Introduction................................................ 5
What Is Role-Playing?................................. 5
Setting Up............................................ 5
Cyclopedia Organization............................... 5
Character Creation Section
Chapter 1: Steps in Character Creation..................... 6
Roll for Ability Scores............................... 6
Prime Requisites...................................... 6
Choose a Character Class.............................. 6
Adjust Ability Scores................................. 7
Roll for Hit Points................................... 7
Roll for Money........................................ 8
Buy Equipment......................................... 8
Determine Other Numbers and Rolls..................... 8
Armor Class....................................... 8
Attack Rolls...................................... 8
Saving Throws..................................... 8
Note Adjustments for Ability Scores................... 9
Strength.......................................... 9
Intelligence...................................... 9
Wisdom............................................ 10
Dexterity......................................... 10
Constitution...................................... 10
Charisma.......................................... 10
Choose Character Alignment............................ 10
Select Name, Personality, and Background............. 11
Determine Character Height and Weight................. 12
Earn Experience....................................... 12
Hit Dice and Hit Points............................... 12
Prime Requisites and Experience Points................ 12
Chapter 2: The Character Classes.......................... 13
Understanding the Tables.............................. 13
About the Classes..................................... 13
Cleric............................................ 13
Fighter........................................... 16
Magic-User........................................ 19
Thief............................................. 21
Dwarf............................................. 23
Elf............................................... 24
Halfling.......................................... 26
Druid (Optional)................................. 28
Mystic (Optional)................................. 29
Chapter 3: Spells and Spellcasting.................... 32
Introduction to Spellcasting...................... 32
Clerical Spells................................... 33
Clerical Spell List............................... 33
Druidic Spell List............................... 33
Magical Spell List............................... 34
Druidic Spells................................... 41
Magical Spells................................... 43
Chapter 4: Equipment.................................. 62
Money............................................. 62
Weapons........................................... 62
Armor............................................. 67
Adventuring Gear.................................. 68
Land Transportation Equipment..................... 70
Water Transportation.............................. 70
Siege Equipment................................... 72
Chapter 5: Other Character Abilities.................. 75
Weapon Mastery.................................... 75
General Skills.................................... 81
Rules Section
Chapter 6: Movement....................................87
Time...............................................87
Distance...........................................87
Movement...........................................87
Land Travel........................................88
Water Travel......................................89
Aerial Travel......................................90
Chapter 7: Encounters and Evasion......................91
Exploration and the Game Turn......................91
Travel and the Game Day............................91
Encounters.........................................91
Surprise...........................................92
Monster Reactions..................................93
Wandering Monster Encounters.......................93
Evasion and Pursuit................................98
Balancing Encounters (Optional)....................100
Chapter 8: Combat.....................................102
Order of Combat....................................102
Initiative.........................................102
Morale (Optional)..................................102
Combat Maneuvers...................................103
The Attack Roll....................................105
Missile Combat.....................................108
Magic..............................................109
Hand-to-Hand Combat................................110
Two Weapons Combat (Optional)......................110
Unarmed Combat.....................................110
Aerial Combat......................................114
Naval Combat.......................................115
Underwater Combat..................................115
Siege Combat.......................................115
Chapter 9: Mass Combat................................117
The War Machine....................................117
The Siege Machine..................................122
Chapter 10: Experience................................127
Experience From Role-Playing.......................127
Experience From Achieving Goals....................127
Experience From Monsters...........................127
Experience From Treasure...........................128
Experience From Exceptional Actions................128
Rate of Experience Gain............................129
Maximum Hit Points.................................129
Paths to Immortality...............................129
Creating High-Level Player Characters..............129
Chapter 11: Nonplayer Characters.....................132
Retainers..........................................132
Mercenaries........................................132
Specialists........................................132
Chapter 12: Strongholds and Dominions.................134
Dealing With the Authorities.......................134
Titles.............................................135
The Construction Process...........................135
Stronghold Retainers...............................137
Stronghold Staff...................................138
After the Stronghold Is Built......................139
Dominions..........................................139
Chapter 13: Dungeon Master Procedures.................143
Ability Checks.....................................143
Aging..............................................143
Alignment Changes......................................143
Anti-Magic Effects.................................143
Arguments and Complaints...........................144
Charm Person Spells................................144
Climbing...........................................145
Clues..............................................145
Creating Characters................................145
Damage to Magical Items............................145
Demihuman Clan Relics..............................145
Doors..............................................147
Equipment Not Listed...............................147
Haste Spell........................................147
Listening..........................................147
Magic-User Spell Choice............................147
Mapping............................................148
Multiple Characters................................148
New Items and Monsters.............................148
Overusing Dice.....................................148
Reality Shifts.....................................148
Record Keeping.....................................148
Retiring Characters................................149
Special Character Conditions.......................150
Thief Abilities....................................151
Transferring Characters............................151
Chapter 14: Monsters..................................152
How to Read Monster Descriptions...................152
Special Attacks....................................153
Special Defenses...................................154
Monster Type.......................................155
Monster List.......................................156
Changing Monsters..................................214
Monster Spellcasters...............................215
Undead Lieges and Pawns............................217
Chapter 15: Immortals.................................219
Immortals and Spheres of Power.....................219
How the Immortals Interact With Mortals............219
Immortal Statistics................................220
PCs Becoming Immortals.............................222
Chapter 16: Treasure..................................224
Dividing Treasure..................................224
Choosing Treasures.................................224
Coins..............................................226
Gems...............................................226
jewelry............................................227
Special Treasure...................................228
Magical Items......................................228
Potions............................................232
Scrolls............................................234
Wands, Staves, and Rods............................236
Rings..............................................237
Miscellaneous Magical Items........................239
Armor and Shields..................................242
Missile Weapons and Missiles.......................243
Swords.............................................244 ...
Miscellaneous Weapons..............................
Additional Weapon Modifiers........................
Artifacts..........................................
Cashing Treasure...................................
Making Magical Items..............................
Making Magical Constructs..........................
Making Huge Magical Constructs.....................
Spell Research.....................................
Experience From Spells and Enchantment.............
Chapter 17: Campaigning...............................
Campaign Tone and Goals............................
Player Character Goals............................
Designing the Setting..............................
Adapting the Game to the Setting...................
Designing Adventures and Dungeons..................
Running Adventures.................................
Chapter 18: The Planes of Existence...................
Arrangement of the Planes..........................
Interplanar Adventures.............................
The Ethereal Plane.................................
Elemental Planes...................................
Effects on Magic...................................
The Outer Planes...................................
Beyond the Multiverse..............................
Chapter 19: Variant Rules..........................
Ability Scores and Saving Throws...................
Demihuman and Mystic Experience ...................
Nonlethal Combat...................................
Appendices
Appendix 1: The D&De Game World.......................
The Known World...................................
The Hollow World...................................
Appendix 2: AD&D@ Game Conversions....................
Why Convert?.......................................
Game Differences...................................
Converting Between the Games.......................
Characters.........................................
Monsters...........................................
Magical Items......................................
Immortals and Deities..............................
Measurements.......................................
Appendix 3: Record Sheets.............................
DM's Character Card..............................
Character Record Sheet.............................
Spell Book Sheet.............................
Adventure Record Sheet.............................
Hex Mapping Paper..................................
Appendix 4: Indices..................................
Index to Spells....................................
Index to Tables and Checklists.....................
General Index......................................
Credits Credits
Rules Compilation and Development: Aaron Allston pilation and Development: Aaron Allston
Editorial Coordinator: Steven E. Schend Coordinator: Steven E. Schend
Editing: Steven E. Schend, withjon Pickens and Dori "the Barbarian" Watry
Project Coordinator: Bruce Heard
Art Director: Peggy Cooper
Front Cover Art: Jeff Easley
Back Cover Art: Robin Raab
Interior Art: Terry Dykstra
Cartography: Dennis Kauth and Frey Graphics
Graphic Design: Stephanie Tabat and Robin Raab
Typography: Angelika Lokotz and Trauey Zarnagne
Production: Sarah Feggestad
Acknowledgements
The D&D Cyclopedia is a derivative work based on the original DUNGEONS &
DRAGONS game by E. Gary Gygax and Dave Arneson. The Cyclopedia has also been
drawn from the works of and benefitted from the input of the following
people: Jim Bambra, Brian Blume, Tim Brown, jonatha Caspian, David Cook,
Troy Denning, Anne C. Gray, Ernie Gygax, Allen Hammack, Bruce Heard, Kevin
Hendryx, John Eric Holmes, Harold Johnson, Tim Kask, Jeff Key, Rob Kuntz,
Alan Lucien, Steve Marsh, Frank Mentzer, Tom Moldvay, Mike Mornard, Steve
Perrin, Jon Pickens, Brian Pitzer, Michael Price, Patrick L. Price, Paul
Reiche, Evan Robinson, Gordon Schick, Lawrence Schick, Don Snow, Edward G.
Sollers, GaM Spiegic, Stephen D. Sullivan, Ralph Wagner, Jim Ward, jean
Wells, and Bill Wilkerson.
Additional thanks go to the Cyclopedia's commentators and helpers: Mark
Bennett, William W Connors, Alan Grimes and the Role Players Guild of Kansas
City, Bruce Heard, Rob King, Dirk Remmecke, and Luray Richmond.
ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGONLANCE, DUNGEONS & DRAGONS, D&D,
FORGOTTEN REALMS, and WORLD OF GREYHAWK are registered trademarks of TSR,
Inc.
CREATURE CRUCIBLE, DARK SUN, FIEND FOLIO, HOLLOW WORLD, RAVENLOFT,
BATTLESYSTEMS, and SPELLJAMMER are trademarks of TSR, Inc.
LANKHMAR is a trademark owned by Fritz Lieber and is used with
permission.
Random House and its affiliate companies have worldwide distribution
rights in the book trade for English language products of TSR, Inc.
Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.
Distributed to the toy and hobby trade by regional distributors.
911991 TSR, Inc. All Rights Reserved.
1-56076-085-0
This work is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork
presented herein is prohibited without the express written consent of TSR,
Inc.
Printed in the United States of America.
Introduction
The D&D Cyclopedia is as accurate a name as you could want for this book.
A "cyclopedia" is an encyclopedia, and this book is an encyclopedia of all
major D&D game rules.
This book is intended to be a reference volume for those who already play
the D&D game. You'll find it much more convenient to look up a specific rule
here than in earlier versions of the game. just about everything appearing
in the boxed sets is here-but in a more convenient format. For example, all
the game's spells are in one place, and all the details of creating a
fighter- class character are in one location.
However, though this book is aimed at the experienced user, it is
possible to learn to play the D&D game from these pages. The Cyclopedia
lacks many of the examples and the patient explanation you'll find in the
DUNGEONS & DRAGONS boxed sets, but you can still learn to play from these
rules.
What Is Role-Playing?
Before television, there was radio. Audiences earlier in this century sat
in front of their radios and thrilled to the exploits of bigger-than-life
radio heroes. Since it was radio, they couldn't see what was going on, but
they didn't need to-all the action was described by dialogue, narration, and
sound effects, and was translated by the imaginations of the listeners into
scenes they could see, experience, and remember.
Role-playing games are much like radio adventures, except for one
important detail: they're interactive. One player provides the narrative and
some of the dialogue, but the other players, instead of just sitting and
envisioning what's going on, actually participate. Each player controls the
actions of a character in the story, decides on his actions, supplies his
character's dialogue, and makes decisions based on the character's
personality and his current game options.
The DUNGEONS & DRAGONS game is a fantasy role-playing game. This means
that it's set in a world where men and women can wield powerful magic, where
monsters like dragons thrive, and where heroes like Sinbad, Hercules, and
Lancelot abound.
When you play the D&D game, one player will become the Dungeon Master
(also known as the DM or referee). He or she will create the world and
setting in which the adventures will be taking place and will create a
variety of characters to populate the world. The DM will also develop
situations taking place in that world and will then run adventures-acting as
the main narrator of the stories in which the other players' characters will
participate.
The other players will create characters-the heroes of the DM's story.
The DM will present their characters with situations, and they'll decide how
to react to those situations. Several situations progressing toward a
conclusion become an adventure or story; a number of adventures played one
after another become a campaign.
Setting Up
When a group gets together to play, everyone should bring what they need,
including dice, pencils and papers, and characters (preferably on character
sheets).
A table is normally used, the DM sitting at one end with information
about the dungeon. The DM often uses an upright piece of staff card
There are no two- or three-sided dice, but we and maps of the dungeon so
they are not accidentally seen by the players.
The players sit around the table, away from the DM, where they can all
easily see any maps made during the adventure, the order of the figures (if
used), and so forth.
During the game, players should be allowed to refer to any player's aids
whenever they wish, including the character creation section of the
Cyclopedia (Chapters 1-5). However, they should not be allowed to see
everything in this book. The mystery and excitement on unknown monsters and
magic can be spoiled if someone looks up all the details during the game.
Mapping and Calling
Although each person will be playing the role of a character, the players
should also handle the jobs of mapping and calling. Any player can be the
mapper or caller.
The mapper is the player who draws a map of the dungeon as it is
explored. One or more of the characters should be making maps, but one of
the players must make the actual map. The map should be kept on the table
for all to see and refer to. Pencil should be used when making the map, in
case of errors or tricky passages.
If the party's movement carries it into new and unmapped territory, the
DM will describe the area in detail so the party's mapper can map it. If
something such as a secret door or treasure item is discovered, the DM
describes it and announces the results if the characters examine it.
The caller is a player selected by the other players to describe party
actions so the DM doesn't have to listen to several voices at once. He or
she tells the DM what the party is doing this turn. If the DM prefers, each
individual player can describe his own actions. The caller is just a
convenience in many campaigns; it's not a game rule that players have to
use.
Using the Dice
Often the characters want to do something that involves an element of
chance. Say someone wants to leap onto a galloping horse. He might make
it-or he might not! You can roll dice to decide if the action succeeds. In
the D&D game there are many kinds of dices: four-, six-, eight-, ten-,
twelve-, and even twenty-sided dice.
A four-sided dice looks like a pyramid. Drop it on the table. Read the
numbers that are face up along the bottom of the dice. This number is the
result of the roll.
When rolling any dice with six sides or more, one side always lands face
up. This number is the result. On the ten-sided dice, the number 0 is
usually read as 10.
You can use a ten-sided dice to find a percentage (a number from 1-100).
Roll the dice once. Read the result as the "tens" digit, counting a 0 as "no
tens." Roll a second time and read the result as the "ones" digit. If both
rolls are zeroes, the result is 100.
We often use abbreviations to refer to various kinds of dice: a "d"
followed by the number of the dice's sides. For example, "d6" refers to a
six- sided dice. We use "d%" or 1d100 to refer to percentage dice.
We use a coin for a d2- heads is 1, tails is 2. To make a d3, roll a d6,
and then divide the result by two and round up.
Often, a number appears before the "d" as well as after it. This shows
the number of times you should roll the dice. (For example, 2d8 means roll
the eight-sided dice twice.) When you roll a dice more than once, add the
results of the rolls together. So, 3d6 means roll the six-sided dice three
times and add the results. For example, a 3d6 roll of 3, 5, and 1 is 9 (3 +
5 + 1 = 9).
Cyclopedia Organization
This book is divided into the character creation section, the rules
section, and the appendices.
Character Creation Section
In this section of the book, we're going to describe everything needed to
know in order to create a player character-a character played by any player
except the Dungeon Master. The DM, too, will find this section useful when
creating human and demihuman nonplayer characters.
In this section, Chapters 1-5 give you a basic understanding of the D&D
game rules; a thorough description of the way human and demihuman characters
are created; information on the spells, skills, and equipment the characters
use to accomplish their objectives; and information on the things players
and their characters need to do in the course of a game.
Rules Section
This section of the book, covering Chapters 6- 19, gives detailed
information on handling movement, encounters, and combat; It also covers
procedures such as mass combat, granting experience, and playing nonplayer
characters. Its largest components include all information needed for
monsters, Immortals, and treasure.
In addition, this section discusses Dungeon Master procedures,
campaigning, variant rules, and the planes of existence.
Appendices
The appendices hold valuable information regarding the D&D game world and
also on converting characters over to the ADVANCED DUNGEONS & DRAGONS game.
You'll find supplemental record sheets, useful forms, and indices for spells
and rules.
Pronoun Note
The mate pronouns (he, him, his) are used throughout this book. We hope
this won't be interpreted by anyone as an attempt to exclude females from
the game or to imply their exclusion. Centuries of use have made these
pronouns neutral, and we feel their use provides for clear and concise
written text.
Sooner or later you will want to make up your new character. Before you
start, get a the multisided dice used with the D&D game. You will also need
a blank character sheet (or a piece of notebook paper) to keep track of the
details. A sample character sheet is found in Appendix 3.
If you are using a blank piece of paper, copy the form of the character
sheet onto it-in other words, allow a space for your name and the
character's name at the top left, a place for character class, level, armor
class, and hit points below that, and so forth. The Dungeon Master should be
present and should watch the creation of any player character, including all
dice rolls.
Your first try at creating a new character will probably take an hour
or so. Even when you are used to the procedure, it will still take 10-30
minutes. If the Dungeon Master is just beginning a new campaign, he should
call everyone together for a session where all players create their
characters and where he describes the campaign world in which the others
will be playing. Once the campaign is underway, a player shouldn't try to
create a character at the beginning of a play-session (unless the DM
specifically asks him to)-it delays the start of the game. All the rolling,
adjusting, buying, and so forth should be done beforehand. n
The following is a list of the steps to take when making a new
character; each step is then explained in detail.
Steps to creating a character:
1. Roll for ability scores
2. Choose a character class
3. Adjust ability scores
4. Roll for hit points
5. Roll for money
6. Buy equipment
7. Determine other numbers and rolls
8. Note adjustments for ability scores
9. Choose character alignment
10. Select name, personality, and background
11. Determine character height and weight
12. Earn experience
Roll for Ability Scores
Roil 3d6 for each ability:
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Many of the attributes that make up a character-for instance, his
physical might and his level of intelligence-are represented by numbers in
the game. Six of these are the character's abilities: Strength,
Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Strength (Str)
is the character's physical might. It affects the amount of damage the char.
acter does with hand-to-hand weapons (such as swords and clubs) and thrown
weapons (such as thrown spears and knives), affects his chance to hit with
hand-to-hand weapons, and determines his ability to do such things as break
down locked doors.
Intelligence (Int) is the character's mental might. It affects the number
of languages the character can learn.
Wisdom (Wis) is the character's strength of understanding of the world,
the way things work, the forces of nature, and so forth. It affects the
character's natural ability to resist magical spells.
Dexterity (Dex) is the character's nimbleness and grace. It affects the
character's ability to wield missile and thrown weapons (such as bows and
throwing knifes@) and can make it harder for enemies to hit the character.
Constitution (Con) is the character's physical health and vigor. It
affects the character's hit points score (i.e., his ability to survive being
injured).
Charisma (Cha) is the character's force of personality and presence. It
affects the way other characters, especially nonplayer characters controlled
by the DM, react to the character.
You roll dice to find each ability score. This is done by rolling the
six-sided die three times and adding the results. Or, if you have three six-
sided dice, roll the dice together. (This is normally referred to in the
text as "rolling 3d6.")
For example, if you toll ones each time, the the total score is 3, the
least score possible. If you roll all sixes, then the total is 18, the
highest score you can have.
You should end up with six numbers, each between 3 and 18. These are your
character's ability scores. Write the scores down as you roll them, next to
the names of the abilities.
High ability scores can help the character in certain things. For
example, high Strength allows a character to deal out more damage in combat;
a high Constitution helps a character survive injury; a high Charisma helps
a character attract friends. Low scores have exactly the opposite effect.
We'll discuss these effects in the Bonuses and Penalties for Ability Scores
Table.
You can adjust the ability scores in Step 3 ("Adjust Ability Scores"),
but first you must decide what class your character will be.
Prime Requisites
Each character class requires prowess in one of the abilities-in other
words, each class has its ability that is of utmost importance to that
class. (For example, a fighter's most important ability is Strength and a
cleric's is Wisdom.) These are known as prime requisites.
Each character class has its own prime requisite. This means each class
is talented at certain things, such as fighting (fighters because of their
Strength), healing (clerics because of their Wisdom), sneaking about
(thieves because of their Dexterity), and so on. The higher a character's
prime requisite score, the more skill he will have in his class (his "job").
Prime requisites for each class are listed with the character class.
Choose a Character Class
A character class is a character's main profession in the campaign.
Think of each character
6
class as a sort of stereotype. For instance, all warriors in books and
movies have some features in common and those specific features, translated
into the D&D game terms, are what make up the fighter character class.
The player character (PC) classes available for you to choose include
four human classes (cleric, fighter, magic-user, thief), three demihuman
classes (dwarf, elf, halting), and two special character classes (druid,
mystic).
You've probably noticed that the names of the demihuman character classes
sound more like race or species names than professions. That's because
demihumans are more limited in thief options than humans are, so the entire
face can be represented by a single character class.
Types of Character Classes
Most characters will be humans. In most D&D game campaigns, humans are the
most widespread of all intelligent beings. Any new character can belong to
one of the human classes (cleric, fighter, magic-user, thief), regardless of
his ability scores.
Character Classes and Ability Requirements
Table
Character Prime Other
Class Requisite(s) Requirements
Cleric Wisdom None
Fighter Strength None
Magic-User Intelligence None
Thief Dexterity None
Dwarf Strength Constitution 9
Elf Strength, Intelligence 9
Intelligence
Halfling Strength, Dexterity 9,
Dexterity Constitution 9
Druid Wisdom Neutral align-
ment, obtain
9th level as a
cleric
Mystic Strength, Wisdom 13,
Dexterity Dexterity 13
Demihuman characters (dwarf, elf, and halfling) should be a little less
common: these races are supposed to be somewhat reclusive and mysterious.
They are known as "demihumans" because they are so similar to humans. Each
demihuman character class has specific ability requirements. If a newly
created character does not have high enough scores in some specific
abilities, he can't belong to the demihuman classes.
The special character classes (druid and mystic) technically belong in the
set of human character classes, but they have such stringent requirements
and unusual guidelines t@at they're set aside for you to look at separately.
The DM might not want to use them in his campaign; it's easier for him to
make and enforce this decision if they're set aside.
Descriptions of Character
Classes
A Cleric is a human character who has dedicated his life to a great and
worthy cause. Often, this cause is the cleric's alignment. A Lawful cleric,
for example, would be dedicated to spreading law and order throughout the
campaign world. The cleric wields magic, and he can use almost as many
weapons and armor types as a fighter. The cleric's prime requisite is his
Wisdom.
A Fighter is a character whose main skill is his prowess at arms. A
fighter can be a heavily armored knight or a lightly armored swashbuckler,
but it's his extraordinary skill in combat that makes him special. In the
game, a fighter's prime requisite is his Strength.
A Magic- User is a character who wields magic. He has little or nothing
in the way of fighting ability, and in the early part of his career he has
little in the way of magical ability either. But as he gains in experience,
he becomes a powerful character and can wield powerful magical spells. The
magic-user's prime requisite is his Intelligence.
A Thief is a character who has spying abilities. Whether he actually
makes his living stealing from other people, he has many skills appropriate
to that livehood. He can move stealthily, climb sheer surfaces, pick locks,
and so forth. He has combat abilities better than a magic-user's, but he's
not a strong combatant. The thief's' prime requisite is his Dexterity.
A Dwarf is a sturdy, squat demihuman. He resembles the fighter in many
details, but has many special abilities and special restrictions that set
him apart from human fighters. The dwarfs' prime requisite is his Strength.
Also, a dwarf character must have a Constitution score of q or more. If the
character you're creating has a Constitution of 8 or less, he cannot be a
dwarf.
An Elf is a lean, nimble demihuman. He is a very capable combination of
the fighter and magic-user classes. He's not quite as tough as a human
fighter, nor will he ever achieve the great magical ability of a human
magic-user, but he does have most of the abilities of both classes. He has
other special abilities and restrictions that set him apart from the human
classes. The elf has two prime requisites: Strength and Intelligence, and
the Intelligence score must be 9 or more. If the character you're creating
has an Intelligence of 8 or less, he cannot be an elf.
A Halfling is a small demihuman. He has many abilities similar to a
fighter, but he is also noted for his ability in woodsmanship. He's not as
tough as a fighter, and he has special abilities and restrictions that set
him apart from the fighter class. The halting has two prime requisites:
Strength and Dexterity, and the Dexterity score must be 9 or more. Also, a
halting character must have a score of q or better for his Constitution.
A Druid is a special type of spellcaster who devotes himself to the
needs and preservation of Nature. However, you can't start a character off
as a druid. A druid character must start off as a cleric-in fact, as a
cleric of the Neutral alignment (alignments are discussed in Step 9,
"Choose Character Alignment")-and earn a lot of experience (up to 9th
experience level) as a cleric. Only at that point can he become a druid.
A Mystic is a type of warrior-monk. He lives a monastic life, devotes
himself to philosophy and the mastery of his physical body, and trains
himself to become a master of unarmed fighting. Mystics are not appropriate
to all campaigns, so the DM has the option of refusing to allow mystics in
his world. The mystic's prime requisites are Strength and Dexterity. Also, a
mystic c acter must have scores of 13 or better in both Wisdom and Dexterity
abilities.
All these character classes will be describe greater detail in Chapter 2.
If you don't know enough about these classes to decide your new character
should be, you can ahead to Chapter 2, then return here and your choice.
When you've decided what character class your character will be, continue
with next step.
Adjust Ability Scores
You can trade two points from an ability score you don't want to raise
your prime requisite by one point. You can perform trade as many times as
you want, so long you do not lower any ability below a score 9. You cannot
lower your Dexterity, Constitution, or Charisma. You can only raise your
Character's prime requisite score.
Once you've rolled your character's ability and decided on his character
class, it is possible to raise his prime requisite by lowering of ability
scores. This is sort of like training hardly improve one skill while letting
others become neglected. (For example, a magic-user might spend all his time
studying hard, neglecting his exercise; he'd end up with a higher
Intelligence and a lower Strength.)
These are the rules for exchanging ability points:
1. The prime requisite goes up 1 point for each 2 points that another
ability score goes down. If a character has two prime requisites, both can
be raised.
2 .Constitution and Charisma points cannot be exchanged with others.
3. Dexterity cannot be lowered (but it may be raised for a thief or
Halfling character).
4. No score can be lowered below 9. If it is already 10 or less, it
cannot be lowered.
Example: An elf has Intelligence and Strength scores of 12 and a Wisdom
of 13. His player wants him to be both stronger and smarter. He drops the
Wisdom score by 2, to 1 1, so 1 point can be added to Strength. Then he
drops the Wisdom again, to 9, and adds 1 to Intelligence. This results are
Intelligence and Strength scores of 13 and an adjusted Wisdom of g.
A cleric with Strength and Wisdom of 15 drops the Strength by 6 (to 9)
and raises the Wisdom by 3 (to 18).
If you want to exchange any ability score points, you must do that now
before you go any further in making the character. No such adjustments can
be made later. Remember that you do not have to adjust any ability scores.
This is an option, not a requirement.
Roll for Hit Points
Your character's hit point score represents his ability to survive
injury. The higher his hit point score, the more damage he can sustain
before dying. Characters who survive long enough to
gain a good deal of experience typically gain more and more hit points;
therefore, an experienced character lasts longer in a fight or other
dangerous situations than does an inexperienced character.
A character's profession (his character class) dramatically affects the
number of hit points he receives. Fighters and dwarves receive a lot of
hit points. Magic-users and thieves receive only a few. The other classes
receive a medium amount.
Find your character's class on the Character Class and Hit Dice Table, and
then roll the type of die indicated in order to find your starting hit
points. Note that your character's Constitution score can affect the number
of hit points he will have. Look for the Bonuses and Penalties for Ability
Scores Table and apply the appropriate number to the number of hit points
rolled for your character.
Character Class and Hit Dice Table
Dice for
Character Class Hit Points
Cleric 1d6
Fighter 1d8
Magic-user 1d4
Thief 1d4
Dwarf 1d8
Elf 1d6
Halfling 1d6
Druid
Mystic 1d6
Does not apply.
Roll for Money
Starting gold piece
Your character starts out with no possessions except for normal clothes
and a little money, saved up over many years. You will need to go shopping
for equipment, but first you must find out how much money you have.
Roll 3d6 (three six-sided dice), and multiply the total by 10. (For
example, if you roll 12, the total is 120.) This is the number of gold
pieces (gp) that you start with. Write that on your character sheet. If
you're using a hand-written sheet write down the word "Money" on the back
an@ put beside it the number you've just rolled.
Buy Equipment
Now that you have your money, you can spend it on the equipment you need
to go adventuring. There is a complete list of equipment in Chapter 4 later
in this book. Be sure to ask your Dungeon Master if everything on that list
is available in his campaign. If his campaign deviates a lot from the
"standard" D&DO game campaign, he could have a very different list of
equipment, which he should provide for you.
There are restrictions on what items your character is allowed to have,
especially on armor and weapons. Before you go shopping, be sure you have
read the full description of your character list, later in this chapter.
For example, a magic-user cannot wear any armor at all and can only use
a few types of weapons. It would be a waste of money for a character of this
class to buy a sword or shield; instead, his money can be saved or spent on
oil, torches, and other items. Thieves, however, must buy thieves' tools to
use their Open Locks ability. On a piece of piece paper, write down all the
equipment you Want to buy and add up the cost.
If it costs more gold pieces than you have, you must erase something
from the list. When you can pay for your list of equipment, subtract the
cost from your money, and write the equipment down on your character sheet.
Be careful when shopping! You may forget to buy rope, for example, and
suddenly find a need for it during an adventure-and if you didn't buy it,
you don't have it. Ask the other players and your DM for advice on what to
buy-and what not to buy. Remember that money can be saved for buying
expensive equipment later.
Don't Forget Spells
If your character is a spellcaster, he will also need to equip himself
with the spells he knows. Magic-users know one spell at their first level of
experience, while clerics learn their first spell at second level. Ask your
DM for the spells which your character knows. Magic-users also need to have
spell books to record the spells they know. A magic-user's first spell book
is free, a gift of the wizard who taught him. Clerics do not need spell
books.
Determine Other Numbers and Rolls
Armor class, attack rolls, and saving throws are numbers-numbers which
you'll calculate from the character's other attributes or find on provided
tables-which are important to the way the character performs in combat.
Armor Class
Armor class, sometimes abbreviated as AC, is a number indicating how tough
it is to hit your character. With the armor class, unlike most numbers in
the D&D game, a low number is good for a character, and a high number is
bad. Your armor class is a combination of the type of armor you are wearing,
plus any adjustments due to Dexterity. First, find your armor type on the
Armor Type and Armor Class Table.
Armor Type and Armor Class Table
Armor Type Armor Class
No armor 9
Leather armor 7
Scale armor 6
Chain mail 5
Banded armor 4
Plate mail 3
Suit armor 0
Shield Subtract 1*
* If using a shield, subtract 1 from the AC
number. Example: chain mail alone is AC 5,
but with a shield it is AC 4.
Once you know your armor class as provided by your armor type, you can
determine adjustments to your armor class from your Dexterity. Find your
Dexterity score on the Bonuses and Penalties For Ability Scores
table. For every + 1 on the table, subtract 1 from your armor class. For
every -1 add 1 to your armor class.
Example: If you are wearing chain mail and a shield (AC 4), but have a
Dexterity score of 15 (+ 1 bonus), your armor class number improves and goes
down, to 3. If you are wearing plate mail and shield (AC 2) but have a
Dexterity score of 5 ( - 2 penalty), your armor class worsens and goes up to
4.
Remember: The lower the AC number, the harder you are to hit. A penalty to
armor class actually raises the number, making you easier to hit. If your AC
is even better than zero, then negative numbers, or "minus" numbers, are
used. For example, a character with a Dexterity Score of 18 (a + 3 bonus,
which translates to - 3 to the AC) and wearing plate mail and shield (AC 2)
would have an AC of "minus one"
Attack Rolls
An attack roll is a number representing how easy or difficult it is for
your character to hit other targets. In combat, when your character is
trying to hit another character, you roll 1d2O; this is known as his attack
roll. (In some game supplements, it's also called the "hit roll," " to-hit
roll," or "roll to hit.") Once you know the number you've rolled on the die,
you add any bonuses your character gets from high ability scores, magical
weapons, or other factors. You'll compare that final result to the number
required to hit the armor class of your character's opponent. If you reach
or exceed that number, your character has successfully hit his opponent.
But how do you find out what number you need to hit a certain armor class?
That's simple enough: We provide it to you on handy tables. Take a look at
the Attack Rolls Table on page 106. Go ahead and flip forward to that table
and return here when you've looked at it. To use the table, cross-reference
your character's experience level and character class with his opponent's
armor class. On the table, "MU" stands for magic-user, "C,TD" stands for
"clerics, thieves, and druids," "F" stands for "fighters" (and also
includes mystics and low-level demihumans), and "DH" stands for "demihumans"
(and is used for high-experience demihumans). The numbers " 19" through 20"
Stand for the opposition's armor class.
A 1st level fighter attacks an enemy with an armor class (AC) of 2. On
the Attack Rolls Table in Chapter 8, go to the "F" (for fighter) column, go
down to where it says "1-3" (which means "Experience Levels I through 3"),
and then go right to the column corresponding to AC 2. You need to roll a 17
to hit that armor class.
Attack Rolls Tables vs. THACO
Now, record your character's attack rolls on the character sheet. There
are two ways to do this. One is for beginning players and for players who
sometimes have a hard time juggling numbers; the other is for experienced
players who don't have trouble juggling numbers.
Attack Rolls: With the first way, you write down your character's rolls to
hit several armor classes. Instead of recording all the listed armor classes
(19 to -20), we usually record only ACs 9 to - 5; these are the armor
classes most commonly encountered in a game.
On your character sheet, you'd make a small, simple table listing the
attack rolls for your character's level and character class. An example
given on this page of the attack rolls for a first level fighter; for all
characters, refer to the main table in Chapter 8, then write down the
pertinent information on your character sheet. This way, when your first
level fighter is attacking an AC of - 2, you'd be able to look down on his
character sheet and see immediately that he needs to achieve a roll of 20 to
hit his target.
THACO: The abbreviation THACO stands for "To Hit Armor Class O." There's
nothing mysterious about it: It's just the number your character needs to
hit armor class 0. On the table immediately above, for example, you see that
a 1st level fighter needs to achieve a roll of 19 to hit an armor class of
0; therefore, his THACO is 19.
Some experienced players will not want to have an entire table cluttering
up their character sheets; they'll just record their characters' THACO
number. Additionally, many abbreviated descriptions of monsters used in D&D@
game adventures will use the THACO number.
To use THACO, you have to do some adding and subtracting during combat.
You subtract your modified attack roll (the number rolled on a 20-sided die
plus any bonuses) from your THACO, and the result is the armor class your
character hits.
For example, Ruggin is a 3rd level dwarf, and he's fighting a hobgoblin
clad in chain mail (AC 5). Ruggin's THACO is 19, and he rolls a 16; Ruggin
successfully hits his opponent's armor class (19 - 16 = 3) since he hit an
AC 3 (two better than AC 5).
Likewise, instead of figuring out which AC your attack hits, you can use
THACO to determine what number is needed to hit a specific armor class.
Subtract the defender's armor class from the attacker's THACO. If the armor
class is a negative value, add the armor class number to the attacker's
THACO. The result is the number the attacker needs to hit his opponent. e
For instance, Ruggin the 3rd level dwarf needs a 19 or better on a
20-sided die to hit a monster with AC 0. Ruggin is facing a troll (AC 4) and
he needs a roll of 15 of greater to hit the monster (19 - 4 = 15).
If you're a beginning player, you should stick to the larger table; when
you're comfortable with it, you can practice using the THACO number. When
you're equally comfortable with THACO, you can stop recording the whole
table on your character sheet, and merely record THACO.
Find your character's class and experience level on the Saving Throws
Table in Chapter 8. Move across to the column representing the type of
attack your character is sustaining. The number shown in that column is is
your saving throw. Roll that number or better on 1d2O to avoid or diminish
the effects of the attack.
A saving throw represents your character's attempt to avoid the effects of
some sort of unusual attack-poison, magical spells, the flaming breath of a
dragon, and so forth. A successful saving throw means that the character
either sustains a reduced amount of damage or suffers no harmful effect at
all, depending on the type of attack. An unsuccessful saving throw means
that the character sustains the full damage or effect of the attack. The
saving throw is rolled on 1d2O when specified by the DM.
A character doesn't have just one saving throw number; he has a different
one for each of five different categories of unusual attacks. Those
categories include "Poison or Death Ray," " Magic Wand," "Turning to Stone
or Paralysis," "Dragon Breath," and "Spells or Magic Staff."
Saving throws are based on your character's class and experience level. You
can find your character's saving throws on the Saving Throws Table on page
109 of Chapter 8. Go ahead and flip to that table, look it over, and return
here.
To find the saving throws for your character, simply took up his class and
experience level. For example, if your character is a 1st level elf, his
saving throws would be:
Death Ray or Poison: 12; Magic Wand: 13; Paralysis or Turn to Stone: 13;
Dragon Breath: 15; Spells or Staff: 15
Write the saving throws appropriate for your character on his character
sheet.
High Wisdom and Saving Throws
If a character has a Wisdom score of 13 or more, he receives a bonus to one
of his saving throws; if his Wisdom is 8 or less, he receives a penalty.
Take a look at the Bonuses and Penalties for Ability Scores Table below.
If your Wisdom score is high or low enough for a bonus or penalty, record
that on your character sheet beside your Wisdom score. This bonus or penalty
affects your character's saving throws vs. spells. When rolling your saving
throw vs. spells, you can add the character's Wisdom bonus to his saving
throw (or must subtract the penalty, if he has a penalty instead).
Note Adjustments for Ability Scores
You've already seen, on several occasions, that high abilities give your
character special bonuses, while low ones give the character special
penalties. Below are the character's abilities and notes on what sorts of
adjustments high and low abilities will bring him.
When you have high scores in abilities, note the specific adjustments
which result from them; if you're not,using a character sheet which already
has blanks for these adjustments, place them beside the abilities (Strength,
etc.) which grant them to the character. The Bonuses and Penalties for
Ability Scores Table shows ability adjustments.
Now, let's go through each of the abilities and see what high scores will
do for each ability.
Strength
High Strength affects how well a character hits with melee weapons - that
is, hand-held weapons. It affects how much damage the character does with
melee weapons, and with thrown weapons like hurled knives and spears. And it
affects how often a character can budge stuck doorways.
The character's adjustment for a high Strength score is applied to any
roll he makes to hit someone in melee combat.
For instance, if a character has a Strength of 17 (therefore, a + 2
adjustment), and rolls a 9 on his 1d2O to hit someone, he gets to add his
Strength adjustment to that roll. He has actually achieved a roll of I 1 (9
+ 2 = 11). If the character has a Strength of 8 (therefore, a - 1 penalty)
and tolls a 9, he has to subtract his penalty; he has actually achieved a
roll of 8 (9 - 1 = 8).
The character's adjustment for Strength is also applied to damage he does
with melee and thrown weapons.
For example, let us say a character with Strength 18 (adjustment + 3)
hits someone with a sword and does 8 points of damage. He adds his Strength
bonus to the damage, and so has actually done 11 points of damage. Likewise,
a character with a Strength of 5 (adjustment - 2) who rolls 8 points of
damage has actually only done 6 points of damage (8 - 2 = 6).
Finally, the character gets his bonus or penalty to his Open Doors roll.
The Open Doors roll is the character's ability to force open stuck doors.
(The DM can optionally use it to decide whether the character is strong
enough to perform similar feats of strength, such as moving obstructions.)
The Open Doors roll is tolled on a 1d6, with a roll of 5 or 6 meaning
success; the character with high Strength applies his adjustment to the
number he rolls on the dice. However, a natural, unmodified "6" on an Open
doors roll will always open a door, despite any penalties to the contrary.
Abilities and Adjustments Table
Ability Adjustments To:
Strength Attack Rolls (Melee Weapons and Unarmed
Combat), Damage Rolls
(Melee and Thrown Weapons), Opening Doors
Intelligence Languages, General Skills (Optional)
Wisdom Saving Throws vs. Spells
Dexterity Attack Rolls (Thrown and Missile Weapons),
Armor Class
Constitution Hit Points per Experience Level
Charisma Reactions from NPCs
For example, a character with Strength 13 (adjustment + 1) tries to
budge a stuck door. On his 1d6, he rolls a 4. This isn't enough; it's not
a 5 or 6. But he adds his + 1 adjustment, his 4 becomes a 5, and suddenly
it's enough: He can budge the stuck door. Similarly, a character with
Strength 3 (adjustment - 3) tries a similarly stuck door. On his 1d6, he
rolls a 5, normally a success. But he must apply his - 3 adjustment and
his 5 suddenly becomes a 2, a failure.
Intelligence
High Intelligence affects the number of languages a character knows. If
the DM is using the optional general skills rules, high Intelligence also
affects the number of general skills the character knows.
A human character of "average" Intelligence (a score of 9-12) knows two
languages: the Common tongue -and an alignment tongue. The character can
read and write those languages. (The Common tongue is the "standard"
tongue for the campaign. A campaign set in modern America would have
English as its Common tongue, for example.) Demihuman characters usually
know additional languages, as described for each demihuman character
class.
if the character receives an adjustment from an Intelligence over 12 (a
bonus, in other words), this is the number of additional languages the
character can read and write. Your Dungeon Master will tell you what
languages are available. You must choose your added languages before you
play the character in a game.
If the Intelligence adjustment is a penalty, then the character has
trouble writing and perhaps speaking.
In either case, look at the Intelligence and Languages Table.
Intelligence and Languages Table
intelligence Use of
Score Languages
3 Has trouble speaking, cannot read or write
4-5 Cannot read or write Common
6-8 Can write simple Common words
9-12 Reads and writes native languages (usually two)
13-15 Reads and writes native
languages, +1 additional
language
16-17 Reads and writes native
languages, +2 additional
languages
18 Reads and writes native
languages, +3 additional
languages
If your campaign makes use of a lot of languages-especially common in a
campaign where the player characters travel through a lot of foreign lands,
or where there are a lot of talking monster species character's ability with
languages can be very important.
Wisdom
The effects of a high Wisdom are discussed above, under "High Wisdom and
Saving Throws." Adjustments for high Wisdom scores affect the character's
saving throws vs. spells.
Dexterity
The effects of a high Dexterity are discussed above, under "Armor Class."
Adjustments for high Dexterity scores affect the character's AC.
They also affect the character's ability to hit with missile weapons-any
thrown weapons or weapons launched through the air. The character's
adjustment for a high or low Dexterity is applied to his roll to hit when he
is using missile weapons.
For example, a character with a 17 Dexterity (adjustment + 2), using a
bow, is trying to shoot a distant enemy. He needs a 13 to hit his enemy. On
his 1d20 attack roll, he rolls a 12. He has failed. But now he adds his
bonus for high Dexterity ( + 2) and his 12 becomes a 14: He has actually hit
his opponent.
Constitution
Your Constitution score can affect the number of hit points you have.
Look earlier in this chapter for the Bonuses and Penalties for Ability
Scores table, and apply the bonus of penalty to the number of hit points you
rolled. But whatever the adjustments, your hit points cannot be lowered to 0
(zero); you will have at least I hit point for each roll.
Each time a character gains a level of experience (a measure of how
experienced he is), roll for more hit points. And each time you roll, you
adjust the roll according to your Constitution score.
Eventually, your character will stop gaining dice of hit points every
time he earns a level of experience, and will no longer gain bonuses for a
very high or very low Constitution score. Instead, he'll start getting a
preset number of hit points every level, and his Constitution bonus will not
apply to that number. But that's off in the future; don't worry about it
right now.
Charisma
A character's Charisma score will affect how others, whether characters
or monsters, react to him-when the character is talking to them (but not
unless he is talking). If he tries to hire retainers (bodyguards,
assistants, and so forth), his Charisma will determine the number he can
hire, and how loyal they will be. Your Dungeon Master will tell you if any
retainers are available, and will play the roles of the retainers your
character finds and (possibly) hires.
Whenever your character is talking to any creature (monster or character)
controlled by the DM, tell the DM what your reaction adjustment is. If your
Dungeon Master allows the use of retainers and you attempt to employ some,
you will need to tell him your character's maximum number of retainers, as
well as the Retainer Morale score (which is a measure of loyalty and
courage). Reaction adjustments due to high Charisma never adjust any rolls
you make; they only affect rolls made by the Dungeon Master, so he needs to
know this information.
Choose Character
Alignment
An alignment is a code of behavior or way of life which guides the
actions and thoughts of characters and monsters. There are three alignments
in the D&De game: Law, Chaos, and Neutrality. Players may choose the
alignments they feel will best fit their
characters. A player does not have to tell other players what alignment he
or she has picked, but must tell the Dungeon Master. Most Lawful
characters will reveal their alignments if asked. When picking alignments,
the characters should know that Chaotics cannot be trusted, even by other
Chaotics. A Chaotic character does not work well with other PCs.
Alignments give characters guidelines to live by. They are not absolute
rules: characters will try to follow their alignment guidelines, but may not
always be successful. To better understand the philosophies behind them,
let's define the three alignments.
Law (or Lawful)
Law is the belief that everything should follow an order, and that obeying
rules is the natural way of life. Lawful creatures will try to tell the
truth, obey laws that are fair, keep promises, and care for all living
things. If a choice must be made between the benefit of a group or an
individual, a Lawful character will usually choose the group. Sometimes
individual freedoms must be given up for the good
of the group. Lawful characters and monsters often act in predictable
ways. Lawful behavior is usually the same as "good" behavior.
Chaos (or Chaotic)
Chaos is the opposite of Law. It is the belief that life is random and
that chance and luck rule the world. Laws are made to be broken, as long as
a person can get away with it. It is not important to keep promises, and
lying and telling the truth are both useful.
To a Chaotic creature, the individual is the most important of all things.
Selfishness is the normal way of life, and the group is not important.
Chaotics often act on sudden desires an( whims. They have strong belief in
the power of luck. They cannot always be trusted. Chaotic behavior is
usually the same as behavior that could be called "evil." Each individual
player must decide if his Chaotic character is closer to a mean, selfish
"evil" personality or merely a happy-go-lucky, unpredictable personality.
Neutrality (or Neutral)
Neutrality is the belief that the world is a balance between Law and
Chaos. It is important that neither side get too much power and upset this
balance. The individual is important, but so is the group; the two sides
must work together.
A Neutral character is most interested in personal survival. Such
characters believe in their own wits and abilities rather than luck. They
tend to return the treatment they receive from others. Neutral characters
will join a party if they think it is in their own best interest, but will
not be overly helpful unless there is some sort of profit in it. Neutral
behavior may be considered '.good" or "evil" (of neither).
Alignment Behavior
Take this situation as an example: A group of player characters is
attacked by a large number of monsters. Escape is not possible unless the
monsters are slowed down.
A Lawful character will fight to protect the group, regardless of the
danger. The character will not run away unless the whole group does so or is
otherwise safe.
A Neutral character will fight to protect the group as long as it is
reasonably safe to do so. If the danger is too great, the character will try
to save himself, even at the expense of the rest of the party.
A Chaotic character might fight the monsters or he might run away
immediately - Chaotics are, as always, unpredictable. The character may not
even care what happened to the rest of the party.
Playing an alignment does not mean a character must do stupid things. A
character should always act as intelligently as the Intelligence score
indicates, unless there is a reason to act otherwise (such as a magical
curse).
Alignment Languages
Each alignment has a secret language of passwords, hand signals, and other
body motions. Player characters and intelligent monsters always know their
alignments. They will also recognize when another alignment language is
being spoken, but will not understand it. Alignment languages have no
written form. A character may not learn a different alignment language
unless he changes alignments. In such a case, the character forgets the old
alignment language and starts using the new one immediately.
Select Name, Personality, and Background
You may have been thinking about this all during the character-creation
process, but now it's time to give your character his name, personality, and
background-the traits which make him a real character.
Name
You should give your character a name appropriate to the world in which
he'll be adventuring. Ask your DM if his campaign setting is based on any
real-world civilization; if so, use a name appropriate to that civilization.
(If you're not familiar with that civilization, ask your DM for help.) Or if
you are adventuring in an Arabian setting, such legendary names as Ali Baba,
Sinbad, and Saladin are appropriate names.
Many campaigns are straightforward fantasy with elements drawn from a
number of sources, yet these campaigns may not be strongly based in any of
those sources. In that case, you need merely make up a fantasy-sounding name
and ask the DM if it sounds appropriate to his campaign. Such names can be
made up of interesting-sounding syllables like Adragan or Nissia. Or, and
especially in the case of lyrically named elves, they could be composed of
descriptive words like Silverglade or Woodshadow.
Choose a name carefully. It should represent the character in some way,
or at least be a name you like. You might find yourself playing this
character for years, and if you give him a silly or inappropriate name, you
might regret it later.
Personality
Alignment isn't all there is to a character's personality. You should
think about your character, about his mannerisms, the way he speaks, the way
he dresses, how he spends money, what sort of people he likes, how he likes
to spend his non-adventuring time, and so on. The more attention you invest
in imagining your character, with all his traits, virtues, and vices, the
more interesting and "real" you will make him. Sure, it's useful for your
character to be the mightiest warrior in the world ... but none of the other
player characters will care whether he lives or dies unless he has a
personality.
Background
At some point, you'll need to decide on your character's background:
where and when he was born, how he was reared, who his family is, who his
friends were, and what he did up until the time he enters play.
This isn't a solo effort-it's a cooperative effort between you and the
DM. He knows more about his campaign-world than you do; you know more about
your character than he does. The two of you have to work together to
integrate your character into his world.
This means that the DM may recommend or even insist on some changes to
your character background in order to make him fit better into the campaign
world. You should normally accept any recommendations that don't seriously
interfere with your concept of your character, and should negotiate on the
ones which do.
For example, you may have decided that your character's family lived in
a small fishing village in a small, distant island far, far away. Your DM
may prefer that he lived in a small fishing village on the coast of the main
continent, not quite so isolated. This probably won't alter your character's
personality or personal history, and will allow your DM to fit your
character more fully into the campaign, so this is the sort of change you
can acquiesce to without any worries.
But let's say your DM wants to establish something else about your
character: That when he was ten, a werewolf with a distinctive red-and-
silver coat burst in through the door of the family hut and killed all the
family except your character, and that your character was raised by the
family of your mother's brother.
It's obvious here that your DM is setting you up for some future
encounter with that selfsame werewolf-perhaps it will be far in the future,
or perhaps the hunt for that monster will be used as the event which will
bring all the player characters together in the first place. Whichever, he's
not trying to kill your character's family for frivolous reasons, but for
reasons related to plot. However, you've been imagining that your character
is emotionally strong and unscarred, and still has a good relationship with
his parents and siblings, and the DM's changes would seriously affect your
concept of your character. You explain this to him. This is where
negotiations enter the picture.
He may counter, "All right, let's say instead that the werewolf attacked
the local pub, and your father was among those killed. As the oldest son,
you suddenly had to become the man of the family, and now, after you've been
the main provider for years, your brothers and sisters are old enough to
take over, and you can leave to make a life for yourself at last."
This still leaves your character with a tragedy in his past, but he
didn't lose his entire family, and wasn't present to see his father
destroyed by the monster, which would tend to leave him much healthier
emotionally. So you could agree to this change, and both your purposes and
your DM's are served.
Another thing you can do, and your DM may be doing so as well, is to
establish that your character already knows some of the other player
characters. Talk with the other players to find out something about their
characters. When the players have come up with similar backgrounds, you
might suggest that those backgrounds intersected with yours, and then try to
work out the details. Perhaps another player thought of his character as
growing up in a fishing village, in which case you might suggest that it be
the same as your character's. Perhaps another character has been in the
army, and you conceived of your character as having briefly been a soldier.
See if you can put your character in the same unit.
This sort of thing helps establish connections between your characters.
These connections can keep an adventuring group from falling apart is high
over trivial incidents of mistrust and confusion.
Determine Character
Height and Weight
The player can choose any height and weight for his character which the
DM agrees is appropriate. The Character Height and Weight Table will give
you an idea what height and weight ranges are average for character races.
For use with later encumbrance rules, all character weights are given in
coin-weights: one coin equals one-tenth of a pound, so a character weighing
2,000 cn actually weighs 200 lbs.
As characters go through a lot of adventures, however, some they
gradually get better and better at what they characters' experience.Everyone
learns to fight better (especially all fighters). Everyone learns to
withstand damage, the DM better (more hit points and better saving cision
ahead throws), and so forth. This is all accomplished add through the use of
experience points and experience levels.
At the end of every game-session or complete adventure story (the DM will
decide which), the Dungeon Master will award experience points (abbreviated
as "XP") to the characters. Experience points are awarded for accomplishing
goals in the course of the adventure story.
Every so often, a character will have earned enough experience points to
attain a higher experience level; this is often referred to as "going up a
level." Each time the character goes up a level, he gains more abilities.
Under no circumstances can a character advance more than one level per
adventure; all experience beyond one level of advancement can be retained up
to one point short of a two level advance. Any additional experience is
lost. Take a look at the Fighter Experience Table on page 16, then return
here.
As you can see on that table, a fighter with no experience points (0 XP)
is a 1st level fighter. During his adventuring career, he'll earn experience
points. Once he reaches 2,000 points, his player should inform the DM that
he's reached his 2nd experience level; once he reaches 4,000 experience
points, he can tell the+ DM that he's reached 3rd level; and so on. The
number of experience points the character must earn, becomes proportionately
greater and greater. Don't be alarmed by this. The character's rise through
experience levels will slow down, but not as much as this table suggests. As
he becomes tougher, he can undertake tougher and tougher quests, which will
earn him proportionately more experience points.
Hit Dice and Hit Points
After a character reaches 9th experience level (often referred to as "Name"
level), the player no longer rolls dice to gain additional hit points for
the character: For each level of experience earned, a given number of hit
points (instead of Hit Dice) will be gained. The number of hit points gained
each level (after 9th) will be shown later in the next chapter; it differs
from character class to character class.
Each player will roll Hit Dice for his character from 1st experience level
to 9th (or 8th, in the case of the halting character, who can only go up to
8th level). Starting with 10th level, the character will receive a pre-set
number of hit points appropriate for his character class.
Constitution adjustments to hit points apply only to the Hit Dice the player
rolls; they do not apply to the hit points added at higher levels.
Maximum Levels and Experience Points
Dwarves and elves may not progress beyond 12th level. Halflings may only
rise to 8th level. Druids may only achieve 30th level (and only then after a
special challenge, which is described in the next chapter), while mystics
can only reach 16th level. The other four human classes (cleric, fighter,
magic-user, thief) may continue -all the way to 36th level.
Once a character reaches his maximum experience level, he does not stop
earning experience points. Characters can always earn more experience
points. Players should keep records of all the experience points their
characters earn.
Prime Requisites and Experience Points
If your character's prime requisite is high enough, he will get extra
experience points. The Experience Bonuses and Penalties Table will serve as
your rule of thumb for calculating how much extra experience clerics,
fighters, magic- users, and thieves get for high prime requisites.
Experience Bonuses and Penalties Table
Character Prime Requisite and
Class Experience Bonus
Cleric Wis 3-5: -20%
Wis 6-8: -10%
Wis 13-15: + 5%
Wis 16-18: +10%
Fighter Str 3-5: -20%
Str 6-8: -10%
Str 13-15: + 5%
Str 16-18: +10%
Magic-User Int 3-5: -20%
Int 6-8: -10%
Int 13-15: + 5%
Int 16-18: +10%
Thief Dex 3-5: -20%
Dex 6-8: -10%
Dex 13-15: + 5%
Dex 16-18: +10%
Dwarf Str 3-5: -20%
Str 6-8: -10%
Str 13-15: + 5%
Str 16-18: +10%
Elf Str 13-18 and Int 13-15: + 5%
Str 13-18 and Int 16-18: +10%
Halfling Str 13-18 or Dex 13-18: + 5%
Str 13-18 and Dex 13-18: +10%
Druid Wis 3-5: -20%
Wis 6-8: -10%
Wis 13-15: + 5%
Wis 16-18: +10%
Mystic Str 3-5: -10%
Str 6-8: - 5%
Str 13-15: + 5%
Str 16-18: +10%
For example, a fighter's prime requisite is Strength. If he has a
Strength of 3-5, he loses 20% of all the experience points he earns. If he
has a Strength of 6-8, he loses 10%. If his Strength is 13-15, he earns an
extra 5 %. And if his Strength is 16-18, he earns an extra 10%. If a fighter
with a Strength of 16 were to be given 100 points of experience, his player
would add in an extra 10% (for a total of 110 experience points) before
writing the amount down on his character sheet.
Calculating Experience Bonuses
Unless your DM tells you otherwise, you will always calculate your
character's experience bonus ... or experience penalty. However, some DMs
prefer to keep a close eye on characters' experience gains, and may decide
to calculate all such bonuses themselves. In such a case, the DM needs to
tell his players about this decision ahead of time; otherwise they might
accidentally add in their experience bonuses again.
The character professions, or "character classes," are described below.
They include the basic human classes (cleric, fighter, magic-user, thief),
the three demihuman classes (dwarf, elf, halfling), and two special human
classes (druid, mystic).
Each character class is presented in the following fashion.
Boxed Material: This box shows abbreviated information about the
character class for players who are already familiar with the game and only
need to be reminded of certain details.
Description: The class is described in terms of the traits, goals, and
abilities common to all members of the profession or race.
Experience Table: This table shows the maximum experience level a member
of this character class can attain, the number of experience points it takes
to achieve each experience level, and the number of magical spells the
character acquires at each level (in the case of spellcasting character
classes).
Saving Throws Table: This table shows the character's saving throws at
every experience level the character can attain.
Class Details: This text talks about many of the class' special
characteristics: its prime requisite, its Hit Dice, restrictions or
advantages with armor and weapons, and any other significant details.
Special Abilities: This text talks about any special abilities which the
character class possesses. Some classes can cast magical spells; some can
see in the dark; some have no special abilities at all. Some special
abilities will require tables and tables of their own.
At Higher Experience Levels: Finally, this text describes special
characteristics and responsibilities the character acquires when he reaches
higher levels of experience.
Understanding the Tables
Take a look at any of the experience tables in the following pages.
Here's an explanation of those tables' column headings.
Level: This column shows the experience levels which characters of this
class can attain. Most human classes can reach 36th level; some classes are
more restricted.
XP: This column shows the number of experience points it takes for the
character to attain each experience level. A starting character has 0
experience points and is at 1st level.
Attack Rank: Not all experience tables will have this column; only the
demihuman tables have it. Attack ranks are measures of a demihuman's ability
to improve his fighting skill if even when he's reached his maximum
experience level. Each attack rank corresponds to a fighter's experience
level when you determine how well the demihuman hits in combat; see the
Attack Rolls Table on page 106 to see how well demihumans attack at
different attack ranks.
Spells/Level: Not all experience tables will have this column-only the
tables belonging to spellcasting character classes. As you'll see in Chapter
3, spells are arranged in levels-just as there are 1st level characters,
there are 1st level spells, for instance. The table shows how many spells
of which spell level a character can know.
About the Classes
Here are some notes on the three categories of character classes-humans,
demihumans, and special-before you progress on to the actual class
descriptions.
Human Classes
In the D&D@ game, humans are the most prolific race. They are also the
race with the greatest potential. While demihuman character classes can only
attain moderate experience levels (8th, 10th, or 12th level, depending on
the class/ race), each of the four basic human character classes can attain
36th experience level.
In many D&D game campaigns, human civilization is similar to the
civilizations of Western Europe in the late Middle Ages and early
Renaissance period. In such campaigns, you can expect to see most humans
living in kingdoms ruled by a king and queen and organized in feudal
domains, with a rising middle class of traders and craftsmen in the cities.
However, your Dungeon Master may decide not to follow that standard; he
may prefer for his human civilizations to resemble ancient Egypt,
feudal Japan, conquistador-era Mexico, a culture from a specific fantasy
novel, or something created from his own imagination. Be sure to ask your
Dungeon Master about the nature of human cultures in his world; the more you
know ahead of time, the better you can fit your character into the existing
setting.
Demihuman Classes
Demihuman characters are more limited than human characters. They can't
rise to very high levels of experience (dwarves are limited to 12th level,
elves to 10th, Halflings to 8th). Elves cannot learn very powerful magic;
they can only learn up to 5th level spells, while humans can learn up to 9th
level spells.
Clans: The demihuman race of dwarves, elves,and halflings have a different
way of life than humans. They usually live longer, have a stricter way of
life, and find security in large family groups called Clans. A Clan may
include several hundred demihumans. The head of the Clan is always the
oldest member, male or female, assuming that member is fit to rule.
Day-today tasks are usually done by those best suited to do them. Unlike
many human communities, few demihumans are lazy; everyone has a job, with
Clan duties and responsibilities, and "goofing off' is nearly unthinkable.
The DM may choose to develop many other aspects of demihuman family life
(such as marriage customs, industry, clan-to-clan relations, and so forth)
as needed).
Demihuman Relations: Elves and dwarves don't usually like each other.
This dislike usually surfaces as verbal battles, rather than physical. Both
get along fairly well with halflings.
The DM will decide why elves and dwarves don't get along in his own
campaign. In the D&D game's Known World setting, it's because they are so
physically and emotionally different (elves are tall and willowy, dwarves
short and stocky; elves love freedom and the outdoors, dwarves love
organization and caverns, etc.), and because the two races had many clashes
which they've never forgiven one another. But the reason can be different in
your own campaign; a DM can decide, for instance, that in his own world the
elves and dwarves are the best of friends!
All demihuman races trade and interact with humans; though men can be
dangerous, many are also trustworthy and have good points.
Special Abilities and Maneuvers: All demihuman races receive special
abilities, which make them much more effective than humans in certain
situations. The special abilities of each race are detailed in the
description of each character class.
Special Classes
There are two other human character classes, the druid and the mystic,
which are described separately from the cleric, fighter, magic-user, and
thief. We present them separately because the DM may not wish to include
them in his campaign.
The druid is a little complicated, because druid characters start play as
clerics and then change their character classes to become druids.
The mystic, a monastic specialist in unarmed combat, is not appropriate
for all campaigns. Some of their special abilities mimic those of other
human classes, but many are unique to this class, including their
increasingly powerful unarmed combat tactics.
Cleric
Prime Requisite: Wisdom.
Experience Bonus: 5 % for Wisdom 13-15, 10% for Wisdom 16-18.
Hit Dice: 1d6 per level up to 9th level. Starting with 10th level,
+ 1 hit point per level, and Constitution adjustments no longer apply.
Maximum Level: 36.
Armor: Any, plus shield.
Weapons: No edged or pointed weapons; all others permitted.
Special Abilities: Turning undead; clerical spells.
A cleric is a human character who is dedicated to serving a great and
worthy cause. This cause can be an Immortal being dedicated to a specific
goal or attribute; sometimes the cleric is serving only his alignment, and
has no interest in immortal beings. The D&D game does not deal with the
ethical and theological beliefs of the characters in the game.
All clerics belong to orders, or clerical societies, made up of clerics
serving the same ends.
A brand-new cleric character is at the very bottom of his clerical
organization; as he gains experience levels, he will also gain new powers
and responsibilities pertaining to his clerical order. The DM will decide,
and will inform you, how the clerical orders of his campaign are arranged.
A cleric can learn to cast spells after gaining a level of experience. A
1st level cleric cannot cast any spells; once he reaches 2nd level, he can
begin to cast spells. A cleric's spell powers come from the strength of the
cleric's beliefs. The cleric sits and meditates, and magically learns
spells. These spells can then be used during an adventure. Most clerical
spells are for healing, protection
and gathering information. Clerical spells are different from
magic-user spells. Clerics can use only their own type of spells; they never
utilize magic-user spells.
Clerics have good fighting skills and can fight monsters. A cleric can
wear any type of armor, like a fighter; he can use many types of weapons,
but cannot use edged or piercing weapons of any sort. Unlike magic-users,
whose spells are often used during battles, a cleric's spells are usually
needed after battles (such as cures) or for general exploring (such as
detecting things).
If your party has enough fighters, your cleric should not need to
fight often. But he is equipped for fighting if his combat skill is needed.
Watch for ways that his spells can help before, during, and after battles.
For the first three levels of experience, a cleric's power is very
limited. But as they advance (to a maximum of 36th level), clerics obtain
more spells of greater power, due both to practice and the strengthening of
their beliefs. It is very important for clerics to be faithful to their
beliefs. If a cleric behaves in a manner that is not consistent with the
character's alignment or beliefs, the cleric may be punished by the order-or
by even greater powers. This punishment could be a penalty on attack rolls',
a dangerous quest that must be completed, or even a lack of spells.The DM
will tell you what the character must do to regain his good standing.
Class Details
Prime Requisite: A cleric's prime requisite is Wisdom. If a cleric has a
Wisdom score of 13-15, the character gains a 5 % bonus to experience points
earned in every adventure; if his Wisdom is 16-18, he earns a 10% bonus to
XP. Hit Dice: Roll a six-sided die (1d6) to determine a cleric's hit points.
A cleric starts with 1d6 (1-6) hit points (plus any Constitution bonus) and
gains 1d6 more hit points (plus bonus) with each level of experience. One
additional hit point is gained for each level after 9th level.
Armor: A cleric can wear any kind of armor, and can use a shield.
Weapons: A cleric cannot use any weapon with a sharp edge or point; this is
forbidden by the cleric's beliefs. This includes arrows and quarrels. But
the cleric can use any non-edged weapon.
Special Abilities
A cleric has two special abilities: turning undead monsters and casting
clerical spells.
Turning Undead
A cleric has the power to force certain monsters called the "undead"
(skeletons, zombies, ghouls, wights, and other types) to run away, or even
to perish. This special ability is called "turning undead." When a cleric
encounters an undead monster, the cleric may either attack it normally (with
a weapon or spell), or try to turn it. The cleric cannot both attack and
turn undead in one round. When you want your cleric to try to turn undead,
just tell your Dungeon Master "I'll try to turn undead this round." The
power to turn undead is inherent in the cleric; he does not need the symbol
of his faith or any other device to do it, unless the DM declares otherwise.
Undead monsters are not automatically turned by the cleric. When the
encounter occurs, the player must refer to the cleric's Turning Undead table
to find the effect the cleric has. When the cleric tries to turn an undead
monster, find the cleric's level of experience across the top of the table.
Read down the left column until you find the name of the undead monster. If
you see a "-" in the column, then you cannot turn the monster. If you see
anything else, you have a chance to turn the monster, or perhaps several
monsters. See immediately below, under "Explanation of Results:' to learn
how to find out if you have turned the monster. Apply the results
immediately. If the attempt succeeds, one or more of the undead monsters
will retreat or be destroyed. But don't forget, if the monster is turned, it
hasn't been destroyed; it may decide to return soon....
If you try to turn a specific undead monster (for instance, one specific
vampire) and fail, you cannot try again to turn it in the same fight. At
some later encounter, you can try to turn that individual again.
Explanation of Results
7, 9, or 11: Whenever a number is listed, the cleric has a chance to turn
the undead monsters. The player rolls 2d6 (two six-sided dice). If the total
is equal to or greater than the number given, the attempt at turning undead
is successful.
When the attempt at turning undead is successful, the Dungeon Master (not
the player) will roll 2d6 to determine the number of Hit Dice of
undead,monsters that turn away. At least one monster will be turned,
regardless of what the DM rolls on his dice.
Example: A 1st level cleric has just encountered a group of seven
zombies. Zombies (as you
Turning Undead Table (Roil 2d6)
Cleric's Level
Undead 1 2 3 4 5 6 7 8 9-10 11-12 13-14
Skeleton 7 T T D D D D D D D + D +
Zombie 9 7 T T D D D D D D D +
Ghoul 11 9 7 T T D D D D D D
Wight - 11 9 7 T T D D D D D
Wraith - - 11 9 7 T T D D D D
Mummy - - - 11 9 7 T T D D D
Spectra - - - - 11 9 7 T T D D
Vampire - - - - - 11 9 7 T T D
Phantom - - - - - - 11 9 7 T T
Haunt - - - - - - - 11 9 7 T
Spirit - - - - - - - - 11 9 7
Nightshade - - - - - - - - - 11 9
Lich - - - - - - - - - - 11
Special - - - - - - - - - - -
Undead 15-16 17-20 21-24 25-28 29-32 33-36
Skeleton D + D + D + D # D # D #
Zombie D + D + D + D + D # D #
Ghoul D + D + D + D + D + D #
Wight D D + D + D + D + D +
Wraith D D D + D + D + D +
Mummy D D D D + D + D +
Spectra D D D D D + D +
Vampire D D D D D D +
Phantom D D D D D D
Haunt T D D D D D
Spirit T T D D D D
Nightshade 7 T T D D D
Lich 9 7 T T T T
Special 11 9 7 T T T
7,9, or 11 = number needed to turn successfully
T automatic turn, 2d6 Hit Dice of undead
D automatic Destroy, 2d6 Hit Dice of undead
D + automatic Destroy, 3d6 Hit Dice of undead
D# automatic Destroy, 4d6 Hit Dice of undead
can learn in Chapter 14) each have two Hit Dice (2 HD). The cleric tries
to turn the zombies.
On the Turning Undead Table, a 1st level cleric vs. a zombie yields a
result of 9: The cleric must roll a 9 or greater on 2d6 to turn the zombies.
The cleric's player rolls 2d6 and achieves a 10-he has successfully turned
undead.
The DM now rolls to see what sort of results the cleric achieves. He
rolls 2d6 and achieves an 8; in other words, the cleric turns 8 Hit Dice of
zombies. Since each zombie is a 2-Hit Die creature, the cleric has turned
four zombies. Four zombies turn and begin shambling away from the cleric as
fast as they can move. This leaves the cleric with only three to fight. Next
round, he can attack them with weapons of spells, or he can try to turn
them, too.
T. The attempt at turning the undead automatically succeeds; the cleric's
player does not need to roll for success. To determine how many undead will
be turned, the DM rolls 2d6 as described above; regardless of his roll, at
least one undead will be turned.
D: The attempt at turning the undead automatically succeeds-in fact, it
succeeds so well that the affected monsters are destroyed instead of merely
turned. To determine how many Hit Dice of undead will be destroyed, the DM
rolls 2d6 as described above; regardless of his roll, at least one undead
will be destroyed. (The DM decides what happens when the monsters are
destroyed: They might fade away, burst into flame and crumble away, or
disintegrate like a vampire in sunlight, for instance.)
D +: This is the same as the "D" result above, except that the DM rolls
3d6 to find out how many Hit Dice of undead will be destroyed. Regardless of
the roll, at least one undead will be destroyed.
D#: This is the same as the "D" result above, except that the DM rolls
4d6 to find out how many Hit Dice of undead will be destroyed. Regardless of
the roll, at least one undead will be destroyed.
Using Clerical Spells
Starting at the 2nd level of experience (having earned 1,500 XP or
more), the cleric can use spells. The procedures by which the cleric learns
and casts his spells are described in Chapter 3.
Higher Experience Levels
When a cleric reaches Name level (9th), he is called a patriarch (if
mate) or matriarch (if female). At this point in his adventuring career, he
has several options available to him.
If the character is a Neutral cleric, he can decide to become a druid
instead (see the description of that character class below); he certainly
does not have to change his class.
If the cleric is a Neutral who does not want to become a druid, or if he
is Lawful or Chaotic alignment, he must decide whether to build a clerical
stronghold approved by his clerical order.
Depending on how the DM has set up his campaign, the cleric might have
built himself a
home, even a lavish castle, long before. However, that was his personal
home, regardless of how big it is or what he has done with it. Here, we're
talking about a stronghold sanctioned by the cleric's order, one which will
be built and maintained to further the goals of the order.
Land-Owning Clerics
A cleric who decides to build a stronghold with the sanction of his
clerical order is called a "land-owning cleric." (Note: This is merely a
convenient term. A land-owning cleric can go adventuring with his footloose
friends; he is not tied to his land.) There are advantages and disadvantages
to setting up a clerical stronghold.
Advantages: The character can progress up through the ranks of his
clerical order. The character may receive financial aid from his order
toward the building of the stronghold. The character may be able to increase
his lands and build strong settlements there, which could result in him
becoming a very wealthy character indeed.
Disadvantages: The character will be the chief clerical authority (for
his clerical order) for the lands around his stronghold. This means that he
has clerical responsibilities to all the people living on and around his
lands-responsibilities which may interfere with his desire to travel with
his old adventuring friends of which may confront him with difficult
problems.
Traveling Clerics
A cleric who decides not to build a stronghold sanctioned by his order is
referred to as a "traveling cleric," even if he is not always on the road
traveling. There are also advantages and disadvantages to being a traveling
cleric.
Advantages: The cleric does not have to tie himself down to any one place
or group of people; except when acting on official requests from his
order, he may go where he pleases.
Disadvantages: The cleric may not rise to or above the rank of a
land-owning cleric, and may not achieve much political influence within his
order. (He doesn't stop earning experience points, experience levels, or
personal power; he just cannot climb any higher in the clerical order's
hierarchy.) The cleric still has responsibilities to his clerical order,
naturally; as before, he may be required at any time to uphold the beliefs
and accomplish the goals of his order.
Becoming a Land Owner
If the 9th level cleric decides to build a stronghold, he must report to a
superior of some type, either an official of his order or a ruler of the
nation where he wishes to settle, to ask for land. This ruler should
willingly grant the land, unless the cleric has had problems with him in the
past; if so, the ruler may requite some service of the cleric (such as a
quest) before he grants the land. (The DM must decide whether the cleric's
order has the power to make such grants, according to the civilization of
his campaign world.)
If the cleric has never been punished for misbehavior, either by his
order or by the powers that grant him his spells, his order can (at the DM's
discretion) help him with the cost of building the stronghold. Such help
usually involves the order paying for up to any amount the DM feels to be
reasonable (the standard is 50% of the stronghold's construction). The
player should design the stronghold the way he wishes to see it built. The
DM will calculate how much it would cost to build, determine to his own
satisfaction how much of the design is good and necessary planning (and how
much is extravagant overexpenditure), and decide what proportion of the cost
the clerical order will assume.
Regardless of how much the clerical order pays, the stronghold is
technically the cleric's property. The cleric can't deny access to the
property and its facilities to members of his order-normally, he shouldn't
ever wish to do so-but it's his land, and he can't just be assigned to some
other stronghold against his will.
A number (typically 1d6) of lower level clerics will come to the
stronghold once it is built, to assist and serve the cleric in operating the
stronghold's clerical functions. (See Chapter 11 for more on this.)
Naturally, he'll get fewer or no assistant clerics if he has a reputation
for abusing or endangering his retainers. These clerics have arrived with
the intention of helping to operate the stronghold, not to travel with the
cleric on his adventures. The DM should create each of these clerics as an
individual, with his own name, personality, background, goals, and
abilities.
If the cleric manages his land well and serves his order equally well, he
will probably rise in power in the bureaucracy of his clerical order. In
addition, he may be awarded more land; more normal men will settle the area
around the cleric's stronghold, and the cleric will receive more tax income
from the settlements.
Choosing to Travel
A cleric who decides to travel may follow one of two routes: in civilized
lands, or in wilderness. A cleric who travels within the boundaries of the
civilized world usually looks for ways to help those of the same alignment
(whatever that may be). The cleric may travel alone, with retainers, or with
other clerics.
A cleric who travels to the wilderness usually searches for enemies of the
clerical order, to convert or destroy. This cleric normally travels with
other characters as an adventuring party (though the others may all be
NPCS).
Changing Back and Forth
Once a player decides to be a traveling or land-owning cleric, only a
major development in the campaign or in the character should change that
status. The DM should discourage frequent or casual changes of the cleric's
status.
Fighter
Prime Requisite: Strength.
Experience Bonus: 5 % for Strength 13-15, 10% for Strength 16-18.
Hit Dice: 1d8 per level up to 9th level. Starting with 10th level,
+2 hit points per level, and Constitution adjustments no longer apply.
Maximum Level: 36th.
Armor: Any; shields allowed.
Weapons: Any.
Special Abilities: Lance Attack and Set Spear vs. Charge maneuvers,
Fighter Combat Options (see Chapter 8).
A fighter is a human whose main ability is fighting skill. Fighters often
have greater Strength than other characters. They usually hit opponents more
often in combat, and inflict more damage.
In the D&D game, fighters protect their weaker friends and allies. A
party made up only of fighters would probably survive most dungeon and
wilderness encounters, even those where magic would be useful. Every group
of explorers should have at least one of two fighters.
In group adventures, the fighters should stay in front and act as the
"front line" in combat situations. If there are three or more fighters in
the party, one should stay in the back, in case the characters' party is
approached from the fear by enemies. In battle itself, fighters have a
better chance at surviving physical damage, since they have more hit points
than most other classes.
A fighter character should be able to use a variety of weapons. Unless
your conception of your fighter character Omits him to one class of weapons,
you should equip him with both hand-to- hand and missile weapons.
Fighters may advance as high as 36th level. Their rapid advances, both in
combat ability and in their amount of hit points, make them natural leaders
in human settlements, especially small ones. High level fighters spend a lot
of their time training and leading men-at-arms, clearing the wilderness of
monsters, and expanding human settlements.
Prime Requisite: A fighter's prime requisite is Strength. If a fighter
has a Strength score of 13- 15 of more, the character gains a 5 % bonus to
experience points earned in every adventure; if his Strength is 16-18, his
bonus is 10%.
Hit Dice: Roll an 8-sided die (1d8) to determine a fighter's hit points.
A fighter starts with 1d8 (1-8) hit points (plus Constitution bonus, if any)
and gains 1d8 more hit points (plus bonus) with each level of experience.
Two additional hit points are gained for each level after 9th level.
Armor: A fighter can wear any kind of armor and may use a shield.
Weapons: A fighter can use any kind of weapon.
Special Abilities
Beginning fighters initially receive only a couple of special abilities
and need no other special abilities to survive and prosper. Their great
strength, hit points, strong armor, and many weapons make them a powerful
character class without additional special abilities. At higher experience
levels, though, they do receive some additional fighting abilities.
The two special abilities they do receive immediately are the Lance
Attack maneuver and Set Spear vs. Charge maneuver. These maneuvers are
described in Chapter 8.
At higher experience levels, some fighters receive specific special
abilities, including Fighter Combat Options and other abilities; these are
also described in Chapter 8.
Higher Experience Levels
A fighter with enough money may build himself a home, even a castle,
before he reaches 9th experience level. However, this home has no official
sanction; even if it is a castle, the character is not a ruler or a
nobleman.
When a fighter reaches Name level (9th level), the character is, owing to
his great abilities and reputation, addressed as Lord (if male) or Lady (if
female). This is status within his community even if it is not a formal
title; it is for the DM to decide whether or not it is a formal title
bestowed upon the fighter by the nation's rulers.
At Name level, the fighter will have to decide whether he intends to be a
"land-owning fighter" (i.e., a ruler in his own right, and lord of a region
of land) or a "traveling fighter" (one who may own homes but not rule land,
and has no especially strong responsibilities to the nation's rulers). Don't
be confused by these names. A land-owning fighter may spend a lot of time
traveling and adventuring, and a traveling fighter may spend a lot of his
time at home.
Land-Owning Fighters
There are two ways for a fighter to become a land-owning fighter:
independently or in fealty to a greater ruler.
The DM decides on what sort of government is used in his campaign.
Assuming that it's based on medieval Europe, as is the case with many D&D
game campaigns, a nation's government consists in part of a king and queen
ruling a strong court of dukes, counts and barons, each of whom rules a
smaller territory or domain.
In order to become a ruler within an existing country, he will have to
petition the country's rulers for a grant of land. If he has already done
them great services in the past, they may give it to him immediately and
gratefully, but if he is not already their friend of ally, they may send him
on a difficult quest so that he can prove himself to them. Once he has been
granted the land, he may build his castle upon it (at his own expense). The
land may be occupied or not; if it is unoccupied, the prospective ruler had
best try to lure settlers there soon, so that his dominion will begin
receiving tax revenues.
At the very least, a land-owning fighter within an existing country will
be granted the title of Baron (if male) or Baroness (if female), or the
equivalent. If he continues to expand his land within the nation's laws and
to make his dominion an increasingly strong and rich one, he may receive
greater titles, such as Count/Countess and Duke/Duchess.
If the fighter wishes to make his dominion in a wilderness which is not
within an existing country, he may call himself anything he wants- baron,
duke, king, emperor. However, be aware that a too-glorious title will make
others laugh at him. If he takes a title, it should be appropriate to the
size and strength of the dominion he is ruling; he may wish to change his
title as it increases in size and prosperity.
Traveling fighters
If, at 9th level, a fighter does not decide to make a dominion for
himself, he chooses to become a traveling fighter (you can use the term even
if he really doesn't do a lot of traveling).
Traveling fighters don't usually have the political
power that land-owning fighters do, but they can receive special abilities
to help compensate for that. (Note that we said can. They don't receive
these abilities automatically.)
The alignment of a traveling fighter determines special abilities and
other characteristics.
Paladins
A Lawful traveling fighter may be known as a paladin if he meets the
following requirements. If he does not meet those requirements, he may
become a knight (described below).
The fighter must sweat fealty (an oath of service) to a Lawful clerical
order to gain paladin status. The fighter must be of Name level or greater
to be accepted by the clerical order. Thereafter, the paladin may be
summoned by the order's leaders at any time, and must do as they command, as
long as the service aids the powers of Good.
2 .A paladin can detect evil (as per the cleric spell) as often as once
per round, simply by concentrating. (Range: 120'. The paladin cannot use
this ability and attack in the same round.)
3. If the paladin's Wisdom score is 13 of greater, the character can cast
cleric spells as if he were a cleric of one-third his actual experience
level (round any fraction down); if a fighter becomes a paladin right at 9th
level, he'll immediately gain the spells of a 3rd level cleric. A 17th level
paladin can cast spells as if he were a 5th level cleric. If his Wisdom
score is 12 of less, the fighter can still be a paladin, but cannot cast
spells.
The paladin learns how to meditate and cast spells from the clerics of
the order. The clerics will refuse any offer of compensation or payment for
this service.
4. A paladin can turn undead, as if he were a cleric of one-third his
actual experience level (round all fractions down). Therefore, a 6th or 7th
level paladin can turn undead with the same ability of a 2nd level cleric.
5. A paladin may only travel with a number of hirelings equal to or less
than his clerical level. In other words, if he can cast spells or turn
undead as a 5th level cleric, he can have five hirelings accompany him.
6. A paladin must assist anyone who asks for help-with two exceptions: He
does not have to help evil characters or achieve evil goals, and if the
paladin is on a mission for a higher authority (such as a quest, serving a
duke, etc.), he can offer only a small amount of help (such as sheltering or
advising the person in need of aid), along with an explanation for his
refusal. Assistance never involves donations of money or items, but only
service for a short time.
Knights
A Neutral traveling fighter may become a knight. Lawful traveling
fighters who do not become paladins, or Chaotic traveling fighters who do
not become an avengers (described below) are also able to become knights.
To gain knighthood, a fighter must swear fealty to a prince, king, or
emperor. In return, the ruler will declare the character a knight; that
ruler then becomes the knight's "liege."
In most campaigns, knights are the most common sort of traveling
fighters. The following rules apply to knights.
1. If summoned by his liege the knight must report to him as quickly as
possible, and must serve as the liege orders.
2. If the knight ever refuses to obey the liege, or ever swears fealty to
any other liege, the knight loses three levels of experience. (The DM may
increase this penalty if the offense warrants it.) The previous liege may
even order the offender slain for his treachery. In addition, rumors and
tales of the "traitorous knight" may haunt the character forever after; the
character may find it difficult to find help in places where his reputation
is known.
If his liege dies, the knight is free to choose another. Additional
benefits (lands, money, etc.) may be awarded to knights who swear fealty to
the successor of a liege who dies.
A knight may petition the liege for a peaceful end to his oath; however
rarely granted. The knight would be banished, at the least, and could be
stripped of all possessions as well.
3. A knight may visit any castle, of any territory, and request
sanctuary. The castle owner must, by the customs of the land, give the
knight a place to stay for up to three days, along with food and drink. He
does not have to be friendly to the knight, but, according to this custom,
may not challenge, attack, or refuse sanctuary to the knight. (Note that the
knight cannot challenge or attack his host or members of his host's court or
family, either. Should he do so, his sanctuary is at an end, and his host is
now free to punish him.) In campaigns modeled after medieval Europe, this
custom is nearly universal, but the DM is free to indicate that the custom
is not present if his nations are not similar to Europe's.
4. If a call to arms sounds (a call for knights to battle for justice),
the knight must respond. This declaration can only be issued by the ruler of
a large town (Mayor) of territory (Archduke or greater status), and the
knight need only respond if it sounds in the area through which he is
passing or if it is called by his liege. When the call to arms sounds, the
knight must immediately travel as fast as possible to the ruling castle of
the one who made the call to arms, and fight as ordered by the ruler-within
the constraints of any knightly oaths he took in the course of the campaign.
(If the ruler who made the call to arms orders him to kill innocents or
helpless prisoners, the knight may choose to refuse, but he will make an
enemy of that ruler.) The knight is entitled to compensation for this
service; the ruler issuing the call to arms must grant the knight a gift
appropriate to the value of the knight's services. (Many rulers will offer
the gift out of gratitude; some will not. The knight has the right to demand
the gift; he does not have to demand it if he does not wish to.)
There are two notable exceptions to the custom of the call to arms. In
lands where the civilization is very different from medieval Europe, this
custom might not be used (in wilderness areas where there are no rulers, it
would naturally be unknown). If the knight is within a territory that has
declared itself hostile to the knight's liege, the knight need not
respond-if the call to arms is against the land of his liege, he must not
respond. In fact, the knight would be in great danger when the call to arms
sounds.
Avengers
A Chaotic traveling fighter may become an avenger if he meets the
following requirements. Otherwise, a Chaotic traveling fighter may also
become a knight.
1 . The fighter must make an alliance with a Chaotic clerical order. This
is not a swearing an oath of fealty, but a loose agreement of loyalty and
support; the order may decline the offer. If the order accepts, the order's
leaders may summon the avenger at any time, and he must do as they command.
If he disobeys them, he loses all special abilities and benefits of the
avenger. Even then, the fighter may regain avenger status by negotiating
with a different order.
2. An avenger can detect evil (as the cleric spell) up to once per round,
simply by concentrating. (Range: 12O'. The avenger may not use this ability
and attack in the same round.)
3. If the avenger's Wisdom score is 13 or greater, the avenger can learn
to cast cleric spells as if he were a cleric of one-third his actual
experience level (round all fractions down). Therefore, a 12th-14th level
avenger casts spells as a 4th level cleric. If his Wisdom score is 12 or
less, the fighter can still be an avenger, but cannot cast spells.
The avenger learns how to meditate and cast spells from the clerics of
the order-but at a price (the price is at the DM's discretion, but a minimum
of 10,000 gp per clerical spell level gained is recommended).
4. An avenger may turn undead as if he were a cleric of one-third his
actual experience level, but with an important difference. If the result
is "turn" or "destroy," the avenger may choose to control them instead. If
control is chosen, it lasts for 1 turn per level of the avenger-thus, a 17th
level avenger could control them for 17 turns. Undead thus controlled behave
as if charmed, obeying the avenger as if they were friends.
However, if the undead are turned or destroyed by a cleric during the
duration of the control, the control is dispelled immediately, and cannot be
renewed. If the duration of the control ends without incident, the undead
will flee (as if turned).
5 An avenger may not have human or demihuman hirelings. However, the
avenger may try to persuade monsters of Chaotic alignment to become his
hirelings. If a Chaotic creature is not immediately hostile, the avenger may
offer food or treasure, indicating (through word or gestures) friendship. If
this fails, threats or combat resulting in surrender may accomplish nearly
the same result. If the creature's Reaction roll indicates friendship, the
creature is persuaded to follow and obey the avenger. The effect lasts for a
duration identical to a charm magic-user spell; once it ends, it cannot be
renewed. The
avenger may have the number of Chaotic monster hirelings that his
Charisma score allows for; once he loses one, he may try to persuade
another.
6. An avenger may visit any castle, ruin, or dungeon known to be ruled by
an intelligent Chaotic monster or character and, using his alignment tongue,
demand Sanctuary (see knight, above). An avenger may pretend to be a knight
and request Sanctuary of other rulers; if he deceives the ruler (and is not
tripped up by some alignment-revealing magic), the ruler will provide him
with normal Sanctuary.
Changing Back and Forth
Once a player decides to be a traveling of land-owning fighter, only a
major development in the campaign or in the character should change that
status. The DM should discourage frequent or casual changes of the fighter's
status.
Magic-User
Prime Requisite: Intelligence.
Experience Bonus: 5 % for Intelligence 13- 15,
10% for Intelligence 16-18.
Hit Dice: 1d4 per level up to 9th level.
Starting with 10th level, + 1 hit point per level, and Constitution
adjustments no longer apply.
Maximum Level: 36.
Armor: None; no shield permitted.
Weapons: Dagger only. Optional (DM's discretion): staff, blowgun, flaming
oil, holy water, net, thrown rock, sling, whip.
Special Abilities: Magical spells.
A magic-user is a human character who studies the powers of magic.
Magic-users find spells, put them into books, and study those books to learn
the spells. Magic-users have their own spells, entirely different from
clerical spells. A magic-user has poor fighting skills, and should avoid
combat.
A magic-user concentrates on learning and casting magic spells. He'll
find that a high Intelligence is very helpful. The magic-user's other
ability scores are often low. However, a high Constitution score will help
your magic-user survive longer, because it gives a bonus to hit points-one
of the magic-user's weaker traits.
Magic-users greatly fear damage. All the other character classes can
use armor of some kind, but magic-users can only wear clothes. Thus, they
are easy to hit. They also have few hit points.
Magic-users start as the weakest characters, but can eventually become
the most powerful. Their magical spells can be used for many things-from
simple things like opening doors and locks, to impressive and dangerous
magical attacks such as throwing lightning. All details on Spellcasting are
given in Chapter 3.
However, it is often difficult for magic-users to survive. Their few
weapons and spells (at low levels) balance against the power they eventually
achieve. Therefore, magic-users must be cautious at lower levels, as few
will survive long without protection.
Your magic-user should not go on adventures alone; because of his low
defenses and hit points, one surprise could kill him. In groups, he should
always stay in the middle of the party, protected from attacks, and use his
magic in ways that will help win the fight.
Prime Requisite: A magic-user's prime requisite is Intelligence. If a
magic-user has an Intelligence score of 13-15, the character gains a 5% bonus
to experience points earned in every adventure; if he has an Intelligence of
16-18, the bonus is 10%.
Hit Dice: Roll a 4-sided die (1d4) to determine a magic-user's hit
points. A magic-user starts with 1d4 (1-4) hit points (plus Constitution
bonus, if any) and gains 1d4 more hit points (plus bonus) with each level of
experience. One additional hit point is gained for each level after 9th
level.
Armor: A magic-user cannot wear any kind of armor, and cannot use a
shield.
Weapons: A magic-user may only use daggers as weapons. Optionally, at the
DM's discretion, magic-users can use the staff, blowgun, flaming oil, holy
water, net, thrown rock, sling, and whip.
Special Abilities
The magic-user's sole special ability is that he can cast magic spells.
The processes of spell book and new spell acquisitions, as well as how the
magic-user memorizes and casts spells, are described in Chapter 3.
Higher Experience Levels
At Name (9th) level or greater, a magic-user is called a wizard (if mate)
or maga (female). Also at Name level, a magic-user may create magical items.
Upon reaching Name level, a magic-user may build a tower (if he can
afford to). A magic-user who constructs a tower will usually attract 1d6
(1-6) apprentices, all magic-users of experience levels 1-3. The DM will
decide how many apprentices arrive to serve the wizard, and should create
names, backgrounds, and character sheets for them; they should be complete
characters.
If a Name level magic-user decides to build a tower, or to take up
regular residence in the home of a ruler who wishes to employ him, he is
referred to as a land-owning magic-user; otherwise, he is a traveling
magic-user (even if he actually spends more time in his own home than on the
road).
Land-Owning Magic-Users:
Independent Wizards
Magic-users who decide to live in their own strongholds, regardless of
their political affiliations or interest in the outer world, are referred to
as independent wizards. They are commonly referred to and addressed as
wizard or maga, whatever their actual titles may be.
An independent magic-user may build or seize a tower. By tradition, he
need not seek permission from the local ruler beforehand. If, however, the
wizard does seek the ruler's permission, the ruler will probably give the
magic-user a lavish gift, official title to the dominion, and possibly some
sort of official rank of nobility to keep the favor of the character. (Only
the most powerful of rulers would dare to offend a magic-user, whatever
their alignment differences.)
After the magic-user moves into his tower, he may choose to build a
dungeon beneath or near it. Most wizards and magas employ specialists to do
their mining and engineering, but may decide to create the dungeons
themselves if they know the proper spells.
Of course, any character building a stronghold could also build a
dungeon, a subterranean complex where prisoners can be kept and the
character can perform specific researches in secret. But a wizard can choose
for his dungeon to be different. If, once one or more levels of the dungeon
are completed, the wizard leaves an unguarded opening into the dungeon,
monsters will be attracted and will build lairs. Some wizards encourage this
sort of thing so that they have ready access to a variety of different
monster types (useful for research, and for staying aware of what's
happening in the realms of monsters).
Such monster-infested dungeons are not looked upon favorably by humans in
the region. Dungeons tend to make the locals nervous, and the monsters in
them often prey on nearby human communities. Wizards who create these
dungeons need to be aware that low level adventurers may take action against
the monsters of these dungeons, either to keep the region safe of simply to
fill their own coffers with the monsters' treasure.
Independent wizards do not usually live in complete solitude. They may or
may not interact with the rulers and nobles of the nations in which they
live, as they please. They may continue to go on quests and adventures with
their old friends. Other wizards may visit and correspond with them in order
to facilitate magical research and understanding. They might participate in
the operation of schools of magic. Only the most misanthropic of wizards, or
those with much to hide, build their towers in the most dangerous and
inaccessible areas and live there alone.
Land-Owning Magic-Users: Magists
If a land-owning magic-user cannot or does not want to maintain a tower,
the character may apply for a position as a magist in any existing castle or
stronghold. If the ruler does not have a magist and can afford one, he will
usually accept the application ... unless the wizard has so vile a
reputation that the ruler cannot trust the wizard. The magist advises the
ruler in matters involving magic and handles the magical needs of the ruler
and the stronghold.
To become a magist, the magic-user must first find a ruler who is willing
to hire and support him. He must negotiate payment and other benefits with
the ruler. (Standard payment is a minimum of 3,000 gold pieces per month,
with magists above 15th level commanding higher payment.) Finally, the
character must swear an oath of fealty to that ruler to become a magist.
When the agreements and terms are complete, the ruler supplies all the
magist's needs, including a place to stay in the stronghold (usually a suite
of several rooms), guards and servants, and other agreed-upon benefits (such
as magical items, either to use or as outright gifts). The ruler usually
pays for magical research costs if the item or spell researched will benefit
the stronghold. The magist must serve the ruler as ordered in all respects,
but is never required to fight or otherwise be placed in danger.
A magist may go on normal adventures if the ruler gives. permission. The
ruler knows that more experience means a more powerful magist, and will
usually give permission if no immediate magical needs are pressing.
The magist is bound by oath not to work against the interests of his
ruler. If at some, time in the future he finds that he cannot serve the
ruler, he must officially renounce his oath of fealty and depart the ruler's
home. He cannot oppose his former ruler until he has left the ruler's home.
(If he intends to become an enemy of the ruler, it's best for him to depart
in secret and send his official notification by proxy.)
Traveling Magic-Users: Magi
A traveling magic-user of either gender is known as a magus.
1. A magus may visit any land-owning magic- user to offer to help with
magical research, If the offer is accepted, items or spells researched will
be completed faster and more efficiently, as described in Chapter 3.
2. The magus will attract powerful traveling fighters and clerics, who
offer to travel with and help the magus in return for pay. The magus
attracts 1d6 such hirelings. These hirelings are of levels much higher than
normal (5th level minimum).
High Experience Levels and Spell Damage
Here's one final but very important note about high level magic-users:
Any damage-causing spell can produce a maximum of 20 dice of damage (of
whatever type is applicable). Therefore, a 16th level magic-user casting a
fireball spell can deal out 16d6 points of damage, but a 27th level caster
only inflicts the maximum of 20d6 points of damage.
Thief
Prime Requisite: Dexterity.
Experience Bonus: 5% for Dexterity 13-15,
10% for Dexterity 16-18.
Hit Dice: 1d4 per level up to 9th level. Starting with 10th level, +2 hit
points per level, and Constitution adjustments no longer apply.
Maximum Level: 36.
Armor: Leather armor only; shield not permitted.
Weapons: Any missile weapon; any onehanded melee weapon.
Special Abilities: At 1st level-Open Locks, Find Traps, Remove Traps, Climb
Walls, Move Silently, Hide in Shadows, Pick Pockets, Hear Noise, and
Backstab; at 4th level-Read any normal language 80%; at 10th level-cast
magic-user spells from scrolls (10% chance of backfire). For the chances of
success for these abilities, see "Special Abilities" below.
A thief is a human who specializes in stealth, lockpicking, trap
removing, and other such activities. As the name indicates, however, most
characters belonging to the thief c@s do steal. (They rarely steal from
their friends or members of their own groups, however. A thief who steals
from friends is usually not permitted to adventure with them ever again!)
Thieves belong to an organization (sometimes called a Guild). Every town
has a building, called the Guild Hall, where thieves may live and eat (for a
price, of course). Every thief learns " the Arts" (a thief's unique skills;
see "Special Abilities," below) from teachers at the Guild. Thieves are a
normal part of life in most campaign worlds because of their unique and
useful skills, but they are not usually welcome in the better parts of
towns.
The thiefs job is to use his special abilities where needed. A thiefs
skills can be very useful, and they can be used over and over. For example,
a magic-user may use a spell to open a lock, but the spell only works once;
a thief may try to open locks whenever desired. Consequently, thieves are
found in most groups of adventurers.
Most thieves have high Dexterity scores. Since this can improve their
ability to use missile weapons, most thieves use one of more types of
missiles. The thief will also find it useful to have a sword or dagger in
situations where he can't avoid close combat.
Thieves may advance to 36th level.
Class Details
Prime Requisite: A thief s prime requisite is Dexterity. If a thief has a
Dexterity score of 13- 15, he gains a 5% bonus to experience points earned
in every adventure; if his Dexterity is 16- 18, the bonus is 10%.
Hit Dice: Roll a 4-sided die (1d4) to determine a thiefs hit points. A
thief starts with 1d4 (1-4) hit points (plus Constitution bonus, if any)
and gains 1d4 more hit points (plus bonus) with each level of experience.
Two additional hit points are gained for each level after 9th level.
Armor: A thief may only wear leather armor, and may not use a shield.
Weapons: A thief may use any missile weapon, and any other weapon usable
with one hand (two-handed weapons are prohibited).
Special Abilities
Thieves have numerous special abilities. They receive some of them at 1st
experience level, when they begin play, and receive others as they gain
experience levels.
At 1st experience level, thieves know the following skills: Open Locks,
Find and Remove Traps, Climb Walls, Move Silently, Hide in Shadows, Pick
Pockets, and Hear Noise. They also learn the skill of Backstabbing. The
Thief Special Abilities Table shows the development of many of the thiefs
special abilities.
The column on the left is the thiefs experience level; cross-reference his
level with the skill he is trying to use. For instance, a 6th level thief
using his Climb Walls skill has a 92 % chance.
Each number on the table above is the percentage chance that the thief is
successful in using that special ability. Tell the Dungeon Master whenever
you want your thief to use a special ability; at the DM's discretion, either
the player or the DM will roll percentile dice (d%). If the result is equal
to or less than the percentage given, the thiefs attempt is successful.
Descriptions of the Special Abilities
Open Locks (OL): With successful use of this special ability, and with
professional lockpicks (often called "thieves' tools"), the thief may open
locks. The character may try to use this skill only once per lock. The thief
may not try again with that particular lock until he gains another level of
experience. Without lockpicks, he may not use this ability.
Find Traps (FT): With successful use of this special ability, the thief
may examine a room or an object and determine whether it is rigged with
traps. He may check only once per trap, and failure prevents the character
from finding any trap in or on the object searched. (Since the DM actually
does the rolling, the player doesn't know how many traps he's rolling to
find.) If the thief finds a trap, he may use his Remove Traps ability to
remove or deactivate it.
Remove Traps (RT): With successful use of this special ability, the thief
may remove or deactivate a trap. He may not roll this ability against a trap
unless the trap has been found. The thief may try his ability only once per
trap; failure to remove a trap triggers the trap.
Climb Walls (CW): With successful use of this special ability, the thief
can climb steep surfaces, such as sheer cliffs, walls, and so forth. The
chances for success are good, but if failed, the
* Thief gains 80% chance to read any normal (nonmagical) writing,
language, code, or map
* Thief gains ability to cast magic-user spells from spell scrolls (10%
chance that the spell will backfire)
thief slips at the halfway point and falls. The DM rolls for success once
for every 100' climbed. If the roll is a failure, the thief takes 1-6 (1d6)
points of damage per 10' fallen. Falling during a 10' climb will inflict 1
point of damage.
Move Silently (MS): Successful use of this special ability allows the
thief to move silently. When the thief tries to use this skill, he always
believes he has been successful, but a failed roll means that someone can
hear his passage. The DM, at his discretion, may modify the thiefs roll at
any time: When he tries moving silently across a field of dried leaves, his
percentage chance would go down, while if he does so during a loud
tournament, his chance will be greatly enhanced. Note that it doesn't do the
thief any good to use this skill against someone who is already aware of
him.
Hide in Shadows (HS): Successful use of this special ability means that
the thief moves into and remains in shadows, making him very hard to see.
While the thief is in shadows, observers only get a chance to see him if
they look directly at him, at which time he must roll again; success means
that he remains unobserved. While in shadows, the thief may use his Move
Silently ability, but attacking someone reveals the thief. If the thief
tries to hide in shadows but fails, he will not know that his position of
concealment is a failure until someone sees him and announces the fact. Note
that if the thief is under direct observation, he can't hide in shadows
against the people watching him; they'll be able to follow his progress with
no problem.
Pick Pockets (PP): This special ability allows the character to steal
things from another character's person without him noticing. It's a very
risky skill to use. If the attempt succeeds, the thief is able to pick the
other's pockets without anyone noticing. If the roll is a simple failure,
the thief fails to get his hands on what he's seeking. If the roll is
greater than twice what th thief needs to succeed or an 00 in any case, the
thief is caught in the act by his intended victim, and possibly others.
When using the skill, subtract 5 % per level or HD of victim. (Normal
men-men and women who have no adventuring ability at all and do not belong
to any adventuring character class- are treated as being 0 level.)
Example: A 1st level thief tries to pick the pocket of a 1st level
fighter walking along the street. His chance is 20% (normal) minus 5 (5
times 1), or 15%. The DM rolls the percentile dice and rolls a 41. This is
over twice what he needed to roll, so the thief is caught in the act.
Hear Noise (HN): This special ability gives the thief the ability to hear
faint noises-such as breathing on the other side of the door, of the clatter
of distant footsteps approaching fast. The DM can rule that any loud
situation, such as a battle, prevents the thief from using this skill.
Proper Use of Thief Abilities
Watch for opportunities to use special abilities, and simply tell your
Dungeon Master when you want your thief to use one.
A stuck or exceptionally difficult lock, carefully hidden trap, slippery
wall, or very faint noise may cause a penalty to be applied to the normal
chances of successful skill use. The DM may could assign the task a penalty
of -5%, -10%, -20%, or higher depending on the difficulty of at the task.
If, after applying such penalties, the chance of success remains 100% or
greater, the DM should adjust it to 99%, allowing a 1% minimum chance of
failure in all cases.
However, the DM should not modify Move Silently or Hide in Shadows skill
chances unless 4' the thief is undertaking actions that are outside the
ability's usual functions (trying to move silently while running at full
speed or across floor covered with peanut shells, hiding when very near to
torchlight, etc.).
Other Thief Abilities
Backstabbing: If a thief can sneak up on a victim, completely unnoticed,
the thief may he backstab-if he is using a one-handed melee weapon, he may
strike at particularly vulnerable , points of his target's body. (Though the
ability is called "backstabbing," the weapon doesn't have on to be a
stabbingweapon. A thief can use this ability with a club, for example.)
When backstabbing, the thief gains a bonus of +4 on the attack roll; if
the target is hit, the damage done is twice normal (roll the damage for the
weapon, multiply the result by two, and then add any pertinent modifiers).
If the intended victim sees, hears, or is warned of the thiefs approach,
the thiefs attack is not a backstab; it is an ordinary attack, doing the
damage appropriate for the weapon used.
When no battle is in progress, a backstab attempt may require a Move
Silently ability check. The DM will make all the necessary decisions on that
matter.
Read Languages: When the thief reaches 4th level, he gains an 80% chance
to read any normal writing or language (including simple codes, etc.) dead
languages, treasure maps, and so on, but not magical writings). If he tries
but fails to read a piece of writing, he must gain at least one experience
level before trying to read it again.
Cast Spells From Magic-User Scrolls: At 10th level, a thief gains the
ability to cast magic-user to spells from spell scrolls. However, there is
always he a 10% chance that the spell will backfire, creating an unexpected
result, because of the thiefs s. imperfect understanding of magical
writings. This ability only allows thieves to cast spells from existing
magic scrolls, not to write their own.
y
Higher Experience Levels
When a thief reaches Name (9th) level, he is called a master thief
(whether male or female).
Land-Owning Thieves
Name level thieves may construct a hide-out (a fortified house in a city,
a cave network, etc.). A thief who has constructed a hide-out will attract
2d6 1st level apprentice thieves, who come to the learn from a master. These
will generally (though not always) be loyal to the thief, but will not
automatically be replaced by others if they die or leave; the character will
have to recruit new thieves himself.
At this point, a player character thief may want to consider setting
up a Thieves' Guild.
A thief who wishes to settle must contact the Thieves' Guild of the
region where he wants to settle. If the thief has not been an enemy of this
Guild (or, even if he has, if he can persuade or bribe the Guild to
cooperate), the Guild will help establish the thief as a guildmaster. He may
be the master of a new branch of the Guild, an expansion branch in a new
neighborhood, or of an established Guild whose leader has stepped down or
died.
The Dungeon Master will describe how many new thieves arrive at the new
Guild, or will describe how the existing Guild is currently organized. The
Guild will generate income from its illegal activities.
The character can, at some point, ask for control of a larger branch of
the Guild (this is recommended when 18th level is reached), and may
eventually become a powerful official in the Guild Headquarters.
Skilled (high level) thieves are always needed for difficult and unique
adventures, and the Guildmaster thief is the person adventurers contact when
such jobs are available. You, as the Guildmaster, may choose to take the
jobs or allow one or more of the Guild members to have them-but you have
first choice, in any case.
Traveling Thieves
A Name level thief who chooses not to establish any hide-out or any
station in the local Guild authority is a traveling thief, known also as a
rogue.
1. A rogue must remain a member of a Thieves' Guild, though he need visit
the Guild only once a year.
2. Once a character becomes a rogue, the character can never become a
Guildmaster in an established branch of the Guild. However, if he later
decides to settle down, and if the Guild-master permits, he may set up a new
branch of the Guild where none currently exists.
3. A rogue has a chance (checked by the DM once per game week) of
discovering treasure maps or rumors about the location of great treasures.
This chance is based on him keeping his ear to the thieves' grapevine.
4 . Likewise, the rogue may visit any branch of the Thieves' Guild to see
the Guildmaster and learn local information, tips, and rumors- if the local
Guildmaster is willing to suffer his presence in the territory. If the
Guildmaster is willing, it will only be under the condition that the
character hire assistance from several low level thieves on a temporary
basis.
Dwarf
Prime Requisite: Strength. Other Requirements: Constitution 9 or better.
Experience Bonus: 5 % for Strength 13-15,
10% for Strength 16-18.
Hit Dice: 1d8 per level up to 9th level. Starting with 10th level, + 3 hp
per level and Constitution adjustments no longer apply.
Maximum Level: 12.
Armor: Any; shields permitted.
Weapons: Any Small or Medium melee weapon; short bows and crossbows
permitted, but longbows forbidden.
Special Abilities: Fighter Maneuvers (Lance Attack and Set Spear vs.
Charge maneuvers at 1st level; at 660,000 XP, Fighter Combat Options); half
damage from spells at 1,400,000 XP; infravision; extra languages (dwarf,
gnome, goblin, kobold); 1 in 3 chance to detect traps, sliding walls,
sloping corridors, new construction.
A dwarf is short and stocky, standing about 4' tall and weighing about
150 pounds. Male dwarves wear long beards. Their skin is ruddy or
earth-colored and their hair is dark brown, gray, or black. 'Stubborn but
practical, dwarves are fond of good food and drink. They value craftsmanship
and love gold. Dwarves are sturdy fighters and are resistant to magic.
Although the dwarf class is different from the fighter class in many
ways, their tasks are the same. Dwarves are only able to attain a maximum of
12 experience levels at best. However, this is balanced by the dwarfs
special abilities, such as the ability to see in the dark, detection
abilities, and better saving throws. Dwarves are formidable fighters, no
matter what their level.
Dwarven families are organized in Clans.
Class Details
Prime Requisite: A dwarfs prime requisite is Strength. If a dwarf has a
Strength score of 13- 15, the character gains a 5 % bonus to experience
points earned in every adventure; if his Strength is 16-18, the bonus is
10%.
Minimum Scores: A dwarf character must have a Constitution score of 9 or
greater when first played.
Hit Dice: Roll an 8-sided dice (1d8) to determine a dwarfs hit points. A
dwarf starts with 1d8 (1-8) hit points (plus Constitution bonus, if any) and
gains 1d8 more hit points (plus bonus) with each experience level. Three hit
points are gained per level after 9th level.
Armor: A dwarf may wear any kind of armor, and may use a shield.
Weapons: A dwarf may use any small or medium melee weapon. (If you're
unsure as to whether a weapon is small or medium, see the Weapons Table in
Chapter 4.) They may not use longbows, but can use short bows and crossbows.
Special Abilities
Special Attacks
Dwarves are good fighters. Like fighters, they know the Lance Attack and
Set Spear vs. Charge maneuvers.
Fighter Combat Options
When the dwarfs experience points total reaches 660,000, he gains the
Fighter Combat Options (see "Combat Maneuvers" in Chapter 8).
With the multiple attacks combat option, the dwarf can make two attacks
at 660,000 experience points, and three at 2,200,000 experience
points. He can use the smash and parry combat options, but cannot use the
disarm option against a giant-sized opponent. (A giant-sized opponent is
any monster which is described as being a giant, a giant animal, a
gargantua, or is otherwise in the DM's opinion enormous.)
Dwarf Experience Table
Level XP Attack Rank
1 0
2 2,200
3 4,400
4 8,800
5 17,000
6 35,000
7 70,000
8 140,000
9 270,000
10 400,000
1я21 я0 530,000
12 660,000* C
800,000 D
1,000,000 E
1,200,000 F
1,400,000** G
1,600,000 H
1,800,000 I
2,000,000 J
2,200,000t K
2,400,000 L
2,600,000 M
* Gain Fighter Combat Options. Two attacks are possible at this level.
** Automatically takes half damage from damage-causing spell or
spell-like effect.
t Three attacks per round possible at this level.
Dwarf Saving Throws Table
Levels 1-3 4-6 7-9 10-12
Death Ray or Poison 8 6 4 2
Magic Wands 9 7 5 3
Paralysis/Turn to Stone 10 8 6 4
Dragon Breath 13 10 7 4
Rod/Staff/Spell* 12 9 6 3
* At 1,400,000 XP, dwarves automatically take only half damage from
spells, or one-quarter damage if the saving throw is successful.
Special Defenses
Experienced dwarves become more resistant to magic. When the dwarf
reaches the 1,400,000 experience point mark, the dwarf automatically takes
only half damage from any damage- causing spell of spell-like effect (such
as from a magical item or strange monster powers such as beholders' eyes but
not including dragon's breath). Divide the rolled damage by 2 and round
down. If the effect allows a saving throw, a successful roll indicates that
he only takes 1/4 damage; divide the rolled damage by 4 and round down. (If
the result is 1/2 point of damage or less, the character takes 1 point of
damage.)
Infravision
Infravision is the ability to see heat (and the lack of heat). Dwarves
have infravision in addition to normal sight and can see 60' in the dark.
Infravision does not work in the presence of normal and magical light. With
infravision, warm things appear fed, and cold things appear blue. A creature
could be seen as a red shape, leaving faint reddish footprints. A cold pool
of water would seem a deep blue color.
Characters with infravision can even see items or creatures the same
temperature as the surrounding air (such as a table or a skeleton), since
air flow will inevitably show the viewer their borders, outlining them in a
faint fighter-blue tone. Until they move, they will be very faint to the
eye; once they start moving, they become blurry but very obvious light-blue
figures.
Infravision isn't good enough to read by. A character can use his
infravision to recognize an individual only if they are within 10' distance
... unless the individual is very, very distinctive
(for example, 8' tall or walking with a crutch).
Languages
In addition to Common and alignment tongues, a dwarf can speak the
languages of the dwarf, gnome, goblin, and kobold races.
Detection
Dwarves can sometimes detect traps (specifically, traps built into
stone-work or heavy construction, not other types of traps such as
rope-traps in the forest or spring-out needles built into a jewelry box);
they can also detect sliding walls, sloping corridors, and new
constructions.
If your dwarf character wants to search for such things in an area, tell
the DM. You have 1 chance in 3 to find them. The DM will roll 1d6, and a I
or 2 will indicate success if there is anything to find; a result of 3-6
means your dwarf detects nothing. You may check once for each trap, sliding
wall, sloping corridor, or new construction. You must tell the DM if you
want to look for anything; the detection is never automatic.
Higher Experience Levels
When a dwarf reaches Name (9th) level, he is usually referred to as a
dwarf lord (or dwarf lady, in the case of female dwarves).
He may build a stronghold. Unless he has forsaken his dwarven Clan and is
living among humans, it should be an underground cavern complex located in
either mountains or hills. (If he is living among humans, he may build any
sturdy stone dwelling in the human fashion instead, but will still want for
there to be an underground complex connected to it.) The
character may hire only dwarven mercenaries, but may hire specialists and
hirelings of other races.
Elf
Prime Requisites: Strength and Intelligence. Other Requirements:
Intelligence score of 9 or more.
Experience Bonus: 5 % for Strength of 13 or better and Intelligence of
13-15, 10% for Strength of 13 or better and Intelligence of 16-18.
Hit Dice: 1d6 per level up to 9th level. 10th level, + 1 hit point, and
Constitution adjustment does not apply.
Maximum Level: 10.
Armor: All; shields permitted.
Weapons: Any.
Special Abilities: Fighter Maneuvers (Lance Attack, Set Spear vs. Charge;
at 850,000 XP, Combat Options for Fighters); half damage from dragon breath
at 1,600,000 XP; infravision; extra languages (elf, gnoll, hobgoblin, orc);
1 in 3 chance to detect secret and hidden doors; immunity to ghoul
paralysis; magic spells.
An elf is slender and graceful, with delicate features and pointed ears.
An elf is 5' to 5'1/2' tall, and weighs about 120 pounds.
Elves are able to use all types of armor and weapons, and can cast magical
spells.
Few elves are adventurers; most prefer to spend their time feasting and
frolicking in woodland glades. Except for adventurers, elves rarely visit
the cities of man.
Elves are fascinated by magic and never grow tired of collecting spells
and magical items, especially if the items are beautifully crafted.
Elves are similar to both fighters and magic- users. Read the description
of the fighter class for some tips on playing a fighter-type character, but
remember that the elf does not have as many hit points as a fighter. The elf
can best perform as a fighter if he is undamaged or only slightly hurt
before entering a battle; otherwise, he should stay back and help with magic
spells, as a magic-user does.
An elf may only advance to 10th level. However, this is balanced by the
elf's special abilities, especially the combination of fighting and
spellcasting. This combination makes an elf far more powerful than a human
of the same level.
Elves only employ other elves as mercenary fighters, although they may
hire specialists and hirelings of any race.
Eleven families live in Clans.
Class Details
Prime Requisite: Elves have two prime requisites: Strength and
Intelligence. If an elf has a score of 13 or more in both ability scores, he
gains a 5% bonus to experience points earned. If his Intelligence score is
16-18 and his Strength is 13 or more, the bonus is 10%.
Minimum Scores: An elf character must have Intelligence 9 or greater when
first played.
Hit Dice: Roll a 6-sided die (1d6) to determine an elf s hit points. An
elf starts with 1d (1-6) hit point on bonus, if any) and gains 1d6 more hit
points (plus bonus) with each level of experience. Two additional hit points
are gained at 10th level.
Armor: An elf may wear any kind of armor, and may use a shield.
Weapons: An elf may use any weapon.
Special Abilities
Special Attacks
After reaching maximum level (10th), elves may continue to improve in
combat ability. This is a slow process, however, due to the fact that they
must divide their training time between fighting and magic. Elves always
know the following fighter maneuvers: Set Spear vs. Attack; Lance Attack.
Fighter Combat Options
When the character's experience point total reaches 850,000, the
character receives the Combat Options for fighters (see their description on
page 104, under "Combat Maneuvers"). With multiple attacks, two attacks are
possible at 850,000 experience points, and three attacks at 2,600,000
experience points; the elf never gains four attacks per round. The elf may
use the smash, parry, and disarm options as described in the text.
Special Defenses
Experienced elves become more resistant to dragon breath. When the elf
reaches the 1,600,000 experience points mark, he automatically takes only
half damage from any breath weapon (most notably dragon breath, but
including all sorts of breath weapon attacks). If the breath allows a saving
throw, a successful roll indicates that the elf takes only one-quarter
damage. When modifying damage sustained, always round down. If the result is
1/2 point of damage or less, the character takes 1 point of damage.
Infravision
Elves have infravision identical to that of dwarves. See the description
of infravision in the explanation of the dwarfs special abilities.
Languages
In addition to the languages of all characters-the Common and alignment
tongues-an elf can speak the languages of the elf, gnoll, hobgoblin, and orc
races.
Detection
All elves can find secret and hidden doors better than other characters.
You must tell the DM if you want to look for secret and hidden doors; the
detection is never automatic.
Immnunity to Ghoul Paralysis
All elves are naturally immune to the paralyzing attacks of ghouls. Other
types of paralysis, such as attacks from a carrion crawler or gelatinous
cube, do affect them normally.
Spells
Elves can use magic-user spells just as magic- users can, though they
receive fewer and lower level spells. Spell are described in Chapter 3.
Higher Experience Levels
When the elf reaches Name (9th) level, he is often referred to as a lord
wizard (if male) or lady maga (if female).
He may build a special kind of stronghold deep in the forest. This
stronghold must pleasingly blend with its surroundings, usually a natural
site of great beauty. Typical locations are the tops of great trees, on the
edges of quiet vales, or behind rushing waterfalls. Because of the effort 1
to beautify the work, the structure costs as much 2 as similar work if made
of stone.
When the stronghold is completed, the character will develop a friendship
with the animals 3 2 of the forest (birds, rabbits, squirrels, foxes, beefs,
etc.). All normal animals within five miles of the stronghold will be
friendly toward the elves dwelling there. Animals will be able to warn of
approaching strangers, carry news of events, deliver short messages to
nearby places, etc. In return for these services, the animals will expect
the elves to help and protect them.
Elf Experience Table
Attack Spells / Level
Level XP Rank 1 2 3 4 5
1 0 1 - - - -
2 4,000 2 - - - -
3 8,000 2 1 - - -
4 16,000 2 2 - - -
5 32,000 2 2 1 - -
6 64,000 2 2 2 - -
7 120,000 3 2 2 1 -
8 250,000 3 3 2 2 -
9 400,000 3 3 3 2 1
10 600,000 C 3 3 3 3 2
850,000* D
1,100,000 E
1,350,000 F
1,600,000** G
1,850,000 H
2,100,000 I
2,350,000 J
2,600,000t K
2,850,000 L
3,100,000 M
* Gain the Fighter Combat Options. Two attacks per found possible at this
level.
** Automatically takes half damage from any breath weapon.
t Three attacks per round possible at this level.
* At 1,600,000 XP, elves take half damage from breath weapons, or
one-quarter damage if the saving throw is successful.
Halfling
Prime Requisite: Strength and Dexterity. Other Requirements: Dexterity of
9 or better, Constitution of 9 or better.
Experience Bonus: 5 % for either Strength or Dexterity of 13 or more, 10%
for both Strength and Dexterity of 13 or more.
Hit Dice: 1d6 per level up to 8th level.
Maximum Level: 8.
Armor: Any; shield is permitted; armor must be designed specifically for
halflings.
Weapons: Any Small melee weapon; short bow; light crossbow.
Special Abilities: Fighter Maneuver (Set Spear vs. Charge); at 900,000
XP, Fighter Combat Options); Combat Bonuses (- 2 AC vs. monsters larger than
man-size, + 1 to attack roll with missile weapons, + 1 to Individual
Initiative); half damage from spells at 300,000 XP, half damage from dragon
breath at 2,100,000 XP; 90% chance to hide motionless in woodlands, 33%
chance to hide motionless in dimly lit building interiors.
A halfling is a short demihuman, and looks much like a human child with
slightly pointed ears. A halting stands about 3' tall and weighs about 60
pounds. Halflings rarely have beards. Halflings are outgoing but not unusually
brave, seeking treasure as a way to gain the comforts of home, which they so
dearly love. Halflings prefer to live in pleasant areas of fair countryside
near rolling hills and gentle streams. When not working or adventuring,
halflings will spend most of their time eating, drinking, talking with
friends, and relaxing. Their communities are called shires, and their
recognized spokesman is called a Sheriff. Halting families live in Clans.
Halflings are woodland folk, and usually get along well with elves and
dwarves. They have special abilities in the outdoors. Halflings behave
similarly to fighters and dwarves. A halfling's saving throws are as good as
those of dwarves. Halflings may only advance to 8th level. This limitation is
balanced by their woodland abilities, saving throws, and combat bonuses.
Class Details
Prime Requisite: A halting has two prime requisites: Strength and
Dexterity. If either of these ability scores is 13 or greater, the character
gains a 5 % bonus to experience points earned in every adventure. If both of
these scores are 13 of greater, the experience points bonus is 10%.
Minimum Scores: A halting character must have a score of 9 or greater in
both Dexterity and Constitution.
Hit Dice: Roll a 6-sided die (1d6) to determine a halfling's hit points. A
halting starts with 1d6 (1-6) hit points (plus Constitution bonus, if any)
and gains 1d6 more hit points (plus bonus) with each level of experience.
Armor: A halfling may wear any kind of armor, and may use a shield.
However, their armor and shields must be specially made for their small
size. Even dwarf-sized armor is too large for them.
Weapons: A halting may use any Small melee weapon and may use short bows
and light cross-bows. (if you're unsure whether a weapon is Small or not,
see the Weapons Table found in Chapter 4.)
Special Abilities
Combat Bonuses
All halflings gain the following bonuses when
in combat.
Halfling Combat Bonuses Table
- 2 bonus to armor class when attacked by creatures larger than man-sized
(i.e., an AC of 6 becomes a 4)
+ 1 bonus to the attack roll when using any missile weapon
+ 1 bonus to individual initiative (see Chapter 8 for details on
Initiative)
A creature is larger than man-sized when it is referred to as "giant,"
"gargantuan," or "enormous" in a monster description. It is likewise larger
than man-sized if it is a real-world creature which the DM considers bigger
than a man (for example, a horse). As a rule of thumb, any non- human-shaped
creature whose size is not otherwise given in a description can be presumed
to be larger than man-sized if it has 4 or more HD.
Special Attacks
In combat, a halting may use the Set Spear vs. Charge maneuver, as
described in Chapter 8 under "Combat Maneuvers." They are too small to
utilize the Lance Attack maneuver, however.
Halting Experience Table
Attack
Level XP Rank
1 0
2 2,000
3 4,000
4 8,000
5 16,000
6 32,000
7 64,000
8 120,000 A
300,000* B
600,000 C
900,000** D
1,200,000 E
1,500,000 F
1,800,000 G
2,100,000t H
2,400,000 I
2,700,000 J
3,000,000tt K
* Automatically takes half damage from any damage-causing spell or
spell-like effect.
** Gains the Fighter Combat Options. Two attacks per round possible at
this level.
t Automatically takes half damage from any breath weapon.
tt Three attacks per round possible at this level.
Haling Saving Throws Table
Levels 1-3 4-6 7-8
Death Ray/Poison 8 5 2
Magic Wands 9 6 3
Paralysis/Turn to Stone 10 7 4
Breath Attack* 13 9 5
Rod/Staff/Spell** 12 8 4
* At 2, 100,000 XP, halflings take half damage from breath weapons, or
one-quarter damage if the saving throw is successful.
** At 300,000 XP, halflings take half damage from spells, or one-quarter
damage if the saving throw is successful.
Fighter Combat Options
When the halfling's experience point total reaches 900,000, he gains the
Fighter Combat Options on page 104. For the multiple attacks option, two
attacks are possible at 900,000 experience points, and three attacks at
3,000,000 experience points. The halting can use the smash and parry options
as described, but cannot use the disarm option effectively against a giant-
sized opponent.
Special Defenses
Experienced halflings become more resistant r damage if the to both magic
and breath weapons. When the halting reaches the 300,000 experience point
the saving mark, he automatically takes only half damage from any
damage-causing spell or spell-like effect (such as from a magical item). If
the effect allows a saving throw, a successful roll indicates that he takes
only 1/4 damage.
In addition, when the halting reaches the 2,100,000 experience point
mark, he likewise automatically takes only half damage from breath weapons
(most notably dragon breath, but including all sorts of breath weapon
attacks), and takes only 1/4 damage if he successfully makes a saving throw
(if the attack allows one).
When modifying sustained damage, always round fractions down. If the
result is 1/2point of damage or less, the character takes 1 point of damage.
Woodland Abilities
Outdoors, halflings are difficult to spot, having the ability to hide in
woods of underbrush. In such cover, they have a 90 % chance to remain unseen
(the DM will roll). Halflings can even hide in building interiors such as
dungeons, though not with as much success. In such situations, if a halting
finds some deep shadows or cover to hide in, his chance drops to 33%; if he
cannot find shadows or cover, he has no chance at all.
This ability is not the same as the thiefs Move Silently or Hide in
Shadows abilities. To use his ability, the halting must stay motionless. If
he tries to move to another site, anyone can see him.
When your halfling uses this ability, inform the DM. He'll roll percentile
dice (d%) for the halfling. On a roll of go or less, the halfling will
remain unnoticed. On a 91 or greater, observers with a chance to detect the
halfling will do so. In a dungeon or other building interior, the DM will
roll d%. On a roll of 33 or less, the halfling remains undetected; on a 34
or greater, an observer who has a chance to detect him will do so.
Indoors, a light bright enough to banish shadows and illuminate
everything well (such as magical light) will ruin the hiding attempt.
Naturally, if the halting character is himself carrying a light, it will be
impossible for him to hide.
Higher Experience Levels
A halting reaching 8th experience level is usually referred to by the
title of sheriff. In your campaign, this may be a merely honorary title, or
the DM may choose to have the halfling character be elected to a local
sheriff's position.
Regardless of his experience level, a halfling may build a stronghold
whenever he has the money and the interest. The stronghold will attract a
whole community of other halflings if constructed in a place suited to their
preferences.
Druid (Optional)
Prime Requisite: Wisdom. Other Requirements: Neutral alignment.
Experience Bonus: 5 % for Wisdom 13-15, 10% for Wisdom 16-18.
Hit Dice: Starting with 10th level, + 1 hit point per level, and
Constitution adjustments do not apply.
Maximum Level: 36; Druid must challenge and defeat another Druid of the
newly- attained experience level starting at 30th level.
Armor: Leather armor; shield permitted if made only of wood and leather.
Weapons: Any non-edged/non-piercing weapon made with no metal.
Special Abilities: Spells (both druidic and clerical).
A Neutral cleric of 9th to 29th level may choose to study nature instead
of remaining among "civilized" areas. If he does so, he changes character
class and becomes a druid. To become a druid, the cleric must find and live
in a woodland home, meditating for one to four (1d4, rolled by the DM)
months.
During that time, a higher level druid (usually 25th level of greater)
will find the cleric, test him for worthiness, and teach him the principles
of druidic philosophy and magic. (The DM may prefer to handle all that in
the background, or to make a protracted role-playing adventure out of it.)
The new druid may then join the realm of the druids.
A druid is pure Neutral, never Lawful or Chaotic. The druid devotes his
life to the balance of all things and to the study of nature.
Druid items and equipment are all made of items that were once alive
(leather, wood, etc.). "Dead" things that have never been alive are
repulsive to the druid; the character simply won't want to use or touch
them. However, the character should not object if others use "dead" things.
Thus, a druid can be a challenging character to play, but the role can be
entertaining.
Druids, unlike clerics, have no power to turn undead and so have reason
to fear undead monsters. They may contact town churches if undead monsters
threaten their realms.
Every druid lives in, protects, and tends a section of woodlands. (Druids
must live in a nature setting; they cannot live in a city or town.) Druids
do not think of themselves as owners, but rather as caretakers, of
wilderness. Nearly every tree in every woodland is cared for by a druid.
Although minor damage to the woods is a fact of life, druids punish
deliberate evil destruction of trees or nature. Even Chaotic monsters know
this, and avoid harming things of the woods lest they incur the wrath of the
local druid.
The DM and players should be sure not to abuse this protective role. For
example, a party foraging for food would not be attacked by a druid unless
they killed more animals than they could eat, wantonly destroyed trees, etc.
The battles of Law and Chaos are not the affairs of the druids, and they
may simply watch such encounters from afar, helping neither side.
When characters perform good deeds in the woodlands, such as curing wounded
animals, this does not make the druid automatically friendly. However,
assistance in fighting a huge disaster-such as a magical storm or major
forest fire-could earn the gratitude and possible friendship of a druid.
Should the druid change alignment, he will retain all the clerical abilities
and clerical spells which druids can use (but will not regain his ability to
turn undead); he will lose all druid benefits including druidic spells
unless he returns to Neutral alignment. Druids have unusual abilities that
help them in their woodland role, but they also have many restrictions.
These are described below.
Class Details
Prime Requisite: A druid's prime requisite is Wisdom. If a druid has a
Wisdom score of 13-15 the character gains a 5% bonus to experience points
earned; if his Wisdom is 16-18, he earns a 10% bonus to experience points.
Hit Dice: A character cannot become a druid until he has reached at least
Name (9th) experience level as a cleric. Therefore, from then on, he will
receive only 1 hit point per experience level gained after 9th level.
Armor: The druid may not wear metal armor or use metal items. He can wear
leather armor and shields made of wood and leather.
Weapons: Druids, like clerics, may not use piercing or cutting weapons;
and even of the weapon types they can use, they may not have weapons with
metal parts. He can commission craftsmen to make all-wooden versions of
appropriate weapons; they cost 50% more than their counterparts, but
otherwise behave identically.
Abilities and Restrictions
Druid Spells
Druids can cast any spells that clerics can (except those which affect
good or evil, as described below). Druids also have access to a special list
of druid spells, which normal clerics cannot learn or cast. The druid is not
able to cast more spells per day than a cleric, but he can use spells from
both cleric and druid spell lists. The principles of clerical and druidic
magic and the lists of spells are found in Chapter 3.
A druid cannot cast any spell that affects good or evil (protection from
evil or dispel evil, for example). He must live in a woodland home, rather
than in a town or city. He may visit a city (though he won't feel
comfortable there), and he will always prefer to sleep in the wilderness- in
a cave or other natural shelter if the weather is bad.
Higher Experience Levels
Druids at Name (9th) level or above receive the title of druid, whether
male or female. There are only nine druids of 30th level, seven of 31st,
five of 32nd, four of 33rd, three of 34th, two of 35th, and one of 36th (the
Great Druid).
When the character reaches 30th level, he must find and challenge one of
the nine 30th level druids; they will only fight with magic and
unarmed combat, as weapons are not allowed. if the player character loses,
he stays at 29th level, losing enough experience points that he is 1 ex-
perience point short of 30th level. Once he's regained 30th level, he may
try again, but cannot issue another challenge until three months have passed
since his first challenge.
Prime Requisite: Strength and Dexterity. Other Requirements: Wisdom and
Dexterity scores of 13 or better.
Experience Bonus: 5 % for Strength 13-15, 10% for Strength 16-18.
Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +2 hit
points per level, and Constitution adjustments no longer apply.
Maximum Level: 16.
Armor: None; shield not permitted.
Weapons: Any.
Special Abilities: AC bonuses, increased movement, and martial arts (see
Mystic Special Abilities Table); (at 9th level) Set Spear vs. Charge,
Fighter Combat Options; Acrobatics; thief abilities; mystic abilities.
Mystics are monastic humans who follow a strict discipline of meditation,
denial, seclusion, and mastery of the human body. Mystics are skilled in
unarmed combat: They live in cloisters, or monastic communities.
Mystics adventure to gain spiritual growth and learn the lessons of life
outside the cloister. They rarely adventure with other mystics; they prefer
to attach themselves to adventuring parties consisting of many different
types of adventurers.
Mystics receive experience from treasure only if they donate it to the
needy. Also, they must donate (tithe) ten percent of their treasure to their
cloister.
A mystic's oath is his bond. He must be true to his oath and strive to
repay all debts. Should he forswear himself (break an oath he has made), he
is expelled from the cloister, may not gain any new experience levels, loses
one level per year away from the cloister, and may not join any other,
similar, cloister. The DM may allow him a grand quest to regain his honor
and his standing in the cloister.
Most mystics (75% ) are
Lawful, though other alignments are represented. All are utterly devoted
to the mystic discipline, which is neither good nor evil, similar in that
respect to druid philosophy. However, the mystics rely on innerstrength, and
believe in extraordinary but non- magical powers (rather than the powers of
nature, as the druids do).
Mystics can often be recognized by their robes or other unusual garb, but
another distinctive feature is their salute. Upon meeting another creature
presumed to be peaceful, the mystic raises a fist, covers it with the other
hand, and bows slightly. This symbolizes greetings (the bow), readiness to
fight if necessary (the fist), but peaceful intentions (the covered fist).
Prime Requisite: The mystic has two prime requisites, Strength and
Dexterity. But since he must have a score of at least 13 in Dexterity to be
a mystic in the first place, it is his Strength score that determines his
bonus to experience. If a mystic has a Strength score of 13-15 the character
gains a 5 % bonus to experience points earned in every adventure; if his
Strength is 16-18, he earns a 10% bonus to experience points.
Minimum Scores: A mystic character must have scores of 13 or better in
both his Wisdom and Dexterity abilities.
Hit Dice: Roll a 6-sided die (1d6) to determine a mystic's hit points. A
mystic starts with 1d6 (1-6) hit points (plus Constitution bonus, if any)
and gains 1d6 more hit points (plus bonus) with each level of experience.
Two hit points are gained for every level beyond 9th level.
Armor: Mystics can never wear armor of any type, nor can they ever use
protective magical devices (such as rings, cloaks, etc.); they rely on their
discipline for protection.
Weapons: Mystics are trained to use all weapons, but not all mystics
carry them; higher level mystics especially travel unarmed, or armed only
with a walking-staff which doubles as a quatter- staff.
Special Abilities
Mystics have a lot of special abilities, which help compensate for their
inability to wear armor or own personal possessions; we'll describe them
below.
Level: This column shows the mystic's experience level. AC: This column
shows the mystic's armor class. Mystics cannot wear armor, but their ACs
become lower as they gain in experience due to their skill in
maneuvering.
MV: This column shows the mystic's movement rate. First level mystics
move as fast as any other unarmored characters, but higher level mystics
learn to move very, very fast indeed.
Hand Attacks- #AT. Mystics are very effective fighters; as they go up in
levels, they are able to attack multiple times per round, and this column
shows how many times per round they may attack. Mystics use this column when
attacking either bare-handed or when using melee weapons.
Hand Attacks-Damage: When mystics fight bare-handed, they use this column
to find the amount of damage they do. They do add Strength bonuses to the
amount of damage shown.
Martial Arts
Mystics are able to fight very effectively without using weapons of
magic. They utilize a form of unarmed combat as part of their mystical
training. They call this training "the discipline," but others often call it
"martial arts." The discipline involves physical training, meditation,
philosophy, and comprehension of the forces of the universe, and mystics are
taught to resolve difficult situations peacefully whenever possible; for
these reasons, mystics do not care to have their lifestyles referred to as
"martial arts," as the term suggests that all they do is fight. The mys-
tics' discipline is presumed to integrate and vastly improve upon the
bare-handed combat techniques described in Chapter 8.
As you can see in the Mystic Special Abilities Table on the next page,
mystics can strike more often than normal humans, elude attacks better
(their enhanced AC), and deal more damage when fighting barehanded. They can
also fight with weapons, and can use their multiple attacks per round with
melee and thrown weapons (but not missile weapons).
In addition, when fighting unarmed, they can often hurt monsters which
can ordinarily only be hit by magical weapons. Though a mystic's hands are
not magical, an experienced mystic can use them effectively against
creatures immune to normal weapons, as shown in the Mystic Unarmed Attack
Equivalents Table.
These attacks don't gain the attack or damage bonuses of their
magic-weapon equivalents, but can hit creatures as if the indicated weapon
were used, For example, a 5th level mystic can hit and hurt a gargoyle when
fighting barehanded.
Set Spear vs. Charge, Fighter Combat Options
Beginning mystics can utilize the fighter's Set Spear vs. Charge
maneuver. They cannot utilize the Lance Attack maneuver.
At Name (9th) level, they get three of the Fighter Combat Options (smash,
parry, and disarm, but not multiple attacks). The Fighter Combat Options
are detailed under "Combat Maneuvers" in Chapter 8.
Acrobatics
Some mystics may also possess a special ability called acrobatics. This
specialized ability, while useful, detracts a mystic from fully focusing on
his combat abilities; this is why acrobatic mystics have a - 20 % penalty on
all earned experience. Acrobatics allows a mystic to perform the following
actions:
jumps/Leaps
Tumbles / Flips
Catches (to prevent oneself from falling)
Swings
Balancing
The game effects of this ability are these:
First, the mystic's acrobatics ability includes every feature of the
Acrobatics general skill mentioned in Chapter 5.
Second, with a successful ability check, the mystic can cross rough,
broken terrain at no modification to his movement rate: He flips over
obstructions, leaps across trenches, handsprings over low fences, etc. This
doesn't affect his long-distance movement rates; it only affects his
encounter speed and running speed.
Third, the mystic can cross a line of enemy warriors without having to go
around or break through it. With a successful ability check, he can roll
between the legs of one opponent, or handspring over the line, or pole-vault
using his spear, and thus cross a distance equal to his encounter speed's
movement rate. He suffers no AC penalty when he performs this action.
The mystic's chance to perform any of these actions successfully is
calculated this way: Three times the mystic's Dexterity score plus two times
the mystic's experience level equals the mystic's percentile chance to
perform the action.
Acrobatics Check
d% roll vs. ([3 x Dex] + [2 x Lvl)
For example, a 3rd level mystic with Dexterity 15 would have a 51% chance
to perform an Acrobatics feat.
* The mystic receives the Fighter Combat Options (not including multiple
attacks); see the description of them under "Combat Maneuvers" in Chapter 8.
The mystic can use these Combat Options with weapons or in unarmed fighting.
The DM, if he prefers to make acrobatics an easier and more commonly
useful ability, can decide to use some alternate means to check success. For
example, he might have the player roll 1d20 against his Dexterity score,
with any roll equal to or less than the Dexterity score indicating success.
Whatever type of roll he uses, the DM is free to adjust any individual
roll to reflect the difficulty of the action being attempted. Doing a
backflip on the street to entertain a flock of children is much easier than
doing one while walking on a wire ten stories in the air; the DM might wish
to improve the mystic's chance to perform the former task and make the
latter task harder.
Thief Abilities
Any mystic can use the following special abilities of thieves as if he
were a thief of the same level: Find Traps, Remove Traps, Move Silently,
Climb Walls, and Hide in Shadows.
Mystic Abilities
Mystics gain the following special abilities as
they progress in experience levels:
2nd Level: Awareness
4th Level: Heal Self
6th Level: Speak with Animals
8th Level: Resistance
10th Level: Speak with Anyone
12th Level: Mind Block
14th Level: Blankout
16th Level: Gentle Touch
Explanations of Mystic Abilities
Awareness: The mystic is only surprised on a roll of 1 (on 1d6).
(Surprise is explained in Chapter 7.)
Heal Self: The mystic may, once per day, cure himself of 1 point of
damage for each experience level he has. He does this simply by
concentrating for 1 round. Example: a 10th level mystic can concentrate for
one round and will heal (regain) 10 hit points of damage.
Speak with Animals: The mystic may speak with any normal or giant animal
as often as desired; animals understand his speech and he understands
theirs, though no animal is forced to talk to him.
Resistance: The mystic takes only half damage (found down) from all
spells and breath weapons that inflict damage, or one-quarter damage (round
down) if the saving throw is successful. Any attack that does him damage
will do a minimum of 1 point of damage, even if rounding indicates 0 points
of damage.
Speak with Anyone: The mystic may speak with any living creature that has
a language of any sort, as often as desired. The creature being spoken to
does not have to converse with him.
Mind Block: The mystic is immune to ESP, hold and slow spells, magical
charms, quests, and gets spells.
Blankout: By concentrating for 1 round, the mystic causes his presence to
"disappear." No living or undead creature can see him; there is no saving
throw. The effect lasts for 1 round per level of the mystic; it is dispelled
automatically if he attacks. He may only do this once per day.
Gentle Touch: Once per day, the mystic may use the Gentle Touch on any
one living creature (it requires a normal roll to hit; if he fails to hit,
he can try the Gentle Touch again). The mystic must declare he is using the
Gentle Touch before he rolls to hit, and must declare which result
(explained below) he is seeking. The victim does not get a saving throw, but
a victim which has more Hit Dice than the mystic's experience level is not
affected.
The Touch will have one of the following results (the mystic decides and
announces which before he rolls to hit): charm, cureall, death, quest, or
paralysis. These effects mimic the same effects of the following spells in
all respects except duration: charm person, cureall, death spell, quest, and
holdperson. The effect lasts for 24 hours-except for death, which is a
permanent effect.
Special Restrictions
Mystics may not use protective magical devices (such as rings, cloaks,
etc.).
All the material goods (money, magical items, etc.) won, purchased, or
acquired as treasure by the mystic are actually owned by his cloister, not
by the mystic himself. Should the cloister have need of something "owned" by
a mystic, the head of the cloister need only ask for it.
Higher Experience Levels
A mystic of Name (9th) level is addressed as master (if male) or mistress
(if female).
There are many mystics of 1st to 9th level, but only seven each of 10th
to 12th level, five each of 13th to 15th level, and three of 16th level.
When the character gains enough experience points to reach 10th level, he
must find and challenge one of the seven 10th level mystics; they will fight
bare-handed (weapons are not allowed). If the player character loses, he
stays at 9th level, losing enough experience points that he is 1 experience
point short of 10th level. Once he's regained 10th level, he may try again,
but cannot issue another challenge until three months have passed since his
first challenge. (Note: If a DM's campaign world is particularly large, he
might declare that there are seven 10th and so forth per continent in his
world.)
At Name level, the mystic may desire to build a stronghold, or cloister.
If his Grand Abbot (i.e., the mystic in charge of his current cloister)
agrees that he is fit to manage one, the cloister will pay for construction
of the new cloister. The new cloister remains a branch of the old one until
the PC achieves 13th level, at which time the PC is called a Greater Master
and can declare independence. At that point, he may wish to teach his
mystics-in-training in techniques and philosophies different from those of
the other cloister-that is, he may wish to establish his own "school" of the
discipline.
Chapter 3: Spells and Spellcasting
Introduction to Spellcasting
In this chapter, we'll learn how characters acquire and then cast
magical spells of all types. You've already seen that some characters are
more accomplished and powerful than others, and that the more powerful
ones are said to be at higher experience levels than those who are less
powerful. Spells are rated in much the same way, in levels. Lower-level
spellcasters can learn only lower-level spells; higher-level spellcasters
can add higher-level spells. Higher-level spells are more powerful than
lower-level spells.
In the D&D game, there are three different categories of spells:
clerical, magical, and druidic. Here's a little table which shows you
which type of character can use which type of spell.
Classes and Spells Table
Character Can Use Which
Class Type of Spell
Cleric Clerical
Druid Clerical, Druidic
Elf Magical
The avenger and paladin are fighter sub- classes; see the description of
the fighter class. Shamans and wokani are spellcaster monsters, as
described in Chapter 14.
The fact that character classes use different types of magic keeps all
spellcasters from being identical to one another. A cleric will cast a
very different type of spell from a magic-user; an elf will cast the same
sorts of spells as a magic-user, but far fewer, and he can fight much
better than the magic-user; a druid can cast clerical spells, but he
really shines when he's casting druidic spells, which are his specialty;
and so on.
Memorizing Spells
During an adventure, a spellcaster can only use spells he has memorized.
Memorization is a special process of imprinting one use of a spell in the
caster's mind. When the Spellcasting character memorizes a spell, he holds
it in his mind and can cast it at any time. But when he casts it, it
vanishes from his memory: His knowledge of it flows away a5 the spell
discharges. For this reason, characters constantly have to re-memorize
spells.
Magic-users and elves can only use spells that they have found,
researched, or have been taught by their mentors. These spells are
recorded in a large, bound volume called a "spell book." The book is
written in a magical language that only the magic-user who owns the book
can read. This spell book is the list of spells that can be used by that
character when taking spells for an adventure.
Clerics and druids gain their spells by the way of meditation, DM
may choose which spells clerics have memorized at the beginning of an
adventure. They do not need to write down their spells, since they can
simply meditate to rememorize them.
Resting and Re-Memorizing
After a spell is cast, the character cannot rememorize it until he
is well-rested. One night's sleep is enough rest. Upon awakening, before
he spends time on any strenuous activities, the spellcaster must spend an
hour (of game time) in study or meditation. Magic-users and elves must use
their spell books to regain spells, while clerics and druids need only
meditate.
Just because Spellcasters spend their mornings doing their memorization or
meditation for spells, it doesn't mean that they forget their uncast
spells overnight. Unless they wish to do so, they won't forget the spells
they didn't cast. The next morning, the spellcaster needs only to study or
meditate to replace those spells he cast the previous day.
Multiples of the Same Span
Characters often memorize the same spell multiple times so that they can
cast it several times in the course of a day. A cleric knowing that he's
going to face fierce battle during the day may memorize numerous cure
light wounds spells, for instance.
Number of Spells Known
In the last chapter, you saw experience tables for all the character
classes. The experience tables for clerics, magic-users, elves, and druids
had a block of columns labeled "Spells/Level."
This column shows you how many spells of each spell level the
character can have memorized at one time. For instance, take a look at the
table below. It is taken from the experience table of the cleric
Cleric Spells / Level
Level 1 2 3 4 5 6 7
8 3 3 2 1 - - -
In this chart, we see that an 8th level cleric can, at any one
time, memorize nine spells and no more. He'll know three 1st level spells,
three 2nd level spells, two 3rd level spells, and one 4th level spell. In
the course of a day, as he casts them, he forgets them. If he were to cast
two 1st level spells and his 4th level spell, he'd only know one 1st level
spell, three 2nd level spells, and two 3rd level spells.
The "Spells/Level" columns on the experience charts shows how many
spells can be memorized at any one time, not how many spells the
spellcaster has access to. He doesn't have to memorize the same spells
every day. Magic-users may have more spells in their books than they can
know at any one time; clerics may, over a period of days, learn many more
different spells than they can cast in a single day.
Casting Spells
During the game, when you want your character to cast a spell, just
tell your Dungeon Master. The DM may ask for some details; for-example,
some spells are cast at target, and you must tell the DM what the target
is. For example, a cleric's player might say, "I'm casting a cure light
wounds spell on Ruggin."
The character must be able to gesture and speak normally to cast a
spell. While casting a spell, the character must remain in one place and
concentrate. The character cannot cast spells while walking or running,
rowing a boat or poling a raft, and so on. If the character is disturbed
(i.e., hit in combat, tackled, etc.) while casting a spell, the spell will
be ruined, and will still be "erased" from his mind just as if it had been
cast.
Spells must be cast one at a time; a character cannot cast more than
one spell at the same time (i.e., no more than one in the same combat
round).
Important Note: Unless otherwise noted in a spell description, damage
caused by spells is always rolled on six-sided dice. If a character can
cast a spell which does six dice of damage, this is customarily 6d6.
The maximum damage produced by any single spell-including fireball,
lightening bolt, and delayed blast fireball-is 20 dice, of the type
specified (usually d6, therefore a maximum of 20d6). This is very
important for game balance, and should not be ignored.
For example, without this maximum, a 36th level magic-user could
instantly slay any other magic-user by surprise, regardless of the results
of the saving throw!
Reading Spell Descriptions
Below, each spell is explained in terms of its range, duration, and
effect; these three details are followed by its description.
Range: This is a measure of how far from the spellcaster the magic
will reach. The character should be sure, before casting the spell, that
the target is within range. If the description says "Range: 0", the spell
may only be used on the spellcaster, and cannot be cast on others. If
"Range: Touch" is given, the spell can be placed on any creature the
spellcaster touches- including the spellcaster himself. If the range
listed is a distance, and you're not sure how far from the target your
character is, ask the DM your target is within your spell's range.
Duration: This describes how long the effects of the spell last. A
spell's duration is given either in rounds (each round lasts ten seconds)
or turns (each turn is ten minutes). If the description says, "Duration:
Permanent", then the spell has permanent effect that does not go away
after a given duration (though other spells can sometimes dispel it). If
the spell's duration is listed as "Instantaneous," the spell takes effect
immediately, though specific spell descriptions will alter its actual
duration.
Effect: This gives details on either the number of creatures or
objects, or an area or volume of space, which the spell affects; it can
also briefly describe what the spell does in short form.
Description: This text explains what the spell does to those it
affects.
Saving Throws vs. Spells
With many magic spells, a character can often resist some of the
spell's effects by making a d Level 1d20 roll called a saving throw. A
saving throw is the number the character must roll equal to or higher than
to successfully "save against a spell." Basically, if your character makes
his saving th of Animal throw, he can either reduce the damage inflicted
by the spell or he can partially (or fully) resist the Curse spell's
effects, depending on the individual spell.
If a character is allowed to make a saving throw vs. the effects of a
spell, the spell description will mention the fact. The spell description
also explains the effect of a successful save. You can learn more about
saving throws in Chapter 8 on page 109.
Reversible Spells
Some spells can be cast "reversed," meaning that they result in an
effect opposite to the effect normally described for the spell. For
example, when a cleric casts a reversed healing spell, it harms the
recipient.
On the spell lists you'll find in this chapter, any spell marked with
an asterisk (*) may be reversed; the spell description will explain what
the reversed spell does if it is not self-evident. If a spell name is not
marked with an asterisk, the spell is not reversible.
Magic-users must memorize their spells in the reversed form in order to
use them reversed. Clerics, on the other hand, will learn their spells
through meditation, and can decide during the casting whether to cast them
in proper or reversed form.
Multiple Spell Effects
Some spells can be used to temporarily improve a character's attack
rolls, damage rolls, saving throws, and other abilities,
As a general rule, casting the same spell twice on someone doesn't do
any good; the spells' effects do not combine, even if they were cast by
two different characters. For instance, two haste spells (described
further in this chapter) do not combine to allow a target character to
attack at four times the normal rate; only the first haste will take
effect.
Different spells, on the other hand, or the effects of spells and
magical items, will usually combine successfully. For example, a bless
spell gives a character a +1 to his attack roll; so does a magical sword
with a +1 bonus. If a character with a magical sword +1 is blessed by a
cleric, the two bonuses combine and he has a +2 added to his attack roll
(in addition to normal Strength bonuses).
Clerical Spells
Clerical spells tend to be less flashy than magic-user spells. Clerical
magic primarily involves healing, divination of truth, protection from
harm, and so forth. Seldom do you see clerical spells as forceful and
dramatic as the magic- user's lightning bolt. On the other hand, clerics
can fight well and don't need such spells.
Clerical Spells List
First Level Second Level Third Level
1 Cure Light Wounds* Bless* Continual Light*
2 Detect Evil Find Traps Cure Blindness
3 Detect Magic Hold Person* Cure Disease*
4 Light* Know Alignment* Growth of Animal
5 Protection from Evil Resist Fire Locate Object
6 Purify Food and Water Silence 15' Radius Remove Curse*
7 Remove Fear* Snake Charm Speak with the Dead
8 Resist Cold Speak with Animal Striking
Fourth Level Fifth Level Sixth Level
1 Animate Dead Commune Aerial Servant
2 Create Water Create Food Animate Objects
3 Cure Serious Wounds* Cure Critical Wounds* Barrier@
4 Dispel Magic Dispel Evil Create Normal Animals
5 Neutralize Poison* Insect Plague Cureall
6 Protection from Quest* Find the Path
Evil 10' radius
7 Speak with Plants Raise Dead* Speak with Monsters*
8 Sticks to Snakes Truesight Word of Recall
Seventh Level
I Earthquake
2 Hole Word
3 Raise Dead Fully*
4 Restore*
5 Survival
6 Travel
7 Wish
8 Wizardry
* Reversible Spell
Druidic Spells List
First Level Second Level Third Level
I Detect Danger Heat Metal Call Lightning
2 Faerie Fire Obscure Hold Animal
3 Locate Produce Fire Protection from Poison
4 Predict Weather Warp Wood Water Breathing
Fourth Level Fifth Level Sixth Level
I Control Temperature 10' radius Anti-Plant Shell Anti-Animal Shell
2 Plant Door Control Winds Summon Weather
3 Protection from Lightning Dissolve Transport Through Plants
4 Summon Animals Pass Plant Turn Wood
Seventh Level
1 Creeping Doom
2 Metal to Wood
3 Summon Elemental
4 Weather Control
Learning Spells
To learn a spell, the cleric meditates, petitioning the power he
serves. The memory and details of the spells appear in the cleric's mind.
The cleric may cast the spells at any time thereafter. The cleric will
remember each spell until it is cast, even if it is not used for days or
weeks.
As a player, all you need to do is choose whatever spells you want
your character to have. This can only be done when the cleric has had a
good night's sleep and immediately has a full hour when he does not have
to do anything strenuous.
The cleric can meditate in a certain amount of noise: the sound of a
camp readying itself in the morning, the normal bustling of a house or
inn, even while people are trying to talk with him. He's not totally cut
off from his surroundings, and can put up a hand or say a few words to
forestall further interruption. But it's not possible for the cleric to
meditate in the middle of a battle.
If the cleric learned spells on a previous day that he no longer wants
to have available to him, he can opt to forget them and meditate on new
spells.
Magical Spells List
First Level Second Level
1 Analyze Continual Light*
2 Charm Person Detect Evil
3 Detect Magic Detect Invisible
4 Floating Disc Entangle
5 Hold Portal ESP*
6 Light* Invisibility
7 Magic Missile Knock
8 Protection from Evil Levitate
9 Read Languages Locate Object
10 Read Magic Mirror Image
11 Shield Phantasmal Force
12 Sleep Web
13 Ventriloquism Wizard Lock
Third Level Fourth Level
1 Clairvoyance Charm Monster
2 Create Air Clothform
3 Dispel Magic Confusion
4 Fireball Dimension Door
5 Fly Growth of Plants*
6 Haste* Hallucinatory Terrain
7 Hold Person* Ice Storm/Wall of Ice
8 Infravision Massmorph
9 Invisibility 10' Radius Polymorph Other
10 Lightning Bolt Polymorph Self
11 Protection from Evil 10' Radii Remove Curse*
12 Protection from Normal Missile Wall of Fire
13 Water Breathing Wizard Eye
Fifth Level Sixth Level
1 Animate Dead Anti-Magic Shell
2 Cloudkill Death Spell
3 Conjure Elemental Disintegrate
4 Contact Outer Plane Geas*
5 Dissolve* invisible Stalker
6 Feeblemind Lower Water
7 Hold Monster* Move Earth
8 Magicjar Projected Image
9 Passwall Reincarnation
10 Telekinesis Stone to Flesh*
11 Teleport Stoneform
12 Wall of Stone Wall of Iron
13 Woodform Weather Control
Seventh Level Eighth Level
1 Charm Plant Clone
2 Create Normal Monsters Create Magical Monsters
3 Delayed Blast Fireball Dance
4 Ironform Explosive Cloud
5 Lore Force Field
6 Magic Door* Mass Charm*
7 Mass Invisibility* Mind Barrier*
8 Power Word Stun Permanence
9 Reverse Gravity Polymorph Any Object
10 Statue Power Word Blind
11 Summon Object Steelform
12 Sword Symbol
13 Teleport any Object Travel
Ninth Level
Contingency
Create Any Monster
Gate*
Heal
Immunity
Maze
Meteor Swarm
Power Word Kill
Prismatic Wall
Shapechange
Survival
Timestop
Wish
* Reversible Spell
Number and Types of Spells
The cleric may know at any one time the number of spells appropriate for
his experience level, as shown on the cleric's experience table in Chapter
2.
The cleric may know any clerical spell from the list of clerical spells
so long as he is of a high enough experience level to know it and cast it,
and so long as the DM has not banned the use of that particular spell in
his campaign. The cleric cannot learn a spell from either the druidic
spells list or the magical spells list.
Reversible Spells
A cleric may reverse a spell simply by casting it backward. The player
simply says, "My cleric is casting the spell in reverse."
However, Lawful clerics prefer not to cast spells in reversed form. They
only cast the reversed forms in extreme life-or-death situations.
Chaotic clerics often use the reversed spells and only use the normal
forms to benefit their friends. Neutral clerics can choose to cast the
normal or the reversed forms.
List of Clerical Spells
Following is a list of clerical spells and their descriptions. They're
divided up into spell levels and set in alphabetical order. All spells
marked with an asterisk (*) can be cast in reversed form.
First Level Clerical Spells
Cure Light Wounds*
Range: Touch
Duration: Permanent
Effect: Any one living creature
This spell either heals damage or removes paralysis. If used to heal, it
can cure 2-7 (1d6+1) points of damage. It cannot heal damage if used to
cure paralysis, The cleric may cast it on himself if desired.
This spell cannot increase a creature's total hit points above the
original amount. When reversed, this spell, cause light wounds, causes
1d6+1 (2-7) points of damage to any creature or character touched (no
saving throw is allowed). The cleric must make a normal attack roll to
inflict this damage.
Detect Evil
Range:120'
Duration: 6 turns
Effect: Everything within 120'
When this spell is cast,the cleric will see evilly enchanted objects within
120' glow. it will also cause creatures that want to harm the cleric to
glow when they are within range. The actual thoughts of the creatures
cannot be heard. Remember that a Chaotic alignment does not automatically
mean Evil, although many Chaotic monsters have evil intentions. Traps and
poison are neither good nor evil, merely dangerous; this spell does not
reveal them.
Detect Magic
Range: 0
Duration: 2 turns
Effect: Everything within 60'
When this spell is cast, the cleric will see a glow surround magical
objects, creatures, and places within the spell's effect. The glow will
not last very long; clerics should normally use the spell only when they
want to know if particular objects already within sight are, in fact,
magical. For example, a door may be held shut magically, a stranger might
actually be an enchanted monster, or a treasure might be enchanted.
Light*
Range:120'
Duration: 12 turns
Effect: Volume of 30' diameter
This spell creates a large ball of light, as if casts by a bright torch
or lamp. If the spell is cast on -an object (such as the cleric's weapon),
the light will move with the object.
If the spell is cast at a creature's eyes, the victim must make a saving
throw vs. spell. If he fails saving throw, the victim will be blinded by
the light for the duration of the spell, or until the spell effect is
canceled.
When reversed, this spell, darkness, creates a circle of darkness 30' in
diameter. It will block all sight except infravision. Darkness will cancel
a light spell if cast upon it, but may itself be canceled by another light
spell. If cast at an opponent's eyes, darkness causes blindness for the
duration of the spell or until canceled. if the target makes a successful
saving throw vs. spell, the spell misses.
Protection from Evil
Range:O
Duration: 12 turns
Effect: The cleric only
This spell creates an invisible magical barrier all around the cleric's
body (less than an inch
away). While the spell lasts, characters and monsters attacking the cleric
are penalized by -1 to their attack rolls, and the cleric gains a +1 bonus
to all saving throws.
In addition, enchanted creatures cannot even touch the cleric! (An
enchanted creature is one that normal weapons will not affect, one which
only magical weapons can hit. A creature that can only be hit by a silver
weapon - a werewolf, for example-is not an enchanted creature. Any
creature that is magically summoned of controlled, such as a charmed
character, is also considered to be an enchanted creature.) The barrier
thus completely protects the cleric from all melee or hand-to-hand attacks
from such creatures; however, it cannot prevent attacks from missile
weapons. Enchanted creatures using missile weapons still suffer the -1
penalty to the attack roll, but they can hit the cleric.
This spell will not affect a magic missile spell used by magic-users.
If the cleric attacks an enchanted creature during the spell's duration,
the spell's effect changes slightly. Enchanted creatures are then able to
touch the magic-user, but still suffer the attack foil penalty; the
penalty and the cleric's saving throw adjustments still apply until the
spell duration ends.
Purify Food and Water
Range: 10'
Duration: Permanent
Effect: See below
This spell will make spoiled or poisoned food and water safe and usable.
It will purify one ration of preserved food (either iron of standard
rations), or six waterskins of water, or enough normal food to feed a
dozen people. If cast at mud, the spell will cause the dirt to settle,
leaving a pool of pure, cleat water. The spell will not affect any living
creature.
Remove Fear*
Range: Touch
Duration: 2 turns
Effect: Any one living creature
When the cleric casts this spell and then touches any living creature,
the spell will calm the creature and remove any fear. If the creature has
been affected by a fear spell or effect which does not normally allow a
saving throw, the remove fear spell can still be useful. If the cleric
casts the spell on someone afflicted by a magical fear effect, the victim
gets to make a saving throw vs. spells, adding a bonus to the roll equal
to the cleric's level of experience (up to a maximum bonus of + 6). If the
saving throw is successful, the victim's fear is negated. Regardless of
the cleric's level or any bonuses, a roll of 1 will always fail.
The reversed form of the spell, cause fear will make any one creature
flee for two turns. The victim may make a saving throw vs. spells to avoid
the effect. This reversed spell has a range of 120'.
Resist Cold
Range: 0
Duration: 6 turns
Effect: All creatures within 30'
When this spell is cast, all creatures within 30' of the cleric can
withstand freezing temperatures without harm. In addition, those affected
gain a bonus of + 2 to all saving throws against cold attacks.
Furthermore, any damage from cold is reduced by 1 point per die of damage
(but with a minimum of 1 point of damage per die). The effect will move
with the cleric.
Second Level Clerical Spells
Bless*
Range:60'
Duration: 6 turns
Effect: All within a 20' square area
This spell improves the morale of friendly creatures by + 1 and gives
the recipients a +1 bonus on all attack and damage rolls. It will only
affect creatures in a 2O'x20' area, and only those who are not yet in
melee.
When reversed, this spell, blight, places a - 1 penalty on enemies'
morale, attack rolls, and damage tolls. Each victim may make a saving
throw vs. spells to avoid the penalties.
This spell causes all mechanical and magical traps to glow with a dull
blue light when the cleric comes within 30' of them. It does not reveal
the types of traps, nor any method of removing them. Note that an ambush
is not a trap, nor is a natural hazard, such as quicksand.
Hold Person*
Range:180'
Duration: 9 turns
Effect: Paralyzes up to 4 creatures
The hold person spell will affect any human, demihuman, or human-like
creature (bugbear, dryad, gnoll, hobgoblin, kobold, lizard man, ogre, orc,
nixie, pixie or sprite, for instance). It will not affect the undead or
creatures larger than ogres. Each victim must make a saving throw vs.
spells or be paralyzed for nine turns. The spell may be cast at a single
person or at a group. If cast at a single person, the victim suffers a - 2
penalty to the saving throw. If cast at a group, it will affect up to four
persons (of the cleric's choice), but with no penalty to their rolls. The
paralysis may only be removed by the reversed form of the spell, or by a
dispel magic spell.
The reverse of the spell, free person, removes the paralysis of up to
four victims of the normal form of the spell (including hold person cast
by a magic-user or an elf). It has no other effect; it does not, for
instance, remove the effects of a ghoul's paralysis ability.
Know Alignment*
Range: 0 (Cleric only)
Duration: 1 round
Effect: One creature within 10'
The caster of this spell may discover the alignment (Lawful, Neutral,
or Chaotic) of any one creature within 10'. The spell may also be used to
find the alignment of an enchanted item or area (if any).
The reverse of the spell, confuse alignment, lasts for one turn per
level of the caster, and may be cast on any one creature, by touch. No
saving throw is allowed. For as long as the spell lasts, a cleric trying
to identify the alignment of the recipient by using the normal know
alignment spell will get a false answer. That same false answer will be
the result of any further attempts.
Resist Fire
Range: 30'
Duration: 2 turns
Effect: One living creature
For the duration of this spell, normal fife and heat cannot harm the
spell's recipient. The recipient also gains a + 2 bonus on all saving
throws against magical fire (dragon's breath, fireball, etc.).
Furthermore, damage from such fire is reduced by 1 point per die of damage
(though each die will inflict at least 1 point of damage, regardless of
adjustments). Red dragon breath damage is reduced by 1 point per Hit Die
of the creature (again, to no less than 1 point of damage per Hit Die).
Silence 15' Radius
Range:180'
Duration: 12 turns
Effect: Sphere of silence 30' across
This spell makes the area of effect totally silent. Conversation and
Spellcasting in this area are impossible for the duration of the spell.
This spell does not prevent a person within the area from hearing noises
outside the area. If cast on a creature, the victim must make a saving
throw vs. spells or the spell effects will move with the creature. If the
saving throw is successful, the spell remains in the area in which it was
cast, and the victim may move out of the area.
Snake Charm
Range:60'
Duration: 2-5 rounds or 2-5 turns
Effect: Charms 1 HD of snakes per level of the caster
With this spell, a cleric may charm 1 Hit Die of snakes for each level
of experience he has, and no saving throw is allowed. A 5th level cleric
could charm one 5 HD snake, five 1 HD snakes, or any combination totaling
5 Hit Dice or less. The snakes affected will rise up and sway, but will
not attack unless attacked themselves.
If the cleric uses the spell on snakes attacking him, the spell's
duration is 1d4+1 (2-5) rounds; otherwise, it lasts 1d4+1 (2-5) turns.
When the spell wears off, the snakes return to normal (but with normal
reactions; they will not be automatically hostile).
Speak with Animals
Range: 0 (Cleric only)
Duration: 6 turns
Effect: Allows conversation within 30'
When casting this spell, the cleric must name one type of animal (such
as wolves). For the duration of the spell, the cleric may speak with all
animals of that type if they are within 30'; the effect moves with the
caster.
The cleric can speak to any normal or giant forms of the specific animal
type named, but only to one type at a time. The caster may not use this
spell to speak to intelligent animals and fantastic creatures.
The creatures spoken to usually have favorable reactions ( + 2 bonus to
the reaction roll), and they can be talked into doing a favor for the
cleric if the reaction roll is high enough. The animal must be able to
understand the request and must be able to perform it.
Third Level Clerical Spells
Continual Light*
Range:120'
Duration: Permanent
Effect: Sphere of light 60' across
This spell creates light as bright as daylight in a spherical volume of
30' radius. It lasts until a dispel magic or continual darkness spell is
cast upon it. Creatures penalized in bright daylight suffer the same
penalties within this spell effect (for example, goblins, which suffer a -
1 attack toll penalty in daylight, suffer the same penalty within the
effect of continual light).
If the spell is cast on an opponent's eyes, the victim must make a saving
throw vs. spells or be blinded until the effect is removed. This spell may
be cast in an area, upon an object, or on a person or creature; it can
also be cast directly on a person's or creature's eyes, thus blinding him.
The reverse of this spell, continual darkness, creates a completely dark
volume of the same size. Torches, lanterns, and even a light spell will
not affect it, and infravision cannot penetrate it. A continual light
spell will, however, cancel it. If cast on a creature's eyes, the creature
must make a saving throw vs. spells or be blinded (with the same effects
as blindness from the normal continual light until the spell is removed.
Cure Blindness
Range: Touch
Duration: Permanent
Effect: One living creature
This spell will cure nearly any form of blindness, including those caused
by light or darkness spells (whether normal or continual). It will not,
however, affect blindness caused by a curse.
Cure Disease*
Range:30'
Duration: Permanent
Effect: One living creature within range
This spell will cure any living creature of one disease, such -as those
caused by a mummy or green slime. If cast by a cleric of 11th level or
greater, this spell will also cure lycanthropy.
The reverse of this spell, cause disease, infects the victim with a
hideous wasting disease unless he successfully makes a saving throw vs.
spells. A diseased victim has a - 2 penalty on all attack rolls. In
addition, the victim's wounds cannot be magically cured, and natural
healing takes twice as long as usual. The disease is fatal in 2d12 (2- 24)
days unless removed by a cure disease spell.
Growth of Animal
Range:120'
Duration: 12 turns
Effect: Doubles the size of one animal
This spell doubles the size of one normal or giant animal. The animal then
h-as twice its normal strength and inflicts double its normal damage. It
may also carry twice its normal encumbrance. This spell does not change an
animal's behavior, armor class, or hit points, and does not affect
intelligent animal races or fantastic creatures.
Locate Object
Range: 0 (Cleric only)
Duration: 6 turns
Effect: Detects one object within 120'
This spell allows the cleric to sense the direction of one known object.
It gives no information about distance. It can detect a common object with
only a partial description (such as "stairs leading up") but it will only
reveal the direction to the closest such object. To find a specific
object, the cleric must know exactly what the object looks like (size,
shape, color, etc.). The spell will not locate a creature.
Remove Curse*
Range: Touch
Duration: Permanent
Effect: Removes any one curse
This spell removes one curse, whether on a character, item, or area.
Some curses-especially those on magical items-may only be removed for a
short time, at the DM's discretion; such curses would require a dispel
evil spell for permanent removal (or possibly a remove curse cast by a
high level cleric or magic-user, again at DM's discretion).
The reverse of this spell, curse, causes a misfortune or penalty to
affect the victim. Curses are limited only by the caster's imagination,
but if an attempted curse is too powerful, it may return to the caster
(DM's discretion)! Safe limits to curses may include: -4 penalty on attack
rolls; - 2 penalty on saving throws; prime requisite reduced to half
normal; - 4 penalty on others' reaction rolls to him. The victim may make
a saving throw vs. spells to avoid the curse.
Speak with the Dead
Range: 10
Duration: 1 round per level of the cleric
Effect: Cleric may ask three questions
By means of this spell, a cleric may ask three questions of a deceased
spirit if the body is within range.
A cleric of 6th or 7th level can contact recently deceased spirits
(those dead up to 4 days). Cleric's of levels 8-14 have slightly more
power (cont-acting spirits up to 4 months dead), and clerics of levels
15-20 have even more (speaking with corpses up to 4 years dead). No time
limits apply to clerics of 21st level or greater.
The spirit will always reply in a tongue known to the cleric, but can
only offer knowledge of things up to the time of its death. If the
spirit's alignment is the same as the cleric's, it will provide clear and
brief answers; however, if the alignments differ, the spirit may reply in
riddles.
Striking
Range:30'
Duration: 1 turn
Effect: 1d6 bonus to damage on 1 weapon
This spell allows any one weapon to inflict 1d6 additional points of
damage per attack (like a magical staff of striking). The weapon will
inflict this extra damage with every successful blow for as long as the
spell lasts. This bonus does not apply to attack rolls, but only to damage
rolls.
If the cleric casts this spell on a normal weapon, the weapon may then
damage creatures which are normally affected only by magic weapons; the
weapon will do 1d6 points of damage per strike (regardless of the normal
damage of the weapon).
Fourth Level Clerical Spells
Animate Dead
Range:60'
Duration: Permanent
Effect: Creates zombies or skeletons
This spell allows the caster to make animated, enchanted skeletons or
zombies from normal skeletons or dead bodies within range. These animated
undead creatures will obey the cleric until they are destroyed by another
cleric of a dispel magic spell.
For each experience level of the cleric, he may animate one Hit Die of
undead. A skeleton has the same Hit Dice as the original creature, but a
zombie has one Hit Die more than the original. Note that this doesn't
count character experience levels as Hit Dice: For purposes of this spell,
all humans and demihumans are 1 HD creatures, so the remains of a 9th
level thief would be animated as a zombie with 2 HD.
Animated creatures do not have any spells, but are immune to sleep and
charm effects and poison. Lawful clerics must take care to use this spell
only for good purpose. Animating the dead is usually a Chaotic act.
Create Water
Range: 10'
Duration: 6 turns
Effect: Creates one magical spring
With this spell, the cleric summons forth an enchanted spring from the
ground or a wall. The spring will flow for an hour'creating enough water
for 12 men and their mounts (for that day, about 50 gallons). For each of
the cleric's experience levels above 8, water for twelve additional men
and mounts is created; thus a 10th level cleric could create water for 36
men and horses.
The cleric doesn't have to create the maximum amount of water if he
doesn't wish to. He might wish to create a spring which will flow for half
an hour, or a few minutes; the player need only tell the GM how many
gallons he wants the spell to create, up to the spell's maximum.
Cure Serious Wounds*
Range: Touch
Duration: Permanent
Effect: Any one living creature
This spell is similar to a cure light wounds spell, but will cure one
creature of 2d6 + 2 (4-14) points of damage.
The reverse of this spell, cause serious wounds, causes 2d6 + 2 points
of damage to any creature or character touched (no saving throw). The
caster must make a normal attack roll to successfully cast the cause
serious wounds spell.
Dispel Magic
Range: 120'
Duration: Permanent
Effect: Destroys spells in a 20' cube
This spell destroys other spell effects in a cubic volume of 20'x 20'x
20'. It does not affect magical items. Spell effects created by a caster
(whether cleric, druid, magic-user, or elf) of a level equal to or lower
than the caster of the dispel magic are automatically and immediately
destroyed. Spell effects created by a higher-level caster might not be
affected. The chance of failure is 5% per level of difference between the
casters. For example, a 7th level cleric trying to dispel a web spell cast
by a 9th level magic-user would have a 10% chance of failure.
Dispel magic will not affect a magical item (such as a scroll, a magical
sword, etc.). However, it can dispel the effects of the magical item when
that item is used (for example, a spellcaster can cast dispel magic on the
victim of a ring of human control and snap hi 'm out of that control, or
on a flaming weapon to douse the flame).
Neutralize Poison*
Range: Touch
Duration: Permanent
Effect: A creature, container, or object
This spell will make poison harmless either in a creature, a container
(such as a bottle), or on one object (such as a chest). It will even
revive a victim slain by poison if cast within 10 rounds of the poisoning!
The spell will affect any and all poisons present at the time it is
cast, but does not cure any damage (and will thus not revive a poisoned
victim who has died of wounds).
The reverse of this spell, create poison, may be cast, by touch, on a
creature or container. A cleric cannot cast it on any other object. A
victim must make a saving throw vs. poison or be immediately slain by the
poison. If cast on a container, the spell poisons its contents; no saving
throw applies, even for magical containers or contents (such as potions).
(Of course, when someone drinks those poisoned contents, he gets a saving
throw.) Using create poison, or poisoning in any case, is usually a
Chaotic act.
Protection from Evil 10' Radius
Range: 0
Duration: 12 turns
Effect: Barrier 20' diameter
This spell creates an invisible magical barrier all around the caster,
extending for a 10' radius in all directions. The spell serves as
protection from attacks by monsters of an alignment other than the
caster's. Each creature within the barrier gains a +1 to all saving
throws, and all attacks against those within are penalized by -1 to the
attacker's attack roll while the spell lasts.
In addition, enchanted creatures cannot attack those within the barrier
in hand-to-hand (melee) combat. (An enchanted creature is any creature
which is magically summoned or controlled, such as a charmed character, or
one that is not harmed by normal weapons. A creature that can be hit only
by a silver weapon- a werewolf, for example-is not an enchanted creature.)
If anyone within the barrier attacks an enchanted creature, the barrier
will no longer prevent the creature from attacking hand-to-hand, but the
bonus to saving throws and penalty to attack rolls will still apply.
Attackers, including enchanted creatures, can attack people inside the
barrier by using missile or magical attacks. They do suffer the -1 penalty
to attack rolls, but that is the only penalty they suffer.
Speak with Plants
Range: 0 (Cleric only)
Duration: 3 turns
Effect: All plants within 30'
This spell enables the cleric to talk to plants as though they are
intelligent. The cleric may request a simple favor, and the plants will
grant it if it is within the plants' power to understand and perform. This
spell may be used to allow the cleric and party to pass through otherwise
impenetrable undergrowth. It will also allow the cleric to communicate
with plantlike monsters (such as truants).
Sticks to Snakes
Range:120'
Duration: 6 turns
Effect: Up to 16 sticks
This spell turns 2d8 sticks into snakes (detailed below). The snakes may
be poisonous (50% chance per snake; the DM can toll 1d6 for each snake; on
a roll of 1-3, the snake is poisonous). They obey the cleric's commands,
but will turn back into sticks when slain or when the spell's duration
ends.
Snakes: NA 2d8 (2d8); AC 6, HD 1; AT 1 bite; Dmg 1d4; MV 90'(30'); Save
F1; ML 12; TT Nil; AL Neutral; SA poison (50% chance for each snake to
be poisonous); XP 10 (non- poisonous) or 13 (poisonous).
Fifth Level Clerical Spells
Commune
Range: 0 (Cleric only)
Duration: 3 turns
Effect: 3 questions
This spell allows the cleric to ask questions of the greater powers
(whatever forces of nature, greater spirits, or legendary Immortals the DM
has created for this campaign world). The cleric may ask three questions
that can be answered yes" or "no."
A cleric may commune only once a week. If the clerics in the campaign
are using the spell too often, the DM may wish to limit its use to once a
month. Once a year the cleric may ask twice the normal number of
questions. The DM might wish to establish that this must occur on a day
which is significant to the greater powers being questioned.
Create Food
Range: 10'
Duration: Permanent
Effect: Creates food for 12 or more
This spell creates enough normal food to feed up to 12 men and their
mounts for one day. For every level of the cleric above 8th, the spell
creates enough food for 12 additional men and mounts. The cleric doesn't
have to create the maximum amount of food if he doesn't wish to; he can
create a lesser amount. Created food spoils after 24 hours; therefore it
is impossible to lay in a big store of food created by this spell.
Cure Critical Wounds*
Range: Touch
Duration: Permanent
Effect: Any one living creature
This spell is similar to a cure light wounds spell, but will cure one
living creature of 3d6 + 3 (6-21) points of damage.
The reverse of this spell (cause critical wounds) causes 3d6+3 (6-21)
points of damage to any living creature or character touched (no saving
throw). The caster must make a normal attack roll to cause the critical
wound.
Dispel Evil
Range:30'
Duration: 1 turn
Effect: Enchanted or undead monsters or one curse or charm
This spell may affect all undead and enchanted (summoned, controlled,
and animated) monsters within range. It will destroy the monster unless
each victim makes a saving throw vs. spells. If cast at only one creature,
that creature takes a - 2 penalty to the saving throw. Any creature from
another plane is banished (forced to return to its home plane) if it fails
the saving throw. Even if the victims successfully roll their saving
throws, they must flee the area, and will stay away as long as the caster
concentrates; the caster cannot move while concentrating.
This spell will also remove the curse from any one cursed item, or may
be used to remove the influence of any magical charm.
Insect Plague
Range:480'
Duration: 1 day
Effect: Creates a swarm of 30' radius
This spell summons a vast swarm of insects. The swarm obscures vision
and drives off creatures of less than 3 Hit Dice (no saving throw). The
swarm moves at up to 20' per round as directed by the cleric while it is
within range. The caster must concentrate, without moving, to control the
swarm. If the caster is disturbed, the
insects scatter and the spell ends. This spell only works outdoors and
above-ground.
Quest*
Range: 30'
Duration: Special
Effect: Compels one living creature
This spell forces the victim to perform some special task or quest, as
commanded by the caster. The victim may make a saving throw vs. spells; if
he succeeds, the spell does not affect him.
A typical task might involve slaying a certain monster, rescuing a
prisoner, obtaining a magical item for the caster, or going on a
pilgrimage. If the task is impossible of suicidal, the spell has no
effect. Once the task is completed, the spell ends.
The spell forces the victim to undertake a task, but doesn't force him
to like it. Once the task is accomplished, the victim might wish to exact
revenge on the cleric, just depending on the circumstances of the
adventure. Any victim refusing to go on the quest is cursed until the
quest is continued. The type of curse is decided by the DM, but may be
double normal strength. The reverse of this spell, remove quest, may be
used to dispel an unwanted quest or a quest- related curse. The chance of
success is 50%, modified by 5 % for every level of the caster differs from
the level of the caster of the first quest. Thus, an 11th level cleric
attempting to remove a quest cast by a 13th level cleric has only a 40%
chance of success; a 36th level cleric attempting to remove a quest cast
by a 20th level cleric has a 130% chance (reduced to 99% to provide for a
1% chance of failure).
Raise Dead*
Range:120'
Duration: Permanent
Effect: Body of one human or demihuman
By means of this spell, the cleric can raise any human, dwarf, halfling,
or elf from the dead. The body must be present, and if part is missing,
the raised character will be disabled accordingly. An 8th level cleric can
rise a body that has been dead for up to four days. For each level of the
cleric above 8th, add four days to this time. Thus, a 10th level cleric
can raise bodies that have been dead for up to twelve days.
The recipient returns to life with 1 hit point, and cannot fight, cast
spells, use abilities, carry heavy loads, of move at more than half speed.
These penalties will disappear after two full weeks of complete bed rest,
but the healing cannot be speeded by magic.
The cleric may also cast this spell at any one undead creature within
range. The undead creature will be destroyed unless it makes a saving
throw vs. spells with a -2 penalty. However, a vampire which fails its
saving throw is not destroyed, merely forced to retreat to its coffin, in
gaseous form, as fast as possible. When cast at an undead creature of more
Hit Dice than a vampire, this spell inflicts 3d1O (3-30) points of damage.
The creature can make a saving throw vs. spells to take half damage.
The reverse of this spell, finger of death, creates a death ray that
will kill any one living creature within 60'. The victim may make a saving
throw vs. death ray to avoid the effect. A Lawful cleric will only use
finger of death in a life-or- death situation. Finger of death will
actually cure 3d1O (3-30) points of damage for any undead with 10 or more
Hit Dice (phantom, haunt, spirit, nightshade, or special).
Truesight
Range: 0 (cleric only)
Duration: 1 turn + 1 round per level of caster.
Effect: Reveals all things
When he casts this spell, the cleric is able to see all things within
120'. The spell is quite powerful; the cleric can clearly see all hidden,
invisible, and ethereal objects and creatures as with the magic-user
detect invisible spell. In addition, any secret doors as well as things or
creatures not in their true form-whether polymorphed, disguised, or
otherwise-are seen as they truly are, with no possibility of deception.
Alignment is also "seen:' as is experience and power.
Sixth Level Clerical Spells
Aerial Servant
Range:60'
Duration: 1 day per level of caster
Effect: Servant fetches one item or creature
An aerial servant is a very intelligent being from the elemental plane.
With this spell, the cleric summons one of these beings, which appears
immediately. The cleric must then describe one creature or item and its
location to the servant, or else it will depart. When it hears this
description and location, the aerial servant leaves, trying to find the
item or creature and bring it to the cleric. The servant will take as much
time as needed, up to the limit of the duration. If the spell's duration
lapses before the task is completed, even if the aerial servant is already
bringing the target back to the caster, the aerial servant has failed to
accomplish its task. See below for further details.
The aerial servant has 18 Strength, and can carry up to 500 lbs (5,000
cn). It can become ethereal at will, and thus can travel to most places
easily. However, it cannot pass through a protection from evil spell
effect.
If it cannot perform its duty within the duration of the spell, the
servant becomes insane and returns to attack the caster.
See Chapter 14 for a full description of the aerial servant.
Animate Objects
Range:60'
Duration: 6 turns
Effect: Causes objects to move
The cleric may use this spell to cause any non- living, nonmagical
objects to move and attack. Magical objects are not affected. The spell
can animate any one object up to 400 lbs (4,000 cn) (roughly the size of
two men), or a number of smaller objects whose total weight does not
exceed 400 lbs.
The DM must decide on the movement rate, number of attacks, damage, and
other combat details of the objects animated. As a guideline, a man-sized
statue might move at 30' per round, attack once per round for 2d8 (2-16)
points of damage, and have an armor class of 1. A chair might only be AC
6, but move at 180' per round on its four legs, attacking twice per round
for 1d4 points per attack. All objects have the same chances to hit as the
cleric animating them.
This spell creates a magical barrier in an area up to 30' in diameter
and 30'high. The barrier is a wall of whirling and dancing hammers,
obviously dangerous to any who come in contact with it. Any creature
passing through the barrier takes 7d1O (7-70) points of damage from the
whirling hammers (no saving throw allowed). This spell is often used to
block an entrance or passage.
The reverse of this spell (remove barrier) will destroy any one barrier
created by a cleric. It can also be used to destroy a magic-user's wall of
ice, wall of fire, clothform, woodform, or wall of stone spell effects. It
will not affect the magic- user spells wall of iron, stoneform, ironform
or steelform.
Create Normal Animals
Range:30'
Duration: 10 turns
Effect: Creates 1-6 loyal animals
The cleric is able to create normal animals from thin air with this
spell. The animals will appear at a point chosen (within 30'), but may
thereafter be sent (by command) up to 240' away, if desired. The animals
created will understand and obey the cleric at all times. They will fight
if so commanded, and will perform other actions (carrying, watching, etc.)
to the best of their abilities. They are normal animals, and may attack
others unless their instructions are carefully worded.
The cleric may choose the number of animals created, but not the exact
type; the DM should decide, or even randomly determine, what sort of
animals appear. The spell will create one large animal (elephant,
hippopotamus, etc.), three medium-sized animals (bear, great cat, etc.),
or six small animals (wolf, rock baboon, etc.). The spell cannot create
giant animals. The animals disappear when slain or when the spell duration
ends.
Cure All
Range: Touch
Duration: Permanent
Effect: Cures anything
This spell is the most powerful of the healing spells. When used to cure
wounds, it cures nearly all damage, leaving the recipient with only 1d6
points of damage. (Restore the victim to full starting hit points, then
roll 1d6 and subtract that amount from the victim's hit point total.)
The spell can remove a curse, neutralize a poison, cure paralysis, cute a
disease, cure blindness, or even remove a feeblemind effect instead
of healing. However, it will cure one thing only; if the recipient is
suffering from two or more afflictions (such as wounds and a curse), the
cleric must name the ailment the spell is intended to cure.
If cast on the recipient of a raise dead spell, the cureall eliminates
the need for two weeks of bed rest; the recipient can immediately function
normally. This is the only form of magical curing that will work on a
newly-raised creature.
Find the Path
Range: 0 (Cleric only)
Duration: 6 turns + 1 turn per level of the caster
Effect: Shows the path to an area
When casting this spell, the cleric must name a specific place, though
it need not be a place he has visited before. For the duration of the
spell, the cleric knows the direction to that place. In addition, the
cleric will magically gain any special knowledge needed to get to the
place; for example, he would know the location of secret doors, passwords,
and so forth.
When the spell's duration runs out, the caster only remembers the
general direction to the place. All other special information is
forgotten. The spell is instantly negated is the caster attempts to write
down, record, or disclose that special knowledge to others. This spell is
often used to find a fast escape route.
Speak with Monsters*
Range: 0 (Cleric only)
Duration: 1 round per level of the cleric
Effect: Permits conversation with any monster
This spell gives the caster the power to ask questions of any and all
living and undead creatures within 30'. Even unintelligent monsters will
understand and respond to the cleric. Those spoken to will not attack the
cleric while engaged in conversation, but may defend themselves or flee if
attacked. The cleric may ask only one question per round'and the spell
lasts one round per level of the caster.
The reverse of this spell, babble, has a 60' range, a duration of 1 turn
per level of the caster, and affects one target within spell range. The
victim may make a saving throw vs. spells to avoid the effect, but with a
- 2 penalty to the roll. If he fails the saving throw, the victim can not
communicate with any other creature for the duration of the spell. Even
hand motions, writ- ten notes, telepathy, and all other forms of
communication will seem garbled. This does not interfere with the victim's
spellcasting (if any), but does prevent him from using any magical items
which are activated by command words- the command words turn into
gibberish.
Word of Recall
Range: 0 (Cleric only)
Duration: Instantaneous
Effect: Teleports the caster to sanctuary
Similar to a magic-user's teleport spell, this spell carries the cleric
and all equipment carried (but no other creatures) to the cleric's home,
regardless of the distance. The cleric must have a permanent home (such as
a castle), and a meditation room within that home; this room is the
destination when the spell is cast. During the round in which this spell
is cast, the cleric automatically gains initiative unless surprised.
Seventh Level Clerical Spells
Earthquake
Range: 120 yards
Duration: 1 turn
Effect: Causes earth tremors
This powerful spell causes a section of earth to shake, and opens large
cracks in the ground. A 17th level caster can affect an area up to 60'
square, adding 5' to each dimension with each experience level above 17th.
For example, an 18th level cleric affects an area up to 65' square; 19th
level, 70' square; and so forth.
Within the area of effect, all small dwellings are reduced to rubble,
and larger constructions are cracked open. Earthen formations (hills,
cliffsides, etc.) form rockslides. Cracks in the earth may open and engulf
I creature in 6 (determined randomly), crushing them (when the die roll
randomly determines that a character is in danger of falling into a crack
and being crushed, the character gets a saving throw vs. death to escape
failing in).
Holy Word
Range: 0
Duration: Instantaneous
Effect: All creatures within 40'
This spell affects all creatures, friend or foe, within a circular area
of 40' radius, centered on the caster. When the cleric casts this spell,
all creatures of alignments other than the cleric's are affected as
follows (no saving throw vs. spells allowed):
Holy Word Effects
Up to 5th Level: Killed
Level 6-8: Stunned 2d10 turns
Level 9-12: Deafened 1d6 turns
Level 13 +: Stunned 1d10 rounds
Any victim of 13th level (or Hit Dice) or higher, or any victim of the
same alignment as the caster, may make a saving throw vs. spells to avoid
all spell effects. This powerful spell cannot be blocked by stone, nor by
any other solid material except lead. It can, however, be blocked by an
anti-magic shell.
Raise Dead Fully*
Range: 60'
Duration: Permanent
Effect: Raises any living creature
This spell is similar to the 5th level spell raise dead, except that it
can raise any living creature-not just humans and demihumans. Any human or
demihuman recipient awakens immediately, with full hit points, and is able
to fight, use abilities, spells known, etc., without any penalties-except
those penalties the creature already possessed at the time of death. For
example, a victim cursed or discased at death would still suffer the
affliction when raised fully.
If any other living creature (other than a human or demihuman) is the
recipient, the guidelines given in the raise dead spell apply (including
time limitations, rest needed, etc.).
A 17th level cleric can use this spell on a human or demihuman body that
has been dead up to 4 months; for each level of experience above 17th,
this time increases 4 months. Thus, a 19th level cleric could cast raise
dead fully on a body that has been dead up to 12 months.
The spell is fatal to undead. Cast on an undead creature of 7 Hit Dice
or less, the spell immediately destroys the creature (no saving throw).
The spell forces an undead creature of 7 to 12 Hit Dice to make a saving
throw vs. spells, with a - 4 penalty to the roll; if the creature fails
the roll, it is destroyed. The spell inflicts 6d10 (6-60) points of damage
upon an undead monster of more than 12 Hit Dice, but the victim may make a
saving throw vs. spells to take half damage.
The reverse of this spell (obliterate) will affect a living creature
just as the normal form affects undead (destroy 7 Hit Dice or less, et
al.). If cast at an undead creature of any type, obliterate has the sa-me
effect as a cureall would on a living creature (curing all but 1d6 points
of damage, or curing blindness of feeblemind, etc.).
Restore*
Range: Touch
Duration: Permanent
Effect: Restores 1 level lost to energy drain
This spell restores one full level of energy (experience) to any victim
who has lost a level because of energy drain (for instance, from a
vampire's attack). It does not restore more than one level, nor does it
add a level if no level has been lost. Furthermore, the cleric casting
this spell loses one level of experience, as if struck by a wight when the
spell is cast; however, the cleric's loss is not permanent, and the cleric
need only rest for 2d10 (2-20) days to regain the lost experience.
The reverse of this spell, life drain, drains one level of experience
from the victim touched, just like the touch of a wight or wraith. Casting
the reversed spell causes no experience level loss to the cleric, nor does
it require any rest afterward, but it is a Chaotic act, avoided by Lawful
clerics.
Survival
Range: Touch
Duration: One hour per level of the caster
Effect: Protects one creature against all non- magical damage from the
environment
Spell protects the recipient from adverse conditions of all types,
including normal heat or cold, lack of air, and so forth. While the spell
is in effect, the caster needs no air, food, water, or sleep. The spell
does not protect against magical damage of any type, attack damage,
poisons, breath weapons, or physical blows from creatures. It does protect
against all damage caused by natural conditions on other planes of
existence.
For example, a cleric might use this spell: in a desert or blizzard to
prevent damage from the natural conditions; underground or underwater,
enabling survival without air; in space, to magically survive in vacuum;
or on the elemental plane of Fire, to protect against conditional fire
damage.
Travel
Range: 0
Duration: One turn per level of the caster
Effect: Allows aerial or gaseous travel
This spell allows the cleric to move quickly -and freely, even between
the planes of existence. The caster (only) may fly in the same manner as
given by the magic-user's spell, at a rate of 360' (120'). The cleric can
also enter a nearby plane of existence, simply by concentrating for one
round. He may enter a maximum of one plane per turn.
The cleric may bring one other creature for every five levels of
experience (rounded down; for example, a 29th level cleric could bring
five other creatures on the journey). To bring others, he must touch them,
or they must touch him, while the spell is cast and the shift is made. Any
unwilling creature can make a saving throw vs. spells to avoid the effect.
The cleric must take the others with him-he cannot send them while
remaining behind.
While this spell is in effect, the caster (only) may assume gaseous form
by concentrating for one full round. (If he is interrupted, no change
occurs.) Unlike the potion effect, all equipment carried also becomes part
of the same gaseous cloud. In this form, the caster may travel at double
the normal flying rate: 720' (240'). While gaseous, the cleric cannot use
items or cast spells, but also cannot be damaged except by magic (weapons
or certain spells). Also, a gaseous being cannot pass through a protection
from evil spell effect or an anti-magic shell.
Wish
Range: Special
Duration: Special
Effect: Special
A wish is the single most powerful spell a cleric can have. It is never
found on a scroll, but may be placed elsewhere (in a ring, for example) in
rare cases. Only clerics of 36th level and with an 18 (or greater) Wisdom
score may cast the wish spell.
Wording the Wish: The player must say or write the exact wish his
character makes. The wording is very important. The wish will usually
follow the literal wording, and whatever the intentions of the cleric.
The DM should try to maintain game balance, being neither too generous
nor too stingy in deciding the effects of a wish. Even a badly phrased
wish, made with good intentions, may have good results. However, if the
wish is greedy, or made with malicious intent, the DM should make every
effort to distort the results of the spell so that the caster does not
profit from it. If necessary, the DM can even disallow the wish; it would
then have no effect. Whenever a wish fails or is misinterpreted, the DM
should explain (after the game) the problem or flaw in the phrasing.
Here are some examples of faulty wishes:
"I wish that I knew everything about this dungeon" could result in the
character knowing all for only a second, and then forgetting it.
" I wish for a million gold pieces" can be granted by having them land
on the character (that's 100,000 pounds of gold!), and then vanish.
"I wish to immediately and permanently possess the gaze power of a
basilisk while retaining all of my own abilities and items" is a carefully
worded wish that's out of balance. Characters able to use these high-level
spells are already quite powerful. This wish could result in the character
growing a basilisk head in addition to the character's own head.
A wish cannot be used to gain either experience points or levels of
experience.
Possible Effects: A properly worded wish can substitute for any other
magical spell of 8th level or less, or any clerical or druidic spell of
6th level or less, at the DM's discretion. This common use of a wish is
more likely to succeed with little chance for error than other uses of the
spell. Otherwise, if the wishes used to harm another creature, the victim
may make a saving throw vs. spells. If the save is successful, the victim
takes half the ill effects and the other half rebounds on the caster (who
may also save to avoid it, but with a -4 penalty to the roll). If the wish
will inconvenience someone without harming him (for example, by causing
him to teleport into a prison cell), the victim gets no saving throw.
A character can use a wish to gain treasure, up to a maximum of 50,000
gold pieces per wish. However, the caster loses 1 experience point per
gold piece value of treasure gained, and this loss cannot be magically
restored.
The cleric can use a wish to temporarily change any one ability score to
a minimum of 3 or maximum of 18. This effect lasts for only six turns.
Wishes can also be used to permanently increase ability scores, but the
cost is very high: You must cast as many wishes as the number of the
ability score desired. All the wishes must be cast within a one-week
period.
You may raise an ability score only one point at a time. To raise your
Strength from 15 to 16 takes 16 wishes. To then raise it to 17 will take
an additional 17 wishes. Wishes cannot permanently lower ability scores.
A wish cannot raise the maximum experience level for human characters;
36th level is an absolute limit. However, one wish can allow demihumans to
gain one additional Hit Die (for a new maximum of 9 for halflings, 11 for
elves, and 13 for dwarves). This affects only hit points, and does not
change any other scores (such as attack rolls, elves' number of spells,
etc.).
A wish can change a demihuman to a human, or the reverse. Such a change
is permanent, and the recipient does not become magical. Halflings and
dwarves become fighters of the same level. Elves become magic-users or
fighters (but not both), at the choice of the caster of the wish. The
changed character would then gain levels of experience normally. A human
changes to the same level demihuman, but no higher than the normal racial
maximum.
If one character casts a wish to change another's character class, the
victim (at his option) may make a saving throw vs. spells with a +5 bonus
to resist the change.
A wish can sometimes change the results of a past occurrence. This is
normally limited to events of the previous day. A lost battle may be won,
or the losses may be made far less severe, but impossible odds cannot be
overcome completely. A death could be changed to a neardeath survival; a
permanent loss could be made temporary. The DM may wish to advise players
when their wishes exceed the limit of the spell-power (or his patience).
Important Note: Whenever an effect is described as being unchangeable
"even with a wish," that statement supersedes all others here.
Wishes can cause great problems if not handled properly. The DM must see
that wishes are reasonably limited or the balance and enjoyment of the
game will be completely upset. The DM should not allow wishes that alter
the basics of the game (such as a wish that dragons can't breathe for
damage). The more unreasonable and greedy the wish is, the less likely
that the wish will become reality.
Wizardry
Range: 0 (cleric only)
Duration: One turn
Effect: Allows the use of one magic-user device or scroll spell
The cleric using this spell gains the power to use one item normally
restricted to magic-users: either a device (such as a wand) or a scroll
containing a 1st or 2nd level magic-user spell. (The cleric cannot cast
spells of 3rd or higher level, even though they may be present on the
scroll.)
This ability lasts for one turn, or until the scroll or device is used.
The cleric magically gains knowledge of the proper use of the item, as if
the character were a magic-user. For the duration and effect of the
magic-user spell, the caster is treated as the minimum level necessary to
cast the spell.
Druidic Spells
Druids can learn and cast any spell that a cleric can-with the
exception of spells that affect alignments (such as protection from evil.
However, druids also have their own spells, spells which clerics and
magic-users cannot utilize. The druid cannot cast more spells in a day
than a cleric, but he has the advantage of being able to learn spells from
two different sources, his own list and the cleric's spell list.
Druidic spells tend to concern nature and the natural order of life
rather than combat or power like many of the clerical and magical spells.
Druidic spells are also not reversible.
First Level Druidic Spells
Detect Danger
Range: 5' per level of the caster
Duration: One hour
Effect: Reveals hazards
This spell combines some effects of detect evil and find traps. While
it is functioning, the druid can concentrate on places, objects, or
creatures within range. He needs a full round of concentration to examine
one square foot of area, one creature, or one small object (a chest,
weapon, or smaller item). Larger objects require more time.
After he examines the thing, the druid will know whether it is
immediately dangerous, potentially dangerous, or benign (all strictly from
the druid's point of view). Note that most creatures are potentially
dangerous. This spell will detect poisons, while other spells may not.
The duration is a full hour when used in natural outdoor settings on the
Prime Plane; elsewhere, the duration is half normal (three turns).
Faerie Fire
Range: 60'
Duration: 1 found per level of caster
Effect: Illuminates creatures or objects
With this spell, the druid can outtine one or more creatures or objects
with a pale, flickering, greenish fire. The fire does not inflict any
damage. The objects or creatures need only be detected in some way (such
as by sight, or a detect invisible spell) to be the object of this spell.
All attacks against the outlined creature or object gain a + 2 bonus to
attack rolls. The druid can outline one man-sized creature (about 12' of
fire) for each 5 levels of experience. Thus, at 20th level, 48' of fire
can be produced (outlining one dragon-sized creature, two horse-sized, or
four man-sized creatures).
Locate
Range: 0 (druid only)
Duration: 6 turns
Effect: Detects 1 animal or plant within 120'
This spell allows the druid to sense the direction of one known normal
animal or plant. The druid can locate (similar to the locate object spell)
any normal or giant-sized animal, but not fantastic creatures, plant
monsters, nor any intelligent creature or plant.
He must name the exact type of animal of plant, but does not need to
see the specific one he wishes to locate. The animal or plant gets no
saving throw. (This spell is most often used to find special rare plants.)
This spell enables the druid to learn the accurate weather to come for
the next 12 hours. It affects an area 1 mile in diameter per level of the
druid; for example, a 20th level druid would learn the weather within a 20
mile diameter (a 10 mile radius). The spell does not give the druid any
control over the weather; it merely predicts what is to come.
Second Level Druidic Spells
Heat Metal
Range:30'
Duration: 7 rounds
Effect: Warms one metal object
This spell causes one object to slowly heat and then cool. It will
affect one metal item weighing up to one-half pound (5 cn) per level of
the caster. A 12th level druid, for example, can heat up to 6 pounds (60
cn-a normal sword, for instance), while a 20th level druid can heat 10
pounds (100 cn-for example, a two-handed sword).
The heat causes no damage to magical items. Normal weapons or other
items may be severely damaged, especially if made of both wood and metal
(as a normal lance), as the wood will burn away at the point of contact
with metal.
If the object is being held when heated, the heat causes damage to the
holder: 1 point of damage during the first round, 2 points in the second,
4 points in the third, 8 points in the fourth, and then decreasing at the
same rate (for a total of 22 points of heat damage over seven rounds). In
the fourth round, the searing heat will cause leather, wood, paper, and
other flammable objects in contact with the metal to catch fire.
The holder gets no saving throw, but fire resistance negates all
damage. The character can drop the item at any time, of course, and
creatures of low intelligence are 80% likely to do so (check each round).
Once the spell has been cast, the druid no longer needs to concentrate;
the heating and cooling proceed automatically. A dispel magic can stop the
effect, but normal means (immersion in water, etc.) will not.
If the spell is used on an item embedded in an opponent (such as an
arrow or dagger), the opponent may remove the item but loses initiative
for that round (and takes the appropriate heat damage for that round as
well).
Heat damage disrupts concentration; the victim cannot cast spells
during any round in which he sustains damage from this spell.
Obscure
Range: 0 (druid only)
Duration: 1 turn per level of the caster
Effect: Creates a huge misty cloud
This spell causes a misty vapor to arise from the ground around the
druid, forming a huge cloud. The cloud is 1' high per level of the druid,
and is 10' in diameter for each level. For example, a 20th level druid
could cast an obscure 20' tall and 200' diameter (100' radius). The cloud
has no ill effects except to block vision.
The caster, and all creatures able to see invisible things, will be able
to see dimly through the cloud. All other creatures within the cloud will
be delayed and confused by the effect. While within the cloud, these
creatures are effectively blind.
Produce Fire
Range: 0 (druid only)
Duration: 2 turns per level
Effect: Creates fire in hand
This spell causes a small flame to appear in the druid's hand. It does
not harm the caster in any way, and sheds light as if a normal torch. The
flame can be used to ignite combustible materials touched to it (a
lantern, torch, oil, etc.) without harming the magical flame. While
holding the flame, the caster can cause it to disappear and reappear by
concentration once per round, until the duration ends. Other items may be
held and used in the hand while the fire is out. If desired, the fire may
be dropped or thrown to a 30' range, but disappears 1 round after leaving
the druid's hand. (Any fire it ignites during that round remains burning.)
Warp Wood
Range:240'
Duration: Permanent
Effect: Causes wooden weapons to bend
This spell causes one or more wooden weapons to bend and (probably)
become useless. The spell will affect one arrow for each level of the
caster; treat a spear, javelin, or magical wand as two arrows' worth, and
any club, bow or staff (magical or otherwise) as four. The spell will not
affect any wooden items other than weapons. If a magical wooden item (such
as an enchanted staff) is the target, the wilder may make a saving throw
vs. spells to avoid the effect. Items carried but not held get no saving
throw; magical items with "pluses" might not be affected, at a 10% chance
per "plus." (For example, an arrow +1 would have a 10% chance to be
unaffected.)
Third Level Druidic Spells
Call Lightning
Range:360'
Duration: 1 turn per level of the caster
Effect: Calls lightning bolts from a storm
This spell cannot be used unless a storm of some (any) type is within
range of the druid. (This does not mean that he must be within the spell's
range of the storm cloud, but only that the stormy weather be taking place
within 360' of him.)
If a storm is present, the druid may call 1 lightning bolt per turn (10
minutes) to strike at any point within range. The lightning bolt descends
from the sky, hitting an area 20' across.
Each victim within that area takes 8d6 (8-48) points of electrical damage,
but may make a saving throw vs. spells to take half damage. The druid need
not call the lightning every turn unless desired; it remains available until
the spell duration (or the storm) ends.
Hold Animal
Range:180'
Duration: I turn per level of the caster
Effect: Paralyzes several animals
This spell will affect any normal or giant-sized animal, but will not
affect any fantastic creature, nor one of greater than animal intelligence
(2). Each victim must make a saving throw vs. spells or be paralyzed for the
duration of the spell.
The druid can affect 1 Hit Die of animals for each level of experience,
ignoring "plumes" to Hit Dice. For example, a 20th level druid could cast
the spell at I 0 giant toads (which have 2 + 2 Hit Dice each). Note that the
spell can affect summoned, conjured, or controlled animals.
Protection from Poison
Range: Touch
Duration: One turn per level of the caster
Effect: Gives one creature immunity to all poison
For the duration of this spell, the recipient is completely immune to the
effects of poisons of all types, including gas traps and cloudkill spells.
This protection extends to items carried (thus protecting against a spirit's
poisonous presence, for example). Furthermore, the recipient gains a + 4
bonus on saving throws vs. poisonous breath weapons (such as green dragon
breath), but not petrification breath (such as a gorgon's).
Water Breathing
Range:30'
Duration: I day
Effect: One air-breathing creature
This spell allows the recipient to breathe while under water (at any depth).
It does not affect movement in any way, nor does it interfere with the
breathing of air.
Fourth Level Druidic Spells
Control Temperature 10' radius
Range: 0 (druid only)
Duration: I turn per level of the caster
Effect: Cools or warms air within 10'
This spell allows the druid to alter the temperature within an area 20'
across. The maximum change is 50 degrees (Fahrenheit), either warmer or
cooler. The change occurs immediately, and the effect moves with the druid.
The druid may change the temperature simply by concentrating for I round,
and the temperature will remain changed as long as the spell lasts. The
spell is useful for resisting cold or heat so the caster may survive
temperature extremes.
Plant Door
Range: 0 (druid only)
Duration: 1 turn per level of the caster
Effect: Opens a path through growth
For the duration of this spell, no plants can prevent the druid's
passage, no matter how dense. Even trees will bend or magically open to
allow the druid to pass. The druid can freely carry equipment while moving
through such barriers, but no other creature can use the passage. Note that
a druid can hide inside a large tree after casting this spell. The druid
cannot see what is happening while he is in the tree.
Protection from Lightning
Range: Touch
Duration: 1 turn per level of the caster
Effect: Protects against lightning attack
Any recipient of this spell is immune to a given amount of electrical
damage. The druid's experience level determines the amount of damage: for
each level of experience, one die (1d6) of damage is negated. Subtract the
number of dice from the number of dice of damage that would be done to him.
Example: A 20th level druid casts this spell. He is protected against 20d6
lightning damage. For example, this would negate the effects of two full
call lighting attacks (of 8 dice each)on him, plus half of a third (8 + 8 +
4 = 20). The third call lighting inflicts 4d6 points of damage on him (but
he does get his saving throw against it), and any subsequent call lightning
attacks made against him will do full damage.
Summon Animals
Range:360'
Duration: 3 turns
Effect: Calls and befriends normal animals
With this spell, the druid can summon any or all normal animals within
range. Only normal, nonmagical creatures of animal intelligence are
affected, including mammals, reptiles, amphibians, etc. The spell does not
affect insects, arthropods, humans, and demihumans. The druid may choose one
or more known animals, may call for specific types, or may summon everything
within range. The total Hit Dice of the animals responding will equal the
level of the druid. Treat normal small creatures (frogs, mice, squirrels,
small birds, etc.) as 1/10 Hit Die each. Animals affected will come at their
fastest movement rate, and will understand the druid's speech while the
spell is in effect. They will be friend and help the druid, to the limit of
their abilities. If harmed in any way, a summoned animal will normally flee,
the spell broken for that animal. However, if the druid is being attacked
when a summoned animal arrives, the animal will immediately attack the
opponent, fleeing only if it fails a morale check. This spell may also be
used to calm hostile animals encountered while adventuring.
Fifth Level Druidic Spells
Anti-Plant Shell
Range: 0 (druid only)
Duration: 1 round per level of the druid
Effect: Personal barrier which blocks plants
This spell creates an invisible barrier around the druid's body (less
than an inch away). The barrier stops all attacks by plants and plant-like
monsters, so that they can inflict no damage. If the caster pushes through
normal but dense growth while protected, he will open a path that others can
pass through.
While protected, the druid cannot attack plants except by spells; the
plants are protected from the druid's physical attacks, just as the druid is
protected from theirs.
Control Winds
Range: 10' radius per level of the caster
Duration: 1 turn per level of the caster
Effect: Calms or increases winds
With this spell, the druid can cause all the air within range to behave as
desired, either increasing to gale force or slowing to a dead calm. The
druid must concentrate for one full turn of concentration (can't move or
attack) to change the wind completely (calm to gale, for example).
Any higher-level spellcaster using the same spell can easily counter the
spell. The effect moves with the caster.
If the spell is cast against an air creature (such as an elemental), the
victim can make a saving throw vs. spells. If the victim fails its roll, the
druid can slay or control the air creature by proper use of the wind force.
The creature will only obey as long as the druid maintains concentration and
while the spell is active; if the druid's concentration is broken or the
spell's duration lapses, the creature will attack the druid.
Dissolve
Range:240'
Duration: 3-18 days
Effect: Liquefies 3,000 square feet
Nearly identical to the 5th level magic-user spell of the same name, this
effect changes a volume of soil or rock (but not a construction) to a morass
of mud. An area up to 10' deep or thick is affected, and may have up to
3,000 square feet of surface area. The druid may choose the exact width and
length (20'x 150', 30'x 100', etc.), but the entire area of effect must be
within 240' of the caster. Creatures moving through the mud are slowed to
10% of their normal movement rate at best, and may become stuck (at the DM's
discretion, a victim must make saving throw vs. spells to avoid becoming
stuck).
With this spell, the druid can enter one tree, teleport, and immediately
step out of another tree of the same type. The trees must be large enough to
enclose the druid. The range a druid can teleport varies by the type of
tree, as follows.
Oak 600 yards
Ash, Elm, Linden, Yew 360 yards
Evergreen trees 240 yards
Other trees 300 yards
Sixth Level Druidic Spells
Anti-Animal Shell
Range: 0 (druid only)
Duration: I turn per level of the caster
Effect: Personal barrier that blocks animals
This spell creates an invisible barrier around the druid's body (less than
an inch away). The barrier stops all attacks by animals, both normal and
giant-sized, as well as insects and all other nonfantastic creatures of
animal intelligence or less (0-2). The druid cannot attack animals while
protected except by use of other spells; the animals are protected from the
druid's physical attacks, just as the druid is protected from theirs.
Summon Weather
Range: 5 miles or more
Duration: 6 turns per level
Effect: Brings weather to druid's area
When the druid casts this spell, some known nearby weather condition is
pulled to the druid's location. The druid does not have control of the
weather, but merely summons it.
Only a druid of a 5th level or greater may summon severe weather
(hurricane, severe heat wave, etc.). The range of summoning is 5 miles at
levels 12 to 15, adding 1 mile for each level of the caster above 15th. (A
20th level druid could summon weather from up to 10 miles away.)
Transport Through Plants
Range: Infinite
Duration: Instantaneous
Effect: Long-range teleportation
This spell may be used a maximum of once per day. The druid must be near a
plant (of any size), and must choose either a general location or a specific
known plant elsewhere. After casting the spell, the druid magically enters
the nearby plant and steps out of a plant at the destination (if the druid
could not specify the exact plant, he appears from a plant determined
randomly by the DM). There is no limit to the range, but the plants must
both be living for the spell to work, and must both be on the same plane of
existence. If either plant is dead, the spell fails. Otherwise, the caster
immediately reappears at the new location. The caster can transport two
additional willing creatures.
Turn Wood
Range: 30'
Duration: One turn per level of the druid
Effect: Pushes all wooden items away
This spell creates an invisible wave of force, 120' long and 60' tall. Its
midpoint can be created anywhere within 30' of the caster. This wave of
force then immediately moves in one horizontal direction, as specified by
the caster, at the rate of 10' per round. If the druid desires, he can stop
the wave of force at any time, but cannot thereafter move it again.
All wooden objects contacting or contacted by the wave of force become
stuck to it and move with it. The wave of force continues moving until it
reaches the maximum range of 360 feet, and stops there for the remainder of
the spell duration. The items caught are not harmed by the effect, but
wooden weapons (bows, crossbows, most spears and javelins, etc.) and magical
items (wands, staves, etc.) cannot be used while trapped in the effect.
Once created, the wave of force does not require concentration. However,
the caster may cause it to vanish before the duration ends by concentrating
for one round.
This spell has many useful applications during mass combat (against a
group of archers or siege engines) and waterborne adventures (to move a
ship). It will move wooden objects which have metal attachments (such as
treasure chests). However, it will not move permanent constructions (such as
buildings, including objects permanently attached to them such as doors) or
other secured objects (such as trees).
Seventh Level Druidic Spells
Creeping Doom
Range:120'
Duration: 1 round per level of the caster
Effect: Creates a 20' x 20' insect horde
This spell magically creates a huge swarm of 1,000 creeping insects,
appearing anywhere within 120' of the druid (as chosen by the caster). They
fill an area at least 20'x 20', and can be ordered to fill any area up to a
maximum of 60' x 60'.
The creeping doom can move at up to 60'(20') if the caster remains within
120' of any part of the swarm. They vanish after the duration ends, or
whenever the druid is more than 120' away.
The insects always attack everyone and everything in their path,
inflicting I point of damage per 10 insects, a total of 100 points per round
to each creature caught in the effect (no saving throw). Normal attacks
(such as fire) can damage the horde slightly, but even a fireball spell will
only slay 100 of them (reducing the damage accordingly). The creeping doom
can be destroyed by a dispel magic spell (at normal chances for success),
but it can penetrate a protection from evil effect, and can move over most
obstacles at the normal movement rate.
Metal to Wood
Range:120'
Duration: Permanent
Effect: Changes metal into dead wood
This spell can be used to change any metal item or items into wood. The
spell can transmute five pounds (50 cn weight) per level of the caster. Any
magical metal item is 90% resistant to the magic. The effect is permanent,
and the affected metal cannot be changed back with a dispel magic spell. Any
armor changed to wood falls off the wearer and any weapons affected turn to
nonmagical wooden clubs.
Summon Elemental
Range:240'
Duration: 6 turns
Effect: Summons one 16 HD elemental
This spell allows the caster to summon any one elemental per spell (see
Chapter 14). The druid may only summon one of each type of elemental (air,
earth, fire, water) in one day. The elemental will understand the druid's
spoken commands and will perform any tasks within its power (carrying,
attacking, etc.) as directed by the caster.
Unlike the magic-user's version of the spell, the druid does not need to
concentrate to control the creature. The caster may send it back to its own
plane with a simple command, and someone else may send it back by the use of
a dispel magic or dispel evil spell.
Weather Control
Range: 0 (druid only)
Duration: Concentration
Effect: All weather within 240 yards
This spell allows the druid to create one special weather condition in
the surrounding area (within a 240 yard radius). The caster may select the
weather condition. The spell only works outdoors, and the weather will
affect all creatures in the area (including the caster). The effects lasts
as long as the caster concentrates, without moving; if the caster is being
moved (for example, aboard a ship), the effect moves also. The spell's
effects vary, but the following results are typical:
Rain: - 2 penalty to attack rolls applies to all missile fire. After
three turns, the ground becomes muddy, reducing movement to half the normal
rate.
Snow: Visibility (the distance a creature can see) is reduced to 20';
movement is reduced to half the normal rate. Rivers and streams may freeze
over. Mud remains after the snow thaws, for the same movement penalty.
Fog: 20' visibility, half normal movement. Those within the fog might
become lost, moving in the wrong direction.
Clear: This cancels bad weather (fain, snow, fog) but not secondary
effects (such as mud).
Intense Heat: Movement reduced to half normal. Excess water (from rain,
snow, mud transmuted from rock, etc.) dries up.
High Winds: No missile fire or flying is possible. Movement reduced to
half normal. At sea, ships sailing with the wind move 50% faster. In the
desert, high winds create a sandstorm, for half normal movement and 20'
visibility.
Tornado: This creates a whirlwind under the druid control, attacking and
moving as if it was a 12 HD air elemental. At sea, treat the tornado as a
storm or gale.
Magical Spells
Casting Magical Spells
Spells used by magic-users and elves are somewhat different from those
used by clerics and druids, both in their effects and the ways they are
learned and used.
Spell Books
When a magic-user or elf begins play at first level, he starts with a
spell book, given to him by his teacher. The spell book will contain two 1st
level spells. The Dungeon Master will tell you what spells your character
starts with.
The spell book is large and bulky, and cannot be easily carried (about 2'
square, 2-6 inches thick, weighing at least 20 pounds). It will not fit
inside a normal sack of any size, but may be
carried in a backpack or saddlebag. All spell books are written in magical
words, and only their owners may read them without using the read magic
spell (described later).
As previously discussed, the magic-user or elf forgets each spell as he
casts it. This is why he has a spell book: He can memorize the spell again
later and have it available to him once more.
On the magic-user and elf experience tables, the "Spells/Level" columns
indicate how many spells of each level the character can have memorized at
one time. This doesn't limit the number of spells the character can have in
his spell books. For example, a fourth level magic-user can memorize four
spells-two 1st level and two 2nd level. But his spell book might have more
spells written in it. He might have six 1st level spells written in his
book, for instance, and he might have three 2nd level spells. He can still
only memorize two of each type in a day.
Learning New Spells
Every magic-user and elf was taught magic by someone else-normally, by a
nonplayer character spellcaster of 7th experience level or higher. Your
campaign can assume that magic-user and elf characters have such a teacher,
whom they visit and learn from whenever they're not adventuring. The DM may
wish to work this NPC into a full-fledged character who can appear in
adventures as a consultant or expert.
The PCs' teacher does not go on adventures not until the characters reach
or exceed his experience level, and only then if the DM wishes him to.
Otherwise, the player characters would have a very powerful ally along, one
who would solve most of their adventuring problems.
When the player character begins play, the teacher gives him a spell book
with two 1st level spells in it. When the PC reaches 2nd level, the teacher
writes another 1st level spell in the book. When the PC reaches 3rd level,
the teacher will write a 2nd level spell in his book, and when he reaches
4th level the teacher will give him one more 2nd level spell.
In many campaigns, that's the point at which the teacher stops
instructing the character. The character has gone from apprentice to
journeyman, and now he must journey in order to learn more of magic.
So, where can PCs learn more spells? They have several options, and may
explore any or all of them during their careers.
Other Magic-Users: By ancient tradition-of necessity and common
sense-magic-users are loathe to trade spells among themselves. Each
magic-user knows that he may become a very powerful wizard some day ... and
that he may end up being the enemy of another wizard of similar power. No
wizard wants to teach the other fellow magic that can kill him. This is
something the DM should reinforce in his campaign: If he finds characters
casually trading spells from their spell books, he should remind them of the
traditions of secrecy, of the good reasons for that tradition, of the
paranoia that infects the magic- users' community, and so on. If they
decline to accept his recommendation, their characters may pick up a
reputation-as magic-users who can't keep their trade secret. Other
spellcasters, perhaps even their old teachers, will refuse to teach them and
will take special pains to keep their magic hidden from them. Higher-level
magic- users may even decide to steal or destroy the PCs' spell books to
teach them a lesson-forcing them to work for many boring weeks or months to
reconstruct them (see "Lost Spell Books," below).
But that's casual exchanges of spells. It's known for magic-users to give
spells to PCs in more remarkable circumstances. For instance, low-level
spellcasters might do a great favor for a high-level magician (save his
child, undertake a special quest for him and demonstrate remarkable bravery
while carrying it out, etc.). In such a case, it is not necessarily
inappropriate for the NPC to reward the PC with a spell.
The Teacher: Once the player character reaches 4th experience level, his
teacher doesn't have to leave play entirely. The PC might be able to visit
and train with him from time to time, and the teacher could continue to
teach him spells.
But since the PC is a journeyman now, the teacher might also require him
to undertake specific tasks ("Now, I need you to take this flask to Esdevius
in far-off Parokaland . . . and don't let the dragon get you.") in order to
remain his student. While the PC could continue learning spells this way,
the teacher should not be his only source for new spells; he should be
learning others as he adventures.
Scrolls: One magical treasure sometimes found in adventures is the magical
scroll. Some scrolls have magic-user spells written upon them. A magic-user
can use the scroll by casting the spell from it-in which case the written
spell disappears as soon as it is cast. Or, he can transfer it to his spell
book (during this process, the spell disappears from the scroll), and he
will have gained a new spell.
Enemy Magic-Users: Should the PCs encounter and defeat an enemy
magic-user, the PC magic-user might try to help himself to the enemy's spell
book. The DM should make sure that the spell book has many spells which are
identical to those in the PC's spell book: Most magic- users have many
spells in common, especially the lower-level spells. The PC should gain only
one or two new spells out of such an encounter. A new spell is a rare find,
and a spell book is an even rarer treasure; the books are always well hidden
and protected. PCs using someone else's spell book may find magical traps
and curses within before they find any new spells.
Higher-level Spells
A magic-user cannot put into his spell book a spell of a higher-level than
he can cast. In other words, if he can't yet cast a 3rd level spell, he
certainly can't write one in his spell book.
Lost Spell Books
A magic-user or elf whose spell book is lost or destroyed cannot regain
spells until he replaces the spell book. He can't just read from somebody
else's spell book. He can recreate the spells from memory and research ...
but it takes a lot of money and a lot of time.
The method, amount of time, and cost it takes to recreate a spell book
are for the DM to decide. Here's a rough guideline: 1,000 gold pieces and
one week of study for each spell level replaced. (For example, each 3rd
level spell would require 3,000 gp and three weeks to reconstruct). This
reconstruction takes up an the character's time, leaving none for
adventuring. A character can make a second spell book to leave in a safe
place in case his primary book is destroyed. This doesn't take all the time
and money which reconstruction of spells requires; a magic-user of elf could
copy four spells a day from his primary spell book to his "backup."
The Player Character's Spell Book
Both the player and the DM need to keep track of exactly which spells are
in a character's spell book. Both people can keep track of which spells the
character h-as had access to; the player can keep track of the ones the
character acquires. If ever there's a difference in the two spell lists, the
player should be able to remember where the char-acter acquired the extra
spells; if the explanation doesn't satisfy the DM, he's may remove the spell
from the character's spell book. Appendix 3 provides a copyable spell book
sheet, on which players can keep the name and description of all their
characters' spells.
Reversible Spells
Unlike clerical spells, magical spells must be memorized in their reversed
form to be usable in that form. The spellcaster must select the normal or
reversed form of the spell when he memorizes the spell for the day. There's
no problem to memorizing a spell in reversed form; if the spell
can be reversed, the magic-user knows how to
memorize it that way.
Of course, a magic-user could memorize it once in normal form and once in
reversed form. For example, if a spellcaster has a light spell in a spell
book, the character could memorize both light and darkness for an adventure.
In the spell lists below, all spells which can be reversed are marked with
an asterisk
First Level Magical Spells
Analyze
Range: 0 (touch only)
Duration: 1 round
Effect: Analyzes magic on one item
A spellcaster using this spell can handle one item and learn the
enchantment on it. Helms must be put on the Spellcasters head, swords held
in his hand, bracelets put over his wrist, etc. for this spell to work. Any
consequences of this action (for example, from cursed or booby- trapped
objects) fall upon the spellcaster, though he gets his usual saving throws.
The spellcaster has a chance of 15% plus 5% per experience level to
determine one magical characteristic of the item; if the item is nonmagical,
his chance is to determine that fact.
The spell does not reveal much precise information. It will characterize
a weapon's pluses (attack bonus) as "many" or "few," will estimate the
number of charges on an item within 25 % of the actual number, etc.
Charm Person
Range:120
Duration: See below
Effect: One living person (see below)
This spell will only affect humans, demihumans, and certain other
creatures. The victim
is allowed a saving throw vs. spells. If the saving throw is successful, the
spell has no effect. If it falls, the victim will believe that the
spellcaster is its "best friend," and will try to defend the spell- caster
against any threat, whether real or imagined. The victim is charmed.
As a general rule, the spell only affects creatures which look similar to
humans in various ways-humans, demihumans, certain giant- class creatures,
etc. It will not affect animals, magical creatures (such as living statues),
undead monsters, or human-like creatures larger than ogres.
If the spellcaster can speak a language that the charmed victim
understands, the spellcaster may give orders to the victim. These orders
should sound like suggestions, as if "just between friends." The charmed
victim will usually obey, but the victim may resist orders that are contrary
to the victim's nature (alignment and habits) - he doesn't need to roll
anything to resist. A victim will refuse to obey if ordered to kill itself.
A charm may last for months. The victim may make another saving throw
every so often, depending on its Intelligence score.
Charm Person Duration
If the Victim Has: He Saves Every:
High Intelligence (13-18): 1 day
Average Intelligence (9-12): 1 week
Low Intelligence (3-8): 1 month
A more complex system for determining the duration of a charm spell appears
in Chapter 13, on page 144.
A victim who is given conflicting orders and impressions by his old
adventuring friends and his new "best friend" should react as any person
would in real life: with confusion. He will not automatically assume that
one party or the other is lying ... even if the player wants him to.
The charm is automatically broken if the spell- caster attacks the victim,
whether by spell or by weapon. The victim will fight normally if attacked by
the spellcaster's allies.
When he casts this spell, the spellcaster will see a glow surround all
magical objects, creatures, and places which are visible and within range of
the spell. No saving throw is allowed.
Example: Shortly after casting this spell, a magic-user walks into a room
containing a door locked by magic, a magical potion lying nearby, and a
treasure chest containing a magical wand. All the magic will glow, but the
spellcaster can see only the door and potion; the light of the glowing wand
is hidden by the treasure chest.
This spell creates an invisible magical horizontal platform about the
size and shape of a small round shield. It can carry up to 5000 cn (500
pounds). It cannot be created in a place occupied by a creature or object.
The floating disc is created at the height of the spellcaster's waist, and
will always remain at that height. It will automatically follow the
spellcaster at his current movement rate, remaining within 6' of him at all
times. It can never be used as a weapon, because it has no solid existence
and veers away from anything it might run into. When the duration ends, the
floating disc will disappear, suddenly dropping anything upon it. No saving
throw is allowed.
Hold Portal
Range: 10'
Duration: 2-12 (2d6) turns
Effect: One door, gate, or similar portal
This spell will magically hold shut any portal-for example, a door or gate.
A knock spell will open the hold portal. Any creature three or more Hit Dice
greater than the caster (and characters three or more levels higher) may
break open a held portal in one round, but the portal will relock if allowed
to close within the duration of the spell. Example: Any 5th level character
can break through a hold portal spell cast by a 2nd level spellcaster.
Light*
Range: 120'
Duration: 6 turns + 1 turn/ level of the caster
Effect: Volume of 30' diameter
This spell creates a large ball of light, much like a bright torchlight. If
the spell is cast on an object (such as a coin), the light will move with
the object. If cast at a creature's eyes, the creature must make a saving
throw vs. spells. If he fails the saving throw, the victim will be blinded
by the light until the duration ends (see page 150, for the effects of
blindness). If he makes the saving throw, the light appears in the air
behind the intended victim.
When reversed, this spell, darkness, creates a circle of darkness 30' in
diameter. It will block all sight except infravision. Darkness will cancel a
light spell if cast upon it (but may itself be canceled by another light
spell). If cast at an opponent's eyes, it will cause blindness until
canceled, or until the duration ends; as before, the victim does get a
saving throw.
Magic Missile
Range:150'
Duration: 1 round
Effect: Creates 1 or more arrows
A magic missile is a glowing arrow, created and shot by magic, which
inflicts 1d6 + 1 (2-7) points of damage to any creature it strikes. After
the spell is cast, the arrow appears next to the spellcaster and hovers
there (moving with him) until the spellcaster causes it to shoot. When shot,
the magic missile will automatically hit any one visible target the
spellcaster specifies. The magic missile actually has no solid form, and
cannot be touched. A magic missile never misses its target and the target is
not allowed a saving throw.
For every 5 levels of experience of the caster, two more missiles are
created by the same spell.
Thus a 6th level spellcaster may create three missiles. The spellcaster
may shoot the missiles all at one target or at different targets.
Protection from Evil
Range: 0
Duration: 6 turns
Effect: The spellcaster only
This spell creates an invisible magical barrier all around the
spellcaster's body (less than an inch away). All attacks against the
spellcaster are penalized by - I to their attack rolls, and the spellcaster
gains a + I bonus to all saving throws, while the spell lasts.
In addition, enchanted creatures cannot attack the spellcaster in
hand-to-hand or melee combat. (An enchanted creature is one that normal
weapons cannot hurt; only magical weapons can hit the creature. A creature
that can be only hit by a silver weapon-a werewolf, for example-is not an
enchanted creature. Any creature that is magically summoned or controlled,
such as a charmed character, is also considered to be an enchanted
creature.)
The barrier thus completely prevents all attacks from those creatures
unless they use missile weapons; the barrier is no defense against missiles,
though the attackers still suffer the attack roll penalties.
This spell will not affect a magic missile, either incoming or outgoing.
If the spellcaster attacks (hand-to-hand) anything during the spell's
duration, the effect changes slightly. Enchanted creatures are then able to
touch the spellcaster, but the attack roll and saving throw adjustments
still apply until the spell duration ends.
Read Languages
Range: 0
Duration: 2 turns
Effect: The spellcaster only
This spell will allow the spellcaster to read, not speak, any unknown
languages or codes, including treasure maps, secret symbols, and so forth,
until the duration ends.
Read Magic
Range: 0
Duration: 1 turn
Effect: The spellcaster only
This spell will allow the spellcaster to read, not speak, any magical
words or runes, such as those found on scrolls and other items. A
spellcaster cannot understand unfamiliar magic writings without using this
spell. However, once a spell- caster reads a scroll or runes with this
spell, he can read or speak that magic later without using a spell. All
spell books are written in magical words, and only their owners may read
them without using this spell.
Shield
Range: 0
Duration: 2 turns
Effect: The spellcaster only
This spell creates a magical barrier all around the spellcaster (less
than an inch away). It moves
with the spellcaster. While the duration lasts, the spellcaster has an AC of
2 against missiles, and AC 4 against all other attacks. If someone shoots a
magic missile at a spell- caster protected by this spell, the spellcaster
may make a saving throw vs. spells (one saving throw per missile). If the
saving throw is successful, the magic missile has no effect; it hits the
barrier and evaporates.
Sleep
Range:240'
Duration: 4d4 (4-16) turns
Effect: 2-16 Hit Dice of living creatures within a 40' square area
This spell will put creatures to sleep for up to 16 turns. It will only
affect creatures with 4 + 1 Hit Dice or less-generally, small or man-sized
creatures. The spell will not affect creatures outside the 40' x 40' area
which the player chooses as the spell's target area. The spell will not work
against undead or very large creatures, such as dragons.
When a character is first hit with a sleep spell, falling or sagging to
the ground will not wake him up. However, characters affected by a sleep
spell are not in a deep sleep. Any steeping character or creature will
awaken if slapped, kicked, orsha-ken.
Characters can kill a sleeping victim with a single blow of any edged
weapon, regardless of the creature's hit points.
Your Dungeon Master will roll 2d8 to find the total Hit Dice or experience
levels of monsters affected by the spell. The victims get no saving throw
against this spell.
Ventriloquism
Range:60'
Duration: 2 turns
Effect: One item or location
This spell will allow the spellcaster to make the sound of his or her voice
come from somewhere else, such as a statue, animal, a dark corner, and so
forth. The "somewhere else" must be within range of the spell.
Second Level Magical Spells
Continual Light*
Range:120'
Duration: Permanent
Effect: Volume of 60' diameter
This spell creates a globe of light 60' across. It is much brighter than
a torch, but not as bright as full daylight. It will continue to glow
forever, or until it is magically removed. It may be cast on an object, just
as the first level light spell. If cast at a creature's eyes, the victim
must make a saving throw vs. spells. If he fails the saving throw, the
victim is blinded-permanently, or until the spell is dispelled. If he makes
the saving throw, the globe will still appear, but will remain in the place
it was cast, and the intended victim will suffer no ill effects.
The reverse of this spell, continual darkness, creates a volume of complete
darkness in a 30' radius. Torches, lanterns, and even a light spell will not
affect it, and infravision cannot penetrate it. If cast on a creature's
eyes, the creature must make a saving throw vs. spells or be blinded until
the spell is removed. A continual light spell will cancel its effects.
Detect Evil
Range:60'
Duration: 2turns
Effect: Everything within 60'
When this spell is cast, the spellcaster will see a glow surround all
evilly-enchanted objects within 60'. It will also cause creatures that want
to harm the spellcaster to glow when they are within range. The spell,
however, does not allow the spellcaster to hear the actual thoughts of the
creatures.
Remember that Chaotic alignment is not automatically the same as evil,
although many Chaotic monsters have evil intentions. Traps and poison are
neither good nor evil, but merely dangerous.
Detect Invisible
Range: 10' per level of the spellcaster
Duration: 6 turns
Effect: The spellcaster only
When this spell is cast, the spellcaster can see all invisible creatures
and objects within range. The range is 10' for each level of the
spellcaster.
For example, a 3rd level spellcaster can use this spell to see invisible
things within 30'.
Entangle
Range:30'
Duration: I round per level
Effect: Controls ropes
This spell allows the spellcaster to use any rope-like object of living or
once-living material (roots, vines, leather ropes, plant-fiber ropes, etc.)
to behave as he or she orders. About 50' of normal 1/2" diameter vine plus
5' per level of the caster can be affected.
The commands which can be given during an entangle spell include: coil
(form a neat stack), coil and knot, loop, loop and knot, tic and knot, and
the reverses of all the above. The vine or rope must be within 1' of any
object it is to coil around or tie up, so it must often be thrown at the
target. This spell is very useful in climbing situations; a spellcaster can
toss a rope up the side of a wall or cliff and command it to loop and knot
itself around a projection at the height of the throw. Coiling knot
effectively ties up a victim.
A person of monster attacked by any use of the spell may make a saving
throw vs. spells to avoid the effects of the entangle.
ESP*
Range:60'
Duration: 12 turns
Effect: All thoughts in one direction
This spell will allow the spellcaster to "hear" thoughts. The spellcaster
must concentrate in one direction for six rounds (one minute) to hear the
thoughts (if any) of a creature within range.
The spell allows the spellcaster to understand the thoughts of any single
living creature, regardless of the language. The spell does not allow the
caster to hear the thoughts of undead creatures. If more than one creature
is within range and in the direction the caster is concentrating, the
spellcaster will "hear" a confused jumble of thoughts. The spellcaster can
sort out the jumble only by concentrating for an extra six rounds to find a
single creature.
ESP will not be hampered by any amount of wood or liquid, and will
penetrate as much as two feet of rock, but a thin coating of lead will block
the spell. Targets can make a saving throw vs. spell to avoid the spell
effects.
The reverse of this spell, mindmask, may be cast, by touch, on any one
creature. The recipient is completely immune to ESP and all other forms of
mind-reading for the spell duration.
Invisibility
Range:240'
Duration: Permanent until broken
Effect: One creature or object
This spell will make any one creature or object invisible. When a
creature becomes invisible, all items that he carries and wears also become
invisible. Any invisible item becomes visible again when it leaves the
creature's possession (dropped, set down, etc.). A light source (such as a
torch) may be made invisible, but the light given off will always remain
visible.
If the spellcaster makes an object invisible that is not being carried or
worn, it will become visible again when touched by any living creature.
An invisible creature will remain invisible until he or she attacks or
casts any spell.
Knock
Range:60'
Duration: See below
Effect: One lock or bar
This spell will open any type of lock. This spell will open any normal or
magically locked door (one affected by a hold portal or wizard lock spell),
and any secret door (but a secret door must be found before it can be
knocked open). Any locking magic will remain, however, and will take effect
once again when the door is closed. This spell will also unlock a gate, or
unstuck it if it is stuck, and will cause any treasure chest to open easily.
It will also cause a barred door to open, magically forcing the bar to fall
to the floor. If a door is locked and barred, only one type of lock will be
opened.
Levitate
Range:O
Duration: 6 turns + 1 turn/ level of the caster
Effect: The spellcaster only
When this spell is cast, the spellcaster may move up or down in the air
without any support. This spell does not, however, allow the spellcaster to
move from side to side. For example, a spellcaster could levitate to a
ceiling, and then could slowly move sideways by pushing and pulling. His
movement up or down is at the rate of 20' per found.
The spell cannot be cast on another person or object. The spellcaster may
carry a normal
amount of weight while levitating, up to 2,OOO cn (200 lbs) in weight,
possibly another mansized creature (if it isn't wearing metal armor). Any
creature smaller than man-sized can be carried, unless heavily laden. No
saving throw is allowed.
Locate Object
Range: 60' + 10' per level of the spellcaster
Duration: 2 turns
Effect: One object within range
The spellcaster casts this spell to find an object within the spell's
range. For this spell to work, the spellcaster must know exactly what the
object looks like. He can specify a common type of object, such as "any
flight of stairs," instead.
The spell will point to the nearest designated object within range, giving
the direction but not the distance.
The spell's range increases as the spellcaster gains levels of experience.
For example, a 2nd level spellcaster can locate objects up to 80' away; a
3rd level spellcaster, up to 90'.
Mirror Image
Range: 0
Duration: 6 turns
Effect: The spellcaster only
With this spell, the spellcaster creates 1d4 (1- 4) additional images
which look and act exactly like him. The images appear and remain next to
(within 3' of) the spellcaster, moving if the spellcaster moves, talking if
the spellcaster talks, and so forth. The spellcaster need not concentrate;
the images will remain until the duration ends, or until they are hit.
The images are not real, and cannot actually do anything. Any successful
attack on the spellcaster will strike an image instead, which will merely
cause that image to disappear (regardless of the actual damage); this
continues until all the images are dispelled. (If the spellcaster is caught
in the effect of an area-type attack, such as a fireball spell, all images
will disappear and the spellcaster will be affected by the spell.)
Phantasmal Force
Range:240'
Duration: Concentration (see below)
Effect: A volume 20'x 20'x 20'
This spell creates or changes appearances of everything within the area
affected. The spell- caster can create the illusion of something he or she
has seen. If not, the DM will give a bonus to the saving throws of those
trying to ignore the spell's effects. If the spellcaster does not use this
spell to attack, the illusion created by this spell will disappear when
touched.
If the spellcaster uses the spell to create the illusion of a monster, it
will appear in every way to be the monster in question. However, the monster
is AC 9 and will disappear when hit.
If the spellcaster uses the spell to create an attack (a phantasmal magic
missile, collapsing wall, etc.), the victim may make a saving throw vs.
spells; if he is successful, the victim is not affected, and realizes that
the attack is an illusion.
The phantasmal force will remain as long as the spellcaster concentrates.
If the spellcaster moves, takes any damage, or fails any saving throw, his
concentration is broken and the phantasm disappears.
This spell never inflicts any real damage. Those "killed" by it will
merely fall unconscious, those "turned to stone" will be paralyzed, and so
forth. The effects wear off in 1d4 turns. If the character does make his
saving throw to realize that the attack is an illusion, the damage sustained
disappears immediately.
Web
Range:10'
Duration: 48 turns
Effect: A volume 10'x 10'x 10'
This spell creates a mass of sticky strands which are difficult to
destroy except with flame. It usually blocks the area affected. Giants and
other creatures with great strength can break through a web in 2 rounds. A
human of Average Strength (a score of 9-12) will take 2d4 (2-8) turns to
break through the web. Flames (from a torch, for example) will destroy the
web in 2 rounds, but all creatures within the web will be burned for 1-6
(1d6) points of damage. Anyone wearing gaunts of ogre power (a magical
treasure) can break free of a web in 4 rounds.
Wizard Lock
Range: 10'
Duration: Permanent
Effect: One portal of lock
This spell is a more powerful version of a hold portal spell. It will work
on any lock, not merely doors, and will last forever (or until magically
dispelled). However, a knock spell can open the wizard lock.
The wizard who cast the wizard lock can easily open the door he has
enchanted, as can any magic-using character or creature of three or more
levels (or Hit Dice) greater than the caster. This sort of door-opening does
not remove the magic, and the magical lock will relock when allowed to close
(just as with the hold portal spell).
Third Level Magical Spells
Clairvoyance
Range:60'
Duration: 12 turns
Effect: See through another's eyes
With this spell, the caster may see through the eyes of any single
creature in spell range.
"Seeing" through a creature's eyes takes one full turn, after which the
caster can change to another creature, even one in another direction; he
does not have to cast the spell again to do so. Two feet of rock or a thin
coating of lead blocks the effects of this spell. No saving throw is
allowed.
Create Air
Range: Immediate area, 8,000 cu. ft.
Duration: I hour per level of caster
Effect: Provides breathable air
This spell provides breathable air, especially in areas where otherwise
there is none to be had. It is cast on a volume of 8,000 cubic feet (such as
a 20' x 20' x 20' room) and, while it is in effect, everyone in that area
has good air to breathe.
Customarily, it's used when dungeon explorers are trapped where air is
running out. When cast in this fashion, the spell effect stays in one place;
it does not move with the caster.
However, it does not have to be cast in only that way; it can be cast on
enclosed vehicle interiors (such as the below-deck areas of ships), living
creatures, or pieces of equipment. When it is so cast, it will provide
pressurized air for the duration of the spell effect, and the spell will
travel with the vehicle on which it is cast.
The spell may be cast upon one person, whereupon he can breathe normally.
It's not the same as water breathing, though-if he dives underwater, he can
still breathe, but great quantities of air are always bubbling up from him,
making stealthy travel an impossibility.
The spell may be cast upon a specific piece of equipment like a helmet,
and whichever one person wears it may breathe normally. If the helmet is not
fully enclosed (i.e., airtight), air will lack out from it under pressure;
underwater this makes stealthy movement impossible.
A flying creature on which this spell is cast can not only breathe in
hostile environments, it can fly through airless void. This means that a
pegasus-rider could cast one spell on himself and one on his pegasus, and
then the two of them could fly into the ether of outer space.
The spell does not protect people from the effects of poison gasses
unless the gas in question is a normal component of the atmosphere.
Dispel Magic
Range:120'
Duration: Permanent
Effect: Destroys smells in a 20' cube
This spell destroys other spell effects in a cubic volume of 20'x 20'x
20'. It does not affect magical items. Spell effects created by a caster
(whether cleric, druid, magic-user, or elf) of a level equal to or lower
than the spellcaster of the dispel magic are automatically and immediately
destroyed. Spell effects created by a higher-level spellcaster might not be
affected. The chance of failure is 5 % per level of difference between the
spellcasters. For example, a 7th level magic-user trying to dispel a web
spell cast by a 9th level cleric would have a 10% chance of failure.
Dispel magic will not affect a magical item (such as a scroll, a magical
sword, etc.). However, it can dispel the effects of the magical item when
that item is used (a spellcaster can cast dispel magic on the victim of a
ring of human control and snap him out of that control).
Fireball
Range:240'
Duration: Instantaneous
Effect: Explosion in a sphere 40' diameter
This spell creates a missile of fire that bursts into a ball of fire with
a 40' diameter (20' radius) where it strikes a target. The fireball will
cause 1d6 points of fire damage per level of the caster to every creature in
the area of effect.
Each victim may make a saving throw vs. spells; if successful, the spell
will only do half damage. For example, a fireball cast by a 6th level
spellcaster will burst for 6d6 (6-36) points of damage; characters who make
their saving throw vs. spell will take only half of the damage rolled on the
dice.
Fly
Range: Touch
Duration: 1d6 (1-6) turns + 1 turn per level of the caster
Effect: One creature may fly
This spell allows the target it is cast upon (possibly the spellcaster
himself) to fly. The recipient can fly in any direction and at any speed up
to 360' (120') by mere concentration. The recipient may also stop and hover
at any point (as a levitate spell); this does not require concentration.
Haste*
Range:240'
Duration: 3 turns
Effect: Up to 24 creatures move double speed
This spell allows up to 24 creatures in a 60'diameter circle to perform
actions at double speed for half an hour (3 turns). Those affected may move
at up to twice normal speed and make double the normal number of missile or
hand- to-hand attacks.
This spell does not affect the rate at which magic works, so a hasted
spellcaster can still not cast more than one spell per round, and the use of
magical devices (such as wands) cannot be speeded up.
The reverse of this spell, slow, will remove the effects of a haste
spell, or will cause the victims to move and attack at half normal speed.
As with haste, the slow spell does not affect spellcasting or the use of
magical devices.
The victims may make a saving throw vs. spells to avoid the effect.
Hold Person*
Range:120'
Duration: 1 turn/level
Effect: Paralyzes up to 4 creatures
The hold person spell will affect any human, demihuman, or human-like
creature (bugbear, dryad, gnoll, hobgoblin, kobold, lizard man, ogre, orc,
nixie, pixie or sprite, for instance). It will not affect the undead or
creatures larger than ogres.
Each victim must make a saving throw vs. spells or be paralyzed for nine
turns. The spell may be cast at a single person or at a group. If cast at a
single person, the victim suffers a - 2 penalty to the saving throw. If cast
at a group, it will affect up to four persons (of the cleric's choice), but
with no penalty to their rolls. The paralysis may only be removed by the
reversed form of the spell, or by a dispel magic spell.
The reverse of the spell, free person, removes the paralysis of up to
four victims of the normal form of the spell (including hold person cast by
a cleric). It has no other effect; e.g., it does not remove the effects of a
ghoul's paralysis ability.
Infravision
Range: Touch
Duration: 1 day
Effect: One living creature
This spell enables the recipient to see in the dark, to a 60' range, with
the same sort of vision possessed by dwarves and elves.
Infravision is the ability to see heat (and the lack of heat). Dwarves,
elves, and casters of the infravision spell have infravision in addition to
normal sight and can see 60' in the dark. infravision does not work in
normal and magical light. Fire and other heat sources can interfere with
infravision, just as a bright flash of light can make normal vision go black
for a short time.
With infravision, warm things appear red, and cold things -appear blue.
For example, an approaching creature could be seen as a red shape, leaving
faint reddish footprints. A cold pool of water would seem a deep blue color.
Characters with infravision can even see items or creatures which are the
same temperature as the surrounding air (such as a table or a skeleton),
since air flow will inevitably show the viewer their borders, outfining them
in a faint Eghter-blue tone. Until they move, they will be very faint to the
eye; once they start moving, they become blurry but very obvious light-blue
figures.
Infravision isn't good enough to read by. A character can use his
infravision to recognize an individual only if they are within 10' distance
unless the individual is very, very distinctive (for example, 8' tall or
walking with a crutch).
Invisibility 10' radius
Range: 120'
Duration: Permanent until broken
Effect: All creatures within 10'
This spell makes the recipient (and all others within 10' at the time of
the casting) invisible. This is an area effect, and those who move further
than 10' from the recipient become visible. They may not regain invisibility
by returning to the area. Otherwise, the invisibility is the same as that
bestowed by the spell invisibility. An invisible creature will remain
invisible until he or she attacks or casts any spell.
All items carried (whether by the recipient or others within 10') also
become invisible.
Lightning Bolt
Range: 180'
Duration: Instantaneous
Effect: Bolt 60' long, 5' wide
This spell creates a bolt of lightning, starting up to 180' away from the
caster and extending 60' in a straight line further away. All creatures
within the area of effect take 1d6 points of damage per level of the
spellcaster. (Thus a 6th level elf would cast a lightning bolt doing 6d6
points of damage.)
Each victim may make a saving throw vs. spells; if successful, he takes only
half damage. If the lightning bolt strikes a solid surface (such as a wall),
it will bounce back toward the caster until the total length of the bolt is
60'.
This spell creates an invisible magical barrier all around the caster,
extending for a 10' radius in all directions. The spell serves as protection
from attacks by monsters of an alignment other than the caster's. Each
creature within the barrier gains a + 1 to all saving throws, and all
attacks against those within are penalized by - 1 to the attacker's attack
roll while the spell lasts.
In addition, enchanted creatures cannot attack those within the barrier in
hand-to-hand (melee) combat. (An enchanted creature is any creature which is
magically summoned or controlled, such as a charmed character, or one that
is not harmed by normal weapons. A creature that can be hit only by a silver
weapon-a werewolf, for example-is not an enchanted creature.
If anyone within the barrier attacks an enchanted creature, the barrier
will no longer prevent the creature from attacking hand-to-hand, but the
bonus to saving throws and penalty to attack rolls will still apply.
Attackers, including enchanted creatures, can attack people inside the
barrier by using missile or magical attacks. They do suffer the penalty to
attack rolls, but that is the only penalty they suffer.
Protection from Normal Missiles
Range: 30'
Duration: 12 turns
Effect: One creature
This spell gives the recipient complete protection from all small
nonmagical missiles (such as arrows, quarrels, thrown spears, etc.); the
ranged attacks simply miss. Large or magical attacks, such as a catapult
stone or a magic arrow, are not affected.
The spellcaster can cast the spell on any one creature within the spell's
range.
Water Breathing
Range:30'
Duration: 1 day (24 hours)
Effect: One air-breathing creature
This spell allows the recipient to breathe while underwater (at any depth).
It does not affect his movement in any way, nor does it interfere with the
breathing of air if the recipient emerges from the water.
Fourth Level Magical Spells
Charm Monster
Range:120'
Duration: Special
Effect: One or more living creatures
This spell effect is identical to that of a charm person spell, but will
affect any creature except an undead monster. If cast on victims with 3 Hit
Dice or less, the spell will charm 3d6 (3-18) victims. Otherwise, it will
charm only one victim. Each victim may make a saving throw vs. spells to
avoid the effects.
Clothform
Range: Touch
Duration: Permanent
Effect: Creates up to 30' x 30' cloth
This spell creates quantities of cloth up to 30'x 30'. The cloth created
by a single spell must appear in one piece. Unlike many creation type
spells, this one creates cloth that is nonmagical and cannot be dispelled.
If the campaign uses the optional general skills and the caster has an
appropriate Craft skill, he may shape the cloth as he creates it. He may
thus create a tent, a sail, a single garment, a drape, 60'of common rope,
etc. If the campaign doesn't use the skills rules, the character could have
been defined earlier as one who knows how to work cloth in order for him to
do this. Naturally, unshaped cloth created by this spell can later be cut,
sewn and otherwise fashioned into such objects.
The cloth so created is much like undyed linen-it's tough, serviceable, and
unglamorous. A caster can create his cloth with an unfinished end, and later
he or another caster can use another clothform to create cloth joined to the
first on that edge-and there will be no seam or weakness at the joining.
This makes it a good spell for creating rugged, dependable sails.
When created, the cloth extrudes from the caster's hands and out along
the ground. If there are obstacles, it piles up against them but does not
shove them back. The spell may not be cast to create a huge sheet which
falls over a unit of enemies, for instance. The cloth, when created, may not
be attached to anything except to another expanse of clothform cloth, as
described above. The cloth cannot be cast in a space occupied by another
object.
In adventures, this spell is often used to make quick shelters and to create
rope.
Confusion
Range:120'
Duration: 12 rounds
Effect: 3- 18 creatures in an area 60' across
This spell will confuse its victims, affecting all creatures within a 30'
radius. Victims with less than 2 + 1 Hit Dice are not allowed a saving
throw. Those with 2 + 1 or more Hit Dice must make a saving throw vs. spells
every round of the spell's duration, if they remain in the area, or be
confused'
Confused creatures act randomly. The DM should roll 2d6 each round to
determine each creature's action, using the following chart:
Confusion Results
2d6 Roll Result
2-5 Attack the spellcaster's party
6-8 Do nothing
9-12 Attack the creature's own party
Dimension Door
Range: 10'
Duration: 1 round
Effect: Safely transport one creature
This spell will transport one creature (either the caster or a victim up to
10' from the caster) to a place up to 360' away. The caster picks the
desired destination. If he does not know the location, the caster may
specify the direction and distance of travel, but the distance cannot exceed
a total of 360' (for example, 360' straight up; or 200' west, 60' south, and
100' down).
If this would cause the recipient to arrive at a location occupied by a
solid object, the spell has no effect.
An unwilling recipient may make a saving throw vs. spells to avoid the
effect.
Growth of Plants*
Range: 120'
Duration: Special
Effect: Enlarges 3000 square feet of plants
This spell causes normal brush or woods to become thickly overgrown with
vines, deepers, thorns, and briefs (or types of small plant-life appropriate
to the area). The spell affects an area of upto 3,000 square feet (the
caster chooses the dimensions of the spell effect). The plants to be
affected must be entirely within the spell's range.
The area affected by the spell is impassable to all but giant-sized
creatures. The effect lasts until removed by the reversed form of the spell
or by a dispel magic spell.
The reverse of this spell, shrink plants, causes all normal plants within
the area of effect to shrink and become passable. It may be used to negate
the effects of the no-al spell. Shrink plants will not affect plant-like
monsters (such as treants).
Hallucinatory Terrain
Range:240'
Duration: Special
Effect: Changes or hides terrain in 240' radius (or less)
This spell creates the illusion of a terrain feature, either indoors (such
as a pit, stairs, etc.) or outdoors (hill, swamp, grove of trees, etc.),
possibly hiding a real feature. The caster could create the illusion of
solid ground over a series of pits or quicksand pools, or he could create
the image of dense forest over his army's camp, etc.
The caster may choose to place his hallucinatory terrain over a
comparatively small area (for instance, a throne room) or over a much larger
one (for example, a hill). If he chooses to cast the spell on a larger
terrain feature, the entire feature to be affected must be within the range
of the spell. (A hill with greater than a 480' diameter would not be
affected.)
The spell lasts until the illusion is touched by an intelligent creature,
or until dispelled.
Ice Storm/Wail of Ice
Range:120'
Duration: Storm, 1 round; Wall, 12 turns
Effect: Storm in 20'x 20'x 20' volume; or Wall of 1,200 square feet
This spell may be cast in either of two ways: either as an icy blast, ice
storm, or wall of ice.
An ice storm fills a 20'x 20'x 20' cube. If cast in a smaller area, it
will remain 20' long at most. The storm inflicts 1d6 points of cold damage
per level of the caster to every creature in the area. Each victim may make
a saving throw vs. spells; if he is successful, he takes only half damage.
Fire-type creatures (red dragons, flame salamanders, etc.) have a -4 penalty
on their saving throws, but cold-type creatures (frost giant, frost
salamander, etc.) are not affected by the spell.
A wall of ice is a thin vertical wall of any dimensions and shape
determined by the spellcaster totaling 1,200 square feet of less (10' x
120' 3o'x40', etc.). The wall is opaque and will block sight. The wall must
be cast to rest on the ground or similar support, and cannot be cast in a
space occupied by another object.
Creatures of less than 4 Hit Dice or levels cannot break through the wall.
Creatures of 4 HD or more levels can break through, but take 1d6 points of
damage in the process. Fire-type creatures each take twice the amount of
damage (2d6) while breaking through.
Massmorph
Range:240'
Duration: See below
Effect: Causes illusion of trees within 240' range
This spell will affect up to 100 human or man-sized creatures in a 240'
diameter, making them appear to be the trees of an orchard, dense woods, or
other large plant life appropriate to the region. (Unless the campaign's
deserts feature very large cactus, the spell won't work in the desert.)
Unwilling creatures are not affected.
Creatures larger than man-size (such as horses) may be included, counting
as two of three men each. The illusion will hide the recipients from
creatures moving through the area affected. The spell lasts until a dispel
magic is cast on it or until the caster decides to drop the illusion. The
appearance of each disguised creature returns to normal if the creature
moves out of the affected area. However, movement within the area does not
destroy the illusion.
Polymorph Other
Range:60'
Duration: Permanent until dispelled
Effect: Changes one living creature
This spell changes the victim into another living creature. The new form
may have no more than twice as many Hit Dice as the original, or the spell
will fail. The victim's hit points remain the same; an 8th level prince with
32 hit points could end up as a frog with 32 hit points.
Unlike the polymorph self spell, the polymorph others spell actually
turns the victim into the new creature, giving him any and all special
abilities of the new form, plus its tendencies and behavior. For example, a
hobgoblin polymorphed into a mule will think and act like a mule.
This spell cannot create a duplicate of a specific individual, only a
race or monster type. For example, a creature polymorphed into a 9th level
fighter will indeed become a human, but not necessarily a fighter and no
higher than 1st level.
The victim of this spell may make a saving throw vs. spells to avoid the
effect. The effect lasts until dispelled, or until the creature dies.
Polymorph Self
Range: 0 (Caster only)
Duration: 6 turns + 1 turn per level of the caster
Effect: Caster may change shapes
This spell allows the caster to change shape, taking the physical form of
another living creature. The Hit Dice of the new form must be equal to or
less than the Hit Dice of the caster, or the spell will fail.
The caster's armor class, hit points, attack rolls, and saving throws do
not change, and he does not gain special abilities (such as ghouls'
paralysis) or special immunities of the new form; however, he does gain the
natural physical abilities of the new form. For example, a spellcaster
polymorphed into a frost giant has the strength of a frost giant and the
ability to hurl boulders, but not immunity from cold. A spellcaster
polymorphed into a dragon could fly but would not be able to use any breath
weapons or spells.
The spellcaster cannot cast spells while polymorphed into a different form.
The spell lasts for the listed duration, or until dispelled, or until the
caster is killed. This spell will not enable the caster to take the form of
a specific individual (see polymorph other).
Remove Curse*
Range: Touch
Duration: Permanent
Effect: Removes any one curse
This spell removes one curse, whether on a character, item, or area. Some
curses-especially
those on magical items-may only be temporarily removed, at the DM's
discretion, requiring a clerical dispel evil spell for permanently removing
the effects (or possibly a remove curse cast by a high-level spellcaster).
The reverse of this spell, curse, causes a misfortune or penalty to affect
the recipient. Curses are limited only by the caster's imagination, but if
an attempted curse is too powerful, it may return to the caster (DM's
discretion)! Safe limits to curses may include: - 4 penalty on attack rolls;
- 2 penalty to all saving throws; prime requisite reduced to half normal.
The victim may make a saving throw vs. spells to avoid the curse.
Wail of Fire
Range: 60'
Duration: Concentration
Effect: Creates 1200 square feet of fife
This spell creates a thin vertical wall of fire of ,any dimension and
shape, determined by the spellcaster, totaling 1,200 square feet (for
example, 10'x 120', 20'x 60', 30'x 40', etc.). The wall is opaque and will
block sight. The wall cannot be cast is a space occupied by another object.
It lasts as long as the caster concentrates, without moving, on it.
Creatures of less than 4 Hit Dice cannot break through the wall. Creatures
of 4 HD or more can break through, but take 1d6 points of damage in the
process. Undead and cold-using creatures (white dragons, frost giants, etc.)
each take double damage while breaking through.
This spell creates an invisible eye through which the caster can see. It
is the size of a real eye and has infravision (60' range). The wizard eye
floats through the air at up to 120' per turn, but will not go through solid
objects nor move more than 240' away from the caster. The spellcaster must
concentrate (without moving) to see through the eye.
Fifth Level Magical Spells
Animate Dead
Range: 60'
Duration: Permanent
Effect: Creates zombies or skeletons
This spell allows the spellcaster to make animated, enchanted skeletons or
zombies from normal skeletons or dead bodies within range. These animated
undead creatures will obey the cleric until they are destroyed by another
cleric of a dispel magic spell.
For each experience level of the cleric, he may animate one Hit Die of
undead. A skeleton has the same Hit Dice as the original creature, but a
zombie has one Hit Die more than the original. Note that this doesn't count
character experience levels as Hit Dice: For purposes of this spell, all
humans and demihumans are 1 HD creatures, so the remains of a 9th level
thief would be animated as a zombie with 2 HD.
Animated creatures do not have any spells,
but are immune to sleep and charm effects and
poison. Lawful clerics must take care to use this
spell only for good purpose. Animating the dead
is usually a Chaotic act.
Cloudkill
Range: l'
Duration: 6 turns
Effect: Creates a moving poisonous cloud
This spell creates a circular cloud of poisonous vapor, 30' across and 20'
tall, which appears next to the spellcaster. It moves away at the rate of
60' (20' per round) in any one direction (with the wind, if any; otherwise,
in the direction chosen by the caster). This cloud is heavier than air and
will sink when possible (going down holes, sliding downhill, etc.). The
cloud will evaporate if it hits trees or thick vegetation. If cast in a
small area (such as in a 10' tall dungeon corridor), the cloud may be of
smaller than normal size.
All living creatures within the cloud take 1 point of damage per round.
Any victim of less than 5 Hit Dice must make a saving throw vs. poison or be
killed by the vapors.
Conjure Elemental
Range:240'
Duration: Concentration
Effect: Summons one 16 HD elemental
This spell allows the caster to summon any one elemental (AC - 2, HD 16,
Damage 3d8; see the description of elementals in Chapter 14). The caster can
only summon one of each type of elemental (earth, air, fire, water) in one
day.
The elemental will perform any tasks within its power (carrying,
attacking, etc.) as long as the caster maintains control by concentrating.
The caster cannot fight, cast other spells, or move over half Normal Speed,
else he will lose control of the elemental. If he loses control, he cannot
regain it. An uncontrolled elemental will try to slay its summoner, and may
attack anyone in its path while pursuing him.
The spell's caster may return a controlled elemental to its home plane
simply by concentration. A dispel magic or dispel evil spell can return an
uncontrolled elemental to its plane.
Contact Outer Plane
Range: 0 (spellcaster only)
Duration: See below
Effect: 3-12 questions may be answered
This spell allows the spellcaster to contact one of the outer planes of
existence to seek knowledge from an Immortal creature - a powerful magical
being played by the DM. The wisest and most powerful Immortals live on the
most distant outer planes. However, mental contact with an Immortal may
cause a mortal to go insane. The more distant the plane, the greater the
chance of a correct answer-but the greater the chance of insanity as well.
The number of questions the spellcaster may ask is equal to the
"distance" to the outer plane. "Distance" to any other plane of existence is
measured in the number of planes the character would have to cross in order
to visit that plane.
See the chart on page 264 to see where the various planes of existence
lie in relation to one another. The "distance" between the Prime Plane and
the closest outer plane is 3-the Ethereal, elemental, and Astral Planes lie
"between" them. There are many outer planes, many too far removed to be
affected by this spell.
The caster may choose the distance, up to the maximum allowed. The DM
checks the caster's chance of insanity once, when the Immortal is first
contacted. If the caster is 21st level or greater, the chance of insanity is
reduced by 5% per level of the caster above 20.
Even if insanity does not result, the Immortal may still not know the
answer to the character's questions, or may lie, at the DM's discretion. If
the DM does not wish just to decide whether the Immortal knows or is lying,
he can roil on the chart below to determine this.
The spellcaster can use this spell once a month at most (or less often,
at the DM's option), An insane character recovers with rest, after a
number of weeks of game time equal to the number of the plane contacted.
Dissolve*
Range:120'
Duration: 3-18 days
Effect: Liquefies 3000 square feet
This spell changes a volume of soil of rock (but not a construction) to
a morass of mud. An area up to 10' deep or thick is affected, and may have
up to 3,000 square feet of surface area. The magic-user may choose the
exact width and length (20'x 150', 30'x 100', etc.), but the entire area
of effect must be within 240' of the caster. Creatures moving through the
mud are slowed to 10 % of their normal movement rate at best, and may
become stuck (at the DM's discretion, a victim must make saving throw vs.
spells to avoid becoming stuck).
The reverse of this spell (harden) will change the same volume of mud to
rock, but permanently. A victim in the mud may make a saving throw vs.
spells to avoid being trapped in the hardened mud.
Feeblemind
Range:240'
Duration: Permanent until dispelled
Effect: Lowers Intelligence score to 2
This spell will only affect a magic-user, elf, or a monster which can
cast magical spells; it does not affect those which cast only cleric or
druid
It will make the victim helpless, unable to cast spells or think clearly
(as if the victim has an Intelligence score of 2). The victim may make a
saving throw vs. spells to avoid the effect, but with a - 4 penalty to the
roll.
The feeblemind keeps until removed by a dispel magic spell (at normal
chances for success) or by a cleric's cureall spell.
Hold Monster*
Range:120'
Duration: 6 turns + 1 turn per level of the caster
Effect: Paralyzes 1-4 creatures
This spell has an effect identical to that of a hold person spell, but
will affect any living creature. (It does not affect the undead.) Each
victim must make a saving throw vs. spells or be paralyzed. The spell may
be cast at a single creature or a group. If cast at a single creature, the
victim takes a - 2 penalty to his saving throw. If cast at a group, it
will affect 1d4 creatures (of the spell- caster's choice, and within spell
range), but with no penalties to the saving throw.
The reverse of this spell, free monster, removes the paralysis of up
to four victims of hold person or hold monster spells. It h-as no other
effect.
Magic jar
Range:30'
Duration: See below
Effect: Take over one body
This spell causes the caster Is body to fall into a trance, while the
caster's life force is placed in an inanimate object (which is called a
magic jar regardless of its form; it does not have to be an actual jar)
within range. From this object, the caster's life force may attempt to
take over any one creature within 120' of the magic jar. If the victim
makes a successful saving throw vs. spells, the attempt fails and the
caster may not try to take over that victim again for one turn. If the
victim fails the saving throw, the caster takes over his body and the life
force of the victim is placed into the magic jar.
The caster may cause the body to perform any normal actions, but not
special abilities (similar to a polymorph self effect). A dispel evil
spell will force the spellcaster's life force out of the victim's body and
back into the magic jar. When the spellcaster returns to his or her real
body, the victim's life force returns to his body and the spell ends.
If the possessed body is destroyed, the victim's life force dies, and
the caster's life force returns to the magic jar. From there the caster
may try to take over another body or return to the original body.
If the magic jar is destroyed while the caster's life force is within
it, the caster is killed. If the magic jar is destroyed while the caster's
life force is in a victim's body, the life force is stranded in that body,
and the force of the body's original owner is destroyed. If the caster's
original body is destroyed, his life force is stranded in the magic jar
until the caster can take over another body!
The taking over of another body is a Chaotic act.
Passwall
Range:30'
Duration: 3 turns
Effect: Creates a hole 10' deep
This spell causes a hole 5' diameter, 10' deep to appear in solid rock
or stone only. The hole may be horizontal or vertical.
The stone reappears at the end of the duration. If someone is still in
the tunnel when the stone reappears, he gets a saving throw vs. turn to
stone. If he succeeds, he is hurled out the nearest end of the tunnel. if
he fails, he is trapped within the reappearing stone, and dies.
Telekinesis
Range:120'
Duration: 6 rounds
Effect: 200 cn of weight per level of caster
This spell enables the spellcaster to move a creature or object simply
by concentrating. The item may weigh up to 200 cn (20 lbs) per level of
the caster (a 10th level elf could move an object weighing up to 2,000 cn,
or 200 lbs). The caster m-ay move the object in any direction, at a rate
of up to 20' per round.
An unwilling victim may make a saving throw vs. spells to avoid the
effect. If he makes the roll, he doesn't budge. If a target is being held
by someone, the holder can make a saving throw with a - 2 penalty to
retain the target item.
If the telekinesis grabs an object that is being carried but not held
in the hand, the owner may grab for it as it is yanked away. To catch the
departing object, he must make a saving throw vs. spells with a - 5
penalty.
The caster must concentrate while moving objects, and the objects will
fall if the caster is disturbed.
Teleport
Range: 10'
Duration: Instantaneous
Effect: Transports one creature with equipment
This spell instantly transports the spell-caster or another recipient to
any unoccupied destination on the same plane of existence. Distance does
not matter so long as the destination is on the same plane. The recipient
arrives at the destination with all equipment he was carrying. An
unwilling victim can make a saving throw vs. spell to avoid the spell
effects.
The caster may not deliberately choose a destination he knows to be
occupied by a solid object, and he must choose to appear on a surface
(such as ground level or the top of a building); he can not choose to
appear far up in the air.
Teleporting is dangerous; there is a chance the teleporter will appear
in a solid object. The teleporter's chance of arriving safely depends on
how carefully the caster has studied the area.
On the chart below, the DM determines how well the caster knows the
destination.
Teleport Chances
Knowledge of Destination Result
Casual General Exact
01-50 01-80 01-95 Success
51-75 81-90 96-99 Too High
76-00 91-00 00 Too Low
"Casual Knowledge" means that the caster has been there once or twice,
or is visualizing the aiming point from descriptions or magical means.
"General Knowledge" means the caster has been to the area often, or has
spent several weeks studying the area magically (via crystal ball, etc.).
"Exact Knowledge" means the caster has made a detailed personal study of
the area.
Once the DM has determined how well the character knows the
destination, the DM rolls d%. If the result is "Success," the teleporter
arrives exactly where the caster desired.
If the result is "Too High," the recipient arrives 1d10x10' above the
desired destination, then falls, taking damage on impact (1d6 points of
damage per 10' fallen). (If he had already cast a fly or levitate spell,
or already had a flying device operating, he can avoid this damage.)
If the result is "Too Low," the recipient arrives 1d10x10' below the
desired location. Any creature teleporting into a solid object is
instantly killed unless a vacant area (such as a cave or dungeon) lies at
that point (DM's discretion).
Wall of Stone
Range:60'
Duration: Special
Effect: Creates 1000 cubic feet of stone
This spell creates a vertical stone wall exactly 2' thick. The caster
chooses the wall's dimensions and shape, but its total area must be 500
square feet or less (10' x 50', 20' x 25', etc.), and the entire wall must
be within 60' of the caster.
The caster must create the wall where the wall will rest on the ground
or similar support, and cannot create the wall in a space already occupied
by another object.
The wall lasts until it is dispelled or physically broken.
If a wall of stone topples, it causes 10d10 points of damage to what
it hits, and it shatters.
Woodform
Range: Touch
Duration: Permanent
Effect: Creates 1,000 cubic feet of wood
This spell creates a mass of wood equal to 1,000 cubic feet; it may be
arranged in any fashion the caster desires (10' x 10' x 10' block, 25'x
20'x 2' wall, etc.)
Casting time varies depending on the complexity of the design. A
simple wall and other simple shapes take 1 round. A simple staircase may
take 10 rounds (i turn). A complicated design which is supposed to adhere
to very tight specifications-such as the keel of a ship-could take the
maximum time allowable, 12 turns (2 hours) just to work up in rough form.
When the caster wants to try a complicated design, the DM decides how long
the casting will take.
The object must be created as a single piece, with no moving parts.
The original caster of the spell may later cast woodform on an object he
has already created with the same spell, in order to modify it for up to
two hours. This is how spellcaster artists often make fine woodcarvings,
for instance. When he is satisfied with his work, he casts woodform on it
one last time to "lock it in place," and it may no longer be modified by
woodform spells.
The mass of wood must be created so as to rest on the ground or similar
support, and cannot be cast in a space occupied by another object.
A caster can create his wood with one or more rough sides, and later he
or another caster can use another woodform to create wood perfectly joined
to the first on that side-and there will be no seam or weakness at the
joining. This makes it a good spell for creating strong ships and wooden
buildings.
The caster may decide what sort of wood is created, within reason. The
DM may refuse to allow the caster to pick very expensive, exotic, or
magical woods.
The wood created by this spell is not dispellable; it lasts until
broken through, burned, or destroyed by spells like disintegrate.
The armor class and hit points of building materials are given in the
Fortifications Table on page 137. Based on those guidelines, a wall of
wood has an AC of - 4(6) and 60 hit points per 1' thickness. Most building
exterior walls would be about 8" thick and have 40 hit points.
Sixth Level Magical Spells
Anti-Magic Shell
Range: 0 (Caster only)
Duration: 12 turns
Effect: Personal barrier which blocks magic
This spell creates an invisible barrier around the spellcaster's body
(less than an inch away). The barrier stops all spells or spell effects,
including the caster's. The caster may destroy the shell at will;
otherwise, it lasts for the duration. Except for a wish, no magic
(including a dispel magic spell) can cancel the barrier.
Death Spell
Range: 240'
Duration: Instantaneous
Effect: Slays 4d8 (4-32) Hit Dice of creatures
within a 60' x 60' x 60' area
This spell will affect 4d8 (4-32) Hit Dice of living creatures within
the given area. Normal plants and insects are automatically slain, and
those with no hit points (normal insects, plants smaller than shrub-sized,
for instance) are not counted in the total affected. Undead are not
affected, nor are creatures with 8 or more Hit Dice (or levels of
experience).
The lowest Hit or Dice creatures are affected first. Each victim must
make a saving throw vs. death ray or die.
Disintegrate
Range: 60'
Duration: Instantaneous
Effect: Destroys one creature or object
This spell causes one creature or nonmagical object to crumble to dust.
A victim may make a saving throw vs. death ray to avoid the effect. (The
spell can disintegrate a dragon, a ship, or a 10'section of wall, for
example.)
The spell does not affect magical items or spell effects.
Geas*
Range:30'
Duration: Until completed or removed
Effect: Compels one creature
This spell forces a victim either to perform or avoid a stated action.
For example, a character may be geesed to bring back an object for the
caster, to eat whenever the chance arises, or never to reveal certain
information. The action must be possible and not directly fatal or else
the geas will return and affect the caster instead!
When the spell is first cast, the victim may make a saving throw vs.
spells to avoid the spell's effect.
If the victim ignores the geas, penalties (decided by the DM) are
applied until the character either obeys the geas or dies. Suitable
penalties include penalties in combat, lowered ability scores, loss of
spells, pain and weakness, and so forth. Dispel magic and remove curse
spells will not affect a geas.
The geas makes the victim perform an action, but does not make him
think it is his own idea: Once he finishes performing his task, he may
decide to exact revenge on the spellcaster.
The reverse of this spell, remove geas, will rid a character of an
unwanted Geas and its effects. However, if the caster is of a lower level
than the caster of the original geas, there is a chance of failure (5 %
per level difference).
Invisible Stalker
Range: 0 (Caster only)
Duration: Until mission is accomplished
Effect: Summons one creature
This spell summons an invisible stalker (from Chapter 14) which will
perform one task for the caster. The creature will serve the caster
regardless of the time or distance involved, until the task is completed
or until the creature is stain. A dispel evil spell will force the
creature to return to its home plane.
Lower Water
Range:240'
Duration: 10 turns
Effect: Cuts depths to half normal
This spell causes a body of water to lower to half its normal depth. It
will effect an area up to 10,000 square feet (width and length). If cast
on a constantly-renewed source of water (such as a river or ocean), it
lowers that area of water for the entire duration of the spell (or until
it is dispelled); surrounding water does not rush in until the spell is
ended. If cast around a boat or ship, the vessel may become stuck.
At the end of the spell's duration, the sudden rush of water filling the
"hole" will sweep a ship's deck clear of most items (and people who fail
their saving throws vs. spells) and cause 1d12 + 20 (21-32) points of hull
damage.
This spell can turn a rampaging river into a river which the heroes'
party can ford, can cause some pools to lower fat enough for the
adventurers to see what's deeper in them, etc. If cast around a boat or
ship, this spell may cause the bay or river to drop enough for the vessel
to become stuck.
Move Earth
Range:240'
Duration: 6 turns
Effect: Moves soil
This spell causes soil (but not rock) to move. The caster can use the
spell to move earth horizontally to make a hill, or vertically, to open a
large hole (one up to 240' deep, unless it reaches solid rock). The spell
moves the soil at up to 60' per turn, and at the end of the spell
duration, the moved soil remains where it is put. This spell is helpful
for constructing castles.
Projected Image
Range:240'
Duration: 6 turns
Effect: Creates one image
This spell creates an image of the caster up to 240' away; the image
will last without concentration. The projected image cannot be
distinguished from the original except by touch. Any spell the spellcaster
casts will seem to come from the image, but the caster must still be able
to see the target.
Spells and missile attacks will not appear to affect the image. If the
image is touched or struck by a hand-to-hand weapon, it disappears.
Reincarnation
Range: 10'
Duration: Permanent
Effect: Creates a new body
To cast this spell, the magic-user must have a part (however small) of
a dead body. The spell magically creates a new body, and the life force
which was once in the dead body returns and inhabits the new one. The DM
can choose what sort of body is created, or can refers to the tables below
to decide.
If the life force is reincamated as a different race, ail details of
the new race apply, instead of the old. For example, a cleric reincarnated
as an elf is no longer a cleric, but is able to cast magic- user spells
and fight as an elf.
The victim's level of experience does not change unless restricted by
the maximum for demihumans. If the victim is reincarnated in a monster
body, the victim's alignment helps determine the type of monster which
appears; a character will not be reincarnated in the body of a monster
that cannot have his alignment. A monster body may not gain levels of
experience; the character must play as the reincarnated creature, or
retire from play, or (perhaps) be reincarnated again when slain.
Reincarnation Results
Type of Body Appearing (Roll 1d8)
1 Human 5 Elf
2 Human 6 Halfling
3 Human 7 Original race
4 Dwarf 8 Monster
(see below)
Type of Monster Body Appearing (Roll 1d6)
1d6 Lawful Neutral Chaotic
1 Blink Dog Ape, White Bugbear
2 Gnome Bear* Gnoll
3 Neanderthal Centaur Kobold
4 Owl, giant Griffon Manticore
5 Pegasus Lizard Man Orc
6 Treant Pixie Troglodyte
Any normal bear
The DM may add more monsters to the lists. Such monsters should have 8 Hit
Dice or less and should be at least semi-intelligent.
Stone to Flesh*
Range:120'
Duration: Permanent
Effect: One creature or object
This spell turns any one statue (or quantity of stone up to 10'x 10'x
10') to flesh. It is usually used to restore a character turned to stone
(by gorgon breath, for example).
The reverse of this spell, flesh to stone, will turn one living
creature, including all equipment carried, to stone. The victim may make a
saving throw vs. turn to stone to avoid the effect.
Stoneform
Range: Touch
Duration: Permanent
Effect: Creates 1,000 cubic feet of stone This spell creates a mass of
stone equal to 1,000 cubic feet; it may be arranged in any fashion the
caster desires (10'x10'x10' block, 25'x 20'x 2' wall, etc.).
Casting time varies depending on the complexity of the design. A
simple wall and other simple shapes take I round. A simple staircase may
take 10 rounds (i turn). A complicated design meant to adhere to very
tight specifications-such as an ornate fountain or statue-could take the
maximum time allowable, 12 turns (2 hours), just to work up in rough form.
When the caster wants to try a complicated or unusual design, the DM
decides how long the casting will take.
The object must be created as a single piece, with no moving parts.
The original caster of the spell may later cast stoneform on an object he
has already created with the same spell in order to modify it for up to
two hours. This is how magic-user artists often make fine statues, for
instance. When he is satisfied with his work, the magic-user casts
stoneform on it one last time to "lock it in place," and it may no longer
be modified by stoneform spells.
The mass of stone must be created to rest on the ground or similar
support, and cannot be cast in a space occupied by another object.
A caster can create his stone with one or more rough sides, and later
he of another caster can use another stoneform to create stone joined to
the first on that side-and there will be no seam or weakness at the
joining. This makes it a good spell for creating strong walls and gigantic
buildings-colisea, palaces, etc.
The caster may decide what sort of stone is created, within reason.
The DM may refuse to allow the caster to pick very expensive, exotic, or
magical stones. Valuable jade, for instance, is an inappropriate choice.
However, a caster can choose such stones as clear lead crystal, and so
make thick, strong, perfect windows with this spell.
The stone is not dispellable; it lasts until broken or destroyed by
spells like disintegrate.
The armor class and hit points of building materials are given on the
Fortifications Table on page 137. In general, from those guidelines, stone
walls have an AC of -4(6) and 100 hit points per 1' thickness; doing 500
hit points of damage to a 5' wall will definitely knock a hole in it.
Building exterior walls tend to be about 7" thick and have 60 hit points.
Wall of Iron
Range:120'
Duration: Permanent
Effect: Creates 500 square feet of iron
This spell creates a vertical wall of iron exactly 2' thick. The
magic-user may choose any length and width, but the total area must be 500
square feet or less (10' x 50', 20' x 25', etc.), and the entire wall must
be within 120' of the caster. The caster must create the wall so it rests
on the ground or similar support. It cannot be cast in a space occupied by
another object. It lasts until dispelled, disintegrated, or physically
broken (though it will resist all but giant-sized physical attacks). Most
other spell effects, including fireball, lighting bolt, etc., have no
effect on a wall of iron. If the wall is made to topple, it causes 10d10
(10-100) points of damage to whatever it hits, and shatters.
If the wall is attacked, it has a number of hit points equal to the
level of the caster. A rust monster can destroy a wall of iron with a
single touch. Otherwise, the wall can only be damaged by battering; see
Chapter 9 (page 118) for more on battering attacks.
Weather Control
Range: 0 (magic-user only)
Duration: Concentration
Effect: All weather within 240 yards
This spell allows the magic-user to create one special weather condition
in the surrounding area (within a 240 yard radius). The spellcaster may
select the weather condition. The spell only works outdoors, and the
weather will affect all creatures in the area (including the caster). The
effects last as long as the spellcaster concentrates, without moving; if
the caster is being moved (for example, aboard a ship), the effect moves
also.
The spell's effects vary, but the following results are typical:
Rain: - 2 penalty to attack rolls applies to all missile fire. After
three turns, the ground becomes muddy, reducing movement to half the
normal rate.
Snow: Visibility (the distance a creature can see) is reduced to 20';
movement is reduced to half the normal rate. Rivers and streams may freeze
over. Mud remains after the snow thaws, for the same movement penalty.
Fog: 20' visibility, half normal movement. Those within the fog might
become lost, moving in the wrong direction.
Clear: This cancels bad weather (rain, snow, fog) but not secondary
effects (such as mud). Intense Heat: Movement reduced to half normal.
Excess water (from rain, snow, mud transmuted from rock, etc.) dries up.
High Winds: No missile fire or flying is possible. Movement reduced to
half normal. At sea, ships sailing with the wind move 50% faster. In the
desert, high winds create a sandstorm, for half normal movement and 20'
visibility.
Tornado: This creates a whirlwind under the magic-user control,
attacking and moving as if it was a 12 HD air elemental. At sea, treat the
tornado as a storm or gale.
Seventh Level Magical Spells
Charm Plant
Range:120'
Duration: 6 months(see below)
Effect: Charms one tree or more smaller plants
Similar to a charm person spell, this effect causes one tree, six
medium-sized bushes, 12 small shrubs, or 24 small plants to become friends
of the magic-user (no saving throw). However, a plant-like monster
(treant, shrieker, etc.) may make a saving throw vs. spells to resist the
effect.
The charmed plants will understand and obey all commands of the
magic-user, as longe as the tasks are within their ability (including the
entangling of passers-by within range, but not including movement, sensing
alignment, etc.).
The plants will remain charmed for six months, until the charm is
dispelled, or until winter (when they steep). (This spell is quite useful
around a stronghold, both inside and out, especially when used after a 4th
level growth of plants spell, and possibly a permanence as well.)
Create Normal Monsters
Range:30'
Duration: I turn
Effect: Creates 1 of more monsters
This spell causes monsters to appear out of thin air. All monsters
appearing will understand and obey the caster's commands-fighting,
carrying or fetching things, etc. They will faithfully obey all commands
to the best of their abilities. Each monster will appear carrying its
normal weapons and wearing its normal arm. or (if any), but arrives
otherwise unequipped. At the end of one turn, all the monsters created
vanish back into thin air, along with all their equipment. (if a monster
has dropped a weapon while fighting and then vanishes, the weapon
disappears, too.)
The total number of Hit Dice of monsters appearing is equal to the
level of the magic-user casting the spell. (If the spellcaster's level is
not an exact multiple of the monsters' Hit Dice, drop all fractions). The
magic-user may choose the exact type of monsters created, but he must
select only monsters with no special abilities (i.e., no asterisk next to
the Hit Die number in the monster explanation). This spell does not create
humans, demihumans, or undead. Creatures of 1-1 1/2 Hit Dice are counted
as 1 Hit Die; creatures of 1/2 Hit Die or less are counted as 1/2 Hit Die
each.
Example: With this spell, a 15th level caster could summon 30 giant
bats, rats, or kobolds (1/2 Hit Die monsters); or 15 goblins, orcs, or
hobgoblins (i Hit Die monsters); or rock baboons,
gnolls, or lizard men (2 Hit Die monsters); or 5 boars, dragons,
lizards, or bugbears (3 Hit Die monsters); or 3 black bears, panthers, or
giant weasels (5 Hit Die monsters); and so forth.
Delayed Blast Fireball
Range: 240'
Duration: 0 to 60 rounds
Effect: Delayed blast fireball of 20' radius
As the name implies, this is a fireball spell whose blast can be
delayed; it behaves like a time bomb. When he casts the spell, the magic-
user states the exact number of rounds of delay (from 0 to 60) until the
spell detonates. A small rock, very similar in appearance to a valuable
gem, then shoots out toward the desired location, and remains at that
location until the stated delay elapses. The "gem" may be picked up,
carried, and so forth.
When the stated duration ends, it explodes in an effect identical to a
normal fireball a sudden instantaneous explosion inflicting 1d6 points of
damage per level of the caster to all within the area of effect (a sphere
of 20' radius). Each victim may make a saving throw vs. spells to take
half damage.
Once the spell has been cast, the explosion cannot be hurried nor
further delayed, except for with a wish. The "gem" created is pure magic,
not an actual object, and cannot be moved magically (by telekinesis,
teleport, etc.); however, it can be dispelled.
Ironform
Range: Touch
Duration: Permanent
Effect: Creates 500 square feet of iron
This spell creates a wall of iron 2" thick (or less) with an area equal
to 500 square feet; it may be arranged in any fashion the caster desires
(10'x 50' wall, or 25'x 20' wall, etc.)
Casting time varies depending on the complexity of the design. A simple
wall and other simple shapes take 1 round. A simple staircase may take 10
rounds (i turn). A complicated design which is supposed to adhere to very
tight specifications-such as a giant portcullis-could take the maximum
time allowable, 12 turns (2 hours) just to create in rough form. When the
caster wants to try a complicated of unusual design, the DM decides how
long the casting will take.
The object must be,created as a single piece, with no moving parts. The
original caster of the spell may later cast ironform on an object he has
already created with the same spell, in order to modify it for up to two
hours. This is how magic- user artists often make fine iron statues, for
instance. When he is satisfied with his work, he casts ironform on it one
last time to "lock it in place," and it may no longer be modified by
ironform spells.
The iron wall must be created to rest on the ground or similar support,
and cannot be cast in a space occupied by another object. Unlike the metal
created by the wall of iron spell, it does not have to be created in a
vertical position.
A caster can create his iron with one of more rough sides, and later he
of another caster can use another ironform to create iron joined to the
first on that side-and there will be no seam or weakness at the joining.
This makes it a good spell for creating iron reinforcements for walls.
The iron so created is not dispellable; it lasts until broken or
destroyed by spells like disintegrate of creatures such as rust monsters.
The armor class and hit points of building materials are given in the
Fortifications Table on page 137. Following these general guidelines, we
find that an iron wall will have an AC of -10(2) and about 15 hit points
per 1" thickness.
Lore
Range: 0 (magic-user only)
Duration: Permanent
Effect: Reveals details of 1 item, place, or person
By means of this spell, the magic-user may gain knowledge of one item,
place, or person. If the caster holds the item being studied, the spell
takes 1d4 turns to complete, and the magic-user learns the item's name,
method of operation and command words (if any), and approximate number of
charges (if any, within five of the correct number).
If the item has more than one mode of operation, or more than one
command word, only one function will be revealed for each lore spell used,
and the spell will not even hint that the object has any other functions.
If the spell is being used to investigate a place or person, or an item
which the caster is not holding, the spell may take 1d100 days to
complete. A purely legendary topic should require large amounts of time,
and the information gained may be in the form of a riddle or poem. The
Dungeon Master should reveal only general details if the place is large,
or if the person is of great power.
Magic Door*
Range: 10'
Duration: 7 uses
Effect: Creates one passage
This spell may be cast on any wall, floor, ceiling, or section of
ground. It creates a magical, invisible doorway that only the spellcaster
may use. It also creates a passage through up to 10' of non-living solid
material beyond the doorway itself. It cannot be created in a living
object of any kind. The door is undetectable except by a detect magic
spell, and cannot be destroyed except by a dispel magic spell (at normal
chances for success).
The magic door lasts until dispelled, of until it has been used seven
times. Note that each one way passage through the door is counted as a
separate use.
The reverse of this spell, magic lock, is a powerful version of the 2nd
level wizard lock spell, but cannot be affected by a knock spell or by the
effects of any magical item. The magic lock causes any one portal to
become totally impassable as long as the magic remains; only the spell-
caster can use the portal. The spell can affect an empty 10'x
10'portal-like area (such as an empty doorway). The locked portal does not
change in,appearance. As with a magic door, the enchantment remains until
the portal has been used seven times or until removed by a dispel magic
spell.
Mass Invisibility*
Range:240'
Duration: Permanent until broken
Effect: Creatures or objects in 60' square area
This bestows invisibility (as the 2nd level spell) on several
creatures. All the recipients must be within an area 60' square within
240' of the magic-user. The spell will affect up to 6 dragon-sized
creatures, or up to 300 man-sized creatures. After the spell is cast, each
creature becomes invisible, along with all equipment it carries (as per
the invisibility spell, above). An invisible creature will remain
invisible until he or she attacks or casts any spell.
The reverse of this spell, (appear), will cause all invisible creatures
and objects in a 20'x 20'x 20' volume to become visible. Creatures on the
Astral and Ethereal planes are not within the area of effect; the spell
cannot reach across planar boundaries. All other forms of invisibility are
affected, both magical and natural, and all victims of this spell cannot
become invisible again for one full turn.
Power Word Stun
Range:120'
Duration: 2d6 or 1d6 turns
Effect: Stuns 1 creature of 70 hp or less
This lets the caster stun one victim within 120' (no saving throw). A
victim with 1-35 hit points is stunned for 2d6 turns; a victim with 36-70
hit points is stunned for 1d6 turns. No creature with 71 or greater hit
points is affected.
Reverse Gravity
Range: 90'
Duration: 1/5 round (2 seconds)
Effect: Causes victims in a 30' cubic volume to fall upward
This spell affects all creatures and objects within a cubic volume 30'x
30'x 30', causing them to "fall" in a direction opposite the normal
gravity. In two seconds, creatures and objects can "fall" a maximum of
65'. No saving throw is allowed, and all victims hitting a ceiling or
other obstruction take 1d6 points of damage per 10' "fallen." Note that
after the two seconds have elapsed, gravity returns to normal and all
victims will fall back to their original places, suffering more falling
damage. The DM should make a morale check for each NPC victim of this
spell.
Example: A magic-user casts this spell at a group of approaching giants
in a 40' tall room. The giants "fall" to the ceiling and then back to the
floor, each taking a total of 8d6 points of damage in the process: 4d6
from "failing" up and hitting the ceiling, and another 4d6 from failing
back down to the floor.
Statue
Range: 0 (Magic-user only)
Duration: 2 turns per level of the caster
Effect: Allows caster to turn to stone
This allows the magic-user to change into a statue, along with all
nonliving equipment he carries, up to once per round (to or from statue
form) for the duration of the spell. The caster can concentrate on other
spells while in statue
for, though he can cast no new spells while in this form. Although this
spell does not give him immunity to "turn to stone" effects (from a
gorgon's attack), the caster may simply turn back to normal one round
after becoming petrified.
While in statue form, the magic-user is armor class -4, but cannot
move. He cannot be damaged by cold or fire (whether normal or magical) or
by normal weapons. He does not breathe, and is thus immune to all gas
attacks, drowning, etc. Magical weapons and other spells (such as
lightning bolt) inflict normal damage on him. If a fire or cold spell is
cast at the magic-user while in normal form, the character need only win
initiative (with a + 2 bonus) to turn into a statue before the attacking
spell strikes.
Summon Object
Range: Infinite
Duration: Instantaneous
Effect: Retrieves one object from caster's home
By means of this spell, the magic-user can cause one nonliving object
to leave the spellcaster's home and appear in his hand. The object must
weigh no more than 500 cn (50 pounds), and may be no bigger than a staff
or small chest. The spellcaster must be very familiar with the item and
its exact location, or the spell will not work. The caster must also have
prepared the item beforehand by sprinkling it with a special powder that
costs 1,000 gold pieces per item prepared; the powder becomes invisible
and does not interfere with the item in any way. The spell cannot summon
items that have not been prepared in this fashion.
If the magic-user prepares a chest for use with this spell, fills the
chest with weapons and magical items, and then later tries to summon it to
him, the chest appears-empty. All its contents stay behind, where the
chest originally stood, since they have not been magically prepared for
use with the spell, and since the spell can summon only one prepared
object at a time.
If another being possesses the item summoned, it will not appear, but
the caster will know approximately who and where the possessor is. The
magic-user may use this spell from any location, even if the item summoned
is on another plane of existence.
Sword
Range:30'
Duration: 1 round per level of the caster
Effect: Creates a magical sword
When this spell is cast, a glowing sword made of magic, rather than
metal, appears next to the caster. The magic-user may cause it to attack
any creature within 30', simply by concentrating; the sword flies to the
target and attacks. If the caster's concentration is broken, the sword
merely stops attacking. It remains in existence for one round per level of
the spellcaster.
The sword moves very quickly, attacking twice per round and making its
attack rolls at the caster's level. Damage is the same as a two-handed
sword (1d10), but this magical creation is capable of hitting any target
(even those hit only by powerful magical weapons).
The sword cannot be destroyed before the duration ends, except by a dispel
magic spell effect (at normal chances of success) or a wish.
Teleport Any Object
Range: Touch
Duration: Instantaneous
Effect: Causes 1 object to teleport
This spell is similar to the 5th level teleport spell, but nonliving
objects can be affected. After casting this spell, the spellcaster may
touch one creature or object and cause it to teleport. The normal chance
of error apply (see the description of the teleport spell above)l an
object appearing too high will fall and probably break, while one
appearing too low will be destroyed instantly. If the spellcaster uses
this spell to teleport himself, there is no chance for error. The caster
may not deliberately choose a destination occupied by a solid object or in
open air above the ground.
The maximum weight affected is 500 cn (50 pounds) per level of the caster.
If an object is a solid part of a greater whole (such as a section of
wall), the spell will teleport a maximum of one 10'x 10'x 10' cube of
material. If the caster is trying to teleport a creature that weighs more
than the spell allows, the spell fails.
If another creature holds or carries the item which the caster is
trying to teleport, the creature may make a saving throw vs. spells (with
a -2 penalty). If the saving throw is successful, the teleport fails.
If the caster touches another creature, the target creature may make a
saving throw vs. spells (if so desired) to avoid being teleported, but
with a - 2 penalty to the roll.
Eighth Level Magical Spells
Clone
Range: 10'
Duration: Permanent
Effect: Grows one duplicate creature from a piece of the original creature
A clone is an exact duplicate of another living creature, grown from a
piece of the original through the use of this spell. The piece need not be
alive at the time the spell is cast.
A human or demihuman clone is rare and may be very dangerous. A clone
of any other living creature is a more commorlthing called a simulacrum. A
character can have only one clone at a time; attempts at making multiple
clones of a single character automatically fail. Undead and constructs
cannot be cloned, because they are not living creatures. (You could clone
someone from flesh taken before that person became undead, but he would
not be subject to the effects described below for situations where two
examples of the same person exist.)
Human and demihuman clones: To create a human or demihuman clone, this
spell must be cast on one pound of the person's flesh. This spell requires
the caster to use up other materials costing 5,000. gold pieces per Hit
Die of the original. The clone awakens only when fully grown; this takes
one week per Hit Die of the clone. When completed, the clone is not
magical and cannot be dispelled.
If the human or demihuman original is not alive when the clone
awakens, the clone has all the features, statistics (abilities), and
memories possessed by the original at the time the flesh was taken. This
is a very important point. For example, a 20th level magic-user might
leave a pound of flesh with a scroll of this spell, so that he might be
restored if lost; but if the character gains another ten levels of
experience and then dies, the clone will be the younger, less experienced,
20th level form.
If a clone duplicates a person still living, or if the original person
regains life, a very hazardous situation develops. Each form instantly
becomes aware of the other's existence. A partial mind- link exists
between them; each can feel the other's emotions (but no other thoughts).
If either one is damaged, the other takes the same damage (but may make a
saving throw vs. spells to take half damage). This effect does not apply
to charm, sleep, cures, or other effects that do not cause damage.
The clone is immediately obsessed with the need to destroy its
original and will do anything to accomplish this. From the time a clone
becomes aware of its original, it has one day per level of its creator
(i.e., the caster of the clone spell) to kill the original.
Example: A 25th level fighter dies. His friend the 34th level
magic-user, who possesses a pound of the fighter's flesh for this precise
purpose, bones him. Then someone else raises the fighter from the dead.
The clone becomes aware of his original and is compelled to kill him. He
has 34 days to do so-one day for every experience level of his creator.
If the clone succeeds in killing its original, it can continue with
its life normally; but if it fails and does not immediately die, it
becomes insane.
When a clone goes insane, the original creature permanently loses one
point of Intelligence and one point of Wisdom. The original may also
thereafter become insane (5% chance per day, not cumulative). If this
occurs, the victim and the clone die one week later, both forever dead and
unrecoverable even with a wish.
Special Note: If the original and the clone are kept on different
planes of existence, no mindlink occurs, and the clone is not compelled to
kill its original. No ill effects occur, and the two remain completely
unaware of their situation. If they ever occupy the same plane, the
mind-link occurs and cannot be broken thereafter except by the destruction
of the clone or its original.
Other clones: A clone of any other living creature (not a human of
demihuman) is called a simulacr-um. One percent of the original's flesh is
needed, and the cost of other materials is 500 gold pieces per hit point
of the original. As with a normal clone, the time required to grow a
simulacrum is one week per Hit Die of the original, A simulacrum always
obeys its creator (the spellcaster). It understands all the languages
spoken by the caster. Within a range of 10' per level of the caster, it
can receive mental commands if the creator concentrates on sending them.
A simulacrum is an enchanted monster. It can be blocked by a protection
from evil spell and is magical; a dispel magic spell can (subject to
normal chances of failure for that spell) cause it to vanish without a
trace.
The simulacrum's alignment is the same as that of the spellcaster,
regardless of the original creature's alignment. Its armor class, movement
rate, morale, and number of attacks are the same as the original's.
A simulacrum has only 50% of the original's Hit Dice, hit points, and
damage per attack. The DM rolls d100 for each special ability; it is
present in the simulacrum if the result is 01-50. However, a freshly grown
simulacrum never has any of the spells or spell-like abilities of the
original.
If the original creature is alive, the simulacrum does not grow beyond
this point. If the original creature dies (or is already dead), the
simulacr-um continues to increase in abilities, gaining an additional 5 %
per week to a maximum of 90% of the original's statistics. When complete,
the DM rolls again to see which special abilities previously missing are
gained, including spells and spell-like abilities (using the 90% chance
for each; all may be present).
Create Magical Monsters
Range: 60'
Duration: Two turns
Effect: Creates one or more monsters
This spell is similar to the 7th level create normal monsters spell,
except that it can create monsters with some special abilities (up to two
asterisks). The range and duration are double those of the lesser spell.
All other details are the same: the creatures are chosen by the caster,
appear out of thin air, and vanish at the end of the spell duration.
The total number of Hit Dice of monsters appearing is equal to the
level of the magic-user casting the spell (again, dropping fractions if
the caster's level is not an exact multiple of the creatures' Hit Dice).
The spell does not create humans or demihumans, but can create undead.
Creatures of 1 - 1 Hit Die count as 1 Hit Die; creatures of 1/2 Hit Die or
less count as 1/2 Hit Die each.
Special Note: This spell can create a construct (as defined in Chapter
14) if the spellcaster uses the materials normally requited for the
construct's creation. Only one construct will appear, regardless of the
caster's Hit Dice; but it is permanent, and does not vanish at the end of
the spell duration-though it still may be dispelled at normal chances of
success. This construct may have only two asterisks (special abilities) or
less; see Chapter 14 for lists of the known types of constructs and the
number of special abilities they have. The cost of materials is a minimum
of 5,000 gold pieces per asterisk (or more, depending on your campaign).
Chapter 16 contains more rules for enchanting magical items (including
constructs), and has suggestions regarding nondispellable constructs.
Dance
Range: Touch
Duration: 3 or more rounds
Effect: Causes 1 victim to dance
This spell causes one victim to prance madly about, performing a jig or
other dance, for 3 or more rounds. The magic-user must touch the victim
for the spell to take effect (a normal attack roll). The victim gets no
saving throw, and can not attack, use spells (or spell-like abilities), or
flee. While dancing, the victim suffers a -4 penalty to his saving throws,
and a +4 penalty to his armor class.
The duration is three rounds for a caster of 18th to 20th level; four
rounds for levels 21-24, five rounds at levels 25-28, six rounds at levels
29-32, and seven rounds at levels 33-36.
Explosive Cloud
Range: 1'
Duration: 6 turns
Effect: Creates a moving poisonous cloud
This spell creates an effect which looks identical to the 5th level
cloudkill spell (a 20' tall cloud of greenish gas 30' in diameter
appearing next to the caster). The cloud is only mildly poisonous; all
victims within it must make a saving throw vs. spells or be paralyzed that
found. Each victim within the cloud makes a new saving throw each round.
The cloud is filled with sparkling lights (visible only to those within
it), which are small explosions. Each round, those within the cloud take
damage from the explosions, with no saving throw allowed. This damage is 1
point for each two levels of experience of the magic-user, rounded down (9
points at 18th or 19th level, 10 points at 20th or 21st level, etc.). This
explosive damage will affect any creature, including those immune to fire,
gas, electricity, and other special attacks.
Force Field
Range: 120'
Duration: 6 turns
Effect: Creates an invisible barrier
This spell creates an invisible, immovable barrier or object of pure
force. It has almost no thickness, but cannot be broken or destroyed by
any means except a disintegrate spell or a wish; even a dispel magic spell
cannot affect it. A force field's shape is limited to a sphere,
hemisphere, a flat surface, a cylinder, a square or rectangular box with
flat sides, or part of such a box. The sphere's radius can be a maximum of
20'. The flat surface of combinations thereof may be up to 5,000 square
feet in total area. The force Field cannot be irregular in shape, and its
surface must be perfectly smooth. It can be as small as the caster
desires.
The force field will not appear within any solid or creature. Any part
of it that would do so will not appear, leaving a hole in the force
field-normally, a hole large enough for the victim to escape through.
Furthermore, the edges of the field are blunt and cannot cause damage in
any way. The force field will stay where it is put until it disappears,
and cannot be moved by any means but a wish.
Creature(s) completely enclosed by a sealed force field will not starve,
suffer from lack of air, or otherwise be harmed by the encasement. A
sealed force field magically preserves any within it from natural death.
This does not prevent damage or death from attacks by others within the
force field.
Nothing can pass through a force field. Spells, missiles, blows, breath
weapons, and all other attack forms merely bounce off it. However, a
teleport or dimension door spell can bypass it; these spells allow the
caster to travel into of out of the field without harming the field. The
force field exists only on one plane of existence. Thus, planar travel
(via gate or other means) can also bypass it.
Though most often used as a barrier or cage, a force field can easily be
used to create an invisible floor, stairway, chair, or other object. A
force field can be made permanent, but the permanence spell is still
subject to dispel magic, and if removed, the force field disappears
immediately. Even if treated with a permanence spell, a force field will
always vanish if struck by a disintegrate spell or wished away.
Mass Charm*
Range:120'
Duration: Special (as charm person spell)
Effect: 30 Levels of creatures
This spell creates the same effect as a charm person or charm monster
spell, except that the spell affects 30 levels (or Hit Dice) at once. Each
victim may make a saving throw vs. spells to avoid the charm, but with a
-2 penalty to the toll. The spell will not affect a creature of 31 of more
levels or Hit Dice.
The duration of each charm is determined by the victim's Intelligence
(see charm person, above). If the magic-user attacks one of the charmed
victims, only that one creature's charm is automatically broken. Any other
charmed creatures seeing the attack may make another saving throw, but
other creatures' charms are not affected.
The reverse of this spell, remove charm, will unfailingly remove all
charm effects within a 20'x 20'x 20' volume. It will also prevent any
object in that area from creating charm effects for one turn.
Mind Barrier*
Range: 10'
Duration: 1 hour per level of the caster
Effect: Protects against mind-affecting spells and items
This spell affects one creature; an unwilling recipient may make a
saving throw vs. spells to avoid the effect.
The spell prevents any form of ESP clairvoyance, ciqirqudience,
crystal ball gazing, or any other form of mental influence or information
gathering (such as by a contact higher plane or summon object) from
working on the target creature. The caster of recipient simply does not
exist for the purposes of those and similar spell effects for the duration
of the mind barrier spell.
In addition, the recipient gains a bonus of + 8 to saving throws against
mind-influencing attacks, such as all forms of charm, illusion 2nd
phantasms, feeblemind, and the like. (However, a roll of 1 always fails
the saving throw, regardless of adjustments.)
The reverse of this spell, open mind, causes the victim touched to be
vulnerable to all the mind-influencing attacks given above. All the
victim's saving throws against such effects are penalized by - 8 for the
duration of the spell. This reversed spell must be cast by touch,
requiring a normal attack roll.
Permanence
Range: 10'
Duration: Permanent until dispelled
Effect: Causes one magical effect to become permanent
By means of this spell, the magic-user can cause one other magic-user
spell effect of 7th level or less to become permanent. This spell will not
make permanent any spell which has an "instantaneous" or "permanent"
duration (such as dispel magic, Fireball, lightning bolt, etc.); clerical
spells and 8th or 9th level magic-user spells also cannot be made
permanent.
The DM can declare that the permanence spell will not work with any
other specific spell. Whenever a character wishes to cast the spell, the
DM should carefully consider whether permanence will affect the other
spell. Certain spell combinations could seriously affect a campaign's game
balance, and the DM should carefully regulate all uses of this spell.
A permanence spell lasts until dispelled by a dispel magic spell from
either the caster or some higher-level spellcaster (at normal chances for
success). When the permanence spell is dispelled, the other spell effect
vanishes immediately.
Except for weapons, an item can only receive one permanence spell, and
a creature can receive two at most. If a permanence spell is cast on an
item or area that already has one in effect (or a creature which already
has two, or a weapon which already has five), both permanence spells
automatically fail. A weapon may have up to five permanent effects, but a
25 % (noncumulative) chance of failure applies to each permanence after
the first. Furthermore, if the permanence fails, it destroys the weapon
completely.
Some spells used on a creature that are commonly made permanent are:
detect magic, protection from evil, read languages, read magic, detect
invisible, and fly. Some spells commonly made permanent on areas are
light, phantasmal force, confusion, and cloudkill.
A magic-user does not need a permanence spell to make any permanent
magical item. Using permanence to bind a spell to an object is not the
same as enchanting the object. Enchanted objects are more durable and
permanent than objects which have merely had spells permanently placed
upon them.
Polymorph any Object
Range:240'
Duration: See below
Effect: Changes form of one object of creature
This spell is similar to the 4th level polymorph others spell, except
that it will affect objects as well as creatures. If the object is part of
a greater whole (such as a section of wall), the spell will affect up to a
10'x 10'x 10' volume. A creature may avoid the effects if it successfully
makes a saving throw vs. spells is made at a -4 penalty to the roll.
The duration of the polymorph depends on the degree of the change.
There are three basic kingdoms of all things-animal, vegetable, and
mineral. If an object is polymorphed to one of a nearby kingdom
(animal-vegetable, vegetable- mineral) the spell's duration is one hour
per level of the caster. If the change is from animal to mineral (or the
reverse), it lasts for one turn per level of the caster. If no change in
kingdom occurs (for example, if a creature is polymorphed into some other
creature), the change is permanent until removed by a dispel magic spell
(at normal chances for success).
Note that creatures created by means of this spell are not
automatically friendly. A polymorph cannot affect a creature's age or hit
points. (See the 4th level polymorph self and polymorph others spells for
other guidelines.)
This spell will not affect a creature which has more than 2 x the
spellcaster's experience levels in Hit Dice. For example, a 20th level
magic- user cannot affect a creature with 41 or more Hit Dice.
Power Word Blind
Range:120'
Duration: 1-4 days or 2-8 hours (see below)
Effect: Blinds 1 creature with 80 hit points or less With this spell, the
caster may blind one victim within 120' (no saving throw). A victim with
1-40 hit points is blinded for 1d4 days; one with 41-80 hit points is
blinded for 2d4 hours. The spell does not affect creatures with 81 or more
hit points.
A blinded victim suffers penalties of - 4 on all saving throws and +4
on armor class. A cleric's cure blindness or cureall spell will not remove
this blindness unless the cleric is of a level equal to or higher than the
caster of the power word blind.
Steelform
Range: Touch
Duration: Permanent
Effect: Creates up to 500 square feet of steel
This spell is effectively identical to the 7th level ironform spell.
However, the material created is of weapon-quality; a swordmaker with this
spell could cast the spell and create a finely- crafted, high-quality
sword in 12 turns (two hours) or less.
Following the same general guidelines as iron- form, a steel wall will
have an AC of -10(2) and about 20 hit points per 1" thickness.
Symbol
Range: Touch
Duration: Permanent
Effect: Creates one magical rune
This spell creates a written magical drawing (a "rune") of great
power. There are six kinds of symbols; the caster must select one when the
spell is memorized. The rune may be placed on an object (such as a door or
wall) or placed in mid-air. The rune cannot move; if placed on a creature
or moving object, it will remain at that point when the surface moves
(possibly floating in mid-air).
When any living creature passes over or through the rune, or touches
the object on which the rune is inscribed, or (foolishly) reads the rune,
the rune's effect takes place immediately (no saving throw).
There is one exception: a magic-user, and any other creature which can
normally cast magic- user spells (high-level thieves with scrolls do not
count!), may make a saving throw vs. spells if he merely reads or touches
(rather than passes) the symbol. If the saving throw is successful, the
symbol has no effect.
All symbols look similar to normal writings.
Six symbols and their effects are given below; the DM may create
others (such as polymorph, teleport, charm, geas, etc.).
Death: Slays any creature with 75 hit points or less; does not affect
a creature with 76 hit points or more.
Discord: The victim attacks allies (if any) or is otherwise confused
(as the 4th level confusion spell). The effect is permanent until removed
by a dispel magic spell (at normal chances for success) or by a cleric's
cureall spell.
Fear: The victim immediately runs away from the symbol, at his Running
Speed, for 30 rounds (as the wand).
Insanity: The victim becomes insane, and can not attack, cast spells,
or use special abilities or items. The victim may walk, but must be
carefully tended or may run away. This effect is permanent until removed
by a dispel magic spell (at normal chances for success) or by a cleric's
cureall spell.
Sleep: The victim falls asleep, and cannot be awakened. The victim
will wake normally in 1d10+10 (11-20) hours or if dispel magic is used to
negate it (at normal chances for success).
Stunning: Affects any creature with 150 or fewer hit points. The
victim is stunned for 2d6 turns (as the power word stun spell).
Travel
Range: 0 (caster only)
Duration: One turn per level of the caster
Effect: Allows aerial or gaseous travel
This spell allows the magic-user to move quickly and freely, even
between the planes of existence. The caster (only) may fly in the same
manner as given by the magic-user's spell, at a rate of 360' (120'). The
caster can also enter a nearby plane of existence, simply by concentrating
for one round. He may enter a maximum of one plane per turn.
The magic-user may bring one other creature for every five levels of
experience (rounded down; for example, a 28th level magic-user could bring
five other creatures on the journey). To bring others, he must touch them,
or they must touch him, while the spell is cast and the shift is made. Any
unwilling creature can make a saving throw vs. spells to avoid the effect.
The caster must take the others with him-he cannot send them while
remaining behind.
While this spell is in effect, the magic-user (only) may assume
gaseous form by concentrating for one full round. (If he is interrupted,
no change occurs.) Unlike the potion effect, all equipment carried also
becomes part of the same gaseous cloud. In this form, the caster may
travel at double the normal flying rate: 720' (240'). While gaseous, the
magic-user cannot use items or cast spells, but also cannot be damaged
except by magic (weapons or certain spells). Also, a gaseous being cannot
pass through a protection from evil spell effect or an anti-magic shell.
Ninth Level Magical Spells
Contingency
Range: Touch
Duration: Indefinite (see below)
Effect: Prepares one spell
This powerful spell acts as a trigger for one stated magic-user spell;
this second spell must be of 4th level of less that does not normally
cause damage.
While casting a contingency spell, the magic- user must describe one
situation and the spell which is contingent upon it. When that situation
next occurs, the contingent spell effect triggers automatically and
immediately, as if cast at that time.
Examples of proper use:
"When I am touched or struck by any living creature that is not a Lawful
or Neutral cleric, except for my friends Charley McGonigle and Sally
Silvernose (contingency), then cast charm monster on the creature touching
or striking me (spell)."
"When I have eight hit points or less and am about to be damaged
(contingency), then cast dimension door on myself to take me to a
destination one inch above ground level directly upward; or, if that is
greater than 360' away, to the furthest unoccupied area within range that
I have seen within the 12 hour period prior to the existence of this
contingency (spell effect)."
No item or creature can have more than one contingency spell cast on it;
not even a wish can allow multiple applications. The contingency described
can be as detailed or as simple as desired,. but is somewhat limited in
effect: It must pertain to something within 120' of the triggering event.
A contingency based on a far-off occurrence is beyond the spell's
capacity. The target and effect of the secondary spell must always be
specified, and if any necessary details are lacking, the secondary spell
does not occur.
A contingency spell effect has no maximum duration. It may remain for
centuries before the situation described comes to pass.
Create Any Monster
Range: 10'
Duration: 3 turns
Effect: Creates one of more monsters
This spell is similar to the 7th level spell create normal monsters and
the 8th level spell create magical monsters, but with fewer limitations on
the types of creatures appearing.
The range and duration are triple those of the 7th level version. The
spell cannot create humans and demihumans, but can create any other
creature, regardless of the number of special abilities (asterisks).
However, if the caster wants to create a creature with three or more
asterisks, the caster must have carefully studied one (either alive or
dead) for at least one hour to be able to create another with this spell.
As with the lesser spells, the maximum number of Hit Dice of creatures is
equal to the level of the caster.
To create a construct (as described in Chapter 14), the caster must
obtain the proper materials necessary to create the construct. The spell
will create only one construct, regardless of the caster's Hit Dice; but
it is permanent, and does not vanish at the end of the spell duration.
(However, a dispel magic spell, with normal chances of success, can
destroy this type of construct.)
As with the 8th level spell, the cost of materials required to create a
construct is a minimum of 5,000 gold pieces per asterisk (or more,
depending on your campaign). If the construct has four or more asterisks
(such as a golem), the cost is doubled (or more; ask your DM). Chapter 16
contains more rules for enchanting magical items (including constructs),
and has suggestions regarding nondispellable constructs.
Created monsters of all types can be blocked by protection from evil
or anti-magic shell effect.
Gate*
Range:30'
Duration: 1d10 x 10 (1- 100) turns or I turn
Effect: Opens a portal to another plane
When the magic-user casts this spell, he must name one target: the
Ethereal Plane, the Astral Plane, one of the four elemental planes, or one
outer plane. He must also name a resident of that plane, usually that of
an Immortal, a ruler of the plane. The spell opens a direct connection to
the other plane of existence.
A gate to an outer plane remains open for only one turn. Any other gate
remains open for 1d10x10 (1-100) turns, and there is a 10% chance per turn
that some other-planar creature will wander through the gate while it is
open.
A gate to an elemental plane actually creates a vortex and a wormhole,
and a wish may be used to make them permanent. Planes, vortexes, and
wormholes are described in Chapter 18.
Contact with an outer plane is dangerous, and the magic-user must know
and speak the name of the Immortal he wishes to contact. The Immortal he
calls will probably (95 % chance) arrive in 1d6 rounds, but there is a 5%
chance that some other being from the outer planes will respond. When the
being arrives, it immediately looks for the spellcaster.
If the caster does not have an excellent reason for opening the gate,
the being will probably destroy the caster. Even if the caster provides an
excellent reason, the being may merely leave immediately, showing no
interest. If the reason is of supreme importance to the magic-user and of
some interest to the being (DM's discretion), it may actually help for a
short time.
The reverse of this spell, close gate, will close a gate created by
normal form of the spell. It can also be used to close a permanent gate to
a nearby plane (such as an elemental vortex). But the spell cannot affect
an Immortal; it cannot, for instance, make him leave if he chooses to
stay.
This spell's effect is identical to that of the 6th level cleric spell
cureall. When used to cure wounds, it cures nearly all of the damage,
leaving only 1d6 points of damage remaining. It can instead remove a
curse, neutralize a poison, cure a disease, cure blindness, or even remove
a feeblemind effect.
Immunity
Range: Touch (one creature)
Duration: One turn per level of the caster
Effect: Bestows immunity or resistance to some spells and weapons
This spell gives the recipient total immunity to all 1st-, 2nd-, and
3rd level spells. Furthermore, 4th- and 5th level spells have only half
normal effect, or one-quarter normal if the victim makes a successful
saving throw. Any spell effect that is quantifiable is reduced in effect;
these effects include reductions in duration, bonuses, penalties, damage,
etc. Round fractions off in the recipient's favor.
The recipient is also completely immune to all missiles (normal or
magical), as well as normal and silver weapons; he takes half damage from
magical hand-held weapons. This applies only to weapons; claws, bites,
breath weapons, and other natural attack forms are not blocked.
By concentrating, the recipient can drop the protection, allowing
spells (such as cure wounds) to have normal effects for that round. If
dropped, the immunity is absent for one round (including the protection
from weapons), but returns automatically at the end of the round.
A carefully worded wish spell can extend this protection, giving
immunity to 4th level spells and +1 weapons, and half normal effect from
5th and 6th level spells. No further improvements are possible.
Maze
Range:60'
Duration: See below (1d6 turns, 2d20 rounds, 2d4 rounds, or 1d4 rounds)
Effect: Traps one creature
This spell creates an indestructible maze in the Astral Plane and
places one victim into the maze (he gets no saving throw). The
intelligence of the victim determines the time he needs to escape the
maze.
Maze Duration
Victim's Time Required
Intelligence To Escape
Non to Low (1-8) 1d6 (1-6) turns
Average ( 9-12) 2d2O (2-40) rounds
High (13-17) 2d4 (2-8) rounds
Genius (18+) 1d4 (1-4) rounds
When he escapes the maze, the victim returns to the exact place from
which he originally disappeared.
Meteor Swarm
Range:240'
Duration: Instantaneous
Effect: Creates four of eight meteor-fireballs
This spell creates either 4 or 8 meteors (at the caster's choice). Each
meteor can be aimed at a different target within range, but only one
meteor can be aimed at any one creature. Each meteor slams into its target
and explodes like a fireball (affecting all creatures within a 20'
radius).
If the caster creates four meteors, each strikes for 8d6 (8-48) points
of damage and then explodes for 8d6 (8-48) points of fire damage. If
the caster creates eight smaller meteors, each strikes for 4d6 (4-24)
points and then explodes for 4d6 more points of fire damage. Note that if
the meteors are aimed accurately, a victim or area might find itself
within overlapping blasts and thus take explosion damage multiple times.
The player rolls damage for each strike and blast separately. A meteor
never misses its target. Any victim struck by a meteor takes full
"strike" damage (no saving throw). Each victim within a blast radius may
make a saving throw vs. spells to take only half of the given blast
damage. Even fire-resistant and fire-using creatures are fully affected by
strikes from a meteor swarm, although they might be resistant to the fiery
explosions. A separate saving throw must be made for each blast the
character contacts.
Power Word Kill
Range:120'
Duration: Instantaneous
Effect: Slays or stuns one or more creatures
This spell enables the caster to affect one or more victims within
120' (no saving throw). Exception: A magic-user, and any creature which
can cast magic-user spells, may make a saving throw vs. spells to avoid
this effect, with a -4 penalty to the roll.
A single victim with 1-60 hit points is automatically slain; one with
61-100 hit points is stunned (as power word stun) and unable to act for
1d4 turns, No creature with 101 or more hit points is affected.
The spell can also be used to slay up to five victims if each has 20
hit points or less (again, no saving throw).
Prismatic Wall
Range:60'
Duration: 6 turns
Effect: Creates a multi-colored barrier
This spell creates a barrier of many colors with a glittering
appearance as if from light shining through a prism. This wall is 2"
thick, with 1/8" between the colors. The effect must be either a sphere
with a radius of 10', centered on the caster, or a flat surface (vertical
or horizontal) of up to 500 square feet in area.
Whatever its form, the prismatic wall cannot be moved (even by a
wish). The caster may pass through it freely and unharmed, with any items
he chooses to carry. All other creatures and objects contacting or passing
through the prismatic wall are affected by its magic, starting with the
first color they contact.
It takes powerful magic to break through the wall. A wish spell or a
rod of cancellation will remove the three outermost remaining colors, but
that's all.
To break through a prismatic wall, an attacker must attack it with a
specific sequence of spells. Each spell will cancel one color of the
prismatic wall. These remedy spells, shown on the chart below, must be
cast in the correct order (first, any magical cold to remove the red
layer; then, any magical lightning to remove the orange layer; and so on).
When cast successfully, each spell causes the appropriate color to
disappear from the wall. When all layers are gone, so is the wall. A
person with an active anti-magic shell (including the caster of the
prismatic wall) will not be able to pass through the wall, but the attempt
will not damage either the anti-magic shell or the prismatic wall.
The prismatic wall extends into the nearest plane of existence (the
Ethereal Plane, if cast on the Prime Plane), appearing there as an
indestructible solid wall. Planar and dimensional travel can therefore not
bypass it. The colors and effects of a prismatic wall are always the same;
when created, the violet side is always closest to the caster. The effects
and colors of the prismatic wall are summarized below.
Prismatic Wall Effects
Color Effect Negated By
Red Blocks all magical missiles; Any magical cold
inflicts 12 points of damage
(no saving throw allowed)
Orange Blocks all nonmagical missiles; Any magical lightning
inflicts 24 points of damage
(no saving throw allowed)
Yellow Blocks all breath weapons; Magic missile spell
inflicts 48 points of damage
(no saving throw allowed)
Green Blocks all detection spells Passwall spell
(crystal balls, ESP, etc.);
saving throw vs. poison or die
Blue Blocks all poisons, gases, and Disintegrate spell
gaze attacks; anyone touching it
must make a saving throw vs.
turn to stone or be petrified
Indigo Blocks all matter; anyone Dispel magic spell
touching it must make a saving
throw vs. spells or be
gated to a random
outer plane, and possibly (50%)
lost forever
Violet Blocks magic of all types; anyone Continual light spell
touching it must make a saving
throw vs. wands or be struck
unconscious and insane (curable
only by a cureall spell
or a wish)
Shapechange
Range: 0 (caster only)
Duration: One turn per level of the caster
Effect: Caster may change form
This spell is similar to the 4th level polymorph self spell, but is
far more powerful, The caster actually becomes another creature or object
in all respects except the mind, hit points, and saving throws. The caster
takes his new armor class, attack rolls, special attack forms, immunities,
and all other details from the form he has taken.
A magic-user cannot cast spells in any form except that of a bipedal
humanoid (demihuman, goblin, ogre, giant, etc.). The caster cannot take a
completely unique form (such as that of a specific character, Elemental
Ruler, of Immortal). He can gain the likeness but not the abilities of
another character class. When wearing another form, he can only cast
spells from his own memory; he can't cast from scrolls of his spell book.
He cannot assume huge inanimate forms; if he tries to, the form will be a
maximum of one foot tall per experience level of the caster and 100 cn
weight per level.
Except for these limits, the caster can become any creature or object
that he or she has ever seen. He cannot change into imaginary or
unfamiliar creatures; unless there are ten-armed trolls in your campaign,
for example, he cannot turn into one. The caster may change shape at will
during the spell's duration; each change requires a full round of
concentration.
Note that the caster does assume the flaws of the new form as well as
its strengths. If, for example, the caster is struck by a sword +2, +5 vs.
dragons while in dragon form, the +5 bonus applies against his new form.
This spell effect cannot be made permanent and is subject to dispel
magic. During the spell duration, the caster cannot pass through any
protection from evil or anti-magic shell span effect.
Survival
Range:Touch
Duration: One hour per level of the caster
Effect: Protects one creature against all non- magical environmental
damage
This spell protects the recipient from adverse conditions of all types,
including normal heat or cold, lack of air, and so forth. While the spell
is in effect, the caster needs no air, food, water, or sleep. The spell
does not protect against magical damage of any type, attack damage,
poisons, breath weapons, or physical blows from creatures. It does protect
against all damage caused by natural conditions on other planes of
existence.
For example, a cleric might use this spell: in a desert or blizzard to
prevent damage from the natural conditions; underground or underwater,
enabling survival without air; in space, to magically survive in vacuum;
or on the elemental plane of Fire, to protect against conditional fire
damage.
Timestop
Range: 0 (caster only)
Duration: 2-5 rounds
Effect: Allows caster to act for 1d4 + 1 (2-5) rounds while everything
else "stops"
To the caster, this spell seems to stop time. It speeds the caster so
greatly that all other creatures seem frozen at their Normal Speeds, in
"normal time." From the caster's point of view, the effect lasts for 1d4+1
(2-5) rounds. The caster may perform one action during each of these
magical rounds.
Normal and magical fire, cold, gas, etc. can still harm the caster.
While the timestop is in effect, however, other creatures are invulnerable
to the caster's attacks and spells. Spells with durations other than
"instantaneous" may be created and left to take effect when time resumes.
Note that no time elapses while this spell is in effect; durations of
other spells cast start after the timestop ends.
The spellcaster cannot move items held by those in "normal time," but
can move other items that are not "stuck"' including those worn or carried
by others. The caster is completely undetectable by those in "normal
time." However, the magic-user cannot pass through a protection from evil
or anti-magic shell while under this spell's effect.
Wish
Range: Special
Duration: Special
Effect: Special
A wish is the single most powerful spell a magic-user can have. It is
never found on a scroll, but may be placed elsewhere (in a ring, for
example) in rare cases. Only magic-users of 36th level and with an 18 (or
greater) Wisdom score may cast the wish spell.
Wording the Wish: The player must say or write the exact wish his
character makes. The wording is very important. The wish will usually
follow the literal wording, and whatever the intentions of the magic-user.
The DM should try to maintain game balance, being neither too generous
nor too stingy in deciding the effects of a wish. Even a badly phrased
wish, made with good intentions, may have good results. However, if the
wish is greedy, or made with malicious intent, the DM should make every
effort to distort the results of the spell so that the caster does not
profit from it. If necessary, the DM can even disallow the wish; it would
then have no effect. Whenever a wish fails or is misinterpreted, the DM
should explain (after the game) the problem or flaw in the phrasing.
Here are some examples of faulty wishes:
"I wish that I knew everything about this dungeon" could result in the
character knowing all for only a second, and then forgetting it.
"I wish for a million gold pieces" can be granted by having them land
on the character (that's 100,000 pounds of gold!), and then vanished.
"I wish to immediately and permanently possess the gaze power of a
basilisk while retaining all of my own abilities and items" is a carefully
worded wish that's out of balance. Characters able to use these high-level
spells are already quite powerful. This wish could result in the character
growing a basilisk head in addition to the character's own head.
A wish cannot be used to gain either experience points or levels of
experience.
Possible Effects: A properly worded wish can substitute for any other
magical spell of 8th level or less, or any clerical or druidic spell of
6th level or less, at the DM's discretion. This common use of a wish is
more likely to succeed with little chance for error than other uses of the
spell.
Otherwise, if the wish is used to harm another creature, the victim
may make a saving throw vs. spells. If the save is successful, the victim
takes half the ill effects and the other half rebounds on the caster (who
may also save to avoid it, but with a -4 penalty to the roll). If the
wish will inconvenience someone without harming him (for example, by
causing him to teleport into a prison cell), the victim gets no saving
throw.
A character can use a wish to gain treasure, up to a maximum of 50,000
gold pieces per wish. However, the caster loses 1 experience point per
gold piece value of treasure gained, and this loss cannot be magically
restored.
The magic-user can use a wish to temporarily change any one ability
score to a minimum of 3 or maximum of 18. This effect lasts for only six
turns.
Wishes can also be used to permanently increase ability scores, but the
cost is very high: You must cast as many wishes as the number of the
ability score desired. All the wishes must be cast within a one-week
period.
You may raise an ability score only one point at a time. To raise your
Strength from 15 to 16 takes 16 wishes. To then raise it to 17 will take
an additional 17 wishes. Wishes cannot permanently lower ability scores.
A wish cannot raise the maximum experience level for human characters;
36th level is an absolute limit. However, one wish can allow demihumans to
gain one additional Hit Die (for a new maximum of 9 for halflings, 11 for
elves, and 13 for dwarves). This affects only hit points, and does not
change any other scores (such as attack rolls, elves' number of spells,
etc.).
A wish can change a demihuman to a human, or the reverse. Such a change
is permanent, and the recipient does not become magical. Halflings and
dwarves become fighters of the same level. Elves become magic-users or
fighters (but not both), at the choice of the caster of the wish. The
changed character would then gain levels of experience normally. A human
changes to the same level demihuman, but no higher than the normal racial
maximum.
If one character casts a wish to change another's character c@s, the
victim (at his option) may make a saving throw vs. spells with a +5 bonus
to resist the change.
A wish can sometimes change the results of a past occurrence. This is
normally limited to events of the previous day. A lost battle may be won,
or the losses may be made far less severe, but impossible odds cannot be
overcome completely. A death could be changed to a near- death survival; a
permanent loss could be made temporary. The DM may wish to advise players
when their wishes exceed the limit of the spell's power (or his patience).
Important Note: Whenever an effect is described as being unchangeable
"even with a wish," that statement supersedes all others here.
Wishes can cause great problems if not handled properly. The DM must
see that wishes are reasonably limited or the balance and enjoyment of the
game will be completely upset. The DM should not allow wishes that alter
the basics of the game (such as a wish that dragons can't breathe for
damage). The more unreasonable and greedy the wish is, the less likely
that the wish will become reality.
61
Equipment
Characters who throw themselves into dangerous situations tend to
survive a lot longer of they have the right tools and equipment for each
situation. In this chapter, we list most of the normal equipment characters
will need in a game.
Money
Some quick notes on money in the D&D game:
Starting Gold. Beginning characters receive a one-time sum of 3d6 x 10
gold pieces. This represents money saved up by the character before he
embarked on his adventuring career, or money given to him by his family
before he left home. It should be spent on weapons, armor, and equipment;
the DM may have recommendations as to what the characters should buy. When
first created, the character also can be assumed to own two or three sets of
plain clothes, a pair of shoes, a belt, and a belt-pouch.
Abbreviations: The game commonly uses the following abbreviations.
platinum pieces = pp
gold pieces = gp
electrum pieces = ep
silver pieces = sp
copper pieces = cp
Conversions: You can convert money from one type to another using the
following values.
1 sp = 10 cp
1 ep = 5 sp = 50 cp
1 gp = 2 ep = 10 sp = 100 cp
1 pp = 5 gp = 10 ep = 50 sp = 500 cp
Weapons
Most characters will want to carry one or more reliable weapons. The
Weapons Table shows the weapons available in the D&D game. Some of these
weapons have special effects that are Some of the weapons in the table will
look very similar to one another. But these weapons often demonstrate
substantial differences if you also use the optional weapon mastery rules
described in the next chapter.
Weapon information in the table is defined as follows:
* Item gives the weapon's name.
* Damage shows the amount of damage the
weapon does; if the column shows "1d6" for instance, you'd roll 1d6, for a
result of I to 6 points of damage whenever you hit with that weapon.
* Range shows the range characteristics of the weapon if it fires
projectiles or can be thrown. A number like "60/120/180," for example, means
that the weapon is at short range (for the indicated + 1 to attack roll
modifier) from 11 to 60'; it is at medium range (for no attack roll
modifier) from 61' to 120'; and it is at long range (for a - 1 to attack
roll modifier) from 121' to 180'. Beyond 180', it cannot hit a target. These
distances are measured as feet indoors and as yards outdoors; for example, a
crossbow that can fire 180' ins1de a dungeon can launch its quarrel 180
yards outs1de.
* Cost (gp) shows how much it costs to buy the weapon in gold pieces(gp).
Other Weapons:
Blowgun, up to 2' Nil 10/20/30 3 6 a,m,s,w,S
Blowgun, 2'+ Nil 20/25/30 6 15 a,m,s,w,2H,M
Bola 1d2 20/40/60 5 5 s,t,M
Cestus 1d3 5 10 s,S
Holy Water 1d8 10/30/50 25 1 C,S,t,W,S
Net Nil 10/20/30 n n s,t,w,M or L
Oil, Burning 1d8 10/30/50 2 100 C,S,t,W,S
Rock, Thrown 1d3 10/30/50 1/10 10 C,t,W,s
Sling 1d4 40/80/160 2 20 c,m,w,S
Whip 1d2 1/ft 10/ft s,w,m
(For explanations of Notes, see the next page.)
Weapons Table (Notes)
a The weapon's normal load of ammunition is already included in the weapon's
encumbrance (bow: 20 arrows; crossbow: 30 quarrels; sling: 30
stones; blowgun: 5 darts). If you want to vary the number of
missiles you carry with the missile weapon, 2 arrows equal 1 cn in
encumbrance, 3 quarrels equal 1 cn, 5 sling stones equal I cn, and 5
darts equal I cn. Therefore, a long bow without arrows has an
encumbrance of 20 cn; a light crossbow without quarrels has an
encumbrance of 40 cn.
c Clerics may use this weapon. Druids may, too, if they can find a form of
this weapon with no metal or stone parts.
m Missile weapon; never used as a melee weapon.
n A net's cost and encumbrance are based on its size. Nets cost I sp per
square foot of surface area and have an encumbrance of 1 cn per square
foot. A Medium net (6'x 6') would cost 36 sp (3.6 gp) and have an
encumbrance of 36 cn.
r This weapon can be thrown, but is only rarely used this way; only
characters at the Expert or greater level of weapon mastery can
throw this weapon in combat.
s This weapon has special features; read the weapon description.
t This is a hand weapon that may also be thrown.
v This weapon may be set vs. a charge.
w Magic-users may use this weapon at the DM's discretion.
HH This weapon can be used either one-handed or two-handed. Used two-handed,
it operates similarly to two-handed weapons (i.e., the wielder
cannot use a shield when using the weapon this way). However, a
character using this weapon, even in its two-handed style, does not
automatically lose individual initiative. Halflings and other small
races can use this weapon.
2H This weapon requires two hands for use. The wielder of the weapon may not
use a shield and always loses individual initiative to characters
not using a two-handed weapon. Halflings and small races cannot use
this weapon.
S Small weapon.
M Medium weapon.
L Large weapon.
Weapon Special Effects Table
Victim's Bonus to Failed Saving Throw Results*
Level or Saving Bola, Net,
Hit Dice Throw Blackjack or Whip Blowgun
Up to 1 None Knockout Entangle By poison
1 + 1 to 3 +1 Knockout Entangle By poison
3 + 1 to 6 +2 Stun Slow By poison
6 + 1 to 9 +3 Stun Slow By poison
9 + 1 to 12 +4 Delay Delay By poison
12 + or more +5 Delay Delay By poison
* The effects of successful saving throws are explained in each weapon's
description.
Ammunition Table
Standard Enc
Type of Load (# of Cost of shots
Weapon Ammunition Shots) (gp) per cn)
* Enc (cn) shows how much encumbrance the weapon has, measured in
coin-weights (cn). One coin weighs one-tenth of a pound. Remember that the
more encumbrance a character is carrying, the slower he moves.
* Notes refers you to the description section that describes weapon
characteristics. Sometimes a weapon that looks unimpressive on the chart
will have special features listed in the Notes column, and those special
features might make them very useful weapons indeed.
Ammunition
Missile weapons such as bows eventually run out of ammunition; here's
what it costs to buy additional ammunition.
These figures apply for any type of weapon that goes by the name shown.
Arrows cost the same, come in the same standard loads, and have the same
encumbrance for a short bow as for a long bow; darts for a short blowgun are
identical to those for a long blowgun.
Silver-tipped arrows and quarrels are like ordinary missiles, except
that their arrowheads are made of silver, which is useful when fighting cer-
tain monsters. Such arrows are comparatively expensive and are usually sold
by the arrow, rather than in batches of 20 or 30. Likewise, silver pellets
are made for slings.
Arrow and quarrel costs include the price of a cheap quiver or case, both
of which carry a stand are load of ammunition.
Weapon Descriptions
The weapons from the Weapons Table are described here. They are listed in
alphabetical order for convenience.
Axe, Battle: This is a large one- or two-bladed chopping head fixed upon
a long (3'- 5') wooden shaft. This is a two-handed weapon; the wielder of
the weapon may not use a shield and always loses individual initiative to
characters not using a two-handed weapon. Halflings and small non-humans
such as goblins cannot use this weapon.
Axe, Hand: This is a small chopping blade (usually only one blade)
affixed to a small (1'-2') wooden shaft. It is a one-handed weapon and may
be thrown.
Bastard Sword: See Sword, Bastard (below).
Battle Axe: See Axe, Battle (above).
Blackjack: This weapon is a small leather sack, 4" -8" long, filled with
sand or metal shot and with a looped strap attached. It causes little damage
(1d2 points) but, if it is used to strike a victim's head or neck, it can
possibly stun or cause unconsciousness.
This weapon has no effect on a victim wearing a metal helmet (which is
included in any set of plate, banded, chain, or scale mail) or on any
unarmored monster of armor class 0 or less (which indicates very tough skin
or protective plating).
The DM decides whether or not someone using a blackjack can hit his
target's head. The DM might dec1de, for example, that someone who has
sneaked up on a completely unsuspecting target can aim at the target's head
with no penalty, or that the character, in combat, can aim at the enemy's
head by taking a -4 penalty to the attack roll. Also at the DM's
discretion, if the target is so much taller than the attacker that the
attacker can't reach his head, then the attack can only inflict normal
damage.
If the attack does hit the target's head, consult the Weapon Special
Effects Table. The victim must make a saving throw vs. death ray (possibly
with a bonus; see the table). If he fails the saving throw, he suffers the
additional effects shown on the table, as determined by his Hit Dice. These
effects are as follows:
Knockout: The victim is immediately unconscious and remains helpless
for d100 (d%) rounds.
Stun: The victim is stunned and will remain stunned until he successfully
makes a saving throw vs. death ray. He may try to make a nev., saving throw
each round.
Delay: The victim is mildly dazed; he loses initiative on the next
round.
Blowgun: This weapon is a tube, 6" -4' long. The user places a small dart
or thorn into it, aims the tube at a target, and blows air into it forcing
the dart to fly toward the target.
The darts cause no damage themselves. However, the darts are usually
treated with poison. A blowgun dart merely scratches the victim, with little
penetration; it inflicts no real damage. If hit, the victim must make a
saving throw vs. poison or suffer the effects. Depending on the size or
level of experience of the victim, he may gain a bonus to the saving throw
(see the Weapon Special Effects Table). No undead creature of any creature
immune to poison can be harmed by a blowgun.
The use of deadly poison as a weapon is not a good act. Because of its
dangers, poison may be declared illegal by local or regional rulers. In this
case, Lawful characters do not typically use it. The DM may choose not to
allow player characters to use poisons in his campaign. Warn players that,
if they want their characters to use blowguns, monsters will have them as
well.
Longer blowguns are two-handed weapons; the wielder of the weapon may not
use a shield and always loses individual initiative to characters not using
two-handed weapon. Halflings and small nonhumans such as goblins cannot use
this weapon.
Bola: This weapon is a cord with weighted balls on the ends. It is
whirled around and thrown at a victim. It causes very little damage itself
(1d2 points), but may entangle, slow, or delay the victim.
If the attack roll is a 20 (not counting any modifiers), the victim must
make a saving throw vs. death ray or be immediately paralyzed; he will die
in 1d6 + 2 (3-8) rounds from strangling unless rescued. If freed, the victim
remains effectively paralyzed for 2d6 (2-12) rounds. Creatures that do not
breathe (such as constructs) are immune to this effect. If the attack roll
is successful but not a 20, the victim must make a saving throw vs. death
ray, possibly with a bonus (see the Weapon Special Effects Table). If the
saving throw is successful, the attack has no effect except damage. If the
victim fails the saving throw, the result varies by the victim's experience
level or size (see the Weapon Special Effects Table). The victim may try to
make a new saving throw during the hand-to-hand combat phase of each round
until one is successful; this indicates that the victim has removed the
bola. If another character tries to remove the bola that has struck a
victim, the victim rolls his own saving throw vs. death ray, with a + 2
bonus. When the victim makes the saving throw, the bola is removed. The
victim may spend 1 round destroying the bola if he has an edged weapon and
chooses to destroy it. Otherwise, the bola is undamaged; he can hold on to
it or drop it. Possible bola effects, as listed on the Weapon Special
Effects Table, are as follows: Entangle: The victim cannot attack, cast
spells, or move until his saving throw is successfully made. Slow: The
victim is slowed, moving and attacking at half his normal rate; he cannot
cast spells. Delay: The victim automatically loses individual initiative
for the next round. This weapon can only affect solid creatures. Wraiths,
specters, ethereal creatures, and monsters made of water (such as a water
elemental) cannot be affected. Bolas are awkward to carry and may become
tangled. For each additional bola carried, the encumbrance of the bolas
triples: 1 bola = 5 cn, 2 bolas = 15 cn, 3 bolas = 45 cn, etc.
Bow, Long: This is a piece of wood bent into a curve, with a taut string
holding it in that position; it is used to launch arrows. This bow is a
two-handed weapon; the wielder of the weapon may not use a shield and always
loses individual initiative to characters not using a two-handed weapon.
Halflings and small races such as goblins cannot use this weapon.
Bow, Short: This bow is similar to the long bow, but it is smaller and not
able to fire arrows as far. It, too, is a two-handed weapon, but it can be
used by halfling characters and small races such as goblins.
Cestus: The cestus (plural: cesti) is a sort of glove or thong wrapped
around the hand; it has rough, cutting edges on the back, so that a punching
attack will inflict more damage on an opponent. If the campaign uses the
optional rules for two-weapons use, a character does not suffer the -4
penalty for the cestus worn on his off hand.
Club: This is a simple, blunt piece of wood used to batter opponents.
Crossbow, Heavy: This is a missile weapon consisting of a tough bow (like a
small bow, but smaller and sometimes made of metal) laid crosswise across
a stock with a trigger, It fires stubby arrows called quarrels.
Heavy crossbows are bulky, requiring two hands to use, and are slow to
reload. A character with 18 strength can draw back the string with one hand
and fire every round, but weaker characters must point the crossbow
nose-down on the ground, brace it with one foot, and draw back the string
with both hands in order to reload it; they can only fire it once every two
rounds.
This crossbow is a two-handed weapon; the wielder of the weapon may not
use a shield and always loses individual initiative to characters not using
a two-handed weapon. Halflings and small nonhumans such as goblins cannot
use this weapon.
Crossbow, Light: This weapon is similar to the heavy crossbow, but
smaller. It also requires two hands to load, but only one to fire.
This crossbow is a two-handed weapon; the wielder of the weapon may not
use a shield and always loses individual initiative to characters not using
a two-handed weapon. Halfling characters and small races such as goblins
cannot use this weapon.
Dagger: This is a small blade with a one- handed grip. It may be used in
hand-to-hand combat or thrown. Some expensive varieties are made out of
silver for use against certain magical creatures.
Halberd: See Polearms, Halberd (below).
Hammer, Throwing: This is a short-shafted, broad-headed hammer, capable of
crushing blows. It is balanced for throwing.
Hammer, War: This weapon consists of a broad hammer head-sometimes with two
striking ends instead of just one-on a medium- length (about 3') wooden
shaft.
Hand Axe: See Axe, Hand (above).
Heavy Crossbow: See Crossbow, Heavy
(above).
Holy Water: This is water that has been prepared by a special cleric (who
must be at least 9th level or above). It is normally placed into a breakable
bottle or gourd and then hurled at a target; if it strikes the target, the
container smashes and the target is splashed.
Holy water only does the listed damage to undead monsters; all other
characters and monsters are unaffected by it (except for being dampened).
If you are using the optional Weapon Mastery rules (in the next chapter),
all characters have Basic mastery level when using holy water.
Horned Shield: See Shield Weapons, Horned Shield (below).
Javelin: This weapon is a thrusting point atop a light, long (4'-6')
pole. Characters can throw it at targets or use it in hand-to-hand combat;
in hand-to-hand, they can use it with one hand, keeping the other hand free
for a shield or weapon. Halflings (and small races such as goblins) can use
this weapon.
Knife Shield: See Shield Weapons, Knife Shield (below).
Lance: When in combat on horseback, many fighters use a special long spear
called a lance.
Fighters, dwarves, and elves can use the Lance Attack maneuver (see
Chapter 8). Mystics can use lances, though they do not have the Lance Attack
combat maneuver; even when on the back of a charging horse, mystics always
thrust with the weapon as though fighting with a spear. Other human classes
cannot use a lance effectively.
A character with a lance may still use a shield; however, if you are
using the optional Weapon Mastery rules (in the next chapter), a character
who is at Basic mastery with the lance cannot yet use a shield. Under the
Weapon Mastery rules, a lance can be used to gain a defense bonus, but each
round a lance is used to defend, it causes only half damage.
If the wielder of the lance has the Multiple Attacks option, he can
indeed make multiple attacks, but not all against the same foe. He must make
each attack against a different target, taking them in the course of his
lance charge.
A lance used from the back of a flying mount can be used normally. If the
wielder needs to release the lance and ties it to his saddle so that it will
not drop to the ground, he cannot defend with it.
Light Crossbow: See Crossbow, Light (above).
Long Bow: See Bow, Long (above).
Mace: This is a heavy striking head attached to a short- or medium-length
wooden shaft.
Net: A net is an open mesh of rope or cord. Small nets (up to 10'x10')
are commonly used in hunting and adventuring and can be used as either a
hand-to-hand or thrown weapon. The net's encumbrance varies by the size.
This weapon is commonly available in most campaign worlds. Its cost is
low, but it is easily damaged. The net is one of humankind's first tools,
having been invented in prehistoric times, and it is used by most humanoid
monsters for both hunting and defense.
A net can only affect creatures made of solid material. Wraiths,
specters, ethereal creatures, and monsters made of water (such as water ele-
mentals) cannot be affected.
A net inflicts no damage on the victim, but may entangle, slow, or delay
the victim. The wielder makes a normal toll to hit his target; if he does,
the target must make a saving throw vs. death ray, possibly with a bonus
(see the Weapon Special Effects Table).
If the saving throw succeeds, the net does not affect the target; it
drops off him without impairing him at all. If the victim fails his saving
throw, the result varies by the victim's experience level or size.
Once a target is trapped in a net, he may make a new saving throw during
the hand-to-hand combat phase of each round until one is successful; a
successful roll indicates that the net has been pulled off and thrown as1de.
If he has a dagger (but not a longer weapon or a nonbladed weapon) in his
hand when he is hit with the net, he has a +4 to his saving throw; success
means that he has cut his way out of the net, thus destroying it.
Nets Table
Victim's Size Equivalent* Net Size**
Very small Up to 1' 2'x 2'
Small 1+'-3' 4'x 4'
Medium 3+'-6' 6'x 6'
Large 6+'-10' 6'x 6'
Very large 10+'-15' 12'x 12'
Huge 15+'-20' 16'x 16'
Mammoth 20+'-30' 25'x 25'
* A small net is right for a target the size of a halfling; a medium net
is right for human, dwarf, and elf targets.
** Or equivalent in square feet.
Magical nets are rare. The few that exist cannot be damaged except by
fife of ac1d; daggers will not cut through them. An entangled victim can
only remove the net, not damage it.
The effects listed on the Weapon Special Effects Table are as follows:
Entangle: The victim cannot attack, cast spells, or move until a saving
throw is successful.
Slow: The victim is slowed, moving and attacking at half his normal rate.
He cannot cast spells.
Delay: The victim automatically loses initiative for the next round.
A net can easily be damaged by any edged weapon (or claw or bite), but it
can be repaired if rope or cord is available, which requires 1d3 turns of
undisturbed repair work. A damaged net is useless.
Nets come in a variety of sizes; if the target is too large for the net,
he will gain bonuses to his saving throw to avoid the effects. Using the
Nets Table, determine how many sizes the victim is larger than the net. For
each size greater, the victim gains a +4 bonus. A roll of I is always a
failure unless the bonus is + 20 or greater.
Nets 6'x 6' or smaller may be used one- handed. Larger nets require two
hands and suffer the same penalties as other two-handed weapons. The wielder
may not use a shield, always loses individual initiative to characters not
using a two-handed weapon; and halflings and small nonhumans (such as
goblins) cannot use nets larger than 6' x 6'.
Normal Sword: See Sword, Normal (below).
Oil, Burning: This type of weapon usually consists of cooking or lamp oil
poured into a breakable container (such as a bottle, gourd, or glass lamp),
with a fuse or wick attached. In combat, the wielder lights the fuse or wick
and throws it at his target (lighting and throwing only takes one round if
the character has another lit object handy). If the container hits the
target, it bursts, splashes the target with the oil, and ignites the oil on
target.
Burning oil causes 1d8 points of damage each round a target is in the
fire. Oil that has been lit and thrown will burn for 2 rounds. If you are
using the optional Weapon Mastery rules (next chapter), all characters are
considered to have Basic mastery level with thrown containers of burning
oil.
Pike: See Polearms, Pike (below).
Polearms: Polearms consist of various weapon blades mounted on long
poles. Polearms may be used only by fighters, dwarves, elves, and mystics.
Because of a polearm's length, a character with a polearm may attack a foe
even when there is another friend or foe between them. Often, polearm
wielders stand in the second rank of the combat, striking over the heads of
their frontline comrades to hit front-line fighters of the enemy force.
A polearm may be used with the Fighter Combat options. However, the
optional disarm rule may only be used where noted with the weapon type.
The polearm user's attack rolls suffer penalties of -3 for each of the
following cases:
* The user is a dwarf.
* The wielder is attacking from behind a larger ally.
* An ally in front of the user is using a two- handed weapon (other than
a polearm) or any weapon that is swung backward behind the wielder (e.g., a
battle axe, bola, sling, etc.), thus endangering the polearm bearer.
If you are using the Weapon Mastery rules from the next chapter,
characters trained in the use of these two-handed weapons can deflect at-
tacks with them.
Four types of pole arms are shown on the Weapons Table. They have
individual entries because each has certain characteristics that distin-
guish it from the others when using the Weapon Mastery rules. The variations
are as follows:
Halberd: This weapon is both a thrusting and a chopping weapon. It has a
broad axehead with a spike on the top and a hook on the back.
Pike: This thrusting weapon (essentially an extra-long spear) has a
short, sharp spearhead on the end of a very long pole (12-18').
Poleaxe: This chopping weapon has a small axehead attached to a pole of
varying length (5- 15'). It is essentially an extra-long battle axe.
Polearm: All other polearms use this line on the Weapons Table. A
character using a polearm can say that it is a generic polearm, or he can
say that he is using one of the following specific types of real-world
polearms:
* Bardiche: This weapon has a heavy axe blade with a long spike
projecting forward.
* Bill: A lightweight weapon, the bill has a long, narrow, single-edged
blade (like a scythe).
* Gisarme: This weapon resembles a bill with a thin spike on the back of
the blade, curving forward.
* Glaive: This weapon has a broad, knifelike blade.
* Lochaber Axe: This weapon has a long, heavy, single-bladed axe with a
hook on the back, pointing forward.
* Partizan: The partizan has a broad spearhead with two hooks at the
base, pointing forward.
* Ranseur: This weapon has a short, sharp spike flanked by two short,
curved blades at its base.
* Spetum: The spetum has a long spike with two sharp curved blades
forming a trident shape.
* Spontoon: The spontoon has an elaborate blade, possibly wavy or with
flares.
* Voulge: The voulge has a large, heavy, broad blade like a cleaver.
In the campaign, a DM can simply use the generic Polearm entry on the
Weapons Table for polearm variants. Or, if he's using the Weapon Mastery
rules, he can follow the guidelines in that chapter for combining the traits
of halberds, pikes, and polearms into new weapons.
Regardless of type, all polearms are two- handed weapons; the wielder of
the weapon may not use a shield and always loses individual initiative to
characters not using a two-handed weapon. Halflings and small nonhumans
(such as goblins) cannot use this weapon.
Poleaxe: See Polearms, Poleaxe (above).
Rock, Thrown: This is a rock of fist size or smaller. When a character
throws any object that causes impact damage, treat it as if it were a thrown
rock; the DM can reduce the damage done if he thinks it is not as punishing
as a normal rock. Strength modifications apply to attack rolls and damage.
If you are using the optional Weapon Mastery rules, all characters are
considered to have Basic mastery level with thrown rocks.
Shield Weapons: These weapons combine a shield with weapon blades. Though
awkward and prone to breaking, a shield weapon can provide a second attack
when used with a onehanded weapon.
Only fighters, thieves, and demihumans may use these
weapons. Monsters rarely use shield weapons. The larger shield weapons may
break during battle. Check for breakage whenever the attacker or the
defender rolls the exact attack roll needed. (For example, if a roll of q or
better is needed to hit and a 9 is rolled on the die, check for breakage.)
Each time a breakage occurs, one of the shield weapon's blades becomes
unusable. The chance that a shield weapon will break is 5 or less on 1d10.
Magical shield bonuses add to the die roll, and magical weapon bonuses of
the foe subtract from it. In addition to magical modifiers, modify the foe's
attack roll by -1 per 10 points of maximum damage possible. For example, a
fighter wit@ a sword shield + 3 is attacked by a monster using a two-handed
sword. The monster needs a 7 to hit his target (before any modifications),
and he rolls a 7 on the die. The wielder of the sword shield must check for
breakage. The shield wielder's base roll is 1d10; on a 5 or less his shield
breaks. His roll will have a - 1 penalty because his opponent's two-handed
sword can do up to 10 points of damage. But he will have a bonus of + 3
because his shield is magical. He rolls a 6, which yields 6 - 1 + 3 = 8. His
shield doesn't break. The four types of shield weapons are as follows:
Homed Shield: A one-foot circular shield that is strapped to the arm
rather than held. A single spike projects from its center. This shield is
very durable and will not break.
Knife Shield: A small buckler equipped with one or two short blades
protruding from its sides.
Sword Shield: A medium-size shield with one or two sword or spear blades
projecting from the sides (if round) or ends (if oblong).
Tusked Shield: A large shield with one to four short blades protruding
from the sides. It may have a central spike. Due to its size, the tusked s
shield requires two hands to use and may not be used with an
additional weapon or another shield. Characters using this weapon always
lose individual initiative - to characters not using two-handed weapon.
Halflings and small nonhumans such as goblins cannot use this weapon.
Short Bow: See Bow, Short (above).
Short Sword: See Sword, Short (below).
Sling: This is a length of cord or a long leather strap with a pouch in the
middle. The user places a stone or metal "bullet" in the pouch, holds the
sling by the ends, whirls it to build up speed, and then releases one end of
the strap to launch the missile at his target.
Spear: The spear is a thrusting head attached to one end of a medium-to-long
pole (6'-8'). Fighters, dwarves, elves, and mystics can use the set spear
vs. charge maneuver (see Chapter 8).
Staff: This is a 2" -thick staff, 4'-6' long, possibly with iron-loaded
ends. A staff may be used by all classes, even by magic-users if the DM so
permits.
The staff is a two-handed weapon; the wielder of the weapon may not use
a shield and always loses individual initiative to characters not using a
two-handed weapon. Halflings and small non-humans cannot use this weapon.
Stone: See Rock, Thrown (above).
Sword, Bastard: This popular weapon is similar to a normal sword (below) but
has a longer blade and a hilt (handle) nearly as long as that of a
two-handed sword; the overall weapon length may be from 3'/2' to 4'/2'. The
sword may be wielded either one- or two-handed. A character cannot use a
shield while using this item two-handed. However, it does not cause the loss
of individual initiative. The bastard sword cannot be used by a halfling or
other small humanoid.
Sword, Normal: This is the classic weapon of fantasy. It consists of a
one-handed hilt (handle) attached to a long cutting or thrusting blade;
weapon is usually between 21/2' to 3'/2' long.
Sword, Short: This is much like the normal sword (above) but smaller; it is
usually between 2' to 2'1/2' long. Halflings and small nonhumans such as
goblins can use this weapon.
Sword, Two-Handed: This weapon, also called the great sword, is the largest
type of sword. It is similar to the normal sword (-above) but much longer,
usually being 4'/2' to 6'/2' long. This sword is a two-handed weapon; the
wielder of the weapon may not use a shield and always loses individual
initiative to characters not using a two-handed weapon. Halflings and small
nonhumans such as goblins cannot use this weapon.
Sword Shield: See Shield Weapons, Sword Shield (above).
Throwing Hammer: See Hammer, (above).
Torch: A torch is basically a flaming club. Although lighter than a club, it
is on fire so it the same amount of damage as a club (1d4). someone uses an
unlit torch as a bludgeoning weapon, it does 1d2 points of damage. If you
use the optional Weapon Mastery rules, mastery with a club is also mastery
with a torch. However (also from the Weapon Mastery rules), someone
unskilled with a torch does not halve damage, but always inflicts 1d4 points
(regardless if the torch is lit).
Trident: This is a light spear with three barbed prongs on the end, designed
for underwater use. Any small creatures (2' long or less, such as normal
fish) hit by a trident become stuck on the spiked prongs. To free
themselves, they need to make an ability check vs. Strength to free them-
selves. They may make one attempt per round; many small creatures have
Strengths that do not exceed 1 or 2. This weapon can be used either one- or
two- handed. Used two-handed, it operates similarly to other two-handed
weapons (i.e., the wielder cannot use a shield when using the weapon this
way). However, a character using this weapon, even in its two-handed style,
does not lose his initiative roll, and halflings and other small creatures
can use this weapon.
Tusked Shield: See Shield Weapons, Tusked Shield (above).
Two-Handed Sword: See Sword, Two-Handed (above).
War Hammer: See Hammer, War (above).
Whip: This weapon is a long, braided leather strap with a handle. It may be
from 5'-30' long. It is a hand-to-hand weapon and may be used to either
cause damage (1d2 points) or to entangle Before each combat round, the user
must declare which option is being used. Whichever he uses, he makes a
normal attack roll.
If he scores a hit, the whip either inflicts 1d2 points of damage or (if
entangling is attempted) the forces the victim to make a saving throw death
ray, possibly with a bonus. (See the Weapon Special Effects Table for his
saving throw bonus and the result of the attack.) If the victim fails his
saving throw, he may be entangled, slowed, or delayed,
The effects listed on the Weapon Special Effects Table are as follows:
Entangle: The victim cannot attack, cast spells, or move until a saving
throw is successful.
Slow: The victim is slowed, moving and attacking at half his normal
rate. He cannot cast spells.
Delay: The victim automatically loses initiative for the next round.
This weapon is not very useful except as -a tactical device. It is most
often used by a thief or other character who wants to help a front-line
fighter somehow while not actually engaging in melee.
A whip can only entangle creatures made of solid material. Wraiths,
specters, ethereal creatures, and monsters made of water (such a elementals)
cannot be entangled. They will, however, suffer the normal damage caused by
a whip. (A normal whip will not hit a monster that does can only be hit by
magical weapons, of course that would require a magical whip.)
Nonstandard Weapon Use
(Optional)
Sometimes a character may want to use a one- handed weapon with two
hands. This inflicts more damage, but has the following limitations:
* Any one-handed weapon (except "Other Weapons") can be used for this
option: .
* The character loses individual initiative.
* The character cannot effectively use a shield for defense while
wielding a weapon two- handed (no AC bonus).
When used two-handed, weapons gain an additional + 1 point of damage to
their attacks. This bonus applies to any one-handed weapons used with both
hands, regardless of the origin@ damage of the weapon. Therefore, a dagger
used in this way inflicts 1d4 + 1 (2-5) points of dam. age, and a spear does
1d6 + 1 (2-7) points of damage when wielded with both hands.
Armor Table
Cost Enc
AC Armor Type (gp) (cn) Notes
- 1)* Shield 10 100 D
7 Leather Armor 20 200 D,T
6 Scale Mail 30 300
5 Chain Mail 40 400
4 Banded Mail 50 450
3 Plate Mail 60 500
0 Suit Armor 250 750 S
Subtract 1 from AC if a shield is used.
D A druid can use this type of armor if it contains no metal parts or
other nonorganic components (parts that have never been alive).
S Suit armor has some very special characteristics; carefully read the
description of this type of armor.
T A thief can use this type of armor.
Armor
All fighters, clerics, dwarves, elves, and halflings can use any of the
types of armor described below.. Thieves and druids can use the types of
armor indicated in the "Notes" column. Magic- users and mystics can use none
of these armor types.
Armor is normally made for a specific face. The DM can impose penalties
on a character who wears the armor of a different race. For example, an elf
would find a dwarf's chain mail awkward and heavy (for an additional
reduction to movement beyond what the armor's encumbrance calls for), a
halfling would find it very hard to move in a human's armor (he would have
to save vs. paralysis each round to avoid tripping and falling down), and a
dwarf couldn't get into a halfling's armor at all!
Armor Descriptions
Each type of armor constitutes a full set. The player can presume that
his character, as part of the set of armor, gets the type of headgear
appropriate to the armor (e.g., from a stout leather cap to a full metal
helm). The player may imagine other appropriate armor components as he
chooses-gauntlets, braces, grieves, etc.-as these components do not
affect play or armor class.
The armor listed in the Armor Table is described here and is presented
alphabetically for your convenience.
Banded Mail: This is a suit of heavy leather armor with strips or knobs
of metal embedded in the leather.
Chain Mail: This is a full-sized shirt, often including a hood and
sometimes including full pants, made of interlocked rings of metal. It is
worn over a quilted shirt called a gambeson. When someone with a heavy
weapon hits a character in chain mail, the gambeson keeps the chain mail's
links from being driven into the flesh. (Additionally, it keeps him from
being chilled by flesh-to-metal contact in cool weather and from being
pinched by the rings.)
Leather Armor: This armor is made of tough leather, often boiled for extra
toughness, or even boiled in wax (which produces armor known as
cuir-boulli).
Plate Mail: This is not the full plate armor usually associated with
knights. It consists of numerous metal plates (the chestplate being the most
important of them) linked together by chain mesh; it's much like the chain
mail armor described above except that it has large, shaped metal plates
reinforcing it.
Scale Mail: This armor consists of light leather armor completely covered
with overlapping metal scales sewn or riveted onto the leather.
Shield: A shield can be any of a number of sizes as follows:
* Target or Buckler (a small round shield, with only one strap, held in
the fighter's hand);
* Medium or Round (a larger, heavier shield,
often with two straps-one for the fighter's hand and one further up on his
forearm); or o Wall or Tower (a huge shield nearly the size of the wielder,
usually with two straps like a Medium).
Regardless of size, all shields provide the same amount of protection by
lowering the armor class score by - 1. Smaller shields are considered easier
to move into the path of danger, while leather shields protect better but
are slower to move into the path of danger-thus the benefit is evenly
divided.
Suit Armor: Suit armor is the type of armor associated with the mounted
knights of high romance. It encloses the wearer completely in a sheath of
steel, with chain-link joints to permit movement. It is often called plate
armor (which is different than plate mail), full plate, gothic armor, or
jousting armor. However, suit armor is more like the plate armor made during
the last days of armor-making. The arrival of gunpowder forced armor-makers
to thicken the armor made, which rendered it too heavy and clumsy and
impractical for use, leading to the abandonment of making armor. In the D&D
game, the presence of magic has had almost the same effect on suit armor.
Advantages: Suit armor alone is armor class 0. It may be used with a
shield for armor class - 1. Suit armor reduces the damage inflicted by most
area effects (fire, cold, gas, ac1d), including breath weapons. The base
damage is reduced by 1 point per die of damage, and the wearer gains a + 2
bonus to the applicable saving throw. The minimum base damage is always at
least 1 point per die.
For example, the damage from the breath of a small red dragon (HD 10, 57
hit points) is reduced by I point per die of damage ( - 10) to 47; the
fighter in suit armor may make the usual saving throw, but with a + 2
bonus, to take half damage (24 points).
Magical suit armor, can reduce such damage still further, by 1 point per
die of damage for each two pluses of enchantment (rounded down).
If a fighter in suit armor is mounted and has assistance from others, the
disadvantages of en cumbrance, slow movement, and surprise can be minimized.
Disadvantages: Suit armor is bulky and expensive. Its encumbrance is 750
cn. It must be specially made for one wearer, tailored exactly to fit; the
cost is 250 gp. Magical forms are proportionately more valuable, averaging
50% greater value than plate mail of identical enchantment.
Suit armor is awkward in some situations, especially when getting up from a
prone position or mounting a steed. If attempted alone, the chance of
success is 1 in 6 per round. In late medieval times, the latter problem was
solved by the use of a strap tied around the wearer and over a handy limb or
bar. The knight was then hoisted into the air and lowered onto.the mount. In
the D&D game, assume automatic success in getting up if anyone is available
to help the wearer.
Suit armor is noisy and slow. Its common creaks and clanks can be heard up
to 120 feet away and negate chances for surprise. The wearer's movement rate
is 30' (10'); most fighters prefer to use their suit armor'only when
fighting from horseback.
An unarmored fighter needs two full turns to dress in suit armor; it
takes one full turn to take it off.
Suit armor gives no additional protection against gaze attacks (such as a
medusa's) or electricity (such as a blue dragon's lightning breath).
The wearer has a - 5 penalty when using any missile device other than a
crossbow. If alone, the wearer suffers a - 1 penalty to be surprised. (In
other words, a fighter in such armor rolling for surprise might roll a 3,
indicating no surprise, but the penalty applied will reduce the roll to a 2,
resulting in the fighter being surprised.)
Barding
Some characters purchase armor for their horses so that their mounts,
too, will be protected in combat.
Most of these types of barding correspond to types of character armor.
Chain barding, for example, is made up of the same material as a character's
chain mail. joust barding is the horse equivalent of suit armor. Field
barding is similar to joust barding, but lighter.
Barding and Encumbrance
On the Barding Encumbrance Table are the types of mounts for which
barding is usually made. Note that one animal's barding will not fit another
type of animal, except that barding made for a war horse will fit a draft
horse and vice versa.
Listed on the Barding Encumbrance Table is the animal, its normal movement
rate, the amount of encumbrance it can carry at its normal movement rate,
and the amount of encumbrance it can carry up to half its movement rate. If
loaded with an amount of encumbrance greater than the amount shown in the
last column, the beast will not move.
Remember that the encumbrance shown is the total encumbrance being carried
by the beast. This includes the barding, the weight of the rider(s) and
armor and gear. Encumbrance rates for characters' gear is listed in the
Adventuring Gear Table.
Barding for Other Animals (Optional)
The DM can allow characters to commission barding for other creatures. If
he does, here are some rules for the DM to gauge the cost and encumbrance
of barding made for other types of creatures.
In Chapter 14, many creatures have a listing titled "Load." This shows
what sort of load the creature can carry and with what modification to its
movement rate. (Not all creatures have this information.) With many "Load"
paragraphs is a "Barding Multiplier." This is a number that represents how
much more difficult it is to make barding for this creature and how much
more encumbered the creature will be with barding. To determine how much it
costs to make barding for any type of creature, take its barding cost and
encumbrance multiplier and multiply it by the cost and encumbrance columns
from the Barding Table.
For example, a character wants to find the cost and encumbrance of armor
specially made for his griffon. Take the cost and encumbrance values from
the Barding Table and then multiply them by the barding cost and encumbrance
multiplier from the description of the griffon in Chapter 14. The griffon's
multiplier is a x 5. The griffon's basic AC is 5, so it will need banded
barding (or better) to improve its condition.
Multiplying the cost and encumbrance by 5, the banded armor for a griffon
would cost 2,000 gp and have an encumbrance of 7,500 cn. The griffon's
description says that it can fly with up to a load of 7,000 cn at full speed
or 14,000 cn at half speed, so the griffon carrying this armor must be
reduced to half flying speed.
When barding provides an AC that is only equal to or worse than the
creature's natural AC, it will do no good to wear the armor.
Adventuring Gear
This section describes many of the items that characters take on
adventures.
Adventuring Gear
Descriptions
The equipment listed in the Adventuring Gear Table is described here. The
items are arranged alphabetically for your convenience.
Backpack: This sturdy pack is used to carry equipment on the character's
back. The shoulder straps leave the character's hands free of other actions.
Boots: Plain boots are standard, mid-calf
Adventuring Gear Table
Enc
Item Description / Notes Cost (cn)
Backpack Capacity 400 cn 5 gp 20*
Belt 2 sp 5**
Boots, plain 1 gp 10**
Boots, riding or 5 gp 15**
swash-topped
Cloak, short 5 sp 10**
Cloak, long 1 gp 15**
Clothes, plain Tunic and pants; blouse and skirt
dress; robe; or equivalent 5 sp 20***
Clothes, middle-class See above 5 gp 20**
Clothes, fine See above 20 gp 20**
Clothes, extravagant See above 50+ gp 30**
Garlic 5 gp 1
Grappling hook 25 gp 80
Hammer Small 2 gp 10
Hat or cap 2 sp 3
Holy symbol 25 gp 1
Holy water Breakable vial 25 gp 1
Iron spike One spike 1 sp 5
Iron spikes Twelve spikes 1 gp 60
Lantern Burns oil 10 gp 30
Mirror Hand-size steel 5 gp 5
Oil One flask 2 gp 10
Pole Wooden, 10'long 1 gp 100
Pouch, belt Capacity 50 cn 5 sp 2*
Quiver For arrows or quarrels 1 gp 5***
Rations, iron Preserved food for one person
for one week 15 gp 70
Rations, standard Unpreserved food for one person
for one week 5 gp 200
Rope 50'length 1 gp 50
Sack, small Capacity 200 cn 1 gp 1*
Sack,large Capacity 600 cn 2 gp 5*
Shoes 5 sp 8**
Stakes (3) and mallet 3 gp 10
Thieves' tools Lockpicks, wire, etc. 25 gp 10
Tinder box Flint, steel, kindling
Torch 3 gp 5
One torch 2 sp 20
Torches Six torches 1 gp 120
Waterskin/wineskin One-quart capacity; enc 30 when
filled 1 gp 5
Wine One quart, wineskin not included 1 gp 30
Wolfsbane One bunch 10 gp 1
* This is the item's encumbrance when empty. When goods are placed within
it, the encumbrance includes both the item's encumbrance and the encumbrance
of the goods within it. Thus, a fully filled belt pouch has an encumbrance
of 55 cn.
** This is the encumbrance if packed. If the clothes are worn, disregard
the encumbrance.
*** This is the quiver's encumbrance when empty. Filled with arrows or
quarrels, it is up to 10 cn for encumbrance. A 5-cn encumbrance quiver + 10
cn of missiles (20 arrows or 30 quarrels) still equals only a 10-cn
encumbrance bundle to carry around.
leather boots. Riding boots are more expensive footwear coming up to the
knee or just below. Swash-topped boots are soft leather boots that come up
well above the knee, but the top portion folds down at knee height or below,
resulting in a cuff.
Cloak: The D&D game gives no special benefit to characters wearing
cloaks, but the DM may dec1de that a character caught in cold weather
without a cloak or similar garment could eventually suffer from exposure.
Clothes: A character is presumed to start play with two or three sets of
clothes of the plain variety. Plain clothes are fine for most travel and
adventuring purposes; the better grades of clothes are for social purposes.
(Characters invited to the king's ball don't go in plain or middle-class
clothes, after all!)
Garlic: This is an aromatic herb that repels vampires and some other
undead monsters.
Grappling Hook: A large 3- or 4-pronged hook, made of specially hardened
iron, this item is tied to the end of the rope and then swung up or over a
target. A successful attack roll, with difficulty modifiers as the DM
decides, means that the hook has anchored itself to the target. With use of
this tool, the characters can often cross gaps or climb walls they could not
otherwise climb. The hook may also be attached manually to a nearby surface,
such as when a thief climbs a wall and then attaches a line for his friends
to climb.
Hammer: This is used to drive iron spikes into hard surfaces. Used as a
weapon, it does 1d3 points of damage and can be wielded by anyone who can
use a war hammer.
Hat or Cap: This is standard headgear for the campaign setting.
Holy Symbol: This is a sign or symbol of a cleric's beliefs. It is often
used to physically ward off vampires, and DMs may make holy symbols
necessary for a cleric to turn undead.
Holy Water: This is water prepared by a high level cleric. It will cause
damage to undead monsters.
Iron Spikes: These are essentially large, long iron nails; they may have
flat heads or circular, open heads (the latter kind is useful for tying
ropes to). Spikes can be used to wedge doors open; provide grips for
climbing or anchors for ropes, pry things loose, and so forth. Characters
will need a hammer to pound them into hard surfaces such as stone and wood.
Lantern: This is a simple oil lantern that casts light in a 30' radius,
burning one flask of oil in four hours (24 turns). Most types are shuttered
or enclosed -against wind.
Mirror: Your character can use a mirror to look around corners, examine
empty rooms, and defend against magical gaze attacks. When a character uses
a mirror to watch an opponent, he receives a -2 penalty to attack rolls when
he tries to hit that target, and he cannot use a shield (he's holding the
mirror in his shield hand). The area must be lit for the mirror to work this
way.
Oil: Oil is burned in a lantern for light. A flask of oil may also be
thrown as a missile weapon or poured out and ignited to delay pursuit.
Pole, Wooden: This is the proverbial 10' pole, made of wood 2" thick.
Particularly cautious adventurers, or adventurers in regions where such
objects have proven their usefulness, use poles to prod piles of rags, stir
around in watery pools, poke into corners, touch objects that may have traps
attached to them, test the sturdiness of floors and ledges, and so forth.
Quiver: This is a container for arrows or quarrels; it is usually made of
leather. A lesser-quality quiver is included in the basic cost of a load of
ammunition, as noted on the Ammunition Table above.
Rations: Your character needs to pack food and drink when traveling;
rations are food that has been packaged for travel. A single ration is
enough food to sustain one vigorous adult for a week-that is, about 21
meals. Rations for adventurers typically come in two types as follows:
Standard Rations: These rations consist of untreated food chosen and
prepared for traveling; they will last up to a week when the characters are
traveling outdoors. Carried into a dank, unhealthy dungeon, they spoil
overnight.
Iron Rations: These rations are preserved food (beef jerky, hard tack,
dried fruits and vegetables, etc.); they are not as tasty as standard
rations, but they last for two months (eight weeks) in normal travel and up
to a week in bad conditions (such as dungeons).
Rope (50' Length): This is a heavy climbing rope that can support three
fully loaded humans (i.e., about 7,500 cn in encumbrance). Rope can be tied
to an iron spike and used to climb up steep walls. It may also be useful in
tying up captured prisoners, pulling doors open, etc.
Sack, Large: This is a burlap, cloth, or leather bag, usually 2' x 4'. It
is normally carried over a shoulder (occupying one hand) or tied onto a
cart or saddle-horn; if carried in hand, it is usually dropped when the
owner goes into combat.
Sack, Small: Similar to a large sack, the 1'x 2' cloth bag can be carried
over the shoulder (occupying one hand) or tied onto a cart of a saddle-
horn. Some characters tie it off their belts or (with quick-release knots)
to their spearheads.
Shoes: A character should have shoes if he is going to travel or explore
dungeons; the DM might assign damage to barefoot characters walking through
bad terrain or treacherous catacombs.
Stakes and Mallet: Three large (18") wooden stakes and a wooden mallet
can be quite useful for destroying vampires.
Thieves' Tools: Required for picking locks, these items are usable only
by thieves. A typical set includes various lockpicks, fine wire, etc.
Tinderbox: The tinderbox is a small box containing flint, steel, and
tinder (wood shavings). Characters use this to start any fires, be it for
their camp or their torches. To use a tinderbox, roll 1d6; under normal
(comparatively dry) circumstances, a fire is successfully ignited on a
result of 1 or 2. Someone with a tinderbox may try - to use it once per
round.
Torch: This is any 1' to 2' long piece of wood, its head sometimes
covered with an inflammable substance such as pitch. It casts light in a 30'
radius and burns for one hour (six turns). See the description from the
Weapons Table for information on using a torch as a weapon; clerics can use
it as a weapon.
Waterskin: This flexible container is usually made of leather or a
preserved animal bladder. It has a liquid capacity of one quart and an
encumbrance of 30 cn when filled, 5 cn when empty.
Wine: This is the cost of a quart of common wine, not including the
container.
Wolfsbane: Sold dried or fresh in single sprigs, this is an herb used to
drive off lycanthropes, who cannot abide its presence.
Land Transportation
Equipment
Characters usually acquire land animals, and sometimes carts or wagons,
for transportation of themselves and their gear overland. Adventurers
typically buy the types of animals for transportation listed in the
R1ding Animal Costs Table. In addition, they may purchase other equipment
from the Land Transportation Gear Table.
The animals listed in the R1ding Animal Costs Table are described here
and are arranged alphabetically for your use.
Camels: These animals are normally only found in desert campaigns. They
are better suited to and climates than horses, and they travel much further
on the same amount of water.
Horses: As campaigns develop, characters will travel many miles in search
of adventure. Most characters will probably purchase one or more horses to
make travel faster and easier. Types of horses are as follows:
Draft Horses: These horses are huge, plodding animals usually used to
plow fields and perform other farm labors. Characters will seldom want to
ride them-normally this will occur only when they need to transport an
injured person or a lot of gear and they have no other mount.
Riding Horses: This type of horse is the fastest normal steed, but it is
no help in combat.
War Horses: These horses are larger and harder than riding horses, and
they may be useful in wilderness encounters. A war horse can fight, using
its two front hoof attacks (for 1d6 points each), with the help of the
character f1ding it. While guiding the horse, the character cannot cast a
spell, but he can attack or perform some other action (such as drinking a
potion, changing weapons, etc.). When not carrying a rider, a war horse will
defend itself without needing such gu1dance. Any class can ride a war horse.
Mules: Mules are cheaper, less glamorous animals than horses, but they
are very durable and reliable mounts and pack animals.
Ponies: Ponies are small riding equines. Their diminutive stature makes
them ideal mounts for halflings, children, and small characters.
The items and accountements listed in the Land Transportation Gear Table
are useful to adventurers who have the above riding animals.
Land Transportation
Equipment Descriptions
The items listed in the Land Transportation Gear Table are described here
and are arranged alphabetically for your use.
Cart: A cart is pulled either by one or two draft horses or by two to
four mules. The cart's maximum safe movement rate is 60'(20'); above that
rate, the DM should check once per turn to see if the cart breaks down or
tips over. On I on a 1d6, it breaks down, and on a 2 or 3 it tips over. The
cart's carrying capacity is 4,000 cn when pulled by a single horse, 8,000 cn
when pulled by two. It cannot travel through desert, forest, mountain, or
swamp except by road.
Saddle & Tack: This is a leather and wooden saddle with metal fastenings. It
is assumed to include a blanket, bridle and bit, and stirrups. The saddle's
capacity does not refer to the size of the rider; it is the amount of
encumbrance the saddle can carry in the form of sacks tied to the
saddle-horn, weapon sheathes, etc.
Saddle Bag: This is a long, two pocketed leather container that lies
behind the saddle.
Wagon: This is a large wooden wagon pulled by two or four draft horses
(or four, six, or eight mules). The wagon's maximum safe movement rate is
60' (20'); above that rate, the DM should check once per turn to see if the
wagon breaks down or tips over. On 1 on a 1d6, it breaks down, and on a 2 it
tips over. The wagon cannot travel through desert, forest, mountain, of
swamp except by road.
Vehicle Movement Speeds
The animals noted above can pull the carrying capacities for carts and
wagons with no problem or hindrance against their movement speeds.
The vehicles can be loaded heavier, but movement speeds will suffer.
Simply put, if the animal's normal encumbrance value is equal to or
higher than the weight in the vehicle, it can pull it at its normal speed.
If the encumbrance of the vehicle exceeds the animal's normal encumbrance
value, it can be pulled at half the animal's normal speed.
For example, one draft horse pulls a cart loaded down with 3,000 cn of
cargo; this cart could travel at the horse's maximum rate of 90' (30'),
though speeds greater than 60' (20') risk upsetting the vehicle and the
cargo. The same draft horse can pull a cart loaded with 5,000 cn of cargo,
but this cart moves at half speed or 45' (15')
Water Transportation
When characters must travel along rivers or across oceans, they'll need
to find water transportation. Vessels and pertinent information are listed
in the Sailing Vessels Table.
Crew numbers do not include the captains of the vessels. All vessels
should have a captain except lifeboats, river boats, sailboats, and rafts.
As a rule of thumb, galleys sail only along the coast; they do not
venture across oceans. River boats and rafts are used for travel on rivers
and will almost surely be destroyed if they venture too far from coastal
shores. Canoes are normally used on rivers. All other vessels are suitable
for use on the open ocean.
Water Vessel Descriptions
The vessels listed in the Sailing Vessels Table are described below.
Boat, River: This boat is designed specifically for river travel. The
length is 20'-30', beam (width) is 10', and draft (depth under water) is
2'-3'. Capacity: 30,000 cn. Crew: 8 rowers, 2 sailors (one of whom acts as
captain). It may be rowed or poled; it may have a wooden roof for
protection from weather (1,000 gp extra).
(a) The Enc figure is the amount of weight the empty container adds to
the load the horse carries. For example, a fully laden saddlebag has an
encumbrance of 900 cn.
(b) The cart's or wagon's capacity varies with the number of horses
pulling it; one horse indicates the lesser capacity, two horses indicates
the greater. These figures are based on using draft horses. Two mules can
substitute for one horse.
Sailing Vessels Table
Cost Crew
Item (gp) Rowers Sailors Marines
Boat, River 4,000 8 2 -
Boat, Sailing 2,000 - 1 -
Canoe 50 - 1 -
Galleys:
Large 30,000 180 20 50
Small 10,000 60 10 20
War 60,000 300 30 75
Lifeboat, Ship's 1,000 - - -
Longship 15,000 - 75t -
Rafts tt:
Professional 1 gp/sq ft - -
Built by PCs - - - -
Sailing Ships:
Small 5,000 - 10 25++
Large 20,000 - 20 50++
Troop Transport 30,000 - 20 100++
Item Capacity Move Move Hull Armor
Boat, River Mi/Day** Ft/Rnd** Points Class
Boat, Sailing 40,000 36 60 20-40 8
Canoe 20,000 72 120 20-40 8
Galleys: 6,000 18 60 5-10 9
Large 60,000 18/72 90/120 100-120 7
Small 40,000 18/90 90/150 80-100 8
War 80,000 12/72 60/120 120-150 7
Lifeboat, Ship's 15,000 18 30 10-20 9
Longship 30,000 18/90 90/150 60-80 8
Rafts tt:
Professional 10,000 12 30 5 9
Built by PCs 5,000 12 30 5 9
Sailing Ships:
Small 100,000 90 150 60-90 8
Large 300,000 72 120 120-180 7
Troop Transport 600,000 60 90 160-220 7
*This column shows the vessel's capacity in addition to the listed crew.
For example, a river boat can ca@ 8 people and 40,000 cn in additional
cargo. "Cargo" includes any additional passengers.
** If two rates are given, the first rate is for rowing, the second for
sailing. The first rate is used on windless days (or rounds), and the second
on days or rounds when there is wind in the sails. If only one rate is
given, it is for sailing; on windless days, or days when wind is against
the vessel, the vessel does not move.
t Longship: Sailors acts as both rowers and marines.
tt The hull points and movement rate figures are for each 100 square foot
section (10'x 10').
++ Sailing ships have no marines. If this vessel is converted into a
troop transport, it can accommodate this number of marines and keep its
cargo capacity, but it costs 1/3 more gp.
Boat, Sailing: This is a single-master boat, designed for lake of
coastal use. The length is 15'- 45', beam is 5'-15', and draft is 3'-8'.
Capacity: 20,000 cn. Minimum crew: 1 sailor; additional crew and captain may
be hired.
Canoe: This is a light wood frame covered with hides, canvas, or
waterproof bark; it is designed for rivers and swamps. The length is 15',
beam is 3', and draft is 1'. Capacity: 6,000 cn. It may be carried by one or
two people; encumbrance is 1,000 cn for one, 300 cn each for two people. A
special type of canoe, the outrigger, can sail on the ocean; it costs twice
as much as the normal canoe and has three times the encumbrance.
Galley, Large: This ship is designed for oceans and large lakes. The
length is 120'- 150', beam is 15'-20', and draft is 3'. Capacity: 40,000 cn
plus crew. Standard crew: 180 rowers, 20 sailors, 50 marines, 1 captain. It
has a single mast with a square sail. It can have a ram(1/3additional cost)
and two light catapults (bow and stem).
Galley, Small: Similar to the large galley, this ship is built for
coastal and lake use. The length is 60'-100', beam is 10'-15', and draft is
2'-3'. Capacity: 20,000 cn plus crew. Standard crew: 60 rowers, 10 sailors,
20 marines, 1 captain. This ship can have a ram(1/3 extra cost) and two
light catapults (bow and stem).
Galley, War: This large, two-master galley is designed for combat; it is
often used as a flagship. The length is 120'-150', beam is 20'-30', and
draft is 4'-6'. Capacity: 60,000 cn plus crew. Standard crew: 300 rowers, 30
sailors, 75 marines, 1 captain. This ship always has a ram and one deck
above the rowers has two light wooden towers (bow and stem), each 10'-20'
square, height 15'-20'. It can have three light catapults.
Lifeboat, Ship's: This vessel can carry up to ten people. It is designed
for survival and each has a collapsible mast. The length is 20', beam is
4'-5', and draft is 1'-2'. Capacity: 15,000 cn. Stored onboard the ship is
one week's iron rations for ten people. Small ships usually carry one or two
lifeboats; large ships carry three or four. Lifeboats are not included in
the listed cost of ships. A lifeboat carried onboard another vessel has an
encumbrance of 5,000 cn (deducted from the ship's capacity).
Longship: This ship is designed for river, ocean, or coastal use. The
length is 60'-80', beam is 10'-15', and draft is 2'-3'. Capacity: 40,000 cn.
Standard crew: 75 sailors (acting as rowers and marines), 1 captain. Sixty
rowers are needed for full speed.
Raft: This is an awkward floating platform of barge, moved by poles or
natural current, and often equipped with a crude steering oar. Maximum size
30'x 40'. Capacity: 10,000 cn per 100 square feet. The raft may have raised
edges and a tent or wood hut for shelter. It is often dismantled and sold
for the value of the wood (1/4 Price) once the cargo reaches a downstream
port. It may be found as a ferry at a river crossing.
Characters can build their own rafts if wood is available-this takes 1d3
days per 100 square feet (maximum size 600 square feet). Capacity: 5,000 cn
per 100 square feet.
Sailing Ship, Large: This is a three-masted ship with one or more decks.
The length is 100'- 150', beam is 25'-30', and draft is 10'-12'. Capacity:
300,000 cn plus crew. Standard crew: 20 sailors, I captain. The bow and
stern are raised "castles" for better field of fire, and it may have two
light catapults.
Sailing Ship, Small: Very similar to the large sailing ship, the small
sailing ship has a single mast. The length is 60'-80', beam is 20'-30', and
draft is 5'-8'. Capacity: 100,000 cn plus crew. Standard crew: 10 sailors, 1
captain.
Troop Transport: Identical in size to the large sailing ship, this ship
is designed to carry people. Capacity: double large sailing ship, calculated
for men and horses. This vessel often has special modifications. For
example, troop transports designed to carry cavalry will have a hatch cut
into the side for loading horses or other animals.
Ship Combat Characteristics
Hull Pts: A ship's ability to remain afloat after taking water or damage
is measured by a number, called hull points. Hull points for a ship are very
similar to hit points for a character; when a ship reaches zero or fewer
hull points, it will sink in 1d10 rounds.
If a ship is reduced to zero of fewer hull points, it can no longer move
under its own power or attack with ship-mounted weapons.
The DM can dec1de whether any onboard catapults are then destroyed (he
can choose to roll 1d6, with a 1-4 indicating the weapon is wrecked); the
crew may use personal weapons normally.
When the PCs buy a ship, the DM decides how many hull points it has,
choosing from the range of hull points listed in the Sailing Vessels Table.
As a general rule of thumb, a new ship from a good shipyard will have the
maximum listed hull points. A new ship from a less-reliable shipyard or a
well-maintained older ship will have somewhat fewer hull points. And a
scurvy river barge that's taking on water will have the lowest possible hull
points indeed.
Armor Class: This number is used to determine chances of success for ram
and catapult attacks against a ship.
Ship Modifications
Some ships can be modified for transport or combat, with additional costs
as follows:
Adding a Ram: A large or small galley may
add a ram for an additional 1/3 of the ship's listed cost. A war galley
already has a ram included in the cost. Other ships may not add rams.
Troop Transport: A large or small sailing ship may be converted into a
troop transport by paying an additional 1/2 of the ship's listed cost. A
troop transport has 1/3 more hull points than a normal sailing ship, and it
carries twice as many troops as the normal vessel of its type. The one troop
transport listed on the Sailing Vessels Table is equivalent to a converted
large sailing ship.
Catapult: A longship, any type of galley, and either type of sailed
warship may add one light catapult beyond the numbers of catapults already
described for them. The larger sailing ships may use heavy catapults
instead. Ordinary sailing ships, troop transports, and the smaller vessels
not mentioned above cannot mount a catapult. A catapult and 20 rounds of
shot weigh 20,000 cn. Catapults are discussed later in this chapter, under
"Siege Equipment."
Passage
Characters don't have to buy ships in order to get from place to place
across the water. They can book passage on commercial vessels. The Passage
Table shows the cost of such transportation based on the class of passage
and the distance traveled. To use the table, determine how far the character
is traveling; divide that distance by the number shown, and the result is
the cost of passage per person (in silver pieces).
For example an adventurer travels 80 miles at first-class pass. His rate
is 80 miles divided by 1 sp = 80 sp for passage. A different adventurer,
traveling the same 80 miles but going by third- class, would pay 4 sp (80
miles - 20 sp 4 sp).
The passage classes listed in the Passage Table are described here and
are arranged alphabetically for your convenience.
First-Class: These are luxurious accommodations. The character has his
own cabin (two or more people traveling together may book a single larger
cabin). Service is first-rate, and meals are excellent. Each character has
10,000 cn of cargo space in the hold available, and he can easily put
another 5,000 cn of space in his cabin. He can purchase an extra 10,000 cn
of space in the hold for 1/10 the cost of his passage.
Second-Class: These are decent accommodations. The character is in a small
cabin with up to three other people; some of them may be strangers if
characters are traveling singly or do not arrange to be placed in the same
cabin. Service is minimal, but meals are adequate. Each character has 5,000
cn of cargo space in the hold available to him, and he can comfortably fit
another 1,000 cn of gear in his cabin. He can purchase an additional 5,000
cn of space in the hold for 1/10 the cost of his passage.
Third-Class: These are minimal accommodations. The character may have a
bunk in a large common passenger hold; on a smaller boat or ferry, he may
just have a seat open to the sky. If this is passage on a ship that can hold
20 people or more, the price of passage includes 1,000 cn of space in the
cargo area. A character can keep another 500 cn of gear near or under his
bunk, and he can purchase another 1,000 cn of space in the cargo area for
1/5 the cost of his passage. If this is passage on a raft, ferry, canoe, or
other small vessel, the character has no cargo privileges because of sp-ace
constrictions. He can bring only what he can comfortably carry on his
person, unless he cares to buy another seat at the same rate. The additional
seat would give him about 2,000 cn of room for equipment. Food, if
available, is meager and coarse.
Siege Equipment
Should characters decide to lay siege to a fortification or equip a
sailing vessel with heavy weapons, siege weaponry and miscellaneous Siege
information is found in this section.
Many of the siege weapons described here need to be operated by trained
crews. For simplicity's sake, the DM can assume that 1d6 days spent working
with the ballista is sufficient to train the crew with it. If the campaign
uses the optional General Skills from Chapter 5, the artillery skill counts
as training with every existing type of siege weapon.
Weapon information listed in the Siege Weapons Table is as follows:
Cost (gp) shows only the cost of the weapon itself; ammunition costs are
shown on another column.
Enc (cn) is the weight of each weapon.
AC shows the weapon's armor class when fired upon at range; in melee
combat, consider siege weapons to have ACs of 6.
HP shows the weapon's hit points. When a weapon has taken its listed
number of hit points, it is broken and will no longer work.
Full Crew indicates the optimum size of a crew to operate this piece of
equipment. More crewmen will not improve its performance. If a crew is less
than full, but at least half the listed number, the weapon's fate of fire is
half normal. If the crew is reduced below half but not below 1/4 the listed
number, the weapon's rate of fire is divided by four. Round down all
fractions.
Damage is the amount of damage each weapon can do.
Range should be read as you would for any missile weapon. However, the
"Min" figure is the closest distance at which the weapon can fire at a
target. A light catapult can't fire at anything closer than 150 yards, for
instance. As usual, targets are + 1 to hit at short range and - 1 to hit at
long range.
Fire Rate describes the maximum rate at which the weapon can fire; for
example, a continuously manned ballista can fire one projectile every two
rounds (20 seconds).
Ammo Cost /Week reflects the amount of ammunition used during a standard
week-long siege. During longer sieges, you'll use the rules in the "Siege
Combat" section of Chapter 8. This section has more detailed rules
pertaining to the use of siege weapons.
The "Cost," "Standard Size," and "Enc (cn)" listed in the Miscellaneous
Siege Equipment Table on page 74 are self-explanatory; the remaining columns
are as follows: AC shows the equipment's own armor class; when someone
attacks the equipment itself, this is the armor class he must hit.
AC + shows the armor class bonus that the equipment provides to those who
are protected by it. If an armor class 6 character is inside a belfry, his
armor class against outside attackers is a - 2. Once the belfry is
destroyed, however, armor class is 6.
HP shows the equipment's hit points; once the equipment has sustained that
number of hit points, it collapses, becomes useless, and ceases to protect
those within it.
Siege Weapon Descriptions
The weapons listed in the Siege Weapons Table are described here and are
arranged alphabetically for your convenience.
Ballista: A ballista is very similar to a normal crossbow and was actually
the crossbow's forerunner. It is much larger (often 5'-10' long) and mounted
on a platform or wheeled carriage. The ballista described in the Siege
Weapons Table is the largest one available. It is mounted on wheels (or on a
wagon), or it can be placed on a pivot. The latter is the case when it is
installed on a ship or a defensive fortification.
Ballista ammunition resembles spears, but
they have larger heads. The ammunition is nearly useless against
constructions, but they can inflict some damage to equipment. They are
designed for use against men, animals, and monsters.
Siege Weapons Table
Cost Enc Full Fire
Weapon (gp) (cn) AC HP Crew Rate
Ballista 75 6,000* 4 9 4 1 per 2
Catapult, Light 150 12,000* 4 18 6 1 per 5
Catapult, Heavy 250 18,000* 0 27 8 1 per 6
Trebuchet 400 24,000* 0 36 12 1 per 6
Bore 150 3,000 -4 50 10 1 per 2
Ram, Battering 100 3,000 -4 50 10 1 per 2
Weapon
Range Damage Ammo
Ballista 100/200/300 (Min: NA) d10+6 Cost/Wk.
Catapult, Light 200/250/300 (Min: 150) d8+8 2,000
Catapult, Heavy 250/325/400 (Min: 175) d10+10 4,000
Trebuchet 250/400/500 (Min: 100) d12+13 6,000
Bore - d6+14 8,000
Ram, Battering - d6+8 -
-
These weapons may have wheels attached and be towed. Towing encumbrance
=1/12 the listed encumbrance; thus a horse pulling a heavy catapult on
wheels is pulling 1,500 cn.
The crew of a ballista must be trained to use it, but the weapon does not
require that an artillerist be present (see "General Skills," in Chapter 5
for the artillery skill). ,
If a ballista is operated by a trained crew, one of whom is an
artillerist, it fires at the fighter experience level of the artillerist.
(If the artillerist is not a fighter, use the equivalent fighting ability of
his class; for example, a magic-user of 1st-5th level has the same attack
roll as a fighter of 1st- 3rd level.) If operated by a trained crew with no
artillerist present, take the size of the operating crew (maximum: 4) and
use the size as if it were the experience level of a fighter; in other
words, the smaller the crew, the worse the attack roll becomes. If operated
by an untrained crew, the ballista fifes as though it were a normal man with
a - 8 penalty to the attack roll.
Bore: A bore is a long, heavy loglike device hung from chains; its metal
tip is similar to a corkscrew. Instead of being carried, it rests within a
cradle of chains so it can be freely rotated. Ropes are wrapped tightly
around it and are pulled alternately from each side by two crews of four men
each.
In use, the bore is rolled up to its target (normally the gate of a
fortification). Two men hold the bore firmly against the target structure
while the other men, in two groups of four, pull the ropes in sequence to
rotate the bore-first one direction, then the other. The bore actually
drills its way into the target. The bore does not require a siege specialist
to use, but its crew does need to be trained in its use. A bore is too slow
to attack a mobile target of any sort.
Catapult: A catapult is a huge wooden spoon" mounted in a wooden frame.
Its lower end is fixed by twisted ropes, so that the tension on the ropes
keeps the spoon portion nearly upright. When the spoon is pulled down, the
ropes become taut. The spoon is secured in this position, loaded with shot,
and released. The spoon snaps quickly upward until it hits a horizontal
crossbar and stops; the shot continues on its way, following an arched
trajectory. The range varies by the amount of tension on the ropes.
A trained artillerist knows the proper amounts of tension for various
ranges of fire. Use of the catapult requires the presence of an artillerist.
If you are using the General Skills rules from Chapter 5, anyone with the
artillery skill can captain a catapult. Otherwise, the artillerist must be a
hired NPC specialist.
There are two common types of catapults- fight and heavy. Either may be
mounted on a wheeled carriage for towing, but it must be firmly blocked in
place when used. Light catapults may also be mounted on ships.
Catapults cannot be fired at moving targets. An exception is the
ship-mounted catapult, which is aimed by virtue of the ship steering in the
correct direction; it can only be aimed at very large monsters and other
ships.
If a catapult is operated by a trained crew, one of whom is an
artillerist, it fires at the fighter experience level of the artillerist.
(If the artillerist is not a fighter, use the equivalent fighting ability of
his class; for example, a magic-user of 1st- 5th level has the same attack
roll as a fighter of 1st- 3rd level.) If operated by an untrained crew, or
by a trained crew with no artillerist present, it fires as though it were a
normal man with a - 8 penalty to the attack roll.
Ram, Battering: A battering ram is a large, heavy log or similar device
mounted on wheels. The log is usually capped with metal. This end is
repeatedly slammed against a target (such as a door or gate), using brute
force to cause damage.
The standard battering ram is 10' long and needs a 10-man crew to
operate. For a longer ram, add one crewman per extra foot of length. A rain
can be transported by fewer men than it takes to operate it.
The rain is commonly used by fastening it securely to stout chains
attached to a wheeled gallery shed ceiling of belfry (see "Miscellaneous
Siege Equipment," below). The ram is then easily tolled up to and swung
against the target. When a ram is used in this manner, only one man is
needed for each 2' of the ram's length; a five-man crew is sufficient for a
10' battering ram. The crew of a battering rain does not have to be trained
in its use.
Trebuchet: Somewhat similar to the catapult, a trebuchet is a huge wooden
bar with a sling at one end, mounted on a wooden frame in seesaw fashion.
Instead of using ropes and tension to propel it, the bar is mounted on a
pivot so that part of the bar projects toward the target. A large basket or
net is hung from this end and is filled with weights. Ropes are used to pull
the long sling arm down and to hold it for loading.
When released, the weights pull the short arm downward and the long arm
pivots quickly upward. The sling slows naturally as the weights reach the
bottom of the arc and flies open, causing the shot to fly off in a high,
arched trajectory. The range of fire is determined by the amount of weight
in the basket of net and by the exact position of the basket on the short
arm of the bar.
If a trebuchet is operated by a trained crew, one of whom is an
artillerist, it fires at the fighter experience level of the artillerist.
(If the artillerist is not a fighter, use the equivalent fighting ability of
his class; for example, a magic-user of 1st- 5th level has the same attack
toll as a fighter of 1st-3rd level.) If operated by an untrained crew, or by
a trained crew with no artillerist present, it fires as though it were a
normal man with a - 8 penalty to the attack roll.
Alternative Types of Ammunition
Previously, weapon tables have shown damage and cost factors for normal
ammunition. Normal ammunition is ammunition of a consistent quality, weight,
and size.
In the field, characters sometimes have to rely on available stones and
projectiles to launch from their weapons. This greatly reduces the cost of
operating a weapon continuously, but is a drain on manpower due to having to
find ammunition. The DM will decide in any such instance whether this
foraging for ammunition slows down the rate of fire of diminishes the
weapon's effectiveness. Foraged rocks may not be as accurate as standard
ammunition, and the DM can assign attack foil penalties to those who use
them. Only catapults and trebuchets may utilize found stones.
Another type of ammunition is pitch shot. Pitch shot consists of a large
ball of pitch (sometimes mixed with gravel) loaded into the weapon and lit
just before it's fired. Pitch shot does not do normal damage. Where it hits,
it does 1d6 fire damage in a 10'x 10' area; it ignites any flammable targets
(such as oil) that it hits.
Wooden structures can be damaged by pitch attacks. Damage starts out
slowly-instead of taking 1d6 points of damage, wooden structures take only 1
point. But wooden structures attacked by fire can be set afire, causing
further damage. A building's chance to catch fire is 5% per point of damage
caused by each fife attack. This is cumulative during any one-day period- in
other words, a building hit by one fire attack has a 5 % chance to catch
fire, a 10% chance on the next attack, and so on. Anything set afire will
take 1 point of damage the first round, 3 more points by the end of the
first turn, 6 points the second turn, and 12 points for each turn thereafter
until destroyed.
Catapults and trebuchets can use pitch shots; their firing bowls must be
specially reinforced (costing 50 gp) to fire pitch shot. Pitch shot costs
five times as much as normal shot.
Miscellaneous Siege
Equipment Descriptions
The equipment listed in the Miscellaneous Siege Equipment Table is
described here and is arranged alphabetically for your convenience
Belfry: A belfry (or siege tower) is a protected stairway. The standard
belfry is a 30' tall building on wheels, made of a stout wood frame with
thin walls. The walls are covered with uncured or wet animal hides and
blanket to minimize fire damage. The interior of the belfry contains a
well-built stairway. One or two doors lead into the building at the base. A
drawbridge near the top of the belfry is controlled from inside. A final set
of steps leads to the roof of the belfry, with access protected by a trap
door barred on the inside.
In use, the belfry is pushed or pulled up to a wall; troops then enter
the doors and climb the stairway. When ready, they lower the drawbridge so
that it gives access to the top of the adjacent wag, and then charge across
to melee. Some troops may take a position atop the belfry, adding missile
fire to the melee atop the wall.
If a belfry is subjected to fire attack, it takes full initial fire
damage, but it has only a 5% chance to ignite for each 2 points of fire
damage it sustains. (See the description above for pitch shot and see
Chapter 8 for more details on fires and fire fighting.)
Gallery Shed: This protective device is a wooden building with a light
frame construction. It has side walls but no end walls. The roof is normally
covered with animal hides or wet blankets to minimize fire damage. The
standard gallery shed is 20' long, 10' wide, and 10' tall. It can be carried
by 20 men, and it gives a - 12 bonus to the armor class of those within it.
A gallery shed is most often used along with a ram or bore, which is
suspended by chains from the ceiling of the shed before advancing on the
enemy.
Hoist: A hoist is a machine used to lift small numbers of troops over or
to the top of a wall or other obstruction. A hoist consists of a light
frame, similar to a belfry's, with a long beam projecting from the top and
a pulley on the beam. A large basket, capable of carrying up to four men, is
raised by ropes through the pulley and connected to a winch. The rate of
ascent varies by the number of crewmen operating the hoist and by the number
of troops in the basket. A hoist is normally used to raise well-armed or
higher level troops (those who can withstand some missile fire before
engaging in melee) to the top of a wall.
Miscellaneous Table
Standard Enc (cn) AC AC+ HP
Type Cost Size
Belfry 25 gp/ft height 30' tall 250,000* 0 -8 75
Gallery Shed 15 gp/ft length 10'x10'x20' 8,000* 4 -12 40
Hoist 5 gp/ft height 30' tall 12,000* 4 0 15
Ladder 1 gp/10' height 30' tall 900 4 0 3
Mantlet 2 gp/ft length 8' long 4,800* 0 -4 16
Timber Fort 4 gp/ft length 8' long 7,200* 0 -8 32
These weapons may have wheels attached and be towed. Towing encumbrance
=1/12 the listed encumbrance; thus a horse pulling a mantlet on wheels is
pulling only 400 cn.
Ladder: The siege ladder is a large, sturdy version of the common ladder.
It is most effective when used by surprise or against defenders already
occupied by attackers from a belfry or hoist. Used alone, ladders are easily
toppled or broken by defenders.
To topple a ladder, take the number of defenders trying to topple the
ladder (numbers greater than four count as four) and multiply that number by
four. The attacker (on the ladder) must roll above that result on 1d2O as a
saving throw each round or the ladder is toppled. The attacker may attempt
this save once per round.
Mantlet: A mantlet is a wooden wall, built with wheels for easy movement.
The standard mantlet is 8' long and 4' high and can shield up to five men.
Those protected by the mantlet gain a - 4 bonus to armor class. Mantlets are
often used by troops who are pushing a belfry up to a wall and by those
operating or waiting for use of a hoist.
Timber Fort: A timber fort is a heavy wooden wall built in sections. It is
movable only with difficulty. Each section of the wall is 8' long and 4'- 5'
high. Those protected by a timber fort gain a - 8 bonus to armor class.
Final Notes on Siege Weapons
Special additional rules for these weapons appear elsewhere in this book
in the "Siege Machine" section of Chapter 8.
Two types of special abilities (called weapon mastery and general skills)
can be used by player characters in campaign games. These two sets of
abilities are optional; the Dungeon Master decides whether they will be used
in his or her world.
Weapon mastery is a character's ability to use weapons with greater skill
than the game normally allows. All characters, not just fighters, can learn
to use weapon mastery.
General skills are abilities that characters can learn and use in the
campaign. Few general skills are useful in combat, but many are helpful
throughout the course of a campaign; they also help define the character and
make him or her seem more real.
Weapon Mastery
In the D&D combat system, each character automatically knows how to use
every weapon available to his character class for use. The following system
gives player characters the option to either study one weapon in depth or to
study a few weapons to a less intense degree. When a character is using the
weapon(s) he has mastered, he has an advantage over those who have not
studied these weapons.
Weapon Choices
With the weapon mastery rules, when a human character is started, he does
not know how to use any weapons. He is given weapon choices so that he may
choose to learn individual weapons. Demihumans do not gain or use weapon
choices; due to their longer lifespans and wilderness-oriented lifestyles,
demihuman characters start with basic skill in all weapons not restricted
from their classes. However, demihumans can increase their weapon mastery
through training, as outlined below.
Number of Weapon Choices
Fighters staff off at 1st level with four weapon choices; all other
character classes start off with two.
Human characters gain one new weapon choice at each of the following
experience levels: 3, 6, 9, 11, 15, 23, 30, and 36. Fighters also gain
weapon choices at levels 19, 27, and 33. All characters gain one new weapon
choice for every 200,000 experience points they earn above their maximum
experience level.
The Weapon Choices by Experience Level Table shows the character's number
of weapon choices.
What to Do With Weapon Choices
For each weapon choice he has, a character may choose to learn one weapon
at the basic level of ability By "one weapon:' we mean precisely that-one
weapon from the Weapons Mastery Table used in one fashion only. One weapon,
for example, might mean a "normal Cost Per sword"; it does not mean " all
swords."
When a weapon can be used in two different 100 fashions (i.e., one-handed
and two-handed, as 250 with the bastard sword), a weapon choice buys 500
only one of those fashions. A character can have 750 different levels of
mastery, for example, with 1,000 one-handed bastard swords and two-handed
bastard swords, depending on how he has allotted his weapon choices. One
exception is the net; training with the net allows a character to use small
nets one-handed and larger nets two- handed, so the net has only one entry
on the Weapons Mastery Table.
Basic level of ability is the same level of ability you're already
familiar with; basic level allows the character to use the weapon
effectively by doing the damage and special functions listed on the Weapons
Table in Chapter 4. However, a character does not have to use every weapon
choice he has to buy basic level of ability with a new weapon. Instead, he
can choose to specialize by applying his weapon choices to a weapon he
already knows, thus improving his ability with that weapon. These degrees of
ability are called levels of mastery and are listed in the Levels of Weapon
Mastery Table.
Weapon Choices by Experience Level Table
Weapon Choices by
Experience Character Class:
Level Fighters All Others
1 4 2
3 5 3
6 6 4
9 7 5
11 8 6
15 9 7
19 10 7
23 11 8
27 12 8
30 13 9
33 14 9
36* 15 10
* +1 weapon choice per 200,000 XP above
the character's maximum experience level.
Levels of Weapon Mastery Table
Number of Weapon Level of
Choices Spent Mastery
At 1st experience level, a character must spend all his weapon choices on
different weapons; he may not yet progress beyond basic ability with any
weapon. He may spend subsequent weapon choices to either buy basic ability
with a new weapon or to gain the opportunity to improve his level of mastery
with a weapon he already knows.
In general, the higher a character's level of mastery with a weapon, the
more damage he does with the weapon and the greater number of special
results he can achieve with the weapon. The different levels of mastery are
detailed under "Training:' next.
Training
Although characters can gain basic levels of mastery simply by expending
weapon choices, characters cannot attain higher levels in the same way. Once
the character has spent his 1st level choices, to gain additional knowledge
of the use of a weapon he must be trained by someone who has equal or
greater knowledge of that specific weapon. That someone could be another PC,
but it is usually an NPC teacher found during adventures or through
word-of-mouth. In some campaigns, weapon masters run academies where they
teach the proper use of specific weapons; sword academies are common. In
other campaigns, mystics may allow nonmystics to learn at their monasteries;
many mystics are weapon masters.
Demihumans can train to reach higher levels of weapon mastery just as
human characters can. However, demihumans are eligible to train only at
levels 4 and 8 and level 12 for dwarves) and at every 200,000 experience
points after reaching their maximum level.
After finding a trainer who will provide the necessary instruction, the
student must pay all of the required costs before training can begin. The
costs and time required for weapon training vary by the level of mastery
sought, and they are listed in the Training Times and Costs Table.
A student can train only to the next rank of ability above his own. He can
go from Basic to Skilled, for example, and next time go from Skilled to
Expert, but he can never jump straight from Basic to Expert.
A student can train in the hope of achieving the next level of mastery-and
yet fail to do so. The student character has a chance of failure applied to
each training period. His chances of success and failure vary by the mastery
levels of himself and his trainer, as given in the Chance of Training
Success Table. From the character's perspective, failure may occur because
the trainer has insufficient knowledge or lacks the ability to train others
or because the student cannot fully absorb the new information.
Failure does not mean that the character has lost his weapon choice for
that experience level. The weapon choice is still there, and it's still
dedicated to the weapon and level of mastery he has chosen for it. The
student has lost the time and money he has spent, but he may spend more time
and money until he reaches the level of mastery for which he has spent his
weapon choice.
The chance of success is checked halfway
through the training period, and the student is immediately informed of
the results. (In the role-playing situation, this usually consists of the
teacher taking the student -aside and telling him that he is not ready yet
and that it is useless for him to continue at this time.) The student may
then either continue (despite his teacher's recommendation) or stop the
training. If the success roil failed but the student decides to continue
training for the full period, the student may then study the same level
again but with a different trainer, and his chance of success is increased
by 10%.
Training Times and Costs Table
Level of Time Cost Per
Mastery Sought Required (wks) Week (gp)
Basic (-new weapon) 1 100
Skilled 2 250
Expert 4 500
Master 8 750
Grand Master 12 1,000
If the student chooses to stop the training midway, he may then study the
same level with a different master at the same chance for success. The two
advantages to this option are that the character does not lose the rest of
the time he would spend with the first teacher and that the first teacher
normally refunds half the cost of training. (Chaotic teachers might not
offer refunds.) As you can see from the Chance of Training Success Table, it
is possible (1% chance) for a character to learn a superior level of weapon
mastery from a teacher who is actually the character's equal. (Such unusual
training matches usually end up with the teacher realizing and announcing
that his student has surpassed him: "Now, you are the master, and I am the
student!") However, learning from an equal-level teacher is very difficult
to do. Whenever possible, the student should find a teacher who is more
skilled than he is; when that isn't possible, however, he will have to train
with a teacher who is his equal. At the more advanced levels, characters are
likely to train with their equals and just as likely to fail their chance to
succeed the first time around. Most characters will choose to finish
training with that teacher anyway so that they will have a 10% bonus with
the next teacher they train under. Obviously, it takes quite a while to
attain the grand master level of competency.
Unskilled Weapons Use
A character who is not trained in any weapon (i.e., he has not devoted
even one weapon choice to a weapon) is classified as unskilled.
If an unskilled character uses a weapon, the weapon has its basic mastery
characteristics and bonuses or penalties, but it does only half damage.
Thus, if an unskilled character uses a weapon that does 1d8 points of
damage, he will roll 1d8 and then halve the result (rounding fractions down)
for the actual damage. Missile weapons used at the unskilled mastery level
also receive a - 1 penalty to attack rolls. Also apply his Dexterity
adjustment to all
Skilled Weapons Use
When using the weapon mastery rules, the weapons from last chapter's
Weapons Table acquire new abilities and damage ranges. All these new
bonuses, damage types, and special uses are given in the Weapons Mastery
Table in this chapter. Weapons that were nearly identical in the previous
rules become much more distinctive here.
Characters might choose to specialize in a particular weapon because of
its better damage against weapon-using opponents, or they might choose a
weapon for its special uses (such as parrying blows or tripping opponents).
The DM may modify the Weapons Mastery Table if he chooses, either by
adjusting listed weapon characteristics or by adding new weapons. He should
not add any new weapons that are significantly more powerful than the ones
listed in the table; new weapons should be assigned balanced benefits and
weaknesses.
Types of Benefits
Characters gain several benefits from weapon mastery. These benefits
include extra damage, attack roll bonuses, improved range with missiles and
thrown weapons, ability to throw some hand-to-hand weapons, bonuses to armor
class, and other special results (stunning, paralysis, entanglement, etc.).
Applying Benefits
Some maneuvers and special weapon effects in these rules provide bonuses
to attack rolls in combat. These benefits are applied before other
modifiers. Using this method, high-experience fighters and demihumans might
gain enough bonuses to bring the attack roll needed to 2 or less, activating
their Multiple Attacks option. (Multiple Attacks are described in the
"Combat Maneuvers" section in Chapter 8.)
Other weapon mastery benefits can be applied during the normal course of
the combat sequence. Benefits such as the greater damage available can be a
crucial factor when doubled by a thief's Backstab ability.
Some benefits can occur only if the player announces that his character is
deliberately using them (such as deflecting, disarming, etc.). The player
must always tell the DM he is using one of these options. He must mention
this use before he rolls to hit. It is too late to mention it after the die
has been cast.
Armor class bonuses gained through weapon mastery should be applied
automatically in all applicable situations. However, players may, want to
remind the DM once or twice. Attack and Defense Benefits
There are a number of attack and defense benefits available to characters
when using the weapon mastery rules. These are outlined in the following
text.
Opponent Type and Damage Bonuses
Many damage increases and attack roll bonuses vary with the type of
opponent. Opponents that attack with two-handed missile fire devices have
similar defenses to those that attack with natural body weaponry. This type
of opponent is designated "M" (for Missile of Monster) on the Weapons
Mastery Table.
Defense is very different for opponents using hand-held weapons that are
swung (such as swords and axes) or thrown (such as daggers and bolas) and
opponents using missile-fire weapons that need only one hand (slings, short
blowguns, preloaded light crossbows). On the Weapons Mastery Table, these
opponents are designated "H" (for Hand-held).
If an opponent could fit into both categories (such as a wererat carrying
a sword, who has both natural body weaponry and a hand-held weapon), the
character attacking that opponent uses his weapon's damage results that are
most favorable to the opponent (not to the attacker!). However, if this type
of opponent drops the weapon it holds, it immediately becomes category M for
all calculations. Most weapons are better when attacking one or the other of
these defense categories. On the Weapons Mastery Table, each weapon's
listing shows a primary opponent (the category of defense against which the
weapon is most effective) and a secondary opponent (the other category,
against which it is less effective). A few weapons are equally good against
both target types; they bear the table notation [P=A], where "A" stands for
All.
Attack Roll Bonuses
Characters with skilled or better weapon masteries receive bonuses to the
attack roll with the mastered weapons, as noted in the Attack Roll Bonuses
Table. When the character successfully completes training and achieves a new
level of weapon mastery, he gains his new applicable attack roll bonuses and
all other special weapon benefits from the new level of mastery (listed in
the Weapons Mastery Table and described in the weapon descriptions section
below).
Attack Roll Bonuses Table
Level of Bonus Bonus
Mastery vs. Primary vs. Secondary
Unskilled No bonus No bonus
Basic No bonus No bonus
Skilled + 2 + 1
Expert + 4 + 2
Master + 6 + 4
Grand Master + 8 + 6
Even with the additional bonuses gained from weapon mastery, don't forget
to apply a character's Strength adjustment to all melee attack rolls and to
melee and thrown-weapon damage rolls.
Improved Range
A character at skilled or better mastery with a ranged weapon can often
fire or hurl it farther than someone less accomplished. All notes on
improved weapon ranges are on the Weapons Mastery Table. Remember that the
ranges for thrown and missile weapons are calculated in feet in indoor
settings and in yards in outdoor combat.
Throwing Ability With Hand-to-Hand Weapons
Weapon masters can throw some weapons that other character's can't throw
effectively. Masters of battle axes, clubs and torches, war hammers, bastard
swords, normal swords, and short swords can throw these in combat starting
at the expert level of mastery. Ranges for these weapons are given on the
Weapons Mastery Table, and there are rules for barely thrown weapons after
the table.
Bonuses to the Wielder's Armor Class
When a character is using a weapon he has mastered, he gains an armor class
bonus (above any he might receive from his armor or defensive maneuvers).
The armor class bonus he receives applies only to a given number of attacks
per round. That number is given on the Weapons Mastery Table, and it may
apply to M (Missile/ Monster) attackers, H (Hand-held) attackers, or A (All)
attackers, as shown on the table. For example, if the table says that the
character has M: -2AC/2, it means that he gets a - 2 armor class bonus
against the first two attacks made against him that round by missiles or
monster attackers. Likewise, A: - 6AC/3 indicates that the character gets a
- 6 armor class bonus against the first three attacks made against him that
round by any missile or monster attacker.
Some shields do not have a number after a slash mark; that means that the
shield provides the character an additional armor class benefit all the time
the shield is held, not just for a certain number of attacks per found.
Having an armor class bonus does not count as a maneuver; the character may
still move and attack at normal rates.
Defensive Maneuvers
In addition to the above armor class bonuses, a character may have an armor
class adjustment due to Fighting Withdrawal and Parry defensive maneuvers,
as described in Chapter 8.
Special Results
Weapon masters can do some amazing things with their weapons; they get more
performance out of the weapons they've mastered. Most of the special results
are listed in the "Special Effects" column of the Weapons Mastery Table and
are described in the section on descriptions of special effects, which
follows the table.
However, one special result is common to all weapons: the despair effect.
Despair Effect
A weapon master's amazing ability with his weapon can cause despair and
fear in some opponents. This is called the despair effect. When it happens,
the targets affected must make a standard morale check (described in Chapter
8). Opponents must be above animal intelligence to be affected.
Targets that fail their morale tolls try to flee or surrender at their
next opportunity. The DM should describe the expressions of the monsters
who've had to make special despair morale checks, but he or she shouldn't
describe whether the monsters successfully made their rolls until it's time
for them to act.
When to Roll for Despair: The DM should have affected monsters and NPCs
make their morale rolls under any of the following circumstances:
* The weapon user inflicts maximum possible damage with his weapon.
* The weapon user avoids all damage in a round by deflecting the
opponent's blows. (Deflecting is described in the section on descriptions of
special effects after the Weapons Mastery Table.)
* The weapon user disarms two or more opponents in the same round.
The DM may choose to check for despair during other special situations if
he desires.
PC Victims of Despair: Player characters under a despair effect must make
a saving throw vs. death ray. If they succeed, they are merely impressed;
those who fail must retreat in awe for 1d6 rounds.
Numbers Affected: The despair effect can only affect a certain number of
enemies at a time. This varies with the character's level of mastery as
follows:
* Basic-no despair effect possible.
* Skilled-up to 4 hit dice or levels.
* Expert-up to 8 hit dice or levels.
* Master-up to 12 hit dice or levels.
* Grand Master-up to 16 hit dice or levels.
When the despair effect is turned on a group, it always affects the
lowest-level (or lowest-HD) enemies first.
Frequency of Use: A weapon master can only use his despair ability once
per fight (once the current situation leaves the combat sequence, the fight
is over).
Other Notes
When choosing a character's weapons, keep the character in mind; be sure
to select the weapons the character (not necessarily the player!) would
choose. Be aware of standard weapon restrictions. Halflings can only use
small weapons, for example.
Weapons that do a wide range of damage are present in each category. Low
damage is usually offset by special benefits. Once a suitable weapon is
found, review the other weapons within that category with comparable damage
or special effects and consider the weapon's potential (available with
further training). Weapon mastery choices, once taken, cannot be changed.
Remember that weapon mastery bonuses apply only when the character is
using the weapon he has mastered, not when he uses other weapons, even
similar ones.
How to Read the Weapon
Mastery Table
The columns on the table provide the following information: Weapon: This
column gives not only the weapon name but also many other details about its
use; compare the symbols beneath the weapon name to the list of
abbreviations at the bottom of the table.
Lvl: This heading stands for "level of mastery." Each weapon has
statistics listed for five different levels of mastery. If your character
has expert mastery with a normal sword, he'd find the entry for normal sword
and skip down to the line labeled "EX" (for Expert) in this column.
Ranges: This column shows the weapon's range when thrown or launched. Not
all weapons have ranges listed. Note that the weapon's range increases with
each new level of mastery.
Damage: This column shows the damage the weapon does. Damage, too,
increases with each new level of mastery. This column often has separate
entries for " P " and " S " -the weapon does different amounts of damage to
its primary and secondary target types.
Defense: This column shows the effects the weapon has on the armor class
of its wielder.
Special Effects: This column summarizes the weapon's special abilities; you
will need to read the text after the table to understand what these
notations mean. Certain weapons have an additional symbol (" SS ") in this
column; this symbol indicates that these weapons have special effects beyond
the other weapons' special effects. Read the following text-for more
information on these particular weapons.
The " SS " Notation
Five weapons-the blackjack, blowgun, bola, net, and whip-are listed on the
Weapons Mastery Table with an " SS " symbol in their "Special Effects"
column. This means you need to refer t@ the following Special Effects Tables
to see what else these weapons do to their victims.
Special Effects Descriptions
The special effects listed for weapons in the Weapons Mastery Table are
described here and are arranged alphabetically for your convenience.
Breaks: Whenever the wielder of a shield weapon or his foe tolls the
exact number needed to hit the other, there is a chance that one of the
shield weapon's blades will break. With a subsequent roll of 5 or less on
1d10, a blade breaks. Charge: If the wielder charges 20 yards or more and
strikes his target, the victim takes double damage.
Death: The victim is reduced to 0 hit points. Deflect: In addition to any
attacks, the wielder of this weapon may attempt to deflect the number of
melee and thrown weapon attacks indicated in one round. To deflect each
attack, the character must make a saving throw vs. death ray.
Delay: The victim hit by this weapon must make a saving throw or lose
initiative the next round. If the type of saving throw is not specified, it
is a saving throw vs. paralysis. For missile attacks, this effect occurs only
at the indicated ranges.
Disarm: The wielder of this weapon may attempt to disarm an opponent instead
of making a normal attack. The attacker must roll to hit the target. The
victim can save his weapon by rolling less than or equal to his Dexterity on
1d20. If the attacker has the Disarm Combat option, the victim must add a +
5 penalty to his die roll. The DM should determine Dexterity scores for NPCs
and monsters or else assume a Dexterity score of 1 1. In addition, for each
level of mastery the attacker has gained beyond basic, the victim suffers a
penalty of + 1 to his roll vs. the effect.
Double Damage: On a natural toll of number(s) indicated, the weapon
inflicts double damage.
Entangle: An entangled victim cannot attack, cast spells, of move. The
victim may make a saving throw vs. death ray each round to escape.
Hook: Instead of making a normal attack, the wielder of this weapon may
attempt to hook and pull down a foe. The attacker must roll to hit. This
causes the minimum damage possible for the weapon; the victim must make a
saving throw vs. paralysis or fall down. A + 4 bonus to attack rolls applies
when attacking a fallen foe. A fallen foe also has a -4 penalty to all
saving throws and a - 2 penalty to attack tolls while on the ground. A
character can stand up in one round.
Ignite: Fire has a chance to ignite anything flammable that it hits. The
chance is equal to 5% (rolled on 1d1OO) per point of damage caused in each
round. If an item ignites it will burn for 1d6 rounds causing 1d4 points of
damage each round.
Knockout: The victim is rendered unconscious for 1d100 rounds.
No Off-Hand Penalty: If a campaign is using the optional Two Weapons
Combat rules (see Chapter 8 and consult the DM), the cestus does not take a
-4 penalty or the -1 weapon mastery level penalties when used in the
off-hand. If the character uses two cesti, he can strike with both weapons
at the same chance for success. Paralysis: Paralysis freezes a creature in
place for 1-6 turns. A paralyzed creature is aware of what is happening but
cannot move, attack, talk, or cast spells. Any cure spell can negate the
effects of paralysis, but they do not cure damage in addition to removing
the paralysis.
Poison: See the Special Effects Tables One- Three for effects.
Second Attack: The wielder is able to make a second attack with this
shield weapon while attacking with another one-handed weapon in his
other hand. This second attack is made with no off-hand penalty.
Special Effects Table One: Blowgun and net
Victim's Bonus to
Level or Saving Results of Failed Saving Throw
Hit Dice Throw Blowgun Net
Up to 1 None Death Entangle
1+1 to 3 +1 Loss of 75% hp + paralysis Entangle
3+1 to 6 +2 Loss of 50% hp + paralysis Slow
6+1 to 9 +3 Loss of 50% hp Slow
9+1 to 12 +4 Loss of 25% hp Delay
12+1 to 16 +5 Loss of 25% hp Delay
16+1 or more +5 Loss of 10% hp Delay
Save vs.: Poison Death Ray
Special Effects Table Two: Blackjack
Victim's Bonus to Results of Failed Saving Throw
Level or Saving Basic/ Expert/ Grand
Hit Dice Throw Skilled Master Master
Up to 1 None Knockout Knockout Knockout
1+1 to 3 +1 Knockout Knockout Knockout
3+1 to 6 +2 Stun Knockout Knockout
6+1 to 9 +3 Stun Stun Knockout
9+1 to 12 +4 Delay Stun Stun
12+1 to 16 +5 Delay Delay Stun
16+1 or more +5 Delay Delay Delay
Save vs.: Death Ray Death Ray Death Ray
Special Effects Table Three: Bola and Whip
Victim's Bonus to Results of Failed Saving Throw
Level or Saving Basic Expert Grand
Hit Dice Throw Skilled Master Master
Up to 1 None Entangle Entangle Entangle
1+1 to 3 +1 Entangle Entangle Entangle
3+1 to 6 +2 Slow Entangle Entangle
6+1 to 9 +3 Slow Slow Entangle
9+1 to 12 +4 Delay Slow Slow
12+1 to 16 +5 Delay Delay Slow
16+1 or more +5 Delay Delay Delay
Save vs.: Death Ray Death Ray Death Ray
Set vs. Charge: If the wielder is aware of a charging enemy, he may set
this weapon against the charge. A charge only takes place when the enemy
rushes the wielder at 20 yards (or more) this round. If the wielder's weapon
hits the charging foe, it inflicts double listed damage.
Skewer: If the target has no more than the number of Hit Dice indicated,
the wielder of this weapon may decide to skewer him instead of strike him
normally. A normal attack consists of striking the target and withdrawing
the trident for another attack; with the skewer, the attacker thrusts his
trident into the target and twists it so that it is not easily extracted.
Once the weapon hits, it is stuck; it will remain stuck for 1d4 + 4 (5-8)
rounds, after which time the victim's movements will cause it to come free.
For each round a victim remains skewered, he automatically takes 1d6 points
of damage.
Slow: The victim is slowed and can move and attack at only half his
normal movement rates. He can cast no spells while slowed.
Strangle: If the attacker makes a natural roll of the number(s)
indicated, the victim must make a successful saving throw vs. death ray or
become immediately paralyzed and die in 1d6 + 2 (3-8) rounds unless rescued.
If the victim escapes, he survives but remains paralyzed for 2d6 (2-12)
rounds.
Stun: If the victim is approximately the same size as the attacker or
smaller, he is stunned if he falls a saving throw vs. death ray. A stunned
character moves at 1/3 Speed and cannot attack or cast spells. The character
also has a +2 armor class penalty and a - 2 saving throw penalty. A stunned
character can make a saving throw vs. death ray each round to recover from
the stun effect. For missile weapons, this effect occurs only at the
specified ranges.
Individual Weapon
Descriptions
Some of the weapons on the Weapons Mastery Table are marked with either
one or two asterisks. When a weapon is marked with one asterisk (*), refer
to last chapter's Weapon Descriptions to learn about the item's special
characteristics. If a weapon is marked with two asterisks (**), that weapon
is described here. Items are arranged alphabetically for your convenience.
Blowguns: A victim hit by a poisoned blow- gun dart fired by someone with
skilled or better weapon mastery makes his saving throws at a penalty. The
weapon master knows how to accurately fire the daft into veins, arteries,
and other critical areas, thus introducing the poison more quickly into the
bloodstream.
Polearms, Other: The last chapter mentioned that traits of the halberd,
pike, and poleaxe could be combined to individualize the other types of
polearm mentioned. This is an optional rule to be used if the DM wishes
these weapons to be individualized. These additional polearms are detailed
as follows:
Bardiche: This polearm uses halberd statistics but also has the deflect
abilities of the pike. The bardiche may be set vs. a charge.
Bill: This weapon uses poleaxe statistics and deflect scores. In
addition, the bill has the hook ability of a halberd.
Gisarme: This polearm uses pike statistics and deflect scores. The
gisarme also has the hook ability of a halberd.
Glaive: This weapon uses poleaxe statistics and deflect scores. The
glaive causes double damage like a dagger. This weapon may be set vs. a
charge.
Lochaber Axe: This polearm follows all of the halberd rules, but the
lochaber axe may also stun at the highest two masteries.
Partizan: This weapon follows all the pike rules, but the partizan may
also disarm. This weapon may be set vs. a charge.
Ranscur: This polearm uses halberd statisti and deflect scores. The
ranseur may also be used to disarm at skilled level and above. This weapon
may be set vs. a charge.
Spetum: This weapon uses pike statistics and deflect scores. The spetum
may also disarm at skilled or greater mastery. It may be set vs. a charge.
Spontoon: This polearm uses spear statistics, but it may not be thrown.
It uses the deflect scores of a halberd. The spontoon does double damage
like a dagger and may be set vs. a charge.
Voulge: This weapon uses poleaxe statistics, but it causes + 2 points of
damage. The voulge uses the deflect scores for a halberd. it may cause
double damage like a dagger.
Throwing Rarely Thrown Weapons
Several of the weapons listed in the Weapons Mastery Table, while
normally used in melee, can be thrown by a wielder at high levels of mastery
in desperate situations.
To throw these weapons, the attacker must make a normal attack roll
modified by Strength (but not by Dexterity).
Since the maneuver is unexpected, the attacker first checks to see if his
foe is surprised (a toll of 1 or 2 on 1d6). If the victim is not surprised,
the victim makes a saving throw vs. death ray to reduce damage by half. If
he is surprised of if he fails his saving throw, he takes full damage from
the attack.
Retroactive Weapon Mastery
If a campaign has already begun but the DM would like to add weapon
mastery to it, it's not too late. The DM should start by carefully examining
each character. Characters often have a few favorite weapons. Assume that
these are the character's preferences; these will be the weapons for which
the character has learned increased mastery, while the knowledge of the
proper use of other weapons has faded through lack of use. The DM may then
give the character the number of weapon choices appropriate for his class
and experience level. Weapons that are the character's personal trademark
can be bought up to expert mastery; weapons that the character uses
frequently can be bought up to skilled mastery; weapons that the character
has been known to use effectively should be bought to basic mastery. If the
character still has any weapon choices left, his player can assign them as
he pleases to buy Basic masteries with other weapons; he cannot buy higher
than basic mastery for these additional weapons.
When fitting these rules into an existing campaign, the DM should not
allow a character to buy a weapon skill above expert level unless the
character is at 24th experience level or greater. He or she should not allow
a character to buy a weapon skill above master level unless the character is
already 30th level or better.
Refer to "Reality Shift" in Chapter 13 for additional suggestions about
coping with sudden retroactive changes in a campaign.
Weapon-Using Monsters
Monsters may use weapon mastery rules if they ordinarily use weapons to
attack. Just as with player characters, a monster must find a trainer
willing to teach it. Its maximum possible skill is determined by its
Intelligence, as given in the Mastery Limits for Weapon-Using Monsters
Table. (See Chapter 13 for advice on determining monster Intelligence
scores.)
Note that only humans and demihumans can become grand masters; monsters
cannot.
Mastery Limits for Weapon-Using Monsters Table
Monster Maximum Level of
Intelligence Weapon Mastery
Up to 11 Basic
12-15 Skilled
16-17 Expert
18 + Master
General Skills
General skills are abilities that characters can use in the campaign.
There are many general skills, but no character will have more than a few of
them, so a character's choice of skills will help make him more distinctive
and more individually useful in some campaign situations.
Using general skills is optional. If the DM doesn't want to use them in
his or her campaign, they won't be used.
Beginning Skills
All 1st level characters start with four "blank" skills, often called
slots. (When a skill is chosen, it stops being a slot.) Characters who have
an Intelligence of more than 12 start with more than four skill slots. If
the character has an Intelligence of 13-15, he gets I additional skill slot;
if his Intelligence is 16-17, he gets 2 additional skill slots; and if his
Intelligence is 18, he gets 3 additional skill slots. Different things
determine which skills are chosen to fill the character's slots. The player
may choose some or all of the skills to fill his Available skill slots. Or
the DM may insist that the player select certain skill choices appropriate
for the character background the player has chosen.
How Skills Are Used
Each skill is based on one of the character's ability scores (Strength,
Intelligence, Wisdom, Dexterity, Constitution, and Charisma).
Whenever the DM feels a character's selected skill is appropriate to a
game situation, he or she will ask the player to roll 1d20 against the
corresponding ability score. This is called a skill roll or skill check.
If the roll on the 1d20 is equal to or less than the ability score, the
skill use succeeds. A roll of 20 always fails, no matter how high the
chance for success.
Example: If the character is riding a horse and the horse is suddenly
spooked and begins rearing, the DM will decide that the character's Riding
skill is appropriate to check in this situation. The player will roll 1d20
against his skill-related ability score (Dexterity). If the character's
Dexterity is 15, the player has only to roll a 15 or less to use his Riding
skill successfully.
Successfully rolling the skill normally allows the character to
accomplish the task he is attempting. For instance, if a character is trying
to track an animal through the forest and he successfully makes his Tracking
skill check, then he is able to follow the tracks of his prey.
Sample Skills
The Sample Skills Table lists a number of skills appropriate to most D&D
game campaigns. The players and the DM may add skills to this list as the DM
sees fit. The DM determines which ability score pertains to each new skill.
Skills Descriptions
The skills listed in the Sample Skills Table are described here and are
arranged alphabetically for your convenience. Roll skill rolls against the
ability under which these skills were listed in the table.
Acrobatics: The character with this skill can perform impressive
acrobatic feats, balance on taut ropes and wires, etc. A successful skill
roll is requited to perform any acrobatic feat; failure may result in the
character falling. A successful roll allows a character to reduce the
effective height of a fall by 10'. A DM can give an acrobatic character a +
2 to save vs. mechanical traps where agility would help-such as tilting
floors and pit traps. Many entertainers, thieves, and nimble warriors have
this skill. This skill is not the equal of a mystic's acrobatics ability,
but the mystic's special ability can be presumed to include this skill; a
mystic does not have to purchase the acrobatics skill.
Acting: This is the ability to make one's living as a stage actor, but it
also imparts the ability to assume a different personality or to show false
emotions. Successful use of this skill allows a character to tell convincing
lies over a limited period of time.
Alchemy: This skill provides the ability to recognize and identify common
alchemical substances, potions, and poisons. Success with this skill will
allow a character to create an antidote potion for one specific type of
poison-if the DM says that this is possible in his campaign.
Alertness: Successful uses of this skill allow the
character to draw a weapon without losing any time, to avoid the effects of
surprise, and to wake up at the slightest out-of-place noise.
Alternate Magics: This skill gives a character basic familiarity with
magics that are not related to standard Spellcasting. It includes knowing
many magical abilities of well-known Prime Plane and extraplanar monsters
and of Immortal beings. The DM defines what types of knowledge this skill
provides in his or her campaign.
Animal Training (choose type): The character knows how to raise, train,
and care for one type of animal. The animal can be taught some simple tricks
or simple orders. A character who wants to train two or more different
animal types must choose this skill more than once-Horse Training is one
skill, Dog Training is another. However, a horse trainer can train any sort
of natural horse or pony and a dog trainer can train any breed of dog. Any
culture that features a strong bond with some animal type will have many
members with the corresponding Animal Training skill.
Art: This is the skill of creating art. There are several different types
of Art skill (painting, sculpture, woodcarving, mosaic, etc.). The player
must specify one sort of art his character practices; a character can take
the skill several times and be proficient in several different forms of an.
Art skill can be used to improve the reaction of NPCs to the party; if the
artist can present an NPC with a portrait or sculpture of that person (and
make his Art toll), the artist receives a + 2 to reaction. The player can
choose for his character's Art skill to be based, on Wisdom instead of
Intelligence.
Artillery: A character must have this skill if he is to command the crew
of a piece of artillery (catapult or trebuchet). He does not have to make
his skill roll with each shot; merely knowing the skill is enough. The DM
can call on him to make his skill roll each time the character or the crew
aims at a new target; the skill allows the character to make all pertinent
calculations of trajectory, distance, and throw weight.
This skill can alternatively allow the character to oversee the building
and repair of all varieties of siege equipment. The character cannot know
both how to build and how to effectively operate artillery weapons unless he
takes the skill twice.
Bargaining: A successful skill roll allows a character to get the best
deal available for goods, services, or information. It's not usually
possible for a character to bargain someone into giving him very much for
nothing.
Blind Shooting: This skill is the ability to shoot at a target without
being able to see it; it is typically used when the character is in darkness
or when the target is outside the range of his sight or infravision. The
character must be able to hear the target so that its position can be
evaluated. If the character makes his skill check, he can then fire at the
target; he needs an attack toll to hit the target, but the character doesn't
suffer the normal darkness penalties.
Bravery: With a successful use of this skill, the character can resist
the effects of any magical fear. An NPC using this skill successfully can
ignore the results of morale checks or of skills such as Intimidation.
Caving: This is an ability to always know where one is while exploring
underground caves, cavern complexes, rivers, etc. A character with this
skill will automatically know the route he has taken to get where he is (if
he was conscious all the time). Many dwarves have this skill.
The Caving skill can also be used in a maze. Skill checks are necessary
when the character has become disoriented. If he is forced to flee for a
long stretch, he must make a skill check to keep from being lost.
(Characters without this skill automatically become lost in such a
situation.)
Ceremony (choose specific Immortal): A character with this skill knows
how to honor an Immortal through ritual and ceremony; the skill allows a
cleric character to perform normal rituals of his clerical order and could
even (if the DM allows) permit a character to gain an Immortal's attention
(through devout prayer, fasting, sacrifice of possessions, etc.). This skill
includes knowing the code of behavior and the rituals pleasing to the
Immortal.
In earlier D&D@ game products, this skill was often referred to as "Honor
(specific immortal)."
Cheating: This is the skill of winning at gambling games by cheating-by
dealing cards from the bottom of the deck, etc. The cheating character
should make his Cheating skill toll; each character he plays with can make
one skill toll (Cheating at the normal level, Gambling at a - 1 penalty, or
a base Intelligence check at a - 4 penalty, whichever is best) against the
character's cheating roll. If one or more of the other players makes his
roll lower than the cheater does (see "Using Skills Against Each Other" in
this chapter), he detects the cheating. This skill is limited to characters
of Chaotic alignment.
Craft (choose type): The character knows one type of craft; examples
include armor-making, bow-making, tattooing, leatherworking, smithing,
weapon-making, etc. The character must choose which one type of craft the
skill pertains to; of course, he can spend more slots and have several types
of craft skills.
The character can make his living at this profession and, with a
successful roll, make expert opinions on subjects pertaining to his skill.
Danger Sense: A successful skill roll means that the character can detect
an imminent danger. The character will not know the nature or source of the
danger. The DM, not the player, makes the skill roll, and he or she should
not tell the player that a roll has been made unless the roll is a success
(and there is danger present).
Deceiving: This is the ability to persuade a listener of the "truth" and
sincerity of what the speaker is saying, despite the fact that the skill
user is lying through his teeth. Successful use of this skill causes an NPC
to believe an untrue statement or toaccept a misleading statement as honest
and sincere. Failure indicates that the character sounds unconvincing. This
skill cannot be used on player characters.
Detect Deception: This is the ability to recognize deceptive behavior in
an NPC. This does not reveal the truth or falsehood of specific statements,
the motivations of the speaker, of the exact nature of the deception. This
skill only warns the character to distrust the deceptive NPC. The DM makes
the skill roll for the character, informing him of the result. The skill
does not work on player characters.
Disguise: This is the ability to make a character look like someone else.
A successful Disguise check is required for each character or group of
characters that the disguised character is trying to fool with his disguise.
The target that the disguised character is trying to fool must make a Wisdom
roll against the Disguise roll in order to penetrate the disguise (see
"Using Skills Against Each Other" at the end of this chapter).
Endurance: This skill gives the character the ability to perform a tiring
task for long periods of time. A successful check means that the character
is able to run (or perform some demanding task) for an hour without
collapsing. The character must make another check each hour he performs the
task, with a cumulative penalty of + 1 for each extra hour. Once the
character has completed his task or fails a skill roll and collapses, he
must rest for three times the amount of time he was performing that task.
Engineering: This is the skill of planning, designing, and building large
constructions such as houses, bridges, dams, and so forth. Unless built
under the eye of a trained engineer, a large structure-whether built by
manpower and materials or pure magic-will inevitably collapse of suffer some
other calamity. Engineering skill can also be used to evaluate constructions
the party is passing through or over: what shape they're in, when and by
whom they were built, and so on.
Escape: The character is often able to get loose when tied or locked up.
A successful skill roll means that the character is able to get rid of his
ties. Another roll is needed to open a locked door. The DM can apply bonuses
and penalties to the check based on the quality of the ropes and knots, the
intricacy of the lock, the lack of lockpicking tools, etc.
Fire-Building: This is the ability to start a fire without a tinderbox. A
character with a tinderbox and this skill is able to start fires
automatically (no roll necessary) in ordinary conditions. If the character
is trying to build a fife without a tinderbox, he will eventually succeed;
he must make a 1d6 toll each round, and on a 1 or 2 he ignites the fire. If
the character is trying to build a fire in adverse conditions (during high
winds or using wet wood), he must make a skill check with penalties assigned
by the DM.
Food Tasting: This is the ability to taste food and water to see if they
have spoiled. Thus the character can avoid suffering from food poisoning by
carefully tasting his food first. This ability will not detect poisons added
to a dish unless the DM determines that the poison has a taste (in which
case it may be too late anyway).
Gambling: This is the ability to win money in games of skill (competitive
card games, for example) and betting. This involves honest games (cheating
is covered elsewhere), and a successful check increases the character's
Chances for winning money at the games.
Healing: This is the ability to treat wounds and diagnose illnesses among
humans and demihumans. A successful skill roll allows a character to restore
1d3 hit points to a wounded character. (A related skill, Veterinary Healing,
allows similar treatment of animals and monsters.)
This skill cannot be used on a wounded character more than once for the
same set of wounds. If the character receives new wounds, Healing skill can
be applied against the new wounds. The skill is rolled against a set of
wounds, not individually against each injury. (The term "set of
wounds" usually refers to all the hit points lost by a character in a single
combat situation.)
If a healer rolls a natural 20 when using this skill, he accidentally
inflicts 1d3 points of damage to the patient, and he may not treat that set
of wounds again.
Successful skill rolls allow the healer to diagnose type of illness. In
addition, a roll made by 5 or more will allow the character to determine
whether an illness is natural or magically induced. Hunting: This is the
ability to locate, stalk, and hunt large and small game with the bow, sting,
or spear. Successful use of this skill gives the character a + I to hit with
a bow, sling, or spear against an unaware target in a peaceful outdoor
setting; the skill is not usable in most combat situations.
The character can automatically supply himself with food over a long
period of time if he is in a fairly fertile area and has a missile weapon,
spear, or javelin. In areas not normally rich in game he must make a skill
roll and receive penalties to that roll (penalties determined by the DM). If
he is trying to supply more than just himself, he must make a skill roll if
he is supplying one other person, and he takes a - 1 penalty for each
additional person -after the first he is trying to supply. He must roll each
day, and failure indicates that he has not found enough food to feed
everyone that day.
A character with the Hunting skill forages automatically in fertile areas
(even when on the move) and uses his Hunting skill roll to determine how
successful he is during full days spent in search of game.
Intimidation: This is the ability to bully nonplayer characters into
doing what the player character wants them to do. Success means that NPCs
are intimidated into doing what the character wants. This skill cannot be
used against PCs. NPCs who have this skill used upon them are unlikely to
ever become friends with the intimidating player character. Use of this
skill means that the character is either implicitly or explicitly
threatening the target with violence or other dire consequences if the
target doesn't comply. For this reason, Intimidation works best against
low-level characters. It does not work at all on player characters or on
NPCs of 5th level or higher. The DM can also, at his or her option, decide
that it does not work on someone who is obviously in a much stronger
position than the character using the skill. For example, a king surrounded
by elite guards, even if he himself is a 1st level character, is unlikely to
feel threatened.
Knowledge (choose type): The character is an expert in one field of study
such as the culture or geography of an area, history, legends, theology,
etc. A character can usually make his living by teaching his skill or acting
as an expert on the subject; with a successful roll, he can make expert
commentary on information relating to his skill. The character taking this
skill must specify what sort of knowledge he is acquiring. A character can
select multiple Knowledge skills, using one for each different field of
study.
Labor: The character is very accomplished at one type of labor such as
bricklaying, farming, mining, stonecutting, etc. The character can make his
living with the skill. With a successful roll, he can interpret information
in light of his occupation. A character must specify which type of labor he
knows, and he can select multiple Labor skills to be proficient in many
types of jobs. Language (choose type): See "Optional Rule for Languages,"
later in this chapter.
Law and justice: This is the knowledge of the laws and judicial system of
one culture or country; characters who wish to be a judge or advocate
(lawyer) must select this skill. Each empire or nation has its own codes, so
characters who wish to be conversant in different nations' codes should
choose this skill for each set of laws they wish to study.
Leadership: Successful use of this skill adds + 1 to the morale of any
NPCs under the character's control. It can also be used to convince other
NPCs to follow the character's commands. The DM can decide that any NPC who
has a good reason not to follow the leader is automatically successful at
resisting this skill. Unlike Intimidation, Leadership does not bully,
antagonize, or make enemies of the NPCs it is used upon.
Lip Reading: To use this skill, the character must be able to see the
lips of the target person or creature and understand the language being
spoken. A successful check allows a character to "overhear" the
conversation; if the lip reader understands the language being spoken, he
can understand the speakers' words. The distance to the target and the
available light should be taken into account-the DM should apply skill roll
penalties for difficult situations.
Magical Engineering: This is the ability to recognize the basic
principles of some unfamiliar magical devices. It does not include practical
training in design or fabrication of magical artifacts. It does allow the
character to recognize most common magical items with a successful skill
roll. It doesn't allow a character to recognize uncommon magical items or to
distinguish trapped or cursed items from safe ones.
Mapping (Cartography): If a character has this skill, he can understand
and make maps even if he cannot read and write. The skill allows the
character to comprehend simple maps without a skill roll; the character
should make skill rolls to interpret or draft complicated layouts or to map
an area by memory. A character does not have to have this skill in order to
map a dungeon as the characters explore it. A character who can map but not
read obviously cannot understand the words on a map.
Military Tactics: This skill allows a character to interpret the movement
of enemy forces and to move his own forces better. When using this skill,
the player (not the character) first examines the situation and decides what
he thinks is right-what he thinks the enemy is doing or how he should set up
his units.
The DM, not the player, rolls the character's Military Tactics skill. On
a successful roll, the DM will truthfully tell the player whether he has
calculated correctly; if he has not calculated correctly but the roll was
successful, the DM should offer some advice on how the player should set up
his forces. If the roll is a failure, the DM should tell the player his
character cannot interpret the enemy troop movements well enough to use them
to his advantage. The success of the roll determines bonuses or penalties
for the troops during mass combat.
Mimicry: This is the ability to mimic animal noises and foreign-language
accents. This is a very useful skill in the wilderness especially. When
characters use recognition codes or signals that imitate the screech of a
hoot owl or a noise from some other animal, this skill allows them to mimic
those noises convincingly so that enemy listeners are not automatically
tipped off that there are spies in the area.
Mountaineering: This does not replace a thief's special climbing ability;
it is the skill of mountain-climbing with the use of ropes, pitons, and
other climbing gear. A character who has Mountaineering skill can use such
gear to climb difficult mountain and cliff faces and can rig lines to enable
nonclimbers to tackle those faces as well.
Muscle: This skill is experience with heavy lifting and hard labor. The
char-acter can direct groups of laborers so that their efforts are the most
effective possible. This character understands the use of simple machinery
such as wedges, pulleys, and levers. With a successful skill check, the
character receives a + 2 bonus on Strength rolls for tasks such as opening
doors.
Music (choose type): This skill allows a character to play one group of
related instruments in a skilled manner. The player chooses the group of
instruments that his character knows, and the character can take the skill
several times in order to know multiple instrument groups. Groups include
stringed instruments, brass, percussion, woodwinds, etc. This skill is often
taken in conjunction with the Singing skill. Mysticism: This skill, though
similar to Ceremony (above), is taken by nonclerics. This skill allows the
character to instinctively know the best course of action to please the
Immortals in general. A successful skill roll, for example, means that the
character recognizes an idol dedicated to an Immortal and that the
characters should give it its due respects.
Nature Lore: This skill is the knowledge of common plant and animal life
forms of one specific terrain: desert, forest, jungle, mountain/ hill, open
sea, plains, or arctic. The character can gain several Nature Lore skills by
spending one skill slot for each different terrain he learns. This skill
gives the character knowledge of such things as edible and poisonous plants,
healing herbs, and signs of unnatural danger (such as unusual quiet, absence
of normal plant or animal life, atypical animal behavior, etc.). When the
character uses this skill in his home territory, he receives a - 2 bonus to
the die rolled for the skill check. When he uses it in territory very
similar to his home, he receives no bonus. The less it resembles his own
home territory, the greater the penalty he will receive, up to a +4.
Navigation: By taking directions from the position of the sun and the
stars (or of whatever atmospheric phenomena are appropriate in your
campaign), the character can always know roughly where he is. Successful
skill rolls, with positive or negative modifiers for the character's
distance from his home territory and familiarity with his surroundings, will
tell the character more precisely where he is.
Persuasion: This is the ability to persuade NPCs of your character's
honesty and sincerity. This isn't a liar's skill; the speaker must believe
the truth of what he says. Successful use of the
skill means the listener believes what the speaker tells him. It does not
mean that the listener will agree to actions proposed by the speaker. The DM
can assign modifiers from + 1 to + 8 to the skill roll if the audience is
hostile. This is a good skill for diplomats and negotiators to have
Piloting (choose type): This is the equivalent of the Riding skill but
applies to sailing vessels. (it can also apply to large flying vessels such
as aerial ships and flying castles, if such things are present in a
campaign. The use of magical items such as flying carpets and flying brooms
does not require the Piloting skill.) A character must use a different
category of Piloting for each different type of vessel, as defined in the
Piloting Skill: Types of Vessels Table. As such, he will need to spend more
than one skill to pilot more than one type of vessel.
Planar Geography: This skill gives the character a general knowledge of
the Prime, inner, outer, Astral, and Ethereal Planes as described elsewhere
in this book. This skill includes knowledge of techniques of travel among
the planes and common inhabitants of known planes.
Profession: The character is accomplished at one type of nonlabor
profession such as politics, cooking, estate management, horse grooming,
scribing (the character must be literate), etc. The character can make his
living with his skill, and (with a successful roll) make expert commentary
on subjects pertaining to his skill. The player must indicate which specific
profession his character knows; a character can buy several different
Profession skills.
Quick Draw: A successful skill check with this skill allows the character
to rock and fire an arrow with a + 2 bonus to individual initiative.
Riding (choose type): This skill includes the basic care and feeding of a
riding animal and the ability to control it under difficult circumstances.
Riding rolls are required if a character is trying to use a weapon from the
back of a riding animal; failure means that the mount is moving too much for
the character to use the weapon.
Each Riding skill allows the character to ride one type of animal; if a
character wishes to know how to ride two different types of beasts, he first
buy two different Riding skills. Horses constitute one type of animal; giant
eagles constitute another.
When a character uses his Riding skill on the wrong animal (for example,
when a horse rider tries to ride a camel), he suffers a +4 to his Riding
rolls. When a character with no Riding skill at all tries to ride an animal,
he must make a Dexterity check at a + 8 penalty to his die roll.
However, a character doesn't have to make the success roll except in
difficult situations, such as when the animal is spooked. Otherwise, he can
stay on the animal's back without difficulty.
Science (choose type): The character is an expert in one branch of
scientific study such as astronomy, geology, metallurgy, etc. Characters
with this skill can make their living with it, usually as specialists in
large cities. The DM should not allow this skill to characters belonging to
more primitive cultures, but it is entirely appropriate to characters from
highly civilized areas of the world. The player must indicate which branch
of science his character has mastered; a character can buy multiple Science
skills to know multiple disciplines.
Shipbuilding: This is the skill of designing and building ships. It
allows a character to supervise the construction of professional-quality
ships, whether they are made by muscle or by magic. The Shipbuilding skill
will also let characters evaluate the ships they encounter, determine who
built them and when, etc.
Signaling (choose type): Successful use of this skill allows the
character to leave messages that can only be understood by another Signaling
specialist of the same culture, trade guild, military force, or "school."
For instance, one dwarf character with the Signaling skill could pile rocks
into a cluster; it would communicate nothing to most characters, but another
dwarf character with Signaling would recognize it as a signal and be able to
interpret its meaning.
When a character takes a Signaling skill, he must specify the type and
culture of signals that he will be studying and he must have the opportunity
to learn such signals. Appropriate types of signals include military trumpet
signals, naval flag signals, smoke signals, drum signals, etc.
Singing: This is the ability to sing in a skilled manner; a character can
make his living with this skill and (if he is good enough) can become a
famous entertainer or bard.
Snares: This is the skill of building traps to capture animals,
monsters, and unwanted visitors. A successful skill roll means the trap
functions properly. The DM can assign modifiers to the skill roll based on
the mount of time the character had to set up the trap, the availability of
materials, etc.
Stealth (choose terrain): This is similar to the thief's Move Silently
ability, with some important differences. The character taking the Stealth
skill must choose one type of terrain in which the skill works from the
following list: city/ outdoors, indoors/caves, forest/jungle, plains,
desert, arctic, and mountains/ hills. The skill only works in that type of
terrain. (However, the character could conceivably spend seven slots, one
for each type of Stealth skill.)
City/Outdoors is used in the streets, in trashstrewn alleyways, on
rooftops, and in similar urban environments. Indoors/Caves is used in
dungeons and catacombs, in caverns and caves, and in most enclosed spaces.
The other terrain types are self-explanatory.
Humans, demihumans, and humanoids can take the Stealth skill. The
character will move very quietly in the terrains for which he has the skill.
When he is trying to sneak up on someone or when there is a chance that he
will be heard, he must make his skill check. If the DM doesn't want him to
know that the DM can make the skill check for him.
Storytelling: This is the ability to captivate an audience when telling
stories. The character can earn his living as a teller of stories; if he
also has Knowledge skills of such things as history, he can be a storyteller
of history.
Survival (choose terrain): This skill allows the character to easily find
food (especially vegetables and fruits), shelter, and water in a single type
of terrain, selected from one of the following: desert, forest/jungle,
mountain/hill, open sea, plains, arctic. Desert Survival doesn't give the
character the ability to survive in the forest; he must also take Forest
Survival for that.
A character with the Survival skill forages automatically in fertile
areas, even when on the move. If he is trying to supply more than just
himself, he must make a skill check at a +1 penalty to his die roll for each
additional person that he is trying to supply. He must roll each day, and
failure indicates that he has not found enough food for everyone he is
trying to supply.
Tracking: The character can follow tracks. The DM is free to increase or
penalize the chance of success depending on the circumstances (age of the
tracks, type of terrain, number of tracks being followed, and so forth).
Veterinary Heating: This is the same as Healing (above), but this skill
pertains to creatures that are neither humans nor demihumans - in other
words, nonhumans, monsters, normal animals, and so forth.
A character can take this skill in one of two ways:
1) as a General Veterinary Healing skill, which means that he makes his
roll with a + 1 penalty for every type of creature he treats; or
2) as a Specialized Veterinary Healing skill that pertains to one class
of creatures (for example, equines). The character with a Specialized
Veterinary Healing skill takes no penalty when treating the creatures that
are his specialty, but he takes a + 2 penalty with all other types of
creatures. (A character could take the skill twice, one General and one
Specialized; he would have his listed roll for the creatures that were his
specialty and only have a + 1 penalty when treating all other creatures.) A
character with Veterinary Healing skill trying to treat a human or demihuman
rolls at a + 3 penalty.
Wrestling: In wrestling combat, a successful roll will give the character
a + 1 to his wrestling rating (see the "Unarmed Combat" rules in Chapter 8).
Higher skill scores give higher bonuses, so a character with Wrestling +1
would receive a + 2 bonus, and so on.
Optional Rule for Languages
With the DM's permission, characters can use skill slots to take
additional languages. (Additional languages are an Intelligence-based
skill.) For each slot spent on a new language, the character can speak the
language (not necessarily very well) and can read it (if he is intelligent
enough to read his regular languages). Characters still get all the free
languages they're entitled to from their Intelligence and racial abilities.
Characters have trouble speaking these additional "skill languages." A
character speaking a
skill language will automatically understand someone speaking slowly and
simply. If the character is listening to someone who is excited or using
technical speech, he must make his skill roll to understand the language.
Failure means he didn't understand what was said.
The character speaking a skill language communicates in the same way.
When he's struggling to explain something fast, complicated, or technical or
when he's flustered or excited, he must make a skill roll to get the idea
across.
Piloting Skill: Types of Vessels Table
Type of Vessel Vessels in This Category
Small boats River boat, sailing boat, canoe, ship's lifeboat, raft
Galleys Small galley, large galley, war galley, longship
Water vessels Large sailing ship, small sailing ship, Troop Transport
Flying vessels Aerial boat, aerial ship
Improving Skills
Characters' skills can be increased to higher scores. Simply use more
skill choices to improve skill rolls, and the PC will get a + 1 to his skill
roll for every skill choice added to that skill. A skill choice can be used
to either improve an existing skill by one point or to buy a new skill, not
both. Example: Alaric has only a Charisma of 12, yet he wants to be a
natural leader. Instead of using only one skill choice to purchase the
Leadership skill, he chooses to use three on that skill. The first choice
gives him his Leadership skill; he must roll his Charisma score, 12, for all
Leadership checks. His two extra skill choices give him an additional + 2 to
his rolls ( + 1 for each skill choice spent). His Leadership checks will now
be made at 14 instead of 12.
Learning More Skills
Your character can choose to purchase more skills or improve existing
ones. All characters get a new skill slot every four experience levels.
Thus, humans get four slots (plus bonuses for high Intelligence) at level 1,
then an extra at level 5, another at level 9, another at level 13, and so
on. See the Skill Slot Acquisition (Humans)
Table.
Skill Slot Acquisition (Humans) Table
Experience Skill Slots
Level Gained
1 4*
5 1
9 1
13 1
17 1
21 l
25 1
29 1
33 1
* Not counting bonuses for high Intelligence
Above 12th level, dwarves get another skill slot at 1,200,000 experience
points and another slot for every 800,000 experience earned after that.
Above 10th level, elves get another slot at 1,350,000 experience points and
another for every 1,000,000 experience points earned after that. Above 8th
level, halflings get another slot at 300,000 experience points and another
for every 1,200,000 points earned beyond that. These points are outlined in
the Skill Slot Acquisition (Demihumans) Table.
The DM can simply assume that your character is meeting with a teacher
who can instruct him in the skill, or the DM can introduce an NPC who is the
character's teacher. Unlike the situation with weapon mastery, the character
never has to roll anything to acquire the skill. If the DM says the skill is
available 'to player characters and if the PC has an empty skill slot and
access to a teacher, he can take the skill.
Important DM's Note: Intelligent monsters, such as orcs and giants, can
also have general skills. The DM may prefer only to give skills to monsters
that have distinctive personalities and roles within a campaign.
Skills and the DM
It's the responsibility of the DM to see to it that players don't abuse
these skills and achieve results totally inappropriate to their use in the
campaign. It's also the responsibility of the DM to reward characters who
use their skills cleverly and in the context of the adventure.
The DM decides when a character can try his skill roll, and the DM also
decides what sort of effect the skill can have in a situation. The DM
shouldn't make the characters roll over and over for the same task, only at
critical points in play.
Positive and Negative Modifiers
When the character is using a skill, the DM may wish to assign positive
or negative modifiers to make the character's roll easier or harder. These
modifiers are based on circumstances.
Circumstances that make a job slightly more difficult warrant a +1 or +2
modifier. Those that make the job substantially more difficult warrant a +3
or +4 modifier. Those that make the job very hard-such as not being able to
see, working on the rolling deck of a ship during a severe storm, and so
forth@can warrant penalties of + 5, + 10, or even + 15 to the roll.
On the other hand, circumstances that make the job easier-such as having
all the materials needed, having lots of time, and so forthwarrant positive
benefits at the same scale.
The character always has a chance of success, however bad the odds, as
long as the DM says it's remotely possible to succeed. A natural roll of 1
on 1d20 is an automatic success, just as a roll of 20 is an automatic
failure.
Time Use
When it's important to know, the DM decides how much time each use of a
skill represents. The time it takes to look at the stars and make a basic
Navigation roll might be about a minute; the time it takes to make a
superior spear, both he-ad -and shaft, will be a few days; and the time it
takes to make a Tracking roll to recognize what sort of creature left the
prints before a character may only be a second or two.
Using Skills Together
Often, when the character's skill roll has failed, all the other
characters with the same skill will say, "He failed? I let me make my skill
roll! " This isn't a good thing to do. If the DM lets everyone make a skill
roll for the same task when someone has failed, one character will
eventually succeed; it's therefore pointless to have a skills system since
every task will be "automatically" (that is, "eventually") successful.
The DM should usually decide that the circumstances that led one
character to fail will make all the others fail. For example, a character
tracking his prey fails his roll and loses the track. The DM decides that
it's because the creature went to the trees, a rainfall obliterated the
tracks, or whatever, there are no tracks to find. Therefore, the other
characters can't make their own Tracking skill tolls here, except to confirm
the fact that there are no tracks.
However, sometimes it's reasonable for characters to use their skills
together to solve a task. For example, when two healers are trying to
diagnose a disease, two can be better than one.
The characters can choose which of them is the chief problem-solver for
this situation (usually the PC with the highest skill), and that PC and the
others with the same skill all make their skill rolls. The DM uses the roll
of the chief problemsolver and gives him a - 1 modifier for every one of his
friends who made the roll and a + 1 modifier for every one who failed it.
The chief problem-solver can never receive more than a - 3 bonus this way,
but there is no limit to the penalty he can receive if his allies all roll
badly.
Using Skills Against Each Other
Sometimes situations will come up where two skills are in conflict. A
character with Deception can try to fast-talk a character with Detect
Deception, or two Bargaining characters can haggle. When the DM sees this
situation occur, he can have both parties toll their appropriate skills. The
character with the lowest successful roll wins the contest. When a tied roll
occurs, the DM has to analyze the situation; he may have them reroll for a
clear decision or he may decide that the situation is unchanged.
Skill Slots Acquisition (Demihumans) Table
Dwarf Level Number of Elf Level Number of Halfling Level Number of
or XP Total New Slots or XP Total New Slots or XP Total New Slots
1st level 4* 1st level 4* 1st level 4*
5th level 1 5th level 1 5th level 1
9th level 1 9th level 1 300,000 1
1,200,000 1 1,350,000 1 + 1,200,000 1
+ 800,000 1 + 1,000,000 1
* Not counting bonuses for high Intelligence scores.
86
Chapter 6: Movement
This chapter covers all the information needed for movement in the D&D
world. Using the rules that follow for time; movement; and travel by land,
water, and air will help add realism to the game.
Time
Time is handled somewhat differently in the D&D game than it is in real
life. Time that the players experience is called "real time." Time that the
characters experience is "game time." In D&D games, the passage of time
experienced by the characters is usually compressed. A game can take as
little as an hour of real time or up to twelve hours (of even longer with
tireless players), but that real time may represent days or weeks of game
time.
Game time is not always longer than actual real time. Combat and some
role-playing can take much longer than the actual game time. For example, it
may take half an hour of real time to play a battle that lasts only a few
minutes of game time.
Rounds, Turns, and Days
Game time is divided into rounds, turns, and days, as described in the
following text.
Rounds: Situations of immediate danger- such as combat or those precarious
seconds when a character trips a trap, falls into a pit, grabs hold of the
side, and gazes down in terror at the poison-tipped spikes far below-are
normally measured in rounds, each of which represents 10 seconds of gained
time. Except when the rules specify otherwise, each character can perform
only one action during a round-swing a sword, cast a spell, of perform some
movement or other action.
Turns: Slightly less intense situations carefully exploring a dangerous set
of catacombs, sneaking up on an enemy encampment, of trying to escape a
pursuing army that is a mile or more behind-are usually measured in turns,
each of which represents 10 minutes of game time. In the course of a turn,
should something happen to propel the character into an immediately
dangerous situation, the DM will always shift the time sequence to rounds.
Days: Characters' lives are not all spent in breakneck action scenes.
Sometimes they do things that take a great deal of time to accomplish, such
as journey 1,000 miles on horseback, do library research, create a golem, or
sit around the city waiting while the king finishes putting his army
together. Typically, the DM passes this time in days, describing one or two
things the characters might learn or do each day. Should one of these events
lead to a role-playing encounter, the DM can always shift to turns and
rounds.
Measurements of Game Time Table
Measure Equals Activities Measured This Way
1 round 10 seconds Combat, some spell durations
1 turn 10 minutes Noncombat movement, some spell durations,
exploration of dungeons
1 day 144 turns Long-distance movement (miles/day), spell research,
magical item creation
See the Measurements of Game Time Table for more information on how these
units interconnect.
Skipped Time
It's also possible to measure longer periods of time simply by skipping
over them. For instance, characters might finish up one adventure together
and decide they need to fulfill their family obligations for awhile. They
split up, each returning to his respective home, and agree to meet at an inn
known to all of them after one month. The DM will ask each character what
he's doing during this skipped time, give each character the results of his
actions, and then bring the characters back together again when the time is
up. Great lengths of time, up to years, can be passed this way if both
players and the DM wish to do so.
Assumed and Defined Actions
In D&D games, the player does not normally have to describe every action
his character takes throughout the day. For example, when the characters are
doing long-distance traveling and time is being measured by the day, it's
reasonable for everyone to assume that the characters do eat, rest after and
sometimes during travel, talk to one another, behave in a normally prudent
and careful fashion, and so forth, without the players having to role-play
every single incident or encounter.
Distance
Movement, Missile, and Spell Ranges
Indoors: Normal movement speed, missile ranges, and spell ranges are
measured in feet (90' means ninety feet indoors).
Outdoors : Normal movement speed, missile ranges, and spell ranges are
measured in yards (120' actually means 120 yards outdoors).
Everywhere: Spell effects are always measured in feet.
Maps and Miniatures
Map Scale: Dungeon maps are usually done on graph paper, one square
representing 10'. Wilderness maps are usually on hex paper, one hex
representing 8, 16, 24, 32, 72, or any other distance in miles.
Using Miniatures: In standard game play using miniatures, 25mm lead or
cardboard miniatures represent human-scale figures. If you use 25mm hex
paper to regulate movement, one hex represents 10'; if you are not using a
hex-grid, one inch on the table-top or surface represents 10' (indoors or
outdoors).
Feet vs. Yards
In dungeons and other indoor settings, the basic unit of distance
measurement is the foot. Missile and spell ranges are measured in feet;
character's normal speed is expressed in feet. In wildernesses, open fields,
open city streets, an other outdoor settings, the basic unit of distance
measurement is the yard. (One yard equals three feet.) In outdoor settings,
it is easier to move quickly due to more open terrain and better lighting.
Therefore, a character's normal speed outdoors is expressed in yards.
Example: A character who moves 90' per turn (normal speed) in a dungeon
could move 90 yards (or 180') per turn outdoors.
Missiles and spell ranges are also read as feet in dungeons and as yards
in the wilderness. However, the area effected by a spell (or by flaming oil, a
net, or any other such attack) is not read yards; it is always read as feet.
Thus, a fireball spell cast in the wilderness would have a range of 240
yards, but it would still have an area effect of 40 feet in diameter.
Map Scales
You may want to keep maps of the characters' travels; it's usually a very
good idea in traditional dungeon- based campaigns, and the DM may insist on
it. With dungeon or indoor maps, you use graph paper. Each square on the
paper typically represents 10' of distance. With wilderness or outdoor maps,
you use hex paper. Map hex scales vary widely, but the most commonly used
D&D game scales usually have one hex represent 8 or 24 miles. Always check
the map key printed on maps. In any case, the DM will tell you if he or she
wants you to map in a different scale.
Miniature Figures
Your campaign group might like to use miniature figures to represent all
characters and monsters, especially in combat encounters.
Several types of miniature figures are available from toy and hobby shops
worldwide that are made of metal, plastic, of cardboard; the metal and
plastic ones are suitable for painting. With so many available, you should
be able to find figures that look very similar to your characters. The 25mm
figurines (a human is about 1" tall) are well-suited to D&D games.
When you use miniatures to conduct combat, 1" on the table surface
represents 10' of distance. If a character can move 30 yards (90') in a
round, you'd move his figure 91, ahead on the table.
You can use a ruler to measure distances or you can buy one of many vinyl
or plastic playing surfaces that are already gridded into inches.
Additionally, you can use watercolor markers to draw room and situation
details on vinyl or plastic surfaces and easily erase them once the combat
is done.
Movement
"Move: 120' (40')" gives the character's rates of movement. The first
number, usually 120', is the number of feet the character moves per turn at
a very cautious walking pace indoors; outdoors, the unit of measurement is
tripled so that
Terrain Movement
Trail/road* 1 1/2 normal
Clear/city/grassland Normal
Forest/muddy ground/snow 2/3 normal
Hill/desert/broken terrain 2/3 normal
Mountain/swamp/jungle 1/2 normal
Ice/glacier 1/2 normal
* Unpaved roads allow travelers to ignore every terrain modifier except muddy
ground/snow. Paved roads allow travelers to ignore every terrain modifier
except snow.
* This is a character with a 120' normal speed; he can carry no more than
400 cn encumbrance.
** This is a character with a 90' normal speed (that is, someone carrying
between 401 and 800 cn encumbrance).
t This is a character with a 60' normal speed (that is, someone carrying
between 801 and 1,200 cn encumbrance).
tt The travel rates listed here are possible but will kill the horse if
only one is used for the entire trip. Typically, a rider only manages to
achieve these rates by riding one-third the distance listed and trading his
horse in twice at way stations for fresh mounts. At the end of the day, he
and the three horses are exhausted, but all are alive. If a rider does not
intend to kill or exhaust his horse, he should use the travel rates listed
for the war horse instead.
120' becomes 120 yards per turn. (Outdoor movement is tripled because of
easier terrain, better lighting, etc.) This first number is often known as
"normal speed."
The second number within parentheses is the movement rate per round in
feet; this number is often called "encounter speed" and is the number used
during combat. Outdoors, the encounter speed would be 40 yards as opposed to
40' in this instance.
Movement is sometimes written as "MV 120' (40')" or "Movement 120'
(40')."
Normal, Encounter, and Running Speeds
Though the normal speed of 120' per turn seems very slow, this rate
includes many assumed actions-mapping, peeking around corners, resting, and
so forth.
During encounters, movement is measured in encounter speed. Characters
move at 1/3 their normal speed in feet per round. In other words, if the
character's normal speed is 120' per turn, his encounter speed is 40' per
round indoors.
In addition, when characters are running at full speed (toward or away
from an enemy), their rate is equal to their normal speed in feet per round
(rather than turn) or three times their encounter speed. A character can run
at maximum speed for 30 rounds at most (5 minutes) before becoming
exhausted. (Characters with the optional Endurance skill can maintain this
pace for longer periods of time.) In other words, if a character's normal
speed is 120' per turn and his encounter speed is 40' per round, his running
speed is 120' per round indoors.
Exhaustion
An exhausted character must rest for at least three turns (30 minutes)
before running or fighting again. An exhausted character who is forced to
fight without rest is penalized in combat. Monsters gain a + 2 bonus to
their attack rolls to hit the character (because he is unable to dodge
incoming attacks as effectively), and the character must subtract 2 from all
attack damage rolls (he cannot muster the strength to hit more effectively,
but any successful hit will still inflict at least 1 point of damage).
A character who becomes exhausted but is forced to continue running
cannot use his maximum running speed. He drops to encounter speed and cannot
move any faster until he has rested.
Character Movement Rates
Any character will have a movement rate of 120' (40')" unless he is
weighed down by a lot of gear. The weight and clumsiness of gear is called
encumbrance and is measured in "cn", which are coin-weight equivalents; 1
coin equals approximately 1/10 of a pound in weight and awkwardness. The
amount of encumbrance the character carries determines how fast he can move,
as noted in the Character Movement Rates and Encumbrance Table.
Example: A character carring 60 lbs. (600 cn) of armor and equipment will
be slowed to a MV of 90' (30'). Traveling in a dungeon, at a very cautious
walking pace (normal speed), he'll move 90' per turn; outdoors, walking
cautiously (normal speed) but over easier terrain, he'll walk 90 yards per
turn.
Important Note: Groups of characters, if they intend to stay together,
move at the rate of the slowest character.
Monster Movement Rates
Monsters' and animals' movement rates are also expressed in the " 120'
(40')" format. Some monsters move much faster than player characters, but
others are the same speed or slower. See Chapter 14 for the movement rates
of various monsters.
The only time monster encumbrance is tallied is when the monster or
animal is carrying away some heavy prey or is being used to carry riders.
Guidelines are found in Chapter 14.
These rules are somewhat simpler than those for player character
encumbrance. For instance, a monster will be able to move at its full
movement rate up to a certain amount of encumbrance carried. It will move at
half its movement rate up to twice that amount of encumbrance carried, and
it will not be able to move at greater than a certain amount of encumbrance.
Land Travel
This section discusses moving over land using various movement rates,
the effect terrain has on movement, long-distance travel, becoming lost, and
finding food in the wilds.
Overland Movement Rates
To find the distance a party travels in a day, find the normal speed of
the slowest party member or mount (if all party members are mounted). Divide
that speed by 5. The result is the number of miles per day the party moves
through clear terrain (open fields and range, city, etc.). This number, of
course, is modified if terrain is less favorable.
Terrain (the features of the land being explored) affects the rate of
travel. Though it makes no difference to the combat round or the 10-minute
turn, the terrain may affect the distance a party travels in a day, as
outlined in the Terrain Effects on Movement Table.
On the Terrain Effects on Movement Table, modifiers are not cumulative.
When two or more conditions are in effect (not counting trail/ road), simply
use the worst condition to determine the party's movement. When the
characters' path will carry them through several different types of terrain
in a single day, the DM should decide which one terrain type dominates and
base their movement on that type of terrain.
For convenience's sake, character and mount movement in the most common
types of terrain are listed in the Traveling Rates by Terrain Table. Find
out which party member moves slowest on this table; his movement rate will
dictate the movement for the entire party.
Long-Distance Travel and Rest
Characters and mounts must rest one full day for every six days they spend
traveling. Those who do not rest suffer a - I penalty on attack rolls and
damage rolls until they do rest. If they go more than six days without
resting, they suffer an additional - I penalty per six days until they do
rest, and they must rest one full day for each six days they spent traveling
if they are to lose the penalty.
Becoming Lost
A party following a road, trail, or river or led by a reliable guide will
not become lost. A guide is a retainer who knows the local area or-if you
are using the optional general skills rules-is a PC or an NPC who has either
the Navigation or Knowledge (of the area in question) skill. The DM may
require the character to make his Navigation/Knowledge skill check each day
to keep the party on track.
However, if a party is not on a road, trail, or river and does not have
a guide, the party may become lost. The DM must check each day to see if the
adventurers become lost by rolling 1d6 before the party begins movement for
the day. Find the type of terrain the party is traveling through on the
following list; if the roll on the die matches the number listed, the party
becomes lost.
* Clear or grasslands: 1.
* Swamp, jungle, or desert: 1-3.
* All other terrain: 1-2.
If a party is lost, find the direction of travel (either by the DM's
choice or by random roll). The DM must keep track of the party's actual
position and the direction the characters think they are going! For example,
the party members tell the DM that they want to travel north. However, the
DM has secretly determined that the party is lost and that northeast is the
direction the party thinks is north. If the group travels this direction and
then decides to travel in a different direction, the DM will have to adjust
accordingly. For example, after traveling "north" for six miles (although
actually traveling northeast), the group decides to turn northwest; the
members will actually be going north at this point.
Food in the Wild
Traveling characters sometimes run out of food in the wild. Cautious
parties bring enough standard or iron rations for everyone's use for the
whole trip plus up to 50 % extra; but great delays (weather, magical traps,
other problems) can still cause them to run out of food. However, in most
terrain types (but not in some swamps or oceans), parties may either forage
or hunt to get more food.
The characters may forage while traveling, but they slow their daily
movement rate to 2/3 normal as a result. (They cannot forage while on a
forced march.) Foraged food includes nuts, berries, some plants, and
possibly small game. In good terrain and weather, characters usually have a
50% chance (1-3 on 1d6) of finding enough food to survive. The DM may modify
this due to the terrain, and he or she will make all the necessary rolls.
If the characters spend a full day in the vicinity of their camp, normal
foraging is automatically successful. Such characters might (DM's choice)
encounter animals that they can hunt for additional food. Days spent in a
forced match or resting cannot be spent hunting.
If the campaign is using the general skills from Chapter 5, a character
with the Hunting skill forages automatically (without movement penalties) in
fertile areas, even when on the move, and he uses his Hunting skill roll to
determine how successful he is during days spent in search of game.
If characters run out of food, they will become ravaged by hunger. They
will need to rest more, travel slower, suffer attack roll penalties and
gradual loss of hit points, and eventually face death from starvation.
Water Travel
Characters are sometimes forced to swim of use ships to reach destinations
via waterways. This section describes how to do both.
By Swimming (and Drowning)
In the D&D game, all characters may swim unless the DM decides
otherwise. A character's movement rate while swimming is 1/5 his outdoor
running speed (120 yards per round / 5 = 24 yards per round). A character
swimming underwater always measures his movement rate in feet. Thus, a
character who- can swim at 24 yards per round on the surface can swim at 24
feet per round underwater.
Under normal conditions, a swimming character is in no danger of drowning.
However, if the character is swimming while carrying heavy encumbrance or
swimming in rough, dangerous conditions, he can drown. If a character is
carrying more than 400 cn encumbrance, sheer weight will drag him down. The
DM should decide on the chances of drowning in rough water, swimming while
encumbered, or fighting while swimming.
Water Movement Modification Table
Roll
(2d6) Weather Effect/Notes
No wind Becalmed; no movement except by oar; oared
movement reduced to 1/3 normal amount because
of rower fatigue
3 Extreme light breeze Movement reduced to 1/3 normal; also used when
beating before normal winds
4 Light breeze Movement reduced to 1/3 normal; also used when
quarter reaching before normal winds
5 Moderate breeze Movement reduced to 2/3 normal; also used when
broad reaching before normal winds
6-8 Normal winds Normal movement
9 Strong breeze Movement is 1 1/3 normal (normal plus 1/3 extra)
10 High winds Movement is 1 1/2 normal (normal plus 1/2 extra)
11 Extreme high winds Double normal movement*
12 Gale Galleys have an 80% chance of sinking; triple normal
movement in random direction rolling 1d6:
1= desired direction
2= 60' starboard
3= 120' starboard
4= 180' (reverse)
5= 120' port
6= 60' port
* May take on water (unsailed vessel chance 20%, sailed vessel chance
10%). Taking on water reduces speed by 1/3 until docking and repair are
possible.
Generally, if the DM wishes, he can tell the player to make an
appropriate ability check each round (for example, a Strength check if the
character is battling high seas or a Constitution check against exhaustion)
to check on the character's ability to keep his head above water. On the
first occasion the character misses his ability check, he slips under the
water.
When a character goes underwater- and cannot breathe there - he must hold
his breath immediately begin drowning. He can hold his breath for a number
of rounds equal to his Constitution score if he does not exert himself; if
he exerts himself (by fighting, panicking, etc.) he can only hold his breath
for a number of rounds equal to half his Constitution score.
Once a character can no longer hold his breath, he begins to drown. He
must make a triple normal Constitution check every round. The first check is
against his normal Constitution score; each subsequent one is rolled with a
cumulative + 1 penalty to the die roll (+ 1 on the second check, + 2 on the
third, etc.).
Once he fails a check, he has drowned-but he is not dead yet. Although he
doesn't breathe, he will not be dead for a number of rounds equal to 1/3 his
Constitution score (found up). While he is in this state halfway between
life and death, if he can be healed by a character with the Healing skill or
by a character with healing magic, he will recover normally.
If this happy event does not take place, the character dies. However, he
still may be brought back to life by a raise dead st)ell.
A character who reaches the stage at which he is making Constitution
rolls to keep from drowning, even if he is rescued and does not drown, is
considered exhausted, as described above under "Exhaustion."
By Ship
For waterborne traveling, whether on a river or near a coast, characters
move at the ship's rate.
The ship's movement rate given on the Sailing Vessels Table in Chapter 4
is for average sailing conditions. If the voyage is favored by steady winds
and calm waters, the speed may be increased to as much as double the number
given. If the seas are rough or the vessel becalmed, little or no progress
might be made in a day!
When sailing on seas or oceans, there is a chance that the weather will
be unsuitable for travel. Roll 2d6 at the beginning of each day; a result of
2 indicates no wind and a roll of 12 indicates gales or fierce storms. The
effects such weather has on ship travel are as follows:
No Wind: Sailing ships (vessels without rowers) may not move and must
spend the entire day in the same area (hex). Rowed ships are never stopped
for lack of wind; they are unaffected by calm weather.
Gale or Storm: Results differ whether the ship is a sailing ship or a
galley, as noted in the following:
Sailing Ship: This type of ship may either sit (80% chance of sinking) or
run before the wind. Movement rate is triple normal, but it is in a random
direction as determined by the DM. (The DM can see the Water Movement
Modification Table for a handy direction generator if he or she wishes.) If
no coastline is reached during (triple) one day's movement, the maneuver is
successful and the ship is safe (though likely to be far off course). If the
ship reaches a coastline or other shore, there is a 75 % chance that it will
be broken up trying to beach, and only a 25% chance that it will safely find
a sheltering harbor. (DMs can modify that chance if they are using the
optional general skills. If the ship's pilot can make his Piloting skill
check , the ship's chances of finding safety improve by 5 % for every point
by which he successfully makes his roll.)
A Galley (Lifeboat, Raft): Any vessel without sails has only a 20% chance
of weathering a gale; failure results in the ship being swamped. If the
galley is in sight of the coastline when the gale first hits, check the
coastal terrain. If it is clear terrain, the galley may beach before the
storm hits. For all other terrain, roll 1d6; a result of 1-2 indicates that
the pilot finds a safe beach or cove. (As noted under sailing ship above, a
good pilot can improve the galley's chances if the DM is using the general
skills rules and the pilot can make his Piloting skill check. Historically,
many galleys did have sails, but the galleys found in the D&D game do not.)
If a DM prefer to add more complexity to his game world, he can add some
optional water movement rules for traveling by water. Roll 2d6 at the start
of each day traveled by water and check the results on the Optional Water
Movement Modification Table.
Aerial Travel
Characters traveling on aerial mounts can move 72 miles per day.
Characters traveling on aerial devices (such as flying carpets) can move 120
miles per day.
An encounter occurs when a player character or a PC party meets a person,
group, or monster that is not a member of his party. An encounter can result
in combat between the two sides, conversation, cooperation, a chase, or
similar event. "Evasion" is what happens when an encounter occurs and one
side wants to escape the other; that side turns and runs.
In this chapter, standard procedures for game turns and game days are
discussed as well as what happens during encounters and during evasion
attempts. Surprise, reactions, and wandering monsters are also detailed.
Exploration and the
Game Turn
When characters are exploring a specific area (such as a dungeon), moving
through heavily patrolled territory (such as an armed camp or the border
between unmendly nations), or traveling through a heavily populated zone
(such as a town), the DM measures time in turns. Each turn represents 10
minutes; customarily characters will travel at their normal speed (luting
game turns. Each game turn follows the pattern noted in the Game Turn
Checklist.
Game Turn Checklist
1. Wandering Monsters: If the wandering monsters check at the end of the
previous turn was positive, the monsters arrive now. Under normal dungeon
conditions, they appear 2d6 x 10' away in a direction of the DM's choice
(see the "Encounter Distance" section, below, for more information). Leave
the Game Turn Checklist sequence and go to the Encounter Checklist, below.
See "Handling Wandering Monsters," below, for more details on handling
wandering monsters.
2. Actions: The caller (or each player) describes party actions
(movement, listening, searching, etc.).
3. Results: The DM describes the results of the party's actions as
follows:
a. If PC actions result in a discovery (a secret door, trap, etc.), the
DM tells them what they found.
b. If the PCs entered a new area, the DM describes it so that the mapper
can map it.
c. If an encounter occurs, skip to the Encounter Checklist.
4. Wander Monsters Check: The DM checks for wandering monsters and random
encounters. The DM rolls 1d6 every other turn to check for this. If this is
a dungeon and a "1" comes up on the die, the PCs will encounter wandering
monsters at the beginning of the next turn (other types of terrain have
different chances as shown on the Chance of Encounter Table, below).
Wandering Monsters
When a DM's roll indicates that wandering monsters will appear, they
appear the following turn. The DM rolls 2d6 and multiplies this number by
10; the result is the distance, in feet, at which the monsters are detected.
This is the distance at which the DM first begins keeping track of them
and the distance at which both sides first have a chance to notice one
another. Once the monsters appear, the DM should switch to the Encounter
Checklist (on page 93) to determine what happens next.
Wandering Monsters Check
Every two turns (not every turn), the DM rolls 1d6 to check for wandering
monsters of random encounters. In any setting where there is a possibility
of characters running across monsters (or strangers, wild animals, occupants
of a dungeon that are not locked in a particular room or area, or anything
else that might be moving freely through an area), the DM can check for
wandering monsters and random encounters. For a more in-depth method of
determining encounters, the DM can check the Chance of Encounter Table and
follow the instructions there for checking for encounters.
If the DM's roll indicates that there will be an encounter, the DM can
choose what sort of encounter it is (based on what he knows about the area),
or he can roll on the wandering monsters tables later in this chapter.
Important Note: If the Dungeon Master has already decided to have a
prearranged encounter during this two-turn time period or if he his decided
that the characters will have no encounter during this period, he can skip
the wandering monster roll.
Leaving the Game Turn
The DM continues determining time in game turns and using the Game Turn
Checklist until he feels that the situation has changed and he no longer
needs to use the checklist. For example, the characters might reach a
different type of terrain (the comparatively safe outdoors of the
wilderness, the inn where they plan to spend the night, the protected
caravan of their patron, etc.), which will remove them from the normal game
turn sequence.
Travel and the Game Day
Characters who are traveling overland or across open water and who are
not moving through dangerous territories should travel in game days, not
game turns. The rules for long-distance overland travel fates were presented
in Chapter 6, and traveling by ship rates were discussed there and in
Chapter 4. Each game day spent traveling follows the Game Day Checklist.
Game Day Checklist
1 . Daybreak: Party prepares for travel, studies spells, selects travel
direction.
2. Getting Lost: DM rolls 1d6 to see if party becomes lost. If so, see
the "Land Travel" section in Chapter 6.
3. Daytime Wandering Monsters: The DM makes a 1d6 roll for wandering
monsters for the daytime hours. See the Chance of Encounter Table for
determining rolls.
4. Encounter Results. Based on the DM's die roll, the party does the
following:
a. If no wandering monsters are encountered, party concludes movement and
daylight period ends. Skip to Step 6.
b. If wandering monsters are encountered, the DM goes to the Encounter
Checklist, below. If the characters want to evade or pursue encountered
monsters, the DM goes to the "Evasion and Pursuit" section later in this
chapter.
5 . Resume Travel: After the encounter, the party may resume travel. If
they are lost, the DM may (at his option) recheck the direction of travel.
6. Nightfall: The party finds a place to stop and rest.
7. Nighttime Wandering Monsters: The DM makes a 1d12 roll for wandering
monsters for the nighttime hours. See the Chance of Encounter Table for
determining rolls. If an encounter is indicated, the DM chooses the watch
during which it occurs; two or three PC guards can be posted during the
night, each taking an equal amount of time guarding the party while on
watch. Continue with one of the following steps:
a. If an encounter occurs, the DM uses the Encounter Checklist, below.
b. If no encounter occurs, the DM proceeds to Step 9.
8. Resume Rest: Once any nighttime encounter is over, the party returns
to rest.
9. Night's End: Return to Step 1 above.
Encounters
An "encounter" occurs when two or more groups come within visual range of
one another and at least one group becomes aware of the other; the term is
also used to refer to incidents where PCs encounter traps.
In most dungeon situations, groups encountering other groups will become
aware of one another at or nearly at the same time. In outdoor encounters
and a few dungeon encounters, one group could become aware of the other and
not reveal itself, allowing the group members to run away without being
detected, spy on the other group, arrange to ambush the other group, and so
forth.
Encounters keep game adventures exciting and unpredictable and give
characters experience with different monster types. No map and map key will
detail every creature, monster, or character that can be found on the area
represented by a map, of course, but the use of random encounters can add
flavor to a campaign. Characters traveling through a jungle might run across
a tiger, a giant python, or an even more fantastic monster; this monster is
present because it belongs to the type of terrain in question.
In a dungeon, roll for encounters once every two turns; in the outdoors,
roll once during the day and once (at a reduced chance) at night. Check the
Chance of Encounter Table on the following page for when to roll and type of
encounters.
Some actions or items may increase the chance of wandering monsters. Loud
noises, battles, cursed items, or exploring special areas may allow the DM
to check for wandering monsters every turn-and possibly with higher chances
Chance of Encounter Table
Type of Encounter/Roll Method
Dungeon and city
Roll 1d6 every two turns when traveling and roll 1d12 once during the
night; on a 1, an encounter occurs
Wilderness
Determine the type of terrain the party is in and toll 1d6 once during
the day and roll 1d12 once when camped at night; consult the following for
encounter occurrences
Type of Terrain Chance
Clear, grasslands, inhabited, or settled 1
Forest, river, hills, barren lands, desert, ocean*, or aerial** 1-2
Swamp, jungle, or mountains 1-3
* Ocean: A roll of 1 indicates a normal ocean encounter. A roll of 2
indicates no encounter unless the ship lands -at the end of the day; if so,
a land encounter is used.
** Aerial encounters always use the Flyers subtable in the Wilderness
Encounter Table, regardless
(1-2, 1-3, or 1-4 on 1d6).
When the DM chooses to have an encounter or when a die roll indicates an
encounter, the DM must first determine or randomly roll what sort of
encounter it is (an encounter with wandering monsters, an NPC or a group of
NPCS, or a trap). Once that's determined, he or she can run the encounter
according to the Encounter Checklist.
Encounter Distance
Once the Dungeon Master has determined that an encounter will take place
and has determined the relative conditions of surprise for the two groups,
he or she can decide how far apart the two parties , the when the encounter
takes place.
When both parties are surprised, the encounter distance is 1d4 x 10' (or
yards if outdoors)
When one party is surprised, the unsurprised party notices the surprised
party at the 1d4 x 10, (or yards) distance rolled; the surprised party won't
notice the unsurprised party until they reach half that distance.
When neither party is surprised, take a look at the Encounter Distances
Table. When the type of terrain (dungeon, wilderness, ocean/sea, of
underwater) is known, the DM can find out how far apart the groups are when
the encounter takes place.
Surprise
When an unexpected encounter occurs both sides roll 1d6. Each side that
rolls 1 or 2 is surprised. Possible results are as follows:
Neither group is surprised: Both are aware of one another and can be on
the guard.
Both Groups Are Surprised: Both groups lose one round due to the sudden
surprise and confusion; once the round is over, both groups are back in
control of themselves, aware of one another, and on guard.
One Group Is Surprised: The unsurprised group can take advantage of the
situation by evading (automatic success, meaning that the other group
doesn't notice them at all), by attacking (the attacking group gets one free
round of attacks before the other group can respond), or by other means
(leaving one or two members in the open to negotiate while the other members
hide in ambush, for example).
When the DM determines that there will be an encounter, the DM should roll
1d6 once for each group-or he can let one of the players roll for the PCs,
if he isn't worried about tipping them off that something is about to
happen. A result of 1 or 2 means that the group in question is surprised
(though this may differ with some monsters; see Chapter 14). In any given
encounter, one group could be surprised, or the other could, or both, or
neither.
Encounter Distances Table
Setting Visibility Encounter Distance
Dungeon* Very good light DM's choice 4d6 x 10'
Dungeon* Dim light** DM's choice 2d6 x 10'
Dungeon* No light t DM's choice 1d4 x 10'
Wilderness Clear daylight DM's choice 4d6 x 10 yards
Wilderness Dim light** DM's choice 2d6 x 10 yards
Wilderness No lightt DM's choice 1d4 x 10 yards
Ocean/sea Clear daylight Ship 300 yards
Ocean/sea Clear daylight Monster 4d6 x 10 yards
Ocean/sea Dim light** Ship 120 yards
Ocean/sea Dim light** Monster 2d6 x 10 yards
Ocean/sea No light t Ship 40 yards
Ocean/sea No light t Monster 1d4 x 10 yards
Undersea Any light DM's choice 1d6 x 10 yards
* Or other indoor setting.
* Or full darkness with infravision used.
t Or very poor visibility (heavy snow or fog, sandstorm, etc.).
Encounter Checklist
1. Game Time: Game time switches from 10-minute turns to 10-second
rounds. The DM does not have to inform the players of this until he or she
informs them that they are having an encounter.
2. Surprise: Both sides make appropriate rolls (1d6), the caller for the
PCs and the DM for the monsters. Any side that rolls a 1 or a 2 is
surprised. To keep from alerting players than an encounter is imminent, the
DM can simply make both rolls him- or herself.
3. Initiative: If one side is surprised, it loses initiative
automatically. Otherwise, both sides make initiative rolls (1d6) to see who
moves, talks, or attacks first. The side that rolls higher goes first.
4. Reactions: If the DM does not know how the monsters will react to the
PCs, the DM makes reaction rolls to determine their initial reactions. See
the Monster Reactions Table under "Monster Reactions," below.
5. Results: The DM determines the results of the party's actions as
follows:
a. If the PCs trigger a trap, the DM applies the consequences.
b. If both sides can speak, role-play the conversation until agreement is
reached, one side leaves, of a fight begins.
c. If the PCs run away, make a morale check for the monsters or NPCs to
see if they give chase. If so, use the pursuit and evasion rules later this
chapter to see if the PCs get away.
d. If one or both sides attack, play proceeds with the Combat Sequence
Checklist (see Chapter 8, page 102; start with Step 1 and roll for
initiative again).
6. Encounter Ends: After the encounter ends, begin play with a new turn.
Always assume that an encounter takes at least one full turn to resolve.
When neither group is surprised, both can act at th same time. If one
decides to attack, the other can respond immediately. If one decides to run,
the other can give chase. Neither has an advantage over the other.
The same applies when both groups are surprised. Both groups are caught
off guard and lose a little time gathering their wits; neither group
recovers before the other does. Once they have themselves under control,
they proceed as though neither group was surprised.
When one group surprises the other, it can, if it chooses, take advantage
of the situation. It might attack, in which case it would get a free round
of attacks on the other group before the surprised group could respond. It
might also try to sneak away, in which case it would avoid the other group
automatically, with no chance for the other group to discover or catch it.
When surprise occurs, the DM looks at the terrain and situation and
decides exactly what has happened, describing this to the players, who must
work within the limits of the situation.
Monster Reactions
Just because an encounter takes place does not mean that the two parties
automatically attack one another. Either party may be in a mood to trade,
talk, exchange rumors and information, or even run away from one another.
The player characters determine how they wish to react. The DM decides
how the monsters and NPCs will react. Descriptions of some monsters (see
Chapter 14) will determine how they react, while the DM might wish a monster
to react a certain way. When the DM wants to use a random reaction for the
monster or NPC, he can consult the Monster Reactions Table.
If the DM wants to use the random Monster Reactions Table for the PCs'
encounters with monsters and NPCS, he can roll 2d6 on the table and apply
the indicated results. After the first round, the DM should modify the 2d6
roll of the character talking for the group by the character's Charisma
bonuses or penalties. For the first reaction roll, the DM shouldn't take
Charisma adjustments into account.
Monster Reactions Table
Roll 2d6 Monster Reaction
2-3 Monster attacks
4-6 Monster is aggressive (growls,
threatens); roll again in one round
with a penalty of - 4 to the roll
7-9 Monster is cautious; roll again in
oneround
10-11 Monster is neutral; roll again in
oneround with a bonus of + 4 to
the roll
12 Monster is friendly
The DM can substitute any appropriate response for the ones described
above. A cowardly monster that rolls a 2-3, for instance, might flee instead
of attacking; if it rolls a 4-6 instead, it might shy away from the PCs and
be ready to run.
You may need to make more than one roll on the Monster Reactions Table.
When the result says to roll again in one round, allow the PCs to react to
the monster. If they do something to get a specific reaction (such as
attack), you won't need to roll again. If they try to bluff, negotiate, or
befriend the creature, roll again with the penalty or bonus listed on the
table.
The actions or words of the PCs may affect monsters' reactions. Gestures
of friendship can give the PCs a bonus at the DM's discretion; threats,
attempts to appear menacing, and rudeness can give the PCs a penalty.
Adjustments for PC actions can range from a - 2 penalty to a + 2 bonus. If a
charismatic character is speaking for his entire party while another
character is silently glaring, bristling, and otherwise indicating that he's
a tough guy, the rudeness penalty could easily cancel the Charisma bonus.
Don't roll more than three times. If by the third toll the monster hasn't
achieved a roll of 10 or better, it will decide to attack or leave.
Wandering Monster Encounters
The tables in this section will help generate wandering monster and
random encounters. The Dungeon Encounters Levels 1-10 Tables give guidelines
for the number of monsters that constitute an encounter." For instance, an
entry might read "Hobgoblin 1d6"; in such a case, roll 1d6 for the number of
hobgoblins encountered by the player characters.
In the Wilderness Encounters Table, Castle Encounters Table, and City
Encounters Table, no such number guidelines are given. Consult the
description of the monster in question from Chapter 14; the text with the
headline "Number of Monsters" gives handy guidelines for selecting numbers
of monsters for encounters.
The tables in this section are general tables for an "average" dungeon.
The Dungeon Master is encouraged to make his own specific encounter table
for specific dungeons and settings in his campaign. These can change the
frequency of monsters, introduce new monsters of the DM's creation, use a
different type of die (d8, d12, etc.), and so on.
When a random encounter is to occur, the DM first needs to know where the
characters are- dungeon or wilderness. "City" is treated just like any other
wilderness terrain.
If the random encounter is in a dungeon setting, go to the "Dungeon
Encounters" section below. If it's a wilderness (or a city) setting, go to
the "Wilderness Encounters" section. Both start on page 95.
Dungeon Encounters Levels 6-7 Table Dungeon Encounters Levels 8-10 Table
Roll Number Roll Number
1d20 Monster Appearing 1d20 Monster Appearing
1 Basilisk 1d3 1 Basilisk 1d6
2 Caecilia. 1d4 2 Black Pudding 1
3 Cockatrice 1d3 3 Chimera 1
4 Giant, Hill 1d2 4 Devil Swine 1d2
5 Giant, Stone 1d2 5 Dragon 1d2
6 Heilhound (5-7 HD) 1d4 6-7 Giant* 1d6
7 Hydra (6-8 heads) 1 8 Golem* 1
8 Lycanthrope* 1d3 9 Hydra (7-12 heads) 1
9 Manticore 1 10 Living Statue* 1d4+1
10 Minotaur 1d4 11-12 Lycanthrope* 1d6+1
11 Mummy 1d4 13 NPC Party 1
12 NPC Party 1 14 Purple Worm 1
13 Ochrejelly 1 15 Rust Monster 1d4+1
14 Ogre 2d4 16 Salamander* 1d4
15 Rust Monster 1d3+1 17 Snake* 1d4+1
16 Spectra 1d3 18 Spectra 1d3
17 Spider, Tarantella 1d3 19 Spider* 1d4+1
18 Salamander, Flame 1d2 20 Vampire 1d2
19 Troll 1d4+1
20 Vampire 1
* Either weretiger or werebear. * Select any one type and modify
the number appearing for
the level of monster
Chapter 7: Encounters and Evasions
Wilderness Encounters Table
Roll Clear,
1d8 Grassland Woods River Swamp
1 Human Human Human Human
2 Flyer Flyer Flyer Flyer
3 Humanoid Humanoid Humanoid Humanoid
4 Animal Insect Insect Swimmer
5 Animal Unusual Swimmer Undead
6 Unusual Animal Swimmer Undead
7 Dragon Animal Animal Insect
8 Insect Dragon Dragon Dragon
Roll Barren,
1d8 Mountain, Hill Desert Settled*
1 Human Human Castle**
2 Flyer Flyer Flyer
3 Humanoid Humanoid Humanoid
4 Unusual Human Human
5 Animal Animal Human
6 Humanoid Dragon Animal
7 Dragon Undead Animal
8 Dragon Animal Dragon
Roll
1d8 City Ocean jungle
1 Human Human Human
2 Undead Flyer Flyer
3 Humanoid Swimmer Insect
4 Human Swimmer Insect
5 Human Swimmer Humanoid
6 Human Swimmer Animal
7 Human Swimmer Animal
8 Special Dragon Dragon
* Any inhabited rural area is "Settled."
* Consult the "Special Castle Encounters" section below for Subtable: 10.
Castle Encounters.
t Consult the "Special City Encounters" section below for Subtable: 11.
City Encounters.
Dungeon Encounters
Determine the dungeon level where the encounter takes place. Consult the
table corresponding to that dungeon level. Roll 1d20 on that table to see
what sort of monster is encountered. Make whatever die roll is indicated in
the "Number Encountered" column to determine how many monsters of that type
appear in this encounter. Consult Chapter 14 for details about that monster.
Play out the encounter as described earlier under "Encounters."
In dungeon encounters, first determine the dungeon level where the
encounter is taking place. The DM or writer who created the dungeon will
normally have designated it "Level 1," "Level 2" or some such. If he or she
hasn't, look at the types of monsters found on the dungeon level; if they
tend to average 1 experience level of HD, it's probably level 1; if they
tend to average 3 experience levels or HD, it's probably level 3; and so on.
Below are tables for several different dungeon levels. Roll 1d20 on the
table that corresponds to the dungeon level in question. The 1d20 result
will identify a type of monster. Now roll the dice indicated in the
right-hand column to determine how many of that monster are involved in the
encounter.
For example, on the first level of a dungeon, the DM tolls an encounter.
He consults the Dungeon Encounters Level 1 Table below and rolls 1d20; the
result is a 14. According to the table, the encounter will be with orcs. The
die roll in the "Number Appearing" column of the table is 1d6; the DM rolls
1d6 and gets a 4. This means that the encounter is with four orcs. The DM
can now consult the description of orcs in Chapter 14 to see what they do,
how tough they are, how they behave, and so forth.
The monsters listed in the Dungeon Encounters Tables are different levels
of difficulty, depending on the level of dungeon they are typically found
in, Later in this book is a Section on dungeon design that discusses the
difference in difficulty between different levels of a dungeon.
Wilderness Encounters
Find the type of terrain on the Wilderness Encounters Table where the
encounter is taking place. Roll 1d8 and check the column corresponding to
the terrain type. The result tells which subtable to consult. Go to that
subtable and roll 1d12 on the column corresponding to the terrain type where
the encounter is taking place. The result tells which monster the characters
encounter.
See Chapter 14 for details about that monster, including how many
monsters appear. Play out the encounter as described under "Encounters" on
page 91, using the visibility, distance, and surprise factors.
In a wilderness encounter, the type of terrain plays an important part.
On the Wilderness Encounters Table, roll 1d8 and check the result against
the column corresponding to the correct terrain type. This will direct you
to one of eleven subtables, nine of which immediately follow the main table.
The other two subtables are presented with explanatory text in the sections
that follow the the ninth subtable.
Roll 1d12 on the subtable indicated by the previous toll. Check the 1d12
result against the column corresponding to the terrain type.
Example: The player characters are traveling through heavily wooded
mountains. The DM decides that this is more mountainous terrain than it is
wooded. She rolls on the Wilderness Encounters Table; her 1d8 roll is a 6.
On the "Barren, Mountain, Hill" column, a humanoid encounter is indicated.
The DM looks at the humanoid subtable, rolls 1d12, and checks the result
against the column for "Barren, Mountain, Hill." The DM's roll is a 2, which
indicates a cloud giant for the PCs' encounter.
Once the encountered monster is determined, The Chapter 14 for details
about that monster. (Chapter 14 will describe the monster's habits,
activities, number likely to appear, and so forth.
With all the information in hand, the encounter with the PCs is ready to
play out. Consult the Encounter Checklist and the Encounter Distances Table
for other factors regarding encounters.
Special Castle Encounters
The DM can determine character class of castle inhabitants either by
using the Subtable: 10. Castle Encounters (page 98) or by selecting classes
as appropriate. If the table is to be used, roll a 1d6; if the result is a
3, roll 1d6 again and see which of the demihuman races is the result. For
human owners of a castle, regardless of class, roll 1d20 + 8 for the owner's
level. Demihumans' levels are listed in the table.
If the DM has not already determined what the castle inhabitants'
re-actions will be to player characters, he or she can either check the
Monster Reactions Table given earlier in this chapter or check the Castle
Reactions Table on page 99. The "Reaction" columns of the table assume that
the party does nothing to either arouse suspicion or to inspire trust; the
DM can certainly adjust the die roll if the PCs' actions toward the castle
inhabitants warrant the modification.
Remember, too, that some high-level PC fighters may have the right of
sanctuary at castles in the campaign; a PC with that fight who declares his
name and title will normally receive a "Friendly" result.
Note that the men listed are only part of the castle owner's forces and
are simply the unit sent out after annoying travelers; the rest of the
castle's forces should include other men and might even include special
monsters.
Pursue: The men will chase the party off the lord's land or charge the
characters a toll. This sum may vary depending on the personality of the
lord, how wealthy the characters look, and other factors. Refusing to pay
may result in the PCs being arrested, run off the land, or attacked. The DM
can ignore this result if the castle owner is Lawful and the PCs have
behaved well.
Ignore: No attempt is made to aid or hinder the party.
Roll Barren,
1d12 Mountain, Hill Desert
1 Dwarf Giant, Fire
2 Giant, Cloud Goblin
3 Giant, Frost Hobgoblin
4 Giant, Hill Hobgoblin
5 Giant, Stone Ogre
6 Giant, Storm Ogre
7 Gnome Ogre
8 Goblin Orc
9 Kobold Orc
10 Orc Pixie
11 Troglodyte Sprite
12 Troll Thoul
Roll City and
1d12 Inhabited Jungle
1 Dwarf Bugbear
2 Elf Cyclops
3 Giant, Hill Elf
4 Gnome Giant, Fire
5 Gnoll Giant, Hill
6 Goblin Gnoll
7 Halting Goblin
8 Hobgoblin Lizard Man
9 Ogre Ogre
10 Orc Orc
11 Pixie Troglodyte
12 Sprite Troll
Roll
1d12 River Swamp
1 Bugbear Gnoll
2 Elf Goblin
3 Gnoll Hobgoblin
4 Hobgoblin Lizard Man
5 Lizard Man Lizard Man
6 Lizard Man Lizard Man
7 Nixie Nixie
8 Ogre Ogre
9 Orc Orc
10 Sprite Troglodyte
11 Thoul Troll
12 Troll Troll
Friendly: The castle owner invites the party to stay. (This is not
necessarily actual friendship; some NPCs may have evil intentions toward the
unsuspecting party ... City Encounters (on page 98).
Special City Encounters
On the Wilderness Encounters Table, the entry for city terrain has
a "Special" result. Whenever a special result is rolled, the DM can either
roll again and use one of the more common results, or he or she can roll on
the Subtable: 11.
To use this subtable, roll 1d8 to find the section of the subtable to
be used (the subtable is split into sections marked 1-8). Then roll 1d20 to
find out what sort of person the PCs encounter.
The Subtable: 11. City Encounters indicates only the encountered
character's profession not his level or intent. The DM must decide how to
use this type of character in the encounter.
For example, an Alchemist might wish to hire the characters to find him
some rare ingredients; an Assassin might be stalking one of the PCs; a
Brewer could have set up a drinking contest to determine whose beer is
better-his own or a competitor's-and tries to persuade a PC to participate;
and lastly, a Government Official could be seeking revenge against a
high-ranking thief who is blackmailing him, and he might try to persuade the
PCs to help him.
You can also use the Subtable: City Encounters when trying to think of an
interesting location for an encounter. Translate the name of the type of
character to the appropriate type of building or site-for instance, "Judge"
would become "Courtroom," while "Undertaker" would become "Cemetery."
Wandering Monsters and High-Level PCs
In low-level play, wandering monsters help make adventures interesting,
keep the characters alert, and give the characters experience in dangerous
situations. Once the characters are very experienced, though, wandering
monsters no longer serve this last purpose. If the DM runs them exactly as
they come up on the Encounter Tables, monster encounters will be nothing but
boring delays or (at best) comic relief. Therefore, when the PCs are high
level, the DM needs to think briefly about every random encounter and decide
how the PCs' experience levels affect things. He or she should discard (that
is, not play) encounters that would be nothing but dull combats and keep the
encounters that have other purposes. To that end there are essentially three
types of encounters the DM can consider running.
For example, there's nothing wrong with comic relief encounters as long
as they're deliberately run with that intent. For example, a group of
well-played bugbears blundering into a group of high-level PCs can provide a
lot of humor. But recurring encounters along the same lines will, after a
short while, wear very thin.
Then, there are tactical encounters. A large group of lower level
monsters who have a superior knowledge of the terrain, good tactics, traps,
and the advantage of surprise can challenge (of at least delay) high-level
characters.
There are also respectful avoidance encounters. Word of a high-level
party's power will certainly circulate in any dungeon or wilderness
setting, along with descriptions of the individuals involved; weaker
monsters will watch for and avoid these dangerous characters. When surprise
encounters occur, the low-level monsters will automatically opt to
preferably evade the PCs or to talk with them; such monsters would attack
the PCs only under the rarest situations. Respectful avoidance encounters
help reinforce to the PCs that they're more powerful and influential
characters now-and it's a boost to their egos.
To reflect the powers of high-level characters, the DM may also alter the
monsters' morale (described in the next chapter). If the PCs demonstrate
fierce magic or combat abilities, the monsters might decide to
retreat or reconsider their position.
* When an NPC party is indicated, the encounter is with one character of
name level of greater, plus 2-20 low-level apprentices. When a specific
level title is given, the encounter is with 6-15 individuals of that level.
Subtable: 4. Flyers
Roll Mountain Desert All Other
1d12
1 Bee, Giant Gargoyle Bee, Giant
2 Gargoyle Gargoyle Cockatfice
3 Griffon Griffon Gargoyle
4 Harpy Harpy Griffon
5 Hippogrff Insect Swarm Hippogriff
6 Insect Swarm Lizard, Draco Lizard, Draco
7 Manticore Manticore Pegasus
8 Pegasus Manticore Pixie
9 Robber Fly Manticore Robber Fly
10 Roc, Small Roc, Small Roc, Small
11 Roc, Large Roc, Large Sprite Large
12 Roc, Giant Roc, Giant Stirge Giant
I
Subtable: 5. Swimmers
Roll River / Lake Ocean Swamp
1d12
1 Crab, Giant Giant, Storm Crab, Giant
2 Crocodile Hydra, Sea Crocodile
3 Crocodile, Large Hydra, Sea Crocodile
4 Fish, Giant Bass Hydra, Sea Crocodile, Large
5 Fish, Sturgeon Merman Crocodile, Large
6 Leech, Giant Snake,Sea Leech, Giant
7 Leech, Giant Snake,Sea Leech, Giant
8 Lizard Man Snake,Sea Leech, Giant
9 Lizard Man Snake,Sea Lizard Man
10 Merman Termite, Water Lizard Man
11 Nixie Termite, Water Termite, Water
12 Termite, Water Termite, Water Termite, Water
Subtable: 6. Dragons Subtable: 7. Insects Subtable: 8. Undead
Roll Roll Roll
1d12* 1d12 1d12
1 Chimera 1 Ant, Giant I Ghoul
2 Dragon, Black 2 Bee, Giant 2 Ghoul
3 Dragon, Blue 3 Beetle, Fire 3 Ghoul
4 Dragon, Gold 4 Beetle, Oil 4 Mummy
5 Dragon, Green 5 Beetle, Tiger 5 Skeleton
6 Dragon, Red 6 Insect Swarm 6 Skeleton
7 Dragon, White 7 Rhagodessa 7 Spectre
8 Hydra 8 Robber Fly 8 Wight
9 Hydra 9 Scorpion, Giant 9 Wraith
10 Wyvern 10 Spider, Black Widow 10 Vampire
11 Salamander, Flame 11 Spider, Crab 11 Zombie
12 Salamander, Frost 12 Spider, Tarantella 12 Zombie
It's a mistake simply to change the wandering monster encounter
tables so that only tough monsters appear. First because it's not very
logical (the PCs will wonder where all the lesser creatures went), and
second because it's frustrating to the PCs (who will assume, correctly,
that it doesn't matter how strong they become because the DM will just
increase the power of every monster in the world to compensate for
them).
None of this means that the DM should entirely get rid of encounters
with less-powerful monsters. For instance, when a weak monster serves
as a clue to a dangerous but an as yet undiscovered situation or is an
interesting and entertaining role-playing opportunity, the monster
serves a definite purpose and should be kept.
Evasion and Pursuit
When two groups encounter one another, one or both may decide to
evade the other, or one group may decide to pursue the evading group.
This means that, as soon as the groups spot one another, the evading
group turns and runs, trying to get out of the pursuers' sight. Time is
measured in rounds for as long as the chase occurs. The side running
away is "evading," and the other chasing is "in pursuit." The Evasion
Checklist on page 99 gives a step-by-step procedure for handling
evasion and pursuit.
Definitions
The terms used in the Evasion Checklist are defined in the following
subsections and are presented in the order that they are most likely to
occur.
Contact
Contact occurs when the two parties encounter one another, as per
the earlier encounter rules. They do not have to be near one another,
only within visual range. When the encounter occurs, the DM determines
the encounter distance and the parties' relative states of surprise.
Decision to Evade
In an encounter, if one group surprises another (but is not itself
surprised), it may automatically evade the surprised group by turning
away and moving off at another direction at running speed for one round.
The nonsurprised group has enough time to get
cleat of the area before the surprised group can recover enough to give
chase. In fact, if the surprised party didn't detect the nonsurprised party,
the surprised party will never know that it has just been through an
encounter.
* First roll 1d8 to determine which section to use for the encounter;
then roll 1d20 in that section to find the city-dweller used for the
encounter.
Castle Reactions Table
Reaction (Roll 1d6)
Owner's Class Patrol Type/Size Pursue Ignore Friendly
Fighter 2-12 heavy horsemen 1-3 4-5 6
Magic-User 2-12 heavy footmen 1 2-5 6
Cleric 2-12 medium horsemen 1-2 3-4 5-6
Demihuman 2-12 demihumans 1 2-5 6
Decision to Pursue
If neither party in an encounter was surprised and one party took off in
an attempt to evade, the other party must now decide whether to pursue.
Player characters decide for their own reasons whether to give chase.
Monsters and NPCs make a morale check (described in the next chapter). If
the NPC group contains different types of monsters, use the morale check of
the monster that leads the group. If the monsters/ NPCs successfully make
the morale check, they give chase; if they fail, they let the PCs go and do
not pursue.
Attempt to Evade
If neither group was surprised (or if both were) and one group wishes to
try evasion, the DM rolls on the Evasion Table. Find the size of the party
and compare it to the number of creatures encountered. This gives the
percentage chance that the evasion will be successful. If a large party
breaks up into small parties, roll for each small party separately; in this
way, some parties could evade while others could be caught.
Example: A PC party of eight characters runs into a scouting party of 12
orcs. Comparing the "Party Size 5-12" entry to the "Number of Monsters
Encountered 9 + " line, the PCs have a 70% chance to evade the orcs. The DM
rolls a d100; on a 01-70, the PCs have successfully evaded the monsters, and
on a 71-100, the monsters successfully pursue the characters.
The DM may adjust evasion chances for terrain, differences in speed, and
other factors as noted in the Evasion Table. For example, woods might add a
25 % chance to evade the monsters. If monsters are familiar with an area,
they may be able to evade pursuers by rapidly turning corners, closing doors
behind them, and so forth. If one group can move at least twice as fast as
the other, the faster group adjusts the chances of evasion by 2 5 % in its
favor (that is, if the faster group is pursuing, it subtracts 25% from the
evaders' evasion chance, and if the faster group is evading, it adds 2 5 %
to its evasion chance). If the pursuing group has sent out small groups of
scouts, evasion is made more difficult (a -10% penalty is applied to the
evasion chance).
Important Note: Regardless of the number of evasion penalties, the evading
group always has at least a 5% chance to evade.
Pursuit Continues
If the first evasion attempt was unsuccessful, the chase is on. Movement
is carried out at running speed, and time is measured in rounds. As though
this were combat, each side rolls initiative once per round, with the two
sides taking movement in initiative order. The chase will continue until one
of the following events occurs.
The pursuers decide to give up the chase. PCs decide whether or not to
keep chasing for their own reasons; monsters and NPCS, on the otherhand,
make a new morale check every five rounds, with failure indicating that they
have given up the chase.
The pursuers catch up to the evaders. This can happen for one of a
number of reasons. If the pursuers end one round having caught up to the
evaders (the DM should be keeping track of their relative positions to
determine this) and then win initiative the next round, they can attack,
forcing the evaders to turn and fight. Or the evaders could run into some
obstacle that prevents them from continuing (a sheer cliff face, a dead-end
hallway, a magically locked door, another party of enemies, and so on). In
these situations, combat usually results, though the evaders might choose to
surrender instead.
The evaders escape. There are a number of ways evaders can escape their
pursuers, including the following:
* Evaders can, if time permits, cast a spell that will allow them to get
away. For example, they might cast a teleport spell to whisk the party to
safety; a pass wall spell to get them somewhere inaccessible (followed by a
dispel magic to cancel the pass wall so that the pursuers cannot follow); or
a wall of iron spell to forestall pursuit long enough for the evaders to get
away.
* If possible, evaders can run far enough ahead of the pursuers so that
they are temporarily out of vision range when they reach an area of
difficult terrain (for example, thick woods, a long dungeon corridor riddled
with doors and side passages, etc.). In such cases, the DM would again roil
on the Evasion Table for the evaders, and success would mean that the
pursuers fail to follow their tracks.
Evasion Checklist
1. Contact: The two parties encounter one another.
2. Decision to Evade: One party decides to evade. If the evading party is
not surprised and the other party is surprised, evasion is automatically
successful; go to Step 6. If the other party is not surprised, go to Step 2.
3. Decision to Pursue: The other party decides whether to pursue. The PCs
decide for themselves; monsters must make a morale check (defined in Chapter
8). On a successful morale check, the monsters give chase (go to Step 4). On
an unsuccessful morale check, the monsters do not chase (go to Step 6).
4. Attempt to Evade: The DM rolls on the Evasion Table. If the PCs
succeed, they have evaded the pursuers (go to Step 6). If they fail, pursuit
continues (Step 5).
5 .Pursuit Continues: Movement is measured in rounds and conducted at
running speed; both sides roll 1d6 for initiative once per round; the side
with the higher roll moves first each round. The chase continues until one
of the following happens:
a. The pursuers decide to give up. Monsters must make a new morale check
every five rounds and give up the chase if they fail the check. Go to Step
6.
b. The evading party is caught by the pursuers (because of superior speed
or terrain obstacles). Combat occurs; go to the Combat Checklist in Chapter
8.
c. The evading party escapes (by using magic spells or by finally making
a successful evasion roll on the Evasion Table when terrain and
circumstances warrant). Go to Step 6.
6. Regain Bearings: Evaders rest and determine where they now are.
Evasion Table
Party No. of Monsters Chance of Condition Adjustment
Size Encountered Evasion in Effect to Chance
1-4 1 50% Wooded terrain +25%
2-3 70% Featureless terrain -15%
4 + 90% Pursuers are twice
5-12 1-3 35% as fast as evade -25%
4-8 50% Evaders are twice as
9 + 70% fast as pursuers +25%
13-24 1-6 25% Pursuers have
7-16 35% scouts in place -15%
17 + 50%
25 + 1-10 10%
11-30 25%
31+ 35%
Evaders can drop goods that the monsters might want; a hungry monster
might want meal rations, for example, while a vampire might be more content
with magical treasures. In these cases, the DM rolls 1d6 if he or she feels
that the item dropped is indeed appealing to the monster. On a 1-3, the
monster stops to consume (or retrieve) the proffered goods and is delayed
long enough for the evaders to get away.
Regain Bearings
If the evaders do get away, they need to rest from their exertions and
regain their bearings, that is, determine where they now are.
For every round the chase lasted, the evaders moved at full running speed
in directions chosen or assumed by the DM. They didn't have time to consult
their map, and the DM should enforce this fact rigorously. If their movement
carried them into areas they already knew or had mapped, they're fine. But,
at the DM's discretion, their attempts at evasion could have carried them
deep into unknown territory (such as wilderness off the posted roads and
trails or unexplored dungeon levels), and now the characters are lost;
they'll have to explore their way back to the areas they know.
Evasion at Sea
Ships meeting at sea may wish to evade one another. To determine one
ship's chance of eluding another ship, consult the Ship Evasion Table.
If evasion is successful, the pursuer loses sight of its prey and cannot
find it again or attack it that day. A ship can evade its pursuer by sailing
into a baffling archipelago, heading into a concealing fog, hiding itself in
a cove and ducking out once the pursuers are past, and so forth.
If the evasion is not successful, the pursuer starts at a distance of 300
yards on a clear day. (At the DM's discretion, if the weather is impairing
vision, the pursuer may start closer.) The pursuing ship closes in.
If the pursuer's speed is 0-30' per round greater than the evader (or
actually slower), the rate of closing is 10 yards per round. If the
difference is greater than 30' per round, the pursuer closes in at its
normal movement rate.
A slower vessel can close in on a faster one by virtue of superior
sailing. If the evading ship missed its roll for evasion on the Ship Evasion
Table yet it is faster than the pursuing ship, this means that the pursuer
is sailing much more effectively than the evader.
If the DM is using the optional general skills rules, he or she can roll
the two captains' Piloting skills in competition with one another. If the
evading ship's captain rolls his skill better, he evades pursuit; if the
pursuer rolls his better, he is able to close at the rates described above.
Balancing Encounters
(Optional)
When the DM is uncertain as to whether an encounter is a fair challenge,
he or she can use the following system to make that determination. This
optional rule gives a fairly accurate estimate of an encounter's impact on a
PCs' party. Although this system is too involved to use with most random
encounters, it is useful for prepared encounters. However, the DM is never
required to use it, and no other rules in the D&D game depend on its use.
The system makes the following assumptions:
* The PC party is composed of a normal mix of character classes who are
adequately equipped (with both gear and magic). Review any special abilities
of this encounter's monster; if it has abilities that no member of the party
can withstand, this encounter is too tough for them.
* The monster is encountered in a normal melee. If the monster is waiting
in ambush or has special weapons or traps, the DM should treat the encounter
as one level tougher than the calculations show.
* The monsters encountered are all the same type. If a mixed group of
monsters is encountered, make sure the total of the monsters' adjusted Hit
Dice falls within the desired range. If the monsters are mounted, add only
half the HD of the mount or rider, whichever is weaker, as additions to
the adjusted Hit Dice of the larger HD of the mount or rider.
* The Total Party Level-(TPL) is equivalent to the adjusted Hit Dice
value of the monster. The TPL (described and calculated below) is not
adjusted for magical or special abilities. If the DM believes special
abilities will play a major role in the encounter (for example, the entire
party is made up of 18th level Spellcasters), the DM will need to add power
bonuses, as described below, to the TPL.
* The party is at full strength. The DM may adjust the TPL downward when
the party is not at full strength, as discussed below.
Balancing Encounters Checklist
Follow these three steps to determine the impact of an encounter:
1. Determine the TPL (Total Party Level) of the PC party.
2. Determine the Individual Adjusted Hit Dice of the Monsters.
3. Determine the type of challenge faced.
Definitions
The terms used in the Balancing Encounters Checklist are defined here and
presented in the order of procedure.
Determine the TPL
The Total Party Level (TPL) is the sum of the experience levels of all
the characters in the party. If the party consists of six 10th level
characters, the TPL is 60 (6 x 10).
The DM can adjust the TPL downward if the party is not at full strength.
If a character has taken at least I hit point of damage for every
experience level he has (that is, an 8th level character has taken 8 or
more hit points of damage), treat him as being one experience level less
than he is.
If he has taken at l@t 2 hit points of damage for every level he has (in
this case, 16 hit points of damage), treat him as being two levels less
than he is. For the TPL figure, damage can reduce a character to no less
than 1/2 (round down) his actual experience level.
Example: An 8th level fighter with 40 hit points has taken 24 hit points
in damage. This is 3 hit points for every experience level he has, so he is
rated as being a 5th level fighter (8 - 3 = 5) for the Total Party Level.
Determine the Individual Adjusted Hit Dice of the Monsters
The Individual Adjusted Hit Dice figure represents the monster's overall
effectiveness; it's a combination of its Hit Dice and special abilities.
To find the Individual Adjusted Hit Dice, take the creature's Hit Dice.
If there are additions to the Hit Dice, divide additional hit points by
five, round up, and add the result to the number of Hit Dice. For example,
a creature with 4 + 3 HD would count as 5 HD.
If there are any subtractions from the Hit Dice, subtract 1/2 HD per 2
points subtracted. For example, a creature with 1-1 HD would count as 1/2
HD.
Then add half of the original Hit Dice figure for each power bonus. Power
bonuses include:
* Each asterisk next to a monster's hit dice.
* Special NPC abilities. For NPC parties, award a power bonus for each of
the following conditions: 1) Everyone in the party has + 2 weapons or
better; and 2) There are Spellcasters in the party. (Take the highest level
of spells that may be cast, divide by two, then divide that result by the
number of characters in the party, rounding up; the result is the power
bonus added to the Individual Adjusted Hit Dice figure of every character in
the party.)
Example: A monster's description (from Chapter 14) says "HD 9**." For
each asterisk, add in half the creature's basic HD; therefore, each asterisk
is worth + 4 1/2 HD to this creature's rating, and its Individual Adjusted
Hit Dice is 18.
Example: An NPC party has four members; one can cast spells up to 8th
level. The party's power bonus equals 1/4 (8 levels /2 /4 members = 1/4), or
1 power bonus to everyone in the party.
If more than one monster is present in the encounter, add their
Individual Adjusted Hit Dice figures together.
Determine the Challenge
The challenge of an encounter is expressed as a percentage number. To
find that number, divide the combined Individual Adjusted Hit Dice of the
monsters by the TPL of the player character party . Remember that a number
such as ".5" actually translates into percentile form as "50%," as shown in
the Challenge Percentage Table, found below.
When a DM is using the balancing encounters optional rule, he or she
should decide which level of challenge the encounter should be (see the
Encounter Challenge Table). Then the DM can multiply the TPL by the
challenge percentages (from the Challenge Percentable Table) to get a range
of Hit Dice.
Divide the highest number obtained by the adjusted monster Hit Dice to
determine how many monsters should be present in the encounter. The DM can
use any fraction to make one monster a larger leader or can treat a fraction
as a youngster.
When checking the impact of an encounter, the DM can take the total
adjusted monster Hit Dice and divide by the TPLX 100 to determine the
percentage. Then, he or she can look p the result in the challenge levels as
listed in the Encounter Challenge Table.
Number = Percentage Adj. HD
.1= 10% of TPL Challenge Level
.2= 20% 110% + Extremely dangerous
.3= 30% 90-110% Risky
.4= 40% 70-90% Major
.5= 50% 50-70% Challenging
.6= 60% 30-50% Good fight
.7= 70% 20-30% Distraction
.8= 80% 10-20% Minor
.9= 90% 1-10% Too easy
1.0= 100%
The terms presented in the Encounter Challenge Table are defined in the
following text and are listed in the order of challenge.
Extremely Dangerous: This encounter is a killer. If the PCs do not
retreat or flee, they will probably be defeated and may die. This type of
encounter is usually used for "no win" situations when the DM wants it
obvious that the players cannot beat the monsters in a fight.
Risky: The monsters are equal to the party and there is an even chance
that either side may win. This encounter may require many of the party's
resources, and some members may die. Risky encounters are sometimes used for
the grand finale to a quest.
Major: This type of encounter is usually used as the main fight or climax
of an adventure. If an adventure has little fighting, the DM may want
to include one or two of these encounters.
Challenging: This encounter will challenge a party's might, but the party
has the odds in its favor if the encounter is played well. If the adventure
is short, three to five of these encounters may be used.
Good Fight: This is the most common level of encounter and can make up
half of an adventure. A good fight may also include tough random encounters.
Distraction: This is a smaller encounter that wail cost the party some
hit points but should be easy to overcome. This level should be used when
there are many encounters and the party has little chance to recover from
previous ones.
Minor: Most random encounters should be of this level. Often minor
encounters are used to
warn a party of something worse ahead.
Too Easy: An encounter that is too easy is best ignored or played for
humor. It is not a real challenge unless the party is weaponless or injured.
Reversing the Process
By finding the total Hit Dice of a group of monsters about to be
encountered by a party (according to the encounter key), the impact of the
encounter can be estimated in advance. If the DM sees that the likely result
is not desirable, their numbers or hit points may be modified.
There are many good reasons for modifying existing details (often called
"winging it"). If the party is critically injured, the DM might want to
avoid killing characters. If the party has been remarkably unlucky in
treasure finding during the adventure, the DM might want to add more, with a
corresponding increase in danger.
101
Chapter 8: Combat
When an encounter turns into a battle, the conflict is played out in
combat rounds. Each combat round is ten seconds of game time. During a
round, characters can do one thing: move, attack, cast a spell, drink a
potion, or any other single action that a person can normally do in ten
seconds. A character cannot do two things in a single round, such as run 20
feet and then attack. He would have to run 20 feet in one round, then attack
in the next round.
Characters rarely stand solidly in one place and fight without moving
from one position. When a character attacks, we assume that he is
maneuvering for position. To reflect this limited movement, a character can
move up to 5 feet while he is fighting. Maneuvering in this way does not
count as an action during the round.
Melee refers to hand-to-hand combat only. Battle implies the use of
hand-to-hand combat, missile combat, and spell combat used in combination.
This chapter deals with all details of individual and party combat. Mass
combat (between armies) is covered in Chapter 9.
Order of Combat
Many of the encounter results from the last chapter referred you to the
Combat Sequence Checklist. The combat sequence is a checklist for the DM and
covers every action possible within a combat round. Keep in mind that the
sequence is a guideline-DMs should ignore it when common sense overrides the
normal sequence.
Combat Sequence Checklist
A . Initiative: Each side rolls 1d6 to determine initiative.
B. First Side Goes: The side that won the initiative acts first.
1. Morale (Optional): Monsters and NPCs roll Morale Checks. Also, anyone
who needs to make a saving throw vs. an ongoing effect does so now.
2. Movement: Characters who choose to move do so now.
3 .Missile Combat: Characters using missile and thrown weapons make their
attacks.
a. They choose their targets.
b. They make their attack rolls.
c. They roll damage for any successful hits.
4. Magic: Characters using magic cast their spells.
a. They choose their targets.
b. Their targets roll saving throws if appropriate.
c. The DM applies the results.
5 .Hand-to-Hand Combat: Characters fighting hand-to-hand make their
attacks.
a. They choose their targets.
b. They make their attack rolls.
c. They roll damage for any successful hits.
C. Second Side Goes: The side that lost the initiative acts now,
performing the same five steps.
D. Special Results: The DM announces any special results.
The phases for initiative, morale, movement, missile combat, magic, and
hand-to-hand combat are described in detail later in this chapter, under
their own headlines.
Special Results
At the end of the round, the DM determines all results of "special
actions": attempts to retreat, offers to surrender, resolution of special
skills, etc. The DM may prefer to resolve some special results at other
points in the combat round. For example, if a thief is trying to move
silently, the DM can to resolve the success or failure of that skill during
the movement phase of the round.
Initiative
The first action in a combat round is to roll initiative. The initiative
roll determines who gets to act first in combat.
Group Initiative
The DM rolls 1d6 for the NPCS; one player rolls 1d6 for the player
characters. The side that tolls the highest number acts first. In case of a
tie, all action this round is simultaneous. However, even when initiative is
simultaneous, the steps of the combat sequence occur in order.
The group that wins the initiative gets to act first. Note that the
group that wins the initiative does not h2ve to attack. The players and the
DM should decide based on the circumstances whether the characters wish to
talk, move around, run away, or attack.
Likewise, the monsters will decide, based on the situation they see and
their ability to interpret it, and their customary behavior-what they will
do when they win initiative. Some will have no interest in fighting. Some,
territorial, will warn the Pcs away from their lairs but not attack unless
they are intruded upon. Some will trade or exchange information; some will
merely attack.
Initiative and Multiple Attacks
If a monster that wins initiative has more than one attack, it will get
all of its attacks before the player characters can act. If a high level
character with multiple attacks wins the initiative, he gets to make all his
attacks before the other side gets to move.
Ties
If each side rolls the same number for initiative, then all the action
happens at once; the actions are "simultaneous," and neither side wins the
initiative.
In a round where things are happening simultaneously, every character and
monster who chose to attack gets to roll all his attacks. Even if one
character's attacks killed an opponents, the opponent gets to roll his
attacks because they're taking place simultaneously.
Characters who chose to run will do so. If another character chose to
attack the runner, he gets to make his attack. If the attack misses or fails
to kill the runner, the runner gets his full movement.
Characters who chose to talk get a few words into what they meant to say
before violence erupts (assuming that violence does erupt; perhaps everyone
wanted to talk!). All the characters who decided to attack or run do so, and
then the character who chose to talk can attack or run as he chose ... after
everyone else has gone.
Individual Initiative
(Optional)
Every player rolls 1d6 for his character; the DM rolls a separate 1d6 for
each monster or NPC. High rolls go first in the round. In case of a tie, the
tied parties roll again, high roll going first, until all ties are resolved.
Some DMs may prefer to use "individual initiative." With this sort of
initiative, every player rolls 1d6 for his own character, and the DM rolls
1d6 for every monster or NPC involved in the encounter. It otherwise
operates the same way as normal initiative. Even when a DM prefers group
initiative, he may prefer to use individual initiative in combat rounds
where the two sides tied their group initiative roll.
Dexterity Adjustments (Optional)
At the DM's option, a character's Dexterity can modify his individual
initiative roll, according to the Bonuses and Penalties for Ability Scores
Table on page 9. A character's bonus to individual initiative does not
affect the party's roll in group initiative.
Morale (Optional)
DMs are free to ignore this rule entirely, and they can gauge the morale
b@d on the situation, the nature of the creature involved, and any other
factors they deem as relevant. The morale check is supposed to be a
convenience for the DM, to give him a quick way to decide how creatures
react; it's not a straight-jacket to keep him from role-playing a character
the way he sees that character behaving.
DM rolls 2d6 against creature's morale score (found in monster
descriptions). If 2d6 roil is equal to or less than morale score, creature
pursues combat; otherwise, it avoids combat. Only NPCs and monsters roll
morale; PCs make their own decisions.
Morale is a measure of a creature's courage, loyalty, and high spirits.
All monsters and NPCS have a morale number score which is used to determine
their state of morale in bad situations. Each creature in Chapter 14 will
have an entry for morale. Good morale (a high number) indicates, in general,
that a creature is stubborn and tenacious; it is willing to keep fighting in
most bad situations. Bad morale (a low number)
means that the creature is easily panicked, cowardly, or otherwise inclined to get away.
Morale is only a function of monsters and NPCS. Players always decide how
their characters will face dangers; they do not roll morale.
When to Check Morale
The DM never needs to check morale for a creature with a morale score of
2 or 12. A morale of 2 means that the creature always runs away from danger;
it will not fight. A score of 12 means that the creature will always pursue
combat and fight to the death, once it has begun to fight; it never gives
up:
Creatures with morale scores from 3 to 11 need to make morale checks under
the following circumstances:
At the Start of an Evasion: When a group tries to evade encounters; the
DM rolls to see if the creatures give chase.
During a Chase: Every five combat rounds; success means that the
creatures continue to give chase, and failure means they break off the
chase.
* In Combat: When the creature is first hit, taking I or more hit points
of damage.
* In Combat: When the creature is reduced to one-quarter (of less) of its
starting hit points.
* In Combat: When the first death (on either side, PC or NPC/monster)
takes place; the DM makes one morale roll for the remaining creatures to see
if they wish to continue.
* In Combat: When half of the creatures are not free to act (because they
are dead, asleep, controlled, etc.).
* In Combat: When the creature of NPC is subjected to a weapon master's
Despair effect (as described in Chapter 5).
* At Any Time: When the creature of NPC is subjected to a magical item or
spell that calls for a morale check. (Example: drums of panic, reverse
gravity spell.)
Morale Phase
Morale has its own phase in the combat sequence described at the start of
the chapter. In this phase, monsters make their morale rolls for events that
took place in the last combat round. Also in this phase, characters and
monsters make their saving throws against ongoing effects of spells or
conditions (such as stunning) that require them to make saving throws every
round.
How to Check Morale
Whenever the situation calls for a morale check the DM rolls 2d6. The
morale score is listed in the monster description in Chapter 14.
If the result is less than or equal to the morale score, the creatures
will pursue the fight.
If the result is greater than the creatures' morale score, the creatures
will flee/avoid combat, call for a cease-fire, or surrender.
Adjustments to the Morale
Check
The DM may decide to adjust a morale check to reflect the combat's
current circumstances.
When you roll the 2d6 for the morale check, add the bonus to or subtract
the penalty from the morale score itself not the number rolled on the dice.
Here are some sample situations that can lead to adjustments to the
morale check:
Monsters have slain one or more PCs/ retainers but have lost none of
their own
* Monsters have slain one or more PCs/ retainers and have lost one or
more of their own members: + 1 bonus.
* The PCs have been using a lot of magic against the monsters, and the
monsters have no equivalent magic: - 1 penalty.
The DM can adjust the morale check for whatever circumstances he deems
appropriate, but total adjustments should never exceed a bonus of + 2 or
penalty of - 2.
Retainer Morale
A retainer's morale is determined by his employer's Charisma score.
Consult the Charisma Adjustment Table in Chapter 1 on page 10. For example,
on that table, if a character has a Charisma score of 18, his retainers will
have morale scores of 10. Only check a retainer's morale during an adventure
when the following occurs:
* In Combat: If the retainer's employer orders the retainer into danger
while the employer remains in safer surroundings.
* In Combat: When the retainer is reduced to one-quarter (or less) of his
starting hit points.
* In Combat: When the retainer is subjected to a weapon master's Despair
effect (as described in Chapter 5).
* At Any Time: When the retainer is subjected to a magical item of spell
that calls for a morale check. (Example: drums of panic, reverse gravity
spell.)
Deciding on Morale Scores
All monsters in this book have morale scores listed for them. All
monsters and NPCs appearing in D&D game supplements and adventures should
also have morale scores listed for them.
Occasionally, though, it happens that a monster or NPC is mentioned
without a morale score. Also, whenever you create a new NPC or monster, you
have to decide what its morale score is.
There are two easy ways to do this.
One what you know about the NPC/creature; compare the personality of that
creature to the Morale Scores table, and choose a morale score that fits the
creature.
Morale Scores Table
Morale
Type of Score
Personality Range
Abjectly cowardly 2
Always frightened or very
cautious 3-5
Unmotivated 6
Disinterested 7
Normal 8
Brave, determined, or stubborn 9-11
Suicidally brave or berserk 12
Second, if you have no clues as to the creature's personality or
motivations, just roll 2d6. The result is the creature's morale score.
Movement
You learned about movement in Chapter Here are some additional details:
* Encounter Speed: A character or monster may move his full encounter
speed movement (1/3 normal movement in one round and still make his attacks
this round.
* Running Speed: A character or monster may move his full running speed
movement (3 X normal movement) this round if he not already engaged in
combat but cann't attack if he does so.
Normal Speed: A character's normal speed is never used during the combat
sequence
Simple, quick actions such as drawing a new weapon do not subtract from a
character's movement score; the DM may choose to deduct so of a character's
movement for the round if performs any more complicated maneuver Standing up
after a fall, however, does count an action in a combat round.
Combat Maneuvers
In the missile combat, magic, and hand-to-hand combat phases, characters
choose maneuvers to perform. The Combat Maneuvers Table shows all normal
combat maneuvers in the order in which they occur within a combat round.
A character can only perform one of the maneuvers per round unless he
has the multiple attacks option; see the description for the maneuver,
below.
Description of Maneuvers
Throw
A character can use any weapon that is throws (daggers and hand axes, for
instance). A successful hit will do the damage listed for the weapon The
character gets his Dexterity and magic bonuses to his attack toll and his
Strength and magic bonus to any damage he inflicts. Target must be in range
(see the listing for weapon ranges in the Weapons table of Chapter 4). If
character has multiple attacks, he can throw weapon for any attack he makes
in a round.
Fire
A character uses any missile fire weapon (bows, crossbows, and slings,
for instance) combat. A successful hit will do the damage listed for the
weapon. The character gets his Dexterity bonus to his attack foil. Targets
must be in range of the weapon (see the listing for weapon ranges in the
Weapons table of Chapter 4). monster attacking with a ranged damage power
(such as a dragon's breath) will use this maneuver in combat.
Cast Spell
A character casts a spell from memory or from a scroll. A monster
attacking with a magic power that doesn't qualify as a ranged damage attack
or a hand-to-hand attack, such as a vampire's charm, will use this maneuver
in combat
Use Magical Item
A character with a nonweapon magical items can use it with this maneuver.
This is the maneuver for use of most nonweapon magical items (potions,
wands, staves, rods, rings, and miscellaneous magical items) and for the
inoffensive magic powers of other
magical items (for instance, an enchanted sword's detect evil power).
Combat Maneuvers Table
When Who Can
Combat Maneuver Performed Perform
Throw Missile phase All characters
Fire Missile phase All characters
Cast Spell Magic phase All characters
Use Magical Item Magic phase All characters
Attack Hand-to-hand phase All characters
Fighting Withdrawal Hand-to-hand phase All characters
Retreat Hand-to-hand phase All characters
Lance Attack Hand-to-hand phase Fighters, dwarves, elves
Set Spear vs. Charge Hand-to-hand phase Fighters, demihumans, mystics
Multiple Attacks Hand-to-hand phase Special*
Smash Hand-to-hand phase Special*
Parry Hand-to-hand phase Special*
Disarm Hand-to-hand phase Special*
* Characters with the Fighter Combat Options can use them, subject to any
limitations listed with the character class description.
Attack
A character attacks with any hand-to-hand weapon. A successful hit
inflicts the weapon's standard damage on the target. The character gets to
add his Strength and magic bonuses to both his attack roll and the damage he
does with his weapon. If a character has the multiple attacks maneuver, he
may choose this maneuver for any attack he makes in a round.
Fighting Withdrawal
A character can only perform this maneuver when he begins his combat
round in hand-to- hand combat with an enemy. With this maneuver, the
character backs away from his enemy at a rate of 5' per round. He makes no
attack unless his enemies follow him later in the same combat round, on the
enemies' own movement phase.If they do, he can make his attack at the end of
the enemies' movement phase, before the enemies begin their own attacks. The
character's attack is the same as a normal attack. If he is not in hand-
to-hand combat with his enemy when his movement phase comes around in the
next round, he can go to running speed that next round.
Retreat
A character can only perform this maneuver when he begins his combat
round in hand-to- hand combat with an enemy. The character runs away from
his enemy at greater than half his encounter speed, up to his full encounter
speed. He forfeits the armor class bonus of his shield. Any enemy attacking
him later in the combat round (that is, either an enemy who followed him
during the enemies' movement phase or an enemy attacking with a ranged
weapon) receives a + 2 attack roll bonus this round. This is the same + 2
that characters normally get for attacking from behind (see the Attack Roll
Modifiers Table on page 108).
If the character is not in hand-to-hand combat with his enemy when his
movement phase comes up in the next round, he can go to running speed that
next round.
Lance Attack
If a character is on a riding steed (such as a horse) and is using a
lance, he can perform the lance attack if his mount runs (ties, swims) for
20 yards or more toward the fighter's target.
The character gets his Strength and magic adjustments to the attack roll
and damage with the lance attack maneuver. The lance, if it hits, will
inflict double damage with a successful hit-roll the damage for the lance,
multiply the result by 2, and then apply all appropriate adjustments.
Without enough room to charge-if the mount moves less than 20 yards or is
stationary the lance does normal damage only.
Fighters, dwarves and elves can use a lance attack, but no other
character class can do so. If a character has the multiple attacks maneuver,
he may choose the lance attack maneuver for any attack he makes in a round.
However, he cannot hit the same target time after time; he must choose a new
target along his mount's line of movement for each attack, and therefore he
must be capable of hitting each target with an attack roll of 2.
Set Spear vs. Charge
A character on foot and carrying a spear, pike, sword shield, or lance
can set the weapon vs. a charge. A charge is when a monster charges the
character-that is, runs toward him for 20 or more yards before its attack. A
character can also set his spear vs. another character's lance attack
against him.
When the character "sets vs. charge," he holds the weapon firm, braced
against the ground and toward the onrushing enemy. The character gets his
Strength and magic adjustments to his attack and damage rolls. If the
character's attack hits, he inflicts double damage on his target, adding
damage adjustments after doubling.
The character must declare a set spear vs. charge before he is in
hand-to-hand combat with the creature charging him. For example, if the
character's party wins initiative in the round and the character suspects
the monster will charge, he could declare his set spear vs. charge maneuver.
Likewise, the characters might see a group of charging monsters several
rounds before they arrive, and set their spears against the charge one or
more rounds ahead of time.
Normally, the character makes his attack on the monster's movement phase,
when the monster first moves within range of the weapon. It his attack hits
and kills the monster, the monster cannot hurt him in return. If his attack
fails to kill the monster, the monster will be able to attack on its own
hand-to-hand combat phase of the combat sequence.
Multiple Attacks
This is a Fighter Combat Option maneuver, first available at 12th level
to human fighters, at other experience point totals to demihumans (see their
experience tables).
In melee combat, if the fighter can hit his opponent with an attack roll
of 2 (modified by all bonuses), he can make two attacks per round against
that target (three per round at level 24, four per round at level 36).
Each attack of a multiple attacks maneuver can be a throw, attack, lance
attack, or disarm. A character can mix and match his maneuvers; for
instance, a character with three attacks per round could perform an attack,
disarm, attack combination against his foe, or throw three knives instead of
one. This maneuver applies to ideal circumstances, and the character can use
movement or some other action instead of another attack.
Smash
This is a Fighter Combat Option maneuver, first available at 9th level to
fighters and mystics, and at other experience point totals to demihumans
(see their experience tables). With this hand-to-hand maneuver, the
character automatically loses initiative and takes a - 5 penalty to the
attack roll (he still gets his Strength and magic adjustments to his attack
roll).
If attack hits, the character adds his Strength bonus, magic bonuses, and
his entire Strength score to his weapon's normal damage. For example, a
Strength 17 fighter (+2 to attack and damage) using a sword +2 (+2 to
attack, 1d8 + 2 damage) would perform a smash this way: He tolls to hit with
a net penalty of -1 (+2+2-5). If he hits, he rolls 1d8+21 (17+2+2) for
damage!
Parry
This is a Fighter Combat Option maneuver, first available at 9th level to
fighters and mystics, and at other experience point totals to demihumans
(see their experience tables). With this maneuver, the fighter does not make
any attack roll. Instead, he blocks incoming attacks for the entire combat
round; all enemies attacking him suffer a -4 penalty to hit him with melee
and thrown (but not missile) weapons.
Disarm
This is a Fighter Combat Option maneuver, first available at 9th level to
fighters and mystics, and at other experience point totals to demihumans
(see their experience tables). This maneuver can only be used when the
fighter attacks a weapon-using opponent. The fighter gets his normal
Strength and magic adjustments to his attack roll. If he hits, he inflicts
no damage. stead, the victim rolls 1d20, minus his Dexterity bonuses, plus
his attacker's Dexterity bonuses. If the final roil is greater than the
victim's Dexterity score, the victim drops his weapon.
Example: Sir Hogier is fighting a warrior whom he intends to take alive.
The warrior is AC 0, and has a Dexterity of 17; Sir Hogier is 20th level,
with the bonuses from a Strength of 16 and a + 2 sword. Hogier has a
Dexterity of 12. Hogier needs to roll a 7 to hit AC0. He rolls a 6, but adds
his bonuses from Strength and sword to
get a 10; he has hit.
Now, the victim rolls 1d20. He rolls a 15. He subtracts his own Dexterity
bonus (a + 1, from his Dexterity of 13), for a result of 14. Sir Hogier,
with a Dexterity of 12, has no Dexterity bonus to add. The final result is a
14, which is more than the victim's Dexterity of 13. The disarm attempt has
succeeded.
Once disarmed, the victim may either switch weapons (suffering only the
loss of initiative for the next round), or he may try to retrieve the
weapon. When retrieving a weapon, a victim must retreat to grab the dropped
weapon.
Attack Rolls Table
(All Characters)
The Attack Rolls Table: All Characters on page 106 is used when characters
attack targets. It is used both for PCs and for NPCS.
Expanding the Attack Rolls Table
Attack rolls are only given for targets of AC 19 through AC - 20, but
there are no real upper or lower limits-the numbers may be extrapolated
indefinitely to the right or left. Notice that any number above 10 that ends
in a 0 (20, 30, etc.) is repeated five times before the table moves on to
the next number.
The numbers 2 and 10 also repeats five times, after which the numbers drop
normally. Instead of going into negative numbers, each zero or less has a
dagger (t) and is explained in the notes.
Note that an unadjusted roll of 1 should always miss. A natural roll of 20
should always hit.
Attack Roll Checklist: All Characters
1. The attacker looks on the Attack Rolls Table: All Characters and finds
the armor class of his target. The number given on the table is the number
he needs to achieve with his roll and bonuses to hit his target.
a. Weapon Mastery Option: Because they help determine how often a
character can use multiple attacks, weapon mastery attack bonuses are
applied to the character's attack roll. If a character needs to toll an 18
to hit someone but he has a + 2 bonus for weapon mastery, he actually needs
a 16 for a successful attack (optional).
b. The victim's armor class may be modified by partial exposure if the
attacker is using a missile weapon and the victim is only exposed for part
of a round. See "Cover Adjustments" later in this chapter (optional).
2. The attacker rolls 1d20.
3. The attacker adds pertinent bonuses to his 1d20 roll. Pertinent
bonuses include:
a. Strength adjustment, for melee attacks.
b. Dexterity adjustment, for missile or thrown attacks.
c. Magic bonuses, either from spells affecting the character or magical
weapons being used.
4. The attacker subtracts pertinent penalties from his 1d20 roll.
Pertinent penalties include:
a. Cover, if missile attack and the target is partially concealed
(optional).
b. Magical curses, if the curse affects combat abilities and attack
rolls.
5 . If the result of the modified 1d20 roll equals or exceeds the number
on the Attack Rolls Table: All Characters, the attacker has hit his target.
Important Note: An unadjusted (natural) roil of I always misses. An
unadjusted (natural) roll of 20 always hits, if it is possible for the
attack to hit the target.
6. If the result was a hit, the attacker now rolls damage. First, he
rolls the damage listed for the weapon or attack.
7 . Adjust the roll with any multipliers, such as a thiefs Backstab
ability, or a charge bonus.
8. Then, the attacker adds in any pertinent bonuses to damage. Pertinent
bonuses include:
a . Strength adjustments (added to melee attacks).
b. Magic bonuses (from magic weapons or magic spells affecting the
character).
c. The attacker's entire Strength score is added to the damage if he
performed a smash maneuver.
9. The sum of the number rolled on the damage dice and the pertinent
bonuses is the amount o damage the victim takes.
Notes
* Also dwarves, elves, halflings up to their Name levels, and mystics up
to 16th level.
** Demihuman attack ranks, for very experienced demihuman characters.
t Misses only on a natural 1. Add the number shown to the total damage
done by the attack.
1. A1though 20 is the maximum unadjusted roll, bonuses may result in a
total of 21 or more.
2. Armor classes worse than 9 are possible due to Dexterity and magical
penalties.
Note
* Misses only on a natural 1. Add the numbers shown to the total damage
done by the attack.
Extra Damage (Optional)
Whenever the number needed to hit is a zero or less, a dagger appears next
to it on the tables. This indicates that the attack hits unless a natural 1
is rolled, and the attack inflicts additional damage equal to the number
with the dagger. Thus, if a character needs a " 7t " on the table to hit, he
will automatically hit that armor class unless he rolls a natural 1; if he
does hit, he inflicts 7 extra points of damage to his target. If this rule
is not used, treat all Attack Rolls Table: All Characters entries of 1 and
those with a dagger as a 2.
THAC0
The term "THAC0" stands for "To Hit Armor Class 0." If someone needs to
roll a 7 - not counting any of his individual bonuses or penalties - to hit
an armor class of 0, we say that he has a THAC0 of 7.
Many character and monster descriptions you'll find in published
adventures will list the individual's THAC0. This is a convenience for you,
since you can quickly calculate a character's chance to hit any armor class
from his THAC0.
When a target's AC is worse than 0 (i.e., 1, 2, 3, etc.), you subtract
that AC from his THAC0. Likewise, when a target's AC is better than 0 (i.e.,
-1, -2, etc.), you subtract the AC from the THAC0 score - but remember that
subtracting negative numbers is the same as adding positive numbers.
Example: Sinestros is a 13th level fighter. His THAC0 from the table is
an 11. To hit an AC of 0, he needs to roll an 11. He wants to hit an
opponent with an AC of 5. We subtract 5 from the 11 he needs for the higher
AC. The result: 6. He needs to roll a 6 to hit AC 5.
On the other hand, let's say he's attacking someone with an AC of -4. We
subtract the AC from the THAC0 number: 11-(-4)=11+4=15. He needs a 15 to hit
AC -4.
Attack Rolls Table
(All Monsters)
Monsters don't use the same attack rolls table as do characters; they use
the Attack Rolls Table: All Monsters on page 107.
Note that this table continues, just as the player characters' Attack
Rolls Table continues. There is no limit to possible armor classes.
Attack Roll Modifiers
Some modifiers to the attack roll that are used in many combat situations
are listed in the following table.
Attack Roll Modifiers Table
Attack Roll
Circumstance Modifier
Attacking from behind +2 bonus*
Attacker can't see target -4 penalty
Larger than man-sized
monster attacks halting -1 penalty
Target exhausted +2 bonus
Attacker exhausted -2 penalty
* Ignore defender's shield
Characters may become exhausted from running or overexertion, as described
in Chapter 7.
Missile Combat
Missile Combat Phase
In the missile combat phase of the combat sequence, each character who
has chosen to use a missile or thrown weapon now chooses his target, rolls
to hit that target, and (if his roll is a success) rolls damage for his
attack. The victim, if hit, applies results immediately. If the attack kills
or stuns the victim, the victim will not be able to act later in the round.
Missile Adjustments to Hit
Each of the factors in the Missile Adjustments to Hit Checklist can
provide a bonus or penalty to the attack roll when using missile or thrown
weapons.
2. Range: Weapon Short Range, + 1;
Weapon Medium Range, no adjustment;
Weapon Long Range, - 1
3 . Cover: (See text below)
4. Magic: Adjustments according to spell or
effect used
Dexterity Adjustments
Include any bonuses or penalties to your attack roll due to high or low
Dexterity. You may have an adjustment from -3 to +3, depending on your
Dexterity score.
Range Adjustments
Every missile or thrown weapon in the game is rated in terms of its
range-how far away it may be cast to hit a target. If the range is short,
it's easier for a character to hit his target; add 1 to the attack roll. For
instance, if a character is throwing a net at a target six feet away, that's
within the 10' short range, and a + 1 on the attack roll. If you don't know
for sure that you're at short range, after you've rolled to hit, ask the DM
if you got the + 1 bonus on the attack.
If the distance to the target is greater than the short range number but
not greater than the medium range number, the range is medium. Your
character gets no adjustment for range.
If the distance to the target is greater than the medium range number but
equal to or less than the long range number, the range is long. it's a more
difficult shot; your character must subtract 1 from his attack roll.
Cover Adjustments
The enemy may be harder to hit because it is hiding behind something; this
is called cover. A character can gain the advantage of cover by hiding
behind a table or chair, or a tree or boulder outdoors. A shield does not
provide cover for purposes of this rule; the - 1 to AC bonus is the only
adjustment the shield provides.
If a target is behind cover, the DM should mention the fact to the
players; he will apply penalties to the attack rolls. The DM does not have
to tell his players precisely how severe the attack roll penalties are. The
DM determines each shot's penalties; they range from for nominal soft cover
to - 6 for 1/4 hard cover.
On the Target Cover Table, the fractions represent how much of the target
is behind cover. "Soft" means that missile attacks easily penetrate the
cover, whose value is mainly to hide the target (bushes, tapestries, etc.).
"Hard" means that the cover can often deflect or stop the missile attacks
(boulders, heavy oaken tables, doors, and so forth).
Magic Adjustments
If your character is under the effects of a magic spell that helps his
chances to hit, that help- which is normally a bonus to his attack roll-is
applied here. Bonuses from such things as magical arrows also apply to the
attack roll.
Missile Adjustments to Damage
Characters get their Strength adjustment to thrown weapon damage, but not
to missile weapon damage. If a weapon has a magical bonus (an arrow + 1),
you also add the bonus to the damage the weapon does. An arrow does 1d6
points of damage; an arrow + 1 does 1d6 + 1.
Targets Within 5'
Missile attacks are not normally effective within a 5' range. If the
target is within 5' and the attacker is using a missile fire device (bow,
crossbow, etc.), the attack automatically misses unless the target cannot
move. The target must be tied down, grabbed by another character, held by
magic, or otherwise pinned, else the missile attack will fail.
Partial Targets (Optional)
Sometimes a target is only exposed for part of a round (such as during a
quick run between points of concealment). If so, the DM can use this rule to
simulate the difficulty of hitting a target that is only briefly exposed to
fire.
A combat round is ten seconds long. The DM should calculate, based on how
he sees the situation, how long the target was exposed, then consult the
table below for the target's defensive bonus. The bonus applies both to
armor class and saving throws. In fact, if the attack is a spell that normally
does not allow a saving throw, any defensive bonus from partial exposure
gives the target-a saving throw of 20. Seconds
Exposed: 1 2 3 4 5 6 7 8 9 10
Defensive
Bonus 9 8 7 6 5 4 3 2 1 0
Magic
Magic Phase
In the magic phase of the combat sequence, each character who has chosen
to cast a spell this round (who can cast a spell and hasn't already made a
missile attack this round) now chooses his target. He makes an attack roll
to hit that target dan attack roll is required for his spell. The target
makes a saving throw if one is allowed or necessary. The target applies any
damage, if any, immediately. As before, if the attack kills or stuns the
victim, the victim will not be able to act later in the round.
Maximum Spell Damage
This rule was presented in Chapter 3, but is important enough to repeat
here and elsewhere. The maximum damage produced by any single spell is 20
dice, of the type of dice specified.
Character Saving Throws
The player finds out what he's saving against (death ray, poison, magic
wands, paralysis, turn to stone, dragon breath, rod, staff or spell). He
cross-references his character level with the attack on the Saving Throws
Table: All Characters and rolls 1d20. If he tolls or exceeds the number
shown, he has successfully saved.
The bad effects of many magic spells can be diminished or eliminated
altogether if the victim can make a saving throw.
To make a saving throw, the player finds out from the DM what sort of
saving throw he should make (vs. death ray or poison, magic wands,
paralysis or turn to stone, dragon breath, or rod, staff or spell).
If the magical attack doesn't exactly correspond to one of those
categories, the DM should decide which type of saving throw column the
attack most closely corresponds to. For example, a magical flame-thrower is
similar to a dragon's fiery breath, so a character in the effect of one
would make a saving throw vs. dragon breath.
The player cross-references his character's class and level with the
column he's to roll on, and then rolls 1d20. If his die roll equals or
exceeds the number shown, he has successfully saved.
Some spells, magical items and high Wisdom scores can improve some saving
throws; whenever the player thinks his character has a bonus against a
certain attack, he should remind the DM of this before rolling the saving
throw.
Monster Saving Throws
Monsters do not have a separate saving throws table. They use the same
table as characters.
If a monster description in another Duplication does not have a "Saves
As: " listing,'here's a simple rule of thumb: Intelligent creatures save as
fighters of equal experience level to the monsters' Hit Dice. A creature of
animal intelligence or lower saves as a fighter whose experience level is
half the monster's Hit Dice (round up). Thus a 9-HD monster of Intelligence
1 would save as a 5th level fighter.
Saving Throws Table: An Characters
Character Death Ray Magic Paralysis or Dragon Rod, Staff,
Class or Poison Wands Turn to Stone Breath or Spell
Hand-to-Hand Combat
Hand-to-Hand Combat Phase
in the hand-to-hand combat phase of the combat sequence, each character
who has chosen to make a hand-to-hand attack, and who has not yet either
made a missile attack or cast a spell, can now attack. He chooses his
target, rolls to hit, and (if the roll is a success) rolls damage for his
attack. The victim, if hit, applies results immediately. If the attack kills
or stuns the victim, the victim will not be able to act later in the round.
If the attacker has multiple attacks, he performs chooses a target and
rolls to hit for each of his attacks.
Hand-to-Hand Adjustments
Adjust your hand-to-hand attack roll as noted
in the following checklist.
Hand-to-Hand Weapon Adjustment to Hit
and Damage Checklist
1. Strength: Str 3, - 3; Str 4- 5, - 2; Str 6-8, - 1; Str 13-15, + 1;
Str 16-17, + 2; Str 18, + 3
2. Magic: Adjustments according to spell of effect used
3. Fighter Combat Options: Smash: - 5 to attack, add Strength score to
damage; Lance Attack and Set Spear vs. Charge: Double damage.
Hand-to-Hand Weapons Adjustments to Hit Only
1. Weapon Mastery (Optional): See the Attack Roll Bonuses Table under
"Weapon Mastery" in Chapter 5.
When your character tries to attack a target in hand-to-hand or melee
comb-at, adjust his attack and damage rolls for the following things:
Strength: Bonuses to hit and damage from exceptional Strength (or
penalties, from exceptionally low Strength) apply to every hand-to-hand
attack a player character makes.
Magic: A character may also benefit from magical spells or magical
weapons. Some spells and enchanted weapons will give the character bonuses
of + 1, + 2, or more to hit and to damage. Some weapons will only add
bonuses against certain types of monsters, and the character doesn't get the
bonuses from a weapon if he is not striking with that weapon, naturally.
Maneuvers: Three combat maneuvers can affect the attack roll and the
amount of damage the character does with an attack. With the smash maneuver,
the character takes a - 5 penalty to hit, but adds his entire Strength score
to the amount of damage he normally does with the attack. With the lance
attack or set spear vs. charge maneuver, the PC rolls the amount of damage
he does with the lance, doubles that amount, and then adds any other
bonuses.
Optionally, adjust his attack roll if he is at a Skilled or better level
of weapon mastery with the weapon he's using, as per the weapon mastery
rules in Chapter 5. Two Weapons Combat (Optional)
In many fantasy and adventure novels and movies, characters can fight
with two weapons, carrying one weapon in each hand. If the DM wants to
simulate this in his campaign, he may-at his option-allow a character to
attack with two weapons.
In this situation, a character who carries a weapon in each hand gets one
additional attack per combat round. Both attacks take place during his
hand-to-hand combat phase, one after the other. The attacker can decide each
round which weapon he uses first and which he uses second. The second attack
is at a penalty of - 4 to hit (but not to damage).
Weapon Mastery Penalties
If you are using the optional weapon mastery rules, there is an
additional penalty: The second attack is treated -as if at one mastery level
lower than normal.
For instance, if a character has Expert mastery in both normal sword and
short sword, and uses a normal sword for his first attack and short sword
for his second, he strikes at Expert level with the normal sword but only at
Skilled level with the short sword; also, his second attack does take the -
4 attack roll penalty described earlier. If the character has only Basic
mastery with his second weapon, it is treated as Basic mastery; it is not
reduced to Unskilled. If a character is Unskilled with his second weapon, he
may not use it for his second attack.
Coordinating Multiple
Attacks, Weapon Mastery,
and Two Weapons Combat
Multiple attacks (the Fighter Combat Option) and the mystic's character
class abilities both provide a character with extra attacks per round.
Two weapons combat, as described above, gives a character an extra attack
when he has a weapon in each hand and decides to use both weapons in a
combat round. One weapon from Chapter 4, the cestus, if used on the second
hand, takes no off-hand penalty when used with these optional combat rules.
With Weapon Mastery, some weapons allow a character a second attack in a
combat round with no off-hand penalty); one weapon, the tusked shield, can't
be used with any other weapon, but allows two attacks, with neither attack
at an offhand penalty.
How do these rules work together?
Multiple Attacks with Two Weapons Combat
If the campaign is using both multiple attacks and two weapons combat,
the addition of two weapons combat allows a maximum of +1 attack per round,
at the listed chances. For example, a 12th level fighter with two attacks
per round carries a normal sword in one hand and a dagger in the other. With
the two weapons combat rules, he gets + 1 attack per round. Therefore, each
round, he can attack twice with his normal sword (at no penalty) and once
with his dagger (at a -4 attack roll penalty, and, if the campaign uses
weapon mastery rules, a weapon mastery level reduction penalty).
Multiple Attacks with Weapon Mastery
If the campaign is using both multiple attacks and weapon mastery (but
not the two weapons combat rules), weapons that allow a second attack
provide a maximum of + 1 attack per round; such weapons do not strike at a
penalty. As an example, a 24th level fighter has three attacks per round.
Using a bastard sword (one- handed) as his main attack and a sword shield as
his second weapon, he can attack three times (at no penalty) with his
bastard sword and once (at no penalty) with his sword shield in one round.
All Three Rules Together
If the campaign is using all three sets of rules (multiple attacks, two
weapons combat, and weapon mastery), using both two weapons combat rules and
weapon mastery weapons that add a second attack will provide a maximum of +
1 attack per round.
If the off-hand weapon is a cestus or any one that, on its Weapon Mastery
Table listing, says the weapon provides second attack (horned shield, knife
shield, sword shield), the off-hand attack is at no penalty-neither an
attack roll nor a weapon mastery level penalty. If the character is using a
tusked shield, he gets his normal number of attacks per round, plus one
attack for the tusked shield. If the off-hand weapon is any other type of
weapon, it suffers the normal - 4 attack roll penalty and - 1 weapon mastery
level penalty.
Example: A 24th level fighter has three attacks per round. His campaign
uses the multiple attacks, weapon mastery, and two weapons combat rules. If
he uses a normal one-handed- weapon (with or without a shield) or a
two-handed weapon, he gets three attacks per round, which is normal for his
experience level and the multiple attacks rules.
If he uses a one-handed weapon in one hand and a cestus, horned shield,
knife shield, or sword shield in the other, he gets four attacks per
round-three with his primary weapon, one with his off-hand weapon. The
off-hand attack does not take the -4 attack roll/-1 weapon mastery level
penalty.
If he uses a one-handed weapon in one hand and another one-handed weapon
in the other (but the second weapon is not a cestus, horned shield, knife
shield, or sword shield), he has four attacks per round. Three are with his
primary weapon, the fourth is with his off-hand weapon. The off-hand attack
is at the -4 attack roll/-1 weapon mastery level penalty.
If he uses a tusked shield, he gets four attacks per round, all with the
tusked shield; no attack suffers the -4 attack roll/-1 weapon mastery level
penalty.
Unarmed Combat
Unarmed combat occurs when a character attacks an opponent without using
a weapon. In the standard rule for unarmed combat, an unarmed character
inflicts 1 point of damage per hit plus any Strength bonuses. Strength
penalties do not adjust unarmed combat damage to less than 1 point.
Characters make normal attack
rolls and use all standard combat rules. Unarmed combat takes place in
the hand-to-hand combat phase of the combat round.
All the following rules are options to expand unarmed combat, and can be
used at the DM's discretion. The DM can also, if desired, give a 10%
experience point bonus if player characters defeat monsters using unarmed
combat.
Striking and Wrestling
(Optional)
Who May Use Striking and Wrestling
All character classes and levels of characters may use striking and
wrestling techniques.
In unarmed combat, the attacker either strikes an opponent (with a fist,
kick, etc.), or tries to grab an opponent (jump on, tackle, etc.). Thus, we
use two systems: One for striking, including all unarmed blows, and one for
wrestling, for all other forms of unarmed combat.
Mystic-class characters only use the striking rules when they wish to
fight someone without doing him significant harm; they already possess
unarmed combat abilities that far surpass any abilities provided by the
optional rules below.
Unarmed Combat vs. Weapons of Opportunity
These striking and wrestling rules refer only to unarmed combat. If a
character attacks another with a weapon, even a weapon of opportunity (mugs,
tables, chairs, etc.), this is armed combat and follows normal combat rules.
(Treat weapons of opportunity as clubs, generally with a -1 to -4 penalty to
hit based on how clumsy the weapon is in the opinion of the DM.)
Striking (Optional)
When ore character hits his target in unarmed combat, this is called
"striking." A strike normally results in either a "stun" or a "knockout."
However, if the attacker has less than 4 Hit Dice, a stun is the only
possible result. See the Striking
Procedure Checklist for details.
Restrictions
AttackerHitDice: Although any creature may attempt to strike an opponent,
inexperienced (i.e., low level) characters do not do it very well. If the
attacker has less than 4 Hit Dice, he cannot achieve a knockout result; a
stun is the only possible result.
Size Differences: A strike cannot achieve a stun or knockout result if
the victim is two or more times the size (height/ length, not weight) of the
attacker, (The strike will still do normal damage.) A halting cannot do stun
or knockout to a full-grown human, but can achieve these results against an
elf or dwarf, which are not twice its height. When a character strikes a
monster, the DM decides whether the victim is two or more times the size of
the attacker.
Monsters With Other Attacks: Creatures whose weapons are parts of their
bodies (such as claws) do not normally strike. There are exceptions: Bears,
for example, can strike as well as claw. When a monster with natural
hand-to- hand weapons also strikes, it does strike damage equal to half of
its normal attack.
Monster Immunities: Creatures with multiple heads may suffer few or no
results until all of its heads have suffered stun or*knockout results.
Several types of creatures should be immune to some or all of the effects of
Striking techniques. Use the following guidelines:
* Undead, constructs, and all oozes, jellies, and molds are completely
immune to the effects of strikes-immune to damage, stun, and knockout
results.
* If a creature can be hit only by magical weapons, striking has no
effect unless the attacker is wearing a piece of magical apparel on the body
part doing the striking. He would need a magical glove or gauntlet for fist
strikes, magical boot for kicks, etc. Magical rings do not count as
"apparel" for this purpose.
Creatures that are immune to most normal weapons but do not necessarily
require magic to hit them do not suffer damage from strikes, but can suffer
stun or knockout results. (Example: Lycanthropes, which are immune to normal
weapons but can be hit by silver weapons.) If the attacker is wearing
magical apparel as described above, the strike attacks will also do damage
to these types of monsters.
Striking Procedure Checklist
1 .During the hand-to-hand combat phase of the combat round, the player
announces that he intends to strike. He may strike with his fist, foot
(kick), head (butt), elbow, or knee. If he intends to use a fist, the
character must be empty handed, or may drop or put away an item in his
striking hand.
2 .The character goes through normal initiative and attack roll
procedures.
3. If his strike hits, the character does the base damage of 0 plus any
bonuses from a high Strength.
4. A victim hit by a strike must roll 1d20, and subtract his Constitution
score from the result. If the total is 1 or more, the victim is stunned for
one round. The stunned victim must also make a saving throw vs. death ray
with a +4 bonus to the roll, or suffer a knockout. The duration of the
knockout is simply the result of the "1d20-minus-Constitution-Score" roll in
combat rounds.
If the victim is an NPC and his Constitution score is not known, the DM
rolls or select one. If the victim is a monster, use twice its Hit Dice as
its Constitution score (ignoring "pluses").
Stun Effects
With the one-round stuns caused in unarmed combat, the victim cannot
make any attacks until the stun wears off. (In some other types of stun, the
stun might go on awhile, allowing the stunned character to attack,
ineffectually, after a certain amount of time has passed.)
Also, while stunned, the victim moves at onethird the normal movement
rate for whatever speed he is attempting. He suffers a - 4 penalty to all
his saving throws. He suffers a + 4 penalty to his armor class (thus an AC 5
becomes a 9). He cannot concentrate, cast spells, or use magical items. He
cannot use general skills. Any weapon mastery skill he possesses above Basic
level is reduced to Basic level.
Knockout Effects
Knockout is simply a short sleep. The victim is unconscious and
completely helpless.
Striking and Combat Maneuvers
Attack: A strike is a normal use of the attack maneuver from the Combat
Maneuvers Table earlier this chapter.
Fighting Withdrawal: An unarmed character can perform a fighting
withdrawal normally.
Retreat: An unarmed character can perform retreat maneuver normally, but
not while he is striking.
Striking and Two Weapons Combat
If the campaign is using the two weapons combat rules, then characters
can strike with their off-hand instead of using weapons in that hand. The
off-hand strike will suffer the normal penalties: - 4 to hit, and (if you
use the weapon mastery rules, too) - 1 level of weapon master (Basic level
stays Basic).
Striking and Weapon Mastery (Optional)
The D&D game world is a very physical and vigorous setting. Therefore,
every character (regardless of character class) is presumed to have Basic
level of mastery with striking techniques. He does not have to spend a
weapon master choice to get this; it is free.
Characters can train up to greater levels of mastery in striking, using
the normal rules for weapon mastery. Instead of spending a new level of
mastery on a weapon, the character would spend it on one type of unaimed
combat. Systemized training in striking techniques is usually called boxing.
Look at "Weapon Mastery" in Chapter 5 for explanations of the symbols
and abbreviation above. In short, they are:
*[P=H]: Primary target is hand-to-hand
thrown weapon-using monster.
*SM: Small "weapon."
*1H: One-handed attack.
*SH: Shield may be used.
*t: Melee "weapon," rarely or never thrown
*BS: Basic skill.
*SK: Skilled.
*EX: Expert.
*MS: Master.
*GM: Grand Master.
Optional Rules for Striking
The DM may choose to use some, all, of no of the following optional
rules for striking.
1. Punching: Only a fist strike can cause knockout. All other strikes
result in stuns best, but for a duration of 1d20 minus the target's
Constitution score in rounds.
2. Tough Opponents: A knockout is not possible if the victim has more Hit
Dice than the attacker.
3. Using Strength: A character may decide not to use all of his or her
Strength, "pulling the punch" so that no damage is inflicted. The character
may either use his entire Strength bonus, or no Strength bonus, but may not
choose a number in between.
Technique Lvl Damage Defense Special Effects
Striking BS 1 point - Stun, knockout
[P = H] SM SK 1d3 - Stun, knockout
1H SH t EX 1d4+1 - No off-hand penalty; Stun,
knockout (save - 1)
MS P:2d4; S:1d4+1 - No off-hand penalty;
Stun, knockout (save - 3)
GM P: 3d4; S: 2d4+1 - No off-hand penalty;
Stun, knockout (save - 5)
4. Saving Throws: If a character has a Strength adjustment, that
adjustment also applies, in reverse, to the victim's saving throws vs. death
ray to resist knockouts. For example, a Strength 17 fighter ( + 2 Strength
bonus) strikes another character. If he achieves a stun result and the
victim must save vs. death ray or be knocked out, the victim rolls his
saving throw at a - 2 penalty because of the attacker's great Strength. If a
character has a low Strength and normally has a Strength penalty, that
penalty becomes a bonus to the victim's saving throw.
5. Objects in Hand: A striking character may wear a cestus or carry a
small, heavy object (such as a pouch full of coins). If he does so, his
strike does normal strike damage (not weapon damage), but if the victim must
save to avoid being knocked out, he takes a - 2 penalty to his saving throw.
6. Regenerating Victims: If the victim his a power of regeneration
(wearing a magical ring, for example), the duration of a knockout is
reduced. Each point of regeneration ability reduces the knockout duration by
1 round every round. For example, a troll regenerates at 3 hit points per
round. It suffers a knockout of 8 rounds duration. The first round it is
knocked out, you count off one round of duration and subtract three more
rounds for its regeneration. At the end of two rounds, the troll has used up
its entire 8 round knockout duration.
7. Fighter Combat Options: The additional combat options for fighters and
demihumans can be applied to all forms of striking.
Multiple Attacks: A character with multiple attacks who is able to hit
his target with a roll of 2 can make multiple strikes. A character with
multiple attacks who is using a weapon in one hand and nothing in the
other, and who can hit his target with either type of attack with a roll of
2, can divide his attacks between weapon attacks and strikes.
Smash: An unarmed character with the smash maneuver option may smash with
his fist; this is called a "haymaker' " He suffers the normal - 5 to hit,
but the other smash rules are different for a haymaker. First, the unarmed
character adds only half his Strength score to the damage he does with the
smash. Second, a victim who must make a saving throw vs. death ray against
knockout does so at a -4 penalty, negating the standard +4 bonus given.
Third, the haymaker can affect monsters of any size; monsters two or more
times the size of the attacker are not immune to stun and knockout effects
of the haymaker.
Parry: Instead of attacking, the character gains a 5 bonus to his armor
class by blocking attacks with a weapon.
Disarm: An unarmed fighter can try to disarm an armed fighter.
Wrestling (Optional)
When an unarmed character grabs a victim and tries to hold him, pin him, or
bear him to the ground, this is called "wrestling." Humans, demihumans,
humanoid monsters, and human-shaped undead monsters can all wrestle.
Restrictions
Who May Wrestle: Any character of any class or level, most humanoid
monsters, and undead monsters that were originally human, demihuman or
humanoid may use wrestling.
Initiative, Armed vs. Unarmed: When a character attempts to wrestle an
armed opponent, the armed opponent always wins initiative automatically.
Unintelligent Monsters: Unintelligent monsters will always choose to use
their normal attacks instead of wrestling, unless controlled.
Monster Immunities: Several types of creatures are immune to some or all of
the effects of wrestling: Noncorporeal undead (wraith, spectre, etc.),
oozes, jellies, slimes, and similar creatures cannot be wrestled. Ethereal
or elemental creatures can be wrestled only by opponents in the same form.
Contact Abilities: Special " touch " abilities (energy drain, turn to
stone, etc.) function normally during wrestling if the monster wishes them
to.
For example, a character wrestling a cockatrice must make a saving throw
vs. turn to stone every round while in contact with the monster.
Preparing for Wrestling
Wrestling Ratings (VM) Checklist
Characters and NPCs
1. Divide the character's level by two, rounding up.
2. Add the bonuses (or subtract the penalties) for Strength and Dexterity
scores.
3. Find the character's unmodified AC (not counting magic or Dexterity
adjustments), and add the result to the total.
Monsters
1 .Multiply the monster's Hit Dice by 2, not counting pluses.
2. If the monster is not wearing armor, add 9. If the monster is wearing
armor (orc, kobold, giant, ogre, and other humanoids), add its armor class
number instead of 9.
Before the game or a crucial battle, the DM should find each character's
and monster's wrestling rating (WR).
Characters and NPCs Example: A 9th level dwarf has a Strength of 17 and a
Dexterity of 8; he wears chain mail + 3 and carries a shield. We take his
experience level and divide by 2, rounding up (5), his Strength bonus ( +
2), his Dexterity penalty 1), and his basic armor class, not counting magic
or Dexterity adjustments (AC 4, for + 4); adding these together, we get his
wrestling rating (WR) of 10. If he'd drop his shield, his wrestling rating
would go up to 11; if he'd take off his armor first, it would go up to 15.
Monster Example: A Snow Ape has 3+1 HD and wears no armor. We take its HD
and multiply by 2, dropping pluses (6) and add 9 (+9); its WR is 15.
Worse armor classes (for instance, 9) result in better wrestling ratings
than good armor classes (for instance, 2). This is correct. The more armor a
character is wearing, the harder it is for him to wrestle effectively.
Remember, magic bonuses and Dexterity adjustments do not count toward
wrestling ratings.
Unlike other sections of the rules, in which Hit Dice and levels are
equated, this section uses Hit Dice precisely, so a 25th level fighter still
has only 9 Hit Dice.
Wrestling Procedure
Each opponent involved in wrestling (whether attacking or defending) makes a
simple roll of 1d2O each round. If the character is trying to wrestle, he
adds his WR to the roll. If he is trying to do something else (such as
strike, use a dagger, etc.), he does not add his WR that round, The highest
roll wins the round. Ties dictate no result in that round. In normal
wrestling con tests, characters move up and down the following table
according to how well they are doing.
Free
Grab
Takedown
Pin
Before the wrestler wrestles his target, both targets are considered free.
When one successfully attacks the other, he grabs his victim. If he wins the
wrestling roll on the next found, he performs a takedown, bringing his
opponent down to the ground and getting to a superior position over him. (If
the victim is already down on the ground, the winner still gets into a
superior position and sets himself up for the next round.) If he wins
another wrestling roll on the next round, he has pinned his opponent.
This, of course, assumes that the victim isn't fighting back. The victim
normally does fight back. So, each round the two parties are wrestling, each
makes his wrestling roll. Compare the two 1d20 rolls. The higher roll wins.
A tie means that there is no change in the characters' relative situations.
Now, if one character wins one round, he moves the other fellow down one
level (from grab to takedown, for example). If the other character wins the
next, he moves the combat back up one level.
Example: Two characters are wrestling. The first fighter has a WR of 15,
and the second has a 13.
Wrestling Unarmed Combat Mastery Table
Technique Lvl Damage Defense Special Effects
Wrestling BS 1 point Grab, takedown,pin
[P = H] SM SK 1d3 +1 WR Grab, takedown,pin
2H t EX 1d4 + 1 +2 WR Grab, takedown,pin
MS P:2d4; S:1d4 +3 WR Grab, takedown,pin
GM P:3d4; S:2d4 +4 WR Grab, takedown,pin
In the first round, the two come together and roll. The first fighter
rolls a 9 on 1d20; that, plus his RW, equals 24. The second fighter rolls a
13; that, plus his WR, equals 26. The second fighter has grabbed the first.
Next round, the two roll again. The first fighter rolls a 15; that, plus
his WR, equals 30. The second fighter, however, rolls a natural 20. That
plus his WR equals 33. The second fighter takes his opponent down to the
ground; he's winning this fight.
The third round, the first fighter rolls a 10 and the second fighter also
rolls a 10; the first fighter's 25 wins over the second fighter's 23, and
the first fighter breaks the takedown. Both fighter are now on the ground,
and the first fighter is still grabbed, but he's no longer in imminent
danger of being pinned.
On the fourth round, the first fighter rolls a 13 and the second fighter
a 14. The first fighter's 28 has beaten the second fighter's 27, and
the first fighter breaks out of the grab. Next round the first fighter
rolls a 9 and the second fighter a per 3; the first fighter's 24 beats the
second fighter's 16, and the first fighter grabs the second fighter.
In the sixth round, the first fighter roll a 13 and the second fighter an
8; the first fighter wins again, and performs a takedown on the second
fighter. In the seventh round, the first fighter rolls a 14 and the second
fighter also rolls a 14; the first fighter's 29 beats the first fighter's
27, and the first fighter pins the second. He has won the match.
a
Wrestler vs. Attacker
One fighter could be wrestling while the other might be using some other
attack, such as an unarmed strike or a dagger attack. In such a case,
the character who is wrestling will be able to pin his
opponent relatively quickly. However, the other character can still make
attacks when is and/ and/ grabbed or taken down, and might knock out the
wrestler or stab him to death before the pin occurs.
Wrestling Effects own.
A character who is grabbed by a wrestler can still do many things. The
easiest and most immediate reaction is to drop everything an counter-grapple
the wrestling attack. He can also throw a small or medium throwing weapon
(not at the person who has grabbed him!) and attack h h unarmed or
with any small or medium hand weapon. If he has the Fighter Combat Options,
hi hi he can smash, can perform a disaim, and can use multiple attacks with
any of the attacks still available to him. He cannot fire a missile weapon,
cast a spell, use a magical item, perform a non fighting withdrawal,
retreat, lance attack, set spear vs. charge, or parry.
A character who has been taken down has fewer options. He can throw only
small throwing weapons (still not at the person who has taken him
down) and attack unarmed or with any anti small hand weapon.
Counter-grappling against the wrestler is still available while taken
down. If he has the Fighter Combat Options, he can use multiple
attacks with any of the attacks still available to him. He cannot fire
a missile weapon, cast a spell, use a magical item, perform a fighting
withdrawal, retreat, lance attack, set spear vs. charge, smash, parry, or
disarm.
A pinned character can perform no combat maneuvers. Once per round, however,
he can make his wrestling roll (at a - 3 penalty) to try to escape the pin.
If he ever beats his opponent's wrestling roll, he breaks the pin and
returns to being taken down.
The pinning character can inflict 1-6 points of damage (plus Strength bonus,
if any), if he wishes to; he does not have to inflict this damage. If he
plans to do damage to his pinned opponent, he must state his intent during
the hand-to- hand combat phase of the round. The victim can make a saving
throw vs. death ray to avoid all damage, and a natural "20" is an escape
from a pin. If a group has pinned a character (see below), all of them can
inflict damage, but the defender only makes one saving throw.
Multiple Wrestlers
When three or more characters all decide to wrestle against a common
opponent, find the single wrestler with the highest WR (called the
"leader"). Use his wrestling roll for the entire group, modified as follows:
For each group member with half (or less) the leader's Hit Dice, add 1 to
the group WR. For each group member with more than half the leader's Hit
Dice, add 5 to the group WR.
A maximum of four attackers can wrestle an opponent of equal size. Up to
eight attackers can wrestle an opponent of twice their size, 12 against an
opponent of triple their size, etc. Wrestlers Being Attacked
When a wrestler has grabbed, taken down, or pinned a victim and is then
attacked by another wrestler, the defending wrestler may either (a) release
his victim and defend normally, or (b) continue to hold his victim and try
to defend against the new attack with a - 4 penalty to his WR. While holding
a grabbed, taken down, or pinned victim, he can make no other grabs. Each
roll he wins merely indicates he successfully avoids the new attack, while
holding the previously-grabbed victim.
When a wrestler has grabbed, taken down, or pinned a victim and is then
attacked by a non- wrestler, the defending wrestler may either (a) release
his victim and defend normally, or continue to hold his victim. If he
releases his victim, he gets his full armor class and call attack by other
means than wrestling. But if he continues to hold his victim, he's very easy
to hit; treat him as being AC 9, with no Dexterity bonuses, and he cannot
attack the new attacker.
Wrestling and Combat Maneuvers
See "Wrestling Effects" for guidelines on which normal combat maneuvers
may be used
against a wrestler.
Fighting Withdrawal, Retreat: A character who has been grabbed, taken
down, or pinned cannot perform these maneuvers.
Multiple Attacks: A character who has multiple attacks still makes only
one wrestling roll per combat round. If he does not wrestle, he may use his
usual number of attacks per round.
Wrestling and Weapon Mastery
As with striking earlier, every character is presumed to have a Basic
level of mastery with wresting techniques. This does not cost the character
a weapon mastery choice; it is free. As with striking, characters can train
up to greater levels of weapon mastery in wrestling, using the normal rules
for weapon mastery. Instead of spending a new level of mastery on a weapon,
the character would spend it on wrestling.
Look at the "Weapon Mastery" rules in Chapter 5 for explanations of the
symbols and abbreviations on the Wrestling Unarmed Combat Mastery table. In
short, they are:
* [P=H]: Primary target is hand-to-hand/
thrown weapon-using monster.
* SM: Small "weapon."
* 2H: Two-handed attack.
* t: Melee "weapon," rarely or never thrown.
* BS: Basic skill.
* SK: Skilled.
* EX: Expert.
* MS: Master.
* GM: Grand Master.
As you can see, a wrestling "weapon master" pins his victims more and
more effectively; he does more damage each found, and the victim has a
harder time (reflected in the minus to his wrestling rating) to get free of
the pin.
Optional Rules for Wrestling
The DM may choose to use some, all, or non of the following optional
rules for wrestling.
1 .Instant Pin: When one wrestler's wrestling roll (1d2O + WR), is 20 or
more points higher than the other's, the loser is instantly pinned,
regardless of what the two wrestlers relative positions were previously.
2 .Class Adjustments: When calculating a char actor's wrestling rating,
adjust the wrestling rating according to character class: - 1 penalty to
magic-users; + 1 bonus to fighter, dwarf, thief, and mystic; no adjustment
for other classes.
3. Opponents with Multiple Attacks: If a creature has multiple
attacks and is pinned, only one attack is negated by
each pin. For example, two attackers pinning a troll would negate its bite
and one claw, but the troll would still be able to use its second claw
attack each round.
4. Simplified Rolls: When comparing die rolls (1d20+WR), subtract the
lower wrestling rating from the higher. The opponent with the higher rating
adds the difference to his 1d20 roll, and the other opponent rolls 1d20
unmodified. For example, a fighter with a WR of 12 is wrestling a bugbear
with a WR of 15; subtracting the 12 from 15 gives the bugbear a +3 bonus to
wrestling rolls against normal 1d20 wrestling rolls for the fighter.
5. General Skills: In the "General Skills" section of Chapter 5, you will
find a Wrestling skill that adds to a character's wrestling rating.
Aerial Combat
In aerial combat, most normal forms of attacks are rendered useless and
characters must usually rely on missile fire and magic to carry the battle
to their foes. As in land battles and higher ground, the creature highest in
the air usually has an advantage. (The DM may want to record the altitude of
each creature.) Speed is also very important. DMs can place bonuses and
penalties on attacks based on the altitude and speed differences of
opponents.
Hand-to-Hand Combat
A character's mount or means of flight determines the sort of melee
weapons he can use effectively. If a character is using a fly spell, he can
use melee weapons effectively. He can, for example, fly right up to a winged
mount and attack it or its rider, easily avoiding its flapping wings.
If a character's mount has magical flight instead of wings (for example,
a flying carpet or a djinn), the character can use medium or large weapons
effectively. Difficulty in maneuvering and weapons' lack of reach make it
impossible for him to use small weapons.
If a character is riding a mount that flies by use of wings, he must use
only large weapons. Most riders of winged beasts prefer the lance, which
works just -as well in the air as it does on the ground.
In combat, follow the combat sequence normally. Hand-to-hand attacks do
not suffer any special penalties when made in aerial combat. If a flier
passes within range of another flier during his movement phase, even if he
does not finish his movement within weapon range, he can make a hand-to-hand
attack on his target. However, his target can make a return attack on the
target's own hand-to-hand phase, even if the two flyers are no longer close
to one another. Both attacks occur when the two flyers are in range, and
then the flying mounts complete their movement for the round.
Monster Combat
Flying monsters may also attack in aerial command damage rolls whenever
they come within range of an enemy. Well-trained monsters will only attack
targets designated by their riders.
Missile Combat
Conduct missile fire normally during aerial combat. Some flying mounts
are unsteady, though, and missile firers suffer attack roll penalties when
firing from them. The fly spell and flying magical items (carpets, brooms,
ships, etc.) are considered steady platforms. Attackers using missile
weapons suffer no special attack roll penalties when firing from such
platforms. Other means of flight, such as a pegasus which flies by flapping
its wings, are considered unsteady. Firing a missile or throwing a weapon
from such a platform has a -4 penalty to hit.
Spellcasting
Spellcasting requires a steady platform, while many magical devices do
not require a steady hand.
Special Aerial Attacks
Bombing
Rocks and other items can be dropped from an altitude of 300' or less,
using an attack roll of 16 or better (regardless of the target's normal
armor class). The damage depends on the size of the flyer. For example, if a
flying mount can carry a man, the flyer may instead ca@ an equivalent amount
of encumbrance in rocks to inflict 2-12 points of damage to all within a
10'x 10' area (one attack roll per victim).
Swoop Attack
Certain flying creatures may also make a swoop" attack on any opponent at
a lower altitude. This attack is similar to a Charge, but applies to flying
creatures rushing over 10 feet
toward their prey. This attack, if successful, inflicts double damage upon its target, but only if
the attacking creature surprises its target.
If the attack roll is 18 or more and the monster has talons or some way
to hold prey, the monster grasps the victim and attempts to fly away with
its victim. If the victim is too heavy, the monster lets go immediately. A
swoop cannot be used in dense forest or jungle cover.
Example: A roc of 3 Hit Dice can lift a halting wily, while a 6 Hit Die
roc can carry away a man. Horses can be carried away by 12 Hit Die tops, and
a 24 Hit Die roc can lift an elephant or creature of similar encumbrance.
The DM can add freely to the existing guidelines for aerial combat as
needed. DMs are free to develop their own rules for climbing and diving,
turning, crashing, and other aerial maneuvers pertaining to both travel and
combat. Other factors to consider include weather conditions while in
flight, skills in riding aerial mounts, and the problems of failing riders.
Naval Combat
Naval combat between water vessels usually starts with missile fire and
magic. When the boats are close enough, the enemy craft is grappled and
boarded, and hand-to-hand combat takes place between the two crews. A ship
with tam can do special damage to other ships and large monsters.
Read the rules for "Evasion at Sea" in Chapter
7. They describe how vessels close upon one- another. Combat at sea is
fought in rounds.
It is helpful to have a sketch of the ships' deck plans during boarding
actions.
Unless noted otherwise, giant sea creatures and magic attacks inflict I
point of hull damage for every 5 points of normal damage.
Missile Combat
Crews of ships can fire upon one another whenever they come within missile
range. Ships armed with catapults will tend to be more effective than those
without. Hand missile weapons such as bows and crossbows can damage and kill
crewmen but do no effective damage against the ship itself. A catapult, on
the other hand, does its full damage to either ship or living target. You'll
find rules for catapults in Chapter 4.
Close-Quarters Combat
When ships come close to one another, they normally try to ram or board
one another,
Ramming
To ram a target, the ship must bring its bow into contact with the enemy
ship-in other words, it must close until it touches the enemy ship. Ships
can also ram large sea-monsters. Small targets are impossible to hit with a
ship. They can easily outmaneuver a ramming vessel.
The ram attack takes place in the missile phase of the combat round in
which the ships touch. The ramming ship's pilot rolls to hit as if he were a
1st level fighter attacking the target ship's armor class. The DM can modify
this for weather conditions, maneuverability, and other factors. The ram, if
it hits, does damage to the ship's hull points (or, if it hits a large sea
creature, to the creature's hit points).
Each successful ram attack does damage according to the size of the
ramming vessel as shown in the Ram Attacks Table.
On the same round the attacker has rammed the defender, it may decide to
grapple during the hand-to-hand phase of the combat round. If crew does
success, it can move to board on the next combat round's movement phase.
Damage to Ships
Each 10% of hull damage reduces the ship's speed by 10%, until the ship
is repaired in port.
Each 10% loss of rowers reduces a ship's rowed speed by 10% also. When
the ship has suffered 75% of its hull points in damage, the ship is dead in
the water; it cannot move until at least makeshift repairs are made. When
the ship has taken all its hull points in damage, it sinks, and repairs are
no longer possible.
Grappling and Boarding
Ships' crews attempt to grapple at a distance of 50' or less. If both
ships' crews want to grapple, grappling is automatically successful. Both
crews throw out grappling lines, both sets of lines connect, and the ships
are drawn together. If only one ship's crew wants to grapple, roll 1d6 every
round; a result of 1-2 indicates success while a 3-6 means that the other
crew successfully cuts and casts the grappling lines free.
After ships are grappled, the boarding battle is fought just like any
large hand-to-hand combat. Characters boarding an enemy vessel have a
penalty of + 2 on armor class and - 2 on all attack rolls during the combat
round they board; the difficulty of climbing over two sets of ship's rails
and finding footing on an enemy's deck puts them at risk. The battle
continues until the crew of one ship surrenders or dies.
Repairs
A ship's crew may repair up to half the damage the ship has taken. Five
or more crewmen must be assigned to repair duty for repairs to be effective.
A repair crew can repair one point of hull damage per full turn of work.
These repairs are makeshift and will fall apart in 6d6 days; for permanent
repairs, and to get the remaining hull points repaired, the crew must get
the ship to a port.
Repairs and attempts to put out fires (see "Siege Combat") take place
after the ship sustains its damage for the turn. Repair and fir crews cannot
fight or do anything else while performing these tasks.
Underwater Combat
The following guidelines are in effect when characters perform combat
while underwater:
Basic Penalty: All surface oweliers suffer a - to attack roils (for
ranged and hand-to-hand combat) underwater. The DM is free to diminish that
penalty as the characters become accustomed to undersea fighting; as a rule
of thumb, characters make an Intelligence check for each month spent
underwater, and success eliminate one - 1 penalty until the penalty is gone.
Missile Weapons: Most missile weapons do not work underwater. Only
crossbows made by undersea dwellers (such as mermen) will function Even with
those crossbows, read all undersea ranges in feet at all times.
Spells: Spells that are associated with the elf mental plane of Air or
Fire do not work under water. Characters cannot cast spells at all unless
they all are using a magical item that allow them to breathe.
Hand-to-Hand Weapons: Cutting, slashing and smashing weapons (axes,
swords, maces etc.) are not useful underwater. They suffer - 10 penalty to
hit and do only half damage Thrusting and piercing weapons (spears, tri
dents, daggers, short swords, lances, etc.) function normally.
Siege Combat
There are three ways to conduct siege combat
1. Play a normal game session based on the siege.
2. Use the Siege Machine rules.
3. Use expanded War Machine rules.
Mass combat rules are in the next chapter. This chapter only covers sieges
conducted under the normal rules. The action centers on an assault, in which
the attackers storm the walls of a fortification using spells, ladders,
rams, and siege equipment. Defensive walls may be battered down or breached
before the assault takes place.
Structural Damage
The damage ranges listed for creatures, normal weapons, siege weapons,
and spells are for attacks against characters and creatures. Siege weapons
and buildings, however, are more resistant to damage. Statistics and other
information for siege weapons and fortifications are given in Chapters 4 and
9.
Fortification Damage
There are four types of attacks that can be done to a building, as
follows.
Creature: Damage done by character unarmed combat, by melee weapons,
missile weapons, and thrown weapons (normal or magical), and by many
creature attack (claws, fangs).
Structural: Damage done by siege weapons rams, battering attacks by
creatures of ogre size or larger, damage caused by creature
* Fire: Damage caused by ignition-by fire that has caught (not by
fire-related spells). Special: Damage caused by spells or special creature
attacks.
There are also three types of targets, as follows.
* Monsters: This includes all characters and all living and undead
monsters.
* Wooden: All wooden structures, including siege equipment, wooden
sailing vessels, wagons, huts, wooden houses, and wooden parts of stone
constructions.
* Stone: All stone structures, including walls, buildings, natural cover
such as stony bluffs and hills, and other stone constructions (but not
including stone golems, living statues, etc.).
Special Attacks
Special attacks include natural creature abilities, spells, and magical
effects. Special attacks that cause physical damage are outlined in the
Special Attacks Checklist.
Special Attacks Checklist
Against wooden structures:
Normally cause half damage.
If attack is a spell and no damage range is given (as with disintegrate),
it causes 5 points per level of the spell.
Against stone constructions:
Causes 1 point per six-sided die of damage.
If attack doesn't use d6, attack causes 1 point per 5 points of maximum
possible damage, rounded up.
If attack is a spell and no damage range is given, it causes 2 points per
level of the spell.
Special types of damage from other special at-
tacks are as follows.
Acid: This attack causes full damage to wood but only the normal
structural damage to stone.
Blackball: Treat this monster as if a disintegrate spell.
Constructs: These monsters cause damage at the normal reductions, but do
not take any damage when attacking stone structures.
Creeping Doom: See Insect Plague.
Crystallize: This attack weakens both wood and stone structures. All
subsequent physical attacks at the weakened point cause twice the normal
structural damage, up to a total of 50 points, when the effect ceases.
Dissolve: This spell only works against uncrafted stone and will not
affect a castle wall. If cast on the bedrock beneath a wall, there is a 10%
chance per spell that a 10-foot wide section of the wall will collapse.
Elemental, Air: This category includes djinni, aerial servants, and
invisible stalkers. Attacks from these creatures cause normal structural
damage but have no effect on stone.
Elemental, Earth: This category includes kryst and horde creatures.
Attacks against wood cause normal structural damage but attacks against
stone cause twice the normal structural damage.
Elemental, Fire: This category includes efreets and helions. Attacks
cause normal structural damage as fire, but the fire cannot be extinguished
as long as the creature remains within 30 feet of the fire.
Elemental, Water: This category includes hydrax and undines. Attacks
against wood cause normal structural damage but attacks against stone cause
only 1 point for every 10 points of damage inflicted, rounded up.
Failing: Wooden and stone structures take half normal falling damage.
Fire: Wooden structures can be damaged by fire, but take only I point per
6-sided die of damage or per 5 points of maximum possible damage, rounded
up.
Furthermore, wooden items attacked by fire can be set afire, causing
further damage. The chance of being set afire is 5 % per point of damage
caused by each fire attack. Anything set afire will take 1 point of damage
the first found, 3 more points by the end of the first turn, 6 points the
second turn and 12 points for each turn thereafter, until destroyed.
Any creature caught within a burning structure will take damage equal to
1d6 per point of structural damage at the same rate. Any flammable
structures next to a structure that has been set afire may also catch fire
with a chance of + 10% for each turn the first structure burns.
If water or loose earth and workers are available, the workers may
attempt to extinguish the fire. Each turn a fire is fought, the player
should roll 1d6 per 10 workers. This is the number of points of structural
fire damage extinguished that turn. If the number is greater than the fire
damage for that turn, the fire is extinguished. Only 10 people may fight a
fire for every 30 feet of structure frontage. Each fire fighter suffers 1
point of damage per point of structural damage caused that turn. If the fire
was caused by special catapult shot or a dragon, fire fighters can
extinguish only half the normal number of points.
Stone will not burn, but wooden parts of stone constructions will burn
(roofs, floors, doors, etc.). Fire damage is the same as for wooden
structures, but only 10% of the total hit points of a stone building may be
burned.
Flood: A flood is a forceful wave of water that crashes against a
structure. Damage is subject to the normal structural reductions for
physical damage. Damage is equal to 3-24 points per 10 foot height of the
wave of depth of the mouth of a broken dam. If the flood is from a lake, it
will last for 1 round per 100 square yards of surface area of the lake.
Ice: An ice attack works the same as crystallize but lasts for only 1-6
rounds.
Insect Plague: This attack causes full damage to wooden structures but
no damage to stone constructions.
Lava: Lava works like fire when attacking both wood and stone but causes
twice the amount of damage as fire. Lava causes 1d6 points of dam- age per
square yard.
Lightning: This is treated as a physical attack against wood and stone,
with a 5% chance to catch fire per each 2 points of damage.
Magical Weapons: When a magical weapon is used, the magical bonuses
should be added only after making the noted reductions for physical
structures.
Passwall: This spell has no effect against wood but will cause a breach
in a stone structure.
Poison Gas: No effect.
Polymorph Object: There is a 10% chance that the spell will have no
effect when cast on a wood or stone structure. Polymorphing may create a
breach in a stone or wooden wall.
Reverse Gravity: Anything lifted by this spell suffers falling damage as
if dropped from 20 feet. However, anything fastened or rooted to the ground
is not affected.
Shrink: The nightcrawler may shrink something up to 50,000 cn actual
weight. There is a 10% chance that the ability will have no effect on wood
or stone structures. If affected, the structure shrinks to one-sixth size
and functions at one-sixth effect.
Turn wood: This spell causes no damage but moves wooden objects to the
extent of its range unless they are fastened down.
Warp wood: This has no effect on wooden siege equipment.
Web: If used on a siege weapon, this spell renders it useless for the
duration of the spell,
Wizard Lock: This spell makes a siege weapon unusable for the duration of
the spell.
Important Note About Special Attacks
Equipment and structures do not get a saving throw against special
attacks.
Special Defenses
Some spells may be cast on wooden and stone structures in order to
improve their defense. This is normally done to close up a breach that siege
equipment has made in a wall. Normal effects apply in all cases. Magical
walls and spells like web and growth of plants can close up a breach in
question for the spell duration or until the barrier they create is also
breached.
NPC Siege Specialists
The following NPCs are necessary for any operation involving siege
equipment:
Artillerist (250 gp/level/month): An artillerist is an NPC trained and
experienced in the operation of siege artillery (catapult of trebuchet). One
artillerist is needed for each piece of siege artillery.
Siege Engineer (1,000 gp/month): A siege engineer designs siege equipment
and assists the commander in their tactical use. A siege engineer must be
employed if any special siege equipment (not including ladder or timber
fort) is used. One siege engineer is needed for each five pieces of large
equipment used. Large equipment includes all mantlets, belfries and hoists,
but not artillery.
Engineers may supervise troops used as miners. One engineer is needed per
excavation. In one day, one miner can dig out 20 cubic feet of hard rock, 40
cubic feet of soft rock, or 60 cubic feet of hard-packed earth. Up to ten
miners can work in one excavation.
General Skills
If you are using the optional general skills, then one skill, labeled
Artillery, suffices for both artillerist and siege engineers; however,
characters can learn the skill either as an artillerist or as a siege
engineer. To learn how to both operate the weapons and how they are built
and used most effectively, a PC must choose this skill twice.
116
Chapter 9: Mass Combat
There are times in a D&D game session when it's necessary to play out
large-scale battles in the form of a wargame. This happens most often when
the player characters are very experienced and are in command of an army. At
that point, it's often not enough just to role-play out the battle's
results; the players want to be personally responsible for the
implementation of the plans, the carrying out of their orders, and the
success or failure of their troops. This chapter allows players to oversee
and command large scale battles.
This chapter is divided into two sections:
Part One, "The War Machine," shows you how to conduct land engagements
such as the conflicts between armies.
Part Two, "The Siege Machine," expands the War Machine rules to include
assaults on fortifications such as castles.
The War Machine
The War Machine is a system of game rules designed to resolve large
battles in the D&D game. The War Machine will work with any number of
troops; it is recommended for any force with more than ten combatants. To
use the system, all you need is a pencil and paper, plus some knowledge of
simple arithmetic.
Assumptions
Several assumptions are made in the War Machine mass combat system:
1. All troops have a "level of quality" that can improve or drop with
time and experience.
2. Many other factors such as terrain, weather, etc., besides quality of
troops, influence the outcome of a large battle.
3. Luck, good or bad, can influence combat results, whether in a single
combat or a clash of armies.
4. A character knows how to survive in the D&D world; the player does not
need to know the tactics of war.
How It Works
Each body of troops (called a "force") is given a rating for quality.
When combat occurs, this "battle rating" (sometimes abbreviated as BR) is
modified for battle conditions (terrain, number of opponents, morale, etc.).
Each player then rolls d%, and adds the modified battle rating of the
troops. The high roll wins the battle.
The entire system has four basic steps:
1. Calculate the basic forcerating (BFR) of the troops.
2. Find the troop class.
3. Calculate the battle rating (BR).
4. Determine and apply combat results.
Steps 1, 2, and 3 are handled when a force is hired and outfitted. Step 4
is used when a battle occurs. Throughout the system, the person or creature
commanding a force is called the leader. Others, called officers, help the
leader to control the force. The fighting persons in a force are called
troops.
In the calculations, round all fractions up unless the instructions say
otherwise.
Step 1: Calculate the basic force rating
The basic force rating is the total of four factors: leadership,
experience, training, and equipment. A fifth factor applies if the force is
special: elves, dwarves, or powerful monsters.
Leadership Factor: Find the experience level of the leader of the force.
Modify it by all the leader's adjustments for Intelligence, Wisdom, and
Charisma scores. Then add a + 2 bonus for each 1 % of the force that is of
Name level (9th level or above) characters (PCs or NPCS).
Leader's experience level
+ Intelligence, Wisdom, and Charisma adjustments
+ 2 per 1% of force that is Name level
= Leadership Factor
Experience Factor: Find the average experience level of the officers in
the force (not counting the leader), and multiply it by 3. For nonhuman
troops, the officer level is the average Hit Dice, plus one. Note: A force
must have at least one officer for every 40 troops, or this part of the
experience factor is zero.
Find the average level of the troops (not including the leader or
officers), double it, and add that to the officer rating. Add 1 to the total
for every victory the force has won in the last ten ears (+ 10 maximum), and
subtract 1 for every time the force has been routed in that time (- 10
maximum).
([Total levels of officers] / [Number of officers]) X 3
+ ([Total level of troops] / [Number of troops]) X 2
+ 1 per victory (up to + 10)
- 1 per rout (up to - 10)
= Experience Factor
Training Factor: Score 1 point for every week spent in training (maximum
20 per year). Add 1 for each week that the leader spends with them (maximum
20), and add 1 for each month that the troops remain together and are not
off in their homes or towns (maximum 12 per year).
Costs: Use the "Mercenary" pay rates from Chapter 11. Training time costs
double the standard amounts shown in that chapter.
+ 1 per week trained (up to 20)
+ 1 per week leader trained with them (up to 20)
+ 1 per month troops on duty (up to 12)
= Training Factor
Equipment Factor: The base value is 5, 10, or 15, depending on the
quality of the weapons. Use 5 if the weapons are "average" (the normal
cost). All troops are assumed to have average weapons unless others are
specified). Use 10 if the weapons are "good" (double normal cost), or 15 if
"excellent" (triple normal cost).
Add 5 if the troops are armed with a second weapon of the same quality as
the first. Add 5 more points if the average armor class of the troops is 5
or better.
Costs: Troops hired at the cost for mercenaries come with their own gear,
and that gear will of average quality. If the leader of the force wants to
buy them superior weapons or armor, the cost comes out of his own pocket.
+ 5,10 or 15 (based on quality of weapon)
+ 5 (if carry a second weapon of equal quality)
+ 5 (if AC = 5 or better)
= Equipment Factor
Special Troop Factor: If the troops are all elves or dwarves, this
factor is 15. Note that dwarves and elves are never in the same force.
If some monster troops have two or more asterisks listed with their Hit
Dice, they are "Special." For each 1 % of the force that is "Special score 2
points for this factor. For example, in force of 290 ghouls and 10 specters,
4% of the force (the specters) has two asterisks, for a special factor of +
8.
Add It AH Up: Basic Force Rating (BFR)
Add all these factors to find the basic force rating (BPR) of the force.
Record this number for future reference.
Leadership
+ Experience
+ Training
+ Equipment
+ Special Troop
= Basic Force Factor
Step 2: Find the troop class
Troop class is a measure of the overall quality of a force. Once you
know the BFR of the force use the table below to find the troop cws. Keep a
record of both the BFR and the troop class.
Troop Class Table
BFR Troop Class BFR Troop Class
0-20 Untrained 71-80 Average
21-35 Poor 81-100 Good
36-55 Below Average 101-125 Excellent
56-70 Fair 126 + Elite
Step 3: Calculate the battle rating (BR)
Divide the BFR of the force by 10, rounding up. The result is the bonus
to use in all the following calculations.
Examine the following statements and the explanations, and then add the
bonus to the BFR every time one of the statements is true (For example, if
statement "a" is true and statement "b" is true, you add the bonus twice.)
Since this could be done up to 12 times the total bonus could be more than
the original BFR.
The total BR is the original BFR plus all bonuses. Note the BR with the
troop class and to BFR.
Mounted:
a. 20% or more of the force is mounted.
b. 50% or more of the force is mounted.
Missiles:
c. 20%or more of the force can use missile fire.
d. 20% or more of the force has a missile fire range of 100' or more.
Magical:
e. 1% or more of the force is equipped with magical abilities.
f. 20% or more of the force is equipped with magical abilities.
g. 100% of the force is equipped with magical abilities.
Spells:
h. 5 % or more of the force can cast spells.
i. 30% of more of the force can cast spells.
Flying:
j. 1% or more of the force can fly.
k. 20% or more of the force can fly.
Speed:
1. The force has an average movement rate of 100' per turn (or more).
Explanations
Mounted applies to any "steed," including horses, dire wolves, griffons,
dragons, etc.
Missiles includes bows, crossbows, slings, and others (giant-thrown
boulders, manticore spikes, etc.).
Magical includes magical weapons (sword +1, arrow +2, et al.), breath
weapons, any poison, magical defenses, regeneration, energy drain, wands and
other devices, etc.
Spells includes only spells memorized, cast from scrolls, or spell-like
natural abilities (such as a spirit's).
Flying includes normal and magical forms, but not mere levitation. It
applies to flying steeds as well (such as pegasi).
Speed should be calculated with a creature's fastest mode of movement. For
example, flying creatures should be used at their flying rate, not their
walking rate.
Example: An elven prince has a force of 500 elves, all 2nd level and
equipped with bows and longswords. The BFR is 96, and troop class is "Good."
One hundred of his elves are mounted on pegasi, and all the elves can cast
spells. However, only 12 elves have magical items.
The bonus is 10% of 96: 9.6, which rounds up to 10. The prince adds 10 to
the BFR eight times: for a. (20% are mounted), c. and d. (more than 20% can
fire missiles, and the maximum range is greater than 100'), h. and i. (the
entire force can cast spells), j. and k. (20% of the force can fly), and 1.
(the average movement rate is well over 100' per turn).
The total bonus of + 80, added to the BFR, gives a total BR of 176.
Quick Battle Ratings
Situations will often arise where players and DMs don't want to take the
time to use the full system for determining battle ratings. The following
quick system will work for most troops, without requiring as many
calculations. If there is an extremely powerful force (because of level,
abilities, Hit Dice, etc.), it is probably better to use the full process;
this process works better for lower level and simpler units.
a. Start with the leader's level: + ___________
b. Add ONE of these, based on the average Hit Dice of the force:
Less than 1: 20
1 to 2+: 30
3 to 4+: 40
5 to 6+: 55
7 to 8+: 65
9 or more: 80
Hit Dice Factor: +___________
c. Add if the force has any:
archers: + 10 +___________
Spellcasters: + 10 +___________
magical beings: + 10 +___________
flying beings: + 10 +___________
d. Add the maximum damage per round of the most
numerous creature type: +___________
Quick Total BR: =___________
Dividing a Force
For you to use the War Machine in a battle, each side must have the same
number of forces or armies. If one side has a greater number of forces than
the other side, the side with fewer forces must be divided into an equal
number of armies. A player may keep the original rating of the force, and
simply declare that troops have been split into separate armies.
Example: A force of 1,000 orcs (BR 72) meets three other forces: 200
elves (BR 83), 400 men (BR 70), and 140 dwarves (BR 88). The orcs must split
into three forces, all of which will have the same BR (72). These might be
100, 100 and 800,
or any other combination, as long as at least 10 individuals are in each
force.
Each force picks its opponent; the player with the force having the
highest BR chooses first, then the force with the next-highest BR, and so
on. Continuing the example above, the dwarves pick one group of 100 orcs.
The next highest rated force picks an opponent; the elves take the other
group of 100 orcs. The third highest rating is the orcs, so they would
choose next-but there are only one remaining force, the men, so the 800 orcs
will fight the 400 men.
Step 4: Determine combat results
The forces that have been rated according to the above three steps are
now prepared to meet on the field of battle. To find out what the result of
this engagement is, start with the BR of each force, and add or subtract all
of the following adjustments that apply.
1. Troop Ratio (Use only one per battle):
+ 15 if 1.5 to 1
+ 30 if 2 to 1
+ 35 if 3 to 1
+ 60 if 4 to 1
+ 70 if 5 to 1
+ 80 if 6 to 1
+ 90 if 7 to 1
+ 100 if 8-10 to 1
+ 110 if 11-15 to 1
+ 120 if 16-20 to 1
+ 130 if 21-30 to 1
+ 140 if 31-4o to 1
+ 150 if 41-50 to 1
+ 160 if 51-60 to 1, etc.
2. Morale (Use all that apply):
+ 10 if force is in dominion of their liege
+ 10 if they have beaten this foe before
+ 10 if troop class is 2 levels higher than the enemy
+ 30 if attacking an enemy "on the march"
- 10 if any accompanying force has routed
3. Environment (Use all that apply):
+ 25 if in extremely favorable environment
- 25 if in extremely unfavorable environment
+ 20 if the entire force in a night battle has infravision
4. Terrain (Use all that apply):
+ 20 if higher altitude than opponent
+ 20 for halfling force in fields of woods
+ 10 for elven force in woods
+ 20 for dwarven force in hills or mountains
- 20 for force with mounted troops in mountains, woods, or stronghold
- 20 for force in mire (marsh/mud)*
- 10 for force on shifting ground (snow/ sand)*
Terrain Modifications (for Defenders Only) water. If a b (Ignore if all
attackers can fly; use only half of cleric, the D adjustment if 5% or more
of attackers can fly): enders' food supply
+ 10 if defending in place (holding)
+ 50 if defending a narrow defile, pass or bridge
+ 40 if attacker must cross deep water
+ 20 if defending in mountains, hills, or rough terrain, or behind a wall
+ 50 if force is in a stronghold (see "Sieges")
5. Immunities (Use only one per force):
+ 150 if force is immune to enemy's attacks
+ 50 if 1% of force is immune to enemy's attacks
+ 50 if force is immune to 80% of enemy's attacks
6. Fatigue (Use only one per force):
- 10 if force is moderately fatigued
- 30 if force is seriously fatigued
* Troops properly equipped and trained or native to the terrain do not
suffer the penalty (e.g. Arabs in desert).
Explanations
Troop Ratio: Find the total number of troops in each force, and divide the
larger number by the smaller. If the total is 1.01 to 1.5, the 1.5 ratio is
used. Only the sieger side benefits from this adjustment, and only one
benefit applies.
Steeds are only counted as members of a force if their primary function
is fighting (such as dragons) and not transportation (such as horses).
Morale: This reflects the confidence of a force. Troops that fight in
their home territory, that know they can beat an opponent, or are of
superior quality to the foe may benefit from one, some, or all of these.
Condition: Certain conditions may help or harm a force. Goblins in the
daylight are at a disadvantage, as are fire giants in snow.
Terrain: In many cases, the ground on which the battle is fought will
give an advantage to one side of the other. Apply as many of these modi-
fiers as fit your force; note that some apply only to defenders.
Determining Who the "Defender" Is: If one force has taken a position and
waits for the other to come to it, that force is the defender. When two
forces arrive at the same location at the same time, they must stop moving.
If both forces choose to defend, neither gets the defender bonus.
Immunities: This reflects the advantage possessed by some creatures who
cannot be hit by normal weapons; gargoyles and lycanthropes are some
examples.
Fatigue: Troops may become fatigued as a combat result of a previous
battle (see the War Machine Combat Results Table) or because of a forced
march.
Results
Then the BR is modified as described above, each player rolls d% and adds
the modified BR to the result. The total is the combat result. The player
with the highest combat result wins.
Applying Combat Results
When the winner and loser have been identified, determine the effects of
the battle (killed, wanded, fatigued, etc.) as follows:
Substract the loser's combat result from the winner's result. Find this
difference in the left- hand column of the War Machine Combat Results Table.
Apply the resulting casualties, fatigue, and location to both the winning
(W) and losing (L) troops, as noted.
Casualties: When subtracting casualties, consider half of them as dead
and the other half wounded. When a force contains mixed troops (such as
trolls and goblins), the casualties may be split as evenly as possible
between them. If force retreats from the field, treat all wounded killed. If
a force holds the field after the battle those wounded troops can return to
action 1d4 months.
Fatigue: Troops will remain fatigued for 1 days. "Seriously fatigued"
troops become " moderately fatigued" in 1d4 days, and we have their strength
restored after another 1 days.
Terrain units: This term represents whatever measure of distance is most
appropriate. On hex or square grid map, this is one hex or square If no unit
of measure seems obvious, use 1 mile If multiple forces fight and 1 or more
forces of each side holds the field, another round of battle may be fought
between them. If some of a player's forces have routed or retreated, any
that remain may choose to retreat to avoid fighting another battle.
If all of the enemy forces have left the terrain unit occupied by your
forces, a day of battle ends. No more fighting occurs until the next day (if
applicable).
Sieges
Extensive siege rules are provided later in this chapter. For simple
sieges, here are simpler rules
A force located inside a fortified structure (walled town, castle,
stronghold, etc.) may attacked by another force, but has a superior
position. This is called a "siege." The force within the structure is the
defender. If the defender comes out of the structure, unmodified War Machine
rules should be used. If the defender remains within the structure, a siege
results; use these following additional rules.
The defender gets the following benefits: When calculating the troop
ratio, multiply the number of defending troops by 4.
2. Combat Results of "Retreat" or "Rout" are ignored by the defender.
3. All defender casualties are reduced by half.
The attacker has the following options:
1. The attacker can attack normally, using the above rules, and suffering
because the defender is so well emplaced, or
2. The attacker can "besiege" the defender, the attacker surrounds the
defenders, keeping them within the structure. This adds + to the
attacker's BR for each week of the siege. (This represents the building
of siege engines, and mining to weaken the defender's position.) Special
Note: Some forces have clerics available to magically create
food and water. If a sieged defender does not have a cleric, the DM should
keep a record of the defenders' food supplies. After these are exhausted,
the defender loses 10% of its numbers (not rating points) per week until the
siege ends.
War Machine Combat Results Table
Difference Casualties Fatigue Location
W L W L W L
1-8 0 10% N N F R
9-15 0 20% N N F R
16-24 10% 20% N M F R
25-30 10% 30% N M F R+1
31-38 20% 40% M S R R
39-50 0% 30% N S F R+2
51-63 20% 50% M S F+1 R+3
64-80 30% 60% M S F+1 R+3
81-90 10% 50% N S F+3 R+2
91-100 0% 30% N Rout F+3 Rout
101-120 20% 70% N Rout F+3 Rout
121-150 10% 70% N Rout F+3 Rout
151 + 10% 100% N - F+5 -
Explanations
W: Winner
L: Loser
#%: The percent of the force killed and wounded.
Round fractions up.
N: The force is not fatigued.
M: The force is moderately fatigued.
S: The force is seriously fatigued.
F: The force holds the battlefield after the battle.
R: The force must retreat from the field.
R+ The force must retreat that number of terrain units.
F+ The force can advance that number of terrain units.
Rout: The force ceases to exist as such.
Survivors will appear at home 1d10 weeks later.
Tactics Table (Optional)
Side A
1 2 3 4 5 6
Side B Attack+ Attack Envelop Trap Hold Withdraw
1 Attack+ C2/C2 -20/C2 c1/+10 +20/C2 -25/C2 C3/+20
2 Attack C2/-20 C1/C1 -10/C1 +10/C1 C-1/- C2/+10
3 Envelop +10/C1 C1/-10 NE -20/C-1 C2/+20 C-1/+10
4 Trap C2/+20 C1/+10 C-1/-20 NE C-1/-20 C-1/C-1
5 Hold C2/-25 -/C-1 +20/C2 -20/C-1 NC NC
6 Withdraw +20/C3 +10/C2 +10/C-1 C-1/C-1 NC NC
A/B A/B A/B A/B A/B A/B
Explanations
Attack + = forceful attack to overrun
Attack = close and combat
Envelop = attempt to encircle foe
Trap = lure foe to an ambush
Hold = stand fast at all costs
Withdraw = retreat rather than fight
Results
C1, C2, C3: Casualties are increased by 10%, 20%, or 30%.
C-1: Casualties are decreased by 10%.
+ 10, + 25, etc.: Add this number to the force's BR.
- 10, - 25, etc.: Subtract this number from the force's BR.
NE: The plans cancel, with no effect on the battle.
NC: No combat occurs; no losses are inflicted.
Optional Rules
The following guidelines can be added to the War Machine mass combat
system if desired. They give players the opportunity to control the battles
more closely.
Tactics (Optional)
A good leader will select a plan before committing troops to battle. The
success of this plan depends on the opponent's plan.
Each commander (player) chooses a tactic from the Tactics Table. To
indicate the choice, place a 6-sided die on the table before you, with the
number of your plan facing up. Cover it with one hand until your opponent
has also made a choice; then reveal both choices at the same time. Use the
Tactics Table to find the results. (Remember that the die is placed to
reflect the player's choice; it is not tolled randomly. Written choices can
also be used.)
If the result gives only one effect (NE or NC), that effect is applied to
both sides in the battle. If the result is two effects (separated by a
slash), the result on the left applies to the "Side A," and the result on
the right to "Side B." There is no advantage to being either A or B.
If more than one force per side is involved in the battle, choose one
tactic per side, not per force.
Mercy (Optional)
After a battle is fought and casualties have been determined, the winner
of the battle can choose to show mercy to,the loser. If so, this is declared
before the loser's casualties have been subtracted. When mercy is shown,
apply the following immediately:
1. The loser's casualties are cut in half.
2. All wounded may be recovered, even if the loser has been driven from
the field.
3. A + 2 bonus applies to all the loser's future reaction rolls involving
the winner (including both leaders).
4. If the loser fights the winner again within 1 year, a - 20 penalty
applies to the loser's BR.
Character Actions (Optional)
Some of the actions of player characters can have a great effect on the
outcome of a battle. Use the following adjustments to the battle fating
(BR). All modifications apply to the total BR of the force.
Information (Use only one per force):
+ 50 detailed plan, or with traitor or spy
+ 20 with good reconnaissance
+ 10 with some reconnaissance
- 2 5 with misinformation
The information must be known to the commander of a side before the
battle begins. Use + 50 if a plan has been captured, revealing the enemy's
preparations, or if an enemy officer supplies the enemy force with
information, or if a high-placed spy gives good reports. A single deserting
soldier will not provide this benefit.
"Good reconnaissance" means that the entire opposing force has been
scouted over severe hours, from several different directions. "Some
reconnaissance" means that some scouting information has been gathered, but
lacks detail. "Misinformation" can be the capture of fate plans, or belief
in information provided by a double agent, or other unusual circumstances.
Surprise:
+ 40 with surprise attack from ambush
+ 20 with surprise attack on encampment
If a character does something exceptional to hide the force (camouflage
them, occupy the heights over a narrow pass, etc.), the force has a 50%
chance of surprising an enemy that moves into the ambush. If the ambushing
force is invisible, the chance is 80%. Other adjustments for night, natural
terrain (halflings in woods, for example), or magic should be decided by the
DM.
A surprise attack on an encampment requires the elimination of enemy
pickets, guards, and any magical protections. If this can be accomplished
with a role-playing adventure without raising an alarm, the encamped force
can be attacked with surprise.
Leader Loss:
+ 30 if leader is "removed"
+ 10 if other officer is "removed"
"Removed" can mean killed, captured, charmed, put to sleep, or otherwise
"removed" from the force before the battle begins. Removing an opposing
leader does not count as a heroic task (see "PC Heroics").
An attempt to remove an opposing leader can become a good role-playing
adventure. Be sure to allow a good chance of the PCs being "removed"
themselves! Also, when a force lid by a PC fights one led by an NPC, the
enemy may send a group to "remove" the PC.
PC Heroics:
+ 20 if PC leader accomplishes heroic task
+ 10 if name level PC (not force leader) accomplishes heroic task
- 20 if PC leader fails heroic task
- 10 if name level PC (not leader) fails heroic task
Only PCs can attempt heroics, and the DM must first create a situation
where they may do so. The heroic act must be visible to at least 10% of the
PC's force, and the act should be risky (a 50% chance of failure, or worse).
Example of Heroics: Fighting a huge and fearsome member of the opposing
force (dragon, vampire, etc.); rescuing a "branch force" cut off from the
main force; of single-handedly battling a huge enemy force.
Other Notes
A normal game session can be played in combination with the War Machine,
using the system to determine overall results while focusing the game on the
actions of the characters. The shift from role playing to mass combat
situations (and back) can be accomplished easily with these guidelines:
1. Damage to PCs: PCs (and major NPCS) are never killed as a result of a
War Machine battle. They can be scattered and separated (DM's option) , but
any attempts to actually damage the characters should be handled in normal
game sessions.
2. PC items and spells: If a normal adventure played, then only the
spells and magical item charges actually used are lost. If no adventure is
played, determine whether the PC is on the winning or losing side. If on the
losing side, all combat spells and two-thirds of the charges in all
offensive and defensive magical items are used. If on the winning side,
one-third of the applicable magical item charges are used, and the PC keeps
1 combat spell uncast.
3. Experience Points: Experience points are earned both for commanding a
force and for performing heroics. If a PC leads a force, find the +M number
of troops in the enemy force. If the PC wins the battle, the PC gets that
number of experience points. The PC gets one-third of that number if the
battle is lost.
4. Magical Items: A staff of health or rod of victory can affect a battle
and its aftermath, as follows:
Staff of Health: If the user holds the field after e force a battle, up
to 500 wounded can be immediately restored to full strength.
Rod of Victory: Add a + 25 bonus to the combat roll (to a maximum roll of
100). If the holder loses the battle by a difference of greater than 100,
use the "91-100" combat results.
Group Movement
The following guidelines should be used when moving forces:
Scale
The scales for time and distance can vary by the size of a force and the
distance involved. The standard 24-mile map hex can be used when large
forces move over large distances. When opposing forces draw near each other,
one move per day is recommended. DMs should try to prepare a detailed map of
the area when this occurs.
Movement Rate
Up to 50 troops can move together at their base movement rate. When more
troops are involved, travel slows. Remember that a movement rate is based on
the speed of the slowest member of any group.
51-100 troops move at two-thirds their usual rate.
101 or more troops move at half the usual rate
Movement rates for wilderness travel are discussed in Chapter 6. If you
are using a hex map to regulate movement, these rates can easily be applied
to the scale of the map. The DM may include a bonus or penalty for easy or
rugged terrain, but most situations are covered in the War Machine.
Food
If a force is carrying food supplies, either on wagons or on
individuals, keep track of the supplies. Remember to consider encumbrance
when calculating the movement rate.
If a force forages for food, modify the basic rule (see page 89) as
follows. The force leader can choose to slow movement to two-thirds the
normal rate, with a 2 in 6 chance of finding enough food or may slow movement
to one-third normal, for a 4 in 6 chance of success. Terrain can modify the
chances by +1 or -1 at the DM's discretion.
Without supplies, a force can travel for one day without penalty. After a
second day, the force becomes "moderately fatigued." After a third day, the
force is "seriously fatigued." A seriously fatigued force cannot move. One
day's supply of food removes all of this fatigue (either moderate or
serious), but does not affect fatigue caused as a combat result.
Forced March
A force can attempt a forced march to increase its movement rate, but this
might not be successful. If it is attempted, find the troop class, roll 1d6,
and consult the following table. A force that is "seriously fatigued" cannot
attempt a forced march.
Maneuvering
When the forces of two opposing sides begin to move, the order of
movement becomes important. This order is resolved with an initiative roll
at the beginning of each time unit. Dexterity adjustments do not apply to
this roll.
The player or side with initiative decides whether to move first, of to
force the opponent to move first. The player of side chosen moves all of its
forces, marking the movement on the map if one is being used. The remaining
side then moves. After all movement is complete, forces that are in contact
can engage in combat.
If a map is being used, two armies come into contact whenever they enter
the same hex, square, or space. Each force must either stop or allow the
opponent to attack with the "on the march" adjustment ( + 30).
If no map is being used, the same effect occurs whenever two forces come
within one mile of each other. If either of the forces has at least 5,000
troops, the range for contact is five miles
Once the forces are in contact, neither force can leave the area without
allowing the enemy to attack with the "on the march" modifier unless:
a. The loser of a battle is required to retreat farther than the winner
can pursue, as indicated by the War Machine Combat Results Table. For
example, the F/R+1 and the F+1/R+3 results allow the loser to break contact
with the foe; the F/R and F+3/R+2 results do not.
Forced Marches Table
Die Roll
Troop Class 1 2 3 4 5 6
Untrained F F+M F+S M M M
Poor F F+M F+S N N M
Below Average F F+M F+M F+S M M
Fair F F+M F+M F+M N N
Average F F F+M F+M N M
Good F F F+M F+M N N
Excellent F F F F F+M N
Elite F F F F F+M F+M
F: Forced march successful; add 50% to day's movement
M: Force is moderately fatigued*
S: Force is seriously fatigued
N: No forced march, no fatigue
* If force is already moderately fatigued, it becomes seriously fatigued
with this result.
All results are cumulative; "F+S" indicates that the forced march is
successful, but that the force is seriously fatigued afterward.
Combat
b. If one player chooses the "Withdraw" tactic, and the other player
chooses anything except the "Attack+ " tactic, the player who chose
"Withdraw" may remove his force one terrain unit after the combat is
resolved. Retreat results are added to this move if required. A withdrawing
unit cannot occupy the field of pursue an opponent, even if the combat
result allows this.
Order of Events in the War Machine
War Machine Checklist
A. When Troops Are Acquitted:
1. Divide the troops into separate forces or armies, or decide that they
will be one large force.
2. Determine the basic force rating (BFR) for each force.
3. Determine the troop class for each force.
4. Determine the battle rating (BR) for each force.
B. When Troops Are Moved:
1. Determine the movement rate of each force.
2. Determine a map and time scale (terrain units and time units).
3. Roll for initiative. The winner decides which side moves first.
4. The forces of one side are moved as far as they will travel during one
time unit (usually a day or week).
Any forces that must break contact to move can be immediately attacked
"on the march." After the battle, they can move normally unless they
received an "R + " or "Rout" combat result.
5. The forces of the other side are moved as far as they will travel
during this time unit. ("On the march" attacks are resolved as given above.)
6. The side with initiative can declare that it is attacking in any and
all terrain units where the forces of two sides are in contact. (Resolve
with Combat Order of Events.)
7. The side without initiative may attack (as per Step 6; resolve with
Combat Order of Events).
C. When Troops Fight (Combat Order of Events):
1. Modify each side's BR as given.
2. Modify each side's BR for any campaign considerations.
3. If the optional tactics are used, choose tactics.
4. Roll d% for each side; add the modified BR to the roll.
5 .Use the War Machine Combat Results Table to find the results, and
apply them (modified by tactics, if used).
The Siege Machine
A siege situation is one where an army tries to capture a fortified
structure held by another army. When, in the course of a normal D&De game, a
siege situation crops up, the players and the DM must decide how they want
to resolve it. There are three methods:
1. Play a normal game based on the siege.
2. Use the basic War Machine system.
3. Use the Siege Machine.
Play a Normal Game: Each player should review the section on siege
equipment from Chapter 4. The siege will probably be a long exercise unless
the characters have additional things to do during the siege, of unless the
characters have some means to defeat the enemy force in relatively short
order.
Use the Basic War Machine: The basic War Machine rules provide simple
modifiers for fortifications used in a combat, as described earlier this
chapter.
Use the Siege Machine: In this section, we'll describe the Siege
Machine rules.
What the Siege Machine Is
The Siege Machine is a set of expanded War Machine rules for assaults on
fortifications. Before using these rules, each player should have detailed
information on the following subjects:
* The War Machine system, described earlier this chapter.
* The troops involved (including leaders, normal equipment, and other
details needed for the War Machine).
* The defenders' fortification (including thickness and length of walls,
height of other constructions, etc.).
* The siege equipment used by both sides, and the number of crewmen
operating each (see Chapter 4 for rules on siege equipment).
* The exact monthly cost of mercenary troops hired to fight with the
force (see Chapter 11 for information on mercenaries).
* The exact levels of all clerics in or with each force.
* The exact number of full rations available (see "Sustenance," below).
The Siege Machine is played out in turns of one week, also known as
siege turns. When the forces within the defensive structure sally forth to
attack the besieging force, combat is played out under normal War Machine
rules.
Siege Options
Attacker's Siege Options
1. Depart: The attacking forces leave the battle completely. No further
combat occurs.
2. Bombard: The attackers maintain a position distant from the
fortification but within range of the smallest artillery used. Artillery and
ballista fire is the only possible form of combat; no melee or missile fire
occurs.
3. Harass: The attacking force encamps near the fortification. Some siege
equipment may be used, but not ail (see "Siege Preparations"). The attacking
force is within range of missile fire. Combat is intermittent, in any form
except melee.
4. Assault: The attacking force uses all available siege equipment and
attacks forcefully, trying to penetrate the fortification. The attack force
gains a bonus of + 5 % (not merely
+ 5) to its BR, but the defenders' casualties are decreased by 5 %
(effects identical to the standard tactics). The combat turn is otherwise
run normally. Combat is primarily melee, with some missile fire but usually
no artillery fire.
Defender's Siege Options
The defender can at any time choose to leave the fortress to make an
assault. If an avenue of escape exists, the defenders may choose to depart.
If they remain within the fortification, the defenders harass. Defenders can
not bombard the attackers.
If the defenders make an assault, they lose all fortification bonuses but
may choose the time of attack (day or night) and gain a + 10% (not + 10)
bonus to their BR (rounded up), which represents a degree of surprise.
Combat is otherwise run normally, using the War Machine Combat Results Table
(not applying siege modifications). Standard modification for normal tactics
are used, but the (former) attacker may choose a new tactic and is not bound
by the siege tactic currently being used. (The number of defenders is no
longer multiplied by 4.)
If the fortification has a secret exit (possibly underground), the
defenders can depart unnoticed. If 10% of the defending force is left to
maintain the appearance of strength, the departure of the main force can
remain undiscovered for some time, varying by the attacker's current tactic.
If the attackers are harassing, the departure becomes apparent one to four
hours after dawn. If the attackers are bombarding, the departure will not be
noticed. If the attackers are assaulting, the departure is discovered after
one turn. The defenders' smaller force may, however, be detected by special
squads (see below).
If the defenders' fortification is not surrounded, the defending forces
can depart by normal means. If this takes place visibly and during daylight,
the attackers gain immediate knowledge and can attack according to normal
War Machine rules. If the departure takes place under cover of darkness or
invisibility, the defenders can move up to one full terrain unit away from
the attackers.
If the defenders depart, the attackers may pursue, occupy the
fortification, or do both (by splitting their force). Artillery cannot be
moved fast enough to pursue a fleeing force.
Siege Preparations
Before commencing a siege, the DM and players need to make the following
preparations:
1. Find costs for each side: Each player needs to find out the weekly
payroll, food and water supplies (sustenance), and ammunition costs of his
entire force. Review the detailed notes given for each topic at the end of
this section. Each player notes the amount of money, rations, and ammunition
he has on hand at the start of the siege.
2. Find BFR, troop mass, and BR for each force: Each player privately
calculates these details, using the standard War Machine rules.
3. List and compare siege details: The defending player makes a list of
the weapon, buildings, moat, and other parts of his fortification, plus all
unconcealed siege weapons in use. The attacker lists all the unconcealed
siege equipment of the attacking force. (See "Concealed Information" for
further details.) The lists should not include BR values. When finished, the
players trade lists, and both players can make notes if desired. At the DM's
option, reinforcements can arrive later to aid either the defenders of
attackers. In this case, the player receiving the reinforcements should make
a second list and re-compute costs, BFR, troop class, and BR bonuses.
4. Calculate total BR bonuses: Both players take back their own lists and
privately note the BR bonuses for each item while adding concealed equipment
information. The BR bonuses for most siege weapons vary by the number of
crew per weapon. The exact number of crew per machine should be noted, along
with the BR bonus, to avoid errors.
5a. Defender finds total BR score and siege weapon bonuses: The defending
player adds the total defense bonus to the original BR score of the force to
find the total modified BR. (The score is not revealed at this time.)
Additional bonuses for siege weapons will vary by the tactics used by the
attacker, but can be calculated at this time as follows:
Attacker Bombards: Attacker adds all the bonuses for artillery (catapult
and trebuchet), plus half the bonuses for ballista.
Attacker Harasses: Attacker adds double the bonuses for artillery, and
adds the full bonuses for ballistas.
Attacker Assaults: Attacker adds no value for artillery but adds double
the bonus for ballistas.
5b.Attacker calculates BR bonus for each tactic: The attacking player
privately calculates the siege equipment bonuses that will apply to each
tactic chosen, as follows:
Bombard: All artillery bonuses apply, plus half the ballista bonuses.
Harass: Bonuses for ballistas, timber fort, and mantlet apply. Some or all
artillery bonuses can apply, if the attacker decides to use artillery
despite possible casualties to the crew.
Assault: All miscellaneous equipment bonuses apply, plus double ballista
bonuses. Artillery bonuses may apply, if the attacker decides to use
artillery despite the possible casualties.
Order of Events in Siege Machine
Once all preparations are made, you can conduct siege combat. Each game
week (i.e., each siege turn), follow this sequence of events:
1.Deduct costs for the battle week: Ignore this step for the first battle
of the siege. Apply it to the second and subsequent battle rolls. If the
defending force chooses to harass, siege combat continues unless the
attacker departs. Each player deducts costs for the turn as follows:
a. Payments: Cash payments to mercenary troops (one week's payroll) are
deducted from each side's total money.
b. Sustenance: Each side deducts one week's food and water from its
current stores for all troops not fed by clerical spells.
c. Ammunition: Each side deducts one week's amount of ammunition from
each siege weapon's total. Both sides can add ammunition gained by gathering
(see "Siege Accounting").
d. Dominion Costs: If the end of a month occurs at the end of a battle
week, each side makes appropriate adjustments to their dominion treasuries,
deducting normal costs and adding normal income. However, a ruler under
siege cannot receive dominion income. If a secondary ruler has been
previously designated, the dominion accounting continues normally.
2 . Modify BR for field of battle: The battle modifications for troop
ratio, morale, environment, immunities, a-nd fatigue should be done openly
(but without revealing the starting BR). Some bonuses for terrain also apply
(but see Terrain, below). Remember that when calculating the troop ratio,
the number of troops defending a fortification is multiplied by four.
Fatigue automatically lasts for one week instead of 1d4 days.
Terrain: In the War Machine, some terrain bonuses apply to the defender
only. Ignore the following normal bonuses; they are replaced by the more
detailed defense bonus for the fortification, as calculated in the "Siege
Preparations" section: defending in place, defending behind a wall, force is
in stronghold
3. Choose tactics: Each player chooses one siege tactic (as detailed in
#5 below). Possible tactics are depart, bombard, harass, and assault. Though
optional in the War Machine, tactic are required for the Siege Machine.
Defenders may not bombard.
4. Reveal tactics and modify BR for siege equipment: The tactic used by
the attacker is revealed first. If the bombard tactic is used, the
defender's tactic is not revealed and he use the bombard bonuses only. Each
player find the BR bonus that applies (based on the tactics used) and adds
the bonus to the BR of the force.
5. Find and apply results: The details for this procedure vary by the
attacker's tactic, as follows. Bombard: The attacking player adds the BR
bonus gained for artillery and ballists. He then rolls 1d10 to determine
casualties inflicted on the defending forces. The resulting roll is read as
a percentage (10%, 20%, 30%, etc.) of the BR rating equaling the High Dice
of casualties inflicted on the defenders The defender follows the same
procedure, but rolls 2d10.
For example, the attacker has 85 BR point of artillery and the defender
has 40. The attacker rolls a 5, causing 421/2 Et Dice of casualties (50% of
85). The defender rolls 11, causing 44 Hit Dice of casualties (110 of 40).
Harass: Each player rolls d %, and adds th result to the BR of the force.
The player with the higher total wins this found of the siege Subtract the
lower total from the higher, and refer to the War Machine Combat Results
Table to find the resulting casualties and fatigue. (Up to this point, the
procedure identical to that of the War Machine.) Modify the results as
follows:
Weapon Damage Rate BR+ Cost/Wk.
Ballista d10+6 1 per 2 +2 2,000
Catapult, Light d8+8 1 per 5 +4 4,000
Catapult, Heavy d10+10 1 per 6 +8 6,000
Trebuchet 1d12 +13 1 per 6 +12 8,000
Bore 1d6 + 14 1 per 2 +4 -
Ram, Battering 1d6+8 1 per 2 +4
* These weapons may have wheels attached and be towed. Towing encumbrance
is the listed encumbrance; thus a horse pulling a mantlet on wheels is
pulling only 400 cn.
Type AC AC+ HP BR+
Belfry 0 -8 75 + 10**
Gallery Shed 4 -12 40 Doubles values of bore or ram
Hoistt 4 0 15 +4** (+2 with Belfry)
Ladder 4 0 3 +2** (+2 with Belfry)
Mantlet 0 -4 16 +2 - (A) + 3 + (H)
Timber Fort 0 -8 32 +4 + (A) + 6 + (H)
* These weapons may have wheels attached and be towed. Towing encumbrance
is the listed encumbrance; thus a horse pulling a mantlet on wheels is
pulling only 400 cn.
** All bonuses require that there be 1 piece per 1,000 men in the force.
t The hoist's usefulness depends on the number of crew used. One man can
be lifted 10 feet per round per crewman used. Up to six crewmen may be used
to operate the device. For every additional man lifted, to a maximum of four
men, subtract 10 feet per round. All bonuses require that there be 1 piece
per 100 men in the force. (Greater numbers can multiply the BR bonus up to 5
X maximum.)
a. All casualties are only one-tenth of normal (drop the last zero in all
cases).
b. Both attackers and defenders ignore location changes; a "Rout" or "-"
result for fatigue is treated as "S."
c. Defender casualties are half the final percent. If artillery is used,
calculate casualties as for bombard.
Assault: The procedure used for assault is identical to that for harass,
but with the following modifications:
a. Casualties are half of normal.
b. A "Rout" or "-" result indicates that the losers are driven back. If
the defenders lose, they are driven out of the fortification. If the
attackers lose, they are forced back to a bombarding position.
c. Defender casualties are half the final percent. If artillery is used,
follow the bombard procedure.
Casualties
Casualties resulting from harass or assault tactics are applied normally.
Casualties from artillery bombardment are determined separately, as
explained above under bombard.
The casualties from the attacker's artillery may affect both sides,
depending on the tactics used by the attacker.
Divide the total Hit Dice of casualties by the average Hit Dice of the
lowest level troops; the result is the actual number of casualties. As with
normal casualties, consider half of them as dead and the other half as
wounded. If the division is not even, do not round off; consider the
fraction as one wounded casualty. The exact troops to which casualties are
applied can be designated for more realism, but this is not required.
Special Note: If artillery is used in a War Machine battle (involving no
fortifications), double the number of casualties, and apply 100% to the
enemy troops.
Other Details
Concealed and False Information
In Step 3 of "Siege Preparations," players make lists and compare siege
details. Both players may conceal or exaggerate certain details.
Fortification Details: The thickness and height of walls, towers, and
belfries must be noted, but each player can claim a height or width up to 5
feet different from the actual amount.
Visible Equipment: The attacker must reveal the exact and correct number
of pieces of visible siege equipment used at the start of the battle.
However, more equipment can be brought in later or can be concealed by large
structures. The existence of such secret weapons is revealed as soon as they
are used, when their bonuses to combat are applied.
Invisible Equipment: Invisibility used by either side counts towards
concealing weapons only if the enemy has no method of detecting invisible
objects. If the enemy spots a team of mules pulling invisible siege
equipment but cannot detect invisible, the attacker may identify the
invisible siege weapon incorrectly.
Siege Equipment
Chapter 4 contains many details on siege weapons. Here, we'll show you
the siege weapon tables again, but in these tables we'll give you the Siege
Machine details of these weapons.
These weapons require a crew of at least one- quarter the listed size to
be usable. If a crew less than full, but greater than or equal to ham the
listed number, the BR + and the Ammo Cost are half normal. If a crew is
reduced below half but not below one-fourth, the Ammo Cost and BR+ are
divided by four. Round all fractions down.
Siege Accounting and Costs
Ammunition: The missiles used by catapults, trebuchets, and ballistas
must be accounted for in siege situations. Ammunition may be the largest
single cost of the siege.
Before the battle, each player notes the amount of ammunition available
for each siege weapon. The weekly costs are given for each such weapon in
the equipment details. Costs should be recorded so that one unit equals a
week's worth of ammunition. Note that the costs are subtracted from a
dominion treasury and may be considered part cash, part services.
In Step 1 of each battle week, both players deduct ammunition to be used
in the following turn (week), subtracting 1 (one week's worth) from the
total for each siege weapon.
Each player then adds a number to reflect ammunition gathered. Ballista
ammunition can never be gathered or raised; all missed shots are broken and
unusable. Artillery ammunition can be gathered and raised by each side. The
detail vary for each side, as follows.
The defending force can only gather a small amount of spent ammunition.
The attacker must first reveal the total number of artillery pieces that
fired in the previous week. The defender divides that total by 4; the result
is the number of weeks of ammunition that the defenders can gather.
Clerics and the Create Food Spell Table
Lvl of Men per Max Lvl of Men per Max
Cleric spell Men Cleric spell Men
10 36 36 24 540 2,700
11 72 144 25 576 2,880
12 108 215 26 612 3,672
13 144 288 27 648 3,888
14 180 540 28 684 4,788
15 216 648 29 720 5,040
16 252 1,008 30 756 5,292
17 288 1,152 31 792 6,336
18 324 1,296 32 828 6,624
19 360 1,440 33 864 6,912
20 396 1,584 34 900 7,200
21 432 2,160 35 936 8,424
22 468 2,340 36 972 8,748
23 504 2,520
The defenders may also choose to destroy stone buildings and use the
stone for ammunition. This can be done quickly by few men. Each stone
building yields a number of units (weeks' worth) of ammunition equal to its
BR value. However, the BR bonus for the building must be immediately
deducted from the defender's original total.
The attacking force can gather a much larger amount of spent artillery
ammunition. Ammunition can only be collected from artillery used in the
previous week. The amount varies by the tactic used in the current week.
Bombard Three-quarters of the weapons fired
Harass One-half of the weapons fired
Assault One-fourth of the weapons fired
These figures assume that all available troops are employed in gathering
ammunition. Troops so employed do not rest enough to offset fatigue, but do
not suffer additional fatigue. If a commander allows the troops to rest to
offset fatigue, the amount of ammunition gathered is half as much.
If a missile weapon runs out of ammunition, it gives no further BR
bonuses. If a weapon is left unused to save ammunition, its BR bonus is not
counted for that week.
Artillery shot can be used in any piece of artillery. For conversion,
consider 6 units of light catapult ammunition as equal to 5 units of heavy
catapult ammunition, or 4 units of trebuchet ammunition.
Payroll: The standard mercenary payroll (see Chapter 11) is given in
cost per month. Divide by four to find the cost per week.
To be used for payroll, cash must be either kept at the siege site of
delivered at regular intervals (either procedure requiring guards). Cash
must be in a physical form suitable for individual payments; mercenaries
cannot be expected to make change. Mercenaries may be given large sums as
payment in advance of services, but t@is practice encourages desertion and
often causes a drop in morale (due to gambling, theft, accidental loss,
etc.).
Sustenance: A standard ration serves one person for one week, but spoils
if kept longer than a week. An iron ration also serves one person for a
week, but spoils only if kept for eight weeks. One week's food and water for
one person is called a full ration.
The prices listed for food in Chapter 4 reflect the markups applied to
food offered to adventurers or sold in taverns and inns. When feeding an
army and buying food regularly in bulk, divide those listed food costs in
half. This reduced price is not available to small parties of traveling
adventurers.
The limiting factor for clerical assistance is the 5th level create food
spell. Much more water than food can be produced, by the 4th level create
water spell. The following table gives the number of men fed by one create
food spell ("Men per Spell" column) and the total number of men a cleric can
sustain if all available spells are used to do so ("Max Men" column). The
cleric must provide food daily; none can be stored as the magically-created
food spoils within 24 hours.
Some forces have insufficient numbers or levels of clerics to sustain
them, and some have no clerics at all. Anyone not receiving full rations
becomes fatigued: moderate fatigue after one week of less than proper
feeding, serious fatigue after another week, becoming weak (losing 50% of
BR) after a third week. Morale drops 2 points for each week of less than
normal feeding. Troops not fed at all will desert or rebel after only 1-3
days of such treatment.
Horses and other mounts of similar size require double normal (human)
rations. Underfeeding brings the same penalties as for troops; if not fed,.
the mounts may flee, attack their owners, or simply weaken and die (in 4-9
days).
Foraging and hunting are virtually useless for armies. Any force of 100
or more troops can quickly gather every available food source in an area in
only a day, providing food for one week at most, and often less.
In Step 1 of each week of siege combat, both players deduct the full
rations to be used in the coming week. If less than full rations are issued,
fatigue and morale changes are applied immediately. Rations are not deducted
for troops supplied by clerics.
Special Squads
Either side can use special squads-groups of specialists with exceptional
skills who work toward special purposes. Typical purposes are reconnaissance
(gathering information about the enemy), demolition (attempting to destroy
one or more chosen pieces of equipment), and commando (capturing or killing
one or more persons valuable to the enemy).
Special squads usually involve magic. A reconnaissance squad might include
persons able to fly invisibly, observing enemy forces at close range, or
thieves who are able to sneak quietly. A demolition squad is usually formed
to destroy siege weapons or -a belfry. A commando squad is often formed to
remove or capture enemy leaders or magic-users.
Special squads must be created and defined before the start of the siege.
Their existence should not be revealed to the opposing player. The members
of any special squad must be PCs or named NPCS. War Machine procedures are
not applied; these events are played out under normal D&D rules.
Special squads operate between siege battle weeks. Their activities are
played using normal game rules. If the DM is also one of the players in the
siege battle, he or she may run the adventure, but should take great care to
keep DM knowledge and NPC knowledge separate Whenever doubt exists, results
should be decided in the player's favor.
A group of adventurers can become a special squad for a siege. This is an
ideal way to play normal D&D game within the siege system.
The results of a special squad's mission are applied immediately, before
the next siege battle For example, actions by a special squad that result in
the loss of several siege weapons, leader clerics, etc., may require the
recalculation of an or all combat details (from troop BR onwards).
Field Construction
Siege equipment can be constructed at the site of the siege. Each piece
of equipment must be constructed under the supervision of a siege engineer.
An artillerist is also needed for any artillery under construction. One
siege engineer can supervise up to four constructions at one time. One
artillerist can supervise only two constructions at once.
To construct equipment, hardware (metal materials and tools) must be
brought to the siege site. The cost of hardware is 10% of the listed cost of
the piece of equipment.
Wood must be in plentiful supply at or next the siege site. If a forest
resource is within 5 miles, 10 men can gather enough wood in on day to make
5 hit points of equipment. If the wood is 5-10 miles away, double the time.
If it's 15 miles away, triple the time, and if 15-20 miles away, quadruple
the time needed.
Nearby wooden buildings can be a source some usable wood. Five feet of
building wall can be converted into 1 hit point of equipment (This assumes
the use of rafters and beams well as the walls themselves.) Stone building
(with wooden roofs) can also yield usable beam but only 5 hit points of
equipment per standard stone building.
Once materials are at hand, any supervised by untrained person can
construct 1/2 hit point of equipment per day. The maximum number of workers
that can be used is equal to half the hit points of the finished equipment.
For example, six men work on a Eight catapult under proper supervision, they
will finish 3 hit points per day, thing six days to complete an 18 hit point
catapult No more than nine men can work on it at once.
Ballista ammunition cannot be built in the field except by an armorer.
Post-Siege Adjustments
Damage to Fortifications: If siege missiles are used during a siege,
fortifications suffer a certain amount of damage. To determine the state of
the walls, towers, and other parts of the fortification, make a damage foil
for each attacker siege weapon in use at the end of the siege (example: 1d8
+ 8 for light catapult). Add all of these damage rolls together. Multiply
the result by the number of weeks that the siege lasted. The defender then
rolls d% and subtracts the result from the attacker's total. The result is
the number of hit points of damage to the fortification.
If the total damage exceeds the original hit points, the fortification is
completely reduced to rubble. Otherwise, first apply damage to 75% of the
wall's hit points, and (if any damage needs further accounting) to the
following structures, in the order given. Deduct 20% of each structure's
original hit points each time. If further damage needs accounting, apply 20%
more damage to the walls and each item on the following list, in order,
going through the list as many times as necessary:
gatehouses, gates, and drawbridges
normal buildings
towers
barbicans
keeps
Attacks Against a Portion of a Fortification: If an attacker wishes to
concentrate his assault against a small portion of a fortified position, he
can do so under t he following conditions:
1. The attacker can use no more than 300 troops and four siege engines
per 100 feet of attack frontage.
2. The defender gets the full BR benefit from the section of the
fortification under attack. He also gets the full BR benefit for any towers
with 200 feet of the area under attack. The defender then adds in
one-quarter of the BR benefit for the remaining parts of the fortification.
Additional Details
These notes are offered as historical information, to stimulate the
imagination and give a more detailed view of medieval siege warfare,
The siege section of the War Machine already reflects the assumption that
some or all siege weapons are being employed, and that some appropriate
defenses are at hand and likewise used. For fast resolution of any assault
on a fortification (whether walled town or huge fortress), you can still use
that system.
However, not all attacks on fortresses will result in sieges. This is
especially true if powerful magic-users are present, for magic can produce
very fast results. When both sides have powerful magic-users, the battle
could be quickly resolved in either direction, depending on the tactics
used. The War Machine rules are inadequate for such cases. A game session
devoted entirely to this soft of battle is recommended.
If a long siege situation does arise, one important point should be
emphasized: the costs of paying one's forces and maintaining supplies for
their use should be strictly applied throughout any siege. Cost was
historically (and should remain, in the game) the greatest obstacle to siege
warfare.
Chapter 10: Experience
Character's experience point total determines his experience level. The
more experience points a character has, the higher his level and the more
powerful he is. Consequently, experience is a very important element of the
game. Only through the acquisition of experience points can characters
improve their abilities; without experience, the characters would forever be
frail and weak.
In the game, there are five normal ways for player characters to acquire
experience:
1. By Role-Playing Well
2. By Achieving Party Goals
3. By Defeating Monsters and Opponents
4. By Acquiring Treasure
5. By Performing Exceptional Actions
We'll talk about these five methods one by one and then discuss the rate at
which characters should gain experience points and levels. Each method has a
rate of experience gain listed; this is the standard rate recommended for
the game. We'll talk about options the DM has to change the proportions of
experience gain by increasing the importance of some actions and decreasing
that of others.
Experience From Role-Playing
When a player performs an exceptional and appropriate piece of
role-playing, you can award him an experience bonus equal to points he needs
to get to the next level.
When players role-play their characters exceptionally well, the DM can
give their characters extra experience points. Some types of exceptional
role-playing include:
Good Alignment Play: Points are awarded in a situation where the
character's friends demand that he do something, and it's much simpler. more
convenient, and more profitable for him to do that thing, but he follows the
dictates of his alignment or established personality.
Exceptional Heroism or Sacrifice: Awards can go to the character who is
fully aware that he's likely to suffer greatly from his decision, and if
given the option to run away or escape unscathed, makes the hard decision
and performs an act f f of great sacrifice or bravery. In such a case, you
may want to give the character an experience point bonus. But be careful!
When a character is sure he's going to win the encounter, he's not being
heroic or self-sacrificing. Whet a character knows he can be resurrected
easily, he's not being heroic if he faces death. Only when the character
knows that he's likely to suffer greatly for his action is it heroism or
sacrifice, and so the DM has to evaluate each "noble" action in that light.
Other Exceptional Role-Playing: Finally, whenever a player performs some
role-playing c c that really impresses the DM, the DM can award him some
extra experience. Such a demonstration of role-playing might be an emotional
encounter with an NPC, reacting to the loss of a loved one, spontaneously
composing a speech e e that motivates the army of NPCs and improves their
morale, and so forth. If the demonstration of role-playing enlivens the
game, impresses the DM, or makes for a very memorable scene, the DM may
decide to give the player a bonus.
The bonus given to the character should be about one-twentieth the points
it takes him to get from his current level to the next. Don't use his
current experience point total; use the base number.
Example: Dredian is a 5th level fighter. His player has just pulled off
an impressive piece of role-playing and deserves a reward. The DM ignores
Dredian's actual experience point total and looks at the experience point
table for fighters. It says it takes a fighter 16,000 experience ponts to
get from level 5 to level 6. One- twentieth of that is 800; the DM awards
Dredian 800 experience points.
A character should not receive more than one such bonus in a single play
session, even if he role-plays well throughout the session.
Experience From Achieving Goals
When the characters achieve a major goal, award them experience equal to
the XP Value of monsters defeated in reaching that goal.
When characters achieve the principal goal of them experience bonuses.
Normally, this bonus should be equal to the experience point total the
characters received for all the monsters they defeated in the course of that
story line.
For this reason, it's a good idea for the DM to keep track of the encounters
the characters have had in the course of a protracted story line. That way,
he'll find it much simpler to recalculate this experience bonus.
Experience From Monsters
Add XP Value of all monsters defeated; divide by number of characters who
participated in their defeat; award the result in XP to each character who
participated.
Characters earn experience points by defeating monsters and other
opponents. Defeating a monster doesn't necessarily mean killing it;
defeating an opponent can mean killing it, capturing it, tricking it into
destroying itself, trapping it forever so that it can't menace the rest of
the world, and so forth.
To calculate how much experience characters get from combat encounters,
follow these steps:
1. Find the description of the monster defeated in Chapter 14.
2. At the bottom of the monster statistics is a line for the monster's
"XP (Experience Point) Value."
3. Take this number and multiply it by the number of monsters defeated.
4. Divide the result by the number of player characters and NPCs who
participated in the defeat of the monster(s). A character does not have to
have done well against the monster; he need only have tried. Characters who
die are awarded their share of points, too. They'll need the points if
raised from the dead, and this rule helps deter character from coveting
their fallen comrades' experience points.
5. The result is the number of experience points that each of the
participating PCs and NPCs gains from the encounter.
6. If the characters valiantly fought but did not defeat the monsters -
i.e., they were chased off or defeated and captured-the characters receive
only one-fourth (1/4) of the calculated experience points.
If the encountered monster is not listed in Chapter 14, follow this
procedure instead:
1. Find the monster's base Hit Dice and the number of asterisks beside
its Hit Dice. Ignore asterisks you find anywhere else; oni the ones by the
Hit Dice number have any relevance. (If this is a monster you've created
yourself, give it one asterisk for each significant magical ability it has.
If the monster is a character, use his experience level for H Dice. If he has
magical items, give him one asterisk for every combat ability he has from a
magical item; if he has magic spells, give him an asterisk for every two
spell levels he has memorized, rounding up (thus a character with 7th level
spells would have four asterisks
2. Compare the monster's Hit Dice and number of asterisks to the
Experience Points for Monsters table. Use the table to calculate how many
experience points the monster is worth
3. Repeat the process for every other monster the characters encountered
in this incident. (If all the monsters are of the same type, you only need
calculate the number once and then multiply it by the number of identical
monsters present.)
4. Add all these numbers together.
5 .Perform steps 4-7 from the list immediately above this one.
Asterisks and Special Abilities
One asterisk is placed by the Hit Dice of a monster for each of its
special abilities. Generally, a special ability is a power that can be used
in melee, but which is not characteristic of basic survival skills. For
example, a flying creature does not get an asterisk for good
maneuverability, but it may have a swoop ability.
Any creature able to cast spells gains one asterisk for each two spell
levels that it can memorize (round up; a magic-user who can memorize up to
3rd level spells gets 2 asterisks). A spellcaster's experience level is used
for the calculation, instead of his or her Hit Dice.
If a creature has magical items with attack powers, add one ability for
each combat ability of such an item. Defensive and miscellaneous effects
should add no asterisks unless they have some real effect on the encounter.
Any creature with spell-like attack powers
gains one asterisk for each such power. For example, the wight's ability to
drain experience levels is a spell-like attack power. Again, defensive or
miscellaneous spell-like powers do not normally add asterisks, though
certain exceptional defenses may do so.
Experience Points for Monsters Table
Monster's Base Bonus per
Hit Dice XP Value Asterisk
Under 1 5 1
1 10 3
1 + 15 4
2 20 5
2 + 25 10
3 35 15
3 + 50 25
4 75 50
4 + 125 75
5 175 125
5 + 225 175
6 275 225
6+ 350 300
7 450 400
7 + 550 475
8 650 550
8 + 775 625
9 900 700
9 + to 10 1,000 750
10 + to 11 1,100 800
11 + to 12 1,250 875
12 + to 13 1,350 950
13 + to 14 1,500 1,000
14 + to 15 1,650 1,050
15 + to 16 1,850 1,100
16 + to 17 2,000 1,150
17 + to 18 2,125 1,350
18 + to 19 2,250 1,550
19+ to 20 2,375 1,800
20 + to 21 2,500 2,000
For every Hit Die over 21, add 250 points to both the base value and the
bonus. Any Hit Die with a plus ( + ) is counted as the next higher category
(thus 23+1 HD =24 HD).
Modifying XP Values
You may modify the experience point value of any creature if it proves
tougher or easier to de feat than its abilities would indicate. For example,
defeating a 36th level magic-user would normally lifing a total of 35,000
experience points. It would be counted as a 36 HD creature (base 6,250 XP)
that can use up to 9th level spells (5,750 XP per asterisk times 5 asterisks
= 28,7 50 XP)- But if the party disintegrates him by surprise before he can
cast a single spell, they should earn less XP-for instance, the base 6,250
experience points, with the characters receiving no points for the victim's
spell powers.
The DM can add or subtract asterisks for exceptional defenses relative to
the PCs'party. For example, a gargoyle gets one bonus for its immunity to
normal weapons, since low-level characters (its usual foes) are usually
equipped with few, if any, magical weapons. But when high. level characters
face gargoyles, this defense is no longer exceptional; the DM may
accordingly decide to remove the asterisk bonus
Experience From Treasure
Each 1 gp value of treasure won by a character = 1 XP earned by the
character.
Wealth (coins, gems, jewelry and other items of value) is worth
experience points. The amount of treasure found will help determine how fast
the characters advance through experience levels.
At the end of each adventure, the characters earn experience points based
on the actual value of all treasures they have found and kept. If they've
sold or traded newly-won treasures, they get experience points based on the
money they received, not the theoretical worth of the traded treasure.
Characters will find that the very valuable, portable treasures such as
gems and jewelry are much preferable to bulging sacks of gold coins; they
are far more efficient, in experience earned for encumbrance carried, than
ordinary coin. On the other hand, characters should take what they can get;
the DM decides what sorts of monetary treasures are awarded in his campaign.
Types of Treasure
Treasure whose value counts toward experience includes:
1. Treasure taken from defeated monsters and opponents.
2. Rewards bestowed on the characters for accomplishing dangerous tasks.
3. Money paid to characters for accomplishing dangerous tasks.
4. (Thieves only) Money gained from thieving abilities such as
pickpocketing.
Salaries for ordinary jobs do not count toward a character's experience
points. Characters only get experience from money obtained during dangerous
or challenging experiences.
Experience and Magical
Items
We don't recommend that you award characters full experience point value
for the sale of their magical items. Sale of a rare item may bring a
character vast amounts of unearned experience, and upset the balance of your
game; It would also give one character a lot more experience points than the
amount received by characters who don't sell their magical items, which
could upset other players.
If a character sells a magical item, first find out how much it costs to
create the item (you'll find that in the rules for creating magical items in
Chapter 16). The sale price will be at least twice that gold piece amount,
but the experience points gained by the character will be a maximum of 10%
of the money value it took to create the magical item in the first place.
The DM may reduce the amount of experience points still further if he thinks
the character is profiting unfairly.
Experience From Exceptional Actions
When a player performs an exceptional action, the DM can award his
character an experience bonus equal to one-twentieth (1/20) the base points
he needs to get to the next level.
The DM can award experience bonuses to characters who perform "exceptional
actions" that don't belong to any of the categories above.
The DM has to decide what constitutes an exceptional action in your
campaign. As a rule of thumb, an exceptional action is a success that the
character achieves when the DM didn't think he could, or didn't anticipate
the clever means by which he achieved it. There is no limit to the number of
types of exceptional action in a campaign. The only rule of thumb you can
use this: If a player character tries something that unexpected, impresses
the DM and other players, does good for himself and his friends, and
succeeds, then you should count it as an exceptional action.
The standard award for an exceptional action is the same as it was for
exceptional role-playing: one-twentieth of the base experience points it
takes the character to get from his current level to the next level.
Two common types of exceptional actions include saving allies from harm
and exceptional skill use.
Saving Allies From Harm
This type of exceptional action takes place when the PCs encounter a
situation where the Dungeon Master fully expects them to be seriously hurt,
and yet a character manages to save them from that fate in an unexpected and
unlikely way.
For example, the PCs wander into a nest of vampires. A nasty fight is
expected, and as the PCs walk in, the vampires rise out of their coffins.
Suddenly, before any combat starts, one PC steps forward and announces that
the PCs are representatives of a famous evil lord who wants to forge an
alliance with the vampires, and if the vampires attack they're sure to miss
out on a great opportunity for mutual gain. While the vampires listen in
interest, he spins a clever story about a way by which the imaginary lord's
minions and the vampires can take over this entire region of the country.
The DM rolls for the vampires' reactions and finds them very positively
disposed to the PC's offer. The PC arranges for another meeting in another
place, and the PCs leave.
Now, the player character who wove this lovely tale of lies has done
something very good. He kept his friends from being hurt in this surprise
encounter, and he's set things up so that they can fight the vampires at a
time and place of their own choosing. This is an exceptional action, and he
should most certainly be rewarded for it.
Bonuses for Exceptional
Skill Use
Characters can earn experience bonuses for exceptional use of their
special character-class skills and abilities. Normal, everyday use of these
skills should not earn bonuses, but deliberate use of those skills in
exceptionally difficult situations could.
For example, a thief could discover that a room has a very intricate trap
on it; he knows he'll make his Remove Traps skill check at a dangerous minus
and could be seriously wounded or even killed if he fails it. In such a
case, the DM could award him a bonus if he deliberately takes on the task he
knows is dangerous and successfully disarms the trap.
Rate of Experience Gain
On the average, characters should go up one experience level
approximately every five adventures. At that speed, level advancement
doesn't come easily enough to cause boredom, but isn't rare enough to cause
frustration.
Various factors can adjust that rate of experience gain. Are most of the
characters magic-users or elves, who require more experience points than
most other classes? They might go up an average of once every six or seven
adventures. Do you play two short games a week instead of one long one?
Characters might go up a level once every eight to ten adventures instead.
Do you play once a month of less?
You might think about adjusting experience
gains so they go up a level once every two games,
so that the players don't become frustrated by
their slow rate of progress.
Maximum Rate of Experience Gain
A character cannot gain more than one level of experience in one
adventure, regardless of how many experience points are awarded. When a
character is awarded enough experience points to gain two levels, trim his
awarded experience points so that his experience point total stops just one
point short of the amount needed for the next level of experience that he
would have gained. Be on the alert if characters are going up as much as an
experience level per adventure: It is a sign that the DM is giving out far
too many experience points, most likely through the awarding of treasure
experience.
Maximum Hit Points
The DM should always insist on seeing the player roll the die to gain his
character's new hit points when the character goes up a level, and be aware
of the maximum number of hit points that characters can possibly have. The
maximum hit points possible for any human character is a combined total of
the roll of nine Hit Dice, any Constitution bonuses, and the given hit point
gains for additional levels. For an 18 Constitution and maximum die rolls,
these totals are shown in the Maximum Hit Points (Humans) Table.
Hit points for the mystic are the same as those for a fighter, but the
mystic has a maximum experience level of 16; the maximum hit point total for
mystics is 1 13. Hit points for the druid are the same as those for a
cleric.
Hit points for demihumans are limited by their maximum levels: halflings 8th
level; elves 10th level; dwarves 12th level. Halflings and elves use a Hit
Die of 1d6 per level, and dwarves roll 1d8; thus, with 18 Constitution, the
most possible hit points for maximum level demihumans are:
Maximum Hit Points (Demihumans) Table
Dice Con Lvl Maximum
Rolls Bonus 10-12 Total
Dwarf 72 27 + 9 108
Elf 54 27 + 2 83
Halfling 48 24 - 72
Note that a halfling can have about half as many hit points as a fighter, a
dwarf can be as tough as a 36th level cleric, and elves and magic- users
have similar numbers of hit points at maximum level.
Paths to Immortality
This subject will be explained in greater detail in Chapter 15, but you
should know some general details at this time.
After reaching level 26 or greater, a character can attempt to gain
Immortality. Immortality is just what it sounds like: eternal youth coupled
with great power.
In some campaigns, Immortality is basically a character reward upon the
character's retirement; when the character achieves Immortality, he's
retired from play. In other campaigns, the focus of the campaign shifts to
its Immortal characters. Characters achieve Immortality by following one of
four paths:
A dynast is a character who builds a great and powerful empire. The
dynasty must be vast, and must stand for a long time.
A hero (or epic hero) is a character who represents the ultimate ideals
of heroism. The character must display the traits of the classic epic hero
in every thought and action. Among other things, the character must travel
to far lands and perform great and noble deeds.
A paragon is a character who reaches the ultimate in his or her profession.
The paragon must invent or discover new skills and knowledge,and must be
renowned as a master professional.
A polymath is a character who learns much about everything, not only in the
original profession, but in all areas. The character must give up all known
skills before gaining others, and becoming a member of a mysterious and
unique brotherhood.
Following the paths listed above is not enough to insure Immortality,
but it gives a focus to the lives of mortals. Complete and utter conviction
to the tenets of their empires, professions, and beliefs open the ultimate
pathways to the power and the gift of Immortality.
Creating High-Level
Player Characters
There are times when you will want a player to create a new character
who starts at higher than 1st level. This situation usually comes up in one
of the following circumstances:
1. When the DM believes that 1st level characters are too weak or
unskilled for the type of campaign he wants to run. The desired campaign may
be high-action and high-danger or based on a movie or book where the
characters are all very powerful. Third level or higher is a recommended
starting experience level.
2. When the new character is joining an older established, high-level
group of PCs due to the death of an older character. It is recommended that
his starting experience level be anywhere from half the level of the least
experienced existing character to two experience levels below the
least-experienced existing character.
3. When the DM wants to run a D&D game module written for high-level
characters, or an adventure of his own creation for high- level PCs, but
none of the characters in his campaign is at that level. In this case,
whatever is indicated on the cover of the module is the appropriate level to
play.
In cases such as these, it's perfectly appropriate ate to start off
characters at higher than 1st level. But be warned: If the DM allows
inexperienced players to do so, he must be careful that the game does not
degenerate into a series of combat exercises with little real role playing
and altogether too much rules-searching. If you and your players want to
give high-level play a try, use the following system to generate high-level
characters that can easily fit into your campaign. view the whole procedure
carefully before starting.
Step 1: Choose a Class
The player must first choose a race and profession for the character.
The DM may disallow certain classes depending on the needs of the campaign,
the adventure, or other limitations. The player should choose his
character's name and alignment at this time; the latter may be dictated by
the choice of class.
Step 2: Generate Ability Scores
The DM may require the player to make random 3d6 rolls as with beginning
characters, but this arbitrary method may result in conflicts with the class
chosen. Instead, you might think about using one of these methods to
generate ability scores:
First Method: Rolling And Assigning Scores
The player rolls 3d6 eight times and keeps the six best scores. These
scores he assigns to his character's abilities in whatever order he chooses.
If, for instance, he chose for his character to be a fighter, he'll probably
assign the best scores to Strength, Constitution and Dexterity.
Second Method: Point Allocation
The DM may also give the player a point total and allow the player to
choose specific ability scores to fit the character being created. The DM
could give each player 60 + 5d6 points (that is, the player rolls 5d6, adds
60 to the total, and gets that as his number of points), or could give each
player an equal number of points-at least 60, but no more than go. The
player assigns these points to his character's abilities. Of course, the
range limitation of 3 to 18 for ability scores still applies.
Step 3: Note Bonuses and Penalties Based on Ability Scores
Use the Bonuses and Penalties for Ability Scores table in Chapter 1 (page
9) to determine bonuses and penalties derived from ability scores.
Step 4: Determine Character Level and XP Total
The DM decides the experience level at which the character starts. He
should decide by gauging what character levels his adventures require; if he
doesn't want all the characters to start at exactly the same level, he could
vary the character range by a random 1d4 die roll. For example, if he needs
characters close to 22nd level, the DM could tell each player to roll 1d4
and add 20 to it for his character's level; the characters would then be
from levels 21 to 24.
If the campaign already has high-level PCs and new PCs are joining them,
the characters should start no higher than two levels below the lowest-level
existing PC. DMs should be sure that the introduction of new experienced PCs
will not anger the players who've slowly and painfully built their
characters up through the experience levels.
Remember that demihumans gain special bonuses at specific amounts of
experience.
Step 5: Find Current Cash Total
Assign each new character cash equal to 1% of his experience points in
gold pieces. This money is not used for purchasing items. It is the amount
the character has left over when fully equipped, and We'll deal with
equipping the characters below.
DMs may adjust the percentage to fit your campaign, but the amount should
be a function of the experience point total. If characters are poor in this
campaign (through taxes, thieves, etc.), the percentage may be as low as
1/10 of 1% of the experience point total. If Dungeon Masters wish these new
characters to buy strongholds with their own coins (instead of simply
assigning them estates as part of their precampaign backgrounds), you might
increase the percentage up to 25% of the experience point total.
Step 6: Find Total Hit Points
Have each player, within your sight, roll his character's hit points up
to Name level (8th level for halflings, 9th level for all other characters).
Any human, dwarf, or elf character gets nine rolls; a halfling gets eight.
High-level characters, having survived for long time, usually have
greater than average hit points. The DM may account for this by allowing any
roll of 1 to be treated as a 2; he might even extend this by treating 2s as
3s instead.
Another method is to calculate the average number of hit points per die
(2 1/2 for d4, 3 1/2 for d6, and 4 1/2 for d8), add 1/2, and multiply that
result by the number of Hit Dice. For example, a 9th level fighter has nine
d8 rolls; take the 4 1/2 for d8, add 1/2 for a total of 6, and multiply that
by 9; the character would therefore have a base of 54 hit points.
After finding the total hit points from die rolls, modify it according to
the Constitution bonus or penalty. Take the adjustment for the Constitution,
multiply it by the number of dice foiled by the character (nine times for
most classes, eight times for halflings), and add it to the hit point total.
For example, a fighter with a Constitution of 15 gets a bonus of + 2 hit
points for nine levels, or 18 additional hit points.
Add the bonus hit points gained for each level above Name level. Hit
point bonuses above 9th level are not modified by Constitution.
Cleric: 9d6 (9-54 hit points) plus Constitution bonuses, +l/level
thereafter. Average per die: 3 1/2.
Fighter: 9d8 (9-72 hit points) plus Constitution bonuses, + 2 / level
thereafter. Average per die: 4 1/2.
Magic-user: 9d4 (9-36 hit points) plus Constitution bonuses, +l/level
thereafter. Average per die: 2 1/2.
Thief: 9d4 (9-36 hit points) plus Constitution bonuses, + 2 / level
thereafter. Average per die: 2 1/2.
Dwarf: 9d8 (9-72 hit points) plus Constitution bonuses, +3/level
thereafter up to 12th level. Average per die: 4 1/2.
Elf: 9d6 (9-54 hit points) plus Constitution bonuses, + 1 at 10th level.
Average per die: 3 1/2.
Halfling: 8d6 (8-48 hit points) plus Constitution bonuses. Average per
die: 3 1/2.
Druid: As cleric up to the point at which the character becomes a druid,
+1/level thereafter.
Mystic: 9d6 (9-54 hit points) plus Constitution bonuses, + 2 /level
thereafter. Average per die: 3 1/2.
Step 7: Choose Normal Equipment
A high-level character should be given any nonmagical items he desires,
within reason. A powerful character would have acquired a lot of property in
the course of a long and fruitful career. The player should eventually make
a complete list of all these items, but a partial list will suffice for the
moment. Note that characters keep many common supplies in storage and don't
carry them around on adventures.
The DM may wish to forbid or limit certain large or unusual items
(sailing vessels, castles, etc.), but remember that high-level characters
often own such things. If the DM decides, for any plot-related reason, that
the character has any outstanding debts (either ones he owes of ones owed to
him), he must inform the player.
Alternate Equipping Method
Alternatively, the DM may give each character an amount of cash (such as
20,000 gp total, of 1,000 gp per experience level) to spend on nonmagical
supplies. The DM may set the prices of supplies to suit the campaign, making
some items common, therefore cheap, and other items rare and expensive.
Step 8: Find Magical Equipment
Any character of Name level or greater should possess several magical
items. The exact number depends on your style of play and personal
preferences. Here are two methods to find the number and type of magical
items a new high-level character possesses. One or the other of these two
methods should work in most campaigns.
Method One: Buying
All characters get a number of gold pieces equal to their number of
experience points. 1/2 money is to be spent on magical items alone.
Give the players a list of available magical items. The price for each
item may be determined using the following list. A player may spend his
funds for any number and type of magical items,
This method is the most popular. A player may choose to buy a very
powerful item (a staff of wizardry, for example), paying an exorbitant price
for it, and taking fewer items overall as a consequence. The buying method
allows for great freedom in developing a character.
The DM can use the following Magical Item Price Ranges Table to help
decide the price of each magical item. Or, the following rule of thumb may
be used to help determine the price:
a. Determine the type of item and begin with the base price.
b. For every plus or combat bonus, add the base price to the current
total.
c. For every spell-like ability, determine what the equivalent spell's
level would be and add the base value for each level.
d. If the ability is phenomenal (such as a wish), add 100,000 gp to the
value.
e. For every charge possessed, add one-tenth of the base price.
Magical Item Price Ranges Table
Armor 10,000 to 500,000 gp
Miscellaneous Item 5,000 to 750,000 gp
Miscellaneous Weapon 5,000 to 250,000 gp
Missile 1,000 to 5,000 gp
Missile Device 10,000 to 250,000 gp
Potion 1,000 to 10,000 gp
Ring 10,000 to 250,000 gp
Rod 25,000 to 500,000 gp
Scroll 5,000 to 75,000 gp
Shield 5,000 to 100,000 gp
Staff 15,000 to 300,000 gp
Sword 5,000 to 500,000 gp
Wand 5,000 to 150,000 gp
Note that this set of prices is somewhat inflated from the price ranges
you'll see in the rules for magical item creation in Chapter 16. The prices
in that chapter, even doubled to reflect sales price, are more reasonable
for use in a campaign, while the prices here are more appropriate for this
method of equipping new characters with magical items.
Method Two: Assortment
Each player may take a number (selected by the DM) of potions, scrolls,
wands (or staves of rods), rings, miscellaneous items, armor and shield, and
weapons. The strengths (plusses) are determined, where applicable, by a d100
roll using the appropriate tables in Chapter 16. The assortment method gives
all characters a fairly even starting point. On the average, a character has
a number of magical items equal to half of his or her level of experience,
half of which are permanent magical items.
Though this may seem quite generous, remember that a high-level fighter
(for example) often has a set of magical armor, a magical shield, one or two
permanent magical weapons, and a few temporary ones (usually missiles) plus
a few potions, a useful scroll or two (often protection), a ring, and
possibly a few miscellaneous magical items.
The actual types and functions of most of the magical items should be
known by the player. Assume that all cursed or otherwise harmful items have
been discovered and appropriately cleansed or disposed of. The DM may
indicate the number of charges remaining in applicable items such as wands,
but should only give approximate numbers-the DM should tell the player how
many charges remain within a plus or minus 10% range, to cause uncertainty.
For example, a player could know that a wand has approximately 50 charges,
but he should be unsure of the exact number.
When in doubt as to the amount of magic to give out, be stingy. If
characters have too little magic, the DM can always add more during an
adventure. It is far more difficult to take away items already in play.
Step 9: Calculate Armor Class, Saving Throws, and Attack Rolls
Use the standard means to determine these pieces of information. Armor
class can be found in Chapter 1, while saving throws are given in each
character class description. Attack rolls are readily available from the
standard table in Chapter 8.
Step 10: Note Special Abilities
The player should review all the abilities of the character's class. A
cleric's turn undead abilities along with spells, special fighter
techniques, magic-user spells, thief skill percentages, and demihuman
special abilities should be written down on a player record sheet.
Note other special abilities from any optional rules you may be using.
Such special abilities include weapon mastery and general skills (Chapter 5)
and wrestling rating (Chapter 8).
Review and note down pertinent details on all magical items owned and
spells known.
Spell Books
For magic-users, the DM must decide which spells the character knows and
record them in the character's spell book. A magic-user should have at least
one more spell (at each spell level) in the book than the character can cast
per day.
For example, a 26th level magic-user can memorize four 8th level spells,
so the character should have at least five 8th level spells in his of her
spell book.
Elf characters can gain more spells for their spell books even after they
peak at 10th level. For an elf spell book, find the elf's equivalent level
(comparing the elfs experience points to those of a magic-user and give the
same number of spells as for a magic-user, but only give spells through
level 5, the maximum that an elf can memorize). In addition, an elf
character may have scrolls of higher-level spells. The DM can add a 10%
chance of failure whenever an elf uses a scroll with a spell of 6th level or
higher.
Step 11: Reveal Campaign
Details
The DM may choose to prepare a detailed background for each new
character. The character may be on a special quest, or perhaps affected by a
curse or other external force. The DM should also list current rumors,
mysteries, or clues of which the player character is aware.
The DM should create any retainers associated with the PC. If the
character is a ruler, the DM should have a general idea of the location of
the character's castle and the size, location, population, and resources of
the dominion.
Using these basic dominion details (see Chapter 12), you can quickly
calculate the net monthly incomes (resource, tax, and standard). For an
established dominion, assume that the current treasury total is equal to
three months' unmodified income. The dominion confidence level starts at 250
(average). If the character rules lesser dominions, the DM should determine
their details.
Retainers
A character may gain retainers whose combined experience levels total the
character's as long as: (a) no retainer's level is greater than half that of
the character; (b) the retainers are of the same general class as the PC
(such as fighter retainers for a paladin or knight); (c) the number and
morale of such retainers may not exceed that determined by the character's
Charisma score.
Retainers should have a full complement of common equipment, including
mounts. All the costs of finding and hiring them have already been paid. Any
magical equipment must be purchased by the player character as part of the
magic chosen by the character in Step 8.
Troops
Any ruler may have a standing army. Other characters may have a group of
mercenaries, but only with the special permission of the local filler. The
number of troops may be no greater than four times the character's level in
total Hit Dice. These troops have normal weapons, have trained with the PC
for 13 weeks or less, and have less than 2 Hit Dice each, with officers
having 1 more Hit Die.
The cost of hiring, equipping, and training these basic troops is
considered to have already been paid. The player must pay from his available
cash for higher-level troops or officers, better equipment or training,
mounts, missile fire ability, flying ability, magic, etc. As soon as the
character starts play, normal costs (such as monthly expenses for support)
begin.
Use the War Machine mass combat system from Chapter 9 to calculate the
troop class and battle rating of the force. If mass combat occurs use either
the War Machine or, for game campaigns using 25mm miniatures, the BATTLE-
SYSTEM- Miniatures Rules to resolve it.
Step 12: Establish Character Background and Personality
The player may want to create the following details of the character's
background:
Place and time of birth
Social and financial status of parents
Early training and cultural exposure
Times, locations, and results of noteworthy adventures
Recent conflicts, successes, etc.
The player should also think about ways to establish and develop the
character's personality including such factors as:
Physical attributes
Mental attitudes
Likes and dislikes
Personal quirks
Lifestyle
Preferred companions
Preferred weapons and methods of combat
Ambitions, hopes, goals, and future plans
He should discuss all these choices with the DM and even with the other
players, so that they can establish prior links and relationships between
all the new characters.
With all that accomplished, the new high- level characters can begin
play.
Nonplayer characters belong to a number of different categories:
retainers, mercenaries, specialists, etc. This chapter will deal with all
these types of NPCs.
Retainers
A retainer is a person hired by a character to help on an adventure or a
series of adventures. Retainers are sometimes called "hirelings." Retainers
are never characters run by players; retainers are always NPCs run by the
DM.
The DM may prefer that PCs not hire retainers in his campaign. This
decision is especially common when there are plenty of PCs to accomplish the
campaign's adventures, of when the player characters are strong enough to
handle the adventure's dangers. In games with only a few players or with
weak and inexperienced characters, the DM usually permits the PCs to hire
retainers.
Hiring Retainers
When the PCs decide that they need to hire some retainers, the Dungeon
Master can simply ask them how many and what kinds they want, pass the game
time it would take to find them, and announce that they've been hired.
Or, the PCs can go through the process of hiring them personally, and the
players role-play the significant encounters and interviews.
When using the latter method, follow these steps:
1. The characters search for retainers. The DM should be ready to
describe the local tavern or meeting place in town and to improvise other
locations where the PCs will look for retainers.
2. The DM decides how many people will apply for the jobs based on the
money and terms the PCs offer and the PCS' reputation as employers (if any).
Most applicants will be "normal men" unsuited for adventure; for every few
normal men, there will be one or more 1st or higher level NPCs. (Applicants
will never be more than half the experience level of the PCs-unless the PCs
are themselves 1st level, in which case some of the applicants will also be
1st level). It will not be immediately obvious which characters are normal
men and which are higher level; these characters don't wear their experience
levels on their sleeves!
3. The PCs conduct the interviews. They must specify the pay they offer,
what is expected of the retainers, and what the expected length of employ
is. The NPCs may ask detailed questions about the job and challenge the PCs
about any rumors told about the PCs and their previous relationships with
retainers. The PCs don't have to conduct a separate interview for every
applicant; the DM will probably only want to role-play out the most
interesting interviews. NPCs with interesting personalities, even those who
are "normal men" characters and are trying to bluff their way into PC
employ, are the ones who deserve to have their interviews played. Remember
that some interviews will be with one NPC who is the leader of his own small
band; in such a case, the PCs either hire the entire band or no member of
the band.
4. The PCs can discuss the interviews and decide who they want to hire.
They then talk to the NPCs again -and make their formal offer. Roll on the
"Retainer Reaction Table," modified by the offering PC's Charisma adjustment
and any factors the DM thinks significant (such as especially high or low
pay-rates). Most of the NPCs will accept; those who decline will do so
because they want more money or had a bad reaction to the PCs during the
interview.
5. For all the NPCs they hire, the PCs must buy all necessary equipment;
the minimum necessary equipment of armor and one or two weapons becomes the
permanent property of the NPC and constitutes a "hiring bonus."
6. The DM must make up character sheets for all retainers. The PCs ought to
work up "retainer sheets" to list all the details the PCs know about the
retainers, including the retainers' names, character classes, races, list of
weapons and equipment carried, and personality traits, plus any other
information you wish to remember.
Employer Charisma
Remember that the PCs' Charisma scores affect the number of retainers they
can employ. See the Charisma Adjustment Table in Chapter I (page 10) for
this number. Normally, you use the highest Charisma score among the PCs to
determine the total number of retainers the PCs can hire. If the PCS feel
they must have more retainers and the DM agrees, each PC should hire his own
retainers based on his own Charisma score.
Retainer Reaction Table
2d6 Retainer
Roll Reaction
2 Refuse, insulted*
3-5 Refuse
6-8 Roll again
9-11 Accept
12 Accept, impressed**
* Insulted: Reactions of other potential retainers in the area are
penalized by - 1.
** Impressed: Retainer's morale is high, for + 1 bonus.
Retainer Morale (Optional)
The morale of a retainer is a measure of the NPC's willingness to follow the
PC in the face of danger. If the morale score is a high number (good
morale), the retainer will stand fast, but if it is a low.number (bad
morale), the NPC may run away in a dangerous situation. The morale score is
determined by the employing character's Charisma score; see the Charisma
Adjustment Table in Chapter 1 (page 10) for this number. The DM may adjust
retainers' morale scores due to PC actions, rewards, and so forth. Retainer
morale should be checked after each adventure, and may be checked during
adventures.
Using Retainers
Remember that retainers are characters, not robots. A retainer doesn't know
that he's an NPC; in his own mind, he's the hero of his own story. He won't
obey PCs' orders blindly or let himself be sacrificed to profit the PCs, and
he won't be a happy employee if treated badly, threatened, or needlessly
endangered.
Retainers and Treasure
Retainers do not normally get a share of the treasure found on an
adventure; regardless of the treasure recovered, they receive a set salary.
See the "Dividing Treasure" guidelines from Chapter 16 for more on this.
When PCs hire retainers, they should clearly state whether or not the
retainers receive any shares of treasures. If the PCs do not do so, the
retainers will certainly ask about this in the course of the interview. If
the PCs do pay the retainers a bonus from treasure, that may make the
retainer more loyal. In other words, the well- treated retainer will face
greater dangers without running away, and will obey the PCs' instructions
more often.
Retainers and Experience
When the DM calculates experience points at the end of an adventure, the
total amount of experience points earned by the group is divided among the
number of characters. A retainer gets one share of experience just as any
player character does.
Mercenaries
Mercenaries are hired soldiers who will fight and perform other typical
military tasks. They do not normally go on dungeon adventures, and will only
participate in certain wilderness adventures (fighting other armies,
clearing monsters around a castle, defending the castle, etc.).
Players should be aware of the morale of their mercenaries; high death
rates, low pay, and other poor treatment- will cause them to revolt or
desert their liege. Good treatment and exciting but not extraordinarily
dangerous service will lead to greater loyalty, as will success on the
battlefield.
Mercenaries are often hired to guard a castle or stronghold. The
following costs only cover normal upkeep (feeding and supplying that soldier
with normal gear). Mercenaries will already own their own weapons and armor,
but a stronghold. owner will need to employ armorers (100 gp/month) and
smiths (25 gp/month) to keep the arms and armor in good condition.
For hazardous (wartime) duty, double all the costs shown (for mercenaries
only!) on the Mercenaries Table; standard practice is to pay double normal
pay-scales in times of war. The DM should decide what types of troops a
character may employ, and their starting morale.
Specialists
The characters may, at some point, want to hire NPCs with special training
or skills in certain areas other than mere fighting. These people are known
as specialists. Specialists are not retainers, and they will not go on
adventures. However, a character may hire as many specialists as he can
afford.
PCs find specialists by posting notices in towns and conducting
interviews, as with retainers.
Chapter 11: Nonplayer Characters
Mercenaries Table
(All 1st level; they come with the minimum equipment indicated below;
prices quoted are in gp/month; double pay rates for wartime.)
Such notices may be answered by none, one, or many persons, depending on
the type of specialist wanted, the size of the local population, the
reputation of the employer, and the amount of money or bonus offered. The DM
may wish to establish guilds for various professions where certain types of
specialists are commonly found.
The following list of specialists is not comprehensive; the DM may want to
introduce many other types.
Specialists Table
Type of Employee Cost/Month (gp)
Alchemist 1,000
Animal Trainer 500
Armorer 100
Engineer 750
Magic-User 3,000+
Sage 2,000
Seaman-
Rower 2
Sailor 10
Navigator 150
Captain 250
Spy 500+ *
Price is per mission.
Alchemist (1,000 gp/month): If given a formula or a sample, an alchemist
may make a duplicate potion at half the normal time and cost. Alchemists may
also conduct research into different types of potions at twice the cost and
time required for a magic-user.
Animal Trainer (500 gp/month): Any PC can train a horse, mule, or dog;
training any other animal or monster requires an animal trainer. Each animal
trainer can handle up to six creatures. The first "trick" or command taught
should require at least a month, and each additional command should take at
least another two weeks. The lengths of time involved will vary with the
intelligence of the animal, the complexity of the trick, and so forth.
Training must be continuous or the animal becomes "untrainable."
Armorer (100 gp/month): For every 50 fighters hired, the PC must employ
one armorer to maintain their weapons and equipment. Any armorer not
employed in the maintenance of this gear may make nonmagical armor and
weapons at the rate of one suit of armor, three shields, or five weapons per
month. For every three assistants (one of which must be a smith) the
armorer, may double this output, but a single armorer can only manage six
assistants.
Engineer (750 gp / month): A PC needs to hire an engineer for the
construction of castles and large structures. Dwarven engineers usually
specialize in tunneling. One engineer must be hired for every 100,000 gp or
less in construction costs.
Magic-User (3,000+ gp/month): See the character class description of
magic-users, under "At Higher Experience Levels," for the description of the
magist. A stronghold owner may wish to employ a magic-user on a more
temporary basis to perform magical constructions, to set up magical traps,
or to aid in a siege, thus explaining the listed temporary hiring fees.
Sage (2,000 gp/month): A sage is an advisor, capable of answering
questions involving obscure knowledge. However, there is always a chance of
failure in researching obscure questions. The DM must decide on extra costs
of finding ancient books and time required. Sages are usually rare, and
there might be few in an entire campaign.
Seaman (Rower, 2 gp/month; Sailor, 10 gp/month ; Navigator, 150 gp/month;
Captain, 250 gp/month): Rowers handle oars on galleys and longships. They
fight as normal men, and only when the situation is desperate. Sailors are
usually normal men who a-re capable of sailing vessels and fighting as light
foot mercenaries when the craft is attacked. A navigator is skilled in
piloting a ship on long ocean voyages. Any ship without a navigator becomes
lost when losing sight of land. A captain, needed for most ships, has the
skills of a sailor and knows coastal waters.
Spy (500+ gp/mission): A spy (usually a thief) may be hired to spy on a
group the character wants more information about. The spy may either be an
outsider who attempts to join the group or a member of the group who is
bribed to become a spy. The DM must decide on the length of the mission,
chance of success, and so forth, based on the information wanted,
precautions against such spying, and the amount paid. There may be a chance
that the spy will betray the character; the spy's loyalty is known only to
the DM.
General Skills
If you're using the optional general skills rules from Chapter 5, each
specialist character will possess the skill that corresponds to his
profession, as shown in the following.
Specialists and General Skills Table
Type of Skills
Specialist Acquired
Alchemist Alchemy
Animal Trainer Animal Training
Armorer Craft: Smithing
Engineer Engineering
Sage *
Seaman-
Rower Profession:Seamanship
Sailor Profession:Seamanship
Captain Leadership,Profession:Seamanship
Navigator Navigation,Profession:Seamanship
Spy **
* A sage will have a high Intelligence score; most of his skills will be
knowledges and sciences. Since no character can have all the knowledge and
science skills, each sage will be different, specializing in a different set
of subjects.
* No specific skills are required for a character to be a spy, but most
spies have one or more of the following: Acting, Alertness, Disguise, Lip
Reading, Stealth, Thief abilities.
Stronghold Retainers and Staff
In Chapter 2, we discussed how characters reaching Name level and
building their strongholds often attract retainers who serve in those
strongholds. We deal with that subject in the next chapter, "Strongholds and
Dominions."
In addition to retainers, a stronghold usually has a staff to maintain
it. Although members of a stronghold's staff are NPCs employed by the player
character, we also deal with them in the next chapter.
Any character of any level can build himself a home-if he has the money
to do so. Unless he is sufficiently experienced and well known, he cannot
build himself a stronghold - a fortification that allows the PC to assert
his authority over the surrounding countryside.
Dealing With the Authorities
When the character reaches Name level (9th level for most classes, 8th
for halflings), we normally assume that he has sufficient experience and
reputation that the region's rulers (kings, princes, etc.) approve of him
becoming a stronghold ruler, or are cautious or respectful enough of him
that they prefer not to oppose him on this matter. The following guidelines
describe how characters go about becoming stronghold rulers.
Clerics
When a cleric of 9th level or greater decides to construct a stronghold,
consider the cleric's personality and history: Decide whether the player has
done a good job at playing the character properly. If the cleric has ever
been punished by his clerical order or by his Immortal patron, because of
severe alignment changes, the cleric's order will not become involved in the
construction of the stronghold.
On the other hand, if the player has done a very good job at all times of
adhering to his alignment guidelines and helping his clerical order, the
order will pay for half the cost of the entire stronghold!
If (as most commonly occurs) the situation is somewhere in between these
extremes, the order will pay for up to 50% of the stronghold's cost. The DM
decides how much the order will pay.
Demihumans
When a dwarf, elf, or halfling character builds a stronghold (within the
conditions given in each class description), the character's family will
help to find a location. Then, if the character does not have the money to
build the stronghold, the family will loan up to 50% of the cost to the
character. If the character's Clan has a smaller stronghold than the new
one, the Clan will move in. Otherwise, they still support the new stronghold
by transferring up to 40% of their Clan to the new location.
If the character's stronghold is ever threatened by enemies, the whole
Clan may come to the aid of the stronghold and may (if the threat is serious
enough) bring other Clans. Even whole armies of monsters often hesitate at
the thought of starting a major war against an organized demihuman Clan
stronghold.
The political leader of a Clan is called the Clanmaster; the spiritual
leader is the Keeper of the Relic. A player character does not normally gain
any of these titles; they require great amounts of work and time, leaving
none for adventuring. The highest rank normally achieved by a PC demihuman
is that of Clanholder. A Clanholder serves the Clan, and may indeed own the
structure of the Clan stronghold, but he does not control the Clan members.
The demihuman races care little for human politics, and Clanmasters and
Keepers do not seek human dominion titles. A PC Clanholder, however, may
seek and achieve a title (baron, count, etc.) by representing the Clan in
its dealings with humans. Permission must first be obtained from the
Clanmaster and Keeper, but this is a common practice (especially if the PC
owns the stronghold)..
Druids
Druids do not build strongholds, employ mercenaries, or hire civilian
employees. However, druids do establish the same soft of authority over
their surroundings that other Name level characters do. Local rulers ignore
the presence of druids, pretending they don't exist, and druids normally
confine their demonstrations of authority to people who abuse and wantonly
destroy the forests protected by the druid.
Fighters
When a fighter of 9th level or higher decides to build a stronghold, it
is assumed that rumors of the character's great skill soon reach the ruler
of the province or nation. To help gain the good will of the powerful
character and his friends, the ruler will probably award some official title
to the fighter. This award is usually that of baronial status; the PC is now
entitled to call himself a baron (or baroness, with female characters). In
such a case, the following events take place:
* Before construction starts, or while the stronghold is being built, the
fighter is summoned to the ruler's stronghold and is officially proclaimed a
baron or baroness.
* A scroll of rulership is drawn up, signed by the ruler and the
character, and is given to the fighter as proof of the ruler's approval and
support.
* The fighter returns to his territory and rules that territory. In times
of war, the fighter must lend military aid to his ruler; if the fighter's
territory is being invaded, the ruler will supply the fighter with military
aid, if the fighter indicates that he needs it.
Alternatively, the DM might have established steps the fighter must
undertake to be awarded a grant of nobility in the campaign. He might, for
instance, have to serve the nation's ruler as a general to demonstrate his
ability and loyalty, quell a number of military revolts or bouts of civil
unrest, or receive the approval of a simple majority of the nation's other
nobles, etc. If he fails to achieve these ends, the fighter cannot own a
stronghold.
Magic-Users
When a magic-user reaches 9th level or greater and builds a tower, the
local ruler normally issues a proclamation; this proclamation makes it clear
that the ruler's subjects are not to interfere with the magic-user or the
tower. The magic-user does not have to seek permission or win approval of
the local authorities; high level magic-users are notoriously independent
and rulers seldom dare to make enemies of them.
If the magic-user's tower is ever attacked, despite the proclamation, the
ruler will usually send assistance. However, if the attacker is another
magic-user, the ruler will not interfere; rulers rarely, if ever, meddle in
the affairs of wizards.
Mystics
When a mystic reaches 9th level, he may decide to build a stronghold
called a cloister. If the mystic has had a good and noble adventuring
career, the Grand Abbot of the mystic's current cloister will help the
mystic build the new cloister: The Grand Abbot will pay up to 100% of the
construction costs of a modest cloister. The new cloister remains a branch
of the old cloister until the mystic reaches 13th level, at which time it
can become an independent cloister.
Mystics do not rule lands. A cloister's mystics and mystics-in-training
may farm the surrounding lands to support themselves, and may keep the
region clear of dangerous monsters. But they never assert authority over
nearby communities, nor are they required to send troops to local rulers.
Cloisters exist to spread the scholastic knowledge and discipline of the
mystics' profession; though a cloister in a dangerous area may be built like
any castle, it behaves like a school, not a ruler's fortress. For these
reasons, regional rulers do not normally become involved with mystics and
their cloisters.
Thieves
When a thief reaches 9th level or greater, to build or buy a hideout, he
must seek the approval of the Thieves' Guild. If another Guild is operating
in the area, permission may be denied. However, if the character chooses an
area not al. ready controlled, the Thieves' Guild will help by recognizing
the character's hideout as an official branch of the greater Guild and also
by sending new apprentices to work for the character. If a rogue thieves'
gang starts pilfering in the character's area without permission, the
character can ask for and will probably receive Guild support in stopping
such actions.
Members of the Thieves' Guild will normally be willing to tell a new
master thief where he can start a new branch of the Guild. Most villages and
small towns should not have hideouts, and larger communities may have one
branch for every 1,000 normal nonadventuring residents.
Note that thieves are not often liked by towns. people or rulers, but the
Guild is an accepted fact of life. Many powerful adventurers find thieves
very useful during their adventures, and thus they support the Guild
indirectly. Rulers arc too wise to incur the wrath of player and non. player
characters by harassing or destroying the large Thieves' Guild network.
Independent Strongholds
If a character has been denied permission to build a stronghold (owing to
failure to meet 6 rulers' requirements), he has a couple of options.
Biding His Time
The character can decide to wait and work to. ward gaining the acceptance
of the ruler who has denied him the necessary permission. In the meantime,
he may build himself a dwelling but cannot surround it with defensive walls
and cannot have more than 50 mercenary employees
Chapter 12: Strongholds and Dominions
If he tries building a walled structure or employing a larger force of
troops, he will make an enemy of the region's overall ruler, who will see
him as an immediate threat to the throne. The ruler may decide to march
troops against the PC, or to send a series of warnings before attacking, or
to take more subtle steps to curb the PC's ambitions, as the DM chooses.
Settling the Wilderness
The character might instead decide to take all his worldly goods out to
an area considered true wilderness: No human or demihuman ruler lays claim
to this land. There, he can build his stronghold and be its ruler.
In doing this, the PC is declaring his independence from his former ruler
and establishing his own little nation. This could anger his former ruler;
of, that ruler might approve and hope that the PC will be a success so that
the ruler can later make treaties of allegiance with him.
The PC can choose his own title of rulership. If other dominions are near
the newly founded dominion, however, their rulers may react unfavorably to
the "upstart:' depending on the title assumed.
The Ruler Reactions Table gives a percentage chance of a reaction. roll
d% for each NPC ruler of a domain near the newly founded territory.
If the roll indicates a reaction, the ruler will, at the very least, send
spies and agents to gather information about the PC's dominion. A reaction
roll may be used to help determine further actions. A friendly ruler may
send ambassadors, seeking alliance or friendship. An unfriendly ruler may
send hired bandits of even an army. The exact actions must be decided by the
DM, based on the nature of the campaign and further actions by the player
character involved.
Remember, too, that an area might be considered wilderness because it is
considered the property of some monster (such as an orcish culture, or a
very territorial dragon); the PC could make himself permanent enemies by
moving into territory that is claimed by some monster.
Titles
A fighter who follows the normal procedure for becoming a stronghold
ruler typically becomes a baron. This section details other titles of
nobility in the game-titles the character can aspire to and titles of nobles
the character will be dealing with.
In your own campaign, you may not wish to limit the acquisition of
standard noble titles to fighters alone. A thief posing as a fighter might
follow the fighter's procedures (though he'll probably have a secret
Thieves' Guild headquarters in his stronghold), for example.
The ruler of a dominion is called a noble, a member of the nobility.
Nobles normally gain their titles by grant from a member of the royalty (see
below), or possibly from some other sovereign (independent) ruler.
If the PC has a dominion within the structure of an existing realm, then
the PC's title is based on the following. Both masculine and feminine terms
are given (feminine in parentheses). All titles are cumulative; for example,
a king could be a duke, marquis, count, viscount, and baron.
A ruler who loses or leaves a dominion may keep his or her title gained
through rulership, regardless of current status, assets, etc.
A baron (baroness) rules a dominion of at least one stronghold and the
population needed to support it. The dominion is called a barony. A baron
may build additional strongholds within his dominion, and the character may
appoint seneschals to rule them.
A viscount (viscountess) rules one or more baronies, at least one of them
through a baron. The greater dominion has no special name. A viscount may
also be a baron and thus directly rule a barony, or may choose not to keep
that duty, as desired. A viscount can become a count only by adding a
dominion by conquest; other methods of adding dominions do not change his
title. A viscount may appoint seneschals.
A count (countess) is a viscount who adds a dominion by conquest and rules
at least three lesser dominions. The greater dominion is called a county. A
count can only become a marquis by adding another dominion by conquest. A
count may appoint barons and seneschals.
A marquis (marquise) is a count who has added one or more dominions by
conquest (in addition to the ones necessary to become a count). If other
dominions are added by any method, the title of duke can be gained. A
marquis may appoint barons and seneschals.
A duke (duchess) is a marquis who has added one or more dominions by any
method. Further additions do not alter this title. The greater dominion is
called a duchy. A duke may appoint seneschals, barons, viscounts, counts,
and marquises, as long as the dominion requirement for each is met.
Royal Titles
The term royalty is reserved for kings (or higher rulers) and their
families. Any royal ruler may, if desired, reserve the fight to bestow noble
titles. The following definitions are for D&D gain purposes, and do not
precisely match the historical titles of the same names.
An archduke is a duke who is a relative of a king of emperor, and who
rules a dominion in the kingdom or empire. The dominion is called a grand
duchy. This title can also be given by an emperor to an independent duke who
joins the empire, though this is very rare.
A prince (or princess) is a child of a king or emperor, whether by birth,
marriage, or adoption. A prince is usually a baron, but he need not be a
dominion ruler unless desired. A prince cannot giant other titles unless a
dominion is ruled, and the limits of the dominion rank apply. For example, a
baron prince can only appoint seneschals. The dominion of a prince is called
a principality.
A crown prince is a prince who will inherit a kingdom when the current
king dies. An imperial prince is a prince who will inherit an empire when
the emperor dies.
A king (of queen) is a ruler of a large greater dominion, a kingdom. The
lesser dominions within it are ruled by archdukes, dukes, or other rulers.
An emperor (or empress) is a ruler of a group of independent dominions,
each ruled by a king, queen, archduke, duke, or lesser ruler. The greater
dominion is called an empire.
For kingdoms and empires, accurate dominion details cannot be given; the
types vary widely. If desired, a group of duchies may make up a principality
that can be part of a kingdom, and all of them collectively can be part of
an empire.
Forms of Address
The following terms are used when speaking to any ruler in formal or
social settings:
Baron, Viscount, Count, or Marquis: "Your Lordship/ Your Ladyship"
Duke of Archduke: "Your Grace"
Prince: "Your Highness"
Crown Prince: "Your Royal Highness"
Imperial Prince/Princess: "Your Imperial Highness "
King/Queen: "Your Majesty"
Emperor/Empress: "Your Imperial Majesty"
Other titles are often used in addressing other important persons. For
example, a knight is always "Sir" or "Madam" unless "Lord" or "Lady" applies
and is then used instead. You may add other titles as desired.
A royal person (archduke or higher) usually uses the term "we" instead of
"I" in formal speech; as royalty and as a high-taking ruler, the "we"
pronoun represents both the ruler and his dominion.
The Construction
Process
Once a PC has been granted permission to build a stronghold (or, in the
case of magic- users, simply decided to build the stronghold), he must first
clear the local area of monsters. The "local area" constitutes one map hex,
or an 8- mile by 8-mile area. The character enters the area with a force of
men and either fights or negotiates with any monsters in the area.
An area is considered clear when all significant monsters in the area
have been killed, driven out, or persuaded (through bribery, threats,
persuasion, or mutual-defense agreements) to leave
the PC's subjects alone. Note: Normal local wildlife does not constitute
"monsters" for this purpose. The PC will have to clean out any mankiller
animals, but does not have to destroy every normal animal in the region,
even if these animals may be dangerous when menaced.
When the area is clear, the player draws a complete map of the stronghold
he wants to build, using the details from the Fortifications Table. After
the DM reviews and approves the plans (sometimes suggesting changes), the PC
must find and hire an engineer, and, if the PC has the money to build his
new home, the construction begins.
Stronghold Plans
Most characters build strongholds that are medieval-style castles: a
series of small buildings surrounded by a large stone wall. The whole
complex is built so that the builders may add extra sets of walls, and may
build additional structures within the innermost wall. Some of the elements
normally found in a castle are the keep, a strong defensive building where
the castle's defenders may retire if the walls are breached; barracks to
house hired fighters; a manor, the normal home for the character, his family
and servants; and simple wall defenses, such as a small tower plus
gatehouse. A full castle complex can easily cost over 250,000 gp!
When drawing stronghold plans, the designer needs to allow for thickness
of walls on his drawing. A castle's outside walls are about 10' thick, tower
and gatehouse walls are about 5' thick, and stone house wills are about
l'-2' thick.
Costs and Time
Costs
The Fortifications Table gives you the prices and characteristics of the
"building- blocks" that are put together to make a stronghold.
The costs for typical structures are average for heavy construction
taking place well away from heavily-settled areas. Most PCs are permitted to
build their strongholds in unsettled, unruly lands; wizards, however, build
where they choose. The costs shown include the costs for paying, feeding and
sheltering the laborers who build the stronghold, but don't include the cost
of engineers hired to oversee the site. The DM may round off costs to the
nearest convenient figure to make record keeping simple.
Important Note: These costs can be used for structures other than
strongholds. For example, a 5th level fighter might want to spend some of
his hard-won treasure on a town house; he can use the Fortifications Table
to choose and buy the type of dwelling he wants.
The DM may adjust the amounts for special circumstances; a nearby dwarven
mining town might supply plenty of stonework at lower costs or supplies
might have to be carted in for greater costs. More significantly,
constructions in settled areas (i.e., constructions in areas already ruled
and heavily settled, and in the vicinity of a town or larger community) cost
much less to build. In settled areas, stone constructions cost about 40% of
the prices listed; wooden constructions in settled areas cost about 20% of
the prices listed.
Construction Time
The time required for construction is one game day for every 500 gp
spent. This assumes the land has already been cleared and prepared and all
the materials are on hand. For every 100,000 gp (or less) in costs, one
engineer must be hired.
Notes on the Table
Construction Details: Most of these terms are self-explanatory, but you
can look at the "Description" column (far right) for details if the term is
unfamiliar.
Cost (gp): This is the detail's cost in gold pieces. Remember that this
is the cost for rural construction; in heavily-settled areas, stone
construction is 40% of the amount quoted, and wood construction is 20%.
However, heavily- settled areas already have rulers who normally won't allow
PCs to build full castle complexes; PCs are normally limited to buying
smaller homes with limited defenses.
AC: Two armor classes are given; the left-hand armor class is effective
vs. missile fire, and the right-hand armor class serves to protect vs. melee
attacks. Therefore, the gatehouse ( - 4 / 6) is armor class - 4 vs.
ballistas, catapults and the like, but is only armor class 6 against
battering rams.
hp: Hit points; remember that an ordinary sword or fist won't serve to
knock construction down. Consult the Siege Machine Weapons Table in Chapter
9 for effective weapon damage against construction.
BR + (War Machine): This is the construction detail's bonus to the BR
rating of a military force within it. When using the War Machine mass combat
rules, the BR bonuses apply only to the defending force, and only if that
force remains within the fortifications. Note that these bonuses replace the
standard + 50 bonus for a fortification (see Siege Machine for details).
Description: This column gives additional details about the construction
element, including dimensions.
Notes on Construction Details
Arrow Slit: This is a defensive window that may be built into towers,
gatehouses, keeps, stone or wood buildings, even dungeon corridors. An
archer firing through it gets its defensive bonuses; he has only a 60' field
of fire out from the window.
Barbican: The standard entryway into a castle. Its walls are stone, 30"
(i.e., 2 1/2') thick.
Battlement: These go on top of stronghold walls. The AC is for the
battlement itself (when it is being attacked by artillery, for example); it
does not apply to the defenders who stand behind the battlements, but DMs
may use the optional rules for cover to give defenders an AC bonus (see
Chapter 8).
Building, Stone: This is a standard dwelling, two stories tall made of
stone. The price includes interior walls, doors, stairs, floors and roof of
normal wood; the exterior walls are stone 1' thick. The exterior walls may
be arranged as the designed wishes: 30' x 40' is most practical and most
common for dwellings, while 20'x 60' is very practical for workshops,
bunkhouses and dormitories. The interior walls and doors may be arranged as
the builder desires.
A stronghold designer can place mo or more such buildings together and
consider them one continuous building; if a PC needs to build a large manor,
this is one way to do it. When mo stone buildings are placed together in
this fashion, their BR + bonuses do not combine.
Building, Wood: This building is of the same dimensions as the stone
building above, and follows the same rules for layout and combining
buildings together to form one building. A wood building can only be
combined with another wood building; if placed it next to a stone building,
the two are considered separate structures.
Door, Exterior (Iron or Stone): Such a door is normally placed on the
entrances to keeps and stone buildings in order to make them more
defensible.
Door, Interior (wood, reinforced, iron/stone, secret): Keeps, stone
buildings and wood buildings come with interior and exterior wooden doors.
These doors can be upgraded to reinforced, iron or stone doors by paying the
appropriate amounts; not all doors in a dwelling have to be reinforced.
Other types of construction (such as gatehouses and dungeon rooms) do not
come with interior doors, which have to be added at full costs.
Drawbridge: This is the standard wooden platform raised and lowered by a
crank device.
Dungeon Corridors: These are the costs for ordinary construction of
dungeons. You can also use the cost listed for dungeon corridors to build
secret passageways through castle walls.
Floor, Improved (fine wood, flagstone, tile): This is a finishing detail;
it has no effect on the stronghold's defensiveness, but improved floors make
the building look nicer, a good tactic for impressing visitors,
demonstrating one's personal financial worth, etc.
Gate, Wooden: This is the standard entryway through wooden walls; stone
walls normally take a gatehouse or full barbican. The wooden gate consists
of two large wooden doors with wooden reinforcing bars that enable the
defenders to lock attackers out.
Gatehouse: This is the basic entryway through stone wails. It consists of
a building with a passageway through it; the outside face of the passageway
is barred by a portcullis, while the interior face of the passageway is
guarded by a wooden gate. Add a drawbridge on the outside and two towers
flanking the gatehouse, and the gatehouse is a barbican instead.
Keep, Square: This is the basic ingredient of the castle: A heavy stone
building that is the castle's last refuge when the walls are breached. A
keep is massive: 60' on each side by 80' high. In a small castle, the keep
is also the home of the family; in a large castle complex, it may be used
principally for storage and possibly for housing troops when an area is
attacked.
Moat, Unfilled or Filled: This is a defensive ditch; some are just
earthen ditches that make it difficult for invaders to get to the walls,
while others are filled with water of mud to increase the difficulty.
Roof, Improved: These, like improved floors, are cosmetic improvements
designed to demonstrate the builder's wealth. However, tile root do not bum,
which gives them a defensive benefit against burning pitch during a siege.
Shifting Wall: This is the sort of feature tricky builders use to provide
for quick getaways, to
trap dungeons, or to confuse invaders.
Construction Detail Description
Barbican Two towers (30'x 20') + gatehouse, gate & drawbridge
Battlement: Crenelated parapet 100' long
Building, Wood Two-story (120' of walls, doors, stairs, floors & roof)
Building, Stone Two-story (120' of walls; doors, stairs,
floors & roof of wood)
Door, Exterior
Iron or Stone Reinforced & barred (7'x 5')
Drawbridge Wooden reinforced (10'x 20')
Dungeon Corridor 10'x 10'x 10', stone-flagged, stone walls
Gate, Wooden Reinforced & barred (10'x 20')
Gatehouse Stone (20'x 20'x 30'), includes gate & portcullis)
Keep, Square Stone (80' x 60' x 60')
Moat, Unfilled Ditch (10'deep, 20'wide, 100')
Moat, Filled Canal (10' deep, 20' wide, 100')
Tower, Bastion Stone, half-round (30'x 30')
Tower, Round I Wide tower, stone (30'x 30')
Tower, Round II Narrow tower, stone (30'x 20')
Wall, Castle Stone (20'x 5'x 100') with battlements & stairs;
BR+ is +1 per 10' section)
(Attacker gains + 1 BR/ 10 foot breach)
Wall, Wood Stockade (20' x 5' x 100') with walk & stairs;
BR+ is +1 per 20' section
Window, Open 3'x 1'
Window, Barred 3'x 1'
Finishing Details Cost (gp) hp Description
Arrow Slit 10tt - Angled window 3' tall, 1' wide
Door, Interior
wood 10 10 3' wide, 7' high de, 7' high
reinforced 20tt 25 3' wide, 7' high
iron / stone 50 35 3' wide, 7' high
secret cost X 5 - 3' wide, 7' high; hp by material type
Floor, Improved
fine wood 40 25 Price is per 10'x 10'
flagstone 100tt 25 Price is per 10'x 10'
tile 100tt 25 Price is per 10'x 10'
Roof, Improved 25 Same Costs as "Floor, Improved"
Shifting Wall 1,000 25 10'x 10'
Shutters (window) 5tt 10
Stairs, Improved
fine wood 20 30 3' wide, 10' ascent
stone 60tt 75 3' wide, 10' ascent
Trap Door cost X 2 - 4'x 3'; hp by material type (see "Doors")
* This price includes and assumes roofs, interior walls, doors and staffs
of standard wood construction (15 points of damage to make a hole).
** These prices include digging and mining down to 50'. For levels below
50', follow these guidelines: Double the listed prices for every additional
50' maximum depth up to a maximum of 5 x listed cost.
t These hit points can be divided into the components of this
fortification.
tt These, plus internal walls and modest fumishings, can be part of the
building design by adding 25 % to the cost of the basic structure; each type
of item adds 25 % (thus a stone building that comes with reinforced doors,
tile floors, a roof of fine wood, stone stairs, shutters over all the
windows, and decent furniture would cost 7,500 gp instead of 3,000.
Shutters (window): Except in very temperate climates, all exterior
windows on buildings that are normally occupied will need shutters to keep
the wind and foul weather out.
Stairs, Improved (fine wood or stone): This is a cosmetic improvement, as
with improved floors.
Tower (Bastion, Round I, Round II): This is a defensive tower normally
attached to a wall. It is not the same as a wizard's tower, which is
normally built along the lines of a stone keep.
Trap Door: This is a standard villain's trick; villains often put trap
doors immediately in front of their thrones, so that they can deposit
visiting characters in the dungeons without having to stand up. The cost of
a trap door includes the cost of a single trigger attached where and how the
builder wants it. A trap door is 12 square feet in size (normally 3' x 4')
and costs twice as much as an ordinary interior door of the same material
type (i. e., an iron trap door would cost 100 gp); for every additional 12
square feet, add that base cost again (thus a 6' x 8' iron trap door would
cost 400 gp),
Wall (Castle, Wood): These are standard exterior walls surrounding
strongholds and other fortifications. A builder can double the width of a
stone wall by doubling its price, and the BR+ bonuses add together. Also, a
builder can have several sets of walls, each one inside the next; these are
called curtain walls, and their BR+ bonuses do add together.
Window (Open or Barred): These are just finished openings left in the
sides of dwellings to let in air and light for the inhabitants.
Stronghold Retainers
When a 9th level or higher level PC builds a stronghold, he often
receives troops and retainers to staff the stronghold. The type and number
he receives varies with his character class.
Clerics
Once a cleric constructs a stronghold approved of by his clerical order
(see the description of the cleric character class in Chapter 2), 1d6 x 50
(50- 300) loyal troops will come to help the cleric. All will be of the same
alignment as the cleric. Most
will be normal men, with fighter leaders of up to 3rd level. Unlike
mercenaries, they require no pay and they never check morale (they have a
morale score of 12). The exact composition (number of archers, cavalry,
etc.) and weapons carried are left for the DM to decide.
In addition to troops, the cleric will attract other low level clerics to
serve the order. As with stronghold construction, these will be sent by the
cleric's original order-1d6, if the character has been well-played; none if
the cleric has received or is in need of some alignment punishment. These
clerics will be of 1st-3rd level, and of the same alignment as the cleric.
Demihumans
When a demihuman builds a stronghold, his Clan will help him with it. If
no stronghold existed for that Clan, the entire family (1d6 x 30 1st level
NPCs of the same class) may move in to help with and defend the stronghold,
at no cost to the character. They will often patrol the area, but will not
normally clear the area of monsters; for this task, the PC must hire
mercenaries. A demihuman may only hire mercenaries of the same race.
Good and fair treatment will usually attract more NPCs (possibly other
Clans, as allies), but family squabbles do arise, often for very minor
reasons. A feud may result in a temporary lack of Clan support, which can be
restored by apologies, possibly a political wedding or two, and a large
feast to soothe feelings. Any such feuds wail be put aside immediately if
any real threat arises from outside the stronghold-but often just as quickly
resumed after the danger passes.
Note that the owner of a stronghold does not automatically become the
Clan leader; if the PC wants to become the Clan leader, this should become a
campaign goal and the DM should provide adventures that let the character
pursue it.
Druids
Druids do not build strongholds and do not therefore gain stronghold
retainers.
Fighters
Once a fighter has become a baron or baroness, up to 50 normal men and
fighters of levels 1-3 will come to apply for jobs and training. These NPCs
may be of any alignment. If hired, they do work for pay; they must be paid
standard rates for mercenaries, as described in Chapter 11 under
"Mercenaries." In other words, the newly-landed noble fighter will not have
to took around too hard to find troops, but he does not get "free" ones like
clerics and demihumans do.
Magic-Users
When a magic-user builds his tower, up to six magic-users of levels 1-3
(and of any alignment) will come seeking training. Up to 12 normal men will
also come, seeking to become magic- users. Their intelligence scores will
usually be above average, but many will probably become discouraged and quit
after 1d6 months.
Mystics
A mystic who founds his own cloister will be joined by 1d2 x 10 1st level
mystics and 1d6 x 30 normal men who want to become mystics. The PC mystic
will have to set up a self-sustaining school-that is, the
mystics-in-training work the fields or at crafts to earn money enough to
feed and shelter them -all.
There may be a steady rotation of trainees; every year, 80% of the
previous year's trainees leave in frustration or are told they have no
attitude for the mystic's arts and 1d6 x 20 normal men will come in to
replace them. A normal man in training typically takes two years of game
time to become a 1st level mystic.
Thieves
When a thief character builds a hideout, he will gain 2d6 1st level thief
apprentices, sent by the Thieves' Guild. These may be of any alignment, and
are usually (but not always) loyal. At least one will be a spy for the local
Guild, sent to keep an eye on the character's progress. The DM should decide
on the income gained by the character from the minor pilfering of his
subordinates.
Other Stronghold Retainers
That's all the personnel the new stronghold owner receives
"automatically." If he wants any more employees-and he normally will-he will
have to employ them from the "Mercenaries" and "Specialists" guidelines from
Chapter 11.
Stronghold Staff
Every stronghold is maintained through the work of many people-the
"staff." A staff's size can vary widely, depending on the title of the
ruler, the size of the stronghold, and so forth. The following details apply
to an "average" human stronghold.
The staff is all the same race as the PC. Any mixed staff will eventually
cause problems. The ruler may keep troops ("garrison" troops) in a
stronghold, but again, problems (fighting among themselves, taking orders)
will arise if they are of a different race.
Retainers and Servitors
The ruler is directly served by stronghold retainers and semitors.
You're familiar already with the idea of retainers; some stronghold
retainers, however, aren't so much paid specialists as unusually loyal and
well-regarded employees or noble-born subordinates working with the PC
because they admire the PC. Stronghold retainers are never relegated to
menial tasks.
A servitor is a particularly loyal servant or craftsman, often gaining
the job through inheritance. The many types of common servitors include
armorer, barber, carpenter, cellarman (wine steward), cooks, dairyman,
falconer, forester, gardener, grooms, kennelman, miller, portaiman, potter,
poultryman, smith, stonemason, and weaver. When a servitor isn't listed on
the Specialists Table from Chapter 11, he receives 5 gold pieces per month,
plus room and board; if the PC is particularly fond of a servitor, or the
servitor is exceptionally skillful, the PC may wish to pay more for the
servitor's services.
Peasant Workers
Most of the normal work in a stronghold is done by peasants from the
nearby community.
These peasants work without pay; it is their duty to their ruler. Household
servants, herdsmen, and others are trained, and given food, but are not
provided shelter unless in times of war or siege.
The number of peasants available is determined by the population. As an
average, each peasant family consists of 5 persons; 5% of the peasants are
available to serve the ruler. For example, in a barony of 100 families (500
persons), the baron has 25 peasant servants. When visitors come, another 5%
of the peasants can temporarily be used as servants, if needed. In large
dominions, even the original 5% may not be needed to serve all at once,
except for tournaments.
Advisors and Officials
Most rulers have advisors to handle the many details of the dominion and
stronghold, and to advise the ruler as needed. The most common advisors are
the artillerist, castellan, chaplain, engineer, guard captain, herald,
magist, chief magistrate, reeve, sage, seneschal, and steward.
Other officials may be needed for the proper handling of a stronghold or
dominion, including a bailiff, chamberlain, equerry, magistrates, marshals,
provosts, sheriffs, and wardens. When costs are not noted, the official is
paid 5 gp/ month.
An artillerist (750 gp/month) is a stronghold retainer whose specialty.is
siege weapons. The person, usually a 3rd-5th level fighter, also advises the
ruler on some military details. The artillerist is a subordinate of the
castellan.
A bailiff is a minor official in charge of one area of the stronghold
(dungeon, walls, tower, etc.). He is the subordinate of the greater official
who deals with that area. For example, the bailiff of the walls would answer
to the castellan.
A castellan (2,000 gp/month) is an important stronghold retainer who is
responsible for all military aspects of the stronghold, both offensive and
defensive. The castellan is usually a fighter, level 5-9. He answers only to
the ruler, or to the seneschal when the ruler is not present.
The chamberlain oversees the cleaning and food serving staff. He is
subordinate to the chief steward.
The chaplain (500 gp /month) is the chief cleric of the stronghold, and
possibly of the dominion. This title is added to the cleric's normal title.
The relatively low cost is because 10 % of all dominion income must be paid
to the clerical order most preeminent in the area. If this tithe not paid,
the chaplain will not serve.
An engineer (750 gp /month) is a retainer experienced at construction-of
a road, moat, building, wall, and so forth. If the PC wants to improve his
dominion with such things, he must employ an engineer. The engineer reports
to the seneschal.
An equerry is in charge of the care and feeding of horses and other
animals;, he supervises the
grooms and stableboys. An equerry is the same as the bailiff of the stables.
He is a subordinate of the chief steward.
The guard captain (4,000 + gp/month) commands all the ruler's personal
guards, posts watches within the stronghold, and is responsible for the
safety of the ruler-and the treasury. The guard captain is usually a 9th or
higher level fighter. The guard captain is a subordinate of the castellan.
A herald (300-500 gp/month) is a retainer who knows the coats of arms,
signs, symbols, and seals of most or all dominions near and far. The herald
also makes announcements, both in courts and around the stronghold. The
herald is also familiar with the requirements of honor and chivalry, and
advises the ruler as needed. The herald is a subordinate of the chief
steward.
A magist (3000 + gp/month) is a 9th or higher level magic-user who is
responsible for all the magic needed in the stronghold, including its
defense; as the magist gains more levels, he may demand salaries equal to
250 gp/level. The magist may have a tower elsewhere, dividing his time
between his own home and his employer's, or may simply be a hired NPC (or
PC) living permanently in his employer's stronghold. The magist is
technically a subordinate of the PC, and answers to no one else, not even
the seneschal
The chief magistrate (2,000 gp/month) is a judge of the local law, acting
for the ruler. The magistrate also learns the laws of the greater dominion
(if any), and advises the ruler of them The magistrate oversees the sheriffs
and lesser magistrates. The chief magistrate is a direct subordinate of the
ruling PC, and of the seneschal when the PC is away from the stronghold.
A normal magistrate travels among the towns and cities of a dominion,
acting as judge for the peasants. He is the subordinate of the chief
magistrate.
A marshal is an aging fighter hired to train troops and guards. He is a
subordinate of the castellan.
A provost is a tax collector. He is a subordinate of the reeve.
A reeve (500 gp/month) is a bookkeeper, responsible for the records of
taxes, tithes, gifts, and so forth.
A sage (2,000 gp/month) is a specialist in lore and obscure knowledge.
A seneschal (4,000 gp/ month) is the most important person in a
stronghold, except for the ruler. The seneschal is appointed by the ruler,
and is responsible for anything with which the ruler does not choose to
bother. The seneschal is the ruler when the ruler is not there; he answers
only to the ruler.
A sheriff is a policeman, responsible for law enforcement, arrests and
investigations. (Cases are brought before a magistrate for judging.) The
sheriff is a subordinate of the chief magistrate.
The chief steward (1,000 gp/month) is responsible for all the day-today
affairs of the stronghold, including food preparation, house- keeping, and
so forth.
A warden is a person charged with the protection of some part of the
dominion (game warden, town warden, etc.). He is a subordinate of the
castellan.
Special Positions
When a ruler is the liege of other rulers (count and higher), the lesser
rulers may send their sons and daughters to the liege as servants and for
training.
A squire is the son of a noble, who acts as a servant while being trained
as a fighter. When the PC acquires the title of count, lesser rulers of his
dominion offer him 1d6 squires. Squires become 1st level fighters after 6
months of training, and then gain at least 1 level of experience per year. A
squire's training is finished when he reaches 5th level; the squire then
returns home, and is usually replaced by another (beginner) squire. Knights
usually have 1-3 squires assigned to them for training by the noble
involved.
A lady-in-waiting is the daughter of a noble within the ruler's realm,
acting as a servant but often actually in search of a husband. From 1-4
ladies-in-waiting will be sent to a PC count only if the PC is female or is
married; the wife or grown daughter of a male PC ruler may be sent
ladies-in-waiting. Ladies-in-waiting are trained and closely watched by the
matron of the stronghold.
After the Stronghold is built all cleared areas will remain free of
monsters as long as they are patrolled. Patrols often range up to 24 miles
from the stronghold, but jungles, swamps, and mountains require a garrison
be built every 8 miles to keep the area clear. Additional area may be
cleared and settled.
Settlers can be attracted to cleared areas if the ruler spends money on
improvements (inns, Mills, boatyards, etc.) and also advertises. These
costs, and the number of settlers who move into the area, are the DM's
decision. The settlers will pay taxes for support, protection, and so forth,
based on the "Dominion Income" rules later in this chapter.
Dominions
A piece of land that is owned and ruled is called a dominion. It may be
of any size, and the ruler can be either a PC or an NPC. A dominion could be
a small tower on an acre of land, or a mighty empire with thousands of
people. All PC ruler strongholds, both human and demihuman, are called
dominions.
Most dominions are part of larger territories; the -let of the dominion
typically swears an oath of service and fealty to a greater ruler. The
smallest dominion is called a barony. Any larger area, containing two or
more baronies, is very generally called a "greater dominion," and may nave
any of several names (county, duchy, kingdom, etc.).
Basic Information
When a dominion is established, the DM must determine details of its
size, location, population, and resources. When this is done, he can
determine the dominion income. Changes in population, income, and so forth
are checked once per month (of gaine time).
1. Size: New dominions usually cover 24 miles (1 map hex). Larger
dominions are certainly possible, but a PC should start with a small one at
best.
2. Location: Every map hex of land is one of three basic types:
"Civilized"-well-settled lands
"Wilderness"-unsettled lands
"Borderlands"-between the above
The DM should decide what type each hex of land is as needed.
When starting with a map of major terrain features, cities, and towns,
the following guide lines may be used to determine which type each hex could
be, based on terrain:
Clear, grassland, hills, river, or woods: Any type
Settled: Civilized or borderland
Mountain: Borderland or wilderness (or set tied if it contains a dwarven
stronghold)
Jungle or Swamp: Borderland or wilderness
Desert: Borderland or wilderness; however, a oasis may be any type
Ocean: Wilderness (surface) or any type (undersea)
Apply the following guidelines, based on the towns and cities placed
(unless limited by terrain):
Every demihuman Clan is considered civilized, regardless of its
population.
Any area that is 1-6 map hexes (8 miles per hex) from a city or large
town (see Chapter 17, page 257) is civilized.
Any area that is 1-3 map hexes (8 miles per hex) from a civilized area is
a borderland.
All other areas are wilderness.
These notes are guidelines, and the DM is no limited to the ranges given.
An area may actually contain no cities or large towns at all, and still be
considered "civilized."
3. Population: Peasant families are needed in every dominion, to work and
settle the land. As an average, each peasant family has five productive
members. The normal "starting number" of peasant families present varies by
the type of map hex:
Civilized: 500-5,000 families per hex
Borderland: 200-1,200 families per hex
Wilderness: 10- 100 families per hex
Each month, the population will grow or decrease by itself, at a rate
determined by the number of families present:
Population Population
(Families) Increase (Families) Increase
1-100 + 25% 301-400 +10%
101-200 + 20% 401-500 + 5%
201-300 + 15% 500+ + 1% to +5%
Also, any hex may gain or lose 1- 10 families per month for any of many
reasons (accidents like weather, good or bad harvests, etc.).
4. Dominion Resources: Every dominion has natural resources-either
animal, mineral, or vegetable. The exact type can vary widely. Peasants use
and provide resources, and the ruler gains tax income from them.
First, select or randomly determine (using 1d10) the amount of resources
in the dominion. For dominions larger than I (24-mile) map hex, this may be
applied to each hex.
Next, select or randomly determine (using 1d10 ) the type of resource.
When selecting, consider the location of the dominion and its terrain; for
example, a desert has very few vegetable resources.
Dominion Resources Table
Die Roll Resources Gained
1 1 resource
2-7 2 resources
8-9 3 resources
10 4 resources
1d10 Roll Type of Resource
1-3 Animal*
4-8 Vegetable**
9-10 Mineral***
* Animal: dairy, fat and oil, fish, fowl, furs, herds, bees (honey and
wax), horses, ivory.
** Vegetable: farm produce, foodstuffs, oil, fodder, wood and timber,
paper, wine.
*** Mineral: copper, silver, gold, platinum, iron, lead, tin, gemstones,
tar and oil, clay, stone quarry, coal.
Dominion Administration
The ruler of a dominion sets all laws and tax rates, and controls as much
of the lives of the peasants as desired. The ruler's liege normally leaves
all matters in the hands of the local ruler, without interfering except in
the most extreme cases. The greater ruler expects stability and very little
else.
A dominion ruler is chief judge and lawmaker. A ruler holds various
"courts" for formal occasions. In a court of law, criminal cases are judged.
Courts of honor are held, in which awards of all types are given out. A
court of welcome is held to honor visitors, especially nobles. Failure to
properly honor a visiting noble is a direct insult; failure to honor a liege
is treason.
Peaceful administration of the dominion is often left to a seneschal, a
representative of the ruler. In time of war, the seneschal puts his
abilities at the service of the castellan or other military commander
designated by the ruler. A "ruling council" is made up of various advisors,
each with his own area of authority.
Dominion Income
Each dominion ruler receives income from three sources: standard income,
resource income, and tax income.
Standard income is service equal to 10 gp per month per peasant family.
This is not money; it sources (used for paying taxes to one's liege, for
holidays, and visiting nobles). Peasants work the ruler's fields, raise and
tend animals, act as servants, build the roads, repair buildings, and so
forth. This simplified game mechanic is used to represent many aspects of
medieval life.
Tax income is normally 1 gold piece per month per peasant family, paid in
cash. The exact tax rate is set by the ruler, but higher or lower taxes can
cause various problems (see "Confidence Level").
Resource income varies by the type of resources, as follows:
Animal: 2 gp per peasant family
Vegetable: 1 gp per peasant family
Mineral: 3 gp per peasant family
When an existing dominion is obtained, income starts immediately. When a
new dominion is created, all incomes begin after one month.
One other type of income applies to any ruler of more than one
dominion-income from the lesser rulers who have sworn fealty to the PC,
sometimes called "salt tax." Each ruler, including PCs, must pay 20% of all
income to his or her liege (a ruler of a greater dominion).
Dominion Income and XP
PC rulers gain experience points through rulership, by collecting
resource and tax income from their peasant subjects. A PC or NPC ruler gains
1 experience point for each 1 gold piece of resource and tax income, but
none for standard income or "salt tax" income. Experience points are gained
at the end of each month. As DM, you may want to make the PC work for the
experience points-by fighting monster, battles, worrying about drought, etc.
Example: A PC swears fealty to an NPC count, and receives an existing
wilderness barony of one map hex. It has 200 peasant families, with 1
mineral and 1 animal resource. The player decides to use the standard tax
rate. In the first month, the PC baron receives 3,200 gp worth of income:
2,000 gp of Standard income, 1,000 gp of Resource income, and 200 gp of Tax
income. For that month, the PC gains 1,200 XP from dominion rule. However,
if the PC does nothing in the game, he shouldn't receive less experience
points.
During the second month, the population increases by 40 families (20 % of
200), and 5 others come of age (by random roll), for a new population of 245
families. The total income for the second month is 3,920 gp: 2,450 gp of
standard income; 1,225 gp resource income; 245 gp tax income. The experience
point total for the second month is 1,470.
Modify this procedure as needed to maintain game balance. PCs should not
gain vast amounts of XP by avoiding adventures! A PC should gain no more
than 1 level of experience for 12-18 months of rulership (not counting XP
from adventures).
PC overlords gain no XP for the payments from their lesser rulers (the
salt tax). These payments are usually in the form of troops or merchandise,
but may be cash. This income has already been credited to the local ruler
(for XP purposes), and cannot be counted as XP for other rulers.
Note that the experience points earned by NPCs are always half the amount
given to PCS, whether from adventures, rulership, or other activities. NPC
rulers may thus rise in level (and power) as time passes, but not as fast as
a PC.
Some Dungeon Masters may object to a PC receiving experience for
passively remaining in a dominion. There are ways to discourage PC
inactivity. The DM could increase the chance of a coup by 10% for every year
the PC stays in his dominion (or 5% for every month). Alternately, the DM
may apply double the normal chance for Unnatural Events per game month. Make
sure the players know of these penalties in advance.
The following are clarifications for use in determining dominion income
and XP gained for special situations.
Rich Resources: Any dominion hex that brings in more than 15,000 gp of
resource income must have its own local ruler, lord of that hex alone.
Otherwise, part of the resources are stolen by bandits, greedy peasants,
nearby rulers, or other individuals who covet the wealth (d10 x 10% Y).
The wealthy hex and its ruler may be part of a greater dominion ruled by
a PC; the PC gains 20% of the income generated thereby, though not the
experience for it.
Limit Family Skills: Each family may work only one resource.
Resource Maintenance: All the resources in an area must be worked. Animal
and vegetable resources cannot be ignored in favor of total exploitation of
a mineral resource; such a method of rulership would bring rebellion. Each
resource should be supported by at least 20% of the total number of families
in the hex. Many peasant families prefer farming to mining and would
strongly resent being forced into the mineral trade. If the peasant populace
is forced to mine, apply a penalty against the next dominion confidence
check of -1 per 10 families greater than 50% of the total population so
forced.
Record Keeping
The player should now have notes on the location, size, and population of
the dominion, the number and type of resources, the three incomes, a total
income per month, and total experience gained per month. The income is added
to a dominion treasury, kept by the character. Note that the treasury is a
combination of cash, merchandise, and so forth. Merchandise is assumed to be
sold when possible, using trade routes. The value of the treasury is used to
pay for troops, new construction, and other things. Only part of the
treasury (20-50%) can be treated as cash during any one month, the rest is
paid to the liege as tax. The PC may add cash to the treasury as desired.
The player should keep a record of each of the following dominion
details:
* Dominion size and type of hex (each)
* Current population
* Number and type of resources
* Current treasury (both cash and total)
Dominion Expenses
The overall cost of maintaining strongholds is assumed to have already
been deducted for all incomes; no extra money need be spent for this by a PC
ruler. However, other costs may occur
that must be paid. All dominion costs are subtracted from the dominion
treasury at the end of each 9th month.
First, if the dominion is part of a greater dominion, 20 % of all income
must be given to the higher ruler each month. Such "payments" are usually
made in the form of military troops, and occasionally merchandise.
Second, 10% of all dominion income should , be paid to the theocracy (the
local clerical order which is most prevalent). Although this is not
absolutely required, it is highly recommended. , If this "tithe" (tenth) is
not paid, no cleric will be permitted to perform any service in that
dominion (including all forms of curing). If less is t paid, certain
services may be withheld; the theocracy has limited patience.
Other costs may include, but are not limited to the following: advisors
and other officials; entertaining visitors; holidays and feasts; troops;
and tournaments.
Visitors
Any ruler visiting a stronghold will expect to receive the services and
comforts of home. This can become quite expensive, especially during visits
from nobles.
This basic cost is in gold pieces per day of visit; the cost includes all
costs for supporting the noble's retinue. When more than one noble visits
at once, use the highest title applicable. For each titled visitor
accompanying the higher ruler, add 50 gp to the cost.
The cost includes one feast per day, but does not include any gifts given
to the visiting ruler (a common practice).
Noble Visitor Costs Table s
Title of Visitor Cost (gp/day)
Baron 100
Viscount 150
Count 300
Marquis 400
Duke 600
Archduke 700
Prince 800
King 1,000
Emperor 1,500
For a prince, cost is determined by the noble (dominion) title plus 100
gp; e.g., a visit from a count prince costs 400 gp per day.
Remind players to consider these costs when characters visit their own
lesser dominions. A duke's week-long visit to a baron could put the poor
baron deeply in debt. n;
Although peasants and other subjects of a dominion are loyal only to
their immediate ruler, they will obey a visiting noble unless the orders
are contrary to the local ruler's general instructions and laws.
Holidays
Either a noble ruler or the theocracy may declare a holiday. The holiday
affects all within the realm; for example, a king's holiday is nation-
wide. The cost of a holiday is deducted from the total income of the person
declaring it (the clerical order's tithe, the overlord's 20%, etc.). If the
holiday is declared by a count or lesser noble, the cost is 1 gold piece
per peasant (5 gold pieces per peasant family).
Confidence Checks
A Confidence check is made when:
1. A game year begins.
2. A pleasure or celebration expected by the populace is canceled or not
conducted (see "Holidays:' etc.).
3. A natural disaster occurs (see "Events").
4. An enemy military force enters dominion territory.
5. Some other situation arises that could affect most of the dominion
(DM's option).
Do not roll dice to make a confidence check. Simply apply the results
given below for the current confidence level (possibly modified for the
situation).
A. 450-500+: The dominion is Ideal. Apply the following effects:
1 . All income is 10% greater than normal.
2. Agents spying for other dominions may (75% chance for each) be
secretly revealed to the ruler.
3. If a random check indicates a disaster (see Events Table) during the
coming year, there is a 2 5 O/o chance that it will not occur.
4. No changes to the confidence level of the dominion will reduce the
level below 400 for the next check.
5 . Add 25 points to the confidence level for the next confidence check.
B. 400-449: The dominion is Thriving. Apply effects 1, 2, and 3 given for
"A" (Ideal).
C. 350-399: The dominion is Prosperous. Apply effects 1 and 3 given for
"A" (Ideal), and apply 2 with a 25% chance per agent.
D. 300-349: The dominion is Healthy. Apply effect 1 given for "X'
(Ideal), and apply 2 with a 25% chance per agent.
E. 270-299: The dominion is Steady. Apply effect 2 given for "X' (Ideal),
but with a 25% chance per agent.
F. 230-269: The dominion is Average. No special notes apply.
G. 200-229: The dominion is Unsteady. There is 1 chance in 6 that the
confidence level will suddenly drop by 10%.
H. 150-199: The dominion is Defiant. Apply the following effects:
1. Half of the peasants (2 1/2 times the number of families) form a
peasant militia. (Use the War Machine mass combat system, from Chapter 9, as
needed.)
Special Note: If a dominion force is in field, the cost is 2 gold pieces
per peasant. The theocracy usually declares 2 holidays per year; the king
(if any) usually declares one.
Troops
One law of medieval society, perhaps the most important of all, is
"support your liege." Failure to do so can mean loss of honor, loyalty,
support, any population center (town, village, etc.) equal to one-third of
the number of peasants, the peasants in that area will not form a militia
until the troops leave or attack.
2. Tax income is zero.
3. Standard income is half normal at best, or one-third normal in any
area where a peasant militia exists.
4. Resource income is half normal at best, or one-third normal in any
area where a peasant militia exists.
5. No demihuman Clan within or adjacent to the dominion becomes involved
unless attacked or provoked
I. 100-149: The dominion is Rebellious. Apply effects 1 and 2 as given
for "H" (Defiant). Apply effect 3, but with one-third or one-quarter normal
standard income. Apply effect 4, but with one-third or one- quarter normal
resource income. In addition, apply the following effect:
6. A -5 penalty applies to the confidence level for each game month in
which it remains below 200.
J. 50-99: The dominion is Belligerent. Apply effect 2 as given for "H"
(Defiant); apply effect 3, but with one-quarter of no normal standard
income. Apply effect 4, but with one-quarter or no normal resource income.
Apply effect 6 as given for "I" (Rebellious), but with a -10 penalty. In
addition, apply the following effects:
1. All officials, trade caravans and parties of travelers will be
attacked by bandits.
2. Any of the dominion's forces moving within the dominion will be
attacked by peasant militia, bandits, enemy agents, deserters, or hostile
demihumans.
3. All demihumans are hostile. Clans in or adjacent to the dominion
forbid trespassing and commerce; all treaties and agreements are revoked.
There is a 50% chance per demihuman Clan that the Clan will provide the
peasants with military support.
K. 1-49: The dominion is Turbulent. Apply all effects given for "J"
(above), but with double normal effects or 100% chance of all variables.
In addition, apply the following effects:
1. All peasants are in open revolution; 95% of them join the peasant
militia.
2. No income is obtained unless collected by force.
3 .The confidence level of the dominion can never rise to 100 or above
until the ruler is removed. dominion, and even life.
Each greater dominion can expect militia support (troops) from its lesser
dominions, for their expense. No set numbers or types of troops are
required, but 20% of the total income must be given to, or spent for, the
higher ruler; troops are an acceptable way of spending this income
If war comes, the overlord issues a general call
to arms. Each lesser dominion must then contribute even more troops for the
armies of the greater dominion, possibly led by the lesser ruler. In
addition, a peasant army (troop class: "poor") is raised in times of war, to
help defend the homeland. Normally, one-tenth of the total peasant
population can "muster:' joining the army. This number can be doubled if
sorely needed, but the troop class then drops to "untrained." The only
cost of a peasant army is a corresponding loss of income (of all three
types). For example, if 20% of the peasants have mustered, the total income
will only be 80% of normal for that month.
Dominion Confidence Level
A dominion's confidence level is a measure of the populace's satisfaction
with their ruler. Ranging from I to 500, the confidence level is checked
each game year, and as often as needed otherwise. The current confidence
level should be noted, along with the notes on population, income, etc.
Determining the Confidence Level
The base confidence level of a dominion equals the total of 151-250 (d% +
150), plus the total of all 6 of the ruler's ability scores. This level is
the same at the beginning of each new year, regardless of changes or
temporary adjustments during the year. (You may choose to create a more
complex system, based on the various factors of dominion rule.)
Changing the Confidence Level
You may adjust the base number each month because of PC actions, events,
and other factors as desired. A maximum bonus or penalty of 50 per month, or
10 per item is recommended. Many things could cause a change in confidence
level, including (but not limited to) the following: tax rates, number and
titles of visitors, number of tournaments held, number of advisors,
officials and rulers, population growth or loss, weather, number of
holidays, changes in nearby dominions, existence of bandits, wars, number
and quality of magistrates and sheriffs, number and quality of military
forces, number of strongholds, events of all types, and relations with
demihumans nearby.
Changing Rulers
Though a ruler can appoint others to positions of authority (as given in
each title description), taking away titles is a bit more difficult. A
seneschal can be changed without trouble, but any change in noble rulers may
cause a reaction based on the alignment of the deposed ruler. If the ruler
was Chaotic, no reaction occurs among the ruled people. If the ruler was
Neutral, there is a 50% chance of a reaction. If the ruler was Lawful, a
removal reaction is automatic.
To find the exact reaction, roll 1d20, and compare the result to the dominion confidence level,
using the following table.
Changing Rulers Effects Table
Confidence 1d20 Roll
Level 1-5 6-10 11-15 16-20
1-99 v v v u
100-150 v v u u
151-199 v u u A
200-230 u u A A
231-270 u A A A
271-300 A A A A
301-350 A A A F
351-400 A A F F
401-450 A F F F
451-500 F F F F
V: Violent Reaction from the peasants. Confidence level drops to 49-
"Turbulent" (K)- if not already there. Peasant militia forces attack all
strongholds; assassination attempts, sabotage, and other effects are
possible (DM's choice).
U: Unfavorable reaction from the peasants. Subtract 20 points from the
confidence level (minimum 0) for the next check only.
A: Acceptable reaction from the peasants; no change.
F: Favorable reaction from the peasants. Add 20 points to the confidence
level for the next check only.
Dominion Events
At the beginning of each game year, when a confidence check is made, the
DM can also select or randomly determine events (both natural and unnatural)
to occur in the coming year. A percentage chance is given for each event to
determine randomly. The DM may modify chances as desired.
Each dominion should have 1d4 events per year. Random results should be
modified for balance; four disasters in a single year could wipe out a
dominion, which is usually unfair.
Space does not permit detailed descriptions of events; those included
here will help to stimulate the DM's imagination.
Natural Events Table
All of the following depend on the terrain, location, and other details
of the dominion.
Event Chance
Comet 30%
Death (Official, Ruler, etc.) 10%
Earthquake* 10%
Explosion 10%
Fire, Minor 50%
Fire, Major* 10%
Flood 10-50%
Hurricane* 15%
Market Glut 20%
Market Shortage 25%
Meteor Strike (major)* 1 %
Meteor Shower (minor) 20%
Plague* 25 %
Population Change (double nor-
mal) Gain or Lose 20%
Resource Lost 10%
Resource, New 10%
Sinkhole 5%
Storm 80%
Tornado* 25%
Trade Route Lost 15%
Trade Route, New 15%
Volcano* 2%
Waterspout 25%
Whirlpool 25%
* This event constitutes a disaster.
Unnatural Events Table
The following events are not based on nature.
Event Chance
Assassination 10%
Bandits 50%
Birth in Ruling Family 20%
Border Skirmish 40%
Cultural Discovery 10%
Fanatic Cult 10%
Insurrection 10%
Lycanthropy 15%
Magical Happening 30%
Migration 10%
Pretender/Usurper 10%
Raiders from other Dominion 25%
Rebellion (minor) 10%
Resident Specialist, New 20%
Spy Ring 60%
Traitor 30%
Accidental Death of Official 25%
VIP Visitor 10%
Wandering Monsters, 20 HD + 75%
Ability Checks
During the play of the game, a player will
eventually try something not explained in these
rules. In most cases, the character's action could
pertain to one of his ability scores. A character
trying to walk along the top of a very narrow wall
using his Dextefity; a character trying to move
the huge boulder blocking the corridor is using
Strength.
In such situations, have the character roll id2O
against his pertinent ability score. If he rolls
equal to or less than the score, he has successfully
performed the task; if he roils greater than his
scofe, he has failed.
When the task looks exceptionally easy or dif-
ficult, the DM can modify the attempt by add-
ing a bonus or penalty to the number the player
rol@ on the d2o. This whole process is called the
ability check.
See also the section on "General Skills" in
Chapter 5; these rules provide alternative ways
to resolve special situations.
Aging
In the D&De world, disease, blindness, and
other afflictions can be easily cuted by clerical
spells. Furthermore, the raise dead and raise
dead fully spells seem to bestow near-immor-
tality-but this is not quite true.
Character aging should be a carefully restfict-
ed clement of the game. When a character
reaches the end of a long natuf al life span, magi-
cal means of prolonging of restofing life should
have little or no effect. A raise spell should only
restore the character for a brief period of time
(idio days or whatever the DM chooses). The
following ages are recommended as the maxi-
mum for character faces:
Human 100 (95 + 2dl2)
Halfling 200 (190 + 2d2O)
Dwarf 400 (375 + dloo)
Elf 800 (750+ 2di0o)
A potion of longevity does remove ten years of
aging, but the DM may apply any restrictions as
desired. For example:
1. The potion might only affect unnatural ag-
ing (such as that caused by haunts); of : .
2. Each living creature might only be able to
drink five such potions in a lifetime, all fur-
ther uses having no effect; or,
3. Each use might have a chance of creating a
reverse effect, aging the character 10 years.
A wish should be the only magic capable of
extending a character's life to a great degree. As
a guideline, it should have a maximum effect
equal to that of a potion of longevity, but with-
out restrictions.
Some characters will avoid the fate of aging by
undertaking the path to Immortality and suc-
ceeding in that quest. Other characters who have
lived long, exciting and fruitful lives will proba-
bly accept the final rest brought by death, partic-
ularly if their players are anxious to get on with
new, vital characters.
Alignment Changes
Sometimes a player forgets (or ignores) the
alignment of his character, and plays the adven-
turer incorrectly. You should talk privately with
the player about the problem, and encourage
the proper play of alignment. Never do this dur-
ing a game; deal with the problem in private.
If the problem continues after you have warned
the player more than once, you may teil the player
to change the alignment of the character to the
alignment actually being played. You may also as-
sess a penalty against the character at this time,
such as the loss of one level of experience.
Remember, too, that you have not changed
the character's alignment: The player has, by
playing his character as a different alignment.
Sometimes players will change their cha-rac-
ters' alignments for appropriate reasons. If a
character is affected by a helm of alignment
changing of other cursed treasure that affects
alignment, then obviously the player had no
choice. (Generally, the original alignment will
return a period of time after the helm or the
curse is removed.) Also, events in the life of a
character might force the player to reevaluate the
character's personality and play him differently.
So long as he plays the new alignment well and
consistently, there should be no problem.
If you penalize alignment changes, you
should also reward good alignment play by
awarding more experience of treasures.
Anti-lWagic Effects
Magic can sometimes be weakened or altered
so that it is canceled or only partially functions.
This phenomenon is called anti-magic (A-M).
Anti-magic is stated as a percentage chance that
magic will not work within a given area.
The first encounter with anti-magic for most
PCs occurs when they confront a beholder,
whose central eye projects an anti-magic ray.
This fay's A-M value is 100%; magic will not
work within the ray.
Clome very rare creatures (notably Immortals)
possess partial or total anti-magic.
Why A-M Exists
Anti-Magic results from differences between
life forms native to different planes of existence.
Magic native to the inner planes of existence (the
Prime, Ethereal, and elemental planes) func-
tions best when used on creatures and things na-
t.ive to those planes. Creatures from other planes
are not made the same way.
All creatures native to the inner planes are
made of components of the four Spheres of
Power (Matter, Energy, Time, and Thought) and
are all affected by the Sphere of Entropy. But
creatures of the Astral and outer planes lack one
or more of the four components, and may avoid
most of the effects of Entropy as well.
Magic Affected
When A-M is used as an attack form (such as
the beholder's ray), it is powerful enough to can-
cel the effects of all forms of magic, includinl,
permanent items. The instant a magical item l@s
moved out of the ray, it regains normal power.
Anti-magic radiated by a creature such as an I
mortal is slightly different; it is sporadic (there
a percentage chance for it to affect each spell
item), and it only affects temporary magic.
Temporary magic includes all spells, potio
scrolls, wands, staves, and rods. All spell-like
fects produced by permanent magical ite
(such as the haste effect that a sword of spee
can produce) are also temporary effects, subj
to dampening by anti-magic, but the magi
items themselves are unharmed.
If no percentage is given for the A-M effect,
is 100% and affects all magic within the af
noted. Otherwise, each temporary magical it
or effect must be individually checked for canc
lation of its power as soon as it enters the A-
area. A-M is checked each round by rolling d 1
A magic effect is canceled if the dloo result
equal to or less than the given A-M percenta
Once an effect is negated, it remains canceled
the entire encounter.
A-M Duration
It is important to note that A-M is not a
magic effect. Canceled magic may retum once
leaves the range of the A-M effect. Magic ca
celed by radiated A-M remains canceled for
tum after it leaves the A-M area.
The time during which a magical effect is
gated does count as part of the duration of t
spell or effect. Magical effects described as i
stantaneous (fireball, lighming bolt, etc.)
destroyed by the A-M and do not reappeaf lat
Detailed Examples
L. Potions
An Immortal comes within A-M fange of a
tion offlying. The potion is deactivated (by r
dom foil) and becomes nonmagical flavor
water. If consumed during this time, the wa
has no effect, and all benefits are forever iost.
not consumed, the liquid again becomes
standard potion of t7ying one turn after the I
mortal departs.
2. Personal Spell Effects
A fighter with plate mail + 3 and shicid
drinks a potion ofpolymorph selfwhile his all
cast bless and haste spells upon him. He tur
himself into a giant, picks up a neaf by club, a
attacks an Immonal. As he attacks, he ste
within range of the Immortal's A-M. The
checks the A-M, rolling once for each of t
fighter's magical effects.
By random roll, the haste and the polym
are canceled, but the bless is not. The charac
instantly resumes normal form and slows to n
ma] speed but still gains a + 1 bonus to attack
damage roils. He can no longer use the giant-siz
club, but draws his sword + 3 instead. The we
on, armor, and shield are not checked, since t
are permanent magical items.
When the DM checks again at the start of t
next round, the bless is negated also, so the
nuses no longer apply.
One turn after the Immortal leaves or t
fighter moves out of range of the anti-magic, t
fighter's polymorph and haste effects reappe
The fighter can continue to use the polym
effect for 5-10 more turns (the potion effects
id6 + 6 turns, minus one turn for the com-
bat and one turn to recover from the A-M ef-
fect). The haste continues for one more turn (the
spell effect lasts for three turns). One round after
the haste and polymorph effects resume, the
bless effect returns, and lasts for four more turns.
3. Area Span Effects
A 25th level magic-user is standing 140' away
from an evil Immortal surrounded by ten tough
trolls (45 hit points each), and casts a fireball at
them. Having heard that this Immortal has per-
sonal A-M effects, the magic-user aims the blast
to explode lo' from the Immortal. Her player
rolls 2od6 (the maximum) for a total of 91 points
of blast damage. The DM checks the Immortal's
A-M range and percent and notes that the blast
effect of the fireball will be canceled when it
reaches the A-M.
The fireb@] explodes outside of the A-M range
and the blast expands to fill the usual 20-foot-
radius sphere, but within 5' of the Immortal it is
stopped as if blocked by an invisible shield. The
Immortal isn't even singed, nor are two of the
trolls who happen to be within 5' of it.
If the A-M fails to cancel the fireball, the im-
mortal and the trolls take damage from the
blast. Each may make a saving throw vs. spells to
take only half damage.
If the fireball were aimed to explode within 5'
of the Immortal, and if the A-M then canceled
it, the explosion would not occur at all. Because
the spell is instantaneous in duration, the fire-
ball will not reappear at a later time.
Arguments & Complaints
If an argument starts during a game, stop the
game for a moment. Listen to both sides, and
make a decision. Then continue the game as
soon as possible. Do not allow an argument to
continue for long. Explain that everyone is trying
to have fun, and that the argument can be set-
tled after the game if necessary.
If a player complains about the way you are
handling something in the game, try to listen to
the objection. Be reasonable-he might be
right! If you can fix the problem by changing a
procedure, try to work out a reasonable compro-
mise. For example, if a player says "You keep
killing characters with poison!", you might try
reducing the number of poison traps and mon-
sters you have in your campaign.
Be careful not to change rules that could over-
balance the game in favor of the characters. The
game system is carefully balanced to provide fun
for all while challenging the characters.
Some complaints may be caused by a player's
greed. It should not be too easy to get treasure or
experience; these things should be earned slow-
ly, using the guidelines given. Beware of the
"giveaway" (aka "Monty Haul") game! Your
players may quickly become bored with easy
riches, and their characters will easily overpower
most monsters.
If you are not sure how to handle a situation,
just tell this to the players. Everyone has to learn,
and learning a game like this can be a slow proc-
ess. Your players will understand if you explain
that you made a mistake, and they might have a
sound and fair recommendation for ways you
can handle the situation. When you admit your
mistakes and try to correct them, you and your
players will have a better game in the long run.
Charm Person Spells
Whenever a magic-user or elf casts a charm
person spell, the player will ask you for the ef.
fect. This spell will only affect certain creatures.
The beginning player will try it on many differ-
ent monsters, and learn by trial and error.
Generally, the creatures affected by a charm
person spell are classified as "humanoid" in
Chapter 14-those that are "normal" human,
demihuman, giant-size humans, of human-like
creatures that have some sort of society.
Once a victim fails the saving throw against
the charm, the creature will remain charmed for
at least 24 hours, and often longer. The victim
may make a new saving throw to break the
charm each time the controlling character places
the charmed character in a dangerous situation,
without himself being in that danger, or after a
given duration. This duration is determined by
the victim's intelligence and is stated on the Du.
ration of Charm Table.
Humans, dwarves and halflings may have any
intelligence score from 3 to 18. Elves always have
an Intelligence score of 9 or better, and magk-
users normally have an Intelligence score of 13 Of
better. When randomly determining a human's
intelligence, roll 3d6 for most humans, 2d6+6
for eives (treating any result of 8 as a 9), and
ld6 + 12 for magic-users.
Duration of Charm Table
(Frequency of New Saving Throws)
Intelligence Save after
0 120 days
1 90 days
2 60 days
3 45 days
4-5 30 days
6-8 15 days
9-12 7 days
13-15 3 days
16-17 24 hours
18 8 hours
19 3 hours
20 1 hour
21 + turn
Some lycanthropes can be charmed when in
human form, but this is nearly useless: Only
werewolves and wereboars are affected and the
charm will automatically be broken when the
creature assumes animal form!
Climbing
Thieves (and only thieves) have the special
ability to climb sheer surfaces. However, any
character can try to climb more ordinary surfaces
(a tree, a steep hill, a wall with easy handholds,
etc.) many situations arise where characters want
to do this.
Generally, any characters in metal armor will
not be able to climb well. Characters in leather
or no armor should be able to climb easily, with
only a slight chance of falling. In situations
where "normal" climbing might be attempted,
first decide on a base chance for success. For ex-
ample, if characters seek to spend the night in a
tree with many overhanging branches, there
might be an 18 in 20 chance of successful climb-
ing by unarmored characters. Those in metal ar-
mof, such as chain mail, might find their
chances slimmer (i 1 in 20) in climbing up top
D"terity checks (roll Dexterity or less on id2O@
may allow an easy way for DMs to check chances
of PCs falling from their perches. Whatever
chances you decide to use, make a note of them
so they may be applied in future games. Re-
member that falling characters take id6 points
of damage for each lo' fallen.
Clues
Beginning players often need help in learning
to play. When running a game for beginneS, tr he
DM should encourage them by saying ouch
things as "Do you want to search for sec@et
doors?" or other suggestions. This should not.@e
continued once the players have experienc@7itn
the game, but such clues can be very helprui to
beginners.
You may wish to allow some "automatic..suc-
cess" situations to encourage the players. Those
who never find secret doors will soon stop look-
ing for them.
When the players gain experience with the
game, they may start asking questions like ""o
we find any traces of passing creatures?" or "We
don't know which way to go from here. Are tnere
any clues?" You may offer descriptive information
that players will have to determine what it means.
For example, "Some footprints lead off to the
left, but you're not sure what made them." Such
clues may help to steer the party in the right direc-
tion within a dungeon. You may insert clues as
part of the room descriptions.
Clues shouid be given when the party is ap-
proaching a deadly area, especially on the first or
second level of a dungeon. Clues such as awful
smells or bones of earlier victims warn characters
that there is extreme danger nearby; subjecting
characters to such danger with no warning is not
very fair.
Higher level characters are more accustomed to
great dangers, and deeper dungeon levels may in-
deed contain sudden-death situations. Vague or
misleading clues may be provided by treasure
maps found or purchased, or by slight hard-to-
find indications in the dungeon areas. In general,
when the players become more experienced, the
clues may become fewer and more subtle.
Creating Characters
When a newly created character has all low
scores (all scores under 9), the player should be
allowed to discard it.
You should allow beginning players to use
characters they like' It's hard to have fun playing
when you are forced to use a poor character, with
no score above 9 or two scores below 6; such char-
acters should be discarded. (On the other hand,
a player might want to play this character; if he
does, let him.)
If a player wants a certain class of character but
rolls abilities that strongly favor another class,
you may allow him to switch the ability scores
around. just switch the highest score rolled for
the character to the Prime Requisite ability ap-
propriate to the class the player wants.
-Damage to Magical
Items
Any item may be damaged by rough treat-
ment. Armor and weapons, however, are made
to withstand a great amount of punishnient.
-i'ne DM should decide whether an item
might be damaged, based on the item and the
type of attack and then would make an item
damage roll.
Some breath weapons (acid, fire, cold) should
require such checks. If the user makes his saving
throw against the breath weapon, magical bo-
nuses can be applied to the item's roll.
Long falls (100' or more) should require
checks. Pools of acid, rockslides, and other cases
of extreme damage should require checks for
items carried. A scroll normally need not be
checked except against fire damage; you may al-
so include water damage, if desired.
To check for damage to items, roll id4 or id6
(using id6 if the chance of damage is high). If
the result is greater than the item's Strength
(number of "plusses"), the item is damaged.
Items without plusses may be given ratings for
this purpose. Consider:
any potion or scroll as a + I item;
any wand or staff as a + 2
and all permanent items (such as rods, rings,
and miscellaneous items) as + 3.
This roll may be modified; for example, if a
character is hit by a rockslide, Dexterity adjust-
ments could be applied to the rolls. If a character
tries to break something, Strength adjustments
could be applied. No adjustment should be
greater than + 2. However, adjustments to the
chance of survival can be any number of subtrac-
tions from the roll. A potion bottle dropped
from a tabletop might require a check for break-
age, but with a - 2 adjustment (thus, only a roll
of 4 indicates breakage).
If an item is damaged, it may either be parti-
ally damaged of completely destroyed. For items
with magical bonuses, one or more points may
be lost due to damage (DM's choice). Potions
and scrolls should be completely destroyed by
any severe damage.
n.emihumaii Clan Relics
Each demihuman clan has a sacred item,
called a "Relic," whic,'i is kept in the center o
the clan stronghold. The Relic is tended by a
Keeper and 2d4 aides. We describe the individ-
ual types of relics below.
The position of Keeper is hereditary; each
Keeper passes the secret knowledge of the tend-
ing and use of the Relic to his or her son or
daughter, never writing down any details, lest
they be stolen. This secret knowledge includes
details of constructing a special item, as given in
each class description.
Relic Powers
Each sacred item gives a domination power to
its Keeper. It also continually radiates an aura,
which has a "turn undead" effect similar to a
cleric's. The Relic may, at unpredictable times
(those best for the story being played), manifest
the following additional spell-like abilities; this
only occurs when the DM says they do, and the
PCs can never predict these events.
cure blindness
cure discase
neutralize poison
cure serious wounds
identify magical item
Domination
The Keeper of a Relic enjoys great prestige
among the clan; the powers of life and death are
literally in the Keeper's hands (much as a huma
cleric's). Thus, the Keeper is held in awe by th
entire clan.
In game mechanics, this is a domination
ability-the Keeper can give orders, and the clan
members will obey them. The only clan membe
immune to this effect is the Clanmaster, th
leader of the entire clan, who respects the Keep
er's power but is not in awe of it, recognizing i
as a service and a tool for the clan's survival.
The Keeper never abuses this power; it is al
ways used for the best interests of the clan, no
the Keeper. The Clanmaster is often consulte
about important situations and orders, and kep
advised about the current amount of power i
the Relic (see "Spell-Like Powers," below).
If the rare situation occurs where the Keepe
gives an order to an NPC Clan member and th
Clanmaster counters it immediately, the recipi
ent of the order is confused (simply unable to ac
or think clearly) until the situation is resolved.
PC may make a saving throw vs. spells to avoid
this confusion.
Tum Undead
The Relic constantly radiates a magical force
that has the same ability to turn undead as a
15th level cleric, at a base range of 360'.
In many ways, this effect is more powerful
than the cleric ability, for even if the turning at-
tempt fails (against nightshade or larger), it is
automatically fepeated in the following found.
In addition, turned undead wili probably not re-
turn (check morale, applying a - 6 penalty).
Spell-Like Powers
The powef for each of these effects comes di-
rectly from the Relic. That power is diminished
when the Keeper uses the Relic's other spell-like
powers.
The Relic's turn undead effect starts out with
an initial range of 360'. Each use of a speii-like
power reduces this range by 5'. When it reaches
0, the Relic can do nothing further; its turn un-
dead power is negated and none of its spell-like
powers work. When properly tended by the
Keepef, the Relic's power returns at the rate of 5'
range per day (but never faster).
Cure blindness, cure disease, neutralize poi.-
son, cure serious wounds: These effects are iaen-
tical to the clerical spells of the same names,
treated as if cast by a 15th level cleric.
Identify magical item: To use this power, the
Keeper places a magical item by the Relic, leaves
it there for 24 hours, and then touches the item.
Knowledge about the item then magically ap-
pears in the Keeper's mind. The name of the
item and number of "plusses" are revealed, but
not the number of charges (if the object uses
charges). Cursed items will, unfortunately, be
identified as normal ones. As with the use of
clerical spell effects, this reduces the Relic's turn-
ing range by 5'.
The Dwarven Relic
A Forge of Power rests at the heart of every
dwmen stronghold. Most Forges of Power con-
sist of a pair of objects: a large crucible (object'
placed within it are automatically heated to ap-
propriate temperatures), and a large anvil (upon
which metal objects are hammered and shaped).
The Forge is used to create the fabulous dwarven
lens and the extremely rare oil of darkness (de-
scribed later).
A Forge may only be left unattended if an en-
tire clan is destroyed. If any nondwarf finds and
possesses a Forge, most dwarven clans that hear
of it will offer to buy the Forge, for 100,000 gp
or more (depending on the clan's resources). If
the finder refuses to sell it, the clans may employ
thieves to steal it, or may even assemble an army
to retake it, as they consider the Forge to be the
property of dwarves and dwarves alone.
However, if the finder sells it to dwarves for
50% of the amount offered (or less), the clan
buying the Forge will award the title of honorary
clan member to the person selling it unless he
destroyed the clan that originally owned it.
The Eiven Relic
A Tree of Life stands at the center of every el-
ven clan stronghold. It also may be used to create
the fabulous eiven lightship and oil of sunlight
described below.
This large, intelligent tree may be mistaken
for a treant. It cannot be moved, nor can it move
itself, except by an eiven Treekeeper. It can only
be left or found unattended if an entire clan is
destroyed. Most eiven strongholds will pay
20,000 gp or more for accurate information
about the lotation of a living clanless Tree.
The Halfling Relic
A Crucible of Blackflame rests at the heart of
every halfling clan stronghold. Blackflame is like
normal flame in reverse: It burns ashes and
leaves whote items. The Crucible, a truncated
pyramid-shaped wooden container, may be used
(along with the Blackflame itself) to create the
fabulous wcb of sh2dows and the extremely rare
oil of moonlight described later.
A Crucible may only be left unattended if an
entire halfling clan is destroyed. If any nonhaffl-
ing possesses a Crucible, most halfling clans
hearing of it will offer to buy the Crucible for
10,000 gp or more, or 100,000 gp or more if it
contains Blackflame (depending on the clan's re-
sources). If the finder refuses to sell it, the clan
may employ thieves to steal it, or may even as-
semble or hire an army to retake it, as they con-
sider the Crucible to be the property of halflings
and halflings alone.
However, if the finder sells it to halflings for
50% of the amount offered (or less), the clan
buying the Crucible will award the title of hon-
orary clan member to the person selling it if he
did not destroy the clan that originally owned
the crucible.
Craft Use of the Relics
The rules that follow are for DM and NPC use
only; no player character can participate in the
construction of these famous, but incredibly rare
items. You may place one or more of these in a
campaign, but very few should exist, if at all.
Each requires centuries of work to create, and
should be treated with appropriate awe and re-
spect by the demihuman clan involved.
Dwarf
By using the Forge of Power, the Keeper,
Clanmaster, and several dwarven blacksmiths
(all of maximum level) can work together to con-
struct a dwarven lens-a sheet of pure gold, gen-
tly hammered out to perfect paper-thin texture.
This is a long task; it must be worked slowly and
carefully, and requires centuries to complete
(800-1,000 years). The completed lens is a lo'
@iameter disk, mounted in a ring of pure gem-
stone, and is used only to create oil of darkness.
The lens actually concentrates and distills
darkness itself to form the oil, and can only cre-
ate one ounce per year if left in complete dark-
ness throughout the year; any light will spoil the
entire batch.
Oil of dqrkness, in turn, is used to make rock-
ships, famous but extremely rare magical dwar-
ven rock boats, which can move through solid
rock as easily as birds move in the air. One hun-
dred ounces of oil are needed for each rockship;
each rockship can carry a crew of 10 dwarves and
it moves at the same rates as a war-galley.
The lens and oil cannot be created by any oth-
er means, including a wish.
Dwarven clans also can construct magical
hammers, shields, armor, and other items typi-
cal to dwarves by using a Forge of Power. The
cost and time for construction are left to the DM.
Elf
An eiven Treekeeper, Clanmaster, and several
aides (all maximum level) may use a Tree of Life
to create the famous but extremely rafe eiven
lightboats, in the following manner.
The Treekeeper dfaws one ounce of sap (at
most) each month from the Tree of Life, distill-
ing it to a single drop of golden liquid. Extreme
care must be taken lest the Tree be harmed by
the drawing of sap (which could seriously reduce
or even negate its special powers). With the help
of the Clanmaster and aides, the Tree's branches
are guided so that a few leaves of perfect papet-
smooth texture are grown each year. The dis-
tilled sap is mixed with the powdered leaf veins,
creating oil of sunlight-the distilled essence of
light itself. The process can only produce one
ounce of oil per year.
Other perfect leaves afe carefully pressed into
the shape of the lightship hull, and enchant-
ments (known only to the Tfeekeeper) are cast
upon it. At the right moment of the year, the oil
is spread on the specially prepared hull, and the
final enchantments cast. If all goes well, the
lightship is then complete, able to fly through
the air at 360' per turn as long as it remains in
sunlight (which propels it). One hundred ounces
of oil are needed for each lightship; each light-
ship can carry ten elves.
The oil cannot be created by any other means,
magical or otherwise, including a wish.
Eiven clans also can construct magic bows, ar-
tows, swords, and other items typical to elyes by
using a Tree of Life. Cost and time for construc-
tion is left to the DM's discretion.
Halfling
A Crucible of Blackflame is a truncated pyra-
mid made of rare wood, with a solid base, and a
triangular hole in each side. The Blackflame in-
side a Crucible of Blackflame is exactly the re-
verse of a normal flame, black in color and
emanating darkness and coolness, with flicker.
ing reverse "shadows" of light. The flame WiR
burn anything normally not burnable, and will
not harm combustible items (hence the wooden
container). Blackflame can be used to light a
torch without burning it, and inflicts cold dam-
age in the same manner as a normal fire (but re-
versed). Blackflame will also restore ashes to
their original form, but does not return an incin-
erated victim to life.
Using the Crucible and the Blackflame, the
hatting Keeper of the Flame, Clanmaster, and
several halfling sheriffs can work together to con-
str-uct a web of shqdows. Occasionally but very
rarely, the odd shadows cast by a Blackflamc
have material existence for a short time; i
caught and immediately placed in the Crucible,
these wisps of material can be stored. When
enough shadows have been caught (a procedure
that takes over 200 years), the Keeper can draw
power from the Crucible itself (using the ancient
secrets) and weave the web of shadows, a lo'
square net of gossamer strands. It cannot be seen
by any means (even magical) except in shadows
or moonlight, and is carefully kept and stored by
the Keeper.
The web is used for only one thing-collecting
moonlight. When the Keeper and Clanmaster
hold the web for an entire night under the light
of a full moon, chanting the ancient phrases
known only to themselves, the moonlight is
caught and distilled, forming a single drop of sil-
very liquid. This oil of moonlight is collected
and stored in shadow, avoiding the light of day.
A full ounce is required for any effect (gathered
over 7- 10 years), and may then be rubbed into a
fabric (often to make a sail or kite). Any object
thus treated gains the ability to fly at 360, per
turn when in moonlight, which propels it.
Halfling clans also can construct magical dag-
gers, slings, swords, and other items typical to
halflings by using the Crucible of Blackflame.
Cost and time for construction are left to the
DM's discretion.
Doors
Doors are common in most dungeons. Many
doors are locked, and many others are stuck. If
locked, a door cannot be opened until a thief
unlocks it or until a magic-user casts a knock
spell upon it. Any unlocked door can be easily
opened by any monster. After a door is opened,
it will usually slowly swing shut unless a spike is
used to wedge the door open or it is held open.
"Open Doors" Ability
A stuck door can be forced open by any char-
acter. If a player says "I'll open the door:' roll
ld6. If the result is 5 or 6, the door is successfully
forced open. This roll should be modified by a
character's Strength score adjustment, but a roll
of 6 should always open a stuck door.
The attempt may be made once per round pef
character. However, if the first attempt fails,
monsters on the other side of the door cannot be
surprised; they have heard the noise.
Secret Doors
Any character may search for secret doors. The
player must describe the exact area being
searched. This takes about one turn for each
10'x 10'area searched. If a player says "My char-
acter will look for secret doors," roll id6. You
should always foil, whether a secret door is there
of not, to keep the players guessing. If there is a
secret door and the result is a 1, the character has
found the secret door. Elves find secret doors
with a roll of 1 or 2.
Once a secret door has been found and its ex-
act location noted on a map, anyone reading
that map can find the secret door later (no roll
necessary). A secret or hidden door may not be
opened until it has been found.
Special Doors
Some doors may be made to open only in one
direction. Such doors may not be forced open
from the wrong side, but will open normally if a
knock spell is used (from either side).
Equipment Not Listed
Beginning players should not be allowed to
purchase equipment other than the items given
on the lists in Chapter 4 unless you decide other-
wise. If a player wants a piece of equipment not
listed and you decide to allow it, you must de-
cide on its cost, encumbrance, and other charac-
teristics; if you allow the player to come up with
the equipment characteristics, you could end up
with unbalanced equipment entering the cam-
paign and becoming a problem.
Haste Spell
There are many magical ways for creatures to
move and fight at greater than normal speed;
the most common is the haste spell. The follow-
ing rules apply in such situations.
1 .Saving throws are never affected by speed
differences.
2. Hit rolls gain a + 2 bonus for each speed dif-
ference. A hasted character who drinks a po-
tion of specd thus gains a total bonus of + 4
to all attack rolls against opponents moving
at normal speed, but only a + 2 bonus
against singly hasted opponents. This bonus
only affects hit rolls, not damage rolls.
3. The armor class of a hasted creature is not dif-
ferent from its AC at normal speed, but it re-
ceives a - 2 AC bonus for the next speed
effect. Thus, a fighter wearing plate mail and
shield (AC 2) is treated as AC 0 if "double-
speeded" (such as from both the potion and
the spell).
4. Wands, staves, rods, spells, and other magi-
cal effects are not affected by speed. Magic
always takes standard time to use, without
bonuses or penalties for speed effects.
5. A maximum of two different types of speed
may be cumulative. For example, if a charac-
ter drinks a potion ofspced and is hasted, the
character moves at four times normal rate-
twice normal from the potion, and twice nor-
mal from the spell. Four times normal is the
maximum possibk rate increase; attempts at
"triple speeding" or faster rates always fail.
For every level of speed, double the number
of attacks the character can make that round.
6. Identical types of speed are not cumulative.
If a haste spell is cast on a character who is
already under the influence of another haste
spell, the second spell has no effect.
7 The DM may add other restrictions as de-
sired. For example, problems in communica-
tion can develop through speed differences,
especially when a character moving at four
times normal speed tries to talk with others
moving at normal speed.
Speed can be an extremely valuable tool for
characters in combat. If the bonuses gained by
speed give the PCs too much power, you should
add any controls needed to keep the game bal-
anced and entertaining.
Listening
Any character may listen for noises. This oc
curs most often at doors, but may occur an
where. For a character to attempt listening, th
area must be quiet to result in any success. Ne
a waterfall, for example, listening is nearly i
possible. If the area is quiet, all the characte
must also be quiet to have any success. Th
means that everyone must stop and wait whil
one or more characters listen, because armo
weapons, and other items make noise whe
characters are moving.
If any player says "I'll listen for noises," ro
id6. You, the DM, should always roll, wheth
or not there is anything to hear, to keep the pla
ers guessing. If the result is a 1 (1-2 for a dwa
elf or halfling), the character will hear any nois
being made, if conditions permit success.
A 1st or 2nd level thief has the same chanc
to Hear Noise as a demihuman. As he gai
more levels, the thief becomes more adept
hearing noises.
Magic-User Spell Choice
When a player starts a magic-user or elf cha
acter, the player will ask you what spells the cha
acter has in the spell book. The magic-user
teacher is a higher level NPC magic-user, and th
spells come from the teacher. The "spell book
assumed in the game can simply be a list of spel
kept on the character sheet. You may play th
role of the teacher if you wish, but this may als
be assumed.
This system for spells allows you, the DM, t
keep control of the spells used in the game. F
example, you may wish to avoid charm perso
spells. You can avoid it simply by not giving it t
the characters. (You'll have to make sure that t
characters never find a scroll or another magi
user's spell book with the spell on it, too.)
The first spell given should always be rea
magic. This allows the character to read scrol
found, and would be a basic part of the chafa
ter's training.
The second spell given to a beginning magi
user character should be fairly powerful. Yo
should avoid giving detect magic, light, or
taction from evil as the second spell, as these ar
nearly the same as the clerical versions (easily a
quired by a 2nd or higher level cleric).
For magic-user characters, good "secon
spells" are charm person, magic missile, sic
(all useful attack-type spells), and shield (a val
able protection).
The floating disc, holdportal, read langu
and ventriloquism spells are useful; however, th
player of a beginning magic-user may feel usele
in an adventure if "miscellaneous" spells (whic
includes read magic) are the only ones he know
These spells make good "third spells," when th
character reaches second level.
You may wish to give one spell to one begi
ning magic-user and a different spell to anoth
beginner. This increases the number of differe
spells available to a party. However, be sure t
give spells fairly. Try to give one powerful spell t
each, to avoid complaints of unfairness.
Lost Spell Books
If a magic-user or elf character loses a spell
book, the character has a big problem. Nobody
would allow the character to use a borrowed
book, and without a book the character has no
spells to memorize! You should always offer
some method for the character to find a lost
book or gain a new one. This should not be easy;
it may involve paying a large sum of money (or
an unbreakable promise to pay in the future), a
special service or journey, dangerous adventure,
or some other method. Remember that the char-
acter is heavily penalized by the loss of the book,
and the player will probably not have much fun
until it is recovered.
Mapping
Mapping a dungeon is one of the biggest
problems for beginning players. You can make it
easier by following some simpie guidelines:
Describe areas clearly and accurately. If you
make a mistake, tell the players right away,
and make necessary corrections.
2. Use the same terms in descriptions, and try to
describe room details (size of the room, exits,
creatures, other contents) in the same order
each time. If the players become familiar
with certain often-used terms, they can map
more easily. Some common terms for corri-
dors are:
Side passage (or Sideroad): A corridor
branches off to one side, but the main cor-
ridor continues.
Four-way intersection: Corridors branch
off to both sides of the main corridor.
T-intersection: The main corridor ends at
an intersection where corridors continue
left and right.
3. Set a standard description at the start of the
adventure for corridors, rooms, walls, and
other typical features. For example, if you
start by saying "A standard corridor is lo'
wide and lo' high," you can simply say
,'standard corridor" instead of describing it
each time. Standard walls might be "made
of stone blocks, each 2' long and l' tall, mor-
tared on all sides," and no further wall de-
scription is needed unless it differs from the
standard.
4. When you design your own dungeons, use
straight corridors and square rooms at first.
You may try other shapes and twisted corri-
dors when you and the players are more
experienced-but even then, it will still slow
down the game.
Multiple Characters
You should not allow beginning players to
play more than one character at the same time. It
can be hard enough to play the role of one char-
acter; two or more can be very confusing. How-
ever, when the players are more experienced,
you may consider this as an optional system.
You might run several different campaigns in
your fantasy game world; if so, you may allow
each player to have a character in each campaign.
This can be more interesting, and allows the
players to try different classes.
New Items and Monsters
Experienced Dungeon Masters often make up
their own monsters, treasures, spells, and so
forth. This is not recommended for beginners.
The entire game system is carefully balanced,
and it is easy for a beginning DM to create a too-
powerful item; such an item is very hard to get
rid of once it has been put into the game.
When you start to include your own creations,
start out by making them similar to those in this
book. Magical items usually have charges, mon-
sters and character classes all have strengths and
weaknesses. For magical items, familiarize your-
self with the rules for magic item creation in
Chapter 16 (page 250).
Overusing Dice
New Dungeon Masters often make the com-
mon mistake of using random dice rolls to deter-
mine everything. An entire evening can be
spoiled if (for example) an unplanned wilderness
encounter on the way to the dungeon goes badly
for the party. The DM must use good judgment
in addition to randomtables. Encounters should
be scaled to the strength of the party and should
be in harmony with the theme of the adventure;
whenever possible, they should be worked into
the story the characters are playing out.
Likewise, the DM may choose numbers in-
stead of rolling for the amount of damage, num-
ber appearing, etc. This may be necessary to
allow for a more enjoyable game; heavy damage
early in the game may spoil the fun.
Reality Shifts
A DM may occasionally decide to change a
procedure that has been used in many previous
games. Rule changes and additions can usually
be introduced by some logical means such as
finding a new spell on a long-forgotten scroll, or
a magical weapon could be stolen by NPC
thieves to remove it from play.
Sometimes a change cannot be logically ex-
plained. For broad and basic rule changes, work
with your players to develop a logical expiana-
tion. If no other method presents itself, a reality
shift may be the only option.
A reality shift means that the DM and the
players have decided that they want to play the
game by different rules. Do not try to replay past
events or adventures that may have hinged on
the changed rule. Either reconsider the results of
such encounters (modifying treasure, XP, and
items gained thereby) or just ignore the pag
completely.
Avoid reality shifts wherever possible, apply-
ing changes by inventing logical reasons for the@
existence.
Record Keeping
A Dungeon Master must often keep track of
large amounts of information. The following
guidelines are provided as suggestions on how to
turn a disorganized mess into a neat, well-run
game.
Timekeeping
A DM can keep a firm grip on game events if
always aware of the exact game time. Many ef-
fects have given durations, and all actions take
time. While PCs stroll about dungeon corridors,
NPCs and monsters may be busily engaged in
their own affairs, some of which may affect the
party at some point-but when?
Good records of actions taken help organize
timekeeping. During a very active encounter,
keeping track of time can help eliminate confu-
sion and help you keep track of durations of ef-
fects, movement, and when foes can enter or
leave combat. Make a timetrack, a simple list of
numbers, and mark off time as it passes.
Rounds, turns, hours, and days can thus be ac-
counted for.
The timekeeping note sheets can be discarded
after the adventure is over, but the DM may wish
to make permanent notes of the dates and places
of unusual or disastrous events, encounters, or
other details.
Timetrack Table
Days in a Month
12 3 45 67 8 9 10
11 12 13 14 l 516 17 18 19 20
21 22 2 3 24 2 526 27 28 - -
If a DM keeps his own file of information
about player characters, he can find important
details about them quickly, even during games.
He can either keep a full copy of their character
sheets or put compressed data on an index card.
The player isn't allowed to keep back any infor-
mation about his character; the player must at all
times divulge any details about his character to
the DM.
At a minimum, the DM will need the follow-
ing information about each PC: The character's
name, armor class, hit points, alignment, class
and level, experience points, ability scores,
THACO, saving throws, weapons, temporary
magical items, permanent magical items, and
the player's name.
The DM may also want to know special de-
tails, such as XP, gear, cash totals, thief abilities,
magic-user spell books, dominion details and in-
come, location in the game world, items or in-
formation sought, etc.
See Appendix 3 for photocopiable character
sheets you can use for these purposes.
NPC Data
The DM should also fill out a character sheet
for each NPC that might go on an adventure
with a party. For convenience's sake, the DM
should make up NPC sheets in the same format
as the PC character sheets.
In addition to the usual information, an
NPC's record should indicate the NPC's home
town (or the area in which the NPC can be
found) and his personal characteristics and mo-
tives (stubborn, costly to hire, flamboyant, etc.).
Adventure Record Sheets
To help a DM organize an adventure and run
it swiftly, he may wish to prepare an adventure
record sheet. Take a sheet of paper and, at the
top left corner, write the real date and the date of
the adventure in campaign time. Note the char-
acters' mission or primary activity for that day's
adventure at the top right corner of the paper.
Use the copies of the record sheets you have
for all PCs and NPCs taking part in the current
adventure. Copy the information you most need
during the game, including each character's
name, class, and level.
In Appendix 3, you'll find a full-sized copy of
this adventure record sheet. You can photocopy
it and use one record sheet for each adventure
you play.
Abbreviations on the Adventure Record Sheet
Not all the abbreviations on the Adve@t@re
Record Sheet from Appendix 3 are explained be-
low; some should already be familiar to you.
NA, AC, and hp are the number of monsters
appearing, their armor class, and hit points, re-
spectively. If two or more monsters are encoun-
tered, use the second line below the monster
t list their hit points. Multiple monsters
=d be numbered to avoid confusion. Be sure
to leave room beside each hit points figure to
keep track of wounds.
THACO is the score the monster needs to hit
armor class zero (0).
fAT and Damage are the number of attacks
made in one round and the range of d@age
each attack causes. If the monster has special at-
tacks, try to abbreviate these attacks as one word
or a phrase.
STw and STs are the monster's saving throws
vs. wands and spells, respectively. These two are
the most commonly used during encounters
with well-equipped characters.
ML is the morale of the monsters. Monsters
should not always fight to the death. However,
the DM may decide how a monster will react in-
stead of using the optional morale rules.
XPVis the XP value of one creature.
Using the Adventure Record Sheet
Whenever magic affects a character, note the
nature of the effect and its duration to the right
of the character information. Use abbreviations
whenever possible, to save space.
As game time passes, deduct from all magical
effects durations. When a character would be
aware of an exact duration, warn the player
when only a brief time remains.
An alternate method of keeping track of dura-
tions is to mark on the timetrack the exact game
time when the effect disappears. When that
much time has been marked off, the DM knows
that the spell effect has ended.
To speed up play, make notes on encounters
ahead of time on the dungeon of wilderness en-
counter key. To save even more time, put statis-
tics of monsters on the prepared notes. The DM
may also have notes on the details of magical
treasures, or at least the book and page refer-
ences where complete information can be found.
When the combat ends, make the calculations
for experience point awards and circle the total
for that encounter. Note all treasures found as
well, and if they are taken by the party. You may
wish to keep separate treasure records for each
character for encumbrance calculations.
When the time comes to end the adventure,
the DM has all the relevant experience notes on
the adventure record. Total and divide the expe-
rience point awards, and remind players of the
treasure found so they may divide it as they wish.
Note all results on the record sheet.
Placement During
Encounters
If the DM keeps track of monster and PC loca-
tions by memory alone, he sometimes makes er-
rors. -Miniature figures or other items to
represent the opponents are useful for visualiza-
tion and are best used on a gridded playing sur-
face to indicate distances. A surface that can be
further marked to indicate walls, furniture, etc.
is ideal.
If miniature figures are not available, try mak-
ing abstract playing aids to represent monsters.
These can be as simple as scraps of paper with
numbers on them, dice, or pieces of round
wooden dowel, each about an inch high and
marked with a color and a number. With only
four colors and single-digit numbers, an accurate
account can be kept of up to 36 monsters. Play-
ers can identify their opponents by number and
color ("I hit red spectre #7 for 12 points!"), and
the DM can use the same identification in pri-
vate records.
Another alternative is chalk and an inexpen-
sive chalkboard for making diagrams. The DM
will still need to keep separate records of monster
hit points, but all creature positions can be easily
changed.
Retiring Characters
For a variety of reasons, a player or the DM
may decide that a character should be retired. A
player may lose interest in a character. The DM
might then make the character an NPC and have
him reappear during later adventures. That
character might still rise in levels, but at a lesser
rate of experience progress. Discarded characters
who were fully developed in the past are ideal for
new players who want to play established charac-
ters in a campaign.
I The DM may decide that a character is no
longer suitable for a particular campaign due to
an Iexcess of money, items, or power, or some
otner reason. Before retiring the character, the
DM should discuss the problem with the player
and try to find alternatives. Remember that a
properly played but too-powerful character may
be suitable for another DM's campaign.
Whenever any character is retired from play,
provide the other characters with logical reasons
for the disappearance. An adventuref might
move away (to another continent or region), die
of natufal causes or old age, mysteriously disap-
pear, or just retife from the adventuring life.
Special Character
Conditions
Characters sometimes find themselves in unu-
sual situations-situations that limit their effec-
tiveness or options. Here are some of those
situations and their effects.
Blindness
Characters can be blinded by a variety of ef-
fects. For example, a light of continual light
spell may be cast directly on a chafactef's eyes, or
a character without intravision may find himself
in an area of compiete darkness.
A character who is completely blind, for what-
ever reason, suffers a -4 penalty to all saving
throws, a - 6 penalty to all attack rolls (he has to
guess where his target is by hearing), and a +4
penalty to his armor class for the duration of his
blindness.
A character who is forced to travel great dis-
tances while blind must move very slowly. If he is
to walk slowly enough that he will not fall down
steps and walk unknowing into pits, he must
move at one-third his normal speed . . . and,
whether he is indoors or outdoors, that speed is
measured in fect, not yards.
A blind character who is guided by a sighted
charactef can move safely at two-thirds his nor-
mal rate, and his movement is measured in yards
when outdoors. A character mounted on a horse
suffers no movement penalty if someone else is
guiding that horse.
Deafness
A character made deaf by magic (a curse or a
horn of blasting, for example) is certainly incon-
venienced. Since he cannot hear, he will miss
many warnings shouted at him by his allies (the
deaf character should make a saving throw vs.
death ray; if he fails it, he is facing the wrong
way when the warning is called). A curse of deaf-
ness would be cured by a remove curse spell,
while deafness caused by a horn of blasting could
be cured by a cureall spell.
liivisibility
A character who cannot see his opponent due
to an invisibility spell suffers a - 6 penalty to all
attack tolls made against his invisible foe; he has
to guess where his target is by hearing. He suffers
no penalty to his AC when attacked by an invisi-
ble character: Remember, someone who attacks
loses the bonuses of invisibility!
Paralysis
Various types of spells and monster attacks
can paralyze, or "freeze," a charactef. If a char-
acter is hit by a paralyzing attack and fails a sav-
ing throw vs. paralysis, the character is
immobilized and unable to do anything. The
character is not dead, and a character cannot
die from mete paralysis.
A paralyzed character femains awake and
aware of what is happening around him, but
cannot do anything that requires movement (in-
cluding speaking, spellcasting, and so forth) un-
til the paralysis ends.
Hand-to-hand attacks on a paralyzed charac-
ter automatically'hit, but an edged-weapon at-
tack will not automatically kill a paralyzed
character as it would a sleeping charactef.
Ranged attacks are made against the victim as if
he were AC 9.
Paralysis itself has no permanent effects of any
kind. It lasts for 2d4 turns (unless a different
number is given in the monstef or spell descrip-
tion). The cleric spell cure light wounds can be
used to remove the paralysis, but will not cure
any damage when used for this purpose.
Prone Characters
A character who has fallen (e.g., been
knocked over in combat) is easy to hit: Attackers
receive a +4 bonus to their attack rolls when at-
tacking a fallen foe.
A fallen foe also has a - 4 penalty to all saving
throws and a - 2 penalty to attack rolls while on
the ground.
A character on the ground takes one round of
movement to stand up; also, for the rest of the
round after he has stood up, the character still
suffers the penalties of a fallen character.
Sleep and Unconsciousness
A sleeping character is helpless. If an attacker
can come up to a sleeping character without
waking that character, he can kill the sleeper
with a single blow of any edged weapon, regard-
less of the victim's hit points.
Attacks on a sleeping character made with
other (i.e., blunt) hand-to-hand weapons auto-
matically hit; ranged attacks are made against
the victim as if he were AC 9.
Any sleeping creature, including one hit by a
sleep spell, can be awakened by force, such as a
shake, slap, or kick.
Some types of sleep are so heavy that the char-
acter will not awaken when disturbed; they are
defined with individual spell of combat-result
descriptions, and afe normally referred to as un-
consciousness. A victim of unconsciousness is
much like a sleeper, but will not awaken and
cannot resist when being tied up.
Starvation Table
Character Has
No Food
No Water
No Food & No Water
Percentage of hp Must Rest
Lost to Starvation (per day)
O%-24% 6 hours
25%-49% 8 hours
50%-74% 10 hours
75%-99% 12 hours
Starvation and Dehydration
A character begins to starve aftef one full day
without food. For every full day a character goes
without either food or water, roll one die of the
type specified below. The result is the number of
hit points he loses. While staining, the character
cannot heat naturally, and healing spells do not
restore hit points lost from starvation until the
character is no longer starving.
As a character loses hit points, he gradually
becomes less and less effective, as the Starvation
Table below shows. To use the table, find out
what percentage of the character's hit points he
has lost to starvation: Divide the character's un-
modified hit point total into the number of hit
points lost to starvation. (For example, a fighter
with 32 hit points who has lost 10 hit points to
starvation has lost about 31 % of his hit points to
starvation: '0/32 = 0. 3125.) Compare that result
to the table. (You can also use this table to deter-
mine the effects of starvation on monsters.)
Stunning
Certain types of spells, attacks, of magical ef.
fects can stun a character. The duration of the
stun is determined by the type of attack; the de-
scription of each type of attack that can stun will
describe its duration.
A stunned character suffers the following pen-
alties:
1 .The stunned character cannot attack anyone
for the first turn he is stunned (or until the
stun wears off, if that is faster); after the first
turn, he is at a - 4 to hit until the stun wears
off.
2 .He moves at one-third the normal movement
rate for whatever speed he is attempting.
3 .He suffers a -4 penalty to all his saving
throws.
4. He suffers a +4 penalty to his armor cim
(thus an AC 5 becomes a 9).
5 .He cannot concentrate, cast spells, or use
magical items.
6. He cannot use general skills.
7. Any weapon mastery the character possesses
above Basic level is reduced to Basic level.
The cleric spell cure light wounds can be used
to remove the stun effect, but will not cure any
damage when used for this purpose.
Hit Point Loss
id2/day
ld8/day
idio/day
Movement Penalty to
Rates Attack Rolls
No Penalty No Penalty
X 3/4 - 2
X '/2 -4
X 3/4 -6
Thief Abilities
All DMs should be familiar with the special
abilities of thieves. If you are not, turn to Chap-
ter 2 and read the description of the thief class
(page 21). Many dungeon designs include sev-
eral traps for thieves to find and remove, locks
for them to open, and sheer walls for their spe-
cial climbing skills.
When a player says "My thief character will try
to . . ." and names one of these abilities, you
must roll to determine the success of the at-
tempt. All of a thiefs abilities are checked by
tolling percentage dice (d % ).
Ask the player what his percentage chance is
for the skill used. If you keep records of the char-
acters, be sure that the thiefs percentages are in
your records and that the player's records match
yours. Roll the percentage dice. (The DM always
does this; the player does not.) If the result is less
than or equal to the listed chance of success, the
attempt succeeds.
A failed attempt will often simply have no re-
sult. The thief will know, fof example, that the
lock has not been opened, that no traps were
found, that the wall was not climbed, and so
forth. However, a failed attempt at Remove
Traps may set off the trap (DM's decision), or
may leave it to be triggered when a certain action
occurs (opening the chest or door, lifting the
item, etc.).
Attempts to use the Move Silently or Hide in
Shadows abilities will always seem successful to
the thief. Only the DM knows for sure, based on
the result of the roll.
The DM may decide on any result without
rolling. For example, if a party is being chased
by an unbeatable monster and a locked door
stands between them and the exit, you may au-
tomatically allow an Open Locks ability attempt
to succeed, to make the game more fun by allow-
ing the party to escape-possibly after fighting
the creature for a short time.
Transferring Characters
A player may come to your game with a char-
acter created somewhere else. If this occurs, ex-
amine the character sheet carefully. In general,
you may allow the character to "transfer" into
your game unless:
The character is of a higher level than the
other characters in the game
2. The character owns more or better magic
items are owned than by other characters
3 . The character's treasure amounts to mo
than 50% greater than the amount owne
by any other character in your game
Any one of these problems may be cofrecte
simply by changing the details on the charact
sheet. But if allowed to remain unchanged, a
one of them can unbalance encounters you ha
set up. If any changes are necessary, you shoul
talk about them with the player, in private, b
fore the game.
When an experienced character comes in
your campaign, you may also want to establis
how he came here. If the character's former c
paign is set on a world very similar to your c
paign world, you can pretend that he had h
previous adventures on this world all along, an
describe to the othef PCs what they've hear
about this character. If the former campaign w
on a distinctly different world, you can descri
the magical process that brought him here (pe
haps he slid down the wrong worm-hole durin
planar travel, or offended an Immortal who e
iled him from his original world).
pter 14: Monsters
monster," technically, is any creature that
not a player character. This chapter de-
many different types of monsters; these
monsters are listed in alphabetical order.
Monsters are not always ravenous beasts that
automatically attack PCs and ferociously fight to
the death. Monsters may be friendly or un-
friendly, wild or tame, normal or bizarre. Some
will be random, dangerous encounters; some
will be long-term enemies of the PCs; some will
be one-time or permanent allies of the PCs. The
Monster Reaction Table from Chapter 7 can be
used to determine how monsters respond to the
PCs at first if desired.
How to Read Monster
Descriptions
Each entry on the following pages has a de-
scription of the monsters, often including notes
on their behavior. Every monster is described in
the same manner.
Monster Name
If the name of a monster is followed by an as-
terisk (*), then a special or m2gical weapon is
needed to hit that monster. The monster's de-
scription tells what sort of weapon is needed. Use
these monsters with caution; they are very dan-
gerous to iow-level characters who may not have
the right type of weapon to effectively fight such
creatures.
Monster Statistics
just as the player chafactets have abilities
(Strength, Dexterity, etc.), monsters have statis-
tics. Every monster in this chapter has the follow-
ing set of statistics:
Armor Class:
Hit Dice:
Move:
Attacks:
Damage:
No. Appearing:
Save As:
Morale:
Treasure Type:
Intelligence:
Alignment:
XP Value:
Armor Class (AC)
This number works just like a character's ar-
mor class: the lower the numbef, the harder it is
to hit the creature.
A monster's armor class is determined by the
creature's speed and dexterity, the toughness of
skin, and armor wofn (if any). The DM may ad-
just the armor class for special situations. For ex-
ample, a hobgoblin is normally afmor class 6
(probably wearing leather armor), but may be
changed to armor class 2 if the hobgoblin some-
how finds plate mail armor.
Hit Dice (HD)
This gives the number of eight-sided dice (dB)
used to find the monster's hit points. A line
reading "Hit Dice: 1 1 " means that the creature
has I id8 hit points.
Some Hit Dice numbers are followed by ad-
justments (a plus or minus followed by another
number). For example, "Hit Dice: 3 + 1 " shows
the number of Hit Dice (3) and an adjustment
(+ 1). The adjustment is the number of hit
points added to or subtracted from the total of
the dice; for instance, with a Hit Dice 3 + 1 crea-
ture, the DM would roll 3d8 and add 1 to the
total. If he rolled 14 on the dice, the creature has
15 hit points.
If an asterisk (*) appears next to the Hit Dice
number, the monster has a special ability (usu-
ally either magical spells, a special attack, of a
special defense) which will be explained in the
creature's description. A creature may have sev-
eral asterisks by its Hit Dice figure, one fof each
special ability. Special abilities affect the number
of experience points the characters earn for de-
feating the monster, as explained in Chapter 10.
Beside the Hit Dice numbef will be an abbre-
viation: (S), (M), or (L). (S) stands for "Small"
or "Smaller Than Man-Size," meaning that
these creatures are smaller than most humans.
(M) means "Medium" of "Man-Size," meaning
that they are comparable in size with humans.
(L) means "Large" or "Larger Than Man-Size,"
meaning that they are substantially larger than
full-grown humans. Remember that halflings
have a defensive bonus against all creatures of
this size.
Move (MV)
This gives the movement rate for the monster.
Usually, on this line, you'll see two numbers,
with the second number in parentheses. The
first number is the number of feet the monster
moves in one 10-minute turn; the second num-
ber is the movement rate per round (for en-
counters).
Some monsters have a second movement rate.
The first is the rate when walking, and the sec-
ond is a special form of movement, such as
swimming, flying, or climbing.
Attacks (#AT)
This gives the number and type of attacks the
monster can make in one round. Some monsters
have additional special attacks, described later.
Damage (Dmg)
This line tells you the amount of damage a
monster inflicts if its attack succeeds, given as
the roll of one or more dice. When a monster has
more than one attack in a round, the attacks and
damages are given in the same order. "By weap-
on" means that the monster always attacks with
a weapon; the damage is determined by the
weapon type. A monster using a normal sword
will do normal damage for the normal sword,
plus any damage bonuses listed on this line or in
the monster descriptioo.
A typical entry fof damage might read "Dam-
age: id6/2d6." The first attack listed under
"Attacks" causes id6 points of damage and the
second one listed causes 2d6 points of damage.
No. Appearing (NA)
This line, "Number Appearing," shows the
number of monsters that can be encountered,
The first number shows the number of monsters
normally found in a dungeon room. The second
number (in parentheses) gives the number
found outdoors in wilderness. If either number
is zero, the monster is not normally found in
that location. The DM can always adjust the
number according to the situation.
Dungeon Encounters: The first No. Appear-
ing figure applies to dungeon encounters. Find
the level of the dungeon upon which the en-
counter occurs. If the monster's level (Hit Dice)
is equal to the level of the dungeon, use the
listed No. Appearing. If the monster's level is
greater than the dungeon level, reduce the No.
Appearing for this encounter (at least one will
appear). If the monster's level is less than the
dungeon level, then increase the No. Appear-
ing for this encounter. If the creature is encoun-
tered in its dungeon lair, the No. Appearing
can be multiplied by up to five times, but the
DM must use his or her judgment when in-
creasing monster numbers to avoid over-
whelming the player characters.
Wilderness: The second No. Appearing figure
(in parentheses) is used for nondungeon en-
counters. If the creatures afe found in their wil-
derness lair, the No. Appearing can bc
multiplied by up to five times as above.
In any monster lair (whether in a dungeon or
wilderness), up to half of the total numbef
present may be young or very old creatures,
sometimes with little or no combat ability. In ad.
dition, several adults may be absent (hunting,
scouting, etc.), depending on the season, time
of day, and other conditions.
Save As (Save)
This line shows you the character class and
level at which the monster makes saving throws.
For exampie, if the description says "Save: F7:'
then the monster saves as a 7th level fighter.
Refer to the applicable character class desc@p-
tion to find the exact saving throws the monster
uses. As a rule of thumb, unintelligent monsters
usually save as fighters of half theif monster
level. Some monsters may have special adjust-
ments to some saving throws, as given in thei
descriptions.
Morale (ML)
This optional rule measures the monster's
courage in combat. Whenever a monster needs
to make a morale check (see the "Morale" sec.
tion of Chapter 8) the DM rolls 2d6 against the
number shown on this line. If the result i
greater than the morale score, the monsters try to
run away or surrender. Otherwise, the monsters
continue to fight. If the monsters are encoun-
tered in their lair of have special leaders, f@
their mofale scores by I of 2 points.
Treasure Type (IT)
To find out how much and what type of tfc2-
sure is being guarded by the monsters, compne
the letter given here to the letters on the Tfe2sure
Types Table (both Treasure Carried and Tre-asum
in Lair) from Chapter 16. "Nil" indicates no
treasure.
r
Chapter 14: Monsters
If a treasure type is given in parentheses, it is the monster can only be harmed by magical ness, where most adventures take place.
the treasure carried by the monster rather than weapons or is magically summoned or con- Swamp: This terrain includes swamps, marsh
found in its lair. A wandering monstef with no trolled), and these monsters can be affected by es, bogs, and similaf low, wet ground.
letter in parentheses will have no treasure. such spells as protection from evil 10'radius. Woods: This teffain is woodland, forests, jun
Monster rarity is given in parentheses whether a gles, and similar terfain, including wooded hills
lntelfigence cfeatufe is "Common," "Rare," or "Very Rare."
When a monster is hit by a charm or maze Common creatures wiil appear frequently in a Load (Optional)
spell.or whenever the DM just needs to know ap- campaign; rare creatures should appear only occa- Some monsters can be harnessed to c.ar
proximately how bright the creature is, its Intel- sionally; and very rare creatures should only show riders or loads of gear. Such monsters afe give
figence can be a guideline. This line gives the up in extraordinary places of circumstances. an encumbrance total the cfeatufe can car
2VCrggC intelligence for a creature of this type. Normally, two numbers are given. The creatur
The DM can vary the intelligence of individual Description can carry up to the first number without difficu
monsters, as described later in this chapter. This is a general description of the monster's ty; it can carry up to the second numbef at n
Monster intelligence scores range from 0 to habits, appearance, special abilities, and behav- more than h@f its listed movement rates. (Re
18+. Unthinking creatures such as insects and ior. In the description, you may find any of the minder: 10 cn = 1 pound.)
shmes rate an Intelligence score of 0. Common following terms.
animals normally have Intelligence scores of 2. Carnivorc: The creature prefers to eat meat Barding Multiplier (Optional)
Some very bright animals (for example, pegasi) and does not usually eat plants. Some monsters that carry riders can be fitte
have Intelligence scores of 4 or 5, well into the Herbivore: The creature prefers to eat plants with specially crafted barding (armor fo
human range. However, note that having scofes rather than meat. mounts). If they can use barding, that bardin
of 3 to 5 doesn't mean these creatures think the Insectivore: The creature prefers to eat insects normally costs more and weighs more than hors
way humans do, merely that they often seem rather than plants or red meat. barding. Choose a type of barding for the mo
clever in comparison with the stupidest of hu- Omnivorc: The creature will eat nearly any- ster (see the "Armor" section of Chapter 4)
man beings. thing edible. note its cost and encumbrance, and then multi
Nocturnal: The creature is normally active at ply that cost and encumbrance by the numbe
Alignment (AL) night, sleeping during the day. However, shown on this line. The results are the cost an
Monsters may be Lawful, Neutral, or Chaotic. dungeons are often dark as night, and a noctur- encumbrance of barding for a creature of thi
Normal animals are Neutral. A good Dungeon nal creature may be awake during "daylight type.
Master always considers alignment when playing hours" if found within a dark dungeon.
the role of a monstef. For example, a Lawful A monster's home is called its @r. Most Abbreviated Monster
/monster does not normally have any reason to at- ster lairs are in dungeon rooms of outside, nici- Listings
tack a party of player characters; even if it is den in the wilderness. Most monsters will defend
guarding an area, it wiil first warn the characters their lairs fiercely. In many D&De game adventures, you wil
away. Only intelligent monsters can speak an find short monster listings. These listings con
alignment language. Terrain tain most of the information described abov
This line describes the type of terrain the but use abbreviations instead of full-lengt
XP Value (XPV) monster frequents. The monster need not be terms, vastly compressing the monster informa
This line indicates the experience points to be limited to this type of terrain. Terms used to de- tion.
awarded for the defeat of onc of that type of fine terrain include the following. Here's a typical abbreviated monster listing:
monster. However, the DM may give more expe- Cavefn: This includes natural caves, deep fis-
rience points for monsters in "tough" encount- sures, gfottoes, natural tunnel complexes, and Dragon, Pocket: NA 1-6 (2-12); AC 8; HD
ers, such as an attack on a well-defended lair, of other underground settings. 3*; #AT 1 bite; Dmg 1-3 + venom; MV 90'
less experience points for encounters where the ColdlArctic: These are areas of snow-capped (30'), flying 120' (40'); Save F3; ML 8; TT
monsters never get to bring their abilities into mountains, ice-sheets, snow-covered plains, and K + L; AL N; SA venom bite for - 2 enalty
play. See Chapter 10 for more details on experi- tundra. p
ence point awards. Desert: This terrain includes and barrens, hot to attack rolls and saving throws (save vs. poi-
rocky plains, sand seas, and similaf areas. son avoids); XPV 50.
Monster Descriptions Lost World: This is a special area cut off from
the outside world, where creatures from a by- Some entries slightly vary from the forma
Below the monstef statistics are paragraphs of gone age live on unchanged, including prehis- shown above. Some, for instance, will alter th
text-the monster's description. Aside from the toric areas. order in which the statistics appear and may ad
main body of the description, there may be sev- Mountain: These are rocky areas, including other information. Don't be confused b
eral special paragraphs including the following: cliffs, gorges, mesas, peaks, voicanoes, and so changes in ordef or the addition of extra statis
on; it also extends to include hills, rocky barrens, tics; the basic abbreviations are the same. Som
Monstef Type: and other very rough and broken terrain. of the extra abbreviations you'll see in variation
Terrain: Ocean: Oceans include salt water seas and sur- of the short monstef description include:
Load: (Optional) face and underwater encounters. Coastal en- hp Hit points
Barding Multiplier: (Optional) counters are specially noted. SA Special attack
Monster Type . Opcn: This is cleat or rolling ground, includ- SD Special defense
ing grasslands, plains, savannahs, steppes, THACO To Hit Armor Class 0
This is a general guide as to the type of mon- sc@@land, veldt, and moorlands. .
ster this creature is; different types of monsters mvcrILake: This includes freshwater encount-
have different sets of abilities, as described later er areas, with both surface and underwater en- Special Attacks
in the chapter. counter possibilities. Many monsters have special attacks, which ar
Monster types include Normal Animal (in- Ruins: These are ruined or abandoned buiid- mentioned in their descriptions. A character ca
cluding Giant Animals and Prehistoric Ani- ings, artificial underground complexes (d@n- usually avoid the effects of a special attack b
mals), Lowlife (including Insects, Arachnids, geons), tombs, crypts, graveyards, and similar making a successful saving throw (though som
Fungi, Slimes, and similar creatures), Construct, desolate places. attacks, such as energy drain, have no savin
Dragon (including dragonlike creatures or Settled: These areas contain villages, towns, throw).
Dragon-Kin), Humanoid (including Human, cities, and other (generally human) communities Each special attack which a creature has give
Demihuman, and Giant Humanoid), Monster, from which most dangerous creatures have en it an asterisk (*) beside the creature's Hit Dic
Planar Monster, and Undead.
"Enchanted" monsters are identified (i.e., driven. The opposite of a settled area is wlider- figure. Read the following explanations care
153
apter 14: Monsters
fully and refer to this section whenever special point of the new level. Against powerful Swallow
attacks are used in a game. demihumans (those who have advanced beyond
level limits), the attack drains 101,000-120,000 Some monsters are large enough to swallow -a
Acid experience points (id2O X 1,000 + 100,000). victim whole. This attack always succeeds if the
A 1st level character hit by an energy drain at- attack roll is 20 and might succeed with a lower
Acid damage is possible from the attacks of tack is killed and often returns as an undead un- number (given in the description). The swal-
black dragon breath, gray ooze, and other crea- der the control of the slayer. If not specified, this lowed victim takes a given amount of damage
tures. The amount of damage done by an acid occurs 24-72 hours after death. each found until the monster or the victim is
attack is given with the monster description; nor- Lost expefience levels can be regained through killed. If the victim has an edged weapon, he
mal items can be ruined if the victim of the acid the 7th level clerical spell restore of by earning may attack the monster from inside, but with a
attack fails a saving throw. the experience through normal adventuring. -4 penalty on attack rolls. The inside of any
A monster hit by energy drain would lose one creature is AC 7 unless noted otherwise. Being
Blindness Hit Die from this effect, with loss of hit points swallowed often has effects other than damage
and possible reduction of attack rolls and saving (loss of consciousness, paralysis, etc.). If the vic-
Certain monster powers, spells, special throws. tim dies, the body is completely digested in one
actions, or fighting in the dark without infra- In general, a monster with the energy drain hour (six turns) and cannot be recovered.
vision can result in blindness. Some forms of ability must make a conscious attack with it for
blindness do not involve sight; for example, a the power to take effect. In other words, a vam- Swoop
bat can be "blinded" by the clerical silence 15' pire could pick up and carry a human without
radius spell. See "Special Character Conditions" harming him or her, if the vampire wished to d'o This attack is similar to a charge, but is per-
in Chapter 13 for more details. so; likewise, a mystic could attack a vampire with formed by flying monsters. Unlike the charge,
his bare hands and not lose experience levels just the swoop only does double damage if the mon-
Charge from hitting the vampire. ster surprises its opponent. If the attack roll is 18
or more and the monster has talons or some way
If a monster can run toward its opponent for to grab prey, the monster holds on and tries to fly
20 yards (20 feet indoors), it inflicts double dam- Paralysis away with its victim. If the victim is too heavy,
age if it hits. A monster cannot charge in certain This effect "freezes" a character. If a character the monster lets go immediately. A swoop can-
types of terrain: broken, heavy forest, jungle, is hit by a paralyzing attack and fails the saving not be used in dense forest or jungie cover.
mountain, swamp, etc. throw vs. paralysis, the character is unable to do
anything (see Chapter 13, under "Special Char- Trample
Charm acter Conditions"). Some monsters try to use their large size to
Some monsters can enchant a character so that Petrification crush their opponents. When trampling, a mon-
the character believes that the monster is a ster gains a + 4 bonus to its attack roll if the vic-
friend. If a character is the victim of a charm at- This is a dangerous ability of certain fantastic tim is man-sized or smaller. Some groups of
tack (from a harpy, for example) and fails a sav- monsters. It may take the form of a gaze, breath, animals (herds) may also trample, usualiy inflict-
ing throw vs. spells, the character is immediately of normal hit in combat, as given in the monster ing id2O points of damage through sheet num-
charmed. This special attack works just like the description. When hit by a petrification attack, ber rather than large size.
magic-user charm person spell, except that the the victim must make a saving throw vs. turn to
effect ends at once if the monster is killed. stone. A victim who fails the saving throw turns Special Defenses
into a stone statue. All equipment carried,
Continuous Damage whether normal or magical, turns to stone with In addition to good armor classes, high Hit
him, becoming part of the statue and not remov- Dice totals, and special attacks, some monsters
Some monsters hold on when they hit their able. Certain magical spells can restore a petri- have the additional special defenses of immunity
victims. When this occurs, they need make no fied victim to normal. to normal weapons and spell immunity.
further attack rolls; the victim takes a given
amount of damage each round, usually until the
monster of its victim is killed. Constriction and Poison Immunity to Normal
blood draining are two examples of this type of Monster poison is simple and dangerous. A Weapons
special attack. character hit by poison who fails his saving throw Many enchanted monsters are completely im-
vs. poison dies; if he makes his saving throw, he mune to the effects of normal (i.e., nonmagical)
Disease is unaffected. Optionally, poison may inflict weapons. These creatures are especially danger-
damage-fof example, id6 per Hit Die of the ous to low-level characters who are less likely to
Unless otherwise noted in the description, dis- creature, with a save for half damage. have magical weapons available. Some of these
ease requites a saving throw vs. poison. Failure
means the character has a 2 5 % chance of dying creatures (lycanthropes, for example) are vulner-
within 1-6 days, and in any event he will need Spell Ability able to silver weapons, while others are even im-
mune to some magical weapons. For instance,
complete rest for that time. Success means the This means a monster can cast one or more
character avoids the disease. Disease can be some monsters are immune to normal weapons
spells. Unless otherwise specified, the monster I apons of up to a + 1 magical bonus, a + 2
cured at once by spells such as cure diseqse. acts as a spellcaster of level equal to its own Hit ana we
Dice. Usually the ability is innate (that is, the bonus, or more. The greater the immunity, the
Energy Drain monster does not require spell books or time to more dangerous the monster is. Monsters with
memorize or meditate) and will be limited to a these immunities have an asterisk beside
This is a dangerous attack form, with no sav- certain number of times per day. "At will" their name in the monster listing.
ing throw allowed. If a character is hit by an en- means the monster can use the ability every
efgy drain attack (by a wight, for example), the round if desired. Some monster spellcasters act
character loses one level of experience. With par- like magic-users or clerics. These monsters,
ticularly nasty energy-drainers (such as vam-
called wokani and shatnans, are detailed in the
pires), the character will lose two levels ot "Monster Spelicasters" section (page 215). A
experience. The energy drain removes all the monster receives one asterisk (*) for every two
benefits of the lost experience levels (hit points, spell levels it can cast; thus, a creature that can
spells, and so forth) as soon as it occurs. The vic- cast 3rd level spells will have two asterisks for
tim's experience point total drops to the mid- that ability.
154
Chapter 14: Monster
Spell Immunity greatef constructs include gargoyles and go-
lems. The following general rules apply to all Type of Human Checklist
This special defense may take many forms. constructs: 1. Find Number Appearing
Undead are immune to all forms of charm' 2. Determine Class of each (roll ld12):
sleep, and hold spells; many fire-using creatures 1 .T@ey can be created only if the proper magi@-
afe immune to fire-type spells. Some powerful cal process is used. Rules for their creation are 1-2 Clefic
creatures may be immune to spells of low power, given in Chapter 16. 3-6 Fighter
such as all 1st and 2nd level spells, possibly in 2. They do not heal normally; magic must be 7-8 Magic-user
addition to immunity to a specific type of spell. used to cute them of any damage incurred. 9-10 Thief
When spell immunity is mentioned, it applies to 3. They are immune to the effects of poison 11 Druid
all speli-like effects as well, including those pro- (since they are not truly alive) and mental ef- 12 Mystic
duced by monsters of devices. For example fects (charm, sleep, illusions, etc.).
3. Determine Alignment of each (choose or
munity to all 1st-3rd level spells also cofe,, 4. They do not reproduce; there are never "ba-
immunity to fireballs from a wand or staff (since by gargoyies," for example. roll id6):
fireballis a 3rd level spell). 1-3 Lawful
However, dragon breath is a natural ability of Dragon (Dragon-Kin) 4-5 Neutfal
dragons, not a magical one, and is not affected @l e dragons are among the fiercest and most 6 Chaotic
in
unless a description mentions it specifically. dangerous of monstets. They are huge reptiles
with great wings, cruel teeth, sharp claws, and a 4. Find the reason for the NPCs' appeaf-
Monster Type keen awareness of their own superiority. Most ance. Select one from the checklist below
have "breath weapons" (i.e., attacks where they or roll id8.
Each monster description has a line for "Mon- 5 . Select the equipment for the NPCS.
breath out a damaging effect such as fire), many
ster Type." Here, these general categories ot are of great intelligence, and some can cast Magical items may be added if desired.
monster are described in greater detail. The cate- spells. Not ail dragons are evil; some are very If so, the items should be used by the
gories include: good benevolent creatures. NPCs whenever needed. Remember that
0 Normal Animal (plus Giant Animal and the NPCs' items may become party trea-
Prehistoric Animal) There are also dragon-kin, species related to sure if the NPCs are slain, and powerful
0Construct (Enchanted Monster) dragons, such as chimeras, drakes, dragon tur- items should not be given out carelessly.
*Dragon (and Dragon-Kin) ties, hydras, salamanders, and wyverns. 6. Add other details as necessary, either by
0Humanoid (plus Human, Demihuman, selecting or rolling randomly for armor
and Giant Humanoid) Humanoid (Giant Humanoid, class, hit points, spells, and so forth.
* Lowlife Demihuman, Human)
eMonster
oPlanar Monster A humanoid creature is roughly human x@n NPC Reasons for Appearing Checklist
9 Undead shape (two arms, rwo legs, biped) but is not hu- 1 . Alone, Injured (and Scqred): The NPCs
Sometimes a monster will belong to more man or demihuman. Lowly monsters such as had set out by themselves on in adven-
than one of these categories. goblins fall in this category, as do creatures up to ture but discovered that the dungeon is
ogre size. Humanoids are subject to the charm more dangerous than they expected.
person spell.
Normal Animal (Giant A giant humanoid is like a normal humanoid, They wish to join the PC party for safety.
Animal, Prehistoric Animal) only larger and more powerful. These include 2. Bait: The NPCs are bait, either charmed
true giants and creatures such as trolls. These or controlled by a nearby monster. The
A normal animal is any sort of nonmagical creatures are not subject to the charm person NPCs will attempt to lead the party to the
creature that belongs in its environment. If a monster's location without creating suspi-
game "monster" is an animal that occurs in the spell. cion. The monster may appear while the
real world or is a variant breed of such an animal, A deniihuman is a member of a nonhuman NPCs distract the party.
character class: a dwarf, elf, or halfling.
it is a "normal animal." A normal animal may Finally, humans can be encountered nearly 3. Escaping: The NPCs were prisoners of a
be something as inoffensive as a field-mouse or anywhere in a game world. They provide many nearby monster but have escaped. They
as dangerous as a tiger. opportunities for role-playing by both the DM have little of no equipment. The mon-
A giant animal is simply an oversized version and the piayefs. In addition, they can be used to ster might appear soon if aware of their
of a normal animal. It is not magical and d@es provide goals for the player characters and can escape.
not differ in attack forms or behavior from its lead to entire adventures. In some cases, the rea- 4. Looking for a Friend: The NPCs are look-
smaller counterpart; it is simply more dangerous sons for the encounter may cause some changes ing for a friend, either rumored of known
because it is much larger. in nearby rooms of the dungeon. For example, if to have disappeared in the dungeon. The
A prehistoric animal is a creature that was the NPCs are acting as bait, the DM may wish to friend might be a prisoner of a nearby
once a normal animal in the past but has become place a harpy in a nearby empty foom or to monster.
extinct on our world; such creatures as sabre- chanlye a given monster to a harpy. 5. Looking for an Item: The NPCs are look-
tooth tigers, dinosaurs, and cave bears are pre- ing for a special item either rumored or
historic animals. In a game world, prehistoric Since humans tend to be individuals, an en known to be in the dungeon.
animals may never have become extinct or ma counter with humans will require some work by 6. Not What They Seem: The NPCs afe not
y the DM, but the encounter can be quite enter-
have become extinct in most places but still exist taining. The NPC humans do not- need to be as mere humans. They may be lycanthropes,
in isolated areas such as lost valleys. detailed as player characters. The DM may create @pplegangers, gold dragons, etc. The
e each human NPC character in full detail or may L)M should determine the monstef type
Construct (Enchanted use the Type of Human Checklist to find the and run the monsters normally.
Monster) necessary details. (Note: This same procedure 7. Running Away: The NPCs are running
can be used for demihumans by omitting step away.from an encounter with a nearby
A construct is a monstef that is not actually #2.) Use the NPC Reasons for Appearing Check- monster. The monster may be chasing
alive, but which has been created magically. list to generate some encounter ideas. them.
Thus all constructs are also "enchanted" mon- 8. Sole Survivors: The NPCs are the only
sters. A lesser construct can be hit by any weap- survivors of a recent battle with monsters.
on. The lesser constructs include living statues. The femains of the rest of their party may
A greater construct can be hit only by magical be found in a nearby monster lair.
weapons. They are verv costly to make. The
155
Chapter 14: Monsters
Lowlife Actaeon (Elk Centaur)
Armor Class: 3 each victim within it must make a saving throw
The lowlife creatures are, for the most part, Hit Dice: ll** vs. dragon breath or be polymorphed into a nor-
nonintelligent (Intelligence 0) and have simple Move: 150' (50') mal forest creature (owl, squirrel, deer, etc.). If
lifestyles. Most are plants, fungi, insects, arach- Attacks: 2 spears/ Iantler or breath the saving throw is successful, the transforma-
nids, slimes, oozes, or other invertebrates such as (special) tion still occurs, but lasts for only 24 hours.
worms or slugs. The category also includes speci'- Damage: id6+6/id6+6/2d8 Once per day an actaeon may summon wood-
mens of huge size. No. Appearing: 0 (1) land creatures to assist it; id6 creatures arrive in
Save As: Cil id4 turns. Choose or randomly determine the
Monster Morale: 10 types ofcreatures appearing:
A monster is any creature that does not fit in Treasure Type: B 1 boar
I to intelligence: 12
one of the other categories. They tend to be eg- Ali anment: Neutral 2 bear
endary or fabulous creatures, but otherwise may XP Value: 2,700 3 centaur
have little in common with each other. Some re- 4 griffon
semble members of other groups (humanoids of Monster Type: Monster (Rare). 5 lizard (chameleon)
animals, for example) but have abilities or This solitary creature is a protector of wood- 6 treant
powers that set them apart. land creatures. The actaeon is 9' tall, with the
arms, torso, and facial features of a human but Actaeons are members of the woodland com-
Planar Monster (Enchanted the antlers and lower legs of an elk; its whole munity along with centaurs, dryads, etc. They
body is covered with brown elklike hide. are sufficiently bold and rare that they are re-
Monster) It can camouflage itself perfectly (as if invisi- nowned heroes of these forest folk. Actaeon
All planar monsters have one thing in com- ble) in light or dense woods. When angered by sometimes work with druids to preserve the
mon: they come from a plane of existence other the wanton slaying of woodland creatures (or safety of the woods, es ecially if a dangerous
p
than the Prime Plane (the dimension that is the similar vile acts), the actaeon springs out of hid- threat is involved.
player characters' home). Some monsters will ing, usually with surprise (1-5 on id6). It often There can be actaeon spellcasters; see "Mon-
have both Prime Plane and other planar ver- uses large wood and bone spears to punish or slay ster Spelic-asters" on page 215.
sions; these will be noted. Planar monsters that the defilers of the woods. Terrain: Woods.
afe summoned or gated to the Prime Plane are It has a powerful breath weapon that can be Load: 3,000 cn at full speed; 6,ooo cn at half
enchanted" monsters as well. used once per day, filling a lo'x lo'x lo' cube; speed.
Most other-planar creatures do not have "nor-
mal" treasures but may have the equivalent in
the material of their own planes. For example,
valuable gems on the elemental plane of Water
may appear as bits of colored ice. When the trea-
the DM may change
sure type given is "Special,
the treasures to match the plane.
Undead
i ne undead are creatures that were once ative
but now owe their existence to powerful super-
natural or magical forces upon their spirits or
bodies. Most undead can be repelled by clerics or
certain objects, such as holy symbols. Undead
are not affected by special attacks that affect only
living creatures (such as poison) or by spells that
affect the mind (sleep, charm, hold, discord, in-
sani .ty, feeblemind, etc.). Undead created by
magical spells are "enchanted" monsters.
Monster Frequency
Monsters are listed as being common, rare, or
very rare. Rare monsters should be used less fre-
quently than common monsters. Very rare mon-
sters should usually appear in carefully planned
encounters or in seldom-visited settings.
Monster List
This is the basic list of monsters for the D&D@
game. Other monsters are introduced in adven-
tures and supplements published for the game.
156
@ I Chapter 14: Monsters
Adaptor are known by a name which sounds like young flee while the mates protect them.
Armor Class: 9 "haoou." They are only encountered on the Any group of 16 or more may panic when at-
Hit Dice: 8* (M) Prime Plane when conjured by a cleric (see the tacked, running toward the disturbance 40% of
Move: 120' (40') clerical spell aerial servant). They don't care to the time (trampling all in their path for id2O
Attacks: 2 (sword) or see below be summoned for this slave labor; they do not points of damage; no attack roll needed).
Damage: ld8 +4/ id8 +4 or see below deliberately or maliciously misinterpret their Terrain: Open, Light Woods.
No. Appearing: id6 (ldl2) summoners' orders, but they are hateful ene-
Save As: F8 mies of humans who visit the plane of Air. Ant, Giant
Morale: 10 Clerics can summon aerial servants to perform Armor Class: 3
Treasure Type: v tasks for them. Summoned aerial servants will Hit Dice: 4* (M)
Intelligence: 13 not fight; they only accept orders to seize things Move: 180' (60')
Alignment: Any or prisoners and bring them back to the cleric. Attacks: 1
XP Value: 1,200 They can only be harmed by spells of magical Damage: 2d6
weapons. They travel at super-speed, often sur- No. Appearing: 2d4 (4d6)
Monster Type: Monster (Very Rare). prising their prey (1-7 on id8). The percentage Save As: F2
Adaptors are a peculiar race native to ;ill chance of breaking free of the servant's grip is Morale: 7 (and see below)
planes of existence. They are very intellige , equal to the victim's Hit Dice or experience level Treasure Type: U (and see below)
n,,
and their ancient race has greater and wider (i. e., an 18th level fighter has an 18 % chance to Intelligence: 1
knowledge than any sage, but their cultural phi- break free of the grip). Alignment: Neutral
iosophy demands that they not pass their great Plane of Air: On their home plane, the haoou XP Value: 125
knowledge between planes and human culture, have their own evil empire, which reigns in plac-
Instead, they travel and observe civilization es where there are few or no other creatures. Monster Type: Lowlife (Rare).
throughout the planes, exchanging information Their enemies are the heiions and the djinn. Giant ants are black ants about 6' long. They are
only among themselves. They fear earth-type creatures and attacks. omnivores and will attack anything edible that hes
Adaptors are natural (nonmagical) poly- Terrain: Plane of Air; Any. in their path (no reaction roil); if they win, they car-
morphs, able to change into the form of any Load: 5,000 cn at full flying speed; 10,000 cn ry their kills back to the nest. Once engaged in
creature of human or demihuman size. They al- at half speed when retrieving items or prisoners combat, they wdl fight to the death, even trying to
so change color after they adapt to an attack. for their temporary masters. cross flames to reach their opponents.
They are travelers, rarely staying anywhere for A giant ant nest looks like a large, bare hill.
more than three days, and able to enter and Amir Giant ant nests are not as heavily populated as
leave other planes at will. See Efrecti, Greater. those of smaller ants. At any given time, the nest
These creatures have the ability to adapt-to will be protected by 4d6 giant ants, and another
alter their physical structure to survive in any en- Animal Herd lod6 will be on the trails, gathering food. There
vironment. Once exposed to any type of magical Armor Class: 7 is an ant queen in the deep, well-guarded egg
attack, they then become immune to it; for ex- Hit Dice: 1-4 (M-L) chamber of the ant nest.
ample, a lightning bolt would inflict full or half Move: 240' (80') Giant ants behave just like their smaller cous-
damage when first used against it, but all electri- Attacks: I attack (butt, bite, or kick, ins. They wander all over the landscape, finding
cal attacks would thereafter have no effect. The by species) sources of ready food (grain warehouses,
adaptation fades away in idio turns if not used. Damage: id4,ld6,orld8 watering-holes, villages), communicate their
In combat, adaptors are skilled at swordi)iay (2 No. Appearing: 0(3dio) finds to the nest, and set up a trail from the nest
attacks per round, +4 bonus to attack and d@age Save As: Fl to the food and back.
rots). If the DM wishes, he can have an adaptor Morale: 5 There are legends of giant ants mining gold,
protect itself with fantastic devices which the PCs Treasure Type: Nil and there is a 30 % chance that a lair will contain
cannot comprehend or use (if desired, designed by Intelligence: 2 idio thousand gp worth of nuggets.
the DM). Examples might include a flame tube, Alignment: Neutral Terrain: Any except Arctic.
trance inducer, or energy neutralizer. @ XP Value: 10, 20, 35, or 75
Adaptors are not the same as dopplegangers; Ape, Snow
they cannot turn into duplicates of specific people. Monster Type: Normal Animal (Common). Armor Class: 6
Terrain: Anywhere humans are found. This set of monster statistics represents most Hit Dice: 3 + 1 (M)
wild grazing creatures, such as caribou, deer, elk, Move: 90' (30')
Aerial Servant (Haoou)* goats, moose, and wild oxen. All but the most Attacks: 1 club/ 1 hug
Armor Class: 0 inhospitable climates in the world will feature at Damage: id6/2d6
Hit Dice: 16** (M) least one type of herd beast. No. Appearing: 0(2dio)
Move: 240' (80') PCs might attack members of a herd in order Save As: F3
Flying: 720' (240') to acquire meat. The Hit Dice of and damage Morale: 7 (11)
Attacks: I done by herd creatures depend on the type of Treasure Type: K
Damage: 4d8 creatures they are. Here are some sample herd Intelligence: 4
No. Appearing: i(id4) creatures: Alignment: Chaotic
Save As: F16 XP Value: 50
Morale: 9 Type of Animal Hit Dice - Damage
Treasure Type: Nil or Special Antelope, Deer, Goats 1-2 (M) id4 Monster Type: Normal Animal (Rare).
Intelligence: 12 Wild Horses, Zebras 2 (L) id4 + I Snow apes are squat, baboonlike creatures
Alignment: Chaotic Caribou, Oxen 3 (L) id6 with shaggy white fur. They are somewhat intel-
XP Value: 4,050 Elk, Moose, Cattle 4 (L) id8 ligent, and often make simple tools like clubs or
sharpened bones. They cannot, however, grasp
Monster Type: Planar Monster, Enchanted The DM may add other herd animals within more complicated concepts, such as the use of a
are). these ranges. bow and arrow.
Aerial servants are humanoid in shape. They In any given herd only one animal in four is Because of their camouflage, they are ex-
appear to be man-shaped figures of roiling fog; male; the rest are females and young. A male has tremely difficult to see in snowy conditions (sur-
they are eerie and menacing. at least 3 hit points per Hit Die; females have prising on a 1-4). The snow ape uses one arm to
Aerial servants are beings native to the ele- normal hit points. Young have only 1-4 hit attack with a weapon and attempts to hug its vic-
mental plane of Air. On their home plane, they Hit Die. When alarmed, females and- tim with the other. Because the snow ape is so
points per
151
hapter 14: Mon
strong, any creature caught in its hug takes 2d6 and chaotic people and monsters, persuading Baboon, Rock
points of damage each round until freed. The adventurers to attack those evils, and sometimes Armor Class: 6
ape will maintain its hug until it is slain or its directly helping the adventurers who are advanc- Hit Dice: 2 (M)
morale fails. ing their goals. Move: 120' (40')
Although generally reclusive, the snow ape is Both male and female archons have the bodies Attacks: 1 club/ I bite
clever and cruel, preferring to ambush its victims like that of giant eagles, with golden-feathered Damage: id6/ id3
whenever possible. If trapped or cornered, the wings. The male archon has a head, arms, and No. Appearing: 2d6 (5d6)
snow ape fights viciously (use the morale in pa- torso like a.huge muscular man; the female has Save As: F2
rentheses in this case). Although they cannot no torso, but has a dragonlike neck and three Morale: 8
make intelligible sounds, snow apes communi- heads: two bull's heads flanking a beautiful fe- Treasure Type: u
cate with each other using a complex sign lan- male human's. Intelligence: 2
guage. In addition, snow apes often leave In combat, each female's bull head may gor@ Alignment: Neutral
messages for each other using a system of stacked for 3diO points of damage or breathe a cone ot XP Value: 20
rocks and snowballs. fire lo' long for 4d6 points of damage. A male
Snow apes are omnivores; they like giant insects may use any human weapon, and many have en- Monster Type: Normal Animal (Common).
and red meat (such as humans), but wiil not attack chanted weapons. Rock baboons are larger versions of normal ba-
very large monsters or large parties. They hve in Archons are immune to fire, poison, and 1st boons and are more intelligent. They are omni-
snowy mountain forests and do not need to take through 4th level spells of all types. Archons vores but prefer meat. They are not inclined to
shelter except in the worst snowstorms. may use spells as 12th level clerics and can tcle- eat humans, preferring small herd animals when
Terrain: Arctic, Mountains (cold). port at will. they can catch such beasts. They do not make
Once per day, each may use one bolt ofpurity tools or weapons but will pick up bones or
Ape, White and may create one sword offlarne. The bolt ap- branches to use as clubs.
Armor Class: 6 pears similar to a lighming bolt (with the same Rock baboons form packs of up to 30 mem-
Hit Dice: 4 (M) size and range), but causes all victims to become bers, each pack led by a dominant male. They
Move: 120' (40') Lawful and peaceful for 2d6 turns (no saving are ferocious and have vicious tempers. They do
Attacks: 2 claws or 1 rock throw). It removes all evil thoughts and does not not speak a true language, but use simple
Damage: ld4/id4 or id6 cause damage. The sword is the size of a normal screams to communicate warnings and needs.
sword but is solid flame and inflicts 4d8 points Rock baboons will not go out of their way to
No. Appearing: id6 (2d4)
Save As: F2 of damage to any victim hit. Once created, it attack travelers, but will try to scare intruders out
lasts for three turns. of their hunting grounds.
Morale: 7
Treasure Type: Nil Archons live in small families of one mated Terrain: Hill, Mountain, Open.
Intelligence: 2 pair and id3 young. Archons are encountered
alone or in mated pairs; adventurers almost nev- Bandit
Alignment: Neutral
er encounter archon young.
XP Value: 75 Terrain: Any, any Planar. Armor Class: 6
Load: 5,000 cn at full speed; 10,000 cn at half i!it Dice: 1 (M)
Monster Type: Normal Animal (Rare). Move: 90' (30')
White apes have lost their color due to many speed (may carry a character at a crucial time if
years of living in caves. They are nocturnal her- he is worthy). Attacks: 1 weapon
Damage: By weapon
bivores, looking for fruits and vegetables at No. Appearing: 2d4 (3dio)
night. Athach Save As: Ti
They do not go out of their way to attack char- Armor Class: 0 Morale: 8
acters; if approached by humans and demi- Hit Dice: 14- (L) Treasure Type: (U) A
humans and given a chance to tee, they will do Move: 180' (60') Intelligence: 11
so. But if creatures approach their lair, the apes Attacks: 4 Alignment: Chaotic or Neutral
will threaten the intruders. If their threats are ig- Damage: 2dl2/2dl2/2dl2/2dio + XP Value: 10
nored, they will attack. They may throw one poison (special)
stone per round for id6 points each. No. Appearing: ld3(ld6) Monster Type: Human (Common).
White apes are not intelligent and are some- Save As: F14 Bandits afe NPC thieves who have joined to.
times kept as pets by Neanderthals (cavemen). Morale: 7 gether for the purpose of robbing others. Fre-
Normally, in the wild, they live in caves in family Treasure Type: I quently, they have small communities of 3-30
groups of 2-8 members. Intelligence: 8 members and send out raiding groups of 2-4
Terrain: Cavern, Hill, Mountain, Ruin. Alignment: Chaotic bandits. Bandits will act as normal men so they
XP Value: 2,500 can surprise their intended victims. Anothef
Archon bandit tactic is to set up an ambush to waylay
Armor Class: -6 Monster Type: Giant Humanoid (Rare). wealthy travelers; typically, they will drop a tree
Hit Dice: 20******(L) Athachs are humanoid and stand 18' tall. just around the bend of a road so that travelers
Move: 120' (40') Each has hideous but recognizable features, a have to stop; then the bandits stand back with
Flying: 360' (120') malformed body, and a third arm in the center ranged weapons and rob the travelers.
Attacks:.4 See below of its chest. Treasure Type A is only found in the bandits'
Damage: See below These huge monsters are quite stupid and ill- wilderness lair.
No. Appearing: id2(id2) tempered. They live in small families, sheltering Bandits may have an NPC leader of any hu-
Save As: C20 in caves, and beating on one another when not man character class who is one or more levels of
Morale: 11 hunting for meat. (They consider humans to be experience greater than the bandits. The leader
Treasure Type: Nil meat.) They love gems and jewelry and, if an of- m@y have an agenda other than mere robbery;
Intelligence: 16 fer is good enough, will accept such in feturn for he might be assembling a network of bandit
Alignment: Lawful not attacking travelers. .1 gangs for some greater nefarious purpose, or he
XP Value: 13,175 Athachs attack by bashing their opponents witn may be a nobleman framed for a crime, stripped
thick tree stumps or stones and biting with their of his title, and living the life of a bandit until he
Monster Type: Planar Monster (Very Rare). gnarled, poisonous tusklike teeth. Any victim bit- can clear his natne.
Archons are extremely lawful beings whose ten must make a saving throw vs. poison with a - 4 Terrain: Any (usually wilderness along m@n
sole purpose is to oppose chaos and preserve all pe@ty or be helpless for id6 turns. roads).
that is Lood. Thev do this by learning about evil -in: Hill, Mountain, Woods.
158
i r
Chapter 14: Monsters
Banshee Bat Bear
A form of undead; see Hqunt. Normal Giant Black Grizzly
Armor Class: 6 6 Armor Class: 6 8
Basilisk Hit Dice: 1/4 (I hp) (S) 2 (M) Hit Dice: 4 (L) 5 (L)
Armor Class: 4 Move: 9' (3') 30'(10') Move: 120' (40') 120'(4o')
Hit Dice: 6 + 1-- (L) Flying: 120'(4o') 180' (60') Attacks: 2 claws/ 1bite 2 claws/ 1 bite
Move: 60' (20') Attacks: Confusion 1 bite Damage: id3/id3/id6 id8/id8/idi
Attacks: 1 bite/ 1 gaze Damage: Nil id4 No. Appearing: 1-4 (id4) 1 (id4)
Damage: idio + petrification No. Appearing: dloo (dloo) idio (idio) Save As: F2 F4
(special) Save As: Normal Man Fl Morale: 7 10
No. Appearing: id6 (id6) Morale: 6 8 Treasure Type: U u
Save As: F6 Treasure Type: Nil Nil Intelligence: 2 2
Morale: 9 Intelligence: 2 2 Alignment: Neutral Neutral
Treasure Type: F Alignment: Neutral Neutral XP Value: 75 175
Intelligence: 2 XP Value: 5 20
Alignment: Neutfal Polar Cave
XP Value: 950 Monster Type: Normal Bat: Nofmal Animal Armor Class: 6 5
(Common); Giant Bat: Giant Animal (Com- Hit Dice: 6 (L) 7 (L)
Monster Type: Monster (Rare); Planaf Mon- mon). Move: 120'(40) 120' (40')
ster (Very Rare). Bats are nocturnal flying insectivores. They of- Attacks: 2 claws/ 1bite 2 claws/ I bite
A basilisk is a10'-long lizard; it looks much ten live in caves or abandoned buildings and Damage: id6/ id6/ idlo 2d4/2d4/2d6
like a large snake with four legs and a crownlike find their way about by echolocation (a type of No. Appearing: 1 (id2) 1-2 (id2)
growth on its head. It may be of any color, but is radar using hearing and echoes to locate objects). Save As: F3 F4
usually very bright and distinctive. It is some- Since they have very weak eyes, spells that affect Morale: 8 9
times called the "king of snakes." sight (such as light) do not work on bats. How- Treasure Type: U v
The basilisk is a nonintelligent but very magi- ever, a silence 15' radius spell will effectively Intelligence: 2 2
cal lizard. It lives in underground cavems or wad "blind" a bat. Alignment: Neutral Neutfal
and tangled thickets. Any creature hit by a basi- Normal bats: These very small mammals XP Value: 275 450
lisk must make a saving throw vs. turn to stone or weigh only a few ounces. They will not attack
be petrified; afl equipment he carries will also be men but may confuse them by flying around Monster Type: Black, Grizzly Bears: Norm
turned to stone. The basilisk's gaze has the same their heads. There must be at least ten bats to Animal (Common). Polar Bear: Normal Anim
effect; anyone meeting the gaze must make the confuse one character. Characters who are con- (Rare). Cave Bear: Pfehistofic Animal (Ve
same saving throw or be petrified. A surprised fused have a - 2 penalty on their attack rolls and Rare).
character automatically meets the gaze (but gets saving throws and cannot cast spells. Normal Bears a-re well known to all adventurers. If an
the saving throw). bats must check morale each round unless they beat hits one victim with both paws in on
A charactef in hand-to-hand combat with the afe controlled of summoned. round, the bear hugs its victim and inflicts 2d
creature must either avoid the gaze or meet the Giant Bats: Giant bats afe much larger cousins points of additional damage in that saine round
gaze each round. When a chafactef tries to avoid of normal bat species. Giant bats look like Black Bear: Black beafs have black fur an
the gaze, he suffers a -4 penalty to all attack smaller bat species but grow to be approximately stand about 6' tall. They are omnivofes but pre
folls against the monster, while the basilisk gains 5' long, with a wingspan greater than 25'. They fer roots and berries. A black bear will not usu
a +2 bonus to all its attacks against the charac- are carnivofes (or, more appropriately, hemo- ally attack unless it is cornered and canno
ter. If the character meets the gaze, he attacks vores-blood-drinkefs) and may attack humans escape. Adult black bears will fight to the deat
and defends normally but must make the saving if extremely hungry. to protect their young. They have been known t
throw at his normal odds. Giant Vampire Bats: Of giant bat encounters, raid camps, seeking food. They are especiafl
A character may use a mirror when confront- 5 % will be with groups of giant vainpife bats, fond of such treats as fresh fish and sweets.
ing a basilisk. While using a mirror, he suffers a far more dangerous creatures (HD 2*, XP Value Grizzly Bear: Grizzly beafs have silver-tippe
-2 penalty to the attack roll (instead of -4). 25). The bite of a giant vampire bat does no ex- brown or reddish brown fur and stand about 9
The area must be lit for the mirror to be effective tfa damage but its victim must make a saving tall. They are fond of meat and are much mor
and the attacker cannot use a shield. If the basi- throw vs. paralysis of fall unconscious fof idio likely to attack than black bears. Grizzlies ar
lisk sees itself in the mirror (a roll of I on id6, rounds. This wili allow the vampire bat to feed found in most climates, but are most common i
0 checked each round), it must make a saving without being disturbed, draining id4 points of mountains and forests.
4 thfow or be turned to stone! blood per round. Any victims who die from hav- Polar Bear: Polar bears have white fur an
Basilisks are native to both the Prime Plane ing theif blood drained by a giant vampire bat stand about 1 l' tall. Tbey live in cold regions
r and the elemental plane of Earth. must make a saving thfow vs. spells or become They usually eat fish, but often attack adventur
Plane of Earth: On the plane of Earth, a basi- an undead creature 24 hours after death. ers. These huge bears are good swimmers, an
l@k is merely a lizardlike creature made of rock. Terrain: Cavern, Ruins. theif wide feet allow them to run across sno
Its 90' gaze slows creatures made of earth (as the Load: Giant Bat: 500 cn at full speed; 1,000 without sinking.
reverse of the magic-user spell hastc) for id6 cn at half speed. Cave Bear: These enormous bears stand abou
rounds (no saving throw). The gaze can still pet- Barding Multiplier: x 1 (Giant Bat). 15' tall. They do not see well at all but hunt ve
s ri4 creatures not made of earth (the standard well by scent. If hungry, they will follow a trac
saving throw still applies). of blood until they have eaten. They prefer a di
The planar basilisk can burrow through very et of fresh-killed red meat and live in caves
dense rock at a 180' (60') rate. It usually avoids mostly in prehistoric environments of very dis
other life forms on its own plane. tant mountain areas where human civilizatio
Terrain: Cavern, Woods; Plane of Earth. has not penetrated.
Terrain: Hill, Mountain, Woods. (Cave Beaf
Same, but prehistoric.)
ed
he
159
Monster
Bee, Giant Beetle, Giant Beholder
Fire oil Tiger Armor Class: O/ 2 / 7
Armor Class: 7 Hit Dice: (hp special) (M)
Hit Dice: '12* (1-4 hp) (S) Armor Class: 4 4 3
Move: 150' (50') Hit Dice: 1 + 2 (S) 2* (M) 3 + I (M) Move: 30'(10')
Alignment: Neutral Save As: Fl Fl F2 Alignment: Chaotic
XP Value: 6 Morale: 7 8 9 XP Value: 5,100
Treasure Ty,)e: Nit Nil u Monster Typc: Monster (Rare).
Monster Type: Lowlife (Rare). Intelligence: 0 0 0 A beholder, also called an "eye tyrant" of
Giant bees, also called "killer bees," are foot- Alignment: Neutral Neutral Neutral ',sphere of many eyes," looks like a large floating
long giant bees with nasty tempers, Giant bees XP Value: 15 25 50
always attack anyone within 30' of their hive. If a ball (about 4' in diameter) covered with tough
giant bee attack hits, the bee dies, but the crea- Monster Type: Lowlife (Common). armor-plated skin. Atop the beholder are ten
ture stung must make a saving throw vs. poison Fire Beetle: Fire beetles are 2'/2'-Iong crea- small eyes on stalks, each with its own magical
or die. The stinger wiil work its way into the vic- tures often found below ground. A fire beetle power. A large central eye is on the front of the
tim, in @iicting 1 point of damage per round, un- has two glowing glands above its eyes and one body, with a toothy mouth below it.
less a character spends a round pulling it out. near the back of its abdomen. These glands give A beholder moves by means of a slow flight
Owing to the great weight of their hives, giant off light in a 10'radius and will continue to glow that cannot be dispelled. It speaks most lan-
bees prefer to build their hives in small caves and for id6 days after they are removed. guages and is extremely intelligent, cruel, and
underground areas near the surface. Oil Beetle: Oil beetles are 3'-long giant beetles greedy. It is normally found alone but is rarely
There will always be at least 10 bees with their that sometimes burrow underground. When at- (5 % chance) found with id6 young (each with
queen in or near the hive. At least four of these tacked, an oil beetle squirts an oily fluid at one I/io normal Hit Dice and range of eye effects,
bees will have 1 Hit Die each (XP 13). The attacker (a-n attack roll is needed; the range is 5'). bite damage id4 points).
queen bee has 2 Hit Dice (XP 35) and can sting The oil raises painful blisters, causing a - 2 penal- The beholder's front eye always projects an
repeatedly without dying, ty on the victim's attack tolls until cured by a cure anti-magic ray, which temporarily "turns off' all
Giant bees make magical honey. If a character light wounds spell or until 24 hours have passed. magic within 60' in front of it (see " Anti-Magic"
eats the honey of an entire hive (about two Tiger Beetle: Tiger beetles are 4'-long giant in Chapter 13). Magical weapons used within
pints), it has an effect like a half-strength potion beetles with a striped carapace that looks like a the ray are treated as if nonmagical. Spells cast
of he@ing, curing id4 points of damage. tiger's skin. They are carnivores and usually prey within it area of effect are instantly ruined; spel@
Terrain: Plain, Woods, Mountain, Hill. on robber flies. cast from further away are ruined when the ef
Terrain: Cavern, Plain, Ruins, Woods. fects get within range. The beholder will usually
turn to face any character who starts casting, ru-
ining the spell.
Magical weapons and items will work normal.
ly once they are removed from the anti-magic ray
area, and existing spell effects with durations
will resume once the ray is directed elsewhere.
This ray cannot be aimed above or below the
,creature, but only straight out in front of it. As
this ray can affect any magic, even that of the
smaller eyes (as explained below), the small eyes
cannot be used on targets within the anti-magic
ray.
If a character uses a weapon to attack a be.
holder, the player must declare what his char2c-
ter is aiming at-the body, the large eye, or an
eye stalk. Each target has a different armor cigm
and hit points as follows:
0 The body is AC 0 and has 50 hit points.
0 The front eye is AC 2 and has 20 hit points.
o An eye stalk is only AC 7, but can with.
stand 12 of damage. Damage to eye stalks
does not count toward killing the creature.
Small eyes and cyest@ks: If an attack roil
against an eyestalk is successful, the DM should
foil randomly to see which stalk is damaged. A
slain" eyestalk has been cut off, but a damaged
stalk does not interfere with the eye's function-
ing. Lost eyes grow back in 2d4 days; pard@
damage to eyestalks regenerates at the rate of I
hit point per day.
Only four small eyes can aim in one direction
at the same time, and they cannot see the area
directly below the body. Each eye stalk can shoot
a ray with a different spell-like effect once per
160
Chapter 14: Monsters
round. Spell descriptions are given in Chapter 3; its bite inflicts 2dio points of damage and al- Berserker
feversed spell effects are indicated by an asterisk. so causes an energy drain of two levels (as a Armor Class: 7
vampire's). Hit Dice: I + I* (M)
Eye 1. charm person (range 120') The monster's front eye always projects a ray Move: 120' (40')
Eye 2. charm monster (range 120') of reflection. Any spell cast at the monster from Attacks: 1 weapon
Eye 3. sleep (range 240') this difection is reflected back at the caster. In Damage: By weapon
Eye 4. telekinesis (range 120', up to addition, any attempts to turn undead from in No. Appearing: id6 (3dio)
5,000 cn weight) front is also reflected back on the clefic, who Save As: Fl
Eye 5. flesh to stone* (range 120') must make a saving throw vs. spells or run in fear Morale: 12
Eye 6. for 2d6 rounds. The monster usually turns to Treasure Type: (P) B
disintegrate (range 60')
Eye 7. cause feat* (range 120') face any character who starts casting a spell, and Intelligence: 9
Eye 8. slow* (range 240') watches for clerics. This reflection cannot be Alignment: Neutral
Eye 9. cause serious wounds* (range 60') aimed above or behind the creature, but only XP Value: 19
Eye 10. death spell (range 240') straight in front of it.
If a character uses a weapon to attack an un- Monster Type: Human (Rate).
Terrain: Caverns, Ruins. dead beholder, the player must deciare what the Berserkers are fighters who go mad in battle.
character is aiming at-the body, the large eye, Most belong to barbarian cultures-typically,
Beholder, Undead* or an eye stalk. Each target has a different armor northern seagoing cultures.
class and hit points as follows: Berserker reactions are determined normally
Armor Class: - 4/ - 2 / 3 0 The body is AC -4, and can take go hit outside of combat, but once a battle starts they
it Dice: 20******* (hp special) (M) points of damage before the beholder is will always fight to the death-sometimes at-
Move: 60' (20') killed. tacking their comrades in their blind rage. When
Attacks: I bite + special 0 The front eye is AC - 2, and has 30 points. fighting humans or humanlike creatures (such as
Dunage: 2dio + special o An eye stalk is only AC 3, but each can kobolds, goblins or orcs), they add +2 to their
0. Appearing: 1 (0) withstand 20 points of damage. Damage to attack rolls due to their ferocity. They never re-
Save As: M20 the eye stalks does not count toward killing treat, surrender, or take prisoners.
Morale: 1 2 the creature. Berserkers do not look different from any oth-
Treasure Type: L, N, 0 (x 2) Small eyes and eyestalks: Each small eye may er members of theit culture. In a village of the
Intelligence: 16 be used once per found at most, and only three appropriate culture, 100/0 of all fighters will be
Alignment: Chaotic eyes can aim in one direction (forward, back- berserkers. The DM can create societies where all
)CP Value: 14,975 ward, etc.; if a target is above the creature, all fighters are berserkers.
ten small eyes can be used). The beholder often Terrain: Any.
Monster Type: Undead Construct, Enchanted uses only two small eyes pef round unless seri-
(Wry Rare). ously threatened. Black Pudding*
An undead beholder is similar to a living one, A "slain" eye is cut off, but a damaged eye
but is a construct created for some specific evil functions normally. Damaged and lost eyes grow Armor Class: 6
purpose. All undead beholders afe constructs; back in id4 + 1 hours and do not regenerate as Hit Dice: 10* (L)
r@" beholders never become undead. fast as the body of the monster. Move: 60' (20')
This monster looks quite similar to a normal Attacks: 1
beholder-a large floating ball, about fouf feet Damage: 3d8
in diameter, covered with tough armor-plated Eye 1. animate dead (range 60') No. Appearing: 1 (0)
skin. Atop the monster are ten small eyes on Eye 2. charm (as vampire, 120' range, Save As: F5
stalks, each with its own magical power. A large - 2 penalty to the saving throw) Morale: 1 2
central eye is on the front of the body, with a Eye 3. continual darkness (fange 120') Treasure Type: See below
toothy mouth below it. The creature moves Eye 4. death spell (range 120') Intelligence: 0
ibout by magical flight, a natufal (nonmagical Eye 5. energy drain 1 level (as wight) Alignment: Neutral
Eye 6. energy drain 2 levels (as spectre) XP Value: 1,750
ability. It is extremely intelligent, and speaks Eye 7. paralysis (as ghoul, range 60'; note
many languages. Any cleric of 25th level or that eives are immune to this ray) Monster Type: Monstef (Common).
greater wiil recognize the creature as undead Eye 8. animate object (60' range) A black pudding is a nonintelligent black
when he sees it. Eye 9. dispoi magic (26th level) blob 5 to 30 feet in diameter. Puddin s are al-
An undead beholder cannot be harmed by 9
normal, silver, or even + 1 magical weapons; a Eye 10. telekinesis (4,000 cn) ways hungry; they will attack any creature they
magical weapon of + 2 or better enchantment is come across.
needed to damage it. It is immune to ali charm, Terrain: Cavern, Ruins. With their corrosive touch, they inflict 3d8
hold, and sleep effects, all illusions, deith rays, points of damage to living things, and can dis-
and poison. solve wood and corrode metal in one turn. They
The monster's body regenerates 3 hit points cannot affect stone.
per round as soon as it is damaged. If reduced to They can tfavei on ceilings and walls, and can
0 hit points, it is forced into gaseous form and pass through small openings. (Passing through a
c2nnot regenerate; it must rest for 1 hour in total small opening is very slow ankl usually takes a
d2rkness before the regeneration starts once full turn or longer.) 1,
again. The monstef usually keeps several areas of A pudding can only be killed by fire; other at-
continu@ darkness neat its location. tacks (weapons or spells) merely break it up into
An undead beholder can assume gaseous form smaller puddings, each with 2 Hit Dice and in-
at will. In this form, it has no special abilities, flicting id8 points of damage per blow. How-
but cannot be harmed except by magic that af- ever, a flaming sword will cause full normal
fects air. The monster cannot use any special damage.
abilities during that round of combat in which it Puddings normally have no treasure, but
.i becoming or leaving its gaseous form. gems (the only remnants of previous victims)
might be found nearby.
Terrain: Cavern, Ruins.
161
apter 14: Monster
Blackball (Deadly Sphere) Blink Dog 3,000 cn at half speed. Great Boar: 3,000 cn -at
Armor Class: 9 Armor Class: 5 full speed; 6,000 cn at half speed.
Hit Dice: None (see below) (M) Hit Dice: 4- (S) Barding Multiplier: x 3.
Move: 30' (10') Move: 120' (40')
Attacks: I touch Attacks: I bite Bugbear
Damage: Disintegration Damage: ld6 Armor C@s: 5
No. Appearing: 1 (1) No. Appearing: id6 (ld6 + 3) Hit Dice: 3 + 1 (L)
Save As: See below Save As: F4 Move: 90' (30')
Morale: 12 Morale: 6 Attacks: 1 weapon
Treasure Type: Nit Treasure Type: c Damage: By weapon + 1
Intelligence: 0 Intelligence: 9 No. Appearing: 2d8 (5d4)
Alignment: None (see below) Alignment: Lawful Save As: F3
XP Value: 7,500 XP Value: 125 Morale: 9
Treasure Type: (P + Q) B
Monster Type: Planar Monstef (Very Rare). Monster Type: Monster (Common). Intelligence: 7
It is not known what these curious beings are, This unusual creature is a small, brown-furred, Alignment: Chaotic
or even if they are living creatures. A blackball rugged-looking canine with big jaws. It is not, XP Value: 50
(or "deadly sphere") is simply a featureless black however, a normal animal. It is intelligent, often
globe, 5' in diameter. It moves slowly but usu- travels in packs, and uses a limited teleportation Monster Type: Humanoid (Common).
ally fandomly. Whatever it touches simply disin- ability. It can "blink out" of one spot and imme- Bugbears are giant hairy goblins-humanoids
tegfates (no saving throw), so it moves freely diately appear ("blink in") at another. It has in- that grow to about 8' tall and are covered with
through anything. stincts that prevent it from appearing in a solid bristly dark fur.
When encountered, the blackball moves to- object. Despite their size and awkward walk, they
ward the nearest intelligent creature within 60'. When attacking, it "blinks" close to an ene- move very quietly and attack without warning
It has no recognizable mind or intelligence and my, attacks, and then reappears id4 x 10' away. whenever they can. They surprise on a roll of 1-3
is immune to everything except Immortal con- If seriously threatened, an entire pack will (on ld6) due to their stealth. When using weap-
trol. An Immortal can command a blackball, but "blink" out and not reappear. ons, they add + 1 to all attack and damage rol@
it is beyond mortal control; fortunately, it is ex- Though as intelligent as many humans, blink because of their strength.
tremely rare. It may be defeated by a gate spell, dogs do not speak human or demihuman lan- In the wilderness, they live in small communi-
sending it to some other plane, or by a carefully guages; they can communicate only among ties of 5-20 members, ana send out hunting packs
worded wish. themselves. They like to live free the way wolves of 2-16 fighters. They kill and eat herd animah
Terrain: Any. do and tend to come in conflict with humans on- whenever possible and sometimes raid farmers'
ly when settlers encroach on their territories. grain storage sheds and meat-smoking sheds for
Blast Spore They are carnivores, living on wild elk, moose, food; in times of great hardship, they may kill hu-
Armor Class: 9 and other herd-beasts. mans for food. They are basically intelligent, us.
Hit Dice: 1* (i hit point) (M) Blink dogs also hate and attack displacer ing crude knives, clubs, and spears they make
Move: 30' (10') beasts, their natural enemies. It is suspected that themselves; they know how to use the supertot
Attacks: I blink dogs and displacer beasts both come from weapons they sometimes steal from humans.
Damage: Disease only some distant plane of existence. There can be bugbear spelicasters; see "Mon.
No. Appearing: id3 (1) Terrain: Open, Woods, Desert. ster Spelicasters."
Save As: Fl Terrain: Cavern, Hill, Mountain, Woods.
Morale: 9 Boar
Treasure Type: Nil Normal Great Caecilia
Intelligence: 0 Armor Class: 7 3 Armor Class: 6
Alignment: Neutral Hit Dice: 3* (M) 10* (L) Hit Dice: 6* (L)
XP Value: 13 Move: 90' (30') 90' (30') Move: 60' (20')
Attacks: I tusk I tusk Attacks: i bite
Monster Type: Lowlife (Rare). Damage: 2d4 2d8 Damage: id8
A blast spore looks almost exactly like a be- No. Appearing: id6 (id6) id6 (id6) No. Appearing: id3 (id3)
holder (see Beholder, above), However, it is a Save As: F2 F5 Save As: F3
type of floating fungus. Morale: 9 9 Morale: 9
When seen in dim light, a blast spore is usu- Treasure Type: Nil Nil Treasure Type: B
ally mistaken fof a beholder; a character must Intelligence: 2 2 Intelligence: 0
roll 10% or less on idloo to tell the difference. Alignment: Neutral Neutral Alignment: Neutral
When characters come within 10', their chance XP Value: 50 1,750 XP Value: 500
for detection improves to 2 5 %.
If a blast spore is damaged in any way, it ex- Monster Type: Boar: Normal Animal (Com- Monster Type: Lowlife (Rare).
plodes for 6-36 (6d6) points of damage to all mon). Great Boar: Giant Animal (Rare). This giant gray wormlike creature is about 30'
within 20'; each victim may make a saving throw Wild boars generally prefer forested areas but long. They are meat-eaters and can be foum
vs. wands to take half damage. This explosion can be found nearly everywhere. They are omni- nearly anywhere.
does not shower victims with spores the way the vores and have extremely bad tempers when dis- Caecilia often lie in wait in loose soil just be.
normal attack does. turbed. They sometimes lie in thickets in the low the surface. Whenever a small party of a**
When approached, this creature might spray a forest and charge passersby. They do have the mals or humans pass, they shoot up out of the
shower of spores in a 20'x 20'x 20' volume be- charge attack special ability; if they can charge ground and begin biting with their large mouths
fore it. Each victim must make a saving throw vs. for 20 yards before reaching their prey, they in- and sharp teeth. An unadjusted attack roll of 19
poison; if he fails, the spores hit him, penetrate, flict double damage when they hit. or 20 means that the caecilia has swallowed iti
and grow into id6 more blast spores, causing Great Boars: These rare boars are huge and prey whole. A victim takes id8 points of darn*
death in 24 hours uniess a cure discase spell is terrifying. They are most often found in "lost each round until the victim or the caecil@ i
applied. world" settings and are occasionally used as dead.
Terrain: Cavern, Ruins. mounts by barbaric tribes. Terrain: Any except Arctic.
Terrain: Woods.
Load: Normal Boar: 1,500 cn at full speed;
162
Chapter 14: Monsters
Camel Cat, Great
Armor Class: 7 Mountain Sabre-Tooth
Hit Dice: 2 (L) Lion Panther Lion Tiger Tiger
Move: 150' (50') Armor Class: 6 4 6 6 6
Attacks: i bite/ 1 hoof Hit Dice: 3 + 2 (M) 4 (M) 5 (L) 6 (L) 8 (L)
Damage: 1/id4 Move: 150'(50') 210'(70') 150'(50') 150'(50') 150'(50')
No. Appearing: 0 (2d4) Attacks: 2 claws/ I bite 2 claws/ 1bite 2 claws/ 1 bite 2 claws/ 1bite 2 claws/ 1 bite
Save As: Fl Damage: id3/id3/id6 id4/id4/id8 id4 + 1 / id4 + I id6/id6/2d6 id8/id8/2d8
Morale: 7 idio
Treasure Type: Nil No. Appearing: ld4 (id4) id2 (id6) id4 (id8) 1 (id3) id4 (id4)
Intelligence: 2 Save as F2 F2 F3 F3 F4
Ahgnrnent: Neutral Morale: 8 8 9 9 10
XP Value: 20 Treasure Type: U u u u v
Intelligence: 2 2 2 2 2
Monster Type: Normal Animal (Common). Alignment: Neutral Neutral Neutral Neutf al Neutral
The camel is an iii-tempered beast, apt @- b'ite XP Value: 50 75 175 275 650
or kick any creature that gets in its way-
incluctin its owner. It often kicks with one leg. Monster Type: Normal Animal (Common). ests, and open shrub lands. They are extremely
9
Camels are used as pack and riding animals in Sabfe-Tooth Tiger: Prehistoric Animal (Very quick and can outrun most prey over short dis-
deserts and barren lands (with movement as if in Rare). tances. Panthers are usually black-tuffed.
clear terrain). A well-watered camel may travel Tbe "great cats" are large feline predators liv- Lion: lions generally live in warm climates
for two weeks without drinking. Camels are hef- ing in wilderness areas. They are cautious, nor- and thrive in savannah and brush lands near des-
bivofes, preferring grasses and grains, but will mally only attacking theif natural prey, sm0i erts. They usually hunt in groups, known as
cat animal skin and bones when very hungry. herd-beasts. They will avoid fights with humans prides. Male lions have the distinctive lion-
A camel with one hump is called a dromedary, and demihumans uniess forced by extreme hun- mane; female lions do not.
and one with two humps is a Bactrian camel. ger or when trapped with no escape foute. Tiger: Tigers are the largest of the commonly
Terrain: Barren Lands (Bactrian), Desert Gfeat cats rarely go deeply into caves a-nd usu- found great cats. They pfefef cooler climates and
(dromedary). ally remember a quick escape route to the out- wooded lands where theit striped bodies offer
Load: 3,000 cn normal speed; 6,000 cn half doors. Despite their shyness, they afe very some degree of camouflage. They often surprise
speed. inquisitive and may follow a party out of cuf iosi- their prey (1-4 on id6) when in woodlands.
Barding Multiplier. x 1. ty. They will always chase a fleeing prey. Sabre-Tooth Tiger: Sabre-tooth tigers are the
Mountain Lion: This tawny-furred species largest and most ferocious of the great cats. They
Carrion Crawler lives mostly in mountainous fegions but also in- have oversized fangs, from which they get their
Armof Class: 7 habits forests and deserts. They will wander fur- name. Sabre-tooth tigers are mostly extinct, ex-
it Dice: 3 + I* (L) ther into dungeons than any other species of cept in "lost world" areas.
Move: 120' (40') great cat. Terrain: See the individual cat descriptions,
Attacks: 8 tentacles of I bite Panther: Panthers are found on plains, for- above.
Damage: Paralysis of I point
No. Appearing: id4 (0) Centaur Centipede, Giant
Save As: F2 Afmof Class: 5 Armor Class: 9
Morale: 9 Hit Dice: 4 (L) Hit Dice: '12 (1-4 hp)* (S)
Treasure Type: B Move: 180' (60') Move: 60' (20')
InteUigencc: 0 Attacks: 2 hooves/ I weapon Attacks: 1 bite
Alignment: Neutral Damage: 1 d6 / 1 d6 / by weapon Damage: Poison (special)
XP Value: 75 No. Appearing: 0 (2dio) No. Appearing: 2d4 (id8)
Save As: F4 Save As: Normal Man
Monster Type: Lowlife (Common). Morale: 8 Morale: 7
This scavenger is a 9'-long, 3'-high many- Treasure Type: A Treasure Type: Nil
legged worm. It can move equally well on a Intelligence: 10 Intelligence: 0
floor, wall, or ceiling. Its small mouth @ts spr- Alii!nment: Neutral Alignment: Neutral
rounded by eight tentacles, each 2' long, which @Value: 75 XP Value: 6
can paralyze on a successful hit uniess a saving
throw vs. paralysis is made. A tentacle hit does Monster Type: Monstef (Common). Monster Type: Lowlife (Common).
no actual damage. A centaur is a creature with the head, arms, A giant centipede is a foot-long insect with
Carrion crawlers are known as scavengers, eat- and upper body of a man joined to the body and many legs. Centipedes prefer dark, damp places
ing the remains of slain an@s. But they are @- legs of a horse. They are of average human intel- and are often found in dungeons or on the boles
so willing to go after fresh meat. They will attack ligence and often carry weapons (clubs, lances, and branches of trees in deep forest. They do not
small parties of travelers, paralyzing their prey, and bows; one weapon pef creature). A centaur commonly attack travelers, but will usually at-
d and will eat paralyzed victims in three tums un- may use a charge attack with a lance. tack someone who disturbs them.
less except when the carrion cfawlefs are being Centaurs will form into small tribes or fami- They attack by biting. The bite does no dam-
e- attacked. Unless magically cuted, the paralysis lies. Their homes are in dense thickets or woods. age to characters, but the victim must make a
i- will wear off in 2d4 turns. The females and young will usually stay in the saving thfow vs. poison or become violently ill
e Terrain: Cavern, Ruins. lair. If attacked, females and young will attempt for 10 days. Characters who do not make theit
s to flee; if escape is impossible, they will fight to saving throws move at half speed and will not be
9 the death. The young fight as 2-HD monsters, able to perform any other physical action. The
its and do less damage (id2 / id2 / id4). bite is more effective against very small crea-
ge There can be centaur spellcasters; see "Mon- tures, such as the birds and insects they eat; such
is ster Spelicasters." creatures must save vs. poison or die.
Terrain: Woods, Open, Wooded Hills. Terrain: Cavern, Ruins, Woods.
Load: 3,000 cn at full speed; 6,000 cn at half
speed.
163
apter 14: Monsters
Chimera Crocodile
Armor C@s: 4 Normal Large Giant and semitropical swamps and rivers. Sometimes
Hit Dice: 9** (L) Armor Class: 5 3 1 they are seen in underground rivers and seas.
Move: 120' (40') Hit Dice: 2 (M) 6 (L) 15 (L) Awkward on land, crocodiles do not stray far
Flying: 180' (60') Move: 90'(30') 90' (30') 90' (30') from water and will spend hours floating just un-
Attacks: 2 claws/ 3 heads + breath swimming: 90' (30') 90' (30') 90' (30') der the surface. At such times, they can be mis-
(special) Attacks: 1 bite 1 bite i bite taken for logs.
Damage: id3/id3/2d4/idIO/3d4 + Damage: id8 2d8 3d8 If hungry, these animals will attack creatures in
3d6 No. Appealing: 0(id8) 0(id4) 0(id3) the water. They are particularly attracted to the
No. Appearing: id2(id4) Save As: Fl F3 F8 smell of blood or violent thrashing of the water.
Save As: Fg Morale: 7 7 9 Normal crocodiles grow to 10' or more in
Morale: 9 Treasure Type: Nil Nil Nil length. Large crocodiles are about 20' long and
Treasure Type: F Intelligence: 2 2 2 can overturn canoes and small rafts. Giant croco-
Intelligence: 6 Alignment: Neutral Neutral Neutral diles are almost alwaySS found in "lost worlds"
Alignment: Chaotic XP Value: 20 275 1,3 50 where prehistoric creatures thrive. They are over
XP Value: 2,300 50' long and have been known to attack small
Monster Type: Normal Animal (Common). ships.
Monster Type: Monster (Very Rare). Giant Crocodile (Rare). Terrain: River, Swamp. (Giant Crocodile:
A chimera is a horrid combination of three Crocodiles are commonly found in tropical "Lost Worlds.")
different creatures. It has three heads (goat, li-
on, and dragon), the forebody of a lion, the Crab, Giant Cyclops
hindquarters of a goat, and the wings and tail of
a dragon. Armor Class: 2 Armor Class: 5
Chimeras are r2xe, solitary creatures that are Hit Dice: 3 (L) Hit Dice: 13- (L)
very tefritorial. They usually live in wild hills but Move: 60' (20') Move: 90' (30')
may occasionally be found in some dungeons. Attacks: 2 pincers Attacks: 1 club
They might also live in small groups-often Damage: 2d6/2d6 Damage: 3dio
mated pairs with one or two young. No. Appearing: ld2(id6) No. Appearing: 1 (id4)
In combat, the goat's head butES, the lion'S Save As: F2 Save As: F13
head bites, and the dragon's head can bite or Morale: 7 Morale: 9
breathe fire (a cone 50' long and lo' wide at the Treasure Type: Nil Treasure Type: E + 5,000 gp
end, for 3d6 points of damage). The breath can Intelligence: 2 Intelligence: 9
only be used three times per day. In a fight, the Alignment: Neutral Alignment: Chaotic
chimera has a 50% chance each round to use its XP Value: 35 XP Value: 2,300
breath attack; once it has used all three such at-
tacks, it will use only its other attacks. Monster Type: Giant Animal (Rare). Monster Type: Giant Humanoid (Rare).
Occasionally, a chimera-ill-tempered and Giant crabs are nonintelligent animals found A cyclops (plural: cyclopes) is a rare type of gi-
dangerous to begin with-will turn rogue. A in shallow waters, coastal rivers, and buried in ant, noted for its great size and the single eye in
rogue chimera flies to some distant place (usually sand o .n beaches. They cannot swim. The com- the center of its forehead. A cyclops is about 20'
a hill or mountain near a human community) mon giant crab is S' in diameter, but larger speci- tall. It has poor depth perception because of its
and begin to terrorize the area, trying to drive mens may be found (up to 6 Hit Dice, Damage single eye, and it strikes with a penalty of - 2 on
out or kill every living thing in that region. A 3d6 points per claw). all attack rolls. A cyclops will usually fight with a
rogue chimera will not stop this course of action; They are always hungry and will attack and eat wooden club. It can throw rocks to a 200' range
either it kills everything and obtains itself a new anything that moves. Salt-water giant crabs have (60/130/200), each hit causing 3d6 points of
territory or it is killed. a slightly different appearance than fresh-water damage.
Terrain: Cavern, Hill, Mountain, Ruins. giant crabs. Some cyclopes (5%) are able to cast a curse
Load: 4,500 cn at full speed, 9,000 cn at half Terrain: Ocean, River/Lake (including once a week. (The DM should decide the exact
speed. shores). nature of the curse,)
Barding Multiplier: x 3. A cyclops usually lives alone, though a srnafl
group may sometimes share a large cave. They
spend their time raising sheep and grapes.
Cockatrice Cyclepes are known for their stupidity, and a
Armor CWs: 6 Its beak attack causes id6 points of damage. clever party can often escape from them by
Hit Dice: 5**(S) Any creature bitten or touched by a cockatrice trickery.
Move: 90' (30') must make a saving throw or be turned to stone. There can be cyclops spellcasters; ste "M
Flying: 180' (60') Cockatrices may be found anywhere. ster Spellcasters" later in this chapter.
Attacks: 1 beak Plane of Earth: On the plane of Earth, a cock- Terrain: Hill, Mountain.
Damage: ld6 + petrification (special) atrice is a foot-long birdlike creature made of
No. Appearing: id4(2d4) soft earth. It is nearly harmless, able to inflict Devil Swine
Save As: F5 only 1 point of damage with a beak attack. Its See Lycanthropc.
Morale: 7 touch can still petrify a creature not made of
Treasure Type: D earth (the saving throw still applies). Cockatrices
Intelligence: 2 breed normally on their own plane.
Alignment: Neutral
XP Value: 425 Elemental Plane of Earth Statistics: AC 6,
HD 1 + 1, mv 240' (80), NA 1-20 (2-40),
Monster Type: Monster (Very Rare). Planaf Save Fl, ML 7, IT Special, AL N, XP 15.
Monster (Very Rare)
This is a magical monster with the head, Terrain: Any.
wings, and legs of a rooster and the tail of a
snake.
164@,
Chapter 14: Monsters
Devilfish* but cannot change shape. level spells. It is nearly impossible fof characters t
Armor Class: 6 Devilfish matriarchs can have 10th to 16th level tell which devilfish in a group are casting spells
Hit Dice: 1 or mofe (see below) (L) spell ability. AH have 6 Hit Dice, with one asterisk thus, if the PCs defeat the entire group, they ge
Move (Swim): 120' (40') fof each two levels of spells used, plus one asterisk the experience listed in the table as "Entir
Attacks: 1 Tail/ 1 Bite fof normal-weapon immunity and one for other group., I
Damage: 1 / I (or I d4 / 1 d6 + spells) vampiric abilities. They cannot gain seventh Terrain: Ocean.
No. Appearing: 20 (ld6 x 20)
Save As: C (level = HD) Devilfish Wandering Group
Morale: 8 Number Hit Clerical Cleric Spells by Level
Treasure Type: AX 2 + F pef 20 In Group Dice Level 1 2 3 4 5 6 XP
Intelligence: 9 -
Alignment: Chaotic 15 Acolytes 1 1 - - - - - 10
XP Value: See below 1 Priest 2* 3 2 - - - - - 25
1Cuf ate 3 * 5 2 2 - - - - 5 0
Monster Type: Monster, Enchanted (Rare). 1 Bishop 4** 7 3 2 2 - - - 175
Devilish are a race of Chaotic undersea clerics 1Patriarch 5**** 9 3 3 3 2 - - 675
resembling manta rays in shape, size and ap- IMatriarch 6***** 12 4 4 4 3 2 1 1,400
pearance (see Manta Ray). Outside their laifs, Entire group: 3,000
they are always found in groups of 20 or more.
This standard group is outlined in the table. (The asterisks beside the Hit Dice stand fof the following: one asterisk for each two levels availa-
Other leader types that exist (in the laif, fof ble (rounded down), one for immunity to normal weapons, and one for va-mpific abilities.)
exitnple) are outlined in the Leader table.
The tail and bite of a normal devilfish of 1-4
Hit Dice each inflict 1 point of damage. How- Devitfish Leaders
ever, those of 5 or more Hit Dice have the abili- Hit Clerical Cleric Spells by Level
ties of vampires as well (see Vampire). Dice Level 1 2 3 4 5 6 XP
These vampire devilfish inflict more damage Adept 1 + 3* 2 1 - - - - - 19
(ld4 / ld6) and a double energy drain with each @l-
hit. They can only be harmed by magical or sil- v icar 2+3* 4 2 1 - - - - 3 5
ver weapons (or holy items, as vampires), but can Elder 3+3* 6 2 2 1 - - - 100
be turned by a clefic, like regular vampires. They Lama 4+3* 8 3 3 2 2 - - 27 5
can charm and regenerate as normal vampires, Patriarch 5 + 3***** 10 4 4 3 2 1 - 1,100
Dinosaur, Aquatic mation given to create your own dinosaurs. Yo
Small Lat9c Armered can create your own totally "new" dinosaurs, o
Afmof Class: 7 5 to 7 2 to 4 base theif descriptions on real dinosaurs.
Hit Dice: 2 to 8 (S to L) 9 to 24 (L) 6 to 9 (L) When assigning XP, treat them as having n
Move: 0 to 30' 0 to 60' lo' to 6o' special abilities unless they can swallow oppo
Swimming: 120' to 180' 150' to 24o' 90' to 150' nents whole (as noted in some descriptions). I
Attacks: ....................... 1 bite ( + 2 flippers)............................. you create your own dinosaurs, add an asteris
Damage: 1 to 2d4 2d4 to 4d8 id4 to 2d8 for each special ability (such as poison, thfowin
No. Appearing: id2 to 2d8 id2 to id4 id2 to id6 spikes, swoop, exceptional armor, and so on).
Save As: ....................... F (level @1/2 HD).............................. Dinosaurs listed elsewhere in this book includ
Morale: 3 to 6 6 to 11 7 to 9 cave bear (bear), giant boar, giant crocodile, m
Treasure Type: Nil Nil (U + V) Nil todon (elephant), pterosaur, sabretooth tige
Intelligence: 1 to 3 1 to 3 1 to 3 (cats, great), tficeratops, and tyrannosaurus fex.
Alignment: Neutral Neutral Neutral Most aquatic dinosaurs are fish, turtles, or
XP Value: Varies Varies Varies combination of the rwo. Most are omnivorous
eating marine plants and a few small fish or oth
Dinosaur, Land Carnivore er easy victims. The fins or flippers of any aquat
ic dinosaur may be used in defense, though thi
Small Large Flying is not a normal attack form (use only if the din
Armor Class: 5 or 4 6 to 4 7 or 6 saur is in a frenzy).
Hit Dice: 1 to 5 (S to L) 6 to 20 (L) 1 to 7 (S to L) Small aquatic: Only primitive fish and eels fa
Move: 120' to 180' 120' to 210' 150' to 210' into this category. Most flee if disturbed by an
Attacks: 1 bite + 2 claws) 2 claws/ 1 bite i bite thing 1 foot long of more.
Bite Damage: id3 to 2d4 2d4 to 5d8 id3 to 2d6 Large aquatic: Some large land herbivor
Claw Damage: 0 or 1 id3 to 2d6 0 have man@ne counterparts, similar in appearanc
No. Appearing: 2d4 to 2d6 id2 to 2d4 id4 to 3d6 except for smaller legs, and fins instead of claw
Save As: ....................... F (level =1/2 HD).............................. Some look like snakes with unarmored turtielik
Morale: 6 to 8 9 to 11 6 to 8 bodies. Only the largest aquatic dinosaurs hav
Treasure Type: Nil Nil (U + V) Nil or V high morale. Carnivorous types will be more
Intelligence: 1 to 3 1 to 3 1 to 3 gfessive and territorial. A very large specime
Alignment: Neutral Neutral Neutral (20+ HD) may be able to swallow man-size
XP Value: Varies Varies Varies opponents on an attack roll of 20; treasure ma
be found inside its body.
Monster Type: Monster (Rate). mammals. All dinosaurs are very stupid (Intelli- Armored aquatic: All the dinosaurs in this ca
Though not strictly correct in the scientific gence 1-3) and easily fooled. egory are slow in comparison to other matin
sense, the game term "dinosaur" applies to any Each dinosaur can be placed in one of three cat- life, because of their large shells. They are th
prehistofic bird, fish, mammal, or reptile found egolies: aquatic (mostly marine) dinosaurs, land@ ancestors of modern turtles.
in the Mesozoic or Paleozoic etas. Dinosaurs based carnivores (meat eaters), and land-be Terrain: River/Lake, Ocean (prehistoric)
were the ancestors of modern birds, reptiles, and herbivores (plant eaters). Use the general infor-
165
Monsters
Monster Type: Monstef (Rare). flicting automatic daimage each found. The larg- D@ni (Lesser)*
All carnivorous dinosaurs are aggressive, at- est may actually swallow prey whole if the attack Armor Class: 5
tacking nearly any prey on sight, even attacking roll is 20. Treasure might be found in their stom- Hit Dice: 7 + 1* (L)
other carnivores smaller than themselves. achs or droppings. Move: 90' (30')
Small camivorcs: These normally attack with Flying camivores: These dinosaurs have wing- Flying: 240' (80')
bite only, although some of the larger ones spreads of 10 to 60 feet, with body length about Attacks: 1 (fist or whirlwind) +
might use claws for minimal damage. They com- 30-40% of the wingspread. With surprise, a fly- special
monly hunt in packs. Only the fastest types gain ing carnivore mig4t swoop upon prey, inflicting Damage: 2d8 (fist) or 2d6 (whirlwind)
the better armor class (4). double damage if the attack succeeds. Most fly- No. Appearing: 1 (1)
Large carnivores: These types usually attack ing carnivores flee if harmed, preferring easier Save As: F14
with both claws and a bite. Many carnivores of prey, unless they are very hungry. Morale: 12
10 Hit Dice or more hold on with their bites, in- Terrain: Any warm climate (prehistoric). Treasure Type: Nil
Intelligence: 14
Dinosaur, Land Herbivore Alignment: Chaotic
Small Medium* L2rgc XP Value: 1,025
Armor Class: 7 6 or 5 6 or 5
Hit Dice: 1 to 5 (S to L) 6 to 12 (L) 13 to 40 (L to L) Monster Type: Planar Monster, Enchanted
Move: 90' to 180' 60' to 120' 30' to 90' (Rare).
Attacks: I tail or bite i tail i tail Djinn are intelligent, free-willed, enchanted
Damage: 1 to 2d4 id4 to 2d6 2d8 to 4d6 creatures from the elemental plane of Air. They
Trample Damage: Nil or special 2d8 to 3d6 2d6 to lodio appear as tall, humanlike beings; 50% of en-
No. Appearing: 2d6 to 3dlO id6 to 2d8 id4 to 2d8 countered djinn are male and 50% are female.
Save As: ....................... F (level =1/2 HD) .............................. Djinn are basically good-hearted, in spite of
Morale: 4 to 6 5 to 7 6 to 8 their Chaotic alignment.
Treasure Type: Nil Nil Nil Djinn are highly magical in nature, and can
Intelligence: 1 to 3 1 to 3 1 to 3 only be harmed by magic or magical weapons. A
Alignment: Neutral Neutral Neutral djinn can use each of its seven powers three times
XP Value: Varies Varies Varies each day. These powers are:
*And Armofed 0Create food and drink (as a 7th level cleric).
oCreate metallic objects of up to 1,000 cn
Monster Type: Monster (Rare). Medium-sized herbivofes: Most of these are weight (of temporary duration, varying by
Herbivofes are usually not aggressive uniess four-legged browsing dinosaurs, 15 to 30 feet type: gold = I day, ifon = I round).
armored (see below). However, if surprised or long. Some are amphibious, and will move into 0Crmte soft goods and wooden objects of up
frightened, their actions are often unpredicta- nearby water to escape predators. to 1,000 cn weight (of permanent dura-
ble. To determine random actions, roll ld6: Armored herbivores: These medium-sized tion).
1-2 attack with tail; 3-4 = run away; herbivores have developed heavy bony plates for oBecome invisible.
5-6 charge at intruders. If the dinosaur is protection. This armof gives them armor class 3 0Assume gaseous form.
damaged, add I to the die toll. to - 3, and sometimes will be studded with 0 Form a whifiwind.
When herbivofes charge intruders, each vic- spikes or sharp plates. Attackers might, if they oCreate illusions (whkh affect both sight and
tim must make a saving throw vs. death ray to successfully hit these types, take damage them- hearing, lasting until touched or magkafly
avoid being trampled, if they can, t get out of the selves, ringing from id4 to 2d4 points of dam- dispelled-the djinni need not concentrate
way in time. This may be required up to twke age. Some armored herbivores can use I or 2 to maintain them).
per charging dinosaur, pef victim. A success horn attacks, sometimes with a bite as well, to A djinni has two forms of attack. In nominal
means no damage is taken; a failure means the defend themselves. form, it strikes with its fist. It may also transform
trampling damage is automatically taken. No at- Large herbivores: These huge creatures often itself into a whidwind-a cone 70' tall, 20' di-
tack roll is made, as herbivores do not actually stand in swamp of shallow waters, both to sup- ameter at the top, lo' diameter at the base,
pursue individuals. port their vast bulks ond to avoid predators. movement rate 120' (40'). The transformation
SmaH hcrbivores: Many of these stand on their They often have long necks and tails. takes five founds. The djinni-whirlwind inflicts
hind legs, and might at a distance seem identical Terrain: Any warm climate (prehistoric). 2d6 points of damage to all in its path, and
to common carnivorous dinosaurs. sweeps aside all creatures with fewer than 2 HD
unless they make a saving throw vs. death ray. If
a djinni is slain, its spirit returns to its own
Displacer Beast plane.
Armor Class: 4 creature always appears to be 3' from its actual Djinn normally appear on the Prime Planc
Hit Dice: 6* (L) position. All attackers have a - 2 penalty on all when summoned of when bound into a magkal
Move: 150' (50') attack rolls, and the creature gains a +2 bonus item. On their own plane, they live in cities sim'-
Attacks: 2 tentacles to all saving throws. ilar to those of wealthy human desert cultures.
Damage: 2d4/2d4 If the creature is severely damaged (6 hit points They do not care to be preyed upon and enslaved
No. Appearing: id4 (id4) or less re g), it can use a ferocious bite attack by magic-users and view them with suspicion.
Save As: F6 + 2 bonus to attack foll, damage id6 points). There can be djinni spelicasters; see "Monster
Morale: 8 Displacer beasts are carn@ofes; they prey on Spelkasters."
Treasure Type: D smaller herd animals in forestiand jungles. They Plane of Air: Additional information applies
Intelligence: 3 sometimes stray into dungeons out of curiosity Of to djinn encountered on theif own plane, the el-
Alignment: Neutral because they smell something good within. They emental plane of Air.
XP Value: 500 only attack PC parties when especially hungry. A djinni on its own plane is immune to nor-
Displacer beasts hate and fear blink dogs, and mal weapons, all 1st level spells, and to all at-
Monster Type: Monster (Rare). will always attack them and anyone traveling tacks based on water. A djinni on its own plane
A displacer beast looks like a large black pan- with them. It is suspected that displacer beasts can detect invisible at will (I 20' range).
ther with six legs and a pair of 6' long tentacles and blink dogs both come from some faraway
growing from its shoulders. It attacks with these plane of existence, and afe at war with one an-
tentacles, which have sharp hornlike edges. other throughout the dimensions.
A displacer beast's skin bends light rays, so the Terrain: Hill, jungle, Woods.
166
Chapter 14: Monsters
Elemental Plane of Air Statistics: AC 3, Dolphin Doppleganger
HD 7 + 1 *, MV 240' (80'), fAT I strike or Armor Class: 5 Armor Class: 5
special, D 2-16 or special, NA 1-4 (1-100), Hit Dice: 3* (L) Hit Dice: 4- (M)
SaveFI4, ML 9, TTSpecial, AL C, XP 1,025. Move Move: 90'(3u
(Swimming): 180' (60') Attacks: 1 bite
The benevolent djinn empire is noted for its Attacks: 1 head butt Damage: ldl2
lack of laws. The air elementals and the djinn are Damage: 2d4 No. Appearing: ld6 (id6)
generally at peace, though occasional quarr!ls No. Appearing: 0 (id2O) Save As: F8
and rare fights do occur. Their enemies afe ttle Save As: D6 Morale: 8
haoou and the effeet, and they fear earth-type Morale: 10 Treasure Type: E
creatures and attacks. Treasure Type: Nil Intelligence: 9
Terrain: plane of Air, Desert (Pttefefred)- Intelligence: 15 Alignment: Chaotic
Load: A djinni can fly carrying 3,500 cn of Alignment: Lawful XP Value: 125
weight at full speed or 7,000 cn of weight at half XP Value: 50 Monster Type: Monster (Rare).
speed; in times of grave need, it can carry up to Monster Type-@ Normal Animal (Common). These man-sized shape-changing creatures ar
12,000 cn of weight (for 3 turns walking of I Dolphins are s%% oing mammals; their favor- intelligent and evil. A doppleganger is able t
L*49
turn flying) but the djinni must rest for I turn ite food is fish. They are related to whales, but shape itself into the exact form of any human,
afterward. are much smaller. They are lo' long with a demihuman, or humanoid creature it sees (up t
Djinni (Greater; Pasha)* smooth hide. Dolphins cannot breathe water 7' tall). Once in the form of the person it is imi
and must come to the surface once every 15 min- tating, it attacks that person, intending to kil
Armor Class: - 2 utes for air. him and assume his identity. Its favorite trick i
Hit Dice: 15*** (L) Dolphins are intelligent and have their own to kill the original person in some way withou
Move: 120' (40') high-pitched language. They can communicate alerting the party. Then, in the role of that indi
Flying: 360' (120') telepathically with other dolphins within 50 vidual, it attacks others by surprise, often whe
Attacks: 2 fists of 1 whirlwind miles, and they can detect magic underwater they are already engaged in combat.
Damage: 3dlO/3di0 or 3dl2 + (360'range) Sleep and charm spells do not affect dopple
special Dolphins hate sharks and occasionally attack gangers and they make all saving throws as 8t
No. Appearing: 1 (1) them. Dolphins are the friends of most sailors level fighters due to their highly magical nature.
Save As: M30 and have been known to help people in trouble. When killed, a doppleganger turns back into it
Morale: 11 Mermen sometimes ride dolphins as steeds; original form, a skinny,,haifiess, genderless hu
Treasure Type: Nil fantastic sea-beings may even harness them to manoid with pale, rubbery skin.
Intelligence: 14 chariots. It is believed the doppleganger establishes
Alignment: Chaotic Terrain: Ocean. limited telepathic link with an intended victi
XP Value: 4,800 Load: 1,500 cn at full speed; 3,000 cn at half (only). It quickly learns everything the victi
speed. knows (even to the point of answering detaile
Monster Type: Planar Monster, Enchanted questions at the same time-or sooner-tha
(Very Rare). the victim, should both be present). However,
In the clemental plane of Air, the rulers of the doppleganger cannot use spells memorized by
djinn are known as pashas. They appear as very spellcasting victim.
large normal djinn. A pasha cannot be affected Doppleganger spelicasters are extremely fare
by normal weapons, or even by weapons of less but not unknown. Such spelicasters can use thei
than + 2 enchantment. They regenerate at the own spells in any humanoid form; see "Monste
rate of 3 points per round. Spellcasters."
A pasha can perform all the abilities of a nor- Terrain: Any.
mal djinni (above) as often as desired, up to once
per round. It can also enter or leave the Ethereal
Plane by concentrating for I full round.
They have other special powers, each usable
once per day, including:
9 Grant another's wish
0 Cast cloudkill
0 Cast water to gas
9 Cast weather control
A pasha's whirlwind form is 120' tall, 40' di-
mneter at the top, lo' diameter at the base, and
caD move at 240' (80') rate. Unlike normal
djinn, it can enter or leave whirlwind form in on-
ly 1 round. This form inflicts 3dl2 points of
dunage to all in its path and slays any victim of
Icss than 5 Hit Dice uniess the victim makes a
saving throw vs. death ray.
Pashas cannot be summoned by spells, and
are influenced by very few magical items. They
r- normally appear on the Prime Plane only in re-
sponse to the cries of a mistreated djinni.
Terr2in: Normally found only on their own
plane; prefer Desert terrains.
Load: 10,000 cn flying at full speed; 20,000 cn
flying at half speed; or double this when wafldng.
167@io
apter 14: Monsters
Dragon
White Blue
Small Large Huge Small Large Huge
Armor Class: 3 1 - 1 Armor Class: 0 - 2 -4
Hit Dice: 6** (L) 9*** (L) 12**** (L) Hit Dice: 9** (L) 13 + 3*** (L) 18**** (L)
Move: 90' (30') 120' (40') 150'(50') Move: 90' (30') 120'(4o') 150' (50')
Flying: 240' (80') 300'(100') 360'(120') Flying: 240' (80') 300'(100') 360'(120')
Attacks: Attacks:
Ground: 2 claws/ 1bite 2 claws/ 1 bite 2 claws/ I bite Ground: 2 claws/ 1 bite 2 claws/ I bite 2 claws/ 1 bite
Air: Up to 6: Up to 6: Up to 6: Air: Up to 6: Up to 6: Up to 6:
See below See below See below See below Sd.c below See below
Damage: See below See below See below Damage: See below See below See below
Breath cone: 80'x 30' 80' x 40' go' x 4o' Breath line: lool x 51 150, X 51 200'x 5(F M)
No. Appearing: id4 (id4) id3 (id3) id2 (id2) No. Appearing: id4 (id4) id3 (id3) id2 (ld2)
Save As: F6 F18 F36 Save As: Fg F27 F36
Morale: 8 9 10 Morale: 9 9 10
Treasure Type: H H X 2, 1 H X 3, 1 x 2 Treasure Type: H H X 2, 1 H X 3, 1 x 2
Intelligence: 9 12 15 Intelligence: 9 12 15
Alignment: Neutral Neutral Neutral Alignment: Neutral Neutral Neutral
XP Value: 725 3,000 4,750 XP Value: 2,300 4,500 7,525
XP with spells: 950 3,700 5,625 XP with spells: 3,000 5,500 8,875
Black Red
small Large Huge Small Large Huge
Armor Class: 2 0 - 2 Armor Class: - 1 - 3 - 5
Hit Dice: 7** (L) 10 + 3*** (L) 14**** (L) Hit Dice: lo** (L) 15*** (L) 20**** (L)
Move: 90' (30') 120' (40') 150'(50') Move: 90' (30') 120' (40') 150' (50')
Flying: 240' (80') 300'(100') 360'(120') Flying: 240' (80') 300'(100') 360'(120')
Attacks: Attacks:
Ground: 2 claws/ 1bite 2 claws/ I bite 2 claws/ 1 bite Ground: 2 claws/ Ibite 2 claws/ 1 bite 2 claws/ I bite
Air: Up to 6: Up to 6: Up to 6: Aif Up to 6: Up to 6: Up to 6:
See below See below See below See below See below See below
Damage: See below See below See below Breath cone: 90'x 30' 135'x 30' 180'x 30
Breath line: 60'x 5' 90'x 5' 120'x 5' Damage: See below See below See below
No. Appearing: id4 (id4) id3 (id3) id2 (id2) No. A'ppeafing: id4 (id4) id3 (id3) id2 (id2)
Save As: F7 F21 F36 Save A8 F10 F30 F36
Morale: 8 9 10 Morale: 10 10 11
Treasure Type: H H X 2, 1 H X 3, 1 x 2 Treasure Type: H H X 2, 1 H X 3, I X 2
Intelligence: 9 12 15 Intelligence: 9 12 15
Alignment: Chaotic Chaotic Chaotic Alignment: Chaotic Chaotic Chaotic
XP Value: 1,250 3,500 5,500 XP Value: 2,500 4,800 9,575
XP with spells: 1,650 4,300 6,500 XP with spells: 3,250 5,850 11,375
Green Gold
Small Large Huge Small Large Huge
Armor Class: 1 - 1 - 3 Armor Class: - 2 -4 - 6
Hit Dice: 8** (L) 12*** (L) 16**** (L) Hit Dice: 11** (L) 16 + 3*** (L) 22**** (L)
Move: 90' (30') 120' (40') 150' (50') Move: 90' (30') 120' (40') 150' (50')
Flying: 240' (80') 300' (100') 360' (120') Flying: 240' (80') 300' (100') 360' (120')
Attacks: Attacks:
Ground: 2 claws/ 1 bite 2 claws/ 1 bite 2 claws/ 1 bite Ground: 2 claws/ 1 bite 2 claws/ 1 bite 2 claws/ 1 bite
Air: Up to 6: Up to 6: Up to 6: Air: Up to 6: Up to 6: Up to 6:
See below See below See below See below See below See below
Damage: See below See below See below Damage: See below See below See below
Breath cloud: 50'x 40'x 30' 50'x 40'x 30' 50'x 50'x 30' Breath cone: 90'x 30' 135'x 30' 180'x 30
No. Appearing: id4 (id4) id3 (id3) id2 (id2) Breath cloud: 50'x 40'x 30' 50'x 40'x 30' 50'x 50'x 30'
Save As: F8 F24 F36 No. Appearing: id4 (id4) id3 (id3) id2 (id2)
Morale: 9 9 10 Save As: Fll F33 F36
Treasure Type: H H X 2, 1 H x 3, 1 x 2 Morale: 10 10 I 1
Intelligence: 9 12 15 Treasure Type: H H X 2, I H X 3, I X 2
Alignment: Chaotic Chaotic Chaotic Intelligence: 9 12 15
XP Value: 1,750 3,875 6,250 Alignment: Lawful Lawful Lawfiil
XP with spells: 2,300 4,750 7,350 XP Value: 2,700 5,45o 11,750
XP with spells: 3,500 6,600 14,000
16
hapter 14: Monsters
Monster Type: Dragon (Rare).
Dfagon Breath Weapons; Dragons Talking and Asleep Dragons afe a very old race of huge winged liz-
Color Breath Breath Chance of Chance of ards. They like to live in isolated, out-of-the-way
Dragon Weapon Shape Talking* Being Asleep places where few men are found. Dragons are ex-
White Cold Cone 10% 50% tremely powerful monsters and should be used
Black Acid Line 20% 40% with caution when encountered by low level
,@en Chlorine Gas Cloud 30% 30% player characters. It is recommended that until
Lightning Line 40% 20% characters reach 4th level and higher that only
Fire Cone 50% 10% the youngest and smallest dragons be used.
Gold Fire Cone 100% 5 % There are several types of dragon, distinguish-
Gas Cloud able by the colors of their hides: white, black,
Talking dragons can also use spells. I green, blue, red, and gold. Though the colors of
their scaly hides make dragons look different,
Dragon Damage and Spells they all have quite a few things in common: they
are all hatched from eggs, all are carnivores, all
Type of Dragon Bite or Claws, Kicks, - Spells (by Level) - have breath weapons. Dragons have a great love
DrAgon Size Crush Wings, Tail 1 2 3 4 5 of treasure, but they value their own lives more.
te: small 2d8 ld4 each 3 - - - - Dragons in battle will do ev@thing possible to
Large 2d8+4 ld6 + 1 each 4 2 - - - save their own lives, including surrender.
Huge 2d8+8 id8 + 2 each 5 3 1 - -
Black Small 2dio id4 + 1 each 4 - - - - Many dragons live hundreds or thousands of
Large 2dio +4 ld6 + 2 each 5 3 - - - years. Because of their long history, they tend to
Huge 2dio + 8 ld8 + 3 each 5 4 3 - - think less of the younger races (such as Man).
n: Small 3d8 id6 each 3 3 - - - Chaotic dragons might capture men, but will
large 3d8 + 4 id8 + 1 each 4 4 3 - - usually kill and eat them immediately. Neutral
Huge 3d8+8 idio + 2 each 5 5 4 3 - dragons might either attack or ignore a party
Blue: Small 3dio id6 + I each 4 4 - - - completely. Lawful dragons, however, may actu-
Large 3dlo+4 id8 + 2 each 5 5 3 - - ally help a party if the characters afe truly worthy
Huge 3dio + 8 idio + 3 each 5 5 5 4 - of this great honor. When playing a dragon, a
Red: Small 4d8 id8 each 3 3 3 - - DM should keep in mind that, because of its
Large 4d8 +4 idio + 1 each 5 4 3 2 - pride, even the hungriest dragon will pause and
Huge 4d8+8 ldl2 + 2 each 5 5 4 3 2 listen to flattery (if no one is attacking it, and if
Gold: Small 6d6 2d4 each 4 4 4 - - it understands the language of the speaker).
Large 6d6 +4 3d4 each 5 5 4 3 - Talking Dragons: Dragons are intelligent, and
Huge 6d6 +8 4d4 each 5 5 5 4 3 some dragons can speak the Dragon and Com-
mon tongues. The percentage listed under
pter 14: Monster@-
"Chance of Talking" is the chance that a dragon and 30' tall, around the dragon's targets directly pick up one or more victims if its attack rolls are
will be able to talk. Talking dragons are also able in front of it. high enough (see table).
to use magical (but not clerical) spells. The num- Saving Throws: Each victim within a dragon's When a dragon swoops, its victims suffer a - I
ber of spells and their levels are given in the ta- breath must make a saving throw vs. breath penalty to their surprise roll, because of the crea-
ble. Dragon spells are usually selected randomly. weapon (even if the breath is similar to another ture's silent glide. If the dragon surprises the vic-
Wherever applicable, treat the Hit Dice of the type of attack). If successful, the victim takes on- tim, each hit inflicts double damage.
dragon as the level of caster for spell-like effects ly half damage from the breath.
(for purposes of duration, dispelling, etc.). Breath weapons are not spells and cannot be Attack Roll Swoop Attack
Sleeping Dragons: The percentage chance turned or absorbed by devices of other protective Size Needed Forms
given under "Chance of Being Asleep" applies spell effects except those that specifically men- Small 20 1 claw
whenever a party encounters a dragon on the tion dragon breath. Large 18-20 2 claws
ground (flying dragons are never asleep). Any Dragons afe immune to the effects of thei. - Huge 16-20 2 claws + 1 bite
result greatef than the percentage means that own breath weapon type. Further, they automat-
the dragon is not asleep (though it may be pre- ically make their saving throws against any attack A victim caught by a swoop can attack the
tending to be!). If a dragon is asleep, it may be form that is the same as their breath weapon. For dragon, but with a - 2 penalty to all attack rolls,
attacked for one round (with a bonus of + 2 on example, a red dragon suffers no damage from and each hit inflicts only minimum damage.
all attack rolls), during which it will awaken. (and usually ignores) flaming oil, and suffers on- A victim held in a claw automatically takes
Combat is handled normally for the second and ly one-half damage from a fireball spell. normal claw damage each round, but if the vic-
subsequent rounds. tim wins initiative, he may act first (cast a spell,
Gold Drqgons: Gold dragons always talk and Physical Attacks use a device, etc.).
use spells. They can also change theit shape, and Attack Bonuses: Small dragons attack as mon- A victim held in a bite automatically takes
often appear in the fofm of a human or animal. sters of their listed Hit Dice. Large dragons gain normal bite damage each round, and cannot
Gold dragons can breathe either fife (like a red a + 2 bonus to all attack rolls. Huge dragons concentrate (regardless of initiative). When the
dragon) or chlorine gas (like a green dragon), gain a +4 bonus to all attack rolls. victim is dead he is swallowed. A dragon can bite
though they still have a total of three breath Types of Physical Att2cks: Dragons usually a victim held in a claw, but with a - 2 penalty to
weapon attacks pef day (not six). The type of make two claw attacks and one bite attack; at thF the attack roll. If successful, the victim is tfans-
breath used should be chosen by the DM to fit DM's option they can use othef special attack farred to the mouth.
the situation. forms (kick, tail, wing) defined later.
When a flying dragon attacks an aerial target, Other Attacks
Breath Weapons it gets two claw attacks and one bite attack, but These are elements of the hover attack or op-
All dragcins have a special attack called their cannot use wing, kick or tail attacks. When at- tional ground attacks, including those outlined
"breath weapon." Any dragon can use its breath tacking a ground-level victim from the air, a in the following paragraphs.
weapon up to three times each day. A dragon's dragon can use one Crush, Hover, or Swoop a@- Kick: Any victim hit by a kick attack must
first attack is almost always with its breath weap- tack (as described below), but no two in combi- make a saving throw vs. paralysis or be knocked
on. The number of points of damage the breath nation. over. A penalty applies to the saving throw,
weapon does is equal to the dragon's current If a dragon attacks while on the ground, it can equal to the amount of damage inflicted. Any
number of hit points. Any damage done to a substitute a wing, kick or a tail attack for any of victim knocked over can get up during the next
dragon will feduce the damage it can do with its its normal attacks, so long as it makes only three round, but will automatically lose initiative.
breath weapon. attacks in the round. (For example, the dragon Tail: Any victim hit by the tail attack of a large
After the first breath attack, and until it has might bite one target, kick another, and sweep or huge dragon must make a saving throw vs. pa.
used up all three breaths for the day, a dragon its tail across a third instead of using two claws ralysis or be knocked over (as with a kick) and is
might choose either to breathe or attack with its and one bite.) disarmed. A penalty applies to the saving throw,
natural weapons. To determine this randomly Crush: This maneuver is often used if the equal to the damage inflicted. A disarmed oppo-
(small dragons only), roll ld6: on a roll of 1-3 dragon surprises nonhuman victims, or possibly nent can spend one round picking up the weap-
the dragon will use its claw and bite attacks; on a against any opponents if the dragon is seriously on, or can switch weapons, merely losing
roll of 4-6 the dragon will breathe again. wounded. When crushing, the dragon actually initiative.
Large and huge dragons use breath weapons lands on its victims. Each may make a saving Wing: A wing attack can be used against any
intelligently, not randomly. They rarely aim at throw vs. death ray; success indicates complete opponent within range-which is great. The
single opponents, and normally save the attack evasion of the crush, and no damage is inflicted. range is 3' per Hit Die of the dragon. Any victim
fof use against groups. The volume of the breath A victim may choose to remain. in the area, tak- hit by a wing attack must make a saving throw
weapon increases with the size of the dragon; the ing the full damage of the crush; if he holds a vs. paralysis of be stunned. A penalty applies to
breath sizes are given in the tables above. weapon in hand, he may make an attack roll the saving throw, equal to the damage inflicted.
Shape of Breath: A dragon's breath weapon with a +4 bonus. If he hits, he inflicts double
appears as one of three different shapes: cone- damage. Dragon Tactics
shaped, a straight line, of a cloud of gas. A small dragon can crush one victim only. A Small dragons normally attack with claws and
A cone-shaped breath begins at the dragon's large dragon can crush all in a lo' radius circle. A bite when on the ground, without using kicks or
mouth (where it is 2' wide) and spreads out until huge dragon can crush all in a 20' radius circle. tail attacks. Their legs are too short for effective
it reaches its widest point at its furthest end. For Hover: When using this attack form, the kicking unless an opponent is close behind
example, the area of effect of a small white drag- dragon pauses in flight directly above its targets, them. They are not proficient in attacking with
on's breath is a cone 80' long and 30' wide at its its wings beating furiously. The dragon may at- the tail (though it may be used to inflict damage
far end. tack up to six opponents in one round while hov- only, at the DM's choice). If its swoop attack hits,
A line-shaped breath starts in the dragon's ering, using 1 bite, 2 front claws, 2 rear kicks, a small dragon can pick up one man-sized oppo-
mouth and stretches out toward its victim in a and 1 tail (but no wing attacks). A breath weap- nent.
straight line (even downward). Even at its on cannot be used while hovering, because of Large dragons use all attacks except wings.
source, a line-shaped breath is 5' wide. the wind from the wings. Kick attacks can be used against any opponents
A cloud-shaped breath billows forth from the After 1 round of hover attacks, the dragon within lo' of the body. A tail attack can be
dragon's mouth to form a cloud. On the table, must land immediately, but the dragon cannot aimed at any opponent to the rear or sides. If its
three dimension are shown: The first is the crush after hovefing. (Note that the location of swoop attack hits, a large dragon can pick up one
width, the second is the depth, and the third is opponents might prevent the use of some attack or two man-sized opponents, or one horse-sized
the height. Therefore, with a small green drag- forms.) creature.
on, you get a cloud that's 50' wide, 40' deep Swoop: This special ability is mentioned at the Huge dragons use all attacks effectively
(i. e., it reaches up to 40' away from the dragon), start of this chapter; in addition the dragon may against any opponent within melee range,
70
Chapter 14: Monste
through maneuvering. Wing attacks can be Dragon, Gemstone
aimed at any opponents to the sides, or, if more (Crystal, Onyx,jade, Sapphire, Ruby, Amber)
thin one opponent is in front of the dragon,
aonst those on either side. If its swoop attack
hits, a huge dragon can pick up one, two, or Dragon Alignment Simdm to Breaths
three man-sized victims, of two horse-sized, or Crystal Lawful White Cold or Crystal
one giant-sized opponent. Onyx Neutral Black Acid or Darkness
jade Neutral Green Chlorine Gas or Discase
Subduing Dragons Sapphire Lawful Blue Lightning or Vaporize
Whenever characters encounter a dragon, Ruby Lawful Red Fife and Melt
they may choose to try to subdue it rather than Amber (or brown) Chaotic Gold Fife and Melt, Gas and Disease
kin it. To subdue a dragon, all attacks must be
with the "flat of the sword." Thus, missile weap-
ons and spells cannot be used to subdue. Attacks Gemstone Breath Breath Chance of Chance of
and damage are determined normally, but this Dragon Weapon Shape T@g* Being Asi-p
,'subduing damage" is not real damage. The Crystal Cold or Cone 10% 50%
dragon will fight normally until it reaches 0 or CrystA Cone
less hit points, at which time it will surrender. Onyx Acid or Iine 20% 40%
The subduing damage does not reduce the dam- Darkness Line
age done by the dragon's breath weapon. jade Chlorine Gas or Cloud 30% 30%
A dragon may be subdued because it realizes Disease Cloud
that its attackers could have killed it if they had Sapphire Lightning or Line 40% 20%
been striking to kill. It therefore surrenders, ad- Vaporize Line
mitting that the opponents have won the battle. Ruby Fire and Melt Cone 50% 10%
A subdued dragon will attempt to escape or Amber Fire and Melt or Cone 100% 5 %
turn on its captor if given a reasonable chance to Gas and Disease Cloud
do so through the party's actions. For example, a I
dragon left unguarded at night, or who is or- Unless otherwise noted, the gemstone dragons This disease causes all nonmetal items to r
dered to guard a position alone, would consider are similar to the standard dragons, including away in id6 turns uniess a cure disc2se spell
these "reasonable chances." A subdued dragon the details of preferred terrain, attacks, size, age, cast on them during that time. A victim cann
can be sold. The price is up to the DM, but treasure, etc. For XP value, add an asterisk for be affected by any healing spells, nor heali
should never exceed 1,000 gp pef hit point. every two spell levels available to the dragon. item, save a cure discase effect. The disease al
The dragon may be forced to serve the charac- At 120' or greater range, each of the "gem- inflicts I point of damage per turn (but not c
ters who subdued it. If a subdued dragon is ever stone" dragons appears identical to that of the mulative in the case of multiple failed savi
ordered to perform a task which is apparently su- corresponding normal color (i.e., crystal to white, throws). If the saving throw is successful, the v
icidal, the dragon will attempt to escape, and onyx to black, jade to green, sapphire to blue, ru- tim takes only ham damage and avoids the d
may try to kill its captors in the process. by to red, amber to gold). At closer ranges (within ease.
30'), the shimmering color differences can be easi- Sapphire (vaporize): A victim who fails t
Final Details ly distinguished by the trained eye. saving throw takes full damage, and he and
Agc: The statistics given above are for The new breath weapons are summarized for items carried afe turned into gaseous form
average-sized dragons of each type. Younger each dragon. one tufn per Hit Die of the dragon. Vaporiz
dragons are smaller and have acquired less trea- Crystal (crystal): A victim who fails the saving creatures and items are invisible and unable
sure; older dragons are larger and have acquired throw takes frill damage, and all his nonliving make any noise or affect any solid item. The v
more. Age will cause a dragon to vary in Hit Dice carried items turn to crystal. If the victim makes tim can move at up to a 60' (20') rate by conc
ffom 3 HD smaller (younger) to 3 HD largef his saving throw, the victim takes only half dam- teating. A dispel magic effect can restore t
(older) than average. For example, a small fed age and his items are unaffected. Any weapon, victim and items to normal form; treat the I
dragon could have from 7 to 13 Hit Pice, de- tooth or claw turned to crystal can be used to at- of magic as equal to the dragon's Hit Dice.
pending on its age. tack, but will probably (1-5 on ld6) shatter if a porized creatures are immune to most attac
Wrasurc: Younger dragons may have as little hit is scored. If the weapon shatters, it inflicts (such as lightning, fife, etc.).
2S 1/4 tO '/2 the listed treasure; older dragons the minimum possible damage for that blow, Ruby (fire and mcit): A victim who fails
may have as much as double the listed amount. and is destroyed. A stonc to flesh spell (in modi- saving throw takes full damage, and all ite
Dragon treasure is found only in a dragon's lair. fied form) can be used to permanently tum up carried start to bum of melt (no saving th
These lairs are rarely left unguarded, and are to l00 cubic feet of crystal items (easily including Paper items are destroyed instantly; leath
well-hidden to prevent easy discovery. afl items normally carried by 1-3 persons) back to items in I found; all other nonmetal items in
Terrain: Each type of dragon prefers a specific their normal forms. rounds; nonmagical metal items in 3 roun
type of terrain. White: Cold regions. Black: Onyx (darknm): A victim who fails his saving and magical items of all sorts in 4 or mo
Swamp, Marsh. Green: jungle, Woods. Blue: throw takes full damage, and a darkness spell ef- rounds. If the item has a bonus ("pluses"), a
Desert, Open. Red: Mountain, Hill. Gold: Any. fect (15' radius) appears centered on the victim, I found to the 4-round period for each poi
Load: A dragon can move at its full speed moving as he moves. It can be countered by a Items that give immunity or resistance to fire
when carrying 1000 cn times its Hit Dice; or half light spell, or removed by dispel magic; other- so melt, but in double the normal time.
speed when carrying 2,000 cn times its Hit Dice. wise it remains for 1 round per Hit Die of the buming or melting items may be saved if i
Barding Multiplier.- This varies, depending on dragon. This darknm is a special type through mersed in watef (or otherwise cooled, such
size: Small Dragon x 3, Large Dragon X 5, which the dragon can easily see; it otherwise magically) before they are destfoyed. The D
Huge Dragon x 10. functions exactly as a normal darkness spell. If may choose to deduct 1 or more "pluses"
the saving throw is successful, the victilm takes partially damaged items. If the saving throw
only half damage. successful, the victim takes only half damage.
jade (discase): A victim who fails his saving Amber (chlorinc gas and discase, firc
throw takes @@e, and he and all items melt): See notes for the jade dragon (dise
carried become infected with a rotting disease. and ruby dragon (fire and melt).
171
pter 14: Monsters
Dragon Ruler of twelve dragons: four gold, four amber, and
four blue, all sufficiently dedicated to serving
the Great One that they do not get into fights
Pearl (The Moon Dr2gon), Ruler ofall Chaotic Diamond (The Star Dragon), Ruler of all Law- based on alignment differences. All of these at-
Dragons* ful Dragons* tendants can use spells.
Armor Class: 8 Armor Class: -10 When traveling, the dragon rulers usually
Hit Dice: 24********(L) Hit Dice: 30********(L) bring one of each type of their largest subjects; for
Move: 180' (60') Move: 180' (60') example, when on an excursion to the Prime
Flying: 420' (140') Flying: 420' (140') Plane, Diamond brings one ruby dragon (160 hit
Attacks: Up to 9 (see below) Attacks: Up to 9 (see below) points), one sapphire dragon (144 hit points), and
Damage: See below Damage: See below one crystal dragon (96 hit points), in addition to
Breath: As any chaotic dragon Breath: As any lawful dragon the usual four gold dragons (176 hit points each).
No. Appearing: I (1) (unique) No. Appearing: 1 (1) (unique) All dragon rulers are immune to charm, hold,
Save As: F36 (and see below) Save As: F36 (see below) paralysis, slow, death ray, disintegration, and
Morale: 10 (see below) Morale: 10 (see below) poison. Dragon rulers cannot be subdued or
Treasure Type: H X 4, 1 x 3, N, 0 Treasure Type: H x 4, 1 x 3, N, 0 tamed like some lesser dragons,
Intelligence: 18 Intelligence: 18 The three lesser rulers are immune to normal
Alignment: Chaotic Alignment: Lawful and silvered weapons, to all spells of 6th level or
XP Value: 25,250 XP Value: 38,750 less, and to all weapons of less than + 3 enchant-
ment. The Great One is immune to normal and
Opal (The Sun Dragon), Ruler of all Neutral The Great One, Ruler of All Dragonkind* silvered weapons, clerical/druidic spells of 6th
Dragons* Armor Class: -12 level or less and magical spells of 8th level or less,
Armor Class: -9 Hit Dice: 40*********(L) and weapons ofless than + 4 enchantment.
Hit Dice: 27********(L) Move: 240' (80') All dragon rulers are immune to all dragon
Move: 180' (60') Flying: 480' (160') breath weapons and are unaffected by dragon
Flying: 420' (140') Attacks: Up to 10 (see below) control magical items.
Attacks: Up to 9 (see below) Damage: See below A dragon ruler can polymorph itself at will in-
Damage: See below Breath: As any dragon to the form of any of its follower dragons. Each
Breath: As any neutral dragon No. Appearing: I (1) (unique) ruler has a spell book containing all of the
No. Appearing: I (1) (unique) Save As: F36 (see below) known spells, but must study and learn them
Save As: F36 (see below) Morale: 10 (see below) just as a normal magic-user. Clerical spells are
Morale: 10 (see below) Treasure Type: H X 5, 1 x 4, N X 2, 0 x 2, gained with the usual amount of meditation.
Treasure Type: H X 4, 1 x 3, N, 0 + special Each dragon ruler can use any breath weapon
Intelligence: 18 Intelligence: 18 of its followers, each once per day, and while in
Alignment: Neutral Alignment: Unknown either normal or polymorphed (to a lesser drag-
XP Value: 32,000 XP Value: 68,000 on) form. For example, Opal can breathe a cone
of cold (as a white), line of acid-and-darkness (as
an onyx), cloud of gas-and-disease (as a jade), or
Attacks and Damages a lightning bolt (as a blue), for a total of four
Bite or Crush Claws, Kicks, Wings, and Tail breaths per day. Each dragon ruler can attack up
to nine times per round (with two bites, two
Pearl (Moon) 6d8 2d8 each claws, two wings, two kicks, and two tail).
Opal (Sun) 6d8 + 4 2d8 + 2 each The Great One can use any breath weapon of
Diamond (Star) 6d8 + 8 2d8 + 4 each any dragon, each once per day, and while in ei-
The Great One 6diO 3dlO each ther normal or polymorphed form. He has up to
Spells By Level (Both C and MU) 10 attacks, using the tail twice.
The lair treasures of the dragon rulers always
1 2 3 4 5 6 7 include at least three miscellaneous magical
The Lesser Rulers 7 6 5 4 3 2 1 items usable by dragons; these items may be
The Great One 9 8 7 6 5 4 3 used against invaders, as appropriate. The Great
One, in addition, owns one artifact. (The spe-
Monster Type: Dragon, Planar Monster (Very Pearl, ruler of Chaotic dragons, has scales like cific artifact is the DM's choice, but the artifact @
Rare). mother-of-pearl-white but iridescent, con- not ultimately fatal to the dragon ruler, nor does
Each of the three Dragon Rulers is the leader stantly shifting, like her Chaotic nature. it involve undead in any way.)
of all dragons with the same alignment. These Opal, ruler of Neutral dragons, has scales The Dragon Rulers act as leaders for all dragon-
.three rulers, in turn, obey the Great One, ruler which are white with thousands of tiny specks of kind. They arbitrate disputes between clans of
of all dragons. color in all the hues of the rainbow. dragons and occasionally-very occasionally-act
Pearl: Rules Chaotic Dragons (Black, Green, Diamond, ruler of Lawful dragons, has scales on the behalf of lesser dragons against other spe-
Red and Amber) with the refractive qualities of faceted diamond: cies. They do not intercede when a party of heroes
Opal: Rules Neutral Dragons (White, Onyx, They glitter and gleam with so much reflected destroys a rogue dragon, but will act when a clan
jade and Blue) light that it is hard to stare at this dragon. of dragons faces extinction or enslavement.
The Great One has scales which glow brightly, The three lesser rulers of dragonkind do not
Diamond: Rules Lawful Dragons (Crystal, like the surface of a white sun; no one can stare like or cooperate with each other, but neither do
Sapphire, Ruby and Gold) directly at him except through a darkness spell they fight each other. The Great One treats them
These creatures are extremely rare, almost effect (through which he looks like an enormous equally, without a favorite. The origins of the
never appearing on the Prime Plane uniess there three-headed white dragon). rulers are unknown, but the lesser rulers may be
is great need. They are all Immortal. If a dragon Each ruler is always attended by four of his or the offspring of The Great One.
ruler's material body is slain, the spirit goes to its her largest, most powerful followers. Pearl is al- Terrain: Outer Plane (their own).
home plane (one of the outer planes) and creates ways accompanied by four huge amber dragons, Load: Full speed when carrying 1,000 cn x
a new body. each with 176 hit points. Opal is always with HD in encumbrance; half speed when carrying
Each of these dragons is bigger than the big- four blue dragons, each with 144 hit points. Dia- 2,000 cn X HD in encumbrance.
gest goid or amber dragon; in natural form, each mond is always with four gold dragons, each
The Great One has a retinue
72
Chapter 14: Monst
Dragon Turtle*
Armor Class: - 2 Monster Type: Dragon-Kin (Rare). on does damage like a dragon's breath weapon,
Hit Dice: 30* (L) Dragon turtles are a magical crossbreed of a inflicting hit points of damage equal to the cur-
Move: 30' (10') dragon and a giant turtle. They have the head, rent hit points of the dragon turtle.
Swimming: 90' (30') limbs, and tail of a great dragon and the hard Dragon turtles live in great caverns on the bot-
Attacks: 2 claws/ 1 bite shell of a turtle. Dragon turtles are so large that tom of the deepest oceans, where they keep the
Damage: id8/id8/id6x 10 sailors have landed on ones floating on the sur- treasures of sunken ships. On occasion, they will
No. Appearing: 0 (1) face, mistaking them for small islands. These rise under ships, attempting to overturn them
Save As: F15 creatures usually live in the depths of great and devour the occupants.
Morale: 10 oceans and seas, seldom surfacing or approach- Note: Dragon turtles are extremely powerful
Treasure Type: H ing land. creatures that should not be used unless the
Intelligence: 5 The dragon turtle is able to use a breath weap- player characters are of very high level.
Alignment: Chaotic on just like a dragon. It can breathe a cloud of Terrain: Ocean.
XP Value: 9,000 steam 50' long and 40' wide. This breath weap-
Drakes: Dragon-Kin, Planar Monster, Enchant- Wooddrake: These dark green drakes can A drolem is a type of golem that looks like
ed (Rare). change themselves into elf or halfling forms. dragon; it can be made to look like a dragon o
A drake is a man-sized creature that looks They are otherwise very similar in habits to man- any color, or may simply be a dragon skeleton.
much like a dragon in its normal form. However, drakes, and are sometimes discovered amidst el- Like other golems, it is not alive, but a con
it is most often encountered polymorphed into a ven or halfling communities. struct made by a high level magic-user or cleric
r human or demihuman form. Drakes have no Coiddrake: These white drakes shun the light Drolems are extremely rare, made and used on
breath weapons or spellcasting abilities, but they of day, living deep underground (usually in icy ly to guard a special item or area. A specia
can talk. They may be evil or good (50% chance caverns). They can change themselves into dwarf book and several rare materials are needed t
of each) but, except for Elemental forms, are al- or gnome forms, and can sometimes be found make a drolem.
ways very Chaotic. Drakes are extremely intelli- amidst an underground dwarf or gnome com- A drolem is nonintelligent, and obeys its in
0 gent and clever; they tell lies as needed, and munity. structions exactly. It can see invisible things with
surrender rather than fight to the death. Elemental Drake: There are four types: air- in 60', and is immune to clwm, hold, sleep
Drakes are immune to all spells of 4th level or drakes (blue), eafthdrakes (brown), firedrakes and all other mind-affecting spells, all forms o
less, but may cancel this immunity for 1 round (red), and waterdrakes (sea-green). They have fire and cold, and all gases. It is also immune t
by concentrating-to receive the benefits of a the same immunities as all drakes. Elemental all spells of 4th level or less, to normal and silve
cure wounds spell, for example. drakes are also immune to normal and silver weapons, and even magical weapons of + 2 o
e- In normal form, a drae looks similar to a small weapons; a magical weapon is needed to damage lesser enchantment.
is dragon without front legs and with tiny wings. them. They live on the elemental planes, and are The drolem's claws inflict 2d6 points of dam
es These wings can only support slow flight, and on- very rare on the Prime Plane. They cannot nor- age each, and its huge jaws cause 11-3
ly for an hour at a time. All drakes can polymorph mally tfavei between the planes, but may "ride" (ld2O + 10) points of damage. A drolem can al
themselves into humanoid form (and back) as of- along with an elemental or other creature, either so breathe three times per day. Its breath is
0 ten as desired. In human or demihuman form, a to or from their plane of origin. small poisonous cloud, 20'x 20'x 20'; all with
drake can use any weapon permitted to thieves. On the Prime Plane, elemental drakes can in it must make a saving throw vs. drago
The attacks and damage given above apply to nor- take the forms of young giants (1-4 feet shorter bfeath or die.
mai (dragon-kin) form only. than normal), but they cannot throw rocks in Tcrrain: Any.
All drakes are thieves, having all the special those forms, and can only inflict 2d6 points of Load: 20,000 cn at full speed; 40,000 cn at u
abilities of a 5th level thief. Some mandrakes damage in hand-to-hand combat (instead of the to half speed.
may actually join Thieves' Guilds and improve normal damage done by the gi@ant form). An air-
their abilities, though most avoid such lawful- drake can assume the form of a cloud giant; an Drui
ness. They are fond of pranks and tricks, and eafthdrake, a stone giant; a firedfake, a fire gi- A form of undead; see Spirit.
m sometimes act as agents for evil powers. A pro- ant; and a waterdrake, a storm giant. They are
tecti.on from evil spell blocks drakes. sometimes found amidst similar real giants, act-
be Mandrake: These tan drakes can change into ing for their own purposes.
human form, and they enjoy the company of On their home planes, elemental drakes can-
x men. They often hold minor jobs in stables and not change into giant forms; instead, they as-
ing taverns in towns (never in positions of impor- sume the form of a small elemental, with afl the
tance or power), and may pretend to be adven- abilities of that form (treat each as a 6 Hit Dice
turers. They often steal food from town elemental in size and ability).
storehouses, and valuables from wandefing Terrain: Any.
pter 14: Monsters @IC
Dryad on. (To check for possible magical items, multi-
Armor Class: 5 ply the leader's level by 5. The result is the per- Etcmental Plane of Firc Statistics: AC 1,
cent chance for that leader to own a magical item HD 10* (L), MV 240'(80'), IAT I strike or
Hit Dice: 2* (M) from any one particular subtable. Roll separately special, D 2-16 or special, NA 1-4 (1-100),
Movement: 120' (40')
Attacks: See below for each type (subtable) of magical treasure. SaveFI5, ML 8, 7TSpecial, AL C, XP 1, 750.
Damage: By weapon type Check all subtables except the Scroll subtable
No. Appearing: 0 (ld6) and the Wand/Rod/Staff subtable.) As long as Efreet are irritable and often evil. The fire ele-
Save As: E4 their leader is alive and fighting with them, mentals and the efreet are generally at peace,
Morale: 6 dwarven morale* is 10 rather than 8. Dwarves though the efreet pick fights and have been at
Treasure Type: D hate goblins and will usually attack them on war with the elementals in the past. Their ene-
Intelligence: 14 sight. mies are the helions and the djinn, and they feat
Alignment: Neutral Terrain: Hill, Mountain. water-type creatures and attacks.
XP Value: 25 Thefe can be efteet spelkasters; see "Monster
Efreeti, Lesser* Spelicasters" later in this chapter.
Monster Type: Humanoid (Rare). Armor Class: 3 Terrain: Plane of Fire.
Dryads are beautiful female tree spirits who Hit Dice: 10* (L) Load: 5,000 cn at up to full speed; 10,000 cn
live in trees, in woodland settings or dense for- at up to half speed.
Move: 90' (30')
ests. They are very shy and nonviolent, but very Flying: 240' (80')
suspicious of strangers. If a dryad wishes to be Efreeti (Greater; Amir)*
unobserved, she will join with her tree, becom- Attacks: 1 fist
ing pan of it. Damage: 2d8 Armor Class: - 2
Dryads possess a powerful charm person No. Appearing: 1 (1) Hit Dice: 20*** (L)
ability-it is just like the magical spell, but the Save As: F15 Move: 120' (40')
dryad can use it any numbef of times per day, Morale: 12 Flying: 360' (120')
and its victims save at a - 2 penalty. Dryads only Treasure Type: Nil Attacks: 2 fists
use this power on people following or attacking Intelligence: 14 Damage: 3dlO/3dio
them or on males to whom they afe attracted- Alignment: Chaotic No. Appearing: 1 (1)
XP Value: 1,750 Save As: M36
and even then will only use the power on men Morale: I 1
who do not retum their affection. Monster Type: Planar Monstef, Enchanted Treasure Type: Nil
Dryads will send @med attackers off to a (Rare). Intelligence: 14
deadly monster's lair or ambush where the at- Efreet are free-willed, enchanted creatures Alignment: Chaotic
tackers may be shin; they draw objects of affec- from the elemental plane of Fife. They usually XP Value: 7,775
tion into their trees and keep them. Unless appear as clouds of smoke, condensing into
rescued immediately, such victims will never be giant-sized men surrounded by flames. The air Monster Type: Planar Monster, Enchanted
seen again (or, at the DM's option, will reappear around them is always hot and smoky. Efreet are (Very Rare).
after a few years, remembering little of the time highly magical, and can only be hit with magical In the elemental plane of Fire, the rulers of
they were gone). Characters can rescue the vic- weapons. If siain, the efreeti's spirit returns to its the efreet are known as amirs (ah-MEERS). They
tim by threatening to destroy the dryad's tree; a own plane. appear as very large normal efteet (15'-30' tafl)-
dryad will release a charmed victim rather than An efreeti can create objects, create illusions, An amir cannot be affected by normal weapons,
see her tfee die. and turn invisible like a djinni. It can cast a wail or even by weapons of less than + 2 enchant-
A dryad will die if her tree dies, and can only of fire spell three times per day. An effeeti may ment. Amirs also regenerate at the rate of 2 hit
survive for 1 turn if taken more than 240' away also transform itself into a pillar of flame (the points per round.
from it. She hides her treasure in hollows under same height as the efreeti) that will set fire to all An amir can perform all the abilities of a nor-
her tree's roots. flammable items within 5'. It can retain the mal efreet as often as desired, once pef round. It
Most dryads rarely carry weapons, but a dryad flame shape for up to 3 founds. When in this can also enter or leave the Ethereal Plane by con-
defending her tree or helping an actaeon may form, the fire adds id8 points of damage to each centrating for I full round.
pick up a javelin or spear. of the efreeti's blows. The creature can only as- Special powers usable once per day are grant
There can be dryad spellcasters; see "Monster sume flame shape once per turn at most. another's wish, cast firebafl or explosive cloud
Spellcasters '" An efteeti may be summoned by a high level (all as if a 20th level magic-user).
Terrain: Woods (dense). magic-user (if the special spells required are An afnir's pillar offlamc form ignites all flam-
Dwarf known-the magic-usef must cast both create mable objects within 15' and adds a bonus of
magical monsters to summon the efreet and wish 2d8 points to each fist attack. It can retain
Armor Class: 4 to bind it to the magic-user's service fof as long shape without limit.
Hit Dice: 1 as possible). Once summoned, the efreeti can be Amirs cannot be summoned by spells, and are
Move: 60' (20') forced to serve for 101 days. It is a reluctant and affected by very few magical items. They nor-
Attacks: 1 weapon difficult servant, and will obey its exact instruc- mally appear on the Prime Plane only in re-
Damage: By weapon tions while attempting to distort their meaning sponse to the cries of a mistreated efreeti. When
No. Appearing: ld6 (5d8) (to cause trouble fof its master). they appear on the Prime Plane, they can appear
Save As: DI On theif own plane, efreet live in cities similar anywhere, but prefer warmer climates, such as
Morale: 8 of 10 (see below) to those of wealthy human desert-dwellers. deserts.
Treasure Type: (Q + S) G Among all creatures, efreet are most similar to Terrain: Plane of Fire.
Intelligence: 10 djinn, but they are of opposed elements, so Load: Fly with 10,000 cn at up to full speed;
Aligrunent: Lawful or Neutral efteet hate djinn and will attack them on sight. 20,000 cn at up to half speed. Walk with 20,000
XP Value: 10 Plane of Fire: The following details apply to cn at up to till speed; 40,000 at up to hall
Monster Type: Demihuman (Common). efrect encountered on their own plane, the ele- speed.
Dwarves can appear as NPCS. Otherwise, they mental plane of Fire.
are usually met in clan groups or as war of min- An efreeti on its own plane is immune to nor-
ing expeditions. They attack as first level fight- mal weapons, all 1st level spells, and to all at-
ers. For every 20 dwarves, there will be one tacks based on earth. On its own plane, an
leader (level 3-8) who may have a magical weap- efreeti can detect invisibic at will (120' range).
174
Elemental* use of a special miscellaneous magical item. However, an elemental cannot pass a protccti on
Air, Earth, Fire, Water Conjured Elementals are summoned by the from evil spell effect.
Armor Class: 2, 0, or - 2 (see below casting of the 5th level magic-user spell. An elemental will vanish if it or its summoner
Hit Dice: 8, 12, or 16 (see below) (L) To summon an elemental, a character must is slain, or when the summoner sends it back to
Move: have a large amount of the element nearby (such its plane (which requires control), or if a dispel
Air (Flying): 360' (120') as open air, bare earth, a pool of water or a bon- magic is cast upon it.
Earth: 60' (20') fire). When the elemental arrives, it is hostile, An air clemental appears as a great whirlwind,
Fire: 120' (40') and must be controlled by concentration at all 2' tall and '/2" in diameter for each Hit Die (a
Water: 60' (20') times. The summoner's concentration is broken staff elemental would be 16' tall and 4' across).
Swimming: 180' (60') if he takes damage or fails any saving throw. The In combat, all victims of 2 HD or less hit by the
Attacks: 1 or Special summoner can move only up to half normal whirlwind must make a saving throw vs. death
Damage: ld8, 2d8, or 3d8 (see below) speed while concentrating. ray or be swept away. The elemental inflicts an
No. Appearing: I (1) If the summoner's concentration is broken, extra id8 points of damage against any flying
Save As: F8-16 (see below) the elemental will attack him. Once lost, control opponent.
Morale: 10 cannot be regained. The elemental can attack An earth clemental appears as a huge manlike
Treasure Type: Nil any creature between it and its summoner if it figure, l' tall for each Hit Die (a spell-conjured
Intelligence: 9 desires. elemental would be 16' tall). It cannot cross a
Alignment: Neutral If summoned in an area too small for it (see water barrier wider than its height. It inflicts an
XP Value: See below size notes below), an elemental will fill the avail- extra id8 points of damage against any oppo-
able area-sideways, for example-possibly nent standing on the ground.
Summoning XP Save damaging the summoner in the process (and A fire clemental appears as a swirling pillar of
Item AC HD Value Damage As thus breaking the summoner's concentration), roaring flame, l' tall and l' in diameter for each
Staff 2 8 650 id8 F8
Device 0 12 1,250 2d8 F12 Elemental Defenses and Vulnerabilities
Spell - 2 16 1,850 3d8 F16
Type of Double Damage Normal Damage* Minimal Damage**
Monster Type: Planar Monster, Enchanted Elemental from from from
(Common). Air Earth Air, Fire Water
An elemental is a magical, enchanted creature Earth Fire Earth, Water Air
that lives on another plane of existence (one of Fire Water Fire, Air Earth
the elemental planes). It can be harmed only by Water Air Water, Earth Fire
magic or magical weapons. When double damage is indicated, the elemental may make a saving throw vs. spells to take
StaffElementals (the weakest) are summoned normal damage.
by a magic-user with a special staff. Minimal damage is I hit point per die of damage.
Device Elementals are summoned with the
I 175
pter 14: Monsters
Hit Die (a device elemental would be 12' tall ger the elemental, the less material it can hold chantment have no effect on them.
and 12' across). It cannot cross a water barrier together. Thus, aging effects can change an ele- Any victim hit by an elemental ruler must
wider than its own diameter. It inflicts an extra mental's size. Its normal life span is 30 to 35 Hit make a saving throw vs. death ray or be crushed
id8 points of damage against any creature with Dice. by the blow, instantly slain regardless of dam-
cold-based abilities. Small elementals are created when a large ele- age. Most of the victim's items and equipment
A water clemental appears as a great wave of mental splits itself. When this occurs, the "par- are also destroyed by the blow (95 % chance per
water, '12' tall and 2' in diameter for each Hit ent" elemental divides into a number of parts item, -5% per "plus" if magical). However,
Die (a staff elemental is 4' tall and 16' across). It equal to its Hit Dice; each new elemental has 1 any elemental struck by a ruler is not slain, but
is not able to move more than 60' from water. It Hit Die. -This does not occur frequently, and the shattered into several small elementals of 1 Hit
inflicts an extra id8 points of damage against elementals are very secretive about the details of Die each (the number of parts equal to half the
any opponent in water. the process. original Hit Dice).
An elemental takes double, normal, or mini- Elementals usually distrust creatures from the All elemental rulers are friendly with and can
mal damage from certain attack forms. Prime Plane ( - 1 penalty to all reaction rolls). summon most creatures of their respective
Terrain: Any. They can recognize such visitors by smell. How- planes. The creatures summoned will artive as
Load: 500 cn x HD at up to full speed, or ever, when visitors appear in elemental form, quickly as possible (usually from 3 rounds to 3
1,000 cn X HD at up to half speed. Some pro- they do appreciate the effort ( + I bonus to reac- turns).
tections may be needed (for example, against tion rolls, instead of - I penalty). In any event, The "Special" treasures of elemental rulers
the heat of a fire elemental). they will not normally attack nor help visitors ex- are similar to those of human rulers, but unique
cept in special circumstances. Though most are to their respective planes.
Elemental* (on elemental planes) of Neutral alignment, Lawful (ruling) and Cha- Terrain: Elemental Planes.
Armor Class: 5 or better (see below) otic (renegade) elementals do exist. Some are
Hit Dice: 1* or more (see below) (L) even good or evil. Elephant
Move: 360' (120') Elementals live in towns and cities on their Normal Prehistoric
Attacks: 1 own worlds. Both the worlds and the building Armor Class: 5 3
Damage: By size (see below) materials are made entirely of pure elemental Hit Dice: 9* (L) 15 (L)
No. Appearing: id6 (idloo) material, in solid, liquid, or gaseous form. In the Move: 120' (40') 120' (40')
Save As: F (level = HD) universe of its own plane, each elemental race Attacks: 2 tusks or 2 tusks or
Morale: 9 occupies thousands of worlds. 1 trample 1 trample
Treasure Type: Variable The elemental races are far older than human- Damage: 2d4/2d4 or 2d6 / 2d6 or
Intelligence: 9 kind, and more civilized in many ways. They 4d8 4d8
have art forms for six senses. No. Appearing: 0 (id2O) 0 (2d8)
Alignment: Neutral
XP Value by Some elementals become clerics or magic- Save As: F5 F8
users in much the sa-me ways as humans. How- Morale: 8 8
Hit Dice: Variable (see below)
ever, an elemental must be an adult of 9 or more Treasure Type: See below Nil
HD AC Dmg XP Value Hit Dice before this knowledge can be learned. Intelligence: 2 2
1-2 5 id2 20 Many of the spells of the elementals are entirely Alignment: Neutral Neutral
3-4 4 id4 75 different, and some cannot be cast by humans XP Value: 1,600 1,650
5-6 3 id6 275 except when in elemental form.
7-8 2 id8 650 Terrain: Elemental Planes. Monster Type: Elephant: Normal Animal
9-10 1 2d6 1,000 (Rare). Prehistoric: Prehistoric Animal (Very
11-12 0 2d8 1,250 Elemental Ruler* Rare).
13-14 - 1 2dio 1,500
17-18 - 3 3diO 2,125 Hit Dice: 41*** to 80*** (L) mammals. Though they are herbivores, they are
Move: 120' (40') very dangerous creatures when frightened or
19-20 -4 4d8 2,375
Attacks: 2 fists when defending their young. These mighty crea-
21-22 - 5 5d8 2,750
23-24 - 6 6d8 3,250 Damage: See below (per fist) tures dwell at the edges of sub-tropical forests,
No. Appearing: id6 living in medium to large herds. Both males and
25-26 -7 7d8 3,750
27-28 -8 8ds 4,250 Save As: F36 females have tusks, which are valued at 100-600
Morale: 11 gp per tusk for the ivory.
29- 750
30 - 9 gd8 4,
Treasure Type: Special In combat, elephants attack with a charge, if
31-32 - 10 lod8 5,250
Intelligence: 1 5 possible, for double tusk damage. In the follow-
Alignment: Lawful or Neutral ing rounds of combat they will either strike with
Monster Type: Planar Monster, Enchanted XP Value: 28,500 at 41**** Hit Dice, their tusks (75%) or trample (25%). Elephants
(Very Rare). plus 1,000 per Hit Die over 41 can be used as draft and riding animals. Some-
The statistics above apply only to elementals
they are equipped with barding and used
encountered on theif own planes of existence. Hit Dice: Armor Class: Damagc: times
On the Prime Plane, their abilities afe very lim- 31 to 48 - 11 8dl2 as war-mounts.
Prehistoric (Mastodon): This creature is a
ited. One asterisk (for XP calculation) applies 49 to 56 - 12 9dl2
large, shaggy elephant. It has two mighty tusks
only to elementals encountered on theit own 57 to 64 - 13 lodl2
65 to 72 - 14 lldl2 that slope downward and then curve up and
planes.
Elementals are the dominant life forms on the 73 to 80 - 15 12dl2 backward toward the elephant; they are a
mighty battering weapon. Each tusk is worth
elemental planes, and refer to themselves as 200-800 gp. Mastodons live in cold, icy lands or
" people." Size may range from I to 32 Hit Dice, Monster Type: Planar Monster, Enchanted
and the rulers are much larger (50 Hit Dice at (Very Rare). lost worlds."
Terrain: Modern Elephants: Open, Woods
least, and possibly over 100). These slow, huge creatures are identical to (subtropical). Mastodons: Open, Woods (prehis-
Their system of rule is similar to that of hu- normal elementals, but far larger. They are 2' toric).
man Dominions. tall per Hit Die. The number appearing applies Load: Elephant: 9,000 cn at full speed; 18,000
An elemental's normal form is a bloblike per plane. Elemental rulers are immune to 1st cn at half speed. Mastodon: 7,500 cn at full
shape. It can create "arms" as needed, to a max- through 5th level spells, poison, all charm, hold,
speed; 15,000 cn at half speed.
imum of 1 per Hit Die, but can only attack with and other mental attacks, illusions of all types, Barding Multiplier: X 3.
pef round. The elemental's material a-nd any spell which could cause instant death
one blow
form is held together by its life force. The youn- (such as disintegra tc). Weapons of + 3 or less en-
76
AP
Chapter 14: Monst
Elf Ferret, Giant
Armor Class: 5 Armor Class: 5 Monster Type: Giant Animal (Common).
Hit Dice: J* Hit Dice: I + I (S) Giant ferrets, like normal ferrets, are long, slen-
Move: 120' (40') Move: 150' (50') der mammals with yellow-white fur and red eyes.
Attacks: 1 weapon Attacks: 1 bite But giant ferrets grow to 3' in length, more than
Damage: By weapon Damage: id8 twice as long as normal ferrets. Giant ferrets hunt
No. Appearing: id4 (2d24) No. Appearing: ld8 (ldl2) giant rats, and are slender, fast and strong enough
Save As: E 1 Save As: Fl to seek these creatures out in their underground
Morale: 8 or 10 (see below) Morale: 8 lairs. They are sometimes trained for this purpose.
Treasure Type: (S + T) E Treasure Type: Nil Unfortunately, their tempers are highly unpfe-
Intelligence: 1 3 Intelligence: 2 dictable, and they have been known to attack
Alignment: Lawful or Neutral Alignment: Neutral their trainers and other humans.
XP Value: 6 XP Value: 1 5 Terrain: Cavern, Woods.
Monster Type: Demihuman (Rare).
Elves can also appear as NPCS. Otherwise, Fish, Giant
they might be encountered as travelers or wilder- Giant Bass Giant Rockfish Giant Sturgeon
ness patrols. In hand-to-hand combat, they at- Armor Class: 7 7 0
tack as first level fighters. Each elf will have one Hit Dice: 2 (L) 5 + 5* (L) 10 + 2* (L)
1st level spell (chosen at random). If 15 or more Move (swim): 120' (40') 180' (60') 18o' (6o')
elves appear, one of them will be -a leader (level Attacks: 1 bite 4 spines + poison (special) i bite
2-7). To check for possible items the leader may Damage: id6 id4 each + poison 2dio
have, multiply the leader's level by 5. The result No. Appearing: 0 (2d4) 0 (2d4) 0 (2dio)
is th.e percent chance for that leader to own a Save As: Fl F3 F5
magical item from any one particular subtable. Morale: 8 8 9
Roll separately for each subtable, checking them Treasure Type: Nil Nil Nil
all. As long as their leader is alive and fighting Intelligence: I 1 1
with them, elven morale is 10 rather than 8. Alignment: Neutral Neutral Neutral
Elves cannot be paralyzed by ghouls. XP Value: 20 400 1,900
Terrain: Woods. Sea Elves: Ocean.
Monster Type: Giant Animal (Common). four of the sharp spines covering the creature's
Faerie These monsters are just three typical examples body; the victim takes id4 points of damage per
of the category of "giant fish;" many others ex- spine and requiring a saving throw vs. poison fof
Armor Class. 5 ist, and the DM may create as many as he wishes. each hit. Any failure results in death. Despite its
Hit Dice: I + 1 *or more (S) Giant Bass: These are normally shy fish, and fearsome attacks, the fish is normally peaceful,
Move: 120' (40') will attack only if a morsel of food (halfling-sized and will only attack if disturbed.
Flying: 240' (80') or smaller) is floating nearby or on the surface. Giant Sturgeon: This dangerous creature is al-
Attacks: l weapon or spell They may also be summoned, and directed to most 30' long and covered with thick armorlike
Damage: By weapon or spell fight, by nixies. scales. It is a fierce fighter, and can swallow an
No. Appearing: id6 (5d8 + 20)
Save As: El (or better) Giant Spiny Rockfish: This fish, found in opponent with an attack toll of 18 or better. The
Morale: 9 shallow salt water, is very difficult to see. Observ- victim takes 2d6 points of damage per round and
Treasure Type: (Nil) Special ers may mistake it for a large rock or lump of coal must make a saving throw vs. death ray or be
Intelligence: 13 (70% chance). If disturbed, the fish will attack paralyzed. If not paralyzed, the victim may at-
Alignment: Any to drive off foes. If it hits a victim or is touched tack from within.
XP Value: 19 (or more) by accident, the victim is automatically hit by Terrain: River/Lake, Ocean.
Monster Type: Humanoid (Rare). Gargantua
The facrie inhabit the air and clouds. Faeries
are close relatives of the demihumans, with fea- Carrion Crawler Gargoyle* Troll
tures of each race: They appear as halfling-sized Armor Class: 3 1 4
humanoids with gossamer wings, dwarvis@ noses Hit Dice: 25* (L) 32* (L) 51** (L)
and beards, and eivish ears and eyes. Faeries' Move: 240' (80') 180' (60') 240' (80')
bodies are light and they fly with little effort. Flying: - 300' (100') -
They build their homes of "clouds," and en- Attacks: 8 4 3
joy basking in the sun while storms rage below. Damage: I d4 + I each 4d3/4d3/ 4d6/4d6/
They have their own great empire of the wind far + Paralysis 4d6/4d4 4dio
above the earth, commonly known only to them- No. Appearing: I (1) 1 (1) 1 (1)
selves and a few air creatures. Save As: F13 F32 F36
Faeries are naturally invisible at all times, and Morale: I I 11 1 1 (9)
never appear to normal sight. Faeries can see invis- Treasure Type: BX4 CX4 DX4
ible things easily. The following abilities are com- Intelligence: 0 5 6
mon to all faeries, usable at wiil, up to once per Alignment: Neutral Chaotic Chaotic
r round: assume gaseous form (like the potion), XP Value: 6,500 10,000 29,000
create fog (a I O' cube around the faerie), condense Monster Type: Gargantua Carrion Crawler: These monsters are extremely rare, the
fog (causing drizzle within fog), return to normal Lowlife (Very Rare); Gargantua Gargoyle: Con- products of the mad wizard Gargantua. Three
form (from gaseous), summon breeze (c@uses struct, Enchanted (Very Rare); Gargantua Troll: examples of Gargantuan creatures are given
open flames to flicker, blows out candies, and en- Giant Humanoid (Very Rare). above.
ables the faerie to move at a 360' (120')) rate). A gargantua is a very large variety of some Because of their incredible size, gargantuas
Common faeries have I + I Hit Dice, but other monster. A gargantua is the same type of are noisy while moving, and cannot surprise any-
leaders have up to 9 Hit Dice. Spelicasters are monster as its smaller form, thus a gargantuan thing. They also suffer a -4 penalty to theit at-
rare but do exist (magic-users and clerics); see gargoyle is a construct, a gargantuan troll is a tack rolls when attacking man-size or smalle
"Monster Spelicasters" later in this chapter. giant humanoid, and so on. opponents.
Terrain: Any. 177
hapter 14: Monsters
The statistics for any gargantuan monster are Gelatinous Cube Ghost
calculated as follows: Armor Class: 8 A form of undead; see Haunt.
9Height: 2 times normal Hit Dice: 4* (L)
0Hit Dice: 8 times normal, counting each Move: 60' (20') Ghoul
"plus" as one Hit Die added Attacks: 1 Armor Class: 6
9Movement rate: 2 times normal Damage: 2d4 + special Hit Dice: 2* (MI
0 Damage: 4 times normal No. Appearing: I (0) Move: 90' (30')
oNumber Appearing: 1 Save As: F2 Attacks: 2 claws/ 1 bite
oSave As: Fighter of level equal to its Hit Morale: 12 Damage: ld3/id3/ld3 + special
Dice; half level if unintelligent Treasure Type: (V) No. Appearing: id6 (2d8)
0Morale: I I Intelligence: 0 Save As: F2
*Treasure Type: 4 times normal size, at 2 Alignment: Neutf al Morale: 9
times normal percentages XP Value: 125 Treasure Type: B
Armor class, alignment, numbef and type of Intelligence: 3
attacks, and normal and magical abilities are un- Monster Type: Monster (Common). Alignment: Chaotic
changed, except for regeneration (4 times nof- This monster looks like a great quantity of XP Value: 25
mal rate). clear jelly, usually in the form of a 10'x 10'x lo'
Terrain: Same as the original species. cube. It is hard to see, and it surprises often (1-4 Monster Type: Undead (Common).
Load: Eight times normal. on id6). A gelatinous cube moves through the Ghouls are undead creatures, immune to
rooms and corridors of a dungeon, sweeping the sleep and charm spells. They are hideous, beas-
Gargoyle* halls clean of all living and dead material. In the tlike creatures who will attack and eat any living
Armor Class: 5 process, it may pick up items it cannot dissolve thing. They have no feat memories of their fofm-
Hit Dice: 4** (L) (such as weapons, coins, and gems). The gelati- er lives; they do not talk, and have little more
Move: 90' (30') nous cube will attack any living creature it en- than animal intelligence. Any hit from a ghoul
Flying: 150' (50') counters. Any successful hit will do damage to will pafalyze any creature of ogre-size or smaller
Attacks: 2 claws/ Ibite/ 1 horn the victim and will also paralyze him unless a (except elves) uniess the victim makes a saving
Damage: ld3/id3/id6/id4 saving throw vs. paralysis is made. This paralysis throw vs. paralysis. Once an opponent is pea-
No. Appearing: id6(2d4) lasts 2d4 turns uniess magically cured. An attack lyzed, the ghoul will turn and attack another op-
Save As: F8 on a paralyzed target automatically hits (only a ponent, continuing until either the ghoul or all
Morale: 11 damage roll is needed). The gelatinous cube will the opponents are paralyzed or dead. This paral-
Treasure Type: C continue attacking creatures until it dies or they ysis lasts 2d4 turns unless magically cured.
Intelligence: 5 do; if it wins, it sweeps up the dead with all the These creatures do not like the sun. They tend
Alignment: Chaotic other trash and continues on its path. to live in graveyards, clustering in empty tombs
XP Value: 175 A gelatinous cube may be harmed by fire and when not hunting. Ghouls are also scavengers,
weapons, but not by cold of lightning. The lair feeding on carrion when living pfey is scarce.
Monster Type: Construct, Enchanted (Rare). of these strange monsters may contain id4 cubes Terr2in: Cavern, Ruins.
Gargoyies are magical constructs, created by (each with treasure type V, but usually no addi-
wizards fof various tasks-especially as guards tional treasure). The lair will not have any
for treasure chambers and other sites. Many "young" gelatinous cubes; adults split into two
thousands have been created over the centuries; fully grown cubes.
most of them eventually escape of outlive their Terrain: Cavern, Ruins.
masters and leave to form their own groups.
As pictured in medieval architecture, they are
humanoid creatures with horns, claws, fangs,
and batlike wings; they are considefed hideous-
looking beasts. Their skin often looks exactly like
stone and they are often mistaken fof statues.
Gargoyies are very cunning, at least semi-
intelligent, and incredibly patient. Never need-
ing food or drink, they can sit and watch a site
literally for years.
Because of the purposes for which they were
created, gargoyies tend to be very territorial crea-
tures. If not still commanded by a wizard, they
will normally choose a place (such as a ruined
building, a cave complex, of a mountain) and
defend it from all intruders, attacking nearly
anything that encroaches on their territory.
Gargoyies can only be hit with magic or magi-
cal weapons and are not affected by sleep of
charm spells. The DM should not use gargoyies
uniess the player characters have at least one
magical weapon.
Terrain: Cavern, Ruins.
Load 2,000 cn at full speed; 4,000 cn at half
speed.'
178
r
Chapter 14: Monsters
Giant
Hill Stone Frost Fire
Armor Class: 4 4 4 4
Hit Dke: 8 (L) 9 (L) 10 + I* (L) 11 + 2* (L)
Move: 120' (40') 120' (40') 120' (40') 120' (40')
Attacks: I weapon 1 weapon I weapon 1 weapon
Damage: 2d8 3d6 4d6 5d6
No. Appearing: id4 (id4) id2 (id6) id2 (id4) id2 (id3)
Save As: F8 Fg FIO Fll
Morale: 8 9 9 9
Treasure Type: E+ 5,000 gp E + 5,000 gp E + 5,000 gp E + 5,000 gp
Intelligence: 7 10 14 13
Afigmnent: Chaotic Neutral Chaotic Chaotic
XP Value: 650 900 1,900 2,125
Cloud Storm Mountain Sea
Armor Class: 4 2 0 0
Mt Dice: 13* (L) 15** (L) 12* to 20* (L) 9* to 15* (L)
Move: 120' (40') 150' (50') 150, (50') 120' (40')
Attab: 1 weapon I + special 1 weapon 1 or special
Damage: 6d6 8d6 + special 5dio See below
No. Appearing: id2 (id3) 1 (id3) id4 (id2O) id2 (id2O)
Save As: F12 F15 F (level = HD) F (level = HD)
Morale: 10 10 9 10
Trezure Type: E +5,000 gp E + 5,000 gp E + 5,000 gp E + 5,000 gp
Intelligence: 16 18 1 1 12
Afigrunent: Neutral Lawful Neutral Neutral
XP Value: 2,300 3,750 By HD By HD
XP Value for Mountain and Sea Giants: throw rocks, but have limited range (30/60/ thfow boulders (ranges 150/ 300/450). They love
9* = 1,600 10* = 1,750 ll* = 1,900 100). They live in hills ot at the base of moun- thunderstorms, and may create one in 1 tum. If
12* = 2,125 13* = 2,300 14* = 2,500 tains, and raid human communities from time a storm is present, a storm giant may throw one
15* = 2,700 16* = 2,950 17* = 3,150 to time for food and plunder. lightning bolt every 5 rounds. This bolt will do
18* = 3,475 19* = 3,800 20* = 4,175 Stone Giants: These giants are 14' tall and damage equal to the remaining hit points of the
have gray rocklike skin. Iley use large stalactites giant (a saving throw vs. spells will reduce this to
Monster Type: Giant Humanoid (14ill as clubs. They often hurl focks (ranges 100/200/ half damage). Storm giants live on mountain
Giants-Common, Others-Rare) 300). They live in caves of crude stone huts, and tops, in cloud castles, or deep under water. Their
Giants are huge humanlike monsters. The may have id4 cave bears as guards (50% castles wiil always he guarded by either 2d4 grif-
"lesser" forms of giants (ftre, frost, hill and chance). fons (in mountains and clouds) or 3d6 giant
stone) are crudely-formed and ugly, while the Frost Giants: These awesome giants have pale crabs (under water). Idghtning does not affect
"greater" races (cloud, mountain, sea and skin and light yellow or fight blue hair. They stand these giants, and they are often found in the
storm) are much more like humans in form and 18' tail, have long full beards, and wear fur skins middle of fierce storms, enjoying the weather.
nature. and iron armor. Frost giants may hurl rocks (rang- Mountain Giants: These appear s@ar to stone
Giants either tive solitary lives or live in com- es 60/130/200). They often build castles above or hill giants. They are hairy, have grayish skin,
munities of their own kind; in eithef case, they the timbertine of snow-capped mountains. Ffost and stand 12' to 20' tail (usualiy l' per flit Die).
tend to live far away from human and demi- giants always have either 3d6 polar bears (20% They often (80%) carry boulders, and can throw
human civilizations. There can be giant spell- chance) or 6d6 wolves (80%) as guards. They are them great &nices (100/200/400), for 4d6
casters (hill, stone, frost, fire, cloud, and storm not affected by cold-based att@. points of damage each. They are usually redusive
eants only); see "Monster Spelicasters" in this Fire Giants: These giants have red skin and but mercenary, and may be hired to fight for any
chapter. dark black half and beards. They are 16' tail and large force. In melee combat, they use huge
Lesser giants are usually willing to negotiate wear copper, brass, or bronze armor. They often swords or stone dubs (for id lo x 5 damage).
when encountered, as they have heard of the throw rocks (ranges 60/130/200). Fire giants usu- Sea Giants: These normally friendly creatures
dangers of attacking men. Greater giants usually ally make their home near voicanoes or other are rarely seen, preferring to live in the deepest
have no prejudice against adventurers and some- equally hot places. Their castles are often made of canyons of the ocean depths. They appear iden-
times will entertain them as guests. However, gi- black baked mud reinforced with crude iron. tical to humans, except for theif height (15' to
ants stake out large tracts of land as their own They always have either id3 hydras (20% chance) 20' tall). Sea giants breathe watef, but can hold
and sometimes destroy human communities or 3d6 heuhounds (80%) as guards. These giants their breaths for up to a full turn when venturing
built in the lands they've claimed. Also, some are not affected by fire-based a@. out of the sea (which is something they do very
few rogue giants develop habits which lifing Cloud Giants: These fierce giants have white or rarely). Though able to use weapons (usualiy
them into conflict with adventurers-such as a gray skin and hair. They wear pale robes and stand huge spears, doing idio x 4 damage), they rare-
bandit's habit of robbery, a ghoul's taste for hu- 20' tall. Cloud giants have keeh eyes and a shatp ly do so. They can push water with great force,
man flesh, or an evil wizard's desire to rule lesser sense of smell, so they are rarely surprised (1 creating a current (underwater) in a cone-shaped
beings. chance in 6). They may throw boulders (ranges afea 50' long and 30' wide at its base; afl within
All giants can throw boulders as missile weap- 60/130/200). They live in castles in the sides of that area are shoved 60' away from the giant at
ons, though the range varies. Any hit from a mountains of atop masses of clouds. They keep ei- great speed (no saving throw), and each vktim
thrown boulder inflkts 3d6 points of damage. ther id6 small rocs (in douds of mountains) or must make a saving throw vs. death ray or be
Throwing ranges in yards (fof outdoor encount- 6d6 dire wolves (only in mountains) as guards. stunned fof id6 rounds. On the surface, this cur-
ers) are given for e2ch giant. If encountered in a Cloud giants hate to be &=bed and may block rent becomes a wave with the same effect but of
dungeon, the range should be read as feet. mountain passes to discourage trespassers. greater size (120' long and 60' wide at the base),
Hill Giants: These hairy brutes afe 12' tall and Storm Giants: These are the tallest giants, of- and inflicts 2d6 hull points of damage to any
very stupid. They wear animal skins and carly ten over 22' tall. They have bronze-colored skin vessel in its path.
huge clubs and spears. They sometimes (25%) and bright red or yellow half. They rarely (10%) Tcrrain: Variable by giant type.
i
1
hapter 14: Monsters
Gnoll Goblin
Armor Class: 5 Armor Class: 6 and have well-developed intravision, with a 90'
Hit Dice: 2 (L) Hit Dice: 1-1 (S) range. In full daylight they fight with a penalty
Move: 90' (30') Move: 90' (30') of - 1 on their attack rolls. They normally send
Attacks: I weapon Attacks: 1 weapon hunting parties out at night to scavenge food
Damage: By weapon + 1 Damage: By weapon and attack poorly-defended groups of humans.
No. Appearing: ld6 (3d6) No. Appearing: 2d8 (6dlO) There is a 20% chance that when goblins are en-
Save As: F2 Save As: Normal Man countered outdoors, 1 of every 4 will be riding a
Morale: 8 Morale: 7 or 9 (see below) dire wolf. Goblins hate dwarves and will attack
Treasure Type: (P) D Treasure Type: (R) C them on sight.
Intelligence: 7 Intelligence: 9 In the goblin lair lives a goblin king with 15
Alignment: Chaotic Alignment: Chaotic hit points who fights as a 3 HD monster and
XP Value: 20 XP Value: 5 gains a + I bonus to damage rolls. The goblin
Monster Type: Humanoid (Common). king has a bodyguard of 2d6 goblins who fight as
Gnolis are ferocious humanoids of low intelli- Monster Type: Humanoid (Common). 2 Hit Dice monsters and have 2d6 hit points
gence. They resemble a cross between a human Goblins are a humanoid race, small (3'/2' to each. The king and his bodyguard may fight in
and a hyena. They live in rough, rugged waste- 4'/2' tall) and very ugly by human standards. full daylight without a penalty. The goblin mo-
land and wilderness areas. Gnolls may use all They have pointed ears and misshapen teeth. rale is 9 rather than 7 as long as their king is with
weapons, but most do not work metal; they steal Their skin is a pale earthy color, such as chalky them and still alive.
most of their metal weapons from humans. They tan or livid gray. Their eyes are red, and glow There can be goblin spellcasters; see "Monster
are strong, but dislike work and prefer to buily when there is little light. Spellcasters" later in this chapter.
and steal. For every 20 gnolis encountered, one Goblins live underground in caves and caverns Terrain: Cavern; Hill, Mountain, Woods.
will be a leader with 16 hit oints who attacks as
p
a 3 Hit Die monster. Golem*
Gnolis are rumored to be the result of a magi- Wood Bone Obsidian Mud Amber Bronze
cal combination of a gnome and a troll by an evil
Armor Class: 7 2 3 9 6 0
magic-user. Hit Dice: 2 + 2 (S) 6* (M) 6* (L) 8* (M) 10* (L) 20** (L)
There can be gnoll spellcasters; see "Monster Move: 120' (40') 120' (40') 120' (40') 90' (30') 180' (60') 240' (80')
Spelicasters" later in this chapter.
Attacks: i fist 4 weapons 1 weapon or 1 hug 2 claws/ i fist
Terrain: Hill, Mountain.
1 fist 1 bite + special
Gnome Damage: id8 by weapon 2d4 2d6 2d6/2d6/ 3dio
+ special 2dio + special
Armor Class: 5 No. Appearing: 1 (1) I (1) I (1) 1 (1) I (1) 1 (1)
Hit Dice: I(S) Save As: Fl F4 F3 F8 F5 F10
Move: 60' (20')
Morale: 8 or 10 (see below) XP Value: 35 500 500 1,200 1,750 5,975
Treasure Type: (P) c
Intelligence: 11 Monster Type: Construct, Enchanted (Rare). mands, passwords, or riddles. In combat, an ob-
Alignment: Lawful or Neutral A golem is a"construct," a powerful, en- sidian golem reduced to 0 hit points will shatter
XP Value: lo chanted monster created and animated by a high into worthless rubble. I
level magic-user or cleric. Golems can be made Mud Golem: A mud golem stands about 6
Monster Type: Humanoid (Common). of almost any material. The DM should feel free tall and is shaped much like a muscular human
Gnomes are a humanoid race related to (but to create new types as desired. fighter. It can swim or walk on the surface Of
maller than) dwarves. They stand 3'/2' to 4' tall Golems can only be damaged by magic or mud and quicksand without sinking. It can re-
s
and have long noses and full beards. Gnomes magical weapons. They are also immune to main submerged in the substances indefinitely
have well-developed intravision, with a go' sleep, charm, and hold spells, as well as all gases without sinking, rising to the surface when it
range. They usually live in burrows in the low- (since they do not breathe). The creation of a go- wishes. Mud golems hug their victims with both
lands or in underground communities. lem is discussed in Chapter 16. arms, trying to smother the victim in its body. If
Gnomes are excellent smiths and miners. Wood Golem: Crude manlike figures about 3' a mud golem hits, it will automatically cause 2d6
They love gold and gems and have been known tall, they move stiffly, with a penalty of on points of smothering damage each round there-
to take foolish risks just to obtain them. They initiative rolls. They burn easily, with a - 2 pen- after.
love machinery of all kinds and prefer crossbows alty to all saving throws vs. fire, and all such at- Amber Golem: These resemble giant cats,
and war hammers as weapons. Gnomes like most ta@ks gain + 1 point per die of damage. They are usually lions or tigers. They are faultless trackers
dwarves, but make war with goblins and ko- immune to all cold-based attacks and all missile and can detect invisible creatures within 60'.
bolds, who steal their precious goid. They usu- fire, including magic missile spells. Bronze Golem: These creations look somewhat
ally attack kobolds on sight. Bone Golem: These are 6'-tall creatures made like fife giants and stand 16' tali. Their skin
For every 20 gnomes, one will be a leader with
from human bones bound together into a man- bronze and their blood is liquid fire. Any creature
11 hit points who fights as a 2 Hit Die monster. like form. Their four aims m-ay be attached near- hit by a bronze golem takes idlo extra points of
In the gnome city or village lives a clan chieftain ly anywhere on their bodies. Four one-handed damage from the great heat inside it (uniess the
and his id6 bodyguards. The clan chieftain has weapons (or two two-handed ones) may be used victim is resistant to fire). Anyone scoring damage
18 hit points, attacks as a 4 Hit Die monster, a by a bone golem, and it may attack two enemies on a bronze golem with an edged weapon must
gains a bonus of + 1 on damage rolls. The bo( y- each round. Bone golems are immune to fire, make a saving throw vs. death ray or take 2d6
guards have 10- 13 hit points and attack as 3 1 D cold, and electrical attacks. pointsofdamagefromtheficry"blood"spuru'ng
monsters. As long as the clan chieftain or lea( er Obsidian Golem: Golems made of obsidian out of the wound. Bronze golems are not affected
is alive, all gnomes within sight of him have a will appear as sharp-featured humanoids carved by fire-based attacks.
morale of 10 rather than 8. of this black glass. Obsidian golems have only Terrain: Variable.
There can be gnome spellcasters; see "Mon- low intelligence, but they have the power of Load: 500 cn X HD at full movement rate, or
ster Spelicasters" later in this chapter. speech, and can be controlled by simple com- 1,000 cn X its HD at half movement rate.
180@,*
cal Chapter 14: Monsters
Gorgon Gray Ooze Gremlin
Armof Class: 2 Armor Class: 8 Armor Class: 7
Hit Dice: 8* (L) Hit Dice: 3* (L) Hit Dice: J** (S)
Move: 120' (40') Move: 1 O' (3') Move: 120' (40')
Attacks: 1 horn or 1 breath Attacks: I Attacks: Special
Damage: 2d6 of petrification (special) Damage: 2d8 Damage: Special
Monster Type: Monster (Rare).
Monster Type: Monster (Very Rare); Planar Monster Type: Lowlife (Common). Gremlins afe 3'-tall humanoids with pasty
Monstef (Very Rafe). This seeping horror looks like wet stone- gra -green skin, large saucer-shaped eyes and
A gorgon is a magical bull-like monster cov- usually a patch about 8' in diameter, or a boul- y
ered with large ironue scales. It is usually found der about 4' in diameter-and is difficult to see. pointed ears. They afe whimsical a-nd have an
evil sense of humor. Gremlins can radiate a cha-
in hills or gmslands. It may either attack with its It secretes an acid which does 2d8 points of dam- oti.c 2ura with a 20' radius. Inside the area of ef-
gfeat horns (often charging for double damage), age if it touches bare skin. This acid will dissoive
I . tect, anything that can go wrong will go
or use its horrible breath weapon. Its breath is aand destroy normal armor or weapons in oniy iwrong" at the DM's discretion. Characters must
cloud of vapor, 60' long and 10' wide. Those round, and magical items in one turn. After th.esuccessfully save vs. spells each round to avoid
within it must make a saving throw vs. turn to first hit, the ooze sticks to its victim, automati-
stone, or be petrified. Gorgons are immune to cally destroying any normal armor and continu- tne effect of the gremlins.
their breath weapons and all other petrifying at- ing to inflict 2d8 points of damage each round. .Gremlins have no attack other than theif cha-
otic aura. However, any creature that attacks a
tacks. Gorgons are native to both the Prime Gray ooze cannot be harmed by cold or rere, gretlin and misses must roll a second attack
Plane and their original home, the elemental but can be harmed by weapons and lightninly. @
against nim- or herself. Any character casting a
plane of Eafth. lair may contain id4 oozes, possibly with a spe spell within the chaoticqura must roll a save vs.
Plane of Earth: On the plane of Earth, a gor- cial treasure made of stone (DM's choice). spells. If successful, the spell affects the grem-
gon is a local herd animal, bred by the horde Terrain: Cavern, Ruins. lins; if unsuccessful, the spell affects the caster.
creatures (see below) and "milked" (though this Gremlin magic usually affects mechanical de-
fluid is bitter and oily, in human terms) or swn Green Slime* vices before nonmechanical devices. A crossbow
for food. Its breath can still petrify creatures not Armor Class: Can always be hit might break in half, axeheads might fall off their
made of earth (saving throw applies). Hit Dice: 2** (L) shaft, etc. The exact effects of gremlin magic de-
move: 3' (1') pends on the DM's imagination. In general, the
Elemental Plane ofe=h Statistics: HD 4, Attacks: I magic is not deadly but is playfully malignant.
,fAT I hom, D 1-4, NA 1-8 (3-36), Save F4, Damage: See below Gremlins live in deep, hidden caves.
ML 5, TT Nil, AL N, XP 75. No. Appearing: 1 (0) There can be gremlin spellcasters; see "Mon-
Save As: Fl ster Spelicasters" later in this chapter.
Terrain: Hill, Open; Plane of Earth. Morale: 7 Terrain: Any.
Treasure Type: (P + S) B
Grab Grass Intelligence: 0 Griffon
Armor Class: 9 Alignment: Neutral Armor Class: 5
Hit Dice: 1 per 5' square (M) XP Value: 30 Hit Dice: 7 (L)
Attacks: 1 Flving: 360' (120')
Green slime cannot be harmed by any ttacks. I ,
Damage: Special except fire or cold. It dissolves cloth or leather Attacks: 2 claws/ 1 bite
No. Appearing: Not Applicable instantly, wood and metal in 6 rounds, but can- Damage: id4/id4/2d8
Save As: Normal Man ings to No. Appearing: 1 (2d8)
Morale: 12 not dissolve stone. Green slime often cl@ Save As: F4
Tfeasufe Type: Nil walls and ceilings and drops down in a surprise Morale: 8
Intelligence: 0 attack. Treasure Type: E
Alignment: Neutral Once in contact with flesh, it sticks and turns Intelligence: 2
XP Value: 10 the flesh into green slime. It cannot be scraped Alignment: Neutral
off, but may be burnt off, or treated with a curc XP Value: 450
discase spell.
Monster Type: Lowlife (Common). When green slime drops on a victim (or is Monster Type: Monster (Rare).
Grab grass looks like ofdinaiy tall grass (3'-5' stepped on), the victim can usually burn it A griffon has the head, wings, and front claws
tall). Grab grass is animated and will attempt to while it is dissolving armor and clothing. If it is of an eagle and the body and hindquarters of a
hold any individual that moves into or through not burned off, the victim will turn completely lion. Its favorite prey is horses. When within
it. There is a 5 % chance each round that anyone into green slime id4 founds'after the first 6- 120' of a horse, a griffon must make a morale
with a strength of 12 or less can break free of the found (one minute) period. Burning does half check or attack immediately. It can cam off a
grab grass. Fof every point of strength greater damage to the green slime and half damage to horse-sized creature at half its flying rate.
thin 12, the chance increases by 5 % (an individ- the victim. Wild griffons may be tamed if captured
ual with 16 strength, for example, would have a Terrain: Cavern, Ruins. young, becoming loyal mounts. Tamed griffons
25 % chance each round to break free).
The grab grass patch has one Hit Die fof every are still likely to attack horses, however, and
5' square area (thus 5' square are destroyed for must check morale as above.
every 8 hit points of damage done to the grass). Terrain: Mountain.
Terrain: Hill, jungle, Open. Load: 3,500 cn at full speed, or 7,000 cn at
half speed.
Barding Multiplier: X 5.
181
pter 14: Monsters
Hag
Black S,,* (level equal to its Mt Dice), but rarely uses its
Armor Class: 4 4 powers fof healing (except itself), preferring re-
Hit Dice: 11**** to 20****** (M) 8*** (M) sults of death and destruction. If a black hag does
Move: 150' (50') 120' (40') not cast spells, it fends its opponents with its poi-
Swimming: 50' (20') 150' (50') sonous iron claws; any victim hit must make a sav-
Attacks: 2 claws or 1 spell 1 dagger/ 1 touch + gaze ing throw vs. poison with a - 4 penalty, or die.
Damage: 2d4 + poison or spell id6/1 energy drain + special Black hags live in dark caves or in rude
No. Appearing: 1 (1) 1 (1) thatched huts deep in gloomy forests. They of-
Save As: C (level = HD) F8 ten keep various slimes, oozes, and puddings for
Morale: 10 10 company, and are always accompanied by 3d6
Tfeasufe Type: c G+ M evil monsters, many of them undead (but farely
Intelligence: 12 12 all).
Alignment: Chaotic Chaotic Sea: This is one of the ugliest creatures
XP Value: See below 2,300 known, and has the foulest habits imaginable.
Black Hag XP Value by HD: ity to control undead as if they wefe also undead All who see it or even approach within lo' must
ii**** = 4,300 16***** = 7,350 (though they are not undead). Each hag is treat- immediately make a saving throw vs. spells with
12***** = 5,625 17****** = 8,900 ed as double its Hit Dice for control calculations a - 6 penalty, or flee in fear and disgust for
13***** = 6,100 18****** = 10,225 (sea hag as if 16 HD, black hag as if 22-40 HD; ld2O + 5 rounds. A sea hag can be harmed only
14***** = 6,500 19****** = 11,550 see the Undead Lieges and Pawns section later by silver or magical weapons. It lives mostly in
15***** = 6,gOO 20****** = 13,175 this chapter for details about contfolling un- shallow ocean waters near coasts, but may ven-
dead.) Each type of hag is also immune to all ture on land for up to three hoofs at a time. Its
Monster Type: Black Hag: Humanoid (Very special abilities of undead (including energy touch is both an energy dfain of one level (as a
Rare). Sea Hag: Humanoid, Enchanted (Very drain, paralysis, undead-created disease or poi- wight's), and a c2use discase (neither effect al-
Rare). son, etc.). lowing a saving throw).
Hags appear as ugly human females, but are B@: A black hag has black hair and blue- Terrain: Black Hag: Woods. Sea Hag: Ocean
actually monsters. They have the common abil- black warty skin. It can cast spells as if a cleric (coast).
Halfling Harpy Haunt*
Armor Class: 7 (or 5, see below) Afmor Class: 7 Banshee* Ghost* Poltergeist*
Hit Dice: 1-1 Mt Dice: 3* (M) Arinof Class: -3 -2 - 1
Move: 90' (30') Move: 60' (20') Hit Dice: 13**** 14**** 12****
Attacks: I weapon Flying: 150' (50') (M) (M) (M)
Damage: By weapon Attacks: 2 claws/ 1 weapon + special Move (Flying): 60' (20') 90' (30') 60' (20')
No. Appearing: 3d6 (5d8) Damage: id4/id4/id6 Attacks: itouch/ itouch/ 2 missiles
Save As: HI No. Appearing: id6 (2d4) 1 gaze I gaze
Morale: 8 of 10 (see below) Save As: F6 Damage: Age Age Age 10
Treasure Type: (P + S) B Morale: 7 id4 x 10 id4 x 10 years +
Intelligence: 11 Treasure Type: C years / years/ see below
Alignment: LawfW Intelligence: 7 paralysis paralysis
XP Value: 5 Alignment: Chaotic No. Appearing: I (1) I (1) id4 (0)
XP Value: 50 Save As: See below See below See below
Monster Type: Demihuman (Common). Morale: 9 10 11
Halflings can also appear as NPCS. Other- Monstcr Type: Monster (Rare). Treasure Type: E, N, 0 E, N, 0 E, N, 0
wise, they are usually encountered close to their A harpy has the lower body of -a giant eagle Intelligence: 12 14 13
settlements. They attack as first level fighters, and the upper body and head of a hideous- Alignment: Chaotic Any Chaotic
receiving a + 1 attack bonus when using missile tooking woman. Harpies can sing with enchant- XP Value: 5,150 5,500 4,750
weapons. Halflings get a 2 armor class bonus ing, mesaerizing voices. By singing, harpies
when fighting larger than man-sized enemies. lure creatures to them, to be killed and de- DM Chaddist:
They are good at hiding, and in woods or un- voured. Any creature hearing the harpies' songs Attacks: Ectoplasmic Net; Gaze (Paralysis);
derbrush can vanish so well that there is only a must make a saving throw vs. spells or be Aging damage per blow.
10% chance that anyone searching for them charmed. If a victim makes a saving throw Defenses: Immune to all spells except those
will succeed. Fof every 10 halflings, there will against the songs of a group of harpies, the vic- afkcting evil; harmed only by + 2 or better
be one leader (level 2). As long as their leader is tim will not be affected by any of theif songs weapons; saving throw vs. turning/destruction
alive and fighting with them, their morale is 10 during the encounter. (spells).
rather than 8. They live in small villages of 30- Harpies typically make their nests in out-of-
300 inhabitants. Each village, or shire, has a the-way places where there is a certain amount of Monster Type: Undead, Enchanted (Very
sheriff (level 2-7) and a village guard of 5-20 human traffic: beside mountain passes along Rare).
militia with 2 Hit Dice. Treasure type B is caravan routes, on small hills along trade routes, A haunt is an undead soul of some creature
found only if the halflings are encountered in a etc. The harpies try to lure all travelers to theif (usually human) unable to rest. Haunts are most
wilderness setting. - death. Should they succeed to the point that no often encountered near the spots where the@
Tcr,rain: Ell, Open. new travelers ever come by, they will simply mortal bodies died-often a bog, old forest, or
move to a new site and start all over again. dungeon. They avoid, but are not harmed by,
There can be halpy spelkasters; see "Monster sunlight and magical light.
Spellcasters" later in this chapter. Haunts can only be harmed by magical weap-
Terrain: Hill, Mountain. ons of + 2 or greater enchantment. They are im-
Load: 1,000 cn at full speed; 2,000 cn at half mune to all spells except those which affect evil.
speed. Each haunt has its own special attack form, given
in the descriptions.
Haunts do not inflict normal damage; they
cause aging with their t)hvsical blows. Each
182
Chapter 14: Monsters
into wailing again (if the opponents are very
clever), but will not use its third wail until it is in
the midst of combat. If avoided, a banshee will
not pursue.
Ghost: Of all the more powerful undead, only
a ghost may be of any alignment.
Every ghost has the ability to use a magic jar
effect (similar to the spell; range 30') on one vic-
tim per turn. If successful, one item carried by
the ghost will glow, powered by the life force of
its victim. The ghost's force then possesses the
body of the victim, and causes it to attack others.
During this time, and for as long as it possesses
another, the ghost's figure stops, merely holding
the light (but oozing the ectoplasmic net). The
ghost and the item both remain ethereal. If its
magic jar attempt fails, a ghost usually material-
izes and attacks with blows or its gaze attack.
Some ghosts appear in forms related to their
death. A drowned human might appear soaked
in water, soaking all things around it; the ghost
of a person who died of fire might appear
cloaked in ethereal flames. The DM may add de-
tails of this sort whenever desired.
A Lawful ghost appears as a transparent hu-
man, usually carrying a lantern or candle. If at-
tacked, it can respond with the same attacks as any
other ghost. If approached with caution, the
ghost will gesture. If followed, it will lead to a spe-
cial clue or treasure, and then disappear. Some
Lawful ghosts exist only to guide Lawful living be-
ings away from some area of great danger.
A Neutral ghost is a human soul who has be-
come trapped, unable to rest, either because the
body remains unburied, or because the being
haunt can create an ectoplasmic net while doing This loss is permanent and cumulative (each ad- was greatly betrayed, harmed, or cursed. If this
other things, and all haunts can use a gaze attack ditional 10 years drains another point). A wish type of ghost is aided, and the body found and
as well as its special or physical attacks. If seri- will restore only one point lost in this manner, returned to a churchyard, the ghost will rest in
ously threatened (or if morale fails), a haunt will and less powerful magic cannot affect the loss. peace. When aided, the ghost usually reveals its
escape into the Ethereal Plane and not return for All aging can be countered only with a potion of treasure hoard.
id8 days. A haunt can only enter the Ether three longevity or a wish. If a victim's Consti t@ n A Chaotic ghost looks like a nearly transparent
ntu 10 @un@le of cloth. It may assume any form de-
times per day, but can leave it at any time. drops to 0, the victim dies permanently, a d can_
Net: When first encountered, a haunt will not be raised. sired, even (but rarely) that of a Lawful of Neu-
normally start oozing ectoplasm. This appears as Tuming: When a cleric's attempt at turni@ng a tral ghost. Whatever the form, the creature will
wispy tendrils, slowly forming a net. The net has haunt gives a "D" result, the creature may make always have a dark candle, torch, or lantern with
it. When first encountered, a Chaotic ghost uses
no effect on the movement of the haunt or oth- a saving throw vs. spells to avoid destruction. If its magic jar spell immediately unless it is mas-
ers, however, and is only a visual effect for three the saving throw is successful, the monster is not
rounds; but after that time, the net is complete, turned or destroyed, although the cleric can re- querading as one of the other types.
forming a 10' radius around the haunt and mov- peat the attempt. Other turning results are han-
Poltergeist: This strange being is completely
ing with it. Any living creature within a com- died normally. invisible, having the form of a cluster of ecto-
plete ectoplasmic net must make a saving throw Each haunt keeps the treasure of its vl'cti@ms i'n
some area near the place where it is encountered.
vs. spells or be pulled into the Ethereal Plane plasmic tentacles with dozens of tiny eyes. It can-
not be s
(where the net also exists). The ethereal victim is Victims of haunts do not become haunts them- een except by magic. Its ectoplasmic net
helpless unless he possesses special items or spells selves unless they are extremely evil beings. is usually the first thing seen. Its gaze attack will
that permit travel from that plane (oil of ethere- only affect creatures able to see invisible things.
alness, teleport, etc.). The haunt will attack its Banshee: This lonely haunt prefers desolate A pottergeist throws and moves things with its
tent
ethereal victims when it retums to the Ether. moors and outdoor places, though it is occasion- acies. It is usually found in an area where
Gaze: A haunt's gaze attack has a 60' range, ally found underground. It is a guardian of sorts, loose items (sticks, rocks, etc.) can be easily
and may be used once per round (against a single and may actually help one race in its area (often picked up and used; otherwise, the poltergeist
victim) at most, in addition to other attack sprites or pixies) by ftightening'and chasinly ene- will move items carried by the intruders. The
forms. The victim of the gaze must mqke a sav- mies away. It is rumored that a banshee'is the monster can throw two items per round; the
ing throw vs. spells or be paralyzed for 2d4 soul of an evil female elf, atoning for its mis- damage done varies by the size of the item, from
rounds. A haunt often ignores its paralyzed vic- deeds in life. as little as 1 point (for a small stick) to 3d6 points
tims, concentrating its attacks on other enemies A banshee can use its special attack, a wail, (a large rock). In addition, any victim hit must
make a saving throw vs. spells or age 10 years;
nearby, until only helpless ones remain. three times per day. All victims within 60' must this saving throw must be made for every hit.
Aging: Each blow from a haunt ages the vic- make a saving throw vq. death ray or die on the Unlike other haunts, poltergeists inhabit only
tim by id4 x 10 years. Elves may ignore the ef- spot. The creature often uses one wail at -an out- indoor or underground areas, and may be found
fects of the first 200 years of aging; dwarves may of-range distance to w.'Ird off approaching ene- in groups.
ignore the first 50 years, and halflings, the first mies; an immediate morale check must be made Terrain: Ruins.
20 years. Otherwise, each 10 years of aging will for NPCs and monsters hearing it, with a +4
cause the victim to lose I point of Constitution. penalty to the roll. The banshee may be tricked
183 @-
pter 14: Monsters
Headsman (and Thug) ambush a party if the chance for success is good, trol fire completely, changing it to solid, liquid,
Armor Class: 4 or better especially if the party has recently been wound- of gaseous form at will (saving throw applies for
Hit Dice: 1** to 12****** (M) ed. Sometimes thugs may be hifed as guards, if fire-type creatures).
Move: 120' (40') assured of high level clerical assistance when in- A helion attacks by forming a ring around its
Attacks: 1 weapon jured or stain. They may rarely be found working opponent. If its attack roll is successful, it shrinks
Damage: By weapon or special with bandits or other renegade groups, often un- around the victim, who then cannot move. Ile
No. Appearing: id6 (2dl2) beknownst to the bandits themselves. helion may squeeze for 2d8 points of damage (per
Save As: T (level = HD) Thug Special Abilities: Thugs know methods round), but rarely tries to damage opponents in
Mofale: 7 or better to kill quickly, ne@tly, and silently. A thug also this way, preferring to negotiate peaceful terms. It
Treasure Type: (U + V), F has the same special abilities as a thief of the will, however, defend itself if attacked.
Intelligence: 12 same level; for example, a 6 Hit Die thug can Helions are famous philosophers and negotia-
Alignment: Neutral climb walls with a 92 % chance of success. Thugs tors. Their enemies are the efreet and the haoou,
XP Value by HD: 1** = 16 use standard monster attack toll tables, not those and they fear water-type creatures and attacks.
2** = 30 for characters. Terrain: Plane of Fire.
3** = 65 A thug may make preparations to surprise a vic-
4** = 175 tim; if so, a roll of 1-3 (instead of 1-2) indicates sur- Hellhound
5** = 425 prise. These preparations ofien include disguise, Armor Class: 4
6*** = 950 success at moving silently (as the thief ability), and Hit Dice: 3**-7** (M)
7*** = 1,650 a strong cord or edged weapon held ready, possibly Move: 120' (40')
8**** = 2,850 while successfully hiding in shadows. Attacks: 1 bite or 1 breath
9**** = 3,700 If a prepared thug gains surprise, the victim Damage: id6 or special
lo***** = 4,750 may be slain with a single blow, regardless of hit No. Appearing: 2d4 (2d4)
11***** = 5,100 points. No attack roll is made; instead, the base Save As: F3-7
12****** = 6,500 chance of success is 50 %, modified by the differ- Morale: 9
ence in Hit Dice, as follows: if the victim's level Treasure Type: c
Monster Type: Human (Rate) is greater than the Thug's, subtract 5% per Hit Intelligence: 12
Headsmen (also called "executioners") are Die; if the victim's level is less than the Thug's, Alignment: Chaotic
NPC humans commonly employed by dominion add 5 % per Hit Die. If the thug does not gain XP Value: 65, 175, 425, 725, or 1,250
rulers. They are trained in the business of killing surprise, a normal attack roll is made, and nor-
criminals who have received the death penalty. mal damage is inflicted if the attempt succeeds. Monster Type: Monster (Rare).
Most headsmen afe skilled in the proper use of A successful hit may also require the victim to This reddish-brown doglike monster is as big
bladed weapons, ropes, and poisons and afe able make a saving throw vs. poison if the thug is us- -as a small pony. They are often found near volca-
to execute criminals quickly and neatly. ing a poisoned blade. noes, deep in dungeons, or with other fire-
All professional headsmen belong to their Example: A 7 HD thug attempting to kill a 3 loving creatures (such as fire giants).
own guild, which is associated with the Thieves' HD fighter has a chance of 50% plus 20% (for 4 Hellhounds are cunning and highly intelli-
Guild. Headsmen keep their true identities HD difference in the thug's favor), of 70%. If gent. They can often detect invisible (as the
completely secret, wearing hoods or disguises the same thug tried to kill a 25th level fighter magic-usef spell; 75% chance per round, range
when engaged in professional activities. Many lord, the chance is 50% minus 10% (2 HD dif- 60'). They are immune to normal fire, and make
own ordinary shops, and can seem to be perfectly ference in the victim's favor), or 40%. Remem- all saving throws as fighters of equal Hit Dice.
ordinary townsfolk. Headsmen of 6 HD of more ber that the fighter has only 9 HD (despite his or A heilhound will attack one victim, either
are 90% undetectable in their disguises, and her added hit points per level above that), for a breathing fire (one chance in three: 1-2 on id6)
study languages of all sorts to improve their mas- difference of only 2 Hit Dice in this example. or biting (two chances in three: 3-6 on id6) each
querades. Headsmen of 10 HD or more can even Terrain: Any; Settled. round. The breath does id6 points of damage
use the secret languages of other alignments. for each Hit Die of the hound. The victim of the
Thugs: A secret organization exists within the Helion* breath may make a saving throw vs. dragon
Guild of Headsmen. These evil headsmen enjoy Armor Class: 1 breath to take half damage.
their work too much, and offer their services for Hit Dice: 9* (L) Terrain: Cavern, Mountain.
open hire. Others call them Assassins or Thugs; Move: 90' (30') Load: 250 cn per Hit Die at full speed; 500 cn
they call themselves Pragmati ("the practical Flying: 240' (80') per Hit Die at half speed.
people"). Attacks: I grasp Barding Multiplier.- HD 3-5: xi. HD 6-7: x 2.
Unlike the Thieves' Guild, the Pragmati are Damage: See below
not supposeed by adventurers or rulers. They are No. Appearing: ld4 (2d2o) Hippogriff
sometimes hired by other NPCS, especially evil Save As: F9 Armor Class: 5
ones. However, PCs do not normally contact these Morale: 9 Hit Dice: 3 + 1 (L)
headsmen for any reason; their organization is Treasure Type: Special Move: 180' (60')
dangerous as either an enemy or an ally. Thugs are Intelligence: 14 Flying: 360' (120')
treacherous and self-serving, known to extort Alignment: Lawful Attacks: 2 claws/ 1 bite
money from their previous "clients" with threats XP Value: 1,600 Damage: id6/id6/idio
of exposure, kidnapping, or even murder. No. Appearing: 0(2d8)
Thugs strongly prefer stealth, treachery, and Monster Type: Planar Monster, Enchanted Save As: F2
ambush to normal attacks. They often use magi- (Very Rare). Morale: 8
cal devices when attacking powerful opponents; Helions are intelligent giant-sized creatures Treasure Type: Nil
potions, rings, and miscellaneous items are pre- made of fire. They are native to the elemental Intelligence: 3
ferred. Thugs rarely use magical weapons, pre- plane of Fire, and are rarely encountered elsewhere. Alignment: Neutral
ferring cheap but effective tools that could easily Hehons are extremely good, and shun violence. XP Value: 50
be left behind. They never use spells, though A helion appears as a 20' diameter ring of
they may hire (of be led by) evil spellcasters. flame. It is immune to poison, normal weapons, Monster Type: Monster (Rare).
Thugs usually retreat if wounded, and may all 1st and 2nd level spells, and to all attacks A hippogriff is a fantastic creature with the
flee even if merely discovered, depending on the based on earth. foreparts and head of a giant eagle and the hind-
situation. They rarely attack adventurers, know- A helion can detect invisible at will, and can quarters of a horse. They are a magical cross-
ing well that magic and other special attacks can use detect magic, dispel magic, wall of fire, and breed descended from both griffons and horses.
times per day. It can also con- They are carnivorous, preferring plains herd
184
AW
Chapter 14: Mons
beasts, and can carry off man-sized or smaller Horde
prey. They can be fidden if tamed; this is easiest
Armor Class: 3 in 1-10 days. Each planet in the realm of th
when. they are raised from young. Hippogfiffs Hit Dice: 3* to 21* (S-L, see below) hordes is occupied by idloo life forces.
nest in focky crags, but may fly anywhere in Move: 150, (501) Each individual life force has its own name
search of prey. Attacks: I bite or special All the bodies of a single life force will respon
Hippogriffs will usually attack pegasi, who.are Damage: Varies by Hit Dice to the same name, and this can cause confusio
their natural enemies. Even when ridden, they No. Appearing: 2d4 (dloo x 10) in dealing with a horde creature. The creature it
must make a morale check each turn they @ee Save As: See below self can only die if all of its bodies are destroyed
pe.gasi, of will turn and attack those creatures de- Morale: 12 The horde creatures do not consider any othe
spite theit riders' orders. Treasure Type: Special life forms to be intelligent. When a horde need
Terrain: Mountain. Intelligence: 13 more foom, it will simply try to take it, withou
Load: 3,000 cn at fWl speed; 6,000 cn at half Alignment: Lawful regard for other creatures; thus, they afe consid
speed. XP Value: By Hit Dice (see below) ered evil. The horde creatures often grapple wit
Barding Multiplier: X 1. Hit Bite each other in this war for living space.
Hobgoblin Dice Damage XP A horde creature can use ESP and teickin
3* id6 50 (up to 2,000 cn) as often as desired, up to onc
Armor Class: 6 4* id6 125 per round, It communicates by telepathy, speak
Hit Dice: I + 1 (M) 5* id8 300 ing directly to the minds of others. It is incredi
Move: 90' (30') 6* id8 500 bly intelligent, and can easily handle dozens o
Attacks: 1 weapon 7* idio 850 conversations at once.
Damage: By weapon 8* idio 1,200 Each horde is very Lawful and always danger
No. Appearing: id6 (4d6) 9* 2d6 1,600 ous. A horde cfeatufe sacrifices as many bodies
Save As: Fl 10* 2d6 1,750 needed to reach a goal, and thus the morale of
Morale: 8 or 10 (see below) II*-12* 2d8 i,goo body is 12. The creature is immune to all menta
Trmure Type: (Q) D 13*-16* 3d6 2,300 effects (charm, hold, sleep, etc.), but the bodie
Intelligence: 10 17*-20* 4d6 3 150 are susceptible to blows and damage-causing at
Alignment: Chaotic 21* 5d6 4:500 tacks of most types. Because of its disregard fo
XP Value: 1 5 individual bodies, a horde normally does no
Monster Type: Planar Monster (Very Rare). bother to attempt to save them; in play, it simpi
Monster Type: Humanoid (Common). "The hordes" afe life forms native to the ele- fails all saving throws voluntarily. However, i
Hobgoblins are relatives of goblins, but afe mental plane of Eafth. Each single life force has 1 0 % or more of a horde's bodies are lost in a sin
bigger and meaner. They live underground in hundreds of separate insectlike bodies. The size le activity (an encounter with enemies, for ex
caves and dungeons, but often hunt outdoofs in 9
of the bodies ranges from 3 to 21 feet long; the ample), the creature will either resolve th
rough, rugged wasteland and wilderness (having length corresponds to the Hit Dice (i.e., a 3-HD problem peacefully (negotiating, avoiding, etc.
no penalties in daylight). body will be 3' long). Details on the individual Ior call other hordes for assistance.
A hobgoblin king and id4 bodyguards live in bodies are given above.
Each horde can have a different species of in
the hobgoblin laif. The king has 22 hit points One horde life force can control up to 10,000 sect as its bodies. One horde might consist
and fights as a 5 Hit Dice monster, gaining a bo- Hit Dice of bodies. Replacement bodies can be bodies which look like huge gold praying man
nus of + 2 on damage rolls. The bodyguards al created at the rate of I Hit Die per tum. Unlike tises with wings, while another might consist o
fight as 4 Hit Dice monsters and have @d6 hil insects, there is no "queen" body; the life force smallish black beetles with glowing red tips o
points each. As long as theit king is alive and is widely spread, occupying all the bodies evenly. their antennae.
with them, hobgoblin morale is 10 rather than The life force can only control bodies within a The hordes' enemies are the kryst and the un
8. A hobgoblin king might have one or.more volume 100 miles across; if taken outside that dines. They fear fire-type creatures and attacks.
thouls in his bodyguard as well (see Thoul). range, a body becomes a mindless thing, dying Terrain: Plane of Earth.
There can be hobgoblin spellcasters; see
"Monster Spellcasters" later in this chapter.
Terrain: Cavern, Hill, Mountain, Woods.
Horse
Riding Horse War Horse Draft Horse Pony and cannot move at charging speed for mor
Armor Class: 7 7 7 7 than three rounds at a time.
Hit Dice: 2 (L) 3 (L) 3 (L) 2 (L) Draft Horse: This is a large horse bred fo
Move: 240' (80') 120' (40') 90' (30') 210' (70') sturdiness and endurance. It is used mostly as
Attacks: 2 hooves 2 hooves 1 bite 2 hooves pack animal, or for plowing of pulling wagons
Damage: id4/id4 id6/id6 id3 id4/id4 A draft horse will not fight; if attacked, it wil
No. Appearing: 0 (idio x 10) 0 (domestic) 0 (domestic) 0 (idio x 5) flee.
Save As: Fl F2 F2 Fl Pony: This is a small horse, preferred as a rid
Morale: 7 9 6 7 ing mount by many human children, halfling
Treasure: Nil Nil Nil Nil and dwarves.
Intelligence: 2 2 2 2 - Terrain: Open.
Alignment: Neutral Neutral Neutral Neutral Load: Riding Horse: 3,000 cn of weight a
XP Value: 20 3 5 3 5 20 normal rates, or 6,000 cn at half normal. Wa
Horse: 4,000 cn at normal rates, or 8,000 cn a
Monster Type: Normal Animal (Common). feed on. Most wild horses on the plains fall into half normal. Draft Horse: Pulls 4,500 cn at nor
Horses are four-legged equines already familiar the "riding hofse" category once tamed. mal rates, or 9,000 cn at half normal. Pony
to players. They're herbivores; they run wild in War Horse: This type of horse is bred for its 2,000 cn at normal rates, or 4,000 cn at hal
the pwns and can be tamed as riding-beasts. warlike temperament and strength. Unlike other normal.
e Riding Horse: This beast can carry a fider for a horses, it is trained to charge. When charging, Barding Multiplier: x 1.
greater distance than any other type of horse. It its rider can do double damage when using a
smaller, and can exist wherever there is grass to lance. The horse cannot fight while charging,
S.
18
hapter 14: Monsters
Hsiao (Guardian Owl) interfere with passing PCs who do no dariiage to Monster Type: Monster (Rare).
Armor Class: 5 the woodlands or the races of the forest. A hydra is a large creature with a dragonlike
Hit Dice: 4** to 15**** (L) Most of these avia-n clerics are 4th level; 25% body and 5-12 snakelike heads. It has one Hit
Move: 90' (30') a-re higher levels (as given above; maximum level Die for each head, and each head has 8 hit
Flying: 210' (70') is 15th). Although able to physically defend points. Its saving throws are as a fighter level
Attacks: 2 claws/ 1beak or I spell themselvcs with their sharp claws and beak, these equal to the number of heads.
Damage: id6 / id6 / id4 or as spell creatuf es depend oii their spells and the assistance 17he hydra will attack with all of its heads every
No. Appearing: id4 (id2O) of their woodland -allies for protection. The hsiao round. For evefy 8 points of damage a hydra
Save As: C (level =HD) are known to soii)e druids, though their philoso- takes, one head is destroyed. Fof example, if a 7-
Morale: 9 phics (aligiiiiiciits) obviously diff(:r greatly. headed hydra took 18 points of damage, it would
Treasure Type: 0 No otie knows where thesc creatures come only attack with 5 heads in the next round.
Intelligence: 10 from, but their aligniiiciit and clerical powers Special, unusual hydras can be created. These
Alignment: Lawful suggest that they wefc cicatcd to scivc the cilds could have poisonous bites, or breathe fire (as a
XP Value by HD: of Lawful Immortals. hellhound, for 8 points of damage per head); a
4** = 175 lo**** =4,000 Terrain: Woods. few more examples are shown below. Such crea-
5** = 42 5 11**** =4,300 Load: A hsiao can niovc at up to full speed tures should be placed to guard special treasures.
6*** = 950 12**** =4,750 when carrying 2 50 c', x its HD in cnculiibrance; Sea Hydra: This monster has adapted to wa-
7*** = 1,650 13**** =5,1 50 it can move at half specd when calryi[ig 500 cii ter. It has fins instead of legs. It is otherwise the
8*** = 2,300 14**** =5,500 x its HD. saine as its land-dwelling cousins.
Flying Hydfa: Very rare and very dangerous,
9*** = 3,000 15**** =5,850 Hydra this monster has huge batlike wings, and is never
iiiistaketi for a dragon or wyvcfn. It can swoop
Mon,qte,r Type: Monster (Rare). Armor Class: 5
The hsiao (sh-HOW) are -a race of peaceful Hit Dice: 5-12 (i per head) (L) down and attack with up to three heads, each
clefic-philosophcrs who inhabit woodlands and Move: 120' (40') head Lapabic of carrying off a man-sized of
forests. Attacks: 5-12 bitts (I per h(:ad) siiiallef victim. Its flying movement rate flying
Hsiao look like giant owls with broad feath- Damage: idio cach 180' (60') per round; Hit Dice are 5-9**.
ered wings and large intelligent golden eyes. No. Appearing: 1 (1) Regenerating Hydra: This ratc and deadly
These creatures live in trees, making earthen Save As: F5-12 iiionstcr rcgencrates damage very quickly, at 3
nests and tunnels high above the forest floor. Morale: 11 hit points per round. However, damage donc by
The hsiao know and work closely with other 'li@urc Type: B fire attacks (including flaming swords) of
wounds seared by a brand will not regenerate.
woodland creatures (including actaeons, cen- Intelligerice: 2
taurs, dryads, elves, treants, and unicorns), and Aligiinient: Neutral Hit Dice arc 5-9*.
may call on them for aid. Their goals include the XP Value: 175, 275, 450, 650, 900, Y&rraiii: Hydra, Regenerating Hydra: Swamp.
preservation of woodland wilderness against in- 1,000, 1,100, or 1,250 Sea Hydra: Lake, Ocean. Flying Hydra: Moun-
trusions by dangerous humanoids. They will not tain.
Chapter 14: Monsters
Hydrax* area effect" and automatically hits. All Lmored negotiation to combat, and have few enemies.
Armor Class: 2 victims within the area (and any monsters with They fear earth-type creatures and attacks.
Hit Dice: 5** to 12** (L) AC 5 or better) automatically take 2 points of Tcrrain: Any; Plane of Air.
Move: 60' (20') damage per round. Unarmored victims (and
Swimming: 180' (60') monsters with AC 6 or worse) take 4 points per Kobold
Attacks: 2 claws or special round. Armor Class: 7
Damage: idio/ id 10 or see below Any victim who runs out of the swarm, or who Hit Dice: '/2 (1-4 hp) (S)
No. Appearing: 1 (1) swats the insects instead of making another at- Move: 90' (30')
Save As: F (level = 2 X HD) tack or taking another action, takes only 1 point Attacks: 1 weapon
Morale: 9 per found. To swat at the insects, the victim must Damage: By weapon - 1
Treasure Type: Special use a weapon or torch; attempts to swat with No. Appearing: 4d4 (id6 x 10)
Intelligence: 9 hands or afms have no effect. Save As: Normal Man
Alignment: LawfW If the swarm is damaged, it will pursue its at- Morale: 6 or 8 (see below)
XP Valuc: By Hit Dice: tacker nearly without fail (ML 1 1). A victim can Treasure Type: (P)i
5 HD: 425 still escape either by disappearing from sight (in- Intelligence: 9
6 RD: 725 visible, around a comer, etc.) or diving under Alignment: Chaotic
7 RD: 1,250 water (which kills all the insects after one round, XP Value: 5
8 HD: 1,750 during which normal damage is done).
9 HD: 2,300 Terrain: Any (except Arctic). Monster Type: Humanoid (Common).
These small, evil doglike humanoids usually
10 HD: 2,500 Invisible Stalker (Sshai) live underground in clans of 10 to 60 members.
11 HD: 2,700 Armor Class: 3 They have sc@y, rust-brown skin no hair. They
12 HD: 3,000 Hit Dice: 8- (M) have well-developed intravision with a go'
Monster T@: Planar Monster, Enchanted Move: 120' (40') range. They prefer to attack by ambush.
(Very Rare). Attacks: 1 blow A kobold chieftain and id6 bodyguards live in
A hydrax is an intelligent crablike creature Damage: 4d4 the kobold lair. The chieftain has 9 hit points
made of ice. It is native to the elemental plane of No. Appearing: 1 (1) and fights as a 2 Hit Dice monster. The body-
Water, and is almost never found-on the Prime Save As: F8 guards each have 6 hit points and fight as 1 + 1
Plane. The hydrax looks like a giant cfab with a Morale: 12 Fbt Dice monsters. As long as the chieftain is
body 8' long, with six legs and three claws equal- Treasure Type: Nil alive, all kobolds with him have a morale of 8
ly positioned around its body. Although the hy- Intelligence: 11 rather than 6.
drax are Lawful in behavior, most are evil. Alig@ent: Neutral Kobolds hate gnomes and will attack them on
Hydrax are immune to normal weapons, all XP Value: 1,200 sight.
1st and 2nd level spells, and to all attacks based Monster Type: Planar Monster, Enchanted There can be kobold spelicasters; see "Mon-
on fife. A hydrax can detect invisible at will, and (Rate). ster Spelkasters" later in this chapter.
can cast detect magic, web, dispel magic, ice An invisible stalker is a magical humanlike Terrain: Cavem, Hill, Mountain, Wood.
stofmlwa,U, and w2ter to ice (much lie the re- monster from another plane of existence, sum- Kryst*
verse of the magic-user's dissolve spell, but sub- moned by the magic-user spell invisible stalker Armor Class: 2
stituting water and ice for mud and rock) three If the summoned stalker is given a simple task Hit Dice: 9* (M)
times per day (all as if a 9th level magic-user). that is clear and can be swiftly completed, it will Move: 240' (80')
The hydrax use tools made of ice, and. build obey promptly. If the task is complex or lengthy, Attacks: 3 spikes
cities and devices of all sorts. Their enemies are the creature will try to distort the intent while Damage: ldl2/ldl2/ldl2
the undines and the kryst, and they fear air-type obeying the literal command. Fof example, if or- No. Appearing: ld6 (IdlOOX 10)
creatures and attacks. dered to guard a treasure longer than a week, the Save As: E9
Terrain: Plane of Water. stalker may take it away to its own plane of exist- Morale: 9
Insect Swarm* ence and guard it there forever. Treasure Type: Special
Armor Class: 7 An invisible stalker is most often used to track Intelligence: 10
Hit Dice: 2*, 3*, of 4* (S) and slay enemies. It is highly intelligent, and a Alignment: Lawfiil
Move: 30' (10') faultless tracker. If a victim cannot detect invisi- XP Value: 1,600
Flying: 60' (20') ble things, the stalker will surprise on a toll of 1-
Attacks: 1 area effect 5 (on id6). A creature with the ability to detect Monster Type: Planar Monster (Very Rare).
Damage: See below invisible things feceives a +4 bonus when at- Ihe kryst are intelligent beings made of crys-
No. Appearing: I swarm (id3 swarms) tacking an invisible stalker. The stalker will re- talline rock; each kryst looks like a group of 12
Save As: Normal Man tufn to its own plane once it is slain, dispelled, or golden crystal spikes, all projecting outward
Morale: 11 has completed its task. from a central point. They are native to the ele-
Treasure Type: Nil The race of "invisible stalkers" (which is the mentij plane of Eat.
Intelligence: 0 human name for the species) lives on the ele- Kryst are immune to poison, normal weapons,
Alignment: Neutral mental plane of Aif. They call themselves the all 1st and 2nd level spells, and to all attacks
XP Value: 25,50,orl25 "sshai." Invisible stalkers are much faster speed based on air. A kryst can detect invisible at will,
on their home plane: 360' (120'). and can use detect magic, dispel magic, haste, of
Monster Type: Lowlife, Enchanted (Rare). air to carth (similar to the magic-user's dissolve
An insect swarm is not a single creatur!, but Plane of Air: On theif home plane, the sshai spell, but tums aif into earth) three times per
rather a group of small insects acting toget er. It are much like dopplegangers; they can use ESP day (all as if cast by a 9th level magic-user). The
at will, and can shapechange to nearly any form
may be attracted to light or strange smeiis, .of native to their plane. They usually appear as air kryst communicate by telepathy (1 20' range) or,
may be defending its @r. Use these characteris- clementals, djinn, or haoou (aerial servants). if mental contact causes poor reactions, by writ-
tics for the occasions when a charactef stumbles Their true form is nearly identical to that of an ten, messages.
into a beehive of wasp's nest, for instance. air elemental, though that race can tell the dif- .A kryst can attack by ramming opponents
The swarm may fill a 10'x 10'x 30' afea @r ference. Sshai are occasionally hired by the djinn with its spikes, and can attack up to three times
more. The insects are normal-sized, either crawl- and the haoou as spies or guards. per round.
ers (ants, centipedes, or spiders), flyers (bees or Sshai on theif own plane may have 1 to 12 Hit The kryst have a widespread and complex socie-
wasps), or both (beetles or locusts). Dice, though all are about man-size in their true ty in their own reahm, peacefully living with and
No attack toll is made for the swarm; it is an forms. Some are known to use spells. They prefer helping the earth elementals. They welcome visi-
187
ichapter 14: Monsters
tors, and are eager to gain new knowledge of all Lich*
types. They fear and wage a never-ending war Lich Spellcaster Levels, Hit Points, and XP Values
against the hordes, and seek to unite all othe' @C Lich Magic-User Lich
creatures against them. The kryst are also enemie@ Cle
of the hydrax, though they rarely encoun @ve, Hit Points XP Value Level Hit Points XP Value
them. They fear water-type creatures and attack,. 2 9d6 + 12 10,500 21***** 9d4 + 12 12,500
,Armor Class: 0 plus the amounts of coins, gems, and jewelry
Monster Type: Lowiife (Very Rare). Hit Dice: See above (M) given fof Treasure Type H in Chapter 16 (but at
This shapeless monster appears as a puddle or Move: 90' (30') go% chance fof each type). The number and se-
stream of hot molten rock, about lo'x 10'. it Attacks: 1 touch or 1 spell verity of traps and other dangers to intrtpders
lives in or near a volcano or other place of great Damage: idio + paralysis or by spell should be appropriate to protect such a hoard.
heat. Although the ooze is native to the Prime No. Appearing: 1 (1) A magic-user lich normally has id2 spells on it
Plane, it can freely exist on the elemental plane Save As: Character type and level of permanent nature-most often dctcct invisi-
of Fire. Morale: 10 ble or fly.
Lava ooze is fluid, able to pass through small Treasure Type: See description below A clerical lich normally has 3d4 types of other
holes or cracks. It can sense vibrations within 60'. Intelligence: 18 + undead nearby, acting as servants. A full lair of
The monster attacks by extending pseudopods Alignment: Chaotic each type (maximum number appearing) is usu-
(up to three per round) from its fluid body to XP Value: See above ally present.
strike at its opponents up to 15' away. Each hit Monster Type: Undead, Enchanted (Very Either type of lich can summon other power.
inflicts 4d6 points of damage, and leaves a coat- ful undead for aid. The summons can be made
ing of lava that inflicts 3d6 points of auto . Rare).
matic A lich is a powerful undead monster of magi- simply by concentrating, and the creature(s) re-
heat damage per round for id4 rounds there- sponding arrive idloo rounds later, depending
after. Multiple hits on a single opponent do not cal origin. It looks like a skeleton wearing fine on their distance. The summons may be made as
garments, and was once an evil and chaotic
increase this heat darnage, but the durations afe often as desired, but any one type of creature
magic-user of clefic of level 21 or greater (often
cumulative. will respond only once per day at most. To ran-
27-36). A lich is still able to use spells as it did
The lava ooze is mindless and attacks until de- while alive, so it is extremely dangerous. A lich is domly determine the creatures appearing in an-
stroyed. It is immune to fire (both normal and swer to the summons, roll id2o and refer to the
not normally found wandefing, but instead !e-
magical) and to all mind attacks (including . . table. Roll again if a type of creature has already
mains in or very near a well-defended lair. Sucn a
charm, ESP etc.), but takes double damage responded that day.
trom cold attacks. lair might be a dungeon, catacomb, tomb, or
necfopolis ("city of the dead").
Terrain: Mountain (volcanic).
The very sight of a lich causes fe2r in all char- Roll Creature
1-5 Spectfe (2d4)
Leech, Giant acters below 5th level (no saving throw). Its
merest touch causes idio points of damage, and 6-9 Vampire (id6)
Armor Class: 7 can paralyze any creature for idloo days (though 10-12 Phantom, Shade (id3)
Hit Dice: 6 (L) 13-15 Haunt, Ghost (id2 Chaotic)
a saving throw applies, and the paralysis is magi-
Move: 90' (30') 16 Haunt, Poltergeist (id2)
Attacks: 1 bite cally dispellable).
Before any encounter with a lich, the DM 17 Spirit, Druj
Damage: id6 should select spells for the creature. This should 18 Spirit, Revenant
No. Appearing: 0 (id4) 19 Nightshade (any 1)
be done with care, as a lich is extremely intelli-
Save As: F3 gent and uses them to its best advantage. Note 20 Undead Beholder
Morale: 10 that the lich's morale is given as 10, but a lich I I
Treasure Type: Nil flees if in actual danger. Asummoned vampire may (25% chalice;
Intelligence: 0 Liches are undead, and can be turned (but not check fof each) be a magic-user or cleric of level
Alignment: Neutral destroyed) by clerics. They are immune to 7-9 (id3 +6).
XP Value: 275 charm, sleep, feeblemind, polymorph, cold, Liches are master villains, coordinating armies
lightning, and de2th spells, and can be harmed and spy-networks made up of the undead. Each
Monster Type: Lowlife (Common). only by magical weapons. They are also immune one has its own goal: One may want to achieve
A giant leech is a loathsome wormlike cfea- to the effects of all spells of less than 4th level. true Immoftatity, one may serve an evil Immortd
ture, thicker in the middle than at the ends; it Outside of its lair, a lich always carries id4 + 1 of Entropy, one may wish to transform the entire
has reddish-brown skin and is about 3'-41 long. powerful magical items to be used in case of world into a horrid playground for the undead.
It is a parasite, sucking the blood of its prey. In trouble. You should choose these, not randomly Each lich in a campaign should have its own
combat, a giant leech attacks with its suckerlike determine them. Within its lair, a lich has 4d8 name, style, and motivation.
mouth. If it hits, it then holds on and sucks additional temporary magical items (of more), Terrain: Ruins.
blood for id6 points of damage per round. It
must be killed to be removed.
Terrain: Swamp.
188
Chapter 14: Monste
lizard, Giant Locust, Giant
Homed Armor Class: 4
Gecko Draco Chameleon Tuatarq Hit Dice: 2** (S)
Armor C@s: 5 5 2 4 Move: 60'(20')
Hit Dice: 3 +1 (M) 4 + 2 (M) 5* (L) 6 (L) Flying: 180' (60')
Move: 120' (40') 120' (40') 120' (40') 90'(30') Attacks: 1 bite or 1 bump or I spit
Glide: 150' (50') Damage: ld2 or ld4 or see below
Attacks: I bite 1 bite 1 bite/ 1 horn 2 claws/ Ibite No. Appearing: 2dio (0)
Damage: id8 idio 2d4/ id6 id4/id4/2d6 Save As: F2
No. Appearing: id6 (idio) id4 (id8) id3 (id6) id2 (id4) Morale: 5
Save As: F2 F3 F3 F3 Treasure Type: Nil
Morale: 7 7 7 6 Intelligence: 0
Treasure Type: u u u v Alignment: Neutral
Intelligence: 2 2 2 2 XP Value: 30
Alignment: Neutral Neutral Neutral Neutral
XP Value: 50 125 300 275 Monster Type: Lowlife (Common).
Giant locusts are 2'-3' Ion and live under-
9
Monster Type: Giant Animal (Common). sects, but will settle for human prey in lean ground. They may be mistaken for statues (or
Gecko: A gecko is a 5' long lizard colored pale times. The creature can also attack with its horn might not be noticed at all) until approached,
blue with orange-brown spots. Geckos are noc- (for ld6 points of damage) and may use its tail to because of their stone-gray color. They are her-
tufnal carnivores. They hunt by climbing walls knock other attackers down (make another at- bivores, and also eat fungus such as yellow mold
or trees with their specially adapted feet, then tack roll, not doing any damage but preventing and shriekers. They cannot be harmed by yellow
dropping on their prey to attack. the target struck from attacking that round). mold or most poisons.
Draco: A draco is a 6' long lizard with wide Tuatara: A tuatara is an 8' long carnivore Instead of fighting, they usually flee by jump-
flaps of skin between its legs. It spreads these which looks like a cross between an iguana and a ing away (up to 60'). Unfortunately they often
flaps to glide through the aif, like a flying squif- toad. It has pebble-colored olive skin with white become confused, and may accidentally jump
rel. Dracos are generally found above ground, spikes along its back. A tuatara has a membrane into a party (50% chance per jump). If so, a vic-
though they sometimes creep into caves to es- over its eyes which, when lowered, is sensitive to tim is determined randomly and an attack roll is
cape very cold or hot weather. They are carni- changes in temperature, allowing it to "see" in made. If the giant locust hits a character, the vic-
vores and have been known to attack darkness (90' intravision). tim is battered for id4 points of damage. The
adventurers. Terrain: Cavern, Desert, Woods. locust then flies away.
Homed Chameleon: A horned chameleon is a Load: Giant lizards can carry 500 cn x their When frightened or attacked, giant locusts
7' long lizard which can change color to blend HD at up to full speed, or 1,000 cn x their HD make a loud shrieking noise to warn their fel-
into its surroundings. It surprises on a roli of 1-5 at up to half speed. They cannot be tamed as lows. In dungeons, this shriek has a 20% chance
(on id6). A horned chameleon can shoot out its mounts except with DM permission, and the per round of attracting wandering monsters.
sticky tongue up to 5' long. A successful hit DM might insist (for example) that the taming If cornered, a giant locust will spit a brown
means that the victim is pulled to the horned and training of one takes a Animal Trainer lizard gooey substance up to 10'. The target is treated
chameleon's mouth and bitten for 2d4 points of specialist. as AC 9 regardless of his true armor class. A vic-
damage. Horned chameleons prefer giant in- Barding Multiplier: X 3. tim hit by giant locust spittle must make a saving
throw vs. poison or be unable to do anything for
Lizard Man I turn, due to the awful smell. After this time
the victim will be used to the smell, but any
Armor Class: 5 Lizard men are semi-intelligent and use spears character approaching within 5' must also make
Hit Dice: 2 + 1 (M) and large clubs (treat the clubs as maces), gain- a saving throw or suffer the same effects. This
Move: 60' (20') ing a bonus of + 1 on damage rolls due to their aroma will last until the spittle is washed off.
Swimming: 120' (40') great strength. Terrain: Cavern.
Attacks: 1 weapon One in ten will speak a little Common. PCs
Damage: By weapon + 1 can negotiate with lizard men that can talk. If
No. Appearing: 2d4 (6d6) they are hungry enough, though, and the PCs
Save As: F2 can't deliver them a lot of food, the lizard men
Morale: 12 will still prefer to eat the characters. Lizard men
Treasure Type: D live hard lives, hunting most of their waking
Intelligence: 6 hours. Sometimes they hire themselves out to
Alignment: Neutral other races as warriors or scouts. They have no
XP Value: 25 interest in other races other than what those races
can do for them (i.e., provide food in one way or
Monstc,r Type: Humanoid (Common). another).
These water-dwelling creatures resemble men Some varieties of lizard men are just drab
with lizard heads and claws, scaly hides, and tails. green or brown in color, while others may be dra-
lizard men are often found in swamps, rivers, and matically colorful: Bright reds, blues, yellows, or
along seacoasts as well as in dungeons. They live greens, like some other reptiles.
in tribes and often try to capture humans and There can be lizard man spelicasters; see
demihumans and take the victims back to the "Monster Spellcasters" later in this chapter.
tribal lair as the main course of a feast. Terrain:Cavern, River/Lake, Swamps.
189
pter 14: Monsters
Lycanthrope*
Wcfcrat* Wcrcwolp Wercboar* Wcrctiger- Wcrcbcai*
Armor Class: 7 (9)t 5 (9)t 4 (9)t 3 (9)t 2 (8)t
Hit Dice: 3* (M) 4* (M) 4 + 1* (M) 5* (L) 6* (L)
Move: 120'(4o') 180' (60') 150'(50') 150' (50') 120' (40')
Attacks: 1 bite or weapon I bite 1 tusk slash 2 claws/ I bite 2 claws/ 1 bite
Damage: id4 or by weapon 2d4 2d6 id6/id6/2d6 2d4/2d4/2d8
No. Appearing: id8(2d8) id6(2d6) id4(2d4) id4(id4) id4(id4)
Save As: F3 F4 F4 F5 F6
Morale: 8 8 9 9 10
Treasure Type: C c c c c
Intelligence: 10 10 10 10 10
Alignment: Chaotic Chaotic Neutral Neutral Neutral
XP Value: 50 125 200 300 500
t The number in parentheses is the creature's armor class when in human form.
Wcrebat* Wercfox* Wcrcshark* Wcrcscap Devil Swine*
Armor Class: 4 (9)t 6 (9)t 4 (9)t 5 (9)t 3 (9)t
Hit Dice: 3 + 3* (M) 3 + 2* (M) 4* (L) 5 + 2* (M) 9* (L)
Move: 60'(20') 180' (60') ol(ol) 60' (20') 180' (60')
Flying: 180' (60') Swimming: 90'(30') Swimming: 180' (60') Swimming: 180' (60')
Attacks: I bite I bite or weapon 1 bite i bite 1 gore of blow
Damage: id4 id6 or by weapon 2d6 2d6 2d6 or by weapon
No. Appearing: 2d6(id8) id6(2d6) 0(2d6) 0(2dio) id3(id4)
Save As: F3 F3 F4 F5 Fg
Morale: 7 8 7 9 10
Treasure Type: C c c c c
Intelligence: 10 11 9 10 11
Aliginnent: Chaotic Neutral Neutral Chaotic Chaotic
XP Value: 75 75 125 400 1,600
t The number in parentheses is the creature's armor class when in human form.
Moimcr Type: Monster, Enchanted (Conunon).
Lycanthropes are humans who can change into
beasts (or in the case of wererats, beasts who can
change into humans). They normally wear no ar-
mor, since it would interfefe with theit shape-
changing. Any lycanthrope can summon id2
normal anijmals of its type: werebears can sum-
mon normal bears, werewolves can summon nor-
mal wolves, and so forth. Summoned animals
wiil arrive in id4 founds.
Some animals (such as horses) do not like the
smell of lycanthropes and will react with fear. If a
lycanthrope is hit by wolfsbane, it must make a
saving throw vs. poison or run away in feat. The
sprig of wolfsbane must be swung of thrown as a
weapon, using normal combat procedures. A ly-
canthrope returns to its "normal" form when
killed.
Animal Form: In animal form, a lycanthrope
can be harmed only by magical weapons, sil-
vered weapons, or spells. The lycanthrope can-
not speak normal languages, though it can speak
with normal animals of its weretype.
Human Form: In human form, a lycanthrope
often looks somewhat like its wereform. Were-
rats have longef noses, werebears are hairy, were-
bats have long arms, werefoxes are sly and
nimble, and so forth. In this form, they can be
attacked with normal weapons, and they may
speak any known languages.
Lycanthropy: Lycanthropy is a discase. Any
human character who loses more than half of his
hit points in battle with a lycanthfope becomes
a lycanthrope of the same type in 2dl2 days. The
disease kills demihumans. The victim begins to
show signs of the disease in half that time. The
condition can be cured only by a cleric of 1 1 th
level or greater, who will do so for a suitable price d
190
hapter 14: Monste
or service. Any character who becomes a full ly- they must change into a shark and will maraud trap the victim. These tentacles are coated with
canthrope will become an NPC, to be run by the the seas. Under this forced change they lose their an acid slime and do 2d6 points of damage each
DM only. intelligence and become bloodthirsty killers. round. The victim can be freed only when the
The only difference between a wereshark and a malfera is kilied.
Common Lycanthropes mako shark is that weresharks are intelligent and In addition, the breath of a malfera is poison-
Wererat: Wererats are different from most ly- only magic or silver weapons will harm a ous. Each time it hits with a bite, its victim must
canthropes because the were-animal form is their wereshark. In island areas there are rumors of save vs. poison (at a + 3 bonus) or die. A malfera
natural form, and human form is the shape they humans that are weresharks. is immune to acid and can be struck only by
assume. They are intelligent, can speak Com- Wereseal: This unusual creature is only found magical weapons.
mon in either form, and can use any weapon. A near seacoasts of cold water. The more common Aside from its combat abilities, a malfera can
wererat usually prefers to use a man-sized rat female form (described) is not normally aggres- detect invisible and open all doors as if it had a
form, but can become a full-sized human. Were- sive, but the rarer mate (bull) seal can be quite knock spell. Because of its tough constitution
rats are sneaky and often set ambushes, surpris- dangerous (AC 3; HD 8*; MV (same); Dmg and highly magical nature, it saves as a 13th level
ing on a roll of 1-4 (on ld6). They summon giant 2dio; Save F8; ML 11; XPV 1,200). One bull fighter.
rats to help them in battle. Only a wererat's bite seal is usualiy accompanied by 2d4 females. Terrain: Any; Dimension of Nightmares.
causes lycanthropy. Devil Swine: A devil swine appears as either a
Werewolf: These creatures are semi-intelligent huge hog or a grossly fat human. Although it Manscorpion
and usually hunt in packs. Any group of 5 or can change shape freely during the night, it Armor Class: 1
more will have a leader with 30 hit points, who must keep one shape throughout the daylight Hit Dice: 8** (L)
attacks as a 5 Hit Dice monster, adding + 2 to hours. Devil swine prefer the fringes of human Move: 240' (80')
damage rolls. Werewolves summon normal settlements, especially those near swamps or for- Attacks: 1 weapon/ 1 tail
wolves to form large packs with them. ests. They are carnivorous, especially fond of hu- DamaRe: 3d6/idio + poison
Wereboar: Wereboars are semi-intelligent and man flesh, and will ambush if possible. Each No. Appearing: ld8 (2dio)
bad-tempered. In human form they often seem devil swine can cast a charm person spell three Save As: F8
to be berserkers, and may act the same way in times per day. It can use this spell in either hu- Morale: 10
battle (gaining + 2 on attack rolls and fighting man or swine form. A saving throw vs. spells is Treasure Type: (V)J, K, M X 2
to the death). Wereboars summon normal boars allowed, but with a - 2 penalty to the roll. Each Intelligence: 8
to help them in battle. Wereboars do not associ- devil swine normally has 0-3 (ld4- 1) humans un- Alignment: Chaotic
ate with devil swine. der its control. They are unlike wereboars; being XP Value: 1,750
Weretiger: These relatives of the great cats of- fat, pink and smooth-skinned, while wereboars
ten act like them, being very curious but becom- have bristly, hairy hides. XP with spells, by HD:
ing dangerous when threatened. They are good Terrain: Variable, but often as animal type. 8*** = 2,300 11**** = 4,300
swimmers and quiet trackers, surprising often 9*** = 3,000 12***** = 5,625
(1-4 on id6). They can summon any type of Malfera* 10**** = 3,700 13***** = 6,500
great cat that is in the area (preferring tigers). Armor Class: 3
Werebear: Werebears are very intelligent, Monster Type: Monster (Rare).
even in animal form. A werebe-ar usually prefers Hit Dice: 9** (L) The manscorpion is an evil combination of
Move: 60' (20')
to live alone or with bears. It might be friendly, man and arachnid. The upper body is like that
at, Attacks: 2 claws, bite + special of a human, but its lower parts are those of a gi-
however, if peacefully approached. In comb Damage: idioildio/id6
werebears can hug for 2d8 points of damage (in No. Appearing: i(id2) ant scorpion (with stinging tail). It may be found
addition to normal damage) if both paws hit the Save As: F13 in nearly any climate, but most frequently in
same target in one round. A werebear can sum- Morale: 11 deserts, mountains, and dungeons.
mon any type of bear in the area. This arachnid warrior normally wields a huge
Treasure Type: E pole arm (damage 3d6 points), but may use a
Unconunon Lycanthropes Intelligence: 10 long bow or any other weapon available. It may
Werebat: These dangerous flying creatures are Alignment: Chaotic also strike with its dreaded deadly poisonous tail;
sometimes confused with vampires, turning XP Value: 2,300 the victim hit takes idio points of damage, and
from human to bat form at wili. In addition to Monster Type: Planar Monster, Enchanted must make a saving throw vs. poison or die. Even
summoning normal and giant bats, they can (Very Rare). if the saving throw is successful, the victim is par-
summon id4 other werebats (each of which can, A malfera is a creature from the Dimension of alyzed for 0-7 rounds (id8-1). Only victims im-
in turn, summon other normal or giant bats, but Nightmares, where many evil dreams are bred mune to paralysis or poison can avoid this effect,
not more werebats). Each werebat bite may in- and released into the minds of steeping people. so the monsters are greatly feared. They are im-
flict a nonmagical disease (of the DM's choice); A malfera appears only through the acts of a mune to their own poison and to the poison of
the chance is 1 in 6, checked per bite. powerful magic-user or an Immortal; its dimen- all scorpions.
Werefox: Where dense underbrush slows most sion is believed poisonous and deadly to hu- Some (i in 20) of the arachnid creatures are
normal movement to half or less, this creature mans. clerics, of 8th- 1 3th level (with the corresponding
can maintain full or two-thirds normal move- The malfera has a large, elephantlike face and added Hit Dice). However, these are normally
ment. It also normally has high intelligence, and a short trunk. The head is topped by large horns. found only in their lair.
thus often becomes a magic-user as well (though Large fangs protrude from either side of the Manscorpions are intelligent warlike beings
spells can be cast only when in human form). A trunk. The chest is a mass of slimy, short tenta- whose main interests involve acquiring food and
werefox can also charm (persons in person form, cles. Long, muscular arms end in 'large, jagged destroying creatures different from them. They
animals in fox form) three times per day; how- pincers. Its feet are webbed and clawed. It is col- do not make friends with other sentient races
ever, this effect lasts for 24 hours at most. ored night-black but has red veins and eyes. and make pets only of giant scorpions. They
'Wereshark: These are mermen, inflicted with In combat, a malfera attacks with pincers and make raids on desert human communities for
a form of lycanthropy that enables them to take bites. If both pincers hit the same target, the vic- food and attack any living thing that ventures in-
the form of a mako shark anytime they choose so tim is dragged to the chest of the malfera on the to their territories.
long as it is ifl darkness. When the moon is full next round. The tentacles then automatically Terrain: Cavern, Desert, Mountain.
191
apter 14: Monsters
Manta Ray Load: 3,000 cn at up to full speed, or 6,000 cn Mek
Normal Giant at up to half speed. Armor Class: -4
Armor Class: 6 6 Barding Multiplier: x 2. Hit Dice: ll** to 16** (L)
Hit Dice: 4* (L) 10* (L) Move: 90' (30')
Move: 120' (40') 180' (60') Medusa Attacks: 2
Attacks: 1 tail 1 buffet/ 1 tail Armor Class: 8 Damage: id6 x lo/ id6 x 10 +
Damage: id8 + 3d4/2dio + Hit Dice: 4** (M) paralyzing breath
paralysis paralysis Move: 90' (30') No. Appearing: 1 (1)
No. Appearing: 0 (1-3) 0 (1) Attacks: I snakebite + special Save As: F36
Save As: F2 F5 Damage: id6 + poison Morale: 12
Morale: 7 7 No. Appearing: id3 (id4) Treasure Type: See below
Treasure Type: Nil v Save As: F4 (see below) Intelligence: Not ratable.
Intelligence: 2 2 Morale: 8 Alignment: Lawful (with master) or
Alignment: Neutral Neutral Treasure Type: (V) F Chaotic (without)
XP Value: 125 1,750 Intelligence: 9 XP Value by HD: 11** = 2,700
Monster Type: Normal: Normal Animal Alignment: Chaotic 12** = 3,000
Manta rays afe aquatic creatures, flat fish 14** = 3,500
whose bodies are shaped like broad wings of Monster Type: Monster (Rare). Planar Mon- 15** = 3,7 50
sails. They flap their "wings" to propel them ster (Verv Rare). 16** = 4,050
A'me@usa looks like a human female with live
through the water. When a manta ray lies in the snakes growing from her head instead of hair. Me- Monster Type: Construct, Enchanted (Very
sand on the ocean floor it is completely invisible.. dusae are very magical, and the mete sight of a Rare).
Normal Manta Ray: Normal manta rays can medusa will turn a cfeatute to stone unless the vic- Meks are huge ( 1 5'- 2 5' tall) metallic creations
gfow to be 7' in width and 12' in length. The tail tim makes a saving throw vs. tum to stone. How- created by a long-dead race of inhuman
on the manta ray has many sharp poisonous ever, this will affect only one character per round, sectlike sorcerers. Those with masters generally
spines that can paralyze its victim. They attack and characters may watch the reflection of a me- serve as guards. Lone meks usually wander ran-
with this tail. A saving throw vs. poison will pre- dusa in a mirror without danger. If a medusa sees domly, attacking most creatures they encounter,
vent paralysis. her own reflection, she must make a saving throw Most meks resemble their creators, with in-
Giant Manta Ray: Giant manta rays can be up vs. turn to stone or she will petrify herselp. sectlike features, barrel-like chests, and long,
to about 40' in width and 75' in length. Beside In combat, the medusa makes one attack roll barbed, double-jointed arms and legs. However,
the poisonous tail, they can also buffet (ram) a for the bites of the snakes, and if they hit, the meks resembling giants, lizards, and many other
creature for 3d4 points of damage. They feed victim must make a saving throw vs. poison (in creatures have been encountered.
ffom the ocean floor and sometimes swallow addition to taking id6 points of damage) or die Each "normal" mek attacks by striking with
treasure that has settled there. in one turn. A medusa will often wear a robe its heavy limbs and breathing a paralyzing gas in
Terrain: Ocean. with a hood for disguise so she can trick her vic- a 20' diameter cloud around it. Each victim
Manticore tims into looking at her. Medusas occasionally within the cloud must make a saving throw vs.
use weapons. breath weapon (each round) or be paralyzed for
Afmor Class: 4 Anyone who tries to attack a medusa without id3 turns.
Hit Dice: 6 + 1* (L) looking at her must subtract 4 ffom the attack Meks are not intelligent, but respond to sim-
Move: 120' (40') roll, and the snakes may attack with a + 2 bonus ple verbal commands from their masters. A
Flying: 180' (60') to the attack roll. A medusa also gains + 2 on all cold-based attack will slow a mek to half speed,
Attacks: 2 claws/ 1bite or 6 spikes saving throws vs. spells due to her magical nature. but they are immune to all other spells except
Damage: ld4/ id4/2d4 or id6 each Many medusae are evil. Others are reelusive disintegrate.
No. Appearing: id2 (id4) scholars, ancient sages who can guide heroes on Terrain: Any.
Save As: F6 their quests and who conceal their deadly visages
Morale: 9 under veils.
Treasure Type: D There are also medusa spelicasters (see "Mon-
Intelligence: 3 ster Spellcasters" later in this chapter).
Alignment: Chaotic Medusas are native to both the Prime Plane
XP Value: 650 and their original home, the elemental plane of
Monster Type: Monster (Rare). Earth.
A manticore is a horrid monster with the body Plane of Earth: On the plane of Earth, a medu-
of a lion, leathery bat wings, a tan ridged with sa is an ugly wrathing mass of lo' long tentacles
spikes, and the face of a man with large, sharp connected to a small lumpy spherical body. Sev-
fangs. It usually lives in wild mountain ranges. eral eyes on foot-long eyest@ also protrude from
The manticore has 24 tail spikes, and can the body; the mouth has many teeth. The tenta-
shoot six each found even when flying (ranges cles are used both for movement (180' (60')) and
50/100/180). The creature regrows two spikes combat. T'he medusa can attack with 10 tentacles
per day. Its favorite food is man. per round; each hit requires a saving throw vs. pa-
Manticores frequently track humans, ambush- ralysis (lasting 2d4 rounds if failed). A paralyzed
ing them with spike attacks when the human VictLm is drawn to the mouth and bitten for 2-16
group stops to rest. Another tactic is to stalk its (2d8) points of damage per round (no attack roll
prey like a great cat, creeping up close on an un- required while the victim is paralyzed).
suspecting victim. When that victim is alone,
the manticore fires off a barrage of tail-spikes to Etcmental Plane of Earth Statistics: AC 4,
bring the victim down. The manticore then eats HD 8**, MV 180' (60'), NA 1-4, Save F4,
the victim. Less frequently, a pack of manticores ML 9, TT (V) F AL C, XP 1, 750.
will stalk and attack a group of victims.
Terrain: Mountain. Terrain: Cavern, Ruins; Plane of Earth.
@- 192
T
Chapter 14: Monsters
Men
Brigand BuccancerlPirate Dervish
Armor Class: Variable Variable Variable
Hit Dice: I (M) 1 (M) I (M)
Move: 120' (40') 120'(4o') 120' (40')
Attacks: I weapon I weapon 1 weapon
Damage: By weapon By weapon By weapon
No. Appearing: 0 (id4 x 10) 0 (special) 0 (id6 +1 x 10)
Save As: Fl Fl Fl
Morale: 8 6 (7) 10
Treasure Type: A A A
Intelligence: I 1 1 1 1 1
Alignment: Chaotic Neutral (Chaotic) Lawful
XP Values: Variable Variable Variable
Noble Nomad Trader
Armor Class: 2 Variable 5
Hit Dice: 3-8 (M) 1 (M) I (M)
Move: 60' (20') 120, (40') 90' (30')
Attacks: I weapon 1 weapon 1 weapon
Damage: By weapon By weapon By weapon
No. Appearing: 0 (2d6) 0 (id4 x 10) 0 (id2O)
Save As: F3-8 Fl Fl
Morale: 8 8 Variable
Treasure Type: VX3 A A
Intelligence: 1 1 1 1 1 1
Alignment: Any Neutral Neutral
XP Values: Variable Variable Variable
Monster Type: Human (Common). they are sailing. Choose a type of ship to match Well-defended coastal towns often serve as ha-
Most groups of men are led by higher level the terrain. Buccaneefs and pirates are organized vens for pirates and buccaneers. These are law-
leaders (with better armor, hit points, saving as shown on the table. less and dangefous places, full of possible
throws, and possibly magical items). Men usu- adventures.
ally have large camps. Most treasure is usually at No. of No. of Men
the camp. There are other types of men (see also Dervish: Dervishes are desert raiders. About
Ship Ships per ship
Berserker, Headsman (and Thug), Mystic, Nor- River Boats 1-8 10-20 go% are fighters; the rest are clerics. Dervishes
m;d Human). Small Galley 1-6 20-40 often form camps or tribes of up to 300 men, led
Long Ship 1-4 30-50 by a 10th level cleric. Such a camp will be eithef
Brigand: Brigands are loosely organized outlaws Sailed Warship 1-3 40-80 tents (75%) or a wooden or brick stockade
and renegade mercenaries who live by raiding (2 5 %). These camps contain theif women, chil-
towns and robbing caravans and travelers. Most dren, livestock, and their treasure.
belong to the fighter class. For every 20 brigands Buccaneer/Pirate Organization of Troops Dervishes are noted for their fanatic belief in
thefe is one additional 2nd level fighter who acts Percent of Men ineir philosophies and their intolerance of other
as their leader. For every 40 brigands there is an Weapons and Armor Buccancers Pirates views. On rare occasions, they will wage a holy
additional 4th level fighter acting as commander Leather armor, sword 60% 50% war in which they attempt to capture or kill all
of the entire group. Leather armor, sword, who have different beliefs. Captives are given an
Half of the brigands have leather armor, crossbow 30% 35 % opportunity to convert; if they refuse, they may
shield, short bow, and sword. The rest are Chain mail, sword be killed or enslaved. Lawful characters may be
mounted on riding horses, wear chain mail, and (if buccaneers, invited to join the crusade, and those who refuse
carry shields and swords. The leaders wear plate plus crossbow) 10% 15 % will be viewed with great suspicion uniess a good
mail, carry swords and lances, and ride war reason can be provided as to why they should not
horses with barding. For every 30 buccancers, there is an addition-al participate.
Brigands often band together in fortified 4th level fighter as leader. For every ship, there is Noble: This is a general term for any membef
camps of 50-300 men. A camp is always led by a
9th level fighter, with an additional 5th level a 7th level fighter as captain and a 9th level of a social class of fulers. It does not apply to
fighter for every 50 brigands. There is also a 50 fighter as commander of the fleet. There is a the family of a King or Queen (called Royalty).
0 '
chance that a magic-user of level 9-11 is in t@e 390@ @hance that a magic-user of level 10-11 is Traveling nobles encountered will normally be
brig2Lnd camp, and a 30% chance that an 8th With tne commander, and a 2 5 % chance that an fighters, clad in fine plate mail armor and
level cleric is in the brigand camp. 8th level cleric is present. hield - Each noble fighter is always accompa-
For every 30 pirates, there is an additional 4th 'nied by a squire (2nd level fighter-servant), and
Buccaneer (and Pirate): Buccaneers are found on level fighter as leader. For every .50 pirates or 1 may also have up to 12 rerainers and hireling
seas, rivers, great lakes, and oceans. They live by ship, there is a 5th level fighter captain. For eve- of the DM's choice. Noble fighters may be es-
raiding coastal towns and capturing ships, selling ry 100 pirates or 1 fleet, there is an 8th level corting nonfighters who are traveling to som
ihe booty elsewhere. Most 2Lre Neutral fighters. fighter commander. For every fleet of 300 or distant dominion.
Pirates are seagoing men who plunder other more pirates, there is an 1 ith level fighter (Pirate The DM can create titles for nobles using th
vessels, raid coastal towns and engage in illegal Lord), as commander of the fleet, and a 75% structure of the campaign as a guide. Some tra
slave trades. They are noted for their evil acts chance for a 9th or 10th level magic-user. ditional titles are:
and cruelty toward prisoners. They also freely at- 15uccaneers and pirates may carry their treasure
tack each other if there is a chance fof profit. with them or have maps showing where it is bur- Baron/Baroness Emir Margrave
Most are Chaotic fighters. ied. The treasure given is the total for the entire Count/Countess Khan Sheik
The number of buccaneers or pirates th -- buccaneer pack of pirate fleet, and may be di- Duke/Duchess Knight
scar depends on the type and number of desired. Pirates may also (2 5 % chance)
th
93
pter 14: Monsters
Nomad: These groups of wandering tribesmen Merman Metamorph
may be peaceful or warlike, and may have any Armor C@s: 6 Armor Class: 5 (or as form)
alignment. Small bands encountered hunting or Hit Dice: 1-4 (M) Flit Dice: 3 + 1 * * (M, or as form)
foraging in the wilderness are usually kept at the Move: 120' (40') Move: 120' (40') or as form
main ca-rnp. Nomads are keen traders and often Attacks: 1 weapon Attacks: 1 weapon or as form
have knowledge of faraway places, though they Damage: By weapon Damage: By weapon type or form
tend to be superstitious. Nomad bands are orga- No. Appearing: 0 (id2O) No. Appearing: ld6 (ld2O)
nized as shown. Save As: FI-4 Save As: Mil
Morale: 8 Morale: 8 or 10 (see below)
Organization of Desert Nomads Treasure Type: A Tr@ure Type: Variable
Percent Intelligence: 12 Intelligence: 14
Weapons & Armor of Men Alignment: Neutral Alignment: Any (often Chaotic)
Lance, leather armor and shield, XP Value: 10, 20, or 75 XP Value: 100
riding horse or camel 50% Monster Type: Humanoid (Common).
Bow, leather armor, riding horse Mermen are water-breathing humanoids. A Monster Type: Humanoid (Rare).
or camel 20% merman has the upper body of a man and the Metamorphs took very similar to humans, but
Lance, chain mail and shield, lower body of a large fish. Mermen are armed have pointed ears and pure white eyes. They are
riding horse or camel 30% with spears, tridents, or daggers. They live in closely related to humans but, as a species, are
Organization of Steppes Nomads coastal waters and hunt fish and harvest kelp. masters of the ancient art of shapeshifting. They
Except for leaders, all mermen have I Hit Die are not lycanthropes, though they are sometimes
Percent and save as 1st level fighters. mistaken for them.
Weapons & Armor of Men The number appearing represents a small A metamorph can shapeshift up to II times
Lance, leather armor and shield, hunting party, although mermen often form each day, but only into certain forms. Unlike the
riding horse 20% underwater villages of id3 x 100 members. For polymorph self spell effect, this nonmagical sha-
Bow, leather armor, fiding horse 50% every ten mermen encountered, there is an addi- peshift gives the metamorph all the abilities of
Bow, chain mail, riding horse 20% tional leader with 2 Hit Dice. For every 50 there the new form; even special attacks (such as a
Lance, chain mail and shield, is one leader with 4 Hit Dice. Mermen leaders skunk's spray) are gained. Metamorphs cannot
riding or war horse 10% save as fighters of a level equal to their Hit Dice. take giant-sized or fantastic forms, but can take
Mermen often keep trained marine monsters any normal nonmagical form.
For every 25 nomads, an additional 2nd level and animals to help guard their homes. The forms a metamorph can use each day are:
fighter leader is present. For every 40 nomads Mermen are the people of the sea, and a DM Worm Insect Reptile
there is a 4th level fighter as leader. Nomad tribes can use them the same way as NPC humans. Leech Crustacean Amphibian
may have up to 300 fighting men gathered to- There can be merman spelicasters; see "Monster Spider Mammal Fish
gether in a camp of temporary huts or tents. In Spelicasters." Centipede Bird
addition to the leaders given above, there is one Terrain: Ocean.
5th level fighter for every 100 men and an 8th
level fighter as the clan or tribe chief. At the main
camp, there may (5 0 % chance) be a 9th level cler-
ic, and possibly (25 %) an 8th level magic-user.
Trader: Traders are merchants who travel in cara- 0
vans from town to town, buying and selling vari-
ous goods (wines, silks, jewels, precious metals
and the like). Those in the caravan usually ride
horses, but they are likely to travel by camel in
desert and barren lands and by mule in the moun-
tains. All traders wear chain mail and carry a
sword and dagger. Typical caravan organization is
shown.
All fighters are AC 4, wielding swords, dag-
gers, and crossbows. The extra animals may be
horses, mules, or even camels. If a caravan has
less than 20 wagons, the treasure should be re-
duced in proportion.
Terrain: By type:
Brigand Any (wilderness)
Buccaneer/Pirate River/Lake, Ocean
Dervish Desert
Noble Any
Nomad Desert, Steppe
Trader Any (between cities)
194
Chapter 14: Monsters
For example, a metamorph can turn into a A mujina is very strong and can handle any Monster Type: Undead, Enchanted (Rare).
mammal once per day. One day he may choose to two-handed weapon (other than a lance, pole Mummies are undead monsters; the carefully-
become a monkey, and the next day a wolf. Once arm, or crossbow) in one hand. In combat it uses prepared and bandage-swathed remains of long-
a choice has been used, the metamorph cannot two weapons, one in each hand. It has the same dead nobles and guardians-who lurk near
change into that choice any more that day. Each chance to hit with either weapon. deserted ruins and tombs. Mummies are often
shapeshift lasts up to 1 hour, and the metamorph A mujina can also cause its true (blank) face to created as guardians for these tombs; they are
can assume normal form at any time. appear at will. Any creature of five Hit Dice charged with the task of killing anyone who
Metamorphs have good relations with elves, (levels) or less who sees the blank face automati- breaks into the tomb, even if they must follow
halflings, and druids, but avoid most human cally runs in fear for id3 rounds at three times its the trespassers to the very ends of the earth.
settlements. They live in strongholds similar to normal movement rate. Creatures who have Every character seeing a mummy must make a
those of demihumans, but with many differ- more than five Hit Dice (or levels) must save vs. saving throw vs. paralysis or stop, paralyzed with
ences, adapted to their special abilities. Most are wands or aiso flee. fear, until the mummy is out of sight. The touch
Chaotic (though Neutral and Lawful ones do ex- A mujina often joins a party of adventurers as of a mummy causes disease in addition to dam-
ist), but few are noticeably evil or good. a retainer fighter. It may serve faithfully for a age (no saving throw). This hideous rotting af-
If ten or more are present, one will be a leader long pefiod, not revealing its true identity. How- fliction prevents all magical healing, and slows
with 5 + 2 Hit Dice. As long as the leader is with ever, if given the opportunity, it robs the party of normal healing to 10% of the normal rate. The
the group, their morale is 10. as much as possible and then flees. disease lasts until magically cured.
Terrain: Open, Mountain, Woods. Mujina can speak Common, the language of Mummies can be damaged only by spells, fire,
their kind, and their alignment tongue. or magical weapons, all of which only do half
Minotaur Mujinas afe magical creatures created to damage. They are immune to sleep, chqrm, and
Armor Class: 6 plague the human face. Mujinas are all physi- hold spells.
Hit Dice: 6 (L) cally and emotionally identical, and filled with a Terrain: Ruins.
Move: 120' (40') hatred for any creatures who have individual Mystic
Attacks: 1 gore/ 1 bite or I weapon traits. They especially hate humans, the most di- mystic
Damage: 1 d6 / id6 or by weapon type +2 verse and individual of species. Armor Class: 6
No. Appearing: id6 (id8) Terrain: Any, where humans are found. Hit Dice: 4 (d6) (M)
Save As: F6 Move: 150' (50')
Morale: 12 Mule Attacks: 1 weapon or hand
Treasure Type: C Armor Class: 7 Damage: By weapon or id6 + I
Intelligence: 5 Hit Dice: 2 (L) No. Appearing: id8 (6d8)
Alignment: Chaotic Move: 120' (40') Save As: F4
XP Value: 27 5 Attacks: 1 kick or Ibite Morale: 8 or 10 (see below)
Damage: id4 or id3 Treasure Type: (V) 1, L, M, N, 0
Monster Type: Monster (Common). No. Appearing: ld2 (2dl2) Intelligence: 12
A @notaur is a large man-shaped creature with Save As: Normal Man Alignment: Any (usually Lawful)
the head, hide and temperament of a bull. It is Morale: 8 XP Value: 175
larger than human size (standing 7-9' t@1) and eats Treasufe Type: Nil
humans. It wili attack anything its size or smaller Intelligence: 2 Lcader
and wiil pursue as long as its prey is in sight. Alignment: Neutral Armor Class: 3
Minotaurs are semi-intelligent and some use XP Value: 20 Hit Dice: 7 (d6) (M)
weapons, preferring a spear, club, or axe. When Move: 180' (60')
using weapons, minotaurs gain + 2 to damage Monster Type: Normal Animal (Common). Attacks: 1 weapon or 2 hands
rolls due to their strength. On the round a mino- A mule is a crossbreed between a horse and a Damage: By weapon of idio/ idio
taur uses a weapon, it cannot gore or bite. Mino- donkey. Mules are stubborn, and if bothered or No. Appearing: See below
taurs usually live in tunnels or mazes. excited they may either bite of kick. Mules can- Save As: F6
Minotaurs of greatef -than-normal intelligence not be trained to attack, but will fight in their Morale: 10
can be spelicasters; see "Monster Spellcasters" own defense. Treasure Type: 1, L, M, N, 0
later in this chapter. Mules are very strong for their number of Hit Intelligence: 12
Terrain: Cavern, Ruins. Dice, and can carry great amounts of weight for Alignment: Any (usually Lawful)
Mujina their owners. They become somewhat more XP Value: 1,650
Armor Class: 4 stubborn when loaded down enough that they Monster Type: Human (Rare).
move at half normal speed. Mules may be taken Mystics are humans who rigorously follow a
Hit Dice: 8* (M) into dungeons, if allowed by the DM. If encoun-
Move: 120' (40') tered alone in a dungeon, the mules may belong way of life involving a special discipline of medi-
Attacks: 2 weapon + special to an NPC party nearby. tation, study, and physical training. They live in
Damage: id6 or by weapon Tcrrain: Any. special building complexes (called "cloisters" or
No. Appearing: id4 (id4) "monasteries") located far from towns and com-
Save As: F8 Load: 3,000 cn at up to full speed, or 6,000 cn mon civilization. NPCs mystics are possible,
Morale: 9 at up to half speed. otherwise, mystics will be encountered on a pil-
Treasure Type: E Mummy* grimage, mission, or adventure for their cloister.
Intelligence: 10 Armor CWs: 3 Mystics are usually (75%) Lawful, although
Alignment: Chaotic Hit Dice: 5+ 1** (M) other alignments are represented. All are utterly
XP Value: 1,200 Move: 60' (20') devoted to mystic discipline. All their material
Attacks: I touch goods are owned by the cloister, and loaned to
Monster Type: Monster (Very Rare). Damage: ldl2 + disease individual mystics as needed.
A mujina, in its natural form, looks like a hu- No. Appearing: id4 (ldl2) Mystics are surprised only on a roll of 1. Mys-
man except that it has no face. Where the eyes, Save As: F5 tics never wear armor of any type, nor protective
nose, ears and mouth should be is nothing-the Morale: 12 devices (rings, cloaks, etc.). They may use po-
face is smooth like an egg. However, the mujina Treasure Type: D tions or other magical items for certain situa-
may create an illusion to give its face any appear- Intelligence: 6 tions. They are trained to use many weapons,
ance it wants. It most often poses as a typical hu- Alignment: Chaotic but often do not carry them, as they have great
wan until it decides to attack. XP Value: 575 combat skill with their bare hands.
195
apter 14: Monsters
Mystics have the following thief abilities: find There can be neanderthal spellcasters; see use. The nekrozon attacks with the bony tip of
traps, remove traps, move silently, climb walls, "Monster Spellcasters" later in this chapter. its long tail, which does the listed damage and
and hide in shadows (see table). Once per day a Terrain: Hill, Mountain; Any (prehistoric). also has a 50% chance of knocking over and
mystic can cure himself of 4 points of damage stunning its victim (a saving throw vs. paralysis
(leader, 7) by concentrating for one round. Nekrozon prevents this) for id6 rounds.
Armor Class: 7 The gaze of a nekrozon is a 60' long magical
Mystic Thief Abilities Mystic Leader Hit Dice: 7** (L) death ray. If it looks at anyone, the victim must
Find Traps 25% 40% Move: 60' (20') make a saving throw vs. death ray or die imme-
Remove Traps 25% 38% Attacks: 1 Tail/ 1 Gaze (possible) diately. Fortunately, there is only a 1 in 4
Move Silently 35% 48% Damage: id6 + gaze (special) chance that the nekrozon will look up when en-
Climb Walls go% 93% No. Appearing: 0(id3) countered; this chance is also checked each
Hide in Shadows 24% 35% Save As: F4 round of combat. Even then, it can only gaze at
Morale: 8 one victim per round. It never looks straight up
If 7 or 8 mystics are encountered, one will be a Treasure Type: c into the air.
leader with 7 Hit Dice. The leader raises the mo- Intelligence: 2 Anyone deliberately looking directly at its
rale of the mystics to 10. The leader can strike Alignment: Neutral eyes will die without even a saving throw. Few
creatures vulnerable to + 1 magical weapons with XP Value: 1,250 are this foolish, but complete surprise (I on ld6)
his hand attacks. Although one or more mystics indicates that someone (determined randomly)
might join a group if it is in the interest of their Monster Type: Monster (Very Rare). has accidentally done so.
order, mystics can also be hired at a standard rate Found only in the wilderness (usually in .The nekrozon is immune to energy drains,
of 50 gp per day per Hit Die of the mystic. swampy areas), the terrible nekrozon resembles a death rays, and all spells and attack forms caus-
Mystics can often be recognized by their robes huge buffalo with a long tail, a long neck and a ing instant death (including disintcgrate) except
or other unusual garb, but another distinctive boar's head. Ancient lore calls this creature a through points of damage.
feature is their salute. Upon meeting another catoblepas," though this term is not in current Terrain: Swamps.
creature presumed to be peaceful, the mystic
raises a fist, covers it with the other hand, and Nightshade*
bows slightly. This symbolizes greetings (the
bow), readiness to fight if necessary (the fist), Nightcrawler* Nightwalker* Nightwing*
but peaceful intentions (the covered fist). Armor Class: -4 -6 -8
Further details on mystic cloisters can be Hit Dice: 25-30***** (L) 21-26***** (L) 17-20***** (L)
found on pages 134 and 138. Move: 120' (40') 150' (50') 30' (10')
Terrain: Any. Flying: 60' (20') 240' (80')
Attacks: 2 and see below 2 and see below 1 and see below
Neanderthal (Caveman) Damage: 2dlO/2d4 and see below 3dlO/3dlO and see below 1 d6 + 6 and see below
Armor Ci-ass: 8 No. Appearing: 1 (1) I (1) 1 (1)
Hit Dice: 2 (M) Save As: F25-30 and see below F21-26 and see below F17-20 and see below
Move: 120' (40') Morale: 12 12 12
Attacks: I weapon Treasure Type: Any Any Any
Damage: By weapon + I Intelligence: 19 19 19
No. Appearing: idio (id4 x 10) Alignment: Chaotic Chaotic Chaotic
Save As: F2 XP Value: 18,500 (HD 25) 12,500 (HD 21) 7,750 (HD 17)
Morale: 7 20,000 (HD 26) 14,000 (HD 22) 8,875 (HD 18)
Treasure Type: c 21,500 (HD 27) 15,500 (HD 23) 10,000 (HD 19)
Intelligence: 7 23,000 (HD 28) 17,000 (HD 24) 11,375 (HD 20)
Alignment: Lawful 24,500 (HD 29) 18,500 (HD 25)
XP Value: 20 26,000 (HD 30) 20,000 (HD 26)
Monster Type: Humanoid (Rare). DM Checklist: a penalty of - 4 on all their attack rolls, but oth-
Neanderthals (also known as "cavemen") Detect magic, sce invisible (60'); saves against er forms of light do not affect them. They can
have squat bodies with large bones and powerful turn; spoils all food in 120'; poison touch ( - 2 enter and leave the Ethereal Plane at will, but
muscles. Their faces have apelike features, in- penalty to save); + 3 weapon to hit; immune to only do so if seriously threatened.
cluding large brows above the eyes. Neander- spells of levels 1- 5; At will: cause discase, charm The presence of a nightshade within 120'
thals live in family groups in caves and caverns, person, cloudkill (as 2 1st level magic-user), con- spoils all consumable items, including normal
especially in hill and mountain territories far fusion, darkness, dispel magic, finger of death food and water, holy water, standard and iron ra-
from human communities, or in secluded "lost (as 2 1st level cleric), haste, hold person, invisi- tions, and even magical potions (no saving
world" areas. If they attack, they usually use bility (as 2 1st level magic-user), summon lesser throw). The items do not become poisonous, but
thrown spears. They use stone axes, clubs, or undead; individual specialties. do become completely useless. This same pres-
stone hammers in hand-to-hand combat. ence chilis the air within 120'; this negates the
Neanderthal leaders are almost a separate race, Monster Typt: Undead, Enchanted (Very nightshade's chances of surprise if the victims
much larger than the average Neanderthal. These Rare). have ever encountered a nightshade before. The
leaders have 6 Hit Dice and are up to lo' tall. The deadly nightshades afe large, powerful chilling feeling has no effect other than spoiling
There will be 10-40 Neanderthals (id4 x 10) in evil beings which seek to spread death. They are consumables and alerting the wary.
the lair with two leaders, one male and one fe- all extremely rare, usually created or summoned Nightshades can only be harmed by weapons
male. Neanderthals often hunt cave bears and for a specific purpose by a more powerful being. of + 3 or greater enchantment, magic staves or
keep white apes as pets. They are friendly toward All nightshades are a deep jet black in color, with rods, or by spells of 6th level or greater. They are
dwarves and gnomes, but hate goblins and ko- no other colors on their entire forms. They have immune to all forms of illusion, all magic
bolds, and will attack ogres on sight. Neander- no visible eyes, apparently sensing their sur- wands, poison, charm, hold, and cold spell ef-
thals are shy and will avoid humans, but a-re not roundings magically; they can see invisible and fects, all spells of 5th level or less, all normal, sil-
usually hostile unless they are attacked. A proper- hidden things as easily as normal ones. Night- ver, and magical weapons of + 2 or lesser
ly groomed and dressed neanderthal could con- shades are all extremely clever and wise (having enchantment, turn-to-stone effects, and all non-
ceivably pass for a human, but neanderthals scores of 19 in Intelligence and Wisdom). magical attacks (such as fire, boulders, oil, etc.).
cannot learn to speak Common very well. Nightshades prefer darkness. Daylight inflicts They are somewhat vulnerable to dragon
196
t
hapter 14: Monsters
breath, taking hatf damage uniess the saving A nighter-awler has the ability to magically Nixie
throw is made (indicating '/4 damage). shrink one opponent within 60', once per round. Armor Class: 7
All nightshades can use the following spell- The victim may make a saving throw vs. spells to Hit Dice: 1* (S)
like powers at will, one power per round: charm avoid the effect; if he fails this, the victim Move: 120' (40')
person, invisibility, haste, confusion, and shrinks to l' and the nightcrawler thereafter Attacks: I + special
cloudkill (all as if a 2 1st level magic-user); dark- gains a +4 bonus to its attack roll against that Damage: id4 + charm
ness, hold person, cause discase, dispel magic, opponent (thus swallowing on an attack roll of No. Appearing: 0 (2d2O)
and finger of death (as a 2 1st level cleric). The 15 or greater). The shrink effect is permanent Save As: El
effects of these powers are all identical to the until dispelled. Morale: 6
spell effects, but are produced by brief concen- Treasure Type: B
tration alone, not requiring the usual spell cast- Nightwalker: This appears similar to a giant of Intelligence: 13
ing words or gestures, and can be produced in some type, but jet black in color and without AliLynment: Neutral
total silence. carried items, standing 20' tall. It attacks with XP Value; 1 3
In addition, all nightshades can detect magic two swings per round; these terrible blows cause
at wili, and can read all languages and magical 3dio points of damage each, and every blow is Monster Type: Humanoid (Rare).
writings. If using one of its spell-like powers, a deadly poison, as with all nightshades. Nixies are 3'-tall water sprites. They look lik
nightshade cannot attack physically during that Each hit by a nightwalker has a 50 % chance of small beautiful women, and their skin is lig
round. crushing the victim's shield or armor. Apply this blue, green, or gray-green. They afe part of th
A nightshade can also summon other undead effect to shields first, and reduce the chance by community of "forest folk," along with ce
once each four hours, and often does so before 10% pef magical "plus"-for example, a + 5 or taurs, dryads, actaeons, etc. Nixies dwell in ri
attacking prey itself. To find the undead re- better shield cannot be destroyed in this way, a ers and lakes, making their lairs in the deepe
sponding to the summons, roll id6: + 4 shield has a 10 % chance of being destroyed, part of the water.
etc. No saving throw is allowed, and weapons afe Nixies avoid combat, but may try to charm a
1-3 phantom (shade) not affected unless the monster actually picks intruder. Ten nixies can together cast one suc
4-5 haunt (chaotic ghost) them up. The creature may, however, automati- charm, and if the victim fails his saving thf
6 spirit (hand druj) cally destroy any magical item or weapon it cap- he enters the water and serves the nixies for
If a cleric's attempt at turning a nightshade tures (from a fallen opponent, for example), by year. Each nixie can cast a water breathing spe
succeeds, the monster may make a saving throw crushing it. on hef slave, but this must be renewed every da
A nightwalker has the ability to gaze at one If forced to fight, nixies use small tridents an
vs. spells to avoid the effect. If the saving throw daggers (weapons which do id4 damage), an
is successful, the turn attempt is ignored- it h. opponent per round, to a 60' range. The victim
may make a saving throw vs. spells to avoid the each may summon a giant bass for aid (see
no effect, but is not counted as a failure, and the gaze; if it is failed, the victim is cursed, suffering Giant).
cleric may repeat the attempt if desired. Furth.er- a -4 penalty on all attack rolls and saving There can be nixie spellcasters; see "Monst
more, the monster may make another sav@g throws until the curse is removed. (A dispel evil Spellcasters" later in this chapter.
throw for any "D" result that it does not avoid, spell will cancel the curse, but a remove curse Terrain: River/Lake.
and if successful, it is merely turned. si)ell will only work if cast by a 25th or higher
Each nightshade has other abilities as cie- -
scribed below. In hand-to-hand combat, the level caster.) Normal Human
touch of a nightshade is deadly poisonous, re- Armor Class: 9
quiring an immediate saving throw vs, poison Nightwing: This appears similar to a gigantic Hit Dice: 1-1 (M)
with a - 2 penalty to the roll (in addition to nor- bat, solid black in color, with a 50' wingspfead. Move: 120' (40')
mal damage). Its first attack is normally a swoop downward, Attacks: 1 weapon
Nightshades always carry treasure of great val- and its high speed gives it a 90% chance of sur- Damage: By weapon
prising opponents (unless they have experience No. Appearing: id4 (3d2O)
ue, which they swallow and carry with them. . ' nightshades, which negates surprise as ex- Save As: Normal Man
They scorn coins, carrying only gems, jewelry, witn
plained above). Morale: 6
and magical treasures. They collect the treasures .Any victim hit by a nightwing must make a Treasure Type: (P) u
of their victims after every battle. saving throw vs. spells. If he fails this saving Intelligence: 10
Nightcrawler: This appears similar to a purple throw, the victim turns into a giant bat (see the Alignment: Any
worm, about 100' long and lo'-15' wide, but polymorph other magic-user spell). Anyone XP Value: 5
black in colof. If it approaches from under an op- turned into a bat is a servant of the nightwing
(as if charmed) until the polymorph effect is Monster Type: Human (Common).
ponent, tunneling through rock, it surprises "Normal human" is the game term for a h
dispelled.
50% of the time (uniess the victims have met a )Al nightwing can attempt to hit a victim's man who does not seek adventure. A normal h
nightshade before, recognizing the chilling ap- items instead of causing physical damage. It will man does not have a character class, but mig
proach of the creature).
use this attack form if the victim damages it, or if (o@tionally) have Genefal Skills.
A nightcrawlet swallows its opponent it its at- l ne DM should select, rather than roll, a no
tack roll is 19 or 20. A victim swallowed loses 1 tne victim's defenses cause the nightwing to miss mal human's hit points, according to the char
level per round, due to energy drain (no saving when attacking normally. This attack requires a ter's age, health, and profession (1-7 hit points
throw; however, it does not affect anyone pro- normal attack roll but with a + 4 bonus; if suc- For example, a blacksmith could have 7 h
tected by a protection from evil spell effect). cessful, the item is hit. The effect of such a strike points, but a young child or sickly beggar mig
Normal bites inflict 2d 10 points of damage (plus drains one "plus" of magic from the item, It have only 1 hit point.
the usual saving throw vs. poison). Its dreaded does not affect items without "plusses." A shield Most humans are "normal" humans and h
tail stinger inflicts 2d4 points, requires the usual or weapon being held is the usual target. The little or no role in adventures. Some normal pe
s stolen "plusses" can be restored by a dispel evil
t saving throw against the poison, and also has a 1 ple .belonging to specific professions or soci
in 8 chance of killing the victim immediately (no spell cast on the item affected, or by a remove classes (such as merchant, soldier, lord, sco
saving throw, no adjustments; toll ld8, and on a curse spell from a 25th or higher level caster. sage, healer, and so forth) afe of help in so
1 the victim is dead). Terrain: Any. adventures. Soldiers and other fighting men w
1- have higher morale.
r Typical normal humans are peasants, ch
dren, housewives, workers, artists, village
townspeople, fishermen, and scholars (also, s
n the entry for Men).
Terrain: Settled.
197
pter 14: Monsters
NPC Party 5. Choose or randomly determine the magical Terrain: Lake (not river), Ocean (coastal),
items carried by the NPCs (see below). Ruins.
Armor CWs: By NPC class 6. Decide on the NPC matching order. Load: 3,000 cn at full speed; 6,000 cn at half
Hit Dice: Variable (M)
Move: Variable If encountered in the wilderness, there is a speed.
Attacks: Weapons and spells
Damage: id6 or weapons and spell 7 5 % chance that the NPC party will be mount- Ochre jelly*
effects ed. In general, NPCs should have about the Armor Class: 8
No. Appearing: id4 + 4 (ld4 + 4) same amount of equipment as a PC of the same Hit Dice: 5* (L)
Save As: NPC class and level level. Magic may be assigned or determined ran- Move: 30' (10')
Morale: 8 or more domiy. The chance of any NPC of 1st level or Attacks: 1
Treasure Type: (U + V) greater possessing magical items is 5 % per level Damage: 2d6
Intelligence: 1 1 (maximum chance 95%), checking on each No. Appearing: I (0)
Alignment: Any magical item suitable: Save As: F3
XP Value: Variable o Swords 0 Scroll Morale: 12
Monster Type: Human (Common). o Armor o Wand/Staff/Rod Treasure Type: Nil
An NPC party is any group of nonplayer char- o Potion 0 Miscellaneous Magic Intelligence: 0
acters. Each NPC may be of any class, level, and o Other Weapons Alignment: Neutral
alignment. All rules for player characters apply If an NPC cannot use an item, the NPC XP Value: 300
to NPCS. An NPC party may be created in great should not have it (do not re-roll). Change any Monster Type: Lowlife (Common).
detail before a game or created on the spot. magical items if desired. NPCs will use their An ochre jelly is an ochfe-colored giant amoeba
Most parties (whether NPCs or PCs) will not that can be harmed only by fire or cold. It can
want to fight other parties, preferring monsters magic if combat begins. Players should not ob- seep through small cracks, and destroy wood,
to challenge. The DM may wish to avoid the tain magical items from NPCs except through leather, and cloth in 1 round, but cannot eat
large, complicated battle that could occur be- barter, trickery, or force. through metal or stone. Attacks with weapons 0
Terrain: Any, including other planes. r
tween two parties. When PCs meet an NPC par- lightning metely make ld4+1 smaller (2 @t
ty, decide how the NPCs will react, or roll a Nuckalavee Dice) ochre jellies. A normal ochre jelly causes
reaction. Modify the roll if you choose (perhaps Armor Class: 4 2d6 points of damage per round to exposed flesh.
the NPCs have heard of the PC party, or are even Hit Dice: ll*** (L) Smaller ochre jellies inflict only half damage.
familiar with them as allies, rivals, or enemies). Move: 120' (40') Terrain: Cavern, Ruins.
NPC Reaction Table Swimming: 360' (120') Odic
Attacks: 2 claws A form of undead; see Spirit.
2d6 Roll NPC Reaction Damage: 3d8 + death (each)
2-5 Depart in Anger No. Appearing: 0 (1) Ogre
6-8 Negotiate Save As: Fil
9-12 Offer to buy or sell information Morale: 10 Armor Class: 5
Treasure Type: Nil Hit Dice: 4 + I (L)
The NPCs may offer to buy information about Intelligence: 9 Move: 90' (30')
the dungeon or local area, for 1 di 00 x 5 gp, or Alignment: Chaotic Attacks: 1 club
to sell similar information (for the same price XP Value: 3,500 Damage: By weapon + 2
range). Typical information could be: monsters No. Appearing: id6 (2d6)
seen, traps found, staffs up or down, of other Monster Type: Monster (Rare). Save As: F4
features. The DM should decide on the price of- The evil, amphibious nuckalavee is a relative Morale: 10
fered by the NPCS, considering the value of the of the centaur. It is shaped similarly but has an Treasure Type: (S x 10) s x 100 + c
information sold. enlarged, hideous head. The creature's skin is Intelligence: 6
Creating NPC Parties: Creating NPC parties transparent, and the resulting appearance (visi- Alignment: Chaotic
in advance will save time. Choose the members ble white ropy muscles, yellow veins, and black XP Value: 125
of an NPC party or use fandom rolls, as follows. blood) is quite horrible.
The nuckalavee is immune to fire and poison, Monster Type: Humanoid (Common).
1 . Roll id6 + 3 to find the Number Appeaf- and regenefates 3 points per found. However, it Ogres are huge fearsome humanlike creatures,
ing. (Fof ease of play, you can make the NPC cannot cross flowing fresh water. usually 8' to lo' tall. They wear animal skins for
party number equal to the PC party number, A nuckalavee fadiates fear in a 50' radius; each clothes, and often live in caves. They are very
plus id4 fighters.) creature within the area must make a saving primitive and greedy; they hunt animals when
2. Determine the class of each by rolling id2O, throw vs. paralysis or flee for 2d6 rounds. The they have to, but are just as contentIto ambush
then roll id6 adding the modifiers given to saving throw must be made each round that an travelers or buily them into surrendefing food
find the level: opponent remains in the area. and money instead. When encountered outside
id2O Class Level The monster's vefy presence slays all normal their lair, a group of ogres will be carrying
1-3 cleric 4-9 (id6 + 3) insects and other small creatures with 2 hit id6 x 100 gp in large sacks. Ogres hate neander-
4 druid 3-8 (id6 + 2) points of less, at a 120' fange. Any victim hit by thals and will attack them on sight.
5-6 dwarf 7-12 (id6 + 6) its claw attack must make a saving throw vs. Ogres have no special combat tactics. When
7-8 elf 3-8 (id6 + 2) death fay or die. The monster breathes a cone inclined to fight, they will beat their prey with
9-11 fighter 4-9 (id6 + 3) of cold once every three rounds, 60' long and lafge clubs until it stops moving or the ogres fad
12 halfling 3-8 (id6 + 2) lo' wide at the base, inflicting the creature's a morale check and flee.
13-15 magic-user 4-9 (id6 + 3) Ogres of greater than normal intelligence can
16 mystic 3-8 (id6 + 2) current hit points in damage; each victim may be spelicasters; see "Monster Spellcasters" later
make a saving throw vs. dragon breath to take
17-18 thief 5. 10 (id6 +4) half damage. in this chapter.
19-20 fighter 6-11 (id6 + 5) Nuckalavee are friendly with all types of un- Terrain: Cavern, Wilderness (any).
3. Determine alignment of each NPC with id6: dead. They can speak freely with them, and un-
1-3 = Lawful; 4-5 = Neutral; 6 = Chaotic. dead do not attack nuckalavee unless rigidly Ooze
(Druids can only be Neutral.) controlled. See Black Pudding, Gray Ooze, Lava Ooze,
4. Choose or randomly determine the spells of There can be nuckalavee spelicasters; see and Ochrejelly.
any spellcasters in the party. "Monster Spellcasters" later in this chapter.
198
Monstersv@
Orc Owl Bear
Armor Class: 6 with 8 hit points who gains a + 1 bonus on dam- Armor Class: 5
Hit Dice: 1 (M) age rolls. If this leader is killed, the morale of the Hit Dice: 5 (L)
Move: 120' (40') group becomes 6 instead of 8. Orcs are afraid of Move: 120' (40')
Attacks: 1 weapon anything larger or stronger than they are, but Attacks: 2 claws/ 1 bite
Damage: By weapon may be forced to fight by their leaders. Damage: id8/id8/id8
Orcs are often used for armies by Chaotic lead- No. Appearing: id4 (id4)
No. Appearing: 2d4 (ld6 x 10)
Save As: Fl ers (both humans and monsters). They prefer Save As: F3
Morale: 8 or 6 (see below) swords, spears, axes, and clubs for weapons. Morale: 9
Treasure Type: (P) D They cannot use mechanical weapons (such as Treasure Type: c
Intelligence: 7 catapults), and only their leaders understand Intelligence: 2
Alignment: Chaotic how to operate such devices. Alignment: Neutral
XP Value: 10 There are many different tribes of ofcs. Each XP Value: 175
tribe has as many female orcs as males, and at Monster Type: Monster (Common).
Monster Type: Humanoid (Common). least two children ("whelps") for each two An owl bear is a huge bearlike creature with
An orc is an ugly humanlike creature, and adults. The leader of an orc tribe is a chieftain the head of a giant owl. The creature is furry
looks like a combination of animal and man. with 15 hit points, who attacks as a 4 Hit Dice from the feet to the neck, at which point fur
Most orcs are shaped like humans, but many monster and gains + 2 on damage rolls. For eve-
have bestial facial features and teeth. ry 20 orcs in a tribe, there may be an ogre wi glv to feathers. It stands 8' tall and weighs
t@ 15,eOsOwOacyn (1,500 pounds). Owl bears are com-
Orcs are nocturnal omnivores, and prefer to them (i in 6 chance). There is a 1 in 10 chance oi monly found underground and in dense forests.
live underground. When fighting in daylight, an allied troll living in the lair as well. They have nasty tempers, are carnivores, and
they have a penalty of - 1 on their attack rolls. There can be ofc spellcasters; see "Monster are usually hungry, preferring meat. If both its
Orcs have bad tempers and do not like other liv- Spellcasters" later in this chapter. paws hit one opponent in one round, the owl bear
ing things. Terrain: Wilderness (any). hugs for an additional 2d8 points of damage.
One member of each group of orcs is a leader Terrain: Cavern, Woods.
Hit Dice: 2 + 2 (L) Move: 180' (60') 120' (40') 0 (see below)
Move: 240' (80') Attacks: 2 claws 1 dagger 2-8 swords
Flying: 480' (160') Damage: id6 +2/id6 +2 3d4 id8 each (see below)
Attacks: 2 hooves No. Appearing: I (1) 1 (0) 1 (1)
Damage: id6/id6 Save As: mio Tll C12
No. Appearing: 0 (ldl2) Morale: 10 9 12
Save As: F2 Treasure Type: (L) N, 0 (L, N, V) L, N, 0
Morale: 8 Intelligence: 11 10 9
Treasure Type: Nil Alignment: Chaotic Chaotic Chaotic
Intelligence: 4 XP Value: 3,250 3,500 3,875
Alignment: Lawfiil
XP Value: 25 DM Checklist: saving throw vs. spells; if successful, the turn ef-
Attacks: Sight = fear; Special for each fect is reflected back onto the cleric, who must
Monster Type: Monster (Rare). Defenses: Ethereal at first; saving throw vs. also make a saving throw vs. spells or be pafa-
These semi-intelligent flying horses are wild turning (spells); magical weapon to hit lyzed with feat for 2d6 rounds.
and shy. They cannot be tamed, but will serve Each phantom keeps the treasure of its vic-
Lawful characters (and only Lawful characters) if Monster Type: Undead, Enchanted (Rare). tims. The apparition and shade keep their trea-
captured and trained while young. Pegasi are the Phantoms are undead beings which lufk neaf - sures in some area neaf where they are
natural enemies of hippogriffs. ly anywhere. They avoid sunlight, but are not encountered, but a vision's treasure will appear
Terr,qin: Hill, Mountain, Open. bothered by magical light sources. They are im- in the area if the vision is destroyed.
Load: 3,000 cn at full speed; 6,000 cn at half mune to all charms and cold spells, and can only
speed. be damaged by magical weapons. Apparition: This is a single humanoid creature,
Barding Multiplier: x i. Ethereal form: When first encountered, a appearing much like a wight but semi-
phantom is always in nonmaterial form, and transparent. It is always seen standing in a clear
(though it can be turned) cannot be damaged at area when first encountered, and never uses any
all from the Prime Plane. Each phantom has a weapons. An apparition's first attack is the crea-
special attack form, given in the description, tion of a swirling semi-transparent mist, lo' high
which it normally uses immediately. The phan- with a 20' radius. All within the mist must make
tom then materializes for physical combat, be- a saving throw vs. spells of be entranced, unable
coming AC 0. to do anything but watch the mist until it disap-
Fear: Everyone seeing a phantom (within pears. Those remaining within the swirling mist
120') must make a saving throw vs. spells or run must make the saving throw each round. The
away in feat. Creatures of 3 Hit Dice of less a-re mist lasts for 12 rounds, or until the creature is
automatically affected (no saving throw) and will destroyed or turned. When the entrancing effect
utterly fefuse to return to the afea in which the wears off, a victim need not make any further
phantom was seen. Other creatures are unaffect- saving throws against the mist. The mist will
ed if the saving throw is successful. move with the creature.
Turning: All phantoms are resistant to turning After entrancing at least one victim, the appa-
by clerics. "D" results are handled normally, but rition materializes and takes the victim with
if a "T" result occurs, the phantom may make a both bony claws ( +4 bonus to attack rolls, da-m-
199
hapter 14: Monsters
age id6 + 2 points per claw). An apparition rare- Phoenix* Pixie
ly attacks moving victims, trying to slay at least Lesser* Gre2tef$ Armof Class: 3
one victim per encounter. Afmor Class: 2 - 2 Hit Dice: I*** (S)
Any human or demihuman slain by an appa- Hit Dice: 9***** (M) 18***** (L) Move: 90' (30')
rition will become one in one week; the only way Move: 90' (30') 150' (50') Flying: 180' (60')
to avoid this fate is to cast a dispel evil spell @n Flying: 360' (120') 450' (150') Attacks: I dagger
the body before casting a raise dead (all within Attacks: 2 claws/ 1 bite 2 claws/ 1 bite Damage: id4
the week's time). If a raise dead is cast without Dainage: id6/ld6/2d6 2d6/2d6/4d6 No. Appearing: 2d4 (id4 x 10)
the dispel evil, the character will revive, appar- No. Appearing: 0(id2) 0(id2) Save As: El
ently none the worse fof the experience-but Save As: F10 F20 Morale: 7
will begin to fade a week later, turning into an Morale: 9 10 Treasure Type: R + S
apparition. Treasure Type: V VX2 Intelligence: 14
Intelligence: 6 6 Alignment: Neutral
Shade: Similar to an apparition, this creature Alignment: Neutral Neutral XP Value: 19
looks like a single humanoid, but always carries a XP Value: 4,400 8,875
dagger. It surprises its victims 90% of the time, Monster Type: Humanoid (Rare).
normally moving through a wall of door when Monster Type: Planar Monster, Enchanted Pixies are small humanlike creatures with in-
first encountered. It moves quickly toward one (Very Rare). sectlike wings. They are distantly related to
target, threatening with its weapon; the victim The phoenix is a native of the elemental plane eives, but are only l'-2' tall. They are invisible
must make a saving throw vs. death ray or imme- of Fire, and has the appearance of a large red- unless they want to be seen (or unless magically
diately fall dead in horror. orange eagle surrounded by intense flames. On detected).
After this initial attack, the shade materializes the Prime Plane it is quite rare, but may be Pixies do not suffer the limitations of the in-
and viciously slashes any nearby victims with its found in any climate. It is never hostile uniess visibility spell-they can attack a@d remain in-
dagger. If seriously endangered of if mofale fails, attacked, and is never found underground. visible, and they always gain surprise when
it will dematefialize and flee. Unlike other The phoenix is immune to all forms of fire, all doing so. They may not be attacked in the first
phantoms, a shade always inhabits indoor or un- charm and hold spells, and to weapons of less round of combat, but after that their attackers
derground areas. than + 3 enchantment. will see shadows and movement in the @ and
In combat, a phoenix attacks with its claws may attack the pixies with a -4 penalty on at-
Vision: Quite different from other phantoms, a and beak. All opponents within its flames take tack folls.
vision always inhabits a specific area of no greater fire damage per round, regardless of protections Their small insectlike wings can only support
than 500 square feet. The vision is of 2d4 hu- (phoenix flame is different from all other types pixies fof three turns, and they must fest one fun
manoids, rather than a single one, and most of fire). When a phoenix is slain of destroyed, it turn after flying.
have weapons and armor of various types. A VI- disappears with an explosion of fire in a 20' radi- Pixies have their own communities in the wfl-
sion often looks like the remains of a fierce battle us (as a fireball); each victim may make a saving derness. They do not attack humans except
with no survivors. The vision is actually a collec- throw vs. dragon breath to take half damage, when they are themselves attacked or endan-
tion of lost souls. but again, protections from fire do not apply. gered. They may do favors for polite adventur-
When first encountefed, all the souls start.to The phoenix reappears from its ashes 1 round ers; they know much of the wilderness and can
cry and howl. All within 90' hearing the noise later, whole and fully cured, and will immedi- guide heroes to lost cities or hidden caverns.
must make a saving throw vs. spells. All those ately flee from its attackers. There can be pixie spellcasters; see "Monster
falling the saving throw afe filled with sorrow Except fof a wish, there is no known way to Spellcasters" later in this chapter.
and sympathy for the souls in the vision; they permanently destroy a phoenix, and its method Terrain: Woods.
will believe all action is hopeless, and sit down of feproduction is unknown.
and cry for the lost souls for 11-20 founds Lesser phoenix: This creature has a 10, winr- Plasm*
(i d I 0 + 1 0). Those within fange must continue spread and stands 5' tall. It radiates fire in a ib, Normal* Giant*
to make one saving throw each round. radius, inflicting 3d6 points per round. Its ex- Armor Class: 0 -4
After crying out for id3 rounds, the creatures plosion inflicts idIO x 5 points of damage. Claw Hit Dice: 6* (M) 12* (L)
in the vision start to rise (materializing) and at- damale is id6 points each; beak damage is 2d6 Move: 120' (40') 120' (40')
tack, continuing their awful wailing. No single point@. Attacks: 2 claws 2 claws
individual has any hit points; the vision as a Greater phoenix: This creature has a 2 5' wing- Damage: 2d6/2d6 3d6/3d6
whole has
12 Hit Dice, and all damage inflicted spread and stands lo' tall. It radiates fire in a 20' No. Appearing: 0 (ldlo) 0 (id4)
on all individuals is counted against that total. radius, inflicting 6d6 points pef round. Its ex- Save As: F6 F12
The vision attacks once per individual phantom t)losion inflicts idlo x 10 points of damage. Mofale: 9 11
within it, each individual attacking as a 12 HD @law damage is 2d6 points each; beak damage's Treasure Type: Special Special
monster and inflicting id8 points of damage per 4d6 points. Intelligence: 8 8
hit. (Each is typically armed with a normal Phoenix feathers can be used to make a poti@on Alignment: Chaotic Chaotic
sword; the DM may equip the phantoms other- of phoenix fire resistance, which bestows total XP Value: 500 2,125
wise, using the appropriate damage by weapon immunity to normal and magical fire, reduces
type. However, no magical weapons or other damage from fire-type breath weapons to half Monster Type: Planar Monster, Enchanted
magical items will be used.) Within their re- (saving throw for one-quarter), and acts as a nor- (Rare).
stricted area, phantoms of a vision move at 40' mal potion offire resistance against phoenix fire. A plasm looks like a human- or giant-sized
per round. One feather can be recovered each time a phoe- skeleton made of elemental matter.
If a vision is successfully turned, it disappears nix is slain. Three feathers from a lesser phoenix There are four types of plasms, one of each el..
for id6 hours before returning; it cannot move (worth 10,000 gp each) are required to make the ement. A plasm is made of a combination of etc.
away from the given location. All individual potion, or one feather ffom a greater phoenix mental material and ectoplasm (solid ether). It
phantoms in a vision are confined within the ar- (worth 25,000 gp). cannot safely exist on any plane except the Ethe-
ea, and cannot pursue or evade. Terrain: Any; Plane of Fife. feal, and is sometimes encountered within 2
Terrain: Ruins. wofmhole. On any plane except the Ethereal, a
plasm automatically loses 1 Hit Die per round
from energy dfain, vanishing when dead.
A plasm feeds on its element, and rege
damage when feeding at the rate of 1 point per
round. Any magical att ent
200
chapter 14: Monsters
will cause a plasm to gain Hit Dice and hit points. Pterosaur
For example, a Fireball cast at a fire plasm by a 9th SM211 Medium Large
level magic-user would cause it to immediately (Pterodactyl) (Pteranodon) (Pterosaur)
gain 9 additional Hit Dice (gd8 hit points). Armor Class: 7 6 5
Plasms are immune to poison and normal Hit Dice: 1 (S) 5 (M) 10 (L)
weapons, and are only slightly damaged by mag- Move (Flying): 180' (60') 240' (120') 180' (60')
ical weapons. Each blow from a magical weapon Attacks: 1 beak 1 beak 1 beak
inflicts only its magic damage ("plusses"), ig- Damage: id3 ldl2 3d6
noring normal weapon damage and strength bo- No. Appearing: 2d4 (2d4) 0 (id4) 0 (id2)
nuses. For example, a sword + 4 would inflict 4 Save As: Fl F3 F5
points of damage on a plasm. Morale: 7 8 9
A plasm can only be damaged by magical Treasure Type: Nil Nil Nit
weapons (as given above) and by attack forms Intelligence: 2 2 2
based on elemental dominance. Alignment: Neutral Neutral Neutral
Once per turn, a plasm can "spend" 10 of its XP Value: 10 175 1,000
hit points to create an acid cloud based on its ele-
ment. This cloud is a 30' diameter sphere, which Monster Type: Prehistoric Animal (Very have a wingspan of up to 50'. They will often
inflicts 20 points of damage to all within it (ex- Rare). attack and carry off man-sized creatures.
cept the plasm); each victim may make a saving These afe hollow-boned flying and gliding Large Pterosaut: Large pterosaurs have a wing-
throw vs. dragon breath to take half damage. reptiles. They have long beaks filled with nu- span of over 50 feet. If they attack with surprise,
The cloud I-asts for id6 rounds. A plasm normal- merous teeth, and reptilian arm structures with they will make a swoop attack for double dam-
ly saves this attack form to use when fleeing. skin webbing which constitutes their wings. age. They can carry off a creature as large as a
Terrain: Ethereal Plane, Wormholes (only). Small Pterosaur (Pterodactyl): These are warhorse.
Plesiosaurus batlike reptiles with wingspans of 8-10 feet. Terrain: Small, Medium: HiH, Mountain, jun-
They hunt insects, birds, and small animals, gli- gle (prehistoric). Large: Mountain (prehistoric).
Armor CWs: 7 ding slowly along air currents to spot their prey. Load: A pteranodon can carry 2,000 cn at full
Hit Dice: 16 (L) If driven by great hunger, they may attack speed; 3,000 at half speed. A large pterosaur can
Move: 150, 50, human-sized creatures. carry 4,000 cn at full speed; 8,000 cn at half
Attacks: I bite Medium Pterosaut (Pteranodon): Pterano- speed.
Damage: 4d6 dons are much larger and more aggressive. They Barding Multiplier: X 1.
No. Appearing: 0 (id3)
Save As: F8
Morale: 9 Purple Worm
Treasure Type: Nil Armor Class: 6 dwelling creatures.
Intelligence: 2 Hit Dice: 15* (L) They attack by biting and stinging with their
Alignment: Neutral Move: 60' (20') tails. If the attack roll for the bite is 4 or more
XP Value: 1,850 Attacks: 1 bite/ 1sting greater than the number required (or a 20, in
Monster Type: Prehistoric Animal (Rare). Damage: 2d8 / 1 d8 + poison any case), they can swallow creatures (man-size
This lake- or sea-dwelling dinosaur has a No. Appearing: ld2 (ld4) or smaller) whole; swallowed victims take 3d6
heavy body featuring two sets of flippers (fore- Save As: F8 points of damage each round thereafter. A vic-
limbs and hind limbs) and a long neck. It grows Morale: 10 tim stung by the tail must make a saving throw
to about 30'-50' long, about half of which is Treasure Type: D vs. poison or die.
neck. Plesiosaurs dive to hunt fish and squid, Intelligence: 0 Note that if purple worms are encountered
but actually spend most of their time at the wa- Alignment: Neutral underground, the size of underground tunnels
ter's surface. They are aggressive and may rise up XP Value: 2,700 may prevent the creature from using one of its
underneath a small vessel and tip its sailors and attacks. If it approaches by tunneling, it may
passengers into the sea, resulting in a feeding Monster Type: Lowlife (Very Rare). surprise the victim (i in 4 chance), but id4 + 1
frenzy of plesiosaurs and other marine creatures. Purple worms are huge, slime-covered crea- rounds will pass before its tail is dragged free of
Terrain: Ocean. tures over 100' long and 8' to lo' in diameter. the burrow.
These monsters tunnel through the earth, bur- Terrain: Cavern, Ruins, Swamp, Woods
Poltergeist rowing up from the ground to feed on surface- (dense).
A form of undead; see Hqunt.
Rat
. Normal Giant Monster Type: Normal Rat: Normal Animal be sick in bed for 1 month, unable to adventure.
Armor Class: 9 7 (Common). Giant Rat: Giant Animal (Common). Normal Rats: Normal rats have gray or brown
Hit Dice: 1 hit 1/2 (1-4 hit Rats are clever rodents that can eat meat, fuf, and are from 6" to 2' long. They attack in
point (S) points) (S) grain, sawdust, almost anything. Rats usually "Packs" of 5-10 rats per pack. If there are more
Move: 60' (20') 120' (40') avoid humans and will not attack uniess sum- than 10 rats they will divide into packs of 10 or
Swimming: 30' (lo') 60' (20') moned (by a wererat, for example) or defending less and attack several creatures; one pack will
Attacks: 1 bite I bite theit lair. Rats are good swimmers and may at- only attack one creature at a time and makes one
per pack each tack while in water. They are afraid of fire, and attack per round. Rats climb all over the creature
Damage: id6 + id3 + will run from it unless forced to fight by a sum- they are attacking, often knocking the victim
disease disease moning creature. down.
No. Appearing: idio x 5 3d6 Some rats carry diseases. Anyone bitten by a Giant Rats: These creatures are very similar to
(id lo x 2) (3dio) rat has a 1 in 20 chance of being infected. (This the normal varieties, but are 3' long or more,
Save As: Normal Man Normal Man chance should be checked each time a rat suc- and have gray or black fur. They are often found
Morale: 5 8 cessfuily hits. If a rat is diseased, its XP award is in dark corners of dungeon rooms and in areas
Treasure Type: L L 6.) The victim may still avoid the disease by with undead monsters.
Intelligence: 2 2 making a saving throw vs. poison. If failed, the Terrain: Normal Rats: Any. Giant Rats: Ca-
Alignment: Neutral Neutral victim may die in id6 days (i in 4 chance) or may vern, Ruins.
XP Value: 2 5
201
pter 14: Monsters
Revenant Robber Fly
A form of undead; see Spirit. Armor Class: 6 Monster Type: Lowlife (Rare).
Hit Dice: 2 (S) A robber fly is a 3' long giant fly with black
Revener Move: 90' (30') and yellow stripes. From a distance, robber flies
Armor Class: -4 Flying: 180' (60') look like giant bees. They are carnivores, and
Hit Dice: lo* (M) Attacks: 1 bite may attack adventurers. However, they prefer
Move: 180' (60') Damage: id8 giant bees as food, and are immune to their
Attacks: 1 touch No. Appearing: ld6(2d6) poison.
Damage: Loss of I sense (special, see Save As: 'Fl Robber flies are patient hunters. They often
below) Morale: 8. hide in shadows and wait to surprise prey (1-4 on
No. Appearing: ld3(o) Treasure Type: u ld6). A robber fly can leap up to 30' and attack
Save As: FIO Intelligence: 0 with its bite.
Morale: 11 Alignment: Neutral Terrain: Open, Ruins, Woods.
Treasure Type: Nil XP Value: 20
Intelligence: 10
Alignment: Chaotic Roc
XP Value: 1,750 Small Large Giant
Monster Type: Monster (Rare). Armor Class: 4 2 0
This monster appears as a human figure with Hit Dice: 6 (L) 12 (L) 36 (L)
skeletal hands and a skull head with flowing, Move: 60' (20') 60' (20') 60' (20')
white half. A revener prowls dark, underground Flying: 480' (160') 480' (160') 480' (160')
caverns and dust-filled tombs and crypts. When Attacks: 2 claws/ 1 bite 2 claws/ 1 bite 2 claws/ 1 bite
it touches a victim, it drains one of the victim's Damage: id4+ 1/id4+ 1/2d6 id8/id8/2dio 3d6/3d6/8d6
senses permanently; the victim may make a sav- No. App@afing: o(ldl2) 0(id8) 0 (1)
ing throw vs. spells, success indicating that the Save As: F3 F6 F18
loss is temporary (lasting only 2d6 rounds). The Morale: 8 9 10
lost sense may be chosen or randomly deter- Treasure Type: I I I
mined; subsequent hits always drain different Intelligence: 2 2 2
senses. A restore spell will restore one lost sense. Alignment: Lawful Lawful Lawful
Taste: Victim cannot identify tastes (such as XP Value: 275 1,250 6,250
potions). Monster Type: Monster (Rare). never check morale if encountered in their lair. If
Smell: Victim is immune to vile odor effects, Rocs are huge birds of prey resembling eagles. hatched or captured as chicks, young rocs can be
but suffers a - I penalty to surprise rolls. They afe very lawful, and are often unmendly trained as riding-beasts.
Hearing: Victim cannot heat and loses the toward neutrals ( - 1 on reaction rolls) and cha- Terrain: Mountains (@r); Any (hunting).
ability to speak cleafly (may ruin spell casting). otics ( - 2 on reactions). Load: A roc can carry up to 1,000 cn X its HD
Touch: Victim's Dexterity drops by 4 points Rocs prefer solitude and will swoop to attack at full flying speed; 2,000 cn x its HD at half
(and, if an elf, cannot find secret doors). any intruders uniess carefully approached. Their flying speed.
Sight: Victim is blinded. nests are in the highest mountains, and may Barding Multiplier: Small Roc: x 3. Large
Sixth Sense: Victim may not use ESP, crystal (50% chance) contain ld6 eggs of young. Rocs Roc: x 5. Giant Roc: X 10.
balls, telepqthy or similar extra-sensory magical
effects.
Terrain: Ruins. Rust Monster Salamander*
Armor Class: 2 Flame* Frost*
Rhagodessa Hit Dice: 5* (L) Armor Class: 2 3
Move: 120' (40') Hit Dice: 8* (L) 12* (L)
Armor C@s: 5 Attacks: 1 Move: 120' (40') 120' (40')
Hit Dice: 4+ 2 (L) Damage: See below Attacks: 2 claws/ 1bite 4 claws/ I bite
Move: 150' (50') No. Appearing: id4(id4) Damage: id4/id4/id8 id6( x 4)/2d6
Attacks: 1 leg/ I bite Save As: F3 No. Appearing: id4 + 1 (2d4) ld3(id3)
Damage: 0 + suckers/2d8 Morale: 7 Save As: F8 F12
No. Appearing: id4(id6) Treasure Type: Nil Morale: 8 9
Save As: F2 Intelligence: 2 Treasure Type: F E
Morale: 9 Alignment: Neutral Intelligence: 1 1
Treasure Type: u XP Value: 300 Alignment: Neutral Chaotic
Intelligence: 0 XP Value: 1,200 2,125
Alignment: Neutral Monster Type: Monster (Rare).
XP Value: 125 A rust monster has a body like a giant arma- Monster Type: Planar Monster, Enchanted
Monster Type: Lowlife (Rare). dillo with a long tail, and two long front anten- (Very Rare).
A rhagodessa is a giant spiderlike cafnivofe, nae. If a rust monster hits a target with its Salamanders are free-wiried beings from the cle-
about the size of a small horse. It has an over- antenna, any nonmagical metal afmof or weap- mental planes, common there but rare elsewhere.
on hit immediately crumbles to rust.
sized head and jaws (mandibles) colored yellow, A rust monster is attracted by the smell of Both look like giant lizards; flame salamanders are
and a dark brown thorax. It has five pairs of legs; metal, and eats the rust created by its attacks. from the plane of Fire, and frost salamanders are
the front pair end in suckers which help the crea- The rust monster can be hit by any type of from the plane of Air. The two types are mortal en.
ture grasp its pfey. A hit with a leg does no dam- weapon. A successful attack roll indicates that emies, and wiil attack each other on sight. Both are
age but means that the victim is stuck. In the the rust monster's body is hit, which does not inunune to normal weapons.
next round of combat, the victim is pulled to the harm -the weapon. A magical piece of metal Flamc salamander: This monster is a snakelike
mandibles and bitten (automatic hit). struck usually loses one "plus" per hit, but has lizard, 12'-16' long, with bright orange-yellow
Rhagodessae are nocturnal carnivores, hunt- a 10% chance per "plus" of resisting the effect. and orange-red scales. When not on its own
ing only in the dark. They are normally found in For example, a shield + I has a I 0 % chance of plane, it prefers to live in or near voicanoes, or in
caves, and can climb walls. surviving the attack. very hot lands. It is immune to fire. All creatures
Terrain: Cavern, Ruins; Hill, Mountain, Terrain: Cavern, Ruins. within 20' take id8 points of damage per round
Woods, (after dark). from the intense heat fadisted by the creature.
02 A
Chapter 14: Monsters
Shrew, Giant
Frost salamander: This monster has six legs Shade
and white or blue-white scales. When not on its A form of undead; see Phantom. Armor Class: 4
own plane, it prefers frozen wastelands, glaciers, Hit Dice: 1- (S)
and icy tundra. It attacks by rearing up, striking Shadow* 180' (60')
Move:
with four legs plus one bite. It is immune to Armor Class: 7 Attacks: 2 bites
cold. All creatures within 20' take id8 points of Hit Dice: 2 + 2* (M) Damage: id6/id6
damage each round from the extreme cold the Move: 90' (30') No. Appearing: id8 (id4)
monster radiates. Attacks: 1 Save As: Fl
Terrain: Flame: Plane of Fire. Frost: Plane of Damage: id4 + special Morale: 10
Air. No. Appearing: id8 (ldl2) Treasure Type: Nil
Save As: F2 Intelligence: 2
Sasquatch Morale: 12 Alignment: Neutral
Armor Class: 6 Treasure Type: F XP Value: 13
Hit Dice: 5* (L) Intelligence: 4 Monster Type: Giant Animal (Rare).
Move: 150' (50') Alignment: Chaotic Giant shrews look like large, brown-furred
Attacks: 2 claws or 1 boulder XP Value: 35 rats with long snouts. They can burrow, climb,
Damage: 2d4/2d4 or 2d8 Monster Type: Monster, Enchanted (Rare). or jump (up to 5'). The eyes of a giant shrew are
No. Appearing: 0 (idio) This monster is not undead. so weak that the creature is not affected by light
Save As: F5 Shadows are noncorporeal (ghostlike) intelli- or the lack of it. A shrew uses radarlike squeaks
Morale: 6 or 1 1 (see below) gent creatures found in eerie, dark places such as to "see" its surfoundings (as bats do), and can
Treasure Type: Nil dungeons, deep forests, or ruins. They can only "see" things within 60' as well as a creature with
Intelligence: 6 be harmed by magical weapons. They look like normal sight. Since it needs echoes to "see," a
Alignment: Neutral real shadows and can alter their shape slightly. giant shrew dislikes open areas, and remains un-
XP Value: 300 Shadows are hard to see and usually gain surprise derground most of the time. A silence 15' radius
Monster Type: Humanoid (Rare). (1-5 on ld6). spell will "blind" a giant shrew. If it cannot
The sasquatch are a very shy race of low intelli- If a shadow scores a hit, it will drain 1 point of hear, it will be confused, and then becomes AC
gence who dwell deep within dark woods and in Strength in addition to doing normal damage. 8, with a penalty of - 4 on its attack folls.
high mountains. The creature is a tall apelike This weakness will last for 8 turns. Any creature A giant shrew is very quick and will always
creature with a crested head, large feet, and a whose Strength is reduced to zero becomes a take the initiative on its first attack. It also gains
thick mat of hair (dark brown in woods, white in shadow immediately. Shadows are not affected a + 1 bonus on its initiative roll for the remain-
mountains). It is omnivorous, occasionally slaying by sleep or charm spells, but they are not undead ing rounds of combat. Its attack is so ferocious
animal prey but usually eating plants and berries. and cannot be turned by clerics. (attacking the head and shoulders of the de-
Although not aggressive, it wiil defend itself and Terrain: Ruins, Woods. fender) that any victim of 3 Hit Dice (3rd level)
its cavem @ ferociously (morale 11), attacking or less must make a saving thfow vs. death ray or
with clublike ftsts. In combat, it can also throw Shark run away in fear.
boulders to a 50' range (damage 2d8 points). Also, Great Shrews only eat insects and vegetable matter,
if both hands hit one victim, the sasquatch hugs for Bull Mako White but they afe so nervous and aggressive that they
an additional 4d6 points of damage. Armor Class: 4 4 4 a-re likely to attack anything that comes within
Common names for sasquatch include "Big- Hit Dice: 2* (M) 4 (M) 8 (L) 20' of them.
foot" (the woodland variety) and "Yeti" or Move: 180' (60') 180' (60') 180' (60') Terrain: Open, Ruins, Woods.
"Abominable Snowman" (the mountain folk). Attacks: 1 bite I bite 1 bite
Snow apes (q.v.) are also often called by the iat- Damage: 2d4 2d6 2dio Shrieker
ter two names. No. Appearing: 0 (3d6) 0 (2d6) 0 (id4) Armor Class: 7
There can be sasquatch spellcasters; see Save As: Fl F2 F4 Hit Dice: 3 (M)
"Monster Spellcasters" later in this chapter. Morale: 7 7 7 Move: 9' (3')
Terrain: Mountain, Woods. Treasure Type: Nil Nil Nil Attacks: See below
Scorpion, Giant Intelligence: 2 2 2 Damage: Nil
Move: 150' (50') Monster Type: Normal Animal (Common). Morale: 12
Attacks: 2 claws/ 1 sting Great White: Normal Animal (Rare). Treasure Type: Nil
Intelligence: 0
Damage: IdIO/ldIO/ld4 + poison Sharks are predators, feeding mostly on fish. Alignment: Neutral
No. Appearing: id6 (id6) They have little intelligence and are unpredicta- XP Value: 35
Save As: F2 ble. They afe attracted to the scent of blood
Morale: 11 within 300' and it will drive them into a feeding Monster Type: Lowlife (Common).
Treasure Type: v frenzy (they attack but make no morale checks). Shriekers look like giant mushrooms. They
Intelligence: 0 Shafks are found in salt water. live in underground caverns and are able to
Alignment: Neutral Bull Shark: These are 8' long and brown in col- move around slowly. They react to light (within
XP Value: 125 or. Bull sharks will ram their prey first to stun it 60') and movement (within 30') by emitting a
Monster Type: Lowlife (Rare). (save vs. paralysis or be stunned for three piercing shriek which lasts for id3 rounds. For
A giant scorpion looks just like the normal rounds), and then attack the helpless prey the each round of shrieking, the DM can roll id6;
arachnid, but is the size of a small horse. It liv@s iie t round. a-ny result of 4-6 indicates that a wandering mon-
Lako Shark:These are 12' long and blue-gray ster has heard the noise, and will arrive in 2d6
in deserts, caves, and ruins, preying on any ani- or tan in color. Mako sharks are very unpredicta- rounds.
mal over 2' in length. It usually attacks on sight. ble, ignoring prey one moment and attacking Their shriek can stun small animals (especially
It fights by grasping a victim with its claws and
stinging. If either claw hits, the attack roll for another. birds and bats), which the shriekers slowly crawl
the stinger gains a + 2 bonus. Anyone struck by Great White Shark:These are 30' long or larg- over to and draw into their feeding orifices, on
the stinger must make a successful saving throw er and gray with a white underside. They have the bottom of their "stalks." They are also scav-
vs. poison or die. been known to destroy small boats. engers, feeding off carrion left in their vicinity.
Skeleton Slug, Giant
Armor Class: 7 Armor Class: 8 do no damage at all), and edged weapons inflict
Hit Dice: I(M) Hit Dice: 9** or more (see below) (L) only half damage (plus magic adjustment). Fur-
Move: 60' (20') Move: 60' (20') thermore, a fighter's Smash option inflicts no
Attacks: I Burrowing: 30' (10') additional damage.
Damage: By weapon Attacks: I bite or 1 spit The giant slug can attack with its sharp tongue
No. Appearing: 3d4 (3dlO) Damage: ldl2 or as dragon breath (which does ldl2 damage), but prefers to spit
Save As: Fl No. Appearing: I (1) acid. Their ranged acid attack can fly to a 5'
Morale: 12 Save As: F (level = 1/2HD) range per Hit Die (45' at 9 Hit Dice, etc.). The
Treasure Type: Nil Morale: 8 first such attack will always miss (the slug uses it
Intelligence: 1 Treasure Type: Nil to range in on victims), but following attacks are
Alignment: Chaotic Intelligence: 2 calculated normally.
XP Value: 10 Alignment: Neutral Any victim hit by the acid takes damage equal
Monster Typ e: Undead, Enchanted (Com- XP Value: See below to the slug's current hit points (a victim may
mon). Giant Slug XP by Hit Dice: make a saving throw vs. dragon breath to take
Animated skeletons are undead creatures often 2,300 ( 9**) 3,250 (13**) 4,300 (17**) half damage). The acid may also destroy equip-
used as guards by the high level magic-user or 2,500 (10**) 3,500 (14**) 4,825 (18**) ment carried if the saving throw is failed. Giant
cleric who animated them, or by greater undead 2,700 (1 I * *) 3,750 (15**) 5,350 (19**) slugs have been found with up to 20** Hit Dice.
creatures who command them. Skeletons are of- 3,000 (12**) 4,050 (16**) 5,975 (20**) Giant Snail: The giant snail, found in deep
ten found near graveyards, dungeons, and other forests, has a great shell that gives it AC - 2; it is
deserted places. Since they are undead, they can Monster Type: Giant Animal (Rare). otherwise identical to the giant slug. The shell of
be turned by clerics, and are not affected by sleep The giant slug is a huge boneless creature that a giant snail can be crafted into shields that be-
or charm spells, nor any form of mind reading. dwells in underground caverns and dungeons. stow resistance to acid attacks (the user gains a
Skeletons will always fight until "killed." Its rubbery body allows it to squeeze throul'h +4 bonus to all saving throws against acid, in-
Terrain: Ruins. any opening 5' x 5' or larger. Because of its elas- cluding black dragon breath).
ticity, attackers do not get to count strength bo- Terrain: Giant Slug: Cavern, Ruins. Giant
Snail, Giant nuses when attacking them, blunt weapons Snail: Woods.
A form of giant slug; see Slug, Giant. inflict only magic damage (if not magical, they
Monster Type: Normal Animal (Common). both; it will usually spit. The damage given (id3 more than a pinprick, and will go unnoticed 50%
Snakes are long, sinuous, legless reptiles. points) applies only to the bite; in this case, the of the time. The victim must make a saving throw
They come in two varieties: constrictors and vi- victim must make a saving throw vs. poison or vs. poison, and the poison is slow-acting; its full
pers. Constrictors wrap around their prey and die in idio turns. effects take 1 d4 + 2 tums to be felt if the saving
squeeze it to death (they can bite, too, for some Giant Racer: This is an "average" type of gi- throw is failed. Unlike other snakes, sea snakes
damage); vipers bite their prey and inject poi- ant snake about 4' long. It has no special abili- will attack humans; they are very aggressive.
son. Snakes are found almost everywhere, avoid- ties, but is faster than most other types. It is not Giant Rattlesnake: A giant rattlesnake is a lo'
ing only very cold places. Most snakes do not poisonous, but its bite can be dangerous in it- long snake with brown and white scales set in a
usually attack unless surprised or threatened. self. Larger ones may be found, averaging 2' diamond pattern. On its tail is a dried, scaly rat-
Most snakes are carnivofes but prefer prey small long per Hit Die and inflicting id8, idio, or tle, which it often shakes to warn off intruders or
enough for them to eat; when dining, they un- even 2d6 points of damage per bite. attackers who are too large to eat. The victim of a
hinge their jaws and swallow their prey whole. Pit Viper: A pit viper is a 5' tong greenish-gray giant rattlesnake bite must make a saving throw
Spitting Cobra: A spitting cobra is a 3' long poisonous snake with small pits in its head. vs. poison or die in id6 turns. This snake is very
grayish-white snake. It spits a stream of venom at These pits act as heat sensors, with a range of fast, and attacks twice per round, the second at-
its victim's eyes, up to a distance of 6' away. If 60'. The combination of pits and intravision tack coming at the end of the round.
the spit hits, the victim must make a saving makes it very hard to fight a pit viper; it is so Rock Python: This 30' long snake has brown
throw vs. poison or be blinded. (This blindness quick that it always gains the initiative (no toll and yellow scales set in a spiral pattern. Its first
can normally be removed only by a cure blind- needed). Any victim bitten by a pit viper must attack is a bite. if the bite is successful, it cods
ness spell, but the DM may allow other meth- make a saving throw vs. poison or die. around the victim and constricts in the same
ods.) As with most small poisonous snakes, a Sea Snake: Sea snakes are snakes adapted for round. This squeezing does 2d4 points of dam-
spitting cobra will not attack human-sized or living in the sea. All are poisonous. They average age per round, and occurs automatically until
larger opponents unless startied or threatened. It 6' long, but can be much larger if the DM desires the snake dies or releases the victim.
can either spit or bite in one round, but not (2' long per Hit Die). A sea snake's bite is little Terrain: Any except Arctic. Sea Snake: Ocean.
04
hapter 14: Mons
Spectral Hound* At any time after a character has been affect- Sphinx
Armor Class: - 2 ed, he may be restored to the normal world by a Armor Class: 0
Hit Dice: 5** (M) dimension door spell. When the spell is cast, the Hit Dice: 12*****
Move: 150' (50') affected character or characters can step through Move: 180' (60')
Attacks: 1 the dimension door and return to the normal Flying: 360' (120')
Damage: 2d6 + special world. Attacks: 2 claws/ 1 bite
No. Appearing: id6 (id6) Spectral hounds may be struck by silver or Damage: 3d6/3d6/2d8
Save As: F5 magical weapons, but not by normal weapons. No. Appearing: ld2(ld4)
Morale: 12 They are immune to fire- and cold-based spells. Save As: F24
Treasure Type: Nil Terrqin: Any; including all dimensional Morale: 10
Intelligence: 3 planes. Treasure Type: E
Alignment: Chaotic Spectra* Intelligence: 13
XP Value: 425 Alignment: Any
Armor Class: 2 XP Value: 5,625
Monster Type: Planar Monster, Enchanted Hit Dice: 6**(M)
(Very Rare). Move: 150' (50') Monster Type: Monster (Rare).
Spectral hounds are creatures from the Di- Flying: 300' (100') A sphinx is a large, winged creature with a li-
mensional Vortex-the void between all dimen- Attacks: itouch on's body and a human's face. It is fond of dry
sions. In this world they appear as ghostly Damage: id8 + double energy drain climates, but may be encountered anywhere,
dogs-pale in color and translucent. Their eyes No. Appearing: id4(ldB) most often as a guard. Some Chaotic sphinxes
are formless pools of utter blackness. They are Save As: F6 are very territorial, settling on a hilltop near a
excellent trackers and once on the trail of a crea- Morale: 11 road and preventing all travelers from passing
ture, they follow it for days. They are bred and Treasure Type: E along that road.
trained by interplanar beings (such as elemental Intelligence: 8 Both male and female sphinxes are very intel-
rulers, amirs, pashas, etc.) as hunting animals, Alignment: Chaotic ligent spelicasters, the female a 12th level cleric
and are sometimes used to track intrusive adven- XP Value: 725 and the male a 12 level magic-user. Their magic
turers back to their home planes. Likewise, ad- is so powerful that all saving throws against their
venturers might be able to charm spectral Monster Type: Undead, Enchanted (Rare). spells are made with a - 4 penalty.
hounds and train them to track villains through The ghostly spectres are among the mightiest In combat, a sphinx can attack with claws and
the planes. Spectral hounds never come to the of the undead. They have no solid bodies; they bite (or spells), but its most feared attack is its
Prime Plane except when being used in this appear as translucent beings of evil expression, roar. The roar is usable only twice per day, but is
manner by greater powers. their eyes fiery and red or black and featureless. quite powerful. Each victim within 120' must
In combat, a spectral hound attacks by biting. Once human or demihuman, they have risen af- make a saving throw vs. spells at a - 4 penalty or
Any character bitten by a spectral hound must ter death to do evil. They are often used as lieu- flee in fear for id6 turns. Each victim within 60'
save vs. spells. If he saves, the character suffers tenants by greater evil powers. must check for fear (as above) and must also
only the 2d6 points of damage from the bite. if They can only be hit by magical weapons; sil- make a saving throw vs. paralysis or be stunned
he fails to save, he begins to fade. This fading is ver weapons have no effect. Like all undead, for 1-6 rounds. (See the "Special Character Con-
very gradual: In 24 hours the character has faded spectres are immune to sleep, charm, and hold ditions" section of Chapter 13 for more on the
to the same translucent appearance as a spectral spells. effects of stunning.) Each victim within lo' must
hound. The character's equipment is not affect- A hit by a spectre inflicts id8 points of dam- check for fcar and stun (as above), but also takes
ed. When the character finishes fading com- age in addition to a double energy drain (the vic- 6d6 points of damage, and is deafened for id lo
pletely, he is unable to hold any normal items. tim loses two experience levels). A character slain turns (no saving throw).
He is unable to hear of talk to unfaded charac- by a spectre will rise the next night as a spectre The sphinx is immune to all 1st, 2nd, and 3rd
ters. From the faded character's point of view, all under the control of the slayer. level spells and to nonmagical weapons. It loves
normal things appear translucent, while faded Terrain: Ruins. puzzles, riddles, and trivia. Characters may
things (i.e. the spectral hounds and other affect- avoid combat or gain the sphinx's friendship by
ed characters) seem solid and normal. solving the sphinx's riddles.
If two sphinxes are encountered together, they
are a mated pair; if more than two are encoun-
tered, they are a mated pair with cubs.
Terrain: Any; especially Desert.
Load: 6,000 cn at full speed; 12,000 cn at half
speed.
Barding Multiplier: x 3.
pter 14: Monsters
Spider, Giant Spider, Planar
Crab Spider Black Widow Tarantel]2 Armor Class: 6
Armor Class: 7 6 5 Hit Dice: 5** to 10** (see below) (M)
Hit Dice: 2* (M) 3* (M) 4* (L) Move: 180' (60')
Move: 120' (40') 60'(20') 120' (40') Attacks: 1 bite
In Web: No webs 120' (40') No webs Damage: 2d6 + poison
Attacks: 1 bite 1 bite 1 bite No. Appearing: 2d6 (3d6)
Damage: ld8 + poison 2d6 + poison ld8 + poison Save As: F5
No. Appearing: ld4 (ld4) id3 (id3) id3 (id3) Morale: 9
Save As: Fl F2 F2 Treasure Type: See below
Morale: 7 8 8 Intelligence: 12
Treasure Type: u u u Alignment: Any
Intelligence: 0 0 0 XP Value: By Hit Dice:
Alignment: Neutral Neutral Neutral 5** = 425
XP Value: 25 50 125 6** = 725
Monster Typc: Lowlife (Rare). 7** = 1,250
trapped. The webs may also be burned away. 8** = 1,750
Giant spiders are simply huge versions of nor- Any victim of the bite of a black widow spider 9** = 2,300
mal spider species. All giant spiders can be dan-
must make a saving throw vs. poison or die in 1 10** = 2,500
gerous, and many are poisonous. All are turn. I
carnivores, either trapping their prey in webs of Tarantella: A tarantella is a huge hairy magical Monster Type: Planar Monster (Very Rare).
jumping at victims by surprise. However, they are spider that looks like a 7' long tarantula. Its bite The "planar spiders" are intelligent plane-
rarely intelligent, and will often flee from fife. does not kill; instead, it causes the victim (if a traveling arachnids with a vast, but odd, civiliza-
Three examples of giant spiders are given here. saving throw vs. poison is failed) to have painful tion. They can travel through planes and
Crab Spider: This is a 5' long spider with a spasms that fesemble a frantic dance. This dance dimensions at will. Those most commonly en-
chameleonlike ability to blend into its surround- has a magical effect on onlookers. Anyone countered have 5 Hit Dice, but leaders of up to
ings, surprising on a toll of 1-4 (on id6). It clings watching the dance must make a saving throw 12 Hit Dice have been found. Their home plane
to walls or ceilings and drops onto its prey. After vs. spells or start to dance in the same way. Danc- is not known, and no traces of cities have ever
the first attack, it can be seen and attacked nor- ing victims have a penalty of - 4 on their attack been discovered; planar spiders describe it as a
mally. Any victim of its bite must make a saving rolls, and attackers gain + 4 on their attack rolls. world covered with cities made up of buildings
throw vs. poison or die in id4 turns. However, The effects of the bite last for 2d6 turns. How- lovingly crafted from imperishable white webs.
the poison is weak, and the victim gains a + 2 ever, dancers will dfop from exhaustion in 5 Planar spiders are widely-enough traveled that
bonus to the saving throw toll. turns, and they will then be helpless against at- most speak Common.
Black Widow Spider: This vicious arachnid is tacks. Those caught while watching will dance as In combat, a planar spider arrives from an-
6' long, and has a red "hourglass" mark on its long as the original victim. (A dispel magic spell other plane (usually the Ethereal), attacks, and
belly. It usually stays close to its webbed lair. The will stop the dance.) then "shifts" back to the other plane. It auto-
webs should be treated as the magic-user's web Terrain: Crab: Cavern, Ruins. Black Widow, matically gains initiative when "shifting," and
g free, once en- Tarantella: Ruins, Woods. usually (75%) cannot be attacked before it
leaves! However, hasted opponents may attack
normally before the creature "shifts."
Normally, any victim bitten must make a sav-
ing throw vs. poison with a - 4 penalty to the
roll, or die. However, the creature can choose to
bite without using the poison, if desifed.
Any spider encountered may have id3 miscel-
laneous magical items that it can use, or it may
have id4 odd but nonmagical items with which
it-but not humans-is familiar.
Occasional rare encounters may be with
spelicasting planar spider clerics or magic-users
(maximum 9th level in either), For XP calcula-
tions, one asterisk is added for each two levels of
spell use. Planar spiders that cast spells cannot
cast spells and then phase out in the same round.
Planar spiders will not automatically attack
PCs. In fact, since they're the primary intelli-
gence of their own planes, they should be played
much like humans. There could be planar-spider
bandits, NPC adventuring parties, etc. Most,
when encountered, will speak to PCs and find
out their intentions toward him: This could be a
real surprise to characters who have only encoun-
tered "normal" giant spiders!
Terrain: Any.
Chapter 14: Monsters
Spirit*
Druj* Odic* Revenant*
Armor Class: -4 -4 - 3
Hit Dice: i4**** (M) 16**** (M) 18**** (M)
Move: 90' (30') 0 (see below) 120' (40')
Attacks: I or 4 1 (see below) 2 claws/ 1 bite
Damage: See below (all + poison) ldl2 + poison (see below) 2 d4 / 2 d4 / 1 d4 + 2 (all + poison)
No. Appearing: 1 (1) or id4 + I 0 (1) I (1)
Save As: F14 F16 F18
Morale: 11 12 10
Treasure Type: 1, 0, v 1, 0, v 1, 0, v
Intelligence: 14 12 13
Alignment: Chaotic Chaotic Chaotic
XP Value: 5,500 6,250 7,52 5
DM Checklist: Druj: Druj appear as body parts, floating of Once it has settled for the night, an odic ca
Attacks: Poison touch and presence; cleric crawling about in a horrible way. A druj is usu- not move from the spot until daybreak. Whi
spells; other specials ally encountered in the form of a hand, eye, or using its spells, it can attack by animating part
Defenses: + 2 weapon or better to hit; im- skull. Druj are very intelligent and strongly evil, the plant. The longest branch or vine of t
mune to 1st-3rd level spells far more dangerous than they may seem. plant reaches out (10-30' range), attacking as
Druj only: First successful turn attempt forces A druj can spat its essence, creating four 16 HD monster and inflicting ldl2 points
druj components to reunite; subsequent turn (identical) forms instead of one. This can be per- damage per hit (in addition to poison).
rolls handled normally. formed only once per night. Each of the forms The plant is immediately Rifled when the od
can attack separately, but only one of the forms is possesses it. The creature uses the plant's parts
Monster Type: Undead, Enchanted (Very able to cast spells (as given above). The form us- seek out other tife to feed on. Most commonly,
Rare). ing the spells can often be distinguished, as it animates individual leaves, which float aw
Spirits are powerful evil beings inhabiting the will hover nearby while the other forms attack. If (movement rate 30'per round) in search of victim
bodies (or body parts) of others; they are among that form is slain, one of the surviving forms im- it can animate up to 6 such leaves at one time.
the nastiest of undead monsters. They are im- mediately gains all unused spellcasting abilities. leaves may be sent up to 1 @e from the odic. A
mune to spells below 4th level, and cannot be All four forms are poisonous. mated leaves normally gain surprise (90% chance
harmed by normal weapons of magical weapons If turned by a cleric, the parts of a druj turned Each leaf attacks as if a 4 Flit Dice monster;
of less than + 2 enchantment. are forced to reunite into one creature, remain- damage is @cted, but each victim hit must m
All spirits are travelers, never staying in one ing united for id4 + I rounds. Further success at a saving throw vs. spells or be charmed. A charm
place for more than one night; they become in- turning is handled normally. victim is drawn toward the odic, and has a - 4 pe
visible and nearly powerless (except to move) Druj are always encountered singly unless alty on the saving throw against the energy d
with the light of dawn, regaining their powers at commanded into service by a lich or more power- when entering the purple aura.
dusk. In daylight, any spirit can travel up to 24 ful member of the Sphere of Death. In such If the plant possessed has no detachab
miles per day (i hex). cases, two druj eyes may rest within a druj skull, leaves, the odic may animate other portio
All spirits are poisonous. When hit by a spirit accompanied by two druj hands; no more than (pine needles, flowers, etc.) in a similar mann
in hand-to-hand combat, the victim must make these five druj can ever gather in one place. as described above-up to 6 at once, each with
a saving throw vs. poison or die immediately. A Eye: An eye druj darts about, trying to touch charm ability per touch.
new saving throw must be made for each hit by (poison) its opponent; a touch does not inflict Odics occasionally inhabit the bodies
the spi'ri@t. any damage other than poisoning. Each eye druj plantlike monsters. The creature may make
The poisonous presence of a spirit causes all can also gaze at one victim per round (30' saving throw vs. spells to avoid the possessio
consumable items within 30', including normal range), in addition to its physical attack. The vic- but may die from the level draining and oth
food and water, holy water, all rations (even iron) tim must make a saving throw vs. paralysis or be abilities of the odic even if the saving throw
and even magical potions to become spoiled and. paralyzed for id4 turns. The eye druj may touch successful. The odic gains the abilities of a
useless (but not poisoned), with no saving throw a paralyzed victim automatically. plantlike monster possessed. They may be us
allowed. Even living plants and small insects with- Hand: A hand druj inflicts id4 points of dam- in addition to the normal abilities of the odic.
in this area are paralyzed, dying if the spirit re- age when it hits, and thereafter holds onto its Odics are always encountered singly.
mains there more than an hour. This effect victim, causing automatic damage each round
negates all forms of plant control, insect swarms thereafter. The damage caused is equal to the Revenant: This horror appears to be a zombi
and plagues, both normal and magical. AC of the victim, ignoring dexterity and shield though it walks at a faster rate. It never carri
All spirits can sense invisible things, and can at- bonuses, plus id4 points. If the adjusted armor weapons. The revenant roams the night in sear
tack them without penalty. All spirits can, once class is a negative number, the attack will still in- of victims, surprising them 50% of the time.
per round, at will, create the following cleric spell flict id4 points of damage each round. can leap once per turn to a 60' range; when bo
effects: darkness, silence 15'radius, cause discase, Skull: A skull druj floats toward and bites its surprising and leaping on a victim, its three
animate dead, finger of death (all as if cast by a victim. When first approached, the victim must tacks all hit (no attack rolls needed), causing n
16th level cleric). A spirit will often pause to ani- make a saving throw vs. spells or be frozen with mal damage and three separate saving throws
mate the body of a fallen victim, creating and fear, allowing the skull druj to bite (no attack roll poison.
controlling it as a zombie to fight for it and add to needed) for 2d4 points of damage. The normal Once per night, a revenant can summon 1
the chaos. (Attempts at turning such zombies are saving throw vs. poison applies to each bite. spectres to come to its aid. The spectres will
made as if turning the spirit itself!) All of these rive id6 + 2 rounds after being summoned, a
spell-like abilities require concentration, as do Odic: This evil spirit travels up to 24 miles each will obey and fight for the revenant. They m
normal spells, so while using an ability, a spirit day, settling into a plant by night. It is danger- be turned as normal spectres.
cannot attack physically. Unlike normal cleric ous even if avoided, as it animates parts of the Revenants are resistant to turning attempts.
spells, no words or gestures are needed. plant to do its bidding. The plant can easily be any "D" result is indicated, the revenant m
A spirit normally has no treasure, though it seen at long range (up to 300 yards), as the odic make a saving throw vs' spells; if successful, the
may occasionally serve as a guard for some special radiates a purplish light in a 20' radius. Any liv- tempt has no effect. A ' tum" result gives no savi
item. Those characters who risk travel at night ing being within this light must make a saving throw, but the revenant wiil return in id4 turns
y encounter a spirit with id6 of its victims, throw vs. spells or lose 1 level because of energy Revenants are always encountered singly.
who may carry treasure. drain (as if struck by a wight). Terrain: Any (usually Barren Lands and Ruin
ma
I 207
apter 14: Monsters
Sporacle Sprite
Armor Class: 0 (tentacles: 4) Armor Class: 5 Sprites are small winged people (about foot
Hit Dice: 7*** (M) Hit Dice: 1/2* (1-4 hp) (S) tall) related to pixies and elves. Though shy,
Move: 180' (60') Move: 60' (20') they are very curious and have a strange sense of
Attacks: 1 2 tentacles/ Ibite Flying: 180' (60') humor.
Damage: I + paralysis/2diO Attacks: 1 spell Five sprites acting together can cast one curse
No. Appearing: id4 (2d4) Damage: See below spell. This will take the form of a magic practical
Save As: See below No. Appearing: 3d6 (5d8) joke, such as tripping or having one's nose grow.
Morale: 10 Save As: El The exact effect of the curse is left to the DM's
Treasure Type: See below Morale: 7 imagination. (The effects of the sprites' curse
Intelligence: 2 Treasure Type: s can be countered by a remove curse spell.)
Alignment: Chaotic Intelligence: 14 Sprites will never cause death on purpose even if
XP Value: 1,650 Alignment: Neutral they are attacked.
Monster Type: Monster (Very Rare). XP Value: 6 There can be sprite spellcasters; see "Monster
The sporacle appears identical to a beholder at Spellcasters" later in this chapter.
first glance: a floating ball-like creature, 5' in di- Monster Type: Humanoid (Common). Terrqin: Woods.
arneter, with a huge gaping mouth and a large
central eye above it. Tentacles sprout from its en- Statue, Living
tire body. It has six eyes, positioned evenly about Crystal Iron Rock
the surface of the body (top, bottom, front, Armor Class: 4 2 4
back, sides). It normally keeps all but a few up- Hit Dice: 3 (M) 4* (L) 5* (L)
per tentacles retracted. Move: 90' (30') 30' (10') 60' (20')
A sporacle regenerates by submersing itself in Attacks: 2 2 2
fresh water (but not in brine) at the rate of 3 hit Damage: id6/id6 ld8/ ld8 + special 2d6/2d6
points pef round so lost body parts may be rap- No. Appearing id6 (ld6) id4 (id4) id3 (id3)
idly regrown. If a loose tentacle falls or is placed Save As: F3 F4 F5
in water, it will grow into a whole creature in I Morale: I 1 1 1 1 1
hour. This is their only method of reproduction, Treasure Type: Nil Nil Nil
so they are often found near a water source. Intelligence: 7 7 7
A sporacle may attack anything, but prefers Alignment: Lawful Neutral Chaotic
humanoids as food. As it moves into combat, it XP Value: 35 125 300
extends all its tentacles, appearing to sprout
them as it attacks. It moves through air or water Monster Type: Construct, Enchanted (Com- Iron: A living iron statue has a body that can
by magical flight, but is very quick. It spins rap- mon). absorb iron and steel. It takes normal damage
idly in all directions when in combat, using all of A living statue is an enchanted animated crea- when hit, but if a nonmagical metal weapon is
its tentacles each round against I or 2 oppo- ture made by a powerful wizard. It appears to be used, the attacker must make a saving throw vs.
nents. A sporacle has average intelligence (10) a perfectly normal statue-until it moves! A liv- spells or the weapon will become stuck in the
and cannot use spells or magical items. ing statue may be any size or material; the sizes body of the living iron statue, and can only be
The sporacle prefers not to bite victims that given afe typical. Living crystal, iron, and rock removed if the statue is killed. (If the weapon is
are still moving. It uses its tentacle attacks statues are given as examples, and the DM may left in the statue, the statue will eventually ab-
until all have been destroyed; only then win it create others. (Not every statue in a campaign sorb the metal completely and eject nonmetal
resort to its ferocious bite. Each tentacle hit in- should be a living statue. If every statue in your parts, so the statue will not forever walk around
flicts I point of damage, and each requires a s campaign is a living statue, PCs will know that with weapons sticking out of it.)
av-
ing throw vs. paralysis. Failure indicates that the any statue they see can attack them. Have noble- Rock: A living rock statue has an outer crust of
venomous tentacle has struck skin, and takes ef- men possess statuary as treasure and decoration; stone but is filled with hot magma (fiery lava).
fect. This paralysis is a delayed sort, however, have expensive public buildings and plazas be When the creature attacks, it squirts the magma
taking effect after I round passes; it lasts for 1 decorated with statues; living statues are very from its fingertips (or similar members) for 2d6
turn thereafter uniess cured. If its opponents rare in comparison with the numbers of "real" points of damage per hit.
flee, it will remain to feast upon its paralyzed statues.) Terrain: Any (especially Ruins).
victims; if there are none, it always pursues. Living statues are not affected by sleep spells. Load: Crystal Statue: 1,500 cn at full speed;
The sporacle may be damaged by any sort Of Crystal: A living crystal statue is a life form 3,000 cn at half speed. Iron Statue: 2,000 cn at
edged weapon, and by any missile weapon except made of crystals instead of flesh. Crystal statues full speed; 4,000 cn at half speed. Rock Statue:
a sling. However, it is immune to blunt weapons, can look like statues of anything, but often ap- 2,500 cn at full speed; 5,000 cn at half speed.
and to all spells and magical devices except those pear human.
that cause damage; these will destroy one tentacle
per die of damage (or per magic missile), not af-
Stirge
facting the creature's hit points. Once all the ten-
tacies are destroyed, such spells have no further Armor Class: 7 Monster Type: Monster (Common).
effect. Sporacles cannot hear, and are immune to Hit Dice: 1 - (S) A stirge is a birdlike creature with a long nose.
all sound-based effects; they are also immune to Move: 30' (10') It attacks by thrusting its beak into the victim's
poison,
paralysis, and charms. Flying: 180' (60') body, and feeds on blood. A successful hit (for
If any attacker declares the tentacles to be the Attacks: 1 id3 points of damage) means that it has at-
target of the blow, and uses an edged weapon, DamaRe: id3 teched itself to the victim, sucking for id3 points
the tentacle is AC 4, and easily severed. After No. A7ppearing: idio (3dl2) of damage per round until the victim is dead.
falling off, a tentacle will live for up to 1 hour, Save As: F2 A flying stirge gains a bonus of + 2 on its first
remaining venomous for that time. When the Morale: 9 attack roli against any one opponent due to its
educed to 0 hit points or less, its body Treasure Type: L speedy diving attack.
creature is r
comes apart grotesquely, spinning wildly and Intelligence: I Terrain: Cavern, Ruins, Woods.
sending all remaining tentacles in various direc- Alignment: Neutral
tions. (Make final attack rolls as applicable.) XP Value: 1 3
Terrain: Cavern.
08
hapter 14: Monsters LIP,
Thoul
Termite, Water
Swamp Fresh Water Salt Water Armor Class: 6
Armor Class: 4 6 5 Hit Dice: 3** (M)
Hit Dice: I + 1 (S) 2 + 1 (S) 4 (M) Move: 120' (40')
Move: 90' (30') 120' (40') 180' (60') Attacks: 2 claws or 1 weapon
Attacks: See below See below See below Damage: id3 / ld3 or by weapon
Damage: id3 id4 id6 No. Appearing: ld6 (ldio)
No. Appearing: 0 (ld4) 0 (id3) 0 (id6 + 1) Save As: F3
Save As: Fl F2 F3 Morale: 10
Morale: 10 8 11 Treasure Type: c
Treasure Type: Nil Nil Nil intelligence: 6
Intelligence: 0 0 0 Alignment: Chaotic
Alignment: Neutral Neutral Neutral XP Value: 65
XP Value: 1 5 25 75 Monster Type: Monster (Very Rare). These
Monster Type: Lowlife (Common). must be made. A victim hit by the spray must creatures are not Undead.
- oison or be paral A thoul is a magical combination of a ghoul, a
Water termites range from l'-5' long, the larg make a saving throw vs. p yzed hobgoblin, and a troll. Except when very close,
est found only in ocean waters. All are shaped for I turn. If the creature is frightened under- I
like normal termites, except for an elastic sac in water, its ink does not paralyze, but merely pro- tnouis look exactly like hobgoblins, and are
their abdomen that can intake and expel water vides an inky cover for the creature's retreat. sometimes found as part of the bodyguard of a
for movement and feeding. When the sac is The real terror of these creatures is the destruc- hobgoblin king or Chaotic ruler.
completely expanded, the creature looks like a tion they bring to ships. They cling to hulls, each The touch of a thoul will paralyze (in the same
way as that of a ghoul). If it is damaged, a thoul
large balloon with a small insectlike head on the causing points of hull damage equal to theit bite will regenerate 1 hit point per round as long as it
front. before letting go. Once any damage has been in- is alive.
The creature does not bite unless cornered; in- flicted, there is a 50% chance per round that
stead, it uses an inky spray for defense. When someone will notice the leakage. There can be thoul spellcasters; see "Monster
frightened above water, a normal attack roll Terrain: Swamp, Lake, Ocean. Spellcasters" later in this chapter.
Terrain: Barren Lands, Cavern.
Toad Treant Triceratops
Giant RockICave Armor Class: 2 Armor Class: 4
Armor Class: 7 2 Hit Dice: 8* (L) Hit Dice: 20* (L)
Monster Type: Giant Animal (Common). A treant is an 18' tall, intelligent creature that Rare).
Giant Toad: A giant toad is about the size of a looks like a tree with facial features. It has two This is an afmored herbivorous dinosaur. It
I @ main branches that act as arms with hands, and walks about on four legs and has much the same
very large dog, and weighs 150-250 pounds. it
can change its skin color to blend into woods or it waiks upon legs that end in rootlike feet. temperament as an elephant. The triceratops is
It is concerned only with the protection of fof- about 30' long and weighs 10-12 tons. A col-
poorly lit dungeons, surprising its prey on a roll ests and plant life; it is friends with most of the larlike armor plate grows from its head to protect
of 1-3 (on id6). It can shoot its tongue out to intelligent forest creatures (actaeons, centaurs, its neck, and its weapons include a short horn
15', and may drag victims of dwarf size or
rey is dryads, etc.). Treants speak a slow and difficult growing from its snout and two long horns grow-
smaller to its mouth to be bitten. Small p tongue, and distrust those who use fire. ing above its eyes. A single triceratops is a match
swallowed whole on a attack toll of 20, causing All encounters with treants begin at a distance for all but the largest of the predatory cafno-
id6 points of damage each round thereafter. of 30 yards or less, since they are nearly identical saurs.
Rock Toad/Cave Toad: A rock toad, or "cave to normal trees, and they surprise on a roll of 1-3 Although it is an herbivore, it is aggressive
toad", lives in rocky, cold regions such as high (on id6). Although normal weapons can harm and dangerous, usually attacking on sight. It
mountains or frozen deserts. It is about the size them, blunt weapons (such as maces) only inflict might charge (for double damage) on the first
of a large dog, weighs 150 pounds, and carries a
hard, bumpy shell on its back (like a turtle). On 1 point of damage per hit (plus magic and attack, and on any attack after it has gotten 20
strength bonuses). yards or more away from its enemy.
its head, it has bulging, multi-faceted eyes sim.i- Each treant can animate any two trees within Terrain: Open (prehistoric).
lar to a fly's. The eyes shine with a hypnotic
glow. Any creature gazing into the eyes must 60' to move at 30' (lo') and fight as treants. A Lo2d: 10,000 cn at full speed; 20,000 cn at
save vs. paralysis, or be paralyzed for 2-8 (2d4) treant may change which trees it is animating half speed.
rounds. The eyes will continue to cast a feeble from round to round.
light (5' radius) for id3 hours after the creature There can be treant spellcasters; see "Monster
dies, but the hypnotic powers will be lost. When Spellcasters" later in this chapter.
attacking, it bites with a horny, beaked mouth. Terrain: Woods.
A troglodyte is an intelligent humanoid rep- Rare).
the. It has a short tail, long legs, and a spiny The "tyrant lizard" is the largest hunting di-
" comb" on its head and arms. Troglodytes walk nosaur found. It's at least 40' iong (and can be
upright and use their hands as well as humans. longer), weighing in at 8 tons; when standing, it
They hate most other creatures. is about 20' high. It inhabits "lost world" areas.
Troglodytes have the chameleonlike ability to The tyrannosaurus walks on its hind legs, with
change colors, and use it to hide by rock walls, its heavy tail held out behind as a counterbal-
surprising often (1-4 on id6). A troglodyte also ance. Its forelimbs are small, bearing two claws
secretes an oil that produces a stench, nauseating each, but are next to useless in combat. How-
humans and demihumans unless a saving throw ever, its mighty jaws, beating teeth up to 6"
vs. poison is made. Nauseated characters have a long, more than make up for that deficit. It will
2 penalty on their attack rolls while in hand- attack anything man-sized or larger, usually at-
to-hand combat with the troglodytes. tacking the largest creature first. It can swallow a
There can be troglodyte spellcasters; see man-sized opponent if its attack roll is 19-20;
Monster Spellcasters" later in this chapter. the victim takes 2d4 points of damage each
Terrain: Cavern, Ruins. round until removed.
Terrain: jungle, Open, Woods (prehistoric).
Troll
Armor Class: 4 Undine*
Hit Dice: 6 + 3 * (L) Armor Class: 4
Move: 120' (40') Hit Dice: 8*** (L)
Attacks: 2 claws/ 1 bite Move: 90' (30')
Damage: id6/id6/idio Swimming: 240' (So')
No. Appearing: id8(id8) Attacks: 1 fist or I coil
Save As: F6 Damage: 2d8 or idio
Morale: 10 or 8 (see below) No. Appearing: 1 (1)
Treasure Type: D Save As: F16
Intelligence: 6 Morale: 9
Alignment: Chaotic Treasure Type: Nil
XP Value: 650 Intelligence: 10
Alignment: Chaotic
Monster Type: Giant Humanoid (Rare). XP Value: 2,300
and a mottled skin almost like rubber. (Very Rare).
They are carnivores, and prefer human and An undine is an intelligent creature made of
humanlike victims to all other foods. They live water. It is rare even on the elemental plane of no damage from the melting.
nearly anywhere, often in the ruined dwellings Water, its home, and is almost never encoun- An undine can attack with one "fist" (armlike
of their victims. tered on the Prime Plane. Undines are Chaotic extension) per round. If the blow hits, the un-
A troll is very strong, and rends its opponents in behavior, but (similar to djinn) have very dine may choose to coil around the opponent,
with talons and sharp teeth. It has the power of good intentions and despise evil. squeezing for id lo points of automatic constric-
regeneration, the ability to grow back together On its home plane, an undine normally has a tion damage each round. An undine can coil
when damaged. It begins to regenerate 3 rounds form like a featureless transparent snake. It can around any creature of giant size or less, and the
after it is damaged. The troll's wounds heal easily change shape, sometimes using a form victim cannot move, attack, or concentrate.
themselves at a rate of 3 hit points per round, with many tentacles to handle objects. Once per
On the Prime Plane, an undine appears iden-
and even severed limbs will crawl back to the turn, it can swim quickly in the form of a revolv-
tical to a water elemental. While in water, it is
body and rejoin. The head and claws of the troll ing coil, moving at 480' (160') rate for up to 10 invisible, and regenerates damage at the rate of 3
will continue to fight as long as the creature has I rounds. points per round. When out of water, however,
hit point or more. However, the troll cannot re- Undines are immune to poison, normal weap-
generate damage from fire or acid, and when at- ons, all 1st and 2nd level spells, and to all attacks it does not regenerate, and instead takes I point
of damage per round from drying. An undine is
tacked by these methods, the morale score is 8. based on fire. An undine can detect invisible at
not as limited as an clemental; it is not blocked
Unless totally destroyed by fire or acid, it will will, and can use detect magic, web, dispel mag-
by a protection from evil effect, and is not forced
eventually regenerate completely. ic, ice storm /wall, and fire to ice three times per to remain within 60' of water.
There can be troll spellcasters; see "Monster day (all as if a 9th level magic-user). An undine's
Their enemies are the hydrax and the hordes,
Spellcasters" later in this chapter. web is made of ice strands, which function in the
and they fear air-type creatures and attacks.
Terrain: Cavern, Wilderness (any). same way; however, flame merely melts the web,
rather than burning it, and trapped victims take Terrain: Plane of Water.
210
Unicorn Vampire* above and is @une to all weapon att@.
Armor Class: 2 Armor Class: 2 In human form, a vampire can attack by gaze
Hit Dice: 4* (L) Hit Dice: 7**-9** (M) or touch, or can summon other creatures. The
Move: 240' (80') Move: 120' (40') touch of a vampire inflicts a double energy drain
Attacks: 2 hooves/ 1 horn Flying: 180' (60') (removing 2 levels of experience) in addition to
Damage: id8 each Attacks: I touch or special d.amage. The creature's gaze can charm. Any vic-
No. Appearing: ld2 (lds) Damage: idio + double energy drain tim who meets the gaze may make a saving
Swe As: F8 or special throw vs. spells to avoid the charm, but with a
Morale: 7 or 9 (see below) No. Appearing: id4 (ld6) - 2 penalty to the roll.
Treasure Type: Nil Save As: F7-9 The vampire may summon any one of the foi-
Intelligence: 4 Morale: l 1 lowing creatures, which will come to its aid i
Alignment: Lawful Treasure Type: F they are within 300 feet (300 yards outdoors):
XP Value: 12 5 Intelligence: 10 Rats 10-100 Giant rats 5-20
Alignment: Chaotic Bats 10-100 Giant bats 3-18
Monster Type: Monster (Rare). XP Value: 1,250; 1,750 or 2,300 Wolves 3-18 Dire wolves 2-8
A unicorn looks like a slender horse with a Monster Type: Undead, Enchanted (Rare). Any character slain by a vampire will return
horn growing from its forehead. Unicorns are ai- Vampires are among the most feared of the from death in three days, as a vampire under the
ways very beautiful animals; no one has ever seen undead. They haunt ruins, tombs, crypts and control of the slayer.
an ugly one. Unicorns are shy creatures, but other places deserted by man, but fly out at There can be vampire spellcasters; see "Mon-
fierce when cornefed. Only a pure maiden can night to prey on man. ster Spellcasters" later in this chapter.
talk to or ride one. A unicorn can magically tele- Abilities of Vampires: Vampires are unaffected Weaknesses of Vampires: A vampire cannot
port itself (with a rider) to a distance of 360, once by sleep, charm, and hold spells, and can only be come within 10 feet of a strongly presented hol
per day. A unicorn's morale is improved (9) if it hit with magical weapons. A vampire may take
has a rider. symbol, although it can move to attack from an-
the form of a human, a dire wolf,'a giant bat, or a other direction. The odor of garlic repels a vam-
These creatures live in the deep forests, far gaseous cloud at will. Each change takes 1 round. pire; the creature must make a successful savin
away from sentient creatures. They are often Whatever its form, a vampire regenerates 3 hit
hunted by evil wizards, who prize their h?rns for - throw vs. poison or stay at least 10 feet awa
points per round, starting as soon as it is.dam from the garlic during that round.
their alchemical potions and spell researches. aged. If a vampire is reduced to 0 hit points it
Vampires cannot cross running water, eithe
Terrain: Woods. does not regenerate, but becomes gaseous and on foot or flying, except at bridges or while i
Lo2d: 2,000 cn at full speed; 4,000 cn at half flees to its coffin. their coffins. During the day, a vampire usuall
speed. In dire wolf or giant bat form, the vampire's rests in its coffin; failure to do so results in th
Bqrding Multiplier: x 1. move, attacks, and damage are those of the animal. loss of 2d6 hit points per day. These hit point
The vampire's AC, Mt Dice, morale, and saving are not regenerated untit the vampire has reste
throws remain unchanged. In gaseous form, @ vam- in its coffin for a full day. A vampire casts no re
pire cannot attack, but can fly at the speed given flection and avoids mirrors.
I I
pter 14: Monsters
A vampire may be destroyed by driving a Whales
wooden stake through its heaft or by immersion Killer Great Narwhal Great Whale: This huge whale is about 60'
in running water for 1 turn. If a vampire is ex- Armor Class: 6 6 7 long on the average. It preys on the most feared
posed to direct sunlight, the creature must make Hit Dice: 6 (L) 36* (L) 12 (L) denizens of the deep (such as the giant octopus
a saving throw vs. death ray each round or disin- Move, Swim: 240' (80') 180' (60') 180' (60') and giant squid). Man-sized or smaller creatures
tegrate. A continual light spell will not disinte- Attacks: 1 bite i bite 1 horn will be swallowed whole on a die roll that is 4 or
grate a vampire. If all of the vampire's coffins are Damage: 2dio 3d2O 2d6 more than the score needed to hit. A swallowed
blessed or destroyed, the vampire will weaken, No. Appearing: 0 (id6) 0 (1-3) 0 (id4) creature will take 3d6 points of acid damage per
taking 2d6 hit points of damage per day. It dies Save As: F3 F18 F12 round. Great whales will sometimes (10%) at-
when its hit points a-re reduced to 0. Morale: 10 10 8 tack ships, attempting to ram. The monster
Vision Treasure Type: Nil Nil Nil whale does 6d6 hull points of damage in a suc-
A form of undead; see Phantom. Intelligence: 2 2 4 cessful ram.
Alignment: Neutral Neutral Lawful Extremely rare great whales might grow to
Weasel, Giant XP Value: 275 12,000 1,250 double or triple this size, with a corresponding
Armor Class: 7 increase in Hit Dice and damage. There are ru-
Hit Dice: 4 + 4 (L) Monster Type: Killer Whale: Normal Animal mors of monster whales large enough to swallow
Move: 150' (50') (Common); Great Whale: Giant Animal (Very an entife harbor of ships!
Attacks: 1 bite + special Rare); Narwhal: Monster (Rare). Narwhal: The narwhal is 15' tong, gray to
Damage: 2d4 Killer Whale: These are 25' long and are white in color, and has an 8' long spiral horn on
No. Appearing: id4 (id6) found mainly in cold waters. They live by hunt- its head (like that of a unicorn). It is an intelli-
Save As: F3 ing other sea creatures. Creatures of halfling size gent magical creature, very independent and se-
Morale: 8 or smaller will be swallowed whole if the killer cretive. It is rumored that their horns vibrate in
Treasure Type: v whale scores a 20 on its hit roll. Those swallowed the presence of evil. Their horns are worth from
Intelligence: 2 take id6 points of damage per round and will 1,000 to 6,000 gold pieces each for their ivory.
Alignment: Neutral drown in 10 rounds uniess freed. Tcrrain: Ocean.
XP Value: 125
Monster Type: Giant Animal (Common). Wolf
A giant weasel is 8'-9' long and covered with a Normal Wolf Dire Wolf caves. Captured wolf cubs may be trained like
richly colored fur of white, gold, or brown. These Armor Class: 7 6 dogs (if the DM permits), but with difficulty. If
quick and vicious predators hunt singly or in Hit Dice: 2 +2 (M) 4 + 1 (M) three or fewer wolves are encountered, or if a
groups. Once they bite, they will hold on and suck Move: 180' (60') 150' (50') pack is reduced to less than 50% of its original
blood, doing 2d4 points of damage each round un- Attacks: 1 bite I bite numbers, their morale is 6 rather than 8.
til their prey is dead or unffl they are killed. Damage: id6 2d4 Dire Wolves: Dire wolves are larger and more
Giant weasels have inffavision to 30' and can No. Appearing: 2d6 (3d6) id4 (2d4) ferocious than normal wolves, and are semi-
track parties by scent. They will pursue wounded Save As: Fl F2 intelligent. They are fierce enemies and usually
prey in preference to all other. They live in tun- Morale: 8 or 6 8 hunt in packs. They are found in caves, woods,
nels underground. (see below) or mountains. They are sometimes trained by
Terrain: Cavern, Ruins, Woods. Treasure Type: Nil Nil goblins to be used as mounts. Captured dire
Lo.id: 2,000 cn, full speed; 4,000 cn, half speed. Intelligence: 2 4 wolf cubs can be trained like dogs (if the DM
Alignment: Neutral Neutral permits), but they are even more savage than
Were(creature) XP Value: 25 125 normal wolves.
See Lycanthrope. Monster Type: Wolf: Normal Animal (Com- Terrain: Woods.
Wight* mon); Dire Wolf: Giant Animal (Rare). Load: Normal Wolf: 500 cn at full speed;
Wolves are large, intelligent canine carnivores, 1,000 cn at half speed. Dire Wolf: 1,000 cri at
Armor Class: 5 and hunt in packs. Though they prefer the wil- full speed; 2,000 cn at half speed.
Hit Dice: 3* (M) Barding Multiplier: X '12.
Move: 90' (30') deiness, they may occasionally be found in
Attacks: 1
Damage: Energy drain Wraith*
No. Appearing: id6 (id8) Armor Class: 3 cal body, appearing as a pale, almost transpar-
Save As: F3 Hit Dice: 4** (M) ent, manlike figure of thick mist. A wraith is a
Morale: 12 Move: 120' (40') spirit of the unhappy dead, selfishly holding it-
Treasure Type: B Flying: 240' (80') self to the Prime Plane by draining life from the
Intelligence: 5 Attacks: 1 touch living. Wraiths dwell in deserted lands or in the
Alignment: Chaotic Damage: ld6 + energy drain dwellings of creatures they have slain or driven
XP Value: 50 No. Appearing: id4 (id6) away.
Monster Type: Undead, Enchanted (Common). Save As: F4 Wraiths are immune to sleep, charm, and
A wight is an undead spirit living in the body of Mofale: I I hold spells. A wraith can only be hit by silver or
a dead human or demihuman. A wight looks Treasure Type: E magical weapons, but silver weapons will only do
much as its body appeared in life, but bone-white Intelligence: 7 half damage. The touch of a wraith is an energy
and thin, with hollow, lifeless eyes. Its burial gar- Alignment: Chaotic drain of 1 level, in addition to causing id6
ments will be tattered and filthy. XP Value: 175 points of damage. A victim slain by a wraith wiu
Wights can only be hit by silvered or magical become a wraith in one day, under the control of
weapons. They are greatly feated, as they drain Monster Type: Undead (Rare, Enchanted). the slayer.
life energy when striking a victim. Each hit A wraith is an undead monstef with no physi- Terrain:Barren Lands, Ruins.
drains one level of experience or Hit Die. Any
person totally drained of life energy by a wight
will become a wight in id4 days, and will be un-
der contfol of the slayer.
Terrain: Barren Lands, Ruins.
212
Chapter 14: Monst
Wyvern Yellow Mold Zombie
Armor Class: 3 Armor Class: Can always be hit Armor Class: 8
Hit Dice: 7* (L) Hit Dice: 2* (L) Hit Dice: 2 (M)
Move: 90'(30') Move: 0 Move: 90'(30')
Flying: 240' (80') Attacks: Spores Attacks: 1 claw or 1 weapon
Attacks: 1 bite/ 1 sting Damage: ld6 + special Damage: id8 or by weapon
Damage: 2d8/ld6 + poison No. Appearing: id8 (id4) No. Appearing: 2d4 (4d6)
No. Appearing: ld2 (ld6) Save As: F2 Save As: Fl
Save As: F4 Morale: Not applicable Morale: 12
Morale: 9 Treasure Type: Nil Treasure Type: Nit
Treasure Type: E Intelligence: 0 Intelligence: I
Intelligence: 3 Alignment: Neutral Alignment: Chaotic
Alignment: Chaotic XP Value: 25 XP Value: 20
XP Value: 850
Monster Type: Lowlife (Common). Monster Type: Undead, Enchanted (Com
Monster Type: Monster, Dragon-Kin (Rare). This deadly fungus covers an area of 100 mon).
A wyvern looks like a two-legged dragon with square feet (a 1 O' x 1 O' area counts as one mon - Zombies are mindless undead humans o
a long tail. Unlike dragons, wyverns are mostly ster, and many may be found together). Yellow demihumans. They are empty corpses animate
brown, red, or rust-red in hue. These beasts pre- mold can only be killed by fire: a torch will do by an evil magic-user or cleric. They are ore
fer to live on cliffs or in forests, but may be id4 points of damage to it each round. It can eat used as cheap labor and cheap soldiers by evi
found anywhere. through wood and leather but cannot harm rulers. They can be turned by clerics but are no
In combat, the wyvern will bite and arch its metal or stone. It does not actually attack, but if affected by sleep or charm spells. They can b
tail over its head to hit opponents in front of it. it is touched, even by a torch, the touch may harmed by normal weapons. Zombies are ore
Those stung by the t@ must make a saving (50% chance per touch) cause the mold to squirt placed to guard treasures, since they make n
throw vs. poison or die. out a lo'x lo'x lo' cloud of spores. Anyone noise. They are slow fighters, and always lose ini
Like most dragon-kin, wyverns are carni- caught within the cloud will take id6 points of tiative (no roll needed).
vores. They prefer the taste of large herd-beasts damage and must make a saving throw vs. death Terrain: Ruins.
such as elk and moose, but will attack humans ray or choke to death within 6 rounds.
they encounter and eat the femains if they are Terrain: Cavern, Ruins.
victorious.
Terrain: Mountain, Woods.
Load: 3,500 cn at full speed; 7,000 cn at half
speed.
Bardi@g Multiplier: x 3.
hapter 14: Monsters
possibly fall if they pursue). verbal assaults, and fast reactions to unexpected
changing Monsters 0 A Lawful archer, who can shoot a weap- situations. Intelligence is also needed to find the
The given monster descriptions are guide- on out of someone's hand, sever a rope, results of a charm or maze spell.
lines. The DM can change details of any individ- or make any other type of nondamaging In the Monster List, average Intelligence scores
ual monster to suit the needs of the campaign or shot with his normal attack roll. afe given for each monster race. But individuab
may have higher or lower Intelligences. Spell-
of a specific adventure. Unexpected changes add
new levels of excitement and mystery. 6. Reverse Party Expectations. casters always have higher-than-average Intelli-
An ochre jelly hiding up a chimney; soot gence, for instance; leaders often do.
covered, it looks like a black pudding. To determine the Intelligence of an individual,
Basic Ways to Vary A gnoll leader that, when it sees the par- find the average Intelligence of its race from the
monsters ty, snarls: "It's about time you got here. monster description. Go to the line corresponding
Fall in and follow me . to that score on the Monster Intelligence table.
Change the Physical Description.
A room with giant spiders that has re- Roll two six-sided dice (2d6). The first die is used
*Arctic snakes that have white fur but are
versed gravity (the spiders look right- to determine how much this individual's Intelb-
otherwise identical to rock pythons.
9Oxen cross-bred with gorgons, resem- side up, but are actually on the room's gence varies from the race's average; move across
bling the former, but with the statistics ceiling). to the column corresponding to the number you
and breath weapon of the latter. tolled. The second die is used to determine
oA tribe of small cannibals: short and 7. Create Campaign-Based Cultural Details. whether to subtract (1 - 3) or add (4-6) this amount
A local encounter table that changes the from the race's average. Treat results of less than 0
wizened bald men with bushy eyebrows,
frequency of monsters, including (or ex- as 0 and results of greater than 18 as 18. Vampires
red tattoos of serpents on their arms, and cluding) certain creatures. Special NPCs and lowlifes ignore subtractions.
filed teeth (kobold statistics).
can be added to such tables.
L. Add Special Abilities. A hidden sect of druids who are Chaotic Monster Intelligence Table
and evil due to an ancient curse.
oSkeletons that hurl their finger joints as Orcs with different tribal traits: Race's
magic missiles 1 .Orcs of the Red Hand seldom run in Average Maximum - Die Rotl (id6) -
oA larger than average basilisk, such that combat ( + 2 morale bonus). Intelligence Variance 1 2 3 4 5 6
saves versus its petrification are at -2. 2. Orcs of the Crooked Tooth are cow- 0-1 1 0 0 0 0 1 1
0A halfling village whose militia is +2 ardly and won't attack unless they 2-3 1 0 0 0 1 1 1
with slings instead of + 1. 4-5 2 0 0 1 1 2 2
Winged elves with a flying move of 150' have at least 2-to-1 odds. They are es- 6-8 3 0 1 1 2 2 3
(50'). pecially treacherous and untrust- 9-12 4 0 1 2 2 3 4
worthy, even fof orcs.
3. Take Details From Nature. 3. Orcs of the Yellow Eye are assassi@ns 13-15 4 0 1 2 2 3 4
who prefer garrotes and blowguns. 16-17 3 0 1 1 2 2 3
oSpiders that throw nets of web (up to 18 2 0 0 1 1 2 2
120') to snare their prey. They are seldom seen; many have
oSnakes, such as the poisonous coral clerical spells. Each has a small dagger Example: The merman his alisted Intelli-
snake and the harmless king snake, told tattooed somewhere on its body. nce of 12. To determine the score of an indi.
apart by the order of their colored band- 4. Orcs of the White Mountain use ge
ing. black-fletched arrows. They always vidual merman, a DM goes to the "9-12" line on
0Flying squirrels (possibly carnivorous or keep their word once they give it, and the table above. He rolls id6 and the result @ a
rabid) that glide to attack intruders. suffer no penalty in bright light. 4; therefore, the variation will be a 2. He rol@
oCreatures using natural behavioral pat- another id6 and the result is a 6; therefore, the
terns: such as hunting packs that drive 8. Make Special Combination Monsters. variation will be added to the Intelligence scorc.
the prey into ambush set by other pack aPixie archers riding giant bees. This merman's actual Intelligence is 14.
members; or animals that threaten and oA troll lord with a ring of acid resistance,
retreat instead of mindlessly attacking. and horn of blasting, riding a giant slug. Size
9A medusa with twice normal hit dice,
The Hit Dice given for a type of creatufc
4. Use Unusual Taaics or Weapons. armed with a magic bow and poisoned should be taken as the average for the species.
arrows + 2, and immune to the effects of
A giant "bags" characters with a giant Both smaller and larger versions often exist. To
her reflected gaze.
sack instead of using a weapon.
0A symbiotic black pudding shaped lik@, change the size of a monster, decide whether you
An ogre uses an unusual club (the only want this specific monster to be smaller or larger
black dragon, that spits green slime.
oar of a boat the party finds later).
An obsidian golem that shatters when than average. Then, use the following modifiers:
0Kobolds use flasks of flaming oil and pit slain, revealing a bronze golem inside.
traps that open when someone heavier This belches out small (2-3 Hit Die) fire If smaller:
than 50 pounds steps on them. elementals each round until slain. - 3 Much smaller than normal
oArctic cavemen pelt the party with blad- - 2 Smaller than normal
ders of seal blood, which attracts raven- The most important thing to remember about - 1 Slightly smaller than normal
ous polar bears.
0Hobgoblins set spears against party changing monsters is that the party will be set up If larger:
charges, while their archers fire over- by their familiarity with the existing monsters. + 1 Slightly larger than normal
head. Have fun! + 2 Larger than normal (2 - 3 X size)
*A wizard owns a pair of charmed and +3 Much larger than normal
Sometimes a more detailed approach to
hasted hydras. (4 + X size)
changing monsters in useful. The following op-
tional rules can be used if desired.
5 . Create NPCs With Special Attack Forms. Choose whichever modifier you think is most
The King's Executioner, who has a +2 appropriate for this type of monster. For exam.
attack bonus with his axe, and chops off Monster Intelligence ple, an ogre that is Much Larger Than NornW
a man-sized opponent's head on a natu- would take the + 3 modifier.
The Intelligence of a creature is a valuable
ral roll of 20. These modifiers are similar to ability modi-
euide to role-playing an encounter. Stupid rea-
An orc cook carrying a pan of grease, c liers fof characters. They are used in the follow.
@ures may make tactical errors in combat; smart
e- ing manner:
who will throw it in front of the party b ones may surprise characters with brilliant traps,
fore he runs away (PCs slip, slide, and
214
Chapter 14: Monsters
cousins, but with a few differences suitable for shouts and howls, and waving strange items.
Hit points: Add the modifier as points their adaptation to the new environment. The nonhuman spellcasters that are known
per Hit Die.* The DM might decide to allow special water- are listed below (under "Maximum Spellcaster
Attack rolls: Add the modifier to the roll. breathing creatures to venture into new territory Ability"), along with the maximum levels at-
Damage: Add the modifier per die of only when conditions permit them to survive tainable by each. Some individuals may be
damage.* normally. Dense fog, pouring rain, deep snow, both classes (a shaman/wokan), but then the
Saves: Subtract the modifier from or other wet weather conditions might permit maximum level for each class is then half what
the roll. water creatures to be found wandering nearly is listed.
Armor: Subtract the modifier from anywhere. Snow sharks, their fins breaking Note that most nonhumans in a tribe or lair
the AC. through the drifts, might prove quite hazardous know nothing of magic, and may fear or distrust
There should always be a minimum of 1 to travelers in the winter months. Giant jellyfish it; only the rare shamans and wokani know how
point per die. might be found floating about on low cloud cov- to use it. These spellcasters often use their skills
er, their tendrils trailing down in the rain, snag- to rise to positions of power within their tribes.
To calculate the XP value of different size ging passers-by. Only one nonhuman in 20 is a spelicaster, and
monsters, take the total number of bonus hit R@@ember that in adapting monsters to new many groups have no wokani, only a sha-man.
points and divide by 5, rounding up fractions; conditions, the DM is not bound by the limits of The spells usable by shamans and wokani are
add the result to the base HD total of the mon- our normal world. But the DM should try to find listed below (under "Spells Usable by Shamans"
ster. This is the number of Hit Dice to be used logical reasons within the framework of the fan- and "Spells Usable by Wokani"). Shamans and
when calculating XP value. tasy world for why and how these unusual situa- wokani do not know, and cannot learn, spells
For example, a normal-sized gorgon would tions come about. Although it may be easier to other than these. Shamans and wokani cannot
have: just toss things in without worrying about rea- read scrolls, but may use other magical items. A
sons or consequences, "rational fantasy" can shaman can use any clerical item; a wokan can
AC 2; HD 8*; THACO 12; Dmg 2d6; Save F8 provide much more entertainment all around. use any item usable by a magic-user.
A shaman or wokan normally has 3-8 hit
points per Hit Die (ld6 + 2 instead of id8), and
The largest variety of common gorgon would Monster Spellcasters gains a + 1 hit point bonus per spellcaster expe-
have: The use of magical spells is not limited to hu- rience level (even if the total exceeds the normal
mans and eives. Many humanoid races have their maximum for the monster type).
AC - 1; HD 8 + 24*; THACO 9; Dmg own magic-users, clerics, and even druids. A Important Note: The table below, for the
2d6 + 6; ave F8 + 3; XP Value: As 13 HD nonhuman cleric or druid is known as a shaman, most part, does not list monsters that can cast
and a nonhuman magic-user as a wokan. Sha- spells as full members of the appropriate charac-
mans and wokani do not know all the usual ter classes-for instance, men, liches, devilfish,
Tribal Leaders: Some creatures that live @n spells. The spells they do know they often cast in sphinxes, etc. Such creatures are not limited to
tribes have hereditary leaders who gain the title an unusual manner, involving dancing, the spell lists for shamans and wokani.
by birth. The larger size of these leaders can be
reinforced through the generations; most will
have modifiers of + 3 based on the guidelines
above.
Turning Undead: An unusually large or small
undead might be turned by a cleric with the
same chances as the normal form, or possibly as a
more or less powerful undead (corresponding to
the new Hit Dice).
Age
Consider the average number of hit points per
Hit Die as a reflection of a monster's age. A new-
born creature would have I hit point per Hit Die
(the minimum) and gradually gains more hit
points as it ages. The average score (41/2 points
per die on the average) is reached at the prime of
life: a mature, well-developed creature just ap-
proaching middle age for its race. Aftef that
point, hit points usually decline, reaching as few
as twice the minimum (newborn) hit points. De-
feated monsters should only be worth theif full,
listed XP value when at full adult hit points; you
can reduce the XP value when a monster is too
young or too old to have full hit points.
Monster size also often varies by age, begin-
ning at 10-25% of adult size and shrinking to
90% of adult size in old age.
Environmental Variations
Monsters may easily be adapted to different
environments. Under water, for example, play-
ers would expect the usual predators-fish,
shark, octopus, etc.-but might be surprised to
find underwater forms of birds, dragons, peo-
ple, undead, and so forth. These variations
should be the same size as their upper-world
215
pter 14: Monsters
Maximum Spellcaster Ability Table Spells Usable by Shamans
Cleric Druid Magic-User First Level Clerical Spells
(Shaman) (Shaman) (Wokan) Notes Cure Light Wounds* Light*
Monster Type Level Level Level (see below) Detect Magic Protection from Evil
Actaeon D8 W8
Bugbeat S6 W4 Second Level Clerical Spells
Centaur D8 W8 ' Bless* Snake Charm
Cyclops S4 W2 Hold Person* Speak with Animals
Djinni S4 W6 [a]
Djinni, Greater S8 W12 [a] Third Level Clerical Spells
Doppleganger S6 W4 Continual Light* Cure Disease*
Dragon Slo [b] Cure Blindness Remove Curse*
Dryad Dio W4 [al
Efreeti S6 W4 [al Fourth Level Clerical Spells
Efreeti, Greater S12 W8 [a] Cure Serious Neutralize Poison*
Faerie D4 M8 [al Wounds* Speak with Plants
Giant, Cloud Slo wio Dispel Magic
Giant, Frost S8 W6
Giant, Fire S8 W6 Fifth Level Clerical Spans
Giant, Hill S8 W6 Create Food Dispel Evil
Giant, Stone S8 W6 Cure Critical Insect Plague
Giant, Storm Slo wio [al Wounds
Gnoll S6 W4
Gnome S12 W12 Sixth Level Clerical Spells
Goblin S8 W6 Cureall Speak with Monsters*
Gremlin S4 W8 Find the Path Word of Recall
Harpy S6 W4
Hobgoblin S8 W6 Druid Spells: AH are usable
Kobold S6 W4
Umd Man S6 W4
Manscorpion S13 W6 [c] Spells Usable by Wokani
Medusa S8 W8
Merman S8 W8
Minotaur S4 W2 First Level Magical Spells
Neanderthal S4 W2 Detect Magic Read Languages
Nixie D6 W4 [d] Light Read Magic
Nuckalavee S2 W4 [al Protection from Evil Sleep
Ogre S4 W2 [e]
Orc S6 W4 Second Level Magical Speus
Pixie D6 W4 Continual Light* Invisibility
Sasquatch D4 W2 Detect Evil Levitate
Spider, Planar S9 W9 Detect Invisible Web
Sprite D6 W4
Thoul S4 W4 Third Level Magical Spans
Treant D10 Clairvoyance Fly
Troglodyte S4 W2 Dispel Magic Lightning Bolt
Troll S4 W2 Fireball Water Breathing
Vampire S9 W9 [g] Fourth Level Magical Spells
Notes: Charm Monster Massmorph
[a] This monster's special spell-like abilities are not affected by the monster having spells. Growth of Plants* Remove Curse*
[b] Some dragons use magic-user spells, but no single dragon can use both clerical and magic-user Ice Storm/Wall Wall of Fire
spells.
[c] Manscorpion clerics have access to all clerical spells, and are actually clerics, not shamans. Fifth Level Magical Spells
[d] A nixie who learns spells of any type is counted as five nixies for purposes of the special nixie Animate Dead Hold Monster*
charm effect. Cloudkill Pass-Wall
[e] Some very rare and exceptionally intelligent ogres can rise to W12, but these types usually live Dissolve* Wall of Stone
entirely separated from theit normal kin.
A treant who gains the use of druid spells may animate four trees instead of two. Sixth Level Magical SpeRs
[g] At the DM's discretion, a vampire spelicaster can be a full magic-user or cleric, not limited to Death Spell Reincarnation
the shaman/wokan spell lists below. Move Earth Stone to Flesh*
I Projected Image Wall of Iron
For example, an ogre could learn magic as a level magic-user); of, he could learn both (acting
sharnan up to 4th level (acting as a 4th level cler- as a 2nd level cleric and a 1st level magic-user).
ic) or as a wokan up to 2nd level (acting as a 2nd
216
Chapter 14: Monsters
Special Monster Spolicasters tal to exceed this amount, the attempt automati- Benefits to a Liege
cally fails.
Lycanthropes When a lich or other undead spellcaster seeks A liege is telepathically linked to its p
A lycanthrope may be a real magic-user, cleric, to control other undead, its spelicaster level is and can see and hear through them whene
or druid in human form. However, it may not used instead of its Hit Dice. Like a magic-user, chooses. This communication is at will and
use any spells while in were-form and, when it a lich is faf more powerful than its Hit Dice in- not be continuous.
assumes were-form, most lose all memory of dicate. Control of a pawn is total, even to the
spells learned, as if all the spells had been cast. A that it will obey suicidal orders: pawns
devil swine spellcaster can cast three charm per- Procedure without hesitation. The maximum range of
son spells per day in either were or human form, trol is 24 miles (one outdoor map hex) pe
but can only cast other spells while in human If an undead tfies to control a potential pawn, Die of the liege.
form. Devil swine will not forget spells while in the target may have no more than half the Hit If a pawn fails a morale check and flees
were-form: When they return to human form, Dice of the liege. (This does not apply in certain combat, the liege may stop the pawn and fo
all their memorized spells afe still with them. situations; see below.) If the subject is already back into melee. This can be the only actio
controlled by any means, the undead attempt- liege takes during that melee round. The
Undead Spencasters ing control instantly recognizes this fact. It may will miss at least one full round of attacks.
A spellcaster slain by an undead may retain still attempt control, but with a - 4 penalty to A liege can create a chain of control b
the use of spells after returning as an undead. the roll. structing its pawns to become lieges too. Fo
Several undead spellcasters are listed above and If one undead tries to control another, find ample, a spectre could control up to 12 wi
in the main Monster List. the Hit Dice of the would-be liege and potential who could each control up to six skeletons.
If a cleric becomes a mummy (through a proc- pawn on the following table, and roll 2d6. If the rect communication and control does not ex
ess known only to the ancient high priests of cer- number rolled is equal to or greater than the through a chain of control, but only to a ii
tain religions), the undead mummy may use numbef given on the table, the attempt succeeds personal pawns.
clerical spells to the full extent possessed in life, and the undead subject becomes the pawn of the Any liege may coordinate the attacks
and may control other undead as well (see Lieges controller. A total of 2 or less (possible if the roll pawns in a well-organized fashion. A liege a
and Pawns). A mummy magic-user is limited to is penalized) always indicates failure. top of a chain of control that consists of t
3rd level ability, even if it had higher level spell If the undead attempting control was once a more undead (counting the entire chain) m
use in its previous life. spell-using character and can now use spells as it considered the Leader of an undead army.
did in life, a + 2 bonus applies to all die folls to applying the War Machine mass combat sy
Undead Lieges and control other undead. (see Chapter 9) note the following details fo
During melee, an attempt to gain control is curating the force's BFR:
Pawns considered a combat action.
If an undead creates another of the same type 1 .Leadership Factor: Treat the liege's
Under certain conditions, intelligent undead by slaying a living creature, the new undead is dom as equal to its Intelligence, and tr
creatures can try to control other undead. The automatically a pawn of the slayer if the slayer Charisma as 18. (see the Intelligence
undead need not be a spelicaster to control other wants it to be. Spectres, vampires, wights, and tion.)
undead creatures. wraiths are the only undead with this ability. 2. Experience Factor: Treat each control
An undead creature being controlled by an- This may force the creator to release other exist- liege as an officer.
other is a pawn. An undead controlling one or ing awns; if so, the pawns with the highest Hit 3. Training Factor: Automatic maxim
@ p
more lesser undead is a liege. Skeletons and Dice are released first. An undead would be wise (52)
zombies can only be pawns, but any other type to release a less-important pawn before the new 4. Equipment Factor: Assume normal we
of undead can be either a liege or a pawn. Ran- -awn rises as an undead monster; that way, he ons
dom encounters with undead may occasionally can keep the pawns he wants. 5. Special Troop Factor: Carefully review
(10% chance) be with pawns controlled by a If an undead can call or summon others, those percentage of the force that has two
greater undead creature. responding are automatically its pawns unless more asterisks listed with its Hit Dice.
A liege may control a number of undead the new Hit Dice total would exceed the limits
whose total Hit Dice are less than or equal to eiven above, or unless the liege allows them to
twice the liege's Hit Dice. If an attempt by the @etain free will.
liege to control other undead would cause the to-
Undead Attempts to Control Other Undead Table
Hit Dice of Liege
Intended Pawn 4 5-6 7-8 9-10 11-13 i4-16 17-19 20-23 24-27 28-32 33 +
Skeleton 7 5 3 c c c c c c c c
Zombie 9 7 5 3 c c c c c c c
Ghoul 1 1 9 7 5 3 c c c c c c
Wight - 1 1 9 7 5 3 c c c c c
Wraith - - 1 1 9 7 5 3 c c c c
Mummy - - - 1 1 9 7 5 3 c c c
Spectre - - - - 1 1 9 7 5 3 c c
Vampire (a) - - - - - 11 9 7 5 3 c
Vampire (b) - - - - - - I 1 9 7 5 3
Phantom - - - - - - 1 1 9 7 5
Haunt - - - - - - - 1 1 9 7
Spirit - - - - - - - 1 1 9
Roll 2d6; if the result is the number needed (or higher), the liege has successfully taken control of the lesser undead.
C Control is automatic.
(a) Nonspell-using vampire of 7 or 8 Hit Dice.
(b) Vampire of 9 Hit Dice or any spell-using vampire
2 1
pter 14: Monsters
Turning Controlled Undead
When a character tries to turn pawns, the at-
tempt is checked as if against the liege. If the at-
tempt fails, the pawns are completely
unaffected, even if they would normally be turn-
ed or destroyed by the result. If the turn suc-
ceeds, the control link is broken, but there is no
other effect. A second attempt at turning the
same group must be made for the former pawns
to be turned with normal chances and results.
Duration of Control
At moonrise on the night of the full moon, all
pawns afe freed of contfol and cannot be con-
trolled again until the following dawn. Thus,
the maximum continuous duration of undead
control is about four weeks. Any liege may re-
lease control of its pawns at any time.
Energy Drainers
Whenever an energy-draining undead (spec-
tre, vampire, wight, wraith) slays a victim, the
victim later rises as an undead of the same type,
a pawn of the slayer. In this case, the armor class
and Hit Dice of the victim become those of the
standard undead form, but the hit points are
one-half of those possessed in life. (Note that
such a victim usually does not fise immediately,
but usually after a period of 24 to 72 hours, or as
given in each monster description.)
If the liege undead is slain after the victim has
risen as a pawn, the victim becomes free-willed
and gains I hit point per hour until reaching the
full number of hit points possessed in life.
If the original undead is slain before its victim
can rise as an undead, the victim becomes a free-
willed undead instead of a pawn. In this case,
the new undead creature has all the hit points of
the original living victim (not one-half), and has
the same Hit Dice as well. Its armor class and
movement fate change to match the new undead
form. Such details of these created undead may
thus vary widely from the standard monster de-
scriptions. Note that Hit Dice, not levels of ex-
perience, remain the same.
If the victim was a cleric or magic-user in life,
spells are usable only when the undead is free-
willed. An undead cleric must still meditate to
gain spells, and an undead magic-user must still
keep a spell book to memorize spells. Those cler-
ics who were druids in life revert to normal cleric
status in un-death; there are no undead druids.
If a cleric (or paladin of avenger) gains a T or
D result when attempting to turn an undead
spelicaster, the undead may make a saving throw
vs. spells to avoid the effect entirely. If success-
ful, the turn attempt is ignored, but is not
counted as a faflufe: The same cleric may make
further attempts at turning the same creature.
Any undead spellcaster may be recovered and
restored to normal life after it has been slain in
undead form. The remains must be treated with
a remove curse spell from a 26th or higher level
cleric, followed by cureall and raise dead (or raise
dead fully) spells, in that order.
A
Chapter 15: The Immortals
h -ters reach higher experience levels, alignment (order and form in all) and favors Immortals in the Game
c @'@c
th@y @ill become aware of powers even the fighter class. Matter is opposed to Time's
.@gh th.. they, powers beyond mortal ken. efforts to cause change and provides Thought Immortals provide challenge for high level
The influence of these powers is deeply interwo- with existing order. characters. Their subtle manipulations lead to
ven with the fabric of campaign events, and it The Sphere of Energy is closely related to the campaign events, and the possibility of reaching
becomes clear that these superior beings manip- element of fire. Its purpose is to create more en- this status provides characters with a new goal.
ulate the wofld, perbaps the entire multiverse, efgy and activity. Energy is highly active, dy- An Immortal is a being who cannot die by
according to their own desires. These beings are namic and excited. It seeks to alter and earthly means. Immortals do not need food,
the Immortals. transform things, consuming matter, slowing drink, or air. They easily manipulate elements
time, and exciting thought to release more en- and magical energies while remaining almost to-
lmmoftals and Spheres ergy. Highly temperamental, energy is also very tally immune to their effects.
creative, channeling magical energies and An Immortal's goals are to gain personal
of Power forming things from the ether. Energy repre- power and to advance the influence of his
sents the Chaotic alignment (disorder and Sphere. Immortals gain power through service to
Once mortal heroes of legend, the Immortals uniqueness) and favors the magic-user class. their Sphere: To increase the influence of one's
gained powers and responsibilities beyond Energy is opposed to Thought's efforts to con- Sphere is also to gain increased power from that
worldly concems. Now Immortals, they subtly trol it and seeks to transform Matter into energy Sphere.
manipulate the events of the multiverse to ad- to continue at its highest level despite the rav- The paths of mortals and Immortals cross
vance their Spheres of Power. Their maneuver- ages of Time. when service to a Sphere requites Immortals to
ings create challenges and epic sagas to test the The Sphere of Time is closely related to the intervene on the various planes of existence. Im-
worth of mortals while furthering the Immor- element of water. Its purpose is to promote mortals have entered the lore and legends of the
tals' own mysterious goals. change in all things and to maintain the flow of world through these chance encounters.
Each Immortal serves one Sphere of Power time. Time is everywhere, ebbing and flowing, The Prime Plane holds special interest for
(described below), and the struggle for domi- recycling the lessons of the past to remind the Immortals. It is the only place in which sentient
nance between the Spheres of Power causes con- present. It is a creative, shaping force causing humanoids occupy and manipulate an envi-
flict in the campaign. change through aging and rebirth. Time repre- ronment composed of all five Spheres. It is also
Each Immortal has his own personal interests, sents the Neutral alignment (seeking change, the only place that reliably produces new
often drawn from his experiences in life. One but also stability through the ages) and favors Immoftals.
may be a pation of war, while anothef may be a the cleric and druid classes. Time is opposed to Thus, many Immortals visit the Prime Plane
patron of the arts. Each Immortal promotes his Matter's efforts to withstand change, causes a with regularity. Once, in the distant past, Im-
own personal interests in the mortal world. loss of Energy through time, and teaches mortals lived in the Prime Plane and directly in-
Each Immoftal is served by an order of clerics. Thought the lessons of history. fluenced the progress of the sentient races. They
The Immortal provides power (i.e., clerical The Sphere of Thought is closely related to the later departed, wisely, to preserve the plane's
spells) to his cleric followers, and also gives them element of air. Its purpose is to categorize all of unique environment.
guidance (often in the form of the clerical order's existence and to make all other Spheres its tools.
long-standing goals, but sometimes by directly Thought is the very essence of the Immortals. It
or indirectly manipulating the cleric into a spe- is realization, philosophy, and understanding- How the Immortals
cific quest or set of actions). Thought seeks to analyze everything and can Interact With Mortals
Each Immortal draws strength from the num- manipulate the other powers of the multiverse.
bers and devotion of his mortal followers (i.e., Thought does not represent a single alignment, Mortals on the Prime Plane are dealt with in-
the clerics and non-clerics who favor the Immor- but is comprised of all alignments. It favors the directly and through subversion. Immortals do
tal and his goals), and so there are also secondary thief and mystic classes, as the thief lives by his not commonly confront mortals directly.
struggles between Immortals who want to lure wits and cleverness and the mystic strives to live Immortals do not often appear to mortals in
followers away from one another. by philosophy and reason. Thought opposes the physical form, standing up before them and en-
Note: Not all clerics serve an Immortal, how- chaotic excesses of Energy and attempts to ma- joining them to action. More commonly, an Im-
ever. Some serve the less specific concepts of nipulate the effects of Time to create order and mortal will appear to one mortal in his dreams,
Law, Neutrality, and Chaos, while others serve form in Matter. or will inspire a cleric to a prophecy affecting the
great non-sentient forces such as Nature. The Sphere ofentropy or Death is not related mortals. On rarer occasions, the Immortal will
to any element. Its purpose is the ultimate de- appear before a party of mortals in his incorpor-
The Spheres of Power struction of the multiverse. The four other eal form (see below).
Spheres of Power oppose Entropy but recognize Immortals usually communicate with mortals
The entire multiverse (that is, the combina- its importance in the functioning of each of the in order to command them or persuade them to
lion of all the universes) can be divided into five other Spheres. Entropy is the weakening of the undertake actions which advance the Immortals'
distinct components, also called Spheres of fabric of the multiverse, rot, weathering, and plans. When one Immortal sees an enemy Im-
Power. These five Spheres are Matter, Energy, dissipation. It seeks to bring all things to a stop, mortal plotting, the first Immortal will usually
Time, Thought, and Entropy. Everything in the causing oblivion. At the same time, Entropy it- communicate information and his desires to a
niult4verse is composed of a combination of all self can not exist without the presence of the oth- group of faithful clerics or heroic player charac-
five of these components in varying proportions. er powers, so it seeks first to subjugate before ters, persuading those heroes to confront the
Each Immoftal serves one of the Spheres, bringing about oblivion. Entropy does not fav minions of his enemy. The Immortals themselves
seeking to either increase its influence in the seldom participate personally in the struggles
multiverse or to maintain the balance of power any specific class. Entropy seeks to destroy Mat- between their minions.
among the Spheres. In three of the Spheres ter, dissipate Energy, cause Time to stagnate, It's usually not necessary to have a character
(Matter, Energy, and Time), one alignment is and stop new Thought. sheet for an active Immortal; mortal heroes in
dominant; in the other two (Thought, Entropy) The multiverse is best served when there is reasonable campaigns don't often attack them.
no alignment dominates. balance between the Spheres of Power. If one However, in certain rare situations, mortal he-
The Sphere of Matter is closely related to the should ever gain an overwhelming dominance roes will decide that they have to attack an Im-
element of earth. Its purpose is to withstand over the others, only Entropy would win, for bal- mortal. At that point, as a DM, you can choose
destruction and decay. This Sphere stands for ance between ali the Spheres is necessary for har- one of several different responses for the Immor-
sturdiness and stability. Matter, in its three mony. Thus, while each Sphere constantly strives tal to take:
forms, is the building block of all things. Even to advance and grow, the other Spheres of Power (1) The @ortal Overwhe@ the PCs: The
in decay, matter uses the elements to create new try to maintain the balance by retarding or coun- DM, if he wants Immortals in his campaign to be
forms. Mattef is rich in variety and easily muta- tering an opposing Sphere's growth. incredibly powerful beings, can just decide that
ble to any form. Matter represents the Lawful no mortal player character even approximates
2 19@oo - - @ A '@ @\
hapter 15: The Immortals
the amount of power it takes to hurt an Immor- ity may normally recognize an Immortal. In- Mortal Form
tal. Therefore, with this choice, the DM can just stead, Immortals prefer to manipulate their
describe how the Immortal frowns, waves his followers' Prime Planes by other means. An Immortal can create any mortal form to
arms, and ail the PCs are paralyzed (no saving One subtle but common way involves the use house his intelligence when he appears in the
throw possible), cursed, geesed, randomly tele- of omens to presage some great event, encourage mortal world. He can create a mortal form of any
ported, or other otherwise discomfited. an undertaking, or warn of danger. Another monster species, and at the maximum experi'-
(2) The Immortal Leaves: The Immortal common way is to inspire a mortal through men- ence level (or HD figure) for that species.
might just disappear completely; no mortal tal suggestions or dreams. The Immortal is bound by all character class or
magic could bind him here. He could then pur- When attempting to change the course of his- species limitations of the form he assumes. For
sue his punishment of the PCs at his own leisure. tory, an Immortal may use more active methods. example, if an Immortal creates a human form
(3) The Immortal Stays and Fights: A particu- The most common is the use of a pawn, a servitor for himself, he can create anything from a nor-
larly foolish Immortal might just stay behind to or follower of his Sphere of Power-sometimes a mal man to a 36th level adventurer (of 16th
fight. (It's not foolish for him to believe that he PC. A pawn may be given an Immortal artifact level, if he takes a Mystic identity). If, for in-
would win a fight; but he risks loss of power, re- and a goal to accomplish and then left to his own stance, he were to become a 24th level cleric, he
duction in status, and possible additional pun- means. The pawn faces mortal risk in personally would be bound by the cleric's limitations on
ishments if such direct manipulation is performing the task. A less risky method is for a spells, armor, and weapons. Violation of any
unsuccessful.) The DM might have arranged an pawn (usually an NPC) to act as an agent of the such limitations would force the Immortal to be-
adventure where some artifact has bound an Im- Sphere to coach a more powerful character to un- gin to take on either his manifestation or incor-
mortal in place so that the PCs have a chance at dertake the Immortal's task. In either case, these poreal form, as described below.
attacking and temporarily or permanently de- are the types of events which drag player charac- This mortal form is not detectable by other
stroying him, so not all circumstances where an ters and the world's most famous, powerful Immortals as an object housing another Immor-
Immortal stays around to fight necessarily mean NPCs into the plans of the Immortals. tal. Therefore, the Immortal housed in the mor-
that the Immortal is foolish. Immortals from the Sphere of Entropy are the tal form can walk freely among mortals, using all
most likely to become personally involved in the abilities of his mortal form. Not many Im-
lmmoi-tal Behavior their plotting, often revealing their true form to mortals like to do this; becoming Immortal and
their minions, servitors, and enemies. No action then later returning to the limitations of a mor-
The Immortals have a rule among themselves: that would endanger the Prime Plane is ever tak- tal body, to them, is like being cured of blind-
Direct Action Against Mortals is Forbidden. The en by any Immortal, including one of Entropy. ness and then becoming blind again; also, an
wiser ones among them have convinced most of Immortal wandering around in a mortal identity
the others that they need to live with this code can't keep his attention on as many of his plans
and enforce it on others who aren't so sensible. Immortal Statistics as he could if he were back on the Immortals'
And so the Immortals spend a lot of their magi- Immortals have three basic forms in which plane. But some do it in order to advance their
cal energy "scanning" for the tell-tale emana- they can confront mortals. These are the mortal personal plans or to keep an eye on mortals cru-
tions of direct Immortal intervention on the form, the manifestation form, and the incorpor- cial to their plans.
mortal planes. An Immortal who just shows up cal form. An Immortal can throw off his mortal form
on the mortal world and starts killing the mortals
he dislikes will instantly be noticed, and will
probably be attacked, by the other Immortals.
This is why Immortals tend to limit them-
selves to speaking to mortals in dreams, or ap-
pearing very briefly and not manifesting very
much energy; this is why they try to persuade
mortals to their own doctrines and let the mor-
tals do all the work.
Of course, not all Immortals are happy to bow
to the will of the masses. Some chafe at the "no
direct action" rule and do appear directly when-
ever they think they can get away with it. Often,
it will be in a mortal form (described below),
which is no more powerful than a high level
player character but is not detectable by the oth-
er Immortals. Immortals appear on the Prime
Material Plane in their true identities (i.e., in
their manifestation forms, described below) usu-
ally only in high-energy places and situations
where they think the other Immortals will not
notice their presence.
When an Immortal appears on the moftal
world in his manifestation form, there is a 5 %
cumulative chance per round that the watching
Immortals will notice. If they notice, they will
probably decide to yank the erring Immortal
back out of the mortal world by force. If he is a
lesser Immortal of one of the four "good'
Spheres, they may be able to punish him; if he is
an Immortal of Entropy, he will not allow him-
self to be summoned into their presence and will
simply escape to cause trouble later on.
Immortal Manipulations
An Immortal will not generally reveal himself
to mortals. Only candidates for future immortal- I
20
Chapter 1 5: The Immortals&
and take on his manifestation form or his incof-
poreal form at any time. But it's not instantane- @ortal Manifestation Forms Table
ous; it takes one full turn for the transformation Immortal Type Of Immortal
to be completed. During this turn, the Immortal Statistics Average Greater Ultimate
is transforming but has all the stats and limita- Number Appearing: 1 1 1
tions of his mortal form. Armor Class: 0 - 10 - 20
Likewise, the Immortal can change his mortal Hit Dice: 15******** 30******** 45********
form to another mortal form, under the same Hit Points: 100 250 1,000
time constraints. If an Immortal wants to main- Move: 60' (20') 60' (20') 60' (20')
tain two identities on the mortal world, one of a Flying: 150' (50') 150' (50') 150' (50')
female 36th level magic-user and the other of a Attacks: 2 3 4
10th level dwarf, he can change freely between Damage: 2d6 or special 3d6 or special 4d6 or special
them-and any number of additional forms and Save As: M36 M36 M36
identities-and be subject only to the limitation Anti-Magic: 50% to 5' 60% to 5' 90 % to 5'
that each transformation takes one turn. Morale: 1 2 1 2 1 2
The Immortal may create any garments, Treasure Type: n/a n/a n/a
weapons, and normal (non-artifact) magical Alignment: Varies Varies Varies
items as possessions for his mortal form. When
he changes to another form, all those objects Note that the morale score doesn't mean that he's at Greater or Ultimate levels); he can vary
vanish; a hero stealing such an item will watch it an Immortal will stay and fight to the death in spell duration as he pleases; he does not need
disappeaf into thin air once the Immortal any combat; though that's what a morale of 12 spell books, and does not forget magic-user
changes forms. And when the Immoftal returns means for monsters, that's not what it means spells as he uses them (and so could cast the satne
to the form which had that item, the item re- here. The Immortal mofale score of 12 merely spell over and over).
turns to the Immortal-not to the thief. means that Immortals never fail morale rolls, un- Regenerates: The manifestation form fegener-
The mortal form of an Immortal has one der those rare circumstances when they have to ates 1 hit point per day. If hurt, the Immortal
special power: make such folls. usually casts healing magic on himself.
Communication: The Immortal can speak Most Immortals will not bother to conduct Special Defensc: The manifestation form can
with any living creature and with nonliving combat with mortals; more often, they vanish only be hit by a + 5 or greatef enchanted weap-
things related to his own Sphere; he knows all from the scene of combat, preferring to visit re- on, or by an artifact; when damaged, he takes
languages. venge on their enemies later, and at their con. only the minimum damage possible (i.e. if dam-
venience. Those who do stay to fight will age is 2d6 + 3 points, the immortal t2Lkes 5 points
Manifestation Form certainly not fight to the death, and will instead of damage).
disappear once they've taken 25% of their hit Special Defcnst vs. Mortal Magic: The manifes-
The Immortal's more powerful form is his points in damage. tation form is immune to all mortal spells.
manifestation form. This form is as much of his Whenever an Immortal's form is destroyed on Special Defense vs. Poison: Manifestation
"true" Immortal body as he can project into the the Prime Plane, the Immortal usually arranges forms automatically make all saving throws vs.
mortal world (the Prime Plane). The Immortal for its utter destruction. At worst, the form poisons.
can make his manifestation form look like any- would leave clues about the existence and activi- Travel Powers: The manifestation form has the
thing, but it will always radiate the power of an ties of the Immortals, and powerful mortals power to fly at will, teleport without error once
Immortal; an Immortal in this form cannot con- could seriously interfete with Immortal plans if per hour, and travel ethereally and astraily one
vince anyone that he is not an Immortal. sufficiently aroused. time each per day.
Most Immortals choose one or two specific ap-
pearances for their manifestation forms; this Manifestation Form Special Powers Incorporeal Form
helps when they are dealing with their mortal Anti-Magic.- See Chapter 13 under "Anti-
followers and minions. They can switch instantly Magic." Manifestation form Anti-Magic is of the The Immortal's third form is his incorporeal
between those appearances if they choose. radiated (non-attack) variety, and so it primarily form. This form is really just a projection of his
Three power levels of Immortal are shown be- effects temporary magical items and effects (such mind from his native Sphere to the mortal
low: Lesser, Greater, and Ultimate. The DM will as spells). world; it usually appears as a glowing, insub-
decide which Immortals in his own campaign fall Aura Attack: When the Immortal decides to stantial figure, or can take the form of any sort of
into which power level. make an aura attack (which is usually done to im- dream projected straight into a mortal's mind.
Lesser Immortals afe either fairly new to im- press his followers and their friends, or to terrify In either case, the Immortal can appear before
mortality or have simply never developed a lot of his enemies), all victims within 60' of the manifes- (or in the dreams of) several mortals all at once,
power; they tend to be patrons of less-dominant tation form must make saving throw vs. spells, re- or can be visible to (or in the dream of) only one,
traits or professions (such as sagecraft or youth), ceiving no bonuses from equipment, spell effects, as the Immortal chooses.
patrons of specific cities, or servants of greater or Wisdom score; if the saving throw fails, the vic- The appearance of an incorporeal form on the
Immortals; many of them have few followers. tim is awed. The Immortal can then decide mortal world does not alert watching Immortals.
Greater Immortals are powerful beings who whether the victim feets terror (treat as a fear spell Therefore, an Immortal can freely communicate
represent important functions and have gained a of three turns duration), p@ysis (lasting three with his minions without alerting other Immor-
lot of magical might. They tend to be patrons of turns; see the description of paralysis in Chapter tals to his activities.
significant traits or professions (such as diploma- 13, under "Special Character Conditions), or Mortal magic has absolutely no effect on the
cy or the thief character class), patrons of entife charm (treat as a charm spell of 2 x normal dura- incorpofeal form. No amount of spells cast on
nations or tribes; they often have Lesser Immor- tion). The manifestation form can make one aura the incorporeal form will hurt the Immortal. On
tal subordinates and sometimes answer to Ulti- attack per round, but normally limits himself to the other hand, the incorporeal form cannot cast
mate Immortals. only one per encounter. any spells against mortals.
Ultimate Immortals are those who are the old- Communication: The Immortal can speak The incorporeal form can change into either
est and most powerful; they often represent very with any living creature and with nonliving the manifestation form or the mortal form after
popular or important traits (such as warfare, things related to his own Sphere; he knows all a transformation of one tum.
love, agriculture, etc.) and have many subordi- languages.
nate Immortals and followers. Magic Use: The manifestation form can use Fighting Immortals
These divisions are mere conveniences for the any cierical, druidic, or magical spell as a spell-
DM, who can create Immortals with other statis- Immoftals do not exist in the D&D@ game for
caster whose level is 2 X the Immortal's HD
tics and power levels. (thus M30 if he's an Lesser Immortal, or M36 if player characters to fight or kill. They're sup-
22,
apter 15: The Immortals
posed to be powerful forces which confound, in- the various paths before a character decides mortal in his thoughts. The Immortal will always
fluence, and a-id player characters . . . not as which path to pursue. hear the call but will judge the character's wor-
,'monsters" to be attacked and killed, their The character selects the path for the Sphere thiness before responding. To check for the Im-
homes looted for treasure. of Power he wants to serve. (Though each mortal's response, roll ldlo and modify as in the
However, it could happen that the PCs will Sphere of Power favors a specific character following table.
find themselves fighting Immortals. Should this class, a charactef of any class may try to
happen, here are some basic guidelines. achieve Immortality with any Sphere.) Immortal Responses Table
Mortal Form 2. The character must find an Immortal Modifiers
If an Immortal's mortal form is killed on the sponsof-i.e., choose the Immortal he hopes - 5 If the character is of a diffefent
Prime Plane, the Immortal is banished back to to be his sponsof, and try to persuade that alignment
his own plane for id2o days. He may only reap- Immortal to guide him to Immoftality. - 3 Pef additional being accompanying the
pear on the Prime Plane in his incorporeal form character
during this period of banishment. Finding a Sponsor - 3 Per test failed in climbing the
mountain
Finding an Immortal and petitioning for + I Per test passed
Manifestation Form sponsorship is but the first of many difficult + 1 If a minor artifact is brought
If the Immortal's manifestation form is killed tasks. + 2 If a lesser artifact is brought
on the Prime Plane, his spirit returns to his home The character must set out on another adven- +4 If a greater artifact is brought
plane and forms a new manifestation form in a ture of research to locate the place where the Im- + 8 If a major artifact is brought
number of days equal to his Immortal hit points. mortal he has chosen may be contacted. This
During this time, he may only reappear on the could be at the top of a remote mountain with.a Treat results of less than I as I and results of
mortal world in his incorporeal form. reputation for dangerous hazards, in a mystic greater than 10 as 10.
immortals on their own plane are automatically
grove surrounded by deep forest teeming with
in their manifestation form. If this form is killed monsters, in a trench at the bottom of the sea, or
on the Immortal's own pi2Lne, the Immortal is for- in a perfectly safe temple ... one it took several Results
ever dead. However, not even the stupidest or dangerous adventures to find. 1-2 The Immortal is displeased and lets
most violent of Immortals would fail to use tele- the character know (by an omen in
port abilities to get to a safer haven, or (if they The Gift id6 days) that he will not answer the
have a full turn available to them) can revert to Once the location for petition has been deter- call.
their incorporeal form, and send their minions af- mined, the character must create a gift of partic- 3-8 The Immortal arrives in dloo days.
ter any PCs crazy enough to attack them. ular felevance to the Sphere or personality of the He sends an omen of his impending
Immortal. This gift should be especially beauti- arrival in id4 days.
Incorporeal Form ful and have the qualities of the Sphere. The 9- 10 The Immoftal is very pleased and
The incorpofeal form cannot be killed or more valuable the gift, the higher the chances arrives in id6 days.
harmed in any way. for the character to feceive a favorable fesponse
from the Immortal; a minimum value of 2 5, 000 While awaiting the Immortal's arrival, the
PCs Becoming Immortals gold pieces is recommended, but not requited. character should remain on the summit and
When the gift is prepared, the character may meditate for 80% of his waking hours. If the
Since all Immortals wefe once mortal, the DM embark on the journey to the mountain. This character leaves the mountain, check the Immor-
may permit characters to seek Immortality by journey should be very dangerous; the character tal's response again with a - 2 modifier. If the
taking the winding journey into heroic legend. It should rise one level or gain 120,000 experience Immortal responds, he sends an omen to teil the
is not easy to gain Immortality, and most never points during his journey, and the character may character to return to the mountain. If the sec-
succeed. But the truly persistent and heroic char- be distracted by many adventures along the way. ond result is 9 or 10 (see above), The Immortal
acter may gain Immortality if he proves worthy He must take care that the gift is not damaged of will appear wherever the character is at the end
enough. However, if he gains Immortality, it is stolen. If it is, the damage must be repaired of of the waiting time, but not while the character
likely that the character will retire from the the item recoveted before he continues. is in the company of anyone else.
fealm of the living and never be heard of again.
Immortality must be won. It can only be The Seven Tests The Meeting
earned by successfully completing several ex- Climbing the mountain to its summit should The arrival of an Immortal is always a per-
tremely difficult tasks. also be challenging. It is recommended that the formance. This arrival may be grandiose or mys-
There are four paths to Immortality, each cor- DM create seven encounters that must be met in terious. If grandiose, the Immortal appears in an
responding to one of the four elemental Spheres climbing the mountain. The encounters should elemental form based on his Sphere.
of Power. Any intelligent mortal reaching his ul- test the character's mettle and worth in the fol-
timate experience level may try to earn immor- lowing: Sphere Elemental Forms
tality. However, only humans may attempt to o Honor and trustworthiness.
become an Immortal of the Sphere of Matter. o Dedication to the Sphere of Power. Matter: Erupting from the earth or as any
0 Resourcefulness and resolution without mortal creature
Prerequisites combat. Energy: Fiery, bright, or on rays of light
9 Bravery. Time: Watery being or as a storm
A human character of the clefic, fighter, o Persistence in the face of adversity. Thought: Wild and windy
magic-user, thief or druid class must first feach o Mercy and chafity of the heart.
30th level, and a demihuman or mystic must o Wisdom. The Immortal, in his first appearance, will au-
first reach an experience point total of 1,000,000 Not all these encounters need be combat- tomatically utilize the paralysis aspect of his aura
points to be a candidate for Immortality. Once related; in fact, most should be role-playing en- attack ability on all mortals in the area. He may
these levels are attained, the character may begin counters where the character must make the release creatures from this paralysis at will.
research to discovet the paths to Immortality. correct decision based on the trait being tested. The Immortal examines the character and
These paths are not common knowledge. The Not every challenge must be won to reach the then communicates verbally or telepathically,
DM should put the character through a grueling summit, but they must all be met. asking what the character wants. The character
adventure during which the PC learns what is re- must explain his desires humbly -and present his
quired of a candidate for Immortality. Immortal Response gift. To determine the Immortal's response, roll
Every path to Immortality begins with the fol- Once the summit is reached, the character idio and use the above modifiers plus the fol-
lowing steps. Make sure to review the details of must meditate for id6 days, calling to the Im- lowing:
222
Chapter 1 5: The Immortals
0 - 5 If the character is haughty. At the end of these steps, the character must must be creative in devising a means to acquire
0 -2 Ifthegift'svalueislessthan25,000gp. return to the place he met his sponsor and again this item.
o + 1 If the petitioner is of the character class meet with that Immortal. If the character has Testimony: The Paragon must recruit at least
favored by the Immortal's Sphere of Power. failed to complete any of the steps, the Immortal six apprentices and they must rise at least 12
0 + 1 If the gift's value is 25,000 gp or more. may set further requirements to be fulfilled be- levels while in his service. He must also trans-
* + 1 For each doubling of the gift's value fore Immortality is granted. form the land for 100 miles around his home.
beyond 2'5,000 (+2 if 50,000 gp; +3 if If all of-the steps are completed, the Immortal This transformation must give the land a unique
100,000 gp, and so on). reviews the whims of chance. Roll idlo. If a 1 is appearance and range of inhabitants.
Again, treat all results of less than I as 1 and rolled, the character has failed and is not granted Task: A Paragon must be acknowledged the su-
results of greater than 10 as 10. Immortality. He may request further tasks, or he perior of all other magic-users within a 1,000 mile
may give up. radius. He may accomplish this through magical
Petition Responses Table If the character is granted Immortality, he may duels or by driving all other magic-users out of his
1-2 Petition Rejected. Immortal destroys take a year to complete his mortal affairs and lands. The character should challenge at least
the gift and sets the character a quest then must leave the Prime Plane to join the eight magic users of 25th level or greater. These
before he can return to petition again. struggles of the cosmos. magic users may team up against the Paragon.
3-8 Petition Accepted. The four paths to immortality are:
9- 1 0 Petition Accepted With Pleasure. Polymath
Immortal gives the character a small Dynast This is the path to the Sphere of Matter. This
magical item of the Sphere of Power This is the route to the Sphere of Time. This path f-avors the fighter class.
as a token and teleports the character path favors clerics and druids. Quest and Task: The Polymath must face the
home. Quest: The character must undertake a quest challenge to succeed in three additional lives as
for an artifact that will allow him to travel cleric, thief, and magic-user. The Polymath,
through time. during each of his three lives as another character
Whatever the response, the Immortal will Trial: The character must travel ahead in time class, must quest for and gain the sa-me artifact.
take (or destroy) the gift. to three separate periods and help three differ- He begins each new career at first level, with no
If the Immortal accepts the character's peti- ent descendants to retain their kingdoms and memories of his previous lives. The quests may
tion, he instructs the character in the steps re- t)eri)etuate the dynasty. not begin until the character reaches 5th level in
quired to complete the path to Immortality. Testimony: The character must create a realm each class. The first two times the artifact is
Details of these steps follow. The Immortal an- with a population of at least 50,000 people if a gained, the Immortal reappears to the character
swers most of the character's questions if they are human or 10,000 if demihuman. He must also within id2O x 10 days to claim it. The Immortal
reasonable. He then sets the conditions for the design and build a great new capital for his land. then reduces the character to first level and
next meeting and leaves as if he was never there. Task: The character must found a dynasty. The causes him to forget his past so that he may be-
Once an Immortal leaves, he will not be seen dynasty must be ruled by the character and his or gin as the next character class. The third time the
again until the path is completed or the charac- her descendants for at least 20 years of the charac- artifact is gained, the character may retain it,
ter returns to petition again. From this point on, ter's life. At the end of this time, the character and the Immortal returns all past memories.
the Immortal (though unseen) is instrumental in must have a living grandchild to inherit the dy- Trial: After completing the final step of the
placing obstacles and challenges in the charac- nasty. This grandchild may be adopted instead of quest, the character must adventure alone until
ter's path. a blood relative but must be announced as the he reaches 12th level. He retains the abilities of
heir. During the 20 years, the character should all the character classes and advances in all classes
The Four Paths face at least four major challenges to his rule. equally.
Testimony: The Polymath must be accompa-
Once a character gains a sponsor, he must Epic Hero nied on his adventures by one member of each
reach his highest-possible experience level before This is the route to the Sphere of Thought. human character class. These comrades may not
setting off on the path to Immortality. The ques- This path favors the thief and mystic classes. begin at a level higher than the character. If any
tor must be true to his chosen Sphere of Power
Quest: The Epic Hero must undertake a quest of these characters are slain, the aspiring Poly-
and bring it glory and honot during the trials. for a major artifact from the Sphere of Thought. math must take steps to resurrect them, setting
Each path requires that a mortal pass the fol- Trial: The Epic Hero must track down and aside his quest if necessary. Once the quest is
lowing five tough requirements: bring about the permanent destruction of an af- completed and before beginning the trial, the
tifact of the Sphere of Entropy. character must erect a monument at least 100
1. The character's adventures must gain him a Testimony: The Epic Hero must find and train feet tall to the glory of his adventures. This mon-
specific amount of experience. This amount a successor. The successor must be the player ument must stand for at least ten years.
is 600,000 XP for most classes but only character of a different player. In addition, an
400,000 XP for the class the Sphere favors. Epic Hero must create a new legendary weapon. When PCs Reach
2. The character must complete a new quest to Task: The Epic Hero must live up to the heroic
retrieve an artifact of lesser or greater ma ' Immortality
g@l- ideals of courage, steadfastness, and dedication.
tude from his Sphere of Power. The quest tor He must complete an epic quest to perform a If a character reaches Immortality, he must re-
this artifact should take several game years. nearly impossible task, such as driving all dragons tire from the play of the game . . . unless the
3. The character must successfully complete a from the land or building a castle in the sky. This campaign focus changes to follow the Immortals
trial of specific value to his class and the quest should take about five years to complete. and their activities. (This normally only takes
Sphere (see below).
4. The character must prepare a testimonial to Paragon place when two or more PCs have become Im-
his greatness, a combination of follo mortals.) Immortal former PCs may reappear in
wers This is the route to the Sphere of Energy. This the campaign as a patron-and sometimes
(people devoted to his philosophies and path favors the magic-user class. manipulator-of their old friends.
achievements) and a lasting monument. Th@ Quest: The Paragon must quest for a lesser ar-
monument to his greatness must be financed tifact of the Sphere of Energy.
by the character, and he must participate in Trial: The Paragon must create an entirely new
its creation by either adventuring for compo- magical item. The cost of the research to create
nents and manpower or by taking the risks of such an item equais the total experience points
the actual physical construction. of the character. The components to make the
5. The character must complete a specific mon- item should be extremely rare and difficult to
umental task that will benefit his Sphere (see find, including at least one impossible item (the
below for details). footfall of a cat or the roar of a tion). The player
22@,*
apter 16: Treasure
he coins, gems, jewelry, and magical items Magical Treasure Choosing Treasures
found by player characters during an adven-
are afl called treasure. Treasure is norm2LUy The presence of magical treasure in a hoard of- In this section and in the next several sections,
found in the lairs of monsters-it may be gained as ten complicates the process of dividing treasure. the DM will read methods for choosing which
payment or as a reward from an NPC for perform- Typically, characters divide magical treasure treasures to appear in his or her game. Most trea-
ing some task. As r-haracters become more experi- among themselves first, and those who receive sures, of course, are associated with a monster-
enced and explore more dangerous arez, treasure is magical treasure receive less normal treasure. As the treasure is the treasure in the monster's lair
better guarded, better hidden, and possibly a rule of thumb, permanent magical items (such or it is the treasure the monster carries with it
trapped. But there is usually more of it, too! as a magical sword or fing) are considered worth most of the time.
The DM should be careful when placing trea- more than temporary magical items (such as a There afe two ways to determine what sort of
sure because treasure helps determine the rate at potion or scroll); items that are temporary but treasure belongs to a monster: deliberately and
which characters gain experience. that can be used many times (such as a magical randomly.
wand) are usually counted as permanent items
Dividing Treasure uniess the spell they cast is of little significance Deliberate Treasure Choice
or usefulness.
Before play starts, players should agree on The DM can simply decide what sort of trea-
how they intend to divide up treasure from each Dividing by Mutual Consent sure each monster has by going through the lists
adventure. Note that the D&DO game has no Party members may come to a consensus on of treasure on the following pages and selecting
hard-and-fast rule for how players should divide who should get what, all without foiling. For ex- monetary treasure and magical items. It is rec-
their characters' treasure. That decision is best ample, if the characters capture a treasure hoard ommended, however, that the amounts of trea-
left to each gaming group. that includes a magical sword and two of the par- sure chosen fall within the ranges and types
As a basic rule to keep in mind, however, the ty's fighters already have magical swords while listed for the monster's "Treasure Type." There-
division of treasure should not be based on the the third does not, they may simply decide that fore, become familiar with the guidelines for
amount of work done by different characters. the third fighter gets it. If the hoard includes a random treasure choice, explained in the follow-
Fighters will usually be more active than others, magical ring that bears the family crest of one of ing section, to help determine how much and
and thieves may have little to do; though the the character's clans, they may think it only right which types of treasure to choose.
thiefs playef may play his role well, there may that this character get the ring.
be few traps and locks to deal with. But each The name of the game is cooperation, not
chaf acter risked danger in search of treasure, and competition, and members of most groups Random Treasure Choice
each did special work as needed; the character should remember when they're dividing treasure To determine a monster's treasure at random,
should not be penalized if his special skills were that their characters are supposed to be friends or use the step-by-step procedure outlined in the
seldom needed in this adventure. Don't adjust allies. Individual group dynamics do vary, of Random Treasure Checklist.
treasure shares because one character was unable course, but the PCs are supposed to help, not
to do much this time around; in the next adven- compete with, one another.
ture, he may be the key player.
ipter 16: Treop
pieces-she rolls a 15 on a ldlOO, so there will be There's also a 50% chance of jewels in the lair;
Random Treasure Checklist platinum. She then rolls a 6 on id8 -as shown in she rolls a 53 on idloo, so there won't be any
i. Find the monster's treasure type. This is the entry, so the lair has 6,000 platinum pieces in jewels.
listed in the statistics information given it. (Remember that Part I of the Treasure in Lairs There's only a 5 % chance of there being spe-
for each monster in Chapter 14. Each table is pieces in thousands.) cial treasure in the lair. She rolls a whopping 98
treasure type lists a letter or a combina- Checking Part 2 of the Treasure in Lairs table, on idloo, so there definitely won't be any spe-
tion of letters. she sees that there's a 50% chance of the lair con- cial treasure. Finally, there's a 15% chance of
2 .Look at the Treasure Types Tables (both taining gems; she rolls a 33 on idloo, so there there being a magical item in the trove; she rolls
Treasure in Lairs and Treasure Carried). will be gems. She rolls 2d6, as shown on the ta- a 28 on ldlOO so no magic is present.
Find the lines corresponding to the tfea- ble, to find that there will be four gems in the The treasure in the rocs' nest: 6,000 pp and
sure type letter codes. Read across the trove. (She'll have to skip down to the section on four gems. The DM chooses to check the value of
lines to find the possible types of treasure gems to find out what kind and how valuable the gems right away. She rolls idloo for each of
present. (Note that both parts of each ta- they are, as listed in the Gem Value Table.) the four gems, rolling a 23, 54, 61, and 97. As
ble should be checked for treasure possi-
bilities.) Each type will give a percentage,
followed by a range of numbers. Treasure Types Table: Treasure in Lairs
3. Roll idloo against the chance shown in Part 1: Coins (in Thousands)
each column. If the number shown or less Type CP sp ep gp pp
is rolled, this type of treasure is in the A 25% id6 30% id6 20% id4 35% 2d6 25% id2
trove. (Go to Step 4.) If the roll is above B 50% id8 25% id6 25% id4 35 %id3 Nil
the percentage chance given, there is no c 20% ldl2 30% id4 10% id4 Nil Nil
treasure of this type in the trove. If "nil" D 10% id8 15% ldl2 Nil 60% id6 Nil
is listed, this type of treasure is automati- E 5% idlo 30% ldl2 25 1/2 ld4 25% id8 Nil
cally not included in the hoard; don't roll F Nil 10% 2dio 20% id8 45 %ldl2 30% id3
anything. G Nil Nil Nil 50% id4 x 10 50% id6
4. Determine the amount of each treasure H 25% 3d8 50% idloo 50% id4 x 10 50% id6 x 10 25% 5d4
present. For instance, if the column is for I Nil Nil Nd NH 30% id8
"i,ooos of gp" and the roll listed is i 25 %id4 lo% id3 Nil Nil Nil
" 2d6," roll 2d6 and multiply the result by K Nil 30% id6 10% id2 Nil Nil
1,000 to get the amount of gold pieces m Nil Nil Nil 4o% 2d4 50% 3dio
present. L,N,O Nil Nil Nil Nil Nil
5. If the die rolls from Part 2 of both Trea-
sure Types Tables indicate gems, jewelry, Part 2: Gems, jewelry, Special Treasure, and Magical Items
or special treasure, see the appropriate Special Magical
value tables in the following sections for Type Gems je-elry Treasure Items
those items' worth. If magical items are A 50% 6d6 50% 6d6 10% id2 30% Any 3
present, toll for the exact items using the B 25% id6 25% ld6 Nil 10% 1 sword, miscellaneous weapon,
appropriate Magical Items Subtables. I or armor
c 25% id4 25% id4 5 %id2 10% Any 2
Modifying Results D 30% id8 30% id8 10% id2 15 % Any 2 + I potion
If rolls give an amount of treasure that is too E 10% idio 10% idio 15% id2 2 5 % Any 3 + 1 scroll
much or too little, adjust the resuit. Always take F 20% 2dl2 10% ldl2 20% id3 30 % I potion, 1 scroll, + 3 any but
the number of monsters encountered into con- weapons
sidefation and make such adjustments carefully, G 25% 3d6 25% Idio 30% id3 3 5 % Any 4 + 1 scroll
especially when increasing treasure awarded, be- H 5o% idloo 50% ld4 x 10 10% ld2 15 % 1 potion + 1 scroll + any 4
cause most of the experience the characters will 1 50% 2d6 50% 2d6 5% id2 15% Any I
get will be from treasure. J,K Nil Nil Nil Nil
L 50% id4 Nil Nil Nil
Treasure in Lairs vs. Treasure Carried m 55 %5d4 45% 2d6 Nil Nil
When the treasure type given is a letter from N Nil Nil 10% id2 40% 2d4 potions
A to 0, that treasure is only found in the mon- 0 Nil Nil io% id3 50% id4 scrolls
ster's lair (and only if the lair is found, natu-
rally). When the treasure type given is from P to
V, the treasure is carried by the monster. This Treasure Types Table: Treasure Carried
difference is reflected in the use of two Tre ure Part 1: Coins (Pieces per Individual)
Types Tables-one for Treasure in Lairs ana one Type CP sp ep gp pp
for Treasure Carried. p 3d8 Nil Nil Nil Nil
Determining Treasure Example Q Nil 3d6 Nil Nil Nil
Let's say that a DM has set up a nest of ro s in R Nil Nil 2d6 Nil Nil
the player characters' path. She notes allcthe s Nil Nil Nil 2d4 Nil
monster characteristics on her map key and also T Nil 14ii Nil Nii id6
notes that rocs have treasure type "I" only, u 10% idloo 10% idloo Nil 5% idloo Nil
which means that they have lair treasure but that v Nil 10% idloo 5% idloo 10% idloo 5% idloo
they carry no personal treasure. She will have no Part 2: Gems, jewelry, Special Treasure, and Magical Items
need to refer to Treasure Types Table: Treasure Special Magical
Carried. Type Gems jewelry Treasure Items
On Treasure Types Table: Treasure in Lairs, PQ,R Nil Nil Nil Nil
however, she checks the line for treasureItype S,T 5% 1 Nil Nil Nil
"l." The chance for most types of coins is ' nil,"
so she doesn't have to roll for these columns. But u 5% id2 5% id4 2% Any 1 2% Any 1
there's a 30% chance of there being platinum v 10% id2 lo% id4 5% Any 1 5% Any 1
225@'-
apter 16: Treasure
noted in the Gem Value Table, the gems' total the Gem Value Table for the values given for
value is 12,100 gp. That puts the total value of Gem Value Table normal gems.) However, if a gem has been mod-
this treasure trove at 18, 1 00 gp. Value ified by both size and quality, the size and quali-
idlOO (gp) Examples ty gem value results are multiplied.
Average Treasure Values 01-03 10 Agate, quartz, turquoise For example, a pearl modified by a die roll of
The average value of each treasure type (in gp) 04-10 50 Crystal, jasper, onyx 4 would be of fairly small size (gem value '/2 nor-
is given in the Average Treasure Values Table. 11-25 100 Amber, amethyst, coral, mal). (As noted on the Gem Value Table, the
The values represent the amount of gold a typi- garnet, jade value of a typical, normal pearl is 500 gp.) If the
cal horde of treasure is worth if all rolls are aver- 26-46 - 500 Aquamarine, pearl, topaz die roll for quality is a 10, however, the pearl is
age. These averages do not include the value of 47-71 1,000 Carbuncle, opal of very good quality (gem value 8 X normal).
magical items that might be in the treasures. Af- 72-90 5,000 Emerald, ruby, sapphire The pearl, though small, is exquisite nonethe-
ter rolling for treasure, the DM may refer to this 91-97 10,000 Diamond, jacinth less, with a value of 2,000 gp (1/2 X 8 = 4 x 500
table to see whether the treasure is larger or 98-00 Special Starstone*, tristal** 2,000 gp).
smaller than average. Starstone: Any gem of 1,000 gp value or
more (from carbuncle to jacinth, except Damaged Gems
Average Treasure Values Table for diamonds) may be found with a star- The DM may also modify the value of gems if
Type - gp Type gp like formation in its center. These are of- they are subjected to harsh treatment after they
A 17,000 H 60,000 ten called by their individual names (Star have been collected. For example, most gems
B 2,000 1 7,500 Ruby, Star Sapphire, etc.) and a-re, as a will shatter if struck. Gems may crack or shatter
c 750 i 25 group, called starstones. A starstone has because of normal fire or certain spells (fireball,
D 4,000 K 250 twice the value of its normal gem type. lightning bolt, etc.). All effects are left to the
E 2,500 L 22 5 Tristal: Corundum, a mineral, is the sub- DM's discretion; a cracked gem is worth 20- 50 %
F 7,600 m 50,000 stance of which rubies and emeralds are (ld4 + I x 10) of the original value. A shattered
G 25,000 made. It may also be found in other coi- gem might leave a small piece worth 5-10%
ors, rare and usually transparent: golden (1 d6 + 4) of the original; however, the powdered
yellow, deep violet, and brilliant orange. remnants may still be of value to NPC magic-
Coins These gems are known as tristals. A tristal users, who may need gem powder for potions,
may have any value the DM chooses from scrolls, rare inks, etc.
All coins are about equal in size and weight. 1,000 to 100,000 gp, but the average tris-
Each coin weighs about I/io of a pound. In the tal is worth 50,000 gp.
D&D@ game, "cp" stands for copper pieces, Optional Rules
"sp" for silver pieces, "ep" for electrum pieces, The DM should feel free to use the following
" gp" for gold pieces, and "pp" for platinum Variable Gem Size and time-saving optional rules when piacing gems in
pieces. (Electrum is a mixture of silver and gold Quality treasure hoards.
whose value falls between the two.) Rearrange Gem Treasures: After finding the
The rate of exchange between coins is as fol- Gems are generally presumed to be of average total value of all the gems in a treasure, the DM
lows: quality and size, but the DM can vary the value may combine or split them into different num-
100 cp = 10 sp = 2 ep = 1 gp = 1/5 pp or and size of individual gems as he or she sees fit bers of gems adding up to the same gp values.
500 cp = 50 sp = 10 ep = 5 gp = I pp by using the Variable Gem Size and Quality Ta- For example, 5 gems worth 100 gp each could
ble. It is best to do this with no mofe than 5 % of be changed to 1 pearl (worth 500 gp); 10 onyx
Gems a tfeasufe's gems; otherwise it becomes very gems (each worth 50 gp); or 4 garnets (worth
complicated to keep track of a trove's value. 100 gp apiece) and 10 pieces of turquoise (each
For convenience's sake, all gems have the same On the Variable Gem Size and Quality Table, worth 10 gp).
encumbrance value: one gem equals I cn of en- toll a idio and find the modification to the gem Roll for Groups of Gems: When several gems
cumbrance. This is not so much a function of the (size, quality, or both). If only size or quality is are found together, the DM doesn't'have to
gem's weight as of the gem's size and irregular affected, roll another idio, find the appropriate make a separate roll for each and every gem. In-
shape, which make it inconvenient for carrying. variation in the latter half of the table, and note stead, he or she can divide the trove of gems into
Whenever a gem of unusual size is men- the gem's new value. If both size and quality are groups of three to five gems each, rolling once
tioned, the DM can still presume that the gem affected, roll a idio twice-reading the first for each group. This is quite useful for dragon
does not exceed the 1-cn encumbrance figure. number for the size variation and the second for treasure (Type H, Gems: 50% IdlOO) as well as
(In real-world terms, a gem would have to weigh the quality. other heavy-gem treasures.
248 carqts to equal the actual weight of an aver- Gem value for a gem that has been modified
age game coin!) by size or quality only is self-explanatory. (See
To determine the value of a gem found in a
treasure, roll percentage dice (idloo) and refer
to the Gem Value Table. Note: If the average Variable Gem Size and Quality Table
character level is under 9th level, subtract 10
from the idi 00 roll, treating any modified result idio Modification
less than 01 as 01. 1-4 Size
There are two ways to tell the players about 5-8 Quality
the gems they've found. The DM can say, 9-10 Size and quality
"You've found a gem worth l00 gp," and not be Variation:
concerned about the gem type or quality. Or the idio Size Quality Gem Value*
DM can say (for example), "You've found a 1 Very small Very poor 1/8 normal
lovely, carved piece of coral," and let the charac- 2-3 Small Poor '/4 normal
ters discover its exact value later-at the town 4-5 Fairly small Fairly poor '/2 normal
jeweler's shop, say, probably for a small fee (usu- 6-7 Fairly large Fairly good 2 X normal
ally I % of the gem's value). If the optional gen- 8-9 Large Good 4 x nofmal
eral skills rules are being used, a character could 10 Very large Very good 8 x nofmal
have the Profession skill and have chosen his pro- Normal" gem values are given in the Gem Value Table.
fession to be an assessor, which would allow him
to make a skill roll to calculate a gem's worth.
226
Chapter 16: Treasure
Jewelry jewelry Value Table
To find the value of a piece of jewelry, roll idloo Value Enc (cn) idloo Value Enc (m)
idloo on the jewelry Value Table. If the average 01 100 10 59-69 7,500 25
party level is less than 9th level, subtract 10 from 02-03 500 10 70-78 10,000 25
the idloo roll, treating any roll less than 01 as 01. 04-06 1,000 10 79-85 15,000 25
The value of each piece of jewelry should be 07-10 1,500 10 86-90 20,000 50
determined separately, except when large num- 11-16 2,000 10 91-94 25,000 50
bers afe found such as in treasure types A (50% 17-24 2,500 10 95-97 30,000 50
6d6) and H (50% ld4 x 10). When several piec- 25-34 3,000 25 98-99 40,000 50
es are found together, the DM can divide them 35-45 4,ooo 25 00 50,000 50
into groups of three to five items each and then 46-58 5,000 25
make one roll for each group. After the DM
finds the value of the jewelry, he or she ca-n select jewelry Type Table
or randomly determine a type for each piece us-
ing the jewelry Type Table. 100-3,999 gp 4,000-14,999 gp 15,000-50,000 gp
All pieces of jewelry are made of valuable idio (Common) (Uncommon) (Rare)
metals, gems, and/or other treasured matefial 1 Anklet Armband Amulet
(such as ivory, ebony, fur, etc.). Their values may 2 Beads Belt Crown
vary by up to 15 % above or below the amount 3 Bracelet Collar Diadem
given on the table if the DM chooses to modify 4 Brooch Earring Medallion
them. (For example, a piece listed as 20,000 gp 5 Buckle Four-Leaf Clovef Orb
could be given any value from 17,000 to 23,000 6 Catneo Heart Ring (nonmagical)
gp.) If the DM decides to vary the value, he can 7 Chain Leaf Scarab
roll id6. A 1-3 means that the value is less than 8 Clasp Necklace Sceptef
that listed, and a 4-6 means that the value is 9 Locket Pendant Talisman
greater than that listed. The DM can roll id6 10 Pin Rabbit's Foot Tiara
again. A 1-2 means that the difference is 15 %, a
3-4 means the difference is 10%, and a 5-6
means the difference is 5 %. Special Treasure Value Table
Of course, the DM may choose to allow jew- idloo Item Enc (m) Value (gp)
elry of greater value than that given. And when 01-10 Book, rarc 2dlOO id 100 x 10
both gems and jewelry occur in the same trea- Fur, common*:
sure, the DM may combine them. For example, 11-12 Pelt id6 x 10 id4
a single gem with a value of 1,000 gp along with 13-17 Cape id8 +4 x 10 id6 x 100
a necklace valued at 1,500 gp could be changed 18-20 Coat 2d6+8x 10 3d4 x 100
to "rwo gold crowns, each with a large pearl set Fur, rare**:
in its front, and each is worth 1,250 gp." 21-22 Pelt id6 x 10 2d6
23-27 Cape id8 +4 x 10 4d6 x 100
Types of Jewelry 28-30 Coat 2d6 +s x lo id6 x 1,000
To find the type of jewelry (necklace, non- 31-35 Incense, fare 1 cn/stick 5d6/stick
magical fing, etc.), roil id lo on thejeweiry Type 36-40 Perfume, rare 1 cn/vial idio + 5 X 10/vial
Table and go down the column that the value of 41-55 Rug or tapestryt id6 x loo 2dio
the item falls in (previously determined on the 56-65 Silkt id6 x 10 ld8
jewelry Value Table). For instance, if a 95 was 66-75 Skin, animal 5d4 x lo idio
rolled on the jewelry Value Table (resulting in a 76-85 Skin, monster idloo x 5o idio x loo
jewel worth 30,000 gp), the DM would roll idio 86-90 Spice, rafe idloo 4d4/cn enc
and check the " 15,000- 50,000" column on the 91-95 Statuette idloo idio x 100
jewelry Type Table. Say a 4 was rolled: the DM 96-00 Wine, rare id6 + 3 x 10 id6/bottle
would have a medallion worth 30,000 gp. * Common furs include beaver, fox, marten, muskrat, and seal.
jewelry Definitions ** Rich furs include ermine, mink, and sable.
The types of jewelry listed in thejeweiry Type t Prices and encumbrances afe for each square yard.
Table are defined in the following text. Belt. Leather with gems or engraved metal, Rare Types:
Common Types: worn around the waist. Amulet, Ofnate pendant or keepsake, gem-
Anklet. Leather strap adorned with gems. Collar. Ornate metal with clasp of leather with studded, possibly engraved.
Beads. Baubles strung on heavy thread. gems, wofn around the neck. Crown. Gold of platinum headgear, studded
Bracelet. Ofnamental wrist chain or strap. Eqrring. Usually found as a pair; small metal with large gems; kingly quality.
B,rooch. Ornamental piece with a pin on the clasp with gem or engraved stones. Diadem. Very ornate crown, emperor quality.
back; silver or gold casting. Four-Le@ Clover. A traditional good-luck Medallion. Omate gem-studded pendant.
Buckle. Fastener for shoes or othef items. symbol, fashioned of metal and gerhs. Orb. Gem-studded globe held in the hand;
Cameo. A gem or stone engraved in relief. Heart. Brooch or keepsake of fine metal, often often inlaid or engraved.
Chain. Valuable metal fashioned into wrist, engraved or with gems. Ring. Solid fine metal with gems; may appear
ankle, or neck wear. Leaf. Engraved broach or keepsake of metal, identical to magical rings.
Clasp. Fastener to hold a cloak of dress. studded with jems. Scab. Carved gemstone of large size and
Locket. Small case for holding a keepsake, of- Necklace. Engraved metal strap with engraved high quality, sometimes shaped as a beetle.
ten hung on a chain. metal and gems, hung around the neck. Scepter. Rod of wand of metal of rare wood,
Pin. Usually gold or platinum, with a small Pendant. Ornamental piece hung from a engraved and gem-studded.
gem on the tip. chain of fine metal. Talisman. Engraved figure or symbol of rare
Uncommon Types: Rabbit's Foot. A traditional good-luck piece, metals and gems; may be an amulet or pendant.
Armband. Chain or strap adorned by gems, made of fine metal, fur, and gems. Tiarq. Small crown or headdress, of royal qual-
worn on the upper arm. ity (but less than a crown or diadem.)
227
apter 1 6: Treasure
Damaged Jewelry Limitations on Magical Effects tables below to find the exact nature of a magical
The following should be noted when a magi- item. There is a section of text for each type of
jewelry can quite easily be damaged by such cal item is being used. magical treasure; these sections start after the
things as very hot fire, lightning bolts, crushing, Ranges and Durations: If the range or dura- weapon subtables. Generating some of these
and other rough treatment. Damaged jewelry is tion of the effect produced by a magical item is treasures can be complicated. If a subtable
worth only half normal value. not given, treat it as if it were cast by a 6th level doesn't immediately make sense, read the text
The gems found in certain types of jewelry are spelicaster. on the corresponding type of treasure.
subject to the guidelines given above for dam- Insulation: Several items can detect, control, Use the following guidelines when consulting
aged gems. Note also that the value of jewelry is or perform actions within a given range. These the Magical Item Subtables:
because of its fine craftsmanship, not necessarily actions can be blocked by a thin sheet of lead,
the parts; any rough treatment can result in the other metal l' thick, or stone lo' thick. 1. Limitations: Several items are usable only by a
loss of 10-80% (id8 x 10) of the value. certain character class, by all spellcasters, or by
Cursed Items all nonspeilcasters. If any of the following let-
Any treasure can hold a cursed magical item. ters appear on the subtables, the item noted
Special Treasure A curse can be removed for a short time (id2O may only be used by the class specified.
The DM may decide to place unusual but rounds) by any remove curse spell, but it can on- (C): Cleric only.
valuable treasure in a trove. The Special Treasure ly be permanently removed by the same spell (DR): Druid only.
Value Table gives guidelines that may be used to from a high-level cleric or magic-user (i 5th level (D): Dwarf only.
determine the value of such items. A DM may or above is recommended). A cleric's dispel evil (E): Elf only.
find it more -appropriate to deliberately select spell should remove nearly all curses, except per- (F): Fighter only.
such items (rather than determine them ran- haps those bestowed by either very powerful (H): Halfling only.
domly) so that he can place them in areas where spellcasters or items; these would require a dis- (M): Magic-user only.
they might reasonably be found, with some logi- pe] cvil or remove curse cast by a 36th level spell- (N): Nonspellcaster only (fighters, thieves,
cal expladation for their appearance. caster. A wish may be used at any time to remove dwarves, halflings, and mystics).
a curse; treat the wish as a powerful remove curse (S): Spellcaster only (clerics, druids, elves,
at 36th level magic use. and magic-users).
Magical Items The curse on an item may have nearly an ef- (T): Thief only.
y Note: In the subtables below, there are no
Magical items are divided into two camps: fect imaginable. A sword + 2 might be cursed to magical items that only the mystic class can
permanent items, which are not used up (such as act as a sword - 2 (penalizing the attack roll); a use, though such items-while against the
swords and armor), and temporary items, which shield +3 could likewise have the reverse effect, mystic philosophy-are certainly possible.
are used either once (such as potions) or for a cer- penalizing the user's armor class by 3. Cursed 2. Rejecting Results: The DM may, at any time,
tain number of times (such as some wands). items could work normally but have side effects,
Many temporary items have a limited number of causing the wielder to sneeze, drop items, etc. decide to refoil (or just choose) any treasure he
charges or uses. When the last charge is used, the Magical tr@ures are rare and valuable; the or she has determined randomly. A magical
item is no longer magical. It is impossible for a DM should make it possible for characters to re- item randomly rolled may simply be too pow-
character to find out how many charges an item move any curse and free the item for proper use. erful in a campaign and may make things too
has, and such items can only rarely be recharged. The removal of a powerful curse, however, may easy for characters. Wishes, for example can
The only way characters can identify what an involve a quest or some other service for the NP@ cause many problems, which may be prevent-
item does is by testing it (trying on the ring, sip- spelicaster removing a curse. ed by simply not using items that grant wishes
in the game or by strictly limiting their power.
ping the potion, etc.). This can be dangerous as Generally, if the DM can foresee any game
some magical items have been cursed or poisoned. Magical Items Main Table problems resulting from the introduction of
If a hireling is ordered to do this testing, he idloo Type of Magical Item an item or spell effect, avoid using the item.
has the right to expect to keep the item. If the 01-2 5 Potion
PCs use their hirelings to test magical items but 26-37 Scroll Magical Weapon Subtables
don't allow them to keep the items, the Pcs, 38-46 Wand, staff, or rod
reputation as employers will be seriously dam- 47-52 Ring There are two methods for determining the
aged. The DM should let the players know that 53-62 Miscellaneous magical item actual magical weapon in a treasure. Because
their characters are suffering because of theif bad 63-72 Armor or shield magical weapons can have a number of addition-
reputation as employers. 7 3-83 Missile weapon or missile al bonuses and abilities, determining the exact
Using Magical Items 84-92 Sword nature of a weapon is often complex.
93-00 Miscellaneous weapon The simplest method is a single table (the Mag-
Characters must properly use magical items if ical Weapon Generation Table), recommended
the magic is to have any effect. For example, a for generating weapons for characters who are
magical shield will have no effect if it is slung Using the Magical Items Main Table levels 1-10; this table lists three types of weapons
across a character's back (it must be cafried nor- When a toll for treasure on the two Treasure and basic magical bonuses. Simply choose the
mally on a character's arm), and a ring cannot be Types Tables indicates that magical items afe type of weapon to include in a treasure trove or
used when carried in a pocket (it must be worn present, roll idloo on the Magical Items Main roll randomly: 1-2, missile weapon or missile; 3-4,
on a finger for its magic to be in effect). Table to find the type of magical item. The result sword; or 5-6, miscellaneous weapon. Then roll
Some protective magical items are always ac- indicates which subtable to roll on to find the idloo for the specific weapon.
tive when worn; the character does not have to exact nature of the magical treasure. Go to the The second method, following the Magical
concentrate on them to use them. For example, appropriate subtable, roll on it as indicated, find Weapon Generation Table, splits weapon gener-
medallions that prevent use of ESP always work which magical item is the treasure, and then skip ation into each type of weapon and is recorn-
when worn around the neck. to the text section on the appropriate magical mended for selecting magical weapons for
All temporary items are either consumed item type to fead the description. Note that a characters of advanced levels. These subtables
(when they are drunk or eaten, for example) or roll indicating a weapon can refer the DM to dif- are also suitable if the DM would like a weapon
are used more gradually. If a magical item is not ferent methods of finding the actual weapon. to have mofe specific abilities and bonuses. This
the type that is consumed, the user must hold method presents three subtables that continue
the item and concentrate on it in order to use it. Magical Item Subtables in the manner of the six previous subtables for
While using the item, the user may not move, magical items. There is a section of text for each
cast a spell, or take any other action during that Once the general type of magical item has type of magical weaponry; these sections are pre-
round. The use of the magical item takes place been determined from the Magical Items Main sented with the text explaining the previous
during the magic phase of the combat round. Table, consult one of the corresponding sub- magical items.
idloo Potion ldlOO Potion idlOO Ring idlOO Ring
01-02 Agility 47-49 Giant Strength 01-02 Animal Control 56 Regeneration
03 Animal Control 50-5 1 Growth 03-08 Delusion 57-59 Remedies
04-06 Antidote 52-57 Healing 09 Djinni Summoning 60-61 Safety
07-08 Blending 58-60 Heroism 10-13 Ear 62-64 Seeing
09-10 Bug Repellent 61 Human Control 14-17 Elemental Adaptation 65-67 Spell Eating
11-12 Clairaudience 62-64 Invisibility 18-23 Fire'Resistance 68-69 Spell Storing
13-14 Clairvoyance 65-66 Invulnerability 24-26 Holiness (C, DR) 70-71 Spell Turning
15-16 Climbing 67-68 Levitation 27 Human Control 72-75 Survival
17-18 Defense 69-70 Longevity 28-32 Invisibility 76-77 Telekinesis
19-22 Delusion 71 Luck 33-35 Life Protection 78-81 Truth
23-24 Diminution 72 Merging 36-38 Memory (S) 82-84 Truthfulness
25 Dragon Control 73-74 Plant Control 39-40 Plant Control 85-86 Truthlessness
26-27 Dreamspeech 75-77 Poison 41-45 Protection + 1 87-91 Water Walking
28 Elasticity 78-80 Polymorph Self 46-48 Protection + 2 92-96 Weakness
29-30 Elemental Form 81-82 Sight 49-50 Protection + 3 97-98 Wishes
3 1-32 ESP 83-84 Speech 5 1Protection +4 99-00 X-ray Vision
33 Ethereality 85-88 Speed 52-55 Quickness
34-36 Fire Resistance 89-90 Strength
37-39 Flying 91-93 Super-Healing
40-41 Fortitude 94-96 Swimming Magical Item Subtable: 5. Miscellaneous Items
42 Freedom 97 Treasure Finding ldlOO Miscellaneous Item idloo Miscellaneous Item
43-45 Gaseous Form 98 Undead Control 01-02 Amulet of Protection from 46-47 Girdle of Giant Strength
46 Giant Control 99-00 Water Breathing Crystal Balls and ESP 48-49 Helm of Alignment
03-04 Bag of Devouring Changing
05-09 Bag of Holding 50-51 Helm of Reading
Magical Item Subtable: 2. Scrolls 10-12 Boat, Undersea 52 Helm of Telepathy
ldlOO Scroll idlOO Scroll 13-14 Boots of Levitation 53 Helm of Teleportation (M)
01-03 Communication 37-42 Protection from Elementals 15-17 Boots of Speed 54 Horn of Blasting
04-05 Creation 43-50 Protection from 18-19 Boots of Traveling/Leaping 55-56 Lamp, Hurricane
06-13 Curse (occurs when read) Lycanthropes 20 Bowl of Commanding 57-59 Lamp of Long Burning
14 Delay (S) 51-54 Protection from Magic Water Elementals 60-61 Medallion of ESP, 30' range
15-17 Equipment 55-61 Protection from Undead 21 Brazier of Commanding 62 Medallion of ESP, 90' range
18-19 Illumination 62-63 Questioning Fire Elementals 63 Mirror of Life Trapping
20-21 Mages (S) 64 Repetition (S) 22-23 Broom of Flying 64-66 Muzzle of Training
22-25 Map to normal treasure 65-66 Seeing 24 Censer of Controlling Air 67-68 Nail, Finger
26-28 Map to magical treasure 67-68 Shelter Elementals 69-71 Nail of Pointing
29-30 Map to combined treasure 69-71 Spell Catching 25-27 Chime of Time 72-76 Ointment
31 Map to special treasure 72-96 Spell (see Spell Scrolls) 28-29 Crystal Ball (E, M) 77-79 Pouch of Security
32-34 Mapping 97-98 Trapping 30 Crystal Ball with 80-82 Quill of Copying (S)
35-36 Portals 99-00 Truth Clairaudience (M) 83-86 Rope of Climbing
sp@,u S,,.lie 31 Crystal Ball with ESP (M) 87-88 Scarab of Protection
32-33 Displacer Cloak 89-91 Slate of Identification (S)
Type of of Cleric or Magic-User Spell 34 Drums of Panic 92 Stone of Controlling
ldlOO Scroll idloo Spells Druid idloo idloo Level 35 Efreeti Bottle Earth Elementals
01-70 Magical 01-50 1 01-34 01-28 1 36-38 Egg of Wonder 93-94 Talisman of Elemental Travel
71-95 Clerical 51-83 2 35-58 29-49 2 39-40 Elven Boots 95-97 Wheel of Floating
96-00 Druidic 84-00 3 59-76 5o-64 3 41-42 Elven Cloak 98 Wheel of Fortune
77-88 65-75 4 43 Flying Carpet 99-00 Wheel, Square
89-95 76-84 5 44-45 Gauntlets of Ogre Power
96-99 85-91 6
00 92-96 7
97-99 8
00 9
Roll for only one type of scroll per spell scroll found in treasure. Then roll
id3 for the number of spells that scroll contains. Finally, find the level of
each spell separately.
Magical Item Subtable: 3. Wands, Staves, and Rods
IdlOO Wand, Staff, or Rod* IdlOO Wand, Staff, or Rod* idlOO Wand, Staff, or Rod*
01-05 Wand of Cold (M) 53-56 Wand of Secret Door Detection (M) 86-87 Staff of Withering (C)
06-10 Wand of Enemy Detection (M) 57-60 Wand of Trap Detection (M) 88 Staff of Wizardry (M)
11-14 Wand of Fear (M) 61 Staff of Commanding (S) 89-90 Rod of Cancellation
15-19 Wand of Fireballs (M) 62-63 Staff of Dispelling 91 Rod of Dominion
20-23 Wand of Illusion (M) 64-66 Staff of the Druids (DR) 92 Rod of Health (C)
24-28 Wand of Lightning Bolts (M) 67-69 Staff of an Element (M) 93-94 Rod of Inertia (N)
29-33 Wand of Magic Detection (M) 70-71 Staff of Harming (C) 95 Rod of Parrying
34-38 Wand of Metal Detection (M) 72-78 Staff of Healing (C) 96 Rod of Victory
39-42 Wand of Negation (M) 79 Staff of Power (M) 97-99 Rod of Weaponry
43-47 Wand of Paralyzation (M) 80-82 Snake Staff (C) 00 Rod of the Wyrm
48-52 Wand of Polymorphing (M) 83-85 Staff of Striking (S)
Roll 3dio to find the number of charges in a wand (3-30 charges). Roll 2d2o to find the number of charges in a staff (2-40 charges). Rods have no charges.
229
Chapter 1 6: Treasure
Magical Item Subtable: 6. Armor and Shields*
ldlOO Size Idloo Size I ldlOO Type ldlOO Type ldlOO Type idlOO Type
01-68 Human 92-98 Halfling 01-10 Leather armor 31-39 Banded mail 56-75 Shield 86-90 Banded & shield
69-81 Dwaif 99-00 Giant 11-17 Scale mail 40-50 Plate mail 76-77 Scale & shield 91-00 Plate & shield
82-91 Elf 18-30 Chain mail 51-55 Suit armor 78-85 Chain & shield
*Roll idlOO to determine the size of Armor Class Modifier
armor; then roll idloo to determine Banded, Scale, Plate or AC Chance of
type of armor. Find the armor class mod- or Leather Chain Suit Shield Modifier Special Power
ifier and then the chance of special 01-70 01-60 01-50 ol-4o + 1 10%
powers on Armor Class Modifier. If the 71-88 61-81 51-74 41-67 + 2 15%
percentage listed or less is rolled, roll 89-96 82-92 75-88 68-84 + 3 20%
idloo for type on Special Powers. 97-99 93-98 89-96 85-94 +4 25%
00 99-00 97-00 95-00 + 5 30%
Special Powers
idloo Special Power idloo Special Power ldlOO Special Power idloo Special Power
01-07 Absorption 33-42 Electricity 51-60 Fly 76-85 Invisibility
08-17 Charm 43-47 Energy drain 61-66 Gaseous form 86-93 Reflection
18-32 Cure wounds 48-50 Ethereality 67-75 Haste 94-00 Remove curse
Magical Item Subtable: 7. Missite Weapons and Missiles*
idloo Item Weapon Class idloo Item Weapon Class idloo Item Weapon Class
01-37 Arrows A 71-72 Blowgun D 86-87 Cfossbow, heavy D
38-59 Quarrels A 73-80 Bow, long D 88-92 Crossbow, light D
60-70 Sling stones A 81-85 Bow, short D 93-00 Sling D
Roll idloo to determine the missile weapon or missile; then roll on the following tables as appropriate for bonuses to the weapon of missite.
MisWe Weapons (Wcapon Class D) Missiles (Wcapon Class A)
Magical Roil id4 Range Chance of Magical Number Chance
idloo Bonus + Bonus Multiplier Add. Modifier* idloo Bonus Found of Talent**
01-70 + 1 2 to 4 1 (none) 30% 01-40 + 1 2dio 30%
71-88 +2 5 to 7 1.5 (50%) 25% 41-67 +2 2d8 25%
89-96 +3 8 to 9 2 (100%) 20% 68-84 +3 2d6 20%
97-99 +4 15% 85-94 +4 2d4 15%
00 +5 10% 95-00 +5 id4 + 1 10%
Missile weapons can have additional weapon modifiers. Roll idloo for missile weapon modifier; if successful, see the Additional Weapon Modifiers Table.
Missiles can also have additional modifiers called talents. Roll idloo for missile talents; if successful, go to Missile Talents.
Missile TWents
idlOO Talent idlOO Talent ldlOO Talent IdlOO Talent ldlOO Talent
01-04 Biting 22-31 Curing 46-52 Lighting 68-72 Seeking 86-89 Stunning
05-09 Blinking 32-34 Disarming 53-57 Penetrating 73-76 Sinking 90-91 Teleporting
10-14 Charming 3 5-38 Dispelling 58-61 Refilling 77-78 Slaying 92-96 Transporting
15-21 Ctimbing 39-45 Flying 62-67 Screaming 79-85 Speaking 97-00 Wounding
Magical Item Subtable: 8. Swords* Additional Weapon Modifiers Table
Chance of
Weapon Weapon Weapon Magical Additional Misc.
idloO Class Type Class C Class D Bonus Modifier Swords Weapons Additional Modifier
01-65 c Normal oi-60 01-70 + 1 40% 01-29 01-3 3+ 1 extra vs opponent*
66-84 c Short 61-81 71-88 + 2 30% 30-50 34-5 7+ 2 extra vs opponent*
85-92 D Two-handed 82-92 89-96 +3 25% 51-64 58-73 + 3 extra vs opponent*
93-00 D Bastard 93-98 97-99 +4 20% 65-72 74-82 + 4 extra vs opponent*
99-00 00 +5 15% 73-75 83-85 + 5 extra vs opponent*
76-00 86-00 Talent**
Roll idlOO to find the type of sword; then roll idloo and check the appropriate weapon class column
for the magical attack and damage bonus. Roll idloo against the percentage listed for the chance of an Add the additional modifier to the basic
additional modifier; if the roll is successful, see the Additional Weapon Modifiers Table. Then check magical bonus to find the total weapon bo-
Intelligence of Sword. nus for use against special opponents. For
example, a roll of 74 for a sword + 3 will give
Intelligence of Sword th-at weapon a +8 bonus against a specific
idloo INT Communication Languages Powers* opponent. Go to Opponents to find the type
01-79 Nil Nil Nil None of opponent.
80-85 7 Empathy Nil I p Go to Talents to find the specific talent.
86-90 8 Empathy Nil 2 P
91-94 9 Empathy Nil 3 P Opponents
95-97 10 Speech id3 3 P idlOO Type ldlOO Type
98-99 11 Speech id6 3 P+RM 01-06 Bugs 59-67 Reptiles and
00 12 Speech 2d4 3 P + RM + 1 E 07-09 Constructs dinosaurs
P: Primary power. 10-15 Dragonkind 68-70 Spell-immune
16-24 Enchanted monsters
E: Extraordinary power. monsters 71-76 Spelkasters
RM: Reads magic on command. 25-36 Giantkind 77-88 Undead
Note: If a primary power or extraordinary power is indicated, go to Primary and Extfaofdinary Powers. 37-48 Lycanthropes 89-94 Watcr-
Primaly and Extraordinary Powers 49-52 Planar breathing
IdlOO Primary Power idloo Extraordinary Power monsters monsters
66-75 Find secret doors 46-54 Illusion 06-12 Charming 55-59 Hiding
76-85 Find traps 55-59 Levitation 13-16 Deceiving 60-65 Holding
17-23 Defending 66-73 Lighting
86-95 See invisible 60-69 Telekinesis 24-25 Deflecting 74-79 Silencing
96-99 Roll fof 1 extraordinary powcf 70-79 Telepathy
00 Roll 2 times more this column** 80-88 Teleportation 26-27 Draining 80-81 Slicing
89-97 X-ray vision 28-32 Extinguishing 82-85 Slowing
98-99 Roll 2 times mofe this column** 33-38 Finding 86-89 Speeding
00 Roll 3 times more this column** 39-43 Flaming 90-94 Translating
Duplicate rolls allowed. 44-46 Flying 95-99 Watching
Ignore any additional rolls. 00 Wishing
Magical Item Subtable: 9. Miscellaneous Weapons*
Weapon Weapon Magical Bonuses and ModiCiers
idloo Weapon Class idloo Weapon Class Weapon Weapon Weapon Magical Chance of
01-09 Axe, battle c 57-59 javelin B Class B Class C Class D Bonus Add. Modifier
10-15 Axe,hand B 60 javelin (returning) B 01-50 01-60 01-70 + 1 40%*
16-17 Axe, hand (returning) B 61-64 Lance D 51-74 61-81 71-88 + 2 30%*
18-20 Blackjack c 65-76 Mace c 75-88 82-92 89-96 + 3 20%*
21-22 Bola B 77-78 Net B 89-96 93-98 97-99 +4 15%*
23 Bola (returning) B 79 Net (retuming) B 97-00 99-00 00 + 5 10%**
24-28 Club c 80-84 Polmm D * Roll idloo; if the number rolled is the percentage listed or less, go
29-40 Dagger B 85-94 Spear B to the Additional Weapon Modifiers Table and follow the proce-
41-43 Dagger (returning) B 95-97 Spear (returning) B dure outlined there for determining additional bonuses against op-
44-53 Hammer, war c 98-00 Whip c ponents.
54-56 Hammer, war (returning) C * Roll 1 d 1 00; if the number rolled is the percentage listed or less, go
Roll idloo, find the weapon class, and then roll idloo in the appropriate column of directly to Talents in the Additional Weapon Modifiers Table for
Magical Bonuses and Modifiers for the weapon's bonus and the chance of an additional determining additional talents.
modifier.
231
pter 16: Treasure
Potions turns (half an hour). Neither potion will have successful saving throws) have no effect after the
any further effect. Certain potions whose effects duration ends.
Some guidelines regarding potions are given are permanent (for example, healing or longev- Roll idio to determine what types of poisons
in the following text. ity) do not count toward this restriction. the antidote protects against.
Appearance: Potions afe usually found in Control Potions: When using these potions, the 1-4 Poisons from 3-HD (or lesser) creatures
small glass vials. Each potion has a different user must see the victims to direct their actions.
smell and color-even two potions with the same The controlled creatures cannot be forced to kill 5-7 Poisons from 7-HD (or lesser) creatures*
effect appear completely different until used. A themselves. The character cannot perform any 8-9 Poisons from 15-HD (or lesser) creatures
character sipping the potion (taking just a taste) other actions while controlling others, and he 10 All poisons
will realize what the potion's effect is; the char- may move at up to half normal speed only. A vic- A potion of poison is normally treated as poi-
acter can then label the potion and keep it for tim may make a saving throw vs. spells to avoid son from a 7-HD monster. The DM can adjust
later use. Sipping a potion does not decrease the the control, but the user may repeat the attempt this option as necessary.
potion's effect or duration, although sipping a once per round, on any victim seen, until the po-
poisoned potion will cause the character to suffer tion's duration ends. Blending: The user may change color at will to
the poison's effects. any color, pattern, or combination of colors. Only
Level of Effect: If the range of the potion's ef- Potion Descriptions color can be altered, but all items carried are af-
fect is not stated, treat it as if it were a spell cast facted. The user hidden by this chameleonlike
by a 6th level spellcaster. The potions listed in Magical Item Subtable: camouflage ca-n rarely be detected (10% chance)
Duration: Unless stated otherwise, the effect 1. Potions, page 229, a-re described in the follow- uniess the observer can detect invisible things or
of a potion lasts 7-12 turns. Roll ld6 + 6 to deter- ing text. possesses truesight (as the cleric spell) or a simitu
mine the potion's duration. Only the DM Agility: The user's Dexterity score becomes ability.
should know the exact duration; he or she will 18, and the user immediately gains all applicable Bug Repellent: "Bug" includes any form of
roll for duration and keep track of it when a char- bonuses. arachnid (spider, tick, scorpion, etc.), insect
acter uses a potion. Animal Control: The user may control up to (ant, beetle, fly, etc.), or chilopod (centipede,
Dosage: Usually the entire contents of a vial is 3d6 Hit Dice of animals (normal or giant, but millipede, etc.). After using this potion, the user
a single dose. The entire potion must be drunk not fantastic or magical). When the control cannot be touched by any normal bug, and a
for the potion to have the listed effect. If a po- ends, the animals will be afraid and will leave giant-sized bug will ignore the user uniess the
tion does not follow this guideline, the text will the area if they can. bug makes a saving throw vs. spells. If the saving
inform the DM. Antidote: The user becomes completely im- throw is successful, the potion does not affect the
In Combat: Drinking a potion takes one mune to certain poisons and gains a + 2 bonus to giant bug. The potion adds a +4 bonus to any
round. all saving throws vs. poison. The weakest type of saving throws allowed against magically sum-
Multiple Potions: If a character drinks a po- antidote protects against the poison of all crea- moned or controlled bugs.
tion while another potion is still in effect, that tures with 3 Hit Dice or less; stronger antidotes Clairaudience: The user may listen to noises
character will become sick and will be unable to counteract the poison of larger creatures. Poisons (including speech) in an area up to 60' away
do anything (no saving throw allowed) for three avoided during the duration of the potion (by through the ears of a creature in that area.
Clairvoyance: The user may see an area up to
60' away through the eyes of a cfeatufe in that
area.
Climbing: The user may climb sheet surfaces
as if a spider, with only a 5% chance of falling
(checked per 100' of climbing, at least once per
climb).
Defense: The user gains a bonus to armor
class, which lasts for 1 turn only. Roll idio to
find the power of the potion.
1-3 + 1
4-5 + 2
6-7 + 3
8-9 +4
10 + 5
Delusion: The user will believe this potion to
have the effect of any one other potion (roll
again for the fake potion). However, it has no
real effect.
Diminution: Anyone taking this potion will
immediately shrink to 6" in height. He can only
attack creatures smaller than l' for normal darn-
age. The user can slip through small cracks and
has a 90 % chance of not being seen when stand.
ing still. This potion will cancel a potion of
growth without ill effects.
Dragon Control: There afe several different
types of this potion, one corresponding to each
dragon type. The user may control up to three
small dragons at once, but the dragons do get
saving throws. Large and huge dragons are not
affected by these potions. The controlled drag-
ons will do whatever is commanded of them ex-
cept cast spells. They will be hostile when the
control ends. Roll id2O to find the type of drag-
ons affected
23
Chapter 16: Treasure
1-5 White (or Crystal) Freedom: The user cannot be affected by pa- character becomes invisible, all the items (bu
6-10 Black (or Onyx) ralysis of any sort nor by hold person or hold not other creatures) carried and worn by the use
11-14 Green (orjade) monster spells. also become invisible. Any invisible item will be
15-17 Blue (of Sapphire) Gaseous Form: Upon drinking this potion, the come visible again when it leaves the charactef'
18-19 Red (or Ruby) user's body will take the form of a cloud of gas. possession (set down, dropped, and so forth)
20 Gold (of Amber) Anything the usef is carrying or wearing will fall The DM may allow players to divide a single po
through the gaseous body to land on the floor. tion of invisibility into as many as six sips, eac
The DM can roll idloo, and on 01-30 the po- The user will keep control over his body, and he of which works normally but lasts only one turn
tion actually affects the gemstone dragon equiv- can move through small holes in w@, chests, and Invulnerability: The user's afmof class an
alent (crystal instead of white, onyx instead of so forth. A creature or character in gaseous form saving throws gain a bonus of 2 for the duratio
black, etc.). cannot attack, but he has an AC of - 2 and can- of the potion. If used more than once per week
Dreamspeech: If the user speaks to one sleep- not be harmed by nonmagical weapons. the only effect is sickness.
ing or paralyzed creature within 30', the cfeatufe Giant Control: There afe several different Levitation: Drinking this potion will have th
will hear and silently answer as if awake. The types of this potion, one for each type of giant. same effects as the magic-user spell levitation
user will hear the responses by ESP and will be The user may control up to four giants at once, The user may move up of down in the air with
able to understand the language used. The crea- but each giant gets a saving throw. They will be out any support. This potion does not enable th
ture is not compelled to be truthful. Dead and hostile once the control ends. Roll id2O to find usef to move side-to-side. The user could, how
undead creatures cannot be affected, but cursed the type of giant affected. ever, levitate to a ceiling and move sideways b
sleeping victims are within the power of the po- 1-5 Hill pushing or pulling. Motion up or down is at
tion. The effect lasts for 1 turn only, and it ap- 6-10 Stone rate of 60' per found.
plies to only one sleeping or paralyzed creature. 11-14 Frost Longevity: The user immediately becomes 1
Elasticity: The user may stretch his or her 15-16 Fire years young@r. The effect is permanent, does no
body, plus all equipment carried, to nearly any 1 7 Mountain wear off, and cannot be dispelled. This potio
form-flat, long, etc.-to a maximum of 30' 18 Sea will have no effect on any creature forced t
long or a minimum of i" thick. Items carried 19 Cloud dfink it. In addition, age cannot be reduced be
cannot be used or dropped uniess they are first 20 Storm low 15 (or below midadolescence fof creature
returned to normal form. While in "stretched" other than humans), and the change cannot ad
form, the user cannot attack or cast spells, but he Giant Strength: The user gains the strength of versely affect any ability scores of other abilities
takes half damage from blunt weapons (mace a frost giant. However, the potion has no effect if Luck: This potion makes the user lucky. Th
hammer, giant-thrown boulder, etc.). The effec a strength-adjusting magical item (such as player of the character using this potion m
lasts for I tufn only. gauntlets of ogre power) is worn. Otherwise, the choose the result of any one roll of his rathe
Elemental Form: There are four tyt)es of this @tan rolling a random fesult (an attack or dam
I user inflicts double normal damage with any
potion: Air, Eafth, Fire, and Water ('equai eapon, and he may throw smail boulders age roll, saving throw, etc.). Other players' roll
chances for each). The user may change i@to'the 7 cannot be affected, nor can the Dungeon Mas
form of an elemental (of the appropriate type) (ranges 60/130/200) for 3d6 points of damage. ter's rolls be affected. The effect lasts for 1 hou
Growth: This potion causes the user to grow
and back to normal form as often as desifed twice normal size, temporarily increasinl, effec- or until the luck is used.
while the potion lasts. Each change of form takes Merging: The effect of this potion is quite un
. I tive Strength, giving the ability to inflict double
1 round. While in elemental form, no speclai damage (twice the amount rolled) on any suc- usual. The usef can permit others to actuall
immunities are gained, but the special attacks of cessful hit. The user's hit points, however, will merge their forms with the user's, including al
each elemental arc usable (see Chapter 14). Note not increase. This potion will cancel a potion Of equipment carried, as if all were gaseous. A max
that a protection from evil effect will not block a diminution without ill effects. imum of seven other creatures can merge wit
charactef using this potion. The user's armor Healing: Like the clerical cure light wounds the user of the potion. The merging cannot b
class and hit points do not change. The duration spell, drinking this potion will restore id6 + 1 forced; the user can, at will, prevent anyon
is 1 turn only. (2-7) lost hit points or will cure paralysis for one from merging. A creature merged with the use
ESP: This potion will have the same effect as creature. can leave the merger by merely stepping out. N
the magic-user spell ESP. The user can "hear" the creature merged with another (including th
thoughts (if any) of any one creature within 60' by rieroism: This potion has no effect on an elf, a user) can attack or cast a spell, but he may speak
concentrating for one full round in one direction. cieric, magic-user, mystic, of thief. However, a Damage to the usef of the potion does not affec
tighter, dwarf, halfling, or normal man on-
The user can "hear" through 2' of rock, but a thin i those merged.
(O' m
coating of lead will block the ESP ster!) who drinks this potion gains the Hit Dce, Plant Control: The user may control all plant
Ethereality: The user can become ethereal hit points, and all abilities of a higher level char- and plantlike creatures (including monsters) in
once, at any time during the potion's duration, actef (or monster) as follows. 30' x 30' area up to 60' away. Normal plants con
and may thereafter remain ethereal for up to 24 Current Level Effect trolled may entangle victims in their area, bu
hours, returning to the Prime Plane at will. Once Normal man Becomes a 4th level fighter they cannot cause damage.
he has returned to the Prime Plane, the potion 1-3 Gains 3 levels or Hit Dice Poison: Poisons look like normal magical po
will not enable him to become ethereal again. 4-7 Gains 2 levels or Hit Dice tions. A character who swallows any amount o
Fire Resistance: The user cannot be harmed by 8-10 Gains I level or Hit Die this potion,.even a sip, must make a savin
normal fire, and he gains a + 2 bonus to all sav- 11 + No effect throw vs. poison or die! The DM can choose t
ing throws against fire attacks. In addition, the have the poison do a specific amount of damag
user takes less damage from magical and dragon All wounds taken during the duration of the instead as another option.
fire: - 1 point per die of damage (minimum of 1 potion-including energy drains-are subtract- Polymorph Self. The user may change shap
point per die). ed from the magically gained hit points and (as the magic-user spell) up to once per roun
Flying: The user may fly at up to 120' per levels first. until the potion wears off.
round without tiring (as the effects of the magic- Human Control: The user may control up to 6 Sight: The user can detect invisible things
user spell). Hit Dice of humans at once (normal men count- the magic-user spell) for 1 turn. This will negat
Fortitude: The user's Constitution score be- ing as '/2 Hit Die each), similar to the effects of a blindness for that time.
comes 18, and the user immediately gains corres- charm person spell. The effect has a 60' range, Speech: The user can understand any and al
ponding hit points (if any). Points of damage to and the charm lasts only as long as the potion's languages heard within 60' and can respond i
the user are taken from the magically gained hit duration. the same tongues. A language must be heard t
points first. Damage applied to the user's origi- Invisibility: This potion will have the same ef- be used uniess alfeady known.
nal hit points will remain after the duration ends fects as the magic-user spell invisibility. The po- Speed: The user moves twice as fast, can attac
until cured by the usual means. tion will make the user invisible. When a twice per round, and performs other actions ex
233@
.. m A
apter 16: Treasure 8
cept spellcasting at twice normal speed. Who Can Use: Only magic-users, elves, and mediately appears on the other. There is no limit
Strength: The user's Strength score becomes 10th level (or higher-level) thieves can use magi- to the range, as long as both scrolls are on the
18, and the user immediately gains all applicable cal scrolls; only clerics and druids can use clerical same plane of existence. The message may be up
bonuses. scrolls; and only druids can use druidic scrolls. to 100 words in length. If one message is erased,
Super-Heating: This potion acts just like an Determining Contents: To determine what's the other disappears as well. Each message must
application of a cleric's cure critical wounds spell on a scroll, characters must have enough light to be erased before another can be written, and
(see Chapter 3 for details of this spell). read by. Magic-users and eives must use a read there is a 5 % chance (not cumulative) that any
S g: The user may swim in any liquid at magic spell to determine what's on a scroll; erasing will destroy the magic of both scrolls.
the rate of 180' per turn, even if encumbered. thieves, cleric's, and druids simply read their Creation: The user of this valuable scroll may
The user cannot sink (or even be pushed below scrolls. In any case, all characters must not read draw a picture of any normal item up to
the surface) uniess the encumbrance is over 3,000 the scroll aloud uniess they also wish to cast the 5' x 1 O' x l' in size (though drawn much smaller)
cn. The ability to breathe water is not granted by spell at the same time as they figure out the kind and up to 5,000 cn weight. The item may then be
this potion. The effects last for 8 hours. of spell. taken off the scroll and used! Magical items can-
Treasure Finding: By concentrating, the user Casting the Scroll Spell: To cast the spell on a not be created nor can any living things, but all
can detect the direction and distance (but not scroll, the character must be able to read the types of armor and weapons, for example, are
the amount) of the largest treasure within 360'. scroll and must read it aloud. A scroll may only quite easily created. The item will vanish either on
Undead Control: The user may control up to be used once; the words disappear as they are command of the creator or after 24 houfs. The
18 Hit Dice of undead monsters. The undead read aloud. scroll can create one item per day only.
will be hostile when the control ends. Protection Spells: Anyone who can read-not Cursed: Unfortunately, when any writing on a
Water Breathing: The user can freely breathe just spellcasters-may use protection scrolls; the cursed scroll is even seen, the victim is immedi-
either water or air (as the magic-user spell) for 4 protection spell disappears as it is read aloud. ately cursed. No feading is necessary! The DM
hours. Treasure Maps: Anyone who can read-not must make up each scroll's curse. Examples of a
just spellcasters-may understand treasure few common curses include the following:
Scrolls maps; a character who cannot read may make an 0 The reader turns into a frog (or some other
Intelligence check to understand the map any- harmless animal).
A scroll is a piece of oid paper or parchment way. Such maps do not disappear when read. 0 A wandering monster of the same level as
upon which a high-level magic-user, elf, or cleric the reader appears and attacks the reader by
has written a magical formula. It is also possible Scroll Descriptions surprise (a free attack with bonuses).
to generate maps via scfolis as noted on the Ma - 0 One magical item owned by the reader dis-
9
ical Item Subtable: 2. Scrolls; these maps are car. The scrolls listed in Magical Item Subtable: 2. appears (the item is chosen of randomly de-
tographic diagrams of a particular area (often Scrolls, page 229, are described in the following termined by the DM).
one where treasure is hidden or lost cities are to text. The reader loses one level of experience, as
be found). Communication: This is actually two scrolls, if struck by a wight. (The DM should roll
Some guidelines regarding scrolls are given in one stored inside the other. They are easily sepa- again for a first-level character to avoid un-
the following text. rated. If a message is written on one scroll, it im- fair "instant death.")
0 The feader's Prime Requisite must be re-
rolled.
0 Future wounds will take twice as tong to
heal, and healing spells will only restore half
normal amounts until the curse is lifted.
Only a remove curse spell (see Chapter 3) can
remove a curse of this nature. However, the DM
may allow the cursed character to be cured by a
high-level NPC clefic or magic-user, who will de-
mand that the character complete a specia.1 ad-
venture or perform a worthy but difficult task.
Delay: This is a scroll of one spell. When cast-
ing the spell from the scroll, the user states an
amount of delay from 0 to 12 rounds. There-
after, if the user carries the scroll, the user has
complete control of the spell when it occurs. If
the scroll is not carried by the user, the spell ef-
fect appears around the scfoll itself, affecting the
neafest creature if a recipient is part of the spell
process. The spell does not @ct the scroll, even
ifit is a fire- type spell. For example, an elf reads
a delay lightning bolt scroll, delaying it 8
rounds, and then puts the scroll away. Eight
rounds later, when the lighming bolt actually
appears, the elf may choose the range and difec-
tion by mere concentration, as if casting the spell
at that time.
Equipment: This parchment is inscribed with
the names of six normal items (which the DM
selects or randomly determines, using the Ad.
venturing Gear Table from Chapter 4). When
any item's name is read aloud, the item appease
within lo' of the scroll; the name disappears.
The item will remain for 24 hoofs or until the
user commands it to vanish. The name reappears
I when the item vanishes. Any three
on the scrol
of the six items listed on the scroll can be created
34
ter 16: Treai
each day. one protected attacks one of the given creatures down and used. However, none of the items can
Illumination-. This scroll bears the drawing of in hand-to-hand combat. be removed from the room.
a flame. If the scroll is set afire, it will burn with Four types of protection scrolls are described If the scroll is taken down, the room cannot be
a clear light in a 60' radius, lasting for up to 6 in the following text. entered or left, but remains in existence on an-
hours per day. The burning does not harm the Protection from Elementals: This scroll creates other dimension. If any creatures are in the room
scroll, but it is nevertheless "normal" fire (and a circle of protection (10' radius) around the when the scroll is taken down, the air inside per-
can be used to light torches, for example). The reader. No elemental can attack those within the mits survival for up to 24 hours. No creatures so
flame cannot be extinguished except by water or circle uniess attacked first in hand-to-hand com- caught can escape by any means other than a
on command of the user; no wind, normal or bat. Once attacked, an elemental may attack in wish. The food and drink are replenished each
magical, can cause it to even flicker. This item return. The effect lasts for 2 turns and moves time the scroll is taken down. The room can be
may already be lit when found. with the reader. created once per day and will remain for up to 12
Mages (spellcasters only): This scroll is blank; Protection from Lycanthropes: When read, hours per use; if not removed in that time, the
it is used to identify magical effects. The user this scroll will protect all those within the circle scroll will fall down by itself.
may hold the scroll and command it to identify for 6 turns against a variable number of lycan- Spell Catching: This scroll is blank when
any one chosen magical effect within 30'. The thropes. The number of lycanthropes affected found. It may be used to "catch" a spell cast at
name of the magical spell or effect then appears varies according to their type, as follows. the user. It cannot catch spell-like effects, nor
on the scroll, along with the level of the caster of can it catch device-produced effects (such as
the spell effect. The scroll will identify one magi- Werebats, wererats, werefoxes idio affected from a wand), but a spell cast from a scroll can be
cal effect per day. Wefeboars, werewolves id8 affected caught. There are four types of this scroll; roll
Maps to Treasures (Normal, Magical, Com Wereseals, weresharks id6 affected idio to determine the capacity.
bined, or Special): Each map should be made in Werebears, weretigers id4 affected
advance by the DM. Such maps show a route to Devil swine id2 affected i-4 1st or 2nd level spells
the location of a treasure in a dungeon or a wilder- 5-7 1st to 4th level spells
ness area. The treasure is usually hidden or pro- Protection from Magic: This scroll creates a cir- 8-9 1st to 6th level spells
tacted by monsters, traps, and/or magic. Based cle of protection (10' radius) around the reader. 10 1st to 8th level spells
on the type of treasure given, the DM should se- No spells or spell effects (including those from
lect a challenging monster (who has a similar trea- items) may enter or leave the circle. The effect The user of the scroll must hold it up, like a
sure type) and design the map and monster lair lasts for id4 turns, moves with the reader, and shield; no other action is possible while using the
accordingly. Note that the map may be partially may not be broken except by a wish. scroll. The user must then make a saving throw
incorrect, omitting an important detail (such as Protection from Undead: When read, this vs. spells, with a + 4 bonus to the roll; if success-
the type of monsters, dangerous traps, etc.) o . scroll will protect all those within the circle from ful, the incoming spell has no effect and is in-
t glv- a variable number of undead for 6 turns. The stead transferred to the scroll, appearing as a
ing some false information; however, the treasure
mentioned should actually be there. Sometimes number of undead affected varies according to normal scroll spell. The exact spell caught will
maps are only partially complete or are written in their type, as follows. not be known until a read magic spell is used to
the form of a riddle. And some can only be read Skeletons, zombies, ghouls 2dl2 affected identify it.
The scroll can only hold one spell at a time; the
by a read languages spell. Wights, wraiths, mummies 2d6 affected spell caught must either be used of copied into a
Normal treasure contains coins and gems but Specters (or larger monsters) id6 affected spell book (magic-user spells only) before the
no magical items, while a magical treasure may scroll can catch another spell. Any type of spell
include some coins and a few gems of low value Questioning: The user of this scroll may ask (magical, clerical, or druidic) can be caught as
in addition to magical items. A combined trc2- questions of any nonliving nonmagical objects- long as the level does not exceed the scroll's capac-
sure has coins, magical items, and valuable gems their answers will appear on the scroll. The scroll ity. The scroll ofspell catching cannot affect spells
or jewelry in roughly equal proportions. Special will display up to three answers per day. The an- of levels greater than the given capacity, and it can
treasure should contain at least one permanent swers will be given as if the objects were living catch a maximum of one spell per day.
magical item, such as a staff or sword; these beings, but they will be limited to simple obser- Spells: Use Spell Scrolls in the magical item
items should be mentioned on the map. vations as if the objects could see, hear, and subtable for scrolls to find the exact spell levels
Mapping: This scroll is blank. When held and smell. The scroll cannot be used to question liv- or choose spells as appropriate. Spell scrolls are
commanded to write, this scroll will draw a map ing or magical things. good ways to introduce new spells in a cam-
of an area chosen (that is, the DM accurately Repetition: This scroll appears to be a normal
draws the map for the players). The area must be scroll of one spell, and the standard restrictions paign, and they may thus be designed with the
completely within 100' of the scroll, and it may apply to its use. However, 1 turn after the spell is characters' current spell books in mind. Note
be up to 10,000 square feet in size. The scroll has cast, the scroll creates the same spell effect a sec- that only druids can cast spells on druid scrolls,
1 chance in 6 to detect secret doors, but it will ond time, centered on the scroll or affecting th though the spell name can be revealed by a read
not draw what lies beyond them. The scroll func- nearest creature if a recipient is part of the spell m2gic spell.
tions once per day. process. As with a normal spell scroll, any spell Trapping: This scroll can create one trap. The
Portals: This scroll creates a pass-wall effect, cast from it is then gone; however, another spell type of trap differs by the placement of the
identical to the magic-user spell. When placed may be written on the scroll if it is of the same scroll. The scroll is destroyed when the trap is
created. If placed on a floor, a hidden pit trap is
on a surface and commanded to function, the level, and the repetition effect will again apply. created; if on a ceiling, a failing block trap ap-
scroll disappears and a 5'-diameter hole appears Seeing: This scroll is blank. When held and pears. On walls, a poison dart or gas trap will be
that is up to lo' deep. The scroll does not affect commanded to write, it will draw pictures of crea- created. The exact trap is left for the DM's de-
living or magical things. The hole wiil disappear tures within 100' in any area chosen by the user. sign. The trap created is quite real and is not illu-
after 3 turns or when commanded by the reader Up to four different types of creatures can be pic- sory or magical.
of the scroll. When the hole disappears, the tured. The scroll will function once per day, re- Truth: This scroll is blank when found. The
scroll reappearsI. The scroll may be used twice gardless of the number of creatures pktured. user may ask a question of any living being with-
each day. Shelter: This scroll is inscribed with an elabo- in 30'; the complete and true answer appears on
Protection: A protection scroll may be read rate drawing of a lo'-square room, lit, with two the scroll, read from the victim's mind by a pow-
and used by any character who can read the beds, a table and rwo chairs, food and drink for erful version of ESP. Note that the answer is true
Common language. When read, it creates a cir- two on the table, and a pair of normal swords on only within the limits of the victim's knowledge.
cle of protection 10' across that will move with the far wall, each hung over a shield. If the scroll
the reader at its center. It will prevent any of the is hung on any veftical surface, the room pic- The scroll will display one answer per day.
given creatures from entering this circle, but it tured may be entered and the items used. The
does not prevent spell or missile attacks from food and drink are pure and will nourish any liv-
those creatures. The circle will be bioken if any- ing thing. The swords and shields may be taken
235@
apter 16: Treasure
Wands, Staves, and Rods struck by the ray must make a saving throw vs. charge per use. These created spell effects
wands or be paralyzed for 6 turns. are treated as if cast by a 10th level spelicast-
A wand is a thin, smooth stick about 18" Wand of Polymorphing: This wand creates ei- er. The effects are dependent on type of ele-
long; a staff is 2 " thick and about 6' long; and a ther a polymorph self or polymorph other effect ment as follows:
rod is similar to a wand, but is 3' long. A wand (as if using the magic-user spells). The user must Air: lightning bolt, cloudkill
can only be used by a magic-user or an elf. A state which effect is desired. An unwilling victim Earth: web, wail of stone
staff can only be used by a spellcaster (sometimes may make a saving throw vs. wands to avoid the Fire: fireball, wall of fire
restricted to a specific type). Lastly, a rod may be effect. Water: ice (storm or wall)
used by any character class. Wand of Secret Door Detection; The user may When used on the elemental plane of the cor-
A wand normally has 2dio charges when find any secret door within 20', using one charge responding type, the powers are quite different.
found and a staff 3dio; the DM rolls the num- per secret door found. As long as one or more charges remain in the
ber, keeps the result to himself, and tracks the Wand of Trap Detection: This wand will point staff, the powers granted to the holder are not
character's use of the wand or staff. If desired, at all traps within 20', one at a time, at a cost of the powers given above, but are rather the fol-
the DM may use a larger number of charges: one charge per trap found. lowing powers:
3dio for a wand, 2d2o for a staff. Rods are per- Immunity to damage from the plane itself,
manent items that do not require charges. Each Staff Descriptions with vision to 60' range.
use of a power costs one charge uniess noted Movement within the plane at the rate of
otherwise. Each item may be used once per The staves listed in Magical Item Subtable: 3. 120 feet per turn (40'/ round).
round at most. Wands, Staves, and Rods, page 229, are de- 0 Communication ability with any resident of
scribed in the following text. that plane.
Wand Descriptions Staff of Commanding: Usable by all spell- 0 A - 4 bonus to armor c@s if attacked by a
casters, this magical item has all the powers of resident of that plane.
The wands listed in Magical Item Subtable: 3. the rings of animal, human, and piant control Note that these staves do not provide the abil-
Wands, Staves, and Rods, page 229, are de- (see the individual descriptions under "Rings," ity to breathe on the plane; some other device or
scribed in the following text. Note that all of the below). spell must also be used. However, when a staff is
wands listed here are usable only by magic-users. Staff of Dispeffing: The touch of this item has used along with a matching ring of elemental
Wand of Cold: This wand creates a cone of the same effect as a dispel mqgic spell from a adaptation or talisman ofelemental travel, all ef-
cold, 60' long and 30' wide at the far end. All 15th level caster, but it wili affect only the item fects given above are extended to a lo' radius
within the core take 6d6 points of cold damage, or magical effect touched. Any potion or scroll around the user.
but they may make a saving throw vs. wands for touched is completely destroyed, and any per- Except for the staff of clemental power, each
half damage. manent magical item touched becomes non- staff can be used to negate effects relating to
Wand of Enemy Detection: When a charge is magical for id4 founds (including armor and the element to which it is opposed (see the
used, this item will cause all enemies within 60' weapons). This effect may be permanently Dominance-Opposition Table on page 264), at
(even those hidden or invisible) to glow, as if on harmful to intelligent swords (DM's choice). the cost of one charge if the effect was produced
fire. Each use of the staff costs one charge. This staff by the opposite staff or two charges if a normal
Wand of Fear: This wand creates a cone of is usable by any character. spell was used. For example, a staff of air could
fear, 60' long and 30' wide at the far end. All Staff of the Druids: This staff is usable only by be used to negate a wall of fire spell cast by any
within the cone must make a saving throw vs. druids. A druid carrying this staff gains one extra magic-user, at the cost of two charges.
wands or run away from the user at three times spell of each spell level. The extra spells must be A summoned elemental may be sent back to
their normal rate for 30 rounds. selected when the usual spells are acquired (usu- its home plane with the same cost of charges
Wand of Fireballs: This creates a fireball effect ally during morning meditation). Each day's use (one if produced by the opposite staff, two if
(as if using the magic-user spell) up to 240' away. of the staff uses one charge. The staff is a + 3 conjured by spell), but the elemental must be
All victims take 6d6 points of fire damage, but weapon as well, and it may be used as such (in- touched by the staff (possibly requiring a normal
they may make a saving throw vs. wands for half flicting id6 + 3 points of damage per hit) with- attack roll).
damage. out using any charges. If a staff is ever taken to the piane it is opposed
Wand of lflusion: This creates -a phantasmal Staff of an Element: Usable only by magic- to, it immediately explodes, inflicting 20 points
force effect (as if using the magic-user spell). The users, there are seven types of these staves; roll of electrical damage plus id8 points of damage
user must concentrate on the illusion to main- ldlOO to determine the exact type found. per charge remaining in the staff. The explosion
tain it, but he may walk at half normal move- 01-21 Staff of Air fills a sphere of 60' radius; all creatures within
ment rate while doing so. 22-42 Staff of Earth the effect may make a saving throw vs. spells
Wand of Lightning Bolts: This creates a light- 43-63 Staff of Fire with a -4 penalty to the roll to take half dam-
ning bolt (as if using the magic-user spell), start- 64-84 Staff of Water age. The wielder of the staff, however, gets no
ing up to 240' away and 60' long from that 85-91 Staff of Air and Water saving throw.
point. The victims take 6d6 points of electrical 92-98 Staff of Earth and Fire Staff of Harming: Usable only by clerics, this
damage, but they may make a saving throw vs. 99-00 Staff of Elemental Power item functions similarly to a reversed staff of
wands for half damage. healing, at the cost of one charge per creature
Wand of Magic Detection: When a charge is Each staff is a staff + 2 and may be used as one harmed. It inflicts id6 + 1 (2-7) points of dam-
used, this item will cause any magical item with- without using any charges, striking for id6 + 2 age to any creature touched by the staff (no sav-
in 20' to glow. If the item cannot normally be points of damage. Staves of two elements gain ing throw); a normal attack roll may be required.
seen (within a closed chest, for example), the all the powers of both staves, and the staff of cle- This is in addition to normal weapon damage
glow will not be seen. mental power has the powers of all four. (id6 points), if applicable.
Wand of Metal Detection: This wand will Each staff contains the following powers whe- i-i The staff of harming can also create the follow-
point toward any type of metal named if within used on the Prime Plane: ing effects, with the costs noted. Each effect @
20' and if 1,000 cn or more in weight. The user -1. identical to the reversed form of a clerical spell.
cannot detect the amount of metal. a A +4 bonus to saving throws vs. attack Note that the use of this staff is a Chaotic act.
Wand of Negation: This wand can be used to forms based on that element.
cancel the effects of one other wand or staff. If 0 Complete immunity to attacks by any ele- Cause blindness 2 charges
the other effect has a duration, the negation lasts mental of that type. Cause disease 2 charges
for one round. 0 The ability to summon one 8-Hit Dice ele- Cause serious wounds 3 charges
Wand of Paralyzation: This wand projects a mental of that type per day (as the magic- Create poison 4 charges
cone-shaped ray when a charge is used. The ray is user spell), each summoning costing one
60' long and 30' wide at its end. Any creature charge. Staff of Healing: Usable only by clerics, this
0 Certain spell-like effects, each costing one staff will heal ld6 + 1 (2-7) points of damage per
36
Chapter 16: Treasu
use. It may only be used once per day per per- wand). In addition, the user may break the staff, Rod of Victory: Usable by any character, this
son, but it will heal any number of persons once which releases all of its power at once. This final rod makes the user lucky in war (when the War
a d-ay. It does not have or use charges for healing. strike is an explosion that inflicts 8 points of Machine mass combat system is used). The fol-
As an option, the DM may add charges to the damage per charge remaining in the staff. All lowing bonuses apply to that system:
staff (in addition to its curing abilities) to create creatures within 30' (including the user!) take A + 25 bonus applies to the Combat Results
the following effects, at the cost of the charges damage (but all may make a saving throw vs. roll (to a maximum total of 100).
indicated. staff for half damage). On the Combat Results Table, if the differ-
Cure blindness I charge ence in overall totals is 101 or more, the re-
Cure discase 1 charge Rod Descriptions sult for "91-100" is used, limiting th
Cure serious wounds 2 charges number of casualties.
The rods listed in Magical Item Subtable: 3. Rod of Weaponry: This rod + 5 is only usabi
Neutealize poison 2 charges Wands, Staves, and Rods, page 229, are de- by a dwarf, halting, fighter, thief, or mystic. 0
tall scribed in the following text. command of the user, it will elongate and ma
Staff of Power: This item can be used as a s Rod of Cancellation: This rod is usable by any be divided into two weapons of the same size
of striking and can also be used to create any of character. It will work only once, but it will drain each + 2. Each of those may be similarly divide
the following magic-user spell effects (each do- any magical item it hits, making that item for- into two + 1 weapons. The rod cannot be di
ing 8d6 points of damage): fireball, lightning ever nonmagical. The target is treated as having vided accidentally, and it can be reassemble
bolt, and ice storm. It can also create a continual an armor class of 9. The DM may adjust the ar- simply by placing the parts together. Each weap
light effect or move 2,400 cn of weight by teleki- mor class of an item if it is being used in combat on, regardless of size, inflicts ld6 points of dam
nesis, as the ring. This staff is usable only by (such -as when trying to hit a sword). age per hit, plus magic bonuses (but no
magic-users. Intelligent magical swords and +5 magical Strength bonuses).
Snake Staff: Usable only by clerics, this magi- items may resist the effect of the rod if the user Rod of the Wyrm: Usable by any character
cal staff is a staff + I and will inflict id6 + I makes a saving throw vs. wands. This merely indi- there are three types of this rod; determine th
age per hit. cates successful resistance, and the rod still retains type randomly or select one.
points of dam
Upon command, the staff turns into a snake its power. A sword + 5 with intelligence, for ex-
and coils around the creature struck. The com- ample, gains a + 2 bonus to the saving throw. idlo Alignment Dragon AC Breath(s)
mand may be spoken when the victim is hit. The Rod of Dominion: Usable by any character, 1-5 Lawful Gold - 2 Fire/Gas
victim is allowed to make a saving throw vs. this rod aids in ruling. If a ruler carries it on a 6-8 Neutral Blue 0 Lightning
spells to avoid the serpent's coil. Any man-sized tour throughout his or her dominion, the rod 9-10 Chaotic Black 2 Acid
or smaller victim will be held helpless for id4 adds a bonus to all Confidence Level rolls, based
turns (unless the snake is ordered by the owner on the percentage of residents viewing it (roll Each is a rod + 5 and each inflicts 1 d8 + 5 (6
to release the victim before that time). Larger idloo for the result). 13) points of damage per hit (but withou
creatures cannot be ensnared in the snake's coils. Strength bonuses). Once per day, the rod may b
The snake's characteristics are as follows. 01-50 + 10 turned into a small dragon of the appropriat
5 1-7 5 + 20 type. The created dragon has 30 hit points an
Snake: AC 5; HD 3; hp 20; MV 60'(20'); #AT 1 76-90 + 30 can only be affected by magic (weapons, spell
(special); Dmg Nil (special); Save C3; ML 12; 9i-99 +40 etc.). It will understand and faithfully serve th
XP 6 00 + 50 user of the rod to the best of its ability; for exa
ple, it can act as messenger, steed, or guard.
When freed, the snake crawls back to its own- When not on display, the rod must be kept in will fight to the death unless commanded othe
er and becomes a staff once again. The snake is the ruler's stronghold. The effects last for three wise. The dragon knows no spells. It will retur
months, but the rod may be shown again to the to rod form on command; if slain in drago
completely healed when it returns to staff form.
If killed in snake form, it cannot return to staff populace as desired. form, however, it cannot return to rod form a
form and it loses all magical properties. This Rod of Health: Usable by clerics only, this rod is forever destroyed. Spells and other magic
item does not have or use charges. h-as all the powers of a staff of healing, but with- forms of healing can be used to heal the cre
At the DM's option, the staff can be given out expending any charges. It can affect any one ture, if desired, but not after it is killed.
charges. The user can spend charges to add bo- creature only once per day, regardless of the ef- If a dragon is created by a user of a differs
nuses to the snake's attack roll ( + I bonus per fect chosen. alignment, the dragon will attack the user imm
charge spent); up to five charges can be used in a Rod of Inertia: Only a dwarf, halting, fighter, diately, fighting to the death. When this occurs,
single attack (for a + 5 bonus). thief, or mystic may use this unusual item. It cannot be commanded to return to rod form.
A charge can also be used to cure the snake may be used as a spear +3 in -all respects. On
while it is in combat. The user casts a curing spell command of the user, it will stop wherever it is,
Rings
of any type and expends one charge to transfer and it cannot be moved by any means except a
the cure to the snake. The amount of curing is wish. A second command releases it. If the rod is A magical ring must be worn on a finger
determined normally; no range limit applies. in motion when stopped, it will continue its di- thumb to function. However, a ring nlay also
Staff of Striking: Usable by all spelicasters, rection when released. For example, it may be carried and then put on when needed. Only o
this weapon inflicts 2d6 (2-12) points of dama,Uf-- thrown toward a door and commanded to stop, magical ring can be worn per hand. If more th
later released if an entray enters so that the rod that are worn, the rings negate each other a
per charge if the hit is successful. Only one
charge may be used per strike. will continue toward the enemy (a normal attack none will function, with the exception of a
Staff of Withering: One hit from this staff roll is made). If the user falls, a command will of weakness.
ages the victim 10 years. One or two hits *will be stop the rod suddenly, and the user may hold on- Any ring may be used by any character cl
fatal to most animals and harmful to many hu- to the rod. except where noted otherwise in the text.
mans. Elves may ignore the first 200 years of ag- Rod of Parrying: This rod + 5 can be used as a
ing, dwarves may ignore the first 50 years, and melee weapon, inflicting id8 + 5 (6-13) points of Ring Descriptions
haltings may ignore the first 20 years. Undead damage per hit (but no Strength bonus applies).
are not affected by this item. This staff is usable it may also be used to parry attacks, if the user The rings listed in Magical Item Subtable:
only by clerics. chooses this ability at the beginning of a round. Rings, page 229, are described in the followi
Staff of Wizardry: Usable only by magic- When attacked in melee, the user's armor class text.
users, this staff + 1 has all the powers of a staff of gains a + 5 bonus while parrying; however, this Animal Control: The wearer of this ring
power, plus the magic-user spell effects of invisi- does not apply to avoiding missile fire. While us- command id6 normal animals (or one gia
bility, passwall, web, and conjure clemental. It ing the rod ofparrying, no other action is possible sized). The animals are not allowed a savi
may also be used to create a whirlwind (as if from except a Fighting Withdrawal maneuver (see throw to resist control. The ring will not cont
a djinni) or shoot a cone of paralyzation (as the Chapter 8). This rod is usable by any character. intelligent animal species or fantastic or magi
237@
pter 16: Treasure .am
monsters. The wearer must be able to see the an- the ring, attack someone, or cast spells. (though spells can be restudied and safely cast)
imals to control them. The control will last as Life Protection: This valuable ring will negate until a remove curse is applied by a 2 5th or higher
long as the wearer concentrates on the animals the effects of id6 energy drain attacks. If the level spelicaster. Tbis remedy only permits the re-
and does not move or fight. When the wearer wearer is struck by an energy-draining undead moval of the ring and does not affect its powers. A
stops concentrating, the animals will be free to (or effect), charges are drained from the ring and dispel evil cast by a 36th level caster will turn the
attack their controller or run away (roll reactions no levels are lost. If a single blow drains more ring into a normal ring of spell tuming.
with a penalty of - I to the roll). This ring can experience levels than there are charges remain- Spell Storing: When found, this ring has id6
only be used once per turn. ing in the ring, the ring disintegrates; otherwise, spells stored within it. Those exact spells are the
Delusion: The wearer will believe this to be it becomes a ring of protection + 1 when all the limit of the ring's powers and they cannot be
any one other ring (roll again for the imaginary charges are used. changed. When the ring is put on, the wearer
type). However, it has no real effect. The wearer Mcmory: This ring can only be used by a spell- magically knows what spells are stored and how
will not be convinced otherwise until a remove caster. It allows the wearer to recall any one spell to use them. After a spell is used, it may be re-
curse is used to dispel the enchantment. cast. The wearer must decide, within 1 turn of placed by a spellcaster who must cast the replace-
Djinni Summoning: The wearer may summon casting a spell, to recall it; the memory then reap- ment spell directly at the ring. The ring will not
one djinni to serve for up to one day. The djinni pears and the spell is instantly "relearned." The absorb spells thrown at the wearer. The spells in
will only serve and obey the person wearing the ring can restore the memory of one spell pef day the ring have the duration, range, and effect
ring at the time of its summoning. The ring may Plant Control: This ring has the same effect as equal to the lowest level needed to cast them,
be used only once per week. the potion of the same name, but only lasts as The DM should select the type of spells in the
Ear: This ring, worn on the ear as an earring, long as the wearer concentrates. ring; about 20% of these rings typically contain
has no effect when worn. However, when re- Protection + 1, + 2, + 3, or + 4: This ring im- clerical spells.
moved and placed against any surface (a door, proves the wearer's armor class by 1, 2, 3, or 4, as Spell Turning: This ring reflects 2d6 spells
chest, etc.), the user may hear all noises occur- listed. For example, a ring of protection +3 back to their casters (per day) so that the wearer
ring within 60' of the surface. Light breathing, wom by a magic-user with no armor (AC 9) is not affected by spell attacks. Only spells are
heartbeats, and even faint breezes can be heard. would give the magic-user an AC of 6 while he reflected, not spell-like powers of monsters or
The fing will function three times pef day. wears the ring. This item also adds its bonus to spell-like effects from items. Once the ring's
Elemental Adaptation: There are seven differ- all of the weafer's saving throws; in the example number of spells is reached, it becomes useless
ent types of this ring; roll idloo to determine here, the magic-user would get a + 3 bonus to for the rest of the day.
the exact type or select one as appropriate. saving throws. Survival: The wearer can survive without
01-21 Air A variation of this ring is the ring of protec- food, or drink while the ring is worn by using the
22-42 Earth tion + 1, 5'radius. This ring improves the wear- charges contained within it. The ring contains
43-63 Fire er's armor class and saving throws by 1 (as a idloo + loo (101-200) charges when found. By
64-84 Water normal ring ofprotection + 1), but the ring also spending one charge, the user needs no food or
85-91 Air and Water gives the same bonus to all creatures within 5'- drink for 24 hours. Survival without air requires
92-98 Earth and Fife both friend and foe! No rings affecting an area one charge per hour. The ring turns black when
99-00 All elements are more powerful than + 1. five or fewer charges remain.
Quickness: Once each day, the wearer of this Telekinesis: The wearef may slowly move inan-
The wearer of this fing can, when in the ap- ring can move and attack at double normal rates imate objects weighing up to 2,000 cn by con-
pfopriate elemental plane, freely breathe and for I turn. The effect is identical to the magic- centration alone, up to a distance of 50'.
see through the gaseous element (the equivalent usef spell h2stc, but this effect can be produced Truth: Three tifries per day, this ring allows the
of air on the Prime Plane). by command, not by spelicasting. wearer to know whether a spoken statement is
Fire Resistance: The wearef of this fing will Regeneration: The wearer regenerates lost hit true or false. Note that if the person or creature
points at the slow rate of I per turn. The ring uttering the statement believes it to be true, a
not be harmed by normal fires, and he gains a also replaces lost limbs; a finger will regrow in 24 "true" result will be obtained. By telepathy, the
bonus of + 2 on all saving throws vs. fife spells houfs, and a whole limb can be replaced in one ring tells the wearer of its powers as soon as it is
and vs. red dragon breath. In addition, the DM week. The fing will not function if the wearer's worn.
subtracts I point from each die of fire damage to hit points dfop to 0 of less. Fire and acid damage Truthfulness: This item claims to be a ring of
the wearer (with a minimum damage of I point cannot be regenefated. truth when worn (as above), but actually it func-
per die rolled to determine the damage). Remedies: Once each day, this ring will pro- tions differently. When the wearer first tries to
Holiness: This fing is usable only by a cleric or duce one remedy-a cure blindness, cure determine the truth of a statement, the state-
druid. If the ring is wom while spells are gained disease, remove curse, or neutralize poison spell ment will appear to be true-but thereafter, the
(usually during morning meditation), the cleric effect. Each effect is identical to the cleric spell wearer will be unable to lie. The wearer must
gains one extra spell each of levels 1, 2, and 3 as of the satne name and is treated as if cast by a provide full and completely true answers to any
appropriate. (Extra spells apply only to spell 2 5th level cleric. The ring produces the effect de- question asked of him so long as he wears the
levels obtainable. For example, a 5th level cleric sired when the wearer concentrates and touches ring. He cannot remove the ring until a remove
would not gain any 3rd level spells.) If the fing is the recipient. curse is applied by a 26th or higher level caster.
removed, the spells are forgotten (though this Safety: The effect of this ring is similar to that Truthlessness: This item also claims to be a
has no effect if the spells are already cast). In ad- of a potion ofluck. If the ring's wearer fails a sav- ring of truth when worn, but it functions in a
dition, a clefic (but not a druid) gains a + 1 bo- ing thfow, his p]2yer may "change fate" by an- manner opposite that of a ring of trUthfulneS5-
nus to any rolls to turn undead, including the nouncing that his saving throw was, in fact, that is, the wearer is unable to tell the truth and
roll determining the Hit Dice of undead turned. successful. The ring will negate id4 failed saving must lie at all times. The rin cannot be re-
The ring does not affect turn attempts not re- 9
quiring a roll. throws and then disintegrate. moved until a remove curse spell, cast by a 26th
Human Control: This is the same effect as the Seeing: Once each day, the wearer of this ring or higher level caster, is applied.
potion of the same name. The effect lasts until can see all things plainly, as if the cleric spell Water Walking: The wearer of this ring may
canceled by the wearer of the ring, the ring is re- truesight were cast. The weafer need not be a walk on the surface of any body of water and will
moved, or until a dispel magic spell removes the spelicaster. The effect lasts for 3 tufns. not sink.
charm. Spell Eating: Although this ring appears and Weakness: When this ring is put on, the wear-
Invisibility: The wearer is invisible as long as functions as a ring ofspell toming, it has an extra, er becomes weaker and his Strength score be-
the ring is worn. if the wearer attacks or casts detrimental effect if the user is a spellcaster. After comes 3 within id6 rounds. The wearer cannot
spells, he or she will become visible. The wearer the spellcaster has cast a spell while the ring is take off this ring unless a remove curse spell is
can only become invisible once per tum, but wom, the ring "eats" all the remaining spells used. If more than one ring is worn per hand,
there is no duration to the invisibility; the wearer memofized by the spelicaster. The ring cannot be this ring will still function despite the other
removed aftef it h2s eaten the wearer's spells rings' effects being canceled.
238
Chapter 16: Treasu
Wishes: A ring of wishes is an extremely pow- class is 4 and it has 40 hull points. It is operated power to listen to noises through the ears of a
erful item. Wishes must be handied very careful- by a magical command word that its maker creature in the area viewed. It is only usable by a
ly by the DM and the players alike. To find the knows; characters who find an undersea boat magic-user.
number of wishes contained, roll idio. may have to go on an adventure to discover the Crystal Bali with ESP: This also works like a
1-4 1 boat's command word. If the command word is standard crystal ball, but with the added power
5-7 2 known, no rowers or sailors are required. The to listen to the thoughts of a creature viewed. It
8-9 3 boat will obey commands to start, stop, turn to is only usable by a magic-user.
10 4 port (left), turn to starboard (right), stop turn- Displacer Cloak: This item warps light rays; the
ing (while keeping the same speed), submerge, wearer is actually 5' away from the perceived loca-
X-ray Vision: The wearer may see a distance of level off, and surface. When underwater, the tion. The cloak gives a bonus of + 2 to the wea-r-
up to 30', even through a wall and into the space boat radiates a watcr breathing effect, protecting er's saving throws vs. spell, wand / staff / rod, and
beyond, by standing still -and concentrating. The all passengers and crew as long -as they touch it. turn to stone attacks. Hand-to-hand attacks on
effect may be blocked by gold or lead. The wear- The undersea boat can be fitted with grips so the wearer are penalized by - 2 on the attac
er can inspect one 10'x 10' area per use (which that the passengers can avoid drifting away. rolls, and most missile fire will automatically miss.
Note: The DM may wish to create similar Drums of Panic: These large kettle drum
requires a full turn), and he will be able to see
any traps or secret doors in the area examined. magicai Doats that travel only on ice, sand, in the have no effect on any creatures within lo' o
The ring allows the wearer to see through items air, and so forth. them. When used, however, all creatures lo'
less dense than stone (such as cloth, wood, or wa- Boots of Levitation: The wearer may levitate 240' away must make a saving throw vs. spell 0
ter) more easily, to a range of 60'. The ring may (as if using the magic-user spell). There is no run away from the user for 3 full turns. If th
be used up to 1 turn per hour. limit to the duration. morale system is used, no saving throw is need
Boots of Speed: The wearer may move as fast ed, but each creature must make a morale chec
as a riding horse (240' [80']) for 12 hours, after instead, with a penalty of + 2 to the roll.
Miscellaneous Magical which the wearer must rest for one full day. Efreeti Bottle: This item is a large, hea
Items Boots of Traveling and Leaping: The wearer sealed jug about 3'high. If the seal is broken an
needs no rest during normal movement. The the stopper pulled, an efreeti will come forth t
Each of the items listed in this section may be wearer may also make mighty jumps, to a maxi- serve the opener once per day for 101 days (o
used by any character class and up to once per mum height of 10' and a maximum length of 30'. until slain). The creature will return to its hom
round, unless noted otherwise. Most of the given . Bowl of Commanding Water Elementals: This (the fabled City of Bms) after its term of servic
effects either work automatically or are activated item may be used only once per day. The bowl is is ended. It will serve no one but the perso
by concentration alone. 3' in diameter; it requires 1 turn to use. The opening the bottle.
There is no limit to the many types of magical bowl will summon a water elemental and will al- Egg of Wonder: This strange item is the size o
items possible; the devices and effects given here low the user to control it, subject to normal rules a chicken's egg, but it may be of any color. A
are a mere sampling. The DM may create others for elemental control. egg breaks when dropped or thrown (to 60'max
as desired, with nearly any powers as appropri- Brazier of Commanding Fire Elementals: This imum range); in the following round, a creatur
ate. However, when designing such items, keep item may be used only once per day. It requires I emerges from it and grows to normal size, there
the balance of the game in mind. If an item du- turn to use and will summon a fire elemental after obeying the thrower of the egg to the bes
plicates clerical powers, for example, it may that will allow the user to control it, subject to of its ability. (Note that the creature must b
cause clerics themselves to become less useful in normal rules for elemental control. able to hear the user's commands.) The creatur
the game. Keep such items rare and limit them Broom of Flying: When verbally commanded, will disappear after one hour of existence o
by giving them expendable charges, lest they ad- the broom will carry its owner through the air at when sia-in. The creature appearing is never de
versely affect the game. 240' per turn. One other person (or up to 2,000 termined until the egg actually breaks; charac
cn of baggage) may also be carried, but the ters can never know what creature will appe
Miscellaneous Item broom slows to 180' per turn. beforehand. The DM may add other creatures, i
Censer of Controlling Air Elementals: This desired. To determine the type of creature ap
Descriptions item may be used only once per day and requires peating, roll ldl2.
The magical items listed in Magical Item Sub- 1 turn to use. The censer will summon an air ele- 1 Bal>oon, rock
table: 5. Miscellaneous Items, page 229, are de- mental and will allow the user to control it, sub- 2 Bat, giant
scribed in the following text. ject to normal rules for elemental control. 3 Bear, black
Amulet of Protection from Crystal Bails and Chime of Time: This simple metal stick is 3" 4 Bear, grizzly
ESP: The wearer of this item is automatically tong and made of a silvery metal. On command, 5 Boar
protected from being spied on by anyone using a it will keep track of time, chiming every hour on 6 Cat, mountain lion
crystal ball or any type of ESP. the hour-the chime can be heard by all within 7 Cat, panther
Bag of Devouring: This item looks like a nor- 60' (regardless of intervening walls, rock, etc.). If 8 Ferret, giant
mal small sack, but anything placed within it dampened by a silence, 15' radius spell, the 9 Lizard, gecko
disappears. Anyone may reach in and find the chime will dispel the silence but be dampened to 10 Lizard, draco
contents by touch-if the contents are still there! a 30-foot range for that turn. 11 Snake, racer
If the conteints are not removed within id6 + 1 A second command will cause the chime to 12 Wolf, normal
(7-12) turns, they will be forever lost. The bag turn color. It will turn gold at one end, the color
will not affect living creatures unless the entire slowly spreading to the other end in an hour's Elven Cloak: The wearer of this cloak is near
time. A third command word causes the chime
creature is stuffed inside the bag. This is impos- to stop ringing or to stop changing color-but invisible (roll id6; seen only on a 1). The wear
sible to do except with very small creatures. not until I turn elapses after the command. becomes visible when attacking or casting
Bag of Holding: This bag looks like a normal Crystal Ball: This item can only be used by an spell, and he may not become invisible again
small sack, but any items placed within it disap- elf or a magic-user. Its owner may look into it a full turn.
pear. Anyone may reach in and find the contents and see any place or object thought about as it Elven Boots: The wearer of these boots m
by touch. The bag will actually hold treasures up exists at that time. It will work three times per move with nearly compicte silence (roll idi
to 10,000 cn in weight, but will only weigh 600 day, and the image will last for 1 turn. Spells heard only on a 1).
cn when full. An item to be placed inside the cannot be cast "through" the crystal ball. The Flying Carpet: This item can carry one passe
bag may be no larger than 10'x 5'x 3'. A larger more familiar the object or area to be seen, the ger at up to 300' per turn, two at 240' pef tur
item will not fit inside. clearer the picture will be. or three at 180' per turn. It will not carry mo
Boat, Undersea: This item appears identicai to - I Bail with Clairaudience: This works than three passengers and their equipment.
a standard riverboat (see Chapter 4) and can be t-rysta an option, the DM can say that the carpet wi
used as one. As it is magical, however, its armor like a standard crystal ball, but with the added carry an encumbrance of 6,000 cn, but t
239@o
pter 16: Treasure
winds. If this occurs, every item carried (exclud-
ing body clothing and/or armor but including
caps, gloves, treasure, etc.) is blown about, land-
ing scattered within 60'. A successful saving
throw indicates that the victim has fallen to the
ground in time, tightly grasping all items car-
ried. The hurricane lamp may thereafter be used
as a lamp of long burning for the remainder of
the day. It resets its "hurricane" effect every 24
hours, which must again be triggered before the
lamp can be of more beneficial use.
Lamp of Long Burning: This item is identical to
a normal adventurer's lantern. It is made of
metal, with a lower compartment for oil, a han-
dle, and shutters around the body to protect the
flame from wind. When filled with oil and lit as a
normal lantem, it will bum and shed light with-
out using oil. If the flame is ever doused by water,
the lamp of long buming becomes nonmagical.
Medallion of ESP, 30'Range: This magical me-
dallion is strung on a chain and worn around the
neck. If the wearer concentrates for 1 round, he
may read the thoughts of any one creature within
30'. The wearer may move normally but cannot
fight or cast spells while concentrating. The DM
must roll id6 each time this item is used; it will
not work properly @on a roll of 1. If a 1 occurs, the
medallion will broadcast the thoughts of the user
to everyone within 30'! The DM may allow i sav-
ing throw vs. spells to prevent the medallion from
reading a creature's thoughts.
Medallion of ESP, 90' Range: This item is
identical to the medallion ofESP 30'range, ex-
cept that it has a greater range.
Mirror of Life Trapping: This unique item
stores man-size of smaller creatures for an indefi-
weight of the passengers will have to be calcu- helm work, the wearer must concentrate on the nite period. Any such creature who tooks into
lated. creature, and he may not move or cast spells. If the mirrof must make a saving throw vs. spells or
Gauntlets of Ogre Power: These gauntlets will the creature fails a saving throw vs. spells (or per- be sucked into it (complete with all equipment
give the wearer a Strength score of 18, gaining all mits the thought reading), the wearer will under- and treasure!). The mirror can store up to 20
normal bonuses. If the wearer is not using a weap- stand the creature's thoughts. creatures; when it is full, no more can be
on, he can strike with one fist each round, gaining Helm of Teleportation: Usable by magic-users trapped. Creatures trapped in the mirror do not
a + 3 on hit rolls, for I d4 points of damage. only, this helm allows the wearer to teleport (as age or need food or air, but they are completely
Girdle of Giant Strength: This item gives the the magic-user spell, including chances of error) powerless. Anyone can talk with the creatures
wearer the same chances to hit as a hill giant. himself or to attempt to teleport another crea- trapped in the mirror (if they speak the same
The wearer does double damage with whatever ture or item. An unwilling victim can make a language). If the mirror is broken, all the crea-
weapon he is using. saving throw vs. spells to avoid the effect. Aftef tures trapped within afe immediately released.
Helm of Alignment Changing: This item one use, the helm will no longer function. If a However, trapped individuals can be recovered
looks like a fancy helmet. When the helm is put teleport spell is then cast upon it, the user can without harming the mirror by using a wish.
on, it will immediately change the wearer's then teleport as often as desired, up to once pef Muzzle of Training: This item is a device of
alignment (the DM should determine the new round, without using charges. However, when- leather straps with metal buckles and may be fas-
alignment randomly). This device can only be ever the helm is used to teleport another item or tened over the mouth of any animal or monster
taken off by using a remove curse spell, but the creature, it again becomes useless, requiring an- that has a bite attack. It will magically expand or
wearer will resist seeking the removal. Once it is other teleport spell to reactivate it. contract to fit the creature, and the victim can
removed, however, the weafer's original align- Horn of Blasting: This horn creates a cone of breathe but cannot bite (or talk) while wearing
ment will return. As an option, the DM may al- sound, 100' long and 20' wide at the far end, the muzzle. The muzzle will lock in place with a
low the character to remove the helm by when blown. Victims within this area take 2d6 command word (treat as a wizard lock by a 15th
performing a special task or adventure. points of damage and must make a saving throw level caster) and will unlock and fall off with a
Helm of Reading: The wearet is able to read vs. spells or be deafened for one turn; construc- second command. The muzzle can be com-
any writing, regardless of the language or magical tions and ships take id8 points of damage. The manded as often as desired.
properties of the script. This does not allow char- horn may be blown but once per turn. Nail, Finger: This item appears identical to
acters to use spell scrolls unless they can do so nor- Lamp, Hurricane: This item appears and the common iron nail of medieval carpentry, 1 " -
mally. This helm is fragile, however, and will be functions as a lamp of long buming in all re- 4" long and very crudely made. It may easily be
destroyed if the wearer is killed. Any hit on the spects, but only after its storm has passed, as de- overlooked if found with other construction ma-
wea.ter might (10% chance) destroy the helm. scribed hereafter. terials unless -a detect magic spell is used.
Helm of Telepathy: This item looks like a fancy This lamp is always closed when found. When If mistaken for a nail of pointing and com-
helmet. The wearer of this helm may send mes- the shutters are opened, violent gusts of wind manded to function, the nail disappears. When
sages, by mere thought, to any creature within and rain come from the lamp, dousing the hold- the user next tries to avoid the attention of an
901. The creature receiving the thought messages er (who gets no saving throw) and all others enemy (by hiding, invisibility, etc.), the nail re-
will understand them. (The creature may refuse to within 30'. This "hurricane" lasts for 3 rounds-, appears as a large glowing finger, pointing at the
respond.)'rhe wearer may also read the thoughts each victim must make a saving throw vs. spells, character for 1 d6 rounds. The fingernail may re-
of a living creature within range. To make the and all those failing are knocked over from the appear during each similar attempt thereafter
40
Chapter 16: Trea
(2 5 % chance for each), but a remove curse will Unfortunately, there is a 2 5 % chance per use Lesser Talisman: This item is a round amulet
9 cause it to vanish forever. that the quill will suddenly drain of ink, spoiling that may be found on a chain; there are corres-
Nail of Pointing: This item appears identical the entire scroll upon which it is writing. The ponding types to each of the four elements. It is
to a common carpentry nail. If its command blot thus created cannot be removed from the engraved with a triangle in the center and a sym-
e word is known, the user may cause it to point at parchment by any means but a wish. bol above it (one of the ten symbols of the ele-
any nonmagical item named (door, stairway, Rope of Climbing: This 50'-long, thin, strong mental ranks). On the Prime Plane, the user may
gold piece, etc.); the nail then turns into a finger rope will climb in any direction upon the com- press the central symbol while casting a conjure
of bone and points toward the closest item of mand of the owner. It can fasten itself to any clemental spell; the talisman will reverse the ef-
that type. It will continue to point at that item protruding surface and will support up to 10,000 fect, sending the wearer into the appropriate ele-
for I turn and then return to nail form. There is cn of weight. mental plane. While wearing the talisman, the
no limit to the range of the nail's detection, but Scarab of Protection: This item automatically user can breathe elemental matter as if it were
it cannot detect living or undead creatures of any absorbs any curse (whether by spell, scroll, or pure, clean air, and he gains in vision (norm-ally
type, nor can it detect any magical item or spell other effect). It will also absorb a finger of death 120'-1,200' range, depending on conditions).
effect. The nqil of pointing will function once (a cleric's rqise deqd spell, reversed). The scarab Greater Talisman: This item is similar to a
per day. will work 2d6 times before becoming worthless. lesser talisman in powers, but applies to all the
Ointment: This white creamy salve is found in Slate of Identification: This valuable device, elemental planes. It is engraved with the four tfi-
a small wooden box with a cotton swab. If all the usable only by spelicasters, can identify magical angular symbols of the planes, meeting in the
salve found is rubbed on any part of the skin of items of most sorts. It is a piece of slate (stone) center. The ten symbols of all the elemental
the recipient, a magical effect is produced. All held firmly in an ornate wooden frame, usually ranks are inscribed around the edge. If th
ointments look, smell, and taste the same. To about 3' square (though slates of many sizes are proper command words are known, the weare
determine the type found, roll id6 and consult possible, both larger and smaller). The usef may also force an elemental being to obey in-
the following. The DM may add other ointments holds the slate horizontally and places a magical structions. This uses one charge; the talisma
as desired. item upon it. When the item is lifted off, the can expend up to ten charges per trip into an ele-
1 Blessing: This salve gives the recipient a - 2 name of the item appears on the slate. If an item mental plane.
bonus to armor class and a + 2 bonus to all has command words, one will appear on the slate Wheel of Floating: This item appears identi-
saving throws for 1 turn. with each identification. The slate will only re- cal to a normal wagon wheel, but it enables an
2 peat itself when all the command words have wagon upon which it is mounted to float on wa-
Healing: This salve cures 2d6 + 2 points or been revealed. ter. One wheel of floating allows a wagon to b
damage. The slate is easily fooled by cursed items, towed across a river or stream, carrying up t
3 Poison: This salve seems to be an ointment however. And it cannot detect an item's num- 10,000 cn weight without sinking. Each addi-
of blessing, but it is a poison and the recipi- ber of charges or special ability. A potion of tional wheel of floating allows 5,000 cn mor
ent must make a saving throw vs. poison, poison will be mistakenly identified as some weight to be carried, to the normal maximu
with a - 2 penalty to the roll, or die. other type. Any cursed item will be identified for the wagon of 25,000 cn. Swamp travel is als
4 Scarring: This salve seems to be an ointment as a normal item. (These guidelines should be possible, but at a very slow movement rate unies
of healing, but instead it inflicts 2d6 points strictly followed, lest the mystery of such items some water-type draft animal is available.
of se.vere bum damage, which can only be found be ruined.) A cursed wheel offloating will, when reachin
repaired by ointment of soothing, a cureall The slate may expend up to ten charges per the center of any river or stream, become stuck a
spell, or a wish. day; items identified require the following num- that point and cannot be moved until a remo
5 Soothing: This salve cures the fecipient of all bers of charges per use. curse is applied by a 15th or higher level caster
burn damage, whatever the amount and This allows progress to continue, but the curs
whether magical or normal. Temporary Magical Items will return again at next use until the wheel i
6 Tanning: This salve causes all the recipient's Potion 2 destroyed.
skin to turn a bright color (determined ran- Missile 3 Wheel of Fortune: This strange device is lo' i
do@ly from red, yellow, orange, blue, Wand 4 diameter, mounted on a stand or wall fixture
green, or brown). The effect cannot be re- Staff 5 and easily rotated. It is decorated with a black
moved but will gradually wear off in id4 and-white pattern of wedges, all intersecting a
months. Permanent Magical Items the center where a green arrow is mounted; th
Any permanent magical weapon 6 arrow does not turn with the wheel. Near th
Pouch of Security: This item is the size of a Armor or shield 7 rim, each black wedge is adorned by a whit
large sack (capacity 600 cn). Any attempt at Ring or rod 8 skull and each white wedge by a red heart. If th
stealing the pouch causes it to scream, "I am Minor miscellaneous item* 10 wheel is spun (easily done by any creature of
being stolen! " (in the Common tongue) re- Major miscellaneous item* Special Strength or greater), it rotates for 3 rounds an
peatedly for one'hour. Its cries can be heard to The DM's judgment is required as to the value then comes to rest, with the green arrow point
120'. If its owner holds it and commands it to and frequency of such items in the campaign. ing at one of the wedges (either black of whit
be quiet, it will obey, but it will repeat its cries A "major" item might be identifiable, but with equal chances for each). However,
if stolen again. oily by making the slate useless for id4 days. charmed creature cannot move the wheel, an
Quill of Copying: A quill is a large feather each user can spin the wheel only once per day.
that can be dipped in ink and used as a writing Stone of Controffing Earth Elementals: This If the wheel has spun freely for the 3 rounds
implement. Usable only by spellcasters, this item may be used only once per day. The stone is not touched or interfered with in any way,
quill can be commanded to copy any spell on a
scroll. It will copy only one spell per week at only 6" across, and it requires I turn to use. The magical effect occurs, determined by the resu
most. The original scroll must be burned, an stone wi'li summon an earth elemental and will of the spin. The wheel cannot be affected b
allow the user to control it, subject to normal magic of any kind, including telekinesis, and
the ashes mixed with rate ink (of 1,000 gp cost). rules for elemental control. cannot be damaged in any way. A wish used t
The quill is then placed on a blank scroll along Talisman of Elemental Travel: There afe five affect the wheel will cause the wheel to vanis
with an inkwell containing the prepared ink. types of talismans. Roll idio to determine the regardless of the wish. The wheel cannot b
4
, Upon command, the quill starts to write, creat exact item found. moved except by a creature of 26 or more leve
ing two identical spells on the scroll instead of (or Hit Dice). The wheel weighs 20,000 cn. F
the single original. If the scroll burnt contains 1-2 Lesser Talisman of Air each white or black wedge that appears, roll id
two or more spells, only one spell will be 3-4 Lesser Talisman of Earth and consult the following.
copied-either the lowest level spell or (if more 5-6 Lesser Talisman of Fire
than one are the lowest level) a fandomly select- 7-8 Lesser Talisman of Water
ed spell. The quill will not copy protection 9-10 Greater Talisman (all elements)
scrolls or a ept spell scrolls.
41
5i, Chapter 1 6: Treasure
White Wedge (AC 6) for the new armor would now be AC 2. If weapon is used in the attack, the opponent gains
I1,000 gold pieces appear she also happened upon a magical shield +2 a + 4 bonus to the saving throw. Only one victim
210 garnets appear and chose to use it, her armor class would be- can be charmed each day, but any number of
3l broach appears come - I (AC 2 + - 3 = - 1). saving throws may be made before the charm is
41 miscellaneous magical item appears The actual types of armor were described in successful.
51 ability score rises by I point (maximum Chapter 4. Magical versions are identical in class Cure Wounds: The armor or shield can cure
score 18) restrictions, and these restrictions must still be half of the damage the user has incurred, what-
6Prime Requisite or Constitution rises by 1 observed by characters. ever that amount may be, once per day. It can
point (maximum score 18) Note that armbr and shields made for hu- only cure the user, not another creature, and it
mans, dwarves, and elves are considered cannot affect poisoti, disease, or any other dam-
Black Wedge "normal-sized," while halfling equipment is age but wounds.
II ability score drops by I point (minimum counted as much smaller and giant equipment Electricity: The armor or shield can, on com-
score 3) much larger. For instance, a halfling shield offers mand of the user, become charged with magical
2Prime Requisite drops by 1 point no protection to a normal-sized character, but a electrical force. If the user is hit while "charged,"
3Constitution drops by 1 point normal-sized shield may be used by anyone- the attacker takes 6d6 points of electrical dam-
4Least valuable magical item carried disinte- including a halfling. And a giant-sized shield is age. The attacker may make a saving throw vs.
grates considered double normal size for a + 2 bonus to spells to take half damage; if a weapon is used in
5All nonmagical items, except for normal armor class. the attack, a +4 bonus to the saving throw ap-
clothing, disintegrate plies. The armor or shield can be charged or neu-
6Die (no saving throw) Cursed Armor and Shields tralized as often as desired by using command
- ords, but it can only cause damage ("dis-
w
The DM may select or randomly determine Armor and shields nlay be cursed. The IJM charge") once per day.
the results of the spin. If desired, the wedges should roll id8 when either is placed as treasure; Energy Drain: The armor or shield can be-
may be numbered from 1-20, 1-100, or some a result of 1 indicates that the item is cursed. come "charged" on command (as described un-
other conveniently determined number, and a Cursed armor, when first worn, appears to be ar- der the electricity special power), but instead of
chart may be made with more varied results. mor of the type originally rolled on the armor inflicting damage, it causes the loss of onL- of the
Wheel, Square: This odd "wheel," the size of and shields subtable. When the character first opponent's levels or Hit Dice (as if a wight). The
a normal wagon wheel, is useless on roads and goes into combat with monsters, however, the same saving throw as the electricity power ap-
other flat terrain because it is perfectly square. armor makes the character easier to hit by a pen- plies (possibly with bonuses); if successful, the
However, when mounted properly on a wagon, alty equal to the bonus rolled. Once it has re- energy drain does not occur. The item can drain
it magically allows movement through mountain vealed its true nature, the armor will not come one level or Hit Die per day, but any number of
and desert terrain where there is no road. A wag- off its wearer; someone will have tg cast a remove saving throws may be made before this occurs.
on with one squqre wheel can be pulled by two curse to cancel the curse long enough for the Ethereality: The user may become ethereal on
horses and can move at 20'/turn; with two character to remove the armor. Or a 36th level command and may remain ethereal for as long as
wheels, 30'/ turn; with three, 40'/turn; and with cleric can cast a remove curse to remove the curse desired. The user may return to the Prime Plane
four, the normal rate of 60'/ turn is possible. permanently, and the wearer may then enjoy his when a second command word is spoken. Each
magical armor with the proper benefits. command word may be used once per day.
Armor and Shields Special Power Descriptions Fly: When commanded, the armor or shield
To use the Magical Item Subtable: 6. Armor creates a fly spell effect on the user, which lasts
and Shields on page 230, roll idloo to deter- Armor and shields can have special powers for 12 turns. The user may then travel in the air
mine the size of armor and check the appropriate that can be used once per day at mo@t, unless at up to 360' per turn by mere concentration (as
column. Then roll idloo to determine type of noted otherwise. When both the armor and per the 3rd level magical spell).
armor (leather, banded, plate, etc.). If a result shield worn have special powers, only one effect Gaseous Form: This valuable armor or shield
indicates a type of armor not used in a DM's can be produced per round at the user's choice enables the user to turn into a cloud of gas (as
campaign (for instance, some DMs don't allow unless noted otherwise in the description. Note the potion ofgascous form), including all equip-
suit armor), reroll for a new result. Using the ap- that armor and shields that have special powers ment carried (unlike the potion). The user can
propriate column for the type of armor (or are usable by any class that can use armor and remain gaseous for up to 6 turns and can return
shield) identified on the Armor Class Modifier shields; there are no other restrictions. to normal form by mere concentration.
subtable, check for the AC modifier and sub- The powers listed in the Special Powers sub- Haste: When commanded, the armor or
tract the bonus from the base AC rating for that table (in the Magical Item Subtable: 6. Armor shield creates a haste spell effect on the user, al-
type of armor. Also check for the chance of spe- and Shields, page 229) are described in the fol- lowing double normal movement and number
cial powers on the same subtable. If the percent- lowing text. of attacks (as the 3rd level magic-user spell). The
age listed or less is rolled for the special power, Absorption: If the user is hit by a blow that haste lasts for only I turn and is usable only once
consult the Special Powers subtable. (Special would cause an energy drain, the armor or shield per day.
powers are described below.) absorbs the draining effect and only the normal Invisibility: When commanded, the armor or
The base armor classes and the final AC rat- damage affects the user. Each energy drain shield makes the user invisible, as if the 2nd
ings when modified by a magical bonus are out- causes the loss of one AC bonus modifier from level magic-user spell were cast. In addition, the
lined below. Keep in mind that a shield, is used, the armor or shield. When reduced to zero bo- armor or shield can itself become invisible three
has its AC added to that of the character's armor. nuses, the item crumbles to dust. (For instance, times per day, on command of the user.
a shield + 3 that has absorbed two energy drain Reflection: If a light or continual light spell is
Base Armor Armor Class Modifier attacks is now only a shield + 1. If it absorbs yet cast at the user, the armor or shield will automat-
AC Type + 1+ 2 +3 +4 + 5 another energy drain, it is reduced to zero and ically reflect it back at the caster, who must make
7Leather 6 5 4 3 2 disintegrates.) This special power is not under a saving throw vs. spells of be blinded (as given
6Scale mail 5 4 3 2 1 the control of the user; a character cannot choose in the respective spell descriptions). The item
5Chain mail 4 3 2 1 0 to suffer the energy drain and leave the item in- will reflect up to three spells per day. In addi-
4Banded mail 3 2 1 0 - 1 tact. The normal limit of one use per day does tion, when the user is in melee against a creature
3Plate mail 2 1 0 - 1 - 2 not apply to this power. with a gaze attack, the chances of gaze reflection
0Suit armor - I- 2 - 3 - 4 - 5 Charm: When the user is hit by an opponent, are the same as if a mirror were held but without
- iShield - 2- 3 - 4 - 5 - 6 the opponent must make a saving throw vs. the - 2 penalty to the user's attack rolls (which
spells or become charmed by the user of the spe- represents the awkwardness of holding the mir-
For example, a fighter who came across chain cial armor or shield (as the magic-user spell ror and attempting to attack at the same time).
mail +3 and exchanged her normal scale mail charm person or charm monster). If a hand-held Remove Curse: This armor or shield cannot it-
242
Chapter 16: Treasure
self be cursed when found. When commanded, disappear I turn later or upon command of th
the item will create a remove curse spell effect on Random Missile Weapon and Missile Genera- user. The missile cannot be moved after it hits
the user only as if a 36th level caster (automati- tion Checklist and it disappears when the rope does.
cally removing one curse). Note: This item will 1 .Roll idloo on the Magical Item Sub- Curing: A missile with this talent is obviousl
function a total of three times, at a maximum table: 7. Missile Weapons and Missiles blunt, inscribed with a holy symbol. When I
rate of once per day. After its three charges are (page 230) to determine the item. Note hits a living creature, it does not inflict damage
used, no other special abilities remain and it can- the weapon class. Missile weapons (such Instead, it cures 2d6 points of damage plus 2 ex
not be recharged; the item does remain magical, as bows and blowguns) are Class D, tra points for each magical bonus of the missile
however, regardless of spent charges. while missiles are Class A. (Weapon class For example, if a 5 is rolled for a curing arro
is a measure of how difficult it is to con- +2, the total points of damage cured are 7.
struct weapons of ammunition; weapon Disarming: This talent will only function i
Missile Weapons and classes are discussed in full under the victim hit is holding a weapon or other item
Missiles "Swords," below.) The victim must make a saving throw vs. spell
A missile weapon is a weapon (bow, slin 2. The Magical Item Subtable: 7. Missile of drop the item. A dropped item may nofmall
91 Weapons and Missiles is further divided be recovefed in 1 round (unless it falls into a pi
etc.) that launches ammunition through the air, into two subtables: Missile Weapons and of chasm, if someone else grabs it, etc.).
and a missile is the ammunition (arrow, stone, Missiles. Once the specific type of magical Dispelling: When a missile with this talen
etc.) a missile weapon launches. Normal weapon item has been determined (long bow or hits, it creates a dispoi magic effect centered o
restrictions apply to magical items as well; for in-
stance, a magic-user cannot use a sling, and he quarrels, for example), the DM should the point of impact (a 20' cube) as if cast by
check the appropriate subtable and note 15th level caster.
cannot use a magical sling cithef. the following: Flying: A missile with this talent can be sho
All magical missile weapons have bonuses that For missile weapons, the DM rolls at ranges five times greater than normal. if th
give them additional pluses to both attack and idloo to find the magical bonus (to missile weapon firing this missile is also magica
damage rolls. Magical missiles (such as an arrow attack and damage rolls). He or she and has an additional range multiplier, the
+2) aiso have bonuses to both attack and dam- then rolls id4 and adds the die roll to fect is cumulative; multiply each maximu
4
i age rolls. the magical bonus-this result will in- range by five. If the missile weapon is not magi
As noted in the text on "Magical Weapon dicate the fange multiplier. (This is an cal, use the following maximum ranges.
Subtables," page 228, there are two methods of additional bonus a missile weapon
randomly generating weapors. The first, recom- may have to extend its ranges; if a bo- Arrow, short bow 250/500/750
mended for character levels 1-10, is a single ta- nus is indicated, multiply the weap- Arrow, long bow 350/700/1,050
ble. If the DM has decided to place a magical on's shoft, medium, and long ranges Quafret, light crossbow 300/600/900
missile weapon or missile in a treasure hoard, he by the range multiplier-the results Quarrel, heavy crossbow 400/800/1,200
or she can simply roll idloo on the Magical will be the magical weapon's true Sling stone 200/400/800
i Weapon Generation Table (page 230), find the ranges.) Finally, the DM should roll
result in the appropriate column, and place the against the percentage listed for the Lighting: The missile talent can create a light
item in the treasure. chance of an additional weapon modi- spell effect (30' diameter), either upon com-
When stocking treasure troves with magical fier (The chance listed to be checked mand or when it hits a target. If a creature is hit,
missile weapons and missiles for characters who the victim must make a saving throw vs. spells or
are above level 10, the DM can use the same is the one that corresponds with the be blinded by the light (as if the spell had been
table-or he or she can use the more specific but magical bonus fifst rolled on this sub- cast at its eyes). The missile disintegrates when
more complex method of random treasure gen- table.) If the roll is successful, he or the light is created.
she then goes to the Additional Weap- Penetrating: A missile with this talent cannot
eration, the Random Missile Weapon and Missile on Modifiers Table on page 231 and be slowed by underbrush, webs (normal or mag-
Generation Checklist. applies the results. (Additional modi- ical), or other forms of cover. The victim's armor
Note that if both a missile and the missile weap- fiers include bonuses against a specific
on firing it have bonuses, the total of their bonuses class is not modified by cover of any sort.
opponent and weapon talents.) Reiffing: This talent gives no special effects to
and effects will apply in afl cases. Fof example, a Formissilcs, the DM tolls idloo to find
crmbow + 2 shooting a quarrel + 3 would have a the magical bonus (to attack and dam- a missile when shot. If left in a container with
+ 5 chance of attack and would do + 5 of damage age rolls). He of she then rolls the die other missiles of the same type (that is, a refilling
if the attack roll is successful. likewise, normal ar- indicated for the number of missiles arrow with normal arrows or a refilling sling
stone with normal sling stones), however, it will
tows shot by a long bow + 1 can harm gargoyies found. Lastly, the DM rolls against the
(w@ch are damaged only by magic). percentage listed for the chance of a magically create id2O mofe missiles of the nof-
A magical missile normally becomes non- missile talent. If the roll is successful, mal type each day.
magical after one use, regardless of whether the the DM then tolls idloo on the Missile Screaming: This talent's effect occurs when
attempt hits a target (its bonus to the attack roll Talents subtable (part of the Magical the missile is shot, even if it misses the target. As
disappears). However, if the missile has a talent, Item Subtable: 7. Missile Weapons and it travels through the air, the missile produces a
a missed shot will not destroy the magic unless Missiles) to find the missile's specific loud cry, causing all within 30' of its path to
noted otherwise in the following missile talent talent. (Talents are described below.) check morale. If the morale check is failed, the
descriptions. Usually, if the missile is retrieved victims will retreat in fear for id8 rounds.
after a missed shot, it may be reused with its Seeking: This talent will only function when
magical bonuses intact. Blinking: The missile with this talent will not the missile is shot at an object; it is not usable
hit any friend of the user, "blinking" in and out against creatures. It will automatically hit any
of existence until it reaches an-enemy. (If the one target object within range as long as a path
Missile Talent Descriptions sight of the enemy is blocked by friends, a penal- of travel is clear. It may be used as a missile of
The talents listed in the Missile Talents sub- ty may apply to the attack roll). disarming, if desired, of it can be used to sever a
table (in the Magical Item Subtable: 7. Missile Charming: The victim hit must make a saving normal rope, pierce a sack, push a button, tfig-
Weapons and Missiles, page 230) are described throw vs. spells or be charmed by the user @as the ger a trap, etc. It will automatically miss any
in the following text. ch,2rm person or charm monster magic-user creature at which it is aimed.
Biting: When the missile hits, the talent tums spell). Sinking: When shot at a watef craft of any
it into a poisonous snake. In addition to normal Climbing: This talent only functions if the sort, a missile with this talent inflicts 1 d 1 0 + I 0
damage, the victim must make a saving throw missile is shot at an object. The missile securely (I 1- 20) hull points of damage when it hits. (The
vs. poison or die (or, at the DM's choice, take ex- fastens itself to any object hit and then creates a armor class of the vessel is used, as if the shot
tra damage; 2d6, 2dlO, or 2d2O are recom- magical 50' fope, issuing from the spot hit. The were a ramming or catapult attack.)
mended amounts). rope will support any weight of climbers and will Slaying: If the die rolls fof a missile indicate
43
-apter 16: Treasure
ri
0 C.
this talent, go to the Opponents subtable in the any type, etc.). However, no undead creature or attack rolls and damage rolls. Some swords aiso
Additional Weapon Modifiers Table (page 231) construct (golem, living statue, etc.) can be have an additional bonus that is used only when
and roll idloo. The result indicates the missile wounded with this talent, and such creatures fighting a special type of opponent. Other
talent's opponent. When that opponent is hit by suffer only the initial damage. swords may have bonuses or modifiers such as
this missile, the victim must make a saving throw the ability to cast certain spell effects. The DM
vs. death ray of die. Swords may wish to refer to such spells to find the exact
Speaking: A missile with this talent will miss effect. Note that each effect can only be used
any creature at which it is shot. It is used for com- Normal weapon restrictions for character class- once per day and that no meditating is needed to
munication purposes only. The user may give the es also apply to magical swords. For example, a gain the spelicasting ability.
missile any message of 20 words or less and then cleric cannot use a sword, so a cleric cannot use a As noted in the text on "Magical Weapon
shoot it, either naming a place within ten miles or magical sword either. Subtables," page 228, there are two methods of
aiming at a target. The missile will automatically A magical sword's bonus is added to both its randomly generating swords. The first, recom-
land on the floor or ground in the target area and
will repeat the message aloud twice.
Stunning: The victim hit by a missile with this Random Sword Generation Checklist
talent must make a saving throw vs. spells or be i. Roll idloo on the Magical Item Subtable: 8. Swords (page 231) to determine the type ofsword.
stunned for I d6 founds. Note the weapon class. Short and normal swords are Class C, while bastard and two-handed
Teleporting: A victim hit by a missile with this swords are Class D. (Weapon c@s is discussed in full below.)
talent must make a saving throw vs. spells (at a 2. Roll ldlOO again and check the appropriate weapon class column for the magical attack and
+ 2 bonus to the roll) or be teleported to a point damage bonus. Roll idloo against the percentage listed for the chance ofan additional modi-
idloo miles away, with the direction and dis- fier; if the roll is successful, see the Additional Weapon Modifiers Table on page 231 and
tance determined randomly. Unlike the effect of apply the results. (Additional modifiers include bonuses against a specific opponent and
the magic-user spell, the victim cannot arrive in weapon talents.)
the air or within a solid object. 3. Since all magical swords have a chance of intelligence, check the Intelligence of Sword subtable
Transporting: A victim hit by a missile with (in the Magical Item Subtable: 8. Swords) by again rolling idloo. The result will indicate the
this talent must make a saving throw vs. spells or sword's intelligence (if any), method of communication (if any), languages known (if any), and
be sent to a point up to 360' away, as determined number of powers (if any). (These abilities are explained below.)
by the user of the missile. The effect is identical 4 .If the sword is intelligent, determine alignment and ego as indicated in the text below under
to the magic-user spell dimension door, and it "Sword Alignment, Ego, and Control Checks." Also do a control check to see if the intelligent
cannot cause the victim to appear within a solid sword will control its user.
object. 5 .The powers available to a sword include primary powers, extraordinary powers, and the ability
Wounding: When a missile with the wound- to read magic on command. If a primary or extraordinary power is indicated for a sword, go to
ing talent strikes a target creature, it inflicts nor- the Primary and Extraordinary Powers subtable (in tlie Magical Item Subtable: 8. Swords) and
mal damage. In addition, however, it causes the roll 1 d 100 in the appropriate column. If more than one power was indicated, roll as necessary,
loss of 1 hit point per round thereafter until ignoring any duplicate rolls except those that are allowed.
magical curing is applied (a potion, cure spell of
244
er 16: Treasure
mended for character levels 1-10, is a single ta- to have been a bonus from aH attack and damage ample, a sword + I that the die roll has indi-
ble. If the DM has decided to place a magical tolls. (For example, if a character believes he is cated has a + 3 against spelicasters would be a
sword in a treasure hoard, he or she can simply carrying a sword + 3 when in fact he is carrying a sword + 1, + 4 vs. spelicasters.
roll idloo on the Magical Weapon Generation cursed sword, he will subtract 3 ffom both his A more unusual modifier is a special ability
Table (page 230), find the result in the appropri- attack and damage rolls.) called a talent, which may be a spell or some oth-
ate column, and place the item in the treasure. Once a character uses the cursed sword in battle, er effect posed by the sword. Swords are more
When stocking treasure troves with magical he may not throw it away: He is under a compul- likely to have a talent than are other types of
swords for characters who are above level 10, the sion to keep it and use it. If it is stolen or sold, the weapons; there is only a 1 0 % chance that a mis-
DM can use the same table-or he or she can use character is cursed with the desire to get it back. cellaneous weapon will have a talent, as noted on
the more specific but more complex method of The character will always use that weapon when in the Magical Item Subtable: 9. Miscellaneous
random sword generation, the Random Sword battle. (The DM may have to tell the player that Weapons (page 231).
Generation Checklist. this is what the character wants-and no Descriptions of additional bonuses and talents
arguments] -until the character is rid of the curse.) can be found in the section on "Additional
Weapon Class Only a spelkaster with a dispel evil or remove Weapon Modifiers," below.
curse spell can help a character be rid of the weap-
Magical weapons typically must be made by a on. If the spellcaster is less than 26th level, the Sword Intelligence, Communication, and
Special procedure, usually performed by a spell siinply cures the character of his compulsion; Speech
magic-user or cleric working in conjunction with he may now get rid of the cursed sword. If the if the idioo roll on the Intelligence of Sword
a blacksmith or armorer. Weapon class is -a mea- spelkaster is 26th level or above, however, the dis- subtable in the Magical Item Subtable: 8.
sure of the difficulty of that item's construction. pel evil or remove curse spell will permanently Swords indicates that the sword has an Intelli-
The weapon tables give the weapon class for each change the cursed sword into a normal magical gence of 7 or better, the sword is a very remark-
weapon. Generally, Class A weapons are small sword of whatever type was originally tolled. able one indeed. It is intelligent-it is sentient,
and temporary magical items, the most fre- with a personality and its own goals and manner-
quently found; Class D weapons are the largest isms. Typically, it also has one or more primary
and rarest as they require the most work. Sword Abilities or extraordinary powers (described below).
At the DM's option, other ne.w weapons may Although magical swords can be easily and The DM should role-play an intelligent sword
be invented. Each new weapon should be cate- quickly generated from the Magical Weapon just as he or she would any nonplayer character.
gorized as to one of the four weapon classes, Generation Table on page 230, the text in this Note that intelligent swords have no wisdom,
which are as follows: section can help add color to a specific sword. and thus they should be played accordingly, rely-
Class A weapons are temporary items; they This section can also define more specific swords ing on the owner's wisdom for guidance and de-
normally become nonmagical once used, for the DM who uses the Random Sword Gener- cision making.
even if the attack roll indicated a miss. Mag- ation Checklist. Magical swords, as noted in the After finding the sword's Intelligence from
ical missiles fall into this category. optional checklist, can be generated with a num- the Intelligence of Sword subtable, note how it
Class B weapons include all thrown weapons ber of additional abilities, including: communicates with its owner, either through
(javelin, spear, etc.) and small melee weap- Magical bonuses to attack and damage rolls; empathy (a limited telepathy that works only
"ons. Additional modifiers such as attack and with the person holding the sword and is usable
oClass C weapons are larger hand-held items, damage bonuses against specific opponents only for communicating thoughts, not for read-
including short swords and normal swords. or special talents (as obtained from the Ad- ing minds) or through speech.
oClass D weapons are two-handed items (in- ditional Weapon Modifiers Table on page Next, if the sword's Intelligence is 10 or higher,
cruding bastard swords) and all missile 231); determine how many languages the sword knows.
weapons. oSword intelligence, which allows communi- (Roll the die indicated under the languages
cation via empathy or speech and languages column of the Intelligence of Sword subtable.)
Designing Special Swords known (if the sword is intelligent and can A sword that speaks automatically knows th
speak); Common tongue and its alignment tongue. If i
Naturally, the DM may not want to leave the oIf intelligent, alignment and ego and a knows more than one language, the DM mus
nature of special swords in a campaign entirely to need to control its user (as determined by a determine which languages it speaks. Also not
chance. It's entirely appropriate to create special control check); and that if a sword has the ability to read m2gic, i
swords that accomplish certain feats in a cam- 0Powers, including primary powers, extraor- can also speak the languages it can read. (Th
paign. If one campaign goal in a campaign is the dinary powers, and the ability to read read magic ability is discussed below with th
destruction of a certain dragon, for instance, the magic. primary and extraordinary powers.)
DM may wish to introduce a dragon-slaying These special sword abilities are outlined in The'DM will likely want to come up with
sword into a treasure trove acquired by the player this section. history for the sword-who made it, why it w
characters. made, and how it has been used over the years
To create a magical sword from the ground up, Magical Bonuses and then use that history to determine what lan
follow the procedure described above for rolling All magical swords have a bonus from + I to guages it speaks. For instance, an intelligen
up swords, but choose, don't roll, the sword's at- + 5 that is applied to all attack and damage rolls sword that has a + 2 magical bonus and an addi
tributes. Keep in mind, however, that the weapon made by that weapon. tional + 3 bonus vs. dragons could have bee
will remain long after the campaign has ended, so forged a hundred years ago by a famous dw
avoid creating swords that are too powerful and Additional Modifiers craftsman and then used by a human hero wh
that may be a problem in future campaigns. As noted on the Magical Item Subtable: 8. slew many dragons and drove others away. F
Swords (page 231), there is a percentage chance these reasons, the sword may speak Commo
Cursed Swords for a magical weapon to have -an additional mod- dwarvish, and dragon, as these languages be
ifier; these modifiers are generated using the correspond to its history.
Any sword may be cursed. When the die rolls Additional Weapon Modifiers Table. Note that
indicate a sword as treasure, roll id2O. If the re- magical weapons can have only one additional Sword Alignment, Ego, and Control Checks
sult is a 1 or 2, place a cursed sword in the trea- modifier-either an extra bonus against an op- Intelligent swords have alignments just
sure instead. ponent or a talent. characters do. To determine the alignment of
A cursed sword will seem to be a normal magi- The typical weapon modifier is an extra magi- intelligent sword, roll id2O.
cal sword (whatever type was first rolled) until cal bonus against a specific opponent. This is an
used in combat. At that time, the curse is re- additional + 1 to + 5 on attack and damage rolls 1-13 Lawful
vealed. When using that weapon, the sword will beyond the weapon's basic magical bonus 14-18 Neutral
cause the player to subtract the amount that was against the sword's designated opponent. For ex- 19-20 Chaotic
45@
pter 16: Treasure
A character cannot detect a sword's alignment will power of the sword to that of the user by do- as noted in the Primary and Extraordinary
until he picks it up and handles it. If the charac- ing a control check. An intelligent sword will try Powers subtable of the Magical Item Subtable:
ter handling the sword is of the same alignment, to control its user in each of five different situa- 8. Swords, page 231. The DM should roll idloo
there will be no bad reaction. However, if the tions, including the following: once for each primary and extraordinary power
alignment is different, the user will take damage 0 When the user first handies the sword. of the sword and find the results on the sub-
each round while holding the sword. Gloves and 0 When the user is wounded and has half or table. Duplicate results should be rerolled unless
other protective insulation do not protect the less of his normal hit points remaining. indicated otherwise.
character from this damage, which is as follows. 0 When the user acquires any other magical Primary Powers: The user must have the sword
weapon. in hand and be concentrating on the power in
User's Sword's Damage 0 When anyone else uses the sword. order to use it. Any power may be used once per
Alignment Alignment perround 0 When a special purpose could be used (if round. A primary power is usable as often as de-
Lawful Neutral id6 applicable). sired unless noted otherwise. These powers are
Chaotic 2d6 To make a control check, the DM simply com- defined as follows:
Neutral Lawful id6 pares the will power scores of both user and Detect evil (good). The sword is able to de-
Chaotic id6 sword, with the higher score taking control. Such tect one of these intentions up to a 20'
Chaotic Lawful 2d6 control lasts until either the sword is satisfied or fange. No sword can do both; the DM must
Neutral id6 the situation that caused the control check has determine which version the sword can do.
In -addition to alignment, inteiligent swords passed. The DM must determine the actions of 9Detect gems. The sword can detect all types
also have egos. Roll ldl2 to determine the ego any sword in control; typical actions include the of gems and the amount of each within a
score of the sword. (Ego is a measure of the following: 60' range, pointing itself in that direction.
strength of a sword's personality.) Then add the a Leading the user past magical weapons that oDetect magic. The sword can cause all magic
sword's Intelli ence and ego scores to find its will the user would have stopped for or causing within 20' to glow (as the spell effect) up to
9 the user to discard other weapons. three times per day.
power. Add 1 to the will power score for each ex- 0 Forcing the user to charge into combat to oDetect metal. The sword can detect metal of
traordinary power the sword has (if any). Make a win glory for itself, any type requested up to a range of 60'. It
note of the total will power of the sword. 0 Making the user surrender to an oppo- will point in the direction of the material,
A character's will power is the total of the char- nent-either one more worthy of the sword but it cannot detect the amount.
acter's Intelligence and Wisdom scores. The DM or one easier for the sword to control. 9Detect shifting walls and rooms. The sword
may subtract id8 points of will power if the char-
acter is wounded, and if the sword and the user 0 Forcing the user to spend money on items can find these items if within 10'.
are of different alignments, the sword gains idio for the sword, such as jeweled fittings, farcy 9Detect slopes. The sword can locate all slop-
points to its will power. (This additional bonus scabbards, and so forth. ing passages within a 10' range.
must be determined for each change of users.) 9Find secret doors. @e sword can locate all
When an intelligent sword is handied, it may Primary and Extraordinary Powers secret doors within a lo' range up to three
try to control its user. The DM must compare the The sword's Intelligence determines how times pet day.
many primary and extraordinary powers it has, Find trqps. The sword can detect traps of all
types within lo' up to three times per day.
See invisible. The sword can find all invisi-
ble and hidden objects and creatures (but
not secret doors) within a 20' range.
Extraordinary P@wers: An extraordinary power
is only generated if the sword has a 12 or higher
Intelligence or if a roll for a primary power gave a
result of 96-99. If the sword has an extraordinary
power, roll idl00 and find the power on the Pri-
mary and Extraordinary Powers subtable of the
Magical Item Subtable: 8. Swords. Except for the
extra damage and healing powers, duplicate re-
sults should be rerolled. An extraordinary power
may only be used three times per day unless
noted otherwise. These powers are defined as
follows:
oClairaudience. As with the potion, the user
may hear all noises in one area within 60'
through the ears of a creature in that area.
0Clairvoyance. As with the potion, the user
may see any area up to 60' away through the
eyes of a creature in that area.
oESP. As with the potion, the user may listen
to the thoughts of any one living creature
within 60'.
0Extra damage. This power lasts for IdlO
rounds when commanded. The user may in-
flict four times the normal damage on each
successful hit. This power may be generated
more than once; each duplicate roll in-
creases the multiplier by 1 (to 5 times, 6
times, etc.).
oFlying. As with the potion, the user may fly in
the air for a maximum of three tums per use.
oHealing. The sword with this power can
heal up to a total of 6 points of damage per
day, at the rate of I hit point per round.
246
i
Chapter 16: Treasure
This power may be generated more than
once; duplicate rolls increase the amount of Random Miscellaneous Weapon Generation Additional Weapon
healing by 6 points each (to 12, 18, etc. per Checklist Modifiers
d-ay), but the rate of healing femains the 1 .Roll idloo on the Magical Item Subtable:
same. 9. Miscellaneous Weapoits (page 23 1) and Two types of weapon modifiers are generate
0 Illusion. The user may create a phantasmq] find the type of weapon. Note the weap- on the Additional Weapon Modifiers Table o
force, as with the magic-user spell. on class of the item. page 2 3 1. Unless stated otherwise, the weapo
0 Levitation. As with the potion, the user may 2. Checking the appropriate weapon c@s bonuses vs. opponents and the talents listed i
float in the air for a maximum of three turns column, roll idloo on the Magical Bo- this section are applicable to all weapons, in
per use. nuses and Modifiers subtable (from the cluding missile weapons, swords, and miscella
0 Telekinesis. The user may move up to 2,000 Magical Item Subtable: 9. Miscellaneous neous weapons. Of course, class restriction
cn of weight by mere concentration as with Weapons). The result will indicate the ba- apply to items with these modifiers, and a clas
the ring. sic magical bonus to attack and damage that cannot use a normal version of a weapo
o Telepathy. This is the same as ESP (above), rolls. cannot use a magical version that has an addi
but with the ability to "send" thoughts to 3. For a weapon that has a + 1 to + 4 magi- tional modifier.
the creature contacted (as with a helm of te- cal bonus, roll idlOO against the percent- Weapon Bonus vs. Opponent
lepathy). age listed in the subtable. If the roll is
0 Teleportation. The user may teleport once successful, go to the Additional Weapon This weapon modifier is an additional attac
per day as with the magic-user spell. Modifiers Table (page 231) and roll for and damage bonus when the weapon is use
X-ray vision. The user may see through the additional bonus against a specific against a specific opponent (for example,
things as if wearing a ring of X-ray vision. opponent. sword + 1, + 2 vs. enchanted monsters). Th
4. For a weapon that has a + 5 magical bo- amount of the bonus may be from + 1 to + 5
Miscellaneous Weapons nus, roll idlOO against the percentage greater than the normal magical bonus of th
listed in the subtable. If the roll is success- weapon, as determined by the Additional Weap-
Normal weapon restrictions apply to magical ful, go to the Additional Weapon Modi- on Modifiers Table. (For instance, a sword + 1
miscellaneous weapons as well. For example, fiers Table and roll on the Talents that has a + 3 bonus against lycanthropes woul
since a magic-user cannot use a polearm, a subtable for a talent instead of a bonus be a sword + 1, + 4 vs. lycan thropes.)
magic-user cannot use a magical-polearm, either. against an opponent. The DM should feel free to add more catego-
Note: This section is not used for determining ries to the types of opponents as appropriate,
magical swords or magical missile weapons; see taking care not to upset the balance of the game.
the appropriate sections above instead. Designing Special Weapons The opponent categories listed on the Oppo-
As with magical swords, a weapon's magical Instead of randomly determining results, the nents subtable (from the Additional Weapon
bonus is added to both attack and damage rolls. DM may wish to select these weapons with a Modifiers Table) are as follows:
And as with swords, any item may be cursed, theme or purpose in mind. For example, if the Bugs includes all normal and giant-sized
though there is less chance than with swords. DM wants to place a special weapon for a cleric, forms of arachnids (spider, tick, scorpion,
Roll id2O; if the result is 1, the item is cursed. he or she could select a mace or hammer from etc.), insects (ant, beetle, fly, etc.), and chi-
The item is handled in the same manner as a the Magical Item Subtable: 9. Miscellaneous lopeds (centipedes, etc.).
cursed sword. Weapons, select a bonus against undead (from oConstructs includes all created monsters
Some miscellaneous weapons have an addi- the Additional Weapon Modifiers Table), and such as living statues or golems. Gargoyies
tional bonus that is used only when fighting a give it a talent for deflecting energy drains (from are also included in this category.
specific type of opponent. Other weapons may the Talent subtable in the latter table). In this 0Dragonkind includes all dragons of all col-
have a talent, the ability to cast certain spell ef- way, the DM can provide the tools the characters ors and sizes plus draconian monsters such
fects. (The DM may wish to refer to such spells to will need for completing special adventures in a as the chimera, hydra (all types), salaman-
find the exact effect. Note that each effect can campaign. der, and wyvern.
only be used once per day and that no meditat- Remember that the weapon will remain after oEnchanted monsters includes those crea-
ing is needed to gain the spelicasting ability.) the crisis is solved. Though the weapon can be tures that cannot be hit by normal or silver
As noted in the text on "Magical Weapon later removed from the game (by using thieves, weapons.
Subtables," page 228, there are two methods of special damage, or various magical means), the *Giantkind includes all giants and all giant-
randomly generating weapons. The first, recom- DM should avoid placing items that are too p type creatures such as ogres, cyclopes, and
mended fof character levels 1-10, is a single ta- erful and that may cause problems later. other humanoids that are la-reef than man-
ble. If the DM has decided to place a magical size (including characters who have con-
miscellaneous weapon in a treasure hoard, he or sumed a potion ofgrowth.).
she can simply foil idloo on the Magical Weap- Returning Weapons Lycanthropcs includes all types of were-
on Generation Table (page 230), find the result This type of hand-hurled missile weapon will creatures, whether in animal form of not.
in the appropriate column, and place the item in return to the user if it misses the target; it is This includes all characters afflicted with ly-
the treasure. sometimes called a "boomerang" weapon. If it canthropy.
When stocking treasure troves with magical misses, it returns at the end of the same round oPlanar monsters includes those creatures that
miscellaneous weapons for characters who afe and may automatically be safely caught by the come from the elemental, ethereal, astral, or
above level 10, the DM can use the same table- character throwing it (unless the user has become outer planes. All types are included, but Im-
or he or she can use the more specific but more pafalyzed, confused, immobile, etc.). If it hits mortals do not count as planar monsters.
complex method of random weapon generation, the target, the weapon does not return by itself. aRegenerating monsters includes all crea-
the Random Miscellaneous Weapon Generation tures that regain more than 1 hit point pef
Checklist. day by rest or other means. This includes
Weapon classes are explained above undef Miscellaneous Weapon any creature wearing a ring of regeneration.
Swords." Abilities o Reptiles and dinosaurs includes aR normal
Unlike swords, miscellaneous weapons are not and giant-sized forms of lizards, snakes,
normally intelligent. If desired, the Intelligence Any miscellaneous weapon can have addition- turtles, crocodiles, and dinosaurs.
of Sword subtable (from the Magical Item Sub- al weapon modifiers, such as bonuses against op- oSpell-imm une monsters includes those crea-
table: 8. Swords, page 231) may be used, but 3 ponents or talents. These abilities are generated tures that are immune to 1 or more spell
penalty of -6% should be applied to the roll. using the Additional Weapon Modifiers Table. levels, as specified in the monster descrip-
Note that only swords can attain 10 or greater In- Such modifiers are described in the following tions (such as drakes) in Chapter 14. This
telligence. section. does not include creatures that are immune
47
Chapter 1 6: Treasure
merely to ce@ specific spells (such as the un-
dead immunity to sleep, charm, and hold).
9Spelicasters includes all clerics, elves, magic-
users, and other creatures able to use spells
(such as paladins or spirits, for example).
0Undead includes afl types of undead crea-
tures, both land and water, from skeleton to
lich.
0Water-breathing monsters includes those
creatures able to breathe water, including
characters under the influence of a potion of
ring of water breathing. Note that aquatic
mammals (whale, dolphin, etc.) breathe air
and are not included in this category.
0Weapon-using monsters includes those
creatures that have weapons in hand (not
claws) at the time of a melee. For example, a
wererat wielding a sword would be affected
by this additional bonus, but the wererat
would not be affected if it were attacking
only with its bite.
Talents
Talents are unusual magical powers that vari-
ous weapons can have (though they are most of-
ten applied to swords). They are not the same as
a sword's primary or extraordinary powers, which
are described later, and a sword can have both a
talent and primary and extraordinary powers.
Talents can be certain spell effects or some othef
useful ability.
All talents may be used only once per day un-
less noted otherwise. Talents that duplicate spell
effects are not actual spells, and they require nei-
ther vefbal casting nof concentration. The use of
a talent occurs in the magic@ spells and items
phase of a combat round. The talents listed on but at the cost of one magical bonus, which is the 2nd level magic-usef spell).
the Talents subtable (from the Additional Weap- drained from the weapon for each energy Flaming. The point or edge@ of this weapon
on Modifiers Table, page 2 3 1) are as follows: drain negated. If an energy drain deflected that has this talent will blaze with flames
reduces the bonuses to below zero (such as a upon command. The flames will not harm
0Breathing. The weapon with this talent can
create either one water breathing spell effect sword + 1 deflecting a specter's attack, which the weapon or the user, but they V,'ill add a
per day or one air breathing effect per day causes a double energy drain), the weapon + 2 bonus to attack rolls against hippo-
disintegrates; the extra drain does not affect grims, pegasi, rocs, and trolls and a + 3 bo-
Air breathing supplies only the user with the user. If a missile weapon has this talent, it nus against treants and undead monsters.
pure air for I turn, and it can be used to must be held in hand to deflect the blow The bonus applies to both attack and dam-
counter the effects of airlessness, poisoned (and cannot be used at melee range). age rolls. The flame may easily be used to
air (such as a gas trap), and so forth; how- Draining. Upon command, the weapon with light a torch, fantern, or other flammable
ever, it cannot negate the effects of any this talent can drain one level or Hit Die item. If a missile weapon has this talent, it
breath weapon. when it strikes an opponent (as if a wraith), applies to all missiles fired instead of the
*Charming. The talent can create one charm in addition to normal damage. The com- weapon itself.
person spell effect pef day to a 120' range mand may be spoken after the attack roll is Flying. The weapon with this talent can fly
(as the 1st level magic-user spell). made. The weapon can drain id4 + 4 levels in the air and attack by itself. In battle, it
0Deceiving. The weapon with this talent can or Hit Dice in all; it then loses this ability for- must first be used normally at least once. If
be commanded to change the appearance of ever. Energy drain cannot affect any creature then commanded to fly, it will continue to
the user. The size cannot be changed, but that has energy drain powers (wight, wraith, attack the same opponent for three more
facial features, equipment carried, etc. can specter, etc.). If a missile weapon has this tal- founds, returning to its master after that
all be modified. This is only an illusion; the ent, it may be applied to any missile shot, time (or when commanded to retum). Its
user remains intact. The weapon must be but each level drained also drains one magi- attack rolls are made as if it were wielded
held to create the disguise (unsheathed in cal bonus from the weapon. If the weapon normally, based on the class and level of the
the case of edged weapons), and it cannot becomes nonmagical because of this loss, it user. If a'missile weapon has this talent, it
disguise itself. loses the ability to energy drain as well. creates normal missiles as it shoots; the own-
Defending. The bonus of the weapon may Extinguishing. The weapon with this talent is er does not have to supply it with new mis-
be used normally (applying to attack and cool to the touch. When used against a fire- siles, and he cannot supply it with magical
damage rolls) with this talent or as a bonus using creature (such as a red dragon or fire missiles to shoot.
to the armor class of the user. A missile elemental, fof example) the magical bonus of Healing. This talent can create one cure se-
weapon cannot have this talent (roll again). the weapon is doubled. In addition, the rious wounds spell effect per day, curing the
Deflecting. If the usef is hit by a blow that weapon will douse a normal fire if thrust into user only of 2d6 + 2 points of damage (as
would cause an energy drain, the talent can it. It has no effect on magical fire. If a missile the 4th level cleric spell).
automatically deflect the blow. After the op- weapon has this talent, it applies to afl mis- Hiding. The weapon with this talent can
ponent hits, the user may decide whether to siles fired instead of to the weapon itself. create one invisibility spell effect on only
deflect the blow. If used for deflecting, the Findin . The talent can create one locite the user when commanded to do so. In ad-
weapon absorbs the effect of the energy drai pell effect per day to a 120' range (as dition, the weapon can itself become invisi-
- .. . i 248@,* . ' @
Chapter 1
6: Treasure
ble three times per day.
oHolding. This talent can create one hold Artifacts Table
person spell effect per day to a 180' range Magnitude of Artifact
(as the 2nd level cleric spell). Minor Lesser Greater Major
0Lighting. The weapon that has'this talent Maximum number of powers 8 11 14 17
can create one light spell effect per day to a Maximum types of powers
120' range and lasting for 6 turns (similar to Attack 2 3 4 4
the 1st level magic-user spell). Info + move 1 2 3 4
0Silencing. This talent can create one silence, Transform 2 2 3 4
15' radius spell effect per day to 180' range Defense 3 4 4 5
(as the 2nd level cleric spell). Handicap 1 2 3 4
oSlicing. This talent applies only to edged Penalty 1 3 5 8
weapons (swords daggers, etc.). If any other
weapon type indicates this talent, roll od that is unique to that artifact. Wishes, the will become progressively uglier and more evil-
again. If the edged weapon's attack roll is 19 most powerful mortal magic, have no effect on looking. The use of any power by the wearer is
or 20 counting the weapon's magical bonus artifacts. voluntary. If the wearer dies, he and his equip-
but no other bonuses, the opponent struck Using an artifact inflicts handicaps and penal- ment turn to stone with the exception of this arti-
must make a saving throw vs. death ray or ties on the character. A handicap is a permanent fact. This artifact will shatter irrevocably if its gaze
be struck dead with one blow. If the saving effect that cannot be negated as long as the char- is ever reflected by the Golden Mirror of Ka. The
throw is successful, the victim still takes tri- acter has the artifact. It usually appears when a wearer of the mask will be immediately stunned
ple normal damage from the blow. These power of the artifact is first used. A penalty is a for a full turn and will remember nothing of what
speci,at damage bonuses do not apply when temporary disadvantage that can be offset by he did while wearing the mask, but he will be
the weapon is ustd against constructs or un- magic or time while the artifact is possessed. otherwise unharmed.
dead creatures of any sort. Artifacts have four power levels: minor, lesser,
Slowing. When a successful hit is made, the greater, and major, These levels affect the num-
weapon with this talent can cause the oppo- ber and strength of the artifact's powers, handi- Cashing Treasure
nent struck to become slowed (as the reverse caps, and penalties, as in the Artifacts Table. At the end of each adventure, characters c
'of the 3fd level magic-user spell haste) for 1 experience points based on the actual value of al
turn (no saving throw). The user may decide Sample aftifact treasures found and kept. However, they migh
whether or not to use this effect after the lose some of the value of gems and jewelry in th
swing hits. process of exchanging such items for coin.
MASK OF BACHRAEUS
Speeding. The talent will, on command, (Minor artifact: Entropy, evil) Though gems and jewelry are easy to carry, the
create a haste spell effect on the user only. are also hard to convert to spendable money. Mos
The user may then move at double normal History: This mask was made by Bachraeus, specialists and mercenaries will accept gems
speed and attack twice per round for I turn an Immortal who became the patron of the me- payment, but they do not normally "giv
(similar to the 3rd level magic-user spell). dusae. The mask was to be worn by the high cler- change" for overpayment, nor do they accept jew
Translating. The weapon that has this talent ic of a secret cult th-at grew within the Milennian eiry (as it is easily damaged). For most expens
will, on command, enable the user to un- Empire and formed a dangerous alliance with (such as normal equipment purchases, construe
derstand any and all languages heard. The the medusae. With the fall of that empire and tion costs, etc.) coin must be used.
ability lasts for 6 turns. the destruction of the cult, the mask was lost. Pieces of jewelry can usually be broken up int
Watching. The weapon with this talent may Description: A smooth, blue mask of a strange its gems, metal, etc. The whole piece is wort
be commanded to watch for any one mon- ceramic material; the features are stylized, possi- more than the individual parts, however; up t
ster type or race. The weapon can then sense bly female or eivish. A wig of long, dark, leath- half of the value may be lost by divvying it int
the presence of the creatures specified, and ery strips is attached at the top and back. parts.
it will vibrate slightly if one or more of the Powers: The Mask of Bachraeus possesses the Any town or city will have a businessman (jew
named creatures come within 60' of it. The following powers: eler, moneychangef, collector of rare items, o
vibration will silently alert the user. A spe- o Flesh to stone, 120' range, one creature even the town treasurer) who will exchange coin
cific creature cannot be named, only a race (gaze attack). for gems and jewelry, and probably vice versa. Fo
or monster type, and the weapon can only 0 Charm person, 120' range, one creature gems, a fee of I%-5% of the value is charged
sense one race or type per day, even if none (gaze attack). jewelry is harder to sell, and a 2%-12% fee m
are sensed. o Detect magic, 60' range. be charged. Small towns have less cash on han
Wishing. This talent will grant id3 wishes * Pass-wqll, 60' range, 6-turn duration, 5' and may be unable to buy expensive jewels o
to the usef (identical to the 9th level magic- opening up to lo' deep. gems. As a general guideline, the population
user spell). Wearer is immune to turn to stone and the town is equal to the largest value of item it c
charm attacks, except his own reflected convert to coin in gp (for example, a city of io,oo
Artifacts gaze. could handle gems or jewelry of up to 10,000 g
Wearer is immune to poisons from living value).
An artifact is a powerful magical item created creatures. A businessperson may always refuse to "cash
by an Immortal (see Chapter 15) and imbued Handicap: When the mask is put on, the an item for various reasons (lack of ready coin, su
with his personal power. Each artifact is unique wearer's Charisma is feduced to 4 (see Notes). picion of stolen merchandise, suspected magic
and should be individually designed by the DM. The mask cannot be removed or disguised while origin, and so forth). If a businessperson refus
Nothing regarding an artifact happens by the wearer lives. fu c q the transaction, a wealthy private individu
chance, for the destiny of each is planned and Penalty: Success I use of dete t magic or esh might be found to buy the item. The amount
controlled by the Immortals. Thus, they are only to stone reduces the wearer's own Strength by 1 fered will be 20%-80% (2d4 x 10) of the state
rarely encountered, most often by high-level for one hour. The successful use of any othef value, and a jeweler is usually consulted to
characters on a path to Immortality. No mortal power reduces the wearer's own Strength by 2. If praise the item.
retains an artifact for long. the wearer's own Strength is reduced to 0, he dies. Unlike gems and jewelry, special objects (su
Artifacts are treated as 40th level for purposes Notes: This artifact is evilly enchanted and can the objects in the "Special Treasure" section, e
of determining their magical effects. They are be detected as such. The wearer loses 1 point of lier this chapter) must be sold before any
immune to most attacks, except those by other Charisma immediately when the mask is put on, award is given. The prices given on the Speci
artifacts or weapons of at least + 5 bonus; how- then more at the rate of 1 point per week until a Treasure Value Table (page 227) are approximate
ever, each can be destroyed by a legendary meth- Charisma of 4 is reached. The mask, meanwhile, what the items will lifing in markets tra
24
pter 16: Treasure
ing in these goods. The prices are unlikely to be
higher except where the items are scarce and there
is a demand for them. In fact, prices may be lower
if the goods are in common supply.
Buying and Selling Magical
Items
At some point in the game, the characters will
probably find a magical item that they cannot use
or do not want. Such items are generally traded to
NPCs for favors; however, characters may try to
sell the item for cash.
Generally, magicA items can be sold between
characters-PCs and NPCs-but the seller must
personally find a buyer through advertising, ap-
proaching wealthy patrons, etc. If the DM would
lie to use another method for settling this mat-
ter, his or her wishes should be followed.
Making Magical Items
At higher experience levels, magic-users and
clerics can create magical items. Most characters
who create magical items are magic-users. When a
cleric is trying to create magical items, substitute
his Wisdom fof the magic-user's Intelligence
when using the methods in this section.
To create any magical item, the character must
be at least 9th level. Some magical items will re-
quire that the character be of higher level.
A number of factors need to be considefed
when making magical items, including spell ef-
fects, specialists of skills needed, spell compo-
nents, and the chance of success. These factors are
defined in the following text.
6f giant crustacea-n sea-monsters). ([Int + Lvi] X 2) - (3 x spell level) %
Spell Effects On such an adventure, the spelicaster might ac-
The spelicaster must know a spell relating to quire enough quantities of the rare component to For example, a 10th level wizard with intelli-
the magical effect that he wants the object to create several such magical items. That's all right, gence 18 tries to make a wand of fireballs, which
have. Fof example, if he is trying to make a flying within reason. But if he comes back with a 1,000 uses a 3rd level spell. His chance for success, using
c@t, he must know the fly spell. If he doesn't gallons of giant snail dye and wants to use it to the formula above, is as follows.
know the spell, he can't enchant an item with a create flying c@ts from now until eternity, the ([18 + 10] x 2) -(3 x 3) = 47% on dloo
simi@ effect. dye will inevitably spoil, be destroyed, or be
Specialists or Skiffs stolen by a rival magic-user-meaning that the If the character rolls that number or less on
character will eventually have to go adventuring dloo, he has succeeded in enchanting the item. If
The spellcastef must hife and work with a spe- again to acquire more of the component if he re- he fails to toll the number, the character has used
cialist who can make the type of physical object to ally wants to make more than one of the same up all the gold pieces, time, and materi@ he has
be enchanted (for example, an armorer if the item magical item. acquired. He must attain all the things he has
is to be a sword or a weaver if the item is to be a A spellcaster might acquire a lot of a rare mate-
lost, attempt to create the item, and roll again the
carpet); aitematively, if the optional general skills rial and then try to spread the excess around, trad- next tune he tries to see if he has succeeded.
rules are being used, the spellcaster must know ing it to fellow magicians for their excess rate
the general skill pertaining to the making of the materials. This isn't so good. The DM can @ply
object or hire a craftsman who does. say that doesn't work-the materials have to be The Process of Enchantment
To create a magical item, the spellcaster and the acquired and processed by the spelicaster himself, Once all the spells are determined and all the
specialist must work together while the item is be- or the DM can say the spelicaster isn't familiar rare components are assembled, the process of en-
ing created; a spellcaster cannot, for instance, enough with the materials to rely on them. Alter- chantment may begin. Since this process varies for
magically enchant a normal sword once the sword natively, the DM can say this is all right-but the making magical items, the following text has
has already been made. The specialist's fees are spelicaster's subsequent project will always require been divided into two sections, one on armor and
contained in the costs listed below for creating a at least one rare component that he must travel
weapons and the other on miscellaneous items.
magical item. forth and acquire himself. Of course, should characters find the magical
Spell Components Chance of Success items they are trying to create for sale on the
For every spell with which a spellcaster is trying When a character tries to create a specific type market, they are free to buy the item-but the
to enchant an object, he must find some sort of of magical item, he may fail. His chance for suc- price will typically be twice that of the cost of en-
rare element of component (typically involving a cess is rolled on di 00, using the character's Intelli_ chanting and constructing the same item. This @
@flected in a number of factors, including the
long or difficult adventure). The DM determines gence (Wisdom if a cleric), his current level, anct cost of advertising the item, storing it until sale,
exactly what that component is and tells the play- the level of the spell involved (or the number of sentimental value, and-naturally-a profit for
er. For example, a magic-user trying to make a fly- armor or weapon bonuses or penalties); all other the maker.
ing carpet might have to find a rare silkworm (in a numbers in the formula are the same for each use. Finally, a DM may have some characters who
monster-haunted land) or acquire a certain purple The formula is as follows. wish to construct magical items for sale and not
dye (which can only be processed from the bodies
250
Treas
for private use. The DM shouid note all the time + 3 vs- undead counts as a sword + 2 for the pur-
requirements, prohibitive costs (both of which pose of calculating the initial enchantment cost Weapons Initial Enchantment Cost Check-
take away from the character's opportunity to (the base + 1, applicable to all targets, counts as a list, above) is calculated as follows: non-
adventure), and the need for rare components. + 1; the additional + 2 bonus vs. undead, cumu- magical cost (10 gp) X enc (100 cn) . 3 = 333
If the character still persists in pursuing his new- lative with the base bonus, counts at half price for gp, which is rounded up to 340 gp and then
found profession of magical item-maker, rigor- another + 1). Initial enchantment cost for a sword doubled because the shield has two bonuses,
ously enforce the rules. + 1 is 3,000 gp ([nonmagical price 10 gp x 60 cn for 680 gp. However, checking the checklist
enc ] x 5 = 3, 000 gp); to get a sword + 1, + 3 vs- above, there is the note stating that the mini-
undead, would cost 6,000 gp (3,000 x 2). mum initial enchantment cost of any armor
Armor and Weapons Magical powers targeted exclusively toward (including shields) is 3,000 gp. Therefore,
The procedure for bestowing bonuses (either special opponents cost less to make, however. this shield +2, charm person has an initial
pluses or minuses) on armor a-nd weapon items is The cost of these limited extra magical effects is enchantment cost of 3,000 gp-
different than for miscellaneous magical items. reduced 10% per restriction. One restriction The charm person effect is a 1st level spell,
Remember that the chance of success is rolled would be a class of monsters; a second would be so that adds another 1,000 gp (the cost of a
only once, regardless of the number of bonuses a species of monsters; a third would be a specific, 1st level spell effect). The total cost of this
or penalties the armor or weapon has. As with named monster. shield is 4,000 gp.
miscellaneous items, the spelicaster must first The spellcaster must roll rwo times for
find the item's initi2i enchantment cost. This Example: A sword + 2 with a charm dryads chance of success: once for the initial en-
figure is the cost in gp for materials that are used power would cost as follows. chantment (the + 2 bonus), and a second
in the creation of the magical item. Initial enchantment cost for sword + 1: time for the charm person spell effect. Using
The initial enchantment cost makes a + 1 bo- 3,000 gp ([Io gpx6o cn enc] x 5 = 3,000 the chance of success formula, ([Int + Lvl] X
nus or - 1 penalty, according to the spelicaster's gp). The + 2 bonus means initial enchant- 2) - (3 X spell level) = %, this spelicaster's
choice. For each subsequent plus or minus for ei- ment cost is doubled. Total cost for magical percentage chance is 7 3 % for each chance, as
thef armor or weapons, multiply the initial en- sword + 2: 6, 000 gp. follows:
chantment cost by the number of bonuses or ([ 18 + 20]) x 2) - (3 x 1st level) = 73 %
Spe,U effect cost, the charm dryads effect:
penalties. (Fof example, the two-handed sword 4, 000 gp. Charm monster is a 4th level spell,
+ 1 from the example in the Armor and Weap- and spell effects cost 1,000 gp per spell level. Enchantment Time
ons Initial Enchantment Checklist would cost Permanency is + 20,000 gp (5 x 4,000 gp, Enchantment time for armor and weapons is
22,500 gp if made into a sword +3.) the spell effect cost). Basic spell effect cost is the same as for magical items: one week plus one
If desired, @fmor and weapons can be created 24,000 gp, -20% (from two restrictions: day for each 1,000 gp (rounded up) spent on the
-with additional spell effects-these are figured humanoid class and species dryad). Total cost armor or weapon.
at the corresponding effect's spell level and cost for spell effect charm dryads: 19,200 gp. During this time, the spelicaster must be
1,000 gp per spell level. See below for more in- Total weapon cost: 25,200 gp. Sword +2 working steadily in his workshop-eight hours
formation on adding bonuses. Note that magical (6,000 gp) +charm dryads effect (1 9,200 gp) per day. (More hours spent per day won't speed
armor a'hd weapons cqnnot be recharged, as can 25,200 gp. up the enchantment process; magic materials
certain magical items. Cfegtion time: 32 days. One week plus one need time to absorb magical spells. Fewer hours
To find the initial enchantment cost of magi- day per each 1,000 gp additional costs, indi- spent per day, however, will slow the process con-
cal armor or weapons, multiply the item's nor- cating 25.2 extra days. siderably.)
mal (nonmagical) price (gp) by its encumbrance Generally the spelicaster cannot be adventur-
(cn). For armor, divide this result by 3; for weap- ing during this time. If he takes a one- or two-
ors, multiply it by 5. Always round the result up Adding Magical Powers day break from the enchantment process, it will
to the next 10th. This final result is the initial Extra magical effects can be added to armor slow the process down by a day or two. If the
enchantment cost, as outlined in the Armor and and weapons. Weapon talents, sword primary spellcaster takes more than two days off, how-
Weapons Initial Enchantment Cost Checklist. and extraordinary powers, and armor special ever, the enchantment is spoiled; the armor or
powers are considered speli effects; find the spell weapon is ruined and cannot be enchanted. The
Armor and Weapons Initial Enchantment that corresponds most closely to the talent or spelicaster has lost all the gp the item cost and
Cost Checklist power and enchant the weapon with that. must start over again.
Armor: (nonmagical price [gpl X enc [cn]) The creator must roll a chance of success for
Weapons: (nonmagical price [gpl X enc [cn]) cates the item gains the power rolled for. A failure Only Immortals create intelligent swords.
x 5 means that the corresponding effect is lost and However, there is the possibility that an Immor-
that no more enchantments may be added (earli- tal will make intelligent any sword being cre-
Examples: A chain mail hauberk normally er, successful enchantments, if any, are not lost). ated. Whenever a character is cre-ating a magical
In other words, if the first roll fails, the whole
costs 40 gp and weighs 400 cn. Its initial en- item is ruined, the gp spent, and the time lost. If sword, the DM should determine, in secret, if an
chantment cost is 40 x 400 - 3, or 5, 3 3 3 gp - the first roll is a success but the second one fails, Immortal has made the sword intelligent. The
A two-handed nonmagical sword costs 15 gp then the first spell effect has been enchanted on maker of the sword will not know whether or not
and weighs 100 cn. Its initial enchantment the item, but the second was a failure, and no this has happened until well after the sword is in
cost is 15 x 100 x 5, or 7,500 gp. the hands of its eventual owner. The Immortal's
new effects may be added. But at least the item actions do not change the cost of the weapon.
Note: The minimum initial enchantment cost survived the initial enchantment and is magical.
may be no less than 3,000 gp for armor (in- Note that the extra cost of an additional power Special Materials (Optional)
cluding shields) or 100 gp for weapons. All ar- is added to the total armor of weapon cost, not -The DM can allow the spelicaster's choice of
mor and weapon enchantments are limited to the item's original initial enchantment cost). materials to affect his chance of success. Precious
+ 5, maximum. Characters cannot make a The enchantment process takes an extra day per gems, metals, or materials could retain magical
+ 6 or greater piece of armor or weapon. 1,000 gp added to the total cost of the weapon powers better than rough wood or common
beyond the initial process time. stones. The can modify the chance of success as
he or she sees fit.
Adding Bonuses vs. Opponents Example: A 20th level, 18 Intelligence spell-
If the DM wishes to give a weapon a bonus (or caster wants to make a shield + 2 that has the
penalty) against a special opponent, simply add special power of charm person. The initial
the extra bonuses to the original enchantment enchantment cost (as noted in the Armor and
costs, but at halfpfice. For example, a sword + 1,
251
apter 16: Treasure
cost of 30 charges plus one per use during the
Magical Armor and Weapons Costs Examples: A magk-usef wishes to create a chosen time frame.
Armor initial enchantment cost: (non- wand ofpolymorph others. This is a 4th level
magical price [gpl X enc [cn]) - 3 spell and is the only spell on the wand, so his Example: A wand of fireballs usable twice
Weapon initial enchantment cost: (non- initial enchantment cost is 4,000 gp (4 x 1,000 per day is constructed as follows.
magical price [gp] x enc [cn]) X 5 gp = 4,000 gp). Now, he wants to charge it by Initial enchantment cost: 2,250 gp (3,000
Number of bonuses cost: Initial enchant- giving it 25 charges. The cost is 10,000 gp gp - 25 %).
ment cost (either armor or weapons) x the (10% of the initial enchantment cost [400 gpI Costforcharges: 7,200 gp (2,250 x 10% x
number of additional bonuses or penal- x number of charges [ 2 51 = 1 0, 000 gp). Total 32 charges).
ties (pluses of minuses) cost of the wand: 14,000 gp. Total Cost: 9,450 gp.
Bonuses against opponents cost: '/2 the ini- Another magic-user wants to create a ring
tial enchantment cost x number of bo- of lore with no other spell effects. This is a
nuses against opponent 7th level spell, so the initial enchantment Spells of Variable Power Levels
Restriction cost: - 10% per bonus against cost is 7,000 gp. She wants to make it perma- Some spells differ in power with the level of
opponent per restriction (if used) nent; the cost is 5 x 7,000 gp, or 35,000 gp- the caster-spells such as fireballs are especially
Total initial enchantment cost: Initial en- Total cost of the ring: 42,000 gp. dramatic examples. When creating magical
chantment cost + number of bonuses cost items, magic-users must conform to the ordinary
+bonuses against opponents cost- Multiple Enchantments limits of the examples of such items already
restriction cost If an item has several separate spell effects, the found in the D&D" game. Wands can do only 6
Spe,U effect cost: 1,000 gp x number of spell dice of damage; staves can do only 8 dice of dam-
levels per spell effect creator must roll a chance for success for each age; rings and many types of miscellaneous mag-
spell. Each successful roll indicates the item ical items cannot be enchanted with
Permanency cost.- 5 x spell effect cost gains the power rolled for. A failure means that
Restriction cost: -10% per spell effect the corresponding effect is lost and that no more damage-type spells.
against opponent per restriction (if used) enchantments may be added (earlier, successful When in doubt, find an example in the trea-
Total spell effect cost: Spell effect cost + per- enchantments, if any, are not lost). sure listings earlier in this chapter that most
manency cost +restriction cost In other words, if the first roll fails, the whole closely resembles the treasure to be created and
Total Magical Armor or Weapon Cost: Tot@l item is ruined, the gp spent, and the time lost. If use that as a limitation for a PC or NPC who
initial enchantment cost+ total spell et- the first roll is a success but the second one fails, wants to create magic. Also, when beginning to
fect cost then the first spell effect has been enchanted on create magical items, become familiar with the
the item, but the second was a failure, and no dispel magic spell description (in Chapter 3). It
new effects may be added. But at least the item describes what happens to permanent items
Miscellaneous Magical Items survived the initial enchantment and is magical. when struck with dispel magic spells.
To create a miscellaneous magical item, the Recharging It@ms
DM must first find the item's initial enchant- Example: A 20th level, 18 Intelligence wiz- The cost of recharging items is equal to the
ment cost. Follow the steps outlined in the Mis- ard makes a crystal ball with ESP That re- original cost of charges-that is, 10% of the ini-
cellaneous Magical Item Enchantment Cost quires two spell effects-clairvoyance and tial enchantment cost x the number of charges =
Checklist to do so. ESP. The initial enchantment cost is 5,000 gp the cost to recharge. Items with charges can't be
(one is a 3rd level spell and the other is 2nd recharged beyond the original number of
Miscellaneous Magical Item Enchantment level; 1,000 gp X total number of spell charges they had when they were create4.
Cost Checklist levels). The wizard must roll for chance of Potions and scrolls are items with charges, but
1 . The spellcaster determines which spells success for both spells. they have but one charge pef dose of po6on or
will be cast on the magical item. She tries for the clairvoyance effect first, as spell per scroll. (According to ancient tradition,
2. The spellcaster calculates the number of it's the main component of a crystal b2il. The each potion vial will contain only one charge of
total number of spell levels formula for the chance of success is ([Int + potion, while some scrolls can be enchanted with
3. The spelicaster multiplies the number Lvlj X 2) - (3 X spell level) = %. Her chance is more than one spell.) Note that different spe@ on
from Step 2 by 1,000 to determine the ([18+20] x 2)-(3 x 3)=67%. one scroll are considered separate magical items.
cost in gp for materials used in the crea- Next she tries for the ESP effect. Her A wizard may decide at the moment of crea-
tion of the magical item. chance is ([ 18 + 201 x 2) - (3 x 2) = 72 %. tion that an item with charges is nonrecharge-
If she makes both chances, she has a crystal able. In this case, feduce the initial enchantment
ball with ESP If she makes the first chance cost by 20%. Once the item's charges are used
When the spelicaster has collected his fare ma- but fails the second, she has a plain crystal up, the item ceases to be magical and can never
terials, paid his initial enchantment cost, made bail. If she fails the first chance, she has a be recharged.
his chance of success roll (pef spell added), and spherical lump of crystal that can never be
gone through the necessary rituals, he has an en- enchanted again. Enchantment Time
ergized item that is ready to be given its final en- Whether she succeeds fully, partially, or Magical items take a certain amount of time to
chantment. not at all, though, she loses the rest of the create: one week plus one day for each 1,000 gp
'To finish the job, the spelicaster must spend costs for the crystal ball. For instance, this (rounded up) spent on the item.
more gp and effort on the item. First, he must item is permanent and not a charged item, so For the examples above, the wand of poly-
decide if the item is based on charges or is a per- she will lose 2 5, 000 gp more (5 x 5, 000 gp morph others would take 31 days-one week
manent item. Items based on charges (such as [initial enchantment cost] = 25,000 gp). Her plus 14 more days (for the 14,000 gp total). The
wands, staves, potions, and scrolls) are eventu- total cost, succeed or fail, is 30,000 gp- ring of lore would take 49 days-one week plus
ally used up, though some are rechargeable.
Items that are permanent can be used again and 42 days (for the 42,000 gp).
again and are nevef used up. Uses Per Day The restrictions on a magic-user's time fof
The cost for an item to have charges is 1 0 % of Some al items may only be making magical items are the same as for making
.per@anent magic magical armor and weapons. See "Enchantment
the initial enchantment cost x the number of usable a certain number of times within a given
charges to be given to the item. The cost for an time length. When creating a magical item with Time" in the previous section for more details.
item to be permanent is 5 X the initial enchant- that sort of limitation on it, the DM reduces the
ment cost. (This is the same cost as if the item initial enchantment cost by 20% for items that Limits on Magical 4em Creation
had 50 charges.) can be used once an hour, by 25 % for items used The DM can fof bid a player to create any item
once a day, by 30% for once a week, by 35% for that may unbalance a campaign. One type of
once a month, etc. Then the DM can add the magical item that can critically unbalance a cam.
252
Chapter 1 6: Treasure
paign is a wand or staff, especially if of a damag- construct and buying special, rare, expensive from Chapter 14, look up the abilities of that
ing spell, made permanent instead of with materials that aid in its enchantment. monster. If the player wants to create an all-new
charges (so one can fire spells with it continu- Constructs, however, only take the same kind of construct, the DM must decide whether
ously). amount of time to create as do other magical to allow this.
Damaging and killing effects should always be items: One week plus one day per 1,000 gp of If so, the player designs the construct accord-
limited, either by applying charges or by limit- cost. Like the magical items, constructs are also ing to the monster statistics format in Chapter
ing uses. subject to the same time constrictions, as noted 14. The DM then decides whether the construct
in "Enchantment Time" in the section above on is possible by looking over the construct's statis-
Miscellaneous Magical Items Costs making magical items. tics and abilities. If they are significantly better
than those of existing constructs that are at simi-
Initial enchantment cost: Total number of lar HD values, then the player should tone them
spell levels X 1,000 gp Chance of Success down until they correspond more to the abilities
Cost of charges: 10 % of initial enchantment Once the spelicaster has expended the neces- of existing constructs.
cost) x number of charges sary time and gp on a construct, he can roll to see
Cost ofpermanency: 5 x initial enchantment if the enchantment is a success. His chance of New Construct Guidelines
cost success is somewhat different from the chance There are some basic guidelines for creating
Total cost: Initial enchantment cost+ cost of for making magical items; it is as follows: new constructs, as outlined in the following text.
charges or initial enchantment cost + cost Hit Dice: A lesser construct can have from I to
of permanency ([Int + Lvl] x 2) - (HD + number of asterisks) = % 6 HD; a greatef construct can have from I to 36.
Item with charges is nonrechargeable: Re- Immunities: Lesser constructs (such as living
duce total cost by 20% Example: A Wisdom 18, 20th level cleric statues) are immune to poison; gases; charm,
Items usable only a certain number of nines in wants to create a bronze golem (20 HD, 2 as- sleep, and other mind-affecting and illusion
one timc period: These modifications to terisks). She's already gone on her quest to spells. However, they can be harmed by normal
the initial enchantment cost are as follows. find the essential components, spent 50,000 weapons. This set of immunities is worth one as-
Usable per hour: - 20% gp on materials, and spent 57 days in the en- terisk (*). Greater constructs (such as golems) are
Usable per day: - 2 5 % chantment process. Now it's time for her to additionally immune to attacks from non-
Usable per week: -30% check her chance of success. Her chance is magical weapons. This is worth another asterisk.
Usable per month: - 35 % ([18+20IX2)-(20+2) = 54%. Some constructs have extra, individual immuni-
Calculate as per 30 charges + number of If the roll fails, then the enchantment ties (such as to cold, to fire, etc.), but these vary
charges used per time period. fails, too. The cleric loses all the time, effort, from construct to construct. Each individual im-
and money she has expended. I munity (or group of related immunities, at the
Making DM's discretion) is worth another asterisk, which
increases its cost.
Magical Constructs Existing vs. New Constructs Hea@g: Constructs do not heal normally;
Constructs (magical monsters such as golems When the player wants to create a construct they must be healed by magic. Unless otherwise
and gargoyies) are created much as magical trea-
sures are. For some of the steps listed in this sec-
tion the DM can refer to the previous section on
"Making Magical Items."
Where the text refers to magic-users' chances o,
based on Intelligence, substitute a cleric's Wis-
dom as appropriate. The spellcaster creating the
construct must be of 18th experience levcl or a
level equal to the HD of the construct being cre-
ated, whichever is greater. If the construct has
more than 36 HD, the DM can either refuse to
allow the character to create it or can limit its cre-
ation to 36th level characters only.
If the construct is to have up to two special
abilities (that is, from zero to two abilities), the
magic-user must have the create magic,91 mon-
sters spell. (A cleric can use a wish spell for this
purpose instead.)
If the construct is to have any special abilities
that would give it three or more asterisks, the
magic-user must have the create any monster
spell instead. A cleric cannot create a construct of
this power level.
For information on finding rare components,
see "Spell Components" under "Making Magi-
cal Items," above.
Costs and Time
Construct cost: 2,000 gp per HD + 5,000 gp
per asterisk (as noted in the monster descriptions
in Chapter 14). v
Once a spellcaster has acquired the rare com-
ponent, he can begin work on a construct, but
he will have to spend a lot of money. The con-
struct cost includes money that goes toward buy-
ing the basic materials that make up the
253@
pter 16: Treasure
stated, a construct can be healed by any spell timately doom the magical item. However, the on top of or beneath the water, and fresh air will
that heals humans and demihumans. However, flaw may not be revealed until well after the ob- be supplied to its passengers.
the DM can substitute another spell that heals a ject begins to see steady use (for instance, in the Naturally, holes will be left in the frame as it's
specific type of construct (for example, a con- case of a vessel not until well into the craft's being magically constructed, and airtight doors
struct that is a mechanical monstrosity might be maiden voyage of even after), so the DM should built magically or by normal means will be fitted
"healed" by a lightning bolt, recovering hit make these rolls for the character, not letting there afterward. The doors do not have to be en-
points equal to the damage theoretically inflict- him know when he has failed. For this reason, chanted with these spells.
ed by the spell; it would be immune to that spell it's often a good idea for a builder to have two or Now, the spells cast on one section of stone-
in combat, but it would not be healed by ordi- three such experts on hand, so they can spot one form, ironform, etc. count as multiple spells for
nary healing magic). another's mistakes. that section only. If a character botches a success
Number of Attacks: A construct can have any- roll when casting the enchantment, that section
where from one to four attacks in a round, as the The Frame is spoiled-but since it is still under construc-
DM decides. tion, it may be magically removed and a new one
Damage: A construct, in any combat round, The entire frame of the construction will have started. It just costs more that way....
can do no more damage in combat than three to be enchanted. On a ship, the frame consists of
times its HD in hit points, and it's not inappro- the hull, topdeck, and masts. On a building, the Speed of Construction
pfiate to limit that damage to twice its HD in hit frame consists of all exterior walls and an afea of
points. That damage represents the maximum flooring at least as large as the building or com- Speed of magical construction depends on
possible damage the construct could roll, and the plex. The walls may be of wood, stone, or metal; how many spelicasters will work on it. Calculate
damage should be divided among all its attacks. the flooring must be of stone or metal. how many different spells of which type need to
For example, let's say that a sand golem invented The frame must be created through the use of go into the making of the frame. Determine how
by a player has 10 HD and three attacks per spells that create permanent, nondispellable many spells of the proper types the participating
round. lberefore, it could not possibly do more physical objects-these spells, listed in Chaptef spelicasters can cast. Compare the two sets of fig-
than 30 hit points of damage per round. Divided 3, include woodform, stoneform, etc. Normal ures and figure out how fast the project will
among three attacks, that's a maximum of 10 hit building techniques can't make a structure come together.
points per attack. At maximum, the sand golem strong enough to stand up to regular moving, so
could do idio points of damage per attack. The the magic-user must use spells. Interior parti- Walls and Floors
DM might prefer for it to do id8 instead, de- tions, such as the floors of a building or interior
pending on how powerful the sand golem is. decks of a ship, may be constructed in the non- As mentioned before, the interior walls and
Reproduction: Constructs do not reproduce; magical fashion. floors may be created by magical or normal
there are never " baby gargoyies:' for example. For Most of these mighty magical items are created means.
each construct a spellcastef wants to create, he will by magic-users instead of clerics. To fashion some- If the builder-organizer is using normal
have to repeat the creation process at the same thing like this, a cleric would have to know and means, he pays the workmen as per the rates
costs, length of time, and chance of success. freely employ the wish spell as a substitute for given on (or extrapolated from) the charts in
Special Attacks: Some constructs have special, each of the creation spells nece@ for this task. Chapter 12.
unusual attacks (such as poison-gas breath or If the builder-organizer is using magic to fin-
crushing hugs). The DM can approve, veto, or The Process of Building ish the walls and floors, he and his crew use the
spells already described to do the job. The time
modify any special attack chosen by the player The player character designs the floor plans of required is the same as for enchantment of the
creating the construct. Each special attack is the building or ship he plans to build. He and frame; it depends on the number of spelicastefs
worth another asterisk (*) and, as always, each the DM must then determine how many appii-
asterisk increases the construct's cost). cations of clothform, woodform, stoneform and the size of the job.
. I Individual walls and other partitions may have
ironform, and steelform spells must go into enchantments cast upon them. For instance, a
Making Huge making the craft's frame. room such as a library might have in individual
Magical Items When the builders decide to construct the continual light cast on it so that it will never be
craft, they must enchant each one of the individ- dark.
Some mighty spelicasters can create buildings ual forming spells that goes into the frame with
and vessels that move by magic. If the DM wants cvery spell that is to apply to the entire craft.
such things in a campaign, allow the spellcaster For instance, a character wants to- create a Finishing Details
player characters to create them. metal boat that will carry its passengers beneath Rules for creating other magical items associ-
These things cost a lot of money to make, and the waves without drowning them. The craft is ated with the craft are the same as for creating
many of the ones created by NPCs are some wiz- 60' long and some 12' in diameter. It is to be miscellaneous magical items. In the example of
ard's whimsical idea translated into reality- built of steel, with four large, thick windows in the submersible vessel, fof instance, a battery of
meaning that they often have little practical strategic locations (bow, bow deck, stern, and wands of magical missiles might be set up in the
usefulness and cost entire fortunes. (For in- amidships top). bow to act as torpedoes. Such details, which do
stance, a mansion that rolls around on wheels.) The player and DM determine that it will take not affect the entire magical construction,
Spellcasters making such things must be of 2,262 square feet of steel to make the hull, should be created as individual small magical
18th level or higher. (That's 12' diameterxpix6o' length.) Since items and simply mounted where they're to be
Spellcasters building such things must employ each steciform spell creates 500 square feet of used. Objects (like the vehicular wand of m2gi-
specialists who can create the normal object be- steel, the hull will take five steciform spells to c@ missiles) can be attached to the exterior of a
ing enchanted. For instance, a spelicaster mak- construct. Since it's to have four lafge windows, magical vehicle with controls in the interior at no
ing a flying ship must employ an NPC specialist it will additionally take four stoneform spells, extra cost or difficulty.
ship-builder. In campaigns that use the optional which will not be cast to create objects of the
general skills rules, the spellcaster himself may maximum possible size allowed by the spell but
know the skill pertaining to the object in ques- instead will be used to cast individual windows. Enchantment Costs
tion; regardless, he or someone working with Now, each steciform and stoneform spell must Frame enchantment cost: Total number of
him must know the appropriate skill (which is have the following enchantments made on it: crc- spell levels X 3,000 gp
usually Engineering or Shipbuilding). ate air and t7y. Here, the DM is creatively allowing Extra items enchantment cost: Same as for
The overseeing engineer or shipwfight will the player to interpret By as an underwater spell creating miscellaneous magic
have to make his Intelligence ability skill (or skill instead-it will not lift the vessel above the waves, I I
roll) three times pef each day of construction. only to the surface, but the spell will allow the If a cleric is creating an object with the use of
Three faitufes in the same day means that he has ship to move at 360'/tum underwater. wish spells, then calculate the number of spel!
failed to notice an engineering flaw that will ul- With these spells, the vessel can cruise around levels according to the spells being simulated,
254
Chapter 16: Treasure
not according to the level of the wish spell. Character Procedures except subtract 5 per spell level instead of 3. R
A builder of a home or vessel might hire spell- gardiess of success chances, a roll of 95 or be
casters to do the job for him. If he does, he pays Spell research requires research materials, is an automatic failure. There is no automat
not only the amount dictated by the project, but components, time, and money. Once these re- success. The chance of success for researchin
also the salaries of the spelicaster hirelings. quirements are met, the character can roll for his spells is as follows:
Check Chapter 12 for more information. chance of success. Common spell: ([Int+Lvi]x2)-(3xspe
Research level) = %
Dispel Magic Attacks To research a spell, a spelicaster must first have New spell: ([Int + Lvl] X 2) - (5 X spell leve
It may be that a vessel built with these rules access to a large library such as those that exist in %
will be hit with a dispel magic spell while travel- major cities or those that are in the possession of
ing. What then? First, the vessel's entire frame powerful wizards or clerics. For example, a 5th level cleric with a 15 Wi
must fit within the 20'x 20'x 20' area affected The DM will have to decide whether a piayer dom researches a common 1st level spell. He h
by the spell. If it does not, the dispel magic has character's library is sufficient to the task-usually a ([ 15 + 51 x 2) - 3 = 37 % chance of success.
no effect on the vessel. If it does, the dispel mag- it isn't until the spellcaster is at least 18th level or If the initial attempt is a failure, the charact
ic is checked against. is at least 9th level and has rigorously acquired must start over. However, if he tries again, h
Assuming it docs succeed, all affected spells every spell book and magical research volume pos- next attempt will be at a + 5 % chance of succes
That + 5 % is cumulative for each failure he h
go down" (that is, stop working). Thos6 that sible throughout his career. If the PC's library isn't
are npt permanent enchantments are completely adequate, he'll have to get permission from a for example, if he fails three times, on his fourt
dispelled; those that are permanent erichant- school of magic, clerical order, or powerful wizard try he'll have + 15 % to his chance.
ments only go down for idlo (1-10) rounds. or cleric in order to use a greater library.
A flying vessel would begin to drop and would Dangers of Spell Research
continue to do so until the t7y spell returned. In Components
the submersible, the vessel would stop moving The spellcaster must then find components The DM should be very careful when lettin
(and begin to sink slowly), and the air would for the development of the spell. These are up to players develop new spells. Those that have pe
slowly begin to go stale until the create air spell the DM to determine; on the average, the com- manent effects and those that increase in pow
returned (unless it was topside, in which case the ponent must come from a monster with HD at with character level or have no saving throw ca
operators could open a hatch for fresh air). least equal to the spell level (or of similar diffi- lead to massive imbalances in a campaign. A D
With flying vessels, this situation could result culty to attain), and the monster must have some should severely limit or forbid any new spell th
in a crash. (See the rules for failing damage in appropriate relationship to the magic spell being could cause such an imbalance.
Chapter 8 to calculate damage sustained.) In a developed. For example, red dragon scales In most cases, even with spells the DM ap
fall, a vessel takes the full damage listed, and would be appropriate for an explosive cloud, roves, consider any new spell introduced to b
every individual section of the frame and every fresh troll blood for a regeneration, etc. on probation." Test it in the campaign with th
passenger, crewman, or piece of cargo will take The spelicaster must have these components understanding that it may be changed should 1
that damage. in hand before beginning spell research, and he prove hazardous to the campaign.
If, however, "power" starts back up again be- must go on an adventure to acquire them; he
fore the vessel has crashed or if the passengers can't just buy them from a greater wizard or cler- Experience from Spells
can save themselves with a wish, the vessel and ic. There are no limits to this process other than
its precious cargo will not hit the ground. the DM's and players' imaginations. and Enchanted Items
At the DM's discretion, experience points ca
Spell Research Time and Money be awarded for creating enchanted items an
The spellcaster must then spend large magical vessels and for doing spell research
A cleric, magic-user, elf, or druid-even a pal- amounts of gold during the progress of his re- such work does, after all, represent a great in
adin or an avenger in tare instances-can try to search. The total cost of spell research comes to vestment in time, money, and effort, which 1
invent new spells and create new magical items 1,000 gp X the spell level. the essence of gaining experience. Note, how
through research. These are difficult and lengthy Research takes one week for the initial re- ever, that experience is only awarded for the firs
projects. For clerics and druids, substitute the search, plus one day per 1,000 gp spent. At the time a character works on a specific type of item.
Wisdom scores for Intelligence scores in the pro- end of this time, the DM will tell him to make When a character creates a magical item o
cedures that follow. his chance of success roll. piece of armor, he can get an XP award equal t
If the spelicaster runs out of gold before it's the number of gp spent on the item-if the en-
Player Procedures time for his chance of success roll, he may inter- chantment was successful. If the enchantment
rupt his research, leave on an adventure to earn failed, he gets no experience from the project.
When a player wishes for his spellcasting char- more money, and come back later to resume his When a character creates an enchanted v@ssel,
acter to create a new spell, he first informs his research; he loses his initial week of research home, or similar huge magical item, he gets an
DM of his desire. Then, following the format (he'll have to spend another week to refamiliar- XP award equal tO '/3 the gp spent on successfu
shown in Chapter 3, he writes up his spell as he ize himself with his work), but he doesn't lose enchantments going into the making of the
envisions it working. He does not indicate its the money he's already spent; those gp are still item. He gets nothing for failed enchantments.
spell level. counted toward research cost. For example, a team of magic-users working on
The DM then evaluates the spell as it is writ- a flying war galley get the experience for the first
ten up, indicates which spell level he or she Chances of Success galley they successfully create, but not on subse-
thinks it should be, and suggests any changes The chance of success to research a spell vary quent ones of the same class; they'd get experi-
that the player must make to the spell write-up. depending on the spell level researched and ence for the first flying castle they made, but not
If the spell level chosen is higher than the high- whether it is a new spell (not already appearing on subsequent ones of the same approximate size.
est level spell the spellcasting character can have, on the campaign world) or a common one (a These XP awards are divided evenly among all
the character cannot yet research and develop spell that other spelicasters know, but which the spelicasters working on the enchanted item; this
the spell; he must either limit it further, untit PC hasn't been able to learn from them and so is is especially important to remember for enchant-
the DM adjusts the spell level down to that developing independently). ed vessels, which generate a lot of XP but are
which the character could cast, or wait until the For a common spell, add the magic-user's In- usually worked upon by numerous spelicasters.
character is of the appropriate level to cast the telligence score to his experience level and multi- Characters do not get experience for spells
spell he is creating. ply the result by two. Then subtract 3 per spell that go into the making of the frame (such as
When the player and the DM are satisfied level being researched. stoneform) or from the nonmagical fittings add-
with the result, go to the following procedure. For a new spell, follow the same procedure, ed to such vehicles.
255
pter 17: Campaigning
&D@ campaign is an organized frame- ings in the campaign. This goat creates the major A character might desire to achieve personal
which you, the Dungeon Master, cre- struggles of the world. power, to find and keep friends, to collect magi-
vide a realistic setting for a series of Your campaign goal might be "To bring peace cal items, to find his or her ideal mate, to clear a
fantastic adventures. It should reflect the inter- to the world," or "To defeat the evil wizard who stain of dishonor from the family name, to
ests of both the DM and the players. The game controls the sorcerous underground all across the avenge a wrong done to the character before play
has a physical setting (wilderness, dungeons, continent," or some other great and noble pur- began, etc.
towns, etc.), but a campaign is much more than pose. The PCs might be a small but critical part Ask your players what their characters' goals
that, adding realistic details of all kinds-it's as of the action toward that goal, or might be major are. If the players can't say, then the players need to
detailed and interesting a world as you care to forces in the fight. do more thinking about their characters' personah-
create and your players care to explore. If a campaign goal is ever completed, there ties and histories before they enter play. Let your
The campaign and the adventures within it should follow a period of relative quiet, during players come up with detads about their characters'
are very similar to a series of fantasy novels. The which characters can pursue their personal goals families and precampaign activities, even details
characters are the heroes and heroines in these and interests, before a new campaign goal is which can modify the campaign history, and incot-
novels; focus the action on them. A campaign is introduced. porate those details into your campaign world.
only useful when it fulfills the purpose of the The campaign goal can consist of several tong- (Don't give in to unreasonable details, such as
game: Fun. An inexperienced DM can easily be- range, strategic goals. Each represents a step to- "My father is the emperor and I'm rich enough to
come caught up in the creation of a gloriously ward the overall goal, but is still very broad, buy everything my companions want.")
detailed medieval empire, only to find that the reached after playing many adventures. Strategic Character goals can change just as campaign
players want something simple. You should talk goals might be "To free our continent of evil goals do; that's a natural process and you should
with your players about their interests and create tribes," or "To unite the nations so they will aid not try to forestall it.
a fantasy world that entertains and satisfies both us in our fight against evil."
you and your players. Each strategic goal is comprised of many short-
range, tactical goals. The goal of uniting the na- Designing the Setting
Campaign Tone and Goals tions could be made up of tactic-al goals like The campaign world in which the player char-
"Befriending the good creatures of the Forbid- acters live and travel becomes a very important
Campaign Tone den Forest," "Aiding the good people of Yla- part of the game.
ruam so as to oblige them to aid us in the The historical setting upon which most D&D
The campaign tone is the flavor of the cam- future," and so forth. game campaigns are based is 15th century
paign; it is an intangible element which gives The DM shouldn't force unwanted campaign Europe-but a fantasy Europe where the print-
the DM and players an understanding of how goals on the players: The campaign would be no ing press and gunpowder were never invented.
things are in the campaign, of what they can ex- fun for the players who don't like the goals. Be- The majority of adventures and supplements re-
pect from their efforts. fore the campaign starts (and once each cam- leased by TSR take place in worlds like this, and
For example, a campaign where the characters paign goal is codcluded), sound the players out so if you plan to utilize those resources to their
are all merry pirates, might have a tone of swash- on the types of goals you'd like them to pursue fullest degree of usefulness, you'll want to create
buckling adventure. The players know that the in the future-be as general as possible to con- a similar setting.
tone of such a campaign is supposed to be simi- ceal important details and maintain a sense of On the other hand, if you're less concerned
lar to happy-go-lucky pirate movies. Therefore, mystery, but find out what your players like and with the resources those adventures and supple-
they know that their characters can swing around don't like. ments can offer you than with having a cam-
on shroud-lines and do other acrobatic things Be prepared to change goals as needed, for paign world which reflects your personal views
without fear of looking like idiots-that if the players can be amazingly unpredictable and in- and imagination, you should make your setting
characters behave like pirates do in these action ventive. All types of goals can change, as the anything you want it to be; perhaps you'll find
films, they'll tend to be rewarded as those players contribute their own ideas and prefer- useful characters, spells, equipment, and plots
movie-pirates are. ences to the shape of the overall campaign. The in those adventures and supplements anyway.
In another example, a campaign where the final result is a unique blend of the DM's inten- You might want to use a good fantasy novel for
characters are all spies working together in a tions and the players' imaginations, enjoyable your campaign's background, or you can make
world of espionage might have a tone of decep- by all. up all the details.
tion and paranoia. The players know that their Write the goals down. This helps to organize
characters can trust one another, but they can your thoughts, creates well-defined objectives, Designing the Map
trust no one else, and must be suspicious of any and develops a plan for your campaign.
petson and any event they cross. In creating dungeons, wilderness encounters, In designing the map of the campaign's main
Decide on the campaign tone you want to and other game elements, always consider the setting, you can follow these steps:
have, and discuss your decision with your play- various goals of the campaign. Design for a spe-
ers. Some of them may be very uncomfortable or cific purpose. This is not to say that each and 1. Decide on the Terrain
unhappy with your choice! For example, a player every game session must be a serious step toward 2 .Draw Map(s) of the Area
who likes light-hearted adventure might be very a goal. Simple dungeon explorations are very en- 3. Place the Home Town and Local Dungeons
uncomfortable in the paranoid espionage cam- tertaining on occasion, a release of frustrations 4. Locate Areas Under Human Control
paign, while one who likes gritty realism might and a welcome return to the basics of the game. 5 .Locate Areas Under Nonhuman Control
detest a swashbuckling-pirates tone. Having goals doesn't prohibit light-hearted 6. Describe the Home Town
adventuring. If humor is not well-represented in 7. Fill in Other Details
Campaign Goals the game, the DM and players are taking the 8. Create Lairs and Encounter Tables
campaign much too seriously. Make jokes, toss
The campaign goal is one of the most impor- out puns, and set up purely frivolous and ridicu- 1. Decide on the Terrain
tant aspects of your D&D games. Goals give the lous situations. Enjoy yourselves! Decide what the area will be like, overall. It
players and the DM something to strive for, and But, in the long run, adventures are far more may be mountainous, plains, woods, desert, or a
provide all with a sense of reward and accom- satisfying, and more interesting, if there are combination of all. Naturally, the larger the area
plishment once goals are completed. The best well-defined goals to achieve. you plan to put on this map, the more types of
and longest-running D&D games are those that terrain the map is likely to represent.
have definite objectives. Without a greater pur- Your decision on what the campaign's all
pose, players quickly lapse into boredom. Player Character Goals about helps dictate what sort of terrains are
A campaign goal is a very broad purpose, usu- just as campaigns have goals, so do characters, present. For example, if you're doing a carn-
ally involving the fate of a nation or entire world and a character's goals may have nothing to do paign about desert nomads, most of your map
and ties together all the adventures and happen- with the campaign goals. will be made up of deserts, oases, and occasional
256
t
es rain type i
by the more congenial terrain of other nations. If sumed to be present in each hex and each type of Then, note areas on the map controlled by
you're doing a campaign about pirates, most of terrain. For example, a jungle contains clearings, other intelligent races-elves, dwarves, half-
your map will be made up of oceans and seas, hills, valleys, swamps, and so forth-all repre- lings, centaurs, orcs, dryads, etc.
with lots of islands and coastlines delineated. sented on the map by a pa[m tree. Elves prefer wooded places faf from men;
Make up terrain descriptions as needed during dwarves and goblins prefer mountains and hills.
2. Draw Map(s) of the Area games, but don't try to make notes on every- Haltings live on good farming land or gentle hills
Decide how large an area you want to show on thing you say. The players should keep records if if they can. Many monsters choose a "territory" to
your first map. This map can show a whole na- they want details on wilderness areas. Keep only hunt in and defend, while orcs and simi@ crea-
tion if you plan for your characters to wander in the information you need to remember for the tures will raid and move around a great deal. The
all directions from the start of the campaign; if campaign-cities, castles, important monster terrains appropriate for other monsters are noted
you plan for your first several adventures to be in lairs, and so forth. in the monster descriptions in Chapter 14.
one area, such as a single valley, island, or bar- Although nonhuman areas usually have no
ony, you can just draw that limited area at the 3. Place the Home Town and Local Dungeons firm borders, you should note the general areas
campaign start and add on extra maps as they You might wish for all of the campaign's first where demihumans and monsters may be
become necessary. player characters to come from the same village, found.
For wilderness maps, use hex paper. You can town, or city, which we'll refer to here as the home
s use an atlas.to gather ideas about the way rivers, town. Unless you're a skilled DM and know how 6. Describe the Home Town
mountains, and other terrain features lie in rela- to bring together characters from widely varied First, determine how big the characters' home
tion to one another. Use common sense; rivers cities, we recommend this approach. town is:
flow downhill, forests are rarely next to deserts, Choose the location of the PCs' home town on
and jungles have many rivers and swamps. the map. This town should be near a river or Town Sizes
If you're mapping a whole nation or a series of road. If you place the town near the center of the Type of Community
nations, your map scale should probably be 24 map, the characters can explore in all directions. Community Population
miles per hex. If you're making a big map of a If your campaign makes use of dungeons (de- Village 50-999
small nation, or are mapping a smaller region, scribed later), you can locate a dungeon near the Small Town 1,000-4,999
your map scale should probably be 8 miles per home town-in a deserted or difficult-to-reach Large Town 5,000-14,999
hex. You can adjust your map scale to suit the area such as mountains or deep forest. City 15,000 +
area you're mapping, but always indicate your
scale on your map-just in case you forget. 4. Locate Areas Under Human Control The home town should provide the services
Sketch the terrain in pencil first, so you can Mark the areas on the map which are settled or most needed by characters, including a place to
make changes; draw the one most noteworthy fea- controlled by humans. Most humans live near stay (their family homes, or inns, boarding
ture of a one-hex area in that hex. (For example, if good water sources, along coasts, and in good houses, guild-halls and townhouses), clerical
there is a mighty city in that hex, use a symbol for farmland. You may wish to note the details of temples, a Thieves' Guild, craft and supply
a city; if the hex is predominantly forest, use a the system of rulership used by the humans in shops-and of course a town guard, to keep an
symbol for forest.) Though you only mark one ter- the whole area. eye on crime.
257
Chapter 17: Campaigning
You should also decide who is running the Market Square: Farmers bring their goods into Thus, a medievai fantasy world is no less com-
town. This may be a sheriff appointed by a baron, town early each morning, and usually have regu- plex and detailed than our modern world. Each
a town council, a mayor, a powerful merchant lar customers in the Market Square section of person lives his own life, has hopes and dreams,
prince, a baron, even a high level NPC adventur- town. Shortly after dawn, local housewives (and and does what is necessary to survive. Most peo-
er. NPC rulers should be at Name level at least, others) come to the Market Square to buy the ple contribute, in one way or another, to the sur-
with appropriate bodyguards and magic. day's supplies. vival of their community. The DM should avoid
Trade Bazaar: The town may have various neglecting the "background" details; although
7. Fill in Other Details shops, and possibly a general store, where most the player characters are the most important to
Finish off the map with a map key, on which items could be purchased. If the town is large or the game, they are actually very small parts of
you make notes on local NPCS, rumors, and on a trade route, there may be a Trade Bazaar. the world in which they live.
points of interest. This should include some peo- This is a collection of various merchants and
ple who hire adventurers (and their reasons), the craftsmen, selling their wares from stands or History
frequency and scope of local guard patrols, the small shops along one or more streets in one part
names of minor town officials and other person- of town. The bazaar can be a noisy, chaotic, col- You need to come up with at least the basic
alities, and so forth. orful place, dangerous to the unwary rich visitor; details of the history of the area: When it was
the thieves are plentiful, both in the crowds and settled, details of wars between rival inhabitants
8. Create Lairs and Encounter Tables across the counters! of this area and between this area and other ar-
Instead of always using the Wandering Mon- Craft Guilds: The Craft Guilds provide a eas, recent history (especially details of the activi-
ster tables, you should make up your own en- method of preserving information. Their secrets ties of villains, bad rulers, raiders, etc.).
counter tables for wilderness use, based on the are carefully guarded, and not for sale. There are Be sure to work in the characters' details about
creatures you place in the region. Try to be con- Guilds both for crafts (such as rope making) and their families and backgrounds into the local his-
sistent (no giant leeches in desert, no haiflings in professions (magic-user, thief, etc.). tory. If, for instance, a player decided that his
dense mountains, etc.) A town prospers by trading with other towns. character's father was killed by a vampire (to ac-
Make notes on a few special monster lairs, but Merchant parties of 1-100 wagons would travel count for the PC's hatred of undead), then you
do not place them on the map! Use them when the inhabited areas (rarely risking unexplored could expand that into the Great Vampire
the characters encounter a monster lair, and sim- wilderness), carrying certain items to places Plague of 15 Years Ago. If the setting has a histo-
ply place it where they find it. In a similar man- where they may be sold for a profit. Most trade ry, it will seem much more real to the players.
ner, draw a few plans for castles, ships, and other routes quickly become complex businesses with
things that may be used at a future date. regular schedules. Languages
Town Treasury: Adventurers bring cash into
towns, far more than even well-to-do townsfolk You must decide what languages are available
Towns and Cities would normally have. Any visitor with sacks of in the campaign setting. In most D&D@ games,
All char-acters should start in a home town, gold or gems would be closely watched by there are 20 or more different languages used by
from which they may begin their adventures. thieves and bandits lurking in shadowy alleys. monsters and characters. You may select lan-
The home town provides a place where a party Thus, it is wise for adventurers to visit the town guages from the List of Common Languages (be-
can buy equipment, hire men and retainers, sell treasury immediately upon arriving, lest their low), or you may allow the player to choose. Or if
treasures (and perhaps have magical items iden- fortunes disappear into the coffers of the you wish, you can add more languages to the list
tified), and where clerical healing is available for Thieves' Guild. The treasury probably taxes all if you think they will be used in your . gam.es.
a price or service. Rumors that can lead to adven- such arrivals, for 10% of the total value. The The campaign's Common tongue is going to
ture can be gathered at inns or taverns. Many of coins themselves are not simple lumps of metal, be the language spoken by the majority of player
the characters will have grown up in this town but neither are they as finely detailed as our characters; in a world which (like Earth) has
and should know many of the NPCs found here. modern coins. Coinsmiths would work for the many different human languages, you may have
Most towns should be located very near water- area's ruler, under heavy guard. different nations speaking human languages
ways. Without a good source of water, no town Much more exists within the towns and cities very different from whatever you choose to be
can survive. In some areas, wells may be dug, of fantasy worlds than can be placed within these the Common tongue.
and a natural spring might have surfaced, at- few pages. In addition to those institutions dis- Note: The speakers of a language never call it
tracting early settlers. Streams and other fresh- cussed above, there are many more people and the Common tongue; give each unique human
water sources are the most popular to colonists, buisnesses essential to life in a medieval settle- language its own name, a name which usually
however, and a fork of a river will probably be ment: corresponds to the people who speak it. In a
the first settled area of any wilderness. The land campaign set in the Thyatian Empire, for in-
should be suitable for farming, and most farms Alchemist Lawyer stance, the Common tongue would be Thyatian.
will be very near the town. Apothecary Leatherworker Remember that the undead do not have lan-
In "new" towns, most buildings should be Armorer/Armory Locksmith guages specific to them@ if they are intelligent
made of wood, with stone added to some larger Astrologer Monastery undead, they speak the languages they spoke
ones. Dirt roads and paths should lead through- Baker/Bakery Moneylender when they were alive.
out the town, possibly with some few cobble- Boat Rental Peasant
stone main streets if the town is large. Most Bootmaker Peddler List of Conunon Languages
homes should be in one area, and most busi- Brewery Politician -
nesses in another. Dock/Wharf Public Baths 1 .Other Human 11. Halfling
If the town lies near dangerous wilderness, l@t Doctor/Dentist Ropemaker Tongues 12. Harpy
might have a defensive wall which stands 10'-30' Foundry Sage 2. Bugbeat 13. Hobgoblin
high and with at least two gates. The wall could Fletcher Sailor 3. Doppleganger 14. Kobold
be a simple iog barrier, dirt rampart or could be Furrier Saloon 4. Dragon 15. Lizard Man
more elaborate, with walkways and possible Gambler Stables 5 .Dwarf 16. Medusa
siege equipment (catapults, oil cauidrons, etc.) Gemcutter Stoneworker 6. Elf 17. Minotaur
atop it. Each gateway should be enclosed by a Govt. Official Tailor 7. Gargoyle 18. Ogre or Giant
tower of some kind, often made of stone. Or it Graveyard Warehouses 8. Gnoll 19. Orc
may be circled by a moat with drawbridges. Guard Watchman 9. Gnome 20. Pixic
Each town may have one or more of each 04' Guild Officer Wheelwright 10. Goblin
the following types of buildings, areas, and Per- jeweler Winemaker
sons (depending on the town's size, location, de_ judge Woodcarver
gree of civilization, government, etc.):
25
apter 17: Campaig
Important NPCs reer, and each clerical order is usually set up to throughout this volume. To decide whether or
further the aims of one Immortal. not you want to use a variant rule, try to calcu-
You should work up certain details of NPCs late what effect the rule will have on your cam-
who may prove important to the campaign. You paign. Weapon mastery, for instance, would
don't necessarily have to work up full-sized char- Adapting the Game to force characters to specialize in various weapons,
acter sheets, but you should note the following the Setting which makes them more powerful with those
things: weapons, and yet makes them more awkward
Be aware, too, that you can adapt the game to when forced to use weapons outside their spe-
Name your setting. You don't have to use every single cialty. If this is the effect you want, choose the
2. Appearance (height, weight, age, gender, detail presented in this book: If any element is rule. Then, inform your players which optional
clothing, and interesting details) wrong for your campaign setting, you can re- rules you'll be using.
3 -Personality (speech pattern, mannerisms, move that element,
hobbies, and interests)
4. Occupation and role (what he or she is in the Designing Adventures
campaign) Select Character Classes and Dungeons
You might not wish for a specific D&D game
NPCs you should work up include local rulers, character class to be used in your campaign. Per- Designing Adventures
sages, one or two guardsmen, one or two shop haps your campaign is to be based on a fantasy
owners, romantic-interest characters, retired ad- novel where there are no dwarves, elves, or An adventure is the role-playing equivalent of
venturers and other sources of information, and haltings-only humans. That's fine! This is your an action-adventure short story; several adven-
people who hate the PCs. campaign-arrange it any way you want. Simply tures leading toward the same goal may seem
eliminate the unwanted character classes from more like a novel.
Government your campaign-or alter them to suit yourself
(just try to keep them balanced when you do so). Step by Step
As mentioned earlier, the standard D&D@ The following steps can be used as a guide in
game campaign is set in a world resembling Select or Modify Spells making a good adventure. Read them for ideas,
15th-century Europe. This means that the cul- and follow the steps if you wish.
ture is medieval (each area ruled by a petty war- Likewise, you might not want every spell in
lord, who swears allegiance and service to a this game to appear in your campaign. Do you Choose a Scenario
greater w-arlord, who in tern swears to protect his think sleep is too powerful? Eliminate it, or 2. Decide on a Setting
subordinate nobles), graduating into Renais- make it a 2nd- or 3rd level spell in your cam- 3. Select Special Monsters
sance (an era when the middle class increases in paign. Do you want the possibility of character 4. Draw the Map
size, wealth, and influence, and when new death to be more important in your campaign? 5 .Flesh Out the Setting
ground is being broken in the arts, sciences and Eliminate raisc dead and similar spells. 6. Fill in the Final Details
philosophies). You should photocopy a spell book sheet from
But you don't have to follow this approach in Appendix 3 and write on it every spell you're 1. Choose a Scenario
your own campaign. Other names and forms of modifying or eliminating from the campaign, A scenario is an idea or theme which ties the
government are certainly possible, and even and keep it handy when you're creating treasure adventure together. The entire adventure should
common. The "Known World" setting (de- spell-scrolls or NPCs from whom the PCs might fit the scenario. A good scenario gives the players
scribed in Appendix 1) includes a group of learn new spells. a reason for adventuring, and keeps the adven-
jarldoms (ruled by "Jaris "-Earls, who are simi- ture consistent and logical. The monsters and
lar to independent counts), an Emirate (ruled by treasures are placed later, based on the scenario
an Emir, a King of tribes), a Republic, several Select or Modify Monsters used. In short-the scenario affects everything in
Freeholds, and others. The collection of creatures in Chapter 14 is the adventure.
A scenario can be anything you can imagine!
The government of your campaign setting, in- drawn from many, many different sources: The
stead of being a feudal system, might be one of mythologies of several different cultures and the Some examples are given and explained below.
the following types: imaginations of many game-writers have con- Exploring the Unknown: The party is hired to
Confederacy: A united group of independent tributed to this enormous list. map unknown territory. The area might once
dominions. Because the list is so varied, you will probably have been familiar but is now overrun or de-
Democracy: A single dominion or confederacy find that not every monster is appropriate for stroyed. A strange tower might mysteriously ap-
of dominions ruled by the citizens, either di- your campaign world. Ruthlessly cast out any pear overnight in a familiar area; the local ruler
rectly or through elected rulers. monster that is inappropriate to the campaign will want it investigated.
Dictatorship: Any dominion ruled by one su- setting, and introduce new monsters which fit Investigating an Enemy Outpost: Enemies
preme leader (but without nobility or royalty). the setting, as you please. (possibly monsters) are invading areas settled by
Magocracy: Dominion ruled by magic-users. For instance, in a campaign setting which is humans. The characters must enter an enemy
Militocracy: Government by fighters. much like the classical-era real world (ancient outpost, find the strengths and plans of the in-
Monarchy (or Autocracy): A dominion ruled Rome, Egypt, Greece, etc.) with magic added, vaders, and destroy them if possible.
by a leader who inherited the title. you'd want to keep such monsters as centaurs Recovering Ruins: The party is scouting an old
Oligarchy: A dominion ruled by two or more and sphinxes, mummies and dryads, cockatrices village before permanent settlers move in. The
rulers equal in power. and pegasi, hydras and bronze golems. But oth- ruins may have been overrun by a certain type o
Republic: A democracy with elected rulers. er creatures, from the common orc and goblin to monster, who must be driven off or slain. The
ruins could even be underneath-or part of-
Theocracy: Government by clerics. the esoteric beholder, detract from the classical thriving town.
feel of the setting; just eliminate them from your
The Immortals campaign (and from your Wandering Monster Destroying an Ancient Evil: The so-calle
charts and other encounter charts) to help give evil" is a monster or NPC, but the exact type i
Finally, you can decide on the nature of the the campaign the tone you want. not known to the characters-until they adven
campaign's Immortals. You cari follow the same ture to find out what it is. It may have bee
procedure shown above for "Important NPCS" deeply buried and reawakened by recent dig
to determine what they're like. Select Optional Rules ging, exploring, and so forth.
For the most part, clerics will be most inter- Finally, you can go through this book and se- Visiting a Lost Shrine: To remove a curse or re
ested in knowing about the Immortals in the ear- lect any Optional Rules you want to include. cover a special item, the party must travel to
ly stages of the campaign; each cleric usually Chapters 5 and 19 include many such optional shrine which has been lost for ages. They hav
chooses one Immortal to serve throughout his ca- rules, and additional options are scattered only a rough idea of its location, and may have t
259
pter 17: Campaigning
consult an oracle or seer during the trip. 4. Draw the Map ble: " the creatures should cooperate of avoid each
Fulfiffing a Quest: A King (or other powerful If the main adventure site is to be outdoors, use other for logical reasons. Some adventures may be
NPC) assigns an epic task to a character or party. hex paper to draw the map (each hex would repre- based on special temporary situations, but this
It may involve the recovery of a valuable or pow- sent a few dozen or a few hundred yards, depend- should be the exception, not the general rule.
erful object. ing on the size of the area). With outdoor maps,
Escaping From Enemies: The characters have you'll need to note locations of stands of trees, Designing Dungeons
been captured! They must escape from their cells creeks, buildings, bridges, ravines, cave entrances,
deep within a dungeon. (Be sure to make escape, hills, natural obstacles, etc. A dungeon is any indoor place where mon-
and the recovery of some equipment, possible- If the site is underground (such as a dungeon) sters and treasures may be found. A dungeon is
though not easy; the PCs should not just be res- use graph paper (with each square normally rep- usually a group of rooms, connected by corri-
cued by a powerful NPC.) resenting a lo' x 10' area, or any other scale you dors. It could be a castle (new or ruined), some
Rescuing Prisoners: Valuable or important prefer). With indoor maps, you'll need to note caves, catacombs beneath a city, an -actual
persons are being held prisoner by an evil group walls, doors, corridors, secret doors, traps, slid- dungeon once (or currently) used to imprison
(bandits, orcs, a magic-user with allies). The par- ing walls, monster lairs, and treasure locations. people, or anything else you can imagine.
ty may be hired, or may simply be seeking an Some sections of the map may be left blank, to Some dungeons are sites which figure promi-
announced reward. The party may be the guards be filled in later. nently in the plot of the current adventure. For
for a person negotiating the ransom demands. Remember that this setting can always be used example, if a dragon's treasure trove is the goal
Using a Magic Portal: A "magic portal" is a in later adventures; it may, in fact, become a per- of the adventure, the dungeon (the series of
device which magically sends creatures from one manent fixture in the campaign. caves where the dragon, its treasure, and many
place to another. It may be a "door" into an- related monsters live) is tied up with the story.
other dimension or world, and could become the 5. Flesh Out the Setting Other dungeons are merely dangerous sites
point of an invasion from the far place! It could The process of placing the monsters, traps, where monsters dwell ... and where PCs may go
simply be a way to force the party into a secret and treasures into the adventure site is called to gain experience and treasure by fighting those
part of a dungeon. The party might be on a mis- 'stocking" the site (of stocking the dungeon). monsters. Such dungeons are good places to in-
sion to destroy the portal, or might be hired to First, place the Special Monsters in their areas, crease a PC's power, but may ultimately be un-
reopen or find a closed or lost portal. The portal along with their treasures. Then you may either satisfactory because they have no relationship to
may be known or secret, and may operate both select other creatures or roll for them at random, the rest of the campaign world.
ways-or one way only! using either the Wandering Monster Tables or a The level of a dungeon is a number that identi-
Finding a Lost Race: The characters find a list of your owD. fies part of the dungeon, and usually indicates the
long-lost race that was once human, but has amount of danger present in that area of the
lived underground so long that many changes 6. Fill in the Final Details dungeon. Level One, or the "first level," is usually
have occurred (change of color, animal habits, After the rooms have been stocked, you can the easiest part of the dungeon-the place where
intravision, etc.). add details about normal items, sounds, smells, the smallest monsters and treasures ca-n be found.
and so forth. Try to add enough detail to make Level Two is more dangerous than Level One, and
2. Decide on a Setting the adventure interesting: They ought to be -able as the numbers increase, so does the danger. A
Decide where the adventure will take place. to visualize the setting as you describe it, and it dungeon may have any number of levels.
You do not yet have to make a full map of the should be convincing to them. Don't throw in
adventure site, but you should decide how the too much detail! You may find yourself describ- Types of Dungeons
area will look in general. After choosing a gen- ing a setting until your players grow bored. You The levels of a dungeon are usually built
eral type of area (some examples are given be- will develop a "feel," in time, for the right vertically-one above the other. In most
low), make notes on any specific ideas you have amount of detail to add. dungeons, the deeper you go, the more danger-
fof special rooms or areas. To finish, you can make a Wandering Monster ous the adventure becomes. The entrance to the
table suited to the adventure. You'll only need a dungeon is usually on Level One, and stairs,
Abandoned Mine Farmlands few monsters-from 4 to 1 0-and they should be pits, or chutes (sometimes even elevators) lead to
Ancient Temple Mountains or Hills selected to fit the scenario, the setting, and the the lower levels.
Castle or Stfonghoid Ocean of Sea map. For exarnple, in ruins, the wandering mon- Some dungeons may be built in the opposite
Caves or Caverns Swamps sters could all be scavenger types (carrion crawler, way, with the more difficult levels above the
Crypt or Tomb Town or City rats, gelatinous cube), giant beetle, and Special first, rather than below. A tower is one example
Deep Forest Underwater Monsters (1-4 hobgoblin guards, for example). of this type.
Desert Village Some dungeons may be built horizontally,
I Adventure Planning with no areas above or below the first. A "lower
When you create adventures, try to estimate level" would be a section of the dungeon further
3. Select Special Monsters the difficulty the PCs will face. Encounters from the entrance, but no deeper or higher than
You should select (and not roll at random) which are too easy will bore the players, while the first level. A group of caves is an example of
some special monsters, based on the scenario; those which are too powerful will frustrate them this type.
these should be the main obstacle in the adven- (and kill their characters, incidentally). If you There may be more than one entrance to a
ture. You may create new monsters if you need some help with ibis, react the "Balancing dungeon. All the entrances need not lead to the
choose. Encounters" section from Chapter 7. first level. Some may lead directly to other levels,
For example, if the scenario is "Recovering Don't be tripped up by small details. If you put bypassing the first.
Ruins" in a "Ruined Town" setting, the charac- in a monster which can be harmed by only one When you design a dungeon, you may use any
ters might be given the mission to clean the area sort of attack, you'd better be sure that the PCs method you like. It is recommended that you
out of humanoids so that humans can re-occupy have that attack-or can outrun the monster. make simple vertical dungeons first, with more
the place. You might place a few hobgoblin lairs Carefully consider alignment and abilities, as dangerous levels below the first level. You may
(15-20 creatures in each), plus their pets and well. Lawfuls prefer Chaotic opponents. Two or find other types in published modules, and you
friends, as Special Monsters in this area. more Name level clerics can handle many lesser may construct more elaborate types after some
The rest of the ruins can be filled randomly. undead. Remember the demihuman abilities practice.
For example, in a "Recovering Ruins" adven- (finding secret doors, stone traps, etc.), and add
ture, other animals could have crept into the ru- special features for them. Random Stocking
ins, including great cats, wolves or wild dogs, -a When putting different monsters together in After placing special monsters in a dungeon,
ghoul preying on the hobgoblins, etc. any setting, ask yourself one simple question: you may fill the rest of a dungeon with creatures
What happens when all these creatures are left either at random or by choosing. Many rooms
there for a month? The setting should be "sta- should be left empty. If there are creatures every-
260
0
Chapter 17: Campaigni
where, the dungeon will be too dangerous. Darts: Some tiny darts, shot by a spring mech- Movement: The room (or stairs, or door, or
Imagine what would happen in the dungeon anism, shoot out and hit someone (either auto- item) moves (turns, drops, closes, rises, etc.) un-
when the adventurers aren't around. If the mon- matic hits or by making attack rolls), for damage expectedly. It might be stopped if a roll for sur-
sters would encounter each other often, they or some other effect (paralysis, poison, etc.). prise (often with - 1, - 2, or - 3 penalty) shows
should not be enemies; otherwise, the dungeon Explosion: Something blows up, causing that the party reacts quickly enough to prevent it.
could be ruined! It would be neafly empty be- damage to everyone in the area-any set amount Pool: Magical water has a strange effect if
fore the adventurers arrive, with all the dungeon or dice range, but a saving throw vs. spells touched (or drunk, or sprinkled on someone or
treasure in the lair of the last survivors. should allow damage to be reduced to half. something), such as healing, inflicting damage,
To randomly stock a dungeon room, roll id6 Falling Items: A block (or rubble) falls when changing an ability score, making something
twice and consult the Room Contents Table. The something is touched (or at random), striking magical for a time, invisible for a time, etc.
first roll is to find the contents (monster, trap, someone and allowing a saving throw vs. wands Sounds: The room (or item) makes strange
special, or empty), and the second roll shows for trying to jump out of the way) for damage noises-moaning, screaming, talking, etc.
whether treasure is present. (either a given number or a dice range). Statue: A large statue of a person, monster, or
Fog: Looks like poison gas, but a failed saving gadget (nearly anything you can imagine) is
Room Contents Table throw results in (pick one): nothing, giggles, found. It may be valuable, magical, too heavy to
first Second Roll fear, a terrible smell for id6 turns (which may move, alive, lonesome and willing to talk (maybe
Roll 1 2 3 4 5 6 attract monsters or incr@e wandering monster a liar), covering a trap door down, a treasure, etc.
1-2 Empty T - - - - - chances), anger (victims attack each other for Transportation: This could be a trap door
3 Trap T T - - - - id4 rounds; a saving throw may be applied), or leading up or down, secret stairs, elevator, magi-
paralysis. cal portal to elsewhere (another room, another
4-5 Monster T T T - - - Illusion: Something strange happens (but not level, another dungeon), etc.
6 Special - - - - - - really; see phantqsmql force, a magic-user's Trick Monster: This applies to any variation of a
spell), and the characters may be scared away (or listed monster, such as: A two-headed giant ogre,
Use the first roll to find the contents, and then the illusion may have some other effect, such as a carrion crawler that walks upright and has para-
read across to the column under the result of the giving a false clue, luring characters toward an- lyzing tentacles for arms, a wild bore (a shaggy
second roll. If the result is "T," place treasure in other trap, etc.). man who tells long, dreary stories), a quarterling
the room. Treasure is rarely found with a "Spe- Light: A bright light flashes, and all seeing it (half-sized hatting), a Mouth Harpy (who can't
cial." In a room with monsters, determine the are blinded for a time (a saving throw vs. spells sing but plays the harmonics), an Ogre jelly
amount of treasure by the means described in should apply, possibly with a bonus or penalty to (looks like an ogre, but ... ), and so forth.
Chapter 16; otherwise, use the Unguarded Trea- the roll). Weird Things: You may let your imagination
sure Table below. Pit: A section of floor gives way, and (one, run, placing such things as: weapons which fly
Silver pieces are always part of randomly some, or all) characters fall in, taking (id4, ld6, (attacking by themselves), talking skulls, a magi-
placed treasure, and other items might be id8, idlo, 2d6, or more points oo damage. The cal item or treasure firmly stuck to the floor (of
found. The DM rolls percentage dice, and if the pit may have something at the bottom (spikes wail, or ceiling), a magical area (zero gravity, re-
result is equal to or less than the number given, for more damage, deep water, or a monster). It versed gravity, growth to double size, shrink to
that type'of treasure is present. Tr@ure should may instead be a chute, leading down (a one- i" tall; effect lasts until the characters leave the
rarely be sitting out on the floor. You should de- way ride) to the next dungeon level. area), a huge creature recently slain (too big to
cide where the treasure is kept (a locked chest) or Poison Gas: Victims make saving throws vs. fit through the corridors-"But how did it get
hidden (a hollow table leg, etc.). poison or take damage (id4 points, id6 points, here?"), and so forth.
Room Contents or whatever is dangerous but not deadly to most
The Room Contents Table may call for the characters). Optionally, a saving throw vs. poison Wandering Monsters
placement of a trap or "special." These are ex- with bonuses ( + 1, + 2, + 4) to the roll mav be In a dungeon, monsters are often encountered
plained below. made, with failure meaning death. Gas is usu- in rooms. The rooms may be their lairs, or the
ally in a container, released when opened. creatures may simply be "passing through," hav-
T-P Poison Needle: This is a small needle, hidden ing lairs elsewhere.
A trap is anything that could cause damage, somewhere and nearly undetectable until acci- These encounters are with "Placed"
delay or a magical effect to occur. The trap may dentally touched, when it will spring out and monsters-creatures mentioned, in the dungeon
be found, and possibly removed, by a thief char- poke a character who tries to open something. description, as being in one specific place. How-
acter. Traps may be placed on doors, walls, ceil- ever, monsters may also wander around, and be
ings, room furnishings (table, chest, etc.) or special encountered during their travels. The DM does
directly on a treasure. You may combine traps, or A "special" is anything you place which is not not place these creatures in any one spot. In-
place several in one area, but try not to make the normal, but is not a trap, monster, or treasure. stead, they are listed in a special wandering
encounter too dangerous for the characters. Some typical "specials" are: monster table, included with the dungeon de-
Deadly traps are not recommended until the Alarm: The noise summons a special monster, scription. This chart, designed by the DM, is
2nd level of a dungeon (or deeper) is reached. opens dungeon doors, or has no effect at all. part of the design of most dungeons.
Some typical traps: Illusion: A dungeon feature (stairs, room, One wandering monster table may be used for
Blade: A blade sweeps out, down, or up, hit- door, monster, treasure, etc.) is not really there, an entire dungeon, or separate lists may be made
ting someone (possibly allowing a saving throw) but is merely a phantasm. for each level of the dungeon. A typical such ta-
for damage. Map Change: A shifting wall moves after the ble is the Wilderness Encounters Table on page
Creature: A monster (snake, beetle, spider, party passes, cutting off their exit. They must 95, which is further divided into subtables.
etc.) jumps up out and gets one free attack by find another way out of the dungeon. The wall
surprise. shifts back after a time (i turn, I hour, 1 day). Running Adventures
Unguarded Treasure Table The Campaign Group
Dungeon Silver Gold Magical Normally, when a group gets together to play
Level pieces pieces Gems jewelry Items the game, one player acts as the Dungeon Mas-
1 id6 x 100 50% id6 x 10 5% id6 2% id6 2% Any 1 ter, who takes on the tasks of creating the world
2-3 ldl2 x 100 5o% id6 x 100 10% id6 5% ld6 8% Any I and running adventures; the other members of
4-5 id6 x 1,000 id6 x 200 20% id8 10% id8 10% Any 1 the group are the players. Part of what we'll be
6-7 id6 x 2,000 id6 x 500 30% ldio 15% idio 15% Any I talking about involves ways for the DM and play-
8 + id6 x 5,000 id6 x 1,000 40% ldl2 20% ldl2 20% Any I ers to get along and cooperate while playing the
261
pter 17: Campaigning .9
game; some of what we'll talk about involves For example, it's not fair to change the rules characters. If a fighter has a sword out and
ways for the players to work with one another. unless everyone knows about the change. When charges at a goblin, the goblin is not going to
D&Dg games usually work best with small you add optional ruies, apply them evenly to ev- think the fighter is friendly! The goblin might
groups-one DM and four to six Players. Experi- eryone, players qnd monsters. Do not make ex- attack and might run away, but probably won't
enced DMs may choose to take larger groups . . . ceptions; stick to the ruies, and be fair. try to talk.
but the larger a group is, the less individual at- More often, however, the characters will wait
tention each character will get. (In a story with a The Dungeon Master's Job and "see what the monsters do" before they
really large cast of characters, such as a disaster start anything. Likewise, most monsters will usu-
movie, each individual character gets less air A D&D game is basically a series of encount- ally wait to see how the characters act! When this
time than a story with a smaller cast.) ers, with other actions (such as movement and type of encounter begins, you should make a re-
problem solving) between them. The dice are of- action roll for the monsters, using 2d6. Up to
Dungeon Master Setup ten used to find results when choices must be three reaction rolls may be needed to finish the
made. All the dice rolls are called "game me- encounter.
Levels of Play chanics." The game consists mostly of role play- Likewise, when you feel that you know -a mon-
A carefully designed campaign can handle ing, game mechanics, and strategy. ster's or NPC's personality, you can dispense
characters of all levels. If your experienced play- During an encounter, the players make the at- with reaction rolls altogether for that encounter,
ers have characters of various levels, be sure to tack rolls, damage rolls, and saving throws for playing the monster/NPC as you imagine he
have play sessions for the different levels of the their characters. You, the Dungeon Master, would act and react.
characters. Characters should normally adven- make similar rolls for the monsters, plus other Whenever the characters attack the monsters,
ture with other characters of similar level. rolls to find the monsters' actions (such as reac- stop tolling for reactions. The monsters will fight
Mixing Levels of Characters: During a cam- tions and morale). to defend themselves, and might run away.
paign, new characters often enter the gaine, ei-
ther replacing lost ones or brought by new The DM's Roles Running the Game
players. But at the same time, more successful You will play the roles of all the monsters, During most of a D&D game, the Dungeon
characters will continue to advance in experi- townspeople, and other creatures encountered. Master leaves the decisions to the players. The
ence. This creates a large difference between the The best Dungeon Masters are able to play sev- DM presents the setting-describing what the
levels of the different characters. eral roles at once-such as when the characters characters see, offering choices of actions, and so
This difference can cause great problems. As a meet another party of adventurers, all played by forth. But the course of the game is determined
guideline, if the dffference in levels is five or the DM! by the actions of the party, as decided by all the
more, the characters should adventure separately. However, your creatures are not as detailed as players. The DM can almost relax and enjoy the
This guideline will not apply at all times, and the PCs, and are easier to play. Their actions are characters' progress as they explore, make maps,
should not be applied to games using retainers. often determined by dice rolls. One rule applies solve puzzles, and so forth.
The Pre-Game Checklist lists some things the to all the creatures, even though there are many The DM usually deals with the characters as a
DM should find out before starting play for the different types: Imagine how the creature feels. group, rather than the individuals. However,
first time. The actions of a creature are often determined when an encounter begins, a change occurs. The
by its alignment or Intelligence. For example, an DM takes -a more active role, becoming more
Pre-Game Checklist animal is not very smart, and will act very aware of the actions of each character. The play-
Do all the players know how to play? simply-hungry and hostile, neutral and uncon- ers have a more limited choice of actions as they
cerned, or friendly. More intelligent creatures confront a monster or NPC. The DM plays the
2. Have you read this book all the way to the may be thinking of many different things; food, roles of each of the creatures encountered, and
end? Are there any rules you're not famil- treasure, home and friends, and so forth. decides their actions while considering those of
iar with? When an encounter seems likely, think about the characters. Game time passes in "slow mo-
3. Do you and all the players know why the how the creatures feel, and how they might act. tion"' as the DM carefully considers the round-
characters are embarking on this new ad- When the encounter begins, you will often roll by-round action (10 seconds at a time) and
venture? dice to find the actual reactions of the creatures. announces the results.
4. Are all the characters ready to go and The results should be adjusted for the creatures'
equipped for the adventure? intelligence, habits, and other details. Ending an Adventure
5 . Have the players chosen a caller and a Imagine how your creatures will react to these Before any game begins, the DM and players
mapper? Do they have a piece of graph dangerous, greedy characters stomping around should set a time for the game to end-and stick
paper and a pencil, to map with? the caves! The monsters will try to survive and be to it. An adventure might end before that time
If any answer is "No," stop to fix the prob- happy in their own ways, and will often fight to (if the characters become severely wounded, use
lem. defend their homes and treasures. up all their spells, are fully loaded with treasure,
But remember-although the @onsters may be etc.). They might "go home, rest a day or two,
fighting the characters, you are not fighting the and return" if time permits further adventuring.
The Most Important Rule players. If you try to entertain them, they will en- At the end of an adventure, you announce the
There is one rule which applies to everything teftain you. Play the roles of the monsters, but total treasure found (and kept) by the party, so
you will do as a Dungeon Master. It is the most forget them when they are slain. Their only pur- the players can divide it. While the players are
important of all the rules! This is it: Be Fair. pose, in the long run, is to provide entertainment. dividing treasure, you may spend the time calcu-
A Dungeon Master must not take sides. A DM lating the experience points earned during the
who likes his monsters and NPCs better than he Reactions adventure.
likes the PCs, and maliciously sets out to abuse When an encounter begins, you may find the You should have records of all the creatures
the PCs at every opportunity, is not a good DM. actions of monsters by making Reaction rolls (see defeated by the party on an Adventure Record
As DM, you will play the roles of the creatures "Reactions" in Chapter 7). The results are a Sheet (page 298). If not, take a few minutes to
encountered, but shouid do so fairly, without fa- guide to playing the monsters' response to the remember the creatures encountered.
voring the monsters or the characters. Play the arrival of the characters.
monsters as they would actually behave, at least An encountered creature might attack auto-
as you imagine them. matically. Other monsters, however, do not al-
The players are not fighting or competing with ways attack, so be sure to read the monster
the DM! The characters may be fighting mon- descriptions carefully.
sters, but everyone is playing the game to have Many creatures can be friendly or unfriendly,
fun. The players have fun exploring and earning depending on the situation. Their reactions can
more powerful characters, and the DM has fun sometimes be determined by the actions of the
62 -@
@OP
Chapter 18: The Planes of Existence
@.he world in which the characters live is only made of normal matter. Air exists, and can be wrinkled, lumpy gray tube; it is sticky. The surfac
ne of many worlds in their infinite uni- breathed. Gravity exists, providing directions of is actually made of cctoplasm (solid ether), com-
verse; the possibilities for " normal" adventure " " and "down." These things rarely change, pressed by the magic needed to create the worm-
up
are limitless. But the D&D game involves other and the players can accurately "visualize" where hole. Wormholes vary in size, from a thick strin
places and things not found in the "normal" their characters are, what they are doing, and size to a pillar or slightly curved wall.
world; the three-dimensional universe is only a what their surroundings are like. The hardest part Each wormhole is usually 10 miles long o
small part of reality! There are many other places of adventuring in other planes is visualizing what more. The network of permanent wormholes be-
waiting to be found. The most common beyond they a-re like. tween the Prime Plane and elemental plane
the Prime Plane (the "normal" universe) are the An adventure in a wormhole is much like a looks similar to the roots of a plant; each smal
other planes of existence. dungeon adventure, merely vertical instead of wormhole joins a larger one, until all the smalls
Think of the entire normal universe as only horizontal. Air exists, and the flow through the wormholes connect to one huge wormhole con-
one page in a large book. Two pages next to each wormhole provides a gravity of sorts. Thus, the nected to the elemental plane itself.
other are touching, but are separate and entirely DM and players can gradually become used to Creatures and things in a wormhole are magi-
different. Moving across one page doesn't take elemental adventures by exploring the worm- cally changed into the "proper" element whe
you to the next one; you must go in a different holes, not visiting the other planes until ready they reach the elemental plane, unless protecte
direction altogether. In a similar manner, many for them. by powerful magic.
planes exist, and characters need magic to travel
from one plane to another. The whole network Time The Ethereal Plane
of planes: Prime, Ethereal, inner, Astral, and
outer, is called the multiverse. Time passes on the Ethereal Plane and clemen- A character's first experience with anothe
tal planes just as it does on the Prime Plane. If plane will probably be a short trip into the Ethe
adventurers explore wormholes and other nearby real Plane. Ether, the material of the Etherea
Arrangement of the planes for a week, then a week will have passed on Plane, appears to be a gray fog in its norma
Planes the Prime Plane when they return. However, time form. If compressed (either by a creature or b
may pass at different rates slower, faster, or not magic), it is a sticky gray solid.
Most of a campaign takes place in a fantasy at all!-on more distant planes. Any ethereal creature can sense the directio
world similar to our own medieval times. That of gravity on the Prime Plane, but is not affecte
planet, and the whole of that universe, is called Gravity by it. Thus, while ethereal, a character knows th
the Prime Plane. direction of "down," but cannot fall.
One other plane touches the Prime Plane, the The pull created by very large masses exists
Ethereal Plane, also called "the Ether." Travel to normally on the elemental planes, but is some-
or through it requires magic. The "distance" to what different on the Ethereal Plane. Creatures Vision
it cannot be measured in feet or miles; it is a in the Ether are not affected by gravity, but can When on the Ethereal Plane, vision is normal,
magical disrance, in a magical direction. sense the pull of gravity on the nearby Prime with the same range as in a dark underground
A potion or qrmor of ethereality allows the Plane. corridor. Except for creatures, everything is the
user to enter, travel in, and leave the Ethereal same color (gray fog) and temperature (about
Plane. Many strange monsters wander through Vortexes and Wormholes 50' Fahrenheit, or lo' Celsius), so intravision is
the Ether, including banshees and poltergeists. nearly useless. All light sources function normal-
The four elemental planes of Air, Earth, Fire, A vortex is an invisible hole in a plane, with
and Water are "near" the Prime Plane (as mag@ elemental matter either whirling into or erup ly (a torch or lantern shining light to 30' range,
1- t- magical light to greater ranges, etc.), but the
cal distances are measured), but do not touch it ing out of it. A current of elemental matter flows only light the Ether, not reaching into worm
like the Ether does. To reach an elemental plane, in one direction, to or from the clemental plane. holes or into the Prime Plane.
a hole must be opened in the Prime Plane, and a If seen by a detect invisible spell of similar An ethereal traveler cannot see into the Prim
tube must be created through the Ether, leadi magic, it appears as a shimmering colored circle
ng Plane unless he uses a detect invisible spell (o
to the elemental plane. The hole is called a vor- from the front or back-but cannot be seen at all
tex, and the tube is called a wormhole. from the side; it has no thickness. On the Prime similar magical effect). However, the gray fog o
Vortexes and wormholes can be created Plane, the color of the vortex matches the plane the Ether may be dense or thin, varying by what
bv is nearby on the Prime Plane. Nearby water ap-
t ' to which it leads-blue for Air, brown for Earth
gate spells, and can be made permanent wi h pears as dark ether, and rock, earth and wood as
wishes. Several permanent wormholes connect red for Fire, and green for Water. Other colors even thicker ether. Dense rock and heavy metals
the elemental planes with the Prime Plane, and match other more distant planes. On other (lead, gold, etc.), appear as solid ether (ecto-
elemental material is constantly flowing between planes, a vortex leading to the Prime Plane is a
the planes. This movement creates wind, ocean multi-colored swirl of the four elemental colors. plasm). Fire on the nearby Prime Plane appears
currents, volcanos, and occasional earthquakes. A vortex may appear to float in the air or lie on a as bright Ether. By noting these changes of den-
Experienced travelers of the planes from the surface. A natural elemental vortex is always 10- sity (which affect ethereal movement), a travele
Prime Plane refer to the Prime Plane, Ethereal cated in the element corresponding to its desti- can tell what the conditions are nearby on the
Plane, and elemental planes as the inner planes, nation (whirlpool, volcano), but a created vortex Prime Plane, or can at least make a good guess.
for there are many other planes of existence. The (by a gate spell) may appear anywhere.
inner planes are surrounded by the Astral Plane' A wormhole is a connecting passage between Breathing
which can be reached from the Elemental o, planes. It is simply a round tube with wrinkled Characters can breathe normally in the Ethe-
Ethereal Planes. Think of the inner planes as a sides, appearing very similar to a dungeon corri- real Plane; the Ether itself is a magical, thoug
group of islands in a vast ocean; this ocean is the dor but without any corners. However, a worm- sterile, air which can support life.
Astral Plane. It is similar to the Ether, but much hole seems to be a vertical passage, rather than
larger. Across the "Astral Ocean" are the outcr horizontal, because of the current through it. Movement
planes, the homes of the Immortals and other Traveling in the wormhole with the current is
strange creatures. easier than traveling against it. Characters cannot walk on the Ethereal Plane
A wormhole is never straight, bending and Without magical movement capability, a visito
Interplanar Adventures winding along its entire length, thus its name. to the Ether cannot travel. A t7y spell allows nor
Many of the things inside a wormhole are made of mal movement (I 20'/ round); a potion or armo
Visualizing elemental material (matching the plane to which of ethercility gives the same rate of ttavel as a
it ie-ads), but other elements and creatures are of- spell would in the Prime Plane. Thus, a travele
When you describe a dungeon room or corridor ten present. Wormholes cannot be seen from the moves through the Ether according to the condi
to the players, they can usually imagine what it Prime Plane, and only the outside can be seen tions on the nearby Prime Plane, as shown in th
looks like. The characters' surroundings are always from the Ether. The outer surface looks like a Movement in the Ethereal Plane Table.
263 -@-
=pp
hapter 18: The Planes of Existence
Movement characters know it was created in a unique
Movement in the Ethereal Plane Table setting-the Prime Plane, a perfectly balanced
Type of Effect on Characters can move across the elemental mixture of all four elements. This situation is not
Material Movement Rate planes just as they do on the Prime Plane. On found in any other plane of the multiverse!
Vacuum Double normal "land" (i.e., the solid elemental surfaces), they Some magical effects are not based on ele-
Air Normal can walk. They can use fly spells or devices (or ments at all, but on energy. Examples include
Fire or Water 3/4 normal flying mounts) to move through the air. Spells most detect spells, cures, light and darkness, and
Soil, Wood '/2 normal such as teleport work normally. lighming bolts. These effects will function "nor-
Rock '/4 normal mally" (as they do on the Prime Plane) when
Metal Reduced to O' Breathing used on any inner plane.
Lead Reduced to O' Other effects are partially or wholly based on
The atmospheres of all the elemental planes matter, -affecting it in various ways. These effects
except Air are hazardous to player characters. For may be negated, partially changed, or com-
Elemental Planes example, the atmosphere of the plane of Water pletely different, as described in "Spells" below.
is gaseous water (this would have to be super- Beings of different elements affect each other
Use the following general guidelines to create heated on the Prime Plane to exist in this state, in logical ways. The basic principles used are
adventures on and involving the elemental but on the elemental plane can exist at ordinary dominance and opposition. If one element has
planes. The Components of the Elemental temperatures); only a water-breathing character dominance over another, it has power over that
Planes Table can give you some ideas. can breathe it. The atmosphere of the plane of element. If uwo elements are in opposition, they
Each elemental plane is a universe much like Earth is gaseous earth matter; that of Fire is a are enemies, but affect each other normally. The
the Prime Plane, but all the material is a single volume of none-too-cool flame. Even the plane principles of dominance and opposition are easi-
element. The elemental matter collects in of Air has areas filled with poisonous or corrosive ly summarized:
clumps (planets, moons, etc.); it can exist in gas. To survive on the elemental planes, the
solid, liquid, or gaseous form. characters will have to employ magic-spells, Air has dominance over Water.
For instance, in the elemental plane of Water, magical items, or both. Water has dominance over Fire.
the atmosphere is an unbreatheably thick fog, Fire has dominance over Earth.
the seas are made of water, and all land, solid Survival in the Elemental Planes Table Earth has dominance over Air.
objects, and even solid creatures are made of Air and Fire are in opposition.
ice-ice which may be so hard and imperishable Plane Character Needs: Earth and Water are in opposition.
that it resembles crystal and does not melt in Earth create air (M3), or survival (C7,
warm temperatures. Mg), or ring of elemental
The strange creatures of the elemental planes adaptation (earth, earth & fire, of
are mixtures of solid and liquid material, held elemental power), or talisman of
together by a life force of thought and energy clemental travel (Lesser/ Earth, or
(much like creatures on the Prime Plane). the Greater Talisman)
When a planet exists on an elemental plane in Fire create air (M3) and resist fire*
roughly the same "position" as a planet on the (C2), of create air (M3), or survival
(C7, M9) ring of clemental
Prime Plane, natural vortexes and wormholes
ad.q tation (fire, earth & fire, or
p
appear, connecting the planets on each plane. elemental power), or talisman of
Thus, for the "normal" D&D@ world, there are etcmental travel (Lesser/Fire, or the OPPW
four other planets in similar positions, one on Greater Talisman)
each of the elemental planes. Other planets in Water water breathing (M4), or create air
the Prime universe might not have correspond- (M3), or survival (C7, Mg) ring of
ing elemental planets; another world might thus clemental adaptation (water, air &
be missing one or more elements. water, or elemental power)
Moons, comets, and other large moving bodies talisman of clementql travel
on the Prime Plane rarely have any elemental con- (Lesser/Water, or the Greater
nections. They are sometimes created by tempo- Talisman) MINANCE - OPPOSITION
rary wormholes, which break when the
corresponding body on the elemental plane Or a potion of fire resistance
moves out of position. In a similar manner, a vor- Note: A force field spell (M8) will provide In combat between elemental beings, domi-
tex may suddenly appear on a moving body, as a protection on any plane, but is immobile. nance and opposition have the following effects:
corresponding moon "nears it" on the elemental Dominance results in double damage; the vic-
plane. For example, an ocean could suddenly ap- tim may make a saving throw vs. spells to take
pear on a moon near the characters' world! Effects on Magic normal damage.
Some creatures of the elemental planes a-re de- When one creature has dominance over an-
scribed in Chapter 14. You may construct whole These notes apply only to the inner planes. other, it is less affected by the other's normal at-
civilizations, as interesting and complex as those The Astral Plane and outer planes cause other tacks. Only minimum damage is inflicted
on the characters' world, with that information. changes in magical effects, because of their dif- against the dominant creature. If a water ele-
Adventuring can proceed much as it always has, fering natural laws. mental's damage is normally 3d8 points, the wa-
but with entirely new settings, encounters, and In the D&D game, magic on the Prime Plane ter elemental's damage against an air elemental
even new treasures. is a highly developed art. However, magic as the would be only 3 points per successful hit. The
victim of dominance tends to fear the other; if a
reaction roll indicates hostility, "flee" should re-
Components of the Elemental Planes Table place "attack."
Type of Elemental Plane of: Opposition results in hostility; a penalty ap-
Component Air Earth Fire Water plies to all reaction rolls. The penalty is - 8 if the
Atmosphere Air Dust or Soil Plasma Fog, Airy Water creatures are totally opposed (element vs. ele-
Liquids Invisible Mud, Oil or Liquefied Normal ment and good vs. evil), or - 4 otherw.is e.
Airy Liquid Lava Fire or Lava Water When uwo creatures are in opposition, no
Solids Solid Clouds Earth or Stone Solidified Fire Crystalline Ice change in damage occurs; only reactions are af-
fected. The creatures' reactions to others are not
64
apter 18: The Planes of Existe
affected; the penalty applies only to reactions to drifts, with no life force left to hold it together. Effects on Magic
the creature of opposing element. When the life force returns, it immediately forms
Example: A party is attacked by a fire elemen. a new body, and resumes its "normal" life. The magical strength of any item in the Astral
tal, so their magic-user casts a conjure water cle- Disintegrate: This spell works normally except Plane is reduced by one; a sword +4 becomes
mental spell. Each blow from the resulting water against an clemen tql on its home plane. It causes sword + 3 in all respects while there. An item o
elemental inflicts double damage upon the fire an elemental to split into many creatures of I Hit + I enchantment becomes nonmagical on thi
elemental, but it m-ay make a saving throw (per Die each; the number of creatures is equal to the plane.
blow) to take normal damage. Hit Dice of the elemental affected. Each new el- Three-dimensional magic of mortals become
Example: A djinni (good) meets an efreeti emental has only id4 hit points. two-dimensional, parallel with the caster. Thus
(evil); each has a - 8 penalty to all reaction rolls. Stone to Flesh: This spell affects solid matter fireball would create a disc-like explosion tha
A kryst meets an undine (both good); a - 4 pen- and often material over which the caster has con - might not harm someone standing very close t
alty applies to all their reaction rolls. trol, and turns it into living matter. Each ele- the center. The caster can learn to rotate the two
mental plane has a similar version. Each dimensional effect after 3 to 6 castings, so as t
Notes on Spells elemental version changes a solid element over be able to cause the explosion to occur in a non
The spells learned on the Prime Plane usually which the caster has dominance into a livinly ele- parallel direction. In any event, area effect spell
function normally in the Ether a-nd on the ele- mental form. For example, the local version on will cause no damage if a saving throw is made.
mental planes unless affected by dominance or the plane of Water is ice to water and fire to wa- Magic of Immortal origin remains fully three
opposition (see above). Most spells can easily be ter. The reverse of the spell has similar local ef- dimensional. On the Astral Plane, all mortal
translated by replacing the terms "stone" with fects, but changes an elemental creature into suffer a - 5 saving throw penalty against magica
"solid element," "water" with "liquid element," non- living solid form. For example, on the plane effects of Immortal origin.
and " flesh " with " solid / liquid element." of Water, the reversed spell is flesh to icc.
Spell-using creatures native to other planes The Outer Planes
know "local" versions of many spells. These The Astral Plane
spells include the clerical barrier, create water, It would be impossible to describe all the di
and resist Fire spells, and the magic-user charm Much like the Prime Plane, the Astral Plane ferent types of outer planes which can exist in
person, cloudkill, fireball, delayed blast fireball, contains vast reaches of nearly empty space. campaign. There are planes where dragons com
ice storm /wall, lower water, magic missile, mass- Planets, stars, and other typical huge objects can from, planes where the Immortals live, plan
morph, move earth, pass-wall, statue, w2ter be found here. Entire outer planes found "in" where many undead spirits collect, and an int
breathing and web spells, and all wall spells. the Astral Plane are bubble-like; completely iso- ity of other planes besides.
A visitor from the Prime Plane could learn the lated and surrounded by the Astral. Each of these planes can have its own I
"local" version of these spells, if taught by a In the Astral Plane, all things appear to be out- which modify the effects of magic spells; eac
friendly resident. However, local elemental ver- lined in a sparkling, shimmering substance. Mor- can have its own inhabitants and monsters. T
sions of spells will work only on the same plane; tals perceive themselves as flat, two-dimensional DM decides which new magical laws and whic
a flesh to ice learned on the plane of Water beings, while Immortals will be seen as solid new monsters appear in each outer plane.
would have no effect if cast on any other plane, three-dimensional beings. Huge objects that are To get to one of the outer planes, a charact
including the plane of Fire (despite dominance). normally three-dimensional appear to be two- must know something about the plane; he ca
dimensional. Most outer planes and Immortal not simply infer that it exists. Then, he must u
Spells with Limited Effects constructs will appear three-dimensional. a gate or a wish to create a vortex or wormho
Druid spells are useless on any plane but the leading there. Nothing can make this access pe
Prime Plane; they are based entirely on knowl- The Astral Boundary manent; the end that the PCs enter disappea
edge of Nature as it exists on the Prime Plane. one turn after it is created, and the end throu
A cleric's create normql animals has no effect The Astral Plane can be reached from the cle- which the PCs emerge disappears one turn aft
on an elemental plane unless the local versions of mental planes by using a magical gate, or from the first creature emerges from it.
animals are well-known. A cleric's qerial servant the Ethereal Plane at the Astral boundary. From You can decide which outer planes to use
spell has no effect on the plane of Air, but func- the Ethereal Plane, the boundary appears as a your campaign according to your campaign need
tions normally elsewhere; the same applies to distant shimmering light that becomes brighter particularlv when the characters reach high expe
the invisible stalker magic-user spell. Weather as it is approached. The boundary can be crossed ence levels. If you want your characters to be hea
control has no effect on any piane but the Prime magically in either direction (using plane travel, ily involved with the Immortals, you can arran
Plane. Prime Plane insect-based spells will not etc.), but no permanent crossing exists or can be for a set of adventures to take place in an Immo
work on any other plane. made. From the Astral Plane, the Ethereal tal's plane, for example. Create and use ea
boundary appears as an unmistakeable dull gray. plane as you need it, and you will not waste a
Special Spell Notes Magical sight can penetrate the boundary in effort by creating vast numbers of outer plan
Conjure Elemental: When a magic-user casts both directions. your characters may never visit.
this spell on the Prime Plane, the magic opens a
vortex on both planes (both the elemental plane Movement Beyond the Multiverse
and the Prime Plane) and creates a tiny worm-
hole connecting them. The wormhole is very Normal movement when on the Astral Plane Unsuspected by all but the most powe
small-less than an inch across-and it pulls a (such as walking) is only possible when a surface magic-users (M26 +), beyond the multiverse a
life force from the elemental plane through the is present. The usual means of travel is by flight. alternative realities, called "dimensions." It
vortex. The life force appears on the Prime Plane Gravity is present only when a solid is nearby, guessed that other dimensions coexist in t
near the spelicaster, and forms a body from ma- and has only minor effects (similar to Ether- same space as the multiverse, yet cannot be d
terial nearby. Prime gravity effects). tected by mortal perceptions. Even Immorta
To form a body, the elemental life force can Magical travel loses one dimension of capacity. with their heightened perceptions, may ha
nal flight, as the limited powers in alternative dimensions. 0
only use material it is familiar with; a water ele- Teleport allows three-dimensio
mental must have water, an earth elemental fly spell (dimension door allows flight at half such dimension is the Nightmare Dimensio
must have earth, and so forth. When the maaic speed). A f7y spell allows levitqtion. A levitation which is inhabited by creatures that haunt t
ends, the creature's life force goes back to its spell is useless. dreams of mortal and Immortal alike.
plane through the wormhole, and the wormhole There are no signposts to inner or outer Past all planes and dimensions lies a myste
and both vortexes disappear. planes, so it is very easy for the inexperienced to ous barrier, called the Dimensional Vort
When seen from an elemental plane, the ele- get lost; a wish of magical navigation aid might home to horrific monsters called "vortex cr
mental affected by the spell simply disappears. be critically important if adventuring here. tures." Here, even the Immortals fear to trea
The material of its body suddenly dissipates and
65
pter 19: Variant Rules
his is a chapter of optional rules-rules you
can iritroduce into your campaign if you Extended Experience Table
These rules also serve as useful examples Lvl Dwarf Elf Halfling Mystic
for ways you, the DM, can modify the game to I 0 0 0 0
suit yourself. Instead of using the options in this 2 2,200 4,000 2,000 2,000
chapter, you can introduce your own unique 3 4,400 8,000 4,000 4, ooo
modifications. 4 8,800 16,000 8,000 8,000
5 17,000 32,000 16,000 16,000
Ability Scores and 6 35,000 64,000 32,000 32,000
7 70,000 120,000 64,000 64,000
Saving Throws 8 140,000 250,000 120,000 120,000
In the standard ruies, the only ability score 9 270,000 4oo,ooo 300,000* 240,000
that can affect a saving throw is Wisdom (affects
saving throws vs. spells). The DM does, however, I 0 4oo,ooo 600,000 600,000 360,000
have the option to apply ability score bonuses 1 1 530,000 850,000** 900,000 480,000
and penalties to other saving throws: 1 2 660,000** 1,100,000 1,200,000 600,000
Strength: Modifies saving throws vs. paralysis 1 3 800,000 1,350,000 1,500,000** 720,000
and turn to stone. 14 1,000,000 1,600,000t 1,800,000 840,000
Intelligencc*: Modifies saving throws vs. 15 1,200,000 1,850,000 2, 1 00, 000t 960,000
mind attacks (charm, confusion, control, fear, 16 1,400,000* 2,100,000 2,400,000 1,080,000
feeblemind, sleep, etc.). 17 1,600,000 2,350,000 2,700,000 1,200,000
Wisdom*: Modifies saving throws vs. spells. 18 1,800,000 2,600,000 3,000,000 1,320,000
Dexterity: Modifies saving throws vs. wands
and dragon breath. 19 2,000,000 2,850,000 3,200,000 1,440,000
Constitution: Modifies saving throws vs. poi- 20 2,200,000 3,100,000 3,400,000 1,560,000
son (but not vs. death ray). 2 1 2,400,000 3,300,000 3,600,000 1,680,000
Charisma: No bonus to saving throws. 22 2,600,000 3,500,000 3,800,000 1,800,000
23 2,800,000 3,700,000 4,000,000 1,920,000
Combined modifier cannot exceed + 3. 24 3,000,000tt 3,900,000tt 4,200,000tt 2,040,000
25 3,200,000 4,100,000 4,4oo,ooo 2,160,000
Death in the Campaign 26 3,400,000 4,300,000 4,600,000 2,280,000
27 3,600,000 4,500,000 4,800,000 2,400,000
If you want your campaign to behave more
like the fantasy stories you read or see in the 28 3,800,000 4,700,000 5,000,000 2,520,000
movies, you might get rid of spells and magical 29 4,000,000 4,900,000 5,200,000 2,640,000
items that bring people back to life. This in- 30 4,200,000 5,100,000 5,400,000 2,760,000
cludes spells such as raisc dead, raise dead fully, 31 4,400,000 5,300,000 5,600,000 2,880,000
reincarnation, and clone. 32 4,600,000 5,500,000 5,800,000 3,000,000
This makes the campaign a lot more danger- 33 4,800,000 5,700,000 6,000,000 3,120,000
ous. When a character is dead, he's dead. The 34 5,000,000 5,900,000 6,200,000 3,240,000
player characters will be a bit choosier about the 35 5,200,000 6,100,000 6,400,000 3,360,000
fights they pick, and will run away from fights 36 5,400,000 6,300,000 6,600,000 3,480,000
more often. High level characters will be rarer, as
bad luck and player lapses will take a higher toll. Automatically takes 1/2 damage from any damage-causing spell or spell-like effect; successful
This option gives character death more im- saving throw means 1/4 damage.
pact. It should be a sad and momentous event Gain Fighter Combat Options. Two attacks are possible at this level.
when a character dies-not just a delay in the t Automatically takes '/2 damage from any breath weapon; successful saving throw means '/4
proceedings. At best, it sharpens the players' damage.
perceptions of how mortal their characters are. tt Three attacks per round possible at this level.
At worst, it leads to general player dissatisfac-
tion. It is not recommended unless the players him, he can be saved. If the healers can heal him Dwarf
are mature enough to handle losing a favorite up to I hit point or more, or the Healing skill
character. roll is made at a penalty of - 5 (regardless of Attack Probability: The dwarf following these
whether it heals him up to positive hit point or rules no longer uses Attack Rank values to deter-
Keeping Characters Alive not), then the character is alive. He's critically mine how well he hits. Instead, he rolls on the
wounded-but he'll survive. Attack Rolls Chart just like a fighter of identical
If you decide to get rid of the resurrection level.
spells, you can also adopt another rule to make it Demihuman and Mystic Hit Points: Above 9th level, the dwarf follow-
a little harder for characters to die. ing these rules gets only 2, not 3, hit points per
For instance, when a character is reduced to 0 Experience Levels level. As usual, Constitution adjustments do not
hit points or below in combat (or from death apply.
spells), he's not yet dead. He's unconscious and Demihumans and mystics are currently lim- Saving Throws: The dwarf's saving throws do
mortally wounded; if left untended, he will die. ited as to how high they can rise in experience not improve beyond the saving throws shown for
He must make a saving throw vs. death ray levels. This is because they start off with many the dwarf class in Chapter 2.
every turn. He makes the first roll on the round more abilities than normal human characters;
he drops to 0 hit point; he makes another every it's a rule that keeps them in balance. Elf
round he takes additional damage, and every 10 However, in your own campaign, you might
minutes (one turn) in addition. If he ever fails a prefer to allow these classes to rise to 36th level, Attack Probability: The elf following these
roll, he's dead. just like the normal human classes. Using this rules no longer uses Attack Rank values to deter-
If he keeps making his rolls untit reached by a rule will require you to re-evaluate your cam- mine how well he hits. Instead, he rolls on the
healing cleric, someone with the Healing general paign balance. If you want to do this, here are Attack Rolls Chart just like a cleric of identical
skill, or someone with a healing potion to get to some guidelines. level.
266@-
@. OP
k. .14 Chapter 19: Variant Rules
Spells: An elf following these rules uses the tution adjustments no tonger count. A player needs to adjust ev@ damage roll h
same Spells/Level chart as the Magic-User class. Special Abilities That Do Not Improve: makes for his character. With every roll, he note
Hit Points: Above 9th level, the elf gets 1 hit Above 16th level, the mystic's armor class, one-fourth ('/4) the damage rolled and round
point per level, and Constitution adjustments movement rate, number of attacks, and hand- the number down; this is the actual damage
do not count. to-hand damage no longer improve. He does not Then, he notes the remaining damage; this i
Saving Throws: The elf s saving throws do not gain any new special abilities; his hand-to-hand the nonlethal damage.
improve beyond the saving throws shown for the equivalency to magical weapons does not exceed Both actual and nonlethal damage are applie
elf class in Chapter 2. + 5. to the victim's hit points, but they are records
Special Abilities That Do Improve: The mys- separately.
Halfling tic will still continue to improve as a fighter and When the actual damage plus the nonletha
adventurer. His experience level will continue to damage equals the enemy's hit points, the ene
Attack Probability: The halfling following improve and dictate how well he hits; his saving my is unconscious. But only the actual damage i
these rules no longer uses Attack Rank values to throws will continue to improve; he will con- "real" damage; the nonlethal damage "wear
determine how well he hits. Instead, he rolls on tinue to gain hit points; his thief abilities and his off' after a little while.
the Attack Rolls Chaft just like a cleric of identi- Acrobatics skill (which is partially dictated by his In 2d6 x 10 minutes, the victim will recove
cal level. experience level) will continue to improve; and half the lost nonlethal damage, and wake up
Wilderness Abilities: The hatting's wiider- (if you're using those rules) he will continue to An equal amount of time later, he'll recover th
ness abilities to hide himself do not improve improve his weapon masteries and gain new gen- rest of the nonlethal damage hit points he h
with experience. eral skills. lost. He does not recover the actual damage hi
Hit Points: At 9th level, the halfling gets one Saving Throws: The mystic's saving throws do points until he heals them through the usu
more id6 roll for hit points, his last. Above 9th not improve beyond the saving throws shown for means, such as a curc light wounds spell or rest
level, the halfling following gets I hit point per the mystic class in Chapter 2. Magical curing heals actual damage first.
level, and Constitution adjustments do not A character can opt to use Nonlethal Comb
count. any time he utilizes one of the following attac
Saving Throws: The halfling's saving throws Nonlethal Combat forms:
do not improve beyond the saving throws shown If char-acters want to fight to see who's the best
for the halfling class in Chapter 2. warrior, but don't really want to injure one an- 1 .Unarmed combat.
other seriously, or if they're trying to knock out 2 .A weapon designed to do nonleth
Mystic an enemy without killing it, you can have them damage-such as a wooden practice sword
use Nonlethal Combat rules. You can automatically count shields (excep
Attack Probability: The mystic following spike-bearing shields), clubs, and the like
these rules he rolls on the Attack Rolls Chart just Procedures weapons designed to do nonlethal damage
like a fighter of identical level. but if you do, they won't do normal damag
Hit Points: As before, above 9th level, the When characters are using Nonlethal Com- they only do nonlethal damage in the c
mystic receives 2 hit points per level, and Consti- bat, they roll to hit and for damage normally. paign. A weapon designed to do nonleth
damage does exactly the same amount
damage as the weapon it simulates-but
can't be used to do normal damage.
3. Any hand-to-hand weapon.
4. A missile designed to do nonleth
damage-such as a blunted arrow.
If the character is using unarmed combat or
weapon specially designed for nonlethal da
age, he fights with no penalty. If he's trying t
use a normal weapon to do nonlethal damag
he suffers a - 3 penalty to his attack roll. Nonl
thal damage makes it easier to conduct duel
capture enemies, and stop people without kil
ing them.
6 7
pp-r
Appendix 1: The D&DO Game World
dix describes fantasy settings for He renamed the nation after himself: It be- him; his children include Lady Adriana (age 20,
ONS & DRAGONS@ games. Both came the Grand Duchy of Karameikos. Mari- a notoriously independent fighter), Lord justin
(or within) a planet in the Prime lenev he renamed Specularum, a much more (age 18, a slight young man with a talent for
Plane known as Mystara. The settings are made Thyatian sort of name. The Grand Duchy was mathematics and trade), and Lord Valen (age 14,
up of the Known World, the outer world cam- recognized by Thyatis as an independent nation; a clever and somewhat sneaky young man anx-
paign areas where characters normally begin although its rulers never called it a kingdom, ious to learn about the world).
their careers, and the Hollow World, a mysteri- that is effectively what it is. Population: Karameikos is a divided land, its
ous, gigantic subterranean world the char-acters Stefan Karameikos set up his own allies and majority Traladaran population ruled by the in-
can discover and explore later. The Known cronies as regional rulers, allowing the original
World and the Hollow World have been de- Traladaran rulers to retain their baronies only vader Thyatian population. The Traladarans are
a very free-spirited people whose dress and
scribed in a long-running series of game supple- when they swore allegiance to him. names are similar to those of Balkan Europe. The
ments published by TSR, Inc.; what follows is a The Thyatian rulers, though they control thIe Thyatians are pragmatic and self-centered, with
brief description of the two campaign areas. nation's economic and military might, don t the conquering instincts of the ancient Romans
have complete control of the land. Karameikos is (with their tastes in entertainment, too). The
The Known World dark and forested, with hundreds of square two elements tend to dislike one another greatly.
miles populated only by animals, by loggers and
The Known World has cultures and a level of foresters, by non-humans such as elves and gob- Specularum: The capital city of Karameikos
technological development that resemble the lins. The Traladaran forests are an ancient home has a population of 50,000 of more (the Trala-
Europe of our Earth around the 15th century. to vampires, werewolves and other dark creatures darans don't willingly cooperate in the census).
The Known World doesn't have gunpowder or of legend. Secret Traladaran popular movements It features a great deep-water bay through which
the printing press, but in many other ways the oppose the Thyatians, occasionally sabotaging much shipping moves, the well-defended royal
two worlds are similar. the plans and activities of their rulers. palace of the Karameikos famity, a foreign quar-
Late-medieval feudalism is the most common Ruler: Duke Stefan Karameikos, thirty years ter, a dangerous slum called "The Nest", several
system of government: A nobleman, usually a older and more experienced, still rules his land. merchant districts, the walled-off Duke's Park,
powerful warrior, rules a region of land, occupy- He tries to keep his nation strong, the better to and much more.
ing a stronghold (often a castle) at its capital, discourage invasion from dangerous neighbors- Threshold: This northern town of 5,000 resi-
guarding the region and enforcing his laws with such as Thyatis. He does not actively oppress the dents is a logging and farming community sur-
soldiers normally drawn from the local popula- Traladarans to improve the lot of his Thyatians; rounded by untamed wilderness. It's an ideal
tion. The peasants of his region pay him taxes the laws he passes are written to be fair to all. But home town for player characters.'Threshold is
and services; he, in turn, protects them against Karameikos himself cannot enforce every law, ruled by Baron Halaran (also known as Patriarch
invaders and evildoers. and many of his Thyatian subordinates are not as Sheriane, a cleric).
just as the peasants serve the noble, so too scrupulous in their dealings with the Trala-
does the noble serve a greater ruler, a king or em- darans. Karameikos' wife is Duchess Olivia, an Fort Doom: This is the capital of the Black Ea-
peror. The petty noble supplies taxes to the icy, intelligent woman who is a ood advisor for gle Barony, which is ruled by Stefan Karameikos'
greater ruler, and in times of war supports him 9 cousin, Baron Ludwig von Hendriks. Von Hen-
with soldiers and additional money, and often
must campaign with his king. The greater ruler,
in turn, is obliged to protect the lesser ruler's
claim to nobility, and to help protect the lesser
noble in times of invasion. The oath of mutual
service and support sworn between them is
known as the oath of fealty.
In the Known World, many nations follow
this pattern of government, and some follow
other patterns. Some nations are populated en-
tirely by demihumans and humanoids.
Take a look at the color maps on pages 273-
288 for a closeup look at the Known World; a
black and white overview map is found on pages
270 and 271. In this appendix, we're going to
take a general look at the nations shown on those
maps.
The Grand Duchy of
Karameikos
Description: This he-avily-forested region used
to be known as Traladara, a "nation" that was
really a loose confederation of independent bar-
onies.
Thifty years ago, Stefan Karameikos, an ambi-
tious nobleman of the nearby Empire of Thyatis,
traded his ancestral lands to the Thyatian emper-
or for Thyatian recognition of Karameikos' right
to independent rule of Traladara. Spending all
his family fortune on mercenary armies, Stefan
Karameikos invaded Traladara, quickly conquer-
ing the nation's largest sea-port, Marilenev, and
settling garrisons in all the region's larger com-
munities.
268
- - 4 @ Appendix 1: The D&DO Game World 19
driks is a dangerous man who terrorizes and bru- Population: The Alasiyan culture which is when some of the most sterile desert areas were
talizes the populace of his dominion; he also dominant in Ylaruam is as harsh as the desert lush and green), and conducting negotiations
conspires to take the throne of the Grand Duchy. that spawned it. The Ytari greatly admire the between the emits of this nation and the rulers
Fort Doom has a population of 10,000. desert warrior, the turbaned hero with his flash- of surrounding lands.
ing scimitar and noble desert steed.
Adventure Opportunities: The Grand Duchy MaRic use is forbidden here; magic-users and The Principalities of Glantri
of Karameikos really is a place of mysteries. So
little of it is settled by humans that there is elves are hunted down, tried, and executed
endless opportunity for -adventure in the na- when their presence becomes known. On the Description: This forested and mountainous
tion's woods and northern mountains. Ancient other hand, clerics are venerated in this land. northern land is a magocracy, a land ruled by
ruins lie hefe, long forgotten by the Traladarans The Ylafi follow the philosophies of Al- magic-users. Clerics are outlawed (they're sen-
and not yet discovered by the Thyatians: There Kalim, a warrior and teacher who died (or em- tenced to death when found).
are lairs where vampires lurk; there are caves barked on a Path to Immortality) a century ago. Glantri is divided into many principalities,
from which goblin and bugbear raiders harry iso- His dream was of the Desert Garden, all the des- each of which has its own ruler and laws:
lated settlements; there are hidden camps of Tra- ert lands.of Ylaruam transformed by work and Aalban is famous for the machines and de-
ladaran freedom fighters who plot the downfall cooperation into the greenest and fairest - of vices its craftsmen make. Belcadiz is home to
of Stefan Karameikos. lands; when the Ylari need something to unite elves who afe famous for their metalworks and
them, they use the words of Al-Kalim. their fine black lace; the elves in this nation live
Though the clans and tribes of Ylaruam often more like humans than elves, dwelling in fine
The Emirates of Ylaruam war with one another, they willingly forget their houses and cities rather than sylvan communi-
Description: This is a desert land, all blazin differences to band against foreign invaders, but ties. Bergdhoven is famous for its flowers (and
9 just as willingly renew their internal struggles the dyes and perfumes which come from them),
sun, roliing dunes, and widely separated oases once the invasion is thrown back. its cheeses, and its jewelry and gemcutters.
similar in appearance and culture to medieval Blackhill is best-known for the quantity of its
Arabia. In recent centuries, the Thyatians and Ylaruam: The capital of the Emirates has a fruits and vegetables, and for the coal mined
Alphatians have come to Ylarua-m to conquer; population (counting surrounding farmlands) of here. Boidavia is a major supplier of salt (mined
they moved in from the south and the north and 20,000, about one-tenth the population of all by convicts and slaves) and ice (shipped hastily to
fought in the center, their wars going on for dec- the Emirates. It is a trade city, through which Glantri City and other places). Caurenze is best
ades until the Ylari people threw them out. passes much of the agricultural bounty of the known for its graceful marble architecture, and
Ruler: The Sultan (Emperor) of the city of land: herd-beasts of the desert nomads, grains of for its gold mines and fine weaponry. Erewan is a
Ylaruam, a direct descendant of Al-Kalim, is the the farmlands, fabricated goods of the renowned land of more traditional sylvan elves, who afe
titular ruler of the nation, but he does not have craftsmen of Ylaruam. fine bowyers, woodworkers, and artists. Klantyre
absolute power; his Grand Vizier wields consid- Adventure Opportunities: Adventures in the is a major supplier of wool and mutton, lumber,
erable influence, as do the individual emirs Emirates can include repelling Thyatian invaders and heavy woodwork. Krondahar is a producer
(kings), maliks (dukes), beys (counts), and from the south, grueling trips through the des- of silk and leather goods, fine beef, and yogurt.
sheiks (viscounts). ert, exploring ancient ruins (dating from a time New Averoigne is best-known for its wines and
the culinary arts.
Ruler: The "ruler" of Glantri is actually a
council of ten wizard-princes ruling -a very effi-
cient bureaucracy. The government needs to be
efficient; the rulers like to plot against one an-
other, but do not like the basic work of rulership.
All rulers in Glantri are magic-users or elves;
71 those who cannot cast spells cannot rule.
The ruling princes include: Aalban-Prince
jaggar von Drachenfels (human); Beicadiz-
Princess Cornelia de Fedorias y Beicadiz (eif);
Bergdhoven-Prince Vanserie Vlaardoen XI (hu-
man); Blackhill-Prince Volospin Aendyr (hu-
man); Boidavia-Prince Morphail Gore-
vitch-Woszlany (human/-vampire); Caurenze-
Prince Innocenti di Malapietra (human); Ere-
wan-Princess Carlotina Erewan (elf);
Kiantyre-Prince Brannart McGregor (human/
lich); Krondahar-Prince jherek Virayana IV
(human); New Averoigne-Prince Etienne
d'Ambreville (human).
Population: The population is a blend of
many ancient cultures, including very urban
elves, descendants of Alphatians, Thyatian colo-
nists, Traladarans, and even lycanthropes and
vampires.
Glantri City: The capital of this nation, where
the great college of magic is built, lies in a lush
valley where two rivers meet. The city is criss-
crossed both with roads and canals. It is a very
sophisticated community, where magic lights the
reets, wh re gondolas and hansom cabs convey
assengers from point to point, and where every
luxury imaginable is available.
26@
j Appendix 1: The D&DO Game World .1 .1
Adventure Opportunitics: This is a good set- Dengar: This is the great capital city of Rock- Ruler: There are five sheriffs- Seashire: jaer-
ting for a campaign if most of the characters are home, built at the foot of-and beneath-Point vosz Dustyboots; Highshire: Multhim Greybeard;
magic-users (and none overtly admits to being a Everest, the tallest mountain of Rockhome. The Eastshirc: Maeragh Littlelaughs; Heartshire: De-
cleric). With the great college of magic at hand city is divided into two parts. Upper Dengar (pop- lune Darkeyes; Southshire: Siidil Seacyes.
to provide accidental monsters, new spells, and ulation 15,000, including 1,500 humans and 150 Population: The great majority of residents of
unintended portals into new worlds, there is a hattings) is a strong, walled city built above- the Five Shires are halflings. But, while most hu-
steady supply of adventure opportunity here. ground at the mountain's base. Where the city mans think that haltings are peace-loving and
abuts the mountain, a great tunnel leads down to harmless, there are many halfling adventurers
Alfheim Lower Dengar (population 40,000, including 400 and buccaneers in this region.
humans), a sprawling city built in an enormous
Description: This nation is a homeland of series of natural caverns beneath the mountain. Adventure Opportunities: An orc invasion is
elves. Once a featureless plain, it was magically always possible, and the hin would be grateful to
transformed into a deep, dense forest-ominous Adventure Opportunities: Raids by human- PCs who stayed around to help.
to outsiders, but a cheerful home to elves. This is oids from the Broken Lands are coonmon, as are
a land of enormous trees, of elven cities made up ambushes carried out by both sides. Thyatis
of tree-houses hundreds of feet in the air and
connected by wooden walkways. It's a place Soderfjord, Vestiand, and Description: Thyatis is a seaside empire, fa-
where few non-elves come unless they are invited Ostland mous for its imperial history, the cunning and
or are attempting to invade. treachery of its leaders, the decadence of its en-
Description: These three nations, living in tertainments, and the might of its army. In many
Ruler: King Doriath is the day-today ruler of chilly northern coastal lands, are all similar to Vi- ways, it resembles the Roman Empire or Byzan-
the elves of Alfheim; long-term decisions are king cultures. The Soderf)ord jarldoms is a poor tine Empire when its armies were achieving their
made by the Council of Clans, which consists of nation full of contentious jaris (earls), and con- greatest victories and its court was well into its
the King and the Clanmasters of the seven major stantly plagued by humanoid invaders. Vestiand decline.
elven Clans of Alfbeim. is a mainland country with a history of military The Empire of Thyatis consists of the King-
Population: The people of Alfheim are all achievement. Ostiand is an island nation with a dom of Thyatis, the Pearl Islands (an island na-
elves-excepting residents of Alfheim Town great tradition of seamanship and piracy. tion with a predominantly black population),
(10,000 humans, 300 dwarves, 800 haltings, Ruler: Soderfjord jarldoms: Soderfjord the western half of the Isle of Dawn (an island
and a few others). 'I@he elves here are much as doesn't have one ruler; each jarl has his own very settled by humans from many different races),
they are in other parts of the world: Lithe and small independent nation. Vestiand: King Ochalea (an island settled by descendants of the
mysterious, magical and merry, they are wor- Haraid Gudmundson, a modern and fair ruler, is mysterious, copper-skinned easterners called Al-
shippers of nature and growing things. They are advised by a council of representatives of Ves- phatians), and the Hinterlands (the northern
no friends of the dwarves in Rockhome or of the tland's nobles, craft guildmasters, merchants, jungle fringe of the southern continent). Here,
humanoids in the Broken Lands. clerics, and others. Ostiand: King Hord D-ark- we'll deal only with the nation of Thyatis, heart
Alfheim Town: The city that visitors are most Eye, a middle-aged and traditional king (whose of the empire.
likely to see is Alfheim Town, which has a popu- interest in rule has waned in the ten years since Thyatis is a mostly flatland (with mountains
lation of 15,000-80% of which is non-elven. his first wife and unborn son died in childbirth), bordering it to the north and running through
and Queen Yrsa, Hord's ambitious second wife; the Island of Hatties to the south). The further
Adventure Opportunities: Alfheim is a good much political power also lies in the hands of west you go, the greener things are; the western
place to spook low level adventurers, or to have clerics of the Immortal Odin. border is heavily wooded.
sylvan adventures. Thyatis borders the Emirates of Ylaruam to
Population: The men and women of Soderf- the north (and is normally unfriendly with
Rockhome jord, Vestland, and Ostiand are a tall, fair, rug- them), Karameikos to the west (and remains
ged breed. Shaped by their environment and friendly, although one day it will conquer that
Description: This is a land of low, fertile valleys their histories of warfare and noble adventure, kingdom), and the Minrothad Guilds to the
surrounded by high and treacherous mountains. they're a very aggressive lot. southwest (and remains friendly, trade relations
Rockhome is the homeland of the Known World's Adventure Opportunities: Travelers in these are cordial). Elsewhere, the nation is bounded
dwarves, and its thick ring of mountains suits lands could run afoul of Ostland pirates, or help by seas, which have helped Thyatis become an
them well, both defensively and aesthetically. the Vestiand people against invasions from important naval power with a tradition both of
The dwarves build their communities of Troilheim and other humanoid areas, or be trade and piracy.
strong stone, using their famous engineering caught up in small-scale warfare between two Ruler: Thincol I (Thincol Torion). Thincol was
skills. Many Rockhome towns and villages are ei- competing jarls in Soderfjord. once a very famous gladiator in Thyatis City.
ther built partially or completely underground,
particularly in the large natural caverns that rid- Many years ago, during an invasion from the far-
dle this territory. This potent combination of The Five Shires away empire of Alphatia, Thincol seized control
surrounding mountains, defensive stone fortifi- of the city's troops and repelled the invaders. He
Description: This coastal nation that lies north later married the daughter of the emperor (who
cations, and underground communities makes of lerendi is the homeland of the haltings was slain in the invasion). Thincol is still a great
Rockhome difficult to invade. ("hin"). Though these lands have been three fighter; he is also an accomplished politician in
Ruler: King Everest XV (formerly Bifin, son of times ruled by outsiders (twice by orcs, once by the Thyatian tradition of deception, cunning,
Born, of the Everest Clan). Son of King Everest dwarves), the Five Shires are now ruled entirely and treachery.
XIV, Everest XV spent his early career as a compe- by hin, and constitute an independent nation
tent, if undistinguished, military officer. He is a with a strong army and navy. Population: The people of Thyatis admire
career politician, a glib and affable dwarf who The Five Shires region is a broad, deeply- fighting ability above all else. They tend to be
never shows his true face to outsiders. Hc is fond forested piece of rolling land. The land is quite clever traders. Their politicians, merchants and
of finding enthusiastic young adventurers to send fertile and hin farmers can get two or three har- ambitious military officers tend to be none too
against threats facing Rockhome-threats, that is, vests per year; the Five Shires export a lot of trustworthy, but the common adventurers are re-
that don't demand he roll out the military. grain to Darokin, Glantri, and Karameikos. liable enough.
The Five Shires is divided into five regions, Thyatis City: The capital and greatest city of
Population: Almost all residents of Rockhome called shires, each of which is semi-independent the Empire is Thyatis City, population 600,000.
are dwarves. The dwarves of Rockfiome seem and ruled by a sheriff. The shires include Thyatis City is justly renowned for the magnifi-
aloof, surly, and suspicious to outsiders, but they Seashire, Highshire, Eastshire, Heartshire, and cence of its marble architecture and the sophisti-
are merry and friendly among their own kind. Southshire. cation and decadence of its noble ruling class.
272
Appendix 1: The D&DO Game World
Thyatis City is the empire's greatest seaport, Sundsvall: The imperial capital of Aiphatia a magnificent royal palace carved from pure
with an enclosed and defended harbot, and is the lies in the southwestern region of the conti- white coral. The king and queen of the land are
seat of the empire's trade and naval fleets. Like nent. It is a vast city of 500,000 residents, and usually popular adventurer-heroes; however,
ancient Rome at the height of the Roman Empire, features innumerable huge palaces and other they are without true power and serve only as fig-
it is a vibrant, teeming city whose population is so enormous buildings. As the capital of a magical ureheads. Actual rule is held by certain aristo-
great that it strains against the very wafis, whose empire, it is heavily decorated by and protected cratic families (making lerendi an oligarchy).
people are enthralled by gladiatorial spectacle (the by magic spells, and is often called the "city Law tends to be informal, and enforced by the
Coliseum seats nearly one-tenth of the city popu- built by magic." strong. Although lerendi has a highly pfofes-
lation at a time), and whose Senate is vinually a Adventure Opportunities: Alphatia is a magi- sional navy, pirates often operate out of lerendi
school for intrigue and deception. cal land that teems with wizards. They like to waters.
Adventure Opportunities: Adventures in create new spells (or steal them from one an-
Minrothad Guilds: The Minrothad island cluster
Thyatis can arise out of the empire's efforts to othef) or new monsters (these often break out ot is a sydicicracy: The government is run by the
keep subject states in line, to conquer new terri- their pens and run amok). heads of various trading guilds. Most of these are
tories, and to explore new territories to conquer. demihuman, with elves being the majority. The
PCs adventuring in Thyatis need to be cautious Other Areas of Note people are caste-conscious and conservative, pre-
about how they deal with employers and nobles; farring banking to war. They maintain a neutral
taking care to make it hard or unprofitable for Atruaghin Clans: These grassy plateau, forest, position between Thyatis and Alphatia, trading
their employers to betray them. and hilly regions are inhabited by tribal herders with and transporting goods for both. Privateer-
and hunters who live in small villages. All the ing, especially against pirates out of lerendi, is
Alphatia villagers claim to be descended from the ancient common occupation.
hero Atruaghin. If threatened by war, they will
Description: Alphatia is a mighty continent of unite under a temporarily elected leader. Their Norwold: North of the jarldoms on the main
magic-users to the east of the Thyatian Empire; culture is similar to early Amerindian culture. continent lies the Kingdom of Norwaid, carved
it is not shown on any of the maps in this vol- out of the rugged northern coast by mighty
ume. Alphatia rules numerous other lands; all The Broken Lands: This wasteland of rugged warlords-adventurers of exceptional mettle
together, the main continent and its subordinate hills and mountains, infertile valleys and can-
yons, was long ago smashed by a man-made d; (level 15 +) who desire dominions of their own.
nations constitute the Alphatian Empire. Nominally loyal to Alphatia, the warlords have
The continent of Alphatia is a broad, rich land sager. Since then, it has been an ugly and useless their hands full with petty local intrigues, incur-
divided up into numerous interdependent na- land, shunned by all but the humanoids; count-
tions. The southwestern regions, the areas best less tribes of orcs, kobolds, goblins, hobgoblins, sions Dy unfriendly frost giants, and occasional
known to visitors from foreign lands, are sunny ogres, trolls, and other races who hate the hu- full-scale invasions by the forces of both Thyatis
and Alphatia. Norwold has a long-standing
and temperate, good for farmlands and pas- mans who drove them here. They sometime@ "land rush" that is expected to continue into the
tures. T.he northwestern regions afe chilly and gather to raid surrounding nations. These barren forseeable future.
mountainous, far wilder and less settled than the lands are harsh and dangerous, but rumors per-
south. The northeastern section of the continent sist of great magical treasures hidden here before Republic of Darokin: This republic is centered
is also chilly wilderness; it has few human settle- the cataclysm. around the capital, Darokin. Its wealth is based
ments, but is dotted with wizards' towers and on trade from Lake Amsorak (the large inland
the summer vil@ of Alphatian nobles. The Caverns of the Shadow Elves: Long ago, elves lake), the Streel river, the eastern caravan route,
southeastern part of Alphatia is flatland with who survived the disaster that created the Bro- and sea trade filtering in through the Malphegg
rich soil, thick with farms. The central regions of ken Lands fled into the eafth, finding deeper swamp. Darokin is a plutocracy; the governmen
the continent feature deep, dangerous forests and deeper caverns to shelter them. Today, from is run by the wealthiest merchant families. Th
where monsters thrive, where dangerous elves their gray and cheerless caverns, they interact culture resembles that of Venice or Genoa in me-
live free, and where the most evil of magic-users with the surface world only to scheme to gain dieval Italy. While the settled areas are fairl
conduct their grisly experiments. control of Alffieim or to pit surface nations
against one another. The shadow elves are very safe, the wild areas are @ery wild.
Ruler: Eriadna the Wise. Raised from chill]
bale and frail compared with outer-world elves.
hood to be a ruler of men, she seized the imperi- @heir society closed and insular; they fear and Thanegioth Archipelago: This cluster of island
al throne from her own father when the man distrust representatives of outside races. is about 1,000 miles south of the main conti-
launched a costly, failed invasion of Thyatis and nent. What little is known about Thanegioth i
the Alphatian grand council of wizards threat- buried in myth and superstition, but there is a
ened to remove the imperial throne from her The Ethengar Khanates: These northern steppes area, and man
are broad, flat, windswept grasslands, ruled by ile, t one
, plateau "lost word'
family line. She magically maintains her appear- and ave tropical jungles, wherein dwel
ance at 30, though she is actually 80 and has five the nomadic riders of the golden horde. The ri@itive tribesmen, aranea (intelligent spi
Ethengarians are steppe riders very similar to the
adult children. Mongols. They are very warlike, and when they aers), and fakasta (cat people).
Population: The Alphatians are not native to choose to stay organized, they are a great danger
this plane. Theif original home, far away in an- to nations all around them. Their "capital" is a The Hollow World
other plane, was destroyed in a war of opposing tent (yurt) city of several thousand citizens that The planet of the Known World is not a soli
magic schools. The Alphatians came to the wanders across the face of the Khanate lands. At
Known World and settled, building a new em- its center are the pavilions of the Golden Khan, baji like our Earth is. In fact, it's hollow. A tin
pire based on magic. a series of enormous tents surrounded by a sun hangs in the center of the hollow, and vas
polar openings permit travel between the inne
There afe two kinds of Alphatians: common wooden palisade.
and pure. Common Alphatians have coppery and outer worlds. The interior landscape is calle
skin and brown (sometimes red) hair. Pure Al- Heldann Freeholds: The Heldann are a barbaric, the "Hollow World," a place of ancient myste
0
fair-haired people who hunt, fish, and raise The polar openings leading into the H lio
phatia-ns, a distinct minority, have very pale
white skin and dark hair. Neither race has a so- crops on isolated farms. They are related to the World are so huge that their curvature is ver
cial class advantage in the empire. people in the jarldoms, but acknowledge no very gradual. That, combined with the fact th
In the empire, all spelicasters are considered ruler among themselves higher than the individ- these regions are perpetually shrouded in fo
nobles; nonspelicasters have few rights. Spell- ual householder. Their culture is similar to that means that people can travel from the out
casters and nonspellcasters live under different of medieval Iceland. world to the inner (or vice-versa) without bein
sets of laws, laws which (naturally) favor the aware of it.
spellcasters. Kingdom of lerendi: The trading ships of leren- The interior sun sheds daylight at all times i
di rival those of Thyatis, and the kingdom sports the Hollow World; night never falls, and cre
28
pendix 1: The D&D@ Game World
tures susceptible to sunlight (such as vampires) Kingdom of Nithia: This nation, in the south- Tanagofo Plains: West of Nithia dwell the Tana-
are rare indeed. western regions of the continent of Iciria, strong- goro tribesmen. They live in scattered villages,
The interior world has long been hidden from ly resembles the real-world setting of ancient where they herd cattle (aurochs) and grow grain.
the outer world-the few outer-world explorers Egypt. The Nithians are a brown-skinned race of The warriors a-re tall, black, and fierce, holding
who have found it have either died there, stayed monument-builders. They are a very reverent their own quite well against the jennites, and
there willingly, or returned without publicizing people, and their ruler, a Pharaoh, is always a destroying occasional invasions by both the
their discovery. To this day, the existence of the cleric. They are also a wealthy people, grown rich Nithians and Milenians. Their culture is much
Hollow World is not generally known in the out- on the grain they export and the gold they mine. like that of the Zuius of Africa.
er world. The Nithians ar6 the perpetual enemies of the
The Hollow World is home to monsters, ani- Milenians, even though great stretches of wilder- A D&D@ Campaign Source
mal species and cultures that have long vanished ness and hostile tribes separate the two empires.
from the outer worid. Every prehistoric animal Bibliography
species listed in the Chapter 14 is common in the Kubitt Valley: Lying south of the Schattenalfen
Hollow World. Here, too, are nations that are and north of the Miienian Empire is Kubitt Val- Many of the places described or mentioned
ancestors of many of the outer world's cultures. ley. Adventurers who go there tend not to come in this chapter have been written up as full-
The Hollow World was set up by the Immor- back. It remains a place of mystery. length game supplements published by TSR,
tals of the Known World. Their influence has Inc. If any of these settings interests you, you
kept the cultures they have planted here virtu- Malpheggi Swamp: This primordial swamp is in- can look for the supplement corresponding
ally unchanged; each culture remains frozen -at habited chiefly by lizard men with an early Iron to it.
the cultural and technological level it had at- Age culture. Their tribal society is matriarchal,
tained just prior to being brought here. The and they follow the Immortal Ka. They often GAZ 1 The Grand Duchy of Karameikos
maps on pages 282 and 283 show several nations guide Azcan and Schattenalfen raiding parties GAZ 2 The Emirates of Ylaruam
of the Hollow World, all of which lie on the great across the swamp to war upon each other. They GAZ 3 The Principalities of Glantri
continent of Iciria. are otherwise very territorial and, especially, will GAZ 4 The Kingdom of lerendi
Important Note: On maps of the Hollow kill Nithians (their ancient enemies when both GAZ 5 The Elves of Alfheim
World, the directions of East and West are re- lived on the Known World). GAZ 6 The Dwarves of Rockbome
versed, an effect of its unique configuration. GAZ 7 The Northern Reaches
T'herefofe, if North is at the top, then West is to Merry Pirates: Shipping in the seas off the equa- (SoderF)ord, Vestiand, Ostland)
the right and East is to the left in the Hollow torial coasts of the Azcan and Milenian Empires GAZ 8 The Five Shires
World. is often raided by the Merry Pirates, who live on GAZ 9 The Minrothad Guilds
islands many miles to the west. At times, the pi- GAZ 10 The Orcs of Thar (The Broken
rates will land and raid whole towns, and they Lands)
Modifications to Magic sometimes raid each others' base towns as well. GAZ 11 The Republic of Darokin
Magic doesn't work the same in the Hollow Their cheerful bluster is legendary, as is their GAZ 12 The Golden Khan of Ethengat
World as it does in the outer world. A complete daring. Their culture is much like that of the GAZ 13 The Shadow Elves
list of modifications is given in the HOUOW buccaneers and pirates of the Caribbean, except GAZ 14 Atruaghin Clans
WORLD- boxed set. These are not given here so that there is no gunpowder. Dawn of the Emperors Boxed Set
that players adventuring there for the first time (Thyatis, Alphatia, Isle of D2wn)
can discover the effects for themselves. Milenian Empire: Similar to Classical Greece at xi The Isle of Dread (Thanegioth
its height, this empire is protected by hoplite Archipelago)
soldiers with crested helms, bearing long spears cmi Test of the Warlords (Norwold)
Hollow World Areas of Note and sort swords. It controls much of soutbefn Ici- M2 Vengeance of Alphaks (Norwold)
Azcan Empire: This ancient civilization of ria. Its people are well-known for their architec- M5 Talons of Night (Isle of Dawn)
copper-skinned folk is dominated by jungle arid ture, building great homes and public buildings HOUOW WORLD- Boxed Set
s@h-and-bum farmlands. The majority of its of marble, exquisite statues and columned tem- HWRL Sons of Azca
population lives in farming villages, but the em- ples, strong roads and defen@ive walls. Their per- HWR2 Kingdom of Nithia
pire has a number of large stone cities featuring petual enemies are the Nithians and the Note: It is not possible to keep these items
ancient-style stepped pyramids. Although most Schattenalfen, though they are often raided by in print at all times; some may become rare
of the people are of Neutral alignment, the em- the Merry Pirates as well. and require considerable effort to locate.
pire is ruled by wicked clerics who obey Atzan-
teotl, an Immortal of the Sphere of Entropy Neathar Lands: These prehistoric plains, forests,
(Death). Strangers are normally captured and and jungles are thickly occupied by small tribes
sacrificed in this land, which is much like the of stone-age humans, called the Thousand
Aztec Empire at its height. Tribes of Neathar. The tribes often fight one an-
other, but will ally with one anotber to drive out
Gentle Folk: These forests afe home to pacifistic an invader. This region has many dinosaurs and
elves. Their culture is basic (but more advanced other ancient animals per square mile. The Nea-
than the Neathar) and their society unspecial- thar language spoken here is the Common
ized; the elves live by themselves or in small tongue of all the Hollow World.
family groups. Neither Neather nor dinosaurs
willingly enter the lands of the Gentle Folk. Ad- Schattenalfen Caverns: Subterranean elves live
venturers may find these lands a haven in which in the mountains between the Azcans and the
they can rest. Milenians. These are descended from shadow
elves who found the Hollow World by accident.
jennite Lands: In the plains south of Tanagoro Actually taking damage from sunlight (i hit
and west of Nithia dwell nomadic barbarian point/hour), they hate anyone who can with-
hunters, who follow lafge herds of aurochs (an stand the sun. Many follow the evil Immortal
ancient breed of oxen). They are fierce mounted Atzanteoti ... a fact which doesn't prevent the
wafriors with copper skin and brown hair who Schattenalfen and Azcans from warring on one
scorn non-cava@ cultures. They war with both another whenever they choose.
the Tanagoro and the Nithians.
290
Appendix 2: AD&DO Game Conve
S & DRAGONS@ detailed rule that includes more variables, allow- and often start with two or three spells.
as a development ing it to cover situations in much greater depth. cThe AD&D systee separates character cl
first published in Since the AD&D game is so much more struc- and character race. Different class and r
the mid-1970s- While AD&D products are not tured than the D&D game, it is used more often combinations are available (e.g. dwa
directly compatible with this gaine, the guide- in convention tournaments, where consistent fighter/thief).
lines in this section will help you if you want to judging is most important. oThe AD&D alignment system adds a Goo
use AD&D game supplements in your D&D The D&D game remains easier to learn, faster Evil axis to the D&D game Law-Chaos axi
game campaign or vice versa. to play, and easier to introduce new players to. allowing greater detail (Lawful-Good, Cha
A short guide to D&D and AD&D game ic-Neutral, etc).
products will be given at the end of this appendix. The AD&D@ Core Rules 0 AD&D game spells are more complex. Whi
one or two elements of a D&D spell may va
The AD&D 2nd Edition core rules include: by caster level, any and all elements of
Why Conveft7. the Player's Handbook (for players), the AD&D spell (range, duration, effect) mig
At some time, you may wish to convert a char- Dungeon Master's Guide (for the DM), and the vary in this way. AD&D spells also are mo
acter, monster or entire adventure from one of first two Monstrous Compendium supplements likely to have multiple effects or reversals.
these games to the other. (which contain monsters for the game). There 0AD&D game magical items are more co
For example, you might be a D&D game are special rule supplements (the PHBR and plex; many have three or more separate fu
Dungeon Master who finds and really enjoys an DMGR sefies) and many AD&D campaign set- tions.
AD&D game supplement, so you want to con- tings, as well as adventures, accessories, and even 0The systems have different combat round ti
vert it to be played in your campaign. novels based on these game worlds. scales (affects encounter pacing).
Or, you might be a D&D game player who 0The AD&D system uses a 10-point armor cl
moves to an area where only the AD&D game is Game Differences scale.
played. You find a new DM who's willing to let 0 AD&D game weapons inflict different da
you use your experienced characters . . . but The most important differences for conversion age against larger-than-man-sized oppone
first you must convert them to the AD&D rules purposes have to do with character generation than against smaller opponents.
system. and combat, as these affect game balance most 0Equipment prices and encumbrance numb
directly. Specifics include: are different between the rwo systems.
TheAD&DOGame AD&D characters tend to have higher ability o Some D&D optional rules (Fighter Man
scores, especially if some of the optional char- vers, Weapon Mastery, and so on) have
The AD&D game is much more detailed than acter generation rules are used. However, abil- equivalent in the AD&D system.
the D&D game. It has more character classes, ity score bonuses are generally gained at a score Aside from these differences, the systems
more alignment choices, more monsters, and of 15 instead of 13. balanced differently. The D&D game ret
more rules. Where the D&D rules system may AD&D characters usually use different dice to player characters at level 36; the AD&D g
reduce a situation to one die roll or a single varia- roll hit points (for example, fighters roll dio). encourages player character retirement ab
ble, the AD&D rules system often has a more AD&D game clerics get spells at first level, level 20.
29,
pendix 2: AD&DO Game Conversions
Converting Between the Converting Characters Table
Games Ability Scores To D&D@ System To AD&D@System
Basic scores Use AD&D score* Use D&D score**
In the following sections, we'll describe how Ability score adjustments Use D&D system Use AD&D system
to convert items from one game to the other. In
all cases, transfers of characters and other things If the AD&D campaign uses the 4-die generation system, subtract 1 from Prime Requisites and
between campaigns afe monitored and approved 2 from other ability scores.
by the hosting DM. If the AD&Dcampaign uses the 4-die generation system, add 2 to Prime Requisites and add 1 to
other ability scores.
Reality Shifts In addition, all scores lower than the minimum the system requires for the class are adjusted to
One convenient assumption is that D&D@ the minimum. No score can be adjusted above 18 or below 3.
and AD&D@ games are alternate realities, in al-
ternate dimensions. Passing through the dimen- Class / Race To D&D System To AD&D System
sional barrier may cause certain changes to the Cleric Cleric if human* Human cleric
character and his equipment, some of which Druid Cleric if under 9th, otherwise druid, human only Human druid
may not be immediately obvious. Fighter Fighter Human fighter
For example, a character with a large amount Paladin Fighter if under 9th, otherwise paladin Paladin
of treasure entering a treasure-poor game, might Knight Neutral human fighter
find most of his treasure disappears, leaving him Avenger Evil human fighter
with the need to continue adventuring. Likewise Ranger** Fighter with wildemess skills
a iow-level character, who enters a campaign Magic-user Magic-user if human, elf if elf, no others Human wizard
where the average party level is high, might dis- Specialist** Magic-user
cover he has gained a few levels. On the other Thief Thief if human, no others Human thief
hand, a powerful magical item that the DM - d** Thief with musical skill
thought would be all right but is causing @alance ajar
problems might malfunction a few weeks or Dwatf Dwarf Dwarf fighter
months after passing the dimensional barrier. Gnome** Dwarf
Elf Elf Elf fighter/mage
Half-elf** Human if single-classed; elf if multiclass
Characters Halfling Halfling Halfling fightert
Mystic Monktt
When you want to convert a character be- Human
rween the two games, use the following check- dual-class Current active class
list. It will allow you to convert all significant
character details to the other game. AD&D spheres do not convert well. Use cleric, druid, paladin, of avenger, whichever is closest.
When converting a character from one game Demihumans revert to c@s, losing clerical abilities.
system to another, the character gains all attrib- AD&D character class or race.
utes and restrictions of the race and class he is tOptionally, allow a one-time choice of halfling fighter/thief.
being converted to. He loses any @onuses and tt Detailed in the Oriental Adventures rules book; otherwise dual-class fighter/ thief (advances as
penalties he had under the old system. He makes fighter).
attack rolls, saving throws, etc., according to the Abilities and powers that the class does not have in the game system that has been converted to
new system. are lost. Thus a 15th level fightef converted to the AD&D system would lose the ability to use the
The same principle holds for converting Smash maneuver because the AD&D system doesn't have a Smash maneuver. Use the racial ability
equipment, spells, and magical items: use rules for the system to which you are converting.
equivalent rule of the system you will be playing
in. For example, if an AD&D game broad sword
does 2d4 points of damage, then its D&D game Hit Points To D&D System To AD&D System
equivalent does id8 points of damage (that is, Cleric Subtract I hp per HD Add 1 hp per HD
it's a "normal sword"). Fighter (any) Subtract 1 hp per HD Add 1 hp per HD
Any ability, skill, spell, item, spell, or other Magic-user No change No change
detail that has no equivalent in the other game is Thief Subtract 1 hp per HD Add 1 hp per HD
lost, unless the DM makes a special adjustment Dwarf Subtract 1 hp per HD if fighter only; Add 1 hp per HD
(see "Optional Class Conversions," given later). add 1 hp per HD if a thief only
When converting from the more complex Gnome* Subtract 1 hp per HD if fighter only -
AD&D system, simplify game procedures as Elf Subtract 1 hp per HD if fighter or ranger No change
much as possible. only; add 1 hp per HD if mage only
Half-Elf* Reroll as per the new class
Hafffing Subtract 2 hp per HD if fighter only; Add 2 hp per HD if fighter only
subtract 1 hp per HD if cleric only
Mystk No change
AD&D character race.
Unless noted above, basic hit points (those from Hit Dice) do not change. Thus a dwarven
fighter/thief converted to the D&D system would bave a base number of hit points from hit dice
equal to his AD&D amount. The hit point adjustment given above are per Hit Dic, not per level.
These are base hit points, to be modified by the Constitution bonus of the system you are con-
verting to. For high levels, use the additional hit points per level of the system to which you are
converting.
292
Appendix 2: AD&D@ Game Conver
Converting Characters Table (continued) Optional Class Conversions
Experience Level To D&D@ System To AD&D@ System Many AD&D@ class and race options will not
1-12 No change No change convert directly to the D&D@ system, especially
13 + One equals 3 D&D levels Three equal 1 AD&D level* multiclass and dual-class options. If the DM
Round fractions down. wants to experiment with allowing AD&D game
individuals to keep their special abilities, the fol-
Note that levels are converted, not XP. For example, a 14th level AD&D character would be an lowing guidelines are recommended. We strong-
18th level D&D character. A 33rd level D&D character would be a igth level AD&D character. ly recommend that only characters transferring
Multi-class AD&D characters use the level of their D&D class. Dual-class AD&D characters use from AD&D campaigns use these conversions.
their active class. Combination Single Classes
The DM can always choose to alter the level of characters entering a campaign for purposes of These are singlc-c@sed demihumans who are
game balance. clerics, mages, or thieves. Possible combinations
are given in the AD&D rules.
Aligfunent 0Hit dice are the same as humans of these
To D&D: Keep the Lawful-Neutral-Chaotic alignment and use the Good-Evil axis as a guide to classes.
role-playing. oXP tables are the same as the human class.
To AD&D: Use past behavior as a guide to assign a Good-Neutral-Evil alignment. 0Advancement limits are those of the demi-
human type. No spells or thief abilities in-
Spells crease past the last level, but the demihuman
Use the equivalent spells of the system to which you are converting. If no equivalent exists, rank abilities are gained normally.
knowledge of the spell is lost. oRacial abilities are the same as the race.
Other Details To D&D System To AD&D System Multiclass Demihumans
Saving throws Use D&D system Use AD&D system These are treated as combination single classes
Money No change* No change* except:
Equipment Use D&D system Use AD&D system * The Elf class is the equivalent of an AD&D
Encumbrance Use D&D system Use AD&D system fighter/mage. An AD&D elf fighter/mage
converts as a standard Elf.
However, the amount the character is left with should be put into balance with the amount of aHit dice for all human and demihuman c@ses
tr@ure in the campaign the PC is entering. are both tolled and the results are averaged
(round down).
Armor Class To D&D System To AD&D System 0The XP table of the class that gives the slowest
No armor AC 9 AC 10 advancement beyond name level is used.
Leather armor AC 7 AC 8 0Earned XP is halved.
Scale mail AC 6 AC 6
Chain mail AC 5 AC 5 Dual-Class Humans
Banded mail AC4 AC 4 These humans can operate in two classes, sub-
Plate mail AC 3 AC 3 ject to the following:
Suit armor AC 1 0They advance only in their active class; the in-
Shield - I to AC 1 to AC active class can be used but never improves.
oThey get the most advantageous saving throw,
Armor Type Equivalents considering class and level.
D&D Armor AD&D Armor 0They can use any magical item available to ei-
Leather Studded leather ther of their classes.
Leather Ring mail oThey make attacks based on their class and
Scale Brigandine or hide level-a fighter/thief 7/ 5 could attack as a 7th
Chain mail Banded mail, splint mail, bronze plate level fighter or backstab as a 5th level thief.
Plate mail Field plate
Suit armor Full plate Druids and Paladins
These can be allowed in D&D play at less tha
Skills & Proficiencies 9th level, if desired.
To D&D System: Weapon mastery of "expert" or better translates to weapon specialization for Gnomes
fighter class characters only. If more than one weapon is eligible, the player can choose only one. The following optional rules can be used:
The character is proficient in all weapons in which he has at least "basic" mastery. 0Gnomes use halfling details unless otherwis
To AD&D System: Weapon specialization becomes a weapon mastery of "expert" in the specialized noted.
weapon. The character receives all additional masteries due to a character of his D&D level. oGnomes have the attacks and saving throws o
Nonweapon: Use the closest equivalent in the current system being used. dwarves.
*Gnomes speak gnome, dwarf, goblin, and ko
The character is subject to any class weapon limits of the system to which he converts. If the DM bold.
does not use the equivalent system or if no equivalent weapon exists, the benefit is lost. 9Instead of the hiding ability, gnomes have th
dwarf detect trap and intravision abilities.
293
Appendix 2: AD&D@ Game Conversions
Monsters Converting Monsters Table
Use a similar system to convert monsters from Statistics To D&Dt System To AD&D@ System
one game system to the other. If a similar mon- Armor Class Use given Armor Class Use given Armor Class
ster already exists in the system you are convert- Hit Dice Use given Hit Dice Use given Hit Dice
ing to, usc those statistics. Otherwise the Size Use given size Use given size
guidelines in the Converting Monsters Table can Move Use given Movement* Use given Move
be used. Given values are those in the system Attacks Use No. of Attacks Use given Attacks
you are converting from. Damage Use Damage/Attack Use Damage
No. Appearing Use given No. Appearing Use given No. Appearing
Additional AD&D@ Monster Statistics Save as 0 Intelligent monsters save as a fighter o Monsters save as a fighter of equal
The following AD&D@ statistics have no of equal level; unintelligent monster level, with a bonus level per +4 bonus
D&D@ equivalent, but can often be found in the save as a fighter of half level hit points
monster description. Including them is optional. * Kindred of demihuman races save as o If a monster has other areas of ability
They are as follows: a demihuman of equal level (cleric, mage, thief), it gets the best
9 ORGANIZATION: (tribal, herd, flock, saving throw
etc.). a If non-intelligent, the monster saves
0 ACTIVITY CYCLE: (nocturnal, diurnal, versus poison or death magic at equal
etc.). level, but at half level otherwise
0 DIET. (carnivore, herbivore, etc.). Morale** 2 or 3= 2 2 = 2 or 3
0 THACO: Use D&D attack number. 4 or 5= 3 3 = 4 or 5
0 SPECIAL ATTACK: Use D&D equivalent, 6 or 7= 4 4 = 6 or 7
if there is one. 8 = 5 5 = 8
SPECIAL DEFENSE: Use D&D equivalent, 9 or 10= 6 6 = 9 or 10
if there is one. 11 or 12 = 7 7 = 11 or 12
MAGIC RESISTANCE: Assume no special 13 or 14= 8 8 = 13 or 14
resistance to magic. 15 = 9 9 = 15
If you like a special monster power that does 16 or 17 = 10 10 = 16 or 17
not exist in the D&D system, feel free to adapt it 18 or 19 = 1 1 1 1 18 or 19
to your game. For example, although magic re- 20 = 12 12 20
sistance is not a standard rule, there is no reason Treasure Use listing of similar monster Use fisting of similar monster
why a special monster of this type could not be Intelligence Use given number Use given number
introduced by the DM as a special encounter. Alignment Evil monsters become Chaotic, Assign a second alignment on the
regardless of other alignment; Good-Evil axis, based on the
otherwise drop the Good-Evil axis monster description
Magical Items XP Value Recalculate by D&D rulest Recalculate by AD&D rules
Monster Type Assign, based on descriptiontt Ignore
Magical items should be converted to an Frequency** Common = Common Common = Common
equivalent item in the base system. For example, Uncommon = Rare Rate = Uncommon
the AD&D cloak of eivenkind would become an Rare or Very Rare = Very Rare Very Rare = Rare or Very Rare
elven cloak, a wand offire would become a wand Terrain Use given terrain Use given terrain; assign climate based
of fireballs, etc. If no equivalent exists, the DM on description
may decide that the item isn't there, that a com- Load, barding Estimate from equivalent Estimate from equivalent
parable item has replaced it, or that he will modifier D&D creature AD&D creature
translate the given item into the base system.
When converting AD&D items to the D&D This gives the D&D move per game turn. To find the move pef combat found, divide by 3.
game, try to limit the number of effects they can Read "Previous system = new wywtem statistic" when making these conversions. The second-
create and simplify use as much as possible. ary item is the statistic you will need in the system to which you have converted.
t The XP table is given in Chapter 10.
Immortals and Deities tt The D&D definitions are given in Chapter 14.
The Immortals of the D&D system and the Short Bibliography of D&D@ and AD&D@ Products
deities of the AD&D system should not be con-
verted between the game systems. DUNGEONS & DRAGONS@ Products ADVANCED DUNGEONS & DRAGONS@
DUNGEONS & DRAGONS Game Products
Measurements DUNGEONS & DRAGONS Cyclopedia P]2yers Handbook (2nd Ed.)
Dawn of the Emperors boxed set Dungeon Master's Guide (2nd Ed.)
Game measurements are not converted; use HOUOW WORLD- boxed set Monstrous Compendium 1 & 2 (2nd Ed.)
the equivalent measurements of the system to Wrath of the Immortals boxed set Legends & Lore (2nd Ed.)
which you convert. (1992 release) Tom c of Magic
Accessories: AC series PHBR series
(includes Book of Marvelous Magic, Creature DMGR series
Catalog, and Book of Wondrous Inventions) Castles: 3-D accessory
Gazetteer Series: GAZ Cities of Mystery: 3-D accessory
HOUOW WORLD series: HWR
CREATURE CRUCIBLE- series: PC AD&DE Settings:
Discontinued rules sets: DRAGONLANCE@ products
Basic boxed set FORGOTIFEN REALMS@ products
Expert boxed set WORLD OF GREYHAWKE products
Companion boxed set SPEUJAMMEIV@ products
Masters boxed set RAVENLOFI- products
Immortals boxed set DARK S@ products