
  Bartender 
  CHA 
  Service skills, spirits lore, and conversation 
  12 
  Barterer 
  CHA 
  Appraising, negotiating, and haggling 
  13 
  Beekeeper 
  INT 
  Nature lore, fire building, and poison resistance 
  14 
  Beggar 
  CHA 
  Acting, disguise, persuasion, picking pockets, and city lore 
  15 
  Blacksmith 
  STR 
  Craft iron weapons, horseshoes, and other items 
  
  214 
   
  16 
  Bonecarver 
  DEX 
  Carve bones for use as armor, weapons, and containers (e.g. 
  scroll tubes) 
  17 
  Bootmaker 
  DEX 
  Craft boots and similar items (e.g. belts, backpacks, and so 
  forth) 
  18 
  Bowyer 
  DEX 
  Craft and repair bows, crossbows, and hand crossbows 
  19 
  Brewer 
  INT 
  Brew ale, beer, and other beverages 
  20 
  Broommaker 
  DEX 
  Craft and repair brooms and similar items (e.g. clubs, poles, 
  staffs, and so forth), cleaning 
  21 
  Butcher 
  DEX 
  Carve meat for sale, maintain sharp edges, and animal anatomy 
  22 
  Candlemaker 
  DEX 
  Fire building and herb lore (for scented candles) 
  23 
  Carpenter 
  DEX 
  Craft wooden chairs, tools, and limbs 
  24 
  Chandler 
  CHA 
  Bookkeeping, appraisal, research, and equipment lore 
  25 
  Charcoalmaker 
  STR 
  Fire building, charcoal making, woodcutting, and handling 
  flames 
  26 
  Chef 
  WIS 
  Cooking, cleaning, knife sharpening, appraise food for quality 
  and edibility 
  27 
  Constable 
  WIS 
  Gathering information, city lore, and subdual combat 
  28 
  Cooper 
  DEX 
  Cask and barrel making and woodcutting 
  29 
  Courtesan 
  CHA 
  Gathering information, deception, influence, and seduction 
  30 
  Dancer 
  DEX 
  Entertaining, etiquette, and dodging 
  31 
  Diver 
  CON 
  Swimming, hold breathing, and sea lore 
  32 
  Driver 
  DEX 
  Charioteering, wagon driver, and animal care 
  33 
  Engineer 
  INT 
  Crafting siege weapons, dwellings, and other constructions (e.g. 
  dams) 
  34 
  Farmer 
  WIS 
  Agriculture lore, weather sense, and animal care 
  35 
  Fisher 
  WIS 
  Fishing with poles and nets and aquatic animal lore 
  36 
  Fletcher 
  DEX 
  Crafting arrows, bolts, and other projectiles 
  37 
  Forester 
  WIS 
  Lumbering, wood lore, and wood cutting 
  38 
  Forger 
  DEX 
  Forging documents and crafting fake seals 
  39 
  Furniture Maker 
  DEX 
  Wood cutting, craft wooden furniture, and tools 
  40 
  Furrier/Trapper 
  WIS 
  Animal lore, skinning hides, and setting snares, pits, and traps 
  41 
  Gambler 
  WIS 
  Gaming lore, carousing, and drinking 
  42 
  Gemcutter 
  DEX 
  Appraising gems, gem cutting, and tools 
  43 
  Glassblower 
  DEX 
  Appraising glasswork, glassblowing, and tools 
  44 
  Graveskeeper 
  STR 
  Religious lore, grave digging, and history 
  45 
  Groom 
  WIS 
  Animal care, animal lore, training animals, and veterinary skills 
  46 
  Guard 
  WIS 
  Appraise defenses, gather information, and evaluate opponents 
  47 
  Healer 
  INT 
  Diagnosing, healing, amputation, and primitive dentistry 
  48 
  Herbalist 
  INT 
  Gardening, identifying plants, and crafting remedies or 
  intoxicants 
  49 
  Host 
  CHA 
  Entertain, gather information, and etiquette 
  50 
  Hunter 
  WIS 
  Tracking, animal lore, and setting snares and pits 
  51 
  Informant 
  CHA 
  Gathering information, deception, and influence 
  
  215 
   
  52 
  Innkeeper 
  CHA 
  Conversation, haggling, and gathering information 
  53 
  Jailer 
  WIS 
  Evaluate opponent, search others, and lock lore 
  54 
  Jeweler 
  INT 
  Crafting, appraising jewelry, and related lore 
  55 
  Juggler 
  DEX 
  Entertain, deflect thrown objects, and distract 
  56 
  Laborer 
  STR 
  Athletics and endurance 
  57 
  Lawyer 
  INT 
  Law lore, history, and persuasion 
  58 
  Leatherworker 
  DEX 
  Animal lore, tanning, and fire building 
  59 
  Limner 
  DEX 
  Painting portraits or miniatures, art history, and tools 
  60 
  Locksmith 
  DEX 
  Crafting, picking, and repairing locks 
  61 
  Mason 
  STR 
  Stone working, fire building, and tools 
  62 
  Merchant 
  CHA 
  Appraising merchandise, gathering information, and geography 
  63 
  Metalsmith 
  STR 
  Crafting, appraising, and repairing metal goods (e.g. jewelry, 
  tools, kitchenware, and such) 
  64 
  Miller 
  INT 
  Mill operation, agriculture, and appraising cereal crops 
  65 
  Miner 
  WIS 
  Appraise mining projects, digging, and detecting mining dangers 
  66 
  Moneylender 
  INT 
  Banking, appraising valuables, and mathematics 
  67 
  Mountaineer 
  STR 
  Climbing with climbing equipment, and nature lore 
  68 
  Musician 
  DEX 
  Entertaining, playing instruments, and appraising music 
  69 
  Navigator 
  INT 
  Navigating, astronomy, and history 
  70 
  Painter 
  DEX 
  Painting dwellings, crafting dyes, and tools 
  71 
  Peddler 
  CHA 
  Gathering information, haggling, and city lore 
  72 
  Potter 
  DEX 
  Crafting, appraising, and repairing pottery 
  73 
  Ropemaker 
  DEX 
  Crafting, knotting, appraising, and repairing rope 
  74 
  Sage 
  INT 
  Research information, history, and memorization 
  75 
  Sailor 
  DEX 
  Swimming, boating, and nautical lore 
  76 
  Scribe 
  DEX 
  Reading, writing, deciphering codes, and memorizing facts 
  77 
  Sculptor 
  DEX 
  Sculpting idols, awards, and busts 
  78 
  Shipwright 
  DEX 
  Crafting, appraising, and repairing ships 
  79 
  Shoemaker 
  DEX 
  Cobbling, wood carving, tanning, and fire building 
  80 
  Singer 
  CHA 
  Entertain, mimic voices, and appraise performances 
  81 
  Smuggler 
  CHA 
  Bribery, gathering information, haggling, negotiating, and 
  deception 
  82 
  Soapmaker 
  DEX 
  Craft soaps, gardening, and fire building 
  83 
  Soldier 
  STR 
  Military lore, tactics, and weapon care 
  84 
  Stablehand 
  CON 
  Riding horses, cleaning, lore about mounts and the equipment 
  related to them 
  85 
  Tailor 
  DEX 
  Crafting and mending clothing, as well as, appraising them 
  86 
  Tanner 
  DEX 
  Animal lore, crafting leather, and fire building 
  87 
  Taxidermist 
  DEX 
  Animal lore, wood lore, wood sculpting, and tools 
  88 
  Thatcher 
  STR 
  Crafting and repairing thatch roofs, climbing, balance, and fire 
  building 
  89 
  Thespian 
  CHA 
  Acting, disguise, persuasion, and theater lore 
  
  216 
   
  90 
  Undertaker 
  CHA 
  Religious lore, influence, and wood lore 
  91 
  Ventriloquist 
  CHA 
  Entertain and distract others 
  92 
  Weaponsmith 
  DEX 
  Crafting, appraising, and repairing weapons 
  93 
  Weaver 
  DEX 
  Basket weaving, cloth weaving, and apprasing them 
  94 
  Wheelwright 
  DEX 
  Craft and repair wooden wheels and wood lore 
  95 
  Winemaker 
  WIS 
  Wine lore, appraise wine, and detect poisons 
  96 
  Woodcarver 
  DEX 
  Craft designs and etchings in wood and wood lore 
  97-
  100 
  Two Skills 
  - 
  Roll on this table to determine two different skills for the lucky 
  character. 
   
  USING A SKILL SPECIALTY 
   
  During game sessions opportunities to use skills are a common occurrence. If the task is a simple one, 
  the GM typically does not require a roll and simply narrates the results. When a character attempts to 
  use a skill in a risky situation with significant consequences for failure, a skill check is required. Listed 
  below is a simple outline of the procedure. 
   
  SKILL SPECIALTY PROCEDURE 
   
  1. Player Description: The player declares the skill use and describes how their character is using 
  it. Special attention should be given to the intended outcome. 
  2. Game Master Adjudication: The GM selects an appropriate base ability and relevancy level for 
  the skill check. This determines the final adjusted ability score for the check as per the 
  Relevancy Table below. If unsure about the relevancy level, use Somewhat Related as a 
  default. Since a skill specialty can be used in a variety of ways that require different base 
  abilities, if unsure, use the default ability listed in the Skill Specialty Table. 
  3. Player Rolls for Success: The player rolls 1d20 and compares the result to the final adjusted 
  ability score. A result equal to or lower than the final adjusted ability score means the 
  character succeeded with their skill attempt. A roll of a natural “1” (i.e. the 1d20 shows 1) is 
  an automatic success and a natural “20” is an automatic failure regardless of the final adjusted 
  ability score. 
  4. Game Master Narration: The GM narrates the final outcome of the skill attempt. 
   
  Relevancy Table 
  Skill-to-Action Relevancy 
  Base Ability Score Adjustment* 
  Directly Related 
  +2 
  Related 
  +0 
  Somewhat Related 
  -2 
  Barely Related 
  -4 
  Not Related 
  -8 
  *A roll of a natural ‘1’ is automatic success and a roll of natural ‘20’ is automatic failure 
   
  
  217 
   
  Directly Related: The action the skill specialty was 
  named after (e.g. Armorer crafting armor, Sailor piloting 
  a boat, or Thespian acting). 
   
  Related: The action is a common practice related to 
  using the skill (e.g. Armorer appraising the workmanship 
  of a suit of armor, Sailor swimming, or Thespian using 
  make-up to alter their appearance). 
   
  Somewhat Related: The action is an uncommon practice 
  related to using the skill (e.g. Armorer crafting 
  horseshoes, Sailor identifying foreign flags, or Thespian 
  deceiving a jailer). This is the default relevancy level for 
  uncertain situations. 
   
  Barely Related: The action is minimally related to using 
  the skill (e.g. Armorer finding a weak point in the bars of 
  a cell, Sailor cooking a fish meal, or Thespian adjusting 
  the lantern light in a room to highlight something). 
   
  Not Related: This relevancy level is used for a character 
  attempting a skill they do not have if the GM determines 
  the attempt is possible. Examples include an Armorer 
  dancing, a Sailor crafting a chair, or a Thespian taming a 
  wild beast. This is also the default relevancy level for 
  common skills (see Common Skill, Skill Specialty, & 
  Thieves’ Skills below) 
   
   
  COMMON SKILLS, SKILL SPECIALTIES, & THIEVES’ ABILITIES 
   
  Climbing a wall, using shadows to hide, silently moving across a room, listening for noises, and picking 
  pockets are skills closely associated with thieves, but also commonly attempted by non-thieves. A 
  thief’s specialized training with these skills allows them to attempt actions that the vast majority of 
  non-thieves cannot. As an example, only a trained thief can attempt to scale a wall with a sheer 
  surface and no climbing equipment. Game masters grant a wider scope of possible actions to thieves 
  using these skills than normally allowed to non-thieves.  
   
  Non-thieves attempting these types of actions — in situations that allow them to do so — use the Not 
  Related relevancy level. As an example, if a non-thief with a dexterity score of 12 needs to sneak pass 
  guards engrossed in a loud game of dice, they need to roll 4 or less on 1d20 (a 20% chance) to succeed. 
  A thief in the same situation may not need to roll at all. If they do, the GM should offer the same 
  procedure just described for non-thieves or their standard skill probability — whichever has a higher 
  chance of success. Eventually, the thief’s standard skill probability will surpass that of a non-thief with 
  a high ability score.  
   
  Some skill specialties do offer a character a high chance of success with thief-focused skills. A 
  mountaineer for example would probably use the Related relevancy level to climb the sheer surface of 
  ROLLING HIGH FOR SUCCESS 
   
  If your gaming group prefers to roll high for 
  success with skills, you can use the same 
  procedures and tables presented in these 
  rules to adjust the ability score with the 
  following changes: 
   
  1. Roll 1d20 + Adjusted Ability Score 
  2. Use a static target number of 21 for 
  success. 
  3. A roll of a natural “20” (i.e. the 1d20 
  shows 20) is an automatic success and 
  a natural “1” is an automatic failure 
  regardless of the final adjusted 
  ability score. 
   
  Example: A character with dexterity 9 is 
  using their Sailor skill specialty to pilot a ship 
  across a raging river. The DM decides on 
  dexterity for the base ability and Directly 
  Related for the relevancy level. The player 
  the rolls 1d20 + 11 (9 dexterity score + 2 
  relevancy level) base ability score 
  adjustment and needs to meet or exceed the 
  target number of 21 to succeed. 
   
  
  218 
   
  a wall. This overlap with thieves’ skills is limited to only one such thief skill per skill specialty. The 
  most obvious corresponding thief skill is used in these situations — beggars picking pockets, locksmiths 
  picking locks, and guards hearing noises are all good examples. 
   
  ABILITY CHECKS VS SKILL CHECKS 
   
  Specialty skills do not replace the optional rules (i.e. roll equal to or under the ability score using 1d20) 
  for ability checks. Ability checks are made for actions related to abilities that are not skill-related. As 
  an example, characters pushed off a cliff make dexterity checks to see if they save themselves by 
  grasping the edge of the cliff. As an option, the GM can use the Ability Check Adjustment Table below 
  for such tests. 
   
  Ability Check Adjustment Table 
  Difficulty Level 
  Base Ability Score Adjustment* 
  Very Easy 
  No Roll Required 
  Easy 
  +2 
  Average 
  +0 
  Difficult 
  -2 
  Hard 
  -4 
  Extreme 
  -8 
  *A roll of a natural ‘20’ is automatic success and a roll of natural ‘1’ is automatic failure 
   
  CONSISTENCY WITH USING SKILL SPECIALTIES 
   
  A common challenge with old school roleplaying is maintaining consistent game master rulings. This 
  issue can be mitigated for the skill specialty rules by tracking how they are used. The GM or the players 
  can do the tracking, but the recommendation is that the players do so.  
   
  On the back of their character sheets, the players can simply create a column for four of the Relevancy 
  level categories: Directly Related, Related, Somewhat Related, and Barely Related. As the GM makes 
  rulings, the player can add the base ability and short description of the action in the appropriate 
  column. As an example, a character with the Thespian skill specialty tries to deceive a city guard and 
  the GM decides on charisma for the base ability and Somewhat Related for the Relevancy Level (since 
  lying under stress is different from acting on the stage to entertain). The player would write 
  “deception (cha)” in the Somewhat Related column. 
   
  As play progresses the GM and players produce lists they can reference to maintain consistency in the 
  rulings for skill specialties. Of course, the GM is the final arbitrator of the game rules and can make 
  adjustments to the lists later or in between games as needed. 
   
   
  
  219 
   
  Appendix C: Alternate Spellcasting 
   
  The content of this appendix is published separately as a PDF product called Old School Fantasy 
  Roleplaying: Spontaneous Spellcasting. The version provided here is for the classic edition of the most 
  famous fantasy roleplaying game of all time referred to by such names as Basic/Expert, B/X, and 
  Moldvay/Cook. These guidelines are provided here as an additional resource for game masters and 
  players to build their DUNGEONCRAWLERS to DRAGONSLAYERS! fantasy game worlds closer to their 
  creative visions. 
   
  OLD SCHOOL FANTASY ROLEPLAYING: 
  SPONTANEOUS SPELLCASTING 
   
  INTRODUCTION 
   
  Magic in many fantasy worlds and roleplaying games produces unpredictable results and can be used 
  more freely than with Vancian-style magic (i.e. magic as found in the works of author Jack Vance). In 
  those systems, magic spells are memorized, forgotten as they are cast, and re-studied after a rest 
  period to re-memorize them for another casting. The spontaneous spellcasting system provided in this 
  supplement allows all types of spellcasters to cast the spells they know spontaneously, but with a 
  chance of failure and side effects. 
   
  SPONTANEOUS SPELLCASTING 
   
   
  Spontaneous spellcasting is handled with a regular deck of playing cards and the guidelines that follow. 
  All the standard rules for spellcasting are used with the exceptions detailed below.  
   
  Number of Spells per Level per Day 
  The number that represents the amount of spells that can be cast each day instead represents the 
  number of precise castings for each level of spells a spellcaster can cast per day. A precise casting 
  allows spellcasters to add their intelligence modifier plus one (1), plus half their spellcaster level 
  (round down, minimum 0, and maximum +5) to spellcasting attempts (i.e. the value of the card drawn) 
  and negates all side effects. Precise castings are lost whether or not the spellcasting attempt is 
  successful. They are restored to their original starting amounts as per the standard rules for resting and 
  regaining spell casting ability. 
   
  Playing Cards 
  At the start of each game session, players with spellcasting characters shuffle their individual decks of 
  54 playing cards (52 regular cards plus the two Jokers). They re-shuffle when they run out of cards to 
  draw. At any time during play, they can look at their discard pile of cards to gauge their spellcasting 
  chances. This simulates the spellcasters sense of the current state of magic energies in the realm or 
  inscrutable will of their gods or patrons. 
   
   
  
  220 
   
  Spontaneous Spellcasting 
  In order to cast a spell, the player first declares if they are using one of their precise castings for the 
  day. Then they draw the top card from their deck and consult the Spontaneous Spellcasting and Side 
  Effects Tables below. Side effects are applied whether or not the spellcasting attempt is successful. 
  The game master and players interpret the results together, but the GM makes the final decision. 
   
  Once a spellcaster fails to cast a spell they many not cast that particular spell again until after they 
  have rested and regained their precise castings — this rule does not apply if the spell was cast using a 
  precise casting. As an example, if a 1st level wizard with 1 precise casting a day uses it to cast a magic 
  bolt spell and fails, he may attempt to cast it again and if successful the second time can keep on 
  casting it until he fails. 
   
  Spontaneous Spellcasting Table 
  Playing Card 
  Value 
  Spellcasting Result 
  King 
  Successful casting with maximum spell effect +  Positive Side Effect* 
  Queen 
  Successful casting with standard spell effect and no Side Effects 
  Jack 
  Successful casting with minimum effect +  Negative Side Effect* 
  2, 4, 6, 8, 10 
  Successful casting IF the card value is higher than the level of the spell + Positive 
  Side Effect* 
  3, 5, 7, 9 
  Successful casting IF the card value is higher than the level of the spell + Negative 
  Side Effect* 
  Ace 
  Failed spellcasting + Negative Side Effect* 
  Joker 
  Catastrophic spellcasting failure causes spellcaster to lose 20% of current hit points + 
  Negative Side Effect* x2 
  *Based on the card suite – see Side Effects Table 
   
  Side Effects Table 
  Card 
  Suite 
  Side Effect Options 
  Clubs 
  CEV* applied to spell range, nearby attack, or nearby strength ability 
  Diamonds 
  CEV* applied to spell area of effect/number of targets or nearby 
  intelligence/wisdom/charisma ability 
  Hearts 
  CEV* applied to spell duration, nearby hit point totals, or nearby constitution ability 
  Spades 
  CEV* applied to each spell die of effect, nearby armor class, or dexterity ability 
  * Card Effect Value (CEV): Numerical card value divided by 2 (round down). Kings, Queens, and Jacks 
  have values of 1, 3, and 5 plus any precise casting modifier respectively for the purpose of 
  determining the CEV only — not spellcasting success or failure. In the same way, Aces have a value of 
  1 plus any precise casting modifier for determining their CEV only. 
   
  Interpreting Spellcasting Results & Side Effects 
  The positive and negative side effects on the Spontaneous Spellcasting Table refer to how they affect 
  the player characters — positive effects help the characters and negative effects hinder them. 
  Maximum and minimum results mentioned on the table for drawing a King or Jack refers to all the 
  standard numeric descriptors of the spell (e.g. duration, number of targets affected, and amount of 
  
  221 
   
  damage) if expressed in a range of possibilities. The doubling of the negative side effect multiplier for 
  drawing a Joker is applied to the Card Effect Value (see footnote on the Side Effect Table) of the card. 
   
  Card Effect Values referenced on the Side Effect Table are applied as points, a multiplier, a divisor, or 
  in any other such manner by the GM and players to interpret the results of a side effect. Context, 
  narrative considerations, improvisation, play-style, logic, and common sense are some of the elements 
  in the art of interpreting side effects. 
   
  EXAMPLE OF SPONTANEOUS SPELLCASTING 
  A 1st level wizard with a +1 intelligence modifier casts a 1st level magic bolt spell that cannot miss and 
  does one six-sided die plus 1 point of damage to one target within 150 feet. The player draws the 10 of 
  clubs and successfully casts the spell since the card value of 10 plus the wizard’s precise casting bonus 
  of +2 equals a value of 12 that is higher than the spell level of 1. Since the card value (i.e. 10) is an 
  even number, there is also an additional positive side effect with a CEV of 5 (card value of 10 divided 
  by 2).  
   
  Here are some possible interpretations based on the Side Effects Table including suggestions as if it 
  were a negative side effect: 
   
   
  Range: Strike an additional target if they are within five (i.e. CEV) feet of the original target. 
  Since the diamonds suite normally deals with number of targets, the GM added the short range 
  increase limitation. An example of a negative side effect could be that the bolt strikes an ally 
  within five feet of the target. 
   
   
  Nearby Attack: The missile leaves a glowing residue on the target so that the next attack on 
  that same target gets a +5 to-hit bonus. The GM could instead provide a smaller bonus, but 
  extend the duration using the same CEV value of 5. Maybe, a +2 to-hit bonus for 3 rounds. An 
  example of a negative side effect would be that the spellcaster glows instead. 
   
   
  Nearby Strength Ability: In addition to the damage, the magic bolt also reduces the target’s 
  strength ability by 5 points (or 3 points for 2 rounds or some other combination). Another 
  possibility could be that the bolt explodes on impact and other enemies nearby must make a 
  strength check at -5 (again using the CEV value) or be knocked prone. An example of a negative 
  side effect would be that the spellcaster loses strength or the exploding effect is centered on 
  him and affects allies instead. 
   
   
  
  222 
   
  Appendix D: Narrative Dice Rolling 
   
  The content of this appendix is published separately as a PDF product called Old School Fantasy 
  Roleplaying: Narrative Rolls. The version provided here is for the classic edition of the most famous 
  fantasy roleplaying game of all time referred to by such names as Basic/Expert, B/X, and 
  Moldvay/Cook. These guidelines are provided here as an additional resource for game masters and 
  players to model their DUNGEONCRAWLERS to DRAGONSLAYERS! fantasy game play closer to their 
  creative visions. 
   
  OLD SCHOOL FANTASY ROLEPLAYING: 
  NARRATIVE ROLLS 
   
  BASE DIE & NARRATIVE DIE 
   
  This new narrative dice system does not alter the normal use of the d20 in the game. The d20 still 
  determines success or failure in and out of combat. The narrative die is an additional d20 that is always 
  rolled together with the standard d20. In this system, the standard d20 that determines success or 
  failure is called the Base Die. The additional d20 is called the Narrative Die. Both d20s must be of a 
  different color or size in order to differentiate them. 
   
  When the game master (GM) calls for a d20 roll in the game, the players instead roll two d20s — the 
  Base Die and the Narrative Die. The same modifiers (if any) for success or failure that apply to the Base 
  Die also apply to the Narrative Die. The two dice are rolled together and the result of each die is 
  applied to the situation independently of the other. These results are listed on the Results Table 
  below. 
   
  Results Table 
  Dice Rolls 
  Results 
  Base Die determines success or failure as normal. 
  Standard result including rules for ‘Critical Hits’ 
  (or roll of natural 20) and ‘Fumbles’ (or roll of 
  natural 1) if any are used in the game. 
  Narrative roll is equal to Base Die modified to-hit 
  number needed for success plus 5 or more** (e.g. 
  if an 11 is needed to hit after all modifiers are 
  applied, then the target number is 16 or more). 
  Boost generated —See Effects Table 
  Narrative roll is equal to half of the Base Die 
  modified to-hit number needed for success 
  rounded down or less*** (e.g. if an 11 is needed to 
  hit after all modifiers are applied, then the target 
  number is 5 or less). 
  Setback generated — See Effects Table 
  Narrative roll does not generate a boost or 
  setback result as described above. 
  No Effect 
  **Or roll of a natural 20. 
  ***Or roll of a natural 1. 
  
  223 
   
  Effects Table 
  Base Die Ones Place Digit 
  Effect 
  Pneumonic Aid 
  “0” (i.e. 10 or 20) 
  Observation 
  Observation 
  “9” (i.e. 9 or 19) 
  Guile 
  9uile 
  “8” (i.e. 8 or 18) 
  Fate 
  Rhymes with “Eight” 
  “7” (i.e. 7 or 17) 
  Toughness 
  “7” is an askew “T” 
  “6” (i.e. 6 or 16) 
  Behavior 
  6ehavior 
  “5” (i.e. 5 or 15) 
  Skill or Strength 
  5trength or 5kill 
  “4” (i.e. 4 or 14) 
  Agility 
  “4” is an incomplete “A” 
  “3” (i.e. 3 or 13) 
  Willpower 
  “3” is a “W” sideways 
  “2” (i.e. 2 or 12) 
  Nobleness 
  “2” is an “N” sideways 
  “1” (i.e. 1 or 11) 
  Intellect 
  “1” is an “I” 
   
  NARRATIVE EFFECTS 
   
  The following are examples of boosts and setbacks for each of the possible effects generated by the 
  Base and Narrative dice. Game masters and players are encouraged to use logic, imagination, 
  interpretation, common sense, and game world elements to create similar effects during play. 
  Generally, the players should devise boost effects and the GM should devise setbacks. If a bonus or 
  penalty is selected it should be limited to adding or subtracting the result of 1d6 to the player or 
  opponent’s Base Die on a future action. 
   
  Each example below uses two scenarios to illustrate each boost and setback. The first is a character 
  making a melee attack and second is the character trying to fast-talk their way past a guard. These 
  effects should be exciting and fun — the GM has the final say on whether or not an effect is allowed. 
   
  AGILITY 
  (Movement, speed, manual dexterity, coordination, and so forth) 
   
  Boost: You can take an additional move this combat round without consequences. You can 
  automatically steal one item off the guard or plant one item on the guard without being noticed. 
   
  Setback: You trip and fall prone. You accidentally drop or otherwise reveal something incriminating so 
  that the guard now asks for a bribe (with a failed Base Die roll, the guard attempts to arrest you after 
  pocketing the coin). 
   
  BEHAVIOR 
  (Personality, charisma, persuasion, and so forth) 
   
  Boost: You impress your enemy with taunts so that they may flee in fear or even join your side of the 
  combat — the GM can use rules for morale, enemy reactions, saves, or simply ability checks to 
  determine the outcome. You build such good rapport that the guard is now a reliable contact so even if 
  you failed to fast-talk, the guard secretly helps you escape later. 
   
  
  224 
   
  Setback: Your attack is so pitiful that enemies see it as a sign of weakness and gang up on you for an 
  easy takedown. The guard is disgusted by one of your traits as chosen by the GM and decides to keep a 
  close eye on you. 
   
  FATE 
  (Fortune, luck, misfortune, bad luck, randomness, and so forth) 
   
  Boost: You strike your opponent’s weapon in just the right spot and shatter it or you simply knock it 
  out of their food-greasy hand. The guard is your distant cousin. 
   
  Setback: A wound bleeds into your eyes so that you have a -1d6 penalty to hit for the rest of the 
  combat unless you use one hand to stanch the flow. The guard is your ex-lover. 
   
  GUILE 
  (Deception, trickery, legerdemain, and so forth) 
   
  Boost: You feign an attack and gain a +1d6 bonus on your next attack. You fool the guard into thinking 
  you are of the noble class so that you gain a bonus on future interactions — these can be mechanical 
  (like a +1d6 to a roll) or situational (you failed to fast talk, but are placed in minimum security). 
   
  Setback: A failed feint leaves you vulnerable so that your opponent gets +1d6 on their next attack. The 
  guard notices a trait about you and begins calling you by a nickname related to it so that you are now 
  more easily marked by the city watch. 
   
  INTELLECT 
  (Intelligence, psyche, logic, education, knowledge, memory, and so forth) 
   
  Boost: You deduce one of your opponent’s combat weaknesses revealed by the GM. You deduce the 
  correct chain of command among the guards. 
   
  Setback: Your opponents figure out your escape route and block it. The guard recalls a trait of a party 
  member (e.g. dress, accent, and so forth) that contradicts an element in their story. 
   
  NOBLENESS  
  (Impressive in appearance or qualities) 
   
  Boost: Your attack is nearly flawless so if you hit and inflict less than the maximum possible on the 
  damage dice, you inflict that maximum instead. If your attack fails, you still inflict the minimum 
  damage possible. The guard believes an element of your story regardless of success or failure (as per 
  GM discretion) that provides a benefit to you not related to the subject matter of the fast talk 
  attempt. 
   
  Setback: Your impressive attack gives away information about your character like their place of origin 
  or guild membership — something that can be used to track or identify you later. The guard wants 
  favors from you related to the story you tell them. 
   
   
  
  225 
   
  OBSERVATION 
  (Perception, concealment, ambush, and so forth) 
   
  Boost: You see your opponent shift their stance in preparation for their next attack so they get -1d6 on 
  their next attack against you. You notice where the guard keeps his keys so that you get +1d6 on any 
  attempt to steal them. 
   
  Setback: You miss-judge the angle of your opponent’s follow-up attack so they get +1d6 on their next 
  attack against you. The guard mistakes you for a wanted criminal at the time of the fast talk attempt 
  with a failed Base Die roll (so that he immediately calls for reinforcements) or later on if you succeed 
  with the fast talk so that you see your name indicated as an alias of the real criminal on wanted 
  posters around the city. 
   
  SKILL OR STRENGTH 
  (Skill is related to the action attempted and strength relates to physical power, melee prowess, 
  physique, and so forth) 
   
  Boost: The power behind your swing or thrust carries over to another opponent near your target so that 
  they take half the damage you inflict (or would have inflicted) on your target. Your fast talk attempt 
  causes the guard to unintentionally blurt a secret about a recent event that could help you later. 
   
  Setback: You cut your attack short and do minimum damage. The guard completely misunderstands 
  what you are saying and regardless of success or failure with your fast talk attempt he spread rumors 
  that you are an undesirable (GM determines the details) — this negatively affects any future 
  interactions with the city guards. 
   
  TOUGHNESS 
  (Stamina, health, wounds, resistance, intimidation, and so forth) 
   
  Boost: You grit your teeth and suffer only minimum damage from the current or next attack. Your 
  tough presence allows one of your allies to go unnoticed in the current situation so that either escape 
  altogether or not automatically associated with the party in a future encounter with the city guards. 
   
  Setback: You suffer a nasty wound so that one limb chosen by the GM is unusable until the end of the 
  combat. Your fast talk attempt was more nerve wracking than you anticipated so that you suffer a -1d6 
  penalty on your next interaction with them. 
   
  WILLPOWER 
  (Self-control, determination, discipline, and so forth) 
   
  Boost: You focus and avoid more blows so reduce damage by 1d6 this combat round or the next. You 
  gain +1d6 bonus the next time you interact with any city guards due to your more disciplined attitude 
  with them as a consequence of this encounter. 
   
  Setback: You underestimate your foe and leave yourself vulnerable so that they get +1d6 on their next 
  attack against you. You come on too strong and the next opportunity to interact with the guards goes 
  south so that you take a –1d6 on your next interaction roll with them. 
  
  DUNGEONCRAWLERS to DRAGONSLAYERS! CHARACTER SHEET 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Player Name 
  Game Master 
  Character Name 
  Alignment 
  Class 
  Level 
  Character Drawing or Mark 
  Armor Class 
  Hit Points 
  CHARISMA 
  CONSTITUTION 
  DEXTERITY 
  INTELLIGENCE 
  STRENGTH 
  WISDOM 
  Hit AC 0 
  Languages & Skills 
  DEATH 
  WANDS 
  PARALYSIS 
  BREATH 
  SPELLS 
  Saving 
  Throws: 
  Abilities: 
  Permission granted to photocopy for personal use only in playing DUNGEONCRAWLERS to DRAGONSLAYERS! 
  
  DUNGEONCRAWLERS to DRAGONSLAYERS! CHARACTER SHEET 
   
   
   Experience Points & Notes: 
  Coins & Treasure: 
  Equipment & Magic Items: 
  Additional Notes: 
  Permission granted to photocopy for personal use only in playing DUNGEONCRAWLERS to DRAGONSLAYERS! 
  
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on 
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