TEXT: Seven voyages 
  Of Zylarthen 
   
  Rules for Original Style Sword and Sorcery 
  Campaigns Playable with Paper and Pencil 
  and Imagination 
   
  OAKES SPALDING 
   
   
   
  THE CAMPAIGN 
  VOLUME 4 OF FOUR BOOKLETS 
   
   
  PUBLISHED BY 
  CAMPION & CLITHEROW 
   
  
  SEVEN VOYAGES 
  OF ZYLARTHEN 
   
   
   
  VOLUME 4 
   
  THE CAMPAIGN 
   
   
  BY 
  OAKES SPALDING 
   
  AFTER 
  GARY GYGAX AND DAVE ARNESON 
   
   
   
  Illustrations by John Dickson Batten 
   
  ©COPYRIGHT 2014 ! CAMPION & CLITHEROW
  
  INDEX  
  &
   
  Introduction   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  3 
   
  Starting a Campaign   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 
  3 
  The Underworld   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 3 
  Features of the Underworld   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 5 
  Monster Determination Matrix by Dungeon Level   .   .   .   .   .   .   .   .   .   .   .   . 
  9 
  Monster Level Tables   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 10 
  Further Considerations   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 12 
  Dragons by Monster Level   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 13 
  Dragon Levels by Age   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .14 
  Assigning Monster Levels for Other Monsters   .   .   .   .   .   .   .   .   .   .   .   .   . 15 
  The Wilderness   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 15 
  Wilderness Movement   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 16 
  Wilderness Events   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 17 
  Wilderness Encounter Tables   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 20 
  How to Create a “World” in One Hour   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 25 
  Monster Languages   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 32 
  Number of Extra Languages by Intelligence   .   .   .   .   .   .   .   .   .   .   .   .   .   . 32 
  List of Monsters by Intelligence   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 32 
  Language Types   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 33 
  Starting Languages for Player-Characters   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 36 
  Treasure Classes   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 38 
  Gems and Jewelry   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 39 
  Appendix: Sources and Suggestions for Further Reading   .   .   .   .   .   .   .   .   .  40 
  Quotations   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 41 
  Illustrations   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 41 
  History   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 45 
  Dictionaries, Etymology and Word Usage   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 45 
  Fantasy and Science Fiction   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  46 
  Fantasy Adventure Games   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 47 
  Contemporary Rules Modifications   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 48 
  Gaming History   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 48 
  Fantasy Cartography   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 48 
  Open Game License   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 50 
  
   
  3 
  INTRODUCTION: 
   
  The following contains a number of tables and charts referred to in the first three 
  volumes as well as providing a few hints and ideas for running a campaign featur-
  ing both dungeon and wilderness adventures. Keeping to the original plan, there 
  are no long bits about how to be a good referee or a successful player. These sub-
  jects are of course highly useful but have already been covered quite well by oth-
  ers. In particular, Campion & Clitherow recommend Philotomy’s Musings by Jason 
  Cone and A Quick Primer for Old School Gaming by Matthew Finch, both of which 
  are free as of this writing. 
   
  STARTING A CAMPAIGN: 
   
  To begin, the referee will need a dungeon of at least a few completed levels 
  (created by the referee or purchased) and a map or at least a mental idea of the 
  location and general nature of the nearest “civilized outpost”—a village, town, keep 
  or the like that the players can use as a home base. 
  At this stage it is not required that the entire “world” be mapped out, nor that 
  there should be a full-blown history, mythology, culture or what have you already 
  designed. Some of these things can be prepared (and this will be discussed later 
  in the volume) but it is perfectly acceptable to start small. The world should grow 
  organically, nourished by actual play. C.S. Lewis described the creation of his nov-
  el Perelandra—a rich and complex work of a few hundred pages—as beginning 
  merely with a mental picture of small islands floating on tossed seas. Far from 
  having a complete plot and set of characters already in mind, the author discov-
  ered the story after he started writing. The parallel with campaign world building is 
  quite close. Filling out the world will no doubt require a large amount of back-
  ground work and time on the part of the referee (perhaps as much as writing a 
  novel) but the referee’s imaginative efforts will often be greatly aided by what hap-
  pens, so to speak, on the ground. 
   
  THE UNDERWORLD: 
   
  By tradition a dungeon is a sprawling maze with a number of levels. Traveling 
  downward, each successive level contains more fearsome traps and monsters but 
  also more valuable and fabulous treasures. Levels need not be stacked neatly. 
  There might be sub-levels or “dead-end” areas. Nor should access points between 
  them be uniform or obvious. Some staircases should descend two levels while 
  other “false” stairs might make no net descent. Great pits or chimneys might con-
  nect many levels or even give players the ability to rapidly access the lowest 
  depths (or give monsters the chance to quickly emerge from them). And of course 
  a few points of access might only be one-way in the form of chutes, self-locking 
  doors, one-way teleportation areas, and so on. 
  Each level should generally have multiple points of entry and exit. One important 
  aspect of player choice is deciding if and when to go down to the next level and/or 
  when to come back up. There should be plenty of room for flight and pursuit, and 
  numerous opportunities to get lost as well as chances to find one’s way back. Here 
  are a few ideas taken from the original game: 
  
   
  4 
  Die 
  Level Transition 
   
  Die 
  Door 
   
   
   
   
   
  1 
  Normal stairs 
   
  1 
  Normal door 
  2 
  Gently sloping passage 
   
  2 
  Secret door 
  3 
  Ladder 
   
  3 
  One-way door 
  4 
  Chute 
   
  4 
  Portcullis 
  5 
  Chimney 
   
  5 
  Hole 
  6 
  Pit 
   
  6 
  Force field 
  7 
  Slide 
   
   
   
  Trap 
  8 
  Trapdoor in the floor or ceiling 
   
   
  9 
  River or stream 
   
  1 
  10’ Pit 
  10 
  Elevator room 
   
  2 
  10’ Pit with spikes 
  11 
  Teleportation area (one-way or 
  two-way) 
   
  3 
  4 
  Arrow or spear trap 
  Scything blade 
  12 
  Multi-level area with windows, 
  terraces or similar 
   
  5 
  (The above but with poison) 
  6 
  Falling stone block 
   
  Most dungeon levels should have a maximum density such that monsters will 
  occupy no more than 2 in 6 areas. Somewhat lower densities are possible and 
  often advisable, encouraging faster movement and often more intelligent play by 
  the characters. Of the locations that contain monsters, perhaps 3 in 6 should con-
  tain treasure of some sort. In addition, a few unoccupied spaces (no more than 1 
  in 6) should contain treasure without monsters. Of course such “loose” valuables 
  should almost always be well hidden and/or trapped, otherwise why wouldn’t they 
  already have been looted? 
  The question arises as to how much treasure should be placed on each level. If 
  the dungeon is intended to be a center of the campaign for some time, and if it is 
  large and challenging enough (with, say, at least 50-100 encounter areas per lev-
  el), then total wealth per dungeon level should be allocated such as to provide 
  sufficient experience points for surviving members of a successful party to gain 
  one level of experience, perhaps taking into account that some treasure will not be 
  found. SEVEN VOYAGES of ZYLARTHEN differs from the original game in that 
  treasure must be spent in order to convey experience. Thus, there probably should 
  be a bit of additional treasure to leave the hard-working characters some spending 
  money. For the overall total per level, we recommend a value in Silver Pieces 
  equal to: 
   
  The average number of experience points necessary for 
  one character to gain a level 
   
  x 
   
  The average number of expected party members 
   
  x 
   
  A multiple of 1.5 to 2.5 
   
  For a standard party of five 1st or 2nd level characters (along with perhaps a few 
  hirelings) this would come out to total treasure valued at 15,000-25,000 Silver 
  Pieces (2,000 x 5 x 1.5 to 2.5). 
  
   
  5 
  Magic items should be allocated sparingly at a suggested ratio of no more than 
  one item per expected party member per level, keeping in mind that some items 
  will not be found and others will be used up during play. Potions, low-level scrolls 
  and a few +1 magic weapons should make up many of the items on the first few 
  levels, though it can be interesting to throw in a few more powerful (and danger-
  ous) objects. One suggestion would be simply to determine magic items randomly 
  using the tables in Vol. 3, discarding those items that might too greatly upset play 
  balance, especially for low-level characters, and then rounding things out with a 
  few items that might be “required”, e.g. the presence of a monster on the 3rd level 
  that can only be hit with magic weapons might necessitate placing at least one 
  such weapon. 
   
  FEATURES OF THE UNDERWORLD: 
   
  Seeing in the Dungeon: Characters will usually need lanterns, torches, magic 
  swords or other magical means. However, virtually all monsters in the underworld, 
  except those attached to and allied with the party, are assumed to have “in-
  fravision” that allows them to see at least 60’ in the dark. 
   
  Mapping: As the players travel through the labyrinth, a “snapshot” of their pro-
  gress or status will often be tracked with metal figures and dominoes or similar. 
  However, it is desirable that the players make an accurate map using pencil and 
  graph paper. One player should be designated as mapmaker, and thus her char-
  acter will probably not have anything else in hand within the game. 
   
  Standard Dungeon Doors: Adventurers will usually find them “stuck”, requiring a 
  special roll to open. Each attempt will take a melee turn and will necessitate a 
  wandering monster check (see below) due to noise, among other things. Once 
  opened, doors will generally swing shut again unless held open or spiked. Howev-
  er, doors will automatically open for monsters unless held shut or spiked. Spiking 
  doors open or shut will generally be successful temporarily, but there is a 2 in 6 
  chance that the spikes will later become dislodged. Characters may listen at doors, 
  though making a thorough job of it will take one turn. If a room is inhabited, the 
  referee must decide what the occupants are doing—talking, sleeping, playing 
  cards, etc.—and determine appropriate sounds accordingly. Of course some mon-
  sters—including most Undead—will make no sound. 
   
  Secret Doors and Passages: It will take one full turn to search a 10’ x 10’ area of 
  wall. Men, Dwarves and Halflings will have a 2 in 6 chance, and Elves will have a 4 
  in 6 chance of discovering such a door if it exists. In addition, Elves will often have 
  a 2 in 6 chance of sensing the presence of such a door by mere proximity. Alterna-
  tively, if gameplay time allows, if a player explicitly describes the actions of his 
  character such that the referee decides that they comprise a rational and intelligent 
  approach to finding a hidden door—“I will methodically knock each flagstone with 
  the pommel of my dagger, listening for variations in sound”—then the referee may 
  determine that there is a close to 100% chance of success, if such a door exists of 
  course. 
   
  
   
  6 
  Traps and Pits: These will usually have a 2 in 6 chance of being sprung by char-
  acters passing over or by them. Prodding with a pole or similar will sometimes 
  activate a trap or at least alert the characters to its presence. Unexpectedly drop-
  ping into a pit will inflict 1-6 hits of damage for each 10’ fallen. Falls of 20’ or fewer 
  cannot reduce a character to zero hit points in the usual way. Rather, losses will 
  stop at 1 hit point (this will not be the case for hostile non-player characters). How-
  ever, for falls of any distance of 10’ or more, for each full 6 hits rolled, the charac-
  ter must save versus death ray or be at zero hit points with a broken limb (80% 
  leg, 20% arm). See the Zero Hit Points Table in Vol. 1. Example: Helena, a 1st 
  level Fighting-Women with 8 hit points, falls into a 20’ pit. She rolls two dice of 
  damage, getting 5’s on each die, giving a total of 10 hits. This is more than her 
  current total, but since the fall was not more than 20’ she is left with 1 hit point. 
  However, she must now make a saving throw (if she had rolled two 6’s, she would 
  have had to make two saving throws). She fails her save, and making another roll 
  on percentile dice, the referee determines that Helena has unfortunately broken 
  her leg. Her friends improvise a litter for her and she survives to fight another day. 
  Pits containing spikes (poisoned or otherwise) or other harmful impediments may 
  of course inflict additional damage. Intentional or anticipated jumps, especially if 
  prepared for by shedding armor, etc., will at the referee’s discretion impart fewer 
  hits of damage—typically a 20’ jump will be equivalent to a 10’ fall, and so on. 
   
  
   
  7 
  Wandering Monsters: Dungeons are not frozen or static and most monsters will 
  at least occasionally move around on various errands. The threat of wandering 
  monsters keeps things moving, and if handled correctly by the referee greatly in-
  creases the tension and suspense of exploration. Each turn there is a 1 in 20 
  chance that a wandering monster will be attracted by the noise and light of the 
  party, or will simply blunder into them by accident. The referee should create a 
  wandering monster table for each level or section of the dungeon. The table might 
  include already “placed” monsters from some location in the dungeon as well as 
  nomadic creatures with no fixed lair, and perhaps there should even be a chance 
  to encounter a completely random monster or set of monsters that have somehow 
  found their way down (or up) to the area of the dungeon the party is currently ex-
  ploring. A typical wandering monster table (in this case for the 2nd Level of the 
  dungeon) might look like this: 
   
  Die 
  Wandering Monster 
   
   
  1 
  4-24 Kobolds from Level 4, escorting 1-6 prisoners 
  2 
  Raiding party of 3-18 Vikings from the surface 
  3 
  1-20 Giant Rats 
  4 
  1-10 Giant Ants 
  5 
  2-12 Stirges from the nest in Room 14 
  6 
  1-6 Giant Moths 
  7 
  2-5 Gnoles from the Guardroom on Level 1 
  8 
  1-2 Huge Spiders from their lair within the pit in 
  the South Corridor 
  9 
  Young Green Dragon from Room 25, slowly 
  crawling to the Chute at 17 
  10 
  The Black Knightess Jezebel (she is lost and 
  therefore annoyed) 
  11 
  Roll randomly on Level 2 Table, Vol. 4., p. 10 
  12 
  Roll randomly on Level 2 Table, Vol. 4., p. 10 
   
  Encounters and Surprise: An encounter occurs when at least one side becomes 
  aware of the other. This will usually occur at 20-80 feet distance unless modified 
  by an intervening door, corner or similar. Unless circumstances indicate otherwise, 
  each side has a 2 in 6 chance of potentially surprising the other. This chance will 
  be negated by certain factors. For example, a fully armored party traveling down a 
  corridor by torchlight will almost never be able to surprise an opposing force. In 
  turn, the opposing force (if relatively quiet and not carrying a light source) will have 
  a 2 in 6 chance of surprising the party. Members of a party bursting through a door 
  on their first try will have at least a 2 in 6 chance of surprising those inside (per-
  haps more than 2 in 6 if it has previously been determined that the inhabitants of 
  the room are asleep or distracted, etc.) and no chance of being surprised them-
  selves. However, if one or more previous attempts to open the door have been 
  made, the situation will be reversed, with the inhabitants having readied their 
  weapons in an appropriate defensive formation and the intruders possibly finding 
  themselves off-balance. 
  Some monsters have an increased chance of surprise due to their stealthy na-
  ture. Invisible creatures or men or monsters hiding in shadows, lurking behind a 
  
   
  8 
  corner, etc. will have up to a 1 in 5 chance of surprising their opponents. Remem-
  ber however that many monsters will have additional or heightened senses that 
  may reduce the chances to 2 in 6, especially if they are moving slowly or carefully. 
  Surprise will almost always give opponents the chance to close the distance if 
  necessary as well as giving them one free turn of attack. Thieves will have en-
  hanced attack probabilities. In addition, surprised characters or monsters will have 
  a 25% chance of dropping any held item. 
   
  Negotiation: Monsters will not always automatically attack (or flee) but will often 
  attempt to communicate, perhaps in order to gauge the strength or intentions of 
  the party or to propose some sort of negotiation, bargain or alliance (actual or 
  feigned). Reaction rolls may come into play here, modified and interpreted by 
  alignments, the particular situation and desires of the monsters, and so on. 
   
  Flight and Pursuit in the Dungeon: Most monsters will be intelligent enough to 
  flee from or at least avoid attacking a force judged to be superior or strong enough 
  to potentially inflict unwanted injury. Of course hunger, innate aggressiveness or 
  outright malice may modify this. In turn, a party will often find that flight is the wis-
  est choice. Monsters chasing the party will continue in their efforts unless or until 
  one of the following events or actions occurs. The chances that a monster will 
  break off pursuit will generally be influenced by its intelligence. As always, referee 
  judgment and discretion should always prevail: 
   
   
  Action 
   
  Intelligent 
  Semi-
  Intelligent 
   
  Unintelligent 
   
   
   
   
  Party increases distance to 100’ 
  or more 
  3 in 6 chance 
  4 in 6 chance 
  5 in 6 chance 
   
   
   
   
  Party turns corner, passes 
  through standard door or takes 
  stairway up or down 
  2 in 6 chance 
  3 in 6 chance 
  4 in 6 chance 
   
   
   
   
  Party disappears through secret 
  door 
  5 in 6 chance 
  5 in 6 chance 
  5 in 6 chance 
   
   
   
   
  Burning oil thrown on floor 
  1 in 6 chance 
  2 in 6 chance 
  3 in 6 chance 
   
   
   
   
  Edible items tossed behind 
  No effect 
  3 in 6 chance 
  5 in 6 chance 
   
   
   
   
  Treasure tossed behind 
  5 in 6 chance 
  1 in 6 chance 
  No effect 
   
   
   
   
   
   
   
   
   
   
   
  
   
  9 
  MONSTER DETERMINATION MATRIX BY DUNGEON LEVEL: 
   
   
  Level Beneath the Surface 
  Die 
  1 
  2 
  3 
  4 
   
   
   
   
   
  1 
  3-18 Table A 
  4-24 Table A 
  5-30 Table A 
  3-300 Table A 
  2 
  2-12 Table A 
  3-18 Table B 
  4-24 Table B 
  2-200 Table B 
  3 
  2-12 Table B 
  2-12 Table B 
  3-18 Table C 
  4-24 Table C 
  4 
  1-6 Table B 
  2-12 Table C 
  2-12 Table 1 
  3-18 Table 1 
  5 
  1-6 Table C 
  1-6 Table C 
  1-6 Table 2 
  2-12 Table 2 
  6 
  1-3 Table C 
  1-6 Table 1 
  1-3 Table 2 
  1-6 Table 3 
  7 
  1-2 Table 1 
  1-3 Table 1 
  1-2 Table 3 
  1-2 Table 4 
  8 
  1 Table 1 
  1-2 Table 2 
  1 Table 3 
  1 Table 4 
  9 
  1-2 Table 2 
  1-2 Table 3 
  1-2 Table 4 
  1-2 Table 5 
  0 
  1 Table 2 
  1 Table 3 
  1 Table 4 
  1 Table 5 
   
   
  Level Beneath the Surface 
  Die 
  5 
  6 
  7 
  8 
   
   
   
   
   
  1 
  3-400 Table B 
  4-24 Table 3 
  3-18 Table 5 
  3-18 Table 6 
  2 
  3-300 Table C 
  3-18 Table 4 
  3-18 Table 6 
  2-12 Table 7 
  3 
  1-200 Table 1 
  2-12 Table 4 
  2-12 Table 6 
  1-6 Table 8 
  4 
  4-24 Table 2 
  2-12 Table 5 
  1-6 Table 6 
  1-3 Table 8 
  5 
  3-18 Table 3 
  1-6 Table 5 
  1-6 Table 7 
  1-2 Table 8 
  6 
  2-12 Table 4 
  1-6 Table 6 
  1-3 Table 7 
  1-3 Table 9 
  7 
  1-6 Table 5 
  1-3 Table 6 
  1-2 Table 8 
  1-2 Table 9 
  8 
  1-3 Table 5 
  1-2 Table 7 
  1 Table 8 
  1 Table 9 
  9 
  1-2 Table 6 
  1 Table 7 
  1-2 Table 9 
  1-2 Table 10 
  0 
  1 Table 7 
  1 Table 8 
  1 Table 9 
  1 Table 10 
   
   
  Level Beneath the Surface 
  Die 
  9 
  10 
  11 
  12 
   
   
   
   
   
  1 
  3-18 Table 7 
  1-6 Table 10 
  2-12 Table 10 
  1-6 Table 12 
  2 
  2-12 Table 8 
  1-3 Table 10 
  1-6 Table 11 
  1-6 Table 13 
  3 
  1-6 Table 9 
  1-6 Table 11 
  1-3 Table 11 
  1-3 Table 13 
  4 
  1-3 Table 9 
  1-3 Table 11 
  1-3 Table 12 
  1-6 Table 14 
  5 
  1-3 Table 10 
  1-2 Table 12 
  1-2 Table 13 
  1-3 Table 14 
  6 
  1-2 Table 10 
  1 Table 12 
  1-2 Table 14 
  1-3 Table 15 
  7 
  1-2 Table 11 
  1-2 Table 13 
  1-2 Table 15 
  1-2 Table 16 
  8 
  1 Table 11 
  1 Table 13 
  1 Table 15 
  1 Table 17 
  9 
  1-2 Table 12 
  1-2 Table 14 
  1 Table 16 
  1 Table 18-20 
  0 
  1 Table 12 
  1 Table 14 
  1 Table 17 
  1 Tables 21+ 
   
  Under no circumstances will the number range for monsters be greater than the 
  range for Number Appearing (see Monster Descriptions in Vol. 2). For greater var-
  iation, consider a wider possible spread of monster levels: die 1 = one level lower, 
  die 2-5 = specified level, die 6 = one level higher. 
   
  
   
  10 
  MONSTER LEVEL TABLES*: 
   
  A 
   
  Die  
  B 
   
  Die  
  C 
   
  Die 
   
   
   
   
   
   
   
   
   
   
  Buccaneers 
  1  
  Bandits 
  1  
  Amazons 
  1 
  Pirates 
  2  
  Barbarians 
  2  
  Berserkers 
  2 
  Prisoners 
  3  
  Brigands 
  3  
  Dervishes 
  3 
  Soldiers 
  4  
  Nomads 
  4  
  Half-Elves 
  4 
  Bats 
  5  
  Vikings 
  5  
  Ruffians 
  5 
  Horses 
  6  
  Brawlers 
  6  
  Praecantors 
  6 
  Rats 
  7  
  Malefics 
  7  
  Filchers 
  7 
  Snakes 
  8  
  Lifters 
  8  
  Crocodiles 
  8 
  Spiders 
  9  
  Wolves 
  9  
  Giant Lizards 
  9 
  Sea Horses 
  10  
  Giant Rats 
  10  
  Cavemen 
  10 
  Kobolds 
  11  
  Pterodactyls 
  11  
  Mermen 
  11 
  Halflings 
  12  
  Nixies 
  12  
  Orcs 
  12 
  Gnomes 
  13  
  Goblins 
  13  
  Elves 
  13 
  Skeletons 
  14  
  Dwarves 
  14  
  Stirges 
  14 
  Giant Butterflies 
  15  
  Zombies 
  15  
  Giant Flies 
  15 
  Giant Dragonflies 
  16  
  Giant Locusts 
  16  
  Giant Ants 
  16 
  Giant Centipedes 
  17  
  Fire Beetles 
  17  
  Shriekers 
  17 
  Yellow Mold 
  18  
  Red Martians 
  18  
  Yellow Martians 
  18 
   
   
   
   
   
   
   
   
   
   
  1 
   
  Die  
  2 
   
  Die  
  3 
   
  Die 
   
   
   
   
   
   
   
   
   
  Duelists 
  1  
  Black Knights 
  1  
  Rakehells 
  1 
  Diabolists 
  2  
  Demonurgists 
  2  
  Black Magicians 
  2 
  Snatchers 
  3  
  Fingerers 
  3  
  Harpaces 
  3 
  Boars 
  4  
  Apes 
  4  
  Evil Priests 
  4 
  Giant Eagles 
  5  
  Huge Bats 
  5  
  Lions 
  5 
  Giant Weasels 
  6  
  Giant Toads 
  6  
  Giant Poisonous Toads 
  6 
  Lizard Men 
  7  
  Dire Wolves 
  7  
  Spotted Lions 
  7 
  Hobgoblins 
  8  
  Giant Leeches 
  8  
  Giant Crabs 
  8 
  Gnoles 
  9  
  Bugbears 
  9  
  Ogres 
  9 
  Leprechauns 
  10  
  Pixies 
  10  
  Faeries 
  10 
  Pegasi 
  11  
  Dryads 
  11  
  Harpies 
  11 
  Troglodytes 
  12  
  Piercers 
  12  
  Dragons 
  12 
  Blink Dogs 
  13  
  Wererats 
  13  
  Gargoyles 
  13 
  Homunculi 
  14  
  Shadows 
  14  
  Werewolves 
  14 
  Ghouls 
  15  
  Giant Moths 
  15  
  Lesser Vampires 
  15 
  Giant Bees 
  16  
  Huge Spiders 
  16  
  Giant Ticks 
  16 
  Large Spiders 
  17  
  Gray Ooze 
  17  
  Cave Creepers 
  17 
  Green Slime 
  18  
  White Martians 
  18  
  Gelatinous Cubes 
  18 
  Black Martians 
  19  
  Cyborgs 
  19  
  Thoats 
  19 
   
  * 
  For the tables on these two pages only, use a twenty-sided die. Roll again if the 
  highest number is exceeded. 
  
   
  11 
   
   
   
   
   
   
   
   
   
   
   
   
  4 
   
  Die  
  5 
   
  Die  
  6 
   
  Die 
   
   
   
   
   
   
   
   
   
  Villains 
  1  
  Bravos 
  1  
  Interfectors 
  1 
  Hecantontarchs 
  2  
  Haruspices 
  2  
  Evocators 
  2 
  Sicarians 
  3  
  Phansigars 
  3  
  Thugs 
  3 
  Bears 
  4  
  Tigers 
  4  
  Druids 
  4 
  Giant Hogs 
  5  
  Saber-Toothed Cats 
  5  
  Giant Poisonous Snakes 
  5 
  Giant Snakes 
  6  
  Giant Octopi 
  6  
  Cave Bears 
  6 
  Yeti 
  7  
  Ogre Magi 
  7  
  Giant Squids 
  7 
  Giant Water Spiders 
  8  
  Manticoras 
  8  
  Trolls 
  8 
  Doppelgangers 
  9  
  Centaurs 
  9  
  Griffins 
  9 
  Hippogriffs 
  10  
  Cockatrices 
  10  
  Medusae 
  10 
  Minotaurs 
  11  
  Dragons 
  11  
  Wyverns 
  11 
  Dragons 
  12  
  Salamanders 
  12  
  Dragons 
  12 
  Wereboars 
  13  
  Weretigers 
  13  
  Djinn 
  13 
  Wights 
  14  
  Thoblins 
  14  
  Werebears 
  14 
  Giant Hornets 
  15  
  Giant Scorpions 
  15  
  Wraiths 
  15 
  Giant Beetles 
  16  
  Phase Spiders 
  16  
  Giant Spiders 
  16 
  Rust Monsters 
  17  
  Owl Bears 
  17  
  Wind Walkers 
  17 
  Ochre Jelly 
  18  
  Tharks 
  18  
  Orluks 
  18 
  Calots 
  19  
  Androids 
  19  
  Shift Panthers 
  19 
   
    
   
   
   
  7 
   
  Die  
  8 
   
  Die  
  9 
   
  Die 
   
   
   
   
   
   
   
   
   
  Incantators 
  1  
  Necromants 
  1  
  Evil Lords 
  1 
  Evil Thieves 
  2  
  Evil Master Thieves 
  2  
  Master Assassins 
  2 
  Elephants 
  3  
  Giant Spitting Snakes 
  3  
  Mastodons 
  3 
  Giant Crocodiles 
  4  
  Titanotheres 
  4  
  Stone Giants 
  4 
  Wooly Rhinoceroses 
  5  
  Hill Giants 
  5  
  Chimerae 
  5 
  Tritons 
  6  
  Treants 
  6  
  Dragons 
  6 
  Unicorns 
  7  
  Gorgons 
  7  
  Tentacle Men 
  7 
  Basilisks 
  8  
  Dragons 
  8  
  Aerial Servants 
  8 
  Dragons 
  9  
  Invisible Stalkers 
  9  
  Flesh Golems 
  9 
  False Gnomes 
  10  
  Spectres 
  0  
  Vampires 
  0 
  Water Nagas 
  11  
  Lammasu 
  11  
  Will O'Wisps 
  11 
  Mummies 
  12  
  Lurkers Above 
  12  
  Apts 
  12 
  White Apes 
  13  
  Sith 
  13  
  Robots 
  13 
   
   
   
   
  
   
  12 
  10 
   
  Die  
  11 
   
  Die  
  12 
   
  Die 
   
   
   
   
   
   
   
   
   
  Evil High Priests 
  1  
  Triceratopses 
  1  
  Wizards 
  1 
  Mammoths 
  2  
  Fire Giants 
  2  
  Dragon Turtles 
  2 
  Frost Giants 
  3  
  Dragons 
  3  
  Cloud Giants 
  3 
  Dragons 
  4  
  Efreet 
  4  
  Dragons 
  4 
  Spirit Nagas 
  5  
  True Wraiths 
  5  
  Clay Golems 
  5 
  Ghosts 
  6  
  Giant Slugs 
  6  
  Liches 
  6 
  Ropers 
  7  
  Black Pudding 
  7  
  Shambling Mounds 
  7 
  Banths 
  8  
  Solians 
  8  
  Phaetonians 
  8 
   
  13 
   
  Die  
  14 
   
  Die  
  15 
   
  Die 
   
   
   
   
   
   
   
   
   
  Witches 
  1  
  Tyrannosaurus Rex 
  1  
  Dragons 
  1 
  Stegosaurs 
  2  
  Giant Sea Snakes 
  2  
  Purple Worms 
  2 
  Dragons 
  3  
  Storm Giants 
  3  
  Elementals 
  3 
  Guardian Nagas 
  4  
  Dragons 
  4  
  Stone Golems 
  4 
   
  16 
   
  Die  
  17 
   
  Die  
  18-20 
   
  Die 
   
   
   
   
   
   
   
   
   
  Giant Fish 
  1  
  Cyclopes 
  1  
  Dragons 
  1 
  Dragons 
  2  
  Dragons 
  2  
  Iron Golems 
  2 
   
  21-25 
   
  Die  
  26-50 
   
  Die  
  50+ 
   
  Die 
   
   
   
   
   
   
   
   
   
  Brontosaurus 
  1  
  Sea Monsters 
  1  
  Gods and 
  Goddesses 
  1 
  Juggernauts 
  2  
  Titans 
  2  
   
  The Dragon Queen 
  3  
  The Dragon King 
  3  
   
   
  FURTHER CONSIDERATIONS REGARDING THE MONSTER TABLES: 
   
  Modify as Follows: 
   
  Evil Fighting Men: die 1-2 = Lawful, die 3-5 = Neutral, die 6-10 = no change. 
   
  Evil Magic-Users: die 1-2 = Lawful, die 3-5 = Neutral, die 6-10 = no change. 
   
  Evil Thieves: die 1 = Lawful, die 2-3 = Neutral, die 4-9 = no change, die 10 = As-
  sassins. 
   
  Evil Priests/Evil High Priests: die 1-4 = Lawful, die 5-10 = no change. 
   
  Lawful Fighting-Men: die 1 = Paladins, die 2 = Rangers, die 3-10 = no change. 
   
  Enchanted Creatures: Homunculi, Giant Moths, Gargoyles, Minotaurs, Salaman-
  ders, Djinn, Water Nagas, Invisible Stalkers, Aerial Servants, Spirit Nagas, Efreet, 
  Clay Golems: die 1 = Living Statues with hit dice equal to level, die 2-10 = no 
  change. 
   
  Martians: Red Martians, Yellow Martians, Black Martians, White Martians, Thoats, 
  Calots, Tharks, Orluks, White Apes, Sith, Apts, Banths: die 1 = Darseen with hit 
  dice equal to level +2, die 2-10 = no change. 
  
   
  13 
  DRAGONS BY MONSTER LEVEL: 
   
  1 
   
  Die 
  2 
   
  Die 
  3 
   
  Die 
   
   
   
   
   
   
   
   
   
  None 
  1 
  None 
  1 
  Black (very young) 
  1
  None 
  2 
  None 
  2 
  Brass (very young) 
  2
  None 
  3 
  None 
  3 
  Copper (very young) 3
  None 
  4 
  None 
  4 
  Green (very young) 
  4
  None 
  5 
  None 
  5 
  White (very young) 
  5
  None 
  6 
  None 
  6 
  Hell Hounds (3 dice) 6
   
  4 
   
  Die 
  5 
   
  Die 
  6 
   
  Die 
   
   
   
   
   
   
   
   
   
  Blue (very young) 
  1 
  Black (young) 
  1 
  Blue (young) 
  1
  Bronze (very young) 2 
  Brass (young) 
  2 
  Bronze (young) 
  2
  Red (very young) 
  3 
  Copper (young) 
  3 
  Golden (very young) 3
  White (young) 
  4 
  Green (young) 
  4 
  Red (young) 
  4
  Hell Hounds (4 dice) 5 
  Silver (very young) 
  5 
  White (sub-adult) 
  5
  Rocs (6 dice) 
  6 
  Hell Hounds (5 dice) 6 
  Hell Hounds (6 dice) 6
   
  7 
   
  Die 
  8 
   
  Die 
  9 
   
  Die 
   
   
   
   
   
   
   
   
   
  Black (sub-adult) 
  1 
  Green (sub-adult) 
  1 
  Black (adult) 
  1
  Brass (sub-adult) 
  2 
  Blue (sub-adult) 
  2 
  Brass (adult) 
  2
  Copper (sub-adult) 
  3 
  Bronze (sub-adult) 
  3 
  Golden (young) 
  3
  White (adult) 
  4 
  Silver (young) 
  4 
  White (old) 
  4
  Hell Hounds (7 dice) 5 
  Hydras (6 heads) 
  5 
  Hydras (7 heads) 
  5
  Hydras (5 heads) 
  6 
  F-B Hydras (5 heads) 6 
  F-B Hydras (6 heads) 6
   
   
   
   
   
   
   
   
   
   
  10 
   
  Die 
  11 
   
  Die 
  12 
   
  Die 
   
   
   
   
   
   
   
   
   
  Brass (old) 
  1 
  Black (old) 
  1 
  Copper (old) 
  1
  Copper (adult) 
  2 
  Blue (adult) 
  2 
  Green (old) 
  2
  Green (adult) 
  3 
  Bronze (adult) 
  3 
  Silver (sub-adult) 
  3
  Red (sub-adult) 
  4 
  White (very adult) 
  4 
  Rocs (12 dice) 
  4
  Hydras (8 heads) 
  5 
  Hydras (9 heads) 
  5 
  Hydras (10 heads) 
  5
  F-B Hydras (7 heads) 6 
  F-B Hydras (8 heads) 6 
  F-B Hydras (9 heads) 6
   
  13 
   
  Die 
  14 
   
  Die 
  15 
   
  Die 
   
   
   
   
   
   
   
   
   
  Black (very old) 
  1 
  Blue (old) 
  1 
  Blue (very old) 
  1
  Brass (very old) 
  2 
  Bronze (old) 
  2 
  Bronze (very old) 
  2
  Golden (sub-adult) 
  3 
  Copper (very Old) 
  3 
  Golden (adult) 
  3
  Red (adult) 
  4 
  Silver (adult) 
  4 
  Green (very old) 
  4
  Hydras (11 heads) 
  5 
  Hydras (12 heads) 
  5 
  Red (old) 
  5
  F-B Hydras (10 heads) 6 
  F-B Hydras (11 heads) 6 
  F-B Hydras (12 heads) 6 
   
   
  
   
  14 
  16 
   
  Die 
  17 
   
  Die 
  18-20 
   
  Die 
   
   
   
   
   
   
   
   
   
  Red (very old) 
  1 
  Golden (old) 
  1 
  Silver (very old) 
  1
  Silver (old) 
  2 
  Rocs (18 dice) 
  2 
  Golden (very old) 
  2
   
  DRAGON LEVELS BY AGE: 
   
  Type 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
   
   
   
   
   
   
   
   
   
   
  Black Dragons 
   
   Very Young 
  Young Sub-Adult 
  Adult 
  Old  
  Blue Dragons 
   
   
   Very Young 
  Young 
  Sub-Adult 
  Adult 
  Brass Dragons 
   
   Very Young 
  Young Sub-Adult 
  Adult 
   
   
  Bronze Dragons 
   
   
   Very Young 
  Young 
  Sub-Adult 
  Adult 
  Copper Dragons 
   
   Very Young 
  Young 
  Sub-Adult 
  Adult 
    
  Golden Dragons 
   
   
   
  Very Young 
  Young 
   
   
  Green Dragons 
   
   Very Young 
  Young 
  Sub-Adult 
  Adult 
    
  Red Dragons 
   
   
   Very Young 
  Young 
   
  Sub-Adult 
   
  Silver Dragons 
   
   
   
   Very Young 
  Young 
   
  Sub-Adult 
  White Dragons 
   Very Young 
  Young 
  Sub-Adult 
  Adult 
  Old Very Old  
   
  Type 
   
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
   
   
   
   
   
   
   
   
   
   
   
  Black Dragons 
   
  Very Old 
   
   
   
   
   
   
   
  Blue Dragons 
   
   
  Old 
  Very Old 
   
   
   
   
  Brass Dragons 
   
  Very Old 
   
   
   
   
   
   
   
  Bronze Dragons 
   
   
  Old 
  Very Old 
   
   
   
   
  Copper Dragons  
  Old 
  Very Old 
   
   
   
   
   
   
  Golden Dragons  
  Sub-Adult 
  Adult 
  Old 
  Very Old 
  Green Dragons 
   
  Old 
  Very Old 
   
   
   
   
   
  Red Dragons 
   
  Adult 
  Old 
  Very Old 
   
   
  Silver Dragons 
   
  Adult 
   
  Old 
  Very Old 
   
   
  White Dragons 
   
   
   
   
   
   
   
   
   
   
   
   
  MONSTER LEVELS: 
   
  In general, monsters may be assigned a rating for their monster level equal to hit 
  dice minus 2, plus a bonus of 1 or 2 based on any special attacks or powers they 
  might possess. (Using this scheme, monsters with fewer than one hit die—
  Kobolds, Skeletons and the like—are treated as having “0” hit dice.) Thus, a 
  standard creature with three hit dice should be rated as monster level 1. However, 
  if the creature is able to make two attacks per round or do additional damage on 
  each attack (perhaps due to superior strength), it might be rated level 2. If instead 
  
   
  15 
  or in addition, it inflicts a fatal poison, turns opponents to stone with its touch or 
  gaze or has a high magic resistance, then it might be rated level 3, and so on. Re-
  sults of -2, -1 and 0 are equivalent to levels A, B and C, respectively. 
   
  THE WILDERNESS: 
   
  Sooner or later the referee will want to create a background map containing multi-
  ple dungeons, mysterious and unexplored forests and swamps, sinister strong-
  holds of evil men and areas of relative safety such as villages, forts, towns and 
  cities, as well as other points of interest that the players may choose to explore. 
  The wilderness is what connects these features, but it is also, so to speak, the 
  nourishing soil that many of them may grow out of without the direct predesign of 
  the referee. 
   
   
  
   
  16 
  ALTERNATE WILDERNESS MOVEMENT: 
   
  The following assumes a map with an overlay of hexagons (henceforth “hexes”) 10 
  leagues or 30 miles across, where each hex has been assigned a specific terrain 
  type—Clear, Woods, Mountains and so on. Results are expressed in hexes trav-
  ersed per day: 
   
   
   
   
   
  Type 
   
   
  Road 
  Clear 
  Arid Plains 
  Mountain Road 
  Woods 
  Marsh 
  Glacier 
  Desert 
   
   
  Mountains 
  Swamp 
  Jungle 
   
   
   
   
  Man on foot 
  1/2 
  1/3 
  1/5 
  Mule 
  1 
  1/2 
  1/4 
  Draft Horse 
  1 
  1/2 
  1/4 
  Camel 
  1 
  1 
  1/3 
  Light Horse 
  2 
  1 
  1/2 
  Medium Horse 
  1 
  1 
  1/2 
  Heavy Horse 
  1 
  1/2 
  1/3 
   
   
  Type 
   
  Water 
  Marsh 
  Swamp 
   
  Ocean Going?* 
   
   
   
   
  Raft 
  1 
  1/2 
  No 
  Boat 
  2 
  1/2 
  No 
  Small Galley 
  2 
  1 
  No 
  Large Galley 
  2 
  1 
  No 
  Longship 
  2 
  — 
  Yes 
  Merchant Ship (S) 
  2 
  — 
  Yes 
  Merchant Ship (L) 
  1 
  — 
  Yes 
  Warship 
  2 
  — 
  Yes 
   
  * Rafts or boats should not be used on the ocean, except of course in extremis. 
  Galleys are not usually seaworthy, as waves will swamp the oar openings. The 
  oar openings of longships are placed higher. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  17 
   
   
  Referee Use 
  Type 
  Fly 
  Type 
  Other 
   
   
   
   
  Efreet 
  3 
   
   
  Solian 
  3 
   
   
  Dragon 
  4 
   
   
  Air Elemental 
  5 
   
   
  Carpet 
  5 
   
   
  Djinni 
  5 
   
   
  Griffin 
  5 
   
   
  Broom 
  7 
   
   
  Hippogriff 
  7 
   
   
  Pegasus 
  8 
   
   
  Roc 
  8 
   
   
   
  Movement rates assume that there will be active movement—not counting periods 
  of eating or rest—for approximately half a day. One full day of rest per week is 
  required. More aggressive “forced marches” are possible, subject to penalties de-
  vised by the referee. 
   
  WILDERNESS WANDERING MONSTERS: 
   
  Terrain 
  Lost 
  Monster 
  Terrain 
  Lost 
  Monster 
   
   
   
   
   
   
  Clear 
  1 in 6 
  2 in 20 
  Jungle 
  4 in 6 
  5 in 20 
  Woods 
  2 in 6 
  4 in 20 
  Desert 
  2 in 6 
  3 in 20 
  Marsh 
  2 in 6 
  3 in 20 
  City 
  — 
  2 in 20 
  Mountains 
  2 in 6 
  5 in 20 
  Ruins 
  — 
  5 in 20 
  Old Woods 
  3 in 6 
  4 in 20 
  Fresh Water 
  — 
  3 in 20 
  Swamp 
  3 in 6 
  5 in 20 
  Ocean 
  1 in 6 
  2 in 20 
  Arid Plains 
  1 in 6 
  3 in 20 
  Underwater 
  3 in 6 
  2 in 20 
  Glacier 
  2 in 6 
  3 in 20 
  Flying 
  — 
  2 in 20 
   
  Lost Parties: Check once per day. Becoming “lost” simply means the party will 
  lose one day of movement travelling in a circle or trying to get their bearings, etc. 
  There will be virtually no chance of getting lost if the party is following a road or is 
  accompanied by a Ranger. In addition, trails or good directions—“walk along the 
  ridge of the mountains until you come to a cliff shaped like the heel of a boot, then 
  go down into the valley”—may subtract -1 or -2 from the check.  
   
  Wandering Monsters: In general, two checks are made per day—one during day-
  light and one during evening hours. Parties moving by air or through fresh water 
  will generally roll on the Flyers or Fresh Water tables during daylight and on the 
  relevant terrain tables in the evening (assuming they make camp on land). Parties 
  that wish to move by night will subtract -2 from their evening wandering monster 
  checks (minimum chance: 1 in 20) but will also subtract -1 from their chance to 
  surprise, add +1 to the monsters’ chance to surprise and add +1 to their chance of 
  
   
  18 
  getting lost. The referee may designate City terrain as a “safe area” where no 
  checks need be made or he may use unique or specially designed encounter 
  charts for urban adventuring. Alternatively, a check may be made if the party wish-
  es to venture into one of the more dangerous areas—graveyards, the “wastes” 
  immediately outside the city walls, the Thieves’ Quarter, etc. 
   
  Encounter Distance: 100-600 feet in standard cases, subject to terrain consid-
  erations or 10-60 feet if at least one side is surprised. The typical horizon is ap-
  proximately one league (three miles) away for a six-foot tall man and three leagues 
  away if looking down from say a 60-foot rise or crow’s nest. Of course, this would 
  not apply if the campaign world is flat! 
   
  Surprise Considerations: All things being equal, each side has a 2 in 6 to sur-
  prise, subject to these exceptions: Certain types of terrain may negate possible 
  surprise for both sides (e.g. Clear) or possibly for at least one side (e.g. Fresh Wa-
  ter or Ocean). Parties camped for the night will have no chance to surprise, and in 
  turn will be surprised only on a roll of 1 in 6. (This assumes that there is always 
  someone awake and on guard. In addition, it will take sleeping party members 1-3 
  turns to respond once the alarm is called.) If an encounter on land is with a flying 
  monster, then there is a 50% chance that the monster will be encountered while on 
  land—resting, eating, etc.—giving a +1 bonus for the party to surprise the monster 
  and a -1 penalty for the monster to surprise the party. Party members or monsters 
  moving through the air can almost never be surprised except by other creatures 
  also moving through the air and only if flying in the evening hours without moon-
  light. If in a surprise situation there are three or more monsters, and they are intel-
  ligent, then surprise indicates that the monsters will have probably surrounded the 
  party, as well as giving them the standard free attack if they choose to take it. 
   
  Evasion, Flight and Pursuit in the Wilderness: If an encounter is indicated, the 
  party may immediately elect to attempt to evade it by running, hiding, etc., using 
  the table below. Success means the encounter has been avoided. Failure means 
  the encounter must be played out. However, if after beginning an encounter the 
  party subsequently breaks off contact and moves out of sight and/or a substantial 
  distance away from the monster, and if the referee decides that the monster is 
  inclined to pursue, then evasion may be attempted again. If successful, the party is 
  free and clear. If not, then if the monster is faster than the party, there is a 50% 
  chance it will catch them within one league distance. If it doesn’t catch them, then 
  an evasion roll may be made again, and so on. For every league of flight/pursuit 
  the party must eventually rest for half a day. 
   
   
  Number of Monsters Encountered as Proportion 
  Of Maximum Number Appearing (see Vol. 2) 
   
   
   
   
  Party Size 
  1% to 25% 
  26% to 60% 
  61%+ 
   
   
   
   
  1-3 
  3 in 6 chance 
  4 in 6 chance 
  5 in 6 chance 
  4-9 
  2 in 6 chance 
  3 in 6 chance 
  4 in 6 chance 
  10-24 
  1 in 6 chance 
  2 in 6 chance 
  3 in 6 chance 
  25+ 
  1 in 6 chance 
  1 in 6 chance 
  2 in 6 chance 
  
   
  19 
  Further Evasion Considerations: 
   
  Surprise by Party: Roll twice and take lowest roll. 
   
  Surprise by Monster: Generally no chance to evade unless party is in Woods. 
   
  Woods: Add +1 to evasion chances and give a chance of 1 in 6 to evade even if 
  party is surprised. 
   
  One Side is at Least Twice as Fast as the Other: Add +1 or subtract -1 from eva-
  sion chances. 
   
  Exploratory Movement: This will be at one-third speed but will triple the chances 
  that monsters will be encountered “in lair”. 
   
  Food and Water: Ideally, the party will carry rations for man-types and if neces-
  sary, horses. However, a party may travel without them. Horses may graze (thus 
  not needing carried food or feed) in Clear, Woods, Marsh Old Woods, Swamp and 
  Jungle but their movement will then be at the speed of a walking man. It is as-
  sumed that most adventurers have adequate skill at foraging and hunting in the 
  wilderness. Thus, in all terrain types except Desert, they may survive without car-
  ried food and water. However, movement will be at half-speed and no hit points 
  may be recovered except by magical means. In Desert terrain and in dungeons 
  and similar environments, characters without food will temporarily lose 1 point of 
  constitution per day and those without water will lose 1-6 points of constitution per 
  day. No hit points will be recovered except by magical means and for each 3 
  points of lost constitution there will be a -1 penalty on attacks. When constitution 
  reaches zero, the character will die. 
   
   
   
  
   
  20 
  WILDERNESS ENCOUNTER TABLES: 
   
  Die 
   
  Clear 
  Woods 
  Marsh 
  Mountains 
   
   
   
   
   
   
  1 
   
  Amazons 
  Bandits 
  Bandits 
  Bandits 
  2 
   
  Ants 
  Barbarians 
  Beetles 
  Bears 
  3 
   
  Bandits 
  Bears 
  Brigands 
  Red Dracs 
  4 
   
  Bears 
  Boars 
  Centipedes 
  Dwarves 
  5 
   
  Brigands 
  Brigands 
  Crocodiles 
  Giants 
  6 
   
  Boars 
  Druids 
  Black Dracs 
  Hill Giants 
  7 
   
  Fighting-Men 
  Elves 
  Leeches 
  Goblins 
  8 
   
  Magic-Users 
  Lycanthropes 
  Lizard Men 
  Kobolds 
  9 
   
  Thieves 
  Orcs 
  Lizards 
  Ogres 
  10 
   
  Lions 
  Rangers 
  Slugs 
  Orcs 
  11 
   
  Ogres 
  Spiders 
  Snakes 
  Rocs 
  12 
   
  Orcs 
  Ticks 
  Spiders 
  Trolls 
  13 
   
  Soldiers 
  Tigers 
  Toads 
  Wolves 
  14 
   
  Weasels 
  Wolves 
  Will O’Wisps 
  Dire Wolves 
  15 
   
  Wolves 
  Flyers 
  Flyers 
  Wyverns 
  16 
   
  Flyers 
  Humanoids 
  Humanoids 
  Flyers 
  17 
   
  Humanoids 
  Men 
  Men 
  Humanoids 
  18 
   
  Other Men 
  Other Monsters 
  Other Monsters 
  Men 
  19 
   
  Other Monsters 
  Old Woods 
  Undead 
  Other Monsters 
  20 
   
  Random 
  Random 
  Random 
  Random 
   
  Die 
   
  Old Woods 
  Swamp 
  Arid Plains 
  Glacier 
   
   
   
   
   
   
  1 
   
  Basilisks 
  Beetles 
  Apts 
  Apts 
  2 
   
  Centaurs 
  Brontosaurus 
  Banths 
  Cave Bears 
  3 
   
  Cockatrices 
  Cavemen 
  Calots 
  Cavemen 
  4 
   
  Green Dracs 
  Centipedes 
  Darseen 
  Dire Wolves 
  5 
   
  Dryads 
  Giant Crocs 
  Dervishes 
  White Dracs 
  6 
   
  Elves 
  Dragonflies 
  Fighting-Men 
  Hill Giants 
  7 
   
  Faeries 
  Leeches 
  Magic-Users 
  Storm Giants 
  8 
   
  Goblins 
  Lizard Men 
  Thieves 
  Mammoths 
  9 
   
  Gorgons 
  Lizards 
  Black Martians 
  Mastodons 
  10 
   
  Lycanthropes 
  Pterodactyls 
  Red Martians  
  Nomads 
  11 
   
  Manticoras 
  Sea Monsters 
  White Martians 
  Orluks 
  12 
   
  Medusae 
  Snakes 
  Yel. Martians 
  S. Tooth Cats 
  13 
   
  Minotaurs 
  Spiders 
  Nomads 
  Spotted Lions 
  14 
   
  Ogres 
  Stegosaurus 
  Sith 
  Titanotheres 
  15 
   
  Pixies 
  Triceratopses 
  Tharks 
  Vikings 
  16 
   
  Treants 
  Tyran. Rex 
  Thoats 
  Wind Walkers 
  17 
   
  Unicorns 
  Humanoids 
  White Apes 
  Woolly Rhino’s 
  18 
   
  Witches 
  Men 
  Flyers 
  Yeti 
  19 
   
  Wizards 
  Undead 
  Other Men 
  Flyers 
  20 
   
  Men 
  Fresh Water 
  Nearest Other 
  Terrain 
  Men 
   
  
   
  21 
  Die 
   
  Jungle 
  Desert 
  City 
  Ruins** 
   
   
   
   
   
   
  1 
   
  Ants 
  Ants 
  Ants 
  Ants 
  2 
   
  Apes 
  Banths 
  Assassins 
  Apes 
  3 
   
  Beetles 
  Basilisks 
  Bandits 
  Bandits 
  4 
   
  Tribesmen* 
  Camels 
  Brigands 
  Brigands 
  5 
   
  Centipedes 
  Chimerae 
  Dwarves 
  Centipedes 
  6 
   
  Crocodiles 
  Dervishes 
  Elves 
  Thieves 
  7 
   
  Elephants 
  Blue Dracs 
  Fighting-Men 
  Living Statues 
  8 
   
  Leeches 
  Copper Dracs 
  Magic-Users 
  Rats 
  9 
   
  Hogs 
  Hydras 
  Thieves 
  Snakes 
  10 
   
  Lizards 
  Lions 
  Half-Elves 
  Spiders 
  11 
   
  Lizard Men 
  Manticoras 
  Halflings 
  Enchanted 
  12 
   
  Scorpions 
  Nomads 
  Orcs 
  Flyers 
  13 
   
  Snakes 
  Scorpions 
  Prisoners 
  Humanoids 
  14 
   
  Spiders 
  Snakes 
  Rats 
  Men 
  15 
   
  Tigers 
  Spiders 
  Soldiers 
  Other Men 
  16 
   
  Toads 
  Enchanted 
  Humanoids 
  Other Monsters 
  17 
   
  Insect Flyers 
  Flyers 
  Other Men 
  Undead 
  18 
   
  Men 
  Men 
  Undead 
  City 
  19 
   
  Fresh Water 
  Undead 
  Underworld 
  Underworld 
  20 
   
  Nearest Other 
  Terrain 
  Nearest Other 
  Terrain 
  Nearest Other 
  Terrain 
  Random 
  Treasure Class 
   
   
  Die 
   
  Fresh Water 
  Coastal** 
  Ocean 
  Underwater 
   
   
   
   
   
   
  1 
   
  Buccaneers 
  Buccaneers 
  Buccaneers 
  Crabs 
  2 
   
  Pirates 
  Pirates 
  Pirates 
  Dragon Turtles 
  3 
   
  Crabs 
  Crabs 
  Dragon Turtles 
  Giant Fish 
  4 
   
  Crocodiles 
  Crocodiles 
  Dragons 
  Mermen 
  5 
   
  Dragon Turtles 
  Bronze Dracs 
  Soldiers 
  Nixies 
  6 
   
  Fighting-Men 
  Harpies 
  Half-Elves 
  Octopi 
  7 
   
  Magic-Users 
  Lizard Men 
  Giant Fish 
  Sea Monsters 
  8 
   
  Thieves 
  Mermen 
  Mermen 
  Sea Snakes 
  9 
   
  Leeches 
  Nixies 
  Nixies 
  Squid 
  10 
   
  Lizard Men 
  Rats 
  Sea Monsters 
  Water Spiders 
  11 
   
  Mermen 
  Soldiers 
  Sea Snakes 
  Tritons 
  12 
   
  Water Nagas 
  Vikings 
  Tritons 
  Men 
  13 
   
  Nixies 
  Wererats 
  Vikings 
   
  14 
   
  Pirates 
  Flyers 
  Flyers 
   
  15 
   
  Snakes 
  Humanoids 
  Men 
   
  16 
   
  Soldiers 
  Men 
  None (or refer-
  ee’s choice of 
  small island, 
  storm, “ghost 
  ship”, etc.) 
   
  17 
   
  Toads 
  Other Monsters 
   
  18 
   
  Vikings 
  Undead 
   
  19 
   
  Humanoids 
  Ocean 
   
  20 
   
  Other Men 
  Random 
   
   
  * 
  As Cavemen 
  ** 50% of the time these should be rolled for as the named terrain. 
  
   
  22 
   
   
   
   
   
  Die 
   
  FLYERS 
  HUMANOIDS 
  GIANTS 
   
   
   
   
   
  1 
   
  Bats 
  Bugbears 
  Cloud Giants 
  2 
   
  Chimerae 
  Dwarves 
  Fire Giants 
  3 
   
  Cockatrices 
  Elves 
  Frost Giants 
  4 
   
  Dragons 
  Giants 
  Hill Giants 
  5 
   
  Eagles 
  Goblins 
  Stone Giants 
  6 
   
  Gargoyles 
  Halflings 
  Cyclopes 
  7 
   
  Griffins 
  Hobgoblins 
   
  8 
   
  Harpies 
  Kobolds 
   
  9 
   
  Hippogriffs 
  Leprechauns 
   
  10 
   
  Lammasu 
  Ogres 
   
  11 
   
  Manticoras 
  Orcs 
   
  12 
   
  Ogre Magi 
  Trolls 
   
  13 
   
  Pegasi 
   
   
  14 
   
  Robots 
   
   
  15 
   
  Rocs 
   
   
  16 
   
  Solians 
   
   
  17 
   
  Wyverns 
   
   
  18 
   
  Insect Flyers 
   
   
  19 
   
  Human Flyers 
   
   
  20 
   
  Undead Flyers 
   
   
   
   
  Die 
   
  INSECT FLYERS 
  HUMAN FLYERS 
  UNDEAD FLYERS 
   
   
   
   
   
  1 
   
  Bumblebees 
  Kobolds/Pterodactyls 
  Spectres 
  2 
   
  Butterflies 
  Men/Dragons 
  Vampires 
  3 
   
  Dragonflies 
  Men/Griffins 
  Wraiths 
  4 
   
  Flies 
  Men/Hippogriffs 
  True Wraiths 
  5 
   
  Hornets 
  Men/Magic Carpet 
   
  6 
   
  Locusts 
  Men/Other Magic 
   
  7 
   
  Moths 
  Men/Rocs 
   
  8 
   
  Sith 
  Witches 
   
   
  Die 
   
  DRAGONS 
  LYCANTHROPES 
  UNDEAD 
   
   
   
   
   
  1 
   
  Black 
  Doppelgangers 
  Ghosts 
  2 
   
  Blue 
  Werebears 
  Ghouls 
  3 
   
  Brass 
  Wereboars 
  Liches 
  4 
   
  Bronze 
  Wererats 
  Mummies 
  5 
   
  Copper 
  Weretigers 
  Shadows 
  6 
   
  Golden 
  Werewolves 
  Skeletons 
  7 
   
  Green 
   
  Spectres 
  8 
   
  Red 
   
  Thoblins 
  9 
   
  Silver 
   
  Vampires 
  10 
   
  White 
   
  Wights 
  11 
   
  Hydras 
   
  Wraiths 
  12 
   
  F.B. Hydras 
   
  Zombies 
   
  
   
  23 
   
   
  Die 
   
  RANDOM TERRAIN 
  OTHER MONSTERS 
  MEN 
   
   
   
   
   
  1 
   
  Clear 
  Old Woods 
  Fighting-Men 
  2 
   
  Woods 
  Enchanted 
  Magic-Users 
  3 
   
  Marsh 
  Unusual 
  Thieves 
  4 
   
  Mountains 
  Underworld 
  Other Men 
  5 
   
  City 
   
   
  6 
   
  Fresh Water 
   
   
   
  Die 
   
  FIGHTING-MEN 
  MAGIC-USERS 
  THIEVES 
   
   
   
   
   
  1 
   
  Brawlers 
  Malefics 
  Lifters 
  2 
   
  Ruffians 
  Praecantors 
  Filchers 
  3 
   
  Duellists 
  Diabolists 
  Snatchers 
  4 
   
  Black Knights 
  Demonurgists 
  Fingerers 
  5 
   
  Rakehells 
  Black Magicians 
  Harpaces 
  6 
   
  Villains 
  Hecatontarchs 
  Sicarians 
  7 
   
  Bravos 
  Haruspices 
  Phansigars 
  8 
   
  Interfectors 
  Evocators 
  Thugs 
  9 
   
  Evil Lords 
  Incantators 
  Evil Thieves 
  10 
   
  Evil Priests 
  Necromants 
  Evil Master Thieves 
  11 
   
  Evil High Priests 
  Wizards 
  Assassins 
  12 
   
  Special Men 
  Special Men 
  Special Men 
   
  Die 
   
  OTHER MEN 
  SPECIAL MEN 
  UNUSUAL 
   
   
   
   
   
  1 
   
  Amazons 
  Androids 
  Blink Dogs 
  2 
   
  Bandits 
  Cyborgs 
  Dragon King/Queen 
  3 
   
  Brigands 
  Gold/Silver Dragons 
  Gnoles 
  4 
   
  Barbarians 
  Druids 
  Hell Hounds 
  5 
   
  Buccaneers 
  Half-Elves 
  Owl Bears 
  6 
   
  Pirates 
  Gods/Goddesses 
  Phaetonians 
  7 
   
  Dervishes 
  Lycanthropes 
  Phase Spiders 
  8 
   
  Nomads 
  Martians 
  Robots 
  9 
   
  Soldiers 
  Mummies 
  Shamblers 
  10 
   
  Vikings 
  Vampires 
  Shift Panthers 
  11 
   
  Berserkers 
  Lesser Vampires 
  Stirges 
  12 
   
  Special Men 
  Witches 
  Titans 
   
  Die 
   
  SNAKES 
  SPIDERS 
  MARTIANS 
   
   
   
   
   
  1 
   
  Normal Snakes 
  Normal Spiders 
  Black Martians 
  2 
   
  Giant Snakes 
  Giant Spiders 
  Red Martians 
  3 
   
  Giant Poisonous 
  Huge Spiders 
  White Martians 
  4 
   
  Giant Spitting 
  Large Spiders 
  Yellow Martians 
  5 
   
   
   
  Tharks 
  6 
   
   
   
  White Apes 
   
   
   
  
   
  24 
  Die 
   
  ELEMENTALS 
  GOLEMS 
  NAGAS 
   
   
   
   
   
  1 
   
  Air Elemental 
  Clay Golem 
  Guardian Nagas 
  2 
   
  Earth Elemental 
  Flesh Golem 
  Spirit Nagas 
  3 
   
  Fire Elemental 
  Iron Golem 
  Water Nagas 
  4 
   
  Water Elemental 
  Stone Golem 
   
   
   
  Die 
   
  ENCHANTED 
  UNDERWORLD 
  SLIMES, ETC. 
   
   
   
   
   
  1 
   
  Aerial Servants 
  Cave Creepers 
  Black Pudding 
  2 
   
  Djinn 
  Gnomes 
  Gelatinous Cubes 
  3 
   
  Efreet 
  False Gnomes 
  Gray Ooze 
  4 
   
  Elementals 
  Lurkers Above 
  Green Slime 
  5 
   
  Gargoyles 
  Piercers 
  Ochre Jelly 
  6 
   
  Golems 
  Purple Worms 
  Yellow Mold 
  7 
   
  Homunculi 
  Ropers 
   
  8 
   
  Invisible Stalkers 
  Rust Monsters 
   
  9 
   
  Juggernauts 
  Shriekers 
   
  10 
   
  Living Statues 
  Tentacle Men 
   
  11 
   
  Nagas 
  Troglodytes 
   
  12 
   
  Salamanders 
  Slimes, Molds, etc. 
   
   
   
   
  
   
  25 
  HOW TO CREATE A “WORLD” IN UNDER AN HOUR: 
   
  Introduction: The fantasy cartography program Hexographer by Inkwell Ideas is 
  perfect for quickly making a “Middle Earth style” world for wilderness adventures. 
  The simple graphics interface enables one to easily “draw” a good quality map 
  using a variety of different possible styles. Equally importantly, the built in random 
  function acts to stimulate the imagination, helping to break down the block one 
  often has when confronted with the daunting task of creating an entire fantasy 
  world “from scratch”. Hexographer has the ability to randomly generate most ter-
  rain at the touch of a button. However, use of that feature as given is not advised, 
  as it tends to generate terrain that can appear nonsensical and overly “busy” look-
  ing. An alternative method is proposed below—making use of one part of the pro-
  gram’s randomizer, while also relying on some standard dice rolls and a bit of 
  judgment by the referee. If one is familiar with the program (after perhaps a few 
  hours of “playing around”), then a detailed world map for use of both the players 
  and the referee can be fairly rapidly created that can serve as the template for an 
  entire campaign. 
   
  Function: The map is for the use of the referee and the players. Its purpose is to 
  give the referee a geographical outline for the campaign world, as well as to make 
  the world a bit more “real” for the players. Only certain well-known, interesting or 
  notable features will be contained on the map—the sorts of general or interesting 
  things an educated, intelligent and/or intellectually curious inhabitant might know or 
  have heard rumors about, for one reason or another. But many more things will not 
  be represented or will appear only vaguely or cryptically. It is assumed that the 
  referee may create other maps or have his own private map with additional notes 
  and features, etc.     
   
  Scale: It is recommended that the map be contained on one page, with a height of 
  30 hexes and a width of 35 hexes. Each hex will be 10 leagues across and thus 
  will contain 100 square leagues or almost 1000 square miles of territory. The entire 
  map will therefore be about 900 x 1050 miles or about the size of a quadrilateral 
  bounded by Dublin, Berlin, Gibraltar and Rome. The area enclosed by the map will 
  be a bit smaller than, say, the mapped out part of Middle Earth in Tolkien’s trilogy, 
  but quite a bit larger than C.S. Lewis’ land of Narnia. We prefer a climate “slide” 
  that is more pronounced than our actual world, encompassing within 1000 miles, 
  glaciers in the north and jungles and deserts in the south. It will still take the play-
  er-characters weeks or months to traverse it (if they so desire, keeping in mind that 
  there will be plenty of impediments in the form of evil men and monsters), but will 
  allow for a diversity of cultures and settings that long-lived players can reasonably 
  foresee discovering and interacting with. The “Pro” version of Hexographer allows 
  the cartographer to easily break up his large scale map into many smaller ones—
  one map featuring hexes of 10 leagues across can be reduced into 100 maps with 
  hexes of 1 league across—if additional detail for certain areas is desired. But in my 
  view this is probably not necessary, or at least not necessary at first. 
   
  Orientation: Our own preference is for a map containing land area that is contigu-
  ous from north to south and that has a north-south coastline that marks off 10% to 
  25% of the eastern part of the map as ocean. (The map is mostly land, but one 
  
   
  26 
  could sail off into the east if one wanted.) This makes it the reverse of Middle Earth 
  where the major ocean is in the west, but similar to say, Narnia. Different orienta-
  tions—no sea, or the major sea being to the north, south and/or west will require 
  slightly altering or reversing some of the recommendations given below. 
   
  Settings: In Hexographer, set the Size Settings to Map Width = 35 hexes, Map 
  Height = 30 hexes, Hex Width = 39 pixels and Hex Height = 42 pixels. Set the Map 
  Orientation to “True Rows”. Set Terrain Settings to “Solid Terrain”, with the solid 
  terrain as “Farmland”. (It won’t all really be farmland, but the color stands out bet-
  ter than, say, “Grassland” or the other alternatives.) Press “Generate Map”. A pure 
  green land area will be produced. 
   
  Habitations: Choose “Add Random Features” from the Tools menu. The program 
  allows one to set the “frequency” of one or more random features—not terrain per 
  se, but cities, castles, towers and the like—by choosing a value of anywhere from 
  .1% to 100%. Since there are approximately 1000 hexes, each .1% will represent 
  1 potential hex or feature. Randomly generate 26 habitations (setting the frequen-
  cy to 2.5% and asking the randomizer to produce some arbitrary land icon that will 
  be changed later, such as “Vineyards” or “Dragons”). Out of the 26 features, 
  choose 3 that will serve as Cities. Campion & Clitherow prefer one mid-latitude 
  coastal city, one southern city and one interior city, probably towards the north. But 
  with 26 location points, ranged across the map, almost any cartographic desires 
  for city placement may be satisfied. Next, roll a twenty-sided die to randomly de-
  termine the nature of the other 23 features: 
   
  Die 
  Feature 
  Die 
  Feature 
  1 
  Town 
  11 
  Castle (Lord) 
  2 
  Town 
  12 
  Castle (Lord) 
  3 
  Town 
  13 
  Castle (Lord) 
  4 
  Town 
  14 
  Tower/Stronghold (Magic-User) 
  5 
  Village 
  15 
  Tower/Stronghold (Magic-User) 
  6 
  Village 
  16 
  Tower/Stronghold (Magic-User) 
  7 
  Village 
  17 
  Temple/Stronghold (Evil H.P. or H.P) 
  8 
  Village 
  18 
  Temple/Stronghold (Evil H.P. or H.P) 
  9 
  Castle (Lord) 
  19 
  Temple/Stronghold (Evil H.P. or H.P) 
  10 
  Castle (Lord) 
  20 
  Witch’s Tower 
   
  Substitute the appropriate icons as required. All of these locations will be repre-
  sented on the map and will thus be known by the players. Named cities and towns 
  will perhaps be the only settlements of that size actually in existence within the 
  mapped area. However, for the rest, there will be many more such locations than 
  are identified on the map. For example, the few villages that are listed will be “in-
  dependent”—notable for one reason or another such as being at a crossroads or 
  inhabited by interesting cultures, races or the like. Many more villages will either 
  be unknown to the players or will be unmarked but assumed to exist in the same 
  hex as, say, a city, town or stronghold. 
  
   
  27 
  Coastline and Islands: Draw a coast from south to north approximately 10% to 
  25% to the left of the eastern edge of the map. The coast should “create” ports and 
  coastal castles, towers and temples. Those few habitations “stranded” to the east 
  of the coast will end up being located on islands (nothing wrong with that). Fill in 
  the “ocean” with Ocean terrain, surrounding the stranded habitations, thus initially 
  locating them on one-hex islands. Next, randomly generate 3 “Battleships” (or 
  some other arbitrary waterborne icon) using a frequency of .3%. The program will 
  only place these icons in the Ocean, thus creating 3 more potential islands. Allo-
  cate land hexes to these islands and those of the stranded habitations on this ba-
  sis: die 1-3 = 1 hex, die 4 = 2 hexes, die 5 = 3 hexes, die 6 = 4 hexes. Obviously if 
  a “Battleship” lies next to the coastline or an island containing a habitation, the 
  cartographer has the option of either ignoring it or of extending or enlarging the 
  mainland or already existing island. One now will have a mainland, an ocean and a 
  handful of islands along with 26 man-made features spread throughout the land or 
  island portions of the map. 
   
  
   
  28 
  Mountains: Randomly generate 8 arbitrary land icons—“Vineyards”, etc. These 
  will be the southeastern boundary points of 8 mountain ranges. Determine three 
  properties for each range: 1. Orientation: die 1-4 = south to north, die 5-6 = east to 
  west. 2. Width: die 1-2 = 1 hex, die 3-4 = 2 hexes, die 5-6 = 3 hexes. 3. Length: 2-
  12 hexes. Fill in the called-for Mountain hexes, taking the randomly generated hex 
  as the southeastern point of the range. (It’s quite possible that some ranges may 
  be stopped by the western or northern edges of the map. That’s okay.) Next, gen-
  erate 6 smaller stand-alone mountains or ranges, using the template of islands 
  (die 1-3 = 1 hex, die 4 = 2 hexes, die 5 = 3 hexes, die 6 = 4 hexes). Of course, 
  some ranges may “join” or expand on others, and the cartographer may cheat a bit 
  to create interesting or appropriate seeming patterns, perhaps taking into account 
  habitations—a city would probably not be actually located in the mountains but 
  might be next to a range or nestled in a valley, etc. 
   
  Forest: Using the same method, generate 6 major forests of 10-40 hexes, and 6 
  minor forests of 1-4 hexes (using the islands template). The cartographer has a bit 
  more freedom here to position or shape the forests to taste, taking mountains, the 
  coastline and habitations into account (most habitations will not be in forests, alt-
  hough a few will). Unlike for mountains, randomly generated starting points next to 
  map-edges should dictate a forest expanding in the opposite direction, with as 
  many of the rolled-for hexes as possible. The hexes in some forests should now 
  be designated “Jungle” (presumably in the south), some in the mid-latitudes or the 
  north may be designated “Woods”, and one or two special forests may be desig-
  nated “Old Woods”. (It is recommended that the Hexographer terrain templates of 
  “Jungle”, “Heavy Forest” and “Heavy Evergreen”, respectively, be used.) 
   
  Marsh/Swamp: 3 x 10-40 hexes, and 5 x 1-4 hexes. Designate the hexes as 
  Swamp or Marsh according to taste. It is preferable for swamps to be located in 
  the south (since there are warm-blooded dinosaurs inhabiting them, among other 
  things), so one might redo the random generation if it does not produce at least 
  one plausible swamp. Also take into account already existing terrain. For example, 
  marshes and swamps should be adjacent to coastlines or located in relation to 
  mountain ranges such that the cartographer envisions rivers or a low elevation 
  creating a wet environment, and as with other difficult terrain, much of these 
  should curve around habitations. 
   
  Desert/Arid Plains: 3 x 10-60 hexes (I recommend the “Sandy Desert” and 
  “Badlands” templates). As with Marsh/Swamp, deserts should generally be in the 
  south, with perhaps one area of arid plains rounding things out in the mid-latitude 
  and northern locations. And, conversely to marsh/swamp, deserts and arid plains 
  should be created in the sorts of areas likely to be drier. 
   
  Lakes and Inland Seas: 4 x 1-4 hexes (use the islands template). 
   
  Rivers: Draw a handful of major rivers, starting of course in mountains, and per-
  haps passing through marshes or swamps to a lake or the sea. Some habitations 
  (though by no means all) will be located on rivers, of course. 
   
  
   
  29 
  Roads and Trails: Draw a few, but use moderation. It’s a wild, sparsely populated 
  world with dangerous creatures and/or evil men in most areas, so it is unlikely 
  there will be more than a small number of well-travelled and maintained routes. 
   
  Composition of Habitations: Determine who or what lives in them using the fol-
  lowing formulas: 
   
  Die 
  Town 
  Village 
   
  1 
  Standard Human 
  Standard Human 
   
  2 
  Standard Human 
  Standard Human 
   
  3 
  Standard Human 
  Standard Human 
   
  4 
  Standard Human 
  Roll on Terrain Table* 
   
  5 
  Roll on Terrain Table* 
  Roll on Terrain Table* 
   
  6 
  Roll on Terrain Table* 
  Roll on Terrain Table* 
   
   
  * Discard the result and roll again if a nonsensical or unreasonable result is ob-
  tained, though this may be a matter of taste. For example, “Amazons,” “Brig-
  ands,” “Mermen,” Dwarves” or even “Undead” are potentially appropriate, “Wea-
  sels” are not. However, “Dragons” may either be discarded or conceivably 
  used—perhaps a village is under the control or protection of a Dragon, for ex-
  ample. Replace a Town or Village with a Fort if reasonable. 
   
  Die 
  Castle 
  Tower/Stronghold 
  Temple/Stronghold 
   
   
   
   
  1 
  Lawful Lord 
  Lawful Magic-User 
  Roll a twenty-sided die 
  for gods/goddesses, 
  using the table on p. 28 
  of Vol. 2. Allocate an 
  Evil High Priest or High 
  Priest accordingly. 
   
   
   
  2 
  Neutral Lord 
  Neutral Magic-User 
   
   
   
  3 
  Neutral Lord 
  Neutral Magic-User 
   
   
   
  4 
  Evil Lord 
  Evil Magic-User 
   
   
   
  5 
  Evil Lord 
  Evil Magic-User 
   
   
   
  6 
  Evil Lord 
  Evil Magic-User 
   
  Witches will inhabit Witch’s Towers, obviously. 
   
  Of course, the players will not necessarily know the actual alignments of the parties, 
  though they may have a good idea. The cartographer is free to label the features 
  helpfully or not. For example, “Wastes of the Necromant” (the area surrounding the 
  tower of an evil Magic-User) will obviously convey an alignment, “Lord Raglan’s 
  Stronghold” will not. Travellers should obviously avoid a location labeled, “City of 
  Ghouls”, whereas one marked, “Viking Settlement” could go either way. And so on. 
   
  Finishing Touches: A few volcanoes, ancient battlefields, ruined cities or other 
  intriguing features may now be placed, keeping in mind that these will be public 
  and thus only a small number should be noted—just enough to intrigue the players 
  and set the tone for the world. 
  
   
  30 
  Additional Habitation, Ruins, etc.: Randomly generate at least 100 as yet unde-
  termined features that will not be on the players’ map (mark them on the referee’s 
  copy only). There will be no immediate need to roll for these unless or until the 
  party passes through the hex. If the hex is entered, use the table below: 
   
  Die 
  Feature 
  Die 
  Feature 
  01-20 
  Village 
  87 
  Ancient Battlefield* 
  21-50 
  Castle 
  88-89 
  Ruined City/Town 
  51-70 
  Tower/Stronghold 
  90-91 
  Ruined Village (recent)** 
  71-80 
  Temple/Stronghold 
  92-93 
  Ruined Tower 
  81-83 
  Thieves’ Hideout 
  94-95 
  Ruined Temple 
  84 
  Assassins’ Guild 
  96-97 
  Cave Complex*** 
  85-86 
  Witch’s Tower 
  98-00 
  Dungeon*** 
   
  * 
  May give extra chances for Undead, as well as perhaps treasure. 
  ** 
  Determine who or what attacked it. 
  *** Assign a predesigned one, or not, as desired. 
   
  Some habitations and areas containing ruins will have associated or nearby villag-
  es within the same hex, where, among other things, information may be obtained. 
  The number of villages is determined as follows: 
   
   
  Die 
   
  Castle 
  Tower/ 
  Stronghold 
  Temple/ 
  Stronghold 
   
  Other 
   
   
   
   
   
  1 
  2 villages 
  None 
  None 
  None 
  2 
  3 villages 
  None 
  None 
  None 
  3 
  4 villages 
  None 
  None 
  1 village 
  4 
  5 villages 
  None 
  1 village 
  1 village 
  5 
  6 villages 
  1 village 
  2 villages 
  1 village 
  6 
  7 villages 
  2 villages 
  3 villages 
  2 villages 
   
  Discovery of Unmarked Features: Upon travelling into or through a hex contain-
  ing an “unmarked” feature, there is a 3 in 6 chance the party will become aware of 
  it if it is a castle, a 2 in 6 chance it will become aware of it if it is a village, magic-
  user’s tower, temple, stronghold or fort and a 1 in 6 chance for most other features 
  (there will be no chance of “finding” an Assassin’s Guild). Add +1 to the die roll if 
  exploring. Often, knowledge of the existence of a feature will not be due to direct 
  visual observation but from information picked up in a village (if there is one) or 
  obtained from fellow travellers or deduced by discovering obvious trails, signposts, 
  marked warnings and so on. 
   
  Encounters with the Occupants: There is a 1 in 6 chance that the Lord, Wizard, 
  Evil High Priest, etc., one or one or more minions, and/or the village guard will in-
  tercept the party somewhere in the hex (this applies to “marked” as well as “un-
  
   
  31 
  marked” habitations). If evasion is attempted, then if the intercepting group is 
  aligned with Chaos or is for some other reason hostile to the party, then there is a 
  3 in 6 chance they will pursue. Otherwise, there is only a 1 in 6 chance that they 
  will pursue. Of course, if the party is already aware of the existence of a strong-
  hold, it may always ride up to it and hail the occupants. They will probably emerge 
  if the party is not too obviously powerful. Reaction rolls should of course be made. 
  See the particular descriptions for high-level types and their followers and allies, 
  contained in Vol. 2. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  32 
  MONSTER LANGUAGES: 
   
  Intelligent monsters will speak their own language plus possible additional lan-
  guages based on their level of intelligence and language type. Extra languages will 
  almost always be determined for the group. Thus a horde of 200 Goblins will have 
  a 28% chance (the odds of rolling 9 or more on two dice) of having one or more 
  speakers of at least one additional language (rolling instead for each Goblin would 
  create a veritable United Nations of linguists). 
   
  NUMBER OF EXTRA LANGUAGES BY INTELLIGENCE:  
   
  Die Score 
  Low 
  Cunning 
  Average 
  High 
  Genius 
   
   
   
   
   
   
  2 
  0 
  0 
  0 
  0 
  0 
  3 
  0 
  0 
  0 
  0 
  1-3 
  4 
  0 
  0 
  0 
  1 
  4 
  5 
  0 
  0 
  0 
  2 
  5 
  6 
  0 
  0 
  0 
  3 
  6 
  7 
  0 
  0 
  0 
  4 
  7 
  8 
  0 
  0 
  1 
  5 
  8 
  9 
  0 
  1 
  2 
  6 
  9 
  10 
  0 
  2 
  3 
  7 
  10 
  11 
  1 
  3 
  4 
  8 
  11 
  12 
  2 
  4 
  5 
  9 
  12 
   
  LIST OF MONSTERS BY INTELLIGENCE: 
   
  Low: Chimerae, Gargoyles, Ghouls, Hill Giants, Harpies, Manticoras, Ogres, 
  Phase Spiders, Rocs, Shadows, Thouls. 
   
  Cunning: Bugbears, White Dragons, Gnoles, Goblins, Hobgoblins, Kobolds, Liz-
  ard Men, Minotaurs, Orcs, Troglodytes, Trolls, Lesser Vampires, White Apes, 
  Wights, Yeti. 
  
   
  33 
  Average: Most Men, Blink Dogs, Centaurs, Doppelgangers, Black Dragons, Blue 
  Dragons, Green Dragons, Dwarves, Giant Eagles, Ghosts, Cloud Giants, Fire Gi-
  ants, Frost Giants, Stone Giants, Gnomes, False Gnomes, Halflings, Wereboars, 
  Weretigers, Werewolves, Martians, Tharks, Mermen, Pegasi, Unicorns. 
   
  High: Cyborgs, Cyclopes, Djinn, Brass Dragons, Bronze Dragons, Copper Drag-
  ons, Red Dragons, Silver Dragons, Dragon Turtles, Dryads, Efreet, Elves, Faeries, 
  Storm Giants, Half-Elves, Juggernauts, Leprechauns, Werebears, Wererats, most 
  Magic-Users, Medusae, Mummies, Nagas, Nixies, Ogre Magi, Pixies, Ropers, 
  Salamanders, Solians, Spectres, Treants, Tritons, Vampires, Will O’Wisps, Wind 
  Walkers, Witches, Wraiths. 
   
  Genius: Archimagi, Golden Dragons, The Dragon King and Queen, Lammasu, 
  Liches, Magi, Necromancers, Phaetonians, Tentacle Men, Titans, Wizards. 
   
   
  LANGUAGE TYPES: 
   
  Type 
    
    
   
   
    
    
   
  A 
  01-03: 
  04-06: 
  07-09: 
  10-34: 
  35-38: 
  39-42: 
  43-47: 
  48-51: 
  52-53: 
  54-56: 
  57-61: 
  62-63: 
  64-65: 
  66-67: 
  68-70: 
  71-75: 
  76-80: 
  81: 
  82-83: 
  84: 
  85: 
  86-1: 
  86-2: 
  86-3: 
  87-1: 
  87-2: 
  87-3: 
  Alignment 
  Bugbear 
  Centaur 
  Common 
  Dwarvish 
  Elvish 
  Goblin 
  Halfling 
  Hill Giant 
  Hobgoblin 
  Kobold 
  Law 
  Lizard Man 
  Merman 
  Neutrality 
  Ogre 
  Orcish 
  Stone Giant 
  Troll 
  Wererat 
  Werewolf 
  Black Dragon 
  Blue Dragon 
  Brass Dragon 
  Bronze Dragon 
  Chaos 
  Chimera 
  88-1: 
  88-2: 
  88-3: 
  89-1: 
  89-2: 
  89-3: 
  90-1: 
  90-2: 
  90-3: 
  91-1: 
  91-2: 
  91-3: 
  92-1: 
  92-2: 
  92-3: 
  93-1: 
  93-2: 
  93-3: 
  94-1: 
  94-2: 
  94-3: 
  95-1: 
  95-2; 
  95-3: 
  96-1: 
  96-2: 
  96-3: 
  Cloud Giant 
  Copper Dragon 
  Fire Giant 
  Frost Giant 
  Gargoyle 
  Gnomish 
  Green Dragon 
  Harpy 
  Lammasu 
  Leprechaun 
  Manticore 
  Medusa 
  Minotaur 
  Nixie 
  Pixieish 
  Red Dragon 
  Roc 
  Spirit Naga 
  Treant 
  Troglodyte 
  Water Naga 
  Werebear 
  Wereboar 
  White Dragon 
  Barsoomian 
  Cyclops 
  Djinni 
  96-4:
  96-5:
  96-6:
  97-1:
  97-2:
  97-3:
  97-4:
  97-5:
  97-6:
  98-1:
  98-2:
  98-3:
  98-4:
  98-5:
  98-6:
  99-1:
  99-2:
  99-3:
  99-4:
  99-5:
  99-6:
  00-1:
  00-2:
  00-3:
  00-4:
  00-5:
  00-6:
  Doppelganger 
  Dragon Turtle 
  Druidic 
  Dryad 
  Efreeti 
  Fairy 
  False Gnomish 
  Golden Dragon 
  Guardian Naga 
  Ogre Mage 
  Pegasus 
  Phaetonian 
  Phase Spider 
  Roper 
  Salamander 
  Silver Dragon 
  Solian 
  Storm Giant 
  Tentacle Man 
  Thieves' Cant 
  Titan 
  Triton 
  Unicorn 
  Weretiger 
  Wind Walker 
  Witch 
  Yeti 
   
    
    
   
   
    
    
   
   
   
   
   
   
   
   
  
   
  34 
  Type 
    
    
   
   
    
    
   
  B 
  All: Barsoomian 
    
   
   
    
    
   
   
    
    
   
  C 
  01-02: 
  03-04: 
  05: 
  06-08: 
  09-12: 
  13-14: 
  15-16: 
  17-19: 
  20-23: 
  Black Dragon 
  Blue Dragon 
  Efreeti 
  Gargoyle 
  Goblin 
  Green Dragon 
  Harpy 
  Hobgoblin 
  Kobold 
  24-37: 
  38-40: 
  41-42: 
  43-51: 
  52: 
  53-54: 
  55: 
  56-57: 
  58-59: 
  Law 
  Manticore 
  Medusa 
  Neutrality 
  Ogre Mage 
  Red Dragon 
  Roper 
  Salamander 
  Solian 
  60-61:
  62:
  63:
  64-66:
  67-91:
  92-93:
  94-96:
  97-99:
  00:
  Spirit Naga 
  Tentacle Man 
  Thieves’ Cant 
  Troll 
  Type A 
  Vampire 
  Wererat 
  White Dragon 
  Witch 
   
    
    
   
   
    
    
   
  D 
  01-10: 
  11-25: 
  Doppelganger 
  Hobgoblin 
  26-45: 
  46-70: 
  Kobold 
  Type A 
  71-90:
  91-00:
  Type F 
  Type I 
   
    
    
   
   
    
    
   
  Dragon 01-14: 
  15-24: 
  25-37: 
  38-47: 
  Black 
  Blue 
  Brass 
  Bronze 
  48-57: 
  58-62: 
  63-72: 
  73-82: 
  Copper 
  Golden 
  Green 
  Red 
  83-87:
  88-00:
  Silver 
  White 
   
    
    
   
   
    
    
   
  E 
    
    
   
   Air 
  01-10: 
  11-15: 
  16-25: 
  Cloud Giant 
  Djinni 
  Lammasu 
  26-35: 
  36-40: 
  41-50: 
  Roc 
  Silver Dragon 
  Storm Giant 
  51-55:
  56-90:
  91-00:
  Titan 
  Type A 
  Wind Walker 
   
    
    
   
  Earth 01-06: 
  07-10: 
  11-14: 
  15-16: 
  Dwarvish 
  Gnomish 
  False Gnomish 
  Phaetonian 
  17-20: 
  21-24: 
  25-28: 
  29-32: 
  Red Dragon 
  Roper 
  Salamander 
  Solian 
  33-38:
  39-42:
  43-50:
  51-00:
  Stone Giant 
  Tentacle Man 
  Troll 
  Type A 
   
    
    
   
  Fire 
  01-04: 
  05-16: 
  Efreeti 
  Fire Giant 
  17-24: 
  25-32: 
  Red Dragon 
  Salamander 
  33-40:
  41-00:
  Solian 
  Type A 
   
    
    
   
  Ice 
  01-10: 
  11-20: 
  21-30: 
  Frost Giant 
  Storm Giant 
  Troll 
  31-80: 
  81-90: 
  91-95: 
  Type A 
  White Dragon 
  Wind Walker 
  96-00: Yeti 
   
    
    
   
  Sand 
  01-02: 
  03-15: 
  16-28: 
  Barsoomian 
  Blue Dragon 
  Brass Dragon 
  29-41: 
  42-44: 
  45-47: 
  Copper Dragon 
  Djinni 
  Efreeti 
  48-60:
  61-00:
  Thieves’ Cant 
  Type A 
   
    
    
   
   Water 01-08: 
  09-12: 
  13-20: 
  Bronze Dragon 
  Dragon Turtle 
  Lizard Man 
  21-32: 
  33-40: 
  41-48: 
  Merman 
  Nixie 
  Triton 
  49-88:
  89-00:
  Type A 
  Water Naga 
    
    
    
   
   
    
    
   
  
   
  35 
  Type 
    
    
   
   
    
    
   
  F 
  01-06: 
  07-12: 
  13-16: 
  17-24: 
  1 Dragon 
  Gargoyle 
  Gnomish 
  Goblin 
  25-32: 
  33-38: 
  39-46: 
  47-50: 
  1 Giant 
  Merman 
  Ogre 
  Salamander 
  51-90:
  91-93:
  94-00:
  Type A 
  Unicorn 
  Werewolf 
   
    
    
   
   
    
    
   
  G 
  01-06: 
  07-12: 
  13-14: 
  15-20: 
  False Gnomish 
  Lizard Man 
  Phaetonian 
  Phase Spider 
  21-26: 
  27-32: 
  33-38: 
  39-88: 
  Roper 
  Tentacle Man 
  Triton 
  Type A 
  89-94:
  95-00:
  Wereboar 
  Wind Walker 
   
    
    
   
  &
    
    
   
  Giant 
  01-10: 
  11-20: 
  Cloud 
  Fire 
  21-30: 
  31-80: 
  Frost 
  Hill 
  81-90:
  91-00:
  Stone 
  Storm 
   
    
    
   
   
    
    
   
  H 
  01-10: 
  11-20: 
  21-25: 
  26-30: 
  Centaur 
  Chimera 
  Cyclops 
  Dryad 
  31-40: 
  41-50: 
  51-60: 
  61-65: 
  Harpy 
  Medusa 
  Minotaur 
  Pegasus 
  66-70:
  71-00:
  Titan 
  Type A 
   
    
    
   
   
    
    
   
  I 
  01-09: 
  10-18: 
  19-27: 
  Dwarven 
  Elf 
  Fire Giant 
  28-33: 
  34-39: 
  40-51: 
  Frost Giant 
  Nixie 
  Ogre 
  52-60:
  61-00:
  Troll 
  Type A 
   
    
   
   
   
  J 
  All: Native (this will be an utterly primitive, incomprehensible, alien or 
  “lost” language, understood by no other races) 
   
    
    
   
   
    
    
   
  K 
  01-15: 
  16-30: 
  Bugbear 
  Leprechaun 
  31-40: Pixieish 
  41-00: Type A 
   
    
    
   
   
    
    
   
  L 
  01-06: 
  07-13: 
  Golden Dragon 
  Guardian Naga 
  14-19: 
  20-31: 
  Pegasus 
  Treant 
  32-86:
  87-00:
  Type A 
  Unicorn 
   
    
    
   
   
    
    
   
  M 
  01-07: 
  08-14: 
  15-22: 
  23-26: 
  27-34: 
  Dwarven 
  Elvish 
  Goblin 
  Halfling 
  Ogre 
  35-42: 
  43-46: 
  47-50: 
  51-56: 
  57-60: 
  Orcish 
  Red Dragon 
  Solian 
  Stone Giant 
  Treant 
  61-66:
  67-96:
  97-00:
  Troll 
  Type A 
  Wereboar 
   
    
    
   
   
    
    
   
  N 
  01-05: 
  06-07: 
  08-09: 
  10-11: 
  12-15: 
  16-25: 
  Chaos 
  Djinni 
  Druidic 
  Dryad 
  False Gnomish 
  Law 
  26-31: 
  32-35: 
  36-41: 
  42-45: 
  46-49: 
  50-51: 
  Leprechaun 
  Lizard Man 
  Merman 
  Minotaur 
  Nixie 
  Phase Spider 
  52-55:
  56-88:
  89-94:
  95-98:
  99-00:
  Pixie 
  Type A 
  Water Naga 
  Wind Walker 
  Yeti 
   
    
    
   
   
   
   
   
   
   
   
  
   
  36 
  Type 
   
   
   
   
   
   
   
   
   
   
   
   
   
  O 
  01-03: 
  04-06: 
  07-09: 
  10-12: 
  13-23: 
  Djinni 
  Dragon Turtle 
  Efreeti 
  Guardian Naga 
  Manticore 
  24-26: 
  27-33: 
  34-40: 
  41-65: 
  66-72: 
  Ogre Mage 
  Roc 
  Spirit Naga 
  Type A 
  Vampire 
  73-83:
  84-94:
  95-97:
  98-00:
  Water Naga 
  Wererat 
  Weretiger 
  Yeti 
   
   
    
    
   
   
   
   
   
  STARTING LANGUAGES FOR PLAYER-CHARACTERS 
   
  Roll on 
  100% Dice 
   
   
  COMMON 
   
   
   
   
  01-35 
  Common 
  01-20 
  Law 
  36-85 
  Uncommon 
  21-40 
  Goblin 
  86-95 
  Rare 
  41-60 
  Kobold 
  96-00 
  Very Rare 
  61-80 
  Ogre 
   
   
  81-00 
  Orcish 
    
  UNCOMMON 
   
   
   
   
   
   
  01-09 
  Neutrality 
  65-73 
  Hobgoblin 
  10-18 
  Bugbear 
  74-79 
  Lizard Man 
  19-27 
  Centaur 
  80-85 
  Merman 
  28-38 
  Dwarvish 
  86-88 
  Stone Giant 
  39-48 
  Elvish 
  89-94 
  Troll 
  49-54 
  Hill Giant 
  95-97 
  Wererat 
  55-64 
  Halfling 
  98-00 
  Werewolf 
    
  RARE 
   
   
   
   
   
   
  01-04 
  Chaos 
  49-51 
  Leprechaun 
  05-08 
  Black Dragon 
  52-54 
  Manticore 
  09-11 
  Blue Dragon 
  55-58 
  Medusa 
  12-14 
  Brass Dragon 
  59-62 
  Minotaur 
  15-17 
  Bronze Dragon 
  63-65 
  Nixie 
  18-20 
  Chimera 
  66-68 
  Pixieish 
  21-23 
  Cloud Giant 
  69-72 
  Red Dragon 
  24-26 
  Copper Dragon 
  73-76 
  Roc 
  27-29 
  Fire Giant 
  77-79 
  Spirit Naga 
  30-32 
  Frost Giant 
  80-82 
  Treant 
  33-35 
  Gargoyle 
  83-85 
  Troglodyte 
  36-38 
  Gnomish 
  86-88 
  Water Naga 
  39-41 
  Green Dragon 
  89-92 
  Werebear 
  42-45 
  Harpy 
  93-96 
  Wereboar 
  46-48 
  Lammasu 
  97-00 
  White Dragon 
   
   
   
  
   
  37 
  VERY RARE 
   
   
   
   
   
   
  01-03 
  Barsoomian 
  52-54 
  Phase Spider 
  04-07 
  Cyclops 
  55-57 
  Roper 
  08-10 
  Djinni 
  58-60 
  Salamander 
  11-14 
  Doppelganger 
  61-63 
  Silver Dragon 
  15-17 
  Dragon Turtle 
  64-66 
  Solian 
  18-21 
  Druidic 
  67-70 
  Storm Giant 
  22-25 
  Dryad 
  71-74 
  Thieves' Cant 
  26-28 
  Efreeti 
  75-77 
  Tentacle Man 
  29-32 
  Fairy 
  78-80 
  Titan 
  33-35 
  False Gnomish 
  81-84 
  Triton 
  36-38 
  Golden Dragon 
  85-87 
  Unicorn 
  39-41 
  Guardian Naga 
  88-91 
  Weretiger 
  42-44 
  Ogre Mage 
  92-94 
  Wind Walker 
  45-48 
  Pegasus 
  95-97 
  Witch 
  49-51 
  Phaetonian 
  98-00 
  Yeti 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  38 
  TREASURE CLASSES: 
   
  The table below should only be used for random encounters in the wilderness. 
   
   
   
  Class 
  1000’s 
  of 
  Copper 
  1000’s 
  of 
  Silver 
  1000’s 
  of 
  Gold 
   
  Gems and 
  Jewelry* 
   
  Maps or 
  Magic 
   
   
   
   
   
   
  1 
  2-16:20% 
  3-18:30% 
  Nil 
  1-2:15% 
  10%: any 2 
   
   
   
   
   
   
   
   
   
   
   
   
  2 
  1-10:50% 
  2-16:25% 
  1-3:05% 
  1-2:20% 
  10%: Weapon, 
  Armor or 
  Misc. Weapon 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3 
  3-18:10% 
  10-40:15% 
  1-2:45% 
  1-8:30% 
  20%: any 2+ 
  1 Potion 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4 
  Nil 
  10-100:10% 1-3:45% 
  4-32:20% 
  35%: no weap-
  ons, any other 
  3 + 1 Potion 
  and 1 Scroll 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5 
  Nil 
  Nil 
  Nil 
  10-120:50% 20%: any 1 
   
   
   
   
   
   
   
   
   
   
   
   
  6 
  Nil 
  Nil 
  1-6:75% 
  2-12:25% 
  40% any 3 
   
   
   
   
   
   
   
   
   
   
   
   
  7 
  10-40:25% 
  1-100:30% 
  1-10:35% 
  10-120:50% 60%: 3 magic 
   
   
   
   
   
   
   
   
   
   
   
   
  8 
  10-40:20% 
  10-100:25% 1-8:30% 
  30-180:50% 50%: 1 map 
   
   
   
   
   
   
   
   
   
   
   
   
  9 
  10-40:25% 
  40-240:50% 1-10:80% 
  10-50:50% 
  40%: any 4 + 
  1 Scroll 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  10 
  Nil 
  Nil 
  3-18:60% 
  1-100:60% 
  20%: any 4 + 
  1 Potion and 
  1 Scroll 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  M 
  1-10 
  5%/level 
  1-10 
  5%/level 
  1-3 
  5%/level 
  1-6 
  5%/level 
  Any 1-3 
  5%/level 
   
   
   
   
   
   
   
  * 
  Roll for each.
  
   
  39 
  GEMS AND JEWELRY: 
   
  Gems: 
   
  The base value in Silver Pieces for gems is determined by rolling percentile dice, 
  first on Table 1, and then potentially on one or more of the other tables: 
   
  Table 1 
  Table 2 
  Table 3 
  Table 4 
   
   
   
   
   
   
   
   
  01-08 
  1 
  01-83 
  500 
  01-83 
  5000 
  01-85 
  25000 
  09-22 
  5 
  84-98 
  1000 
  84-97 
  10000 
  86-97 
  50000 
  23-66 
  10 
  99-00 
  Table 3 
  98-00 
  Table 4 
  98-99 
  100000 
  67-86 
  50 
   
   
   
   
  00 
  500000 
  87-98 
  100 
   
   
   
   
   
   
  99-00 
  Table 2 
   
   
   
   
   
   
   
  Jewelry: 
   
  Roll as for gems but multiply by the result on a twenty-sided die. 
   
   
  
   
  40 
  APPENDIX: SOURCES AND SUGGESTIONS FOR FURTHER READING 
   
   
   
   
   
   
   
  
   
  41 
  I. QUOTATIONS 
   
   “We don’t explore characters…” Motto of “Evreaux” of Dragonsfoot Forums. For 
  example, 2006, July 7, “Megadungeon Mapping”. 
  http://www.dragonsfoot.org/forums/viewtopic.php?t=18710. 
  “…an oddity too much…” C.S. Lewis, “On Science Fiction”, 1955, in Of Other 
  Worlds: Essays and Stories, New York: Harvest, 1975, orig. 1966, p. 65. 
  C.S. Lewis on the genesis of Perelandra, from an exchange with Brian Aldiss:  
  “Lewis: The starting point of the second novel, Perelandra, was my mental 
  picture of the floating islands. The whole of the rest of my labours in a sense 
  consisted of building up a world in which floating islands could exist. And then 
  of course the story about an averted fall developed. Aldiss: But I’m surprised 
  that you put it this way round. I would have thought that you constructed Pere-
  landra for the didactic purpose. Lewis: Yes, everyone thinks that. They are 
  quite wrong.” Transcript from “Unreal Estates,” a recording of a conversation 
  between C.S. Lewis, Kingsley Amis, and Brian Aldiss, in Of Other Worlds, p. 
  87. In another essay, “It all Began with a Picture,” Lewis states that the Narnia 
  stories began in a similar fashion with a mental picture of a “faun carrying an 
  umbrella and parcels through a snowy wood,” Of Other Worlds, p. 42. 
   
  II. ILLUSTRATIONS 
   
  All illustrations are full, cropped or altered versions of original works by John Dick-
  son Batten, now in the public domain. They were taken from the following sources, 
  scanned and available on the web, listed in chronological order of original publica-
  tion: 
   
  Jacobs, Joseph, English Fairy Tales, illustrated by John Dickson Batten, New 
  York: G.P. Putnam’s Sons, 1892, orig. 1890. 
  http://en.wikisource.org/wiki/English_Fairy_Tales 
  Jacobs, Joseph, Celtic Fairy Tales, illustrated by John Dickson Batten, London: 
  David Nutt, 1892. http://en.wikisource.org/wiki/Celtic_Fairy_Tales 
  Jacobs, Joseph, Indian Fairy Tales, illustrated by John Dickson Batten, New York: 
  G. P. Putnam’s Sons, 1892. 
  http://en.wikisource.org/wiki/Indian_Fairy_Tales_(Jacobs) 
  Dixon, E., ed., Fairy Tales from the Arabian Nights, illustrated by John Dickson 
  Batten, London: J.M. Dent & Co., 1893. 
  http://www.wollamshram.ca/1001/Dixon/dixon01_main.htm 
  Dixon, E., ed., More Fairy Tales from the Arabian Nights, illustrated by John Dick-
  son Batten, London: J.M. Dent & Co., 1893. 
  http://www.wollamshram.ca/1001/Dixon/dixon02_main.htm 
  Jacobs, Joseph, More English Fairy Tales, illustrated by John Dickson Batten, 
  New York: G. P. Putnam’s Sons, 1894, orig. 1893. 
  http://en.wikisource.org/wiki/More_English_Fairy_Tales 
  Jacobs, Joseph, More Celtic Fairy Tales, illustrated by John Dickson Batten, New 
  York: G.P. Putnam’s Sons, 1895, orig. 1894. 
  http://en.wikisource.org/wiki/More_Celtic_Fairy_Tales. 
  
   
  42 
  Jacobs, Joseph, The Book of Wonder Voyages, illustrated by John Dickson Bat-
  ten, New York: Knickerbocker Press, 1919, orig. 1896. 
  http://en.wikisource.org/wiki/The_Book_of_Wonder_Voyages. 
  Jacobs, Joseph, Europa’s Fairy Book, by Joseph Jacobs, illustrated by John Dick-
  son Batten, New York: Knickerbocker Press, 1916. 
  http://en.wikisource.org/wiki/Europa%27s_Fairy_Book. 
   
  Vol. 1, Characters & Combat: 
   
  Front Cover, taken from The Crop of the Dragon’s Teeth, from “The Argonauts,” in 
  Wonder Voyages, p. 50. 
  Page 3, Æson and Jason, from “The Argonauts,” in Wonder Voyages, p. 5. 
  Page 6, from “Gold-Tree and Silver-Tree,” in Celtic Fairy Tales, p. 90. 
  Page 7, taken from an illustration in “The Second Voyage of Sinbad the Sailor,” in 
  Fairy Tales from the Arabian Nights. 
  Page 10, The Prince Wants his Lunch, from “The Master-Maid,” in Europa’s Fairy 
  Book, p. 145. 
  Page 11, from “Powell, Prince of Dyfed,” in More Celtic Fairy Tales, p. 41. 
  Page 15, taken from Chiron’s Farewell to the Argonauts, from “The Argonauts,” in 
  Wonder Voyages, p. 31. 
  Page 18, from “The Story of Ali Baba and the Forty Thieves,” in More Fairy Tales 
  from the Arabian Nights. 
  Page 21, Thorkill and the Serpent, from “The Journeyings of Thorkill and of Eric 
  the Far-Traveled,” in Wonder Voyages, p. 195. 
  Page 27, Raja Rasalu Plays Chaupur with Raja Sarkap, from “Raja Rasalu,” in 
  Indian Fairy Tales, p. 146. 
  Page 31, cropped from Childe Rowland, Frontispiece to English Fairy Tales. 
  Page 32, taken from an illustration in “The Story of Aladdin; or, the Wonderful 
  Lamp,” in More Fairy Tales from the Arabian Nights. 
  Page 37, cropped from The Lambton Worm, from “The Lambton Worm,” in More 
  English Fairy Tales, p. 202. 
  Page 38, The Great Bird, from “The Voyage of Maelduin,” in Wonder Voyages, p. 
  120. 
  Page 41, from “The Cauld Lad of Hilton,” in English Fairy Tales, p. 212. 
  Page 42, altered version of an illustration from “The Story of Ali Baba and the Forty 
  Thieves,” in More Fairy Tales from the Arabian Nights. 
  Page 44, taken from an illustration in “The Story of the Speaking Bird,” in More 
  Fairy Tales from the Arabian Nights. 
  Page 45, taken from an illustration in “The Prince and the Fakir,” in Indian Fairy 
  Tales, p. 180. 
  Page 48, How Loving Laili Became Young Again, from Indian Fairy Tales, p. 65. 
  Back Cover, from “The Story of the Enchanted Horse” in More Fairy Tales from the 
  Arabian Nights. 
   
   
  
   
  43 
  Vol. 2, Book of Monsters: 
   
  Front Cover, taken from The Slave of the Ring, from “The Story of Aladdin; or, The 
  Wonderful Lamp,” in More Fairy Tales from the Arabian Nights. 
  Frontispiece, Slightly cropped version of The Seven-Headed Dragon, from “The 
  King of the Fishes,” in Europa’s Fairy Book, p. 19. 
  Page 8, taken and altered from an illustration in “The Red Ettin,” in English Fairy 
  Tales, p. 138. 
  Page 15, taken from The Little Bull-Calf, from “The Little Bull-Calf,” in More English 
  Fairy Tales, p. 174. 
  Page 22, cropped from The Magic Purse, from “The Three Soldiers,” in Europa’s 
  Fairy Book, p. 73. 
  Page 25, taken from the chapter illustration for “The Golden Arm,” in English Fairy 
  Tales, p. 143. 
  Page 26, cropped from There Thou Art Thou Pretty Buck Thou Seest Me But See 
  Thee Not, from “Conal Yellowclaw,” in Celtic Fairy Tales, p. 42. 
  Page 32, The Beguiling of Talus, from “The Argonauts,” in Wonder Voyages, p. 84. 
  Page 35, Jack With His Invisible Coat, from “Jack the Giant Killer,” in English Fairy 
  Tales, p. 117. 
  Page 47, from “My Own Self,” in More English Fairy Tales, p. 18. 
  Page 49, Sinbad’s Ship is Pursued by the Rocs, from “The Fifth Voyage of Sinbad 
  the Sailor,” in Fairy Tales from the Arabian Nights. 
  Page 54, taken from Gwrhyr and Eidoel Talk with the Eagle of Ebbw Abwy, from 
  “The Wooing of Olwen,” in Celtic Fairy Tales, p. 109. 
  Page 55, slightly altered illustration from ”The History of Tom Thumb,” in English 
  Fairy Tales, p. 152. 
  Page 59, The Unicorn, from “A Dozen at a Blow,” in Europa’s Fairy Book, p. 81. 
  Page 62, from ”Morraha,” in More Celtic Fairy Tales, p. 87. 
  Page 64, from ”Morraha,” in More Celtic Fairy Tales, p. 92. 
  Back Cover, The Castle on Twelve Golden Pillars, from “Jack and his Golden 
  Snuff-Box,” in English Fairy Tales, p. 91. 
   
  Vol. 3, Book of Magic: 
   
  Front Cover, taken from an illustration in “Harisarman,” in Indian Fairy Tales, p. 86. 
  Frontispiece, Thetis Saves the Argonauts from Scylla, Frontispiece to Wonder 
  Voyages, p. ii. 
  Page 9, altered version of The Sprightly Tailor, from “The Sprightly Tailor,” in Celtic 
  Fairy Tales, p. 61. 
  Page 10, taken from Orpheus and Medea Charm the Snake that Guards the Gold-
  en Fleece, from “The Argonauts,” in Wonder Voyages, p. 55. 
  Page 12, from “The Lad with the Goat Skin,” in Celtic Fairy Tales, p. 233. 
  Page 16, The Crop of the Dragon’s Teeth, from “The Argonauts,” in Wonder Voy-
  ages, p. 50. 
  Page 21, cropped from an illustration from “The Vision Of Macconglinney,” in More 
  Celtic Fairy Tales, p. 73. 
  Page 23, from “How Cormac Mac Art went to Faery,” in More Celtic Fairy Tales, p. 
  204. 
  
   
  44 
  Page 25, taken from The Magic Purse, from “The Three Soldiers,” Day-Dreaming, 
  from “Day-Dreaming,” and The Visitor, from “A Visitor from Paradise,” in Eu-
  ropa’s Fairy Book, pp. 73, 110, 159. 
  Page 31, cropped from The Greek King & the Physician Douban, from “The Story 
  of the Grecian King and the Physician Douban,” in More Fairy Tales from the 
  Arabian Nights. 
  Page 39, from “The Seventh Voyage of Sinbad the Sailor,” in Fairy Tales from the 
  Arabian Nights. 
  Page 40, taken from an illustration in “The Story of Fisherman and Genie,” in More 
  Fairy Tales from the Arabian Nights. 
  Page 41, slightly altered from an illustration in “How the Raja’s Son won the Prin-
  cess Labam,” in Indian Fairy Tales, p. 14.  
  Page 46, Princess Labam, Frontispiece to Indian Fairy Tales. 
  Page 51, taken from The Boy with the Moon on his Forehead, from “The Boy who 
  had a Moon on his Forehead and a Star on his Chin,” from Indian Fairy Tales, 
  p. 166. 
  Page 53, taken and altered from an illustration in “The Three Princes and the Prin-
  cess Nouronnihar,” in Fairy Tales from the Arabian Nights. 
  Page 57, Mirror, mirror, on the wall, Who is the fairest of us all? From “Snowwhite,” 
  in Europa’s Fairy Book, p. 201. 
  Page 61, taken from The Chase of the Harpies, from “The Argonauts,” in Wonder 
  Voyages, p. 37. 
  Back Cover, King Solomon and the Rebellious Genie, from “The Story of the Fish-
  erman and the Genie,” in More Fairy Tales from the Arabian Nights. 
   
  Vol. 4, The Campaign: 
   
  Front Cover, altered version of East of the Sun and West of the Moon, from “The 
  Swan Maidens,” in Europa’s Fairy Book, p. 105. 
  Frontispiece, “Trembling” at the Church Door, from “Fair, Brown and Trembling,” in 
  Celtic Fairy Tales, p. 172. 
  Page 6, from “Why the Fish Laughed,” in Indian Fairy Tales, p. 193. 
  Page 8, from “The Magic Fiddle,” in Indian Fairy Tales, p. 45. 
  Page 11, from “Binnorie,” in English Fairy Tales, p. 47. 
  Page 15, from “The Son of Seven Queens,” in Indian Fairy Tales, p. 116. 
  Page 16, The Three Ravens, from “John the True,” in Europa’s Fairy Book, p. 170. 
  Page 19, from “The History of Agib,” in More Fairy Tales from the Arabian Nights. 
  Page 22, cropped from an illustration in “The Son of Seven Queens,” in Indian 
  Fairy Tales, p. 120. 
  Page 24, Danhasch Carries Off the Princess Badoura, from “Prince Camaral-
  zaman and The Princess of China,” in Fairy Tales from the Arabian Nights. 
  Page 27, from “The History of Agib,” in More Fairy Tales from the Arabian Nights. 
  Page 31, from “The Black Horse,” in More Celtic Fairy Tales, p. 59. 
  Page 32, from “Johnny Gloke,” in More English Fairy Tales, p. 73. 
  Page 37, cropped and altered from an illustration in “The Story of the King’s Son,” 
  in Fairy Tales from the Arabian Nights. 
  Page 39, from “Jack the Cunning Thief,” in More Celtic Fairy Tales, p. 16. 
  Page, 40, Warning to Readers, More Celtic Fairy Tales, p. 218. 
  
   
  45 
  Page 49, taken from the drawing beneath the “List of Illustrations,” in The Book of 
  Wonder Voyages. 
  Back Cover, cropped and altered version of The Boy with the Moon on his Fore-
  head, from “The Boy who had a Moon on his Forehead and a Star on his 
  Chin,” from Indian Fairy Tales, p. 166. 
   
  III.  HISTORY, INCLUDING HISTORICAL STUDIES OF ARMS, ARMOR AND 
  THE MARTIAL ARTS 
   
  Primary Sources: 
  Matthey, Cyril G.R., ed., The Works of George Silver Comprising “Paradoxes of 
  Defence” and “Brief Instructions Upon My Paradoxes of Defence,”  1599, 
  1605, London: George Bell and Sons, 1898. Available at The Linacre School 
  of Defence, http://www.sirwilliamhope.org/Library/Silver/, as well as at Google 
  Books.  
   
  Secondary Sources: 
  Anglo, Sydney, The Martial Arts of Renaissance Europe, New Haven: Yale, 2000. 
  Bennett, Matthew, et al., Fighting Techniques of the Medieval World AD 500-1500, 
  New York: Metro Books, 2005. 
  Demmin, Aguste, An Illustrated History of Arms and Armour from the Earliest Peri-
  od to the Present Time, C.C. Black, trans., London: George Bell, 1877, 1911. 
  Available at 
  https://openlibrary.org/books/OL7174635M/An_illustrated_history_of_arms_an
  d_armour_from_the_earliest_period_to_the_present_time. 
  Ffoulkes, Charles, Armour & Weapons, Oxford: Clarendon Press 1909. Available 
  at https://openlibrary.org/books/OL7110648M/Armour_weapons. 
  Holmes, Richard, Weapon: A Visual History of Arms and Armor, New York: DK 
  Publishing, 2009, orig. 2006. 
  Kottenkamp, F., The History of Chivalry and Armor, Mineola, NY: Dover, 2007, 
  orig. 1857. 
  Wise, Terence, The Wars of the Crusades 1096-1291, London: Osprey, 1978. 
   
  Web Sources: 
  Hodges, Kenneth, “List of Prices of Medieval Items” 
  http://medieval.ucdavis.edu/120D/Money.html. 
  Arma: The Association for Renaissance Martial Arts. http://www.thearma.org. 
  My Armoury. http://www.myarmoury.com/home.html. 
   
  Gaming Aids: 
  McGregor, Phillip, Orbis Mundi: An Annotated Guide to Aspects of the Medieval 
  World, Sydney: Phalanx Games Design, 2006. Available at 
  http://www.rpgnow.com/product/20540/Orbis-Mundi. 
   
  IV. DICTIONARIES, ETYMOLOGY AND WORD USAGE 
   
  Web Sources: 
  Bird, C.S., Grandiloquent Dictionary, 2006, orig. 1998. 
  http://www.islandnet.com/~egbird/dict/words.pdf. 
  
   
  46 
  Childs, Scott, Archaic and Unfamiliar Words in the KJV (Northside Baptist Church). 
  http://www.northsidebaptistchurch.org.au/christian-resources/kjv-archaic-
  dictionary.html. 
  Halliwell-Phillipps, A Dictionary of Archaic and Provincial Words, London: John 
  Russell Smith, 1846-. Various editions available online. 
  Harper, Douglas, Online Etymology Dictionary. http://www.etymonline.com. 
  Oxford English Dictionary. http://www.oed.com. 
   
  V. FANTASY AND SCIENCE FICTION 
   
  Fiction (by author, then in chronological or series order, if applicable): 
   
  Anderson, Poul, The Broken Sword, New York: Abelard-Schuman, 1954. 
  Anderson, Poul, Three Hearts and Three Lions, New York: Doubleday, 1961. 
  Burroughs, Edgar Rice, A Princess of Mars, Chicago: A. C. McClurg, 1917. Availa-
  ble at http://www.gutenberg.org/ebooks/62. 
  Burroughs, Edgar Rice, The Gods of Mars, Chicago: A. C. McClurg, 1918. Availa-
  ble at http://www.gutenberg.org/ebooks/64. 
  Burroughs, Edgar Rice, The Warlord of Mars, Chicago: A. C. McClurg, 1919. 
  Available at http://www.gutenberg.org/ebooks/68. 
  Burroughs, Edgar Rice, Thuvia, Maid of Mars, Chicago: A. C. McClurg, 1920. 
  Available at http://www.gutenberg.org/files/72/72-h/72-h.htm. 
  Burroughs, Edgar Rice, The Chessmen of Mars, Chicago: A. C. McClurg, 1922. 
  Available at http://www.gutenberg.org/files/1153/1153-h/1153-h.htm. 
  Burroughs, Edgar Rice, The Master Mind of Mars, Chicago: A. C. McClurg, 1928.  
  Burroughs, Edgar Rice, A Fighting Man of Mars, New York: Henry Holt, 1931. 
  Burroughs, Edgar Rice, Swords of Mars, Tarzana: Edgar Rice Burroughs, Inc., 
  1936. 
  Burroughs, Edgar Rice, Synthetic Men of Mars, Tarzana: Edgar Rice Burroughs, 
  Inc., 1940. 
  Burroughs, Edgar Rice, Llana of Gathol, Tarzana: Edgar Rice Burroughs, Inc., 1948. 
  Burroughs, Edgar Rice and John Coleman Burroughs,“ John Carter and the Giant 
  of Mars,” in John Carter of Mars, New York: Canaveral Press, 1964. 
  Burroughs, Edgar Rice and John Coleman Burroughs, “Skeleton Men of Jupiter,” 
  in John Carter of Mars, New York: Canaveral Press, 1964. 
  Dunsany, Edward Drax Plunkett, “How Nuth Would Have Practised his Art Upon 
  the Gnoles,” in The Book of Wonder, London: William Heinemann, 1912. 
  Available at http://www.gutenberg.org/ebooks/7477. 
  Howard, Robert E., Any of the Conan stories published in Weird Tales, 1932-36. 
  These, together with unpublished stories, drafts and other material have ap-
  peared in various collections including the current The Coming of Conan the 
  Cimmerian, The Bloody Crown of Conan and The Conquering Sword of Co-
  nan, New York: Del Rey, 2003-5. 
  Leiber, Fritz, Swords and Deviltry, New York: Ace, 1970. 
  Leiber, Fritz, Swords Against Death, New York: Ace, 1970. 
  Leiber, Fritz, Swords in the Mist, New York: Ace, 1968. 
  Leiber, Fritz, Swords Against Wizardry, New York: Ace, 1968. 
  Leiber, Fritz, The Swords of Lankhmar, New York: Ace, 1968. 
  
   
  47 
  Leiber, Fritz, Swords and Ice Magic, New York: Ace, 1977. 
  Leiber, Fritz, The Knight and Knave of Swords, New York: William Morrow, 1988. 
  Tolkien, J.R.R., The Hobbit, London: George Allen & Unwin, 1937. 
  Tolkien, J.R.R., The Lord of the Rings, London: George Allen & Unwin, 1954-55. 
  Van Vogt, A. E., “Black Destroyer,” Astounding Magazine, July 1939. Available at 
  http://www.baenebooks.com/chapters/0743498747/0743498747___5.htm. 
  Vance, Jack, The Dying Earth, New York: Hillman Periodicals, 1950. 
  Vance, Jack, The Eyes of the Overworld, New York: Ace, 1966. 
  Vance, Jack, Cudgel’s Saga, New York: Timescape, 1983. 
  Vance, Jack, Rhialto the Marvellous, New York: Baen, 1984. 
   
  Secondary Sources: 
   
  Bozarth, David Bruce, A Barsoom Glossary, 1996-2013, at http://www.erblist.com. 
  “Doc,” Warriors of Mars at&http://www.grey-elf.com/barsoom.pdf. 
  Thomas, G. W., “The Monsters of Edgar Rice Burroughs” on Rage Machine at 
  http://www.gwthomas.org/edgarriceburroughs.htm. 
   
  VI. FANTASY ADVENTURE GAMES 
   
  Rules Sets: 
  Dessaux, Nicolas, Epées & Sorcellerie, trans. David Macauley, 2011, orig. 2009. 
  Available at http://www.lulu.com/shop/nicolas-dessaux/epées-sorcelerie-
  english-translation/ebook/product-17353069.html. 
  Dubeers, Cameron and Simon J. Bull, Delving Deeper, Immersive Ink, 2012. 
  Available at http://www.rpgnow.com/product/107184/Delving-Deeper-Ref-
  Rules-v1-%5BBUNDLE%5D. 
  Finch, Matthew, Swords & Wizardry: Complete Rules, Frog God Games, 2010. 
  Finch, Matthew and Marv Breig, Swords & Wizardry: White Box, Mythmere 
  Games, 2009. Available at http://www.swordsandwizardry.com/whitebox.htm. 
  Proctor, Daniel, Labyrinth Lord, Goblinoid Games, 2007. Available at 
  http://www.goblinoidgames.com/labyrinthlord.html. 
   
  Magazines: 
  Finch, Matthew, ed., Knockspell, Mythmere Games, 2009- 
  http://www.swordsandwizardry.com/?page_id=10 
  Ümlaut, Ignatius, ed., Fight On! 2008- 
   
  http://www.fightonmagazine.com/index.php 
  Walker, Jesse, ed. Encounter, 2010-11 
  http://www.encountermagazine.au2.com 
   
  Play Aids: 
  Curtis, Michael, The Dungeon Alphabet, Goodman Games, 2009. 
  Curtis, Michael, Stonehell Dungeon, 3 Headed Monster, 2009. 
  Gillespie, Greg, Barrowmaze, 2012. 
  Greene, Scott and Erica Balsley, eds., The Tome of Horrors Complete: Swords & 
  Wizardry Edition, Frog God Games, 2011. 
   
  
   
  48 
  Other Web Sources: 
  Cone, Jason, “Philotomy’s Musings”, 2007. http://www.grey-elf.com/philotomy.pdf. 
  Finch, Matthew, “A Quick Primer for Old School Gaming”, 2008. 
  http://www.lulu.com/shop/matthew-finch/quick-primer-for-old-school-
  gaming/ebook/product-3159558.html. 
  Original D&D Discussion. http://odd74.proboards.com. 
  Rossi, Wayne, Semper Initiativus Unum. http://initiativeone.blogspot.com. See 
  especially his “OD&D Setting”—a brilliant analysis of the original game’s wil-
  derness rules. 
  “Sham”, “D&D Cover to Cover” at Sham’s Grog & Blog. 
  http://shamsgrog.blogspot.com/search/label/cover to cover. 
   
  Podcasts: 
  Save or Die! A Classic D&D Podcast. http://saveordie.info. 
   
  Personal Advice, Suggestions, Criticism and Proofreading: 
  Simon Bull (Delving Deeper) 
  Matthew Finch (Swords & Wizardry, etc.) 
  Peter Lindstrom 
   
  VII. CONTEMPORARY RULES IDEAS FOR THE ORIGINAL GAME 
   
  Encumbrance 
  Collins, Daniel, Delta’s D&D Hotspot. In particular: 
  http://deltasdnd.blogspot.com/2007/04/encumbrance.html 
  Raggi, James, Lamentations of the Flame Princess: Grindhouse Edition, 2012, pp. 
  38-39. 
   
  Missile Weapon Ranges 
  Collins at http://deltasdnd.blogspot.com/2012/11/archery-revisited.html, as well as 
  earlier posts. 
   
  “Shields Shall be Splintered” 
  “Trollsmyth”, Trollsmyth. It begins with his post at: 
  http://trollsmyth.blogspot.com/2008/05/shields-shall-be-splintered.html. 
   
  VIII. GAMING HISTORY 
   
  Peterson Jon, Playing at the World, San Diego: Unreason Press, 2012. 
   
  IX. FANTASY CARTOGRAPHY 
   
  Hexographer, Inkwell Ideas. http://www.hexographer.com. 
   
   
   
   
   
  
   
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  50 
  OPEN GAME LICENSE Version 1.0a 
   
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson. 
   
  Aerial Servant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games. Authors Scott Greene and Clark Peter-
  son, based on original material by Gary Gygax. 
   
   
  
   
  52 
  Monstrous Crab from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games. Author Scott Greene, based on 
  original material by Gary Gygax. 
   
  Giant Leech from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games. Author Scott Greene, based on origi-
  nal material by Gary Gygax. 
   
  Leprechaun from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games. Author Scott Greene, based on origi-
  nal material by Gary Gygax. 
   
  Lurker Above from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games. Author Scott Greene, based on origi-
  nal material by Gary Gygax. 
   
  Piercer from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games. Authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. 
   
  Robot from Delving Deeper, Copyright 2012, Immersive Ink. Authors Cameron Dubeers 
  and Simon J. Bull. 
   
  Giant Slug from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games. Author Scott Greene, based on origi-
  nal material by Gary Gygax. 
   
  Giant Tick from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games. Author Scott Greene, based on origi-
  nal material by Gary Gygax. 
   
  Wind Walker from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games. Author Scott Greene, based on origi-
  nal material by Gary Gygax. 
   
  Yeti from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games. Author Scott Greene, based on original 
  material by Gary Gygax. 
   
  Seven Voyages of Zylarthen, Copyright 2014, Oakes A. Spalding, 3rd. 
  
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Seven Voyages of Zylarthen (osr)/Seven Voyages of Zylarthen v4 The Campaign.pdf