TEXT: READ THIS BOOK NEXT!
  DUNGEON MASTERS RULEBOOK
  -i v
  FANTASY ROLE PLAYING GAME
  TSR Hobbies. Inc
  DUNGEONS & DRAGONS is a registered trademark owned by TSR Hobbies. Inc.
  Lars Hjertstedt (order #6605655)
  
  KEY
  Door
  One way
  secret door
  Well
  Rock column
  Double door
  Open pit
  Pool
  Stalactite
  Secret door
  Covered pit
  Dais
  Stalagmite
  One way door
  Trap
  • -1
  Altar
  •m
  Rubble
  False door
  Stairs
  Fireplace
  Crevasse
  Revolving
  door
  Stairs/
  slide trap
  Table, chest
  Sinkhole
  Concealed
  door
  Spiral stairs
  o
  Bed
  Submerged
  path
  Archway
  door
  Natural stairs
  Curtain
  Subterranean
  passage
  Open
  doorway
  Ladder
  Window
  Depression
  Portcullis
  or bars
  Slide
  Arrow slit
  Pool or lake
  Trap door
  in ceiling
  Trap door
  in floor
  Statue
  Pillar
  IMM
  Railing
  Illusionary
  wall
  Stream
  Elevated ledge
  Secret
  trap door
  ©
  Fountain
  Rock
  wall
  Natural
  chimney
  Lars Hjertstedt (order #6605655)
  
  Dungeon Masters Rulebook
  by Gary Gygax and Dave Arneson
  © 1974, 1977, 1978, 1981, 1983
  TSR Hobbies, Inc.
  All Rights Reserved
  Revised by Frank Mentzer
  Illustrations by Larry Elmore,
  Jim Holloway, and Jeff Easley
  Preface
  This booklet will show you how to run a
  DUNGEONS & DRAGONS® game. It will
  NOT show you how to play the game!
  You may play a DUNGEONS & DRAG-
  ONS® game either by yourself or with others.
  If you want to play alone, use the Solo Adven-
  ture in the PLAYER'S MANUAL.
  If you want to play a game with others, one
  person must first learn how to be the DUN-
  GEON MASTER — the person who runs the
  game — and the others will be the players. You
  must know how to be a player before learning
  how to be a Dungeon Master. For now, if you
  only wish to play and not run games, then —
  DO NOT READ THIS BOOKLET.
  This booklet contains information for the
  Dungeon Master. You will have less fun playing
  if you learn the information ahead of time! A
  big part of the game is the mystery and excite-
  ment that comes from not knowing all the
  answers.
  Later, when you are an experienced player,
  you may wish to look up some details, or even
  become a Dungeon Master yourself. And when
  the time comes, everything you need is right
  here.
  If you have not read the PLAYERS' MAN-
  UAL, you will probably not understand most
  of this booklet. But if you have played the Solo
  Adventure, finished reading the rest of the
  PLAYERS' MANUAL, and want to become a
  Dungeon Master, then — WELCOME!
  DUNGEONS & DRAGONS* and D&D®
  are registered trademarks owned by
  TSR Hobbies, Inc.
  This book is protected under the
  copyright laws of the United States of
  America. Any reproduction or other
  unauthorized use of the material or
  artwork contained herein is prohibited
  without the express written consent of
  TSR Hobbies, Inc.
  Distributed to the book trade in the
  United States by Random House, Inc.
  and in Canada by Random House of Canada,
  Ltd. Distributed to the toy and hobby
  trade by regional distributors.
  Printed in the U.S.A.
  First Printing — May, 1983
  TSR Hobbies,
  Table of Contents
  INTRODUCTION 
  2
  Terms and Abbreviations
  The Most Important Rule
  The Dungeon Master's Job
  The DM's Roles
  Reactions 
  3
  Running the Game
  Order of Events charts (3)
  YOUR FIRST GAME 
  4
  Pre-game checklist
  Adventure Record Sheet
  Group Adventure
  DM Info Charts
  Entries #1-#19 
  5
  Dungeon Level One 
  8
  Map (LI) 
  13
  Notes for the DM 
  8
  Encounter Key #20-39 
  8
  Dungeon Level Two 
  11
  Map (L2) 
  13
  General Notes 
  11
  Dungeon Level Three
  Ending an Adventure 
  12
  Gaining Levels
  XP for monsters
  PROCEDURES 
  14
  Alignment Changes
  Arguments
  Charm Person spells
  Clues
  Complaints 
  15
  Creating Characters
  Deities
  Demi-Humans (special abilities)
  Dice 
  16
  Doors
  Equipment not listed
  Evasion and Pursuit
  Higher Level spells 
  17
  Hit Points (low rolls) 
  18
  Languages
  Listening
  Magic-User spells
  Mapping 
  19
  Morale
  Multiple Characters 
  20
  New Rules and Items
  Questions
  Retainers
  Sleep spells 
  21
  Thief abilities
  Timekeeping
  Transferring characters
  Turning Undead
  MONSTERS 
  22
  General Notes
  Hit Dice
  Dungeon Levels
  Monster Levels
  Number of Monsters
  Reactions
  Chart
  Character Actions 
  23
  Effects of Charisma
  Negotiation
  Combat
  Hit Chart
  Saving Throws
  Special Attacks
  Blindness
  Charm
  Energy Drain
  Paralysis
  Poison
  Descriptions
  Name
  Armor Class
  Hit Dice
  Move
  Attacks
  Damage
  XP Value
  No. Appearing
  Save As
  Morale
  Treasure Type
  Alignment
  Description
  Monster List A-Z
  TREASURE
  Random Treasures
  Placed Treasures
  Adjusting Treasure
  Treasure Types Chart 1
  Treasure Types Chart 2
  Other Treasure Types
  Average Treasure Values
  Coins
  Gems
  Jewelry
  Magic Item Subtables
  General Table
  Subtables a-h
  Explanation of Magic Items
  Identifying Magic Items
  Types of Magic Items
  Using Magic Items
  Charges in Magic Items
  Detailed Explanations a-h
  C R E A T I N G D U N G E O N S . . . .
  Types of Dungeons
  Good and Bad Dungeons
  Step by Step
  List 1-6
  Details 1-6
  Random Stocking
  Notes & Charts
  Room Contents
  Traps
  Specials
  Wandering Monsters
  Charts 1-3
  REFERENCE CHARTS
  Saving Throw Chart
  Monsters' Hit Chart
  24
  25
  40
  41
  42
  46
  47
  48
  .... 48
  INBC
  INBC
  INBC
  INBC
  Lars Hjertstedt (order #6605655)
  
  Introduction
  Read through this booklet from front to
  back, just as you did the PLAYERS' MAN-
  UAL. A vast wealth of information awaits
  you!
  In your adventures so far, you have met
  many fearsome monsters — goblins, skel-
  etons, and even a Rust Monster. There are
  dozens of other monsters described in this
  booklet.
  You have found treasures — coins of all
  types, gems, and a magical potion. There
  are dozens of other treasures here.
  You have visited a "dungeon" — some
  caves near a town. There is a new dungeon
  in this booklet!
  You will also learn how to put all these
  things together, make your own dungeons,
  run games for other players, and probably
  have more fun than you ever imagined.
  Terms and Abbreviations
  Let's review the most commonly used
  terms in the game; they will often be used
  in this booklet.
  A character being run by a player is
  simply called a Player Character, or "PC."
  The D&D games you will run are actually
  stories about the PCs in a fantasy world,
  and you and your players will make up
  these stories together. You will play the
  roles of the Non-Player Characters
  (NPCs) and monsters.
  Take a moment to review these terms
  and abbreviations and become familiar
  with them:
  Definitions:
  Character: Any imaginary person (human,
  dwarf, elf, or halfling) in a D&D game.
  Player: A person who plays the role of a
  character in a D&D game.
  Adventurer: Any character which seeks
  adventure, daring to face monsters and
  dangers in search of fame and fortune.
  Class: The profession of an adventurer.
  Party: A group of adventurers, gathered
  to share their talents for the good of all.
  Monster: Any creature that is not a character.
  Normal Man: A typical townsperson, who
  is not an adventurer.
  Treasure: Any valuable item, usually a coin,
  gem, piece of jewelry, or magic item.
  Dungeon: Any place where monsters and
  treasures can be found (including caves,
  old ruins, and so forth).
  Dungeon Master: A person who runs a
  D&D game, playing the roles of the
  monsters.
  Non-Player Character: Any character that
  is run by the Dungeon Master instead of
  a Player.
  Level: A number indicating the power of
  an adventurer or a spell.
  Alignment: A term generally describing
  the behavior of any creature — Lawful,
  Neutral, or Chaotic.
  Saving Throw: A creature's chance to save
  itself from a special attack (magic, poi-
  son, etc.).
  Abbreviations
  PC:
  NPC:
  DM:
  Str:
  Int:
  Wis:
  Dex:
  Con:
  Cha:
  NA:
  AC:
  HD:
  hp:
  d:
  D:
  MV:
  #AT:
  Save:
  C:
  M:
  F:
  T:
  D:
  E:
  H:
  NM:
  ML:
  AL:
  XP:
  cp:
  sp:
  ep:
  gP:
  pp:
  Player Character
  Non-Player Character (run by
  the Dungeon Master)
  Dungeon Master
  Strength
  Intelligence
  Wisdom
  Dexterity
  Constitution
  Charisma
  Number Appearing
  Armor Class
  Hit Dice
  hit points
  type of dice
  Damage
  Movement Speed
  Number of Attacks
  Saving Throw Class & Level
  Cleric
  Magic-User
  Fighter
  Thief
  Dwarf
  Elf
  Halfling
  Normal Man
  Morale
  Alignment
  Experience Points
  copper pieces
  silver pieces
  electrum pieces
  gold pieces
  platinum pieces
  The Most Important Rule
  There is one rule which applies to every-
  thing you will do as a Dungeon Master. It is
  the most important of all the rules! It is
  simply this:
  BE FAIR.
  A Dungeon Master must not take sides.
  You will play the roles of the creatures
  encountered, but do so fairly, without
  favoring the monsters or the characters.
  Play the monsters as they would actually
  behave, at least as you imagine them.
  The players are not fighting the DM!
  The characters may be fighting the mon-
  sters, but everyone is playing the game to
  have fun. The players have fun exploring
  and earning more powerful characters,
  and the DM has fun playing the monsters
  and entertaining players.
  For example, it's not fair to change the
  rules unless everyone agrees to the change.
  When you add optional rules, apply them
  evenly to everyone, players and monsters.
  Do not make exceptions; stick to the rules,
  and be fair.
  The Dungeon Master's Job
  A DUNGEONS & DRAGONS game is
  basically a series of encounters, with other
  actions (such as movement and problem
  solving) between them. The dice are often
  used to find results when choices must be
  made. All the dice rolls are called "game
  mechanics." The game consists mostly of
  role playing, game mechanics, and strat-
  egy.
  During an Encounter, the players make
  the Hit rolls, damage rolls, and Saving
  Throws for their characters. You, the Dun-
  geon Master, make similar rolls for the
  monsters, plus other rolls to find the mon-
  sters' actions (such as reactions and mo-
  rale).
  The DM's Roles
  You will play the roles of all the monsters,
  townspeople, and other creatures encoun-
  tered. The best Dungeon Masters are able
  to play several roles at once — such as
  when the characters meet another party of
  adventurers, all played by the DM!
  However, your creatures are not as de-
  tailed as the PCs, and are easier to play.
  Their actions are often determined by dice
  rolls. One rule applies to all the creatures,
  even though there are many different
  types: Imagine how the creature feels.
  The actions of a creature are often de-
  termined by its Alignment or Intelligence.
  For example, an animal is not very smart,
  and will act very simply — hungry and
  hostile, neutral and unconcerned, or
  friendly. More intelligent creatures may be
  thinking of many different things; food,
  treasure, home and friends, and so forth.
  When an encounter seems likely, think
  about how the creatures feel, and how they
  might act. When the encounter begins, you
  will often roll dice to find the actual reac-
  tions of the creatures. The results should
  be adjusted for the creatures' intelligence,
  habits, and other details.
  Imagine how your creatures will react to
  these dangerous, greedy characters stomp-
  ing around the caves! The monsters will
  try to survive and be happy in their own
  ways, and will often fight to defend their
  homes and treasures.
  Lars Hjertstedt (order #6605655)
  
  But remember — although the monsters
  may be fighting the characters, you are not
  fighting the players. If you try to entertain
  them, they will entertain you. Play the roles
  of the monsters, but forget them when
  they are slain. Their only purpose, in the
  long run, is entertainment.
  Reactions
  When an encounter begins, you may find
  the actions of monsters by making Reac-
  tion rolls. The results are a guide to play-
  ing the monsters' response to the arrival of
  the characters.
  An encountered creature might attack
  automatically. The ghouls in your first
  adventure, for example, will always attack
  anyone entering their area, because the
  description of this monster says so. Most
  monsters do not always attack, so be sure to
  read the descriptions carefully.
  Many creatures can be friendly or un-
  friendly, depending on the situation. Their
  reactions can sometimes be determined by
  the actions of the characters. If a fighter
  has a sword out and charges at a goblin,
  the goblin is not going to think the fighter
  is friendly! The goblin might attack and
  might run away, but probably won't try to
  talk.
  More often, however, the characters will
  wait and "see what the monsters do" before
  they start anything. Likewise, most mon-
  sters will usually wait to see how the charac-
  ters act! When this type of encounter be-
  gins, you should make a Reaction Roll for
  the monsters, using 2d6. Up to 3 Reaction
  Rolls may be needed to finish the encoun-
  ter.
  Whenever the characters attack the
  monsters, stop rolling for reactions. The
  monsters will fight to defend themselves,
  and might run away (depending on their
  Morale score, as explained on page 14).
  Reaction Rolls are explained in detail on
  pages 22 - 23. Read that section before
  starting your first group game.
  Running the Game
  During most of a D&D game, the Dungeon
  Master leaves the decisions to the players.
  The DM presents the setting — describing
  what the characters see, offering choices of
  actions, and so forth. But the course of the
  game is determined by the actions of the
  party, as decided by all the players. The
  DM can almost relax and enjoy the charac-
  ters' progress as they explore, make maps,
  solve puzzles, and so forth.
  The DM usually deals with the charac-
  ters as a group, rather than the individuals.
  However, when an encounter begins, a
  change occurs. The DM takes a more
  active role, becoming more aware of the
  actions of each character. The players have
  a more limited choice of actions as they
  confront a monster or NPC. The DM plays
  the roles of each of the creatures encoun-
  tered, and decides their actions while con-
  sidering those of the characters. Game
  time passes in "slow motion," as the DM
  carefully considers the round-by-round ac-
  tion (10 seconds at a time) and announces
  the results.
  An experienced Dungeon Master can
  play the roles of several monsters at once.
  It can be very hard to do this fairly, without
  favoring the monsters or the characters.
  Just as players should keep "player knowl-
  edge" and "character knowledge" separate,
  ORDER OF EVENTS
  IN AN ENCOUNTER
  1. Number Appearing: determined by the
  DM (page 22).
  2. Surprise: DM rolls Id6 for each side
  (monsters and party) (page 58 of the
  Player's Manual).
  3. Reactions: DM rolls 2d6 for the mon-
  sters' first reactions (page 22).
  4. Results: If —
  a. both sides talk, continue reaction
  rolls, negotiation, etc. as needed.
  b. one side runs away, the DM handles
  Evasion and Pursuit (page 16).
  c. one side attacks, continue with
  ORDER OF EVENTS IN COMBAT.
  ORDER OF EVENTS IN A
  GAME TURN
  1. Wandering Monsters: DM rolls Id6 (Nor-
  mally checked every 2 turns)
  2. Actions: Caller describes all party actions
  (movement, listening, searching, etc.)
  3. Results: U —
  a. a new area is mapped, the DM de-
  scribes it.
  b. an encounter occurs, skip to ORDER
  OF EVENTS IN AN ENCOUN-
  TER.
  c. something is discovered (secret door,
  item, etc.), the DM announces the
  results.
  d. no encounter occurs, the game turn
  ends; return to #1.
  so should the DM keep the "monster
  knowledge" completely separated from the
  "DM information." This challenging task is
  further complicated by the need to keep
  the game running smoothly at the same
  time!
  The following checklists can be used to
  make sure that everything is handled
  smoothly during normal play (ORDER OF
  EVENTS IN A GAME TURN), during an
  encounter (ORDER OF EVENTS IN AN
  ENCOUNTER), and during an encounter
  that results in combat (ORDER OF
  EVENTS IN COMBAT). You may concen-
  trate on the roles of the monsters, using
  these lists as reminders of the necessary
  game mechanics.
  ORDER OF EVENTS IN COMBAT*"
  1. Intentions: The DM asks each player
  what the character intends to do in the
  coming round.
  2. Initiative: Each side rolls Id6. The side
  that wins the initiative acts first.
  3. Actions, side that wins initiative:
  a. Morale checks, if needed (page 19).
  b. Movement (and optional combat
  movement, page 56 of the Player's
  Manual).
  c. Missile fire (page 59 of the Player's
  Manual).
  d. Magic spells and magic items used
  (such as wands).
  e. Hand-to-hand combat.
  4. Actions, side losing initiative; follow steps
  a through e above.
  5. Results: If —
  a. all the monsters are defeated, the
  combat (and game turn) ends; re-
  turn to ORDER OF EVENTS IN A
  GAME TURN.
  b. one side runs away, the other may
  pursue, and the fleeing side may
  attempt to evade (page 16).
  c. the combat continues; return to the
  first step in the ORDER OF
  EVENTS IN COMBAT and repeat
  all the steps.
  Lars Hjertstedt (order #6605655)
  
  Your first game
  The following adventure is designed for
  use by a beginning Dungeon Master. It will
  tell you what to say to the players, when
  and what to roll, and includes page refer-
  ences for additional information.
  Before you start, you should look
  through the rest of this booklet, to see what
  information is given. One section called
  "Procedures and Rules" (pages 14 - 21)
  gives details on handling most situations.
  Retainers should not be needed if there
  are 4 or more players, but if you use them,
  be sure they are properly handled (page
  20). The Order of Events checklists will be
  helpful during the game.
  Monsters and treasures are explained
  afterwards in separate sections. All the
  details on the monsters and treasures
  found in this adventure are fully explained
  here, and you will not need to refer to
  those sections.
  Before you start the game, make sure all
  the pre-game details have been handled,
  using the Pre-game Checklist.
  PRE-GAME CHECKLIST
  1. Do all the players know how to play?
  Have they played the Solo Adventure in
  the PLAYERS' MANUAL?
  2. Have you read this book up to this point?
  Have you looked through the rest of this
  booklet?
  3. Do you and the players know the "Who-
  Why-What-Where-When" of the adven-
  ture?
  4. Are all the characters ready to go, in-
  cluding equipment?
  5. Have the players chosen a Caller and a
  Mapper? Do they have a piece of graph
  paper and a pencil, to map with?
  If any answer is "No," stop and fix the
  problem.
  In this adventure, you will find many
  sections to be read to the players. Listen to
  them while you are reading; they contain
  information for you, too!
  Whenever you find a paragraph that
  starts with "DM:" it contains information
  for you only. Stop for a minute and read it.
  The DM Information contains instructions
  on how to run the coming encounter, or
  how to handle a new situation.
  Adventure Record Sheet
  Using a blank piece of scrap paper, make a
  list of the details you will need during the
  adventure. Near the top of the page, write
  the name of each character, making a list.
  To the right of each name; write the class
  of the character. To the right of the class,
  write the Armor Class of the character.
  Ask the Caller for the party's marching
  order. The characters would normally
  travel in single file or in pairs. Write the
  marching order below the character list,
  using initials, and note which end is the
  front to avoid confusion.
  The rest of the sheet may be used for
  keeping track of time, the details of mon-
  sters encountered, treasure found, and any
  other notes you wish to make.
  When you are ready, turn the page and
  start reading, following the instructions
  given.
  Group Adventure
  Start: Read the following to the players'
  "Many years ago. this part of the Realm of
  Man was ruled by a magic-user named
  Oygar, a man of great and mysterious
  powers. He ruled the lands from hi*
  mighty castle Mistamere, located at the
  foot of the mountains IXJ die north.
  "Gygar died after a long and peaceful
  rule, but no successor was named. Ovei
  tlit: years, the unclaimed castle fell into
  ruins.
  '"Now, centuries later, the outline ol
  the broken towers can still be seen from
  the lown. ever beckoning to seekers ot
  danger, fame and fortune.
  "You have gathered around a dinnei
  table in the Gold Dragon Inn, in ih<'
  renter of town, to discuss your plans
  1 he Inn is busy, tilled with ruddy-lac cil
  townsfolk and other adventurers, who
  <Jre eating, drinking, laughing, and ha\
  ing a splendid time.
  "You have all heard the talcs told bv
  others, tales of monsters lurking within
  the ruins and guarding rich treasure-
  None of you have been there, but afiei
  an evening of discussion, you decide t< •
  trv your lui k in the castle i uiu, and plan
  to meet at dawn for the short journcv.
  "One special note: the lown rulers
  have offered a reward of 1,000 gp fin
  the tapLurc of Bargle, the renegade
  magic-user! The death of Aleena. a
  well-known ilerir, was the "last straw."
  They want to slop this danger one e and
  toi all, so keep vour eyes open!"
  DM: Stop a moment and make sure that all
  the characters are ready to go. Then con-
  tinue reading:
  "It's morning, and \ou're off to the
  castle. It lies only 3 miles from town,
  just a healthy walk past a local farinci 's
  fields. As you follow the dirt road past
  the farm, you greet the workers lending
  the crops. It's a lovely summer's da>,
  and all seems peaceful.
  "The land owner himself sils atop a
  wagon, watching his men, and chats
  with you before you continue onward,
  lie mentions that he has had no prob-
  lem-, with monsters, ,\ml i( ,un lmk in
  i lie ne.uhv mills. ihrv std\ then- 'like
  icspea.thle monsters should" r.veij
  night, however, he cjief ullv loc ks up ail
  Ins Jtiimals.
  "Altei bidding him a good iiav. \ou
  (onnniie toward the ruin As you ;IJJ-
  |HII.K1I,\OII sec thai I lie walls aif jugged
  .ind full ol small holes, and a lev, largr
  Mour liltH ks h.nc tumbled to the earth,
  Living scincrcd around the ruins.
  "A giiteu.iv in tile ieiitei ot ihe fiout
  w.ill viands i-mptv. .ind the massive
  nuu-i ditois now l.iv lotting nearbv.
  I his K.ilewj\ seems to IK- the easiest
  i-iiti.uin.- through ihe wall. A 10' Hide
  K.ipmg Imli is in the wall nit to voui
  li-lt. .did toiild he jiiiithei cnu.inar.
  '"Sun dn in>i see .inv (ither (nuances:
  the irsl nt the wall Is (l umlilinc, hut few
  wide hule- lu\e opened. lTn> OUIL-I
  .HIM has no other interesting te.uuiei.
  \ si iff i i lit I. the Lite nl ,i unmnMin,
  uses ,II tin- HIM ill cdtif i if tin-
  DM: Now read the next section to yourself,
  i nd then continue with #1.
  DM Information
  I ind #1 on the map on this page; that is
  1: le location of the characters at this point.
  I hey have approached from the south
  Irom the bottom of the map), heading
  i orth (towards the top of the page).
  Assume that the walk from town took
  • >out 1 hour, and that the time is now 8:00
  i m. Note this near the top of your Adven-
  i i <re Record Sheet, and keep track of the
  | • issage of game time from now until the
  adventure ends.
  The Hit roll charts and Saving Throws
  that you will need during the adventure
  are given here, for your convenience:
  Monster's
  Hit
  up
  1 +
  2 +
  3 +
  Dice
  to 1
  to 2
  to 3
  to 4
  9
  10
  9
  8
  7
  HIT CHART
  Character's
  8
  11
  10
  9
  8
  7
  12
  11
  10
  9
  6
  13
  12
  11
  10
  5
  14
  13
  12
  11
  Armor
  4
  15
  14
  13
  12
  3
  16
  15
  14
  13
  Class
  2
  17
  16
  15
  14
  1
  18
  17
  16
  15
  0
  19
  18
  17
  16
  Saving
  Throws
  Poison
  Magic Wand
  Paralysis
  Dragon Breath
  Sped
  Monster
  Normal
  Man
  14
  15
  16
  17
  18
  Saves As:
  Fighter
  1-3
  12
  13
  14
  15
  16
  4-6
  10
  11
  12
  13
  14
  Lars Hjertstedt (order #6605655)
  
  Your first game
  1 Read the following:
  "The path ihrough the rubble passes
  the tailen door. As you carefully ap-
  proach, you notice some slight move-
  ment beneath it. You stop, warv of
  danger.
  DM: Encourage the players to send some-
  one forward to examine the door. They
  should do so, to be sure their path will be
  safe. If they don't investigate now, a hid-
  den monster could surprise the party as
  they pass by. The following encounter is a
  "warm-up" for both you and the players to
  practice playing in a group.
  Find out which characters are examining
  the door closely, and which are keeping
  watch for other dangers. Then read the
  following:
  "Suddenly, the ground along one edge
  moves, and a hole appears. There's
  something under the door!''
  DM: If the characters closely examining
  the door, select a fighter or dwarf (if
  possible), or randomly pick a character, to
  be the victim of the coming attack. Do not
  tell the players what you have done!
  Ask the players, one by one and starting
  with the victim you have chosen, what their
  characters intend to do. Remember what
  they say, and make notes if you wish. Then
  read the following:
  "You see a large worm-like monster
  stick its head out of a hole under the
  door. It has eight long tentacles in a
  circle around its mouth. It doesn't come
  all the way oui — just far enough to
  attack you —'' (name the victim).
  You will need the following details about
  the monster. Copy them onto your adven-
  ture Record Sheet:
  CARRION CRAWLER
  Armor Class
  Hit Dice:
  Move:
  Attacks:
  Damage:
  Save as:
  Morale:
  Hit points:
  Align:
  XP Value:
  : 7
  3 + 1
  120' (40')
  8
  Paralysis
  Fighter: 2
  9
  10
  Neutral
  75
  If the monster is put to sleep by a Sleep
  spell, read #2. If the monster is killed,
  read #3.
  The carrion crawler will use all 8 of its
  tentacles to attack the single victim you
  have chosen. Tell that player to roll Id6 for
  initiative, while you roll Id6 for the mon-
  ster. If your roll is higher, make 8 Hit rolls
  for the carrion crawler. If the player's roll is
  higher, allow the party to move or attack
  first.
  Be aware of the actions of the other
  characters, but do not allow any of them, to
  attack in the first round unless they are
  next to the victim. If any Missile Fire
  attacks are desired, tell the players "You
  must move around for a clear shot, to
  avoid hitting your friends. You may fire
  next round."
  If any of the carrion crawler's attacks hit,
  the character must make a Saving Throw
  vs. Paralysis (one per hit) or be paralyzed.
  If any Saving Throw is failed, tell the
  victim "You fall over." Tell the rest of the
  players that they see the victim fall, but do
  not, say whether the character is alive or
  dead.
  After the first round of combat, ask each
  player for actions for the coming round. If
  the first victim is paralyzed, the monster
  will attack the next closest character. If no
  characters are nearby, it will crawl out of its
  hole and attack the nearest.
  If more than one character moves in to
  attack the monster, the 8 attacks will be
  divided among the two closest opponents.
  Anyone hit must make a Saving Throw or
  fall over, paralyzed.
  Continue running the battle as long as
  necessary. The party should be able to kill
  the carrion crawler fairly easily. Any para-
  lyzed characters will recover in 3 turns {lA
  hour), unharmed. The party may wait in
  the outer ruins (this area) while their
  friends are recovering, or may drag them
  out to the edge of the fields (an even safer
  move). Whichever they choose, be sure to
  keep track of the passage of game time,
  counting the battle as 1 full turn.
  2 The carrion crawler is put to sleep by a
  magic-user or elf spell. When it goes to
  sleep, it merely stops moving, and its tenta-
  cles slump to the ground. Any character
  with a sword or dagger can kill the monster
  with one blow, and without waking it up.
  When the monster is killed, read #3.
  3 The carrion crawler is killed. It slumps to
  the ground, motionless. Read the following:
  "Looking at the dead creature, you see
  that it is about 9' long and lias man*
  small legs, like a centipede. You have
  heard talk of such a creature, hack in
  town. They called ir a carrion crawler.
  You peer into its hole under the door, to
  see if anv others are still hiding there.''
  DM: If the monster climbed out to attack
  the party, skip to #4. Otherwise, continue:
  ''You don't sec anything moving, but die
  glint of treasure lies below! However, the
  body of the monster block>> the opening.
  Do you want to pull it out of the way?"
  DM: The huge door is too heavy to be
  moved, and it would take hours to dig
  another hole through the rubble. • If the
  characters cooperate, they can grasp the
  body of the monster and pull it out of the
  hole. Its tentacles are not dangerous after
  death, and the creature may easily be
  pulled out of the hole. Read #4.
  4 Read the following:
  "With ihe body out of ihc way. >ou can
  clearly see a pile of < oins at the bottom
  of the hole, jfmut 8' down. Do you want
  to just go in arid get it, or does anyone
  want to search for traps first?"
  DM: In the future, you should not remind
  the players about traps. But in this "warm-
  up encounter," try to help them decide
  what to do. There are no traps or other
  unusual features to be found, but the
  characters should always check.
  A skeleton will be found at the bottom of
  the hole, mostly covered by the treasure.
  Close inspection will reveal that it is the
  skeleton of a short man-like creature
  whose head is smiliar to a dog's. It does not
  move, being merely an old skeleton of one
  of the carrion crawler's past victims. Read
  the following:
  "This looks like the remains of" another
  creature you've heard about, called a
  koljold. Kobolds act and live much like
  goblins, but arc a different race.
  ''You carefully gather the treasure,
  putting it into sacks and dividing it
  among yourselves to balance the load.
  Ihc coins are all copper and silver,
  about a thousand of each, and two gems
  — garnets — are uncovered near the
  botiom of the pile. You also find a small
  leather bag, almost rotted away. It may
  ha\e belonged to the dead kobold."
  DM: The garnets are worth 100 gp each. If
  a dwarf examines them, the value will be
  discovered; otherwise, they must be identi-
  fied in town. The bag contains 15 cp and a
  brass key.
  On your Adventure record, under the
  carrion crawler information, make a note
  of all the treasure found.
  Anyone may take parts of the carrion
  crawler or kobold skeleton if they wish, but
  they are useless and have no value. When
  the players are ready to continue the ad-
  venture, read #5.
  Lars Hjertstedt (order #6605655)
  
  Your first game
  l \ l 
  III M l ' 
  | l i l l ! 
  | | | _
  "As jSu, gather the treasure, voti hear a
  tYou'see that the nuin
  gedr.AlfeougU (he hage
  t bere, retting; a pak of
  lit*. They have been
  ice is. new the 10'
  »fcafe in die wall, off u> the lett
  t snapping, Each square on Uw
  iper represents an atea 10'
  e gateway, now dosed. is> 4U'
  e; fnfftkjtt tmu the bottom uf >mn
  man, to tltc center. The wall to the riuht
  of a«r UICWRV is 1»H' long, 't he wall to
  the left goes 1110', then has -a 10' vur»r-
  hole, djen tnntimjes west another JO'
  entire south wall, counting the
  f I* 300'king
  IK? wall is aboux 50r high, and \a\
  Any dirobing mighr pull some
  Hocks loose, and thr> tould kill tou if
  the> hit Mm."
  D M - 
  M , l . 
  . i n , i l , , 
  I | 
  ,,, ,1 | , 
  ,,
  • I I I I I 
  | i I I i 
  M l ' I U i 
  "l 
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  I K 
  I I I I I I l i ' l l l . 
  • 
  M
  l I I I , . 
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  I ' l l
  fallen doors if you wish.
  Offer the players the following choices of
  action. If they pick one, turn to the entry
  number given. If they insist on actions not
  given in the list, do the best you can.
  Examine fallen blocks 
  6
  Peek into holes in wall 
  7
  Go to the closed gateway 
  8
  Enter the gaping hole 
  9
  6 Read the following:
  "As you prowl around the rubble, you
  find several large blocks of stone, ap
  parently fallen from the decaying waits.
  Anotheritohold skeleton lies under one
  of the blocks, but no treasure is visible,
  and the block is too heaw to move."
  DM: Allow the players to choose from the
  list of options given in #5. Mark off 1 turn
  of time for examining the fallen blocks.
  7 Read the following:
  •*¥cm -carefully move up to the wall,
  looking for holes to look through, hop-
  ing to discover some clue about what
  lies an the othei side. But all of the
  holes are too high to reach. You cau-
  tiously explore a bit more, and find
  some! other holes along die east nail, to
  the right. Some are near ground level,
  and you. carefully peer through.
  "You see a large courtyard inside the
  wall, and the remains of a castle. The
  castle ruin is old and cracked, but not as
  badly as the outer wall, where you are
  now. Only one storv of the castle still
  stands: the upper parts have ciumblcd.
  arul the lubble is statteml ihioughout
  the cmm aid.
  "You see a giuup of creatures hiding
  in the »hrfduw ot the wall, avoiding the
  open sunlight, fhey are kububis.' There
  seenis to be about 10 of them, but \ou
  (.aii»ot <*-c them cieaiJv enough tu dr-
  Uirnint* their exact numbers m theu
  if]uipnie]it tarried'
  DM M 1 
  I mi I 
  In 'in.
  I i Ii Ii 
  II I I 
  I in. ihi 
  i_| 
  I • in | i
  i l 
  I . ' 
  h 
  i 
  ' 
  1 
  i 
  I 
  l i i
  I 
  I- I
  N 
  l l • 
  I 
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  ,| | 
  I
  M' l III I'I- 
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  lli 
  h I | 
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  I II 
  III.
  "Thr outer wall is 10' thick. A |iatliHa\
  leads through the lubble \Ln ting at ihr
  giitewji and leading «KI' noith to a pan
  ot doors in the middle of ihr souili wall
  »t the Laatle ruin lhcwc doors aie 20'
  wide Thf i-aitlr Mall extends SO' to
  rach side ol the doors e.ist .n>d wert
  Jhe Mile wjlls ol the <as»J«: aie rvirh
  .thnut Hill long, icathme; ncirth to t]it-
  face of the mountain's nigged (KIT."'
  DM: If the party decides to enter the hole
  in the wall, read #10. If they go to the
  closed gateway, read #8. Mark off another
  turn of time for discussion and some
  movement, back to the outer ruins in front
  of the wall.
  8 DM: The party decides to go to the
  closed doors at the front gate. When they
  get there, they may try to open the doors,
  but will have no success. Give them the
  options listed in #5.
  9 DM: If the characters did not look
  through the holes in the wall, roll Id6. If
  the result is 1-3, the kobolds gain surprise:
  In the coming battle, each kobold will get
  one free missile fire attack before the party
  can act. If the result is 4-6, no free attacks
  will occur, but the kobolds will attack any-
  way. Read #10.
  10 DM: The kobolds in the courtyard are
  guards. They have been ordered to not let
  anyone enter the ruin. Seeing the party,
  they have closed the front gate, and will
  hold it shut if the party tries to break in.
  These kobold guards are the biggest in
  their tribe, and have maximum hit points
  (4 each). They are armed with short bows,
  arrows, and short swords. Each kobold has
  2 quivers of arrows (20 per quiver), so you
  will not need to keep track of their equip-
  ment. A hit from a kobold arrow will inflict
  1-6 points of damage, but the short sword
  attack of these weak creatures causes only
  1-4 points of damage. Use the "up to 1 Hit
  Die" line of the Hit roll as chart, kobolds
  are merely V2 Hit Die creatures. Each
  kobold carries a small leather bag contain-
  ing 3-18 cp, but no other treasure.
  A Sleep spell cast at the kobolds will
  automatically put them all to sleep. If this
  occurs, stop (regardless of what is happen-
  ing at the time) and read #16.
  Read the following to the players:
  DM: Find the planned actions of each
  character, one by one. If they want to talk
  about the situation, rounds of time will
  pass, and the kobolds will keep firing. For
  each minute of real time the players spend
  talking, count off one round of game time,
  and make one round of Hit rolls for the
  kobolds! Treat any part of a minute as a
  full round. The characters should take
  cover before they start talking, and you
  may remind them of this.
  Missile fire is featured in this encounter.
  The kobolds begin firing as the party
  enters through the hole in the wall. The
  battle could result in the following situa-
  tions:
  a. The characters respond with missile fire
  of their own, and do not approach the
  kobolds. Some characters may take
  cover behind boulders. If this occurs,
  read #12.
  b. One or more characters move towards
  the monsters, and are fired upon sev-
  eral times. If this occurs, read #13.
  c. The characters move cautiously towards
  the kobolds, using boulders for cover. If
  this occurs, read #14.
  d. One or more characters remain inside
  the hole entrance, keeping the attention
  of the kobolds while the others circle
  around. If this is done, the kobolds will
  be busy with missile fire, and the party
  may break in. If this occurs, read #15.
  e. The characters all go back out, circling
  around to enter by the gateway. They
  will still not be able to get in, and must
  return to the hole in the wall (or go
  home).
  KOBOLDS
  Armor Class: 7
  Hit Dice:
  Move:
  Attacks:
  90' (30')
  1 sword or 1 arrow
  (range 50/100/150)
  Damage:
  Save as:
  Morale:
  Hit points:
  Align:
  XP value:
  1-4 or 1-6
  Normal Man
  6
  4 each
  Chaotic
  5 each
  Lars Hjertstedt (order #6605655)
  
  Your first game
  11 DM: The party attacks the kobolds
  hand-to-hand. If possible, each monster
  will attack a different character. You may
  choose opponents, or pick targets ran-
  domly.
  In each round of combat, remember to
  ask each player for actions, make an initia-
  tive roll, and then run the action.
  When the first kobold is killed, roll 2d6
  to check morale. If the result is 5 or less,
  the kobolds will try to run away, toward the
  castle ruin. They are slow creatures, how-
  ever, and can be caught by anyone not
  wearing metal armor. If any kobold is
  caught, they will all stop and fight to the
  death.
  If all the kobolds are dead or gone, the
  encounter ends. Stop keeping track of time
  in rounds. Count the entire battle as 1 turn
  of time, and read #18.
  12 DM: One or more characters start
  firing missiles at the kobolds. The range is
  110'. If a character uses a long bow or
  crossbow, the range is medium, and no
  range adjustment is used. The range is
  long if a short bow is used, for a - 1
  penalty to each Hit roll. The range is too
  great for a sling to be used, or if hand-
  hurled weapons are thrown. Remind the
  players to keep track of the arrows or
  quarrels shot! If they run out of missiles,
  they cannot continue firing.
  The kobolds are under cover, and the
  characters may also take cover. The
  kobolds will fire at those characters firing
  back at them. When firing at any target
  completely under cover, a — 4 penalty
  should be applied to all Hit rolls. Thus, the
  kobolds need a Hit roll of 20 to hit a
  character in plate mail armor (since a 20
  always hits unless the range in too great). A
  character needs a Hit roll of 16 (instead of
  the 12 normally needed to hit AC 7), unless
  a range or Dexterity adjustment applies.
  The kobolds will keep firing until most
  are dead. When only 3 (or less) kobolds are
  left alive, the survivors will run for the
  door to the inner castle ruin. Characters
  may fire for two rounds while they run.
  The running kobolds do not have cover,
  and are AC:7. The characters are too far
  away to catch them. If any survivors get to
  the door, they will go inside, close and lock
  the door behind them, and go downstairs
  to Dungeon Level Two.
  13 DM: Look at the range of the kobolds'
  short bows: 50/100/150. The distance be-
  tween the kobolds and their targets is
  101-150 feet, the range is long, and Hit rolls
  are penalized by - 1 . At 50' range or less,
  the range is short, for a +1 bonus to Hit
  rolls. Any distance in between (51-100 feet)
  is medium range, with no adjustment.
  You must carefully keep track of the
  exact position of each character during this
  encounter. As characters move, the missile
  fire range will change. Characters in metal
  armor move 20' per round; in leather
  armor, 30' per round; unarmored, 40' per
  round.
  When the party first enters, the kobolds
  are hiding behind some rubble next to the
  path inside the gateway. They are 110'
  away from the party, so their first missile
  fire attacks are at long range (-1 penalty
  on each Hit roll). These attacks may be
  aimed at any characters, either selected or
  randomly determined.
  During the first round of movement, the
  approaching characters move into medium
  range (no range adjustment). All the mis-
  sile fire is aimed at the approaching char-
  acters. The kobolds ignore those charac-
  ters taking cover.
  Carefully keep track of both the posi-
  tions of the characters and the passing of
  each round of game time. Remember to
  roll for initiative each round, to see if the
  characters move before or after the
  kobolds fire their arrows.
  When any character gets within 20' of
  the kobolds, all the monsters will drop
  their bows and draw their swords. They
  will all attack immediately; read #11.
  14 Read the following:
  "You see that the hail of arrows is
  dangerous, ami approach with caution,
  taking cover behind boulders and mov-
  ing from rock to rock."
  DM: Using this strategy, the characters will
  have cover, but will move at half normal
  speed. Keep track of the positions of each
  character, from round to round. Apply a
  - 2 penalty to all the kobolds' Hit rolls
  when attacking the approaching characters
  that use this strategy. Read #13 to handle
  the missile fire, but remember to use
  (a) half normal movement rate for char-
  acters, and
  (b) a - 2 penalty to all kobold Hit rolls
  for missile fire.
  15 Read the following:
  "You dreidc to "splir up yimeone Niays
  >K the hole in Ihc wall keeping the
  kubukh' attention, while untie of you go
  luck uut uwrrfle atourtrtro the honr
  Keep track of time! A character in metal
  armor (moving 20' per round) will take 6
  rounds to get to the doors. During this
  time, the kobolds will all keep firing at
  their targets by the hole in the wall. If no
  characters are firing back at them or mov-
  ing toward them, 3 kobolds will stop firing
  and hold the doors.
  When characters try to break into the
  front gate, roll Id6. Modify the result as
  follows:
  Subtract 1, because the doors are locked.
  Add the Strength adjustment of the
  strongest character forcing the door ( + 1
  for 13-15 Strength, etc.).
  Add 1 for each additional character
  helping to force the door, whatever their
  Strength scores (+1 for 2 characters forc-
  ing the doors, +2 for 3 characters, etc.).
  Subtract 3 if kobolds are holding the
  doors closed.
  If the adjusted total is 5 or 6, the doors
  are broken open. If the total is 4 or less, the
  doors hold fast. Characters may repeat the
  attempt once per round.
  If the doors are broken open, the char-
  acters may move in while the kobolds draw
  their swords. No free attacks are gained by
  either side. Read #11 to run the hand-to-
  hand combat.
  16 Read the following:
  "A* you cast the Sleep spell, you bee all
  the koholds stop and fall over."
  DM: Stop keeping track of time in rounds;
  the battle is over. The characters may ap-
  proach the kobolds or do whatever they wish.
  The characters may kill all the sleeping
  kobolds easily. However, if they keep one
  or more as prisoners, binding them with
  ropes, read #17. Otherwise, read #18.
  17 Read the following:
  'You tie the kobold securely; vou have a
  prisoner. Do you want to wake him up
  and talk to him?"
  DM: If the players do not wake the kobold,
  read #18. If they wake him, continue:
  The kobold awki-ns ami luok*.
  armind in panic He struggles a Ini but
  timls himsrlf *miFrlv tied Inaauange
  dug-like \tnce, he growls. Whai do rnu
  wantf"
  DM: Other than using a Sleep spell on the
  kobolds, this is the best possible strategy.
  The kobolds will keep firing at the charac-
  ters by the hole in the wall.
  Lars Hjertstedt (order #6605655)
  
  Your first game
  DM: Play the role of the kobold prisoner.
  He will not say anything about the rest of
  the dungeon, but will reveal that he is one
  of the guards, placed here to prevent any-
  one from entering the ruins.
  The kobold will offer to give money if
  the party will let him (and any other surviv-
  ing kobolds) go. He asks to be untied to
  show the party where the treasure is. If the
  party unties him, however, he will run for
  the door to the ruined castle, and get away!
  If the party insists on keeping a rope tied
  to him, he will lead them to a pile of rubble
  by the east tower ruin. After digging for a
  minute, he will pull out a small iron box,
  which is not locked. The box contains 100
  gp and a black gem (onyx, worth 50 gp).
  If the characters want to kill the kobold
  after getting the treasure, remind the law-
  ful characters that they would keep their
  part of the bargain, and let the kobolds go.
  If released, the kobolds will all leave peace-
  fully. After thanking the party, they leave
  by the front gate and run away to hide in
  the mountains.
  When all the kobolds are gone, read
  #18.
  18 Read the following:
  "You gather the treasure from the
  kobolds, and find a total of 80 cp in their
  sacks. You also get 8-quivers, of arrows,
  with 10 in each quiver. Thar short swords
  are not wefl-made, and are worthless*
  DM: Now stop the game. Tell the players
  about each of the possible strategies given
  in #10. You may either read each section to
  the players, or play each one, as if it
  actually happened! If you play them, treat
  them as practice only. Remember what the
  characters' hit points and equipment are
  now, so they can be returned to "normal"
  after the practice.
  When you are ready to continue the
  game, read #19.
  19 DM: To run the rest of this adventure,
  use the following Encounter Key for de-
  scriptions of each area of the dungeon.
  Keep track of the location of the party on
  your map. When they approach a num-
  bered location, find that number in the
  key, and read the description.
  Remember to keep track of time. The
  party's movement rate per turn is equal to
  the movement rate of their slowest charac-
  ter (probably 60' per turn).
  Use the Order of Events checklists to be
  sure you are running each turn and en-
  counter properly. If you have any prob-
  lems, remind the players that you are still
  learning, find the explanation of the situa-
  tion in this booklet, and read it.
  Dungeon Level One
  Notes for the DM
  The first level of this dungeon may be used
  for two or three group games. It was
  designed using the guidelines given on
  pages 46 - 47. Treasure is placed accord-
  ing to the frequency given. Of all the
  rooms, Vi are empty, Vs have monsters, Vfc
  have traps, and '/6 are "Specials."
  One room (#27) contains dangerous
  monsters and a difficult situation, and
  should not be entered by beginning char-
  acters (nor run by an inexperienced DM!).
  Its doors are specially locked to prevent
  first level characters from entering. When
  any character reaches the 2nd level of
  experience, the room may be entered.
  The second level of the dungeon is left
  for you to fill! A map is given, along with a
  list of possible monsters. No Wandering
  Monsters are encountered on Level One,
  but they should now start appearing occa-
  sionally on levels 2 and 3. Dungeon level 3
  is left entirely for you to create, and you
  may add lower levels if you wish.
  The characters should be able to leave
  the dungeon at any time, whenever they
  need rest and healing. Since the dungeon
  is near to their home town, they should not
  have to spend a night inside. Other dun-
  geons may be so far away as to make the
  return trip to town nearly useless. A brief
  stay overnight in an unoccupied room may
  allow spell casters to relearn their spells,
  curing any badly wounded characters in
  the morning. A dungeon may thus be
  easily explored for a few days, or until a
  full load of treasure is found.
  Some standard features of this dungeon
  (which may be told to the players) are:
  All walls, ceilings, and floors are
  made of stone.
  All walls are 10' high (inside).
  All areas are dark; characters must
  carry light sources.
  All room descriptions include the fol-
  lowing information, in this order:
  1. size, measuring north to south,
  then east to west
  2. exits
  3. contents
  Encounter Key:
  Dungeon Level One
  20 Entrance:
  The path through the rubble leads from
  the main gate to the doors of the castle
  ruin. The walls of this castle are still firm,
  and this is the only entrance. The doors
  are not locked, and will open easily.
  If anyone climbs the walls outside, they
  will discover that the first floor of the castle
  remains intact, but the upper stories have
  fallen completely apart. The rubble in the
  area is all that remains.
  When the doors open, the characters see
  the first room inside the castle. Read the
  following to the players:
  are missing. A' normal-door t» ai the
  middle ofttttsorth wa8-. Tfe room
  contains some train and rubble; but not
  enough to conceal a creature."
  DM: As the party enters the room, sunlight
  will brighten the area, but the rooms to the
  sides will remain dark. Ask the characters
  what their light sources are, and make
  notes of which characters light torches or
  lanterns. Everyone does not have to have
  their own light source.
  The party should search this area before
  continuing, but nothing of interest remains.
  The party can choose to go north, to the
  next door, west to room 22, or east to room
  23.
  21 Wrong way:
  DM: You should not be reading this to the
  players. As the party approaches a num-
  bered area on the map, find that number
  in this Encounter Key and use the infor-
  mation given. There is no #21 on the map.
  Look carefully at the map, find the party's
  location, and turn to that number.
  22 West hall:
  This 30' x 30' room has doorways in the
  east and west walls. It contains the remains
  of 3 chairs and 2 small tables. A fireplace is
  in the middle of the north wall.
  If they search carefully, the characters
  will find 3 old silver teaspoons, worth 10 sp
  each, and a small bag of dried-up peas.
  If they search the fireplace, they will see
  that the chimney is clogged with old tim-
  bers. If they search the chimney, read the
  following:
  "You look up die chimney, poking.
  around to see if anytfcfegc*\atefcshight
  be hidden there. Suddetty, ariitfiter of
  rubble comes down on you, and a large
  dark shape conies flying out!"
  Lars Hjertstedt (order #6605655)
  
  Your first game
  1
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  Save As:
  Morale:
  Hit points:
  Align:
  XP value:
  GIANT BAT
  6
  2
  180' (60')
  1 bite
  Id4
  Fighter: 1
  8
  9
  Neutral
  20
  The movement rate given is only for fly-
  ing. The bat flies out and attacks the
  character disturbing it. If the bat is hit, roll
  2d6 to check morale; if the result is 7 or
  less, the bat will fly off through the west
  doorway, landing on a chest in room 28. If
  an 8 or more is rolled, the bat will fight to
  its death.
  One of the pieces of rubble shaken loose
  by the bat is an onyx gem, worth 50 gp.
  However, it will not be found unless char-
  acters examine the fresh rubble carefully.
  23 Hallway:
  This 30' x 20' area has doorways (without
  doors) in the east and west walls. Normal
  wooden doors are in the north and south
  walls. The room contains some trash but
  nothing of interest.
  24 East hall:
  This 30' x 30' room has empty doorways
  in the east and west walls, and the doors
  are missing. A fireplace is in the north wall,
  and the room contains the remains of 4
  chairs and one small table.
  An old pillow stuffed with feathers will
  be found if the characters search the room.
  There is also one loose brick inside the
  chimney of the fireplace. However, the
  chimney is filled with old fallen timbers. If
  a character searches the chimney, some
  timbers fall, and a Saving Throw vs. Wands
  must be made. If failed, the character takes
  2-5 points of damage from falling timbers;
  if successful, 1 point of damage is still
  inflicted. The loose brick is automatically
  found while the chimney is searched. A
  finely made silver dagger is hidden in a
  niche behind the loose brick. It is not
  magical, but may be sold in town for 75 gp.
  25 Bedroom:
  This room is 30' x 40', with two empty
  doorways in the west wall and one in the
  east wall. The doors are missing. A large
  fireplace is in the south wall.
  This area was once a fine bedroom, but
  its once-rich furnishings — the canopy
  bed, plush chairs, tables and rugs — are
  now tattered, moldy, and worthless.
  Somehow, the moldy bed looks very
  comfortable. The first two characters to
  enter the room must each make a Saving
  Throw vs. Spells! If successful, nothing
  happens, but if failed, the victim(s) will
  walk over to the bed, lie down, and take a
  nap. The victim may sleep for years, but
  will not age nor need food or drink.
  A victim can only be awakened from this
  magical sleep in one of three ways:
  A Dispel Magic spell will remove the
  enchantment (available in town for a
  price).
  A normal pea placed under the mattress
  will cause the victim to awaken imme-
  diately, but with a sore back (— 2 on all Hit
  rolls until a good night's rest is had).
  If placed on the bed in room 26, the
  victim will wake. Tickling the victim (with a
  feather, for example) has no effect. The
  room contains nothing else of interest.
  26 Bedroom:
  This room looks exactly the same as room
  25, but with two doorways in the east wall
  and one to the west. The bed is completely
  harmless, and even helpful. If a sleeping
  victim of the bed in room 25 is placed on
  this bed, the victim will wake in 3 minutes,
  completely unharmed by the experience
  and refreshed by the nap.
  If the victim is tickled while on the bed
  (with a feather, for example), the entire
  bed will magically sneeze. This sneeze will
  cause the mold in the room to fly into the
  air, and everyone in the room must make a
  Saving Throw vs. Spells or start sneezing
  themselves, unable to do anything else!
  This sneezing lasts for 4 rounds, and at-
  tracts the monsters in room 35, which
  arrive 1 round after the sneezing starts.
  The monsters and the sleeping victim are
  not affected by the mold.
  This bed may also be used to cure the
  deadly choking effect of yellow mold (see
  room 27).
  27 Dining hall:
  Special Note: The doors to this room can
  only be opened by a character of 2nd Level
  or greater. You should read this entire
  encounter description before starting to run
  it. When you are ready, read the following
  to the players:
  ' I his larqr "I)' x hi)' mum h.ts I'm:
  diHIII. tvuj in tlir IMMI .UKI west %jlls .uui
  one in the- mutdlr oi the vouih wall \
  l.nUt- marble fm'|il.i<e is in the rnulilK-
  iff rhi* north nail.
  "A lunjf HfKid table. 10' wide and 40'
  long, fills the u-ufi-i til the nxirn. It is
  sun i HIM led l>v 12 plain ttuodru chair"..
  5 on each side and one on each end.
  Hie end chairs and two chairs on each
  side ate occupied by .skeletons, 6 in all.
  They are all dressed in rags, apparently
  che remains of fine dinner clothes, for
  both male and female. rhey are sitting
  up, bill d<> not move.
  'On the table in front of each chair
  sits a golden dinner plate, with a dusty
  glass goblt't on each plate and dull
  silverware to either side. The table is
  bare wood, with no tablecloth."
  DM: From any doorway, the party cannot
  see into the fireplace. There, lurking in the
  shadows, are two harpies.
  2 HARPIES
  Armor Class: 7
  Hit Dice: 
  3*
  Move: 
  60' (20')
  or Flying: 
  150' (50')
  Attacks: 
  2 claws/1 weapon + special
  Damage: 
  1-4/1-4/1-6 + charm
  Save As: 
  Fighter
  Morale: 
  7
  Hit points: 
  15 each
  Align: 
  Chaotic
  XP value: 
  50 each
  These horrible creatures are feared by the
  kobolds and all other creatures in the area,
  and are avoided. They, in turn, stay in this
  room, feasting on the victims who wander
  in. The skeletons are all that remain of
  their past meals.
  When any door is opened, the harpies
  start singing a duet. Every character must
  make a Saving Throw vs. Spells. The song
  of the harpies is enchanting; if the Saving
  Throw is failed, the victim is Charmed
  (fully explained on page 23), and hears
  beautiful music.
  If the door is closed immediately, the
  characters will be able to drag their
  Charmed comrades away from the room.
  The Charm may be removed by a Dispel
  Magic spell (available in town, for 100 gp),
  or by placing the victim on the bed in room
  25 (causing sleep) and then on the bed in
  room 26 (waking the victim and removing
  the Charm).
  If the door is not closed, the victim will
  walk into the room, circle the table, and
  continue toward the fireplace. If the Sav-
  ing Throw is successful, the harpies' song is
  heard to be screeching noise, and has no
  effect. Only one Saving Throw must be
  made for the song of the two harpies.
  Lars Hjertstedt (order #6605655)
  
  Your first game
  If a cleric tries to Turn the skeletons,
  make the rolls normally, but there will be
  no effect. The skeletons are not animated
  monsters.
  If any character attacks the harpies, the
  monsters will fly around the room and
  over the table, avoiding combat as much as
  possible. They will not land on or disturb
  the table, however. If cornered by two or
  more characters, a harpy will fight.
  If any character touches a gold plate or
  climbs onto the table to attack the flying
  harpies, a terrible thing may occur. The
  "gold" plates are actually tin, covered with
  yellow mold!
  •YELLOW MOLD
  Armor Class: —
  Hit Dice:
  Move:
  Attacks:
  Damage:
  Save As:
  Morale:
  Hit points:
  Align:
  XP value:
  1*
  0
  Spores
  1-4 plus special
  Fighter: 1
  Not applicable
  4 each
  Neutral
  15 each
  These molds are smaller than normal. For
  each plate touched, roll Id6; if the result is
  1-3, the mold releases a small cloud of
  spores, catching only the character disturb-
  ing the plate. The victim takes 1-4 points of
  damage and must make a Saving Throw
  vs. Poison or start choking, unable to do
  anything else. A choking victim will die in 6
  rounds unless taken to, and placed in, the
  bed in room 26.
  Anyone climbing onto the table will dis-
  turb 2 plates, which may both produce
  clouds of spores (roll for each), inflicting
  1-4 points for each cloud but only requir-
  ing a single Saving Throw.
  Yellow mold can only be harmed by fire.
  The touch of a torch will automatically de-
  stroy the mold on one plate, but a roll must
  be made for each such touch to determine
  whether a spore cloud is released.
  If one harpy is killed, roll 2d6 to check
  the morale of the other. If the total is 6 or
  less, it will surrender, offering to give all its
  treasure to the party in exchange for its
  freedom. If the party accepts, it will pull a
  long flat chest out from under the table.
  The chest is locked, but the harpy has a
  key. It will open the lock and the chest, and
  then leave (if the characters permit) by the
  door in the south wall, continuing outside
  to flee into the mountains.
  If questioned after it surrenders, the
  harpy will tell of a magic-user who came
  one day and took charge of the dungeon.
  This man lives below, on a lower level of
  the dungeon, and the kobolds serve him.
  If the harpies are slain, a search of the
  room will reveal the harpies' chest. The key
  found in the carrion crawler pit will fit the
  lock! The chest is not trapped.
  The harpies' treasure box contains: a
  few more dinner outfits, all moldy and
  ragged (worthless), 2,000 sp, 2 pairs of
  turquoise earrings (value 500 gp per pair),
  and two potions of healing. In addition,
  the 12 sets of silverware on the table are
  worth 5 gp per set. The goblets are only
  worth 1 gp for all 12, and will probably
  crack on the journey to town. The tin
  plates are corroded and worthless.
  28 Storage:
  If the giant bat in room 22 flew away from
  the party, it will be found here. Read the
  following to the players:
  watching for intruders. They will only be
  encountered if the party starts down the
  steps.
  This nKHfttaSG x OT/wKh doorways
  m the tt>«&*id>«atf wtfq ttK'dofes
  are missing, The num » fifed with
  bran aod craves trf mmf shape* and
  st/rs, and foolcs ftke a stoiage area "
  DM: All the boxes are covered with a thick
  layer of dust, and have not been disturbed
  for a long time. None of the boxes can be
  moved, opened, or damaged in any way!
  If the searching characters tap on any
  box, a deep voice will come from a larger
  one in a corner, saying: "Who's there?"
  Whatever the characters say, it will respond
  with "Is Bargle with you?" Again, whatever
  the characters say, it will finish with "Oh —
  well then, never mind!" It will not speak
  again.
  29 Closet:
  This small 10' x 30' room has doorways in
  the south and east walls, but no doors. A
  dusty old round hatbox is lying on the
  floor in the northwest corner.
  The hatbox is tied with a string. If the
  string is cut, the hatbox can be opened
  safely. But if the large bow knot on top of
  the box is untied, the character untying it
  must make a Saving Throw vs. Poison or
  take 1-6 points of damage, from poison
  placed on the string.
  A woman's red hat, now faded and
  moldy, is in the box. The hat itself is
  worthless, but if removed from the box, a
  hatpin will be found beneath it. The hatpin
  is solid platinum, and worth 100 gp.
  30 Stairs:
  This 20' x 30' room has doorways in the
  north and east walls, but no doors. A
  stairway by the south wall leads down to
  Dungeon Level 2. There is a fireplace in
  the northwest corner of the room. Lurking
  on the stairway are 4 kobolds, who are
  10
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  Save As:
  Morale:
  Hit points:
  Align:
  XP value:
  4 KOBOLDS
  7
  >/2
  90' (30')
  1 sword
  1-4
  Normal Man
  6
  3 each
  Chaotic
  5 each
  When encountered, roll 2d6 to find the
  reactions of the monsters. If friendly, they
  will warn the characters not to proceed
  down the steps to the dangerous Second
  Level of the dungeon. If they Negotiate,
  they will want payment of at least 10 gp to
  reveal the same information.
  Each kobold has a bag containing 5 cp,
  and no other treasure or equipment except
  for their crude short swords.
  31 Trap room:
  This room is 30' x 30', with doorways in
  the south and east walls (but no doors).
  A large log is in the center of the room.
  One end is on the floor, but the other end
  is held up by a strong rope, which runs
  through hooks in the ceiling, wall, and
  floor. It is tied to a large chest, which is on
  the floor directly below the upraised log.
  If the rope is cut, the log falls, smashing
  the chest and scattering its contents.
  The lid of the chest is not held shut by
  the rope, and can be opened easily. It is not
  trapped. Inside the chest are 500 sp, 50 gp,
  and one citrine gem (value 10 gp).
  The kobolds and other monsters in the
  dungeon have avoided this area, believing
  it to be a deadly trap. It is harmless unless
  the rope is cut.
  32 Statue room:
  This room is 20' x 20', with a normal door
  in the east wall and a doorway (without
  door) in the west wall.
  In the center of the room stands a statue
  of a short dog-headed man, clad in leather
  armor and apparently swinging a short
  sword (a kobold).
  If the statue is touched, the center por-
  tion of the statue (from chin to waist) spins
  in a complete circle. The stone sword will
  hit the character touching the statue unless
  a Saving Throw vs. Wands is made, but
  with a penalty of - 2 to the roll. If failed,
  the character is hit for 2-8 points of
  damage; if successful, the character jumps
  out of the way in time.
  Lars Hjertstedt (order #6605655)
  
  Your first game
  This trap may be made harmless if a
  small button on the belt buckle of the
  statue is pushed. This button will not be
  found, however, except by a thief's search
  (normal Find Traps roll). Once the button
  is found, the thief may automatically "re-
  move" the trap by pushing the button; no
  Remove Traps roll is made.
  33 Closet:
  This small room is 10' x 20', and has only
  one entrance, the normal door on the east
  wall. The room contains piles of rags and
  trash. Hiding in the pile are 4 giant rats,
  which will attack if the room is entered.
  4 GIANT RATS 
  ~ "
  Armor Class: 7
  Hit Dice: 
  >/4
  Move:
  Attacks:
  Damage:
  Save As:
  Morale:
  Hit points:
  Align:
  XP value:
  120' (40')
  1 bite
  1-3
  Normal Man
  8
  1 each
  Neutral
  5 each
  The rats will fight to the death, but there is
  nothing of value in the room.
  34 Storage:
  This 30' x 30' room has doorways in the
  north and west walls, but no doors. It is
  identical to room 28, filled with boxes of all
  shapes and sizes. These boxes, however,
  can be moved and opened, but they are all
  empty. All, that is, except for one, a large
  box at the bottom of one pile. Inside the
  box is a zombie, which will stand and attack
  with a sword if the box is opened. It
  surprises the character opening the box on
  a roll of 1-4 (on Id6), gaining one free
  swing.
  1 ZOMBIE
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  Save As:
  Morale:
  Hit points:
  Align:
  XP value:
  8
  2
  90' (30')
  1 sword
  1-8
  Fighter: 1
  12
  12
  Chaotic
  20
  The zombie will climb out of the box as it
  attacks. If Turned by a cleric, it will either
  go to room 35 to join its comrades (if the
  Turning cleric enters by the west door) or
  to room 24 (if the cleric enters from the
  north).
  There is nothing of value in this room.
  35 Closet:
  This small 10' x 30' room has doorways in
  the south and west walls, but no doors. It is
  piled with trash and rubble. There are 4
  zombies hiding in the room (5 if the zom-
  bie from room 34 joins them).
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  Save As:
  Morale:
  Hit points:
  Align:
  XP value:
  4 ZOMBIES
  8
  2
  90' (30')
  1 sword
  1-8
  Fighter: 1
  12
  10 each
  Chaotic
  20 each
  These monsters have been waiting for visi-
  tors for years. They cannot surprise any-
  one entering, and will always lose initiative
  in combat (no roll needed).
  If Turned by a cleric, the zombies will
  either go into room 36 to wait by the
  stairway (if the cleric Turning them is by
  the south door) or to room 34 (if the cleric
  enters by the west door).
  If anyone starts sneezing in room 26,
  diey will go there to attack the intruders. If
  then Turned, they retreat to this room.
  A forgotten bracelet (worth 500 gp) lies
  under the trash in this room, and will be
  found if the characters search carefully. The
  zombies' swords are rusty and worthless.
  36 Stairs:
  This 20' x 30' room has doorways in the
  north and west walls, but no doors. A
  stairway leads down to Dungeon Level 2.
  Trash and rubble is scattered about the
  floor, but nothing of value or interest re-
  mains. (If the zombies in room 35 are
  Turned, they may be found here. If
  Turned again, they will retreat to room 35
  or room 37, depending on the location of
  the cleric Turning them.)
  37 Kobolds:
  This room is 30' x 30', with doorways in
  the west and south walls (but no doors).
  The room contains some trash and rubble.
  Standing in the center of the room are 5
  kobolds, who are looking around the dun-
  5 KOBOLDS
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  Save As:
  Morale:
  Hit points:
  Align:
  XP value:
  90' (30')
  1 sword
  1-4
  Normal Man
  8
  3 each
  Chaotic
  5 each
  38 Statue room:
  This 20' x 20' room has an empty doorway
  in the east wall and a normal door in the
  west wall.
  In the center of the room stands a statue
  of a short dog-headed man, clad in leather
  armor and apparently swinging a short
  sword (a kobold). The statue is completely
  harmless.
  39 Closet:
  This 10' x 30' room has one entrance, the
  door in the west wall. It contains some
  trash, but nothing of interest.
  END OF DUNGEON LEVEL 1
  Dungeon Level Two
  General Notes:
  The map of this level is given, see inside
  front cover, but is left for you to fill with
  monsters and treasures, using the guide-
  lines given on page 47. The following
  monsters may be included:
  1 kobold lair (20-40 witih chieftain, di-
  vided among 4-10 rooms)
  1 Crab Spider lair (avoided by the
  kobolds)
  Beetles and Centipedes
  Rats (Normal and Giant)
  Wandering monsters may include:
  Kobolds
  Beetles and Centipedes
  Gelatinous Cube
  Undead (skeletons, zombies, ghouls)
  Dungeon Level Three
  This area is left entirely for you to design.
  It should include the lair of Bargle (Cha-
  otic magic-user Level 5-7) and his guards
  (Charmed ogres), plus his wandering de-
  coys (Living Crystal Statues dressed like
  Bargle), and possibly some Dopplegangers
  as well.
  You may also include a small tunnel
  leading to a large cavern, the lair of a small
  dragon. Such a cavern should have a large
  exit leading outside in the nearby moun-
  tains, and the dragon should not be part of
  the "normal" dungeon. You may make this
  cavern known to Bargle, and the dragon
  might be a friend of his. The cavern could
  provide an escape route for Bargle if the
  party is conquering the dungeon.
  11
  Lars Hjertstedt (order #6605655)
  
  Ending an adventure
  Before any game begins, the DM and
  players should set a time for the game to
  end — and stick to it. An adventure might
  end before that time (if the characters
  become severely wounded, use up all their
  spells, are fully loaded with treasure, etc.).
  They may be allowed to "go home, rest a
  day or two, and return" if time permits
  further adventuring.
  At the end of an adventure, you an-
  nounce the total treasure found (and kept)
  by the party, so the players can divide it.
  The method of division should have been
  decided before the adventure began. Some
  methods are described in the PLAYERS'
  MANUAL, on page 55.
  While the players are dividing treasure,
  you may spend the time calculating the
  Experience Points earned during the ad-
  venture. An electronic pocket calculator is
  helpful.
  You should have records of all the crea-
  tures defeated by the party on an adven-
  ture Record Sheet. If not, take a few
  minutes to remember the creatures en-
  countered. If necessary, ask the players to
  remind you — and remember to keep a
  record next time.
  In each monster description, an "XP
  value" is given. This is the number of
  Experience Points to be awarded for each
  monster of that type. Multiply the XP
  value by the number of monsters defeated
  to find the total XP award for that encoun-
  ter. Note that a captured monster is
  counted as "conquered" for XP awards,
  even if released. This does not occur often;
  the monster must usually surrender (as the
  result of a morale check) or be magically
  caught (by a Hold Person or Web spell, for
  example) for this situation to arise. Mon-
  sters that run away are not counted unless
  they are caught or defeated later.
  Add all the XP awards for all the en-
  counters to find the total XP for the adven-
  ture. Find the number of shares in the
  party. NPC retainers count as Vi share for
  XP division; each character counts as a full
  share. Finally, divide the total XP by the
  number of snares to find the XP per share,
  and announce that total. A retainer will get
  l/2 the amount you announce.
  Remind the players to adjust that award
  for high or low Prime Requisites ( + 5%,
  +10%, or a penalty). They may ask you to
  help calculate it. You should also remind
  them that they get 1 XP for each 1 gp of
  treasure. As treasure is divided by the
  party, without your interference, they must
  make such calculations themselves. Their
  bonus or penalty (for high or low PR score)
  also applies.
  Gaining Levels
  If any character gains a level of experience
  as a result of the XP earned in an adven-
  ture, you should watch the roll made for
  additional hit points. If the character is a
  magic-user or elf, you should privately tell
  the player what additional spell is put into
  their spell book. If the character is a thief,
  remind the player to change the Percent-
  age chances for the special abilities (PLAY-
  ERS' MANUAL, page 44).
  A character cannot gain more than one
  level of experience in one adventure. Be-
  ware if this occurs; it is a sign that you are
  giving out far too much treasure. If it does
  occur, some XP should not be counted!
  The character's XP total stops just short of
  the amount needed for the second level of
  experience that would have been gained.
  F.XAMP1<E. A beginning first level
  Oghon <0 XP) finds a gem wrtb 10,000
  gp during an adventure At ihe «nd of
  the adventure, the fighter has 3,999 XP,
  jnd no more — m« xhorf of the
  amount needed tut 3rd le»eJ. Only one
  knd of experience is gained Tht light-
  er moves up fmrni first tevrt to *a.otid
  fcvd. and roll* M« tor additional fait
  punLs nnodif)ing (he result tor -Coti-
  stuuuot) IMMUS, if any). The «ata 5.001
  XP (plus anv otttcr gdjnol during the
  h 
  «ire ru« remitted!
  XP for Monsters
  The Experience Points for Monsters
  Table may be used to calculate the XP
  awards for monsters created by the DM, or
  for variations of the given monsters. The
  XP awards in the monster descriptions are
  calculated using this chart. The Special
  Ability bonus is multiplied by the number
  of asterisks given with the monster's Hit
  Dice, and added to the Base XP value.
  EXPERIENCE POINTS
  FOR MONSTERS
  Monster's
  Hit Dice
  Special
  Base
  XP value
  Ability
  bonus
  up to 1
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  1 +
  2
  2 +
  3
  3 +
  4
  4 +
  5
  5 +
  6
  6 +
  7
  8
  5
  10
  15
  20
  25
  35
  50
  75
  125
  175
  225
  275
  350
  450
  650
  1
  3
  4
  5
  10
  15
  25
  50
  75
  125
  175
  225
  300
  400
  550
  12
  Lars Hjertstedt (order #6605655)
  
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  Lars Hjertstedt (order #6605655)
  
  Procedures and rules
  This section explains what you, the Dun-
  geon Master, should do in several common
  game situations. The situations are listed in
  alphabetical order, for easy reference. You
  should refer to these descriptions when-
  ever the situations arise, until you are
  familiar with the details of each.
  The following situations covered are:
  Alignment Changes
  Arguments
  Blindness
  Charm Person spells
  Clues
  Complaints
  Creating Characters
  Deities
  Demi-Humans (special abilities)
  Dice
  Doors
  Equipment not Listed
  Evasion and Pursuit
  Higher Level Spells
  Hit Points (Low rolls)
  Languages
  Listening
  Magic-User Spells
  Mapping
  Morale
  Multiple Characters
  New Rules and Items
  Questions
  Retainers
  Sleep spells
  Thief Abilities
  Timekeeping
  Transferring Characters
  Turning Undead
  Alignment Changes
  Alignment is the way a player wants to play
  a character, either Lawful, Neutral, or
  Chaotic. Sometimes a player forgets (or
  ignores) the alignment of his character,
  and plays the adventurer incorrectly. You
  should talk privately with the player about
  the problem, and encourage the proper
  play of alignment. Never .threaten or tease
  a player during a game; deal with the
  problem in private.
  If the problem continues after you have
  warned the player more than once, you
  may tell the player to change the alignment
  of the character to the different alignment
  actually being played. A penalty may be
  applied at this time, such as the loss of one
  level of experience, a valued item, etc.
  If you penalize alignment changes, you
  should also reward good alignment play
  (for example), by increasing experience
  awarded, treasures or changing monsters
  to make them easier to defeat.
  Be sure that you are playing the align-
  ments of monsters correctly! The players
  may respond to unfairness by refusing to
  play in your game.
  If a change of alignment occurs due to
  the effects of a magic item (such as a Helm
  of Alignment Changing, or a curse), no
  penalty should be applied. Take the player
  aside and explain the situation. A good
  player will cooperate, playing the new
  alignment well, resulting in more fun for
  all. The original alignment should return
  after a period of time (after the curse or
  Helm is removed).
  Arguments
  If an argument starts during a game, stop
  the game for a moment. Listen to both
  sides, and make a decision. Then continue
  the game as soon as possible. Do not allow
  an argument to continue for long. Explain
  that everyone is trying to have fun, and
  that the argument can be settled after the
  game if necessary.
  Charm Person Spells
  Whenever a magic-user or elf casts a
  Charm Person spell, the player will ask you
  for the effect. This spell will only affect
  certain creatures. The beginning player
  will try it on many different monsters, and
  learn its effects by trial and error.
  Generally, the creatures affected by a
  Charm Person spell are those which are
  "normal" human, demi-human, or human-
  like creatures, which have some sort of
  society. You may decide the exact creatures
  affected, or you may use the list below.
  Once a victim fails the Saving Throw
  against the Charm, the creature will re-
  main Charmed for at least 24 hours, and
  often longer. The victim may make a new
  Saving Throw to break the Charm after a
  given duration. This duration is deter-
  mined by the victim's intelligence:
  High intelligence: 
  1 day
  Average intelligence: 
  1 week
  Low intelligence: 
  1 month
  EXAMPLE A hnhgohhu '.iveragt') ir-
  rnanis Charmed foi at least rate \tu&
  Ai the end of tiiiit week. \nu niQ an-
  other Savinc Thnnt, tf <tuct'cs«tull thr
  Charm is broken, oiherwue, the
  holiijohliR lttiuims (.harmed tor an-
  ntlicr werk
  If you wish to make your own list, the
  creatures which should not be affected by
  this spell are
  (a) animals
  (b) undead
  (c) any creatures with 6 or more Hit
  Dice
  (d) fantastic creatures (such as gargoyle,
  medusa, thoul, etc.)
  The human-like creatures in this set
  which are subject to Charm Person are:
  High Intelligence: pixie, sprite.
  Average Intelligence: gnome, goblin,
  hobgoblin, kobold, troglodyte.
  Low Intelligence: bugbear, gnoll, lizard
  man, neanderthal, ogre, ore.
  Humans (including Bandits, Berserkers,
  and Normal Humans) and demi-humans
  (dwarves, elves, and halflings) may have
  Low, Average, or High Intelligence. If the
  exact score has not been determined, you
  may select or roll for an Intelligence score.
  Elves always have Average Intelligence or
  better, and magic-users normally have
  High Intelligence. A score of 3-8 is Low,
  9-12 is Average, and 13-18 is High.
  Some lycanthropes can be Charmed
  when in human form, but this is nearly
  useless. Only werewolves and wereboars
  can be Charmed, and the Charm will auto-
  matically be broken when the creature
  assumes animal form!
  NOTE: Some other creatures given in the
  EXPERT and COMPANION Sets may also
  be Charmed. They are listed in each set.
  Clues
  Beginning players often need help in
  learning to play. When running a game for
  beginners, the DM should encourage them
  by saying such things as "Do you want to
  search for secret doors?" or other sugges-
  tions. This should not be continued once
  the players have experience with the game,
  but such clues can be very helpful to
  beginners.
  You may wish to allow some "automatic
  success" situations to encourage the play-
  ers. Those who never find secret doors will
  soon stop looking for them.
  When the players gain experience with
  the game, they may start asking questions
  like "Do we find any traces of passing
  creatures?" or "We don't know which way
  to go from here. Are there are clues?" You
  may offer descriptive information that
  players will have to determine what it
  means. For example, "some footprints lead
  off to the left, but you're not sure what
  made them." Such clues may help to steer
  the party in the right direction within a
  dungeon. You may insert clues as part of
  the room descriptions.
  14
  Lars Hjertstedt (order #6605655)
  
  Procedures and rules
  Clues should be given when the party is
  approaching a deadly area, especially on
  the first or second level of a dungeon.
  Clues, such as, awful smells or bones of
  earlier victims. Extreme danger with no
  warning is not very fair.
  Higher level characters are more accus-
  tomed to great dangers, and deeper dun-
  geon levels may indeed contain sudden-
  death situations. Vague or misleading clues
  may be provided by treasure maps found
  or purchased, or by slight hard-to-find
  indications in the dungeon areas. In gen-
  eral, when the players become more expe-
  rienced, the clues may become fewer and
  more subtle.
  Complaints
  If a player complains about the way you
  are handling something in the game, try to
  listen to the objection. Be reasonable! If
  the problem can be fixed by changing a
  procedure, try to work out a reasonable
  compromise. For example, if a player says
  "You keep killing characters with poison!",
  you might try using the optional damage
  system for poison (page 24).
  Be careful not to change rules that could
  overbalance the game in favor of the char-
  acters. The game system is carefully bal-
  anced to provide fun for all while challeng-
  ing the characters.
  Some complaints may be caused by
  greed. It should not be too easy to get
  treasure or experience; these things should
  be earned slowly, using the guidelines
  given. Beware of the "giveaway game"!
  Your players may quickly become bored
  with easy riches, and their characters will
  easily overpower most monsters.
  If you are not sure how to handle a
  situation, just tell the players! Everyone has
  to learn, and learning a game like this can
  be a slow process. Your players will under-
  stand if you explain that you made a
  mistake. When you admit your mistakes
  and try to correct them, you and your
  players will have a better game in the long
  run.
  Creating Characters
  When a newly created character has all low
  scores, the player should discard it —
  unless you, the DM, say that it should be
  kept.
  You should allow beginning players to
  use characters they like! It's hard to have
  fun playing when you are forced to use a
  poor character, with no score above 9 or
  two scores below 6. If the character is
  reasonable, then the player should keep
  the character.
  If a player wants a certain Class of
  character but rolls another type, you may
  allow a switch. Just switch the scores of the
  Prime Requisite for the desired Class with
  the Prime Requisite for the rolled Class. For
  example, a fighter is rolled, with 17 Strength
  and 9 Intelligence, but the player wants to
  have a magic-user. Just put the 9 in
  Strength, and the 17 in Intelligence.
  Switching more than once should not be
  allowed. And players are not allowed to
  decide; only a DM may switch Ability
  Scores.
  Deities
  You may choose to add flavor to your
  games by adding mythological deities. The
  characters would be followers of such
  beings, and a cleric could serve a specific
  deity. However, all such activities are as-
  sumed, and should not influence play or
  change the rules in any way. No deity
  would react to the actions of any individual
  character, nor offer any special help.
  The deities of the game characters may
  be similar to the mythological gods and
  goddesses of days long past. The ancient
  Greeks, for example, worshipped many
  gods — Zeus, Apollo, Poseidon, and so
  forth. According to legend, these gods
  would grant favors to their worshippers,
  and that is one way to explain the magic
  spells a cleric character can cast in the
  game.
  The DM should be careful not to need-
  lessly offend players, and current beliefs
  should be avoided.
  Demi-Humans
  All the demi-human classes have special
  abilities. When the player wants the charac-
  ter to use one of these abilities, you will be
  asked for the result.
  Whenever the character is searching for
  something, the player must describe the
  exact area being searched. Each search
  takes about 1 turn. If a player says "My
  character is looking for . . ." and names
  one of die special abilities, roll Id6. You
  should always roll, whether the item is
  actually there or not. If you merely reply
  "You don't find anything," the players will
  realize that there is nothing there to find.
  But if you roll — and possibly say the same
  things! — the players realize that the item
  might be there, still undiscovered.
  Dwarves
  Because of their mining experience,
  dwarves can sometimes recognize special
  dungeon features made of stone or wood,
  such as
  (1) sloping passages
  (2) shifting walls
  (3) new constructions
  (4) traps
  The traps a dwarf can find are those
  involving large dungeon features, such as a
  falling ceiling, floor pit, and so forth. The
  traps a dwarf may discover does not refer
  to all traps. For example, a dwarf would have
  no chance at detecting a small dart trap on
  a chest; this could be detectable only by a
  thief.
  Roll Id6. If the result of the roll is 1 or 2,
  the attempt is successful — if there is
  anything there to find. The attempt takes
  about 1 turn per area (up to about a 30' x
  30' area, or die DM's choice). You may
  wish to change this to less or more time. If
  the player says "I'll check for all those
  dwarven things," remind the player that it
  will take 4 turns (1 for each of the 4
  abilities), and ask the party if they want to
  do anything while the dwarf is searching.
  You may change this to 1 turn for all 4
  abilities if in a smaller area or single room.
  Elves
  An elf character has a special skill at find-
  ing secret and hidden doors. This is be-
  cause elves have very keen sight. They
  have become more skilled at finding hid-
  den things than are other characters.
  The search for a secret door takes about
  1 turn for each 10' long section of wall (or
  floor or ceiling) being searched. An elf
  discovers a secret door on a roll of 1 or 2 on
  Id6, If the player says "I'll search the room
  for secret doors," figure out the total
  amount of time needed to search all the
  room, and tell the player. The rest of the
  party may wish to do odier things while the
  elf is searching.
  DEMI-HUMAN SPECIAL ABILITY CHANCES
  Class
  Abilities
  Dice 
  Success
  Dwarf 
  Find new construction, slope, shifting wall, stone trap
  Elf 
  Find secret doors
  Halfling 
  Hide indoors
  Hide outdoors
  Id6
  Id6
  Id6
  ldlO
  1-2
  1-2
  1-2
  1-9
  15
  Lars Hjertstedt (order #6605655)
  
  Procedures and rules
  Halflings
  A halfling character has special skills at
  hiding. This is because of the halfling's
  small size and ability to "freeze," or hold
  very still, not moving, for short periods of
  time. A halfling is also harder to hit when
  attacked by any creature larger than man-
  sized.
  Hiding
  If a player says "My halfling will hide," you
  should roll to see if the attempt is success-
  ful. If outdoors, roll ldlO. If the result is
  1-9, the attempt is successful. Only a roll of
  0 (10) will indicate failure to "freeze" prop-
  erly. The attempt at hiding assumes that
  the character has crawled into some nearby
  underbrush, and is not merely standing
  somewhere.
  In a dungeon, a halfling may attempt to
  hide if some cover or shadow is nearby.
  Cover could be furniture (table, barrel,
  etc.), a nearby corner or large niche, or
  even another character (if the other char-
  acter cooperates and does not move). If a
  halfling tries to hide within a dungeon, roll
  Id6. The attempt is successful if the result
  is 1 or 2.
  A halfling trying to hide will always
  believe that he has succeeded, but only the
  DM knows for sure. Failure to hide might
  be revealed when a monster suddenly at-
  tacks. If a monster sees a halfling and
  approaches the character, you may say "It
  seems to be coming right at you!" or some-
  thing similar.
  Dodging
  In combat against creatures larger than
  man-sized, halflings gain a bonus to their
  Armor Class. Due to their small size and
  skill at dodging, remember to penalize all
  attacks from creatures larger dian man-
  size by — 1. You may wish to ask the player
  to remind you each time.
  Dice
  The dice included in this set are all you
  need to play DUNGEONS & DRAGONS®
  games. Whenever two or more events
  could occur and a decision is needed, or
  whenever a variety of results is possible,
  dice may be used to randomly select a
  result. Experienced Dungeon Masters may
  select results instead of rolling dice.
  EXAMPLE: A character with 3 hit
  points is hit by a monster with a normal
  sword (damage 1-8). Death could easily
  result — through no fault of Lhe
  player's, merely a random result of the
  Hit roll. To keep the character alive as
  long as possible, the DM rolls for
  flanlagv1 — bill ignuri'i the u-sult. ;iml
  •mnouuirs th.it )i points uf <l.itn.it;c
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  the game (cuitmiic-s.
  Ranges (low and high numbers, such as
  1-6 and 2-20) are given throughout this
  booklet, most common in the MONSTERS
  and TREASURES sections. The DM may
  select any number given in the range for
  Number Appearing, Damage, and so
  forth, depending on the situation. The
  dice to roll for a random result may be
  easily calculated from the given range.
  Some guidelines are:
  1. If the first number is one, the second
  gives the type of die to roll. Examples:
  1-8 = Id8. 1-100 = d%.
  2. If the first number is two, two dice are
  (usually) used. If you divide the second
  number in half, the type of dice is given.
  Examples: 2-8 = 2d4; 2-12 = 2d6;
  2-24 = 2dl2.
  3. If the first number is more than two, it
  may indicate the number of dice, by the
  method given above.
  4. If these methods do not identify the
  type and number of dice, subtract 1 or
  more from each number. The re-
  mainder will be a simple dice range.
  Examples: The range 3-13 is 1 more
  than 2-12, so 3-13 = 2d6+l. 5-10 =
  ld6 + 4; 4-10 = 2d4 + 2.
  With a little practice, you will quickly
  learn the combinations of dice for the
  given ranges.
  Doors
  Doors are common in most dungeons.
  Many doors are locked, and most doors are
  stuck. If locked, a door cannot be opened
  until a thief unlocks it or until a magic-user
  casts a Knock spell upon it. Any unlocked
  door can be easily opened by any monster.
  After a door is opened, it will usually slowly
  swing shut unless a spike is used to wedge
  the door open or it is held open.
  Forcing Open Doors
  If not locked, a stuck door can be forced
  open by any character. If a player says "I'll
  open the door," roll Id6. If the result is 5 or
  6, the door is successfully forced open.
  This roll should be modified by a charac-
  ter's Strength score adjustment, but a roll
  of 6 should always open a stuck door.
  The attempt may be made once per
  round per character. However, if the first
  attempt fails, any monsters on the other
  side of the door cannot be surprised, hav-
  ing heard the noise.
  Secret Doors
  Any character may search for secret doors.
  The player must describe the exact area
  being searched. This takes about 1 turn for
  each 10' x 10' area searched. If a player
  says "My character will look for secret
  doors," roll Id6. You should always roll,
  whether a secret door is there or not, to
  keep the players guessing. If there is a
  secret door and the result is a 1, the secret
  door has been found. Elves find secret
  doors with a roll of 1 or 2. Once a secret
  door has been found and its exact location
  noted on a map, anyone reading that map
  can find the secret door later (no roll
  necessary). A secret or hidden door may
  not be opened until it has been found.
  Special Doors
  Some doors may be made to open only in
  one direction. Such doors may not be
  forced open from the wrong side, but will
  open normally if a Knock spell is used
  (from either side).
  Equipment Not Listed
  Beginning players should not be allowed to
  purchase equipment other than the items
  given on the list (PLAYERS' MANUAL,
  page 29) unless you decide otherwise. Al-
  lowing "invented" equipment can lead to
  problems, and should be avoided.
  In the D&D EXPERT rules, the players
  have many more items to choose from,
  including wagons, horses, boats, and more
  weapons. But those items should not be
  allowed until you and the players are ready
  for them.
  Evasion and Pursuit
  Monsters may try to run away from the
  characters, as determined by a morale check
  (page 19) or the DM's decision. The charac-
  ters may try to run away from the mon-
  sters, a decision left to the players.
  When characters are either fleeing or
  chasing, no mapping is possible. The DM
  should keep careful track of where the
  characters and monsters are each round.
  Unmapped areas may be described very
  generally, without accurate measurements.
  It is quite possible for the characters to
  become lost, or to encounter other crea-
  tures during the pursuit.
  Monsters Flee
  When the monsters first start to run away,
  ask the characters whether they want to
  pursue. If the answer is no, the monsters
  get away. If yes, the chase begins with the
  monsters 1 round ahead of the party.
  16
  Lars Hjertstedt (order #6605655)
  
  Procedures and rules
  Find the monsters' movement rate per
  round to find the number of feet between
  the groups at the start of the pursuit.
  Next, compare the movement rates of
  the individual characters. Unarmored
  characters will move faster than the others.
  In this case, you should ask the players
  whether they want their characters to stay
  with the party or to continue ahead of the
  rest.
  Compare the movement rates of the
  fastest party members (or, if the party stays
  together, the rate of the slowest character)
  to the movement rate of the fleeing mon-
  sters. If the monsters are faster, they will
  get a\vay, unless trapped or stopped in
  sbme way. If the characters are faster, they
  will catch up to the monsters unless the
  monsters evade. The difference in move-
  ment rates is the number of feet the pursu-
  ing characters gain, per round, on the
  fleeing monsters.
  The fleeing monsters may stop to fight if
  they see only one or two characters in
  pursuit (though the others may arrive
  shortly thereafter). You may simply decide,
  based on the situation, or make a reaction
  roll to determine the monsters' actions.
  If the monsters are familiar with the
  area (have a lair nearby), they may be able
  to evade the party by rapidly turning cor-
  ners, closing doors behind them, and so
  forth. The DM must decide whether the
  evasion is successful, as determined by die
  situation.
  Characters Flee
  If the party runs away from the monsters,
  the monsters may decide to pursue them.
  Make a reaction roll (2d6), adjusting the
  roll as follows:
  - 2 if any monsters have been slain.
  + 2 if no monsters have been hit.
  + 3 if the monsters are hunting the
  characters.
  No adjustment if any monster has been
  hit but not slain.
  If the adjusted result is 9 or greater, the
  monsters will pursue. Compare the move-
  ment rates of each group. The characters
  have a one-round "head start," as de-
  scribed under "Monsters Flee."
  If the party is faster, they automatically
  evade the monsters unless they are
  stopped or trapped (or unless they stop too
  soon; see Length of Pursuit, below). If the
  monsters are faster, they will catch the
  party.
  Delaying Pursuit
  The party can slow down pursuing mon-
  sters by dropping things which might in-
  terest the monsters. Unintelligent mon-
  sters may stop to eat dropped food, and
  intelligent monsters may stop to pick up
  dropped treasure. If any character drops
  something which could cause the pursuing
  monsters to stop, roll Id6. The monsters
  will stop, and give up pursuit, if the result
  is 1, 2, or 3.
  Mindless or magical creatures, such as
  Undead, Living Statues, and so forth, do
  not stop to pick up anything, and might
  pursue characters for a very long time.
  Length of Pursuit
  If nothing is dropped to cause them to
  stop, monsters will pursue for any length
  of time, as determined by further reaction
  checks. After each 5 rounds of pursuit, roll
  2d6 and apply the same adjustments for
  wounds as originally made (- 2, 0, or + 2).
  In addition, add +2 if the number of
  monsters is greater than the number of
  characters. If the adjusted result is 9 or
  greater, the monsters will continue to pur-
  sue (or search for) the characters. How-
  ever, monsters will usually give up pursuit
  after 1-2 hours if the party has not been
  found, and will rarely continue searching
  longer than a day (8 hours) unless some
  valuable item was stolen by the characters.
  Higher Level Spells
  The following spells are only for the DM's
  use when developing NPCs of an experi-
  ence level higher than 3rd. The spells
  given are not the only spells of these
  higher levels. A full list of higher level
  spells is given in the D&D EXPERT SET.
  For now, the DM should use these as the
  only higher level spells available to NPCs.
  Higher level spell casters will never go
  on adventures with player characters. They
  may be encountered as part of an NPC
  party, but make very dangerous enemies,
  and should rarely be used.
  These spells might also be found on
  magical scrolls (treasure). The DM should
  be very careful when allowing this, as lower
  level characters should not become as
  powerful as these spells permit.
  HIGH LEVEL CLERICS
  Level
  Spells
  4 
  2 First level, 1 Second level
  5 
  2 First level, 2 Second level
  Second Level Cleric Spells
  1. 
  Bless*
  2. 
  Hold Person
  3. 
  Silence 15' radius
  Explanation of
  Second Level Clerical Spells
  Bless*
  Range: Touch
  Duration: 6 turns
  Effect: All friends within 60'
  This spell raises the morale of all friendly
  creatures in range by +1, and gives a
  bonus of +1 to all their Hit and Damage
  rolls. It only affects those not yet in battle.
  Hold Person
  Range: 180'
  Duration: 9 turns
  Effect: 1-4 persons (cleric's choice)
  This spell will affect any human, demi-
  human or human-like creature (such as
  bugbears, gnolls, gnomes, hobgoblins,
  kobolds, lizard men, ogres, ores, pixies or
  sprites). It will not affect undead nor crea-
  tures of 5 Hit Dice or more. The victim(s)
  must make a Saving Throw vs. Spells or be
  paralyzed.
  This spell may be cast either at a single
  creature or at a group. If cast at a single
  creature, that victim must make a Saving
  Throw vs. Spells with a - 2 penalty to the
  die roll. If cast at a group, it may affect up
  to 4 creatures, but no penalties apply to the
  Saving Throws.
  Silence 15' Radius
  Range: 180'
  Duration: 12 turns
  Effect: A spherical volume 30' across
  This spell will make the given area totally
  quiet. Conversation and spells in this area
  will be prevented for the duration of the
  spell. This spell does not prevent a person
  within the area from hearing noises made
  outside die area. If cast at a creature, die
  victim must make a Saving Throw vs.
  Spells, or the silence will move along with
  the victim! If the Saving Throw is success-
  ful, the spell will remain in the area to
  which it was cast, and the intended victim
  may move away from it.
  HIGH LEVEL MAGIC-USERS
  AND ELVES
  Level
  Spells
  4 
  2 First Level, 2 Second Level
  5 
  2 First Level, 2 Second Level,
  1 Third Level
  6 
  2 First Level, 2 Second Level,
  2 Third Level
  Third Level Magic-user Spells
  1.
  2.
  Dispel Magic
  Fire Ball
  Fly
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  Procedures and rules
  Dispel Magic
  Range: 120'
  Duration: permanent
  Effect: A volume 20' x 20' x 20'
  This spell will automatically destroy other
  spell effects within the given volume. It
  cannot affect magic items, but will remove
  any spell effect created by a magic-user, elf,
  or cleric of a level equal to lower than the
  spell caster. It may fail to remove magical
  effects created by a higher level caster. This
  chance of failure is 5% per level of dif-
  ference between the spell casters. A mon-
  ster's level is its Hit Dice, ignoring any
  "plusses." For example, a 5th level elf trying
  to dispel a Charm Person cast by a 7th level
  magic-user has a 10% chance of failure.
  Fire Ball
  Range: 240'
  Duration: instantaneous
  Effect: A spherical volume 40' across
  This spell creates a missile of fire which
  explodes into a ball of fire of 20' radius
  when it reaches the desired range or strikes
  a target. The Fire Ball inflicts 1-6 (Id6)
  points of fire damage for each level of the
  spell caster. Each victim within the area of
  effect takes full damage unless a Saving
  Throw vs. Spells is made. Even if the
  Saving Throw is successful, the victims take
  half the rolled damage. For example, a Fire
  Ball cast by a 6th level magic-user explodes
  for 6-36 (6d6) points of damage. If the
  total roll is 24, all within the area who make
  their Saving Throws take 12 points of fire
  damage.
  Fly
  Range: Touch
  Duration: Id6 turns +1 turn per level of
  the spell caster
  Effect: Any one living creature
  This spell allows the caster (or a person
  touched) to fly. The spell will permit move-
  ment in any direction and at any speed up
  to 120' per round. It will also allow the
  person to stop at any point (as a Levitate
  spell). The person the spell is cast on has
  control over the flying. The exact duration
  is not known to anyone but the Dungeon
  Master. For example, a 5th level elf may fly,
  using this spell, for 6-11 (ld6 + 5) turns.
  Hit Points
  A player who rolls a low number of hit
  points for a beginning character may ask
  "Can I roll again?"
  There are three possible answers. What-
  ever system you use, apply it to all the
  players fairly.
  a. No — all characters must start with the
  hit points rolled.
  b. If the result was 1 or 2, roll again. (You
  might choose not to apply this to magic-
  users or thieves, who would roll 1-2
  more often than others, as they use
  Id4.)
  c. Don't roll — all characters start with
  maximum hit points for their class, plus
  Constitution bonus, if any. (A fighter or
  dwarf starts with 8, a thief and magic-
  user with 4, others with 6 hp.) Roll for
  hit points normally starting with 2nd
  level.
  Languages
  A human character with Intelligence of 13
  or more knows how to speak and write
  additional languages. You, the DM, must
  decide what languages are available.
  In most D&D games, there are about 20
  different languages used by monsters and
  characters. You may select languages from
  the List of Common Languages, or you
  may allow the player to choose. Or if you
  wish, you can make up more language
  names if you think they will be used in
  your games. (It is not necessary to actually
  make up the languages themselves!) For
  example, if you read the "Monsters" sec-
  tion carefully, you will discover that a Rock
  Baboon communicates with simple
  screams, and you may decide to allow this
  "language" for player characters. Remem-
  ber that the Undead do not have lan-
  guages.
  LIST OF COMMON LANGUAGES
  1. Bugbear
  11. Harpy
  2. Doppleganger 
  12. Hobgoblin
  3. Dragon
  4. Dwarf
  5. Elf
  6. Gargoyle
  7. Gnoll
  8. Gnome
  9. Goblin
  10. Halfling
  13. Kobold
  14. Lizard Man
  15. Medusa
  16. Minotaur
  17. Ogre or Giant
  18. Ore
  19. Pixie
  20. Other human
  tongue
  Listening
  Any character may listen for noises. This
  occurs most often at doors, but may occur
  anywhere. When an attempt at listening is
  made, the area must be quiet to result in
  any success. At a door by a waterfall, for
  example, listening is nearly impossible. If
  the area is quiet, all the characters must
  also be quiet to have any success. This
  means that everyone must stop and wait
  while one or more characters listen, be-
  cause armor, weapons, and other items
  make noise when moving.
  If any player says "I'll listen for noises,"
  roll Id6. You should always roll, whether or
  not there is anything to hear, to keep the
  players guessing. If the result is a 1 (1-2 for
  a dwarf, elf or halfling), any noise being
  made is heard, if conditions permit success.
  A 1st or 2nd level thief has the same
  chances to Hear Noise as a demi-human.
  As more levels are gained, the thief be-
  comes more expert at hearing noise.
  Giving Magic-Users Spells
  When a player starts a magic-user or elf
  character, the player will ask you what
  spells the character has in the spell book.
  The magic-user's teacher is a higher level
  NPC magic-user, and the spells come from
  the teacher. The "spell book" assumed in
  the game can simply be a list of spells kept
  on the character sheet. You may play the
  role of the teacher if you wish, but this may
  also be assumed.
  This system for spells allows you, the
  DM, to keep control of the spells used in
  die game. For example, you may wish to
  avoid Charm Person spells. You can avoid
  it simply by not giving it to the characters.
  The first spell given should always be
  Read Magic. This allows the character to
  read scrolls found, and would be a basic
  part of the character's training.
  The second spell given to a beginning
  magic-user character should be fairly
  powerful. You should avoid giving Detect
  Magic, Light, or Protection From Evil as
  the second spell, as these are nearly the
  same as the cleric versions (easily acquired
  by a 2nd or higher level cleric).
  You may give any "second spell" to a
  beginning elf character. The elf's many
  talents keep that character class balanced
  with the others, whatever spells are known.
  The player of an elf can feel useful in
  many ways; the spell is an additional
  bonus, not the character's only specialty. A
  magic-user character is different. The
  magic-user has only one specialty — spells
  — and suffers from low hit points, poor
  Armor Class, and severe weapon restric-
  tions.
  For magic-user characters, good "second
  spells" are Charm Person, Magic Missile,
  Sleep (all useful attack-type spells), and
  Shield (a valuable protection).
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  Procedures and rules
  The Floating Disc, Hold Portal, read
  Languages, and Ventriloquism spells are
  useful; however, the player of a beginning
  magic-user may feel useless in an adven-
  ture if "miscellaneous" spells (which in-
  cludes Read Magic) are the only ones
  known. These spells make good "third
  spells," when the character reaches second
  level.
  You may wish to give one spell to one
  beginning magic-user and a different spell
  to another beginner. This increases the
  number of different spells available to a
  party. However, be sure to give spells fairly.
  Try to give one powerful spell to each, to
  avoid complaints of unfairness.
  Lost Spell Books
  If a magic-user or elf character loses a spell
  book, the character has a big problem.
  Nobody would allow the character to use a
  borrowed book, and without a book the
  character has no spells to memorize! You
  should always offer some method for the
  character to find a lost book or gain a new
  one. This should not be easy; it may in-
  volve paying a large sum of money (or an
  unbreakable promise to pay in the future),
  a special service or journey, dangerous
  adventure, or some other method. Re-
  member that the character is heavily penal-
  ized by die loss of the book, and the player
  will probably not have much fun until it is
  recovered.
  Mapping
  Mapping a dungeon is one of the biggest
  problems for beginning players. You can
  make it easier by following some simple
  guidelines:
  1. Describe areas clearly and accurately. If
  you make a mistake, tell the players
  right away, and make necessary correc-
  tions.
  2. Use die same terms in descriptions, and
  try to describe room details (size of the
  room, exits, creatures, other contents)
  in the same order each time. If the
  players become familiar with certain
  often-used terms, they can map more
  easily. Some common terms for corri-
  dors are:
  Side passage (or Sideroad): A cor-
  ridor branches off to one side, but
  the main corridor continues.
  Four-way Intersection: Corridors
  branch off to both sides of the main
  corridor.
  T-Intersection: The main corridor
  ends at an intersection where corri-
  dors continue left and right.
  3. Set a standard description at the start of
  the adventure for corridors, rooms,
  walls, and other typical features. For
  example, if you start by saying "A stan-
  dard corridor is 10' wide and 10' high,"
  you can simply say "standard corridor"
  instead of describing it each time. Stan-
  dard walls might be "made of stone
  blocks, each 2' long and 1' tall, mor-
  tared on all sides," and no further wall
  description is needed unless it differs
  from the Standard.
  4. When you design your own dungeons,
  use straight corridors and square rooms
  at first. You may try other shapes and
  twisty corridors when you and the play-
  ers are more experienced — but even
  then, it will still slow down the game.
  Morale (Optional)
  Morale is a measure of a creature's cour-
  age, loyalty, and high spirits. It is optional
  in your first games. The beginning Dun-
  geon Master should not use Morale until all
  the other game mechanics have been
  learned. Morale should be added after
  everyone, both DM and players, has par-
  ticipated in 2 or more group games.
  In combat, any creature may try to run
  away or surrender. A character may do
  this, but this is the decision of the player.
  No PC can be forced to surrender or run if
  the player doesn't want to.
  To determine whether an NPC or mon-
  ster wants to surrender or run away, the
  DM uses the creature's Morale Score, given
  with die monster's description. Good Mo-
  rale (a high score) indicates a willingness to
  keep fighting; bad Morale (a low score)
  means that the creature may panic and try
  to get away from combat. The Morale
  Score is used when the DM Checks Morale
  at certain times, by rolling dice.
  How to Check Morale
  When a Morale Check is necessary, the DM
  rolls 2d6:
  If the result is greater than the creatures'
  Morale Score, the creatures will try to stop
  the fight or get away from it.
  If the result is less than or equal to die
  Morale Score, the creatures will continue
  to fight.
  When to Check Morale
  A Morale Check is not made for any crea-
  ture widi a Morale Score of 2 or 12. A
  Morale of 2 means that the creature will
  not fight. A score of 12 means that the
  creature will not quit, once it has begun to
  fight.
  For all Morale Scores from 3 to 11, a
  Morale Check is made twice after Combat
  begins. For a single creature encountered
  alone, a Morale Check is made:
  1. When the creature is first hit (taking 1
  or more hit points of damage)
  2. When the creature is reduced to Vt of
  its starting hit points (damaged for 3/4 or
  more)
  3. Groups of creatures, a Morale Check is
  made for the entire group:
  1. When the first death on either side
  occurs (either a monster or charac-
  ter)
  2. When half of the monsters are not
  free to act — killed, magically asleep
  or controlled, etc.
  Retainer's Morale
  A retainer's morale is determined by the
  employer's Charisma score, and is not
  checked for every situation occurring in
  the description above. Instead, a retainer's
  morale is only checked during an adven-
  ture if:
  1. The employer orders the retainer to
  endanger himself (or herself) while die
  party is in less danger; or —
  2. The retainer is damaged, and down to
  V* of die original hit points or less
  (damaged for % or more).
  Adjustments to the Morale Check
  The DM may decide to adjust a Morale
  Check by a penatly of +2 or +1, no
  adjustment, or a bonus of — 1 or - 2. For
  example, if the monsters have slain a PC, a
  Morale Check is made, but widi a bonus to
  the roll; if no monsters have been killed, a
  — 2 bonus is applied, or -1 if they have
  lost one or more of their group at the same
  time. If die party is using a lot of magic
  against the monsters, the Morale may be
  penalized, due to fear.
  Results of the Morale Check
  If a creature (or creatures) fail to make die
  Morale Check, it (or they) will try to get
  away from the battle. This could be a
  Retreat or Fighting Withdrawal (see the
  Additional Rules section of the PLAYERS'
  MANUAL) or, if neither of those is possi-
  ble, a Surrender. If an intelligent creature
  Surrenders, it will usually offer treasure
  (from its lair or friends) as payment for its
  life.
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  Procedures and rules
  Surrender: Though a creature may offer
  to surrender, the opponent (whether mon-
  ster or character!) does not have to accept
  the offer, nor even stop fighting long
  enough to listen. The DM should play the
  role of a surrendering monster with care;
  remember that even non-intelligent crea-
  tures will usually act reasonably and run
  from hopeless battles.
  Multiple Characters
  You should not allow beginning players to
  play more than one character at the same
  time. It can be hard enough to play the
  role of one character; two or more can be
  very confusing. However, when the players
  are more experienced, you may consider
  this as an optional system.
  If you have two towns in your fantasy
  game world, you may allow each player to
  have a character in each town. This can be
  more interesting, and allows the players to
  try different classes.
  New Rules and Items
  During the play of the game, a player will
  eventually try something not explained in
  these rules.
  If a character wants to do something that
  could be based on an Ability Score, a test of
  that score could be used. For example, if a
  huge boulder blocks the corridor and a
  Fighter says "I'll try to move it," this action
  is based on Strength. Two ways a DM
  might decide to handle this are:
  1. If the Strength score or less is rolled on
  ld20, the attempt succeeds. Penalties
  for heavier objects are decided by the
  DM by adding a number to the roll.
  2. If the Strength score or less is rolled on
  3d6, the attempt succeeds. More or
  different dice are used for heavier ob-
  jects (4d6, 5d4, 3d8, 5d6, and so forth).
  Be sure to write down any rules you create,
  and apply them fairly to everyone.
  These are only suggestions; you are free
  to make up any reasonable rules and apply
  them as needed. However, remember that
  more rules are given in the D&D EXPERT
  set, and even more in the COMPANION
  and MASTERS sets. If you create a rule
  and then find a different rule for the
  situation in one of these sets, the rule
  should be changed to the official one. Just
  tell the players that there is a change, to be
  fair to them.
  New Items and Monsters
  Experienced Dungeon Masters often make
  up their own monsters, treasures, spells,
  and so forth. This is not recommended for
  beginners. The entire game system is care-
  fully balanced, and a too-powerful item is
  very hard to get rid of, once it has been put
  into the game. When you start to include
  your own creations, make them similar to
  the things in this book, at first. Magic items
  usually have charges, monsters and charac-
  ter classes all have strengths and weak-
  nesses, and spells have definite uses, di-
  vided between the two types. More items
  are also given in the EXPERT and COM-
  PANION Sets.
  Questions
  If you don't understand how something is
  done in the game, look carefully for the
  rules. Many answers can be found by re-
  viewing all the rules after playing a few
  games.
  Some of your remaining questions are
  answered in the D&D EXPERT Set, which
  gives rules for outdoor adventuring, NPC
  specialists (such as Armorer and Spy), and
  many other situations.
  You may also find answers from other
  more experienced players in your area.
  Millions of people play D&D games, and
  you may find others at hobby shops,
  schools, libraries, and other places.
  If you can't find an answer to your
  questions, you may write to the creators of
  the DUNGEONS & DRAGONS game.
  Please enclose a self-addressed stamped en-
  velope, and print or type all your questions.
  Send them to:
  D&D BASIC Questions
  TSR Hobbies, Inc.
  P.O. Box 756
  Lake Geneva, WI 53147
  Retainers
  Be sure you are familiar with the rules for
  retainers (PLAYERS' MANUAL, page 62).
  If there are 3 or more players, no retainers
  should be needed. However, if only I or 2
  players are available, many dungeons may
  be too difficult for their characters alone,
  and you may allow them to find and hire
  retainers.
  This will only be necessary if there are
  very few players and if the player charac-
  ters are not powerful enough to do well on
  their own. Fighter characters can usually
  do well alone, as can clerics, dwarves, elves,
  and halflings.
  First and foremost — if you want the
  characters to take one or two retainers, go
  ahead and do it. Don't worry about the
  retainer reactions, pay rates, or other de-
  tails. Assume that a retainer (or more if
  you wish) has been found, hired for a price
  (just tell the player the amount), and is
  ready to go. Make up a retainer sheet, and
  start the game.
  If you AND THE PLAYERS decide to
  make the finding and hiring of retainers
  part of the game, you should be ready for
  the following situations:
  1. The character will search for retainers.
  You should be ready to describe the
  "local tavern" in town, or some other
  location where retainers can be found.
  2. Many "Normal Men," unsuited for ad-
  venture, would apply for the job.
  Among them should be one or more 1st
  level NPCs of the types sought. The
  details of the Normal Men need not be
  specified, but you should be ready to
  describe them generally if the player
  asks.
  3. The details of the NPC hired may be
  made up, instead of rolled. You can
  assume that an NPC fighter would have
  above-average Strength, for example.
  Personality traits, such as "miserly" or
  "hates elves") can add flavor to a game,
  and help make the NPC memorable —
  and more fun for all.
  Retainer Reactions
  When the rate of pay is offered and the job
  described, you should roll 2d6 to see if the
  retainer accepts the job. You may adjust
  the roll by + 1 for good pay, or by -1 for a
  poor offer. Charisma adjustments should
  also apply.
  If the characters are too poor to afford
  the proper pay of a retainer, you may allow
  the retainer to accept a half-share of treas-
  ure found. With such an offer, add 3 to the
  following die roll.
  RETAINER REACTION TABLE
  Dice
  Roll
  Retainer
  Reaction
  2 
  Refuse, insulted*
  3-5 
  Refuse
  6-8 
  Roll again
  9-11 
  Accept
  12 
  Accept, impressed**
  *Insulted: Reactions of other potential
  retainers in the area are penalized by —1.
  **Impressed: Retainers morale is high,
  for +1 bonus.
  Retainer Morale
  The morale of a retainer is a measure of
  the NPCs willingness to follow the PC in
  the face of danger. If the morale score is a
  high number (good morale), the retainer
  will stand fast, but if it is a low number (bad
  morale), the NPC may run away in a
  dangerous situation. The morale score is
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  Lars Hjertstedt (order #6605655)
  
  Procedures and rules
  determined by the employing character's
  Charisma score (PLAYERS' MANUAL, pge
  51). It may be adjusted due to PC actions,
  rewards, and so forth. Retainer morale
  should be checked after each adventure, and
  may be checked during adventures.
  Morale is an optional rule, fully ex-
  plained on page 19. Retainers should not
  be used without also using the Morale
  rules.
  Sleep Spells
  Whenever a magic-user or elf casts a sleep
  spell, the player will ask you for the effect.
  This powerful spell will affect any "nor-
  mal" creature with 4 + 1 Hit Dice or less.
  There is no Saving Throw against its
  effects. Undead are not affected, nor are
  magical or fantastic creatures (such as
  gargoyle, medusa, etc.).
  To randomly determine the number of
  creatures affected, roll 2d8. The result is
  the number of Hit Dice affected. Ignore
  any additions or subtractions to the Hit
  Dice, and use the first Hit Dice number
  alone. For example, Lizard Men (2 + 1 Hit
  Dice each) are treated as 2 Hit Dice crea-
  tures. Goblins (1-1 Hit Dice) are treated as
  1 Hit Die each.
  A victim cannot be "partially asleep." For
  example, the spell is used against 5 Tiger
  Beetles (3 + 1 Hit Dice). You roll 14 (on
  2d8). Four of the monsters fall asleep,
  while the fifth attacks the party. The "extra
  2 Hit Dice" rolled are not used.
  If cast at a mixed group of creatures, the
  spell will affect the smallest ones first.
  Example: The spell is cast at a group of 3
  bugbears (3 + 1 HD) and 2 ogres (4 + 1
  HD). You roll 12 on 2d8. All three bug-
  bears fall asleep, but the ogres are not
  affected.
  Optional: If you wish, you may select the
  number affected instead of rolling dice. For
  example, you might place 7 Carrion
  Crawlers (3 + 1 Hit Dice) in a room and
  allow a maximum (5) to be affected by this
  spell, leaving 2 for the party to fight.
  Thief Abilities
  All DMs should be familiar with the special
  abilities of thieves. If you are not, turn to
  page 44 of the PLAYERS' MANUAL and
  read the descriptions. Most dungeon de-
  signs include several traps for only thieves
  to (hopefully) find and remove, locks for
  them to open, and sheer walls for their
  special climbing skills.
  When a player says "My mief character will
  try to ..." and names one of these abilities,
  you must roll to determine the success of
  the attempt. Hear Noise is checked by
  rolling ldo; all the other abilities are
  checked by rolling Percentage dice (d%).
  Ask the player what the Percentage
  chance is for the skill used. If you keep
  records of the characters (in addition to the
  character sheets — such as index cards), be
  sure that the thief's percentages are in
  your records. Roll the Percentage dice. If
  the result is less than or equal to the chance
  of success given, the attempt succeeds.
  A failed attempt will often simply have
  no result. The thief will know, for example,
  that the lock has not been opened, that no
  traps were found, that the wall was not
  climbed, and so forth. However, a failed
  attempt at Remove Traps may set off the
  trap (DM's decision), or may leave it to be
  triggered when a certain action occurs
  (opening the chest or door, lifting the item,
  etc.).
  Attempts to Move Silently or Hide in
  Shadows will always seem successful to the
  thief. Only the DM knows for sure, based
  on the result of the roll.
  You may decide on any result without
  rolling. For example, if a party is being
  chased by an unbeatable monster and a
  locked door stands between them and the
  exit, you may automatically allow an Open
  Locks attempt to succeed, to make the
  game more fun by allowing the party to
  escape — possibly after fighting the crea-
  ture for a short time.
  Timekeeping
  You should keep a careful record of the
  time used by characters during an adven-
  ture. Many spells have given durations,
  movement is based on time, and your rolls
  for Wandering Monsters are based on
  time. You may simply, make notes on the
  time used during an adventure, or you can
  create a system (check marks, boxes to
  cross off, etc.) for keeping track.
  Transferring Characters
  A player may come to your game with a
  character created somewhere else. If this
  occurs, examine the character sheet care-
  fully. In general, you may allow the charac-
  ter to "transfer" into your game unless:
  (a) it is of a higher level than the other
  characters in the game
  (b) more or better magic items are
  owned than by other characters
  (c) if the money owned is more than
  50% greater than the amount owned
  by any other character in your game.
  Any one of these problems may be cor-
  rected, simply by changing the details on
  the character sheet. But if allowed to re-
  main unchanged, any one of them can
  ruin your game! If any changes are neces-
  sary, you should talk about them with die
  player, in private, before the game.
  Turning Undead
  Whenever a cleric character tries to Turn
  undead monsters, the player will roll 2d6
  and compare the total to the Turn Undead
  chart (PLAYERS' MANUAL, page 25). If
  the attempt at Turning the undead is suc-
  cessful, the player will then ask you how
  many monsters are affected.
  To determine the number at random,
  roll 2d6. The result is the number of Hit
  Dice of Undead affected. An easy refer-
  ence chart is given.
  Optional: You may decide on the number
  of Undead Turned, without rolling, if de-
  sired. For example, you may place 15 skel-
  etons in an area, and give the cleric an
  automatic maximum (12) Turned, leaving
  3 for the party to fight.
  Undead
  Monster
  Skeleton
  Zombie
  Ghoul
  Wight
  Wraith*
  Mummy*
  Hit Dice
  each
  1
  2
  2
  3
  4
  5 + 1
  (Optional)
  Maximum
  Turned
  12
  6
  6
  4
  3
  2
  *These monsters are explained in the D&D
  EXPERT Set. They cannot be Turned by low
  level clerics, but are included here for use with
  higher level cleric NPCs.
  Higher Level Clerics vs. Undead
  Cleric
  Level
  3
  4
  5
  6
  7
  Wight
  9
  7
  T
  T
  T
  Wraith
  11
  9
  7
  T
  T
  Mummy
  11
  9
  7
  T
  A wraith looks like a shadow which flies,
  and drains levels as a wight. A mummy
  does not drain levels.
  A monster cannot be "partially Turned."
  For example: A cleric Turns some wights (3
  HD each), and your roll is 8 (on 2d6). Two
  wights (6 Hit Dice) run away; the 2 "extra"
  Hit Dice are not used.
  If an attempt at Turning Undead is
  successful and more Undead remain, die
  cleric may Turn them again. Once a failure
  to Turn occurs, further attempts by that
  cleric will have no effect.
  The Turned monsters will leave the
  area, but may return. They will stay away
  for 1-10 rounds (roll or choose a time).
  After the Turning "wears off," you may
  decide whether the monsters return, or
  make a Reaction roll. If the result of the
  roll is 8 or more, the undead return.
  21
  Lars Hjertstedt (order #6605655)
  
  Monsters
  General Notes
  Many types of monsters are listed on the
  following pages in alphabetical order. Mon-
  sters may be friendly or unfriendly, wild or
  tame, normal animals or fantastic. The DM
  uses these monsters as the friends and op-
  ponents of the player characters.
  Infravision
  Many non-human monsters have infravi-
  sion, in addition to normal sight. Infravision
  is the ability to see 60' in the dark by seeing
  heat (and the lack of it). Normal and magi-
  cal light makes infravision useless. Fire and
  other heat sources can interfere with in-
  fravision, much as a bright flash can inter-
  fere with normal vision for a short time.
  To infravision, warm things seem red,
  and cold things seem blue. For example, a
  party of characters hiding in darkness could
  be seen as a group of reddish shapes. Some
  bodies would seem a faint pink (armor),
  while others — an unarmored magic-user,
  for example — would be a brighter red. A
  cold pool of water would seem a deep blue
  color. Even an item or creature which is the
  same temperature as the surrounding air
  (such as a table or a skeleton) can be dimly
  seen with infravision.
  Note that a character (such as a thief of
  halfling) in complete darkness cannot hide
  from a monster with infravision. Some light
  source must be nearby to interfere with the
  monster's infravision, while casting shadows
  in which the character could hide.
  Hit Dice
  A monster's size and "toughness" is mea-
  sured by its hit points. A monster's hit
  points are determined by rolling eight-sided
  dice. The number of dice used to determine
  the monster's hit points is called the mon-
  ster's "Hit Dice."
  The more Hit Dice a monster has, the
  bigger and tougher it is, and the more XP
  (experience points) it is worth.
  EXAMPLES A skeleton has 1 «it Die; it
  has 1-f* (MB) fan points. A Runt McxiMrr
  has •> Hit Dice; it hM 5-40 (5d»> hit
  pninn * red draunti has I« Hit Dice, it
  has W-W (lGd8.hu points
  ' M l l l l l l l l l * 
  ill! 
  I l l 
  Dl I 
  I I I 1 
  I I i 1111 
  _•
  penalty included, as a minus or plus num-
  ber. This makes some monsters a little more
  or less powerful than their Hit Dice would
  indicate.
  This number is added to or subtracted
  from the total hit points rolled on all the Hit
  Dice. For example, 2 + 1 Hit Dice means "the
  total of two eight-sided dice, plus one
  point," or 3-17 hit points. In monster de-
  scriptions, the Hit Dice may be listed as 1-1
  ("one minus one"), 1 + 2,3 + 1, and so forth.
  Every creature has at least 1 hit point,
  regardless of any subtractions.
  EXAMPLES: A Fire Bmle has 1+2 Hit
  Dice; it has $-H> hit points (idS+2). A
  Bugbear fcaj S+l Hll »«*;•» bat 4-25
  CSdS+libiijwvwt AGobSaiasJ-I Hit
  Dice; it has 1-7 (M8-1) hit points, When
  rolling for a Goblin's hit points, a result
  of 1 OR 2 would indicate I hit point.
  Dungeon Levels
  Dungeons are often more than just a few
  caves. In your first group adventure, the
  ruins of a castle were explored. The cellar
  below that floor of the castle is left for you
  to fill with monsters and treasures. This is
  called the "second level" of the dungeon.
  The least dangerous (easiest) level of a
  dungeon is always called the "first level" of
  the dungeon, or "dungeon level one." A
  dungeon may be any number of levels deep.
  In general, the deeper you explore in a
  dungeon, the more dangerous it becomes.
  Tougher (higher level) monsters are dis-
  covered — but the treasures should also be
  larger. Dungeon levels and designs are ex-
  plained in more detail on pages 47 - 48.
  Monster Levels
  A monster with 1 Hit Die is called a "first
  level" monster. A monster with 2 Hit Dice is
  a "second level" monster, and so forth. Any
  "plusses" are ignored; for example, "2 + 1"
  Hit Dice are treated simply as "2" for this
  purpose.
  Monsters are encountered most often on
  the dungeon level equal to their level. For
  example: A Goblin has 1-1 Hit Dice; it is a
  first level monster.
  Therefore, most of the Goblins encoun-
  tered by a party will be found on the first
  level of a dungeon. Goblins will be encoun-
  tered less frequently on other levels of a
  dungeon.
  If encountered elsewhere in a dungeon,
  the difference between the monster's level
  and the dungeon level is usually no more
  than 2.
  KXAMPIIA. Gobhn\ ha\c 1-1 Hit Dm
  Ihi*v aie most romnumlv found on the
  lit Ifvrl of & duDKcou, but aic 
  ijie\\
  found auv deeper than k\U thrct. Bug-
  lied! <• \u\e 3 + 1 Hit Dice Flit-v *i< RIONI
  ohm (mind on dungeon Icul 3, hut nui
  bt t-nmunteml on level 1 Ihev are
  idicK found lower than (luugcrm lr\rl "i
  Number of Monsters
  The number of monsters normally encoun-
  tered is given in each monster description as
  "Number Appearing." These numbers are
  used when the monster's level is equal to the
  dungeon level. The Number Appearing
  should be adjusted if the monster's level is
  different from the dungeon level on which
  they are encountered. The following guide-
  line should be used:
  If a monster is encountered on an upper
  (easier) level of the dungeon, the number
  encountered should be less than the number
  given. For example: Gnolls have 2 Hit Dice;
  they are second level monsters. On dun-
  geon level 2, 1-6 (Id6) should be encoun-
  tered (the number given in the description).
  However, on dungeon level one, the num-
  ber should be less; 1-4 (Id4) might be found.
  If a monster is encountered on a lower
  dungeon level than its Hit Dice, the number
  appearing should be more than the number
  given. For example: On dungeon level three,
  2-8 (2d4) gnolls might be encountered. On
  level 4, 2-12 (2d6) might be encountered —
  or more.
  The DM may change the number appear-
  ing as desired. These guidelines are not
  rules, but are offered to help in creating
  good, fair dungeons. If low level characters
  encounter tough monsters on the first and
  second levels of a dungeon, they might be
  overpowered. Even using these guidelines,
  they might encounter dangerous monsters,
  but in very small numbers. For example,
  The Number Appearing for Bugbears is 2-8
  (2d4). Eight Bugbears can destroy a low-
  level party; using these guidelines, only 1-3
  should be encountered on dungeon level
  Reactions
  Monsters may have nearly any reaction to
  the appearance of a party, unless the mon-
  ster description says otherwise. To find the
  monsters' reactions, roll 2d6 and find the
  total on the left side of the Monster Reac-
  tion Chart. Use the chart to find the mon-
  sters' actions and any further rolls needed.
  MONSTER REACTION CHART
  First
  Roll
  2
  3-5
  6-8
  9-11
  12
  Reaction
  Immediate Attack
  Possible
  2-8
  9-12
  attack, roll again*:
  Attack
  Uncertain, roll again*:
  2-5 
  Attack
  6-8 
  Leave
  9-12 
  Friendly
  Uncertain, roll again*:
  2-5
  6-8
  9-12
  Possibly
  2-5
  6-12
  Attack
  Negotiate, roll again*:
  2-5 
  Attack
  6-8 
  Leave
  9-12 
  Friendly
  Friendly
  friendly, roll again*:
  Uncertain, roll again*:
  2-5 
  Attack
  6-8 
  Leave
  9-12 
  Friendly
  Friendly
  Immediately Friendly
  *Wait 1 or more rounds, and consider character
  actions, the speaker's Charisma, and the overall
  situation before rolling again (as explained be-
  low).
  22
  Lars Hjertstedt (order #6605655)
  
  Monsters
  Character Actions
  The actions of the PCs may affect the mon-
  sters' reactions. The characters may talk
  (negotiate), or may use hand motions if the
  creatures don't understand the PC lan-
  guages. Your Reaction Roll may include an
  adjustment to account for the actions of the
  characters. Adjustments from PC actions
  could be a - 2 or - 1 penalty, or a + 1 or +2
  bonus, or no adjustment.
  Effects of Charisma
  If the monster or NPC encountered can
  understand what is said by the PCs, the
  bonus or penalty due to Charisma is applied
  to the result, in addition to bonuses or penal-
  ties due to Charnrtri \i tions
  Negotiation
  Uncertain monsters may try to talk or Ne-
  gotiate. If they can communicate somehow,
  through words or hand motions, the mon-
  sters may suggest that some sort of agree-
  ment be made.
  For example, a monster might fear the
  party, and offer to pay them if they will go
  away! In exchange for its friendship, a
  hungry creature might ask for food. (A
  hungry animal might lick its lips, obviously
  hungry but apparently not wanting to at-
  tack the characters.) A more intelligent
  monster might want a bribe, threatening to
  attack unless the characters give it some-
  thing. This process of making offers and
  discussing them is called Negotiation.
  A Chaotic monster will not necessarily
  keep its promises! Chaotics are not depend-
  able. There are many Chaotic monsters.
  A Neutral monster will usually keep its
  word, especially if it could be risky to break
  it. It will do what is best for itself. More
  monsters are Neutral than either of the
  other Alignments.
  A Lawful monster will always do what it
  has promised; its word is as good as a
  written contract. However, there are very
  few Lawful monsters.
  Reactions can make the game much more
  fun than having fights. With some careful
  thought, a good DM can keep everyone
  interested and challenged by the situations
  that can arise. Remember that no creature
  wants to get killed, and if the party looks or
  acts fierce, many creatures can be scared
  away or forced to surrender — although
  large and tough monsters probably won't
  scare very easily.
  You may find more information on the
  reactions and behavior of animals and other
  "normal" monsters at your local library.
  Combat
  Running a monster in combat is usually
  easier than running a player character. Hit
  rolls and damage rolls are made the same
  way for both monsters and characters. The
  Monsters' Hit Table, however, is different.
  In general, the bigger or tougher the mon-
  ster, the easier it hits.
  To find the Hit Roll needed by an attack-
  ing monster, find the monster's Hit Dice
  (always given in the description) on the
  chart. The Hit Chart for that monster is the
  line of numbers next to the Hit Dice. Part of
  the chart is given here; the entire chart is
  given on page 49, for easy reference.
  Monster's
  Hit Dice
  up to 1
  1+ to 2
  2+ to 3
  3+ to 4
  9
  10
  9
  8
  7
  8
  11
  10
  9
  8
  7
  12
  11
  10
  9
  MONSTERS' HIT TABLES
  6
  13
  12
  11
  10
  5
  14
  13
  12
  11
  Defender's
  4
  15
  14
  13
  12
  3
  16
  15
  14
  13
  2
  17
  16
  15
  14
  Armor Class
  1
  18
  17
  16
  15
  0
  19
  18
  17
  16
  - 1
  ?0
  19
  18
  17
  - 2
  20
  20
  19
  18
  - 3
  20
  20
  20
  19
  - 4
  20
  20
  20
  20
  - 5
  20
  20
  20
  20
  Saving Throws
  When a character casts a magic spell at a
  monster, the creature has a chance to avoid
  the effects, just as characters do. Similarly,
  monsters have the same types of Saving
  Throws as characters — vs. Death Ray or
  Poison, Magic Wands, and so forth.
  Monsters' Saving Throws are found on
  the Characters' Saving Throw Charts. In
  every monster description, a Character
  Class and Level will be given for the DM to
  find the creature's Saving Throw. This is
  noted as "Save As: ..." A full chart is given
  on page 49, for easy reference.
  In general, monsters make Saving
  Throws as the character type to which they
  are the most similar. Unintelligent monsters
  make Saving Throws as if Fighters of a level
  equal to one-half of their Hit Dice.
  Special attacks
  Many monsters have Special Attacks, which
  are mentioned in the descriptions. A char-
  acter can usually avoid the effects of a
  Special Attack if a Saving Throw is suc-
  cessfully made (though Energy Drain has
  no saving throw). Read the following expla-
  nations carefully, and refer to this section
  whenever Special Attacks are used in a
  game.
  Blindness: In the Basic game, blindness
  may result from certain spells or actions, or
  when fighting in the dark without infravi-
  23
  sion. Some forms of "blindness" do not
  involve sight! The bat and giant shrew, for
  example, "see" using sound, and may be
  "blinded" by the cleric spell Silence 15'
  radius. The rule given is simply "the victim
  of blindness may not move or attack." How-
  ever, you may use the following optional
  system if desired.
  A blinded creature may attack, but with a
  - 4 penalty on all Hit rolls. Anyone attack-
  ing a blinded creature gains a + 4 bonus to
  all Hit rolls, since the victim cannot properly
  defend itself. A blinded creature may move
  at xh normal speed, or up to % normal
  speed if guided or led.
  A character cannot normally attack an
  invisible opponent. However, if the magic-
  user spell Detect Invisible is used, the caster
  may guide others, by words or actions,
  making attacks possible. The characters at-
  tacking the invisible creature may be treated
  as if blinded, using the guidelines given
  above.
  Charm: Some monsters can enchant a char-
  acter so that the character is confused, be-
  lieving that the monster is a friend. If a
  character is the victim of a Charm attack
  (from a Harpy, for example) and fails a
  Saving Throw vs. Spells, the character is
  immediately Charmed. (Bargle, the magic-
  user in your first adventure, Charmed your
  fighter.)
  A Charmed character is confused and
  unable to make decisions. The Charmed
  character will not attack or harm the
  Charming monster in any way, and will obey
  simple commands from the creature if they
  both understand a language (whether the
  alignment tongue or some other language).
  If the Charmed character does not under-
  stand the monster's speech, the character
  will still try to protect the monster from
  harm. Charmed characters are too confused
  to use any spells or magic items which
  require concentration.
  Lars Hjertstedt (order #6605655)
  
  Monsters
  If the Charming monster is killed, the
  Charm effect disappears. (A higher level
  spell, Dispel Magic, can be used to break
  the Charm without killing the monster.)
  Energy Drain: This is a dangerous attack
  form, with no Saving Throw allowed. If a
  character is hit by an Energy Drain attack
  (by a wight, for example), the character
  loses one Level of Experience! (A monster
  would lose one Hit Die from this effect.)
  The Energy Drain removes all the benefits
  of that Level — hit points, spells, and so
  forth — as soon as it occurs. The victim's
  Experience Point total drops to the midpoint
  of the new level.
  A 1st level character hit by an Energy
  Drain attack is killed. There is normally no
  way to cure an Energy Drain. The character
  can only regain the Level through normal
  adventuring and earning the Experience
  Points all over again.
  t'X \MPJ i. An adept with 2SO0 \ f sees
  i Wight, and \ti-ps tortvard in an attempt
  10 Turn ir Hie aneinpt fails and iht
  ihaiacter i« sirmk bv the wight, lhe
  .idq)t immedutfU heroines an aiolytc.
  with 7,'itl \'P In ttic fuilcntinif round of
  lumlwt tin' wight sitikw (lit: thiratter
  aft-un, .tnd the .ILMKU- is kjllt-d bv tin."
  Micro Dram
  In the ll&D COMPANION' set, a high
  lf\cl (K-rit spill can rctim a level lcwt
  In I1 m 11{\ iii.mi
  Paralysis: This effect "freezes" a character.
  If a character is hit by a Paralyzing attack
  and fails the Saving Throw vs. Paralysis, the
  character is unable to do anything. The
  character is not dead, and a character cannot
  die from mere paralysis.
  A paralyzed character remains awake,
  aware of what is happening, but cannot do
  anything that requires movement (includ-
  ing speaking, spell casting, and so forth)
  until the paralysis ends. All attacks on a
  paralyzed creature will automatically hit; only
  a roll for damage is made. Paralysis itself
  has no permanent effects of any kind. It
  lasts for 2-8 turns (unless a different num-
  ber is given in the monster description).
  The cleric spell Cure Light Wounds can be
  used to remove the paralysis, but will not
  cure any damage when used for this pur-
  pose.
  Poison: Poison is a danger to all characters.
  If a character is hit by a poisonous attack (by
  a snake, for example) and misses the Saving
  Throw vs. Poison, the character will usually
  die. (In the D&D EXPERT rules, poison can
  be cured with a magic spell.)
  Poison Damage
  (Optional): Since "instant death" by poi-
  son can swiftly remove the fun of a
  game, the DM may change the effect of
  failure to a number of hit points of
  damage. The failed Saving Throw may
  still cause death from damage, but often
  will not, and the game may continue. A
  regular system of damage — such as 1, 2,
  3, or 4 points per hit die of the monsters
  — is recommended.
  Monster Descriptions
  Each entry on the following pages has a
  description of the monsters, often including
  notes on their behavior. A list of details is
  given above each description. These details
  are called the statistics for that monster.
  They are always given in the same order.
  Name: If the name of a monster is followed
  by an asterisk (*), then a special or magical
  weapon is needed to hit that monster. You
  should use these monsters with caution;
  they are very dangerous to low-level charac-
  ters.
  Armor Class: This number is based on
  several things, including the toughness of
  the creature's skin, its speed or agility, and
  armor worn (if any). The DM may adjust
  the AC for special situations. For example, a
  hobgoblin is normally AC 6 (probably wear-
  ing leather armor), but may be changed to
  AC 2 if plate mail armor is somehow found
  and used by the creature.
  Hit Dice: This gives the number of eight-
  sided dice (d8) used to find the monster's hit
  points. Read the full explanation of Hit Dice
  on page 22 to be sure you understand the
  term.
  If an asterisk (*) appears next to the Hit
  Dice number, the monster has a special
  ability (given in the description). Two or
  three asterisks may be given, one for each
  special ability. Special abilities affect the
  number of XP earned for defeating the
  monster, as explained on page 12.
  Move: This gives the movement rate for the
  monster. The number of feet the monster
  moves in one 10-minute turn is given first,
  followed by the movement rate per round
  (for encounters).
  Some monsters have a second movement
  rate. The first is the rate when walking, and
  the second is a special form of movement,
  such as swimming, flying, or climbing.
  Attacks: This gives the number and type of
  attacks which the monster can use in one
  round.
  Damage: If a monster hits a target, damage
  is inflicted; the amount is given here as a
  range. When a monster has more than one
  attack in a round, the attacks and damages
  are given in the same order. "By weapon"
  means that the monster always attacks with
  a weapon. The damage is either 1-6 or, if
  Variable Weapon Damage is used, deter-
  mined by the weapon type.
  No. Appearing (Number Appearing): The
  first range of numbers given here shows the
  number of monsters normally found in a
  dungeon room. If "0" is given, the creatures
  are not normally found in a dungeon. The
  second range (in parentheses) gives the
  number found outdoors, in wilderness.
  This is also the suggested number of mon-
  sters in a dungeon lair. In the wilderness
  lair, 5 times this number is suggested. If
  "(0)" is given, the creatures are not normally
  found outside of dungeons.
  If a monster is found on a dungeon level
  different from its level (Hit Dice), the Num-
  ber Appearing should be changed. This is
  explained fully on page 22, in the "Number
  of Monsters" section.
  Save As: The Saving Throw numbers for
  monsters are the same as those for character
  classes. The Saving Throws for all classes,
  including higher level characters and "Nor-
  mal Men," are given on page 49.
  Morale: This number is the suggested mo-
  rale of the monsters. Morale is an optional
  rule (explained on page 19), which is used in
  combat to determine whether the monsters
  run away, surrender, or fight to the death.
  Treasure Type: To find the treasure
  guarded by the monsters, compare the let-
  ter given here to the letters on the Treasure
  Types Chart (pages 40-41). Complete in-
  structions for using the chart are given on
  that page. "Nil" indicates no treasure.
  If a Treasure Type is given in paren-
  theses, it is the treasure carried by the
  monster. If two Treasure Types are given,
  the first (in parentheses) is the treasure car-
  ried, and the second is the treasure in the
  monster's lair. If no parentheses are used, the
  monster carries no treasure.
  Alignment: Monsters may be Lawful, Neu-
  tral, or Chaotic. Animals are usually Neu-
  tral. A good Dungeon Master always consid-
  ers alignment when playing the role of a
  monster. Only intelligent monsters can
  speak an Alignment language.
  XP value: The Experience Points to be
  awarded for the defeat of ONE of that type
  of monster are given here. However, the
  DM may give more XP for monsters in
  "tough" encounters, such as an attack on a
  well-defended lair. See page 12 for more
  details on XP awards.
  Description: A general description of the
  monster's habits is given below the statistics,
  including details of any special abilities or
  behavior. The following terms may be used:
  A Carnivore is a creature that prefers to
  eat meat, and does not usually eat plants.
  24
  Lars Hjertstedt (order #6605655)
  
  Monsters
  An Herbivore is a creature that prefers to
  eat plants rather than meat.
  An Insectivore is a creature that prefers
  to eat insects, rather than plants or red
  meat.
  An Omnivore is a creature that will eat
  nearly anything edible.
  A Nocturnal creature is normally active
  at night, sleeping during the day. However,
  dungeons are often dark as night, and a
  nocturnal creature may be awake during
  "daylight hours" if found within a dark
  dungeon.
  A monster's home is called its lair. Most
  monster lairs are in dungeon rooms or
  outside, hidden in the wilderness. Most
  monsters will defend their lairs fiercely.
  Monster List
  Animals, Normal and Giant: see Ape, Ba-
  boon, Bat, Bear, Boar, Cat, Ferret, Rat,
  Shrew, or Wolf.
  Ant, Giant
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  3
  4*
  180' (60')
  1
  2-12
  2-8 (4-24)
  Fighter: 2
  7 (and see below)
  U (and see below)
  Neutral
  125
  Giant ants are black ants about 6' long.
  They are omnivores, and will devour any-
  thing edible which lies in their path (no
  reaction roll). Once engaged in combat,
  they will fight to the death, even trying to
  cross flames to reach their opponents. The
  nest-lair will always be guarded by 4-24
  giant ants. There are legends of giant ants
  mining gold, and there is a 30% chance that
  a lair will contain 1-10 thousand gp worth of
  nuggets.
  Ape, White
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  White apes have 1
  years of living in
  6
  4
  120' (40')
  2 claws
  1-4/1-4
  1-6 (2-8)
  Fighter: 2
  7
  Nil
  Neutral
  75
  ost their col
  caves. Thei
  herbivores, looking for fruits and vegetables
  at night. If creatures approach their lair, the
  apes will threaten them. If their threats are
  ignored, they will attack. They may throw
  one stone per round for Id6 points each.
  White apes are not intelligent and are some-
  times are kept as pets by Neanderthals
  (Cavemen).
  male. They are ferocious and have vicious
  tempers. They do not speak a true lan-
  guage, but use simple screams to communi-
  cate warnings and needs.
  Baboon, Rock
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  6
  2
  120' (40')
  1 club/1 bite
  1-6/1-3
  2-12 (5-30)
  Fighter: 2
  8
  U
  Neutral
  20
  Bandit
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  6
  1
  90' (30')
  1 weapon
  By weapon
  1-8 (3-30)
  Thief: 1
  8
  (U) A
  Chaotic or Neutral
  10
  Rock baboons are larger versions of normal
  baboons, and are more intelligent. They are
  omnivores, but prefer meat. They do not
  make tools or weapons but will pick up
  bones or branches to use as clubs. Rock
  baboons form packs, each led by a dominant
  Bandits are NPC thieves who have joined
  together for the purpose of robbing others.
  Bandits will act as normal humans so they
  can surprise their intended victims. Treas-
  ure Type A is only found when bandits are
  encountered in their wilderness lair. Ban-
  dits may have an NPC leader of any human
  character class, who is one or more levels of
  experience greater than the bandits.
  Bat
  Armor Class:
  Hit Dice:
  Move:
  Flying:
  Attacks;
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  Giant
  Normal
  1/4 (1 hit point)
  9' (3')
  120' (40')
  Confusion
  Nil
  1-100 (1-100)
  Normal Man
  6
  Nil
  Neutral
  5
  6
  2
  30' (10')
  180' (60')
  1 bite
  1-4
  1-10(1-10)
  Fighter: 1
  8
  Nil
  Neutral
  20
  Bats are nocturnal flying insectivores. They
  often live in caves or abandoned buildings,
  and find their way about by echo-location (a
  type of radar using hearing and echos to
  locate objects). Since they have very weak
  eyes, spells which affect sight (such as Light)
  do not work on bats. However, a Silence 15'
  Radius spell will effectively "blind" a bat.
  Normal Bats: Normal bats will not attack
  men but may confuse them by flying
  around their heads. There must be at least
  ten bats to confuse one character. Charac-
  ters who are confued have a — 2 penalty on
  their Hit Rolls and Saving Throws and
  cannot cast spells. Normal bats must check
  morale each round unless they are con-
  trolled or summoned.
  Giant Bats: Giant Bats are carnivores and
  may attack a party if extremely hungry. Five
  percent of all giant bat encounters will be
  groups of giant vampire bats, far more
  dangerous creatures (XP value 25). The bite
  of a giant vampire bat does no extra damage
  but its victim must make a Saving Throw vs.
  Paralysis or fall unconscious for 1-10
  rounds. This will allow the vampire bat to
  feed without being disturbed, draining 1-4
  points of blood per round. Any victims who
  die from having their blood drained by a
  giant vampire bat must make a Saving
  Throw vs. Spells or become an undead
  creature 24 hours after death. (If D&D
  EXPERT rules are used, this may be a
  vampire.)
  25
  Lars Hjertstedt (order #6605655)
  
  Monsters
  Bear
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  Black
  6
  4
  120' (40')
  2 claws/1 bite
  1-3/1-3/1-6
  1-4 (1-4)
  Fighter: 2
  U
  Neutral
  75
  Grizzly
  Bears are well-known to all adventurers. If
  any bear hits one victim with both paws in
  one round, the bear hugs its victim and
  inflicts 2-16 points of additional damage in
  that same round.
  Black bear: Black bears have black fur
  and stand about 6' tall. They are omnivores
  but prefer roots and berries. A black bear
  will not usually attack unless it is cornered
  and cannot escape. Adult black bears will
  fight to the death to protect their young.
  They have been known to raid camps, seek-
  8
  5
  120' (40')
  2 claws/1 bite
  1-8/1-8/1-10
  1 (1-4)
  Fighter: 4
  10
  U
  Neutral
  175
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  ing food. They are especially fond of such
  treats as fresh fish and sweets.
  Grizzly bear: Grizzly bears have silver-
  tipped brown or reddish brown fur and
  stand about 9' tall. They are fond of meat
  and are much more likely to attack than
  black bears. Grizzlies are found in most
  climates, but are most common in moun-
  tains and forests.
  Polar bear: Polar bears have white fur
  and stand about 11' tall. They live in cold
  Polar
  6
  6
  120' (40')
  2 claws/1 bite
  1-6/1-6/1-10
  1 (1-2)
  Fighter: 3
  8
  U
  Neutral
  275
  Cave
  5
  1
  120' (40')
  2 claws/1 bite
  2-8/2-8/2-12
  1-2 (1-2)
  Fighter: 4
  9
  V
  Neutral
  450
  regions. They usually eat fish, but often
  attack adventurers. These huge bears are
  good swimmers, and their wide feet allow
  them to run across snow without sinking.
  Cave bear: A cave bear is a type of giant
  grizzly bear which lives in caves and "lost
  world" areas. It stands about 15' tall and is
  the most ferocious of all the bears. Though
  it is an omnivore, a cave bear prefers fresh
  meat. It has poor eyesight but a good sense
  of smell. If hungry, it will follow a track of
  blood until it has eaten.
  Bee, Giant
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  1/2* (1-4 hp)
  150' (50')
  1 sting
  1-3 + special
  1-6 (5-30)
  Fighter: 1
  9
  See below
  Neutral
  6
  Giant Bees are foot-long giant bees with
  very nasty tempers. They often attack on
  sight, and will always attack anyone within
  30' of their underground hive. If a giant
  bee attack hits, the bee dies, but the creature
  stung must make a Saving Throw vs. Poison
  or die. The stinger will continue to work its
  way into the victim, inflicting 1 point of
  damage per round, unless a round is spent
  pulling it out.
  There will always be at least 10 bees with
  their queen in or near the hive. At least 4 of
  these bees will have 1 Hit Die each. The
  queen bee has 2 Hit Dice and can sting
  repeatedly without dying. Giant bees make
  magical honey. If the honey of an entire
  hive is eaten (about 2 pints), it has an effect
  like a half-strength potion of healing, cur-
  ing 1-4 points of damage.
  Beetle, Giant
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  Fire
  4
  1+2
  120' (40')
  1 bite
  2-8
  1-8 (2-12)
  Fighter: 1
  7
  Nil
  Neutral
  15
  Fire Beetle: Fire beetles are 2W long
  creatures often found below ground. They
  are nocturnal, but may be active under-
  ground at any time. A fire beetle has two
  glowing glands above its eyes and one near
  Tiger
  4
  2*
  120' (40')
  1 bite + special
  1-6 + special
  1-8 (2-12)
  Fighter: 1
  8
  Nil
  Neutral
  25
  Oil
  3
  3+1
  150' (50')
  1 bite
  2-12
  1-6 (2-8)
  Fighter: 2
  9
  U
  Neutral
  50
  the back of its abdomen. These glands give
  off light in a 10' radius, and will continue to
  glow for 1-6 days after they are removed.
  Oil Beetle: Oil beetles are 3' long giant
  26
  beetles that sometimes burrow under-
  ground. When attacked, an oil beetle squirts
  an oily fluid at one of its attackers (a Hit Roll
  is needed; the range is 5'). If the oil hits it
  raises painful blisters, causing a — 2 penalty
  on the victim's Hit Rolls until cured by a
  Cure Light Wounds spell or until 24 hours
  have passed. If the spell is used to cure
  blisters, it will not also cure damage. Oil
  beetles can also attack with their mandibles
  (horned jaws).
  Tiger Beetle: Tiger beetles are 4' long
  giant beetles with a striped carapace (a shell-
  like covering) which looks like a tiger's skin.
  They are carnivores, and usually prey on
  robber flies. They have been known to
  attack and eat adventurers, crushing them
  with their powerful mandibles.
  Lars Hjertstedt (order #6605655)
  
  Monsters
  Berserker
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  7
  1 + 1*
  120' (40')
  1 weapon
  By weapon
  1-6 (3-30)
  Fighter: 1
  12
  (P)B
  Neutral
  19
  Berserkers are fighters who go mad in
  battle. Their reactions are determined nor-
  mally, but once a battle starts they will
  always fight to the death — sometimes at-
  tacking their comrades in their blind rage.
  When fighting humans or human-like crea-
  tures (such as kobolds, goblins or ores), they
  add + 2 to their Hit Rolls due to this fero-
  city. They never retreat, surrender, or take
  prisoners.
  Boar
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  7
  3
  90' (30')
  1 tusk
  2-8
  1-6 (1-6)
  Fighter: 2
  9
  Nil
  Neutral
  35
  Wild boars generally prefer forested areas,
  but can be found nearly everywhere. They
  are omnivores, and have extremely bad
  tempers when disturbed.
  Bugbear
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  5
  3+1
  90' (30')
  1 weapon
  By weapon + 1
  2-8 (5-20)
  Fighter: 3
  9
  (P + Q) B
  Chaotic
  75
  Bugbears are giant hairy goblins. Despite
  their size and awkward walk, they move
  very quietly and attack without warning
  whenever they can. They surprise on a roll
  of 1-3 (on Id6) due to their stealth. When
  using weapons, they add +1 to all Hit and
  Damage rolls because of their strength.
  Carrion Crawler
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  7
  3+1*
  120' (40')
  8 tentacles
  Paralysis
  1-4 (0)
  Fighter: 2
  9
  B
  Neutral
  75
  This scavenger is a 9' long, 3' high many-
  legged worm. It can move equally well on a
  floor, wall, or ceiling. Its small mouth is
  surrounded by 8 tentacles, each 2' long,
  which can paralyze on a successful hit unless
  a Saving Throw vs. Paralysis is made. A
  tentacle hit does no actual damage. Once
  paralyzed, a victim will be eaten (unless the
  carrion crawler is being attacked). Unless
  magically cured, the paralysis will wear off
  in 2-8 turns. Carrion crawlers are not nor-
  mally found outside of dungeons.
  Cat, Great
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save as:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  The "Great Cats" are normally cautious and
  will avoid fights unless forced by extreme
  hunger or when trapped with no escape
  route. Though they may be found in a
  relaxed or even playful mood, they are
  subject to rapid and violent changes of
  temper. They often develop a fondness for
  one type of food, and will go out of their
  way to hunt that type of prey. The Great
  Cats rarely go deeply into caves, and usually
  remember a quick escape route to the out-
  doors. Despite their shyness, they are very
  inquisitive, and may follow a party out of
  curiosity. They will always chase a fleeing
  prey.
  Mountain Lion: This tawny-furred spe-
  cies lives mostly in mountainous regions but
  also inhabits forests and deserts. They will
  wander further into dungeons than any
  other species of Great Cat.
  Panther: Panthers are found on plains,
  27
  Mountain
  6
  3 + 2
  150' (50'
  2 claws/1
  Lion
  bite
  1-3/1-3/1-6
  1-4 (1-4)
  Fighter: !
  QO
  uNeutral
  50
  2
  Tiger
  6
  6
  150' (50')
  2 claws/1 bite
  1-6/1-6/2-12
  1 (1-3)
  Fighter: 3
  q
  ZJ
  uNeutral
  275
  Panther
  4
  4
  210' (70')
  2 claws/1 bite
  1-4/1-4/1-8
  1-2 (1-6)
  Fighter: 2
  a
  o
  uNeutral
  75
  Lion
  6
  5
  150' (50')
  2 claws/1 bite
  2-5/2-5/1-10
  1-4 (1-8)
  Fighter: 3
  9
  U
  Neutral
  175
  Sabre-tooth Tiger
  150' (50')
  2 claws/1 bite
  1-8/1-8/2-16
  1-4 (1-4)
  Fighter: 4
  10
  V
  Neutral
  650
  forests, and open shrub lands. They are
  extremely quick and can outrun most prey
  over short distances.
  Lion: Lions generally live in warm cli-
  mates and thrive in savannah and brush
  lands near deserts. They usually hunt in
  groups, known as prides.
  Tiger: Tigers are the largest of the com-
  monly found Great Cats. They prefer
  cooler climates and wooded lands where
  their striped bodies offer some degree of
  camouflage, useful when hunting. They
  often surprise their prey (on a roll of 1-4 on
  Id6) when in woodlands.
  Sabre-Tooth Tiger: Sabre-tooth tigers are
  the largest and most ferocious of the Great
  Cats. They have oversized fangs, from
  which they get their name. Fortunately,
  sabre-tooth tigers are mostly extinct, except
  in "lost world" areas.
  Lars Hjertstedt (order #6605655)
  
  Monsters
  Centipede, Giant
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  9
  1/2 (1-4 hp)
  60' (20')
  1 bite
  Poison
  2-8 (1-8)
  Normal Man
  7
  Nil
  Neutral
  6
  A giant centipede is a foot-long insect with
  many legs. Centipedes prefer dark, damp
  places. The bite does no damage, but the
  victim must make a Saving Throw vs. Poison
  or become violently ill for 10 days. Charac-
  ters who do not make their Saving Throws
  move at xh speed and will not be able to
  perform any other physical action.
  Doppleganger
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  5
  4*
  90' (30')
  1
  1-12
  1-6 (1-6)
  Fighter: 8'
  8
  E
  Chaotic
  125
  These man-sized shapechanging creatures
  are intelligent and evil. A doppleganger is
  able to shape itself into the exact form of
  any human-like creature it sees (up to 7'
  tall). Once in the form of the person it is
  imitating, it attacks that person. Its favorite
  trick is to kill the original person in some
  way without alerting the party. Then, in the
  role of that individual, it attacks the others
  by surprise, often when they are already
  engaged in combat. Sleep and charm spells
  do not affect dopplegangers and they make
  all Saving Throws as Fighter: 8 due to their
  highly magical nature. When killed, a dop-
  pleganger turns back into its original form.
  Dragon
  White
  Black
  Green
  Armor Class: 
  3
  Hit Dice:
  Move:
  Flying:
  Attacks:
  Damage:
  6**
  90' (30')
  240' (80')
  2 claws/1 bite
  1-4/1-4/2-16
  No. Appearing: 
  1-4 (1-4)
  Save As:
  Morale:
  Fighter: 6
  8
  Treasure Type: 
  H
  Alignment:
  XP Value:
  Neutral
  725
  Blue
  Armor Class: 
  0
  Hit Dice:
  Move:
  Flying:
  Attacks:
  Damage:
  g**
  90' (30')
  240' (80')
  2 claws/1 bite
  2-7/2-7/3-30
  No. Appearing: 
  1-4 (1-4)
  Save As:
  Morale:
  Fighter: 9
  9
  Treasure Type: 
  H
  Alignment:
  XP Value:
  Type
  White
  Black
  Green
  Blue
  Red
  Gold
  Type
  White
  Black
  Green
  Blue
  Red
  Gold
  Neutral
  2300
  Where Found
  Cold region
  Swamp, marsh
  Jungle, forest
  Desert, plain
  Mountain, hill
  Anywhere
  Breath 
  Chance
  Shape 
  of Talking
  Cone 
  10%
  Line 
  20%
  Cloud 
  30%
  Line 
  40%
  Cone 
  50%
  Cone/Cloud 
  100%
  2
  7**
  90' (30')
  240' (80')
  2 claws/1 bite
  2-5/2-5/2-20
  1-4 (1-4)
  Fighter: 7
  8
  H
  Chaotic
  1250
  Red
  - 1
  10**
  90' (30')
  240' (80')
  2 claws/1 bite
  1-8/1-8/4-32
  1-4 (1-4)
  Fighter: 10
  10
  H
  Chaotic
  2300
  Breath Weapon
  Cold
  Acid
  Chlorine Gas
  Lightning
  Fire
  Fire/Gas
  Chance of
  being Asleep
  50%
  40%
  30%
  20%
  10%
  5%
  1
  3
  4
  3
  4
  3
  4
  1
  8**
  90' (30')
  240' (80')
  2 claws/1 bite
  1-6/1-6/3-24
  1-4 (1-4)
  Fighter: 8
  9
  H
  Chaotic
  1750
  Gold
  - 2
  11**
  90' (30')
  240' (80')
  2 claws/1 bite
  2-8/2-8/6-36
  1-4 (1-4)
  Fighter: 11
  10
  H
  Lawful
  2700
  Range
  Length x Width
  80' x
  60' x
  50' x
  100'
  90' x
  90'x
  Spells
  30'
  5'
  40'
  x5'
  30'
  30750' x 40'
  (by level)
  2 
  3
  — 
  —
  3 
  —
  4 
  —
  3 
  3
  4 
  4
  Dragons are a very old race of huge winged
  lizards. They like to live in isolated, out-of-
  the-way places where few men are found.
  Though the color of their scaly hide makes
  dragons look different, they all have quite a
  few things in common: they are all hatched
  from eggs, are carnivores, have Breath
  Weapons, have a great love of treasure, and
  will do everything possible to save their own
  lives, including surrender. Breath Weapons,
  treasure, and surrender (subduing a
  dragon) are all explained in the following
  description.
  28
  Lars Hjertstedt (order #6605655)
  
  Monsters
  Many dragons live hundreds or thou-
  sands of years. Because of their long history,
  they tend to think less of the younger races
  (such as Man). Chaotic dragons might cap-
  ture men, but will usually kill and eat them
  immediately. Neutral dragons might either
  attack or ignore a party completely. Lawful
  dragons, however, may actually help a party
  if the characters are truly worthy of this
  great honor. When playing a dragon, a DM
  should keep in mind that, because of its
  pride, even the hungriest dragon will pause
  and listen to flattery (if no one is attacking
  it, and if it understands the language of the
  speaker).
  Dragons are extremely powerful mon-
  sters and should be used with caution when
  encountered by low level player characters
  (such as those found in the D&D BASIC
  rules). It is recommended that until charac-
  ters reach the fourth and higher levels of
  experience (see the D&D EXPERT rules)
  that only the youngest and smallest dragons
  be used.
  Breath Weapon Damage: All dragons have
  a special attack with their "Breath Weapon"
  in addition to their claw and bite attacks.
  Any dragon can use its Breath Weapon up
  to 3 times each day. A dragon's first attack is
  always with its Breath Weapon. The num-
  ber of points of damage any Breath Weapon
  does is equal to the number of the dragon's
  hit points. Any damage done to a dragon
  will reduce the damage it can do with its
  Breath Weapon.
  After the first Breath attack, a dragon
  might choose to attack with claws and bite.
  To determine this randomly, roll Id6:
  1-3: the dragon will use its claw and bite
  attacks;
  4-6: the dragon will breathe again.
  Shape of Breath: A dragon's Breath
  Weapon appears as one of three different
  shapes: cone-shaped, a straight line, or a
  cloud of gas.
  A cone shaped Breath begins at the
  dragon's mouth (where it is 2' wide) and
  spreads out until it is 30' wide at its furthest
  end. For example, the area of effect of a white
  dragon's Breath is a cone 80' long and 30'
  wide at its far end.
  A line-shaped Breath starts in the dragon's
  mouth and stretches out toward its victim in a
  straight line (even downward). Even at its
  source, a line-shaped Breath is 5' wide.
  A cloud-shaped Breath billows forth
  from the dragon's mouth to form a 50' x 40'
  cloud, 20' tall, around the dragon's targets
  directly in front of it.
  Saving Throws: Each victim within a
  dragon's Breath must make a Saving
  Throw. This is always the Saving Throw vs.
  Breath, even if the breath is similar to
  another type of attack. If successful, the
  victim takes only '/a damage from the
  Breath. Dragons are never affected by the
  normal or smaller versions of their Breath
  Weapons, and automatically make their Sav-
  ing Throws against any attack form which is
  the same as their Breath Weapon. For exam-
  ple, a red dragon will take no damage from
  (and usually ignores) burning oil, and will
  always take only Vi damage from a fire-type
  magic spell, such as a Fire Ball.
  Talking: Dragons are intelligent, and some
  dragons can speak the Dragon and Com-
  mon tongues. The percentage listed under
  "Chance of Talking" is the chance that a
  dragon will be able to talk. Talking dragons
  are also able to use magic-user spells. The
  number of spells and their levels are given
  in the chart. For example, "3 3 —" means
  that the dragon can cast 3 first level spells
  and 3 second level spells, but no third level
  spells. Dragon spells are usually selected
  randomly.
  Sleeping Dragons: The percentage chance
  given under Chance of Being Asleep applies
  whenever a party encounters a dragon on
  the ground (flying dragons are never
  asleep). Any result greater than the percent-
  age means that the dragon is not asleep
  (though it may be pretending to be!). If a
  dragon is asleep, it may be attacked for one
  round (with a bonus of + 2 on all Hit Rolls),
  during which it will awaken. Combat is
  handled normally for the second and fur-
  ther rounds.
  Subduing Dragons: Whenever characters
  encounter a dragon, they may choose to try
  to subdue it rather than kill it. To subdue a
  dragon, all attacks must be with "the flat of
  the sword." Thus, missile weapons and
  spells may not be used to subdue. Attacks
  and damage are determined normally, but
  this "subduing damage" is not real damage.
  The dragon will fight normally until it
  reaches 0 or less hit points, at which time it
  will surrender. The subduing damage does
  not reduce the damage done by the
  dragon's Breath Weapon.
  A dragon may be subdued because it
  realizes that its attackers could have killed it
  if they had been striking to kill. It therefore
  surrenders, admitting that the opponents
  have won the battle but saving its own life.
  A subdued dragon will attempt to escape
  or turn on its captor if given a reasonable
  chance to do so through the party's actions.
  For example, a dragon left unguarded at
  night, or who is ordered to guard a position
  alone, would consider these "reasonable
  chances." A subdued dragon must be sold.
  The price is up to the DM, but should never
  exceed 1,000 gp per hit point. The dragon
  may be forced to serve the characters who
  subdued it. If a subdued dragon is ever
  ordered to perform a task which is appar-
  ently suicidal, the dragon will attempt to
  escape, and may try to kill its captors in the
  process.
  Age: The statistics given are for an average-
  sized dragon of its type. Younger dragons
  are smaller and have acquired less treasure;
  older dragons are larger and have acquired
  more. Dragons generally range in size from
  3 Hit Dice smaller to 3 Hit Dice larger than
  average. For example, red dragons could be
  found having 7 to 13 Hit Dice, depending
  on their age.
  Treasure: Younger dragons may have col-
  lected as little as 'A to Vi the normal listed
  treasure; older dragons may have as much
  as double the listed amount. Dragon treas-
  ure is only found in a dragon's lair. These
  lairs are rarely left unguarded, and are well-
  hidden to prevent easy discovery.
  Gold Dragons: Gold dragons always talk
  and use spells. They can also change their
  shape, and often appear in the form of a
  human or animal. Gold dragons may
  breathe either fire (like a red dragon) or
  chlorine gas (like a green dragon), though
  they still have a total of 3 Breath Weapon
  attacks per day (not six). The type of Breath
  used should be chosen by the DM to fit the
  situation.
  Dwarf
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  4
  1
  60' (20')
  1 weapon
  By weapon
  1-6 (5-40)
  Dwarf: 1
  8 or 10 (see below)
  (Q + S) G
  Lawful or Neutral
  10
  Dwarves can also appear as NPCs, usually in
  clan groups or as war or mining expedi-
  tions. For every 20 dwarves there will be one
  leader (level 3-8) who may have magical
  items. To check for possible magical items,
  multiply the leader's level by 5. The result is
  the percentage chance for that leader to
  own a magical item from any one particular
  subtable. Roll separately for each type (sub-
  table) of magic treasure. Check all the subta-
  bles except the Scroll subtable and the
  Wand/Rod/Staff subtable. As long as their
  leader is still alive and fighting with them,
  dwarven morale is 10 rather than 8.
  Dwarves hate goblins, and will usually attack
  them on sight.
  29
  Lars Hjertstedt (order #6605655)
  
  Monsters
  Elf
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  5
  1*
  120' (40')
  1 weapon
  By weapon
  1-4 (2-24)
  Elf: 1
  8 or 10 (see below)
  (S + T) E
  Neutral
  13
  Elves can also appear as NPCs. Each elf will
  have one 1st level spell (chosen at random).
  When a group of 15 or more elves appears,
  one of them will be a leader (level 2-V). To
  check for possible magical items that the
  leader may have, multiply the leader's level
  by 5. The result is the percentage chance for
  that leader to have a magic item from any
  one of the magic subtables. Roll separately
  for each subtable, and check all the magic
  subtables. As long as their leader is alive,
  elven morale is 10 rather than 8.
  Ferret, Giant
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  5
  1 + 1
  150' (50')
  1 bite
  1-8
  1-8 (1-12)
  Fighter: 1
  8
  Nil
  Neutral
  15
  Giant ferrets look like 3' long weasels. They
  hunt giant rats underground, and are some-
  times trained for this purpose. Unfortu-
  nately, their tempers are highly unpredict-
  able, and they have been known to attack
  their trainers and other humans.
  Gargoyle*
  Armor Class:
  Hit Dice:
  Move:
  Flying:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  5
  4**
  90' (30')
  150' (50')
  2 claws/1 bite/1 horn
  1-3/1-3/1-6/1-4
  1-6 (2-8)
  Fighter: 8
  11
  C
  Chaotic
  125
  Gargoyles are magical monsters, and can
  only be hit with magic or magical weapons.
  As pictured in medieval architecture, they
  are horned, clawed, fanged, winged, hide-
  ous-looking beasts. Their skin often looks
  exactly like stone and they are often mis-
  taken to be statues. Gargoyles are very cun-
  ning and at least semi-intelligent. They will
  attack nearly anything that approaches
  them. Gargoyles are not affected by Sleep
  or Charm spells. The DM should not use
  gargoyles unless the player characters have
  at least one magical weapon.
  Gelatinous Cube
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  8
  4*
  60' (20')
  1
  2-8 + special
  1 (1-4)
  Fighter: 2
  12
  (V)
  Neutral
  125
  This monster is made of a clear jelly, usually
  in the form of a 10' x 10' x 10' cube (though
  other shapes are possible). It is hard to see,
  and it surprises often (1-4 on Id6). A gelati-
  nous cube moves through the rooms and
  corridors of a dungeon, sweeping the halls
  clean of all living and dead material. In the
  process, it may pick up items it cannot
  dissolve (such as weapons, coins, and gems).
  It will attack any living creature it encoun-
  ters. Any successful hit will paralyze the
  victim unless a Saving Throw vs. Paralysis is
  made. An attack on a paralyzed victim will
  automatically hit (only a damage roll is
  needed). This paralysis is the normal type
  (lasting 2-8 turns unless magically cured). A
  gelatinous cube may be harmed by fire and
  weapons, but not by cold or lightning. The
  lair of these strange monsters may contain
  1-4 cubes, each with Treasure Type V but
  usually with no additional treasure.
  Ghoul
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  6
  2*
  90' (30')
  2 claws/1 bite
  1-3/1-3/1-3 + special
  1-6 (2-16)
  Fighter: 2
  9
  B
  Chaotic
  25
  Ghouls are undead creatures, immune to
  Sleep and Charm spells. They are hideous,
  beast-like humans who will attack any living
  thing. Any hit from a ghoul will paralyze
  any creature of ogre-size or smaller (except
  elves) unless the victim makes a Saving
  Throw vs. Paralysis. Once an opponent is
  paralyzed, the ghoul will turn and attack
  another opponent, continuing until either
  the ghoul or all the opponents are paralyzed
  or dead. This paralysis is the normal type
  (lasting 2-8 turns unless magically cured).
  Gnoll
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  5
  2
  90' (30')
  1 weapon
  By weapon +1
  1-6 (3-18)
  Fighter: 2
  8
  (P)D
  Chaotic
  20
  Gnolls are beings of low intelligence that
  appear to be human-like hyenas. They may
  use all weapons. They are strong, but dislike
  work and prefer to bully and steal. For
  every 20 gnolls encountered, one will be a
  leader with 16 hit points who attacks as a 3
  hit dice monster. Gnolls are rumored to be
  the result of a magical combination of a
  gnome and a troll by an evil magic-user.
  Gnome
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  5
  1
  60' (20')
  1 weapon
  By weapon
  No. Appearing: 
  1-8 (5-40)
  Save As: 
  Dwarf: 1
  Morale: 
  8 or 10 (see below)
  Treasure Type: 
  (P) C
  Alignment: 
  Lawful or Neutral
  XP value: 
  10
  Gnomes are a human-like race related to
  (but smaller than) dwarves, with long noses
  and full beards. Gnomes have well-de-
  veloped infravision, with a 90' range. They
  usually live in burrows in the lowlands.
  Gnomes are excellent metalsmiths and
  miners. They love gold and gems and have
  been known to make bad decisions just to
  obtain them. They love machinery of all
  kinds and prefer crossbows and war ham-
  mers as weapons. Gnomes like most
  dwarves, but war with goblins and kobolds
  who steal their precious gold. They usually
  attack kobolds on sight.
  For every 20 gnomes, one will be a leader
  with 11 hit points who fights as a 2 Hit Dice
  monster. In the gnome lair lives a clan
  chieftain and his 1-6 bodyguards. The clan
  chieftain has 18 hit points, attacks as a 4 Hit
  Dice monster, and gains a bonus of +1 on
  damage rolls. The bodyguards have 10-13
  hit points and attack as 3 Hit Dice monsters.
  As long as the clan chieftain or leader is
  alive, all gnomes within sight of him have a
  morale of 10 rather than 8.
  30
  Lars Hjertstedt (order #6605655)
  
  Monsters
  Goblin
  Armor Class: 
  6
  Hit Dice: 
  1-1
  Move: 
  90' (30')
  Attacks: 
  1 weapon
  Damage: 
  By weapon
  No. Appearing: 
  2-8 (6-60)
  Save As: 
  Normal Man
  Morale: 
  7 or 9 (see below)
  Treasure Type: 
  (R) C
  Alignment: 
  Chaotic
  XP value: 
  5
  Goblins are a human-like race, small and
  very ugly. Their skin is a pale earthy color,
  such as chalky tan or livid gray. Their eyes
  are red, and glow when there is little light.
  Goblins live underground and have well-
  developed infravision, with a 90' range. In
  full daylight they fight with a penalty of - 1
  on their Hit Rolls. Goblins hate dwarves and
  will attack them on sight. There is a 20%
  chance that when goblins are encountered
  outdoors, 1 of every 4 will be riding a dire
  wolf. In the goblin lair lives a goblin king
  with 15 hit points who fights as a 3 Hit Dice
  monster and gains a +1 bonus to damage
  rolls. The goblin king has a bodyguard of
  2-12 goblins who fight as 2 Hit Dice mon-
  sters and have 2-12 hit points each. The
  king and his bodyguard may fight in full
  daylight without a penalty. The goblin mo-
  rale is 9 rather than 7 as long as their king is
  with them and still alive.
  Gray Ooze
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  8
  3*
  10' (3')
  1
  2-16
  1-4 (1-2)
  Fighter: 2
  12
  Nil
  Neutral
  50
  This seeping horror looks like wet stone and
  is difficult to see. It secretes an acid which
  does 2-16 points of damage if it touches bare
  skin. This acid will dissolve and destroy
  normal armor or weapons in only 1 round,
  and magic items in one turn. After the first
  hit, the ooze sticks to its victim, automat-
  ically destroying any normal armor and
  continuing to inflict 2-16 points of damage
  each round. Gray ooze cannot be harmed by
  cold or fire, but can be harmed by weapons
  and lightning. A lair may contain 1-3 oozes,
  possibly with a special treasure made of
  stone (DM's choice).
  Green Slime
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  Can always be hit
  2**
  S'(l')
  1
  See below
  1(0)
  Fighter: 1
  7(P + S) B
  Lawful
  5
  Green slime cannot be harmed by any at-
  tacks except fire or cold. It dissolves cloth or
  leather instantly, wood and metal in 6
  rounds, but cannot dissolve stone. Green
  slime often clings to walls and ceilings and
  drops down by surprise. Once in contact
  with flesh, it sticks and turns the flesh into
  green slime. It cannot be scraped off, but
  may be burnt off (or treated with a Cure
  Disease spell in the D&D EXPERT rules).
  When green slime drops on a victim (or is
  stepped on), the victim can usually burn it
  while it is dissolving armor and clothing. If
  it is not burned off, the victim will turn
  completely into green slime 1-4 rounds after
  the first 6-round (one minute) period.
  Burning does Vi damage to the green slime
  and '/2 damage to the victim.
  Halfling
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  7
  1-1
  90' (30')
  1 weapon
  By weapon
  3-18 (5-40)
  Halfling: 1
  (P + S) B
  Lawful
  5
  Halflings can also be NPCs. They live in
  small villages of 30-300 inhabitants. Each
  village has a leader (Level 2-7) and a village
  guard of 5-20 militia (each with 2 Hit Dice).
  Treasure type B is only present if the half-
  lings are encountered in the wilderness.
  Harpy
  Armor Class:
  Hit Dice:
  Move:
  Flying:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  73*
  60' (20')
  150' (50')
  2 claws/1 weapon +
  special
  1-4/1-4/1-6
  1-6 (2-8)
  Fighter: 6
  7C
  Chaotic
  50
  A harpy has the lower body of a giant eagle
  and the upper body and head of a hideous-
  looking woman. By their singing, harpies
  lure creatures to them to be killed and
  devoured. Any creature hearing the har-
  pies' songs must make a Saving Throw vs.
  Spells or be Charmed (see page 23). If a
  victim makes a Saving Throw against the
  songs of a group of harpies, the victim will
  not be affected by any of their songs during
  the encounter.
  Hobgoblin
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  6
  1 + 1
  90' (30')
  1 weapon
  By weapon
  1-6 (4-24)
  Fighter: 1
  8 or 10 (see below)
  (Q)D
  Chaotic
  15
  Hobgoblins are relatives of goblins, but are
  bigger and meaner. They live underground
  but often hunt outdoors (having no penal-
  ties in daylight). A hobgoblin king and 1-4
  bodyguards live in the hobgoblin lair. The
  king has 22 hit points and fights as a 5 Hit
  Dice monster, gaining a bonus of +2 on
  damage rolls. The bodyguards all fight as 4
  Hit Dice monsters and have 3-18 hit points
  each. As long as their king is alive and with
  them, hobgoblin morale is 10 rather than 8.
  Human
  Humans may be encountered nearly any-
  where. This description deals with occa-
  sional random encounters with 1-3 humans.
  Other groups of humans are explained in
  other entries (Bandit, Berserker, Normal
  Man, and NPC Party).
  Human encounters can provide many
  opportunities for role playing by both the
  DM and the players. They also create a
  more realistic mood for the adventure. In
  addition, they can be used to provide goals
  for the player characters, and can lead to
  entire adventures. In some cases, the rea-
  sons for the encounter may cause some
  changes in nearby rooms of the dungeon.
  For example, if the NPCs are Bait, the DM
  may wish to place a harpy in a nearby empty
  room, or to change a given monster to a
  harpy. Treasure should also be changed as
  necessary.
  An encounter with humans will require
  some work by the DM, but can be quite
  entertaining. The NPC humans do not
  need to be as detailed as player characters.
  The DM may create each human NPC char-
  acter in full detail, or may use the following
  procedure to find the necessary details.
  This same type of encounter may be
  applied to demi-humans if desired; if so,
  omit step #2.
  31
  Lars Hjertstedt (order #6605655)
  
  Monsters
  TYPE OF HUMAN
  1. Find Number Appearing
  2. Determine Class of each (roll Id6):
  1 
  Cleric
  2-4 Fighter
  5 
  Magic-User
  6 
  Thief
  3. Determine Alignment of each (choose or
  roll lc!6):
  1-3 Lawful
  4-5 Neutral
  6 
  Chaotic
  4. Find the reason for the NPCs' appearance.
  Eight possible reasons are explained below;
  select one or roll Id8.
  5. Select the equipment carried by the NPCs.
  Magic items may be added if desired. If so,
  the items should be used by the NPCs
  wherever needed. Remember that the
  NPCs' equipment may become party treas-
  ure if they are slain, and powerful items
  should not be given out carelessly.
  6. Add other details as necessary, either by
  selecting or rolling randomly for Armor
  Class, hit points, spells, and so forth.
  Possible Reasons for Appearing:
  1 Alone (and scared)
  2 Bait
  3 Escaping
  4 Looking for a friend
  5 Looking for an item
  6 Not what they seem
  7 Running away
  8 Sole Survivors
  Explanations of Reasons for Appearing:
  1 The NPCs had set out by themselves for
  an adventure, but discovered that the
  dungeon is more dangerous than they
  expected. They wish to join the PC party
  for safety.
  2 The NPCs are bait, either Charmed or
  controlled by a nearby monster. The
  NPCs will attempt to lead the party to
  the monster's location without creating
  suspicion. The monster may appear
  while the NPCs distract the party.
  3 The NPCs were prisoners of a nearby
  monster, but have escaped. They have
  little or no equipment. The monster
  might appear soon if aware of their
  escape.
  4 The NPCs are looking for a friend,
  either rumored or known to have disap-
  peared in the dungeon. The friend
  might be a prisoner of a nearby monster.
  5 The NPCs are looking for a special item
  either rumored or known to be in the
  dungeon.
  6 The NPCs are not mere humans. They
  may be lycanthropes, dopplegangers, or
  gold dragons. The DM should deter-
  mine the monster type and run the
  monsters normally.
  7 The NPCs are running away from an
  encounter with a nearby monster. The
  monster may be chasing them.
  8 The NPCs are the only survivors of a
  recent battle with monsters. The re-
  mains of the rest of their party may be
  found in a nearby monster lair.
  Insect: see Bee, Beetle, Centipede, Locust,
  or Robber Fly.
  Kobold
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  Living Statue
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  1/2 (1-4 hp)
  90' (30')
  1 weapon
  By weapon — 1
  4-16 (6-60)
  Normal Man
  6 or 8
  (P)J
  Chaotic
  5
  Crystal
  4
  3
  90' (30')
  2
  1-6/1-6
  1-6 (1-6)
  Fighter: 3
  11
  Nil
  Lawful
  35
  A living statue is an enchanted animated
  creature made by a powerful wizard. It
  appears to be a perfectly normal statue —
  until it moves! A living statue may be any
  size or material. Living crystal, iron, and
  rock statues are given as examples, and the
  DM may create others. Living statues are
  not affected by Sleep spells.
  Crystal: A living crystal statue is a life
  form made of crystals instead of flesh. It can
  look like a statue of anything, but often
  appears human.
  These small, evil dog-like men usually live
  underground. They have scaly, rust-brown
  skin and no hair. They have well developed
  infravision with a 90' range. They prefer to
  attack by ambush. A kobold chieftain and
  1-6 bodyguards live in the kobold lair. The
  chieftain has 9 hit points and fights as a 2
  Hit Dice monster. The bodyguards each
  have 6 hit points and fight as 1 +1 Hit Dice
  monsters. As long as the chieftain is alive, all
  kobolds with him have a morale of 8 rather
  than 6. Kobolds hate gnomes and will attack
  them on sight.
  Iron
  Rock
  2
  4*
  30' (10')
  2
  1-8/1-8 + special
  1-4 (1-4)
  Fighter: 4
  11
  Nil
  Neutral
  125
  4
  5*
  60' (20')
  2
  2-12/2-12
  1-3 (1-3)
  Fighter: 5
  11
  Nil
  Chaotic
  300
  Iron: A living iron statue has a body
  which can absorb iron and steel. It takes
  normal damage when hit, but if a non-
  magical metal weapon is used, the attacker
  must make a Saving Throw vs. Spells or the
  weapon will become stuck in the body of the
  living iron statue, and may only be removed
  if the statue is killed.
  Rock: A living rock statue has an outer
  crust of stone but is filled with hot magma
  (fiery lava). When the creature attacks, it
  squirts the magma from its fingertips for
  2-12 points of damage per hit.
  Lizard, Giant
  Armor Class:
  Hit Dice:
  Move:
  Glide:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  Gecko
  5
  3+1
  120' (40')
  1 bite
  1-8
  1-6 (1-10)
  Fighter: 2
  7
  U
  Neutral
  50
  Draco
  5
  4 + 2
  120' (40')
  150' (50')
  1 bite
  1-10
  1-4 (1-8)
  Fighter: 3
  7
  U
  Neutral
  125
  Horned
  Chameleon
  2
  5*
  120' (40')
  1 bite/1 horn
  2-8/1-6
  1-3 (1-6)
  Fighter: 3
  7
  U
  Neutral
  300
  Tuatara
  4
  6
  90' (30')
  2 claws/1 bite
  1-4/1-4/2-12
  1-2 (1-4)
  Fighter: 3
  6
  V
  Neutral
  275
  Gecko: A gecko is a 5' long lizard colored
  pale blue with orange-brown spots. Geckos
  are nocturnal carnivores. They hunt bv
  climbing walls or trees with their specially
  adapted feet, then dropping on their prey
  to attack.
  32
  Lars Hjertstedt (order #6605655)
  
  Monsters
  Draco: A draco is a 6' long lizard with
  wide flaps of skin between its legs. It
  spreads these flaps to glide through the air,
  like a flying squirrel. Dracos are generally
  found above ground, though they some-
  times creep into caves to escape very cold or
  hot weather. They are carnivores and have
  been known to attack adventurers.
  Horned Chameleon: A horned chame-
  leon is a 7' long lizard which can change
  color to blend into its surroundings. It sur-
  prises on a roll of 1-5 (on Id6). A horned
  chameleon can shoot out its sticky tongue
  up to 5' long. A successful hit means that
  the victim is pulled to the horned chame-
  leon's mouth and bitten for 2-8 points of
  damage. The creature can also attack with
  its horn (for 1-6 points of damage) and may
  use its tail to knock other attackers down
  (make another Hit Roll, not doing any
  damage but preventing the target struck
  from attacking that round).
  Tuatara: A tuatara is an 8' long carnivore
  which looks like a cross between an iguana
  and a toad. It has pebble-colored olive skin
  with white spikes along its back. A tuatara
  has a membrane over its eyes which, when
  lowered, is sensitive to changes in tempera-
  ture, allowing it to "see" in darkness (90'
  infravision).
  Lizard Man
  Armor Class: 
  5
  Hit Dice: 
  2 + 1
  Move: 
  60' (20')
  Swimming: 
  120' (40')
  Attacks: 
  1 weapon
  Damage: 
  By weapon + 1
  No. Appearing: 
  2-8 (6-36)
  Save As: 
  Fighter: 2
  Morale: 
  12
  Treasure Type: 
  D
  Alignment: 
  Neutral
  XP value: 
  25
  These water-dwelling creatures look like
  men with lizard heads and tails. They live in
  tribes. They will try to capture humans and
  demi-humans and take the victims back to
  the tribal lair as the main course of a feast.
  Lizard men are semi-intelligent and use
  spears and large clubs (treat the clubs as
  maces), gaining a bonus of +1 on damage
  rolls due to their great strength. Lizard men
  are often found in swamps, rivers, and
  along seacoasts as well as in dungeons.
  Locust, Giant
  Armor Class:
  Hit Dice:
  Move:
  Flying:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  4
  2**
  60' (20')
  180' (60')
  1 bite or 1 bump or
  1 spit
  1-2 or 1-4 or see below
  2-20 (0)
  Fighter: 2
  5
  Nil
  Neutral
  30
  Giant locusts are 2'-3' long and live under-
  ground. They may be mistaken for statues
  (or might not be noticed at all) until ap-
  proached, because of their stone-gray color.
  They are herbivores, and also eat fungus
  such as yellow mold and shriekers. They
  cannot be harmed by yellow mold or most
  poisons. Instead of fighting, they usually
  flee by jumping away (up to 60'). Unfor-
  tunately they often become confused, and
  may accidentally jump into a party (50%
  chance per jump). If so, a victim is deter-
  mined randomly and a Hit Roll is made. If
  the giant locust hits a character, the victim is
  battered for 1-4 points of damage. The
  locust then flies away.
  When frightened or attacked, giant
  locusts make a loud shrieking noise to warn
  their fellows. This shriek has a 20% chance
  per round of attracting Wandering Mon-
  sters. If cornered, a giant locust will spit a
  brown gooey substance up to 10'. The target
  is treated as AC 9. A victim hit by giant
  locust spittle must make a Saving Throw vs.
  Poison or be unable to do anything for 1
  turn, due to the awful smell. After this time
  the victim will be used to the smell, but any
  character approaching within 5' must also
  make a Saving Throw or suffer the same
  effects. This aroma will last until the spittle
  is washed off.
  Wererat
  Lycanthrope
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  t 
  Armor Class when in human form.
  Lycanthropes are humans who can change
  into beasts (or in the case of wererats, beasts
  who can change into humans). They do not
  wear armor, since it would interfere with
  their shapechanging. Any lycanthrope can
  summon 1-2 animals of its weretype;
  werebears may summon bears, werewolves
  may summon wolves, and so forth. Sum-
  moned animals will arrive in 1-4 rounds. If a
  lycanthrope is hit by wolfsbane, it must
  make a Saving Throw vs. Poison or run
  away in fear. The sprig of wolfsbane must
  be swung or thrown as a weapon, using
  normal combat procedures. A lycanthrope
  returns to its "normal" form when killed.
  Some animals (such as horses) do not like
  the smell of lycanthropes and will react with
  fear.
  Animal Form: In animal form, a ly-
  canthrope may only be harmed by magic
  weapons, silvered weapons, or magic spells.
  The lycanthrope cannot speak normal lan-
  guages, though it can speak with normal
  Werewolf
  Wereboar
  4, (9) t
  4+1*
  150' (50')
  1 tusk-bite
  2-12
  1-4 (2-8)
  Fighter: 4
  9
  C
  Neutral
  200
  Werebear
  2, (8) t
  6*
  120' (40')
  2 claws/1 bite
  2-8/2-8/2-16
  1-4 (1-4)
  Fighter: 6
  10
  C
  Neutral
  500
  animals of its weretype.
  Human Form: In human form, a ly-
  canthrope often looks somewhat like its
  wereform. Wererats have longer noses,
  werebears are hairy, and so forth. In this
  form, they may be attacked normally, and
  may speak any known languages.
  Lycanthropy: Lycanthropy is a disease.
  Any human character who is severely hurt
  by a werecreature, and loses more than half
  of his or her hit points when in battle with it,
  will become a lycanthrope of the same type
  in 2-24 days. The victim will begin to show
  signs of the disease after half that time. The
  disease will kill demi-humans instead of
  turning them into werecreatures. It may
  only be cured by a high level cleric (11th
  level or greater, as explained in the D&D
  EXPERT rules), who will do so for a suitable
  price or service. Any character who be-
  comes a full werecreature will become an
  NPC, to be run by the DM only.
  7, (9) t
  3*
  120' (40')
  1 bite or weapon
  1-4 or by weapon
  1-8 (2-16)
  Fighter: 3
  Q
  o
  CChaotic
  50
  Weretiger
  3, (9) t
  5*
  150' (50')
  2 claws/1 bite
  1-6/1-6/2-12
  1-4 (1-4)
  Fighter: 5
  C
  Neutral
  300
  5, (9) t
  4*
  180' (60')
  1 bite
  2-8
  1-6 (2-12)
  Fighter: 4
  ao
  cChaotic
  125
  33
  Lars Hjertstedt (order #6605655)
  
  Monsters
  Wererats: Wererats are different from
  most lycanthropes. They are intelligent, can
  speak Common in either form, and may use
  any weapon. A wererat usually prefers to
  use a man-sized rat form, but may become a
  full-sized human. Wererats are sneaky and
  often set ambushes, surprising on a roll of
  1-4 (on Id6). They summon giant rats to
  help them in battle. Only a wererat's bite
  causes lycanthropy.
  Werewolves: These creatures are semi-
  intelligent and usually hunt in packs. Any
  group of 5 or more will have a leader with
  30 hit points, who attacks as a 5 Hit Dice
  monster, adding + 2 to damage rolls.
  Werewolves summon normal wolves to
  form large packs with them.
  Wereboars: Wereboars are semi-intel-
  ligent and bad-tempered. In human form
  they often seem to be berserkers, and may
  act the same way in battle (gaining +2 on
  Hit rolls and fighting to the death).
  Wereboars summon normal boars to help
  them in battle.
  Weretigers: These relatives of the Great
  Cats often act like them, being very curious
  but becoming dangerous when threatened.
  They are good swimmers and quiet track-
  ers, surprising often (1-4 on Id6). They may
  summon any type of Great Cat that is in the
  area (preferring tigers).
  Werebears: Werebears are very intel-
  ligent, even in animal form. A werebear
  usually prefers to live alone or with bears. It
  might be friendly, however, if peacefully
  approached. In combat, werebears may hug
  for 2-16 points of damage (in addition to
  normal damage) if both paws hit the same
  target in one round. A werebear may sum-
  mon any type of bear in the area.
  Medusa
  Throws vs. Spells due to her magical nature.
  Medusae occasionally use weapons.
  Neanderthal (Caveman)
  Minotaur
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  6
  6
  120' (40')
  1 gore/1 bite or 1
  weapon
  1-6/1-6 or by weapon
  type +2
  1-6 (1-8)
  Fighter: 6
  12
  C
  Chaotic
  275
  A minotaur is a large man with the head of
  a bull. It is larger than human size, and eats
  humans. A minotaur will always attack any-
  thing its size or smaller and will pursue as
  long as its prey is in sight. Minotaurs are
  semi-intelligent and some use weapons, pre-
  ferring a spear, club, or axe. When using
  weapons, minotaurs gain +2 to damage
  rolls due to their strength. If a minotaur
  uses a weapon, it may not gore or bite.
  Minotaurs usually live in tunnels or mazes.
  Mule
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  8
  4**
  90' (30')
  1 snakebite + special
  1-6 + poison
  1-3 (1-4)
  Fighter: 4 (see below)
  8
  (V)F
  Chaotic
  175
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  7
  2
  120' (40')
  1 kick or 1 bite
  1-4 or 1-3
  1-2 (2-12)
  Normal Man
  8
  Nil
  Neutral
  20
  A medusa looks like a human female with
  live snakes growing from her head instead
  of hair. The sight of a medusa will turn a
  creature to stone unless the victim makes a
  Saving Throw vs. Turn to Stone or she will
  petrify herself! Anyone who tries to attack a
  medusa without looking at her must sub-
  tract 4 from the Hit Roll, and the snakes
  may attack with a + 2 bonus to the Hit Roll.
  A medusa also gains +2 on all Saving
  A mule is a crossbreed between a horse and
  a donkey. Mules are stubborn, and if both-
  ered or excited they may either bite or kick.
  Mules may be taken into dungeons, if al-
  lowed by the DM. A mule can carry a
  normal load of 3000 coins (or 6000 coins at
  most, with its move reduced to 607turn).
  Mules cannot be trained to attack, but will
  fight in their own defense. If encountered
  alone in a dungeon, the mules may belong
  to an NPC party nearby.
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  120' (40')
  1 weapon
  By weapon +1
  1-10 (10-40)
  Fighter: 2
  C
  Lawful
  20
  Neanderthals (also known as Cavemen)
  have squat bodies with large bones and
  powerful muscles. Their faces have ape-like
  features, including large brows above the
  eyes. Neanderthals live in family groups in
  caves and caverns. They usually attack with
  thrown spears and use stone axes, clubs, or
  stone hammers in hand-to-hand combat.
  Neanderthal leaders are almost a sepa-
  rate race, much larger than the average
  Neanderthal. These leaders have 6 hit dice
  and are 10' tall. There will be 10-40 Nean-
  derthals in the lair with 2 leaders, one male
  and one female. Neanderthals often hunt
  cave bears and keep white apes as pets.
  They are friendly toward dwarves and
  gnomes, but hate goblins and kobolds, and
  will attack ogres on sight. Neanderthals are
  shy and will avoid humans, but are not
  usually hostile unless they are attacked.
  Normal Human
  Armor Class: 
  9
  Hit Dice: 
  1
  Move: 
  120' (40')
  Attacks: 
  1 weapon
  Damage: 
  By weapon
  No. Appearing: 
  1-4 (1-50)
  Save As: 
  Normal Human
  Morale: 
  6
  Treasure Type: 
  (P) U
  Alignment: 
  Any
  XP value: 
  5
  "Normal human" is the game term for a
  human who does not seek adventure. A
  normal human does not have a class. The
  hit points should be selected, according to
  the human's age, health, and profession. For
  example, a blacksmith could have 8 hp, but a
  young child or sickly beggar might have
  only 1 hp.
  Most humans are "normal" humans,
  though people with certain professions
  (such as merchant, soldier, lord, scout, and
  so forth) help in some adventures. As soon
  as a human gets experience points through
  an adventure, that person must choose a
  character class. Some typical normal hu-
  mans are peasants, children, housewives,
  workers, artists, villagers, townspeople,
  slaves, fishermen, and scholars.
  34
  Lars Hjertstedt (order #6605655)
  
  Monsters
  NPC Party
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  By NPC class
  Variable
  Variable
  Weapons and spells
  1-6 or weapons and
  spell effects
  5-8 (5-8)
  NPC class and level
  8
  (U + V)
  Any
  Variable
  An NPC party is any group of non-player
  characters. Each NPC may be of any class,
  level, and Alignment. All rules for player
  characters apply to NPCs. An NPC party
  may be created in great detail before a
  game.
  Most parties (whether NPCs or PCs) will
  not want to fight other parties, preferring
  easier monsters to challenge. The DM may
  wish to avoid the large, complicated battle
  which could occur between two parties. To
  avoid combat, the DM may use the following
  chart to determine the actions of the NPC
  party.
  For ease of play, the DM may give the
  NPC party the same number of members as
  in the PC party, plus 1-4 fighters (to dis-
  courage PC ideas of attack). Similar classes
  and equipment may be assumed, if the
  NPCs are nearly the same level of experi-
  ence as the player characters.
  Reaction
  Roll (2d6)
  Result
  2-5 
  Depart in anger
  6-8 
  Negotiate
  9-12 
  Offer to buy or sell
  information*
  *The NPCs may offer to buy information
  about the dungeon, for 10-500 gp, or to sell
  similar information (for the same price
  range). Typical information could be: mon-
  sters seen, traps found, stairs up or down,
  or other features. The DM should decide on
  the price offered by the NPCs, considering
  the value of the information sold.
  Ochre Jelly
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  8
  5*
  30' (10')
  1
  2-12
  1 (0)
  Fighter: 3
  12
  Nil
  Neutral
  300
  cold. It can seep through small cracks, and
  destroy wood, leather, and cloth in 1 round,
  but cannot eat through metal or stone.
  Attacks with weapons or lightning merely
  make 2-5 smaller (2 Hit Dice) ochre jellies.
  A normal ochre jelly does 2-12 points of
  damage per round to exposed flesh. The
  smaller ochre jellies inflict only half
  damage.
  and 2 children ("whelps") for each 2 adults.
  The leader of an ore tribe is a chieftain with
  15 hit points, who attacks as a 4 Hit Dice
  monster and gains + 2 on damage rolls. For
  every 20 ores in a tribe, there may be an
  ogre with them (1 in 6 chance). (If the D&D
  EXPERT rules are used, there is a 1 in 10
  chance of a troll living in the lair as well.)
  Ogre
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  5
  4+1
  90' (30')
  1 club
  By weapon + 2
  1-6 (2-12)
  Fighter: 4
  10
  (S x 10) S x 100 + C
  Chaotic
  125
  Owl bear
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  5
  5
  120' (40')
  2 claws/1 bite
  1-8/1-8/1-8
  1-4 (1-4)
  Fighter: 3
  9
  C
  Neutral
  175
  Ogres are huge fearsome human-like crea-
  tures, usually 8 to 10 feet tall. They wear
  animal skins for clothes, and often live in
  caves. When encountered outside their lair,
  the group will be carrying 100-600 gp in
  large sacks. Ogres hate Neanderthals and
  will attack them on sight.
  Ore
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  6
  1
  120' (40')
  1 weapon
  By weapon
  2-8 (10-60)
  Fighter: 1
  8 or 6 (see below)
  (P)D
  Chaotic
  10
  An ochre jelly is an ochre-colored giant
  amoeba which can only be harmed by fire or
  An ore is an ugly human-like creature, and
  looks like a combination of animal and man.
  Ores are nocturnal omnivores, and prefer
  to live underground. When fighting in
  daylight, they have a penalty of — 1 on their
  Hit Rolls. Ores have bad tempers and do not
  like other living things.
  One member of each group of ores is a
  leader with 8 hit points who gains a +1
  bonus on damage rolls. If this leader is
  killed, the morale of the group becomes 6
  instead of 8. Ores are afraid of anything
  larger or stronger than they are, but may be
  forced to fight by their leaders.
  Ores are often used for armies by Chaotic
  leaders (both humans and monsters). They
  prefer swords, spears, axes, and clubs for
  weapons. They will not use mechanical
  weapons (such as catapults), and only their
  leaders understand how to operate such
  devices.
  There are many different tribes of ores.
  Each tribe has as many female ores as males,
  An owl bear is a huge bear-like creature
  with the head of a giant owl. It stands 8' tall
  and weighs 15,000 en. If both its paws hit
  one opponent in one round, the owl bear
  hugs for an additional 2-16 points of
  damage. Owl bears have nasty tempers and
  are usually hungry, preferring meat. They
  are commonly found underground and in
  dense forests.
  Pixie
  Armor Class:
  Hit Dice:
  Move:
  Flying:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  3
  1***
  90' (30')
  180' (60')
  1 dagger
  1-4
  2-8 (10-40)
  Elf: 1
  7
  R + S
  Neutral
  19
  Pixies are small human-like creatures with
  insect-like wings. They are distantly related
  to elves, but are only V-2' tall. They are
  invisible unless they want to be seen (or
  unless magically detected). Unlike the
  effects of the invisibility spell, pixies can
  attack and remain invisible, and they always
  gain surprise when doing so. They may not
  be attacked in the first round of combat, but
  after that their attackers will see shadows
  and movement in the air and may attack the
  pixies with a — 4 penalty on Hit Rolls. Their
  small insect-like wings can only support
  pixies for 3 turns, and they must rest one
  full turn after flying.
  35
  Lars Hjertstedt (order #6605655)
  
  Monsters
  Rat
  Normal
  Giant
  Shadow
  Armor Class:
  Hit Dice:
  Move:
  Swimming:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  9
  1 hit point
  60' (20')
  30' (10')
  1 bite per pack
  1-6 + disease
  5-50 (2-20)
  Normal Man
  5
  L
  Neutral
  7
  1/2(1-4 hit points)
  120' (40')
  60' (20')
  1 bite each
  1-3 + disease
  3-18 (3-30)
  Normal Man
  8
  C
  Neutral
  Rats usually avoid humans and will not
  attack unless summoned (by a wererat, for
  example) or defending their lair. Rats are
  good swimmers and may attack while in
  water. They are afraid of fire, and will run
  from it unless forced to fight by a summon-
  ing creature. Rats will eat almost anything,
  and some rats carry diseases. Anyone bitten
  by a rat has a 1 in 20 chance of being
  infected. (This chance should be checked
  each time a rat successfully hits. If diseased,
  the XP award is 6.) The victim may still
  avoid the disease by making a Saving Throw
  vs. Poison. If failed, the victim may die in
  1-6 days (1 in 4 chance) or may be sick in bed
  for 1 month, unable to adventure.
  Normal Rats: Normal rats have gray or
  brown fur, and are from 6 inches to 2 feet
  long. They attack in "packs" of 5-10. If there
  are more than 10 rats they will attack several
  creatures as packs of 10 or less. A pack will
  only attack one creature at a time. Rats will
  climb all over the creature they are attack-
  ing, often knocking the victim down.
  Giant Rats: These creatures are 3' long or
  more, and have gray or black fur. They are
  often found in the dark corners of dungeon
  rooms and in areas with undead monsters.
  Robber Fly
  Armor Class:
  Hit Dice:
  Move:
  Flying:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  6
  2
  90' (30')
  180' (60')
  1 bite
  1-8
  1-6 (2-12)
  Fighter: 1
  8
  U
  Neutral
  20
  Rust Monster
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  2
  5*
  120' (40')
  1
  See below
  1-4 (1-4)
  Fighter: 3
  7
  Nil
  Neutral
  300
  A robber fly is a 3' long giant fly with black
  and yellow stripes. From a distance, robber
  flies look like killer bees. They are car-
  nivores, and may attack adventurers. How-
  ever, they prefer killer bees as food, and are
  immune to their poison. Robber flies are
  patient hunters. They often hide in shadows
  and wait to surprise prey (1-4 on Id6). A
  robber fly can leap up to 30' and attack with
  its bite.
  A rust monster has a body like a giant
  armadillo with a long tail, and 2 long front
  "feelers" (antennae). If a rust monster hits a
  character with its antenna, it will cause any
  non-magical metal armor or weapon hit to
  immediately crumble to rust. It may be hit
  by any type of weapon, and a successful Hit
  Roll indicates that the body is hit, for no ill
  effect to the weapon used. A rust monster is
  attracted by the smell of metal. It eats the
  rust created by its attacks. A magical armor
  or weapon struck usually loses one "plus"
  per hit, but has a 10% chance per "plus" of
  resisting the effect completely.
  For example, a shield +1 has a 10% chance
  of surviving the attack. If 11 or greater is
  rolled on d%, the shield is reduced to a
  normal shield. If hit again, it crumbles into
  rust.
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  7
  2 + 2*
  90' (30')
  1
  1-4 + special
  1-8 (1-12)
  Fighter: 2
  12
  F
  Chaotic
  35
  Shadows are non-corporeal (ghostlike) in-
  telligent creatures. They can only be
  harmed by magical weapons. They look like
  real shadows and can alter their shape
  slightly. Shadows are hard to see and usually
  gain surpirse (1-5 on Id6). If a shadow
  scores a hit, it will drain 1 point of Strength
  in addition to doing normal damage. This
  weakness will last for 8 turns. Any creature
  whose Strength is reduced to zero becomes
  a shadow immediately. Shadows are not
  affected by Sleep or Charm spells, but they
  are not Undead and cannot be Turned by
  clerics. The DM should not use shadows
  unless the party has at least one magical
  weapon.
  Shrew, Giant
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  4
  1*
  180' (60')
  2 bites
  1-6/1-6
  1-8 (1-4)
  Fighter: 1
  10
  Nil
  Neutral
  13
  Giant shrews look like brown-furred rats
  with long snouts. They can burrow, climb,
  or jump (up to 5'). The eyes of a giant
  shrew are so weak that the creature is not
  affected by light or the lack of it. A shrew
  uses radar-like squeaks to "see" its sur-
  roundings (as bats do), and can "see" things
  within 60' as well as a creature with normal
  sight. Since it needs echoes to "see," a giant
  shrew dislikes open areas, and remains un-
  derground most of the time. A Silence 15'
  Radius spell will "blind" a giant shrew. If it
  cannot hear, it will be confused, and then
  becomes AC 8, with a penalty of —4 on its
  Hit Rolls.
  A giant shrew is very quick and will always
  take the initiative on its first attack. It also
  gains a +1 bonus on its initiative roll for the
  remaining rounds of combat. Its attack is so
  ferocious (attacking the head and shoulders
  of the defender) that any victim of 3 Hit Dice
  (3rd level) or less must make a Saving Throw
  vs. Death Ray or run away in fear.
  36
  Lars Hjertstedt (order #6605655)
  
  Monsters
  Shrieker
  Skeleton
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  73
  9' (3')
  See below
  Nil
  1-8 (0)
  Fighter: 2
  12
  Nil
  Neutral
  35
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  71
  60' (20')
  1
  By weapon
  3-12 (3-30)
  Fighter: 1
  12
  Nil
  Chaotic
  10
  Shriekers look like giant mushrooms. They
  live in underground caverns and are able to
  move around slowly. They react to light
  (within 60') and movement (within 30') by
  emitting a piercing shriek which lasts for 1-3
  rounds. For each round of shrieking, the
  DM should roll Id6; any result of 4-6 indi-
  cates that a wandering monster has heard
  the noise, and will arrive in 2-12 rounds.
  Animated skeletons are undead creatures
  often found near graveyards, dungeons,
  and other deserted places. They are often
  used as guards by the high level magic-user
  or cleric who animated them. Since they are
  undead, they can be Turned by clerics, and
  are not affected by Sleep or Charm spells,
  nor any form of mind reading. Skeletons
  will always fight until "killed."
  Snake
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  Spitting
  Cobra
  7
  1*
  90' (30')
  1 bite or 1 spit
  1-3 + poison
  1-6 (1-6)
  Fighter: 1
  7
  Nil
  Neutral
  13
  Sea Snake
  6
  3*
  90' (30')
  1 bite
  1 + poison
  0(1-8)
  Fighter: 2
  Nil
  Neutral
  50
  Snakes are found almost everywhere, avoid-
  ing only very hot and very cold places. Most
  snakes do not usually attack unless sur-
  Giant
  Racer
  5
  2
  120' (40')
  1 bite
  1-6
  1-6 (1-8)
  Fighter: 1
  Nil
  Neutral
  20
  Pit Viper
  Giant
  Rattler
  5
  4*
  120' (40')
  2 bites
  1-4 + poison
  1-4 (1-4)
  Fighter: 2
  8
  U
  Neutral
  125
  6
  2*
  90' (30')
  1 bite
  1-4 + poison
  1-8 (1-8)
  Fighter: 1
  Nil
  Neutral
  25
  Rock
  Python
  6
  5*
  90' (30')
  1 bite/1 squeeze
  1-4/2-8
  1-3 (1-3)
  Fighter: 3
  8
  U
  Neutral
  300
  prised or threatened. Some snakes have
  poisonous bites, and most are carnivores.
  Spitting Cobra: A spitting cobra is a 3'
  long grayish-white snake which spits a
  stream of venom at its victim's eyes, up to a
  distance of 6 feet away. If the spit hits, the
  victim must make a Saving Throw vs. Poison
  or be blinded. (This blindness can normally
  be removed only by a Cure Blindness spell
  from the D&D EXPERT rules, but the DM
  may allow other methods.) As with most
  small poisonous snakes, a spitting cobra will
  not attack human-sized or larger opponents
  unless startled or threatened. It can either
  spit or bite in one round, but not both; it
  will usually spit. The damage given (1-3
  points) applies only to the bite; in this case,
  the victim must make a Saving Throw vs.
  Poison or die in 1-10 turns.
  Giant Racer: This is an "average" type of
  giant snake about 4' long. It has no special
  abilities, but is faster than most other types.
  It is not poisonous, but its bite can be
  dangerous in itself. Larger ones may be
  found, averaging 2' long per Hit Die and
  inflicting 1-8, 1-10, or even 2-12 points of
  damage per bite.
  Pit Viper: A pit viper is a 5' long green-
  ish-gray poisonous snake with small pits in
  its head. These pits act as heat sensors, with
  a range of 60'. The combination of pits and
  infravision makes it very hard to fight a pit
  viper; it is so quick that it always gains the
  initiative (no roll needed). Any victim bitten
  by a pit viper must make a Saving Throw vs.
  Poison or die.
  Sea Snake: Sea snakes are snakes adapted
  for living in the sea. All are poisonous. They
  average 6' long, but can be much larger if
  the DM desires (2' long per Hit Die). A sea
  snake's bite is little more than a pinprick,
  and will go unnoticed 50% of the time. The
  victim must make a Saving Throw vs. Poi-
  son, and the poison is slow-acting; its full
  effects take 3-6 turns to be felt if the Saving
  Throw is failed. Unlike other snakes, sea
  snakes will attack humans for food.
  Giant Rattlesnake: A giant rattlesnake is
  a 10' long snake with brown and white scales
  set in a diamond pattern. On its tail is a
  dried, scaly rattle, which it often shakes to
  ward off intruders or attackers who are too
  large to eat. The victim of a giant rat-
  tlesnake bite must make a Saving Throw vs.
  Poison or die in 1-6 turns. This snake is very
  fast, and attacks twice per round, the second
  attack coming at the end of the round.
  Rock Python: This 20' long snake has
  brown and yellow scales set in a spiral
  pattern. Its first attack is a bite. If the bite is
  successful, it coils around the victim and
  constricts in the same round. This squeez-
  ing does 2-8 points of damage per round,
  and occurs automatically if the bite hits.
  37
  Lars Hjertstedt (order #6605655)
  
  Monsters
  Spider, Giant
  Armor Class:
  Hit Dice:
  Move:
  In Web:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  Crab Spider
  7
  2*
  120' (40')
  No webs
  1 bite
  1-8 + poison
  1-4 (1-4)
  Fighter: 1
  7
  U
  Neutral
  25
  Black Widow
  6
  3*
  60' (20')
  120' (40')
  1 bite
  2-12 + poison
  1-3 (1-3)
  Fighter: 2
  8
  U
  Neutral
  50
  Tarantella
  5
  4*
  120' (40')
  No webs
  1 bite
  1-8 + poison
  1-3 (1-3)
  Fighter: 2
  8
  U
  Neutral
  125
  All spiders can be dangerous, and many are
  poisonous. All are carnivores, either trap-
  ping their prey in webs or jumping at vic-
  tims by surprise. However, they are rarely
  intelligent, and will often flee from fire.
  Crab Spider: This is a 5' long spider with
  a chameleon-like ability to blend into its
  surroundings, surprising on a roll of 1-4 (on
  Id6). It clings to walls or ceilings and drops
  onto its prey. After the first attack, it can be
  seen and attacked normally. Any victim of
  its bite must make a Saving Throw vs.
  Poison or die in 1-4 turns. However, the
  poison is weak, and the victim gains a +2
  bonus to the Saving Throw roll.
  Black Widow Spider: This vicious arach-
  nid is 6' long, and has a red "hourglass"
  mark on its belly. It usually stays close to its
  webbed lair. The webs should be treated as
  the magic-user's Web spell for the chances
  of breaking free, once entrapped. The webs
  may also be burned away. Any victim of the
  bite of a black widow spider must make a
  Saving Throw vs. Poison or die in 1 turn.
  Tarantella: A tarantella is a huge hairy
  magical spider which looks like a 7' long
  tarantula. Its bite does not kill; instead, it
  causes the victim (if a Saving Throw vs.
  Poison is failed) to have painful spasms
  which resemble a frantic dance. This dance
  has a magical effect on onlookers. Anyone
  watching the dance must make a Saving
  Throw vs. Spells or start to dance in the
  same way. Dancing victims have a penalty of
  — 4 on their Hit Rolls, and attackers gain
  + 4 on their Hit Rolls. The effects of the
  bite last for 2-12 turns. However, dancers
  will drop from exhaustion in 5 turns, and
  they will then be helpless against attacks.
  Those caught while watching will dance as
  long as the original victim. (In the D&D
  EXPERT rules, there are magical means to
  cure the poison, and a Dispel Magic spell
  will stop the dance.)
  Sprite
  Armor Class:
  Hit Dice:
  Move:
  Flying:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  1/2* (1-4 hp)
  60' (20')
  180' (60')
  1 spell
  See below
  3-18 (5-40)
  Elf: 1
  7
  S
  Neutral
  6
  D&D EXPERT rules, the effects of the
  sprites' curse can be countered by a Remove
  Curse spell.)
  Stirge
  Sprites are small winged people (about 1
  foot tall) related to pixies and elves. Though
  shy, they are very curious and have a
  strange sense of humor. Five sprites acting
  together can cast one Curse spell. This will
  take the form of a magic practical joke, such
  as tripping or having one's nose grow. The
  exact effect of the curse is left to the DM's
  imagination. Sprites will never cause death
  on purpose even if they are attacked. (In the
  Armor Class:
  Hit Dice:
  Move:
  Flying:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  7
  1*
  30' (10')
  180' (60')
  1
  1-3
  1-10 (3-36)
  Fighter: 2
  9
  L
  Neutral
  13
  A stirge is a birdlike creature with a long
  nose. It attacks by thrusting its beak into the
  victim's body, and feeds on blood. A success-
  ful hit (for 1-3 points of damage) means that
  it has attached itself to the victim, sucking
  for 1-3 points of damage per round until
  dead. A flying stirge gains a bonus of + 2 on
  its first Hit Roll against any one opponent
  due to its speedy diving attack.
  Thoul
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  6
  3**
  120' (40')
  2 claws or 1 weapon
  1-3/1-3 or by weapon
  1-6(1-10)
  Fighter: 3
  10
  C
  Chaotic
  65
  A thoul is a magical combination of a ghoul,
  a hobgoblin, and a troll (a creature ex-
  plained in the D&D EXPERT Set). Except
  when very close, thouls look exactly like
  hobgoblins, and are sometimes found as
  part of the bodyguard of a hobgoblin king.
  The touch of a thoul will paralyze (in the
  same way as that of a ghoul). If it is
  damaged, a thoul will regenerate 1 hit point
  per round as long as it is alive. After a thoul
  is hit, the DM should add 1 hit point to its
  total at the beginning of each round of
  combat.
  Troglodyte
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  5
  2*
  120' (40')
  2 claws/1 bite
  1-4/1-4/1-4
  1-8 (5-40)
  Fighter: 2
  9
  A
  Chaotic
  30
  A troglodyte is an intelligent human-like
  reptile with a short tail, long legs, and a
  spiny "comb" on its head and arms.
  Troglodytes walk upright and use their
  hands as well as humans. They hate most
  other creatures, and will try to kill anyone
  they meet. They have the chameleon-like
  ability to change colors, and use it to hide by
  rock walls, surprising often (1-4 on Id6). A
  troglodyte secretes an oil which produces a
  stench, nauseating humans and demi-hu-
  mans unless a Saving Throw vs. Poison is
  made. Nauseated characters have a - 2
  penalty on their Hit Rolls while in hand-to-
  hand combat with the troglodytes.
  Undead (See Ghoul, Skeleton, Wight, or
  Zombie: The Undead are evil creatures
  created by dark magic. They are not af-
  fected by things that affect living creatures
  (such as poison) or spells which affect the
  mind (such as Sleep and Charm Person).
  They make no noise.
  38
  Lars Hjertstedt (order #6605655)
  
  Monsters
  Were-creature (werebear, wereboar, were-
  rat, weretiger, or werewolf): see Ly-
  canthrope.
  Wight
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  5
  3*
  90' (30')
  1
  Energy drain
  1-6 (1-8)
  Fighter: 3
  12
  B
  Chaotic
  50
  A wight is an undead spirit living in the
  body of a dead human or demi-human. It
  can only be hit by silvered or magical weap-
  ons. Wights are greatly feared, as they dram
  life energy when striking a victim. Each hit
  drains one level of experience or Hit Die.
  (Energy Drain is explained on page 24. Any
  person totally drained of life energy by a
  wight will become a wight in 1-4 days, and
  will be under control of their slayer.
  Yellow Mold
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  Can always be hit
  2*
  0
  Spores
  1-6 + special
  1-8 (1-4)
  Fighter: 2
  Not applicable
  Nil
  Neutral
  25
  This deadly fungus covers an area of 10
  square feet ("one" for No. Appearing),
  though many may be found together.
  Yellow mold can only be killed by fire: a
  torch will do 1-4 points of damage to it each
  round. It can eat through wood and leather
  but cannot harm metal or stone. It does not
  actually attack, but if it is touched, even by a
  torch, the touch may (50% chance per
  touch) cause the mold to squirt out a 10' x
  10' x 10' cloud of spores. Anyone caught
  within the cloud will take 1-6 points of
  damage and must make a Saving Throw vs.
  Death Ray or choke to death within 6
  rounds.
  Wolf
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  Normal Wolf
  7
  2 + 2
  180' (60')
  1 bite
  1-6
  2-12 (3-18)
  Fighter: 1
  8 or 6 (see below)
  Nil
  Neutral
  25
  Dire Wolf
  6
  4+1
  150' (50')
  1 bite
  2-8
  1-4 (2-8)
  Fighter: 2
  8
  Nil
  Neutral
  125
  Wolves: Wolves are carnivores, and hunt in
  packs. Though they prefer the wilderness,
  they may occasionally be found in caves.
  Captured wolf cubs may be trained like
  dogs (if the DM permits), but with difficulty.
  If 3 or less wolves are encountered, or if a
  pack is reduced to less than 50% of its
  original numbers, their morale is 6 rather
  than 8.
  Dire Wolves: Dire wolves are larger and
  more ferocious than normal wolves, and are
  semi-intelligent. They are fierce enemies
  and usually hunt in packs, found in caves,
  woods, or mountains, They are sometimes
  trained by goblins to be used as mounts.
  Captured dire wolf cubs can be trained like
  dogs (if the DM permits), but they are even
  more savage than normal wolves.
  Zombie
  Armor Class:
  Hit Dice:
  Move:
  Attacks:
  Damage:
  No. Appearing:
  Save As:
  Morale:
  Treasure Type:
  Alignment:
  XP value:
  8
  2
  90' (30')
  1 claw or 1 weapon
  1-8 or by weapon
  2-8 (4-24)
  Fighter: 1
  12
  Nil
  Chaotic
  20
  Zombies are mindless undead humans or
  demi-humans animated by some evil magic-
  user or cleric. They may be Turned by
  clerics but are not affected by Sleep or
  Charm spells. They can be harmed by nor-
  mal weapons. Zombies are often placed to
  guard treasures, since they make no noise.
  They are slow fighters, and always lose
  initiative (no roll needed).
  39
  Lars Hjertstedt (order #6605655)
  
  Treasure
  The coins, gems, jewelry and magic items
  found by the characters during an adven-
  ture are all called treasure. Wealth (coins,
  gems, jewelry and other items of value) is
  worth experience points. The amount of
  treasure found will determine how fast the
  characters advance. A wealthy character
  may also buy better equipment, hire more
  retainers, and purchase special services —
  for example, buying magical cures from
  higher level clerics. Magic items are not
  counted for XP awards, but they are useful
  in other ways, especially during adven-
  tures.
  Treasure is normally found in the lairs
  of monsters, but may be gained as payment
  or a reward from a NPC for performing
  some task. Treasures are determined ran-
  domly or chosen by the DM.
  The DM should always determine the
  contents of a large treasure hoard before
  play, to decide how best to hide and protect
  the treasure from theft. If magic items are
  present, the DM may want to allow the
  monsters to use the items — such as a
  bugbear using a magical sword +1.
  Random Treasures
  To determine a monster's treasure at ran-
  dom, use the following step-by-step pro-
  cedure:
  HOW TO DETERMINE
  RANDOM TREASURE
  1. Find the Treasure Type
  2. Of the possible treasures given for the
  Treasure Type, roll d% to find which
  ones are actually present.
  3. Determine the amount of each treasure
  present.
  4. If magic is present, roll for the exact
  items, using the Magic Subtables.
  1. Find the Treasure Type in the monster
  description. Find the same letter on the
  Treasure Types Tables. The line after
  that letter will be used to find the actual
  treasure. Read across the Treasure
  Type line to find the possible types of
  treasure present. Each type will give a
  percentage, followed by a range of
  numbers.*
  2. Using Percentage dice, if you roll a
  number equal to or less than the per-
  centage given, that type of treasure is
  present. As you roll each percentage,
  make a note (on scrap paper) of each
  type of treasure actually present.
  3. Roll the dice range to find the amount
  of each type of treasure present (those
  found in step 2).
  GROUP TREASURE TYPES TABLE
  Type
  1000's of
  Copper
  1000's of
  Silver
  1000's of
  Electrum
  1000's of
  Gold
  A
  B
  C
  D
  E
  F
  G
  H
  I
  JK
  L
  M
  N
  O
  25% 1-6
  50% 1-8
  20% 1-12
  10% 1-8
  5% 1-10
  Nil
  Nil
  25% 3-24
  Nil
  25% 1-4
  Nil
  Nil
  Nil
  Nil
  Nil
  30% 1-6
  25% 1-6
  30% 1-4
  15% 1-12
  30% 1-12
  10% 2-20
  Nil
  50% 1-100
  Nil
  10% 1-3
  30% 1-6
  Nil
  Nil
  Nil
  Nil
  20%
  25%
  10%
  Nil
  25%
  20%
  Nil
  50%
  Nil
  Nil
  10%
  Nil
  Nil
  Nil
  Nil
  1-4
  1-4
  1-4
  1-4
  1-8
  10-40
  1-2
  35% 2-12
  25% 1-3
  Nil
  60% 1-6
  25% 1-8
  45% 1-12
  50% 10-40
  50% 10-60
  Nil
  Nil
  Nil
  Nil
  40% 2-8
  Nil
  Nil
  1000's of
  Platinum
  Gems
  Jewelry
  Magic Items
  25% 1-2 
  50% 6-36 
  50% 6-36 
  30% Any 3
  Nil 
  25% 1-6 
  25% 1-6 
  10% 1 sword, armor, or weaoon
  Nil 
  25% 1-4 
  25% 1-4 
  10% Any 2
  Nil 
  30% 1-8 
  30% 1-8 
  15% Any 2 + 1 potion
  Nil 
  10% 1-10 
  10% 1-10 
  25% Any 3 + 1 scroll
  30% 1-3 
  20% 2-24 
  10% 1-12 
  30% Any 3 except weapons, + 1 potion +
  1 scroll
  50% 1-6 
  25% 3-18 
  25% 1-10 
  35% Any 4 + 1 scroll
  25% 5-20 
  50% 1-100 
  50% 10-40 
  15% Any 4 + 1 potion + 1 scroll
  30% 1-8 
  50% 2-12 
  50% 2-12 
  15% Any 1
  Nil 
  Nil 
  Nil 
  Nil
  Nil 
  Nil 
  Nil 
  Nil
  Nil 
  50% 1-4 
  Nil 
  Nil
  Nil 
  Nil
  50% 5-30 
  55% 5-20 
  45% 2-12 
  Nil
  Nil 
  Nil 
  Nil 
  40% 2-8 potions
  Nil 
  Nil 
  Nil 
  50% 1-4 scrolls
  4. If any magic items are present, the
  Magic Item Subtables are used to find
  the actual types.
  Special Dice Note: The amount of treas-
  ure is listed as a range. Whenever the
  range starts with "1" (1-4, 1-6), the last
  number indicates the type of die rolled.
  For example, 1-4 means Id4; 1-100 means
  d%.
  When the first number is larger than
  one, it indicates the number of dice; the
  type of dice must be found, usually by
  dividing the second number by the first.
  For example, 3-24 means 3d8; 2-24
  means 2dl2; 5-30 means 5d6.
  If both numbers are multiples of 10,
  the DM may roll one die and multiply
  the result by 10. For example, 10-40 may
  be determined by Id4, multiplied by 10;
  10-60 may be determined by ld6xlO.
  Placed Treasures
  You may choose treasures instead of roll-
  ing for them randomly. You may also
  choose a result if rolls give too much or too
  little treasure. These choices should be
  made carefully, since most of the experi-
  ence the characters will get will be from
  treasure (usually 3A or more).
  After running a few games, it may be
  easier for you to first decide how many XP
  to give out (considering the size and levels
  of experience in the party), and place the
  treasures to give the desired result. How-
  ever, be sure to make the monsters tough
  enough to force the characters to earn
  their treasure!
  Adjusting Treasure
  When the "No. Appearing" of a type of
  monster is 1-4, no adjustment is necessary;
  even a single monster will have the treas-
  ure indicated. However, many human-like
  monsters are found in large numbers in
  their outdoor lairs. When the Treasure
  Type given is a letter from A to 0, that
  should only be the treasure found in a full
  lair (the Wilderness No. Appearing — the
  number in parentheses in the monster
  description). Beginning characters should
  not encounter full lairs of these creatures.
  Encounters with less than a full lair should
  yield less treasure.
  40
  Lars Hjertstedt (order #6605655)
  
  Treasure
  INDIVIDUAL TREASURE TYPE TABLE
  JEWELRY VALUE TABLE (gp)
  Pieces of
  Copper
  Pieces of
  Silver
  Pieces of
  Electrum
  p
  Q
  R
  S
  T
  U
  V
  3-24 per
  individual
  Nil
  Nil
  Nil
  Nil
  10% 1-100
  Nil
  Nil
  3-18 per
  individual
  Nil
  Nil
  Nil
  10% 1-100
  10% 1-100
  Nil
  Nil
  Nil
  2-12 per
  individual
  Nil
  Nil
  Nil
  5% 1-100
  Pieces of
  Gold
  Pieces of
  Platinum
  Gems
  Jewelry
  Magic Items
  Nil
  Nil
  Nil
  2-8 per
  individual
  Nil
  5% 1-100
  10% 1-100
  Nil
  Nil
  Nil
  Nil
  1-6 per
  individual
  Nil
  5% 1-100
  Nil
  Nil
  Nil
  Nil
  Nil
  Nil
  Nil
  Nil
  Nil
  Nil
  Nil
  Nil
  5% 1-4
  10% 1-4
  Nil
  Nil
  Nil
  Nil
  Nil
  2% Any 1
  5% Any 1
  Other Treasure Types
  You may create Treasure Types other than
  those listed. Some other valuable items
  could be rugs, wall hangings, rare wines,
  silverware and other kitchen items, or even
  animal skins. You should give each item a
  value in gold pieces (and an encumbrance,
  if that optional rule is used).
  Average Treasure Values
  The average values of each Treasure Type
  (in gp) are given below. These averages do
  not include the possible magic in the treas-
  ures. After rolling for treasures, you may
  refer to this list to see whether the treasure
  is larger or smaller than average. You may
  then adjust the treasure, if you wish.
  Gems
  To find the value of a gem, roll Percentage
  dice and refer to the Gem Value Table:
  % Roll
  GEM VALUE TABLE
  Value 
  Example
  01-20
  21-45
  46-75
  76-95
  96-00
  10 gp
  50 gp
  100 gp
  500 gp
  1000 gp
  quartz, turquoise
  citrine, onyz
  amber, garnet
  pearl, topaz
  opal, ruby
  AVERAGE
  A
  B
  C
  D
  17,000
  2,000
  750
  4,000
  TREASURE
  E
  F
  G
  H
  2,500
  7,600
  25,000
  60,000
  VALUE (gp)
  I
  JK
  L
  M
  7,500
  25
  250
  225
  50,000
  Coins
  All coins are about equal in size and
  weight. Each coin weighs about '/io pound.
  Electrum is a mixture of silver and gold.
  The rate of exchange between coins is as
  follows:
  MONEY CONVERSION CHART
  100 cp = 1 gp
  10 sp = 1 gp
  2 ep = 1 gp
  1 pp = 5 gp
  500 cp = 50 sp = 10 ep = 5 gp = 1 pp
  Examples are given for each value of gem.
  You may wish to reveal a gem type rather
  than giving its exact value, for more real-
  ism in the adventure. If you do so, the
  players should be able to discover the exact
  value later — at the town jeweler's shop,
  for example (probably for a small fee,
  which is usually 1-5% of the value, or less).
  Optional: After finding the total value
  of all the gems in a treasure, you may
  combine or split them into different
  numbers of gems at any values. For
  example, 5 gems worth 100 gp each might
  be placed as 1 pearl, or 50 onyx gems,
  or 4 garnets and 10 pieces of turquoise.
  Jewelry
  To find the value of a piece of jewelry, roll
  3d6 and multiply the total by 100 (for a
  total of 300-1800 gp). Jewelry can be
  damaged by such things as very hot fire,
  lightning bolts, crushing, and other rough
  treatment. Damaged jewelry is only worth
  '/2 normal value.
  Value
  Examples
  300-600
  700-1000
  1100-1400
  1500-1800
  Bracelet, Pin
  Brooch, Earring
  Pendant, Necklace
  Crown, Sceptre
  As with gems, you may use any type of
  jewelry as treasure, and various combina-
  tions. You may choose to allow jewelry of
  greater value than that given.
  When both gems and jewelry occur in
  the same treasure, you may combine them.
  For example, a single gem result of 1,000 gp
  along with a jewelry value of 1,500 gp
  could be placed as "two gold crowns, each
  with a large pearl set in the front; each
  crown is worth 1,250 gp."
  Magic Item Subtables
  If a magic item is present in a treasure, you
  should find the exact item, using the fol-
  lowing three-step process:
  1. Roll Percentage dice to find which Sub-
  table to use, as given on the Magic Item
  Type Table.
  2. Find the Subtable indicated and roll
  ld20 to find the exact item.
  3. Read the explanation of the item, given
  on the following pages.
  1. Roll Percentage:
  Die
  Roll
  MAGIC ITEM TYPE
  Magic Subtable to use
  01-20
  21-30
  31-40
  41-65
  66-85
  86-90
  91-95
  96-00
  a.
  b.
  c.
  d.
  e.
  f.
  g.
  K.
  Swords
  Other Weapons
  Armor and Shields
  Potions
  Scrolls
  Rings
  Wands, Staves, and Rods
  Miscellaneous Magic
  41
  Lars Hjertstedt (order #6605655)
  
  Treasure
  2. Roll on Magic Subtable:
  a. SWORDS (roll ld20) 
  **"
  Die
  Roll 
  Type of Sword
  1-8 
  Sword +1
  9-10 
  Sword +1, +2 against
  lycanthropes
  11 
  Sword + 1, + 2 against spell users
  12-13 Sword + 1,+3 against undead
  14-15 Sword +1, + 3 against dragons
  16 
  Sword + 1, Light spell I/day
  17-19 Sword + 1, Cure Light Wounds
  I/day
  20 
  Sword +2
  b. OTHER WEAPONS (roll ld20)
  Die
  Roll 
  Type of Weapon
  1-4 
  Arrows +1(10 arrows)
  5-6 
  Axe +1
  7-9 
  Dagger +1
  10 
  Dagger +2
  11-13 Mace +1
  14-16 Quarrels +1 (10 quarrels)
  17 
  Sling +1
  18-20 War Hammer +1
  c. ARMOR & SHIELDS (roll ld20)
  Die
  Roll 
  Type of Armor or Shield
  1-4 
  Leather armor + 1
  5-9 
  Chain mail armor + 1
  10-11 Plate mail armor +1
  12-17 Shield +1
  18-19 Shield +2
  20 
  Chain armor & shield (both + 1)
  d. POTIONS (roll ld20)
  Die
  Roll 
  Type of Potion
  f. RINGS (ld20)
  1-4
  5-6
  7-9
  10-12
  13-16
  17
  18-19
  20
  Diminution
  ESP
  Gaseous Form
  Growth
  Healing
  Invisibility
  Levitation
  Poison
  e. SCROLLS (roll ld20)
  Die
  Roll 
  Type of Scroll
  1-4 
  Scroll of 1 spell
  5-7 
  Scroll of 2 spells
  8 
  Scroll of 3 spells
  9-10 
  Curse (occurs when read)
  11-13 Protection from Lycanthropes
  14-16 Protection from Undead
  17-18 Treasure Map: location of
  1,000-4,000 gp value
  19-20 Treasure Map: location of
  1 hidden magic item
  Die
  Roll 
  Type of Ring
  1-3
  4-8
  9-10
  11-15
  16-18
  19-20
  Animal Control
  Fire Resistance
  Invisibility
  Protection +1
  Water Walking
  Weakness
  g. WANDS, STAVES, AND RODS
  (roll ld20)
  Die
  Roll 
  Type of Wand, Staff, or Rod
  1-6 
  Wand of Enemy Detection
  7-11 
  Wand of Magic Detection
  12-14 Wand of Paralyzation
  15-17 Staff of Healing
  18 
  Snake Staff
  19-20 Rod of Cancellation
  h. MISCELLANEOUS ITEMS (roll ld20)
  Die
  Roll
  Type of Magic Item
  1-2 
  Bag of Devouring
  3-5 
  Bag of Holding
  6 
  Crystal Ball
  7-8 
  Elven Cloak
  9-10 
  Elven Boots
  11 
  Gauntlets of Ogre Power
  12-13 Helm of Alignment Changing
  14-16 Helm of Telepathy
  17-18 Medallion of ESP
  19-20 Rope of Climbing
  3. Explanation of Magic Items
  Identifying Magic Items
  The only way to identify exactly what an
  item does is by testing it (trying on the ring,
  sipping the potion, etc.). If a retainer does
  this testing, the retainer will expect to keep
  the item. A high level NPC magic-user may
  be asked to identify an item, but will want
  money or a service in advance and may
  take several weeks (game time, not real
  time) to do it.
  Types of Magic Items
  There are two basic types of magic items:
  Permanent items, which are not used up
  (such as swords and armor), and Tempo-
  rary items, which are used either once
  (such as potions) or one "charge" at a time
  (such as wands).
  Using Magic Items
  Any magic item must be properly used to
  have any effect. A magic shield will have no
  effect unless it is carried normally; a ring
  must be worn on a finger to get the magical
  effect.
  Some Permanent items are simply for
  protection. No concentration is required to
  use these items. Magic weapons also func-
  tion automatically.
  All Temporary items are either con-
  sumed (by drinking or eating) or used by
  concentrating. If not consumed, the item
  must be held while the user concentrates.
  While using the item, the user may not
  move, cast a spell, or take any other action
  during that round.
  Charges in Magic Items
  Many Temporary items have a limited
  number of charges (uses). When the last
  charge is used, the item is no longer magi-
  cal. It is not possible to find out how many
  charges an item has, and such items cannot
  be recharged.
  Magic Item Descriptions:
  a. Swords
  When a magic sword is used, the player
  adds the "plus" to both Hit Rolls and
  Damage rolls. Several swords also have a
  special adjustment which is used only when
  fighting a special type of opponent. Nor-
  mal weapon restrictions for character
  classes also apply to magical weapons. For
  example, A cleric cannot use a sword, so a
  cleric cannot use a magical sword either.
  Two of the swords listed can cast cleric
  spells. Refer to those spells to find the
  exact effect. Each effect can only be used
  once each adventure (or day). No meditat-
  ing is needed to gain the spell casting
  ability. If you wish, you may add other spell
  abilities to swords, using either cleric or
  magic-user spells.
  You may select die size of a sword (most
  are normal swords, but short and two-
  handed swords may be found) or deter-
  mine it randomly.
  Cursed Swords: Any sword may be
  cursed! When the dice rolls indicate a
  sword as treasure, roll ld20 again. If the
  result is 1-3, a cursed sword should be placed
  instead. However, it will seem to be a
  "normal" magic sword (whatever type was
  first rolled) until used in deadly combat. At
  that time, the curse is revealed.
  42
  Lars Hjertstedt (order #6605655)
  
  Treasure
  A cursed sword will cause the player to
  subtract one from all Hit Rolls and Damage
  Rolls when using that weapon, instead of
  giving a bonus. Once a cursed sword is
  used in battle, it may not be thrown away.
  If it is stolen or sold, the character is cursed
  with the desire to get it back. The character
  will always use that weapon when in battle.
  (DM, tell the player that this is what the
  character wants — and no arguments!)
  Only a high level NPC magic-user or cleric
  can help a character be rid of the curse.
  After the curse is removed, the sword will
  become a "normal" magic sword, of what-
  ever type was rolled.
  b. Other Weapons
  As with magic swords, the "plus" number is
  added to both Hit Rolls and Damage Rolls.
  And as with swords, any item may be cursed,
  though there is less chance with other weap-
  ons. Roll ld20; if the result is 1-2, the item is
  cursed. The curse is handled in the same
  manner as a cursed sword.
  Normal weapon restrictions apply. Since
  a magic-user cannot use a sling, a magic-
  user cannot use a magical sling, either.
  c. Armor
  Armor comes in many shapes and sizes.
  The better the armor, the lower your AC
  number. Magical armor and shields can
  lower the AC number even further.
  MAGICAL ARMOR TABLE
  Type of Normal Magical Encumbrance
  Armor 
  AC 
  AC 
  Adjustment
  Leather 
  7 
  6 
  +100 en
  Chain mail 
  5 
  4 
  +250 en
  Plate mail 
  3 
  2 + 
  300 en
  Shield 
  * 
  * 
  none
  Explanation of Magical Armor Table:
  "Normal AC" is the AC of a character
  wearing normal armor of the type given.
  "Magical AC" is the AC of a character
  wearing magical armor of the type given.
  "Encumbrance Adjustment" is the
  added amount that a character can carry
  when wearing magical armor of the type
  given. In other words, magical chain mail
  weighs 250 en less than non-magical chain
  mail armor.
  A shield +1 would lower the AC num-
  ber one more. For example, a fighter in
  normal chain mail and shield would be AC
  4. If a set of magical chain mail and shield
  were found (both +1), the AC would drop
  1 for the armor and 1 more for the shield,
  for a total of AC 2. If a +2 shield were
  used, the AC number would drop 1 more,
  for a total of AC 1.
  Cursed Armor: Armor and shields may be
  cursed! You should roll Id8 when either is
  placed as treasure; a result of 1 indicates
  that the item is cursed. Handle cursed
  armor in the same manner as cursed
  swords. Cursed armor makes a character
  easier to hit by + 1.
  You may either select the size of the
  armor found (most is human-sized) or
  determine it randomly.
  d. Potions
  Potions are usually found in small glass
  vials, similar to Holy Water. Each potion
  has a different smell and taste — even two
  potions with the same effect! Unless stated
  otherwise, the effect of a potion lasts 7-12
  turns. Only you, die DM, should know the
  exact duration, and you should keep track
  of it when the potion is used. The entire
  potion must be drunk to have this effect. A
  potion may be sipped to discover its type
  and then used later. Drinking a potion
  takes one round. Sipping a potion does not
  decrease its effect or duration.
  If a character drinks a potion while
  another potion is still in effect, that charac-
  ter will become sick and will be unable to
  do anything (no saving throw) for 3 turns
  (Yi hour) and neither potion will have any
  further effect. A potion of healing has no
  duration (for this calculation). Each type of
  potion is described below:
  Diminution: Anyone taking this potion
  will immediately shrink to 6" in height, and
  can do no damage when physically attack-
  ing a creature larger than 1'. The user can
  slip through small cracks and has a 90%
  chance of not being seen when standing
  still. This potion will negate a potion of
  growth.
  ESP: This potion will have the same effect
  as the magic-user spell ESP. The user may
  "hear" the thoughts (if any) of one creature
  within 60' by concentrating for one full
  turn in one direction. The user may "hear"
  dirough 2 feet of rock, but a thin coating
  of lead will block the ESP. Refer to the
  magic-user spell (PLAYERS' MANUAL,
  page 41) for more information.
  Gaseous Form: Upon drinking this potion,
  the user's body will take the form of a cloud
  of gas. Anything the user is carrying or
  wearing will fall through the gaseous body
  to land on the floor. The user will keep
  control over his or her body, and can move
  through small holes in walls, chests, and so
  forth. Any creature or character in gaseous
  form cannot attack, but has an AC of - 2
  and cannot be harmed by non-magical
  weapons.
  Growth: This potion causes the user to
  grow to twice normal size, temporarily
  increasing Strength and giving the ability
  to inflict double damage (twice the amount
  rolled) on any successful hit. The user's hit
  points, however, will not increase. This
  potion will negate a potion of diminution.
  Healing: Like the clerical cure light
  wounds spell, drinking this potion will
  restore 2-7 lost hit points or will cure
  paralysis for one creature.
  Invisibility: This potion will have the same
  effects as the magic-user spell invisibility.
  The potion will make the user invisible.
  When a character becomes invisible, all the
  items (but not other creatures) carried and
  worn by that character also become invisi-
  ble. Any invisible item will become visible
  once again when it leaves the character's
  possession (is set down, dropped, and so
  forth). See the magic-user spell (page 41) of
  the PLAYERS' MANUAL) for more infor-
  mation. The DM may allow players to
  drink small amounts of this potion 6 times,
  each drink being effective but only for 1
  turn.
  Levitation: Drinking this potion will have
  the same effects as the magic-user spell
  levitation. The user may move up or down
  in the air without any support. This potion
  does not enable the user to move side-to-
  side. The user could, however, jevitate to a
  ceiling and move sideways by pushing or
  pulling. Motion up or down is at a rate of
  60' per round. See the magic-user spell
  (page 41 of the PLAYERS' MANUAL) for
  more information.
  Poison: Poisons look like normal magic
  potions. If any amount of this potion is
  swallowed, even a sip, the user must make
  a Saving Throw vs. Poison or die! (If you
  wish, you may decide that the poison will
  do a set amount of damage if the Saving
  Throw is failed.)
  e. Scrolls
  A scroll is a piece of old paper or parch-
  ment upon which a high level magic-user,
  elf or cleric has written a magical formula.
  To use a scroll, there must be enough light
  to read by, and the scroll must be read
  aloud. A scroll can only be used once, for
  the words will fade from the scroll when
  they are read aloud. A spell scroll can only
  be read by a magic-user, elf, or cleric
  (depending on the type of spell), but a
  Protection Scroll or a Treasure Map can be
  read by anyone.
  43
  Lars Hjertstedt (order #6605655)
  
  Treasure
  Spell Scroll: These scrolls may have 1, 2, or
  3 spells written on them. If more than one
  spell is written on a scroll, only the spell
  cast will disappear when read. Spell scrolls
  may have either magic-user or cleric spells
  on them. To find the type, roll Id4:
  TYPE OF SPELL ON SCROLL
  Die
  Roll
  Type
  1 
  Cleric spell
  2-4 
  Magic-user spell
  Magic-user spells are written in a magical
  language and cannot be read until a Read
  Magic spell (PLAYERS' MANUAL, page
  40) is used to read it. Cleric scrolls are
  written in the Common tongue, but only a
  cleric will understand how to use the spells.
  Magic-users and elves cannot use cleric
  scrolls, nor can clerics read magic-user
  scrolls.
  You may either choose the spells on a
  scroll or determine them randomly. If you
  wish to choose them randomly, roll Id6 for
  each spell and use the chart below to find
  the spell level. Then roll to determine the
  exact spell, using the spell lists (PLAYERS'
  MANUAL, page 35, or page 17 of this
  booklet for 3rd level spells).
  LEVEL OF SPELL ON SCROLL
  Die
  Roll
  Level
  1-3
  4-5
  6
  1st level
  2nd level
  3rd level
  Cursed Scroll: Unfortunately, when any
  writing on a cursed scroll is even seen, the
  victim is immediately cursed. No reading is
  necessary! You, the DM, must make up
  each curse. Examples of a few common
  curses are:
  1. The reader turns into a frog (or some
  other harmless animal).
  2. A wandering monster of the same level
  as die reader appears and attacks the
  reader by surprise (a free attack with
  bonuses).
  3. One magic item owned by the reader
  disappears (the item is chosen or ran-
  domly determined by the DM).
  4. The reader loses one level of experi-
  ence, as if struck by a wight. (You
  should roll again for a first level charac-
  ter, to avoid unfair "instant death.")
  5. The reader's Prime Requisite must be
  rerolled.
  6. Wounds will take twice as long to heal,
  and healing spells only restore half nor-
  mal amounts.
  Only a Remove Curse spell (see the D&D
  EXPERT SET) can remove a curse of this
  nature. However, you may allow the cursed
  character to be cured by a high level NPC
  cleric or magic-user, who will demand that
  the character complete a special adventure
  or perform a worthy but difficult task.
  Protection Scroll: A protection scroll may
  be read and used by any class. When read,
  it creates a circle of protection 10' across
  which will move with the reader at its
  center. It will prevent any of the given
  creatures from entering this circle, but
  does not prevent spell or missile attacks
  from those creatures. The circle will be
  broken if anyone protected attacks one of
  the given creatures in hand-to-hand com-
  bat.
  Protection from Lycanthropes: When read, this
  scroll will protect all those within the circle
  from a variable number of lycanthropes
  for 6 turns. The number of lycanthropes
  affected varies according to their type, as
  follows:
  Wererats:
  Werewolves, wereboars:
  Weretigers, werebears:
  1-10 affected
  1-8 affected
  1-4 affected
  Protection from Undead: When read, this
  scroll will protect all those within the circle
  from a variable number of undead for 6
  turns. The number of undead affected
  varies according to their type, as follows:
  Skeletons, zombies,
  or ghouls:
  Wights, wraiths,
  or mummies:
  Spectres (or larger):
  2-24 affected
  2-12 affected
  1-6 affected
  Treasure Map: A treasure map should be
  made by the DM in advance, and should
  show the location of some treasure hoard
  in a dungeon. The DM may choose any
  combination of treasures to equal the total
  value given. These treasures should be
  guarded by monsters. Sometimes maps are
  only partially complete, or are written in
  the form of riddles, and can only be read
  by using a Read Languages spell.
  f. Rings
  A magical ring must be worn on a finger or
  thumb to be used. A ring may also be
  carried and put on when desired. Only one
  magic ring can be worn on each hand. If
  more than that are worn, none of the rings
  will function, with the exception of a ring of
  weakness (see below). Any ring may be used
  by any character class.
  Animal Control: The wearer of this ring
  may command 1-6 normal animals (or 1
  giant-sized). The animals are not allowed a
  Saving Throw. The ring will not control
  intelligent animal races or fantastic or mag-
  ical monsters. The wearer must be able to
  see the animals to control them. The con-
  trol will last as long as the wearer concen-
  trates on the animals and does not move or
  fight. When the wearer stops concentrat-
  ing, the animals will be free to attack their
  controller or run away (roll reactions with a
  penalty of — 1 on the roll). This ring can
  only be used once per turn.
  Fire Resistance: The wearer of this ring
  will not be harmed by normal fires, and
  gains a bonus of + 2 on all Saving Throws
  vs. Fire Spells and vs. Red Dragon breath.
  In addition, the DM must subtract 1 point
  from each die of fire damage to the wearer
  (widi a minimum damage of 1 point per
  die rolled to determine the damage).
  Invisibility: The wearer is invisible as long
  as die ring is worn. If the wearer attacks or
  casts spells, he or she will become visible.
  The wearer can only become invisible once
  per turn.
  Protection +1: This ring improves the
  wearer's Armor Class by 1. For example, a
  magic-user with no armor (AC 9) would be
  AC 8 when wearing the ring. This item
  also adds a bonus of +1 to all of the
  wearer's Saving Throw rolls.
  Water Walking: The wearer of this ring
  may walk on the surface of any body of
  water, and will not sink.
  Weakness: When this ring is put on, the
  wearer becomes weaker, and his or her
  Strength score becomes 3 within 1-6
  rounds. The wearer cannot take off this
  ring (unless a Remove Curse spell is used,
  as explained in the D&D EXPERT rules).
  44
  Lars Hjertstedt (order #6605655)
  
  Treasure
  g. Wands, Staves, and Rods
  A wand is a thin smooth stick about 18
  inches long. A rod is similar, but 3 feet
  long; and a staff is 2 inches thick and about
  6 feet long. In D&D BASIC rules, wands
  may only be used by magic-users and elves,
  and staves may only be used by clerics.
  (More of these items, with different
  charges and usable by different classes, are
  given in the EXPERT Set.) A wand con-
  tains 1-10 charges when found. Each item is
  described below:
  Wand of Enemy Detection: When a
  charge is used, this item will cause all
  enemies within 60' (even those hidden or
  invisible) to glow, as if on fire.
  Wand of Magic Detection: When a charge
  is used, this item will cause any magic item
  within 20' to glow. If the item cannot
  normally be seen (within a closed chest, for
  example), the glow will not be seen.
  Wand of Paralyzation: This wand projects
  a cone-shaped ray when a charge is used.
  The ray is 60' long and 30' wide at its end.
  Any creature struck by the ray must make
  a Saving Throw vs. Wands or be paralyzed
  for 6 turns.
  Staff of Healing: This item will heal 2-7
  points of damage per use. It may only be
  used once per day on each person, but will
  heal any number of persons once a day. It
  does not have nor use any charges.
  Snake Staff: This magical staff is a Staff
  +1, and will inflict 2-7 points of damage
  per hit.
  Upon command, it turns into a snake
  (AC 5, Hit Dice 3, hit points 20, Movement
  60' per turn, 20' per round) and coils
  around the creature struck. The command
  may be spoken when the victim is hit. The
  victim is allowed to make a Saving Throw
  vs. Spells to avoid the serpent's coil. Any
  man-sized or smaller victim will be held
  helpless for 1-4 turns (unless the snake is
  ordered by the owner to release the victim
  before that time). Larger creatures cannot
  be "coiled."
  When freed, the snake crawls back to its
  owner and becomes a staff once again. The
  snake is completely healed when it turns
  into a staff. If killed in snake form, it will
  not return to staff form and loses all magi-
  cal properties. This item does not have nor
  use any charges.
  Rod of Cancellation: This rod is usable by
  any character. It will only work once, but
  will drain any magic item it hits, making
  that item forever non-magical. The target
  is treated as having an Armor Class of 9.
  The DM may adjust the Armor Class of an
  item if it is being used in combat (such as
  when trying to hit a sword).
  h. Miscellaneous Magic Items
  Each of these items is special, and is fully
  described below.
  Bag of Devouring: This item looks like a
  normal small sack, but anything placed
  within it disappears. Anyone may reach in
  and find the contents by touch — if the
  contents are still there! If the contents are
  not removed witin 7-12 turns, they will be
  forever lost. The bag will not affect living
  creatures unless the entire creature is
  stuffed inside the bag. This is impossible to
  do except with very small creatures.
  Bag of Holding: This item looks like a
  normal small sack, but anything placed
  within it disappears. Anyone may reach in
  and find the contents by touch. The bag
  will actually hold treasures up to 10,000 en
  in weight, but will only weigh 600 en when
  full. An item to be placed inside the bag
  may be no larger than 10' x 5' x 3'. A
  larger item will not fit inside.
  Crystal Ball: This item can only be used by
  an elf or magic-user. Its owner may look
  into it and see any place or object thought
  of. It will work 3 times per day, and the
  image will only last for 1 turn. Spells cannot
  be cast "through" the crystal ball. The
  more familiar the object or area to be seen,
  the clearer the picture will be.
  Elven Cloak: The wearer of this cloak is
  nearly invisible (roll Id6; seen only on a 1).
  The wearer becomes visible when attack-
  ing or casting a spell, and may not become
  invisible again for a full turn.
  Elven Boots: The wearer of these boots
  may move with nearly complete silence
  (roll ldlO; only heard on a 1).
  Gauntlets of Ogre Power: These gauntlets
  will give the wearer a Strength score of 18,
  gaining all normal bonuses. If a weapon is
  not used in combat, the wearer may strike
  with one fist each round, for 1-4 points of
  damage and gaining a + 3 on Hit Rolls
  (only).
  Helm of Alignment Changing: This item
  looks like a fancy helmet. When the helm is
  put on, it will immediately change the
  wearer's alignment (the DM should deter-
  mine the new alignment randomly). This
  device may only be taken off by using a
  Remove Curse spell, and the wearer will
  resist the removal. Once removed, the
  wearer's original alignment will return.
  The DM may allow the character to re-
  move it by performing a special task or
  adventure.
  Helm of Telepathy: This item looks like a
  fancy helmet. The wearer of this helm may
  send messages, by mere thought, to any
  creature within 90'. The creature receiving
  the thought messages will understand
  them. (The creature may refuse to re-
  spond.) The wearer may also read the
  thoughts of a living creature within range.
  To make the helm work, the wearer must
  concentrate on the creature, and may not
  move or cast spells. If the creature fails'a
  Saving Throw vs. spells (or permits the
  thought reading), the wearer will under-
  stand the creature's thoughts.
  Medallion of ESP: This magical medallion
  is strung on a chain to be worn around the
  neck. If the wearer concentrates for 1
  round, he or she may read the thoughts of
  any one creature within 30'. The wearer
  may move normally but cannot fight nor
  cast spells while concentrating. The DM
  must roll Id6 each time this item is used; it
  will not work properly on a roll of 1. If this
  occurs, it Will broadcast the thoughts of the
  user to everyone within 30'! The DM may
  allow a Saving Throw vs. Spells to prevent
  the medallion from reading a creature's
  thoughts.'
  Rope of Climbing: This 50' long, thin,
  strong rope will climb in any direction
  upon the command of the owner. It may
  fasten itself to any protruding surface, and
  will support up to 10,000 en of weight.
  45
  Lars Hjertstedt (order #6605655)
  
  Creating dungeons
  A "dungeon" is any place where monsters
  and treasures may be found. A dungeon is
  usually a group of rooms, connected by
  corridors. It could be a castle (new or
  ruined), some caves, or anything else you
  can imagine.
  The "level" of a dungeon is a number
  that identifies part of the dungeon, and
  usually indicates the amount of danger
  present in that area of the dungeon. Level
  One, or the "first level," is usually the
  easiest part of the dungeon — the place
  where the smallest monsters and treasures
  can be found. Level 2 is usually more
  dangerous than level 1, and as the numbers
  increase, so does the danger. A dungeon
  may have any number of levels.
  Types of Dungeons
  The levels of a dungeon are usually built
  vertically - one above the other. In most
  dungeons, the deeper you go, die more
  dangerous the adventure becomes. The
  entrance to the dungeon is usually on
  Level One, and stairs, pits, or chutes
  (sometimes even elevators) lead to the
  lower levels.
  Some dungeons may be built in the
  opposite way, with the more difficult levels
  above the first, rather than below. A tower
  is one example of this type.
  Some dungeons may be built horizon-
  tally, with no areas above or below the first.
  A "lower level" would be a section of the
  dungeon further from the entrance, but
  no deeper or higher than the First Level. A
  group of caves is an example of this type.
  There may be more than one entrance
  to a dungeon. All the entrances need not
  lead to the First Level. Some may lead
  directly to other levels, bypassing the first.
  When you design a dungeon, you may
  use any method. It is recommended diat
  you make simple vertical dungeons first,
  widi more dangerous levels below the first
  level. You may find other types in pub-
  lished modules, and you may construct
  more elaborate types after some practice.
  Good and Bad Dungeons
  You could "design" a dungeon simply by
  drawing a group of circles and squares (for
  rooms), connecting them by lines (for cor-
  ridors), and making a list of monsters and
  treasures to be found. But this random
  "design" is not a good dungeon. A good
  dungeon is reasonable. Its design is care-
  fully thought out, and the monsters and
  treasures are placed for a reason.
  A good dungeon is more than just a
  place to meet monsters; it provides enter-
  tainment, puzzles and clues, and fits to-
  gedier in a meaningful way. In a good
  dungeon, the players gain a sense of
  achievement — of successfully meeting a
  challenge of some kind.
  Even a random dungeon could be a
  good dungeon, if the monsters within it
  were selected and placed carefully. Ran-
  domly drawn caves would give a disor-
  ganized design of rooms and corridors, but
  could be a good dungeon if occupied only
  by cave dwellers, such as animals (normal
  and giant) and human-like monster tribes
  (such as goblins).
  The Solo Adventure in the PLAYERS'
  MANUAL was not a "good" dungeon — at
  least, not for most adventures! Instead,
  that dungeon was designed as an exercise
  for practicing your combat procedures,
  and to show you several basic parts of the
  game. It could be changed into a good
  dungeon for group games, by removing die
  Rust Monster and adding more rooms to
  complete an overall plan — possibly the
  lair of a goblin tribe, with a few scavengers
  (such as die rats) and guards (the skel-
  etons) in the outer areas.
  Step By Step
  The following steps can be used as a guide
  in making a good dungeon. Read them for
  ideas, and follow the steps if you wish.
  Every step is important.
  1. Choose a Scenario
  2. Decide on a Setting
  3. Select Special Monsters
  4. Draw the Map
  5. Stock die Dungeon
  6. Fill In the Final Details
  1. Choose A Scenario
  A "scenario" is an idea or theme which ties
  the dungeon together. The entire dun-
  geon should fit the scenario. A good sce-
  nario gives the players a reason for adven-
  turing, and keeps the adventure consistent
  and logical. The monsters and treasures
  are placed later, based on die scenario
  used. In short — the scenario affects every-
  thing in the dungeon.
  A scenario can be anything you can
  imagine! Some examples are given and
  explained below.
  Exploring the Unknown
  The party is hired to map unknown terri-
  tory. The area might once have been famil-
  iar but is now overrun or destroyed. A
  strange tower might mysteriously appear
  overnight in a familiar area. Examples:
  TSR's Dungeon Modules B-l and B-3.
  Investigating an Enemy Outpost
  The enemies (possibly Chaotic monsters)
  are invading the Realm of Man. The char-
  acters must enter an enemy outpost, find
  the strengths and plans of die invaders,
  and destroy diem if possible. Example:
  TSR's Dungeon Module B-2.
  Recovering Ruins
  The party is scouting an old village before
  permanent settlers move in. The ruins may
  have been overrun by a certain type of
  monster, who must be driven off or slain.
  The ruins could even be underneath — or
  part of — a thriving town.
  Destroying an Ancient Evil
  The "evil" is a monster or NPC, but the
  exact type is not known. It may have been
  deeply buried and reawakened by recent
  digging, exploring, and so forth.
  Visiting a Lost Shrine
  To remove a curse or recover a special item,
  the party must travel to a shrine which has
  been lost for ages. They have only a rough
  idea of its location, and may have to consult
  an oracle or seer during die trip.
  Fulfilling a Quest
  A King (or other powerful NPC) assigns an
  epic task to a character or party. It may
  involve the recovery of a valuable or
  powerful object.
  Escaping From Enemies
  The characters have been captured! They
  must escape from their cells deep within a
  dungeon. (Be sure to make escape, and the
  recovery of some equipment, possible —
  though not easy.)
  Rescuing Prisoners
  Valuable or important persons are being
  held prisoner by an evil group (bandits,
  ores, a magic-user with allies, etc.). The
  party may be hired, or may simply be
  seeking an announced reward. The party
  may be the guards for a person negotiating
  die ransom demands.
  Using a Magic Portal
  A "magic portal" is a device which mag-
  ically sends creatures from one place to
  another. It may be a "door" into another
  dimension or world, and could become the
  point of an invasion from die far place! It
  could simply be a way to force die party
  into a secret part of a dungeon. The party
  might be on a mission to destroy the portal,
  or might be hired to reopen or find a
  closed or lost portal. The portal may be
  known or secret, and may operate both
  ways — or one-way only!
  Finding a Lost Race
  The characters find a long-lost race that
  was once human, but has lived under-
  ground so long that many changes have
  occurred (change of color, animal habits,
  46
  Lars Hjertstedt (order #6605655)
  
  Creating dungeons
  infravision, etc.). The details of the Lost
  Race must be invented carefully.
  2. Decide on a Setting
  You do not yet have to make a full map of
  the dungeon, but you should decide how
  the area will generally look. After choosing a
  general type (some are given below), make
  notes on any specific ideas you have for
  special rooms or areas.
  Castle or Tower
  Caves or Cavern
  Abandoned mine
  Crypt or Tomb
  Ancient Temple
  Stronghold or Town
  3. Select Special Monsters
  You should select (and not roll at random)
  some special monsters, based on the sce-
  nario. You may create new monsters if
  desired. For example, if the scenario is "Re-
  covering Ruins" in a "Ruined Town" set-
  ting, you might place a few hobgoblin lairs
  (15-20 creatures in each), plus their pets
  and friends, as Special Monsters. The rest
  of the ruins could be filled randomly. The
  entire "dungeon" could be used for several
  adventures.
  4. Draw the Map
  Using graph paper and pencil, draw a map
  of the dungeon. First, select a scale. The
  scale of a map is the number of feet (length
  and area) represented by one square on
  the paper. A common scale is "1 square =
  10' x 10' area." For outdoor areas, like the
  ruins mentioned above, a 20' x 20' map
  square is common. Some detailed indoor
  areas use 5' x 5' squares, but any scale may
  be used.
  Second, draw the overall shape of the
  dungeon, based on the setting. For caves,
  no exact shape is needed; you could simply
  draw a line for the outer edge, break it with
  a few entrances, and fill the rest of the map
  paper with rooms and corridors. For a
  tower, however, you must decide on a size
  and shape before continuing.
  Some sections of the map may be left
  blank, to be filled in later.
  The standard symbols used in mapping
  to represent doors, stairs, traps, and other
  features are given on the inside front
  cover. You can get several ideas for dun-
  geon design just from looking at them!
  5. Stock the Dungeon
  The process of placing the monsters, traps,
  and treasures into the dungeon is called
  "stocking" the dungeon. First, place the
  Special Monsters in their areas, along with
  their treasures. Then you may either select
  other creatures or roll for them at random,
  using either the Wandering Monster Ta-
  bles (inside back cover) or a list of your
  own.
  To randomly determine the contents of
  rooms, you may use the system explained
  on the following pages.
  6. Fill In the Final Details
  After the rooms have been stocked, you
  can add details about normal items,
  sounds, smells, and so forth. Try to add
  enough detail to make the adventure inter-
  esting, but not too much that the players
  become bored. You will develop a "feel," in
  time, for the right amount of detail.
  To finish, you should make a Wandering
  Monster list to fit the dungeon. Only a few
  monsters will be needed — from 4 to 10 —
  but they should be selected to fit the scenario,
  the setting, and the map. For example, in ruins,
  the Wandering Monsters could all be scav-
  enger types (carrion crawler, rats, gelatinous
  cube), giant beetle, and Special Monsters (1-4
  hobgoblin guards, for example).
  Random Stocking
  After placing Special Monsters in a dun-
  geon, you may fill the rest of a dungeon
  with creatures either at random or by
  choosing. Many rooms should be left
  empty. If there are creatures everywhere,
  the dungeon will be too dangerous. As a
  way of checking, imagine what would hap-
  pen in the dungeon when the adventurers
  aren't around. If the monsters would en-
  counter each other often, they should not
  be enemies; otherwise, the dungeon could
  be ruined! It would be nearly empty before
  the adventurers arrive, with all the dun-
  geon treasure in the lair of the last sur-
  vivors.
  To randomly stock a dungeon room, roll
  Id6 twice and consult the Room Contents
  Table. The first roll is to find the contents
  (monster, trap, special, or empty), and the
  second roll shows whether treasure is pres-
  ent.
  ROOM CONTENTS TABLE
  First
  Roll
  Second Roll
  1 2 
  3 4 
  5 6
  1-2 
  Empty
  3 
  Trap
  4-5 
  Monster
  6 
  Special
  T
  T T
  T T T
  (usually no treasure)
  Use the first roll to find the contents, and
  then read across to the column under the
  result of the second roll. If the result is "T,"
  place treasure in the room. Treasure is
  rarely found with a "Special." The amount
  of treasure can be determined by using the
  random Treasures Table:
  Silver pieces are always part of randomly
  placed treasure, and other items might be
  found. The DM rolls Percentage dice, and
  if the result is equal to or less than the
  number given, that type of treasure is also
  present. Treasure should rarely be sitting
  out on the floor. You should decide where
  the treasure is kept (a locked chest) or
  hidden (in a hollow table leg, etc.).
  Room Contents
  The Random Stocking chart may call for
  the placement of a Trap or Special. These
  are explained below.
  Trap
  A trap is anything that could cause
  damage, delay or a magical effect to occur.
  The trap may be found, and possibly re-
  moved, by a thief character. Traps may be
  placed on doors, walls, ceilings, room fur-
  nishings (table, chest, etc.) or directly on a
  treasure. You may combine traps, or place
  several in one area, but try not to make the
  encounter too dangerous for the charac-
  ters. Deadly traps are not recommended
  until the 2nd level of a dungeon (or
  deeper) is reached. Some typical traps:
  Blade: A blade sweeps out, down, or up,
  hitting someone (possibly allowing a Saving
  Throw) for damage.
  Creature: A monster (snake, beetle, spider,
  etc.) jumps up and gets 1 free attack by
  surprise.
  Darts: Some tiny darts, shot by a spring
  mechanism, shoot out and hit someone
  (either automatic hits or by making Hit
  Rolls), for damage or some other effect
  (paralysis, poison, curse, etc.).
  Explosion: Something blows up, causing
  damage to everyone in the area — any set
  amount or dice range, but a Saving Throw
  vs. Spells should allow damage to be re-
  duced to half unless the explosion is an
  illusion.
  Dungeon
  level
  1
  2-3
  Silver
  Pieces
  Id6 x 100
  Idl2 x 100
  RANDOM TREASURES TABLE
  Gold
  Pieces
  50% Id6 x
  50% Id6 x
  Gems
  10 
  5% Id6
  10 
  10% Id6
  Jewelry
  2% Id6
  5% Id6
  Magic
  Items
  2% Any
  8% Any
  1
  1
  47
  Lars Hjertstedt (order #6605655)
  
  Creating dungeons
  Falling Items: A block (or rubble) falls
  when something is touched (or at random),
  striking someone and allowing a Saving
  Throw vs. Wands (for trying to jump out
  of the way) for damage (either a given
  number or a dice range).
  Fog: Looks like poison gas, but a failed
  Saving Throw results in (pick one):
  nothing, giggles, fear, a terrible smell for
  1-6 turns (which may attract monsters or
  increase Wandering Monster chances), an-
  ger (victims attack each other for 1-4
  rounds; a Saving Throw may be applied),
  or paralysis.
  Illusion: Something strange happens (but
  not really; see Phantasmal Force, a magic-
  user's spell), and the characters may be
  scared away (or the illusion may have some
  other effect, such as giving a false clue,
  luring characters toward another trap,
  etc.).
  Light: A bright light flashes, and all seeing
  it are blinded for a time (a Saving Throw
  vs. Spells should apply, possibly with a
  bonus or penalty to the roll).
  Pit: A section of floor gives way, and (one,
  some, or all) characters fall in, taking (Id4,
  Id6, Id8, ldlO) damage. The pit may have
  something at the bottom (spikes for more
  damage, deep water, or a monster).
  It may be a chute, leading down (a one-
  way ride) to the next dungeon level.
  Poison Gas: Victims make Saving Throws
  vs. Poison or take damage (Id4, Id6, or
  whatever is dangerous but not deadly to
  most characters). Optionally, a Saving
  Throw vs. Poison with bonuses (+1, +2,
  + 4) to the roll may be made, with failure
  meaning death. Gas is usually in a con-
  tainer, released when opened.
  Poison Needle: This is a small needle,
  hidden somewhere and nearly undetect-
  able until accidentally touched, when it will
  spring out and poke a character who tries
  to open something.
  Special
  A "special" is anything you place which is
  not normal, but is not a trap, monster, or
  treasure. Some typical specials are:
  Alarm: Summons special monster, opens
  dungeon doors, or has no effect at all.
  Illusion: A dungeon feature (stairs, room,
  door, monster, treasure, etc.) is not really
  there, but is merely a phantasm.
  Map Change: A shifting wall moves after
  the party passes, cutting off their exit.
  They must find another way out of the
  dungeon. The wall shifts back after a time
  (1 turn, 1 hour, 1 day).
  Movement: The room (or stairs, or door,
  or item) moves (turns, drops, closes, rises,
  etc.) unexpectedly. It might be stopped if a
  roll for surprise (often with - 1 , - 2, or — 3
  penalty) shows that the party reacts quickly
  enough to prevent it.
  Pool: Magical water has a strange effect if
  touched (or drunk, or sprinkled on some-
  one or something), such as healing, inflict-
  ing damage, changing an Ability Score,
  changing Alignment, making something
  magical for a time, invisible for a time, etc.
  Sounds: The room (or item, or treasure)
  makes strange noises: moaning, screaming,
  talking, etc.
  Statue: A large statue of a person, monster,
  or gadget (nearly anything you can imag-
  ine) is found. It may be valuable, magical,
  too heavy to move, alive, lonesome and
  willing to talk (maybe a liar), covering a
  trap door down, a treasure, etc.
  Transportation: This could be a trap door
  leading up or down, secret stairs, elevator,
  magical portal to elsewhere (another room,
  another level, another dungeon), etc.
  Trick Monster: This applies to any varia-
  tion of a listed monster, such as: a skeleton
  who shoots its fingertips like a Magic Mis-
  sile, a two-headed giant ogre, a "goop"
  dragon that spits green slime or grey ooze,
  a wild bore (a shaggy man who tells long,
  dreary stories), a quarterling (half-sized
  halfling), a Mouth Harpy (who can't sing
  but plays the harmonica), an Ogre Jelly
  (looks like an ogre, but. . .) Rock and Roll
  Baboon, and so forth.
  Weird Things: You may let your imagina-
  tion run, placing such things as: weapons
  which fly — attacking by themselves, talk-
  ing skulls, a magic item or treasure firmly
  stuck to the floor (or wall, or ceiling), a
  magical area (zero gravity, reversed gravity,
  growth to double size, shrink to 1" tall;
  effect lasts until leaving the area), a huge
  creature recently slain (too big to fit
  through the corridors — "But how did it
  get here?"), and so forth.
  Wandering Monsters
  In a dungeon, monsters are often encoun-
  tered in rooms. The rooms may be their
  lairs, or the creatures may simply be "pass-
  ing through," having lairs elsewhere.
  These encounters are with "Placed"
  monsters — creatures mentioned, in the
  dungeon description, as being in one spe-
  cific place. However, monsters may also
  wander around, and be encountered dur-
  ing their travels. The DM does not place
  these creatures in any one spot. Instead,
  they are listed in a special Wandering
  Monster Table, included with the dungeon
  description. This chart is part of the design
  of most dungeons.
  One Wandering Monster Table may be
  used for an entire dungeon, or separate
  lists may be made for each level of the
  dungeon. Some sample charts for dun-
  geon levels 1-3 are given below.
  During the adventure, the DM keeps
  track of the passage of time. To find out if
  Wandering Monsters appear, the DM rolls
  Id6 after every two turns. If the result is a 1,
  one or more Wandering Monsters are ap-
  proaching the party.
  The creatures may be approaching from
  any direction. A direction may simply be
  chosen by die DM, depending on the loca-
  tion of the characters, or may be selected
  randomly. The creature will arrive shortly
  (1-4 minutes) after the roll indicates Wan-
  dering Monsters. They mignt arrive while
  another encounter is in progress!
  Some actions or items may increase the
  chances of Wandering Monsters. Loud
  noises, battles, cursed items, or exploring
  special areas may result in a roll to check
  for Wandering Monsters every turn, and
  possibly with higher chances (1-2, 1-3, or
  1-4 on Id6).
  Generally, the number of Wandering
  Monsters appearing should be less than
  the normal Number Appearing given in
  the monster description. As a guideline,
  use the adjusted No. Appearing as if en-
  countered on an easier level of the dun-
  geon. For example, 2-8 Goblins (first level
  monsters) are normally encountered on
  Dungeon Level 1. If encountered as Wan-
  dering Monsters on the same level, only 1-6
  or 1-4 goblins might be met.
  To use the Wandering Monster Tables
  given, find the table for the dungeon level
  being explored. Then roll ld20, and find
  the result on the chart used. The name
  and number of the Wandering Monsters
  encountered is given next to the result.
  The "Number Appearing" has been ad-
  justed both for level differences and for
  Wandering (vs. placed). Find the full de-
  scription of the monster, on die page num-
  ber of this book given, for more informa-
  tion.
  48
  Lars Hjertstedt (order #6605655)
  
  Wandering Monster Tables
  Dungeon Master Reference Charts
  DUNGEON LEVEL 1
  Die
  Roll
  1
  2
  3
  4
  5
  6
  7-10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Die
  Roll
  Die
  Roll
  Monster
  Appearing
  Number
  Bandit
  Beetle, Fire
  Cave Locust
  Centipede, Giant
  Ghoul
  Goblin
  Human
  Kobold
  Lizard, Gecko
  NPC Party
  Ore
  Skeleton
  Snake, Racer
  Spider, Crab
  Stirge
  Troglodyte
  Zombie
  1-6
  1-6
  1-6
  1-6
  1-2
  1-6
  1-3
  2-12
  1-2
  1 party
  1-6
  1-10
  1-2
  1-2
  1-8
  1-3
  1-3
  DUNGEON LEVEL 2
  Monster
  Appearing
  1 
  Beetle, Oil
  2 
  Carrion Crawler
  3 
  Ghoul
  4 
  Gnoll
  5 
  Goblin
  6 
  Gray Ooze
  7 
  Hobgoblin
  8-10 
  Human
  11 
  Lizard, Draco
  12 
  Lizard Man
  13 
  Neanderthal
  14 
  NPC Party
  15 
  Ore
  16 
  Skeleton
  17 
  Snake, Pit Viper
  18 
  Spider, Black Widow
  19 
  Troglodyte
  20 
  Zombie
  DUNGEON LEVEL 3
  Monster
  Appearing
  Number
  Page
  Number
  25
  26
  33
  28
  30
  31
  31
  32
  32
  35
  35
  37
  37
  38
  38
  38
  39
  Number
  1-6
  1
  1-4
  1-4
  2-8
  1
  1-6
  1-3
  1
  1-6
  2-8
  1 party
  1-10
  2-12
  1-6
  1
  1-6
  1-6
  rage
  Number
  26
  27
  30
  30
  31
  31
  31
  31
  32
  33
  34
  35
  35
  37
  37
  38
  38
  39
  Page
  Number
  1
  2
  3
  4
  5
  6
  7
  8
  9-10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Ape, White
  Beetle, Tiger
  Bugbear
  Carrion Crawler
  Doppleganger
  Gargoyle
  Gelatinous Cube
  Harpy
  Human
  Living Statue, Crystal
  Lycanthrope, Wererat
  Medusa
  NPC party
  Ochre Jelly
  Ogre
  Shadow
  Spider, Tarantella
  Thoul
  Wight
  1-4
  1-4
  1-6
  1-3
  CM CO
  1
  1-3
  1-3
  1-4
  1-6
  1
  1 party
  1
  1-3
  1-4
  1
  1-4
  1-3
  25
  26
  27
  27
  28
  30
  30
  31
  31
  32
  33
  34
  35
  35
  35
  36
  38
  38
  39
  Character
  Class
  Cleric
  Dwarf
  Elf
  Fighter
  Halfling
  Magic-user
  Normal Man
  Thief
  Monster's
  Hit Dice
  up to 1
  1+ to 2
  2 + to 3
  3 + to 4
  4+ to 5
  5+ to 6
  6+ to 7
  7 + to 8
  8+ to 9
  9+ to 11
  11+ to 13
  13+ to 15
  15+ to 17
  17+ and up
  Monster's
  Hit Dice
  up to 1
  1+ to 2
  2+ to 3
  3+ to 4
  4+ to 5
  5+ to 6
  6+ to 7
  7+ to 8
  8+ to 9
  9+ to 11
  11+ to 13
  13+ to 15
  15+ to 17
  17+ and up
  Level
  1-4
  1-3
  1-3
  1-3
  4-6
  7-9
  10-12
  1-3
  1-5
  —
  1-4
  SAVING THROWS
  Death
  Ray or
  Poison
  11
  8
  12
  12
  10
  8
  6
  8
  13
  14
  13
  Paralysis
  Magic or Turn
  Wands To Stone
  12
  9
  13
  13
  11
  9
  7
  9
  14
  15
  14
  MONSTERS' HIT
  9
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  2
  2
  2
  2
  1
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  ]
  8
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  2
  2
  2
  1
  0
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  Defender's
  7
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  2
  2
  6
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  2
  Defender's
  - 1
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  - 2
  20
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  14
  10
  13
  14
  12
  10
  8
  10
  13
  16
  13
  Dragon
  Breath
  16
  13
  15
  15
  13
  11
  9
  13
  16
  17
  16
  CHART
  Armor
  5
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  Armor
  - 3
  20
  20
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  Class
  4
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  Class
  - 4
  20
  20
  20
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  Rods,
  Staves,
  or
  3
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  - 5
  20
  20
  20
  20
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  Spells
  15
  12
  15
  16
  14
  12
  10
  12
  15
  18
  15
  2
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  - 6
  20
  20
  20
  20
  20
  20
  19
  18
  17
  16
  15
  14
  13
  12
  Lars Hjertstedt (order #6605655)
  
  Index for
  PLAYERS MANUAL and DUNGEON MASTERS RULEBOOK
  P = Players Manual
  D = Dungeon Masters Rulebook
  AD&D, Defined 
  P63
  Abbreviations 
  D2, PI 1
  Ability Scores 
  P9-P10, P48
  Ability Scores, Exchanging Points . . . P49
  Ability Scores, Bonuses
  and Penalties 
  P50, P36
  Adjustment, Charisma 
  P36, P51
  Adjustments, Dexterity for
  Armor Class 
  P50, P61
  Adjustments, Intelligence 
  P36, P51
  Adjustments, Initiative 
  P61
  Alignment 
  P9
  Alignment Changes 
  D14
  Alignment, Examples of Behavior. . . P56
  Alignment, Law, Neutral, Chaotic . . . P55
  Arguments, Player
  Complaints 
  D14-D15
  Armor Class 
  P9, P36
  Armor List 
  P29
  Blindness 
  D23
  Caller 
  P53
  Character Classes,
  Summary/Tables 
  P30
  Character Creation 
  P29, P48
  Character Hit Roll Table 
  P51
  Character Record Sheet 
  P31-P32, P9
  Characters, Higher Levels 
  P63
  Characters, Pre-rolled 
  P34
  Charisma 
  P5
  Charm Person Spells 
  D14
  Cleric, Character Class 
  P24
  Clerics, Holy Water Use 
  P59
  Clerics, Turning Undead 
  D21, P15
  Clues 
  D14
  Combat Sequence 
  P36, P50
  Constitution 
  P3
  Cover/Protection 
  P60
  D&D, Beginning Abilities 
  P2
  D&D, Group Play,
  Finding Players 
  P60-P62
  D&D, Set Up for Game 
  P53
  D&D, Winning 
  P8
  DM Reference Charts 
  D49
  DM, Playing Roles of
  Monsters & NPCs 
  D2, D3
  Damage in Combat,
  Determination of 
  P14, P36
  Deities 
  D15
  Demi-Humans, Restrictions 
  P49
  Demi-Humans and
  Special Abilities 
  P45-P48, D15
  Dexterity 
  P2
  Dice, Explanation and Use .... D16, P12
  Doors, Normal 
  P57
  Doors, Secret 
  D16, P57
  Dungeon Levels, Explanation 
  D22
  Dungeons, Creation Step-by-Step . . . D46
  Dungeons, Room Contents,
  Stocking 
  D47
  Dwarves 
  D15, P45
  Elves 
  D15, P46
  Encumbered Movement 
  P30
  Ending the Adventure 
  D12, P54
  Energy Drain 
  D24
  Equipment Not Listed 
  D16
  Equipment, List & Cost,
  Buying 
  P22, P29, P50
  Equipment, Normal Items 
  PI 1
  Equipment, Use of 
  P56
  Events, In Turn, Encounter,
  Combat 
  D3
  Experience Points for
  Dead Monsters 
  D12
  Experience Points,
  Gaining Levels 
  D12, P12
  Experience Table, Magic User 
  P37
  Experience, Cleric 
  P24
  Experience, Dwarf 
  P45
  Experience, Elf 
  P46
  Experience, Fighter 
  P28
  Experience, Halfling 
  P47
  Experience, Thief 
  P43
  Experience/Advancement
  Summary 
  P30
  Fighter, Character Class 
  P28
  First Adventure 
  D5-D11
  Halflings 
  D16, P46
  Higher Level Spells 
  D17
  Hit Dice, Monster 
  D22
  Hit Points, Defined & Damage . . P3, P50
  Initiative 
  P58
  Intelligence 
  P2
  Languages 
  D18
  Languages Table 
  P51, D18
  Light 
  P57
  Listening 
  P57, D18
  Magic Spells, Learning 
  P38, D18
  Magic Armor 
  D43
  Magic Item & Description 
  D42-D45
  Magic Items, Miscellaneous 
  D45
  Magic Potions 
  D43
  Magic Rings 
  D44
  Magic Rods, Staves, & Wands 
  D45
  Magic Scrolls 
  D43-D44
  Magic Spells, Casting & Types 
  P38
  Magic Spells, First
  Level Listed 
  P39-P40
  Magic Spells, Range,
  Duration, Effect 
  P39
  Magic Spells, Saving
  Throws Against 
  P38
  Magic Spells, Second
  Level Listed 
  P41-42
  Magic Swords 
  D42-D43
  Magic User Spells, High Level 
  D17
  Magic User, Human 
  P37
  Mapping and Caller 
  P53, D19
  Mapping, Why Map? 
  P14
  Missile Fire Table
  & Modifiers 
  P36, P59
  Missile Weapons 
  P59
  Money, Determining How Much .... P50
  Monster Reactions, Typical 
  D3
  Monsters Fleeing 
  D16-D17
  Monsters, Description 
  D24
  Monsters, Levels 
  D22
  Monsters, List of 
  D25-D39
  Monsters, NPC Party 
  D35
  Monsters, Negotiations 
  D23
  Monsters, Wandering 
  D48
  Morale, Check,
  Adjustments, Results 
  D19
  Morale, Retainers 
  D20-D21
  Movement & Scale 
  P56-P57
  Order of Combat 
  P58
  Paralysis 
  D24
  Playing: Who, Why, Where,
  When, What 
  P53
  Pre-game Checklist 
  D4
  Prime Requisite, Adjustment Table . . P23
  Prime Requisites, Humans
  & Demi-Humans 
  P29
  Prime Requisite
  Experience Adjustment 
  P36
  Prime Requisite, Thief 
  P43
  Prime Requisite, Dwarf 
  P45
  Prime Requisite, Elf 
  P46
  Prime Requisite, Halfling 
  P47
  Prime Requisites,
  Character Classes 
  P48
  Prime Requisites,
  Demi-Humans Summary 
  P49
  Protection/Cover 
  P60
  Pursuit and Evasion,
  Duration of 
  P58, D16-D17
  Questions, Where to Ask
  for Help 
  D20
  Reactions, Monsters 
  D22
  Reactions, Retainers 
  D20
  Retainers 
  D20, P62
  Retainers, Hiring, Using 
  P36, P62
  Saving Throw 
  P4
  Saving Throws Table 
  P36
  Saving Throws, Monsters 
  D23, D4
  Saving Throws, Cleric 
  P24
  Saving Throws, Fighter 
  P28
  Saving Throws, Magic User 
  P37
  Saving Throws, Thief 
  P43
  Saving Throws, Dwarf 
  P45
  Saving Throws, Elf 
  P46
  Saving Throws, Halfling 
  P47
  Sleep Spells 
  D21
  Solo Adventure 
  P13-P22
  Special Abilities, Clerics 
  P24
  Special Abilities, Thief . . . P30, P44, D21
  Special Abilities, Magic-User 
  P37
  Special Abilities, Dwarf 
  P45
  Special Abilities, Elf 
  P46
  Speed vs. Encumbrance Table 
  P61
  Spell Book 
  P38, D19
  Spells, Clerical 
  P26-P27, D17, P35
  Spells, Magic-User, List of 
  P35
  Strength 
  P2, D20
  Surprise 
  P58
  Tactics, Fighting Withdrawal,
  Retreat 
  P60
  Tactics, Paired Combat 
  P61
  Terms, defined 
  D2
  Thief, Description 
  P43
  Time, Time Keeping 
  P56, D21
  To Hit, Character Vs. Monster . . P36, P3
  To Hit, Monsters 
  D23, D4
  Traps, Types 
  D47-D48, P57
  Treasure, Adjustment 
  D40
  Treasure, Division of 
  P54-P55
  Treasure, Individual
  Tables, Values 
  D40-D41
  Treasure, Magical 
  P55, D41-D42
  Treasure, Normal, Placement. . P55, D40
  Undead, Turning 
  D21
  Wandering Monsters, Level 1 
  D49
  Wandering Monsters, Level 2 
  D49
  Wandering Monsters, Level 3 
  D49
  Wandering Monsters 
  P57, D48
  Weapons List 
  P29
  Weapons, Range, Thrown,
  Damage 
  P59-P60
  Were-Creatures 
  D33-D34
  Wisdom 
  P5
  Lars Hjertstedt (order #6605655)
  
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  u ; f l n i * _ is%in I R u s n m e my membership kit now! I have checked below the type of membership I desire,
  Woill 
  tO JOinI 
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  TSR, DRAGON, POLYHEDRON, RPGA, ROLE PLAYING GAME ASSOCIATION, and GEN CON are trademarks owned by TSR, Inc." 1984 TSR, Inc. All Righto Reserved.
  Lars Hjertstedt (order #6605655)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/LANG/[IT]/1a edizione/Manuali/343514644-D-D-Basic-Set-DMs-Rulebook-BECMI-ed-Basic-pdf.pdf