TEXT: Circe Unmastered 
  Rules for Random Play 
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  Role-playing games are meant to be run with an impartial referee who plans out adventures ahead of 
  time and looks over all the myriad details of running the game.  But sometimes the referee can’t run a game.  
  Typically when this happens, the playing group either cancels the session entirely, or ends up playing a 
  board game.  But it doesn’t have to happen this way.  The rules detailed in this document allow the players 
  to run a session without a designated referee, and with no more than fifteen minutes of pre-game 
  preparation.  It gets around the DM problem by separating the DM’s work into six main tasks.   
  Essentially, the game is run via a set of random tables, with each player using die rolls and their own 
  common sense to carry out their assigned task.  Each player is required to use a little discretion and a little 
  impartiality, but only in one area of the game; and so they are still able to play and advance their character.  
  The Master is allowed to fudge with the results, modifying things as desired.  Masters are encouraged to 
  make up different items not currently on the lists. 
  Breaking the tasks up into smaller parts has other benefits as well.  Since each player can concentrate on 
  a single task, he can devote more time to it than an all-encompassing referee could.  Surprisingly, play goes 
  a lot faster than under a single DM.  As the Map Master is drawing the lines for the new room, the Monster 
  Master has already determined the presence and identity of the monsters in the room and is already 
  planning strategy.  And while the treasure is being determined, the map master has already figured out 
  what the next room shall be.  Play moves swiftly from combat to mapping and back. 
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  Since the optimum gaming group size is about six people, the referee’s tasks have been broken into six 
  areas.  If there are fewer than six people, some of the tasks can be combined or eliminated.  For example, if 
  there are only four people, the following is a good division of labor: 
  Map Master & Number Keeper 
  Campaign Master & Monster Master 
  Trap Master & Map Keeper & Fund Keeper 
  Treasure Master & Character Master 
  Campaign Master 
  The Campaign Master’s primary responsibility is the administration of the game world and the running 
  of NPCs outside of combat.  He is also tasked with deciding on any rule which does not fit under one of the 
  other Masters, or on any rule disputes which cannot be resolved through a vote. 
  In a group with fewer than six players, this task can be given to one of the other players doing any of 
  the other tasks. 
  Character Master 
  The Character Master is responsible for administering all aspects of character generation and 
  advancement.  He determines costs and time requirements for training, supervises over training rolls, and 
  rules on research of new spells.  This duty can be combined with the Treasure Master if there are not 
  enough players to fulfill all of the tasks. 
  
  Map Master 
  The Map Master generates the dungeon setting.  He also referees spells which affect the characters’ 
  surroundings if another Master does not have priority in that area.  The Map Master has a lot to do during 
  the adventure so should not take on more tasks.  The Map Master should be a “middle of the party” type 
  character, not a “scout.” 
  Monster Master 
  The Monster Master determines and runs any and all monsters the party encounters.  The Monster 
  Master also referees any monster related rules, such as all combat rules, special monster powers, spells cast 
  by monsters, and any and all traps set by monsters.  As the Monster Master will have his hands full running 
  the monsters, it is suggested that he play a non-combat oriented character, such as a thief.  In any case, 
  control of this character will pass to another player or the character will simply stay out of combat. 
  The Monster Master also has a big job to do, but this work occurs primarily during combat.  Thus this 
  job could easily be combined with the Campaign Master, Treasure Master or the Character Master. 
  Trap Master 
  The Trap Master is responsible for determination and administration of any and all traps found by the 
  party.  This duty should be given to a player who is not running a thief or other character that would be 
  employed in disarming or triggering the trap.  The trap master also referees rules, spells, etc. related to 
  traps.  Obviously, the trap master should play a non-thief (a fighter or cleric, for example). 
  This task is not critical to the game and could be dropped if the group decides to not use traps or tricks.  
  It is also a fairly simple task that could be combined with any of the other tasks. 
  Treasure Master 
  The Treasure Master determines the treasure won by the players and magic items found or designed by 
  the players.  He has the ability of reducing, re-rolling, or skipping any treasures he deems severely 
  unbalancing.  The treasure master also referees any rules disputes over magic items. 
  This job is fairly minor but it cannot be left out.  If need be, it could be combined with any of the other 
  tasks. 
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  The above six tasks are the major time consuming tasks to be performed, but there are other minor jobs 
  that should be assigned before play starts: 
  • 
  Number Keeper.  One person should be assigned the responsibility of keeping track of time so 
  that long duration effects, sleep periods, etc. can be managed.  The Number Keeper can also be 
  assigned the task of tracking hit point losses, fatigue, and so forth as needed. 
  • 
  Funds Keeper.  When the Treasure Master announces treasures received, this person notes 
  them and keeps track of party expenses. 
  • 
  Map Keeper.  While the Map Master is drawing the map on a mat or playing surface, another 
  player should be drawing the map on graph paper.  He should keep notes about things 
  discovered in the various rooms (traps, tricks, possibilities of secret doors, etc.)  This is a good 
  job for the Trap Master, as they can note undiscovered traps or more clearly label trap effects. 
  
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  The Campaign Master’s primary responsibility is the administration of the game world and the running 
  of NPCs outside of combat.  He is also tasked with deciding on any rule which does not fit under one of the 
  other Masters, or on any rule disputes which cannot be resolved through a vote. 
  As this is a no-DM game, it is not expected that there will be much in the way of global organization of 
  the campaign, but simple hack-n-slash gaming can become somewhat boring after awhile.  The Campaign 
  Master should provide a rational for why the characters are entering the dungeon and  should provide for a 
  skeletal world outside the dungeon. 
  The Villain 
  To allow for a sense of closure to the adventure, there will be a “main villain” in the adventure.  After 
  characters are rolled up, the villain’s details will be created. 
  Villain is: 
  A mad wizard and his monstrous creations and star apprentice. 
  A group of evil cultists and their head priest. 
  Leader of a band of humanoids bent on evil. 
  Queen of an insect hive. 
  A single, solitary but very powerful monster such as a dragon, giant, or lich. 
  A group of rival adventurers are also in the dungeon.  There is a 50% chance that a given room was 
  already defeated and looted by the rivals and a cumulative 1% chance of encountering them in any room 
  (restart count after meeting the other party.) 
  The Goal 
  The players are undertaking the dungeon expedition for a very specific reason.  It is possible that they 
  have several reasons, and may roll on the following table multiple times. 
  Rescue someone trapped in the dungeon or by the villain. 
  Bring the villain to justice 
  Recover a special item stolen or possessed by the villain 
  Complication 
  Often there is some detail that colors the goal somewhat. 
  One of the characters owns the dungeon. 
  There is a time limit to when the task can be completed. 
  Characters have additional expenses and must maintain a specific cash flow to continue adventuring. 
  Characters are trapped in the dungeon from the very start. 
  Other Mastering Tasks 
  The Campaign Master should, at the start of the game, make sure that the other Masters perform 
  several tasks to prepare for the endgame. 
  The Map Master will draw a multi-room area at the start of the game where the villain will be found.  
  The Treasure Master will decide on a few magical items the villain will be able to access and the villain’s 
  treasure hoard.  Meanwhile, the Monster Master will determine the villain’s identity and stats, as well as 
  designing some minions to populate the multi-room area designed by the Map Master.  The Monster 
  
  Master is allowed to look at the magical items determined by the treasure master, and at the multi-room 
  area drawn by the Map Master. 
  The villain and his details will be set aside once the game starts.  At some point the Map Master will 
  decide to place the villain.  He will begin drawing the multi-room area and the Monster Master will begin 
  running the villain. 
  
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  The Character Master is responsible for administering all aspects of character generation and 
  advancement.  He determines costs and time requirements for training, supervises over training rolls, and 
  rules on research of new spells.  This duty can be combined with the Treasure Master if there are not 
  enough players to fulfill all of the tasks. 
  Character Generation 
  Standard Circe rules will be used for generating characters.  The Character Master will decide on the 
  method used to generate characters and will make any and all rulings related to character professions and 
  races allowed. 
  Equipment Purchases 
  It is suggested that the characters be kept poor at the start of the game.  If they are not able to buy 
  everything they want, then treasure will be that much more valuable.  All characters will begin with 25 gp. 
  
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  Use the random dungeon generation tables in the First Edition Dungeon Master’s Guide to create the 
  dungeon.  Replacement tables are given below; these provide a more interesting session in that there are 
  fewer “empty room” and “no encounter” results. 
  Each square on the map is five feet per side. 
  Table D.1:  End of Corridor 
  Die 
  Result 
  1 
  Creative fit, up to 5 squares space. 
  2 
  Turns right 90 degrees and runs d6+2 
  squares straight. 
  3 
  Turns left 90 degrees and runs d6+2 
  squares straight. 
  4 
  Corridor tees.  Both branches are d4+2 
  squares long. 
  5 
  Cross in corridor.  All branches are 
  d4+2 squares long. 
  6-7 
  Continues straight d6+2 squares. 
  8-9 
  Blank wall. 
  10 
  Stairs down one level. 
  11-12 
  Door on {1-2 right, 3-4 left, 5-6 both} 
  walls and continues straight d6 
  squares. 
  13 
  Door at end of passageway. 
  14-19 
  Opens into a room. 
  20 
  If on first level, exits dungeon.  Else, 
  stairs up one level. 
  Table D.2:  Behind Door 
  Die 
  Result 
  1 
  Nothing - false door. 
  2 
  Closet.  1 square room. 
  3-6 
  Corridor ahead d6 squares. 
  7 
  Stairs down one level. 
  8-17 
  Room. 
  18 
  Corridor to the right, d4+2 squares. 
  19 
  Corridor to the left, d4+2 squares. 
  20 
  Corridor running both directions d4 
  squares. 
  Table D.3:  Room shape and 
  size 
  Die  
  Result 
  1-2 
  Square, 10’x10’. 
  3-4 
  Square, 20’x20’. 
  5-6 
  Square, 30’x30’. 
  7-8 
  Square, 40’x40’. 
  9-10 
  Rectangular, 10’x15’. 
  11-12 
  Rectangular, 10’x20’. 
  13-14 
  Rectangular, 15’x20’. 
  15-16 
  Rectangular, 15’x30’. 
  17-18 
  Rectangular, 20’x30’. 
  19 
  Rectangular, 30’x40’. 
  20 
  Unusual shape and size.  Roll on D.4. 
  Table D.4:  Unusual room 
  shape and size 
  Try to put room entrance in the center of one 
  wall if possible. 
  Die 
  Result 
  1-5 
  Creative fit.  d6x100 sq. ft. 
  6-10 
  Circular.  Diameter (d6+2)x5’. 
  11 
  Oval.  (d4+1)x5’ wide, (d4+3)x5’ long. 
  12 
  Triangular.  Base is (d4+2)x5’ long; 
  height is (d6+1)x5’. 
  13 
  Trapezoidal.  Base is (d4+2)x5’ long, 
  height is (d4+1)x5’, top is d4x5’. 
  14 
  Hexagonal.  Distance between 
  opposite sides is (d4+1)x5’. 
  15 
  Octagonal.  Distance between 
  opposite sides is (d4+2)x5’. 
  16-20 
  Cave.  Draw creatively, d10x100 sq. ft. 
  Table D.5:  Room exits and 
  traps 
  Roll once on this table for each 400 square 
  feet of area of the room.  Place exits 
  symmetrically in the center of each wall if 
  possible. 
  Die 
  Result 
  1-5 
  No exit. 
  6-10 
  Door. 
  
  11-15 
  Corridor. 
  16-20 
  Roll twice more on this table.
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  Corridor 
  10% chance of trap 
  5% chance of trick 
  Stairs 
  15% chance of trap 
  Door 
  Die 
  Result 
  1-3 
  Door is stuck 
  4-11 
  Door opens normally 
  12-15 
  Door is locked 
  16-17 
  Door is trapped 
  18 
  Door is a false door 
  19-20 
  Roll twice with 3d6 
  Room 
  Die 
  Result 
  1-8 
  Nothing 
  17-18 
  Room Trap 
  19-20 
  Room Trick 
  Treasure Container 
  10% chance of trap on container. 
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  The trap master will decide on the exact 
  nature of encountered traps.  The following 
  tables are provided to allow random 
  determination of the trap: 
  Table T.1:  Room or 
  corridor trap 
  Die 
  Result 
  1-4 
  Trip wire.  First character passing 
  through trapped area will 
  automatically trigger trap.  Detect 
  trap rolls are at +20%.  Wire activates 
  trap when (1-2 broken, or 3-6 
  pulled.)  Non-thief characters can 
  detect these traps 10% of the time if 
  actively looking for traps, 25% of the 
  time if actively looking for trip 
  wires.  Roll on table III for effect. 
  5-8 
  Levered flagstone.  Each character 
  passing through area has a 50% 
  chance of setting off trap.  Roll on 
  table III for effect. 
  9 
  Doors close and lock.  Walls begin to 
  squeeze in.  Characters will die if 
  they don’t find a way out. 
  10 
  Ball trap.  Huge metal or stone ball 
  begins rolling down passageway or 
  across room.  Damage is 2d10, save 
  vs death to escape it. 
  11 
  Caltrops have been scattered across 
  floor.  Damage is 1d6 to first d3 
  people entering room.  25% chance 
  caltrops are poisoned (see table IV.) 
  12 
  Magical trap.  See table V. 
  Table T.2:  Door or 
  container trap 
  Die 
  Result 
  1 
  Hinge spring.  When item is opened, 
  trap is activated.  Roll on table III for 
  effect. 
  2 
  Levered flagstone in front of item.  
  Roll on table III for effect. 
  3 
  Contact poison on (1-4 container, 5-6 
  contents).  Roll on table IV for effect. 
  4-5 
  Needles in (1-4 lock, 5-6 handles).  
  90% chance of poison (toll on table 
  IV for effect.) 
  6-7 
  Wire connected to item leading to 
  trap in wall.  Roll on table III for 
  effect. 
  8 
  Poisonous snakes or insects inside 
  container.  Rot grubs in door. 
  9 
  Snapping trap.  Item opens 
  normally, but when anything passes 
  into item it will reveal blades and 
  snap shut, doing 2d6 points damage. 
  
  10 
  Stone slides slowly down to block 
  up to d6 exits.  One character can 
  run and get to the other side of the 
  block if he makes a successful dex 
  check.  Anyone failing the check or 
  otherwise under the block will take 
  4d8 hp damage and lose a limb. 
  11 
  Releases portcullises to block up to 
  d6 exits.  One character can run and 
  get to the other side of the block if he 
  makes a successful dex check.  
  Anyone failing the check or 
  otherwise under the block will take 
  2d6 hp damage. 
  12 
  Magical trap.  See table V. 
  13 
  In corridor, there is a deep dip filled 
  with poison gas. 
  Table T.3:  Directed trap 
  Die 
  Result 
  1-2 
  Spring darts.  Each character in area 
  of effect is attacked by d6+2 darts.  
  For each dart, save vs. breath 
  weapon or take d3 points damage.  
  Characters in plate armors get a +2 
  to saving throw.  20% chance darts 
  are poisoned (see poison table.) 
  3-4 
  Arrows.  Same as darts, but d6+1 
  arrows which do d6 hp damage.  
  Save is at +1.  10% chance arrows are 
  poisoned (see poison table.) 
  5-6 
  Spears.  Same as darts, but d6 spears 
  which do d6 hp damage.  Save is at -
  1.  5% chance spears are poisoned 
  (see poison table.) 
  7 
  Falling block from ceiling.  Save vs. 
  death or take 3d12 hp damage. 
  8-9 
  Poison gas.  Roll on table IV for 
  effect. 
  10-12 
  Pit trap.  Roll d6 for depth:  1-3. 10’, 
  4-5. 20’, 6. 30’.  Damage is d6 per 10’ 
  fallen.  50% chance to fall in. 
  13 
  Locking Pit trap.  Roll d6 for depth:  
  1-3. 10’, 4-5. 20’, 6. 30’.  Damage is d6 
  per 10’ fallen.  50% chance to fall in.  
  50% chance pit will flood with water 
  once pit is locked.  It will fill in 3-8 
  rounds. 
  14 
  Pit trap.  Roll d6 for depth:  1-3. 10’, 
  4-5. 20’, 6. 30’.  Damage is d6 per 10’ 
  fallen.  50% chance to fall in.  Walls 
  of pit will move together crushing 
  character in 5 rounds. 
  15 
  Spiked pit trap.  Roll d6 for depth:  
  1-3. 10’, 4-5. 20’, 6. 30’.  Damage is d6 
  per 10’ fallen, plus 2d6 for spikes.  
  50% chance to fall in.  25% chance 
  spikes are poisoned (see poison 
  table.) 
  16 
  Oil pours on character followed by 
  flaming cinder doing 2d6 hp damage 
  unless save vs. magic is made. 
  17-18 
  Scything blade.  Damage is 3d6. 
  19 
  Ceiling lowers slowly toward floor, 
  taking one turn before it reaches the 
  floor. 
  20 
  Magical effect.  Roll on table T.5. 
  Table T.4:  Poison 
  Die 
  Result 
  1. Type A 
  2. Type A 
  3. Type A 
  4. Type B 
  5. Type B 
  6. Type C 
  7. Type D 
  8. Acidic.  Save vs. poison or take d4 
  hp damage.  All metal items save or 
  become corroded and will break as 
  soon as used. 
  9. Sleep (as sleep spell but lasts 2d6 
  turns). 
  10. Paralytic.  Save vs. paralyzation or 
  be paralyzed for d6 hours. 
  11. Nausea.  Save vs. poison or spend 
  d6 rounds retching and vomiting.  
  Attack is at -4 to hit, no dex bonus 
  for AC, no strength bonus for 
  damage. 
  12. Fear.  Run mindlessly 120 feet {1-2 
  ahead, 3-6 behind} unless save vs. 
  poison made. 
  13. Weakness.  Lose 2d4 points 
  strength for d8 turns. 
  14. Obscuring.  Can only see one 
  square.  Affects infravision as well. 
  15. Blinding.  5% permanent, otherwise 
  lasts 2d6 turns. 
  
  16. Slowing.  Movement ¼,  Initiative at 
  +4 penalty,  ROF and # attacks 
  reduced to ¼ normal.   Lasts 2d6 
  turns. 
  17. Choking.  Save or fall to ground 
  and be unable to move.  After 4 
  rounds save vs. death or die (each 
  round).  Take d6 hp damage each 
  round after the 4th. 
  18. Corroding.  Make saving throws for 
  all non-magical metal items.  If 
  failed the item will become brittle 
  and will break on its next use. 
  19. Sickness.  Character is unable to 
  fight and needs assistance to move.  
  Effect lasts 2d20 hours. 
  20. Multi-effect.  Roll two more times 
  on this table. 
  Table T.5:  Magical Trap 
  Die 
  Result 
  1. Rune carved in item or on wall 
  2. Statue.  Effect occurs when statue is 
  touched or moved. 
  3. Glowing blue web of mana hanging 
  in mid-air 
  4. Wooden pole with carved symbols 
  and faces upon it. 
  5. Pentagram on floor 
  6. Tapestry with magical weavings 
  7. Small figurine 
  8. Pool 
  9. Fountain 
  10. Chair.  Effect occurs when sat in. 
  Table T.6:  Magical Trap 
  Effects 
  Die 
  Result 
  1. (d6 + dungeon level) HD Lightning 
  bolt 
  2. (d6 + dungeon level) HD Explosion.  
  Damage is (# HD)d6 points to 
  everyone within 20 feet, half to all 
  within 30’.  20% chance of 
  characters are deafened d6 rounds 
  (save vs. paralyzation to avoid).  
  10% chance of causing a cave-in 
  (those within 20’ of collapse take an 
  additional d10 hp damage and must 
  save vs. death or be crushed to 
  death; those still conscious can 
  make a strength check on %dice to 
  dig themselves free.) 
  3. (d6 + dungeon level) HD Fireball 
  4. One magic item is disenchanted. 
  5. Teleported to:  { 1. Dungeon 
  entrance, 2. Surface directly above 
  the room or corridor, 3. Nearby city 
  or town, 4. Other area of dungeon 
  (same level), 5. Other area of 
  dungeon (1 level up), 6. Other area 
  of dungeon (1 level down), 6. 
  Another dungeon’s 1st level. } 
  6. Light cast on character’s eyes. 
  7. Summon a monster. 
  8. All of character’s possessions 
  teleported to another room.  From 
  now on, each new room entered has 
  a 5% chance of containing the 
  equipment. 
  9. Level drain.  Save vs. death or lose a 
  level.  1st level characters die when 
  drained and become zombies. 
  10. Character goes berserk and attacks 
  everyone in sight for 2d6 rounds. 
  11. Character permanently cursed (-1 to 
  hit, -1 damage, -1 on saves.) 
  12. Electric shock.  D12 hp damage 
  13. Character turned to stone. 
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  Tricks are unique things which are 
  sometimes beneficial and sometimes 
  detrimental to the party. 
  Table S.1.  General Features 
  Die 
  Result 
  1. Elevator room.  Descends one level 
  and does not ascend for 5 hours. 
  2. Illusion of a treasure.  Roll on table 
  V.1. 
  3. Pool.  Roll on table S.2 for effects 
  when drunk.  25% of these pools 
  will have a single effect, the rest 
  will have a different effect for each 
  drinker.  10% can be drunk from 
  multiple times by the same 
  character; the rest are once per 
  character. 
  
  4. Fountain.  Roll on table S.2 for 
  effects when drunk.  All fountains 
  have a single effect and can only 
  take effect once per character. 
  5. Statue or idol.  Roll on table S.2 for 
  effects when touched. 
  6. Altar.  Roll on table S.2 for effects 
  when touched. 
  7. Floor is covered in water about a 
  foot deep. 
  8. River d6x5’ (or as fits) wide bisects 
  room.  10% chance of a bridge.  10% 
  chance of a water frequenting 
  creature to be present.  If characters 
  travel downstream, roll d10:  1-4 
  river flows deeper underground;  5-
  6 river opens into another room in 
  dungeon some distance away;  7-8 
  river reaches surface after d6 
  minutes make a con check to avoid 
  drowning or getting stuck in river; 
  9-10 river reaches surface, but after 
  3d20 minutes.  10% chance river is 
  magical, in which case roll on table 
  S.2 for effect when {1-3 drunk, 4-6 
  touched}. 
  9. Force field.  Can be dispelled.   
  10. Tapestries.  10% chance of an effect 
  when touched; roll on table S.2. 
  11. Fire.  75% chance of an effect when 
  touched; roll on table S.2. 
  12. Room has pillars.  There is a 25% 
  chance that touching any of the 
  pillars will produce an effect; roll 
  on table S.2. 
  Table S.2.  General Effects 
  Die 
  Result 
  1. Aged 10 years. 
  2. Permanently lose d4 hit points. 
  3. Cursed to emit a very loud buzzing 
  noise. 
  4. One of target’s magic items is 
  disenchanted. 
  5. Completely blind for 2d6 days. 
  6. Permanently turned into a toad.  
  Dispel Magic or Remove Curse to 
  fix. 
  7. Anything touching item begins to 
  turn to a metal at a rate of 1 lb per 
  round.  Metal is (1. gold, 2. silver, 3. 
  copper, 4. lead, 5. bronze, 6. steel). 
  8. Adds (1-3) or subtracts (4-6) from 
  one characteristic (1. strength, 2. 
  dexterity, 3. constitution, 4. 
  intelligence, 5. wisdom, 6. charisma, 
  7. luck, 8. perception). 
  9. Terrible taste causes vomiting and 
  loss of 1 hp. 
  10. Gain magical ability to levitate 1x 
  per day 
  11. Skin turns dark green, hair falls out, 
  skin gets warty.  Lose d3+3 points 
  charisma.  Gains a taste for flys.  
  People run from character 
  screaming "Troll!  Troll!"  Heroes try 
  to bash PC with torches. 
  12. Fluids problem.  Character urinates 
  continually, esp. in times of stress 
  or when very relaxed.  The amount 
  of fluid lost is extreme; character 
  will dehydrate unless he drinks a 
  quart of water per hour.  If a day 
  passes without proper hydration, 
  then character will lose 1 hp per 
  hour in which no water was 
  consumed. 
  13. Gain a psionic wild talent. 
  14. If a pool or fountain, is poisoned 
  (roll on poison table in traps 
  section).  If not a pool or fountain, 
  then is trapped (roll on trap table). 
  15. Teleports to another area of 
  dungeon on {1-4 same level, 5 one 
  level up, 6 one level down}. 
  16. Teleports to outside dungeon 
  17. Talks.  Will grant one wish to one 
  character of its alignment and d20 
  hp damage to all those not so. 
  18. Changes sex. 
  19. Enlarges character by 50%. 
  20. Reduces character by 50%. 
  21. Invisible monster.  Roll on table M.1. 
  22. Turns character gaseous. 
  23. Releases coins. 
  24. Polymorphs character. 
  25. Reverses gravity for d6 turns. 
  26. Flesh to stone. 
  27. Trades mind of character with a 
  random party member. 
  28.  
  29.  
  
  30. Roll on this table d4 more times. 
  
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  In truth, this system is not really referee-
  less.  The tasks have not been eliminated but 
  have been spread throughout the players.  To 
  play the game solitaire, the following rules 
  should be used. 
  Simplifications 
  The solo player’s task is going to be difficult 
  enough as it is.  To simplify matters, make the 
  following rule changes.  Ignore fatigue rules 
  except for spell effects.  Do not use the fast or 
  deliberate phases.  Roll one die for each side, 
  not for each attack.  Do not use multiple attacks 
  - both players and monsters are restricted to a 
  single attack and a single defense (or replace 
  one or the other with a movement.)  All out 
  actions are not allowed. 
  Further, do not do any spell design - the 
  temptation to tweak spells in one’s favor is too 
  strong.   
  Ambiguities 
  In any situation where there is a question 
  on rules, the player must make a die roll, with 
  even indicating one decision, and odd the other.   
  Traps 
  If a trap is indicated, the player must make 
  one detection check and one disarm check.  If 
  either are failed, then the trap is sprung.  The 
  trap will only affect the character performing 
  the check. 
  Monster Strategy 
  Monsters and combat opponents must be 
  played as though they were highly experienced 
  and well trained - in other words, they will not 
  make silly or stupid decisions.  They will all 
  fight to the death and will never bargain or 
  parlay.  If they win the battle, they will steal the 
  character’s possessions and eat or destroy the 
  corpse.  Monsters will never chase after fleeing 
  opponents. 
  
  �����������������
  Wandering Monsters 
  There is a 5% chance of  a wandering 
  monster for every 30 feet of corridor explored. 
  Room Monster 
  There is a 50% chance that a monster will be 
  present in a newly explored room. 
  In room explored on a previous day their is 
  a 10% chance of a new monster being present. 
  �������������������������
  The Monster Master will roll up the identity 
  of the monster encountered by the party on the 
  following monster tables.  The monsters are not 
  organized by powerfulness or rarity, so when 
  rolling up monsters, both these factors should 
  be taken into account.  In the case of multiple 
  creatures, not all of them may be present in the 
  encounter area but in nearby rooms or 
  corridors. 
  Table M.1:  Wimpy 
  Monsters 
  Die 
  Result 
  1. 
  Ant, Giant   
  (3-10) AC 3; Thac0 
  16; Dam d6/2d4; HD 2/3; Mv 18; Mor 9; 
  Sz T(2’) Workers: HP 3x10, 4x12, 3x16;  
  XP: 40, 45, 50 Warriors: HP 3x14, 4x19, 
  3x22;  XP: 190, 225, 250 SA: Poison Sting 
  - If bite successful, gets a chance to sting 
  for 3d4 hp, save vs. body for d4 hp. 
  2. 
  Black Shaper  
  (1) AC  0; Mv 18; 
  HD 3; Thac0 18;  # Attacks variable; 
  Dam: Variable; SA: shape change; SD: 
  Immune to bludgeoning attacks, half 
  damage from slashing attacks.  Mor 10; 
  Sz M (var.); XP 250.  Is a mass of black, 
  rubbery protoplasm.  It can shape itself 
  as it wishes, but fine detail (like faces, 
  hair, etc.) are beyond its capabilities.  It 
  can make any number of attacks it 
  wishes, but  the damage done is 
  inversely proportional.  The number of 
  attacks and the damage done  per attack 
  is as follows:  1:3d8, 2:2d6, 3:1d8; 4:d6, 5-
  8:d4, 9-19:d2, 20+:1.  Black shades live 
  for many centuries and spend most of 
  their time sitting motionless.  While they 
  can move rapidly they prefer to not 
  move at all.  They have no minds to 
  speak of, but they possess an animalistic 
  intelligence.  They will generally hide 
  from people invading their territory and 
  will only attack when they are sure of 
  victory.  These creatures can be trained 
  and are sometimes used as guards. 
  3. 
  Beetle, Fire  
  (1-2) AC 4; Mv 12; 
  HD 1+2; Thac0 19; Dam 2-8; Size S(2½'); 
  Mor 12; HP: 10 ea.; XP: 50 ea.; Treasure: 
  Nil 
  4. 
  Brown Bear  
  (1-2) AC 6; Thac0 
  15; Dam 1-6/1-6/1-8; HD 5+5; Mv 12; 
  Mor 9; Sz L SA: Hug (Paw hit on 18-20 
  does +2d6 Dam); SD: Continue fighting 
  until -9 hp or below 0 for d4 rnds. HP:35, 
  38; XP: 510, 540 
  5. 
  Bugbear (2-5) AC 5; Thac0 17; Dam 2-8 
  or by weapon; HD 3+1; Mv 9; Mor 10; 
  SA: Surprise -3, +2 dam; Sz L(7'); Treas: 
  d20 core, d6-3 crown ea HP: 12, 16, 21, 
  22, 23; XP:150,170,200,200,200 
  6. 
  Cockroach, Giant  (1-100) AC 3; Mv 18; 
  HD 2; Thac0 19; Dam 2 bites at d6 + 5% 
  chance of disease (save vs. poison); Mor 
  6; XP 35;  
  7. 
  Frog, poisonous  
  (10) AC 8; Mv 3, Sw 
  9; HD 1; HP 8; Thac0 19; dam 1 hp; 
  Poison save at +4, type L: 2-8 min. 10/0 
  hp; size T (6"-1') Mor 6; XP 75 ea. 
  8. 
  Gelatinous Cube 
  (1) AC 8; Thac0 16; 
  Dam 2-8; HD 4; Mv 6; Mor 10; Sz L (10' 
  cube); Hp 15-30; XP 500; Treasure: misc.; 
  SA: paralize 5-10 rnds if save vs. 
  paralyzation missed.  Cold based attacks 
  only slow 50% if save failed.  Electricity, 
  fear, hold, paralization, polymorph and 
  sleep have no effect. 
  9. 
  Ghoul 
  AC 6; Mv 9; HD 2; Thac0 19; 
  Dam 1-3/1-3/1-6; SA: Paralyzation; Size 
  M; Mor 12; XP 175 
  
  10. 
  Goblin 
  (4-24) AC 6; Thac0 20; Dam 1-
  6 (weapon); HD 1-1; Mv 6; Mor 10; Sz 
  S(4’) HP: 7 ea; XP: 22 ea; Treasure: 3d6 
  core ea. 
  11. 
  Gray ooze (AC 8, Mv 1, HD 3+3, hp 19, 
  Dam 2-16, SA: corrodes metal, affected 
  only by blows and lightning). 
  12. 
  Green Slime 
  (1) AC 9; Thac0 19; 
  Dam by dissolve; HD 2; Mv 0; Sz S; Hp 
  12; XP 100; SA: turns flesh into slime in 
  d4 rounds; dissolves wood at 1 inch per 
  hour; dissolves plate mail in 3 rounds;  
  Can only be scraped off, frozen or 
  burned.  Cure disease works well, too. 
  13. 
  Hell Hound 
  AC 4; Mv 12; HD 4; 
  Thac0 17; Dam d10 + breath; SA:  Stealth 
  (-5 to surprise rolls), Breath fire for 4 hp 
  (save vs. breath weapon for half 
  damage);  SD:  Immune to fire, only 
  surprised on a 1-2 on d10; Size M; Mor 
  13; XP 270 
  14. 
  Hook Horror 
  AC 3; Mv 9; HD 5; 
  Thac0 15; Dam 1-8/1-8/2-12; mor 11; XP 
  300;  SA: if both hooks hit in a round, the 
  beak automatically hits doing 2d6 
  points, and continues to automatically 
  do 2d6 points per round until one claw 
  is dislodged; SD:  surprised only on a 
  roll of 1.  Strategy:  try to ambush 
  intruders. 
  15. 
  Kobold 
  (5-20) AC 7; Thac0 20; Dam 1-
  6; HD ½; Mv 6; Mor 9; Sz S(3') HP:4 ea; 
  XP: 10 ea; Treasure: 2d10 sp, d6 gp, 
  copper 
  16. 
  Kuo-Toa (2-12) AC 4; Thac0 16 (15 w/ 
  weapon); Dam by spear (+1 from str); 
  HD 2; Mv 8, Sw 18; Mor 13; Sz M; Hp: 
  10-16; XP: 175; Treasure: none; Special 
  abilities: weapons stick to shield 25% 
  chance, open doors roll to free; special 
  defenses: skin secretions make 
  grappling, web, and tie actions 25% 
  unsuccessful; can see invisible 
  opponents, but can only see movement - 
  characters who do not move cannot be 
  seen.  Immune to poison and paralysis, 
  60 foot infravision, sense vibrations 10 
  yards, surprised: only 1 in 10.  Not 
  considered humanoids for spells.  Half 
  damage from Electrical attacks, none if 
  save successful.  magic missiles do only 
  1 hp.  -1 on attack rolls vs. bright light.  -
  2 on saves vs. fire. 
  17. 
  Ogre 
  (1-3) AC 5; Thac0 17; Dam 1-
  10/weapon; HD 4+1; Mv 9; Mor 12; Sz 
  L(9') SA: +2 Dam with weapon; 
  Treasure: 100-600 core, 2d10 crown, d6-2 
  gems HP: 20,20,24;XP:460, 460, 515 
  18. 
  Orc 
  (6-30) AC 5; Thac0 18; Dam 
  d8+1 (weap); HD 1; Mv 9; Mor 12; Sz M 
  HP: 8 ea; XP: 25 ea; Treasure 10-100 core, 
  d10-3 crown 
  19. 
  Owlbear  (1) AC 5; Thac0 15; HD 5+2; 
  Dam d6/d6/2d6; SA: if get a claw hit on 
  roll of 18+ it will drag victim into a hug 
  doing beak attack + 2d8 hp/rnd; XP 750. 
  20. 
  Rat, Giant 
  (5-50) AC 7; Thac0 
  20; Dam 1-3; HD ½; Mv 12; Mor 7; Sz 
  T(2' long) HP:4 ea; XP: 20 ea; Treasure: 
  none (misc stuff in lair) 
  21. 
  Rothe 
  (2-20)  Ac 7; Thac0 19; Dam 
  d3/d3/d8; HD 2; Mv 9; Mor 8; Size M 
  (4’ high); XP 35; Int Animal;  Strategy:  
  attacks with two horms and bite 
  22. 
  Shadow (2-20) AC 7; Thac0 17; Dam 2-
  5 + 1 str; HD 3+3; Mv 12; SD: +1 or better 
  to hit, immune to sleep, charm, or hold 
  spells, unaffected by cold based spells; 
  SW:  Can be turned by clerics; Sz M; Int 
  Low; Align CE; XP 650. Anyone killed 
  by a shadow (or whose str is reduced to 
  zero) will turn into a shadow. 
  23. 
  Snake, poisonous (1) AC 5; Mv 9; HD 
  2+1; HP 11; XP 200; Thac0 19;  Dam 1 hp 
  + poison: save +3, d4 turns, 
  incapacitated 2-8 days;  size S (5' long); 
  Mor 8;  
  24. 
  Spider, Huge 
  (1-12) AC 6; Mv 18; 
  HD 2+2; Hp 10-18; Thac0 19; Dam d6 + 
  poison (15/0 +1 save); SA leaps 30 feet; 
  surprise at -6; Size M (6' dia) Mor 8; XP 
  650; use camouflaged tunnels and holes 
  25. 
  Spider, Large 
  (2-20) AC 8; Mv 6, 
  Wb 15; HD 1+1; hp 9; Thac0 19; Dam 
  1hp + (15/0) poison (+2 to save); Sz S (2' 
  dia); Mor 7; XP 175; Webs are strong; for 
  each pt str below 19, 1 rnd to free.  
  Webbed individuals +4 to hit, no dex 
  benes. 
  26. 
  Spider, Web tossing 
  (2-12) AC 
  7; Mv 12, Wb 15; HD 1+1; hp 9; Thac0 19; 
  Dam d3 + paralytic poison (+4 to save, 
  takes effect in d6 rnds); Sz S (2' dia); Mor 
  12; XP 200;  Tosses a web at victim with 
  a +4 to hit.  Webs are strong; for each pt 
  str below 19, 1 rnd to free.  If the spider 
  chooses to attact the prisoner again it 
  gets a +4 to hit, but the webbed 
  individuals may be able to attack the 
  spider with small weapons (e.g. dagger), 
  but at a -4 penalty to the attack roll.  The 
  victim must make another save for each 
  bite taken. 
  27. 
  Spotted Lion  
  AC 5; Mv 12; HD 
  6+2; Thac0 15; Dam 1-4/1-4/1-12; SA 
  Rear Claws 2d4 each; SD: Surprised onlt 
  on 1-3; Sz l (4.5'-6.5') Mor 10; XP 420; 
  
  28. 
  Wereboar (2-8) AC 4; Thac0 15; HD 5+2; 
  Dam 2d6; Mv 12; SD: Hit only by +1 or 
  silver; Size M; Mor 13; XP 650; 
  29. 
  Werewolf (3-18) AC 5; Thac0 15; HD 4+3; 
  Dam 2-8; Mv 15; SA: Surprise; SD: 
  Damaged only by +1 or silver; Size M; 
  Mor 12; XP 420 
  30. 
  Wolf 
  (2-12) AC 8; Thac0 18; HD 2+2; 
  Dam 2-5; Mv 18; Mor 10; Sz S(2’-4’) HP: 
  5x11,4x15,3x18;XP: 75, 85, 100 
  Table M.1:  Tough 
  Monsters 
  Die 
  Result 
  1. 
  Basilisk, lesser  
  AC 4; Mv 6; HD 
  6+1; Thac0 15; Dam 1-10; Stonegaze; Mor 
  12; Size M (7’);  XP 975 
  2. 
  Carrion Crawler 
  (1-6) AC 3 (head) / 
  7 (body);  Thac0 17; Dam d2, 8 x 
  paralysis for 2d6 turns unless save 
  made; HD 3+1; Mv 12; Mor 20; Sz L (9’ 
  long); XP 270; Weaknesses:  Rely heavily 
  on sight and smell. 
  3. 
  Dragon, Black 
  (1) AC: 1 (base); 
  Thac0 9 (base); Dam d6/d6/3d6; HD 12 
  (base); Mv 12, Fl 30 (C), Sw 12; Mor 16; 
  Size G (30’ base); XP var; Int Ave (8-10); 
  SA:  breath weapon is 5’ stream of acid 
  60’ long (save for half damage), Spells at 
  5th level plus age modifier; Juvenile: 
  darkness 3x per day 10’ radius/age 
  catagory.  Adult:  corrupt water 1x per 
  day, 10 foot cube per age catagory SD:  
  Innate water breathing; SW:  ; Instinctive 
  and cunning, prefer darkness and 
  ambush.  Strategy:  Stalk for a few 
  minutes to gauge the power of the foes, 
  then use the powers of the swamp to 
  weaken the party.  Use the breath 
  weapon, then close to melee.  Stay in the 
  water or near ground since trees and 
  such limit flying.  If escaping, fly away 
  to not leave tracks, then hole up in a bog 
  or deep pond. 
  4. 
  Dragonnel 
  HD: 8+4;  HP: 29;  
  AC: 4 (natural);  Thac0 11;  Dam claw, 
  claw bite (d6, d6, 2d8);  Mv 12;  Mor 13;  
  Size H (24’);  XP:2000 ;  Int Ave;  SA: Tail 
  slap 2d6 if do not attack with claws;  SD: 
  None;  SW: None; 
  5. 
  Gargoyle (2-16) AC 5; Mv 9; Fl 15; HD 
  4+4; Hp 15-30; Thac0 17; Dam 1-3/1-
  3/1-6/1-4; Sz M (6' tall); Mor 11; XP 650;  
  Hit only by +1 weapons; surprise and 
  swooping;  Prefer to wound, not kill; 
  6. 
  Giant, Hill 
  AC 3; Mv 12; HD 
  12+2; Thac0 9; Dam by club (2d6+7) or 
  fist (1d6); SA: Rocks (2d8); Size H; Mor 
  13; xp 3000; 
  7. 
  Giant, Fire 
  AC-1 (5); Thac0 5; 
  Dam d8 or by weapon (2d10+10); HD 
  15+2-5 hp; Mv 12 (15); Mor 16; Size H 
  (18’); XP 8000; Int 5-10; SA:strength 
  bonus, hurl rocks for 2d10 points 
  damage from 3 to 200 yards, can catch 
  similar missies 50% of the time; SD: 
  immune to nonmagical fire and heat, as 
  well as red dragon breath.take -1 hp per 
  die on magical fire.  Strategy:  Wait in 
  ambush by a lava pool or hot springs 
  and use fire as a weapon.  Fight in 
  disciplined groups throwing rocks until 
  out of ammo or opponent closes. 
  8. 
  Giantkin, Verbeeg AC 4; Mv 18; HD 
  5+5; Thac0 15; Dma by 2-handed sword 
  +4(str); Size L (8.5-10' tall) xp 270; 
  9. 
  Golem, Flesh 
  AC 9; Mv 8; 40 hp; 
  Tha0 11; Dam 2d8/2d8; Size L (7.5' tall); 
  Mor 20; XP 5000; 
  10. 
  Golem, mini-iron 
  HD 6, Size M (3'), 
  Thac0 15, Dam Sword 3d6+5 or fist 
  3d4+2, SF 0, AC 0, Mv 6, HP 40, XP 4000.  
  11. 
  Griffon 
  AC 3; Mv 12, Fl 30; HD 7; 
  Thac0 13; Dam 1-4/1-4/2-16; Size L (9' 
  long); Mor 12; XP 650; 
  12. 
  Guardian Daemon - Lesser 
  (1) AC: 1; 
  Thac0 12; Dam d12/d12/d6; HD 8; Hp 
  64; Mv 9; Mor 16; Size L; XP 4000; Int 
  Very (11-12); SA: Can speak all 
  languages. 3x/day breath fire cone from 
  10’ to 30’, 10’ wide at base, for 5d6 points 
  of damage - save vs. breath weapon to 
  take half dmage; SD: +2 or better magic 
  weapon to hit, immune to all fire and 
  charm, fear, hold,  and sleep magic.  SW:  
  Must remain within 90 yards of the 
  object they were summoned to protect.  
  Strategy:  Remain at long distance and 
  use breath weapon to maximum 
  advantage.  Appearance:  Horned and 
  frong-like. 
  13. 
  Hell Hound 
  AC 4; Mv 12; HD 4; 
  Thac0 17; Dam d10 + breath; SA:  Stealth 
  (-5 to surprise rolls), Breath fire for 4 hp 
  (save vs. breath weapon for half 
  damage);  SD:  Immune to fire, only 
  surprised on a 1-2 on d10; Size M; Mor 
  13; XP 270 
  14. 
  Hook Horror 
  AC 3; Mv 9; HD 5; 
  Thac0 15; Dam 1-8/1-8/2-12; mor 11; XP 
  300;  SA: if both hooks hit in a round, the 
  beak automatically hits doing 2d6 
  points, and continues to automatically 
  do 2d6 points per round until one claw 
  is dislodged; SD:  surprised only on a 
  roll of 1.  Strategy:  try to ambush 
  intruders. 
  
  15. 
  Lizard, Fire 
  (1-4) AC 3; Mv 9; 
  HD 10; Thac0 11; Dam 
  d8/d8/2d8+breath weapon (fire, 5’ wd 
  base, 10’ wd end, 15’ long, 2d6 damage 
  (save for half), Sz G (30’ long), int 1, XP 
  5000, Mor 11-12 
  16. 
  Lurker Above 
  (1) AC 6; Mv 1, Fl 9; 
  HD 10; Hp 30-70; Thac0 10; Dam d6; SA: 
  -4 penalty to surprise; when opponent 
  hit, constricts for automatic d6 hp and 
  suffocation within 2-5 rnds.  Target can 
  only use short weapons which were in 
  hand. 
  17. 
  Medusa (1-3) AC: 5; Thac0 15; Dam 1-
  4; HD 6; Mv 9; Mor 14; Size M (6’-7’); XP 
  2000; Int Very 12; SA: Petrification, 
  poison - creatures within 30 feet looking 
  into its eyes are turned to stone unless a 
  save vs. petrification is made; if 
  opponent averts eyes, medusa  rushes 
  up and attacks with snakes - poison is 
  save or die - range of 1 foot; SW:  
  Creatures looking at a dead medua’s 
  head save at +1 (increases by +1 for each 
  day head decays);  
  18. 
  Marid Genie  
  (1) HD: 13;  HP: 60;  
  AC: 0;  Thac0 9;  Dam 8d4;  Mv 9, Fl 15 
  (B), Sw 24;  Mor 16;  Size H (18’ tall);  XP: 
  15,000;  Int High (13-18);  SA: Walk on 
  water, Create water at will, and can 
  make a 60’ long jet (save vs. breath 
  weapon) causing blindness and 1d6 hp 
  damage.  26th level spellcaster, with 
  detect evil/good, detect invisibility, deetect 
  magic, invisibility, assume liquid form 
  (similar to assume gaseous form), 
  polymorph self, and purify water, all 
  usable one at a time, twice per day each.  
  Seven times per day they can: assume 
  gaseous form, lower water, part water, wall 
  of fog, or bestow water breathing upon 
  others for a full day.  Once per year they 
  can use alter reality;  SD: 25% magic 
  resistance, Immune to water-based 
  spells.  Cold-based spells give them +2 
  on saves and -2 per die of damage, fire 
  inflicts +1 hp per die with saves at a -1 
  penalty;  Chaotic. 
  19. 
  Minotaur AC 6; Mv 12; HD 6+3; Thac0 
  13; Dam 2d4/2d4; SA: Grapple and 
  Charge +2 on surprise roll; Size L (7.5' 
  tall); Mor 13; XP 1400; 
  20. 
  Neo-otyugh 
  (1) AC: 0; Thac0 9; 
  Dam 2d6/2d6/d3; HD 12; Mv 6; Mor 17; 
  Size L (8’ diam.); XP 5000; Int Ave; SA:  
  Grab opponent (2-4 hp/rnd, +2 tohit on 
  bite, use as shield instead of squeezing - 
  better AC by 1 and force attackers to hit 
  grappled character with a successful 
  attack roll of its own vs. the grappled 
  character’s AC).  Grappled opponents 
  with strength of 19 or greater can 
  struggle for a round and automatically 
  break free the following round, other 
  characters must make a successful open 
  doors roll to escape; SD:  ; SW:  ; 
  21. 
  Ogre Skeleton 
  AC 6; Mv 12; HD 6; 
  Thac0 15; Dam d10; Sz L; XP 650 
  22. 
  Otyugh 
  (1-2) AC 3; Thac0 15 (6 HD) or 
  13 (7-8 HD); Dam d8/d8/d4+1, if 
  tentacle attack succeeds, opponent is 
  grappled and takes 2-4 hp/rnd and bite 
  gets +2 to hit; SA Disease 90% likely, 
  80% of diseases debilitating, 20% fatal; 
  SD: Never surprised; Mv 6; Mor 14; Sz 
  M-L (6-7’ dia); XP 650, 975, or 1400. 
  23. 
  Owlbear  (1) AC 5; Thac0 15; HD 5+2; 
  Dam d6/d6/2d6; SA: if get a claw hit on 
  roll of 18+ it will drag victim into a hug 
  doing beak attack + 2d8 hp/rnd; XP 750. 
  24. 
  Thri-Kreen 
  (2-12) AC 5; Thac0 
  13; Mv 18; HD 6+3; Hp 30-50; Dam 
  4x(1d4)/2-5 or by weapon;  SA:  
  Successful bite == save or be paralized 
  2d8 rnds.  Chatka d6+2 90'; SD Dodge 
  Missiles on 9 or better; Sz M (5'-7'); Mor 
  11-12; XP 1400; Leap 20' up or 50' 
  forward;  Treasure: d4 gems; 
  25. 
  Troll 
  (1-12) AC: 4; Thac0 13; Dam 
  d4+4, d4+4, d8+4; HD 6+6; Mv 12; Mor 
  14; Size L (9’ tall); XP 1400; Int Low; SA:  
  Sometimes throw stones before closing, 
  doing d8 points damage at a range of 20 
  yards. 80% climb walls, poor hearing but 
  acute sense of smell, if using a weapon, 
  troll gets +5 on damage from strength; 
  SD:  starting 3 rounds after taking 
  damage, regain 3 hp/round, continue 
  regenerating even after slain; SW:  
  Attack roll of 20 severs one of the troll’s 
  thin limbs, though the limb will 
  continue to fight and rejoin the main 
  body after combat;  Only fire and acid 
  cause perminant damage to the troll.  
  Easily distracted by thrown down food. 
  
  26. 
  Umber Hulk 
  (1-4) AC: 2; Thac0 
  11; Dam 3-12/3-12/1-10; HD 8+8; Mv 6 
  Br 10-60 ft/turn; Mor 13; Size L (8’ tall, 5’ 
  wide); XP 4000; Int Ave (8-10); SA:  
  confusion if eyes are looked into (save vs. 
  spell), infravision to 90 feet; SD:  ; SW:  ; 
  Strategy:  Dig to a point adjacent to main 
  corridor, then spring out on startled 
  opponent (-5 to opponent’s surprise 
  roll).  Also:  planned cave ins, dead-end 
  tunnels. If battle going badly, tries to 
  escape.  If cornered, causes a cave-in 
  (25% chance per round) and then digs its 
  way out. 
  27. 
  Water Weird 
  (1) AC: 4; Thac0 15; 
  Dam Nil; HD 3+3; Mv 12; Mor 13; Size 
  M; XP 420; Int 12; SA:  Drowning  When 
  encountered, transforms water into a 
  serpentine form (taking 2 rounds) .  
  Avter transformation, attacks as a 6 HD 
  creature (thaco 15).  Anyone hit must 
  make a save vs. paralyzation or be 
  pulled in and begin drowning.  
  Character must make a save each round 
  thereafter while still in water or die. SD:  
  indetectable except by detect invisibility, 
  sharp weapons only inflict 1 hp damage; 
  SW:  bludgeoning weapons cause 
  normal damage;  Cold spells work as 
  slow, Fire based spells do half damage 
  unless a save is made - then none.  A 
  water weird reduced to 0 hp reforms 
  after two rounds with full hit points.  
  Purify water instantly slays one creature. 
  28. 
  Wight, Crypt 
  (1) AC 5; Mv 12; HD 
  7; Thac0 14; Dam 1-4 + level drain, or 
  breath weapon; Int high (15-16); Mor 14; 
  XP 2500; Sz M; SD: Hit only by silver or 
  enchanted weapons, unaffected by sleep, 
  charm, hold, or cold-based spells, 
  immune to poison, paralyzation, etc., 
  normal fire does half damage, magic fire 
  works normally, raise dead instantly 
  fatal; SW: holy water does 2-8 points 
  damage, dislike sunlight (though not 
  harmed by it);  Creatures drained to 
  death by a crypt wight will turn into a 
  crypt wight under the control of their 
  killer, but usually the original crypt 
  wight will turn the new undead into a 
  noxious zombie using chemicals and 
  magic that can only be performed by an 
  undead creature.  Level drain removes 
  hitpoints, spell abilities, thac0 benefits, 
  etc.  Does not remove skill points gained.  
  Places character halfway between post-
  drain level and pre-drain level.  Breath 
  weapon is a noxious odor which does 
  2d6 hit points damage unless a save vs. 
  poison is made.  Breath weapon is a cone 
  15’ long and 10’ wide at the end. 
  29. 
  Wolf 
  (2-12) AC 8; Thac0 18; HD 2+2; 
  Dam 2-5; Mv 18; Mor 10; Sz S(2'-4') HP: 
  5x11,4x15,3x18;XP: 75, 85, 100 
  30. 
  Zombie, Noxious 
  (2-12) AC 5; Thac0 
  15; Dam (d8+2)x2; HD 6; Mv 12; Mor 14; 
  Size M; XP 650; Int Ave; SA:  Jump 30’ 
  forward and 10’ up.  Successfful claw 
  attack indicates that a hand has 
  disattached from the creature’s wrist 
  and has gotten a good grip on the 
  victim’s neck or face, doing an 
  additional d6 points of damage (mainly 
  from strangling) per round.  Only two 
  claws can so attach.  Disattaching a 
  single clutching claw requires two 
  hands and a successful strength roll.  If 
  only one hand is used to pull the claw 
  free then an additional 2d4 points 
  damage are taking from tearing tissue.  
  Holy water causes up to two claws to 
  immediately disattach and has a 50% 
  chance od destroying the claw or claws 
  entirely.  Removed claws will either 
  return to their original owner or will 
  become crawling claws (q.v.)  SD:  
  Noxious smell imposes a -4 penalty on 
  attacker’s hit roll unless a save vs. 
  poison is made. 
  
  ���������������������
  One of the main motivators of the 
  characters is to gain money for training and 
  equipment.  Most of the published treasure 
  tables are a little too lucrative; generally one 
  treasure is enough to get all the equipment the 
  characters want and pay for several levels 
  worth of advancement.  In this system training 
  costs have been brought down to within the 
  range of a character’s equipment. 
  Thus it is suggested that treasure rewards 
  be kept sparse.  A typical haul for a challenging 
  monster should be on the order of 50-100 gp.  
  Most treasures should be less than that. 
  �����������������������
  For all treasures, roll on table 1 to determine 
  the treasure’s container and trap.  For 
  miscelleneous treasures, roll on table 2 to 
  determine treasure composition. 
  Table V.1:  Treasure 
  Occurrence 
  Monster in Corridor or 
  Wandering Monster 
  25% chance of treasure (as per “not in lair” 
  treasure type) 
  Monster in Room 
  Die 
  Result 
  1-5 
  No treasure 
  6-8 
  As per treasure type of creature 
  (treasure is hidden someplace in room) 
  9-10 
  As per treasure type of creature, 
  (treasure is in an obvious place) 
  11-13 
  Roll once on miscellaneous treasure 
  table 
  14-20 
  Roll in MT&A 
  Empty Room 
  Die 
  Result 
  1-18 
  No treasure 
  19 
  Roll on table V. 2 for the treasure 
  container and then on the misc. treasure table. 
  20 
  Roll on table V.2 for treasure container 
  and then on the MT&A tables. 
  Table V.2:  Treasure 
  container and trap 
  Die 
  Result 
  1. Bags (1 gallon sized) 
  2. Sacks (big enough for a person to fit 
  in.) 
  3. Small coffers (4” by 6-8” by 2-4” 
  deep) 
  4. Chests (knee high, a few feet across. 
  5. Huge chests (metal,  
  6. Pottery jars 
  7. Metal urns 
  8. Stone containers 
  9. Iron trunks 
  10. Loose 
  11. Invisible.  Roll on this table again 
  with d10. 
  12. Illusion (to change or hide 
  appearance). Roll on this table again 
  with d10. 
  13. Secret space under container has 
  the more valuable portion of the 
  treasure. Roll on this table again 
  with d8+1. 
  14. Secret compartment in container 
  has the most valuable item in the 
  treasure.  Roll on this table again 
  with d6+3. 
  15. Treasure is hidden under a loose 
  stone in the floor.  Roll on this table 
  again with d10. 
  16. Treasure is hidden behind a loose 
  stone in the wall.  Roll on this table 
  again with d10. 
  17. Treasure is in a small secret room or 
  closet nearby.  Roll on this table 
  again with d10. 
  18. - 20. Roll again on this table with 
  d10. 
  Table V.3:  Miscellaneous 
  treasure composition 
  Die 
  Result 
  1-4 
  Roll on this table 2 more times on 3d6. 
  5-7 
  Nothing. 
  
  8-9 
  Copper.  1d10 x 100 coins. 
  10-11 
  Silver.  1d100 coins. 
  12 
  Gold.  2d20 coins. 
  13-15 
  Roll in MT&A. 
  16-17 
  Jewelry.  d3 items. 
  18 
  Magic item. 
  19-20 
  d3 gems. 
  Table V.4:  Monster 
  Treasure Types: 
  Lair Treasures 
  Treasure 
  Type 
  Copper  
  Silver  
  Electrum 
  (x10) 
  Gold 
  Gems 
  Art 
  Objects 
   
   
  Magical Items 
  A 
  100-300 
  25% 
  20-200 
  30% 
  30-180 
  35% 
  100-600 
  40% 
  1-10 
  60% 
  2-8 
  50% 
   
   
  Any 3 
  30% 
  B 
  100-600 
  50% 
  100-300 
  25% 
  10-100 
  25% 
  10-100 
  25% 
  1-2 
  30% 
  1-3 
  20% 
   
   
  Armor / weapon 
  10% 
  C 
  100-1000 
  20% 
  100-600 
  30% 
  10-60 
  10% 
  - 
  - 
  1 
  25% 
  1-2 
  20% 
   
   
  Any 2 
  10% 
  D 
  100-600 
  10% 
  100-1000 
  15% 
  10-60 
  15% 
  10-200 
  50% 
  1-3 
  30% 
  1-4 
  25% 
   
   
  Any 2 + 1 potion 
  15% 
  E 
  100-600 
  5% 
  100-1000 
  25% 
  30-180 
  25% 
  20-400 
  25% 
  1-4 
  15% 
  1-4 
  10% 
   
   
  Any 3 + 1 scroll 
  25% 
  F 
  - 
  - 
  300-1800 
  10% 
  100-400 
  15% 
  100-600 
  40% 
  1-8 
  20% 
  1-6 
  10% 
   
   
  Any 5 except weapon 
  30% 
  G 
  - 
  - 
  - 
  - 
  100-1000 
  50% 
  100-1000 
  50% 
  2d4 
  30% 
  1-4 
  25% 
   
   
  Any 5 
  35% 
  H 
  300-1800 
  25% 
  200-2000 
  40% 
  100-800 
  40% 
  100-1000 
  55% 
  2d6 
  50% 
  2-12 
  50% 
   
   
  Any 6 
  15% 
  I 
  - 
  - 
  - 
  - 
  10-60 
  30% 
  - 
  - 
  1-4 
  30% 
  1-6 
  50% 
   
   
  Any 1 
  15% 
  Individual and Small Lair Treasures 
  Treasure 
  Type 
  Copper  
  Silver 
  Electrum  
  Gold 
  Gems 
  Art 
  Objects 
   
   
  Magical 
  Items 
  J 
  3-24 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  K 
  - 
  3-18 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  L 
  - 
  - 
  2-12 
  - 
  - 
  - 
  - 
  - 
  - 
  M 
  - 
  - 
  - 
  2-8 
  - 
  - 
  - 
  - 
  - 
  N 
  - 
  - 
  1-6 
  - 
  - 
  - 
  - 
  - 
  - 
  O 
  10-40 
  10-30 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  P 
  - 
  10-60 
  1-20 
  - 
  - 
  - 
  - 
  - 
  - 
  Q 
  - 
  - 
  - 
  - 
  1-4 
  - 
  - 
  - 
  - 
  R 
  - 
  - 
  10-60 
  2-20 
  2-8 
  1-3 
  - 
  - 
  - 
  S 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  d8 potions 
  T 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  d4 scrolls 
  U 
  - 
  - 
  - 
  - 
  3d6/d3 
  d8 - 2 
  - 
  - 
  d4 - 3 
  V 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  W 
  - 
  - 
  1-8 
  5-30 
  2-16 
  1-8 
  - 
  - 
  d6-4 
  X 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 potions 
  Y 
  - 
  - 
  - 
  200-1200 
  - 
  - 
  - 
  - 
  - 
  Z 
  100-300 
  100-400 
  100-400 
  100-600 
  d6/d4 - 1 
  d20/d6 -3 
  - 
  - 
  d6 - 3 
   
  
SOURCE: textdata/thevault/Circe/Circe Unmastered.pdf