TEXT: Adventures Dark and Deep™
  A Curious Volume of Forgotten Lore
  by Joseph Bloch
  New, expanded, and alternate rules suitable for use with 
  Advanced Dungeons & Dragons™, OSRIC™, Labyrinth Lord™, and compatible games
  
   
   
   
   
   
   
   
   
  Adventures Dark and Deep™ 
  A Curious Volume of Forgotten Lore 
   
  A supplement for Advanced Dungeons & Dragons® 
   
  Being a collection of new, expanded, and alternate rules suitable for use with  
  Advanced Dungeons & Dragons™, OSRIC™, Labyrinth Lord™, and compatible games 
   
   
  Authored by Joseph Bloch 
   
  Based on and inspired by the original work of E. Gary Gygax, David Arneson, David “Zeb” Cook, Monte Cook, Jeff Grubb, Robert Kuntz, Kim Mohan, Dave 
  Newton, Douglas Niles, Jon Pickens, Jonathan Tweet, James Ward, Skip Williams, and Steve Winter. 
   
  With the kindest assistance of… 
   
  …a multitude of volunteer playtesters, proofreaders, and editors who helped polish the early drafts of these rules into the version you see today. 
   
   
  Edited by Mark Plemmons  
   
  Artwork by Brian “Glad” Thomas 
   
  Dedicated to E. Gary Gygax 
   
   
  Unless otherwise noted, all material herein is Copyright © 2011-2012 Joseph Bloch. All rights reserved. 
  Artwork copyright © 2012 Brian Thomas. All rights reserved. 
   
   
   
  Visit the official BRW GAMES™ website at www.brwgames.com 
   
   
  Dungeons & Dragons™ and Dragon® magazine are registered trademarks of Wizards of the Coast LLC, a subsidiary of Hasbro, Inc; OSRIC™ is a trademark of 
  Matthew Finch; Labyrinth Lord™ is a trademark of Daniel Proctor, and all are used herein without permission. Adventures Dark and Deep™ and BRW Games™ are 
  trademarks of Joseph Bloch.  
   
  This product is not authorized by Wizards of the Coast. No challenge to any of their copyrights or trademarks is intended. 
  
   
   
   
   
  Table of Contents 
   
   
  Introduction........................................................................................ 1 
  Character Classes............................................................................... 2 
  Level Limits for Demi-humans............................................................. 2 
  Bard ............................................................................................. 3 
  Jester ............................................................................................ 8 
  Mountebank................................................................................. 13 
  Mystic......................................................................................... 17 
  Savant ........................................................................................ 20 
  Secondary Skills ............................................................................... 23 
  Miscellany For Player Characters ........................................................ 27 
  Monthly Expenses......................................................................... 27 
  Age ............................................................................................ 27 
  Alternate Combat System ................................................................... 28 
  Armor ......................................................................................... 28 
  Weapons .................................................................................... 29 
  Outline of Combat ........................................................................ 34 
  Surprise....................................................................................... 34 
  Surprise Hits (Optional Rule)........................................................... 35 
  “In Melee”................................................................................... 35 
  Combat Actions............................................................................ 35 
  Initiative ...................................................................................... 36 
  Melee ......................................................................................... 38 
  Missile Combat ............................................................................ 39 
  Unarmed Combat ......................................................................... 39 
  Saving Throws.............................................................................. 40 
  Hit Points..................................................................................... 41 
  Gaze Attacks ............................................................................... 41 
  Special Conditions........................................................................ 42 
  Morale........................................................................................ 42 
  Creatures Harmed Only by Enchanted Weapons .............................. 43 
  Critical Hits (Optional Rule)............................................................ 43 
  Fumbles (Optional Rule)................................................................. 43 
  Weapon Adjustments vs. Armor Type...............................................43 
  Hastiludes.....................................................................................45 
  Hunting........................................................................................46 
  Social Encounters...............................................................................48 
  Alternate Treasure Rules......................................................................49 
  Ships and Waterborne Travel..............................................................59 
  Shipborne Travel ...........................................................................59 
  Shipboard Encounters ....................................................................60 
  Seaborne Encounters......................................................................60 
  Ships ...........................................................................................62 
  Magic ..............................................................................................66 
  Using Magic Items .........................................................................66 
  Casting Spells ...............................................................................66 
  Spell Books...................................................................................67 
  Illusions ........................................................................................67 
  Magic Resistance...........................................................................67 
  Divination.....................................................................................68 
  Pentacles......................................................................................68 
  Creating Scrolls.............................................................................69 
  Spell Descriptions ..........................................................................70 
  The Game Environment.......................................................................94 
  Dungeons.....................................................................................94 
  The Wilderness .............................................................................95 
  Swimming and Underwater Travel ...................................................97 
  Hazards, Impediments, and Dangers................................................98 
  Weather.....................................................................................103 
  Magic Items ....................................................................................105 
  Intelligent Magic Items..................................................................113 
  Monsters.........................................................................................115 
  Rule Changes for Existing Monsters................................................115 
  New Monsters.............................................................................115 
   
  
  ADVENTURES DARK AND DEEP™  A Curious Volume of Forgotten Lore 
   
   1 
  Introduction 
   
  “What if?”  
   
  Some of the most intriguing works of fiction have stemmed from those two 
  simple words. What if Hitler had won World War 2? What if the Roman 
  Empire had never fallen? What if John F. Kennedy had never been 
  assassinated? 
   
  This work represents just such a “what if” scenario, though perhaps one with 
  less weighty historical consequences. What if Gary Gygax had not left TSR 
  in 1985, and had been allowed to continue developing the world’s most 
  famous fantasy role-playing game? 
   
  We will, unfortunately, never know the answer to that question. Gygax did 
  leave TSR in that year, and others took over the job of designing the second 
  (and subsequent) versions of the game. After that unfortunate episode, he 
  was understandably reluctant to give any advice on how he would have 
  carried the game forward.  
   
  However, he did leave behind hints revealing the direction he would have 
  taken the game. New character classes. Streamlined combat. New spells 
  and magic items. Consolidated and re-worked monsters. We don’t have 
  many specifics, but we do have a fair number of “big picture” ideas. All of 
  these have inspired the present work.  
   
  Bear in mind that the author has no special insight into Gygax’s mind on this 
  subject other than what he wrote publically. Certainly this work should not be 
  taken as having any sort of official stamp, either from his estate or the 
  corporations that took the game in new directions. All that has been done is 
  to collect the hints he did leave, use them as inspiration, and take off in a 
  wholly different direction than that which happened “officially.” 
   
  ADVENTURES DARK AND DEEP™ is not a “retro-clone.” It does not set out to 
  re-create a particular set of rules from decades past, as do some other games 
  (not that there’s anything amiss in doing so!). Rather, it is a new creation, 
  unique unto itself, and does not attempt to recreate any set of rules that has 
  gone before.  
   
  What the game master should always bear in mind is that he is, in fact as 
  well as name, the master of the game. There are many rules in ADVENTURES 
  DARK AND DEEP™, but this should in no way be taken to mean that it is an 
  absolutist game system. There are going to be a vast number of situations on 
  which the game is simply silent. That is why the game has a game master; it 
  is his skills that fill those gaps with flashes of brilliant improvisation.  
   
  Even more so, where there are rules that exist, but don’t seem to quite cover 
  a specific situation that arises in the game, the game master should always 
  remember that he is free to toss them out, if temporarily, and come up with 
  something that fits the situation better “on the fly.” The game must first and 
  foremost be fun, and it’s not fun if play stops every three minutes so he can 
  find some obscure rule. The game master must always feel empowered to 
  simply tell his players to “roll a d20” and make a flash ruling.  
   
  Make it fun. 
   
   
  
  Character Classes 
  2 
  Character Classes 
   
  Below are several new character classes that can be added to any 
  campaign. All have some level of spellcasting ability, and while some may 
  seem to be similar to classes found in the original rules, each has its own 
  particular point of emphasis, making it a unique and useful addition to any 
  campaign or adventuring party.  
   
  Most of the class descriptions make reference to spells that are shared by 
  other classes, such as mages and clerics. Since these spells are already 
  described in the original rulebooks, they are not included in this book in the 
  interests of brevity.  
   
  Level Limits for Demi-humans 
   
  Although as with most character classes, humans have no limits on how far 
  they may advance in experience level, some classes have maximums 
  depending on the character’s race. Further, those minimums will usually be 
  modified by one or more of the character’s statistics, as noted below. If a 
  class is not listed below for a race that could normally take up that class, 
  which indicates there are no level limits.  
   
  TABLE 1: DARK ELF LEVEL LIMITS (M/F) 
  Ability Score 
  Bard (CHA) 
  Mountebank (CHA) 
  12 or less 
  5/5 
  5/6 
  13 
  5/5 
  6/7 
  14 
  5/5 
  7/7 
  15 
  6/6 
  8/8 
  16 
  7/7 
  9/8 
  17 
  8/8 
  10/9 
  18 
  8/9 
  11/9 
  19 or more 
  8/10 
  11/9 
   
  TABLE 2: GRAY ELF LEVEL LIMITS 
  Ability Score 
  Bard (CHA) 
  Savant (INT) 
  Mntbk. (CHA) 
  12 or less 
  - 
  14 
  4 
  13 
  - 
  14 
  5 
  14 
  6 
  14 
  5 
  15-16 
  6 
  14 
  6 
  17 
  7 
  15 
  7 
  18 
  7 
  16 
  7 
  19 or more 
  8 
  16 
  7 
   
  TABLE 3: HALF-ELF LEVEL LIMITS 
  Ability Score 
  Bard (CHA) 
  Savant (INT) 
  Mntbk. (CHA) 
  14 or less 
  6 
  10 
  8 
  15 
  7 
  10 
  8 
  16 
  7 
  10 
  9 
  17 
  8 
  11 
  10 
  18-19 
  8 
  12 
  11 
  20 or more 
  9 
  12 
  11 
   
  TABLE 4: HIGH ELF LEVEL LIMITS 
  Ability Score 
  Bard (CHA) 
  Savant (INT) 
  Mntbk. (CHA) 
  12 or less 
  6 
  14 
  7 
  13 
  6 
  14 
  8 
  14 
  6 
  14 
  8 
  15 
  6 
  14 
  9 
  16 
  6 
  14 
  9 
  17 
  7 
  15 
  10 
  18 
  7 
  16 
  10 
  19 
  8 
  16 
  10 
  20 
  8 
  16 
  10 
  21 
  8 
  16 
  10 
  22 or more 
  8 
  16 
  10 
   
  TABLE 5: WOOD ELF LEVEL LIMITS 
  Ability Score 
  Bard (CHA) 
  Mountebank (CHA) 
  12 or less 
  4 
  3 
  13 
  4 
  4 
  14 
  4 
  5 
  15 
  4 
  6 
  16 
  5 
  7 
  17 
  5 
  9 
  18 or more 
  6 
  8 
   
  TABLE 6: DEEP GNOME LEVEL LIMITS 
  Ability Score 
  Bard (CHA) 
  Mountebank (CHA) 
  15 or less 
  5 
  8 
  16 
  6 
  9 
  17 
  6 
  10 
  18 or more 
  6 
  11 
   
  TABLE 7: GNOME LEVEL LIMITS 
  Ability Score 
   
  Bard  (CHA) 
   
  Mountebank (CHA) 
  15 or less 
  5 
  8 
  16 
  6 
  9 
  17 
  6 
  10 
  18-19 
  6 
  11 
  20 
  6 
  11 
  21 or more 
  6 
  11 
   
  Gnomes are limited to the 6th level as jesters, regardless of ability scores. 
   
  TABLE 8: HALFLING LEVEL LIMITS 
  Ability Score 
  Bard (CHA) 
  Mountebank (CHA) 
  15 or less 
  5 
  6 
  16 
  6 
  7 
  17 
  7 
  8 
  18 or more 
  7 
  9 
   
  Halflings are limited to the sixth level as jesters, regardless of ability scores. 
   
  TABLE 9: HALF-ORC LEVEL LIMITS 
  Ability Score 
  Mountebank (CHA) 
  14 or less 
  4 
  15 
  5 
  16 
  6 
  17 
  7 
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   3 
  Bard 
   
  The bard is a performer, minstrel, jongleur, poet, and storyteller all rolled into 
  one. Bards are able to cast spells through their songs, and have some skill at 
  thievery as well. In addition, they are, or can become, repositories of lore 
  and languages, discovering snippets of odd knowledge here and there in the 
  form of rhymes, songs, legends, and so forth, which may become useful in 
  the most unexpected of circumstances.  
   
  Both dexterity and charisma must be at least 14; if both are greater than 15, 
  the bard receives a 10% bonus to all experience points earned. Bards use 
  six-sided hit dice to determine hit points.  
   
  Bards may be of any non-lawful alignment. Bards who become lawful lose all 
  spell casting abilities, and no longer improve their skills in hiding in 
  shadows, listening at doors, and sleight of hand. Bards can be human, half-
  elf, elf, halfling, or gnome.  
   
   
   
  Bards have the following powers and abilities: 
   
   
  Verbal patter 
   
  Spell use 
   
  Lore 
   
  Hide in shadows  
   
  Listen at doors 
   
  Read languages 
   
  Sleight of hand 
   
  Musical instrument 
   
  Bards may use the following armors: cuirass (any), furs, gambeson, lamellar 
  (any), ring armor, brigandine, scale armor (any), and mail (but only if 
  enchanted or elfin in nature). They may only become proficient in the 
  following weapons: club, dagger, dart, garrote, javelin, knife, lasso, sap, 
  scimitar, sling, spear, quarterstaff, bastard sword, broadsword, falchion, 
  long sword, and short sword. When using weapons in which they are not 
  proficient, they suffer a -3 penalty “to hit” (see p. 29 for details). 
   
  Bards advance in experience levels according to the following table: 
   
  TABLE 10: BARD LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit Points 
  0 
  1 
  1d6 
  2,500 
  2 
  2d6 
  5,000 
  3 
  3d6 
  12,500 
  4 
  4d6 
  25,000 
  5 
  5d6 
  50,000 
  6 
  6d6 
  100,000 
  7 
  7d6 
  200,000 
  8 
  8d6 
  400,000 
  9 
  9d6 
  650,000 
  10 
  106 
  900,000 
  11 
  10d6+2 
   
  For every level above 11th, the bard requires an additional 250,000 
  experience points to advance. The bard gains 2 hit points for each level 
  earned past the 11th. 
   
  Bards begin the game with 2d6x10 g.p. 
   
  Verbal Patter 
   
  Verbal patter describes those skills the bard uses to entertain and influence 
  his audiences. While engaging in verbal patter, the bard cannot cast spells. 
  Combat, however, is still allowed.  
   
  TABLE 11: BARD VERBAL PATTER 
  Bard 
  Level 
  Attend 
  Inspire 
  Entertain, 
  Distract 
  Trust 
  1 
  40% 
  30% 
  20% 
  10% 
  2 
  45% 
  35% 
  25% 
  15% 
  3 
  50% 
  40% 
  30% 
  20% 
  4 
  55% 
  45% 
  35% 
  25% 
  5 
  60% 
  50% 
  40% 
  30% 
  6 
  65% 
  55% 
  45% 
  35% 
  7 
  70% 
  60% 
  50% 
  40% 
  8 
  75% 
  65% 
  55% 
  45% 
  9 
  80% 
  70% 
  60% 
  50% 
  10 
  85% 
  75% 
  65% 
  55% 
  11 
  90% 
  80% 
  70% 
  60% 
  12 
  95% 
  85% 
  75% 
  65% 
   
  TABLE 12: CHARISMA ADJUSTMENT FOR VERBAL PATTER 
  Charisma 
  Attend 
  Inspire 
  Entertain, 
  Distract 
  Trust 
  16 
  5% 
  - 
  10% 
  - 
  17 
  10% 
  - 
  15% 
  5% 
  18 
  15% 
  - 
  20% 
  10% 
  19 
  20% 
  - 
  25% 
  15% 
   
  Note that all of these abilities are verbal in nature, and therefore require that 
  the target (audience) can understand what is being said! The game master 
  should use discretion in assigning bonuses or penalties to these abilities, 
  based on the specific circumstances involved (e.g., a drunken and hostile 
  crowd might be particularly less likely to respond positively to a bard’s efforts 
  at persuading them to believe something). Each use of these abilities requires 
  one round; subsequent uses require additional rolls to succeed, but each 
  gains a +5% bonus if the one before it had been successful, to a maximum 
  95% chance of success. There are no racial bonuses for verbal patter. In a 
  round where a bard uses his verbal patter ability, he may not cast spells or 
  engage in combat. Verbal patter requires the use of the bard’s instrument; 
  see below. 
   
  
  Character Classes 
  4 
  Attend: The bard uses his patter and gab to grab the attention of the 
  audience (or direct it to someone else) and get them to listen to what is being 
  said. It does not guarantee agreement, only attention.  
   
  Distract: By means of this ability, the bard substitutes one object of attention 
  for another. For example, he could relate some amusing anecdote involving 
  the chief of the palace security, distracting a guard enough for a companion 
  to slip away unnoticed. If the character succeeds, the target transfers its 
  attention from one object to the other. 
   
  Distrust: The bard uses his clowning to point out something dishonest or 
  otherwise disreputable in the target’s behavior or history. If successful, the 
  audience takes the dimmest possible view of the target’s intentions and 
  actions. 
   
  Entertain: The bard attempts to occupy the attention of an audience with 
  jokes, comedy, gags, and amusing yarns. On a successful roll, the audience 
  responds with laughter, chuckles, and a generally jolly attitude.  
   
  Inspire: With this ability, the bard attempts to bolster the morale and 
  fighting élan of those around him. If successful, all those friendly to the bard 
  within 40’ receive a 20% bonus to their morale rolls (see p. 42 for details) 
  and a +1 bonus on all “to hit”, damage, and saving throw rolls. Note: 
  include the bard’s charisma morale adjustment when determining the success 
  or failure of a morale check.  
   
  Trust: With this ability, the bard attempts to persuade the audience that a 
  third party (not the bard himself) is worthy of their trust and faith. This will not 
  mean automatic acceptance of anything that third party says, but it certainly 
  makes him much more likely to be heeded. The third party in question must 
  be an individual, not a group. 
   
  Spell Use 
   
  Bards are able to cast magic spells in the form of songs, learned over the 
  course of a lifetime of wandering and study. The number of spells that the 
  bard can commit to memory at any given time is dependent on his level, as 
  shown in the following table: 
   
  TABLE 13: BARD SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  5 
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  6 
  4 
  2 
  2 
  - 
  - 
  - 
  - 
  7 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  8 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  9 
  4 
  3 
  3 
  2 
  1 
  - 
  - 
  10 
  4 
  4 
  3 
  2 
  2 
  - 
  - 
  11 
  4 
  4 
  4 
  3 
  3 
  1 
  - 
  12 
  4 
  4 
  4 
  4 
  4 
  1 
  - 
  13 
  5 
  5 
  5 
  4 
  4 
  2 
  1 
  14 
  5 
  5 
  5 
  4 
  4 
  2 
  2 
  15 
  5 
  5 
  5 
  5 
  5 
  3 
  3 
   
  Bards do not gain any additional spells after 15th level.  
   
  Bards do not use spell books to record their spell-songs; they memorize them 
  as part of their training. However, before they can be used to create a 
  magical effect, the bard must spend time in rehearsal and meditation at the 
  beginning of the day, much like a mage or cleric must memorize or pray for 
  a spell.  
   
  All bard spells are actually sung. As such, they require the use of the bard’s 
  instrument; see “musical instrument” below, for more information. Spells that 
  do not list “gestures” as a requirement still require that the bard play his 
  instrument in order to affect the spell. If the bard’s instrument is not available, 
  there is a base 25% chance that the spell has no effect. Once a bard takes 
  “voice” as an instrument, he can sing his spells a cappella, and the 25% 
  failure chance no longer applies. Almost all musical instruments require both 
  hands to play properly.  
   
  It should be noted that many bard spells have a casting time, but their 
  duration depends on how long the incantation is maintained. What this 
  means is that the spell’s effect begins at the end of the casting time, but 
  endures as long as the bard continues to sing. Unless otherwise stated in the 
  spell description, a bard can maintain such spell-singing for as long as three 
  hours plus one hour per experience level.  
   
  It should also be noted that it is not normally possible to tell when a bard is 
  actually casting a spell. Assuming that he is just singing some song, the 
  transition into spellcasting (or completing such a spell) is undetectable except 
  by its effects. Other bards, of course, can tell when such a spell has been 
  cast. This makes bards especially effective in situations where their singing 
  talents are normally employed, such as inns, taverns, banquets, courtly 
  affairs, and so on.  
   
  Bards add to their repertoire by listening to the songs of other bards. This 
  can be done in an adversarial situation, where another bard is singing 
  “against” the bard and his party, or when another bard is singing on the 
  same side as the bard who wishes to learn. The learner need not be able to 
  cast the spell himself in order to memorize it; he simply cannot cast it until he 
  has achieved the necessary experience level. There is a base 30% chance of 
  the bard being able to add such a song to his repertoire. This chance is 
  adjusted as follows: 
   
  TABLE 14: BARD LEARNING SONGS, ADJUSTMENTS 
  Circumstance 
  Adjustment to Chance to Learn 
  the Song 
  Each point of intelligence of the 
  learner above 14 
  +1% 
  Each level difference between the 
  learner and the singer 
  ±5%; if the learner is higher, this is a 
  positive bonus, if not, it is a negative 
  penalty 
   
  It is necessary for the listener to concentrate solely on the spell being cast; he 
  cannot himself be singing, fighting, and so forth while doing so. If he is 
  attacked during the process, he must make a successful saving throw vs. 
  spells to attempt to learn the spell. 
   
  For example, Marcus the Singer is in combat against a party who includes 
  amongst its ranks the evil Stephen the Rhymer. Marcus is 6th level (and has a 
  16 INT) and Stephen is 7th level. Stephen begins singing a 3rd-level spell, 
  which Marcus wants to add to his own repertoire. Marcus has a 30% base 
  chance, plus 2% for his intelligence score, minus 5% for the level difference 
  between himself and Stephen, for a total of 27%. Because he is not being 
  attacked during the round that the spell is being cast by Stephen and learned 
  by Marcus, Marcus does not need to roll a saving throw. 
   
  Bards begin with a repertoire of four spells, rolling randomly from the lists on 
  the following table (roll twice on each list, ignoring and re-rolling duplicates): 
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   5 
  TABLE 15: BARD INITIAL SPELLS 
  Die Roll (d10) 
  List A 
  List B 
  1 
  Alter Animal 
  Calmness 
  2 
  Alter Plant 
  Disgust 
  3 
  Bless 
  Dry 
  4 
  Climb 
  Friends 
  5 
  Cure Animal Wounds 
  Haunting Dream 
  Die Roll (d10) 
  List A 
  List B 
  6 
  False Trail 
  Message 
  7 
  Jump 
  Perception 
  8 
  Sharp Note 
  Ready Spell 
  9 
  Sleep 
  Resist Cold 
  10 
  Wizard Lock 
  Ventriloquism 
   
   
  TABLE 16: BARD SPELLS BY LEVEL 
   
  First Level 
  Second Level 
  Third Level 
  1 
  Alter Animal 
  Alter Self 
  Animal Friendship 
  2 
  Alter Plant 
  Animal Fear 
  Comfortable Refuge 
  3 
  Bless 
  Bind 
  Distraction 
  4 
  Calmness 
  Birdsong 
  Easy Travels 
  5 
  Climb 
  Enhance Beverage  
  Fear 
  6 
  Cure Animal Wounds 
  Enhance Food 
  Fly 
  7 
  Disgust 
  Enhance Image 
  Fresh Air 
  8 
  Dry 
  Far Wandering 
  Fumble 
  9 
  False Trail 
  Gust of Wind 
  Haste 
  10 
  Friends 
  Healing Sleep 
  Martial Airs 
  11 
  Haunting Dream 
  Knock 
  Neutralize Poison 
  12 
  Jump 
  Levitate 
  Remove Paralysis 
  13 
  Message 
  Lucky Draw 
  Resist Charm 
  14 
  Perception 
  Predict Weather 
  Shillelagh 
  15 
  Ready Spell 
  Refresh 
  Shout 
  16 
  Resist Cold 
  Remove Fear 
  Song of Combat 
  17 
  Sharp Note 
  Resist Fire 
  Spectral Force  
  18 
  Sleep 
  Social Grace 
  Water Breathing 
  19 
  Ventriloquism 
  Spike Growth 
  Weakness 
  20 
  Wizard Lock 
  Tiny Hut 
  Whispering Wind 
   
   
  Fourth Level 
  Fifth Level 
  Sixth Level 
  Seventh Level 
  1 
  Awestruck 
  Dig 
  Affect Normal Fires 
  Animal Summoning I 
  2 
  Depression 
  Improved Fear 
  Avalanche 
  Bridge 
  3 
  Detect Invisibility 
  Inspiration 
  Bonhomie 
  Cacophony 
  4 
  Distance Distortion 
  Invisibility 
  Control Winds 
  Charm Monster 
  5 
  Emotion 
  Irresistible Dance 
  Fascinate 
  Conjure Fire Elemental 
  6 
  Fetter 
  Maze 
  Fog Cloud 
  Control Weather 
  7 
  Hallucinatory Forest 
  Polymorph Other 
  Mass Invisibility 
  Dancing Weapon 
  8 
  Interrupt Concentration 
  Song of War 
  Sonic Blast 
  Enveloping Flame  
  9 
  Pass Without Trace 
  Sympathy  
  Teleport 
  Gale 
  10 
  Polymorph Self 
  Volley of Javelins 
  Veil 
  Teleport Other 
  11 
  Song of Battle 
  Wall of Force 
  Veil of Shadows 
  Volley of Icicles 
  12 
  Steadfast Mount 
  Wall of Thorns 
  Volley of Arrows 
  Wind Walk 
   
  TABLE 17: BARD ABILITIES 
  Bard Level 
  Lore 
  Hide in Shadows 
  Listen at Doors 
  Read Languages 
  Sleight of Hand 
  1 
  5% 
  - 
  10% 
  20% 
  35% 
  2 
  10% 
  - 
  10% 
  25% 
  40% 
  3 
  15% 
  10% 
  15% 
  30% 
  45% 
  4 
  20% 
  15% 
  15% 
  35% 
  50% 
  5 
  25% 
  20% 
  20% 
  40% 
  55% 
  6 
  30% 
  25% 
  20% 
  45% 
  60% 
  7 
  35% 
  31% 
  25% 
  50% 
  65% 
  8 
  40% 
  37% 
  25% 
  55% 
  70% 
  9 
  45% 
  43% 
  30% 
  60% 
  75% 
  10 
  50% 
  49% 
  30% 
  65% 
  80% 
  11 
  55% 
  56% 
  35% 
  70% 
  85% 
  12 
  60% 
  63% 
  35% 
  75% 
  90% 
  13 
  65% 
  70% 
  40% 
  80% 
  95% 
  14 
  70% 
  77% 
  40% 
  85% 
  100% 
  15 
  75% 
  85% 
  50% 
  90% 
  105% 
  16 
  80% 
  93% 
  50% 
  90% 
  110% 
  17 
  85% 
  99% 
  55% 
  90% 
  115% 
   
  
  Character Classes 
  6 
  TABLE 18: DEXTERITY ADJUSTMENT FOR BARD ABILITIES 
  Dexterity Score 
  Lore 
  Hide in Shadows* 
  Listen at Doors 
  Read Languages 
  Sleight of Hand 
  9 
  - 
  -10% 
  - 
  - 
  -10% 
  10-15 
  - 
  -5% 
  - 
  - 
  -5% 
  16 
  - 
  - 
  - 
  - 
  +5% 
  17 
  - 
  +5% 
  - 
  - 
  +10% 
  18 
  - 
  +10% 
  - 
  - 
  +15% 
  19 
  - 
  +12% 
  - 
  - 
  +20% 
  20 
  - 
  +15% 
  - 
  - 
  +23% 
  21 
  - 
  +18% 
  - 
  - 
  +26% 
  22 
  - 
  +20% 
  - 
  - 
  +29% 
  23 
  - 
  +23% 
  - 
  - 
  +32% 
  24 
  - 
  +25% 
  - 
  - 
  +35% 
  25 
  - 
  +30% 
  - 
  - 
  +38% 
   
  * Do not apply dexterity bonuses to hide in shadows if wearing any armor heavier than leather. 
   
  TABLE 19: RACIAL ADJUSTMENT FOR BARD ABILITIES 
  Race 
  Lore 
  Hide in Shadows 
  Listen at Doors 
  Read Languages 
  Sleight of Hand 
  Elf 
  - 
  +10% 
  +5% 
  - 
  +5% 
  Gnome 
  - 
  +5% 
  +10% 
  - 
  +5% 
  Half-Elf 
  - 
  +5% 
  - 
  - 
  +5% 
  Halfling 
  - 
  +15% 
  - 
  -5% 
  - 
   
  TABLE 20: ARMOR ADJUSTMENT FOR BARD ABILITIES 
  Armor Worn 
  Lore 
  Hide in Shadows 
  Listen at Doors 
  Read Languages 
  Sleight of Hand 
  None 
  - 
  +5% 
  ±0 
  - 
  +5% 
  Leather cuirass or lamellar 
  - 
  ±0 
  ±0 
  - 
  ±0 
  Elven mail 
  - 
  -10% 
  -5% 
  - 
  -20% 
  Brigandine or steel 
  Lamellar 
  - 
  -20% 
  -10% 
  - 
  -30% 
  Mail 
  - 
  -30% 
  -15% 
  - 
  -40% 
   
  Lore 
   
  Bards are like magpies, picking up bits of arcane and otherwise obscure 
  knowledge. A bard has a base 5% chance per experience level of being 
  able to identify the basic properties of enchanted weapons, armor, shields, 
  rings, wands, rods, and the like. Singular items, such as artifacts or relics, 
  have a base 10% chance per experience level. Cursed items that look like 
  non-cursed items (e.g., scarab of enraging enemies, amulet of inescapable 
  detection) have a 60% chance of being misidentified as being of beneficial 
  type.  
   
  Hide in Shadows 
   
  Beginning at third level, bards can become practically disappear (under the 
  proper circumstances). Obviously, it is not a skill that can be practiced in the 
  middle of a courtyard in glaring sunlight, but in the twisting streets of a town 
  lit only by torchlight, or in the deep passageways of a dungeon complex, the 
  bard can render himself motionless while blending into the shadows.  
   
  Listen at Doors 
   
  Bards are able, through careful practice, to discern voices and other sounds 
  by listening at doors, windows, and similar portals. This comes from the 
  bard’s innate ear for sounds and languages. It requires that the bard press 
  one ear against the door. 
   
  Read Languages 
   
  Beginning at fourth level, bards are able to comprehend many written 
  languages (but note that this does not apply to hearing or speaking). This is 
  an ability acquired in the study of treasure maps, diagrams, and similar 
  items.  
   
  Sleight of Hand 
   
  Sleight of hand allows the bard to perform minor feats of prestidigitation: 
  palming, ditching, and switching small objects.  
   
  Musical Instrument 
   
  All bards are proficient in the use of one musical instrument. This instrument is 
  required for them to use their verbal patter abilities or to cast spells properly; 
  there is a 25% chance of failure (over and above any other chance) if the 
  instrument is missing or otherwise unavailable for play. For every two levels, 
  the bard may select a proficiency in an additional instrument. At sixth level, 
  the bard may select “voice” as his instrument, and thus be able to use his 
  abilities a cappella with no penalty. 
   
  Although each campaign will have different specifics, some popular musical 
  instruments from Medieval Europe are listed in the following table: 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   7 
   
  TABLE 21: BARD INSTRUMENTS 
  Instrument 
  Cost (g.p.) 
  Weight (lbs.) 
  Bagpipe 
  60 
  20 
  Crumhorn 
  16 
  3 
  Drum 
  4 
  8 
  Dulcian 
  19 
  4 
  Dulcimer 
  20 
  6 
  Flute 
  5 
  1 
  Harp 
  75 
  14 
  Hurdy-gurdy 
  100 
  12 
  Lute 
  25 
  7 
  Lyre 
  150 
  15 
  Mandolin 
  28 
  10 
  Psaltery 
  90 
  11 
  Rebec 
  30 
  5 
  Recorder 
  6 
  1 
  Zink 
  15 
  2 
   
  Notes 
   
  As a rule, all musical instruments require two hands to play, though there are 
  certain exceptions that common sense will dictate (such as when a drum is 
  resting on a table or other surface and is being played with one hand). Some 
  instruments are so large as to not be portable at all, such as the harpsichord 
  or organ. An organ, in fact, requires at least two people to play: one to 
  operate the keyboard and another to work the bellows.  
   
  Crumhorn: A long wind instrument played with both hands. 
  Dulcian: A long wind instrument that sounds deeper and more resonant 
  than it should, thanks to a two-bore construction. 
  Dulcimer: A string instrument, trapezoidal in shape, played by striking the 
  strings with small hammers. 
  Hurdy-gurdy: A string instrument; sound is produced by turning a small 
  crank at one end and pressing various levers along the side to make different 
  pitches. 
  Lute: A stringed instrument with a very large oval-shaped body. 
  Lyre: A small harp-type instrument. 
  Mandolin: A larger variety of lute. 
  Psaltery: A wooden instrument like a lyre, but with the strings over a hollow 
  box to provide resonance. 
  Rebec: A small stringed instrument like a violin, played with a bow. 
  Recorder: A flute-like instrument. 
  Zink: A curved wind instrument with a wide range of sound and volume. 
   
   
   
   
   
  
  Character Classes 
  8 
  Jester 
   
  The jester, a subclass of the bard, possesses a combination of magical, 
  spoken, and acrobatic (e.g., tumbling, juggling) skills. In combat, he is 
  particularly skilled at thrown or tossed weapons, this talent carrying over 
  from his juggling skills. His verbal patter (convincing, distracting, etc.) is of 
  great use when dealing with intelligent creatures. 
   
  The prime requisites of the class are thus intelligence, dexterity, and 
  charisma, each of which must be at least 13. If all three are greater than 14, 
  the character adds 10% to experience gained.  
   
  The jester uses a six-sided die per level to determine the number of hit points 
  he has. The main focus of the jester is on distraction, persuasion, influence, 
  and so forth. They have considerable skills in terms of influencing intelligent 
  creatures, as well as tumbling and juggling. As nimbleness is an important 
  part of the jester’s repertoire, only the lightest and least restrictive armor 
  types are allowed (leather cuirass, furs, leather lamellar, or brigandine). 
  Jesters have access to their own spells, as well as some of the same spells 
  available to mages and illusionists. As combat is not their primary forte, their 
  use of weapons is restricted.  
   
  Jesters may be of any non-lawful alignment. Jesters who become lawful lose 
  their spellcasting abilities, and can no longer improve their skills in evasion, 
  juggling, and fire breathing, as well as losing all attack bonuses for hurled 
  weapons.  
   
  Only humans, halflings, and gnomes can “take up the motley” and become 
  jesters. Halflings and gnomes are limited to sixth level. Halflings may multi-
  class as jester/thieves, while gnomes may multi-class as fighter/jesters. 
   
   
   
  Jesters have the following powers and abilities: 
   
   
  Pranks 
   
  Verbal patter 
   
  Tumbling and performing 
   
  Spell use 
   
  Jesters may use only the following types of armor: leather cuirass, furs, 
  gambeson, leather lamellar, brigandine, and leather scale. They may not use 
  shields. They may only become proficient in the following weapons: club, 
  dagger, dart, knife, sword (short, long, or broad), sling, hand axe (including 
  thrown), slapstick, and javelin; they may use caltrops as weapons. 
  Characters using weapons in which they are not proficient suffer a -4 penalty 
  “to hit” with melee weapons and a -2 penalty with hurled weapons (see p. 
  29 for details). 
   
  Jesters advance in experience levels according to the following table: 
   
  TABLE 22: JESTER LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit Points 
  0 
  1 
  1d6 
  2,250 
  2 
  2d6 
  4,500 
  3 
  3d6 
  10,000 
  4 
  4d6 
  20,000 
  5 
  5d6 
  40,000 
  6 
  6d6 
  70,000 
  7 
  7d6 
  110,000 
  8 
  8d6 
  200,000 
  9 
  9d6 
  350,000 
  10 
  10d6 
  600,000 
  11 
  10d6+2 
  850,000 
  12 
  10d6+4 
   
  For every level after 12th, the jester requires 250,000 experience points to 
  advance. The jester gains 2 hit points for each level earned past the 12th.  
   
  Jesters can use any magic items available to mages or thieves, as well as 
  those that are open to all classes.  
   
  Jesters begin with 2d4x10 g.p. 
   
  Pranks 
   
  Pranks are physical gags, such as the pie-in-the-face and the bucket of glue 
  left in an awkward spot to be stepped in. 
   
  Pranks come in three types: those which cause minor injury, those which 
  trip/delay, and those which humiliate. Those that deal minor injury cause at 
  most 1d6 h.p. damage and a stunning effect that lasts for 1-3 rounds. A 
  trip/delay prank causes the target to fall (possibly dropping carried items), 
  lose an entire round of movement, or be slowed to half movement for 1-3 
  rounds. A humiliation prank makes the victim appear clumsy and oafish to 
  witnesses, and results in a temporary loss of 1-4 points of charisma, but 
  otherwise causes no damage or delay. 
   
  When used in combination with the jester’s verbal patter abilities, it could 
  yield a bonus, depending on the circumstances. Bear in mind that the jester 
  may need to purchase or make props for these pranks, and will usually need 
  time to prepare. 
   
  Verbal Patter 
   
  Jesters have skill with verbal patter, as well as pranks, tumbling and 
  performing. Verbal patter is one of the most important of the jester’s abilities; 
  it is the heart of his powers of misdirection, confusion, and persuasion. In a 
  round where a jester is using his verbal patter ability, he may not cast spells, 
  but may engage in combat. 
   
   
   
   
   
   
   
   
   
   
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   9 
  TABLE 23: JESTER VERBAL PATTER 
  Jester Level 
  Assure, Demean, Attend, 
  Question 
  Entertain, Distract, 
  Distrust, Second Look 
  Befuddle, Trust, Value 
  Enrage 
  1 
  40% 
  20% 
  10% 
  -10% 
  2 
  45% 
  25% 
  15% 
  -5% 
  3 
  50% 
  30% 
  20% 
  0% 
  4 
  55% 
  35% 
  25% 
  5% 
  5 
  60% 
  40% 
  30% 
  10% 
  6 
  65% 
  45% 
  35% 
  15% 
  7 
  70% 
  50% 
  40% 
  20% 
  8 
  75% 
  55% 
  45% 
  25% 
  9 
  80% 
  60% 
  50% 
  30% 
  10 
  85% 
  65% 
  55% 
  35% 
  11 
  90% 
  70% 
  60% 
  40% 
  12 
  95% 
  75% 
  65% 
  45% 
  13 
  96% 
  80% 
  70% 
  50% 
  14 
  97% 
  85% 
  75% 
  55% 
  15 
  98% 
  90% 
  80% 
  60% 
  16 
  99% 
  95% 
  85% 
  65% 
  17 
  99% 
  96% 
  90% 
  70% 
   
  TABLE 24: CHARISMA ADJUSTMENT FOR VERBAL PATTER 
  Charisma 
  Assure, Demean, Attend, 
  Question 
  Entertain, Distract, 
  Distrust, Second Look 
  Befuddle, Trust, Value 
  Enrage 
  16 
  5% 
  10% 
  - 
  - 
  17 
  10% 
  15% 
  5% 
  - 
  18 
  15% 
  20% 
  10% 
  - 
  19 
  20% 
  25% 
  15% 
  - 
   
  Note that all of these abilities are verbal in nature, and therefore require that 
  the target (audience) can understand what is being said! The game master 
  should use discretion in assigning bonuses or penalties to these abilities, 
  based on the specific circumstances involved (e.g., a drunken and hostile 
  crowd might be less likely to respond positively to a jester’s efforts at 
  persuasion, etc.). Each use of these abilities requires one round; subsequent 
  uses require additional rolls to succeed, but each gains a +5% bonus if the 
  one before it had been successful, to a maximum 95% chance of success. 
  There are no racial bonuses for verbal patter. 
   
  Attend: The jester uses his patter and gab to grab the attention of the 
  audience (or direct it to someone else) and get them to listen to what is being 
  said. It does not guarantee agreement, only attention.  
   
  Assure: The jester attempts to reinforce whatever preconceptions the 
  audience already has. This has the effect of buttressing the perception of a 
  decision as being right (or wrong), causing the audience to pay less heed to 
  those who disagree, etc. The game master should apply penalties depending 
  on what is being reinforced; if it is questionable, a 20% penalty would not 
  be unfair, and a 40% penalty could be assessed for an event that was 
  downright against the thoughts of the audience. 
   
  Befuddle: The jester uses this ability to create utter confusion in the 
  audience regarding some issue, fact, or event. By his confusing patter, the 
  jester causes the audience to no longer be sure of what they once believed: 
  who did what, where something is, the facts behind some event, and so on. 
   
  Demean: The jester picks a specific target (person, event, thing, institution, 
  place, etc.) and makes it the object of his derision, insults, and so forth. If the 
  jester demeans the same target again, a 10% penalty should be imposed. 
  Note that if the target (or a representative thereof) of the demeaning is 
  present, it could lead to violence. 
   
  Distract: By means of this ability, the jester substitutes one object of 
  attention for another. For example, he could relate some amusing anecdote 
  involving the chief of the palace security, distracting a guard enough for a 
  companion to slip away unnoticed. If the character succeeds, the target 
  transfers its attention from one object to the other. 
   
  Distrust: The jester uses his clowning to point out something dishonest or 
  otherwise disreputable in the target’s behavior or history. If successful, the 
  audience takes the dimmest possible view of the target’s intentions and 
  actions. 
   
  Enrage: By use of this ability, the jester brings his audience to paroxysms of 
  rage, aimed at a particular target. The listed chances for success assume the 
  target is a generally liked and respected member of the audience. If the 
  target is not present, but is someone the audience would normally be 
  sympathetic to, there is a 10% bonus to the chance of success. 
   
  If the target is present, but neither particularly liked nor disliked, there is a 
  20% bonus. If the target is absent and hated, present and disliked, or is the 
  jester himself, there is a 30% bonus. If the target is present and hated, there 
  is a 40% bonus. Note that these bonuses can be applied to the negative 
  chances of success at lower levels, and turn them into a positive. 
   
  If the jester attempts to enrage an audience, and fails his roll by more than 
  30%, the audience resents his attempts and turns ugly in his direction. 
   
  Entertain: The jester attempts to occupy the attention of an audience with 
  jokes, comedy, gags, and amusing yarns. On a successful roll, the audience 
  responds with laughter, chuckles, and a generally jolly attitude. 
   
  Question: By using this ability, the jester causes the audience to question 
  something that had been hitherto known: what someone said, what they did, 
  etc. Note that the distinction between this ability and the befuddle ability is 
  subtle and much an issue of degree; question generally is used to merely 
  cause doubt in the mind of the audience, while befuddle is used to 
  completely make a mess of the subject at hand. 
   
  Second Look: By use of this ability, the jester causes his audience to 
  reevaluate a recent decision or judgment. If attempted after a successful use 
  
  Character Classes 
  10 
  of question or befuddle, the jester gains a 10% bonus to succeed. The 
  difference between this and the question ability is that second look actively 
  attempts to get the audience to change their minds, while question merely 
  causes doubt. 
   
  Trust: With this ability, the bard attempts to persuade the audience that a 
  third party (not the bard himself) is worthy of their trust and faith. This will not 
  mean automatic acceptance of anything that third party says, but it certainly 
  makes him much more likely to be heeded. The third party in question must 
  be an individual, not a group. 
   
  Value: The jester attempts to make his audience revere and generally have 
  a high opinion of a particular person or thing. 
   
  Tumbling and Performing 
   
  Tumbling is a series of capering, tumbles, rolls, and handstands that give the 
  jester some abilities in combat. Performing is a combination of several skills; 
  extraordinary balance, fire breathing, knife (and other objects) throwing, 
  sword swallowing, and tossing/catching/juggling. 
   
  TABLE 25: JESTER TUMBLING AND PERFORMING 
  Jester Level 
  Attack 
  Evasion 
  Falling 
  Balance 
  Fire 
  Breathing 
  Juggling 
  Knife 
  Throwing 
  Sword 
  Swallowing 
  1 
  - 
  10% 
  25%, 10’ 
  20% 
  - 
  25% 
  ±0, +1 
  - 
  2 
  - 
  15% 
  50%, 10’ 
  25% 
  5% 
  30% 
  ±0, +1 
  - 
  3 
  +1 
  20% 
  75%, 10’ 
  30% 
  10% 
  35% 
  ±0, +1 
  - 
  4 
  +1 
  25% 
  25%, 20’ 
  35% 
  15% 
  40% 
  +1, +1 
  5% 
  5 
  +1 
  30% 
  50%, 20’ 
  40% 
  20% 
  45% 
  +1, +1 
  10% 
  6 
  +1 
  35% 
  75%, 20’ 
  45% 
  25% 
  50% 
  +1, +2 
  15% 
  7 
  +2 
  40% 
  25%, 30’ 
  50% 
  30% 
  55% 
  +2, +2 
  20% 
  8 
  +2 
  45% 
  50%, 30’ 
  55% 
  35% 
  60% 
  +2, +2 
  25% 
  9 
  +2 
  50% 
  75%, 30’ 
  60% 
  40% 
  65% 
  +2, +3 
  30% 
  10 
  +2 
  55% 
  25%, 40’ 
  65% 
  45% 
  70% 
  +2, +3 
  35% 
  11 
  +3 
  60% 
  50%, 40’ 
  70% 
  50% 
  75% 
  +3, +3 
  40% 
  12 
  +3 
  60% 
  75%, 40’ 
  75% 
  55% 
  80% 
  +3, +4 
  45% 
  13 
  +3 
  60% 
  25%, 50’ 
  80% 
  60% 
  85% 
  +3, +4 
  50% 
  14 
  +3 
  60% 
  50%, 50’ 
  85% 
  65% 
  90% 
  +3, +4 
  55% 
  15 
  +4 
  60% 
  75%, 50’ 
  90% 
  70% 
  95% 
  +3, +5 
  60% 
  16 
  +4 
  60% 
  25%, 60’ 
  95% 
  75% 
  96% 
  +4, +5 
  65% 
  17 
  +4 
  60% 
  50%, 60’ 
  96% 
  80% 
  97% 
  +4, +5 
  70% 
   
  TABLE 26: RACIAL MODIFIERS TO TUMBLING AND PERFORMING 
  Race 
  Attack 
  Evasion 
  Falling 
  Balance 
  Fire 
  Breathing 
  Juggling 
  Knife 
  Throwing 
  Sword 
  Swallowing 
  Gnome 
  - 
  +5% 
  - 
  - 
  - 
  +5% 
  - 
  - 
  Halfling 
  - 
  +10% 
  +5% 
  - 
  +5% 
  - 
  -1, +0 
  - 
   
  TABLE 27: DEXTERITY MODIFIERS TO TUMBLING AND PERFORMING 
  Dexterity 
  Attack 
  Evasion 
  Falling 
  Balance 
  Fire 
  Breathing 
  Juggling 
  Knife 
  Throwing 
  Sword 
  Swallowing 
  16 
  +1 
  +2% 
  - 
  +3% 
  - 
  +5% 
  - 
  - 
  17 
  +1 
  +3% 
  - 
  +6% 
  - 
  +10% 
  +1, +0 
  - 
  18 
  +2 
  +5% 
  +5’ 
  +9% 
  - 
  +15% 
  +2, +1 
  - 
  19 
  +2 
  +8% 
  +10’ 
  +12% 
  - 
  +20% 
  +2, +1 
  - 
  20 
  +3 
  +12% 
  +15’ 
  +15% 
  - 
  +25% 
  +2, +2 
  - 
  21 
  +3 
  +17% 
  +20’ 
  +17% 
  - 
  +30% 
  +2, +2 
  - 
  22 
  +4 
  +23% 
  +25’ 
  +19% 
  - 
  +35% 
  +3, +2 
  - 
  23 
  +4 
  +30% 
  +30’ 
  +21% 
  - 
  +38% 
  +3, +2 
  - 
  24 
  +5 
  +38% 
  +35’ 
  +22% 
  - 
  +41% 
  +3, +3 
  - 
  25 
  +5 
  +47% 
  +40’ 
  +23% 
  - 
  +45% 
  +3, +3 
  - 
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
  11 
  TABLE 28: ARMOR MODIFIERS TO TUMBLING AND PERFORMING  
  Armor Type 
  Attack 
  Evasion 
  Falling 
  Balance 
  Fire 
  Breathing 
  Juggling 
  Knife 
  Throwing 
  Sword 
  Swallowing 
  None 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Brigandine 
  - 
  -5% 
  - 
  -6% 
  - 
  -5% 
  - 
  - 
  Elven Mail 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Furs 
  - 
  -5% 
  - 
  -6% 
  - 
  -5% 
  - 
  - 
  Gambeson 
  - 
  -5% 
  - 
  -6% 
  - 
  -5% 
  - 
  - 
  Jousting Plate 
  -3 
  -30% 
  -25% 
  -25% 
  -20% 
  -40% 
  -50% 
  -10% 
  Leather Cuirass 
  - 
  - 
  - 
  -3% 
  - 
  - 
  - 
  - 
  Leather Lamellar 
  - 
  - 
  - 
  -3% 
  - 
  - 
  - 
  - 
  Mail 
  - 
  -15% 
  -10% 
  -12% 
  -5% 
  -15% 
  -20% 
  - 
  Steel Lamellar 
  - 
  -10% 
  -5% 
  -9% 
  - 
  -10% 
  -10% 
  - 
  Steel Scale 
  - 
  -10% 
  -5% 
  -9% 
  - 
  -10% 
  -10% 
  - 
  Plate 
  -2 
  -25% 
  -20% 
  -20% 
  -15% 
  -30% 
  -40% 
  -5% 
  Plated Mail 
  -1 
  -20% 
  -15% 
  -15% 
  -10% 
  -20% 
  -30% 
  - 
   
  Attack adds the stated “to hit” bonus to the jester’s rolls in hand-to-hand 
  combat. 
   
  Evasion functions like an analog to magic resistance, applied to physical 
  attacks. It allows the jester to caper, dodge, and weave away from attacks. It 
  only functions when the jester has a lower initiative score than an enemy in 
  melee combat, and has a maximum of 60% chance of success (even 
  factoring in dexterity and racial bonuses). It can be applied to a single 
  attack; if more than one attack is possible, the jester may choose which to 
  apply the evasion chance to. It is not done in lieu of the jester’s normal 
  combat action, but in addition to it.  
   
  Falling percentage indicates the chance for the jester to avoid damage 
  when falling the distance given. If the jester fails the roll, he still avoids some 
  of the normal falling damage, as an inverse of the percentage indicated. For 
  example, a jester falls 30’ into a pit, and the game master rolls 3d6 for the 
  damage; a 4, a 5, and a 3. A 7th-level jester falling 30’ would take 25% of 
  the damage of the first 10’ (1 point of damage), 25% of the second 10’ (2 
  points of damage-- always round up), and then 75% of the remainder (3 
  points of damage-- again, rounding up), for a total of 6 h.p. of damage from 
  the fall. A 10th-level jester falling 30’ would only take 25% of the normal 
  damage for such a fall (1 for the first 10’, 2 for the second 10’, and 1 for the 
  last 10’) for a total of 4 h.p. of damage.  
   
  If the fall is greater than the distance given, that portion of the falling 
  damage is prorated, with the remainder yielding full damage. Assume the 
  fall in the above example is 50’ rather than 30’, and the game master rolls a 
  4, a 5, a 3, a 1, and a 6 for damage. The 7th level jester would take 25% 
  of the damage for the first 10’ (1 h.p.), 25% for the second (2 h.p.), 75% of 
  the 3rd 10’ (3 h.p.), and full damage for the remainder (7 h.p.), for a total of 
  13 h.p. The 10th level jester would take 25% for the first 10’ (1 h.p.), 25% 
  for the second 10’ (2 h.p.), 25% for the third 10’ (1 h.p.), 75% of the fourth 
  10’ (1 h.p.), and full damage for the last 10’ (6 h.p.) for a total of 11 h.p. of 
  damage. 
   
  Balancing allows the jester to not only maintain his balance in unusual 
  situations, but also to balance things upon his person. Examples include: 
  remaining upright when the floor is tilting at a steep angle, balancing a plate 
  on a stick on the forehead, balancing at the top of a pole, etc. It also 
  includes the skill of balancing things on each other. 
   
  Fire Breathing is the art of blowing flammable liquids or vapors out of the 
  mouth and igniting them. When done just for show, increase the chance for 
  success by +50%. When done in a combat situation, the percentage is as 
  stated. As a rule, the materials necessary cost 3 g.p. per use, cause 1d6 h.p. 
  of damage, and have a range of 4’, although the game master may, at his 
  discretion, include other substances or even magical potions that alter those 
  parameters. Failure could indicate that a friendly combatant was burned (at 
  the discretion of the game master); failing by more than 50% indicates that 
  the jester himself is injured. An ignition source (usually a torch) is required.  
   
  Juggling is the general art of tossing and catching objects (cups, knives, 
  torches, balls, etc.). Actual juggling is the best-known example of this, of 
  course, but in combat this can be used to intercept non-magical missiles 
  targeting the jester. The jester may then immediately throw the object (if it 
  may ordinarily be thrown; an arrow, for instance, could not be), hold it, or 
  simply let it drop to the ground. This may be used against a number of 
  incoming missiles equal to his level, to a maximum of 6. If the jester does 
  immediately re-throw the missile, it does not count as his attack for that 
  round. Juggling cannot be done while the character is “in melee”.  
   
  Knife Throwing allows the jester to use small hand-held missile weapons 
  such as daggers, darts, axes, etc. In the table above, the first number 
  indicates the number of missiles per round that the jester can throw, as a 
  modifier to the fire rate (thus, a 6th-level jester could hurl four darts per 
  round, because one can normally throw 3 darts per round, and the jester’s 
  level gives him an additional 1 dart per round). The second number is the 
  bonus “to hit” that the jester receives over and above the standard dexterity 
  bonus for such things. In addition, the jester treats all such hurled missiles as 
  being one range class closer; i.e., L range becomes M, and M becomes S.  
  No range can ever be smaller than S. Note that jesters can use weapons not 
  normally thought of as hurled weapons in such a fashion, with only the 
  normal non-proficiency penalty “to hit.” Unless otherwise specified, this 
  applies to hurled magic items such as iron bands of binding, etc. 
   
  Sword Swallowing does not have any immediate combat-related 
  application, but an enterprising character could use this ability to conceal 
  objects. The details of such use are left to the game master, but players 
  should not be allowed to “get away with murder” in terms of using this 
  ability. A key would be well within the bounds of the ability, as might be a 
  wand, but hiding an actual sword would be too much. 
   
  Spell Use 
   
  Jesters are able to cast spells when they reach third level, but do not gain 
  them automatically when they advance in level. Jesters do not begin the 
  game with a spell book; they must purchase or find one at some point prior 
  to reaching third level. Jesters obtain spells haphazardly, while adventuring, 
  and are then able to copy them into their spell books (no special spells or 
  magical ink is required). They can also copy spells of clerical, druid, or 
  mystical nature from the appropriate sorts of scrolls. Note that while they are 
  able to copy spells from mages and illusionists, the reverse is not true; regular 
  spell-casters cannot understand the abbreviated patois that jesters use when 
  noting down their spells. Jesters are able to memorize a number of spells 
  based on their own level: 
   
  
  Character Classes 
  12 
  TABLE 29: JESTER SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Jester’s Level 
  1st 
  2nd 
  3rd 
  4th 
  3 
  1 
  - 
  - 
  - 
  4 
  2 
  - 
  - 
  - 
  5 
  2 
  1 
  - 
  - 
  6 
  2 
  2 
  - 
  - 
  7 
  2 
  2 
  1 
  - 
  8 
  3 
  2 
  1 
  - 
  9 
  3 
  2 
  2 
  1 
  10 
  3 
  3 
  2 
  1 
  11 
  3 
  3 
  2 
  2 
  12 
  3 
  3 
  3 
  2 
   
  Jesters are not able to memorize any additional spells after 12th level. 
   
  The jester must commit spells to memory before they can be cast. In order to 
  do so, the jester must be rested prior to the actual study necessary to impress 
  the mystical energies upon his mind, just like other spell-casters.  
   
   
   
   
   
   
   
  TABLE 30: JESTER SPELLS BY LEVEL 
   
  First Level 
  Second Level 
  Third Level 
  Fourth Level 
  1 
  Animal Friendship 
  Feign Death 
  Animal Summoning I 
  Ethereality 
  2 
  Audible Glamer 
  Gust of Wind 
  Cloudburst 
  Exchange  
  3 
  Color Spray 
  Ignore 
  Emotion 
  Passwall 
  4 
  Dancing Lights 
  Invisibility 
  Fireball 
  Place of Holding 
  5 
  Darkness 15’ Radius 
  Lightning Bolt 
  Greater Morphing 
  Prismatic Spray 
  6 
  Enlarge 
  Mirror Image 
  Hide in Plain Sight 
  Stone to Flesh 
  7 
  ESP 
  Phantasmal Force 
  Hideous Laughter 
   
  8 
  Faerie Fire 
  Plant Growth 
  Just Out of Time 
   
  9 
  Fool’s Luck 
  Skyhook 
  Project Image 
   
  10 
  Minor Morphing 
  Slow 
   
   
  11 
  Palm of my Hand 
  Stream 
   
   
  12 
  Stinking Cloud 
  Ventriloquism 
   
   
   
   
   
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
  13 
  Mountebank 
   
  The mountebank is a sub-class of the thief. As an inveterate con man and 
  huckster, he relies more on his skills of misdirection and confusion than on 
  physical pilfering, but is not entirely unskilled in many of the more traditional 
  thiefly arts as well. Mountebanks also have a small amount of knowledge of 
  magic, which they use to aid in their confidence games.  
   
  Mountebanks must have a minimum dexterity of 9, an intelligence of 10, and 
  a charisma of 12. They use a six-sided hit die and may be of any non-lawful 
  alignment. Mountebanks may belong to any race save wild elves, but non-
  human mountebanks have restrictions on how high they may advance in 
  level.  
   
   
   
  Mountebanks have the following powers and skills: 
   
   
  Disguise 
   
  Performing and prestidigitation 
   
  Spell use 
   
  Alchemy 
   
  “Thieves’ cant” 
   
  Verbal patter 
   
  Mountebanks may use any type of armor, but some impose penalties on their 
  skills (see below). They may not use shields. They may become proficient in 
  the following weapons: club, hand crossbow, dagger, dart, garrote, knife, 
  sap, sling, longsword, short sword, and quarterstaff. Those using weapons in 
  which they are not proficient suffer a -3 penalty “to hit” (see p. 29 for 
  details). 
   
  Mountebanks advance in level according to the following table: 
   
  TABLE 31: MOUNTEBANK LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit 
  Points 
  0 
  1 
  1d6 
  1,750 
  2 
  2d6 
  3,500 
  3 
  3d6 
  7,000 
  4 
  4d6 
  14,000 
  5 
  5d6 
  28,000 
  6 
  6d6 
  56,000 
  7 
  7d6 
  100,000 
  8 
  8d6 
  200,000 
  9 
  9d6 
  400,000 
  10 
  10d6 
  600,000 
  11 
  10d6+2 
  800,000 
  12 
  10d6+4 
   
  Mountebanks require 200,000 x.p. to advance in level beyond 12th, and 
  gain 2 h.p. when they do so.  
   
  Mountebanks begin the game with 2d6x10 g.p. 
   
  Disguise 
   
  The mountebank uses disguise to change his appearance, making it much 
  more difficult for his marks to pursue him if they discover his con. This ability 
  can make the mountebank appear up to three inches shorter, or five inches 
  taller, than his actual height. Gender can be changed, as can weight; the 
  disguised character can appear up to 25% slimmer or 50% heavier than his 
  actual weight. Race can also be changed, within reason; a human might be 
  able to pass as an elf, but never a halfling. On the other hand, a gnome 
  could appear as a dwarf or halfling, in theory. Class, as well as social class, 
  is very easily imitated, and the disguised character can appear as anything 
  from a mage to a prince, from a merchant to a beggar.  
   
  There is a base chance of 2% per day, however, that the disguise will be 
  penetrated. This base chance is modified as follows: 
   
  TABLE 32: MOUNTEBANK DISGUISE MODIFIERS 
  Condition 
  Modifier 
  Posing as another race 
  +2% 
  Posing as opposite gender 
  +2% 
  Posing as another class 
  +2% 
  INT+WIS of observer is 36 or more 
  +6% 
  INT+WIS of observer is 35 
  +5% 
  INT+WIS of observer is 34 
  +4% 
  INT+WIS of observer is 33 
  +3% 
  INT+WIS of observer is 32 
  +2% 
  INT+WIS of observer is 31 
  +1% 
  INT+WIS of observer is 19 
  -1% 
  INT+WIS of observer is 18 
  -2% 
  INT+WIS of observer is 17 
  -3% 
  INT+WIS of observer is 16 
  -4% 
  INT+WIS of observer is 15 
  -5% 
  INT+WIS of observer is 14 
  -6% 
  INT+WIS of observer is 13 
  -7% 
  INT+WIS of observer is 12 or less 
  -8% 
   
  A check is made for each concerned party (the mark himself, and any of the 
  mark’s companions, guards, etc.) encountering the disguised mountebank, 
  with a further check every 24 hours. Magic items, such as a gem of seeing, 
  penetrate a disguise automatically.  
   
  Performing and Prestidigitation 
   
  Performing and prestidigitation allow the mountebank to prove that the hand 
  is indeed quicker than the eye. With these skills he can use his deft manual 
  dexterity to befuddle, distract, and amuse others.  
   
  
  Character Classes 
  14 
  TABLE 33: PERFORMING AND PRESTIDIGITATION 
  Mountebank 
  Level 
  Pick 
  Pockets 
  Sleight of 
  Hand 
  Juggling 
  Knife 
  Throwing 
  1 
  30% 
  35% 
  25% 
  ±0, +1 
  2 
  35% 
  40% 
  30% 
  ±0, +1 
  3 
  40% 
  45% 
  35% 
  ±0, +1 
  4 
  45% 
  50% 
  40% 
  +1, +1 
  5 
  50% 
  55% 
  45% 
  +1, +1 
  6 
  55% 
  60% 
  50% 
  +1, +2 
  7 
  60% 
  65% 
  55% 
  +2, +2 
  8 
  65% 
  70% 
  60% 
  +2, +2 
  9 
  70% 
  75% 
  65% 
  +2, +3 
  10 
  80% 
  80% 
  70% 
  +2, +3 
  11 
  90% 
  85% 
  75% 
  +3, +3 
  12 
  100% 
  90% 
  80% 
  +3, +4 
  13 
  105% 
  95% 
  85% 
  +3, +4 
  14 
  110% 
  96% 
  90% 
  +3, +4 
  15 
  115% 
  97% 
  95% 
  +3, +5 
  16 
  125% 
  98% 
  96% 
  +4, +5 
  17 
  125% 
  99% 
  97% 
  +4, +5 
   
  TABLE 
  34: 
  PERFORMING 
  AND 
  PRESTIDIGITATION 
  RACIAL 
  ADJUSTMENTS 
  Race 
  Pick 
  Pockets 
  Sleight of 
  Hand 
  Juggling 
  Knife 
  Throwing 
  Dwarf 
  -10% 
  - 
  -10% 
  - 
  Elf 
  +5% 
  +5% 
  +5% 
  0, +1 
  Gnome 
  +5% 
  - 
  +5% 
  - 
  Half-Elf 
  +5% 
  +5% 
  +5% 
  0, +1 
  Halfling 
  - 
  -5% 
  - 
  -1, +0 
  Half-Orc 
  -5% 
  -5% 
  -5% 
  +1, +1 
   
  TABLE 35: PERFORMING AND PRESTIDIGITATION DEXTERITY 
  ADJUSTMENTS 
  Dexterity 
  Pick 
  Pockets 
  Sleight of 
  Hand 
  Juggling 
  Knife 
  Throwing 
  15 
  - 
  +5% 
  - 
  - 
  16 
  - 
  +10% 
  +5% 
  - 
  17 
  +5% 
  +15% 
  +10% 
  +1, +0 
  18 
  +10% 
  +20% 
  +15% 
  +1, +0 
  19 
  +15% 
  +25% 
  +20% 
  +2, +1 
  20 
  +20% 
  +30% 
  +25% 
  +2, +1 
  21 
  +25% 
  +33% 
  +30% 
  +2, +2 
  22 
  +30% 
  +36% 
  +35% 
  +2, +2 
  23 
  +35% 
  +39% 
  +38% 
  +3, +2 
  24 
  +40% 
  +42% 
  +41% 
  +3, +2 
  25 
  +45% 
  +45% 
  +45% 
  +3, +3 
   
  TABLE 
  36: 
  PERFORMING 
  AND 
  PRESTIDIGITATION 
  ARMOR 
  ADJUSTMENTS 
  Armor Type 
  Pick 
  Pockets 
  Sleight of 
  Hand 
  Juggling 
  Knife 
  Throwing 
  None 
  +5% 
  +5% 
  - 
  - 
  Brigandine 
  -30% 
  -30% 
  -5% 
  - 
  Elven Mail 
  -20% 
  -20% 
  - 
  - 
  Furs 
  -30% 
  -30% 
  -5% 
  - 
  Gambeson 
  -30% 
  -30% 
  -5% 
  - 
  Jousting Plate 
  -100% 
  -80% 
  -40% 
  -5, -4 
  Leather Lamellar 
  - 
  - 
  - 
  - 
  Leather Cuirass 
  - 
  - 
  - 
  - 
  Mail 
  -40% 
  -50% 
  -15% 
  -2, -1 
  Plate Armor 
  -75% 
  -70% 
  -30% 
  -4, -3 
  Plated Mail 
  -50% 
  -60% 
  -20% 
  -3, -2 
  Steel Lamellar 
  -50% 
  -40% 
  -10% 
  -1, ±0 
  Steel Scale 
  -50% 
  -40% 
  -10% 
  -1, ±0 
   
  Like thieves, mountebanks can pick pockets, cut purses, remove small items 
  from belt pouches, palm trinkets, pilfer small items from market stalls, and so 
  forth. 
   
  Sleight of Hand allows the mountebank to perform minor feats of 
  prestidigitation: palming, ditching, and switching small objects.  
   
  Juggling is the general art of tossing and catching objects (cups, knives, 
  torches, balls, etc.). Actual juggling is the best-known example of this, of 
  course, but in combat this can be used to intercept non-magical missiles 
  targeting the mountebank. The mountebank may then immediately throw the 
  object (if it may ordinarily be thrown; an arrow, for instance, could not be), 
  hold it, or simply let it drop to the ground. This may be used against a 
  number of incoming missiles equal to his level, to a maximum of 6. If the 
  mountebank does immediately re-throw the missile, it does not count as his 
  attack for that round. Juggling cannot be done while the character is “in 
  melee”.  
   
  Knife Throwing allows the mountebank to use small hand-held missile 
  weapons such as daggers, darts, axes, and so forth. In the table above, the 
  first number indicates the number of missiles per round that can be thrown by 
  the mountebank, as a modifier to the fire rate (thus, a fourth-level mountebank 
  could hurl four darts per round; the normal three per round, plus one bonus 
  for his level). The second number is the bonus “to hit” that the mountebank 
  receives over and above the standard dexterity bonus for such things. In 
  addition, the mountebank treats all such hurled missiles as being one range 
  class closer (i.e., L range becomes M, and M becomes S). Note that 
  mountebanks can use weapons not normally thought of as hurled weapons in 
  such a fashion, with only the normal non-proficiency penalty “to hit.” Unless 
  otherwise specified, this also applies to hurled magic items such as iron 
  bands of binding, etc. If an adjusted rate of fire ever becomes less than 1, 
  treat it as a rate of fire of 1/2 rounds. 
   
  Spell Use 
   
  Mountebanks are able to cast spells, but do not gain them automatically 
  when they advance in level. Rather, mountebanks obtain spells haphazardly, 
  while adventuring, and are able to copy them into their spell books (no 
  special spells or magical ink are required). Note that while they are able to 
  copy spells from mages, illusionists, and savants, the reverse is not true; 
  regular spell-casters cannot understand the abbreviated patois mountebanks 
  use when noting down their spells. They can, of course, copy spells from 
  other mountebanks’ spell books into their own. Mountebanks can memorize 
  a number of spells based on their level: 
   
  TABLE 37: MOUNTEBANK SPELLS AVAILABLE BY LEVEL 
  Mountebank 
  Level 
  1st Level 
  Spells 
  2nd Level 
  Spells 
  3rd Level 
  Spells 
  4th Level 
  Spells 
  5 
  1 
  - 
  - 
  - 
  6 
  2 
  1 
  - 
  - 
  7 
  2 
  2 
  - 
  - 
  8 
  2 
  2 
  1 
  - 
  9 
  3 
  2 
  1 
  1 
  10 
  3 
  3 
  2 
  2 
   
  Mountebanks cannot memorize any additional spells after 10th level. 
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
  15 
  TABLE 38: MOUNTEBANK SPELLS BY LEVEL 
   
  First Level 
  Second 
  Level 
  Third Level 
  Fourth 
  Level 
  1 
  Affect Normal 
  Fires 
  Alter Self 
  Clairaudience 
  Charm 
  Monster 
  2 
  Change Self 
  Detect Magic 
  Delude 
  Dispel 
  Exhaustion 
  3 
  Charm Person 
  Fascinate 
  Feign Death 
  Emotion 
  4 
  Dancing Lights 
  Fool’s Gold 
  Infravision 
  Fear 
  5 
  Friends 
  Forget 
  Non-Detection 
  Fumble 
  6 
  Magic Aura 
  Hypnotic 
  Pattern 
  Suggestion 
  Plant 
  Growth 
  7 
  Mending 
  Misdirection 
  Tongues 
   
  8 
  Message 
  Preserve 
  Water 
  Breathing 
   
  9 
  Push 
  Rope Trick 
   
   
  10 
  Spook 
  Sobriety 
   
   
  11 
  Taunt 
   
   
   
  12 
  Ventriloquism 
   
   
   
   
  Alchemy 
   
  In addition to his knowledge of magic, the mountebank has a smattering of 
  alchemical knowledge. This is often used in the production of “patent 
  medicines” which are sold as remedies for various ailments as well as 
  claiming to be genuine magic potions. Sometimes they even work. The 
  chances of successfully creating either a medicine for a particular ailment or 
  a genuine magic potion are given below: 
   
  TABLE 39: ALCHEMY 
  Mountebank Level 
  Medicine 
  Magic Potion 
  1 
  20% 
  0% 
  2 
  25% 
  0% 
  3 
  30% 
  0% 
  4 
  35% 
  10% 
  5 
  40% 
  15% 
  6 
  45% 
  20% 
  7 
  50% 
  25% 
  8 
  55% 
  30% 
  9 
  60% 
  35% 
  10 
  65% 
  40% 
  11 
  70% 
  45% 
  12 
  75% 
  50% 
  13 
  80% 
  55% 
  14 
  85% 
  60% 
  15 
  90% 
  65% 
  16 
  95% 
  70% 
  17 
  100% 
  75% 
   
  The cost of creating a patent medicine is 50 g.p. The cost of creating a 
  magic potion is 25% of its listed g.p. value. In game terms, a genuine patent 
  medicine heals 1d4 h.p. of damage or cures one specific ailment (only one 
  can be ingested per day with any effect). Note that the mountebank won’t 
  know whether or not his attempt was successful. If the result was a failure, the 
  game master should roll on the failure sub-table to determine the actual result: 
   
  TABLE 40: MOUNTEBANK ALCHEMY FAILURE 
  Roll 
  Type of Failure 
  01-75 
  Snake oil. The potion or medicine has no effect. 
  76-99 
  Nostrum remedium. Functions as a potion of delusion, with 
  the drinker believing the potion actually worked as 
  intended. 
  00 
  Poison. The brew is poisonous; anyone drinking it suffers 10 
  h.p. of damage (save vs. poison for half damage). Note 
  that this may kill all but the hardiest commoners, even if they 
  succeed at their saving throw.  
   
  Thieves’ Cant 
   
  Mountebanks share with thieves a patois known as “thieves’ cant.” This is 
  both a means of recognition and communication from one mountebank to 
  another, and generally stretches beyond cultural and other linguistic lines. It 
  does not count against other languages that the character may be able to 
  know (see  Languages, p. 2). 
   
  Verbal Patter 
   
  Mountebanks also have skill with verbal patter. Verbal patter is one of the 
  most important of the mountebank’s abilities; it is at the heart of his powers of 
  misdirection, confusion, and persuasion.  
   
  TABLE 41: VERBAL PATTER 
  Mountebank 
  Level 
  Assure,  
  Attend, 
  Question 
  Distract, 
  Distrust, 
  Second Look 
  Befuddle, 
  Trust, Value 
  1 
  40% 
  20% 
  10% 
  2 
  45% 
  25% 
  15% 
  3 
  50% 
  30% 
  20% 
  4 
  55% 
  35% 
  25% 
  5 
  60% 
  40% 
  30% 
  6 
  65% 
  45% 
  35% 
  7 
  70% 
  50% 
  40% 
  8 
  75% 
  55% 
  45% 
  9 
  80% 
  60% 
  50% 
  10 
  85% 
  65% 
  55% 
  11 
  90% 
  70% 
  60% 
  12 
  95% 
  75% 
  65% 
  13 
  96% 
  80% 
  70% 
  14 
  97% 
  85% 
  75% 
  15 
  98% 
  90% 
  80% 
  16 
  99% 
  95% 
  85% 
  17 
  99% 
  96% 
  90% 
   
  TABLE 42: VERBAL PATTER CHARISMA ADJUSTMENTS 
  Charisma 
  Assure,  
  Attend, 
  Question 
  Distract, 
  Distrust, 
  Second Look 
  Befuddle, 
  Trust, Value 
  16 
  5% 
  10% 
  - 
  17 
  10% 
  15% 
  5% 
  18 
  15% 
  20% 
  10% 
  19 
  20% 
  25% 
  15% 
   
  Note that all of these abilities are verbal in nature, and therefore require that 
  the target (audience) can understand what is being said! The game master 
  should use discretion in assigning bonuses or penalties to these abilities, 
  based on the specific circumstances involved (e.g., a drunken and hostile 
  crowd might be particularly less likely to respond positively to a 
  mountebank’s efforts at persuading them to believe something, etc). Each use 
  of these abilities requires one round; subsequent uses in later rounds require 
  additional rolls to succeed, but each gains a +5% bonus if the one before it 
  had been successful, to a maximum 95% chance of success. There are no 
  
  Character Classes 
  16 
  racial bonuses for verbal patter. Patter lasts for one round, regardless of the 
  type; if a mountebank desires to continue, he must roll anew. 
   
  Assure: The mountebank attempts to reinforce whatever preconceptions the 
  audience already has. This has the effect of buttressing the perception of a 
  decision as being right (or wrong), causing the audience to pay less heed to 
  those who disagree, etc. The game master should apply penalties depending 
  on what is being reinforced; if it is questionable, a 20% penalty would not 
  be unfair, and a 40% penalty could be assessed for an event that was 
  downright against the thoughts of the audience. 
   
  Attend: The bard uses his patter and gab to grab the attention of the 
  audience (or direct it to someone else) and get them to listen to what is being 
  said. It does not guarantee agreement, only attention.  
   
  Befuddle: The mountebank using this ability attempts to create utter 
  confusion in the audience regarding some issue, fact, or event. By his 
  confusing patter, the mountebank can cause the audience to be unsure of 
  what it once knew for certain: who did what, where something is, the facts 
  behind some event, and so forth. 
   
  Distract: By means of this ability, the mountebank substitutes one object of 
  attention for another. For example, he could relate some amusing anecdote 
  involving the chief of the palace security, distracting a guard enough for a 
  companion to slip away unnoticed. If the character is successful, the target 
  transfers his attention from one object to another. 
   
  Distrust: The mountebank uses his clowning to attempt to point out 
  something dishonest or otherwise disreputable in the target’s behavior or 
  history. If successful, the audience takes on the dimmest possible view of the 
  target’s intentions and actions. 
   
  Question: By using this ability, the mountebank causes the audience to 
  question something that had been hitherto known: what someone said, what 
  they did, etc. Note that the distinction between this ability and befuddle is 
  subtle and much an issue of degree; question generally is used to merely 
  cause doubt in the mind of the audience, while befuddle is used to 
  completely make a mess of the subject at hand. 
   
  Second Look: By use of this ability, the mountebank causes his audience to 
  reevaluate a recent given decision or judgment. If attempted after a 
  successful use of question or befuddle, the mountebank gains a 10% bonus 
  to succeed. The difference between this and question is that second look 
  actively attempts to get the audience to change their minds, while question 
  merely causes doubt. 
   
  Trust: With this ability, the bard attempts to persuade the audience that a 
  third party (not the bard himself) is worthy of their trust and faith. This will not 
  mean automatic acceptance of anything that third party says, but it certainly 
  makes him much more likely to be heeded. The third party in question must 
  be an individual, not a group. 
   
  Value: The mountebank attempts to make his audience revere and generally 
  have a high opinion of a particular person or thing. 
   
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
  17 
  Mystic 
   
  The mystic is a sub-class of cleric, and an initiate of an inner mystery tradition 
  that seeks direct communion with the multiverse in order to achieve 
  enlightenment. Insight, awareness, and a deep connection with ultimate 
  reality are the hallmarks and ultimate goals of the mystic. Most good-aligned 
  faiths have such mystery traditions within them, even if they are not 
  enthusiastically promoted by the hierarchy or followed by masses of people. 
  The spells available to the mystic are centered on knowledge and defense, 
  and his connection with the multiverse gives him special insights into the 
  workings of the planes. He cannot craft magical items, but objects 
  particularly associated with him in life, and even parts of his body, often 
  become relics after his death. 
   
   
  Mystics must have a wisdom score of 13 or higher, and a dexterity of 9 or 
  above. They can be of any good alignment. Mystics cannot wear armor, and 
  are restricted in their choice of weapons: club, mace, spear, or staff. Those 
  using weapons in which they are not proficient suffer a -4 penalty “to hit” 
  (see p. 29 for details). Humans, elves, half-elves, and halflings can all 
  become mystics.  
  Mystics have the following powers, limitations, and abilities:  
   
   
  Spellcasting 
   
  Create scrolls 
   
  Meditation 
   
  Pain management 
   
  Asceticism 
   
  Disciples at high level 
   
  Mystics advance in level according to the following table: 
   
  TABLE 43: MYSTIC LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit 
  Points 
  0 
  1 
  1d6 
  2,250 
  2 
  2d6 
  5,000 
  3 
  3d6 
  10,000 
  4 
  4d6 
  20,000 
  5 
  5d6 
  40,000 
  6 
  6d6 
  75,000 
  7 
  7d6 
  125,000 
  8 
  8d6 
  250,000 
  9 
  9d6 
  450,000 
  10 
  9d6+2 
  650,000 
  11 
  9d6+4 
   
  After 11th level, mystics need an additional 200,000 experience points to 
  gain the next level. They receive 2 additional hit points every time they do 
  so.  
   
  Mystics begin the game with 3d8x10 g.p. 
   
  Spellcasting 
   
  Mystics receive spells as a result of their inner awareness and communion 
  with the multiverse. The number of spells that the mystic can commit to 
  memory at any given time depends on his level, as shown in the following 
  table: 
   
  TABLE 44: MYSTIC SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  5 
  3 
  3 
  1 
  - 
  - 
  - 
  - 
  6 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  7 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  8 
  3 
  3 
  3 
  2 
  - 
  - 
  - 
  9 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  10 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  11 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  12 
  6 
  5 
  5 
  3 
  2 
  2 
  - 
  13 
  6 
  6 
  6 
  4 
  2 
  2 
  - 
  14 
  6 
  6 
  6 
  5 
  3 
  2 
  - 
  15 
  7 
  7 
  7 
  5 
  4 
  2 
  - 
  16 
  7 
  7 
  7 
  6 
  5 
  3 
  1 
  17 
  8 
  8 
  8 
  6 
  5 
  3 
  1 
  18 
  8 
  8 
  8 
  7 
  6 
  4 
  1 
  19 
  9 
  9 
  9 
  7 
  6 
  4 
  2 
  20 
  9 
  9 
  9 
  8 
  7 
  5 
  2 
  21 
  9 
  9 
  9 
  9 
  8 
  6 
  2 
  22 
  9 
  9 
  9 
  9 
  9 
  6 
  3 
  23 
  9 
  9 
  9 
  9 
  9 
  7 
  3 
  
  Character Classes 
  18 
   
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  24 
  9 
  9 
  9 
  9 
  9 
  8 
  3 
  25 
  9 
  9 
  9 
  9 
  9 
  8 
  4 
  26 
  9 
  9 
  9 
  9 
  9 
  9 
  4 
  27 
  9 
  9 
  9 
  9 
  9 
  9 
  5 
  28 
  9 
  9 
  9 
  9 
  9 
  9 
  6 
  29 
  9 
  9 
  9 
  9 
  9 
  9 
  7 
   
  Higher-level spells require a minimum wisdom score in order to be 
  memorized, as shown in the following table: 
  TABLE 45: MYSTIC MINIMUM WISDOM FOR SPELL LEVEL 
  Spell Level 
  Minimum Wisdom 
  6 
  17 
  7 
  18 
   
  Mystics gain bonus spells for high wisdom scores just like clerics.  
   
  Spells are granted directly to the mystic by virtue of his inner awareness and 
  instinctual connection with the multiverse. Because of this, mystics are able to 
  memorize spells without penalty when travelling through other planes of 
  existence (unlike clerics, who may find themselves cut off from their deities).  
   
   
  TABLE 46: MYSTIC SPELLS BY LEVEL 
   
  First Level 
  Second Level 
  Third Level 
  1 
  Augury  
  Awaken Second Chakra 
  Awaken Third Chakra 
  2 
  Awaken First Chakra 
  Crystal Magic II 
  Crystal Magic III 
  3 
  Bless 
  Cure Light Wounds 
  Feign Death 
  4 
  Ceremony 
  Detect Ethereal 
  Fly 
  5 
  Clairaudience 
  Detect Life 
  Invisibility 
  6 
  Clairvoyance 
  Gaze Reflection 
  Locate Object 
  7 
  Crystal Magic I 
  Know Alignment 
  Material 
  8 
  Detect Evil 
  Language of Birds 
  Meld Into Stone 
  9 
  Detect Magic 
  Levitate 
  Message 
  10 
  Light 
  Penetrate Disguise 
  Negative Plane Protection 
  11 
  Portent 
  Plant Friend 
  Non-Detection 
  12 
  Protection from Evil 
  Protection from Normal Missiles 
  Prayer 
  13 
  Resist Cold 
  Resist Fire 
  Protection from Evil 10’ Radius 
  14 
  Snake Charm 
  Rope Trick 
  Resist Water 
  15 
  Spirit Gift I 
  Slow Poison 
  Spirit Gift II 
  16 
   
  Sunrise 
  Water Walk 
   
   
  Fourth Level 
  Fifth Level 
  Sixth Level 
  Seventh Level 
  1 
  Awaken Fourth Chakra 
  Awaken Fifth Chakra 
  Astral Spell  
  Animate Rock 
  2 
  Crystal Magic IV 
  Awareness 
  Awaken Sixth Chakra 
  Awaken Seventh Chakra 
  3 
  Cure Blindness 
  Commune with the Multiverse 
  Cloud of Unknowing 
  Heal 
  4 
  Cure Disease 
  Cure Serious Wounds 
  Cure Critical Wounds 
  Holy Word 
  5 
  Detect Astral 
  Dispel Evil 
  Empathy 
  Know Self  
  6 
  Divination 
  Earthwalk 
  Find the Path 
  Limited Wish 
  7 
  Exorcise 
  Prophecy 
  Grounding 
  Luck 
  8 
  Hypnotic Pattern 
  Protection from Disease 
  Infravision 
  Planetrack 
  9 
  Protection from Lightning 
  Sacred Place 
  Intuition 
  Restoration 
  10 
  Selflessness 
  Spirit Gift III 
  Run 
  Spirit Gift IV 
  11 
  Sticks to Snakes 
  Spirit Possession 
  Ultravision 
  Time Stop 
  12 
  Telepathy 
  True Seeing 
   
  Turn Wood 
   
  Create Scrolls 
   
  At seventh level, mystics can create scrolls with mystic spells inscribed upon 
  them. See p. 69 for details on the process. 
   
  Meditation 
   
  Part of the unity the mystic seeks with the multiverse depends on the 
  development of a rigid mental discipline achieved through meditation. The 
  exact form of this meditation depends on which specific mystery tradition that 
  the mystic follows, and usually consists of “traditional” meditation on a 
  particular word or thought-form. However, it could conceivably consist of 
  anything from rigorous calisthenics, to a walk communing with nature, to 
  enduring physical duress on a recurring basis. The game master will establish 
  the exact form of the meditation required; it usually needs to be observed for 
  one hour every day, over and above the time required to memorize spells. 
  This meditation yields a number of significant benefits. (Note that the mystic 
  does not need to be actively meditating to use his powers unless noted.) 
   
  At second level, ESP, telepathy, empathy, and similar mind-reading magics 
  only work on the mystic 50% of the time. That chance decreases by 2% for 
  every experience level past second level.  
   
  At third level, the mystic can go without food or water without ill effect for 
  one day per level. Once he reaches eighth level, this is increased to two 
  days per level. At the end of that time, he must simply have a normal meal to 
  be brought back to normal; otherwise, the full effect of his deprivation befalls 
  him all at once (see p. 102 for details on the effects of starvation and 
  dehydration). 
   
  At fourth level, the mystic can levitate himself and up to 5 additional pounds 
  per level of experience, as per the spell, three times per day.  
   
  At fifth level, the mystic can enter a trance to cause his soul to enter the astral 
  plane, once per day. See the spell astral spell for details. The mystic cannot 
  take anyone else with him on the journey.  
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
  19 
  At sixth level, the mystic can create a halo of light (as per the spell) around 
  his own head, at will. This does not impair his vision in any way, but can be 
  used as illumination for others. A darkness spell cancels it out for its duration, 
  and a continual darkness spell does so for 1d6+2 hours. Both must be cast 
  upon the mystic himself, or else the halo returns when the mystic leaves the 
  area of effect. 
   
  At seventh level, charm spells of any sort only affect the mystic 50% of the 
  time. That chance decreases by 2% for every experience level past seventh 
  level. 
   
  At ninth level, the mystic can cause his body, and up to five pounds of 
  additional weight per level, to become ethereal once per day. While in this 
  state, he can travel to those other planes that touch the ethereal.  
   
  Pain Management 
   
  The inner peace and mental discipline of the mystic allows him to overcome 
  pain and shock. The mystic can operate at up to -8 hit points for up to eight 
  minutes before collapsing from pure physical damage. During this time, he 
  does not lose 1 h.p. per round from bleeding (unless struck by a weapon that 
  explicitly causes such damage, such as a weapon of wounding), nor does he 
  suffer any penalties to movement, spellcasting, etc. from going below 0 hit 
  points. After the eight minutes are up, however, all the standard effects of 
  such wounds apply. Mystics are also immune to any attacks that rely solely 
  on pain for their effect, such as a whip.  
   
  Beginning at third level, the mystic can heal injuries and damage to himself 
  at twice the normal rate, when healing naturally.  
   
  Beginning at sixth level, the mystic takes 1 h.p. less per attack, so attacks that 
  would normally do 1 h.p. actually do no damage. This is doubled at ninth 
  level.  
   
  Asceticism 
   
  The mystic must live a life of self-denial and poverty. He cannot retain more 
  wealth than he can carry on his person, and in any case cannot have more 
  than 100 g.p. worth of coins, jewelry, gems, and such on his person for any 
  length of time. He can only possess a maximum of three magical items at any 
  single time. He must abstain from all vice, remain modest in his bearing, and 
  attempt to cultivate an air of serenity. Failure to do so on anything like an 
  ongoing basis results in the loss of his meditation and pain management 
  abilities. These can only be restored with the aid of an atonement spell cast 
  by a cleric associated with the mystic’s path.  
   
  Vow of silence: At ninth level the mystic may, at his discretion, take a vow of 
  silence. From that point onward, he is unable to speak under any 
  circumstances. At the game table, the player should restrict his game-related 
  speech solely to action-related speech, and refrain from engaging in 
  conversations with other players regarding tactics, verbally interacting with 
  NPCs, etc. However, all of the mystic’s spells may, from that point forward, 
  be cast without any incantation (thus allowing them to be cast in situations 
  where speech is impossible, such as under the influence of a silence 15’ 
  radius spell, or other enchantments). Those mystics who take the vow get a 
  10% bonus to any experience points earned.  
   
  Disciples at High Level 
   
  At ninth level, the mystic will acquire a small cadre of students who seek to 
  learn from his example. Students (1d6) of first level seek out the mystic, who 
  gains 1-3 (1d6÷2) additional students upon reaching every subsequent level 
  of experience. When these students themselves reach ninth level, they will 
  leave the mystic to follow their own path along the road to enlightenment.  
   
   
   
  
  Character Classes 
  20 
  Savant 
   
  The savant is a sub-class of magic-user, specializing in knowledge, 
  divination, and detection. At higher levels, his knowledge of all things arcane 
  gives him significant prowess when dealing with creatures from other planes 
  of existence, and his erudition and education gives him access to spells that 
  are normally the sole province of clerics.  
   
   
   
  Savants have the following powers and skills: 
   
   
  Experience point bonus for high ability scores 
   
  Spellcasting 
   
  Spell book 
   
  Scroll use 
   
  Create magic items 
   
  Scholarship 
   
  Savants must have a minimum intelligence score of 14 and a minimum 
  wisdom of 12. Humans, elves, and half-elves can become savants. They can 
  be of any alignment, cannot wear armor or carry shields, and can only use 
  the following weapons: caltrop, dagger, dart, knife, sling, or staff.  
   
  Savants who wear armor cannot cast spells, although they may use magic 
  items (except those magic items which are usable only by mages). Thus, a 
  savant wearing plated mail could use a wand of lightning bolts which is 
  usable by any class, but not a staff of the magi which is usable only by 
  mages. Savants may only become proficient in dagger, dart, knife, sling, or 
  staff; they may use caltrops as weapons. Those using weapons in which they 
  are not proficient suffer a -5 penalty “to hit” (see p. 29 for details). 
   
  Savants advance in level according to the following table: 
   
  TABLE 47: SAVANT LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated  
  Hit Points 
  0 
  1 
  1d4 
  2,250 
  2 
  2d4 
  4,500 
  3 
  3d4 
  9,000 
  4 
  4d4 
  18,000 
  5 
  5d4 
  35,000 
  6 
  6d4 
  60,000 
  7 
  7d4 
  95,000 
  8 
  8d4 
  145,000 
  9 
  9d4 
  220,000 
  10 
  10d4 
  440,000 
  11 
  10d4+1 
  660,000 
  12 
  10d4+2 
   
  After 12th level, the savant requires 220,000 additional experience points to 
  rise to the next level of ability. Savants gain 2 extra h.p. for each level they 
  reach beyond 12th.  
   
  Savants begin the game with 2d4x10 g.p. 
   
  Experience Point Bonus for High Ability Scores 
   
  Savants with intelligence and wisdom scores both exceeding 15 gain a 10% 
  bonus to all experience points earned.  
   
  Spellcasting 
   
  Savants are able to cast magic spells as a result of their long and intense 
  studies. The number of spells that the savant can commit to memory at any 
  given time is dependent on his level, as shown in the following table: 
   
  TABLE 48: SAVANT SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  8 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  9 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  10 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  11 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  12 
  5 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  13 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  14 
  5 
  5 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  15 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  - 
  - 
  16 
  6 
  5 
  5 
  4 
  4 
  3 
  3 
  1 
  - 
  17 
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  - 
  18 
  6 
  6 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  19 
  6 
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  20 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  3 
  2 
  21 
  6 
  6 
  6 
  5 
  5 
  5 
  4 
  3 
  3 
  22 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  3 
  23 
  7 
  6 
  6 
  6 
  5 
  5 
  5 
  4 
  3 
  24 
  7 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  25 
  7 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  26 
  7 
  7 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
  27 
  7 
  7 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
  28 
  7 
  7 
  7 
  7 
  6 
  6 
  6 
  5 
  5 
  29 
  7 
  7 
  7 
  7 
  6 
  6 
  6 
  5 
  5 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
  21 
  Higher-level spells require a minimum intelligence score in order to be 
  memorized, as shown in the following table: 
   
  TABLE 49: SAVANT MINIMUM INTELLIGENCE FOR SPELL LEVEL 
  Spell Level 
  Minimum Intelligence 
  8 
  16 
  9 
  18 
   
  TABLE 50: SAVANT SPELLS BY LEVEL 
   
  Scholarly Cantrips 
  First Level 
  Second Level 
  Third Level 
  1 
  Blank Book 
  Affect Normal Fires 
  Charm Person 
  Answer 
  2 
  Calligraphy 
  Alarm 
  Detect Charm 
  Blink 
  3 
  Cram 
  Augury 
  Detect Invisibility 
  Clairaudience 
  4 
  Detect Plane 
  Comprehend Languages 
  Detect Possession 
  Clairvoyance 
  5 
  Dictation 
  Detect Evil 
  Erase 
  Detect Lie 
  6 
  Illumination 
  Detect Illusion 
  Hypnotic Pattern 
  Dispel Magic 
  7 
  Quantify 
  Detect Life 
  Invisibility 
  Divination 
  8 
  Volume 
  Detect Magic 
  Know Alignment 
  Infravision 
  9 
   
  Detect Poison 
  Language of Birds 
  Negative Plane Protection 
  10 
   
  Detect Snares and Pits 
  Levitate 
  Non-Detection 
  11 
   
  ESP 
  Locate Object 
  Paralyzation 
  12 
   
  Identify 
  Locate Plants 
  Planar Stability 
  13 
   
  Invisibility to Animals 
  Penetrate Disguise 
  Protection from Evil 10’ Radius 
  14 
   
  Invisibility to Undead 
  Prediction 
  Read Illusionist Magic 
  15 
   
  Light 
  Read Magic 
  Reflecting Pool 
  16 
   
  Locate Animals 
  Whispering Wind 
  Tongues 
  17 
   
  Message 
   
   
  18 
   
  Predict Weather 
   
   
  19 
   
  Protection from Evil 
   
   
  20 
   
  Read Savant Magic 
   
   
  21 
   
  Spider Climb 
   
   
  22 
   
  Ventriloquism 
   
   
  23 
   
  Wall of Fog 
   
   
  24 
   
  Write 
   
   
   
   
  Fourth Level 
  Fifth Level 
  Sixth Level 
  1 
  Commune 
  Command Word 
  Animate Object 
  2 
  Contact Other Plane 
  Conjure Elemental 
  Anti-Magic Shell 
  3 
  Dismiss Creature I 
  Dismiss Creature II 
  Cloudkill 
  4 
  Dispel Illusion 
  Dismissal 
  Dismiss Creature III 
  5 
  Exorcise 
  Distance Distortion 
  Ensnarement 
  6 
  Explosive Runes 
  Dolor 
  Exaction 
  7 
  Lamentable Distraction 
  Find the Path 
  Legend Lore 
  8 
  Magic Mirror 
  Minor Creation 
  Repulsion 
  9 
  Mnemonic Enhancer 
  Sending 
  Sequester 
  10 
  Plane Shift 
  Shadow Magic 
  Shadow Door 
  11 
  Prophecy 
  Stone Tell 
  Spiritwrack 
  12 
  Ultravision 
  Wall of Force 
  True Seeing 
   
   
  Seventh Level 
  Eighth Level 
  Ninth Level 
  1 
  Banishment 
  Demand 
  Astral Spell 
  2 
  Cacodaemon 
  Detect Curse 
  Gate 
  3 
  Detect Power  
  Devil’s Advocate 
  Light of Truth 
  4 
  Dismiss Creature IV 
  Dismiss Creature V 
  Reverse Transmutation 
  5 
  Enchant an Item 
  Elemental Transformation 
  Shadow Walk 
  6 
  Invisible Stalker 
  Inanimate Object 
  Word of Knowledge 
  7 
  Know Name 
  Limited Wish 
   
  8 
  Measure 
  Mind Blank 
   
  9 
  Phantom Stalker 
  Permanency 
   
  10 
  Sand Stalker 
  Vision 
   
  11 
  Torment 
   
   
  12 
  Truename 
   
   
   
  
  Character Classes 
  22 
  Spell Book 
   
  The savant typically begins his adventuring career with two standard spell 
  books; one contains the cantrips that he learned and practiced with as an 
  apprentice, and the other contains the few first-level spells that his master (or 
  magical college, etc.) deemed suitable for his use. These books do not cost 
  the savant anything, though he never begins the game with a travelling spell 
  book; if he wishes to get one, he must pay to have it made.  
   
  The book of cantrips contains a number of zero-level spells as listed on the 
  following table. It will have as many useful cantrips as the savant has points 
  of intelligence; the savant may choose from the list. In addition, the savant 
  will have the following cantrips, determined randomly: 1d4+1 useful 
  cantrips, 1d4+1 person-affecting cantrips, 1d4 personal cantrips, and 1d4 
  scholarly cantrips.  
   
  TABLE 51: SAVANT CANTRIPS 
   
  Useful 
  Leger-
  demain 
  Person-
  Affecting 
  Personal 
  Scholarly 
  1 
  Chill 
  Change 
  Belch 
  Bee 
  Blank Book 
  2 
  Clean 
  Distract 
  Blink 
  Bluelight 
  Calligraphy 
  3 
  Color 
  Hide 
  Cough 
  Bug 
  Cram 
  4 
  Dampen 
  Mute 
  Giggle 
  Firefinger 
  Detect 
  Plane 
  5 
  Dry 
  Palm 
  Nod 
  Gnats 
  Dictation 
  6 
  Dust 
  Present 
  Scratch 
  Mouse 
  Illumination 
  7 
  Exterminate 
   
  Shave 
  Smokepuff 
  Quantify 
  8 
  Flavor 
   
  Sneeze 
  Spider 
  Volume 
  9 
  Flourish 
   
  Twitch 
  Tweak 
   
  10 
  Freshen 
   
  Wink 
  Unlock 
   
  11 
  Gather 
   
  Yawn 
   
   
  12 
  Invisible 
  Librarian 
   
   
   
   
  13 
  Polish 
   
   
   
   
  14 
  Salt 
   
   
   
   
  15 
  Shine 
   
   
   
   
  16 
  Spice 
   
   
   
   
  17 
  Sprout 
   
   
   
   
  18 
  Stitch 
   
   
   
   
  19 
  Sweeten 
   
   
   
   
  20 
  Tie 
   
   
   
   
  21 
  Warm 
   
   
   
   
  22 
  Wrap 
   
   
   
   
   
  The initial spell book contains four spells. All beginning savants have the 
  read savant magic spell in their book, plus one spell from each of the 
  following three categories, determined randomly: 
   
  TABLE 52: SAVANT STARTING SPELLS 
  Roll 
  Informational 
  Defensive 
  Utility 
  1 
  Detect Evil 
  Alarm 
  Affect Normal Fires 
  2 
  Detect Illusion 
  Invisibility to 
  Animals 
  Comprehend 
  Languages 
  3 
  Detect Life 
  Invisibility to 
  Undead 
  Erase 
  4 
  Detect Magic 
  Protection from Evil 
  ESP 
  5 
  Detect Poison 
  Spider Climb 
  Light 
  6 
  Detect Snares and 
  Pits 
  Wall of Fog 
  Message 
  7 
  Identify 
   
  Ventriloquism 
  8 
  Locate Animals 
   
  Write 
  9 
  Predict Weather 
   
   
  10 
  Choose any 
  Informational Spell 
   
   
   
  Once the savant begins to run short of pages in his spell book, or when he 
  desires to have a travelling spell book, he must pay to have such a book 
  constructed.  
   
  A standard spell book costs 1,000 g.p. for the book itself and takes 4-7 
  weeks to construct. Travelling spell books cost 500 g.p. and take 1-4 weeks 
  to construct. The rare inks required to transcribe spells in the pages of either 
  book cost 100 g.p. per spell level, and the physical process of writing them 
  takes half a day per level of the spell being transcribed (with cantrips treated 
  as 1st-level spells in this instance).  
   
  Note that mages, illusionists, and savants cannot memorize spells from one 
  another’s spell books. Even if the spell has the same name and effect, they 
  are different in execution from one class to another.  
   
  Scroll Use 
   
  Beginning at fifth level, the savant can read scrolls intended for mages as if 
  he was a mage himself. At seventh level, he can read any clerical or 
  illusionist spell scroll. At ninth level, he can read scrolls of druid and mystic 
  nature. The standard chances for spell failure apply, and there is an 
  additional chance that the attempt to read the scroll will fail: 
   
  TABLE 53: SAVANT MAGE SCROLL USE 
  Savant Intelligence 
  Chance for Mage / Illusionist 
  Scroll Failure 
  14-16 
  10% / spell level 
  17 
  5% / spell level 
  18 
  2% / spell level 
   
  TABLE 54: SAVANT CLERICAL SCROLL USE 
  Savant Wisdom 
  Chance for Cleric 
  Scroll Failure 
  Chance for  
  Druid / Mystic 
  Scroll Failure 
  12-13 
  20% / spell level 
  25% / spell level 
  14-16 
  10% / spell level 
  15% / spell level 
  17 
  5% / spell level 
  10% / spell level 
  18 
  2% / spell level 
  7% / spell level 
   
  Create Magic Items 
   
  At seventh level, savants are able to inscribe magic scrolls. At 13th level, 
  they can create other magical items such as staffs, rings, etc. At 16th level, 
  those magic items are able to hold a permanent enchantment.  
   
  Scholarship 
   
  All savants begin their careers with a level in the scholarship skill (occultism 
  field). See p. 26 for details. They may take additional levels in scholarship 
  (in any field) for only 4,000 x.p. 
   
   
   
   
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
  23 
  Secondary Skills 
   
  Every character may purchase secondary skills (or just “skills”), which allow 
  him to perform actions with a greater chance of success than a character that 
  does not possess that skill. In some cases, possessing a skill is a requirement 
  for doing a particular thing, but as a general rule, just because a character 
  doesn’t have the courtly graces skill doesn’t mean he will automatically insult 
  the king; it just means he probably won’t be as polished and graceful as 
  someone who does have that skill.  
   
  While most skills are rather generalized by design, some have various 
  specialties listed. Construction, for instance, includes carpentry, engineering, 
  and masonry all under its rubric. Such skills require that the character choose 
  from one of the specialties listed. Characters wishing to obtain skills in more 
  than one specialty under the same skill must do so separately, but cannot do 
  so until they gain a new experience level (since they cannot get more than 
  one skill level in the same skill until a new experience level is achieved).  
   
  It cannot be over-emphasized that merely because a character doesn’t have 
  a secondary skill, it does not mean that the character is utterly incapable of 
  performing functions that fall under its umbrella. Most characters can swim, 
  ride a horse, set an ambush, etc. Characters with skills in those areas will, in 
  most instances, do those things better and faster than those without. Some 
  skills, of course, are exclusive or dependent on the specific background of 
  the character; someone who spent his life in a desert would have little 
  chance of knowing how to rig a square sail, and few characters would know 
  how to forge a sword without direct instruction or experience. The game 
  master should apply his discretion in all such cases. 
   
  Obtaining Secondary Skills 
   
  Skills are obtained by “spending” experience points to either obtain a new 
  skill or gain an additional skill level in a skill already possessed. A character 
  can only spend experience points on the same skill once per experience 
  level. If the player chooses to spend x.p. on a skill, those x.p. are forever 
  lost, although new x.p. can be earned to make up for that loss. Skills can be 
  obtained at any point, but the game master may require the character 
  engage in some sort of study, training, or other experience to obtain the skill.  
   
  The base x.p. cost of obtaining a given skill is listed in the skill description. 
  For each additional skill level, the cost is equal to the base cost multiplied by 
  the new skill level. For example, if a character is adding a skill with a base 
  cost of 3,000 x.p., and already has two skill levels in that particular skill, the 
  cost for the third skill level would be 9,000 x.p. 
   
  The base experience point (x.p.) cost of a skill is sometimes dependent on the 
  character’s attributes (strength, intelligence, etc.). If the skill cost lists an 
  attribute, then the character can pay that price if the attribute is the highest 
  he possesses (or is tied for highest). For example, a character with STR 12, 
  INT 11, WIS 14, DEX 17, CON 15, CHA 15 would only pay 5,000 for the 
  ambush skill, but would have to pay 8,000 for business.  
   
  There is no limit to how high a skill level a character can possess in a given 
  skill.  
   
  Using Skills 
   
  Each skill has one or more attributes listed, such as strength, intelligence, etc. 
  When a character wishes to use one of his skills, the game master simply 
  rolls a d20, subtracts 2 for every skill level the character possesses in that 
  particular skill, and applies any other modifiers that might be applicable. If 
  the modified roll is equal to or below the applicable attribute, the character 
  has successfully used the skill.  
   
  It should be remembered that a skill check is not necessary for purely routine 
  things. It should only be required when the outcome would really be in 
  doubt, when failure would be catastrophic, or in a combat situation (as 
  applicable). In addition, the game master should feel free to apply situational 
  modifiers as he sees fit; anything from a -8 for completely routine and novice-
  level basics, to a +11 for something regarded as nigh unto impossible to 
  achieve.  
   
  When the use of a skill requires that another character make a saving throw 
  or roll against some attribute, that character gets a penalty of -2 to his roll for 
  every skill level possessed by the first character. 
   
  Where a secondary skill has obvious application to a class ability or power 
  (for example, a mountebank applying the swindling skill to his verbal patter 
  ability), the skill provides either a +2 or 10% bonus to the chance of success 
  for every relevant skill level the character possesses.  
   
  Skills and Commoners 
   
  Skills are the basis by which many commoners make their living. Rather than 
  expending the time and effort to become one of the various character classes 
  (such as fighter, druid, etc.), they spend their formative years learning one of 
  the following skills as their trade. They begin their career with but a single 
  skill level in their chosen profession, but add to them gradually as the years 
  wear on. There is no hard and fast rule for how fast a commoner rises in his 
  trade, but it would definitely be on the scale of years and decades. Note that 
  some other skills are implied but not detailed herein (such as farming, 
  brewing, etc.), because they don’t have any sort of foreseeable impact on 
  the life and career of an adventurer. The game master is free to detail such 
  skills if he feels the need, of course, using the following as a guide.  
   
  Skill Descriptions 
   
  TABLE 55: SKILLS OVERVIEW 
  Skill 
  Base X.P. Cost 
  Make Skill 
  Checks 
  Against 
  Specialities 
  Alchemy 
  5,000 (INT), 
  8,000 (other) 
  Intelligence 
  n/a 
  Armor Making 
  3,000 (all) 
  Strength 
  n/a 
  Blacksmithing 
  3,000 (all) 
  Strength 
  n/a 
  Courtly Graces 
  2,750 (all) 
  Charisma 
  etiquette, dance, 
  courtly love 
  Espionage 
  6,000 (DEX or 
  INT), 9,000 (other) 
  Dexterity or 
  intelligence 
  n/a 
  Furrier 
  3,000 (DEX), 
  4,000 (other) 
  Dexterity 
  n/a 
  Healing 
  3,000 (any) 
  Intelligence 
  n/a 
  Horsemanship 
  3,000 (any) 
  Wisdom 
  n/a 
  Hunting 
  2,000 (any) 
  Wisdom 
  n/a 
  Jeweler 
  3,000 (any) 
  Intelligence or 
  dexterity 
  n/a 
  Poison 
  9,000 (INT), 
  12,000 (other) 
  Intelligence 
  n/a 
  Scholarship 
  5,000 (INT), 
  8,000 (other) 
  Intelligence 
  See below 
  Seamanship 
  3,000 (all) 
  Intelligence or 
  dexterity 
  fishing, 
  oceangoing, 
  fresh-water, 
  navigation, 
  swimming 
  Weaponsmithing 
  3,000 (all) 
  Dexterity 
  bowyer, 
  swordsmith 
  
  Secondary Skills 
  24 
  Alchemy 
   
  Base X.P. Cost: 5,000 (intelligence), 8,000 (all others) 
  Make Skill Checks Against: intelligence 
  Specialties: n/a 
   
  This skill allows the character to create magical (and non-magical) potions 
  and other substances. It also allows the possessor to attempt to identify 
  potions. The check should be done in secret; if the check fails, the character 
  receives a false result instead. Use of this skill usually requires a fully-stocked 
  laboratory with some 200-1,000 g.p. worth of equipment.   
   
  Armor Making 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: strength 
  Specialties: n/a 
   
  This skill allows the character to both create and maintain shields and armor. 
  The type of armor that can be made depends on the skill level of the armorer: 
   
  Level 1: ring, scale, lamellar, or brigandine, plus all helmets and shields 
  Level 2: mail 
  Level 3: plated mail 
  Level 4: any 
   
  Naturally, the armor maker must have a workshop and a forge, generally 
  costing about 310-400 g.p. (d20+20), plus the raw materials needed for the 
  work, equal to approximately 25% of the normal cost of the armor. The time 
  required to create a new suit or piece of armor depends on its type: 
   
  TABLE 56: TIME REQUIRED TO CREATE ARMOR 
  Armor Type 
  Base Armor 
  Class 
  Time to 
  Create 
  Leather Worker 
  Needed? 
  Helmet or shield only 
  9 
  5 days 
  No 
  Ring 
  7 
  20 days 
  Yes 
  Brigandine 
  7 
  15 days 
  Yes 
  Lamellar (steel) 
  7 
  20 days 
  No 
  Scale (steel) 
  6 
  30 days 
  Yes 
  Mail 
  5 
  45 days 
  No 
  Plated Mail 
  4 
  30 days 
  No 
  Plate  
  3 
  90 days 
  No 
  Jousting Plate 
  1 
  120 days 
  No 
   
  Note that some types of armor also require the services of a leather worker. 
  Adjusting already-made armor to fit someone else only takes 20% of the time 
  listed.  
   
  As a rule, no skill check is necessary to create a suit of armor. However, if 
  the work is to be completed in less than the normally allotted time, or uses 
  unusual materials (dragon hide, mithril, etc.), then a skill check is warranted.  
   
  Blacksmithing 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: strength 
  Specialties: n/a 
   
  This skill allows the character to shoe horses, create items of iron or steel 
  (nails, agricultural tools, bars and gates, cooking utensils, etc.), and so forth, 
  assuming that he has access to blacksmithing tools, and a forge or workshop 
  worth at least 300 g.p. For each skill level the blacksmith possesses, he can 
  create the following per level per month: 
   
   
   
  30 arrow heads/bolt tips 
   
  10 spearheads 
   
  5 morning stars 
   
  2 flails  
   
  2 pole-arm heads 
   
  Thus, a character with 2 levels in this skill could produce 10 morning stars 
  per month. 
   
   
   
  Courtly Graces 
   
  Base X.P. Cost: 2,750 (all) 
  Make Skill Checks Against: charisma 
  Specialties: etiquette, dance, courtly love 
   
  This skill allows the practitioner to fit in with the ritualistic and often contrived 
  lifestyle of a royal court. It covers etiquette, such as the vast array of forms of 
  address, when to nod or bow (and how deeply), seating arrangements at 
  banquets and other gatherings, etc. It also covers the formal dance steps 
  found at a typical ball, and the rules covering the art of courtly love.  
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
  25 
  Espionage 
   
  Base X.P. Cost: 6,000 (dexterity or intelligence), 9,000 (all others) 
  Make Skill Checks Against: dexterity or intelligence 
  Specialties: n/a 
   
  Espionage (aka spying) allows the character to infiltrate enemy positions, 
  scout out encampments and determine numbers and types of troops, briefly 
  convince the enemy that the spy is in fact a friend, and (in the most 
  extraordinary of cases) to impersonate others for sustained periods. 
   
  If the task entails only blending in with a crowd (of, say, enemy soldiers) in 
  order to ascertain troop types and capabilities with little or no chance of 
  discovery, no modifier is needed.  
   
  If the task requires the spy to gain someone’s confidence in order to get 
  information, such as getting access to a secure location in order to steal or 
  copy a map, or to convince a guard that the spy is actually a messenger 
  from a trusted ally, the task imposes a -4 penalty to the roll. 
   
  If the task is really extraordinary, requiring that the spy insinuate himself into 
  a position of trust for a long period of time (e.g., impersonating some visiting 
  ambassador or general and convincing a prince of his identity), the skill 
  receives a +6 penalty. In addition, it needs to be re-checked on a regular 
  basis (such a check could be made every day or every week, depending on 
  how exposed to scrutiny the spy was). 
   
  Class skills, such as verbal patter, could definitely be used to bolster the 
  espionage skill. The exact effect of the espionage skill would be left to the 
  game master, but should range from as little as a -1 bonus to as much as a -8 
  bonus, for a spectacularly inventive and ingenious application accompanied 
  by a very good roll of the dice. 
   
  Furrier 
   
  Base X.P. Cost: 3,000 (dexterity), 4,000 (all others) 
  Make Skill Checks Against: dexterity 
  Specialties: n/a 
   
  This skill allows the practitioner to not only professionally skin and dress wild 
  animals, but also to tan hides and turn fur pelts into garments (such as coats, 
  cloaks, or trim for other garments). As many as four fur cloaks, two fur coats, 
  or trim sufficient for eight other garments may be so created in any given 
  week, as long as the necessary pelts are available.  
   
  TABLE 57: PELTS NEEDED TO MAKE GARMENTS 
  Garment 
  Type 
  Small Pelts 
  Medium Pelts 
  Large Pelts 
  Trim 
  3 
  1 
  1/4 
  Cloak 
  6 
  2 
  1/2 
  Coat 
  12 
  3 
  1 
  Gloves 
  2 
  1 
  1/4 
  Hat 
  1 
  1/4 
  1/8 
   
  Thus, if a furrier had seven pelts of a small creature (such as a badger) 
  available, he could create a cloak and a matching hat from them.  
   
  Healing 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: intelligence 
  Specialties: n/a 
   
  This skill deals with first aid, the setting of broken bones, treatment of 
  diseases, and the like. A successful skill check means that the character with 
  this skill can tend to his companions so that they recover from their wounds at 
  twice the normal rate (2 h.p. healed per day of rest, rather than just 1). 
  Furthermore, those who rest only for the space of an 8-hour sleep period will 
  regain 1 h.p., even though they did not rest for an entire day. The healer can 
  tend to up to three people at a time. A separate check must be made each 
  day. Someone with healing skill can also assist those who have been bitten 
  or stung by poisonous creatures, allowing them a +2 on their saving throw, 
  as long as they are treated within one minute of the wound.  
   
  Horsemanship 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: wisdom 
  Specialties: n/a 
   
  This skill allows the character to ride faster and fancier while on horseback, 
  similar to the cavalier’s horsemanship ability. After examining a horse (and 
  making a successful skill check), he can tell if its hit points are in the lower 
  third, the middle third, or the top third of the possible range. Mounts will 
  always be friendly and obedient as long as they are well treated.  
   
  Hunting 
   
  Base X.P. Cost: 2,000 (all) 
  Make Skill Checks Against: wisdom 
  Specialties: n/a 
   
  This skill allows the character to improve his chances of hunting successfully. 
  A successful wisdom check means that the chance of finding prey is 
  increased by 25% per skill level. Rules for hunting can be found below.  
   
  Jeweler 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: intelligence and dexterity 
  Specialties n/a 
   
  This skill allows the character to not only appraise objects of value (such as 
  precious metals, pieces of jewelry, and gemstones), but also to create or 
  embellish jewelry, add precious metals and stones to ordinary items (such as 
  sword hilts), and cut gems to improve their value. Appraisal requires an 
  intelligence check, while enhancement of gems or jewelry requires a 
  dexterity check. When attempting to embellish an already-existing piece of 
  jewelry, a successful check improves its value by 10% per skill level. Failure 
  indicates that the project is beyond the character’s skill.  
   
  Gems can be improved by re-cutting only if they are under 5,000 g.p. in 
  value to start with; anything of that caliber and above is already flawlessly 
  cut. A successful skill check means that the stone increases in value by one 
  step. A natural 20 always mean that the stone is ruined, no matter what other 
  modifiers might apply.  
   
  Poison 
   
  Base X.P. Cost: 9,000 (intelligence), 12,000 (all others) 
  Make Skill Checks Against: intelligence 
  Specialties: n/a 
   
  This skill allows the character to compound, brew, and identify the effects of 
  poisons. Characters with this skill can brew any of the commonly known 
  basic poison types, depending on their skill level. The process requires a 
  laboratory with some 2d6x100 g.p. of equipment. Poisons can be brewed 
  for 50% of their listed cost. Note that this skill can also create antidotes for 
  ingested poisons, with similar requirements and costs. The amount of time 
  required for the brewing depends on its type: 
  
  Secondary Skills 
  26 
   
  TABLE 58: TIME AND LEVEL TO BREW POISONS 
   
  Type 
  Days to 
  Create 
  Level to Create 
  Poison 
  Level to Create 
  Antidote 
  A 
  1 
  1 
  2 
  B 
  2 
  1 
  2 
  C 
  3 
  2 
  3 
  D 
  4 
  2 
  3 
  E 
  5 
  3 
  4 
   
  Scholarship (area) 
   
  Base X.P. Cost: 5,000 (intelligence), 8,000 (all others) 
  Make Skill Checks Against: intelligence 
  Specialties: see below 
   
  This is the quintessential skill that sages possess; a successful skill check might 
  yield the exact answer sought, or at the very least the knowledge of where to 
  go to get it. For every skill level, the character may pick either a general field 
  of knowledge or an additional specialty within an already-taken field: 
   
   
  Botany (agriculture, bushes, flowers, fungi, grasses, herbs, etc,) 
   
  Occultism 
  (alchemy, 
  astrology, 
  dweomercraft, 
  medicine, 
  metaphysics, planar physics) 
   
  Physical Science (architecture, astronomy, chemistry, engineering, 
  geography, geology, mathematics, oceanography, physics) 
   
  Social Science (art history, folklore, heraldry, history, language, 
  law, philosophy, politics, theology) - pick a particular nation or 
  race (human, elf, orc, etc.) 
   
  Zoology 
  (amphibians, 
  arachnids, 
  avians, 
  cephalopods, 
  crustaceans, fish, insects, mammals, reptiles) 
   
  The chance of successfully answering a particular question depends on 
  several factors. The base chance of success depends on the type of question: 
   
  TABLE 59: BASE CHANCE OF SCHOLARSHIP SKILL SUCCESS 
  In Field 
  Easy 
  Medium 
  Hard 
  General 
  11% 
  7% 
  -24% 
  Specialty 
  31% 
  26% 
  11% 
   
  Note that it is possible to have a negative base chance of success. After 
  determining the base chance, apply the specific circumstances of the 
  character’s ability to investigate scholarly pursuits as modifiers. 
   
  TABLE 60: SCHOLARSHIP SKILL SUCCESS MODIFIERS 
  Circumstance 
  Modifier 
  Intelligence score 
  +1% per point above 15 
  Modest facilities  
  +1% per 1,000 g.p. value, max. 60% / 60,000 g.p. 
  Fine facilities  
  +1% per 4,000 g.p. value over 60,000.  
  Facilities are not 
  exclusively for use 
  of the scholar 
  -20% 
   
  “Facilities” can mean a library, laboratory, observatory, workshop, zoo, 
  greenhouse, etc., or any combination relevant to the field and question at 
  hand. Modest facilities cost at least 20,000 g.p.; fine facilities cost at least 
  60,000. 
   
  The amount of time required to find a given answer depends on the nature of 
  the question and the fields of knowledge the scholar possesses. 
   
  TABLE 61: SCHOLARSHIP TIME TO ANSWER QUERY 
  Question 
  Applies to… 
  General 
  Question 
  Specific 
  Question 
  Precise 
  Question 
  Other field 
  >1 hour 
  2d12 days 
  n/a 
  General field 
  >5 min. 
  1d12 days 
  3d6 days 
  Specialty field 
  1 min. 
  1d10 hours 
  2d6 days 
   
  Seamanship 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: intelligence or dexterity 
  Specialties: fishing, oceangoing, fresh-water, navigation, swimming 
   
  This skill provides knowledge concerning a wide range of nautical activities: 
  boating, fishing, swimming, navigation, sail-rigging, and the like. It can be 
  used to evaluate the seaworthiness of a craft, navigate by bearing off the sun 
  and stars, repair a ship (or supervise its repairs), and so forth. Captains 
  usually have at least three levels in seamanship, while mates and lieutenants 
  usually have at least two.  
   
  Weaponsmithing 
   
  Base X.P. cost: 3,000 (all) 
  Make Skill Checks Against: dexterity 
  Specialties: bowyer, swordsmith 
   
  This skill allows the character to create weapons of all sorts, from swords to 
  bows to halberds. It requires a forge and workshop costing at least 300 g.p. 
  to practice most forms of this art. The simplest tasks, such as fletching arrows, 
  can be done without such facilities upon a successful skill check.  
   
  Those who take the bowyer specialty can create 1d4+1 composite bows, 
  1d4+1 longbows, 1d3 hand crossbows, or 15 heavy crossbows per month.  
  (Composite bows and longbows require a start up period of one year, 
  because the materials used for the bows themselves require that long to be 
  seasoned, dry properly, and so forth.) Other types of bows can be 
  constructed at the rate of 1/day after a startup period of one month. Arrows 
  and bolts may be created for these as well. 
   
  Those who take the swordsmith specialty can create multiple swords or 
  daggers per month, depending on type: 
   
  TABLE 62: WEAPONS PRODUCED PER MONTH 
  Weapon Type 
  Number Created per Month 
  Bastard sword 
  8 
  Broadsword 
  15 
  Dagger 
  30 
  Falchion 
  10 
  Knife 
  45 
  Longsword 
  12 
  Scimitar 
  10 
  Short sword 
  20 
  Two-handed sword 
  5 
   
  Weapon makers without any specialty can make all other types of weapons 
  (pole-arms, flails, maces, etc.) at a rate of 1/day. One weapon maker can 
  support 80 men-at-arms. 
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
  27 
  Miscellany For Player 
  Characters 
   
  Monthly Expenses 
   
  A character’s social class dictates the minimum monthly expenses associated 
  with his lifestyle. Note that this is simply a minimum, and the game master 
  should deduct these automatically from the pockets of the characters as 
  “living expenses” (including lodging, food and drink, entertainment, new 
  clothing, etc.). Other considerations may increase the monthly living 
  expenses dramatically (high-level mages conducting experiments, characters 
  who have hired henchmen or hirelings, etc.). 
   
  TABLE 63: MONTHLY EXPENSES BY SOCIAL CLASS 
  Minimum monthly living expenses 
  Social Class 
  Poor 
  Good 
  Fine 
  Lower class 
  1 s.p. 
  2 s.p. 
  1 g.p. 
  Middle lower class 
  1 g.p. 
  2 g.p. 
  5 g.p. 
  Upper lower class 
  2 g.p. 
  10 g.p. 
  10 g.p. 
  Lower middle class 
  10 g.p. 
  25 g.p. 
  50 g.p. 
  Middle class 
  25 g.p. 
  100 g.p. 
  125 g.p. 
  Upper middle class 
  100 g.p. 
  250 g.p. 
  500 g.p. 
  Lower upper class 
  250 g.p. 
  500 g.p. 
  1,250 g.p. 
  Middle upper class 
  500 g.p. 
  1,000 g.p. 
  2,500 g.p. 
  Upper class 
  1,000 g.p. 
  2,000 g.p. 
  5,000 g.p. 
   
  If a character lacks the funds to spend the minimum for poor living according 
  to his social class, roll 1d12. On a roll of 1, the character loses one social 
  class rank in the eyes of those around him. Resuming the required spending 
  amount raises the social class one rank on a similar roll of 1 on 1d12, but a 
  character can never rise above his station simply by spending money 
  (although it can certainly help to expand his social circles into the next higher 
  rung if such spending is maintained on a regular basis).  
   
  Age 
   
  Every character should have his age determined. In a long-term campaign, it 
  is possible for a character to age as the years pass, and such aging will 
  have an impact on his ability scores. Too, eventually a character may face 
  the specter of death by old age, at which stage the prospect of finding 
  potions of longevity, wishes, and other magical devices to stave off age and 
  prolong youth may become more of a priority for the character.  
   
   
  TABLE 64: STARTING AGE BY RACE AND CLASS 
  Class 
  Dwarf 
  Elf 
  Gnome 
  Half-Elf 
  Halfling 
  Half-Orc 
  Human 
  Bard 
  - 
  4d8+300 
  2d6+200 
  2d12+30 
  1d6+26 
  - 
  1d4+16 
  Jester 
  - 
  - 
  1d6+200 
  - 
  1d8+24 
  - 
  1d4+16 
  Mountebank 
  3d6+75 
  5d6+100 
  5d4+80 
  3d8+22 
  2d4+40 
  2d4+20 
  1d4+18 
  Mystic 
   
  9d10+500 
  1d12+300 
  1d4+40 
  1d4+38 
  - 
  1d4+18 
  Savant 
  - 
  3d8+180 
  - 
  3d6+34 
  - 
  - 
  2d6+28 
   
  
  Combat 
  28 
  Alternate Combat 
  System 
   
   
   
  Many games feature combat as a central element, while others use it 
  sparingly. How often the player characters find themselves in a combat 
  situation depends on the style of play favored by the game master and the 
  players, but it is almost certain that the player characters will find themselves 
  in battle at some time.  
   
  Combat is handled in a fairly abstract manner. Rather than playing out every 
  thrust and parry, or giving detailed (and often gory) descriptions of every cut 
  and contusion, the game presents combat as a series of die rolls.  
   
  Despite the (often quite specific) rules presented herein, the game master 
  should never be afraid to override the rules in favor of common sense. If a 
  certain rule or modifier doesn’t seem to apply in a specific situation, the 
  game master is the ultimate authority in terms of how to adjudicate the 
  situation.  
   
  Armor 
   
  Armor refers to any sort of protective covering worn to help prevent weapons 
  from inflicting damage. Helmets, mail coats, suits of plate armor; all count 
  under the broad category of armor. 
   
  The type of armor your character wears has a big impact on his “armor 
  class”, but they’re not the same thing. Armor class should not be confused 
  with armor type. Armor type is just that: the kind of armor he wears, such as 
  a mail coat, helmet, suit of plate armor, and such.  
   
  Armor class is a game measure of just how hard it is to hit your character 
  and do him bodily harm in combat. It is a combination of his armor type 
  (which gives you the “base armor class” from which everything else 
  depends), plus bonuses (if any) for his dexterity score, shield, magical 
  protections, any cover he might be hiding behind, and occasionally other 
  circumstances.  
   
  Armor Class 
   
  Your character’s base armor class depends on the type of armor he wears. 
  As a rule, the best armor worn determines the armor class, so that plate 
  armor worn over mail is still only AC 2. (However, when he purchases plate 
  armor, it includes the mail worn underneath.)  
   
  TABLE 65: ARMOR TYPE AND MOVEMENT 
   
  Armor Type 
  Base Armor 
  Class 
  Cost 
  (g.p.) 
  Weight 
  (lbs.) 
   
  Movement 
  None 
  10 
  - 
  - 
  100% 
  Helmet and/or 
  shield only 
  9 
  varies 
  varies 
  100% 
  Cuirass (leather) 
  8 
  3 
  15 
  100% 
  Furs 
  8 
  2 
  8 
  100% 
  Gambeson 
  8 
  4 
  10 
  75% 
  Lamellar (leather) 
  8 
  15 
  20 
  75% 
  Ring 
  7 
  30 
  25 
  75% 
  Brigandine 
  7 
  30 
  20 
  75% 
  Scale (leather) 
  7 
  25 
  30 
  50% 
  Lamellar (steel) 
  7 
  35 
  30 
  50% 
  Cuirass (steel) 
  6 
  60 
  25 
  60% 
  Scale (steel) 
  6 
  45 
  40 
  50% 
  Mail 
  5 
  75 
  30 
  75% 
  Plated Mail 
  4 
  90 
  35 
  75% 
  Plate 
  3 
  400 
  45 
  50% 
  Jousting Plate 
  1 
  4,000 
  100 
  25% 
   
  Brigandine: Leather or cloth with steel plates riveted or sewn to the inside. 
  A.k.a. coat of plates, jack of plates, jack, plata, etc. 
  Cuirass: A breastplate made of either leather or steel. 
  Furs: Heavy, thick furs that provide protection against both cold and 
  weapons. 
  Gambeson: A quilted jacket stuffed with padding. Aka arming coat, 
  padded armor, vapntreyiu, aketon, etc. 
  Jousting Plate: Similar to plate armor, but the metal plates are extremely 
  thick and heavy, providing superior protection but at a severe cost in 
  mobility. A.k.a. tournament plate. 
  Lamellar: A series of scales (leather, steel, or occasionally other materials) 
  connected to one another to form a shirt.  
  Mail: Interconnected rings of steel (or occasionally) other metal forming a 
  mesh. A.k.a. lorica hamata.  
  Plate: A full suit of armored plates covering most of the body, worn over 
  mail. 
  Plated Mail: Mail with small steel plates embedded within for 
  reinforcement. A.k.a. banded mail, splint mail, lorica segmentata, etc.  
  Ring: Rings of metal sewn onto a leather backing.  
  Scale: Small metal or leather scales mounted on an inner layer of leather or 
  cloth. A.k.a. lorica squamata. 
   
  Shields 
   
  Carrying a shield improves your character’s armor class by 1. However, he 
  can only use a shield against so many opponents in a melee round.  
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
  29 
  Shield Size 
  Usable Against 
  Buckler / Small 
  1 opponent per round 
  Medium 
  2 opponents per round 
  Large 
  3 opponents per round 
   
  When your character is being shot at with missiles (arrows, sling bullets, 
  etc.), he can only count a medium or large shield as protection. He can 
  never count a shield when an opponent attacks him from a flank or the rear 
  (see p. 37), or when he’s being attacked by siege weapons (catapults, etc.) 
  or giants throwing boulders.  
   
  A pavise is a very large shield that is intended to be set into the ground 
  rather than moved about to block attacks. Some are fitted with wheels to 
  make moving them easier. It doesn’t improve armor class, but it does afford 
  90% protection against all normal missile weapons. When firing against 
  someone standing behind a pavise, the attacker must roll a 91 or higher on 
  percentile dice. If that succeeds, then he still has to make a successful “to hit” 
  roll. A pavise is very cumbersome, however, and is rarely seen outside of a 
  siege. Each costs 40 g.p. and weighs 30 lbs. 
   
  Helmets 
   
  Normally, armor includes a helmet or other head covering of some type. 
  Mail includes a mail coif, plate armor includes a great helm, brigandine 
  includes a small helmet, and so forth. If, for some reason, your character 
  decides not to wear a helmet, his armor class will be worsened by 1.  
   
  A great helm adds an additional +1 bonus to the wearer’s AC. However, it 
  also imposes a -2 penalty to surprise rolls and a +2 penalty to initiative. 
  Vision is very limited in such a helm, as is hearing. The game master should 
  adjudicate such effects according to the situation, but at the very least it 
  makes sneaking up on such a character easier (say, for a back stab attack 
  by a thief) and makes listening at doors impossible.  
   
  Weapons 
   
  Almost all characters, even those with little inclination or prowess at fighting, 
  have some sort of weapon. From the mounted knight’s lance to the sly 
  illusionist’s dagger, being armed is a natural state of affairs for those who 
  choose the adventuring lifestyle. Different classes have varying options when 
  it comes to weapons; clerics, for instance, are forbidden to use any sort of 
  sharp or pointed weapons, and mages are limited to a very small choice of 
  weapons due to their non-martial nature.  
   
  Weapon Proficiencies 
   
  Each character may choose a number of weapons of which he has made a 
  special study, and can use with practiced ease. When using weapons in 
  which he is not proficient, the character receives a penalty on his “to hit” roll. 
  The number of weapons, how quickly new ones are added, and the penalty 
  for using non-proficient weapons, are given below: 
   
  TABLE 66: WEAPON PROFICIENCIES 
  Class 
  Initial Weapon 
  Proficiencies 
  New 
  Proficiency 
  Every… 
  Non-Proficiency 
  Penalty 
  Bard 
  2 
  3 levels 
  -3 
  Jester 
  2 
  4 levels 
  -4 (-2 w/thrown 
  weapons) 
  Mountebank 
  2 
  4 levels 
  -3 
  Mystic 
  2 
  5 levels 
  -4 
  Savant 
  1 
  6 levels 
  -5 
   
  Note that no character can ever be proficient with acid, caltrops, holy water, 
  improvised weapons, or oil. 
   
  Each individual sort of weapon requires a separate proficiency; knowing 
  how to use a short sword does not make your character equally proficient 
  with a broadsword. If a weapon can be used both hand-to-hand and as a 
  missile weapon, it is assumed that being proficient in one form means he is 
  proficient in the other (without taking up a new proficiency slot). However, a 
  few weapons do count for each other (i.e., being proficient in one means he 
  is proficient in all): 
   
   
  Bow, long/composite long 
   
  Bow, short/composite short 
   
  Crossbow, light/heavy 
   
  Dagger/knife 
   
  Fauchard/fauchard fork/hook fauchard 
   
  Glaive/glaive guisarme 
   
  Guisarme/bill guisarme/guisarme voulge 
   
  Voulge/guisarme voulge 
   
  Weapon proficiency does not apply to grappling, pummeling, etc. Training 
  with the use of a particular weapon underwater counts as a separate 
  proficiency, and the training itself must be done underwater.  
   
  Multiple Weapons 
   
  Characters may, if they choose, use two weapons in melee; the secondary 
  weapon is sometimes referred to as a main-gauche. This obviously does not 
  apply to two-handed weapons (such as spears, pole-arms, etc.). Characters 
  using two weapons cannot use shields (except spiked bucklers, which are a 
  special case described on p. 31). Characters throwing missile weapons or 
  crossbows may do so using these rules, but not those using two-handed fired 
  weapons such as bows. For purposes of initiative and attacks per round, 
  treat each weapon individually. However, only one initiative die need be 
  rolled; simply apply the different modifiers, if any, to the same die roll. 
   
  TABLE 67: MULTIPLE WEAPON MODIFIERS 
  Condition 
  Primary 
  Weapon 
  Penalty 
  Secondary 
  Weapon 
  Penalty 
  2nd weapon length is 24” or more 
  -6 
  -10 
  2nd weapon length is 23” or less 
  -2 
  -4 
  Dexterity 16 
  -1 
  -3 
  Dexterity 17 
  0 
  -2 
  Dexterity 18  
  0 
  -1 
  Dexterity 19 or greater 
  0 
  0 
   
  Note that these modifiers are cumulative, and all refer to “to hit” rolls. 
  Normal strength (and any other) modifiers still apply. For example, someone 
  with a dexterity of 17 wields a longsword as his primary weapon and a 
  short sword as his secondary weapon. Since the short sword is longer than 
  24”, he would have a penalty of -2 (for the length of the weapon) with his 
  primary weapon and -6 (for the length of the weapon and his dexterity) with 
  the secondary weapon. As with all things, let common sense prevail; jousting 
  with two lances would probably be beyond the pale in most circumstances, 
  for example. If a character tries to have some sort of custom-built weapon 
  constructed to get around the 24” cutoff, it should be borne in mind that a 
  smaller weapon deals less damage than its regular counterpart.  
   
  Dark elves may use two weapons (except two-handed weapons) without any 
  sort of penalty, regardless of their dexterity score.  
   
  
  Combat 
  30 
  Melee Weapons 
   
  Each type of weapon has a cost, weight (in pounds), speed (lower is 
  quicker), and length (on average; individual weapons may vary). It also has 
  an amount of space required (to swing, thrust, etc.), useful when determining 
  how many people can fight in a corridor or doorway. It also provides 
  damage done against small/medium and large creatures. Where needed, 
  notes on individual weapons follow. 
   
  TABLE 68: MELEE WEAPONS 
   
   
   
   
   
   
  Damage Against 
  Weapon 
  Cost 
  Weight (lbs.) 
  Length 
  Space (ft.) 
  Speed 
  S/M 
  L 
  Axe, Battle 
  5 g.p. 
  7 
  4’ 
  4 
  7 
  1d8 
  1d8 
  Axe, Hand 
  1 g.p. 
  5 
  18” 
  1 
  4 
  1d6 
  1d4 
  Bardiche* 
  7 g.p. 
  12 
  5’ 
  5 
  9 
  2d4 
  3d4 
  Bec de Corbin* 
  6 g.p. 
  10 
  6’ 
  6 
  9 
  1d8 
  1d6 
  Bill-guisarme* 
  6 g.p. 
  15 
  8’ 
  2 
  10 
  2d4 
  1d10 
  Buckler, Spiked 
  10 g.p. 
  3 
  1’ 
  2 
  2 
  1d4 
  1d3 
  Caltrop 
  2 s.p. 
  3 
  n/a 
  n/a 
  n/a 
  1 
  1d2 
  Club 
  n/a 
  3 
  3’ 
  3 
  4 
  1d6 
  1d3 
  Dagger 
  2 g.p. 
  1 
  15” 
  1 
  2 
  1d4 
  1d3 
  Falchion 
  10 g.p. 
  7 
  3 ½’ 
  3 
  5 
  1d6+1 
  2d4 
  Fauchard* 
  3 g.p. 
  6 
  8’ 
  2 
  8 
  1d6 
  1d8 
  Fauchard-fork* 
  8 g.p. 
  8 
  8’ 
  2 
  8 
  1d8 
  1d10 
  Flail, Footman’s* 
  3 g.p. 
  15 
  4’ 
  6 
  7 
  1d6+1 
  2d4 
  Flail, Horseman’s 
  8 g.p. 
  4 
  2’ 
  4 
  6 
  1d4+1 
  1d4+1 
  Garrote* 
  1 e.p. 
  0.1 
  3’ 
  1 
  2 
  1d4 
  1d6 
  Glaive* 
  6 g.p. 
  7 
  8’ 
  1 
  8 
  1d6 
  1d10 
  Glaive-guisarme* 
  10 g.p. 
  10 
  8’ 
  1 
  9 
  2d4 
  2d6 
  Guisarme* 
  5 g.p. 
  8 
  6’ 
  2 
  8 
  2d4 
  1d8 
  Guisarme-voulge* 
  7 g.p. 
  15 
  7’ 
  2 
  10 
  2d4 
  2d4 
  Halberd* 
  9 g.p. 
  17 
  5’ 
  5 
  9 
  1d10 
  2d6 
  Hammer, War 
  1 g.p. 
  5 
  18” 
  2 
  4 
  1d4+1 
  1d4 
  Hook Fauchard* 
  6 g.p. 
  8 
  8’ 
  2 
  9 
  1d4 
  1d4 
  Improvised Weapon* 
  n/a 
  1-5 
  6”-5’ 
  1-5 
  5 
  1d6 
  1d3 
  Khopesh 
  10 g.p. 
  7 
  3 ½’ 
  4 
  9 
  2d4 
  1d6 
  Knife 
  1 g.p. 
  0.5 
  1’ 
  1 
  2 
  1d3 
  1d2 
  Lance, Light 
  6 g.p. 
  5 
  10’ 
  1 
  8 
  1d6 
  1d8 
  Lance, Medium 
  6 g.p. 
  10 
  12’ 
  1 
  7 
  1d6+1 
  2d6 
  Lance, Heavy 
  6 g.p. 
  15 
  14’ 
  1 
  6 
  1d8+2 
  3d6 
  Lucern Hammer* 
  7 g.p. 
  15 
  7’ 
  5 
  9 
  2d4 
  1d6 
  Mace, Footman’s 
  8 g.p. 
  6 
  2 ½’ 
  4 
  7 
  1d6+1 
  1d6 
  Mace, Horseman’s 
  4 g.p. 
  4 
  18” 
  2 
  6 
  1d6 
  1d4 
  Mace, Two-Handed* 
  13 g.p. 
  15 
  5’ 
  6 
  10 
  2d6 
  1d8 
  Man Catcher* 
  25 g.p. 
  8 
  8’ 
  2 
  7 
  1d2 
  1d2 
  Military Fork* 
  4 g.p. 
  7 
  7’ 
  1 
  7 
  1d8 
  2d4 
  Military Pick 
  8 g.p. 
  6 
  4’ 
  4 
  7 
  1d6+1 
  2d4 
  Morning Star 
  5 g.p. 
  12 
  4’ 
  5 
  7 
  2d4 
  1d6+1 
  Partisan* 
  10 g.p. 
  8 
  7’ 
  3 
  9 
  1d6 
  1d6+1 
  Pike* 
  3 g.p. 
  8 
  18’ 
  1 
  13 
  1d6 
  1d12 
  Pole Axe* 
  8 g.p. 
  15 
  7’ 
  5 
  8 
  1d8+1 
  2d6 
  Quarterstaff* 
  3 g.p. 
  10 
  7’ 
  3 
  4 
  1d6 
  1d6 
  Ranseur* 
  4 g.p. 
  5 
  8’ 
  1 
  8 
  2d4 
  2d4 
  Sap 
  1 g.p. 
  1 
  6” 
  1 
  2 
  1d2 
  1d2 
  Scimitar 
  15 g.p. 
  4 
  3’ 
  2 
  4 
  1d8 
  1d8 
  Scythe 
  18 g.p. 
  10 
  7’ 
  6 
  9 
  1d6 
  2d4 
  Sickle 
  6 g.p. 
  2 
  1’ 
  3 
  3 
  1d4 
  1d6 
  Slapstick 
  2 g.p. 
  2 
  3’ 
  3 
  4 
  1d2 
  1d2 
  Spear* 
  1 g.p. 
  5 
  5’-12’ 
  1 
  7 
  1d6 
  1d8 
  Spetum* 
  3 g.p. 
  5 
  8’ 
  1 
  8 
  1d6+1 
  2d6 
  Spiked Buckler 
  10 g.p. 
  3 
  1’ (spike) 
  2 
  4 
  1d4 
  1d3 
  Sword, Bastard* 
  25 g.p. 
  10 
  4 ½’ 
  4 
  6 
  2d4 
  2d8 
  Sword, Broad 
  10 g.p. 
  7 
  3 ½’ 
  4 
  5 
  2d4 
  1d6+1 
  Sword, Long 
  15 g.p. 
  6 
  3 ½’ 
  3 
  5 
  1d8 
  1d12 
  Sword, Short 
  8 g.p. 
  4 
  2’ 
  1 
  3 
  1d6 
  1d8 
  Sword, Two-handed* 
  30 g.p. 
  25 
  6’ 
  6 
  10 
  1d10 
  3d6 
  Trident* 
  4 g.p. 
  5 
  6’ 
  1 
  7 
  1d6+1 
  3d4 
  Voulge* 
  2 g.p. 
  12 
  8’ 
  2 
  10 
  2d4 
  2d4 
  Whip 
  3 g.p. 
  3 
  8’-20’ 
  14 
  8 
  1d2 
  1 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
  31 
   
  * Weapons marked with an asterisk require two hands. See below for notes 
  on the bastard sword. 
   
  Caltrop: A spiked metal object some 6” in diameter, designed to be 
  dropped on the ground for pursuers or others to walk on and thus impale 
  themselves. Intelligent creatures aware of the caltrops will be slowed to half 
  their normal movement rate while avoiding them. Those not avoiding caltrops 
  will be affected as if attacked by a 1d6 HD monster for every square yard 
  traversed that contains a caltrop; dexterity or shield is not taken into account 
  when calculating AC, and any “to hit” penalties or bonuses of the person 
  dropping the caltrops obviously do not apply. One hit indicates a 25% 
  chance that movement is reduced to 75% of normal for a total of four days. 
  Two hits indicate that normal movement is impossible for a week. If magical 
  healing is applied (cure light wounds spell, etc.), then movement is restored 
  to normal.  
  Dagger: Any single-handed bladed weapon between 12” and 24” in 
  length. 
  Fauchard: A long blade with a moderate curve set at the end of a long 
  pole. If used against a mounted opponent, can be used to knock him off the 
  mount instead of doing damage (wielder’s choice, but must be declared 
  before the “to hit” die is rolled). 
  Fauchard-fork: If used against a mounted opponent, can be used to knock 
  him off the mount instead of doing damage (wielder’s choice, but must be 
  declared before the “to hit” die is rolled). 
  Flail: The horseman’s flail consists of a wooden handle, connected by a 
  chain to either another piece of wood (possibly covered with metal studs) or 
  a metal ball (the famous “ball and chain”). The footman’s flail is much larger 
  and consists of two pieces of wood connected by a short length of chain 
  (adopted from the agricultural implement).  
  Garrote: When using a garrote, the attacker must attack from behind, and 
  the target must be relatively still (i.e., not engaged in melee). Any sort of neck 
  protection (leather collar, having one arm up to block such an attack, etc.) 
  foils the garrote. If the attack succeeds, the garrote deals normal damage on 
  the first round and kills the victim on the second. Before that happens, if the 
  attacker is successfully hit, the garrote is released and the victim survives. The 
  victim can attack the garrote wielder, but with a -2 penalty “to hit.” 
  Glaive: A long pole with a chopping blade on the end. If set to receive a 
  charge from a large-sized creature, does double damage if it hits. 
  Glaive-guisarme: If set to receive a charge from a large-sized creature, 
  does double damage if it hits. If used against a mounted opponent, can be 
  used to knock him off the mount instead of doing damage (wielder’s choice, 
  but must be declared before the “to hit” die is rolled). 
  Guisarme: A functional descendent of a pruning hook. If used against a 
  mounted opponent, can be used to knock him off the mount instead of doing 
  damage (wielder’s choice, but must be declared before the “to hit” die is 
  rolled). 
  Guisarme-voulge: If used against a mounted opponent, can be used to 
  knock him off the mount instead of doing damage (wielder’s choice, but must 
  be declared before the “to hit” die is rolled). 
  Hook Fauchard: A successful hit has a 20% chance of dismounting any 
  opponent (wielder’s choice, but must be declared before the “to hit” die is 
  rolled). When used against a non-mounted opponent, a successful hit will 
  have a 20% chance of knocking him to the ground, forcing him to spend the 
  next melee round getting back up (ditto). It cannot be used to knock down an 
  opponent more than twice the size of the wielder.  
  Improvised Weapon: This can be almost anything: a heavy candlestick, 
  a broom-handle used as a staff, and so forth. It is not possible to become 
  proficient in improvised weapon. Note that an improvised weapon breaks, is 
  lost, or otherwise become useless if the character wielding it rolls a natural 1 
  in melee. It may or may not be used with two hands. 
  Khopesh: This bladed weapon has a large curved head that can snag a 
  weapon or an enemy. If it strikes a target with a natural 20 “to hit”, the 
  enemy is snagged. If medium or large sized, the snagged target suffers an 
  automatic +10 penalty on his initiative roll if he has not already attacked. If 
  small sized, the target will be brought to the ground (25%) and unable to 
  attack for the rest of the round, or suffer the +10 initiative penalty as noted 
  above. On a natural 1 “to hit”, the blade snags an opponent’s weapon. If 
  that happens, the enemy’s weapon is torn from his grasp (10%), tangled so 
  as to give him a +10 penalty on his initiative unless he has already struck in 
  the round (80%), or the khopesh itself will be torn from the attacker’s grasp 
  (10%). 
  Lance, Heavy: When used while dismounted, treat a heavy lance as a 
  pike in all ways except length, weight, and speed. When used from a 
  charging mount, it causes double damage. Lances of all types may also be 
  used to unhorse an enemy in a joust. 
  Lance, Light/Medium: When used while dismounted, treat a light or 
  medium lance as if it were a spear. When used from a charging mount, it 
  causes double damage.  
  Lucern Hammer: A hammer-like weapon with a sharp beak for puncturing 
  heavy armor and a spike at the very point. If used against a mounted 
  opponent, it can be used to knock him off the mount instead of causing 
  damage (wielder’s choice). 
  Man Catcher: As the name implies, this 8’ pole-arm is designed to catch 
  man-sized targets in its two-pronged jaws and prevent them from moving 
  around on their own. A successful hit indicates the victim is trapped; no 
  shield or DEX bonus to armor class is possible, and the wielder can move the 
  victim by moving the man catcher (doing so causes 1d2 h.p. of damage per 
  round). Those trapped can be jerked to the ground with a 25% chance per 
  round. Those trapped may attempt to bend bars to escape, and multiple 
  attempts are permitted, but each such attempt inflicts 1d4 h.p. of damage on 
  the victim unless he is wearing gauntlets or other heavy hand protection. The 
  pole can be hacked through by inflicting 6 h.p. of cutting damage.  
  Military Fork: If used against a mounted opponent, it can be used to 
  knock him off the mount instead of doing damage (wielder’s choice, but must 
  be declared before the “to hit” die is rolled). A military fork set to receive a 
  charge from a large-sized creature causes double damage if it hits.  
  Partisan: A type of spear with a very wide blade and two small blades on 
  either side of the head.  
  Ranseur: A long spear-like weapon with two side blades. If used against a 
  mounted opponent, a ranseur can be used to knock him off the mount instead 
  of doing damage (wielder’s choice, but must be declared before the “to hit” 
  die is rolled). Does double damage against charging creatures if set to 
  receive a charge.  
  Sap: This weapon can be used in normal melee combat, where it inflicts 
  only half damage, but its true usefulness is as a weapon for striking from the 
  rear to render the victim unconscious. Any sort of protective headgear 
  prevents such a result, however. If a rear attack to the head succeeds, there 
  is a 5% chance per point of STR that the victim falls unconscious. If the 
  attacker’s strength is greater than 18, unconsciousness is automatic. A.k.a. 
  blackjack. 
  Scimitar: This covers most curved swords such as tulwars, cutlasses, sabers, 
  and the like. 
  Slapstick: Usually only used by jesters, a slapstick consists of two slats of 
  wood that make a very loud smacking sound when it hits. 
  Spear: If set to receive a charge from any sized creature, a spear causes 
  double damage if it hits. 
  Spiked Buckler: The spiked buckler is a small shield capable of attacking 
  an opponent who is already in melee with the wearer. Such an attack always 
  occurs at the end of the round, does not count against the normal maximum 
  number of attacks a character can normally make, and receives an 
  additional -2 penalty “to hit.”  
  Sword, Bastard: Sometimes called a “hand and a half sword”, this sword 
  has a long grip and can be used with either one or two hands. If used one-
  handed, it does the same damage, has the same space requirements and 
  speed, and uses the same adjustments vs. armor type (if used) as a 
  longsword. Using it two-handed means no shield can be used in combat, 
  naturally.  
  
  Combat 
  32 
  Sword, Short: This includes any bladed weapon between 24 and 36 
  inches in length (such as a gladius). 
  Voulge: Basically a cleaver attached to the end of a long pole.  
  Whip: Those who are proficient in whip and score a hit have a 5% chance 
  per level of entangling the target. Entanglement means that the target suffers 
  a +10 penalty to initiative until the entanglement is undone (either by the 
  wielder or victim detangling the whip, or the whip being severed (2 h.p. of 
  cutting damage)). The wielder may detangle the whip with a flick of the wrist 
  and a successful DEX check (roll his dexterity or less on 3d6). The victim has 
  a 5% chance per round, plus 1% per point of STR, to detangle the whip. A 
  whip cannot damage creatures with particularly thick hides (dragons, 
  rhinoceroses, etc.). 
   
  Ranged Weapons 
   
  There are three different types of weapons in the ranged weapons category: 
  hurled weapons, missile weapons, and missiles. Hurled weapons are those 
  that are actually thrown at an opponent (such as a dagger, hammer, etc.). 
  They are usually lost when thrown, but may be recovered after the combat 
  ends. Missile weapons are those that fire some sort of ammunition at the 
  enemy, such as a bow or crossbow. They do not leave the hand of the 
  wielder, but are useless if they run out of ammunition. Missiles are the 
  ammunition fired by a missile weapon (such as arrows, sling bullets, etc.). 
  They are usually lost in combat, but 50% of missiles that missed their targets 
  can be recovered after a battle; the remainder are broken.  
   
  TABLE 69: RANGED WEAPONS 
   
   
   
  Range (yards)** 
   
  Damage against 
  Weapon 
  Cost 
  Weight (lbs.) 
  Short 
  Medium 
  Long 
  Rate of Fire 
  S/M 
  L 
  Acid 
  10 g.p. 
  3 
  10 
  20 
  30 
  1 / round 
  special- see below 
  Aklys 
  2 g.p. 
  3 
  3 
  - 
  - 
  1 / round 
  1d6 
  1d3 
  Arrow (normal) 
  1 g.p. / doz. 
  0.1 
  - 
  - 
  - 
  - 
  1d6 
  1d6 
  Axe, Throwing 
  1 g.p. 
  5 
  10 
  20 
  30 
  1 / round 
  1d6 
  1d4 
  Blowgun 
  20 g.p. 
  1 
  10 
  20 
  30 
  2 / round 
  - 
  - 
  Blowgun Needle 
  1 s.p. 
  0 
  - 
  - 
  - 
  - 
  1 
  1 
  Bow, Composite, Long* 
  100 g.p. 
  8 
  60 
  120 
  210 
  2 / round 
  - 
  - 
  Bow, Composite, Short* 
  75 g.p. 
  5 
  50 
  100 
  180 
  2 / round 
  - 
  - 
  Bow, Long* 
  60 g.p. 
  10 
  70 
  140 
  210 
  2 / round 
  - 
  - 
  Bow, Short* 
  15 g.p. 
  5 
  50 
  100 
  150 
  2 / round 
  - 
  - 
  Crossbow Bolt, Hand 
  10 g.p. 
  0.1 
  - 
  - 
  - 
  - 
  1d3 
  1d2 
  Crossbow Bolt, Heavy 
  2 s.p. 
  0.2 
  - 
  - 
  - 
  - 
  1d4+1 
  1d6+1 
  Crossbow Bolt, Light 
  1 s.p. 
  0.1 
  - 
  - 
  - 
  - 
  1d4 
  1d4 
  Crossbow Bolt, Repeating 
  1 s.p. 
  0.1 
  - 
  - 
  - 
  - 
  1d3 
  1d3 
  Crossbow Bolt, Underwater 
  10 s.p. 
  0.2 
  - 
  - 
  - 
  - 
  1d4 
  1d4 
  Crossbow, Hand 
  300 g.p. 
  2 
  20 
  40 
  60 
  1 / round 
  - 
  - 
  Crossbow, Heavy* 
  20 g.p. 
  8 
  80 
  160 
  240 
  1 / 2 rounds 
  - 
  - 
  Crossbow, Light* 
  12 g.p. 
  5 
  60 
  120 
  180 
  1 / round 
  - 
  - 
  Crossbow, Repeating* 
  50 g.p. 
  6 
  40 
  80 
  120 
  2 / round 
  - 
  - 
  Crossbow, Underwater* 
  120 g.p. 
  5 
  30 
  60 
  90 
  1 / round 
  - 
  - 
  Dagger (thrown) 
  2 g.p. 
  1 
  10 
  20 
  30 
  2 / round 
  1d4 
  1d3 
  Dart 
  5 s.p. 
  0.5 
  15 
  30 
  45 
  3 / round 
  1d3 
  1d2 
  Hammer 
  1 g.p. 
  5 
  10 
  20 
  30 
  1 / round 
  1d4+1 
  1d4 
  Harpoon 
  5 g.p. 
  6 
  10 
  20 
  30 
  1 / round 
  2d4 
  2d6 
  Holy Water 
  25 g.p. 
  3 
  10 
  20 
  30 
  1 / round 
  special- see below 
  Improvised Weapon* 
  n/a 
  1-5 
  5 
  10 
  15 
  1 / round 
  1d6 
  1d3 
  Javelin 
  10 s.p. 
  2 
  20 
  40 
  60 
  1 / round 
  1d6 
  1d6 
  Javelin-thrower 
  1 g.p. 
  1 
  30 
  60 
  90 
  1 / round 
  - 
  - 
  Knife (thrown) 
  1 g.p. 
  0.5 
  10 
  20 
  30 
  2 / round 
  1d3 
  1d2 
  Lasso* 
  5 s.p. 
  2 
  10 
  20 
  30 
  1 / 2 rounds 
  - 
  - 
  Oil 
  1 g.p. 
  3 
  10 
  20 
  30 
  1 / round 
  special- see below 
  Sling 
  10 s.p. 
  0.1 
  40 
  80 
  160 
  1 / round 
  - 
  - 
  Sling Bullet 
  10 s.p. / doz. 
  0.2 
  +10 
  +20 
  +40 
  - 
  1d4+1 
  1d6+1 
  Sling Stone 
  n/a 
  0.1 
  - 
  - 
  - 
  - 
  1d4 
  1d4 
  Spear (thrown) 
  1 g.p. 
  5 
  10 
  20 
  30 
  1 / round 
  1d6 
  1d8 
  Staff Sling* 
  2 g.p. 
  5 
  - 
  45 
  90 
  1 / 2 rounds 
  - 
  - 
  Staff Sling Bullet 
  10 s.p. / doz. 
  0.2 
  - 
  - 
  - 
  - 
  2d4 
  1d8+2 
  Staff Sling Stone 
  n/a 
  0.1 
  - 
  - 
  - 
  - 
  1d8 
  2d4 
   
  * Weapons marked with an asterisk require two hands.  
  ** Range indoors or underground should be divided by 3. 
   
  Acid: Acid contained in a vial can be thrown at an enemy, but the vial itself 
  must break for the acid to do full damage. On a roll of 1-18 on 1d20, the 
  vial breaks. If the vial hits the target, the acid within deals 2d4 h.p. 
  (assuming the target is harmed by acid, of course). If the vial misses, it 
  causes 1 h.p. of damage to all those within 1’ of the landing point, assuming 
  the vial breaks open (see misses with grenade-like weapons, below). 
  Aklys: This is a club attached to the wielder by means of a stout thong some 
  10’ in length. If the wielder rolls a natural 20 “to hit” against a man-sized or 
  small creature, it entangles the target rather than causing damage, at the 
  wielder’s option. Medium or small creatures, once entangled, will either be 
  dismounted (if applicable) or knocked to the ground, where they must spend 
  at least 1 melee round removing the thong (which can be cut with 2 points of 
  cutting damage, as from a dagger). If used against a large sized creature, a 
  natural 20 indicates automatic entanglement, but it is the wielder who falls to 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
  33 
  the ground until he spends a round disengaging or cutting the thong from his 
  wrist.  
  Crossbow (all): The rate of fire for any crossbow assumes that the weapon 
  is already loaded and set, ready to be fired. If this is not the case, the first 
  round (or first and second rounds, in the case of a heavy crossbow) must be 
  spent preparing the weapon for firing. Then the rate of fire applies normally. 
  Note that crossbows only fire crossbow bolts; only bows can fire arrows.  
  Crossbow, Heavy: This crossbow has a metal cross-piece and requires a 
  crank to draw back. It can be fired one handed with a -1 penalty “to hit”, but 
  requires two hands to load. It gets a +1 bonus “to hit” if resting on some 
  solid object when fired (the rail of a ship, the side of a wagon, etc.). 
  Crossbow, Light: This crossbow has a wooden cross-piece (made up of 
  overlapping pieces of wood). A single person can draw it either with a 
  stirrup-pull or simply by drawing back the string. It can be fired one-handed, 
  but requires two hands to load. 
  Crossbow, Repeating: This special type of crossbow can hold up to six 
  bolts before needing to be reloaded. Reloading takes an entire round, but 
  then the repeating crossbow can fire six bolts before needing to be reloaded 
  again.  
  Crossbow, Underwater: As the name indicates, this is a weapon 
  intended for use underwater (also known as a spear gun). It can only fire 
  specially-crafted ammunition.  
  Harpoon: This is essentially a stout spear that is attached either to the 
  attacker or some other object by a line. A successful hit indicates the target is 
  thus tethered to the harpoon’s anchor and is also entangled in the line. It 
  must spend a round detangling itself (although it will still be impaled by the 
  harpoon and thus tethered to the anchor). To remove the harpoon 
  completely, the target must have an intelligence of 2 or greater, and must 
  successfully make a saving throw vs. poison. Success indicates the harpoon 
  is removed. Failure indicates that the victim suffers 1 additional h.p. in 
  damage from the attempt. Note that victims impaled by harpoons can be 
  dragged towards the anchor at a rate of 10’ per minute, on average, if the 
  circumstances and size/strength of those involved warrants. 
  Holy Water: A vial of holy (or unholy) water can be thrown at an enemy, 
  but the vial must break for the holy water to do full damage. On a roll of 1-
  18 on 1d20, the vial breaks. If the vial hits the target, the holy water within 
  deals 1d6+1 h.p. (assuming the target is susceptible to holy water, of 
  course). If the vial misses, it causes 2 h.p. of damage to all those susceptible 
  to its effects within 1’ of the landing point, assuming the vial shatters (see 
  misses with grenade-like weapons, below). Undead (both corporeal and non-
  corporeal), demons, devils, and other creatures from the lower planes are 
  usually affected by holy water. Paladins, angels, devas, and other creatures 
  from the upper planes are affected by unholy water.  
  Improvised Weapon: This can be almost anything: a wine bottle, a 
  candelabra hurled at an opponent, etc. It is not possible to become proficient 
  in improvised weapon. Note that an improvised weapon can be thrown back 
  at the attacker (requiring a separate “to hit” roll) if the character wielding it 
  rolls a natural 1 in melee; this does not count against the re-thrower’s number 
  of attacks per round. This is an extra bonus attack that has no impact on any 
  other attacks or spells that may be done in the combat round. It may or may 
  not be used with two hands.  
  Javelin: Although normally used as a missile weapon, a javelin can be 
  stuck in the ground to receive a charge. If so, the weapon inflicts double 
  damage against large-sized creatures who charge into it.  
  Javelin-thrower: A stick used to impart more force onto the throw of a 
  javelin. The range indicated is for a javelin hurled with the aid of such a 
  device. It is sometimes called an atlatl. 
  Lasso: This weapon deals no damage, but is used exclusively for the 
  purposes of entangling and/or dismounting the target. A successful hit 
  entangles the target, allowing the attacker to pull it towards himself at a rate 
  of 10’ per minute, if the circumstances and size/strength of those involved 
  warrants. A hit also has a 75% chance of dismounting a mounted target, and 
  a 25% chance of pulling a non-mounted target to the ground. If the line 
  between the target and the wielder is allowed to slacken, the target can get 
  out of the lasso in a single minute. In any event, 2 h.p. of cutting damage 
  severs the lasso (a successful bend bars attempt does so as well; only one 
  such attempt may be made).  
  Oil: A vial of oil can be thrown at an enemy, but the vial must break and be 
  somehow set alight for the oil to do full damage. On a roll of 18 or less on 
  1d20, the vial breaks. If the vial hits and breaks on the target, the fiery oil 
  deals 2d6 h.p. on the first round, and 1d6 h.p. on the second before it burns 
  itself out (assuming the target is harmed by fire, of course). If the vial misses, 
  it causes 1d3 h.p. of damage to all those within 3’ of the landing point, 
  assuming the vial breaks open and is lit (see misses with grenade-like 
  weapons, below). Oil does no damage unless it is exposed to a source of 
  fire. Thus, it is possible to make a “Molotov cocktail” with a burning rag in 
  the opening of the oil vial; doing so imposes an initiative penalty of 5, but 
  the oil automatically ignites if the vial smashes on impact. Otherwise, the oil 
  must be hit by some other source of fire: torch, spell, etc. Note that if a torch 
  is thrown at an oil-covered opponent with the intention of setting him on fire, 
  a separate “to hit” roll must be made for the torch.  
  Staff Sling: A long stick with a sling at one end, able to fire its missiles over 
  intervening obstacles. It can never be used at close range, however; treat 
  medium range as its minimum range.  
   
   
   
  Misses with Missile Weapons 
   
  If a hurled missile (acid, holy water, oil, etc.) misses its target, you still need 
  to figure out where it landed. Roll 1d8 to determine direction and 1d6 to 
  determine distance (in feet).  
   
  8   
  1 
  2 
  7 
  Intended 
  Target 
  3 
  6 
  5 
  4 
    
  Of course, if the weapon is a liquid such as oil or acid, a saving throw for 
  the container is required to see if it breaks on impact. Depending on the 
  situation of the various antagonists in a fight, it is possible that a missed 
  hurled weapon could land on either a friend or a foe.  
   
  This rule is not used with shot missiles (such as arrows or quarrels), but it is 
  used with missiles launched from siege weapons (see below).  
   
  
  Combat 
  34 
  Iron and Silver Weapons 
   
  Sometimes characters want to have weapons made from special materials, 
  such as silver or iron. Iron weapons, useful against certain otherworldly 
  creatures, cost the same as regular weapons. However, if used against 
  someone with normal (steel) weapons and/or armor, and the attack misses, 
  the iron weapon must make a saving throw vs. crushing blow. A failure 
  indicates the blade has been damaged and imposes a -1 h.p. penalty to 
  damage. A second miss and subsequent saving throw failure indicates the 
  weapon is now damaged beyond use.  
   
  Silver-plated weapons, useful against creatures such as lycanthropes, cost an 
  extra 10 g.p. per pound of weapon weight. Since silver is a soft metal, if it is 
  used against an opponent with a regular (steel) weapon or armor and the 
  attack misses, the weapon must make a saving throw vs. crushing blow with 
  a -2 penalty. If it fails, the blade or striking surface has been damaged and 
  receives a -1 h.p. penalty to damage. A second miss and saving throw 
  failure means the silver plated weapon has been so damaged that it cannot 
  be used.  
   
  Outline of Combat 
   
  Roll for surprise (if any) 
  Round begins 
  Announce actions 
  Determine initiative 
  Resolve segment 1 actions 
  Resolve segment 2 actions 
  … 
  Resolve segment 9 actions 
  Resolve segment 10 actions 
  Resolve end-of-round actions 
  Roll morale checks (if applicable) 
  Round ends 
  New round begins 
   
  Timekeeping in Combat 
   
  For ease of bookkeeping, so that players and game masters don’t need to 
  keep track of every combat down to the second, combat is handled in 
  rounds. Each round is the equivalent of one minute. As a rule, characters in 
  combat can take one action per round, although there are certain exceptions 
  to this, as noted elsewhere in the rules.  
   
  Each round is divided into 10 segments, with each segment lasting 6 
  seconds. The segments help determine when a given character or creature 
  can act in a given round.  
  Any action that, because of various circumstances, would take place past 
  segment 10, actually takes place in what are called end-of-round actions, 
  and generally take place in order dictated by initiative. They do not “carry 
  over” into the next round. 
   
  Surprise 
   
  In the close quarters of dungeon corridors or cavern tunnels, cramped city 
  alleyways, or the thickets of a forest, it is possible for two creatures (or 
  groups of creatures) to stumble upon one another and be surprised by the 
  sudden encounter. In such a situation, dice are rolled to determine whether or 
  not one or both parties are surprised, and if so, for how long. In practical 
  terms, this means that one side or the other receives a penalty to their 
  initiative roll on the first round of combat (low = better, so a +2 to initiative is 
  a penalty). Each “plus” is equal to a penalty of 1 segment, or 6 seconds, 
  during the round.  
   
  When to Roll for Surprise 
   
  Surprise is impossible in any situation where one or another side can plainly 
  see or hear the other. For example, if one side carries torches whose light 
  radiates out in all directions, it is usually impossible to surprise a foe. Too, in 
  open terrain, surprise is generally impossible unless there are outstanding 
  circumstances (one side is concealed in camouflaged pits, for example). 
  Surprise is most often a factor when one side opens a door or turns a corner 
  in an underground passage and then encounters the other, or in areas of 
  close terrain such as dense woods. Use common sense when deciding when 
  one side or another would be surprised. Surprise only matters on the first 
  round of combat.  
   
  How to Roll for Surprise 
   
  Most creatures roll a d6 when determining whether or not they are surprised. 
  However, some creatures or classes roll other types of dice. For instance, a 
  ranger might roll a d8 instead of a d6, meaning he is less likely to roll a 1 or 
  a 2, and is thus less likely to be surprised in a given situation. No matter the 
  type of die, a character or monster is only surprised on a roll of 1 or 2.  
   
  Each side (players and monsters/NPCs) rolls for surprise as a whole, using 
  the most favorable roll and modifiers that exist on their side.  
   
  The following table gives the relevant modifier to initiative on the first round 
  of combat. Note that it is impossible for anyone to be surprised to such an 
  extent that he is unable to do anything in a round. The worst that can happen 
  is that he is almost guaranteed to go last.  
   
   
  TABLE 70: SURPRISE 
  Foes (monsters, NPCs, etc.) Roll 
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11+ 
  1 
  N/A 
  PCs +1 
  PCs +2 
  PCs +3 
  PCs +4 
  PCs +5 
  PCs +6 
  PCs +7 
  PCs +8 
  PCs +9 
  2 
  Foes +1 
  N/A 
  PCs +1 
  PCs +2 
  PCs +3 
  PCs +4 
  PCs +5 
  PCs +6 
  PCs +7 
  PCs +8 
  PCs +9 
  3 
  Foes +2 
  Foes +1 
  4 
  Foes +3 
  Foes +2 
  5 
  Foes +4 
  Foes +3 
  6 
  Foes +5 
  Foes +4 
  7 
  Foes +6 
  Foes +5 
  8 
  Foes +7 
  Foes +6 
  9 
  Foes +8 
  Foes +7 
  10 
  Foes +9 
  Foes +8 
  Player Characters Roll 
  11+ 
  Foes +9 
  Foes +9 
  No effect 
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
   
   
  35 
  Surprise Hits (Optional Rule) 
   
  If your game master chooses, surprise can afford more of a bonus than 
  simply allowing the surprising party to strike first in a round. In such cases, 
  rather than giving a bonus to initiative, each “plus” in the Surprise table 
  gives a chance to hit, with a maximum of 5. Thus, if the monsters roll a 2 and 
  the PCs roll a 4, the monsters would each get 2 free bonus rolls “to hit” 
  before the PCs can react. 
   
  This is, of course, quite a deadly change, but it is in keeping with the earliest 
  mechanics of the game and is thus included here. If applied, it must be 
  scrupulously applied to both monsters and player characters in order to 
  maintain game balance.   
   
  “In Melee” 
   
  Many of the rules relating to combat refer to being “in melee.” This means 
  that the character is toe-to-toe with an opponent, trading blows, dodging, 
  parrying, etc. Characters must be “in melee” in order to attack with weapons 
  or hand-to-hand, but must take actions to get “in melee” and once there 
  cannot automatically retreat.  
   
  The number of characters that can be “in melee” with one another depends 
  on their size and whether or not they are in a formation (usually this means 
  standing side-by-side), as shown on the following table: 
   
  TABLE 71: NUMBERS ABLE TO MELEE 
  Attacker 
  Defender Size 
  (Standing Alone) 
  Defender Size 
  (Side-by-Side) 
  Size 
  S 
  M 
  L 
  S 
  M 
  L 
  S 
  6 
  8 
  12 
  3 
  4 
  6 
  M 
  4 
  6 
  8 
  2 
  3 
  4 
  L 
  2 
  4 
  6 
  1 
  2 
  3 
   
  Naturally, the game master must take into account the relative size and 
  position of those involved in combat. It is not correct to say that twelve 
  humans could attack four orcs standing side by side; there simply wouldn’t 
  be enough room. For example, in the diagram below, the attacker indicated 
  would have the option of attacking any of the three defenders to whom he is 
  adjacent, but doing so would mean that he wouldn’t be able to attack the 
  other two. So while it is technically correct to say there he is in melee with 
  three defenders (and vice versa), he can only attack one at a time.  
   
   
   
  If in doubt, and without the benefit of miniature figures to help visualize the 
  battlefield, you may find it helpful to sketch out the situation. This will also 
  help to see which opponents are attacking from the flank (see “position”, 
  below).  
   
  Characters in melee get modifiers “to hit” and to damage from their strength 
  attribute. Those using missile weapons get adjustments “to hit” from dexterity.  
   
  Combat Actions 
   
  At the beginning of the round, and before initiative has been determined, all 
  of the player characters announce their actions. There are 10 possible 
  actions that any given character can attempt in a combat situation. The game 
  master should secretly determine the actions that his own monsters and NPCs 
  will take, but shouldn’t announce those decisions to the players until his 
  creatures are actually doing so. The possible actions are described below, 
  but bear in mind that many magical effects can have an impact on combat 
  actions. The game master should apply common sense in adjudicating such 
  situations.  
   
  Attack (hand-to-hand) 
   
  Start round: in melee 
  End round: in melee 
  Initiative adjustment: 0 
   
  The attacker must be “in melee” to take this action. Monsters often choose 
  this action, in order to attack with claws, fangs, etc. However, when a 
  human or humanoid chooses this action, it refers to punching, grabbing, 
  wrestling, and such (see below). There is no adjustment to the initiative roll 
  when performing a hand-to-hand attack. 
   
  Attack (melee) 
   
  Start round: in melee 
  End round: in melee 
  Initiative adjustment: per weapon speed 
   
  The attacker must be “in melee” to take this action. With this action, add the 
  weapon speed to the character’s initiative roll for the round. It can only be 
  selected if a character is “in melee.” The attacker rolls 1d20, applies any 
  modifiers, and consults the appropriate combat table to determine whether or 
  not his attack inflicted damage. If so, roll for damage, again applying any 
  appropriate modifiers.  
   
  Attack (missile) 
   
  Start round: not in melee 
  End round: not in melee 
  Initiative adjustment: 0 
   
  “Missiles” in this sense, include all hurled or fired weapons, such as rocks, 
  arrows, bolts, thrown daggers or spears, vials of flaming oil or acid, and the 
  like. For this action, only modify the character’s initiative roll for the round if 
  such is indicated in the description of the missile weapon in question. This 
  action cannot be chosen if the character is already “in melee.” If the target is 
  not in melee, roll to hit normally (being sure to include any dexterity bonus 
  “to hit”, if applicable). If the target is in melee, then there is a chance of 
  hitting someone else; see “firing missiles into melee” below. 
   
  Charge and Attack 
   
  Start round: not in melee 
  End round: in melee 
  Initiative adjustment: per weapon speed 
   
  Charging usually occurs at the beginning of a battle, in order to rush up to 
  an opponent and strike. At the end of the round, the character will be “in 
  melee” with whatever opponent he charged against. Charging doubles the 
  movement rate of the character or monster for that round only. Charging 
  creatures cannot apply any armor class bonus for dexterity or shield (if they 
  don’t have any such bonuses, their armor class is reduced by 1). A charging 
  creature, assuming it reaches an opponent by the end of the round based on 
  its movement rate, gets to attack at the end of the round with a +2 bonus “to 
  hit”, but the enemy also gets to attack (such an attack does not count against 
  the enemy’s normal rate of attack). Note that the character or creature with 
  the longest weapon length gets to attack first in this situation, even though 
  
  Combat 
  36 
  technically they’re both attacking at the end of the round. If the defender 
  chose the “defend” action, some weapons (as defined in the weapon 
  descriptions) allow him double damage if he hits. No one can charge more 
  than once every 10 rounds. Creatures subject to a charge attack from the 
  rear or flank are not entitled to an automatic counter-attack; only those 
  charged from the front get a free strike.  
   
  Close 
   
  Start round: not in melee 
  End round: in melee 
  Initiative adjustment: 0 
   
  This action differs from the maneuver action, in that the object is to end the 
  round “in melee” with an opponent. If the character can move the required 
  distance in that round, he ends the round in melee with his opponent(s) and 
  may attack (or take other appropriate actions) in the following round.  
   
  Defend 
   
  Start round: in melee/not in melee 
  End round: in melee/not in melee 
  Initiative adjustment: 0 
   
  A character may opt to defend whether or not he is in melee. If in melee, the 
  character improves his armor class by a factor of 2. In addition, if he would 
  normally get a bonus “to hit” because of his strength, that is reduced from his 
  opponents’ “to hit” rolls. If a character that chose to defend is subject to a 
  “charge and attack” action, he causes double damage if he scores a hit 
  against the person or creature charging when using certain weapons as 
  noted above in the weapon descriptions (spear, etc.). He gets one attack 
  against one opponent (regardless of how many attacks he would otherwise 
  have been entitled to) with a -4 penalty “to hit”. A character using the defend 
  action automatically goes last in the round (use initiative rolls to break ties, if 
  applicable).  
   
   
   
  Disengage 
   
  Start round: in melee 
  End round: not in melee 
  Initiative adjustment: 0 
   
  The character can only take this action when already “in melee” with 
  another. By choosing this action, the character is attempting to disengage 
  from the combat and put distance between himself and his opponent. In such 
  a case, the opponent automatically gets an attack during the segment that 
  the character attempts to disengage, with a +2 bonus “to hit.” This is in 
  addition to any attacks that the opponent might have already made during 
  the round, but if the opponent’s attack would have occurred after the 
  character’s disengagement, the opponent loses the attack. If the character 
  disengaging so chooses, he can end up “in melee” with some other 
  character, as long as the distance is within his movement rate.  
   
  Magic 
   
  Start round: not in melee 
  End round: not in melee 
  Initiative adjustment: per spellcasting time (in segments) 
   
  If the character intends to cast a spell during the round, add the casting time 
  of the spell (in segments) to the initiative roll. That is when the spell will go 
  into effect. Remember that if the spell caster is attacked and takes damage 
  during the round, but before he can finish casting his spell, the spell is ruined 
  and lost. No one can cast spells while “in melee”, although some monsters 
  are able to employ spell-like powers, and magic items (such as wands) can 
  be used. Count any such devices as having a weapon speed of 1 for wands, 
  2 for staves, and 3 for rods.  
   
  Maneuver 
   
  Start round: not in melee 
  End round: not in melee 
  Initiative adjustment: 0 
   
  This maneuver cannot be made if the character is “in melee” with another. 
  Maneuvering refers to moving that is not intended to bring the character into 
  melee range with an opponent. It is often used to get a better vantage from 
  which to cast spells or aim missile weapons, or to simply retreat from the 
  combat altogether.  
   
  Other 
   
  Start round: in melee/not in melee 
  End round: in melee/not in melee 
  Initiative adjustment: variable 
   
  This combat action includes a variety of different activities, including but not 
  limited to turning undead and attempting to communicate (“parley”) with the 
  other group. Players being what they are, there is no possible way to 
  anticipate every action they will take in combat (or, indeed, in any other 
  situation). As a matter of fact, this is the strength of the game: the ability to 
  do the unexpected and creative. In such situations, the game master should 
  use his good sense, feel for what would and would not imbalance the game, 
  and judicious rolls of dice to decide the success or failure of a given action, 
  and its impact on the battle at hand. The rule of thumb should always be 
  “yes, you can try that”, but with the unspoken caveat that the character might 
  not succeed.  
   
  Initiative 
   
  Initiative determines when in a given round a character or other creature can 
  act (this can be very important in situations where who gets to hit first could 
  determine who lives and who dies). There are 10 six-second segments in 
  each round. Each character or creature involved in combat rolls 1d10 to 
  determine in which segment it gets to act, and adds whatever modifiers may 
  be appropriate. Initiative is modified (on the first round of combat) by 
  surprise, and certain combat actions such as charging, attack, and such.  
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
   
   
  37 
  TABLE 72: INITIATIVE MODIFIERS 
  Cause 
  Initiative Modifier 
  Dexterity 
  See ability score description 
  Magic 
  See spell or magic item description 
  Unarmed and attacking someone 
  with a weapon 
  +1 
  Potion (not already in hand) 
  +1d4+1 
  Priming oil flask with burning rag 
  +5 
  Read Magic Scroll (not already in 
  hand) 
  +1d6 plus casting time of spell in 
  segments 
  Rod 
  +3 
  Shorter weapon in melee 
  +1 
  Staff 
  +2 
  Wand 
  +1 
   
  The above is by no means an exhaustive list; the game master should feel 
  free to impose what he feels to be appropriate modifiers to initiative, as 
  needed. Note that it is always possible for a character to hold his action until 
  later in the round, should he choose to do so.  
   
  How to Roll Initiative 
   
  Each player should roll for his own character’s initiative, and that of his 
  henchmen and hirelings. The game master can opt to do that himself if he 
  wishes, but may find it simpler to use a single roll for all of his monsters and 
  NPCs. Initiative should be rolled anew at the start of each round, once 
  combat actions have been announced. Roll a d10, apply your modifiers, and 
  the result is the segment in which your character acts (anything over 10 is 
  assumed to happen in segment 10, but use the modified initiative roll to 
  break ties). In the event of a tie (after all the relevant modifiers have been 
  applied), the actions occur simultaneously.  
   
  Weapon Length 
   
  If two characters are in melee with weapons, the character with the shorter 
  weapon length suffers an initiative penalty of +1. If one character or creature 
  is fighting without a weapon, the unarmed character gets this penalty 
  automatically.  
   
  Pole-Arms 
   
  If a number of creatures are using pole-arms while fighting in formation (that 
  is, in ranks with their weapons pointed out towards the enemy), they usually 
  get an automatic first strike, regardless of the initiative roll, due to the fact 
  that a swordsman has to first get through the massed formation of blades and 
  points in order to reach them. The number required for this bonus depends 
  on the circumstances; in a dungeon corridor, as few as two or three 
  creatures could keep an enemy at bay. In larger quarters, more would be 
  required. If two groups are both armed with pole-arms, the group with the 
  longest weapon length strikes first. If the lengths are identical, they strike 
  simultaneously.  
   
  The following are considered pole-arms: awl pike, bardiche, bec de corbin, 
  bill, bill hook, fauchard, fauchard-fork, glaive, glaive-fork, glaive-guisarme, 
  guisarme, halberd, lucern hammer, military fork, partisan, pole axe, ranseur, 
  spetum, voulge, voulge-guisarme. Note that this is not exactly an exhaustive 
  list of the various types of pole-arms developed historically.  
   
  Position 
   
  If a character attacks another from the flank, the defender cannot apply any 
  shield bonus to his armor class.  
   
  If the character attacks another directly from the rear, the defender cannot 
  apply any shield or dexterity bonus to his armor class. This is especially 
  important when a thief uses his backstab ability.  
   
  Note that standing side-by-side makes it impossible for enemies to attack on 
  a flank, and usually makes it very difficult at best to come around from the 
  rear.  
   
  Multiple Attacks 
   
  Sometimes, actions happen automatically at some point during a round, 
  regardless of (or in addition to) actions whose order is dictated by the 
  initiative roll. For instance, if a character gets an “extra” attack during a 
  round, it automatically occurs at the end of the round. Some character 
  classes or weapons get three attacks per two rounds, or even two or more 
  attacks per round, for instance. The exact determination of when an attack 
  occurs depends on the number of attacks the character is entitled to make in 
  a round. 
   
  One attack per round: The character just rolls normally for initiative and 
  so forth. This is the default for most characters. 
   
  One attack every other round: This can happen if the character is 
  slowed or otherwise impaired. In this case, the character simply doesn’t 
  bother to roll initiative on the first round. He rolls normally for initiative on the 
  next round, then skips the one after that, then rolls normally, etc. 
   
  Three attacks every two rounds: On the first round, the character rolls 
  initiative and acts normally. On the following round, he gets two attacks. The 
  first occurs as if he had automatically rolled a 1 on his initiative die. The 
  second attack is treated normally. The pattern is then repeated.  
   
  Two attacks per round: The first attack occurs as if he had rolled a 1 for 
  initiative. The second attack is treated normally. 
   
  Three attacks every five rounds: The first attack happens normally in 
  the first round. The second attack occurs normally in the third round. The third 
  attack happens normally in the fifth round. 
   
  Three or more attacks per round: The first attack occurs as if he had 
  rolled a 1 for initiative. The second attack is treated normally. The third and 
  all subsequent attacks happen in the end-of-round actions, simultaneously.  
   
  Note that this does not apply to monsters. Even if a monster gets multiple 
  attacks per round (for example, many monsters attack with two claws and a 
  bite), all of its attacks occur in the segment designated by the initiative roll.  
   
  Waiting 
   
  Sometimes, a character wants to wait until other members of his party have 
  had a chance to act, or until he sees what the enemy is doing, before acting. 
  In the former case, the character can wait until his compatriot acts, and then 
  perform his action, as long as it is after his own would have originally taken 
  place (at least one segment later). 
   
  Characters with exceptionally high dexterity scores, however, have a chance 
  to act simultaneously with or even before the enemy. If the enemy has a 
  higher dexterity than the player character, subtract the difference from the 
  PC’s dexterity. If the player character’s adjusted dexterity is between 16 and 
  18, he can act simultaneously with the enemy. If it is greater than 18, he can 
  act in the segment before, as his incredible reflexes allow him to react to the 
  slightest stimuli, and anticipate the action of his foe. 
   
  
  Combat 
  38 
  Melee 
   
  Melee refers to close-quarters fighting, either with hand weapons (swords, 
  spears, daggers, etc.) or with bare hands, fangs, claws, and so forth. While 
  melee is measured in one-minute rounds, the majority of that time is spent in 
  parrying, riposte, feinting, maneuvering, and so on. Usually, a given 
  combatant gets the chance to make a wounding or killing shot only once 
  within the round. When that happens, the player rolls 1d20 and applies any 
  “to hit” modifiers (the following is not an exhaustive list): 
   
  TABLE 73: MELEE "TO HIT" MODIFIERS 
  Cause 
  “To Hit” Modifier 
  Strength 
  See ability score description 
  Attacking from flank 
  +2 
  Attacking from the rear 
  +4 
  Magic 
  See spell or magic item description 
   
  Once the player applies all the appropriate modifiers to his “to hit” roll, the 
  game master should consult the combat tables below, and announce whether 
  or not the blow hit. If it did, the player rolls the appropriate dice to determine 
  damage, applies any damage modifiers, and informs the game master of 
  how much damage the blow did.  
   
  Sometimes an effect will double or even triple the damage. When this 
  happens, remember that magical bonuses are not doubled or tripled; you 
  should roll the damage first, apply the multiplier, and then add the magical 
  bonus for damage. 
   
  TABLE 74: ATTACK COLUMN DETERMINATION 
   
  Level / Hit Dice 
  Type 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  d4 monster 
  A 
  D 
  D 
  E 
  E 
  F 
  F 
  H 
  H 
  J 
  J 
  K 
  K 
  L 
  L 
  M 
  M 
  M 
  M 
  M 
  M 
  d6 monster 
  B 
  E 
  E 
  F 
  F 
  G 
  G 
  I 
  I 
  K 
  K 
  L 
  L 
  M 
  M 
  N 
  N 
  N 
  N 
  N 
  N 
  d8 monster 
  C 
  F 
  F 
  G 
  G 
  H 
  H 
  J 
  J 
  L 
  L 
  M 
  M 
  N 
  N 
  O 
  O 
  O 
  O 
  O 
  O 
  d10 monster 
  D 
  G 
  G 
  H 
  H 
  I 
  I 
  K 
  K 
  M 
  M 
  N 
  N 
  O 
  O 
  P 
  P 
  P 
  P 
  P 
  P 
  d12 monster 
  E 
  H 
  H 
  I 
  I 
  J 
  J 
  L 
  L 
  N 
  N 
  O 
  O 
  P 
  P 
  Q 
  Q 
  Q 
  Q 
  Q 
  Q 
  bard/jester 
  A 
  A 
  A 
  C 
  C 
  C 
  E 
  E 
  E 
  G 
  G 
  G 
  I 
  I 
  I 
  K 
  K 
  K 
  M 
  M 
  M 
  cavalier/paladin 
  B 
  B 
  D 
  D 
  F 
  F 
  H 
  H 
  J 
  J 
  L 
  L 
  N 
  N 
  P 
  P 
  R 
  R 
  R 
  R 
  R 
  cleric/druid/mystic 
  A 
  A 
  A 
  D 
  D 
  D 
  F 
  F 
  F 
  H 
  H 
  H 
  J 
  J 
  J 
  L 
  L 
  L 
  M 
  M 
  M 
  fighter/barbarian/paladin 
  B 
  C 
  D 
  E 
  F 
  G 
  H 
  I 
  J 
  K 
  L 
  M 
  N 
  O 
  P 
  Q 
  R 
  R 
  R 
  R 
  R 
  mage/illusionist/savant 
  A 
  A 
  A 
  A 
  A 
  C 
  C 
  C 
  C 
  C 
  F 
  F 
  F 
  F 
  F 
  I 
  I 
  I 
  I 
  I 
  J 
  thief/acrobat/mountebank 
  A 
  A 
  A 
  A 
  C 
  C 
  C 
  C 
  F 
  F 
  F 
  F 
  H 
  H 
  H 
  H 
  J 
  J 
  J 
  J 
  L 
  commoner 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
   
  TABLE 75: "TO HIT" DETERMINATION 
   
   
  Attack Column 
   
   
  A 
  B 
  C 
  D 
  E 
  F 
  G 
  H 
  I 
  J 
  K 
  L 
  M 
  N 
  O 
  P 
  Q 
  R 
  -10 
  26 
  25 
  24 
  23 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  -9 
  25 
  24 
  23 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  -8 
  24 
  23 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  -7 
  23 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  -6 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  -5 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  -4 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  -3 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  -2 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  -1 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  0 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  1 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  3 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  4 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  5 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  6 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  7 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  8 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  -4 
  9 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  Target Armor Class 
  10 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
   
  How to Use These Tables:  
   
  First, use the Attack Column Determination Table and determine which 
  lettered column applies. For instance, if your character is a 9th-level thief, 
  you would use column F. Then, look on the appropriate column on Table 75: 
  "To Hit" Determination to find your “to hit” number. That is the number you 
  must roll or more on a d20 in order to hit the target (applying the 
  appropriate modifiers, of course). 
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
   
   
   
  39 
  What’s a “Commoner”? 
   
  A commoner is just what the name implies: a normal person (farmer, 
  innkeeper, etc.) who is attacking someone else in combat. It is not, strictly 
  speaking, a class unto itself, but rather encompasses all of those teeming 
  multitudes that do not belong to any character class. If needed, a commoner 
  has 1d6 hit points.  
   
  Missile Combat 
   
  Missile combat refers to fighting with those weapons that are either hurled 
  (such as a rock, dagger, javelin, etc.) or fired (such as an arrow, bolt, etc.). 
  The target can be in or out of melee, and may be partially protected behind 
  cover.  
   
  Range 
   
  Any missile weapon fired or thrown at medium range gets a -1 penalty “to 
  hit”. Firing a missile at long range receives a -2 penalty “to hit”. There is no 
  penalty for firing at short range.  
   
  Hiding Behind Cover 
   
  Sometimes targets of missile fire will be behind cover (crouching behind a 
  wall, firing from an arrow-slit, etc.). In such situations, the game master 
  should determine how much cover exists, and then have the attacker roll 
  percentile dice. If the attacker’s roll is higher than the defender’s percentage 
  of cover, then the attacker can roll to hit normally. Otherwise, the missile 
  strikes the cover and has no chance of hitting the defender. 
   
  If a character fires at another who is not in melee or behind cover, then his 
  player should roll 1d20 “to hit” and apply any applicable bonuses. The 
  game master should then inform the player whether or not the shot hit. If it 
  did, the player rolls damage and informs the game master of the total.  
   
  Firing into Melee 
   
  If the character is firing at a target that is in melee, the process is a little more 
  complicated. Because melee combatants are considered to be fighting in 
  close quarters, dodging, maneuvering, and so on, there is a chance that the 
  missile intended for an enemy might hit a friend instead.  
   
  Divide the combatants in the melee into two sides: friend and foe. Tally up 
  the numbers of each, counting small creatures as 1, man-sized creatures as 
  2, and large creatures as 3. By comparing the two totals, you will arrive at a 
  percentage that a given missile will hit one side or the other. Table 76 below 
  gives the exact chance that a friend will be hit in such a situation. Note that 
  these are not automatic hits; a “to hit” roll is required once a target has been 
  determined.  
   
  An exception should be made for very large creatures such as giants and 
  dragons, when they are in melee against man-sized or smaller creatures. In 
  such circumstances, it can be assumed that archers and the like can aim at 
  the larger creatures and have no chance of hitting their smaller opponents.  
   
   
  TABLE 76: CHANCE OF HITTING A FRIEND WHEN FIRING INTO MELEE 
   
   
  Number of Friendlies (by Size: S=1, M=2, L=3) 
   
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  1 
  50% 
  67% 
  75% 
  80% 
  83% 
  86% 
  88% 
  89% 
  90% 
  91% 
  92% 
  92% 
  93% 
  93% 
  94% 
  94% 
  94% 
  95% 
  2 
  33% 
  50% 
  60% 
  67% 
  71% 
  75% 
  78% 
  80% 
  82% 
  83% 
  85% 
  86% 
  87% 
  88% 
  88% 
  89% 
  89% 
  90% 
  3 
  25% 
  40% 
  50% 
  57% 
  63% 
  67% 
  70% 
  73% 
  75% 
  77% 
  79% 
  80% 
  81% 
  82% 
  83% 
  84% 
  85% 
  86% 
  4 
  20% 
  33% 
  43% 
  50% 
  56% 
  60% 
  64% 
  67% 
  69% 
  71% 
  73% 
  75% 
  76% 
  78% 
  79% 
  80% 
  81% 
  82% 
  5 
  17% 
  29% 
  38% 
  44% 
  50% 
  55% 
  58% 
  62% 
  64% 
  67% 
  69% 
  71% 
  72% 
  74% 
  75% 
  76% 
  77% 
  78% 
  6 
  14% 
  25% 
  33% 
  40% 
  45% 
  50% 
  54% 
  57% 
  60% 
  63% 
  65% 
  67% 
  68% 
  70% 
  71% 
  73% 
  74% 
  75% 
  7 
  13% 
  22% 
  30% 
  36% 
  42% 
  46% 
  50% 
  53% 
  56% 
  59% 
  61% 
  63% 
  65% 
  67% 
  68% 
  70% 
  71% 
  72% 
  8 
  11% 
  20% 
  27% 
  33% 
  38% 
  43% 
  47% 
  50% 
  53% 
  56% 
  58% 
  60% 
  62% 
  64% 
  65% 
  67% 
  68% 
  69% 
  9 
  10% 
  18% 
  25% 
  31% 
  36% 
  40% 
  44% 
  47% 
  50% 
  53% 
  55% 
  57% 
  59% 
  61% 
  63% 
  64% 
  65% 
  67% 
  10 
  9% 
  17% 
  23% 
  29% 
  33% 
  38% 
  41% 
  44% 
  47% 
  50% 
  52% 
  55% 
  57% 
  58% 
  60% 
  62% 
  63% 
  64% 
  11 
  8% 
  15% 
  21% 
  27% 
  31% 
  35% 
  39% 
  42% 
  45% 
  48% 
  50% 
  52% 
  54% 
  56% 
  58% 
  59% 
  61% 
  62% 
  12 
  8% 
  14% 
  20% 
  25% 
  29% 
  33% 
  37% 
  40% 
  43% 
  45% 
  48% 
  50% 
  52% 
  54% 
  56% 
  57% 
  59% 
  60% 
  13 
  7% 
  13% 
  19% 
  24% 
  28% 
  32% 
  35% 
  38% 
  41% 
  43% 
  46% 
  48% 
  50% 
  52% 
  54% 
  55% 
  57% 
  58% 
  14 
  7% 
  13% 
  18% 
  22% 
  26% 
  30% 
  33% 
  36% 
  39% 
  42% 
  44% 
  46% 
  48% 
  50% 
  52% 
  53% 
  55% 
  56% 
  15 
  6% 
  12% 
  17% 
  21% 
  25% 
  29% 
  32% 
  35% 
  38% 
  40% 
  42% 
  44% 
  46% 
  48% 
  50% 
  52% 
  53% 
  55% 
  16 
  6% 
  11% 
  16% 
  20% 
  24% 
  27% 
  30% 
  33% 
  36% 
  38% 
  41% 
  43% 
  45% 
  47% 
  48% 
  50% 
  52% 
  53% 
  17 
  6% 
  11% 
  15% 
  19% 
  23% 
  26% 
  29% 
  32% 
  35% 
  37% 
  39% 
  41% 
  43% 
  45% 
  47% 
  48% 
  50% 
  51% 
  Number of Enemies (by Size: S=1, M=2, L=3) 
  18 
  5% 
  10% 
  14% 
  18% 
  22% 
  25% 
  28% 
  31% 
  33% 
  36% 
  38% 
  40% 
  42% 
  44% 
  45% 
  47% 
  49% 
  50% 
   
  For example, four orcs and an ogre are in melee with two halflings and two 
  humans. An orcish archer attempts to fire into the melee. There are 4 M-sized 
  orcs (=8) plus 1 L-sized ogre (=3), for a total of 11. There are 2 S-sized 
  halflings (=2) plus 2 M-sized humans (=4), for a total of 6. Cross-checking 11 
  friendlies (to the orcish archer, anyway) and 6 enemies, there is a 65% 
  chance that the bowman hits one of his companions. Not the smartest 
  maneuver, but orcs are not generally known for their intellectual prowess.  
   
  Unarmed Combat 
   
  Perhaps it is a barroom brawl, perhaps the character has been relieved of 
  his weapons and is attempting a daring prison break; sometimes, a 
  character will want to engage in combat without a weapon.  
   
  
  Combat 
  40 
  There are three kinds of hand-to-hand combat: pummeling (punching, 
  kicking, etc.), overbearing (trying to knock down someone), and grappling 
  (trying to grab someone). Initiative works normally, with the person engaging 
  in hand-to-hand combat having an effective weapon speed of 0. If an 
  unarmed character attempts to attack an armed character, the unarmed 
  person suffers an initiative penalty of +1.  
   
  In addition to any other modifiers, any character attempting hand-to-hand 
  combat against a creature of different size gets a modifier “to hit”: 
   
  TABLE 77: HAND-TO-HAND SIZE “TO HIT” MODIFIERS 
   
   
  Defender Size 
   
   
  Small 
  Medium 
  Large 
  Small 
  0 
  -2 
  -4 
  Medium 
  +2 
  0 
  -2 
  Attacker 
  Size 
  Large 
  +4 
  +2 
  0 
   
  Damage Done in Unarmed Combat 
   
  Note that damage done by pummeling, overbearing, and grappling is 
  special. If the opponent is brought to 0 or fewer hit points, he falls 
  unconscious for a number of minutes equal to 20 minus his constitution score 
  (although he can be revived sooner by use of smelling salts, cold water in the 
  face, etc.). Once he revives, all damage inflicted by hand-to-hand combat 
  will be healed except for 1d4 hit points; treat these as normal damage that 
  heals at the standard rate. Under normal circumstances, it is not possible to 
  kill someone in this way (although once they are unconscious, it is certainly 
  possible to slay them). If the target falls unconscious and his hit points drop 
  from positive h.p. to -10 h.p. in a single round, he dies as a result of his 
  injuries.  
   
  If the victim does not pass out, the damage inflicted begins to heal after the 
  end of the combat, and takes 20 minutes minus his constitution score to be 
  completely healed, except for 1d4 hit points. “The end of combat” for this 
  purpose is defined as any consecutive 5-minute period in which the character 
  is neither attacked, makes an attack (including casting spells), or runs.  
   
  Pummeling 
   
  Pummeling involves punching and kicking with the intention of dealing 
  damage to the target. Your character can pummel someone who is in melee 
  or prone (kicking is pummeling, too). Bear in mind that someone with a 
  weapon can still attack your character with it, even though he’s pummeling 
  them. Roll “to hit” as normal, with the following modifiers due to armor type 
  (not armor class!): 
   
  TABLE 78: PUMMELING/GRAPPLING MODIFIERS 
  Armor Type 
  Modifier “To Hit” 
  Cuirass (Leather), Furs 
  -1 
  Cuirass (Steel), Gambeson, Lamellar (Leather), 
  Brigandine, scale (Leather) 
  -2 
  Lamellar (Steel), Ring, Scale (Steel) 
  -3 
  Mail 
  -4 
  Plated Mail 
  -8 
  Plate 
  -10 
  Jousting Plate 
  -12 
   
  A successful hit deals 1d4 damage, with the appropriate bonuses for 
  strength.  
   
  Overbearing 
   
  Overbearing involves attempting to knock over the target (making him 
  “prone”), but not necessarily trying to do any damage (that can come later). 
  Your character can’t overbear someone who is already prone; to keep an 
  enemy prone, he must successfully grapple. Roll “to hit” as normal, with the 
  following modifiers due to the strength of the attacker and the defender: 
   
  TABLE 79: OVERBEARING/GRAPPLING MODIFIERS 
  Attacker’s Strength Minus 
  Defender’s Strength 
  Modifier “To Hit” 
  -6 or less 
  -10 
  -3 to -5 
  -6 
  -1 to -2 
  -2 
  0 
  0 
  1 to 2 
  +2 
  3 to 5 
  +6 
  6 or greater 
  +10 
   
  If the hit succeeds, the defender has been knocked prone, and remains so for 
  the rest of the round and the beginning of the next round (with a 50% chance 
  of dropping any objects held, such as a wand, sword, etc.). If your character 
  successfully hits with 4 or more points to spare, the enemy is prone but your 
  character is not (unless you choose to be). The defender also suffers 1-2 h.p. 
  of damage, plus strength bonus (if any).  
   
  A character who is knocked prone can only pummel, grapple, or attempt to 
  stand up, does not gain any armor class bonus for dexterity, and those 
  attacking him who are not prone get a +4 bonus “to hit.” If he is successfully 
  overborne again, or grappled, he remains prone. Otherwise, he gets up, but 
  has lost his action for that round.  
   
  Grappling 
   
  Grappling involves wrestling, holding, pinning, etc. You can grapple 
  someone when they are prone (though you must be prone yourself) or in 
  melee. Of course, when attempting to grapple someone, they are able to 
  attack you with a weapon, if they have one. Roll “to hit” as normal, and 
  apply both the pummeling modifiers for armor type (Table 78, above) and 
  the overbearing modifiers for strength (Table 79, above). If the defender is 
  already pinned (see below), the attacker gets a bonus of +3 “to hit.” 
   
  If the hit succeeds, the attacker “pins” the defender, wrapping his arms 
  and/or legs around him and successfully preventing him from rising (if 
  prone), pummeling, or attacking with a weapon. The defender also takes 1-2 
  hit points of damage, plus strength bonus. The pinned character must 
  succeed at a grappling attack in order to become unpinned. If the pinning 
  character fails to successfully pin in the next or subsequent rounds, the 
  pinned character is automatically free.  
   
  Unarmed Combat with Non-Humanoid Creatures 
   
  Inevitably, some player character will want to pummel a manticore or attempt 
  to overbear a camel. The game master should always let common sense 
  prevail in such cases, granting the manticore the equivalent of banded mail 
  for its tough hide, or giving the camel a bonus due to its size, strength, and 
  multiple legs (-2 for an attacker “to hit” for every pair of legs beyond the 
  first). You should usually err on the side of allowing the player characters to 
  do the unexpected (as opposed to simply saying “you can’t do that”), but 
  that doesn’t mean you have to make it easy for them to succeed.  
   
  Saving Throws 
   
  There are many instances in which you will be told to roll a “saving throw.” 
  This represents a last-ditch escape from near-certain doom: the venom being 
  washed out by a bleeding wound, dodging to one side to avoid the dragon’s 
  breath, shaking off the effect evil wizard’s spell on your mind, and so on. The 
  game master has tables that indicate just what numbers you need to roll (on 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  41 
  a d20) in order to successfully “make a save.” Sometimes that means that 
  whatever you’re saving against had no effect, or half effect, or something 
  similar. In any event, you want to roll high.  
   
  Hit Points 
   
  Hit points represent not only the physical toughness of your character, but 
  also represent an abstract quality of skill and luck that allows the character to 
  avoid physical damage in the first place. The more hit points your character 
  has, the longer he can last in battle. Monsters and non-player characters also 
  have hit points, as determined by the game master.  
   
  Hit points are determined by rolling dice of the appropriate type. The number 
  of dice you roll depends on your character’s “hit dice.” Generally speaking, 
  you get 1 hit die for every level your character has reached. So, for example, 
  a fifth-level cleric would have 5 hit dice. Monsters also have hit dice; 
  generally speaking, the more hit dice it has, the harder a monster will be to 
  kill.  
   
  Your character’s class determines the type of die you roll. Mountebanks roll a 
  d8, savants roll a d4, etc. The type of die you roll is listed in the section on 
  character classes. Every time you earn enough experience points to go up 
  another level, you get to roll another hit die and add the roll to your total. 
  Monsters also have different types of hit dice, depending on whether they 
  are physically imposing brutes (like giants) or less physical creatures (such as 
  a goblin shaman).  
   
  Every character begins the game with the maximum number of hit points 
  (h.p.) for his character, including any adjustments for his constitution score. 
  For instance, a bard with a constitution of 12 begins the game with 6 hit 
  points (6 for his class, and no constitution bonus). A savant with a 
  constitution of 15 begins the game with 5 h.p. (4 for his class, plus 1 for his 
  constitution bonus). 
   
  Damage 
   
  Hit points can be temporarily lost in combat, or sometimes in other 
  circumstances (falling into a pit, for example). They can be regained by 
  resting, by the application of first aid, or by magical healing. Your character 
  can never regain more hit points through healing than he originally had. 
   
  If your character is reduced to 0 h.p., he falls unconscious (if he’s alone, it’s 
  a fair bet he will then be either killed or captured). If your character is 
  reduced to -1 h.p. or lower, he is not only unconscious but loses 1 h.p. per 
  minute due to bleeding and shock. If someone binds the wounds of a 
  bleeding character, he will be brought to 1 h.p. Until and unless he is 
  brought to half his normal hit points (usually through magical healing), he 
  suffers the following restrictions. 
   
   
  Unable to cast spells 
   
  Move at half speed 
   
  Attack with a -4 penalty 
   
  Perform all class abilities (verbal patter, thieving skills, etc.) with a 
  -20% penalty 
   
  Binding wounds takes 10 minutes and presumes the presence of bandages. 
  Once the process of binding wounds begins, bleeding stops; the person 
  being bandaged does not continue to bleed during the wound-binding 
  process.  
   
  Characters that reach -6 or fewer h.p. may be scarred or maimed because of 
  their wounds, at the discretion of the game master. A 10% chance per point 
  of damage past -6 is suggested (so there is a 10% chance of being scarred 
  at -7 hit points, 20% at -8, etc.). 
  If a character reaches -10 h.p., he dies. Magical healing no longer has any 
  effect. Spells such as resurrection, reincarnate, or raise dead must be 
  employed. 
   
  Healing 
   
  Characters restore hit points by resting at the rate of 1/day. After seven days 
  of such rest, characters heal at the rate of 5 h.p. per day of rest. Such rest 
  can include no exertion on the part of the character beyond slow walking. 
  Magical healing can, of course, be combined with conventional rest to 
  regain hit points at a quicker pace. Even magical healing can never cause a 
  character to get more hit points than he originally had (with the exception of 
  certain spells or magic items that explicitly state that they give temporary 
  extra hit points to characters).  
   
  Note that cavaliers of good alignment have slightly different rules when it 
  comes to damage in combat and healing, as described above.  
   
  Falling Damage 
   
  Characters falling (e.g., dropped by a dragon, fallen down a covered pit 
  trap, jumped off a cliff, etc.) suffer 1d6 hit points of damage for every 10’ 
  fallen, up to a distance of 50’. After that, the dice are added cumulatively; 
  5d6 for a 50’ drop, but 7d6 for a 60’ drop, 10d6 for a 70’ drop, 14d6 for 
  an 80’ drop, and 19d6 for a 90’ drop, up to a maximum of 25d6 for a 
  100’ drop. Those falling onto specially hazardous surfaces (for example, 
  sharpened spikes at the bottom of a pit trap) should make a saving throw vs. 
  petrification or sustain some sort of additional penalty (usually extra 
  damage), as determined by the game master. 
   
  Characters falling (or jumping) into water that is at least 10’ deep take no 
  damage for the first 20’ of the fall. Those characters with the swimming skill 
  can dive up to 40’ into water and take no damage. If the dive is more than 
  40’ in height, they must make a skill check (with a -1 penalty for every 10’ 
  past 40’), or else take damage from the “fall”, not counting the first 40’.  
   
  Gaze Attacks 
   
  Many creatures (such as basilisks, medusae, etc.) can attack using their very 
  gaze. There are two separate conditions under which one can fight such a 
  creature: when one is surprised, and when one knows it’s there. 
   
  When surprised, there is a chance that a victim simply meets the gaze of the 
  creature and is affected by the attack. The chance of meeting the monster’s 
  gaze is equal to the number of segments’ worth of initiative penalty the 
  character receives, times 10%. For example, if a character encounters a 
  medusa and is surprised, it results in a 6-segment initiative penalty. There is a 
  60% chance that the character met the creature’s gaze and must make a 
  saving throw or be turned to stone. If the character does not meet the gaze 
  immediately due to surprise, the encounter proceeds normally. 
   
  If the character is simply looking at the creature, but is not in melee, there is 
  a 50% chance he meets the creature’s gaze inadvertently. 
   
  If in combat, the character can attack normally or purposefully avoid the 
  gaze of the creature. If he chooses to attack, there is a 30% chance that he 
  meets the creature’s gaze and must make a saving throw or be affected. If he 
  chooses to actively avoid the gaze, there is a 10% chance that he meets its 
  gaze, but he suffers a -4 penalty on all “to hit” rolls against it. 
   
  If the creature initiating the gaze attack is man-sized or greater size, the 
  chance that an enemy will meet its gaze is decreased by 10%. If the gazing 
  creature is of small size, the chance is decreased by 20%.  
  
  Combat 
  42 
  Note that all of this presupposes that the character is within the range of the 
  creature’s gaze attack. 
   
   
   
  Special Conditions 
   
  Prone: A prone character can only pummel, grapple, or attempt to stand 
  up. He does not gain any armor class bonus for dexterity, and those 
  attacking him get a +4 bonus “to hit” (as long as they are not prone 
  themselves). If he is successfully overborne again, or grappled, he remains 
  prone. Otherwise, he gets up, but loses his action for that round.  
   
  Pinned: A pinned character must succeed at a grappling attack in order to 
  become unpinned. If the pinning character fails to successfully pin in the next 
  or subsequent rounds, the pinned character is automatically free. He cannot 
  otherwise maneuver or attack until he is unpinned. 
   
  Stunned: Creatures who are stunned cannot attack or cast spells, and those 
  attacking them get a +4 bonus “to hit.”  
   
  Unconscious/Sleeping: Unconscious or sleeping creatures can be killed 
  at a rate of one per segment, assuming the would-be slayers have some sort 
  of effective weapon with which to do so. A character who is (non-magically) 
  sleeping is entitled to a saving throw vs. petrification to awaken at the last 
  minute and avoid instant death.  
   
  Mounted: Characters mounted in melee get a +2 bonus “to hit” vs. those 
  who are not. Creatures on foot attacking mounted characters in melee get a  
  -2 penalty “to hit.”  
   
  Blind: A blinded character (whether blindfolded, in the area of a continual 
  darkness spell, or simply deep underground without benefit of a torch) incurs 
  a -4 penalty on all ‘to hit” rolls, saving throws, and damage rolls, as well as 
  a +4 penalty to his armor class. If he rolls a modified 0 or less “to hit”, he 
  hits some other random object in his weapon’s range (the game master 
  should determine randomly whether he strikes a friend or foe).  
   
  Darkness: In complete darkness, characters without benefit of either 
  infravision or ultravision fight as if they are blind (see above). In near-total 
  darkness, or other circumstances where the foe can be seen only as a vague 
  outline against the background, attackers get a -2 penalty “to hit.”  
   
  Morale 
   
  Certain creatures, such as trolls and ghouls, are entirely fearless and fight 
  savagely to the death. Most enemies, however, break and scatter into the 
  depths of a dungeon or twisted paths of a forest when faced with a stern foe 
  (perhaps to regroup and set up ambushes, spread word of the invaders to 
  their comrades, and generally live to fight another day). Player characters, as 
  well as leader-type non-player characters, never have to make an actual roll 
  for morale without some sort of magical reason; their hirelings, henchmen, 
  and minions certainly will.  
   
  Check morale in rounds where the following conditions occur (only check 
  once per condition, except for the last, which can apply in every round in 
  which it is true): 
   
   
  25% of friendly force is eliminated from the battle 
   
  50% of friendly force is eliminated from the battle 
   
  Leader is incapacitated 
   
  Leader is slain or flees 
   
  The enemy force is approximately twice as powerful as the 
  friendly force (or more) 
   
  When a morale check is indicated, roll a d20 for each creature (or groups of 
  creatures, as appropriate) and apply the following modifiers: 
   
  TABLE 80: MORALE CHECK MODIFIERS 
  Condition 
  Morale Check Modifier 
  25% of friendly force eliminated 
  -1 
  Leader incapacitated 
  -2 
  50% of friendly force eliminated 
  -3 
  Taking casualties without inflicting any 
  -4 
  Leader slain or flees 
  -6 
  Charisma (highest on friendly side, or 
  personal employer) 
  See ability score description 
  Per level/hit die above 1st 
  +1 
  Inflicting casualties without taking any 
  +4 
   
  A result of 10 or less indicates a failed morale check. When that happens, 
  roll on the following table to see how they react (creatures of lawful 
  alignment get a -5 modifier on this table).  
   
  TABLE 81: FAILED MORALE CHECK RESULTS 
  Die Roll (d20) 
  Result 
  01-03 
  Well-formed fighting retreat 
  04-06 
  General retreat 
  07-10 
  Retreat in disarray 
  11-20 
  Surrender* 
   
  * Unintelligent creatures do not surrender; they simply retreat. Note that 
  intelligent creatures, in a situation where surrender is obviously untenable 
  (such as when fighting against trolls or ghouls or unintelligent creatures), 
  retreat rather than surrender.  
   
  It should be stressed that the game master should not ignore 
  the morale rules! If every creature encountered fights to the death, not 
  only does it render the game more than a little unrealistic (which is itself a 
  relative term in a game that features dragons, animated skeletons, and 
  fireballs), but it also means the player characters are going to suffer a lot 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  43 
  more damage in each combat and won’t have to deal with the logistical 
  challenge of handling prisoners.  
   
  Creatures Harmed Only by Enchanted 
  Weapons 
   
  Some creatures have the unique defensive power that they can only be 
  harmed by certain types of weapons, in particular those which are silver or 
  have an enchantment of +1 or better.  
   
  When such creatures are in combat with other monsters, however, some 
  accommodation must be made, or else such creatures would be completely 
  invulnerable. Therefore, creatures with sufficient hit dice may wound 
  creatures that are normally wounded only by enchanted weapons, as 
  follows: 
   
  Creature is Wounded by… 
  May be Wounded by… 
  +1 or better weapon 
  4d10, 5d8, or 6d4 HD creatures 
  +2 or better weapon 
  5d10, 6d8, or 7d4 HD creatures 
  +3 or better weapon 
  6d10, 7d8, or 8d4 HD creatures 
  +4 or better weapon 
  7d10, 8d8, or 9d4 HD creatures 
  +5 or better weapon 
  8d10, 9d8, or 10d4 creatures 
   
  It should be stressed that the above does not apply to characters, whether 
  PCs or NPCs, in any way. Barbarians, however, have their own rule 
  regarding creatures that are normally struck by enchanted weapons, to make 
  up for their own lack of the same.  
   
  Critical Hits (Optional Rule) 
   
  Many gaming groups like the idea that some hits in battle do more than 
  normal damage. If your game master so chooses, he may institute a critical 
  hit rule in his game. Note that the decision to include such a rule is his alone; 
  individual players cannot simply decide that they will be playing with critical 
  hits when the rest of the game universe does not make allowances for them.  
   
  Critical hits represent the lucky or exceptionally skillful blow. They are the 
  dagger finding the sweet spot between two pieces of plate armor and 
  sinking in to the hilt. They are the arrow piercing the unprotected patch on 
  the dragon’s breast. They will, regardless of the particular system used, make 
  the game deadlier, as a single hit in combat inflicts more damage. For this 
  reason, it is imperative that critical hit rules, if used, be applied equally to 
  monsters as well as player characters. Otherwise, they tend to imbalance the 
  game in favor of the PCs, losing some of the dramatic tension of real threats 
  to the player characters’ lives. 
   
  There are numerous ways to include critical hits. The following are offered as 
  being not so dangerous as to completely unbalance the game, while at the 
  same time allowing for the occasional “great shot.” The following critical hit 
  rules are not mutually exclusive.  
   
  Critical Hit Method A: Double on 20 
   
  If a character or monster rolls a “natural 20” while attacking (whether melee, 
  hand-to-hand, or missile attack), that attack causes double damage. A 
  “natural 20” means that the number 20 actually appears on the die, without 
  any sort of modifiers.  
   
  Critical Hit Method B: Follow Through Damage 
   
  If a combatant’s damage roll on any given hit is the maximum possible for 
  that attack, he rolls again, adding this “follow through” damage to the first 
  die roll. If the maximum is rolled again, more “follow through” damage is 
  rolled, and so on. Note that no matter how many times the die ends up 
  getting rolled for damage, the combatant’s damage modifiers (for strength, 
  magic, etc.) are only applied once.  
   
  Critical Hit Method C: Carry-Over Damage 
   
  If a character is in melee with more than one opponent, and manages to kill 
  one of them, he may immediately “carry over” any remaining damage from 
  the now-dead opponent to another adjacent one, as long as it is in range of 
  his weapon.  
   
  Fumbles (Optional Rule) 
   
  Much like critical hits, many gaming groups feel that “fumbles” give the 
  game a little more fun and flavor. Some groups eschew fumbles on the basis 
  that they aren’t very “heroic” and only serve to lengthen combat to no good 
  purpose. The same caveats apply to fumbles as to critical hits; such rules 
  work best when applied equally to player characters, NPCs, and monsters.  
   
  Fumble Method A: Flub on a 1 
   
  If a combatant rolls a “natural 1” while attacking (whether melee, hand-to-
  hand, or missile attack), that attack deals the minimum amount of damage 
  possible (if it hits). The character must also roll 1d20 again; if the result is 
  another natural 1, he drops his weapon (if any).  
   
  Fumble Method B: Off-Balance 
   
  If a combatant rolls the minimum possible damage for a hit, he does the 
  damage indicated, but has thrown himself off-balance and suffers a +3 
  penalty to his initiative roll for the next round.  
   
  Weapon Adjustments vs. Armor Type 
   
  Game masters desiring a little more verisimilitude in combat may wish to 
  include weapon adjustments vs. specific types of armor. Certain weapons 
  are simply more effective against certain types of armor (or lack thereof), and 
  naturally some weapons are likewise not as effective. In many cases, 
  weapons (particularly pole-arms) were specifically designed to be “can 
  openers”, and are more effective against heavily-armored opponents. Thus, 
  including such adjustments adds a certain level of historical accuracy and 
  provides justification for choosing certain otherwise obscure weapons. 
  However, if these adjustments are used when player characters are 
  attacking, they must also be used for their opponents, in the interests of both 
  fairness and game balance. 
   
  Note that these adjustments have no impact on creatures that do not normally 
  wear armor; they only affect the “to hit” rolls of specific weapons against 
  targets wearing the armor indicated. 
   
  
  Combat 
  44 
  TABLE 82: WEAPON ADJUSTMENTS VS. ARMOR TYPE 
   
  Defender’s Armor Type 
  Attacker’s Weapon 
  Jousting 
  Plate 
   Plate 
  Plated 
  Mail 
  Mail 
  Scale / 
  Cuirass 
  (steel) 
  Ring, 
  Brigandine, 
  Lamellar 
  (steel) 
  Furs, Gambeson, 
  Cuirass / Lamellar 
  / Scale (leather) 
  Shield 
  only 
  None, 
  helmet 
  only 
  Aklys (hurled) 
  -7 
  -5 
  -4 
  -3 
  -2 
  -1 
  0 
  0 
  0 
  Aklys (melee) 
  -6 
  -4 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  +1 
  Axe, Battle 
  -4 
  -2 
  -1 
  -1 
  0 
  0 
  +1 
  +1 
  +2 
  Axe, Hand 
  -4 
  -2 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  +1 
  Axe, Throwing 
  -5 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  0 
  +1 
  Bardiche 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  +2 
  +2 
  +3 
  Bec de Corbin 
  +2 
  +2 
  +2 
  0 
  0 
  0 
  0 
  0 
  -1 
  Bill-guisarme 
  0 
  0 
  0 
  0 
  0 
  0 
  +1 
  0 
  0 
  Blowgun 
  -12 
  -8 
  -6 
  -4 
  -2 
  -1 
  -1 
  +1 
  +2 
  Bow, Composite, Long 
  -3 
  -1 
  0 
  0 
  +1 
  +2 
  +2 
  +3 
  +3 
  Bow, Composite, Short 
  -4 
  -3 
  -1 
  0 
  +1 
  +2 
  +2 
  +2 
  +3 
  Bow, Long 
  -1 
  0 
  0 
  +1 
  +2 
  +3 
  +3 
  +3 
  +3 
  Bow, Short 
  -6 
  -4 
  -1 
  0 
  0 
  +1 
  +2 
  +2 
  +2 
  Buckler, Spiked 
  -7 
  -6 
  -4 
  -3 
  -2 
  -1 
  0 
  0 
  +2 
  Caltrop 
  -7 
  -5 
  -4 
  -3 
  -2 
  -1 
  0 
  +1 
  +2 
  Club (hurled) 
  -8 
  -5 
  -3 
  -2 
  -1 
  -1 
  -1 
  0 
  0 
  Club (melee) 
  -6 
  -4 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  +1 
  Crossbow, Hand 
  -4 
  -1 
  0 
  0 
  0 
  +1 
  +2 
  +2 
  +3 
  Crossbow, Light 
  -2 
  -1 
  0 
  0 
  +1 
  +2 
  +3 
  +3 
  +3 
  Crossbow, Heavy 
  -1 
  0 
  +1 
  +2 
  +3 
  +3 
  +4 
  +4 
  +4 
  Crossbow, Repeating 
  -2 
  -1 
  0 
  0 
  +1 
  +2 
  +3 
  +3 
  +3 
  Crossbow, Underwater 
  -2 
  -1 
  0 
  +1 
  +2 
  +2 
  +3 
  +3 
  +3 
  Dagger (hurled) 
  -6 
  -4 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  +1 
  Dagger (melee) 
  -4 
  -3 
  -2 
  -2 
  0 
  0 
  +1 
  +1 
  +3 
  Dart 
  -6 
  -4 
  -3 
  -2 
  -1 
  0 
  +1 
  0 
  +1 
  Falchion 
  -2 
  -1 
  0 
  +1 
  +1 
  +1 
  +1 
  0 
  0 
  Fauchard 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  0 
  +1 
  +1 
  Fauchard-fork 
  -2 
  -1 
  -1 
  0 
  0 
  0 
  +1 
  0 
  +1 
  Flail, Footman’s 
  +3 
  +2 
  +1 
  +2 
  +1 
  +1 
  +1 
  +1 
  -1 
  Flail, Horseman’s 
  0 
  0 
  0 
  0 
  0 
  +1 
  +1 
  +1 
  0 
  Garrote 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Glaive 
  -2 
  -1 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Glaive-guisarme 
  -2 
  -1 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Guisarme 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  0 
  -1 
  -1 
  Guisarme-voulge 
  -2 
  -1 
  0 
  +1 
  +1 
  +1 
  0 
  0 
  0 
  Halberd 
  +1 
  +1 
  +1 
  +2 
  +2 
  +2 
  +1 
  +1 
  0 
  Hammer (hurled) 
  -3 
  -1 
  0 
  0 
  0 
  0 
  0 
  0 
  +1 
  Hammer (melee) 
  0 
  +1 
  0 
  +1 
  0 
  0 
  0 
  0 
  0 
  Harpoon 
  -5 
  -3 
  -2 
  -1 
  0 
  0 
  0 
  0 
  +1 
  Hook Fauchard 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  0 
  0 
  -1 
  Improvised Weapon (hurled) 
  -8 
  -5 
  -3 
  -2 
  -1 
  -1 
  -1 
  0 
  0 
  Improvised Weapon (melee) 
  -6 
  -4 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  +1 
  Javelin 
  -6 
  -4 
  -3 
  -2 
  -1 
  0 
  +1 
  0 
  +1 
  Javelin-thrower 
  -5 
  -3 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  +2 
  Khopesh 
  -6 
  -4 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  +2 
  Knife (hurled) 
  -7 
  -5 
  -4 
  -3 
  -2 
  -1 
  0 
  0 
  +1 
  Knife (melee) 
  -5 
  -4 
  -3 
  -2 
  -1 
  0 
  +1 
  +1 
  +3 
  Lance, Light 
  -3 
  -2 
  -1 
  0 
  0 
  0 
  0 
  0 
  0 
  Lance, Medium 
  0 
  +1 
  +1 
  +1 
  +1 
  0 
  0 
  0 
  0 
  Lance, Heavy 
  +4 
  +3 
  +2 
  +2 
  +2 
  +1 
  +1 
  0 
  0 
  Lasso 
  +8 
  +6 
  +5 
  +4 
  +3 
  +2 
  +1 
  0 
  -1 
  Lucern Hammer 
  +1 
  +1 
  +2 
  +2 
  +2 
  +1 
  +1 
  0 
  0 
  Mace, Footman’s 
  +2 
  +1 
  0 
  0 
  0 
  0 
  0 
  +1 
  -1 
  Mace, Horseman’s 
  +2 
  +1 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Mace, Two-handed 
  +2 
  +2 
  +1 
  0 
  0 
  0 
  0 
  +2 
  -1 
  Man Catcher 
  0 
  0 
  0 
  0 
  0 
  0 
  -1 
  -2 
  -3 
  Military Fork 
  -3 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  0 
  +1 
  Military Pick 
  +3 
  +2 
  +1 
  +1 
  0 
  -1 
  -1 
  -1 
  -2 
  Morning Star 
  0 
  +1 
  +1 
  +1 
  +1 
  +1 
  +1 
  +2 
  +2 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  45 
   
  Defender’s Armor Type 
  Attacker’s Weapon 
  Jousting 
  Plate 
   Plate 
  Plated 
  Mail 
  Mail 
  Scale / 
  Cuirass 
  (steel) 
  Ring, 
  Brigandine, 
  Lamellar 
  (steel) 
  Furs, Gambeson, 
  Cuirass / Lamellar 
  / Scale (leather) 
  Shield 
  only 
  None, 
  helmet 
  only 
  Partisan 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Pike 
  -1 
  0 
  0 
  0 
  0 
  0 
  0 
  -1 
  -2 
  Pole Axe 
  +1 
  +1 
  +1 
  +2 
  +2 
  +2 
  +1 
  +1 
  0 
  Quarterstaff 
  -8 
  -5 
  -3 
  -1 
  0 
  0 
  +1 
  +1 
  +1 
  Ranseur 
  -3 
  -1 
  -1 
  0 
  0 
  0 
  0 
  0 
  +1 
  Sap 
  -13 
  -10 
  -8 
  -6 
  -5 
  -4 
  -3 
  -2 
  0 
  Scimitar 
  -3 
  -2 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  +3 
  Scythe 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  +2 
  +2 
  +3 
  Sickle 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  0 
  +1 
  +1 
  Slapstick 
  -6 
  -4 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  +1 
  Sling Bullet 
  -3 
  -2 
  -1 
  0 
  0 
  0 
  +2 
  +1 
  +3 
  Sling Stone 
  -6 
  -4 
  -2 
  -1 
  0 
  0 
  +2 
  +1 
  +3 
  Spear (hurled) 
  -4 
  -3 
  -2 
  -2 
  -1 
  0 
  0 
  0 
  0 
  Spear (melee) 
  -2 
  -1 
  -1 
  -1 
  0 
  0 
  0 
  0 
  0 
  Spetum 
  -2 
  -1 
  0 
  0 
  0 
  0 
  0 
  +1 
  +2 
  Spiked Buckler 
  -6 
  -4 
  -3 
  -2 
  -1 
  0 
  0 
  0 
  +2 
  Staff Sling Bullet 
  -4 
  -2 
  -1 
  0 
  0 
  0 
  0 
  0 
  0 
  Staff Sling Stone 
  -5 
  -3 
  -2 
  -1 
  0 
  0 
  0 
  0 
  0 
  Sword, Bastard 
  0 
  0 
  +1 
  +1 
  +1 
  +1 
  +1 
  +1 
  0 
  Sword, Broad 
  -4 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  +1 
  +2 
  Sword, Long 
  -3 
  -1 
  0 
  0 
  0 
  0 
  0 
  +1 
  +2 
  Sword, Short 
  -4 
  -2 
  -1 
  0 
  0 
  0 
  +1 
  0 
  +2 
  Sword, Two-handed 
  +2 
  +2 
  +2 
  +2 
  +3 
  +3 
  +3 
  +1 
  0 
  Trident 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  +1 
  0 
  +1 
  Voulge 
  -2 
  -1 
  0 
  +1 
  +1 
  +1 
  0 
  0 
  0 
  Whip 
  -12 
  -8 
  -6 
  -4 
  -2 
  -1 
  +1 
  0 
  +3 
   
  The rules presented above cover most combat situations that adventurers may 
  find themselves in. In addition, the game master should always remember 
  that he has the liberty to adjudicate any unusual situations “on the fly,” and 
  that it is usually better, especially in a combat situation, to make a snap 
  ruling that may be slightly off from the rules as written, rather than bringing 
  the game to a crashing halt to look up the precise modifier for an unusual 
  situation.  
   
  However, there are two situations that are probably not going to be so 
  frequently encountered, but which nonetheless should be available in case 
  they arise. These are hastiludes, which include such martial games as 
  tournaments and jousting, and hunting.  
   
  Hastiludes 
   
  A hastilude is a “martial game” in which warriors, and especially cavaliers 
  and paladins, practice and demonstrate their martial ability. Despite the use 
  of the term “game,” it can be as deadly as regular combat. It is possible for 
  different sorts of hastiludes to be combined at large festivals and gatherings, 
  often for the express purpose of having a tournament with a joust. Such 
  events are also usually accompanied by feasting and possibly religious or 
  other celebrations, and are sometimes called “round tables.”  
   
  Bear in mind that knighthood is an appointment by some noble or royal 
  personage and is not otherwise dependent on class; fighters and rangers 
  (and, on very rare occasions, other classes) can be knights as well as 
  cavaliers and paladins. All of the special horsemanship and other abilities 
  possessed by the cavalier and paladin classes, however, still apply to all of 
  the situations described below.  
   
  While it is the case that such hastiludes will be more prevalent in regions that 
  are relatively peaceful and free of actual warfare, it is not unknown for such 
  to be held even in the midst of battle itself, with champions from opposing 
  sides responding to a challenge and competing under a flag of truce. Such 
  individuals will almost certainly be praised for their courage in entering into 
  the hand of the enemy simply on a point of honor (i.e., responding to a 
  challenge).  
   
  Tournament 
   
  A tournament is a staged combat between two groups of knights and/or 
  their squires and retainers. Knights and their entourages are divided into two 
  fairly equal sides, each of which is housed together in a “settlement.” The 
  central element of the tournament is a large pitched battle between the two 
  settlements, which is fought mounted with melee weapons, and in which the 
  principal activity is to force knights from the enemy settlement to surrender, 
  after which time a ransom can be demanded for their return. 
   
  The tournament is not intended to be fought to the death, and knights 
  surrender when they reach a suitably low number of hit points. However, it is 
  certainly possible that a wounded knight who suffers a strong blow may well 
  be slain. Such is an accepted hazard of the tournament. 
   
  Ransoms are, as a rule, 100 g.p. per level of the captured knight, plus 100 
  g.p. per social rank. Thus, a 6th-level cavalier of lower-upper class would be 
  worth a ransom of 900 g.p. Being captured is only a minor shame for a 
  knight in a tournament, especially if one’s opponent is demonstrably superior 
  in quality. Failure to pay one’s ransom, on the other hand, is a grave shame, 
  and knights will sell their armor, horses, and other possessions before 
  allowing such a stain on their honor.   
   
  Some lands (particularly those of lawful good inclination) conduct 
  tournaments with blunted weapons. While these would be called bohorts in 
  game terms (see below), they may still be referred to as tournaments.  
   
  
   
  46 
  Bohort 
   
  A bohort is conducted much like a tournament, except it is usually fought with 
  blunted or wooden weapons, making it much more difficult to inflict a fatal 
  injury. Cutting weapons inflict one-quarter damage (round down) and blunt 
  or stabbing weapons inflict one-half damage (ditto).  
   
  Such contests are often (but not exclusively) held among the squires and other 
  retainers, and the participants wear gambesons or leather cuirasses rather 
  than full plate armor. They are sometimes held in conjunction with 
  tournaments, as preliminaries.  
   
  Joust 
   
  A joust is a one-on-one combat between two knights (or, again, their squires 
  and retainers), wherein each gets three blows with a set of agreed-upon 
  weapons. The goal of the joust is to either unseat the opponent, or, failing 
  that, to inflict the most damage without killing him. Typical weapons include 
  the battle axe, sword, and lance (although for a joust the metal tip of the 
  lance is removed, leaving only the blunt wooden tip). As the name indicates, 
  most participants wear jousting plate armor to help defend against the blows. 
   
  The blunted jousting lance does only half damage, but bear in mind the joust 
  is conducted as the opponents charge at one another, so the doubling effect 
  of the charge cancels out the halving effect of the blunted lance.  
   
  Once a jouster loses one quarter of his hit points, he must make a STR check 
  to remain in his saddle. He must check again when he has lost half his total 
  hit points, and once more when he has lost three-quarters. At this point the 
  joust will usually be called for the jouster that inflicted the most damage on 
  his opponent, or postponed, as the idea is not to inflict fatalities but to 
  demonstrate superior mounted combat skills.  
   
  If neither jouster is unseated after three passes with each weapon, the joust is 
  called in favor of the knight who inflicted the most damage.  
   
  Pas d’Armes 
   
  A pas d’armes is an impromptu challenge set forth by a knight or knights. 
  The challenger positions himself at a spot on a road, at a bridge or ford, city 
  gate, or so on, and issues a challenge of single combat to all other knights 
  who pass by. Often, word circulates of the existence of the pas d’armes, 
  attracting knights and their retinues from the surrounding area to test their 
  mettle. A pas d’armes does not usually occur in conjunction with tournaments 
  or other hastiludes.  
   
  As with the tournament, the idea is to fight until one knight or the other 
  surrenders, at which time the usual ransom can be demanded.  However, no 
  special rules regarding blunted weapons are used in the pas d’armes.  
   
  Refusal by a knight to participate is regarded as a great shame, and honor 
  demands that any knight so doing surrender his spurs (or other badge of 
  rank) as a sign of his humiliation.  
   
  Quintain 
   
  A quintain is a target for the lance, to be struck while charging on 
  horseback. Taking turns at striking a quintain often occurs as an attachment 
  to a tournament or bohort, but it is not unknown for some villages to set up 
  permanent quintains against which the local youths and/or nobility try their 
  skill.  
   
  The quintain itself has an armor class between 9 and 1, depending on its 
  size and composition.  
  TABLE 83: QUINTAINS 
  Armor Class 
  Quintain Construction 
  9-7 
  Mannequin 
  6-3 
  Shield or board 
  2-1 
  Ball or ring 
   
  The easiest quintains to hit generally consist of a life-sized mannequin, 
  followed by those consisting of a shield or board. The hardest to hit are small 
  balls or rings; the latter must be pierced through with the lance in order to 
  score.  
   
  Shield or board type quintains are often the most popular as permanent 
  structures, usually fitted with a weight on a cord or chain. If the attacker 
  strikes the shield or board, the weight at the end of the cord swings around 
  and hits the rider on the back of the head as he passes, unless he is quick 
  enough. In game terms, if the attacker scores a hit against the quintain, he 
  must make a successful DEX check. Failure means he is hit by the counter-
  weight and suffers 1d2 h.p. of damage. Cavaliers and paladins may 
  subtract their level from their ability check roll as a bonus, as part of their 
  horsemanship skill.  
   
   
   
  Hunting 
   
  Characters often hunt to supplement purchased rations, whether out of 
  necessity or culinary variety. Often, characters residing at an inn may find 
  free food and lodging if they bring in a brace of ducks or a deer for the 
  benefit of the house.  
   
  Hunting consists of two phases. First, the prey must be located. Second, it 
  must be killed. Hunting takes 1d6 hours, whether it is successful or not.  
   
  TABLE 84: HUNTING - CHANCE OF FINDING PREY 
  Terrain 
  Spring 
  Summer 
  Autumn 
  Winter 
  Plains 
  40% 
  50% 
  50% 
  25% 
  Forest 
  50% 
  50% 
  50% 
  30% 
  Hills 
  40% 
  40% 
  40% 
  25% 
  Mountains 
  30% 
  30% 
  30% 
  15% 
  Desert 
  5% 
  5% 
  5% 
  10% 
  Marsh 
  35% 
  50% 
  50% 
  20% 
   
  In arctic or sub-arctic zones, lower the chances of finding prey by 35% 
  (minimum 5%). In tropical or sub-tropical zones, increase the chance of 
  finding prey by 20% (maximum 50%), except in a desert, which remains 
  unchanged. In addition, subtract 5% per hunter in the party after the first. 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  47 
  Game masters should also be checking for random encounters during this 
  time; the party may be hunting for food, but find a monster instead! 
   
  TABLE 85: HUNTING - PREY ENCOUNTERED 
  Die Roll (d6) 
  Type 
  Number 
  Range 
  (yards) 
  1 
  Bird 
  3d6 
  2d4x10 
  2 
  Bird 
  1d6 
  2d4x10 
  3 
  Animal 
  1d10 
  2d4x10 
  4 
  Animal 
  1d6 
  (1d3+5)x10 
  5 
  Animal 
  1d3 
  (1d3+3)x10 
  6 
  Threat 
  1d3 
  (1d3+3)x10 
   
  Once the prey has been located, it must be slain. The range determines the 
  effectiveness of the hunters’ weapons (if the hunters do not have missile 
  weapons with appropriate range, they must approach silently, using the 
  appropriate rules).  This is done normally using the combat system. Note that 
  some hunts occur on horseback, and/or with the use of dogs as helpers.  
   
  Birds immediately flee if attacked. If they are only wounded in the initial 
  attack, they fly out of range of pursuit.  
   
  Animals may be small game (rabbits, squirrels, hares, etc.; 75% chance) or 
  big game (deer, antelope, elk, etc.; 25% chance). Small game have 1d4 
  HD, and big game have 2d8 HD.  
   
  If an animal is not killed with the initial attack, it may be followed. As it is 
  wounded, it moves slower and with more noise. There is a base 50% chance 
  that anyone, even a non-ranger, can track a wounded animal and come 
  upon it at half the initial range. Rangers and those with the hunting 
  secondary skill use their tracking skill. Druids have a 75% base chance of 
  successfully tracking.  
   
  A “threat” is a dangerous creature that will not flee from the hunters, but 
  likely (75% chance) turns and attacks. Such threats include wild boars, 
  brown bears, aurochs, polar bears, and so on. It will not be a monster, but is 
  potentially dangerous. Some hunters seek out these sorts of animals, 
  considering them a greater challenge. If a threat-type animal flees the 
  encounter, it can be tracked as any other animal.  
   
  The amount of food obtained by hunting depends on the size of the creature 
  bagged. Each bird and small game animal can feed 1 person for 1 day. Big 
  game feeds 1 person for 10 days, or 2 people for 5 days, etc. These are 
  rough approximations only, and presuppose that the animal is properly 
  cleaned and dressed.  
   
   
   
   
   
  
  Social Encounters 
  48 
  Social Encounters 
   
  The term social encounters refers to those encounters between PCs and NPCs 
  that don’t involve combat. When a PC attempts to convince an NPC to 
  cooperate, or tries to talk himself out of a giant’s cooking pot, it is a social 
  encounter. The term also applies to character class abilities that involve 
  confusing, convincing, distracting, and so on, such as those possessed by 
  bards, jesters, and mountebanks. Always remember, however, that simply 
  because mountebanks have a skill called “distract” doesn’t mean than a 
  mage cannot attempt to distract someone. Doing so is just not part of their 
  everyday repertoire, and they will thus not be as good at it (but they can 
  always try).  
   
  Some parties attempt to parley rather than immediately assume that every 
  encounter will end in melee. Such parties are wise, and on the whole live 
  longer than those that prefer to “shoot first and ask questions later.” They 
  should, therefore, not be penalized for doing so.  
   
  Adjudicating these sorts of encounters can be trying for the game master, 
  and different game masters may have different ways of doing so. It should 
  also be pointed out that there is no one right way, and indeed you might find 
  one way is more appropriate in one situation than another, and mix and 
  match in the same game session. That, too, is fine, as long as there is a 
  modicum of consistency in when one method is applied as opposed to 
  another, and that you don’t succumb to the temptation to “give away the 
  store.”  
   
  Some game masters prefer to act out the encounter, taking on the role of the 
  NPCs and interacting with the PCs in character. The outcome of the 
  encounter thus hinges on the quality of the actual words spoken, in character, 
  by the players. Were they convincing? Was the game master, also speaking 
  in character, swayed by the player? If so, the encounter will likely go his 
  way. If not… 
   
  Other game masters rely more on the dice to determine the outcome of the 
  encounter. In such a situation, the player, speaking in the third person, would 
  say something like “My character is going to try to convince the hobgoblin 
  captain that we’re not his enemies.” The game master would then roll the 
  dice and determine the outcome accordingly.  
   
  It is, of course, possible to combine the two approaches, with the player 
  saying “My character is going to use his distract ability. He says to the ettin 
  ‘Have you ever really thought about just how many mages could be looking 
  in this cave right now with magic? They have crystal balls and scrying spells, 
  and all other sorts of things. Who knows who could be looking in here right 
  this very minute!?’” If the game master was impressed or amused by the 
  attempt, he could give the PC a bonus (5-20% might be an appropriate 
  range) to the distract roll. 
   
  In the end, the game master should adopt the method of resolution that best 
  fits his style and that of his players. Too, nothing says that only one method 
  can be used; in some circumstances, one method may be more appropriate, 
  while in another, another method is. The choice is strictly up to the game 
  master, although outright capriciousness should be avoided, lest the players 
  not have any idea how the game will be played.  
   
  Encounter Reaction 
   
  When the PCs meet an intelligent creature, monster, or NPC for the first time, 
  determine an encounter reaction by rolling percentile dice. The roll should be 
  adjusted for the charisma score of the PC doing the talking or, if more than 
  one PC is involved in the initial encounter in a meaningful way, use the 
  highest charisma score of those so involved. 
   
  TABLE 86: ENCOUNTER REACTIONS 
  Die Roll (d%) 
  Encounter Reaction 
  05 or less 
  Hostile, immediate attack 
  06-25 
  Hostile 
  26-36 
  Negative 
  37-64 
  Uncertain / neutral 
  65-75 
  Positive 
  76-95 
  Friendly 
  96 or higher 
  Acceptance 
   
  In addition to adjusting the die roll for charisma as indicated above, use the 
  following situational modifiers. Don’t hesitate to make adjustments as 
  needed; the following modifiers are just a sample: 
   
  Circumstance 
  Encounter Reaction  
  Modifier 
  PCs include race that is hated 
  -50% 
  PCs include race regarded with antipathy 
  -30% 
  NPCs dwell in hostile environs (dungeon, etc.) 
  -25% 
  PCs primarily include race that is preferred 
  +25% 
  NPCs dwell in generally peaceful environment 
  (secure rural area, etc.) 
  +20% 
  PCs make offering of food or treasure 
  +20% 
  PCs primarily include race regarded with 
  goodwill 
  +15% 
   
  Note that a result of “hostile” results in a morale check if the creatures facing 
  the PCs are obviously outclassed (hatred turns to fear when it cannot express 
  itself violently). Obviously, if the PCs attack or are hostile, the NPCs follow 
  their lead.  
   
  Other Social Encounters 
   
  For general interactions between PCs and NPCs, such as trying to convince a 
  judge to be lenient when handing down a sentence, you should make a CHA 
  roll for the character attempting to influence the outcome, and an INT roll for 
  the NPC who is to be influenced. (Note that monsters are provided with an 
  INT rating for just this purpose.) Of course, the one being convinced (or 
  distracted, or whatever) must be able to understand the character making the 
  attempt. The game master should feel free to impose whatever sorts of 
  bonuses or penalties are warranted based on the circumstances; a gnome 
  attempting to convince a hobgoblin of something, for instance, would 
  doubtless incur a severe penalty due to the intense animosity between the 
  two races. The outcome of the attempt depends on who succeeded and 
  failed their respective rolls.  
   
   
  NPC Makes  
  INT roll 
  NPC Fails INT roll 
  PC makes CHA roll 
  Tie; PC can try again 
  with a -2 penalty 
  PC succeeds 
  PC fails CHA roll 
  PC fails 
  Tie; PC can try again 
   
  Remember, you don’t need to roll a die every time a PC speaks with an NPC. 
  If the interaction is relatively inconsequential, and consistent with the initial 
  reaction, you should use your judgment as to whether or not it’s something 
  that needs to be rolled out.  
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  49 
  Alternate Treasure 
  Rules 
   
  “Treasure” is a broad term that covers actual cash (gold, silver, and other 
  coins), jewelry, gems, and precious items such as tapestries, furs, rare books, 
  and furnishings. It also covers ordinary wares with monetary values, such as 
  foodstuffs, bolts of cloth, livestock, and—the most coveted of all—magical 
  items, including magic weapons and armor, potions, scrolls, and so forth. 
  Some creatures, rather than keeping their hoard of loot in their lairs, hide 
  their wealth elsewhere and then keep a map to it, which can of course be 
  found by intrepid explorers and followed to the final reward.  
   
   
   
  Each monster is given a treasure value and type. The treasure value provides 
  a range of the total value of the treasure possessed by the creature in 
  question. In the case of intelligent creatures, this treasure will likely be 
  hoarded together and possibly trapped and/or otherwise guarded. In the 
  case of non-intelligent creatures, this treasure will be incidental, left on the 
  rotting remains of previous victims.  
   
  The treasure type determines the nature of the loot, and shows just how easy 
  the treasure will be to transport. A golden necklace encrusted with rubies is 
  going to be a lot easier to get out of a dungeon lair than a 7’ high alabaster 
  statue, while a hoard of a million copper coins would be harder still to move. 
  The game master should not go easy on his players when determining 
  treasure troves for them to discover; the logistical challenge of removing the 
  loot is yet another aspect of the rigors of the adventuring life. 
   
  Treasure Method I 
   
  There are two ways the game master can deal with treasure. Method I is 
  quicker, but doesn’t have a lot of flavor. It involves simply assigning an 
  encumbrance value to the treasure, based on its type and value. 
   
  TABLE 87: ENCUMBRANCE OF TREASURE (TREASURE METHOD I) 
  Treasure Type 
  Encumbrance (lbs.) 
  I 
  Value x 30 
  II 
  Value x 25 
  III 
  Value x 22 
  IV 
  Value x 20 
  V 
  Value x 15 
  VI 
  Value x 7 
  VII 
  Value x 20 
  VIII 
  Value x 30 
  IX 
  Value x 40 
  X 
  Value x 50 
  XI 
  Value ÷ 3 
  XII 
  Value ÷10 
  XIII 
  Value ÷ 100 
  XIV 
  Value ÷ 3 
  XV 
  Value ÷ 3 
  XVI 
  Value x 75% 
  XVII 
  Value ÷ 30 
  XVIII 
  Value x 2 
   
  Treasure Method II 
   
  Method II is much more involved, but gives a lot of interesting texture and 
  flavor. Of course, the game master is not locked into only using a single 
  method; when time is scarce, he might choose to use method I, while if he 
  has a lot of time to prepare, he could use method II. It is also the case that 
  the game master could simply use method I “on the fly” during play, and 
  then roll out the complete composition of a treasure using method II during 
  downtime between sessions.  
   
  TABLE 88: COMPOSITION OF TREASURE (TREASURE METHOD II) 
  Treasure 
  Type 
  Sundries 
  Luxuries 
  Art 
  Jewelry 
  Gems 
  Coins 
  I 
  100% 
  0% 
  0% 
  0% 
  0% 
  0% 
  II 
  75% 
  15% 
  0% 
  5% 
  0% 
  5% 
  III 
  50% 
  25% 
  5% 
  10% 
  5% 
  5% 
  IV 
  25% 
  35% 
  10% 
  15% 
  5% 
  10% 
  V 
  10% 
  45% 
  10% 
  20% 
  5% 
  10% 
  VI 
  5% 
  55% 
  0% 
  25% 
  5% 
  10% 
  VII 
  0% 
  20% 
  20% 
  25% 
  25% 
  10% 
  VIII 
  0% 
  20% 
  30% 
  25% 
  15% 
  10% 
  IX 
  0% 
  20% 
  40% 
  10% 
  5% 
  25% 
  X 
  0% 
  0% 
  50% 
  0% 
  0% 
  50% 
  XI 
  0% 
  0% 
  0% 
  25% 
  0% 
  75% 
  XII 
  0% 
  0% 
  0% 
  0% 
  0% 
  100% 
  XIII 
  0% 
  0% 
  0% 
  0% 
  100% 
  0% 
  XIV 
  0% 
  0% 
  0% 
  0% 
  75% 
  25% 
  XV 
  0% 
  0% 
  0% 
  50% 
  25% 
  25% 
  XVI 
  0% 
  0% 
  0% 
  0% 
  25% 
  75% 
  XVII 
  0% 
  0% 
  0% 
  50% 
  50% 
  0% 
  XVIII 
  0% 
  10% 
  0% 
  10% 
  30% 
  50% 
   
  The table above shows the breakdown of the total value of the hoard by the 
  type of treasure found within it. For example, an orc has a treasure type of XI 
  and a treasure value of 5 g.p. That does not mean he has five gold coins in 
  his purse. Looking at the breakdown for treasure type XI, we see it is 25% 
  jewelry and 75% coins. The orc in question has a piece of jewelry worth 
  approximately 1 g.p. and the rest in coins. The exact types should be 
  determined using the sub-tables below, but don’t be afraid to toss out results 
  that don’t make sense. An orc is more likely to have an arm-ring than a tiara. 
   
  In order to determine the make up of a given treasure, first consult Table 88: 
  Composition of Treasure (Treasure Method II) on p. 49. Determine how much 
  of the total value of the treasure (approximately) is to be contained in each 
  
  Alternate Treasure Rules 
  50 
  category. Then, going from left to right on Table 88, roll to determine the 
  sundries, luxuries, art, etc. Keep rolling in each category until you have 
  “filled up” the value of that category; if the value you rolled is greater than 
  the category’s maximum, subtract the value from the next category over. If at 
  any time you exceed the total value of the treasure, lower the value of the last 
  item rolled to “top off” the treasure. In this way, your treasure will never 
  exceed the total value, but it is possible that you will have a few more 
  sundries than indicated, at the expense of luxuries, and so forth.  
   
  Naturally, common sense should prevail. If the characters have just defeated 
  a horrible undead lord in a tomb that has not been opened in a thousand 
  years, they are unlikely to find fresh meat as part of his treasure hoard. In 
  such cases, simply re-roll the result. 
   
  In the tables below, encumbrance is given in pounds, unless otherwise 
  specified.  
   
  TABLE 89: SUNDRIES (TREASURE METHOD II) 
  Die Roll 
  (d%) 
  Sundry Type 
  Value 
  (g.p.) 
  Encumbrance 
  01-02 
  Ale (barrel) 
  12 
  250 
  03-04 
  Armor 
  See Table 91 below 
  05-06 
  Candle (score) 
  1 
  10 
  07-08 
  Charcoal (bag) 
  2 
  10 
  09-10 
  Cloth (bolt) 
  12 
  16 
  11-12 
  Cotton (short bale) 
  3 
  22 
  13-14 
  Dye (pint) 
  5 
  2 
  15-16 
  Flax (bale) 
  6 
  80 
  17-18 
  Food, bread 
  1 
  10 
  19-20 
  Food, cured meat/fish 
  3 
  10 
  21-22 
  Food, dried 
  vegetables/fruits 
  2 
  10 
  23-24 
  Food, fresh meat/fish 
  6 
  10 
  25-26 
  Food, fresh 
  vegetables/fruits 
  4 
  10 
  27-28 
  Food, grain (bushel) 
  1 
  50 
  29-30 
  Fur pelt, beaver 
  2 
  1 
  31-32 
  Fur pelt, ermine 
  4 
  1 
  33-34 
  Fur pelt, fox 
  3 
  1 
  35-36 
  Fur pelt, marten 
  4 
  1 
  37-38 
  Fur pelt, mink 
  3 
  1 
  39-40 
  Fur pelt, muskrat 
  1 
  1 
  41-42 
  Fur pelt, sable 
  5 
  1 
  43-44 
  Fur pelt, seal 
  5 
  1 
  45-46 
  Hand tool 
  1 
  3 
  47-48 
  Hemp (bale) 
  5 
  100 
  49-50 
  Honey (gallon) 
  8 
  12 
  51-52 
  Incense, common 
  10 
  1 
  53-54 
  Iron ore 
  10 
  100 
  55-56 
  Leather 
  5 
  25 
  57-58 
  Linen (bolt) 
  18 
  13 
  59-60 
  Livestock, bull 
  20 
  n/a 
  61-62 
  Livestock, cow 
  10 
  n/a 
  63-64 
  Livestock, fowl (in cage) 
  1 
  7 
  65-66 
  Livestock, goat 
  1 
  n/a 
  67-68 
  Livestock, horse 
  25 
  n/a 
  69-70 
  Livestock, ox 
  15 
  n/a 
  71-72 
  Livestock, pig 
  3 
  n/a 
  73-74 
  Livestock, sheep 
  2 
  n/a 
  75-76 
  Lumber 
  2 
  25 
  77-78 
  Nails (keg) 
  20 
  100 
  79-80 
  Paper (quire) 
  22 
  1 
  81-82 
  Papyrus (quire) 
  16 
  1.5 
  83-84 
  Rope (250’) 
  1 
  37 
  85-86 
  Salt 
  1 
  1 
  Die Roll 
  (d%) 
  Sundry Type 
  Value 
  (g.p.) 
  Encumbrance 
  87-88 
  Spice (common) 
  3 
  0.5 
  89-90 
  Tallow 
  1 
  1 
  91-92 
  Wax 
  2 
  1 
  93-94 
  Weapon 
  See Table 90 below 
  95-96 
  Wine (gallon) 
  4 
  8 
  97-98 
  Wire 
  9 
  10 
  99-00 
  Wool (bale) 
  12 
  250 
   
  TABLE 90: SUNDRIES WEAPON SUB-TABLE  
  (TREASURE METHOD II) 
  Die Roll 
  (d%) 
  Weapon Type 
  Value (g.p.) 
  Encumbrance 
  01-05 
  Axe, battle 
  5 
  7 
  06-10 
  Axe, hand 
  1 
  5 
  11-21 
  Dagger 
  2 
  1 
  22-25 
  Flail, horseman’s 
  8 
  4 
  26-29 
  Hammer, war 
  1 
  5 
  30-33 
  Knife 
  1 
  0.5 
  34 
  Lance, medium 
  6 
  10 
  35-39 
  Mace, footman’s 
  8 
  6 
  40-41 
  Morning star 
  5 
  12 
  42-53 
  Pole-arm 
  varies 
  varies 
  54 
  Quarterstaff 
  3 
  10 
  55-64 
  Spear 
  1 
  5 
  65-99 
  Sword, broad 
  10 
  7 
  00 
  Trident 
  4 
  5 
   
  TABLE 91: SUNDRIES ARMOR SUB-TABLE (TREASURE METHOD II) 
  Die Roll 
  (d%) 
  Armor Type 
  Value (g.p.) 
  Encumbrance 
  01-10 
  Brigandine 
  30 
  20 
  11-16 
  Cuirass (leather) 
  3 
  10 
  17-23 
  Cuirass (steel) 
  60 
  15 
  24-33 
  Furs 
  2 
  5 
  34-47 
  Gambeson 
  4 
  10 
  48-52 
  Lamellar (leather) 
  15 
  15 
  53-57 
  Lamellar (steel) 
  35 
  25 
  58-67 
  Mail 
  75 
  30 
  68-72 
  Plate 
  400 
  45 
  73-82 
  Plated mail 
  90 
  35 
  83-87 
  Ring 
  30 
  25 
  88-93 
  Scale (leather) 
  25 
  30 
  94-00 
  Scale (steel) 
  45 
  40 
   
  TABLE 92: LUXURIES (TREASURE METHOD II) 
  Die Roll 
  (d%) 
  Luxury Type 
  Value (g.p.) 
  Encumbrance 
  01 
  Alchemical 
  instruments 
  (1d8+2)x100 
  Value ÷ 4 
  02 
  Astrolabe 
  250 
  45 
  03-04 
  Bell, bronze 
  5 
  1 
  05-06 
  Bell, silver 
  10 
  1 
  07 
  Book, illuminated 
  (large) 
  300 
  100 
  08 
  Book, illuminated 
  (medium) 
  200 
  45 
  09 
  Book, illuminated 
  (small) 
  100 
  6 
  10-12 
  Bowl, brass 
  2 
  1 
  13-14 
  Bowl, copper 
  4 
  1 
  15 
  Bowl, gold 
  14 
  1 
  16 
  Bowl, porcelain 
  11 
  3 
  17-18 
  Bowl, silver 
  9 
  1 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  51 
  Die Roll 
  (d%) 
  Luxury Type 
  Value (g.p.) 
  Encumbrance 
  19 
  Box, engraved 
  (large) 
  100 
  6 
  20-21 
  Box, engraved 
  (medium) 
  50 
  4 
  22-23 
  Box, engraved 
  (small) 
  25 
  2 
  24-25 
  Brocade (bolt) 
  120 
  26 
  26-27 
  Candelabra 
  15 
  10 
  28-29 
  Candlestick 
  3 
  2 
  30 
  Chandelier 
  50 
  25 
  31 
  Chiurgeon’s tools 
  350 
  15 
  32-33 
  Clothing, fine (1 
  set) 
  30 
  4 
  34-35 
  Comb, silver 
  10 
  1 
  36 
  Crystal ball, non-
  magical 
  8 
  3 
  37-39 
  Cup, brass 
  1 
  1 
  40-42 
  Cup, copper 
  2 
  1 
  43 
  Cup, glass 
  10 
  3 
  44 
  Cup, gold 
  15 
  1 
  45 
  Cup, porcelain 
  12 
  3 
  46-47 
  Cup, silver 
  6 
  1 
  48-50 
  Ewer, brass 
  3 
  2 
  51-52 
  Ewer, copper 
  6 
  2 
  53 
  Ewer, glass 
  30 
  5 
  54 
  Ewer, gold 
  45 
  2 
  55 
  Ewer, porcelain 
  36 
  5 
  56-57 
  Ewer, silver 
  18 
  2 
  58-59 
  Fur 
  See Table 93 below 
  60-61 
  Furniture, fine 
  2d6x100 
  Value ÷ 10 
  62-63 
  Gong, bronze 
  13 
  9 
  64-65 
  Hourglass 
  25 
  4 
  66-67 
  Incense, block 
  20 
  1 
  68-69 
  Incense, rare 
  (block) 
  50 
  1 
  70-71 
  Ivory 
  75 
  25 
  72 
  Magnifying lens 
  15 
  2 
  73-74 
  Mirror case, 
  engraved 
  35 
  1 
  75 
  Mirror, large 
  20 
  12 
  76-77 
  Mirror, small 
  10 
  2 
  78-79 
  Musical instrument 
  See Table 94 below 
  80-81 
  Perfume, rare 
  10 
  1 
  82 
  Royal bee jelly 
  unguent (jar) 
  (1d6+2)x1,000 
  1 
  83 
  Silk (bolt) 
  85 
  9 
  84 
  Spice, rare 
  50 
  1 
  85-86 
  Stuffed animal 
  (taxidermy) 
  4 
  5 
  87 
  Unguent, rare 
  (one jar) 
  12 
  1 
  88-90 
  Vase, copper 
  4 
  2 
  91 
  Vase, glass 
  7 
  6 
  92 
  Vase, gold 
  50 
  2 
  93 
  Vase, porcelain 
  40 
  6 
  94-95 
  Vase, silver 
  23 
  2 
  96 
  Water clock 
  500 
  35 
  97-98 
  Wine, fine (pint) 
  4 
  1 
  99-00 
  Wood, rare 
  40 
  25 
   
  TABLE 93: FUR LUXURY SUB-TABLE (TREASURE METHOD II) 
  Die Roll 
  (d%) 
  Fur Type 
  Value (g.p.) 
  Encumbrance 
  01 
  Fur cape, bear 
  300 
  7 
  02-05 
  Fur cape, beaver 
  200 
  8 
  06 
  Fur cape, ermine 
  3,600 
  8 
  07-11 
  Fur cape, fox 
  300 
  7 
  12-16 
  Fur cape, marten 
  400 
  7 
  17 
  Fur cape, mink 
  2,700 
  9 
  18-23 
  Fur cape, muskrat 
  100 
  7 
  24 
  Fur cape, sable 
  4,500 
  7 
  25-30 
  Fur cape, seal 
  125 
  8 
  31 
  Fur coat, bear 
  600 
  14 
  32-35 
  Fur coat, beaver 
  400 
  16 
  36 
  Fur coat, ermine 
  7,200 
  16 
  37-39 
  Fur coat, fox 
  600 
  14 
  40-42 
  Fur coat, marten 
  800 
  14 
  43 
  Fur coat, mink 
  5,400 
  18 
  44-47 
  Fur coat, muskrat 
  200 
  14 
  48 
  Fur coat, sable 
  9,000 
  14 
  49-52 
  Fur coat, seal 
  250 
  16 
  53 
  Fur trim, bear 
  30 
  2 
  54-58 
  Fur trim, beaver 
  20 
  2 
  59-64 
  Fur trim, ermine 
  120 
  2 
  65-70 
  Fur trim, fox 
  30 
  2 
  71-76 
  Fur trim, marten 
  40 
  2 
  77-82 
  Fur trim, mink 
  90 
  2 
  83-88 
  Fur trim, muskrat 
  10 
  2 
  89-94 
  Fur trim, sable 
  150 
  2 
  95-00 
  Fur trim, seal 
  25 
  2 
   
  Note that fur trim will be attached to some other garment, such as a tunic, 
  dress, cloak, and such. The value is for the combined garment. 
   
   
  
  Alternate Treasure Rules 
  52 
  TABLE 94: MUSICAL INSTRUMENT LUXURY SUB-TABLE (TREASURE 
  METHOD II) 
  Die Roll 
  (d%) 
  Musical Instrument 
  Value 
  (g.p.) 
  Encumbrance 
  01-03 
  Bagpipe 
  60 
  20 
  04-08 
  Bladder pipe 
  12 
  5 
  09-11 
  Cornamuse 
  35 
  20 
  12-14 
  Crumhorn 
  16 
  3 
  15-19 
  Drum 
  4 
  8 
  20-22 
  Dulcian 
  19 
  4 
  23-26 
  Dulcimer 
  20 
  6 
  27-30 
  Flute 
  5 
  1 
  31-33 
  Gamba (& bow) 
  55 
  29 
  34-38 
  Gemshorn 
  3 
  1 
  39-42 
  Harp 
  75 
  14 
  43 
  Harpsichord 
  500 
  350 
  44-46 
  Hurdy-gurdy 
  100 
  12 
  47-50 
  Kortholt 
  15 
  3 
  51-53 
  Lute 
  25 
  15 
  54-57 
  Lyre 
  150 
  3 
  58-61 
  Mandolin 
  28 
  10 
  62 
  Organ 
  750 
  500 
  63-64 
  Organetto 
  120 
  19 
  65-69 
  Psaltery 
  90 
  11 
  70-74 
  Rackett 
  8 
  2 
  75-77 
  Rebec (& bow) 
  30 
  5 
  78-81 
  Recorder 
  6 
  1 
  82-84 
  Sacbut 
  38 
  21 
  85-87 
  Shepherd’s shawm 
  32 
  17 
  88-91 
  Trumpet 
  15 
  8 
  92-95 
  Viol (& bow) 
  21 
  17 
  96-00 
  Zink 
  15 
  2 
   
  TABLE 95: ART (TREASURE METHOD II) 
  Die Roll 
  (d%) 
  Art Type 
  Value 
  (g.p.) 
  Encumbrance 
  01-02 
  Carving, ivory, large 
  3d12x20 
  15 
  03-05 
  Carving, ivory, 
  medium 
  2d12x20 
  10 
  06-10 
  Carving, ivory, small 
  1d12x20 
  5 
  11-13 
  Carving, wood, large 
  3d6x20 
  12 
  14-17 
  Carving, wood, 
  medium 
  2d6x20 
  7 
  18-22 
  Carving, wood, small 
  1d6x20 
  2 
  23-26 
  Ceremonial shield, 
  bronze 
  1d4x100 
  30 
  27-28 
  Ceremonial shield, gold 
  1d4x300 
  45 
  29-31 
  Ceremonial shield, 
  silver 
  1d4x150 
  35 
  32-35 
  Ceremonial weapon, 
  bronze 
  1d3x100 
  20 
  36-37 
  Ceremonial weapon, 
  gold 
  1d3x300 
  35 
  38-40 
  Ceremonial weapon, 
  silver 
  1d3x150 
  25 
  41-42 
  Painting, large 
  1d10x100 
  35 
  43-46 
  Painting, small 
  1d10x30 
  15 
  47-51 
  Rug/carpet (1d4+2 sq. 
  yards) 
  1d6x10 / 
  sq.yard 
  10/sq. yard 
  52-53 
  Statue (4’+), alabaster 
  4d4x200 
  200 
  54-57 
  Statue (4’+), bronze 
  3d4x100 
  500 
  58-61 
  Statue (4’+), marble 
  4d4x150 
  400 
  62-65 
  Statue (4’+), stone 
  3d4x100 
  400 
  66-69 
  Statue (4’+), wood 
  1d4x100 
  100 
  70-71 
  Statuette, alabaster 
  1d4x200 
  50 
  Die Roll 
  (d%) 
  Art Type 
  Value 
  (g.p.) 
  Encumbrance 
  72-73 
  Statuette, gold 
  1d4x400 
  40 
  74-75 
  Statuette, marble 
  1d4x100 
  30 
  76-78 
  Statuette, silver 
  1d4x200 
  30 
  79-82 
  Statuette, stone 
  1d3x50 
  20 
  83-86 
  Statuette, wood 
  1d3x25 
  5 
  87-92 
  Tapestry (1d4+2 sq. 
  yards) 
  1d8x10 / 
  sq. yard 
  10 / sq. yard 
  93-94 
  Triptych, gold 
  3d6x400 
  15 
  95-96 
  Triptych, ivory 
  3d6x100 
  10 
  97-98 
  Triptych, silver 
  3d6x200 
  10 
  99-00 
  Triptych, wood 
  3d6x50 
  5 
   
  TABLE 96: JEWELRY MATERIAL (TREASURE METHOD II) 
  Die Roll (d%) 
  Jewelry Material 
  Value (g.p.) 
  01-10 
  Silver or ivory 
  d10x100 
  11-20 
  Silver and gold 
  2d6x100 
  21-40 
  Gold 
  3d6x100 
  41-50 
  Jade, coral, platinum 
  5d6x100 
  51-70 
  Silver and gems 
  1d6x1,000 
  71-90 
  Gold and gems 
  2d4x1,000 
  91-00 
  Platinum and gems 
  2d6x1,000 
   
  TABLE 97: JEWELRY TYPE (TREASURE METHOD II) 
  Die Roll (d%) 
  Jewelry Type 
  01-04 
  Anklet 
  05-08 
  Armlet 
  09-12 
  Belt 
  13-16 
  Belly chain 
  17-20 
  Bracelet 
  21-24 
  Brooch 
  25-28 
  Cameo 
  29-32 
  Chatelaine 
  33-36 
  Choker 
  37-40 
  Circlet 
  41-44 
  Clasp 
  45-48 
  Collar 
  49-52 
  Comb 
  53-56 
  Coronet 
  57-60 
  Crown 
  61-64 
  Diadem 
  65-68 
  Earrings (pair) 
  69-72 
  Hairpin 
  73-76 
  Locket 
  77-80 
  Medallion 
  81-84 
  Necklace 
  85-88 
  Pendant 
  89-92 
  Pin 
  93-96 
  Ring 
  97-00 
  Tiara 
   
  Each piece of jewelry is worth 1 lb. towards encumbrance, regardless of 
  type.  
   
  TABLE 98: GEM SIZE (TREASURE METHOD II) 
  Die Roll (d%) 
  Gem Size 
  01-25 
  Very small 
  26-50 
  Small 
  51-70 
  Average 
  71-90 
  Large 
  91-99 
  Very large 
  00 
  Huge 
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  53 
  TABLE 99: GEM TYPE (TREASURE METHOD II) 
  Die Roll 
  (d%) 
  Gem Type 
  01-25 
  Hardstone (agate, malachite, lapis lazuli, obsidian, 
  turquoise, etc.) 
  26-50 
  Semi-precious (bloodstone, jasper, moonstone, onyx, 
  crystal, quartz, etc.) 
  51-70 
  Fancy (amber, amethyst, coral, garnet, jade, jet, pearl, etc.) 
  71-90 
  Precious (aquamarine, peridot, blue spinel, topaz, etc.) 
  91-99 
  Gemstone (opal, emerald, amethyst, sapphire, etc.) 
  00 
  Jewel (black sapphire, diamond, jacinth, ruby, etc.) 
   
  TABLE 100: GEM VALUE (TREASURE METHOD II) 
  Size Hardstone 
  Semi-
  Precious Fancy Precious 
  Gem-
  stone 
  Jewel 
  Tiny 
  1 
  5 
  10 
  50 
  100 
  500 
  Small 
  5 
  10 
  50 
  100 
  500 
  1,000 
  Avg 
  10 
  50 
  100 
  500 
  1,000 
  5,000 
  Large 
  50 
  100 
  500 
  1,000 
  5,000 
  10,000 
  Very 
  large 
  100 
  500 
  1,000 
  5,000 
  10,000 
  50,000 
  Huge 
  500 
  1,000 
  5,000 
  10,000 
  50,000 
  100,000 
   
  Each gem is worth one-tenth of a pound towards encumbrance (regardless of 
  size). In the case of very many small gems, feel free to adjust this rule of 
  thumb accordingly. 
   
  TABLE 101: COIN TYPE (TREASURE METHOD II) 
  Die Roll (d%) 
  Coin Type 
  01-20 
  10d100 c.p. 
  21-40 
  10d100 s.p. 
  41-60 
  4d100 e.p. 
  61-90 
  1d100 g.p. 
  91-00 
  1d100 p.p. 
   
  Each coin is worth one-tenth of a pound towards encumbrance (regardless of 
  type). If an indicated number of coins exceeds the total g.p. value of the 
  treasure, simply reduce the number of coins to equal the value of the 
  treasure. For example, a 100 g.p. treasure is found, all in coins. The game 
  master rolls and gets a 97, then rolls and gets a 50, indicating 50 platinum 
  pieces. However, since 50 platinum pieces would be worth 250 g.p., the 
  game master reduces the number of platinum pieces found to 20, which 
  equals 100 g.p. If the indicated coins do not equal the g.p. value of the 
  treasure, simply keep rolling until all of the value is accounted for; if this 
  results in a mixture of different types of coins, all the better.  
   
  Magic Items  
   
  Some treasure types have a chance to contain certain types of magical items, 
  with some having multiple items possible. Each relevant type of item is listed 
  with the quantity potentially found, plus a percentage chance that the group 
  of creatures possesses them (not each creature in the group, unless noted). 
  For instance, if a creature is said to have 1d6 items (40%), the game master 
  would first roll 1d6 to determine the total number of potential items. Next, he 
  would roll percentile dice for each potential item. If the roll is equal to or less 
  than the chance a given item is present, it will be. In the case that there are 
  restrictions on the types of items to be found (some creatures will not have 
  weapons, for instance, and some will have a certain number of potions), 
  simply ignore rolls that do not apply.  
   
  Note that individual magic items should be determined no matter which 
  treasure method you are using. If no specific type of magic item is indicated, 
  roll to determine type using Table 102 below: 
   
  TABLE 102: MAGIC ITEM TYPE 
  Die Roll (d%) 
  Magic Item Type 
  01-15 
  Armor or shield 
  16 
  Book 
  17-18 
  Charm 
  19-22 
  Garment 
  23-41 
  Potion or liquid 
  42-46 
  Ring 
  47 
  Rod 
  48-61 
  Scroll 
  62-63 
  Spell Book 
  64-65 
  Staff 
  66-68 
  Wand 
  69-94 
  Weapon 
  95-96 
  Wondrous item (A-E) 
  97-98 
  Wondrous item (E-J) 
  99-00 
  Wondrous item (J-Z) 
   
  Once you determine the general type of magic item, roll on the appropriate 
  table to determine the exact item. 
   
  TABLE 103: MAGIC ITEMS (ARMOR OR SHIELD) 
  Die Roll (d%) 
  Armor or Shield 
  01-56 
  Armor, Enchanted 
  57-65 
  Mail, Elfin 
  66-00 
  Shield, Enchanted 
   
  TABLE 104: MAGIC ITEM (BOOK) 
  Die Roll (d%) 
  Book Type 
  01-28 
  Blessed Book 
  29-32 
  Book of Holy Benisons  
  33-36 
  Book of Infinite Spells 
  37-40 
  Book of Unholy Damnation 
  41-44 
  Codex of Making Friends and Influencing People 
  45-48 
  Libram of Gainful Conjuration 
  49-52 
  Libram of Ineffable Damnation 
  53-56 
  Libram of Silver Magic 
  57-60 
  Manual of Bodily Health 
  61-64 
  Manual of Gainful Exercise 
  65-68 
  Manual of Golems 
  69-72 
  Manual of Puissant Skill at Arms 
  73-76 
  Manual of Quickness of Action 
  77-80 
  Manual of Stealthy Pilfering 
  81 
  Necrophidius Handbook 
  82-85 
  Tome of Clear Thought 
  86-89 
  Tome of Leadership and Influence 
  90-93 
  Tome of Understanding 
  94-00 
  Vacuous Grimoire 
   
  TABLE 105: MAGIC ITEM (CHARM) 
  Die Roll (d%) 
  Charm Type 
  01-02 
  Amulet of Inescapable Location 
  03 
  Amulet of Life Protection 
  04-05 
  Amulet of the Planes 
  06-10 
  Amulet of Proof against Detection and Location 
  11-12 
  Amulet of Undead Command 
  13-14 
  Amulet of Undead Turning 
  15-23 
  Brooch of Shielding 
  24-26 
  Medallion of ESP 
  27-28 
  Medallion of Thought Projection 
  29-31 
  Necklace of Adaptation 
  32-36 
  Necklace of Missiles 
  37-43 
  Necklace of Prayer Beads 
  44-45 
  Necklace of Strangulation 
  46-47 
  Periapt of Foul Rotting 
  
  Alternate Treasure Rules 
  54 
  Die Roll (d%) 
  Charm Type 
  48-50 
  Periapt of Health 
  51-59 
  Periapt of Proof Against Poison 
  60-64 
  Periapt of Wound Closure 
  65-71 
  Phylactery of Faithfulness 
  72-76 
  Phylactery of Long Years 
  77-78 
  Phylactery of Monstrous Attention 
  79 
  Phylactery of Shortened Years 
  80 
  Scarab of Death 
  81-83 
  Scarab of Enraging Enemies 
  84-85 
  Scarab of Golem Slaying 
  86-87 
  Scarab of Insanity 
  88-94 
  Scarab of Protection 
  95-97 
  Talisman of Pure Good 
  98 
  Talisman of the Sphere 
  99-00 
  Talisman of Ultimate Evil 
   
  TABLE 106: MAGIC ITEM (GARMENT) 
  Die Roll (d%) 
  Garment Type 
  01 
  Boots of Dancing 
  02-04 
  Boots of Elvenkind 
  05-06 
  Boots of Levitation 
  07 
  Boots of the North 
  08-09 
  Boots of Speed 
  10-11 
  Boots of Striding and Springing 
  12 
  Boots of Varied Tracks 
  13 
  Boots, Winged 
  14-15 
  Bracers of Archery 
  16 
  Bracers of Brachiation 
  17-24 
  Bracers of Defense 
  25 
  Bracers of Defenselessness 
  26 
  Circlet of Domination 
  27 
  Cloak of Arachnidia 
  28-29 
  Cloak of the Bat 
  30-31 
  Cloak of Displacement 
  32-35 
  Cloak of Elvenkind 
  36 
  Cloak of the Manta Ray 
  37 
  Cloak of Poisonousness 
  38-45 
  Cloak of Protection 
  46 
  Cyclocone 
  47 
  Eyes of the Basilisk 
  48 
  Eyes of Charming 
  49 
  Eyes of the Eagle 
  50 
  Eyes of Minute Seeing 
  51 
  Eyes of Petrification 
  52 
  Gauntlets of Ogre Power 
  53 
  Girdle of Dwarvenkind 
  54 
  Girdle of Femininity/Masculinity 
  55 
  Girdle of Giant Strength 
  56-58 
  Girdle of Many Pouches 
  59 
  Gloves of Dexterity 
  60 
  Gloves of Fumbling 
  61 
  Gloves of Missile Snaring 
  62 
  Gloves of Swimming and Climbing 
  63-64 
  Gloves of Thievery 
  65-66 
  Hat of Difference 
  67-68 
  Hat of Disguise 
  69-70 
  Hat of Stupidity 
  71 
  Helm of Brilliance 
  72-73 
  Helm of Comprehension 
  74 
  Helm of Opposite Alignment 
  75 
  Helm of Telepathy 
  76 
  Helm of Teleportation 
  77 
  Mantle of Starry Wandering 
  78 
  Robe of the Archmagi 
  Die Roll (d%) 
  Garment Type 
  79-80 
  Robe of Blending 
  81 
  Robe of Eyes 
  82 
  Robe of Powerlessness 
  83 
  Robe of Scintillating Colors 
  84 
  Robe of Stars 
  85-87 
  Robe of Useful Items 
  88-90 
  Robe of Vermin 
  91 
  Shoes of Wandering 
  92-93 
  Slippers of Kicking 
  94-96 
  Slippers of Spider Climbing 
  97-00 
  Wings of Flying 
   
   
  TABLE 107: MAGIC ITEMS (POTIONS AND LIQUIDS) 
  Die Roll (d%) 
  Potion or Liquid Type 
  01-02 
  Love Potion 
  03-04 
  Oil of Acid Resistance 
  05-06 
  Oil of Disenchantment 
  07-08 
  Oil of Elemental Invulnerability 
  09-10 
  Oil of Etherealness 
  11-12 
  Oil of Fiery Burning 
  13-14 
  Oil of Fumbling 
  15-16 
  Oil of Impact 
  17-18 
  Oil of Sharpness 
  19-20 
  Oil of Slipperiness 
  21-22 
  Oil of Timelessness 
  23-24 
  Potion of Animal Control 
  25-26 
  Potion of Beauty 
  27-28 
  Potion of Clairaudience 
  29-30 
  Potion of Clairvoyance 
  31-32 
  Potion of Climbing 
  33-34 
  Potion of Delusion 
  35-36 
  Potion of Diminution 
  37 
  Potion of Dragon Control 
  38-39 
  Potion of ESP 
  40-41 
  Potion of Extra Healing 
  42-43 
  Potion of Fire Breath 
  44-45 
  Potion of Fire Resistance 
  46-47 
  Potion of Flying 
  48 
  Potion of Gaseous Form 
  49 
  Potion of Giant Control 
  50-51 
  Potion of Giant Strength 
  52-53 
  Potion of Glibness 
  54 
  Potion of Growth 
  55-58 
  Potion of Healing 
  59-60 
  Potion of Health 
  61 
  Potion of Heroism 
  62 
  Potion of Human Control 
  63-64 
  Potion of Invisibility 
  65 
  Potion of Invulnerability 
  66-67 
  Potion of Levitation 
  68-70 
  Potion of Life 
  71-72 
  Potion of Longevity 
  73-74 
  Potion of Madness 
  75-76 
  Potion of Persuasiveness 
  77-78 
  Potion of Plant Control 
  79-80 
  Potion of Poison 
  81-82 
  Potion of Polymorph Self 
  83-84 
  Potion of Rainbow Hues 
  85-86 
  Potion of Speed 
  87-88 
  Potion of Stammering and Stuttering 
  89 
  Potion of Super Heroism 
  90 
  Potion of Treasure Finding 
  91 
  Potion of Undead Control 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  55 
  Die Roll (d%) 
  Potion or Liquid Type 
  92-93 
  Potion of Vitality 
  94-95 
  Potion of Water Breathing 
  96 
  Potion of Youth 
  97 
  Sovereign Glue 
  98-99 
  Sweet Water 
  00 
  Ultimate Solution 
   
  TABLE 108: MAGIC ITEMS (RINGS) 
  Die Roll (d%) 
  Ring Type 
  01-04 
  Animal Friendship 
  05-09 
  Blinking 
  10-12 
  Chameleon Power 
  13-15 
  Clumsiness 
  16-20 
  Contrariness 
  21-24 
  Delusion 
  25-26 
  Djinni Summoning 
  27 
  Elemental Command 
  28-30 
  Faerie 
  31-34 
  Feather Falling 
  35-38 
  Fire Resistance 
  39-40 
  Free Action 
  41-42 
  Human Influence 
  43-48 
  Invisibility 
  49-51 
  Jumping 
  52 
  Magus 
  53-54 
  Mammal Control 
  55-57 
  Mind Shielding 
  58-62 
  Protection 
  63 
  Ram 
  64 
  Regeneration 
  65-67 
  Shocking Grasp 
  68-69 
  Shooting Stars 
  70-71 
  Spell Storing 
  72-74 
  Spell Turning 
  75 
  Sustenance 
  76-79 
  Swimming 
  80 
  Telekinesis 
  81-83 
  Truth 
  84-87 
  Warmth 
  88-90 
  Water Walking 
  91-96 
  Weakness 
  97-98 
  Wishes 
  99 
  Wizardry 
  00 
  X-ray Vision 
   
  TABLE 109: MAGIC ITEMS (RODS) 
  Die Roll (d%) 
  Rod Type 
  01-17 
  Absorption 
  18-20 
  Beguiling 
  21-48 
  Cancellation 
  49-62 
  Flailing 
  63-65 
  Lordly Might 
  66-73 
  Passage 
  74 
  Resurrection 
  75 
  Rulership 
  76-87 
  Security 
  88-91 
  Smiting 
  92-00 
  Splendor 
   
  TABLE 110: MAGIC ITEMS (SCROLLS) 
  Die Roll (d%) 
  Scroll Type 
  01-02 
  Scroll, cursed 
  03-50 
  Scroll, protection (see Table 111) 
  51-00 
  Scroll, spell 
   
  TABLE 111: MAGIC ITEMS (PROTECTION SCROLLS) 
  Die Roll (d%) 
  Protection Scroll Type 
  01 
  Acid 
  02-05 
  Angels 
  06-09 
  Archons 
  10 
  Breath weapons (dragon) 
  11 
  Breath weapons (non-dragon) 
  12 
  Cold 
  13-16 
  Daemons 
  17-20 
  Demons 
  21-24 
  Devas 
  25-28 
  Devils 
  29 
  Electricity 
  30-38 
  Elementals 
  39 
  Fire 
  40 
  Gas 
  41 
  Illusions 
  42-50 
  Lycanthropes 
  51-59 
  Magic 
  60 
  Paralyzation 
  61-66 
  Petrification 
  67-68 
  Plants 
  69-70 
  Poison 
  71-76 
  Possession 
  77 
  Traps 
  78-83 
  Undead 
  84 
  Water 
  85-86 
  Weapons (blunt) 
  87-88 
  Weapons (edged) 
  89-90 
  Weapons (magical blunt) 
  91-92 
  Weapons (magical edged) 
  93-94 
  Weapons (magical missile) 
  95-96 
  Weapons (magical piercing) 
  97-98 
  Weapons (missile) 
  99-00 
  Weapons (piercing) 
   
  TABLE 112: MAGIC ITEMS (STAVES) 
  Die Roll (d%) 
  Staff Type 
  01-02 
  Command 
  03-14 
  Curing 
  15 
  Magi 
  16 
  Power 
  17-27 
  Serpent 
  28-39 
  Slinging 
  40-51 
  Staff-mace 
  52-62 
  Staff-spear 
  63-72 
  Striking 
  73-77 
  Swarming 
  78-79 
  Thunder and Lightning 
  80-86 
  Withering 
  87-00 
  Woodlands 
   
  TABLE 113: MAGIC ITEMS (WANDS) 
  Die Roll (d%) 
  Wand Type 
  01-04 
  Buckler 
  05-06 
  Conjuration 
  07-09 
  Defoliation 
  10-11 
  Earth and Stone 
  12-16 
  Enemy Detection 
  17-20 
  Fear 
  21-22 
  Fire 
  23-26 
  Fireballs 
  27-30 
  Flame Extinguishing 
  31 
  Force 
  
  Alternate Treasure Rules 
  56 
  Die Roll (d%) 
  Wand Type 
  32 
  Frost 
  33-35 
  Ice storms 
  36-39 
  Illumination 
  40-43 
  Illusion 
  44-45 
  Lightning 
  46-49 
  Lightning Bolts 
  50-53 
  Magic Detection 
  54-61 
  Magic Missiles 
  62-66 
  Metal and Mineral Detection 
  67-68 
  Metal Command 
  69-74 
  Negation 
  75-78 
  Paralyzation 
  79-82 
  Polymorphing 
  83-86 
  Secret Door and Trap Detection 
  87-90 
  Size Alteration 
  91-92 
  Steam and Vapor 
  93-00 
  Wonder 
   
   
   
  TABLE 114: MAGIC ITEMS (WEAPON) 
  Die Roll (d%) 
  Weapon Type 
  01-80 
  Weapon, enchanted 
  81-00 
  Weapon (missile), enchanted 
   
  TABLE 115: MAGIC ITEMS (WONDROUS ITEM A-E) 
  Die Roll (d%) 
  Wondrous Item Type 
  01-02 
  Alchemy Jug 
  03-04 
  Apparatus of the Crab 
  05-06 
  Arrow of Direction 
  07 
  Bag of Devouring 
  08-11 
  Bag of Holding 
  12 
  Bag of Transmuting 
  13-14 
  Bag of Tricks 
  15-16 
  Beads of Force 
  17-18 
  Beaker of Plentiful Potions 
  19 
  Boat, Folding 
  20-21 
  Bowl of Water Elemental Command 
  22 
  Bowl of Watery Death 
  23-24 
  Brazier of Fire Elemental Command 
  25 
  Brazier of Sleep Smoke 
  26 
  Broom of Animated Attack 
  27-30 
  Broom of Flying 
  31-35 
  Candle of Invocation 
  36-37 
  Carpet of Flying 
  38-39 
  Censer of Air Elemental Command 
  40 
  Censer of Summoning Hostile Air 
  Elementals 
  41 
  Chime of Hunger 
  42-43 
  Chime of Interruption 
  44-45 
  Chime of Opening 
  46 
  Cornamuse of the Woodlands 
  47-50 
  Crystal Ball 
  51 
  Crystal Hypnosis Ball 
  52 
  Cube of Force 
  53-54 
  Cube of Frost Resistance 
  55-56 
  Cubic Gate 
  57-58 
  Dart of the Hornets’ Nest 
  59-60 
  Decanter of Endless Water 
  61-62 
  Deck of Illusions 
  63-65 
  Deck of Many Things 
  66-67 
  Dicerion of Light and Darkness 
  68-72 
  Drum of Deafening 
  73-74 
  Drum of Panic 
  75 
  Dulcimer of Defense 
  76-79 
  Dust of Appearance 
  80-84 
  Dust of Disappearance 
  85-86 
  Dust of Dryness 
  87-88 
  Dust of Illusion 
  89 
  Dust of Sneezing and Choking 
  90-92 
  Dust of Tracelessness 
  93-94 
  Efficient Quiver 
  95 
  Efreeti Bottle 
  96-97 
  Egg of Desire 
  98-00 
  Egg of Reason 
   
  TABLE 116: MAGIC ITEMS (WONDROUS ITEMS E-J) 
  Die Roll (d%) 
  Wondrous Item Type 
  01-02 
  Egg of Shattering 
  03-04 
  Ever-full Purse 
  05 
  Ever-smoking Bottle 
  06-17 
  Feather Token 
  18-28 
  Figurine of Wondrous Power 
  29 
  Flask of Curses 
  30-31 
  Flowing Flagon 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  57 
  Die Roll (d%) 
  Wondrous Item Type 
  32 
  Flute of Wonder 
  33 
  Gem of Brightness 
  34-35 
  Gem of Insight 
  36 
  Gem of Seeing 
  37 
  Hammer, Dwarven Thrower 
  38-41 
  Handy Haversack 
  42-48 
  Healing Ointment 
  49-52 
  Helm of Underwater Action 
  53 
  Horn of Blasting 
  54-55 
  Horn of Bubbles 
  56 
  Horn of Collapsing 
  57-60 
  Horn of Fog 
  61-62 
  Horn of Goodness/Evil 
  63-65 
  Horn of the Tritons 
  66-70 
  Horn of Valhalla 
  71 
  Hornblade 
  72-75 
  Horseshoes of a Zephyr 
  76-77 
  Horseshoes of Speed 
  78-81 
  Incense of Meditation 
  82 
  Incense of Obsession 
  83-84 
  Instant Fortress 
  85-89 
  Instrument of the Bards 
  90 
  Ioun Stones 
  91-92 
  Iron Bands of Binding 
  93-94 
  Iron Flask 
  95-97 
  Javelin of Lightning 
  98-00 
  Javelin of Piercing 
   
  TABLE 117: MAGIC ITEMS (WONDROUS ITEM J-Z) 
  Die Roll (d%) 
  Wondrous Item Type 
  01 
  Jewel of Attacks 
  02-03 
  Lens of Detection 
  04-05 
  Lens of Ultravision 
  06 
  Longtooth Dagger 
  07 
  Lyre of Building 
  08 
  Lyre of the Elements 
  09-10 
  Mail, Elfin 
  11 
  Mandolin of Might 
  12-13 
  Marvelous Pigments 
  14 
  Mattock of the Titans 
  15 
  Maul of the Titans 
  16 
  Mirror of Life Trapping 
  17 
  Mirror of Mental Prowess 
  18 
  Mirror of Opposition 
  19-20 
  Net of Entrapment 
  21-22 
  Net of Snaring 
  23 
  Pearl of Folly 
  24 
  Pearl of Loss 
  25-26 
  Pearl of Power 
  27 
  Pearl of the Sirines 
  28-29 
  Pearl of Wisdom 
  30-35 
  Pipes of the Sewers 
  36 
  Portable Hole 
  37-41 
  Pouch of Accessibility 
  42 
  Prison of the Magus 
  43-47 
  Rope of Climbing 
  48-49 
  Rope of Constriction 
  50-52 
  Rope of Entanglement 
  53 
  Rug of Smothering 
  54 
  Rug of Welcome 
  55 
  Saw of Mighty Cutting 
  56 
  Shadow Lanthorn 
  57-59 
  Sheet of Smallness 
  Die Roll (d%) 
  Wondrous Item Type 
  60 
  Spade of Colossal Excavation 
  61-67 
  Spell Component Case, Enchanted 
  68 
  Sphere of Annihilation 
  69-72 
  Spoon of Stirring 
  73-75 
  Stone Horse 
  76-77 
  Stone of Controlling Earth Elementals 
  78-79 
  Stone of Good Luck 
  80-81 
  Stone of Weight 
  82-84 
  Sustaining Spoon 
  85-89 
  Trident of Fish Command 
  90-93 
  Trident of Warning 
  94-95 
  Trident of Yearning 
  96-97 
  Well of Many Worlds 
  98-00 
  Wind Fan 
   
   
   
  Disposing of Treasure 
   
  It is a common misconception that, when an adventurer finds an alabaster 
  statuette worth 400 g.p., he can simply nip down to the local alabaster 
  statuette shop, turn in the item, and walk away with 400 gold coins (or, 
  preferably, 80 platinum pieces!). Nothing could be further from the truth.  
   
  In reality, when disposing of treasure, the adventurers will not receive the full 
  value of the booty. In some cases, they may only recover less than half the 
  value of the item in cold, hard cash.  
   
  It is up to the game master to decide how to handle the disposal of treasure. 
  Each transaction may be role-played out, but this could quickly become 
  tedious if a large hoard consisting of mainly artworks and luxuries is at hand. 
  The game master also want to simply roll on the following table to determine 
  how much the player characters get for their haul. A good compromise may 
  also be to do a mixture; act out the disposition of two or three very 
  expensive, high-end items, and simply say “and you’re able to dispose of the 
  rest in a similar fashion, for a total value of X g.p.” 
   
  The amount obtained for a treasure depends on its type (it being easier for 
  an adventurer-type to get a good price for a ruby necklace than a bale of 
  cotton), and is modified by the charisma of the seller.  
   
  Note that characters get experience points for the full value of treasure 
  recovered, not based on what they’re able to sell it for.  
   
  
  Alternate Treasure Rules 
  58 
  TABLE 118: SALE OF TREASURE ITEMS (TREASURE METHOD I) 
  Charisma of Seller 
  Type 
  3-6 
  7-8 
  9-12 
  13-14 
  15-16 
  17 
  18 
  19+ 
  I 
  35% 
  40% 
  45% 
  50% 
  55% 
  60% 
  65% 
  70% 
  II 
  33% 
  38% 
  43% 
  48% 
  52% 
  57% 
  62% 
  67% 
  III 
  33% 
  38% 
  43% 
  48% 
  52% 
  57% 
  62% 
  67% 
  IV 
  32% 
  36% 
  41% 
  45% 
  50% 
  54% 
  59% 
  63% 
  V 
  32% 
  36% 
  41% 
  45% 
  50% 
  54% 
  59% 
  63% 
  VI 
  32% 
  36% 
  41% 
  45% 
  50% 
  54% 
  59% 
  63% 
  VII 
  32% 
  36% 
  41% 
  45% 
  50% 
  54% 
  59% 
  63% 
  VIII 
  32% 
  36% 
  41% 
  45% 
  50% 
  54% 
  59% 
  63% 
  IX 
  26% 
  30% 
  34% 
  38% 
  41% 
  45% 
  49% 
  53% 
  X 
  28% 
  30% 
  33% 
  35% 
  38% 
  40% 
  43% 
  45% 
  XI 
  9% 
  10% 
  11% 
  13% 
  14% 
  15% 
  16% 
  18% 
  XII 
  n/a 
  n/a 
  n/a 
  n/a 
  n/a 
  n/a 
  n/a 
  n/a 
  XIII 
  55% 
  60% 
  65% 
  70% 
  75% 
  80% 
  85% 
  95% 
  XIV 
  66% 
  70% 
  74% 
  78% 
  81% 
  85% 
  89% 
  96% 
  XV 
  64% 
  68% 
  71% 
  75% 
  79% 
  83% 
  86% 
  94% 
  XVI 
  89% 
  90% 
  91% 
  93% 
  94% 
  95% 
  96% 
  99% 
  XVII 
  53% 
  58% 
  63% 
  68% 
  73% 
  78% 
  83% 
  93% 
  XVIII 
  76% 
  78% 
  81% 
  83% 
  86% 
  88% 
  91% 
  96% 
   
  While it may seem that some of the percentages in the above table are too 
  low, bear in mind that for many of the treasure types, coin makes up a large 
  percentage of the total. Thus, that portion of the treasure is worth 100% of its 
  value, so the overall amount obtained for the hoard is much higher than the 
  table might suggest.  
   
  TABLE 119: SALE OF TREASURE ITEMS (TREASURE METHOD II) 
  Charisma 
  of Seller 
  Sundries 
  Luxuries 
  Art 
  Jewelry 
  Gems 
  3-6 
  35% 
  40% 
  45% 
  50% 
  55% 
  7-8 
  40% 
  45% 
  50% 
  55% 
  60% 
  9-12 
  45% 
  50% 
  55% 
  60% 
  65% 
  13-14 
  50% 
  55% 
  60% 
  65% 
  70% 
  15-16 
  55% 
  60% 
  65% 
  70% 
  75% 
  17 
  60% 
  65% 
  70% 
  75% 
  80% 
  18 
  65% 
  70% 
  75% 
  80% 
  85% 
  19+ 
  70% 
  80% 
  85% 
  90% 
  95% 
   
  The percentage above indicates how much of the items’ worth will be paid 
  for in coin. Add 10% if the players characters have sold to the same buyer 
  before, with no bad history between them.  
   
  If the items were stolen from someone in the area, and are easily identifiable 
  (most art and many luxuries would fall into this category, as would very 
  expensive or noteworthy gems), normal merchants will not only refuse to buy, 
  but will almost certainly (90% chance) turn the would-be seller over to the 
  authorities. If a proper underworld fence can be found, or is already known, 
  such items can be sold for a further 50% reduction to the prices given above 
  (10% minimum). Note that the player characters don’t need to be the ones 
  who necessarily stole the goods; re-stealing from the thieves still requires the 
  use of a fence! 
   
   
   
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  59 
  Ships and Waterborne 
  Travel 
   
  Most campaigns will, at some 
  point or other, move out onto the 
  waves. Such adventuring comes 
  with its own unique character, as 
  the perils and requirements of 
  seaborne travel and exploration 
  are distinctive.  
   
  Some campaigns will have long 
  voyages of discovery and new 
  lands to be explored. Some will 
  sail 
  ages-old 
  trade 
  routes, 
  bringing goods, passengers, and 
  (perhaps most important of all) 
  information between far-flung and 
  exotic ports of call. Still others will 
  find the player characters facing 
  desperate 
  pirates, 
  marauding 
  undersea dwellers, and even 
  open warfare.  
   
  Player characters will, generally, 
  have 
  only 
  a 
  few 
  types 
  of 
  interactions with ships during the 
  normal course of the game: 
   
   
  The player characters travel on a ship from one destination to 
  another (whether they own or hire the ship). It could be as 
  simple as taking a ferry across a river, or as daunting as 
  traveling to another continent.  
   
  The player characters have an encounter on the ship itself 
  (whether the ship is in motion or at port). Often such encounters 
  consist of interacting with NPCs (who are part of the crew or 
  fellow passengers), but there could be a mystery to be solved, a 
  treasure to be found on the ship itself, and so forth.  
   
  The ship that the player characters are on has a hostile 
  encounter while they are aboard (whether that is with another 
  ship or a monster of some sort). Pirates, sea monsters, ships of 
  some enemy nation, marauding raiders from beneath the waves; 
  there are endless possibilities.  
   
  Note that the three main sorts of shipboard interactions are not mutually 
  exclusive. It is entirely possible for the characters to be on a ship en route 
  from one port to another, deal with NPCs while on board, and have the 
  vessel attacked by pirates before they reach their destination. Each has 
  unique challenges for the game master, and is best dealt with through rules 
  and guidelines of its own.  
   
  Shipborne Travel 
   
  This is the most straightforward of all shipboard interactions. The ship is 
  traveling from point A to point B, and the characters are on board while it 
  does. They could own the ship, in which case the captain and crew are their 
  hirelings. They could have signed on as members of the crew, to offset the 
  price of passage. They could have simply paid for passage. Finally, most 
  risky, they could be stowaways: a much more difficult proposition on the 
  smaller vessels of the classical to late medieval period that the game 
  assumes, but by no means impossible.  
   
  Short voyages will be charged according to a flat rate. A ferry across a river, 
  for instance, would be about 5 s.p. Longer voyages are assessed by the mile, 
  if they are between known destinations on established routes. The hazards 
  vary, naturally, as do the distances involved, so the prices will vary 
  according to whether the travel occurs on a lake, river, or on the sea.  
   
  Voyages of discovery, where the 
  ship is sailing into the unknown 
  and without the benefit of a 
  known port of call at the other 
  end, almost always require that 
  the ship and its crew be bought 
  and paid for entirely.  
   
  Naturally, shipborne travel is not 
  without its own inherent risks, 
  over and above the perils of 
  pirates, 
  sea 
  monsters, 
  and 
  marauding sea-races. 
   
  Speed 
   
  The speed at which the ship 
  travels depends on whether it is 
  driven by sails or oars, and the 
  relative speed of the wind. Each 
  ship has a rowing and sailing 
  speed that represents the base 
  speed at which the vessel travels 
  by either means. To that, roll 
  each day and apply the following modifier due to the wind. Note that the 
  direction of travel and wind does not matter for purposes of movement: that 
  only comes into play in a tactical combat situation.  
   
  TABLE 120: DAILY WIND SHIPBORNE MOVEMENT MODIFIER 
  Die Roll 
  (d%) 
  Result 
  Speed Modifier 
  Damage 
  01-02 
  Dead calm 
  No sail movement possible. 
  Only by oar. 
  0 
  03-08 
  Calm 
  25% normal sail rate, full oar 
  rate 
  0 
  09-19 
  Light breeze 
  50% normal sail rate, full oar 
  rate 
  0 
  20-78 
  Light wind 
  Full sail, full oar rate 
  0 
  79-89 
  Strong wind 
  125% sail rate, full oar rate 
  2 
  90-97 
  High wind 
  150% sail rate, 25% oar rate 
  4 
  98-99 
  Gale 
  200% sail rate, 50% oar rate 
  8 
  00 
  Storm 
  300% sail rate but determine 
  direction randomly, no oar 
  movement possible. 
  16 
  ** 
  Hurricane 
  500% sail rate but determine 
  direction randomly, no oar 
  movement possible. 
  32 
   
  ** Hurricane-strength winds are not normally encountered randomly, but 
  should be placed by the game master as a set encounter or via a random 
  encounter table.  
   
  If the ship is becalmed, there is a 25% chance that it will also be becalmed 
  the next day. The campaign setting may have modifiers for wind according 
  to particular seasons and/or particular locations; it may also have currents 
  charted that will have an impact on shipborne speeds. Damage listed in the 
  above table is the amount of damage the ship sustains as a result of the 
  
  Ships and Waterborne Travel 
  60 
  wind; this accumulates and eventually needs to be repaired before the ship 
  founders and sinks (see below).  
   
  Note that many ships may capsize if they are caught in strong or greater 
  winds. This chance is listed in the individual ship descriptions, below.  
   
  When traveling on rivers, there is an additional modifier based on the speed 
  of the river itself. When traveling downstream (i.e., with the flow of the river) 
  add two-thirds of the river’s speed to that of the ship. When traveling 
  upstream, subtract one-third of the river’s speed from the ship’s speed. The 
  largest rivers flow at up to 5 mph, while others flow less than 1 mph.  
   
  Getting Lost 
   
  Each day, the captain or one of the officers must make a successful seafaring 
  (navigation) roll. If the roll fails, the ship is off course, but not irreparably so. 
  If the character fails three such rolls in succession, the ship is lost. Such 
  checks are always made against intelligence, not dexterity.  
   
  Having an accurate nautical chart of the area provides a +1 bonus to the 
  check. If there is a known coastline in sight, the check gets an additional +1 
  bonus. For travel in well-known and often-traveled waters, the check is 
  automatically successful.  
   
  For a lost ship, the game master should secretly roll on the following table to 
  determine the direction of travel: 
   
  TABLE 121: LOST AT SEA 
  Die Roll (d6) 
  Ship is Actually Traveling 
  1 
  30° to starboard 
  2 
  60° to starboard 
  3 
  90° to starboard (only possible in fog or cloudy weather) 
  4 
  30° to port 
  5 
  60° to port 
  6 
  90° to port (only possible in fog or cloudy weather) 
   
  To determine whether the weather is cloudy or clear, roll 1d6. On a roll of 1 
  or 2, the weather is cloudy. If not, it is clear. Note that you should also be 
  using the weather tables found on p. 103 (or whatever weather system your 
  particular campaign setting uses); this shows the chance for fog. 
   
  Shipboard Encounters 
   
  Shipboard encounters are little different from any other sort of encounter. The 
  game master should prepare a detailed deck-plan of the vessel itself, which 
  should be keyed and described much like any other dungeon or building. He 
  should invent details about the various notable NPCs (including at a very 
  minimum the captain, his officers, notable passengers, and stand-out sailors if 
  any) and adjudicate the encounter just like any other.  
   
  Such encounters can present their own problems for the player characters, of 
  course. The fact that they occur onboard ship imparts a certain level of 
  isolation and claustrophobia to the proceedings. Naturally, this is lessened if 
  the ship is docked at port, but even then the game master can use the 
  confines of the ship to his advantage, simply by lessening the player 
  characters’ options for exploration, searching, and such. It’s easier to point 
  them in a desired direction when they’re on a ship, rather than wandering all 
  over some port town. 
   
  In addition, it is possible for undersea races to board ships and attack those 
  on board. Adjudicate such encounters just like any regular melee combat. If 
  a band of marauding sahuagin toss grappling hooks onto the rail of a ship 
  and engage in bloody hand-to-hand (hand-to-fin?) combat, there’s no reason 
  to treat it any differently, from a mechanical point of view, than any other 
  melee combat.  
   
  Seaborne Encounters 
   
  Just like traveling on land in the wilderness, the game master should check 
  for random encounters while the ship is at sea. The chance for a random 
  encounter depends on the locale. Note that a “traveled” lake or river is one 
  that is generally used for transportation, trade, fishing, and so forth by 
  people from civilized lands. An untraveled lake or river is one that lies in the 
  wilderness and does not have regular shipborne traffic upon it.  
   
  TABLE 122: SEABORNE ENCOUNTERS 
  Locale 
  Check for 
  Encounter Every… 
  Chance of Encounter 
  Traveled lake/river 
  6 hours 
  15% 
  Untraveled lake/river 
  8 hours 
  10% 
  Within 24 miles of 
  inhabited coast 
  6 hours 
  15% 
  Within 24 miles of 
  uninhabited coast 
  8 hours 
  10% 
  More than 24 miles 
  from coast (any) 
  12 hours 
  5% 
   
  If an encounter is indicated, roll on the appropriate table found in the 
  random encounter rules for your game. 
   
  Surprise 
   
  Surprise is normally only possible if the enemy attacks from directly 
  underneath the vessel, there is fog, or the encounter takes place at night, due 
  to the fact that visibility is so great at sea. As game master, you may 
  determine that there are other circumstances in which surprise is justified, 
  such as when a pirate ship is lurking in a hidden cave and darts out to 
  attack. In such circumstances, roll 1d6 for both sides and consult the 
  following table: 
   
  TABLE 123: SURPRISE 
   
   
  Foes (monsters, enemy ships, etc.) Roll 
   
   
  1 
  2 
  3 
  4 
  5 
  6+ 
  1 
  n/a 
  F1 
  F2 
  F3 
  F4 
  F5 
  2 
  P1 
  n/a 
  F1 
  F2 
  F3 
  F4 
  3 
  P2 
  P1 
  4 
  P3 
  P2 
  5 
  P4 
  P3 
  PCs Roll 
  6 
  P5 
  P4 
  No effect 
   
  Results of F1, F2, etc. indicate the number of free rounds of attacks the foe 
  gets to make against the player characters’ ship. P1, P2, etc. indicates the 
  number of free rounds of attacks the player characters get to make against 
  the foe. If they surprise the enemy, either side gets a 50% bonus to their 
  chance to evade (see below), instead of attacking.  
   
  Evasion 
   
  Either side in an encounter may choose to evade rather than remain to face 
  the encounter. Bear in mind that evasion is automatic if the evading side can 
  go underwater and the pursuers cannot (such as a group of mermen wishing 
  to evade an encounter with a pirate ship).  
   
  If the pursuer is a ship or ships, the captain must make a successful 
  seamanship (ocean-going or freshwater, as applicable) roll using 
  intelligence. If the pursuer is a creature or creatures, the base chance of 
  successfully pursuing is equal to the number of hit dice of the creature plus 
  
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  two. The type of hit dice does not matter in this instance. Next, apply the 
  following modifiers: 
   
   
  Add the evasion modifier for the pursuer 
   
  Subtract the evasion modifier for the pursued 
   
  If there is more than one pursuing ship, add half the appropriate 
  seamanship skill levels of the other captains to that of the lead 
  pursuing captain (round down) 
   
  If the pursued ship’s captain has a higher seamanship level than 
  that of the pursuing ship, subtract 2 from the roll for each 
  difference in skill level (do not count any additional bonuses the 
  pursuer might receive due to the presence of multiple pursuing 
  ships) 
   
  If the pursued creature is more than 20’ in length, the pursuing 
  captain gets a +2 bonus to his roll 
   
  If there are multiple pursuing creatures, add +1 to the pursuer’s 
  roll for every 10 cumulative hit dice of pursuing creatures 
   
  If the pursuer’s roll succeeds, he catches the pursued and combat may begin. 
  If he fails, the pursued successfully evaded the encounter.  
   
  Waterborne Combat 
   
  Combat can take place when an encounter occurs and neither side 
  successfully evades. Of course, every encounter does not need to lead to 
  combat; it could be an encounter with a friendly merchant ship, a group of 
  passing tritons on business of their own, or some other event. When combat 
  does occur, it follows a process analogous to that of melee combat. 
   
   
   
  Each ship has a number of hit points that act just like hit points for structures. 
  No individual hit that does less than 10 h.p. of damage has any effect on a 
  ship, and the weapon used must make a saving throw vs. normal blow to 
  avoid breaking. This applies to sea creatures as well; only attacks that cause 
  at least 10 hit points with a single blow cause damage to ships. Note that 
  this is not cumulative; each individual hit must deal 10 h.p. to count. Sea 
  creatures themselves are not protected by this stricture, of course. Unless 
  otherwise specified, melee attacks against sea creatures inflict damage 
  regardless of the amount. Flaming arrows are the only exception to the 10 
  h.p. per strike rule (see below). 
   
  Most weapons that can harm ships are of the siege weapon category: 
  catapults, rams, etc. Ships can be armed with ballistae and light catapults, 
  suitable for use against both other ships and monsters.  
   
  Ships can attempt to make one of four sorts of combat actions in a given 
  round: maneuver, attack (missile), attack (ram), or attack (grapple). Combat 
  involving ships occurs in alternating turns (each turn being 10 minutes, or 10 
  rounds); the only time initiative needs to be rolled is when normal melee 
  combat occurs (such as between men on the deck of a ship, or the crew of a 
  ship firing their weapons at some sea monster). 
   
  If one side or another wishes to flee an encounter after it has begun, they 
  must wait until either one ship on either side has been sunk or otherwise 
  rendered inoperable, the fleeing ship performs a successful maneuver action, 
  or in some other circumstance that the game master deems appropriate 
  (through the use of magic, role-playing, etc.).  
   
  Maneuver 
   
  This allows the ship or creature(s) to move in such a way that the enemy 
  cannot attack the ship. In order to do so, the captain of the maneuvering ship 
  must make a successful seamanship roll against intelligence, with the 
  following modifiers. If it is a creature that is evading, it must roll its 
  intelligence or hit dice (whichever is higher) or less on 3d6, with the same 
  modifiers as if it were a ship.  
   
   
  For each attacking ship or large creature beyond the first that is 
  attacking it, the maneuvering ship captain suffers a -1 penalty to 
  the skill check roll.  
   
  Add the evasion modifier of the best attacking ship. 
   
  Subtract the evasion modifier of the maneuvering ship. 
   
  If the ship makes its maneuver roll, none of the attacking ships can attack it. If 
  it fails, each is able to do so.  
   
  Sailing ships, as opposed to those being oared, move slower when moving 
  against the wind and faster when moving with the wind. Thus, apply the 
  following modifier to the maneuver roll, depending on the wind (see p. 59 to 
  determine what the wind speed is on any given day).  
   
  TABLE 124: SHIP COMBAT MANEUVER MODIFIERS 
  Wind 
  By Sail 
  By Oar 
  Becalmed 
  Automatic fail 
  ±0 
  Breeze 
  -4 
  ±0 
  Light wind 
  -2 
  ±0 
  Normal wind 
  ±0 
  ±0 
  Strong wind 
  +2 
  ±0 
  High winds 
  +4 
  -2 
  Violent winds 
  +6 
  -4 
  Gale* 
  -10 
  -10 
   
  If the maneuver action is successful two turns in a row, the maneuvering ship 
  can attempt to evade the encounter altogether, but with an additional  
  -2 penalty to the roll.  
   
  Attack (missile) 
   
  This allows the ship to attack the enemy with missile weapons: bows, 
  crossbows, ballistae, catapults, and the like. This also includes magical 
  attacks such as fireballs and lightning bolts. Note that some weapons (such 
  as catapults) have a fixed field of fire and are not always able to fire at an 
  enemy, even if the ship itself is within range. Attacks can be targeted against 
  an enemy ship itself (in which case they are made against AC 10) or against 
  the crew on the ship.  
   
  Many missiles used in ship combat are incendiary in nature. Barrels of 
  flaming pitch cause 1d6x10 h.p. of damage on the round they hit, and do 
  like damage for every round they are not extinguished. It takes 15 men to 
  
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  62 
  extinguish such a fire in 1 round, while 10 men can do so in 2 rounds, and 
  5 men can do so in 3 rounds.  
   
  As mentioned above, flaming arrows are the only exception to the 10 h.p. 
  per strike rule. If 10 or more flaming arrows strike the same ship on the same 
  round, they deal 1 h.p. of actual damage to the ship per round until the 
  flames are extinguished (the same number of men are needed as for a barrel 
  of flaming pitch, above).  
   
  Attack (ram) 
   
  This allows the galley, if equipped with a ram (for only galleys may be so 
  equipped), to attempt to slam into the side of an enemy ship, thus breaching 
  the hull and forcing it to take on water. It cannot be used against most sea 
  creatures, except creatures as large or larger than the ship itself (or in other 
  circumstances the game master may deem appropriate). The “to hit” roll is 
  made by the captain of the ramming ship against AC 10, with the following 
  modifiers: 
   
  TABLE 125: RAMMING "TO HIT" MODIFIER 
  Circumstance 
  Ramming “To Hit” Modifier 
  Target has 01 - 25 h.p. 
  ±0 
  Target has 26 - 50 h.p. 
  -1 
  Target has 50 - 99 h.p. 
  -2 
  Target has 100+ h.p. 
  -3 
   
  The ram inflicts 10 h.p. of damage on the target vessel, but since the 
  damage is caused beneath the waterline, the target vessel is considered 
  “holed” and takes on water causing an additional 1d10 h.p. per turn. A ram 
  can pierce a ship multiple times, with each such hole causing 1d10 h.p. of 
  damage as more and more water rushes in.  
   
  For every 10 sailors or other crew that begin to bail water, 1d10 h.p. can be 
  repaired per turn, but such bailing efforts can only repair damage caused by 
  incoming water. Sailors who are bailing cannot be used to repair damage, 
  repel boarders, or take the place of rowers.  
   
  Only one ship may ram any given ship in any given turn. The same ship may 
  not ram the same ship on two successive turns, as the following turn is used 
  to extricate the ramming ship from the target. If a ship successfully rams 
  another, it may not perform any action on the next turn except grappling, but 
  such is extremely dangerous; if the ramming ship is still grappled to another 
  when it sinks, it takes on 10 h.p. per round of water until it too sinks until the 
  ropes are cut (which takes 1d3 rounds).  
   
  Attack (grapple) 
   
  This allows the ship, if next to the enemy, to use grappling hooks and rope, 
  bridging planks, etc. to put sailors, marines, and other combatants onto the 
  enemy ship to attempt to seize control. Note that this is exactly the same 
  process as sea-creatures (such as sahuagin) grappling and boarding ships. 
   
  If both ships wish to grapple, the attempt is automatically successful. If not, 
  there is a base 75% chance that the attempt to grapple succeeds. Each 
  captain may, if he wishes, use his seamanship skill to modify the grappling 
  attempt; add or subtract 10% per seamanship skill level as appropriate. If a 
  ship attempts to grapple a ship that is already grappled, success is 
  automatic.  
   
  Once the grapple succeeds, run the combat like any normal melee combat, 
  on the decks (and possible in the interiors) of the ships involved. As men 
  move onto an enemy ship, they suffer a -2 penalty “to hit” and a -2 penalty 
  to their armor class for that round only.  
   
  Damage 
   
  Ships, like structures, have hit points. They suffer automatic damage in high 
  winds (see p. 59), and may suffer damage from combat with other ships or 
  sea monsters. Other hazards (such as coral reefs) can cause hull damage as 
  well. All of this must be repaired at some point, or the ship will founder and 
  sink. Light to moderate damage can be repaired while still at sea, but more 
  serious damage requires putting into port or even a dry-dock to fully repair.  
   
  The basic rule is that a ship sinks if it loses all of its hit points. Whether this 
  means it has burned to the waterline, has been swamped by storm-driven 
  water, or has been rammed and takes on water faster than can be bailed, 
  will be determined by circumstance.  
   
  Damage can, of course, be repaired. Damage up to half the total hit points 
  of the vessel can be repaired while at sea. Anything more than half the 
  vessel’s total hit points must be repaired while in port. This assumes that the 
  proper supplies and skilled crew are available to make the repairs. If not, the 
  ship can attempt to find the needed supplies (timber, mostly) on shore. Most 
  islands and coasts have timber available that can be used to repair ships, 
  unless the terrain obviously prohibits it (arctic, desert, etc.).  
   
  Fortunately, a single sailor working for eight hours can repair 1 hit point of 
  ship damage, subject to the limits above. At least 20 pounds of lumber 
  and/or canvas are required to do so, and a suitable selection of tools must 
  be available. Many ships carry spare supplies of such things specifically to 
  make repairs without having to dock. Unless otherwise specified, half of all 
  damage is inflicted on the hull of the ship itself (requiring lumber to repair) 
  and half on the rigging (requiring canvas).  
   
  While repairs are taking place at sea, no movement can occur.  
   
  Ships 
   
  Each type of ship has an entry similar to that of monsters. This enables the 
  game master to expand the types of ships available in his particular 
  campaign world limitlessly, to include both historical and purely fantastic 
  designs.  
   
  How to Read a Ship Entry 
   
  Each ship has statistics for the following attributes. These are followed by a 
  textual explanation of the history, role, and use of the ship type in the game. 
   
  Cost is the amount in gold pieces that a given type of ship would normally 
  cost. Merely because a cost is given does not guarantee that a given type of 
  ship will be available, let alone for sale, in any given locale.  
   
  Travel Speed is the rate at which the ship can travel under normal 
  circumstances. It can be adjusted by weather (and whether the ship is 
  traveling under sail or under oar) and by the size of the crew. A normal day 
  involves 12 hours of travel. 
   
  Crew is the minimum number of men needed to man the ship. Sailors allow 
  the ship to travel under sail, while rowers allow it to travel by oar. If a ship is 
  also carrying marines, they have no use as either rowers or sailors, unless 
  otherwise specified. 
   
  Hit Points defines the amount of damage the ship can sustain before it 
  sinks. Note that, in most circumstances, attacks that inflict less than 10 h.p. 
  per attack, no damage will be done to the vessel. 
   
  Weapons defines the number of missile weapons that the ship can normally 
  carry. Heavy catapults count as 4, light catapults count as 2, and ballistae 
  
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  count as 1. Trebuchets are too large to effectively use aboard ship. Hand-
  held weapons, such as bows and crossbows, do not count.  
   
  Draft is the depth into the water that the ship sinks when moving. It is, in 
  effect, the minimum water depth for travel. Most of the time it is not an issue. 
   
  Length is the length of the ship from prow to stern. 
   
  Beam is the width of the ship at its widest. 
   
  Cargo Capacity is the amount of cargo the ship can normally carry. Note 
  that for every 1,000 pounds of cargo capacity, the ship can carry an 
  additional passenger, and vice versa. Marines count as passengers for this 
  purpose.  
   
  Passengers defines the number of non-sailors/rowers/marines that the ship 
  can carry. Passengers can be swapped out for cargo at a rate of 1,000 
  pounds per passenger, and vice versa. 
   
  Evasion is the modifier used by the type of ship when attempting to evade 
  an encounter or maneuver in battle.  
   
  Capsize is the percentage chance that the ship will capsize, dumping all of 
  its crew and passengers (and possibly cargo) into the water, in strong winds, 
  high winds, violent winds, or gales, respectively.  
   
  Barge 
   
  Cost 
  6,000 g.p. 
  Travel Speed 
  3 mph 
  Crew 
  5 sailors/rowers 
  Hit Points 
  60 
  Weapons 
  2 
  Draft 
  5’ 
  Length 
  20’ 
  Beam 
  10’ 
  Cargo Capacity 
  16,000 lbs. 
  Passengers 
  75 
  Evasion 
  -2 
  Capsize 
  0/20/30/40 
   
  A barge is a long, flat boat designed to carry cargo on relatively calm 
  waters such as lakes and rivers. It can be found in most time periods and 
  cultures.  
   
  Canoe 
   
  Cost 
  30 g.p. 
  Travel Speed 
  2 mph 
  Crew 
  1 rower 
  Hit Points 
  10 
  Weapons 
  0 
  Draft 
  6” 
  Length 
  10’ 
  Beam 
  5’ 
  Cargo Capacity 
  500 lbs. 
  Passengers 
  3 
  Evasion 
  -1 
  Capsize 
  30/60/90/100 
   
  A canoe is a small narrow craft designed for a few people. It has a very 
  shallow draft, allowing it to move along most rivers and even streams. It 
  appears in most time periods and cultures.  
   
  Caravel 
   
  Cost 
  30,000 g.p. 
  Travel Speed 
  3 mph 
  Crew 
  30 sailors 
  Hit Points 
  300 
  Weapons 
  8 
  Draft 
  5’ 
  Length 
  70’ 
  Beam 
  20’ 
  Cargo Capacity 
  400,000 lbs. 
  Passengers 
  10 
  Evasion 
  +2 
  Capsize 
  0/0/5/10 
   
  A caravel is a sailing ship capable of crossing broad oceans. It has two or 
  three masts with square rigging, fore- and aft-castles each with several decks, 
  and a closed deck with several sub-decks. It was used in Europe from the 
  15th century on.  
   
  Carrack 
   
  Cost 
  60,000 g.p. 
  Travel Speed 
  2 ½ mph 
  Crew 
  20 sailors 
  Hit Points 
  400 
  Weapons 
  24 
  Draft 
  5’ 
  Length 
  70’ 
  Beam 
  20’ 
  Cargo Capacity 
  10,000 lbs. 
  Passengers 
  480 
  Evasion 
  -3 
  Capsize 
  0/10/20/40 
   
  The carrack is an enormous warship capable of holding hundreds of troops 
  and sporting many weapons. It has two or three square rigged masts, 
  multiple decks, and multi-decked fore- and aft-castles. It was used in Europe 
  from the 15th century on. 
   
  Cog 
   
  Cost 
  6,000 g.p. 
  Travel Speed 
  2 mph 
  Crew 
  4 sailors 
  Hit Points 
  350 
  Weapons 
  6 
  Draft 
  4 ½’ 
  Length 
  90’ 
  Beam 
  20’ 
  Cargo Capacity 
  300,000 lbs. 
  Passengers 
  16 
  Evasion 
  -1 
  Capsize 
  0/0/10/15 
   
  A cog is the quintessential medieval sailing ship, with the aft and stern 
  decked over, but the amidships left open. It was in use in Europe from the 
  12th century onward.  
   
  
  Ships and Waterborne Travel 
  64 
  Dromon 
   
  Cost 
  25,000 g.p. 
  Travel Speed 
  2 mph (sailing), 3 mph (rowing) 
  Crew 
  7 sailors, 100 rowers 
  Hit Points 
  100 
  Weapons 
  16 plus ram 
  Draft 
  4’ 
  Length 
  175’ 
  Beam 
  15’ 
  Cargo Capacity 
  200,000 lbs. 
  Passengers 
  93 
  Evasion 
  -1 (sailing), +1 (rowing) 
  Capsize 
  0/0/5/10 
   
  A dromon is a galley designed for combat. It has a fully covered deck, plus a 
  deckhouse on the stern. The Byzantines used it from the 6th through the 12th 
  centuries.  
   
  Keelboat 
   
  Cost 
  3,000 g.p. 
  Travel Speed 
  1 mph (sailing and rowing) 
  Crew 
  3 sailors, 12 rowers 
  Hit Points 
  30 
  Weapons 
  2 
  Draft 
  1’ 
  Length 
  20’ 
  Beam 
  6’ 
  Cargo Capacity 
  500 lbs. 
  Passengers 
  1 
  Evasion 
  -2 
  Capsize 
  5/10/15/20 
   
  The keelboat is designed for use on rivers and lakes, and has a covered deck 
  with a large deckhouse. It can be found in most cultures and time periods, 
  although in earlier cultures the “deckhouse” may be little more than a tent.  
   
  Knarr 
   
  Cost 
  6,000 g.p. 
  Travel Speed 
  2 mph 
  Crew 
  12 sailors/rowers 
  Hit Points 
  100 
  Weapons 
  4 
  Draft 
  2’ 
  Length 
  55’ 
  Beam 
  15’ 
  Cargo Capacity 
  50,000 lbs. 
  Passengers 
  8 
  Evasion 
  ±0 
  Capsize 
  0/0/5/10 
   
  The knarr is a type of longboat, wider and thus sturdier, designed for 
  carrying cargo. It has a single square-rigged sail and closed decks fore and 
  aft, but the middle is open. It was used in northern Europe from the 7th 
  through the 14th centuries.  
   
  Launch 
   
  Cost 
  500 g.p. 
  Travel Speed 
  1 ½ mph (rowing) 
  Crew 
  3 sailor/rowers 
  Hit Points 
  20 
  Weapons 
  1 
  Draft 
  5’ 
  Length 
  15’ 
  Beam 
  5’ 
  Cargo Capacity 
  500 lbs.  
  Passengers 
  5 
  Evasion 
  -3 
  Capsize 
  10/15/20/25 
   
  A launch is a small boat designed for larger ships to carry when 
  circumstances dictate. Boats launched from whaling ships would be of this 
  type. Also called a skiff. Launches can be found in most cultures and time 
  periods that have larger ships.  
   
   
  Longship 
   
  Cost 
  10,000 g.p. 
  Travel Speed 
  1 ½ mph (sailing), 2 mph (rowing) 
  Crew 
  40 sailors/rowers 
  Hit Points 
  700 
  Weapons 
  0 
  Draft 
  2’ 
  Length 
  75’ 
  Beam 
  15’ 
  Cargo Capacity 
  20,000 lbs. 
  Passengers 
  20 
  Evasion 
  +2 
  Capsize 
  0/0/5/10 
   
  Longships are open ships whose very shallow draft allows them to go deep 
  into rivers where other ships could not. Viking ships are quintessential 
  longships. Also known as drakkars. They were used in northern Europe from 
  the 9th century through the 13th.  
   
  Pinnace 
   
  Cost 
  4,500 g.p. 
  Travel Speed 
  3 mph (sailing), ½ mph (rowing) 
  Crew 
  15 sailors, 8 rowers 
  Hit Points 
  200 
  Weapons 
  4 
  Draft 
  5’ 
  Length 
  20’ 
  Beam 
  5’ 
  Cargo Capacity 
  3,000 lbs. 
  Passengers 
  4 
  Evasion 
  +2 (sailing), -2 (rowing) 
  Capsize 
  0/0/0/5 
   
  A pinnace is a small ocean-going vessel, fully decked with a small 
  deckhouse. It has two square-rigged masts. It appears in European cultures 
  prior to the 16th century.  
   
  
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  65 
  Raft 
   
  Cost 
  100 g.p. 
  Travel Speed 
  ½ mph 
  Crew 
  1 sailor 
  Hit Points 
  15 
  Weapons 
  1 
  Draft 
  1’ 
  Length 
  10’ 
  Beam 
  10’ 
  Cargo Capacity 
  6,000 lbs. 
  Passengers 
  3 
  Evasion 
  -3 
  Capsize 
  10/20/30/40 
   
  This is not a hand-made raft of logs, but rather a professionally constructed 
  platform designed mainly for floating on lakes or rivers. Rafts transcend time 
  and culture.  
   
  Rowboat 
   
  Cost 
  50 g.p. 
  Travel Speed 
  1 mph (rowing) 
  Crew 
  1 sailor/rower 
  Hit Points 
  30 
  Weapons 
  0 
  Draft 
  2 ½’ 
  Length 
  8’ 
  Beam 
  3’ 
  Cargo Capacity 
  1,000 lbs. 
  Passengers 
  3 
  Evasion 
  -4 
  Capsize 
  10/20/30/40 
   
  This is a very small flat-bottomed boat used in lakes, rivers, and very close to 
  shore. It appears in most cultures and time periods.  
   
  Quadreme 
   
  Cost 
  30,000 g.p. 
  Travel Speed 
  1 ½ mph (sailing), 2 mph (rowing) 
  Crew 
  10 sailors, 250 rowers 
  Hit Points 
  225 
  Weapons 
  16 plus ram 
  Draft 
  4 ½’ 
  Length 
  130’ 
  Beam 
  120’ 
  Cargo Capacity 
  300,000 lbs. 
  Passengers 
  230 
  Evasion 
  +3 
  Capsize 
  0/0/0/5 
   
  The quadreme is a truly massive galley designed for use along shores rather 
  than the open ocean. In addition to the rowers, it sports one or two masts. It 
  is fully decked, and has four banks of rowers per side. It was used from at 
  least the 1st century through the 5th. 
   
  Trireme 
   
  Cost 
  12,000 g.p. 
  Travel Speed 
  1 ½ mph (sailing), 2 mph (rowing) 
  Crew 
  3 sailors, 70 rowers 
  Hit Points 
  125 
  Weapons 
  6 plus ram 
  Draft 
  3’ 
  Length 
  135’ 
  Beam 
  15’ 
  Cargo Capacity 
  60,000 lbs. 
  Passengers 
  27 
  Evasion 
  +2 
  Capsize 
  0/0/0/5 
   
  This is a large, multi-decked galley designed for use close to shore. It is 
  partially decked and has a small deckhouse on the aft end. It has one or two 
  masts. It has three banks of rowers and was used from the 1st century BCE 
  through the 5th century. 
   
   
  
  Magic 
  66 
  Magic 
   
   
   
  Most fantasy role-playing games presuppose a world in which magic works. 
  It is a world where the creatures of myth walk the earth, and where magic 
  spells cause miraculous effects. The very nature of the multiverse is magical; it 
  is possible to send one’s astral body out to distant planes of existence to treat 
  with beings of immense magical power and wisdom. However, magic works 
  according to very specific rules, and the way magic works for one is 
  consistent with how it works for all.  
   
  Using Magic Items 
   
  As a rule, a character can only use one “active” magic item per round. Items 
  that are passive (such as rings of protection) are always “on”, but only one 
  item (such as a wand of lightning, cube of force, etc.) can actively be used in 
  a round.  
   
  Many magic items (such as wands, staffs, and wands) require a command 
  word to function. Sometimes these command words are obvious and can be 
  found by trial and error, such as “fire” or “abracadabra.” Otherwise, 
  research will be required, whether magical (legend lore, speak with dead, 
  command word, etc.) or mundane. Such items require but 6 seconds (1 
  segment) to activate when in combat.  
   
  Casting Spells 
   
  Several different character classes can cast spells and, while the precise 
  nature of each sort of magic varies from class to class, the mechanics are 
  generally the same for all casters. Whether they are bards singing magic 
  songs, clerics channeling the power of their deities, or mages studying 
  arcane knowledge from their spell books, all spell casters memorize spells by 
  impressing the mystical energies upon their minds. Once cast, that energy is 
  lost until the spell is again memorized.  
   
  In order to do so, the would-be spell caster must be rested prior to the actual 
  study necessary to impress the mystical energies upon his mind. The amount 
  of rest and study required is shown on the following table: 
   
  TABLE 126: REST REQUIRED TO MEMORIZE SPELLS 
   
  Spell Level 
   
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  Rest 
  (hours) 
  4 
  4 
  6 
  6 
  8 
  8 
  10 
  10 
  12 
  Study 
  (mins.) 
  15 
  30 
  45 
  60 
  75 
  90 
  105 
  120 
  135 
   
  For example, if a mage needs to memorize two 3rd-level spells and one 5th-
  level spell, he needs to rest for at least eight hours prior to doing so (the 
  minimum for a 5th-level spell). The actual memorization takes a total of 2 
  hours and 45 minutes (45 minutes each for the 2nd-level spells, plus 1 hour 
  15 minutes for the 5th-level spell).  
   
  Each spell is listed below (broken down by which class can cast the 
  particular spell), and then given a detailed description (all spells are listed 
  alphabetically). Some classes can cast the same spells, though sometimes 
  with minor differences. Each spell description shows what your character 
  needs to cast the spell; an incantation (words, lyrics, chants, or what have 
  you; some sort of vocalization), gestures (making it impossible to cast such a 
  spell if one’s hands are tied), and often some other sort of item (sometimes 
  rare and expensive, sometimes commonplace). These “material components” 
  are destroyed as the spell is cast, unless otherwise specified.  
   
  As noted in the individual spell descriptions, a cleric or druid needs his holy 
  symbol in order to cast a spell. Clerics’ holy symbols are almost never lost 
  when the spell is cast; the holy symbol of a druid, however, is generally 
  always lost as the spell is cast.  
   
  Optional Rule: Easy Material Components 
   
  Some game masters (and players, for that matter) find the prospect of 
  tracking material components daunting, and believe it adds unnecessary 
  bookkeeping. If the game master decides, he may use the following optional 
  material components rule: 
   
  Any spell caster may simply spend a flat 100 g.p. per month to cover the 
  cost of all everyday material components for his spells. This includes all 
  components which themselves cost less than 100 g.p. Any spell with an 
  individual component that costs 100 g.p. or more must still be individually 
  purchased and tracked.  
   
  This rule presupposes the caster is in a town or has other access to a regular 
  apothecary or some similar source for spell components. It does not apply to 
  holy symbols, either of clerical or druidical sorts.  
   
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  67 
  Spell Books 
   
  Mages and other spell casters collect their magical knowledge in spell books. 
  These mysterious tomes store the magical formulae needed to cast spells; 
  when the mage memorizes a spell (see above), he is, in fact, impressing the 
  magical energies from his book of spells upon his brain.  
   
  Spell books come in three types: standard, travelling, and reference. 
  Standard spell books have 144 pages. Travelling spell books have 36 
  pages. Reference spell books have 288 pages, but are rarely found outside 
  of great magical libraries, for they are very difficult to transport unless it is 
  absolutely necessary. Each spell fills a number of pages in the spell book 
  according to its level, as shown on the following table: 
   
  TABLE 127: SPELL BOOK PAGES BY SPELL LEVEL 
  Spell Level 
  Pages in Spell Book 
  Cantrip (0) 
  4 
  1st - 3rd 
  6 
  4th - 6th 
  9 
  7th - 9th 
  18 
   
  Thus, a travelling spell book could contain six 1st-level spells, a standard 
  spell book could contain eight 8th-level spells, and so on. Naturally, it is 
  possible to mix and match levels of spells in a single book, as long as the 
  overall page limit is not exceeded.  
   
  The standard spell book is large; 16” x 12” and 6” thick is standard. Such a 
  book weighs 15 pounds, but as it is bulky it counts as 45 pounds for 
  purposes of encumbrance; it fills a backpack or large sack completely. If 
  subjected to some attack or other circumstance that necessitates a saving 
  throw, the standard spell book saves as “leather or book”, but gets a +2 to 
  the roll vs. acid, fireball, disintegration, and lightning type attacks due to its 
  sturdy construction (usually bound in dragon hide with metal cornices and 
  inlays). Pages are typically of vellum, and the book often sports a metal latch 
  or lock to keep it closed.  
   
  The travelling spell book is naturally smaller than its standard cousin: 12” x 
  6” and 1” thick. It weighs 3 pounds, but its bulk takes up 6 pounds for 
  encumbrance purposes. As it lacks the sturdier construction of the standard 
  spell book, the travelling spell book does not gain any special bonuses to 
  saving throws, although it also saves using the “leather or book” column of 
  the item saving throw table. Pages are of parchment, and the cover of 
  leather, with ties to keep it closed.  
   
  The reference spell book, as the name implies, is found almost exclusively in 
  large magical libraries, and is hardly ever taken on journeys. It is enormous: 
  36” x 24” and usually 9-12” thick. The book itself weighs 30 pounds, but 
  counts as 100 pounds for purposes of calculating encumbrance. It will most 
  certainly not fit in any conventional backpack, saddlebag, or the like. In 
  extremis, some mages have been known to employ hired help whose sole 
  function is to carry a reference spell book. If the book should need to make a 
  saving throw against some peril, it does so as a standard spell book. It 
  usually has either one large or several small metal latches to hold its sturdy 
  hide-covered covers closed.   
   
  The mage typically begins his adventuring career with two standard spell 
  books; one contains the cantrips that he learned and practiced with as an 
  apprentice, and the other contains the few first-level spells that his master (or 
  magical college, etc.) deemed suitable for his use. These two books do not 
  cost the mage any cash. Note that the mage must opt to discard his book of 
  cantrips, or keep it; he cannot sell it to gain extra cash at the beginning of 
  his career. Characters never begin the game with a travelling spell book; if 
  they wish to get one, they must pay to have it made.  
   
  Once the mage begins to run short of pages in his spell book, or when he 
  desires to have a travelling spell book for adventuring, he must pay to have 
  such a book constructed.  
   
  A standard spell book costs 1,000 g.p. for the book itself and takes 4-7 
  weeks to put together. Travelling spell books cost 500 g.p. and require 1-4 
  weeks to construct. A reference spell book costs 3,000 g.p. and needs a full 
  9-16 weeks to construct. The rare inks required to transcribe spells on the 
  pages costs 100 g.p. per spell level, and the physical process of writing 
  them takes half a day per level of the spell being transcribed (with cantrips 
  treated as first-level spells in this instance).  
   
  It is possible, although not encouraged, for a mage, illusionist, or savant to 
  read a spell directly out of his spell book, much like a spell can be read off a 
  scroll. Due to the dangers involved to the spell book itself, this is rarely done. 
  The spell in question must be a mage spell, and one of a level that the mage 
  could normally cast. When the attempt is made, the spell in question 
  immediately disappears from the page as if it never existed. In addition, 
  there is a 1% chance per level of the spell being cast that the spells 
  immediately preceding and following it in the book will also be erased. If 
  that happens, roll percentile dice again. On a roll of 01, the entire spell 
  book crumbles into dust.  
   
  When attempting to read another mage’s spell book, the spell read magic 
  must be used. In the case of an illusionist or savant, read illusionist magic or 
  read savant magic is required; note that savants have access to all three 
  spells, and can thus cast other classes’ spells in this manner. This is necessary 
  regardless of whether the spell caster is merely memorizing a spell for the 
  day, copying a spell from one spell book to another, or reading a spell 
  directly from someone else’s spell book. For this reason, it is often the case 
  that a mage (or subclass of mage) wants to transcribe spells from captured or 
  looted spell books into his tome.  
   
  Note that a savant cannot memorize spells from an mage’s spell book, and 
  so forth. Even if the spell has the same name and effect, they are different in 
  execution from one class to another.  
   
  Illusions 
   
  It should be remembered that when one is fooled by an illusion, the mind 
  causes a material effect on the body, commensurate with what the illusion 
  shows. Thus, it is possible to walk across a bed of hot coals uninjured, get a 
  good night’s sleep on a bed of nails, and so forth. However, the laws of 
  nature, and the operating of magical spells, are unaffected by the illusion. 
  Thus, someone cannot use an illusionary ladder to climb to the second floor 
  window of a building. Unless there are other reasons to suspect an illusion, 
  however, those under its influence seek other, possibly magical, explanations 
  for such apparently odd phenomena.  
   
  Magic Resistance 
   
  Some monsters, especially those that are undead or are native to some other 
  plane of existence, have an innate magic resistance. If such a creature is the 
  target of some personally directed spell (area effect spells such as fireball or 
  wall of force are not subject to magic resistance), the caster must roll the 
  following percentage or less to have the magic affect the creature. Note that 
  creatures with magic resistance can overcome spells such as hold portal or 
  wizard lock. Magic resistance is always in addition to, rather than instead 
  of, other saving throws.    
   
  
  Magic 
  68 
  TABLE 128: MAGIC RESISTANCE 
   
  Level of Caster 
   
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  A 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  15% 
  10% 
  5% 
  - 
  - 
  - 
  - 
  B 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  15% 
  10% 
  5% 
  - 
  - 
  - 
  C 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  15% 
  10% 
  5% 
  - 
  - 
  D 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  15% 
  10% 
  5% 
  - 
  E 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  15% 
  10% 
  5% 
  F 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  15% 
  10% 
  G 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  15% 
  H 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  I 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  J 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  K 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  L 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  M 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  N 
  100% 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  O 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  P 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  Q 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  R 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  S 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  Magic Resistance of Creature 
  T 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
   
  Divination 
   
  Divination is the process of foretelling the future. Many characters are able to 
  undertake divination of different sorts, and with various levels of depth and 
  detail. Philosophical questions, such as the problem of free will, are left to 
  weightier tomes than this; in game terms, prophecies are certain to come to 
  pass, one way or another. Many divinatory spells are very straightforward, 
  and give bonuses in combat or other circumstances. These reflect a simple 
  knowledge of the person “having a good day,” which they would have had 
  even without advanced warning, and should not be taken to imply causality.  
   
  Other divination methods yield less straightforward results in the form of 
  riddles, vague predictions, and so on. In such circumstances, the game 
  master is responsible for both creating the prophecy and seeing that its 
  broad precepts are fulfilled. And if it appears that it does not? The gods work 
  in mysterious ways… 
   
  Divinatory Devices 
   
  Many divination spells require some sort of device to undertake the 
  divination itself. In many circumstances, the precise nature of the tool varies 
  from religion to religion, culture to culture, or even by personal preference. 
  Each character engaging in such activities should pick one such device (with 
  the guidance and assistance of the game master, to make sure the choice is 
  appropriate to the campaign setting) and use it almost exclusively. Some 
  divinatory devices that could be used for such purposes include: 
   
   
  Rune staves 
   
  Sacrificial animal (bird, pig, sheep, cow, horse, etc.) 
   
  Fire 
   
  Book of prophecy (or ordinary book, dictionary, etc.) 
   
  Tarot cards (or playing cards, etc.) 
   
  Dice 
   
  Sticks 
   
  Melted lead (or other metal) or wax dropped in water 
   
  Knucklebones 
   
  Astrological chart 
   
  Smoke from burning incense 
   
  Marked tiles (dominos, mah-jongg tiles, etc.) 
   
  This list is, of course, not exhaustive, and each campaign setting will have its 
  own appropriate choices, as noted above.  
   
  Pentacles 
   
  Pentacles are magical symbols with the power to confine or keep at bay 
  creatures from other planes of existence. The term is not limited to those 
  figures which have five points, sides, or lines; the main types of pentacles are 
  detailed below. The method for creating such pentacles is common to all 
  types, however. They are created by mages and other classes as described 
  below.  
   
  There are two ways to prepare a pentacle: by hand (for a single use) or 
  inlaid and carved (as a permanent feature, usually in a mage’s conjuring 
  room). 
   
  For a hand-made pentacle, there is a base 80% chance that it successfully 
  contains the creature(s) against which it is used. This can be modified by the 
  expenditure of time and special materials; every 10 minutes and 1,000 g.p. 
  worth of special pigments increases the chance of success by 1%. Thus, if the 
  caster spends 50 minutes and 5,000 g.p., there is a base 85% chance that 
  the pentacle functions successfully. The pentacle can be brought to a 
  maximum 100% base chance of success in this fashion.  
   
  For a carved and inlaid pentacle, there is a 90% chance of success. This 
  chance need only be rolled once (the first time the pentacle is used), as 
  success indicates that the job was done correctly. Such a permanent pentacle 
  has a base cost of 50,000 g.p. and takes a month to be properly installed. 
  For another 50,000 g.p. and another month, the base chance of success can 
  be increased to 100%.  
   
  No matter the means of preparation, the chance of success should be 
  modified by adding the mage’s experience level and intelligence score, as 
  well as subtracting the intelligence and hit dice (or level) of the creature to be 
  trapped within. This represents the final chance of success for the pentacle.  
   
  If the pentacle is broken or damaged in any way, even something as slight 
  as a breeze blowing across the powder and creating a gap, or a leaf 
  landing on one of the lines, renders the pentacle useless.  
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  69 
  There are five distinct types of pentacle, each useful against a different type 
  and classification of creature: 
   
   
  Magic circle: The magic circle is effective against devils and 
  creatures of the upper planes. 
   
  Pentagram: The pentagram keeps at bay those creatures native 
  to the lower planes, with the exception of devils.  
   
  Septagram: The seven-pointed star is used to seal containers, 
  portals, and enclosures. It often appears on such objects as efreeti 
  bottles or on the seals to specially protected chambers, chests, 
  and so forth, that are used to imprison creatures from the other 
  planes. Outer planar creatures (i.e., not one from the ethereal, 
  elemental, or shadow planes) are unable to break a seal held by 
  a septagram.  
   
  Thaumaturgic circle: The thaumaturgic circle protects against 
  all lesser demons as well as those affected by the thaumaturgic 
  triangle.  
   
  Thaumaturgic triangle: The thaumaturgic triangle is proof 
  against creatures native to the elemental planes, as well as those 
  coming from the plane of balance, planes of neutral law and 
  chaos, and the ethereal, astral, and shadow planes.  
   
  Pentacles can be used as either prisons or defenses. The appropriate type of 
  other-planar creature is unable to directly affect the pentacle itself, but may 
  be able to do so indirectly. Such creatures cannot cross such a barrier by 
  either mundane or magical means (using teleportation, ethereal or astral 
  travel, gate, etc.), nor can they touch or attack any creature or object on the 
  other side (including telekinesis, weapons, spells and spell-like effects, etc.). 
  Missile attacks initiated by the planar creature cannot pass through the 
  pentacle’s effect or damage the pentacle itself. The creature may cast spells 
  or initiate spell-like effects that affect only itself (such as invisibility, change 
  self, etc.) as long as the pentacle is not violated.  
   
  Creatures imprisoned in such pentacles lose 1 point of intelligence per day, 
  until they reach a minimum of 3. At that point the intelligence loss halts, and 
  it will not be reversed until the creature is freed. When freed, it regains 
  points of intelligence at the same rate (1 per day).  
   
  A mortal can cast spells or make attacks across the barrier of the pentacle, 
  but must take care that such attacks do not break the pentacle. An insect 
  swarm spell, for instance, might very well cause a bug to land upon and thus 
  spoil the magic lines of the pentacle. A meteor swarm would certainly do so.  
   
  Creating Scrolls 
   
  The scroll is a means of storing a spell’s esoteric energy until the scroll is 
  read, which activates the effect of the spell. Scrolls can be created by either 
  mages or clerics (or their sub-classes); there are no scrolls of bard or jester 
  spells. The writer cannot create a spell of a level greater than he himself 
  could normally cast, and must of course have access to the spell itself in his 
  own or in a borrowed spell book (if applicable). The writer can also, if he 
  wishes, create cursed scrolls or scrolls of protection, depending on his class 
  and the type of protection scroll being written: 
   
   
  Clerics: acid, breath weapon (non-dragon), cold, devils, fire, 
  paralyzation, 
  plants, 
  poison, 
  possession, 
  undead, 
  water, 
  weapons (non-magical). 
   
  Mages: 
  breath 
  weapon 
  (dragon), 
  demons, 
  electricity, 
  elementals, gas, illusions, lycanthropes, magic, petrification, 
  traps, weapons (magical). 
   
  Mages and clerics (and their sub-classes) must be at least seventh level 
  before they can inscribe scrolls.  
   
  Creation of scrolls requires a fresh quill from some supernatural creature 
  (pegasus, sphinx, etc.). Such quills can only be used in the manufacture of 
  one scroll; they cannot be reused. Note that such quills are not normally 
  available for sale; the mage must obtain them directly.  
   
  In addition to the special quill, the inscribing of a magic scroll requires a 
  unique and costly ink suitable for that particular spell. Typically, such inks 
  require giant octopus ink, powdered gems, rare herbs, and the like. The 
  formulae for such inks are nearly as rare as the spells themselves, and the 
  ingredients are often unavailable in any but the largest cities, in shops that 
  cater to those in need of hippogriff tongues and purple worm teeth. If your 
  character has access to the ink formula, and the requisite ingredients are for 
  sale in your locale (your game master should determine that probability), the 
  cost of the ink’s ingredients depends on the level of the spell to be inscribed: 
   
  TABLE 129: MAGIC SCROLL CREATION 
  Spell Level 
  Cost of Ink 
  Ingredients 
  Inscription Time 
  1st 
  100 g.p. 
  1 day 
  2nd 
  200 g.p. 
  2 days 
  3rd 
  400 g.p. 
  3 days 
  4th 
  700 g.p. 
  4 days 
  5th 
  1,100 g.p. 
  5 days 
  6th 
  1,600 g.p. 
  6 days 
  7th 
  2,200 g.p. 
  7 days 
  8th 
  2,900 g.p. 
  8 days 
  9th 
  3,700 g.p. 
  9 days 
  Protection (all) 
  1,500 g.p. 
  7 days 
  Curse 
  1,000 g.p. 
  6 days 
   
  In order to begin the process of inscribing a scroll, the writer must have 
  memorized the spell to be inscribed. When the inscribing process begins, the 
  spell is automatically lost. A maximum of seven spells can be inscribed on 
  any single scroll.  
   
  There is a flat failure rate of 20% plus 1% per level of the spell being 
  inscribed. If multiple spells are being inscribed on the scroll, a failure does 
  not indicate that the whole scroll is ruined, but no further spells can be put 
  upon it. 
   
  Optional Rule: Human Sacrifice 
   
  One of the long-standing tropes of fantasy literature is the evil wizard bent on 
  sacrificing some young virgin in order to attain magical power. As a story-
  telling device within the game, the power of such a thing is obvious; the 
  heroes must save the day, stopping the evildoer before he can complete the 
  sacrifice.  
   
  Within the mechanics of the game, the necessity of human sacrifice can be 
  completely justified, should the game master desire it. Certain spells (wish, 
  gate, etc.) and other magical activities can, as a side effect, age the caster 
  beyond his normal years. Obviously, this severely limits their utility 
  (necessarily so, lest high-level spell-casters become all but omnipotent), and 
  means that a mage with ability to cast wish only does so once or twice in his 
  lifetime, lest he cause his own death by old age in the process. 
   
  At certain times prescribed by astronomical movements (the full or new 
  moon, the rise of a planet in a certain constellation, etc.), or at any time the 
  game master deems fit, a spell caster may commit a human (or demi-human) 
  sacrifice while casting a spell that would otherwise cause magical aging. By 
  doing so, the caster transfers the karmic debt of the spell to the sacrificial 
  victim, whose life-force must be shed at the moment the spell is cast, thereby 
  preventing the magical aging effect.  
   
  
  Magic 
  70 
  Needless to say, engaging in this practice is an inherently evil act, and 
  anyone of good or neutral alignment automatically has his alignment turned 
  to evil, with all that such entails. This optional rule is intended to give game 
  masters some in-game justification for the dastardly actions undertaken by his 
  NPCs, not to give PCs free reign to slaughter innocents at will.  
   
  Spell Descriptions 
   
  Alter Animal 
   
  Level 1 bard, druid spell (alteration) 
  Requires: incantation 
  Casting time: varies (see spell description) 
   
  This spell allows the caster to temporarily change one or more aspects of 
  some animal. The target creature must be within 60’ of the caster, and can 
  only be a “natural” animal (pig, horse, hawk, salmon, etc.). Magical 
  creatures, or monsters, are not affected.  
   
  Superficial changes can be affected by any caster in but the space of 1 
  minute. Such changes include changing color, adding fangs to a duck, or 
  antlers to a jackrabbit, etc. As a rule, such changes will not add any attacks 
  or other abilities to the animal; they are merely cosmetic (but nonetheless 
  quite amazing to witness).  
   
  More substantive changes can be affected by this spell, but the extent of the 
  change that can be affected is dependent on the level of the caster. With 
  more time spent, and greater knowledge, a given animal can be fully 
  transformed into another sort. Each such change will take 10 minutes to 
  accomplish.  
   
  Minimum Level 
  Change possible 
  Example 
  2 
  carnivore/herbivore 
  fox → rabbit 
  3 
  larger/smaller/lighter/heavier 
  rabbit → horse 
  4 
  faster/slower 
  horse → cow 
  5 
  quadruped/biped 
  cow → monkey 
  6 
  mammal/avian/reptile/fish 
  monkey → lizard 
  7 
  chordate/arachnid/mollusk 
  lizard →octopus 
   
  The casting times are cumulative, and the changes will occur as the particular 
  casting time has elapsed. Thus, after ten minutes, the fox would become a 
  rabbit, and ten minutes later a horse, then a monkey, etc. The spell’s effect 
  will last for ten times as long as the spell took to cast, plus one hour per level 
  of the caster.  
   
  Alter Plant 
   
  Level 1 bard, druid spell (alteration) 
  Requires: incantation 
  Casting time: varies (see spell description) 
   
  This spell allows the caster to temporarily change one or more aspects of 
  some plant. The target plant must be within 60’ of the caster, and can only 
  be a “natural” plant (oak tree, rose bush, strawberry plant, etc.). Magical 
  plants, or monstrous plants, are not affected.  
   
  Superficial changes can be affected by any caster in but the space of 1 
  minute. Such changes include changing color, texture, adding thorns, etc. 
  Size can be changed up to 10% per level of the caster. As a rule, such 
  changes will not add any attacks or other abilities to the plant; they are 
  merely cosmetic (but nonetheless quite amazing to witness).  
   
  More substantive changes can be affected by this spell, but the extent of the 
  change that can be affected is dependent on the level of the caster. With 
  more time spent, and greater knowledge, a given plant can be fully 
  transformed into another sort. Each such change will take 10 minutes to 
  accomplish.  
   
  Minimum Level 
  Change possible 
  Example 
  2 
  small/large 
  tulip → rose 
  3 
  low/medium/tall 
  rose → willow 
  4 
  soft/hard 
  willow → oak 
  5 
  edible/non-edible 
  dandelion → potato 
  6 
  fruiting/non-fruiting 
  oak → apple 
  7 
  non-poisonous/poisonous 
  tomato → nightshade 
   
  The casting times are cumulative, and the changes will occur as the particular 
  casting time has elapsed. Thus, after ten minutes, the tulip would become a 
  rose, and ten minutes later a willow, then an oak, etc. Poison will cause a 
  maximum of 1d6 h.p. of damage (save for no damage). The spell’s effect will 
  last for ten times as long as the spell took to cast, plus one hour per level of 
  the caster. 
   
  Animal Fear 
   
  Level 2 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to create a 60’ radius zone centered around 
  himself. Any non-magical animals (horses, dogs, birds, snakes, etc.) within 
  that zone flee from the caster in panic, stopping some 1d3 minutes after they 
  leave the zone. Magical creatures (basilisks, mimics, etc.) are not affected by 
  the spell, nor are animals with an intelligence of 5 or higher.  
   
  Answer 
   
  Level 3 savant spell (invocation) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell causes a book to open to the desired answer to a question, 
  assuming it appears in the book in the first place. The caster states the 
  question (up to 36 words) and waves his hand over the book (which must lie 
  flat, and not be impeded by any sort of device such as a lock, or weight 
  upon its cover). The book will then open and the pages riff to the correct 
  page wherein the answer may be found. If the answer cannot be found 
  within the book, the book will flip all the way through its pages until the back 
  cover closes upon it. The spell does not impart any understanding of the 
  language in which the book is written and, if the answer is obscure, will not 
  yield any clues to its nature, save that it is to be found on one of the two 
  pages to which the book has opened itself.  
   
  Avalanche 
   
  Level 6 bard spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  The effect of this spell varies depending on the surroundings, but the general 
  effect is to create a sonic resonance that causes stone to crumble and tumble. 
  Underground, it causes the ceiling to collapse in an area 1 square foot per 
  caster level, centered on a spot 10’ distant per caster level. This lasts for 1d3 
  rounds, doing 1d6 h.p. of damage to all creatures in the area of effect on 
  the first round, 2d6 h.p. on the second round (if applicable), and 1d6 on the 
  third round.  
   
  Outdoors, the spell causes a small avalanche (in snow and ice conditions) or 
  landslide (otherwise) as long as there are hills, cliffs, mountains, and the like 
  
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  71 
  in the vicinity (see below for full details on avalanches and landslides). 
  Outdoors, the range is 10 yards per caster level, to a maximum of 100 
  yards.  
   
  Awaken First Chakra 
   
  Level 1 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 10 minutes 
   
  By means of this intense meditation, the caster can activate the first of seven 
  energy centers of the body—the seven chakras—located at the base of the 
  spine. It requires that the subject be touched (it can be the caster himself, of 
  course), and lasts for two hours per caster level. Once the spell is completed, 
  the recipient enjoys the following effects: 
   
   
  The recipient radiates an intense ultraviolet light. All those with 
  ultravision must make a saving throw vs. paralyzation or be 
  blinded if they are within 60’. However, all those beyond that 
  radius, up to 360’, see him clearly lit up like a bonfire 
   
  When falling, reduce damage taken by -1 per die of falling 
  damage 
   
  A bonus of +1 to any ability checks made vs. dexterity (does not 
  apply if the first and second chakras are awakened) 
   
  This spell can only be in effect upon the same person once at any given time. 
   
   
   
  Awaken Second Chakra 
   
  Level 2 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 20 minutes or 10 minutes (see below) 
   
  By means of this intense meditation, the caster activates the second of seven 
  energy centers of the body—the seven chakras—located at the abdomen. It 
  requires that the subject be touched (it can be the caster himself, of course), 
  and lasts for two hours per caster level. Once the spell is completed, the 
  recipient enjoys the following effects: 
   
   
  The recipient gains a 50% immunity to all disease (including such 
  illnesses as are caused by the bite of giant ticks, etc.) 
   
  A +10% bonus to any system shock rolls 
   
  A bonus of +1 to any ability checks made vs. constitution (does 
  not apply if the first through third chakra is awakened) 
   
  If the first chakra has been awakened prior to the second, the recipient gains 
  1 point of dexterity for as long as both spells remain in effect, subject to 
  racial maximums. Ability score bonuses due to chakra arousal are 
  cumulative. 
   
  This spell can only be in effect upon the same person once at any given time. 
  If cast alone, this spell takes 20 minutes to cast. If the first chakra of the 
  subject have already been awakened, this spell only takes 10 minutes. 
   
  Awaken Third Chakra 
   
  Level 3 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 30 minutes or 10 minutes (see below) 
   
  By means of this intense meditation, the caster can activate the third of seven 
  energy centers of the body—the seven chakras—located at the solar plexus. 
  It requires that the subject be touched (it can be the caster himself, of course), 
  and lasts for two hours per caster level. Once the spell is completed, the 
  recipient gains the following effects: 
   
   
  A bonus of +1 “to hit” and +1 to any damage, when in melee 
  combat 
   
  A +2 bonus to any saving throws vs. fear (if no saving throw is 
  normally allowed, the recipient gets a saving throw with no 
  bonus) 
   
  A bonus of +1 to any ability checks made vs. strength (does not 
  apply if the first through fourth chakras are awakened) 
   
  If the first and second chakras have been awakened prior to the third, the 
  recipient gains 1 point of constitution for as long as all three spells remain in 
  effect, subject to racial maximums. Ability score bonuses due to chakra 
  arousal are cumulative. 
   
  This spell can only be in effect upon the same person once at any given time. 
   
  If cast alone, this spell takes 30 minutes to cast. If the first two chakras of the 
  subject have already been awakened, this spell only takes 10 minutes. 
   
  Awaken Fourth Chakra 
   
  Level 4 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 40 minutes or 10 minutes (see below) 
   
  By means of this intense meditation, the caster activates the fourth of seven 
  energy centers of the body—the seven chakras—located in the heart. It 
  requires that the subject be touched (it can be the caster himself, of course), 
  and lasts for two hours per caster level. Once the spell is completed, the 
  recipient enjoys the following effects: 
   
   
  The ability to detect ethereal objects (as per the spell; see p. 76 
  for details) 
   
  A +2 bonus to any saving throws vs. charm, suggestion, etc. (if no 
  saving throw is normally allowed, the recipient gets a saving 
  throw with no bonus) 
   
  A bonus of +1 to any ability checks made vs. wisdom (does not 
  apply if the first through fifth chakras are awakened) 
   
  If the first through third chakras have been awakened prior to the fourth, the 
  recipient gains 1 point of strength for as long as all four spells remain in 
  effect, subject to racial maximums. Ability score bonuses due to chakra 
  arousal are cumulative. 
   
  This spell can only be in effect upon the same person once at any given time. 
   
  
  Magic 
  72 
  If cast alone, this spell takes 40 minutes to cast. If the first three chakras of 
  the subject have already been awakened, this spell only takes 10 minutes. 
   
  Awaken Fifth Chakra 
   
  Level 5 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 50 minutes or 10 minutes (see below) 
   
  By means of this intense meditation, the caster can activate the fifth of seven 
  energy centers of the body—the seven chakras—located in the throat. It 
  requires that the subject be touched (it can be the caster himself, of course), 
  and lasts for two hours per caster level. Once the spell is completed, the 
  recipient gains the following effects: 
   
   
  Immunity to magical fire 
   
  The ability to shout once per day (as per the spell, but only does 
  1d8 h.p. of damage) 
   
  A bonus of +1 to any ability checks made vs. charisma (does not 
  apply if the first through sixth chakras are awakened) 
   
  If the first through fourth chakras have been awakened prior to the fifth, the 
  recipient gains 1 point of wisdom for as long as all five spells remain in 
  effect, subject to racial maximums. Ability score bonuses due to chakra 
  arousal are cumulative. 
   
  This spell can only be in effect upon the same person once at any given time. 
   
  If cast alone, this spell takes 50 minutes to cast. If the first four chakras of the 
  subject have already been awakened, this spell only takes 10 minutes. 
   
  Awaken Sixth Chakra 
   
  Level 6 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 60 minutes or 10 minutes (see below) 
   
  By means of this intense meditation, the caster activates the sixth of seven 
  energy centers of the body—the seven chakras—located at the brow. It 
  requires that the subject be touched (it can be the caster himself, of course), 
  and lasts for two hours per caster level. Once the spell is completed, the 
  recipient enjoys the following effects: 
   
   
  Immunity to all charm, suggestion, etc. spells 
   
  Ability to see with ultravision with a 120’ range 
   
  Take half damage from non-blunt weapons 
   
  A bonus of +1 to any ability checks made vs. intelligence (does 
  not apply if the first through seventh chakras are awakened) 
   
  +1 bonus to all saving throws 
   
  If the first through fifth chakras have been awakened prior to the sixth, the 
  recipient gains 1 point of charisma for as long as all six spells remain in 
  effect, subject to racial maximums. Ability score bonuses due to chakra 
  arousal are cumulative. 
   
  This spell can only be in effect upon the same person once at any given time. 
   
  If cast alone, this spell takes 60 minutes to cast. If the first five chakras of the 
  subject have already been awakened, this spell only takes 10 minutes. 
   
  Awaken Seventh Chakra 
   
  Level 7 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 70 minutes or 10 minutes (see below) 
   
  By means of this intense meditation, the caster can activate the last of seven 
  energy centers of the body—the seven chakras—located at the crown of the 
  head. It requires that the subject be touched (it can be the caster himself, of 
  course), and lasts for two hours per caster level. Once the spell is completed, 
  the recipient gains the following effects: 
   
   
  Immunity to all fire, magical and non-magical 
   
  An additional +1 bonus “to hit” and damage when in melee 
  combat 
   
  Ability to see with infravision and ultravision with a 120’ range  
   
  Immunity to possession of any sort (demonic, magic jar spell, etc.) 
   
  +1 bonus to all saving throws (cumulative with bonus from the 
  sixth chakra being aroused, if applicable) 
   
  If the first through sixth chakras have been awakened prior to the seventh, the 
  recipient gains 1 point of intelligence for as long as all six spells remain in 
  effect, subject to racial maximums. Ability score bonuses due to chakra 
  arousal are cumulative; thus, all ability scores have a +1 bonus if this 
  condition is met. 
   
  This spell can only be in effect upon the same person once at any given time. 
   
  If cast alone, this spell takes 70 minutes to cast. If the first six chakras of the 
  subject have already been awakened, this spell only takes 10 minutes. 
   
  Awareness 
   
  Level 5 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster, by touch, to enhance the senses of either himself 
  or another. With such heightened awareness of his surroundings, the 
  beneficiary of the spell can detect secret and concealed doors as if he were 
  an elf (elves get a -1 bonus to their rolls when detecting such) and can never 
  be surprised. The spell lasts for 10 minutes per caster level. 
   
  Awestruck 
   
  Level 4 bard spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 4 minutes 
   
  This spell allows the caster to hold his target(s) in rapt attention. All creatures 
  within a 30’ radius of a spot centered on a point up to 60’ distant can be 
  affected. Each must make a saving throw vs. spells. Failure means they are 
  held in utter attention on the caster for as long as he maintains the spell by 
  playing his instrument and singing. Subjects so awestruck cannot speak or 
  move, but suffering damage breaks the spell.  
   
  Birdsong 
   
  Level 2 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to enchant all normal (non-magical and non-giant) 
  birds within a 12’ radius, causing them to flock to him in a friendly fashion, 
  
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  perch on and around him, and the like. The caster can then request one of 
  the following services: 
   
   
  Messenger. The birds will fly up to 1 mile per caster level, bearing 
  a small message either tied to their leg or in their beak, which 
  they will deliver to a specific person named. The general 
  description of the desired recipients’ location is required. Up to 
  six separate messages can be so dispatched to different 
  recipients. The caster must supply the notes. 
   
  Guardian. The birds will perch nearby for 1 hour per caster level. 
  If danger approaches visibly within 240’, the birds begin a 
  cacophonous noise that acts as a warning. The birds, however, 
  regard the approach of any sort of predator, particularly one that 
  feeds on birds, as such a threat. 
   
  Defender. The birds will actively defend the caster against attack 
  for 1 minute per caster level. A flock of small birds swarms around 
  a single enemy, rendering him effectively blind, unable to cast 
  spells, and with a -4 penalty “to hit.” No dexterity bonus is 
  allowed in such a circumstance. If the target of the flock of birds 
  has no such bonus, he receives a 1-point penalty to his armor 
  class. There is a 2% chance that a larger predatory bird such as a 
  hawk will answer the call.  
   
  Blank Book 
   
  Savant cantrip (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 3 seconds (½ segment) 
   
  This spell creates the illusion that a (non-magical) book or scroll is, in fact, 
  comprised completely of blank pages. All creatures with an intelligence of 8 
  or greater are automatically entitled to a saving throw vs. spells. Those who 
  deliberately attempt to disbelieve are entitled to a separate check. The book 
  must be within 10’ of the caster, and within line of sight.  
   
  Bonhomie 
   
  Level 6 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 72 seconds 
   
  This spell allows the caster to create a welling-up of good will and warm 
  feelings in a crowd. All those within 120’ of the caster can be affected; each 
  is entitled to a saving throw vs. spells. Success indicates that the spell has no 
  effect, but only another bard will even recognize the fact that a spell has 
  been cast. Naturally, to be affected, the listeners must be able to understand 
  the caster. The following effects impact those who fail their saving throw: 
   
   
  Be well disposed towards the caster and his companions. This is 
  reflected in a +20% reaction adjustment, and similar bonuses to 
  other social interaction rolls (or +4, where applicable). Such 
  bonuses do not apply to the other effects of this spell, however. 
   
  If called upon to join some enterprise, or contribute to some 
  cause, they will do so, joining for a number of hours equal to the 
  caster level. Calls to join undertakings likely to result in loss of life 
  or liberty, exhortations for relatively large amounts of cash or 
  other contributions, and so on, result in those listening getting a 
  +4 bonus to their saving throws. Obviously suicidal or penurious 
  requests result in automatic failure; the game master should 
  exercise his judgment. 
   
  Those under the kindly influence of the caster receive a +2 bonus 
  to all saving throws vs. fear, despair, catatonia, etc. Those 
  already under the influence of such effects are entitled to a new 
  saving throw, if they had one to begin with.  
   
  Bridge 
   
  Level 7 bard spell (evocation) 
  Requires: incantation 
  Casting time: 84 seconds 
   
  This spell calls into being a physical bridge some five yards in width. Its 
  length will be three feet per caster level. Note that the bridge must have 
  secure points on either side upon which it can rest. Any difference in height 
  between the two ends of the bridge cannot exceed 10% of its length; thus a 
  bridge 42’ long could go up/down no more than a total of 4’ or so, lest the 
  bridge itself be unstable and collapse when any weight was placed upon it. 
  The bridge can hold 100 pounds per caster level. The bridge will remain for 
  as long as the caster continues the spell; once he ceases, it begins to 
  dissolve, losing 100 pounds of capacity per minute (i.e., a number of 
  minutes equal to the level of the caster). When the entire capacity is lost, the 
  bridge crumbles into nothingness.  
   
  Cacophony (Harmony) 
   
  Level 7 bard spell (abjuration) 
  Requires: incantation 
  Casting time: 84 seconds 
   
  This spell creates a loud and cacophonous noise that is especially harmful to 
  creatures of evil alignment and the denizens of the lower planes. All such 
  creatures within 120’ must make a saving throw or be affected. All creatures 
  within 60’ of the caster are not entitled to a saving throw (magic resistance 
  does apply). Those affected suffer the following effects (a lack of 
  understanding, or even a lack of hearing, does not impact this spell): 
   
   
  Creatures of evil alignment suffer 1d6 hit points of damage per 
  minute. 
   
  Creatures linked to the negative plane, and the undead, suffer 
  2d6 hit points of damage per minute. 
   
  Creatures native to the lower planes, such as devils, demons, and 
  daemons, suffer 3d6 hit points of damage per minute. 
   
  The reverse of the spell, harmony, affects creatures of good alignment or 
  from the upper planes, in a manner similar to that indicated above.  
   
  Calligraphy 
   
  Savant cantrip (alteration) 
  Requires: incantation, gestures, writing 
  Casting time: 3 seconds (½ segment) 
   
  This spell allows the caster to alter the handwriting of a single page, making 
  it appear as if it were written by an expert calligrapher. The spell does not 
  affect magical writings of any sort. The page in question must be within 10’ 
  of the caster, and visible.  
   
  Calmness 
   
  Level 1 bard spell (abjuration) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to instantly remove any sort of magical or 
  mundane fury, rage, or anger in all creatures within a 10’ radius. Those who 
  actively rely on such feelings, such as berserkers, are entitled to a saving 
  throw vs. spells. Note that this may or may not have an effect on those in 
  combat, depending on the circumstances.  
   
  
  Magic 
  74 
  Ceremony 
   
  Level 1 cleric/druid/mystic spell (invocation) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 1 hour 
   
  This spell actually consists of a variety of different rituals, the nature of which 
  varies from religion to religion, but whose general pattern is universal. The 
  cost of casting the spell for each will vary, but all involve the use of the 
  caster’s holy symbol. The effect of a ceremony spell is not magical per se, 
  and thus cannot be dispelled with a dispel magic spell. There are five 
  specific applications of the ceremony spell that a mystic may employ, and the 
  caster must specify which is being learned when choosing the spells he is 
  memorizing: 
   
  Burial: This ceremony can be performed by a 1st-level cleric or mystic, and 
  costs 5-50 g.p. When cast upon a dead body, it functions as a protection 
  from evil spell (see p. 86). In addition, anyone attempting to disinter the 
  body must succeed at a saving throw vs. spells or flee in panic for 10 
  minutes.  
   
  Coming of age: This ceremony can be performed by a 1st-level cleric, druid, 
  or mystic, and costs 5-15 s.p. It is usually cast on someone entering into 
  adulthood, and affords him a bonus of +1 to any single saving throw within 
  the next year (his choice).  
   
  Marriage: This ceremony may be performed by a 1st-level cleric, druid, or 
  mystic, and costs 1-20 g.p. It does not otherwise afford any magical effects.  
   
  Special vows: This ceremony can be performed by a 5th-level cleric, 6th-level 
  mystic, or 7th-level druid, and can only be cast upon a cavalier or paladin, 
  costing up to 1-100 g.p. This spell grants the recipient immunity to the spell 
  bestow curse for its duration, but also imposes a -4 penalty to any saving 
  throws vs. spells for the spell quest (when cast by a spell caster of the same 
  alignment as the caster of the ceremony spell). The special vows remain in 
  place until the recipient gains enough experience points to attain the next 
  experience level. Druids cannot perform the ceremony on paladins, although 
  they can do so on cavaliers regardless of alignment.  
   
  Vow of silence: This ceremony can only be performed by a mystic upon 
  reaching the ninth level of experience. The effects are listed under the 
  description of the mystic character class, on p. 13.  
   
  Climb 
   
  Level 1 bard spell (alteration) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to imbue one person within a 10’ radius with the 
  ability to climb walls as if he were a thief of the same level, and/or climb 
  cliffs and trees as if he were a barbarian of the same level. The effect lasts 
  for 10 minutes per caster level.  
   
  Cloud of Unknowing 
   
  Level 6 mystic spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  This spell causes the caster to become lost in the contemplation of the true 
  nature of the universe. While in such a state, he loses all conscious faculties, 
  and is essentially an automaton. He cannot cast spells, engage in combat, or 
  any other action that requires conscious thought. Telepathy and similar mind-
  reading enchantments have no effect; the caster appears to be some sort of 
  magical construct or undead of indeterminate sort. He can, however, 
  respond to simple commands from his friends, and is impervious to any sort 
  of mind-affecting magic whatsoever (illusions, enchantment/charm spells, 
  demonic possession, etc.). The caster is vaguely aware of his surroundings, 
  however, and can attempt to end the spell’s effect at any time. When he 
  attempts to return to normal consciousness, he must roll 1d20. If the result is 
  less than his wisdom score, he is able to emerge from the trance. He may 
  attempt to end the contemplative trance once every two minutes.  
   
  Comfortable Refuge 
   
  Level 3 bard spell (evocation) 
  Requires: incantation 
  Casting time: 36 seconds (6 segments) 
   
  This spell calls into existence a pavilion-style tent some 20’ in diameter (able 
  to hold up to 15 persons within, including the caster). It remains in force up 
  to 1 hour per caster level, and maintains a constant temperature of 70 
  degrees Fahrenheit within, regardless of the temperature outside. The sphere 
  also provides protection against winds up to 100 miles per hour. It does not 
  defend against spells, arrows, or other forms of attack, but vermin and other 
  animals cannot enter the tent except at the discretion of the caster. The tent 
  will remain if the caster leaves it, but only for half the normal time.  
   
  Command Word 
   
  Level 5 savant spell (divination) 
  Requires: incantation, gestures, divination device 
  Casting time: 1 hour 
   
  By means of this spell, the caster can discern one command word that 
  activates a magical property of some object (such as a wand). If it is a 
  device that the caster is unable to use himself, there is a base 20% chance 
  that the discerned word will, when spoken, cause a reverse effect. Most 
  often, this affects the wielder of the item in question; the game master should 
  use his discretion in determining exactly how this failure should be applied. 
  This base chance is reduced by 1% for every level of experience of the caster 
  above 10th. 
   
  Commune 
   
  Level 4 savant, level 5 cleric spell (divination) 
  Requires: incantation, gestures, holy symbol, holy water, incense 
  Casting time: 10 minutes 
   
  This spell allows the caster to make contact with his deity (or his deity’s 
  intermediaries) in order to receive answers to “yes or no” questions. As many 
  questions may be asked as the caster has levels of experience. While the 
  answers will be correct, they will also apply to literal readings of the 
  questions asked, and only come in the form of yes or no answers. To prevent 
  abuse of this spell, the game master may determine that its use is limited, to 
  prevent the gods from being pestered too often for petty mortal concerns.   
   
  Commune with the Multiverse 
   
  Level 5 mystic spell (divination) 
  Requires: incantation, gestures 
  Casting time: 10 minutes 
   
  This spell allows the caster to enter close attunement with the multiverse itself. 
  By doing so, he can discern the answers to three questions, whose answers 
  will be in the form of a single word. The answers are always truthful, but 
  could be ambiguous within the limits of the spell. A mystic can only cast this 
  spell once per week. If more than one mystic inquires about the same issue, 
  they receive the same answer. 
  
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  Cram 
   
  Savant cantrip (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 3 seconds (½ segment) 
   
  This spell allows the caster to commit a particular bit of knowledge to 
  memory. The knowledge in question is limited to that which can be contained 
  on a single page of paper, vellum, or papyrus, which must be held by the 
  caster as the spell is cast. From that point on, the caster retains a perfect 
  memory of the writing on the page, for the next number of days equal to his 
  experience level (minimum one day for apprentices).  
   
  Crystal Magic I 
   
  Level 1 mystic spell (evocation) 
  Requires: incantation, gestures, crystal 
  Casting time: 1 hour 
   
  This spell allows the caster, by concentrating on an attuned crystal, to call 
  forth its power for a specific purpose. The caster may choose between the 
  following: 
   
   
  Self improvement. The caster increases one of his ability scores by 
  1 point for 6 hours, subject to racial maximums. 
   
  Self healing. The caster can heal 1d6 h.p. of damage on himself 
  at some point in the next six hours. 
   
  The spell requires a crystal of at least 10 g.p. value, which is not destroyed 
  by the casting. Note that the same crystal cannot be used to power different 
  versions of this spell at the same time, and multiple castings of the spell 
  cannot be active simultaneously (even if a different specific effect is chosen). 
  The caster must therefore choose which of the above effects he will benefit 
  from for the next six hours. 
   
  Crystal Magic II 
   
  Level 2 mystic spell (evocation) 
  Requires: incantation, gestures, crystal 
  Casting time: 1 hour 
   
  This spell allows the caster, by concentrating on an attuned crystal, to call 
  forth its power for a specific purpose. The caster may choose between the 
  following: 
   
   
  Self defense. The caster’s armor class improves by 1, for 6 hours. 
   
  Reflect negativity. The caster may, at some point in the next 6 
  hours, touch someone. If the target fails a saving throw vs. spells, 
  he suffers a -1 penalty on all saving throws and “to hit” rolls for 6 
  hours after being touched. The caster may have to roll a “to hit” 
  roll in order to successfully touch the target. 
   
  The spell requires a crystal of at least 50 g.p. value, which is not destroyed 
  by the casting. Note that the same crystal cannot be used to power different 
  versions of this spell at the same time, and multiple castings of the spell 
  cannot be active simultaneously (even if a different specific effect is chosen). 
  The caster must therefore choose which of the above effects he will benefit 
  from for the next six hours. 
   
  Crystal Magic III 
   
  Level 3 mystic spell (evocation) 
  Requires: incantation, gestures, crystal 
  Casting time: 1 hour 
   
  This spell allows the caster, by concentrating on an attuned crystal, to call 
  forth its power for a specific purpose. The caster may choose between the 
  following: 
   
   
  Maximize effort. One of the caster’s spells, cast within the next six 
  hours, functions at maximum effectiveness; the caster chooses this 
  other spell when he casts it. 
   
  Magical reservoir. The caster may store the energy of two spells 
  of third level or less in the crystal. They must be cast within the 
  next six hours or they are lost. Note that these spells are “bonus” 
  spells and do not need to be previously memorized to be stored 
  within the crystal.  
   
  The spell requires a crystal of at least 100 g.p. value, which is not destroyed 
  by the casting. Note that the same crystal cannot be used to power different 
  versions of this spell at the same time, and multiple castings of the spell 
  cannot be active simultaneously (even if a different specific effect is chosen). 
  The caster must therefore choose which of the above effects he will benefit 
  from for the next six hours. 
   
  Crystal Magic IV 
   
  Level 4 mystic spell (evocation) 
  Requires: incantation, gestures, crystal 
  Casting time: 1 hour 
   
  This spell allows the caster, by concentrating on an attuned crystal, to call 
  forth its power for a specific purpose. The caster may choose between the 
  following: 
   
   
  Scrying. The crystal functions as a crystal ball for one minute per 
  caster level. The crystal cannot then be used for the next six hours. 
   
  Detection. The crystal functions as a gem of seeing for the next six 
  hours. 
   
  The spell requires a crystal of at least 1,000 g.p. value, which is not 
  destroyed by the casting. Note that the same crystal cannot be used to power 
  different versions of this spell at the same time, and multiple castings of the 
  spell cannot be active simultaneously (even if a different specific effect is 
  chosen). The caster must therefore choose which of the above effects he will 
  benefit from for the next six hours. 
   
  Cure Animal Wounds 
   
  Level 1 bard spell (necromantic) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to cure 1d6 h.p. of damage on any single non-
  magical or non-giant animal within 10’. The creature cured can never 
  receive more hit points than its normal total by means of this spell. The spell 
  will not cure diseases or other maladies, only physical damage such as that 
  caused by weapons, falls, and so forth. People (humans, elves, orcs, 
  dwarves, goblins, etc.) and magical creatures (unicorns, medusas, 
  manticores, etc.) are not affected.  
   
  
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  76 
  Dancing Weapon 
   
  Level 7 bard spell (evocation) 
  Requires: incantation 
  Casting time: 84 seconds 
   
  This spell causes weapons to “dance”; that is, fight as if they were being 
  wielded by a person, when in fact they are simply moving about in mid-air. 
  Only melee-type weapons can be so animated; missile weapons such as 
  bows cannot be animated, nor can weapons such as daggers be hurled in 
  the conventional sense. One weapon can be so animated per 4 levels of 
  experience of the caster; if an 
  enchanted 
  weapon 
  is 
  to 
  be 
  animated, 
  it 
  counts 
  as 
  two 
  weapons. If the spell is used to 
  animate an enemy’s weapon, the 
  enemy is entitled to a saving throw 
  vs. spells. Once the casting time is 
  complete, the weapon(s) animates. 
  It remains so, under the direction of 
  the caster, until the magic is 
  dispelled or the caster stops his 
  casting. The weapons in question 
  must be within a 30’ radius of the 
  caster and remain within that 
  radius.  
   
  Depression 
   
  Level 4 bard spell 
  (enchantment/charm) 
  Requires: incantation, gestures 
  Casting 
  time: 
  48 
  seconds 
  (8 
  segments) 
   
  This spell causes everyone within its 
  area of effect who fails a saving 
  throw vs. magic to fall into a deep 
  and profound depression. Any 
  course of action seems hopeless, the odds against them too terrible to ever 
  be overcome, and so on. They cease fighting (or will not start fighting), halt 
  any journey, stop any task, and so on. Even spellcasting is disrupted (or, if 
  applicable, spells requiring concentration are abandoned in the general 
  sense of hopelessness). The spell continues for as long as the caster 
  concentrates, plus 1 minute per caster level.  
   
  Detect Astral 
   
  Level 4 mystic spell 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to see into the astral plane, through a “beam” 
  some 10’ wide and 90’ in length. Any creature or object that exists in the 
  astral plane, but is coextant with the locale on the material plane, appears to 
  the caster as a shadowy gray outline. Thus, the specific identity of an astral 
  traveler cannot be discerned, but a chest could be so identified, and the 
  presence of the traveler would be known. Note that the spell does not allow 
  for actual travel to the astral plane, or manipulation of the astral objects thus 
  detected. The beam lasts for 10 minutes plus 1 minute per caster level. 
   
  Detect Curse 
   
  Level 8 savant spell (divination) 
  Requires: incantation, gestures, diamond 
  Casting time: 3 minutes 
   
  This spell allows the caster to detect the presence of a curse on any object or 
  individual within 60’. The spell can only be directed at a specific object or 
  individual; it cannot be used to “scan” an area for curses. The spell reveals 
  the presence of a curse on an object (such as a cursed scroll, cursed sword, 
  etc.), as well as whether or not 
  a particular individual is beset 
  by a curse. It does nothing to 
  remove the curse, of course; it 
  merely detects whether or not it 
  is present. The spell requires a 
  diamond of not less than 1,000 
  g.p. value. If the curse is indeed 
  present, the diamond shatters; if 
  not, the diamond may be re-
  used.  
   
  Detect Ethereal 
   
  Level 2 mystic spell 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 
  segments) 
   
  This spell allows the caster to 
  see into the ethereal plane, 
  through a “beam” some 10’ 
  wide and 90’ in length. Any 
  creature or object that exists in 
  the 
  ethereal 
  plane, 
  but 
  is 
  coextant with the locale on the 
  material plane, appears to the 
  caster as a shadowy gray 
  outline. Thus, the specific identity of an ethereal traveler cannot be discerned, 
  but a chest could be so identified, and the presence of the traveler revealed. 
  Note that the spell does not allow for actual travel to the ethereal plane, or 
  manipulation of the ethereal objects thus detected. It lasts for 10 minutes plus 
  1 minute per caster level. 
   
  Detect Plane 
   
  Savant cantrip (divination) 
  Requires: incantation, gestures 
  Casting time: 3 seconds (½ segment) 
   
  This spell allows the caster to determine whether a particular object 
  originated on a plane other than the material. It will not function on living 
  beings, nor will it give the name of the originating plane, merely the fact that 
  it was a plane other than the material. The caster must hold the object in 
  question when casting this spell.  
   
  Detect Possession 
   
  Level 2 savant spell (divination) 
  Requires: incantation, gestures, mirror 
  Casting time: 1 minute 
   
  This spell allows the caster to determine whether an individual or object is 
  possessed by another being (such as a demon). It will also detect the 
  
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  operation of a spell such as magic jar. The target must be within 5’ of the 
  caster, who must be able to hold a mirror before the subject’s eyes (or simply 
  hold the reflection of the object). If the subject is indeed possessed, the 
  reflection betrays the possessor’s presence and gives a rough approximation 
  of its nature; it will be revealed to be a lesser demon, greater demon, spell-
  caster using a spell, or so forth. The mirror is not destroyed during the 
  casting.  
   
  Detect Power (Veiled Power) 
   
  Level 7 savant spell (divination) 
  Requires: incantation, gestures, silver bars 
  Casting time: 1 hour 
   
  This spell allows the caster to create a field some one mile in diameter per 
  level of experience. The field lasts for one day per level. During that time, the 
  caster knows whenever a potent magical item enters or leaves the area. The 
  spell will not detect the movement of minor magical items such as swords +1, 
  but will detect anything bearing an enchantment of +4 or greater. Artifacts 
  and relics will likewise trigger the spell. In no case will the type or location of 
  the object be revealed, merely that it has entered or left the zone of effect. 
  The area of effect does not move with the caster, and if the caster moves 
  outside of the area, the spell immediately terminates. Magical items other 
  than weapons may be detected depending on their relative power; a wand 
  of magic missiles would not be detected, but a staff of power would. The 
  precise cut-off is left to the discretion of the game master, but one suggestion 
  is that the spell detects magical items worth 5,000 or more experience 
  points. This is not cumulative; a character bringing a number of minor magics 
  into the area does not trigger the spell’s effect.  
   
  The reverse of the spell, veiled power, conceals a single item from the effects 
  of a detect power spell for one day per caster level. Both versions of the spell 
  require a series of silver bars wrought into precise shapes and graven with 
  mystic symbols. The creation of these bars usually costs no less than 500 g.p. 
   
  Devil’s Advocate 
   
  Level 8 savant spell (conjuration/summoning) 
  Requires: incantation, gestures, writing materials, ruby 
  Casting time: 6 hours 
   
  This spell allows the caster to conjure forth a diabolic spirit to carry out a 
  very specific task. The caster must have prepared the relevant pentacle (and 
  the presence of other spells, to protect himself from such beings, often as a 
  backup). By means of the spell, the caster undertakes a very dangerous 
  game; he pretends to offer his own soul to the conjured devil in exchange for 
  the precise wording necessary to cast a wish with the least possible chance 
  of backfiring and unintended consequences. At the last minute, once the devil 
  provides the desired wording, the caster reneges on the deal and dismisses 
  the spirit. It is, obviously, a very dangerous conjuration. 
   
  A ruby of at least 5,000 g.p. must be crushed into powder and used to 
  create the ink, and the contract for the Infernal Pact must be written on virgin 
  vellum. Failure or success can come in two ways; first, the obtaining of the 
  desired wish wording without the devil realizing what is going on, and 
  secondly the dismissal of the devil before the pact is finalized. The spell thus 
  requires two separate saving throws of special nature.  
   
  The first requires that the caster roll a d20. If his roll is equal to or less than 
  his intelligence, he has successfully tricked the devil into providing the 
  desired wording. There is a +2 penalty if the caster is of good alignment, as 
  the devil’s suspicions will be heightened. If the caster has successfully cast 
  this spell previously, the penalty is +4.  
   
  The second requires that the caster roll another d20. If his roll is equal to or 
  less than his wisdom, he successfully stymies the devil, cancelling the pact 
  before the contract is formally signed. There is a +2 penalty if the character 
  is of chaotic alignment, as it is more difficult for those whose ethos is not 
  attuned to law to counteract diabolic legalisms.  
   
  If successful, the caster emerges from the contest with a wording for a single 
  wish that will be free of unintended consequences. Note that it will not 
  provide the wish itself; it is assumed that this spell will be used prior to the 
  subsequent use of a ring of wishes, a wish granted by an efreeti, or so on. If 
  unsuccessful, the caster will have sold his soul to the forces of Hell, and once 
  he dies is unable to be raised, resurrected, etc. by any means short of divine 
  intervention. 
   
  Dictation 
   
  Savant cantrip (evocation) 
  Requires: incantation, gestures, quill, ink, and paper/vellum/papyrus 
  Casting time: 3 seconds (½ segment) 
   
  This spell records all speech within a 10’ radius of a quill, an ink pot, and a 
  piece of paper, vellum, or papyrus that have all been set up on a level, 
  stable surface for that purpose. What results is a perfect annotation of the 
  words spoken within the radius of effect. Once the writing surface has been 
  filled, or the ink supply is exhausted, the magical writing ceases and the spell 
  ends. It will end in a maximum of 30 minutes, in any case.  
   
  Disgust 
   
  Level 1 bard spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes all creatures within 10’, plus 1’ per caster level, to appear 
  disgusting and revolting to outside observers. This has the effect, in most 
  circumstances, of making such observers actively avoid looking at those 
  affected. Note that this may not be the case in all circumstances; guards 
  would not let such disgusting creatures into the king’s throne room, for 
  instance, nor are those affected truly invisible. They are merely severely 
  unpleasant to behold and will thus be avoided. The spell lasts for as long as 
  the caster concentrates, plus one round per caster level.  
   
  Dismiss Creature I 
   
  Level 4 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 24 seconds (4 segments) 
   
  This spell causes any creature summoned by the various summoning, 
  conjuring, calling, etc. spells of first to third level to be instantly sent back 
  whence 
  it 
  came. 
  If 
  the 
  spell 
  caster 
  who 
  cast 
  the 
  original 
  summoning/conjuring/etc. spell is within 300’ when the dismiss creature 
  spell is cast, he is entitled to a saving throw vs. spells. If his experience level 
  is greater than that of the dismiss spell’s caster, he gets a +1 bonus per level 
  difference. If he is of a lower level, he gets a -1 penalty per level difference. 
  The spell requires a brass candle snuffer, which is destroyed as the spell is 
  cast. This spell has no effect on conjured elementals or creatures summoned 
  from other planes of existence.  
   
  
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  78 
  Dismiss Creature II 
   
  Level 5 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 30 seconds (5 segments) 
   
  This spell works just as Dismiss Creature I, but affects spells of 1st – 4th level 
  instead. 
   
  Dismiss Creature III 
   
  Level 6 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 36 seconds (6 segments) 
   
  This spell works just as Dismiss Creature I, but affects spells of 1st – 5th level 
  instead. 
   
  Dismiss Creature IV 
   
  Level 7 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 42 seconds (7 segments) 
   
  This spell works just as Dismiss Creature I, but affects spells of 1st – 6th level 
  instead. 
   
  Dismiss Creature V 
   
  Level 8 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 48 seconds (8 segments) 
   
  This spell works just as Dismiss Creature I, but affects spells of 1st – 7th level 
  instead. 
   
  Distraction 
   
  Level 3 bard spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  The caster causes everyone looking at him to direct their attention to some 
  other point within 10’ per caster level, simply by pointing his finger and 
  uttering the quick charm. The distraction lasts only for 6 seconds (1 segment) 
  per caster level, and any creature with more than 1 hit die, 1 experience 
  level, or an intelligence score of 8 or more, is entitled to a saving throw vs. 
  spells.  
   
  Earthwalk 
   
  Level 5 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the mystic to become one with the very forces of the earth, 
  tapping into that force to facilitate travel. When travelling overland, the 
  caster moves at double normal speed. Note that this does not apply to 
  combat or other such “tactical” situations, but only when the caster is 
  travelling long distances (greater than a quarter mile) during which time the 
  increased speed is never noticed, even by observers, but simply remarked 
  upon when the journey seems to end ahead of schedule. This mode of travel 
  can be maintained for one hour per caster level.  
   
  In addition, the caster can sink into the ground, travelling at whatever his 
  normal rate of speed would be, impeded only by the lack of solid earth and 
  stone (such as a chasm, water, etc.). This mode can be maintained for 10 
  minutes per caster level. If this mode and the overland mode of travel are 
  mixed, the time spent in each should be figured proportionally when 
  deciding how much time is remaining (i.e., every hour spent in overland 
  travel counts as 10 minutes of underground travel, and vice versa). In either 
  case, while the spell is in effect, any damage the caster suffers at the hands 
  of creatures native to the elemental plane of earth is reduced by 1 h.p. per 
  die of damage.  
   
  Easy Travels 
   
  Level 3 bard spell (alteration) 
  Requires: incantation 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to increase the overland marching speed of 
  himself and his fellows by 30%, as long as he continues the spell. All must be 
  within 120’ of the caster, and mounted travel is as equally affected as 
  pedestrian travel. Note that the spell does not apply to travel by sea or 
  underground, in cities, or in large buildings. It is not cumulative with other 
  magical effects that increase overland travel speed, such as horseshoes of 
  speed.  
   
  Elemental Transformation 
   
  Level 8 savant spell (alteration) 
  Requires: incantation, gestures, water / fire / earth / incense 
  Casting time: 2 minutes 
   
  By means of this spell, the caster can transform one of the basic elements into 
  another. He can affect up to 100 cubic feet of material per caster level, as 
  long as it is all within a 60’ radius and centered on a point no further than 
  90’ away from the caster. Thus, earth (including stone, dirt, sand, etc.) can 
  be transformed to an equal volume of water, or made to disappear in a puff 
  of smoke. The very air could be turned into an inferno, burning itself out in a 
  flash, but inflicting 1d6 h.p. of damage per hundred cubic feet so 
  transformed. A cloud could be turned into a boulder, and so on. 
   
  If cast upon a creature native to one of the elemental planes, it can transform 
  it into a creature of another such plane. A water elemental could be turned 
  into an earth elemental, a djinni turned into an efreeti, and so forth. In such 
  cases, the creature is entitled to a saving throw vs. spells.  The spell requires 
  one cubic foot of the substance into which the target is to be transformed: 
  sand/rock/soil for earth, fire for fire, water for water, and incense smoke for 
  air. These materials are consumed in the casting of the spell.  
   
  Empathy 
   
  Level 6 mystic spell (divination) 
  Requires: incantation, gestures 
  Casting time: 48 seconds (8 segments) 
   
  This spell allows the caster (or some other individual he touches) to establish 
  a mental connection to other creatures within a radius equal to 10’ per caster 
  level. This communication is not sufficient to divine actual thoughts, names, 
  passwords, and the like. It is, however, sufficient to transmit images, 
  emotions, feelings, and so on. The creatures so communicated with need not 
  share the same language as the empath, and creatures with an intelligence 
  of 1 or greater can be so engaged. The spell is, however, indiscriminate. 
  Not only does the caster receive empathic images from all creatures within 
  the radius, but they receive images from him, as well. It will be effective for 
  one minute per caster level. Note that if the caster wishes to cast this spell 
  
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  upon an unwilling recipient, he must succeed at a “to hit” roll; failure 
  indicates the spell is ruined and lost.  
   
  Enhance Beverage 
   
  Level 2 bard spell (alteration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to improve the quality and flavor of any beverage 
  within 10’. Brackish water turns pure, cheap wine becomes fine, and so 
  forth. Even the effects and/or durations of magical potions increase by 10% 
  (although multiple applications of this spell are not cumulative). The effect on 
  ordinary drink is permanent, but magical potions must be consumed within 
  one hour per caster level or the effect disappears (but the potion will be 
  otherwise unaffected). The amount of liquid this spell can affect depends on 
  the type of liquid:  
   
  Liquid Type 
  Amount Affected 
  Water 
  1 gallon 
  Ale, beer, tea, etc. 
  1 quart 
  Wine 
  1 pint 
  Distilled liquor (whiskey, vodka, etc.) 
  1 cup 
  Magical potion 
  1 vial 
   
  The amounts indicated above are not cumulative; the spell affects either a 
  gallon of water or a quart of ale, for instance. Note that poisonous liquids 
  still remain so, even after this spell is applied.  
   
  Enhance Food 
   
  Level 2 bard spell (alteration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to improve the quality, flavor, and nutritional 
  value of any food within 10’. A bowl of dandelions tastes like the finest 
  greens, a bowl of mush will be fully nutritious, filling, and completely 
  pleasing to the palate, and so on. Note that the appearance (and, ultimately, 
  substance) of the food is not affected. One meal per casting of the spell can 
  be so affected. A meal consisting of enhanced food also cures 1d3 hit points 
  of damage.  
   
  Enhance Image 
   
  Level 2 bard spell (alteration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to actually change the outward appearance of 
  himself and several companions, making them seem to be wearing better 
  clothing. The spell also cleans faces and hands, removes odor, coifs hair, 
  and so forth. The spell can affect a number of individuals equal to the caster 
  level divided by two (rounded up), all of whom must be within 60’ of the 
  caster when the spell is cast (the caster can be included in the spell’s effect). 
  The spell lasts for as long as the caster maintains the incantation, plus a like 
  amount of time after the incantation ends. Thus, if a bard casts this spell and 
  sings the incantation for two hours, the effects remain for two more hours 
  beyond that point. It should be noted that this is not an illusion; the clothing 
  and people are actually changed, so effects such as true seeing, detect 
  illusion, and such will reveal nothing. Those affected by the spell will dimly 
  radiate magic if detected for, however.  
   
   
   
  Enveloping Flame 
   
  Level 7 bard spell (evocation) 
  Requires: incantation 
  Casting time: 84 seconds 
   
  This spell envelopes an object or creature in a sheath of living flame. If cast 
  upon a creature, that creature suffers no harm, nor will any damage come to 
  an object upon which the spell has been cast. Only a creature a maximum of 
  9’ in height, or an object of similar size, can be affected, and it must be 
  within 30’ of the caster. Any creature touched by the enveloping flame 
  suffers 1d6 h.p. of fire damage, flammable objects will be set alight, etc. 
  Cold-based creatures suffer an additional 3 h.p. of damage per hit. The 
  flame lasts for one minute per caster level, once the casting time has been 
  reached.  
   
  Ethereality 
   
  Level 4 jester spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 3 minutes 
   
  This spell allows the jester to transport an object or creature into the ethereal 
  plane. If cast upon an inanimate object, the object gains no saving throw, 
  and can have a maximum size of 1,000 pounds and maximum volume of 30 
  cubic feet. If it is cast on living creatures, they do get a saving throw if they 
  are unwilling to be so transported. Up to six living creatures can be so 
  transported, as long as all are within 60’ plus 10’ per caster level, and all 
  are within 30’ of one another. They will remain in that state for one hour. 
   
  Exchange 
   
  Level 4 jester spell (alteration) (illusion/phantasm) 
  Requires: incantation, gestures, cake 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes any object within 60’ plus 10’ per caster level to be 
  destroyed and instantly replaced with an illusionary duplicate. The item must 
  be seen (i.e., something within a chest could not be affected, but the chest 
  and everything in it could be), and can be no more than 3 cubic feet in 
  volume. Living creatures cannot be affected. Magical items get a saving 
  throw vs. lightning. The target item is permanently destroyed, but the 
  illusionary replacement lasts until it is struck, touched, or otherwise handled. 
  The material component is a piece of cake. 
   
  
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  80 
  False Trail 
   
  Level 1 bard spell (illusion/phantasm) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to obscure his trail and that of his companions, 
  and to set forth a false trail to confuse would-be pursuers and send them in 
  the wrong direction. One person’s trail per caster level can be obscured by 
  means of this spell; horses and similar mounts count as two people for this 
  purpose. The caster can set a false trail, which begins at the point where the 
  casting began and leads off in the direction and manner chosen for as long 
  as he continues the casting. For example, if a bard begins to cast the spell, 
  and maintains his song for 20 minutes, the false trail that is created exists as 
  long as it would have taken him to travel for 20 minutes, after which time the 
  trail ends. In any case, the false trail disappears when dispelled, disbelieved, 
  or after one hour per caster level.  
   
  Far Wandering 
   
  Level 2 bard spell (alteration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to increase the time that he and his companions 
  can travel overland, without resting, by 20%. This does not increase the 
  speed with which they travel, but does allow them to travel longer. The caster 
  must be able to continue his song while travelling, or the effect is lost. One 
  person per caster level can be so affected; mounts count as two persons.  
  Note that the spell does not apply to travel by sea or travel underground, in 
  cities, or in large buildings. 
   
  Fetter (Remove Fetters) 
   
  Level 4 bard spell (evocation) (abjuration) 
  Requires: incantation 
  Casting time: 48 seconds (8 segments) 
   
  This spell brings into being a heavy-duty magical leg-iron to restrain an 
  individual. Only a single creature can be so restrained (creatures with more 
  than one pair of legs find their hind legs restrained). Fettered movement is 
  limited to a maximum of 20’ per minute while walking. The fetters last for 1 
  hour for every minute the caster continues his incantation. They can be 
  removed only if dispelled or at the will of the caster. A knock spell is effective 
  against fetters. The reverse of the spell, remove fetters, allows the caster to 
  cause any bonds on his person to immediately loosen and free him. Bards do 
  not require a musical instrument to cast this spell. 
   
  Flourish 
   
  Mage cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: see below 
   
  The flourish cantrip is one of the few cantrips than can be cast in the same 
  round as a regular spell, for that is its purpose. The cantrip is cast 
  immediately before the spell in question, requiring 6 seconds (1 segment) per 
  level of the spell it is to affect. Thus, it takes 6 seconds (1 segment) to add a 
  flourish to a 1st-level spell, 12 seconds (2 segments) to add a flourish to a 
  2nd-level spell, and so on. Flourish then allows the caster to change the 
  visible effect of the spell in question in some subtle way; a fireball might be 
  purple, magic missiles may have the appearance of golden bees, a grasping 
  hand could look like a dragon’s claw, and so on. Under no circumstances 
  can flourish be used to change the actual effect of a spell. Mages and sub-
  classes of mage can recognize a flourish.  
   
  Fool’s Luck 
   
  Level 1 jester spell (conjuration/summoning) 
  Requires: incantation, gestures, four-leaf clover 
  Casting time: 1 minute 
   
  Upon casting the blessing of fool’s luck upon another creature (or upon 
  himself) by touch, the jester bestows a temporary effect whereby the target 
  gains a +1 “to hit”, a +1 bonus on all saving throws, and a general 5% 
  favorable bonus in any circumstance where luck or chance is involved 
  (gambling, etc.). Anyone attempting to hit the lucky fool incurs a -1 penalty, 
  and any trap has a 5% chance of misfiring (with an additional 25% chance 
  of affecting someone nearby instead). The effect lasts for one round per 
  caster level. 
   
  Fresh Air 
   
  Level 3 bard spell (alteration) 
  Requires: incantation 
  Casting time: 36 seconds (6 segments) 
   
  This spell creates a zone of fresh breathable air in a 20’ radius around the 
  caster for as long as he continues the incantation, plus 1 minute per level. In 
  this zone, no sort of poison gas will be effective. This spell does not function 
  underwater, however. 
  Gale 
   
  Level 7 bard spell (evocation) 
  Requires: incantation 
  Casting time: 84 seconds 
   
  This spell evokes a sudden burst of very strong wind that rages a number of 
  miles per hour in strength equal to the caster’s level plus 30. At sea, this will 
  wreck the sails of most ships, snapping the mast of a normal sailing ship 
  25% of the time. On the ground, this has the effect of forming a cone some 
  360’ long and 60’ wide at the base, aimed from the caster in a direction of 
  his choosing; creatures within that area are blown back 2d12 feet and suffer 
  4d6 h.p. of damage. Creatures with less than 1d8 hit dice will be slain 
  automatically. In the air, this causes 5d6 h.p. of damage to all flying 
  creatures, who are blown back 4d12 yards and sent crashing to the ground. 
  The gale itself lasts only a minute.  
   
  Greater Morphing 
   
  Level 3 jester spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  By means of this spell, the jester can effect a minor alteration in the physical 
  appearance of another creature within 30’; the target is entitled to a saving 
  throw vs. spells. The caster could, for instance, cause leaves to grow on the 
  target, change its skin color, cause it to sprout horns, or turn its ears into 
  those of a donkey. It is not possible to change the target’s appearance into 
  that of another specific person (i.e., one could not use it to disguise someone 
  as someone else) or to change their racial appearance (i.e., turn someone 
  into a half-orc). Height and weight can be changed by up to 25% greater or 
  lesser. It cannot be used to grant (or remove) any special powers such as 
  flight, underwater breathing, or so on. A remove curse or dispel magic spell 
  cancels the effect. The spell lasts for 24 hours. 
   
  
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  Grounding 
   
  Level 6 mystic spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to imbue himself, or someone touched, with a 
  grounding energy that instills calmness and clear-headedness. This has the 
  effect of rendering the recipient immune to all fear effects, enchantment and 
  charm type spells, and insanity (unless already insane; this spell is 
  preventative, not curative in nature). In addition, it provides a +2 bonus to all 
  attempts to disbelieve illusions. It lasts for 10 rounds plus 1 round per caster 
  level.  
   
  Haunting Dream 
   
  Level 1 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to plant a seed in the mind of those who hear; all 
  those within 60’ when the spell is cast, and who can understand the 
  language of the caster, must make a saving throw vs. spells. Failure indicates 
  they suffer from a haunting dream that night. For each listener, the 
  subconscious creates a nightmarish vision that haunts the victim in the hours 
  after he awakens (one hour per caster level of the haunting dream spell). The 
  exact effects of the haunting dream are determined randomly for each 
  listener: 
   
  Die Roll (d10) 
  Effect 
  1 
  -1 “to hit” in melee 
  2 
  -1 “to hit” using missile weapons 
  3 
  -1 to all saving throws vs. poison 
  4 
  -5% to all verbal patter abilities (re-
  roll if not applicable) 
  5 
  +1 to armor class 
  6 
  All spells do -1 h.p. of damage per 
  die (re-roll if not applicable) 
  7 
  -5% to all reaction adjustments 
  8 
  -1 penalty to all surprise rolls 
  9 
  +1 penalty to all initiative rolls 
  10 
  -5% to all thieving abilities (re-roll if 
  not applicable) 
   
  Healing Sleep 
   
  Level 2 bard spell (necromantic) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to enable his companions, or anyone else within 
  a 30’ radius, to enter into a particularly helpful and healing sleep. It does not 
  induce sleep itself, but once the listener falls asleep, he heals wounds at 
  twice the normal rate (as long as sleep comes within two hours of hearing the 
  spell). The doubling effect does not apply to magical healing, of course, but 
  even if someone is only able to rest eight hours (rather than the full day’s rest 
  that is normally required), they still regain a lost hit point.  
   
  Hide in Plain Sight 
   
  Level 3 jester spell (enchantment/charm) 
  Requires: incantation, gestures, flour 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes a single object (9 cubic feet maximum) to be completely 
  ignored by anyone looking for it. That is, it is not invisible, but rather those 
  seeing it simply take no notice of it. It can be cast upon a living being, but if 
  that being moves more than 10’ per round, the effect is disrupted. The 
  material component is a pinch of flour, which the caster must sprinkle on the 
  object to be hidden.  
   
  Ignore 
   
  Level 2 jester spell (enchantment/charm) 
  Requires: incantation, gestures, bread 
  Casting time: 36 seconds (6 segments) 
   
  This spell causes a single creature to ignore one object. The creature acts as 
  if the object does not exist, and completely forgets about it for 10 minutes 
  per caster level. The object must be within 30’ of the caster when the spell is 
  cast. It is possible, of course, for the creature affected to accidentally 
  damage or destroy the ignored object while he is so enchanted. The target 
  creature gets a standard saving throw vs. spells; the ignored object does not 
  get a separate save. The material component of this spell is a piece of bread. 
   
  Illuminate 
   
  Savant cantrip (evocation) 
  Requires: incantation, gestures, crystal 
  Casting time: 3 seconds (½ segment) 
   
  This spell causes a single piece of clear crystal (no more than 1” in diameter) 
  to glow with a light sufficient to read by, but little else. The light remains in 
  effect for 10 minutes plus 1 minute per caster level. The crystal must be in the 
  caster’s hand when the spell is cast, but may be re-used.  
   
  Improved Fear 
   
  Level 5 bard spell (illusion/phantasm) 
  Requires: incantation 
  Casting time: 1 minute 
   
  This spell creates a wave of panic and fear that radiates out from the caster 
  in a bubble some 60’ in radius. All creatures within the area of effect are 
  entitled to a saving throw vs. spells; those that fail the saving throw flee in 
  blind panic for a number of minutes equal to the caster’s level, and have a 
  chance of dropping any items carried: 
   
  Targets’ Hit Dice/Level 
  % of Dropping Held Item 
  1 
  60% 
  2 
  55% 
  3 
  50% 
  4 
  45% 
  5 
  40% 
  6 
  35% 
  7 
  30% 
  8 
  25% 
  9 
  20% 
  10 
  15% 
  11 
  10% 
  12 
  5% 
  13+ 
  0% 
   
  
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  Inanimate Object 
   
  Level 8 savant spell  (abjuration) 
  Requires: incantation, gestures, miniature broom 
  Casting time: 1 minute 
   
  This spell removes the animating magic from all manner of enchanted 
  constructs (such as golems, scarecrows, objects under the influence of an 
  animate object spell, etc.). Even mindless undead such as skeletons and 
  zombies are affected by this spell. If the objects are measured in hit dice, 1 
  hit die can be affected for every level of the caster. If they are measured in 
  hit points instead, 8 h.p. per caster level can be de-animated. Those 
  constructs with more than 4 hit dice, or 40 h.p., are entitled to a saving 
  throw vs. spells. Homunculi are also affected by this spell, but are entitled to 
  a saving throw vs. spells with a +3 bonus. The spell requires a miniature 
  broom, which is broken at the end of the incantation. The caster must touch 
  the animated object in question in order for the spell to take effect. It is 
  permanent on most objects (although animate object could be used on the 
  object again later), with the following exceptions: 
   
   
  Iron golems are affected for 4 minutes 
   
  Stone golems are affected for 10 minutes 
   
  Clay golems are affected for 20 minutes 
   
  Flesh golems are affected for 30 minutes 
   
  Inspiration 
   
  Level 5 bard spell (divination) 
  Requires: incantation 
  Casting time: 1 minute 
   
  This spell inspires the caster or someone else (who must be within 10’) to 
  make a breakthrough in the solving of some puzzle, conundrum, etc. This has 
  the practical effect of increasing the intelligence score by +2, for those times 
  when INT is a necessary factor. In other circumstances, the game master must 
  play this spell very carefully by ear. The answer to a given puzzle should not 
  be just blurted out (unless it’s something mind-numbingly obvious that has 
  simply been overlooked), but rather another clue might be given, or a 
  previous clue emphasized, to nudge the player into figuring out the answer 
  on his own. It also has the side effect of giving a +1 bonus on rolls to 
  determine how to open secret doors that have already been detected; it does 
  not give a bonus to detect the doors in the first place. The spell lasts for as 
  long as the caster maintains the incantation.  
   
  Interrupt Concentration 
   
  Level 4 bard spell (alteration) 
  Requires: incantation 
  Casting time: 6 seconds (1 segment) 
   
  This spell has the effect of interrupting the concentration of any other spell-
  casters within a 60’ radius. Any spells or other magical effects (including 
  magical items) that require concentration, meditation, or any level of 
  conscious maintenance are interrupted and thereby ruined.  
   
  Intuition 
   
  Level 6 mystic spell (divination) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to get a “hunch” about some question. The 
  answer should be something that can be answered in a single word: yes/no, 
  up/down, live/die, and so forth. The game master should secretly determine 
  the chance of success of the intuition. The chance of success is adjusted by 
  +1% per caster level. A roll of 00 always results in failure, regardless of the 
  actual chance of success.  
   
   
  Time-frame 
  Importance 
  Immediate 
  Within 24 
  Hours 
  Within 30 
  Days 
  Trivial 
  50% 
  75% 
  90% 
  Minor 
  25% 
  50% 
  75% 
  Major 
  10% 
  25% 
  50% 
  Critical 
  5% 
  10% 
  25% 
   
  If the intuition is not successful, there is a chance that the spell gives a false 
  result. Divide the chance of success by 5; the total is the percent chance of a 
  false result, rather than simply nothing.  
   
  Invisible Librarian 
   
  Mage/illusionist/savant cantrip (evocation) 
  Requires: gestures 
  Casting time: 1 second 
   
  This cantrip causes any one book in the caster’s hand to return to its proper 
  place on a bookshelf within 20’. The book moves gently and slowly; the 
  force is not strong enough to defy an attempt to hold onto the book and 
  prevent its return.  
   
  Just Out of Time 
   
  Level 3 jester spell (enchantment/charm) 
  Requires: incantation, gestures, bell 
  Casting time: 18 seconds (3 segments) 
   
  This spell causes hesitation in a combatant. When in melee or other combat 
  situations, if the target loses initiative, he keeps hesitating—thereby not 
  attacking—until the round is over and new initiative must be rolled. If the 
  target wins initiative for the round, he attacks normally. The target must be 
  within line of sight and 60’ of the caster. He is entitled to a saving throw vs. 
  spells; success means the spell has no effect. The material component is a 
  small round bell, which is struck as the spell is cast. The bell is not consumed  
  in the casting.  
  
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  Know Name 
   
  Level 7 savant spell (divination) 
  Requires: incantation, gestures, herbs, writing implement 
  Casting time: special 
   
  This spell allows the caster to learn the true name of one individual or 
  creature. This information is normally most closely guarded, and can in many 
  instances be used to achieve power or influence over the creature in 
  question. It is, for instance, often used in connection with the spell truename, 
  as it grants the caster the knowledge needed to employ that spell’s effects, as 
  well as when attempting to coerce creatures from other planes of existence.  
   
  The spell requires at least a week of meditation and divination, during which 
  time the caster must burn special herbs worth at least 1,000 g.p. At the end 
  of that time, the target is entitled to a saving throw vs. death magic. If 
  successful, the caster does not glean the true name of the subject; the caster 
  must then make a saving throw vs. spells or have his own true name suddenly 
  known by the subject! Naturally, this alerts the subject to what the caster has 
  been doing, and he might well decide to take advantage of the newfound 
  information to wreak his own revenge. If both saving throws succeed, the 
  caster may elect to continue, with another 1,000 g.p. worth of herbs, and 
  another saving throw for the subject (and possibly for the caster as well).  
   
  Know Self 
   
  Level 7 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster, by touch, to reverse one magical effect that 
  resulted in a fundamental change to the target. Examples include magically-
  induced changes in gender, unwilling alignment changes (although in some 
  cases, such as paladins and clerics, atonement might still be required), 
  transformation from one race to another (although reincarnation does not 
  apply), and the like. Know self will not reverse magical aging, however, as 
  that is merely an acceleration of a natural process.  
   
  Language of Birds 
   
  Level 2 mystic/savant spell (divination) 
  Requires: incantation, gestures 
  Casting time: 2 minutes 
   
  This spell allows the caster to divine the future through the songs and flight of 
  birds. It must be cast outdoors or, rarely, in an indoor or underground 
  environment where birds are naturally found. It does not work with bird-like 
  creatures such as harpies, stirges, and so on. Once cast, the spell allows the 
  caster to determine whether or not an intended course of action will be 
  favorable, unfavorable, or neutral over the next 24 hours; more detail is not 
  available through this spell. Thus, a decision to investigate a particular 
  section of a dungeon, to embark on a journey to a nearby shrine, or attend a 
  royal ball, for instance, could be investigated. If circumstances change, of 
  course, the outcome of the reading is no longer valid. For example, if the 
  choice to invade a dragon’s lair is read to be unfavorable, the party might 
  decide to increase its numbers, in which case the unfavorable reading would 
  no longer apply. A second application of the spell might be used to 
  determine the new outcome.  
   
  Light of Truth 
   
  Level 9 savant spell (alteration) (evocation) 
  Requires: incantation, gestures, light source 
  Casting time: 10 minutes 
   
  This spell allows the caster to transform some light source (a torch, lantern, 
  staff with continual light cast upon it, etc.) into a powerful tool of detection. 
  Any lie, obfuscation, or deception uttered aloud while the light falls upon the 
  speaker becomes instantly revealed as false to all who heard it. All illusions 
  touched by the light of truth become translucent, revealing their nature. The 
  spell must be cast on an object within 60’ of the caster, and its effects last for 
  10 minutes per caster level. The light source is not used up by the casting, 
  but may naturally expire while the spell is in effect. If that happens, the spell 
  ends.  
   
  Luck (Ill-Luck) 
   
  Leve 7 mystic spell (divination) 
  Requires: incantation, gestures, divinatory tools 
  Casting time: 5 minutes 
   
  This spell allows the caster to know when someone is going to have a “lucky 
  streak.” Such lucky streaks are times when the forces of the multiverse favor 
  the subject, and during such times they enjoy the following benefits: 
   
   
  +1 bonus to all saving throws 
   
  +1 bonus on all “to hit” rolls, both in melee and missile combat 
   
  +5% on all reaction adjustments 
   
  +5% on all verbal patter, thieving, and performing checks 
   
  +1 to all surprise rolls 
   
  +10% chance to win in any game of chance 
   
  Other similarly puissant bonuses, as the game master may deem 
  appropriate in the circumstances 
   
  The lucky streak begins in 1d6+6 hours and lasts for 1d8 days. Only one 
  lucky streak can benefit a given person at a time; if two such lucky streaks 
  are predicted for the same person in an overlapping time period, the result 
  will, in fact, be an unlucky streak during the period of overlap (see below). 
  The target of the spell must be within 20’ of the caster when the spell is cast. 
   
  The spell requires the use of the caster’s divinatory tools, which are not 
  consumed during the casting. The reverse of the spell, ill-luck, is a prediction 
  of an unlucky streak, whose effects are the reverse of those listed above. The 
  unlucky streak lasts for 1d4+1 days. 
   
  Lucky Draw 
   
  Level 2 bard spell (alteration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to alter some chance-based outcome, such as a 
  roll of the dice, a hand of cards, the flip of a coin, and so on. (Note that this 
  does not mean that rolls of dice by the players or game master can be 
  altered—this is limited to in-game activities undertaken by characters or 
  NPCs.) The tools of chance to be altered must be within 30’ of the caster, 
  and must be able to be seen. One such outcome can be “fixed” per caster 
  level, as long as he maintains the incantation.  
   
  
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  84 
  Martial Airs 
   
  Level 3 bard spell (alteration) 
  Requires: incantation 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to improve the fighting quality of those around 
  him. All those friendly to the caster in a 20’ radius will strike in melee as if 
  they were fighters, rather than their normal class. Those who are already 
  fighters or cavaliers receive a bonus of +1 on their “to hit” rolls. This applies 
  to missile combat as well, but does not improve hit points, armor class, or 
  saving throws. The spell lasts for as long as the caster maintains the 
  incantation, but there is a maximum duration of one minute per caster level. 
  This cannot be combined with any other spell effect that gives bonuses in 
  combat (bless, etc.). 
   
  Measure 
   
  Level 7 savant spell 
  Requires: incantation, gestures, balance 
  Casting time: 7 minutes 
   
  This spell allows the caster to glean the exact number of charges a particular 
  magical item possesses. The caster places the object on a specially 
  constructed set of balance scales costing 1,000 g.p., and begins to stack 
  weights on the other tray. When the number of weights equals the number of 
  charges in the item, the scales will be brought into balance. The scale and 
  weights can be re-used.  
   
  Minor Morphing 
   
  Level 1 jester spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell effects a minor alteration in the physical appearance of another 
  creature. He could, for instance, cause leaves to grow on the target, change 
  its skin color, cause it to sprout horns, or turn its ears into those of a donkey. 
  The target of the spell must be within 30’ of the caster, and the effect lasts for 
  a maximum of 24 hours. It is not possible to change the target’s appearance 
  into that of another specific person (i.e., one could not use it to disguise 
  someone as someone else), or to change his racial appearance (e.g., turn 
  someone into a half-orc). Height and weight are not affected by this spell. It 
  cannot be used to grant (or remove) any special powers such as flight, 
  underwater breathing, etc. A remove curse or dispel magic spell cancels the 
  effect. 
   
  Palm of my Hand 
   
  Level 1 jester spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to increase the effectiveness of his verbal patter 
  abilities on a particular audience (or portion of the audience). He will have 
  them “eating out of the palm of his hand,” hence the name of the spell. The 
  enchantment affects up to one creature per caster level, as long as all are 
  within a 40’ x 40’ area that is centered on a point within the range of the 
  spell (which can be up to 60’ away from the caster). All creatures within the 
  area of effect get a single shared saving throw (the save of the toughest 
  individual); if one saves, they all do. If this spell is used on a subset of a 
  larger audience, the game master should roll singly for the enchanted and 
  non-enchanted members of the audience, but apply the bonus only to the 
  former; it is possible for the one to be affected by the jester’s patter, and the 
  other not to be. The jester gains a 25% bonus when attempting verbal patter 
  on those “eating out of the palm of his hand.” The effect lasts for 1 round per 
  caster level.  
   
  Perception 
   
  Level 1 bard spell (divination) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell sharpens the caster’s senses, allowing him to detect things that 
  might otherwise go overlooked. While the spell is in effect, the caster can 
  detect secret and concealed doors as if he were an elf, and gets a +1 bonus 
  to all surprise rolls. The spell lasts for as long as the caster maintains the 
  incantation.  
   
  Phantom Stalker 
   
  Level 7 mage, savant spell (conjuration/summoning) 
  Requires: incantation, gestures, incense, crescent-shaped horn 
  Casting time: 1 minute 
   
  This spell will conjure a phantom stalker from the elemental pane of fire, 
  compelling it to serve against its will. Details of the stalker can be found in 
  the ADVENTURES DARK AND DEEP™ Bestiary. The creature will protect the 
  summoner for as long as the conjuror can manage, but the stalker will 
  immediately seek to pervert its instructions by following them to the letter, thus 
  seeking to bring about the doom of its master so that it can return to its home 
  plane. The stalker will avenge the death of its master, which is usually a cold 
  comfort, but can be an effective deterrent. Note that any given spell-caster 
  can only have one stalker of any type (phantom, invisible, etc.) under his 
  control at any given time.  
   
  Planar Stability 
   
  Level 3 savant spell (alteration) 
  Requires: incantation, gestures, meteoric iron 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to “stabilize” any one magical item for planar 
  travel. The caster must touch the item in question, and only one item may be 
  treated per spell; more than one spell may be cast on more than one item, of 
  course. Any enchanted weapon or armor treated by the spell retains one 
  “plus” that it would otherwise have lost moving from one plane to another. 
  For example, a longsword +3, if taken to the astral plane, would normally 
  only have a +2 bonus on that plane. If treated by this spell, it retains its +3 
  enchantment. If that same blade were taken to the Nine Hells (for example), 
  it would have a +2 enchantment, rather than +1, as it otherwise would have. 
  The effect lasts for one week plus an additional week per caster level, in 
  subjective time.  
   
  Planetrack 
   
  Level 7 mystic spell (divination) 
  Requires: incantation, gestures, divinatory tools 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to determine where in the multiverse some 
  creature has gone. Whether by gate, astral or ethereal travel, summoning or 
  conjuration, teleport, or any other means, the caster can sense the trail of the 
  target creature and have a general idea of which plane of existence it has 
  traveled to. More detailed information can be obtained, as indicated below: 
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  85 
  Information Revealed 
  Minimum 
  INT+WIS 
  Base Chance 
  of Success 
  Destination plane 
  30 
  70% 
  Layer of destination plane (if applicable) 
  31 
  60% 
  Within 100 miles of destination  
  32 
  50% 
  Within 1 mile of destination 
  33 
  40% 
  Within 20 yards of destination 
  34 
  30% 
   
  In all cases, add the caster’s intelligence plus wisdom as a modifier to the 
  chance of success. If the caster has access to a crystal ball, it automatically 
  adds 25% to the chance of success. The game master should roll a single set 
  of percentile dice to determine success. The roll indicates just how much 
  information the spell reveals.  
   
  For example, famed mystic Larson the Pious is battling a fearsome marilith 
  demon. Sorely pressed, she flees to her palace in the Abyss. Larson, who has 
  a combined intelligence and wisdom of 33, casts planetrack and rolls a 61. 
  He easily divines the destination plane (103% chance), the layer of the plane 
  (93% chance), knows to within 100 miles on the layer where the quarry is 
  (83% chance), and even to within a mile on the Abyssal plane (73% 
  chance). Due to the limitations of his intelligence and wisdom, that is as much 
  information as he could hope to gain from the spell. Had he but a single 
  point of wisdom or intelligence more, he would have been able to track the 
  demoness to within 20 yards of her lair (63% chance), but unfortunately he 
  must make do with what he can get.  
   
  If the creature in question has an innate magic resistance, the creature is 
  entitled to a magic resistance roll to see if its trail is masked from the 
  planetrack. The spell is particularly useful in protracted battles with powerful 
  extra-planar beings who often use their powers of planar travel to elude 
  enemies, only to have their foes arrive a minute later in a place they had 
  thought a safe haven. The spell must be cast within five minutes of the target 
  creature’s departure, and may only be cast once per target creature per 
  caster.  
   
  Place of Holding 
   
  Level 4 jester spell (alteration) 
  Requires: incantation, gestures, object (see below) 
  Casting time: 1 minute 
   
  By means of this spell, the caster creates a miniature extra-dimensional space 
  inside another (ordinary) space. The extra-dimensional pocket will be a 10’ 
  cube, plus 1’ per caster level (e.g., a 10th-level caster creates a cube 20’ on 
  each side). The pocket has sufficient light, heat, and air to sustain life for the 
  duration of the spell. It must be within 30’ of the caster. The object upon 
  which the spell is cast must have a volume of its own, plus a door, or other 
  opening. The extra-dimensional space can be entered and exited through 
  that opening; the spell is often used to create the illusion that a great number 
  of creatures are entering or exiting from a place that should be far too small 
  to accommodate them all. If anyone or anything is in the extra-dimensional 
  space when the spell duration ends, they are ejected unceremoniously from 
  the opening. If the opening is destroyed or otherwise uncompromisingly 
  blocked to the point where movement is impossible, those within the extra-
  dimensional space are lost forever on the astral plane. It lasts for 10 minutes 
  per caster level. 
   
  Plant Friend 
   
  Level 2 mystic spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes all implements made of plant material to resist inflicting any 
  harm upon the caster or other individual he touches as the spell is cast. The 
  protection lasts for 1d4+5 minutes. This protection extends to weapons that 
  are made entirely of wood (such as quarterstaffs, clubs, etc.), but not to those 
  that merely have wood as a component of their construction (such as spears 
  or arrows). Such weapons deal the minimum possible amount of damage on 
  the person thus protected. Spells such as entangle have no effect, and purely 
  plant-based creatures such as vegepygmies react favorably to the character 
  (but such reaction instantly turns to one of hostility if the object of their 
  friendship attacks).  
   
  Prediction 
   
  Level 2 savant spell (divination) 
  Requires: incantation 
  Casting time: 2 minutes 
   
  By means of this spell, the caster can tell the outcome of a future event that 
  will occur within 24 hours. The caster can specify what event he desires to 
  learn the outcome of, but the answer will be both specific and shrouded in 
  ambiguities, possibly couched in some sort of rhyme or bit of doggerel. For 
  example, if predicting the outcome of a future battle, the answer might be “A 
  kingdom bright and true shall fall, once the ring of steel’s been heard by all.” 
  Only one prediction can be made about any given subject by a particular 
  caster.  
   
  Prophecy 
   
  Level 4 savant, level 5 mystic spell (divination) 
  Requires: incantation, gestures, mugwort, vervain, lavender 
  Casting time: 4 minutes 
   
  By means of this spell, the caster can forecast a single future event based on 
  the current state of the world(s). It will always be granted in the form of a 
  rhyme, couplet, quatrain, etc., and couched in symbolism and allegory. The 
  caster may attempt to confine his prophecy to a specific future event such as 
  a war, election, the next harvest, or a specific person such as a king, guild 
  master, bride, and such. If so, he has a 2% chance per experience level, plus 
  1% per point of wisdom and intelligence, of doing so. The caster knows if the 
  prophecy deals with the intended subject or not. If he fails, or if he does not 
  specify what sort of event or individual will be the object of his prophecy, the 
  game master may determine such randomly (although the exact event 
  described by the prophecy will remain unknown): 
   
  TABLE 130: PROPHECY 
  Die Roll (d%) 
  Object of Prophecy 
  01-10 
  The prophet’s home nation 
  11-25 
  The nation in which the prophet is currently dwelling 
  26-30 
  The prophet’s home town or district 
  31-49 
  The town or district where the prophet currently dwells 
  50-65 
  Someone close to the prophet 
  66-75 
  A casual acquaintance 
  76-80 
  A complete stranger, unknown to the prophet 
  81-95 
  A famous personage 
  96-00 
  The prophet himself 
   
  Note that the object of the prophecy will be obliquely referenced in the 
  prophecy itself, so that the object can be found by either clever deduction or 
  use of other divination magic and tools.  
   
  Such prophecies are not iron-clad, and it is possible to avoid one’s fate by 
  radically changing one’s plans, lifestyle, and the like. The spell can only be 
  cast once per week, and if two different prophets (or the same prophet more 
  than once) prophesy upon the same object, there is a 99% chance that the 
  exact same prophecy will be obtained. The spell requires that the caster boil 
  a mixture of mugwort, vervain, and lavender worth 100 g.p. in an iron 
  cauldron. 
  
  Magic 
  86 
   
  Protection from Disease 
   
  Level 5 mystic spell (abjuration) 
  Requires: incantation, gestures, bear fat 
  Casting time: 30 seconds (5 segments) 
   
  This spell affords the caster, or someone he touches, complete immunity from 
  diseases. This includes natural diseases (such as might be gotten from a 
  miasmic bog), as well as those transmitted by the bite or touch of certain 
  creatures (such as mummies, giant rats, otyughs, etc.). The spell lasts for 12 
  hours per caster level. It will not cure someone of a disease he already has. 
   
  Quantify 
   
  Savant cantrip (divination) 
  Requires: incantation, gestures, measuring stick 
  Casting time: 3 seconds (½ segment) 
   
  This spell allows the caster to measure the weight, length, height, or width of 
  some object or space. The object to be measured must be within 10’ of the 
  caster, and can itself be no more than 20’ on a side. The spell will return the 
  exact weight or measurement. The spell requires a small (1”) measuring stick, 
  which can be re-used.  
   
  Read Savant Magic (Unreadable Savant Magic) 
   
  Level 1 savant spell (divination) 
  Requires: incantation, gestures, crystal prism, (pinch of dirt, drop of water) 
  Casting time: 1 minute 
   
  This spell allows the caster to understand magical writings, scrolls, and 
  inscriptions written in magical scripts used by savants. The spell lasts for two 
  minutes per caster level, and requires the use of a crystal prism (which is not 
  destroyed by the casting). When used on scrolls, spell books, and such, the 
  spell enables the caster to determine what is contained within (although 
  doing so usually triggers cursed scrolls and the like). A savant never needs 
  this spell to read his own spell book, or a spell he inscribed, of course. Once 
  the spell is used on a given piece of magical writing, it need not be used 
  again; a savant could use it to determine the contents of a magic scroll (as 
  long as the scroll contained a savant spell), and then later, when he wishes 
  to actually use the scroll, would not need to cast read savant magic again. 
   
  The reverse of the spell, unreadable savant magic, enables the caster to 
  render magical writings indecipherable, even by means of a read savant 
  magic spell, until it wears off or is dispelled.  
   
  Ready Spell 
   
  Level 1 bard spell (alteration) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to “hold” some other spell in readiness until such 
  time as it is required. It is thus especially useful when applied to spells with 
  very long casting times. The caster can only have one such spell ready at any 
  given time, of course; it requires that the caster maintain the incantation until 
  such time as he wishes to activate the other spell. When that happens, treat it 
  as if it had a casting time of but 6 seconds (1 segment), regardless of its 
  actual casting time. If the caster’s concentration should be interrupted by 
  some agency (taking damage, magical silence, etc.), both the ready spell 
  and the spell that was on hold are lost.  
   
  Refresh 
   
  Level 2 bard spell (abjuration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell reinvigorates one target creature within a 20’ radius. The target 
  feels instantly refreshed, all natural fatigue or drowsiness gone, the effects of 
  magical sleep removed, and even the effects of paralysis (as that of ghouls 
  and other creatures) ended. It will not remove the effects of a hold person 
  spell, however.  
   
  Resist Charm 
   
  Level 3 bard spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to create a sphere some 10’ plus 1’ per caster 
  level in radius, within which spells such as charm person, hypnotism, and 
  friends are weakened. All those within the area of effect get a bonus of +4 
  on their saving throws against such spells, and spells (or magical effects) 
  which do not normally allow such; in the latter case, no bonus is allowed, 
  just a straight saving throw. This applies to verbal patter effects as well. The 
  spell lasts for as long as the caster concentrates, plus one round per caster 
  level.  
   
  Resist Water 
   
  Level 3 mystic spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell provides a resistance to any sort of water-based attack or other 
  harm to either the caster or some other person he touched. The effect lasts for 
  1d6+4 minutes. This resistance results in a reduction of -2 h.p. damage per 
  die when under attack by water-based creatures such as water elementals. 
  Damage from floods, being swept along a raging river, crashing on rocks in 
  a small boat, and the like, is similarly reduced by -2 h.p. per die. The spell 
  does not enable the target to actually breathe water, but for the duration of 
  the spell he suffers no harmful effects of drowning. The subject must be able 
  to breathe normally when the spell expires, however, or else the lack of 
  oxygen will suddenly catch up to him and death will almost certainly ensue.  
   
  Reverse Transmutation 
   
  Level 9 savant spell (alteration) 
  Requires: incantation, gestures, moly 
  Casting time: 54 seconds (9 segments) 
   
  This spell allows the caster to reverse the workings of spells such as 
  polymorph self, polymorph any object, and the like. It does not affect any 
  illusion, but will force any transformed creature to revert back to its original 
  form. If cast upon a creature turned to stone by a medusa, basilisk, or 
  similar, it functions as a stone to flesh spell. If cast upon a druid using his 
  shape changing ability, the druid will be forced back to his original form and 
  cannot change again for a number of minutes equal to the difference in 
  levels between the caster and the druid (if the druid is of higher level, he can 
  change shape in but a single minute). Note that this will even restore those 
  who were targeted by a polymorph other spell and lost their saving throw to 
  retain their mind. No system shock roll is required when using this spell. The 
  spell requires a sprig of moly, which is destroyed as the spell is cast. 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  87 
   
   
  Sacred Place 
   
  Level 5 mystic spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 5 hours 
   
  This spell allows the caster, by means of communing with the particular spirits 
  of a place or object, to store magical energy within it that can then be 
  tapped into later. Each caster may only have one sacred place operative at 
  any given time, and no more than two sacred places can be extant within a 
  mile of each other (if someone attempts to create such a place within a mile 
  of an already-existing sacred place, the new one will simply not “take”). Two 
  different casters cannot “charge” the same sacred place. 
   
  Each week the caster performs this spell at the same place, he adds one spell 
  level’s worth of energy, up to his current level (thus, a 19th-level mystic could 
  store up to 19 levels’ worth of magical energy in the sacred place). The spell 
  must be cast within 20 yards of the specific point designated as the sacred 
  place (a spring, boulder, tree, cave, etc). If the same caster fails to maintain 
  the chain of spellcasting for four continuous weeks, the entire storehouse will 
  be drained and the caster must start over.  
   
  While within 20 yards of the sacred place, the caster may cast any spell 
  (subject to the limits of the highest level spell he could normally cast) using the 
  energy stored in the sacred place without using up the spells he had 
  memorized through the normal process. Each spell so cast drains the sacred 
  place of that many spell levels, until the sacred place is completely drained. It 
  may, of course, be built up by more repeated castings of the sacred place 
  spell.  
   
  Sand Stalker 
   
  Level 7 mage, savant spell (conjuration/summoning) 
  Requires: incantation, gestures, incense, small brass gong 
  Casting time: 1 minute 
   
  This spell will conjure a sand stalker from the elemental pane of earth, 
  compelling it to serve against its will. Details of the stalker can be found in 
  the ADVENTURES DARK AND DEEP™ Bestiary. The creature will obey the 
  summoner for as long as the conjuror can manage, but the stalker will 
  immediately seek to pervert its instructions by following them to the letter, thus 
  seeking to bring about the doom of its master so that it can return to its home 
  plane. Note that any given spell-caster can only have one stalker of any type 
  (phantom, invisible, etc.) under his control at any given time.  
   
  Selflessness 
   
  Level 4 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to “lose himself” in the moment of whatever he 
  happens to be doing, be it walking down a tree-lined path, playing chess, 
  casting another spell, engaging in melee, or whatever else may be 
  envisioned. For ordinary activities, the spell grants a temporary bonus of 
  +25% (or +5, as applicable) to the chance of success for that task. If cast 
  before some other spell that requires concentration to maintain, the 
  selflessness spell allows the caster to maintain his concentration even if he 
  suffers damage. In fact, nothing short of physical death (-10 hit points) can 
  break the concentration thus achieved. In combat, it allows the caster to 
  function at up to -7 hit points without flinching, but only with the proviso that 
  he never rests; he must constantly be attacking, charging, parrying, or 
  otherwise engaged in activity. Even a single minute of standing still (including 
  taking time to be cured, drink a potion, or otherwise engage in non-combat 
  activities) breaks the spell. The spell lasts for as long as the caster can 
  maintain his activity. When walking or running, this allows the caster to keep 
  moving for eight or four hours, respectively.  
   
  Sharp Note 
   
  Level 1 bard spell (evocation) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates a sharp sonic barb that strikes one target creature within 
  60’ of the caster. The target must be within line of sight, and no other 
  creatures can be between the caster and the target. The sharp note deals 
  1d6 h.p. of damage. For every two levels of experience beyond the first, the 
  caster can affect another target with the sharp note (i.e., two at 3rd level, 
  three at 5th level, etc.).  
   
  Skyhook 
   
  Level 2 jester spell (alteration) 
  Requires: incantation, gestures, small hook 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates an invisible “hook” in mid-air, from which the caster can 
  then hang things that could normally be hung from a hook. The invisible hook 
  must be within 10’ of the caster when the spell is cast. It will hold 100 
  pounds of weight plus 10 pounds per caster level, and does not move with 
  the caster. The material component of this spell is a small brass hook, which 
  disappears as the spell is cast. 
   
  Sobriety 
   
  Level 2 mountebank spell (abjuration) 
  Requires: incantation, gestures, pinch of saleratus 
  Casting time: 12 seconds (2 segments) 
   
  This spell is a special form of the neutralize poison spell that allows the caster 
  to completely and instantly remove the effects of alcohol or other drugs that 
  have the function of impairing judgment and coordination, causing 
  drowsiness, and the like. It will not function on more potent toxins, and will in 
  no case heal damage caused by breathing, drinking, or eating poison.  
   
  
  Magic 
  88 
  Social Grace 
   
  Level 2 bard spell (alteration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to give himself and certain of his companions an 
  enhancement not of their innate charisma, but of their knowledge of social 
  graces. They can “put on airs” and present themselves flawlessly as members 
  of a higher social strata than they ordinarily occupy. This assists when 
  dealing with others of higher social class, and can also be used to give a 
  20% bonus to attempts to disguise oneself as a member of the higher social 
  orders. The spell’s effects are particularly effective on persons who are 
  naturally impressed by social class and are used to taking commands 
  (bureaucrats, soldiers, courtiers, etc.). It lasts for 1 hour per caster level, 
  divided by the number of persons affected. For example, a sixth-level bard 
  could affect one person for six hours, two people for three hours each, or 
  three people for two hours each. Such divisions can only be made in whole 
  hours, and must be rounded down.  
   
  Song of Battle 
   
  Level 4 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 48 seconds (8 segments) 
   
  This spell provides a +5% morale bonus and +1 “to hit” roll bonus to all 
  friendly combatants within 240’. The effect lasts for as long as the caster 
  maintains the incantation.  
   
  Song of Combat 
   
  Level 3 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 36 seconds (6 segments) 
   
  This spell raises the experience level of any single fighter or cavalier (or sub-
  class) by one for the duration of the spell. This person must be named by the 
  caster and within 60’ at the time of the incantation. Hit points are temporarily 
  increased during this time, and any damage taken while the spell is in effect 
  will be taken first from those additional and temporary hit points. The effect 
  lasts for as long as the caster maintains the incantation, plus a like amount of 
  time once the incantation is completed. In addition, any fighters or cavaliers 
  (or sub-classes) within 120’ get a +5% bonus to their morale while the 
  incantation is being sung, but not afterwards.  
   
  Song of War 
   
  Level 5 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 1 minute 
   
  This spell gives one person, who must be named by the caster and within 60’ 
  at the time the incantation is said, to receive a level of the generalship skill 
  (or an additional level, if he already has the skill), as well as an increase of 
  +2 to his charisma score (subject to racial maximums). The effect lasts for as 
  long as the caster maintains the incantation, plus a like amount of time once 
  the incantation is completed. In addition, any fighters or cavaliers (or sub-
  classes) within 360’ get a +10% bonus to their morale while the incantation 
  is being sung, but not afterwards. 
   
  Sonic Blast 
   
  Level 6 bard spell (evocation) 
  Requires: incantation 
  Casting time: 72 seconds 
   
  This spell allows the caster to aim a blast of pure sound in a cone some 60’ 
  long and 20’ wide at the base. All creatures within the area of effect suffer 
  6d6 hit points of damage from the sonic blast. A silence spell, or other 
  magical silence, nullifies the effect.  
   
  Spirit Gift I 
   
  Level 1 mystic spell (evocation) 
  Requires: incantation, gestures, dragon scale 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to invoke one of the Spirits of the Dragons, either 
  in himself or in someone he touches. The caster has no control over which 
  exact spirit comes forth; this is determined randomly: 
   
  TABLE 131: SPIRIT GIFT I 
  Die Roll (d6) 
  Dragon Spirit 
  Effect 
  1-2 
  Silver 
  Duration of all spells cast is doubled 
  3-4 
  Electrum 
  Initiative bonus of -2 
  5-6 
  Gold 
  +2 to all saving throws vs. spells 
   
  The effect of the spell lasts for an hour. If a spirit gift spell (of any level) is cast 
  on someone already affected by a spirit gift, the second spell has no effect 
  and is lost. The spell requires the scale of a dragon (of any type), which is 
  destroyed during the casting. 
   
  Spirit Gift II 
   
  Level 3 mystic spell (evocation) 
  Requires: incantation, gestures, monster feather 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to invoke one of the Spirits of the Winds, either in 
  himself or on someone he touches. The caster has no control over which 
  exact spirit comes forth; this is determined randomly: 
   
  TABLE 132: SPIRIT GIFT II 
  Die Roll 
  (d4) 
  Wind 
  Spirit 
  Effect 
  1 
  East 
  The recipient can bring into effect a single 
  sudden 75 mph hurricane-force wind. The 
  wind knocks down people, light structures, 
  etc. Individuals caught in the wind are blown 
  back some 5d6 yards and suffer 5d6 h.p. of 
  damage. 
  2 
  South 
  The recipient brings into effect a sudden 50 
  mph gale with a temperature of 100° F.  All 
  those in the area of effect must save vs. spells 
  or have their strength and constitution scores 
  reduced by -1 for 5d6 minutes. For creatures 
  without such scores, reduce all rolls “to hit” by 
  -2, and -1 on all damage rolls, for the 
  duration of the effect. 
  3 
  West 
  The recipient brings into effect a sudden 35 
  mph fresh gale. All those in the area of effect 
  must make a saving throw vs. spells or flee in 
  fear (as per the spell) in the same direction the 
  wind blows. 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  89 
  Die Roll 
  (d4) 
  Wind 
  Spirit 
  Effect 
  4 
  North 
  The recipient can bring into effect a sudden 
  25 mph strong breeze with a -10° F 
  temperature. All those within the area of effect 
  must save vs. spells or have their movement 
  slowed to half speed and their melee attacks 
  reduced to half normal frequency. 
   
  All winds can be invoked in whatever direction the caster chooses, 
  emanating from his pointing finger. They appear in a cone some 200 yards 
  long and 160’ wide at the base. The effect of the spell can be called upon 
  once, no more than one hour after the spell is cast. If a spirit gift spell (of any 
  level) is cast on someone already affected by a spirit gift, the second spell 
  has no effect and is lost. The spell requires the feather of a non-natural 
  creature (of any type, such as hippogriff, sphinx, pegasus, etc.), which is 
  destroyed during the casting.  
   
  Spirit Gift III 
   
  Level 5 mystic spell (evocation) 
  Requires: incantation, gestures, flower 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to invoke one of the Spirits of the Flowers, either 
  in himself or on someone he touches. The caster has no control over which 
  exact spirit comes forth; this is determined randomly: 
   
  TABLE 133: SPIRIT GIFT III 
  Die Roll 
  (d4) 
  Flower 
  Spirit 
  Effect 
  1 
  Rose 
  Immune to all magical aging, withering, or 
  slowing, plus all attacks against the recipient 
  are reduced by -1 h.p. of damage per die, 
  regardless of type (min 1 per die). 
  2 
  Lily 
  Immune 
  to 
  all 
  water-based 
  damage, 
  including attacks by creatures from the 
  elemental plane of water. Halve damage 
  done by steam, ice, etc. Able to breathe 
  water during the duration of the effect.  
  3 
  Thistle 
  Immune to all fire-based damage, both 
  mundane and magical in nature, including 
  red dragon’s breath and attacks by creatures 
  from the elemental plane of fire.  
  4 
  Pansy 
  Immune to all forms of cold- or ice-based 
  damage, whether magical or mundane, 
  including white dragon’s breath and attacks 
  by creatures from the para-elemental plane 
  of ice. 
   
  The effect of the spell lasts for an hour. If a spirit gift spell (of any level) is cast 
  on someone already affected by a spirit gift, the second spell has no effect 
  and is lost. The spell requires a whole fresh flower (of any type), which is 
  destroyed during the casting. 
   
  Spirit Gift IV 
   
  Level 7 mystic spell (evocation) 
  Requires: incantation, gestures, silver circle 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to invoke one of the Spirits of the Seasons, either 
  in himself or on someone who is touched. The caster has no control over 
  which exact spirit comes forth; this is determined randomly: 
   
  TABLE 134: SPIRIT GIFT IV 
  Die Roll 
  (d4) 
  Season 
  Spirit 
  Effect 
  1 
  Spring 
  -2 bonus to all initiative rolls (minimum of 1). 
  Immunity to all weather-related injury, including 
  that caused by magical means, extending to 
  thunder and lightning. Also immune to all 
  electrical based attacks. Reduce all attacks 
  against the recipient by -2 h.p. per die of 
  damage (min 1 per die). 
  2 
  Summer 
  -2 bonus to all spellcasting times (minimum of 
  1). Immune to all fire or heat based attacks. 
  Reduce all attacks against the recipient by -4 
  h.p. per die of damage (min 1 per die).  
  3 
  Autumn 
  +1 bonus to intelligence and wisdom for the 
  duration of the spell’s effect. Immunity to all 
  sorts of magical fear, confusion, sleep, and 
  insanity, 
  including 
  poisons 
  and 
  monster 
  generated effects. Reduce all attacks against the 
  recipient by -4 h.p. per die of damage (min 1 
  per die).  
  4 
  Winter 
  -2 bonus to all weapon speeds (minimum of 1). 
  Immune to magical disintegration, slowing, 
  magical aging, or withering. Immune to all 
  poisons. Reduce all attacks against the recipient 
  by -4 h.p. per die of damage (min 1 per die). 
   
  The effect of the spell lasts for two hours. If a spirit gift spell (of any level) is 
  cast on someone already affected by a spirit gift, the second spell has no 
  effect and is lost. The spell requires a circle of silver worth at least 50 g.p., 
  which is destroyed during the casting.  
   
  Spirit Possession 
   
  Level 5 mystic spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 30 minutes 
   
  By means of this spell, the caster invites a spirit from one of the other planes 
  of existence to enter his body, affording the spirit a vehicle by which it can 
  speak, move, and otherwise interact with those on the material plane. This is 
  a very different thing from such a being entering the material plane directly, 
  as it is easier to do so and generally involves less risk for the being in 
  question. The caster has no control over what sort of spirit will enter his body 
  during the ritual. Note that the casting time above refers only to the amount 
  of time it takes to bring the spirit into the body; once there, it remains for a 
  variable amount of time, as noted below. 
   
  The type of being who answers the summons depends on the alignment of 
  the caster. 
   
  TABLE 135: LAWFUL GOOD SPIRIT POSSESSION 
  Die Roll (d%) 
  Type of Spirit 
  Min. Duration 
  01-33 
  Dead 
  40 min. 
  34-83 
  Angel 
  30 min. 
  84-87 
  Hollyphant 
  20 min. 
  88-89 
  Ki-rin 
  10 min. 
  90-94 
  Lammasu 
  20 min. 
  95-98 
  Shedu 
  20 min. 
  99-00 
  Devil 
  See below 
   
  
  Magic 
  90 
  TABLE 136: ANGEL SUB-TABLE 
  Die Roll (d%) 
  Angel Type 
  01-50 
  Angel 
  51-74 
  Archangel 
  75-84 
  Principality 
  85-89 
  Power 
  90-93 
  Virtue 
  94-95 
  Dominion 
  96-97 
  Throne 
  98-99 
  Cherub 
  00 
  Seraph 
   
  TABLE 137: NEUTRAL GOOD SPIRIT POSSESSION 
  Die Roll (d%) 
  Type of Spirit 
  Min. Duration 
  01-33 
  Dead 
  40 min. 
  34-41 
  Agathion 
  20 min. 
  42-91 
  Archon 
  30 min. 
  92-98 
  Baku 
  20 min. 
  99-00 
  Daemon 
  See below 
   
  TABLE 138: ARCHON SUB-TABLE 
  Die Roll (d%) 
  Archon Type 
  01-50 
  Hound 
  51-89 
  Warden 
  90-98 
  Sword 
  99-00 
  Tome 
   
  TABLE 139: CHAOTIC GOOD SPIRIT POSSESSION 
  Die Roll (d%) 
  Type of Spirit 
  Min. Duration 
  01-33 
  Dead 
  40 min. 
  34-83 
  Deva 
  30 min. 
  84-89 
  Foo Creature (Dog) 
  20 min. 
  90-95 
  Foo Creature (Lion) 
  10 min. 
  96-97 
  Planetar 
  20 min. 
  98 
  Solar 
  10 min. 
  99-00 
  Demon 
  See below 
   
  TABLE 140: DEVA SUB-TABLE 
  Die Roll (d%) 
  Deva Type 
  01-55 
  Movanic 
  56-80 
  Monadic 
  81-00 
  Astral 
   
  For all spirits except devils, daemons, and demons, a reaction roll should be 
  made, with a +25% adjustment, but no charisma adjustment. The result 
  determines the sort of assistance (if any) the spirit provides. A hostile reaction 
  will, of course, result in nothing but belittling, sniffing about how poorly the 
  caster has lived up to the ideals of his alignment, and so forth. A neutral 
  reaction may (45% chance) result in some very minor bit of information that 
  will help the caster, but almost certainly will be couched in rhyme, metaphor, 
  and obscurity. A positive reaction will, at the very least, result in substantive 
  information useful to the caster, and may, depending on how positive the 
  reaction was, result in the spirit remaining in the body of the caster long 
  enough to work directly through him. If the caster is in immediate physical 
  danger, there is a +35% adjustment to the reaction roll; if it is positive, the 
  spirit acts out through the caster, battling whatever sort of danger presents 
  itself. Once that is completed, the spirit departs.  
   
  A spirit in possession of a body can employ whatever physical or magical 
  powers the body itself possesses (including knowledge of any relevant 
  command words for magic items, etc.). In addition, it can employ whatever 
  magical abilities it would otherwise be able to use, but none of the physical. 
  Thus, an astral deva “horsing” a mortal body (as the practice is sometimes 
  called) would be able to dispel invisibility or polymorph self, but would not 
  have its fearsome mace. 
   
  Spirits of the dead cannot employ any special powers, but have all the 
  knowledge that they did in life; 80% of the time, the dead spirit will be a 
  loved one or close associate of the caster. It does whatever it can to extend 
  its time back in a mortal body, particularly enjoying simple physical 
  pleasures such as eating, drinking, and lovemaking. The game master should 
  use the spell speak with the dead as a guideline, but the spirit will be much 
  more inclined to indulge in trivial conversation, only giving substantive 
  answers when seriously pressed.  
   
   
   
  Most spirits will remain in a body for 1d20 minutes plus the minimum 
  duration listed above. If the reaction adjustment was particularly positive, 
  and the need is particularly great, the game master may use his discretion to 
  say that the spirit will remain until a particular criterion is fulfilled. Such 
  exceptions should be exceedingly rare, however, and will probably be 
  accompanied by other requirements, such as the sacrifice of 50% of all 
  treasure recovered to the deity whom the spirit serves, at the very least. If the 
  caster wishes, he may attempt to dispel the spirit before it wishes to go; in 
  such cases, there is a base 50% chance of success. For every point of 
  intelligence difference between the spirit and the caster, there is a 5% 
  modifier (negative if the spirit’s intelligence is higher, and positive if the 
  reverse is true). The attempt can only be made once; if it fails, the spirit 
  remains until it is good and ready to depart.  
   
  Spirits of the lower planes (such as devils, daemons, and demons) 
  occasionally roam the ethereal plane, keeping an eye out for persons inviting 
  spirits to possess them, then swiftly occupying the body before some more 
  benevolent spirit can do so. Once firmly ensconced, they attempt to 
  impersonate some other type of spirit, with the ultimate aim of retaining 
  control, faking both the departure of the “good spirit” and the restoration of 
  the host to control of his body. An exorcism spell, or similar magical 
  coercion, is required to dislodge the evil spirit, but there is a -20% modifier to 
  the chance of success, owing to the fact that the spirit was invited to possess 
  the body in the first place.  
   
  
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  91 
  Steadfast Mount 
   
  Level 4 bard spell (alteration) 
  Requires: incantation 
  Casting time: 1 minute 
   
  This spell allows the caster to cause some beast of burden, whether it be a 
  horse, mule, hippogriff, or even an elephant, to increase one or more of its 
  abilities: 
   
   
  Double its capacity to carry burdens 
   
  Double its speed 
   
  Double the amount of time it can travel without tiring 
   
  The caster can alter one of those factors in one animal per experience level. 
  The creature must remain within 120’ for as long as the incantation is 
  recited, but the effect of the spell lasts for as long again as the incantation 
  was maintained. For example, a 12th-level bard doubles the carrying 
  capacity and speed of three horses. He sings the incantation for four hours, 
  during which time the beasts are able to carry twice as much as normal, 
  twice as fast. After four hours elapse, he ceases the incantation, meaning the 
  horses can continue their doubly heavy burden at double speed for four more 
  hours, for a total of eight hours.  
   
  Stream (Alteration) 
   
  Level 2 jester spell (evocation) 
  Requires: incantation, gestures, other (see below) 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes a stream of objects (or material) to spray from the hand of 
  the caster. There are several possible effects, depending on the material 
  component used: 
   
  TABLE 141: STREAM 
  Component Used 
  Effect 
  Butterfly wing 
  Stream of 600 butterflies blinds everyone within 
  25’ for 2 rounds 
  2 oz. water 
  Seltzer shoots forth in 6’ x 2” stream for 1 round, 
  soaking anything in range (puts out non-magical 
  fires), any creature hit gets -3 initiative penalty 
  1 g.p. gem 
  10-40 gems, base value 1 g.p. each, shoot forth 
  30’ from the caster’s hand. Each does 1 h.p. of 
  damage to creatures in its path. They turn to 
  ordinary stones after 1 hour. 
  2” x 2” paper 
  Confetti bursts from the caster’s hand in a 10’ cloud; 
  all creatures within the cloud are stunned for 1 
  round 
  6” string 
  A 15’ long by 1’ wide stream of colorful, but sticky, 
  string shoots forth from the jester’s hand. A single 
  creature can be caught in the string, as if caught in 
  a web spell.  
   
  Note that the material component used in the spell is consumed during the 
  casting. 
   
  Sunrise 
   
  Level 2 mystic spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  By means of this spell, the caster can infuse himself (or some other whom he 
  touches) with the very spirit of the sunrise. This has the effect of causing the 
  target to glow with the power of the dawning sun. He radiates light that has 
  all the effects of actual sunlight (thus affecting vampires, impairing those 
  races who suffer in full sunlight, degrading drow armor and cloaks, etc.). 
  One minute after the spell is cast, the glow radiates 10’ in all directions; after 
  two minutes it radiates 20’, and so on, until 6 minutes have passed and the 
  light radiates a full 60’ in all directions. The light lasts for a total of 22 
  minutes, with the radius decreasing by 10’ every minute for the final 6 
  minutes (beginning at minute 16). 
   
  Sympathy 
   
  Level 5 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 1 minute 
   
  This spell allows the caster to convince all within earshot (who can 
  understand him) that a particular individual has been unjustly victimized. He 
  engenders in them a heartfelt and overwhelming desire to see those wrongs 
  righted. All those within 60’ of the caster can be affected; only those with an 
  intelligence of 14 or higher are entitled to a saving throw vs. spells to resist 
  the spell. Those affected by the spell will not endanger their own life and 
  liberty, or put themselves in poverty, but do their utmost (short of laying down 
  their lives) to help the poor, oppressed focus of their sympathy.  
   
  Telepathy 
   
  Level 4 mystic spell (divination, alteration) 
  Requires: incantation, gestures, cylinders and wire 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to engage in silent, direct mind-to-mind 
  communication with another creature. The caster must know the general 
  location of the creature in question (for example, “in the village” or “in the 
  castle”), and must be within one-fourth mile per caster level. Communication 
  is allowed just as if the two were standing next to one another, but neither 
  individual shares any information that he does not wish to share. The spell’s 
  effect lasts for two minutes per caster level. Note that this spell does not 
  impart the ability to understand the language spoken by the other creature, 
  nor does it impart emotions or images. The material component for this spell 
  is a pair of tiny metal cylinders connected by a short piece of wire. The 
  component is destroyed during the casting.  
   
  Teleport Other 
   
  Level 7 bard spell (alteration) 
  Requires: incantation 
  Casting time: 84 seconds 
   
  This spell allows the caster to choose a single individual within a 30’ radius 
  (and within line of sight) and teleport him (without chance of error) to some 
  destination with which the caster is at least somewhat familiar. The target is 
  entitled to a saving throw vs. spells, and magic resistance applies. The spell 
  cannot be used to cross from one plane of existence to another.  
   
  Veil of Shadows 
   
  Level 6 bard spell (evocation) 
  Requires: incantation 
  Casting time: 72 seconds 
   
  This spell allows the caster to create two separate types of shadows. Each 
  lasts for as long as the caster maintains the incantation. The caster may 
  create one shadow (of any type) per experience level, but the shadows must 
  be within 90’ of the caster at all times, or they will dissolve.  
   
  
  Magic 
  92 
   
  Swift shadows. The caster may create moving, swiftly shifting 
  shadows in whatever guise he desires. These shadows dart to and 
  fro amongst an enemy, distracting and frightening them. Those 
  distracted by such a shadow suffer a +1 penalty to initiative and 
  a -1 penalty “to hit” in melee or when firing missile weapons. 
   
  Slow shadows. This creates a zone of shadow some 10’ in 
  diameter that obscures all within. It can move at up to 20’ per 
  minute. All those within are, of course, obscured from detection. 
  Direct sunlight or a continual light spell renders the slow shadow 
  only 50% effective.  
   
  Still shadows. This creates a zone of shadow, within which the 
  chance to hide in shadows (as per the thieving skill) is doubled. 
  Direct sunlight or a continual light spell renders the still shadow 
  only 50% effective, thus only increasing the hide in shadows 
  chance by 50%. 
   
  Ventriloquism 
   
  Level 1 bard/mage/savant/mountebank, level 2 jester/illusionist spell 
  (illusion/phantasm) 
  Requires: incantation, small parchment/paper/vellum cone 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to “throw his voice,” making it appear to come 
  from some point up to 10’ distant per experience level (maximum 90’). The 
  caster may also make the voice resemble someone else’s voice, or some 
  other simple sound that the caster could make. If anyone with an intelligence 
  score of 12 or greater hears the voice, there is a 10% chance, plus 10% per 
  point above 12, he recognizes the trick. The spell lasts for 4 minutes plus 1 
  minute per caster level, and requires that the caster speak into a small rolled 
  up piece of parchment, paper, or vellum, which is not destroyed in the 
  casting.  
   
  Vision 
   
  Level 7 illusionist, level 8 savant spell (divination) 
  Requires: incantation, gestures, offering (see spell description) 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to seek guidance from other realm or power, 
  asking a single question and asking for a vision by way of an answer. The 
  spell is perilous, however, and not certain to provide the asked-for answer: 
   
  TABLE 142: VISION 
  Roll 2d6 
  Result of Vision 
  2-6 
  Caster is struck by geas to undertake some service 
  7-9 
  Vision is unrelated to the question asked 
  10-12 
  Answer is granted 
   
  The vision spell can be supplemented with some sort of offering, made at the 
  time the spell is cast. Depending on the value and rarity of the offering, a 
  bonus to the die roll of +1 (1,000 g.p. or better), +2 (5,000 g.p. or more), 
  or even +3 (10,000 g.p. value) can be had. 
   
  Volley of Arrows 
   
  Level 6 bard spell (alteration) 
  Requires: incantation, arrows 
  Casting time: 72 seconds 
   
  This spell allows the caster to launch any available arrow (or crossbow bolt) 
  within a 20’ radius as if it were shot from a long bow (or heavy crossbow). 
  The shot has a chance to hit its target equal to that of the caster, as if he 
  actually fired the missile himself (non-proficiency penalties do not apply). As 
  many as six such arrows can be launched per minute, and the volley can be 
  continued for as long as the caster maintains the incantation, provided the 
  supply of arrows is not exhausted. If any magical arrows are available, they 
  too may be fired at such targets as the caster may choose. When calculating 
  the chance of each arrow to hit, treat each as being at short distance, 
  regardless of the actual distance, up to 210 yards. The missiles can be fired 
  at a single target or multiple targets (up to one per missile per round), as the 
  caster wishes.  
   
  Volley of Icicles 
   
  Level 7 bard spell (evocation) 
  Requires: incantation 
  Casting time: 84 seconds 
   
  This spell calls forth a shower of razor-sharp frozen shards that seek out any 
  single target within a radius of 90’ plus 10’ per caster level. The volley of 
  icicles inflicts 7d6 h.p. of damage on the target, and those creatures which 
  are composed of, or are based in, flame suffer an additional 14 points of 
  damage. Cold-based creatures are immune to the effect.  
   
  Volley of Javelins 
   
  Level 5 bard spell (alteration) 
  Requires: incantation, javelins 
  Casting time: 1 minute 
   
  This spell allows the caster to launch any available javelin within a 20’ 
  radius as if it were shot from a throwing stick (aka atlatl). The javelin has a 
  chance to hit its target equal to that of the caster, as if he actually fired the 
  missile himself (non-proficiency penalties do not apply). As many as two such 
  javelins can be launched per minute, and the volley can be continued for as 
  long as the caster maintains the incantation, provided the supply of javelins 
  is not exhausted. If any magical javelins are available, they too may be fired 
  at such targets as the caster chooses. When calculating the chance of each 
  javelin to hit, treat each as being at short distance, regardless of the actual 
  distance, up to 90 yards. The missiles can be fired at a single target or 
  multiple targets (up to one per javelin per round), as the caster wishes.  
   
  Volume 
   
  Savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 3 seconds (½ segment) 
   
  This spell allows the caster to cause a book or scroll to float down gently 
  from a shelf into his hands. It will not move with enough force to overcome 
  someone trying to hold onto it. The book must be within 10’ when the spell is 
  cast.  
   
  Weakness 
   
  Level 3 bard spell (alteration) 
  Requires: incantation, gestures, toasted bread and milk 
  Casting time: 18 seconds 
   
  This spell saps the strength score of a single person touched, for up to an 
  hour per caster level. The caster must make a successful “to hit” roll, and the 
  target must fail a saving throw vs. spells. The number of strength points lost 
  depends on the target’s class: 
   
  
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  93 
  TABLE 143: WEAKNESS 
  Class (incl. sub-classes) 
  Strength Decrease 
  Bard 
  1-6 
  Cleric 
  1-6 
  Fighter / Cavalier* 
  1-8 
  Mage 
  1-4 
  Thief 
  1-6 
   
  Strength can never be decreased beyond the normal minimums for race, 
  class, and gender. The spell requires a piece of singed bread soaked in milk. 
  The component is destroyed as the spell is cast.  
   
  *If a fighter or cavalier has exceptional strength, each point lost removes 
  10% from his exceptional strength (the last 10% or less counts as a full point 
  lost). For instance, if a fighter with a strength score of 18/27 finds his ability 
  decreased by 5 as a result of this spell, he ends up with only 16 strength for 
  its duration.  
   
  Word of Knowledge 
   
  Level 9 savant spell (divination) 
  Requires: incantation 
  Casting time: 54 seconds (9 segments) 
   
  This spell allows the caster to know one fact about a given individual. The 
  information provided in the word of knowledge is always correct. It can be 
  something as innocuous as his hometown, something as mundanely 
  important as the number of troops under his direct command, whether or not 
  he has the spell meteor swarm in his spell book, or something as esoterically 
  valuable as his true name. It can be used to diagnose problems not otherwise 
  detectable by other means, and is powerful enough to overcome most non-
  detection magic.  
   
   
   
   
   
   
  
  The Game Environment 
  94 
  The Game Environment 
   
  Most fantasy role-playing games take place in an imaginary world of the 
  game master’s creation. This section is intended mostly for the game master 
  and deals with how the characters function in that world. Many of the 
  situations in which the characters find themselves are covered herein, but 
  adventurers are inventive if nothing else, and when you find yourself in an 
  area the rules do not cover, remember that the game master’s word is law. 
  Rely on your knowledge and 
  instinct, and perhaps a die 
  roll, to make a ruling.  
   
  Dungeons 
   
  Many 
  times, 
  the 
  game 
  master’s world will include a 
  number 
  of 
  underground 
  labyrinths, in which dwell all 
  manner of hostile creatures 
  and in which great treasures 
  lie guarded by sly and 
  deadly 
  traps. 
  These 
  dungeons can consist of 
  thousands of chambers and 
  miles of corridors, spanning 
  dozens of levels. They can 
  also consist of much more 
  modest installations, as small 
  as a single room. Dungeons 
  do have a certain number of 
  conventions, 
  which 
  you 
  should feel free to use, 
  ignore, or turn on their head 
  as you wish. Sometimes foiling player expectations by challenging their 
  expectations is the best way to shake things up and add zest to a game.  
   
  As a general rule of thumb, the deeper the dungeon level is, the more difficult 
  the challenges. However, this is not the only way to express this sentiment. 
  This can easily be modified to be “the further away from the starting point, 
  the more difficult the challenges,” depending on the geography of the place. 
  Imagine a ruined city where the challenges increase as one moves towards 
  the center, or a mountain where one starts at the base and works up to the 
  summit (where, naturally, the most difficult encounters and the most fabulous 
  treasures lie). 
   
  Random Encounters 
   
  Dungeons that are large enough to warrant it should have their own random 
  encounter tables. These represent patrols of intelligent creatures, beasts 
  roaming the halls in search of food, and the like. As a rule, you should check 
  once per hour while the characters are in the dungeon, with a basic 1 in 6 
  chance of an encounter. Of course, if the party makes excessive noise or 
  otherwise calls attention to itself, you should make a special roll on the spot. 
  Too, you may determine that a certain group of creatures sends regular 
  patrols in specific areas around its lair. Lawful creatures in particular are 
  likely to follow such a strict schedule, while chaotic creatures are more likely 
  to be found at varying times. Note that if the characters decide to “camp 
  out” in the dungeon to rest, you should still roll for encounters, as monsters 
  can certainly come upon sleeping adventurers as easily as watchful ones.  
   
  Light 
   
  No matter their size, most dungeons share certain characteristics. For one 
  thing, they are dark, and explorers must rely on light they bring with them. 
  Magic weapons usually glow with a weak light that extends 10’ from the 
  weapon itself. Torches provide light for 30’ in all directions, and lanterns for 
  60’. Certain magic spells and items also provide light. While some creatures 
  have infravision (and others ultravision), it is not always wise to rely on such, 
  as dungeon corridors tend to be of a uniform heat; features or traps can 
  often 
  be 
  missed 
  without 
  actual light.  
   
  Climbing 
   
  Dungeon floors and walls 
  tend to be slightly slippery, 
  due to years of moisture 
  seeping in, plus the growth 
  of mold, lichen, and moss on 
  the walls. This affects the 
  chances of thieves to climb 
  walls while in dungeons; the 
  movement rate is reduced to 
  half, as is the chance of 
  success. 
  Truly 
  slippery 
  surfaces 
  (such 
  as 
  those 
  encountered in rooms filled 
  with lots of fungi and slimes, 
  or those with large bodies of 
  water in the room) reduce 
  movement 
  to 
  one-fourth 
  normal 
  speed, 
  and 
  the 
  chance of success to one-
  tenth of normal. 
   
  Doors 
   
  Dungeon doors are notoriously uncooperative. Opening a stuck door consists 
  of trying to “shoulder it open” with an open doors check, which can be done 
  up to once per round, but each attempt means an immediate random 
  encounter check due to the noise. Monsters in the dungeon, however, never 
  seem to have this problem with stuck doors. Dungeon doors also have a 
  tendency to close behind explorers without warning unless they are held 
  open with iron spikes. Of course, setting such spikes is a noisy process, and 
  can attract nearby creatures. Pounding spikes to hold open a door takes one 
  round, and results in an automatic random encounter check. 
   
  One-way doors, as the name suggests, only allow movement in one 
  direction. However, as an added feature, they are usually completely 
  camouflaged from the other side, as secret doors. Thus, it is possible to move 
  through such a door and be completely stymied when one tries to retrace 
  one’s steps. 
   
  Sloping Passages 
   
  Sloping passages need to travel 100’ for every 10’ of vertical drop in order 
  for the slant to be undetectable. Any steeper and the slant becomes 
  noticeable even by non-dwarves. Thus, players may well find themselves on a 
  different level of the dungeon than they believe themselves to be on. For this 
  reason, dungeons that use this trick should have many such lengthy corridors 
  in them; otherwise the presence of an unusually long passageway will be a 
  dead giveaway that something is up. Don’t forget, however, that such slopes 
  don’t need to be long, straight hallways; they can certainly twist and turn 
  around like any other dungeon corridor. Just make sure you keep track of 
  
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  95 
  how far above or below the rest of the level a given piece of hallway is, to 
  make sure that it doesn’t intersect some room or passage on another level.  
   
  Traps 
   
  When the player of a thief character says “I’m going to check for traps”, he 
  is initiating a two-step process. First, he needs to successfully roll to detect the 
  trap. Even if there isn’t one, you should roll (secretly) and announce the result 
  in such a way as to not tip your hand regarding whether the roll was 
  successful or not (“You do not find any traps.”).  
   
  If the thief successfully discovers a trap, however, a second roll must be made 
  to disarm it. Only one attempt to find or disarm a trap is allowed per thief, 
  per trap. However, on a roll of 00 to disarm the trap, it goes off in the thief’s 
  face.  
   
  Finding traps takes 1d10 minutes, while disarming them takes 1d4 minutes. 
  There is usually no chance of a misfire. Don’t forget to check for random 
  encounters! 
   
  Of course, nothing says that all traps need to be equally discoverable or 
  disarmable. For any given trap, the game master may determine that a 
  modifier exists, and note such in the dungeon key.  
   
  Pursuit 
   
  Pursuit in a dungeon is a function of movement rate and how much of a lead 
  the pursued creature(s) has. If the pursuing creature(s) are slower, they 
  cannot see where the prey goes in the twisty maze of passages, doors, and 
  so forth. It may be able to keep the pursued within visual sight for a while 
  (particularly when the pursued has a light source), but will ultimately lose 
  him. The game master should be able to calculate fairly easily at what point 
  the pursuit becomes pointless by counting squares or hexes on his map. (If 
  needed, roll randomly when the pursued force comes upon an option such as 
  a door, intersection, etc.). Of course, if the pursuing party has a ranger or 
  other means of tracking the pursued, those rules take precedence. When a 
  pursuing NPC or group of monsters gives up the pursuit depends on their 
  relative speed: 
   
  TABLE 144: GIVING UP PURSUIT 
  Circumstance 
  Pursuer 
  Faster 
  Equally 
  Fast 
  Pursued 
  Faster 
  Pursued is in sight, pursuer 
  gives up if they were this 
  far ahead… 
  n/a 
  150’ 
  100’ 
  Pursued is out of sight, 
  pursuer gives up if they 
  were this far ahead… 
  200’ 
  80’ 
  50’ 
  Pursuit has lasted… 
  n/a 
  10 min. 
  5 min. 
   
  For example, a group of orcs is pursuing a group of elves. Since the elves 
  move more quickly than the orcs, the orcs give up the pursuit once the elves 
  are 100’ away and can still be seen, ducked around a corner or through a 
  door within 50’ of the orcs, or after 5 minutes have elapsed in any case.  
   
  Of course, circumstances must always dictate the success or failure of such 
  things. If the pursued party drops treasure, for example, intelligent pursuers 
  might stop to pick it up. If there are barriers, sight might be blocked. The 
  game master should feel free, as always, to use his discretion.  
   
  One might wonder why it matters when a slower pursuer gives up the chase. 
  Quite simply, given the constrained nature of many dungeon environments, it 
  is entirely possible that the pursued party might flee into a dead-end or even 
  into another area where additional enemies await. Thus, it is crucial that the 
  actual amount of time that they are fleeing be noted, because even a slower 
  pursuer might be able to catch up to prey that halts its retreat.  
   
  Note that it is impossible to map while being pursued. When player 
  characters are being pursued, and they come upon intersections or doors, 
  the game master should simply ask “right or left?” or whatever is applicable. 
  No cardinal directions or distances should be given, nor should player 
  characters that are not intimately familiar with the environment be allowed to 
  consult a map.  
   
  Pursuit in close urban areas should use these rules. Pursuit in spread-out 
  villages or hamlets, where there is a lot of ground between buildings, should 
  use the pursuit rules for wildernesses (below).  
   
  The Wilderness 
   
  In this case, “wilderness” can refer to any sort of overland travel, whether it 
  be in more civilized regions or those which are less so. As characters travel 
  overland, there is a chance for an encounter with some creature. Full random 
  encounter charts for different sorts of terrain can be found in most fantasy 
  role-playing game rules, but you should also feel free to design your own 
  encounter tables based on the particulars of your campaign setting and its 
  inhabitants.  
   
  Random Encounters 
   
  The chance for a random encounter in the wilderness depends on the terrain 
  and how populated the area is. Chances of encounters are cumulative, but 
  encounter check frequency should use the smallest applicable number (e.g., 
  a group travelling on a road through the mountains would have a 0% chance 
  of getting lost, as long as they remained on the road).  
   
  TABLE 145: WILDERNESS ENCOUNTERS 
  Terrain 
  Check for 
  Encounter 
  Every… 
  Chance of 
  Encounter 
  Plain 
  8 hours 
  10% 
  Scrub 
  6 hours 
  10% 
  Forest 
  4 hours 
  5% 
  Desert 
  8 hours 
  5% 
  Hills 
  8 hours 
  5% 
  Mountains 
  12 hours 
  5% 
  Marsh 
  4 hours 
  5% 
  Road 
  2 hours 
  +15% 
  Within 5 miles of settlement 
  n/a 
  +10% 
  Within 20 miles of settlement 
  n/a 
  +8% 
   
  In the above table, “n/a” indicates that the entry simply does not add 
  anything to the surrounding terrain; a party traveling on a road leading 
  through the mountains should still check once every 12 hours. If a random 
  encounter is indicated, roll for the appropriate entry in the random encounter 
  tables. As with dungeons, don’t forget that random encounters can also 
  happen at night, when the party is less on its guard.  
   
  Becoming Lost 
   
  The chance of becoming lost should be checked each day when the 
  characters travel without a knowledgeable guide, someone with relevant 
  skills or abilities (such as the ability to detect direction), or a good map. 
  Naturally, those following some well-defined landmark (such as a road or 
  river) or who are heading for a particular smoking volcano clearly visible 
  over the tree line, will not become lost.  
   
  
  The Game Environment 
  96 
  TABLE 146: BECOMING LOST 
  Terrain 
  Chance of Becoming Lost 
  Plain 
  10% 
  Scrub 
  30% 
  Forest 
  70% 
  Desert 
  40% 
  Hills 
  20% 
  Mountains 
  50% 
  Marsh 
  60% 
  Within 5 miles of settlement 
  -5% 
  Weather other than clear 
  +20% 
   
  If the party becomes lost, roll 1d8 to determine their new direction (where 
  “0” is the intended direction): 
   
  8    0    1 
  \ | / 
  7 ―     ― 2 
  / | \ 
  6  5 4  3 
   
  If the party moves into an area they previously traversed, they realize their 
  error. Similarly, if they are lost one day, and the die roll indicates they are 
  not lost the next, they have realized their mistake and can backtrack if they 
  desire (losing two days’ travel, of course). 
   
  Pursuit in the Wilderness and Villages 
   
  Pursuit in the wilderness is a somewhat different affair than in a dungeon 
  setting, because the movement of either party is usually not so constrained. 
  Unlike a dungeon, tracking is possible in a wilderness as the pursuers can 
  find their prey by following noise, tracks, and so on.  
   
  There is a base 50% chance of being able to track prey. Use the following 
  modifiers (all are cumulative). Roll once for the entire pursuit; it is either 
  successful or it is not. If circumstances change, roll for each point where they 
  change. Use the column labeled “actively hiding” when the pursued 
  creature(s) are taking steps to conceal their passage by deliberately 
  obscuring footprints and such. Note that doing so slows down the pursued 
  force by half. 
   
  TABLE 147: WILDERNESS PURSUIT MODIFIERS 
  Circumstance 
  Normal 
  Modifier 
  Actively 
  Hiding 
  Close terrain (mountains, forest, jungle, etc.) 
  -30% 
  -40% 
  Fastest member of pursuing force is faster 
  than slowest member of pursued force 
  +10% 
  +10% 
  For every hour of rain or snow since the trail 
  was made 
  -25% 
  -25% 
  Night: dark night; no moon, no stars 
  -50% 
  n/a 
  Night: starlight, no moon 
  -20% 
  n/a 
  Night: twilight 
  -20% 
  n/a 
  Open terrain (plains, desert, etc.) 
  +50% 
  +40% 
  Per 12 hours elapsed since the creature 
  being tracked was present 
  -5% 
  -5% 
  Per creature in group being tracked over the 
  first 
  +2% 
  +2% 
  Pursued force less than 6 pairs of legs total 
  -10% 
  -10% 
  Pursued force more than 12 pairs of legs 
  total 
  +20% 
  +20% 
  Pursued force more than 50 pairs of legs 
  total 
  +30% 
  +30% 
  Pursuing force less than 12 individuals 
  +20% 
  +20% 
  Pursuing force more than 24 individuals 
  -10% 
  -10% 
  Circumstance 
  Normal 
  Modifier 
  Actively 
  Hiding 
  Pursuing party includes a ranger 
  + (ranger’s level +1 x 10%) 
  (max. 110%) 
  Semi-open terrain (scrub, marsh, hills, etc.) 
  -10% 
  -10% 
  Slowest member of pursued group is faster 
  than fastest member of pursuing force 
  -10% 
  -10% 
  Terrain allows impressions (mud, sand, 
  snow, dirt floor, etc.) 
  +20% 
  +10% 
  Terrain allows occasional spoors (wooden 
  floor, stony path, other creatures confusing 
  the trail, etc.) 
  ±0% 
  -50% 
  Terrain allows signs of passage (broken 
  grass, etc.) 
  +10% 
  ±0% 
  Terrain does not allow signs (solid stone, 
  etc.) 
  -50% 
  Automatic 
  failure 
   
  The game master should always use common sense when determining 
  whether or not tracking is possible, and may (at his discretion) apply other 
  modifiers based on the conditions at the time. Some creatures, such as those 
  that leave a slimy trail, can usually be tracked. Remember, however, that 
  tracking involves more than merely visual clues on the ground; scent, broken 
  cobwebs, absent or disturbed animals (agitated birds, for example), and 
  more factors are all taken into account. When indoors or underground, 
  unless the pursuer is familiar with tracking the type of creature in question, or 
  has actually seen the creature making the tracks in question, tracking will be 
  all but impossible.  
   
  When tracking, the pursuers move slower than they would ordinarily: 
   
  TABLE 148: MOVEMENT WHILE TRACKING 
  Chance to Track 
  Good Light 
  Poor Light 
  71% or greater 
  75% speed 
  67% speed 
  31% to 70% 
  67% speed 
  50% speed 
  30% or less 
  50% speed 
  25% speed 
   
  Pursuit in spread-out villages or hamlets, where there is a lot of ground 
  between buildings, should use these rules. Pursuit in close urban areas should 
  use the pursuit rules for dungeons (above).  
   
  A group that catches another unawares at a distance of 20’ or more may 
  automatically evade, if they so choose, as long as they remain unseen and 
  unheard.  
   
  Rangers and Tracking 
   
  Rangers are expert trackers, and can trail their quarry in both outdoor and 
  indoor conditions. When tracking, they get a tracking bonus equal to their 
  level +1 x10%. The maximum bonus allowed is 110% (note that other 
  modifiers reduce the final chance to successfully track quarry).  
   
  Aside from following the prey’s trail, a successful tracking roll allows the 
  ranger to determine other information, depending on his level: 
   
   
  At 1st level, the ranger can identify the tracks of common 
  woodland creatures and the direction in which they were 
  traveling. 
   
  At 2nd level, the ranger can identify how quickly woodland 
  creatures were traveling. 
   
  At 3rd level, the ranger can identity how long ago woodland 
  creatures passed (if outdoors).  
   
  At 4th level, the ranger can identify the tracks, direction, and 
  speed of woodland creatures, and how much time has passed (if 
  outdoors). 
  
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  97 
   
  At 7th level, the ranger can identify tracks as a 6th-level ranger 
  but with respect to any creature that dwells within a 100-mile 
  radius. 
   
  At 8th level, the ranger can determine the general height and 
  weight of humans, demi-humans, and humanoids (including a 
  basic understanding of how encumbered they are). 
   
  At 9th level, the ranger can ascertain the number of riders a 
  mount is carrying.  
   
  At 10th level, the ranger can identify the tracks, direction, and 
  speed of any type of creature he has ever seen, plus the time 
  elapsed (if outdoors).  
   
  Forced March 
   
  Characters moving overland may elect to move faster than normal. This is 
  referred to as a “forced march.”  
   
  Those on foot may increase their speed by an additional one-third of their 
  normal movement per day. Thus, someone who is moving on foot and is 
  lightly burdened can travel 40 miles through clear terrain rather than 30 
  miles. Such characters suffer 1 h.p. of damage per day of forced march 
  unless they succeed at a constitution check. Remember that healing requires 
  a full day of rest, not merely a night’s sleep.  
   
  Traveling on horseback or in some horse-drawn conveyance, such as a 
  chariot or wagon, can improve movement rate by 20%. However, there is a 
  10% chance that one of the horses or other animals in the group goes lame 
  from such treatment. Lame horses move at 50% speed until allowed to rest for 
  1d6 days without having to walk. In particularly large groups (those with 
  over 12 mounts or draft animals), 1d10% of the animals in the group will be 
  affected if lameness is indicated (round up). For example, a troop of 30 
  horsemen decides to force march. The game master rolls for lameness and 
  gets a result of 7, indicating that some of the mounts have gone lame from 
  the extended riding. He rolls a d10 and gets a 6, so 6% of the total number 
  of animals (2 of the 30) have gone lame.  
   
  In a group where some are mounted and some are walking, both rules apply 
  if they are moving in a forced march.  
   
  Those traveling by boat or ship cannot force march.  
   
  Swimming and Underwater Travel 
   
  Whether in a dungeon environment or while travelling overland, characters 
  often need to deal with water.  
   
  Rules for drowning can be 
  found 
  on 
  p. 
  99, 
  but 
  the 
  following 
  information 
  relates 
  directly to swimming normally 
  and functioning underwater. It 
  should 
  also 
  be 
  noted 
  that 
  complete rules for ships and 
  waterborne adventures can be 
  found on p. 59.  
   
  Swimming 
   
  There is no secondary skill 
  required to know how to swim. 
  As a rule, you can assume that 
  any 
  human, 
  elf, 
  halfling, 
  gnome, or half-orc character 
  knows how to swim, unless there 
  is some reason to declare that he cannot (growing up in a desert village, for 
  example). Dwarves are in the reverse situation; unless there is an 
  extraordinary reason for assuming a dwarf learned to swim at some point, 
  assume he cannot. No matter what the race of the character is, swimming 
  can be learned (at least to a basic level) in 1d6 days, assuming there is a 
  sufficient body of water around in which he can practice.  
   
  TABLE 149: ARMOR AND SWIMMING 
   
  Wearer can swim? 
  Armor Type 
  Normal Armor 
  Magic Armor 
  None 
  Yes 
  Yes 
  Helmet only 
  Yes 
  Yes 
  Cuirass (leather) 
  Awkward 
  Yes 
  Furs 
  Awkward 
  Awkward 
  Gambeson 
  Awkward 
  Awkward 
  Lamellar (leather) 
  Awkward 
  Yes 
  Ring 
  No 
  Awkward 
  Brigandine 
  No 
  Awkward 
  Scale (leather) 
  Awkward 
  Yes 
  Cuirass (steel) 
  Awkward 
  Yes 
  Lamellar (steel) 
  No 
  Awkward 
  Scale (steel) 
  No 
  Awkward 
  Mail 
  No 
  Awkward 
  Plated mail 
  No 
  Awkward 
  Plate 
  No 
  No 
  Jousting plate 
  No 
  No 
   
  “Awkward” in the above table means that swimming is possible, but there is 
  a 5% chance per 30 minutes of drowning, plus 2% for every 5 pounds of 
  weight being carried (other than the armor itself). Note that a character with 
  20 pounds or more of possessions (including weapons, packs, loot, etc.) 
  automatically sinks to the bottom; strength is not a factor for that 
  determination. Once on the bottom, the wearer can walk, of course (see 
  below). Characters who can swim may move at one-third their normal 
  movement rate while swimming. Naturally, currents will either add to or 
  subtract from that movement rate, depending on whether the character is 
  swimming with or against the current. A current in a slow-moving river moves 
  20’/min., while a swift stream could be as fast as 120’/min. 
   
  Functioning Underwater 
   
  Never forget that, in a world of magic, various opportunities exist for 
  characters to be able to breathe underwater. Both spells and magic items 
  allow for this, opening up fascinating opportunities for characters to engage 
  in adventures while under water (exploring sunken ships, entire cities 
  vanished beneath the waves in 
  ages past, etc.). While so 
  doing, however, they might 
  encounter 
  certain 
  unique 
  difficulties, 
  as 
  described 
  below.  
   
  As noted above, 20 pounds is 
  sufficient 
  to 
  hold 
  most 
  characters on the floor of 
  whatever sort of water is at 
  hand (lake, river, sea, and 
  such). While the sort of terrain 
  encountered may be different 
  (coral, seaweed, etc.), it still 
  needs to be navigated. While 
  under 
  water, 
  characters 
  without some specific magical 
  means of movement can move 
  at the dungeon exploration 
  
  The Game Environment 
  98 
  rate. Those with fins, a ring of free action, or some other helpful item, can 
  move at three times that rate.  
   
  Vision will naturally be impaired while underwater, with the exact distance 
  determined by the depth and type of water: 
   
  TABLE 150: VISION UNDERWATER 
  Depth 
  Vision  
  (Fresh Water) 
  Vision  
  (Salt Water) 
  10’ or less 
  50’ 
  100’ 
  20’ 
  40’ 
  90’ 
  30’ 
  30’ 
  80’ 
  40’ 
  20’ 
  70’ 
  50’ 
  10’ 
  60’ 
  60’ 
  0’ 
  50’ 
  70’ 
  0’ 
  40’ 
  80’ 
  0’ 
  30’ 
  90’ 
  0’ 
  20’ 
  100’ 
  0’ 
  10’ 
  110’ or deeper 
  0’ 
  0’ 
   
  Note that a light spell allows vision to 30’ regardless of depth. Mud and silt, 
  such as that kicked up by combat, completely obscures vision for 1d6+1 
  minutes after melee combat ends, if such is fought on any sort of underwater 
  surface except stone or coral. 
   
  In combat, only weapons that attack with thrusting motions can be used (such 
  as a spear, trident, etc.). Slashing weapons such as swords, or blunt 
  weapons such as maces and hammers, are useless. Weighted nets can be 
  used, either with or without barbs. Creatures that are not native to the 
  underwater environment always suffer a +15 initiative penalty when facing 
  enemies that are native underwater dwellers. The only missile weapons useful 
  underwater are spear guns. Shields are useless under normal circumstances 
  underwater.  
   
  Because underwater combat can occur in a 360° environment, it is possible 
  to have more figures than normal attacking a single individual. In such 
  situations, use the following table to determine the maximum number of 
  attackers per defender: 
   
  TABLE 151: MULTIPLE ATTACKERS IN A 360° ENVIRONMENT 
  Defender’s Size 
  Attacker’s Size 
  Small 
  Medium 
  Large 
  Small 
  8 
  12 
  18 
  Medium 
  6 
  8 
  12 
  Large 
  3 
  6 
  8 
   
  In addition, attacks from below are always made as if they were from the 
  rear. Thus, attacks from below receive a +4 bonus “to hit.” In addition, 
  thieves can backstab from below as if they were attacking from the rear.  
   
  Special underwater spell effects or limitations appear in the appropriate spell 
  description. 
   
  Hazards, Impediments, and Dangers 
   
  The dangers that the world can produce to bring about the demise of 
  adventurers (and others!) are not limited to toothy monsters and extra-
  dimensional demons. The natural world itself can be a pretty dangerous 
  place, and the game master should be cognizant of the potential for these 
  hazards, impediments, and dangers when designing his adventures.  
   
  What follows are standardized rules for the effect of these sorts of perils, 
  some of which are completely natural in origin and could apply in many a 
  dungeon setting as well as outdoors.  
   
  Avalanche 
   
  An avalanche is a mass of snow, ice, and other debris that tumbles down the 
  side of a mountain or cliff. They are extremely dangerous, and can even 
  destroy small buildings and other shelters. The amount of damage an 
  avalanche causes will depend on its size and where the character is, relative 
  to the source. 
   
  TABLE 152: AVALANCHE DAMAGE 
  Character is on 
  the… 
  Small 
  Avalanche 
  Medium 
  Avalanche 
  Large 
  Avalanche 
  Base of the slope 
  2d10 
  2d12 
  2d20 
  Slope itself 
  3d10 
  3d12 
  3d20 
   
  If a character is on the slope when the avalanche hits, he runs the risk of 
  being carried away by it. Characters who take any sort of cover before the 
  avalanche hits, including simply huddling on the ground, have a 50% 
  chance of being carried away. Those who are standing or walking must 
  make a successful bend bars check to avoid being carried away.  
   
  All characters caught in an avalanche must make a CON check. Failure 
  indicates they are unconscious and will suffocate in 1d6+4 minutes. In the 
  aftermath of an avalanche, there is a 10% chance of successfully locating a 
  buried comrade, plus 1% per point of intelligence, plus another 25% if they 
  are conscious and trying to dig themselves out.  
   
  Disease 
   
  In a world where clerics can cure disease, infection poses less of a problem 
  for adventurers than it otherwise might. There are only two circumstances 
  where disease poses a real threat: if there is no fifth-level cleric available, or 
  if so many people are diseased and the infection is spreading so rapidly that 
  the fifth-level clerics are unable to keep up.  
   
  Each character should be checked for disease whenever one of the following 
  circumstances occurs: 
   
   
  They come in contact with someone who is already diseased, or 
  are otherwise directly exposed (dungeon middens and garbage 
  pits are a prime opportunity) 
   
  They are wounded and traveling through swamp, jungle, 
  brackish water, raw sewage, etc. 
   
  They are in a generally unsanitary environment and take no 
  special precautions (e.g., in the camp of a stationary army, a 
  large city slum, or any city in summer without impeccable sewer 
  systems) 
   
  If any of those circumstances occurs, there is a base 1% chance (cumulative 
  per week) that a character contracts a disease. If he is afflicted, use the 
  following table to determine the effect; if he is infected by someone else, he’ll 
  have the same malady as the carrier of the disease, naturally. As game 
  master, you may wish to develop a whole slew of other interesting and 
  detailed diseases (with equally interesting and evocative names) for your 
  campaign. 
   
  
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  99 
  TABLE 153: DISEASE 
  Die Roll 
  (d%) 
  Onset 
  Effect 
  Duration 
  Fatality 
  01-48 
  1d6 days 
  -1 STR, -1 CON 
  1d6 weeks 
  20% 
  49 
  2d6 hours 
  -1 INT, -1 DEX 
  1d12 hours 
  50% 
  50-51 
  4d6 hours 
  -1 STR, -1 DEX,  
  -1 CON,  
  -1 CHA/month 
  Continuous 
  until any one 
  statistic 
  reaches 0 
  100% 
  52-54 
  1d8 days 
  Hearing loss 
  1d3 weeks 
  10% 
  55-57 
  2d4 days 
  Blindness in one 
  eye (-2 “to hit” 
  with missile 
  weapons) 
  1d3 weeks 
  10% 
  58-60 
  1d12 days 
  Blindness 
  1d3 weeks 
  10% 
  61-79 
  1d6 days 
  -1 DEX 
  1d3 weeks 
  0% 
  80-81 
  1d4 days 
  -1 CON 
  1d3 weeks 
  0% 
  82-83 
  1d4 days 
  -1 STR, -1 DEX 
  1d12 months 
  10% 
  84-94 
  1d8 days 
  -1 CHA 
  1d6 weeks 
  0% 
  95-98 
  1d20 hours 
  -1 DEX, -1 CON 
  1d6 weeks 
  10% 
  99-00 
  2d12 hours 
  None 
  1d6 weeks 
  10% 
   
  Fatality indicates the chance that, if a given disease is contracted and 
  allowed to progress to its full duration, the sufferer will die. There is a 1% 
  chance that any effect will be permanent, even beyond the duration (spells 
  such as cure disease are effective in removing even these effects, however). 
  There is also a 25% chance that any disease results in the loss of 50% of hit 
  points for its duration, in addition to the effect noted above. It should be 
  noted that if no symptoms appear, it may be that the victim doesn’t even 
  realize he has a disease (which is particularly worrisome if the disease is 
  fatal).  
   
  The character’s constitution also has an effect, as indicated below: 
   
  TABLE 154: CONSTITUTION MODIFIER FOR DISEASE 
  Constitution 
  Score 
  Contraction 
  Modifier 
  Duration 
  Modifier 
  Fatality 
  Modifier 
  3 
  +2% 
  200% 
  +2% 
  4-5 
  +1% 
  150% 
  +1% 
  10-12 
  -1% 
  - 
  -1% 
  13-15 
  -2% 
  75% 
  -2% 
  16-17 
  -3% 
  50% 
  -3% 
  18 
  -4% 
  25% 
  -4% 
  19-22 
  -7% 
  10% 
  Never 
  23-25 
  -10% 
  1 % 
  Never 
   
  Leprosy 
   
  There is one disease in the repertoire of pathology that defies almost all 
  magical attempts at curing: the dreaded disease of leprosy. It is the single 
  disease that resists completely the cure disease spell. As such, it is especially 
  dreaded, not only for its debilitating effects, but for the fact that once you’re 
  a leper, you’re a leper for life. The heal spell cures leprosy, but only if the 
  subject fails a saving throw vs. magic. If the saving throw succeeds, not only 
  is the intended subject still a leper, but the caster automatically contracts the 
  disease. A caster only receives one attempt to cast heal on the same leper. 
  Deities who cast heal on a leper automatically succeed at the attempt. 
   
  It is not a disease that can be contracted casually; it can only be contracted 
  from other lepers or through certain special circumstances. Some monsters, 
  such as Sons of Kyuss, transmit the disease. It could also be caused by 
  cursed scrolls or other items, and the game master may designate any other 
  circumstances as he sees fit.  
   
  The chance of contracting leprosy from contact with a leper depends on the 
  level of contact: 
   
  TABLE 155: LEPROSY 
  Level of Contact 
  Chance to Contract 
  There’s a leper within 10 miles* 
  1% of 1% (roll d%; if it’s 01, 
  roll again; if it’s 01 again, you 
  have contracted leprosy) 
  You are in the same room as a leper 
  1% 
  You drink from the same cup or sleep in 
  the same bed as a leper 
  2% 
  You are within 5’ of a leper 
  3% 
  You physically touch a leper 
  10% 
   
  * Does not apply if a leper colony or leprosaria is in the area, which 
  imposes quarantine conditions on those within.  
   
  Those afflicted with leprosy are so afflicted for life. There is a 10% chance 
  that the disease will be fatal in 1d6 months. Affected characters heal wounds 
  at only 10% of the normal rate, and cure spells (cure light wounds, etc.) do 
  not affect them. Those afflicted lose 2 points of charisma per month, although 
  charisma can never go lower than 1. For those for whom the disease is not 
  fatal, this lasts 1d6 months. 
   
  (Please note that leprosy is a real-life disease, and in the real world it does 
  not necessarily conform to the behaviors or statistics presented above. The 
  above is an approximation of popular medieval beliefs surrounding the 
  disease, adapted for use in a fantasy role-playing game.) 
   
  Drowning 
   
  Treading Water 
   
  A character does not need to know how to swim in order to tread water. An 
  unencumbered character can tread water for 10 minutes for every point of 
  strength he possesses. This is cut in half for moderately encumbered 
  characters (which includes any wearing non-metal armor by default) and 
  reduced to a quarter for heavily encumbered characters (including those 
  wearing metal armor by default). After that, the character must make a STR 
  check every 10 minutes to keep his head above water.  
   
  Holding Your Breath 
   
  A normal character, with a few seconds of preparation to fill his lungs, can 
  hold his breath underwater for one minute per point of constitution. If he was 
  unable to fill his lungs, this time is cut in half. If he is engaged in any sort of 
  strenuous activity other than swimming (such as combat), this time limit is also 
  halved; both penalties are cumulative, and should be rounded down. At the 
  end of that time, the character must make a CON check every minute, with a 
  +2 penalty cumulative for every minute thereafter. Failing a CON check 
  means the character drowns.  
   
  For example, Drogo has a CON of 14. He holds his breath and dives into a 
  pool, where a giant crab attacks him! Because he filled his lungs before 
  entering, he would normally be able to survive for 14 minutes, but because 
  he is in combat, the time is reduced to 7 minutes. After 7 rounds elapse, he 
  must make a CON check with a +2 penalty. In the next round, he must 
  attempt a CON check with a +4 penalty, and so forth. 
   
  Earthquake 
   
  Natural earthquakes (as opposed to those caused by magical means, such 
  as the earthquake spell) come in three intensities: light, moderate, and 
  
  The Game Environment 
  100 
  strong. (On the Richter scale, that would equate to 3.9, 4.9, and 5.9, 
  respectively.)  
   
  Light earthquakes (1.0 - 3.9 on the Richter scale) are usually not even felt; if 
  they are, they are not recognized for what they are. A light quake only lasts 
  a few seconds, and ruins spell concentration, causes thieves to spring traps 
  while disarming them 50% of the time, and otherwise threatens activities that 
  require particularly delicate work. 
   
  Moderate earthquakes (4.0 - 5.9 on the Richter scale) are definitely felt. They 
  last for 1d6+9 seconds, and rarely (30% chance) up to 30 seconds. They 
  can affect an area up to 5 miles or so in radius. Those climbing walls, trees, 
  or such need to make both a DEX check and a STR check to avoid toppling, 
  and have only half the normal chance of success. Missile fire suffers a -5 
  penalty “to hit.”  Characters on or at the base of cliffs suffer from the effects 
  of a landslide or mudslide (see p. 102 for details). If large bodies of water 
  are disturbed, floods (see p. 101) may result. Fissures could open up 
  spontaneously (20% chance); these are 6d6 yards in length and 6d6 feet in 
  depth. Well-designed stone structures suffer only minor damage, but those of 
  wooden construction or which are otherwise poorly built could suffer severe 
  damage.  
   
  Strong earthquakes (6.0 and greater on the Richter scale) are true disasters. 
  They last for (1d6+3)x10 seconds and can affect an area of 12 to 100 miles 
  around or more. All but the strongest stone structures suffer great damage. 
  Climbing is all but impossible, melee is conducted with -6 penalties “to hit”, 
  and missile fire is impossible. The same threat of floods, crevasses (40% 
  chance), and landslides exists as for moderate earthquakes. In addition, 
  there is a possibility of soil liquefaction (15% chance), in which an area of 
  ground some 10-40 yards in radius temporarily turns to quicksand (see p. 
  102 for details). The strongest earthquakes leave large chunks of soil and 
  rock thrust up and overturned. Earthquakes near or under the sea could also 
  cause a tsunami-type flood (see p. 101).  
   
  Earthquakes are sometimes found in conjunction with volcanoes (see p. 103 
  for details).  
   
  Extreme Temperature 
   
  Note that damage sustained from (non-magical) cold or heat can be healed 
  at the rate of 1 h.p. per hour, as long as the character is brought into a 
  relatively comfortable environment and has suffered neither frostbite nor 
  heatstroke. In that case, damage must be healed normally. Bear in mind that 
  certain types of clothing allow the wearer to feel warmer than the actual 
  temperature.  
   
  Cold 
   
  If characters are in extreme sub-zero cold without adequate protection, they 
  suffer damage automatically every minute until they either don some sort of 
  warm clothing, move out of the cold, or find some other sort of protection.  
   
  TABLE 156: DAMAGE FROM COLD 
  Temperature 
  Damage per Minute 
  Minus 1 - 10° F 
  1 h.p. 
  Minus 11 - 20° F 
  2 h.p. 
  Minus 21 - 30° F 
  3 h.p. 
  Minus 31 - 40° F 
  4 h.p. 
  Etc. 
  Etc. 
   
  Any sort of wind doubles the rate of damage from cold. If hands, feet, or 
  face are exposed, frostbite sets in after 8 h.p. of damage occurs. If that 
  happens, damage heals at the normal 1 h.p. per day. 
   
  Heat 
   
  Characters in extreme heat can suffer from heat exhaustion or, more 
  seriously, heat stroke. Characters in temperatures of 100° F or more must 
  make a CON check every 30 minutes. Failure indicates that they suffer heat 
  exhaustion damage.  
   
  TABLE 157: DAMAGE FROM HEAT 
  Temperature 
  Damage per 30 Minutes 
  100 - 105° F 
  1 
  106 - 110° F 
  2 
  111 - 115° F 
  3 
  116 - 120° F 
  4 
  120° F or greater 
  5 
   
  After sustaining 8 points of such damage, the character suffers heat stroke 
  and has a 50% chance of collapsing every 30 minutes. Once heat stroke 
  begins (whether or not the character collapses), the character loses 1 point of 
  constitution every 30 minutes. Once he reaches zero, he is dead. 
   
  Heat stroke victims can only heal at the normal rate of 1 h.p. per day 
  (magical healing notwithstanding). Characters also regain a point of 
  constitution per full day of rest.  
   
  Armor 
   
  Almost any sort of armor has the effect of insulating the wearer and thus 
  increasing his body temperature. In cold conditions this can be a good thing; 
  in hot climates, not so much. For purposes of the following table, “cold” 
  includes temperatures below freezing. “Heat” means temperatures above 
  75° F.  
   
  TABLE 158: ARMOR EFFECTS ON TEMPERATURE 
  Armor Type 
  In Cold, Add 
  In Heat, Add 
  Brigandine 
  5° 
  20° 
  Cuirass (leather) 
  0° 
  5° 
  Cuirass (steel) 
  0° 
  5° 
  Furs 
  15° 
  25° 
  Gambeson 
  25° 
  45° 
  Jousting plate 
  15° 
  35° 
  Lamellar (leather) 
  5° 
  15° 
  Lamellar (steel) 
  0° 
  10° 
  Mail 
  5° 
  15° 
  Plate  
  15° 
  35° 
  Plated mail 
  15° 
  30° 
  Ring 
  5° 
  10° 
  Scale (leather) 
  5° 
  15° 
  Scale (steel) 
  5° 
  15° 
   
  This modifier is in addition to any other adjustments for clothing, etc. 
   
  Falling 
   
  A straight or near-vertical fall causes 1d6 h.p. of damage per 10’ fallen, up 
  to a maximum of 50’. After 50’, the damage dice start to be added 
  cumulatively. A fall of less than 10’ does no damage (but you may wish to 
  assign 1d3 h.p. of damage, depending on the circumstances).  
   
  
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  101 
  TABLE 159: FALLING DAMAGE 
  Distance 
  Falling Damage 
  10’ 
  1d6 
  11-20’ 
  2d6 
  21-30’ 
  3d6 
  31-40’ 
  4d6 
  41-50’ 
  5d6 
  51-60’ 
  7d6 
  61-70’ 
  10d6 
  71-80’ 
  14d6 
  81-90’ 
  19d6 
  91-100’ 
  25d6 
   
  Any fall of more than 100’ without any sort of safety measures or magical 
  assistance results in automatic death. Characters falling onto specially 
  hazardous surfaces (for example, sharpened spikes at the bottom of a pit 
  trap) should make a saving throw vs. petrification or sustain some sort of 
  additional penalty (usually extra damage), as determined by the game 
  master. See “pit traps” below. 
   
  Sometimes, however, a character does not fall down a smooth vertical shaft 
  to his doom. In cases where the slope is moderate or gentle, most of the 
  damage inflicted comes from abrasion, rather than the impact of the fall 
  itself.  
   
  TABLE 160: FALLING DOWN SLOPES DAMAGE 
  Surface is… 
  Gentle Slope 
  Moderate Slope 
  Rough (stone) 
  1d3 per 10’ after the 
  first 20’, plus 1d6 per 
  50’ after the first 50’ 
  1d6 per 10’ after the 
  first 10’, plus 1d6 per 
  40’ after the first 40’ 
  Normal (some 
  rocks) 
  1d3 per 10’ after the 
  first 30’, plus 1d6 per 
  50’ after the first 50’ 
  1d6 per 10’ after the 
  first 20’, plus 1d6 per 
  40’ after the first 40’ 
  Smooth (grass, 
  faced stone, sand, 
  ice) 
  1d3 per 10’ after the 
  first 40’, plus 1d3 per 
  40’ after the first 40’ 
  1d3 per 10’ after the 
  first 30’, plus 1d6 per 
  30’ after the first 30’ 
  Soft (mud, snow) 
  None, plus 1d3 per 50’ 
  after the first 50’ 
  None, plus 1d6 per 50’ 
  after the first 50’ 
   
  In the above table, the first damage done occurs from being banged against 
  the surface (and thus damage is higher on a rough surface than on a smooth 
  one). The second damage comes from the impact at the end of the tumble; if 
  the circumstances dictate (such as a slope gradually becoming gentler until it 
  is flat), the impact damage can be waived.  
   
  Note that a stone chute, such as is typically found in a dungeon setting, 
  would be considered “smooth” and probably have a moderate slope.  
   
  Pit Traps 
   
  A standard feature of dungeon complexes is the pit trap. These generally 
  come in two sorts: open and covered. An open pit trap is simply a hole cut in 
  the floor, usually (but not always) spanning the width of a corridor. 
  Characters moving in the dark (or relying solely on infravision) fall into open 
  pits automatically unless they explicitly tap the floor ahead of them with a 
  pole.  
   
  Covered pit traps, on the other hand, are topped with a camouflaged trap 
  door that is made to be indistinguishable from the floor around it. Tapping 
  with a pole does not always detect such traps. It should go without saying 
  that a running character cannot use a pole to search for trap doors.  
   
  TABLE 161: CHANCE OF FALLING INTO A PIT 
  Circumstance 
  Open Pit 
  Covered Pit 
  Dark, no pole 
  Automatic 
  Automatic 
  Dark, pole 
  DEX check 
  DEX check, -4 penalty 
  Light, no pole, running 
  DEX check, -4 penalty 
  Automatic 
  Light, no pole, walking 
  DEX check, +2 bonus 
  DEX check 
  Light, pole 
  DEX check, +4 bonus 
  DEX check, +2 bonus 
   
  The amount of damage inflicted by falling into a pit trap depends on the 
  depth of the pit; see above. Sometimes there may even be spikes at the 
  bottom. In such cases, the falling character must attempt a saving throw vs. 
  petrification. Failure indicates he hit one of the spikes and suffers an 
  additional 1d6 h.p. of damage. Truly sadistic game masters may wish to 
  cover the spikes with some sort of poison, in which case a second saving 
  throw would be required if the spikes hit. 
   
  Falling Into Water 
   
  Characters falling (or jumping) into water at least 10’ deep suffer no damage 
  for the first 20’ of the fall. Those characters with the swimming skill can dive 
  up to 40’ into water and take no damage. If the dive is more than 40’ in 
  height, they must make a skill check (with a -1 penalty for every 10’ past 
  40’), or else take damage from the “fall,” not counting the first 40’.  
   
   
   
  Flood 
   
  Any character caught in an onrushing torrent of water will be swept along 
  with the flood. He can attempt to grasp any objects in the path of the flood 
  (trees, boulders, statues, grates, etc.) to avoid being swept along further by 
  the current. A successful STR check means the character successfully grabbed 
  the “anchor,” but he must succeed at an additional check every two minutes 
  for the duration of the flood, or lose his grip. A failed check means the 
  character suffers 1d4 h.p. of damage from being battered against the object 
  itself. 
   
  Floods cause no real damage to characters (other than noted above) unless 
  they are bashed through an area of standing objects, such as rocks or trees. 
  If the course of the flood passes through such an area, characters suffer 1d4 
  h.p. per round. Drowning is rarely an actual danger unless the flood carries 
  the characters into deeper water, they are pressed against a grate, or so 
  forth.  
   
  A “flash flood,” such as those that sweep down dry riverbeds after rain, 
  usually lasts for 1d6+9 minutes. The duration of other floods, such as those 
  caused by water hazards in dungeons, lasts for as long as the game master 
  determines, or as noted in the area description.  
  
  The Game Environment 
  102 
  Ice 
   
  Creatures traversing slippery ice can only move at 25% of their normal 
  movement rate, and must make a DEX check each round. Failure indicates 
  they have fallen. They suffer no damage, but must spend the next round 
  getting up, which could be problematic in some situations (such as in the 
  middle of combat, or while being pursued). Note that movement up very icy 
  slopes is generally not possible without some climbing tools to assist.  
   
  Landslides 
   
  Rockslides pose a great hazard both to travelers in the mountains and to 
  climbers on rock faces.  
   
  Those caught in a landslide while on the slope of a hill or mountain are 
  struck by 1d6 rocks per minute for a total of 1d4+1 minutes. Each such rock 
  uses attack column G, and deals 1d4 h.p. of damage if it hits. A character 
  may make a DEX check each minute to only suffer half damage (min. of 1 
  h.p. per rock). If any character suffers more than 20 h.p. of damage in a 
  minute, he is swept down the slope and suffers falling damage in addition to 
  the regular landslide damage (see p. 100 for details).  
   
  Characters at the bottom of a sheer cliff-face in the path of the landslide will 
  be struck by 1d4-1 rocks per minute for 1-2 minutes. Those rocks, however, 
  strike on attack column L and deal 1d8 h.p. of damage. A shield can defend 
  against each rock as if it were a separate opponent (thus a buckler can 
  defend against one rock, etc.). Shields used in such circumstances have a 
  75% chance of deflecting the rock completely. 
   
  Mudslide 
   
  Characters on the slope of a hill or mountain will, if caught in a mudslide, be 
  carried to the base of the slope unless they can grab something securely 
  anchored (such as a tree). The trip down causes no damage, but the mud 
  pool bottom acts like a pool of quicksand (see p. 102 for details).  
   
  Molten Lava 
   
  Sometimes, especially when exploring deep below the surface of the earth, 
  adventurers must overcome encounters with lakes or rivers of molten lava. 
   
  It is difficult for someone who has never actually been near a lava flow to 
  realize just how hot it is. The blasting heat of molten lava can extend for 
  more than 500 yards, and the air temperature will be some 50° F higher 
  than normal even as far out as a quarter of a mile from the flow.  
   
  Some lava exposed to the air develops a sort of plastic “skin” that helps to 
  insulate it; this is the difference between red-glowing lava and mostly-black 
  lava. Lava covered by such a skin cannot be mistaken for plain rock without 
  some sort of illusion or other magical enhancement; it is too hot, and a slight 
  incandescent glow often peeks through in places. Even then, it can only be 
  approached for brief periods before the radiant heat begins to cause 
  damage:  
   
  TABLE 162: DAMAGE FROM MOLTEN LAVA 
  Distance 
  Lava (no skin) 
  Lava (with skin) 
  200-500 yards 
  1d6 / round 
  n/a 
  5-200 yards 
  2d6 / round 
  n/a 
  1’ - 5 yards 
  2d6 / segment 
  1d6 / round after 1st round 
  Contact 
  See below 
  See below 
   
  Anyone touching molten lava must attempt a saving throw vs. death. Success 
  indicates that he suffers 10d6 h.p. of damage and manages to pull back in 
  time. Failure indicates he isn’t able to get out and is instantly slain. Note that, 
  in certain circumstances, getting out is not an option. In such cases no saving 
  throw should be allowed. Of course, magical protection against heat or fire 
  may apply, depending on the description of the spell or item.  
   
  Poison Gas 
   
  Most of the time, poison gas gives no warning (except, of course, if the 
  adventuring party had the forethought to carry a songbird with them, and 
  keep an eye on it). In such circumstances, a normal saving throw vs. poison 
  is required, and the effects applied normally. However, in some 
  circumstances, the PCs may receive some sort of warning of the presence of 
  the gas (perhaps a warning marked on a map, or given by a captive, or 
  perhaps even the gas itself is visible), and can prepare.  
   
  A normal character, with a few seconds of preparation to fill his lungs, can 
  hold his breath for one minute, plus an additional minute per point of 
  constitution. If he was unable to fill his lungs, cut this time in half. If he is 
  engaged in any sort of strenuous activity (such as combat) this time limit is 
  also halved; both penalties are cumulative, and should be rounded down. At 
  the end of that time, the character must attempt a CON check every minute, 
  with a cumulative +2 penalty for every minute thereafter. Failing a CON 
  check means the character inhaled a lungful of the poisonous air.  
   
  For example, Drogo has a CON of 14. He holds his breath and moves into 
  a chamber filled with poisonous chlorine gas, where he is attacked by a 
  green dragon. He would normally be able to survive for 15 minutes, but 
  because he is in combat, the time is reduced to 7. After 7 minutes have 
  elapsed, he must attempt a CON check with a +2 penalty. In the next round, 
  he must also make a CON check with a +4 penalty. And so forth. 
   
  Note that a character can never hold his breath after entering the area of the 
  gas. Or, rather, he can, but all he’s doing is holding the poison in his lungs. 
  Not helpful. 
   
  Quicksand 
   
  Quicksand can be encountered in any low-lying area with a lot of moisture. It 
  need not actually be sand; soil can form quicksand as well. Quicksand does 
  not actually draw in those who fall into it. If the character can swim, he can 
  move 10’ per minute until he reaches the edge and safety. Characters who 
  cannot swim may tread water for five minutes per point of strength. This is cut 
  in half for moderately encumbered characters (which includes any wearing 
  non-metal armor by default) and reduced to a quarter for heavily 
  encumbered characters (including those wearing metal armor by default). 
  After that, the character must make a STR check every 10 minutes to keep his 
  head above the surface. Once that happens, he may hold his breath (see 
  Drowning on p. 99) until he either suffocates or is rescued. 
   
  Sleep 
   
  All characters must rest for at least 1d3+2 hours per every 24. Any less and 
  they suffer a penalty of -1 or -5% to all rolls (whichever applies), cumulative 
  for every 24-hour period that sleep is denied. After 2d4 days they collapse 
  of exhaustion and sleep for 3d4 hours, unable to be woken. A single night of 
  seven hours’ sleep is sufficient to undo any ill effects from sleep deprivation.  
   
  Starvation and Dehydration 
   
  Food and water are among the most basic of necessities. Without them, 
  normal characters soon begin to suffer, and will ultimately expire. The effect 
  of going without food or water is measured on the privation table.  
   
  
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  103 
  TABLE 163: EFFECTS OF PRIVATION 
  Privation Step 
  Effect 
  Shaky 
  -1 on all “to hit” and saving throw, increasing by 1 
  per day. 
  Drained 
  As above, plus any strenuous effort (incl. combat) 
  requires an extra CON check or character 
  collapses. 
  Debilitated 
  -4 to all saving throws, unable to engage in combat 
  or any other activity, including walking. After 12 
  hours in this condition, automatically move to 
  “dying.” 
  Dying 
  Lose 1d6 h.p. every 12 hours (cumulative) until dead. 
   
  Starvation 
   
  Characters can survive a number of days without food, depending on their 
  combined strength and constitution scores. After this time, they are not 
  automatically affected by the lack of food, but need to make saving throws to 
  stave off its effects: 
   
  TABLE 164: STARVATION 
  STR + CON 
  Minimum Number of Days 
  Without Food Before 
  Starvation Sets In 
  6-15 
  4 
  16-19 
  5 
  20-24 
  6 
  25-30 
  7 
  31-35 
  8 
  36+ 
  9 
   
  After that minimum time elapses, the character must succeed at either a STR 
  or CON check (whichever is higher) every 12 hours. For every 12-hour 
  period after the first, a +1 cumulative penalty applies. Failure on a check 
  means the character progresses one step on the privation table (see above). 
  The character must keep making checks every 12 hours until he reaches 
  “dying.” 
   
  Dehydration 
   
  Most characters can last three days without water before they start feeling the 
  effects of dehydration, though various circumstances impact this. Once 
  dehydration sets in, the character begins moving on the privation table (see 
  above). He moves one step every three days, modified by the circumstances 
  as indicated on the following table: 
   
  TABLE 165: DEHYDRATION 
  Circumstance 
  Days Until  
  Dehydration 
  Sets In 
  PC ate non-dried food 
  (dried rations do not count) 
  +2 
  Higher than average weight 
  +1 
  Female 
  +1 
  Resting all day (less than 10 minutes of activity total) 
  +1 
  Temperature exceeds 90° F 
  -1 
  Not eating at all 
  -1 
  STR + CON is less than 8 
  -1 
   
  The number of days before dehydration sets in can never be less than one. 
  Alcohol does not count as water! Note that progression on the privation table 
  due to dehydration is automatic, and does not require a failed ability check. 
   
  In general, an average person requires a gallon of water per day, though 
  that increases or decreases due to temperature, exertion, and the like.  
  Volcano 
   
  Volcanic eruptions can consist of one or more of the following: lava flows, 
  clouds of ash or poisonous gas, and explosions of molten rock. If you need a 
  random determination of what sort of volcanic eruption occurs, use the 
  following table. Otherwise, feel free to set the specifics of the eruption 
  according to the needs of the campaign. 
   
  TABLE 166: VOLCANIC ERUPTION 
  Die Roll (d20) 
  Eruption Composition 
  Duration 
  1 
  Explosion 
  1 day 
  2-5 
  Lava 
  2d6 days 
  6-8 
  Lava plus explosion 
  2d4 days 
  9-11 
  Ash 
  1d4+2 weeks 
  12-14 
  Ash 
  1d3 weeks 
  15-17 
  Ash plus lava 
  Ash 1d3 weeks, 
  lava 2d6 days 
  18-19 
  Ash plus poison gas 
  Ash 1d3 weeks, gas 
  1 day 
  20 
  Ash plus explosion 
  Ash 1d3 weeks, 
  explosion 1 day 
   
  Lava flows and poisonous gas are discussed on p. 102. Gas clouds can 
  cover areas as large as several square miles, and lava stays dangerously hot 
  for 2d3 weeks after a large eruption.  
   
  An eruption hurls large and small chunks of molten rock into the air as far 
  away as 1,000 yards. The flying molten rock causes 1d4 h.p. of damage to 
  anyone within 500 yards of the eruption; this damage occurs every 10 
  minutes unless the character is magically protected against heat. Anyone 
  within 1,000 yards of the eruption (including those within 500 yards; this is 
  in addition to the damage for those closer) has a chance of being hit by 
  something larger. Check each hour for the duration of the eruption; only half 
  of the damage is from the heat of the material, so magical protection against 
  heat and flame only protects against half of the damage done. 
   
  TABLE 167: VOLCANO EXPLOSION DAMAGE 
  Distance 
  Chance of  
  Being Hit 
  Damage 
  1-100 yards 
  45% 
  12d6 
  101-200 yards 
  40% 
  11d6 
  201-300 yards 
  35% 
  10d6 
  301-400 yards 
  30% 
  9d6 
  401-500 yards 
  25% 
  8d8 
  501-600 yards 
  20% 
  7d6 
  601-700 yards 
  15% 
  5d6 
  701-800 yards 
  10% 
  4d6 
  801-900 yards 
  5% 
  3d6 
  901-1,000 yards 
  1% 
  2d6 
   
  Ash clouds cover an area 1d6+9 miles in radius, several inches deep at least 
  and blocking out the sun; this makes the area appear to be in complete night 
  for the duration of the eruption. Characters within 2,000 yards suffer 1d3 
  h.p. of heat damage from the burning ash every 10 minutes, unless they are 
  protected in some way. In addition, those within that radius must save vs. 
  breath weapon every 10 minutes; failure indicates they choke on the ash and 
  suffer 1d4 h.p. of damage per minute unless removed from the ash cloud. 
   
  Weather 
   
  Some campaign settings have a very well developed weather system 
  complete with average temperatures, weather patterns, and the like. If your 
  campaign has this level of detail, feel free to use it. The following is 
  
  The Game Environment 
  104 
  presented as a more generic system that can be used for all campaigns, or 
  as the basis for a more comprehensive and complex system.  
   
  First, roll for temperature. Note that all temperature is relative; “sweltering” 
  June temperatures near the equator are very different from “sweltering” 
  January temperatures in the far north. 
   
  TABLE 168: TEMPERATURE 
  Die Roll (d%) 
  Temperature 
  Modifier for Next 
  01-05 
  Sweltering 
  -15 
  06-15 
  Hot 
  -10 
  16-30 
  Warm 
  -5 
  31-70 
  Average 
  ±0 
  71-85 
  Cool 
  +5 
  86-95 
  Cold 
  +10 
  96-00 
  Bitter cold 
  +15 
   
  “Modifier for next” is the adjustment made for the next time temperature is 
  determined. Temperature should be rolled for the next 1d4 days, and then 
  rolled again. 
   
  Second, roll for cloud cover and precipitation. The exact type of precipitation 
  depends on temperature and season. Roll once per day. 
   
  TABLE 169: CLOUD COVER AND PRECIPITATION 
  Die Roll (d%) 
  Cloud Cover 
  Precipitation 
  01-10 
  Very clear 
  None 
  11-50 
  Clear 
  None 
  51-65 
  Light clouds / hazy 
  None 
  66-80 
  Partly cloudy 
  None 
  81-90 
  Heavy clouds 
  None 
  91-95 
  Heavy clouds 
  Light rain / snow / hail 
  96-00 
  Heavy clouds 
  Heavy rain / snow / sleet 
   
  Finally, roll for wind. If heavy precipitation is indicated above, add 15% to 
  the roll. 
   
  TABLE 170: WIND SPEED AND EFFECT ON MISSILE WEAPONS 
   
   
   
  Missile Weapon “To Hit” 
  Modifier 
  Die Roll 
  (d%) 
  Wind 
  Wind 
  Speed 
  Short 
  Range 
  Med. 
  Range 
  Long 
  Range 
  01-10 
  Dead calm 
  0 mph 
  ±0 
  ±0 
  ±0 
  11-35 
  Calm 
  1-3 mph 
  ±0 
  ±0 
  ±0 
  36-75 
  Light 
  breeze 
  4-12 mph 
  ±0 
  ±0 
  ±0 
  76-89 
  Light wind 
  13-24 mph 
  -1 
  -2 
  -3 
  90-98 
  Strong 
  wind 
  25-30 mph 
  -2 
  -3 
  -4 
  99 
  High wind 
  31-38 mph 
  -3 
  -4 
  not 
  possible 
  00* 
  Gale 
  39-54 mph 
  -4 
  not 
  possible 
  not 
  possible 
  * 
  Storm 
  55-72 mph 
  not 
  possible 
  not 
  possible 
  not 
  possible 
  * 
  Hurricane 
  73+ mph 
  not 
  possible 
  not 
  possible 
  not 
  possible 
   
  * If a gale is indicated, roll percentile dice again. On a roll of 01-10, storm 
  force winds occur instead. Hurricane winds are never rolled randomly, and 
  should only appear as part of a special weather event or the result of 
  magical intervention. 
   
  Fog 
   
  Fog never occurs on days with winds stronger than a light breeze. The 
  chance for fog based on the weather and season is given below: 
   
  TABLE 171: CHANCE OF FOG 
   
  Cold 
  Cool 
  Warm 
  Hot 
  Spring 
  35% 
  n/a 
  n/a 
  25% 
  Summer  
  45% 
  35% 
  n/a 
  n/a 
  Autumn 
  25% 
  n/a 
  n/a 
  35% 
  Winter 
  n/a 
  n/a 
  35% 
  45% 
   
  Fog lowers visibility to 1d6x10’ on land, and three times that distance at sea 
  (very bright lights, such as those on lighthouses, are still visible).  
   
  Sandstorm 
   
  Any character caught in a sandstorm is, naturally, at a disadvantage when it 
  comes to sight. Fortunately, most other creatures will be likewise affected. All 
  creatures caught in such a storm have their sight impaired, to the point where 
  they suffer a -2 penalty “to hit” when in melee. The speed of the wind in a 
  sandstorm, combined with this penalty to sight, makes most missile combat 
  impossible. Anyone in a sandstorm whose mouth and/or nose is unprotected 
  has a 1 in 6 chance per minute of choking on the blown sand. Such a 
  character suffocates in 1d6+2 minutes unless he is able to get out of the 
  sandstorm and someone is able to aid him in unblocking his mouth and 
  throat.  
   
  Tornado 
   
  Anyone caught in a tornado first suffers 4d20 h.p. of damage from flying 
  debris. They are then whisked 10d6 feet in the air, carried 1d6x100 (100-
  600) yards, and dropped. (See the rules on falling on p. 100 for details on 
  the effects.) Tornados also affect structures, depending on the type of 
  structure involved. If a structure can be called “heavy” (built with heavy 
  timbers, large stone blocks, etc.), subtract 1 from the die roll. 
   
  TABLE 172: TORNADO DAMAGE 
  Die Roll 
  (d6) 
  Wood 
  Sod 
  Wood 
  & Stone 
  Stone 
  1 
  No effect 
  No effect 
  No effect 
  No effect 
  2 
  Damaged 
  No effect 
  No effect 
  No effect 
  3 
  Destroyed 
  Damaged 
  No effect 
  No effect 
  4 
  Destroyed 
  Damaged 
  Damaged 
  No effect 
  5 
  Destroyed 
  Destroyed 
  Damaged 
  No effect 
  6 
  Destroyed 
  Destroyed 
  Destroyed 
  Damaged 
   
  When a structure is damaged, the occupants take 3d6 h.p. each. When it 
  is destroyed, the occupants take 3d10 h.p. each  
   
   
   
   
   
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  105 
  Magic Items 
   
  Circlet of Domination 
   
  The circlet is a silver ring some 6” to 7” in diameter. When worn (on the 
  head), it allows the wearer to dominate the mind of any single creature 
  within 30’. The target must remain in sight at all times, and is entitled to a 
  saving throw vs. spells. Failure means the wearer of the circlet can control 
  the victim’s body, making him speak, walk, fight, and so forth as the 
  wearer desires. The victim may attempt subsequent saving throws 
  depending on his wisdom score: 
   
  TABLE 173: CIRCLET OF DOMINATION 
  Wisdom Score 
  Make Saving Throw Every… 
  3-7 
  Hour 
  8-14 
  10 minutes 
  15-18 
  Minute 
  19+ 
  Segment (6 seconds) 
   
  In addition, if the victim is forced to do something completely contrary to 
  his nature (suicide, etc.), he is entitled to an immediate saving throw with a 
  +3 bonus. Once a saving throw succeeds, the same victim cannot be 
  targeted again for a number of days equal to his wisdom score. It is worth 
  2,500 x.p. 
   
  Codex of Making Friends and influencing People 
   
  This appears as a large book bound in leather with metal bindings, and its 
  true nature cannot be discerned except by reading its contents. It radiates 
  magic (if detected for). If read intensely over the course of a week by a bard, 
  jester, or mountebank, the reader gains the knowledge of special skills in 
  language and persuasion that allow him to advance automatically to the 
  middle of his next experience level after a month of practice. The practice 
  must be completed within three months of reading, or the knowledge is lost. 
  After it has been read, the book disappears into dust. Only one character 
  can read from it at a time, and only the classes listed above can benefit from 
  the codex’s secrets. Any fighter or cavalier (or sub-class) who reads any 
  portion of it must attempt a saving throw vs. spells; failures are stunned for 
  5d4x10 minutes, suffer 5d4 h.p. of damage, and lose 4d4x10,000 x.p. Any 
  other class who reads the book simply cannot comprehend it. The same 
  character can never benefit from such a codex again. It is worth 8,000 x.p. 
  when first discovered.  
   
  Cornamuse of the Woodlands 
   
  This four-foot long oboe-like instrument radiates magic (if detected for). If 
  played by a bard with a proficiency in cornamuse, he can call forth the 
  following powers once per day: 
   
   
  Faerie Fire 
   
  Entangle 
   
  Shillelagh 
   
  Speak with Animals 
   
  A bard without proficiency in cornamuse can employ these powers only 30% 
  of the time. If he attempts and fails, he cannot make another attempt until the 
  next day. A bard with cornamuse proficiency gains a 20% bonus on his 
  verbal patter skill when using this instrument. Bards without cornamuse 
  proficiency can still use it and receive a +10% bonus to verbal patter, but no 
  other abilities. It is usable only by bards (but not jesters). It is worth 1,000 
  x.p. 
   
  Dulcimer of Defense 
   
  This stringed instrument, played with a pair of strikers, radiates magic (if 
  detected for). If played by a bard with a proficiency in dulcimer, he can call 
  forth the following powers once per day: 
   
   
  Barkskin 
   
  Cure Light Wounds  
   
  Obscurement  
   
  A bard with no proficiency in dulcimer can employ these powers only 30% 
  of the time. If he attempts and fails, he cannot make another attempt until the 
  next day. A bard with dulcimer proficiency receives a 20% bonus to his 
  verbal patter skill when using this instrument. Those without dulcimer 
  proficiency can still use it and receive a +10% bonus to verbal patter, but no 
  other abilities. It is usable only by bards (but not jesters). It is worth 2,000 
  x.p. 
   
  Lyre of the Elements 
   
  This stringed instrument radiates magic (if detected for). If played by a bard 
  with a proficiency in lyre, he can call forth the following powers once per 
  day: 
   
   
  Control Winds 
   
  Transmute Rock to Mud 
   
  Wall of Fire 
   
  Lower Water 
   
  A bard without proficiency in lyre can employ these powers only 30% of the 
  time. If he attempts and fails, he cannot make another attempt until the next 
  day. A bard with lyre proficiency receives a 20% bonus to his verbal patter 
  skill when using this instrument. Those without lyre proficiency can still use it 
  and receive a +10% bonus to verbal patter, but no other abilities. It is usable 
  only by bards (but not jesters). It is worth 5,000 x.p. 
   
  Mandolin of Might 
   
  This stringed instrument radiates magic (if detected for). If played by a bard 
  with a proficiency in mandolin, he can call forth the following powers once 
  per day: 
   
   
  Cure Serious Wounds 
   
  Dispel Magic 
   
  Protection from Lightning 10’ Radius 
   
  
  Magic Items 
  106 
  A bard with no proficiency in mandolin can employ these powers only 30% 
  of the time. If he attempts and fails, he cannot make another attempt until the 
  next day. A bard with mandolin proficiency receives a 20% bonus to his 
  verbal patter skill when using this instrument. Those without mandolin 
  proficiency can still use it and receive a +10% bonus to verbal patter, but no 
  other abilities. It is usable only by bards (but not jesters). It is worth 4,000 
  x.p. 
   
  Necrophidius Handbook 
   
  This magical tome allows the reader to create a necrophidius, as long as he 
  can labor uninterrupted and with the handbook by his side, and has the 
  requisite materials ready.  
   
  Only one character can read from it at a time. After it has been read, at the 
  end of the construction process, the book disappears into dust. If a character 
  of less than 10th level attempts to create a necrophidius using the handbook, 
  there is a 20% chance per level below 10th that the end product is a failure, 
  simply never coming to life once created. The construct itself costs 500 g.p. 
  per hit point, and requires the complete skeleton of a giant snake, the skull of 
  a murderer (dead not more than 24 hours), and 10 days to create. 
   
  If any class of character other than a mage (not including sub-classes) reads 
  from the manual, they lose 1d6x1,000 x.p. (no saving throw). It is worth 
  1,000 x.p. when discovered.  
   
  Scroll of Protection from Angels 
   
  This scroll creates a circle of protection some 10’ in radius from the reader. 
  The circle prevents movement across its boundary, and provides complete 
  protection against all attacks (physical and magical) by any lawful good 
  creatures of the upper planes, such as angels. The circle of protection moves 
  with the reader. If pressed against a creature in a circumstance where it 
  cannot retreat, the circle of protection breaks. The protection lasts for 5d4 
  minutes. The reading time depends on the level of protection desired: 
   
  TABLE 174: SCROLL OF PROTECTION FROM ANGELS 
  Protection Against… 
  Reading Time 
  All types (incl. Arch-angels, etc.) 
  1 minute 
  Greater and lesser angels 
  42 seconds (7 segments) 
  Lesser angels 
  18 seconds (3 segments) 
   
  It is worth 2,500 x.p. 
   
  Scroll of Protection from Archons 
   
  This scroll creates a circle of protection some 10’ in radius from the reader. 
  The circle prevents movement across its boundary, and provides complete 
  protection against all attacks (physical and magical), from any neutral good 
  creatures of the upper planes, such as archons. The circle of protection 
  moves with the reader. If pressed against a creature in a circumstance where 
  it cannot retreat, the circle of protection breaks. The protection lasts for 5d4 
  minutes. The reading time depends on the level of protection desired: 
   
  TABLE 175: SCROLL OF PROTECTION FROM ARCHONS 
  Protection Against… 
  Reading Time 
  Greater and lesser archons 
  42 seconds (7 segments) 
  Lesser archons 
  18 seconds (3 segments) 
   
  It is worth 2,500 x.p. 
   
  Scroll of Protection from Daemons 
   
  This scroll creates a circle of protection some 10’ in radius from the reader. 
  The circle prevents movement across its boundary, and provides complete 
  protection against all attacks (physical and magical) from any neutral evil 
  creatures of the lower planes, such as daemons, night hags, and nightmares. 
  The circle of protection moves with the reader. If pressed against a creature 
  in a circumstance where it cannot retreat, the circle of protection breaks. The 
  protection lasts for 5d4 minutes. The reading time depends on the level of 
  protection desired: 
   
  TABLE 176: SCROLL OF PROTECTION FROM DAEMONS 
  Protection Against… 
  Reading Time 
  All types (incl. princes, lords, etc.) 
  1 minute 
  Greater and lesser daemons, night 
  hags, and nightmares 
  42 seconds (7 segments) 
  Lesser daemons and nightmares 
  18 seconds (3 segments) 
   
  It is worth 2,500 x.p. 
   
  Scroll of Protection from Devas 
   
  This scroll creates a circle of protection some 10’ in radius from the reader. 
  The circle prevents movement across its boundary, and provides complete 
  protection against all attacks (physical and magical) from any chaotic good 
  creatures of the upper planes, such as devas. The circle of protection moves 
  with the reader. If pressed against a creature in a circumstance where it 
  cannot retreat, the circle of protection breaks. The protection lasts for 5d4 
  minutes. The reading time depends on the level of protection desired: 
   
  TABLE 177: SCROLL OF PROTECTION FROM DEVAS 
  Protection Against… 
  Reading Time 
  Greater and lesser devas 
  42 seconds (7 segments) 
  Lesser devas 
  18 seconds (3 segments) 
   
  It is worth 2,500 x.p. 
   
  Scroll, Spell 
   
  Characters often discover magic spells scrolls within treasure hoards. All 
  scrolls are usually protected by scroll cases of leather, wood, or bone. A 
  mage or other spell caster must use read magic to determine what spells are 
  written upon a particular scroll, but he need not do so more than once per 
  scroll.  
   
  At the game master’s discretion, the spells on a scroll may fade (up to 30% 
  chance) if their nature is not immediately discerned upon their discovery.  
   
  Spell scrolls are usually of a single type, and are very rarely mixed: 
   
  TABLE 178: SPELL SCROLL TYPE 
  Die Roll (d%) 
  Spell Scroll Type 
  01-16 
  Cleric 
  17-23 
  Druid 
  24-30 
  Mystic 
  31-85 
  Mage 
  86-92 
  Illusionist 
  93-99 
  Savant 
  00 
  Mixed (roll twice, ignoring further 
  rolls of 00 and duplicates) 
   
  The number of spells on each scroll, as well as the possible level of each 
  spell, is determined randomly: 
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  107 
  TABLE 179: SPELL SCROLL LEVEL 
  Die Roll (d%) 
  # of Spells 
  Mage Spell 
  Level 
  All Others 
  Spell Level 
  01-17 
  1 
  1d4 
  1d4 
  18-27 
  1 
  1d6 
  1d6 
  28-32 
  1 
  1d8+1 
  1d6+1 
  33-40 
  2 
  1d4 
  1d4 
  41-45 
  2 
  1d8 
  1d6 
  46-53 
  3 
  1d4 
  1d4 
  54-58 
  3 
  1d8+1 
  1d6+1 
  59-65 
  4 
  1d6 
  1d6 
  66-70 
  4 
  1d8 
  1d6 
  71-77 
  5 
  1d6 
  1d6 
  78-82 
  5 
  1d8 
  1d6 
  83-87 
  6 
  1d6 
  1d6 
  88-90 
  6 
  1d6+2 
  1d4+2 
  91-95 
  7 
  1d8 
  1d6 
  96-98 
  7 
  1d8+1 
  1d6+1 
  99-00 
  7 
  1d6+3 
  1d4+3 
   
  (If of mixed type, roll once for each type, re-rolling results over 90.) Once the 
  number of spells has been determined, simply roll the appropriate die for 
  each spell to verify its level, then reference the spell lists in your primary 
  rulebook(s) to determine which spells are on the scroll. Roll each spell’s level 
  separately. Spell scrolls are worth a number of experience points equal to 
  their total spell levels times 100, but such should only be awarded to those 
  characters actually able to use the spells.  
   
  Once cast from a scroll, the spell disappears forever.  
   
  If the spell is one that the caster could normally cast, success is automatic. It 
  is possible for a spell-caster to use a scroll spell of higher level than he can 
  ordinarily cast. There is, however, a risk that doing so causes the spell to fail 
  or, worse, backfire on the caster. Determine the difference between the 
  spell’s minimum caster level and the experience level of the caster, then roll 
  to determine the result: 
   
  TABLE 180: SPELL SCROLL RESULT 
  Difference in Levels 
  Needed to Cast 
  Spell 
  Success 
  Spell 
  Failure 
  Spell 
  Backfire 
  1 
  01-95 
  96-99 
  00 
  2 
  01-90 
  91-99 
  00 
  3 
  01-85 
  86-99 
  00 
  4 
  01-80 
  81-97 
  98-00 
  5 
  01-75 
  76-96 
  97-00 
  6 
  01-70 
  71-95 
  96-00 
  7 
  01-65 
  66-91 
  92-00 
  8 
  01-60 
  61-90 
  91-00 
  9 
  01-55 
  56-89 
  90-00 
  10 
  01-50 
  51-82 
  83-00 
  11 
  01-45 
  46-81 
  82-00 
  12 
  01-40 
  41-79 
  80-00 
  13 
  01-35 
  36-67 
  68-00 
  14 
  01-30 
  31-65 
  66-00 
  15 
  01-25 
  26-62 
  63-00 
  16 
  01-20 
  21-44 
  45-00 
  17 
  01-15 
  16-40 
  41-00 
  18 
  01-10 
  11-37 
  38-00 
  19 
  01-05 
  06-33 
  34-00 
  20 
  - 
  01-30 
  31-00 
   
  Where applicable, assume each spell scroll was written by a spell caster one 
  level higher than the spell’s minimum caster level (for his class). Thus, a 
  fireball spell cast from a scroll would function as if it were cast by a 6th-level 
  caster.  
  Shield, Enchanted 
   
  Enchanted shields weigh as much as their mundane counterparts, but 
  improve armor class by the indicated amount. Both the size and the qualities 
  of the shield must be determined: 
   
  TABLE 181: SHIELD, ENCHANTED (SIZE) 
  Die Roll (d%) 
  Shield Size 
  X.P. Value 
  01-05 
  Buckler 
  25 
  06-15 
  Small 
  50 
  16-85 
  Medium 
  100 
  86-00 
  Large 
  125 
   
  TABLE 182: SHIELD, ENCHANTED (QUALITIES) 
  Die Roll (d%) 
  Qualities 
  X.P. Value 
  01-36 
  +1 
  150 
  37-56 
  +2 
  400 
  57-72 
  +3 
  700 
  73-80 
  +4 
  1,100 
  81-84 
  +5 
  1,650 
  85-88 
  Roll again, plus bonus 
  vs. missiles 
  see below 
  89-00 
  Cursed 
  0 
   
  If a shield with a bonus vs. missiles is found, roll again on the above table to 
  determine the shield’s regular bonus in combat (re-rolling results above 84), 
  then roll to determine its exact bonus on the following table: 
   
  TABLE 183: SHIELD, ENCHANTED (MISSILE BONUS) 
  Die Roll (d%) 
  Bonus vs. Missiles 
  X.P. Value 
  01-43 
  +1 
  +50 
  44-67 
  +2 
  +100 
  68-86 
  +3 
  +150 
  87-96 
  +4 
  +200 
  97-00 
  +5 
  +250 
   
  If the bonus vs. missiles is less than the regular bonus of the shield, raise it to 
  the regular bonus (but the x.p. bonus will only be 50). All shields with a 
  bonus vs. missiles, even those where the bonus is the same as that vs. other 
  attacks, also have a 20% chance of deflecting magic missiles (as per the 
  spell, wand, etc.) fired at the bearer’s front (i.e., not flank or rear). 
   
  If a cursed shield is found, roll to determine the nature of the curse. The 
  nature of such shields is not revealed until they are actually used in combat; 
  mock combat tests do not reveal their curse. Once revealed, the cursed item 
  cannot be gotten rid of except by the casting of a remove curse spell (the 
  exact nature of how this is handled is up to the game master).  
   
  TABLE 184: CURSED SHIELD 
  Die Roll (d%) 
  Curse Type 
  01-45 
  -1 
  46-70 
  -2 
  71-90 
  -3 
  91-00 
  Missile attractor (re-roll for other curse 
  effects, re-rolling rolls above 90). 
   
  The missile attractor shield draws missiles of all different sorts to the 
  bearer. If the bearer is in a group where the target of a particular missile 
  attack must be determined randomly, his chances of being struck are triple 
  what they would normally be.  
   
  X.P. value is cumulative, except for cursed shields, which are never worth 
  any experience points.  
   
  
  Magic Items 
  108 
  Weapon (melee), Enchanted 
   
  While swords encompass the vast majority of enchanted weapons, other 
  types are certainly possible. The game master should adjust these 
  percentages based on his campaign world. A campaign set in something 
  approximating Earth’s Neolithic period, for instance, probably have 
  enchanted spears as the foremost type, rather than swords. It is also possible 
  for a weapon to have multiple enchantments, and certain special types are 
  also possible. First, determine the type of weapon: 
   
  TABLE 185: WEAPON TYPE SUB-TABLE 
  Die Roll (d%) 
  Weapon Type 
  01-05 
  Axe, Battle 
  06-10 
  Axe, Hand 
  11-21 
  Dagger 
  22-25 
  Flail 
  26-29 
  Hammer 
  30-33 
  Knife 
  34 
  Lance 
  35-39 
  Mace 
  40-41 
  Morning Star 
  42-43 
  Pole-Arm 
  44 
  Quarterstaff 
  45-49 
  Spear 
  50-99 
  Sword 
  00 
  Trident 
   
  TABLE 186: SWORD TYPE SUB-TABLE 
  Die Roll (d%) 
  Sword Type 
  01-10 
  Bastard Sword 
  11-25 
  Broad Sword 
  26-90 
  Longsword 
  91-93 
  Scimitar 
  94-98 
  Short Sword 
  99-00 
  Two-handed Sword 
   
  TABLE 187: POLE-ARM TYPE SUB-TABLE 
  Die Roll (d%) 
  Pole-Arm Type 
  01-05 
  Awl Pike 
  06-10 
  Bardiche 
  11-15 
  Bec de Corbin 
  16-20 
  Bill 
  21-25 
  Bill Hook 
  26-30 
  Fauchard 
  31-34 
  Fauchard-fork 
  35-39 
  Glaive 
  40-42 
  Glaive-fork 
  43-46 
  Glaive-guisarme 
  47-51 
  Guisarme 
  52-59 
  Halberd 
  60-66 
  Lucern Hammer 
  67-71 
  Military Fork 
  72-76 
  Partisan 
  77-81 
  Pole Axe 
  82-86 
  Ranseur 
  87-91 
  Spetum 
  92-96 
  Voulge 
  97-00 
  Voulge-guisarme 
   
  Once the weapon type has been determined, roll to determine the primary 
  qualities of the weapon: 
   
  TABLE 188: WEAPON PRIMARY QUALITY 
  Die Roll (d%) 
  Quality 
  X.P. Value 
  01-50 
  +1 
  400 
  51-73 
  +2 
  800 
  74-81 
  +3 
  1,400 
  82-87 
  +4 
  2,000 
  88-92 
  +5 
  3,000 
  93-00 
  Cursed 
  0 
   
  Quality refers to the bonus received in melee combat, both on the “to hit” 
  and damage rolls when using the weapon. In addition, 33% of all randomly-
  discovered non-cursed weapons have an additional quality, as determined 
  below: 
   
  TABLE 189: WEAPON SECONDARY QUALITY 
  Die Roll (d%) 
  Secondary Quality 
  X.P. Value 
  01 
  Alertness 
  5,000 
  02 
  Dancing (+1 only) 
  4,000 
  03-04 
  Defender (+2 min.) 
  1,000 
  05-12 
  Detection 
  600 
  13-14 
  Disruption 
  1,350 
  15-17 
  Dragon Slayer 
  100 
  18-22 
  Flame Tongue 
  500 
  23-26 
  Frost Brand 
  200 
  27-31 
  Giant Slayer 
  100 
  32 
  Holy Avenger 
  1,000 
  33 
  Life Stealing 
  4,200 
  34 
  Luck 
  600 + 1,000 per wish 
  35-41 
  Lycanthrope Bane 
  300 
  42-48 
  Magic Scourge 
  200 
  49-50 
  Nine Lives Stealer 
  800 
  51 
  Planar 
  1,200 
  52-57 
  Quickness 
  200 
  58-65 
  Scalefoe 
  400 
  66 
  Sharpness (bladed 
  only) 
  6,000 
  67-76 
  Short-mower 
  400 
  77 
  Solar 
  2,200 
  78 
  Speed 
  2,200 
  79-80 
  Submission 
  850 
  81-89 
  Tall-reaper 
  600 
  90 
  Thunderbolts 
  1,100 
  91-96 
  Trollslayer 
  400 
  97-98 
  Venom (non-crushing 
  only) 
  1,200 
  99 
  Vorpal (non-piercing 
  only) 
  8,600 
  00 
  Wounding (non-
  crushing only) 
  4,400 
   
  Experience point values are cumulative. The descriptions of the various 
  secondary qualities are as follows: 
   
   
  Alertness: The wielder gains a +1 bonus to all surprise rolls 
  and a -1 bonus to his initiative. When the holder grasps the 
  weapon and concentrates, it can detect any one of the following 
  once per minute (each as per the appropriate spell, and not 
  using up any charges): alignment, evil, good, illusions, 
  invisibility, lie, and magic. If one charge is expended, and the 
  weapon set into the ground, it searches for any unfriendly 
  creatures in a 120’ radius. If any are detected, it creates light 
  (as per the spell) in a 60’ radius, sends a mental alert to friendly 
  creatures within 20’, and creates a zone of prayer (also as per 
  the spell) within a 20’ radius, affecting those creatures friendly 
  to the possessor of the weapon. This lasts for six hours or until 
  
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  109 
  the weapon is removed from the ground. If an additional charge 
  is used (and it must be used when the first is; it cannot be added 
  later) and if enemies are detected as indicated above, up to 16 
  objects (branches, bushes, etc.) within a 60’ radius animate (as 
  per the spell animate object) to help in the defense of the 
  weapon’s owner and his compatriots. When found, the weapon 
  has a number of charges equal to 51 minus 1d10; as long as a 
  single charge remains, it can be recharged by the cleric spell 
  holy/unholy word. If all the charges are gone, all of its magical 
  effects are lost. Except as noted above, spells function as if cast 
  by a 16th level spell caster. 
   
  Dancing: This quality can only apply to weapons with a +1 
  bonus; if other, re-roll for the secondary quality. On the first 
  round of melee combat, it has a bonus of +1. On the second, it 
  has a +2 bonus, and so forth. On the fifth round, the bonus 
  returns to +1 and the cycle begins again. However, on the fifth 
  melee round (or any other round when the bonus of the weapon 
  is +1), the wielder can opt to let the weapon “dance”; that is, to 
  float in the air, fighting against enemies without the need for the 
  wielder to concentrate. Such fighting occurs as if a character of 
  the same level and class as the wielder is using the weapon. 
  While the weapon is dancing, the wielder can pick up another 
  weapon, cast spells, and so on. The sword can never be more 
  than 30’ from the wielder, and does not suffer damage itself 
  (although it is susceptible to magic such as dispel magic, 
  fireball, etc.). If the weapon stops dancing for any reason (e.g., 
  the combat is over or the owner moves more than 30’ away), it 
  begins the cycle again when it is picked up, having a bonus of 
  +1, then +2, etc.  
   
  Defender: The wielder of this weapon can split its bonus 
  between a “to hit” bonus and a bonus to his own armor class. 
  Note that if this quality is rolled for a weapon that only has a +1 
  bonus, the game master should re-roll for the secondary quality.  
   
  Detection: This weapon enables the wielder to detect one or 
  more of the following, upon concentrating, as long as the 
  weapon is held prominently. The feeling is transmitted via a 
  tingling in the hilt or handle of the weapon. 
   
  TABLE 190: WEAPON OF DETECTION 
  Die Roll (d%) 
  Detect 
  01-10 
  Elevator/shifting rooms, shifting walls, etc. within 10’ 
  11-20 
  Sloping passages within 10’ 
  21-30 
  Evil or good within 10’ 
  31-50 
  Gems (reveals kind and amount, but not size) within 5’ 
  51-60 
  Precious metals (kind and amount) within 20’ 
  61-70 
  Detect magic within 10’ 
  71-80 
  Detect secret doors within 5’ 
  81-90 
  Detect invisible objects and creatures within 10’ 
  91-00 
  Roll twice, ignoring rolls above 90. If a duplicate is 
  indicated, the weapon detects only one thing, but the 
  range is doubled. 
   
   
  Disruption: This weapon has an inherently neutral good 
  alignment, and any character of evil alignment touching it 
  suffers 5d4 hit points of damage with no saving throw. If the 
  weapon strikes an undead creature or creature from one of the 
  lower planes (devil, daemon, demon, etc.), the creature must 
  make a special saving throw: 
   
  TABLE 191: WEAPON OF DISRUPTION 
  Creature Type 
  Saving Throw 
  I-VII 
  Automatic failure 
  VIII 
  4 
  IX 
  7 
  X 
  10 
  XI 
  13 
  XII 
  16 
  XIII 
  19 
   
  If the creature rolls the indicated number or higher on 1d20, it 
  merely suffers double the normal damage it would otherwise take. 
  If it fails the saving throw, it is instantly blasted into nothingness.   
   
   
  Dragon Slayer: This weapon has an additional bonus of +2 
  when used against any true dragon. This includes red, silver, 
  faerie, shadow, and other such true dragons, but excludes 
  creatures like dragonnes, dragon turtles, and dragon-shaped 
  deities. In addition, the weapon causes triple damage against a 
  single type of dragon, determined randomly: 
   
  TABLE 192: WEAPON OF DRAGON SLAYING 
  Die Roll (d%) 
  Dragon Type 
  01-06 
  Black 
  07-12 
  Blue 
  13-18 
  Brass 
  19-24 
  Bronze 
  25-30 
  Cloud 
  31-36 
  Copper 
  37-41 
  Faerie 
  42-47 
  Fog 
  48-53 
  Gold 
  54-59 
  Green 
  60-65 
  Mist 
  66-71 
  Red 
  72-76 
  Shadow 
  77-82 
  Silver 
  83-88 
  Steam 
  89-94 
  Vapor 
  95-96 
  White 
   
   
  Flame Tongue: When the wielder speaks a command word 
  (usually engraved somewhere on the weapon itself), a bright 
  flame ignites along the blade or haft of the weapon (as 
  appropriate). It will not harm the wielder, but sets fire to 
  flammable objects such as oil, parchment, and the like. When 
  flaming, the weapon provides an additional +1 bonus when 
  used against creatures that can regenerate (see “trollslayer”). It 
  also yields an additional +2 when used against cold-based 
  creatures (such as ice toads or white dragons), as well as birds 
  and other avian creatures. Finally, it gives an additional +3 
  bonus when used against the undead. Note that these bonuses 
  are not cumulative; when used against a creature that falls 
  under more than one category, use the highest bonus.   
   
  Frost Brand: This weapon gives an additional bonus of +5 vs. 
  all fire-using creatures and those who dwell in or are made of 
  flame (such as fire giants, red dragons, fire elementals, 
  salamanders, etc.). It does not glow except when the ambient 
  temperature is 0° F or less. It also allows the wielder to function 
  as if he were wearing a ring of warmth. Finally, if thrust into a 
  stationary fire, there is a 50% chance that it extinguishes the 
  flame (with a 10’ radius of effect). Fireballs or meteor swarms 
  would not be affected, as they are not stationary.  
   
  Giant Slayer: When used against a giant, ettin, ogre mage, 
  or titan, this weapon deals an additional +1 h.p. of damage. 
  
  Magic Items 
  110 
  When used against an actual giant (hill, stone, fire, etc.), the 
  weapon also causes double damage (but does not double the 
  bonus).  
   
  Holy Avenger: This weapon displays no special qualities until 
  and unless it is in the hands of a paladin. At that point the 
  weapon has a (total) bonus of +5; if the weapon ordinarily has 
  a +5 bonus, it will be a +6 weapon when wielded by a 
  paladin. It also radiates a zone of 50% magic resistance in a 
  bubble 5’ from the wielder (which functions as magic resistance 
  does for monsters). This zone also automatically dispels magic 
  (as per the spell) as if cast by a mage of the same experience 
  level as the paladin. Lastly, when used against enemies of 
  chaotic evil alignment, the holy avenger provides a total of +10 
  damage.  
   
  Luck: The weapon affords the wielder a bonus of +1 on all 
  saving throws, and contains 1d4+1 wishes (as per the spell). 
   
  Lycanthrope Bane: The weapon provides an additional +2 
  bonus against all lycanthropes and other creatures able to alter 
  their form (such as dopplegangers, vampires, druids, etc.). This 
  bonus also applies to creatures whose form has been changed 
  by some item or spell, such as polymorph other. 
   
  Magic Scourge: The weapon gives an additional +1 bonus 
  against mages (and sub-classes), spell-using monsters of all sorts, 
  and creatures that are conjured, gated, or summoned. It does 
  not apply to creatures with magical powers granted by some 
  magic item, or upon whom some third party has cast a spell.  
   
  Nine Lives Stealer: On a natural roll of 20 in melee combat, 
  the weapon drains the life force of the unfortunate target if he 
  fails a saving throw vs. magic. This function only works a total of 
  nine times; thereafter the weapon loses its secondary quality 
  forever.  
   
  Planar: The weapon provides an additional +1 bonus when 
  used against creatures native to one of the inner planes of 
  existence (elemental, etc.). It also has an additional +2 when 
  used on or against natives of the outer planes, and an 
  additional +3 when used on or against creatures native to the 
  ethereal or astral planes.  
   
  Quickness: The weapon automatically strikes first in any round 
  when its wielder is not surprised.  
   
  Scalefoe: This weapon gives an additional bonus of +3 when 
  used against reptiles, snakes, dinosaurs, dragons, and the like. 
   
  Sharpness: Only bladed weapons may have this quality; if a 
  non-bladed weapon is indicated, re-roll the quality. Regardless 
  of its actual bonus, this weapon can strike creatures normally 
  only hit by +3 weapons or better. It severs a limb (arm, leg, 
  pseudopod, tentacle, etc.) when a certain natural (unmodified) 
  result is rolled on a “to hit” roll. The roll required to sever 
  depends on the nature of the target being attacked: 
   
  TABLE 193: WEAPON OF SHARPNESS 
  Target 
  “Natural” Roll to Sever 
  Man-sized or smaller 
  18+ 
  Large 
  19+ 
  Metal or stone (golems, etc.) 
  20 
   
   
  Short-mower: This weapon provides an additional +1 bonus 
  when used against creatures of small size.  
   
  Solar: This weapon has 50% of the normal weapon speed 
  (round up). When used against creatures of evil alignment, it 
  provides an additional +2 bonus. When used against creatures 
  from the negative material plane, or those with magical links to 
  that plane (such as mummies), it inflicts double damage. The 
  blade emits a golden glow when unsheathed and, if swung in a 
  circular motion, creates a sphere of light equal to normal 
  daylight in strength. The sphere of light begins at a 10’ radius 
  around the wielder of the weapon and grows 5’ per minute, to 
  a maximum total radius of 60’. Once it reaches its maximum 
  size, the orb of light dims at a rate equal to that at which it 
  grew. This sphere of light can only be used once per day. 
   
  Speed: This weapon allows the wielder to always attack first in 
  a given melee round. In addition, the wielder can strike more 
  than once per round. If the wielder is normally able to only hit 
  once per melee round, he strikes three times per two rounds. If 
  He normally strikes three times every two rounds, he strikes twice 
  per round, and so forth. This is cumulative with any other speed-
  affecting magic that may be applicable.  
   
  Submission: Any creature struck by this weapon must make a 
  saving throw vs. spells. Failure indicates the creature must make 
  a morale check in the following melee round instead of its 
  normal attack. If it fails that morale check, it surrenders, 
  overcome by hopelessness for 2d4 minutes. This function can be 
  used a total of 1d4+16 times, after which the weapon loses its 
  secondary quality (but not its primary quality).  
   
  Tall-reaper: This weapon gives an additional +1 bonus when 
  used against creatures larger than man-sized. 
   
  Thunderbolts: Regardless of the type of weapon, it appears 
  to be too large for its type, and of some subtle imbalance that 
  makes it difficult (if not impossible) to wield properly in combat. 
  However, once picked up by a character with at least 18/01 
  strength and a height of 6’ or more, its full potential is realized. 
  In such hands, the weapon gains its magical bonus and inflicts 
  double normal damage when it hits. If the wielder knows the 
  true name of the weapon, is wearing a girdle of giant strength 
  (any type) and gauntlets of ogre power, he gains an additional 
  +2 bonus and can hurl the weapon (no matter what sort it is, 
  even those not normally usable as missile weapons). When 
  hurled, the damage bonus for strength (and magical bonuses) 
  still applies, it automatically slays any giant it hits, and if the 
  weapon does hit (any type of creature, not just giants), a titanic 
  thunderclap stuns all creatures within 30’ of the point of impact 
  for 1 minute. The hurled weapon has a range of 10’ plus 5’ per 
  point of damage bonus gained from the girdle and gauntlets, 
  combined. It can only be hurled every other minute, and if 
  hurled five times in any given 20 minute period, the wielder 
  must rest for 10 minutes.  
   
  Trollslayer: The weapon gains an additional +2 bonus when 
  used against any creature that can regenerate lost hit points 
  while in combat, such as trolls or individuals wearing a ring of 
  regeneration. 
   
  Venom: Crushing weapons (maces, flails, etc.) cannot have 
  this attribute; re-roll if it is indicated for such weapons. The 
  weapon contains a reservoir of poison; on a roll of a natural 20 
  in combat, the target must succeed at a saving throw vs. poison 
  or be instantly killed. The weapon holds six doses of such 
  poison, and can be refilled. Note that conscious use of such a 
  weapon is an inherently evil act, and should be adjudicated 
  accordingly. 
   
  Vorpal: Piercing weapons such as lances and spears may not 
  have this quality; if such is indicated, re-roll the quality (items 
  such as maces and hammers, if possessed of this quality, will 
  “knock the block off” the enemy). The weapon severs the head 
  of an enemy when a certain natural (unmodified) result is rolled 
  on a “to hit” roll. The roll required to sever depends on the 
  nature of the target: 
   
  TABLE 194: VORPAL WEAPON 
  Target 
  “Natural” Roll to Behead 
  Man-sized or smaller 
  17+ 
  Large 
  18+ 
  Metal or stone (golems, etc.) 
  19+ 
  
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  111 
   
  Wounding: Crushing weapons (maces, flails, etc.) cannot 
  have this attribute; re-roll if it is indicated for such weapons. 
  Each wound inflicted with this weapon bleeds for 1 h.p. of 
  additional damage per round for 10 rounds, unless the victim 
  takes an entire minute to bind the wound. Neither magical 
  healing (potions, spells, etc.) nor regeneration (such as that 
  enjoyed by trolls or caused by a ring of regeneration) can heal 
  damage caused by a weapon of wounding. 
   
  TABLE 195: CURSED MELEE WEAPON SUB-TABLE 
  Die Roll (d%) 
  Curse Effect 
  01-45 
  +1 
  46-70 
  -1 
  71-90 
  -2 
  91-95 
  Berserking (re-roll for other curse effects, re-rolling results 
  above 90). 
  96-00 
  Injury (re-roll for other curse effects, re-rolling results 
  above 90) 
   
   
  Berserking: The weapon causes the wielder to attack 
  whomever is closest to him, whether that person be friend or 
  foe, and to continue to do so until he is slain or there is no one 
  within 60’. When that happens, the berserker lust fades, but will 
  be re-kindled the next time he is in any combat situation.  
   
  Injury: The weapon always causes as much damage to any 
  friendly character within range as it does to an enemy, on every 
  round that the weapon inflicts damage. This applies to friendly 
  figures to the wielder’s sides and front flanks, but not to his rear.  
   
  All cursed weapons appear as normal, beneficial types in any situation other 
  than real combat; practice, mock battles, and such will not force a cursed 
  weapon to show its true colors. A cursed weapon can only be gotten rid of 
  by the application of an exorcise spell (remove curse will not work!). 
  Otherwise, it returns to the hand of the owner when battle is joined, no 
  matter what steps he takes to get rid of it.  
   
  Weapon (missile), Enchanted 
   
  Missile weapons fall into two broad categories: those which are hurled (such 
  as spears and javelins) and those which are fired (bow and arrow, crossbow 
  and bolt, etc.). Some weapons that can be hurled or used in melee are 
  included in both lists, but the secondary qualities generated are different.  
   
  Generally speaking, ammunition-type weapons (such as arrows, bolts, and 
  sling bullets) are single-use items. Once they hit, they are destroyed, and 
  even if they miss, there is a 1 in 6 chance that they will still be destroyed. 
  Like melee weapons, it is also possible for a weapon to have more than one 
  enchantment, and certain special types are also possible. First, determine the 
  type of missile weapon discovered: 
   
  TABLE 196: MISSILE WEAPON TYPE 
  Die Roll (d%) 
  Weapon Type 
  01-14 
  Arrow (dozen) 
  15-23 
  Axe (hand) 
  24-35 
  Bolt/quarrel (score) 
  36-37 
  Bow 
  38-48 
  Bullet (score) 
  49-50 
  Crossbow (90% lt., 10% hvy.) 
  51-71 
  Dagger 
  72-79 
  Dart (half-dozen) 
  80-87 
  Javelin 
  88 
  Sling 
  89-00 
  Spear 
   
  TABLE 197: BOW TYPE SUB-TABLE 
  Die Roll (d%) 
  Bow Type 
  01-15 
  Composite 
  16-85 
  Long 
  86-00 
  Short 
   
  Once the weapon type has been verified, roll to determine the primary 
  weapon qualities: 
   
  TABLE 198: MISSILE WEAPON PRIMARY QUALITY 
  Die Roll (d%) 
  Quality 
  X.P. Value 
  01-49 
  +1 
  400 
  50-76 
  +2 
  600 
  77-96 
  +3 
  1,200 
  97-99 
  +4 
  1,800 
  00 
  Cursed 
  0 
   
  In addition, 15% of all non-cursed missile weapons also have a secondary 
  quality: 
   
  TABLE 199: MISSILE WEAPON SECONDARY QUALITY 
  Die Roll 
  (d%) 
  Secondary Quality 
  X.P. Value 
  01-10 
  Accuracy 
  500 
  11-20 
  Distance 
  1,000 
  21-25 
  Fireburst 
  500 
  26-40 
  Homing 
  500 
  41-45 
  Hurling (no fired weapons or ammunition) 
  3,000 
  46-55 
  Impact 
  300 
  56-65 
  Seeking 
  100 
  66-70 
  Slaying 
  2,000 
  71-80 
  Snowsurge 
  500 
  81-90 
  Speed 
  1,100 
  91-00 
  Throwing (no fired weapons or 
  ammunition) 
  300 
   
   
  Accuracy: The weapon is always considered to be in short 
  range, up to its maximum range (past which it cannot go). 
   
  Distance: The weapon has double the normal range (thus short 
  range is twice as long as it normally would be, followed by 
  twice the medium range, etc.). 
   
  Fireburst: This weapon bursts into flames upon impacting an 
  enemy (if it misses its target, it will not ignite). This inflicts double 
  damage to any cold-using or cold-based creatures, such as 
  white dragons or ice toads. If this attribute is found on 
  ammunition, the missile will be destroyed as it hits.  
   
  Homing: This hurled or fired weapon will, if it hits, 
  automatically return to the wielder; if the quality applies to a 
  fired weapon, the ammunition thus fired will return to the owner. 
  If it misses, it will not return, and the enchantment disappears 
  (loss of enchantment does not apply if this is a fired or hurled 
  weapon, but it will still not return). In addition, ranges are 
  doubled.  
   
  Hurling: This quality cannot be applied to fired weapons 
  (bows, crossbows, slings, etc.) or ammunition (arrows, bolts, 
  bullets, etc.). If such is indicated, re-roll the secondary attribute. 
  This weapon can be thrown twice the ordinary range, and 
  always returns to the hand of the welder, whether it hits or 
  misses. In addition, the damage inflicted is twice normal (apply 
  any magical bonuses after the damage is doubled). The 
  damage doubling does not apply if the weapon is not thrown.  
   
  Impact: If this quality is applied to a hurled or fired weapon, it 
  can only be used 1d6+6 times. After that, the weapon loses all 
  of its enchanted properties. This quality allows the weapon to do 
  additional damage, if the die roll “to hit” is higher than the 
  
  Magic Items 
  112 
  actual number needed to hit. For each point of difference 
  between the “to hit” die roll and the number needed to hit the 
  target, the weapon inflicts an additional 2 points of damage. 
  For example, a bow of impact is fired at an enemy, and the 
  wielder needs a 10 to hit. He rolls a 17. The arrow fired from 
  the bow does its normal damage, plus the magical bonus 
  provided by the bow, plus an additional 14 points of damage 
  (since 17–10=7, and 7x2=14)!  
   
  Seeking: The weapon functions as an enchanted weapon both 
  “to hit” and to damage, but cannot hit creatures capable of only 
  being struck by magical weapons, such as gargoyles.  
   
  Slaying: If encountered as a group of objects (arrows, bullets, 
  etc.), only one of the group has this quality; it will stand out in 
  some way to indicate its special nature. If this is the quality of a 
  fired or hurled weapon, it is only usable once; when it hits, all 
  enchantment leaves the object (the missile itself is not harmed). If 
  the weapon is used against the appropriate sort of creature, it 
  kills that creature instantly (no saving throw, but magic 
  resistance does apply, if applicable). The type of creature 
  against which the weapon of slaying is targeted should be 
  determined randomly when it is first discovered; the game 
  master should feel free to alter the list to make it more 
  appropriate to his own campaign. 
   
  TABLE 200: WEAPON OF SLAYING 
  Die Roll (d%) 
  Creature Type 
  01-04 
  Angels 
  05-08 
  Arachnids 
  09-12 
  Archons 
  13-16 
  Avians 
  17-20 
  Bards 
  21-24 
  Clerics 
  25-28 
  Daemons 
  29-32 
  Demons 
  33-36 
  Devas 
  37-40 
  Devils 
  41-44 
  Dragons 
  45-48 
  Dwarves 
  49-52 
  Elementals 
  53-56 
  Elves 
  57-60 
  Fighters 
  61-64 
  Giants 
  65-68 
  Gnomes 
  69-72 
  Golems 
  73-76 
  Halflings 
  77-80 
  Humanoids 
  81-84 
  Mages 
  85-88 
  Mammals 
  89-92 
  Reptiles 
  93-96 
  Thieves 
  97-00 
  Undead 
   
  Snowsurge: This weapon creates a super-cold flash of ice and 
  snow upon impacting an enemy (if it misses its target, the magic 
  does not activate). This inflicts double damage to any fire-using 
  or flame-based creatures, such as salamanders or red dragons. 
  If this attribute appears on ammunition, the missile is destroyed 
  as it hits. 
   
  Speed: This allows the wielder to fire at twice the normal rate. 
  In addition, the wielder always fires first in a melee round. If 
  surprised, the weapon gives a -2 bonus to the initiative penalty 
  for the wielder only (not for his friends or allies).   
   
  Throwing: This quality cannot be applied to fired weapons 
  (bows, crossbows, slings, etc.) or ammunition (arrows, bolts, 
  bullets, etc.). If such is indicated, re-roll the secondary attribute. 
  It has double the normal range, and the strength bonus of the 
  wielder applies to both the “to hit” and damage rolls.  
   
  TABLE 201: CURSED MISSILE WEAPON SUB-TABLE 
  Die Roll 
  Curse Effect 
  01-45 
  -1 
  46-70 
  -2 
  71-90 
  -3 
  91-00 
  Backbiter 
   
   
  Backbiter: The weapon initially appears to be a +1 weapon 
  of normal aspect. However, once used in actual combat, it 
  wraps around and strikes its own wielder in the back (with no 
  dexterity or shield bonus for AC, of course). If a normally hurled 
  weapon is used hand-to-hand (such as a dagger or spear), it 
  functions as a -1 cursed weapon. 
   
  All cursed weapons can only be discarded by the application of a remove 
  curse spell (for ammunition, such as arrows, bolts, bullets, etc.), or by an 
  exorcise spell for the weapon itself (bow, crossbow, sling, etc.). Otherwise, 
  they return to the hand of the owner when battle is joined no matter what 
  steps are taken to get rid of them. Cursed ammunition only does so once, 
  however; once fired, that particular cursed item has spent its effect. Of 
  course, if a character finds a dozen cursed arrows, he’ll have to shoot all of 
  them in a real combat environment to be fully rid of the curse… 
   
   
   
  Workbook of Animated Statues 
   
  This appears as a large book bound in leather with metal bindings; Its true 
  nature cannot be discerned except by scanning its contents, though it does 
  radiate magic (if detected for). The workbook of animated statues allows the 
  reader to create an animated statue of a particular type, as long as he can 
  labor uninterrupted and with the workbook by his side, and has the requisite 
  materials ready. There are different types of workbooks, depending on the 
  type of animated statue to be created. Determine the type when the 
  workbook is discovered: 
   
  TABLE 202: WORKBOOK OF ANIMATED STATUES 
   
  Die Roll (d8) 
   
  Statue Type 
  Time to 
  Create 
  Materials 
  Cost 
  1-4 
  Marble 
  2 weeks 
  10,000 g.p. 
  5-7 
  Stone 
  4 weeks 
  20,000 g.p. 
  8 
  Bronze 
  6 weeks 
  40,000 g.p. 
   
  Only one character can read from it at a time. After it has been read, at the 
  end of the construction process, the book disappears into dust. If a character 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  113 
  of less than 8th level attempts to create an animated statue using the manual, 
  there is a 10% chance per level below 8th that the end product will be a 
  failure. It may (01-17) simply fail to animate or respond to commands, or 
  (18-20) go berserk and turn on its creator.  
   
  Only mages or savants can read from a workbook of animated statues. If an 
  illusionist reads any of it, he is blinded for 1d6 days (no saving throw). If any 
  other class reads even a single word, they lose 1d4x10,000 x.p. It is worth 
  1,600 x.p. when discovered.  
   
  Intelligent Magic Items 
   
  Some magical items are not mere tools, but are themselves possessed of an 
  intelligence, will, and purpose. Many are the result of the spell reincarnate, 
  which can 1% of the time) result in the soul of the reincarnated person 
  becoming trapped in a magic item or weapon. If such is indicated when the 
  spell is cast, simply list the suitable magic items within 60’ of the body and 
  roll randomly. If no such item is within 60’, a random item should be found 
  (or placed) within 1 mile. It is whispered that some dark magics can actually 
  place a soul within an item on purpose, either as a punishment or as a 
  means to achieve a twisted sort of immortality. In most cases an intelligent 
  magic item should be treated as an NPC. 
   
  Of all permanent magic items found, 1% are possessed of an intelligence. 
  Game masters may adjust this percentage to suit their individual campaigns, 
  of course, and may assign different percentages to various types of items (for 
  instance, giving swords as high as a 25% chance to be intelligent). Single-
  use items (such as potions, books, and scrolls) and items that use charges 
  (such as wands) cannot be so possessed. If a given item is determined to be 
  intelligent, roll to see the extent of its capabilities: 
   
  TABLE 203: INTELLIGENT ITEM CAPABILITIES 
  Die Roll (d%) 
  INT 
  Ego 
  Capabilities 
  01-32 
  12 
  1 
  Signaling, 1 minor power 
  33-56 
  13 
  2 
  Empathy, 2 minor powers 
  57-76 
  14 
  2 
  Speech, 2 minor powers 
  77-88 
  15 
  3 
  Speech, 3 minor powers 
  89-96 
  16 
  4 
  Speech, read languages, 3 minor 
  powers 
  97-00 
  17 
  8 
  Speech, telepathy, read 
  languages, read magic, 3 minor 
  powers, 1 major power 
   
  (Keep a running total of the item’s ego points throughout the various steps of 
  determining its powers.) Signaling means the item can communicate through 
  some non-verbal cue: vibration, warmth, tingling, and the like. Empathy 
  means the item can communicate emotions (pleasure, displeasure, fear, joy, 
  etc.). Telepathy is non-verbal communication directly with whoever possesses 
  the item. Speech means verbal communication, usually in the common 
  tongue. Other languages may be spoken as indicated below: 
   
  TABLE 204: INTELLIGENT ITEM LANGUAGES 
  Die Roll (d%) 
  Languages 
  Ego 
  01-40 
  Common only 
  1 
  41-70 
  Common plus 1 additional 
  1 
  71-85 
  Common plus 2 additional 
  2 
  86-95 
  Common plus 3 additional 
  2 
  96-99 
  Common plus 4 additional 
  3 
  00 
  Common plus 5 additional 
  3 
   
  After determining the languages of the item, roll its alignment. Note that 
  some items, such as a holy avenger weapon, have an obvious alignment and 
  should not be rolled. Other items should be re-rolled as needed; a lawful 
  good dagger of venom would be an oxymoron, for example.  
  TABLE 205: INTELLIGENT ITEM ALIGNMENT 
  Die Roll (d20) 
  Alignment 
  Usable by 
  1 
  Lawful good 
  LG 
  2-3 
  Neutral good 
  LG, NG, CG 
  4 
  Chaotic good 
  CG 
  5-6 
  Chaotic neutral 
  CG, CN, CE 
  7 
  Chaotic evil 
  CE 
  8-9 
  Neutral evil 
  LE, NE, CE 
  10 
  Lawful evil 
  LE 
  11-12 
  Lawful neutral 
  LG, LN, LE 
  13-20 
  Neutral 
  Any 
   
  After establishing the object’s alignment, roll to determine which minor 
  power(s) it possesses: 
   
  TABLE 206: INTELLIGENT ITEM MINOR POWER 
  Die Roll (d%) 
  Minor Power 
  01-07 
  Bless 3 times per day 
  08-14 
  Cure light wounds 3 times per day (on the possessor of 
  the object only) 
  15-21 
  Darkness 3 times per day 
  22-28 
  Detect coins (including type and number) 60’ radius 
  29-35 
  Detect evil and good 30’ radius 
  36-42 
  Detect gems (including type and number) 15’ radius 
  43-49 
  Detect invisible objects 10’ radius 
  50-56 
  Detect lie 3 times per day 
  57-63 
  Detect magic 10’ radius 
  64-70 
  Detect secret doors 5’ radius 
  71-77 
  Detect sloping passages 30’ radius 
  78-84 
  Faerie fire 3 times per day 
  85-91 
  Hold person 3 times per day 
  92-98 
  Locate object, 120’ radius 
  99 
  Roll twice, re-rolling anything above 98 (add +1 ego) 
  00 
  Roll on the major power table instead (add +1 ego) 
   
  After determining the minor powers, roll to see what major power it 
  possesses, if any: 
   
  TABLE 207: INTELLIGENT ITEM MAJOR POWER 
  Die Roll (d%) 
  Major Power 
  01-05 
  Charm person 3 times per day 
  06-10 
  Clairaudience (30’ range) 3 times per day 
  11-15 
  Clairvoyance (30’ range) 3 times per day 
  16-20 
  Detect undead (30’ range) 3 times per day 
  21-25 
  ESP (30’ range) 3 times per day 
  26-30 
  Flying (120’/min. - poor) 1 hour per day total 
  31-35 
  Gust of wind 3 times per day 
  36-40 
  Haste 3 times per day (on possessor only) 
  41-45 
  Heal once per day 
  46-50 
  Illusion (120’ range) 2 times per day 
  51-55 
  Know direction and depth 2 times per day 
  56-60 
  Levitation (300 lbs. max.) 3 times per day, 10 minutes 
  each time 
  61-65 
  Possessor’s strength score is increased by 3 for 10 
  minutes, 3 times per day 
  66-70 
  Protection from evil/good (depending on alignment) 3 
  times per day 
  71-75 
  Quench fire 3 times per day 
  76-80 
  Slow 3 times per day 
  81-85 
  Telekinesis (250 lbs. max.) twice per day 
  86-90 
  Telepathy (60’ range) twice per day 
  91-94 
  Teleport once per day 
  95-99 
  X-ray vision (40’ range), twice per day, 10 minutes 
  each time 
  00 
  Roll twice, re-rolling anything above 99 (add +2 ego) 
  
  Magic Items 
  114 
  Remember that all minor and major powers are in addition to the object’s 
  actual powers. If a duplicate power is indicated, re-roll.  
   
  In addition, 1% of all items with a major power also have a special purpose. 
  In such cases, roll to determine both what it is and what special power the 
  item has that is used (only) in furtherance of that purpose. Items with a 
  special purpose add +5 to their ego. 
   
  TABLE 208: INTELLIGENT ITEM SPECIAL PURPOSE 
  Die Roll (d%) 
  Special Purpose 
  01-06 
  Defeat good (if evil) or evil (if neutral or good) 
  07-12 
  Defeat law (if chaotic) or chaos (if neutral or lawful) 
  13-28 
  Defeat opposite alignment (if neutral, preserve balance 
  and prevent ascension of any particular alignment) 
  29-34 
  Kill all demi-humans 
  35-40 
  Kill anything except the possessor of the item (because 
  everything else in the world is out to get him) 
  41-46 
  Kill bards (incl. sub-classes) 
  47-52 
  Kill cavaliers (incl. sub-classes) 
  53-58 
  Kill clerics (incl. sub-classes) 
  59-64 
  Kill fighters (incl. sub-classes) 
  65-70 
  Kill humanoids, trolls, ogres, and giants 
  71-76 
  Kill humans, elves, dwarves, halflings, gnomes, orcs, 
  goblins, etc. (choose one specific race) 
  77-82 
  Kill mages (incl. sub-classes) 
  83-88 
  Kill non-humans 
  89-94 
  Kill non-spellcasters 
  95-00 
  Kill thieves (incl. sub-classes) 
   
  TABLE 209: INTELLIGENT ITEM SPECIAL PURPOSE POWER 
  Die Roll (d%) 
  Special Purpose Power 
  01-09 
  Cause blindness for 2d6 rounds 
  10-18 
  Cause confusion for 2d6 rounds 
  19-27 
  Cause fear for 1d4 rounds 
  28-36 
  Cause insanity for 1d4 days 
  37-45 
  Cause paralysis for 1d4 rounds 
  46-54 
  Dimension door 
  55-63 
  Disintegrate 
  64-72 
  Fireball (10d6 damage) 
  73-81 
  Ice storm 
  82-90 
  Lightning bolt (10d6 damage) 
  91-00 
  Possessor gets +2 on all saving throws, -1 on all 
  damage inflicted upon him 
   
  After verifying the powers, determine the ego of the item. Add the ego from 
  the capabilities, languages, and powers; if the item is an enchanted weapon, 
  each “plus” of the weapon also adds +1 to the total ego. That is the ego of 
  the item. The ego is used in two ways: first, as a modifier to the experience 
  point value of the item, and second, as a means to determine the extent to 
  which it can influence or control the one who possesses it. For every point of 
  ego the item has, add 100 to the experience point value.  
   
  A character who tries to use an item of an incompatible alignment will find 
  the item simply refuses to function on command, argues with its possessor (to 
  the extent that it can), and so forth, until it is transferred to the possession of 
  one whose alignment is more to its liking. Even when in the hands of one of 
  compatible alignment, the item desires that its possessor act in strict 
  accordance with its alignment and special purpose (if any). If the character 
  refuses to do so, the item attempts to assert itself over the character.  
   
  When an item and a player character are in conflict, compare the following: 
   
   
  Magic Item: Intelligence + Ego 
   
  Character: Intelligence + Charisma + Experience Level - 1 for 
  every 5 hit points damage that has been taken 
   
  For example, a 10th-level fighter with INT 13, CHA 12, and 50 h.p. would 
  have a combined score of 35 (since 10 + 13 + 12 = 35). If he suffered 10 
  points of damage, he would only have a score of 33. If he took 40 points of 
  damage, he would have a score of 27. If at any time a character’s damage 
  causes his score to fall under the object’s score, the object takes control. 
   
  Once it is in control, the item can force its possessor to attack, prevent him 
  from attacking, compel surrender, and even use its powers against its owner 
  (or drop off him in order to be picked up by someone more worthy).  
   
  Even if the character has a greater score than the item, the item can 
  negotiate, wheedle, and complain if its desires are not met. In all 
  circumstances, it can flat-out refuse to use its special powers if it does not 
  deem their use would further its special goal. It may demand the removal of 
  henchmen or fellow party members of whom it does not approve. It may 
  require that embellishments (jewels, gold tracery, etc.) be added to it. If 
  someone comes along whom the item deems more worthy than the player 
  character, it may demand to be given up to that other person. In short, unless 
  their demands are met in every particular, intelligent magic items become 
  increasingly more demanding, obnoxious, and overbearing.  
   
  Intelligent items also become increasingly more insistent that they be treated 
  as an equal member of the party. They demand input into decisions 
  (particular as regards combat, especially for intelligent weapons) and will 
  brook no rivals. Intelligent objects can sense others of their kind, and will do 
  their utmost to misdirect the party into ignoring or (preferably) destroying a 
  potential rival. 
  
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  115 
  Monsters 
   
  Rule Changes for Existing Monsters 
   
  Damage Bonus for Giant-class Creatures 
   
  Game masters wishing to make their games more deadly may wish to use the 
  following rule: giant creatures (such as hill giants, ogres, trolls, etc.) get a 
  bonus to damage equal to their number of hit dice. This would apply to 
  clawing, weapons, punching, and similar attacks, but not to biting or special 
  attacks. 
   
  Monster Entry Updates 
   
  Specific minor changes: 
   
   
  Archons are of neutral good alignment and dwell in the plane of 
  Elysium 
   
  Devas, Solars, and Planetars are of chaotic good alignment and 
  dwell in the plane of Olympus 
   
  Hit Dice refers to the number of dice, and what type, that should be rolled 
  to determine each individual creature’s hit points. This also determines what 
  attack column the creature uses when in combat. As a rule, larger, tougher 
  creatures should use a d10 or d12, while smaller, physically weaker 
  creatures would use a d4 or d6. Note that it is possible for some sub-types of 
  creatures to use one type of die, and others another; an orc chieftain might 
  use a d10, while a female orc might use a d6. 
   
  Morale is the modifier the creature uses when making a morale check. A 
  ‘plus’ is a bonus (indicating the creature is particularly brave or savage), 
  while a ‘minus’ is a penalty (indicating the creature is easily frightened, 
  normally pacifistic, etc.). A few creatures (such as undead, golems, etc.) 
  never fail a morale check, no matter what.  
   
  Treasure Type refers to the type of treasure a given group of creatures 
  possesses when using either Optional Treasure Rules Method I or Method II. 
  Humanoids have treasures that are weighted more towards the ordinary 
  items (things that they would have naturally obtained from pillaging and 
  looting). More powerful and fantastic creatures possess rarer treasures, while 
  some creatures have nothing but gems.  
   
  Treasure Value refers to the overall worth of the treasure a given group of 
  creatures possesses, when using either Optional Treasure Rules Method I or 
  Method II. Note that the overall treasure value is based on the maximum 
  number of creatures encountered; it should be scaled down appropriately 
  when less than the maximum number of creatures are present. When 
  converting from the treasure types given in the Advanced Dungeons & 
  Dragons® rulebooks, use the following table: 
   
  TABLE 210: MONSTER TREASURE VALUE 
  Treasure Type 
  Treasure Value (in g.p.) 
  A 
  9d6x1,000 
  B 
  1d4x1,000 
  C 
  4d6x100 
  D 
  (2d4+1)x1,000 
  E 
  (1d6+2)x1,000 
  F 
  (1d8+3)x1,000 
  G 
  (6d4+10)x1,000 
  H 
  3d4x10,000 
  I 
  3d8x1,000 
  J 
  1 
  K 
  1 
  L 
  1d6 
  M 
  1d8 
  N 
  1d20 
  O 
  2d20 
  P 
  1d4x100 
  Q 
  1d10x10 
  R 
  6d6x1,000 
  S 
  n/a 
  T 
  n/a 
  U 
  8d12x1,000 
  V 
  n/a 
  W 
  (2d4+1)x10,000 
  X 
  n/a 
  Y 
  (1d4+4)x100 
  Z 
  1d6x10,000 
   
  Evasion only applies to waterborne and undersea creatures. It is a bonus 
  given when the creature(s) attempt to evade a waterborne encounter. Details 
  on waterborne evasion appear in the section on Ships and Waterborne 
  Encounters, above. Generally speaking, a fast creature has a better evasion 
  score, but this can be mitigated if it is enormous and thus easier to spot. 
   
  New Monsters 
   
  Angel 
   
  Angels inhabit the Seven Heavens, and are paragons of both order and 
  weal. They are known to serve lawful good deities when their interests 
  coincide, and are exacting and rigid in their acceptance of orders from their 
  superiors in the angelic hierarchy. They look down on those who do not 
  share their desire for order, which is just as great as their desire for good. 
  While they sometimes act in concert with archons, or even devas in thwarting 
  evil plots, it has been millennia since they worked with devils to further the 
  cause of lawfulness. The circumstances behind that alliance, and the reasons 
  for its breaking, are sore subjects among angels, and they do not discuss it 
  willingly. They are on good terms with powerful lawful good creatures of the 
  material plane, such as lammasu and shedu.  
   
  Angels can travel from one layer to another within their home plane, as well 
  as any of the Upper Planes from Arcadia to Gladsheim. They can also enter 
  the astral plane from the top layer of any of those planes, and often monitor 
  events on the material plane while in astral form. They cannot enter the 
  material plane without some sort of magical intervention (spell, gate, magical 
  device, etc.), but can enter the ethereal plane from the astral where they 
  intersect above the material.  
   
  All angels have individual names, which can be used to summon, gate, 
  conjure, and possibly control them. A magic circle keeps lesser and greater 
  angels at bay, but has no effect on Arch-Angels.  
   
  All angels, of whatever choir, have the following abilities: 
  
  Monsters  
  116 
   
   
  Infravision (constant) 
   
  Teleport without error at will 
   
  Telepathy allowing them to understand all languages, but not to 
  read minds 
   
  Half damage from acid-based attacks 
   
  Half damage from electrical attacks and lightning 
   
  Immunity from fire (including magical fire and dragon’s breath) 
   
  Immunity from gas attacks 
   
  Immunity to poison 
   
  In addition, most choirs of angels have other powers, as described in their 
  specific entry below. Remember that Arch-Angels are treated as lesser 
  deities, and have all of the powers ascribed to such beings, as well as those 
  powers listed below. 
   
  Many angels are able to gate in others of their kind when in distress, as 
  described below. Opening such a gate counts as the angel’s action for that 
  round, and those who enter through it (if any) are fully able to function on the 
  following round. Angels entering through a gate may, of course, gate in 
  others of their kind… 
   
  Note that a magic circle keeps least, lesser, and even greater angels at bay, 
  but arch-angels cannot be stopped.  
   
  Anima (Least Angel) 
   
  Number 
  1 (material plane), 10d10 (Seven Heavens) 
  Morale 
  ±0 
  Hit Dice 
  2d8 
  Armor Class 
  9 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  None 
  Attacks 
  None 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  9 
  Alignment 
  Lawful good 
  Treasure Type 
  XV 
  Treasure Value 
  1d20 
  Magical Treasure 
  None 
  X.P. Value 
  28 + 2/h.p. 
  Turn as Type 
  XIII 
   
  General: Upon their death, the countless souls who lived a lawful and good 
  life are transformed into animas and journey to the angelic realms. It is from 
  the ranks of the anima that the other orders of angels are created. On rare 
  occasions, anima will be sent to the material plane to undertake a task that 
  proves their worthiness to be transformed into an archangel. This is 
  sometimes referred to as the anima “earning its wings,” as they do not 
  themselves possess such.  
   
  Combat: Animas attack with weapons (usually swords), but can use any 
  weapon that is appropriate to their situation. In addition, animas can 
  become invisible at will; if they are on some mission to protect or give 
  guidance to a mortal, they can selectively become visible only to him.  
   
  Appearance: Animas dress in white, and appear as idealized versions of 
  what they looked like in life. 
   
  Archangel (Lesser Angel) 
   
  Number 
  1 (material plane), 1d4+1 (Seven Heavens) 
  Morale 
  +8 
  Hit Dice 
  4d8 
  Armor Class 
  2 
  Move 
  120’/min., 240’/min. (flying - good) 
  Magic Resistance 
  C 
  No. of Attacks 
  2 
  Damage 
  Per weapon type 
  Defenses 
  +1 or better weapons to harm; see below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  12 
  Alignment 
  Lawful good 
  Treasure Type 
  XV 
  Treasure Value 
  1d6x100 
  Magical Treasure 
  None 
  X.P. Value 
  125 + 4/h.p. 
   
  General: Archangels are the second-least powerful of the angelic choirs. This 
  angelic choir of archangels is different from the individual Arch-Angels 
  detailed below. Archangels are among the lowest ranking and least powerful 
  choirs of angels, while the Arch-Angels stand at the same level as lesser 
  deities and are the rulers of all the angels.  
   
  Combat: Archangels attack with weapons (usually a sword, but they can be 
  armed with any sort of appropriate weapon), and can attack twice per 
  round. In addition, they have the following magical powers: 
   
   
  Protection from evil at will 
   
  Cure serious wounds once per day 
   
  Bless once every 10 minutes 
   
  Cure light wounds once every 10 minutes 
   
  Light once every 10 minutes 
   
  Gate in another archangel once per day (35% chance of success) 
   
  Archangels can only be harmed by enchanted weapons with a +1 or better 
  bonus.  
   
  Appearance: Archangels appear to be beautiful humans (either male or 
  female) with large feathered wings. They wear metal cuirasses of gleaming 
  silver, but their armor class is not dependent on these.  
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  117 
  Cherubim (Greater Angel) 
   
  Number 
  1 (material plane), 1d3 (Seven Heavens) 
  Morale 
  +16 
  Hit Dice 
  11d8 
  Armor Class 
  -4 
  Move 
  150’/min., 270’/min. (flying - good) 
  Magic Resistance 
  J 
  No. of Attacks 
  4 
  Damage 
  Per weapon type +4 
  Defenses 
  +3 or better weapons to harm; see below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  L (9’) 
  Intelligence 
  18 
  Alignment 
  Lawful good 
  Treasure Type 
  XV 
  Treasure Value 
  1d6x1,000 
  Magical Treasure 
  1d3 items (25%) 
  X.P. Value 
  32,850 + 16/h.p. 
   
  General: The cherubim (the term is both singular and plural) are among the 
  most powerful of all the angelic choirs. They are sometimes used as 
  guardians of very important treasures or locations. The chief of all cherubim 
  is named Kerubiel.  
   
  Combat: Cherubim attack with weapons; they are invariably armed with a 
  flame tongue broadsword +4, a long bow +1, and 20 arrows. They can 
  only be harmed by weapons with a +3 or better enchantment, and have the 
  following magical powers: 
   
   
  Protection from evil 10’ radius at will 
   
  Detect invisibility at will 
   
  Detect lie at will 
   
  Detect magic at will 
   
  Change self once per round 
   
  Cure light wounds once per round 
   
  Cause fear once per round 
   
  Hold person once every three rounds 
   
  Sunrise once per hour 
   
  Atonement once per day 
   
  Blade barrier once per day 
   
  Heal once per day 
   
  Prophecy once per day 
   
  Wind walk once per day 
   
  Gate in other angels once per day: 
   
  Die Roll (d%) 
  Result of Gate 
  01-50 
  1d6 powers 
  51-80 
  1d4 dominions 
  81-00 
  1 cherubim 
   
  Cherubim have the equivalent of 18/76 strength (+2 bonus “to hit”, +4 
  bonus to damage). They can never be surprised, and get a +6 bonus on all 
  surprise rolls.  
   
  Appearance: Cherubim have the bodies of humans, but four faces: a human, 
  lion, ox, and eagle. They have four wings that are covered with “eyes” like 
  the plumage of a peacock, and their feet are hooves like those of a cow.  
   
  Dominion (Greater Angel) 
   
  Number 
  1 (material plane), 1d3 (Seven Heavens) 
  Morale 
  +10 
  Hit Dice 
  9d8 
  Armor Class 
  2 
  Move 
  120’/min., 240’/min. (flying - good) 
  Magic Resistance 
  H 
  No. of Attacks 
  2 
  Damage 
  3d6/3d6 
  Defenses 
  +2 or better weapons to harm; see below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  16 
  Alignment 
  Lawful good 
  Treasure Type 
  XV 
  Treasure Value 
  2d6x100 
  Magical Treasure 
  1 item (15%) 
  X.P. Value 
  1,300 + 12/h.p. 
   
  General: Dominions are the officers of the angelic choirs; they regulate the 
  lower orders of angels, detailing their duties and specific assignments. As 
  such they are an integral, if somewhat administrative, group and are rarely 
  seen on the material plane. They often serve as guardians and watchers over 
  particular mortal realms, responsible for thwarting major incursions of evil 
  therein and coordinating responses.  
   
  Combat: Dominions attack with flashes of lightning (which are wholly 
  different from, and can be used in addition to, their lightning bolt power). In 
  addition, dominions have the following powers and abilities: 
   
   
  Protection from evil at will 
   
  Detect invisibility at will 
   
  Detect lie at will 
   
  Detect magic at will 
   
  Penetrate disguise at will 
   
  Change self once per round 
   
  Measure once per round 
   
  Demand once per round 
   
  Lightning bolt once per round 
   
  Cure serious wounds once every five minutes 
   
  Legend lore once per hour 
   
  Gate once per day: 
   
  Die Roll (d%) 
  Result of Gate 
  01-50 
  1d3 powers 
  51-00 
  1d2 virtues 
   
  Dominions can only be harmed by weapons with a +2 or better 
  enchantment. 
   
  Appearance: Dominions appear as a coherent cloud of vapor that flashes 
  with lightning, with a lion’s head visible in the center. If they take human 
  form using their change self power, they appear as winged humans with 
  glowing orbs somewhere on their person (as a sword pommel, the head of a 
  staff, etc.).  
   
  
  Monsters  
  118 
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  119 
  Gabriel (Arch-Angel) 
   
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  18d12 (146 h.p.) 
  Armor Class 
  -5 
  Move 
  150’/min., 270’/min. (flying - good) 
  Magic Resistance 
  Q 
  No. of Attacks 
  4 
  Damage 
  1d8+10/1d8+10/1d8+10/1d8+10 
  Defenses 
  +3 or better weapons to harm; see below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  19 
  Alignment 
  Lawful good 
  Treasure Type 
  XV 
  Treasure Value 
  8d6x1,000 
  Magical Treasure 
  1d6+5 items (50%) 
  X.P. Value 
  35,510 (material form), 355,100 (permanently slain) 
   
  General: Gabriel is often used as a messenger or intermediary between 
  powerful lawful good deities and mortals. Gabriel is a transmitter of 
  revelations both profound and small, and often heralds the birth of mortals 
  who may be significant later on in life. Gabriel is known as “the angel of 
  truth”.  
   
  Combat: Gabriel attacks with a sword, which itself has a +4 enchantment 
  and is a broadsword of disruption. His strength is 18/00 (+3 bonus “to hit” 
  and +6 bonus to damage), and only weapons of +3 or better enchantment 
  can harm him. In addition, Gabriel has the following powers and abilities: 
   
   
  Protection from evil 10’ radius at will 
   
  Detect invisibility at will 
   
  Detect lie at will 
   
  Detect magic at will 
   
  Read languages at will 
   
  Suggestion at will 
   
  Tongues at will 
   
  Invisibility at will 
   
  Change self once per round 
   
  Charm person once per round 
   
  Regenerate 2 h.p. per round 
   
  Cure critical wounds once per round 
   
  Neutralize poison once per round 
   
  Purify food and water once per round 
   
  Raise dead fully once every 10 minutes 
   
  Heal once per day 
   
  Geas once per day 
   
  Gate once per day: 
   
  Die Roll (d%) 
  Result of Gate 
  01-30 
  1d3 dominions 
  31-60 
  1d3 thrones 
  61-85 
  1 cherubim 
  86-00 
  1 seraph 
   
  Appearance: Gabriel appears as a stylized human with great eagle-like 
  wings.  He wears a gleaming silver breastplate, but his armor class is not 
  dependent on this armor. Gabriel is quite androgynous in appearance, and 
  it is unknown if the category male or female truly applies (or whether the term 
  is even relevant).  
   
  The Trumpet of Gabriel: Gabriel is never seen without this silver trumpet. 
  When he sounds it (which takes an entire round), it can cause the following 
  effects of his choosing: 
   
   
  Earthquake  
   
  Fear in all creatures under 8 HD in a 100 yard radius 
   
  Deafness in all creatures under 6 HD in a 100 yard radius (lasts 
  3d6 rounds) 
   
  Enthrall in 100 yard radius 
   
  Exorcise once per day 
   
  Resurrection once per week 
   
  Once per year, Gabriel may sound the trumpet in such a way that 
  it is heard everywhere, by every creature, on every plane. When 
  this power is used, he may use none of his other powers, but 
  every creature of lawful good alignment acts as if a bless spell 
  has been cast upon him 
   
  Gabriel’s trumpet is a paradox in a physical sense; it is literally made of an 
  infinite amount of silver (thus, it has an infinite surface area), yet it has a 
  finite volume. It is thought this quality is integral for its sound to be heard 
  throughout the multiverse.  
   
  Metatron (Arch-Angel) 
   
  Number 
  Unique 
  Morale 
  +18 
  Hit Dice 
  20d12 (177 h.p.) 
  Armor Class 
  -4 
  Move 
  150’/min., 240’/min. (flying - good) 
  Magic Resistance 
  S 
  No. of Attacks 
  3 
  Damage 
  1d8+7/1d8+7/1d8+7 
  Defenses 
  +3 or better weapons to harm; see below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  19 
  Alignment 
  Lawful good 
  Treasure Type 
  XV 
  Treasure Value 
  3d6x1,000 
  Magical Treasure 
  1d3 items (65%) 
  X.P. Value 
  53,795 (material form), 537,950 (permanently slain) 
   
  General: Metatron is the chief of all the angelic choirs; he is the liason 
  between the angels and the lawful good deities who rely on their services to 
  interact with the mortal world. He is known as the Prince of the World and 
  High Priest of the Gods, and serves as the scribe of the highest deities of law 
  and goodness. He is, however, neither a servant of, nor beholden to, the 
  deities who share the Seven Heavens with the angels. He is careful to ensure 
  that the angelic choirs are not committed to any actions that they do not 
  deem in the best interests of the multiverse and those who dwell within it.  
   
  Combat: Metatron attacks with a two-handed sword of sharpness +3 and 
  wields a longbow +3 whose arrows cause the wounds to bleed for an 
  additional 1d6 h.p. per round for 3 rounds. His quiver can also summon an 
  arrow of slaying of a type according to Metatron’s desire once every 10 
  minutes. Only +3 or greater enchanted weapons can harm him. As his 
  strength is 18/76, he gets a +2 bonus “to hit” and a +4 bonus to damage 
  when using his sword. In addition, he has the following powers and abilities: 
   
   
  Protection from evil 10’ radius at will 
   
  Detect invisibility at will 
   
  Detect lie at will 
   
  Detect magic at will 
  
  Monsters  
  120 
   
  Read languages at will 
   
  Suggestion at will 
   
  Teleport without error at will 
   
  Tongues at will 
   
  Invisibility at will 
   
  Change self once per round 
   
  Friends once per round 
   
  Regenerate 3 h.p. per round 
   
  Cure critical wounds once per round 
   
  Neutralize poison once per round 
   
  Continual light once per round 
   
  Purify food and water once per round 
   
  Lightning bolt once per round 
   
  Cone of cold once per round 
   
  Weakness to all within 77’ once per round (save vs. magic or 
  strength is reduced to half for 1 hour, round down) 
   
  Raise dead fully once every 10 minutes 
   
  Heal three times per day 
   
  Geas once per day 
   
  Gate once per day: 
   
  Die Roll (d%) 
  Result of Gate 
  01-30 
  1d6 dominions 
  31-60 
  1d4 thrones 
  61-85 
  1d3 cherubim 
  86-00 
  1 seraph 
   
  Appearance: Metatron appears as an idealized human figure with skin of 
  alabaster and fiery silver eyes. He wears a gleaming silver breastplate, but 
  this armor does not directly impact his armor class. He has the wings of a 
  great eagle.  
   
  Michael (Arch-Angel) 
   
  Number 
  Unique 
  Morale 
  +16 
  Hit Dice 
  17d12 (160 h.p.) 
  Armor Class 
  -2 
  Move 
  120’/min., 240’/min. (flying - good) 
  Magic Resistance 
  P 
  No. of Attacks 
  3 
  Damage 
  1d6+8/1d6+8/1d6+8 
  Defenses 
  +3 or better weapons to harm; see below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  19 
  Alignment 
  Lawful good 
  Treasure Type 
  XV 
  Treasure Value 
  2d8x1,000 
  Magical Treasure 
  1d4 items (65%) 
  X.P. Value 
  44,600 (material form), 446,000 (permanently slain) 
   
  General: Michael is the general of the Heavenly Hosts, the armies of the 
  angels that are sent forth to do battle with the forces of evil and chaos. He 
  and Asmodeus have a deep-rooted hatred of one another that spans nearly 
  the entirety of time, ever since Michael defeated the Arch-Devil in personal 
  combat at the final falling out between the two oppositely aligned armies of 
  Law.  
   
  Combat: Michael strikes with his great scalefoe spear +4, but can strike no 
  less than three times with it. In addition, when he hurls the weapon, it returns 
  to his hand in the same round that it strikes, whether or not it hits; when 
  thrown this way the spear can only strike once per round and has a range of 
  half a mile. Michael has 18/77 strength (+2 bonus “to hit”, +4 bonus to 
  damage). Only weapons with a +3 or greater enchantment can harm him, 
  and he has the following powers and abilities as well: 
   
   
  Protection from evil 10’ radius at will 
   
  Detect invisibility at will 
   
  Detect lie at will 
   
  Detect magic at will 
   
  Read languages at will 
   
  Suggestion at will 
   
  Tongues at will 
   
  Invisibility at will 
   
  Hold person once per round 
   
  Hold monster once per round 
   
  Change self once per round 
   
  Continual light once per round 
   
  Wall of fire once per round 
   
  Song of war once per round 
   
  Cure serious wounds once per round 
   
  Heal once per day 
   
  Raise dead fully once per day 
   
  Polymorph any object once per day 
   
  Geas once per day 
   
  Gate once per day: 
   
  Die Roll (d%) 
  Result of Gate 
  01-30 
  1d4 dominions 
  31-60 
  1d3 thrones 
  61-85 
  1d2 cherubim 
  86-00 
  1 seraph 
   
  Appearance: Michael is a perfectly formed human being with long brown 
  hair and great eagle-like wings. He wears a silver breastplate, but this has 
  no effect on his armor class.  
   
  Power (Lesser Angel) 
   
  Number 
  1 (material plane), 1d6 (Seven Heavens) 
  Morale 
  +9 
  Hit Dice 
  7d8 
  Armor Class 
  2 
  Move 
  120’/min., 180’/min. (flying - good) 
  Magic Resistance 
  E 
  No. of Attacks 
  2 
  Damage 
  Per weapon type +3 
  Defenses 
  +2 or better weapons to harm; see below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  16 
  Alignment 
  Lawful good 
  Treasure Type 
  XV 
  Treasure Value 
  2d6x200 
  Magical Treasure 
  1 item (10%) 
  X.P. Value 
  1,125 + 8/h.p. 
   
  General: Powers not only form the backbone of the Heavenly Hosts’ armies, 
  but they are specifically tasked with ensuring that the measure of power, 
  wealth, and ability meted out to each mortal is distributed fairly and with 
  justice. They are also recorders of history, and maintain the great libraries 
  and record-books in the Seven Heavens that detail the virtues and sins of 
  every mortal, so that each person may be properly judged when the time 
  comes.  
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  121 
  Combat: Powers attack with longswords, and have 18/51 strength (+2 
  bonus “to hit”, +3 bonus to damage). They get two attacks per round with 
  this weapon, and have a +3 bonus to all surprise rolls. In addition, they have 
  the following powers and abilities: 
   
   
  Protection from evil 10’ radius at will 
   
  Detect invisibility at will 
   
  Detect lie at will 
   
  Detect magic at will 
   
  Read languages at will 
   
  True seeing once per day 
   
  Know name once per day 
   
  Mage sword once per day 
   
  Gate once per day: 
   
  Die Roll (d%) 
  Result of Gate 
  01-70 
  1d3 archangels 
  71-00 
  1d2 principalities 
   
  Appearance: Powers appear as muscular and beautiful humans with great 
  eagle wings. They wear shining silver breastplates, but their armor class is 
  not derived from these objects.  
   
  Principality (Lesser Angel) 
   
  Number 
  1 (material plane), 1d6 (Seven Heavens) 
  Morale 
  +8 
  Hit Dice 
  6d8 
  Armor Class 
  3 
  Move 
  120’/min., 180’/min. (flying - good) 
  Magic Resistance 
  D 
  No. of Attacks 
  2 
  Damage 
  1d6+3/1d6+3 
  Defenses 
  See below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  15 
  Alignment 
  Lawful good 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  750 + 6/h.p. 
   
  General: Principalities are angels who provide inspiration to mortals in such 
  areas as art, science, literature, and so forth. They are teachers and mentors. 
   
  Combat: Principalities strike with glowing copper scepters, which themselves 
  have an enchantment of +1. This, combined with a 17 strength, gives them a 
  +3 bonus to damage and a +1 bonus “to hit”. These scepters are used to 
  chasten the stupid; when one strikes any creature with an intelligence 
  between 6 and 13, it inflicts double damage. Creatures with an intelligence 
  less than 6 are considered beasts and not responsible for their ignorance. In 
  addition, principalities have the following powers: 
   
   
  Protection from evil 10’ radius at will 
   
  Detect invisibility at will 
   
  Detect lie at will 
   
  Dispel illusion once per round 
   
  Answer once per hour 
   
  Detect power once per hour 
   
  Prophecy once per day 
   
  Appearance: Principalities appear as beautiful, white-robed human beings 
  wearing golden crowns and carrying copper scepters. 
   
  Raphael (Arch-Angel) 
   
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  19d12 (170 h.p.) 
  Armor Class 
  -3 
  Move 
  180’/min., 240’/min. (flying - good) 
  Magic Resistance 
  Q 
  No. of Attacks 
  4 
  Damage 
  1d6+5 (x4) 
  Defenses 
  See below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  20 
  Alignment 
  Lawful good 
  Treasure Type 
  XV 
  Treasure Value 
  4d4x10,000 
  Magical Treasure 
  2d3 items (65%) 
  X.P. Value 
  48,195 (material form), 481,950 (permanently slain) 
   
  General: Raphael is one of the greatest of the Arch-Angels, noted as a great 
  healer and bestower of cures. He sometimes wanders the material plane 
  healing the sick and injured.  
   
  Combat: Raphael strikes with his staff, and can attack four times per round. 
  Due to his 18/91 strength, he gets a bonus of +2 “to hit” and +5 to 
  damage. In addition, Raphael has the following powers and abilities: 
   
   
  Regenerate 3 h.p. per round 
   
  Protection from evil 10’ radius at will 
   
  Detect invisibility at will 
   
  Detect lie at will 
   
  Detect magic at will 
   
  Read languages at will 
   
  Suggestion at will 
   
  Tongues at will 
   
  Invisibility at will 
   
  Teleport without error at will 
   
  Change self once per round 
   
  Cure blindness once per round 
   
  Cure disease once per round 
   
  Cure animal wounds once per round 
   
  Cure critical wounds once per round 
   
  Neutralize poison once per round 
   
  Continual light once per round 
   
  Purify food and water once per round 
   
  Raise dead fully once every 10 minutes 
   
  Heal once every 10 minutes 
   
  Restoration once every 10 minutes 
   
  Geas once per day 
   
  Gate once per day: 
   
  Die Roll (d%) 
  Result of Gate 
  01-30 
  1d4 dominions 
  31-60 
  1d3 thrones 
  61-85 
  1d2 cherubim 
  86-00 
  1 seraph 
   
  Appearance: Raphael appears to be a flawlessly handsome human with the 
  wings of a great eagle. He wears a simple robe of brown homespun.  
  
  Monsters  
  122 
   
  Samael (Arch-Angel) 
   
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  18d12 (148 h.p.) 
  Armor Class 
  -3 
  Move 
  150’/min. 
  Magic Resistance 
  Q 
  No. of Attacks 
  1 
  Damage 
  Special 
  Defenses 
  See below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  L (50’) 
  Intelligence 
  18 
  Alignment 
  Lawful good 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  50,795 (material form), 507,950 (permanently slain) 
   
  General: Samael is the Angel of Death, whose dwelling is in the seventh and 
  highest layer of Heaven, but who rules over the fifth layer therefrom. He is 
  often thought of in bad terms, as one of his chief duties is to test the faithful 
  (those who are considered paragons of the lawful good ethos) and determine 
  whether or not they are truly worthy. He grieves for his own role as enforcer 
  and tempter, but understands its necessity.  
   
  Combat: Samael strikes with his simple wooden rod. Anyone struck by this 
  attack must make a saving throw or die, instantly and irrevocably. Only 
  Samael, Raphael, or Metatron can restore someone slain by this rod; even a 
  full wish is ineffective. In addition, Samael has the following powers and 
  abilities: 
   
   
  Regenerate 3 h.p. per round 
   
  Protection from evil 10’ radius at will 
   
  Detect invisibility at will 
   
  Detect lie at will 
   
  Detect magic at will 
   
  Fly at will 
   
  Read languages at will 
   
  Suggestion at will 
   
  Tongues at will 
   
  Invisibility at will 
   
  Teleport without error at will 
   
  Darkness 15’ radius once per round 
   
  Change self once per round 
   
  Death spell once per round 
   
  Geas once per day 
   
  Gate once per day: 
   
  Die Roll (d%) 
  Result of Gate 
  01-40 
  1d4 dominions 
  41-75 
  1d3 thrones 
  76-90 
  1d2 cherubim 
  91-00 
  1 seraph 
   
  Appearance: Samael appears as a large human with bright glaring eyes 
  covering his entire body.  
   
  Seraph (Greater Angel) 
   
  Number 
  1 
  Morale 
  +18 
  Hit Dice 
  12d8 
  Armor Class 
  -5 
  Move 
  150’/min., 270’/min. (flying - good) 
  Magic Resistance 
  K 
  No. of Attacks 
  6 
  Damage 
  Per weapon type +5 
  Defenses 
  +3 or better weapons to harm; see below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  L (8’) 
  Intelligence 
  20 
  Alignment 
  Lawful good 
  Treasure Type 
  XV 
  Treasure Value 
  3d6x1,000 
  Magical Treasure 
  1d3 items (25%) 
  X.P. Value 
  3,000 + 16/h.p. 
   
  General: Seraphim (singular “seraph”) are the most powerful of all the 
  angelic choirs. In addition to their other powers, seraphim have the powers 
  and spellcasting ability of 10th-level clerics and 7th-level mystics.  
   
  Combat: Seraphim attack with weapons, and are able to strike six times in a 
  single round. They shine so brightly that it is impossible for anyone to look 
  directly at them for more than a brief instant; thus anyone attempting to hit 
  them receives a -2 penalty “to hit”. They can only be harmed by weapons 
  with a +3 or greater enchantment, and have the following powers and 
  abilities: 
   
   
  Protection from evil 10’ radius at will 
   
  Detect invisibility at will 
   
  Detect lie at will 
   
  Detect magic at will 
   
  Change self once per round 
   
  Cure serious wounds once per round 
   
  Cause fear once per round 
   
  Hold person once per round 
   
  Atonement once per day 
   
  Heal once per day 
   
  Prophecy once per day 
   
  Gate in other angels once per day: 
   
  Die Roll (d%) 
  Result of Gate 
  01-45 
  1d3 dominions 
  46-75 
  1d2 thrones 
  76-00 
  1 cherubim 
   
  Seraphim have the equivalent of 18/99 strength (+2 bonus “to hit”, +5 
  bonus to damage).  
   
  Appearance: Seraphim have the bodies of humans with six great eagle 
  wings, which are covered with “eyes” like the plumage of a peacock. As 
  noted above, they glow with an intense bright light, making them painful to 
  look upon directly.  
   
   
   
  
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  123 
  Throne (Greater Angel) 
   
  Number 
  1 (material plane), 1d4 (Seven Heavens) 
  Morale 
  +11 
  Hit Dice 
  10d8 
  Armor Class 
  1 
  Move 
  480’/min. (flying - perfect) 
  Magic Resistance 
  H 
  No. of Attacks 
  0 
  Damage 
  n/a 
  Defenses 
  See below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  M (5’ diameter) 
  Intelligence 
  17 
  Alignment 
  Lawful good 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,150 + 14/h.p. 
   
  General: Thrones, also known as Ophanim or the Wheels of Galgallin, are 
  one of the more powerful choirs of angels. They serve as the keepers of the 
  laws and the harmony of the universe that obedience to those laws brings. 
  Thrones are often used as transportation for lawful good deities (each can 
  hold a single man-sized individual within its ever-turning wheels, suspended, 
  as it moves about the cosmos). They are peaceful creatures as a rule, but are 
  totally submissive to their masters within the angelic hierarchy. 
   
  Combat: Thrones do not attack conventionally. They do, however, have the 
  following powers and abilities:  
   
   
  Protection from evil 10’ radius at will 
   
  Detect invisibility at will 
   
  Detect astral at will 
   
  Detect ethereal at will 
   
  Detect lie at will 
   
  Detect magic at will 
   
  Cure light wounds once per round 
   
  Teleport without error once per round 
   
  Become ethereal once per round 
   
  Become astral once per round 
   
  Blink once per round 
   
  Lightning bolt once per round 
   
  Chain lightning once per round 
   
  Wind walk once per hour 
   
  Gate in a cherubim once per day 
   
  Thrones get a +10 bonus to surprise rolls.  
   
  Appearance: Thrones appear as two wheels that intersect one another at 
  right angles, with the wheels constantly turning around their mutual center. 
  The wheels have spokes like those of a wagon, and the exterior “rims” are 
  covered with gleaming eyes.  
   
  Uriel (Arch-Angel) 
   
  Number 
  Unique 
  Morale 
  +19 
  Hit Dice 
  18d12 (128 h.p.) 
  Armor Class 
  -1 
  Move 
  120’/min., 240’/min. (flying - good) 
  Magic Resistance 
  N 
  No. of Attacks 
  3 
  Damage 
  Per weapon type +3 
  Defenses 
  +2 or better weapons to harm; see below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  18 
  Alignment 
  Lawful good 
  Treasure Type 
  XV 
  Treasure Value 
  3d6x1,000 
  Magical Treasure 
  1d4 items (50%) 
  X.P. Value 
  42,595 (material form), 425,950 (permanently slain) 
   
  General: Uriel, the Angel of Light, is one of the rulers of the angelic choirs. 
  As a warrior, he is absolutely merciless in battle, but is also charged with 
  guiding those who genuinely repent of their wicked ways and embrace the 
  ethos of lawful good. Through ancient tradition that pre-dates the split 
  between devils and angels, he also holds the title of Prince of Tartarus, 
  although the demodands would dispute the validity of the claim, and it is not 
  one that has been pressed lately.  
   
  Combat: Uriel wields a flame tongue broadsword +4, striking three times per 
  round. He also has a strength of 18/50, giving him a +1 bonus “to hit” and 
  a +3 bonus to damage. Only weapons with a +2 or better enchantment can 
  harm him, and he has the following additional powers: 
   
   
  Protection from evil 10’ radius at will 
   
  Detect invisibility at will 
   
  Detect lie at will 
   
  Detect magic at will 
   
  Change self once per round 
   
  Cure serious wounds once per round 
   
  Continual light once per round 
   
  Dispel evil once per round 
   
  Lightning bolt once per round 
   
  Sunburst once per round 
   
  Sunrise once per round 
   
  Geas once per day 
   
  Gate once per day: 
   
  Die Roll (d%) 
  Result of Gate 
  01-60 
  1d3 thrones 
  61-85 
  1d2 cherubim 
  86-00 
  1 seraph 
   
  Appearance: Uriel appears as a handsome human being with great eagle-
  like wings. He wears a robe of white and a cloak of brown.  
   
  
  Monsters  
  124 
  Virtue (Lesser Angel) 
   
  Number 
  1 (material plane), 1d6 (Seven Heavens) 
  Morale 
  +10 
  Hit Dice 
  8d8 
  Armor Class 
  2 
  Move 
  120’/min., 180’/min. (flying - good) 
  Magic Resistance 
  F 
  No. of Attacks 
  1 
  Damage 
  Per weapon type +14 
  Defenses 
  +1 or better weapons to harm; see below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  16 
  Alignment 
  Lawful good 
  Treasure Type 
  XV 
  Treasure Value 
  2d6x500 
  Magical Treasure 
  None 
  X.P. Value 
  825 + 10/h.p. 
   
  General: Of all the angelic choirs, virtues are among the most attuned to 
  Nature, having control over weather, animals, and plants. They are also 
  immensely strong (25 STR) and can lend this strength to mortals, both in a 
  literal and figurative sense. A virtue in astral form can “touch” a mortal and 
  temporarily grant him a bonus of +4 to STR as well as a bonus of +4 (or 
  20%, as applicable) to morale, saving throws vs. fear, etc. for 24 hours. 
   
  Combat: Virtues attack with longswords, and their 25 strength provides a +7 
  bonus “to hit” and a +14 bonus to damage. Only weapons with a +1 or 
  better enchantment can wound them, and they have the following powers 
  and abilities: 
   
   
  Protection from evil 10’ radius at will 
   
  Detect invisibility at will 
   
  Detect lie at will 
   
  Detect magic at will 
   
  Change self once per round 
   
  Cure light wounds once per round 
   
  Cloudburst once per round 
   
  Hold plant once per round 
   
  Hold animal once per round 
   
  Call woodland beings once every five minutes 
   
  Summon insects once every five minutes 
   
  Call lightning once every five minutes 
   
  Weather summoning once every 10 minutes 
   
  Control weather once per day 
   
  Gate once per day: 
   
  Die Roll (d%) 
  Result of Gate 
  01-50 
  1d3 principalities 
  51-00 
  1d2 powers 
   
  Appearance: Virtues appear as handsome humans with eagles’ wings, but 
  their bodies seem blurry or insubstantial when seen directly. They wear robes 
  of white.  
   
  Aurochs 
   
   
  Bull 
  Cow 
  Number 
  1 
  2d6 
  Morale 
  +20 
  +15 
  Hit Dice 
  8d12 
  6d10 
  Armor Class 
  5 
  5 
  Move 
  120’/min. 
  120’/min. 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  Damage 
  2d6/2d6/3d4 
  2d4/2d4/2d6 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Weaknesses 
  None 
  None 
  Size 
  L (5’10” at shoulder) 
  L (4’11” at shoulder) 
  Intelligence 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  n/a 
  n/a 
  X.P. Value 
  900 + 14/h.p. 
  225 + 8/h.p. 
   
  General: The aurochs (the name is both singular and plural) is a massive 
  species of feral cattle, sporting enormous horns and known for its ferocity 
  and tenaciousness. They are very aggressive and attack creatures in sight 
  90% of the time. The females are just as aggressive as the males.  
   
  Combat: Aurochs attack with their two front hooves and their horns.  
   
  Appearance: Aurochs are large cattle with huge lyre-shaped horns that point 
  forward. The bulls are black with a pale stripe going down the back, while 
  cows are reddish-brown, also with the stripe.  
   
  Bivalve, Giant 
   
   
  Giant Clam 
  Giant Mussel 
  Giant Oyster 
  Number 
  1d6 
  3d6 
  1d6 
  Morale 
  n/a 
  n/a 
  n/a 
  Hit Dice 
  6d8 
  4d8 
  8d8 
  Armor Class 
  0 
  0 
  0 
  Move 
  0 
  0 
  0 
  Magic 
  Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  1d6 
  1d4 
  1d8 
  Defenses 
  None 
  None 
  None 
  Attacks 
  Clamp for 1d4 
  h.p./round 
  Clamp for 1d2 
  h.p./round 
  Clamp for 1d6 
  h.p./round 
  Weaknesses 
  None 
  None 
  None 
  Size 
  L (6’ diameter) 
  L (4’ diameter) 
  L (6’ diameter) 
  Intelligence 
  0 
  0 
  0 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  1 in 8 chance of 
  a pearl 
  None 
  1 in 8 chance of 
  a pearl 
  Treasure Value 
  100 g.p. 
  n/a 
  100 g.p. 
  Magical 
  Treasure 
  None 
  None 
  None 
  X.P. Value 
  225 + 6/h.p. 
  85 + 4/h.p. 
  550 + 10/h.p. 
  Evasion 
  n/a 
  n/a 
  n/a 
   
  General: Giant bivalves are found in most types of water, whether they be 
  fresh, salt, cold or warm. Some varieties can burrow under the mud and 
  
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  sand below the water, for safety and camouflage. 1 in 8 giant clams and 
  oysters will have a pearl of 100 g.p. value. 
   
  Combat: Giant bivalves attack by clamping their shells on enemies who get 
  too close. Once closed, the shell cannot be opened until the creature is slain. 
  Captives clamped by the shells suffer damage each round, as noted above. 
  Note that most fish perish in 1d4+1 rounds, and other creatures may run the 
  risk of drowning.  
   
  Appearance: Giant bivalves are merely large versions of their ordinary 
  cousins, with shells in a variety of different shapes and colors; mussels will 
  usually have a shell of green and/or black. They generally rest on the bottom 
  of the ocean with their shells open, waiting for prey to swim inside, but will 
  close if they sense the approach of predators. 
   
  Buraq 
   
  Number 
  1d3 
  Morale 
  +4 
  Hit Dice 
  5d8 
  Armor Class 
  4 
  Move 
  120’/min., 240’/min. (flying - good) 
  Magic Resistance 
  3 
  No. of Attacks 
  2 
  Damage 
  1d4/1d4 
  Defenses 
  None 
  Attacks 
  Magic use 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  9 
  Alignment 
  Neutral good 
  Treasure Type 
  XV 
  Treasure Value 
  1d6x1,000 g.p. 
  Magical Treasure 
  1d2 items 
  X.P. Value 
  205 + 5/h.p. 
   
  General: Buraqi are related to such creatures as shedu and lammasu. They 
  are native to the material plane, but are closely aligned to those powers on 
  the upper planes that espouse the ethos of good, and often do their bidding 
  among mortals.  
   
  Combat: Buraqi attack with their front hooves. In addition, they may employ 
  the following powers as indicated: 
   
   
  Wind walk three times per day (along with one rider) 
   
  Protection from evil once per round 
   
  Astral spell once per day (along with one rider) 
   
  Cure blindness/disease or remove curse/paralysis once per day 
  (pick one of the four) 
   
  Divination once per day 
   
  Negative plane protection once every hour 
   
  Appearance: A buraq has the body of a small horse, wings of a large eagle, 
  and the head of a man. All but the face are white; the face is human in 
  appearance and color.  
   
  Coral, Poisonous 
   
  Number 
  1 
  Morale 
  n/a 
  Hit Dice 
  n/a 
  Armor Class 
  10 
  Move 
  0 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4 
  Defenses 
  None 
  Attacks 
  Poison 
  Weaknesses 
  None 
  Size 
  Varies 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  0 
  Evasion 
  n/a 
   
  General: Poisonous coral can be found in shallow salt waters. It ranges in 
  size from a small ball-sized growth to a colony miles in length. It is sometimes 
  found intermingled with the non-poisonous varieties.  
   
  Combat: The edges and protrusions of poisonous coral are razor-sharp. It 
  does not attack, but creatures attempting to navigate around it must make a 
  dexterity check or be nicked by its sharp edges. Those who are cut must 
  attempt a saving throw vs. poison; failure means they will die in 2d6x10 
  minutes unless a neutralize poison spell or similar magic is applied.  
   
  Appearance: Poisonous coral is indistinguishable from ordinary coral. Its 
  shape and colors are manifold.  
   
  Daemon 
   
  Daemon lords have the same standard abilities as lesser deities, in addition 
  to the qualities noted below.  
   
  Daemons have a special form of magic resistance, which is based not on the 
  level of the caster, but on the level of the spell being cast. The first magic 
  resistance percentage listed is that possessed by the daemon against 1st-level 
  spells. For each spell level higher than 1st, the daemon’s magic resistance 
  decreases by 5%. Thus, if a daemon has a 100% resistance to 1st-level 
  spells, it would have a 95% resistance to 2nd-level spells, 90% to 3rd level 
  spells, etc. 
   
   
  
  Monsters  
  126 
  Cholerix (Daemon Lord) 
   
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  22d12 (183 h.p.) 
  Armor Class 
  -2 
  Move 
  150’/min. 
  Magic Resistance 
  100% (1st-level spells) - 60% (9th-level spells) 
  No. of Attacks 
  2 
  Damage 
  2d10/2d10 
  Defenses 
  See below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  L (7’) 
  Intelligence 
  19 
  Alignment 
  Neutral evil 
  Treasure Type 
  IX 
  Treasure Value 
  10d6x10,000 
  Magical Treasure 
  1d6 items (65%) 
  X.P. Value 
  28,205 (material form), 282,050 (permanently slain) 
   
  General: Cholerix, The Parched One, is one of the most powerful of 
  daemonkind, serving as ambassador from the court of the Oinodaemon to 
  the various rulers of the lower planes. He is invariably accompanied by his 
  personal guard of six mezzodaemons of greatest size.  
   
  Combat: Cholerix attacks with his fists. In addition to damage, anyone struck 
  must succeed at a saving throw vs. spells or suffer additional dehydration 
  damage (equal to the amount of damage inflicted by the strike itself). Any hit 
  points lost as a result of dehydration are then transferred to Cholerix. He can 
  absorb as many hit points as needed to bring him to a total of 223; any hit 
  points in excess of his normal total will (literally) drain away at a rate of 1 
  per minute, starting 30 minutes after they were absorbed. These absorbed hit 
  points will be used first to heal any wounds Cholerix may have sufferered, 
  and will then be used to bring his total beyond its normal maximum. In 
  addition, Cholerix has the following powers: 
   
   
  Detect good/evil at will 
   
  Feather fall at will 
   
  Water breathing at will 
   
  Water walk at will 
   
  Airy water once per round 
   
  Create water once per round 
   
  Delude once per round 
   
  Detect magic once per round 
   
  Dispel illusion once per round 
   
  Dispel magic once per round 
   
  ESP once per round 
   
  Forceful hand once per round 
   
  Gate in 1d3 daemons of any type (his choice) with 85% chance 
  of success, once per round 
   
  Hold monster once per round 
   
  Hold person once per round 
   
  Putrefy food and drink once per round 
   
  Pyrotechnics once per round 
   
  Shape change once per round 
   
  Teleport without error once per round 
   
  Transmute water to dust once per round 
   
  Cancellation (as per the rod) once per day 
   
  Feeblemind once per day 
   
  Minor globe of invulnerability once per day 
   
  Prismatic spray once per day 
   
  Wall of fog once per day 
   
  Wall of ice once per day 
   
  Cholerix is immune to all enchantment/charm type spells, as well as sleep, 
  hold, and ESP. The spell purify food and drink does not function within a mile 
  of the daemon lord. 
   
  Appearance: Cholerix appears as a humanoid figure with tight, sallow skin, 
  sunken eyes, and a rictus grin. His bald head sports a series of down-
  pointing horns in a ring. He wears rich clothing of scarlet and purple. 
   
   
   
  Diptherius (Daemon Lord) 
   
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  22d12 (180 h.p.) 
  Armor Class 
  -1 
  Move 
  150’/min. 
  Magic Resistance 
  100% (1st-level spells) - 60% (9th-level spells) 
  No. of Attacks 
  4 
  Damage 
  2d6/2d6/2d12/2d12 
  Defenses 
  +3 or better weapons to harm; see below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  L (16’) 
  Intelligence 
  20 
  Alignment 
  Neutral evil 
  Treasure Type 
  VII 
  Treasure Value 
  4d6x10,000 
  Magical Treasure 
  1d4 items (45%) 
  X.P. Value 
  31,205 (material form), 312,050 (permanently slain) 
   
  General: Diptherius is the general of the armies of Hades, but is no less 
  caught up in the politics of the gloomy realm than any of the other daemon 
  lords. The personal power that he would ordinarily wield (because of his 
  
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  command of the armies) is offset by the fact that these armies are only under 
  his theoretical command; they actually owe their fealty to one or another 
  daemon lord, powerful entity, or daemon in Hades. The forces under his 
  direct personal command and authority are no larger than the forces of the 
  other daemon lords. 
   
  Combat: Diptherius attacks with his massive fists and two great horns. A 
  natural 20 roll gores with either horn, and flings the target 2d6x10’ in a 
  random direction, inflicting an additional 2d6 h.p. of damage from the toss. 
  Anyone in melee with Diptherius must succeed at a saving throw vs. poison 
  each round or be splattered with ichor from his open sores. The burning fluid 
  causes 1d10 h.p. of damage on the first round and 1d6 h.p. on the second. 
  Only weapons with a +3 or greater enchantment can harm Diptherius, and 
  he has the following abilities and powers as well: 
   
   
  Detect good/evil at will 
   
  Burning hands once per round 
   
  Cause disease once per round 
   
  Delude once per round 
   
  Detect magic once per round 
   
  Dispel illusion once per round 
   
  Dispel magic once per round 
   
  ESP once per round 
   
  Flaming sphere once per round 
   
  Gate in 1d3 daemons of any type (his choice) with 85% chance 
  of success, once per round 
   
  Lightning bolt once per round 
   
  Pyrotechnics once per round 
   
  Shape change once per round 
   
  Song of war once per round (240’ range) 
   
  Teleport without error once per round 
   
  Meteor swarm once every 10 minutes 
   
  Globe of invulnerability once per day 
   
  Wall of fire once per day 
   
  Wall of force once per day 
   
  Wall of ice once per day 
   
  Diptherius is immune to all enchantment/charm type spells, as well as sleep, 
  hold, and ESP. He has the equivalent of the generalship skill with a level of 
  13.  
   
  Appearance: Diptherius appears as a massive minotaur, but his skin is 
  marred by massive ichor-oozing lesions. He wears nothing but a loincloth, 
  metal greaves, and bracers.  
   
   
  Death, Minor 
   
  Number 
  1 
  Morale 
  n/a 
  Hit Dice 
  8d8 (always 33 h.p.) 
  Armor Class 
  -4 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d8 
  Defenses 
  Immune to electricity, cold, fire, some spells 
  Attacks 
  Always strikes first, telekinesis 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  10 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  1,405 
   
  General: Minor deaths serve the force of Death itself. They have no fixed 
  abode, but constantly roam the multiverse to eliminate those who, through 
  some contrivance, have cheated Death. They are capable of traveling 
  through any plane of existence, including the astral and ethereal, at will. 
  They do not normally attack their targets directly, preferring to use their 
  telekinesis (1,000 lb. limit) to cause convenient “accidents.” They can 
  become invisible at will, and can use their telekinesis power while unseen. 
   
  Combat: Minor deaths strike with a scythe. They always strike first in a 
  round, and are immune to mind-affecting spells such as enchantment/charms, 
  hold, sleep, etc. Attacks based on electricity, cold, and fire do them no harm. 
   
  Appearance: Minor deaths appear as skeletal beings that wear black robes, 
  often with the hood pulled up to obscure their face.  
   
  Dragon 
   
  There are various types of “true” dragons, and as a race they vary widely in 
  terms of strength and alignment. Generally speaking, those with a metallic 
  name are of good alignment, those of a chromatic color are evil, and those 
  relating to clouds and vapor are neutral. Dragons are, by their nature, 
  rapacious and greedy. Most sorts of dragons, even those of good alignment 
  and noble temperament, can thus be flattered and tempted with promises of 
  additional treasure.  
   
  Size: All dragons have three size categories, which in turn determines its hit 
  dice. Each entry has three numbers listed: one for small, one for average, 
  and one for huge specimens. If necessary, determine size randomly: 
   
  Die Roll (d8) 
  Size 
  1-2 
  Small 
  3-7 
  Average 
  8 
  Huge 
   
  Age: The hit die type, as well as other characteristics of the creature, is 
  determined by its age. 
   
  
  Monsters  
  128 
  TABLE 211: DRAGON CHARACTERISTICS BY AGE 
  Die Roll 
  (d8) 
  Age 
  Hit Die Type 
  Morale  
  Modifier 
  Dragonfear Saving 
  Throw Bonus 
  Chance of Spell 
  Casting 
  Spell  
  Caster Level 
  Treasure  
  Multiplier 
  1 
  Very young (1-5 
  yrs.) 
  d4 (1 h.p. per die) 
  -2 
  n/a 
  0% 
  n/a 
  x10% 
  2 
  Young (6-15 yrs.) 
  d4 
  ±0 
  n/a 
  10% 
  1d3 
  x25% 
  3 
  Sub-adult (16-25 
  yrs.) 
  d6 
  +2 
  n/a 
  20% 
  1d6 
  x50% 
  4 
  Young adult (26-50 
  yrs.) 
  d8 
  +4 
  n/a 
  40% 
  2d4 
  x100% 
  5 
  Adult (51-100 yrs.) 
  d10 
  +8 
  +5 
  80% 
  2d6+2 
  x100% 
  6 
  Old (101-200 yrs.) 
  d12 
  +12 
  +3 
  100% 
  3d6 
  x100% 
  7 
  Very old (201-400 
  yrs.) 
  d12 (re-roll anything 
  below 7) 
  +16 
  +1 
  100% 
  3d6+3 
  x150% 
  8 
  Ancient (401+ yrs.) 
  d12 (re-roll anything 
  below 9) 
  +20 
  ±0 
  100% 
  4d6 
  x200% 
   
  The treasure multiplier is used both to determine whether or not a dragon has 
  any treasure at all, and if so, how much treasure it has. Thus, a sub-adult 
  dragon has a 50% chance of having 50% of the listed treasure in its horde.  
   
  All dragons have the following powers and abilities. 
   
   
  Infravision (60’ range) 
   
  Detect invisibility or hidden creatures (10’ range per age group) 
   
  Inspire dragonfear when charging or overflying (see below for 
  specifics) 
   
  Dragonfear: When an adult or older dragon charges or flies overhead, it 
  inspires what is known as dragonfear. The effect of the dragonfear depends 
  on the hit dice of the creature or the level of the character affected.  
   
  TABLE 212: DRAGONFEAR 
  Hit Dice 
  Character Level 
  Dragonfear Effect 
  1d4-1d6 
  Commoner 
  Flee in blind panic for 4d6x10 minutes. 
  1d8-3d6 
  1-2 
  Save vs. magic; failure indicates the 
  creature is paralyzed with fear  for 10d6 
  minutes, success means it flees in blind 
  panic 4d6x10 minutes. 
  3d8-6d6 
  3-5 
  Save vs. magic, or suffer a -1 penalty “to 
  hit” and to damage for a number of 
  minutes equal to the number of hit dice of 
  the dragon. 
  6d8+ 
  6+ 
  No effect 
   
  Adult and older dragons are immune to magical fear of any sort. 
   
  Sleeping dragons: Most dragons, even those of good alignment, tend to 
  sleep atop vast piles of treasure in their lairs. Only in such an environment is 
  there a chance that any given dragon will be asleep (see the individual 
  dragon descriptions for the chance that the dragon will be asleep when 
  encountered). Dragons awaken when intruders enter their lair on a result of 6 
  on 1d6. Otherwise, dragons awaken at any noise within 30’ to 120’, 
  depending on the volume of the sound and any intervening structures. 
  Bashing open a door, sounds of combat, and even normal speech is usually 
  enough to awaken the dragon. If a dragon is sleeping when attacked, the 
  attackers get a bonus of +3 “to hit” on the first strike only; after that, the 
  dragon awakens and the bonus is lost.  
   
  Mated Pairs: If more than one dragon is encountered, they consist of a mated 
  pair, and any dragons after the first two will be their young (adjust age rolls 
  appropriately). If an adult dragon witnesses an attack on the young or the 
  other adult in a mated pair, it immediately uses its breath weapon and then 
  attacks with claws, tails, and teeth with a +2 bonus “to hit” and damage.  
   
  Spell Casting: All dragons have a chance to cast spells, as indicated above. 
  If a given dragon is a spell caster, roll to see what caster level it is. The type 
  of spell caster depends on the type of dragon; see the individual dragon type 
  descriptions for details. Due to their innate magical natures, dragon spell 
  casters do not need or use spell books or material components, even if they 
  cast spells as mages or their sub-classes. All dragons can polymorph self 
  twice per day (once into the chosen form—for a duration of 12 hours 
  maximum—and once back to dragon form). 
   
  Treasure: All dragons strive to amass treasure, but not all are able to 
  immediately. The younger dragons (sub-adult and younger) have a 
  percentage chance equal to their treasure multiplier to have amassed any 
  treasure whatsoever The treasure multiplier in the table above refers only to 
  the treasure value for the creature; it has no bearing on magic items. A 
  dragon with no wealth as treasure has no chance of having any magic items. 
   
  Combat: In combat, dragons use their fore claws, bite, tail, and hind claws. 
  The tail and hind claws can only be used against targets in the flank or rear 
  of the beast, unless it is flying and dives at targets on the ground, in which 
  case it can use all six attacks against various targets. There is a 50% chance 
  that a dragon will use its fearsome breath weapon rather than its claws, tail, 
  and teeth. Unless otherwise noted, the breath weapon does a number of 
  points of damage equal to the dragon’s current hit point total; targets are 
  entitled to a saving throw vs. breath weapon to take half damage, rounded 
  up. Dragons may use their breath weapons as often as they wish.  
   
  In the air, dragons can attack with their bite or claws, not both. They can, 
  however, use their breath weapon and then attack with tooth or talon in the 
  same round. 
   
  All dragons speak their own tongue, which is understood by all dragonkind. 
  They are also able to speak the common tongue, but sometimes only 
  haltingly.  
   
  Unfortunately, due to the high number of variables, it is impossible to give a 
  standard experience point (X.P.) value for dragons. The game master must 
  calculate the value of each individual dragon. Detect invisible objects counts 
  as a minor power, while dragonfear, spellcasting ability, and the dragon’s 
  breath weapon count as major powers. You should also apply the bonuses 
  for such things as the maximum damage the dragon can inflict and its armor 
  class, if applicable.  
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  129 
  Mist Dragon 
   
  Number 
  1d6 
  Morale 
  See Table 184, above 
  Hit Dice 
  10-12 
  Armor Class 
  1 or -2 
  Move 
  90’/min., 330’/min. (flying - average), 180’/min. 
  (swimming) 
  Magic Resistance 
  Standard or 3 
  No. of Attacks 
  6 
  Damage 
  1d4/1d4/2d12/2d4/1d4/1d4 
  Defenses 
  Mist form 
  Attacks 
  Breath weapon, dragonfear, possible spells 
  Weaknesses 
  None 
  Size 
  L (46’-56’ long) 
  Intelligence 
  16 
  Alignment 
  Lawful neutral 
  Treasure Type 
  XVIII 
  Treasure Value 
  1d8x10,000 
  Magical Treasure 
  1d6 items (55%) 
  X.P. Value 
  See above 
   
  General: Mist dragons dwell in wetlands, swamps, and marshes, usually 
  making their home in some cave that is at least semi-submerged. In their lair, 
  there is a 40% chance that any given mist dragon will be asleep. Those mist 
  dragons that are spell-casters do so as if they were clerics.  
   
  Mist dragons can assume mist form at will. In such a state they have an 
  armor class of -2, the magic resistance listed above, and can fly as indicated 
  (even against strong winds, albeit slower when flying into a head wind). 
  They cannot attack conventionally 
  while in mist form, and are 
  distinguishable from ordinary mist 
  only 10% of the time. They can 
  only fly in mist form, but do not 
  inspire dragonfear while doing 
  so. While in normal dragon form, 
  they can swim, but not in mist 
  form.  
   
  Combat: In melee, mist dragons 
  attack as described above. Their 
  breath weapon is a cloud of mist 
  some 30’ wide, 90’ long, and 
  30’ high. Any creature within the 
  area 
  incapable 
  of 
  breathing 
  water is blinded for 1d4 minutes, 
  and must attempt a saving throw 
  vs. breath weapon. Failure inflicts 
  3d4 h.p. of water damage per 
  round while in the cloud. Those 
  who successfully save only suffer 
  1d4 h.p. of damage. The cloud remains in place for 1d4+4 rounds.  
   
  Appearance: Mist dragons have no wings. Their necks are long and 
  graceful, their heads spade-shaped, with fringes on either side of the face, 
  pointing backwards. They have a fan down the length of their back to the 
  base of the tail, which ends in a point. They are grayish white in color, paler 
  on the underside and darker along the spine.  
   
  Steam Dragon 
   
  Number 
  1d6 
  Morale 
  See Table 184, above 
  Hit Dice 
  11-13 
  Armor Class 
  2 or -1 
  Move 
  90’/min., 280’/min. (flying - average) 
  Magic Resistance 
  Standard or 4 
  No. of Attacks 
  6 
  Damage 
  1d8/1d8/3d8/1d8+2/1d8/1d8 
  Defenses 
  Steam form 
  Attacks 
  Breath weapon, dragonfear, possible spells 
  Weaknesses 
  None 
  Size 
  L (53’-63’ long) 
  Intelligence 
  17 
  Alignment 
  Chaotic neutral 
  Treasure Type 
  XVIII 
  Treasure Value 
  2d4+1x10,000 
  Magical Treasure 
  1d6 scrolls (50%), 1d6 items (40%) 
  X.P. Value 
  See above 
   
  General: Steam dragons dwell in extremely hot locations (volcanic tunnels, 
  near geysers, etc.), usually making their home in some underground cave or 
  cavern. In their lair, there is a 30% chance that any given steam dragon will 
  be asleep. Those steam dragons that are spell-casters do so as if they were 
  mages.  
   
  Steam dragons can assume steam form at will. In such a state they have an 
  armor class of 0, the magic resistance listed above, and can fly as indicated 
  (even against strong winds, albeit slower when flying into a head wind). 
  They cannot cast spells or use 
  their breath weapon while in 
  steam 
  form, 
  but 
  are 
  distinguishable 
  from 
  ordinary 
  steam or clouds only 15% of the 
  time. They can only fly in steam 
  form, 
  but 
  do 
  not 
  inspire 
  dragonfear while doing so.  
   
  Combat: In melee, steam dragons 
  attack as described above. In 
  addition, they can attack with 
  their 
  normal 
  claw/claw/bite/tail/claw/claw 
  attack routine while in steam 
  form, causing an additional 2 
  h.p. of heat damage with each 
  attack. 
  Their 
  breath 
  weapon 
  consists of a gout of scalding hot 
  steam 10’ long per hit die of the 
  dragon and 5’ wide and high. 
  Any creature within the steam 
  must succeed at a saving throw vs. breath weapon or take damage equal to 
  the dragon’s current hit dice. A successful saving throw indicates half 
  damage.  
   
  Appearance: Steam dragons do not have wings. Their bodies are thick, as 
  are their tails, and their necks are short. The head is rounded and crowned 
  by a row of backwards-facing spikes along the back of the skull. Their tails 
  are short and end in a spade tip. Their scales are shimmering silver in color, 
  duller along the underside, and display more colors as light glints off them 
  along the creature’s back.  
   
  
  Monsters  
  130 
  Vapor Dragon 
   
  Number 
  1d6 
  Morale 
  See Table 184, above 
  Hit Dice 
  10-12 
  Armor Class 
  3 or 0 
  Move 
  90’/min., 280’/min. (flying - average) 
  Magic Resistance 
  Standard or 3 
  No. of Attacks 
  6 
  Damage 
  1d6/1d6/2d8/1d8/1d6/1d6 
  Defenses 
  Vapor form 
  Attacks 
  Breath weapon, dragonfear, possible spells 
  Weaknesses 
  None 
  Size 
  L (48’-58’ long) 
  Intelligence 
  15 
  Alignment 
  Lawful neutral 
  Treasure Type 
  XVIII 
  Treasure Value 
  (2d4+1)x10,000 
  Magical Treasure 
  1d4 scrolls (40%), 1d6 items (40%), 1d2 armor or 
  shield (15%) 
  X.P. Value 
  See above 
   
  General: Vapor dragons dwell in cold climates, making their lairs in frosty 
  ice caves and the like. In their lair, there is a 40% chance that any given 
  vapor dragon will be asleep. Those vapor dragons that are spell-casters do 
  so as if they were savants.  
   
  Vapor dragons can assume vapor form at will. In such a state they have an 
  armor class of 0, the magic resistance listed above, and can fly as indicated 
  (even against strong winds, albeit slower when flying into a head wind). 
  They cannot fight or use their breath weapon while in vapor form, but are 
  distinguishable from ordinary vapor, mist, or clouds only 20% of the time. 
  They can only fly in vapor form, but do not inspire dragonfear while doing 
  so.  
   
  Combat: In melee, vapor dragons attack as described above. Their breath 
  weapon consists of a spray of fine freezing vapor some 10’ in diameter per 
  hit die of the dragon, with the edge beginning at the dragon’s mouth. 
  Anyone caught in the area of effect must attempt a saving throw vs. breath 
  weapon. Failure indicates that the freezing vapor solidifies around the victim, 
  creating a layer of ice that surrounds his entire body. A strength check is 
  required to break the ice; otherwise the victim suffocates (see the rules 
  regarding “holding your breath” above). Creatures encased in ice can 
  neither move nor speak, and can make one attempt to break the ice per 
  round.  
   
  Appearance: Vapor dragons do not have wings. Their bodies are thin, and 
  their heads are triangular in shape with long “whiskers”. They have a set of 
  spikes along their spine, ending at the base of the tail. They are very pale, 
  varying between white and silver depending on the light. 
   
   
  Flightless Bird 
   
   
  Rhea 
  Emu 
  Ostrich 
  Number 
  2d10 
  2d10 
  2d10 
  Morale 
  -3 
  -3 
  -3 
  Hit Dice 
  1d8 
  2d8 
  3d8 
  Armor Class 
  7 
  7 
  7 
  Move 
  180’/min. 
  180’/min. 
  180’/min. 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  1d4 
  or 
  2d4 
  (see below) 
  1d4 
  or 
  2d4 
  (see below) 
  1d4 
  or 
  2d4 
  (see below) 
  Defenses 
  None 
  None 
  None 
  Attacks 
  None 
  None 
  None 
  Weaknesses 
  None 
  None 
  None 
  Size 
  M (5’) 
  M (6 ½’) 
  L (9’) 
  Intelligence 
  1 
  1 
  1 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  10 + 1/h.p. 
  20 + 2/h.p. 
  35 + 3/h.p. 
   
  General: The term “flightless bird” includes such species as the ostrich, emu, 
  and rhea. They tend to live in warm climates in open grassy terrain. They are 
  not aggressive unless cornered. 
   
  Combat: Flightless birds peck (50%) or kick (50%) enemies, but only if there 
  is no other recourse. The peck does 1d4 h.p. of damage, the kick 2d4. 
   
  Appearance: Flightless birds have muscular legs, long featherless necks, and 
  large bulbous bodies covered in feathers. They tend to be black or brown 
  with white highlights.  
   
  Genius Loci 
   
  Number 
  1 
  Morale 
  n/a 
  Hit Dice 
  See below 
  Armor Class 
  -2 
  Move 
  180’/min. 
  Magic Resistance 
  7 
  No. of Attacks 
  0 
  Damage 
  n/a 
  Defenses 
  +2 or better weapons to harm; see below 
  Attacks 
  See below 
  Weaknesses 
  Tied to one location 
  Size 
  S-L 
  Intelligence 
  6-21 
  Alignment 
  Neutral 
  Treasure Type 
  XV 
  Treasure Value 
  See below 
  Magical Treasure 
  See below 
  X.P. Value 
  1,350 + 14/h.p. 
   
  General: A genius loci, or “place-spirit,” is a non-corporeal being attached to 
  a particular location or geographic feature, feeding on the emotional 
  attention of others. Some will never be stumbled upon by intelligent creatures, 
  and simply waste away until they eventually starve for attention. Others are 
  discovered and venerated as nature spirits, receiving offerings in return for 
  minor gifts. A few rare and lucky ones will merge with a living creature that 
  is also tied to the spot (such as granite men, tree men, dryads, black willows, 
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  131 
  and occasionally creatures such as nagas, banshees, or dragon turtles). The 
  criteria for merging is that the creature itself should not have more hit dice 
  than the genius loci and should be both alone and not inclined to leave its 
  home.  
   
  Once a genius loci merges with a creature, they become one being in all 
  respects, with the personality of the genius loci becoming increasingly 
  dominant as time passes, but always being recognizable as the original 
  creature. A dryad/genius loci, for instance, will still attempt to lure handsome 
  men, and a granite man/genius loci retains a preference for gems and 
  precious stones.  
   
  The merged being has the outward physical form of whatever creature it 
  used to be, and can use any of its former powers as well as those of the 
  genius loci. The number of hit dice is a combination of the original creatures’ 
  and the genius loci; use whichever hit die type is larger (d10 or that 
  belonging to the other creature). It will still not desire (or be able to) leave its 
  home; it is physically unable to travel beyond a quarter-mile radius, but a 
  powerful merged being will have agents more than willing to work on its 
  behalf.  
   
  The genius loci encourages those near its location to venerate and even 
  worship it, making offerings in return for the application of its powers. It is 
  quite needy and grasping in its desire for such attention, developing 
  elaborate ruses and going to great lengths to ensure a steady supply of 
  tribute. Genius loci pretending to be gods are certainly not uncommon. 
   
  Many of the genius loci statistics depend on how long it has been able to 
  maintain its attention-cult. Just being present in the location is not enough to 
  strengthen it; indeed, a genius loci dies without any sort of offerings or 
  attention over a period of 1d12 years (if joined to another creature, they 
  both die). If the strength of the genius loci is not known, roll randomly: 
   
  Die Roll 
  (d%) 
  Years 
  Venerated 
  Treasure 
  Value 
  Magical 
  Treasure 
  01-10 
  1-2 
  - 
  - 
  11-25 
  3-6 
  1d100 
  - 
  26-40 
  7-12 
  1d10x10 
  1 item (5%) 
  41-60 
  13-20 
  1d20x50 
  1 item (10%) 
  61-75 
  21-30 
  2d20x50 
  1d2 items (20%) 
  76-85 
  31-42 
  3d20x100 
  1d2 items (40%) 
  86-90 
  43-56 
  4d20x100 
  1d4 items (70%) 
  91-95 
  57-72 
  5d20x100 
  1d6 items (70%) 
  96-98 
  73-90 
  (1d6+4)x1,000 
  1d6 items (70%) 
  99-00 
  91+ 
  (2d6+6)x1,000 
  1d8 items (75%) 
   
  Treasure value and magical treasure is not cumulative. If the genius loci is 
  merged with some creature, add the x.p. value for that creature to the value 
  for slaying the genius loci. Each month that passes in which the genius loci is 
  not venerated counts as an entire year lost in terms of its powers. Veneration 
  can take many forms: outright gifts of food or precious items, intense prayers 
  and meditation on its name and/or form (in its presence), ritual adultation 
  and supplication, and so forth. It is speculated that if a genius loci is 
  venerated for long enough, it undergoes an actual apotheosis, turning into a 
  genuine deity. 
   
  Combat: The genius loci does not attack in a conventional sense, nor can it 
  be harmed by weapons of less than +2 enchantment. All illusion/phantasm 
  and enchantment/charm type spells are useless against it. It has hit dice and 
  magic powers as noted below. In all cases, the reverse of the spell effect is 
  within the power of the genius loci, if applicable, and no material 
  components, gestures, or incantations are required. 
   
  Years 
  Venerated 
  Hit 
  Dice 
  Magic Powers 
  INT 
  X.P. Value 
  1-2 
  1d8 
  Suggestion 
  6 
  14+1/h.p. 
  3-6 
  2d8 
  Bless 
  7 
  28+2/h.p. 
  7-12 
  3d8 
  Enthrall 
  8 
  50+3/h.p. 
  13-20 
  4d8 
  Augury 
  9 
  85+4/h.p. 
  21-30 
  5d8 
  Remove Curse 
  10 
  130+5/h.p. 
  31-42 
  6d8 
  Cure Disease 
  12 
  225+6/h.p. 
  43-56 
  7d8 
  Divination 
  14 
  350+8/h.p. 
  57-72 
  8d8 
  Cure Serious Wounds 
  18 
  550+10/h.p. 
  73-90 
  9d8 
  Quest 
  20 
  900+12/h.p. 
  91+ 
  10d8 
  Heal 
  21 
  1,350+14/h.p. 
   
  Appearance: A genius loci is non-corporeal, and even on the ethereal plane 
  appears only as a shimmering humanoid form. If joined with some other 
  creature, that creature’s skin glows, and its eyes are solid silver lights. It can 
  use empathy at all times for communication, and can use outright telepathy to 
  communicate once it has been venerated for 10 years or more.  
   
  Gnome 
   
  Gnomes are demi-humans available for use as player characters (but check 
  with your game master to see whether specific types of gnomes are 
  appropriate in the campaign). When generic “gnomes” are indicated, hill 
  gnome should be assumed, unless the context makes it plain that deep or 
  forest gnomes are being referenced. Gnomes are distantly related to 
  dwarves.  
   
  Regardless of type, gnomes can tunnel 80’ per 8-hour shift in very soft rock, 
  60’ in soft rock, and 30’ in hard rock. 
   
  Forest Gnome 
   
  Number 
  4d10x10 
  Morale 
  ±0 
  Hit Dice 
  1d8 
  Armor Class 
  5 (4th level and under), 2 (5th level and above) 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  By weapon 
  Defenses 
  See below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  S (3’) 
  Intelligence 
  12 
  Alignment 
  Neutral, neutral good, lawful good 
  Treasure Type 
  Individuals XVI, Community III 
  Treasure Value 
  Individuals 3d8, Community 5d6x100 
  Magical Treasure 
  Community 1d2 items (10%) 
  X.P. Value 
  14 + 1/h.p. 
   
  General: Forest gnomes dwell in rolling wooded hills. They have infravision 
  (60’ range) and make their homes in an elaborate village dug into the soil of 
  the hills, with entrances usually found among the roots of great trees. Gnome 
  clans are not hostile towards one another, but often have friendly rivalries 
  between them. Gnome lairs are 80% likely to have the following animals as 
  guards and pets: 
   
  Die Roll (d%) 
  Animals Present 
  01-60 
  3d6 carnivorous flying squirrels 
  61-70 
  1d6 wolves 
  71-94 
  1d4 stags 
  95-00 
  1d2 giant porcupines 
  
  Monsters  
  132 
   
  Forest gnomes are accomplished woodsmen, and have the following 
  abilities: 
   
   
  Detect deadfalls, pits, etc. when traveling outdoors in woodlands 
  within 10’ (70%) 
   
  Sense direction when travelling in woods (50%) 
   
  For every 40 gnomes encountered, there is a fighter of level 1d3+1. Larger 
  groups also have higher-level characters as indicated below: 
   
  Number 
  Will Also Have… 
  160+ 
  3rd-level fighter, 5th-level fighter 
  200+ 
  Druid of level 1d3+3, thief of level 1d3 
  320+ 
  6th-level fighter, 2 x 5th-level fighters, 7th-level druid, 4 x 3rd-
  level druids, 2 thieves of level 1d4 
   
  Additional higher-level individuals are cumulative. In addition to those listed 
  above, gnomish communities have the following: 
   
   
  2d4 fighters of level 1d2+1 
   
  1d4 2nd-level druids 
   
  Females equal to 50% of the total number of males 
   
  Children equal to 25% of the total number of males 
   
  Forest gnome fighters have a 10% chance per level of having magic armor 
  or a magic weapon (if a magic item is indicated, 50% chance of either 
  type). Druids have a 10% chance per level of having some magic item 
  usable by that class (scroll, staff, ring, etc.).  
   
  Combat: Forest gnomes of 1st to 4th levels wear mail and carry shields. 
  Those of 5th level and higher wear plate armor and carry shields. Their 
  weapons should be determined randomly. For large groups, you may wish to 
  use the % Composition column, rather than rolling percentile dice for each 
  individual warrior. 
   
  Die Roll (d%) 
  Weapons 
  % Composition 
  01-15 
  Club and short sword 
  15% 
  16-30 
  Club and sling 
  15% 
  31-70 
  Club and spear 
  40% 
  71-80 
  Short sword and short bow 
  10% 
  81-00 
  Short sword and spear 
  20% 
   
  Due to their ancient enmity, forest gnomes have a +1 bonus “to hit” against 
  kobolds and goblins. Gnolls, ogres, bugbears, trolls, and giants suffer a -1 
  penalty “to hit” when attacking gnomes.  
   
  Appearance: Forest gnomes have skin of brownish hue with white hair and 
  blue or gray eyes. They tend to wear leather and earth-toned clothing. They 
  speak their own tongue as well as that of kobolds, goblins, halflings, 
  dwarves, and the common tongue. They are able to understand, and be 
  understood by, small woodland creatures, such as rabbits, squirrels, robins, 
  and the like. 
   
  Hill Gnome 
   
  Number 
  4d10x10 
  Morale 
  ±0 
  Hit Dice 
  1d8 
  Armor Class 
  5 (4th level and under), 2 (5th level and above) 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  By weapon 
  Defenses 
  See below 
  Attacks 
  See below 
  Weaknesses 
  None 
  Size 
  S (3’) 
  Intelligence 
  12 
  Alignment 
  Neutral, neutral good, lawful good 
  Treasure Type 
  Individuals XVI, Community III 
  Treasure Value 
  Individuals 3d8, Community 5d6x100 
  Magical Treasure 
  Community 1d2 items (10%) 
  X.P. Value 
  14 + 1/h.p. 
   
  General: Hill gnomes dwell in rocky hills, which may or may not be wooded. 
  They have infravision (60’ range) and make their homes in an elaborate 
  town hewn into the stone of the hills. Gnome clans are not hostile towards 
  one another, but often have friendly rivalries. Gnome lairs are 80% likely to 
  include the following animals as guards and pets: 
   
  Die Roll (d%) 
  Animals Present 
  01-70 
  5d6 badgers 
  71-90 
  3d4 giant badgers  
  91-00 
  2d8 wolverines 
   
  Hill gnomes are accomplished stone workers, and have the following 
  abilities: 
   
   
  Detect sloping or otherwise graded passages or tunnels (80%) 
   
  Detect unsafe walls, floors, and ceilings in danger of imminent 
  collapse within 10’ (70%) 
   
  Sense approximate depth below ground (60%) 
   
  Sense direction when travelling below ground (50%) 
   
  For every 40 gnomes encountered, there is a fighter of level 1d3+1. Larger 
  groups also have higher-level characters as indicated below: 
   
  Number 
  Will Also Have… 
  160+ 
  3rd-level fighter, 5th-level fighter 
  200+ 
  Cleric of level 1d3+3, illusionist of level 1d4 
  320+ 
  6th-level fighter, 2 x 5th-level fighters, 7th-level cleric, 4 x 3rd-
  level clerics, 2 illusionists of level 1d4 
   
  Additional higher-level individuals are cumulative. In addition to those listed 
  above, gnomish communities include the following: 
   
   
  2d4 fighters of level 1d2+1 
   
  1d4 2nd-level clerics 
   
  Females equal to 50% of the total number of males 
   
  Children equal to 25% of the total number of males 
   
  Hill gnome fighters have a 10% chance per level of having magic armor or a 
  magic weapon (if a magic item is indicated, 50% chance of either type). 
  Clerics have a 10% chance per level of wielding some magic item usable by 
  that class (scroll, staff, ring, etc.).  
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  133 
  Combat: Gnomes of first to fourth levels wear mail and carry shields. Those 
  of fifth-level and higher wear plate armor and carry shields. Their weapons 
  should be determined randomly. For large groups, you may wish to use the 
  % Composition column, rather than rolling percentile dice for each individual 
  warrior. 
   
  Die Roll (d%) 
  Weapons 
  % Composition 
  01-15 
  Club and short sword 
  15% 
  16-30 
  Club and sling 
  15% 
  31-70 
  Club and spear 
  40% 
  71-80 
  Short sword and short bow 
  10% 
  81-00 
  Short sword and spear 
  20% 
   
  Due to their ancient enmity, hill gnomes have a +1 bonus “to hit” against 
  kobolds and goblins. Gnolls, ogres, bugbears, trolls, and giants suffer a -1 
  penalty “to hit” when attacking gnomes.  
   
  Appearance: Hill gnomes 
  have skin of brownish hue 
  with white hair and blue 
  or gray eyes. They tend to 
  wear leather and earth-
  toned 
  clothing. 
  They 
  speak their own tongue as 
  well as that of kobolds, 
  goblins, 
  halflings, 
  dwarves, 
  and 
  the 
  common tongue. They are 
  able to understand, and 
  be understood by, small 
  burrowing creatures such 
  as 
  badgers, 
  moles, 
  rabbits, and the like. 
   
  Men 
   
  Soldier 
   
  Number 
  See below 
  Morale 
  +1 
  Hit Dice 
  See below 
  Armor Class 
  See below 
  Move 
  90’/min., 180’/min. (mounted) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  None 
  Attacks 
  None 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  9 
  Alignment 
  Any 
  Treasure Type 
  XI 
  Treasure Value 
  1d6 each 
  Magical Treasure 
  See below 
  X.P. Value 
  5 + 1/h.p. 
   
  General: Soldiers usually appear throughout any campaign world, whether 
  as a patrol, a band of mercenaries, or a troop en route to some battle, 
  garrison posting, or other duty. This represents only the most generic of 
  soldiery; each game master should have more specific tables for soldier 
  encounters in different areas and nations of his campaign world. Lacking 
  more specific direction, the exact composition of the band of soldiery should 
  be determined randomly. Re-roll for any result that is inappropriate for the 
  locale in your particular campaign setting. 
   
  Die Roll (d%) 
  Soldiery Type 
  01-06 
  Knights 
  07-24 
  Patrol, levies 
  25-42 
  Patrol, light 
  43-61 
  Patrol, medium 
  62-82 
  Patrol, heavy 
  83-00 
  Patrol, slavers 
   
  The composition of the soldiery depends on the type. If the terrain is 
  particularly rough, mounted troops will be on foot, as appropriate.  
   
  Knights: This is a group of noble warriors sworn to one of the local 
  noblemen or royalty. It consists of: 1 commander (paladin level 8-9 or 
  cavalier level 9-10), 1 lieutenant (paladin level 6-7 or cavalier level 7-8), 
  1d4+8 knights (cavaliers 
  level 4-6), 1 chaplain 
  (cleric level 7-9), and 1d3 
  clerics (clerics level 3-5). 
  The 
  commander, 
  lieutenant, 
  and 
  each 
  knight are accompanied 
  by a retinue: 1 esquire 
  (cavalier level 2-3) and 
  1d4+4 lancers (cavalier 
  level 1). The total number 
  is thus between 67 and 
  127. Knights have plate 
  armor and shield (AC 2), 
  lance, bastard sword, and 
  mace. Clerics have plate 
  armor and shield (AC 2), 
  flail, hammer, and mace. 
  Esquires have plated mail and shield (AC 3), lance, longsword, and mace. 
  Serjeants have plated mail (AC 4), light crossbow or spear (50% chance of 
  either), and short sword. Knights are mounted on heavy warhorses, all others 
  on medium warhorses. 
   
  Patrol, Levies: This is a group of foot soldiers pressed into service from the 
  local area. Most are usually not professional soldiers, except their officers 
  and a few veterans. It consists of: 1 captain (fighter or ranger level 6-8), 2 
  lieutenants (fighters level 4-5), 4 serjeants (fighters level 3), 8 veterans 
  (fighters level 1-2), and 1d10+40 peasant levies (commoners). The captain 
  and lieutenants have mail and shield (AC 4), serjeants and veterans have 
  mail (AC 5), and the levies themselves have a mix of lighter armors such as 
  ring, brigandine, steel lamellar, steel cuirass, or steel scale (AC 5-6). 
  Weapons mostly include longswords, but the levies have either spear, pike, 
  or some sort of pole-arm as is typical for the area in question. 50% of the 
  levies may be armed with missile weapons such as light bows, light 
  crossbows, or slings, if appropriate. Officers, lieutenants, and serjeants will 
  be mounted on light warhorses. 
   
  Patrol, Light: These are professional soldiers. A light patrol consists of: 1 
  captain (fighter level 5-6), 2 subalterns (fighters level 3-4), 6 serjeants 
  (fighters level 2-3), 1d4+6 veterans (fighters level 1), and 5d4+4 soldiers 
  (commoners). In addition, there will be one of the following: 1 cleric level 5-6 
  (AC 2), 1 druid level 5-6 (AC 8), or 1 mage level 4-5 (AC 10). All will be 
  mounted on light warhorses. Officers wear mail (AC 5), while serjeants, 
  veterans, and soldiers wear steel scale (AC 6). The officers and serjeants 
  wield longswords, while the veterans and soldiers carry weapons 
  appropriate to the land in which they are found (use spear and footman’s 
  flail if no more appropriate weapons are known).  
   
  
  Monsters  
  134 
   
   
  Patrol, Medium: These are professional soldiers. A medium patrol consists 
  of: 1 captain (fighter level 5-6), 2 subalterns (fighters level 3-4), 6 serjeants 
  (fighters level 2-3), 1d4+6 veterans (fighters level 1), and 5d4+4 soldiers 
  (commoners). In addition, there will be one of the following: 1 cleric level 5-6 
  (AC 2), 1 druid level 5-6 (AC 8), or 1 mage level 4-5 (AC 10). The officers, 
  spellcaster, and serjeants will be mounted on heavy warhorses, while the 
  veterans and soldiers have medium warhorses. Officers wear plated mail 
  and shield (AC 3), while serjeants, veterans, and soldiers wear steel scale 
  and shield (AC 5). The officers and serjeants wield longswords, while the 
  veterans and soldiers carry weapons appropriate to the land in which they 
  are found (use spear and footman’s flail if no more appropriate weapons are 
  known).  
   
  Patrol, Heavy: These are professional soldiers. A heavy patrol consists of: 
  1 captain (fighter level 5-6), 2 subalterns (fighters level 3-4), 6 serjeants 
  (fighters level 2-3), 1d4+6 veterans (fighters level 1), and 5d4+4 soldiers 
  (commoners). In addition, there will be one of the following: 1 cleric level 5-6 
  (AC 2), 1 druid level 5-6 (AC 8), or 1 mage level 4-5 (AC 10). The officers, 
  spellcaster, and serjeants will be mounted on heavy warhorses, while the 
  veterans and soldiers ride medium warhorses. Officers wear plate armor and 
  shield (AC 2), while serjeants, veterans, and soldiers wear plated mail and 
  shield (AC 3). The officers and serjeants wield longswords, while the 
  veterans and soldiers carry weapons appropriate to the land in which they 
  are found (use spear and footman’s flail if no more appropriate weapons are 
  known).  
   
  Patrol, Slavers: These are professional slavers, raiding for more 
  merchandise. This group consists of: 1 captain (fighter level 5-6), 2 
  subalterns (fighters level 3-4), 6 serjeants (fighters level 2-3), 1d4+6 veterans 
  (fighters level 1), and 5d4+4 soldiers (commoners). In addition, there will be 
  one of the following: 1 cleric level 5-6 (AC 2), 1 druid level 5-6 (AC 8), or 1 
  mage level 4-5 (AC 10). All will be mounted on light warhorses. Officers 
  wear mail (AC 5), while serjeants, veterans, and soldiers wear steel scale 
  (AC 6). The officers and serjeants wield longswords, while the veterans and 
  soldiers have weapons appropriate to the land in which they are found (use 
  spear and footman’s flail if no more appropriate weapons are known). In 
  addition, there will be 1d100 slaves who are kept in 1d3+2 wagons or 
  1d3+4 carts; each cart has 1 driver, each wagon has 2 drivers, and all will 
  have draft horses or oxen to move them.  
   
  Combat: Soldiers strike with weapons, the type varying according to the 
  specific land in which they are found. Typical soldiers in one nation might 
  favor the halberd, for instance, while those in another might use the pole 
  axe. They are usually mounted on warhorses, as indicated above, unless the 
  terrain makes such travel unlikely. Those who are second level or greater 
  may have one of the following magic items, as indicated (re-roll if an item is 
  selected that is unusable by the character). Roll once per character for each 
  type of item; if a roll fails, the character has no more magic items and you 
  should move on to the next character: 
   
   
  Fighters, paladins, or cavaliers: 5% chance per level of having 
  armor or shield, weapon, potion, or scroll. 
   
  Clerics or druids: 5% chance per level of having armor or shield, 
  weapon, wondrous item, potion, or scroll. 
   
  Mages: 5% chance per level of having a potion, scroll, ring, 
  rod/wand/staff, or wondrous item.  
   
  Appearance: Soldiers are armed and armored as indicated above. Their 
  exact appearance varies according to their level and station; a cavalier of 
  high level will most likely be well dressed and have an air of confidence, 
  while a peasant levy will probably have dirty clothing and a dejected 
  attitude. 
   
  Statue, Animated 
   
   
  Marble 
  Stone 
  Bronze 
  Number 
  1 
  1 
  1 
  Morale 
  n/a 
  n/a 
  n/a 
  Hit Dice 
  3d10 
  5d10 
  7d10 
  Armor Class 
  4 
  4 
  2 
  Move 
  90’/min. 
  60’/min. 
  30’/min. 
  Magic Resistance 
  1 
  3 
  5 
  No. of Attacks 
  2 
  2 
  2 
  Damage 
  1d6/1d6 
  1d8/1d8 
  2d6/2d6 
  Defenses 
  See below 
  See below 
  See below 
  Attacks 
  None 
  None 
  None 
  Weaknesses 
  None 
  None 
  None 
  Size 
  M 
  M 
  M 
  Intelligence 
  6 
  6 
  6 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  85 + 4/h.p. 
  225 + 6/h.p. 
  550 + 10/h.p. 
   
  General: Animated statues are magical constructs similar to golems, but not 
  nearly as powerful or difficult to construct. They follow the orders of their 
  master (usually the one who created them in the first place), but these 
  instructions must be simple: no more than 20 words, maximum.  
   
  Animated statues can be created by mages of 14th level, or savants of 16th, 
  or by those with access to the proper magical workbook of animated statues. 
  Without such a workbook, creation of an animated statue requires the 
  following: 
   
   
  10,000, 20,000, or 40,000 g.p. for materials, which are used to 
  create a statue out of marble or stone, or cast one in bronze, 
  respectively 
   
  Casting an animate object spell 
   
  Casting a limited wish spell 
   
  Both of the spells must be cast in succession after the construction of the 
  animated statue (a process that itself takes one month, six weeks, or two 
  months of uninterrupted work for a marble, stone, or bronze statue). It is 
  theorized that other sorts of animated statues are possible.  
   
  Combat: Animated statues attack with their fists. Any non-magical weapon 
  striking an animated statue must itself make a saving throw or be broken:  
   
  Weapon Type 
  Marble 
  Stone 
  Bronze 
  Wood 
  13 
  14 
  15 
  Metal 
  6 
  7 
  8 
   
  Any weapon striking the animated statue must roll the number indicated 
  above (or higher), or break. Enchanted weapons do not need to make a 
  saving throw. For weapons made of both metal and wood (e.g., spears or 
  most pole-arms) use the saving throw for a wooden weapon. Animated 
  statues are immune to all mind-affecting magic such as sleep, charm, hold, 
  and so on. 
   
  Appearance: Animated statues can look like just about anything, as long as 
  they are roughly the size of a human. They are completely still until activated, 
  either at the command of their master or because some pre-determined 
  condition has been activated. They radiate magic (if detected for), but are 
  otherwise indistinguishable from ordinary statues.  
   
  
  ADVENTURES DARK AND DEEP™ A Curious Volume of Forgotten Lore 
   
    
   
   
  135 
  Whale, Narwhal 
   
  Number 
  1d6 
  Morale 
  +7 
  Hit Dice 
  6d10 
  Armor Class 
  6 
  Move 
  210’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d12 (male), 1d6 (female) 
  Defenses 
  None 
  Attacks 
  None 
  Weaknesses 
  None 
  Size 
  L (20’ long plus tusk) 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  225 + 8/h.p. 
  Evasion 
  +3 
   
  General: Narwhals are found in the coldest regions of the ocean, at home 
  under pack ice for long periods of time. They are carnivores, but not 
  generally hostile towards men. 
   
  Combat: Male narwhals attack with their great single tusk, which can reach 
  lengths of up to 10’. Females attack by ramming targets with their head. 
   
  Appearance: Narwhals are much like other whales, with the notable 
  exception of the males, who sport a single enormous tusk that juts from the 
  head.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Adventures Dark and Deep™ 
  A Curious Volume of Forgotten Lore 
   
  In 1985, Gary Gygax left TSR, unable to continue development on Advanced Dungeons 
  & Dragons®. However, he wrote several articles in Dragon® magazine detailing what 
  the new edition of the game would look like, and in later years expanded greatly on 
  those articles in various online forums. Adventures Dark and Deep™ is an attempt to 
  realize those plans and create the game that Gygax was unable to. This detailed tome is 
  the result of years of research and effort, and provides a glimpse into how a new edition 
  of the world’s most popular role-playing game might have appeared if its creator had 
  remained at the helm. This volume includes: 
   
   New character classes: the bard, jester, mystic, savant, and mountebank, 
  complete with scores of new spells 
   An alternate combat system that flows smoothly and allows for quick combat 
  resolution without becoming completely abstract 
   Social encounter rules 
   New rules for treasure 
   New rules for ships and waterborne encounters 
   Comprehensive rules for magic; spell books, magic resistance, spell creation, and 
  more 
   Dozens of magic items 
   Loads of new monsters and changes to existing monsters 
   And more! 
   
  Note: This is not a complete game! It is an intended for use with other role-playing 
  games such as Advanced Dungeons & Dragons™, OSRIC™, Labyrinth Lord™, and other 
  compatible games. 
  
SOURCE: textdata/thevault/Adventures Dark and Deep/Adventures Dark and Deep A Curious Volume of Forgotten Lore.pdf